diff --git a/Makefile.am b/Makefile.am index 7edda7c..71f1263 100644 --- a/Makefile.am +++ b/Makefile.am @@ -1,17 +1,18 @@ ############################################################################ - # [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// # - # -----------------------------------------------------------| (0...0) # - # SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( # - # -----------------------------------------------------------| {o o} # - # SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ # - # Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~# - # Tricops and Fireblade | # + # # + # X X ******* ** ** ****** ** ** ****** # + # X X ******** *** *** ******** ** ** ******** \\._.// # + # X X ** ******** ** ** ** ** ** (0...0) # + # XX ******* ******** ******** ** ** ** **** ).:.( # + # XX ******* ** ** ** ******** ** ** ** **** {o o} # + # X X ** ** ** ** ** ** ** ** ** / ' ' \ # + # X X ******** ** ** ** ** ******** ******** -^^.VxvxV.^^- # + # X X ******* ** ** ** ** ****** ****** # + # # # ------------------------------------------------------------------------ # - # Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael # - # Chastain, Michael Quan, and Mitchell Tse. # - # Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, # - # Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. # - # Win32 port by Nick Gammon # + # Ne[X]t Generation [S]imulated [M]edieval [A]dventure Multi[U]ser [G]ame # + # ------------------------------------------------------------------------ # + # XSMAUG 2.4 (C) 2014 by Antonio Cao @burzumishi # # ------------------------------------------------------------------------ # # XSMAUG # # Makefile # @@ -21,6 +22,9 @@ CC = g++ CPP = g++ CXX = g++ +USER = xsmaug +GROUP = xsmaug + ARCH = `getconf LONG_BIT` ACLOCAL_AMFLAGS = -I m4 @@ -67,6 +71,8 @@ doc_DATA = README AUTHORS INSTALL NEWS LICENSE ChangeLog \ doc/license.smaug.txt \ doc/license.merc.txt \ doc/license.diku.txt \ + doc/license.afk.txt \ + doc/license.txt \ doc/IdeasDrool.txt \ doc/healer.txt \ doc/contrib.txt \ @@ -100,9 +106,21 @@ rundir = $(datarootdir)/@PACKAGE@ logdir = $(localstatedir)/log/@PACKAGE@ install-data-hook: - @mkdir -pv $(sharedstatedir)/@PACKAGE@; \ + @echo "Installing <@PACKAGE@> data files ..."; \ + mkdir -pv $(sharedstatedir)/@PACKAGE@; \ cp -rvf data/* $(sharedstatedir)/@PACKAGE@; \ + echo "Creating <@PACKAGE@> log directory ..."; \ mkdir -pv $(localstatedir)/log/@PACKAGE@; \ + echo "Installing <@PACKAGE@> man pages ..."; \ mkdir -pv $(mandir)/man1; \ - cp doc/xsmaug.1 $(mandir)/man1/xsmaug.1; - + echo "Installing <@PACKAGE@> documentation ..."; \ + cp doc/xsmaug.1 $(mandir)/man1/xsmaug.1; \ + echo "Creating user <$(USER)> and group <$(GROUP)> ..."; \ + groupadd $(GROUP); \ + useradd $(USER) -g $(GROUP); \ + echo "Setting up <$(prefix)> permissions to <$(USER):$(GROUP)> ..."; \ + chown -R $(USER):$(GROUP) $(prefix); \ + echo ""; \ + echo "<@PACKAGE@> has ben installed on <$(prefix)> directory!"; \ + echo "You can execute $(bindir)/xsmaugd now!"; \ + echo ""; diff --git a/README.md b/README.md index de6cbfb..1bdfc88 100644 --- a/README.md +++ b/README.md @@ -2,11 +2,32 @@ ###Introduction +``` + ############################################################################ + # # + # X X ******* ** ** ****** ** ** ****** # + # X X ******** *** *** ******** ** ** ******** \\._.// # + # X X ** ******** ** ** ** ** ** (0...0) # + # XX ******* ******** ******** ** ** ** **** ).:.( # + # XX ******* ** ** ** ******** ** ** ** **** {o o} # + # X X ** ** ** ** ** ** ** ** ** / ' ' \ # + # X X ******** ** ** ** ** ******** ******** -^^.VxvxV.^^- # + # X X ******* ** ** ** ** ****** ****** # + # # + # ------------------------------------------------------------------------ # + # Ne[X]t Generation [S]imulated [M]edieval [A]dventure Multi[U]ser [G]ame # + # ------------------------------------------------------------------------ # + # XSMAUG 2.4 (C) 2014 by Antonio Cao @burzumishi # + # ------------------------------------------------------------------------ # + # XSMAUG # + ############################################################################ +``` + **Ne[X]t Generation of [S]imulated [M]edieval [A]dventure Multi-[U]ser [G]ame** -**XSMAUG** is a multiplayer text-based role-playing game, which is a type of MUD. +**XSMAUG** is a multiplayer text-based role-playing game, which is a type of MUD. It can be used and modified to create your own game server. -**XSMAUG** is an enhancenment of **SMAUGFuss 1.9**, the goal is to develop a new structure to build and run in modern distributed system environments. **SMAUGFuss 1.9**, an fixed **SMAUG 1.4a** which is a heavily modified derivative of the **Merc 2.1** distribution. +**XSMAUG** is an enhancenment of **AFKMud 2.1.5**, the goal is to develop a new structure to build and run in modern distributed system environments. **AFKMud**, is an fixed **SMAUG 1.4a** which is a heavily modified derivative of the **Merc 2.1** distribution. Stock area zones from **SMAUG 1.4a** have been restored into **XSMAUG**. **SMAUG 1.4a** is close to six times the size of **Merc 2.1**, and has major changes to the inner workings of the code, hence making porting of code from other Diku-derivatives non-trivial to the non-coder. Due to the ability to edit most everything online, you will most likely find the online help pages more informative. **SMAUG** is the base code that runs the popular **Realms of Despair** MUD. Through the years it has been tweaked, modified, and enhanced to become one of the most feature packed branches of the **MERC** family of codebases. @@ -17,37 +38,44 @@ ### XSMAUG Releases -The release of version **2.2** is HERE! With many bugfixes as well as important and useful new code features. +The release of version **2.4** is HERE! With many bugfixes as well as important and useful new code features. * **[XSMAUG Phoenix Release 2.0] (https://github.com/smaugmuds/xsmaug/releases/tag/2.0)** **¡Launch!** * **[XSMAUG Phoenix Release 2.1] (https://github.com/smaugmuds/xsmaug/releases/tag/2.1)** **¡Update!** - * **[XSMAUG Phoenix Release 2.2] (https://github.com/smaugmuds/xsmaug/releases/tag/2.2)** **¡NEW!** + * **[XSMAUG Phoenix Release 2.2] (https://github.com/smaugmuds/xsmaug/releases/tag/2.2)** **¡Update!** + * **[XSMAUG Phoenix Release 2.4] (https://github.com/smaugmuds/xsmaug/releases/tag/2.4)** **¡NEW!** #### Contents of the Release - - src: Source files. - - doc: Documentation. - - xsmaug.conf: XSMAUG Server Config File. - - xsmaug-server: XSMAUG Server Boot Script. - - tools: Developer tools. - - data/realm: Realm Area files. - - data/player: Player files (initially empty). - - data/vault: Guilds Vaults - - data/races: Races files. - - data/houses: House files. - - data/gods: God players. - - data/deity: Deities. - - data/councils: Councils files. - - data/classes: Classes files. - - data/clans: Clans files. - - data/boards: Boards files. - - data/corpses: Death players corpses (initially empty). - - data/mudprogs: MUD Program files. - - data/system: MUD Game System files. - - data/building: Building System files. - - data/classes: Player Class files. - - data/color: MUD Color files. - - data/hotboot: Fast boot config files. + - src: Source files. + - doc: Documentation. + - xsmaug.conf: XSMAUG Server Config File. + - xsmaugd: XSMAUG Server Boot Script. + - tools: Developer tools. + - data/realm: Realm Area files. + - data/areaconvert: Convert New Realm Area files. + - data/aucvaults: Auction Vault files. + - data/player: Player files (initially empty). + - data/vault: Guilds Vaults + - data/races: Races files. + - data/gods: God players. + - data/deity: Realm Deities. + - data/councils: Councils files. + - data/classes: Classes files. + - data/clans: Clans files. + - data/shops: Clans Shops files. + - data/boards: Boards files. + - data/corpses: Death players corpses (initially empty). + - data/houses: Player house files. + - data/mudprogs: MUD Program files. + - data/system: MUD Game System files. + - data/building: Building System files. + - data/classes: Player Class files. + - data/color: MUD Color files. + - data/hotboot: Fast boot config files. + - data/crash: Crash files. + - data/motd: Message files. + - data/web: Web Site & MUD dumped HTML Files. #### Features @@ -91,7 +119,7 @@ Here are just some of the extra features XSMAUG has: - Different prompts when you are fighting and when you are not - Pets saving with their owners - Pet Finding. - - New Healer. + - New Healer: set the healer flag on a mob of your choice. - Configurable color codes online - Projectiles are fully supported - Extended bit vectors for when 32 are just not enough @@ -102,48 +130,71 @@ Here are just some of the extra features XSMAUG has: - HotBoot! - Dump Objects and Mobs to files - Quest bits added. + - Quest Master. + - Banker: Set the banker flag on a mob of your choice. + - Clans Shopkeepers - Mounts and much much more Changes made to areas: - Major changes to the reset system to fix the problems with the nested put resets. + - Major changes to the shops system. - All of the stock areas in this package have been updated to support the new format. - - Will not be backward compatible with any Smaug mud that does not employ the reset fix. - - Areas written for Smaug 1.02a, 1.4, and 1.4a should load without a problem and remain compatible. - -New Imported Areas: - - - sesamest.are - - chess.are - - warner.are - - troy.are - - buds.are - - thalos.are - - prehist.are - - gauntlet.are - - chapelgods.are - - catacomb.are - - bazaar.are - - pground.are - - abyss.are - - kheltower.are - - isledead.are - - hood.are + - Will not be backward compatible with any SMAUG mud. + - Areas written for Smaug 1.02a, 1.4, and 1.4a should import without a problem and remain compatible. + +Realm Areas: + + - air.are daycare.are gate.are hollywd.are mirkwood.are plains.are sewer.are + - anthill.are donjon.are gauntlet.are immtrain.are mobfact.are prehist.are shaolin.are + - anvil.are draconia.are gilligan.are jher.are moria.are pyramid.are shire.are + - astral.are dwarfmines.are goblins.are juargan.are mtdoom.are rainfrst.are srefuge.are + - bazaar.are dwarven.are gods.are keepvalor.are newacad.are rats.are thalos.are + - Build.are eastern.are grave.are land.are newdark.are redferne.are tree.are + - canyon.are elderwood.are grove.are lilith.are olympus.are rift.are trollden.are + - catacombs.are entry.are gtown.are limbo.are one.are rshouse.are troy.are + - chapel.are export.are gwyn.are magicschool.are orchold.are rtower.are under.are + - chapelgods.are fantasia.are gyard.are mahntor.are pblood.are school2.are unholy.are + - cloudymt.are forestpath.are haon.are manor.are pground.are seatears.are valley.are + - crystalmir.are galaxy.are haven.are marsh.are pit.are sesame.are void.are + - damara.are gallery.are highcliff.are midennir.are pixie.are seven.are warkeep.are + - warner.are waymoot.are weater.are weed.are weirdan.are wyvern.are #### ChangeLog + * XSMAUG 2.2 -> XSMAUG 2.4 + + - Conversion to GNU Package: configure, make, make install + - Configure checks for cc, gcc, g++, (g)awk, -ldl, -lz, -lcrypt, -lgd, -lmysqlclient, basic c libraries, headers and functions + - Indented code with GNU style. + - "LOG_DIR" variable in "mud.h" is now obsolete and has been changed to "LOGDIR" in "config.h" + - Server logs now goes to system directory "$(localstatedir)/log/xsmaug/" + - Port XSMAUG from AFKMud 2.1.5. + - Import Stock SMAUG 1.4a Areas + - Changes in structure files and directories. + - Fixed some bugs. + - Added: Optional HTTP Server to test & publish MUD generated HTML pages with static content. + - Added: "CMDF( do_version )" based in "config.h" defines. + - Added: "CMDF( do_petfind )" + - Added: xsmaug.conf & xsmaugd + - Updated: "CMDF( do_webroom )" now it accepts "area.are" file as argument. + - Updated: Tools + - Updated: Documentation + * XSMAUG 2.1 -> XSMAUG 2.2 - Conversion to GNU Package: configure, make, make install - - Configure checks for cc, gcc, g++, (g)awk, -ldl, -lz, -lcrypt, basic c libraries, headers and functions + - Configure checks for cc, gcc, g++, (g)awk, -ldl, -lz, -lcrypt, -lgd, -lmysqlclient, basic c libraries, headers and functions - Indented code with GNU style. - New structure. - Server logs now goes to system directory "$(localstatedir)/log/xsmaug/" - "LOG_DIR" variable in "mud.h" is now obsolete and has been changed to "LOGDIR" in "config.h" - Added: Command "dump" (do_dump) - - Added: Quest Bits (do_abit, do_qbit) - - Added: Capture SIGTERM & SIGKILL signals. + - Added: Banker (ACT_BANKER): (do_balance, do_deposit, do_withdraw) + - Added: Quest Bits (do_abit, do_qbit) & New Quest Master + - Added: Capture SIGTERM & More signals. + - Added: Admin list (admin.lst) * XSMAUG 2.0 -> XSMAUG 2.1 diff --git a/TODO b/TODO new file mode 100644 index 0000000..8a4aa0b --- /dev/null +++ b/TODO @@ -0,0 +1,2 @@ +Move one.are -> continent_one.are +Port petfind.cpp diff --git a/autogen.sh b/autogen.sh index 532f812..bae84b2 100755 --- a/autogen.sh +++ b/autogen.sh @@ -1,19 +1,20 @@ #!/bin/sh ############################################################################ - # [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// # - # -----------------------------------------------------------| (0...0) # - # SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( # - # -----------------------------------------------------------| {o o} # - # SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ # - # Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~# - # Tricops and Fireblade | # + # # + # X X ******* ** ** ****** ** ** ****** # + # X X ******** *** *** ******** ** ** ******** \\._.// # + # X X ** ******** ** ** ** ** ** (0...0) # + # XX ******* ******** ******** ** ** ** **** ).:.( # + # XX ******* ** ** ** ******** ** ** ** **** {o o} # + # X X ** ** ** ** ** ** ** ** ** / ' ' \ # + # X X ******** ** ** ** ** ******** ******** -^^.VxvxV.^^- # + # X X ******* ** ** ** ** ****** ****** # + # # # ------------------------------------------------------------------------ # - # Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael # - # Chastain, Michael Quan, and Mitchell Tse. # - # Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, # - # Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. # - # Win32 port by Nick Gammon # + # Ne[X]t Generation [S]imulated [M]edieval [A]dventure Multi[U]ser [G]ame # + # ------------------------------------------------------------------------ # + # XSMAUG 2.4 (C) 2014 by Antonio Cao @burzumishi # # ------------------------------------------------------------------------ # # XSMAUG # # Autogen # diff --git a/configure.ac b/configure.ac index 17ff2f4..2e35b83 100644 --- a/configure.ac +++ b/configure.ac @@ -1,25 +1,28 @@ -############################################################################ -# [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// # -# -----------------------------------------------------------| (0...0) # -# SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( # -# -----------------------------------------------------------| {o o} # -# SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ # -# Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~# -# Tricops and Fireblade | # -# ------------------------------------------------------------------------ # -# Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael # -# Chastain, Michael Quan, and Mitchell Tse. # -# Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, # -# Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. # -# Win32 port by Nick Gammon # -# ------------------------------------------------------------------------ # -# XSMAUG # -# configure.ac # -############################################################################ - -# -*- Autoconf -*- -# Process this file with autoconf to produce a configure script. -# + ############################################################################ + # # + # X X ******* ** ** ****** ** ** ****** # + # X X ******** *** *** ******** ** ** ******** \\._.// # + # X X ** ******** ** ** ** ** ** (0...0) # + # XX ******* ******** ******** ** ** ** **** ).:.( # + # XX ******* ** ** ** ******** ** ** ** **** {o o} # + # X X ** ** ** ** ** ** ** ** ** / ' ' \ # + # X X ******** ** ** ** ** ******** ******** -^^.VxvxV.^^- # + # X X ******* ** ** ** ** ****** ****** # + # # + # ------------------------------------------------------------------------ # + # Ne[X]t Generation [S]imulated [M]edieval [A]dventure Multi[U]ser [G]ame # + # ------------------------------------------------------------------------ # + # XSMAUG 2.4 (C) 2014 by Antonio Cao @burzumishi # + # ------------------------------------------------------------------------ # + # XSMAUG # + # configure.ac # + ############################################################################ + # # + # -*- Autoconf -*- # + # Process this file with autoconf to produce a configure script. # + # # + ############################################################################ + AC_PREREQ(2.69) # require aclocal LT_PREREQ(2.4) # require libtool @@ -27,11 +30,11 @@ LT_PREREQ(2.4) # require libtool PACKAGE=xsmaug XSMAUG_MAJOR_VERSION=2 -XSMAUG_MINOR_VERSION=2 +XSMAUG_MINOR_VERSION=4 VERSION=$XSMAUG_MAJOR_VERSION.$XSMAUG_MINOR_VERSION -AC_INIT([XSMAUG MUD Server], [2.2], +AC_INIT([XSMAUG MUD Server], [2.4], [], [xsmaug]) @@ -45,7 +48,7 @@ AM_SANITY_CHECK AC_DEFINE_UNQUOTED([PREFIX], ["/opt/xsmaug/"], [Define to the root directory.]) AC_DEFINE_UNQUOTED([RUNDIR], ["${prefix}/com/xsmaug/"], [Define to the read-only architecture-independant data directory.]) AC_DEFINE_UNQUOTED([LOGDIR], ["${prefix}/var/log/xsmaug/"], [Define to log directory.]) -AC_DEFINE_UNQUOTED([HOTBOOT_EXEC], ["${prefix}/bin/xsmaug"], [Define HotBoot Executable file.]) +AC_DEFINE_UNQUOTED([BINDIR], ["${prefix}/bin/"], [Define HotBoot Executable Directory.]) AC_CONFIG_HEADERS([config.h]) AC_CONFIG_MACRO_DIR([m4]) @@ -56,6 +59,8 @@ AC_CANONICAL_BUILD AC_PROG_CC([cc]) AC_PROG_CXX([g++]) AC_PROG_LIBTOOL +AC_PROG_RANLIB +AC_FUNC_MALLOC AC_PROG_AWK AC_LANG([C++]) AC_LANG_PUSH([C++]) @@ -68,24 +73,34 @@ AC_PROG_MAKE_SET AC_CHECK_LIB([crypt], [encrypt]) AC_CHECK_LIB([dl], [dlopen]) AC_CHECK_LIB([z], [zlibVersion]) +AC_CHECK_LIB([m], [isnan]) +AC_CHECK_LIB([mysqlclient], [mysql_init]) +AC_CHECK_LIB([gd], [gdImageCreate]) +AC_CHECK_LIB([ssl], [main]) +AC_CHECK_LIB([pthread], [main]) # Checks for header files. -AC_CHECK_HEADERS([arpa/inet.h fcntl.h limits.h malloc.h netdb.h netinet/in.h stdlib.h string.h sys/file.h sys/param.h sys/socket.h sys/time.h unistd.h]) +AC_CHECK_HEADERS([arpa/inet.h fcntl.h gd.h malloc.h math.h mysql/mysql.h netdb.h netinet/in.h sys/param.h sys/socket.h sys/time.h unistd.h pthread.h openssl/ssl.h limits.h stddef.h]) # Checks for typedefs, structures, and compiler characteristics. AC_CHECK_HEADER_STDBOOL AC_TYPE_OFF_T AC_TYPE_PID_T AC_TYPE_SIZE_T +AC_TYPE_SSIZE_T +AC_TYPE_UID_T +AC_TYPE_INT64_T +AC_TYPE_UINT16_T +AC_TYPE_UINT32_T +AC_TYPE_UINT64_T +AC_TYPE_UINT8_T AC_STRUCT_TIMEZONE # Checks for library functions. AC_FUNC_FORK -AC_FUNC_LSTAT_FOLLOWS_SLASHED_SYMLINK -AC_FUNC_MALLOC AC_FUNC_MKTIME AC_FUNC_REALLOC -AC_CHECK_FUNCS([alarm bzero dup2 gethostbyaddr gethostbyname gettimeofday inet_ntoa isascii memmove memset select socket strcasecmp strchr strdup strerror strncasecmp strpbrk strrchr strstr]) +AC_CHECK_FUNCS([alarm dup2 gethostbyaddr gethostbyname gettimeofday inet_ntoa isascii memmove memset pow putenv select socket sqrt strcasecmp strchr strerror strpbrk strrchr strstr tzset strtol getcwd memchr mkdir rmdir strcspn strdup strspn]) AC_ARG_ENABLE(profiling, AC_HELP_STRING([--enable-profiling], diff --git a/data/areaconvert/Build.are b/data/areaconvert/Build.are new file mode 100644 index 0000000..aea2d52 --- /dev/null +++ b/data/areaconvert/Build.are @@ -0,0 +1,2131 @@ +#AREA Build Interface Stuff~ + + + +#AUTHOR Haus~ + +#RANGES +0 60 0 60 +$ + +#FLAGS +0 + +#ECONOMY 0 45000000 + +#MOBILES +#0 + + +#OBJECTS +#0 + + +#ROOMS +#9500 +Hermit's hut~ +You are inside the hermit's hut. It is rather old, but serves it purpose. +It keeps its habitant from the rough winds and dangerous beasts of the +plains and foothills. There is a small fireplace here. +~ +0 9 0 +D1 +~ +~ +0 -1 9501 +D2 +~ +~ +0 -1 9504 +M 9500 0 1 a +S +#9501 +Inside a small tent~ +This is a small and simple tent with few possessions in sight. Lying +here and there are young-looking men and women, possibly slaves to the +leader of this band. +~ +0 8 0 +D1 +~ +~ +0 -1 9502 +D2 +~ +~ +0 -1 9505 +D3 +~ +~ +0 -1 9500 +M 9500 0 2 b +S +#9502 +A Hovel~ +You are inside the hermit's hut. It is rather old, but serves it purpose. +It keeps its habitant from the rough winds and dangerous beasts of the +plains and foothills. There is a small fireplace here. +~ +0 9 0 +D1 +~ +~ +0 -1 9503 +D2 +~ +~ +0 -1 9506 +D3 +~ +~ +0 -1 9501 +M 9500 0 3 c +S +#9503 +A Campsite~ +This small group of desert nomads has stopped for the day to rest +and refresh themselves beside this beautiful oasis. Three tents and some +camels make up the party. From within two of the tents you hear muffled +voices, obviously surprised at your visit. +~ +0 0 2 +D2 +~ +~ +0 -1 9507 +D3 +~ +~ +0 -1 9502 +M 9500 0 4 d +S +#9504 +A Shack~ +You are inside the hermit's hut. It is rather old, but serves it purpose. +It keeps its habitant from the rough winds and dangerous beasts of the +plains and foothills. There is a small fireplace here. +~ +0 9 0 +D0 +~ +~ +0 -1 9500 +D1 +~ +~ +0 -1 9505 +D2 +~ +~ +0 -1 9508 +M 9500 1 1 e +S +#9505 +Inside the cabin~ +You are inside a small one-room cabin made entirely from heavy logs. It is +very sparsely furnished, containing only most basic housekeeping equipment, +such as a bed, a chair and a table. +~ +0 9 0 +D0 +~ +~ +0 -1 9501 +D1 +~ +~ +0 -1 9506 +D2 +~ +~ +0 -1 9509 +D3 +~ +~ +0 -1 9504 +M 9500 2 1 f +S +#9506 +A Homestead~ +You are inside a small one-room cabin made entirely from heavy logs. It is +very sparsely furnished, containing only most basic housekeeping equipment, +such as a bed, a chair and a table. +~ +0 9 0 +D0 +~ +~ +0 -1 9502 +D1 +~ +~ +0 -1 9507 +D2 +~ +~ +0 -1 9510 +D3 +~ +~ +0 -1 9505 +M 9500 3 1 g +S +#9507 +A Keep~ +You are in a huge hall. Large tapestries line the walls and huge statues of +various make and appearance are spread about. The ceiling above supports huge +candelabras, which light the room. To the east, you see a bright light and +hear sounds of inhabitation. Looking west, you see the entry gates to the keep. +~ +0 0 1 +D0 +~ +~ +0 -1 9503 +D2 +~ +~ +0 -1 9511 +D3 +~ +~ +0 -1 9506 +M 9500 4 1 h +S +#9508 +A Fortress~ +You are in a huge hall. Large tapestries line the walls and huge statues of +various make and appearance are spread about. The ceiling above supports huge +candelabras, which light the room. To the east, you see a bright light and +hear sounds of inhabitation. Looking west, you see the entry gates to the keep. +~ +0 9 1 +D0 +~ +~ +0 -1 9504 +D1 +~ +~ +0 -1 9509 +D2 +~ +~ +0 -1 9513 +M 9500 1 2 i +S +#9509 +A Castle~ +You are in a huge hall. Large tapestries line the walls and huge statues of +various make and appearance are spread about. The ceiling above supports huge +candelabras, which light the room. To the east, you see a bright light and +hear sounds of inhabitation. Looking west, you see the entry gates to the keep. +~ +0 9 0 +D0 +~ +~ +0 -1 9505 +D1 +~ +~ +0 -1 9510 +D2 +~ +~ +0 -1 9514 +D3 +~ +~ +0 -1 9508 +M 9500 2 2 j +S +#9510 +Guard House~ +You are in the guard house to the west of the entrance +to the castle. There are nude posters covering the walls. +~ +0 9 0 +D0 +~ +~ +0 -1 9506 +D1 +~ +~ +0 -1 9511 +D2 +~ +~ +0 -1 9515 +D3 +~ +~ +0 -1 9509 +M 9500 3 2 k +S +#9511 +By the Temple Altar~ +You are by the temple altar in the northern end of the Temple of Darkhaven. +A huge altar made from white polished marble is standing in front of you and +behind it is a ten foot tall sitting statue of Odin, the King of the Gods. +~ +0 3155085 0 +D0 +~ +~ +0 -1 9507 +D2 +~ +~ +0 -1 9516 +D3 +~ +~ +0 -1 9510 +M 9500 4 2 l +S +#9512 +Inside a Store~ +You are in a small room that smells of rare chemicals and spices. +Dividing the room in two is a large desk, and on the wall behind it are +numerous shelves crammed with jars, bottles, books and scrolls of all +sorts and sizes. +~ +0 9 0 +D1 +~ +~ +0 -1 9513 +D2 +~ +~ +0 -1 9517 +M 9500 0 3 m +S +#9513 +A Spooky Graveyard~ +You are on a well-kept gravel road that leads north-south through the +graveyard. On both sides of the road grow dark evergreen trees. An iron +grate is to the north and narrow gravel paths lead east and west. +~ +0 0 2 +D0 +~ +~ +0 -1 9508 +D1 +~ +~ +0 -1 9514 +D2 +~ +~ +0 -1 9518 +D3 +~ +~ +0 -1 9512 +M 9500 1 3 n +S +#9514 +A Monestary~ +You are in a huge hall. Large tapestries line the walls and huge statues of +various make and appearance are spread about. The ceiling above supports huge +candelabras, which light the room. To the east, you see a bright light and +hear sounds of inhabitation. Looking west, you see the entry gates to the keep. +~ +0 17 0 +D0 +~ +~ +0 -1 9509 +D1 +~ +~ +0 -1 9515 +D2 +~ +~ +0 -1 9519 +D3 +~ +~ +0 -1 9513 +M 9500 2 3 o +S +#9515 +A Stable~ +This is a large stable where mounts of all types are brought to be trained +as mounts. Looking about you see four stable-hands trying to saddle a +excitable and sleek looking stallion that stands nearly 18 hands tall. +There are a number of different stalls here each holding a different mount, +from the every day pack mule to the exotic Tros horse. +~ +0 9 1 +D0 +~ +~ +0 -1 9510 +D1 +~ +~ +0 -1 9516 +D2 +~ +~ +0 -1 9520 +D3 +~ +~ +0 -1 9514 +M 9500 3 3 p +S +#9516 +A Tavern~ +You are standing in the bar. The bar is set against the northern wall, old +archaic writing, carvings and symbols cover its top. A fireplace is built into +the western wall, and through the southeastern windows you can see the temple +square. This place makes you feel like home. +A small sign with big letters is fastened to the bar. +~ +0 9 0 +D0 +~ +~ +0 -1 9511 +D2 +~ +~ +0 -1 9521 +D3 +~ +~ +0 -1 9515 +M 9500 4 3 q +S +#9517 +The Basement~ +This seems like your average basement. Old Christmas decorations, +suitcases, bicycles litter your way. You hear the squeaking of +rats in the corners. +~ +0 9 5 +D0 +~ +~ +0 -1 9512 +D1 +~ +~ +0 -1 9518 +D2 +~ +~ +0 -1 9522 +M 9500 0 4 r +S +#9518 +A Bedroom~ +This is a snugly set bedroom with all the necessities for a romantic evening. +A large fireplace adorns the east wall, and sizzling away is the wood that +is ablaze within. The bed is enormous, covering at least HALF of this great +room. This stretches at least 300 square feet, so can you imagine the BED? +A large staircase leads down to the hall. A couple of doors open up to a +broad balcony to the south. +~ +0 9 0 +D0 +~ +~ +0 -1 9513 +D1 +~ +~ +0 -1 9519 +D2 +~ +~ +0 -1 9523 +D3 +~ +~ +0 -1 9517 +M 9500 1 4 s +S +#9519 +A Banquet Room~ +You are in the dining area of the student mages. From the number of +tables and chairs here, you can see that this room could easily seat +several hundred people. It is oddly deserted here, obviously not meal time. + Exits lead west to the kitchen, and back east. +~ +0 9 0 +D0 +~ +~ +0 -1 9514 +D1 +~ +~ +0 -1 9520 +D2 +~ +~ +0 -1 9524 +D3 +~ +~ +0 -1 9518 +M 9500 2 4 t +S +#9520 +A Corridor~ +You stand in the great hall of the keep. Huge pillars rise up to the vaulted +ceiling and torch light glimmers off the marble floor here. You are amazed at +the sheer size of the hall. The hall itself leads north and east. You notice a +smaller hall leading south, deeper into the keep. +~ +0 9 0 +D0 +~ +~ +0 -1 9515 +D1 +~ +~ +0 -1 9521 +D2 +~ +~ +0 -1 9525 +D3 +~ +~ +0 -1 9519 +M 9500 3 4 u +S +#9521 +An Attic~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 9 1 +D0 +~ +~ +0 -1 9516 +D2 +~ +~ +0 -1 9526 +D3 +~ +~ +0 -1 9520 +M 9500 4 4 v +S +#9522 +A Vault~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 9 0 +D0 +~ +~ +0 -1 9517 +D1 +~ +~ +0 -1 9523 +D2 +~ +~ +0 -1 9527 +M 9500 0 5 w +S +#9523 +Sitting Room~ +You are standing in the middle of a really comfortable place. The walls are +decorated with paintings of smiling Kings and Queens. The most attractive +picture is one of a Prince in shiny armour. By one of the walls there is an +old arm-chair. The only exit is through the aspenwood door to the east. +~ +0 9 0 +D0 +~ +~ +0 -1 9518 +D1 +~ +~ +0 -1 9524 +D2 +~ +~ +0 -1 9528 +D3 +~ +~ +0 -1 9522 +M 9500 1 5 x +S +#9524 +Study~ +You are in a small dark passage, which would be unremarkable if not for +the fact that it ends in a blinding blue light to the west. On hooks set +into the wall here there hang several travel worthy cloaks, and a small +leather backpack. It looks as if someone has prepared this room to be used +in the event speedy of a evacuation. +~ +0 65545 0 +D0 +~ +~ +0 -1 9519 +D1 +~ +~ +0 -1 9525 +D2 +~ +~ +0 -1 9529 +D3 +~ +~ +0 -1 9523 +M 9500 2 5 y +S +#9525 +A Passageway~ +This Passageway branches off from the main hall and leads somewhere ... where? +~ +0 265 1 +D0 +~ +~ +0 -1 9520 +D1 +~ +~ +0 -1 9526 +D2 +~ +~ +0 -1 9530 +D3 +~ +~ +0 -1 9524 +M 9500 3 5 z +S +#9526 +Tower~ +The tower creaks and groans, almost as if it were muttering to +itself. There are windows displaying a full moon, reigning over +the night sky. The room is dark and there is almost a musty odor +to it. You are surprised that you can't detect any dust or dirt, +although there are a couple of cobwebs in the corner. +~ +0 9 1 +D0 +~ +~ +0 -1 9521 +D2 +~ +~ +0 -1 9531 +D3 +~ +~ +0 -1 9525 +M 9500 4 5 A +S +#9527 +Crypt~ +You are in a large room which continues to the west. You notice many +coffins here. Open coffins reveal remains of something other than man. +The smell of reptile is very strong here. +~ +0 9 0 +D0 +~ +~ +0 -1 9522 +D1 +~ +~ +0 -1 9528 +D2 +~ +~ +0 -1 9532 +M 9500 0 6 B +S +#9528 +Work Room~ +You are in the workroom of The Mad Alchemist. Bubbling braziers, long +glass tubes and scores of oddly shaped vials and bottles are everywhere. +It is incredibly messy here, crushed glass and other trash litter the floor. + The only apparent exit is the one you entered by. +~ +0 9 0 +D0 +~ +~ +0 -1 9523 +D1 +~ +~ +0 -1 9529 +D2 +~ +~ +0 -1 9533 +D3 +~ +~ +0 -1 9527 +M 9500 1 6 C +S +#9529 +Laboratory~ +You are in the workroom of The Mad Alchemist. Bubbling braziers, long +glass tubes and scores of oddly shaped vials and bottles are everywhere. +It is incredibly messy here, crushed glass and other trash litter the floor. + The only apparent exit is the one you entered by. +~ +0 9 0 +D0 +~ +~ +0 -1 9524 +D1 +~ +~ +0 -1 9530 +D2 +~ +~ +0 -1 9534 +D3 +~ +~ +0 -1 9528 +M 9500 2 6 D +S +#9530 +A hallway~ +You are in a long hallway leading north and south. The walls emit a faint +magical glow which provides enough light to see by. + The sharp sound of metal on metal can be heard to the west. +~ +0 9 0 +D0 +~ +~ +0 -1 9525 +D1 +~ +~ +0 -1 9531 +D2 +~ +~ +0 -1 9535 +D3 +~ +~ +0 -1 9529 +M 9500 3 6 E +S +#9531 +Turret~ +The tower creaks and groans, almost as if it were muttering to +itself. There are windows displaying a full moon, reigning over +the night sky. The room is dark and there is almost a musty odor +to it. You are surprised that you can't detect any dust or dirt, +although there are a couple of cobwebs in the corner. +~ +0 9 1 +D0 +~ +~ +0 -1 9526 +D2 +~ +~ +0 -1 9536 +D3 +~ +~ +0 -1 9530 +M 9500 4 6 F +S +#9532 +Storage Room~ +You are in a small store room. Assorted junk is piled on shelves or +leaning against walls. + The only apparent exit it back south. +~ +0 521 0 +D0 +~ +~ +0 -1 9527 +D1 +~ +~ +0 -1 9533 +D2 +~ +~ +0 -1 9537 +M 9500 0 7 G +S +#9533 +Kitchen~ +This must be the place of food and drink. You can hear the faint noise of +rats feasting on meat and bread from somewhere undeterminable. The sound +makes you feel the agony of HUNGER. The only visible exit is south to the +Northern end of the hall. To the north there is a larder, and to the east +stands a fridge. +~ +0 9 0 +D0 +~ +~ +0 -1 9528 +D1 +~ +~ +0 -1 9534 +D2 +~ +~ +0 -1 9538 +D3 +~ +~ +0 -1 9532 +M 9500 1 7 H +S +#9534 +The Larder~ +You can see food all over. Among the heaps of food you notice HUGE rats +scuttering around, nibbling pieces off the heaps here and there. +~ +0 521 0 +D0 +~ +~ +0 -1 9529 +D1 +~ +~ +0 -1 9535 +D2 +~ +~ +0 -1 9539 +D3 +~ +~ +0 -1 9533 +M 9500 2 7 I +S +#9535 +The Stairs~ +The stairs continue to circle up and down here. +~ +0 9 0 +D0 +~ +~ +0 -1 9530 +D1 +~ +~ +0 -1 9536 +D2 +~ +~ +0 -1 9540 +D3 +~ +~ +0 -1 9534 +M 9500 3 7 J +S +#9536 +On The Rooftop~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 0 4 +D0 +~ +~ +0 -1 9531 +D2 +~ +~ +0 -1 9541 +D3 +~ +~ +0 -1 9535 +M 9500 4 7 K +S +#9537 +Closet~ +You are in a dark broom closet. Many straw brooms and other cleaning +instruments have been left here, apparently unused (perhaps the maid quit?). + The only exit leads back north to the hallway. +~ +0 2057 0 +D0 +~ +~ +0 -1 9532 +D1 +~ +~ +0 -1 9538 +D2 +~ +~ +0 -1 9542 +M 9500 0 8 L +S +#9538 +Office~ +This is the central office of Discordia. Here meetings are held and +important issues discussed. Here the deities and leaders merge together +their trains of thought, to form the governing body of Discordia. +~ +0 9 0 +D0 +~ +~ +0 -1 9533 +D1 +~ +~ +0 -1 9539 +D2 +~ +~ +0 -1 9543 +D3 +~ +~ +0 -1 9537 +M 9500 1 8 M +S +#9539 +The treasury~ +You are in a small chamber, the stale air here is testament to the fact +that it has gone undisturbed for many years. +~ +0 9 0 +D0 +~ +~ +0 -1 9534 +D1 +~ +~ +0 -1 9540 +D2 +~ +~ +0 -1 9544 +D3 +~ +~ +0 -1 9538 +M 9500 2 8 N +S +#9540 +The landing~ +You are on a small landing in the middle of a long stairway leading up. +Your senses seem dulled here, no sound or smell can be detected at all, and +the only thing you can see in any direction is endless stairway. +~ +0 9 0 +D0 +~ +~ +0 -1 9535 +D1 +~ +~ +0 -1 9541 +D2 +~ +~ +0 -1 9545 +D3 +~ +~ +0 -1 9539 +M 9500 3 8 O +S +#9541 +On The Balcony~ +You see a splendid of the most of this world. The valleys stretch as far as +the eye reaches to the south from here. Down below you can see the entrance +of this magnificent building. To the north are the doors to Redferne's Bedroom. +~ +0 9 4 +D0 +~ +~ +0 -1 9536 +D2 +~ +~ +0 -1 9546 +D3 +~ +~ +0 -1 9540 +M 9500 4 8 P +S +#9542 +Foyer~ +You are inside the high tower of sorcery. The sight is truly amazing. +From here, it is obvious that somehow, the tower is much larger on the +inside than it is on the outside. Young mages walk about, completely +oblivious to your presence. + Exits lead north to the common room, west to the dinning room, east to +a plain hallway and back south through the gate. +~ +0 13 0 +D0 +~ +~ +0 -1 9537 +D1 +~ +~ +0 -1 9543 +D2 +~ +~ +0 -1 9547 +M 9500 0 9 Q +S +#9543 +Drawing Room~ +You have entered the master enchanter's chamber. Upon all the walls here +are racks of finely crafted weapons. A huge chest with a glowing lock is +set to one side. Several unfinished looking blades rest atop a small work +table. +~ +0 9 0 +D0 +~ +~ +0 -1 9538 +D1 +~ +~ +0 -1 9544 +D2 +~ +~ +0 -1 9548 +D3 +~ +~ +0 -1 9542 +M 9500 1 9 R +S +#9544 +The Den~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 9 1 +D0 +~ +~ +0 -1 9539 +D1 +~ +~ +0 -1 9545 +D2 +~ +~ +0 -1 9549 +D3 +~ +~ +0 -1 9543 +M 9500 2 9 S +S +#9545 +At A Ladder~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 5 +D0 +~ +~ +0 -1 9540 +D1 +~ +~ +0 -1 9546 +D2 +~ +~ +0 -1 9550 +D3 +~ +~ +0 -1 9544 +M 9500 3 9 T +S +#9546 +On A Catwalk~ +You stand on a precarious catwalk, high above the ground. +This small beam is so thin that your toes hang off into the air. +~ +0 512 5 +D0 +~ +~ +0 -1 9541 +D2 +~ +~ +0 -1 9551 +D3 +~ +~ +0 -1 9545 +M 9500 4 9 U +S +#9547 +Entrance~ +"Magnificent" does not even begin to describe the foyer. Lavishly +decorated, yet elegant, it gives an impression of indescribable +wealth. Paintings and tapestries line the walls depicting scenes +from throughout history. Antiques furnitures and oriental rugs are +tastefully placed in ideal spots. The door is at least 10 feet +high and is made of oak. +~ +0 13 0 +D0 +~ +~ +0 -1 9542 +D1 +~ +~ +0 -1 9548 +D2 +~ +~ +0 -1 9552 +M 9500 0 10 V +S +#9548 +Arboretum.~ +A small indoor garden so that the residents don't have to go +outside to enjoy plants and commune with nature. There are several +trees, a small pond and flowers of every kind. +~ +0 9 0 +D0 +~ +~ +0 -1 9543 +D1 +~ +~ +0 -1 9549 +D2 +~ +~ +0 -1 9553 +D3 +~ +~ +0 -1 9547 +M 9500 1 10 W +S +#9549 +The Library~ +This is truly a magnificent place! Books and scrolls lie together on every +shelf. A large globe, with the map of the Mud-world upon it, stands in the +dimly lit north-western corner of the room. Two large and comfortable- +looking leather arm-chairs adorn the center of the library together with +a huge oak desk. Dim light radiates from an enormous crystal chandelier +hanging down from the ceiling approximately 10 feet off the floor. To the +east there is a great old ashen door. A large glass window is set in the +west wall. +~ +0 9 0 +D0 +~ +~ +0 -1 9544 +D1 +~ +~ +0 -1 9550 +D2 +~ +~ +0 -1 9554 +D3 +~ +~ +0 -1 9548 +M 9500 2 10 X +S +#9550 +A Vent~ +It is very dark here... +~ +0 777 0 +D0 +~ +~ +0 -1 9545 +D1 +~ +~ +0 -1 9551 +D2 +~ +~ +0 -1 9555 +D3 +~ +~ +0 -1 9549 +M 9500 3 10 Y +S +#9551 +A Shaft~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 265 0 +D0 +~ +~ +0 -1 9546 +D2 +~ +~ +0 -1 9556 +D3 +~ +~ +0 -1 9550 +M 9500 4 10 Z +S +#9552 +Gate~ +You have reached the entrance to the high tower of sorcerery. The +tower looms above you at an incredible height. It seems to disappear +into the storm clouds above. + A diamond gate is to the north, guarded by a huge golem. The trail +back south has disappeared behind you. +~ +0 1 0 +D0 +~ +~ +0 -1 9547 +D1 +~ +~ +0 -1 9553 +D2 +~ +~ +0 -1 9557 +M 9500 0 11 0 +S +#9553 +Audience Room~ +You are in a large chamber. Small bolts of energy leap from wall to wall, +crackling with power. The floor is a swirl of indeterminable colors and +patterns ever changing. Bright bursts of color seem to explode into the air +and fade again at random times. All this splendor plays about and draws +attention to a large throne in the center of the room, it seems to be cut +from a single enormous emerald. +~ +0 9 0 +D0 +~ +~ +0 -1 9548 +D1 +~ +~ +0 -1 9554 +D2 +~ +~ +0 -1 9558 +D3 +~ +~ +0 -1 9552 +M 9500 1 11 1 +S +#9554 +Conservatory~ +Here was the rehearsal and recital room for the residents of the +estate. There is a Steinway piano in the corner and various gilded +instruments are on display in a glass cabinet. +~ +0 9 0 +D0 +~ +~ +0 -1 9549 +D1 +~ +~ +0 -1 9555 +D2 +~ +~ +0 -1 9559 +D3 +~ +~ +0 -1 9553 +M 9500 2 11 2 +S +#9555 +A Dumbwaiter~ +It is very dark here... +~ +0 777 0 +D0 +~ +~ +0 -1 9550 +D1 +~ +~ +0 -1 9556 +D2 +~ +~ +0 -1 9560 +D3 +~ +~ +0 -1 9554 +M 9500 3 11 3 +S +#9556 +A Chimney~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 9 0 +D0 +~ +~ +0 -1 9551 +D2 +~ +~ +0 -1 9561 +D3 +~ +~ +0 -1 9555 +M 9500 4 11 4 +S +#9557 +Porch~ +A huge patio overlooks the lawn area. There are enough tables and +chairs for a party of 100. The tables and chairs are ornate and +expensive, tasteful and elegant. Stairs lead up to the main +house. +~ +0 0 1 +D0 +~ +~ +0 -1 9552 +D1 +~ +~ +0 -1 9558 +D2 +~ +~ +0 -1 9562 +M 9500 0 12 5 +S +#9558 +Classroom~ +You are in an apparently empty classroom. A strange feeling of being +watched comes over you, and you hear the faint rustle of robes. + The only apparent exit is back east to the hallway. +~ +0 1 0 +D0 +~ +~ +0 -1 9553 +D1 +~ +~ +0 -1 9559 +D2 +~ +~ +0 -1 9563 +D3 +~ +~ +0 -1 9557 +M 9500 1 12 6 +S +#9559 +Limbo~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9554 +D1 +~ +~ +0 -1 9560 +D2 +~ +~ +0 -1 9564 +D3 +~ +~ +0 -1 9558 +M 9500 2 12 7 +S +#9560 +Lawn~ +The lawn seems to stretch and stretch to the south and to the west. +North of you is a gate. The grass is emerald green and luscious, +obviously well cared for. +~ +0 0 2 +D0 +~ +~ +0 -1 9555 +D1 +~ +~ +0 -1 9561 +D2 +~ +~ +0 -1 9565 +D3 +~ +~ +0 -1 9559 +M 9500 3 12 8 +S +#9561 +Limbo~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9556 +D2 +~ +~ +0 -1 9566 +D3 +~ +~ +0 -1 9560 +M 9500 4 12 9 +S +#9562 +Lake~ +A huge patio overlooks the lawn area. There are enough tables and +chairs for a party of 100. The tables and chairs are ornate and +expensive, tasteful and elegant. Stairs lead up to the main +house. +~ +0 0 6 +D0 +~ +~ +0 -1 9557 +D1 +~ +~ +0 -1 9563 +D2 +~ +~ +0 -1 9567 +M 9500 0 13 ! +S +#9563 +Forest~ +You are in an apparently empty classroom. A strange feeling of being +watched comes over you, and you hear the faint rustle of robes. + The only apparent exit is back east to the hallway. +~ +0 1 3 +D0 +~ +~ +0 -1 9558 +D1 +~ +~ +0 -1 9564 +D2 +~ +~ +0 -1 9568 +D3 +~ +~ +0 -1 9562 +M 9500 1 13 @ +S +#9564 +Swamp~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9559 +D1 +~ +~ +0 -1 9565 +D2 +~ +~ +0 -1 9569 +D3 +~ +~ +0 -1 9563 +M 9500 2 13 # +S +#9565 +Well~ +The lawn seems to stretch and stretch to the south and to the west. +North of you is a gate. The grass is emerald green and luscious, +obviously well cared for. +~ +0 777 0 +D0 +~ +~ +0 -1 9560 +D1 +~ +~ +0 -1 9566 +D2 +~ +~ +0 -1 9570 +D3 +~ +~ +0 -1 9564 +M 9500 3 13 $ +S +#9566 +Street~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9561 +D2 +~ +~ +0 -1 9571 +D3 +~ +~ +0 -1 9565 +M 9500 4 13 % +S +#9567 +On the River~ +The levee is directly north of here. The river flows in an east west +direction. +~ +0 1 7 +D0 +~ +~ +0 -1 9562 +D1 +~ +~ +0 -1 9568 +D2 +~ +~ +0 -1 9572 +M 9500 0 14 ^ +S +#9568 +The Floor of the Canyon~ +Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at all. +In general, it is calm, yet there is always a incessant buzz of things +going on about. The canyon continues north and east. +~ +0 0 5 +D0 +~ +~ +0 -1 9563 +D1 +~ +~ +0 -1 9569 +D2 +~ +~ +0 -1 9573 +D3 +~ +~ +0 -1 9567 +M 9500 1 14 & +S +#9569 +Beach~ +This damp, cold beach is covered in a thick grey mist limiting vision +to arms reach. The ghostly sound of the waves can be heard off to the +east. The mist itself seem to be flowing in from the west. +~ +0 0 10 +D0 +~ +~ +0 -1 9564 +D1 +~ +~ +0 -1 9570 +D2 +~ +~ +0 -1 9574 +D3 +~ +~ +0 -1 9568 +M 9500 2 14 * +S +#9570 +Mine~ +You are at the bottom of the mineshaft. The air here is very sooty, and +it is very hard to breath. The mineshaft leads up and east. +~ +0 265 5 +D0 +~ +~ +0 -1 9565 +D1 +~ +~ +0 -1 9571 +D2 +~ +~ +0 -1 9575 +D3 +~ +~ +0 -1 9569 +M 9500 3 14 ( +S +#9571 +Road~ +You stand on Bywater Road, the busiest street in all of Shiredom. The road +continues to the east and west while to the north lies the general store. +~ +0 0 4 +D0 +~ +~ +0 -1 9566 +D2 +~ +~ +0 -1 9576 +D3 +~ +~ +0 -1 9570 +M 9500 4 14 ) +S +#9572 +On the Stream~ +The stream is cold and frigid, yet it supports plenty of life beneath its +surface. The current trickles west and there is a field to the south. +~ +0 0 6 +D0 +~ +~ +0 -1 9567 +D1 +~ +~ +0 -1 9573 +M 9500 0 15 - +S +#9573 +The forest clearing~ +You are in a clearing in the forest. Lots of fresh stumps of varying sizes +protrude from the ground and heavy logs are stacked neatly in a big pile +supported by stakes set into the ground. Paths lead north, east and west. +~ +0 0 3 +D0 +~ +~ +0 -1 9568 +D1 +~ +~ +0 -1 9574 +D3 +~ +~ +0 -1 9572 +M 9500 1 15 _ +S +#9574 +Snake Pit~ +You stand beside a large dark pond. The water boils not with heat, but with +motion, as if it is alive. A creaking beat pulses through the air, leaving +you with a cold sweat and fear in your heart. +~ +0 1 5 +D0 +~ +~ +0 -1 9569 +D1 +~ +~ +0 -1 9575 +D2 +~ +~ +0 -1 9577 +D3 +~ +~ +0 -1 9573 +M 9500 2 15 + +S +#9575 +Tunnel~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 265 0 +D0 +~ +~ +0 -1 9570 +D1 +~ +~ +0 -1 9576 +D2 +~ +~ +0 -1 9578 +D3 +~ +~ +0 -1 9574 +M 9500 3 15 = +S +#9576 +Path~ +You are on a small path leading through the dense forest. The crowns of the +old trees leave the forest in an unreal twilight illumination. The path +continues east and west. +~ +0 0 3 +D0 +~ +~ +0 -1 9571 +D2 +~ +~ +0 -1 9579 +D3 +~ +~ +0 -1 9575 +M 9500 4 15 | +S +#9577 +Sandstorm~ +A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +0 0 10 +D0 +~ +~ +0 -1 9574 +D1 +~ +~ +0 -1 9578 +D2 +~ +~ +0 -1 9582 +M 9500 2 16 ` +S +#9578 +Rope~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 0 1 +D0 +~ +~ +0 -1 9575 +D1 +~ +~ +0 -1 9579 +D2 +~ +~ +0 -1 9583 +D3 +~ +~ +0 -1 9577 +M 9500 3 16 { +S +#9579 +Cliff~ +Being very careful not to lose your balance, you look around and +find that this canyon is about a half a kilometer deep. To the west is +a dark cave leading under the desert sands. +~ +0 0 5 +D0 +~ +~ +0 -1 9576 +D2 +~ +~ +0 -1 9584 +D3 +~ +~ +0 -1 9578 +M 9500 4 16 [ +S +#9580 +An Underground River~ +You are standing in water, the tunnel continues both to the +north and south. +~ +0 265 6 +D1 +~ +~ +0 -1 9581 +D2 +~ +~ +0 -1 9585 +M 9500 0 17 } +S +#9581 +Jungle~ +You stand beside a large dark pond. The water boils not with heat, but with +motion, as if it is alive. A creaking beat pulses through the air, leaving +you with a cold sweat and fear in your heart. +~ +0 1 3 +D1 +~ +~ +0 -1 9582 +D2 +~ +~ +0 -1 9586 +D3 +~ +~ +0 -1 9580 +M 9500 1 17 ] +S +#9582 +Sand Bar~ +You are on a little sand bar in the water. +~ +0 0 10 +D0 +~ +~ +0 -1 9577 +D1 +~ +~ +0 -1 9583 +D2 +~ +~ +0 -1 9587 +D3 +~ +~ +0 -1 9581 +M 9500 2 17 : +S +#9583 +On the Rope Bridge~ +You are on the rope bridge. From here, you can see the whole Valley of the +Elves. To the south, you see the main valley. To the north-east, you see a +smaller valley with a building in the center of it. To the north-west, you +can see a very small valley with a shack in it's center. A rope ladder +leads down into a trail. +~ +0 0 5 +D0 +~ +~ +0 -1 9578 +D1 +~ +~ +0 -1 9584 +D2 +~ +~ +0 -1 9588 +D3 +~ +~ +0 -1 9582 +M 9500 3 17 " +S +#9584 +A Bridge~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9579 +D2 +~ +~ +0 -1 9589 +D3 +~ +~ +0 -1 9583 +M 9500 4 17 ' +S +#9585 +An Underground Lake~ +You stand beside a large dark pond. The water boils not with heat, but with +motion, as if it is alive. A creaking beat pulses through the air, leaving +you with a cold sweat and fear in your heart. +~ +0 9 6 +D0 +~ +~ +0 -1 9580 +D1 +~ +~ +0 -1 9586 +M 9500 0 18 < +S +#9586 +Cave~ +This cavern overwhelms you. The walls and ceiling seem miles away. +Bones of previous adventurers lie strewn on the cavern floor. +~ +0 9 5 +D0 +~ +~ +0 -1 9581 +D1 +~ +~ +0 -1 9587 +D3 +~ +~ +0 -1 9585 +M 9500 1 18 , +S +#9587 +Sombody Ignored This Room~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 1 +D0 +~ +~ +0 -1 9582 +D1 +~ +~ +0 -1 9588 +D3 +~ +~ +0 -1 9586 +M 9500 2 18 > +S +#9588 +A Rope Ladder~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 0 5 +D0 +~ +~ +0 -1 9583 +D1 +~ +~ +0 -1 9589 +D3 +~ +~ +0 -1 9587 +M 9500 3 18 . +S +#9589 +A Natural Bridge~ +You are floating in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light, which fades into the relative +darkness around you without any trace of edges or shadow. + There is a "No Tipping" notice pinned to the darkness. +~ +0 1 4 +D0 +~ +~ +0 -1 9584 +D3 +~ +~ +0 -1 9588 +M 9500 4 18 ? +S +#0 + + +#RESETS +O 0 30 1 9500 +S + + +#SHOPS +0 + + +#REPAIRS +0 + + +#SPECIALS +S + + +#$ diff --git a/data/areaconvert/limbo.are b/data/areaconvert/limbo.are new file mode 100644 index 0000000..daf9bb6 --- /dev/null +++ b/data/areaconvert/limbo.are @@ -0,0 +1,1039 @@ +#AREA Limbo~ + + + +#AUTHOR RoD~ + +#RANGES +0 60 0 60 +$ + +#FLAGS +0 + +#ECONOMY 0 45260000 + +#MOBILES +#1 +Puff~ +Puff~ +Puff the Fractal Dragon is here, contemplating a higher reality. +~ +~ +3 4194856 1000 C +50 20 -30 5d10+30550 4d10+200 +10000 1000 +8 8 2 +13 13 13 13 13 13 13 +0 0 0 0 0 +31 0 0 0 3420515 3420515 0 +0 0 0 0 3156992 0 2 3 +> speech_prog test~ +say triggered by (name): $n +say triggered by (name&title): $N +say triggerer is (he,she,it): $e +say triggerer is (him,her,it): $m +say triggerer is (his,hers,its):$s +say random char (name): $r +say random char (name&title or short): $R +say random char (he,she,it): $J +say random char (him,her,it): $L +say random char (his,hers,its): $K +~ +> speech_prog test2~ +say firstname of obj: $i +say short_desc/title of obj: $I +say he/she/it of obj: $j +say him/her/it of obj: $k +say his/hers/its of obj: $l +say firstname of victim: $t +say short_desc/title of victim: $T +say he/she/it of victim: $E +say him/her/it of victim: $M +say his/hers/its of victim: $S +~ +| +#2 +demon imp~ +A demon imp~ +A demon imp hovers nearby...drooling constantly with a fiendish grin. +~ +This demon is clearly something that you don't want to mess with... +It appears to be very agile, and very strong. +~ +3 40 -1000 S +50 1 -300 5d10+31550 1d2+2 +10000 155000 +8 8 0 +> act_prog p is dying~ +mpforce $n drink +c heal $n +~ +> act_prog p is starved~ +mpoload 20 +give mushroom $n +mpforce $n eat mushroom +cast heal $n +~ +> act_prog p bashes against~ +cast heal $n +cast heal $n +~ +> act_prog p shivers and~ +cast 'cure poison' $n +cast heal $n +~ +> act_prog p wears~ +c heal $n +c heal $n +~ +> act_prog p wields~ +c heal $n +c heal $n +~ +> act_prog p is DEAD!!~ +mptrans $n 6 +~ +| +#3 +supermob~ +the supermob~ +The supermob is here. He looks busy as hell. +~ +How clever he looks! +~ +2105345 4259882 -1000 S +50 1 -300 5d10+31550 1d2+2 +10000 155000 +8 8 0 +> rand_prog 25~ +mpinvis 51 +~ +| +#5 +undead animated corpse~ +an animated corpse~ +An animated corpse struggles with the horror of its undeath. +~ +Denied its rightful death, this animated corpse has been infused with the +powerful energies of its master. It exists on the precipice between life +and unlife, even as its physical body rots and decays under the strain of +its tasks. +~ +1 0 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +0 3 0 0 1 1 0 +0 0 7 0 0 0 0 0 +#10 +wolf~ +a deadly wolf~ +A deadly wolf prowls around you with a vengeance +~ +While this large beast circles you, you have a chance to see its large +fangs and its sharp claws. The wolf's eyes are small, black and have +the aura of a deadly intent. Its raggedy coat tells of a recent battle +with something. +~ +1073741825 0 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +69 3 0 0 135445263 135445263 2 +0 0 0 0 0 0 3 0 +#11 +mist~ +mist~ +A thick mist plays with your senses. +~ +Is it the fog you see? Or are your eyes playing deadly tricks on you. The +mist swirls around you and then quickly disappears before you can blink. You +suddenly find yourself overcome with an unknown power. +~ +1073741825 2129920 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +85 3 0 0 135447947 135447947 2 +0 0 0 0 0 0 35651584 0 +#12 +bat~ +bat~ +A bat hovers nearby with bloody fangs. +~ +As this bloodsucking creature flies past you, you notice the tiny black +eyes that stare at your jugular vein. This little black bat has the +intentions of drinking your blood until there is none left in your body. +~ +1073741825 524288 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +23 3 0 0 1996514925 1996514924 2 +0 0 0 0 0 0 3 0 +#13 +hawk~ +hawk~ +A hawk watches you with predatory eyes from its perch. +~ +This proud creature stands upon its perch watching you with unblinking +eyes. Any movement made by you could make it flare its wings in disapproval +and open its beak to scream its intent. Its long beak open and before you +know what has happened, it comes flying towards you. +~ +1073741825 524288 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +78 3 0 0 135448667 135448666 2 +0 0 0 0 0 0 2 0 +#14 +black cat~ +black cat~ +A black cat has crossed your path with deadly intent. +~ +With a furry black coat, and big yellow eyes, this cat gracefully walks +across your path, bringing you several years of bad luck. Its tail moves +slowly to tell you that it is laughing at your misfortune. +~ +1073741825 8 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +29 3 0 0 6645091 6645090 2 +0 0 0 0 0 0 3 0 +#15 +dove~ +dove~ +A beautiful dove sings a melancholy melody from its nest. +~ +With feathers the colour of soft grey and soft loving black eyes, this small +delicate creature sings you a tune full of romance. The tune it sings comes +from the small breast that rises and falls with every chorus it sings. You +are at peace as you listen to this lovable creature. +~ +1073741825 524288 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +78 3 0 0 135448667 135448666 1 +0 0 0 0 0 0 2 0 +#16 +fish~ +fish~ +A fish blows large bubbles as it quickly swims past you. +~ +With fins, teeth and gills, this slippery little thing is hard to catch. +It swims with a speed no beast, human or animal can compete with. It's +tiny eyes, move with every breath. It blows several large bubbles as it +quickly swims past you. +~ +1073741825 -2147483648 0 C +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +81 3 0 0 135448379 135448378 1 +0 0 0 0 0 0 0 0 +#80 +guardian vampire~ +a guardian vampire~ +A vampire is here hiding his face from your light source. +~ +Before you stands a guardian vampire, looking quite evil to say the least. +The hair on your arms is raised by its presence alone, and it seems to you +that he appears too formidable to be a minor minion. +~ +35 40 -1000 C +25 0 -4 1d1+385 4d5+15 +0 105000 +8 8 1 +13 13 13 13 13 13 13 +0 0 0 0 0 +67 3 0 0 0 0 0 +0 0 1735 0 0 0 33558528 0 +#99 +final mob~ +a newly created final mob~ +Some god abandoned a newly created final mob here. +~ +~ +1073741825 0 0 S +1 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +#0 + + +#OBJECTS +#2 +coin gold~ +a gold coin~ +One miserable gold coin.~ +~ +20 0 1 +1 0 0 0 +1 0 0 +#3 +coins gold~ +%d gold coins~ +A pile of gold coins.~ +~ +20 0 1 +0 0 0 0 +1 0 0 +#10 +corpse~ +the corpse of %s~ +The corpse of %s lies here.~ +~ +23 0 1 +0 0 0 1 +100 0 0 +#11 +corpse~ +the corpse of %s~ +The corpse of %s is lying here.~ +~ +24 0 0 +0 0 0 1 +100 0 0 +#12 +head~ +the head of %s~ +The severed head of %s is lying here.~ +%s gobble$q down $p with gusto... disgusting!~ +19 0 1 +10 0 0 0 +5 0 0 +#13 +heart~ +the heart of %s~ +The torn-out heart of %s is lying here.~ +%s savagely devour$q $p!~ +19 0 1 +16 0 0 0 +2 0 0 +#14 +arm~ +the arm of %s~ +The sliced-off arm of %s is lying here.~ +%s chomp$q on $p.~ +19 0 1 +20 0 0 0 +5 0 0 +#15 +leg~ +the leg of %s~ +The sliced-off leg of %s is lying here.~ +%s chomp$q on $p.~ +19 0 1 +20 0 0 0 +5 0 0 +#16 +guts~ +the spilled guts of %s~ +The spilled guts of %s makes you lose your appetite.~ +~ +13 0 0 +5 0 0 1 +1 0 0 +#17 +blood~ +the spilled blood~ +A pool of spilled blood lies here.~ +~ +27 0 0 +5 0 0 1 +1 0 0 +#18 +bloodstain~ +the bloodstain~ +Blood stains the ground.~ +~ +28 0 0 +5 0 0 1 +1 0 0 +#19 +scraps~ +the scraps of %s~ +The scraps of %s lie here.~ +~ +29 0 1 +5 0 0 1 +1 0 0 +#20 +mushroom~ +a magic mushroom~ +A delicious magic mushroom is here.~ +%s enjoy$q $p.~ +19 0 1 +5 0 0 0 +1 10 1 +#21 +ball light~ +a bright ball of light~ +A bright ball of light shimmers in the air.~ +~ +1 0 1 +0 0 -1 0 +1 0 0 +#22 +spring~ +a magical spring~ +A magical spring flows here.~ +~ +25 64 0 +100000 100000 0 0 +10 10 1 +#24 +meat fresh slice~ +a slice of raw meat from %s~ +A slice of raw meat from %s lies lies on the ground.~ +~ +19 262144 1 +15 0 0 0 +2 0 0 +#25 +shopping bag~ +a bag~ +A shopping bag lies discarded on the ground nearby.~ +~ +15 0 1 +50 0 0 0 +2 20 2 +#30 +fire~ +a magical fire~ +A magical fire burns brightly.~ +~ +34 64 0 +0 0 0 0 +10 10 1 +#31 +trap~ +a trap~ +You detect a trap.~ +~ +44 0 0 +0 0 0 0 +100 10 1 +#32 +portal~ +a portal~ +A misty portal beckons you to the unknown.~ +~ +46 64 0 +0 0 0 0 +100 10 1 +#33 +black poison powder~ +black poisoning powder~ +A small amount of black poisoning powder sits in a small container on the ground.~ +~ +13 0 16385 +0 0 0 0 +1 48000 4800 +#34 +scroll scribing blank~ +a blank scroll~ +A blank scroll lays here gathering dust.~ +~ +2 0 16385 +0 -1 -1 -1 +2 10000 1000 +#35 +flask empty~ +an empty flask~ +An empty flask lays here gathering dust.~ +~ +10 0 16385 +1 -1 -1 -1 +1 15000 1500 +#36 +parchment paper note~ +a note~ +A note has been discarded here.~ +~ +47 0 16385 +0 0 0 0 +1 1500 150 +#37 +quill pen~ +a quill~ +A feather dipped in ink here lies.~ +~ +21 0 1 +15 15 0 0 +2 2000 200 +#43 +holy symbol faith~ +a symbol of faith~ +A holy symbol lies here, shining.~ +~ +9 0 16385 +5 5 0 0 +5 0 0 +A +4 2 +#99 +final object~ +a newly created final object~ +Some god dropped a newly created final object here.~ +~ +13 1073741824 0 +0 0 0 0 +1 0 0 +#0 + + +#ROOMS +#1 +The Void~ +You are floating in nothing. +~ +0 1076887564 1 +M 9500 0 2 b +> speech_prog test~ +say triggered by (name): $n +say triggered by (name&title): $N +say triggerer is (he,she,it): $e +say triggerer is (him,her,it): $m +say triggerer is (his,hers,its):$s +say random char (name): $r +say random char (name&title or short): $R +say random char (he,she,it): $J +say random char (him,her,it): $K +say random char (his,hers,its): $L +~ +> speech_prog test2~ +say firstname of room: $i +say short_desc/title of room: $I +say he/she/it of room: $j +say him/her/it of room: $k +say his/hers/its of room: $l +say firstname of victim: $t +say short_desc/title of victim: $T +say he/she/it of victim: $E +say him/her/it of victim: $M +say his/hers/its of victim: $S +~ +| +S +#2 +Limbo~ +You float in a formless void, detached from all sensation of physical +matter, surrounded by swirling glowing light which fades into the +relative darkness around you without any trace of edge or shadow. +~ +0 3146764 1 +D5 +Into the world... +~ +~ +0 -1 21194 +M 9500 0 1 a +S +#3 +Storage~ +This room is reserved for storage of polymorphed players. +~ +0 3156486 1 +M 9500 0 0 z +S +#4 +Storage~ +This room is reserved for future use. +~ +0 3153932 0 +S +#6 +Hell~ +Now you've done it... the gods must have truly forsaken you, to have sent +you straight to hell! + It is highly advised to wait here to make your appeal to the wrath of the +gods... or face being damned to hell for all eternity! +~ +0 3286092 1 +S +#29 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 30 +D1 +~ +~ +0 -1 37 +D2 +~ +~ +0 -1 36 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#30 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D1 +~ +~ +0 -1 31 +D2 +~ +~ +0 -1 29 +D5 +~ +~ +128 -1 34 +D8 +~ +~ +0 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#31 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D1 +~ +~ +0 -1 32 +D2 +~ +~ +0 -1 37 +D3 +~ +~ +0 -1 30 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#32 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D2 +~ +~ +0 -1 33 +D3 +~ +~ +0 -1 31 +D5 +~ +~ +128 -1 36 +D9 +~ +~ +0 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#33 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 32 +D2 +~ +~ +0 -1 34 +D3 +~ +~ +0 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#34 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 33 +D3 +~ +~ +0 -1 35 +D4 +~ +~ +128 -1 30 +D7 +~ +~ +0 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#35 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 37 +D1 +~ +~ +0 -1 34 +D3 +~ +~ +0 -1 36 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#36 +The Arena~ +You find yourself on the Arena floor. The roar of the crowd above you +is overwhelming, while around you ... your opponent awaits your coming. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 29 +D1 +~ +~ +0 -1 35 +D4 +~ +~ +128 -1 32 +D6 +~ +~ +0 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#37 +The Arena~ +You stand in the direct center of the Arena. Blood pools around your +feet, and you almost slip in this morbid mess. The stench of death +surrounds you, momentarily blocking from your mind the realization +that you could be attacked from any conceivable direction. Spinning +slowly about, you realize the poor tactical position you hold. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 31 +D1 +~ +~ +0 -1 33 +D2 +~ +~ +0 -1 35 +D3 +~ +~ +0 -1 29 +D4 +~ +~ +128 -1 39 +D5 +~ +~ +128 -1 38 +D6 +~ +~ +0 -1 32 +D7 +~ +~ +0 -1 30 +D8 +~ +~ +0 -1 34 +D9 +~ +~ +0 -1 36 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#38 +The Arena~ +You find yourself beneath the floor of the great Arena. The crowd's roar +above is overwhelming, while somewhere ahead ... your opponent awaits. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 40 +D4 +~ +~ +128 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#39 +The Arena~ +You find yourself above the floor of the Arena. The roar of the crowd +is overwhelming, while somewhere ahead of you ... your opponent awaits. +~ +0 1076895756 1 +D2 +~ +~ +0 -1 40 +D5 +~ +~ +128 -1 37 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#40 +The Arena~ +You are somewhere above or below the arena floor. The sound of the crowd +around you is overwhelming, while somewhere ... your opponent awaits. +~ +0 1076895756 1 +D0 +~ +~ +0 -1 39 +D2 +~ +~ +0 -1 38 +> death_prog 100~ +mpecho A deafening clamor of gleeful shouts rain down from above! +mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head. +mpechoaround $n Tokens of favor from an appreciative crowd. +~ +> rand_prog 15~ +mpecho A slow chant floats down to you: "Two man enter ... one man leave." +~ +| +S +#41 +The Halls of Combat~ +You stand in a massive hallway before the great Arena. Cheers and jeers +from the assembled throngs rise and fall through the corridors. Lounging +around the hall with you are several other individuals awaiting their own +chance at glory, honor, and spoils beyond the great doors. The Arena is +dangerous, though, and battles are often to the death. Once you leave +this room, there is no turning back..... + +~ +0 1076897288 1 +D4 +~ +~ +0 -1 42 +D5 +~ +~ +0 -1 43 +> rand_prog 20~ +mpecho A slow chant floats in to you: "Two man enter ... one man leave." +~ +| +S +#42 +First Combatant's Chamber~ +You stand in a long hallway leading out into the Arena proper. About +you are stacked all manner of weaponry and armor. Choose your armament +properly, as it will be all that stands between you and death. +~ +0 3154952 1 +D0 +~ +~ +0 -1 30 +D1 +~ +~ +0 -1 32 +D2 +~ +~ +0 -1 34 +D3 +~ +~ +0 -1 36 +S +#43 +Second Combatant's Chamber~ +You stand in a long hallway leading out into the Arena proper. About +you are stacked all manner of weaponry and armor. Choose your armament +properly, as it will be all that stands between you and death. +~ +0 3154952 1 +D0 +~ +~ +0 -1 31 +D1 +~ +~ +0 -1 33 +D2 +~ +~ +0 -1 35 +D3 +~ +~ +0 -1 29 +S +#0 + + +#RESETS +M 0 1 1 2 +M 0 2 1 6 +S + + +#SHOPS +0 + + +#REPAIRS +0 + + +#SPECIALS +S + + +#$ diff --git a/data/areaconvert/pixie.are b/data/areaconvert/pixie.are new file mode 100644 index 0000000..1a235ce --- /dev/null +++ b/data/areaconvert/pixie.are @@ -0,0 +1,867 @@ +#AREA Pixie Forest~ + + + +#AUTHOR Caine~ + +#RANGES +1 5 0 60 +$ + +#RESETMSG A pixie pops into view then flutters away, giggling...~ + +#FLAGS +0 5 + +#ECONOMY 0 14805000 + +#MOBILES +#2070 +brown forest bear~ +a forest bear~ +A brown forest bear casually strolls through his wooded domain. +~ +This large fellow, a forest dweller, has brown fur which matches his brown +eyes - which very nearly match his yellowish-brown teeth, which he looks to +be interested in matching with your neck, skull and other parts. The +undisputed ruler of this forest, he is arrogant in his disdain of +your presence. + +~ +65 0 0 C +7 0 0 0d0+0 0d0+0 +0 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +24 3 0 0 512 513 0 +0 0 263725 0 0 0 2 0 +> death_prog 100~ +mpe _yel As the bear breathes its last and collapses with a thud. +mpe _yel You notice one of its long, curved claws has fallen loose. +mpoload 2071 +~ +> fight_prog 15~ +, spreads its jaws wide and nearly roars you backwards! +~ +| +#2071 +air sprite pixie~ +an air sprite~ +A minute air sprite darts about upon the currents of clear air. +~ +You find it difficult to get a good look as the creature flies quickly +by, streaming what you could swear to be the pixie dust of myth behind +it as it bobs and darts about. + +~ +65 524296 0 C +3 0 0 0d0+0 0d0+1 +1000 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +4 3 0 0 9 9 0 +0 0 34543 0 0 0 0 2 +> fight_prog 20~ +mpe _cya $I shrieks wildly through the air, trying to avoid harm. +~ +> death_prog 100~ +mpe _cya As the small creature plunges to the surface, a wing is torn off. +mpoload 2072 +~ +| +#2072 +quasit demon imp~ +a demonic quasit imp~ +A quasit imp lurks through the shadows along the ground. +~ +This little (relatively) quasit appears to have taken over a small cave +within the pixie forest. His leathery grey skin, horns, bony frame and +spiked tail mark him as a minor demon, perhaps here of his own accord, +or perhaps to keep a watchful eye on the forest's creatures... + +~ +3 0 -1000 C +5 0 0 0d0+0 0d0+0 +1500 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +85 3 0 0 9 9 0 +0 0 1115887 0 2048 0 0 2 +> fight_prog 15~ +mpe $I's shriek resounds through the cave! +~ +> death_prog 100~ +mpe _red As the foul imp perishes, a small object slips its grasp... +mpoload 2070 +~ +| +#2073 +water pixie sprite~ +a water pixie~ +A water pixie frolics and dances along the water. +~ +A lithe water sprite dances upon the surface here, enjoying your presence +with a delightful laugh... oblivious to the danger you present. + +~ +3 524288 0 C +4 0 0 0d0+0 0d0+0 +1000 0 +8 8 0 +13 13 13 13 13 13 13 +0 0 0 0 0 +4 3 0 0 9 9 0 +0 0 34543 0 2048 0 0 2 +> fight_prog 10~ +mpe _cya $I releases a lash of iced-filled water from its outstretched hand! +mpdamage $n 3 +~ +> death_prog 100~ +mpe _cya $I collapses into the water, forming a circle of liquid. +mpoload 2073 +~ +| +#0 + + +#OBJECTS +#2070 +pearl black~ +a black pearl~ +A strange black pearl seems to stare back at you.~ +~ +9 262208 16385 +5 5 0 0 +1 400 40 +A +14 25 +A +4 1 +A +12 10 +> use_prog 100~ +mea 0.$n You wrap your palm tightly around the strange black pearl. +mer 0.$n $n wraps $s palm tightly around a strange black pearl. +~ +| +#2071 +claw forest bear~ +the claw of a forest bear~ +The giant claw of a forest bear draws your curiosity.~ +~ +5 262144 8193 +0 0 0 5 +0 0 0 +A +5 2 +A +1 1 +#2072 +crystal pixie wing~ +a crystal pixie wing~ +A crystal pixie wing flutters aimlessly.~ +~ +9 262208 65537 +1 2 0 0 +1 1 0 +A +3 2 +> use_prog 100~ +mea 0.$n You affix a tiny wing of crystal to your earlobe. +mer 0.$n $n affixes a tiny wing of crystal to $s earlobe. +~ +| +#2073 +hoop water sprite ring~ +a hoop of flowing water~ +A ring formed from a circle of flowing water lies here.~ +~ +22 64 3 +0 0 0 0 +2 100 10 +A +12 12 +#2074 +beaker plentiful potions potion~ +a beaker of plentiful potions~ +A mystical concoction is here waiting to be quaffed.~ +~ +10 64 1 +10 15 1 81 +2 1500 150 +#2075 +pad paper~ +A pad of paper~ +A pad of paper rests upon a table here.~ +~ +12 0 0 +0 0 0 0 +10000 0 0 +#2076 +smooth waters water~ +waters smooth as crystal~ +Waters smooth as crystal absorb the ripples of your passage.~ +~ +25 1073741824 0 +30000 30000 0 0 +1 0 0 +> rand_prog 3~ +~ +| +#0 + + +#ROOMS +#2070 +A small clearing~ +You stand near the southwestern edge of a grassy clearing. A slight +breeze blows from the north, bending the blades of dark green grass +towards you. The clearing continues to the east and to the north. +~ +0 0 2 +D0 +A small clearing +~ +~ +0 -1 2072 +D1 +A small clearing +~ +~ +0 -1 2071 +S +#2071 +A small clearing~ +You stand close to the southeastern edge of a grassy meadow. A large +oak nearby casts a shadow over much of this section of the clearing. +The clearing continues to the north and to the west. +~ +0 0 2 +D0 +A small clearing +~ +~ +0 -1 2073 +D3 +A small clearing +~ +~ +0 -1 2070 +E +tree oak~ +This ancient oak casts a shadow across much of the southeastern section +of the clearing. Upon close inspection you notice that the tree has many +hollows in it where some of the air sprites make their homes. +~ +S +#2072 +A small clearing~ +You stand near the northwestern edge of the grassy clearing, a small +gust of wind from the north ruffles your clothing. The clearing +continues to the east and to the south. +~ +0 0 2 +D1 +A small clearing +~ +~ +0 -1 2073 +D2 +A small clearing +~ +~ +0 -1 2070 +S +#2073 +A small clearing~ +You stand near the northeastern part of this grass filled meadow. To +the north and east paths lead off into the forest. The clearing itself +leads on to the south and west. +~ +0 0 2 +D0 +A path +~ +~ +0 -1 2075 +D1 +A path +~ +~ +0 -1 2074 +D2 +A small clearing +~ +~ +0 -1 2071 +D3 +A small clearing +~ +~ +0 -1 2072 +S +#2074 +A junction in the forest path~ +You have reached a cross of trails leading in four directions. A clearing +can be seen to the west, and pathways wander off into the forest to the +northeast, southeast and north. From somewhere above, a beam of light +shines down. +~ +0 0 3 +D0 +A path +~ +~ +0 -1 2076 +D3 +A small clearing +~ +~ +0 -1 2073 +D6 +A further bend in the path. +~ +~ +0 -1 2099 +D8 +A curve in the forest trail. +~ +~ +0 -1 21404 +S +#2075 +A path through the forest~ +The dirt path you are following through this light forest continues +to the east and to the south. +~ +0 0 3 +D1 +A path +~ +~ +0 -1 2076 +D2 +A small clearing +~ +~ +0 -1 2073 +S +#2076 +A path through the forest~ +The path you are following through the forest leads to the north, south +and west. The woods north of here seem a bit darker then the rest of +the woods. +~ +0 0 3 +D0 +A small clearing +~ +~ +0 -1 2084 +D2 +A path +~ +~ +0 -1 2074 +D3 +A path +~ +~ +0 -1 2075 +S +#2077 +A path through the forest~ +The dirt path through this forest continues to the east and south. The +footprint of a large animal can be made out where the creature once +stepped in some mud which has now dried. +~ +0 0 3 +D1 +An intersection in the path +~ +~ +0 -1 2078 +D2 +A path +~ +~ +0 -1 2099 +E +track~ +You recognize the track as belonging to a brown forest bear, whom +are normally quite docial in this neck of the woods. +~ +S +#2078 +An intersection in the path~ +The forest path splits off to the north here. The original trail +leads to the east and west. +~ +0 0 3 +D0 +A path +~ +~ +0 -1 2086 +D1 +A path +~ +~ +0 -1 2079 +D3 +A path +~ +~ +0 -1 2077 +S +#2079 +A path through thicker foliage~ +The path through the forest here is crowded in upon by the density +of tree growth. The path leads to the north and west and a small +opening in a cliff face can be seen to the east. +~ +0 0 3 +D0 +A path +~ +~ +0 -1 2087 +D1 +Too dark to tell +~ +~ +0 -1 2080 +D3 +An intersection in the path +~ +~ +0 -1 2078 +S +#2080 +Within a cave~ +You stand within a crevice that leads out into the forest westwards +and deeper into the darkness eastwards. The odor of a predator +lingers in the air here. +~ +0 0 3 +D1 +Too dark to tell +~ +~ +0 -1 2081 +D3 +A path +~ +~ +0 -1 2079 +S +#2081 +Within a cozy cave~ +The cave continues to the north and west here with the stone walls showing +signs of wear from constant claw marks. +~ +0 9 0 +D0 +Too dark to tell +~ +~ +0 -1 2089 +D3 +Too dark to tell +~ +~ +0 -1 2080 +S +#2082 +Deep inside a damp cave~ +Here, deep within the cave, is the decrepit lair of something small. +Small and ugly and cruel. The cave floor is littered with the bones +of small rodents and other creatures, and a dark presence seems to +loom over the entire cavern. +~ +0 1049097 13 +D1 +Too dark to tell +~ +~ +0 -1 2083 +S +#2083 +Inside a damp cave~ +The tight, damp cave seems to have no walls, the shadows eagerly devouring +what little light there is. The darkness continues to the west, while a +faint ray of light marks the entrance to the east. +~ +0 9 13 +D1 +A dark clearing +~ +~ +0 -1 2084 +D3 +Too dark to tell +~ +~ +0 -1 2082 +S +#2084 +A dark clearing outside a cave~ +The grass in this clearing has been trampled down by cloven feet. The +cave to the west is dark and emits a putrid stench. Undoubtedly, there +is some evil afoot within this sanctuary of peaceful creatures. Paths +lead on into the forest to the north and to the south. +~ +0 0 4 +D0 +A small pond +~ +~ +0 -1 2090 +D2 +A path +~ +~ +0 -1 2076 +D3 +Too dark to tell +~ +~ +0 -1 2083 +S +#2085 +A grassy beach~ +The grass of this beach is soft, warm and dry, and the ground seems to +emanate a natural heat, warming your being. A small pond spreading to +the north looks to be an inviting place to relax and bathe, and a path +enters the forest to the east. +~ +0 0 2 +D0 +A small pond +~ +~ +0 -1 2091 +D1 +A path +~ +~ +0 -1 2086 +S +#2086 +A path through the forest~ +The forest path continues to the north and to the south. Westwards +a grassy beach can be seen bordering a small pond. +~ +0 0 3 +D0 +A dense forest path +~ +~ +0 -1 2092 +D2 +An intersection in the path +~ +~ +0 -1 2078 +D3 +A grassy beach +~ +~ +0 -1 2085 +S +#2087 +A path through the forest~ +The trees grow less dense on this north and south bound path. To the +east a cavern entrance can be seen. +~ +0 0 3 +D0 +A path +~ +~ +0 -1 2093 +D1 +Before a cave entrance +~ +~ +0 -1 2088 +D2 +A path +~ +~ +0 -1 2079 +S +#2088 +Before a cave entrance~ +You stand upon a slab of grey stone. A path leads into the pixie forest +to the west and the darker regions of a cave lie to the east. +~ +0 0 3 +D1 +Too dark to tell +~ +~ +0 -1 2089 +D3 +A path +~ +~ +0 -1 2087 +S +#2089 +Within a cozy cave~ +You stand within a rather comfortable cave. The cavern leads off to the +north and south with the entrance to the west. A few dried fish skeletons +litter the ground, too frail to pick up. +~ +0 9 0 +D0 +Too dark to tell +~ +~ +0 -1 2095 +D2 +Too dark to tell +~ +~ +0 -1 2081 +D3 +~ +~ +0 -1 2088 +S +#2090 +On a small pond~ +You stand in the southwestern portion of a small pond, shallow enough +that the cool water comes only up to your waist even at its deepest. +The pond leads to the north and east while a path leads to south +unto higher, green grounds. +~ +0 0 2 +D0 +A small pond +~ +~ +0 -1 2096 +D1 +A small pond +~ +~ +0 -1 2091 +D2 +A dark clearing +~ +~ +0 -1 2084 +S +#2091 +On a small pond~ +You wade just inside the southeastern portion of this small, beautiful +pond. To the south a grassy beach sprawls invitingly, while the pond +itself continues to curve to the north and to west. +~ +0 0 2 +D0 +A small pond +~ +~ +0 -1 2097 +D2 +A grassy beach +~ +~ +0 -1 2085 +D3 +A small pond +~ +~ +0 -1 2090 +S +#2092 +A path through thick foliage~ +The path continues to the north, east and south. The sound of chimes +can be heard from the north, enticing you to explore further in that +direction. +~ +0 0 3 +D0 +Too dense to see through the foliage +~ +~ +0 -1 2098 +D1 +A path +~ +~ +0 -1 2093 +D2 +A path +~ +~ +0 -1 2086 +S +#2093 +A turn in the path~ +The path through the forest continues to the south and to the west. A +tree near the path has a number of claw markings upon its surface. +~ +0 0 3 +D2 +A path +~ +~ +0 -1 2087 +D3 +Dense foliage +~ +~ +0 -1 2092 +E +tree claw markings scratches~ +Great gashes have been made vertically in this tree by the claws of a large +creature. +~ +S +#2094 +The bear's sleeping area~ +You have entered the lair of a family of brown bears. The atmosphere +is one of peace an tranquility. Surprisingly the floor is clean and +free of any remains from previous dinners. +~ +0 9 0 +D1 +Too ark to tell +~ +~ +0 -1 2095 +S +#2095 +A bend in the cave~ +The cave continues to the south and west here. A small spring runs along +the northern wall offering clean drinking water. +~ +0 9 0 +D2 +Too dark to tell +~ +~ +0 -1 2089 +D3 +Too dark to tell +~ +~ +0 -1 2094 +S +#2096 +On a small pond~ +You wade through the northwestern portion of a small pond. The light blue +waters seem to make your reflection look somehow more youthful. The pond +and its strange, shallow waters continue to the east and south, while a +small pathway to the northeast meanders to the top of a distant hill. +~ +0 0 2 +D1 +A small pond +~ +~ +0 -1 2097 +D2 +A small pond +~ +~ +0 -1 2090 +D6 +~ +~ +0 -1 2492 +E +reflection~ +Your reflection seems to depict you as you were at the age of twenty. +~ +S +#2097 +On a small pond~ +You stand knee-deep in the northeastern portion of a small pond, stirring +its sandy bottom into the water, turning it ever murkier with each of your +footsteps. The pond curves around to the south and to the west. +~ +0 0 2 +D2 +A small pond +~ +~ +0 -1 2091 +D3 +A small pond +~ +~ +0 -1 2096 +S +#2098 +The crystaline grove~ +You have entered a truly remarkable portion of the forest for every +tree, leaf, blade of grass is made of a prismatic crystal. The light +from above is separated to form an elegant display of natural colors. +You fear stepping off the stone path, thinking that you may accidentally +destroy the fine balance of crystaline beauty. +~ +0 3145740 3 +D2 +Dense foliage +~ +~ +0 -1 2092 +S +#2099 +A bend in the path~ +The forest path turns here leading to the north and to the west. The +dirt seems very solid, as if used quite frequently. +~ +0 0 3 +D0 +A path +~ +~ +0 -1 2077 +D9 +A junction in the forest. +~ +~ +0 -1 2074 +S +#0 + + +#RESETS +M 0 2070 1 2094 +M 0 2071 4 2071 +M 0 2072 1 2082 +M 0 2073 2 2097 +G 1 2074 1 +E 1 2073 1 2 +M 0 2073 2 2090 +G 1 2074 1 +O 0 2076 1 2090 +O 0 2076 1 2096 +O 0 2076 1 2097 +O 0 2076 1 2091 +S + + +#SHOPS +0 + + +#REPAIRS +0 + + +#SPECIALS +M 2070 spec_fido +S + + +#$ diff --git a/data/backup/g/.gitignore b/data/backup/g/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/h/.gitignore b/data/backup/h/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/i/.gitignore b/data/backup/i/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/j/.gitignore b/data/backup/j/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/k/.gitignore b/data/backup/k/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/l/.gitignore b/data/backup/l/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/m/.gitignore b/data/backup/m/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/n/.gitignore b/data/backup/n/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/o/.gitignore b/data/backup/o/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/p/.gitignore b/data/backup/p/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/q/.gitignore b/data/backup/q/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/r/.gitignore b/data/backup/r/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/s/.gitignore b/data/backup/s/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/t/.gitignore b/data/backup/t/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/u/.gitignore b/data/backup/u/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/v/.gitignore b/data/backup/v/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/w/.gitignore b/data/backup/w/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/x/.gitignore b/data/backup/x/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/y/.gitignore b/data/backup/y/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/backup/z/.gitignore b/data/backup/z/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/boards/boards.dat b/data/boards/boards.dat deleted file mode 100644 index 3ae18db..0000000 --- a/data/boards/boards.dat +++ /dev/null @@ -1,16 +0,0 @@ -Filename immortal.brd~ -Vnum 1200 -Min_read_level 50 -Min_post_level 51 -Min_remove_level 55 -Max_posts 100 -Type 0 -End -Filename highgod.brd~ -Vnum 1201 -Min_read_level 54 -Min_post_level 52 -Min_remove_level 59 -Max_posts 50 -Type 0 -End diff --git a/data/boards/highgod.brd b/data/boards/highgod.brd deleted file mode 100644 index e69de29..0000000 diff --git a/data/boards/immortal.brd b/data/boards/immortal.brd deleted file mode 100644 index e69de29..0000000 diff --git a/data/building/.gitignore b/data/building/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/clans/augurer.gui b/data/clans/augurer.gui deleted file mode 100644 index f6412c2..0000000 --- a/data/clans/augurer.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Augurers~ -Filename augurer.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 7 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21433 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21430 -Storeroom 21434 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/clan.lst b/data/clans/clan.lst old mode 100644 new mode 100755 index 24b0775..857f13a --- a/data/clans/clan.lst +++ b/data/clans/clan.lst @@ -1,9 +1 @@ -vampire.gui -druid.gui -warrior.gui -augurer.gui -thief.gui -cleric.gui -mage.gui -ranger.gui $ diff --git a/data/clans/cleric.gui b/data/clans/cleric.gui deleted file mode 100644 index 6675ea2..0000000 --- a/data/clans/cleric.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Clerics~ -Filename cleric.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 1 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21172 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21177 -Storeroom 21178 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/druid.gui b/data/clans/druid.gui deleted file mode 100644 index 9b40795..0000000 --- a/data/clans/druid.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Druids~ -Filename druid.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 5 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21191 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21187 -Storeroom 21188 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/mage.gui b/data/clans/mage.gui deleted file mode 100644 index 748b731..0000000 --- a/data/clans/mage.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Mages~ -Filename mage.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 0 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21228 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21127 -Storeroom 21071 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/ranger.gui b/data/clans/ranger.gui deleted file mode 100644 index 8b70740..0000000 --- a/data/clans/ranger.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Rangers~ -Filename ranger.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 6 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21212 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21208 -Storeroom 21210 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/thief.gui b/data/clans/thief.gui deleted file mode 100644 index 2d6c3da..0000000 --- a/data/clans/thief.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Thieves~ -Filename thief.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 2 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21145 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21141 -Storeroom 21144 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/vampire.gui b/data/clans/vampire.gui deleted file mode 100644 index cb26a49..0000000 --- a/data/clans/vampire.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Vampires~ -Filename vampire.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 4 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21136 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21135 -Storeroom 21139 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/clans/warrior.gui b/data/clans/warrior.gui deleted file mode 100644 index 4797047..0000000 --- a/data/clans/warrior.gui +++ /dev/null @@ -1,32 +0,0 @@ -#CLAN -Name Guild of Warriors~ -Filename warrior.gui~ -Motto ~ -Description ~ -Deity ~ -Leader ~ -NumberOne ~ -NumberTwo ~ -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -Score 0 -Type 14 -Class 3 -Favour 0 -Strikes 0 -Members 0 -Alignment 0 -Board 21239 -ClanObjOne 0 -ClanObjTwo 0 -ClanObjThree 0 -Recall 21236 -Storeroom 21240 -GuardOne 0 -GuardTwo 0 -End - -#END diff --git a/data/classes/Antipaladin.class b/data/classes/Antipaladin.class new file mode 100755 index 0000000..48e1b95 --- /dev/null +++ b/data/classes/Antipaladin.class @@ -0,0 +1,684 @@ +Version 1 +Name Antipaladin~ +Class 10 +Attrprime 1 +Weapon 2894 +Armor 2889 +Legwear 2891 +Headwear 2890 +Armwear 2892 +Footwear 2888 +Shield 2893 +Held 2911 +Skilladept 95 +Thac0 18 +Thac0gain 0.375000 +Hpmin 4 +Hpmax 10 +Mana 1 +Skill 'alertness' 30 90 +Skill 'antimagic shell' 75 70 +Skill 'armor' 8 80 +Skill 'beacon' 51 95 +Skill 'black hand' 58 95 +Skill 'blazeward' 63 75 +Skill 'blindness' 35 75 +Skill 'chaos armor' 85 80 +Skill 'chill touch' 46 90 +Skill 'continual light' 18 90 +Skill 'create fire' 6 95 +Skill 'curse' 10 90 +Skill 'demonskin' 68 75 +Skill 'dragonskin' 65 75 +Skill 'fatigue' 30 80 +Skill 'feebleness' 42 75 +Skill 'ill fortune' 18 95 +Skill 'inner warmth' 63 90 +Skill 'kindred strength' 25 95 +Skill 'know alignment' 22 80 +Skill 'lethargy' 32 95 +Skill 'paralyze' 65 50 +Skill 'poison' 46 85 +Skill 'quickening' 37 80 +Skill 'razorbait' 72 80 +Skill 'remove invis' 45 95 +Skill 'shadowform' 80 75 +Skill 'soul scream' 74 95 +Skill 'swordbait' 74 75 +Skill 'trollish vigor' 46 80 +Skill 'unravel defense' 90 75 +Skill 'warmount' 25 95 +Skill 'warsteed' 40 80 +Skill 'weaken' 27 85 +Skill 'withering hand' 90 95 +Skill 'word of recall' 51 90 +Skill 'aid' 12 80 +Skill 'bandage' 28 95 +Skill 'cook' 1 95 +Skill 'demoralize' 52 80 +Skill 'dig' 10 80 +Skill 'disarm' 15 80 +Skill 'grip' 15 75 +Skill 'kick' 2 90 +Skill 'mount' 2 95 +Skill 'punch' 11 95 +Skill 'retreat' 20 95 +Skill 'roundhouse' 24 95 +Skill 'search' 1 95 +Skill 'slice' 1 90 +Skill 'strike' 33 85 +Skill 'uppercut' 22 95 +Skill 'aggressive style' 1 95 +Skill 'archery' 1 70 +Skill 'axes' 1 90 +Skill 'berserk style' 1 95 +Skill 'blowguns' 1 80 +Skill 'daggers' 1 80 +Skill 'defensive style' 1 95 +Skill 'evasive style' 1 90 +Skill 'maces and hammers' 1 75 +Skill 'pugilism' 1 80 +Skill 'slings' 1 75 +Skill 'spears' 1 80 +Skill 'standard style' 1 95 +Skill 'staves' 1 80 +Skill 'swords' 1 90 +Skill 'talonous arms' 1 80 +Skill 'whips' 1 85 +Skill 'centaur' 1 99 +Skill 'common' 1 99 +Skill 'dwarven' 1 99 +Skill 'elvish' 1 99 +Skill 'gith' 1 99 +Skill 'gnomish' 1 99 +Skill 'goblin' 1 99 +Skill 'halfling' 1 99 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 +Skill 'ogre' 1 99 +Skill 'orcish' 1 99 +Skill 'pixie' 1 99 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 +Skill 'trollese' 1 99 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Cruel Squire~ +Cruel Squire~ +Wicked Maid~ +Wicked Maid~ +Title +Unholy Novice~ +Unholy Novice~ +Unholy Novice~ +Unholy Novice~ +Title +Sinner~ +Sinner~ +Sinner~ +Sinner~ +Title +Knifeman~ +Knifeman~ +Knifewoman~ +Knifewoman~ +Title +Dangerous~ +Dangerous~ +Dangerous~ +Dangerous~ +Title +Vengeful~ +Vengeful~ +Vengeful~ +Vengeful~ +Title +Wandering Mercenary~ +Wandering Mercenary~ +Wandering Mercenary~ +Wandering Mercenary~ +Title +Feared~ +Feared~ +Feared~ +Feared~ +Title +Dark Destined~ +Dark Destined~ +Dark Destined~ +Dark Destined~ +Title +Agent of Evil~ +Agent of Evil~ +Agent of Evil~ +Agent of Evil~ +Title +Soldier of Evil~ +Soldier of Evil~ +Soldier of Evil~ +Soldier of Evil~ +Title +Traitor~ +Traitor~ +Traitor~ +Traitor~ +Title +Torturer~ +Torturer~ +Torturess~ +Torturess~ +Title +Master of Pain~ +Master of Pain~ +Maiden of Pain~ +Maiden of Pain~ +Title +Despiser~ +Despiser~ +Despiser~ +Despiser~ +Title +Worshipper of Death~ +Worshipper of Death~ +Worshipper of Death~ +Worshipper of Death~ +Title +Worshipper of Doom~ +Worshipper of Doom~ +Worshipper of Doom~ +Worshipper of Doom~ +Title +Worshipper of Chaos~ +Worshipper of Chaos~ +Worshipper of Chaos~ +Worshipper of Chaos~ +Title +Harbinger of Doom~ +Harbinger of Doom~ +Harbinger of Doom~ +Harbinger of Doom~ +Title +Harbinger of Death~ +Harbinger of Death~ +Harbinger of Death~ +Harbinger of Death~ +Title +Harbinger of Chaos~ +Harbinger of Chaos~ +Harbinger of Chaos~ +Harbinger of Chaos~ +Title +Death Savant~ +Death Savant~ +Death Savanti~ +Death Savanti~ +Title +Doom Seerer~ +Doom Seerer~ +Doom Seeress~ +Doom Seeress~ +Title +Chaos Wielder~ +Chaos Wielder~ +Chaos Wielder~ +Chaos Wielder~ +Title +Order of Death~ +Order of Death~ +Order of Death~ +Order of Death~ +Title +Order of Doom~ +Order of Doom~ +Order of Doom~ +Order of Doom~ +Title +Order of Chaos~ +Order of Chaos~ +Order of Chaos~ +Order of Chaos~ +Title +Hated~ +Hated~ +Hated~ +Hated~ +Title +Elf Killer~ +Elf Killer~ +Elf Killer~ +Elf Killer~ +Title +Night Dweller~ +Night Dweller~ +Night Dweller~ +Night Dweller~ +Title +Soultaker~ +Soultaker~ +Soultaker~ +Soultaker~ +Title +Dark Knight~ +Dark Knight~ +Dark Knight~ +Dark Knight~ +Title +Death Knight~ +Death Knight~ +Death Knight~ +Death Knight~ +Title +Souless~ +Souless~ +Souless~ +Souless~ +Title +Shadow Warrior~ +Shadow Warrior~ +Shadow Warrior~ +Shadow Warrior~ +Title +Essence of Evil~ +Essence of Evil~ +Essence of Evil~ +Essence of Evil~ +Title +Outcast~ +Outcast~ +Outcast~ +Outcast~ +Title +Blackhearted~ +Blackhearted~ +Blackhearted~ +Blackhearted~ +Title +Flaming Skull~ +Flaming Skull~ +Flaming Skull~ +Flaming Skull~ +Title +Bloody Raven~ +Bloody Raven~ +Bloody Raven~ +Bloody Raven~ +Title +Black Widow~ +Black Widow~ +Black Widow~ +Black Widow~ +Title +Dark Disciple~ +Dark Disciple~ +Dark Disciple~ +Dark Disciple~ +Title +Paladin's Bane~ +Paladin's Bane~ +Paladin's Bane~ +Paladin's Bane~ +Title +Spawn of Evil~ +Spawn of Evil~ +Spawn of Evil~ +Spawn of Evil~ +Title +Devil's Advocate~ +Devil's Advocate~ +Devil's Advocate~ +Devil's Advocate~ +Title +Red Warrior~ +Red Warrior~ +Red Warrior~ +Red Warrior~ +Title +Black Warrior~ +Black Warrior~ +Black Warrior~ +Black Warrior~ +Title +Anarchist~ +Anarchist~ +Anarchist~ +Anarchist~ +Title +Fallen~ +Fallen~ +Fallen~ +Fallen~ +Title +Damned~ +Damned~ +Damned~ +Damned~ +Title +Apocalyptic Warrior~ +Apocalyptic Warrior~ +Apocalyptic Warrior~ +Apocalyptic Warrior~ +Title +Dark Bladesman~ +Dark Bladesman~ +Dark Bladeswoman~ +Dark Bladeswoman~ +Title +Soldier of Darkness~ +Soldier of Darkness~ +Soldier of Darkness~ +Soldier of Darkness~ +Title +Hater of Good~ +Hater of Good~ +Hater of Good~ +Hater of Good~ +Title +Demon Knight~ +Demon Knight~ +Demon Knight~ +Demon Knight~ +Title +Chaos Knight~ +Chaos Knight~ +Chaos Knight~ +Chaos Knight~ +Title +Doom Knight~ +Doom Knight~ +Doom Knight~ +Doom Knight~ +Title +Black Dragon Knight~ +Black Dragon Knight~ +Black Dragon Knight~ +Black Dragon Knight~ +Title +Green Dragon Knight~ +Green Dragon Knight~ +Green Dragon Knight~ +Green Dragon Knight~ +Title +Red Dragon Knight~ +Red Dragon Knight~ +Red Dragon Knight~ +Red Dragon Knight~ +Title +Dragon Highlord~ +Dragon Highlord~ +Dragon Highlord~ +Dragon Highlord~ +Title +Plague of Evil~ +Plague of Evil~ +Plague of Evil~ +Plague of Evil~ +Title +Berserker~ +Berserker~ +Berserker~ +Berserker~ +Title +Song of Madness~ +Song of Madness~ +Song of Madness~ +Song of Madness~ +Title +Dark Master~ +Dark Master~ +Dark Mistress~ +Dark Mistress~ +Title +Master of Undead~ +Master of Undead~ +Master of Undead~ +Master of Undead~ +Title +Unholy Murderer~ +Unholy Murderer~ +Unholy Murderer~ +Unholy Murderer~ +Title +Cursed~ +Cursed~ +Cursed~ +Cursed~ +Title +Corruptor~ +Corruptor~ +Corruptor~ +Corruptor~ +Title +Betrayer~ +Betrayer~ +Betrayer~ +Betrayer~ +Title +Merciless~ +Merciless~ +Merciless~ +Merciless~ +Title +Herald of Evil~ +Herald of Evil~ +Herald of Evil~ +Herald of Evil~ +Title +Reaper of Souls~ +Reaper of Souls~ +Reaper of Souls~ +Reaper of Souls~ +Title +Scourge of Anger~ +Scourge of Anger~ +Scourge of Anger~ +Scourge of Anger~ +Title +Unholy Blaze~ +Unholy Blaze~ +Unholy Blaze~ +Unholy Blaze~ +Title +Black Mantle of Hades~ +Black Mantle of Hades~ +Black Mantle of Hades~ +Black Mantle of Hades~ +Title +Blood-drinker~ +Blood-drinker~ +Blood-drinker~ +Blood-drinker~ +Title +Fang of Doom~ +Fang of Doom~ +Fang of Doom~ +Fang of Doom~ +Title +Conquerer~ +Conquerer~ +Conqueress~ +Conqueress~ +Title +Blood Knight~ +Blood Knight~ +Blood Lady~ +Blood Lady~ +Title +Demon-kin~ +Demon-kin~ +Demon-kindress~ +Demon-kindress~ +Title +Sword of Darkness~ +Sword of Darkness~ +Spear of Darkness~ +Spear of Darkness~ +Title +Paladin Slayer~ +Paladin Slayer~ +Paladin Slayer~ +Paladin Slayer~ +Title +Demon Lord~ +Demon Lord~ +Demon Lady~ +Demon Lady~ +Title +Demon Prince~ +Demon Prince~ +Demon Princess~ +Demon Princess~ +Title +Champion of Evil~ +Champion of Evil~ +Champion of Evil~ +Champion of Evil~ +Title +Bane of the Living~ +Bane of the Living~ +Bane of the Living~ +Bane of the Living~ +Title +Hand of Death~ +Hand of Death~ +Hand of Death~ +Hand of Death~ +Title +Knight of Chaos~ +Knight of Chaos~ +Lady of Chaos~ +Lady of Chaos~ +Title +Champion of Doom~ +Champion of Doom~ +Champion of Doom~ +Champion of Doom~ +Title +Slayer of Heroes~ +Slayer of Heroes~ +Slayer of Heroes~ +Slayer of Heroes~ +Title +Crusher of Hope~ +Crusher of Hope~ +Crusher of Hope~ +Crusher of Hope~ +Title +Destroyer of Life~ +Destroyer of Life~ +Destroyer of Life~ +Destroyer of Life~ +Title +Master of Darkness~ +Master of Darkness~ +Mistress of Darkness~ +Mistress of Darkness~ +Title +Wrath of Chaos~ +Wrath of Chaos~ +Wrath of Chaos~ +Wrath of Chaos~ +Title +Angel Slayer~ +Angel Slayer~ +Angel Slayer~ +Angel Slayer~ +Title +Unholy Maelstrom~ +Unholy Maelstrom~ +Unholy Maelstrom~ +Unholy Maelstrom~ +Title +Shadow Bringer~ +Shadow Bringer~ +Shadow Bringer~ +Shadow Bringer~ +Title +Dark Avenger~ +Dark Avenger~ +Dark Avenger~ +Dark Avenger~ +Title +Unholy Avatar~ +Unholy Avatar~ +Unholy Avatar~ +Unholy Avatar~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Augurer.class b/data/classes/Augurer.class deleted file mode 100644 index 109898a..0000000 --- a/data/classes/Augurer.class +++ /dev/null @@ -1,303 +0,0 @@ -Name Augurer~ -Class 7 -AttrPrime 4 -AttrSecond 0 -AttrDeficient 0 -Weapon 10312 -Guild 21430 -Skilladept 95 -Thac0 18 -Thac32 7 -Hpmin 9 -Hpmax 14 -Mana 1 -Expbase 1350 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 1 60 -Skill 'aid' 16 90 -Skill 'aqua breath' 14 80 -Skill 'armor' 2 90 -Skill 'berserk style' 38 40 -Skill 'bless' 16 95 -Skill 'blindness' 30 90 -Skill 'bludgeons' 1 75 -Skill 'cause critical' 17 95 -Skill 'cause serious' 9 95 -Skill 'charm person' 27 90 -Skill 'chill touch' 5 95 -Skill 'common' 1 99 -Skill 'continual light' 3 90 -Skill 'cook' 1 95 -Skill 'create food' 4 95 -Skill 'create spring' 6 95 -Skill 'create water' 5 95 -Skill 'cuff' 10 90 -Skill 'cure light' 9 75 -Skill 'defensive style' 4 85 -Skill 'detect hidden' 18 95 -Skill 'detect invis' 12 95 -Skill 'detect magic' 8 95 -Skill 'dig' 2 85 -Skill 'disenchant weapon' 27 90 -Skill 'dispel magic' 13 75 -Skill 'dual wield' 17 80 -Skill 'dwarven' 1 99 -Skill 'earthquake' 10 90 -Skill 'elvish' 1 99 -Skill 'enchant weapon' 27 90 -Skill 'energy drain' 14 90 -Skill 'enhanced damage' 22 75 -Skill 'evasive style' 1 90 -Skill 'faerie fire' 34 95 -Skill 'fireshield' 40 95 -Skill 'flexible arms' 1 95 -Skill 'float' 11 95 -Skill 'fly' 24 95 -Skill 'fourth attack' 41 95 -Skill 'gith' 1 99 -Skill 'goblin' 1 99 -Skill 'halfling' 1 99 -Skill 'harm' 26 95 -Skill 'helical flow' 42 85 -Skill 'hide' 17 90 -Skill 'identify' 16 90 -Skill 'inner warmth' 20 90 -Skill 'invis' 12 95 -Skill 'kick' 4 90 -Skill 'lightning bolt' 10 90 -Skill 'locate object' 25 90 -Skill 'long blades' 1 45 -Skill 'meditate' 12 95 -Skill 'midas touch' 14 95 -Skill 'mount' 6 95 -Skill 'nostrum' 29 95 -Skill 'ogre' 1 99 -Skill 'orcish' 1 99 -Skill 'parry' 22 95 -Skill 'pass door' 47 95 -Skill 'pixie' 1 99 -Skill 'poison' 19 90 -Skill 'pugilism' 1 90 -Skill 'refresh' 8 85 -Skill 'remove invis' 13 85 -Skill 'rescue' 14 50 -Skill 'sanctuary' 35 95 -Skill 'scan' 3 85 -Skill 'scorching surge' 28 95 -Skill 'search' 10 80 -Skill 'second attack' 15 33 -Skill 'shield' 23 90 -Skill 'shocking grasp' 7 90 -Skill 'short blades' 1 85 -Skill 'sleep' 18 85 -Skill 'sneak' 15 90 -Skill 'spiral blast' 46 95 -Skill 'standard style' 1 70 -Skill 'stone skin' 37 95 -Skill 'strike' 15 90 -Skill 'talonous arms' 1 40 -Skill 'third attack' 31 66 -Skill 'trollese' 1 99 -Skill 'weaken' 7 80 -Skill 'word of recall' 24 95 -Title -Man~ -Woman~ -Title -Docent of Wizardry~ -Docent of Wizardry~ -Title -Understudy of Magic~ -Understudy of Magic~ -Title -Valet~ -Valet~ -Title -Disciple~ -Disciple~ -Title -Observist~ -Observist~ -Title -Surveyor~ -Surveyess~ -Title -Gazer~ -Gazer~ -Title -Entrancer~ -Entrancer~ -Title -Forboder~ -Forbodess~ -Title -Medium of Wizardry~ -Medium of Wizardry~ -Title -Seer~ -Seeress~ -Title -Clairvoyant~ -Clairvoyantress~ -Title -Cryptic~ -Cryptic~ -Title -Spiritualist~ -Spiritualist~ -Title -Mystic~ -Mystic~ -Title -Oracle~ -Oracle~ -Title -Sibyl~ -Sibyl~ -Title -Magus~ -Magus~ -Title -Veiler~ -Veiless~ -Title -Warlock~ -Witch~ -Title -Magician~ -Magician~ -Title -Necromancer~ -Necromacess~ -Title -Palmist~ -Palmist~ -Title -Diviner~ -Diviness~ -Title -Spellbinder~ -Spellbindress~ -Title -Psychic~ -Psychic~ -Title -Alchemist~ -Alchemistress~ -Title -Bewitched~ -Bewitched~ -Title -Honourable~ -Honourable~ -Title -Loyal~ -Loyal~ -Title -Prophet~ -Prophess~ -Title -Confident~ -Confident~ -Title -Beholder~ -Beholdress~ -Title -Chimeric~ -Chimericress~ -Title -Missionary~ -Missionary~ -Title -Revivalist~ -Revivalist~ -Title -Superstitious~ -Superstitious~ -Title -Forecaster~ -Forecastress~ -Title -Predictor~ -Predictress~ -Title -Communicator~ -Communicatress~ -Title -Medicine Man~ -Medicine Woman~ -Title -Conjurer~ -Conjuress~ -Title -Shaman~ -Shamaness~ -Title -Sorcerer~ -Sorceress~ -Title -Enchanter~ -Enchantress~ -Title -Hypnotist~ -Hypnotist~ -Title -Enticer~ -Enticeress~ -Title -Witch Doctor~ -Witch Doctor~ -Title -Soothsayer~ -Soothsayeress~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acoyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Demi God~ -Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Ascendant God~ -Acendant Goddess~ -Title -Exalted God~ -Exalted Goddess~ -Title -Ancient One~ -Ancient One~ -Title -Eternal One~ -Eternal One~ -Title -Infinite One~ -Infinite One~ -Title -Supreme Entity~ -Supreme Entity~ -End diff --git a/data/classes/Available.class b/data/classes/Available.class new file mode 100755 index 0000000..d76a899 --- /dev/null +++ b/data/classes/Available.class @@ -0,0 +1,600 @@ +Version 1 +Name Available~ +Class 8 +Attrprime 1 +Weapon -1 +Armor -1 +Legwear -1 +Headwear -1 +Armwear -1 +Footwear -1 +Shield -1 +Held -1 +Skilladept 90 +Thac0 18 +Thac0gain 0.375000 +Hpmin 11 +Hpmax 15 +Mana 0 +Skill 'aid' 46 90 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Runner~ +Runner~ +Runner~ +Runner~ +Title +Strider~ +Strider~ +Strider~ +Strider~ +Title +Chaser~ +Chaser~ +Chaser~ +Chaser~ +Title +Pursuer~ +Pursuer~ +Pursuer~ +Pursuer~ +Title +Agitator~ +Agitator~ +Agitator~ +Agitator~ +Title +Tenderfoot First Class~ +Tenderfoot First Class~ +Tenderfoot First Class~ +Tenderfoot First Class~ +Title +Tenderfoot Second Class~ +Tenderfoot Second Class~ +Tenderfoot Second Class~ +Tenderfoot Second Class~ +Title +Scout~ +Scout~ +Scout~ +Scout~ +Title +Scout Master~ +Scout Master~ +Scout Master~ +Scout Master~ +Title +Collector~ +Collector~ +Collector~ +Collector~ +Title +Courser~ +Courser~ +Courser~ +Courser~ +Title +Trailblazer~ +Trailblazer~ +Trailblazer~ +Trailblazer~ +Title +Tracker~ +Tracker~ +Tracker~ +Tracker~ +Title +Sportsman~ +Sportsman~ +Sportswoman~ +Sportswoman~ +Title +Huntsman~ +Huntsman~ +Huntswoman~ +Huntswoman~ +Title +Caporal~ +Caporal~ +Caporal~ +Caporal~ +Title +Bellwether~ +Bellwether~ +Bellwether~ +Bellwether~ +Title +Wanderer~ +Wanderer~ +Wanderer~ +Wanderer~ +Title +Pathfinder~ +Pathfinder~ +Pathfinder~ +Pathfinder~ +Title +Explorer~ +Explorer~ +Explorer~ +Explorer~ +Title +Nomad~ +Nomad~ +Nomad~ +Nomad~ +Title +Pioneer~ +Pioneer~ +Pioneer~ +Pioneer~ +Title +Precurser~ +Precurser~ +Precurser~ +Precurser~ +Title +Precentor~ +Precentor~ +Precentor~ +Precentor~ +Title +Hunter~ +Hunter~ +Huntress~ +Huntress~ +Title +Horseman~ +Horseman~ +Horseman~ +Horseman~ +Title +Bowman~ +Bowman~ +Bowwoman~ +Bowwoman~ +Title +Fletcher~ +Fletcher~ +Fletcher~ +Fletcher~ +Title +Bowyer~ +Bowyer~ +Bowyer~ +Bowyer~ +Title +Master Bowyer~ +Master Bowyer~ +Master Bowyer~ +Master Bowyer~ +Title +Beastmaster~ +Beastmaster~ +Beastmistress~ +Beastmistress~ +Title +Falconer~ +Falconer~ +Falconess~ +Falconess~ +Title +Feralan~ +Feralan~ +Feralan~ +Feralan~ +Title +Guardian Of The Forest~ +Guardian Of The Forest~ +Guardian Of The Forest~ +Guardian Of The Forest~ +Title +Guardian Of The Water~ +Guardian Of The Water~ +Guardian Of The Water~ +Guardian Of The Water~ +Title +Guardian Of The Mountains~ +Guardian Of The Mountains~ +Guardian Of The Mountains~ +Guardian Of The Mountains~ +Title +Guardian Of The Desert~ +Guardian Of The Desert~ +Guardian Of The Desert~ +Guardian Of The Desert~ +Title +Guardian Of The Realms~ +Guardian Of The Realms~ +Guardian Of The Realms~ +Guardian Of The Realms~ +Title +Guardian Of The Land~ +Guardian Of The Land~ +Guardian Of The Land~ +Guardian Of The Land~ +Title +Guardian~ +Guardian~ +Guardian~ +Guardian~ +Title +Justifier~ +Justifier~ +Justifier~ +Justifier~ +Title +Deerstalker~ +Deerstalker~ +Deerstalker~ +Deerstalker~ +Title +Stalker~ +Stalker~ +Stalker~ +Stalker~ +Title +Warden~ +Warden~ +Warden~ +Warden~ +Title +Woodswoman~ +Woodswoman~ +Woodsman~ +Woodsman~ +Title +Landreeve~ +Landreeve~ +Landreeve~ +Landreeve~ +Title +Vicar~ +Vicar~ +Vicar~ +Vicar~ +Title +Herbalist~ +Herbalist~ +Herbalist~ +Herbalist~ +Title +Enviromentalist~ +Enviromentalist~ +Enviromentalist~ +Enviromentalist~ +Title +Journeyman~ +Journeyman~ +Journeywoman~ +Journeywoman~ +Title +Traveller~ +Traveller~ +Traveller~ +Traveller~ +Title +Master Of Wilderness~ +Master Of Wilderness~ +Mistress Of Wilderness~ +Mistress Of Wilderness~ +Title +Archer Of The Seas~ +Archer Of The Seas~ +Archer Of The Seas~ +Archer Of The Seas~ +Title +Archer Of The Forest~ +Archer Of The Forest~ +Archer Of The Forest~ +Archer Of The Forest~ +Title +Archer Of The Road~ +Archer Of The Road~ +Archer Of The Road~ +Archer Of The Road~ +Title +Archer Of The Realms~ +Archer Of The Realms~ +Archer Of The Realms~ +Archer Of The Realms~ +Title +Cavaliere~ +Cavaliere~ +Cavaliere~ +Cavaliere~ +Title +Archer Squire~ +Archer Squire~ +Archer Squiress~ +Archer Squiress~ +Title +Archer Knight~ +Archer Knight~ +Archer Knight~ +Archer Knight~ +Title +Archer Lord~ +Archer Lord~ +Archer Lady~ +Archer Lady~ +Title +Goblin Slayer~ +Goblin Slayer~ +Goblin Slayer~ +Goblin Slayer~ +Title +Gnoll Slayer~ +Gnoll Slayer~ +Gnoll Slayer~ +Gnoll Slayer~ +Title +Ogre Slayer~ +Ogre Slayer~ +Ogre Slayer~ +Ogre Slayer~ +Title +Minotaur Slayer~ +Minotaur Slayer~ +Minotaur Slayer~ +Minotaur Slayer~ +Title +Giant Slayer~ +Giant Slayer~ +Giant Slayer~ +Giant Slayer~ +Title +Dragonslayer~ +Dragonslayer~ +Dragonslayer~ +Dragonslayer~ +Title +Skylord~ +Skylord~ +Skylady~ +Skylady~ +Title +Waterlord~ +Waterlord~ +Waterlady~ +Waterlady~ +Title +Treelord~ +Treelord~ +Treelady~ +Treelady~ +Title +Aedile~ +Aedile~ +Aedile~ +Aedile~ +Title +Fugleman~ +Fugleman~ +Fugleman~ +Fugleman~ +Title +Shepherd~ +Shepherd~ +Shepherd~ +Shepherd~ +Title +Croupier~ +Croupier~ +Croupier~ +Croupier~ +Title +Corypheus~ +Corypheus~ +Corypheus~ +Corypheus~ +Title +Friend of Dryads~ +Friend of Dryads~ +Friend of Dryads~ +Friend of Dryads~ +Title +Friend Of Sprites~ +Friend Of Sprites~ +Friend Of Sprites~ +Friend Of Sprites~ +Title +Friend of Pixies~ +Friend of Pixies~ +Friend of Pixies~ +Friend of Pixies~ +Title +Friend of Elves~ +Friend of Elves~ +Friend of Elves~ +Friend of Elves~ +Title +Friend Of The Forest~ +Friend Of The Forest~ +Friend Of The Forest~ +Friend Of The Forest~ +Title +Protector Of Animals~ +Protector Of Animals~ +Protector Of Animals~ +Protector Of Animals~ +Title +Swamp Master~ +Swamp Master~ +Swamp Mistress~ +Swamp Mistress~ +Title +Desert Master~ +Desert Master~ +Desert Mistress~ +Desert Mistress~ +Title +Mountain Master~ +Mountain Master~ +Mountain Mistress~ +Mountain Mistress~ +Title +Forest Master~ +Forest Master~ +Forest Mistress~ +Forest Mistress~ +Title +Defender of Plants~ +Defender of Plants~ +Defender of Plants~ +Defender of Plants~ +Title +Defender of Animals~ +Defender of Animals~ +Defender of Animals~ +Defender of Animals~ +Title +Defender of the Earth~ +Defender of the Earth~ +Defender of the Earth~ +Defender of the Earth~ +Title +Defender of Nature~ +Defender of Nature~ +Defender of Nature~ +Defender of Nature~ +Title +Defender of the Realms~ +Defender of the Realms~ +Defender of the Realms~ +Defender of the Realms~ +Title +Lord of the Seas~ +Lord of the Seas~ +Lord of the Seas~ +Lord of the Seas~ +Title +Lord of the Plants~ +Lord of the Plants~ +Lady of the Plants~ +Lady of the Plants~ +Title +Lord of the Animals~ +Lord of the Animals~ +Lady of the Animals~ +Lady of the Animals~ +Title +Lord of the Earth~ +Lord of the Earth~ +Lady of the Earth~ +Lady of the Earth~ +Title +Lord of Nature~ +Lord of Nature~ +Lady of Nature~ +Lady of Nature~ +Title +Guru~ +Guru~ +Guru~ +Guru~ +Title +Seneschal~ +Seneschal~ +Seneschal~ +Seneschal~ +Title +Sentinel~ +Sentinel~ +Sentinel~ +Sentinel~ +Title +Shikari~ +Shikari~ +Shikari~ +Shikari~ +Title +Demagogue~ +Demagogue~ +Demagogue~ +Demagogue~ +Title +Avatar of Archery~ +Avatar of Archery~ +Avatar of Archery~ +Avatar of Archery~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Available2.class b/data/classes/Available2.class new file mode 100755 index 0000000..6f11c18 --- /dev/null +++ b/data/classes/Available2.class @@ -0,0 +1,600 @@ +Version 1 +Name Available2~ +Class 9 +Attrprime 2 +Weapon -1 +Armor -1 +Legwear -1 +Headwear -1 +Armwear -1 +Footwear -1 +Shield -1 +Held -1 +Skilladept 85 +Thac0 18 +Thac0gain 0.375000 +Hpmin 10 +Hpmax 15 +Mana 1 +Skill 'aid' 15 75 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Apprentice~ +Apprentice~ +Apprentice~ +Apprentice~ +Title +Footpad~ +Footpad~ +Footpad~ +Footpad~ +Title +Lurker~ +Lurker~ +Lurkeress~ +Lurkeress~ +Title +Pick-Pocket~ +Pick-Pocket~ +Pick-Pocket~ +Pick-Pocket~ +Title +Sneak~ +Sneak~ +Sneak~ +Sneak~ +Title +Pincher~ +Pincher~ +Pincheress~ +Pincheress~ +Title +Cut-Purse~ +Cut-Purse~ +Cut-Purse~ +Cut-Purse~ +Title +Snatcher~ +Snatcher~ +Snatcheress~ +Snatcheress~ +Title +Sharper~ +Sharper~ +Sharpress~ +Sharpress~ +Title +Rogue~ +Rogue~ +Rogue~ +Rogue~ +Title +Tracker~ +Tracker~ +Trackeress~ +Trackeress~ +Title +Magsman~ +Magsman~ +Magswoman~ +Magswoman~ +Title +Highwayman~ +Highwayman~ +Highwaywoman~ +Highwaywoman~ +Title +Burglar~ +Burglar~ +Burglaress~ +Burglaress~ +Title +Assassin~ +Assassin~ +Assassin~ +Assassin~ +Title +Knifer~ +Knifer~ +Knifer~ +Knifer~ +Title +Quick-Blade~ +Quick-Blade~ +Quick-Blade~ +Quick-Blade~ +Title +Killer~ +Killer~ +Murderess~ +Murderess~ +Title +Brigand~ +Brigand~ +Brigand~ +Brigand~ +Title +Cut-Throat~ +Cut-Throat~ +Cut-Throat~ +Cut-Throat~ +Title +1.man~ +1.man~ +1.woman~ +1.woman~ +Title +2.man~ +2.man~ +2.woman~ +2.woman~ +Title +3.man~ +3.man~ +3.woman~ +3.woman~ +Title +4.man~ +4.man~ +4.woman~ +4.woman~ +Title +5.man~ +5.man~ +5.woman~ +5.woman~ +Title +6.man~ +6.man~ +6.woman~ +6.woman~ +Title +7.man~ +7.man~ +7.woman~ +7.woman~ +Title +8.man~ +8.man~ +8.woman~ +8.woman~ +Title +9.man~ +9.man~ +9.woman~ +9.woman~ +Title +10.man~ +10.man~ +10.woman~ +10.woman~ +Title +11.man~ +11.man~ +11.woman~ +11.woman~ +Title +12.man~ +12.man~ +12.woman~ +12.woman~ +Title +13.man~ +13.man~ +13.woman~ +13.woman~ +Title +14.man~ +14.man~ +14.woman~ +14.woman~ +Title +15.man~ +15.man~ +15.woman~ +15.woman~ +Title +16.man~ +16.man~ +16.woman~ +16.woman~ +Title +17.man~ +17.man~ +17.woman~ +17.woman~ +Title +18.man~ +18.man~ +18.woman~ +18.woman~ +Title +19.man~ +19.man~ +19.woman~ +19.woman~ +Title +20.man~ +20.man~ +20.woman~ +20.woman~ +Title +21.man~ +21.man~ +21.woman~ +21.woman~ +Title +22.man~ +22.man~ +22.woman~ +22.woman~ +Title +23.man~ +23.man~ +23.woman~ +23.woman~ +Title +24.man~ +24.man~ +24.woman~ +24.woman~ +Title +25.man~ +25.man~ +25.woman~ +25.woman~ +Title +26.man~ +26.man~ +26.woman~ +26.woman~ +Title +27.man~ +27.man~ +27.woman~ +27.woman~ +Title +28.man~ +28.man~ +28.woman~ +28.woman~ +Title +29.man~ +29.man~ +29.woman~ +29.woman~ +Title +30.man~ +30.man~ +30.woman~ +30.woman~ +Title +31.man~ +31.man~ +31.woman~ +31.woman~ +Title +32.man~ +32.man~ +32.woman~ +32.woman~ +Title +33.man~ +33.man~ +33.woman~ +33.woman~ +Title +34.man~ +34.man~ +34.woman~ +34.woman~ +Title +35.man~ +35.man~ +35.woman~ +35.woman~ +Title +36.man~ +36.man~ +36.woman~ +36.woman~ +Title +37.man~ +37.man~ +37.woman~ +37.woman~ +Title +38.man~ +38.man~ +38.woman~ +38.woman~ +Title +39.man~ +39.man~ +39.woman~ +39.woman~ +Title +40.man~ +40.man~ +40.woman~ +40.woman~ +Title +41.man~ +41.man~ +41.woman~ +41.woman~ +Title +42.man~ +42.man~ +42.woman~ +42.woman~ +Title +43.man~ +43.man~ +43.woman~ +43.woman~ +Title +44.man~ +44.man~ +44.woman~ +44.woman~ +Title +45.man~ +45.man~ +45.woman~ +45.woman~ +Title +46.man~ +46.man~ +46.woman~ +46.woman~ +Title +47.man~ +47.man~ +47.woman~ +47.woman~ +Title +48.man~ +48.man~ +48.woman~ +48.woman~ +Title +49.man~ +49.man~ +49.woman~ +49.woman~ +Title +50.man~ +50.man~ +50.woman~ +50.woman~ +Title +Spy~ +Spy~ +Spy~ +Spy~ +Title +Grand Spy~ +Grand Spy~ +Grand Spy~ +Grand Spy~ +Title +Master Spy~ +Master Spy~ +Master Spy~ +Master Spy~ +Title +Ninja~ +Ninja~ +Ninja~ +Ninja~ +Title +Greater Assassin~ +Greater Assassin~ +Greater Assassin~ +Greater Assassin~ +Title +Master of Vision~ +Master of Vision~ +Mistress of Vision~ +Mistress of Vision~ +Title +Master of Hearing~ +Master of Hearing~ +Mistress of Hearing~ +Mistress of Hearing~ +Title +Master of Smell~ +Master of Smell~ +Mistress of Smell~ +Mistress of Smell~ +Title +Master of Taste~ +Master of Taste~ +Mistress of Taste~ +Mistress of Taste~ +Title +Master of Touch~ +Master of Touch~ +Mistress of Touch~ +Mistress of Touch~ +Title +Master of Reality~ +Master of Reality~ +Mistress of Reality~ +Mistress of Reality~ +Title +Guildmaster of the Unseen~ +Guildmaster of the Unseen~ +Guildmistress of the Unseen~ +Guildmistress of the Unseen~ +Title +Guildmaster of Stealth~ +Guildmaster of Stealth~ +Guildmistress of Stealth~ +Guildmistress of Stealth~ +Title +Guildmaster of Assassination~ +Guildmaster of Assassination~ +Guidlmistress of Assassination~ +Guidlmistress of Assassination~ +Title +High Guildmaster~ +High Guildmaster~ +High Guildmistress~ +High Guildmistress~ +Title +Brother of Patience~ +Brother of Patience~ +Sister of Patience~ +Sister of Patience~ +Title +Brother of the Dagger~ +Brother of the Dagger~ +Sister of the Dagger~ +Sister of the Dagger~ +Title +Brother of the Coin~ +Brother of the Coin~ +Sister of the Coin~ +Sister of the Coin~ +Title +Brother of the Shadows~ +Brother of the Shadows~ +Sister of the Shadows~ +Sister of the Shadows~ +Title +Brother of the Guild~ +Brother of the Guild~ +Sister of the Guild~ +Sister of the Guild~ +Title +Lord of the Wolf~ +Lord of the Wolf~ +Lady of the Wolf~ +Lady of the Wolf~ +Title +Lord of the Snake~ +Lord of the Snake~ +Lady of the Serpent~ +Lady of the Serpent~ +Title +Lord of the Hawk~ +Lord of the Hawk~ +Lady of the Hawk~ +Lady of the Hawk~ +Title +Lord of the Panther~ +Lord of the Panther~ +Lady of the Panther~ +Lady of the Panther~ +Title +Crime Lord~ +Crime Lord~ +Crime Mistress~ +Crime Mistress~ +Title +Infamous Crime Lord~ +Infamous Crime Lord~ +Infamous Crime Mistress~ +Infamous Crime Mistress~ +Title +Greater Crime Lord~ +Greater Crime Lord~ +Greater Crime Mistress~ +Greater Crime Mistress~ +Title +Master Crime Lord~ +Master Crime Lord~ +Master Crime Mistress~ +Master Crime Mistress~ +Title +Godfather~ +Godfather~ +Godmother~ +Godmother~ +Title +Avatar Assassin~ +Avatar Assassin~ +Avatar Assassin~ +Avatar Assassin~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Bard.class b/data/classes/Bard.class new file mode 100755 index 0000000..87c0333 --- /dev/null +++ b/data/classes/Bard.class @@ -0,0 +1,715 @@ +Version 1 +Name Bard~ +Class 12 +Attrprime 4 +Weapon 2894 +Armor 2889 +Legwear 2891 +Headwear 2890 +Armwear 2892 +Footwear 2888 +Shield 2893 +Held 11470 +Skilladept 95 +Thac0 18 +Thac0gain 0.350000 +Hpmin 3 +Hpmax 8 +Mana 1 +Skill 'acid blast' 17 95 +Skill 'aqua breath' 18 95 +Skill 'armor' 11 95 +Skill 'beacon' 32 95 +Skill 'blindness' 29 95 +Skill 'burning hands' 11 95 +Skill 'cacophony' 68 95 +Skill 'calm' 8 85 +Skill 'chain lightning' 83 90 +Skill 'charm person' 14 95 +Skill 'colour spray' 36 95 +Skill 'continual light' 6 95 +Skill 'counterspell' 95 95 +Skill 'create fire' 16 95 +Skill 'despair' 13 95 +Skill 'detect invis' 14 95 +Skill 'detect magic' 8 95 +Skill 'disintegrate' 78 95 +Skill 'dispel magic' 34 95 +Skill 'dragon wit' 35 95 +Skill 'dragonskin' 75 95 +Skill 'dream' 20 95 +Skill 'elven beauty' 15 95 +Skill 'enchant armor' 80 80 +Skill 'enchant weapon' 80 80 +Skill 'enrage' 19 95 +Skill 'faerie fire' 15 95 +Skill 'faerie fog' 28 95 +Skill 'farsight' 51 95 +Skill 'find traps' 41 95 +Skill 'float' 24 95 +Skill 'fly' 36 95 +Skill 'grounding' 62 85 +Skill 'group fly' 62 85 +Skill 'group shield' 27 85 +Skill 'group waterbreath' 57 85 +Skill 'groupgate' 90 85 +Skill 'harmonic aura' 87 80 +Skill 'infravision' 12 95 +Skill 'invisibility' 17 95 +Skill 'kindred strength' 27 95 +Skill 'knock' 32 95 +Skill 'lightning bolt' 55 95 +Skill 'locate object' 42 95 +Skill 'magic missile' 3 95 +Skill 'mass invis' 53 95 +Skill 'minor track' 70 75 +Skill 'paralyze' 50 50 +Skill 'portal' 95 70 +Skill 'quickening' 46 80 +Skill 'refresh' 40 95 +Skill 'remove invis' 41 95 +Skill 'remove trap' 60 95 +Skill 'sagacity' 30 95 +Skill 'scry' 64 80 +Skill 'shield' 5 95 +Skill 'shocking grasp' 7 95 +Skill 'sleep' 10 95 +Skill 'slink' 31 95 +Skill 'sonic resonance' 29 95 +Skill 'soothe' 33 95 +Skill 'stinking cloud' 38 80 +Skill 'towngate' 75 95 +Skill 'transport' 85 95 +Skill 'ventriloquate' 3 95 +Skill 'weaken' 16 95 +Skill 'web' 31 90 +Skill 'word of recall' 32 95 +Skill 'aid' 9 95 +Skill 'climb' 12 95 +Skill 'cook' 1 95 +Skill 'dig' 10 95 +Skill 'hide' 12 80 +Skill 'inspire' 7 90 +Skill 'item lore' 25 95 +Skill 'kick' 1 95 +Skill 'lunge' 73 75 +Skill 'meditate' 30 95 +Skill 'mount' 2 95 +Skill 'rescue' 10 95 +Skill 'retreat' 22 95 +Skill 'scribe' 90 80 +Skill 'search' 1 95 +Skill 'slice' 1 95 +Skill 'sneak' 13 70 +Skill 'archery' 1 70 +Skill 'axes' 1 70 +Skill 'blowguns' 1 70 +Skill 'daggers' 1 80 +Skill 'defensive style' 1 80 +Skill 'evasive style' 1 80 +Skill 'maces and hammers' 1 65 +Skill 'pugilism' 1 70 +Skill 'slings' 1 70 +Skill 'spears' 1 70 +Skill 'standard style' 1 80 +Skill 'staves' 1 75 +Skill 'swords' 1 80 +Skill 'talonous arms' 1 70 +Skill 'whips' 1 75 +Skill 'centaur' 1 100 +Skill 'common' 1 100 +Skill 'dwarven' 1 100 +Skill 'elvish' 1 100 +Skill 'gith' 1 100 +Skill 'gnomish' 1 100 +Skill 'goblin' 1 100 +Skill 'halfling' 1 100 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 100 +Skill 'ogre' 1 100 +Skill 'orcish' 1 100 +Skill 'pixie' 1 100 +Skill 'reptile' 1 100 +Skill 'sahuagin' 1 95 +Skill 'trollese' 1 100 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Probationer~ +Probationer~ +Probationer~ +Probationer~ +Title +Chanter~ +Chanter~ +Chanter~ +Chanter~ +Title +Lutist~ +Lutist~ +Lutist~ +Lutist~ +Title +Flutist~ +Flutist~ +Flutist~ +Flutist~ +Title +Musician~ +Musician~ +Musician~ +Musician~ +Title +Storyteller~ +Storyteller~ +Storyteller~ +Storyteller~ +Title +Master Storyteller~ +Master Storyteller~ +Master Storyteller~ +Master Storyteller~ +Title +Wanderer~ +Wanderer~ +Wanderer~ +Wanderer~ +Title +College Initiate~ +College Initiate~ +College Initiate~ +College Initiate~ +Title +Fochlucan Probationer~ +Fochlucan Probationer~ +Fochlucan Probationer~ +Fochlucan Probationer~ +Title +Fochlucan Initiate~ +Fochlucan Initiate~ +Fochlucan Initiate~ +Fochlucan Initiate~ +Title +Fochlucan Student~ +Fochlucan Student~ +Fochlucan Student~ +Fochlucan Student~ +Title +Fochlucan Scholar~ +Fochlucan Scholar~ +Fochlucan Scholar~ +Fochlucan Scholar~ +Title +Fochlucan Loremaster~ +Fochlucan Loremaster~ +Fochlucan Loremistress~ +Fochlucan Loremistress~ +Title +Fochlucan Medium~ +Fochlucan Medium~ +Fochlucan Medium~ +Fochlucan Medium~ +Title +Fochlucan Bard~ +Fochlucan Bard~ +Fochlucan Bard~ +Fochlucan Bard~ +Title +Fochlucan Master Bard~ +Fochlucan Master Bard~ +Fochlucan Master Bard~ +Fochlucan Master Bard~ +Title +Fochlucan Graduate~ +Fochlucan Graduate~ +Fochlucan Graduate~ +Fochlucan Graduate~ +Title +Fochlucan Alumnae~ +Fochlucan Alumnae~ +Fochlucan Alumnae~ +Fochlucan Alumnae~ +Title +Mac-Fuirmidh Probationer~ +Mac-Fuirmidh Probationer~ +Mac-Fuirmidh Probationer~ +Mac-Fuirmidh Probationer~ +Title +Mac-Fuirmidh Initiate~ +Mac-Fuirmidh Initiate~ +Mac-Fuirmidh Initiate~ +Mac-Fuirmidh Initiate~ +Title +Mac-Fuirmidh Student~ +Mac-Fuirmidh Student~ +Mac-Fuirmidh Student~ +Mac-Fuirmidh Student~ +Title +Mac-Fuirmidh Scholar~ +Mac-Fuirmidh Scholar~ +Mac-Fuirmidh Scholar~ +Mac-Fuirmidh Scholar~ +Title +Mac-Fuirmidh Loremaster~ +Mac-Fuirmidh Loremaster~ +Mac-Fuirmidh Loremistress~ +Mac-Fuirmidh Loremistress~ +Title +Mac-Fuirmidh Medium~ +Mac-Fuirmidh Medium~ +Mac-Fuirmidh Medium~ +Mac-Fuirmidh Medium~ +Title +Mac-Fuirmidh Bard~ +Mac-Fuirmidh Bard~ +Mac-Fuirmidh Bard~ +Mac-Fuirmidh Bard~ +Title +Mac-Fuirmidh Master Bard~ +Mac-Fuirmidh Master Bard~ +Mac-Fuirmidh Master Bard~ +Mac-Fuirmidh Master Bard~ +Title +Mac-Fuirmidh Graduate~ +Mac-Fuirmidh Graduate~ +Mac-Fuirmidh Graduate~ +Mac-Fuirmidh Graduate~ +Title +Mac-Fuirmidh Alumnae~ +Mac-Fuirmidh Alumnae~ +Mac-Fuirmidh Alumnae~ +Mac-Fuirmidh Alumnae~ +Title +Doss Probationer~ +Doss Probationer~ +Doss Probationer~ +Doss Probationer~ +Title +Doss Initiate~ +Doss Initiate~ +Doss Initiate~ +Doss Initiate~ +Title +Doss Student~ +Doss Student~ +Doss Student~ +Doss Student~ +Title +Doss Scholar~ +Doss Scholar~ +Doss Scholar~ +Doss Scholar~ +Title +Doss Loremaster~ +Doss Loremaster~ +Doss Loremistress~ +Doss Loremistress~ +Title +Doss Medium~ +Doss Medium~ +Doss Medium~ +Doss Medium~ +Title +Doss Bard~ +Doss Bard~ +Doss Bard~ +Doss Bard~ +Title +Doss Master Bard~ +Doss Master Bard~ +Doss Master Bard~ +Doss Master Bard~ +Title +Doss Graduate~ +Doss Graduate~ +Doss Graduate~ +Doss Graduate~ +Title +Doss Alumnae~ +Doss Alumnae~ +Doss Alumnae~ +Doss Alumnae~ +Title +Canaith Probationer~ +Canaith Probationer~ +Canaith Probationer~ +Canaith Probationer~ +Title +Canaith Initiate~ +Canaith Initiate~ +Canaith Initiate~ +Canaith Initiate~ +Title +Canaith Student~ +Canaith Student~ +Canaith Student~ +Canaith Student~ +Title +Canaith Scholar~ +Canaith Scholar~ +Canaith Scholar~ +Canaith Scholar~ +Title +Canaith Loremaster~ +Canaith Loremaster~ +Canaith Loremistress~ +Canaith Loremistress~ +Title +Canaith Medium~ +Canaith Medium~ +Canaith Medium~ +Canaith Medium~ +Title +Canaith Bard~ +Canaith Bard~ +Canaith Bard~ +Canaith Bard~ +Title +Canaith Master Bard~ +Canaith Master Bard~ +Canaith Master Bard~ +Canaith Master Bard~ +Title +Canaith Graduate~ +Canaith Graduate~ +Canaith Graduate~ +Canaith Graduate~ +Title +Canaith Alumnae~ +Canaith Alumnae~ +Canaith Alumnae~ +Canaith Alumnae~ +Title +Cli Probationer~ +Cli Probationer~ +Cli Probationer~ +Cli Probationer~ +Title +Cli Initiate~ +Cli Initiate~ +Cli Initiate~ +Cli Initiate~ +Title +Cli Student~ +Cli Student~ +Cli Student~ +Cli Student~ +Title +Cli Scholar~ +Cli Scholar~ +Cli Scholar~ +Cli Scholar~ +Title +Cli Loremaster~ +Cli Loremaster~ +Cli Loremistress~ +Cli Loremistress~ +Title +Cli Medium~ +Cli Medium~ +Cli Medium~ +Cli Medium~ +Title +Cli Bard~ +Cli Bard~ +Cli Bard~ +Cli Bard~ +Title +Cli Master Bard~ +Cli Master Bard~ +Cli Master Bard~ +Cli Master Bard~ +Title +Cli Graduate~ +Cli Graduate~ +Cli Graduate~ +Cli Graduate~ +Title +Cli Alumnae~ +Cli Alumnae~ +Cli Alumnae~ +Cli Alumnae~ +Title +Anstruth Probationer~ +Anstruth Probationer~ +Anstruth Probationer~ +Anstruth Probationer~ +Title +Anstruth Initiate~ +Anstruth Initiate~ +Anstruth Initiate~ +Anstruth Initiate~ +Title +Anstruth Student~ +Anstruth Student~ +Anstruth Student~ +Anstruth Student~ +Title +Anstruth Scholar~ +Anstruth Scholar~ +Anstruth Scholar~ +Anstruth Scholar~ +Title +Anstruth Loremaster~ +Anstruth Loremaster~ +Anstruth Loremistress~ +Anstruth Loremistress~ +Title +Anstruth Medium~ +Anstruth Medium~ +Anstruth Medium~ +Anstruth Medium~ +Title +Anstruth Bard~ +Anstruth Bard~ +Anstruth Bard~ +Anstruth Bard~ +Title +Anstruth Master Bard~ +Anstruth Master Bard~ +Anstruth Master Bard~ +Anstruth Master Bard~ +Title +Anstruth Graduate~ +Anstruth Graduate~ +Anstruth Graduate~ +Anstruth Graduate~ +Title +Anstruth Alumnae~ +Anstruth Alumnae~ +Anstruth Alumnae~ +Anstruth Alumnae~ +Title +Ollamh Probationer~ +Ollamh Probationer~ +Ollamh Probationer~ +Ollamh Probationer~ +Title +Ollamh Initiate~ +Ollamh Initiate~ +Ollamh Initiate~ +Ollamh Initiate~ +Title +Ollamh Student~ +Ollamh Student~ +Ollamh Student~ +Ollamh Student~ +Title +Ollamh Scholar~ +Ollamh Scholar~ +Ollamh Scholar~ +Ollamh Scholar~ +Title +Ollamh Loremaster~ +Ollamh Loremaster~ +Ollamh Loremistress~ +Ollamh Loremistress~ +Title +Ollamh Medium~ +Ollamh Medium~ +Ollamh Medium~ +Ollamh Medium~ +Title +Ollamh Bard~ +Ollamh Bard~ +Ollamh Bard~ +Ollamh Bard~ +Title +Ollamh Master Bard~ +Ollamh Master Bard~ +Ollamh Master Bard~ +Ollamh Master Bard~ +Title +Ollamh Graduate~ +Ollamh Graduate~ +Ollamh Graduate~ +Ollamh Graduate~ +Title +Ollamh Alumnae~ +Ollamh Alumnae~ +Ollamh Alumnae~ +Ollamh Alumnae~ +Title +Graduate of All Colleges~ +Graduate of All Colleges~ +Graduate of All Colleges~ +Graduate of All Colleges~ +Title +Lesser Master of All Colleges~ +Lesser Master of All Colleges~ +Lesser Mistress of All Colleges~ +Lesser Mistress of All Colleges~ +Title +Master of All Colleges~ +Master of All Colleges~ +Mistress of All Colleges~ +Mistress of All Colleges~ +Title +Greater Master of All Colleges~ +Greater Master of All Colleges~ +Greater Mistress of All Colleges~ +Greater Mistress of All Colleges~ +Title +Alumnae~ +Alumnae~ +Alumnae~ +Alumnae~ +Title +Magna Alumnae~ +Magna Alumnae~ +Magna Alumnae~ +Magna Alumnae~ +Title +Novice Bard~ +Novice Bard~ +Novice Bard~ +Novice Bard~ +Title +Lesser Bard~ +Lesser Bard~ +Lesser Bard~ +Lesser Bard~ +Title +Bard~ +Bard~ +Bard~ +Bard~ +Title +Greater Bard~ +Greater Bard~ +Greater Bard~ +Greater Bard~ +Title +Master Bard~ +Master Bard~ +Master Bard~ +Master Bard~ +Title +Novice Loremaster~ +Novice Loremaster~ +Novice Loremistress~ +Novice Loremistress~ +Title +Lesser Loremaster~ +Lesser Loremaster~ +Lesser Loremistress~ +Lesser Loremistress~ +Title +Loremaster~ +Loremaster~ +Loremistress~ +Loremistress~ +Title +Greater Loremaster~ +Greater Loremaster~ +Greater Loremistress~ +Greater Loremistress~ +Title +Master Loremaster~ +Master Loremaster~ +Master Loremistress~ +Master Loremistress~ +Title +Bardic Loremaster~ +Bardic Loremaster~ +Bardic Loremistress~ +Bardic Loremistress~ +Title +Lesser Bardic Master~ +Lesser Bardic Master~ +Lesser Bardic Mistress~ +Lesser Bardic Mistress~ +Title +Bardic Master~ +Bardic Master~ +Bardic Mistress~ +Bardic Mistress~ +Title +Master of All Bards~ +Master of All Bards~ +Mistress of All Bards~ +Mistress of All Bards~ +Title +Avatar of Lores~ +Avatar of Lores~ +Avatar of Lores~ +Avatar of Lores~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Cleric.class b/data/classes/Cleric.class old mode 100644 new mode 100755 index 918ba53..3aab411 --- a/data/classes/Cleric.class +++ b/data/classes/Cleric.class @@ -1,330 +1,718 @@ +Version 1 Name Cleric~ Class 1 -AttrPrime 4 -AttrSecond 0 -AttrDeficient 0 -Weapon 10315 -Guild 3003 +Attrprime 3 +Weapon 2896 +Armor 2889 +Legwear 2891 +Headwear 2890 +Armwear 2892 +Footwear 2888 +Shield 2893 +Held 11434 Skilladept 95 -Thac0 18 -Thac32 12 -Hpmin 7 -Hpmax 10 +Thac0 19 +Thac0gain 0.315000 +Hpmin 2 +Hpmax 7 Mana 1 -Expbase 900 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 20 50 -Skill 'aid' 4 95 -Skill 'alertness' 23 92 -Skill 'animate dead' 42 85 -Skill 'antimagic shell' 42 70 -Skill 'aqua breath' 22 95 -Skill 'armor' 1 95 -Skill 'benediction' 19 95 -Skill 'berserk style' 40 20 -Skill 'bless' 5 95 -Skill 'blindness' 5 95 -Skill 'bludgeons' 1 95 -Skill 'brew' 40 70 -Skill 'call lightning' 12 80 -Skill 'cause critical' 9 95 -Skill 'cause light' 1 95 -Skill 'cause serious' 5 95 -Skill 'charged beacon' 28 95 -Skill 'climb' 9 95 -Skill 'common' 1 99 -Skill 'continual light' 2 95 -Skill 'control weather' 13 95 -Skill 'cook' 1 95 -Skill 'create food' 3 95 -Skill 'create symbol' 10 95 -Skill 'create water' 2 95 -Skill 'cuff' 15 80 -Skill 'cure blindness' 4 95 -Skill 'cure critical' 9 95 +Skill 'alertness' 51 95 +Skill 'aqua breath' 27 95 +Skill 'armor' 2 95 +Skill 'astral walk' 60 95 +Skill 'beacon' 26 95 +Skill 'benediction' 37 95 +Skill 'blade barrier' 56 95 +Skill 'blazebane' 61 95 +Skill 'blazeward' 61 95 +Skill 'bless' 3 95 +Skill 'blindness' 22 95 +Skill 'cause critical' 32 95 +Skill 'cause light' 4 95 +Skill 'cause serious' 16 95 +Skill 'charged beacon' 67 95 +Skill 'continual light' 8 95 +Skill 'create fire' 4 95 +Skill 'create food' 10 95 +Skill 'create symbol' 11 95 +Skill 'create water' 10 95 +Skill 'cure blindness' 8 95 +Skill 'cure critical' 30 95 Skill 'cure light' 1 95 -Skill 'cure poison' 9 90 -Skill 'cure serious' 5 95 -Skill 'curse' 12 95 -Skill 'defensive style' 5 75 -Skill 'detect evil' 4 95 -Skill 'detect hidden' 7 95 -Skill 'detect invis' 5 95 -Skill 'detect magic' 3 95 -Skill 'detect poison' 5 95 -Skill 'detect traps' 7 75 -Skill 'dig' 2 85 -Skill 'dispel evil' 10 95 -Skill 'dispel magic' 16 95 -Skill 'divinity' 42 95 -Skill 'dodge' 25 50 -Skill 'dream' 22 95 +Skill 'cure poison' 12 95 +Skill 'cure serious' 15 95 +Skill 'curse' 6 95 +Skill 'detect evil' 3 95 +Skill 'detect magic' 6 95 +Skill 'detect poison' 12 95 +Skill 'dispel evil' 74 95 +Skill 'dispel magic' 31 95 +Skill 'disruption' 58 95 +Skill 'divine aid' 20 95 +Skill 'divinity' 75 95 +Skill 'earthquake' 60 95 +Skill 'farsight' 52 95 +Skill 'fatigue' 51 95 +Skill 'feebleness' 71 95 +Skill 'find traps' 24 95 +Skill 'flamestrike' 59 95 +Skill 'fortify' 62 95 +Skill 'grounding' 67 95 +Skill 'group armor' 26 85 +Skill 'group refresh' 28 85 +Skill 'groupgate' 90 85 +Skill 'harm' 46 95 +Skill 'heal' 45 90 +Skill 'heroes feast' 48 95 +Skill 'hold person' 29 50 +Skill 'holy sanctity' 95 95 +Skill 'holy word' 78 95 +Skill 'indignation' 73 95 +Skill 'inner warmth' 63 95 +Skill 'know alignment' 18 95 +Skill 'lifelift' 85 95 +Skill 'locate object' 32 95 +Skill 'major invocation' 87 95 +Skill 'minor invocation' 33 95 +Skill 'poison' 23 95 +Skill 'protection from evil' 13 95 +Skill 'recharge' 70 95 +Skill 'refresh' 7 95 +Skill 'rejuvenate' 54 80 +Skill 'remove curse' 28 95 +Skill 'remove paralysis' 42 95 +Skill 'remove silence' 34 95 +Skill 'resilience' 71 95 +Skill 'restoration' 82 95 +Skill 'restore mana' 83 95 +Skill 'righteousness' 35 95 +Skill 'sagacity' 39 95 +Skill 'sanctuary' 47 95 +Skill 'silence' 38 95 +Skill 'spectral furor' 65 95 +Skill 'spiritual hammer' 7 95 +Skill 'spiritual wrath' 92 95 +Skill 'succor' 23 95 +Skill 'summon' 36 95 +Skill 'towngate' 65 95 +Skill 'transport' 86 95 +Skill 'true sight' 41 95 +Skill 'uplift' 55 95 +Skill 'valiance' 53 95 +Skill 'winter mist' 63 95 +Skill 'word of recall' 26 95 +Skill 'aid' 2 95 +Skill 'brew' 65 60 +Skill 'cook' 1 90 +Skill 'dig' 9 95 +Skill 'meditate' 27 95 +Skill 'mount' 2 95 +Skill 'scribe' 66 70 +Skill 'search' 1 90 +Skill 'slice' 1 90 +Skill 'trance' 77 85 +Skill 'defensive style' 1 90 +Skill 'evasive style' 1 90 +Skill 'maces and hammers' 1 85 +Skill 'pugilism' 1 35 +Skill 'slings' 1 60 +Skill 'standard style' 1 90 +Skill 'staves' 1 70 +Skill 'whips' 1 75 +Skill 'centaur' 1 99 +Skill 'common' 1 99 Skill 'dwarven' 1 99 -Skill 'earthquake' 7 95 Skill 'elvish' 1 99 -Skill 'ethereal funnel' 50 95 -Skill 'evasive style' 1 80 -Skill 'faerie fire' 2 95 -Skill 'faerie fog' 14 95 -Skill 'fatigue' 23 92 -Skill 'fireshield' 28 95 -Skill 'flamestrike' 13 95 -Skill 'flexible arms' 1 60 -Skill 'float' 8 95 -Skill 'fly' 12 95 -Skill 'fortify' 15 95 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 -Skill 'grounding' 28 95 Skill 'halfling' 1 99 -Skill 'harm' 15 95 -Skill 'heal' 14 95 -Skill 'holy sanctity' 45 95 -Skill 'identify' 10 95 -Skill 'indignation' 27 95 -Skill 'infravision' 9 80 -Skill 'knock' 44 70 -Skill 'know alignment' 5 95 -Skill 'lethargy' 12 95 -Skill 'locate object' 10 95 -Skill 'major invocation' 18 95 -Skill 'mass invis' 17 95 -Skill 'meditate' 14 95 -Skill 'midas touch' 21 95 -Skill 'minor invocation' 10 95 -Skill 'mount' 5 95 -Skill 'necromantic touch' 40 95 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 Skill 'pixie' 1 99 -Skill 'poison' 8 95 -Skill 'protection' 6 95 -Skill 'pugilism' 1 50 -Skill 'recharge' 44 65 -Skill 'refresh' 3 95 -Skill 'remove curse' 12 95 -Skill 'remove trap' 15 70 -Skill 'rescue' 33 20 -Skill 'resilience' 40 95 -Skill 'restoration' 30 95 -Skill 'sanctuary' 13 95 -Skill 'scribe' 48 60 -Skill 'scry' 21 95 -Skill 'search' 6 95 -Skill 'second attack' 15 50 -Skill 'shockshield' 35 95 -Skill 'short blades' 1 60 -Skill 'solar flight' 39 80 -Skill 'spiritual wrath' 48 95 -Skill 'standard style' 1 60 -Skill 'summon' 8 95 -Skill 'swat' 20 80 -Skill 'talonous arms' 1 50 -Skill 'trance' 41 95 -Skill 'transport' 25 95 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'true sight' 38 95 -Skill 'unravel defense' 33 95 -Skill 'uplift' 37 95 -Skill 'word of recall' 13 95 Title Man~ +Man~ +Woman~ Woman~ Title +Inquirer~ +Inquirer~ +Inquiress~ +Inquiress~ +Title +Catecumen~ +Catecumen~ +Catecumen~ +Catecumen~ +Title +Initiate~ +Initiate~ +Initiate~ +Initiate~ +Title +Believer~ +Believer~ Believer~ Believer~ Title Attendant~ Attendant~ +Attendant~ +Attendant~ +Title +Server~ +Server~ +Server~ +Server~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ +Title +Sacristan~ +Sacristan~ +Sacristan~ +Sacristan~ +Title +Vestryman~ +Vestryman~ +Vestrywoman~ +Vestrywoman~ +Title +Layman~ +Layman~ +Laywoman~ +Laywoman~ Title +Aspirant~ +Aspirant~ +Aspirant~ +Aspirant~ +Title +Novice~ +Novice~ Novice~ Novice~ Title -Missionary~ -Missionary~ +Clergyman~ +Clergyman~ +Clergywoman~ +Clergywoman~ Title -Adept~ -Adept~ +Clerk~ +Clerk~ +Clerk~ +Clerk~ Title +Scribe~ +Scribe~ +Scribe~ +Scribe~ +Title +Deacon~ Deacon~ Deaconess~ -Title -Vicar~ -Vicaress~ +Deaconess~ Title Priest~ +Priest~ +Priestess~ Priestess~ Title Minister~ -Lady Minister~ +Minister~ +Minister~ +Minister~ Title Canon~ Canon~ +Canoness~ +Canoness~ Title Levite~ +Levite~ +Levitess~ Levitess~ -Title -Curate~ -Curess~ -Title -Monk~ -Nun~ -Title -Healer~ -Healess~ Title Chaplain~ Chaplain~ +Chaplain~ +Chaplain~ Title -Expositor~ -Expositress~ -Title -Bishop~ -Bishop~ -Title -Arch Bishop~ -Arch Lady of the Church~ -Title -Patriarch~ -Matriarch~ -Title -Elder Patriarch~ -Elder Matriarch~ -Title -Grand Patriarch~ -Grand Matriarch~ -Title -Great Patriarch~ -Great Matriarch~ -Title -Demon Killer~ -Demon Killer~ -Title -Greater Demon Killer~ -Greater Demon Killer~ -Title -Cardinal of the Sea~ -Cardinal of the Sea~ -Title -Cardinal of the Earth~ -Cardinal of the Earth~ -Title -Cardinal of the Air~ -Cardinal of the Air~ -Title -Cardinal of the Ether~ -Cardinal of the Ether~ -Title -Cardinal of the Heavens~ -Cardinal of the Heavens~ -Title -High Priest of the Sea~ -High Priestess of the Sea~ -Title -High Priest of the Earth~ -High Priestess of the Earth~ -Title -High Priest of the Air~ -High Priestess of the Air~ -Title -High Priest of the Ether~ -High Priestess of the Ether~ -Title -High Priest of the Heavens~ -High Priestess of the Heavens~ -Title -Saviour of the Sea~ -Saviour of the Sea~ -Title -Saviour of the Earth~ -Saviour of the Earth~ -Title -Saviour of the Air~ -Saviour of the Air~ -Title -Saviour of the Ether~ -Saviour of the Ether~ -Title -Saviour of the Void~ -Saviour of the Void~ -Title -Supreme Cleric of Virtue~ -Supreme Cleric of Virtue~ -Title -Supreme Cleric of Humility~ -Supreme Cleric of Humility~ -Title -Supreme Cleric of Light~ -Supreme Cleric of Light~ -Title -Supreme Cleric of Power~ -Supreme Cleric of Power~ -Title -Avatar of an Immortal~ -Avatar of an Immortal~ -Title -Avatar of a Deity~ -Avatar of a Deity~ -Title -Avatar of a Supremity~ -Avatar of a Supremity~ -Title -Avatar of an Implementor~ -Avatar of an Implementor~ -Title -Master of all Divinity~ -Mistress of all Divinity~ +Curate~ +Curate~ +Curess~ +Curess~ Title -Avatar~ -Avatar~ +Vicar~ +Vicar~ +Vicaress~ +Vicaress~ Title -Neophyte~ -Neophyte~ +Parson~ +Parson~ +Parsoness~ +Parsoness~ +Title +Rector~ +Rector~ +Rectress~ +Rectress~ +Title +Superior~ +Superior~ +Superioress~ +Superioress~ +Title +Abbot~ +Abbot~ +Abbess~ +Abbess~ +Title +Archimandrite~ +Archimandrite~ +Archimandritess~ +Archimandritess~ +Title +Archdeacon~ +Archdeacon~ +Archdeaconess~ +Archdeaconess~ +Title +Bishop of Faith~ +Bishop of Faith~ +Bishop of Faith~ +Bishop of Faith~ +Title +Bishop of Hope~ +Bishop of Hope~ +Bishop of Hope~ +Bishop of Hope~ +Title +Bishop of Charity~ +Bishop of Charity~ +Bishop of Charity~ +Bishop of Charity~ +Title +Bishop of Virtues~ +Bishop of Virtues~ +Bishop of Virtues~ +Bishop of Virtues~ +Title +Bishop of Sanctity~ +Bishop of Sanctity~ +Bishop of Sanctity~ +Bishop of Sanctity~ +Title +Archbishop of Faith~ +Archbishop of Faith~ +Archbishop of Faith~ +Archbishop of Faith~ +Title +Archbishop of Hope~ +Archbishop of Hope~ +Archbishop of Hope~ +Archbishop of Hope~ +Title +Archbishop of Charity~ +Archbishop of Charity~ +Archbishop of Charity~ +Archbishop of Charity~ +Title +Archbishop of Virtues~ +Archbishop of Virtues~ +Archbishop of Virtues~ +Archbishop of Virtues~ +Title +Archbishop of Sanctity~ +Archbishop of Sanctity~ +Archbishop of Sanctity~ +Archbishop of Sanctity~ +Title +Primate of Faith~ +Primate of Faith~ +Primate of Faith~ +Primate of Faith~ +Title +Primate of Hope~ +Primate of Hope~ +Primate of Hope~ +Primate of Hope~ +Title +Primate of Charity~ +Primate of Charity~ +Primate of Charity~ +Primate of Charity~ +Title +Primate of Virtues~ +Primate of Virtues~ +Primate of Virtues~ +Primate of Virtues~ +Title +Primate of Sanctity~ +Primate of Sanctity~ +Primate of Sanctity~ +Primate of Sanctity~ +Title +Prelate of Faith~ +Prelate of Faith~ +Prelate of Faith~ +Prelate of Faith~ +Title +Prelate of Hope~ +Prelate of Hope~ +Prelate of Hope~ +Prelate of Hope~ +Title +Prelate of Charity~ +Prelate of Charity~ +Prelate of Charity~ +Prelate of Charity~ +Title +Prelate of Virtues~ +Prelate of Virtues~ +Prelate of Virtues~ +Prelate of Virtues~ +Title +Prelate of Sanctity~ +Prelate of Sanctity~ +Prelate of Sanctity~ +Prelate of Sanctity~ +Title +High Priest of Faith~ +High Priest of Faith~ +High Priestess of Faith~ +High Priestess of Faith~ +Title +High Priest of Hope~ +High Priest of Hope~ +High Priestess of Hope~ +High Priestess of Hope~ +Title +High Priest of Charity~ +High Priest of Charity~ +High Priestess of Charity~ +High Priestess of Charity~ +Title +High Priest of Virtues~ +High Priest of Virtues~ +High Priestess of Virtues~ +High Priestess of Virtues~ +Title +High Priest of Sanctity~ +High Priest of Sanctity~ +High Priestess of Sanctity~ +High Priestess of Sanctity~ +Title +Patriarch of Faith~ +Patriarch of Faith~ +Matriarch of Faith~ +Matriarch of Faith~ +Title +Patriarch of Hope~ +Patriarch of Hope~ +Matriarch of Hope~ +Matriarch of Hope~ +Title +Patriarch of Charity~ +Patriarch of Charity~ +Matriarch of Charity~ +Matriarch of Charity~ +Title +Patriarch of Virtues~ +Patriarch of Virtues~ +Matriarch of Virtues~ +Matriarch of Virtues~ +Title +Patriarch of Sanctity~ +Patriarch of Sanctity~ +Matriarch of Sanctity~ +Matriarch of Sanctity~ +Title +Great Patriarch of Faith~ +Great Patriarch of Faith~ +Great Matriarch of Faith~ +Great Matriarch of Faith~ +Title +Great Patriarch of Hope~ +Great Patriarch of Hope~ +Great Matriarch of Hope~ +Great Matriarch of Hope~ +Title +Great Patriarch of Charity~ +Great Patriarch of Charity~ +Great Matriarch of Charity~ +Great Matriarch of Charity~ +Title +Great Patriarch of Virtues~ +Great Patriarch of Virtues~ +Great Matriarch of Virtues~ +Great Matriarch of Virtues~ +Title +Great Patriarch of Sanctity~ +Great Patriarch of Sanctity~ +Great Matriarch of Sanctity~ +Great Matriarch of Sanctity~ +Title +Grand Patriarch of Faith~ +Grand Patriarch of Faith~ +Grand Matriarch of Faith~ +Grand Matriarch of Faith~ +Title +Grand Patriarch of Hope~ +Grand Patriarch of Hope~ +Grand Matriarch of Hope~ +Grand Matriarch of Hope~ +Title +Grand Patriarch of Charity~ +Grand Patriarch of Charity~ +Grand Matriarch of Charity~ +Grand Matriarch of Charity~ +Title +Grand Patriarch of Virtues~ +Grand Patriarch of Virtues~ +Grand Matriarch of Virtues~ +Grand Matriarch of Virtues~ +Title +Grand Patriarch of Sanctity~ +Grand Patriarch of Sanctity~ +Grand Matriarch of Sanctity~ +Grand Matriarch of Sanctity~ +Title +Cardinal of Faith~ +Cardinal of Faith~ +Cardinal of Faith~ +Cardinal of Faith~ +Title +Cardinal of Hope~ +Cardinal of Hope~ +Cardinal of Hope~ +Cardinal of Hope~ +Title +Cardinal of Charity~ +Cardinal of Charity~ +Cardinal of Charity~ +Cardinal of Charity~ +Title +Cardinal of Virtues~ +Cardinal of Virtues~ +Cardinal of Virtues~ +Cardinal of Virtues~ +Title +Cardinal of Sanctity~ +Cardinal of Sanctity~ +Cardinal of Sanctity~ +Cardinal of Sanctity~ +Title +Disciple of Faith~ +Disciple of Faith~ +Disciple of Faith~ +Disciple of Faith~ +Title +Disciple of Hope~ +Disciple of Hope~ +Disciple of Hope~ +Disciple of Hope~ +Title +Disciple of Charity~ +Disciple of Charity~ +Disciple of Charity~ +Disciple of Charity~ +Title +Disciple of Virtues~ +Disciple of Virtues~ +Disciple of Virtues~ +Disciple of Virtues~ +Title +Disciple of Sanctity~ +Disciple of Sanctity~ +Disciple of Sanctity~ +Disciple of Sanctity~ +Title +Apostle of Faith~ +Apostle of Faith~ +Apostle of Faith~ +Apostle of Faith~ +Title +Apostle of Hope~ +Apostle of Hope~ +Apostle of Hope~ +Apostle of Hope~ +Title +Apostle of Charity~ +Apostle of Charity~ +Apostle of Charity~ +Apostle of Charity~ +Title +Apostle of Virtues~ +Apostle of Virtues~ +Apostle of Virtues~ +Apostle of Virtues~ +Title +Apostle of Sanctity~ +Apostle of Sanctity~ +Apostle of Sanctity~ +Apostle of Sanctity~ +Title +Pontiff of Faith~ +Pontiff of Faith~ +Pontiff of Faith~ +Pontiff of Faith~ +Title +Pontiff of Hope~ +Pontiff of Hope~ +Pontiff of Hope~ +Pontiff of Hope~ +Title +Pontiff of Charity~ +Pontiff of Charity~ +Pontiff of Charity~ +Pontiff of Charity~ +Title +Pontiff of Virtues~ +Pontiff of Virtues~ +Pontiff of Virtues~ +Pontiff of Virtues~ +Title +Pontiff of Sanctity~ +Pontiff of Sanctity~ +Pontiff of Sanctity~ +Pontiff of Sanctity~ +Title +Supreme Cleric of Faith~ +Supreme Cleric of Faith~ +Supreme Cleric of Faith~ +Supreme Cleric of Faith~ +Title +Supreme Cleric of Hope~ +Supreme Cleric of Hope~ +Supreme Cleric of Hope~ +Supreme Cleric of Hope~ +Title +Supreme Cleric of Charity~ +Supreme Cleric of Charity~ +Supreme Cleric of Charity~ +Supreme Cleric of Charity~ +Title +Supreme Cleric of Virtues~ +Supreme Cleric of Virtues~ +Supreme Cleric of Virtues~ +Supreme Cleric of Virtues~ +Title +Supreme Cleric of Sanctity~ +Supreme Cleric of Sanctity~ +Supreme Cleric of Sanctity~ +Supreme Cleric of Sanctity~ +Title +Prophet of Faith~ +Prophet of Faith~ +Prophetess of Faith~ +Prophetess of Faith~ +Title +Prophet of Hope~ +Prophet of Hope~ +Prophetess of Hope~ +Prophetess of Hope~ +Title +Prophet of Charity~ +Prophet of Charity~ +Prophetess of Charity~ +Prophetess of Charity~ +Title +Prophet of Virtues~ +Prophet of Virtues~ +Prophetess of Virtues~ +Prophetess of Virtues~ +Title +Prophet of Sanctity~ +Prophet of Sanctity~ +Prophetess of Sanctity~ +Prophetess of Sanctity~ +Title +Avatar of Faith~ +Avatar of Faith~ +Avatar of Faith~ +Avatar of Faith~ +Title +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ Title Demi God~ +Demi God~ +Demi Goddess~ Demi Goddess~ Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title God~ +God~ +Goddess~ Goddess~ Title Greater God~ +Greater God~ +Greater Goddess~ Greater Goddess~ Title -Ascendant God~ -Acendant Goddess~ +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title -Exalted God~ -Exalted Goddess~ +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ Title Ancient One~ Ancient One~ +Ancient One~ +Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/Druid.class b/data/classes/Druid.class old mode 100644 new mode 100755 index ad2a1a4..244608c --- a/data/classes/Druid.class +++ b/data/classes/Druid.class @@ -1,330 +1,709 @@ +Version 1 Name Druid~ Class 5 -AttrPrime 4 -AttrSecond 0 -AttrDeficient 0 -Weapon 10315 -Guild 3037 +Attrprime 3 +Weapon 2898 +Armor 2884 +Legwear 2885 +Headwear 2887 +Armwear 2886 +Footwear 2888 +Shield 2893 +Held 11433 Skilladept 95 Thac0 18 -Thac32 7 -Hpmin 9 -Hpmax 14 +Thac0gain 0.315000 +Hpmin 3 +Hpmax 8 Mana 1 -Expbase 1350 -Affected 0 -Resist 0 -Suscept 0 -Skill 'acidmist' 41 80 -Skill 'aggressive style' 7 85 +Skill 'acidmist' 85 80 +Skill 'aqua breath' 25 95 +Skill 'bark skin' 31 95 +Skill 'beacon' 35 95 +Skill 'blazebane' 35 90 +Skill 'blazeward' 35 90 +Skill 'bless' 12 95 +Skill 'call lightning' 74 95 +Skill 'cause critical' 50 95 +Skill 'cause light' 7 95 +Skill 'cause serious' 22 95 +Skill 'change form' 15 85 +Skill 'charged beacon' 39 80 +Skill 'continual light' 10 95 +Skill 'control weather' 54 95 +Skill 'create fire' 26 95 +Skill 'create food' 21 95 +Skill 'create mistletoe' 13 95 +Skill 'create spring' 31 95 +Skill 'create water' 17 95 +Skill 'creeping doom' 90 70 +Skill 'cure blindness' 15 95 +Skill 'cure critical' 37 95 +Skill 'cure light' 3 95 +Skill 'cure poison' 36 95 +Skill 'cure serious' 18 90 +Skill 'detect magic' 9 95 +Skill 'detect poison' 21 95 +Skill 'dispel magic' 60 95 +Skill 'earthquake' 35 95 +Skill 'elemental shield' 92 70 +Skill 'entangle' 23 90 +Skill 'faerie fire' 8 95 +Skill 'faerie fog' 25 95 +Skill 'fireseed' 9 85 +Skill 'firestorm' 80 90 +Skill 'flame blade' 26 90 +Skill 'flamestrike' 62 95 +Skill 'float' 23 95 +Skill 'goodberry' 10 90 +Skill 'grounding' 37 90 +Skill 'group float' 44 80 +Skill 'group refresh' 38 85 +Skill 'gust of wind' 27 95 +Skill 'harm' 47 95 +Skill 'heal' 78 80 +Skill 'heroes feast' 53 95 +Skill 'infravision' 20 95 +Skill 'inner warmth' 33 90 +Skill 'know alignment' 26 95 +Skill 'major track' 70 75 +Skill 'minor track' 46 85 +Skill 'plant pass' 23 90 +Skill 'poison' 24 95 +Skill 'primal fury' 88 70 +Skill 'recharge' 72 75 +Skill 'refresh' 21 95 +Skill 'remove curse' 47 85 +Skill 'remove paralysis' 48 95 +Skill 'sanctuary' 80 95 +Skill 'succor' 28 95 +Skill 'sunray' 29 80 +Skill 'tree transport' 30 95 +Skill 'treespeak' 30 95 +Skill 'true sight' 65 65 +Skill 'valiance' 36 90 +Skill 'venomshield' 58 95 +Skill 'vine whip' 54 90 +Skill 'winter mist' 40 90 +Skill 'word of recall' 35 95 Skill 'aid' 6 95 -Skill 'aqua breath' 18 95 -Skill 'armor' 1 95 -Skill 'berserk style' 28 45 -Skill 'bless' 5 95 -Skill 'blindness' 5 95 -Skill 'bludgeons' 1 95 -Skill 'call lightning' 12 95 -Skill 'cause critical' 9 95 -Skill 'cause light' 1 95 -Skill 'cause serious' 5 95 -Skill 'climb' 6 95 +Skill 'brew' 62 75 +Skill 'cook' 1 90 +Skill 'dig' 7 90 +Skill 'meditate' 27 90 +Skill 'mount' 2 95 +Skill 'scribe' 68 70 +Skill 'search' 1 90 +Skill 'slice' 1 95 +Skill 'tan' 45 75 +Skill 'track' 32 95 +Skill 'trance' 76 80 +Skill 'blowguns' 1 60 +Skill 'daggers' 1 70 +Skill 'defensive style' 1 90 +Skill 'evasive style' 1 90 +Skill 'maces and hammers' 1 80 +Skill 'pugilism' 1 35 +Skill 'slings' 1 60 +Skill 'spears' 1 70 +Skill 'standard style' 1 90 +Skill 'staves' 1 70 +Skill 'talonous arms' 1 95 +Skill 'whips' 1 65 +Skill 'centaur' 1 99 Skill 'common' 1 99 -Skill 'continual light' 2 95 -Skill 'control weather' 13 95 -Skill 'cook' 1 95 -Skill 'create fire' 6 95 -Skill 'create food' 3 95 -Skill 'create spring' 10 95 -Skill 'create water' 2 95 -Skill 'cure blindness' 5 95 -Skill 'cure critical' 12 95 -Skill 'cure light' 2 95 -Skill 'cure poison' 8 95 -Skill 'cure serious' 10 90 -Skill 'curse' 12 95 -Skill 'defensive style' 17 80 -Skill 'detect evil' 5 95 -Skill 'detect hidden' 8 95 -Skill 'detect invis' 4 95 -Skill 'detect magic' 3 95 -Skill 'detect poison' 13 95 -Skill 'detect traps' 8 85 -Skill 'dig' 2 90 -Skill 'disarm' 21 95 -Skill 'disenchant weapon' 30 80 -Skill 'dispel evil' 12 90 -Skill 'dispel magic' 14 95 -Skill 'dream' 17 95 Skill 'dwarven' 1 99 -Skill 'earthquake' 8 95 Skill 'elvish' 1 99 -Skill 'enchant weapon' 30 80 -Skill 'energy drain' 35 95 -Skill 'enhanced damage' 7 80 -Skill 'evasive style' 1 75 -Skill 'faerie fire' 4 95 -Skill 'faerie fog' 11 95 -Skill 'fireball' 13 95 -Skill 'fireshield' 35 95 -Skill 'flamestrike' 16 95 -Skill 'flexible arms' 1 30 -Skill 'float' 6 95 -Skill 'fly' 9 95 -Skill 'fourth attack' 45 65 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 Skill 'halfling' 1 99 -Skill 'harm' 17 95 -Skill 'heal' 19 95 -Skill 'hide' 45 95 -Skill 'iceshield' 25 95 -Skill 'identify' 13 95 -Skill 'infravision' 6 95 -Skill 'invis' 10 95 -Skill 'kick' 6 95 -Skill 'kindred strength' 20 95 -Skill 'know alignment' 9 95 -Skill 'lightning bolt' 15 95 -Skill 'locate object' 13 95 -Skill 'long blades' 1 50 -Skill 'magic missile' 9 95 -Skill 'mass invis' 20 95 -Skill 'mount' 4 95 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 -Skill 'parry' 40 95 -Skill 'pass door' 24 95 Skill 'pixie' 1 99 -Skill 'plant pass' 35 90 -Skill 'poison' 10 95 -Skill 'protection' 11 80 -Skill 'pugilism' 1 90 -Skill 'refresh' 7 95 -Skill 'remove curse' 17 85 -Skill 'remove invis' 14 95 -Skill 'remove trap' 18 70 -Skill 'rescue' 20 95 -Skill 'sanctuary' 30 95 -Skill 'scan' 15 60 -Skill 'scry' 17 95 -Skill 'search' 6 95 -Skill 'second attack' 15 95 -Skill 'shield' 40 95 -Skill 'shocking grasp' 18 95 -Skill 'shockshield' 45 95 -Skill 'short blades' 1 30 -Skill 'sleep' 34 95 -Skill 'sneak' 17 95 -Skill 'spurn' 15 80 -Skill 'standard style' 1 80 -Skill 'stone skin' 35 95 -Skill 'swipe' 15 80 -Skill 'talonous arms' 1 30 -Skill 'teleport' 50 95 -Skill 'third attack' 30 90 -Skill 'track' 35 95 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'true sight' 48 45 -Skill 'venomshield' 29 95 -Skill 'weaken' 15 95 -Skill 'word of recall' 20 95 Title Man~ +Man~ +Woman~ Woman~ Title -Believer~ -Believer~ -Title -Attendant~ -Attendant~ -Title -Acolyte~ -Acolyte~ -Title -Novice~ -Novice~ -Title -Missionary~ -Missionary~ -Title -Adept~ -Adept~ -Title -Deacon~ -Deaconess~ +Druid Believer~ +Druid Believer~ +Druidess Believer~ +Druidess Believer~ +Title +Druid Believer~ +Druid Believer~ +Druidess Believer~ +Druidess Believer~ +Title +Druid Attendant~ +Druid Attendant~ +Druidess Attendant~ +Druidess Attendant~ +Title +Druid Attendant~ +Druid Attendant~ +Druidess Attendant~ +Druidess Attendant~ +Title +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Title +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Acolyte of the Wilderness~ +Title +Novice Druid~ +Novice Druid~ +Novice Druidess~ +Novice Druidess~ +Title +Novice Druid~ +Novice Druid~ +Novice Druidess~ +Novice Druidess~ +Title +Son of the Forest~ +Son of the Forest~ +Daughter of the Forest~ +Daughter of the Forest~ +Title +Son of the Forest~ +Son of the Forest~ +Daughter of the Forest~ +Daughter of the Forest~ +Title +Son of the Land~ +Son of the Land~ +Daughter of the Land~ +Daughter of the Land~ +Title +Son of the Land~ +Son of the Land~ +Daughter of the Land~ +Daughter of the Land~ +Title +Watcher of the Forest~ +Watcher of the Forest~ +Watcher of the Forest~ +Watcher of the Forest~ +Title +Watcher of the Forest~ +Watcher of the Forest~ +Watcher of the Forest~ +Watcher of the Forest~ +Title +Watcher of the Land~ +Watcher of the Land~ +Watcher of the Land~ +Watcher of the Land~ +Title +Watcher of the Land~ +Watcher of the Land~ +Watcher of the Land~ +Watcher of the Land~ +Title +Friend to the Animals~ +Friend to the Animals~ +Friend to the Animals~ +Friend to the Animals~ +Title +Friend to the Animals~ +Friend to the Animals~ +Friend to the Animals~ +Friend to the Animals~ +Title +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Title +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Title +Priest of the Druidic Order~ +Priest of the Druidic Order~ +Priestess of the Druidic Order~ +Priestess of the Druidic Order~ +Title +Priest of the Druidic Order~ +Priest of the Druidic Order~ +Priestess of the Druidic Order~ +Priestess of the Druidic Order~ +Title +Sage of Nature's Lore~ +Sage of Nature's Lore~ +Lady of Nature's Lore~ +Lady of Nature's Lore~ +Title +Sage of Nature's Lore~ +Sage of Nature's Lore~ +Lady of Nature's Lore~ +Lady of Nature's Lore~ +Title +Champion of the Animals~ +Champion of the Animals~ +Champion of the Animals~ +Champion of the Animals~ +Title +Champion of the Animals~ +Champion of the Animals~ +Champion of the Animals~ +Champion of the Animals~ +Title +Champion of Life~ +Champion of Life~ +Champion of Life~ +Champion of Life~ +Title +Champion of Life~ +Champion of Life~ +Champion of Life~ +Champion of Life~ +Title +Healer of the Forest~ +Healer of the Forest~ +Healer of the Forest~ +Healer of the Forest~ +Title +Healer of the Forest~ +Healer of the Forest~ +Healer of the Forest~ +Healer of the Forest~ +Title +Healer of the Land~ +Healer of the Land~ +Healer of the Land~ +Healer of the Land~ +Title +Healer of the Land~ +Healer of the Land~ +Healer of the Land~ +Healer of the Land~ +Title +Bush Walker~ +Bush Walker~ +Bush Walker~ +Bush Walker~ +Title +Bush Walker~ +Bush Walker~ +Bush Walker~ +Bush Walker~ +Title +Priest of Nature~ +Priest of Nature~ +Priestess of Nature~ +Priestess of Nature~ +Title +Priest of Nature~ +Priest of Nature~ +Priestess of Nature~ +Priestess of Nature~ Title -Vicar~ -Vicaress~ +Elder Druid~ +Elder Druid~ +Elder Druidess~ +Elder Druidess~ Title -Priest~ -Priestess~ +Elder Druid~ +Elder Druid~ +Elder Druidess~ +Elder Druidess~ Title -Minister~ -Lady Minister~ +Woodland Caretaker~ +Woodland Caretaker~ +Woodland Caretaker~ +Woodland Caretaker~ Title -Canon~ -Canon~ +Woodland Caretaker~ +Woodland Caretaker~ +Woodland Caretaker~ +Woodland Caretaker~ Title -Levite~ -Levitess~ +Arch Druid~ +Arch Druid~ +Arch Druidess~ +Arch Druidess~ Title -Curate~ -Curess~ +Arch Druid~ +Arch Druid~ +Arch Druidess~ +Arch Druidess~ Title -Monk~ -Nun~ +Arch Druid Sage~ +Arch Druid Sage~ +Arch Druidess Sage~ +Arch Druidess Sage~ Title -Healer~ -Healess~ +Arch Druid Sage~ +Arch Druid Sage~ +Arch Druidess Sage~ +Arch Druidess Sage~ Title -Chaplain~ -Chaplain~ +Forest Watcher~ +Forest Watcher~ +Forest Watcher~ +Forest Watcher~ Title -Expositor~ -Expositress~ +Forest Watcher~ +Forest Watcher~ +Forest Watcher~ +Forest Watcher~ Title -Bishop~ -Bishop~ +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ Title -Arch Druid~ -Arch Druidess~ +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ Title -Patriarch~ -Matriarch~ +Elder Druid~ +Elder Druid~ +Elder Druidess~ +Elder Druidess~ Title Elder Druid~ +Elder Druid~ +Elder Druidess~ Elder Druidess~ Title +Hallowed Druid~ +Hallowed Druid~ +Hallowed Druid~ +Hallowed Druid~ +Title +Hallowed Druid~ +Hallowed Druid~ +Hallowed Druid~ +Hallowed Druid~ +Title +Protector of Fire~ +Protector of Fire~ +Protector of Fire~ +Protector of Fire~ +Title +Protector of Fire~ +Protector of Fire~ +Protector of Fire~ +Protector of Fire~ +Title +Protector of Earth~ +Protector of Earth~ +Protector of Earth~ +Protector of Earth~ +Title +Protector of Earth~ +Protector of Earth~ +Protector of Earth~ +Protector of Earth~ +Title +Protector of Water~ +Protector of Water~ +Protector of Water~ +Protector of Water~ +Title +Protector of Water~ +Protector of Water~ +Protector of Water~ +Protector of Water~ +Title +Protector of Air~ +Protector of Air~ +Protector of Air~ +Protector of Air~ +Title +Protector of Air~ +Protector of Air~ +Protector of Air~ +Protector of Air~ +Title +Revered Druid~ +Revered Druid~ +Revered Druid~ +Revered Druid~ +Title +Revered Druid~ +Revered Druid~ +Revered Druid~ +Revered Druid~ +Title +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ +Title +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ +Title +Druid of Autumn~ +Druid of Autumn~ +Druidess of Autumn~ +Druidess of Autumn~ +Title +Druid of Autumn~ +Druid of Autumn~ +Druidess of Autumn~ +Druidess of Autumn~ +Title +Druid of Winter~ +Druid of Winter~ +Druidess of Winter~ +Druidess of Winter~ +Title +Druid of Winter~ +Druid of Winter~ +Druidess of Winter~ +Druidess of Winter~ +Title +Druid of Spring~ +Druid of Spring~ +Druidess of Spring~ +Druidess of Spring~ +Title +Druid of Spring~ +Druid of Spring~ +Druidess of Spring~ +Druidess of Spring~ +Title +Druid of Summer~ +Druid of Summer~ +Druidess of Summer~ +Druidess of Summer~ +Title +Druid of Summer~ +Druid of Summer~ +Druidess of Summer~ +Druidess of Summer~ +Title +Elemental Sage~ +Elemental Sage~ +Elemental Sage~ +Elemental Sage~ +Title +Elemental Sage~ +Elemental Sage~ +Elemental Sage~ +Elemental Sage~ +Title +Elemental Guardian~ +Elemental Guardian~ +Elemental Guardian~ +Elemental Guardian~ +Title +Elemental Guardian~ +Elemental Guardian~ +Elemental Guardian~ +Elemental Guardian~ +Title +Weaver of Storms~ +Weaver of Storms~ +Weaver of Storms~ +Weaver of Storms~ +Title +Weaver of Storms~ +Weaver of Storms~ +Weaver of Storms~ +Weaver of Storms~ +Title +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Title +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Title +Grand Druid~ Grand Druid~ Grand Druidess~ +Grand Druidess~ Title -Great Druid~ -Great Druidess~ -Title -Demon Killer~ -Demon Killer~ -Title -Greater Demon Killer~ -Greater Demon Killer~ -Title -Druid of the Sea~ -Druidess of the Sea~ -Title -Druid of the Earth~ -Druidess of the Earth~ -Title -Druid of the Air~ -Druidess of the Air~ -Title -Druid of the Ether~ -Druidess of the Ether~ -Title -Druid of the Heavens~ -Druidess of the Heavens~ -Title -High Druid of the Sea~ -High Druidess of the Sea~ -Title -High Druid of the Earth~ -High Druidess of the Earth~ -Title -High Druid of the Air~ -High Druidess of the Air~ -Title -High Druid of the Ether~ -High Druidess of the Ether~ -Title -High Druid of the Heavens~ -High Druidess of the Heavens~ -Title -Saviour of the Sea~ -Saviour of the Sea~ -Title -Saviour of the Earth~ -Saviour of the Earth~ -Title -Saviour of the Air~ -Saviour of the Air~ -Title -Saviour of the Ether~ -Saviour of the Ether~ -Title -Saviour of the Void~ -Saviour of the Void~ -Title -Supreme Druid of Virtue~ -Supreme Druidess of Virtue~ -Title -Supreme Druid of Humility~ -Supreme Druidess of Humility~ -Title -Supreme Druid of Light~ -Supreme Druidess of Light~ -Title -Supreme Druid of Power~ -Supreme Druidess of Power~ -Title -Avatar of an Immortal~ -Avatar of an Immortal~ -Title -Avatar of a Deity~ -Avatar of a Deity~ -Title -Avatar of a Supremity~ -Avatar of a Supremity~ -Title -Avatar of an Implementor~ -Avatar of an Implementor~ -Title -Master of all Divinity~ -Mistress of all Divinity~ -Title -Avatar~ -Avatar~ +Grand Druid~ +Grand Druid~ +Grand Druidess~ +Grand Druidess~ Title -Neophyte~ -Neophyte~ +Savant of Fire~ +Savant of Fire~ +Savanti of Fire~ +Savanti of Fire~ +Title +Savant of Fire~ +Savant of Fire~ +Savanti of Fire~ +Savanti of Fire~ +Title +Savant of Earth~ +Savant of Earth~ +Savanti of Earth~ +Savanti of Earth~ +Title +Savant of Earth~ +Savant of Earth~ +Savanti of Earth~ +Savanti of Earth~ +Title +Savant of Water~ +Savant of Water~ +Savanti of Water~ +Savanti of Water~ +Title +Savant of Water~ +Savant of Water~ +Savanti of Water~ +Savanti of Water~ +Title +Savant of Air~ +Savant of Air~ +Savanti of Air~ +Savanti of Air~ +Title +Savant of Air~ +Savant of Air~ +Savanti of Air~ +Savanti of Air~ +Title +Lord of the River~ +Lord of the River~ +Lady of the River~ +Lady of the River~ +Title +Lord of the River~ +Lord of the River~ +Lady of the River~ +Lady of the River~ +Title +Master of the Four Seasons~ +Master of the Four Seasons~ +Mistress of the Four Seasons~ +Mistress of the Four Seasons~ +Title +Master of the Four Seasons~ +Master of the Four Seasons~ +Mistress of the Four Seasons~ +Mistress of the Four Seasons~ +Title +Master of the Elements~ +Master of the Elements~ +Mistress of the Elements~ +Mistress of the Elements~ +Title +Master of the Elements~ +Master of the Elements~ +Mistress of the Elements~ +Mistress of the Elements~ +Title +Master of Storms~ +Master of Storms~ +Mistress of Storms~ +Mistress of Storms~ +Title +Immaculate Druid~ +Immaculate Druid~ +Immaculate Druidess~ +Immaculate Druidess~ +Title +Hand of Nature~ +Hand of Nature~ +Hand of Nature~ +Hand of Nature~ +Title +Avatar of Nature~ +Avatar of Nature~ +Avatar of Nature~ +Avatar of Nature~ +Title +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ Demi God~ Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ +Demi Goddess~ Title God~ +God~ +Goddess~ Goddess~ Title Greater God~ +Greater God~ Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ Title -Ascendant God~ -Acendant Goddess~ +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title -Exalted God~ -Exalted Goddess~ +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ Title Ancient One~ Ancient One~ +Ancient One~ +Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/Mage.class b/data/classes/Mage.class old mode 100644 new mode 100755 index fac3deb..6ff8b5d --- a/data/classes/Mage.class +++ b/data/classes/Mage.class @@ -1,354 +1,721 @@ +Version 1 Name Mage~ Class 0 -AttrPrime 3 -AttrSecond 0 -AttrDeficient 0 -Weapon 10312 -Guild 3018 +Attrprime 2 +Weapon 2897 +Armor 2901 +Legwear -1 +Headwear 2876 +Armwear -1 +Footwear 2888 +Shield -1 +Held 2900 Skilladept 95 Thac0 18 -Thac32 10 -Hpmin 6 -Hpmax 8 +Thac0gain 0.250000 +Hpmin 2 +Hpmax 5 Mana 1 -Expbase 1250 -Affected 0 -Resist 0 -Suscept 0 -Skill 'acetum primus' 37 95 -Skill 'acid blast' 20 95 -Skill 'acid breath' 43 95 -Skill 'aggressive style' 24 50 -Skill 'aid' 10 95 -Skill 'antimagic shell' 17 95 -Skill 'aqua breath' 28 95 -Skill 'armor' 5 95 -Skill 'astral walk' 30 95 -Skill 'berserk style' 42 20 -Skill 'black fist' 23 95 -Skill 'black hand' 2 95 -Skill 'black lightning' 46 95 -Skill 'blazebane' 30 95 -Skill 'blazeward' 27 95 -Skill 'blindness' 8 95 -Skill 'bludgeons' 1 50 -Skill 'brew' 25 95 -Skill 'burning hands' 5 95 -Skill 'caustic fount' 34 95 -Skill 'charm person' 14 95 -Skill 'chill touch' 3 95 -Skill 'climb' 10 95 -Skill 'colour spray' 11 95 -Skill 'common' 1 99 -Skill 'continual light' 4 95 -Skill 'control weather' 10 95 -Skill 'cook' 1 95 +Skill 'acetum primus' 60 95 +Skill 'acid blast' 15 95 +Skill 'antimagic shell' 83 95 +Skill 'aqua breath' 12 95 +Skill 'arcane perception' 31 80 +Skill 'armor' 4 95 +Skill 'beacon' 30 95 +Skill 'blindness' 26 95 +Skill 'burning hands' 3 95 +Skill 'caustic fount' 42 95 +Skill 'charm person' 11 95 +Skill 'colour spray' 30 95 +Skill 'cone of cold' 65 85 +Skill 'continual light' 1 95 +Skill 'counterspell' 90 95 Skill 'create fire' 6 95 -Skill 'create spring' 10 95 -Skill 'cuff' 20 60 -Skill 'curse' 12 75 -Skill 'defensive style' 5 75 -Skill 'demonskin' 20 95 -Skill 'detect invis' 2 95 +Skill 'demonskin' 55 95 +Skill 'detect invis' 12 95 Skill 'detect magic' 2 95 -Skill 'detect traps' 11 85 -Skill 'dig' 2 80 -Skill 'disenchant weapon' 12 95 -Skill 'dispel magic' 11 95 -Skill 'disruption' 8 95 -Skill 'dodge' 30 30 -Skill 'dragon wit' 9 95 -Skill 'dragonskin' 16 95 -Skill 'dream' 24 95 +Skill 'dispel magic' 25 95 +Skill 'dragon wit' 38 95 +Skill 'dragonskin' 62 95 +Skill 'dream' 44 95 +Skill 'eldritch sphere' 96 90 +Skill 'enchant armor' 47 95 +Skill 'enchant weapon' 32 95 +Skill 'ethereal funnel' 65 95 +Skill 'ethereal shield' 59 95 +Skill 'farsight' 49 95 +Skill 'fireball' 51 95 +Skill 'fireshield' 67 95 +Skill 'float' 22 95 +Skill 'fly' 36 95 +Skill 'gate' 80 95 +Skill 'group fly' 59 80 +Skill 'group shield' 27 85 +Skill 'group waterbreath' 57 80 +Skill 'groupgate' 70 85 +Skill 'gust of wind' 35 95 +Skill 'haste' 50 95 +Skill 'iceshield' 56 95 +Skill 'identify' 23 95 +Skill 'infravision' 14 95 +Skill 'invisibility' 15 95 +Skill 'kindred strength' 21 95 +Skill 'knock' 29 95 +Skill 'lightning bolt' 45 95 +Skill 'locate object' 31 95 +Skill 'magic missile' 1 95 +Skill 'magnetic thrust' 25 80 +Skill 'mass invis' 53 95 +Skill 'meteor swarm' 89 85 +Skill 'paralyze' 40 50 +Skill 'polymorph' 15 80 +Skill 'portal' 82 70 +Skill 'quantum spike' 73 95 +Skill 'quickening' 27 95 +Skill 'razorbait' 74 95 +Skill 'recharge' 69 80 +Skill 'refresh' 34 75 +Skill 'remove invis' 41 95 +Skill 'scorching surge' 86 95 +Skill 'scry' 64 80 +Skill 'shadowform' 87 95 +Skill 'shield' 3 95 +Skill 'shocking grasp' 5 95 +Skill 'shockshield' 78 75 +Skill 'silence' 30 95 +Skill 'sleep' 8 95 +Skill 'slow' 56 95 +Skill 'spiral blast' 91 95 +Skill 'stinking cloud' 28 80 +Skill 'stone skin' 28 95 +Skill 'sulfurous spray' 31 95 +Skill 'swordbait' 82 95 +Skill 'teleport' 66 95 +Skill 'towngate' 50 95 +Skill 'transport' 84 95 +Skill 'trollish vigor' 43 95 +Skill 'unravel defense' 89 95 +Skill 'ventriloquate' 8 95 +Skill 'weaken' 10 95 +Skill 'web' 26 90 +Skill 'winter mist' 67 95 +Skill 'wizardeye' 50 95 +Skill 'word of recall' 30 95 +Skill 'aid' 23 80 +Skill 'bind' 70 80 +Skill 'brew' 55 95 +Skill 'cook' 1 90 +Skill 'dig' 11 80 +Skill 'meditate' 24 95 +Skill 'mount' 2 95 +Skill 'scribe' 60 85 +Skill 'search' 1 95 +Skill 'slice' 1 90 +Skill 'trance' 76 95 +Skill 'blowguns' 1 50 +Skill 'daggers' 1 70 +Skill 'evasive style' 1 80 +Skill 'pugilism' 1 35 +Skill 'slings' 1 60 +Skill 'standard style' 1 90 +Skill 'staves' 1 70 +Skill 'talonous arms' 1 65 +Skill 'whips' 1 50 +Skill 'centaur' 1 99 +Skill 'common' 1 99 Skill 'dwarven' 1 99 -Skill 'eldritch sphere' 33 95 -Skill 'elven beauty' 3 95 Skill 'elvish' 1 99 -Skill 'enchant weapon' 12 95 -Skill 'energy drain' 13 95 -Skill 'enhanced damage' 44 30 -Skill 'ethereal fist' 32 95 -Skill 'ethereal funnel' 45 95 -Skill 'ethereal shield' 40 95 -Skill 'evasive style' 1 80 -Skill 'extradimensional portal' 13 95 -Skill 'faerie fire' 4 95 -Skill 'faerie fog' 10 95 -Skill 'farsight' 16 95 -Skill 'fire breath' 44 95 -Skill 'fireball' 15 95 -Skill 'fireshield' 35 95 -Skill 'flexible arms' 1 60 -Skill 'float' 5 95 -Skill 'fly' 7 95 -Skill 'frost breath' 41 95 -Skill 'galvanic whip' 4 95 -Skill 'gas breath' 45 95 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 Skill 'halfling' 1 99 -Skill 'hand of chaos' 37 95 -Skill 'iceshield' 22 95 -Skill 'identify' 10 95 -Skill 'infravision' 6 95 -Skill 'inner warmth' 24 95 -Skill 'invis' 4 95 -Skill 'kindred strength' 7 95 -Skill 'knock' 32 95 -Skill 'know alignment' 8 95 -Skill 'lightning bolt' 9 95 -Skill 'lightning breath' 42 95 -Skill 'locate object' 6 95 -Skill 'long blades' 2 50 -Skill 'magic missile' 1 95 -Skill 'magnetic thrust' 27 95 -Skill 'mass invis' 15 95 -Skill 'meditate' 16 95 -Skill 'midas touch' 13 95 -Skill 'mount' 7 95 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 -Skill 'pass door' 18 95 -Skill 'peek' 45 25 Skill 'pixie' 1 99 -Skill 'portal' 21 95 -Skill 'pugilism' 1 50 -Skill 'quantum spike' 48 95 -Skill 'razorbait' 18 95 -Skill 'recharge' 33 80 -Skill 'refresh' 5 75 -Skill 'remove invis' 6 95 -Skill 'remove trap' 20 80 -Skill 'sagacity' 12 95 -Skill 'scribe' 30 100 -Skill 'scry' 15 95 -Skill 'search' 8 95 -Skill 'second attack' 10 45 -Skill 'shadowform' 47 95 -Skill 'shield' 13 95 -Skill 'shocking grasp' 7 95 -Skill 'shockshield' 45 75 -Skill 'short blades' 1 95 -Skill 'sleep' 14 95 -Skill 'slink' 9 95 -Skill 'sonic resonance' 19 95 -Skill 'spectral furor' 14 95 -Skill 'standard style' 1 60 -Skill 'stone skin' 17 95 -Skill 'strike' 15 70 -Skill 'sulfurous spray' 18 95 -Skill 'summon' 20 95 -Skill 'swat' 10 80 -Skill 'swordbait' 23 95 -Skill 'talonous arms' 1 70 -Skill 'teleport' 8 95 -Skill 'third attack' 30 30 -Skill 'trance' 32 95 -Skill 'transport' 17 95 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'trollish vigor' 6 95 -Skill 'true sight' 43 35 -Skill 'valiance' 14 95 -Skill 'ventriloquate' 1 95 -Skill 'weaken' 2 95 -Skill 'winter mist' 26 95 -Skill 'word of recall' 12 95 Title Man~ +Man~ +Woman~ Woman~ Title +Lesser Apprentice~ +Lesser Apprentice~ +Lesser Apprentice~ +Lesser Apprentice~ +Title +Apprentice of Magic~ +Apprentice of Magic~ Apprentice of Magic~ Apprentice of Magic~ Title Spell Student~ Spell Student~ +Spell Student~ +Spell Student~ Title Scholar of Magic~ Scholar of Magic~ +Scholar of Magic~ +Scholar of Magic~ Title Delver in Spells~ +Delver in Spells~ +Delveress in Spells~ Delveress in Spells~ Title Medium of Magic~ Medium of Magic~ +Medium of Magic~ +Medium of Magic~ Title Scribe of Magic~ +Scribe of Magic~ +Scribess of Magic~ Scribess of Magic~ Title +Lesser Seer~ +Lesser Seer~ +Lesser Seeress~ +Lesser Seeress~ +Title Seer~ +Seer~ +Seeress~ Seeress~ Title +Greater Seer~ +Greater Seer~ +Greater Seeress~ +Greater Seeress~ +Title +Lesser Sage~ +Lesser Sage~ +Lesser Sage~ +Lesser Sage~ +Title +Sage~ +Sage~ Sage~ Sage~ Title +Greater Sage~ +Greater Sage~ +Greater Sage~ +Greater Sage~ +Title +Lesser Illusionist~ +Lesser Illusionist~ +Lesser Illusionist~ +Lesser Illusionist~ +Title +Illusionist~ Illusionist~ Illusionist~ +Illusionist~ +Title +Greater Illusionist~ +Greater Illusionist~ +Greater Illusionist~ +Greater Illusionist~ Title +Lesser Abjurer~ +Lesser Abjurer~ +Lesser Abjuress~ +Lesser Abjuress~ +Title +Abjurer~ Abjurer~ Abjuress~ +Abjuress~ +Title +Greater Abjurer~ +Greater Abjurer~ +Greater Abjuress~ +Greater Abjuress~ Title +Lesser Invoker~ +Lesser Invoker~ +Lesser Invoker~ +Lesser Invoker~ +Title +Invoker~ +Invoker~ Invoker~ Invoker~ Title +Greater Invoker~ +Greater Invoker~ +Greater Invoker~ +Greater Invoker~ +Title +Lesser Enchanter~ +Lesser Enchanter~ +Lesser Enchantress~ +Lesser Enchantress~ +Title Enchanter~ +Enchanter~ +Enchantress~ Enchantress~ Title +Greater Enchanter~ +Greater Enchanter~ +Greater Enchantress~ +Greater Enchantress~ +Title +Lesser Conjurer~ +Lesser Conjurer~ +Lesser Conjuress~ +Lesser Conjuress~ +Title Conjurer~ +Conjurer~ +Conjuress~ Conjuress~ Title +Greater Conjurer~ +Greater Conjurer~ +Greater Conjuress~ +Greater Conjuress~ +Title Magician~ +Magician~ +Witch~ Witch~ Title -Maker~ -Maker~ +Crafter~ +Crafter~ +Crafter~ +Crafter~ Title Savant~ Savant~ +Savant~ +Savant~ Title Magus~ +Magus~ +Craftess~ Craftess~ Title Warlock~ +Warlock~ +War Witch~ War Witch~ Title Demi-Sorcerer~ +Demi-Sorcerer~ +Demi-Sorceress~ Demi-Sorceress~ Title Sorcerer~ +Sorcerer~ +Sorceress~ Sorceress~ Title Elder Sorcerer~ +Elder Sorcerer~ +Elder Sorceress~ Elder Sorceress~ Title Grand Sorcerer~ +Grand Sorcerer~ +Grand Sorceress~ Grand Sorceress~ Title Great Sorcerer~ +Great Sorcerer~ +Great Sorceress~ Great Sorceress~ Title -Golem Maker~ -Golem Maker~ -Title -Greater Golem Maker~ -Greater Golem Maker~ -Title -Maker of Stones~ -Maker of Stones~ -Title -Maker of Potions~ -Maker of Potions~ -Title -Maker of Staves~ -Maker of Staves~ +Apprentice Golem Crafter~ +Apprentice Golem Crafter~ +Apprentice Golem Crafter~ +Apprentice Golem Crafter~ +Title +Golem Crafter~ +Golem Crafter~ +Golem Crafter~ +Golem Crafter~ +Title +Greater Golem Crafter~ +Greater Golem Crafter~ +Greater Golem Crafter~ +Greater Golem Crafter~ +Title +Master Golem Crafter~ +Master Golem Crafter~ +Master Golem Crafter~ +Master Golem Crafter~ +Title +Apprentice Crafter of Stones~ +Apprentice Crafter of Stones~ +Apprentice Crafter of Stones~ +Apprentice Crafter of Stones~ +Title +Crafter of Stones~ +Crafter of Stones~ +Crafter of Stones~ +Crafter of Stones~ +Title +Greater Crafter of Stones~ +Greater Crafter of Stones~ +Greater Crafter of Stones~ +Greater Crafter of Stones~ +Title +Master Crafter of Stones~ +Master Crafter of Stones~ +Master Crafter of Stones~ +Master Crafter of Stones~ +Title +Apprentice Crafter of Potions~ +Apprentice Crafter of Potions~ +Apprentice Crafter of Potions~ +Apprentice Crafter of Potions~ +Title +Crafter of Potions~ +Crafter of Potions~ +Crafter of Potions~ +Crafter of Potions~ +Title +Greater Crafter of Potions~ +Greater Crafter of Potions~ +Greater Crafter of Potions~ +Greater Crafter of Potions~ +Title +Master Crafter of Potions~ +Master Crafter of Potions~ +Master Crafter of Potions~ +Master Crafter of Potions~ +Title +Apprentice Crafter of Rods~ +Apprentice Crafter of Rods~ +Apprentice Crafter of Rods~ +Apprentice Crafter of Rods~ +Title +Crafter of Rods~ +Crafter of Rods~ +Crafter of Rods~ +Crafter of Rods~ +Title +Greater Crafter of Rods~ +Greater Crafter of Rods~ +Greater Crafter of Rods~ +Greater Crafter of Rods~ +Title +Master Crafter of Rods~ +Master Crafter of Rods~ +Master Crafter of Rods~ +Master Crafter of Rods~ +Title +Apprentice Crafter of Wands~ +Apprentice Crafter of Wands~ +Apprentice Crafter of Wands~ +Apprentice Crafter of Wands~ +Title +Crafter of Wands~ +Crafter of Wands~ +Crafter of Wands~ +Crafter of Wands~ +Title +Greater Crafter of Wands~ +Greater Crafter of Wands~ +Greater Crafter of Wands~ +Greater Crafter of Wands~ +Title +Master Crafter of Wands~ +Master Crafter of Wands~ +Master Crafter of Wands~ +Master Crafter of Wands~ +Title +Apprentice Crafter of Staves~ +Apprentice Crafter of Staves~ +Apprentice Crafter of Staves~ +Apprentice Crafter of Staves~ +Title +Crafter of Staves~ +Crafter of Staves~ +Crafter of Staves~ +Crafter of Staves~ +Title +Greater Crafter of Staves~ +Greater Crafter of Staves~ +Greater Crafter of Staves~ +Greater Crafter of Staves~ +Title +Master Crafter of Staves~ +Master Crafter of Staves~ +Master Crafter of Staves~ +Master Crafter of Staves~ +Title +Apprentice Crafter of Orbs~ +Apprentice Crafter of Orbs~ +Apprentice Crafter of Orbs~ +Apprentice Crafter of Orbs~ +Title +Crafter of Orbs~ +Crafter of Orbs~ +Crafter of Orbs~ +Crafter of Orbs~ +Title +Greater Crafter of Orbs~ +Greater Crafter of Orbs~ +Greater Crafter of Orbs~ +Greater Crafter of Orbs~ +Title +Master Crafter of Orbs~ +Master Crafter of Orbs~ +Master Crafter of Orbs~ +Master Crafter of Orbs~ +Title +Lesser Master of Creation~ +Lesser Master of Creation~ +Lesser Master of Creation~ +Lesser Master of Creation~ +Title +Master of Creation~ +Master of Creation~ +Master of Creation~ +Master of Creation~ Title Green Wizard~ Green Wizard~ +Green Wizard~ +Green Wizard~ Title Brown Wizard~ Brown Wizard~ +Brown Wizard~ +Brown Wizard~ Title Blue Wizard~ Blue Wizard~ +Blue Wizard~ +Blue Wizard~ Title Red Wizard~ Red Wizard~ +Red Wizard~ +Red Wizard~ Title Grey Wizard~ Grey Wizard~ +Grey Wizard~ +Grey Wizard~ Title White Wizard~ White Wizard~ +White Wizard~ +White Wizard~ Title Silver Wizard~ Silver Wizard~ +Silver Wizard~ +Silver Wizard~ Title Gold Wizard~ Gold Wizard~ +Gold Wizard~ +Gold Wizard~ Title Platinum Wizard~ Platinum Wizard~ +Platinum Wizard~ +Platinum Wizard~ Title Diamond Wizard~ Diamond Wizard~ +Diamond Wizard~ +Diamond Wizard~ Title +Apprentice of Rods~ +Apprentice of Rods~ +Apprentice of Rods~ +Apprentice of Rods~ +Title +Mage of Rods~ +Mage of Rods~ +Mage of Rods~ +Mage of Rods~ +Title +Archmage of Rods~ Archmage of Rods~ Archmage of Rods~ +Archmage of Rods~ +Title +Apprentice of Wands~ +Apprentice of Wands~ +Apprentice of Wands~ +Apprentice of Wands~ Title +Mage of Wands~ +Mage of Wands~ +Mage of Wands~ +Mage of Wands~ +Title +Archmage of Wands~ Archmage of Wands~ Archmage of Wands~ +Archmage of Wands~ +Title +Apprentice of Staves~ +Apprentice of Staves~ +Apprentice of Staves~ +Apprentice of Staves~ Title +Mage of Staves~ +Mage of Staves~ +Mage of Staves~ +Mage of Staves~ +Title +Archmage of Staves~ +Archmage of Staves~ Archmage of Staves~ Archmage of Staves~ Title +Apprentice of Orbs~ +Apprentice of Orbs~ +Apprentice of Orbs~ +Apprentice of Orbs~ +Title +Mage of Orbs~ +Mage of Orbs~ +Mage of Orbs~ +Mage of Orbs~ +Title +Archmage of Orbs~ +Archmage of Orbs~ Archmage of Orbs~ Archmage of Orbs~ Title +Apprentice Demon Summoner~ +Apprentice Demon Summoner~ +Apprentice Demon Summoner~ +Apprentice Demon Summoner~ +Title +Demon Summoner~ +Demon Summoner~ Demon Summoner~ Demon Summoner~ Title Greater Demon Summoner~ Greater Demon Summoner~ +Greater Demon Summoner~ +Greater Demon Summoner~ Title +Apprentice Dragon Charmer~ +Apprentice Dragon Charmer~ +Apprentice Dragon Charmer~ +Apprentice Dragon Charmer~ +Title +Dragon Charmer~ +Dragon Charmer~ Dragon Charmer~ Dragon Charmer~ Title Greater Dragon Charmer~ Greater Dragon Charmer~ +Greater Dragon Charmer~ +Greater Dragon Charmer~ Title Master of Demons~ +Master of Demons~ +Mistress of Demons~ Mistress of Demons~ Title Master of Dragons~ +Master of Dragons~ +Mistress of Dragons~ Mistress of Dragons~ Title Master of all Magic~ +Master of all Magic~ +Mistress of all Magic~ Mistress of all Magic~ Title -Avatar~ -Avatar~ +Avatar of Magery~ +Avatar of Magery~ +Avatar of Magery~ +Avatar of Magery~ Title -Neophyte~ -Neophyte~ +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ Title Demi God~ +Demi God~ +Demi Goddess~ Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ Title God~ +God~ +Goddess~ Goddess~ Title Greater God~ +Greater God~ +Greater Goddess~ Greater Goddess~ Title -Ascendant God~ -Acendant Goddess~ +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title -Exalted God~ -Exalted Goddess~ +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ Title Ancient One~ Ancient One~ +Ancient One~ +Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/Monger.class b/data/classes/Monger.class deleted file mode 100644 index ec1e1b5..0000000 --- a/data/classes/Monger.class +++ /dev/null @@ -1,216 +0,0 @@ -Name Monger~ -Class 12 -AttrPrime 2 -AttrSecond 1 -AttrDeficient 0 -Weapon 0 -Guild 0 -Skilladept 0 -Thac0 0 -Thac32 0 -Hpmin 0 -Hpmax 0 -Mana 0 -Expbase 0 -Affected 0 -Resist 0 -Suscept 0 -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -Not set.~ -Not set.~ -Title -(null)~ -(null)~ -End diff --git a/data/classes/Monk.class b/data/classes/Monk.class new file mode 100755 index 0000000..abad8d5 --- /dev/null +++ b/data/classes/Monk.class @@ -0,0 +1,669 @@ +Version 1 +Name Monk~ +Class 7 +Attrprime 3 +Weapon -1 +Armor 2901 +Legwear 2885 +Headwear 2887 +Armwear 2886 +Footwear 2888 +Shield -1 +Held -1 +Skilladept 95 +Thac0 18 +Thac0gain 0.350000 +Hpmin 3 +Hpmax 8 +Mana 1 +Skill 'adaptation' 30 95 +Skill 'adrenaline rush' 45 95 +Skill 'aid' 12 90 +Skill 'anatomical lore' 75 95 +Skill 'bash' 12 95 +Skill 'blur' 42 95 +Skill 'cirkick' 13 95 +Skill 'climb' 12 95 +Skill 'cook' 1 95 +Skill 'crushing blow' 40 40 +Skill 'dig' 5 95 +Skill 'disarm' 17 95 +Skill 'dragon palm' 91 95 +Skill 'eagle claw' 5 95 +Skill 'endurance' 19 95 +Skill 'enhanced damage' 12 75 +Skill 'enlightenment' 85 95 +Skill 'feign death' 25 95 +Skill 'flying kick' 26 95 +Skill 'focus' 58 80 +Skill 'fortitude' 55 95 +Skill 'heightened senses' 62 80 +Skill 'hide' 10 95 +Skill 'immunity to poison' 65 95 +Skill 'imperviousness' 80 95 +Skill 'ironskin' 72 95 +Skill 'karmic aura' 90 95 +Skill 'kick' 2 95 +Skill 'levitation' 35 95 +Skill 'mastery of body' 60 95 +Skill 'meditate' 30 95 +Skill 'mount' 2 95 +Skill 'neutralize poison' 40 95 +Skill 'quivering palm' 70 95 +Skill 'recuperate' 21 95 +Skill 'rescue' 6 95 +Skill 'retreat' 20 95 +Skill 'safe fall' 14 95 +Skill 'search' 1 95 +Skill 'sense of balance' 23 95 +Skill 'slice' 1 95 +Skill 'sneak' 15 95 +Skill 'spinkick' 54 95 +Skill 'spring leap' 22 95 +Skill 'stun' 25 40 +Skill 'tumble' 16 95 +Skill 'withering touch' 18 95 +Skill 'aggressive style' 1 95 +Skill 'defensive style' 1 95 +Skill 'evasive style' 1 95 +Skill 'pugilism' 1 95 +Skill 'spears' 1 80 +Skill 'standard style' 1 95 +Skill 'staves' 1 95 +Skill 'centaur' 1 99 +Skill 'common' 1 99 +Skill 'dwarven' 1 99 +Skill 'elvish' 1 99 +Skill 'gith' 1 99 +Skill 'gnomish' 1 99 +Skill 'goblin' 1 99 +Skill 'halfling' 1 99 +Skill 'insectoid' 1 99 +Skill 'minotaur' 1 99 +Skill 'ogre' 1 99 +Skill 'orcish' 1 99 +Skill 'pixie' 1 99 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 +Skill 'trollese' 1 99 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Novice~ +Novice~ +Novice~ +Novice~ +Title +Initiate~ +Initiate~ +Initiate~ +Initiate~ +Title +Brother~ +Brother~ +Sister~ +Sister~ +Title +Disciple~ +Disciple~ +Disciple~ +Disciple~ +Title +Immaculate~ +Immaculate~ +Immaculate~ +Immaculate~ +Title +Master~ +Master~ +Mistress~ +Mistress~ +Title +Superior Master~ +Superior Master~ +Superior Mistress~ +Superior Mistress~ +Title +Novice of the North Wind~ +Novice of the North Wind~ +Novice of the North Wind~ +Novice of the North Wind~ +Title +Initiate of the North Wind~ +Initiate of the North Wind~ +Initiate of the North Wind~ +Initiate of the North Wind~ +Title +Brother of the North Wind~ +Brother of the North Wind~ +Sister of the North Wind~ +Sister of the North Wind~ +Title +Disciple of the North Wind~ +Disciple of the North Wind~ +Disciple of the North Wind~ +Disciple of the North Wind~ +Title +Immaculate of the North Wind~ +Immaculate of the North Wind~ +Immaculate of the North Wind~ +Immaculate of the North Wind~ +Title +Master of the North Wind~ +Master of the North Wind~ +Mistress of the North Wind~ +Mistress of the North Wind~ +Title +Superior Master of the North Wind~ +Superior Master of the North Wind~ +Superior Mistress of the North Wind~ +Superior Mistress of the North Wind~ +Title +High Master of the North Wind~ +High Master of the North Wind~ +High Mistress of the North Wind~ +High Mistress of the North Wind~ +Title +Grand Master of the North Wind~ +Grand Master of the North Wind~ +Grand Mistress of the North Wind~ +Grand Mistress of the North Wind~ +Title +Novice of the West Wind~ +Novice of the West Wind~ +Novice of the West Wind~ +Novice of the West Wind~ +Title +Initiate of the West Wind~ +Initiate of the West Wind~ +Initiate of the West Wind~ +Initiate of the West Wind~ +Title +Brother of the West Wind~ +Brother of the West Wind~ +Sister of the West Wind~ +Sister of the West Wind~ +Title +Disciple of the West Wind~ +Disciple of the West Wind~ +Disciple of the West Wind~ +Disciple of the West Wind~ +Title +Immaculate of the West Wind~ +Immaculate of the West Wind~ +Immaculate of the West Wind~ +Immaculate of the West Wind~ +Title +Master of the West Wind~ +Master of the West Wind~ +Mistress of the West Wind~ +Mistress of the West Wind~ +Title +Superior Master of the West Wind~ +Superior Master of the West Wind~ +Superior Mistress of the West Wind~ +Superior Mistress of the West Wind~ +Title +High Master of the West Wind~ +High Master of the West Wind~ +High Mistress of the West Wind~ +High Mistress of the West Wind~ +Title +Grand Master of the West Wind~ +Grand Master of the West Wind~ +Grand Mistress of the West Wind~ +Grand Mistress of the West Wind~ +Title +Novice of the South Wind~ +Novice of the South Wind~ +Novice of the South Wind~ +Novice of the South Wind~ +Title +Initiate of the South Wind~ +Initiate of the South Wind~ +Initiate of the South Wind~ +Initiate of the South Wind~ +Title +Brother of the South Wind~ +Brother of the South Wind~ +Sister of the South Wind~ +Sister of the South Wind~ +Title +Disciple of the South Wind~ +Disciple of the South Wind~ +Disciple of the South Wind~ +Disciple of the South Wind~ +Title +Immaculate of the South Wind~ +Immaculate of the South Wind~ +Immaculate of the South Wind~ +Immaculate of the South Wind~ +Title +Master of the South Wind~ +Master of the South Wind~ +Mistress of the South Wind~ +Mistress of the South Wind~ +Title +Superior Master of the South Wind~ +Superior Master of the South Wind~ +Superior Mistress of the South Wind~ +Superior Mistress of the South Wind~ +Title +High Master of the South Wind~ +High Master of the South Wind~ +High Mistress of the South Wind~ +High Mistress of the South Wind~ +Title +Grand Master of the South Wind~ +Grand Master of the South Wind~ +Grand Mistress of the South Wind~ +Grand Mistress of the South Wind~ +Title +Novice of the East Wind~ +Novice of the East Wind~ +Novice of the East Wind~ +Novice of the East Wind~ +Title +Initiate of the East Wind~ +Initiate of the East Wind~ +Initiate of the East Wind~ +Initiate of the East Wind~ +Title +Brother of the East Wind~ +Brother of the East Wind~ +Sister of the East Wind~ +Sister of the East Wind~ +Title +Disciple of the East Wind~ +Disciple of the East Wind~ +Disciple of the East Wind~ +Disciple of the East Wind~ +Title +Immaculate of the East Wind~ +Immaculate of the East Wind~ +Immaculate of the East Wind~ +Immaculate of the East Wind~ +Title +Master of the East Wind~ +Master of the East Wind~ +Mistress of the East Wind~ +Mistress of the East Wind~ +Title +Superior Master of the East Wind~ +Superior Master of the East Wind~ +Superior Mistress of the East Wind~ +Superior Mistress of the East Wind~ +Title +High Master of the East Wind~ +High Master of the East Wind~ +High Mistress of the East Wind~ +High Mistress of the East Wind~ +Title +Grand Master of the East Wind~ +Grand Master of the East Wind~ +Grand Mistress of the East Wind~ +Grand Mistress of the East Wind~ +Title +Novice of Winter~ +Novice of Winter~ +Novice of Winter~ +Novice of Winter~ +Title +Initiate of Winter~ +Initiate of Winter~ +Initiate of Winter~ +Initiate of Winter~ +Title +Brother of Winter~ +Brother of Winter~ +Sister of Winter~ +Sister of Winter~ +Title +Disciple of Winter~ +Disciple of Winter~ +Disciple of Winter~ +Disciple of Winter~ +Title +Immaculate of Winter~ +Immaculate of Winter~ +Immaculate of Winter~ +Immaculate of Winter~ +Title +Master of Winter~ +Master of Winter~ +Mistress of Winter~ +Mistress of Winter~ +Title +Superior Master of Winter~ +Superior Master of Winter~ +Superior Mistress of Winter~ +Superior Mistress of Winter~ +Title +High Master of Winter~ +High Master of Winter~ +High Mistress of Winter~ +High Mistress of Winter~ +Title +Grand Master of Winter~ +Grand Master of Winter~ +Grand Mistress of Winter~ +Grand Mistress of Winter~ +Title +Novice of Spring~ +Novice of Spring~ +Novice of Spring~ +Novice of Spring~ +Title +Initiate of Spring~ +Initiate of Spring~ +Initiate of Spring~ +Initiate of Spring~ +Title +Brother of Spring~ +Brother of Spring~ +Sister of Spring~ +Sister of Spring~ +Title +Disciple of Spring~ +Disciple of Spring~ +Disciple of Spring~ +Disciple of Spring~ +Title +Immaculate of Spring~ +Immaculate of Spring~ +Immaculate of Spring~ +Immaculate of Spring~ +Title +Master of Spring~ +Master of Spring~ +Mistress of Spring~ +Mistress of Spring~ +Title +Superior Master of Spring~ +Superior Master of Spring~ +Superior Mistress of Spring~ +Superior Mistress of Spring~ +Title +High Master of Spring~ +High Master of Spring~ +High Mistress of Spring~ +High Mistress of Spring~ +Title +Grand Master of Spring~ +Grand Master of Spring~ +Grand Mistress of Spring~ +Grand Mistress of Spring~ +Title +Novice of Summer~ +Novice of Summer~ +Novice of Summer~ +Novice of Summer~ +Title +Initiate of Summer~ +Initiate of Summer~ +Initiate of Summer~ +Initiate of Summer~ +Title +Brother of Summer~ +Brother of Summer~ +Sister of Summer~ +Sister of Summer~ +Title +Disciple of Summer~ +Disciple of Summer~ +Disciple of Summer~ +Disciple of Summer~ +Title +Immaculate of Summer~ +Immaculate of Summer~ +Immaculate of Summer~ +Immaculate of Summer~ +Title +Master of Summer~ +Master of Summer~ +Mistress of Summer~ +Mistress of Summer~ +Title +Superior Master of Summer~ +Superior Master of Summer~ +Superior Mistress of Summer~ +Superior Mistress of Summer~ +Title +High Master of Summer~ +High Master of Summer~ +High Mistress of Summer~ +High Mistress of Summer~ +Title +Grand Master of Summer~ +Grand Master of Summer~ +Grand Mistress of Summer~ +Grand Mistress of Summer~ +Title +Novice of Autumn~ +Novice of Autumn~ +Novice of Autumn~ +Novice of Autumn~ +Title +Initiate of Autumn~ +Initiate of Autumn~ +Initiate of Autumn~ +Initiate of Autumn~ +Title +Brother of Autumn~ +Brother of Autumn~ +Sister of Autumn~ +Sister of Autumn~ +Title +Disciple of Autumn~ +Disciple of Autumn~ +Disciple of Autumn~ +Disciple of Autumn~ +Title +Immaculate of Autumn~ +Immaculate of Autumn~ +Immaculate of Autumn~ +Immaculate of Autumn~ +Title +Master of Autumn~ +Master of Autumn~ +Mistress of Autumn~ +Mistress of Autumn~ +Title +Superior Master of Autumn~ +Superior Master of Autumn~ +Superior Mistress of Autumn~ +Superior Mistress of Autumn~ +Title +High Master of Autumn~ +High Master of Autumn~ +High Mistress of Autumn~ +High Mistress of Autumn~ +Title +Grand Master of Autumn~ +Grand Master of Autumn~ +Grand Mistress of Autumn~ +Grand Mistress of Autumn~ +Title +Novice of Flowers~ +Novice of Flowers~ +Novice of Flowers~ +Novice of Flowers~ +Title +Initiate of Flowers~ +Initiate of Flowers~ +Initiate of Flowers~ +Initiate of Flowers~ +Title +Brother of Flowers~ +Brother of Flowers~ +Sister of Flowers~ +Sister of Flowers~ +Title +Disciple of Flowers~ +Disciple of Flowers~ +Disciple of Flowers~ +Disciple of Flowers~ +Title +Immaculate of Flowers~ +Immaculate of Flowers~ +Immaculate of Flowers~ +Immaculate of Flowers~ +Title +Master of Flowers~ +Master of Flowers~ +Mistress of Flowers~ +Mistress of Flowers~ +Title +Superior Master of Flowers~ +Superior Master of Flowers~ +Superior Mistress of Flowers~ +Superior Mistress of Flowers~ +Title +High Master of Flowers~ +High Master of Flowers~ +High Mistress of Flowers~ +High Mistress of Flowers~ +Title +Grand Master of Flowers~ +Grand Master of Flowers~ +Grand Mistress of Flowers~ +Grand Mistress of Flowers~ +Title +Novice of Dragons~ +Novice of Dragons~ +Novice of Dragons~ +Novice of Dragons~ +Title +Initiate of Dragons~ +Initiate of Dragons~ +Initiate of Dragons~ +Initiate of Dragons~ +Title +Brother of Dragons~ +Brother of Dragons~ +Sister of Dragons~ +Sister of Dragons~ +Title +Disciple of Dragons~ +Disciple of Dragons~ +Disciple of Dragons~ +Disciple of Dragons~ +Title +Immaculate of Dragons~ +Immaculate of Dragons~ +Immaculate of Dragons~ +Immaculate of Dragons~ +Title +Master of Dragons~ +Master of Dragons~ +Mistress of Dragons~ +Mistress of Dragons~ +Title +Superior Master of Dragons~ +Superior Master of Dragons~ +Superior Mistress of Dragons~ +Superior Mistress of Dragons~ +Title +High Master of Dragons~ +High Master of Dragons~ +High Mistress of Dragons~ +High Mistress of Dragons~ +Title +Grand Master of Dragons~ +Grand Master of Dragons~ +Grand Mistress of Dragons~ +Grand Mistress of Dragons~ +Title +Superior Master of Monks~ +Superior Master of Monks~ +Superior Mistress of Monks~ +Superior Mistress of Monks~ +Title +Grand Master of Monks~ +Grand Master of Monks~ +Grand Master of Monks~ +Grand Master of Monks~ +Title +Avatar of Meditation~ +Avatar of Meditation~ +Avatar of Meditation~ +Avatar of Meditation~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Necromancer.class b/data/classes/Necromancer.class new file mode 100755 index 0000000..95e9eae --- /dev/null +++ b/data/classes/Necromancer.class @@ -0,0 +1,701 @@ +Version 1 +Name Necromancer~ +Class 4 +Attrprime 2 +Weapon 2897 +Armor 2901 +Legwear -1 +Headwear 2876 +Armwear -1 +Footwear 2888 +Shield -1 +Held 2900 +Skilladept 95 +Thac0 18 +Thac0gain 0.275000 +Hpmin 2 +Hpmax 5 +Mana 1 +Skill 'alertness' 21 95 +Skill 'animate dead' 10 95 +Skill 'antimagic shell' 86 95 +Skill 'arcane perception' 31 80 +Skill 'armor' 8 95 +Skill 'beacon' 32 95 +Skill 'black fist' 24 95 +Skill 'black hand' 13 95 +Skill 'black lightning' 63 80 +Skill 'carrion stench' 23 95 +Skill 'cause critical' 55 95 +Skill 'cause light' 16 95 +Skill 'cause serious' 37 95 +Skill 'chill touch' 2 95 +Skill 'cone of cold' 57 80 +Skill 'continual light' 9 95 +Skill 'counterspell' 90 95 +Skill 'create fire' 5 95 +Skill 'dark ritual' 22 95 +Skill 'death aura' 70 95 +Skill 'death chant' 46 95 +Skill 'death spell' 81 95 +Skill 'detect invis' 12 95 +Skill 'detect magic' 4 95 +Skill 'dispel magic' 25 95 +Skill 'ethereal funnel' 66 95 +Skill 'ethereal shield' 62 95 +Skill 'fatigue' 27 95 +Skill 'feebleness' 39 95 +Skill 'finger of death' 92 95 +Skill 'fly' 43 95 +Skill 'ghoulish touch' 63 95 +Skill 'harm' 68 95 +Skill 'identify' 44 95 +Skill 'infravision' 19 95 +Skill 'invisibility' 14 95 +Skill 'knock' 33 95 +Skill 'lethargy' 34 95 +Skill 'lich curse' 82 95 +Skill 'life surge' 42 95 +Skill 'mana drain' 50 95 +Skill 'mana surge' 42 95 +Skill 'mass invis' 53 95 +Skill 'necromantic touch' 35 95 +Skill 'paralyze' 48 50 +Skill 'poison' 20 95 +Skill 'polymorph' 15 75 +Skill 'recharge' 72 95 +Skill 'refresh' 18 95 +Skill 'remove invis' 41 95 +Skill 'resilience' 54 95 +Skill 'shadowform' 73 95 +Skill 'shield' 3 95 +Skill 'silence' 33 95 +Skill 'skeletal armor' 80 95 +Skill 'skull of death' 22 95 +Skill 'sleep' 7 95 +Skill 'succor' 26 95 +Skill 'valiance' 45 95 +Skill 'vampiric touch' 84 95 +Skill 'venomshield' 56 95 +Skill 'weaken' 11 95 +Skill 'withering hand' 40 95 +Skill 'wizardeye' 65 95 +Skill 'word of recall' 32 95 +Skill 'wraithform' 90 80 +Skill 'aid' 28 80 +Skill 'bind' 75 75 +Skill 'brew' 60 95 +Skill 'cook' 1 95 +Skill 'dig' 8 95 +Skill 'meditate' 24 95 +Skill 'mount' 2 95 +Skill 'scribe' 65 80 +Skill 'search' 1 95 +Skill 'slice' 1 95 +Skill 'trance' 76 95 +Skill 'blowguns' 1 50 +Skill 'daggers' 1 70 +Skill 'evasive style' 1 80 +Skill 'pugilism' 1 35 +Skill 'slings' 1 60 +Skill 'standard style' 1 90 +Skill 'staves' 1 70 +Skill 'talonous arms' 1 65 +Skill 'whips' 1 50 +Skill 'centaur' 1 99 +Skill 'common' 1 99 +Skill 'dwarven' 1 99 +Skill 'elvish' 1 99 +Skill 'gith' 1 99 +Skill 'gnomish' 1 99 +Skill 'goblin' 1 99 +Skill 'halfling' 1 99 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 +Skill 'ogre' 1 99 +Skill 'orcish' 1 99 +Skill 'pixie' 1 99 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 +Skill 'trollese' 1 99 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Initiate~ +Initiate~ +Initiate~ +Initiate~ +Title +Student of Sacrifice~ +Student of Sacrifice~ +Student of Sacrifice~ +Student of Sacrifice~ +Title +Acolyte of Sacrifice~ +Acolyte of Sacrifice~ +Acolyte of Sacrifice~ +Acolyte of Sacrifice~ +Title +Practitioner of Sacrifice~ +Practitioner of Sacrifice~ +Practitioner of Sacrifice~ +Practitioner of Sacrifice~ +Title +Master of Sacrifice~ +Master of Sacrifice~ +Mistress of Sacrifice~ +Mistress of Sacrifice~ +Title +Student of Death~ +Student of Death~ +Student of Death~ +Student of Death~ +Title +Acolyte of Death~ +Acolyte of Death~ +Acolyte of Death~ +Acolyte of Death~ +Title +Practitioner of Death~ +Practitioner of Death~ +Practitioner of Death~ +Practitioner of Death~ +Title +Master of Death~ +Master of Death~ +Mistress of Death~ +Mistress of Death~ +Title +Student of Undeath~ +Student of Undeath~ +Student of Undeath~ +Student of Undeath~ +Title +Acolyte of Undeath~ +Acolyte of Undeath~ +Acolyte of Undeath~ +Acolyte of Undeath~ +Title +Practitioner of Undeath~ +Practitioner of Undeath~ +Practitioner of Undeath~ +Practitioner of Undeath~ +Title +Master of Undeath~ +Master of Undeath~ +Mistress of Undeath~ +Mistress of Undeath~ +Title +Lesser Skeleton Maker~ +Lesser Skeleton Maker~ +Lesser Skeleton Maker~ +Lesser Skeleton Maker~ +Title +Skeleton Maker~ +Skeleton Maker~ +Skeleton Maker~ +Skeleton Maker~ +Title +Greater Skeleton Maker~ +Greater Skeleton Maker~ +Greater Skeleton Maker~ +Greater Skeleton Maker~ +Title +Master Skeleton Maker~ +Master Skeleton Maker~ +Master Skeleton Maker~ +Master Skeleton Maker~ +Title +Lesser Zombie Maker~ +Lesser Zombie Maker~ +Lesser Zombie Maker~ +Lesser Zombie Maker~ +Title +Zombie Maker~ +Zombie Maker~ +Zombie Maker~ +Zombie Maker~ +Title +Greater Zombie Maker~ +Greater Zombie Maker~ +Greater Zombie Maker~ +Greater Zombie Maker~ +Title +Master Zombie Maker~ +Master Zombie Maker~ +Master Zombie Maker~ +Master Zombie Maker~ +Title +Lesser Ghoul Maker~ +Lesser Ghoul Maker~ +Lesser Ghoul Maker~ +Lesser Ghoul Maker~ +Title +Ghoul Maker~ +Ghoul Maker~ +Ghoul Maker~ +Ghoul Maker~ +Title +Greater Ghoul Maker~ +Greater Ghoul Maker~ +Greater Ghoul Maker~ +Greater Ghoul Maker~ +Title +Master Ghoul Maker~ +Master Ghoul Maker~ +Master Ghoul Maker~ +Master Ghoul Maker~ +Title +Lesser Crypt Thing Maker~ +Lesser Crypt Thing Maker~ +Lesser Crypt Thing Maker~ +Lesser Crypt Thing Maker~ +Title +Crypt Thing Maker~ +Crypt Thing Maker~ +Crypt Thing Maker~ +Crypt Thing Maker~ +Title +Greater Crypt Thing Maker~ +Greater Crypt Thing Maker~ +Greater Crypt Thing Maker~ +Greater Crypt Thing Maker~ +Title +Master Crypt Thing Maker~ +Master Crypt Thing Maker~ +Master Crypt Thing Maker~ +Master Crypt Thing Maker~ +Title +Lesser Mummy Maker~ +Lesser Mummy Maker~ +Lesser Mummy Maker~ +Lesser Mummy Maker~ +Title +Mummy Maker~ +Mummy Maker~ +Mummy Maker~ +Mummy Maker~ +Title +Greater Mummy Maker~ +Greater Mummy Maker~ +Greater Mummy Maker~ +Greater Mummy Maker~ +Title +Master Mummy Maker~ +Master Mummy Maker~ +Master Mummy Maker~ +Master Mummy Maker~ +Title +Lesser Ghost Maker~ +Lesser Ghost Maker~ +Lesser Ghost Maker~ +Lesser Ghost Maker~ +Title +Ghost Maker~ +Ghost Maker~ +Ghost Maker~ +Ghost Maker~ +Title +Greater Ghost Maker~ +Greater Ghost Maker~ +Greater Ghost Maker~ +Greater Ghost Maker~ +Title +Master Ghost Maker~ +Master Ghost Maker~ +Master Ghost Maker~ +Master Ghost Maker~ +Title +Lesser Death Knight Maker~ +Lesser Death Knight Maker~ +Lesser Death Knight Maker~ +Lesser Death Knight Maker~ +Title +Death Knight Maker~ +Death Knight Maker~ +Death Knight Maker~ +Death Knight Maker~ +Title +Greater Death Knight Maker~ +Greater Death Knight Maker~ +Greater Death Knight Maker~ +Greater Death Knight Maker~ +Title +Master Death Knight Maker~ +Master Death Knight Maker~ +Master Death Knight Maker~ +Master Death Knight Maker~ +Title +Lesser Dracolich Maker~ +Lesser Dracolich Maker~ +Lesser Dracolich Maker~ +Lesser Dracolich Maker~ +Title +Dracolich Maker~ +Dracolich Maker~ +Dracolich Maker~ +Dracolich Maker~ +Title +Greater Dracolich Maker~ +Greater Dracolich Maker~ +Greater Dracolich Maker~ +Greater Dracolich Maker~ +Title +Student of Lesser Animation~ +Student of Lesser Animation~ +Student of Lesser Animation~ +Student of Lesser Animation~ +Title +Acolyte of Lesser Animation~ +Acolyte of Lesser Animation~ +Acolyte of Lesser Animation~ +Acolyte of Lesser Animation~ +Title +Lesser Master of Lesser Animation~ +Lesser Master of Lesser Animation~ +Lesser Mistress of Lesser Animation~ +Lesser Mistress of Lesser Animation~ +Title +Master of Lesser Animation~ +Master of Lesser Animation~ +Master of Lesser Animation~ +Master of Lesser Animation~ +Title +Greater Master of Lesser Animation~ +Greater Master of Lesser Animation~ +Greater Mistress of Lesser Animation~ +Greater Mistress of Lesser Animation~ +Title +Student of Animation~ +Student of Animation~ +Student of Animation~ +Student of Animation~ +Title +Acolyte of Animation~ +Acolyte of Animation~ +Acolyte of Animation~ +Acolyte of Animation~ +Title +Lesser Master of Animation~ +Lesser Master of Animation~ +Lesser Mistress of Animation~ +Lesser Mistress of Animation~ +Title +Master of Animation~ +Master of Animation~ +Mistress of Animation~ +Mistress of Animation~ +Title +Greater Master of Animation~ +Greater Master of Animation~ +Greater Mistress of Animation~ +Greater Mistress of Animation~ +Title +Student of Greater Animation~ +Student of Greater Animation~ +Student of Greater Animation~ +Student of Greater Animation~ +Title +Acolyte of Greater Animation~ +Acolyte of Greater Animation~ +Acolyte of Greater Animation~ +Acolyte of Greater Animation~ +Title +Lesser Master of Greater Animation~ +Lesser Master of Greater Animation~ +Lesser Mistress of Greater Animation~ +Lesser Mistress of Greater Animation~ +Title +Master of Greater Animation~ +Master of Greater Animation~ +Mistress of Greater Animation~ +Mistress of Greater Animation~ +Title +Greater Master of Greater Animation~ +Greater Master of Greater Animation~ +Greater Mistress of Greater Animation~ +Greater Mistress of Greater Animation~ +Title +Lord of Lesser Animation~ +Lord of Lesser Animation~ +Lady of Lesser Animation~ +Lady of Lesser Animation~ +Title +Lord of Animation~ +Lord of Animation~ +Lady of Animation~ +Lady of Animation~ +Title +Lord of Greater Animation~ +Lord of Greater Animation~ +Lady of Greater Animation~ +Lady of Greater Animation~ +Title +Lord of All Animation~ +Lord of All Animation~ +Lady of All Animation~ +Lady of All Animation~ +Title +Student of Lesser Necromancy~ +Student of Lesser Necromancy~ +Student of Lesser Necromancy~ +Student of Lesser Necromancy~ +Title +Acolyte of Lesser Necromancy~ +Acolyte of Lesser Necromancy~ +Acolyte of Lesser Necromancy~ +Acolyte of Lesser Necromancy~ +Title +Lesser Master of Lesser Necromancy~ +Lesser Master of Lesser Necromancy~ +Lesser Mistress of Lesser Necromancy~ +Lesser Mistress of Lesser Necromancy~ +Title +Master of Lesser Necromancy~ +Master of Lesser Necromancy~ +Mistress of Lesser Necromancy~ +Mistress of Lesser Necromancy~ +Title +Greater Master of Lesser Necromancy~ +Greater Master of Lesser Necromancy~ +Greater Mistress of Lesser Necromancy~ +Greater Mistress of Lesser Necromancy~ +Title +Student of Necromancy~ +Student of Necromancy~ +Student of Necromancy~ +Student of Necromancy~ +Title +Acolyte of Necromancy~ +Acolyte of Necromancy~ +Acolyte of Necromancy~ +Acolyte of Necromancy~ +Title +Lesser Master of Necromancy~ +Lesser Master of Necromancy~ +Lesser Mistress of Necromancy~ +Lesser Mistress of Necromancy~ +Title +Master of Necromancy~ +Master of Necromancy~ +Mistress of Necromancy~ +Mistress of Necromancy~ +Title +Greater Master of Necromancy~ +Greater Master of Necromancy~ +Greater Mistress of Necromancy~ +Greater Mistress of Necromancy~ +Title +Student of Greater Necromancy~ +Student of Greater Necromancy~ +Student of Greater Necromancy~ +Student of Greater Necromancy~ +Title +Acolyte of Greater Necromancy~ +Acolyte of Greater Necromancy~ +Acolyte of Greater Necromancy~ +Acolyte of Greater Necromancy~ +Title +Lesser Master of Greater Necromancy~ +Lesser Master of Greater Necromancy~ +Lesser Mistress of Greater Necromancy~ +Lesser Mistress of Greater Necromancy~ +Title +Master of Greater Necromancy~ +Master of Greater Necromancy~ +Mistress of Greater Necromancy~ +Mistress of Greater Necromancy~ +Title +Greater Master of Greater Necromancy~ +Greater Master of Greater Necromancy~ +Greater Mistress of Greater Necromancy~ +Greater Mistress of Greater Necromancy~ +Title +Lord of Lesser Necromancy~ +Lord of Lesser Necromancy~ +Lady of Lesser Necromancy~ +Lady of Lesser Necromancy~ +Title +Lord of Necromancy~ +Lord of Necromancy~ +Lady of Necromancy~ +Lady of Necromancy~ +Title +Lord of Greater Necromancy~ +Lord of Greater Necromancy~ +Lord of Greater Necromancy~ +Lord of Greater Necromancy~ +Title +Student Necromancer~ +Student Necromancer~ +Student Necromancer~ +Student Necromancer~ +Title +Necromantic Acolyte~ +Necromantic Acolyte~ +Necromantic Acolyte~ +Necromantic Acolyte~ +Title +Necromancer~ +Necromancer~ +Necromancer~ +Necromancer~ +Title +Master Necromancer~ +Master Necromancer~ +Master Necromancer~ +Master Necromancer~ +Title +Lord Necromancer~ +Lord Necromancer~ +Lady Necromancer~ +Lady Necromancer~ +Title +Master of All Necromancy~ +Master of All Necromancy~ +Mistress of All Necromancy~ +Mistress of All Necromancy~ +Title +Lord of All Necromancy~ +Lord of All Necromancy~ +Lady of All Necromancy~ +Lady of All Necromancy~ +Title +Master of All Necromancers~ +Master of All Necromancers~ +Mistress of All Necromancers~ +Mistress of All Necromancers~ +Title +Lord of All Necromancers~ +Lord of All Necromancers~ +Lady of All Necromancers~ +Lady of All Necromancers~ +Title +Master of the Dying~ +Master of the Dying~ +Mistress of the Dying~ +Mistress of the Dying~ +Title +Lord of the Dying~ +Lord of the Dying~ +Lady of the Dying~ +Lady of the Dying~ +Title +Master of the Dead~ +Master of the Dead~ +Mistress of the Dead~ +Mistress of the Dead~ +Title +Lord of the Dead~ +Lord of the Dead~ +Lady of the Dead~ +Lady of the Dead~ +Title +Master of the Undead~ +Master of the Undead~ +Mistress of the Undead~ +Mistress of the Undead~ +Title +Lord of the Undead~ +Lord of the Undead~ +Lady of the Undead~ +Lady of the Undead~ +Title +High Lord of the Dying~ +High Lord of the Dying~ +High Lady of the Dying~ +High Lady of the Dying~ +Title +High Lord of the Dead~ +High Lord of the Dead~ +High Lord of the Dead~ +High Lord of the Dead~ +Title +High Lord of the Undead~ +High Lord of the Undead~ +High Lord of the Undead~ +High Lord of the Undead~ +Title +Avatar of Death~ +Avatar of Death~ +Avatar of Death~ +Avatar of Death~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Nephandi.class b/data/classes/Nephandi.class deleted file mode 100644 index 9ad316f..0000000 --- a/data/classes/Nephandi.class +++ /dev/null @@ -1,296 +0,0 @@ -Name Nephandi~ -Class 9 -AttrPrime 3 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3013 -Skilladept 90 -Thac0 18 -Thac32 9 -Hpmin 7 -Hpmax 9 -Mana 8 -Expbase 1400 -Affected 0 -Resist 0 -Suscept 0 -Skill 'animate dead' 23 60 -Skill 'blasphemy' 30 90 -Skill 'create fire' 1 95 -Skill 'dehydrate' 24 70 -Skill 'demonic aura' 12 95 -Skill 'demonskin' 14 90 -Skill 'desecrate' 48 80 -Skill 'detect hidden' 14 75 -Skill 'detect poison' 4 95 -Skill 'enchant weapon' 14 90 -Skill 'execrate' 3 95 -Skill 'fatigue' 29 95 -Skill 'feebleness' 33 70 -Skill 'fireshield' 32 95 -Skill 'flesh armor' 12 90 -Skill 'identify' 23 90 -Skill 'ill fortune' 31 95 -Skill 'infernal node' 33 95 -Skill 'infravision' 4 90 -Skill 'know alignment' 35 95 -Skill 'levitate' 27 95 -Skill 'locate object' 30 80 -Skill 'mental anguish' 44 95 -Skill 'mind fortress' 8 95 -Skill 'mystic awareness' 9 95 -Skill 'nightmare' 26 95 -Skill 'occular explosium' 16 95 -Skill 'paranoia' 38 95 -Skill 'pass door' 29 80 -Skill 'pentagram' 16 95 -Skill 'pestilence' 50 95 -Skill 'plague' 18 95 -Skill 'possess' 35 95 -Skill 'psionic blast' 50 80 -Skill 'quickening' 21 95 -Skill 'reveal' 20 95 -Skill 'rid toxins' 14 65 -Skill 'sand of Hades' 37 95 -Skill 'seduction' 18 80 -Skill 'soul petrification' 48 95 -Skill 'umbral spear' 30 90 -Skill 'venomous touch' 5 60 -Skill 'wine invocation' 8 95 -Skill 'word of recall' 5 90 -Skill 'zidros Wrath' 45 60 -Skill 'aggressive style' 2 95 -Skill 'berserk style' 11 40 -Skill 'climb' 2 95 -Skill 'cook' 1 95 -Skill 'defensive style' 22 60 -Skill 'dig' 3 95 -Skill 'dodge' 34 30 -Skill 'evasive style' 8 60 -Skill 'mount' 4 85 -Skill 'scan' 40 50 -Skill 'search' 8 95 -Skill 'second attack' 13 95 -Skill 'spinkick' 20 95 -Skill 'standard style' 1 70 -Skill 'strike' 2 70 -Skill 'third attack' 42 40 -Skill 'trance' 15 95 -Skill 'veiled steps' 17 95 -Skill 'bludgeons' 2 50 -Skill 'flexible arms' 2 65 -Skill 'long blades' 2 75 -Skill 'pugilism' 1 60 -Skill 'short blades' 1 60 -Skill 'talonous arms' 1 60 -Skill 'common' 1 99 -Skill 'dwarven' 1 99 -Skill 'elvish' 1 99 -Skill 'gith' 1 99 -Skill 'gnomish' 1 99 -Skill 'goblin' 1 99 -Skill 'halfling' 1 99 -Skill 'ogre' 1 99 -Skill 'orcish' 1 99 -Skill 'pixie' 1 99 -Skill 'trollese' 1 99 -Title -Unworthy~ -Unworthy~ -Title -Dabbler~ -Dabbler~ -Title -Fallen~ -Fallen~ -Title -Initiate~ -Initiate~ -Title -Worshipper~ -Worshipper~ -Title -Recalcitrant~ -Recalcitrant~ -Title -Morbid~ -Morbid~ -Title -Novice of the darkside~ -Novice of the darkside~ -Title -Tormentor~ -Tormentor~ -Title -Usurper~ -Usurper~ -Title -Delver of Ars Necronomica~ -Delver of Ars Necronomica~ -Title -Embalmer~ -Embalmer~ -Title -Demonolater~ -Demonolatress~ -Title -Epigone~ -Epigone~ -Title -Beguilder~ -Beguiler~ -Title -Minor Fiend~ -Minor Fiend~ -Title -Fiend~ -Fiend~ -Title -Arch Fiend~ -Arch Fiend~ -Title -Graverobber~ -Graverobber~ -Title -Vivisector~ -Vivisectress~ -Title -Defiler~ -Defiler~ -Title -Vexatious~ -Vexatious~ -Title -Companion of Darkness~ -Companion of Darkness~ -Title -Thrall of Darkness~ -Thrall of Darkness~ -Title -Daemons' Familiar~ -Daemons' Familiar~ -Title -Dark Mystic~ -Dark Mystic~ -Title -Dark Enchanter~ -Dark Enchantress~ -Title -Baron of Evil~ -Baroness of Evil~ -Title -Blasphemer's Apprentice~ -Blasphemer's Apprentice~ -Title -Demon Master~ -Demon Mistress~ -Title -Minor Blasphemer~ -Minor Blasphemer~ -Title -Blasphemer~ -Blasphemer~ -Title -Soul Binder~ -Soul Binder~ -Title -Demon Summoner~ -Demon Summoner~ -Title -Soul Master~ -Soul Mistress~ -Title -Master of the Fallen~ -Mistress of the Fallen~ -Title -Grand Blasphemer~ -Grand Blasphemer~ -Title -Accomplice of the Damned~ -Accomplice of the Damned~ -Title -Magister~ -Magistress~ -Title -Impious~ -Impious~ -Title -Master Reviler~ -Mistress Reviler~ -Title -Pentaculon~ -Pentaculon~ -Title -Diabolist~ -Diabolist~ -Title -Dark Master~ -Dark Mistress~ -Title -Infernalist~ -Infernalist~ -Title -Necrolater~ -Necrolatress~ -Title -Necrophager~ -Necrophager~ -Title -Soul Stealer~ -Soul Stealer~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acolyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Exalted~ -Exalted~ -Title -Ancient~ -Ancient~ -Title -Supreme Entity~ -Supreme Entity~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -Title -(null)~ -(null)~ -End diff --git a/data/classes/Paladin.class b/data/classes/Paladin.class old mode 100644 new mode 100755 index cb1326f..143cd58 --- a/data/classes/Paladin.class +++ b/data/classes/Paladin.class @@ -1,284 +1,689 @@ +Version 1 Name Paladin~ -Class 8 -AttrPrime 1 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3013 -Skilladept 90 +Class 11 +Attrprime 1 +Weapon 2894 +Armor 2889 +Legwear 2891 +Headwear 2890 +Armwear 2892 +Footwear 2888 +Shield 2893 +Held 11452 +Skilladept 95 Thac0 18 -Thac32 6 -Hpmin 12 -Hpmax 15 +Thac0gain 0.375000 +Hpmin 4 +Hpmax 10 Mana 1 -Expbase 1500 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 8 95 -Skill 'aid' 10 80 -Skill 'aqua breath' 18 85 -Skill 'armor' 1 90 -Skill 'benefic aura' 30 85 -Skill 'berserk style' 46 40 -Skill 'bethsaidean touch' 9 75 -Skill 'bless' 5 90 -Skill 'bludgeons' 1 95 -Skill 'climb' 4 80 -Skill 'common' 1 99 -Skill 'continual light' 5 85 -Skill 'cook' 1 95 -Skill 'create food' 2 80 -Skill 'create water' 2 80 +Skill 'alertness' 63 90 +Skill 'armor' 6 90 +Skill 'beacon' 51 95 +Skill 'benefic aura' 43 90 +Skill 'bless' 9 90 +Skill 'continual light' 16 90 +Skill 'create fire' 6 90 +Skill 'create food' 23 90 +Skill 'create paladin symbol' 21 90 +Skill 'create water' 24 90 +Skill 'cure blindness' 13 90 +Skill 'cure critical' 55 90 Skill 'cure light' 4 90 -Skill 'defensive style' 23 70 -Skill 'detect evil' 7 60 -Skill 'detect hidden' 9 75 -Skill 'detect poison' 7 60 -Skill 'dig' 4 85 -Skill 'dispel evil' 15 90 -Skill 'dodge' 12 75 -Skill 'dual wield' 17 90 +Skill 'cure poison' 18 90 +Skill 'cure serious' 36 90 +Skill 'detect evil' 1 95 +Skill 'detect poison' 22 90 +Skill 'dispel evil' 88 90 +Skill 'disruption' 69 90 +Skill 'divine aid' 27 90 +Skill 'divine fury' 92 90 +Skill 'grounding' 76 90 +Skill 'holy strength' 26 90 +Skill 'inner warmth' 73 90 +Skill 'know alignment' 33 90 +Skill 'protection from evil' 8 90 +Skill 'refresh' 19 90 +Skill 'remove curse' 53 90 +Skill 'remove paralysis' 59 95 +Skill 'resilience' 80 90 +Skill 'righteousness' 32 90 +Skill 'sanctuary' 85 90 +Skill 'spiritual hammer' 46 90 +Skill 'true sight' 54 90 +Skill 'valiance' 67 90 +Skill 'warmount' 25 95 +Skill 'warsteed' 40 80 +Skill 'word of recall' 51 90 +Skill 'aid' 2 90 +Skill 'cook' 1 90 +Skill 'dig' 10 90 +Skill 'disarm' 15 90 +Skill 'grip' 15 90 +Skill 'jab' 58 95 +Skill 'kick' 2 70 +Skill 'mount' 2 95 +Skill 'punch' 11 80 +Skill 'rally' 52 90 +Skill 'rescue' 5 95 +Skill 'retreat' 20 95 +Skill 'roundhouse' 33 95 +Skill 'search' 1 90 +Skill 'slice' 1 90 +Skill 'strike' 45 85 +Skill 'swipe' 73 95 +Skill 'tend' 28 95 +Skill 'uppercut' 24 95 +Skill 'aggressive style' 1 90 +Skill 'archery' 1 70 +Skill 'axes' 1 80 +Skill 'berserk style' 1 70 +Skill 'blowguns' 1 80 +Skill 'daggers' 1 80 +Skill 'defensive style' 1 90 +Skill 'evasive style' 1 90 +Skill 'maces and hammers' 1 85 +Skill 'pugilism' 1 80 +Skill 'slings' 1 75 +Skill 'spears' 1 80 +Skill 'standard style' 1 90 +Skill 'staves' 1 80 +Skill 'swords' 1 90 +Skill 'talonous arms' 1 80 +Skill 'whips' 1 85 +Skill 'centaur' 1 99 +Skill 'common' 1 99 Skill 'dwarven' 1 99 Skill 'elvish' 1 99 -Skill 'enhanced damage' 1 90 -Skill 'evasive style' 14 70 -Skill 'expurgation' 13 85 -Skill 'fifth attack' 50 49 -Skill 'flexible arms' 1 35 -Skill 'float' 12 75 -Skill 'fortify' 39 75 -Skill 'fourth attack' 37 75 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 Skill 'halfling' 1 99 -Skill 'hezekiahs cure' 13 85 -Skill 'identify' 16 75 -Skill 'know alignment' 14 50 -Skill 'long blades' 1 95 -Skill 'lunge' 20 95 -Skill 'mount' 3 90 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 -Skill 'parry' 1 90 Skill 'pixie' 1 99 -Skill 'pugilism' 1 60 -Skill 'punch' 25 90 -Skill 'punt' 15 95 -Skill 'refresh' 3 80 -Skill 'remove curse' 18 85 -Skill 'rescue' 9 80 -Skill 'resilience' 42 70 -Skill 'sacral divinity' 35 75 -Skill 'search' 11 95 -Skill 'second attack' 10 90 -Skill 'shield' 39 85 -Skill 'short blades' 1 60 -Skill 'solomonic invocation' 9 95 -Skill 'spurn' 10 85 -Skill 'standard style' 1 95 -Skill 'stone skin' 42 75 -Skill 'talonous arms' 1 50 -Skill 'tend' 45 90 -Skill 'third attack' 20 90 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'word of recall' 15 90 Title Man~ +Man~ Woman~ +Woman~ +Title +Page~ +Page~ +Page~ +Page~ +Title +Squire~ +Squire~ +Squiress~ +Squiress~ +Title +Trainee~ +Trainee~ +Trainee~ +Trainee~ +Title +Believer~ +Believer~ +Believer~ +Believer~ +Title +Attendant~ +Attendant~ +Attendant~ +Attendant~ +Title +Initiate~ +Initiate~ +Initiate~ +Initiate~ +Title +Soldier~ +Soldier~ +Soldier~ +Soldier~ +Title +Missionary~ +Missionary~ +Missionary~ +Missionary~ +Title +Gallant~ +Gallant~ +Gallant~ +Gallant~ Title Keeper~ Keeper~ +Keeper~ +Keeper~ Title -Keeper of Purity~ -Keeper of Purity~ -Title -Keeper of Valor~ -Keeper of Valor~ -Title -Keeper of Loyalty~ -Keeper of Loyalty~ -Title -Keeper of Truth~ -Keeper of Truth~ -Title -Keeper of Justice~ -Keeper of Justice~ -Title -Keeper of the Faith~ -Keeper of the Faith~ -Title -Protector of Purity~ -Protector of Purity~ -Title -Protector of Valor~ -Protector of Valor~ -Title -Protector of Loyalty~ -Protector of Loyalty~ -Title -Protector of Truth~ -Protector of Truth~ -Title -Protector of Justice~ -Protector of Justice~ -Title -Protector of the Faith~ -Protector of the Faith~ -Title -Defender of Purity~ -Defender of Purity~ -Title -Defender of Valor~ -Defender of Valor~ -Title -Defender of Loyalty~ -Defender of Loyalty~ -Title -Defender of Truth~ -Defender of Truth~ -Title -Defender of Justice~ -Defender of Justice~ -Title -Defender of the Faith~ -Defender of the Faith~ -Title -Warder of Purity~ -Warder of Purity~ -Title -Warder of Valor~ -Warder of Valor~ -Title -Warder of Loyalty~ -Warder of Loyalty~ -Title -Warder of Truth~ -Warder of Truth~ -Title -Warder of Justice~ -Warder of Justice~ -Title -Warder of the Faith~ -Warder of the Faith~ -Title -Justiciar of Purity~ -Justiciar of Purity~ -Title -Justiciar of Valor~ -Justiciar of Valor~ -Title -Justiciar of Loyalty~ -Justiciar of Loyalty~ -Title -Justiciar of Truth~ -Justiciar of Truth~ -Title -Justiciar of Justice~ -Justiciar of Justice~ -Title -Justiciar of the Faith~ -Justiciar of the Faith~ -Title -Chevalier of Purity~ -Chevalier of Purity~ -Title -Chevalier of Valor~ -Chevalier of Valor~ -Title -Chevalier of Loyalty~ -Chevalier of Loyalty~ -Title -Chevalier of Truth~ -Chevalier of Truth~ -Title -Chevalier of Justice~ -Chevalier of Justice~ -Title -Chevalier of the Faith~ -Chevalier of the Faith~ -Title -Guardian of Purity~ -Guardian of Purity~ -Title -Guardian of Valor~ -Guardian of Valor~ -Title -Guardian of Loyalty~ -Guardian of Loyalty~ -Title -Guardian of Truth~ -Guardian of Truth~ -Title -Guardian of Justice~ -Guardian of Justice~ -Title -Guardian of the Faith~ -Guardian of the Faith~ -Title -Knight Templar~ -Knight Templar~ -Title -Avatar of an Immortal~ -Avatar of an Immortal~ -Title -Avatar of a Deity~ -Avatar of a Deity~ -Title -Avatar of a Supremity~ -Avatar of a Supremity~ -Title -Avatar of an Implementor~ -Avatar of an Implementor~ -Title -Master of all Divinity~ -Mistress of all Divinity~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ +Protector~ +Protector~ +Protector~ +Protector~ +Title +Defender~ +Defender~ +Defender~ +Defender~ +Title +Warder~ +Warder~ +Warder~ +Warder~ +Title +Guardian~ +Guardian~ +Guardian~ +Guardian~ +Title +Warrior of Fidelity~ +Warrior of Fidelity~ +Warrior of Fidelity~ +Warrior of Fidelity~ +Title +Warrior of Valour~ +Warrior of Valour~ +Warrior of Valour~ +Warrior of Valour~ +Title +Warrior of Honour~ +Warrior of Honour~ +Warrior of Honour~ +Warrior of Honour~ +Title +Warrior of Justice~ +Warrior of Justice~ +Warrior of Justice~ +Warrior of Justice~ +Title +Warrior of Humility~ +Warrior of Humility~ +Warrior of Humility~ +Warrior of Humility~ +Title +Warrior of Righteousness~ +Warrior of Righteousness~ +Warrior of Righteousness~ +Warrior of Righteousness~ +Title +Warrior of Faith~ +Warrior of Faith~ +Warrior of Faith~ +Warrior of Faith~ +Title +Warrior of Zeal~ +Warrior of Zeal~ +Warrior of Zeal~ +Warrior of Zeal~ +Title +Warrior of Piety~ +Warrior of Piety~ +Warrior of Piety~ +Warrior of Piety~ +Title +Warrior of Light~ +Warrior of Light~ +Warrior of Light~ +Warrior of Light~ +Title +Knight of Fidelity~ +Knight of Fidelity~ +Knight of Fidelity~ +Knight of Fidelity~ +Title +Knight of Valour~ +Knight of Valour~ +Knight of Valour~ +Knight of Valour~ +Title +Knight of Honour~ +Knight of Honour~ +Knight of Honour~ +Knight of Honour~ +Title +Knight of Justice~ +Knight of Justice~ +Knight of Justice~ +Knight of Justice~ +Title +Knight of Righteousness~ +Knight of Righteousness~ +Knight of Righteousness~ +Knight of Righteousness~ +Title +Knight of Humility~ +Knight of Humility~ +Knight of Humility~ +Knight of Humility~ +Title +Knight of Faith~ +Knight of Faith~ +Knight of Faith~ +Knight of Faith~ +Title +Knight of Zeal~ +Knight of Zeal~ +Knight of Zeal~ +Knight of Zeal~ +Title +Knight of Piety~ +Knight of Piety~ +Knight of Piety~ +Knight of Piety~ +Title +Knight of Light~ +Knight of Light~ +Knight of Light~ +Knight of Light~ +Title +Crusader of Fidelity~ +Crusader of Fidelity~ +Crusader of Fidelity~ +Crusader of Fidelity~ +Title +Crusader of Valour~ +Crusader of Valour~ +Crusader of Valour~ +Crusader of Valour~ +Title +Crusader of Honour~ +Crusader of Honour~ +Crusader of Honour~ +Crusader of Honour~ +Title +Crusader of Justice~ +Crusader of Justice~ +Crusader of Justice~ +Crusader of Justice~ +Title +Crusader of Righteousness~ +Crusader of Righteousness~ +Crusader of Righteousness~ +Crusader of Righteousness~ +Title +Crusader of Humility~ +Crusader of Humility~ +Crusader of Humility~ +Crusader of Humility~ +Title +Crusader of Faith~ +Crusader of Faith~ +Crusader of Faith~ +Crusader of Faith~ +Title +Crusader of Zeal~ +Crusader of Zeal~ +Crusader of Zeal~ +Crusader of Zeal~ +Title +Crusader of Piety~ +Crusader of Piety~ +Crusader of Piety~ +Crusader of Piety~ +Title +Crusader of Light~ +Crusader of Light~ +Crusader of Light~ +Crusader of Light~ +Title +Champion of Fidelity~ +Champion of Fidelity~ +Champion of Fidelity~ +Champion of Fidelity~ +Title +Champion of Valour~ +Champion of Valour~ +Champion of Valour~ +Champion of Valour~ +Title +Champion of Honour~ +Champion of Honour~ +Champion of Honour~ +Champion of Honour~ +Title +Champion of Justice~ +Champion of Justice~ +Champion of Justice~ +Champion of Justice~ +Title +Champion of Righteousness~ +Champion of Righteousness~ +Champion of Righteousness~ +Champion of Righteousness~ +Title +Champion of Humility~ +Champion of Humility~ +Champion of Humility~ +Champion of Humility~ +Title +Champion of Faith~ +Champion of Faith~ +Champion of Faith~ +Champion of Faith~ +Title +Champion of Zeal~ +Champion of Zeal~ +Champion of Zeal~ +Champion of Zeal~ +Title +Champion of Piety~ +Champion of Piety~ +Champion of Piety~ +Champion of Piety~ +Title +Champion of Light~ +Champion of Light~ +Champion of Light~ +Champion of Light~ +Title +Holy Warrior of Fidelity~ +Holy Warrior of Fidelity~ +Holy Warrior of Fidelity~ +Holy Warrior of Fidelity~ +Title +Holy Warrior of Valour~ +Holy Warrior of Valour~ +Holy Warrior of Valour~ +Holy Warrior of Valour~ +Title +Holy Warrior of Honour~ +Holy Warrior of Honour~ +Holy Warrior of Honour~ +Holy Warrior of Honour~ +Title +Holy Warrior of Justice~ +Holy Warrior of Justice~ +Holy Warrior of Justice~ +Holy Warrior of Justice~ +Title +Holy Warrior of Righteousness~ +Holy Warrior of Righteousness~ +Holy Warrior of Righteousness~ +Holy Warrior of Righteousness~ +Title +Holy Warrior of Humility~ +Holy Warrior of Humility~ +Holy Warrior of Humility~ +Holy Warrior of Humility~ +Title +Holy Warrior of Faith~ +Holy Warrior of Faith~ +Holy Warrior of Faith~ +Holy Warrior of Faith~ +Title +Holy Warrior of Zeal~ +Holy Warrior of Zeal~ +Holy Warrior of Zeal~ +Holy Warrior of Zeal~ +Title +Holy Warrior of Piety~ +Holy Warrior of Piety~ +Holy Warrior of Piety~ +Holy Warrior of Piety~ +Title +Holy Warrior of Light~ +Holy Warrior of Light~ +Holy Warrior of Light~ +Holy Warrior of Light~ +Title +Grand Knight of Fidelity~ +Grand Knight of Fidelity~ +Grand Knight of Fidelity~ +Grand Knight of Fidelity~ +Title +Grand Knight of Valour~ +Grand Knight of Valour~ +Grand Knight of Valour~ +Grand Knight of Valour~ +Title +Grand Knight of Honour~ +Grand Knight of Honour~ +Grand Knight of Honour~ +Grand Knight of Honour~ +Title +Grand Knight of Justice~ +Grand Knight of Justice~ +Grand Knight of Justice~ +Grand Knight of Justice~ +Title +Grand Knight of Righteousness~ +Grand Knight of Righteousness~ +Grand Knight of Righteousness~ +Grand Knight of Righteousness~ +Title +Grand Knight of Humility~ +Grand Knight of Humility~ +Grand Knight of Humility~ +Grand Knight of Humility~ +Title +Grand Knight of Faith~ +Grand Knight of Faith~ +Grand Knight of Faith~ +Grand Knight of Faith~ +Title +Grand Knight of Zeal~ +Grand Knight of Zeal~ +Grand Knight of Zeal~ +Grand Knight of Zeal~ +Title +Grand Knight of Piety~ +Grand Knight of Piety~ +Grand Knight of Piety~ +Grand Knight of Piety~ +Title +Grand Knight of Light~ +Grand Knight of Light~ +Grand Knight of Light~ +Grand Knight of Light~ +Title +Lesser Undead Slayer~ +Lesser Undead Slayer~ +Lesser Undead Slayer~ +Lesser Undead Slayer~ +Title +Lesser Devil Slayer~ +Lesser Devil Slayer~ +Lesser Devil Slayer~ +Lesser Devil Slayer~ +Title +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Title +Undead Slayer~ +Undead Slayer~ +Undead Slayer~ +Undead Slayer~ +Title +Devil Slayer~ +Devil Slayer~ +Devil Slayer~ +Devil Slayer~ +Title +Demon Slayer~ +Demon Slayer~ +Demon Slayer~ +Demon Slayer~ +Title +Greater Undead Slayer~ +Greater Undead Slayer~ +Greater Undead Slayer~ +Greater Undead Slayer~ +Title +Greater Devil Slayer~ +Greater Devil Slayer~ +Greater Devil Slayer~ +Greater Devil Slayer~ +Title +Greater Demon Slayer~ +Greater Demon Slayer~ +Greater Demon Slayer~ +Greater Demon Slayer~ +Title +Master Undead Slayer~ +Master Undead Slayer~ +Master Undead Slayer~ +Master Undead Slayer~ +Title +Master Devil Slayer~ +Master Devil Slayer~ +Master Devil Slayer~ +Master Devil Slayer~ +Title +Master Demon Slayer~ +Master Demon Slayer~ +Master Demon Slayer~ +Master Demon Slayer~ +Title +Supreme Undead Slayer~ +Supreme Undead Slayer~ +Supreme Undead Slayer~ +Supreme Undead Slayer~ +Title +Supreme Devil Slayer~ +Supreme Devil Slayer~ +Supreme Devil Slayer~ +Supreme Devil Slayer~ +Title +Supreme Demon Slayer~ +Supreme Demon Slayer~ +Supreme Demon Slayer~ +Supreme Demon Slayer~ +Title +Paladin Lord of Fidelity~ +Paladin Lord of Fidelity~ +Paladin Lady of Fidelity~ +Paladin Lady of Fidelity~ +Title +Paladin Lord of Valour~ +Paladin Lord of Valour~ +Paladin Lady of Valour~ +Paladin Lady of Valour~ +Title +Paladin Lord of Honour~ +Paladin Lord of Honour~ +Paladin Lady of Honour~ +Paladin Lady of Honour~ +Title +Paladin Lord of Justice~ +Paladin Lord of Justice~ +Paladin Lady of Justice~ +Paladin Lady of Justice~ +Title +Paladin Lord of Righteousness~ +Paladin Lord of Righteousness~ +Paladin Lady of Righteousness~ +Paladin Lady of Righteousness~ +Title +Paladin Lord of Humility~ +Paladin Lord of Humility~ +Paladin Lady of Humility~ +Paladin Lady of Humility~ +Title +Paladin Lord of Faith~ +Paladin Lord of Faith~ +Paladin Lady of Faith~ +Paladin Lady of Faith~ +Title +Paladin Lord of Zeal~ +Paladin Lord of Zeal~ +Paladin Lady of Zeal~ +Paladin Lady of Zeal~ +Title +Paladin Lord of Piety~ +Paladin Lord of Piety~ +Paladin Lady of Piety~ +Paladin Lady of Piety~ +Title +Paladin Lord of Light~ +Paladin Lord of Light~ +Paladin Lady of Light~ +Paladin Lady of Light~ +Title +Avatar of Light~ +Avatar of Light~ +Avatar of Light~ +Avatar of Light~ +Title +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ Demi God~ Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ +Demi Goddess~ Title God~ +God~ +Goddess~ Goddess~ Title Greater God~ +Greater God~ +Greater Goddess~ Greater Goddess~ Title -Ascendant God~ -Ascendant Goddess~ +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title -Exalted God~ -Exalted Goddess~ +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ Title Ancient One~ Ancient One~ +Ancient One~ +Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/Pirate.class b/data/classes/Pirate.class deleted file mode 100644 index 3572889..0000000 --- a/data/classes/Pirate.class +++ /dev/null @@ -1,217 +0,0 @@ -Name Pirate~ -Class 11 -AttrPrime 1 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3022 -Skilladept 85 -Thac0 18 -Thac32 6 -Hpmin 12 -Hpmax 17 -Mana 0 -Expbase 1000 -Affected 0 -Resist 0 -Suscept 0 -Skill 'gnomish' 1 99 -Title -Man~ -Woman~ -Title -Savage~ -Savage~ -Title -Recruit~ -Recruit~ -Title -Sentry~ -Sentress~ -Title -Fighter~ -Fighter~ -Title -Soldier~ -Soldier~ -Title -Warrior~ -Warrior~ -Title -Veteran~ -Veteran~ -Title -Swordsman~ -Swordswoman~ -Title -Fencer~ -Fenceress~ -Title -Combatant~ -Combatess~ -Title -Hero~ -Heroine~ -Title -Myrmidon~ -Myrmidon~ -Title -Swashbuckler~ -Swashbuckleress~ -Title -Mercenary~ -Mercenaress~ -Title -Swordmaster~ -Swordmistress~ -Title -Lieutenant~ -Lieutenant~ -Title -Champion~ -Lady Champion~ -Title -Dragoon~ -Lady Dragoon~ -Title -Cavalier~ -Lady Cavalier~ -Title -Knight~ -Lady Knight~ -Title -Grand Knight~ -Grand Knight~ -Title -Master Knight~ -Master Knight~ -Title -Paladin~ -Paladin~ -Title -Grand Paladin~ -Grand Paladin~ -Title -Demon Slayer~ -Demon Slayer~ -Title -Greater Demon Slayer~ -Greater Demon Slayer~ -Title -Dragon Slayer~ -Dragon Slayer~ -Title -Greater Dragon Slayer~ -Greater Dragon Slayer~ -Title -Underlord~ -Underlord~ -Title -Overlord~ -Overlord~ -Title -Master of the Sword~ -Mistress of the Sword~ -Title -Master of the Shield~ -Mistress of the Shield~ -Title -Master of the Cross~ -Mistress of the Cross~ -Title -Master of the Rings~ -Mistress of the Rings~ -Title -Master of the Battle~ -Mistress of the Battle~ -Title -Baron of Thunder~ -Baroness of Thunder~ -Title -Baron of Storms~ -Baroness of Storms~ -Title -Baron of Tornadoes~ -Baroness of Tornadoes~ -Title -Baron of Hurricanes~ -Baroness of Hurricanes~ -Title -Baron of Meteors~ -Baroness of Meteors~ -Title -Duke of Thunder~ -Dutchess of Thunder~ -Title -Duke of Storms~ -Dutchess of Storms~ -Title -Duke of Tornadoes~ -Dutchess of Tornadoes~ -Title -Duke of Hurricanes~ -Dutchess of Hurricanes~ -Title -Duke of Meteors~ -Dutchess of Meteors~ -Title -King of Courage~ -Queen of Courage~ -Title -King of Honor~ -Queen of Honor~ -Title -King of Strength~ -Queen of Strength~ -Title -King of Humility~ -Queen of Humility~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acolyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Demi God~ -Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Ascendant God~ -Acendant Goddess~ -Title -Exalted God~ -Exalted Goddess~ -Title -Ancient One~ -Ancient One~ -Title -Eternal One~ -Eternal One~ -Title -Infinite One~ -Infinite One~ -Title -Supreme Entity~ -Supreme Entity~ -End diff --git a/data/classes/Ranger.class b/data/classes/Ranger.class old mode 100644 new mode 100755 index 061ca39..746fa88 --- a/data/classes/Ranger.class +++ b/data/classes/Ranger.class @@ -1,308 +1,686 @@ +Version 1 Name Ranger~ Class 6 -AttrPrime 1 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3039 -Skilladept 90 +Attrprime 1 +Weapon 2894 +Armor 2884 +Legwear 2885 +Headwear 2887 +Armwear 2886 +Footwear 2888 +Shield 2893 +Held -1 +Skilladept 95 Thac0 18 -Thac32 6 -Hpmin 11 -Hpmax 15 +Thac0gain 0.375000 +Hpmin 4 +Hpmax 10 Mana 1 -Expbase 1125 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 20 90 -Skill 'aid' 14 90 -Skill 'aqua breath' 24 90 -Skill 'armor' 20 85 -Skill 'berserk style' 25 55 -Skill 'bless' 18 80 -Skill 'blindness' 40 65 -Skill 'bludgeons' 1 80 -Skill 'charm person' 37 85 -Skill 'climb' 3 90 +Skill 'alertness' 38 90 +Skill 'animal senses' 21 90 +Skill 'aqua breath' 29 95 +Skill 'bark skin' 41 90 +Skill 'cause critical' 58 95 +Skill 'cause light' 32 80 +Skill 'cause serious' 46 95 +Skill 'continual light' 20 90 +Skill 'create fire' 32 90 +Skill 'create food' 35 85 +Skill 'create spring' 35 90 +Skill 'create water' 32 90 +Skill 'cure light' 22 85 +Skill 'cure poison' 55 85 +Skill 'cure serious' 44 95 +Skill 'detect poison' 45 90 +Skill 'earthquake' 52 80 +Skill 'entangle' 31 90 +Skill 'faerie fire' 15 90 +Skill 'faerie fog' 38 90 +Skill 'flame blade' 40 90 +Skill 'fletch' 17 95 +Skill 'goodberry' 25 90 +Skill 'infravision' 25 75 +Skill 'inner warmth' 62 80 +Skill 'major track' 72 75 +Skill 'minor track' 49 85 +Skill 'plant pass' 65 90 +Skill 'poison' 52 85 +Skill 'refresh' 43 60 +Skill 'scry' 43 70 +Skill 'aid' 12 90 +Skill 'climb' 12 90 +Skill 'cook' 1 90 +Skill 'detrap' 28 90 +Skill 'dig' 6 95 +Skill 'disarm' 15 90 +Skill 'dual wield' 20 80 +Skill 'endurance' 23 95 +Skill 'grip' 15 75 +Skill 'hide' 10 90 +Skill 'kick' 2 90 +Skill 'mount' 2 95 +Skill 'punch' 11 70 +Skill 'recuperate' 26 95 +Skill 'rescue' 6 95 +Skill 'retreat' 20 95 +Skill 'roundhouse' 33 80 +Skill 'search' 1 90 +Skill 'slice' 1 90 +Skill 'sneak' 10 70 +Skill 'tan' 30 90 +Skill 'track' 10 95 +Skill 'uppercut' 24 95 +Skill 'aggressive style' 1 90 +Skill 'archery' 1 95 +Skill 'axes' 1 90 +Skill 'berserk style' 1 70 +Skill 'blowguns' 1 85 +Skill 'daggers' 1 85 +Skill 'defensive style' 1 90 +Skill 'evasive style' 1 90 +Skill 'maces and hammers' 1 80 +Skill 'pugilism' 1 80 +Skill 'slings' 1 80 +Skill 'spears' 1 80 +Skill 'standard style' 1 90 +Skill 'staves' 1 80 +Skill 'swords' 1 90 +Skill 'talonous arms' 1 80 +Skill 'whips' 1 90 +Skill 'centaur' 1 99 Skill 'common' 1 99 -Skill 'continual light' 35 90 -Skill 'control weather' 32 90 -Skill 'cook' 1 95 -Skill 'create fire' 10 90 -Skill 'create food' 36 85 -Skill 'create spring' 32 90 -Skill 'create water' 8 90 -Skill 'cuff' 15 95 -Skill 'cure blindness' 18 90 -Skill 'cure critical' 36 85 -Skill 'cure light' 18 85 -Skill 'cure poison' 18 85 -Skill 'cure serious' 48 80 -Skill 'defensive style' 28 60 -Skill 'detect evil' 35 90 -Skill 'detect hidden' 43 90 -Skill 'detect invis' 25 85 -Skill 'detect magic' 24 80 -Skill 'detect poison' 18 90 -Skill 'detrap' 41 90 -Skill 'dig' 2 95 -Skill 'disarm' 24 90 -Skill 'dispel magic' 40 90 -Skill 'dodge' 24 85 -Skill 'dream' 34 90 -Skill 'dual wield' 10 90 Skill 'dwarven' 1 99 -Skill 'elbow' 20 80 Skill 'elvish' 1 99 -Skill 'enhanced damage' 30 75 -Skill 'evasive style' 12 70 -Skill 'faerie fire' 35 90 -Skill 'fletch' 20 95 -Skill 'flexible arms' 1 40 -Skill 'float' 45 90 -Skill 'fourth attack' 40 70 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 -Skill 'grip' 32 75 Skill 'halfling' 1 99 -Skill 'hide' 16 90 -Skill 'identify' 24 75 -Skill 'infravision' 10 65 -Skill 'invis' 16 80 -Skill 'kick' 3 90 -Skill 'kindred strength' 30 90 -Skill 'know alignment' 49 90 -Skill 'locate object' 50 90 -Skill 'long blades' 1 85 -Skill 'missile weapons' 20 95 -Skill 'mount' 2 90 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 -Skill 'parry' 23 90 -Skill 'pass door' 50 80 -Skill 'pick lock' 35 60 Skill 'pixie' 1 99 -Skill 'poison' 19 85 -Skill 'pugilism' 1 90 -Skill 'punch' 42 60 -Skill 'punt' 20 75 -Skill 'refresh' 21 60 -Skill 'remove invis' 19 80 -Skill 'rescue' 15 95 -Skill 'roundhouse' 30 65 -Skill 'scan' 11 90 -Skill 'search' 4 90 -Skill 'second attack' 23 90 -Skill 'shield' 29 90 -Skill 'short blades' 1 40 -Skill 'shoulder' 20 80 -Skill 'sleep' 48 70 -Skill 'sneak' 16 90 -Skill 'standard style' 1 90 -Skill 'stone skin' 39 80 -Skill 'swipe' 12 80 -Skill 'talonous arms' 1 95 -Skill 'third attack' 30 90 -Skill 'track' 6 90 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'word of recall' 45 90 Title Man~ +Man~ +Woman~ Woman~ Title -Runner~ -Runner~ +Ranger Novice~ +Ranger Novice~ +Ranger Novice~ +Ranger Novice~ Title Strider~ Strider~ +Strider~ +Strider~ +Title +Chaser~ +Chaser~ +Chaser~ +Chaser~ +Title +Stalker~ +Stalker~ +Stalker~ +Stalker~ +Title +Beast Friend~ +Beast Friend~ +Beast Friend~ +Beast Friend~ Title -Scout~ -Scout~ +Horserider~ +Horserider~ +Horserider~ +Horserider~ +Title +Beastrider~ +Beastrider~ +Beastrider~ +Beastrider~ +Title +Wilderness Scout~ +Wilderness Scout~ +Wilderness Scout~ +Wilderness Scout~ Title Scout Master~ Scout Master~ +Scout Mistress~ +Scout Mistress~ +Title +Forester~ +Forester~ +Forestess~ +Forestess~ Title -Courser~ -Courser~ +Wild Warrior~ +Wild Warrior~ +Wild Valkyrie~ +Wild Valkyrie~ Title +Trailblazer~ +Trailblazer~ +Trailblazer~ +Trailblazer~ +Title +Tracker~ +Tracker~ Tracker~ Tracker~ Title -Guide~ -Guidess~ +Bowman~ +Bowman~ +Bowwoman~ +Bowwoman~ +Title +Bowmaster~ +Bowmaster~ +Bowmistress~ +Bowmistress~ +Title +Beast Lord~ +Beast Lord~ +Beast Lady~ +Beast Lady~ +Title +Huntsman~ +Huntsman~ +Huntswoman~ +Huntswoman~ +Title +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ +Forest Guardian~ +Title +Weather Watcher~ +Weather Watcher~ +Weather Watcher~ +Weather Watcher~ +Title +Wanderer of the Lands~ +Wanderer of the Lands~ +Wanderer of the Lands~ +Wanderer of the Lands~ Title Pathfinder~ Pathfinder~ +Pathfinder~ +Pathfinder~ Title -Explorer~ -Explorer~ -Title -Hunter~ -Huntess~ +Worldly Explorer~ +Worldly Explorer~ +Worldly Explorer~ +Worldly Explorer~ +Title +Desert Runner~ +Desert Runner~ +Desert Runner~ +Desert Runner~ +Title +Animal Protector~ +Animal Protector~ +Animal Protector~ +Animal Protector~ +Title +Ranger Guardian~ +Ranger Guardian~ +Ranger Guardian~ +Ranger Guardian~ +Title +Forest Keeper~ +Forest Keeper~ +Forest Keeper~ +Forest Keeper~ +Title +Undead Hunter~ +Undead Hunter~ +Undead Huntress~ +Undead Huntress~ +Title +Lord of Twilight~ +Lord of Twilight~ +Lady of Twilight~ +Lady of Twilight~ +Title +Arrow Lord~ +Arrow Lord~ +Arrow Lady~ +Arrow Lady~ +Title +Protector of the Free~ +Protector of the Free~ +Protector of the Free~ +Protector of the Free~ +Title +Child of Nature~ +Child of Nature~ +Child of Nature~ +Child of Nature~ +Title +Beast Speaker~ +Beast Speaker~ +Beast Speaker~ +Beast Speaker~ +Title +Land Seeker~ +Land Seeker~ +Land Seeker~ +Land Seeker~ +Title +Herb Gatherer~ +Herb Gatherer~ +Herb Gatherer~ +Herb Gatherer~ +Title +Sage of the Plants~ +Sage of the Plants~ +Sage of the Plants~ +Sage of the Plants~ Title -Beastmaster~ -Beastmistress~ +Forest Master~ +Forest Master~ +Forest Mistress~ +Forest Mistress~ Title Falconer~ +Falconer~ +Falconess~ Falconess~ Title -Feralan~ -Feralan~ -Title -Guardian~ -Guardian~ -Title -Justifier~ -Justifier~ -Title -Stalker~ -Stalker~ -Title -Warden~ -Warden~ -Title -Herbalist~ -Herbalist~ -Title -Enviromentalist~ -Enviromentalist~ +Warrior of Nature~ +Warrior of Nature~ +Warrior of Nature~ +Warrior of Nature~ +Title +Guardian of the Forest~ +Guardian of the Forest~ +Guardian of the Forest~ +Guardian of the Forest~ +Title +Guardian of the Water~ +Guardian of the Water~ +Guardian of the Water~ +Guardian of the Water~ +Title +Guardian of the Mountains~ +Guardian of the Mountains~ +Guardian of the Mountains~ +Guardian of the Mountains~ +Title +Guardian of the Desert~ +Guardian of the Desert~ +Guardian of the Desert~ +Guardian of the Desert~ +Title +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Guardian of the Animals~ +Title +Guardian of the Realms~ +Guardian of the Realms~ +Guardian of the Realms~ +Guardian of the Realms~ +Title +Guardian of the Land~ +Guardian of the Land~ +Guardian of the Land~ +Guardian of the Land~ +Title +Elemental Ranger~ +Elemental Ranger~ +Elemental Ranger~ +Elemental Ranger~ +Title +Undead Stalker~ +Undead Stalker~ +Undead Stalker~ +Undead Stalker~ +Title +Seeker of the Unnatural~ +Seeker of the Unnatural~ +Seeker of the Unnatural~ +Seeker of the Unnatural~ +Title +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ +Elemental Watcher~ Title Journeyman~ +Journeyman~ +Journeywoman~ Journeywoman~ Title -Traveller~ -Traveller~ -Title -Wanderer~ -Wanderer~ -Title -Ranger Squire~ -Ranger Squiress~ +Wanderer of the World~ +Wanderer of the World~ +Wanderer of the World~ +Wanderer of the World~ +Title +Knight of the Land~ +Knight of the Land~ +Lady of the Land~ +Lady of the Land~ +Title +Knight of the Seas~ +Knight of the Seas~ +Lady of the Seas~ +Lady of the Seas~ +Title +Knight of the Forest~ +Knight of the Forest~ +Lady of the Forest~ +Lady of the Forest~ +Title +Knight of the Beasts~ +Knight of the Beasts~ +Lady of the Beasts~ +Lady of the Beasts~ +Title +Knight of the Weather~ +Knight of the Weather~ +Lady of the Weather~ +Lady of the Weather~ +Title +Knight of the Elements~ +Knight of the Elements~ +Lady of the Elements~ +Lady of the Elements~ +Title +Ranger Bowman~ +Ranger Bowman~ +Ranger Bowwoman~ +Ranger Bowwoman~ Title Ranger Knight~ Ranger Knight~ +Ranger Knight~ +Ranger Knight~ Title Ranger Lord~ +Ranger Lord~ +Ranger Lady~ Ranger Lady~ Title -Goblin Slayer~ -Goblin Slayer~ -Title -Gnoll Slayer~ -Gnoll Slayer~ -Title -Ogre Slayer~ -Ogre Slayer~ -Title -Minotaur Slayer~ -Minotaur Slayer~ -Title -Giant Slayer~ -Giant Slayer~ -Title -Skylord~ -Skylady~ -Title -Waterlord~ -Waterlady~ -Title -Treelord~ -Treelady~ -Title -Friend of Dryads~ -Friend of Dryads~ -Title -Friend of Pixies~ -Friend of Pixies~ -Title -Friend of Elves~ -Friend of Elves~ -Title -Swamp Master~ -Swamp Mistress~ +Ghoul Slayer~ +Ghoul Slayer~ +Ghoul Slayer~ +Ghoul Slayer~ +Title +Ghost Slayer~ +Ghost Slayer~ +Ghost Slayer~ +Ghost Slayer~ +Title +Banshee Slayer~ +Banshee Slayer~ +Banshee Slayer~ +Banshee Slayer~ +Title +Death Knight Slayer~ +Death Knight Slayer~ +Death Knight Slayer~ +Death Knight Slayer~ +Title +Vampire Slayer~ +Vampire Slayer~ +Vampire Slayer~ +Vampire Slayer~ +Title +Lich Slayer~ +Lich Slayer~ +Lich Slayer~ +Lich Slayer~ +Title +Wind Lord~ +Wind Lord~ +Wind Lady~ +Wind Lady~ +Title +Water Lord~ +Water Lord~ +Water Lady~ +Water Lady~ +Title +Lord of Flora~ +Lord of Flora~ +Lady of Fauna~ +Lady of Fauna~ +Title +Rightous Defender~ +Rightous Defender~ +Rightous Defender~ +Rightous Defender~ +Title +Avian Lord~ +Avian Lord~ +Avian Lady~ +Avian Lady~ +Title +Skysoarer~ +Skysoarer~ +Skysoarer~ +Skysoarer~ +Title +Druid Blessed~ +Druid Blessed~ +Druid Blessed~ +Druid Blessed~ +Title +Friend of the Dryads~ +Friend of the Dryads~ +Friend of the Dryads~ +Friend of the Dryads~ +Title +Friend of the Sprites~ +Friend of the Sprites~ +Friend of the Sprites~ +Friend of the Sprites~ +Title +Friend of the Pixies~ +Friend of the Pixies~ +Friend of the Pixies~ +Friend of the Pixies~ +Title +Friend of the Centaurs~ +Friend of the Centaurs~ +Friend of the Centaurs~ +Friend of the Centaurs~ +Title +Friend of the Druids~ +Friend of the Druids~ +Friend of the Druids~ +Friend of the Druids~ +Title +Friend of the Forest~ +Friend of the Forest~ +Friend of the Forest~ +Friend of the Forest~ +Title +Friend of the Races~ +Friend of the Races~ +Friend of the Races~ +Friend of the Races~ +Title +Wilderness Master~ +Wilderness Master~ +Wilderness Mistress~ +Wilderness Mistress~ Title Desert Master~ +Desert Master~ +Desert Mistress~ Desert Mistress~ Title Mountain Master~ +Mountain Master~ +Mountain Mistress~ Mountain Mistress~ Title -Forest Master~ -Forest Mistress~ -Title -Defender of Plants~ -Defender of Plants~ -Title -Defender of Animals~ -Defender of Animals~ -Title -Defender of the Earth~ -Defender of the Earth~ -Title -Defender of Nature~ -Defender of Nature~ -Title -Defender of the Realms~ -Defender of the Realms~ +Ice Master~ +Ice Master~ +Ice Mistress~ +Ice Mistress~ +Title +Warrior of the Plants~ +Warrior of the Plants~ +Valkyrie of the Plants~ +Valkyrie of the Plants~ +Title +Warrior of Animals~ +Warrior of Animals~ +Valkyrie of Animals~ +Valkyrie of Animals~ +Title +Warrior of the Earth~ +Warrior of the Earth~ +Valkyrie of the Earth~ +Valkyrie of the Earth~ +Title +Warrior of Nature~ +Warrior of Nature~ +Valkyrie of Nature~ +Valkyrie of Nature~ +Title +Warrior of the Realms~ +Warrior of the Realms~ +Valkyrie of the Realms~ +Valkyrie of the Realms~ +Title +Lord of the Seas~ +Lord of the Seas~ +Lord of the Seas~ +Lord of the Seas~ Title Lord of the Plants~ +Lord of the Plants~ +Lady of the Plants~ Lady of the Plants~ Title Lord of the Animals~ +Lord of the Animals~ +Lady of the Animals~ Lady of the Animals~ Title Lord of the Earth~ +Lord of the Earth~ +Lady of the Earth~ Lady of the Earth~ Title Lord of Nature~ +Lord of Nature~ +Lady of Nature~ Lady of Nature~ Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ +Storm Warrior~ +Storm Warrior~ +Storm Valkyrie~ +Storm Valkyrie~ +Title +Bane of the Undead~ +Bane of the Undead~ +Bane of the Undead~ +Bane of the Undead~ +Title +Moondancer~ +Moondancer~ +Moondancer~ +Moondancer~ +Title +Sunchaser~ +Sunchaser~ +Sunchaser~ +Sunchaser~ +Title +Defender of the Meek~ +Defender of the Meek~ +Defender of the Meek~ +Defender of the Meek~ +Title +Avatar of the Wild~ +Avatar of the Wild~ +Avatar of the Wild~ +Avatar of the Wild~ +Title +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ Title Demi God~ +Demi God~ +Demi Goddess~ Demi Goddess~ Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title God~ +God~ +Goddess~ Goddess~ Title Greater God~ +Greater God~ +Greater Goddess~ Greater Goddess~ Title -Ascendant God~ -Acendant Goddess~ +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title -Exalted God~ -Exalted Goddess~ +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ Title Ancient One~ Ancient One~ +Ancient One~ +Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/Rogue.class b/data/classes/Rogue.class new file mode 100755 index 0000000..b9c1712 --- /dev/null +++ b/data/classes/Rogue.class @@ -0,0 +1,669 @@ +Version 1 +Name Rogue~ +Class 2 +Attrprime 4 +Weapon 2895 +Armor 2884 +Legwear 2885 +Headwear 2887 +Armwear 2886 +Footwear 2888 +Shield -1 +Held -1 +Skilladept 95 +Thac0 18 +Thac0gain 0.350000 +Hpmin 3 +Hpmax 8 +Mana 0 +Skill 'aid' 14 95 +Skill 'anatomical lore' 75 95 +Skill 'assassinate' 70 55 +Skill 'backstab' 14 95 +Skill 'beguile' 48 95 +Skill 'circle' 40 95 +Skill 'climb' 9 95 +Skill 'cook' 1 95 +Skill 'deride' 23 80 +Skill 'detect traps' 12 95 +Skill 'detrap' 17 95 +Skill 'dig' 17 95 +Skill 'dual wield' 44 65 +Skill 'elbow' 45 95 +Skill 'garrotte' 32 95 +Skill 'gouge' 65 95 +Skill 'hide' 2 95 +Skill 'item lore' 33 95 +Skill 'kick' 4 70 +Skill 'knee' 25 70 +Skill 'liquidate' 50 85 +Skill 'mount' 2 95 +Skill 'peek' 15 95 +Skill 'pick lock' 10 95 +Skill 'poison weapon' 36 80 +Skill 'recuperate' 24 95 +Skill 'retreat' 15 95 +Skill 'roguish blessing' 28 95 +Skill 'search' 1 95 +Skill 'sense of balance' 22 95 +Skill 'sidestep' 16 95 +Skill 'sixth sense' 18 95 +Skill 'slice' 1 95 +Skill 'sneak' 5 95 +Skill 'spy' 27 85 +Skill 'steal' 3 95 +Skill 'track' 26 90 +Skill 'tumble' 20 95 +Skill 'vault' 56 90 +Skill 'aggressive style' 1 90 +Skill 'archery' 1 70 +Skill 'axes' 1 70 +Skill 'blowguns' 1 95 +Skill 'daggers' 1 95 +Skill 'defensive style' 1 90 +Skill 'evasive style' 1 90 +Skill 'pugilism' 1 70 +Skill 'slings' 1 70 +Skill 'spears' 1 70 +Skill 'standard style' 1 90 +Skill 'staves' 1 75 +Skill 'swords' 1 80 +Skill 'talonous arms' 1 70 +Skill 'whips' 1 80 +Skill 'centaur' 1 99 +Skill 'common' 1 99 +Skill 'dwarven' 1 99 +Skill 'elvish' 1 99 +Skill 'gith' 1 99 +Skill 'gnomish' 1 99 +Skill 'goblin' 1 99 +Skill 'halfling' 1 99 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 +Skill 'ogre' 1 99 +Skill 'orcish' 1 99 +Skill 'pixie' 1 99 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 +Skill 'trollese' 1 99 +Title +Man~ +Man~ +Woman~ +Woman~ +Title +Beggar~ +Beggar~ +Beggar~ +Beggar~ +Title +Derelict~ +Derelict~ +Derelict~ +Derelict~ +Title +Common Felon~ +Common Felon~ +Common Felon~ +Common Felon~ +Title +Felon~ +Felon~ +Felon~ +Felon~ +Title +Master Felon~ +Master Felon~ +Master Felon~ +Master Felon~ +Title +Pilferer~ +Pilferer~ +Pilferess~ +Pilferess~ +Title +Common Footpad~ +Common Footpad~ +Common Footpad~ +Common Footpad~ +Title +Footpad~ +Footpad~ +Footpad~ +Footpad~ +Title +Master Footpad~ +Master Footpad~ +Master Footpad~ +Master Footpad~ +Title +Common Filcher~ +Common Filcher~ +Common Filcheress~ +Common Filcheress~ +Title +Filcher~ +Filcher~ +Flicheress~ +Flicheress~ +Title +Master Filcher~ +Master Filcher~ +Master Filcheress~ +Master Filcheress~ +Title +Common-Crook~ +Common-Crook~ +Common-Crook~ +Common-Crook~ +Title +Pick-Pocket~ +Pick-Pocket~ +Pick-Pocket~ +Pick-Pocket~ +Title +Common Thug~ +Common Thug~ +Common Thug~ +Common Thug~ +Title +Thug~ +Thug~ +Thug~ +Thug~ +Title +Master Thug~ +Master Thug~ +Master Thug~ +Master Thug~ +Title +Second-Storyman~ +Second-Storyman~ +Second-Storywoman~ +Second-Storywoman~ +Title +Common Sneak~ +Common Sneak~ +Common Sneak~ +Common Sneak~ +Title +Sneak~ +Sneak~ +Sneak~ +Sneak~ +Title +Master Sneak~ +Master Sneak~ +Master Sneak~ +Master Sneak~ +Title +Pincher~ +Pincher~ +Pincheress~ +Pincheress~ +Title +Common Swindler~ +Common Swindler~ +Common Swindler~ +Common Swindler~ +Title +Swindler~ +Swindler~ +Swindler~ +Swindler~ +Title +Master Swindler~ +Master Swindler~ +Master Swindler~ +Master Swindler~ +Title +Cut-Purse~ +Cut-Purse~ +Cut-Purse~ +Cut-Purse~ +Title +Desperado~ +Desperado~ +Desperado~ +Desperado~ +Title +Snatcher~ +Snatcher~ +Snatcheress~ +Snatcheress~ +Title +Master-Crook~ +Master-Crook~ +Master-Crook~ +Master-Crook~ +Title +Common Sharper~ +Common Sharper~ +Common Sharpress~ +Common Sharpress~ +Title +Sharper~ +Sharper~ +Sharperess~ +Sharperess~ +Title +Master Sharper~ +Master Sharper~ +Master Sharperess~ +Master Sharperess~ +Title +Common Bandit~ +Common Bandit~ +Common Bandit~ +Common Bandit~ +Title +Bandit~ +Bandit~ +Bandit~ +Bandit~ +Title +Common-Criminal~ +Common-Criminal~ +Common-Criminal~ +Common-Criminal~ +Title +Rogue~ +Rogue~ +Rogue~ +Rogue~ +Title +Outlaw~ +Outlaw~ +Outlaw~ +Outlaw~ +Title +Common Robber~ +Common Robber~ +Common Robber~ +Common Robber~ +Title +Robber~ +Robber~ +Robber~ +Robber~ +Title +Master Robber~ +Master Robber~ +Master Robber~ +Master Robber~ +Title +Magsman~ +Magsman~ +Magswoman~ +Magswoman~ +Title +Miscreant~ +Miscreant~ +Miscreant~ +Miscreant~ +Title +Highwayman~ +Highwayman~ +Highwaywoman~ +Highwaywoman~ +Title +Common Burglar~ +Common Burglar~ +Common Burglaress~ +Common Burglaress~ +Title +Burglar~ +Burglar~ +Burglaress~ +Burglaress~ +Title +Smuggler~ +Smuggler~ +Smuggler~ +Smuggler~ +Title +Common-Thief~ +Common-Thief~ +Common-Thief~ +Common-Thief~ +Title +Thief~ +Thief~ +Thief~ +Thief~ +Title +Master-Criminal~ +Master-Criminal~ +Master-Criminal~ +Master-Criminal~ +Title +Knifer~ +Knifer~ +Knifer~ +Knifer~ +Title +Griffer~ +Griffer~ +Griffer~ +Griffer~ +Title +Quick-Blade~ +Quick-Blade~ +Quick-Blade~ +Quick-Blade~ +Title +Master-Thief~ +Master-Thief~ +Master-Thief~ +Master-Thief~ +Title +Hitman~ +Hitman~ +Hitwoman~ +Hitwoman~ +Title +Killer~ +Killer~ +Killer~ +Killer~ +Title +Murderer~ +Murderer~ +Murderess~ +Murderess~ +Title +Common-Brigand~ +Common-Brigand~ +Common-Brigand~ +Common-Brigand~ +Title +Brigand~ +Brigand~ +Brigand~ +Brigand~ +Title +Master Brigand~ +Master Brigand~ +Master Brigand~ +Master Brigand~ +Title +Cut-Throat~ +Cut-Throat~ +Cut-Throat~ +Cut-Throat~ +Title +Forger~ +Forger~ +Forger~ +Forger~ +Title +Counterfeiter~ +Counterfeiter~ +Counterfeiter~ +Counterfeiter~ +Title +Stool-Pigeon~ +Stool-Pigeon~ +Stool-Pigeon~ +Stool-Pigeon~ +Title +Informer~ +Informer~ +Informer~ +Informer~ +Title +Extortionist~ +Extortionist~ +Extortionist~ +Extortionist~ +Title +Gangster~ +Gangster~ +Gangster~ +Gangster~ +Title +Spy~ +Spy~ +Spy~ +Spy~ +Title +Grand Spy~ +Grand Spy~ +Grand Spy~ +Grand Spy~ +Title +Master Spy~ +Master Spy~ +Master Spy~ +Master Spy~ +Title +Common Conspirator~ +Common Conspirator~ +Common Conspirator~ +Common Conspirator~ +Title +Conspirator~ +Conspirator~ +Conspirator~ +Conspirator~ +Title +Master Conspirator~ +Master Conspirator~ +Master Conspirator~ +Master Conspirator~ +Title +Assassin~ +Assassin~ +Assassin~ +Assassin~ +Title +Greater Assassin~ +Greater Assassin~ +Greater Assassin~ +Greater Assassin~ +Title +Master Assassin~ +Master Assassin~ +Master Assassin~ +Master Assassin~ +Title +Master of Vision~ +Master of Vision~ +Mistress of Vision~ +Mistress of Vision~ +Title +Master of Hearing~ +Master of Hearing~ +Mistress of Hearing~ +Mistress of Hearing~ +Title +Master of Smell~ +Master of Smell~ +Mistress of Smell~ +Mistress of Smell~ +Title +Master of Taste~ +Master of Taste~ +Mistress of Taste~ +Mistress of Taste~ +Title +Master of Touch~ +Master of Touch~ +Mistress of Touch~ +Mistress of Touch~ +Title +Master of Reality~ +Master of Reality~ +Mistress of Reality~ +Mistress of Reality~ +Title +Guildmaster of the Unseen~ +Guildmaster of the Unseen~ +Guildmistress of the Unseen~ +Guildmistress of the Unseen~ +Title +Guildmaster of Stealth~ +Guildmaster of Stealth~ +Guildmistress of Stealth~ +Guildmistress of Stealth~ +Title +Guildmaster of Assassination~ +Guildmaster of Assassination~ +Guidlmistress of Assassination~ +Guidlmistress of Assassination~ +Title +High Guildmaster~ +High Guildmaster~ +High Guildmistress~ +High Guildmistress~ +Title +Brother of Patience~ +Brother of Patience~ +Sister of Patience~ +Sister of Patience~ +Title +Brother of the Dagger~ +Brother of the Dagger~ +Sister of the Dagger~ +Sister of the Dagger~ +Title +Brother of the Coin~ +Brother of the Coin~ +Sister of the Coin~ +Sister of the Coin~ +Title +Brother of the Shadows~ +Brother of the Shadows~ +Sister of the Shadows~ +Sister of the Shadows~ +Title +Brother of the Guild~ +Brother of the Guild~ +Sister of the Guild~ +Sister of the Guild~ +Title +Lord of the Wolf~ +Lord of the Wolf~ +Lady of the Wolf~ +Lady of the Wolf~ +Title +Lord of the Snake~ +Lord of the Snake~ +Lady of the Snake~ +Lady of the Snake~ +Title +Lord of the Hawk~ +Lord of the Hawk~ +Lady of the Hawk~ +Lady of the Hawk~ +Title +Lord of the Panther~ +Lord of the Panther~ +Lady of the Panther~ +Lady of the Panther~ +Title +Crime Lord~ +Crime Lord~ +Crime Mistress~ +Crime Mistress~ +Title +Infamous Crime Lord~ +Infamous Crime Lord~ +Infamous Crime Mistress~ +Infamous Crime Mistress~ +Title +Greater Crime Lord~ +Greater Crime Lord~ +Greater Crime Mistress~ +Greater Crime Mistress~ +Title +Master Crime Lord~ +Master Crime Lord~ +Master Crime Mistress~ +Master Crime Mistress~ +Title +Godfather~ +Godfather~ +Godmother~ +Godmother~ +Title +Avatar of the Shadows~ +Avatar of the Shadows~ +Avatar of the Shadows~ +Avatar of the Shadows~ +Title +Angel~ +Angel~ +Angel~ +Angel~ +Title +Acolyte~ +Acolyte~ +Acolyte~ +Acolyte~ +Title +Creator~ +Creator~ +Creator~ +Creator~ +Title +Savior~ +Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ +Title +Demi God~ +Demi God~ +Demi Goddess~ +Demi Goddess~ +Title +God~ +God~ +Goddess~ +Goddess~ +Title +Greater God~ +Greater God~ +Greater Goddess~ +Greater Goddess~ +Title +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ +Title +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ +Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ +Ancient One~ +Ancient One~ +Title +Eternal One~ +Eternal One~ +Eternal One~ +Eternal One~ +Title +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Title +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +Supreme Entity~ +End diff --git a/data/classes/Savage.class b/data/classes/Savage.class deleted file mode 100644 index 6276a9d..0000000 --- a/data/classes/Savage.class +++ /dev/null @@ -1,253 +0,0 @@ -Name Savage~ -Class 10 -AttrPrime 1 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3022 -Skilladept 85 -Thac0 18 -Thac32 6 -Hpmin 12 -Hpmax 17 -Mana 0 -Expbase 1000 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 1 95 -Skill 'bash' 12 60 -Skill 'berserk style' 5 95 -Skill 'climb' 2 95 -Skill 'defensive style' 10 80 -Skill 'dig' 1 95 -Skill 'disarm' 25 80 -Skill 'dodge' 14 70 -Skill 'doorbash' 7 95 -Skill 'dual wield' 10 85 -Skill 'enhanced damage' 10 95 -Skill 'evasive style' 15 60 -Skill 'fourth attack' 48 90 -Skill 'grip' 8 90 -Skill 'hitall' 50 95 -Skill 'kick' 1 85 -Skill 'mount' 7 80 -Skill 'parry' 35 75 -Skill 'rescue' 4 80 -Skill 'scan' 6 75 -Skill 'search' 10 80 -Skill 'second attack' 16 95 -Skill 'standard style' 1 95 -Skill 'stun' 10 25 -Skill 'third attack' 32 95 -Skill 'track' 38 85 -Skill 'bludgeons' 1 95 -Skill 'flexible arms' 1 25 -Skill 'long blades' 1 85 -Skill 'pugilism' 1 95 -Skill 'short blades' 1 75 -Skill 'talonous arms' 1 75 -Skill 'common' 1 99 -Skill 'gnomish' 1 99 -Skill 'ogre' 1 99 -Skill 'orcish' 1 99 -Skill 'trollese' 1 99 -Title -Man~ -Woman~ -Title -Savage~ -Savage~ -Title -Recruit~ -Recruit~ -Title -Sentry~ -Sentress~ -Title -Fighter~ -Fighter~ -Title -Soldier~ -Soldier~ -Title -Warrior~ -Warrior~ -Title -Veteran~ -Veteran~ -Title -Swordsman~ -Swordswoman~ -Title -Fencer~ -Fenceress~ -Title -Combatant~ -Combatess~ -Title -Hero~ -Heroine~ -Title -Myrmidon~ -Myrmidon~ -Title -Swashbuckler~ -Swashbuckleress~ -Title -Mercenary~ -Mercenaress~ -Title -Swordmaster~ -Swordmistress~ -Title -Lieutenant~ -Lieutenant~ -Title -Champion~ -Lady Champion~ -Title -Dragoon~ -Lady Dragoon~ -Title -Cavalier~ -Lady Cavalier~ -Title -Knight~ -Lady Knight~ -Title -Grand Knight~ -Grand Knight~ -Title -Master Knight~ -Master Knight~ -Title -Paladin~ -Paladin~ -Title -Grand Paladin~ -Grand Paladin~ -Title -Demon Slayer~ -Demon Slayer~ -Title -Greater Demon Slayer~ -Greater Demon Slayer~ -Title -Dragon Slayer~ -Dragon Slayer~ -Title -Greater Dragon Slayer~ -Greater Dragon Slayer~ -Title -Underlord~ -Underlord~ -Title -Overlord~ -Overlord~ -Title -Master of the Sword~ -Mistress of the Sword~ -Title -Master of the Shield~ -Mistress of the Shield~ -Title -Master of the Cross~ -Mistress of the Cross~ -Title -Master of the Rings~ -Mistress of the Rings~ -Title -Master of the Battle~ -Mistress of the Battle~ -Title -Baron of Thunder~ -Baroness of Thunder~ -Title -Baron of Storms~ -Baroness of Storms~ -Title -Baron of Tornadoes~ -Baroness of Tornadoes~ -Title -Baron of Hurricanes~ -Baroness of Hurricanes~ -Title -Baron of Meteors~ -Baroness of Meteors~ -Title -Duke of Thunder~ -Dutchess of Thunder~ -Title -Duke of Storms~ -Dutchess of Storms~ -Title -Duke of Tornadoes~ -Dutchess of Tornadoes~ -Title -Duke of Hurricanes~ -Dutchess of Hurricanes~ -Title -Duke of Meteors~ -Dutchess of Meteors~ -Title -King of Courage~ -Queen of Courage~ -Title -King of Honor~ -Queen of Honor~ -Title -King of Strength~ -Queen of Strength~ -Title -King of Humility~ -Queen of Humility~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acolyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Demi God~ -Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Ascendant God~ -Acendant Goddess~ -Title -Exalted God~ -Exalted Goddess~ -Title -Ancient One~ -Ancient One~ -Title -Eternal One~ -Eternal One~ -Title -Infinite One~ -Infinite One~ -Title -Supreme Entity~ -Supreme Entity~ -End diff --git a/data/classes/Thief.class b/data/classes/Thief.class deleted file mode 100644 index 95d7081..0000000 --- a/data/classes/Thief.class +++ /dev/null @@ -1,271 +0,0 @@ -Name Thief~ -Class 2 -AttrPrime 2 -AttrSecond 0 -AttrDeficient 0 -Weapon 10312 -Guild 3028 -Skilladept 85 -Thac0 18 -Thac32 8 -Hpmin 8 -Hpmax 13 -Mana 0 -Expbase 750 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 1 80 -Skill 'aid' 18 70 -Skill 'backstab' 1 95 -Skill 'bash' 49 60 -Skill 'berserk style' 33 45 -Skill 'bludgeons' 1 40 -Skill 'circle' 25 95 -Skill 'climb' 1 85 -Skill 'common' 1 99 -Skill 'cook' 1 95 -Skill 'defensive style' 1 95 -Skill 'detrap' 16 85 -Skill 'dig' 2 90 -Skill 'disarm' 10 90 -Skill 'dodge' 1 95 -Skill 'dual wield' 40 85 -Skill 'dwarven' 1 99 -Skill 'elvish' 1 99 -Skill 'enhanced damage' 44 55 -Skill 'evasive style' 2 95 -Skill 'flexible arms' 1 95 -Skill 'fourth attack' 47 30 -Skill 'gith' 1 99 -Skill 'goblin' 1 99 -Skill 'gouge' 20 95 -Skill 'halfling' 1 99 -Skill 'headbutt' 20 60 -Skill 'hide' 1 85 -Skill 'knee' 15 70 -Skill 'leap' 20 95 -Skill 'long blades' 1 80 -Skill 'mount' 5 85 -Skill 'ogre' 1 99 -Skill 'orcish' 1 99 -Skill 'peek' 1 95 -Skill 'pick lock' 1 95 -Skill 'pixie' 1 99 -Skill 'poison weapon' 27 85 -Skill 'pugilism' 1 85 -Skill 'punch' 30 50 -Skill 'scan' 7 90 -Skill 'search' 3 85 -Skill 'second attack' 10 90 -Skill 'short blades' 1 95 -Skill 'sneak' 1 95 -Skill 'spinkick' 19 90 -Skill 'standard style' 1 85 -Skill 'steal' 1 95 -Skill 'swipe' 10 85 -Skill 'talonous arms' 1 80 -Skill 'third attack' 33 70 -Skill 'track' 15 85 -Skill 'trollese' 1 99 -Skill 'tumble' 46 95 -Skill 'vault' 25 90 -Title -Man~ -Woman~ -Title -Pilferer~ -Pilferess~ -Title -Footpad~ -Footpad~ -Title -Filcher~ -Filcheress~ -Title -Pick-Pocket~ -Pick-Pocket~ -Title -Sneak~ -Sneak~ -Title -Pincher~ -Pincheress~ -Title -Cut-Purse~ -Cut-Purse~ -Title -Snatcher~ -Snatcheress~ -Title -Sharper~ -Sharpress~ -Title -Rogue~ -Rogue~ -Title -Robber~ -Robber~ -Title -Magsman~ -Magswoman~ -Title -Highwayman~ -Highwaywoman~ -Title -Burglar~ -Burglaress~ -Title -Thief~ -Thief~ -Title -Knifer~ -Knifer~ -Title -Quick-Blade~ -Quick-Blade~ -Title -Killer~ -Murderess~ -Title -Brigand~ -Brigand~ -Title -Cut-Throat~ -Cut-Throat~ -Title -Spy~ -Spy~ -Title -Grand Spy~ -Grand Spy~ -Title -Master Spy~ -Master Spy~ -Title -Assassin~ -Assassin~ -Title -Greater Assassin~ -Greater Assassin~ -Title -Master of Vision~ -Mistress of Vision~ -Title -Master of Hearing~ -Mistress of Hearing~ -Title -Master of Smell~ -Mistress of Smell~ -Title -Master of Taste~ -Mistress of Taste~ -Title -Master of Touch~ -Mistress of Touch~ -Title -Master of Reality~ -Mistress of Reality~ -Title -Guildmaster of the Unseen~ -Guildmistress of the Unseen~ -Title -Guildmaster of Stealth~ -Guildmistress of Stealth~ -Title -Guildmaster of Assassination~ -Guildmistress of Assassination~ -Title -High Guildmaster~ -High Guildmistress~ -Title -Brother of Patience~ -Sister of Patience~ -Title -Brother of the Dagger~ -Sister of the Dagger~ -Title -Brother of the Coin~ -Sister of the Coin~ -Title -Brother of the Shadows~ -Sister of the Shadows~ -Title -Brother of the Guild~ -Sister of the Guild~ -Title -Lord of the Wolf~ -Lady of the Wolf~ -Title -Lord of the Snake~ -Lady of the Serpent~ -Title -Lord of the Hawk~ -Lady of the Hawk~ -Title -Lord of the Panther~ -Lady of the Panther~ -Title -Crime Lord~ -Crime Mistress~ -Title -Infamous Crime Lord~ -Infamous Crime Mistress~ -Title -Greater Crime Lord~ -Greater Crime Mistress~ -Title -Master Crime Lord~ -Master Crime Mistress~ -Title -Godfather~ -Godmother~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acolyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Demi God~ -Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Ascendant God~ -Acendant Goddess~ -Title -Exalted God~ -Exalted Goddess~ -Title -Ancient One~ -Ancient One~ -Title -Eternal One~ -Eternal One~ -Title -Infinite One~ -Infinite One~ -Title -Supreme Entity~ -Supreme Entity~ -End diff --git a/data/classes/Vampire.class b/data/classes/Vampire.class deleted file mode 100644 index 1db42c6..0000000 --- a/data/classes/Vampire.class +++ /dev/null @@ -1,299 +0,0 @@ -Name Vampire~ -Class 4 -AttrPrime 2 -AttrSecond 0 -AttrDeficient 0 -Weapon 10312 -Guild 3036 -Skilladept 95 -Thac0 18 -Thac32 7 -Hpmin 9 -Hpmax 14 -Mana 0 -Expbase 1500 -Affected 0 -Resist 0 -Suscept 0 -Skill 'aggressive style' 4 95 -Skill 'aid' 21 60 -Skill 'berserk style' 12 80 -Skill 'bite' 11 95 -Skill 'bloodlet' 11 95 -Skill 'bludgeons' 1 50 -Skill 'broach' 41 60 -Skill 'chill touch' 3 95 -Skill 'climb' 8 95 -Skill 'common' 1 99 -Skill 'control weather' 18 95 -Skill 'cook' 1 95 -Skill 'defensive style' 16 90 -Skill 'detect magic' 20 85 -Skill 'detect traps' 20 90 -Skill 'dig' 2 95 -Skill 'disarm' 25 95 -Skill 'disenchant weapon' 40 85 -Skill 'dispel magic' 25 95 -Skill 'dodge' 22 95 -Skill 'dominate' 14 95 -Skill 'dual wield' 35 95 -Skill 'dwarven' 1 99 -Skill 'elbow' 15 85 -Skill 'elvish' 1 99 -Skill 'enchant weapon' 40 85 -Skill 'energy drain' 17 95 -Skill 'enhanced damage' 5 95 -Skill 'evasive style' 12 90 -Skill 'feed' 3 95 -Skill 'flexible arms' 1 40 -Skill 'float' 1 95 -Skill 'fly' 10 95 -Skill 'fourth attack' 38 85 -Skill 'gith' 1 99 -Skill 'goblin' 1 99 -Skill 'grasp suspiria' 50 95 -Skill 'halfling' 1 99 -Skill 'harm' 13 95 -Skill 'hide' 3 95 -Skill 'identify' 15 95 -Skill 'infravision' 1 95 -Skill 'invis' 10 95 -Skill 'kindred strength' 15 95 -Skill 'knee' 20 60 -Skill 'know alignment' 6 95 -Skill 'leap' 18 80 -Skill 'lightning bolt' 17 95 -Skill 'locate object' 20 95 -Skill 'long blades' 1 85 -Skill 'mistform' 18 95 -Skill 'mistwalk' 31 90 -Skill 'mount' 16 95 -Skill 'occulutus visum' 12 95 -Skill 'ogre' 1 99 -Skill 'orcish' 1 99 -Skill 'parry' 11 95 -Skill 'peek' 16 95 -Skill 'pixie' 1 99 -Skill 'poison' 6 95 -Skill 'pugilism' 1 95 -Skill 'scan' 36 85 -Skill 'scry' 29 95 -Skill 'search' 9 95 -Skill 'second attack' 11 95 -Skill 'shield' 27 95 -Skill 'shocking grasp' 12 95 -Skill 'short blades' 1 95 -Skill 'shriek' 35 95 -Skill 'sleep' 12 95 -Skill 'sneak' 3 95 -Skill 'standard style' 1 90 -Skill 'steal' 6 95 -Skill 'stone skin' 30 95 -Skill 'talonous arms' 1 95 -Skill 'teleport' 11 95 -Skill 'third attack' 23 95 -Skill 'transport' 45 40 -Skill 'trollese' 1 99 -Skill 'ventriloquate' 9 95 -Skill 'vomica pravus' 13 45 -Skill 'weaken' 6 95 -Skill 'word of recall' 30 95 -Title -Vampire~ -Vampiress~ -Title -Apprentice of Blood~ -Apprentice of Blood~ -Title -Blood Student~ -Blood Student~ -Title -Scholar of Blood~ -Scholar of Blood~ -Title -Delver in Blood~ -Delveress in Blood~ -Title -Medium of Blood~ -Medium of Blood~ -Title -Scribe of Blood~ -Scribess of Blood~ -Title -Seer of Blood~ -Seeress of Blood~ -Title -Blood Sage~ -Blood Sage~ -Title -Illusionist~ -Illusionist~ -Title -Abjurer~ -Abjuress~ -Title -Invoker~ -Invoker~ -Title -Enchanter~ -Enchantress~ -Title -Conjurer~ -Conjuress~ -Title -Magician~ -Witch~ -Title -Maker~ -Maker~ -Title -Savant~ -Savant~ -Title -Magus~ -Craftess~ -Title -Warlock~ -War Witch~ -Title -Demi-Sorcerer~ -Demi-Sorceress~ -Title -Sorcerer~ -Sorceress~ -Title -Elder Sorcerer~ -Elder Sorceress~ -Title -Grand Sorcerer~ -Grand Sorceress~ -Title -Great Sorcerer~ -Great Sorceress~ -Title -Zombie Maker~ -Zombie Maker~ -Title -Greater Zombie Maker~ -Greater Zombie Maker~ -Title -Maker of Stones~ -Maker of Stones~ -Title -Maker of Poisons~ -Maker of Poisons~ -Title -Maker of Slaves~ -Maker of Slaves~ -Title -Green Wizard~ -Green Wizard~ -Title -Brown Wizard~ -Brown Wizard~ -Title -Blue Wizard~ -Blue Wizard~ -Title -Red Wizard~ -Red Wizard~ -Title -Grey Wizard~ -Grey Wizard~ -Title -White Wizard~ -White Wizard~ -Title -Silver Wizard~ -Silver Wizard~ -Title -Gold Wizard~ -Gold Wizard~ -Title -Platinum Wizard~ -Platinum Wizard~ -Title -Diamond Wizard~ -Diamond Wizard~ -Title -Archmage of Rods~ -Archmage of Rods~ -Title -Archmage of Wands~ -Archmage of Wands~ -Title -Archmage of Staves~ -Archmage of Staves~ -Title -Archmage of Orbs~ -Archmage of Orbs~ -Title -Demon Summoner~ -Demon Summoner~ -Title -Greater Demon Summoner~ -Greater Demon Summoner~ -Title -Dragon Charmer~ -Dragon Charmer~ -Title -Greater Dragon Charmer~ -Greater Dragon Charmer~ -Title -Master of Demons~ -Mistress of Demons~ -Title -Master of Dragons~ -Mistress of Dragons~ -Title -Master of all Magic~ -Mistress of all Magic~ -Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ -Title -Acolyte~ -Acolyte~ -Title -Creator~ -Creator~ -Title -Savior~ -Savior~ -Title -Demi God~ -Demi Goddess~ -Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title -God~ -Goddess~ -Title -Greater God~ -Greater Goddess~ -Title -Ascendant God~ -Acendant Goddess~ -Title -Exalted God~ -Exalted Goddess~ -Title -Ancient One~ -Ancient One~ -Title -Eternal One~ -Eternal One~ -Title -Infinite One~ -Infinite One~ -Title -Supreme Entity~ -Supreme Entity~ -End diff --git a/data/classes/Warrior.class b/data/classes/Warrior.class old mode 100644 new mode 100755 index 44c6564..50b23ab --- a/data/classes/Warrior.class +++ b/data/classes/Warrior.class @@ -1,272 +1,670 @@ +Version 1 Name Warrior~ Class 3 -AttrPrime 1 -AttrSecond 0 -AttrDeficient 0 -Weapon 10313 -Guild 3022 -Skilladept 85 +Attrprime 1 +Weapon 2894 +Armor 2889 +Legwear 2891 +Headwear 2890 +Armwear 2892 +Footwear 2888 +Shield 2893 +Held -1 +Skilladept 95 Thac0 18 -Thac32 6 -Hpmin 11 -Hpmax 15 +Thac0gain 0.400000 +Hpmin 5 +Hpmax 12 Mana 0 -Expbase 1150 -Affected 0 -Resist 0 -Suscept 0 +Skill 'adrenaline rush' 42 95 +Skill 'aid' 3 95 +Skill 'bandage' 21 95 +Skill 'bash' 8 95 +Skill 'battle fury' 60 95 +Skill 'berserk' 3 95 +Skill 'blitz' 65 85 +Skill 'cook' 1 95 +Skill 'dig' 10 95 +Skill 'disarm' 12 95 +Skill 'doorbash' 4 95 +Skill 'dual wield' 30 65 +Skill 'endurance' 23 95 +Skill 'enhanced damage' 25 95 +Skill 'frenzy' 38 85 +Skill 'grip' 11 95 +Skill 'headbutt' 84 95 +Skill 'hitall' 45 90 +Skill 'jab' 46 95 +Skill 'kick' 2 95 +Skill 'leap' 68 95 +Skill 'lunge' 74 95 +Skill 'mount' 2 95 +Skill 'pummel' 92 95 +Skill 'punch' 7 95 +Skill 'rampage' 86 85 +Skill 'recuperate' 26 95 +Skill 'rescue' 6 95 +Skill 'retreat' 20 95 +Skill 'roundhouse' 27 95 +Skill 'search' 1 95 +Skill 'slice' 1 95 +Skill 'strike' 35 95 +Skill 'stun' 22 40 +Skill 'swipe' 58 95 +Skill 'tan' 35 85 +Skill 'track' 18 80 +Skill 'uppercut' 14 95 Skill 'aggressive style' 1 95 -Skill 'aid' 6 80 -Skill 'bash' 30 85 -Skill 'berserk style' 10 95 -Skill 'blitz' 28 80 -Skill 'bludgeons' 1 95 -Skill 'climb' 2 85 +Skill 'archery' 1 95 +Skill 'axes' 1 95 +Skill 'berserk style' 1 95 +Skill 'blowguns' 1 95 +Skill 'daggers' 1 95 +Skill 'defensive style' 1 95 +Skill 'evasive style' 1 95 +Skill 'maces and hammers' 1 95 +Skill 'pugilism' 1 95 +Skill 'slings' 1 95 +Skill 'spears' 1 95 +Skill 'standard style' 1 95 +Skill 'staves' 1 95 +Skill 'swords' 1 95 +Skill 'talonous arms' 1 95 +Skill 'whips' 1 95 +Skill 'centaur' 1 99 Skill 'common' 1 99 -Skill 'cook' 1 95 -Skill 'defensive style' 2 95 -Skill 'dig' 2 95 -Skill 'disarm' 20 85 -Skill 'dodge' 19 70 -Skill 'doorbash' 8 85 -Skill 'dual wield' 15 85 Skill 'dwarven' 1 99 -Skill 'elbow' 18 90 Skill 'elvish' 1 99 -Skill 'enhanced damage' 1 95 -Skill 'evasive style' 2 95 -Skill 'fifth attack' 42 85 -Skill 'flexible arms' 1 40 -Skill 'fourth attack' 32 90 Skill 'gith' 1 99 +Skill 'gnomish' 1 99 Skill 'goblin' 1 99 -Skill 'grip' 25 90 Skill 'halfling' 1 99 -Skill 'headbutt' 25 90 -Skill 'hitall' 50 95 -Skill 'jab' 20 95 -Skill 'kick' 1 85 -Skill 'long blades' 1 95 -Skill 'lunge' 22 90 -Skill 'mount' 3 85 +Skill 'insectoid' 1 95 +Skill 'minotaur' 1 99 Skill 'ogre' 1 99 Skill 'orcish' 1 99 -Skill 'parry' 1 85 Skill 'pixie' 1 99 -Skill 'pugilism' 1 95 -Skill 'pummel' 30 80 -Skill 'punch' 25 90 -Skill 'punt' 15 95 -Skill 'rescue' 4 80 -Skill 'roundhouse' 25 70 -Skill 'scan' 46 45 -Skill 'search' 5 85 -Skill 'second attack' 5 95 -Skill 'short blades' 1 60 -Skill 'shoulder' 18 90 -Skill 'standard style' 1 95 -Skill 'stun' 48 85 -Skill 'talonous arms' 1 80 -Skill 'third attack' 23 95 -Skill 'track' 38 85 +Skill 'reptile' 1 99 +Skill 'sahuagin' 1 95 Skill 'trollese' 1 99 -Skill 'uppercut' 28 80 Title Man~ +Man~ +Woman~ Woman~ Title +Novice~ +Novice~ +Novice~ +Novice~ +Title +Swordpupil~ +Swordpupil~ Swordpupil~ Swordpupil~ Title Recruit~ Recruit~ +Recruit~ +Recruit~ +Title +Watchman~ +Watchman~ +Watchwoman~ +Watchwoman~ +Title +Guard~ +Guard~ +Guard~ +Guard~ Title Sentry~ +Sentry~ +Sentress~ Sentress~ Title Fighter~ Fighter~ +Fighter~ +Fighter~ Title Soldier~ Soldier~ +Soldier~ +Soldier~ Title Warrior~ Warrior~ +Warrior~ +Warrior~ Title Veteran~ Veteran~ +Veteran~ +Veteran~ Title Swordsman~ +Swordsman~ +Swordswoman~ Swordswoman~ Title Fencer~ +Fencer~ +Fenceress~ Fenceress~ Title Combatant~ +Combatant~ +Combatess~ Combatess~ Title Hero~ +Hero~ +Heroine~ Heroine~ Title Myrmidon~ Myrmidon~ +Myrmidon~ +Myrmidon~ +Title +Hoplite~ +Hoplite~ +Hoplite~ +Hoplite~ +Title +Legionary~ +Legionary~ +Legionary~ +Legionary~ +Title +Centurion~ +Centurion~ +Centurion~ +Centurion~ +Title +Tribune~ +Tribune~ +Tribune~ +Tribune~ +Title +Praetorian~ +Praetorian~ +Praetorian~ +Praetorian~ Title Swashbuckler~ +Swashbuckler~ +Swashbuckleress~ Swashbuckleress~ Title Mercenary~ +Mercenary~ Mercenaress~ +Mercenaress~ +Title +Axemaster~ +Axemaster~ +Axemistress~ +Axemistress~ Title +Stavesmaster~ +Stavesmaster~ +Stavesmistress~ +Stavesmistress~ +Title +Bowmaster~ +Bowmaster~ +Bowmistress~ +Bowmistress~ +Title +Swordmaster~ Swordmaster~ Swordmistress~ +Swordmistress~ +Title +Armsmaster~ +Armsmaster~ +Armsmistress~ +Armsmistress~ Title +Weaponsmaster~ +Weaponsmaster~ +Weaponsmistress~ +Weaponsmistress~ +Title +Sergeant~ +Sergeant~ +Sergeant~ +Sergeant~ +Title +Lieutenant~ Lieutenant~ Lieutenant~ +Lieutenant~ +Title +Captain~ +Captain~ +Captain~ +Captain~ Title Champion~ +Champion~ +Lady Champion~ Lady Champion~ Title Dragoon~ +Dragoon~ +Lady Dragoon~ Lady Dragoon~ Title Cavalier~ +Cavalier~ Lady Cavalier~ +Lady Cavalier~ +Title +Companion~ +Companion~ +Companion~ +Companion~ +Title +Novice Knight~ +Novice Knight~ +Novice Knight~ +Novice Knight~ Title Knight~ +Knight~ +Lady Knight~ Lady Knight~ Title Grand Knight~ Grand Knight~ +Grand Knight~ +Grand Knight~ Title Master Knight~ Master Knight~ +Master Knight~ +Master Knight~ +Title +Novice Crusader~ +Novice Crusader~ +Novice Crusader~ +Novice Crusader~ Title -Paladin~ -Paladin~ +Crusader~ +Crusader~ +Crusader~ +Crusader~ Title -Grand Paladin~ -Grand Paladin~ +Grand Crusader~ +Grand Crusader~ +Grand Crusader~ +Grand Crusader~ Title +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Lesser Demon Slayer~ +Title +Demon Slayer~ +Demon Slayer~ Demon Slayer~ Demon Slayer~ Title Greater Demon Slayer~ Greater Demon Slayer~ +Greater Demon Slayer~ +Greater Demon Slayer~ Title +Master Demon Slayer~ +Master Demon Slayer~ +Master Demon Slayer~ +Master Demon Slayer~ +Title +Lesser Dragon Slayer~ +Lesser Dragon Slayer~ +Lesser Dragon Slayer~ +Lesser Dragon Slayer~ +Title +Dragon Slayer~ +Dragon Slayer~ Dragon Slayer~ Dragon Slayer~ Title Greater Dragon Slayer~ Greater Dragon Slayer~ +Greater Dragon Slayer~ +Greater Dragon Slayer~ +Title +Master Dragon Slayer~ +Master Dragon Slayer~ +Master Dragon Slayer~ +Master Dragon Slayer~ Title Underlord~ Underlord~ +Underlord~ +Underlord~ +Title +Lord~ +Lord~ +Lady~ +Lady~ Title Overlord~ Overlord~ +Overlord~ +Overlord~ +Title +Knight of the Sword~ +Knight of the Sword~ +Knight of the Sword~ +Knight of the Sword~ Title Master of the Sword~ +Master of the Sword~ +Mistress of the Sword~ Mistress of the Sword~ Title +Lord of the Sword~ +Lord of the Sword~ +Lady of the Sword~ +Lady of the Sword~ +Title +Knight of the Shield~ +Knight of the Shield~ +Knight of the Shield~ +Knight of the Shield~ +Title +Master of the Shield~ Master of the Shield~ Mistress of the Shield~ +Mistress of the Shield~ +Title +Lord of the Shield~ +Lord of the Shield~ +Lady of the Shield~ +Lady of the Shield~ Title +Knight of the Cross~ +Knight of the Cross~ +Knight of the Cross~ +Knight of the Cross~ +Title +Master of the Cross~ Master of the Cross~ Mistress of the Cross~ +Mistress of the Cross~ +Title +Lord of the Cross~ +Lord of the Cross~ +Lady of the Cross~ +Lady of the Cross~ +Title +Knight of the Rings~ +Knight of the Rings~ +Knight of the Rings~ +Knight of the Rings~ Title Master of the Rings~ +Master of the Rings~ +Mistress of the Rings~ Mistress of the Rings~ Title -Master of the Battle~ -Mistress of the Battle~ +Lord of the Rings~ +Lord of the Rings~ +Lady of the Rings~ +Lady of the Rings~ +Title +Knight of Battle~ +Knight of Battle~ +Knight of Battle~ +Knight of Battle~ +Title +Master of Battle~ +Master of Battle~ +Mistress of Battle~ +Mistress of Battle~ +Title +Lord of Battle~ +Lord of Battle~ +Lady of Battle~ +Lady of Battle~ Title Baron of Thunder~ +Baron of Thunder~ +Baroness of Thunder~ Baroness of Thunder~ Title Baron of Storms~ +Baron of Storms~ +Baroness of Storms~ Baroness of Storms~ Title Baron of Tornadoes~ +Baron of Tornadoes~ +Baroness of Tornadoes~ Baroness of Tornadoes~ Title Baron of Hurricanes~ +Baron of Hurricanes~ +Baroness of Hurricanes~ Baroness of Hurricanes~ Title Baron of Meteors~ +Baron of Meteors~ +Baroness of Meteors~ Baroness of Meteors~ Title +Baron of the Elements~ +Baron of the Elements~ +Baroness of the Elements~ +Baroness of the Elements~ +Title +Baron of Nature~ +Baron of Nature~ +Baroness of Nature~ +Baroness of Nature~ +Title +Duke of Thunder~ Duke of Thunder~ Dutchess of Thunder~ +Dutchess of Thunder~ Title Duke of Storms~ +Duke of Storms~ +Dutchess of Storms~ Dutchess of Storms~ Title Duke of Tornadoes~ +Duke of Tornadoes~ +Dutchess of Tornadoes~ Dutchess of Tornadoes~ Title Duke of Hurricanes~ +Duke of Hurricanes~ +Dutchess of Hurricanes~ Dutchess of Hurricanes~ Title Duke of Meteors~ +Duke of Meteors~ +Dutchess of Meteors~ Dutchess of Meteors~ Title +Duke of the Elements~ +Duke of the Elements~ +Duchess of the Elements~ +Duchess of the Elements~ +Title +Duke of Nature~ +Duke of Nature~ +Duchess of Nature~ +Duchess of Nature~ +Title +Prince of Thunder~ +Prince of Thunder~ +Princess of Thunder~ +Princess of Thunder~ +Title +Prince of Storms~ +Prince of Storms~ +Princess of Storms~ +Princess of Storms~ +Title +Prince of Tornadoes~ +Prince of Tornadoes~ +Princess of Tornadoes~ +Princess of Tornadoes~ +Title +Prince of Hurricanes~ +Prince of Hurricanes~ +Princess of Hurricanes~ +Princess of Hurricanes~ +Title +Prince of Meteors~ +Prince of Meteors~ +Princess of Meteors~ +Princess of Meteors~ +Title +Prince of the Elements~ +Prince of the Elements~ +Princess of the Elements~ +Princess of the Elements~ +Title +Prince of Nature~ +Prince of Nature~ +Princess of Nature~ +Princess of Nature~ +Title King of Courage~ +King of Courage~ +Queen of Courage~ Queen of Courage~ Title King of Honor~ +King of Honor~ +Queen of Honor~ Queen of Honor~ Title King of Strength~ +King of Strength~ Queen of Strength~ +Queen of Strength~ +Title +King of Wisdom~ +King of Wisdom~ +Queen of Wisdom~ +Queen of Wisdom~ Title King of Humility~ +King of Humility~ +Queen of Humility~ Queen of Humility~ Title -Avatar~ -Avatar~ -Title -Neophyte~ -Neophyte~ +King of Virtue~ +King of Virtue~ +Queen of Virtue~ +Queen of Virtue~ +Title +King of the Realm~ +King of the Realm~ +Queen of the Realm~ +Queen of the Realm~ +Title +King of All~ +King of All~ +Queen of All~ +Queen of All~ +Title +Emperor of the Realm~ +Emperor of the Realm~ +Emperess of the Realm~ +Emperess of the Realm~ +Title +Emperor of the World~ +Emperor of the World~ +Emperess of the World~ +Emperess of the World~ +Title +Avatar of Conquest~ +Avatar of Conquest~ +Avatar of Conquest~ +Avatar of Conquest~ +Title +Angel~ +Angel~ +Angel~ +Angel~ Title Acolyte~ Acolyte~ +Acolyte~ +Acolyte~ Title Creator~ Creator~ +Creator~ +Creator~ Title Savior~ Savior~ +Savior~ +Savior~ +Title +Deity~ +Deity~ +Deity~ +Deity~ Title Demi God~ +Demi God~ +Demi Goddess~ Demi Goddess~ Title -Immortal~ -Immortal~ -Title -Lesser God~ -Lesser Goddess~ -Title +God~ God~ Goddess~ +Goddess~ Title Greater God~ +Greater God~ +Greater Goddess~ Greater Goddess~ Title -Ascendant God~ -Acendant Goddess~ +Dream God~ +Dream God~ +Dream Goddess~ +Dream Goddess~ Title -Exalted God~ -Exalted Goddess~ +Elemental God~ +Elemental God~ +Elemental Goddess~ +Elemental Goddess~ Title +Astral God~ +Astral God~ +Astral Goddess~ +Astral Goddess~ +Title +Ancient One~ +Ancient One~ Ancient One~ Ancient One~ Title Eternal One~ Eternal One~ +Eternal One~ +Eternal One~ Title -Infinite One~ -Infinite One~ +Realm Lord~ +Realm Lord~ +Realm Lord~ +Realm Lord~ Title Supreme Entity~ Supreme Entity~ +Supreme Entity~ +Supreme Entity~ End diff --git a/data/classes/class.lst b/data/classes/class.lst old mode 100644 new mode 100755 index accdd85..1706486 --- a/data/classes/class.lst +++ b/data/classes/class.lst @@ -1,14 +1,14 @@ Mage.class -Monger.class Cleric.class -Thief.class +Rogue.class Warrior.class -Vampire.class +Necromancer.class Druid.class Ranger.class -Augurer.class +Monk.class +Available.class +Available2.class +Antipaladin.class Paladin.class -Nephandi.class -Pirate.class -Savage.class +Bard.class $ diff --git a/data/color/AFK b/data/color/AFK index 92fc408..24a5d67 100644 --- a/data/color/AFK +++ b/data/color/AFK @@ -1,5 +1,5 @@ #COLORTHEME Name AFK~ MaxColors 111 -Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 12 10 14 15 8 8 11 8 8 40 12 8 8 2 6 8 8 12 8 8 8 9 8 12 13 8 8 11 6 8 3 12 9 8 8 10 2 2 3 8 9 8 2 9 12 9 6 11 13 2 13 15 12 12 12 10 7 10 10 11 8 10 13 2 6 9 15 12 2 6 1 9 2 10 7 10 15 +Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 12 10 14 15 8 8 11 8 8 25 12 8 8 2 6 8 8 12 8 8 8 9 8 12 13 8 8 11 6 8 3 12 9 8 8 10 2 2 3 8 9 8 2 9 12 9 6 11 13 2 13 15 12 12 12 10 7 10 10 11 8 10 13 2 6 9 15 12 2 6 1 9 2 10 7 10 15 End diff --git a/data/color/default b/data/color/default index 9d55b7c..d2547f5 100644 --- a/data/color/default +++ b/data/color/default @@ -1,5 +1,5 @@ #COLORTHEME -Name default~ +Name smaug~ MaxColors 111 -Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 46 40 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 +Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 31 25 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 End diff --git a/data/color/rabbitus b/data/color/rabbitus new file mode 100644 index 0000000..511889f --- /dev/null +++ b/data/color/rabbitus @@ -0,0 +1,5 @@ +#COLORTHEME +Name rabbitus~ +MaxColors 111 +Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 8 7 15 9 14 12 8 8 11 8 8 8 12 8 8 2 6 8 8 12 8 8 8 9 10 12 10 8 8 11 8 8 3 12 9 8 8 10 10 2 3 8 9 8 6 7 3 10 6 11 13 2 13 15 5 12 6 13 6 12 5 6 6 10 13 2 6 10 10 10 10 6 12 10 2 10 7 10 15 +End diff --git a/data/color/smaug b/data/color/smaug index 0e5c2d1..d2547f5 100644 --- a/data/color/smaug +++ b/data/color/smaug @@ -1,5 +1,5 @@ #COLORTHEME Name smaug~ MaxColors 111 -Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 46 40 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 +Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 31 25 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 End diff --git a/data/color/xsmaug b/data/color/xsmaug deleted file mode 100644 index 0e5c2d1..0000000 --- a/data/color/xsmaug +++ /dev/null @@ -1,5 +0,0 @@ -#COLORTHEME -Name smaug~ -MaxColors 111 -Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 46 40 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 -End diff --git a/data/corpses/.gitignore b/data/corpses/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/councils/council.lst b/data/councils/council.lst deleted file mode 100644 index 857f13a..0000000 --- a/data/councils/council.lst +++ /dev/null @@ -1 +0,0 @@ -$ diff --git a/data/deleted/.gitignore b/data/deleted/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/gods/Admin b/data/gods/Admin index b5766c3..705f17c 100644 --- a/data/gods/Admin +++ b/data/gods/Admin @@ -1,2 +1,4 @@ -Level 65 -Pcflags 33280 +Level 115 +Pcflags pager nstart flags sector aname passdoor checkboards autoexits blank automap holylight roomvnum ansi smartsac msp compass~ +Realm 5 +End diff --git a/data/hotboot/.gitignore b/data/hotboot/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/maps/entrances.dat b/data/maps/entrances.dat new file mode 100644 index 0000000..5aea1fa --- /dev/null +++ b/data/maps/entrances.dat @@ -0,0 +1,68 @@ +#ENTRANCE +ToMap -1 +OnMap 0 +Here 500 500 +There -1 -1 +Vnum 50499 +End + +#ENTRANCE +ToMap -1 +OnMap 1 +Here 500 500 +There -1 -1 +Vnum 51499 +End + +#ENTRANCE +ToMap -1 +OnMap 2 +Here 500 500 +There -1 -1 +Vnum 50999 +End + +#ENTRANCE +ToMap -1 +OnMap 0 +Here 911 927 +There -1 -1 +Vnum 7798 +Prevsector 18 +End + +#ENTRANCE +ToMap -1 +OnMap 0 +Here 925 931 +There -1 -1 +Vnum 2916 +Prevsector 18 +End + +#ENTRANCE +ToMap -1 +OnMap 0 +Here 915 939 +There -1 -1 +Vnum 2060 +Prevsector 18 +End + +#ENTRANCE +ToMap -1 +OnMap 0 +Here 899 937 +There -1 -1 +Vnum 2918 +Prevsector 18 +End + +#ENTRANCE +ToMap -1 +OnMap 0 +Here 902 930 +There -1 -1 +Vnum 2925 +Prevsector 18 +End diff --git a/data/backup/a/.gitignore b/data/maps/landing_sites.dat similarity index 100% rename from data/backup/a/.gitignore rename to data/maps/landing_sites.dat diff --git a/data/backup/b/.gitignore b/data/maps/landmarks.dat similarity index 100% rename from data/backup/b/.gitignore rename to data/maps/landmarks.dat diff --git a/data/maps/one.png b/data/maps/one.png new file mode 100644 index 0000000..bd15a58 Binary files /dev/null and b/data/maps/one.png differ diff --git a/data/motd/greeting.dat b/data/motd/greeting.dat new file mode 100644 index 0000000..89e196c --- /dev/null +++ b/data/motd/greeting.dat @@ -0,0 +1,12 @@ + + X X ******* ** ** ****** ** ** ****** *************** + X X ******** *** *** ******** ** ** ******** * \\._.// * + X X ** ******** ** ** ** ** ** * (0...0) * + XX ******* ******** ******** ** ** ** **** * ).:.( * + XX ******* ** ** ** ******** ** ** ** **** * {o o} * + X X ** ** ** ** ** ** ** ** ** * / ' ' \ * + X X ******** ** ** ** ** ******** ******** *-^^.VxvxV.^^-* + X X ******* ** ** ** ** ****** ****** *************** + +Greetings Adventurer! + diff --git a/data/motd/imotd.dat b/data/motd/imotd.dat new file mode 100644 index 0000000..0089b77 --- /dev/null +++ b/data/motd/imotd.dat @@ -0,0 +1 @@ +&RImmortals Message of the Day - December 9 2006&D This is where you would place a login message for your immortals to see. Use the motdedit command in the mud to change this. This will only bee seen by each immortal once on login until it's changed again. diff --git a/data/motd/motd.dat b/data/motd/motd.dat new file mode 100644 index 0000000..ef6ce2c --- /dev/null +++ b/data/motd/motd.dat @@ -0,0 +1,6 @@ +&RPlayers Message of the Day - December 9 2006&D + +This is where you would place a login message for your players to see. +Use the motdedit command in the mud to change this. +This will only bee seen by each player once on login until it's changed +again. diff --git a/data/motd/specmotd.dat b/data/motd/specmotd.dat new file mode 100644 index 0000000..bbf6315 --- /dev/null +++ b/data/motd/specmotd.dat @@ -0,0 +1,4 @@ +Special login message. Cannot be ignored and will be displayed on +every login to every player and immortal. Cannot be edited in game. +Must be replaced or removed manually. Edit the specmotd.dat file +in your motd directory to change this. diff --git a/data/mudprogs/.gitignore b/data/mudprogs/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/new/.gitignore b/data/new/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/a/Admin b/data/player/a/Admin index 81ff357..24b261e 100644 --- a/data/player/a/Admin +++ b/data/player/a/Admin @@ -1,325 +1,507 @@ #PLAYER -Version 5 +Version 22 Name Admin~ -Sex 1 -Class 5 -Race 1 -Age 0 23 9 605 -Languages -1 1 -Level 65 -Played 68995 -Room 1200 -HpManaMove 24 24 145 145 110 110 -Gold 10000 -Exp 2000 -Height 24 -Weight 42 -Act 1644189256&2 -AffectedBy 524288 -Position 112 -Style 2 -Practice 4 -SavingThrows 0 0 0 0 0 -Alignment 0 -Favor 0 -Glory 0 -MGlory 0 -Hitroll 0 -Damroll 0 -Armor 100 -Susceptible 16 Password 9c3a88f26d3623fcf0a4aa881518170c70f5e1d62e0d9f9fa7e9b3f07fa299b7~ -Title the Attendant~ -WizInvis 65 -Flags 33280 -PKills 0 -PDeaths 0 -MKills 0 -MDeaths 0 -IllegalPK 0 -AttrPerm 10 14 16 16 11 16 12 +Sex male~ +Race iguanadon~ +Class Cleric~ +Title the Administrator~ +Rank Administrator~ +Site samson.arthmoor.com +Prompt &z[&W%h&whp &W%m&wm &W%v&wmv&z] [&c%X&wexp&z]&D ~ +FPrompt &z[&W%h&whp &W%m&wm &W%v&wmv&z] [&R%c&z] ~ +PCFlags pager nstart flags sector aname passdoor checkboards autoexits blank automap holylight roomvnum ansi smartsac msp compass~ +Channels chat Bugs Log auction quest music shout wartalk yell newbiechat think muse comm info auth warn build guildtalk Clantalk ilog~ +Speaks common elvish dwarven pixie ogre orcish trollese rodent insectoid mammal reptile dragon spiritual magical goblin god ancient halfling clan gith minotaur centaur gnomish sahuagin~ +Status 115 1959394 320993749 68 124 101 -10 +Status2 2 451 -1000 0 0 0 2 0 +Configs 29 -1 -1 -1 -1 0 0 11406 +Motd 0 1080528906 +Age 1 21 10 770 1120741369 +HpManaMove 30000 30000 30836 30836 30000 30000 +Regens 0 0 0 +Position standing~ +Coordinates -1 -1 -1 +SavingThrows 0 0 0 0 0 +RentData 573765 0 0 0 3 +RentRooms 7078 +KillInfo 0 0 1 0 0 +AttrPerm 20 18 18 19 19 18 18 AttrMod 0 0 0 0 0 0 0 -Condition 0 48 40 10 -Site 66.218.49.118 +Condition 0 -1 -1 +Bamfin A large red moongate rises from the earth, $n steps forth from within!~ +Bamfout A large red moongate rises from the earth, $n steps inside and vanishes!~ +ImmData 0 0 101 0 0 5 Spell 100 'acetum primus' Spell 100 'acid blast' Spell 100 'acid breath' Spell 100 'acidmist' Spell 100 'acidshot' -Skill 100 'aggressive style' -Skill 100 'aid' Spell 100 'alertness' +Spell 100 'animal senses' Spell 100 'animate dead' Spell 100 'antimagic shell' Spell 100 'aqua breath' +Spell 100 'arcane perception' Spell 100 'armor' Spell 100 'astral walk' -Skill 100 'backstab' -Skill 100 'bash' +Spell 100 'bark skin' +Spell 100 'beacon' Spell 100 'benediction' Spell 100 'benefic aura' -Skill 100 'berserk' -Skill 100 'berserk style' -Spell 100 'bethsaidean touch' -Skill 100 'bite' Spell 100 'black fist' Spell 100 'black hand' Spell 100 'black lightning' +Spell 100 'blade barrier' +Spell 100 'blades' Spell 100 'blazebane' Spell 100 'blazeward' Spell 100 'bless' Spell 100 'blindness' -Skill 100 'blitz' -Skill 100 'bloodlet' -Weapon 100 'bludgeons' -Skill 100 'brew' -Skill 100 'broach' +Spell 100 'bloodslash' Spell 100 'burning hands' +Spell 100 'cacophony' Spell 100 'call lightning' +Spell 100 'calm' +Spell 100 'carrion stench' Spell 100 'cause critical' Spell 100 'cause light' Spell 100 'cause serious' Spell 100 'caustic fount' +Spell 100 'celestial lightning' +Spell 100 'celestial thunder' +Spell 100 'chain lightning' +Spell 100 'change form' Spell 100 'change sex' +Spell 100 'chaos armor' Spell 100 'charged beacon' Spell 100 'charm person' Spell 100 'chill touch' -Skill 100 'circle' -Skill 100 'claw' -Skill 100 'climb' Spell 100 'colour spray' -Tongue 100 'common' +Spell 100 'cone of cold' Spell 100 'continual light' Spell 100 'control weather' -Skill 100 'cook' +Spell 100 'counterspell' Spell 100 'create fire' Spell 100 'create food' +Spell 100 'create mistletoe' +Spell 100 'create paladin symbol' Spell 100 'create spring' Spell 100 'create symbol' Spell 100 'create water' -Skill 100 'cuff' +Spell 100 'creeping doom' +Spell 100 'crystal blades' Spell 100 'cure blindness' Spell 100 'cure critical' Spell 100 'cure light' Spell 100 'cure poison' Spell 100 'cure serious' Spell 100 'curse' -Skill 100 'defensive style' +Spell 100 'dark ritual' +Spell 100 'death aura' +Spell 100 'death chant' +Spell 100 'death spell' Spell 100 'demonskin' +Spell 100 'despair' Spell 100 'detect evil' -Spell 100 'detect hidden' Spell 100 'detect invis' Spell 100 'detect magic' Spell 100 'detect poison' -Spell 100 'detect traps' -Skill 100 'detrap' -Skill 100 'dig' -Skill 100 'disarm' +Spell 100 'disintegrate' Spell 100 'dispel evil' Spell 100 'dispel magic' Spell 100 'disruption' +Spell 100 'divine aid' +Spell 100 'divine fury' Spell 100 'divinity' -Skill 100 'dodge' -Skill 100 'dominate' -Skill 100 'doorbash' +Spell 100 'dragon ride' Spell 100 'dragon wit' Spell 100 'dragonskin' Spell 100 'dream' -Skill 100 'dual wield' -Tongue 100 'dwarven' Spell 100 'earthquake' -Skill 100 'elbow' Spell 100 'eldritch sphere' +Spell 100 'elemental shield' Spell 100 'elven beauty' -Tongue 100 'elvish' +Spell 100 'enchant armor' Spell 100 'enchant weapon' +Spell 100 'energy blast' Spell 100 'energy drain' -Skill 100 'enhanced damage' -Spell 100 'ethereal fist' +Spell 100 'enrage' +Spell 100 'entangle' Spell 100 'ethereal funnel' Spell 100 'ethereal shield' -Skill 100 'evasive style' -Spell 100 'expurgation' -Spell 100 'extradimensional portal' Spell 100 'faerie fire' Spell 100 'faerie fog' Spell 100 'farsight' Spell 100 'fatigue' -Skill 100 'feed' -Skill 100 'fifth attack' +Spell 100 'feebleness' +Spell 100 'fiery dragon' +Spell 100 'find traps' +Spell 100 'finger of death' Spell 100 'fire breath' Spell 100 'fireball' +Spell 100 'fireseed' Spell 100 'fireshield' +Spell 100 'firestorm' +Spell 100 'flame blade' Spell 100 'flamestrike' Spell 100 'flare' Spell 100 'fletch' -Weapon 100 'flexible arms' Spell 100 'float' Spell 100 'fly' Spell 100 'fortify' -Skill 100 'fourth attack' Spell 100 'frost breath' Spell 100 'galvanic whip' Spell 100 'gas breath' Spell 100 'gate' -Tongue 100 'gith' -Tongue 100 'goblin' -Skill 100 'gouge' -Skill 100 'grasp suspiria' -Skill 100 'grip' +Spell 100 'ghoulish touch' +Spell 100 'goodberry' Spell 100 'grounding' -Tongue 100 'halfling' -Spell 100 'hand of chaos' +Spell 100 'group armor' +Spell 100 'group float' +Spell 100 'group fly' +Spell 100 'group refresh' +Spell 100 'group shield' +Spell 100 'group waterbreath' +Spell 100 'groupgate' +Spell 100 'gust of wind' Spell 100 'harm' -Skill 100 'headbutt' +Spell 100 'harmonic aura' +Spell 100 'haste' Spell 100 'heal' -Spell 100 'helical flow' -Spell 100 'hezekiahs cure' -Skill 100 'hide' -Skill 100 'hitall' +Spell 100 'heroes feast' +Spell 100 'hold person' Spell 100 'holy sanctity' +Spell 100 'holy strength' +Spell 100 'holy word' Spell 100 'iceshard' Spell 100 'iceshield' Spell 100 'identify' +Spell 100 'ill fortune' Spell 100 'indignation' Spell 100 'infravision' Spell 100 'inner warmth' -Spell 100 'invis' -Skill 100 'jab' -Skill 100 'kick' +Spell 100 'invisibility' Spell 100 'kindred strength' -Skill 100 'knee' Spell 100 'knock' Spell 100 'know alignment' -Skill 100 'leap' +Spell 100 'leech' Spell 100 'lethargy' +Spell 100 'lich curse' +Spell 100 'life surge' +Spell 100 'lifelift' Spell 100 'lightning bolt' Spell 100 'lightning breath' Spell 100 'locate object' -Weapon 100 'long blades' -Skill 100 'lunge' Spell 100 'magic missile' Spell 100 'magnetic thrust' Spell 100 'major invocation' +Spell 100 'major track' +Spell 100 'mana drain' +Spell 100 'mana leech' +Spell 100 'mana surge' Spell 100 'mass invis' -Skill 100 'meditate' -Spell 100 'midas touch' +Spell 100 'meteor swarm' Spell 100 'minor invocation' -Weapon 100 'missile weapons' -Skill 100 'mistform' -Skill 100 'mistwalk' -Skill 100 'mount' +Spell 100 'minor track' Spell 100 'necromantic touch' -Spell 100 'nostrum' -Skill 100 'occulutus visum' -Tongue 100 'ogre' -Tongue 100 'orcish' -Skill 100 'parry' -Spell 100 'pass door' -Skill 100 'peek' -Skill 100 'pelt' -Skill 100 'pick lock' -Tongue 100 'pixie' +Spell 100 'paralyze' Spell 100 'plant pass' Spell 100 'poison' -Skill 100 'poison weapon' Spell 100 'polymorph' Spell 100 'portal' -Spell 100 'possess' -Spell 100 'protection' -Weapon 100 'pugilism' -Skill 100 'pummel' -Skill 100 'punch' -Skill 100 'punt' +Spell 100 'primal fury' +Spell 100 'protection from evil' Spell 100 'quantum spike' Spell 100 'quickening' Spell 100 'razorbait' +Spell 100 'recall' Spell 100 'recharge' Spell 100 'refresh' +Spell 100 'rejuvenate' Spell 100 'remove curse' Spell 100 'remove invis' +Spell 100 'remove paralysis' +Spell 100 'remove silence' Spell 100 'remove trap' -Skill 100 'rescue' Spell 100 'resilience' Spell 100 'restoration' Spell 100 'restore mana' -Skill 100 'roundhouse' -Spell 100 'sacral divinity' +Spell 100 'righteousness' Spell 100 'sagacity' Spell 100 'sanctuary' -Skill 100 'scan' Spell 100 'scorching surge' -Skill 100 'scribe' Spell 100 'scry' -Skill 100 'search' -Skill 100 'second attack' Spell 100 'shadowform' Spell 100 'shield' Spell 100 'shocking grasp' Spell 100 'shockshield' -Weapon 100 'short blades' -Skill 100 'shoulder' -Skill 100 'shriek' +Spell 100 'silence' +Spell 100 'skeletal armor' +Spell 100 'skull of death' Spell 100 'sleep' -Skill 100 'slice' Spell 100 'slink' -Skill 100 'sneak' -Spell 100 'solar flight' -Spell 100 'solomonic invocation' +Spell 100 'slow' Spell 100 'sonic resonance' +Spell 100 'soothe' +Spell 100 'soul scream' Spell 100 'spectral furor' -Skill 100 'spinkick' Spell 100 'spiral blast' +Spell 100 'spiritual hammer' Spell 100 'spiritual wrath' -Skill 100 'spurn' -Skill 100 'standard style' -Skill 100 'steal' -Skill 100 'sting' +Spell 100 'stinking cloud' Spell 100 'stone skin' -Skill 100 'strike' -Skill 100 'stun' +Spell 100 'succor' Spell 100 'sulfurous spray' Spell 100 'summon' -Skill 100 'swat' -Skill 100 'swipe' +Spell 100 'sunray' Spell 100 'swordbait' -Skill 100 'tail' -Weapon 100 'talonous arms' Spell 100 'teleport' -Skill 100 'tend' -Skill 100 'third attack' Spell 100 'torrent' -Skill 100 'track' -Skill 100 'trance' +Spell 100 'towngate' +Spell 100 'toxin shot' Spell 100 'transport' -Tongue 100 'trollese' +Spell 100 'tree transport' +Spell 100 'treespeak' Spell 100 'trollish vigor' Spell 100 'true sight' -Skill 100 'tumble' -Spell 100 'unknown' Spell 100 'unravel defense' Spell 100 'uplift' -Skill 100 'uppercut' Spell 100 'valiance' -Skill 100 'vault' +Spell 100 'vampiric touch' Spell 100 'venomshield' Spell 100 'venomshot' Spell 100 'ventriloquate' -Skill 100 'vomica pravus' +Spell 100 'vine whip' +Spell 100 'warmount' +Spell 100 'warsteed' Spell 100 'weaken' +Spell 100 'web' +Spell 100 'windstorm' Spell 100 'winter mist' +Spell 100 'withering hand' +Spell 100 'wizardeye' Spell 100 'word of recall' -Spell 100 'Wrath of Dominus' +Spell 100 'wraithform' +Skill 100 'adaptation' +Skill 100 'adrenaline rush' +Skill 100 'aid' +Skill 100 'anatomical lore' +Skill 100 'assassinate' +Skill 100 'backstab' +Skill 100 'bandage' +Skill 100 'bash' +Skill 100 'battle fury' +Skill 100 'beguile' +Skill 100 'berserk' +Skill 100 'bind' +Skill 100 'bite' +Skill 100 'blitz' +Skill 100 'blur' +Skill 100 'brew' +Skill 100 'circle' +Skill 100 'cirkick' +Skill 100 'claw' +Skill 100 'climb' +Skill 100 'cook' +Skill 100 'crushing blow' +Skill 100 'demoralize' +Skill 100 'deride' +Skill 100 'detect traps' +Skill 100 'detrap' +Skill 100 'dig' +Skill 100 'disarm' +Skill 100 'dodge' +Skill 100 'doorbash' +Skill 100 'dragon palm' +Skill 100 'dual wield' +Skill 100 'eagle claw' +Skill 100 'elbow' +Skill 100 'endurance' +Skill 100 'enhanced damage' +Skill 100 'enlightenment' +Skill 100 'feign death' +Skill 100 'flying kick' +Skill 100 'focus' +Skill 100 'fortitude' +Skill 100 'frenzy' +Skill 100 'garrotte' +Skill 100 'gouge' +Skill 100 'grip' +Skill 100 'headbutt' +Skill 100 'heightened senses' +Skill 100 'hide' +Skill 100 'hitall' +Skill 100 'immunity to poison' +Skill 100 'imperviousness' +Skill 100 'inspire' +Skill 100 'ironskin' +Skill 100 'item lore' +Skill 100 'jab' +Skill 100 'karmic aura' +Skill 100 'kick' +Skill 100 'knee' +Skill 100 'leap' +Skill 100 'levitation' +Skill 100 'liquidate' +Skill 100 'lunge' +Skill 100 'mastery of body' +Skill 100 'meditate' +Skill 100 'mount' +Skill 100 'neutralize poison' +Skill 100 'parry' +Skill 100 'peek' +Skill 100 'pick lock' +Skill 100 'poison weapon' +Skill 100 'pummel' +Skill 100 'punch' +Skill 100 'quivering palm' +Skill 100 'rally' +Skill 100 'rampage' +Skill 100 'recuperate' +Skill 100 'rescue' +Skill 100 'retreat' +Skill 100 'roguish blessing' +Skill 100 'roundhouse' +Skill 100 'safe fall' +Skill 100 'scribe' +Skill 100 'search' +Skill 100 'sense of balance' +Skill 100 'sidestep' +Skill 100 'sixth sense' +Skill 100 'slice' +Skill 100 'sneak' +Skill 100 'spamguard' +Skill 100 'spinkick' +Skill 100 'spring leap' +Skill 100 'spy' +Skill 100 'steal' +Skill 100 'sting' +Skill 100 'strike' +Skill 100 'stun' +Skill 100 'swipe' +Skill 100 'tail' +Skill 100 'tan' +Skill 100 'tend' +Skill 100 'track' +Skill 100 'trance' +Skill 100 'treetalk' +Skill 100 'tumble' +Skill 100 'uppercut' +Skill 100 'vault' +Skill 100 'withering touch' +Combat 100 'aggressive style' +Combat 100 'archery' +Combat 100 'axes' +Combat 100 'berserk style' +Combat 100 'blowguns' +Combat 100 'daggers' +Combat 100 'defensive style' +Combat 100 'evasive style' +Combat 100 'maces and hammers' +Combat 100 'pugilism' +Combat 100 'slings' +Combat 100 'spears' +Combat 100 'standard style' +Combat 100 'staves' +Combat 100 'swords' +Combat 100 'talonous arms' +Combat 100 'whips' +Tongue 100 'centaur' +Tongue 100 'common' +Tongue 100 'dwarven' +Tongue 100 'elvish' +Tongue 100 'gith' +Tongue 100 'gnomish' +Tongue 100 'goblin' +Tongue 100 'halfling' +Tongue 100 'insectoid' +Tongue 100 'minotaur' +Tongue 100 'ogre' +Tongue 100 'orcish' +Tongue 100 'pixie' +Tongue 100 'reptile' +Tongue 100 'sahuagin' +Tongue 100 'trollese' +Ability 100 'ambidexterity' +Ability 100 'astral projection' +Ability 100 'backheel' +Ability 100 'bargain' +Ability 100 'bladesong' +Ability 100 'blood frenzy' +Ability 100 'bloodlust' +Ability 100 'brute rush' +Ability 100 'carapace' +Ability 100 'curiosity' +Ability 100 'deathsong' +Ability 100 'detonate' +Ability 100 'discern scent' +Ability 100 'drow fire' +Ability 100 'elemental synergy' +Ability 100 'elvensong' +Ability 100 'enlarge' +Ability 100 'enrapture' +Ability 100 'faerie speed' +Ability 100 'faeriedust' +Ability 100 'forage' +Ability 100 'globe of darkness' +Ability 100 'hunt' +Ability 100 'impale' +Ability 100 'intuition' +Ability 100 'mandible' +Ability 100 'mental fortitude' +Ability 100 'metallurgy' +Ability 100 'mindblast' +Ability 100 'mining' +Ability 100 'nimbleness' +Ability 100 'orcish vigour' +Ability 100 'regeneration' +Ability 100 'reverie' +Ability 100 'rushing maul' +Ability 100 'scout' +Ability 100 'secretion' +Ability 100 'sense life' +Ability 100 'sharktooth' +Ability 100 'sleepdart' +Ability 100 'steel will' +Ability 100 'sudden strike' +Ability 100 'swim' +Ability 100 'tenacity' +Ability 100 'thicken hide' +Ability 100 'tinker' +Ability 100 'toxin resistance' +Ability 100 'trample' +Ability 100 'trip' +Ability 100 'trollhide' +Ability 100 'venomspit' +Ability 100 'versatility' +Ability 100 'wardance' +Ability 100 'woodcall' MaxColors 111 -Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 14 14 14 15 15 11 11 9 46 40 12 7 7 10 6 11 9 10 1 15 11 15 11 10 13 12 10 11 12 10 3 12 9 15 11 15 14 2 5 15 9 7 2 9 12 10 2 10 15 7 7 15 12 12 12 10 14 14 14 10 10 10 13 2 10 14 10 10 2 6 1 9 2 10 7 10 15 +Colors 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 7 12 10 14 15 8 8 11 8 8 25 12 8 8 2 6 8 8 12 8 8 8 9 8 12 13 8 8 11 6 8 3 12 9 8 8 10 2 2 3 8 9 8 2 9 12 9 6 11 13 2 13 15 12 12 12 10 7 10 10 11 8 10 13 2 6 9 15 12 2 6 1 9 2 10 7 10 15 +MaxBeacons 10 +Beacons 0 0 0 0 0 0 0 0 0 0 +Zone Gwyn al'Fer~ +Zone Halls of Creation~ +Zone The Catacombs~ +Zone The Continent~ +Zone The Great Void~ +Zone The Radiant Tower~ IMCPerm 5 -IMCFlags 256 +IMCFlag imccolor End #OBJECT -Vnum 10333 -WearLoc 17 -Values 5 5 0 0 0 0 +Version 22 +Ovnum 2875 +Ego 0 +Level 1 +Oday 0 +Omonth 0 +Oyear 0 +Coords -1 -1 -1 +Values 2 2 0 0 0 0 0 0 0 0 0 +Sockets None None None End #END diff --git a/data/player/b/.gitignore b/data/player/b/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/c/.gitignore b/data/player/c/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/d/.gitignore b/data/player/d/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/e/.gitignore b/data/player/e/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/f/.gitignore b/data/player/f/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/g/.gitignore b/data/player/g/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/h/.gitignore b/data/player/h/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/i/.gitignore b/data/player/i/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/j/.gitignore b/data/player/j/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/k/.gitignore b/data/player/k/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/l/.gitignore b/data/player/l/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/m/.gitignore b/data/player/m/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/n/.gitignore b/data/player/n/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/o/.gitignore b/data/player/o/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/p/.gitignore b/data/player/p/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/q/.gitignore b/data/player/q/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/r/.gitignore b/data/player/r/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/s/.gitignore b/data/player/s/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/t/.gitignore b/data/player/t/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/u/.gitignore b/data/player/u/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/v/.gitignore b/data/player/v/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/w/.gitignore b/data/player/w/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/x/.gitignore b/data/player/x/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/y/.gitignore b/data/player/y/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/player/z/.gitignore b/data/player/z/.gitignore deleted file mode 100644 index e69de29..0000000 diff --git a/data/races/Centaur.race b/data/races/Centaur.race new file mode 100644 index 0000000..7d73973 --- /dev/null +++ b/data/races/Centaur.race @@ -0,0 +1,59 @@ +Version 1 +Name Centaur~ +Race 12 +Classes Mage Rogue Necromancer Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus 0 +Dex_Plus 2 +Wis_Plus 2 +Int_Plus -2 +Con_Plus 0 +Cha_Plus -2 +Lck_Plus 0 +Hit 5 +Mana 5 +Language centaur~ +Align 0 +Min_Align -1000 +Max_Align 1000 +AC_Plus 0 +Exp_Mult 102 +Attacks kick~ +Height 96 +Weight 220 +Hunger_Mod 0 +Thirst_mod 0 +Mana_Regen 0 +HP_Regen 0 +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'backheel' 7 90 +Skill 'forage' 35 85 +Skill 'trample' 65 80 +End diff --git a/data/races/Deep-Gnome.race b/data/races/Deep-Gnome.race deleted file mode 100644 index 1b16e7f..0000000 --- a/data/races/Deep-Gnome.race +++ /dev/null @@ -1,28 +0,0 @@ -Name Deep-Gnome~ -Race 14 -Classes 1023 -Str_Plus 0 -Dex_Plus 0 -Wis_Plus -1 -Int_Plus 1 -Con_Plus 0 -Cha_Plus -3 -Lck_Plus 2 -Hit 0 -Mana 0 -Affected 16777760 -Resist 0 -Suscept 12 -Language 0 -Align 0 -Min_Align -250 -Max_Align 1000 -AC_Plus 0 -Exp_Mult 105 -Attacks 0 -Defenses 0 -Height 38 -Weight 80 -Hunger_Mod 0 -Thirst_mod 0 -End diff --git a/data/races/Drow.race b/data/races/Drow.race index 33687ed..8779170 100644 --- a/data/races/Drow.race +++ b/data/races/Drow.race @@ -1,33 +1,30 @@ +Version 1 Name Drow~ -Race 11 -Classes 872 -Str_Plus -1 +Race 15 +Classes Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus -2 Dex_Plus 2 Wis_Plus 0 -Int_Plus 1 -Con_Plus -1 -Cha_Plus -4 +Int_Plus 2 +Con_Plus -2 +Cha_Plus -2 Lck_Plus 1 -Hit 1 +Hit -3 Mana 12 -Affected 16777728 -Resist 256 -Suscept 0 -Language 2 -Align -500 +Affected infrared~ +Resist sleep charm~ +Language elvish~ +Align 0 Min_Align -1000 -Max_Align -250 +Max_Align 1000 AC_Plus 0 Exp_Mult 108 -Attacks 0 -Defenses 0 -Height 58 -Weight 93 +Height 84 +Weight 135 Hunger_Mod 0 Thirst_mod -1 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'deathsong' 70 80 +Skill 'drow fire' 8 90 +Skill 'globe of darkness' 40 85 End diff --git a/data/races/_Vampire_.race b/data/races/Duergar.race similarity index 58% rename from data/races/_Vampire_.race rename to data/races/Duergar.race index e2e0944..dd1f49b 100644 --- a/data/races/_Vampire_.race +++ b/data/races/Duergar.race @@ -1,33 +1,30 @@ -Name _Vampire_~ -Race 5 -Classes 512 +Version 1 +Name Duergar~ +Race 11 +Classes Mage Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus 1 Dex_Plus 0 -Wis_Plus 0 -Int_Plus 0 +Wis_Plus -1 +Int_Plus -1 Con_Plus 2 Cha_Plus -2 Lck_Plus 0 -Hit 0 -Mana 1 -Affected 512 -Resist 0 -Suscept 0 -Language 0 +Hit 6 +Mana -6 +Affected detect_hidden~ +Resist drain~ +Language dwarven~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 100 -Attacks 0 -Defenses 0 -Height 0 -Weight 0 +Exp_Mult 106 +Height 52 +Weight 100 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'enlarge' 12 90 +Skill 'steel will' 70 80 +Skill 'toxin resistance' 35 85 End diff --git a/data/races/Dwarf.race b/data/races/Dwarf.race index 7efbf74..e880ea2 100644 --- a/data/races/Dwarf.race +++ b/data/races/Dwarf.race @@ -1,6 +1,7 @@ +Version 1 Name Dwarf~ Race 2 -Classes 769 +Classes Mage Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus 1 Dex_Plus 0 Wis_Plus 1 @@ -10,24 +11,20 @@ Cha_Plus -1 Lck_Plus 0 Hit 6 Mana -6 -Affected 512 -Resist 0 -Suscept 0 -Language 4 +Affected infrared~ +Resist poison charm~ +Language dwarven~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 96 -Attacks 0 -Defenses 0 -Height 51 -Weight 140 +Exp_Mult 104 +Height 52 +Weight 100 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'metallurgy' 70 80 +Skill 'mining' 35 85 +Skill 'tenacity' 10 90 End diff --git a/data/races/Gith.race b/data/races/Gith.race index 2051d5b..a6d82f1 100644 --- a/data/races/Gith.race +++ b/data/races/Gith.race @@ -1,7 +1,8 @@ +Version 1 Name Gith~ -Race 10 -Classes 864 -Str_Plus 0 +Race 9 +Classes Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus 1 Dex_Plus 2 Wis_Plus -1 Int_Plus 1 @@ -10,24 +11,20 @@ Cha_Plus -5 Lck_Plus 1 Hit 4 Mana 20 -Affected 8 -Resist 0 -Suscept 0 -Language 524288 +Affected detect_invis~ +Resist sleep charm~ +Language gith~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 Exp_Mult 106 -Attacks 0 -Defenses 0 -Height 70 +Height 73 Weight 145 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'astral projection' 65 80 +Skill 'mental fortitude' 40 85 +Skill 'mindblast' 15 90 End diff --git a/data/races/Gnome.race b/data/races/Gnome.race index 47f95aa..0e4b216 100644 --- a/data/races/Gnome.race +++ b/data/races/Gnome.race @@ -1,33 +1,30 @@ +Version 1 Name Gnome~ Race 14 -Classes 856 +Classes Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus -2 -Dex_Plus 0 -Wis_Plus 1 +Dex_Plus 1 +Wis_Plus 2 Int_Plus 2 -Con_Plus -1 +Con_Plus -2 Cha_Plus -1 Lck_Plus 1 Hit -3 Mana 18 -Affected 528 -Resist 8 -Suscept 1 -Language 0 +Affected infrared~ +Resist charm~ +Language gnomish~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 120 -Attacks 0 -Defenses 0 +Exp_Mult 104 Height 44 Weight 110 -Hunger_Mod 1 +Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'detonate' 45 85 +Skill 'elemental synergy' 75 80 +Skill 'tinker' 10 90 End diff --git a/data/races/Half-Elf.race b/data/races/Half-Elf.race index e1e75ad..141fd40 100644 --- a/data/races/Half-Elf.race +++ b/data/races/Half-Elf.race @@ -1,6 +1,7 @@ +Version 1 Name Half-Elf~ -Race 9 -Classes 640 +Race 8 +Classes Druid Ranger Monk Available Available2 Antipaladin Paladin~ Str_Plus -1 Dex_Plus 1 Wis_Plus 0 @@ -10,24 +11,19 @@ Cha_Plus 1 Lck_Plus 0 Hit 3 Mana 3 -Affected 512 -Resist 2 -Suscept 0 -Language 2 +Affected infrared~ +Language elvish~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 104 -Attacks 0 -Defenses 0 -Height 66 -Weight 150 +Exp_Mult 102 +Height 72 +Weight 155 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +46,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'enrapture' 65 80 +Skill 'intuition' 35 85 +Skill 'swim' 5 90 End diff --git a/data/races/Half-Ogre.race b/data/races/Half-Ogre.race index 8863155..4e9605e 100644 --- a/data/races/Half-Ogre.race +++ b/data/races/Half-Ogre.race @@ -1,8 +1,9 @@ +Version 1 Name Half-Ogre~ -Race 6 -Classes 995 -Str_Plus 2 -Dex_Plus -3 +Race 5 +Classes Mage Rogue Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus 3 +Dex_Plus -2 Wis_Plus -1 Int_Plus -2 Con_Plus 3 @@ -10,24 +11,19 @@ Cha_Plus -4 Lck_Plus 0 Hit 5 Mana -8 -Affected 512 -Resist 32 -Suscept 0 -Language 16 +Affected infrared~ +Language ogre~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 92 -Attacks 0 -Defenses 0 +Exp_Mult 106 Height 111 Weight 304 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +46,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'bloodlust' 75 80 +Skill 'brute rush' 35 85 +Skill 'thicken hide' 10 90 End diff --git a/data/races/Half-Orc.race b/data/races/Half-Orc.race index efdafd9..e9e9691 100644 --- a/data/races/Half-Orc.race +++ b/data/races/Half-Orc.race @@ -1,8 +1,9 @@ +Version 1 Name Half-Orc~ -Race 7 -Classes 995 +Race 6 +Classes Mage Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus 1 -Dex_Plus -2 +Dex_Plus 0 Wis_Plus -2 Int_Plus -1 Con_Plus 2 @@ -10,24 +11,19 @@ Cha_Plus -4 Lck_Plus 0 Hit 6 Mana -9 -Affected 512 -Resist 0 -Suscept 0 -Language 32 +Affected infrared~ +Language orcish~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 93 -Attacks 0 -Defenses 0 -Height 93 -Weight 255 +Exp_Mult 106 +Height 60 +Weight 190 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +46,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'discern scent' 7 90 +Skill 'orcish vigour' 65 80 +Skill 'sudden strike' 30 85 End diff --git a/data/races/Half-Troll.race b/data/races/Half-Troll.race index 5a5e656..c1847fd 100644 --- a/data/races/Half-Troll.race +++ b/data/races/Half-Troll.race @@ -1,33 +1,31 @@ +Version 1 Name Half-Troll~ -Race 8 -Classes 867 -Str_Plus 3 +Race 7 +Classes Mage Rogue Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus 2 Dex_Plus -2 Wis_Plus -2 -Int_Plus 1 -Con_Plus 2 +Int_Plus -1 +Con_Plus 4 Cha_Plus -5 Lck_Plus 0 Hit 7 Mana -9 -Affected 512 -Resist 0 -Suscept 0 -Language 64 -Align 1000 +Affected infrared~ +Resist poison~ +Suscept fire~ +Language trollese~ +Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 90 -Attacks 0 -Defenses 0 +Exp_Mult 108 Height 120 Weight 315 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +48,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'regeneration' 20 90 +Skill 'rushing maul' 35 85 +Skill 'trollhide' 75 80 End diff --git a/data/races/Halfling.race b/data/races/Halfling.race index 941dc4d..9e75d7b 100644 --- a/data/races/Halfling.race +++ b/data/races/Halfling.race @@ -1,33 +1,30 @@ +Version 1 Name Halfling~ Race 3 -Classes 931 +Classes Mage Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin~ Str_Plus -2 -Dex_Plus 1 -Wis_Plus 0 +Dex_Plus 2 +Wis_Plus -1 Int_Plus 0 Con_Plus 1 Cha_Plus 0 -Lck_Plus 0 +Lck_Plus 3 Hit -3 Mana 10 -Affected 32772 -Resist 0 -Suscept 0 -Language 131072 +Affected infrared~ +Resist poison charm~ +Language halfling~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 102 -Attacks 0 -Defenses 0 -Height 36 -Weight 65 +Exp_Mult 104 +Height 48 +Weight 80 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'curiosity' 7 90 +Skill 'nimbleness' 40 85 +Skill 'trip' 65 80 End diff --git a/data/races/Elf.race b/data/races/High-Elf.race similarity index 63% rename from data/races/Elf.race rename to data/races/High-Elf.race index 227c650..cb36af9 100644 --- a/data/races/Elf.race +++ b/data/races/High-Elf.race @@ -1,33 +1,30 @@ -Name Elf~ +Version 1 +Name High-Elf~ Race 1 -Classes 512 +Classes Necromancer Monk Available Available2 Antipaladin Paladin~ Str_Plus -1 Dex_Plus 2 Wis_Plus 0 Int_Plus 1 Con_Plus -1 Cha_Plus 1 -Lck_Plus 1 +Lck_Plus 0 Hit -2 Mana 10 -Affected 16 -Resist 2 -Suscept 0 -Language 2 +Affected infrared~ +Resist sleep charm~ +Language elvish~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 -Exp_Mult 110 -Attacks 0 -Defenses 0 -Height 63 -Weight 110 +Exp_Mult 104 +Height 84 +Weight 160 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'bladesong' 50 85 +Skill 'elvensong' 25 90 +Skill 'reverie' 75 80 End diff --git a/data/races/Human.race b/data/races/Human.race index dcd1684..768fe02 100644 --- a/data/races/Human.race +++ b/data/races/Human.race @@ -1,6 +1,7 @@ +Version 1 Name Human~ Race 0 -Classes 512 +Classes Available Available2~ Str_Plus 0 Dex_Plus 0 Wis_Plus 0 @@ -10,24 +11,18 @@ Cha_Plus 0 Lck_Plus 0 Hit 0 Mana 0 -Affected 0 -Resist 0 -Suscept 0 -Language 1 +Language common~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 Exp_Mult 100 -Attacks 0 -Defenses 0 -Height 66 +Height 69 Weight 150 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +45,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'bargain' 35 85 +Skill 'swim' 5 90 +Skill 'versatility' 70 80 End diff --git a/data/races/Lizardman.race b/data/races/Iguanadon.race similarity index 60% rename from data/races/Lizardman.race rename to data/races/Iguanadon.race index 06389f5..e8f4589 100644 --- a/data/races/Lizardman.race +++ b/data/races/Iguanadon.race @@ -1,33 +1,31 @@ -Name Lizardman~ +Version 1 +Name Iguanadon~ Race 13 -Classes 951 +Classes Mage Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus 2 -Dex_Plus -3 -Wis_Plus -6 -Int_Plus -6 -Con_Plus 2 +Dex_Plus 1 +Wis_Plus -3 +Int_Plus -2 +Con_Plus 1 Cha_Plus -2 -Lck_Plus -4 +Lck_Plus 0 Hit 2 Mana 0 -Affected -2147483648 -Resist 64 -Suscept 0 -Language 1 +Affected aqua_breath~ +Resist cold~ +Language reptile~ Align 0 Min_Align -1000 -Max_Align 500 +Max_Align 1000 AC_Plus 0 -Exp_Mult 91 -Attacks 4 -Defenses 0 +Exp_Mult 104 +Attacks tail~ Height 78 Weight 215 Hunger_Mod -2 Thirst_mod -3 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +48,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'secretion' 70 80 +Skill 'sense life' 7 90 +Skill 'venomspit' 35 85 End diff --git a/data/races/Insectoid.race b/data/races/Insectoid.race new file mode 100644 index 0000000..ff6a645 --- /dev/null +++ b/data/races/Insectoid.race @@ -0,0 +1,61 @@ +Version 1 +Name Insectoid~ +Race 17 +Classes Mage Rogue Necromancer Available Available2 Antipaladin Paladin Bard~ +Str_Plus 0 +Dex_Plus 1 +Wis_Plus 1 +Int_Plus -1 +Con_Plus 0 +Cha_Plus -2 +Lck_Plus -1 +Hit 5 +Mana -30 +Resist fire~ +Suscept cold~ +Language insectoid~ +Align 0 +Min_Align -1000 +Max_Align 1000 +AC_Plus -50 +Exp_Mult 100 +Attacks bite~ +Height 84 +Weight 145 +Hunger_Mod 0 +Thirst_mod 0 +Mana_Regen 0 +HP_Regen 0 +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'ambidexterity' 45 85 +Skill 'carapace' 65 80 +Skill 'mandible' 7 90 +End diff --git a/data/races/Minotaur.race b/data/races/Minotaur.race new file mode 100644 index 0000000..e6b0d62 --- /dev/null +++ b/data/races/Minotaur.race @@ -0,0 +1,59 @@ +Version 1 +Name Minotaur~ +Race 10 +Classes Mage Rogue Necromancer Druid Ranger Monk Available Available2 Antipaladin Paladin Bard~ +Str_Plus 2 +Dex_Plus 0 +Wis_Plus 0 +Int_Plus -3 +Con_Plus 2 +Cha_Plus -3 +Lck_Plus 1 +Hit 7 +Mana -10 +Affected infrared~ +Language minotaur~ +Align 0 +Min_Align -1000 +Max_Align 1000 +AC_Plus 0 +Exp_Mult 106 +Height 88 +Weight 200 +Hunger_Mod 0 +Thirst_mod 0 +Mana_Regen 0 +HP_Regen 0 +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'bloodlust' 75 80 +Skill 'hunt' 35 85 +Skill 'impale' 7 90 +End diff --git a/data/races/Pixie.race b/data/races/Pixie.race index 654c222..e05e28d 100644 --- a/data/races/Pixie.race +++ b/data/races/Pixie.race @@ -1,33 +1,30 @@ +Version 1 Name Pixie~ Race 4 -Classes 920 +Classes Warrior Necromancer Monk Available Available2 Antipaladin Paladin Bard~ Str_Plus -4 Dex_Plus 3 Wis_Plus 0 -Int_Plus -1 +Int_Plus 2 Con_Plus -2 Cha_Plus 3 Lck_Plus 0 -Hit -5 +Hit -4 Mana 40 -Affected 524288 -Resist 0 -Suscept 16 -Language 8 +Affected flying~ +Resist sleep charm~ +Language pixie~ Align 0 Min_Align -1000 -Max_Align 1000 +Max_Align 1000 AC_Plus 0 Exp_Mult 108 -Attacks 0 -Defenses 0 -Height 24 -Weight 40 +Height 20 +Weight 37 Hunger_Mod 0 Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +47,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'faerie speed' 65 80 +Skill 'faeriedust' 10 90 +Skill 'sleepdart' 40 85 End diff --git a/data/races/Sea-Elf.race b/data/races/Sahuagin.race similarity index 57% rename from data/races/Sea-Elf.race rename to data/races/Sahuagin.race index 0bc8131..050b528 100644 --- a/data/races/Sea-Elf.race +++ b/data/races/Sahuagin.race @@ -1,33 +1,31 @@ -Name Sea-Elf~ -Race 12 -Classes 848 -Str_Plus -1 +Version 1 +Name Sahuagin~ +Race 18 +Classes Mage Druid Ranger Monk Available Available2 Paladin Bard~ +Str_Plus 0 Dex_Plus 2 Wis_Plus 0 Int_Plus 1 Con_Plus -1 -Cha_Plus 1 -Lck_Plus 1 -Hit -2 +Cha_Plus -2 +Lck_Plus 0 +Hit 5 Mana 10 -Affected -2147483632 -Resist 2 -Suscept 0 -Language 2 -Align 600 +Affected aqua_breath~ +Resist cold~ +Suscept fire~ +Language sahuagin~ +Align -1000 Min_Align -1000 -Max_Align 1000 +Max_Align 0 AC_Plus 0 -Exp_Mult 112 -Attacks 0 -Defenses 0 -Height 63 -Weight 110 +Exp_Mult 100 +Height 72 +Weight 150 Hunger_Mod 0 -Thirst_mod -3 +Thirst_mod 0 Mana_Regen 0 HP_Regen 0 -Race_Recall 0 WhereName ~ WhereName ~ WhereName ~ @@ -50,11 +48,14 @@ WhereName ~ WhereName ~ WhereName ~ WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ -WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'blood frenzy' 35 95 +Skill 'sharktooth' 65 95 +Skill 'swim' 2 95 End diff --git a/data/races/Wild-Elf.race b/data/races/Wild-Elf.race new file mode 100644 index 0000000..cc1e888 --- /dev/null +++ b/data/races/Wild-Elf.race @@ -0,0 +1,60 @@ +Version 1 +Name Wild-Elf~ +Race 16 +Classes Mage Necromancer Monk Available Available2 Antipaladin Paladin~ +Str_Plus 2 +Dex_Plus 2 +Wis_Plus -1 +Int_Plus -3 +Con_Plus 1 +Cha_Plus 0 +Lck_Plus 0 +Hit 5 +Mana -5 +Affected infrared~ +Resist sleep charm~ +Language elvish~ +Align 0 +Min_Align -1000 +Max_Align 1000 +AC_Plus 0 +Exp_Mult 108 +Height 84 +Weight 145 +Hunger_Mod 0 +Thirst_mod -1 +Mana_Regen 0 +HP_Regen 0 +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +Skill 'scout' 10 90 +Skill 'wardance' 70 80 +Skill 'woodcall' 35 85 +End diff --git a/data/races/oldgnome.race b/data/races/oldgnome.race deleted file mode 100644 index ae93e6a..0000000 --- a/data/races/oldgnome.race +++ /dev/null @@ -1,54 +0,0 @@ -Name Gnome~ -Race 14 -Classes 856 -Str_Plus -2 -Dex_Plus 0 -Wis_Plus 1 -Int_Plus 2 -Con_Plus -1 -Cha_Plus -1 -Lck_Plus 1 -Hit -3 -Mana 18 -Affected 528 -Resist 8 -Suscept 1 -Language 0 -Align 0 -Min_Align -1000 -Max_Align 1000 -AC_Plus 0 -Exp_Mult 120 -Attacks 0 -Defenses 0 -Height 44 -Weight 110 -Hunger_Mod 1 -Thirst_mod 0 -Mana_Regen 0 -HP_Regen 0 -Race_Recall 0 -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -WhereName (null)~ -End diff --git a/data/races/race.lst b/data/races/race.lst index 79698fb..2ecf57a 100644 --- a/data/races/race.lst +++ b/data/races/race.lst @@ -1,16 +1,20 @@ Human.race -Elf.race +High-Elf.race Dwarf.race Halfling.race Pixie.race -_Vampire_.race Half-Ogre.race Half-Orc.race Half-Troll.race Half-Elf.race -Lizardman.race -Sea-Elf.race Gith.race -Drow.race +Minotaur.race +Duergar.race +Centaur.race +Iguanadon.race Gnome.race +Drow.race +Wild-Elf.race +Insectoid.race +Sahuagin.race $ diff --git a/data/races/unused.race b/data/races/unused.race new file mode 100644 index 0000000..e16a8be --- /dev/null +++ b/data/races/unused.race @@ -0,0 +1,61 @@ +Name unused~ +Race 19 +Classes 0 +Str_Plus 0 +Dex_Plus 0 +Wis_Plus 0 +Int_Plus 0 +Con_Plus 0 +Cha_Plus 0 +Lck_Plus 0 +Hit 0 +Mana 0 +Affected 0 +Resist 0 +Suscept 0 +Language 0 +Align 0 +Min_Align 0 +Max_Align 0 +AC_Plus 0 +Exp_Mult 0 +Bodyparts 0 +Attacks 0 +Defenses 0 +Height 0 +Weight 0 +Hunger_Mod 0 +Thirst_mod 0 +Mana_Regen 0 +HP_Regen 0 +Race_Recall 0 +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +WhereName ~ +End diff --git a/data/realm/Build.are b/data/realm/Build.are index 37590bc..9317176 100644 --- a/data/realm/Build.are +++ b/data/realm/Build.are @@ -1,20 +1,24 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Build Interface Stuff~ -Author Haus~ -WeatherX 0 -WeatherY 0 -Ranges 0 60 0 60 -Economy 0 45000000 +Version 1 +Name Build Interface Stuff~ +Author Haus~ +Vnums 9500 9589 +Continent one~ +Coordinates 0 0 +Dates 1403946571 1403946571 +Ranges 0 60 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #ROOM -Vnum 9500 -Name Hermit's hut~ -Sector inside~ -Flags dark indoors~ -Desc You are inside the hermit's hut. It is rather old, but serves it purpose. +Vnum 9500 +Name Hermit's hut~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside the hermit's hut. It is rather old, but serves it purpose. It keeps its habitant from the rough winds and dangerous beasts of the plains and foothills. There is a small fireplace here. ~ @@ -28,15 +32,16 @@ Direction south~ ToRoom 9504 #ENDEXIT -Reset O 0 30 1 9500 +Reset O 30 1 9500 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 9501 -Name Inside a small tent~ -Sector inside~ -Flags indoors~ -Desc This is a small and simple tent with few possessions in sight. Lying +Vnum 9501 +Name Inside a small tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is a small and simple tent with few possessions in sight. Lying here and there are young-looking men and women, possibly slaves to the leader of this band. ~ @@ -58,11 +63,12 @@ ToRoom 9500 #ENDROOM #ROOM -Vnum 9502 -Name A Hovel~ -Sector inside~ -Flags dark indoors~ -Desc You are inside the hermit's hut. It is rather old, but serves it purpose. +Vnum 9502 +Name A Hovel~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside the hermit's hut. It is rather old, but serves it purpose. It keeps its habitant from the rough winds and dangerous beasts of the plains and foothills. There is a small fireplace here. ~ @@ -84,10 +90,12 @@ ToRoom 9501 #ENDROOM #ROOM -Vnum 9503 -Name A Campsite~ -Sector field~ -Desc This small group of desert nomads has stopped for the day to rest +Vnum 9503 +Name A Campsite~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small group of desert nomads has stopped for the day to rest and refresh themselves beside this beautiful oasis. Three tents and some camels make up the party. From within two of the tents you hear muffled voices, obviously surprised at your visit. @@ -105,11 +113,12 @@ ToRoom 9502 #ENDROOM #ROOM -Vnum 9504 -Name A Shack~ -Sector inside~ -Flags dark indoors~ -Desc You are inside the hermit's hut. It is rather old, but serves it purpose. +Vnum 9504 +Name A Shack~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside the hermit's hut. It is rather old, but serves it purpose. It keeps its habitant from the rough winds and dangerous beasts of the plains and foothills. There is a small fireplace here. ~ @@ -131,11 +140,12 @@ ToRoom 9508 #ENDROOM #ROOM -Vnum 9505 -Name Inside the cabin~ -Sector inside~ -Flags dark indoors~ -Desc You are inside a small one-room cabin made entirely from heavy logs. It is +Vnum 9505 +Name Inside the cabin~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ @@ -162,11 +172,12 @@ ToRoom 9504 #ENDROOM #ROOM -Vnum 9506 -Name A Homestead~ -Sector inside~ -Flags dark indoors~ -Desc You are inside a small one-room cabin made entirely from heavy logs. It is +Vnum 9506 +Name A Homestead~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ @@ -193,10 +204,12 @@ ToRoom 9505 #ENDROOM #ROOM -Vnum 9507 -Name A Keep~ -Sector city~ -Desc You are in a huge hall. Large tapestries line the walls and huge statues of +Vnum 9507 +Name A Keep~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a huge hall. Large tapestries line the walls and huge statues of various make and appearance are spread about. The ceiling above supports huge candelabras, which light the room. To the east, you see a bright light and hear sounds of inhabitation. Looking west, you see the entry gates to the keep. @@ -219,11 +232,12 @@ ToRoom 9506 #ENDROOM #ROOM -Vnum 9508 -Name A Fortress~ -Sector city~ -Flags dark indoors~ -Desc You are in a huge hall. Large tapestries line the walls and huge statues of +Vnum 9508 +Name A Fortress~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a huge hall. Large tapestries line the walls and huge statues of various make and appearance are spread about. The ceiling above supports huge candelabras, which light the room. To the east, you see a bright light and hear sounds of inhabitation. Looking west, you see the entry gates to the keep. @@ -246,11 +260,12 @@ ToRoom 9513 #ENDROOM #ROOM -Vnum 9509 -Name A Castle~ -Sector inside~ -Flags dark indoors~ -Desc You are in a huge hall. Large tapestries line the walls and huge statues of +Vnum 9509 +Name A Castle~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a huge hall. Large tapestries line the walls and huge statues of various make and appearance are spread about. The ceiling above supports huge candelabras, which light the room. To the east, you see a bright light and hear sounds of inhabitation. Looking west, you see the entry gates to the keep. @@ -278,11 +293,12 @@ ToRoom 9508 #ENDROOM #ROOM -Vnum 9510 -Name Guard House~ -Sector inside~ -Flags dark indoors~ -Desc You are in the guard house to the west of the entrance +Vnum 9510 +Name Guard House~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in the guard house to the west of the entrance to the castle. There are nude posters covering the walls. ~ #EXIT @@ -308,11 +324,12 @@ ToRoom 9509 #ENDROOM #ROOM -Vnum 9511 -Name By the Temple Altar~ -Sector inside~ -Flags dark nomob indoors nomagic safe norecall nosummon noastral~ -Desc You are by the temple altar in the northern end of the Temple of Darkhaven. +Vnum 9511 +Name By the Temple Altar~ +Sector indoors~ +Flags dark nomob indoors safe nosummon nomagic norecall noastral~ +Stats 0 0 0 0 0 +Desc You are by the temple altar in the northern end of the Temple of Darkhaven. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. ~ @@ -334,11 +351,12 @@ ToRoom 9510 #ENDROOM #ROOM -Vnum 9512 -Name Inside a Store~ -Sector inside~ -Flags dark indoors~ -Desc You are in a small room that smells of rare chemicals and spices. +Vnum 9512 +Name Inside a Store~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a small room that smells of rare chemicals and spices. Dividing the room in two is a large desk, and on the wall behind it are numerous shelves crammed with jars, bottles, books and scrolls of all sorts and sizes. @@ -356,10 +374,12 @@ ToRoom 9517 #ENDROOM #ROOM -Vnum 9513 -Name A Spooky Graveyard~ -Sector field~ -Desc You are on a well-kept gravel road that leads north-south through the +Vnum 9513 +Name A Spooky Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron grate is to the north and narrow gravel paths lead east and west. ~ @@ -386,11 +406,12 @@ ToRoom 9512 #ENDROOM #ROOM -Vnum 9514 -Name A Monestary~ -Sector inside~ -Flags dark lawful~ -Desc You are in a huge hall. Large tapestries line the walls and huge statues of +Vnum 9514 +Name A Monestary~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in a huge hall. Large tapestries line the walls and huge statues of various make and appearance are spread about. The ceiling above supports huge candelabras, which light the room. To the east, you see a bright light and hear sounds of inhabitation. Looking west, you see the entry gates to the keep. @@ -418,11 +439,12 @@ ToRoom 9513 #ENDROOM #ROOM -Vnum 9515 -Name A Stable~ -Sector city~ -Flags dark indoors~ -Desc This is a large stable where mounts of all types are brought to be trained +Vnum 9515 +Name A Stable~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a large stable where mounts of all types are brought to be trained as mounts. Looking about you see four stable-hands trying to saddle a excitable and sleek looking stallion that stands nearly 18 hands tall. There are a number of different stalls here each holding a different mount, @@ -451,11 +473,12 @@ ToRoom 9514 #ENDROOM #ROOM -Vnum 9516 -Name A Tavern~ -Sector inside~ -Flags dark indoors~ -Desc You are standing in the bar. The bar is set against the northern wall, old +Vnum 9516 +Name A Tavern~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. @@ -479,11 +502,12 @@ ToRoom 9515 #ENDROOM #ROOM -Vnum 9517 -Name The Basement~ -Sector mountain~ -Flags dark indoors~ -Desc This seems like your average basement. Old Christmas decorations, +Vnum 9517 +Name The Basement~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This seems like your average basement. Old Christmas decorations, suitcases, bicycles litter your way. You hear the squeaking of rats in the corners. ~ @@ -505,11 +529,12 @@ ToRoom 9522 #ENDROOM #ROOM -Vnum 9518 -Name A Bedroom~ -Sector inside~ -Flags dark indoors~ -Desc This is a snugly set bedroom with all the necessities for a romantic evening. +Vnum 9518 +Name A Bedroom~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a snugly set bedroom with all the necessities for a romantic evening. A large fireplace adorns the east wall, and sizzling away is the wood that is ablaze within. The bed is enormous, covering at least HALF of this great room. This stretches at least 300 square feet, so can you imagine the BED? @@ -539,11 +564,12 @@ ToRoom 9517 #ENDROOM #ROOM -Vnum 9519 -Name A Banquet Room~ -Sector inside~ -Flags dark indoors~ -Desc You are in the dining area of the student mages. From the number of +Vnum 9519 +Name A Banquet Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in the dining area of the student mages. From the number of tables and chairs here, you can see that this room could easily seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east. @@ -571,11 +597,12 @@ ToRoom 9518 #ENDROOM #ROOM -Vnum 9520 -Name A Corridor~ -Sector inside~ -Flags dark indoors~ -Desc You stand in the great hall of the keep. Huge pillars rise up to the vaulted +Vnum 9520 +Name A Corridor~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in the great hall of the keep. Huge pillars rise up to the vaulted ceiling and torch light glimmers off the marble floor here. You are amazed at the sheer size of the hall. The hall itself leads north and east. You notice a smaller hall leading south, deeper into the keep. @@ -603,11 +630,12 @@ ToRoom 9519 #ENDROOM #ROOM -Vnum 9521 -Name An Attic~ -Sector city~ -Flags dark indoors~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9521 +Name An Attic~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -630,11 +658,12 @@ ToRoom 9520 #ENDROOM #ROOM -Vnum 9522 -Name A Vault~ -Sector inside~ -Flags dark indoors~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9522 +Name A Vault~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -657,11 +686,12 @@ ToRoom 9527 #ENDROOM #ROOM -Vnum 9523 -Name Sitting Room~ -Sector inside~ -Flags dark indoors~ -Desc You are standing in the middle of a really comfortable place. The walls are +Vnum 9523 +Name Sitting Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The most attractive picture is one of a Prince in shiny armour. By one of the walls there is an old arm-chair. The only exit is through the aspenwood door to the east. @@ -689,11 +719,12 @@ ToRoom 9522 #ENDROOM #ROOM -Vnum 9524 -Name Study~ -Sector inside~ -Flags dark indoors silence~ -Desc You are in a small dark passage, which would be unremarkable if not for +Vnum 9524 +Name Study~ +Sector indoors~ +Flags dark indoors silence~ +Stats 0 0 0 0 0 +Desc You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blinding blue light to the west. On hooks set into the wall here there hang several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used @@ -722,11 +753,12 @@ ToRoom 9523 #ENDROOM #ROOM -Vnum 9525 -Name A Passageway~ -Sector city~ -Flags dark indoors tunnel~ -Desc This Passageway branches off from the main hall and leads somewhere ... where? +Vnum 9525 +Name A Passageway~ +Sector city~ +Flags dark indoors tunnel~ +Stats 0 0 0 0 0 +Desc This Passageway branches off from the main hall and leads somewhere ... where? ~ #EXIT Direction north~ @@ -751,11 +783,12 @@ ToRoom 9524 #ENDROOM #ROOM -Vnum 9526 -Name Tower~ -Sector city~ -Flags dark indoors~ -Desc The tower creaks and groans, almost as if it were muttering to +Vnum 9526 +Name Tower~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tower creaks and groans, almost as if it were muttering to itself. There are windows displaying a full moon, reigning over the night sky. The room is dark and there is almost a musty odor to it. You are surprised that you can't detect any dust or dirt, @@ -779,11 +812,12 @@ ToRoom 9525 #ENDROOM #ROOM -Vnum 9527 -Name Crypt~ -Sector inside~ -Flags dark indoors~ -Desc You are in a large room which continues to the west. You notice many +Vnum 9527 +Name Crypt~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a large room which continues to the west. You notice many coffins here. Open coffins reveal remains of something other than man. The smell of reptile is very strong here. ~ @@ -805,11 +839,12 @@ ToRoom 9532 #ENDROOM #ROOM -Vnum 9528 -Name Work Room~ -Sector inside~ -Flags dark indoors~ -Desc You are in the workroom of The Mad Alchemist. Bubbling braziers, long +Vnum 9528 +Name Work Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in the workroom of The Mad Alchemist. Bubbling braziers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. @@ -837,11 +872,12 @@ ToRoom 9527 #ENDROOM #ROOM -Vnum 9529 -Name Laboratory~ -Sector inside~ -Flags dark indoors~ -Desc You are in the workroom of The Mad Alchemist. Bubbling braziers, long +Vnum 9529 +Name Laboratory~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in the workroom of The Mad Alchemist. Bubbling braziers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. @@ -869,11 +905,12 @@ ToRoom 9528 #ENDROOM #ROOM -Vnum 9530 -Name A hallway~ -Sector inside~ -Flags dark indoors~ -Desc You are in a long hallway leading north and south. The walls emit a faint +Vnum 9530 +Name A hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west. ~ @@ -900,11 +937,12 @@ ToRoom 9529 #ENDROOM #ROOM -Vnum 9531 -Name Turret~ -Sector city~ -Flags dark indoors~ -Desc The tower creaks and groans, almost as if it were muttering to +Vnum 9531 +Name Turret~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tower creaks and groans, almost as if it were muttering to itself. There are windows displaying a full moon, reigning over the night sky. The room is dark and there is almost a musty odor to it. You are surprised that you can't detect any dust or dirt, @@ -928,11 +966,12 @@ ToRoom 9530 #ENDROOM #ROOM -Vnum 9532 -Name Storage Room~ -Sector inside~ -Flags dark indoors private~ -Desc You are in a small store room. Assorted junk is piled on shelves or +Vnum 9532 +Name Storage Room~ +Sector indoors~ +Flags dark indoors private~ +Stats 0 0 0 0 0 +Desc You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south. ~ @@ -954,11 +993,12 @@ ToRoom 9537 #ENDROOM #ROOM -Vnum 9533 -Name Kitchen~ -Sector inside~ -Flags dark indoors~ -Desc This must be the place of food and drink. You can hear the faint noise of +Vnum 9533 +Name Kitchen~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This must be the place of food and drink. You can hear the faint noise of rats feasting on meat and bread from somewhere undeterminable. The sound makes you feel the agony of HUNGER. The only visible exit is south to the Northern end of the hall. To the north there is a larder, and to the east @@ -987,11 +1027,12 @@ ToRoom 9532 #ENDROOM #ROOM -Vnum 9534 -Name The Larder~ -Sector inside~ -Flags dark indoors private~ -Desc You can see food all over. Among the heaps of food you notice HUGE rats +Vnum 9534 +Name The Larder~ +Sector indoors~ +Flags dark indoors private~ +Stats 0 0 0 0 0 +Desc You can see food all over. Among the heaps of food you notice HUGE rats scuttering around, nibbling pieces off the heaps here and there. ~ #EXIT @@ -1017,11 +1058,12 @@ ToRoom 9533 #ENDROOM #ROOM -Vnum 9535 -Name The Stairs~ -Sector inside~ -Flags dark indoors~ -Desc The stairs continue to circle up and down here. +Vnum 9535 +Name The Stairs~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The stairs continue to circle up and down here. ~ #EXIT Direction north~ @@ -1046,10 +1088,12 @@ ToRoom 9534 #ENDROOM #ROOM -Vnum 9536 -Name On The Rooftop~ -Sector hills~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9536 +Name On The Rooftop~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1072,11 +1116,12 @@ ToRoom 9535 #ENDROOM #ROOM -Vnum 9537 -Name Closet~ -Sector inside~ -Flags dark indoors solitary~ -Desc You are in a dark broom closet. Many straw brooms and other cleaning +Vnum 9537 +Name Closet~ +Sector indoors~ +Flags dark indoors solitary~ +Stats 0 0 0 0 0 +Desc You are in a dark broom closet. Many straw brooms and other cleaning instruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway. ~ @@ -1098,11 +1143,12 @@ ToRoom 9542 #ENDROOM #ROOM -Vnum 9538 -Name Office~ -Sector inside~ -Flags dark indoors~ -Desc This is the central office of Discordia. Here meetings are held and +Vnum 9538 +Name Office~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is the central office of Discordia. Here meetings are held and important issues discussed. Here the deities and leaders merge together their trains of thought, to form the governing body of Discordia. ~ @@ -1129,11 +1175,12 @@ ToRoom 9537 #ENDROOM #ROOM -Vnum 9539 -Name The treasury~ -Sector inside~ -Flags dark indoors~ -Desc You are in a small chamber, the stale air here is testament to the fact +Vnum 9539 +Name The treasury~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a small chamber, the stale air here is testament to the fact that it has gone undisturbed for many years. ~ #EXIT @@ -1159,11 +1206,12 @@ ToRoom 9538 #ENDROOM #ROOM -Vnum 9540 -Name The landing~ -Sector inside~ -Flags dark indoors~ -Desc You are on a small landing in the middle of a long stairway leading up. +Vnum 9540 +Name The landing~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway. ~ @@ -1190,11 +1238,12 @@ ToRoom 9539 #ENDROOM #ROOM -Vnum 9541 -Name On The Balcony~ -Sector hills~ -Flags dark indoors~ -Desc You see a splendid of the most of this world. The valleys stretch as far as +Vnum 9541 +Name On The Balcony~ +Sector hills~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You see a splendid of the most of this world. The valleys stretch as far as the eye reaches to the south from here. Down below you can see the entrance of this magnificent building. To the north are the doors to Redferne's Bedroom. ~ @@ -1216,11 +1265,12 @@ ToRoom 9540 #ENDROOM #ROOM -Vnum 9542 -Name Foyer~ -Sector inside~ -Flags dark nomob indoors~ -Desc You are inside the high tower of sorcery. The sight is truly amazing. +Vnum 9542 +Name Foyer~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc You are inside the high tower of sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. @@ -1245,11 +1295,12 @@ ToRoom 9547 #ENDROOM #ROOM -Vnum 9543 -Name Drawing Room~ -Sector inside~ -Flags dark indoors~ -Desc You have entered the master enchanter's chamber. Upon all the walls here +Vnum 9543 +Name Drawing Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have entered the master enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table. @@ -1277,11 +1328,12 @@ ToRoom 9542 #ENDROOM #ROOM -Vnum 9544 -Name The Den~ -Sector city~ -Flags dark indoors~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9544 +Name The Den~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1309,11 +1361,12 @@ ToRoom 9543 #ENDROOM #ROOM -Vnum 9545 -Name At A Ladder~ -Sector mountain~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9545 +Name At A Ladder~ +Sector mountain~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1341,11 +1394,12 @@ ToRoom 9544 #ENDROOM #ROOM -Vnum 9546 -Name On A Catwalk~ -Sector mountain~ -Flags private~ -Desc You stand on a precarious catwalk, high above the ground. +Vnum 9546 +Name On A Catwalk~ +Sector mountain~ +Flags private~ +Stats 0 0 0 0 0 +Desc You stand on a precarious catwalk, high above the ground. This small beam is so thin that your toes hang off into the air. ~ #EXIT @@ -1366,11 +1420,12 @@ ToRoom 9545 #ENDROOM #ROOM -Vnum 9547 -Name Entrance~ -Sector inside~ -Flags dark nomob indoors~ -Desc "Magnificent" does not even begin to describe the foyer. Lavishly +Vnum 9547 +Name Entrance~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc "Magnificent" does not even begin to describe the foyer. Lavishly decorated, yet elegant, it gives an impression of indescribable wealth. Paintings and tapestries line the walls depicting scenes from throughout history. Antiques furnitures and oriental rugs are @@ -1395,11 +1450,12 @@ ToRoom 9552 #ENDROOM #ROOM -Vnum 9548 -Name Arboretum.~ -Sector inside~ -Flags dark indoors~ -Desc A small indoor garden so that the residents don't have to go +Vnum 9548 +Name Arboretum.~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A small indoor garden so that the residents don't have to go outside to enjoy plants and commune with nature. There are several trees, a small pond and flowers of every kind. ~ @@ -1426,11 +1482,12 @@ ToRoom 9547 #ENDROOM #ROOM -Vnum 9549 -Name The Library~ -Sector inside~ -Flags dark indoors~ -Desc This is truly a magnificent place! Books and scrolls lie together on every +Vnum 9549 +Name The Library~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is truly a magnificent place! Books and scrolls lie together on every shelf. A large globe, with the map of the Mud-world upon it, stands in the dimly lit north-western corner of the room. Two large and comfortable- looking leather arm-chairs adorn the center of the library together with @@ -1462,11 +1519,12 @@ ToRoom 9548 #ENDROOM #ROOM -Vnum 9550 -Name A Vent~ -Sector inside~ -Flags dark indoors tunnel private~ -Desc It is very dark here... +Vnum 9550 +Name A Vent~ +Sector indoors~ +Flags dark indoors tunnel private~ +Stats 0 0 0 0 0 +Desc It is very dark here... ~ #EXIT Direction north~ @@ -1491,11 +1549,12 @@ ToRoom 9549 #ENDROOM #ROOM -Vnum 9551 -Name A Shaft~ -Sector inside~ -Flags dark indoors tunnel~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9551 +Name A Shaft~ +Sector indoors~ +Flags dark indoors tunnel~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1518,11 +1577,12 @@ ToRoom 9550 #ENDROOM #ROOM -Vnum 9552 -Name Gate~ -Sector inside~ -Flags dark~ -Desc You have reached the entrance to the high tower of sorcerery. The +Vnum 9552 +Name Gate~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached the entrance to the high tower of sorcerery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, guarded by a huge golem. The trail @@ -1546,11 +1606,12 @@ ToRoom 9557 #ENDROOM #ROOM -Vnum 9553 -Name Audience Room~ -Sector inside~ -Flags dark indoors~ -Desc You are in a large chamber. Small bolts of energy leap from wall to wall, +Vnum 9553 +Name Audience Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colors and patterns ever changing. Bright bursts of color seem to explode into the air and fade again at random times. All this splendor plays about and draws @@ -1580,11 +1641,12 @@ ToRoom 9552 #ENDROOM #ROOM -Vnum 9554 -Name Conservatory~ -Sector inside~ -Flags dark indoors~ -Desc Here was the rehearsal and recital room for the residents of the +Vnum 9554 +Name Conservatory~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Here was the rehearsal and recital room for the residents of the estate. There is a Steinway piano in the corner and various gilded instruments are on display in a glass cabinet. ~ @@ -1611,11 +1673,12 @@ ToRoom 9553 #ENDROOM #ROOM -Vnum 9555 -Name A Dumbwaiter~ -Sector inside~ -Flags dark indoors tunnel private~ -Desc It is very dark here... +Vnum 9555 +Name A Dumbwaiter~ +Sector indoors~ +Flags dark indoors tunnel private~ +Stats 0 0 0 0 0 +Desc It is very dark here... ~ #EXIT Direction north~ @@ -1640,11 +1703,12 @@ ToRoom 9554 #ENDROOM #ROOM -Vnum 9556 -Name A Chimney~ -Sector inside~ -Flags dark indoors~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9556 +Name A Chimney~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1667,10 +1731,12 @@ ToRoom 9555 #ENDROOM #ROOM -Vnum 9557 -Name Porch~ -Sector city~ -Desc A huge patio overlooks the lawn area. There are enough tables and +Vnum 9557 +Name Porch~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc A huge patio overlooks the lawn area. There are enough tables and chairs for a party of 100. The tables and chairs are ornate and expensive, tasteful and elegant. Stairs lead up to the main house. @@ -1693,11 +1759,12 @@ ToRoom 9562 #ENDROOM #ROOM -Vnum 9558 -Name Classroom~ -Sector inside~ -Flags dark~ -Desc You are in an apparently empty classroom. A strange feeling of being +Vnum 9558 +Name Classroom~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint rustle of robes. The only apparent exit is back east to the hallway. ~ @@ -1724,11 +1791,12 @@ ToRoom 9557 #ENDROOM #ROOM -Vnum 9559 -Name Limbo~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9559 +Name Limbo~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1756,10 +1824,12 @@ ToRoom 9558 #ENDROOM #ROOM -Vnum 9560 -Name Lawn~ -Sector field~ -Desc The lawn seems to stretch and stretch to the south and to the west. +Vnum 9560 +Name Lawn~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The lawn seems to stretch and stretch to the south and to the west. North of you is a gate. The grass is emerald green and luscious, obviously well cared for. ~ @@ -1786,11 +1856,12 @@ ToRoom 9559 #ENDROOM #ROOM -Vnum 9561 -Name Limbo~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9561 +Name Limbo~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1813,10 +1884,12 @@ ToRoom 9560 #ENDROOM #ROOM -Vnum 9562 -Name Lake~ -Sector water_swim~ -Desc A huge patio overlooks the lawn area. There are enough tables and +Vnum 9562 +Name Lake~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc A huge patio overlooks the lawn area. There are enough tables and chairs for a party of 100. The tables and chairs are ornate and expensive, tasteful and elegant. Stairs lead up to the main house. @@ -1839,11 +1912,12 @@ ToRoom 9567 #ENDROOM #ROOM -Vnum 9563 -Name Forest~ -Sector forest~ -Flags dark~ -Desc You are in an apparently empty classroom. A strange feeling of being +Vnum 9563 +Name Forest~ +Sector forest~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint rustle of robes. The only apparent exit is back east to the hallway. ~ @@ -1870,11 +1944,12 @@ ToRoom 9562 #ENDROOM #ROOM -Vnum 9564 -Name Swamp~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9564 +Name Swamp~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1902,11 +1977,12 @@ ToRoom 9563 #ENDROOM #ROOM -Vnum 9565 -Name Well~ -Sector inside~ -Flags dark indoors tunnel private~ -Desc The lawn seems to stretch and stretch to the south and to the west. +Vnum 9565 +Name Well~ +Sector indoors~ +Flags dark indoors tunnel private~ +Stats 0 0 0 0 0 +Desc The lawn seems to stretch and stretch to the south and to the west. North of you is a gate. The grass is emerald green and luscious, obviously well cared for. ~ @@ -1933,11 +2009,12 @@ ToRoom 9564 #ENDROOM #ROOM -Vnum 9566 -Name Street~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9566 +Name Street~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -1960,11 +2037,12 @@ ToRoom 9565 #ENDROOM #ROOM -Vnum 9567 -Name On the River~ -Sector water_noswim~ -Flags dark~ -Desc The levee is directly north of here. The river flows in an east west +Vnum 9567 +Name On the River~ +Sector water_noswim~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The levee is directly north of here. The river flows in an east west direction. ~ #EXIT @@ -1985,10 +2063,12 @@ ToRoom 9572 #ENDROOM #ROOM -Vnum 9568 -Name The Floor of the Canyon~ -Sector mountain~ -Desc Various elemental forms wander the floor of the canyon. Some seem to be +Vnum 9568 +Name The Floor of the Canyon~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be going about their business, while others seem to have no business at all. In general, it is calm, yet there is always a incessant buzz of things going on about. The canyon continues north and east. @@ -2016,10 +2096,12 @@ ToRoom 9567 #ENDROOM #ROOM -Vnum 9569 -Name Beach~ -Sector desert~ -Desc This damp, cold beach is covered in a thick grey mist limiting vision +Vnum 9569 +Name Beach~ +Sector desert~ +Flags ~ +Stats 0 0 0 0 0 +Desc This damp, cold beach is covered in a thick grey mist limiting vision to arms reach. The ghostly sound of the waves can be heard off to the east. The mist itself seem to be flowing in from the west. ~ @@ -2046,11 +2128,12 @@ ToRoom 9568 #ENDROOM #ROOM -Vnum 9570 -Name Mine~ -Sector mountain~ -Flags dark indoors tunnel~ -Desc You are at the bottom of the mineshaft. The air here is very sooty, and +Vnum 9570 +Name Mine~ +Sector mountain~ +Flags dark indoors tunnel~ +Stats 0 0 0 0 0 +Desc You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breath. The mineshaft leads up and east. ~ #EXIT @@ -2076,10 +2159,12 @@ ToRoom 9569 #ENDROOM #ROOM -Vnum 9571 -Name Road~ -Sector hills~ -Desc You stand on Bywater Road, the busiest street in all of Shiredom. The road +Vnum 9571 +Name Road~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west while to the north lies the general store. ~ #EXIT @@ -2100,10 +2185,12 @@ ToRoom 9570 #ENDROOM #ROOM -Vnum 9572 -Name On the Stream~ -Sector water_swim~ -Desc The stream is cold and frigid, yet it supports plenty of life beneath its +Vnum 9572 +Name On the Stream~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The stream is cold and frigid, yet it supports plenty of life beneath its surface. The current trickles west and there is a field to the south. ~ #EXIT @@ -2119,10 +2206,12 @@ ToRoom 9573 #ENDROOM #ROOM -Vnum 9573 -Name The forest clearing~ -Sector forest~ -Desc You are in a clearing in the forest. Lots of fresh stumps of varying sizes +Vnum 9573 +Name The forest clearing~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. ~ @@ -2144,11 +2233,12 @@ ToRoom 9572 #ENDROOM #ROOM -Vnum 9574 -Name Snake Pit~ -Sector mountain~ -Flags dark~ -Desc You stand beside a large dark pond. The water boils not with heat, but with +Vnum 9574 +Name Snake Pit~ +Sector mountain~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand beside a large dark pond. The water boils not with heat, but with motion, as if it is alive. A creaking beat pulses through the air, leaving you with a cold sweat and fear in your heart. ~ @@ -2175,11 +2265,12 @@ ToRoom 9573 #ENDROOM #ROOM -Vnum 9575 -Name Tunnel~ -Sector inside~ -Flags dark indoors tunnel~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9575 +Name Tunnel~ +Sector indoors~ +Flags dark indoors tunnel~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -2207,10 +2298,12 @@ ToRoom 9574 #ENDROOM #ROOM -Vnum 9576 -Name Path~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 9576 +Name Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. ~ @@ -2232,10 +2325,12 @@ ToRoom 9575 #ENDROOM #ROOM -Vnum 9577 -Name Sandstorm~ -Sector desert~ -Desc A vast desert stretches for miles, the sand constantly shifting around you. +Vnum 9577 +Name Sandstorm~ +Sector desert~ +Flags ~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. You feel lost. ~ #EXIT @@ -2256,10 +2351,12 @@ ToRoom 9582 #ENDROOM #ROOM -Vnum 9578 -Name Rope~ -Sector city~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9578 +Name Rope~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -2287,10 +2384,12 @@ ToRoom 9577 #ENDROOM #ROOM -Vnum 9579 -Name Cliff~ -Sector mountain~ -Desc Being very careful not to lose your balance, you look around and +Vnum 9579 +Name Cliff~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Being very careful not to lose your balance, you look around and find that this canyon is about a half a kilometer deep. To the west is a dark cave leading under the desert sands. ~ @@ -2312,11 +2411,12 @@ ToRoom 9578 #ENDROOM #ROOM -Vnum 9580 -Name An Underground River~ -Sector water_swim~ -Flags dark indoors tunnel~ -Desc You are standing in water, the tunnel continues both to the +Vnum 9580 +Name An Underground River~ +Sector water_swim~ +Flags dark indoors tunnel~ +Stats 0 0 0 0 0 +Desc You are standing in water, the tunnel continues both to the north and south. ~ #EXIT @@ -2332,11 +2432,12 @@ ToRoom 9585 #ENDROOM #ROOM -Vnum 9581 -Name Jungle~ -Sector forest~ -Flags dark~ -Desc You stand beside a large dark pond. The water boils not with heat, but with +Vnum 9581 +Name Jungle~ +Sector forest~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand beside a large dark pond. The water boils not with heat, but with motion, as if it is alive. A creaking beat pulses through the air, leaving you with a cold sweat and fear in your heart. ~ @@ -2358,10 +2459,12 @@ ToRoom 9580 #ENDROOM #ROOM -Vnum 9582 -Name Sand Bar~ -Sector desert~ -Desc You are on a little sand bar in the water. +Vnum 9582 +Name Sand Bar~ +Sector desert~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a little sand bar in the water. ~ #EXIT Direction north~ @@ -2386,10 +2489,12 @@ ToRoom 9581 #ENDROOM #ROOM -Vnum 9583 -Name On the Rope Bridge~ -Sector mountain~ -Desc You are on the rope bridge. From here, you can see the whole Valley of the +Vnum 9583 +Name On the Rope Bridge~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the rope bridge. From here, you can see the whole Valley of the Elves. To the south, you see the main valley. To the north-east, you see a smaller valley with a building in the center of it. To the north-west, you can see a very small valley with a shack in it's center. A rope ladder @@ -2418,11 +2523,12 @@ ToRoom 9582 #ENDROOM #ROOM -Vnum 9584 -Name A Bridge~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9584 +Name A Bridge~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -2445,11 +2551,12 @@ ToRoom 9583 #ENDROOM #ROOM -Vnum 9585 -Name An Underground Lake~ -Sector water_swim~ -Flags dark indoors~ -Desc You stand beside a large dark pond. The water boils not with heat, but with +Vnum 9585 +Name An Underground Lake~ +Sector water_swim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand beside a large dark pond. The water boils not with heat, but with motion, as if it is alive. A creaking beat pulses through the air, leaving you with a cold sweat and fear in your heart. ~ @@ -2466,11 +2573,12 @@ ToRoom 9586 #ENDROOM #ROOM -Vnum 9586 -Name Cave~ -Sector mountain~ -Flags dark indoors~ -Desc This cavern overwhelms you. The walls and ceiling seem miles away. +Vnum 9586 +Name Cave~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This cavern overwhelms you. The walls and ceiling seem miles away. Bones of previous adventurers lie strewn on the cavern floor. ~ #EXIT @@ -2491,11 +2599,12 @@ ToRoom 9585 #ENDROOM #ROOM -Vnum 9587 -Name Sombody Ignored This Room~ -Sector city~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9587 +Name Sombody Ignored This Room~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -2518,10 +2627,12 @@ ToRoom 9586 #ENDROOM #ROOM -Vnum 9588 -Name A Rope Ladder~ -Sector mountain~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9588 +Name A Rope Ladder~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. @@ -2544,11 +2655,12 @@ ToRoom 9587 #ENDROOM #ROOM -Vnum 9589 -Name A Natural Bridge~ -Sector hills~ -Flags dark~ -Desc You are floating in a formless void, detached from all sensation of physical +Vnum 9589 +Name A Natural Bridge~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. diff --git a/data/realm/abyss.are b/data/realm/abyss.are deleted file mode 100644 index 11a0b82..0000000 --- a/data/realm/abyss.are +++ /dev/null @@ -1,16734 +0,0 @@ -#XSMAUGAREA -#AREADATA -Version 1 -Name 666 Layers of the Abyss~ -Author Honey/Cian~ -WeatherX 0 -WeatherY 0 -Ranges 80 100 0 100 -Economy 0 26797450 -ResetMsg All Hell breaks out in the Abyss...~ -ResetFreq 60 -#ENDAREADATA - -#MOBILE -Vnum 25100 -Keywords toad-like demon~ -Short a toad-like demon~ -Long A toad-like demon is lurking here. -~ -Desc This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak hide~ -Stats1 -1000 70 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs guts~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Flesh... flesh... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25101 -Keywords skeletal giant~ -Short a skeletal giant~ -Long A towering skeletal giant wanders about here. -~ -Desc This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work. -~ -Race skeleton~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 71 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs feet~ -Immune cold~ -Attacks punch~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -emote glares at you with empty eye-sockets. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25102 -Keywords winter wolf~ -Short a winter wolf~ -Long A white wolf is here on the ice fields. -~ -Desc This huge wolf has a coat of glistening white and dark red -eyes. This thing is five or six times as large as a normal -wolf, you can not think of a better place for this -abonimation to be. The beast appears unaffected by the -bitter cold temperatures of this plane. -~ -Race canine~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 72 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head eye paws forelegs~ -Immune cold~ -Attacks bite~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -emote snarls at you exposing its large teeth. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25103 -Keywords ancient white dragon~ -Short an ancient white dragon~ -Long An ancient white dragon lies sleeping here in its lair. -~ -Desc This huge ancient white dragon is sleeping at the moment. If -you quietly go back the way you came, perhaps she will stay that -way. Yeah, that sounds like a good plan. Glancing again at the -white gargantuan, you note that she is over eighty feet long, -and that her spear-like talons are three feet long. -~ -Race dragon~ -Class warrior~ -Position sleeping~ -DefPos sleeping~ -Specfun spec_breath_frost~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 85 0 0 30000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head legs guts scales claws horns~ -Immune cold~ -Attacks claws~ -#ENDMOBILE - -#MOBILE -Vnum 25104 -Keywords Kostchtchie Demon Lord~ -Short Kostchtchie the Demon Lord~ -Long The Demon Lord Kostchtchie is here... -~ -Desc Kostchtchie resembles a giant with short malformed legs. He -is seven feet tall with pale yellow skin. He has a flat oval -shaped head with slitted eyes and gross features. He is -hairless with the exception of his black, bushy eyebrows. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 45000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts heart brains guts~ -Immune cold~ -#MUDPROG -Progtype greet_prog~ -Arglist 25~ -Comlist if ispc($n) -emote grunts and attacks! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25105 -Keywords wicked stag leucrotta~ -Short a wicked leucrotta~ -Long A wicked looking stag roams about here. -~ -Desc The body of this creature resembles a stag, its tail being -rather lion-like, and its legs end in cloven hooves. Its -head is that of a huge badger with boney ridges in place of -teeth. -~ -Race horse~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 75 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head heart guts forelegs~ -Immune fire~ -Attacks kick~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 5~ -Comlist if ispc($n) -emote shuffles her hind feet and charges! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25106 -Keywords one-horned demon~ -Short a one-horned demon~ -Long A one-horned demon materializes to attack! -~ -Desc This demon is sometimes called the one horned horror or ebony -death. He appears as a skeleton in form fitting black -leather armor. He has larger than normal extremeties with -taloned fingers and a deadly horn-like growth that projects -from the back of the skull, curving forward and downward. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 75 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms guts horns hooves~ -Immune fire~ -Attacks claws~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 5~ -Comlist if ispc($n) -tell $n So tender and juicy! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25107 -Keywords female succubus demon~ -Short an inviting succubus~ -Long An inviting female demon is sitting here ready for you. -~ -Desc Though she resembles a very beautiful human female, her horns -and bat-like wings give away her true nature. She is one of -the Demon Prince's mistresses. She does not look bad, for a -demon that is. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 76 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts wings tail horns~ -Attacks bite~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 50~ -Comlist if ispc($n) -tell $n Mmmmm... too bad you so busy killing things honey. -lick -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25108 -Keywords beastly lamia~ -Short a beastly lamia~ -Long A beastly lamia, is here craving flesh. -~ -Desc This creature has the upper torso of a human female, however -her lower torso is that of a beast. She is not particularly -attractive, no she is repulsive, hope she does not want to get -you alone! Run Forrest Run! -~ -Race horse~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 76 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms heart horns hooves forelegs~ -Immune fire~ -Attacks kick~ -#ENDMOBILE - -#MOBILE -Vnum 25109 -Keywords balor flaming demon~ -Short Balor the Flaming~ -Long A demon emerges from the collumn and attacks! -~ -Desc This demon is twelve feet tall and covered in flames. He has -huge goat-like horns protruding from his head and leathery -wings. He wields a whip of many tails. Whoa! Lets get the -Hell out of here, before he kicks your ass. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 85 0 0 15000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts wings tail scales claws horns~ -Immune fire~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 50~ -Comlist if ispc($n) -tell $n I'm gonna burn you alive bitch! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25110 -Keywords Graz'zt Demon Prince~ -Short Graz'zt the Demon Prince~ -Long The Demon Prince Graz'zt is here... -~ -Desc Graz'zt is handsome, at least by human standards. He is -huge with shining black skin and glowing green eyes. He has -pointed ears and fangs and is six-fingered and six-toed. He -wields a large wavey bladed bastard sword and snickers as you -find yourself look eye to eye with a powerful demon who would -love nothing more than to devour your soul for breakfast.&& -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 38000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands fingers~ -Immune pierce~ -Attacks curse~ -Defenses dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n You aren't a demon!!! Die bastard! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25111 -Keywords slime coated demon~ -Short a slime-coated demon~ -Long A small slimey demon is wanering around here. -~ -Desc This demon is about four feet tall. Its skin is rubbery and -its torso is thick with spindly arms and legs. It has a -small head planted firmly on its shoulders and a mouth full -of razor sharp fangs. The miserable thing belches and throws -up a large lump of greenish-yellow matter that lands close -to your foot. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_acid~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 77 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune acid~ -#ENDMOBILE - -#MOBILE -Vnum 25112 -Keywords insect-like demon~ -Short an insect-like demon~ -Long An insect-like demon buzzes about here. -~ -Desc This seven foot tall demon is a cross between a common fly, -a cockroach, and a human. It has four fly-like hind legs, -and it can grasp objects with its forelimbs, which come -equipped with strong three chitinous, pincher fingers. It -has wings, a hairy fly-body and a mane of stiff bristles. -Aside from its eyes and horn-like nose, the rest of its face -could be considered human. You should think twice about the -next time you step on an insect. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared flying~ -Stats1 -1000 78 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts eye scales haunches~ -Immune electricity~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25113 -Keywords twisted demon~ -Short a twisted demon~ -Long A twisted demon has been burnt by the sun here. -~ -Desc This demon resembles an ugly human. It is hairless, with a -pointy skull, large features and backward-pointing ears. Its -limbs are grossly misshappen and it has clublike fists -for hands. The whole of its body has been burnt under the -blistering rays of the Abyssal sun overhead. Damn it is hot -on this plane. Once again you think of an ice cold glass of -water. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 79 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs claws~ -Immune fire~ -Attacks kick~ -#ENDMOBILE - -#MOBILE -Vnum 25114 -Keywords female succubus demon~ -Short a seductive succubus~ -Long An female demon is sitting here lusting for you. -~ -Desc She seems to appear as a human female with the exception of -her vestigal horns and rather small bat wings. She wiggles -her finger for you to come and get to know her better. In -the words of the Great One, "Shwing!" -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 79 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms heart fingers wings tail~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25115 -Keywords Fraz-Urb'luu Demon Prince~ -Short Fraz-Urb'luu the Prince of Deception~ -Long The Prince of Deception is here... -~ -Desc This demon is nearly twenty feet tall. His body is covered -with short coarse hair. His feet are broad and splayed and -his hands are large and stubby. He has large ragged ears and -a rather pointed head. He has pale blue hair, grayish skin -and a pair of vast, dull black wings. His tail is hairless -from a gray base to a pale blue tip. He is weilding a sword -of massive porportions with deadly accuraccy. However, it is -not the weapon in which he wields, but the rod that he -carries, that you should fear. The Infernal Rod of -Fraz-Urb'luu is feared through-out the Abyss, even by the -other Demon Lords and Princes. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 45000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms guts claws hooves~ -Immune slash~ -Attacks claws blindness curse~ -Defenses dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 50~ -Comlist if ispc($n) -tell $n I'm gonna beat you into a bloody mess mortal. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25116 -Keywords thunder beast~ -Short a thunder beast~ -Long A thunder beast roars and attacks! -~ -Desc This ten foot tall beast is pig or hippo-like in form, but -with longer legs of which it has six. It has a small head -with fan-like ears, beady eyes and a huge mouth. It is dark -brown in colorand covered in warty growths. -~ -Race bear~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 78 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts wings tail scales claws horns~ -Immune electricity~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25117 -Keywords skeletal nightmare~ -Short a skeletal nightmare~ -Long A skeletal nightmare charges down the hill to attack! -~ -Desc This creature is gaunt and skeletal with a huge head and -glowing red eyes, flaming orange nostrils, a mouth full of -fangs, and hooves that burn like embers. Its coat is black -and its mane and tail are wild and rugged. -~ -Race skeleton~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 79 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs hooves forelegs~ -Immune drain~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25118 -Keywords undead minotaur~ -Short an undead minotaur~ -Long A minotaur is here serving his Lord in the afterlife. -~ -Desc This ten foot tell beast has a humanoid shaped body with a -bovine head. He carries a huge axe. Bits and pieces of its -flesh are falling off as it moves towards you. Perhaps this -minotaur served Mahn-Tor when it was living, but now it only -serves the ruler of this plane. -~ -Race skeleton~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs hands horns hooves~ -Immune drain~ -Attacks gouge~ -#ENDMOBILE - -#MOBILE -Vnum 25119 -Keywords Baphomet Demon Lord~ -Short Baphomet the Demon Lord~ -Long The Demon Lord of Minotaurs is here... -~ -Desc Before you stands a huge twelve foot tall minotaur. His body -is covered with black hair which fails to hide his massive -musculature. His eyes glow with hatred as he scowls at your -appearance. He flexes his muscles and moves into smash you -into a bloody pulp with his gauntleted fists. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 75000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs wings tail horns hooves~ -Immune cold blunt drain~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n It's going to be a blast beating the shit out of you! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25120 -Keywords undead hyena animal~ -Short a undead hyena~ -Long A dead animal is roaming the plains here. -~ -Desc This animal is foughly wolf-like, with a mouth full of sharp -teeth. He may not be huge in size, but he travels in a pack -and they all look hungrily at you! When the beast barks it -sounds like the chilling laughter of some wicked fiend. At -a second glance, you notice large patches of the hyenas skin -are missing, and that its eye sockets are empty and black. -~ -Race canine~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak~ -Stats1 -1000 75 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head tail paws~ -Immune drain~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25121 -Keywords guardian flind~ -Short a guardian flind~ -Long A flind has been posted here. -~ -Desc This creature resembles a gnoll, except it is much stronger, -and looks more intelligent. These creatures are known to -employ a wide variety of combat tactics and wield a variety -of formidable weapons, such as 'flind bars'. It just so -happens, that this Flind was selected to serve is Master in -the afterlife! -~ -Race gnoll~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 76 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head heart guts haunches paws~ -Defenses dodge~ -#MUDPROG -Progtype greet_prog~ -Arglist 5~ -Comlist cackle~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25122 -Keywords dark shape spectre~ -Short a dark spectre~ -Long A dark shape is lurking in the darkness here. -~ -Desc This undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -Race shadow~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak hide truesight~ -Stats1 -1000 77 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune drain~ -Attacks drain~ -#MUDPROG -Progtype greet_prog~ -Arglist 15~ -Comlist if ispc($n) -hiss -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25123 -Keywords ghoul fiend~ -Short a ghoul~ -Long A fiend is here, snacking on some corpses. -~ -Desc This undead creature used to be a human. Now it feeds on -corpses. It has hideous long, filthy nails which have are -stained blood-red, and its skin is a dull, lifeless grey. -~ -Race ghoul~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 77 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts brains guts claws~ -Immune drain~ -Attacks drain~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 50~ -Comlist if ispc($n) -tell $n Brains! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25124 -Keywords canine foaming hyena~ -Short a foaming hyena~ -Long A huge canine is here foaming at the mouth. -~ -Desc This creature has the features of a regular hyena, with the -exception of its massive size, which is six feet at the -shoulder, and the yellow foam which is constantly drooling -from its mouth. While not undead, this beast looks deadly. -~ -Race canine~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 78 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head heart paws~ -#ENDMOBILE - -#MOBILE -Vnum 25125 -Keywords Yeenoght Demon Lord~ -Short Yeenoght the Demon Lord~ -Long The Demon Lord of Gnolls is here... -~ -Desc Yeenoght resembles a very tall human at first glance. His -head is that of a hyena. His chest, canine, his hands are -paw-like as are his feet. He is thin to the point of being -skeletal and his only body hair is a mangy crest of putrid -yellow from his head to his mid-back. His skin is dead gray. -His eyes are amber and filled with hate for all things that -are not decaying and dog-like. He giggles with an impish -laughter when you look at him, then smacks you on the head -with his flail. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 85000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts tentacles tail fangs horns haunches~ -Immune energy drain~ -Attacks drain~ -Defenses sanctuary~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n You're bones will make a nice snack for my hyenas! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25126 -Keywords black pudding pool~ -Short a pool of black pudding~ -Long The dreaded black pudding is spreading across the floor here. -~ -Desc This slime-like creature is black in color with a body the -consistancy of pudding, thus the name. Its underside is -covered with many tiny mouths. It is about seven foot in -diameter. Countless adventurers have accidently wandered -into one of these creatures lairs only to discover what the -black substance actually was to late. -~ -Race slime~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea wimpy~ -Affected detect_invis detect_hidden~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune acid~ -#ENDMOBILE - -#MOBILE -Vnum 25127 -Keywords gray ooze pool~ -Short a gray pool of ooze~ -Long A gray pool of ooze is here, oozing, what else? -~ -Desc Ewwww! It is a gray oozing looking thing! It is about three -feet by ten feet and about six inches thick and it is oozing -your way! Hopefully you can move out of its way and it will -keep on moving. -~ -Race slime~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea wimpy~ -Affected detect_invis detect_hidden~ -Stats1 -1000 81 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune acid~ -#ENDMOBILE - -#MOBILE -Vnum 25128 -Keywords ochre jelly~ -Short an ochre jelly~ -Long An ochre jelly is here, oozing all about. -~ -Desc This brown slime-like creature is featureless. Its about six -feet in diameter and about six inches thick. It is too busy -oozing to notice you. How lucky. -~ -Race slime~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea wimpy~ -Affected detect_invis detect_hidden~ -Stats1 -1000 82 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune acid~ -#ENDMOBILE - -#MOBILE -Vnum 25129 -Keywords slime coated demon~ -Short a slime-coated demon~ -Long A thick deposit of slime is here on the floor. -~ -Desc This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -Race slime~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 83 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune acid~ -#ENDMOBILE - -#MOBILE -Vnum 25130 -Keywords jubilex faceless one~ -Short Jubilex the Faceless One~ -Long The Faceless One is here... -~ -Desc This Demon Lord is a shapeless loathsome creature. He -constantly changes shape, but as you see him now, he is a -nine foot cone-like heap. His color is a blend of blackish -greens, foul browns and yellows, and sickly transluscent -grays and ambers. From this mass protrude several glaring -red eyes, pinkish ears, and sharp yellow teeth, in addition -to several unidentified parts inside the blob of slime. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_acid~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 34000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts brains guts ear eye~ -Resist blunt pierce slash~ -Immune acid~ -Defenses truesight~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if ispc($n) -tell $n Great Googlie Mooglies! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25131 -Keywords lesser mummy~ -Short a lesser mummy~ -Long A lesser mummy has been roused from its sleep here. -~ -Desc This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. From the -lack of any ornaments or jewelery, you determine that this -mummy must have been a craftsman or a priest, not a king or -other royal person. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms claws~ -Immune drain~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if ispc($n) -tell $n Coin... coin... coin... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25132 -Keywords old vampire~ -Short an old vampire~ -Long An old vampire has been awakened here. -~ -Desc This undead creature was a human when it was alive. He is -six feet tall, dressed in dark clothes and wearing a long, -flowing cape. He has dark hair and eyes and sharp fangs in -which he uses to drain the blood of his victims. -~ -Race vampire~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared flying truesight~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms guts hands fangs~ -Immune drain~ -#ENDMOBILE - -#MOBILE -Vnum 25133 -Keywords lumbering zombie~ -Short a lumbering zombie~ -Long A zombie is here lumbering about the dungeon. -~ -Desc This wretched undead creature used to be human. Its flesh -is rotting away and its bones peek through in some places. -It moves slowly, but you have a feeling that it is much -stronger than it looks. Something in the back of your mind -tells you that if you stay down here too long you might end -up like this thing. -~ -Race zombie~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Brains... need more brains... you got any brains for me??? -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25134 -Keywords something shadow demon~ -Short a shadow demon~ -Long Something is moving in the shadows here. -~ -Desc This undead creature is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -Race shadow~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak hide~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune drain~ -Attacks drain~ -#ENDMOBILE - -#MOBILE -Vnum 25135 -Keywords fiend manes demon~ -Short a manes demon~ -Long A weaker looking fiend is hiding here. -~ -Desc This demon is roughly human shaped with large glowing eyes, -long dirty, but sharp claws and a mouth full of fangs. The -smell emanating from this demon is quite unpleasant, making -you want to vomit. The demon is pleased with your reaction. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden~ -Stats1 -1000 81 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs claws horns tusks~ -Defenses dodge~ -#ENDMOBILE - -#MOBILE -Vnum 25136 -Keywords Orcus Prince Demon~ -Short Orcus the Prince of the Undead~ -Long The Prince of the Undead is here... -~ -Desc Orcus is fifteen feet tall. His huge gray body is covered -with goatish hair and his head is goat-like, although his -horns are similar to those of a ram. His legs are goat-like, -but his arms are human. He has a long snakey tail with a -poison tip and disporportionally small bat wings. He is not -going to just give you an earring for entering his study and -not knocking! -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_lightning~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 91 0 0 145000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs guts hands wings horns tusks hooves~ -Resist fire acid~ -Immune blunt~ -Attacks drain~ -Defenses dispelmagic truesight~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 80~ -Comlist if ispc($n) -tell $n You bones will built my palaces! Your eyes will stud my crown! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25137 -Keywords ape-like fiend demon~ -Short an ape-like demon~ -Long A leaping fiend lurks in the jungle. -~ -Desc A Bar-Lgura, also called a leaping demon is similar to an -oragutan except for its gruesome visage. Its hands have six -digits with exceptionally long claws. The foul creature -is covered with dirty brown hair and smells worse than the -sewers! -~ -Race ape~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 83 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25138 -Keywords carnivorous ape~ -Short a carnivorous ape~ -Long A carnivorous ape is hiding beneath the foilage. -~ -Desc This ape is a larger, stronger and very aggressive relative -of the gorilla. It is very cunning and has an odd hunger for -human flesh. However, the ape does not limit itself to just -humans. It glances at where you are standing with a hungry -gaze. -~ -Race ape~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak hide~ -Stats1 -1000 82 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25139 -Keywords flightless bird axe beak~ -Short an axe beak~ -Long A flightless bird is running around here. -~ -Desc This seven foot tall flightless bird is a prehistoric -relative of the ostrich. You thought the last of these -beasts was slain by Sir Lancelot. Obviously not. -~ -Race avis~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 83 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts wings beak~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25140 -Keywords prehistoric rhinoceros~ -Short a prehistoric rhinoceros~ -Long A prehistoric rhinoceros wanders the jungle. -~ -Desc This creature is a prehistoric ancestor of the rhinoceros. -It is almost twenty feet tall and charging about the jungle. -You think you better move quickly or you will become flat as -pancake. Wince! -~ -Race reptile~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 84 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head legs tail forelegs~ -Attacks gouge~ -#ENDMOBILE - -#MOBILE -Vnum 25141 -Keywords Tyrannosaurus Rex Dinosaur~ -Short a Tyrannosaurus Rex~ -Long A dinosaur searches for something to devour. -~ -Desc This gigantic dinosaur is twenty feet tall and fifty feet -long. Its head alone is six feet in height and it has a -mouth full of hundreds of sharp teeth. Dear god, this is a -Tyrannosaurus Rex, and if you are reading this it is most -likely to late, so have a nice trip back to Camelot. -~ -Race reptile~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 95 0 0 32000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs guts tail claws~ -Resist blunt pierce slash~ -Attacks bite claws tail~ -Defenses dodge~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if ispc($n) -emote roars in anger and charges... oh shit... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25142 -Keywords paleoscincus dinosaur~ -Short a paleoscincus~ -Long A dinosaur is here munching on leaves. -~ -Desc This dinosaur walks on all fours and resembles a huge -tortise with a plate covered back, as opposed to a shell. -The sides of this plating have sharp spines. Its tail is -also spine covered. Its head is lizard-like with two large -horns. While it looks formidable, it does not look overly -aggressive. -~ -Race reptile~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 82 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head scales~ -#ENDMOBILE - -#MOBILE -Vnum 25143 -Keywords fiend demonic kech~ -Short a demonic kech~ -Long A fiend leaps around the treetops here. -~ -Desc This creature resembles a man-sized monkey with leaf-like -leathery skin. It has a large fang-filled mouth with a -noticable underbite. The beast lets out long, blood-curling -screams. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 83 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if ispc($n) -howl $n -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25144 -Keywords Demogorgon Demon Prince~ -Short Demogorgon the Demon Prince~ -Long The Prince of Demons, Demogorgon is here... -~ -Desc This gigantic demon is eighteen feet tall and reptilian. It -has two heads which bear the visages of evil baboons. His -blue-green skin is plated with snake-like scales, his body -and legs are those of a giant lizard. His twin necks -resemble snakes and his tail is forked. He has tentacles -instead of arms. He was examining some of his treasure in a -large wooden chest when you came in the room. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 93 0 0 35000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head~ -Resist slash magic~ -Suscept blunt~ -Defenses heal~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Grrrrrr.... I don't like your kind. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25146 -Keywords fiend flaming demon~ -Short a flaming demon~ -Long A fiend, wrappedd in searing flames, is here. -~ -Desc This demon is twelve feet tall and covered in flames. He -has huge horns protruding from his head and large leathery -wings. He wields a whip of many tails. Whoa! Lets get the -hell out of here, NOW! -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 81 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts wings tail scales claws horns~ -Immune fire~ -Attacks flamestrike~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Burn baby burn! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25147 -Keywords toad-like demon~ -Short a toad-like demon~ -Long A toad-like demon jumps out of the shadows attacks! -~ -Desc This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 75 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs guts~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Flesh... flesh... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25148 -Keywords toad-like demon~ -Short a toad-like demon~ -Long A toad-like demon waits in the shadows. -~ -Desc This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 76 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs guts~ -#ENDMOBILE - -#MOBILE -Vnum 25149 -Keywords stag leucrotta~ -Short a leucrotta~ -Long A wicked looking stag roams about here. -~ -Desc The body of this creature resembles a stag, its tail being -rather lion-like, and its legs end in cloven hooves. Its -head is that of a huge badger with boney ridges in place of -teeth. -~ -Race horse~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 77 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head heart guts forelegs~ -#ENDMOBILE - -#MOBILE -Vnum 25150 -Keywords skeletal frost giant~ -Short a skeletal frost giant~ -Long A huge skeletal giant waits here. -~ -Desc This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work.~ -Race skeleton~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 78 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs feet~ -Immune cold~ -#ENDMOBILE - -#MOBILE -Vnum 25151 -Keywords winter warg~ -Short a winter warg~ -Long A huge, warg is here, chained to an iron spike. -~ -Desc This huge warg has a coat of glistening white and dark red -eyes. This thing is five or six times as large as a normal -wolf, you can not think of a better place for this -abonimation to be. The beast appears unaffected by the -bitter cold temperatures of this plane. -~ -Race canine~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 78 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head eye paws forelegs~ -Immune cold~ -#ENDMOBILE - -#MOBILE -Vnum 25152 -Keywords transparent fiend~ -Short a transparent fiend~ -Long A transparent fiend waits here for eternity. -~ -Desc ZThis undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -Race shadow~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 79 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -Immune drain~ -#ENDMOBILE - -#MOBILE -Vnum 25153 -Keywords ghastly fiend ghast~ -Short a ghast~ -Long A ghastly fiend is here, eating corpses. -~ -Desc This undead creature used to be a human. Now it feeds on -corpses. It has hideous long, filthy nails which have are -stained blood-red, and its skin is a dull, lifeless grey. -~ -Race ghoul~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts brains guts claws~ -Attacks bite~ -#ENDMOBILE - -#MOBILE -Vnum 25154 -Keywords slime coated demon~ -Short a slime-coated demon~ -Long A thick deposit of slime is here on the floor. -~ -Desc This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -#ENDMOBILE - -#MOBILE -Vnum 25155 -Keywords greater mummy~ -Short an greater mummy~ -Long An greater mummy is angred by your intrusion into his tomb. -~ -Desc This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. From the -many ornaments and jewelery worn my the mummy, you think -that this must have been a king or other royal person. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 81 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms claws~ -Attacks drain curse~ -#ENDMOBILE - -#MOBILE -Vnum 25156 -Keywords ancient vampire~ -Short an ancient vampire~ -Long An ancient vampire is dwelling within the catacombs. -~ -Desc This undead creature was a human when it was alive. He is -six feet tall, dressed in dark clothes and wearing a long, -flowing cape. He has dark hair and eyes and sharp fangs in -which he uses to drain the blood of his victims. -~ -Race vampire~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared flying truesight~ -Stats1 -1000 81 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms guts hands fangs~ -Attacks feed drain blindness curse~ -#ENDMOBILE - -#MOBILE -Vnum 25157 -Keywords slythys snake lord demon~ -Short Slythys the Snake Lord~ -Long A demon with a serpent head and bat wings is here. -~ -Desc Before you is a horrid combination of human and serpent. He -is one of the more powerful demons serving the master of -this plane. He looks at you with hateful, beady eyes. -~ -Race snake~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 85 0 0 22000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Ssssss.... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25158 -Keywords carnivorous neanderthal~ -Short a carnivorous neanderthal~ -Long A foul carnivorous neanderthal is here waiting to eat. -~ -Desc This man is a larger, stronger and very aggressive relative -of the ape. It is cunning and has a hunger for other humans -flesh. His eyes glare at you with malice as he scratches his -matted hair. He stinks very badly. -~ -Race ape~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared~ -Stats1 -1000 82 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 5~ -Comlist grunt~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25159 -Keywords skeletal berserker~ -Short the skeletal berserker~ -Long The skeletal berserker stands here with an attitude. -~ -Desc This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work. This skeleton whirls about the -crater screaming and raging to the gods about how they have -forsaken him.~ -Race skeleton~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight berserk~ -Stats1 -1000 85 0 0 8100 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs feet~ -Attacks bash~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if ispc($n) -yell Ahhhhhhhahahha whieieieahahaha!!!!! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25160 -Keywords lord pit~ -Short the Lord of the Pit~ -Long The Lord of the Pit is here in the darkness. -~ -Desc This demon is nine feet tall and covered in blood. It has -huge horns protruding from its head and large leathery wings -sprout out from its back. It makes a loud gutteral sound as -your eyes size up its strengths. Currently it is looking for -something to sacrifice for its dark and sinister purposes. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 80 0 0 10000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts wings tail scales claws horns~ -Attacks feed curse flamestrike~ -#MUDPROG -Progtype greet_prog~ -Arglist 15~ -Comlist glare~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25161 -Keywords Marilyth Demon Queen~ -Short Marilyth the Demon-Queen~ -Long Marilyth the Demon-Queen is here... -~ -Desc Before you is a horrid combination of woman and serpent. She -is one of the more powerful female demons, and now resides -on this layer of the Abyss. She looks at you with malice -before she strikes! She is definately trying to keep you -from entering the magical bamboo door. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 75 0 0 12345 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms tail horns~ -Attacks feed~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 25~ -Comlist if ispc($n) -tell $n I will enjoy drinking your blood! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25162 -Keywords demon spider~ -Short a demon-spider~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 65 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#ENDMOBILE - -#MOBILE -Vnum 25163 -Keywords demon spider~ -Short a demon-spider~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 66 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#ENDMOBILE - -#MOBILE -Vnum 25164 -Keywords demon spider~ -Short a demon-spider~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 67 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#ENDMOBILE - -#MOBILE -Vnum 25165 -Keywords drider demon demonic~ -Short a demonic drider~ -Long A wicked drider demon is resting here. -~ -Desc This elf was turned into a drider many years ago and now is -Lloth's personal slave on her home plane in the Abyss. It hates -all other forms of life, save for his own kind and spiders. He -looks very dangerous. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 68 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Die! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25166 -Keywords Lloth Spider Queen~ -Short Lloth the Spider Queen~ -Long The Spider Queen is here upon her massive throne... -~ -Desc This demon has taken one of her favorite forms, that of a -female drow. She looks very attractive, with her white hair -hanging loosely over her chest. You realize that this form is -merely a distraction as she moves into attack. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 65 0 0 12300 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains guts ear eye~ -Immune energy poison paralysis~ -Attacks feed curse~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 80~ -Comlist if ispc($n) -tell $n Who dares disturb me? You will pay for this with your soul! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25167 -Keywords demon spider~ -Short a demon-spider~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 65 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#ENDMOBILE - -#MOBILE -Vnum 25168 -Keywords toad-like demon~ -Short a toad-like demon~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about 7 feet tall, and looks like he could kill a whole damn -village without blinking. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared sneak hide~ -Stats1 -1000 70 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs guts~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 5~ -Comlist if ispc($n) -tell $n With a bit of spice I bet you wouldn't taste too bad. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25169 -Keywords demon spider~ -Short a demon-spider~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -Race spider~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 71 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains eye~ -Attacks feed~ -#ENDMOBILE - -#MOBILE -Vnum 25170 -Keywords lloth's handmaiden~ -Short Lloth's Handmaiden~ -Long Spiderwebs cover the walls, and hang from the ceiling. -~ -Desc The yochlol is definately not in a good mood. This thing is -almost human, or elf, or whatever. It had four long, tentacle -like limbs that it is flailing about. I -~ -Race spirit~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected invisible detect_invis detect_hidden infrared sneak hide truesight~ -Stats1 -1000 72 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms brains tentacles~ -Attacks drain~ -#ENDMOBILE - -#MOBILE -Vnum 25171 -Keywords mummy warlord~ -Short the mummified warlord~ -Long This mummy was buried long ago in this tomb with her weapons. -~ -Desc This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. Although -the warlord is moving slightly jerky, she swings her blade -with inhuman strength and amazing accuracry -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 50 0 0 10000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms claws~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n For my love! For my honor! You shall perish! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25172 -Keywords guardian tomb spirit~ -Short a guardian tomb spirit~ -Long A guardian tomb spiritis here defending the tomb. -~ -Desc This undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -Race shadow~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 65 0 0 5000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks drain~ -Defenses parry dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 50~ -Comlist if ispc($n) -tell $n None shall pass! -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25173 -Keywords demonic tutor~ -Short the Demonic Tutor~ -Long The Demonic Tutor is here mocking your folly. -~ -Desc The figure before you looks menading. He is holding a book, -and wears a wonderful medallion around his neck. He laughs -at you look at him, knowing full well your delima here in the -bottomless pit. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 60 0 0 250000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts wings tail scales claws horns~ -Defenses sanctuary~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 85~ -Comlist laugh $n -tell $n Going down?~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25174 -Keywords nergul ever unchanging demon~ -Short Nergul the Ever-Unchanging~ -Long A disgusting demon is here at this altar. -~ -Desc This demon is nine feet tall and covered in shit. It has -huge horns protruding from its head and large leathery wings -sprout out from its back. It makes a loud gutteral sound as -your eyes size up its strengths. Currently it is looking for -something to sacrifice for its dark and sinister purposes. -Man this ungly sucker stinks to all get out, whoa, maybe it -the Demon Prince of Dung? -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared protect truesight~ -Stats1 -1000 80 0 0 12000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts wings tail scales claws horns~ -Defenses dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n The times they are a changing, for one... -tell $n You ain't gonna be around another 5 seconds. -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25175 -Keywords insect-like demon~ -Short an insect-like demon~ -Long An insect-like demon is atop the bluff here. -~ -Desc This nine foot tall demon is a cross between a common fly, -a cockroach, and a human. It has four fly-like hind legs, -and it can grasp objects with its forelimbs, which come -equipped with strong three chitinous, pincher fingers. It -has wings, a hairy fly-body and a mane of stiff bristles. -Aside from its eyes and horn-like nose, the rest of its face -could be considered human. You should think twice about the -next time you step on an insect. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared flying~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts eye scales haunches~ -Immune electricity~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n Chhth chktktlt cht cht cht cht... -endif~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25176 -Keywords boulder fiend~ -Short a boulder fiend~ -Long A large boulder is here on the plains. -~ -Desc The nether fiend is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_hidden infrared flying truesight~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts eye scales haunches~ -Immune electricity~ -#ENDMOBILE - -#MOBILE -Vnum 25177 -Keywords nether fiend boulder~ -Short the Nether Fiend~ -Long A large boulder is here on the plains. -~ -Desc The nether fiend is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared flying truesight~ -Stats1 -1000 80 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts eye scales haunches~ -Immune electricity~ -#MUDPROG -Progtype greet_prog~ -Arglist 33~ -Comlist cackle $n -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25178 -Keywords Abraxas Demon War Warlord~ -Short Abraxas~ -Long A demon which symbolizes War was trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race human~ -Class cleric~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 23000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -Resist cold~ -Attacks blindness curse flamestrike weaken~ -Defenses dodge dispelmagic truesight~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Prepare for combat mortal! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25179 -Keywords Aseroth Demon Lord Dead Death~ -Short Aseroth~ -Long A demon that represents Death is banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -1000 90 0 0 26000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Resist electricity energy~ -Defenses dodge dispelmagic shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Time to die little one!~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25180 -Keywords dylcyryxyss demon master sloth~ -Short Dylcyryxyss~ -Long A demon which symbolizes Sloth was trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 25000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Resist fire~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Usually I wouldn't mess with killing you, but your an exception!~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25181 -Keywords arioch demon chaos lord~ -Short Arioch~ -Long A demon that represents Chaos is banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_breath_any~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 35000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Resist slash~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n When I am done with you mortal you'll wish you never entered the Abyss...~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25182 -Keywords Dagon Demon Prince Lies~ -Short Dagon~ -Long A demon which symbolizes Lies is trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 25000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms horns~ -Resist blunt~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Naggulish aghag decompolys zie die dum alagoth... -cackle -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25183 -Keywords khorne warrior warlord blood~ -Short Khorne~ -Long A warrior drenched in blood stands here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 75000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 7 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -Resist slash~ -Defenses dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Blood for Khorne! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25184 -Keywords Obox-Ob Demon Prince Deciet~ -Short Obox-Ob~ -Long A demon that represents Deciet is banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_breath_acid~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared protect truesight~ -Stats1 -1000 90 0 0 45000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs~ -Defenses dodge dispelmagic shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Obox-Ob will put and end to your meddling!~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25185 -Keywords mehrunes demon pain god~ -Short Mehrunes~ -Long A demon which symbolizes Pain was trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 35000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune blunt~ -Defenses dodge shield truesight~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist yell Feel my pain $n! -tell $n I am Mehrunes the Pain God! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25186 -Keywords mastiphal demon lord sin sins~ -Short Mastiphal~ -Long A demon that symbolizes Sin is banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 52000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune pierce~ -Defenses dodge shield teleport~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist tell $n Sin no more foolish mortal...~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25187 -Keywords bane demon hate black hand~ -Short Bane~ -Long A demon which symbolizes Hate is trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight berserk~ -Stats1 -1000 90 0 0 53000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune slash~ -Defenses parry dodge~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n Bad move buster, now get ready to die. -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25188 -Keywords nabassu dark night~ -Short Nabassu~ -Long A demon that symbolizes Night was banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 55000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune fire~ -Attacks blindness curse weaken~ -Defenses dodge sanctuary shield stoneskin~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist giggle -tell $n Too bad I have to kill you... -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25189 -Keywords slenesh demon lust~ -Short Slenesh~ -Long A demon which symbolizes Lust was trapped here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_lightning~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 85000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune magic~ -Attacks blindness~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist cackle $n~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25190 -Keywords iuz evil demi-god power~ -Short Iuz~ -Long A demi-god representing Power is banished here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_gas~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 75000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune acid paralysis~ -Defenses dodge shield truesight~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 10~ -Comlist yell Iuz the Evil! -tell $n Hope you are ready to die bitch. -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25191 -Keywords kali demon queen greed~ -Short Kali~ -Long A multi-armed Demon Queen represents Greed here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_frost~ -Gender female~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 200000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 8 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune cold drain~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n I am going to fuck your world little one. -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25192 -Keywords Satan~ -Short Satan~ -Long Satan is dwelling here in the depths of the Abyss... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_any~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 -1000 90 0 0 100000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 5 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Immune energy poison~ -Defenses dodge shield~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist say Its better to burn out than fade away! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25193 -Keywords cianhydle~ -Short Cianhydle~ -Long Cianhydle is plotting here... -~ -Desc This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -Race god~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_any~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary infrared truesight berserk~ -Stats1 -1000 90 0 0 350000 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 4 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs horns~ -Resist blunt pierce slash magic~ -Defenses dodge sanctuary~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist tell $n You know, you did a good job getting here, now all ya gotta do is hack me to pieces. Good luck.~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25194 -Keywords toad-like demon~ -Short a toad-like demon~ -Long A toad-like demon waits in the shadows. -~ -Desc This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 75 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs guts~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n fresh meat... -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25195 -Keywords slime coated demon~ -Short a slime-coated demon~ -Long A thick deposit of slime is here on the floor. -~ -Desc This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden infrared berserk~ -Stats1 -1000 76 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 3 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts guts~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 15~ -Comlist if ispc($n) -tell $n food... -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 25196 -Keywords evil priestess~ -Short an evil priestess~ -Long An evil priestess is reading a book here. -~ -Desc Though she resembles a very beautiful human female, her horns -and bat-like wings give away her true nature. She does not look -bad, for a demon that is. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 50 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 2 0 0 -Attribs 0 0 0 0 0 0 0 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts wings tail horns~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if ispc($n) -smile $n -tell $n Welcome to the Abyss... -tell $n Take caution and examine the book carefully. -tell $n Do not gaze into the portal until you are ready to jounrey into the Netherworld. -endif~ -#ENDPROG - -#ENDMOBILE - -#OBJECT -Vnum 25100 -Keywords fur boots~ -Type armor~ -Short a pair of fur boots~ -Long A large pair of fur boots are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take feet~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 9 18 0 -Affect -1 -1 9 19 0 -#EXDESC -ExDescKey fur boots~ -ExDesc These appear to made of simple fur... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25101 -Keywords huge leather legbands~ -Type armor~ -Short a pair of huge leather legbands~ -Long A pair of huge leather legbands are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take legs~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 9 18 0 -Affect -1 -1 9 19 0 -#EXDESC -ExDescKey huge leather legbands~ -ExDesc Just some leather legbands... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25102 -Keywords massive leather armbands~ -Type armor~ -Short some massive leather armbands~ -Long Two massive leather armbands are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take arms~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 9 18 0 -Affect -1 -1 9 19 0 -#EXDESC -ExDescKey massive leather armbands~ -ExDesc Yeah, just a couple of armbands... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25103 -Keywords huge cold-iron hammer~ -Type weapon~ -Short a huge cold-iron hammer~ -Long A huge cold-iron hammer is here, pulsing with evil.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 7 0 0 -Stats 12 666 66 0 0 -Affect -1 -1 23 19 0 -Affect -1 -1 -6 1 0 -Affect -1 -1 -200 14 0 -Affect -1 -1 11 18 0 -#EXDESC -ExDescKey huge cold-iron hammer~ -ExDesc Wow... this is one big hammer... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25104 -Keywords demonic signet ring~ -Type armor~ -Short a demonic signet ring~ -Long A ring, bearing the crest of a demon, is here.~ -Action (null)~ -Flags magic antigood~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -Affect -1 -1 200 12 0 -Affect -1 -1 -1 1 0 -Affect -1 -1 -1 3 0 -Affect -1 -1 -1 4 0 -Affect -1 -1 -1 5 0 -Affect -1 -1 -1 2 0 -Affect -1 -1 -1 25 0 -Affect -1 -1 200 13 0 -#EXDESC -ExDescKey demonic signet ring~ -ExDesc This ring is was used by something very, very evil. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25105 -Keywords curved bastard sword~ -Type weapon~ -Short a curved bastard sword~ -Long A curved bastard sword has been tossed here.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 10 666 500 0 0 -Affect -1 -1 20 19 0 -#EXDESC -ExDescKey curved bastard sword~ -ExDesc Whoa! Looks sharp enough to shave with...~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25106 -Keywords massive longsword~ -Type weapon~ -Short a massive longsword~ -Long A massive longsword lies here on the ground.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 12 666 200 0 0 -Affect -1 -1 12 19 0 -Affect -1 -1 12 18 0 -#EXDESC -ExDescKey massive longsword~ -ExDesc Very large, very, very large... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25107 -Keywords Fraz-Urb'luu Infernal Rod ~ -Type armor~ -Short Infernal Rod of Fraz-Urb'luu~ -Long An infernal rod radiates an aura of evil here.~ -Action (null)~ -Flags magic antigood~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 10 666 500 0 0 -Affect -1 -1 -10 25 0 -Affect -1 -1 1 3 0 -Affect -1 -1 200 12 0 -Affect -1 -1 -25 17 0 -Affect -1 -1 9 19 0 -Affect -1 -1 1 4 0 -#EXDESC -ExDescKey Fraz-Urb'luu Infernal Rod ~ -ExDesc Jeez... this thing looks useful, better hold on to it. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25108 -Keywords pair wretched hooves~ -Type armor~ -Short a pair of wretched hooves~ -Long A pair of wretched hooves are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take feet~ -Values 0 0 0 0 0 0 -Stats 5 666 200 0 0 -Affect -1 -1 300 14 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 5 0 -Affect -1 -1 10 19 0 -#EXDESC -ExDescKey pair wretched hooves~ -ExDesc How wretched! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25109 -Keywords two demonic steer longhorns~ -Type armor~ -Short two demonic steer longhorns~ -Long Two demonic steer longhorns, have been set here.~ -Action (null)~ -Flags magic antigood~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 15 666 300 0 0 -Affect -1 -1 13 19 0 -Affect -1 -1 -2000 14 0 -Affect -1 -1 -10 2 0 -#EXDESC -ExDescKey two demonic steer longhorns~ -ExDesc These things are long. If they were not magical, you could -not even think about sticking them on your head. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25110 -Keywords strange portal~ -Type furniture~ -Short a strange (portal)~ -Long A (portal) is here, leading to another plane of the Abyss...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 8 666 200 0 0 -#ENDOBJECT - -#OBJECT -Vnum 25111 -Keywords demonic tome book~ -Type furniture~ -Short a demonic tome~ -Long An open book is set here, upon a pedestal of human bones.~ -Action (null)~ -Values 12 0 0 0 0 0 -Stats 10 666 100 0 0 -#EXDESC -ExDescKey pedestal human bones~ -ExDesc How gruesome! Magic keeps the bones bonded, as well, magic -keeps the pedestal and book stuck here, unable to be taken.~ -#ENDEXDESC - -#EXDESC -ExDescKey demonic tome book~ -ExDesc The book is very old and very faded. It contains the -following chapters: -Chapter One: Overview of Demons and the Abyss -Chapter Two: Surviving the Planes -Chapter Three: Encountering Demons -Chapter Four: The Greater Demon Lords -~ -#ENDEXDESC - -#EXDESC -ExDescKey one overview abyss~ -ExDesc Several pages of this chapter have been ripped out. -~ -#ENDEXDESC - -#EXDESC -ExDescKey two surviving planes~ -ExDesc There are multiple layers of the Abyss each ruled by a demon -Lord or Prince. The most common mode of transportation to -another plane is gained through a portal. Often these magic -portals are only one direction, leaving the poor traveller -stranded beyond the portal and at the mercy of whatever lay -on the other side. It should be noted that some planes are -deadly to human and humanoid life, being located near the -negative material plane. One should be prepared to face -any number of demi-god like fiends who control legions of -foul creatures each able to destroy an entire village. -~ -#ENDEXDESC - -#EXDESC -ExDescKey three encountering demons~ -ExDesc Several pages of this chapter have been ripped out... -Some demonlords are know to be immune to particular kinds of -magic and normal weapons. Most demons are able to go into -fits of rage and use the fighting styles of warriors, while -others rely on powerful magic or breath attacks. One should -always use caution when battling a demon prince or lord. -~ -#ENDEXDESC - -#EXDESC -ExDescKey four greater demon lords~ -ExDesc There are several known powerful demons. The assume the rank -of Lord or Prince, and the most powerful demon Lords control -sizable areas in the Abyss. Here is a list of some of the -more powerful known demons. This is not an exhaustive list, -but rather a compilation of the verfied sightings of demons. -Abraxas Fraz-Urb'luu Mehrunes -Arioch Graz'zt Nabassu -Aseroth Iuz Nergul -Balor Jubilex Obox-Ob -Bane Kali Orcus -Baphomet Khorne Slenesh -Dagon Kostchtchie Slythys -Demogorgon Lloth Venificis -Dylcyryxyss Mastiphal Yeenoght -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 50~ -Comlist if level ($n) < 201 -mpforce $n emote shivers. -else -mpforce $n say This doesn't look good... -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25112 -Keywords spiderwebs~ -Type furniture~ -Short spiderwebs~ -Long Spiderwebs cover the walls, and hang from the ceiling.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey spiderwebs spider~ -ExDesc Damn all these spiderwebs, they could be concealing any -number of items or monsters! You hope you never have to see -any more spiders or spiderwebs the rest of you life, that is -if you get out of these blasted passageways. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25113 -Keywords huge adamantite flail~ -Type weapon~ -Short a huge adamantite flail~ -Long A huge adamantite flail is here on the ground.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 9 0 0 -Stats 10 666 300 0 0 -Affect -1 -1 12 19 0 -#EXDESC -ExDescKey huge adamantite flail~ -ExDesc Big, adamantite, and barbed. This will definately cause some -damage on your opponent. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25114 -Keywords vile greaves~ -Type armor~ -Short some vile greaves~ -Long Some vile greaves have been placed here.~ -Action (null)~ -Flags magic antigood~ -WFlags take legs~ -Values 0 0 0 0 0 0 -Stats 8 666 150 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 1 2 0 -Affect -1 -1 1 1 0 -#EXDESC -ExDescKey vile greaves~ -ExDesc These dirty greaves ooze with slime and radiate evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25115 -Keywords belt damned~ -Type armor~ -Short Belt of the Damned~ -Long A belt has been thrown here, unwanted by its last owner.~ -Action (null)~ -Flags magic nodrop antigood noremove~ -WFlags take waist~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -Affect -1 -1 13 19 0 -Affect -1 -1 -12 3 0 -Affect -1 -1 -12 4 0 -#EXDESC -ExDescKey belt damned~ -ExDesc This belt is just plain foul! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25116 -Keywords massive spiked gauntlets~ -Type armor~ -Short a pair of massive spiked gauntlets~ -Long A pair of massive spiked gauntlets are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take hands~ -Values 0 0 0 0 0 0 -Stats 10 666 45 0 0 -Affect -1 -1 9 19 0 -Affect -1 -1 66 13 0 -Affect -1 -1 -15 17 0 -Affect -1 -1 2 1 0 -#EXDESC -ExDescKey massive spiked gauntlets~ -ExDesc You could probably cause a few extra points of damage while -wearing these massive, spiked, gauntlets. There is something -evil about them... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25117 -Keywords demonic earring~ -Type armor~ -Short a demonic earring~ -Long A demonic earring is here, shifting in and out of existance.~ -Action (null)~ -Flags magic antigood~ -WFlags take ears~ -Values 0 0 0 0 0 0 -Stats 30 666 200 0 0 -Affect -1 -1 7 19 0 -Affect -1 -1 7 18 0 -Affect -1 -1 75 13 0 -Affect -1 -1 75 12 0 -#EXDESC -ExDescKey demonic earring~ -ExDesc Made from bone, you hesitate to put this on your ear. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25118 -Keywords wretched hooves~ -Type armor~ -Short a pair of wretched hooves~ -Long A pair of wretched hooves are here.~ -Action (null)~ -Flags magic antigood~ -WFlags take feet~ -Values 0 0 0 0 0 0 -Stats 6 666 80 0 0 -Affect -1 -1 75 12 0 -Affect -1 -1 75 13 0 -Affect -1 -1 -50 17 0 -#EXDESC -ExDescKey wretched hooves~ -ExDesc These are hooves from some kind of animal, or are they??? -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25119 -Keywords jewel studded bracelet~ -Type armor~ -Short a jewel-studded bracelet~ -Long A jewel-studded bracelet has been dropped here.~ -Action (null)~ -Flags magic antigood~ -WFlags take wrist~ -Values 0 0 0 0 0 0 -Stats 1 666 100 0 0 -Affect -1 -1 150 12 0 -Affect -1 -1 150 13 0 -Affect -1 -1 7 19 0 -Affect -1 -1 7 18 0 -#EXDESC -ExDescKey jewel studded bracelet~ -ExDesc How pretty, yet there is something sinister about them... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25120 -Keywords jewel studded anklets~ -Type armor~ -Short a pair of jewel-studded anklets~ -Long A pair of jewel-studded anklets have been dropped here.~ -Action (null)~ -Flags magic antigood~ -WFlags take legs~ -Values 0 0 0 0 0 0 -Stats 1 666 66 0 0 -Affect -1 -1 150 12 0 -Affect -1 -1 150 13 0 -Affect -1 -1 7 19 0 -Affect -1 -1 7 18 0 -#EXDESC -ExDescKey jewel studded anklet~ -ExDesc How pretty, yet there is something sinister about them...~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25121 -Keywords magical eye~ -Type armor~ -Short a magical eye~ -Long A magical eye squirms about with life here, how creepy!~ -Action (null)~ -Flags magic antigood~ -WFlags take eyes~ -Values 0 0 0 0 0 0 -Stats 6 666 300 0 0 -Affect -1 -1 -99 17 0 -Affect -1 -1 6 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 -2 20 0 -#EXDESC -ExDescKey magical eye~ -ExDesc The magical eye stares at you intently as you exam it! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25122 -Keywords magical ear~ -Type armor~ -Short a magical ear~ -Long A magical ear squirms about with life here, how creepy!~ -Action (null)~ -Flags magic antigood~ -WFlags take ears~ -Values 0 0 0 0 0 0 -Stats 3 666 200 0 0 -Affect -1 -1 -99 17 0 -Affect -1 -1 100 13 0 -Affect -1 -1 100 12 0 -Affect -1 -1 -2 22 0 -#EXDESC -ExDescKey magical ear~ -ExDesc The magical ear perks up and listens intently!!! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25123 -Keywords magical mouth~ -Type armor~ -Short a magical mouth~ -Long A magical mouth squirms about with life here, how creepy!~ -Action (null)~ -Flags magic antigood~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -Affect -1 -1 -99 17 0 -Affect -1 -1 7 19 0 -Affect -1 -1 6 18 0 -Affect -1 -1 50 12 0 -Affect -1 -1 50 13 0 -#EXDESC -ExDescKey magical mouth~ -ExDesc The magical mouth babbles about something as you examine it. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25124 -Keywords heavy ice key~ -Type key~ -Short a heavy ice key~ -Long An ice key has been dropped here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 15 666 10 0 0 -#EXDESC -ExDescKey heavy ice key~ -ExDesc This key is definately heavier than it looks. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25125 -Keywords massive stone key~ -Type key~ -Short a massive stone key~ -Long A stone key is here, it looks very heavy.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 15 666 10 0 0 -#EXDESC -ExDescKey massive stone key~ -ExDesc This key is made of solid stone, and is rather larger. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25126 -Keywords obsidian key~ -Type key~ -Short an obsidian key~ -Long An obsidian key here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 15 666 10 0 0 -#EXDESC -ExDescKey obsidian key~ -ExDesc This key is shiney, black, and kinda heavy. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25127 -Keywords shimmering key~ -Type key~ -Short a shimmering key~ -Long A key shimmers here, shifting in and out of reality.~ -Action (null)~ -Flags invis~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey shimmering key~ -ExDesc This key appears to be invisible! Good job at finding it. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25128 -Keywords human femur bone~ -Type key~ -Short a human femur bone~ -Long A large human femur bone is here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -#EXDESC -ExDescKey human femur bone~ -ExDesc Ahh... one end of the bone appear notched, like a key! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25129 -Keywords slime coated key brass~ -Type key~ -Short a slime-coated key~ -Long A brass key is here, coated in green slime.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -#EXDESC -ExDescKey slime coated key brass~ -ExDesc Damn slime! By the time you have found this key, you are -covered in the crap. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25130 -Keywords skeleton key~ -Type key~ -Short a skeleton key~ -Long A skeleton key is here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -#EXDESC -ExDescKey skeleton key~ -ExDesc This key is made of iron, and designed to resemble a skull -at one end.~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25131 -Keywords bamboo key~ -Type key~ -Short a bamboo key~ -Long A reed of prehistoric bamboo is growing here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -#EXDESC -ExDescKey bamboo key~ -ExDesc This bamboo appears to have been magically hardened and -notched like a key! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25132 -Keywords spider shaped key~ -Type key~ -Short a spider-shaped key~ -Long A spider-shaped key is here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 100 0 0 -#EXDESC -ExDescKey spider shaped key~ -ExDesc This key has been fashioned to resemble a spider. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25133 -Keywords wand orcus mace skull~ -Type weapon~ -Short Wand of Orcus~ -Long A massive mace, the head resembling a human skull, is here.~ -Action (null)~ -Flags magic antigood antineutral~ -WFlags take wield~ -Values 12 0 0 6 0 0 -Stats 12 666 250 0 0 -Affect -1 -1 250 12 0 -#EXDESC -ExDescKey wand orcus mace skull~ -ExDesc Dear Lord! Whatever do you want to do with this thing??? -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25134 -Keywords flaming key~ -Type key~ -Short a flaming key~ -Long A key is here flaming.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 1000 100 0 0 -#ENDOBJECT - -#OBJECT -Vnum 25135 -Keywords tomb key~ -Type key~ -Short a tomb key~ -Long A dusty tomb key is sitting here.~ -Action (null)~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 666 10 0 0 -#ENDOBJECT - -#OBJECT -Vnum 25136 -Keywords elegant kopesh sword~ -Type weapon~ -Short an elegant kopesh sword~ -Long An elegant kopesh sword has been set here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 3 0 0 -Stats 7 666 50 0 0 -Affect -1 -1 20 19 0 -Affect -1 -1 20 18 0 -#EXDESC -ExDescKey elegant kopesh sword~ -ExDesc Unlike most things here, this item does not appear to be -inately evil. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25137 -Keywords skull pile~ -Type container~ -Short a skull pile~ -Long The is a pile of skulls piled up on the ground here.~ -Action (null)~ -Values 100 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey skull pile~ -ExDesc You wonder if anything might have been hidden in the skulls. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25138 -Keywords great longsword~ -Type weapon~ -Short a great longsword~ -Long A great longsword is here, radiating evil.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 10 666 10 0 0 -Affect -1 -1 11 19 0 -Affect -1 -1 11 18 0 -Affect -1 -1 50 12 0 -Affect -1 -1 50 13 0 -#EXDESC -ExDescKey great longsword~ -ExDesc This longsword radiates a strong aura of evil. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25139 -Keywords leopard skin~ -Type armor~ -Short a leopard skin~ -Long The skin of a leopard is here, radiating an evil aura.~ -Action (null)~ -Flags magic antigood~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 75 13 0 -Affect -1 -1 1 2 0 -#EXDESC -ExDescKey leopard skin~ -ExDesc This hide has been made to wear about your body. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25140 -Keywords pearl cluster earring~ -Type armor~ -Short a pearl-cluster earring~ -Long A pearl-cluster earring has been placed here.~ -Action (null)~ -Flags magic~ -WFlags take ears~ -Values 0 0 0 0 0 0 -Stats 5 666 150 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 50 12 0 -#EXDESC -ExDescKey pearl cluster earring~ -ExDesc This earring consists of a trio of pearls mounted in gold. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25141 -Keywords blood stained warbanner~ -Type light~ -Short a blood stained warbanner~ -Long A warbanner is here, soaked in blood.~ -Action (null)~ -Flags magic~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 5 666 150 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 500 14 0 -#EXDESC -ExDescKey blood stained warbanner~ -ExDesc This banner is drenched in blood. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25142 -Keywords key nether void~ -Type key~ -Short Key to the (Nether) Void~ -Long Key to the (Nether) Void is here.~ -Action (null)~ -Flags dark~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey key nether void~ -ExDesc Might want to hold on to this item... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25143 -Keywords unholy symbol war~ -Type key~ -Short an unholy symbol of War~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol war~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25144 -Keywords unholy symbol death~ -Type key~ -Short an unholy symbol of Death~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol death~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25145 -Keywords unholy symbol sloth~ -Type key~ -Short an unholy symbol of Sloth~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol sloth~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25146 -Keywords unholy symbol chaos~ -Type key~ -Short an unholy symbol of Chaos~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol chaos~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25147 -Keywords unholy symbol lies~ -Type key~ -Short an unholy symbol of Lies~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol lies~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25148 -Keywords unholy symbol blood~ -Type key~ -Short an unholy symbol of Blood~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol blood~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25149 -Keywords unholy symbol deciet~ -Type key~ -Short an unholy symbol of Deciet~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol deciet~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25150 -Keywords unholy symbol pain~ -Type key~ -Short an unholy symbol of Pain~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol pain~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25151 -Keywords unholy symbol sin~ -Type key~ -Short an unholy symbol of Sin~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol sin~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25152 -Keywords unholy symbol hate~ -Type key~ -Short an unholy symbol of Hate~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol hate~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25153 -Keywords unholy symbol night~ -Type key~ -Short an unholy symbol of Night~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol night~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25154 -Keywords unholy symbol lust~ -Type key~ -Short an unholy symbol of Lust~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol lust~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25155 -Keywords spiderwebs~ -Type container~ -Short spiderwebs~ -Long Spiderwebs cover the walls, and hang from the ceiling.~ -Action (null)~ -Values 200 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey spiderwebs spider webs~ -ExDesc Damn all these spiderwebs, they could be concealing any -number of items or monsters! You hope you never have to see -any more spiders or spiderwebs the rest of you life, that is -if you get out of these blasted passageways. -WAIT! You spot something within the spiderwebs! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25156 -Keywords slime deposit~ -Type furniture~ -Short slime deposit~ -Long A thick deposit of slime is here on the wall.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime deposit~ -ExDesc It looks disgusting... YUCK!!! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25157 -Keywords slime deposit~ -Type furniture~ -Short slime deposit~ -Long A thick deposit of slime is here on the floor.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime deposit~ -ExDesc It looks disgusting... YUCK!!! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25158 -Keywords slime deposit~ -Type furniture~ -Short slime deposit~ -Long A thick deposit of slime is here on the ceiling.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime deposit~ -ExDesc It looks disgusting... YUCK!!! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25159 -Keywords slime deposit container~ -Type container~ -Short slime deposit~ -Long A deposit of slime is here in the corner.~ -Action (null)~ -Values 300 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime deposit~ -ExDesc It looks disgusting... YUCK!!! -Wait... there is something in here, what might it be? -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25160 -Keywords white dragon claws~ -Type armor~ -Short a pair of white dragon claws~ -Long A pair of claws from a white dragon are here.~ -Action (null)~ -Flags magic~ -WFlags take hands~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 8 19 0 -Affect -1 -1 1 5 0 -Affect -1 -1 75 13 0 -#EXDESC -ExDescKey white dragon claws~ -ExDesc These claws are from an ancient white dragon. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25161 -Keywords white dragon leggings~ -Type armor~ -Short a pair of white dragon leggings~ -Long A pair of leggings from a white dragon are here.~ -Action (null)~ -Flags magic~ -WFlags take legs~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 8 19 0 -Affect -1 -1 1 5 0 -Affect -1 -1 75 13 0 -#EXDESC -ExDescKey white dragon leggings~ -ExDesc These leggings are from an ancient white dragon. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25162 -Keywords white dragon scale~ -Type armor~ -Short a white dragon scale~ -Long A scale from a white dragon are here.~ -Action (null)~ -Flags magic~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 8 19 0 -Affect -1 -1 1 5 0 -Affect -1 -1 75 13 0 -#EXDESC -ExDescKey white dragon scale~ -ExDesc These scales are from an ancient white dragon. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25163 -Keywords bleached skull~ -Type furniture~ -Short a bleached skull~ -Long A bleached skull is here on the plains.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey bleached skull~ -ExDesc How creepy! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25164 -Keywords broken femur~ -Type furniture~ -Short a broken femur~ -Long A broken femur is stuck here into the ground.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey broken femur~ -ExDesc Something has been gnawing at one end of the bone. A bit of -grissle is near where the knee would have been. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25165 -Keywords cracked skull~ -Type furniture~ -Short a cracked skull~ -Long A cracked skull rests here near the path.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey cracked skull~ -ExDesc This person obviously died as a result of their skull being -smashed by something very large. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25166 -Keywords bloody skull~ -Type furniture~ -Short a bloody skull~ -Long A bloody skull is here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey bloody skull~ -ExDesc This skull is stained blood red. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25167 -Keywords pagan bone altar~ -Type furniture~ -Short a pagan bone altar~ -Long A pagan altar made of bone has been errected here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey pagan bone altar~ -ExDesc You have no idea to what this altar has been dedicated. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25168 -Keywords patch dry grass~ -Type furniture~ -Short a patch of dry grass~ -Long A patch of dry grass sways in the wind here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey patch dry grass~ -ExDesc You wonder if anything is lurking in the grass... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25169 -Keywords open grave~ -Type container~ -Short an open grave~ -Long An open grave has been dug up here.~ -Action (null)~ -Values 300 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey open grave~ -ExDesc You wonder if anything is down there... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25170 -Keywords skull pile~ -Type furniture~ -Short a skull pile~ -Long The is a pile of skulls piled up on the ground here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey skull pile~ -ExDesc Could anything be hidden here... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25171 -Keywords snow drift~ -Type furniture~ -Short a snow drift~ -Long The snow has drifted several feet deep here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey snow drift~ -ExDesc Could anything be buried in the snow... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25172 -Keywords crater cracks~ -Type container~ -Short the crater cracks~ -Long There are many cracks in this crater.~ -Action (null)~ -Values 100 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey crater cracks~ -ExDesc Perhaps there is something in the cracks... surprise, surprise, -surprise, guess what Sergeant Carter? Gollly, you sure are -observant today. Grin. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25173 -Keywords jet medallion~ -Type armor~ -Short a jet medallion~ -Long A jet medallion has been set here.~ -Action (null)~ -Flags magic antigood~ -WFlags take neck~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -Affect -1 -1 100 12 0 -Affect -1 -1 -1 23 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 -3 20 0 -Affect -1 -1 -4 21 0 -Affect -1 -1 -5 24 0 -#EXDESC -ExDescKey jet medallion~ -ExDesc This medallion is made of silver and set with a large black -stone. There is something evil about the trinket, so you are -cautious about wearing it right away... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25174 -Keywords contract below parchament~ -Type armor~ -Short Contract from Below~ -Long A parchament is here waiting for you to sign...~ -Action (null)~ -Flags magic nodrop noremove~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -Affect -1 -1 3 3 0 -Affect -1 -1 3 1 0 -Affect -1 -1 3 4 0 -Affect -1 -1 3 5 0 -Affect -1 -1 3 2 0 -Affect -1 -1 3 25 0 -#EXDESC -ExDescKey contract below parchament~ -ExDesc The contract appears to be between you and Richard Garfield. -In order for your soul, you can have a Black Lotus and a set -of Moxen. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25175 -Keywords ice chunk~ -Type furniture~ -Short an ice chunk~ -Long An ice chunk has fallen and shattered on the channel floor.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey ice chunk~ -ExDesc You sure hope one of these chuncks does not fall on you... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25176 -Keywords very heavy war hammer~ -Type weapon~ -Short a very heavy war-hammer~ -Long A very heavy war-hammer was placed here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 7 0 0 -Stats 14 666 66 0 0 -Affect -1 -1 5 19 0 -#EXDESC -ExDescKey very heavy war hammer~ -ExDesc This item is very, very heavy. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25177 -Keywords very sharp battle axe~ -Type weapon~ -Short a very sharp battle-axe~ -Long A very sharp battle-axe is resting here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 12 666 66 0 0 -Affect -1 -1 5 19 0 -#EXDESC -ExDescKey very sharp battle axe~ -ExDesc This item is very, veyr sharp. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25179 -Keywords giant fern plant~ -Type furniture~ -Short a giant fern plant~ -Long A giant fern plant is growing in the jungle here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey giant fern plant~ -ExDesc Yeah, it looks like a leftover prop from the rain-forest -that was placed here. One of these plants could be hiding -something important, you never know... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25180 -Keywords giant footprint~ -Type furniture~ -Short a giant footprint~ -Long A giant footprint has been made here in the jungle floor.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey giant footprint~ -ExDesc It looks kind of like a lizard, only larger, alot large than -any lizard you have ever seen, heard, or dream of. May the -Gods protect you if you ever run into the thing that made -this four foot wide depression in the ground. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25181 -Keywords flaming magical sphere~ -Type light~ -Short a flaming sphere~ -Long A magical sphere burns brightly here.~ -Action (null)~ -Flags magic antigood~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 5 666 150 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 -200 13 0 -#EXDESC -ExDescKey flaming magical sphere~ -ExDesc Flames lick around a sphere of magical energy. The sphere's -illuminates the whole room. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25182 -Keywords single curving horn~ -Type armor~ -Short a single curving horn~ -Long A single curving horn is been set here.~ -Action (null)~ -Flags magic nodrop antigood noremove~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 15 666 300 0 0 -Affect -1 -1 5 19 0 -Affect -1 -1 150 13 0 -Affect -1 -1 -5 4 0 -#EXDESC -ExDescKey single curving horn~ -ExDesc This horn is about four feet long and cut from a demon's -forehead. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25183 -Keywords wicked demon claws~ -Type weapon~ -Short some wicked demon claws~ -Long Some wicked demon claws are here.~ -Action (null)~ -Flags magic nodrop noremove~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 15 666 300 0 0 -Affect -1 -1 20 19 0 -Affect -1 -1 -666 12 0 -Affect -1 -1 -666 14 0 -#EXDESC -ExDescKey wicked demon claws~ -ExDesc Somebody cut these claws off a demon from the Abyss. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25184 -Keywords barbed iron spear~ -Type weapon~ -Short a barbed iron spear~ -Long A barbed iron spear has been set on the ground here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 1 0 0 -Stats 12 666 250 0 0 -Affect -1 -1 5 19 0 -#EXDESC -ExDescKey barbed iron spear~ -ExDesc This item has three sharp barbs to inflict additional damage. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25185 -Keywords large stone club~ -Type weapon~ -Short a large stone club~ -Long A large stone club has been set on the ground here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 1 0 0 -Stats 12 666 250 0 0 -Affect -1 -1 22 19 0 -Affect -1 -1 -1000 14 0 -#EXDESC -ExDescKey large stone club~ -ExDesc This item is almost too heavy to wield. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25186 -Keywords large boulder~ -Type furniture~ -Short a large boulder~ -Long A large boulder is here on the plains.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey large boulder~ -ExDesc This boulder is very large and sinister looking. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25187 -Keywords black matter weapon void blade~ -Type weapon~ -Short a void-blade~ -Long Some black matter has formed into a weapon here.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 0 0 0 -Stats 15 666 250 0 0 -Affect -1 -1 18 19 0 -Affect -1 -1 -6 1 0 -Affect -1 -1 -6 2 0 -#EXDESC -ExDescKey black matter weapon war axe void~ -ExDesc This item has been crafted from negative energy and shaped -to appear like a battle axe. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25188 -Keywords silver ankh~ -Type light~ -Short a silver ankh~ -Long A silver ankh has been dropped here.~ -Action (null)~ -Flags dark magic~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 5 666 150 0 0 -Affect -1 -1 100 13 0 -Affect -1 -1 100 12 0 -Affect -1 -1 6 19 0 -Affect -1 -1 6 18 0 -#EXDESC -ExDescKey silver ankh~ -ExDesc This ankh was made of solid silver and is not inately evil. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25189 -Keywords heavy black cloak~ -Type armor~ -Short a heavy black cloak~ -Long A heavy black cloak is here on the ground.~ -Action (null)~ -Flags dark magic~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 7 19 0 -#EXDESC -ExDescKey heavy black cloak~ -ExDesc This cloak is heavy, black, and reaks of evil. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25190 -Keywords old black cloak~ -Type armor~ -Short an old black cloak~ -Long An old black cloak is here on the ground.~ -Action (null)~ -Flags dark magic~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 10 18 0 -#EXDESC -ExDescKey old black cloak~ -ExDesc This cloak is very old and has not been worn for years. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25191 -Keywords dull grey cloak~ -Type armor~ -Short a dull grey cloak~ -Long A dull grey cloak is here on the ground.~ -Action (null)~ -Flags dark magic~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 250 12 0 -#EXDESC -ExDescKey dull grey cloak~ -ExDesc This cloak does not look to interesting. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25192 -Keywords dull grey cloak~ -Type armor~ -Short a dull grey cloak~ -Long A dull grey cloak is here on the ground.~ -Action (null)~ -Flags dark magic~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 4 19 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 2 0 -Affect -1 -1 100 13 0 -#EXDESC -ExDescKey dull grey cloak~ -ExDesc Hmm... perhaps there is more to this cloak after all... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25193 -Keywords demon skull~ -Type armor~ -Short a demon skull~ -Long A demon skull is been placed on the ground.~ -Action (null)~ -Flags nodrop antigood antineutral noremove~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 30 666 10 0 0 -Affect -1 -1 75 13 0 -Affect -1 -1 75 12 0 -Affect -1 -1 75 14 0 -#EXDESC -ExDescKey demon skull~ -ExDesc Someone has skinned a demon and left its skull behind. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25194 -Keywords golden ankh~ -Type light~ -Short a golden ankh~ -Long A golden ankh has been dropped here.~ -Action (null)~ -Flags dark magic~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 5 666 150 0 0 -Affect -1 -1 250 12 0 -#EXDESC -ExDescKey golden ankh~ -ExDesc This ankh is made of solid gold. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25195 -Keywords rotting bandages~ -Type armor~ -Short some rotting bandages~ -Long Some rotting bandages have been thrown away here.~ -Action (null)~ -Flags dark magic nodrop noremove~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 -1000 14 0 -#EXDESC -ExDescKey rotting bandages~ -ExDesc These bandages smell horrible! Get rid of the damn things! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25196 -Keywords rotting bandages~ -Type armor~ -Short some rotting bandages~ -Long Some rotting bandages have been thrown away here.~ -Action (null)~ -Flags dark magic nodrop noremove~ -WFlags take hands~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 -600 13 0 -#EXDESC -ExDescKey rotting bandages~ -ExDesc These bandages smell horrible! Get rid of the damn things! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25197 -Keywords rotting bandages~ -Type armor~ -Short some rotting bandages~ -Long Some rotting bandages have been thrown away here.~ -Action (null)~ -Flags dark magic nodrop noremove~ -WFlags take eyes~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 6 19 0 -Affect -1 -1 -1250 14 0 -#EXDESC -ExDescKey rotting bandages~ -ExDesc These bandages smell horrible! Get rid of the damn things! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25199 -Keywords white fur animal skin~ -Type armor~ -Short a white fur animal skin~ -Long A white fur animal skin has been placed here.~ -Action (null)~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 120 13 0 -Affect -1 -1 4 19 0 -#EXDESC -ExDescKey white fur animal skin~ -ExDesc These skins have been made from a winter wolf or warg. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25200 -Keywords white fur animal skin~ -Type armor~ -Short a white fur animal skin~ -Long A white fur animal skin has been placed here.~ -Action (null)~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 15 666 200 0 0 -Affect -1 -1 250 13 0 -#EXDESC -ExDescKey white fur animal skin~ -ExDesc These skins have been made from a winter wolf or warg. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25201 -Keywords horned battlehelm~ -Type armor~ -Short a horned battlehelm~ -Long A horned battlehelm has been dropped on the ground here.~ -Action (null)~ -Flags magic~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 8 666 150 0 0 -Affect -1 -1 8 19 0 -Affect -1 -1 75 13 0 -#EXDESC -ExDescKey horned battlehelm~ -ExDesc This helm has two horns, but one of them is broken. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25202 -Keywords snakeskin mask~ -Type armor~ -Short a snakeskin mask~ -Long A repulsive mask made of snakeskin was thrown here.~ -Action (null)~ -Flags magic nodrop noremove~ -WFlags take eyes~ -Values 0 0 0 0 0 0 -Stats 8 666 150 0 0 -Affect -1 -1 8 19 0 -Affect -1 -1 75 13 0 -#EXDESC -ExDescKey snakeskin mask~ -ExDesc This mask is made of a serpents hide, and is obviously -magical. Whenever you examine the object, it appears as if -the eye-holes are resized to fit your face. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25203 -Keywords poisoned javelin~ -Type weapon~ -Short a poisoned javelin~ -Long A poisoned javelin has been set on the ground here.~ -Action (null)~ -Flags magic~ -WFlags take wield~ -Values 12 0 0 1 0 0 -Stats 12 666 250 0 0 -Affect -1 -1 16 19 0 -#EXDESC -ExDescKey poisoned javelin~ -ExDesc This weapon is coated in a green, guey substance, form which -you deduct that it is infact a poisoned weapon. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25204 -Keywords staff golden hook~ -Type armor~ -Short a golden hook~ -Long A large golden staff-hook, wrappen in blue cloth, is here.~ -Action (null)~ -Flags magic~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 175 12 0 -Affect -1 -1 -25 17 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 2 3 0 -Affect -1 -1 1 54 0 -#EXDESC -ExDescKey staff golden hook~ -ExDesc Obviously the riegnment of a king or pharaoh. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25205 -Keywords ancient earring~ -Type armor~ -Short an ancient earring~ -Long An ancient earring, made centuries ago, is here.~ -Action (null)~ -Flags magic antigood~ -WFlags take ears~ -Values 35 35 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 200 13 0 -#EXDESC -ExDescKey ancient earring~ -ExDesc The single studded silver earring is radiating an evil arua. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25206 -Keywords elegantly crafted dagger~ -Type weapon~ -Short an elegantly crafted dagger~ -Long An elegantly crafted dagger has been placed here.~ -Action (null)~ -Flags magic antigood~ -WFlags take wield~ -Values 12 0 0 11 0 0 -Stats 7 666 50 0 0 -Affect -1 -1 1 2 0 -Affect -1 -1 15 18 0 -Affect -1 -1 15 19 0 -#EXDESC -ExDescKey elegantly crafted dagger~ -ExDesc This dagger could be considered a work of art, even with the -aura of evil that hangs over the item. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25207 -Keywords demon claw~ -Type armor~ -Short a demon claw~ -Long A demon claw is been placed on the ground.~ -Action (null)~ -Flags magic nodrop antigood noremove~ -WFlags take hands~ -Values 0 0 0 0 0 0 -Stats 30 666 10 0 0 -Affect -1 -1 100 13 0 -Affect -1 -1 100 12 0 -Affect -1 -1 100 14 0 -#EXDESC -ExDescKey demon claw~ -ExDesc Good! Someone chopped of this demons hand and mage a pair of -gloves out of them. Serves the thing right for being so damn -aggressive. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25208 -Keywords demonic bat wings~ -Type armor~ -Short a pair of demonic bat wings~ -Long A pair of demonic bat wings are here.~ -Action (null)~ -Flags magic nodrop antigood noremove~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 30 666 10 0 0 -Affect -1 -1 100 13 0 -Affect -1 -1 -1 1 0 -Affect -1 -1 7 2 0 -Affect -1 -1 3 19 0 -#EXDESC -ExDescKey demonic bat wings~ -ExDesc These things look hidous and are ackward as hell, or in this -case, the Abyss. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25209 -Keywords unholy symbol power~ -Type key~ -Short an unholy symbol of Power~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol power~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25210 -Keywords unholy symbol greed~ -Type key~ -Short an unholy symbol of Greed~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol greed~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25211 -Keywords unholy symbol betraylal~ -Type key~ -Short an unholy symbol of Betrayal~ -Long An unholy symbol is here.~ -Action (null)~ -Flags dark evil~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unholy symbol betraylal~ -ExDesc The unholy symbol radiates an aura of evil! -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25212 -Keywords demonic altar war~ -Type furniture~ -Short the Altar of War~ -Long A demonic altar made of weapons and skulls is here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey demonic altar war~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25213 -Keywords bones skulls demonic altar death~ -Type furniture~ -Short the Altar of Death~ -Long A wretched altar made of bones and skulls is here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey bones skulls demonic altar death~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25214 -Keywords altar rubble dung sloth~ -Type furniture~ -Short the Altar of Sloth~ -Long An altar made of rubble and dung is here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey altar rubble dung sloth~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25215 -Keywords eight arrows altar chaos~ -Type furniture~ -Short the Altar of Chaos~ -Long Eight arrows point in different directions here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey eight arrows altar chaos~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25216 -Keywords unbalanced scales altar lies~ -Type furniture~ -Short the Altar of Lies~ -Long A two large unbalanced scales have been made into an alter.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey unbalanced scales altar lies~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25217 -Keywords fountain demonic altar blood~ -Type furniture~ -Short the Altar of Blood~ -Long A fountain of blood bubbles from a demonic altar here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey fountain demonic altar blood~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25218 -Keywords silver altar deciet~ -Type furniture~ -Short the Altar of Deciet~ -Long A polish silver altar is here reflecting distorted images.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey silver altar deciet~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25219 -Keywords torture rack demonic altar pain~ -Type furniture~ -Short the Altar of Pain~ -Long A torture rack has been converted into a demonic altar here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey torture rack demonic altar pain~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25220 -Keywords demonic altar hate~ -Type furniture~ -Short the Altar of Hate~ -Long A demonic altar emits images of hate and violence here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey demonic altar hate~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25221 -Keywords demonic altar night~ -Type furniture~ -Short the Altar of Night~ -Long A black demonic altar sparkles with starlight here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey demonic altar night~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25222 -Keywords altar sex lust perversion~ -Type furniture~ -Short the Altar of Lust~ -Long An altar depicts graphic images of sexual perversion here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey altar sex lust perversion~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25223 -Keywords demonic altar evil power~ -Type furniture~ -Short the Altar of Power~ -Long A demonic altar radiates a powerful aura of evil here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey demonic altar evil power~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25224 -Keywords altar greed~ -Type furniture~ -Short the Altar of Greed~ -Long An altar made of gold, silver, gems, and jewels is here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey altar greed~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25225 -Keywords altar sin apple tree~ -Type furniture~ -Short the Altar of Sin~ -Long An apple tree grows inside a floating demonic altar.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey altar sin apple tree~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25226 -Keywords finest altar betrayal~ -Type furniture~ -Short the Altar of Betrayal~ -Long An altar made of the finest materials has been built here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey finest altar betrayal~ -ExDesc This altar appears to be unpassable without the right holy -symbol. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25227 -Keywords slime blob~ -Type trash~ -Short a blob of slime~ -Long A thick blob of slime is here on the floor.~ -Action (null)~ -Flags nodrop~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime blob~ -ExDesc Just a blob of slime... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25228 -Keywords slime glob~ -Type container~ -Short a glob of slime~ -Long A thick glob of slime is here on the floor.~ -Action (null)~ -Flags nodrop~ -WFlags take~ -Values 100 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey slime glob~ -ExDesc Just a glob of slime... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25229 -Keywords entry portal~ -Type furniture~ -Short the entry portal~ -Long A (portal) is here in the wall...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25101 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25230 -Keywords dead portal~ -Type furniture~ -Short a dead portal~ -Long A (portal) is here, completely motionless.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc This portal is motionless and dead. You cannot find any way -to reactivate the portal. -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25231 -Keywords ice portal~ -Type furniture~ -Short the ice portal~ -Long A (portal) is here in the floor...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25256 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25232 -Keywords fire portal~ -Type furniture~ -Short the fire portal~ -Long A (portal) is in the wall here...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25270 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25233 -Keywords shimmering portal~ -Type furniture~ -Short the shimmering portal~ -Long A (portal) might or might not be here...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25139 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25234 -Keywords obsidian portal~ -Type furniture~ -Short the obsidian portal~ -Long A (portal) is in the middle of the room...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25319 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25235 -Keywords barren portal~ -Type furniture~ -Short the barren portal~ -Long A (portal) is here in this chamber...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25166 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25236 -Keywords slime portal~ -Type furniture~ -Short the slime portal~ -Long A (portal) is here cover in slime...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25173 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25237 -Keywords dusty portal~ -Type furniture~ -Short the dusty portal~ -Long A (portal) is in the middle of the room...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25399 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25238 -Keywords glowing portal~ -Type furniture~ -Short the glowing portal~ -Long A (portal) is glowing in this chamber...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25404 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25239 -Keywords spiderweb portal~ -Type furniture~ -Short the spiderweb portal~ -Long A (portal) can almost been seen here...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25454 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25240 -Keywords hieroglyphics~ -Type furniture~ -Short some hieroglyphics~ -Long Some hieroglyphics have been written in the wall here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey hieroglyphics~ -ExDesc Unfortunately you cannot read the ancient writtings.~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25241 -Keywords hieroglyphics~ -Type furniture~ -Short some hieroglyphics~ -Long Some hieroglyphics have been written in the wall here.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 10 0 0 -#EXDESC -ExDescKey hieroglyphics~ -ExDesc Icefux sux... -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25242 -Keywords cavern portal~ -Type furniture~ -Short the cavern portal~ -Long A (portal) is in the cavern floor here...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 200 0 0 -#EXDESC -ExDescKey portal~ -ExDesc Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -#ENDEXDESC - -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25229 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 25243 -Keywords book dead ancient textbook~ -Type staff~ -Short The Book of the Dead~ -Long An ancient textbook has been placed here.~ -Action (null)~ -WFlags take hold~ -Values 100 30 30 -1 0 0 -Stats 1 666 10 0 0 -Affect -1 -1 -1 13 0 -Affect -1 -1 -1 12 0 -Affect -1 -1 -1 14 0 -Affect -1 -1 7 3 0 -Spells 'NONE' -#EXDESC -ExDescKey book dead ancient textbook~ -ExDesc Is this for real??? -~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25244 -Keywords strifespear spear strife~ -Type weapon~ -Short the Strifespear~ -Long A large spear has been cast down here.~ -Action (null)~ -WFlags take wield~ -Values 12 0 0 1 0 0 -Stats 10 666 10 0 0 -Affect -1 -1 15 19 0 -Affect -1 -1 15 18 0 -#ENDOBJECT - -#OBJECT -Vnum 25245 -Keywords ruby studded leather collar~ -Type armor~ -Short a ruby studded leather collar~ -Long A ruby studded leather collar is here on the ground.~ -Action (null)~ -Flags magic~ -WFlags take neck~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 225 13 0 -Affect -1 -1 225 12 0 -Affect -1 -1 225 14 0 -#ENDOBJECT - -#OBJECT -Vnum 25246 -Keywords sapphire studded silver braclet~ -Type armor~ -Short a sapphire studded silver braclet~ -Long A sapphire studded silver braclet is here on the ground.~ -Action (null)~ -Flags magic~ -WFlags take wrist~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 10 18 0 -Affect -1 -1 100 13 0 -#ENDOBJECT - -#OBJECT -Vnum 25247 -Keywords emerald encrusted gold crown~ -Type armor~ -Short a emerald encrusted gold crown~ -Long A emerald encrusted gold crown is here on the ground.~ -Action (null)~ -Flags magic~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 12 18 0 -Affect -1 -1 12 19 0 -Affect -1 -1 100 13 0 -Affect -1 -1 100 12 0 -#ENDOBJECT - -#OBJECT -Vnum 25248 -Keywords ruby encrusted gold sceptre~ -Type armor~ -Short a ruby encrusted gold sceptre~ -Long A ruby encrusted gold sceptre is here.~ -Action (null)~ -Flags magic~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 12 19 0 -Affect -1 -1 75 13 0 -Affect -1 -1 75 12 0 -Affect -1 -1 -2 23 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 -2 20 0 -Affect -1 -1 -2 21 0 -Affect -1 -1 -2 24 0 -#ENDOBJECT - -#OBJECT -Vnum 25249 -Keywords jade turquoise gold ring~ -Type armor~ -Short a jade and turquoise gold ring~ -Long A jade and turquoise gold ring is here.~ -Action (null)~ -Flags magic~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 12 19 0 -Affect -1 -1 75 13 0 -Affect -1 -1 -2 23 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 -2 20 0 -Affect -1 -1 -2 21 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 12 18 0 -Affect -1 -1 75 12 0 -#ENDOBJECT - -#OBJECT -Vnum 25250 -Keywords topaz studded mithril gauntlets~ -Type armor~ -Short a pair of topaz studded mithril gauntlets~ -Long A pair of topaz studded mithril gauntlets are here.~ -Action (null)~ -Flags magic~ -WFlags take hands~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 11 19 0 -Affect -1 -1 100 13 0 -Affect -1 -1 11 18 0 -Affect -1 -1 -5 24 0 -#ENDOBJECT - -#OBJECT -Vnum 25251 -Keywords aquamarine platinum earring~ -Type armor~ -Short an aquamarine platinum earring~ -Long An aquamarine platinum earring is resting here.~ -Action (null)~ -Flags magic~ -WFlags take ears~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 175 12 0 -Affect -1 -1 175 13 0 -Affect -1 -1 175 14 0 -Affect -1 -1 6 19 0 -Affect -1 -1 6 18 0 -#ENDOBJECT - -#OBJECT -Vnum 25252 -Keywords amethyst encrusted mithril shield~ -Type armor~ -Short an amethyst encrusted mithril shield~ -Long An amethyst encrusted mithril shield is resting here.~ -Action (null)~ -Flags magic~ -WFlags take shield~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 225 13 0 -Affect -1 -1 225 12 0 -Affect -1 -1 225 14 0 -#ENDOBJECT - -#OBJECT -Vnum 25253 -Keywords demonic goat horns~ -Type armor~ -Short a pair of demonic goat horns~ -Long A pair of demonic goat horns, have been placed here.~ -Action (null)~ -Flags magic antigood~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 15 666 300 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 200 13 0 -#ENDOBJECT - -#OBJECT -Vnum 25254 -Keywords sapphire studded gold braclet~ -Type armor~ -Short a sapphire studded gold braclet~ -Long A sapphire studded gold braclet is here on the ground.~ -Action (null)~ -Flags magic~ -WFlags take wrist~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 11 19 0 -Affect -1 -1 200 12 0 -#ENDOBJECT - -#OBJECT -Vnum 25255 -Keywords demonic ram horns~ -Type armor~ -Short a pair of demonic ram horns~ -Long A pair of demonic ram horns, have been placed here.~ -Action (null)~ -Flags glow magic antigood~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 15 666 300 0 0 -Affect -1 -1 333 13 0 -#ENDOBJECT - -#OBJECT -Vnum 25256 -Keywords huge rock~ -Type furniture~ -Short a huge rock~ -Long A huge rock is resting here, almost ready to fall into pit.~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#ENDOBJECT - -#OBJECT -Vnum 25257 -Keywords large grate~ -Type furniture~ -Short a large grate~ -Long A magical locked gate blocks decending any more, yet...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#ENDOBJECT - -#OBJECT -Vnum 25258 -Keywords swirling black matter~ -Type furniture~ -Short some swirling black matter~ -Long Swirling black matter floats up from the ground here...~ -Action (null)~ -Values 0 0 0 0 0 0 -Stats 1 666 50 0 0 -#EXDESC -ExDescKey swirling black matter~ -ExDesc With the right key you could unlock the Nether Void.~ -#ENDEXDESC - -#ENDOBJECT - -#OBJECT -Vnum 25259 -Keywords amethyst lens~ -Type armor~ -Short an amethyst lens~ -Long An amethyst &lens is resting here.~ -Action (null)~ -Flags magic~ -WFlags take eyes~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 11 19 0 -Affect -1 -1 11 18 0 -Affect -1 -1 100 12 0 -Affect -1 -1 100 13 0 -#ENDOBJECT - -#OBJECT -Vnum 25260 -Keywords jade amethyst bronze ring~ -Type armor~ -Short a jade and amethyst bronze ring~ -Long A jade and amethyst bronze ring is here.~ -Action (null)~ -Flags magic~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 5 666 66 0 0 -Affect -1 -1 9 19 0 -Affect -1 -1 9 18 0 -Affect -1 -1 200 13 0 -Affect -1 -1 200 12 0 -#ENDOBJECT - -#ROOM -Vnum 25100 -Name A Portal Chamber~ -Sector field~ -Flags dark nomob indoors r5~ -Desc You are standing at a portal which leads to the Abyss. You -can go west and leave this chamber. The portal begins to -swirl as you draw closer to it, revealing little of what -is on the other side. There are some inscriptions at the -top of the portal. -"Whoever fights monsters should see to it that in the -process he does not become a monster. And if you gaze long -enough into an Abyss, the Abyss will gaze back into you." -~ -Reset O 0 25111 0 25100 -Reset O 0 25229 0 25100 -Reset M 0 25196 1 25100 -#EXDESC -ExDescKey inscriptions~ -ExDesc The inscriptions read: -This area designed by Honey. (c) (1995) -Modifications by Cianhydle. (1998) -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25101 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern, just beyond the portal. To the -south the cavern continues. Dark shapes move around in the -shadows of the cavern. There is a portal here, but it does -appear to be working. Your only option is to head south. -~ -#EXIT -Direction south~ -ToRoom 25104 -#ENDEXIT - -Reset O 0 25230 0 25101 -#EXDESC -ExDescKey shapes~ -ExDesc It is too dark to see anything clearly. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25102 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern. There are exits to the east and -south. You are still descending by heading to the south. -The shadows are become bolder, dancing just on the edge of -the darkness. Their whispers are now hushed voices. You -are beginning to understand a few of the words they are -speaking, but it does not make any sense at all. -~ -#EXIT -Direction east~ -ToRoom 25103 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25105 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25210 -#ENDEXIT - -Reset M 0 25100 10 25102 - Reset E 0 25183 0 16 -#EXDESC -ExDescKey shapes shadows~ -ExDesc It is too dark to see anything clearly. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25103 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern. There are exits to the east and -west. The grade is getting steeper and to the west you are -also descending. A sense of fear begins to spread over you -as you begin to understand more and more of the words being -spoke by the shadows. You understand the word 'death'. -~ -#EXIT -Direction east~ -ToRoom 25104 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25102 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25104 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern. There are exits to the north and -west. The shadows draw closer the deeper inside the cavern -you do. You can feel them watching you with their malicious -eyes, but they hold back for now. The hushed voice are now -speaking in normal tones. You begin to heard them calling -your name. -~ -#EXIT -Direction north~ -ToRoom 25101 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25198 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25103 -#ENDEXIT - -Reset M 0 25147 10 25104 - Reset E 0 25183 0 16 -#EXDESC -ExDescKey shadows~ -ExDesc It is too dark to see anything clearly. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25105 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern. There are exits to the north and -east. Moving toward the east you continue to descend. You -can feel something brush your leg, but when you turn there -is nothing there. The voices slowly grow louder and louder. -~ -#EXIT -Direction north~ -ToRoom 25102 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25106 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25106 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern. There are exits to your east and -west. The grade is leveling off now, but the creatures that -lurk in the shadows are most frightening that ever. Perhaps -your light is growing weaker, because the creatures appear -to be closer than ever, but still just on the edge of the -shadows. -~ -#EXIT -Direction east~ -ToRoom 25107 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25105 -#ENDEXIT - -Reset M 0 25100 10 25106 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25107 -Name A Dark Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark cavern that leads back to the west. The -shadowy voices are now laughing at you. Dark passages begin -to the east and north. Dark things are lucking in the -passages, just outside your range of visibility. -~ -#EXIT -Direction east~ -ToRoom 25209 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25219 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25106 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25108 -Name Kostchtchie's Throne Room~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the Kostchtchie's throne room. You see him -before you sitting upon an immense throne carved of ice. -Behind him are great collumns of ice, supporting the great -size of this room. The only exit is to the south, out -through the ice door. Maybe you should think about going -that way, and going that way fast? -~ -#EXIT -Direction south~ -ToRoom 25113 -Key 25124 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25104 1 25108 - Reset E 0 25102 0 10 - Reset E 0 25103 -1 16 - Reset E 0 25100 0 8 - Reset E 0 25101 0 7 - Reset G 0 25134 0 -Reset D 0 25108 2 2 -#EXDESC -ExDescKey ice door~ -ExDesc The ice door to the north is obviously held shut with a powerful magic. -It cannot be picked, bashed, or passed through. There is a keyhole on -the right side of the door however. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25109 -Name Fajee's Lair~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the White Dragon's lair. She is the steed -to the Demon Lord, Kostchtchie. There are numerous bones -stacked in a corner from a previous meal. It is rumored that -Fajee was one of Tiamat's first offspring, and the oldest of -all the White Dragons. The only exit is to the east. -~ -#EXIT -Direction east~ -ToRoom 25110 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25110 -Name Fajee's Lair~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the White Dragon's lair. She is the steed -to the Demon Lord, Kostchtchie. There are numerous bones -stacked in a corner from a previous meal. It is rumored that -Fajee was one of Tiamat's first offspring, and the oldest of -all the White Dragons. To the west you see the glint of gold -while south you can return to the Ice Palace. -~ -#EXIT -Direction south~ -ToRoom 25115 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25109 -#ENDEXIT - -Reset M 0 25103 1 25110 - Reset E 0 25162 0 12 - Reset E 0 25160 0 9 - Reset E 0 25161 0 7 -#ENDROOM - -#ROOM -Vnum 25111 -Name Near the Ice Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are standing outside a palace carved of ice. The whole -area is quite cold, and you wonder if it might be any warmer -inside the palace. You can exit to the east, south towards -the entrance, or down into the ice channels. -~ -#EXIT -Direction east~ -ToRoom 25112 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25116 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25221 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25112 -Name The Ice Fields~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hilly area on a plane that is bitter cold. You -wonder of the demon that rules this icy, barren realm. From -your limited knowledge of demons, you know that they can -live in places that mortals would surely parish. You can go -to the south, west, or north into the channels of ice. -~ -#EXIT -Direction north~ -ToRoom 25220 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25117 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25111 -#ENDEXIT - -Reset M 0 25150 8 25112 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25113 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a huge palace of carved ice. You notice instantly -that this chamber is a alot warmer, and the source of the -heat. There is a large portal in the floor that is heating -the room. There is a large door of ice to the north. -Obviously this palace is made of a magical ice, because it -is not affected by the heat from the portal in anyway. -~ -#EXIT -Direction north~ -ToRoom 25108 -Key 25124 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25114 -#ENDEXIT - -Reset O 0 25231 0 25113 -Reset D 0 25113 0 2 -#EXDESC -ExDescKey ice door~ -ExDesc The ice door to the north is obviously held shut with a powerful magic. -It cannot be picked, bashed, or passed through. There is a keyhole on -the right side of the door however. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25114 -Name The Ice Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a huge palace carved of ice. To your east and west -are other rooms in the palace. Within the ice walls of this -palace are frozen creatures of all sorts. The creatures all -have one thing in common though, a twisted expression of -agony on their faces. -~ -#EXIT -Direction east~ -ToRoom 25115 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25113 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25115 -Name The Ice Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are inside a huge palace carved of ice. To your north -and west are more rooms in the palace and to the east is the -exit to more hilly areas of ice fields. There temperature -is just as cold inside the palace as it is outside. -~ -#EXIT -Direction north~ -ToRoom 25110 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25116 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25114 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25116 -Name Near the Ice Palace~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are standing outside a huge palace carved of ice. You -can enter to the west or go north or east to more hilly -areas of ice fields. One thing is for certain, you are very, -very cold. -~ -#EXIT -Direction north~ -ToRoom 25111 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25117 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25115 -#ENDEXIT - -Reset M 0 25150 8 25116 - Reset E 0 25176 0 16 -Reset M 0 25150 8 25116 - Reset E 0 25177 0 16 -#ENDROOM - -#ROOM -Vnum 25117 -Name The Ice Fields~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hilly area on a plane that is bitter cold. You -can go to the north or west. You should start thinking of -ways to get out of here before you freeze to death. To the -east is an endless frozen wasteland that stretches into the -horizon. -~ -#EXIT -Direction north~ -ToRoom 25112 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25230 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25116 -#ENDEXIT - -Reset M 0 25150 8 25117 - Reset E 0 25177 0 0 -#ENDROOM - -#ROOM -Vnum 25118 -Name The Abyssal Desert~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc To the south is a large alabaster structure, the only -structure anywhere on this entire plane. Carved into the -walls are small demonic looking figures supporting the -doorframes, windows, and collumns. From inside the -structure screams are heard regularly. The massive desert -stretches out into the horizon to the east. -~ -#EXIT -Direction east~ -ToRoom 25119 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25123 -Key 1 -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 25106 9 25118 - Reset E 0 25182 0 6 -Reset D 0 25118 2 1 -#ENDROOM - -#ROOM -Vnum 25119 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The alabaster white structure -can be seen a ways to the east and south. The only exits are -to the east or west in this miserable wasteland. -~ -#EXIT -Direction east~ -ToRoom 25120 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25118 -#ENDEXIT - -Reset M 0 25109 1 25119 - Reset E 0 25181 0 0 -#ENDROOM - -#ROOM -Vnum 25120 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the west and south of you. -~ -#EXIT -Direction south~ -ToRoom 25125 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25119 -#ENDEXIT - -Reset M 0 25106 9 25120 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25121 -Name Graz'zt's Sleeping Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the sleeping chamber of the Demon Prince, -Graz'zt. He is not sleeping, however. He is awake, quite -awake, and staring at you with glowing green eyes of hatred. -The decor here is in obsidian and ivory contrasts. The only -exits are to the east through a large stone door, and to -the north through an archway into a portal chamber. -~ -#EXIT -Direction north~ -ToRoom 25127 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25122 -Key 25125 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25110 1 25121 - Reset E 0 25105 -1 16 - Reset E 0 25104 0 1 -Reset D 0 25121 1 2 -#EXDESC -ExDescKey stone door~ -ExDesc This door is very impressive, as it has been magicked to be bash-proof, -pick-poor, and pass-proof. Something very powerful must have made this -door, and quite possibly could be just be a few feet of stone between -them and you... -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25122 -Name The Dining Room~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dining room within the Alabaster Palace. The -decor here is quite plain, however the obsidian table and -chairs stands out in stark contrast to the white walls and -floors. There is a large stone door to the west, or you can -go to the entry way to the east. -~ -#EXIT -Direction east~ -ToRoom 25123 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25121 -Key 25125 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset D 0 25122 3 2 -#EXDESC -ExDescKey stone door~ -ExDesc This door is very impressive, as it has been magicked to be bash-proof, -pick-poor, and pass-proof. Something very powerful must have made this -door, and quite possibly could be just be a few feet of stone between -them and you... -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25123 -Name The Alabaster Palace~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are standing in the entry way within the Alabaster -Palace. The decor is quite plain, much of the decor is -white, as are the walls and floors. You may exit to the -north outside, west, or east through a closed door. -~ -#EXIT -Direction north~ -ToRoom 25118 -Key 1 -Flags isdoor closed~ -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25124 -Key 1 -Flags isdoor closed~ -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25122 -#ENDEXIT - -Reset M 0 25146 2 25123 -Reset D 0 25123 0 1 -Reset D 0 25123 1 1 -#ENDROOM - -#ROOM -Vnum 25124 -Name The Sleeping Chamber~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You have entered a sleeping chamber. The room has three -obsidian beds, and there is a fireplace in the south wall. -It would seem quite cozy if there were not also three -female demons staring at you from within each bed. The only -exit is to the west. If you survive these flesh lusting -demonesses. -~ -#EXIT -Direction west~ -ToRoom 25123 -Key 1 -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 25107 3 25124 - Reset G 0 25125 0 -Reset M 0 25107 3 25124 -Reset M 0 25107 3 25124 -Reset D 0 25124 3 1 -#ENDROOM - -#ROOM -Vnum 25125 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and east of you. -~ -#EXIT -Direction north~ -ToRoom 25120 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25126 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25126 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -#EXIT -Direction north~ -ToRoom 25250 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25125 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25127 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This chamber is dark, barren of any objects, save the large -portal in the center of the room. The portal pulses as you -draw closer to it. The closer you get to the portal, the -cooler it becomes. The portal is cloudy, and does not reveal -what might lie on the other side, but you reckon it is -another plane in this nightmare realm. There is an arched -doorway to the south that leads back into the lair of a -powerful demon lord or prince. -~ -#EXIT -Direction south~ -ToRoom 25121 -#ENDEXIT - -Reset O 0 25232 0 25127 -#ENDROOM - -#ROOM -Vnum 25128 -Name The Barren Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the south and east. -~ -#EXIT -Direction east~ -ToRoom 25265 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25135 -#ENDEXIT - -Reset M 0 25105 4 25128 -#ENDROOM - -#ROOM -Vnum 25129 -Name An Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This room in the obsidian palace is exceptionally dark and -foreboding. The chamber opens up to the south into a large -central chamber, while a massive door is set in the east -wall. You cannot help but think something evil and powerful -lies just on the other side of that massive black door. -~ -#EXIT -Direction east~ -ToRoom 25130 -Key 25126 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25137 -#ENDEXIT - -Reset D 0 25129 1 2 -#EXDESC -ExDescKey black massive door~ -ExDesc This door is indeed massive. An aura of magic radiates from the door, -indicating that it is pick-proof, bash-proof, and pass-proof. Then door is -made of a very hard, jet-black obsidian that has been polished to perfection. -However there is a large keyhole, and enterance may not yet be barred. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25130 -Name Baphomet's Lair~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered a dark room in a palace made of obsidian. -There is a movement in the darkness, but you can not quite -make out the shape right away. At last the shape becomes -clear as it moves closer to you. You are face to face with -Baphomet, the Demon Prince of this plane. The only exit is -to the west through the obsidian door, given you escape the -wrath of this massive bovine abomination. -~ -#EXIT -Direction west~ -ToRoom 25129 -Key 25126 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25119 1 25130 - Reset E 0 25116 0 9 - Reset E 0 25109 -1 6 - Reset E 0 25108 0 8 -Reset D 0 25130 3 2 -#EXDESC -ExDescKey obsidian door~ -ExDesc This door is indeed massive. An aura of magic radiates from the door, -indicating that it is pick-proof, bash-proof, and pass-proof. Then door is -made of a very hard, jet-black obsidian that has been polished to perfection. -However there is a large keyhole, and enterance may not yet be barred. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25131 -Name Fraz-Urb'luu's Meditation Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the meditation chamber of the Demon Prince -Fraz-Urb'luu. He is sitting quietly here meditating, until -your arrival. Even as you look at him he seems to alternate -between movement and stillness. You have a very bad feeling -about this! The only exit is to the east... you think! The -eastern wall of this chamber shimmers in the corner of your -eyes. -~ -#EXIT -Direction east~ -ToRoom 25132 -Key 25127 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25115 1 25131 - Reset G 0 25145 0 - Reset E 0 25106 0 16 - Reset E 0 25107 -1 17 -Reset D 0 25131 1 2 -#EXDESC -ExDescKey east wall shimmering~ -ExDesc You can make out a doorway only from the corner of your eyes, for when -looking directly at the east wall you see nothing but the rough stone -surface of the cavern wall. You have no doubt that powerful magic has -been used to make this door hidden and secret. Try as you might, this -door will never be bashed, passed, or picked, although upon feeling the -wall you realize there is a keyhole. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25132 -Name A Dark Cave~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are within a dark cave. A feeling of dispair has come -over you all of a sudden. You think you see an exit to the -south, or was it the west? Something keeps shimmering on the -west wall of this cave, but only when you look at it from -the corner of your eye. -~ -#EXIT -Direction east~ -ToRoom 25133 -Key 1 -Keywords hidden~ -Flags hidden~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25140 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25131 -Key 25127 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset D 0 25132 3 2 -#EXDESC -ExDescKey west wall shimmering~ -ExDesc You can make out a doorway only from the corner of your eyes, for when -looking directly at the west wall you see nothing but the rough stone -surface of the cavern wall. You have no doubt that powerful magic has -been used to make this door hidden and secret. Try as you might, this -door will never be bashed, passed, or picked, although upon feeling the -wall you realize there is a keyhole. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25133 -Name A Dark Cave~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are within a dark cave. You can still feel an air of -disorientation as you walk around. It is as though the images -before you change with each passing moment. The only exit -seems to be to the south, and back out of the cave, or so you -think. The only thing that you are sure of, is this place is -giving you a headache. -~ -#EXIT -Direction south~ -ToRoom 25141 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25132 -Keywords hidden~ -Flags hidden~ -#ENDEXIT - -Reset M 0 25149 2 25133 -#ENDROOM - -#ROOM -Vnum 25134 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. I t is almost as though what you see is not -real. The images distort even as you look at them. You have -a feeling of a total lack of magic here. You think you can -see exits to the east, and maybe to the south. -~ -#EXIT -Direction east~ -ToRoom 25135 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25142 -#ENDEXIT - -Reset M 0 25105 4 25134 -#ENDROOM - -#ROOM -Vnum 25135 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. To the south you are -think you see a vast salt flat, or is it just an illusion? -~ -#EXIT -Direction north~ -ToRoom 25128 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25271 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25134 -#ENDEXIT - -Reset M 0 25105 4 25135 -#ENDROOM - -#ROOM -Vnum 25136 -Name An Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You have entered a dark room in a palace made of obsidian. -The room seems rather featureless from what you can make -out. There are exits to your south and east. -~ -#EXIT -Direction east~ -ToRoom 25137 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25146 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25137 -Name An Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You have entered a dark room in a palace made of obsidian. -The room seems rather featureless from what you can make -out. There are exits in all the cardinal directions. -~ -#EXIT -Direction north~ -ToRoom 25129 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25138 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25147 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25136 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25138 -Name Outside the Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are standing on a grassy hilltop in front of a massive -obsidian palace. The entry is to the west, while there are -also exits to the south and east. -~ -#EXIT -Direction east~ -ToRoom 25139 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25148 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25137 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25139 -Name A Grassy Hilltop~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are standing on a grassy hilltop. In the distance to the -west you can see a huge obsidian palace. It looks foreboding. -To the south the grasslands continue, and a short distance -down the hill is a large sinkhole. Above there is a magical -swirling portal probably leading to another plane. -~ -#EXIT -Direction south~ -ToRoom 25281 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25138 -#ENDEXIT - -Reset M 0 25116 2 25139 -Reset M 0 25116 2 25139 -Reset O 0 25230 0 25139 -#ENDROOM - -#ROOM -Vnum 25140 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are within a dark cave. Images distort before your eyes. -There appears to be a portal in the floor here. There also -seems to be an exit to the north of you. -~ -#EXIT -Direction north~ -ToRoom 25132 -#ENDEXIT - -Reset O 0 25233 0 25140 -#ENDROOM - -#ROOM -Vnum 25141 -Name A Dark Cave~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in the entrance to a dark cave. Images distort before -your eyes. You have a feeling of a total lack of magic here. -You believe you can see an exit to the north, or east appears -to lead out of the cave once more. -~ -#EXIT -Direction north~ -ToRoom 25133 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25142 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25142 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north, west and east. -~ -#EXIT -Direction north~ -ToRoom 25134 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25143 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25141 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25143 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -#EXIT -Direction north~ -ToRoom 25135 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25142 -#ENDEXIT - -Reset M 0 25105 4 25143 -#ENDROOM - -#ROOM -Vnum 25144 -Name The Windswept Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can head in -almost every direction across the barren, windswept plains. -~ -#EXIT -Direction north~ -ToRoom 25310 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25320 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25149 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25300 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25145 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a dark room in a palace made of obsidian. The -only thing you can make out in the room is the portal in -the floor. You can exit down through the portal or east -into another room in the palace. A strong wind blows up -from the portal in the floor, becoming stronger as you draw -closer to the circular gate. -~ -#EXIT -Direction east~ -ToRoom 25146 -#ENDEXIT - -Reset O 0 25234 0 25145 -#ENDROOM - -#ROOM -Vnum 25146 -Name An Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in another dark room in a palace made of obsidian. -There are exits to your north, east and west, into other -rooms in the palace. -~ -#EXIT -Direction north~ -ToRoom 25136 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25147 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25145 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25147 -Name An Obsidian Palace~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in another dark room in a palace made of obsidian. -There are exits to your north and west. The walls of the -palace are polished so that you can see your own reflection, -from the few torches that sit in sockets in the walls. This -effect gives the palace an unsettling aura. -~ -#EXIT -Direction north~ -ToRoom 25137 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25146 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25148 -Name A Grassy Hill~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are standing on a grassy hill outside a palace made of -obsidian. There is an equine creature here that seems quite -disturbed by your presence here. It attacks you! The only -off this hill is back north, towards the large building. -~ -#EXIT -Direction north~ -ToRoom 25138 -#ENDEXIT - -Reset M 0 25117 1 25148 -#ENDROOM - -#ROOM -Vnum 25149 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -#EXIT -Direction north~ -ToRoom 25144 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25150 -#ENDEXIT - -Reset M 0 25120 10 25149 -Reset O 0 25170 0 25149 -#ENDROOM - -#ROOM -Vnum 25150 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -#EXIT -Direction east~ -ToRoom 25151 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25149 -#ENDEXIT - -Reset M 0 25120 10 25150 -Reset O 0 25168 0 25150 -#ENDROOM - -#ROOM -Vnum 25151 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -#EXIT -Direction east~ -ToRoom 25152 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25150 -#ENDEXIT - -Reset M 0 25120 10 25151 -#ENDROOM - -#ROOM -Vnum 25152 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -#EXIT -Direction east~ -ToRoom 25153 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25151 -#ENDEXIT - -Reset O 0 25168 0 25152 -#ENDROOM - -#ROOM -Vnum 25153 -Name A Cave Openng~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is not as windy, and the flat and featureless, -plains have given way to small hills. Here in the side of -a hill there is a large cave opening. To the east you look -out over the vast windswept plains and feel very tired, not -just physically weak or sleep, but mentally and emotionally -drained. You hope to leave these sick and diseased lands -as soon as possible. Your eyes turn back towards the cave. -~ -#EXIT -Direction east~ -ToRoom 25154 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25152 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25154 -Name A Dark, Damp Cave~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You have entered a dark, damp cave. You can hear some noise -to the south, while a huge stone door is to the east. The -door is decorated with bones and skins, mostly human bones -and skin. Strange symbols are written on the walls on the -east and north walls in blood. You probably should leave -through the cave opening in the west. -~ -#EXIT -Direction east~ -ToRoom 25155 -Key 25128 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25164 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25153 -#ENDEXIT - -Reset M 0 25121 5 25154 -Reset M 0 25121 5 25154 -Reset M 0 25121 5 25154 -Reset D 0 25154 1 2 -#EXDESC -ExDescKey door bones skin~ -ExDesc This door look diabolical. You realize there is a distinct possibility -of death behind this door, yes? Despite your best efforts, you realize -that this door is much like the others, magicked and it has a keyhole. -~ -#ENDEXDESC - -#EXDESC -ExDescKey symbol symbols blood~ -ExDesc Baalzebul was here...~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25155 -Name Yeenoght's Abode~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered another area of a dark, damp cave. In the -semi-light you can see a huge hyena-like creature. But -this is unlike any normal hyena you have ever seen. This -one stands twelve feet in height! Yes, stands. He carries -a huge adamantite flail. You have just encountered the -Demon Lord of Gnolls, ruler of this plane, Yeenoght. To the -south there appears to be another chamber. Through the door -to the west heads back towards the dark cave and the -windswept plains. -~ -#EXIT -Direction south~ -ToRoom 25165 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25154 -Key 25128 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25125 1 25155 - Reset E 1 25113 1 16 - Reset E 1 25114 1 7 - Reset E 1 25115 1 13 -Reset D 0 25155 3 2 -#ENDROOM - -#ROOM -Vnum 25156 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits to -your east and south. -~ -#EXIT -Direction east~ -ToRoom 25158 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25167 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25340 -#ENDEXIT - -Reset M 0 25111 4 25156 -#ENDROOM - -#ROOM -Vnum 25157 -Name Jubilex's Lair~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You have entered the lair of Juiblex, The Faceless Lord. The -walls and floors have slime deposits on them, and the smell -is nauseating. In the far corner of the room is a portal -out of this plane, but the Demon Lord Juiblex will have -something to say about you just taking it. He starts moving -at you to attack. The brass door leads south, back towards -the slime infested dungeons. -~ -#EXIT -Direction north~ -ToRoom 25174 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25158 -Key 25129 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25130 1 25157 - Reset E 1 25122 1 19 - Reset E 1 25121 1 20 - Reset E 0 25123 0 6 -Reset D 0 25157 2 2 -#EXDESC -ExDescKey brass door slime~ -ExDesc The brass door has been sealed for a long time, you think, in the -green slime which coats this entire plane. A keyhole is visible -through the inch of slime.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25158 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. Barely visible, to -the north is a brass door hidden beneath several inches of -green slime. The air is noxious, and irritates your eyes, -nose, and mouth. -~ -#EXIT -Direction north~ -ToRoom 25157 -Key 25129 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25330 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25168 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25156 -#ENDEXIT - -Reset M 0 25126 4 25158 -Reset D 0 25158 0 2 -#EXDESC -ExDescKey brass door slime~ -ExDesc The brass door has been sealed for a long time, you think, in the -green slime which coats this entire plane. A keyhole is visible -through the inch of slime.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25159 -Name Orcus' Private Vault~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. This room has arcane runes -on the floor, and there is a rack of what look to be tomes -against one wall. You notice that you are not alone. You -have entered the study of the Demon Prince of the Undead, -Orcus. The vault door leads back south, or you can decend -through a portal into, what you think, is another plane of -the Abyss. That is if Orcus has not ripped you to shreds by -this time. -~ -#EXIT -Direction east~ -ToRoom 25160 -Key 25130 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25136 1 25159 - Reset E 0 25253 0 6 - Reset E 0 25118 0 8 - Reset E 0 25133 -1 16 - Reset E 0 25117 0 19 -Reset O 0 25237 0 25159 -Reset D 0 25159 1 2 -#EXDESC -ExDescKey vault door~ -ExDesc Yeah, a giant couldn't batter it down. It is made of solid steel, and -has a single keyhole in it. The door radiates an aura of magic, making -you guess that it is pass-proof, bash-proof, and pick-proof. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25160 -Name Outside a Dark Vault~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dark, damp dungeon that appears to be empty. -There is a closed door to your west. Well, it looks more like -a vault than anything, you doubt a giant could even batter it -down. There are also exits to your south and east. The air is -stale and humid, and smells like rotten meat, nearly making -you vomit with each breath. -~ -#EXIT -Direction east~ -ToRoom 25161 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25169 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25159 -Key 25130 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25135 8 25160 -Reset M 0 25135 8 25160 -Reset D 0 25160 3 2 -#EXDESC -ExDescKey vault door~ -ExDesc Yeah, a giant couldn't batter it down. It is made of solid steel, and -has a single keyhole in it. The door radiates an aura of magic, making -you guess that it is pass-proof, bash-proof, and pick-proof. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25161 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. Exits lead off in several -directions, north, east, south, and west. The air is stale -and very humid. You feel the air closing in around you. -~ -#EXIT -Direction north~ -ToRoom 25371 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25162 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25170 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25160 -#ENDEXIT - -Reset M 0 25135 8 25161 -Reset M 0 25135 8 25161 -#ENDROOM - -#ROOM -Vnum 25162 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. Exits lead off in several -directions, east, south, and west. Tufts of hair and bits -and pieces of skin are stuck on to some of the walls by a -sticky, blood-red substance. -~ -#EXIT -Direction east~ -ToRoom 25163 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25171 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25161 -#ENDEXIT - -Reset M 0 25135 8 25162 -Reset M 0 25135 8 25162 -#ENDROOM - -#ROOM -Vnum 25163 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. Exits lead off to the south -and west. The air is stale and humid. Some bones have been -scattered about on the floor here. -~ -#EXIT -Direction south~ -ToRoom 25172 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25162 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25164 -Name A Small Alcove~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a small alcove. You have stumbled upon a pair -of gnolls arguing with each other about something. They see -you enter the room and quit arguing and attack. The only exit -is to the north, back into the dark, damp cavern. -~ -#EXIT -Direction north~ -ToRoom 25154 -#ENDEXIT - -Reset M 0 25121 5 25164 -Reset M 0 25121 5 25164 -#ENDROOM - -#ROOM -Vnum 25165 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a damp cave. In front of you is a huge hyena. -It stands five feet tall while standing on all fours and it -is guarding the portal in the cave floor. There are exits to -the north, or if you can get past the giant hyena, down, -through the portal into the unknown. -~ -#EXIT -Direction north~ -ToRoom 25155 -#ENDEXIT - -Reset M 0 25124 3 25165 -Reset M 0 25124 3 25165 -Reset M 0 25124 3 25165 -Reset O 0 25235 0 25165 -#ENDROOM - -#ROOM -Vnum 25166 -Name A Dark Dungeon~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. The only exits are -up through the portal, and east or south, deeper into this -slime coated-dungeon. -~ -#EXIT -Direction east~ -ToRoom 25167 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25175 -#ENDEXIT - -Reset M 0 25127 4 25166 -Reset O 0 25156 0 25166 -Reset O 0 25230 0 25166 -#ENDROOM - -#ROOM -Vnum 25167 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -all four cardinal directions. -~ -#EXIT -Direction north~ -ToRoom 25156 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25168 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25176 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25166 -#ENDEXIT - -Reset M 0 25129 8 25167 -Reset O 0 25157 0 25167 -#ENDROOM - -#ROOM -Vnum 25168 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north, south, and west. -~ -#EXIT -Direction north~ -ToRoom 25158 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25177 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25167 -#ENDEXIT - -Reset M 0 25129 8 25168 -Reset O 0 25158 0 25168 -#ENDROOM - -#ROOM -Vnum 25169 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and south through crumbling archaways. -~ -#EXIT -Direction north~ -ToRoom 25160 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25170 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25366 -#ENDEXIT - -Reset M 0 25135 8 25169 -Reset O 0 25137 0 25169 -#ENDROOM - -#ROOM -Vnum 25170 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -#EXIT -Direction north~ -ToRoom 25161 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25171 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25169 -#ENDEXIT - -Reset M 0 25135 8 25170 -#ENDROOM - -#ROOM -Vnum 25171 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -#EXIT -Direction north~ -ToRoom 25162 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25172 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25170 -#ENDEXIT - -Reset M 0 25135 8 25171 -Reset O 0 25137 0 25171 -#ENDROOM - -#ROOM -Vnum 25172 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -#EXIT -Direction north~ -ToRoom 25163 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25173 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25366 -#ENDEXIT - -Reset M 0 25135 8 25172 -#ENDROOM - -#ROOM -Vnum 25173 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -A portal is above you, probably leading to another plane in -the Aybss. -~ -#EXIT -Direction north~ -ToRoom 25350 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25352 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25172 -#ENDEXIT - -Reset O 0 25137 0 25173 -Reset O 0 25230 0 25173 -#ENDROOM - -#ROOM -Vnum 25174 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc In this corner of the dungeon, behind Jubilex's lair, is a -slime coated portal in the floor. The pool looks disgusting -as it is covered with all sorts of slime and refuse. You -figure this is a portal to yet another plane in the Abyss. -To the south leads back through Jubilex's lair and to the -slimey dungeons. While this experience i n the Abyss has -opened new and unimagined horrors to your mind, there is -nothing you want more than to get out of this slime coated -dungeon and take a nice relaxing bath. -~ -#EXIT -Direction south~ -ToRoom 25157 -#ENDEXIT - -Reset O 0 25236 0 25174 -#ENDROOM - -#ROOM -Vnum 25175 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north and east. -~ -#EXIT -Direction north~ -ToRoom 25166 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25176 -#ENDEXIT - -Reset O 0 25156 0 25175 -#ENDROOM - -#ROOM -Vnum 25176 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north, east, and west. -~ -#EXIT -Direction north~ -ToRoom 25167 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25177 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25175 -#ENDEXIT - -Reset M 0 25127 4 25176 -Reset O 0 25156 0 25176 -#ENDROOM - -#ROOM -Vnum 25177 -Name A Dark Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north and west. -~ -#EXIT -Direction north~ -ToRoom 25168 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25176 -#ENDEXIT - -Reset O 0 25158 0 25177 -#ENDROOM - -#ROOM -Vnum 25178 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -north and east. -~ -#EXIT -Direction north~ -ToRoom 25390 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25179 -#ENDEXIT - -Reset M 0 25143 4 25178 -#ENDROOM - -#ROOM -Vnum 25179 -Name A Tropical Jungle~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east, west, and south. Dark shapes move about inside the -jungle canopies. -~ -#EXIT -Direction east~ -ToRoom 25180 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25183 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25178 -#ENDEXIT - -Reset M 0 25143 4 25179 -Reset O 0 25179 0 25179 -#ENDROOM - -#ROOM -Vnum 25180 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east, west, and south. A trickle of sweat runs down the -side of your face due to the heat and humidity of the jungle. -~ -#EXIT -Direction east~ -ToRoom 25181 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25184 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25179 -#ENDEXIT - -Reset M 0 25143 4 25180 -#ENDROOM - -#ROOM -Vnum 25181 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east and west. Plants here and grow to almost unbelievable -porportions in this foul place. -~ -#EXIT -Direction east~ -ToRoom 25182 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25180 -#ENDEXIT - -Reset M 0 25143 4 25181 -#ENDROOM - -#ROOM -Vnum 25182 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exit is to your -west as the foilage is too dense to pass through. -~ -#EXIT -Direction west~ -ToRoom 25181 -#ENDEXIT - -Reset M 0 25137 5 25182 -Reset O 0 25179 0 25182 -#ENDROOM - -#ROOM -Vnum 25183 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -east, and south. In the other directions the jungle is just -too dense to navigate. -~ -#EXIT -Direction north~ -ToRoom 25179 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25184 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25185 -#ENDEXIT - -Reset M 0 25138 5 25183 -#ENDROOM - -#ROOM -Vnum 25184 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -west, and south. In the other directions the jungle is just -too dense to navigate. -~ -#EXIT -Direction north~ -ToRoom 25180 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25186 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25183 -#ENDEXIT - -Reset M 0 25139 5 25184 -#ENDROOM - -#ROOM -Vnum 25185 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north -and east. In the other directions the jungle is just too -dense to navigate. -~ -#EXIT -Direction north~ -ToRoom 25183 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25186 -#ENDEXIT - -Reset M 0 25140 3 25185 -#ENDROOM - -#ROOM -Vnum 25186 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -east, and west. In the other directions the jungle is just -too dense to navigate. -~ -#EXIT -Direction north~ -ToRoom 25184 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25187 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25185 -#ENDEXIT - -Reset M 0 25141 1 25186 - Reset G 0 25150 0 -#ENDROOM - -#ROOM -Vnum 25187 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a ravine here that -leads down into a lower, even hotter portion of the jungle. -Not very far away you think you can make out a thatched hut -through the treetops and foilage. -~ -#EXIT -Direction west~ -ToRoom 25186 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25188 -#ENDEXIT - -Reset M 0 25142 3 25187 -Reset O 0 25179 0 25187 -#ENDROOM - -#ROOM -Vnum 25188 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to your east, -south through the jungle, or you can climb up a ravine here. -From nearby you hear the sound of drums beating and hear the -chants of natives. -~ -#EXIT -Direction east~ -ToRoom 25189 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25192 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25187 -#ENDEXIT - -Reset M 0 25140 3 25188 -#ENDROOM - -#ROOM -Vnum 25189 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to your west -and south. The heat in this place is almost unbearable. -~ -#EXIT -Direction south~ -ToRoom 25193 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25188 -#ENDEXIT - -Reset M 0 25140 3 25189 -#ENDROOM - -#ROOM -Vnum 25190 -Name A Jungle Clifftop~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. Luckily, you were paying -attention, because the ground here suddenly drops several -hundred feet to a rocky area in the jungle. A path leads -down and into a cave just a few feet below the clifftop. -~ -#EXIT -Direction east~ -ToRoom 25191 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25400 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25191 -Name North of the Thatched Hut~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -your south. There are exits to your east, west or south into -the thatched hut. An evil aura hangs about the hut. -~ -#EXIT -Direction east~ -ToRoom 25192 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25195 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25190 -#ENDEXIT - -Reset M 0 25142 3 25191 -#ENDROOM - -#ROOM -Vnum 25192 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits in all four -cardinal directions. The heat in this place is almost un- -bearable. You need to find some way out of here. -~ -#EXIT -Direction north~ -ToRoom 25188 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25193 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25196 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25191 -#ENDEXIT - -Reset M 0 25142 3 25192 -#ENDROOM - -#ROOM -Vnum 25193 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to the north, -west and south. You need to find someway out of this demon -infested jungle before you go crazy. -~ -#EXIT -Direction north~ -ToRoom 25189 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25197 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25192 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25194 -Name Demogorgon's Treasure Room~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are inside a hot, stuffy room in a thatched hut. You are -surrounded by treasure. In the west end of the room you can -make out a large demon with two heads and two long, whip- -like tentacles. This is the Demon Prince, Demogorgon. The -only exit is to the east through a magical bamboo door. -~ -#EXIT -Direction east~ -ToRoom 25195 -Key 25131 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25144 1 25194 - Reset G 0 25132 0 - Reset E 0 25139 0 12 - Reset E 0 25138 0 16 -Reset D 0 25194 1 2 -#EXDESC -ExDescKey bamboo door~ -ExDesc This door is highly magicked, being pass-proof, pick-proof, as strong -as any door of steel or stone. A small hole is in the door, about the -size of a bamboo reed. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25195 -Name Inside the Thatched Hut~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are inside the thatched hut. It is just as hot inside as -out, however it is much more stuffy as there are no windows -in this dwelling. You see a magical bamboo door to the west. -You may also exit to the north outside the hut, back into -the dense prehistoric jungle. -~ -#EXIT -Direction north~ -ToRoom 25191 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25194 -Key 25131 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25161 1 25195 - Reset G 0 25131 0 -Reset D 0 25195 3 2 -#EXDESC -ExDescKey bamboo door~ -ExDesc This door is highly magicked, being pass-proof, pick-proof, as strong -as any door of steel or stone. A small hole is in the door, about the -size of a bamboo reed. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25196 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -west. There are exits to the north and east through the -dense underbrush. You think it would be wise to put a great -of distance as possible between you and the thatchet hut. -~ -#EXIT -Direction north~ -ToRoom 25192 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25197 -#ENDEXIT - -Reset M 0 25137 12 25196 -#ENDROOM - -#ROOM -Vnum 25197 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -west. There are exits to the north and west between the -the broad-leaf trees. Strange animals roam the jungle. -~ -#EXIT -Direction north~ -ToRoom 25193 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25196 -#ENDEXIT - -Reset M 0 25140 12 25197 -#ENDROOM - -#ROOM -Vnum 25198 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25199 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25104 -#ENDEXIT - -Reset M 0 25100 10 25198 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25199 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads south and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction east~ -ToRoom 25200 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25198 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25200 -Name A Dark Intersection~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark intersection leads north, south and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -#EXIT -Direction north~ -ToRoom 25203 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25201 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25199 -#ENDEXIT - -Reset M 0 25147 10 25200 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25201 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25200 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25202 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25202 -Name A Dead End~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway comes to a dead end. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction west~ -ToRoom 25201 -#ENDEXIT - -Reset M 0 25100 10 25202 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25203 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads south and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction east~ -ToRoom 25204 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25200 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25204 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25205 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25203 -#ENDEXIT - -Reset M 0 25147 10 25204 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25205 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25206 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25204 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25206 -Name A Dark Intersection~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark intersection leads east, south and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -#EXIT -Direction east~ -ToRoom 25208 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25205 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25207 -#ENDEXIT - -Reset M 0 25100 10 25206 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25207 -Name A Dead End~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway comes to a dead end here, only heading back -east. Inside the passage, dark shapes flee before your, always -remaining just outside your lights range. A sense of dread -fills these tunnels. -~ -#EXIT -Direction east~ -ToRoom 25206 -#ENDEXIT - -Reset O 0 25170 0 25207 -Reset M 0 25194 1 25207 - Reset G 0 25142 0 -#ENDROOM - -#ROOM -Vnum 25208 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25209 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25206 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25209 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads south and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction south~ -ToRoom 25208 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25107 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25210 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads east and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction east~ -ToRoom 25102 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25211 -#ENDEXIT - -Reset M 0 25100 10 25210 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25211 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25210 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25212 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25212 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads east and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction east~ -ToRoom 25211 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25213 -#ENDEXIT - -Reset M 0 25147 10 25212 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25213 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25214 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25212 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25214 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads south and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction south~ -ToRoom 25213 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25215 -#ENDEXIT - -Reset M 0 25100 10 25214 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25215 -Name A Dark Intersection~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark intersection leads north, east, and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -#EXIT -Direction north~ -ToRoom 25217 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25214 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25216 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25216 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A dark passageway comes to a dead end here, only heading back -east. Inside the passage, dark shapes flee before your, -always remaining just outside your lights range. A sense of -dread fills these tunnels. The light is still scarce but you -can make out a portal leading down from here. From the portal -is coming a chill breeze, that fills these passages. -~ -#EXIT -Direction east~ -ToRoom 25215 -#ENDEXIT - -Reset M 0 25148 4 25216 - Reset E 0 25183 0 16 -Reset M 0 25148 4 25216 - Reset E 0 25183 0 16 -Reset M 0 25148 4 25216 - Reset E 0 25183 0 16 -Reset M 0 25148 4 25216 - Reset E 0 25183 0 16 -Reset O 0 25242 0 25216 -#ENDROOM - -#ROOM -Vnum 25217 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25218 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25215 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25218 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25219 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25217 -#ENDEXIT - -Reset M 0 25100 2 25218 - Reset E 0 25183 0 16 -Reset M 0 25100 2 25218 - Reset E 0 25183 0 16 -#ENDROOM - -#ROOM -Vnum 25219 -Name A Dark Passage~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -#EXIT -Direction north~ -ToRoom 25107 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25218 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25220 -Name The Channels of Ice~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The winds blowing through these channels is enough to blow a -stong man away, yet you try to continue onward. To the east -the channel becomes a bit narrower, and at the far end you -can see a large pile of ice chunks. South the channels open -up to the ice covered plains, while north leads back through -the channels. -~ -#EXIT -Direction east~ -ToRoom 25222 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25112 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25221 -#ENDEXIT - -Reset M 0 25101 8 25220 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25221 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A strong winds blows down in the ice channels. The channel -gets wider to the east. Several large, crumbling chunks of -ice allow access to the ice covered plains. From here you -can see a great palace of ice upon those plains a short -distance away. -~ -#EXIT -Direction east~ -ToRoom 25220 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25111 -#ENDEXIT - -Reset M 0 25101 8 25221 - Reset E 0 25177 0 16 -Reset O 0 25175 0 25221 -#ENDROOM - -#ROOM -Vnum 25222 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and west. -~ -#EXIT -Direction north~ -ToRoom 25223 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25220 -#ENDEXIT - -Reset M 0 25101 8 25222 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25223 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads east and south. -~ -#EXIT -Direction east~ -ToRoom 25224 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25222 -#ENDEXIT - -Reset M 0 25101 8 25223 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25224 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and west. -~ -#EXIT -Direction north~ -ToRoom 25225 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25223 -#ENDEXIT - -Reset M 0 25101 8 25224 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25225 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you -just want to get someplace warm. The channel leads south, -east and west. -~ -#EXIT -Direction east~ -ToRoom 25227 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25224 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25226 -#ENDEXIT - -Reset M 0 25101 8 25225 - Reset E 0 25176 0 16 -Reset O 0 25175 0 25225 -#ENDROOM - -#ROOM -Vnum 25226 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and east. -~ -#EXIT -Direction north~ -ToRoom 25228 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25225 -#ENDEXIT - -Reset M 0 25101 8 25226 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25227 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. Here the the digging of the trench was stopped for -an unknown reason. The channel continues to the west. -~ -#EXIT -Direction west~ -ToRoom 25225 -#ENDEXIT - -Reset M 0 25101 8 25227 - Reset E 0 25176 0 16 -Reset O 0 25175 0 25227 -#ENDROOM - -#ROOM -Vnum 25228 -Name The Channels of Ice~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads east and south. -~ -#EXIT -Direction east~ -ToRoom 25229 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25226 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25229 -Name An Ice Cavern~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A large ice cavern would almost be a beuatiful thing, it if -was not for this bitter cold. As soon as you stepped into -this cavern the temperature must have dropped to well below -zero. A stairwell made of ice leads up through a portal near -the ceiling, while an opening leads out into a deep ice -channel to the west. -~ -#EXIT -Direction west~ -ToRoom 25228 -#ENDEXIT - -Reset M 0 25150 8 25229 - Reset E 0 25176 0 16 -Reset M 0 25150 8 25229 - Reset E 0 25177 0 16 -Reset M 0 25150 8 25229 - Reset E 0 25177 0 16 -Reset O 0 25230 0 25229 -#ENDROOM - -#ROOM -Vnum 25230 -Name The Ice Fields~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a hilly area on a plane that is bitter cold. You -wonder of the demon that rules this icy, barren realm. From -your limited knowledge of demons, you know that they can -live in places that mortals would surely parish. From here -you can head west towards a palace of ice, or go down into -a cold, ice covered wasteland. -~ -#EXIT -Direction west~ -ToRoom 25117 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25231 -#ENDEXIT - -Reset M 0 25151 4 25230 -#ENDROOM - -#ROOM -Vnum 25231 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25232 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25233 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25234 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25235 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25230 -#ENDEXIT - -Reset M 0 25102 8 25231 - Reset E 0 25199 0 5 -#ENDROOM - -#ROOM -Vnum 25232 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction south~ -ToRoom 25231 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25237 -#ENDEXIT - -Reset O 0 25171 0 25232 -#ENDROOM - -#ROOM -Vnum 25233 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25236 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25236 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25231 -#ENDEXIT - -Reset M 0 25102 8 25233 - Reset E 0 25199 0 5 -#ENDROOM - -#ROOM -Vnum 25234 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25231 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25239 -#ENDEXIT - -Reset O 0 25171 0 25234 -#ENDROOM - -#ROOM -Vnum 25235 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction east~ -ToRoom 25231 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25238 -#ENDEXIT - -Reset M 0 25102 8 25235 - Reset E 0 25199 0 5 -#ENDROOM - -#ROOM -Vnum 25236 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25233 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25237 -#ENDEXIT - -Reset O 0 25171 0 25236 -#ENDROOM - -#ROOM -Vnum 25237 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25236 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25232 -#ENDEXIT - -Reset M 0 25102 8 25237 - Reset E 0 25199 0 5 -#ENDROOM - -#ROOM -Vnum 25238 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25235 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25239 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25234 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25240 -#ENDEXIT - -Reset M 0 25102 8 25239 - Reset E 0 25199 0 5 -Reset O 0 25171 0 25239 -#ENDROOM - -#ROOM -Vnum 25240 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction east~ -ToRoom 25243 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25241 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25239 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25241 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25240 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25242 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25242 -#ENDEXIT - -Reset M 0 25102 8 25241 - Reset E 0 25199 0 5 -Reset O 0 25171 0 25241 -#ENDROOM - -#ROOM -Vnum 25242 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25241 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25241 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25243 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction east~ -ToRoom 25244 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25240 -#ENDEXIT - -Reset M 0 25102 8 25243 - Reset E 0 25199 0 5 -#ENDROOM - -#ROOM -Vnum 25244 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction south~ -ToRoom 25245 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25243 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25245 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25244 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25246 -#ENDEXIT - -Reset M 0 25102 8 25245 - Reset E 0 25199 0 5 -Reset O 0 25171 0 25245 -#ENDROOM - -#ROOM -Vnum 25246 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction east~ -ToRoom 25247 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25245 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25247 -Name The Ice-Covered Wastelands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -#EXIT -Direction north~ -ToRoom 25248 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25249 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25246 -#ENDEXIT - -Reset M 0 25151 3 25247 - Reset E 0 25199 0 5 -Reset M 0 25151 3 25247 - Reset E 0 25199 0 5 -Reset M 0 25151 3 25247 - Reset E 0 25200 0 5 -#ENDROOM - -#ROOM -Vnum 25248 -Name An Ice Crater~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A large crater is here in the surface of the ice. This small -depression gives some protection from the wind. There are -some large cracks in the crater here. -~ -#EXIT -Direction south~ -ToRoom 25247 -#ENDEXIT - -Reset O 0 25172 0 25248 - Reset P 0 25143 0 25172 -#ENDROOM - -#ROOM -Vnum 25249 -Name An Ice Crater~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A large crater is here in the surface of the ice. This small -depression gives some protection from the wind, but it is -not suprising to find this place already occupied by a wild- -eyed, completely frozen, half-skeletal berserking warrior. -~ -#EXIT -Direction north~ -ToRoom 25247 -#ENDEXIT - -Reset M 0 25159 1 25249 - Reset E 0 25201 0 6 - Reset G 0 25124 0 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25250 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north, east, and west of you. -~ -#EXIT -Direction east~ -ToRoom 25251 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25126 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25252 -#ENDEXIT - -Reset M 0 25106 9 25250 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25251 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -#EXIT -Direction north~ -ToRoom 25253 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25250 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25252 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and up on to a ledge. -~ -#EXIT -Direction east~ -ToRoom 25250 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25264 -#ENDEXIT - -Reset M 0 25106 9 25252 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25253 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -#EXIT -Direction east~ -ToRoom 25254 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25251 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25254 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -#EXIT -Direction north~ -ToRoom 25255 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25253 -#ENDEXIT - -Reset M 0 25106 9 25254 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25255 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the south and west. A door, wrapped in enteral -flams is set into a rocky area of the desert to the east. -~ -#EXIT -Direction east~ -ToRoom 25256 -Key 25134 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25254 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25257 -#ENDEXIT - -#EXDESC -ExDescKey flaming door~ -ExDesc Yes, you will need the flaming key here.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25256 -Name The Cave of Fire~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This large cave is heated by a collumn of flame near the -center of the room. The charred remains of other animals are -scattered about along with the sand that has been blown in -from the desert. Above there is a portal leading into the -unknown, while a flaming door can be seen to the west. -~ -#EXIT -Direction west~ -ToRoom 25255 -Key 25134 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25146 2 25256 - Reset G 0 25144 0 -Reset O 0 25230 0 25256 -#EXDESC -ExDescKey flaming door~ -ExDesc Perhaps you need a flaming key?~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25257 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and east of you. -~ -#EXIT -Direction north~ -ToRoom 25258 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25255 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25258 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the south and west of you. -~ -#EXIT -Direction south~ -ToRoom 25257 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25259 -#ENDEXIT - -Reset M 0 25106 9 25258 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25259 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and west of you. -~ -#EXIT -Direction east~ -ToRoom 25258 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25260 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25260 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -#EXIT -Direction east~ -ToRoom 25259 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25261 -#ENDEXIT - -Reset M 0 25106 9 25260 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25261 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -#EXIT -Direction north~ -ToRoom 25260 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25262 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25262 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and west of you. -~ -#EXIT -Direction east~ -ToRoom 25261 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25263 -#ENDEXIT - -Reset M 0 25106 9 25262 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25263 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -#EXIT -Direction east~ -ToRoom 25262 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25264 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25264 -Name The Abyssal Desert~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north down from this ledge of you. Looking -out across the desert, you see an alabaster building some -ways off to the southwest. -~ -#EXIT -Direction north~ -ToRoom 25263 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25252 -#ENDEXIT - -Reset M 0 25106 9 25264 - Reset E 0 25182 0 6 -#ENDROOM - -#ROOM -Vnum 25265 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -#EXIT -Direction north~ -ToRoom 25266 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25128 -#ENDEXIT - -Reset M 0 25108 4 25265 -#ENDROOM - -#ROOM -Vnum 25266 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and south. -~ -#EXIT -Direction north~ -ToRoom 25267 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25265 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25267 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the east and south. -~ -#EXIT -Direction east~ -ToRoom 25268 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25266 -#ENDEXIT - -Reset M 0 25108 4 25267 -#ENDROOM - -#ROOM -Vnum 25268 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -#EXIT -Direction north~ -ToRoom 25269 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25267 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25269 -Name The Barren Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the south and west. -~ -#EXIT -Direction south~ -ToRoom 25268 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25270 -#ENDEXIT - -Reset M 0 25108 4 25269 -Reset M 0 25108 4 25269 -#ENDROOM - -#ROOM -Vnum 25270 -Name The Barren Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -see exits to the east and south, or maybe you can enter a -portal above. -~ -#EXIT -Direction east~ -ToRoom 25269 -#ENDEXIT - -Reset O 0 25230 0 25270 -#ENDROOM - -#ROOM -Vnum 25271 -Name The Salt Flats~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction north~ -ToRoom 25135 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25272 -#ENDEXIT - -Reset M 0 25113 3 25271 - Reset E 0 25185 0 16 -#ENDROOM - -#ROOM -Vnum 25272 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction south~ -ToRoom 25273 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25271 -#ENDEXIT - -Reset M 0 25112 3 25272 - Reset E 0 25184 0 16 -#ENDROOM - -#ROOM -Vnum 25273 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction north~ -ToRoom 25272 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25274 -#ENDEXIT - -Reset M 0 25113 3 25273 - Reset E 0 25185 0 16 -#ENDROOM - -#ROOM -Vnum 25274 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction east~ -ToRoom 25273 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25275 -#ENDEXIT - -Reset M 0 25112 3 25274 - Reset E 0 25184 0 16 -#ENDROOM - -#ROOM -Vnum 25275 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction north~ -ToRoom 25274 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25276 -#ENDEXIT - -Reset M 0 25113 3 25275 - Reset E 0 25185 0 16 -#ENDROOM - -#ROOM -Vnum 25276 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction east~ -ToRoom 25275 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25277 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25277 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -#EXIT -Direction north~ -ToRoom 25278 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25276 -#ENDEXIT - -Reset M 0 25112 3 25277 - Reset E 0 25184 0 16 -#ENDROOM - -#ROOM -Vnum 25278 -Name The Salt Flats~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You are not sure, maybe -its a mirage, but there might be a bluff south of here. It -is so very hot, all you really want is a cold drink of water. -~ -#EXIT -Direction south~ -ToRoom 25277 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25279 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25279 -Name Below a Bluff~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A tall bluff stands out, overlooking the desert you walked -through. The sun is always standing high in the sky, and -thus the bluff is casting no shadows. You feel sweat break -out on your temple as you glance up at the path to the top -of the bluff. Gazing out at the desert, you dread walking -back through the desert. -~ -#EXIT -Direction east~ -ToRoom 25278 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25280 -#ENDEXIT - -Reset M 0 25149 2 25279 -#ENDROOM - -#ROOM -Vnum 25280 -Name Atop a Bluff~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc From the top of this bluff, you can see the great deserts you -walked through earlier, as well as a great alabaster building -in the distance. At least there is a breeze up here, if no -less hot. The sun beats down without mercy upon the path back -down to the bottom of the bluff and the salt flats. -~ -#EXIT -Direction down~ -ToRoom 25279 -#ENDEXIT - -Reset M 0 25175 1 25280 - Reset G 0 25127 0 -#ENDROOM - -#ROOM -Vnum 25281 -Name The Grasslands~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The grasslands continue to the south, while heading back to -a large hill overlooking the obsidian structure to the north. -The six foot tall grass sways gently in the wind, and looks -peaceful enough, but do not be fooled, this is still a place -of infinite evil and unimaginable pain. -~ -#EXIT -Direction north~ -ToRoom 25139 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25282 -#ENDEXIT - -Reset M 0 25118 8 25281 - Reset E 0 25177 0 16 -Reset M 0 25118 8 25281 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25282 -Name The Grasslands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The grasslands lead off in many directions. A distance to -the north a large grass covered hill is seen, while there is -a pathway that leads down towards a large, ominous sinkhole. -To the south there is a ledge that looks out over the area. -~ -#EXIT -Direction north~ -ToRoom 25281 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25285 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25284 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25283 -#ENDEXIT - -Reset M 0 25118 8 25282 - Reset E 0 25184 0 16 -#ENDROOM - -#ROOM -Vnum 25283 -Name The Grasslands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path begins here leading down to the sinkhole. The hole is -very dark, and a foul stentch drifts out from the jet black -opening. To the east the grasslands continue. -~ -#EXIT -Direction east~ -ToRoom 25282 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25286 -#ENDEXIT - -Reset M 0 25118 8 25283 - Reset E 0 25185 0 16 -Reset M 0 25118 8 25283 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25284 -Name The Grasslands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Overlooking the sinkhole, you notice a large rock off to the -right. It appears to be balance precariously on a shelf that -also overlooks the sinkhole. The grasslands continue to the -north, where a large hill is seen in the distance. -~ -#EXIT -Direction north~ -ToRoom 25282 -#ENDEXIT - -Reset M 0 25118 8 25284 - Reset E 0 25185 0 16 -#ENDROOM - -#ROOM -Vnum 25285 -Name The Grasslands~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The grasslands stretches into the horizon to the east. To -the west and south there is a large, jet black sinkhole on -the edge of the grasslands. Perhaps there is something to -investigate down in the pit? -~ -#EXIT -Direction east~ -ToRoom 25285 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25282 -#ENDEXIT - -Reset M 0 25118 8 25285 - Reset E 0 25176 0 16 -Reset M 0 25118 8 25285 - Reset E 0 25176 0 16 -#ENDROOM - -#ROOM -Vnum 25286 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a -much better angle. To the west there is a large rock that -is very delicately balance above the sinkhole. A foul odor -is drift up from the sinkhole. -~ -#EXIT -Direction south~ -ToRoom 25287 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25288 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25283 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25287 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads down to the sinkholes far side. -~ -#EXIT -Direction north~ -ToRoom 25286 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25289 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25288 -Name A Large Rock~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A large rock has stopped here, a short distance above a deep -and dark sinkhole. A foul stentch drifts in the air, making -you noxious. You wonder if this rock might fall upon you if -you were to explore the sinkhole? -~ -#EXIT -Direction east~ -ToRoom 25286 -#ENDEXIT - -Reset O 0 25256 0 25288 -Reset M 0 25114 1 25288 - Reset G 0 25146 0 -#EXDESC -ExDescKey rock ~ -ExDesc Upon closer inspection, this rock looks like it could easily be pushed -down into the sinkhole. You best leave it where it is if you want to -explore deeper into the pit.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25289 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads up closer to a large rock. -~ -#EXIT -Direction south~ -ToRoom 25290 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25287 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25290 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. -~ -#EXIT -Direction north~ -ToRoom 25289 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25291 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25291 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. -~ -#EXIT -Direction east~ -ToRoom 25290 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25292 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25292 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path continues down towards the far side -of the sinkhole. There are signs someone was here recently. -~ -#EXIT -Direction north~ -ToRoom 25291 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25293 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25293 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads up, towards the grasslands here. -~ -#EXIT -Direction south~ -ToRoom 25294 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25292 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25294 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. You are getting closer to the far side of the -sinkhole and can see it much better now. -~ -#EXIT -Direction north~ -ToRoom 25293 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25295 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25295 -Name Decending the Sinkhole~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The sinkhole appears to be stable. The edge of the pit is -just to the north, while to the west there is a path leading -up and out of the sinkhole. The foul stentch is nearly too -much for your stomach to handle. -~ -#EXIT -Direction north~ -ToRoom 25296 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25294 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25296 -Name The Pit Edge~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The pit looks very deep, and very dark. he stentch that is -in the air is definately coming from this place. Something -moves below, deep inside the pit. A trail leads to the -south, eventually leading up past a large rock. You notice -now how the rock seems to be perched so gently that a fly -landing on it might cause it to come crashing down into the -pit. You are almost ready to vomit from the stentch. -~ -#EXIT -Direction south~ -ToRoom 25295 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25297 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25297 -Name The Dark Pit~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Decending into the darkness you quickly realize that your -lights are giving but only a foot diameter illumination. -Within the shadows strange things move about. Above you -think you hear a rumbling noise. You are physically sick -at your stomach, vomiting down into the pit. A strong -urge to flee and run as far, far away. -~ -#EXIT -Direction up~ -ToRoom 25296 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25298 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25298 -Name The Deep Pit~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You really wish your lights where working better, because -there is something lurking here in the shadows. Its evil -presence can be felt, and it is very powerful. A large -shape is emerging from the darkness. Leather wings, horns -and sharp talons are now clearly visible. -~ -#EXIT -Direction up~ -ToRoom 25297 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25299 -#ENDEXIT - -Reset M 0 25160 1 25298 - Reset G 0 25126 0 -#ENDROOM - -#ROOM -Vnum 25299 -Name The Bottomless Pit~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The rock has fallen from where it was sitting, ceiling you -forever within this bottomless pit. You can continue to -explore down, but you have a sinking feeling that you will -not ever find the bottom of this pit. -~ -#EXIT -Direction down~ -ToRoom 25299 -#ENDEXIT - -Reset M 0 25173 1 25299 - Reset E 0 25173 0 3 - Reset G 0 25174 0 -#ENDROOM - -#ROOM -Vnum 25300 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. Your garmets flap in the wind. -~ -#EXIT -Direction east~ -ToRoom 25144 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25301 -#ENDEXIT - -Reset M 0 25120 10 25300 -#ENDROOM - -#ROOM -Vnum 25301 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. In places the ground has large cracks. -~ -#EXIT -Direction north~ -ToRoom 25300 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25302 -#ENDEXIT - -Reset M 0 25120 10 25301 -Reset O 0 25168 0 25301 -#ENDROOM - -#ROOM -Vnum 25302 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. Something about this plane is ominous. -~ -#EXIT -Direction east~ -ToRoom 25301 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25303 -#ENDEXIT - -Reset M 0 25120 10 25302 -Reset O 0 25166 0 25302 -#ENDROOM - -#ROOM -Vnum 25303 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. Large cracks are found in the ground. -~ -#EXIT -Direction north~ -ToRoom 25302 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25304 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25304 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. A dreadful feeling passes over you here. -~ -#EXIT -Direction east~ -ToRoom 25303 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25305 -#ENDEXIT - -Reset M 0 25120 10 25304 -#ENDROOM - -#ROOM -Vnum 25305 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. Large cracks are found in the ground. -~ -#EXIT -Direction north~ -ToRoom 25304 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25306 -#ENDEXIT - -Reset M 0 25120 10 25305 -Reset O 0 25164 0 25305 -#ENDROOM - -#ROOM -Vnum 25306 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. A feeling of dispair passes over you. -~ -#EXIT -Direction east~ -ToRoom 25305 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25307 -#ENDEXIT - -Reset M 0 25120 10 25306 -Reset O 0 25168 0 25306 -#ENDROOM - -#ROOM -Vnum 25307 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. A hideous laughing is heard neaby. -~ -#EXIT -Direction north~ -ToRoom 25308 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25306 -#ENDEXIT - -Reset M 0 25120 10 25307 -Reset O 0 25163 0 25307 -#ENDROOM - -#ROOM -Vnum 25308 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. To the west there is a shrine on the very -edge of the plane. It looks like it is devoted to pagan god. -~ -#EXIT -Direction south~ -ToRoom 25307 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25309 -#ENDEXIT - -Reset O 0 25168 0 25308 -#ENDROOM - -#ROOM -Vnum 25309 -Name A Pagan Shrine~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A crude shrine has been constructed here on the edges of the -windswept plains. The shrine appears to be devoted to the -ruler of the plane. Looking beyond the shrine to the west -you see a neverending void, filled with sparkling colors. -All about the area near the shrine are the skinned hides of -various humanoids. Easily visible are human, dwarf, and elf -hides. You can head east, away from this evil place. -~ -#EXIT -Direction east~ -ToRoom 25308 -#ENDEXIT - -Reset O 0 25167 0 25309 -Reset M 0 25174 1 25309 - Reset E 0 25207 0 9 - Reset G 0 25147 0 -#ENDROOM - -#ROOM -Vnum 25310 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. The smell of death is carried on the wind. -~ -#EXIT -Direction south~ -ToRoom 25144 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25311 -#ENDEXIT - -Reset M 0 25123 7 25310 -Reset O 0 25168 0 25310 -#ENDROOM - -#ROOM -Vnum 25311 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. There are large cracks in the ground. -~ -#EXIT -Direction north~ -ToRoom 25312 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25310 -#ENDEXIT - -Reset M 0 25123 7 25311 -Reset O 0 25166 0 25311 -#ENDROOM - -#ROOM -Vnum 25312 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. There is evil lurking in the tall grass. -~ -#EXIT -Direction north~ -ToRoom 25313 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25311 -#ENDEXIT - -Reset M 0 25123 7 25312 -Reset O 0 25165 0 25312 -#ENDROOM - -#ROOM -Vnum 25313 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. Bones are found scattered about here. -~ -#EXIT -Direction south~ -ToRoom 25312 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25314 -#ENDEXIT - -Reset M 0 25123 7 25313 -Reset O 0 25163 0 25313 -#ENDROOM - -#ROOM -Vnum 25314 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. Something aweful smelling is nearby. -~ -#EXIT -Direction north~ -ToRoom 25315 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25313 -#ENDEXIT - -Reset M 0 25123 7 25314 -#ENDROOM - -#ROOM -Vnum 25315 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. Your garmets flap in the wind. -~ -#EXIT -Direction south~ -ToRoom 25314 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25316 -#ENDEXIT - -Reset M 0 25123 7 25315 -Reset O 0 25166 0 25315 -Reset O 0 25168 0 25315 -#ENDROOM - -#ROOM -Vnum 25316 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -#EXIT -Direction north~ -ToRoom 25317 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25315 -#ENDEXIT - -Reset O 0 25164 0 25316 -#ENDROOM - -#ROOM -Vnum 25317 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. -~ -#EXIT -Direction north~ -ToRoom 25318 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25316 -#ENDEXIT - -Reset M 0 25123 7 25317 -#ENDROOM - -#ROOM -Vnum 25318 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. To the east there is a graveyard that -appears to have been deserted for some time now. -~ -#EXIT -Direction east~ -ToRoom 25319 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25317 -#ENDEXIT - -Reset M 0 25153 4 25318 -Reset O 0 25168 0 25318 -#ENDROOM - -#ROOM -Vnum 25319 -Name A Barren Graveyard~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This graveyard is barren, with the graves appearing to be dug -out from the inside. Headstones and markers are turned up or -broken. A rusty, iron fence surrounds the graveyard. To the -west there is a gate in the fence, and beyond a great windswept -plain stretches for as far as the eye can see. A strong wind -blows the dried grasses that grow along the edge of the fence. -Oddly enough, a portal hangs a few feet above the ground at the -near side of the cemetary, probably leading to another plane in -the Abyss. -~ -#EXIT -Direction west~ -ToRoom 25318 -#ENDEXIT - -Reset M 0 25153 4 25319 - Reset G 0 25193 0 -Reset M 0 25153 4 25319 - Reset G 0 25193 0 -Reset M 0 25153 4 25319 - Reset G 0 25193 0 -Reset O 0 25169 0 25319 -Reset O 0 25230 0 25319 -#ENDROOM - -#ROOM -Vnum 25320 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. -~ -#EXIT -Direction north~ -ToRoom 25321 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25144 -#ENDEXIT - -Reset O 0 25165 0 25320 -#ENDROOM - -#ROOM -Vnum 25321 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. -~ -#EXIT -Direction east~ -ToRoom 25322 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25320 -#ENDEXIT - -Reset M 0 25122 7 25321 -Reset O 0 25168 0 25321 -#ENDROOM - -#ROOM -Vnum 25322 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. -~ -#EXIT -Direction south~ -ToRoom 25323 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25321 -#ENDEXIT - -Reset M 0 25122 7 25322 -Reset O 0 25166 0 25322 -#ENDROOM - -#ROOM -Vnum 25323 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -#EXIT -Direction north~ -ToRoom 25322 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25324 -#ENDEXIT - -Reset M 0 25122 7 25323 -#ENDROOM - -#ROOM -Vnum 25324 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. -~ -#EXIT -Direction north~ -ToRoom 25325 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25323 -#ENDEXIT - -Reset M 0 25122 7 25324 -Reset O 0 25164 0 25324 -#ENDROOM - -#ROOM -Vnum 25325 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. -~ -#EXIT -Direction north~ -ToRoom 25326 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25324 -#ENDEXIT - -Reset M 0 25122 7 25325 -#ENDROOM - -#ROOM -Vnum 25326 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. -~ -#EXIT -Direction east~ -ToRoom 25327 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25325 -#ENDEXIT - -Reset M 0 25122 7 25326 -Reset O 0 25163 0 25326 -#ENDROOM - -#ROOM -Vnum 25327 -Name The Windswept Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. -~ -#EXIT -Direction south~ -ToRoom 25328 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25326 -#ENDEXIT - -Reset M 0 25122 7 25327 -#ENDROOM - -#ROOM -Vnum 25328 -Name Oustide a Mound~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. To the south there is a burial mound -of some sort. The mound has a sinister feel about it. -~ -#EXIT -Direction north~ -ToRoom 25327 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25329 -#ENDEXIT - -Reset M 0 25152 6 25328 -Reset M 0 25152 6 25328 -#ENDROOM - -#ROOM -Vnum 25329 -Name A Burial Mound~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This mound is pitch black, as spheres of darkness fall upon -your lights. From the shadows creatures attack! Once they -have been dispatched with, you might be able to search this -area from something useful. -~ -#EXIT -Direction north~ -ToRoom 25328 -#ENDEXIT - -Reset M 0 25152 6 25329 -Reset M 0 25152 6 25329 -Reset M 0 25152 6 25329 -Reset M 0 25152 6 25329 -Reset O 0 25137 0 25329 - Reset P 0 25128 0 25137 -#ENDROOM - -#ROOM -Vnum 25330 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction south~ -ToRoom 25331 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25158 -#ENDEXIT - -Reset M 0 25111 4 25330 - Reset G 0 25227 0 -Reset O 0 25156 0 25330 -#ENDROOM - -#ROOM -Vnum 25331 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25330 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25332 -#ENDEXIT - -Reset M 0 25126 4 25331 -Reset O 0 25157 0 25331 -#ENDROOM - -#ROOM -Vnum 25332 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction south~ -ToRoom 25333 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25331 -#ENDEXIT - -Reset M 0 25127 4 25332 -Reset O 0 25158 0 25332 -#ENDROOM - -#ROOM -Vnum 25333 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25332 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25334 -#ENDEXIT - -Reset M 0 25128 4 25333 -Reset O 0 25158 0 25333 -#ENDROOM - -#ROOM -Vnum 25334 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25335 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25333 -#ENDEXIT - -Reset M 0 25129 8 25334 - Reset G 0 25227 0 -Reset O 0 25157 0 25334 -#ENDROOM - -#ROOM -Vnum 25335 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25336 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25334 -#ENDEXIT - -Reset M 0 25129 8 25335 - Reset G 0 25227 0 -Reset O 0 25156 0 25335 -#ENDROOM - -#ROOM -Vnum 25336 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction east~ -ToRoom 25337 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25335 -#ENDEXIT - -Reset M 0 25129 8 25336 - Reset G 0 25227 0 -Reset O 0 25157 0 25336 -#ENDROOM - -#ROOM -Vnum 25337 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction south~ -ToRoom 25338 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25336 -#ENDEXIT - -Reset M 0 25129 8 25337 - Reset G 0 25227 0 -Reset O 0 25158 0 25337 -#ENDROOM - -#ROOM -Vnum 25338 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25337 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25339 -#ENDEXIT - -Reset M 0 25154 6 25338 - Reset G 0 25227 0 -Reset O 0 25157 0 25338 -#ENDROOM - -#ROOM -Vnum 25339 -Name A Dead End~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Here the passageway comes to a dead end, with the only exit -being back north. The whole place is covered with a whole -lot of sticky, green slime. You think twice about searching -for secret doors once you realize you would have to scrap -off an inch or more of slime to even see the walls. -~ -#EXIT -Direction north~ -ToRoom 25338 -#ENDEXIT - -Reset M 0 25154 6 25339 -Reset M 0 25154 6 25339 - Reset G 0 25129 0 -Reset M 0 25195 1 25339 - Reset G 0 25228 0 -#ENDROOM - -#ROOM -Vnum 25340 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25341 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25156 -#ENDEXIT - -Reset M 0 25128 4 25340 -Reset O 0 25156 0 25340 -#ENDROOM - -#ROOM -Vnum 25341 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction south~ -ToRoom 25340 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25342 -#ENDEXIT - -Reset M 0 25128 4 25341 -Reset O 0 25157 0 25341 -#ENDROOM - -#ROOM -Vnum 25342 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction east~ -ToRoom 25341 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25343 -#ENDEXIT - -Reset M 0 25127 4 25342 -Reset O 0 25158 0 25342 -#ENDROOM - -#ROOM -Vnum 25343 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25344 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25342 -#ENDEXIT - -Reset M 0 25127 4 25343 -Reset O 0 25158 0 25343 -#ENDROOM - -#ROOM -Vnum 25344 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction east~ -ToRoom 25345 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25343 -#ENDEXIT - -Reset M 0 25126 4 25344 -Reset O 0 25157 0 25344 -#ENDROOM - -#ROOM -Vnum 25345 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction north~ -ToRoom 25346 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25344 -#ENDEXIT - -Reset M 0 25126 4 25345 -Reset O 0 25156 0 25345 -#ENDROOM - -#ROOM -Vnum 25346 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction south~ -ToRoom 25345 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25347 -#ENDEXIT - -Reset M 0 25111 4 25346 - Reset G 0 25227 0 -Reset O 0 25156 0 25346 -#ENDROOM - -#ROOM -Vnum 25347 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction east~ -ToRoom 25346 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25348 -#ENDEXIT - -Reset M 0 25111 4 25347 - Reset G 0 25227 0 -Reset O 0 25157 0 25347 -#ENDROOM - -#ROOM -Vnum 25348 -Name A Dungeon Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -#EXIT -Direction east~ -ToRoom 25347 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25349 -#ENDEXIT - -Reset M 0 25154 6 25348 - Reset G 0 25227 0 -Reset O 0 25158 0 25348 -#ENDROOM - -#ROOM -Vnum 25349 -Name A Dead End~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Here the passageway comes to a dead end, with the only exit -being back north. The whole place is covered with a whole -lot of sticky, green slime. You think twice about searching -for secret doors once you realize you would have to scrap -off an inch or more of slime to even see the walls. -~ -#EXIT -Direction east~ -ToRoom 25348 -#ENDEXIT - -Reset M 0 25154 6 25349 - Reset G 0 25227 0 -Reset M 0 25154 6 25349 - Reset G 0 25227 0 -Reset O 0 25159 0 25349 - Reset P 0 25148 0 25159 -#ENDROOM - -#ROOM -Vnum 25350 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead east and south. -~ -#EXIT -Direction east~ -ToRoom 25351 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25173 -#ENDEXIT - -Reset O 0 25137 0 25350 -#ENDROOM - -#ROOM -Vnum 25351 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead west and south. -~ -#EXIT -Direction south~ -ToRoom 25352 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25350 -#ENDEXIT - -Reset O 0 25137 0 25351 -#ENDROOM - -#ROOM -Vnum 25352 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north, south and west. -~ -#EXIT -Direction north~ -ToRoom 25351 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25353 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25173 -#ENDEXIT - -Reset O 0 25137 0 25352 -#ENDROOM - -#ROOM -Vnum 25353 -Name Enterance to a Tomb~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc A tomb leads away from the dungeons to the south. The bricks -used to build this tomb are made from a light brown stone, -and have been sanded smooth. This passageway is extremely -dusty, reducing your visibility and irritating your mouth -and nose. -~ -#EXIT -Direction north~ -ToRoom 25352 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25354 -#ENDEXIT - -Reset M 0 25172 2 25353 -Reset M 0 25172 2 25353 -#ENDROOM - -#ROOM -Vnum 25354 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps thExits leads to the -north and west. -~ -#EXIT -Direction north~ -ToRoom 25353 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25355 -#ENDEXIT - -Reset M 0 25131 8 25354 - Reset E 0 25195 0 12 -#ENDROOM - -#ROOM -Vnum 25355 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the east and west. -~ -#EXIT -Direction east~ -ToRoom 25354 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25356 -#ENDEXIT - -Reset M 0 25131 8 25355 - Reset E 0 25195 0 12 -#ENDROOM - -#ROOM -Vnum 25356 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the east and south. -~ -#EXIT -Direction east~ -ToRoom 25355 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25357 -#ENDEXIT - -Reset M 0 25131 8 25356 - Reset E 0 25196 0 9 -#ENDROOM - -#ROOM -Vnum 25357 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the north and south. -~ -#EXIT -Direction north~ -ToRoom 25356 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25358 -#ENDEXIT - -Reset M 0 25131 8 25357 - Reset E 0 25195 0 12 -Reset M 0 25131 8 25357 - Reset E 0 25196 0 9 -#ENDROOM - -#ROOM -Vnum 25358 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the north and east. -To the south is a large stone door that looks like is has -not been opened in centuries. -~ -#EXIT -Direction north~ -ToRoom 25357 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25360 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25359 -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 25131 8 25358 - Reset E 0 25196 0 9 -#ENDROOM - -#ROOM -Vnum 25359 -Name The Warlord's Tomb~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This is obviously a tomb of an ancient warlord. On the walls -are scenes of great battles and victory. Around the room is -a large collection of ancient weapons and armor, although -they are far to damaged to actually use. The occupant of -the tomb is not pleased to be disturbed. -~ -#EXIT -Direction north~ -ToRoom 25358 -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 25171 1 25359 - Reset E 0 25197 0 20 - Reset E 0 25188 0 0 - Reset G 0 25135 0 - Reset E 0 25136 0 16 -Reset O 0 25240 0 25359 -#ENDROOM - -#ROOM -Vnum 25360 -Name Tomb Passageway~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the south and west. -~ -#EXIT -Direction south~ -ToRoom 25361 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25358 -#ENDEXIT - -Reset M 0 25131 1 25360 - Reset E 0 25195 0 12 -#ENDROOM - -#ROOM -Vnum 25361 -Name Tomb Passageway~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. The passage comes to an end here, -at a large stone door to the west. -~ -#EXIT -Direction north~ -ToRoom 25360 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25362 -Key 25135 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25362 -Name An Ancient Crypt~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. A heavy stone door is to the east, -while exits lead south and west. -~ -#EXIT -Direction east~ -ToRoom 25361 -Key 25135 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25363 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25365 -#ENDEXIT - -Reset M 0 25155 4 25362 - Reset E 0 25204 0 17 -Reset O 0 25240 0 25362 -#ENDROOM - -#ROOM -Vnum 25363 -Name An Ancient Crypt~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead north and west. -~ -#EXIT -Direction north~ -ToRoom 25362 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25364 -#ENDEXIT - -Reset M 0 25155 4 25363 - Reset E 0 25194 0 0 -Reset O 0 25240 0 25363 -#ENDROOM - -#ROOM -Vnum 25364 -Name An Ancient Crypt~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead north and east. -~ -#EXIT -Direction north~ -ToRoom 25365 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25363 -#ENDEXIT - -Reset M 0 25155 4 25364 - Reset G 0 25149 0 -Reset O 0 25240 0 25364 -#ENDROOM - -#ROOM -Vnum 25365 -Name An Ancient Crypt~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead south and east. -~ -#EXIT -Direction east~ -ToRoom 25362 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25364 -#ENDEXIT - -Reset M 0 25155 4 25365 - Reset E 0 25205 0 19 -Reset O 0 25241 0 25365 -#ENDROOM - -#ROOM -Vnum 25366 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north and west. -~ -#EXIT -Direction north~ -ToRoom 25169 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25367 -#ENDEXIT - -Reset M 0 25134 4 25366 -#ENDROOM - -#ROOM -Vnum 25367 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north, east and west. -~ -#EXIT -Direction north~ -ToRoom 25370 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25366 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25368 -#ENDEXIT - -Reset M 0 25134 4 25367 -#ENDROOM - -#ROOM -Vnum 25368 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north and east. -~ -#EXIT -Direction north~ -ToRoom 25369 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25367 -#ENDEXIT - -Reset M 0 25134 4 25368 -#ENDROOM - -#ROOM -Vnum 25369 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead south and east. -~ -#EXIT -Direction east~ -ToRoom 25370 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25368 -#ENDEXIT - -Reset M 0 25134 4 25369 -#ENDROOM - -#ROOM -Vnum 25370 -Name A Foul Dungeon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead south and west. -~ -#EXIT -Direction south~ -ToRoom 25367 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25369 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25371 -Name The Catacombs~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25372 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25161 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25372 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25373 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25371 -#ENDEXIT - -Reset M 0 25132 8 25372 - Reset E 0 25189 0 12 -#ENDROOM - -#ROOM -Vnum 25373 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the east, west, -and north. -~ -#EXIT -Direction east~ -ToRoom 25375 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25372 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25374 -#ENDEXIT - -Reset M 0 25132 8 25373 - Reset E 0 25190 0 12 -#ENDROOM - -#ROOM -Vnum 25374 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -#EXIT -Direction north~ -ToRoom 25380 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25373 -#ENDEXIT - -Reset M 0 25132 8 25374 - Reset E 0 25191 0 12 -#ENDROOM - -#ROOM -Vnum 25375 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -west. -~ -#EXIT -Direction north~ -ToRoom 25376 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25373 -#ENDEXIT - -Reset M 0 25132 8 25375 - Reset E 0 25189 0 12 -#ENDROOM - -#ROOM -Vnum 25376 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25377 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25375 -#ENDEXIT - -Reset M 0 25132 8 25376 - Reset E 0 25191 0 12 -#ENDROOM - -#ROOM -Vnum 25377 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the south and -west. -~ -#EXIT -Direction south~ -ToRoom 25376 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25378 -#ENDEXIT - -Reset M 0 25132 8 25377 - Reset E 0 25191 0 12 -#ENDROOM - -#ROOM -Vnum 25378 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -#EXIT -Direction north~ -ToRoom 25379 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25377 -#ENDEXIT - -Reset M 0 25132 8 25378 - Reset E 0 25189 0 12 -#ENDROOM - -#ROOM -Vnum 25379 -Name A Burial Niche~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The catacombs come to a dead end here. The only exit is back -to the south. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -#EXIT -Direction south~ -ToRoom 25378 -#ENDEXIT - -Reset M 0 25156 4 25379 - Reset E 0 25192 0 12 -#ENDROOM - -#ROOM -Vnum 25380 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25381 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25374 -#ENDEXIT - -Reset M 0 25133 6 25380 -#ENDROOM - -#ROOM -Vnum 25381 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the south and -west. -~ -#EXIT -Direction south~ -ToRoom 25380 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25382 -#ENDEXIT - -Reset M 0 25133 6 25381 -#ENDROOM - -#ROOM -Vnum 25382 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -#EXIT -Direction north~ -ToRoom 25383 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25381 -#ENDEXIT - -Reset M 0 25133 6 25382 -#ENDROOM - -#ROOM -Vnum 25383 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25384 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25382 -#ENDEXIT - -Reset M 0 25133 6 25383 -#ENDROOM - -#ROOM -Vnum 25384 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -#EXIT -Direction north~ -ToRoom 25385 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25383 -#ENDEXIT - -Reset M 0 25133 6 25384 -#ENDROOM - -#ROOM -Vnum 25385 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the east, west, -and south. -~ -#EXIT -Direction east~ -ToRoom 25387 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25384 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25386 -#ENDEXIT - -Reset M 0 25133 6 25385 -#ENDROOM - -#ROOM -Vnum 25386 -Name A Burial Niche~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The catacombs come to a dead end here. The only exit is back -to the east. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -#EXIT -Direction east~ -ToRoom 25385 -#ENDEXIT - -Reset M 0 25156 4 25386 - Reset E 0 25206 0 16 -#ENDROOM - -#ROOM -Vnum 25387 -Name The Catacombs~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north, west -and south. -~ -#EXIT -Direction north~ -ToRoom 25389 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25388 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25385 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25388 -Name A Burial Niche~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The catacombs come to a dead end here. The only exit is back -to the north. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -#EXIT -Direction north~ -ToRoom 25387 -#ENDEXIT - -Reset M 0 25156 4 25388 -#ENDROOM - -#ROOM -Vnum 25389 -Name A Burial Niche~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc The catacombs come to a dead end here. The only exit is back -to the south. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -#EXIT -Direction south~ -ToRoom 25387 -#ENDEXIT - -Reset M 0 25156 4 25389 - Reset G 0 25130 0 -#ENDROOM - -#ROOM -Vnum 25390 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. Disgusting things crawl about on the ground. -~ -#EXIT -Direction south~ -ToRoom 25178 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25391 -#ENDEXIT - -Reset M 0 25137 5 25390 -#ENDROOM - -#ROOM -Vnum 25391 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and east. The air is moist, yet it never seems to rain. -~ -#EXIT -Direction north~ -ToRoom 25392 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25390 -#ENDEXIT - -Reset M 0 25138 5 25391 -Reset O 0 25180 0 25391 -#ENDROOM - -#ROOM -Vnum 25392 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. The sun beats down from above, while has remained -high in the sky every since you have been here. -~ -#EXIT -Direction south~ -ToRoom 25391 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25393 -#ENDEXIT - -Reset M 0 25139 5 25392 -#ENDROOM - -#ROOM -Vnum 25393 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and east. Something moves in a nearby bush. -~ -#EXIT -Direction north~ -ToRoom 25394 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25392 -#ENDEXIT - -Reset M 0 25137 5 25393 -Reset O 0 25179 0 25393 -#ENDROOM - -#ROOM -Vnum 25394 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and south. Strange howls are heard in the treetops. -~ -#EXIT -Direction north~ -ToRoom 25395 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25393 -#ENDEXIT - -Reset M 0 25138 5 25394 -#ENDROOM - -#ROOM -Vnum 25395 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and south. The air is hot and humid. -~ -#EXIT -Direction north~ -ToRoom 25396 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25394 -#ENDEXIT - -Reset M 0 25139 5 25395 -#ENDROOM - -#ROOM -Vnum 25396 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and east. You feel unwanted and out of place in this plane. -~ -#EXIT -Direction east~ -ToRoom 25397 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25395 -#ENDEXIT - -Reset M 0 25137 5 25396 -Reset M 0 25137 5 25396 -#ENDROOM - -#ROOM -Vnum 25397 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and west. Large footprints are on the ground here. -~ -#EXIT -Direction north~ -ToRoom 25398 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25396 -#ENDEXIT - -Reset M 0 25138 5 25397 -Reset M 0 25139 5 25397 -Reset O 0 25179 0 25397 -#ENDROOM - -#ROOM -Vnum 25398 -Name A Tropical Jungle~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. The ground shakes as something very large is -moving through the jungle. -~ -#EXIT -Direction south~ -ToRoom 25397 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25399 -#ENDEXIT - -Reset M 0 25138 5 25398 -Reset M 0 25139 5 25398 -Reset O 0 25180 0 25398 -#ENDROOM - -#ROOM -Vnum 25399 -Name A Tropical Jungle~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A portal is floating in the -air here, leading to another plane of the Aybss, while a -path leads to the east through the jungle. A short distance -away, a howl comes from the treetops. -~ -#EXIT -Direction east~ -ToRoom 25398 -#ENDEXIT - -Reset O 0 25230 0 25399 -#ENDROOM - -#ROOM -Vnum 25400 -Name Decending a Jungle Cliff~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Here a path connects a small ledge on the face of a cliff with -the main floor of the jungle. To the west the cliff decends -many hundred feet and there is no appearant way to decend. To -the north is the ledge, on which you see an enterance to a -cavern. Above the path leads to the tropical jungle floor. -~ -#EXIT -Direction north~ -ToRoom 25401 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25190 -#ENDEXIT - -Reset M 0 25157 1 25400 - Reset E 0 25208 0 12 - Reset E 0 25203 0 16 - Reset E 0 25202 0 20 -#ENDROOM - -#ROOM -Vnum 25401 -Name Outside a Cave~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Standing on a cliff, you are just outside a small cave. -Peering into the darkness is little help, save a strange -purple glow near in the center of the cavern. East leads -into the cave, while to the south is a path leading up to -the jungle. -~ -#EXIT -Direction east~ -ToRoom 25402 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25400 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25402 -Name Inside a Humid Cave~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc The cave is humid, about the same temperature as the dense -jungle to the west. A large iron grate is set in the -bottom of the cavern floor. In the near side of the grate -are hinges and on the far side is a massive lock. Stairsteps -can be seen decending deeper into the cavern beyond the iron -grate. -~ -#EXIT -Direction west~ -ToRoom 25401 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25403 -Key 25132 -Keywords grate~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset O 0 25257 0 25402 -Reset D 0 25402 5 2 -#EXDESC -ExDescKey iton grate~ -ExDesc The grate appears to be magical. A lock is on the far side.~ -#ENDEXDESC - -#EXDESC -ExDescKey lock~ -ExDesc This is a spider shapped lock, looks very complex.~ -#ENDEXDESC - -#EXDESC -ExDescKey stairsteps darkness~ -ExDesc There is something glowing just out of sight. If you could open the -grate you could easily find out what is glowing.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25403 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Of course! Yet another portal was the source of the glowing. -On the other side of the portal you are barely able to see -yet more caves, but perhaps it is just a reflection. Aside -from the portal leading to another plane, this cavern is -rather boring. A grate is at the top of a stairwell that -leads to an upper level of the cave. -~ -#EXIT -Direction up~ -ToRoom 25402 -Key 25132 -Keywords grate~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset O 0 25238 0 25403 -Reset D 0 25403 4 2 -#ENDROOM - -#ROOM -Vnum 25404 -Name A Spiderweb-Infested Intersection~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Standing below this portal, dark, twisting passages lead of -in several directions. These tunnels are covered with thick -spiderwebs. From a bit deeper inside the caverns a rustling -sound can be heard. There is a portal in the ceiling above. -Beyond the portal there looks like the caverns continue, or -perhaps it is reflecting this chamber. Whatever the case, it -is definately a portal. The air is still and cold. -~ -#EXIT -Direction north~ -ToRoom 25405 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25411 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25417 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25426 -#ENDEXIT - -Reset M 0 25162 6 25404 -Reset O 0 25112 0 25404 -Reset O 0 25230 0 25404 -#EXDESC -ExDescKey spiderwebs~ -ExDesc Yes, spiderwebs. You damn well better be sure there are some spiders -down here in this place, big spider, really big spider.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25405 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25406 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25404 -#ENDEXIT - -Reset O 0 25112 0 25405 -#ENDROOM - -#ROOM -Vnum 25406 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25407 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25405 -#ENDEXIT - -Reset M 0 25162 6 25406 -Reset O 0 25112 0 25406 -#ENDROOM - -#ROOM -Vnum 25407 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25406 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25408 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25408 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25409 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25407 -#ENDEXIT - -Reset M 0 25162 6 25408 -Reset O 0 25112 0 25408 -#ENDROOM - -#ROOM -Vnum 25409 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25410 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25408 -#ENDEXIT - -Reset M 0 25162 6 25409 -#ENDROOM - -#ROOM -Vnum 25410 -Name A Spiderweb-Infested Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -#EXIT -Direction west~ -ToRoom 25409 -#ENDEXIT - -Reset M 0 25167 3 25410 -Reset O 0 25112 0 25410 -#ENDROOM - -#ROOM -Vnum 25411 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25412 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25404 -#ENDEXIT - -Reset M 0 25162 6 25411 -Reset O 0 25112 0 25411 -#ENDROOM - -#ROOM -Vnum 25412 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25413 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25411 -#ENDEXIT - -Reset M 0 25163 6 25412 -#ENDROOM - -#ROOM -Vnum 25413 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25414 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25412 -#ENDEXIT - -Reset M 0 25163 6 25413 -Reset O 0 25112 0 25413 -#ENDROOM - -#ROOM -Vnum 25414 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25415 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25413 -#ENDEXIT - -Reset M 0 25163 6 25414 -Reset O 0 25112 0 25414 -#ENDROOM - -#ROOM -Vnum 25415 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25416 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25414 -#ENDEXIT - -Reset O 0 25112 0 25415 -#ENDROOM - -#ROOM -Vnum 25416 -Name A Spiderweb-Infested Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -#EXIT -Direction north~ -ToRoom 25415 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25417 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25404 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25418 -#ENDEXIT - -Reset M 0 25163 6 25417 -Reset O 0 25112 0 25417 -#ENDROOM - -#ROOM -Vnum 25418 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25419 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25417 -#ENDEXIT - -Reset M 0 25163 6 25418 -#ENDROOM - -#ROOM -Vnum 25419 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25418 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25420 -#ENDEXIT - -Reset M 0 25163 6 25419 -Reset O 0 25112 0 25419 -#ENDROOM - -#ROOM -Vnum 25420 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25421 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25419 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25421 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25420 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25422 -#ENDEXIT - -Reset O 0 25112 0 25421 -#ENDROOM - -#ROOM -Vnum 25422 -Name A Spiderweb-Infested Shaft~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25421 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25423 -#ENDEXIT - -Reset O 0 25112 0 25422 -#ENDROOM - -#ROOM -Vnum 25423 -Name A Spiderweb-Infested Shaft~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction up~ -ToRoom 25422 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25424 -#ENDEXIT - -Reset O 0 25155 0 25423 - Reset P 0 25154 0 25155 -#ENDROOM - -#ROOM -Vnum 25424 -Name A Spiderweb-Infested Shaft~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction up~ -ToRoom 25423 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25425 -#ENDEXIT - -Reset O 0 25112 0 25424 -#ENDROOM - -#ROOM -Vnum 25425 -Name A Spiderweb-Infested Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -#EXIT -Direction up~ -ToRoom 25424 -#ENDEXIT - -Reset M 0 25167 2 25425 -#ENDROOM - -#ROOM -Vnum 25426 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25427 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25404 -#ENDEXIT - -Reset M 0 25164 6 25426 -Reset O 0 25112 0 25426 -#ENDROOM - -#ROOM -Vnum 25427 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25426 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25428 -#ENDEXIT - -Reset O 0 25112 0 25427 -#ENDROOM - -#ROOM -Vnum 25428 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25427 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25429 -#ENDEXIT - -Reset M 0 25164 6 25428 -#ENDROOM - -#ROOM -Vnum 25429 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction east~ -ToRoom 25428 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25430 -#ENDEXIT - -Reset M 0 25164 6 25429 -Reset O 0 25112 0 25429 -#ENDROOM - -#ROOM -Vnum 25430 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25429 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25431 -#ENDEXIT - -Reset M 0 25164 6 25430 -#ENDROOM - -#ROOM -Vnum 25431 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25432 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25430 -#ENDEXIT - -Reset M 0 25164 6 25431 -Reset O 0 25112 0 25431 -#ENDROOM - -#ROOM -Vnum 25432 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction north~ -ToRoom 25433 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25431 -#ENDEXIT - -Reset O 0 25112 0 25432 -#ENDROOM - -#ROOM -Vnum 25433 -Name A Spiderweb-Infested Corridor~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -#EXIT -Direction south~ -ToRoom 25432 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25434 -#ENDEXIT - -Reset O 0 25155 0 25433 - Reset P 0 25153 0 25155 -#ENDROOM - -#ROOM -Vnum 25434 -Name A Spiderweb-Infested Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -#EXIT -Direction north~ -ToRoom 25435 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25433 -#ENDEXIT - -Reset M 0 25168 6 25434 -Reset O 0 25112 0 25434 -#ENDROOM - -#ROOM -Vnum 25435 -Name A Spiderweb-Infested Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -#EXIT -Direction north~ -ToRoom 25436 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25434 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25437 -#ENDEXIT - -Reset M 0 25168 6 25435 -#ENDROOM - -#ROOM -Vnum 25436 -Name A Small Niche~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Unlike the majority of this underground complex, this room is -void of the large ammounts of spiderwebs. A small bed of -straw has been set in the corner of the chamber. It appears -something somewhat human is living, well more aptly surviving, -in this small niche. -~ -#EXIT -Direction south~ -ToRoom 25435 -#ENDEXIT - -Reset M 0 25165 4 25436 -Reset M 0 25165 4 25436 - Reset G 0 25151 0 -#ENDROOM - -#ROOM -Vnum 25437 -Name A Spiderweb-Infested Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -#EXIT -Direction east~ -ToRoom 25435 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25438 -#ENDEXIT - -Reset M 0 25168 6 25437 -#ENDROOM - -#ROOM -Vnum 25438 -Name A Spiderweb-Infested Cavern~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! The spiderwebs could be hiding something. -~ -#EXIT -Direction north~ -ToRoom 25439 -Flags hidden~ -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25437 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25440 -Flags hidden~ -#ENDEXIT - -Reset M 0 25168 6 25438 -Reset O 0 25112 0 25438 -#EXDESC -ExDescKey spiderwebs~ -ExDesc Yes! There are exits to the north and south.~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 25439 -Name On the Edge of a Huge Spider Web~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are standing on the edge of a wide opening in the cavern -floor. Looking down a huge spiderweb stretches the entire -width of the room. It looks possible to be able to decend -the spiderweb much like a rope or ladder. -~ -#EXIT -Direction south~ -ToRoom 25438 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25441 -#ENDEXIT - -Reset M 0 25168 6 25439 -Reset M 0 25168 1 25439 -#ENDROOM - -#ROOM -Vnum 25440 -Name A Small Niche~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Unlike the majority of this underground complex, this room is -void of the large ammounts of spiderwebs. A small bed of -straw has been set in the corner of the chamber. It appears -something somewhat human is living, well more aptly surviving, -in this small niche. -~ -#EXIT -Direction north~ -ToRoom 25438 -#ENDEXIT - -Reset M 0 25165 4 25440 -Reset M 0 25165 4 25440 - Reset G 0 25152 0 -#ENDROOM - -#ROOM -Vnum 25441 -Name Decending a Huge Spider Web~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -#EXIT -Direction up~ -ToRoom 25439 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25442 -#ENDEXIT - -Reset M 0 25169 4 25441 -#ENDROOM - -#ROOM -Vnum 25442 -Name Decending a Huge Spider Web~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -#EXIT -Direction up~ -ToRoom 25441 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25443 -#ENDEXIT - -Reset M 0 25169 4 25442 -#ENDROOM - -#ROOM -Vnum 25443 -Name Decending a Huge Spider Web~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -#EXIT -Direction up~ -ToRoom 25442 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25444 -#ENDEXIT - -Reset M 0 25169 4 25443 -#ENDROOM - -#ROOM -Vnum 25444 -Name Decending a Huge Spider Web~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. The spiderweb that is underneath you is much larger -than you had first suspected. -~ -#EXIT -Direction up~ -ToRoom 25443 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25445 -#ENDEXIT - -Reset M 0 25169 4 25444 -#ENDROOM - -#ROOM -Vnum 25445 -Name The Center of Lloth's Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You are standing in the center of Lloth's spiderweb in the -Abyss. Just the though makes you confident in your own -ability, but overcoming the Queen of Spiders will be another -thing entirely. The web leads in almost every direction -from here. Another spiderweb that intersects this one leads -up from here. You feel the web below vibrate as something -moves elsewhere on the slightly sticky silk surface. -~ -#EXIT -Direction north~ -ToRoom 25446 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25447 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25448 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25449 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25444 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25446 -Name Lloth's Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -south is the center of Lloth's Lair. -~ -#EXIT -Direction north~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25445 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25452 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25447 -Name Lloth's Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -west is the center of Lloth's Lair. -~ -#EXIT -Direction north~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25445 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25448 -Name Lloth's Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -north is the center of Lloth's Lair. -~ -#EXIT -Direction north~ -ToRoom 25445 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25452 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25449 -Name Lloth's Lair~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -east is the center of Lloth's Lair. To the south you think -you see something moving. -~ -#EXIT -Direction north~ -ToRoom 25452 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25445 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25453 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25452 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25450 -Name Lloth's Throne~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Here, hidden from sight, is the private residence of the -Spider Queen. The walls are cavern with images of pain and -torture, along with many spider-like icons. Her throne is -made of a pale white stone, adorned with many jewels and -gemstones. Dispite the relative splendor of the chamber, -this is a place of great evil and danger. -~ -#EXIT -Direction south~ -ToRoom 25451 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 25453 -#ENDEXIT - -Reset M 0 25166 1 25450 - Reset G 0 25119 0 - Reset G 0 25120 0 -#ENDROOM - -#ROOM -Vnum 25451 -Name A Portal Chamber~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc To the north is Lloth's Throne, while a strange portal leads -down into the darkness. While many places throughout this -nightmare realm have terrificed you, here you are afraid of -lossing your very soul. You strongly reconsider continuing -any farther, for fear of a fate worse than death. Pray to -your Gods while you are still able. -~ -#EXIT -Direction north~ -ToRoom 25450 -#ENDEXIT - -Reset O 0 25239 0 25451 -#ENDROOM - -#ROOM -Vnum 25452 -Name Stuck on Lloth's Spiderweb~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc Damn! You have walked too far out on the web and have became -stuck. There is nothing left to do but pray for your soul -and wait until a spider decides to come and eat you! -~ -#ENDROOM - -#ROOM -Vnum 25453 -Name On Lloth's Spiderweb~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc Damn! You have walked too far out on the web and have became -stuck. There is nothing left to do but pray for your soul -and wait until a spider decides to come and eat you! -But wait, it appears you might be able to struggle free and -drop somewhere. At least you would not be here, trapped for -eternity. -~ -#EXIT -Direction down~ -ToRoom 25450 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25454 -Name The Boulder Plains~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25455 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25456 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25459 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25467 -#ENDEXIT - -Reset M 0 25176 10 25454 -Reset O 0 25230 0 25454 -#ENDROOM - -#ROOM -Vnum 25455 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction east~ -ToRoom 25455 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25454 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25455 -#ENDEXIT - -Reset O 0 25186 0 25455 -Reset O 0 25186 0 25455 -#ENDROOM - -#ROOM -Vnum 25456 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25457 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25458 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25454 -#ENDEXIT - -Reset M 0 25176 10 25456 -Reset O 0 25186 0 25456 -#ENDROOM - -#ROOM -Vnum 25457 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25458 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25456 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25458 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25456 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25457 -#ENDEXIT - -Reset M 0 25176 10 25458 -Reset O 0 25186 0 25458 -#ENDROOM - -#ROOM -Vnum 25459 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25454 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25466 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25460 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25465 -#ENDEXIT - -Reset O 0 25186 0 25459 -#ENDROOM - -#ROOM -Vnum 25460 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25459 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25461 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25462 -#ENDEXIT - -Reset M 0 25176 10 25460 -Reset O 0 25186 0 25460 -#ENDROOM - -#ROOM -Vnum 25461 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25464 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25460 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25462 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25463 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25460 -#ENDEXIT - -Reset M 0 25176 10 25462 -#ENDROOM - -#ROOM -Vnum 25463 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction south~ -ToRoom 25462 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25474 -#ENDEXIT - -Reset O 0 25186 0 25463 -#ENDROOM - -#ROOM -Vnum 25464 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction south~ -ToRoom 25461 -#ENDEXIT - -Reset M 0 25176 10 25464 -#ENDROOM - -#ROOM -Vnum 25465 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction east~ -ToRoom 25459 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25466 -#ENDEXIT - -Reset O 0 25186 0 25465 -#ENDROOM - -#ROOM -Vnum 25466 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction east~ -ToRoom 25465 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25459 -#ENDEXIT - -Reset M 0 25176 10 25466 -Reset O 0 25186 0 25466 -Reset O 0 25186 0 25466 -#ENDROOM - -#ROOM -Vnum 25467 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25468 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25454 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25469 -#ENDEXIT - -Reset O 0 25186 0 25467 -#ENDROOM - -#ROOM -Vnum 25468 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction east~ -ToRoom 25472 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25467 -#ENDEXIT - -Reset M 0 25176 10 25468 -#ENDROOM - -#ROOM -Vnum 25469 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25467 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25470 -#ENDEXIT - -Reset O 0 25186 0 25469 -#ENDROOM - -#ROOM -Vnum 25470 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25471 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 25469 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25471 -#ENDEXIT - -Reset M 0 25176 10 25470 -#ENDROOM - -#ROOM -Vnum 25471 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25470 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25470 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25473 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 25472 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction north~ -ToRoom 25473 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 25468 -#ENDEXIT - -Reset M 0 25176 10 25472 -#ENDROOM - -#ROOM -Vnum 25473 -Name The Boulder Plains~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -#EXIT -Direction east~ -ToRoom 25471 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 25472 -#ENDEXIT - -Reset O 0 25186 0 25473 -Reset O 0 25186 0 25473 -Reset M 0 25176 10 25473 -#ENDROOM - -#ROOM -Vnum 25474 -Name Outside the The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral~ -Desc You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Below a dark swirling -matter expands and contracts before your very eyes. An aura -of dread is radiating from the magical ominous matter. -~ -#EXIT -Direction east~ -ToRoom 25463 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 25475 -Key 25142 -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25177 1 25474 - Reset E 1 25187 1 16 -Reset O 0 25258 1 25474 -Reset D 0 25474 5 2 -#ENDROOM - -#ROOM -Vnum 25475 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. The sounds of combat -are heard but not seen. A large demonic figure dressed in -armor and wield a massive weapon stands here guarding this -unholy place, the Altar of War. -~ -#EXIT -Direction down~ -ToRoom 25476 -Key 25143 -Keywords nether void~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25178 1 25475 -Reset O 0 25212 0 25475 -#ENDROOM - -#ROOM -Vnum 25476 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. The moans of the dead -are heard, but none are seen except a skeletal figure who -stands here protecting an evil shrine, the Altar of Death. -~ -#EXIT -Direction down~ -ToRoom 25477 -Key 25144 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25179 1 25476 - Reset E 0 25243 0 17 -Reset O 0 25213 0 25476 -#ENDROOM - -#ROOM -Vnum 25477 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel like doing -nothing but sitting down and staring at the black matter -that is dancing around you. A demon sits upon a large pile -of rubbish that is considerd an altar in this most unholy -location, the Altar of Sloth. -~ -#EXIT -Direction down~ -ToRoom 25478 -Key 25145 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25180 1 25477 -Reset O 0 25214 0 25477 -#ENDROOM - -#ROOM -Vnum 25478 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Stange spark flicker in -the black matter. Thoughts of random acts of violance and -evil drift inside your mind. A dark figure stands here to -protect this unholy shrine, the Altar of Chaos. -~ -#EXIT -Direction down~ -ToRoom 25479 -Key 25146 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25181 1 25478 -Reset O 0 25215 0 25478 -#ENDROOM - -#ROOM -Vnum 25479 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. A dark figure is here -to put an end to your exploration of the Abyss. You cannot -seem to think straight in this voidlike chamber. Over and -over you remind yourself not to trust you own thoughts, for -this is the nature of this room. A demon is guarding this -wretched unholy shrine, the Altar of Lies. -~ -#EXIT -Direction down~ -ToRoom 25480 -Key 25147 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25182 1 25479 - Reset E 0 25255 0 6 -Reset O 0 25216 0 25479 -#ENDROOM - -#ROOM -Vnum 25480 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Blood drips from small -holes in the black matter and collects on something like a -floor. A demon coated in blood stands over an evil alter, -the Altar of Blood. -~ -#EXIT -Direction down~ -ToRoom 25481 -Key 25148 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25183 1 25480 -Reset O 0 25217 0 25480 -#ENDROOM - -#ROOM -Vnum 25481 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel safe here, -and confident that this must be the only place in the Abyss -where evil does not dare enter, yet there is a large demon -here standing over a unholy shrine, the Altar of Deciet. -~ -#EXIT -Direction down~ -ToRoom 25482 -Key 25149 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25184 1 25481 -Reset O 0 25218 0 25481 -#ENDROOM - -#ROOM -Vnum 25482 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Screams of pain and -torture are head, yet nothing is seen except a demon who is -here to defend this wretched altar, the Altar of Pain. -~ -#EXIT -Direction down~ -ToRoom 25483 -Key 25150 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25185 1 25482 -Reset O 0 25219 0 25482 -#ENDROOM - -#ROOM -Vnum 25483 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Whispering sounds are -heard, much like the sounds of lovers. You feel sick at -your stomach here, watching a foul demon positioned infront -of a diabolic demon shrine, the Altar of Sin. -~ -#EXIT -Direction down~ -ToRoom 25484 -Key 25151 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25186 1 25483 -Reset O 0 25225 0 25483 -#ENDROOM - -#ROOM -Vnum 25484 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Emotions of hate and -contempt run through your mind. An armored demon stands at -the ready, infront of a black altar, the Altar of Hate. -~ -#EXIT -Direction down~ -ToRoom 25485 -Key 25152 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25187 1 25484 -Reset O 0 25220 0 25484 -#ENDROOM - -#ROOM -Vnum 25485 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. More than before this -place is dark. Unholy dark. A shadowy demoness stands here -to protect this dazzeling altar, the Altar of Night. -~ -#EXIT -Direction down~ -ToRoom 25486 -Key 25153 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25188 1 25485 -Reset O 0 25221 0 25485 -#ENDROOM - -#ROOM -Vnum 25486 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Images of nude women -and men drift into your mind performing unspeakable acts of -lust. A demon stands infront of a pagan altar which depicts -all sorts of perverted sexual acts, the Altar of Lust. -~ -#EXIT -Direction down~ -ToRoom 25487 -Key 25154 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25189 1 25486 - Reset E 0 25251 0 19 -Reset O 0 25222 0 25486 -#ENDROOM - -#ROOM -Vnum 25487 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Power. Raw, uncontroled -power. Your power. You invision yourself as a great ruler -of a huge kingdom. A poweful demon stands infront of this -altar to perhaps the most wicked of all vices, Power. -~ -#EXIT -Direction down~ -ToRoom 25488 -Key 25209 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25190 1 25487 - Reset G 0 25209 0 -Reset O 0 25223 0 25487 -#ENDROOM - -#ROOM -Vnum 25488 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Gold, silver, gems and -jewels float through the black matter. You reach for them -and they seem to recoil from your grasp. An eight-armed -woman stands here infront of a huge altar made to a pagan -vice, Greed. -~ -#EXIT -Direction down~ -ToRoom 25489 -Key 25210 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25191 1 25488 - Reset G 0 25210 0 -Reset O 0 25224 0 25488 -#ENDROOM - -#ROOM -Vnum 25489 -Name The (Nether) Void~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel ashamed and -are compelled to stare at a gentle, soft-skinned man with -white feathered wings who stands infront of an shrine made -of ivory and gold and assorted gems, the Altar of Betrayal. -~ -#EXIT -Direction down~ -ToRoom 25490 -Key 25211 -Keywords altar~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 25192 1 25489 - Reset G 0 25211 0 -Reset O 0 25226 0 25489 -#ENDROOM - -#ROOM -Vnum 25490 -Name ((Eternal Damnation))~ -Sector inside~ -Flags dark nomob indoors nosummon noastral nosupplicate~ -Desc Here is the residing place of Cianhydle, Dark Lord of Old. -A powerful being, his true plans are not even known by his -generals and marshals. Streams of the black matter that -make up this Void run into and out of his body. His body -continual takes on different forms, from man to woman to -beast. You now know what lay at the heart of the Abyss. If -you shall ever escape and live to tell of this is doubtful. -~ -Reset M 0 25193 1 25490 - Reset E 0 25250 0 9 - Reset E 0 25141 0 0 - Reset E 0 25259 0 20 - Reset E 0 25245 0 3 - Reset E 0 25247 0 6 - Reset E 0 25244 0 16 - Reset E 0 25252 0 11 - Reset E 0 25140 0 19 - Reset E 0 25254 0 15 - Reset E 0 25246 0 14 - Reset E 0 25248 0 17 - Reset E 0 25249 0 1 - Reset E 0 25260 0 2 -#ENDROOM - -#ROOM -Vnum 25491 -Name Above The Ice Palace~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25492 -Name Upon a Cold Dark Cloud~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25493 -Name Skies Above the Tropical Jungle~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25494 -Name Skies High Above the Tropical Jungle~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25495 -Name Skies Very High Above the Tropical Jungle~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25496 -Name Clouds High Above the Tropical Jungle~ -Sector air~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25497 -Name Abyss Room~ -Sector inside~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25498 -Name Abyss Room~ -Sector inside~ -Flags dark nomob indoors~ -#ENDROOM - -#ROOM -Vnum 25499 -Name Abyss Room~ -Sector inside~ -Flags dark nomob indoors~ -#ENDROOM - -#ENDAREA diff --git a/data/realm/air.are b/data/realm/air.are new file mode 100644 index 0000000..4c1bdfd --- /dev/null +++ b/data/realm/air.are @@ -0,0 +1,1723 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name In the Air~ +Author Copper~ +Vnums 500 539 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 10 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 500 +Keywords fairy dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short A fairy dragon~ +Long A fairy dragon is fluttering around here looking for something to do... +~ +Desc It's a cute little multi-colored dragon...about 2 foot long. +It gracefully dances around your head. +~ +Nattacks 0.000000 +Stats1 500 20 0 0 0 0 +Stats2 5 21 5 50 2 4 1 +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis detect_magic~ +#ENDMOBILE + +#MOBILE +Vnum 501 +Keywords griffin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A griffin~ +Long A large black winged griffin swoops into an attack. +~ +Desc Golden maned and black all over. It's quite a beautiful creature if not +for the fact it is hungry and is attacking you! +~ +Nattacks 0.000000 +Stats1 300 500 0 0 0 0 +Stats2 8 21 4 104 2 5 2 +Speaking common~ +Actflags npc aggressive stayarea~ +#ENDMOBILE + +#OBJECT +Vnum 500 +Keywords rose~ +Type armor~ +Short a red rose~ +Long A red rose is lying on the ground.~ +WFlags take~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey rose~ +ExDesc This is no ordinary rose, as it is a gift from Dionysus to his +dearest, Wendella. +~ +#ENDEXDESC + +#ENDOBJECT + +#ROOM +Vnum 500 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the ground north of the city. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 505 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 501 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 520 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 501 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above the inside wall of West Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 500 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 506 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 502 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 521 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 502 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above the west gate of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 501 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 507 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 503 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 522 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 503 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Wall Road. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 502 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 508 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 504 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 523 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 504 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Wall Road. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 503 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 509 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 524 +Desc More of the same. +~ +#ENDEXIT + +Reset M 500 10 504 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 505 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the ground north of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 510 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 506 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 500 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 525 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 506 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above the magic shop. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 505 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 511 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 507 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 501 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 526 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 507 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Main Street. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 506 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 512 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 508 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 502 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 527 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 508 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above the Mage Guild Hall. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 507 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 513 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 509 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 503 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 528 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 509 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Poor Alley. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 508 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 514 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 504 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 529 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 510 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the ground north of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 515 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 511 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 505 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 530 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 511 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above the bakery. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 510 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 516 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 512 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 506 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 531 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 512 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Main Street. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 511 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 517 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 513 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 507 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 532 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 513 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 20 meters above Armoury. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 512 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 518 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 514 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 508 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 533 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 514 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Poor Alley. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 513 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 519 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 509 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 534 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 515 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 10 meters above the temple spire of Midgaard +It seems like you can see forever! +~ +#EXIT +Direction south~ +ToRoom 516 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 510 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 535 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 516 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the Temple Square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 515 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 517 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 511 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 536 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 3057 +Desc More of the same +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 517 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Market Square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 516 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 518 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 512 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 537 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 518 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above Market and Commons. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 517 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 519 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 513 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 538 +Desc More of the same. +~ +#ENDEXIT + +Reset M 500 10 518 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 519 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above ground, overlooking the Common Square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 518 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 514 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 539 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 520 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above the ground just north of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 525 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 521 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 500 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 521 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the west gate of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 520 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 526 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 522 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 501 +Desc More of the same. +~ +#ENDEXIT + +Reset M 500 10 521 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 522 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above west gate of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 521 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 527 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 523 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 502 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 523 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above wall road. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 522 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 528 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 524 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 503 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 524 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above wall road. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 523 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 529 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 504 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 525 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above the ground north of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 530 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 526 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 520 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 505 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 526 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the magic shop. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 525 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 531 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 527 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 521 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 506 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 527 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above main street. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 526 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 532 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 528 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 522 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 507 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 528 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the mage guild. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 527 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 533 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 529 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 523 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 508 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 529 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above poor alley. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 528 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 534 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 524 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 509 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 530 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above the ground north of Midgaard. +It seems like you can see forever! +~ +#EXIT +Direction east~ +ToRoom 535 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 531 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 525 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 510 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 531 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above bakery and cleric guild. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 530 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 536 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 532 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 526 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 511 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 532 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above main street. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 531 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 537 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 533 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 527 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 512 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 533 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 40 meters above the armoury. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 532 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 538 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 534 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 528 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 513 +Desc More of the same. +~ +#ENDEXIT + +Reset M 501 3 533 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 534 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above poor alley. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 533 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 539 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 529 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 514 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 535 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 30 meters above the temple spire. +It seems like you can see forever! +~ +#EXIT +Direction south~ +ToRoom 536 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 530 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1900 +Desc You see a fabulous rainbow! +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 515 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 536 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above the temple square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 535 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 537 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 531 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 516 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 537 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above market square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 536 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 538 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 532 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 517 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 538 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above market square and commons square. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 537 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 539 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 533 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 518 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 539 +Name In the air ...~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are flying! +Currently you are about 60 meters above commoners square and the dump. +It seems like you can see forever! +~ +#EXIT +Direction north~ +ToRoom 538 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 534 +Desc More of the same. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 519 +Desc More of the same. +~ +#ENDEXIT + +#ENDROOM + +#ENDAREA diff --git a/data/realm/anthill.are b/data/realm/anthill.are new file mode 100644 index 0000000..610d68c --- /dev/null +++ b/data/realm/anthill.are @@ -0,0 +1,1622 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Anthill~ +Author Uriel~ +Vnums 8049 8099 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 15 2 20 +ResetMsg The clickety clack of the new generation can be heard in the tunnels.~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 8049 +Keywords aphid drone bug~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant aphid~ +Long A green, bulbuous bug chirps around the tunnels. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head legs guts wings forelegs~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(50) +mpe _gre The aphid sputters and dies, leaving a sack of milk! +mpoload 8049 2 +else +mpe _gre The aphid sputters and dies, leaving a sack of honey! +mpoload 8050 2 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 8050 +Keywords ant worker drone~ +Race ant~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a worker ant~ +Long A large ant hurredly works about, completing task after task. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head legs tail forelegs~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(50) +mpe _gre The ant sputters and dies, leaving an eye! +mpoload 8051 2 +else +mpe _gre The ant sputters and dies, leaving its thorax! +mpoload 8052 2 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 8051 +Keywords ant warrior drone~ +Race ant~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A warrior ant~ +Long A massive ant with large mandibles wanders the tunnels. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Bodyparts guts~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(50) +mpe _gre The ant sputters and dies, leaving an eye! +mpoload 8051 2 +else +mpe _gre The ant sputters and dies, leaving its thorax! +mpoload 8052 2 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 8052 +Keywords ant apis drone~ +Race ant~ +Class Warrior~ +Gender neuter~ +Position sitting~ +DefPos sitting~ +Short an apis drone~ +Long An ant with a large head wanders here, keeping the Queen's link. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(50) +mpe _gre The ant sputters and dies, leaving an eye! +mpoload 8051 2 +else +mpe _gre The ant sputters and dies, leaving its thorax! +mpoload 8052 2 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 8053 +Keywords shrieker mushroom fungus~ +Race shrieker~ +Class Warrior~ +Gender neuter~ +Position sitting~ +DefPos sitting~ +Short a shrieker~ +Long A large mushroom grows here, ominously silent... +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 22 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 8054 +Keywords ant breeder drone~ +Race ant~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a breeder ant~ +Long A small ant with wings buzzes around the tunnels. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head legs~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(50) +mpe _gre The ant sputters and dies, leaving an eye! +mpoload 8051 2 +else +mpe _gre The ant sputters and dies, leaving its thorax! +mpoload 8052 2 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 8055 +Keywords ant larvae~ +Race ant~ +Class Warrior~ +Gender neuter~ +Position sitting~ +DefPos sitting~ +Short an ant larvae~ +Long A grub like creature writhes on the floor. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 6 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 8056 +Keywords earthworm worm~ +Race human~ +Class Warrior~ +Gender neuter~ +Position sitting~ +DefPos sitting~ +Short an earthworm~ +Long A large earthworm burrows through the anthill. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 30 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 8057 +Keywords queen ant~ +Race human~ +Class Warrior~ +Gender neuter~ +Position sitting~ +DefPos sitting~ +Short the queen ant~ +Long A large ant, bulbuous and might, rests here, making eggs. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpe _gre The Queen sputters and dies, leaving a sack of precious jelly! +mpoload 8053 2 +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 8049 +Keywords milk sack aphid~ +Type potion~ +Short An aphid's milk sack~ +Long A bulbuous milk sack is laying here.~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'cure poison' 'remove curse' 'refresh' +#ENDOBJECT + +#OBJECT +Vnum 8050 +Keywords honey aphid sack~ +Type pill~ +Short An aphid's honey sack~ +Long A bulbuous honey sack has fallen here.~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'cure light' 'cure serious' 'cure light' +#ENDOBJECT + +#OBJECT +Vnum 8051 +Keywords ant eye~ +Type pill~ +Short an ant eye~ +Long The eye of an ant has fallen here.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'scry' 'infravision' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 8052 +Keywords ant thorax~ +Type pill~ +Short an ant thorax~ +Long The edible midsection of an ant lays here.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'trollish vigor' 'refresh' 'kindred strength' +#ENDOBJECT + +#OBJECT +Vnum 8053 +Keywords royal jelly~ +Type pill~ +Short royal jelly~ +Long This sack of honey glows brightly.~ +Flags glow~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'sanctuary' 'quickening' 'fly' +#ENDOBJECT + +#OBJECT +Vnum 8054 +Keywords spring fountain resivoir~ +Type fountain~ +Short A resivoir~ +Long A resivoir of condensed water has collected here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 8049 +Name Before a Large Hole~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The grass of the surrounding land is suspiciously dead, and the source +is obvious. A loud 'clickety-clickety' and a wide gaping hole in the +ground is surely the home of giant ants. These ants are more less of a +threat, but a real nuisance to local farmers. +~ +#EXIT +Direction east~ +ToRoom 8098 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8050 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8050 +Name Within the Anthill~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc The interior of the anthill is dark and humid. Ants like it warm, and +they don't need light to see. Of course, most of the ants are passive, +save the warrior ants, who attack anything that move. The anthill branches +like a maze, heading in numerous directions. +~ +#EXIT +Direction north~ +ToRoom 8051 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8053 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8058 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8055 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8049 +#ENDEXIT + +Reset M 8049 2 8050 -1 -1 -1 100 +Reset M 8049 2 8050 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8051 +Name A Small Tunnel~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc This tunnel is small and cramped. It is obviously not heavily used, +or the ants would have widened it. It would appear that only a few +people could occupy this tunnel at once, making it a tricky situation +for explorers wanting through. +~ +#EXIT +Direction south~ +ToRoom 8050 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8052 +#ENDEXIT + +Reset M 8050 2 8051 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8052 +Name A Way Down~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc This chamber holds a passage leading deeper into the anthill. Obviously +the deeper the anthill goes, the more ants will be abound. The loud and +obnoxious clickity click of the ants at work echoes through these large +tunnels. +~ +#EXIT +Direction down~ +ToRoom 8059 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8051 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8053 +Name A Desolate Tunnel~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc This tunnel stinks of trash and decay, and the ants do not travel this +part of the hill often. Ants are tidy insects, choosing to keep trash +and dead bodies away from the rest of their lair. The smell grows stronger +to the East. +~ +#EXIT +Direction east~ +ToRoom 8054 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8050 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8054 +Name A Refuse Chamber~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc The ants have piled their ages of waste and refuse in this secluded +and distant chamber. The trash and waste is very conducive to fungal +decay, so it seems to decompose quickly. Of course, the ants aren't +dumb, and have cultivated help in the process... +~ +#EXIT +Direction west~ +ToRoom 8053 +#ENDEXIT + +Reset M 8053 3 8054 -1 -1 -1 100 +Reset M 8053 3 8054 -1 -1 -1 100 +Reset M 8053 3 8054 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8055 +Name A Busy Intersection~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc The tunnel splits in this busy intersection, where ants of all kinds +hurridly shuffle past, doing chores. Most of the ants don't care if +a forigen species is in their lair, but watch out for the warrior ants, +they like to fight. +~ +#EXIT +Direction east~ +ToRoom 8050 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8056 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8057 +#ENDEXIT + +Reset M 8050 4 8055 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8056 +Name A Guard Station~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc This chamber is used only for a waiting room for the large warrior ants, +waiting for the scent of warning pheremones from the workers. But, like +most ants, warrior ants are prone to wander aimlessly, so this chamber +is not always occupied. +~ +#EXIT +Direction north~ +ToRoom 8055 +#ENDEXIT + +Reset M 8051 4 8056 -1 -1 -1 100 +Reset M 8051 4 8056 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8057 +Name A Guard Station~ +Sector underground~ +Flags ~ +Stats 0 0 0 0 0 +Desc This chamber is used only for a waiting room for the large warrior ants, +waiting for the scent of warning pheremones from the workers. But, like +most ants, warrior ants are prone to wander aimlessly, so this chamber +is not always occupied. +~ +#EXIT +Direction southeast~ +ToRoom 8055 +#ENDEXIT + +Reset M 8051 2 8057 -1 -1 -1 100 +Reset M 8051 2 8057 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8058 +Name A Way Down~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber holds a passage leading deeper into the anthill. Obviously +the deeper the anthill goes, the more ants will be abound. The loud and +obnoxious clickity click of the ants at work echoes through these large +tunnels. +~ +#EXIT +Direction north~ +ToRoom 8050 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8060 +#ENDEXIT + +Reset M 8050 3 8058 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8059 +Name Deeper Into the Hill~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air gets warmer as the tunnels go deeper into the ground. The ants +enjoy warmth, and cultivate a special fungus to keep their lair warm. +But, the deeper into the hill, the more ants there seem to be, working +busily away. +~ +#EXIT +Direction up~ +ToRoom 8052 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8064 +#ENDEXIT + +Reset M 8050 5 8059 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8060 +Name Deeper Into the Hill~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air gets warmer as the tunnels go deeper into the ground. The ants +enjoy warmth, and cultivate a special fungus to keep their lair warm. +But, the deeper into the hill, the more ants there seem to be, working +busily away. +~ +#EXIT +Direction up~ +ToRoom 8058 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8061 +#ENDEXIT + +Reset M 8052 3 8060 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8061 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction north~ +ToRoom 8062 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8060 +#ENDEXIT + +Reset M 8050 10 8061 -1 -1 -1 100 +Reset M 8050 10 8061 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8062 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction east~ +ToRoom 8063 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8061 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8063 +Name A Communal Chamber~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This large chamber serves as a communal feeding chamber for the ants, +where the workers may feed the other castes. Ants are not very social +creatures outside work, so little time is spent at rest. The hurried +clicks of ants at work echoes through the hill. +~ +#EXIT +Direction north~ +ToRoom 8064 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8065 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8062 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8069 +#ENDEXIT + +Reset M 8049 4 8063 -1 -1 -1 100 +Reset M 8049 4 8063 -1 -1 -1 100 +Reset M 8050 6 8063 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8064 +Name A Busy Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This wide tunnel is very busy and heavily used by the ants. The worker +ants bustle in and out, unconcerned with who they pass. Warrior ants +keep a watch over the workers and the well being of the nest as a whole. +~ +#EXIT +Direction south~ +ToRoom 8063 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8059 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8065 +Name A Busy Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This wide tunnel is very busy and heavily used by the ants. The worker +ants bustle in and out, unconcerned with who they pass. Warrior ants +keep a watch over the workers and the well being of the nest as a whole. +~ +#EXIT +Direction east~ +ToRoom 8066 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8063 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8067 +#ENDEXIT + +Reset M 8050 7 8065 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8066 +Name Condensed Moisture~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This clever chamber has been designed to collect and condense moisture +throughout the nest with a rapid change in temperature. The moisture +has cooled and collected into a large resivoir, for the ants to have +a fresh water supply. +~ +#EXIT +Direction west~ +ToRoom 8065 +#ENDEXIT + +Reset M 8050 8 8066 -1 -1 -1 100 +Reset M 8052 2 8066 -1 -1 -1 100 +Reset O 8054 1 8066 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8067 +Name A Small Tunnel~ +Sector underground~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc This tunnel is small and cramped. It is obviously not heavily used, +or the ants would have widened it. It would appear that only a few +people could occupy this tunnel at once, making it a tricky situation +for explorers wanting through. +~ +#EXIT +Direction east~ +ToRoom 8068 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8065 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8068 +Name A Storage Chamber~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This large chamber sees an occasional ant, placing foraged materials +for storage. The ants store foodstuff in preperation of long winters +or other disasters. Never let it be said ants did not have foresight. +~ +#EXIT +Direction west~ +ToRoom 8067 +#ENDEXIT + +Reset M 8052 1 8068 -1 -1 -1 100 +Reset M 8050 1 8068 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8069 +Name Deeper Into the Hill~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air gets warmer as the tunnels go deeper into the ground. The ants +enjoy warmth, and cultivate a special fungus to keep their lair warm. +But, the deeper into the hill, the more ants there seem to be, working +busily away. +~ +#EXIT +Direction east~ +ToRoom 8072 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8075 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8063 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8070 +#ENDEXIT + +Reset M 8049 6 8069 -1 -1 -1 100 +Reset M 8049 6 8069 -1 -1 -1 100 +Reset M 8050 11 8069 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8070 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction west~ +ToRoom 8071 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8069 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8071 +Name A Hatchery~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is extremely humid, so much so that it is difficult to +breathe. The stench of newly born ants is overwhelming, as the larvae +which occupy this chamber squirm and chrysalis into adults. The ants +seem overly protective of this chamber. +~ +#EXIT +Direction east~ +ToRoom 8070 +#ENDEXIT + +Reset M 8055 10 8071 -1 -1 -1 100 +Reset M 8055 10 8071 -1 -1 -1 100 +Reset M 8055 10 8071 -1 -1 -1 100 +Reset M 8055 10 8071 -1 -1 -1 100 +Reset M 8055 10 8071 -1 -1 -1 100 +Reset M 8054 4 8071 -1 -1 -1 100 +Reset M 8054 4 8071 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8072 +Name A Busy Intersection~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel splits in this busy intersection, where ants of all kinds +hurridly shuffle past, doing chores. Most of the ants don't care if +a forigen species is in their lair, but watch out for the warrior ants, +they like to fight. +~ +#EXIT +Direction west~ +ToRoom 8069 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8073 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8074 +#ENDEXIT + +Reset M 8050 12 8072 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8073 +Name A Guard Station~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is used only for a waiting room for the large warrior ants, +waiting for the scent of warning pheremones from the workers. But, like +most ants, warrior ants are prone to wander aimlessly, so this chamber +is not always occupied. +~ +#EXIT +Direction southwest~ +ToRoom 8072 +#ENDEXIT + +Reset M 8051 6 8073 -1 -1 -1 100 +Reset M 8051 6 8073 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8074 +Name A Guard Station~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is used only for a waiting room for the large warrior ants, +waiting for the scent of warning pheremones from the workers. But, like +most ants, warrior ants are prone to wander aimlessly, so this chamber +is not always occupied. +~ +#EXIT +Direction northwest~ +ToRoom 8072 +#ENDEXIT + +Reset M 8051 8 8074 -1 -1 -1 100 +Reset M 8051 8 8074 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8075 +Name A Busy Intersection~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel splits in this busy intersection, where ants of all kinds +hurridly shuffle past, doing chores. Most of the ants don't care if +a forigen species is in their lair, but watch out for the warrior ants, +they like to fight. +~ +#EXIT +Direction north~ +ToRoom 8069 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8076 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8077 +#ENDEXIT + +Reset M 8050 13 8075 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8076 +Name Descending Into the Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnels descend yet again, leading into warmer and more humid +chambers. These connections between levels of the nest are always +busy and bustling, like road intersections. The ants are always +curteous to one another, as they roam about. +~ +#EXIT +Direction east~ +ToRoom 8075 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8080 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8077 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction east~ +ToRoom 8078 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8075 +#ENDEXIT + +Reset M 8050 15 8077 -1 -1 -1 100 +Reset M 8050 15 8077 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8078 +Name Descending Into the Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnels descend yet again, leading into warmer and more humid +chambers. These connections between levels of the nest are always +busy and bustling, like road intersections. The ants are always +curteous to one another, as they roam about. +~ +#EXIT +Direction west~ +ToRoom 8077 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8079 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8079 +Name Deeper Into the Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air gets warmer as the tunnels go deeper into the ground. The ants +enjoy warmth, and cultivate a special fungus to keep their lair warm. +But, the deeper into the hill, the more ants there seem to be, working +busily away. +~ +#EXIT +Direction north~ +ToRoom 8086 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8078 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8080 +Name Deeper Into the Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air gets warmer as the tunnels go deeper into the ground. The ants +enjoy warmth, and cultivate a special fungus to keep their lair warm. +But, the deeper into the hill, the more ants there seem to be, working +busily away. +~ +#EXIT +Direction up~ +ToRoom 8076 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8081 +#ENDEXIT + +Reset M 8052 7 8080 -1 -1 -1 100 +Reset M 8052 7 8080 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8081 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction east~ +ToRoom 8082 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8080 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8082 +Name Communal Chambers~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This large chamber serves as a communal feeding chamber for the ants, +where the workers may feed the other castes. Ants are not very social +creatures outside work, so little time is spent at rest. The hurried +clicks of ants at work echoes through the hill. +~ +#EXIT +Direction north~ +ToRoom 8083 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8085 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8087 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8081 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8089 +#ENDEXIT + +Reset M 8049 8 8082 -1 -1 -1 100 +Reset M 8049 8 8082 -1 -1 -1 100 +Reset M 8052 5 8082 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8083 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction south~ +ToRoom 8082 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8084 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8084 +Name The Final Descent~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Yet again, the tunnels descend deeper into the anthill. But this is +the final descent, where the queen herself lives. The ants will be +very defensive for sure, so be on guard... +~ +#EXIT +Direction down~ +ToRoom 8090 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8083 +#ENDEXIT + +Reset M 8051 12 8084 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8085 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction south~ +ToRoom 8086 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8082 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8086 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction north~ +ToRoom 8085 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8079 +#ENDEXIT + +Reset M 8052 4 8086 -1 -1 -1 100 +Reset M 8051 11 8086 -1 -1 -1 100 +Reset M 8050 16 8086 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8087 +Name A Large Tunnel~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, allowing for many ants to pass through at +one time. The large tunnels always designate a busy part of the hill, +places where more ants pass at once. The tunnel has been painstakingly +widened and hardened, a true testament to the iron will of the ants. +~ +#EXIT +Direction north~ +ToRoom 8082 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8088 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8088 +Name A Hatchery~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is extremely humid, so much so that it is difficult to +breathe. The stench of newly born ants is overwhelming, as the larvae +which occupy this chamber squirm and chrysalis into adults. The ants +seem overly protective of this chamber. +~ +#EXIT +Direction northeast~ +ToRoom 8087 +#ENDEXIT + +Reset M 8055 5 8088 -1 -1 -1 100 +Reset M 8055 5 8088 -1 -1 -1 100 +Reset M 8055 5 8088 -1 -1 -1 100 +Reset M 8055 5 8088 -1 -1 -1 100 +Reset M 8055 5 8088 -1 -1 -1 100 +Reset M 8054 2 8088 -1 -1 -1 100 +Reset M 8054 2 8088 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8089 +Name The Royal Chambers~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These final chambers are where the ants congregate to be in the presence +of their queen. Ants move through these chambers in droves, seeking the +scent of the queen's pheremones. The number of ants should be observed, +becuase if a fight were to break out, it could get ugly. +~ +#EXIT +Direction east~ +ToRoom 8092 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8094 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8082 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 8091 +#ENDEXIT + +Reset M 8050 18 8089 -1 -1 -1 100 +Reset M 8050 18 8089 -1 -1 -1 100 +Reset M 8051 13 8089 -1 -1 -1 100 +Reset M 8052 8 8089 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8090 +Name The Deep Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This seems to be as deep as the tunnels go, very deep, warm and humid, +all oppressivley so. The ants seem to pay no mind to visitors, well, +all but the large warrior ants, who attack anything that moves that +is not ant or aphid. +~ +#EXIT +Direction up~ +ToRoom 8084 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8091 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8091 +Name An Odd Sight~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very odd indeed, slimy and humid. Large holes have been +tunneled in a criss crossing fashion, smaller than an ant can fit. Of +course, the ants don't seem to mind the strange sight, so long as it +presents no threat to their queen. +~ +#EXIT +Direction northeast~ +ToRoom 8090 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8089 +#ENDEXIT + +Reset M 8056 1 8091 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8092 +Name The Royal Chambers~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These final chambers are where the ants congregate to be in the presence +of their queen. Ants move through these chambers in droves, seeking the +scent of the queen's pheremones. The number of ants should be observed, +becuase if a fight were to break out, it could get ugly. +~ +#EXIT +Direction south~ +ToRoom 8093 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8089 +#ENDEXIT + +Reset M 8052 9 8092 -1 -1 -1 100 +Reset M 8051 14 8092 -1 -1 -1 100 +Reset M 8050 20 8092 -1 -1 -1 100 +Reset M 8050 20 8092 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8093 +Name The Royal Chambers~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These final chambers are where the ants congregate to be in the presence +of their queen. Ants move through these chambers in droves, seeking the +scent of the queen's pheremones. The number of ants should be observed, +becuase if a fight were to break out, it could get ugly. +~ +#EXIT +Direction north~ +ToRoom 8092 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8094 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 8095 +#ENDEXIT + +Reset M 8050 22 8093 -1 -1 -1 100 +Reset M 8050 22 8093 -1 -1 -1 100 +Reset M 8052 10 8093 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8094 +Name The Royal Chambers~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These final chambers are where the ants congregate to be in the presence +of their queen. Ants move through these chambers in droves, seeking the +scent of the queen's pheremones. The number of ants should be observed, +becuase if a fight were to break out, it could get ugly. +~ +#EXIT +Direction north~ +ToRoom 8089 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8093 +#ENDEXIT + +Reset M 8050 24 8094 -1 -1 -1 100 +Reset M 8050 24 8094 -1 -1 -1 100 +Reset M 8051 15 8094 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8095 +Name The Queen's Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is immense, allowing for hordes of ants to pass through +at once. The smell of pheremones is very strong, almost overpowering. +This surely must be the lair of the Queen, because everything here +seems... 'royal'. +~ +#EXIT +Direction south~ +ToRoom 8096 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 8093 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8096 +Name The Queen's Lair~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is immense, allowing for hordes of ants to pass through +at once. The smell of pheremones is very strong, almost overpowering. +This surely must be the lair of the Queen, because everything here +seems... 'royal'. +~ +#EXIT +Direction north~ +ToRoom 8095 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 8097 +#ENDEXIT + +Reset M 8051 18 8096 -1 -1 -1 100 +Reset M 8051 18 8096 -1 -1 -1 100 +Reset M 8051 18 8096 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8097 +Name The Queen's Nest~ +Sector underground~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The final chamber is beyond immense, stretching beyond the limits of +torchlight. The clickety click of ants working is almost deafining, +and the strong smell of pheremones is overwhelming. This surely is +the lair of the Queen. +~ +#EXIT +Direction northeast~ +ToRoom 8096 +#ENDEXIT + +Reset M 8057 1 8097 -1 -1 -1 100 +Reset M 8051 10 8097 -1 -1 -1 100 +Reset M 8051 10 8097 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8098 +Name The Farm~ +Sector underground~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This large farm was once a place of beauty, but now many of the crops +seem to have failed. A large mound stands to the West, which seems to +be the source of the crop failure in this farm, and a house stands to +the North, worn and rickety. +~ +#EXIT +Direction north~ +ToRoom 8099 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 26713 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8049 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8099 +Name In the Farmhouse~ +Sector underground~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Kilman's farmhouse was once a beautiful, yet quaint, cottage, providing +food for Archengarde. Now, without a source of income, the Kilman clan +has moved away from this place, leaving their past home in a state of +ill repair. +~ +#EXIT +Direction south~ +ToRoom 8098 +#ENDEXIT + +#ENDROOM + +#ENDAREA diff --git a/data/realm/anvil.are b/data/realm/anvil.are new file mode 100644 index 0000000..2625920 --- /dev/null +++ b/data/realm/anvil.are @@ -0,0 +1,3419 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name The Sun's Anvil~ +Author Narwhal~ +Vnums 1000 1071 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 55 75 55 75 +ResetMsg The wind misteriously starts to flow, later to fall into nothingness~ +ResetFreq 10 +Flags noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 1000 +Keywords merchant slave master~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short The merchant slave master~ +Long A slave master +~ +Desc This man soared by its numerous wounds and scars, old mercenary of His Royal +masjesty the emperor, now follows only one god, Quar, his lord and only master. +Sometimes 'finds' some good beings in this desert and gives them free +transportation to the market, where he will gain good money for its sold. ~ +Nattacks 4.000000 +Stats1 -500 -1 180 65 0 0 +Stats2 65 21 -200 1250 3 8 20 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected infrared truesight berserk~ +Bodyparts head arms~ +Resist energy blunt~ +Immune sleep plus6~ +Suscept pierce hold~ +Attacks punch kick trip bash~ +Defenses parry disarm grip~ +#MUDPROG +Progtype fight_prog~ +Arglist 95~ +Comlist if rand(50) +say My god Quar, help me in my duty against thy enemies!! +stun +disarm +kick +gouge +kick +disarm +gouge +take all +else +if rand(40) +shout Beware sad Mortal, and watch the almighty wrath of Quar!! +mpe _red An Ethereal fist appears from nowhere and with a single blow, thrases your equipment!! +mpforce $n remove all +mpdamage $n 250 +gouge +gouge +gouge +else +if rand(35) +ca heal +c 'cure blindness' +c 'dispel evil' +c 'dispel magic' +else +if rand(30) +mpe Picks a strange gem of one of his pockets and shouts: +mpe This is the price for those that oppose to Quar designs!! +mpe _red Suddenly the gem channels a blinding ray of light and /\/\**ObLiTeRaTeS**/\/\ you!! +mpdamage $n 500 +shout If you want more, come.. and I will get you SOME!! +muhaha +else +if rand(25) +wield sword +disarm +punch +else +c 'faerie fire' $r +c 'galvanic whip' $r +c 'quatum spike' $r +endif +endif +endif +endif +endif~ +#ENDPROG + +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist smile +Say Ave Adhali. +bow $n +say I can offer you many priceless objects and potions brought from the far seas of Khurdin. +decir Accept and I will promise that you wont be deceived. +if wis($n) < 20 +mea $n Please, say yes, and I will offer you what I have... +else +mea $n Run!! What the merchant really wants is to sold you as another good!! +endif~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p yes~ +Comlist mea $n Smiles at you as his face turns into the one of a beast. +mpechoar $n $n accepts the contract of the slave master. +grin +mea $n The slave master whispers a soft chant... +mpechoar $n The slave master whispers a song and points a finger to $n! +mpforce $n rest +mpforce $n sleep +shout How Good!! Another one for the collection!! +mpe $n rests into a deep slumber. +shout And Now DIE!! Because what I want from you it is your SOUL!!! +mpkill $n +disarm +disarm +gouge +stun +kick +gouge +take all +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p no~ +Comlist decir Damm you $n!! +, whisper some words +insult $n +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1001 +Keywords wyrling dragon snake wyvern~ +Race monster~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short A sand wyvern~ +Long The huge Sand Wyvern looks at you as if you were its next meal. +~ +Desc It is one of the last ones of its race. The race, proud, intelligent and powerful +in ancient times, was brought here by the gods, to protect the world from its +menace. They are beings of 12 meters of lenght, and almost 7 meters tall. Its +scales, now exchanged by a thick layer of skin, shine with a strange red glow; +its wings are now but two bone like appendix ending into a sharpened claw +and its eyes, now located at each side of the head, glow evily.. This traits +always inspire a preternatural terror on its victims.~ +Nattacks 3.000000 +Stats1 0 0 700 500 0 0 +Stats2 65 21 -75 3000 10 8 20 +Speaks common dragon ancient~ +Speaking common~ +Actflags npc scavenger stayarea noassist~ +Affected detect_invis detect_hidden protect sneak~ +Bodyparts head arms heart wings claws fangs tusks forelegs~ +Resist blunt acid plus6~ +Immune poison drain sleep~ +Suscept fire energy pierce hold~ +Attacks bite claws kick stun gasbreath~ +Defenses dodge stoneskin disarm grip~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if ispc($n) +frown +emote stares at you with not much interest. +snarl $n +else +emote scratches its skin against the sand to free itself from the parasites. +endif~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 25~ +Comlist mpechoar 0.$n $n As the beast dies, a bone it is stripped violently from its body. +mpoload 1003 65 +drop axe~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1002 +Keywords swarm mosquito~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short A deadly swarm~ +Long A deadly swarm attacks you in search of your blood. +~ +Desc It is an insect plague of all colors, sizes and kinds. They move through the +desert searching for victims to drink the vital fluids to sustain themselves.~ +Nattacks 2.000000 +Stats1 -200 0 0 0 0 0 +Stats2 65 21 -100 3000 20 8 100 +Speaks insectoid~ +Speaking insectoid~ +Actflags npc stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden poison floating detect_traps shockshield~ +Bodyparts wings~ +Resist fire sleep~ +Immune fire hold~ +Suscept acid plus6~ +Attacks bite drain poison weaken~ +#MUDPROG +Progtype fight_prog~ +Arglist 50~ +Comlist c 'unravel defenses' $n +c 'drain life' $n +c poison $n +c curse $n +c weaken $n~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1003 +Keywords Golem blood~ +Race golem~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A blood golem~ +Long The Blood Golem glances at you with glee. +~ +Desc They are the result of dark and arcane magic upon a race of humans that lived in +the desert. Isn´t known how or when, but what common lore explain, is that +a powerful mage, during the 2nd era, called upon the powers of a demon to possess +to the desert people..., and this is the result... evil creatures without will +and with only one thought... Kill!!.~ +Nattacks 4.000000 +Stats1 -500 0 0 0 0 0 +Stats2 69 21 -200 3000 21 10 100 +Speaks common goblin ancient~ +Speaking ancient~ +Actflags npc stayarea~ +Affected shockshield iceshield _flaming~ +Bodyparts head legs claws~ +Resist NONE fire cold slash~ +Immune electricity magic~ +Suscept blunt sleep~ +Attacks bite claws bash colorspray~ +Defenses parry grip~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist kill $n~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1004 +Keywords Drist beetle~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A drist beetle~ +Long A drist beetle stares stupidly at you with its compound eyes +~ +Desc You find yourself with a being with the body of a mountain, and a brain the size +of the head of a needle. The drist beetles are known by their brutality, but not +for their intelligence. Also they are known to attack adventures like you and +satiate their hunger with their flesh!.~ +Nattacks 2.000000 +Stats1 100 0 0 0 0 0 +Stats2 64 21 -250 2000 40 10 50 +Speaks common insectoid~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden faerie_fire infrared protect berserk~ +Bodyparts eye tail tusks tailattack~ +Resist plus6~ +Immune electricity sleep~ +Suscept NONE blunt~ +Attacks bite gouge blindness curse~ +Defenses shield stoneskin~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist say Ddddrrrrrriiiiiiiiiisssssssssttttttttt!!!!!~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1005 +Keywords snail beast insect~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short An insect-like beast~ +Long A sand snail, as big as a truck, attacks you!! +~ +Desc It is a snail with red to brown colours, developing through all its body. Has +twenty pairs of legs and one pair of frightening jaws. With its size, it is the +biggest predator of all the desert.~ +Nattacks 5.000000 +Stats1 -300 0 0 0 0 0 +Stats2 67 21 -300 1000 10 10 20 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden protect sneak hide~ +Bodyparts brains scales claws hooves~ +Resist hold~ +Immune NONE fire slash sleep plus6~ +Suscept energy blunt charm~ +Attacks claws drain causeserious curse~ +Defenses sanctuary shield stoneskin teleport~ +#ENDMOBILE + +#MOBILE +Vnum 1006 +Keywords Jamella merchant world end~ +Race human~ +Class Ranger~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Jamella, Merchant of the end of the world~ +Long Jamella, Merchant of the end of the world +~ +Desc She is Jamella, I dont know if you will or wont recognize her, because the time +has passed since she came from the land of Tristram. She is dressed with travel +clothes, surely because she has arrived recently from a long journey. +She sells goods of all trades, but some of those items... are just sold here, +and beleive me if I tell you this, If you have arrived here, you have to be a +skillfull and resourcefull adventurer to have survived to the tricks and beasts +of this desert.~ +Nattacks 5.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 65 21 -500 20000 100 4 150 +Speaks common god~ +Speaking common~ +Actflags npc stayarea guardian pacifist~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary infrared protect flying floating detect_traps fireshield shockshield iceshield _flaming~ +Bodyparts head arms legs heart brains guts hands feet ear eye~ +Resist sleep~ +Immune NONE fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold plus6 magic~ +Defenses parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary shield bless stoneskin teleport disarm grip truesight~ +ShopData 10 5 0 0 0 130 125 1 23 +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist say Salve, Adhali +smile +say as you can see, I have some things that maybe those should be of your interest.... +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1007 +Keywords Dragon Azogue~ +Race dragon~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short The Azogue Dragon~ +Long The Azogue Dragon snarls at you sadistically +~ +Desc It is a dragon-like beast, with the body of a snake and the wings of a bat. +Its huge reptilian body, his sharpened wits, mortal breath and wizard spells, +turn him to be, the most lethal beast of this desert. Not only thinks evily, but +he feeds on evil, bathes on evil. However, not everything its that bad..., because +as the legend says, they bear wonderful treasures and magic objects along with +themselves... (if you can survive, of course)~ +Nattacks 4.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 70 21 -200 5500 40 12 100 +Speaks common dragon~ +Speaking dragon~ +Actflags npc aggressive stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden infrared flying floating detect_traps fireshield shockshield~ +Bodyparts head heart brains scales fangs horns tailattack~ +Resist NONE fire cold poison~ +Immune electricity acid sleep plus6~ +Suscept energy blunt pierce hold~ +Attacks tail drain firebreath acidbreath nastypoison flamestrike colorspray~ +Defenses heal shield bless~ +#ENDMOBILE + +#MOBILE +Vnum 1008 +Keywords wolf man lupine~ +Race human~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A lupine~ +Long A magic flesh-craft, in between a man and a wolf, is here +~ +Desc It is an anomaly of this desert, which is connected to diverse realities of the +time plane, and that summons all the evil in the worlds in its-self. The lupine +its a magic being, not summoned by any maddened wizard, but created by the desert +as a reflection of the people's anger. The lupine it is a social creature, as it +is seen in groups of 3 to 4 beings, and will not doubt in killing you if you stay +to close of its sharpened claws.~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 66 21 -150 3000 20 100 75 +Speaks common spiritual~ +Speaking spiritual~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_magic detect_hidden infrared sneak detect_traps berserk~ +Bodyparts brains claws paws~ +Resist NONE fire~ +Immune fire energy poison plus6~ +Suscept blunt hold~ +Attacks bite claws trip harm~ +Defenses dodge shield~ +#MUDPROG +Progtype fight_prog~ +Arglist 75~ +Comlist say You Will now pay for your daring, you fool!! +warmup +gouge +gouge +disarm +disarm +stun +kick +jump +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1009 +Keywords sand shark~ +Race mule~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A sand shark~ +Long A creature with the size of a bull and covered with scales, is here. +~ +Desc Known among mortals with the name of sand shark, the bulette is a wonderful +predator that only lives to eat. It is universally feared, also by other +creatures, because it charges brutally against any foe, to later hardly bite +any body-part that comes at his mouth. The body of the bulette is blue-grayish +and covered by scales into a scale-like design. Its claws and teeth are made +of ivory, and his eyes, are yellow-greenish.~ +Nattacks 4.000000 +Stats1 150 0 0 0 0 0 +Stats2 65 21 -300 4500 30 10 50 +Speaks ancient~ +Speaking ancient~ +Actflags npc aggressive stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary hide detect_traps berserk~ +Bodyparts head legs tail scales haunches forelegs~ +Resist cold electricity energy acid~ +Immune NONE fire slash poison sleep hold plus6~ +Suscept blunt pierce hold magic~ +Attacks bite claws tail kick gouge nastypoison~ +Defenses parry dodge bless~ +#ENDMOBILE + +#MOBILE +Vnum 1010 +Keywords Djiin genie guard~ +Race human~ +Class Ranger~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short A Djiin~ +Long A Djiin, noble among the genies, looks at you with patience. +~ +Desc He is one of the djiins that the gods once gave to its most precious followers. +Actually, also serve a mortal lord, but have been commanded to protect this +desert. However, not many of them understand this, but they dont say a thing, +because they dont want to suffer gods's anger.~ +Nattacks 4.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 70 21 -250 3000 10 20 50 +Speaks common elvish dwarven god~ +Speaking god~ +Actflags npc stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary infrared protect sneak flying _flaming~ +Bodyparts head arms guts hands wings~ +Resist energy blunt~ +Immune NONE fire cold electricity energy slash acid drain sleep charm hold plus6~ +Suscept pierce magic~ +Attacks claws kick trip firebreath causeserious~ +Defenses parry dodge curecritical dispelevil sanctuary shield~ +#MUDPROG +Progtype greet_prog~ +Arglist 85~ +Comlist say Greetings , Sahid, what can I do for you? +if isgood($n) +say Wait a little my friend, and I shall give you some aditional help in your journey.... +c sanctuary $n +c protection $n +c armor $n +c shield $n +else +say Get out from here, Hideous beast, of you will check how well sharpened my blade is!! +endif + +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 1000 +Keywords thick skin layer~ +Type armor~ +Short A thick layer of skin~ +Long The skin of one of the wyverns of this desert.~ +Flags antigood antineutral hidden~ +WFlags take body~ +Values 50 65 0 10 0 0 0 0 0 0 0 +Stats 8 150000 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +AffData hit 25 -1 -1 0 +AffData armor 50 -1 -1 0 +AffData sneak 15 -1 -1 0 +AffData dodge 25 -1 -1 0 +AffData wearspell 'alertness' -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1001 +Keywords merchant quar armor~ +Type armor~ +Short The Armor of Quar~ +Long The armor of a merchant of the god Quar.~ +Flags glow~ +WFlags take body~ +Values 95 95 0 10 87 0 0 0 0 0 0 +Stats 2 300000 -2 1 0 None None None +AffData mentalstate -1 -1 -1 0 +AffData immune NONE fire cold electricity pierce slash~ -1 -1 0 +AffData intelligence 3 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData class 4 -1 -1 0 +AffData dodge 35 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData wisdom 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1002 +Keywords unspeakable sword~ +Type weapon~ +Short The sword of the Unspeakable~ +Long The sword of the Unspeakable~ +Action The Snarling slash~ +Flags bless antineutral poisoned loyal~ +WFlags take wield~ +Values 45 7 8 5 0 0 0 0 0 0 0 +Stats 2 10000000 -2 1 0 None None None +AffData hitroll 8 -1 -1 0 +AffData damroll 10 -1 -1 0 +AffData class 3 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData armor 60 -1 -1 0 +AffData weaponspell 'lethargy' -1 -1 0 +AffData wearspell 'fireshield' -1 -1 0 +AffData hit 150 -1 -1 0 +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist mpe _lbl No te defraudaré $n lo juro por Quar!!~ +#ENDPROG + +#MUDPROG +Progtype remove_prog~ +Arglist 100~ +Comlist mpe _red Noooooo!!! Se presa de mi Ira, $n! +mpdamage $n 150~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 1003 +Keywords axe wurm~ +Type weapon~ +Short The Wurm-Hals Axe~ +Long A bone of the wyvern.~ +WFlags take wield~ +Values 35 1 50 208 0 0 0 0 0 0 0 +Stats 4 100000 -2 1 0 None None None +AffData damroll -20 -1 -1 0 +AffData strength -5 -1 -1 0 +AffData track -35 -1 -1 0 +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist c 'trollish vigor' +c 'elvish beauty' +c heal +c shield +c fly +c float +c agility +c 'eldritch sphere' +c invisivility~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 1004 +Keywords flask fluid colors prism~ +Type potion~ +Short A prism-like flask~ +Long A prism-like flask~ +Flags bless~ +WFlags take wield~ +Values 65 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 25000 -2 1 0 None None None +AffData wisdom 2 -1 -1 0 +AffData class 2 -1 -1 0 +Spells 'dragon wit' 'dragonskin' 'sagacity' +#ENDOBJECT + +#OBJECT +Vnum 1005 +Keywords jar honey~ +Type potion~ +Short A pot of honey~ +Long A pot of honey~ +Flags glow~ +WFlags take wield~ +Values 65 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData class 2 -1 -1 0 +Spells 'holy sanctity' 'shadowform' 'shockshield' +#ENDOBJECT + +#OBJECT +Vnum 1006 +Keywords blood red vial~ +Type potion~ +Short A blood vial~ +Long A vial full of blood... Yuck!! +~ +WFlags take wield~ +Values 69 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 34000 -2 1 0 None None None +AffData stun 20 -1 -1 0 +Spells 'detect poison' 'dispel magic' 'eldritch sphere' +#ENDOBJECT + +#OBJECT +Vnum 1007 +Keywords beast eye~ +Type armor~ +Short The beast eye~ +Long The beast eye, stares at you evily.~ +Flags glow metal magic antigood evil~ +WFlags take eyes~ +Values 75 75 0 0 0 0 0 0 0 0 0 +Stats 3 10000000 -2 1 0 None None None +AffData mana 100 -1 -1 0 +AffData hitregen 20 -1 -1 0 +AffData move 150 -1 -1 0 +AffData hit 125 -1 -1 0 +AffData sex -2 -1 -1 0 +AffData dexterity -2 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData wisdom -1 -1 -1 0 +AffData wearspell 'eldritch sphere' -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1008 +Keywords sand moisture flask~ +Type potion~ +Short A flask full of a sand moisture~ +Long A little flask with a small moisture of sand inside. +~ +Flags glow~ +WFlags take~ +Values 35 -1 -1 -1 0 0 0 0 0 0 0 +Stats 3 17000 -2 1 0 None None None +Spells 'alertness' 'antimagic shell' 'aqua breath' +#ENDOBJECT + +#OBJECT +Vnum 1009 +Keywords vial hydragirum~ +Type potion~ +Short A Hydragirum vial~ +Long It is a potion made of Hydragirum, a plant unknown in this dimension.~ +Flags glow~ +WFlags take~ +Values 45 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 18000 -2 1 0 None None None +Spells 'ethereal shield' 'heal' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1010 +Keywords flask Mhir ptaf~ +Type potion~ +Short A flask of ptaf~ +Long A flask of ptaf.~ +Flags glow~ +WFlags take~ +Values 35 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 50000 -2 1 0 None None None +Spells 'change sex' 'cure blindness' 'farsight' +#ENDOBJECT + +#OBJECT +Vnum 1011 +Keywords werlig staff~ +Type weapon~ +Short A werlig Staff~ +Long This is a staff made of the wood of a werlig, a tree known to have magical +properties.~ +Action The Colour Explosion~ +Flags glow metal magic bless antirogue~ +WFlags take wield~ +Values 0 10 8 203 0 0 0 0 0 0 0 +Stats 4 500000 -2 1 0 None None None +AffData hitroll 8 -1 -1 0 +AffData damroll 8 -1 -1 0 +AffData wisdom 3 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData armor 100 -1 -1 0 +#MUDPROG +Progtype fight_prog~ +Arglist 75~ +Comlist c rayo $r +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 1012 +Keywords azogue skin~ +Type armor~ +Short The Azogue Skin~ +Long This is the skin of the evil dragon that lives in the desert of the Sun's Anvil. +It is very shiny, by the numerous gold pieces and gems that lie embedded in it, +but also it is flexible, by the bones that are in between the coins and gems. +Those bones once belonged to the dead enemies of the dragon.~ +WFlags take body~ +Values 100 100 0 0 0 0 0 0 0 0 0 +Stats 4 45000000 -2 1 0 None None None +AffData sex 3 -1 -1 0 +AffData armor 100 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData parry 25 -1 -1 0 +AffData wearspell 'eldritch sphere' -1 -1 0 +AffData mana 100 -1 -1 0 +AffData hitregen 5 -1 -1 0 +AffData hit 150 -1 -1 0 +#MUDPROG +Progtype wear_prog~ +Arglist 25~ +Comlist c sacntuary +c protection +c 'eldritch sphere' +c 'stone skin' +c shield +c 'electric shield' +c 'iceshield' +c 'fireshield' +c armor +c 'demon skin' +c 'dragon skin' + +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 1013 +Keywords potion cyan~ +Type potion~ +Short A cyan potion~ +Long A cyan potion~ +Flags glow magic~ +WFlags take~ +Values 60 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 1000000 -2 1 0 None None None +Spells 'fireshield' 'inner warmth' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1014 +Keywords Pyrosulfate anthodic mixture~ +Type potion~ +Short A mixture of Pyrosulfate anthodic~ +Long It is a potion made of the root of the ptaf. +~ +Flags glow antineutral~ +WFlags take~ +Values 45 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 50000 -2 1 0 None None None +Spells 'dragon wit' 'iceshield' 'infravision' +#ENDOBJECT + +#OBJECT +Vnum 1015 +Keywords mail armor~ +Type armor~ +Short A mail amor~ +Long It is the shell of the bulette, that may give you protection if you wield it.~ +Flags glow magic bless antineutral antimage antirogue antidruid~ +WFlags take body~ +Values 150 150 0 0 0 0 0 0 0 0 0 +Stats 5 20000000 -2 1 0 None None None +AffData armor -150 -1 -1 0 +AffData damroll 10 -1 -1 0 +AffData move -100 -1 -1 0 +AffData strength 3 -1 -1 0 +AffData constitution 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1016 +Keywords belt Djiin~ +Type armor~ +Short A belt of purple silk~ +Long A belt of purple silk stays here on the floor. +~ +Flags glow magic bless antievil antineutral~ +Values 75 75 0 0 0 0 0 0 0 0 0 +Stats 2 2500000 -2 1 0 None None None +AffData move 100 -1 -1 0 +AffData mana 200 -1 -1 0 +AffData hit 100 -1 -1 0 +AffData sex 3 -1 -1 0 +AffData dexterity 3 -1 -1 0 +AffData intelligence 3 -1 -1 0 +AffData hitroll 10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1017 +Keywords Djiin sword~ +Type weapon~ +Short The Sword of the Djiin~ +Long A huge and mighty sword remains forgotten here.~ +Action The Mighty Slash~ +Flags glow metal magic bless antievil antineutral~ +WFlags take wield~ +Values 0 10 8 3 0 0 0 0 0 0 0 +Stats 3 1000000 -2 1 0 None None None +AffData hitroll 8 -1 -1 0 +AffData damroll 12 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData save_spell 10 -1 -1 0 +AffData wearspell 'sanctuary' -1 -1 0 +AffData strength 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1018 +Keywords Djiin Bracers~ +Type armor~ +Short The Bracers of the Djiin~ +Long They are the golden bracers of the djiin, a magnificient piece of art-work.~ +Flags glow magic bless antievil~ +WFlags take arms~ +Values 75 75 0 0 0 0 0 0 0 0 0 +Stats 2 10000000 -2 1 0 None None None +AffData hitroll 10 -1 -1 0 +AffData parry 25 -1 -1 0 +AffData steal 25 -1 -1 0 +AffData spellfail 25 -1 -1 0 +AffData dodge 25 -1 -1 0 +AffData intelligence 3 -1 -1 0 +AffData strength -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1019 +Keywords large flask~ +Type potion~ +Short A large flask~ +Long A large flask.~ +Flags metal~ +WFlags take~ +Values 60 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 35000 -2 1 0 None None None +Spells 'divinity' 'shield' 'trollish vigor' +#ENDOBJECT + +#ROOM +Vnum 1000 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction north~ +ToRoom 1001 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1002 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1003 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1024 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1007 +#ENDEXIT + +Reset R 1000 1 100 +#ENDROOM + +#ROOM +Vnum 1001 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction east~ +ToRoom 1003 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 1000 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1002 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1000 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1036 +#ENDEXIT + +Reset R 1001 2 100 +Reset M 1003 1 1001 -1 -1 -1 100 + Reset G 1006 0 100 +#ENDROOM + +#ROOM +Vnum 1002 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1001 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1003 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1000 +#ENDEXIT + +Reset R 1002 3 100 +#ENDROOM + +#ROOM +Vnum 1003 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1002 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1000 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1001 +#ENDEXIT + +Reset R 1003 3 100 +#ENDROOM + +#ROOM +Vnum 1004 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1007 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1005 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1004 +#ENDEXIT + +Reset R 1004 0 100 +Reset M 1000 1 1004 -1 -1 -1 100 + Reset E 1001 0 5 100 +#ENDROOM + +#ROOM +Vnum 1005 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction east~ +ToRoom 1006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1007 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1004 +#ENDEXIT + +Reset R 1005 1 100 +#ENDROOM + +#ROOM +Vnum 1006 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1007 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1005 +#ENDEXIT + +Reset R 1006 0 100 +Reset M 1003 2 1006 -1 -1 -1 100 + Reset G 1006 0 100 +Reset M 1010 1 1006 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1016 0 13 100 + Reset E 1018 0 10 100 +#ENDROOM + +#ROOM +Vnum 1007 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction north~ +ToRoom 1006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1004 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1008 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1000 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1011 +#ENDEXIT + +Reset R 1007 1 100 +Reset M 1001 2 1007 -1 -1 -1 100 + Reset E 1000 0 12 100 +#ENDROOM + +#ROOM +Vnum 1008 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction north~ +ToRoom 1007 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1009 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1009 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1010 +#ENDEXIT + +Reset R 1008 1 100 +#ENDROOM + +#ROOM +Vnum 1009 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction north~ +ToRoom 1008 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1009 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1009 +#ENDEXIT + +Reset R 1009 1 100 +Reset M 1010 1 1009 -1 -1 -1 100 + Reset E 1018 0 10 100 + Reset E 1017 0 16 100 +#ENDROOM + +#ROOM +Vnum 1010 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1011 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1008 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1018 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1009 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1012 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1013 +#ENDEXIT + +Reset M 1003 1 1010 -1 -1 -1 100 + Reset G 1006 0 100 +#ENDROOM + +#ROOM +Vnum 1011 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. +~ +#EXIT +Direction north~ +ToRoom 1014 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1007 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1012 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1012 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1013 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1020 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1011 +#ENDEXIT + +Reset M 1010 1 1012 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1018 0 10 100 + Reset E 1016 0 13 100 +#ENDROOM + +#ROOM +Vnum 1013 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1021 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1012 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1015 +#ENDEXIT + +Reset M 1003 2 1013 -1 -1 -1 100 + Reset G 1006 0 100 +#ENDROOM + +#ROOM +Vnum 1014 +Name A way in the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The skies above, lie eternally as the surroundings completely imbue itself into +this deathly desert. You ask yourself, while walking, when your sweat will banish, +and those mirages that surround you, that, as a sword in the forge of a blacksmith, +are starting to gain a defined shape. + +~ +#EXIT +Direction north~ +ToRoom 1015 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1011 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1016 +#ENDEXIT + +Reset M 1000 1 1014 -1 -1 -1 100 + Reset E 1002 0 16 100 + Reset E 1001 0 5 100 +#ENDROOM + +#ROOM +Vnum 1015 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction south~ +ToRoom 1014 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1030 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1013 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1029 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1016 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1018 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1014 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1022 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1026 +#ENDEXIT + +Reset M 1000 1 1016 -1 -1 -1 100 + Reset E 1001 0 5 100 +#ENDROOM + +#ROOM +Vnum 1017 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1012 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1029 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1023 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1018 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1001 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1016 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1025 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1019 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction up~ +ToRoom 1029 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1038 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1044 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1020 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1012 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1021 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1031 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1030 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1021 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1035 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1013 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1020 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1040 +#ENDEXIT + +Reset M 1010 1 1021 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1016 0 13 100 +#ENDROOM + +#ROOM +Vnum 1022 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1016 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1009 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1023 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction northwest~ +ToRoom 1017 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1033 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1024 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction east~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1000 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1025 +#ENDEXIT + +Reset M 1010 1 1024 -1 -1 -1 100 + Reset E 1018 0 10 100 + Reset E 1017 0 16 100 +#ENDROOM + +#ROOM +Vnum 1025 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1030 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1024 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1018 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1026 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction east~ +ToRoom 1016 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1050 +#ENDEXIT + +Reset M 1000 1 1026 -1 -1 -1 100 + Reset E 1001 0 5 100 +Reset M 1008 1 1026 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1027 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1028 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1049 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1029 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1031 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1028 +Name The Sun's Anvil~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert has overcomed your will. You have got lost in this desert, that as +the legends say, many adventurers have come to..., to never come back...., prey +of the numerous slave merchants of this desert, or of the unsatisfied thirst of +an unexisting water, or prey of the hunger and the madness there isnt any one +to talk to in various kilometers around you, except for the slave merchants, +which may be glad to take you to the next city, and conduct you to the bazaar +of the city, where you may find that you are the next first quality good that +it is going to be sold. +~ +#EXIT +Direction north~ +ToRoom 1060 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1027 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1030 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1031 +#ENDEXIT + +Reset M 1004 1 1028 -1 -1 -1 100 + Reset G 1010 0 100 +Reset M 1010 1 1028 -1 -1 -1 100 + Reset E 1016 0 13 100 +#ENDROOM + +#ROOM +Vnum 1029 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction down~ +ToRoom 1019 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1015 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1027 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1017 +#ENDEXIT + +Reset M 1001 1 1029 -1 -1 -1 100 + Reset E 1000 0 12 100 +#ENDROOM + +#ROOM +Vnum 1030 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction south~ +ToRoom 1025 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1020 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1028 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1035 +#ENDEXIT + +Reset M 1008 2 1030 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1031 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction northeast~ +ToRoom 1028 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1027 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1020 +#ENDEXIT + +Reset M 1001 1 1031 -1 -1 -1 100 + Reset E 1000 0 12 100 +#ENDROOM + +#ROOM +Vnum 1032 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1010 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1059 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1033 +#ENDEXIT + +Reset M 1008 2 1032 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1033 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction up~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1023 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1032 +#ENDEXIT + +Reset M 1007 1 1033 -1 -1 -1 100 + Reset E 1012 0 5 100 +#ENDROOM + +#ROOM +Vnum 1034 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1047 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1036 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1043 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1037 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1035 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1033 +#ENDEXIT + +Reset M 1002 3 1034 -1 -1 -1 100 + Reset G 1004 0 100 +Reset M 1001 1 1034 -1 -1 -1 100 + Reset G 1000 0 100 +Reset M 1004 1 1034 -1 -1 -1 100 + Reset G 1005 0 100 +#ENDROOM + +#ROOM +Vnum 1035 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1050 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1021 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1030 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1053 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1043 +#ENDEXIT + +Reset M 1001 1 1035 -1 -1 -1 100 + Reset E 1000 0 5 100 +#ENDROOM + +#ROOM +Vnum 1036 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1041 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1001 +#ENDEXIT + +Reset M 1001 2 1036 -1 -1 -1 100 + Reset E 1000 0 5 100 +Reset M 1004 1 1036 -1 -1 -1 100 +Reset M 1010 2 1036 -1 -1 -1 100 + Reset E 1016 0 13 100 + Reset E 1017 0 16 100 + Reset E 1018 0 10 100 +#ENDROOM + +#ROOM +Vnum 1037 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1037 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1037 +#ENDEXIT + +Reset M 1002 2 1037 -1 -1 -1 100 + Reset E 1005 0 17 100 +#ENDROOM + +#ROOM +Vnum 1038 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction northeast~ +ToRoom 1039 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1040 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1019 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1041 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1039 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1049 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1061 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1050 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1038 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1040 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction east~ +ToRoom 1020 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1024 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1021 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1038 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1028 +#ENDEXIT + +Reset M 1002 1 1040 -1 -1 -1 100 + Reset G 1004 0 100 +#ENDROOM + +#ROOM +Vnum 1041 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction south~ +ToRoom 1036 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1038 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1015 +#ENDEXIT + +Reset M 1001 1 1041 -1 -1 -1 100 + Reset E 1000 0 12 100 +Reset M 1004 1 1041 -1 -1 -1 100 + Reset G 1010 0 100 +Reset M 1010 1 1041 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1016 0 13 100 + Reset E 1018 0 10 100 +#ENDROOM + +#ROOM +Vnum 1042 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1042 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1012 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1043 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1036 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1035 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1044 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1045 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1050 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1019 +#ENDEXIT + +Reset M 1001 1 1044 -1 -1 -1 100 + Reset E 1000 0 12 100 +#ENDROOM + +#ROOM +Vnum 1045 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction south~ +ToRoom 1044 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1054 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1052 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1046 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1030 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1046 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1044 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1046 +#ENDEXIT + +Reset M 1010 1 1046 -1 -1 -1 100 + Reset E 1018 0 16 100 + Reset E 1016 0 13 100 +#ENDROOM + +#ROOM +Vnum 1047 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction south~ +ToRoom 1034 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1049 +#ENDEXIT + +Reset M 1002 4 1047 -1 -1 -1 100 + Reset G 1004 0 100 +Reset M 1004 1 1047 -1 -1 -1 100 + Reset G 1008 0 100 +Reset M 1008 2 1047 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1048 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1047 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1016 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1051 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1049 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction south~ +ToRoom 1039 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1027 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1047 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1050 +Name Into a sand sea~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nothing around yourself seems to have a sense, when you look at the numerous +mirages that seem to shape-up the city to the one you think you are moving to. +The wind blows like a ghost at your ears, and the dunes extend in the distance +as if you were trapped in a nightmare. Now you realize why this desert it is +called the Sun's Anvil, because the sun it is slowly forging you to be ready for +your death..., which you think will be more pleasant than keep existing in this +solitude that blinds and burns you in soul and flesh... +~ +#EXIT +Direction north~ +ToRoom 1039 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1026 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1035 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1060 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1055 +#ENDEXIT + +Reset M 1007 1 1050 -1 -1 -1 100 + Reset E 1012 0 5 100 +#ENDROOM + +#ROOM +Vnum 1051 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction northwest~ +ToRoom 1048 +#ENDEXIT + +Reset M 1010 1 1051 -1 -1 -1 100 + Reset E 1018 0 10 100 + Reset E 1017 0 16 100 +#ENDROOM + +#ROOM +Vnum 1052 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1053 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1055 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1052 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1045 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1052 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1053 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1060 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1052 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1055 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1035 +#ENDEXIT + +Reset M 1000 1 1053 -1 -1 -1 100 + Reset E 1002 0 16 100 + Reset E 1001 0 5 100 +#ENDROOM + +#ROOM +Vnum 1054 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1055 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1045 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1056 +#ENDEXIT + +Reset M 1003 1 1054 -1 -1 -1 100 + Reset G 1006 0 100 +Reset M 1002 1 1054 -1 -1 -1 100 +Reset M 1002 1 1054 -1 -1 -1 100 + Reset G 1006 0 100 +#ENDROOM + +#ROOM +Vnum 1055 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction east~ +ToRoom 1053 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1054 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1052 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1063 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1050 +#ENDEXIT + +Reset M 1009 1 1055 -1 -1 -1 100 + Reset E 1015 0 5 100 +#ENDROOM + +#ROOM +Vnum 1056 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1057 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1060 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1054 +#ENDEXIT + +Reset M 1008 2 1056 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1057 +Name Along the desert~ +Sector indoors~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1058 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1056 +#ENDEXIT + +Reset M 1005 1 1057 -1 -1 -1 100 + Reset E 1007 0 20 100 +#ENDROOM + +#ROOM +Vnum 1058 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1059 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1057 +#ENDEXIT + +Reset M 1010 1 1058 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1018 0 10 100 + Reset G 1019 0 100 +#ENDROOM + +#ROOM +Vnum 1059 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction south~ +ToRoom 1058 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1032 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1060 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1060 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction south~ +ToRoom 1028 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1059 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1050 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1055 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1061 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1061 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1062 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1039 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1060 +#ENDEXIT + +Reset M 1000 1 1061 -1 -1 -1 100 + Reset E 1002 0 16 100 + Reset E 1001 0 5 100 +#ENDROOM + +#ROOM +Vnum 1062 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction north~ +ToRoom 1063 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1061 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1063 +Name Along the desert~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The desert around feeds on your will as the carterpillar feeds on tree's leaves. +The sky doesnt have any cloud, and it remains its blueish colour all through. +The Ea Sea it is now very far, and you cant see nothing except death and +destruction around you. The only water around you, remains slowly evaporating +from your scorched-shell like body. +~ +#EXIT +Direction south~ +ToRoom 1062 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 1064 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1055 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1064 +Name A stone-covered way~ +Sector desert~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1066 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1063 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 1065 +#ENDEXIT + +#EXDESC +ExDescKey horizon~ +ExDesc * * + * * * * + * * + * * + | |= + | | + / \||||/ \ + | |||||| | + | | |_--_| | | | | | | +/ \ | |_||_| | / \/ \/ \/ \/ \ +--------****---------------------------------- +---------****--------------------------------- +----------****-------------------------------- +----------****-------------------------------- +---------****--------------------------------- +----------****-------------------------------- +-----------***-------------------------------- +------------***------------------------------- +-------------***------------------------------ +-------------**------------------------------- +--------------**------------------------------ +---------------**----------------------------- ~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 1065 +Name A stone-covered way~ +Sector mountain~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc The nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction northwest~ +ToRoom 1064 +#ENDEXIT + +Reset M 1010 1 1065 -1 -1 -1 100 + Reset E 1017 0 16 100 + Reset E 1016 0 13 100 + Reset E 1018 0 10 100 +#ENDROOM + +#ROOM +Vnum 1066 +Name A stone-covered way~ +Sector indoors~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1069 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1064 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 1067 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1067 +Name A stone-covered way~ +Sector indoors~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1068 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1066 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 1069 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1068 +Name A stone-covered way~ +Sector indoors~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1069 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1067 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1069 +Name A stone-covered way~ +Sector indoors~ +Flags norecall noastral~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1070 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1066 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 1067 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1070 +Name A stone-covered way~ +Sector indoors~ +Flags nomob nomagic nosupplicate norecall noastral nodrop nodropall~ +Stats 0 0 0 0 0 +Desc Nature hasnt been able to tear appart this stone road in which you are now in +and the ethernal flow of the desert hasn´t invaded this place. There are no signs +of wheel tracks, but you watch the horizon with the hope that a city or some kind +of civilization lies somewhere in the far east. +~ +#EXIT +Direction north~ +ToRoom 1071 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1069 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1071 +Name A passage to eternity~ +Sector indoors~ +Flags nomob safe nosummon nomagic nosupplicate norecall noastral nodrop~ +Stats 0 0 0 0 0 +Desc A wooden door lies before you. You open it, and you discover that you are in a +shop full of extrange and unknown items... some for the client to buy the products +and so, make richer to the owner. The floor, made of black marble, the ceiling +sustained by four columms, that neither hercule would have been able to crush, +and in the environment that surrounds you, the essence of aromatic plants, burning +on brass pots, give an exotic touch to the room, making in an unspeakable way +feeling the best you could or would have ever been. +~ +#EXIT +Direction south~ +ToRoom 1070 +#ENDEXIT + +Reset M 1006 1 1071 -1 -1 -1 100 + Reset G 1014 0 100 + Reset G 1013 0 100 + Reset G 1006 0 100 + Reset G 1011 0 100 + Reset G 1009 0 100 + Reset G 1010 0 100 + Reset G 1004 0 100 + Reset G 1008 0 100 + Reset G 1019 0 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/area.lst b/data/realm/area.lst index 1d6e953..7a9bc1b 100644 --- a/data/realm/area.lst +++ b/data/realm/area.lst @@ -1,41 +1,97 @@ -help.are -limbo.are +air.are +anthill.are +anvil.are +astral.are +bazaar.are +canyon.are +catacombs.are +chapel.are +chapelgods.are +cloudymt.are +crystalmir.are +damara.are +daycare.are +donjon.are +draconia.are +dwarfmines.are +dwarven.are +eastern.are +elderwood.are +export.are +fantasia.are +forestpath.are +galaxy.are +gallery.are +gate.are +gauntlet.are +gilligan.are +goblins.are gods.are +grave.are +grove.are +gtown.are +gwyn.are +gyard.are +haon.are +haven.are +highcliff.are +hollywd.are +immtrain.are +jher.are +juargan.are +keepvalor.are +land.are +lilith.are +magicschool.are +mahntor.are +manor.are +marsh.are +midennir.are +mirkwood.are +mobfact.are +moria.are +mtdoom.are newacad.are -newgate.are newdark.are +olympus.are +one.are +orchold.are +pblood.are +pground.are +pit.are plains.are -haon.are -midennir.are -sewer.are +prehist.are +pyramid.are +rainfrst.are +rats.are redferne.are -grove.are -dwarven.are -daycare.are -grave.are -chapel.are -astral.are -Build.are -pixie.are -export.are +rift.are +rshouse.are +rtower.are +school2.are +seatears.are +sesame.are +seven.are +sewer.are +shaolin.are +shire.are srefuge.are -manor.are -gallery.are -sesamest.are -chess.are -warner.are -troy.are -buds.are thalos.are -prehist.are -gauntlet.are -garden.are -chapelgods.are -catacomb.are -bazaar.are -abyss.are -pground.are -kheltower.are -isledead.are -hood.are +tree.are +trollden.are +troy.are +under.are +unholy.are +valley.are +void.are +warkeep.are +warner.are +waymoot.are +weater.are +weed.are +weirdan.are +wyvern.are +limbo.are +pixie.are +Build.are $ diff --git a/data/realm/areas_merc/alice.are b/data/realm/areas_merc/alice.are deleted file mode 100644 index 22e4b05..0000000 --- a/data/realm/areas_merc/alice.are +++ /dev/null @@ -1,3005 +0,0 @@ -#AREA {35 45} Yaegar Wonderland~ - -#HELPS -0 'Through the Looking Glass' 'Looking Glass'~ - -This area was written on a DOS Text Editor by Yaegar, based on the two best- -known works of the brilliant and eccentric Lewis Carroll. It is not a literal -interpretation- some aspects cannot be reproduced identically in Muds- but it -attempts to faithfully recreate the atmosphere as closely as possible, with -many people and places from several of Carroll's works included. - -NOTE- a LOT of the flavor and fun of this area will be lost if the triggers -are not present or functioning properly, so if you are going to use this -area on any other mud than AnonyMud! i would suggest you write appropriate -mob_progs or endeavour to modernize your mud with the truly brilliant -trigger code by the coders at AnonyMud! - -Enjoy! - -Yaegar, October 1996. -~ -0 $~ - -#MOBILES -#21000 -alice~ -Alice~ -Alice raises her eyebrows and says "Curiouser and curiouser!" -~ -In her amazement she has completely forgotten proper English. As if the -inrecdible sights of Wonderland weren't enough, now she has encountered you, -a strange being clad in dozens of different types of armor with no regard for -fashion. Small wonder she is both amazed and afraid of you! -~ -2|64|128 128|8192 400 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_act~ -raises her eyebrows quizzically.~ -E -.look_say~ -Pleased to meet you!~ -E -.look_act~ -curtseys.~ -E -.attack_act~ -screams in dismay!~ -E -.attack_yell~ -Help!~ -#21001 -white rabbit~ -a white rabbit~ -A smartly dressed white rabbit scurries by, muttering to himself. -~ -"I'm late! I'm late!" he seems to be saying, which is impossible as rabbits -don't talk. Or do they? He was certainly very well dressed for a rabbit, or -for anyone for that matter. Perhaps you'd fancy acquiring some of his -accoutrements? After all, how hard could he be to slay? -~ -64|128 128|8192|32768 400 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -I'm late! Oh dear!~ -E -.arrive_act~ -looks at his watch.~ -E -.tell_tell~ -No time to chat!~ -E -.leave_say~ -Bring me my gloves!~ -E -.give_looking_for~ -21007~ -E -.found_say~ -Thank You Mary Ann!~ -E -.found_cast_player~ -sanctuary~ -#21002 -mouse~ -a mouse~ -A mouse is struggling to keep afloat here. -~ -The mouse is swimming, with some difficulty, to the edge of this pool of -water. He looks startled upon seeing you approach, and cautiously demands -to know whether you are a cat. -~ -64|128|8388608 512 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -growls.~ -E -.arrive_say~ -Cats! Nasty, low, vulgar things!~ -E -.arrive_cast_player~ -know alignment~ -E -.leave_tell~ -Don't let me hear that name again!~ -#21003 -duck~ -a duck~ -A duck waddles about, looking very confused. -~ -Like you, this creature found itself suddenly submerged in a pool of Alice's -tears. Although being a duck, it isn't half as worried. -~ -64|128|8388608 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_say~ -QUACK!~ -E -.leave_act~ -waddles away.~ -#21004 -dodo~ -a dodo~ -A dodo is busy arranging some sort of foot race. -~ -He is in fact arranging a caucus-race, to help everyone get dry. It seems to -consist of everyone gathering about in a circular shape ("the exact shape doesn't -matter") and running about until they are quite dry. -~ -2|64|8388608 8192 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -The best thing to get us dry would be a Caucus race!~ -E -.arrive_act~ -marks out a race course, in a sort of circle.~ -E -.arrive_tell~ -The size doesn't matter.~ -E -.look_act~ -is running about furiously!~ -E -.look_say~ -Run then!~ -E -.leave_say~ -The race is over! But who has won?~ -#21005 -lory~ -a lory~ -A lory is busily racing about to dry off. -~ -The lory is feeling rather sulky, as it feels that as the oldest present -(though it will NOT reveal its age) it knows best and should be in charge. -~ -64|128|8388608 524288 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -I am older than you, and must know better.~ -E -.tell_tell~ -I'm not telling you how old I am!~ -E -.look_tell~ -Don't stare, youngster!~ -E -.leave_act~ -sits and sulks.~ -#21006 -eaglet~ -an eaglet~ -An eaglet screeches and stretches its soaking wet wings. -~ -The eaglet is growing impatient with the talk- all the long words he doesn't -know the meaning of, and doubtless nor do any of the others present. -~ -2|64|8388608 524288 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Speak English!~ -E -.arrive_act~ -stretches its wings and shakes them, soaking everyone!~ -E -.leave_act~ -starts running around madly!~ -#21007 -magpie~ -an elderly magpie~ -An elderly magpie complains about the cold. -~ -This magpie is quite frail and is concerned the chill from being wet will -cause her to become ill. -~ -2|64|128|8388608 524288 400 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_act~ -I really must be getting home. The night air doesn't suit my throat.~ -E -.attack_cast_self~ -bamf~ -E -.leave_say~ -Farewell!~ -#21008 -owl~ -an owl~ -An owl prepares to join in the caucus race. -~ -This owl is quite young and not very wise as yet, so it is deferring to the -wisdom of the older birds and engaging in the decidedly silly caucus race. -~ -2|64|8388608 524288 400 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -runs about in circles.~ -#21009 -old crab~ -an old crab~ -An old crab is lecturing her daughter about losing her temper. -~ -This elderly crab is enough to try the patience of an oyster! -~ -2|64|8388608 8192 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_say~ -Ah my dear! Let this be a lesson to you to never lose your temper!~ -#21010 -young crab~ -a young crab~ -A young crab is telling her mother to hold her tongue. -~ -This youthful crustacean is sick of her mother's constant lecturing. -~ -2|64|128|8388608 8192 400 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_say~ -Hold your tonuge ma! You're enough to try the patience of an oyster!~ -#21011 -bill lizard~ -Bill the lizard~ -Bill the lizard is standing here, waiting to be lowered down the chimney. -~ -He doesn't look as if he is too keen to be doing this, but he's been given -no choice. -~ -2|64|128 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -yelps in surprise.~ -E -.arrive_say~ -Its a giant!~ -E -.look_cast_self~ -armor~ -E -.attack_yell~ -He's coming at me like a jack in the box!~ -E -.die_yell~ -Aieee!~ -#21012 -guinea pig~ -a guinea pig~ -A guinea pig stands here holding a length of rope. -~ -He and his fellow are preparing to lower poor Bill down the chimney to see -what it is inside that is causing such a clamour. -~ -2|64|128 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -looks concerned.~ -E -.look_say~ -You don't look too well!~ -E -.look_give~ -21019~ -#21013 -puppy~ -a puppy dog~ -A puppy dog looks at you with large round eyes. -~ -This little pup has been abandoned here. He looks like he'd LOVE to have -someone to play with. -~ -2|64|128 512 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -stares at you sadly.~ -E -.leave_act~ -saldy watches you leave.~ -E -.tell_act~ -wags its tail and jumps up on you.~ -#21014 -caterpillar~ -the caterpillar~ -The caterpiller puffs on its hookah and says languidly "Who are YOU?" -~ -The caterpillar stands and stretches himself to his full height of three -inches and patiently awaits an answer. He is an infuriating conversationalist. -~ -2|64|128 4|8|16|32|128|512|8192 400 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Who are YOU?~ -E -.arrive_act~ -puffs on its hookah~ -E -.look_cast_player~ -fly~ -E -.look_cast_self~ -fly~ -E -.look_say~ -Now everyone's high!~ -E -.leave_tell~ -One side will make you stronger, the other will make you weaker.~ -#21015 -pigeon~ -a pigeon~ -A pigeon spies you and screams "Serpent!" -~ -The paranoid bird has mistaken you for a dreaded serpent, whom she fears -and detests because they steal her eggs. Too bad she's unlikely to live -long enough to explain her actions... -~ -2|32|64 524288 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_yell~ -Serpent!~ -E -.arrive_say~ -I've tried every way but nothing seems to suit them!~ -E -.look_act~ -trembles in rage!~ -E -.leave_tell~ -Good riddance, snake!~ -#21016 -fish footman~ -a fish-footman~ -A fish-footman is here bearing an invitation. -~ -This fellow is smartly clad in livery and powdered wig, though you find it -quite disconcerting how he looks at the sky rather than looking you in the -eyes when he speaks. Then again, its not like he can help it. -~ -2|64 0 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -For the Duchess, an invitation from the Queen to play croquet.~ -E -.look_say~ -There's no sense in knocking.~ -E -.give_give~ -21029~ -#21017 -frog footman~ -a frog-footman~ -A frog-footman is accompanying the fish-footman. -~ -The frog is as neatly dressed as his aquatic companion, save that his -appearance is rendered by far more civil by the fact that he can look -straight ahead. -~ -2|64 0 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -From the Queen. An invitation for the Duchess to play croquet.~ -E -.tell_say~ -I shall sit here. Till tomorrow.~ -#21018 -duchess~ -the Duchess~ -The Duchess sits here nursing her baby. -~ -She is a hefty woman with an inordinately large head, upon which rests a -baby's cradle. The occupant of the cradle is in her lap. She seems quite -short-tempered and irritable. -~ -2|8|64 8192 400 S -43 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_yell~ -PIG!~ -E -.arrive_act~ -stares at the baby in her lap.~ -E -.tell_say~ -You don't know much, and that's a fact!~ -E -.say_say~ -You don't know much, and that's a fact!~ -#21019 -pig baby~ -the Duchess' baby~ -The Duchess' baby oinks and squeals. Oinks? -~ -The baby appears to be quite porcine in manner and appearance. Every now and -then it is struck by a plate hurled by the cook, and it squeals anew, the -dirge interrupted only by periodic sneezing due to all the pepper in the air. -~ -2|64 0 0 S -34 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -cries and sneezes a lot.~ -#21020 -cook~ -the cook~ -The cook is preparing some sort of soup, which seems to require a LOT of pepper. -~ -The cook also seems immune to the sneeze-inducing effects of her ingredient. -From time to time she hurls a piece of crockery at the other occupants of the -room, though it doesn't seem to bother most of them in the least! -~ -2|64 0 0 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_act~ -stirs the soup.~ -E -.say_act~ -hurls a plate at the Duchess! *>CRASH<*~ -E -.leave_act~ -hurls a plate at you!~ -#21021 -cheshire cat~ -a Cheshire Cat~ -A Cheshire Cat smirks at you. -~ -Smirking and grinning seem to be the only expressions this feline is -capable of. You weren't aware that cats could grin; then again, you've never -met a Cheshire Cat before. It has an irritating habit of making parts of -itself invisible, leaving only a tail, head or just a grin floating eerily -in the air. -~ -64|128 4|8|16|32|128|512|8192|1048576 1000 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -grins at you.~ -E -.say_say~ -In that direction lives the March Hare.~ -E -.say_say~ -And in that direction lives the Mad Hatter.~ -E -.look_cast_self~ -invisibility~ -E -.attack_cast_self~ -bamf~ -E -.leave_tell~ -Do you play croquet with the Queen today? I'll see you there!~ -E -.leave_act~ -waves its tail and vanishes.~ -#21022 -mad hatter~ -the Mad Hatter~ -The Mad Hatter engages you in conversation. -~ -Everything this insane man says is nonsense, though you do find it rather -amusing. He tells you of the time he had to sing at a concert given by -the Queen, where he performed "Twinkle, twinkle, little bat"- - -"Twinkle, twinkle, little bat! - How I wonder what you're at! - - Up above the world you fly, - Like a tea-tray in the sky." - - Twinkle, twinkle, little bat! - How I wonder what you're at! -~ -2|64 128 400 S -42 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -No room! No room!~ -E -.look_say~ -Why is a raven like a writing desk?~ -E -.tell_say~ -I have no idea!~ -E -.give_give~ -21045~ -E -.leave_act~ -begins to stuff the dormouse into a teapot.~ -#21023 -march hare~ -the March Hare~ -The March Hare, who went insane last March, explains "It's always tea-time!" -~ -Since they decided to freeze time at Six O'clock to save the Hatter's head, -it has always been tea-time, with no time to wash up. So they alternate -seats and serving sets. The Hare wants you to tell them a story now. -~ -2|64 128 400 S -41 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -No room! No room!~ -E -.say_tell~ -It's always tea-time!~ -E -.give_give~ -21045~ -E -.leave_act~ -begins to stuff the dormouse into a teapot.~ -#21024 -dormouse~ -the Dormouse~ -The Dormouse snores loudly, and is pinched by its companions. -~ -The Dormouse seems to be asleep, but it still manages to inject comments into -the conversation when it fancies. It decides to tell you a story, involving -sisters, treacle and treacle wells. It really doesn't make much sense, but -the Dormouse gets irritated if interrupted, so you patiently listen. -~ -2|64 32768|131072 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -snores loudly.~ -E -.say_say~ -Once upon a time there were three little sisters-~ -#21027 -gardener heart five card~ -a gardener~ -A gardener who resembles a playing card is busily painting a rose bush. -~ -This fellow (who is the five of hearts) is busy trying to paint the white -roses red before the Queen arrives. -~ -2|64|128 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -I couldn't help it. Seven jogged my elbow!~ -E -.arrive_act~ -returns to painting the bush.~ -E -.tell_act~ -stares at two accusingly.~ -E -.say_act~ -stares at two accusingly.~ -#21028 -gardener heart seven card~ -a gardener~ -A gardener who resembles a playing card quickly bows upon seeing you. -~ -This fellow (who is the seven of hearts) is busy trying to paint the white -roses red before the Queen arrives. -~ -2|64|128 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -returns to painting the bush.~ -E -.tell_act~ -stares at two accusingly.~ -E -.say_act~ -stares at two accusingly.~ -#21029 -gardener heart two card~ -a gardener~ -A gardener who resembles a playing card is squabbling with his friends. -~ -This fellow (who is the two of hearts) is busy trying to paint the white -roses red before the Queen arrives. -~ -2|64|128 0 400 S -36 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Look out now, Five! Don't go splashing paint over me like that!~ -E -.say_say~ -This should have been a red rose tree, but we planted a white by mistake.~ -E -.leave_yell~ -THE QUEEN! THE QUEEN!~ -#21030 -soldier club card~ -a soldier~ -A soldier, who is actually a playing card in the suit of clubs, marches by. -~ -These stern cards are sworn to protect and obey the Queen. -~ -64|8388608 8192 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -quickly bends over as someone whacks a hedgehog at him.~ -E -.look_tell~ -You lookin' to be clubbed?~ -#21031 -courtier diamond card~ -a courtier~ -A flat, oblong courtier, ornamented with diamonds, strolls by. -~ -These noble cards accompany the Queen everywhere. -~ -64|8388608 0 400 S -37 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -swings his flamingo and sends a hedgehog scuttling under a soldier card.~ -E -.look_act~ -smiles and nods.~ -E -.leave_act~ -runs off after another hedgehog.~ -#21032 -child card hearts heart~ -a child of the Queen~ -A tiny card bearing hearts upon it scurries about like a child. -~ -These small tykes are the children of the Queen. -~ -64|128|8388608 0 400 S -34 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Ga Ga Goo Goo!~ -#21033 -king hearts~ -the King of Hearts~ -The King of Hearts strolls proudly past. -~ -The King is here to play croquet with the court. Although he is King, he -defers to his overbearing wife in most matters. He strngly resembles the -Kings you see on playing cards. -~ -64|8388608 128|512 400 S -41 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Greetings!~ -E -.look_say~ -Hmph!~ -E -.leave_act~ -strolls off, flamingo in hand.~ -#21034 -queen hearts~ -the Queen of Hearts~ -The Queen of Hearts screams "Off with their heads!" -~ -The Queen is an imposing aggressive woman who solves every problem by -demanding that the heads of the causes of them be lopped off. No-one's head -ever actually DOES get lopped off, but that doesn't deter her. -~ -64|84388608 128|512|8192 -400 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_yell~ -Off with their heads!~ -E -.look_tell~ -Off with YOUR head!~ -E -.look_cast_self~ -sanctuary~ -E -.attack_cast_player~ -flamestrike~ -E -.attack_yell~ -GUARDS! HELP!~ -E -.tell_tell~ -Tsk! Such impertinence!~ -E -.leave_yell~ -Off with their heads!~ -#21035 -knave hearts~ -the Knave of Hearts~ -The Knave of Hearts smiles and nods a lot. -~ -The Knave isn't the brightest of cards by a long shot. He is however a -notorious thief, his biggest crime to date being the theft of the Queen's -tarts. -~ -64|128|8388608 0 0 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -hurriedly hides a tart behind his back.~ -E -.tell_say~ -Nothing!~ -E -.look_cast_self~ -invisibility~ -#21036 -flamingo~ -a flamingo~ -A flamingo is fleeing across the croquet lawn. -~ -This poor bird is attempting to avoid being used by the many players as a -croquet mallet. -~ -64|128|8388608 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -is fleeing madly away from some angry courtiers.~ -#21037 -hedgehog~ -a hedgehog~ -A hedgehog jumps up and scampers off after being hit by a flamingo. -~ -The croquet players are using these unassuming creatures as balls in their -bizarre version of the clasic game of nobility. -~ -64|128|8388608 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#21038 -executioner~ -the executioner~ -The executioner is wandering about muttering about disembodied heads. -~ -This fellow is perhaps at the same time both the busiest and the least-busy -of the Queen's staff. For while he is constantly being ordered to decapitate -hundreds of people, he never actually carries out the task. He is currently -attempting to figure out a way to decapitate the head of the Cheshire Cat -from... nothing. Such are the weird ways of Wonderland. -~ -64|8388608 128|8192 0 S -44 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -You can't chop off a head with no body!~ -E -.tell_tell~ -Can YOU?~ -E -.look_cast_self~ -shield~ -E -.attack_cast_player~ -bamf~ -E -.leave_act~ -wanders off muttering to himself.~ -#21039 -mock turtle~ -the Mock Turtle~ -The Mock Turtle is here weeping constantly. -~ -The Mock Turtle is the thing Mock Turtle soup is made from. He is attempting -to tell you his tale, but he is weeping so much you doubt he'll ever get a -word out. The Turtle has the head of a pig, the shell of a turtle and the -legs and tail of a cow. How peculiar! -~ -2|64|8388608 128 500 S -42 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -is far too upset to talk.~ -#21040 -gryphon~ -a Gryphon~ -A Gryphon is lying here, sound asleep. -~ -This fantastic beast is a friendly sort, despite his appearance. He -attended the same school as the Mock Turtle, studying things such as Reeling -and Writhing, the three branches of Arithmetic- Ambition, Distraction, -Uglification and Derision, and of course the classics- Laughing and Grief. -~ -2|8|64|8388608 128|512|131072|524288 500 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -It's so amusing. She never chops anyone's heads off, you know.~ -E -.tell_tell~ -The Mock Turtle is east then south of here.~ -E -.look_cast_player~ -fly~ -E -.attack_act~ -screeches and attacks!~ -E -.die_yell~ -I am slain!~ -#21041 -juror~ -a juror~ -A juror is busily scribbling on a slate. -~ -This chap is one of the jury who judges the cases in the court here. Of -course, justice in Wonderland is a very erratic process, much like everything -else in this strange place. -~ -2|64|128|8388608 0 400 S -38 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -is scribbling furiously away on a slate.~ -E -.tell_say~ -YOU do it!~ -E -.tell_give~ -21062~ -#21042 -court officer~ -a court officer~ -A court officer stands ready to suppress rowdy members of the public. -~ -"Suppressing" takes the form of placing the offender in a large hessian sack -and sitting on them... -~ -2|64|8388608 8192 400 S -39 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -glares at you suspiciously.~ -E -.attack_cast_player~ -blindness~ -E -.attack_cast_player~ -web~ -#0 - -#OBJECTS -#21000 -pretty blue frock~ -a pretty blue frock~ -A pretty blue frock is lying on the ground here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -2 3 -#21001 -apron~ -a white apron~ -A white apron with pockets sewn into it lies here.~ -~ -15 0 1|2048 -5 1 -1 0 -2 0 0 -#21002 -pair black shoes~ -a pair of black shoes~ -A pair of black shoes has been left here.~ -~ -9 0 1|64 -0 0 0 0 -2 0 0 -A -14 75 -#21003 -thimble~ -a thimble~ -A thimble lies here.~ -~ -9 0 1|2 -0 0 0 0 -1 0 0 -A -2 2 -A -12 40 -A -18 2 -A -19 2 -#21004 -tweed jacket~ -a tweed jacket~ -A tweed jacket has been left here.~ -~ -9 0 1|1024 -0 0 0 0 -3 0 0 -#21005 -waistcoat~ -a red waistcoat~ -A red waistcoat is lying here.~ -~ -9 0 1|8 -0 0 0 0 -2 0 0 -A -5 3 -A -19 4 -#21006 -pocket watch~ -a pocket watch~ -A pocket watch is hanging by its chain from a hook here.~ -~ -9 2 1|16384 -1 0 0 0 -1 0 0 -A -3 2 -A -4 2 -A -12 25 -A -23 -1 -A -24 -1 -#21007 -pair tiny white kid gloves~ -a pair of tiny white kid-gloves~ -A pair of tiny white kid-gloves have been dropped here.~ -~ -9 0 1|128 -0 0 0 0 -2 0 0 -A -2 2 -A -18 4 -#21008 -fan~ -a fan~ -A fan has been left here.~ -~ -9 0 1|512 -0 0 0 0 -1 0 0 -A -17 -24 -#21009 -scarf~ -a neck scarf~ -A woolen neck scarf is lying here.~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -A -13 30 -#21010 -shelf~ -a shelf~ -A shelf hangs from the wall here.~ -~ -15 0 0 -15 1 -1 0 -100 0 0 -#21011 -jar orange marmalade~ -a jar of orange marmalade~ -A jar of orange marmalade sits here.~ -~ -15 0 1|16384 -2 5 0 0 -1 0 0 -E -jar~ -It is empty. -~ -#21012 -glass thre legged table~ -a tiny three-legged table~ -A tiny three-legged table, all made of glass, sits here.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -table~ -You think you can see a small glass box sitting under the table... -~ -#21013 -tiny golden key~ -a tiny golden key~ -A tiny golden key sits on a table here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#21014 -little bottle~ -a little bottle~ -A little bottle with a tiny paper label rests here.~ -~ -10 0 1|16384 -35 68 68 68 -1 400 0 -E -bottle label~ -The label reads- "DRINK ME" -~ -#21015 -glass box~ -a tiny glass box~ -~ -~ -15 0 1 -2 5 0 0 -1 0 0 -#21016 -small cake~ -a small cake~ -A small cake with something written on it with currants sits here.~ -~ -26 0 1 -35 39 39 39 -1 4000 0 -#21017 -little bottle~ -a little bottle~ -A little bottle with a tiny paper label rests on the table here.~ -~ -10 0 1|16384 -35 39 66 1 -1 400 0 -E -bottle label~ -The label reads- "DRINK ME" -~ -#21018 -table~ -a window table~ -A table sits in the window here.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#21019 -bottle brandy~ -a bottle of brandy~ -A bottle of brandy has been dropped here.~ -~ -17 0 1|16384 -2 2 5 0 -1 0 0 -#21020 -hookah~ -a hookah~ -A hookah sits here.~ -~ -9 1|2|64 1|16384 -0 0 0 0 -3 0 0 -A -12 25 -A -18 4 -A -19 5 -#21021 -mushroom flesh~ -some flesh from a mushroom~ -Some flesh has been torn off the mushroom and dropped here.~ -~ -26 0 1|16384 -40 68 37 33 -1 0 0 -#21022 -mushroom flesh~ -some flesh from a mushroom~ -Some flesh has been torn off the mushroom and dropped here.~ -~ -26 0 1|16384 -40 34 74 56 -1 0 0 -#21023 -pigeon egg~ -a pigeon egg~ -A pigeon egg sits here.~ -~ -26 2 1|16384 -36 43 0 0 -1 0 0 -#21024 -pigeon egg~ -a pigeon egg~ -A pigeon egg sits here.~ -~ -26 2 1|16384 -36 82 0 0 -1 0 0 -#21025 -pigeon egg~ -a pigeon egg~ -A pigeon egg sits here.~ -~ -26 2 1|16384 -36 44 0 0 -1 0 0 -#21026 -nest~ -a small nest~ -A small nest is stuck in the branches of this tree.~ -~ -15 0 1 -3 1 0 0 -1 0 0 -#21027 -footman livery~ -a footman's livery~ -A footman's livery has been left here.~ -~ -9 0 1|8 -0 0 0 0 -7 0 0 -A -5 3 -A -13 30 -A -18 3 -A -25 2 -#21028 -powdered wig~ -a powdered wig~ -A powdered wig lies here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 1 -A -3 1 -A -4 1 -A -25 2 -#21029 -invitation~ -an invitation~ -An invitation from the Queen to play croquet lies here.~ -~ -2 1 1|16384 -36 3 20 73 -1 0 0 -#21030 -cradle~ -a baby's cradle~ -A baby's cradle is lying here.~ -~ -15 4096 1|16 -150 1 0 0 -14 0 0 -A -14 -25 -#21031 -pot soup~ -a pot of soup~ -A pot of soup with LOTS of pepper in it makes you sneeze rather a lot.~ -~ -15 0 0 -10 1 -1 0 -100 0 0 -#21032 -plate~ -a plate~ -This plate is one of several the cook has hurled at the Duchess.~ -~ -30 0 1|8192|16384 -0 0 0 0 -2 0 0 -#21033 -ladle~ -a ladle~ -A soup-covered ladle lies here, dripping.~ -~ -5 0 1|8192 -0 0 0 6 -10 0 0 -A -18 6 -A -19 6 -#21034 -green top hat~ -a green top hat~ -A green top hat with a tag reading "In this Style 10/6" sits here.~ -~ -9 4096 1|16 -0 0 0 0 -7 0 0 -A -3 -2 -A -4 -2 -#21035 -table~ -a long dining table~ -A long dining table rests here.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#21036 -chair~ -a comfortable chair~ -A comfortable chair sits near the table here.~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#21037 -chair~ -a comfortable chair~ -A comfortable chair sits near the table here.~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#21038 -chair~ -a comfortable chair~ -A comfortable chair sits near the table here.~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#21039 -chair~ -a comfortable chair~ -A comfortable chair sits near the table here.~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#21040 -polka dot bow tie~ -a large polka dot bow tie~ -A large polka dot bow tie has been (purposefully?) left here.~ -~ -9 4096 1|4 -0 0 0 0 -1 0 0 -A -2 2 -A -12 1 -A -18 3 -#21041 -green frock coat~ -a green frock coat~ -A green frock coat has been left here.~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -#21042 -bits of straw~ -some bits of straw~ -Some bits of straw have fallen out of someone's hair.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 -3 -A -3 -3 -A -4 -3 -#21043 -biscuit plate~ -a biscuit plate~ -A biscuit plate sits on the table here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -1 0 0 -#21044 -tea pot~ -a tea pot~ -A tea pot sits on the table here.~ -~ -17 0 1|16384 -5 3 11 0 -3 0 0 -#21045 -tea cup~ -a tea cup~ -A tea cup sits on the table here.~ -~ -17 0 1|16384 -1 1 11 0 -1 0 0 -#21046 -checked shirt~ -a checked shirt~ -A garish checked shirt has been dropped here.~ -~ -9 0 1|8 -0 0 0 0 -3 0 0 -#21047 -brown breeches~ -some brown breeches~ -Someone's dropped their breeches...~ -~ -9 0 1|32 -0 0 0 0 -4 0 0 -A -2 3 -A -14 45 -A -18 2 -#21048 -pair shoes~ -a pair of black shoes~ -A pair of shiny black buckled shoes sits here.~ -~ -9 0 1|64 -0 0 0 0 -3 0 0 -#21049 -paint red can~ -a can of red paint~ -A can of red paint is lying here, pouring paint onto the ground.~ -~ -15 0 1|16384 -5 1 -1 0 -2 0 0 -#21050 -paint brush~ -a paint brush~ -A paint brush stained bright red is dripping on the floor here.~ -~ -5 0 1|8192 -0 0 0 12 -5 0 0 -A -19 4 -#21051 -bush roses white red~ -a white rose bush~ -Someone has attempted to paint this white rose bush red.~ -~ -12 0 0 -0 0 0 0 -150 0 0 -#21052 -club~ -a soldier's club~ -A soldier's club lies here. It looks like the club off a playing card.~ -~ -5 0 1|8192 -0 0 0 8 -15 0 0 -A -5 2 -A -18 5 -A -19 4 -#21053 -diamond~ -a diamond~ -A diamond has been dropped here.~ -~ -1 1|64 1|16384|65536 -0 0 -1 0 -2 0 0 -A -12 50 -A -18 2 -A -19 2 -#21054 -king hearts sceptre~ -the King of Heart's sceptre~ -The King of Hearts has lost his sceptre.~ -~ -4 64 1|16384 -41 8 8 15 -5 0 0 -#21055 -king hearts crown~ -the King of Heart's crown~ -The King of Heart's crown lies here.~ -~ -9 1|4096 1|16 -0 0 0 0 -15 0 0 -A -19 6 -#21056 -queen hearts fan~ -the Queen of Heart's fan~ -The Queen of Hearts has dropped her heart-shaped fan.~ -~ -9 0 1|512 -0 0 0 0 -7 0 0 -A -24 -6 -#21057 -flamingo~ -a flamingo~ -A flamingo that is being used as a croquet mallet wriggles about here.~ -~ -5 64 1|8192 -0 0 0 10 -10 0 0 -A -2 -2 -A -13 45 -A -18 3 -A -19 4 -#21058 -queen hearts sceptre~ -the Queen of Heart's sceptre~ -The Queen of Hearts has lost her sceptre...~ -~ -4 1|64|4096 1|16384 -45 9 9 63 -8 0 0 -#21059 -tarts~ -the Queen's tarts~ -The Queen's tarts sit on a table here.~ -~ -19 0 1 -24 0 0 0 -5 0 0 -#21060 -axe~ -the executioner's axe~ -The executioner's axe is leaning against one wall here.~ -~ -5 1|16|64|4096 1|32768 -0 0 0 1 -20 0 0 -A -1 4 -A -19 8 -#21061 -executioner's hood~ -the executioner's hood~ -The executioner's hood has been left here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#21062 -slate~ -a slate~ -A slate is covered with meaningless scribbles.~ -~ -2 0 1|16384 -35 38 38 38 -1 0 0 -#21063 -pencil~ -a pencil~ -A squeaky pencil is driving you nuts!~ -~ -5 0 1|8192 -0 0 0 2 -1 0 0 -#21064 -hessian sack~ -a hessian sack~ -A hessian sack, used for supressing, lies here.~ -~ -15 0 1 -150 1 0 0 -15 0 0 -#21065 -rabbit hole~ -a rabbit hole~ -A rabbit hole beckons for you to enter!~ -~ -33 0 0 -21002 0 0 0 -1 0 0 -#21066 -tree door~ -a tree with a tiny door~ -A tree with a tiny door set in it stands here.~ -~ -33 0 0 -21042 0 0 0 -1 0 0 -#0 - -#ROOMS -#21000 -A Grassy Field~ -You are standing in a rather pleasant green field, by the banks of a softly -flowing brook. To the east, you can see a small hedge row, beneath which you -think you can make out a rabbit hole. Suddenly, a rabbit dashes past, -muttering something about being late, and disappears down the hole! Oddly -enough, it has a pocket watch, and you have never seen a rabbit with a -watch. You are inspired to investigate! -~ -0 4 2 -D1 -~ -~ -0 -1 21001 -D3 -~ -~ -0 -1 30046 -S -#21001 -A Hedge~ -you are standing above the hole now, where the rabbit just disappeared. It -looks to be rather a tight fit for such a big person as yourself, but you -sense something magical about it... -~ -0 0 2 -D3 -~ -~ -0 -1 21000 -S -#21002 -The Rabbit Hole~ -You are falling down a rabbit hole, unlike any you have ever seen in your -life! The walls are lined with shelves filled with jars of many different -substances. And though you are falling without restraint, you do not feel -that it will cause you any injury upon impact. -~ -0 8|1048576 0 -D5 -~ -~ -0 -1 21003 -S -#21003 -The Bottom of the Hole~ -After falling for what seemed like at once forever and hardly any time at -all, you reach the bottom, landing with a soft thump. To the east stretches -a long corridor lined with lamps and locked doors. You see the rabbit -disappear around a corner and leap up to give chase, though you don't know -why. -~ -0 8 0 -D1 -~ -~ -0 -1 21004 -D4 -~ -~ -0 -1 21002 -S -#21004 -A Long Hallway~ -You try the handles of several of the doors, but they are all locked and -look too strong to pick or bash down. The rabbit's tail can be seen -disappearing around a corner just up ahead. -~ -0 8 0 -D1 -~ -~ -0 -1 21005 -D3 -~ -~ -0 -1 21003 -S -#21005 -A Corner~ -The doors and lamps continue around the corner to the north. Up ahead you -see the rabbit duck out a door to the east, but you are sure you saw him -drop something on the way. You hear what sounds like water lapping against -the edge of a pool to the far north. -~ -0 8 0 -D0 -~ -~ -0 -1 21006 -D3 -~ -~ -0 -1 21004 -S -#21006 -Outside the Garden~ -You have reached the door the rabbit bolted through. It is a small golden -door, which is partially obscured by a curtain. To the north you see what -looks like a pool of salty water. -~ -0 8 0 -D0 -~ -~ -0 -1 21007 -D1 -You see a small golden door partially obscured by a curtain. -~ -curtain golden~ -17 21013 21012 -D2 -~ -~ -0 -1 21005 -S -#21007 -The Pool of Tears~ -You suddenly find yourself submerged in a nine foot deep pool, the contents -of which taste rather like someone's tears! Other creatures, similarly -marooned float by, equally disconcerted by the sudden appearance of this -phenomenon. -~ -0 8 7 -D0 -~ -~ -0 -1 21010 -D2 -~ -~ -0 -1 21006 -D3 -~ -~ -0 -1 21008 -S -#21008 -The Pool of Tears~ -You suddenly find yourself submerged in a nine foot deep pool, the contents -of which taste rather like someone's tears! Other creatures, similarly -marooned float by, equally disconcerted by the sudden appearance of this -phenomenon. -~ -0 8 7 -D0 -~ -~ -0 -1 21009 -D1 -~ -~ -0 -1 21007 -S -#21009 -The Pool of Tears~ -You suddenly find yourself submerged in a nine foot deep pool, the contents -of which taste rather like someone's tears! Other creatures, similarly -marooned float by, equally disconcerted by the sudden appearance of this -phenomenon. -~ -0 8 7 -D1 -~ -~ -0 -1 21010 -D2 -~ -~ -0 -1 21008 -S -#21010 -Drier Ground~ -You emerge from the pool onto solid ground, where several other animals are -shivering and attempting to dry off. To the north you see a group of them -running about madly, and your curiosity is aroused. -~ -0 8 0 -D0 -~ -~ -0 -1 21011 -D2 -~ -~ -0 -1 21007 -D3 -~ -~ -0 -1 21009 -S -#21011 -Caucus-Race~ -Here several animals are engaging in a Caucus-Race in order to dry off. It -seems to involve running about in a circle at random until you are dry, -though determining a winner is rather difficult. -~ -0 8 0 -D2 -~ -~ -0 -1 21010 -S -#21012 -In the Garden~ -You are in a neat little garden, walking along a pebble path toward a small, -well-kept house that sits at the edge of a dark wood. Birds fly over, gazing -at you quizzically. -~ -0 0 3 -D1 -~ -~ -0 -1 21013 -D3 -~ -~ -1 21013 21006 -S -#21013 -Outside the Rabbit's House~ -You are stanbing outside the house, which apparently belongs to the rabbit -you were following. Indeed, he stops to demand that you find his gloves and -fan for him at once, and keeps calling you Mary Ann, before dashing off -once more. How odd! -~ -0 0 2 -D0 -The door has a plate that reads- W. RABBIT. -~ -door~ -1 0 21014 -D1 -~ -~ -0 -1 21019 -D3 -~ -~ -0 -1 21012 -S -#21014 -Inside the Rabbit's House~ -You are inside a small, tidy house with antique oak furniture in marvellous -condition. A sitting room lies to the west, while to the east a door leads -out into the garden. - -A set of stairs leads up to the second floor. -~ -0 8 0 -D1 -~ -~ -1 0 21018 -D2 -~ -~ -1 0 21013 -D3 -~ -~ -1 0 21015 -D4 -~ -~ -0 -1 21016 -S -#21015 -A Sitting Room~ -This well-appointed chamber has several comfortable arm chairs and a long -table covered in papers and pens. A herald's uniform has been neatly laid -out on the table as well, as has a long brass trumpet and a brightly-colored -hat. -~ -0 8 0 -D1 -~ -~ -1 0 21014 -S -#21016 -The Rabbit's Bedroom~ -You race up into the bedroom, where you do indeed see some gloves and a fan- -several sets in fact- sitting on a a table near a strange looking glass. A -fireplace can be seen on one wall, and you think you can hear voices coming -from it. -~ -0 8 0 -D4 -~ -chimney fireplace~ -0 -1 21017 -D5 -~ -~ -0 -1 21014 -E -fireplace~ -You peer up it and see a lizard being lowered down on a rope by two guinea -pigs, while the rabbit yells out directions. Evidently he figured out that -you weren't Mary Ann, and has called in for some help. -~ -S -#21017 -On The Roof~ -You manage to squeeze up the chimney, and emerge on the roof of the rabbit's -house, confronting the source of the voices. Down below you see the rabbit -screaming for the house to be burnt down. They are trying to kill you! -~ -0 0 1 -D5 -~ -chimney fireplace~ -0 -1 21016 -S -#21018 -Garden~ -You emerge into a garden, near a cucumber patch. It looks as if someone has -recently fallen into this patch, squashing a great deal of it. You hear the -rabbit shouting something from outside. -~ -0 0 3 -D2 -~ -~ -0 -1 21019 -D3 -~ -~ -1 0 21014 -S -#21019 -On the Edge of the Wood~ -You move away from the house, staring back in amazement at the hive of -activity. A small cart full of ladders and ropes has been pulled up, and -several animals are scurrying about, trying to see if you are still in the -house. The rabbit has gone again, doubtless still attempting to make his -appointment. -~ -0 0 2 -D0 -~ -~ -0 -1 21018 -D1 -~ -~ -0 -1 21020 -D3 -~ -~ -0 -1 21013 -S -#21020 -A Mushroom~ -The path is divided here by a huge mushroom, large enough for you and a few -friends to sit on. It is currently home to someone else, though. The path -continues around it to the east. -~ -0 0 3 -D1 -~ -~ -0 -1 21021 -D3 -~ -~ -0 -1 21019 -S -#21021 -At the Base of a Tree~ -You pass by a particularly tall tree to the north, from which you can hear -someone shouting "Serpents! Serpents!" at the top of their lungs. The path -continues into the wood to the east and west. -~ -0 0 3 -D1 -~ -~ -0 -1 21024 -D3 -~ -~ -0 -1 21020 -D4 -~ -~ -0 -1 21022 -S -#21022 -Ascending the Tree~ -You scale the rough-bark tree without too much difficulty, finding adequate -purchase on its coarse surface, and plenty of hand and foot holds in the form -of several broad branches. -~ -0 0 3 -D4 -~ -~ -0 -1 21023 -D5 -~ -~ -0 -1 21021 -S -#21023 -The Top~ -You reach the top of the tree, poking your head through a thick layer of -leaves and branches to peer out across a canopy of the same that stretches -as far as you can see. The sun beats down upon your face, the heat warming -and cleansing you. A bird's nest rests in the canopy near your head. -~ -0 0 3 -D5 -~ -~ -0 -1 21022 -S -#21024 -A Bend in the Path~ -You follow the path through the wood to a bend to the north. At this point -you can see a house due east, though the path you are on doesn't run in -that direction. -~ -0 0 3 -D0 -~ -~ -0 -1 21025 -D3 -~ -~ -0 -1 21021 -S -#21025 -Another Bend~ -The path bends again here, heading east once more, past the front door of -the house you spied earlier. The wood is beginning to thin out here, allowing -you to see a small field surrounding the house. -~ -0 0 3 -D1 -~ -~ -0 -1 21026 -D2 -~ -~ -0 -1 21024 -S -#21026 -Outside the Duchess' House (Pig and Pepper)~ -You are standing outside a little house, in an open field. From within you -can hear what sounds like a pig squealing and plates being smashed. Your -nose twitches, twice, and you realize that it is being irritated by a -strong odor of pepper, emanating from within. -~ -0 0 1 -D1 -~ -~ -0 -1 21030 -D2 -~ -~ -1 0 21027 -D3 -~ -~ -0 -1 21025 -S -#21027 -A Large Kitchen~ -The door opens directly onto the kitchen of this place, which is filled with -smoke. Several people are moving about in here, most of them sneezing as you -are due to the pepper that can be smelled everywhere. A grinning cat sits -at the feet of the duchess, and its smirk unsettles you -~ -0 8 0 -D0 -~ -~ -1 0 21026 -D1 -~ -~ -1 -1 21029 -D2 -~ -~ -1 -1 21028 -S -#21028 -A Bedroom~ -This is the sleeping quarters of the cook. It is currently empty. -~ -0 8 0 -D0 -~ -~ -1 0 21027 -S -#21029 -A Bedroom~ -This elegant chamber serves as quarters for the Duchess and her porcine -child. -~ -0 8 0 -D3 -~ -~ -1 0 21027 -S -#21030 -A Bend in the Path~ -The path bends away from the field, heading back north into the wood. -~ -0 0 2 -D0 -~ -~ -0 -1 21031 -D3 -~ -~ -0 -1 21026 -S -#21031 -Back in the Wood~ -The path bends again, heading east this time, toward a T-junction, at which -point a large tree grows near the center of the T. You approach cautiously. -~ -0 0 3 -D1 -~ -~ -0 -1 21032 -D2 -~ -~ -0 -1 21030 -S -#21032 -At the Base of the Tree~ -You stop and stare up at the tree and are startled to see a large grin -floating in mid air above one of the branches! It resembles the grin that the -cat in the Duchess' house was wearing, and you begin to suspect further -chicanery. -~ -0 0 3 -D0 -In this direction lives the March Hare! -~ -~ -0 -1 21033 -D2 -In this direction lives the Mad Hatter! -~ -~ -0 -1 21037 -D3 -~ -~ -0 -1 21031 -S -#21033 -Outside the March Hare's House~ -You are standing outside the March Hare's House. It appears to be deserted... -~ -0 0 3 -D0 -~ -~ -1 0 21034 -D2 -~ -~ -0 -1 21032 -S -#21034 -Inside the House~ -This house hasn't been lived in for quite some time. Broken bits of -furniture are scattered about, along with items of clothing and pieces of -crockery. The air is musty, and you cough as you stir up dust in your -progress. -~ -0 8 0 -D1 -~ -~ -0 -1 21036 -D2 -~ -~ -1 0 21033 -D3 -~ -~ -0 -1 21035 -S -#21035 -Inside the House~ -This house hasn't been lived in for quite some time. Broken bits of -furniture are scattered about, along with items of clothing and pieces of -crockery. The air is musty, and you cough as you stir up dust in your -progress. -~ -0 8 0 -D1 -~ -~ -0 -1 21034 -S -#21036 -Inside the House~ -This house hasn't been lived in for quite some time. Broken bits of -furniture are scattered about, along with items of clothing and pieces of -crockery. The air is musty, and you cough as you stir up dust in your -progress. -~ -0 8 0 -D3 -~ -~ -0 -1 21034 -S -#21037 -A Mad Tea Party~ -You come across a strange sight. Three very peculiar individuals are -gathered around a very long table, drinking tea from many tea sets scattered -about. Every now and again they stand up, change places and sit down again. -~ -0 0 2 -D0 -~ -~ -0 -1 21032 -D1 -~ -~ -0 -1 21041 -D2 -~ -~ -1 0 21038 -S -#21038 -Inside the Hatter's House~ -This house is positively crammed with hats of every shape, shize and -description. You manage to shove enough aside to enter, and see two rooms -adjoining this one, both of them equally packed. -~ -0 8 0 -D0 -~ -~ -1 0 21037 -D1 -~ -~ -0 -1 21040 -D2 -~ -~ -0 -1 21039 -S -#21039 -The Hatter's House~ -This room, like the other two, is crammed with hats. If you didn't know -better, you'd swear that a Hatter lived here, albeit a slightly deranged -one... -~ -0 8 0 -D0 -~ -~ -0 -1 21038 -S -#21040 -The Hatter's House~ -This room, like the other two, is crammed with hats. If you didn't know -better, you'd swear that a Hatter lived here, albeit a slightly deranged -one... -~ -0 8 0 -D3 -~ -~ -0 -1 21038 -S -#21041 -Outside a Tree~ -You continue back into the wood, and soon reach a point where the path is -blocked by a huge tree. However, there is a tiny door in the tree, through -which you can proceed... -~ -0 0 3 -D3 -~ -~ -0 -1 21037 -S -#21042 -The Long Hallway~ -you are back in the long hallway you first entered upon arriving in -Wonderland. However it appears quite different this time. The pool of tears -is gone, as is the table with they key and little bottle. The golden door -behind the curtain is still present, however, and this provides your only -way onwards. -~ -0 8 0 -D1 -~ -curtain golden~ -1 0 21043 -S -#21043 -In a Garden~ -You are standing in a pretty garden, in which hundreds of red rose bushes -grow. One of these bushes, on closer inspection, shows patches of white, -and it is then you notice the three playing cards frantically painting a -white rose bush red... -~ -0 0 2 -D1 -~ -~ -0 -1 21044 -D3 -~ -curtain golden~ -1 0 21042 -S -#21044 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21045 -D1 -~ -~ -0 -1 21049 -D2 -~ -~ -0 -1 21047 -D3 -~ -~ -0 -1 21043 -S -#21045 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21046 -D1 -~ -~ -0 -1 21050 -D2 -~ -~ -0 -1 21044 -S -#21046 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D1 -~ -~ -0 -1 21051 -D2 -~ -~ -0 -1 21045 -S -#21047 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21044 -D1 -~ -~ -0 -1 21048 -S -#21048 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21049 -D1 -~ -~ -0 -1 21055 -D3 -~ -~ -0 -1 21047 -S -#21049 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21050 -D1 -~ -~ -0 -1 21054 -D2 -~ -~ -0 -1 21048 -D3 -~ -~ -0 -1 21044 -S -#21050 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21051 -D1 -~ -~ -0 -1 21053 -D2 -~ -~ -0 -1 21049 -D3 -~ -~ -0 -1 21045 -S -#21051 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! - -To the north there is a courthouse. -~ -0 0 2 -D0 -~ -courthouse~ -1 -1 21059 -D1 -~ -~ -0 -1 21052 -D2 -~ -~ -0 -1 21050 -D3 -~ -~ -0 -1 21046 -S -#21052 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D2 -~ -~ -0 -1 21053 -D3 -~ -~ -0 -1 21051 -S -#21053 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21052 -D1 -~ -~ -0 -1 21056 -D2 -~ -~ -0 -1 21054 -D3 -~ -~ -0 -1 21050 -S -#21054 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21053 -D2 -~ -~ -0 -1 21055 -D3 -~ -~ -0 -1 21049 -S -#21055 -A Croquet Lawn~ -You are wandering across a broad field, which is apparently a croquet lawn. -You see dozens of playing cards running about, wielding squirming flamingoes, -with which they are attempting to bash some poor hedgehogs under other -playing cards bent double. How peculiar! -~ -0 0 2 -D0 -~ -~ -0 -1 21054 -D3 -~ -~ -0 -1 21048 -S -#21056 -On the Road to the Sea~ -You are heading away from the field toward a rocky shoreline. The smell of -the sea is in the air, and a brisk northerly breeze invigorates you. -~ -0 0 4 -D1 -~ -~ -0 -1 21057 -D3 -~ -~ -0 -1 21053 -S -#21057 -A Rocky Ledge~ -You are standing on a windswept ledge far above a rocky coastline, against -which the waves of some unknown ocean pound. Seagulls soar high above, heading -to and from their rocky aeries. -~ -0 0 4 -D2 -~ -~ -0 -1 21058 -D3 -~ -~ -0 -1 21056 -S -#21058 -A Rocky Ledge~ -You are standing on a windswept ledge far above a rocky coastline, against -which the waves of some unknown ocean pound. Seagulls soar high above, heading -to and from their rocky aeries. -~ -0 0 4 -D0 -~ -~ -0 -1 21057 -S -#21059 -Courthouse (Who Stole the Tarts?)~ -You have entered the courthouse, where people are beginning to settle down -for the trial of the Knave of Hearts, who stole the Queen's tarts. -~ -0 8 0 -D0 -~ -~ -0 -1 21062 -D1 -~ -~ -0 -1 21061 -D2 -~ -~ -1 0 21051 -D3 -~ -~ -0 -1 21060 -S -#21060 -The Jury Box~ -Here stands the jury box, where the 12 jurors will judge the case. Like all -things in Wonderland, the judicial process is a complex, erratic and usually -futile process. -~ -0 8 0 -D1 -~ -~ -0 -1 21059 -S -#21061 -The Witness Box~ -Here the accused or those giving evidence stand, to give their testimony. It -is a rather pointless exercise, as their statements are either muddled, -ignored or shouted down. -~ -0 8 0 -D3 -~ -~ -0 -1 21059 -S -#21062 -The Main Floor~ -Here the prosecuting and defense attorneys make their cases, before the -throne where the judge (the King) sits. -~ -0 8 0 -D4 -~ -~ -0 -1 21063 -D2 -~ -~ -0 -1 21059 -S -#21063 -The Throne~ -Here sits the King, where he judges the cases. He isn't here yet, as he hasn't -finished pardoning the players the Queen condemned to death (all of them). -~ -0 8 0 -D5 -~ -~ -0 -1 21062 -S -#0 - - -#RESETS -D 1 21006 1 2 locks door to garden; -D 1 21012 3 2 locks door from garden; -D 1 21013 0 1 closes door to rabbit house; -D 1 21014 1 1 closes door to garden; -D 1 21014 2 1 closes door from rabbit house; -D 1 21014 3 1 closes door to sitting room; -D 1 21015 1 1 closes door from sitting room; -D 1 21018 3 1 closes door from garden; -D 1 21026 2 1 closes door to pig and pepper; -D 1 21027 0 1 closes door from pig and pepper; -D 1 21027 1 1 closes door to bedroom; -D 1 21027 2 1 closes door to bedroom; -D 1 21028 0 1 closes door from bedroom; -D 1 21029 3 1 closes door from bedroom; -D 1 21033 0 2 locks door to marc hare's house; -D 1 21034 2 1 closes door from hare's house; -D 1 21037 2 1 closes door to hatter's house; -D 1 21038 0 1 closes door from hatter's house; -D 1 21042 1 1 closes door to garden; -D 1 21043 3 1 closes door from garden; -D 1 21051 0 1 closes door to courthouse; -D 1 21059 2 1 closes door from courthouse; -* -O 1 21010 1 21002 loads shelf -P 1 21011 1 21010 loads marmalade on shelf -* -O 1 21012 1 21006 loads table -O 1 21013 1 21006 loads key -O 1 21014 1 21006 loads bottle -O 1 21015 1 21006 loads box -P 1 21016 1 21015 puts cake in box -* -M 1 21000 1 21050 loads alice -E 1 21057 1 16 wields flamingo -E 1 21000 1 5 wears dress -E 1 21001 1 13 wears apron -E 1 21002 1 21008 wear shoes -G 1 21003 0 0 gives thimble -* -M 1 21001 1 21046 loads rabbit -E 1 21004 1 12 wears jacket -E 1 21005 1 5 wears waistcoat -E 1 21006 1 17 holds watch -E 1 21007 1 9 wears gloves -E 1 21008 1 11 holds fan -E 1 21009 1 3 wears scarf -* -M 1 21002 1 21009 loads mouse -* -M 1 21003 1 21008 loads duck -* -M 1 21004 1 21011 loads dodo -* -M 1 21005 1 21010 loads lory -* -M 1 21006 1 21011 loads eaglet -* -M 1 21007 1 21010 loads magpie -* -M 1 21008 1 21010 loads owl -* -M 1 21009 1 21011 loads crab -* -M 1 21010 1 21011 loads crab -* -O 1 21036 1 21015 loads chair -O 1 21037 1 21015 loads chair -* -O 1 21017 1 21016 loads bottle -O 1 21018 1 21016 loads table -O 1 21007 1 21016 loads gloves -O 1 21008 1 21016 loads fan -* -M 1 21011 1 21017 loads lizard -* -M 1 21012 2 21017 loads guinea pig -G 1 21019 0 0 gives brandy -* -M 1 21013 1 21019 loads puppy -* -M 1 21014 1 21020 loads caterpillar -E 1 21020 1 17 holds hookah -G 1 21021 0 0 gives flesh -G 1 21022 0 0 gives flesh -* -M 1 21015 1 21023 loads pigeon -O 1 21026 1 21023 loads nest -P 1 21023 1 21026 puts egg in nest -P 1 21024 1 21026 puts egg in nest -P 1 21025 1 21026 puts egg in nest -* -M 1 21016 1 21026 loads fish footman -E 1 21027 1 5 wears livery -E 1 21028 1 6 wears wig -E 1 21029 1 17 holds invitation -* -M 1 21017 1 21026 loads frog footman -E 1 21027 1 5 wears livery -E 1 21028 1 6 wears wig -* -M 1 21018 1 21027 loads duchess -E 1 21030 1 6 wears cradle -O 1 21031 1 21027 loads soup -O 1 21032 1 21027 loads plate -* -M 1 21019 1 21027 loads pig -* -M 1 21020 1 21027 loads cook -E 1 21032 1 17 holds plate -E 1 21033 1 16 wields spoon -G 1 21032 0 0 gives plate -G 1 21032 0 0 gives plate -G 1 21032 0 0 gives plate -* -M 1 21021 1 21032 loads cheshire cat -* -O 1 21035 1 21037 loads table -O 1 21036 1 21037 loads chair -O 1 21037 1 21037 loads chair -O 1 21038 1 21037 loads chair -O 1 21039 1 21037 loads chair - -O 1 21043 1 21037 loads plate -O 1 21044 1 21037 loads pot -O 1 21045 1 21037 loads cup -* -M 1 21022 1 21037 loads mad hatter -E 1 21034 1 6 wears hat -E 1 21040 1 3 wears tie -E 1 21041 1 12 wears coat -E 1 21046 1 5 wears shirt -E 1 21047 1 7 wears breeches -E 1 21048 1 8 wears shoes -* -M 1 21023 1 21037 loads march hare -E 1 21042 1 6 wears hair -E 1 21046 1 5 wears shirt -E 1 21047 1 7 wears breeches -E 1 21048 1 8 wears shoes -* -M 1 21024 1 21037 loads dormouse -E 1 21046 1 5 wears shirt -E 1 21047 1 7 wears breeches -E 1 21048 1 8 wears shoes -* -O 1 21051 1 21043 loads roses -* -M 1 21027 1 21043 loads five -E 1 21049 1 17 holds can -E 1 21050 1 16 wields brush -* -M 1 21028 1 21043 loads seven -E 1 21049 1 17 holds can -E 1 21050 1 16 wields brush -* -M 1 21029 1 21043 loads two -E 1 21049 1 17 holds can -E 1 21050 1 16 wields brush -* -M 1 21030 4 21047 loads soldiers -E 1 21052 1 16 wields club -* -M 1 21031 4 21052 loads courtiers -E 1 21053 1 0 holds diamond -E 1 21057 1 16 wields flamingo -* -M 1 21032 4 21054 loads children -G 1 21059 0 0 gives tarts -* -M 1 21033 1 21051 loads king -E 1 21054 1 17 holds sceptre -E 1 21055 1 6 wears crown -E 1 21057 1 16 wields flamingo -* -M 1 21034 1 21055 loads queen -E 1 21056 1 11 holds fan -E 1 21057 1 16 wields flamingo -E 1 21058 1 17 holds sceptre -* -M 1 21035 1 21061 loads knave -G 1 21059 0 0 gives tarts -* -M 1 21036 4 21050 loads flamingoes -* -M 1 21037 4 21045 loads hedgehogs -M 1 21037 4 21048 loads hedgehogs -M 1 21037 4 21042 loads hedgehogs -* -M 1 21038 1 21049 loads executioner -E 1 21060 1 16 wields axe -E 1 21061 1 6 wears mask -* -M 1 21039 1 21058 loads mock turtle -* -M 1 21040 1 21056 loads gryphon -* -M 1 21041 12 21060 loads jurors -E 1 21062 1 17 holds slate -E 1 21063 1 16 wields pencil -* -M 1 21042 2 21059 loads officials -G 1 21064 0 0 gives sack -* -*portals -O 1 21065 1 21001 rabbit hole -O 1 21066 1 21041 tree to hall and garden -S - -#SPECIALS -M 21001 spec_cast_mage -M 21014 spec_breath_gas -M 21021 spec_cast_mage -M 21030 spec_guard -M 21035 spec_thief -M 21038 spec_executioner -M 21040 spec_fido -M 21042 spec_guard -S - -#TRIGGERS -M 21000 trigm_alive -M 21001 trigm_alive -M 21002 trigm_alive -M 21003 trigm_alive -M 21004 trigm_alive -M 21005 trigm_alive -M 21006 trigm_alive -M 21007 trigm_alive -M 21008 trigm_alive -M 21009 trigm_alive -M 21010 trigm_alive -M 21011 trigm_alive -M 21012 trigm_alive -M 21013 trigm_alive -M 21014 trigm_alive -M 21015 trigm_alive -M 21016 trigm_alive -M 21017 trigm_alive -M 21018 trigm_alive -M 21019 trigm_alive -M 21020 trigm_alive -M 21021 trigm_alive -M 21022 trigm_alive -M 21023 trigm_alive -M 21024 trigm_alive -M 21027 trigm_alive -M 21028 trigm_alive -M 21029 trigm_alive -M 21030 trigm_alive -M 21031 trigm_alive -M 21032 trigm_alive -M 21033 trigm_alive -M 21034 trigm_alive -M 21035 trigm_alive -M 21036 trigm_alive -M 21037 trigm_alive -M 21038 trigm_alive -M 21039 trigm_alive -M 21040 trigm_alive -M 21041 trigm_alive -M 21042 trigm_alive -S - -#$ diff --git a/data/realm/areas_merc/animal.are b/data/realm/areas_merc/animal.are deleted file mode 100644 index cc7401b..0000000 --- a/data/realm/areas_merc/animal.are +++ /dev/null @@ -1,4255 +0,0 @@ -#AREA { 5 20} Yaegar Animaland~ - - -#HELPS -0 animaland animaltown~ -Many years ago, a cabal of powerful wizards known as the High Magi -conducted a series of experiments on laboratory test animals, in an -attempt to grant these simple beasts a level of sentience equivalent to or -superior to their own. For decades their efforts, and the efforts of their -descendants, met with dismal failure. - Then one day, a brilliant younge mage known as Ceraphem stumbled -across a mystical tome in the foothills of G'hal that contained the -total knowledge of the ancient Animage Gor-Kheebler. Elated with his find, -Cerapham rushed home to the stony fortress of Teut-Rhogar, that he and his -associates shared with some Dwarven priests, and set to work on their -experiments, this time following instructions given in Gor-Kheebler's tome. - Soon afterward, strange beasts began to emerge from Teut-Rhogar's -forbidding heights, animals that could walk and talk and interact with -their creators on a level of sophistication that would have impressed even -Gor-Kheebler himself. The cabal were amazed, and continued to pour out -their creations, animals of all types granted remarkable acuity and skill. - But the humans that lived at the foot of the mountains that housed -the fortress grew restless, then angry towards the mages and their -creations. Calling it heresy, they continued to grow agitated until one -day they sent an emissary to the Dwarves hosting the cabal that unless -the experiments ceased and the animals were destroyed, the nearby human -towns would cease to buy ore from the dwarves or provide them with the -food that they could not provide for themselves. The Dwarves of course -refused, slaying the emissary, but the cabal were concerned for the safety -of their allies and began to plan how to spirit the animals away. - It was Ceraphem who once again brought salvation to his friends. He -knew of a knigdom many miles away that had once flourished with Elves and -Kender, but which was now uninhabited due to the decline in populations -of these two races, and he suggested that the Animals and Dwarves be given -haven there. All instantly agreed, and they set out. - Upon reaching the kingdom, the animals set up an administrative and -political system, and soon were coping quite well without their creators' -guiding hand. However, Ceraphem worried for their safety, and thus cast -an enchantment that none may ever leave the bounds of Animaland that was -an animal. Furhtermore, he called upon a favour owed him by the Knights -of the Order of the Liver, and they pledged to establish a guard post -at the entrance to Animaland, staffing it at all times with their best -knights. - And so it has remained over the intervening years till today. The -Order of the Liver grew decadent however, and these days only one knight -remains in the tower near the entrance, and even then only because he -felt obliged to live up to the oath made by his more honorable ancestors. -When he dies, there will be no-one to protect Animaland, but the Animals -have gained in power, and actually have a competent defense force, as well -as a powerful wizard, a former apprentice of Ceraphem named Wizard Owl. -So feel free to enter Animaland, but respect the inhabitants, especially -the inhabitants of Animaltown, who rank amongst the most powerful creatures -in all the land of Anon. -~ - -0 $~ - - -#MOBILES -#5600 -knight cirrhosis hosis~ -Sir Hosis of the Liver~ -Sir Hosis of the Liver stands before you. -~ -Sir Hosis is a brave, proud man of middle years, who has sworn by -his God and his Honour to protect Animaland from harm until death -takes him from this world. He is a just man, though, and is more -than helpful and courteous to peaceful visitors. -~ -2|64|512 4|8|128 1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5601 -knight ni~ -A Knight who says "Ni!"~ -A Knight who says "Ni!" demands a shrubbery from you. -~ -This fellow is a rather odd, demented knight who has fallen from -his role as a protector of animal town to a lordless wanderer cursed -by the Witch to seek out shrubberies. The whole affair has made him -rather crabby, and he's likely to take it out on you! -~ -2|4|32|128 512 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5602 -pig~ -The First Little Pig~ -The First Little Pig oinks petulantly at you. -~ -This stout little porker is the rather unwise porcine chap who built -his adobe from straw, infuriating insurance assessors and tempting -the BBW (Big Bad Wolf) into detroying it, until the pig's older brother -helped him out and deterred BBW from such activities. -~ -2|4|128 0 400 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5603 -pig~ -The Second Little Pig~ -The Second Little Pigs struts proudly outside his wooden A-frame. -~ -This progressive porker decided to advance on his brother's work and -build a house of wood, slightly more attractive, but no less safe from -the BBW (not to mention nasty draughts and forest fires). He also ran -to the eldest pig for succor, and now everything's jake (for now). -~ -2|4|128 0 400 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5604 -pig~ -The Third Little Pig~ -The Third Little Pig stands defiantly before you! -~ -This pig is a rather overbearing fellow with a nasty temper, but he is -nonetheless quite bright (he built his house of brick, remember?), and -fiercely protective of his younger brothers. He does not look -particularly happy to see you...This is not surprising considering the -fact that you've most probably jsut slain his brethren swine... -~ -2|4|128 0 400 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5605 -goat billy~ -The First Billy Goat Gruff~ -The First Billy Goat Gruff looks timid. -~ -A goat of timid countenance, despite his moniker, this goat is hardly a -foe to be feared, though his elder brothers may be tougher. This little -whelp is a coward, but not a bad goat- so take pity on him... -~ -2|4|128 0 400 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5606 -goat billy~ -The Second Billy Goat Gruff~ -The Second Billy Goat Gruff glares angrily at you! -~ -The second of the Gruff boys may act tougher, but he's no braver than his -younger sibling. hence he puts on a tough act, but he's very likely to -flee if harmed. So take him down a peg or two :) -~ -2|4|128 0 400 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5607 -goat billy~ -The Third Billy Goat Gruff~ -The Third Billy Goat Gruff stands haughtily before you. -~ -Despite his airs, the eldest gruff lad is no pushover like his younger -brothers. In fact, despite the small difference in age, the eldest goat -is far superior, a veritable powerhouse of a goat. Be careful, he angers -easily! -~ -2|8|64 4|8|128 400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5608 -troll~ -The Troll~ -The Troll lumbers out from under a bridge and bites you! -~ -Uck! A big mean green creepy troll! How revolting! Be careful, the -troll is a dangerous foe, but with some luck (and a good set of horns) -you will prevail, hopefully... - -The Troll ***THWAPS*** you! -Ouch! That REALLY did HURT! -You sure are BLEEDING! -You have been KILLED! -~ -2|4|8|32 8|32|128 -1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5609 -hansel kid child brat~ -Hansel~ -Hansel whines at you as he wipes at his snotty nose. -~ -Yuck! -What a snot-nosed, malodorous little brat! Why anyone would want to eat -this sticky, grimy child is beyond you. You feel an overwhelming urge -to slay the whelp, but you fear you will contaminate your weapon. -~ -4|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5610 -gretel kid child brat~ -Gretel~ -Gretel, matching her brother in sheer disgustingness, whines at you. -~ -Eeyew! -Who produces these brats! Who would want to??? No self-respecting -Big Bad Wolf would ever deign to eat this whiny, snot-nosed kid. -Any wonder their parents abandoned them! Even the Witch couldn't -stand them- she kicked them out before she even had finished -preparing the first course! -~ -4|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5611 -wolf bbw~ -The BBW (Big Bad Wolf)~ -The BBW (Big Bad Wolf) glares arrogantly at you! -~ -The Big Bad Wolf (or BBW as he now calls himself) got sick of being -beaten up by pigs, grandmas, girls and hunters, and so went to the gym, -worked out, bought some gold jewellry and a baseball cap, and now -looks like a lupine rap singer. He is a hip, fly, phat, mean, cool -homie in this hood now! -~ -4|32|128 8|128 -1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5612 -witch~ -The Witch~ -The Wicked Witch of Animaland cackles hideously and attacks! -~ -This ugly crone is the evil Witch who has had so much influence on -so many residents of Animaland. She is bitter and twisted, and hates -and resents all inhabitants of Animaland. This includes you! -~ -2|4|32|64 8|128|524288 -1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5613 -white snow~ -Snow White~ -Snow White smiles sweetly at you. -~ -Snow White- ah heck, you all know what Snow White looks like! Why -haven't you been watching Disney Channel??? Why are you even looking -at her? Are you a pervert??? Get lost! -Snow White slaps you HARD! (You try not to cry...) -~ -128 4|128 1000 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5614 -mayor bear~ -Bear Mayor~ -Bear Mayor bids you welcome to Animaltown. -~ -Bear Mayor is a big, friendly grizzly bear who will cheerfully -tear your arms off and use them to play baseball with your -severed head if you cause any trouble in his burg...However, -an election is coming up soon, and Mayor Bear desperately wants to -beat the Wizard Owl, and so he's likely to be more nice and -tolerant than usual... -~ -2|8|64|128|512 4|8|32|128|512 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5615 -hamster blacksmith fluffy~ -Fluffy the Blacksmith Hamster~ -Fluffy the Blacksmith Hamster towers under you! -~ -Fluffy is a sinewy, well-muscled hamster who looms large under you, -standing at an incredibly huge 9 inches. He can repair any damaged -equipment you may have, and can also pound your skull in if you -try to grift or attack him. -~ -2|8|64 4|8|32|512 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5616 -bartender dogg dog~ -Dog the Dogg~ -Dog the Dogg offers you a drink from a freshly licked-clean glass. -~ -Dog the Dogg is a double Dog with some great drinks for sale. He is -calm and friendly, but has an annoying habit of cleaning things by -licking them :) -~ -2|8|64 4|8|32|512 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5617 -puss cat tipsy~ -Puss in Boots~ -Puss in Boots has fallen down the well! -~ -Puss' name is Tipsy, which also may be used to explain his current -state of unhealthy inebriation thanks to over-indulgence at Dogg's, -and his subsequent tumble down the well. Don't bother helping him -out; he's fallen down so many times he's come to call it home. -~ -2|4|128 0 400 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5618 -whale~ -A Whale~ -A Whale lurches from the water right at you! -~ -This mean hombre is the very whale that swallowed Jonah, and then -subsequently didi away with Gepetto and his friends. Rumour has it -tha Spielberg is negotiating a five picture deal with him, as a -follow-up of sorts to the "Jaws" series, and is also slated to make -a guest appearance as a villain in "Seaquest DSV". -~ -2|4|32|64 128 -1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5619 -giant~ -Rumblebottom the Giant~ -Rumblebottom the Giant rumbles his bottom...Eeyew! Run! -~ -Phew! What a foul smell! it is unlikely that you will linger long -enough to actually see what RumbleBottom looks like, but if you do -you see a...well, ummm...a giant. -~ -8 8|128 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5620 -monster creature lake~ -A Hideous Lake Creature~ -A Hideous Lake Creature lurches toward you! -~ -The toughest bad guy in Animaland, no-one messes with him. He hates -everything, and will attack it all, but he is dreadfully stupid, and -thus is remarkably easy to sneak past if one has the appropriate skills. -~ -2|4|32 128 -1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5621 -poodle dog count~ -Count Poodle~ -Count Poodle minces towards you and welcomes you to his cAAAstle :) -~ -"Well, hello, boyths and girlths, welcome to caaastle poodle! Its a -nice and fwiendly caaaastle, full of nice and fwiendly people! So -have a good shtay!" -With that, the count turns, wiggles his little bottom, and leaves. -~ -2|128 8|128|8192 400 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5622 -owl wizard~ -Wizard Owl~ -Wizard owl looks at you over his spectacles, with mild curiosity. -~ -"Yes? Hoooow can I help Yoooooou? Do yooooou wish to have something -identified? If sooooo, hand it oooooover, there's a good mud-fodder, -I mean adventurer." The Owl then returns to poring the pages of a -quaint and mysterious volume of misbegotten lore. -Wizard Owl is the most powerful spellcaster in Animaland, and is not -trifled with even by the Witch, so be nice and stay, or leave. -~ -2|4|128 4|8|16|32|128|8192|524288 1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5623 -heifer cow cowntess~ -Cowntess Heifer~ -Cowntess Heifer moos a welcome as you enter, but expects a bow or curtsey. -~ -Cowntess is a Heifer, a full-grown prize-winning bovine from greener pastures -who tired of her life and came to Animaland to marry a wealthy animal... -She did. But her idea of compatability appears to be a bit skewed... Poor -Poodle... Best bow or curtsey to her, she's very proud of her station and -doesn't take kindly to people who don't respect it. What's that? You're -not going to bow or curtsey to some stinking pre- abattoir t-bone? -Cowntess Heifer slaps you HARD! (You try not to cry). -Cowntess Heifer bonks you on the head! Are you going to take that? -Cowntess Heifer's pound ***IMPALES*** you! You sure are BLEEDING! -Countess Heifer's pound ***MUTILATES*** you! -You have been incapacitated, and will die soon if not aided. -You are hurt far too badly for that. -You have been KILLED! -BATTLE NOTICE : rude adventurer killed by Cowntess Heifer. -~ -2|4|128 8|128 400 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5624 -snarly dwarf~ -Snarly Dwarf~ -Snarly Dwarf swears at you then attacks! -~ -One of the seven anti-dwarves, Snarly is mean, vicious and without -compunction when it comes to killing all living things- just like his -six brethren. Watch out! -~ -4|8|32 0 -1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5625 -wasted dwarf~ -Wasted Dwarf~ -Wasted Dwarf screams, clutches at his head, and attacks! -~ -Wasted Dwarf, another of the anti-dwarves, is strung out on heroin, -PCP, LSD and various other hallucinogenics and amphetamines, and is -having a VERY bad trip. Oops. -~ -4|32 524288 -1000 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5626 -poo dwarf~ -Poo Dwarf~ -Poo dwarf smells real bad... -~ -Poo Dwarf, another of the anti-dwarves, is a foul, foul, foul dwarf. -he appears to be covered from head to toe in all manner of indescribable -substances, including various forms of animal excrement. Yuck! Don't -let him touch you! -~ -4|32|128 4096 -1000 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5627 -rotten dwarf~ -Rotten Dwarf~ -Rotten Dwarf doesn't look too good... -~ -Rotten Dwarf, another of the anti-dwarves, was originally named for -his bad attitude, but the name has become even more appropriate since -he began to decompose. You see, Rotten died some time ago, and no-one -noticed (even him...dwarves aren't too smart ), and life went on, with Rotten now being undead... -~ -4|32|4096 8|1024|2097152 -1000 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5628 -vicious dwarf~ -Vicious Dwarf~ -Vicious dwarf smites you! -~ -Leader of the seven anti-dwarves, Vicious is by far the toughest and -meanest, though not necessarily the vilest or most despicable (even HE -won't go NEAR Poo or Rotten...). He still hates you, however, and seems -to think that your head would look REAL good hanging on his belt of skulls -... -~ -2|8|32 8|128 -1000 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5629 -pissed dwarf~ -Pissed Dwarf~ -Pissed dwarf is real mad at YOU! -~ -Pissed dwarf is one of the seven anti-dwarves, and is also the cousion -of Grumpy, in the other seven dwarves. He is much meaner, though, and -looks set to take your head off... -~ -32 8|512 -1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5630 -sleazy dwarf~ -Sleazy Dwarf~ -Sleazy Dwarf attempts to fondle you! How revolting! -~ -Sleazy Dwarf, one of the seven anti-dwarves, is as sleazy as they come. -He will bonk *anything* so watch out! And since he is also so mean, he's -likely to try and kill you if you don't co-operate...:) -~ -4|32|128 1048576 -1000 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5631 -pig customer patron~ -A Porcine Patron~ -A Porcine Patron of the bar stares glumly into his ale. -~ -This grim fellow is overworked, underpaid, and has thus become a -chronic alcoholic. He will ignore you, but if you bother him he's -likely to fly into a rage...Leave him be. -~ -2|64|128 4096 400 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5632 -feline cat escort hooker~ -A Feline "Escort"~ -A Feline "Escort" attempts to woo you. -~ -As part of his election campaign, Wizard Owl has promised to stamp out -the prostitution ring that arose in Animaland since the legalisation -of the profession by Mayor Bear. But with most of the town being -clients of said hookers, he's going to be hard-pressed to score many -votes outside of Castle Poodle. All of which makes this sexy cat VERY -happy and VERY rich... -~ -128 8 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5633 -giant cushioncheeks~ -Cushioncheeks~ -Cushioncheeks, wife of Rumblebottom, smiles sweetly at you. -~ -"Are you trying to seduce me, Mrs. Rumblebottom? You ARE??? Eeyew!" -Run for it, she's big, she's tough, and she doesn't handle rejection -well... -~ -2|8 8|128 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5634 -warthog jester~ -Jester Warthog~ -Jester warthog is here attempting to make you laugh. -~ -He really isn't very funny. Poor Warthog became a Jester to make ends -meet after Mayor bear bought out his butchershop in AnimalTown. So -take pity on him and if he's a little unskilled, if he doesn't make you -laugh, well, forgive him. -In a more sinister MUD, Jester Warthog WOULD be a GONER :) -~ -2|128 1024 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5635 -guard rhino rhinocerous~ -A Rhino Guard~ -A Rhino Guard roughly accosts you. -~ -"Oi! Where do you thinky YOU'RE going, eh?" -Oops. -~ -2|32|64 4|8|128 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5636 -guard escort chihuahua~ -A Chihuahua Guard~ -A Chihuahua Guard stands ready to escort visitors to see the Count. -~ -Chihuahua may be small, but he's proud of his job and loyal to his -Count, and is actually quite a tough little battler, though Rhino -guard makes him look like Alsatian-Fodder... -~ -2|4|64 4|8|128 400 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5637 -undead zombie girl riding hood~ -An Undead Girl~ -An Undead girl wearing a cloak with a red hood lumbers towards you. -~ -OOO! -BBW thought she was dead, but Little Red Riding Hood is back, mad as -hell and tougher than ever. BBW better watch out, she's pretty tough. -Unfortunately, death has twisted her mind so that EVERYTHING looks like -wolves, including you! -~ -4|32|4096 8|1048576 -1000 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#5638 -snoopy dog beagle~ -Snoopy~ -Snoopy is here, typing away on an antique typewriter. -~ -An old friend of Count Poodle and Bear Mayor, Snoopy has popped over -from Peanutsville to catch up with his old pals. Snoopy has gone on -to much greater things, and his old friends are actually quite -envious, but he's so powerful now that there's nothing they can do -about it... -~ -2|4|64|128 4|8|16|32|128|512 400 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5639 -fritz cat~ -Fritz the Cat~ -Fritz the Cat sleazes onto you. -~ -Fritz has recently been released from AnimalJail after serving an -eight year sentence for sex offenses, and is eager to make up for -lost time. Prison has made him VERY tough, so don't think about -beating him up. -~ -2|4|64|128 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5640 -bouncy dogg dog guard~ -Bouncy Guard Dogg~ -Bouncy Guard Dogg bounces so high that he touches the sky :P -~ -Bouncy Guard Dogg (Double Dog- editor) is a cheerful mutt that faithfully -guards the Castle Poodle compound from enemies and troublemakers. He's -happy to play with you, but mess with him or his turf and he'll tear off -your head and defecate down your throat...:) -~ -2|4|8 4|8|16|32|128|512|524288 400 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5641 -mouse mickey~ -Mickey Mouse~ -Mickey Mouse invites you to join his burgeoning fan club! -~ -Who's the leader of the gang that's made for you and me? -M-I-C-K-E-Y- M-O-U-S-E! -Need we say more??? - -NO! SHUT UP! SHUT UP I TELL YOU! STOP THAT DREADFUL SINGING! -AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGH! -~ -2|128 128 1000 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5642 -dwarf~ -One of the Seven Dwarves~ -One of the Seven Dwarves wanders aimlessly, looking for a home. -~ -Since the anti-dwarves took over the mines and booted them out, the -Seven Dwarves have wandered the land, searching for a place to call -their own. Wizard Owl has promised that once he gets into office all -that will change (he actually intends to put them into a high-rent -low-quality housing project that is being built near Troll Bridge -that he is part-owner of (once his Goats have kicked out the Troll -resident nearby:))). -~ -4|128 0 1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5643 -imelda marcos~ -Imelda Marcos~ -Imelda Marcos lives here!?! Weird... -~ -You are weird, Yaegar. -~ -2|4|128 8|65536 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#5600 -shoe~ -imelda's Shoes~ -A Pair of Imelda's many, many, many shoes is here. -~ -~ -9 1|128|4096 1|64 -0 0 0 0 -5 0 0 -A -2 -1 -A -14 -50 -#5601 -axe~ -a Dwarven Axe~ -A Dwarven Axe is here. -~ -~ -5 64 1|8192 -0 0 0 1 -15 0 0 -A -1 1 -A -5 1 -A -18 2 -A -18 2 -#5602 -hat~ -a Dwarven Hat~ -A Dwarven Hat is here. -~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -4 1 -A -13 20 -#5603 -boots~ -a Pair of Dwarven Boots~ -A Pair of Dwarven Boots are seeking an owner. -~ -~ -9 2|128|4096 1|64 -0 0 0 0 -25 0 0 -A -2 -2 -A -14 -100 -#5604 -girth~ -a Dwarven Girth~ -A Dwarven Girth is here. -~ -~ -9 64 1|2048 -0 0 0 0 -15 0 0 -A -1 1 -A -3 -1 -A -5 2 -A -17 10 -#5605 -glasses~ -a Pair of Glasses~ -Doc's Glasses are here. -~ -~ -9 1|64|256 1|16 -0 0 0 0 -40 0 0 -A -3 1 -A -4 2 -A -12 25 -#5606 -mickey mouse ears~ -a Pair of Mickey Mouse ears~ -A Pair of Mickey Mouse ears beckon to you to wear them. -~ -~ -9 1|128|1024|4096 1|16 -0 0 0 0 -50 0 0 -A -3 -3 -A -4 -3 -A -13 10 -#5607 -shoes~ -a Pair of White Shoes~ -Mickey's White Dancin' Shoes are here! Hey Pluto! -~ -~ -9 1|64|128|1024|4096 1|64 -0 0 0 0 -50 0 0 -A -2 2 -A -14 25 -#5608 -pants~ -a Pair of Red Pants~ -Mickey's Red Pants are here! Hey Pluto! -~ -~ -9 1|64|128|1024|4096 1|32 -0 0 0 0 -50 0 0 -A -5 2 -A -13 25 -A -17 -10 -#5609 -collar~ -a Dogg (TM) Collar~ -A Dogg (TM) Collar is here. -~ -~ -9 1|2|128|1024|4096 1|4 -0 0 0 0 -75 0 0 -A -3 -2 -A -5 2 -A -14 -50 -A -18 3 -A -19 3 -#5610 -kennel~ -a Dogg (TM) Kennel~ -A Dogg (TM) Kennel sits in the corner. -~ -~ -15 1 0 -500 1 0 0 -1000 0 0 -#5611 -bowl~ -a Dogg (TM) Food Bowl~ -A Dogg (TM) Food Bowl is here. -~ -~ -15 0 1|16384 -25 0 0 0 -25 0 0 -#5612 -food~ -dogg (TM) Food~ -Some Dogg (TM) Food. -~ -~ -19 0 1|16384 -12 0 0 0 -25 0 0 -#5613 -blanket~ -a Dogg (TM) Blanket~ -A Dogg (TM) Blanket looks like it would make an excellent cape! -~ -~ -9 64 1|1024 -0 0 0 0 -25 0 0 -A -0 10 -A -17 -20 -#5614 -typewriter~ -an antique typewriter~ -An antique typewriter is here. -~ -~ -15 0 1|16384 -1 1 0 0 -25 0 0 -#5615 -kennel~ -snoopy's Kennel~ -Snoopy's Kennel is in the corner. -~ -~ -12 0 0 -0 0 0 0 -10000 0 0 -#5616 -foodbowl~ -snoopy's Foodbowl~ -Snoopy's Foodbowl is full of his friend Dogg's fave food! -~ -~ -15 0 1|16384 -25 0 0 0 -25 0 0 -#5617 -paper~ -a sheet of typewriter paper~ -A sheet of paper has "It was a dark and stormy night" written on it. -~ -~ -2 64 1|16384 -38 11 4 6 -5 0 0 -#5618 -collar~ -snoopy's Collar~ -Snoopy's Collar. Where's that lovable beagle??? -~ -~ -9 1 1|4 -0 0 0 0 -25 0 0 -A -2 2 -A -3 2 -A -12 25 -#5619 -hood riding~ -a Red Riding Hood~ -A Red Riding Hood floats along here. -~ -~ -9 1|32768 1|4 -0 0 0 0 -10 0 0 -A -17 -10 -A -23 -2 -A -24 -2 -#5620 -collar~ -a Chihuahua Collar~ -This Collar looks like it's a wee bit small for you. -~ -~ -9 4096 1|4 -0 0 0 0 -5 0 0 -A -5 -4 -A -13 -25 -#5621 -halberd~ -a HUGE Halberd~ -A HUGE Halberd rests here. -~ -~ -5 0 1|8192 -0 0 0 3 -45 0 0 -A -18 -4 -A -19 8 -#5622 -horn~ -a Rhinocerous Horn~ -A Rhino somewhere is missing its horn... -~ -~ -9 0 1|16 -0 0 0 0 -30 0 0 -A -19 4 -#5623 -bag~ -a hessian bag~ -This bag looks like it could hold a LOT of stuff... -~ -~ -15 0 1|16384 -150 1 0 0 -25 0 0 -#5624 -dress~ -a hessian dress~ -This dress looks like it could hold a LOT of giant... -~ -~ -9 0 1|8 -0 0 0 0 -50 0 0 -A -17 -10 -#5625 -crap~ -some Giant crap~ -The crap Giants carry around with them is here. -~ -~ -13 0 1|16384 -0 0 0 0 -150 0 0 -A -14 -250 -#5626 -staff~ -a Jester's Staff~ -A Jester's Staff is here sans Jester... -~ -~ -4 1|2 1|16384 -12 6 6 68 -10 0 0 -A -3 -3 -A -4 -3 -#5627 -ring~ -a Warthog's Nose-Ring~ -A Warthog's Nose-Ring looks about the right size for your finger... -~ -~ -9 1 1|2 -0 0 0 0 -5 0 0 -A -12 75 -#5628 -pillow~ -a pillow~ -A pillow embroidered with a picture of a pig is here. -~ -~ -8 1 1|16384 -0 0 0 0 -5 0 0 -#5629 -beer~ -a beer~ -A glass of beer is here. -~ -~ -17 0 1|16384 -1 1 1 0 -1 0 0 -#5630 -ale~ -a mug of foamy ale~ -A mug of foamy ale foams away here. -~ -~ -17 0 1|16384 -2 2 3 0 -2 0 0 -#5631 -whiskey~ -a shot-glass of whiskey~ -A shot-glass of whiskey is here. -~ -~ -17 0 1|16384 -1 1 5 0 -1 0 0 -#5632 -vodka~ -a shot-glass of vodka~ -A shot-glass of vodka sits here. -~ -~ -17 0 1|16384 -1 1 24 0 -1 0 0 -#5633 -wine~ -a glass of wine~ -A glass of wine- a fine chianti- sits here. -~ -~ -17 0 1|16384 -1 1 2 0 -2 0 0 -#5634 -nuts~ -some beer nuts~ -Some beer nuts are meant to increase your thirst so that you drink more. -~ -~ -19 0 1|16384 -2 0 0 0 -2 0 0 -#5635 -bowl~ -a bowl~ -A bowl meant to hold nuts is here. -~ -~ -15 0 1|16384 -2 0 0 0 -2 0 0 -#5636 -tapestry~ -a heavy tapestry~ -This tapestry looks VERY heavy and cumbersome... -~ -~ -8 1|128|4096 1|16384 -0 0 0 0 -150 0 0 -A -14 -250 -#5637 -clothes~ -some work clothes~ -Some Levi work clothes lie in a pile here. -~ -~ -9 0 1|8 -0 0 0 0 -15 0 0 -#5638 -clogs~ -a pair of clogs~ -Some pig's Auntie Trotter brought these back from Holland... -~ -~ -9 0 1|64 -0 0 0 0 -10 0 0 -A -2 -2 -A -14 -50 -#5639 -trotters~ -some trotters~ -A pair of pig's trotters (non-kosher). -~ -~ -19 0 1|64 -6 0 0 0 -5 0 0 -#5640 -ear~ -pIG'S EAR!~ -PIG'S EAR! MMMM, delicious! -~ -~ -19 0 1|16 -3 0 0 0 -2 0 0 -#5641 -glasses~ -a pair of Wise-Owl Glasses~ -Wise-Owl glasses are good for your intelligence... -~ -~ -9 1|64 1|16 -0 0 0 0 -5 0 0 -A -3 3 -#5642 -desk~ -a sturdy desk~ -A sturdy desk sits near a window. -~ -~ -12 0 0 -0 0 0 0 -1367 0 0 -#5643 -spellbook book~ -owl's Spell-book~ -Owl's Spell-book is here. -~ -~ -2 1|2 1|16384 -20 56 57 67 -25 0 0 -A -4 2 -#5644 -chest~ -owl's chest~ -Owl's Chest is here. -~ -~ -15 1 1|16384 -150 8 856 0 -50 0 0 -#5645 -scroll~ -a scroll~ -A scroll is here. -~ -~ -2 64 1|16384 -20 10 26 30 -5 0 0 -#5646 -wand~ -a magyck wand~ -A magyck wand is here. -~ -~ -3 1|64 1|16384 -20 4 4 74 -5 0 0 -#5647 -hat~ -wise-Owl's Hat~ -Wise-Owl's Hat has blown away again . -~ -~ -9 1|32|64|1024|32768 1|16 -0 0 0 0 -5 0 0 -A -2 1 -A -3 1 -A -4 1 -A -12 50 -#5648 -necklace~ -a strange necklace~ -A strange necklace floats on by. -~ -~ -9 1|2|1024|32768 1|4 -0 0 0 0 -5 0 0 -A -13 20 -A -14 50 -A -17 -10 -#5649 -gnashers~ -a set of Gnarly Gnashers~ -A set of Gnarly Gnashers is here (>*CHOMP*<*>*CHOMP*<). -~ -~ -5 2|512 1|8192 -0 0 0 10 -15 0 0 -A -18 2 -A -18 6 -#5650 -drugs~ -some drugs~ -Some drugs have fallen out of someone's stash. -~ -~ -26 1 1|16384 -10 56 33 68 -5 0 0 -#5651 -poo~ -poo!~ -Poo! -~ -~ -19 2 1|8 -5 0 0 1 -5 0 0 -#5652 -underpants~ -a pair of soiled underpants~ -A pair of soiled underpants festers here. -~ -~ -9 2|128|1024 1|32 -0 0 0 0 -5 0 0 -A -1 1 -A -5 1 -A -13 20 -A -19 2 -#5653 -belt~ -a Belt of Skulls~ -Vicious' Belt of Skulls is beatin' and hummin' here. -~ -~ -9 1|2|128|512|4096 1|2048 -0 0 0 0 -25 0 0 -A -5 2 -A -13 15 -A -19 3 -#5654 -video~ -a Dirty Harry Video~ -"Go ahead! Make my day! Pick up the video!" -~ -~ -4 1|2 1|16384 -12 4 4 23 -10 0 0 -#5655 -persona~ -a Hugh Grant Persona~ -A Hugh Grant Persona has been adopted by *MANY people lately...:) -~ -~ -9 1|4096 1|16 -0 0 0 0 -5 0 0 -A -1 -2 -A -14 50 -#5656 -key~ -a key~ -A key to Owl's chest is hanging from a chain here. -~ -~ -19 1|2 1|16384 -0 0 0 0 -5 0 0 -#5657 -sceptre~ -count Poodle's Sceptre~ -Count Poodle's Sceptre is here. -~ -~ -5 1|64|1024 1|8192 -0 0 0 7 -15 0 0 -A -18 3 -A -19 3 -#5658 -cloak~ -count Poodle's Cloak~ -Count Poodle's Cloak is here. -~ -~ -9 1|64|1024 1|1024 -0 0 0 0 -10 0 0 -A -17 -10 -#5659 -ring~ -count Poodle's Signet Ring~ -Count Poodle's Signet Ring is here. -~ -~ -9 1|64|1024 1|2 -0 0 0 0 -5 0 0 -A -2 1 -A -12 15 -A -17 -5 -#5660 -orb~ -count Poodle's Orb~ -Count Poodle's Orb is here. -~ -~ -4 1|64|1024 1|16384 -13 3 3 10 -5 0 0 -A -12 15 -#5661 -crown~ -count Poodle's Crown~ -Count Poodle's Crown is here. -~ -~ -9 1|64|1024 1|16 -0 0 0 0 -15 0 0 -A -4 2 -#5662 -crown~ -cowntess' Heifer's Crown~ -Cowntess Heifer's Crown of Horns is here. -~ -~ -9 1|64|1024 1|16 -0 0 0 0 -30 0 0 -A -3 -2 -A -5 3 -#5663 -rod~ -cowntess' Rod~ -Cowntess' Rod vibrates strangely... -~ -~ -9 1|2|1024 1|8192 -0 0 0 8 -20 0 0 -A -18 -2 -A -19 8 -#5664 -treasure~ -treasure~ -Treasure! -~ -~ -8 1 1|16384 -0 0 0 0 -25 0 0 -#5665 -bag~ -a Magic Udder~ -Cowntess' Heifer's Magic Udder is here, pulsating with a life of its own. -~ -~ -15 1|2|1024 1|8 -100 1 0 0 -20 0 0 -#5666 -chest~ -a chest~ -A chest that looks like its full of loot is here. -~ -~ -15 0 1|16384 -100 8 868 0 -100 0 0 -#5667 -loot~ -loot~ -Loot! -~ -~ -20 1 1|16384 -23456 0 0 0 -1 0 0 -#5668 -key~ -a coral key~ -A coral key is here. -~ -~ -18 2 1|16384 -0 0 0 0 -5 0 0 -#5669 -shield~ -the Holy Shield of St.Arnas~ -The Holy Shield of St. Arnas! >******< -~ -~ -9 1|2|1024 1|512 -0 0 0 0 -20 0 0 -A -1 2 -A -5 1 -A -13 20 -A -17 -10 -A -23 -3 -A -24 -3 -#5670 -girth~ -a Giant's Giant Girth~ -A Giant's Giant Girth dwarfs you here. -~ -~ -9 2 1|2048 -0 0 0 0 -50 0 0 -A -1 3 -A -3 -1 -A -4 -1 -A -5 2 -#5671 -club~ -a nasty-looking club~ -A nasty-looking club rests here. -~ -~ -5 0 1|32768 -0 0 0 8 -30 0 0 -A -18 -4 -A -19 9 -#5672 -body corpse~ -a half-digested corpse~ -The half-digested corpse of Gepetto rots here. -~ -~ -13 0 1|16384 -0 0 0 0 -75 0 0 -#5673 -puppet marionette pinnochio~ -a broken puppet~ -The broken form of Pinnochio is collapsed here. -~ -~ -13 0 1|16384 -0 0 0 0 -15 0 0 -#5674 -body jiminy corpse~ -a dead insect~ -The decomposing form of Jiminy Cricket is here. -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#5675 -mallet~ -a mallet~ -A carpenter's mallet has been carelessly left here. -~ -~ -5 0 1|8192 -0 0 0 7 -5 0 0 -#5676 -tophat~ -a tiny tophat~ -A tiny tophat lies here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 1 -#5677 -umbrella~ -a tiny umbrella~ -A tiny umbrella lies here. -~ -~ -4 1 1|16384 -5 1 1 11 -1 0 0 -#5678 -log book~ -jonah's Log Book~ -Jonah's Log Book, long thought lost, is here. -~ -~ -2 1|2 1|16384 -20 3 1 67 -10 0 0 -#5679 -boots~ -puss' Boots~ -Puss' Boots are here. -~ -~ -9 1 1|64 -0 0 0 0 -5 0 0 -A -2 1 -A -14 50 -#5680 -grog~ -a bottle of grog~ -A bottle of grog is here, but it looks rather strange... -~ -~ -10 2 1|16384 -5 33 68 200 -5 0 0 -#5681 -whiskers~ -some cat whiskers~ -Some cat whiskers lie here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 1 -A -12 10 -#5682 -dress~ -a dress~ -A plain-looking dress is here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#5683 -comb~ -a poison comb~ -A comb coated with a strange substance glistens here. -~ -~ -3 1 1|16384 -9 2 2 33 -1 0 0 -#5684 -cauldron~ -a bubbling cauldron~ -A bubbling cauldron sits near the hearth, bubbling over with a noxious brew. -~ -~ -17 1|2 1|16384 -25 16 9 1 -50 0 0 -#5685 -shawl tattered~ -a tattered shawl~ -A tattered shawl is here. -~ -~ -9 2|512 1|1024 -0 0 0 0 -5 0 0 -A -1 -1 -A -3 1 -A -5 -1 -A -12 50 -#5686 -hat tattered~ -a tattered hat~ -A tattered hat is here. -~ -~ -9 2|512 1|16 -0 0 0 0 -8 0 0 -A -3 2 -A -4 1 -A -12 15 -#5687 -dress tattered~ -a tattered dress~ -A tattered dress is here. -~ -~ -9 2|512 1|8 -0 0 0 0 -10 0 0 -A -13 20 -A -17 -10 -A -24 -3 -#5688 -staff~ -a gnarled staff~ -A gnarled staff is here. Looks like a stout weapon. -~ -~ -5 1|64 1|32768 -0 0 0 7 -15 0 0 -A -18 5 -A -19 5 -#5689 -herbs~ -some herbs~ -Some herbs have been scattered here. -~ -~ -19 0 1|16384 -1 0 0 1 -1 0 0 -#5690 -cat corpse~ -a dead cat~ -A dead cat hangs here, ready to be stewed. It looks tough enough to kill. -~ -~ -5 0 1|8192 -0 0 0 5 -10 0 0 -A -18 3 -A -19 5 -#5691 -jar~ -a herb jar~ -A herb jar is here. -~ -~ -15 2 1|16384 -5 1 0 0 -3 0 0 -#5692 -jar~ -a potion jar~ -A half-full potion jar looks ready to drink. -~ -~ -10 2 1|16384 -20 35 39 56 -5 0 0 -#5693 -chains gold~ -heavy gold chains~ -Heavy gold chains are piled on the ground here. Where's Run-DMC? -~ -~ -9 1 1|4 -0 0 0 0 -30 0 0 -A -14 -50 -A -17 -15 -#5694 -cap baseball~ -a baseball cap, worn backwards~ -A baseball cap, worn backwards, is without a homey here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -2 2 -#5695 -jeans~ -a pair of baggy jeans~ -These phat jeans is so fly, ya just GOTTA wear 'em... -~ -~ -9 128|4096 1|32 -0 0 0 0 -8 0 0 -A -14 -25 -A -17 -5 -A -19 2 -#5696 -hitops hi-tops sneakers~ -a pair of hi-tops~ -A pair of fly hi-tops sits here. My A-DIDAS! -~ -~ -9 1 1|64 -0 0 0 0 -10 0 0 -A -14 100 -#5697 -clothing~ -some generic kids' clothing~ -Some generic kids' clothing has escaped from K-Mart. -~ -~ -9 0 1|8 -0 0 0 0 -3 0 0 -#5698 -gingerbread~ -yum! Gingerbread!~ -Yum! Gingerbread! -~ -~ -19 1 1|16384 -6 0 0 0 -1 0 0 -#5699 -oven~ -an oven~ -An oven, perfect for roasting kids (and witches) is here. -~ -~ -12 1|2 0 -0 0 0 0 -50000 0 0 -#5700 -handkerchief used filthy~ -a filthy used handkerchief~ -Eeyew! A filthy, used handkerchief! -~ -~ -13 128|4096 1|16384 -0 0 0 0 -1 0 0 -#5701 -britches~ -a pair of sturdy britches~ -A pair of sturdy britches is waiting for Godot here... -~ -~ -9 0 1|32 -0 0 0 0 -7 0 0 -#5702 -beard~ -a goat's beard~ -A goat's beard is here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -5 1 -#5703 -horns~ -a pair of goat's horns~ -Ouch! These goat's horns sure look sharp! -~ -~ -5 0 1|8192 -0 0 0 11 -10 0 0 -A -19 4 -#5704 -teeth~ -trollTeeth!~ -TrollTeeth! KEWL! -~ -~ -5 2 1|8192 -0 0 0 10 -15 0 0 -A -18 2 -A -19 2 -#5705 -shrubbery~ -a shrubbery~ -A shrubbery sits here. -~ -~ -8 2 1|16384 -0 0 0 0 -32 0 0 -#5706 -sword~ -a Shining Sword~ -OoOOoo! A Shining Sword! -~ -~ -5 1|64|1024 1|8192 -0 0 0 1 -25 0 0 -A -17 4 -A -18 4 -#5707 -armor shining~ -shining metal armor~ -A suit of Shining metal armor has been left here. -~ -~ -9 1|64|1024 1|8 -0 0 0 0 -25 0 0 -A -1 1 -A -13 10 -A -17 -10 -#5708 -shield shining~ -a Shining Shield~ -A Shining Shield glows brilliantly here! -~ -~ -9 1|64|1024 1|512 -0 0 0 0 -20 0 0 -A -17 -10 -A -23 -3 -A -24 -3 -#5709 -bracers shining~ -shining Bracers~ -Shining Bracers dazzle your eyes here. -~ -~ -9 1|64|1024 1|4096 -0 0 0 0 -10 0 0 -A -13 25 -#5710 -greaves shining~ -shining Greaves~ -These Greaves are so shiny they blind you! -~ -~ -9 1|64|1024 1|32 -0 0 0 0 -15 0 0 -A -2 2 -A -14 50 -#5711 -ring signet~ -a signet ring~ -A signet ring bearing the Arms of the Liver is here. -~ -~ -9 1|64|1024 1|2 -0 0 0 0 -5 0 0 -A -5 3 -#5712 -lance~ -a lance~ -An old lance rests here. -~ -~ -5 0 1|8192 -0 0 0 11 -20 0 0 -A -19 3 -#5713 -surcoat~ -a Surcoat bearing the Arms of the Liver~ -A Surcoat bearing the Arms of the Liver is here. -~ -~ -9 1|64|1024 1|1024 -0 0 0 0 -10 0 0 -A -13 10 -A -17 -10 -#5714 -helm shining~ -a Shining Helm~ -A Shining Helm that has been worn by hundreds of heroes rests here. -~ -~ -9 1|64|1024 1|16 -0 0 0 0 -20 0 0 -A -4 2 -A -17 -5 -A -23 -7 -#5715 -cigar~ -a smelly cigar~ -A smelly cigar smoulders away here. -~ -~ -3 0 1|16384 -5 1 1 33 -1 0 0 -#5716 -cap~ -a Casey Jones cap~ -Wearing this cap makes you look like Casey Jones... -~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -5 2 -#5717 -anvil~ -a unmovable anvil~ -An unmovable anvil rests here. -~ -~ -12 2 0 -0 0 0 0 -50000 0 0 -#5718 -cage wheel~ -a Cage with a Wheel~ -A Cage with a Wheel that's meant to keep a hamster amused sits here. -~ -~ -13 0 1|16384 -0 0 0 0 -25 0 0 -#5719 -glass~ -a freshly-licked glass~ -A freshly-licked glass sits here. -~ -~ -17 0 1|16384 -2 0 0 0 -1 0 0 -#5720 -collar~ -a collar that bears a tag reading "Tipsy"~ -A collar that bears a tag reading "Tipsy" is here. -~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -#5721 -beanstalk~ -a beanstalk reaches up into the sky~ -A beanstalk reaches up into the sky here. -~ -~ -12 1 0 -0 0 0 0 -0 0 0 -#5722 -boat~ -a boat~ -This boat looks as if it has just come out of a whale. It has. -~ -~ -15 262144|524288 1 -1000 0 0 1 -100 0 0 -#5723 -nightgown~ -grandma's Nightgown~ -Grandma's Nightgown has been carelessly tossed here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -0 10 -A -1 -1 -A -5 -1 -#5724 -basket~ -a basket for freshly-baked cookies~ -A basket of freshly-baked cookies, except that someone's eaten them all. -~ -~ -15 0 1|16384 -20 1 0 0 -5 0 0 -#5725 -sacchrin~ -some sacchrin~ -You start to feel sickly sweet- Sacchrin! -~ -~ -26 1 1|16384 -9 14 16 18 -1 0 0 -#5726 -gold~ -the pig's hoard of gold~ -The Pig's hoard of gold is here. Pick it up! -~ -~ -20 1 1|16384 -2345 0 0 0 -1 0 0 -#5727 -straw~ -some straw~ -Some straw has been scattered here. -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#5728 -brick~ -a brick~ -Someone has left a brick here. ***>!OUCH!<*** You stub your toe! -~ -~ -30 0 1|8192|16384 -0 0 0 0 -5 0 0 -#5729 -sticks~ -a pile of sticks~ -A pile of sticks has been left here (huh huh fire's cool huh huh). -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#5730 -mattress~ -a mattress~ -A mattress lies in one corner. -~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#0 - - -#ROOMS -#5600 -The Path leading to Animaland~ -You are strolling along a well-trodden path that leads towards the -boundaries of the mysterious realm of Animaland. At this point it -may not be inappropriate to consult your history books and learn -about the place (type `help animaland'). You see a broad, swiftly- -flowing river up ahead, which you can cross via a ford. However, -a well-armored knight standing outside a stone tower near the ford -makes you hesitate... -There is a sign here you may want to read... -~ -0 4 2 -D1 -a tower by a ford~ -~ -0 -1 5601 -D3 -~ -~ -0 -1 8848 -E -sign~ -The sign says- -*************************************************************************** -+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -******* W E L C O M E T O A N I M A L A N D ! ******* -+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -*************************************************************************** -hELLO. yOU hAVE jUST eNTERED aNIMALAND. aN aREA dEVISED bY tHE wARPED miND -oF yAEGAR eSPECIALLY fOR aNONYmUD bUT sUITABLE fOR aNY mERC mUD tHAT mAY bE :). -My head hurts... -There we go... -Uhum...ok then if you are level 5-20 go right on in. In fact even 3 to -25 can still have fun...But above that definitely not. No, you'll just -have to go somewhere else and slay their painstakingly created mobs and -steal all their neat stuff... - -Ahemm...yes..well, type help animaltown, dont mess with da Mayor, keep -an eye out for special guests, and-oh yeah- keep an eye out for Imelda, -and steal a shoe to give to Yaegar...he'll give u a prize if u do! :P -Here endeth the sign...Why are you still here??? -~ -S -#5601 -A Tower by a Ford~ -As you near the ford, you also grow nearer this weathered stone tower, -which looks older than your Aunt Ethyl... A very odd-looking coat of arms -hangs above the door, which is stoutly locked (you can't go in, so don't -bother with this 'look door', 'op n', 'op door' crap ok? :P). The ford -look simple enough- step on and across the shallow bit to the other side, -which is very green and rather pleasant-looking. -~ -0 0 2 -D1 -the ford~ -~ -0 -1 5602 -D3 -the path leading to/from animaland~ -~ -0 -1 5600 -S -#5602 -The Ford~ -You are crossing the swift-flowing River Fulem, at the point where it -starts to REALLY pick up momentum, pouring south into distant Lake -Cungerell, where the mysterious Lake Creature is rumored to store his -fabulous wealth...Now if only you had a boat... -~ -0 0 6 -D1 -a green field~ -~ -0 -1 5603 -D2 -the river fulem~ -~ -0 -1 5687 -D3 -a tower by a ford~ -~ -0 -1 5601 -S -#5603 -A Green Field~ -You are standing knee-deep in soft, green grass which covers this -pleasant field as far as you can see. Narrow paths cut through the -sward, going in many directions. Birds glance at you as they fly -far overhead, and you fancy that you see a glimmer of intelligence -in their beady eyes. -~ -0 0 2 -D0 -a path heading north~ -~ -0 -1 5645 -D2 -a path heading south~ -~ -0 -1 5604 -D3 -a path heading west~ -~ -0 -1 5602 -S -#5604 -A Path Heading South~ -You are heading south out of the fields. Shortly you reach a junction -where you can continue south into a dark forest, or head east towards -some strange-looking houses. -~ -0 0 2 -D0 -a green field~ -~ -0 -1 5603 -D1 -some strange houses~ -~ -0 -1 5605 -D2 -a dark forest~ -~ -0 -1 5611 -S -#5605 -Some Strange Houses...~ -You are heading along a road that is bordered on the left hand side -by three strange houses. The one nearest you is fashioned from straw, -while the ones in the distance are fashioned of other materials. -~ -0 0 1 -D0 -the house of straw~ -house door~ -1 0 5606 -D1 -continuing~ -~ -0 -1 5607 -D3 -a junction~ -~ -0 -1 5604 -S -#5606 -Inside the House of Straw~ -You rude bugger! This is trespassing, you know! But who cares? Anyone -dumb enough to build their house out of straw deserves to be burgled, -right? -~ -0 1|8 0 -D2 -a door made of straw~ -door~ -1 0 5605 -S -#5607 -Continuing...~ -Ah, this house you are now nearing appears to have been fashioned from -sticks and bits of wood. How PostModernist! How &^$%ing tacky! Why -don't you huff and puff and blow it down? Or better yet, *LOOT* it? -~ -0 0 1 -D0 -a door to a house of sticks~ -door~ -1 0 5608 -D1 -continuing~ -~ -0 -1 5609 -D3 -a house of straw~ -~ -0 -1 5605 -S -#5608 -Inside the House of Sticks~ -Well, this house is just as ugly inside as it is out. It is structurally -deficient, and you've half a mind to report him to Town Planning. Your -other half wants to just trash the place. -~ -0 1|8 0 -D2 -a door~ -door~ -1 0 5607 -S -#5609 -Continuing...~ -Hmph. Finally, someone with sense has built a good, solid house of -bricks and mortar. Hmph. Still, wouldn't hurt to go in and have a good -bash, y'know, check the structural integrity and all. Oh, and collect -a small fee for your work.. -~ -0 0 1 -D0 -a house of brick~ -door~ -1 0 5610 -D1 -another juction~ -~ -0 -1 5617 -D3 -continuing~ -~ -0 -1 5607 -S -#5610 -Inside the House of Brick~ -Yup. Seems secure enough. Bit lacking in decor, though. Guess the owners -wouldn't mind a bit of free interior decorating, would they? Y'know, BR -faves like trails of blood, steaming turds, arms, legs, hearts, heads and -corpses? -~ -0 1|8 0 -D2 -outside the house~ -~ -1 0 5609 -S -#5611 -A Dark Forest~ -Whew! This place sure is DARK! It's certainly aptly named...and what is -that godawful smell? Smells like rotting flesh, mingled with the aroma -of freshly-baked cookies... -~ -0 1 3 -D0 -a junction~ -~ -0 -1 5604 -D2 -further inside the wood~ -~ -0 -1 5612 -S -#5612 -Further Inside the Wood~ -You have reached a junction in this fell wood. It is even darker here -than near the entrance, if that is possible. There is a cottage near you, -to the south, though it looks rather sinister. Alternatively, you can -enter a dismal clearing to the east. -~ -0 1 3 -D0 -a dark forest~ -~ -0 -1 5611 -D1 -a dismal clearing~ -~ -0 -1 5614 -D2 -door to grandma's house~ -door~ -1 0 5613 -S -#5613 -Inside Grandma's House~ -This little cottage would actually be quite cosy if it wasn't for the -blood stains on the walls and the decomposing corpse in the bed. As -you search the room, holding your nose, you are tempted several times -to just bolt and vomit, but something leads you to believe that there -may be treasure here... -~ -0 1|8 0 -D0 -outside gandma's house~ -~ -1 0 5612 -S -#5614 -A Dismal Clearing~ -You have entered a dismal clearing in the forest, ringed by burnt-out -shells of once-stately oaks and twisted, dying vines that encircle the -dead trees. A keening wail reaches your ears, and you shiver involuntarily. -Perhaps it would be best to leave? -~ -0 1 3 -D1 -into the dense underbrush~ -~ -0 -1 5615 -D3 -further inside the forest~ -~ -0 -1 5612 -S -#5615 -Into the Dense Underbrush~ -You are now fighting your way through near-inpenetrable underbrush, and -after five minutes of cuts, scratches and bruises from unfriendly flora, -you begin to wonder if it's worth it. Then the wail reaches you ears -again, this time seeming to come from somewhere very close to the east, -and curiosity overrides your natural sense of self-preservation. -~ -0 1 15 -D1 -the deepest part of the forest~ -~ -0 -1 5616 -D3 -a dismal clearing~ -~ -0 -1 5614 -S -#5616 -The Deepest Part of the Forest~ -Well, you've penetrated as far as you're likely to without the aid of -several chainsaws. Indeed, looking round, you are beginning to wonder -whether it was worth it when you notice...something... -~ -0 1|8192 15 -D3 -into the thick underbrush~ -~ -0 -1 5615 -S -#5617 -Another Junction~ -You have entered another grassy field and come to another junction. -A huge castle looms large to the east, while a town is visible to -the north. The south contains a hilly area that shows some evidence of -having been mined, as well as another stretch of the Dark Wood. It has -been rumored that interdimensional archways occasionally materialize here. -~ -0 4 2 -D1 -a road to the town~ -~ -0 -1 5633 -D2 -a road to the mines~ -~ -0 -1 5618 -D3 -back to the houses of the pigs~ -~ -0 -1 5609 -E -ground earth~ -There is a circular scorch mark in the earth here. -~ -S -#5618 -A Road to the Mines~ -You have entered some hard foothills, following a dusty trail that leads -to the mines of the Dwarves and to more of the dark forest you saw -earlier. You also see a weatherbeaten sign. -~ -0 0 4 -D0 -another junction~ -~ -0 -1 5617 -D2 -entrance to the mines~ -~ -0 -1 5619 -E -sign~ -The sign says- -"I have posted this sign in the hope that someone is brave enough to -venture this close to the cursed mines. I have not the strength to -rid the mines of its fell inhabitants, but I beseech whoever reads this -to try and contain the evil spread there by the Witch of the Dark Wood. -I fear that the evil dwarves who have-" the rest is obliterated by a -dried blood stain... -~ -S -#5619 -Entrance to the Mines~ -You have reached the entrance to the mines, a gaping maw that looms -in the side of a dark and forbidding cliff-face. With some trepidation, -you prepare to go in, but a sudden short burst of maniacal laughter -followed by a wet squelching sound makes you consider heading to the -forest instead... -~ -0 0 4 -D0 -path to the mines~ -~ -0 -1 5618 -D1 -the mines~ -~ -0 -1 5627 -D2 -the dark forest~ -~ -0 -1 5620 -S -#5620 -The Dark Forest~ -This section of the forest doesn't smell or *feel* half as bad as the -other expanse to the west, and you actually find it quite pleasant, -as far as dark forests go. If only it wasn't so DARK... -~ -0 1 3 -D0 -entrance to the mines~ -~ -0 -1 5619 -D3 -further along the path~ -~ -0 -1 5621 -S -#5621 -Further Along the Path~ -You have pentrated further into the dark forest. To the south you -can see a brightly-lit cottage, while a house made entirely from -candy and gingerbread lies to the west...YUM! -~ -0 1 3 -D1 -the forest~ -~ -0 -1 5620 -D2 -outside the brightly-lit house~ -~ -0 -1 5625 -D3 -outside the house of candy~ -~ -0 -1 5622 -S -#5622 -Outside the House of Candy~ -This is a house made entirely of gingerbread and candy, and has -obviously been built by an evil witch in a feeble attempt to lure -innocent young children in so she can eat them. How pathetic! How -dumb does she think kids are, anyway? Sheesh! Still, you better be -careful- she might not appreciate being seen through so easily, and -definitely won't appreciate you barging into her house... -~ -0 1 3 -D1 -further along the path~ -~ -0 -1 5621 -D2 -the door to the house~ -door~ -1 0 5623 -S -#5623 -Inside the House~ -Eeyew! This house ain't half as nice inside as it was outside. But -what did you expect? King Kandy? No, this is the house of a WITCH, and -doubtless she's in here somewhere, waiting to eat you! Mind you don't -trip on all the corpses, skins, pelts and spell components! -~ -0 1|8|8192 0 -D0 -outside the house~ -door~ -1 0 5622 -D3 -an oven~ -~ -0 -1 5624 -S -#5624 -An Oven~ -Whew! Sure is hot in here! Oh there's an OVEN here, for cooking stupid -children. Any kid who is dumb enough to think this house was for real -and came in deserves to be cooked...Waitaminute! You came in here! Uh -oh...RUN! -~ -0 1|8|8192 0 -D1 -inside the house~ -~ -0 -1 5623 -S -#5625 -Outside A Brightly-Lit Cottage~ -You are now standing outside the cottage, a standard bungalow-style -peasant abode. You are not certain, but you think you can hear the -whining tones of pre-adolescent children, and your hand instinctively -strays to your weapon... -~ -0 1 3 -D0 -further along the path~ -~ -0 -1 5621 -D2 -the door opens and reveals the inside of the house~ -door~ -1 0 5626 -S -#5626 -Inside the House~ -Yup! -Kids DEFINITELY live here...Half-eaten meals are spilled all over the -various toys, games, junk food and tv guides that litter the threadbare -carpet in this one-room home. You begin to shudder uncontrollably... -CHILDREN!!!!! YUCK! -~ -0 8 0 -D0 -a door outside~ -door~ -1 0 5625 -S -#5627 -Inside the Mine~ -Uh Oh...You don't know whether it's the bones and gore scattered and -smeared all over the place here, or the huge sign that reads "SOD OFF", -but SOMETHING tells you that proceeding any further into the mines may -not be too good for your health... -~ -0 1|8 0 -D2 -further inside~ -~ -0 -1 5628 -D3 -outside the mine~ -~ -0 -1 5619 -E -sign~ -What's the matter? Can't you read room descriptions? I told you- -It says "SOD OFF!". So why don't you? :P -~ -S -#5628 -Further Inside~ -This mine is dark, cramped and smelly. You begin to feel nauseous. -Skeletons poke out from piles of rusted tools, junk and other debris that -looks suspiciously like mortal remains of your own species! Looks like -these Dwarves hate EVERYONE... -~ -0 1|8 0 -D0 -inside the mine~ -~ -0 -1 5627 -D1 -a crossroads~ -~ -0 -1 5629 -S -#5629 -A Crossroads~ -You're still here? Sheesh...Well, you've reached a crossroads in the -mine, from which point you can head north to an abandoned meeting hall, -east to an armory, or south towards a horrid smell which could only -herald the location of the Dwarven latrines... -~ -0 1|8 0 -D0 -meeting hall~ -~ -0 -1 5630 -D1 -armory~ -~ -0 -1 5632 -D2 -latrines~ -~ -0 -1 5631 -D3 -further inside~ -~ -0 -1 5628 -S -#5630 -Abandoned Meeting Hall~ -You have entered a former meeting hall of the Dwarves who once inhabited -this once-prosperous mine before the witch's minions drove them away. -The leader of the anti-dwarves now uses this as a meeting hall. You notice -a curiously-untouched parchment tacked to one wall... -~ -0 1|8 0 -D2 -a crossroads~ -~ -0 -1 5629 -E -parchment paper~ -The parchment reads- -"Dear Mr. Tarantino, - Thank you for your suggestions for the next Snow - White film. We are always happy to hear from famous directors such - as yourself. However, we regret to inform you that the rape scene, the - shoot-outs, the violent swearing witch and the Reservoir Dwarves - (Wretched, Perturbed, Winded, Diseased, Conceited, Vacuous and - Lost) are not quite what we here at Disney had in mind. - - Yours Sincerly - J. Katzenburger -An attached note reads- &^%$ you! You *&^%ing conceited, stuck-up -#$%^ing *&^$%ing &^%%&*^%$%^&^^! %&&%^! ^*%%$ you! -~ -S -#5631 -The Latrines...~ -You have entered the latrines. You are nuts. Before you gag and -retch on account of the unspeakably vile smell that is emanating -from a most sinister pit in the center of the room, you are -horrified to notice that some-one actually LIVES here! -~ -0 1|8 12 -D0 -a crossroads~ -~ -0 -1 5629 -S -#5632 -An Armory~ -This was perhaps an armory at one point, but now it is little more -than a rudimentary barracks for some of the anti-dwarves. A signed -portrait of Quentin Tarantino is one one wall- apparently he was -considering casting them for his new film until Disney turned down -his script. Consequently, Mr. Wolf had some new business to take care -of in Hollywood... -~ -0 8 0 -D3 -a crossroads~ -~ -0 -1 5629 -E -portrait~ -The portrait is of Quentin at his obnoxious best. It has bee signed -"%$#& YOU! Love Quentin". -~ -S -#5633 -A Road to the Town~ -You have reached a point where you can head north to Animaltown. -Alternatively you could continue east towards Castle Poodle, and -pay your respects to the Count. But the Count is only a figurehead- -real power rests with Mayor Bear, Chief Alderman of AnimalTown. -You see a sign posted here. -~ -0 0 2 -D0 -animaltown~ -~ -0 -1 5634 -D1 -path to castle poodle~ -~ -0 -1 5663 -D3 -another juction~ -~ -0 -1 5617 -E -sign~ -The sign says- - "WELCOME TO ANIMALTOWN! I hope your visit is enjoyable. Have a good - time, but if you cause trouble, I will break you. - Signed, - Mayor Bear -*THIS PUBLIC SERVICE ANNOUNCEMENT HAS BEEN BROUGHT TO YOU BY THE - UNITED INITIATIVE FOR A BETTER GOVERNMENT- auth. M. Bear* -~ -S -#5634 -AnimalTown~ -Welcome to Animaltown! You can head north to the town well, east -and west towards some local businesses, or back south out of town -(which Bear Mayor would prefer). -~ -0 0 1 -D0 -well~ -~ -0 -1 5644 -D1 -outside the butcher~ -~ -0 -1 5642 -D2 -out of town~ -~ -0 -1 5633 -D3 -a bend in the road~ -~ -0 -1 5635 -S -#5635 -A Bend in the Road~ -You are heading along the path that leads to the blacksmith and the -Inn. This road is apparently called Chicken Lane, though you see no -sign of poultry or fowl. -~ -0 0 1 -D0 -outside the blacksmith and inn~ -~ -0 -1 5636 -D1 -the entrance to town~ -~ -0 -1 5634 -S -#5636 -Outside the Blacksmith and Inn~ -You have reached another bend in the road, but here you also have -the option of entering the Blacksmith to the west, or the Inn to -the north. -~ -0 4 1 -D0 -inn~ -~ -0 -1 5637 -D1 -mutt road~ -~ -0 -1 5639 -D2 -chicken lane~ -~ -0 -1 5635 -D3 -blacksmith~ -~ -0 -1 5638 -S -#5637 -Inn~ -You have entered AnimalTown Inn. The proprietor is standing behind -a bar, waiting to serve you. Unfortunately, all the rooms are filled, -so you will not be able to stay the night here. An ATM is provided -for your convenience near the bar. -~ -0 8|16384 0 -D2 -outside the smith and inn~ -~ -0 -1 5636 -S -#5638 -The Smithy~ -You have entered the Smithy, and are greeted gruffly by its doughty -owner. If you have items that are broken, he's the one to help you- -if not, you're wasting his time, and he stares at you impatiently, -eager to get back to his work. -~ -0 8 0 -D1 -outside the smith and inn~ -~ -0 -1 5636 -S -#5639 -Mutt Road~ -You are strolling along Mutt Road, but there are no stray dogs in this -town- the stary dogs are the citizens. In fact, they probably consider -YOU a stray- (look at that humanoid wandering the streets unattended- -how revolting! Call the Mayor!). -~ -0 0 1 -D1 -outside the mayor's office~ -~ -0 -1 5640 -D2 -well~ -~ -0 -1 5644 -D3 -outside the smithy and inn~ -~ -0 -1 5636 -S -#5640 -Outside the Mayor's Office~ -You are standing outside Bear Mayor's humble abode. Bear Mayor is -always happy to receive visitors (especially voters) and thus his -door is always open. But be careful that you don't offend him- -he has a vicious temper... -~ -0 0 1 -D1 -inside mayor's office~ -~ -0 -1 5641 -D2 -outside the butcher~ -~ -0 -1 5642 -D3 -mutt road~ -~ -0 -1 5639 -S -#5641 -Inside Bear Mayor's Office~ -You are inside Bear Mayor's (or Mayor Bear's- he uses both titles with -impunity) air-conditioned office. Portraits of famous animals, all -signed, line the walls, and an impressive collection of animal-related -literature is held in a solid oak set of shelves behind his huge timber -desk. The desk itself is scattered with papers that relate to the day -to day runnings of AnimalTown, including details of accounts, budgets, -administration and payoffs... -~ -0 8 0 -D3 -outside the office~ -~ -0 -1 5640 -S -#5642 -Outside the Butcher~ -You are standing outside the Butcher's, which used to be a moderately -successful business run by a Warthog who Bear Mayor bought out, but is -now empty. -~ -0 0 1 -D0 -outside bear mayor's office~ -~ -0 -1 5640 -D1 -inside empty butcher~ -~ -0 -1 5643 -D3 -entrance to animaltown~ -~ -0 -1 5634 -S -#5643 -Inside the Butcher's~ -After Bear Mayor bought out Warthog (for running against him in the last -election), Warthog fled to Castle Poodle and became a Jester, and the -business fell into ruin. Now there is nothing save some scraps of -decaying meat and a couple of dulled butcher's knives. -~ -0 1|8 0 -D3 -outside the butcher's~ -~ -0 -1 5642 -S -#5644 -Well~ -You have reached the well, which used to provide the town's drinking -water, but has long since dried up, meaning that the townsfolk have -to go as far abroad as the River Fulem for their water. Tipsy, the -town sot, can usually be found lying around here- he continually -forgets that its empty and ends up falling in while trying to get -a drink of water. -~ -0 0 1 -D0 -mutt road~ -~ -0 -1 5639 -D2 -entrance to animaltown~ -~ -0 -1 5634 -S -#5645 -A Northern Path~ -You are heading along a path that heads north away from the grassy fields, -and makes a sharp turn to the east, running parallel to the mighty Fulum, -which makes a similar turn to the right, diverted by the steep, -impenetrable mountains that rise to the north. It is rumored that the -dire Warlock of Firetop Mountain holds residence there. Perhaps one day -you will find out? :) -~ -0 0 3 -D1 -a bend~ -~ -0 -1 5646 -D2 -grassy field~ -~ -0 -1 5603 -S -#5646 -The Path Bendeth...~ -At the point the path bends again, this time heading north, back towards -the river and the mountains beyond again. You fancy that you can spy a -secluded manse off to the right of the path up ahead, but you can't be sure -from here. -~ -0 0 3 -D0 -entrance to the manse~ -~ -0 -1 5647 -D3 -a northern path~ -~ -0 -1 5645 -S -#5647 -Entrance to the Manse~ -Yup. It is a house. You are standing outside it right now. In fact, -the front door is open and all, so why don't you poke your head in and have -a look around...Heck, I might as well let you this time, you're going to -barge in and loot it anyway:) -You see a tiny sign above the door. -~ -0 0 2 -D0 -another bend~ -~ -0 -1 5648 -D1 -inside the manse~ -~ -1 0 5697 -D2 -the path bendeth~ -~ -0 -1 5646 -E -sign~ -The sign says- -"Keep your eyes peeled and your wits about you..." -Also, Hide and Seek can be fun, if you have the right spells... -~ -S -#5648 -Another Bend~ -The path bends AGAIN, heading east once more, but this time it seems -the path remains straight, for it extends as far as you can see to the -east. A bridge that crosses the Fulum is up ahead on the left. -~ -0 0 2 -D1 -a bridge~ -~ -0 -1 5649 -D2 -outside the manse~ -~ -0 -1 5647 -S -#5649 -A Bridge~ -You have come to a bridge, that crosses the Fulum to the north. -Unfortunately, there has been a landslide on the far side, and passage -further than this is now impossible. A foul stench arises from beneath -the bridge... - -UPDATE : WORKERS HAVE MANAGED TO CLEAR THE RUBBLE AND YOU CAN NOW PROCEED -TO THE NORTH. - -You see a placard mounted on the bridge. -~ -0 0 2 -D0 -the path to firetop mountain~ -~ -0 -1 8852 -D1 -along the river road~ -~ -0 -1 5651 -D3 -another bend~ -~ -0 -1 5648 -D5 -under the bridge~ -~ -0 -1 5650 -E -placard~ -The placard reads- -"Bridge closed due to act of God. Please excuse mess. Be patient until - renovations and clearance is possible. Sorry Messers Gruff... - Oh, don't spook the troll either... - Bear Mayor - (The Mayor of THE Town! :)) -~ -S -#5650 -Under the Bridge~ -Whoa! The Red Hot Chili Peppers didn't write about being under THIS -bridge! This is a troll lair! And by now you've probably been KILLED! -~ -0 1|8|128|8192 0 -D4 -the bridge~ -~ -0 -1 5649 -S -#5651 -The Path by the Fulum~ -You are having a pleasant stroll along this eastern stretch of road which -runs parallel to the flow of the mighty Fulum to the north, which also -runs east-west at this point. The road continues as far as you can see. -~ -0 0 2 -D1 -the path by the fulum~ -~ -0 -1 5652 -D3 -the bridge~ -~ -0 -1 5649 -S -#5652 -The Path by the Fulum~ -You are having a pleasant stroll along this eastern stretch of road which -runs parallel to the flow of the mighty Fulum to the norht, which alos -runs east-west at this point. Up ahead to the east you can see a junction. -~ -0 0 2 -D1 -a junction~ -~ -0 -1 5653 -D3 -the path by the fulum~ -~ -0 -1 5651 -S -#5653 -A Junction~ -You have reached a point where you can head north towards a tiny beach -where the Fulum washes up on the bank, or south towards a mammoth -beanstalk that extends high up into the sky. -~ -0 0 2 -D0 -a beach~ -~ -0 -1 5654 -D2 -a beanstalk~ -~ -0 -1 5655 -D3 -the path by the fulum~ -~ -0 -1 5652 -S -#5654 -A Beach~ -A small inlet has been formed here by erosion, and various objects and -debris carried by the Fulum from the seas to the east have been washed up -here, including the occasional aggressive sea creature! -~ -0 0 6 -D2 -a junction~ -~ -0 -1 5653 -S -#5655 -A Beanstalk~ -You think you remember an old children's tale about such an item as you -approach this spectacle. The beanstalk looks rather ludicrous growing here, -but also appears quite climbable. Above it you see a castle sitting atop a -huge grey cloud. It is not half as high as you first though, and you would -quickly reach it were you to wish to. -~ -0 0 2 -D0 -a junction~ -~ -0 -1 5653 -D4 -a cloud~ -~ -0 -1 5656 -S -#5656 -A Cloud~ -You quickly scale the beanstalk and emerge atop a fluffy grey cloud. -Looking about, you see the doors to a castle looming to the west, while -to the east there appears to be some sort of garden. -~ -0 0 1 -D1 -garden~ -~ -0 -1 5657 -D3 -doors to castle~ -door~ -1 0 5658 -D5 -down~ -~ -0 -1 5655 -S -#5657 -A Garden~ -You have entered a giant's garden, full of giant-size vegetables, the -smallest of which is the size of a fully-grown dwarf. Amazed, you -wander amongst them for some time until you are startled by a deep -rumbling from the west- "Fee Fee Fi Fi Fo Fo Fum!"- and decide you'd -better move on. -~ -0 0 3 -D3 -a cloud~ -~ -0 -1 5656 -S -#5658 -Inside the Castle~ -The doors creak open, making an alarmingly loud noise, and you enter, -wincing as the slam shut behind you. Looking about, you notice that you -are in the central room of a giant's house, small by giant standards, but -literally a castle to you. Passages extend in all directions. -~ -0 1|8 0 -D0 -kitchen~ -~ -0 -1 5659 -D1 -door leading outside~ -door~ -1 0 5656 -D2 -kennel~ -~ -0 -1 5662 -D3 -bedroom~ -~ -0 -1 5661 -S -#5659 -A Kitchen~ -You have entered the giant's kitchen, a mammoth affair that would do -a Dragon justice in terms of object size and sheer volumes of food. -Two giant pots look about just the right size for cooking humanoids, and -you shiver involuntarily. Where are the residents of this place? -~ -0 1|8 0 -D2 -entry hall~ -~ -0 -1 5658 -D3 -pantry~ -~ -0 -1 5660 -S -#5660 -Pantry~ -You have entered the giant's pantry, which contains some more food, -including some of the giant-sized vegetables that you saw in the -garden outside, and whole cows and bullocks, freshly slain and ready -to be eaten. -~ -0 1|8 0 -D1 -kitchen~ -~ -0 -1 5659 -S -#5661 -Bedroom~ -Uh Oh. You have stumbled into the private chamber of the residents of -this place, and they are NOT impressed. You have a chance to score -a quick glance at the giant-sized furniture in this place before you -have to deal with its angry occupant! -~ -0 1|8 0 -D1 -entry hall~ -~ -0 -1 5658 -S -#5662 -Kennel~ -Ever since they lost their Golden Goose, the giants of this place have -become very security-conscious, and they bought a guard dog, giving it -a nice clean kennel here in this room, which was formerly Rumblebottom's -workshop. Unfortunately, Count Poodle took a liking to it, and now has it -as his personal guard Dogg. -~ -0 1|8 0 -D0 -entry hall~ -~ -0 -1 5658 -S -#5663 -Path Leading to the Castle~ -You are nearing Castle Poodle, home of Count Poodle and his wife -Cowntess Heifer. The path bends sharply to the right here, heading -east towards a giant marble staircase. -~ -0 0 2 -D2 -marble staircase~ -~ -0 -1 5664 -D3 -a road to the town~ -~ -0 -1 5633 -S -#5664 -A Marble Staircase~ -You have reached the base of a massive set of marble steps, flanked -by columns and statues of famous inhabitants of Animaltown (including -three seperate depiction of Bear Mayor...). The crenelated battlements -of Castle Poodle tower far above you, surmounted by a merloned tower -that must be the abode of the famous Wizard Owl. -~ -0 0 1 -D0 -a path~ -~ -0 -1 5663 -D4 -up the staircase to the castle~ -~ -0 -1 5665 -S -#5665 -The Entrance to Castle Poodle~ -Whew! What a climb. Breathing hard, you pause to catch your breath, -looking about you as you do so. Straight in front of you looms the -massive entrance to Castle Poodle, from which you can head north or south -into the castle proper. Huge portraits of Count Poodle, Cowntess Heifer -and (of course) Bear Mayor abound. -~ -0 8 0 -D0 -guest rooms~ -~ -0 -1 5666 -D2 -guest rooms~ -~ -0 -1 5674 -D5 -below the staircase~ -~ -0 -1 5664 -S -#5666 -Guest Rooms~ -You have come into the north wing of the castle, where some guests of -considerable power and importance are currently staying. Be quiet and -be polite or be dead. -~ -0 8 0 -D0 -snoopy's room~ -~ -1 0 5667 -D1 -guest rooms~ -~ -0 -1 5668 -D2 -entrance~ -~ -0 -1 5665 -S -#5667 -Snoopy's Room~ -You have entered Snoopy's Room, a room rserved especially for him when -he visits. He is an amiable pup, so he won't bash your skull in for -intruding, but you'd better not rile him... -~ -0 1|8 0 -D2 -hallway~ -~ -1 0 5666 -S -#5668 -Guest Rooms~ -You have come across more guest rooms. A passage also runs south from -here to a long east-west hall. -~ -0 8 0 -D0 -fritz'z room~ -~ -1 0 5669 -D2 -a hall~ -~ -0 -1 5670 -D3 -guest rooms~ -~ -0 -1 5666 -S -#5669 -Fritz the Cat's Room~ -oooOOOooo. You'd better get out of here. Fritz's *Desire* is- quite -insatiable...And right now, you're fair game! -~ -0 1|8 0 -D2 -hall~ -~ -1 0 5668 -S -#5670 -Hallway~ -This hallway runs east towards a staircase that heads up to the second -storey. A sign says in bold letters- "AUTHORISED GUESTS ONLY". Better -heed it... -~ -0 8 0 -D0 -guest rooms~ -~ -0 -1 5668 -D1 -staricase~ -~ -0 -1 5671 -D2 -guest rooms~ -~ -0 -1 5672 -S -#5671 -A Stairwell~ -This stairwell leads up to the second level. You can hear some grunting -noises coming from above, however. You'd better be careful, buster. -~ -0 8 0 -D3 -hallway~ -~ -0 -1 5670 -D4 -level two~ -~ -0 -1 5676 -S -#5672 -Outside Bouncy's Room~ -You are standing outside the room where Poodle keeps the guard dog he -stole from Rumblebottom and Cushioncheeks the Giants in the clouds. -~ -0 8 0 -D0 -a hall~ -~ -0 -1 5670 -D2 -bouncy's room~ -~ -1 0 5673 -D3 -guest rooms~ -~ -0 -1 5674 -S -#5673 -Bouncy's Room~ -Here he comes! Don't leap up- don't lick- ugh! -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -Bouncy licks you. -:) -~ -0 1|8 0 -D0 -outside bouncy's room~ -~ -1 0 5672 -S -#5674 -Guest Rooms~ -You are standing outside Mickey Mouse's bedroom, which is to the south. -Bouncy's room is to the east, while Snoopy and that pervert Fritz the -Cat reside to the north and northeast respectively. -~ -0 8 0 -D0 -entrance hallway~ -~ -0 -1 5665 -D1 -outside bouncy's room~ -~ -0 -1 5672 -D2 -mickey's room~ -~ -1 0 5675 -S -#5675 -Mickey's Room~ -You are in the room reserved for Mickey Mouse. Little else needs to be -said about the decor, I'd imagine... -~ -0 1|8 0 -D0 -hall~ -~ -1 0 5674 -S -#5676 -Level Two (Guard Post)~ -Uh Oh. Maybe you should have paid more attention to that sign below... -If you live, you can head west to a reception area. -~ -0 1|8 0 -D3 -reception area~ -~ -0 -1 5677 -D5 -level one~ -~ -0 -1 5671 -S -#5677 -Reception Hall~ -You have entered Poodle and Heifer's reception hall. It is currently -deserted. From here you can head north to the staff quarters, or south -to the count and countess' quarters. -~ -0 8 0 -D0 -staff quarters~ -~ -0 -1 5678 -D1 -stairs~ -~ -0 -1 5676 -D2 -count and countess rooms~ -~ -0 -1 5684 -S -#5678 -Outside Jester's Room~ -Warthog the Jester is in here. He is rather depressed about his sudden -reversal of fortune, and doesn't take kindly to visitors. -~ -0 8 0 -D0 -inside jester's room~ -~ -1 0 5679 -D2 -reception hall~ -~ -0 -1 5677 -D3 -guard room~ -~ -0 -1 5680 -S -#5679 -Inside Jester Warthog's Room~ -A bland, unimpressive place, not at all characteristic of a jester, which -is not surprising when you consider how much Warthog hates his job. Poor -Warthog... -~ -0 1|8 0 -D2 -outside jester's room~ -~ -1 0 5678 -S -#5680 -Outside Guard Room~ -A sign upon this door reads "KEEP OUT". Maybe THIS time you will pay -attention to the sign...? -~ -0 8 0 -D0 -guard room~ -~ -1 0 5681 -D1 -outside jester's room~ -~ -0 -1 5678 -D2 -a stairway~ -~ -0 -1 5686 -S -#5681 -Inside Guard Room~ -Oh boy. You are dead. You have entered the sanctum of the berzerk Rhino -guard of the Castle. There must be half a dozen in here, and they are -all glaring at you! -~ -0 1|8 0 -D2 -outside guard room~ -~ -1 0 5680 -S -#5682 -Outside Cowntess' Room~ -You are standing outside Cowntess Heifer's chamber. Even from here you -can discern the cloying odor of various unguents, perfumes and salves -that she uses to conceal her natural odor. Yuk. You think you prefer -the scent of cow... -~ -0 8 0 -D0 -a stairway~ -~ -0 -1 5686 -D1 -outside poodle's room~ -~ -0 -1 5684 -D2 -inside chamber~ -~ -1 0 5683 -S -#5683 -Cowntess Heifer's Chamber~ -This luxurious boudoir is packed with every kind of Bovine pleasure -conceivable, plus many you never even knew about. Shelf upon shelf -are packed with hundreds of trinkets, caskets, bells, statuettes, -objects d'art and curios gathered from half-a-lifetime as the second -richest inhabitant of Animaland. Best be quiet here- she hates being -interrupted when in here alone... -~ -0 1|8 0 -D0 -outside chamber~ -~ -1 0 5682 -S -#5684 -Outside Count Poodle's Chamber~ -You are standing outside Poodle's room. He is likely to be in there. In -fact, he has been in there for two weeks, hiding from his wife and her -amorous advances...he has not the endurance he once possessed as a young -pup, and thus needs a break to rest his weary bones. -~ -0 8 0 -D0 -reception hall~ -~ -0 -1 5677 -D2 -inside poodle's room~ -~ -1 0 5685 -D3 -outside heifer's chamber~ -~ -0 -1 5682 -S -#5685 -Inside Poodle's Chamber~ -Poodle is an effeminate kind of guy. Oh sure, he tried to act all butch, -sticking swords and stuffed human heads and such on his walls, and wearing -butch count-type stuff, but it all ends up looking rather ridiculous. So -in the end he gave up, and reverted to form, going for new-age color schemes, -gentle modern art sculpture, and literature by camp authors. -~ -0 1|8 0 -D0 -outside poodle's chambers~ -~ -1 0 5684 -S -#5686 -Stairway~ -These steps lead up into the merloned tower you saw outside the castle. -A sign here confirms your suspicions about the inhabitant of this part -of Castle Poodle. -~ -0 8 0 -D0 -guard room~ -~ -0 -1 5680 -D2 -heifer's room~ -~ -0 -1 5682 -D4 -stairwell~ -~ -0 -1 5698 -E -sign~ -The sign reads- -This Tower is the home of Wizard Owl. Visitors welcome, but please be -quiet. Thank You. - -PS- Vote 1 Owl for Mayor in 567!. -~ -S -#5687 -Sailing down the Fulem~ -The current grabs at your boat and swiftly bears you downstream, towards -lake Cungerell in the distant south. Birds fly high overhead, conversing -with each other, and you imagine that you can also hear the fish in the -greeny depths beneath you quietly discussing philosophy and anthropology. -~ -0 0 7 -D2 -sailing further~ -~ -0 -1 5688 -S -#5688 -Sailing Further~ -You race along the Fulem, gaining considerable speed in the grip of its -powerful current. The lake grows nearer, and you begin to hope that the -legend of the terrible beast that lives therein is just that- a legend. -~ -0 0 7 -D2 -the lake~ -~ -0 -1 5689 -S -#5689 -Lake Cungerell~ -The current propels you into the lake called by man Cungerell, and you -feel giddy as the current gradually subsides and you slow to a halt. -The mirrored surface fo the lake extends to the west and east, and you -may hoist your sail and explore. -~ -0 0 7 -D1 -the lake~ -~ -0 -1 5690 -D3 -the lake~ -~ -0 -1 5691 -S -#5690 -Sailing along the Lake~ -You sail east until you reach a rocky shore which is too rough to allow -you to beach your craft. -~ -0 0 7 -D3 -the lake~ -~ -0 -1 5689 -S -#5691 -Sailing along the Lake~ -You sail west until you come up against a rcoky shore, which is too rough -for you to facilitate a docking, and so you can but turn back or sail -south along the shore. -~ -0 0 7 -D1 -the lake~ -~ -0 -1 5689 -D2 -the lake~ -~ -0 -1 5692 -S -#5692 -The Deepest Section of the Lake~ -You have reached the deepest section of the lake, its chilly blue -waters seeming to be bottomless. If you have appropriate equipment, -you may wish to explore further. -~ -0 0 11 -D0 -the lake~ -~ -0 -1 5691 -D5 -the bottom of the lake~ -~ -0 -1 5693 -S -#5693 -The Bottom of the Lake~ -You have reached the bottom of the lake. It is not as deep as you -at first thought, and you are disappointed to find naught but -some harmless fish. However, you have a feeling of dread, and feel -reluctant to explore further... -~ -0 1|8 11 -D1 -a grotto~ -~ -0 -1 5695 -D2 -a dead end~ -~ -0 -1 5694 -D4 -the lake~ -~ -0 -1 5692 -S -#5694 -A Dead End~ -You have come to an impenetrable wall of rock rising from the depths and -blocking your progress. But you feel that you are not alone... -~ -0 1|8 11 -D0 -the depths~ -~ -0 -1 5693 -S -#5695 -A Grotto~ -You have stumbled onto the lair of the Lake Creature! And you're in -luck! Its not here! Well, not at this MOMENT...Quickly, nip in and nab -yourself some loot before it returns! -~ -0 1|8 11 -D3 -the depths~ -~ -0 -1 5693 -D5 -the bottom of the grotto~ -~ -0 -1 5696 -S -#5696 -The Bottom of the Grotto~ -You have reached the bottom of the grotto, and begun your search for -treasure. But other treasure hunters apparently frequent this place- -you may have to fight for your share! -~ -0 1|8 11 -D4 -the grotto~ -~ -0 -1 5695 -S -#5697 -Inside the Manse~ -This rather peculiar house appears to be full entirely of shoes... -~ -0 1|8 0 -D3 -outside the manse~ -~ -1 -1 5647 -S -#5698 -The Stairs Up~ -You begin the long haul up the narrow flight of steps to the abode -of Wizard Owl. Along the way there are some marvelous portraits of -great thinkers in the animal world such as P.S.Boxer, Ursiniquis, -Felinia Maximia, Sir B. Terrier and St. Equinus of the Stable. -~ -0 1|8 0 -D4 -owl's study~ -~ -0 -1 5699 -D5 -back down~ -~ -0 -1 5686 -S -#5699 -Owl's Study~ -You have entered the Sanctum Sanctorum of The Wizard Owl. As you enter, -he regales you with a long string of calculations, asks your opinion on -their accuracy, then promptly whips out a book and begins to read. -Momentarily ignored, you glance about the room, amazed and impressed by -the range of alembics, beakers, cisterns, decanters, eggtimers, feathers, -gemstones, hangings, items, jpegs, krators, looms, manuals, necronomicons, -objects d'art, posters, question sheets, rulers, sheets, telescopes, -ultraviolet art, vampire bats, walrus tusks, x-ray machines, yellow powders -and zoo exhibits. -~ -0 8 0 -D5 -stairway~ -~ -0 -1 5698 -S -#0 - - -#RESETS -M 1 5600 1 5601 LOADS SIR LOSIS -E 1 5706 0 16 WIELDS SWORD -E 1 5707 0 5 WEARS ARMOR -E 1 5708 0 11 WEARS SHIELD -E 1 5709 0 14 WEARS BRACER -E 1 5709 0 15 WEARS BRACER -E 1 5710 0 7 WEARS GREAVES -E 1 5711 0 1 WEARS SIGNET -E 1 5711 0 2 WEARS SIGNET -E 1 5713 0 12 WEARS SURCOAT -E 1 5714 0 6 WEARS HELMET -D 1 5605 0 1 SETS DOOR UNLOCKED -D 1 5606 2 1 """""""""""""""""" -O 1 5730 0 5606 LOADS MATTRESS -O 1 5727 0 5606 LOADS STRAW -M 1 5602 1 5606 LOADS PIG -E 1 5716 0 6 WEARS HAT -E 1 5701 0 7 WEARS BRITCHES -G 1 5715 0 0 GIVES CIGAR -D 1 5607 0 1 SETS DOOR UNLOCKED -D 1 5608 2 1 """""""""""""""""" -O 1 5730 0 5608 LOADS MATTRESS -O 1 5729 0 5608 LOADS STICKS -M 1 5603 1 5608 LOADS PIG -E 1 5716 0 6 WEARS HAT -E 1 5701 0 7 WEARS BRITCHES -G 1 5715 0 0 GIVES CIGAR -D 1 5609 0 1 SETS DOOR UNLOCKED -O 1 5730 0 5610 LOADS MATTRESS -O 1 5728 0 5610 LOADS BRICK -M 1 5604 1 5610 LOADS PIG -E 1 5716 0 0 WEARS HAT -E 1 5701 0 7 WEARS BRITCHES -G 1 5715 0 0 GIVES CIGAR -M 1 5611 1 5612 LOADS WOLF -E 1 5693 0 3 WEARS CHAIN -E 1 5694 0 6 WEARS CAP -E 1 5695 0 7 WEARS JEANS -E 1 5696 0 8 WEARS HI-TOPS -D 1 5612 2 1 SETS DOOR UNLOCKED -O 1 5723 0 5613 LOADS NIGHTGOWN -O 1 5724 0 5613 LOADS FOOD -M 1 5637 1 5614 LOADS UNDEAD RIDING HOOD -G 1 5619 0 0 GIVES HOOD -M 1 5601 1 5616 LOADS KNIGHT WHO SAYS NI -E 1 5712 0 16 WIELDS LANCE -O 1 5705 0 5616 LOADS SHRUBBERY -D 1 5622 2 0 SETS DOOR UNLOCKED -M 1 5613 1 5618 LOADS SNOW WHITE -E 1 5682 0 5 WEARS DRESS -G 1 5683 0 0 GIVES COMB -G 1 5725 0 0 GIVES SACCHRIN -O 1 5684 0 5623 LOADS CAULDRON -O 1 5690 0 5623 LOADS DEAD CAT -O 1 5691 0 5623 LOADS JAR -O 1 5692 0 5623 LOADS JAR -P 1 5689 0 5691 PUTS HERBS INTO JAR 891 -O 1 5699 0 5624 LOADS OVEN -M 1 5612 1 5624 LOADS WITCH -E 1 5685 0 12 WEARS SHAWL -E 1 5686 0 6 WEARS HAT -E 1 5687 0 5 WEARS DRESS -E 1 5688 0 17 HOLDS STAFF -D 1 5625 2 1 RESET DOOR UNLOCKED -M 1 5609 1 5626 LOADS HANSEL -E 1 5697 0 5 LOADS DUDS -G 1 5698 0 0 GIVES GINGERBREAD -G 1 5700 0 0 GIVES SNOTRAG -M 1 5610 1 5626 LOADS GRETEL -E 1 5697 0 5 LOADS DUDS -G 1 5698 0 0 GIVES GINGERBREAD -G 1 5700 0 0 GIVES SNOTRAG -M 1 5625 1 5627 LOADS WASTED -G 1 5650 0 0 GIVES DRUGS -M 1 5630 1 5628 LOADS SLEAZY -E 1 5655 0 6 WEARS PERSONA -M 1 5628 1 5630 LOADS VICIOUS -E 1 5653 0 13 WEARS BELT OF SKULLS -M 1 5624 1 5630 LOADS SNARLY -E 1 5649 0 16 WIELDS GNASHERS -M 1 5629 1 5631 LOADS PISSED -G 1 5654 0 0 GIVES VIDEO -M 1 5626 1 5632 LOADS POO -E 1 5651 0 8 WEARS POO -M 1 5627 1 5632 LOADS ROTTEN -E 1 5652 0 7 WEARS UNDERPANTS -O 1 5636 0 5637 LOADS TAPESTRY -O 1 5635 0 5637 LOADS BOWL -O 1 5719 0 5637 LOADS GLASS -P 1 5634 0 5635 PUTS NUTS IN BOWL -M 1 5631 3 5637 LOADS PIGS -E 1 5637 0 5 WEARS CLOTHES -E 1 5638 0 8 WEARS CLOGS -G 1 5639 0 0 GIVES TROTTERS -G 1 5640 0 0 GIVES EARS -G 1 5719 0 0 GIVES GLASS -M 1 5632 1 5637 LOADS HOOKER -M 1 5616 1 5637 LOADS BARTENDER -G 1 5629 0 0 BEER -G 1 5630 0 0 ALE -G 1 5631 0 0 WHISKEY -G 1 5632 0 0 VODKA -G 1 5633 0 0 WINE -O 1 5717 0 5638 LOADS ANVIL -O 1 5718 9 5638 LOADS CAGE AND WHEEL -M 1 5615 1 5638 LOADS SMITH -M 1 5614 1 5641 LOADS MAYOR -M 1 5617 1 5644 LOADS TIPSY -E 1 5720 0 3 WEARS COLLAR -E 1 5679 0 8 WEARS BOOTS -E 1 5681 0 6 WEARS WHISKERS -G 1 5680 0 0 GIVES GROG -M 1 5605 1 5649 LOAD GOAT 1 -E 1 5701 0 7 WEARS BRITCHES -E 1 5702 0 6 WEARS BEARD -E 1 5703 0 16 WIELDS HORNS -M 1 5606 1 5649 LOAD GOAT 2 -E 1 5701 0 7 WEARS BRITCHES -E 1 5702 0 6 WEARS BEARD -E 1 5703 0 16 WIELDS HORNS -M 1 5607 1 5649 LOAD GOAT 3 -E 1 5701 0 7 WEARS BRITCHES -E 1 5702 0 6 WEARS BEARD -E 1 5703 0 16 WIELDS HORNS -M 1 5608 1 5650 LOAD TROLL -E 1 5704 0 16 WIELDS TEETH -M 1 5642 1 5651 LOADS DOC -E 1 5605 0 6 LOADS GLASSES -E 1 5601 0 16 LOADS AXE -E 1 5603 0 8 LOADS BOOTS -E 1 5604 0 13 GLOADS GIRTH -O 1 5722 0 5654 LOADS BOAT -M 1 5618 1 5654 LOAD WHALE -G 1 5672 0 0 GIVES CORPSE -G 1 5673 0 0 GIVES CORPSE -G 1 5674 0 0 GIVES CORPSE -G 1 5675 0 0 GIVES MALLET -G 1 5676 0 0 GIVES HAT -G 1 5677 0 0 0 GIVES UMBRELLA -G 1 5678 0 0 GIVES JONAH'S LOG -O 1 5721 0 5655 LOADS BEANSTALK -O 1 5662 0 5667 LOADS PILLOW -O 1 5662 0 5667 -O 1 5662 0 5667 -M 1 5619 1 5661 LOAD RUMBLEBOTTOM -E 1 5671 0 16 WIELDS CLUB -E 1 5670 0 13 WEARS GIRTH -M 1 5633 1 5659 LOAD CUSHIONCHEEKS -E 1 5624 0 5 WEARS DRESS -G 1 5623 0 0 GIVES BAG -P 1 5625 0 5623 PUTS CRAP IN BAG -M 1 5636 2 5665 LOAD GUARD CHIHUAHUA -E 1 5620 0 3 WEARS COLLAR -E 1 5621 0 16 WIELDS HALBERD -D 1 5666 0 1 RESETS DOORS UNLOCKED -D 1 5667 2 1 -M 1 5638 1 5667 LOADS SNOOPY -E 1 5618 0 3 WEARS COLLAR -O 1 5615 0 5667 LOADS KENNEL -O 1 5616 0 5667 LOADS FOODBOWL -P 1 5612 0 5616 PUTS FOOD IN BOWL -O 1 5614 0 5667 LOADS TYPEWRITER -P 1 5617 0 5614 PUTS PAPER IN TYPEWRITER -D 1 5668 0 1 -D 1 5669 2 1 -M 1 5639 1 5669 LOADS FRITZ -D 1 5672 2 1 -D 1 5673 0 1 -M 1 5640 1 5673 LOADS BOUNCY -E 1 5609 0 3 WEARS COLLAR -O 1 5610 0 5673 LOADS KENNEL -O 1 5611 0 5673 LOADS BOWL -P 1 5612 0 5611 PUTS FOOD IN BOWL -P 1 5613 0 5610 PUTS BLANKET IN KENNEL -D 1 5674 2 1 -D 1 5675 0 1 -M 1 5641 1 5675 LOADS MICKEY -E 1 5606 0 6 WEARS EARS -E 1 5607 0 8 WEARS SHOES -E 1 5608 0 7 WEARS PANTS -M 1 5635 1 5676 LOAD GUARD RHINO -E 1 5621 0 16 WIELDS HALBERD -E 1 5622 0 6 WEARS HORN -D 1 5678 0 1 -D 1 5679 2 1 RESETS DOOR UNLOCKED -M 1 5634 1 5679 LOADS JESTER -E 1 5626 0 17 HOLDS STAFF -E 1 5627 0 1 WEARS RING -D 1 5680 0 1 RESETS DOOR UNLOCKED -D 1 5681 2 1 -M 1 5635 3 5681 LOADS RHINO GUARDS -D 1 5682 2 1 -D 1 5683 0 1 RESETS DOOR UNLOCKED -M 1 5623 1 5683 LOADS HEIFER -E 1 5662 0 6 WEARS CROWN -E 1 5663 0 16 WIELDS ROD -E 1 5665 0 8 WEARS UDDER -O 1 5664 0 5683 LOADS LOOT -D 1 5684 2 1 -D 1 5685 0 1 -M 1 5621 0 5685 LOADS COUNT -E 1 5657 0 16 WIELDS SCEPTRE -E 1 5658 0 12 WEARS CLOAK -E 1 5659 0 1 WEARS RING -E 1 5660 0 17 HOLDS ORB -E 1 5661 0 6 WEARS CROWN -M 1 5620 1 5694 LOADS CREATURE -G 1 5668 0 0 GIVES KEY -O 1 5666 0 5696 LOADS CHEST -P 1 5667 0 5666 LOADS LOOT INTO CHEST -P 1 5669 0 5666 LOADS SHIELD INTO CHEST -O 1 5642 0 5699 LOADS DESK -O 1 5644 0 5699 LOADS CHEST -P 1 5645 0 5644 LOADS SCROLL IN CHEST -P 1 5646 0 5644 LOADS WAND IN CHEST -M 1 5643 1 5697 LOADS IMELDA -E 1 5600 0 8 -G 1 5600 0 0 -D 1 5647 1 1 DOORS TO AND FROM HOUSE -M 1 5642 3 5695 LOADS DWARVES -E 1 5601 0 16 LOADS AXE -E 1 5602 0 6 WEARS HAT -E 1 5603 0 8 WEARS BOOTS -E 1 5604 0 13 WEARS GIRTH -M 1 5642 3 5696 LOADS DWARVES -E 1 5601 0 16 -E 1 5602 0 6 -E 1 5603 0 8 -E 1 5604 0 13 -M 1 5622 1 5699 LOADS OWL -E 1 5641 0 6 WEARS GLASSES -E 1 5648 0 3 WEARS NECKLACE -G 1 5643 0 0 GIVES SPELLBOOK -G 1 5647 0 0 GIVES HAT -G 1 5656 0 0 GIVES KEY -S - - -#SHOPS -5616 17 19 0 0 0 150 50 0 23 -0 - - -#SPECIALS -M 5600 spec_guard Sir Hosis of the Liver -M 5604 spec_cast_judge The Third Little Pig -M 5608 spec_fido The Troll -M 5609 spec_thief Hansel -M 5610 spec_thief Gretel -M 5612 spec_cast_mage The Witch -M 5620 spec_breath_any A Hideous Lake Creature -M 5622 spec_cast_mage Wizard Owl -M 5626 spec_poison Poo Dwarf -M 5634 spec_cast_mage Jester Warthog -M 5635 spec_executioner A Rhino Guard -M 5636 spec_guard A Chihuahua Guard -M 5637 spec_cast_undead An Undead Girl -M 5640 spec_poison Bouncy Guard Dogg -S - -#TRIGGERS -M 5615 trigm_repair -M 5622 trigm_identify -S - -#$ diff --git a/data/realm/areas_merc/anonplis.are b/data/realm/areas_merc/anonplis.are deleted file mode 100644 index 12cd6ca..0000000 --- a/data/realm/areas_merc/anonplis.are +++ /dev/null @@ -1,3064 +0,0 @@ -#AREA { 1 65} Yaegar Anonopolis~ - - -#MOBILES -#14200 -medtech~ -a medtech~ -A medtech is here attending to infirm citizens. -~ -The medtech is using the latest technology to effect cures of the ailments -of the populace. She is a good sort, for a citizen of Anonopolis. -~ -2|8|64|2048 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14201 -corporate executive exec~ -a corporate exec~ -A corporate exec sits behind an expensive desk here. -~ -This ruthless entrepeneur would sell his own mother if there was a credit -in it. -~ -2|64|128 128|8192 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14202 -tech~ -a tech~ -A tech is here, repairing damaged cyberparts. -~ -This tech is a superb technician. He can repair arms and armor of all types, -for a fee. Part man and part machine, he has gradually transformed himself -over the years into a cyborg to increase his efficency. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14203 -arms merchant~ -an arms merchant~ -An arms merchant is here, selling a variety of assault weapons and armor. -~ -This weedy-looking fellow sells the latest and greatest armaments that a -credit can buy. He is willing to negotiate a price on any weapon or piece -of armor, regardless of its age or usefulness. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14204 -bounty hunter~ -a bounty hunter~ -A bounty hunter offers to recruit a merc for you. -~ -This unsavory fellow is an ex-fed who now specialises in recruiting bounty -hunters, bodyguards and mercs for any client who wishes to acquire their -services. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14205 -chemtech~ -a chemtech~ -A chemtech offers to sell you some "pharmaceuticals". -~ -Ostensibly a pharmacist, this chemtech is actually a dealer in a wide variety -of illegal performance enhancing drugs and steroids. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14206 -scitech~ -a scitech~ -A scitech offers to identify your paraphenalia. -~ -This intelligent young woman specialises in ascertaining the nature of all -sorts of items, ranging from those found in the irradiated wastelands to -ancient artifacts from long ago. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14207 -exotech~ -an exotech~ -An exotech offers to sell you an alien. -~ -While not strictly legal, the trade in Xenobiological lifeforms is a profitable -and popular source of employment for many retired spacers. This lady has -travelled far and wide and acquired a wide range of alien lifeforms which -she sells to curious collectors. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14208 -spaceport control officer~ -a spaceport control officer~ -A spaceport control officer asks how she can help you. -~ -This officer is the administrative head of Anonopolis One, the principal -spaceport on the main continent. -~ -2|64 128|8192 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14209 -replicator robot~ -a goods replicator robot~ -A goods replicator robot asks what he can manufacture for you. -~ -This robot can artifically reproduce basic consumer goods for those few -citizens who can afford such luxuries. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14210 -food replicator robot~ -a food replicator robot~ -A food replicator robot asks what he can manufacture for you. -~ -This robot supplies instantly-generated synthetic foods for the citizens of -Anonopolis. It may be fake, and taste like crap, but its edible. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14211 -bartender~ -the Bartender~ -A surly bartender bashes a customer, then asks what you want. -~ -This sour fellow has a ferocious temper, but his kick is not nearly as bad -as the one you will get if you partake of the beverages here. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14212 -science police captain~ -the Captain of the science police~ -The Captain of the science police politely insists you state your business. -~ -This fellow is the commander of the law enforcement agency of Anonopilis, -the ruthlessly efficent and well-trained Science Police. -~ -2|64 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14213 -master rogue~ -the master rogue~ -The master rogue grins slyly at you. -~ -This lean, moustachioed fellow is the head of the Organised Confederation -of Smugglers, Thieves and Larcenists of Anonopolis. He has enough credits -in his coffers to ensure that he is not bothered by the law. He may even -consent to train you in a few skills. -~ -2|4|64|16384 128|8192 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14214 -corporate corp worker~ -a corp worker~ -A corp worker slaves endlessly for his corp. -~ -This fellow is overworked and underpaid. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14215 -spacer~ -a veteran spacer~ -A veteran spacer relaxes before his next flight. -~ -This laconic spacer has two things on his mind- his next flight, and how -much he will get paid for spending 3 months in hyperspace. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14216 -science police admin officer~ -a science police admin officer~ -A science police admin officer is here processing arrest warrants. -~ -This harried officer would rather be out bashing in the heads of citizens -out after curfew. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14217 -smuggler~ -a smuggler~ -A smuggler sits here, boasting about the speed of his ship. -~ -This smuggler looks eerily familiar. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14218 -tiny alien xenomorph~ -the tiny xenomorph~ -A tiny xenomorph. -~ -This alien looks like a cute, little, fierce fighter. -~ -256 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14219 -spiny alien xenomorph~ -the spiny xenomorph~ -A spiny xenomorph growls at you. -~ -This alien looks like a fierce fighter. -~ -256 0 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14220 -winged alien xenomorph~ -the winged xenomorph~ -A hairless, winged xenomorph is here. -~ -This alien looks like a fierce fighter. -~ -256 524288 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14221 -furry alien xenomorph~ -the furry xenomorph~ -A large, furry xenomorph is here. -~ -This alien looks like a strong, fierce fighter. -~ -256 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14222 -scaly alien xenomorph~ -the scaly xenomorph~ -A huge, multi-limbed, scaly xenomorph prepares to rip you limb from limb. -~ -Sure hope his master has him under control. -~ -256 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14223 -enforcer~ -the enforcer~ -The enforcer warns you to keep your nose clean. -~ -This fellow is hard, but fair. He will only get rough if you cause trouble. -~ -2|8|64 128|512|8192 0 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14224 -aod dealer~ -Aod the dealer~ -Aod the dealer stands in the shadows here. -~ -Thie fellow is the great-great-great-great-great-great-great-great-great-great -grandson of the famous Aod of Anon. -~ -4|64 8|32|512 0 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14225 -psi police chief~ -the chief of the psi police~ -The chief of the psi police greets you. -~ -This dedicated officer is head of the psi police, a branch of the science -police with mental powers. She is fair, just, hardworking and efficient. -~ -2|64 128|8192 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14226 -wreckball coach~ -the wreckball coach~ -The wreckball coach glares at you. -~ -This rough chap is the coach of the Wreckball team of Anonopolis. He isn't -happy about you being here. -~ -2|64|32768 128|8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14227 -tech academy master~ -the master of Tech Academy~ -The master of tech Academy eyes you suspiciously. -~ -The master is the trainer of the many techs who work in and around the -city of Anonopolis. He doubts you have the intellect to become students. -~ -2|64 128|8192 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14228 -psi policeman~ -a psi policeman~ -A psi policeman is here examining 3-D vids of crims. -~ -She is really very busy. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14229 -wreckball player~ -a wreckball player~ -A wreckball player smashes a spiked mace into an opponent's skull. -~ -He is very engrossed in his... game. It would not be wise to distract him. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14230 -tech student~ -a tech student~ -A tech student busily repairs a repair bot. -~ -She is far too busy to talk to you. -~ -2|64 128|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14231 -admin head~ -the administrative head of Anonopolis~ -The Administrative head of Anonopolis is here. -~ -This fellow's role is ostensibly the determiner of political policy for the -city, but in fact he holds no real power. The corporations run Anonopolis. -~ -2|64 4|8|128|512|8192 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14232 -citizen~ -a citizen~ -A citizen of Anonopolis hurries along here. -~ -This citizen looks rather depressed. Then again if you lived in a smelly, -overcrowded city that hadn't seen the sun for 200 years you would be too. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14233 -citizen~ -a citizen~ -A citizen of Anonopolis hurries along here. -~ -This citizen looks rather depressed. Then again if you lived in a smelly, -overcrowded city that hadn't seen the sun for 200 years you would be too. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14234 -street kid~ -a street kid~ -A street kid asks you for a credit. -~ -Anonopolis is full of unwanted, destitute people- this person is but one of -them. Its only a matter of time before the local gangs or the science police -do away with him. -~ -1|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14235 -janitor bot~ -the janitor bot~ -A janitor bot is moving around, cleaning up. -~ -This robot has lettering painted on its side- - -"This sanitary service provided by the city of Anonopolis". - -Looking around, you judge that it has its work cut out. -~ -1|64|128 8|32 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14236 -crim~ -a crim~ -A crim leers at you, appraising your ability to defend yourself. -~ -Crims are not considered much of a threat individually, but in big groups -they can be dangerous. -~ -4|32|64|128 0 -500 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14237 -drunk spacer~ -a drunken spacer~ -A drunken spacer staggers past you. -~ -A drunken spacer is living it up before his next flight. -~ -64 0 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14238 -beggar~ -a beggar~ -A beggar is here, hoping for a cred. -~ -Anonopolis is full of unwanted, destitute people- this person is but one of -them. Its only a matter of time before the local gangs or the science police -do away with him. -~ -2|64|128 0 400 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14239 -thief~ -a thief~ -A thief skulks about looking for easy pickings. -~ -This clever woman has robbed dozens of unsuspecting visitors to Anonopolis. -~ -64|128 2|32768|65536|1048576 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14240 -cyberfido~ -a cyberfido~ -The cyber fido is here patrolling for vagrants. -~ -The science police use these cybernetic fidos to seek out and eliminate -vagrants. -~ -64|128 0 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14241 -rat~ -a huge sewer rat~ -A huge sewer rat glows strangely. -~ -The rats of Anonopolis have been irradiated by all the radioactive waste in -the sewers. -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14242 -cat~ -a cat~ -A stray cat rummages through some trash here. -~ -The cat suddenly emerges, triumphant, with a half-eaten synth steak, and runs -off. -~ -64|128 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14243 -science police~ -a member of the Science Police~ -A Member of the Science Police glares at you from his hoversled. -~ -Cruising high above the filthy streets of Anonopolis, these cops descend -only to harass vagrants or foreigners, or protect bothered corp workers. -~ -8|64 4|128|8192 -400 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14244 -science police~ -a member of the Science Police~ -A Member of the Science Police glares at you from her hoversled. -~ -Cruising high above the filthy streets of Anonopolis, these cops descend -only to harass vagrants or foreigners, or protect bothered corp workers. -~ -8|64 4|128|8192 -400 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14245 -science police~ -a member of the Science Police~ -A Member of the Science Police glares at you from his hoversled. -~ -Cruising high above the filthy streets of Anonopolis, these cops descend -only to harass vagrants or foreigners, or protect bothered corp workers. -~ -8|64 4|128|8192 -400 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14246 -clone merc1~ -clone mercen~ -A clone merc scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 32|512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14247 -ex-trooper trooper merc2~ -ex-trooper merc~ -An ex-trooper merc scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8|512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14248 -bodyguard merc3~ -bodyguard~ -A bodyguard scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14249 -cyborg merc4~ -cyborg merc~ -A cyborg mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14250 -battle merc5~ -battle merc~ -A battle merc scowls menacingly at you. -~ -This battle Merc looks big and tough. Better be careful. -~ -256 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14251 -robot robomerc merc6~ -robomerc~ -A robomerc swivels its many weapons toward you. -~ -This robomerc looks big and tough. Better be careful. -~ -256 8|32|512|524288 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#14200 -card~ -a swipe card~ -The swipe card to the City Gates. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#14201 -barrel beer~ -a barrel of slimy beer~ -A beer barrel has been left here. -~ -~ -17 0 1 -30 30 1 0 -60 300 0 -#14202 -bottle beer~ -a bottle of flat beer~ -A beer bottle has been left here.~ -~ -17 0 1 -4 4 1 0 -10 20 0 -#14203 -bottle ale~ -a bottle of alien ale~ -A dark bottle of alien ale has been left here.~ -~ -17 0 1 -5 5 3 0 -10 10 0 -#14204 -bottle flaming ale~ -a bottle of flaming ale~ -A bottle of flaming ale has been left here.~ -~ -17 65536 1 -8 8 7 0 -10 50 0 -#14205 -decanter synth ale~ -a decanter of synth ale~ -A decanter has been left here.~ -~ -17 0 1 -8 8 8 0 -10 20 0 -#14206 -light stick~ -a light stick~ -A light stick is here.~ -~ -1 1 1|65536 -0 0 24 0 -1 10 0 -#14207 -hand torch~ -a high power hand torch~ -A high power hand torch has been left here.~ -~ -1 0 1|16384 -0 0 200 0 -4 60 0 -#14208 -tricorder~ -a tricorder~ -This tricorder can be use to identify items.~ -~ -3 2 1|16384 -10 10 10 53 -1 5000 0 -#14209 -goggles~ -a pair of limited use detector goggles~ -A pair of limited use detector goggles lies here.~ -~ -4 1 1|16384 -10 10 10 19 -1 4000 0 -E -goggles~ -To use them, activate them by holding and brandishing them. -~ -#14210 -water ration~ -a water ration~ -A water ration is lying here. It will sate your thirst for a few days.~ -~ -17 0 1 -25 25 0 0 -5 100 0 -#14211 -water canister~ -a water canister~ -A water canister is here.~ -~ -17 1 1 -60 60 0 0 -0 1000 0 -#14212 -billy club~ -a billy club~ -A kevlar billy club lies here. -~ -~ -5 0 1|8192 -0 0 0 8 -10 0 0 -A -18 1 -A -19 2 -#14213 -power stick~ -a power stick~ -A power stick lies here. -~ -~ -5 2 1|8192 -0 0 0 7 -10 0 0 -A -18 4 -#14214 -electro dagger~ -an electro-dagger~ -An electro-dagger is here. -~ -~ -5 1 1|8192 -0 10 10 11 -15 0 0 -A -18 4 -#14215 -riot gun~ -a riot gun~ -A riot gun that would serve you better as a club lies here.~ -~ -5 2|64 1|8192 -0 0 0 7 -5 0 0 -A -18 -2 -A -19 2 -#14216 -boots~ -a pair of troopers' boots~ -A pair of troopers' boots lies here. -~ -~ -9 0 1|64 -0 0 0 0 -15 0 0 -A -17 -10 -A -5 1 -#14217 -belt~ -a troopers' web belt~ -A troopers' web belt is curled up here. -~ -~ -9 0 1|2048 -0 0 0 0 -20 0 0 -A -2 1 -#14218 -helmet~ -a troopers' combat helmet~ -A troopers' combat helmet lies here.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -18 2 -A -19 2 -#14219 -body armor~ -a suit of kevlar body armor~ -A suit of kevlar body armor is here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -17 -5 -A -18 1 -A -19 1 -#14220 -fountain~ -a memorial fountain~ -This memorial fountain is kept clean by special purifying chemicals.~ -~ -25 0 0 -0 0 0 0 -1000 0 0 -#14221 -ring~ -a fancy psi ring~ -A fancy psi ring is here. -~ -~ -9 1 1|2 -0 0 0 0 -1 0 0 -A -12 20 -#14222 -cake~ -a synth cake~ -A synth cake. It looks dry and tasteless. -~ -~ -19 0 1 -4 0 0 0 -3 0 0 -#14223 -roll~ -an artificial bread roll~ -An artificial bread roll. It looks dry and tasteless. -~ -~ -19 0 1 -5 0 0 0 -5 0 0 -#14224 -sandwich~ -an artificial sandwich~ -An artificial sandwich. It looks dry and tasteless. -~ -~ -19 0 1 -5 0 0 0 -5 0 0 -#14225 -nutrition pill~ -a nutrition pill~ -This nutrition pill would fill you up for a while.~ -~ -19 0 1 -40 0 0 0 -5 1000 0 -#14226 -cup synth coffee~ -a cup of synth coffee~ -A cup of synth coffee steams away here.~ -~ -17 0 1|16384 -1 1 12 0 -1 0 0 -#14227 -liquid narcotic~ -a liquid narcotic~ -this narcotic will enhance your abilities.~ -~ -10 1|2|64 1 -10 39 66 81 -2 10000 0 -#14228 -corp billboard~ -a corporation billboard~ -A corporation billboard advertises the latest soft drinks. -~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#14229 -helmet~ -an enforcer's helmet~ -The enforcer's helmet is here. -~ -~ -9 0 1|16 -0 0 0 0 -75 0 0 -A -13 250 -#14230 -laser sword~ -the admin head's laser sword~ -The head of admin's laser sword is here. -~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -A -17 -15 -A -18 6 -A -19 6 -A -23 -3 -#14231 -metal bar~ -a metal bar~ -A metal bar lies here.~ -~ -5 0 1|8192 -0 0 0 7 -15 0 0 -#14232 -laser sword~ -a laser sword~ -A laser sword is lying here.~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -A -18 2 -A -19 2 -#14233 -police reflec body armor~ -a suit of reflec body armor~ -A suit of police reflec armor is lying here.~ -~ -9 0 1|8 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -10 -#14234 -comm bracer~ -a comm bracer~ -A sci police comm bracer is lying here.~ -~ -9 0 1|4096 -0 0 0 0 -15 0 0 -A -3 1 -A -18 2 -#14235 -cape~ -a sci police cape~ -A sci police cape is lying here. -~ -~ -9 0 1|4 -0 0 0 0 -10 0 0 -A -13 20 -A -17 -10 -#14236 -police helmet~ -a sci police helmet~ -A sci police helmet lies here. -~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -5 -A -24 5 -#14237 -power shield~ -a power shield~ -A power shield lies here. -~ -~ -9 0 1|512 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 2 -A -24 2 -#14238 -lance electrolance~ -an electrolance~ -An electro lance lies here. -~ -~ -4 1|2 1|16384 -40 12 10 30 -10 0 0 -A -18 2 -A -19 2 -#14239 -disk diskette~ -a blank computer diskette~ -A blank diskette is here. -~ -~ -2 0 1|16384 -0 0 0 0 -1 0 0 -#14240 -pill~ -a white pill~ -A white pill with a cross on it is here. -~ -~ -26 0 1|16384 -20 44 77 21 -1 1000 0 -#14241 -stargate~ -a stargate~ -A stargate is here, its shimmering surface beckoning. -~ -~ -33 1 0 -642 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14200 -Outside the MedCenter~ -You are outside the MedCenter, where MedTechs furiously strive to cure the -many wounded and dying people dropped off here by the Science Police. If you -want, you can head inside. Alternatively you can wander about the city. -~ -0 0 1 -D0 -The Interior of the MedCenter~ -~ -1 0 14201 -D1 -Victory Parade East~ -~ -0 -1 14204 -D2 -Glory Avenue~ -~ -0 -1 14203 -D3 -Victory Parade West~ -~ -0 -1 14202 -S -#14201 -The Interior of the MedCenter~ -The scrubbed white walls and floor of the interior of this plasteel building -are in stark contrast to the dirty grey streets outside. As you enter, you -hear a sudden explosion, and minutes later a hoversled arrives, depositing -the charred remains of several vagrants "accidentally" killed in a shoot out -between crims and Science Police. -~ -0 8|1024 0 -D2 -~ -~ -1 0 14200 -S -#14202 -Victory Parade West~ -You are walking along Victory Parade West. There is a constant drizzle of -rain, and you find yourself wet and shivering before long. High overhead, -huge spacecraft cruise about, some bearing massive advertisements, others -heading to or from the many worlds now colonised by man, leaving the -detritus behind. -~ -0 8 0 -D1 -~ -~ -0 -1 14200 -D3 -Victory Parade West~ -~ -0 -1 14205 -S -#14203 -Glory Avenue~ -You are strolling along a busy city street, dodging the many citizens, bums, -spacers and hoodlums that litter the city of Anonopolis. The occasional -hovercar shoots past, the hordes of people scattering before it, as they -know from experience that the drivers won't slow down. -~ -0 8 0 -D0 -~ -~ -0 -1 14200 -D2 -Glory Avenue~ -~ -0 -1 14206 -S -#14204 -Victory Parade East~ -You continue through the crowded cesspool that is Anonopolis. Overhead you -hear the now-familiar whine of the engines of Science Police hoversleds, -and the low hum of the engines of roving robot enforcers- cold, metal gunships -that are programmed to seek out and eliminate unruly elements in the city -streets below. The offices of the mighty corporations also lie up there, -atop the many plasteel skyscrapers that surround you, their inhabitants -ignorant of the squalor below. -~ -0 8 0 -D1 -Victory Parade East~ -~ -0 -1 14207 -D3 -~ -~ -0 -1 14200 -S -#14205 -An Intersection in Victory Parade West~ -You are heading through an industrial section of town. A bizarre conglomeration -of factories and tech shops surround you. You hear the whine of high-powered -laser tools cutting steel above the general hubbub of the passing citizens. -Occasionally a cyborg rushes past, laden with heavy equipment for some -repair shop or another. -~ -0 8 0 -D0 -Liberty Lane~ -~ -0 -1 14237 -D1 -Victory Parade West~ -~ -0 -1 14202 -D2 -Liberty Lane~ -~ -0 -1 14239 -D3 -Victory Parade West~ -~ -0 -1 14208 -S -#14206 -Corner of Valiant Street and Glory Avenue~ -You are passing several seedy-looking pleasure houses, the occupants standing -without clad in little or no clothing, displaying their dubious assets to -potential customers. The Science Police chatting nearby seem to be ignoring -these places- you assume that some serious protection money is being paid -here. -~ -0 8 0 -D0 -Glory Avenue~ -~ -0 -1 14203 -D1 -Valiant Street~ -~ -0 -1 14266 -D2 -Glory Avenue~ -~ -0 -1 14209 -D3 -Valiant Street~ -~ -0 -1 14264 -S -#14207 -Corner of Stalwart Lane and Victory Parade East~ -There has been an accident on this corner recently. From what you can -determine, it seems that a hover car jumped the kerb, plowed into the -front of a cyberware storage facility, and then exploded, peppering the -unfortunates nearby with kilotons of plasteel shrapnel, killing dozens and -wounding hundreds more. MedTech workers scramble to save those that were -injured, while a couple of bored Science Police bash any passers-by who -stop to gawk. You quickly move on. -~ -0 8 0 -D0 -Liberty Lane~ -~ -0 -1 14241 -D1 -Victory Parade East~ -~ -0 -1 14210 -D2 -Liberty Lane~ -~ -0 -1 14243 -D3 -Victory Parade East~ -~ -0 -1 14204 -S -#14208 -Victory Parade West~ -You are walking past a line of stores selling designer clothes, drugs and -jewellery. Rich yuppies wearing expensive cyberwear hurry to and from -several luxury cars parked nearby, under the watchful eyes of their guard -bots. -~ -0 8 0 -D1 -Victory Parade West~ -~ -0 -1 14205 -D3 -Victory Parade West~ -~ -0 -1 14211 -S -#14209 -Glory Avenue~ -You are heading past a line of rundown buildings from the turn of the century. -It appears that at one stage they were entertainment houses of some sort, -providing a product known as Video Games. Cyberwear has of course rendered -such products obsolete. The entrance to a corporation building lies south -of here. -~ -0 8 0 -D0 -Glory Avenue~ -~ -0 -1 14206 -D2 -~ -~ -0 -1 14233 -S -#14210 -Victory Parade East~ -You head past some large, well-lit restaurants full of yuppies and guarded -by several large cyborg mercs, who glare threateningly at you as you pass. -The sight of such excessive wealth in the midst of such squalor makes you -sick and you continue. -~ -0 8 0 -D1 -Victory Parade East~ -~ -0 -1 14212 -D3 -Victory Parade East~ -~ -0 -1 14207 -S -#14211 -Victory Parade West~ -This area at one time served as a city square of sorts, but now it is a home -to some of the many vagrants of the city. Occasionally the Science Police -release cyberfidos here, and any hapless vagrants are devoured by the -vicious cyborg hounds. -~ -0 8 0 -D1 -Victory Parade West~ -~ -0 -1 14208 -D3 -Victory Parade West~ -~ -0 -1 14213 -S -#14212 -Victory Parade East~ -You trudge wearily past what appears to be a school, though it actually -resembles a prison more than a place of learning. Shouts, screams and gunfire -echo from behind the heavy iron bars that block the windows and doorways of -this place, and you are suddenly thankful that you have already matriculated. -~ -0 8 0 -D1 -Victory Parade East~ -~ -0 -1 14214 -D3 -Victory Parade East~ -~ -0 -1 14210 -S -#14213 -Approaching Gate at Victory Parade West~ -You are drawing near to the western entrance to the city. A freeway begins -here, and heads toward the gate, and out into the wastelands beyond, where -it is encased in a plasteel tube to protect motorists form the harsh -environment and the locals. -~ -0 8 0 -D1 -Victory Parade West~ -~ -0 -1 14211 -D3 -The Victory Parade West Gate~ -~ -0 -1 14215 -S -#14214 -Approaching Gate at Victory Parade East~ -You are drawing near to the eastern entrance to the city. A freeway begins -here, and heads toward the gate, and out into the wastelands beyond, where -it is encased in a plasteel tube to protect motorists form the harsh -environment and the locals. -~ -0 8 0 -D1 -The Victory Parade East Gate~ -~ -0 -1 14216 -D3 -Victory Parade East~ -~ -0 -1 14212 -S -#14215 -Inside the Victory Parade West Gate~ -You have reached the walls of the city. They rise far above you, huge -plasteel constructs over 40 stories high, protecting the city from the -irradiated wastelands without (and perhaps vice versa...). The freeway -heads past, through a huge pair of plasteel doors, its plasteel surface -busy with hundreds of hovercars and trucks, rushing to the nearby cities -such as Futzone and MegaCity One. -~ -0 8 0 -D1 -Victory Parade West~ -~ -0 -1 14213 -D3 -Outside the Gates~ -~ -1 14200 14217 -S -#14216 -Inside the Victory Parade East Gate~ -You have reached the walls of the city. They rise far above you, huge -plasteel constructs over 40 stories high, protecting the city from the -irradiated wastelands without (and perhaps vice versa...). The freeway -heads past, through a huge pair of plasteel doors, its plasteel surface -busy with hundreds of hovercars and trucks, rushing to the nearby cities -such as Futzone and MegaCity One. -~ -0 8 0 -D1 -Outside the Gates~ -~ -1 14200 14218 -D3 -Victory Parade East~ -~ -0 -1 14214 -S -#14217 -Outside the Victory Parade West Gate~ -You are standing outside the city. Why? You are in the wastelands now. You -will not be able to proceed further without adequate protection, for the -harsh environment will surely kill you. -~ -0 4 2 -D1 -Victory Parade West~ -~ -1 14200 14215 -S -#14218 -Outside the Victory Parade East Gate~ -You are standing outside the city. Why? You are in the wastelands now. You -will not be able to proceed further without adequate protection, for the -harsh environment will surely kill you. However, you may use a small walkway -that lines the freeway here to proceed further should you wish to, as it -offers protection enough from the extreme temperatures (negative 200 degrees -at night and 200 plus in the day) and the nasty air (chemicals that are so -poisonous no-one has identified them yet). -~ -0 4 2 -D1 -~ -~ -0 -1 14219 -D3 -Victory Parade East~ -~ -1 14200 14216 -S -#14219 -The Circuit Road~ -You are travelling along the freeway known as the circuit road, for it -once formed a connection between the four major cities of Anonopolis, Futzone, -Megacity One and Shardis. Since the nasty thermonuclear explosion that claimed -Shardis, it has only linked three, but the name remains. -~ -0 0 2 -D1 -~ -~ -0 -1 14220 -D3 -Outside the Victory Parade East Gates~ -~ -0 -1 14218 -S -#14220 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 14221 -D3 -The Circuit Road~ -~ -0 -1 14219 -S -#14221 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14222 -D3 -~ -~ -0 -1 14220 -S -#14222 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 14223 -D3 -The Circuit Road~ -~ -0 -1 14221 -S -#14223 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14224 -D3 -~ -~ -0 -1 14222 -S -#14224 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14225 -D3 -The Circuit Road~ -~ -0 -1 14223 -S -#14225 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. - -To the north lies a road which bends sharply to the east, heading toward -a large City. -~ -0 0 2 -D0 -~ -~ -0 -1 22200 -D1 -~ -~ -0 -1 14226 -D3 -~ -~ -0 -1 14224 -S -#14226 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14227 -D3 -~ -~ -0 -1 14225 -S -#14227 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 14228 -D3 -~ -~ -0 -1 14226 -S -#14228 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14229 -D3 -~ -~ -0 -1 14227 -S -#14229 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 14230 -D3 -The Circuit Road~ -~ -0 -1 14228 -S -#14230 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. -~ -0 0 2 -D1 -~ -~ -0 -1 14231 -D3 -~ -~ -0 -1 14229 -S -#14231 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. - -Futzone is visible to the east, and MegaCity One can be seen to the -distant south. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 14232 -D3 -The Circuit Road~ -~ -0 -1 14230 -S -#14232 -The Circuit Road~ -You are travelling along the Circuit Road. It links the city of Anonopolis -to the cities of Futzone and MegaCity One. The entrance to Futzone lies -directly before you to the east. -~ -0 4 2 -D1 -~ -~ -0 -1 22136 -D3 -The Circuit Road~ -~ -0 -1 14231 -S -#14233 -Outside a Corporation~ -You are standing beneath the towering skyscraper that houses Cyberdine Systems, -a powerful and influential corporation in the city of Anonopolis. You are -free to enter, should you so desire, as you are sufficently imposing to -convince the guards that you have legitimate business here. And if -you do eliminate their employers, well, there are many more. -~ -0 0 1 -D0 -Glory Avenue~ -~ -0 -1 14209 -D2 -~ -~ -1 0 14234 -S -#14234 -Inside Cyberdine HQ~ -You are walking across a spacious lobby filled with expensive furniture, some -of which looks like it was actually fashioned from real leather. Gleaming -chrome consoles house a variety of touch screens and terminals, for the use -of the many customers and staff milling about you. An elevator is on the -far wall, which you can use to ascend to the top floors. -~ -0 8 0 -D0 -~ -~ -1 0 14233 -D4 -~ -~ -0 -1 14235 -S -#14235 -Offices~ -This floor is full of tiny offices crowded with furiously-working employees -of the Corporation. They look as if they are working for their very lives, -which in a sense they are, for the unemployed aren't very well taken care of -in Anonopolis... -~ -0 8 0 -D4 -~ -~ -0 -1 14236 -D5 -~ -~ -0 -1 14234 -S -#14236 -The Boardroom~ -In here the corporate heads meet to discuss how best to rip off the citizens -...err how to provide them with the products they WANT and NEED. It is a huge -room, lavishly decorated with original Cezannes, Van Goghs and Renoirs, and -serviced by several staffbots, who are continuously cleaning and serving -real coffee. A huge oak table dominates the room, and behind it sit the -executives who are here round the clock. -~ -0 8 0 -D5 -~ -~ -0 -1 14235 -S -#14237 -Outside City Administration~ -You are standing outside City Administration, or CitAdmin, the building -which houses the nominal heads of Anonopolis, those politicians corrupt and -greedy enough to co-operate as stooges of the Corporations. Real power rests -with the credit in Anonopolis, and the Corporations hold all the credits... -~ -0 0 1 -D0 -Justice Street~ -~ -0 -1 14245 -D2 -Victory Parade~ -~ -0 -1 14205 -D3 -CitAdmin~ -~ -1 0 14238 -S -#14238 -CitAdmin~ -Various clerks and petty officials run here and there within this building, -pretending to be busy. An information desk (unstaffed, of course) is -situated near an elevator, which is marked "OUT OF ORDER". Nothing like a -good old representative democracy. -~ -0 8 0 -D1 -Liberty Lane~ -~ -1 0 14237 -S -#14239 -TechMart~ -You are walking through an industrial block, which began as suddenly as it -ends fifty meters away. Blocks in Anonopolis are like that, being located, -by whatever corporation or individual has enough power and money to -establish them, wherever they like. It is in this block that many Techs -gather to build or repair the technology that powers Anonopolis. Even the -Corporations have need of their services, and as such many Techs are quite -wealthy. -~ -0 0 1 -D0 -Victory Parade~ -~ -0 -1 14205 -D2 -Corner of Liberty Lane and Valiant Street~ -~ -0 -1 14261 -D3 -The TechRoom~ -~ -0 -1 14240 -S -#14240 -TechRoom~ -You have entered the crowded workroom of one of the more prosperous denizens -of TechMart. He will repair any damaged items of a non-organic nature that -you have, for a reasonable fee. He will even accept gold coins in lieu of -credits (he has many contacts who will pay handsomely for a few pieces of -real gold). -~ -0 8 0 -D1 -Liberty Lane~ -~ -0 -1 14239 -S -#14241 -TradeMart~ -Several businesses have been established along this road in rather haphazard -order. The majority of them seem to be specializing in armaments... -~ -0 0 1 -D0 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 14253 -D1 -An Armory~ -~ -0 -1 14242 -D2 -Victory Parade~ -~ -0 -1 14207 -S -#14242 -An Armory~ -You have entered what appears to be a weapons and armor shop of some kind, -but most of the weapons are unlike any weapon you have ever seen before. Items -called "Blasters" and "Shotguns" look to you like they would make decent -clubs, but only if a decent sword or mace wasn't handy. However, there are -some interesting looking spears and daggers, which glow strangely as if -enchanted... -~ -0 8 0 -D3 -Stalwart Lane~ -~ -0 -1 14241 -S -#14243 -TradeMart~ -Several businesses have been established along this road in rather haphazard -order. The majority of them seem to be specializing in armaments... -~ -0 0 1 -D0 -Victory Parade~ -~ -0 -1 14207 -D1 -An Armory~ -~ -0 -1 14244 -D2 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 14268 -S -#14244 -An Armory~ -You have entered what appears to be a weapons and armor shop of some kind, -but most of the weapons are unlike any weapon you have ever seen before. Items -called "Blasters" and "Shotguns" look to you like they would make decent -clubs, but only if a decent sword or mace wasn't handy. However, there are -some interesting looking spears and daggers, which glow strangely as if -enchanted... -~ -0 8 0 -D3 -Liberty Lane~ -~ -0 -1 14243 -S -#14245 -Corner of Liberty Lane and Justice Street~ -You are heading through a relatively quiet area of town, quiet for this -place meaning only three or four hoversleds or assault gunships overhead, -only one or two APCs or hovercars on the ground and a density of less than -200 people per square meter... -~ -0 0 1 -D0 -~ -~ -0 -1 14246 -D1 -Justice Street~ -~ -0 -1 14248 -D2 -Liberty Lane~ -~ -0 -1 14237 -D3 -~ -~ -0 -1 14285 -S -#14246 -Mercenaries Unlimited~ -You have entered a hiring hall for mercenaries, bodyguards, spies, assassins -and bounty hunters. Several seedy-looking fellows crowd round an antiquated -flight simulator, egging on the player, who is apparently doing rather well. -Some of them turn to look at you as you enter, then grunt and return to -their game. -~ -0 8|4096 0 -D2 -Justice Street~ -~ -0 -1 14245 -S -#14247 -Merc Store~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 8 0 -S -#14248 -The Slums on Justice Street~ -Street kids on Whipsleds shoot past you as you make your way along this -narrow street, lined by a variety of dispensaries and medical clinics. The -occasional addict comes stumbling out after a fresh hit of whatever synth -drug is now in fashion, eyes ablaze with rage, ready for action. You wonder -what exactly is IN those red capsules he keeps popping. -~ -0 0 1 -D0 -~ -~ -0 -1 14249 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 14250 -D3 -Corner of Justice Street and Liberty Lane~ -~ -0 -1 14245 -S -#14249 -A "Pharmacy"~ -You have entered one of the places you saw the addicts stumbling out of. -Instead of encountering the dirty, dingy cesspit you expected, you enter a -clean, well-lit, white walled shop with a clean glass counter behind which -lie a variety of pills, syrups and other concoctions. You are wondering how -the owner manages to maintain order when you notice the Warbot with the twin -laser cannons and the nasty blood stain on the inside of the entrance door... -~ -0 8 0 -D2 -Justice Street~ -~ -0 -1 14248 -S -#14250 -Corner of Honor Avenue and Justice Street~ -You are walking past a line of stores selling designer clothes, drugs and -jewellery. Rich yuppies wearing expensive cyberwear hurry to and from -several luxury cars parked nearby, under the watchful eyes of their guard -bots. -~ -0 0 1 -D0 -Honor Avenue~ -~ -0 -1 14256 -D1 -Justice Street~ -~ -0 -1 14251 -D3 -Justice Street~ -~ -0 -1 14248 -S -#14251 -Justice Street~ -You are walking through the northeastern quarter of town, along Justice -Street. Techs in dirty overalls and Scientists in white lab coats rush here -and there, carrying heavy equipment or delicate tools to and from their -workstations. There is a large building to the north you may want to enter. -~ -0 0 1 -D0 -~ -~ -0 -1 14252 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 14253 -D3 -Justice Street~ -~ -0 -1 14250 -S -#14252 -SciTech 1~ -You have entered the offices of a small corporation known as SciTech 1, which -specialises in the recovery and identification of relics from the distant -past. The techs goggle at you as you enter, for your equipment is a varitable -gold mine to them, and they rush forward and offer to ascertain ita qualities -and worth for you, for a price of course (they're not THAT enthusiastic). -~ -0 4|8 0 -D2 -Justice Street~ -~ -0 -1 14251 -S -#14253 -Justice Street~ -You are walking through the northeastern quarter of town, along Justice -Street. Techs in dirty overalls and Scientists in white lab coats rush here -and there, carrying heavy equipment or delicate tools to and from their -workstations. There is a large building to the north you may want to enter. -~ -0 0 1 -D0 -~ -~ -0 -1 14254 -D1 -Justice Street~ -~ -0 -1 14292 -D2 -Stalwart Lane~ -~ -0 -1 14241 -D3 -Justice Street~ -~ -0 -1 14251 -S -#14254 -Xenomorpha~ -You have entered a lab run by a small corporation known as Xenomorpha, who -specialise in the capturing and selling of xenobiological life forms to the -discerning public. You may purchase your very own "bug" if you wish... -~ -0 8|4096 0 -D2 -Justice Street~ -~ -0 -1 14253 -S -#14255 -Pet Store Storage~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 8 0 -S -#14256 -Honor Avenue~ -You are strolling along a broad, clean avenue that runs directly north toward -the Spaceport of Anonopolis. Occasionally a Cruiser or a Corvette launches -from the grounds of the port, heading toward some distant planet, the light -and noise almost blinding and deafening you. Only after several minutes can -you concentrate enough to admire the sleek design of the interstellar craft -arcing into a geostationary orbit high above, prior to entering hyperspace. -~ -0 0 1 -D0 -The Spaceport~ -~ -0 -1 14257 -D2 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 14250 -S -#14257 -The Spaceport~ -You have entered the grounds of the Spaceport. Most of the area is off-limits -to non-authorised personell, for both security and safety reasons, but there -are two buildings nearby that you are permitted to enter. -~ -0 8 0 -D1 -~ -~ -0 -1 14258 -D2 -Honor Avenue~ -~ -0 -1 14256 -D3 -~ -~ -0 -1 14260 -S -#14258 -The Offices of the Spaceport~ -On this level, the various administrative personnel of the Port rush to and -fro, plotting and clearing flight paths and customs requirements for the -massive cargo ships barely visible outside. On one of them you can faintly -make out the name "Red Dwarf"... -~ -0 8 0 -D3 -~ -~ -0 -1 14257 -D4 -~ -~ -0 -1 14259 -S -#14259 -The Office of the Admin Head~ -The head of the Spaceport's offices are here. The head of the Spaceport is -perhaps one of the most powerful people in the city, as he/she is in direct -control of the passage and security clearances of the hundreds of craft that -arrive at and depart from the spaceport every month. The head has a higher -level of authority than the administrative heads of Anonopolis, and is -answerable only to the President of Anon herself, or some of the more -powerful Corporations. -~ -0 8 0 -D5 -~ -~ -0 -1 14258 -S -#14260 -The Spacer Bar~ -Here the grizzled veterans of hundreds of jumps (Hyperspace trips) gather to -drink, tell tall tales and sing old space academy songs in between their -trips. They don't mind the occasional visitor, as long as they don't drink -their booze or stain their furniture. -~ -0 8 0 -D1 -~ -~ -0 -1 14257 -S -#14261 -The Corner of Liberty Lane and Valiant Street~ -You have entered the financial district of the city. Towering Multinational -banks such as "First Anon" and "Chase Anonpolis" line the broad freeway -that runs through here, as do the offices of several merchant banks and off- -planet investment firms. -~ -0 0 1 -D0 -Liberty Lane~ -~ -0 -1 14239 -D1 -Valiant Street~ -~ -0 -1 14264 -D2 -The Bank~ -~ -0 -1 14262 -D3 -Valiant Street~ -~ -0 -1 14271 -S -#14262 -First Anon~ -You have entered a building obviously built by someone who is fabulously -wealthy. From the gold handles in the doors to the obsidian service counter -and platinum wall fittings, everything is expensive and luxurious. There is -a set of stairs leading up to the business area of the bank, where the ATMs -are located. -~ -0 8 0 -D0 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 14261 -D4 -The ATM~ -~ -0 -1 14263 -S -#14263 -The ATM~ -There is an ATM in the wall directly opposite the stairs as you ascend. -You see that there is a long queue and curse loudly. A few heads turn to -stare at you but most people who come here are used to such outbursts. -Eventually its your turn. If you don't know what to do, read the instructions -by looking at the ATM, and thus incur the wrath of the impatient patrons -behind you :) -~ -0 8|16384 0 -D5 -The Bank~ -~ -0 -1 14262 -E -atm~ -A sign says- - -"Hello! Welcome to the First Anon ATM! To activate the machine, you - must press one of three buttons- - - 1.To withdraw cash, type WITHDRAW , and your account will be - automatically debited while the money is transferred to you. - 2.To deposit cash, type DEPOSIT , and your account will be - automatically credited. - 3.To simply check your balance, type BALANCE. - - Thank You and have a GOOD day, citizen! :)" - -~ -S -#14264 -Valiant Street~ -You are heading through a sector of the city which is filled with automated -food and goods dispensers, of which you may avail yourself by heading south. -A bunch of spotty teens suddenly burst out of one such establishment, and -seconds later there is a loud explosion, and everyone in the street is pelted -with burnt potato chips. -~ -0 0 1 -D1 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 14206 -D2 -~ -~ -0 -1 14265 -D3 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 14261 -S -#14265 -An Automated Shop~ -This place of business is staffed by a single Bot, which stands behind a -reinforced plasteel wall, and politely asks what it is you wish to purchase. -Several people gather outside, too poor to afford such goods, but curious as -to exactly WHAT is for sale here... -~ -0 8 0 -D0 -Valiant Street~ -~ -0 -1 14264 -S -#14266 -Valiant Street~ -You are heading through a sector of the city which is filled with automated -food and goods dispensers, of which you may avail yourself by heading south. -Several wealthy businessmen suddenly emerge from a limousine, and march into -one such place, emerging seconds later with a whining punk, whom they place -in the boot of their car before driving off. Wonder what that was all about? -~ -0 0 1 -D1 -Corner of Stalwart Street and Glory Avenue~ -~ -0 -1 14268 -D2 -~ -~ -0 -1 14267 -D3 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 14206 -S -#14267 -An Automated Shop~ -This place of business is staffed by a single Bot, which stands behind a -reinforced plasteel wall, and politely asks what it is you wish to purchase. -An impatient foreginer standing in line behind you demands that you hurry up -and choose. -~ -0 8 0 -D0 -Valiant Street~ -~ -0 -1 14266 -S -#14268 -The Corner of Stalwart Lane and Valiant Street~ -You are in a rather dirty (even by Anonopolis standards) area of the city. -Tired-looking hookers are dragged back and forth by their pimps, who are in -turn occasionally threatened by some bored-looking Sci cops on hoversleds. -You keep clear of both parties and continue. -There is a seedy-looking Bar to the south. -~ -0 0 1 -D0 -Stalwart Lane~ -~ -0 -1 14243 -D1 -Valiant Street~ -~ -0 -1 14278 -D2 -The Bar~ -~ -0 -1 14269 -D3 -Valiant Street~ -~ -0 -1 14266 -S -#14269 -The Bar~ -You have entered the main room of the Bar. A slick-looking Bartender with -greasy black hair attempts to come on to the female patrons here. Seeing -you he smiles and offers to make you a drink. A rather ugly crim accompanied -by a man with a walrus face starts telling you how many systems he is wanted -in, and you stifle a yawn as you decide what to drink. The bar extends to the -south, toward a stage where several alien musicians are playing a catchy -song. -~ -0 8 0 -D0 -Corner of Valiant Street and Stalwart Lane~ -~ -0 -1 14268 -D2 -~ -~ -0 -1 14270 -S -#14270 -Private Booths~ -This is where the more unsavory customers come to negotiate drug deals, -slave trading or prostitution. You get a few stares as you enter. Occasionally -there is a sudden explosion, as one angry patron who has had a few too many -decides to kill another, but no-one seems to mind. The band doesn't even -skip a beat. You dodge an ugly green-skinned xenomoprh and a hairy behemoth -as you look for a table. -~ -0 1|8 0 -D0 -The Bar~ -~ -0 -1 14269 -S -#14271 -Valiant Street~ -You are heading toward the military district. The concentration of Science -Police on their hoversleds is much greater here, and you find yourself -sweating under the scrutinizing gaze of several of them parked nearby. -~ -0 0 1 -D1 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 14261 -D3 -Valiant Street~ -~ -0 -1 14272 -S -#14272 -Valiant Street~ -You are heading toward the military district. The concentration of Science -Police on their hoversleds is much greater here, and you find yourself -sweating under the scrutinizing gaze of several of them parked nearby. -~ -0 0 1 -D1 -Valiant Street~ -~ -0 -1 14271 -D3 -A Bend in Valiant Street~ -~ -0 -1 14273 -S -#14273 -A Bend in Valiant Street~ -The Science Police Headquarters lie due south of here. Few people go in there -willingly, and even fewer come out again. Even as you watch, you hear the -sound of blaster fire, and a sudden scream, followed by coarse laughter as -yet another "suspect" suffers an "accidental death" during "interrogation". -~ -0 0 1 -D1 -Valiant Street~ -~ -0 -1 14272 -D2 -~ -~ -0 -1 14274 -S -#14274 -Outside Science Police HQ~ -You are standing directly outside now. You sure you wanna go in there? Mind -you, tough as you are, the Science Police will probably try and recruit you -rather than arrest you... -~ -0 0 1 -D0 -Valiant Street~ -~ -0 -1 14273 -D2 -The Dwarven Guild~ -~ -1 0 14275 -S -#14275 -Inside Science Police HQ~ -Several cops pushing struggling suspected felons along shove their way past -you as you enter, sparing you but a brief curious glance as they rush to -get thier bonuses for meeting their weekly arrest quotas. Several men in -dark suits whom the cops call "Lawyers" attempt to extricate their clients -from their predicament, succeeding only when several thousand credits is -exchanged with the arresting officer. You marvel at this city's concept of -due process.. -~ -0 8 0 -D0 -Valiant Street~ -~ -1 0 14274 -D1 -~ -~ -0 -1 14277 -D2 -~ -~ -0 -1 14276 -S -#14276 -The Captain's Room~ -The captain of the Science Police has his office here. He doesn't usually -like intruders, but you are sufficently unusual to pique his interest. He -invites you to sit down and share a cigar (synth of course, he's not THAT -rich...) -~ -0 8 0 -D0 -~ -~ -0 -1 14275 -S -#14277 -The Officer's Rooms~ -In this room the off-duty Science Police congregate to swap stories, trade -good synth-goods dealers' names, and discuss what they plan to do when they -"get out". There are several faded WANTED posters on the wall, alongside -some girly posters that have been partially covered with posters of nude men -by the female officers. The room looks as if it hasn't really been cleaned -properly in at least thirty years or more. -~ -0 8 0 -D3 -~ -~ -0 -1 14275 -S -#14278 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blaster will mean the difference -between life and death. -~ -0 1 1 -D1 -Valiant Street~ -~ -0 -1 14279 -D3 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 14268 -S -#14279 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blaster will mean the difference -between life and death. Legend has it that this area has remained unchanged -since the middle ages. -~ -0 1 1 -D1 -A Bend in Valiant Street~ -~ -0 -1 14280 -D3 -Valiant Street~ -~ -0 -1 14278 -S -#14280 -A Bend in Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blaster will mean the difference -between life and death. Legend has it that this area has remained unchanged -since the middle ages. -~ -0 1 1 -D2 -~ -~ -0 -1 14281 -D3 -Valiant Street~ -~ -0 -1 14279 -S -#14281 -Outside Rogues' Haven~ -You are standing outside the house of learning for all the rogues of the -city previously mentioned. The entrance to this shady establishment is -through a curtained archway to the south. -~ -0 1 1 -D0 -Valiant Street above the Sewer~ -~ -0 -1 14280 -D2 -A Curtained Archway~ -curtain~ -1 0 14282 -S -#14282 -Inside the Haven~ -You are standing inside the Haven, surrounded by whores, pimps, junkies -crims, muggers and vagrants. What a nice place. The Master's rooms lie to -the south, while there is a Bar to the west... -~ -0 1|8 0 -D0 -Valiant Street~ -~ -1 0 14281 -D2 -~ -~ -0 -1 14283 -D3 -Bar~ -~ -0 0 14284 -S -#14283 -The Master~ -This small cubicle serves as a resting area for the Master of the Haven. He -prefers small, cramped quarters as he grew up in the sewers, and wide, open -spaces make him feel decidenly uneasy. -~ -0 1|8 0 -D0 -Inside the Haven~ -~ -0 -1 14282 -S -#14284 -The Bar~ -You have entered a seedy bar full of low-lifes of the lowest common -denominator. A greasy bartender serves drinks to the sullen patrons, while -in the corner a couple of spacers are roughing up a smuggler who refused to -pay up upon losing the last hand in poker. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14282 -S -#14285 -End of Justice Street~ -You are standing outside Psi Police headquarters, home of that other arm of -the Law in Anonopolis, the Psi Police. Independant of the Science Police, -the Psi Police are actually a decent bunch, as they answer to an independant -body of international law makers that even the Corporations don't dare to -cross, rather than the many people that the Sci cops are paid off by. -~ -0 0 1 -D0 -Psi Police HQ~ -~ -0 -1 14289 -D1 -Justice Street~ -~ -0 -1 14245 -S -#14286 -The Wreckball Arena~ -You have entered a Wreckball arena, where the most popular and bloody sport -even known to anyone is played. Wreckball has but one rule- get your ball -past the opponent's goal line. Absolutely any means are allowed to be used -to achieve this. To prove this point, you are suddenly forced to duck as a -head comes sailing past you from the playing pit to the south. Audience -members, disappointed as missing out on the juicy spectacle, angrily demand -that you sit down or get out. -~ -0 8 0 -D0 -~ -~ -0 -1 14287 -D2 -~ -~ -0 -1 14288 -D3 -Justice Street~ -~ -0 -1 14294 -S -#14287 -The Locker Rooms~ -Locker rooms are never a pretty sight, and this one is no exception. If you -are really curious, go to your local gym, look in the locker room, multiply -the mess and the smell by one thousand or so, and you have a Wreckball -team's locker room. -~ -0 8 0 -D2 -~ -~ -0 -1 14286 -S -#14288 -The Pit~ -Wreckball is played in a plasteel pit lined with razor blades about half the -size of your regular football field and about ten meters deep. Players are -lowered in via hoversleds by the armored RefBots, and then play commences -thirty seconds after the indestructible titanium ball is dropped in. The -match lasts exactly one hour- no time-outs, no intervals, no breaks, no -half-time entertainment. Just one hour of pure, unbridled bloodshed and -carnage. You force yourself to stop drooling and enjoy the game. -~ -0 8 0 -D0 -~ -~ -0 -1 14286 -S -#14289 -Inside Psi Police HQ~ -You have entered the neat, orderly offices of Psi Police HQ. Quiet, well- -dressed staff smile at you as they pass bearing records or discs with info -on the latest crims or designer drugs. -~ -0 8 0 -D0 -~ -~ -0 -1 14291 -D2 -Justice Street~ -~ -0 -1 14285 -D3 -~ -~ -0 -1 14290 -S -#14290 -Offices~ -Clerks and off-duty officers are kept busy here maintaining the huge database -that the Psi Police maintain on the lowlifes of Anonopolis. Had they the -manpower, the Psi Police would probably go for the most dangerous and -ruthless crims they could, i.e, the heads of the Corporations, but as it is -they are limited to murderers, rapists, thieves and excessively corrupt -Science Police. -~ -0 8 0 -D1 -~ -~ -0 -1 14289 -S -#14291 -The Captain's Office~ -The head of the Psi Police resides in this small, spartan office. She is -quietly perusing the latest arrest records as you enter, but she quickly puts -them down and asks how she can be of service. -~ -0 8 0 -D2 -~ -~ -0 -1 14289 -S -#14292 -Justice Street~ -You are strolling along a rather typical Anonopolis street- dirty bikers -crowd their way past meek citizens into seedy diners while bored hookers -make feeble attempts to seduce passing motorists. Street kids hold their -hands out for credits, while their older brethren mug and beat up on older -citizens nearby. -~ -0 0 1 -D1 -Justice Street~ -~ -0 -1 14293 -D3 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 14253 -S -#14293 -Justice Street~ -You are strolling along a rather typical Anonopolis street- dirty bikers -crowd their way past meek citizens into seedy diners while bored hookers -make feeble attempts to seduce passing motorists. Street kids hold their -hands out for credits, while their older brethren mug and beat up on older -citizens nearby. There is a huge crowd gathered to the east. -~ -0 0 1 -D1 -Justice Street~ -~ -0 -1 14294 -D3 -Justice Street~ -~ -0 -1 14292 -S -#14294 -Outside the Wreckball Arena~ -You are outside the Wreckball Arena, where tens of thousands of patrons stand -both inside and out, in support of their favorite sport. You curse and swear -as you force your way past the chanting and cheering throng amassed outside, -who are watching the match within on a huge Vidscreen. Nearing the door, you -see two rather timid-looking rent-a-cops, who decide you are too mean-looking -to mess with and agree to let you in for free, if you want to go in. -~ -0 0 1 -D0 -~ -~ -0 -1 14295 -D1 -~ -~ -0 -1 14286 -D3 -Justice Street~ -~ -0 -1 14293 -S -#14295 -Outside Tech Academy~ -You are standing outside the building which houses the principal source of -tertiary education in Anonopolis- the Tech Academy. Well-dressed students -file past you, too engrossed in technical conversations to pay any attention -to you. -~ -0 0 1 -D0 -~ -~ -0 -1 14296 -D2 -~ -~ -0 -1 14294 -S -#14296 -Inside the Academy~ -You have entered the grounds of the Academy. From here you may go up to the -classrooms, or downstairs to the shop rooms. -~ -0 8 0 -D2 -~ -~ -0 -1 14295 -D4 -~ -~ -0 -1 14298 -D5 -~ -~ -0 -1 14297 -S -#14297 -Shop~ -This is where the students take shop, and are taught skills such as -electronics, mechanics, cybernetics and needlework (seriously- it is -thought to greatly improve levels of concentration and manual dexterity). -~ -0 8 0 -D4 -~ -~ -0 -1 14296 -S -#14298 -A Classroom~ -The head of the Academy himself is here taking a class in robotics. He won't -appreciate being disturbed. -~ -0 8 0 -D5 -~ -~ -0 -1 14296 -S -#0 - - -#RESETS -* -D 1 14281 2 1 -* -M 1 14200 1 14201 -* -M 1 14201 1 14236 -* -M 1 14231 1 14238 -E 1 14230 0 16 -* -M 1 14202 1 14240 -* -M 1 14203 1 14242 -G 1 14216 0 0 -G 1 14217 0 0 -G 1 14218 0 0 -G 1 14219 0 0 -G 1 14221 0 0 -G 1 14212 0 0 -G 1 14213 0 0 -G 1 14214 0 0 -G 1 14215 0 0 -* -M 1 14203 1 14244 -G 1 14216 0 0 -G 1 14217 0 0 -G 1 14218 0 0 -G 1 14219 0 0 -G 1 14221 0 0 -G 1 14212 0 0 -G 1 14213 0 0 -G 1 14214 0 0 -G 1 14215 0 0 -* -M 1 14204 1 14246 LOADS MERC MASTER -M 1 14246 1 14247 LOADS MERCS -M 1 14247 1 14247 -M 1 14248 1 14247 -M 1 14249 1 14247 -M 1 14250 1 14247 -M 1 14251 1 14247 -* -M 1 14205 1 14249 -G 1 14208 0 0 -G 1 14209 0 0 -G 1 14227 0 0 -G 1 14239 0 0 -G 1 14240 0 0 -* -M 1 14206 1 14252 -* -M 1 14207 1 14254 -* -M 1 14218 1 14255 pets -M 1 14219 1 14255 -M 1 14220 1 14255 -M 1 14221 1 14255 -M 1 14222 1 14255 -* -M 1 14208 1 14259 -* -M 1 14209 1 14265 -G 1 14206 0 0 -G 1 14207 0 0 -G 1 14210 0 0 -G 1 14211 0 0 -* -M 1 14210 1 14267 LOADS BAKER -G 1 14222 0 0 -G 1 14223 0 0 -G 1 14224 0 0 -G 1 14225 0 0 -* -M 1 14211 1 14269 LOADS BARTENDER -G 1 14201 0 0 -G 1 14202 0 0 -G 1 14203 0 0 -G 1 14204 0 0 -G 1 14205 0 0 -G 1 14226 0 0 -* -M 1 14212 1 14276 LOADS DWARF GUILDMASTER -* -M 1 14213 1 14283 LOADS KENDER GUILDMASTER -* -M 1 14226 1 14287 LOADS HUMAN GUILDMASTER -* -M 1 14225 1 14291 LOADS ILL GUILDMASTER -* -M 1 14227 1 14298 LOADS AVIAN GUILDMASTER -* -M 1 14214 1 14236 LOADS Dryad WAITER -* -M 1 14215 1 14260 LOADS ELVEN WAITER -* -M 1 14216 1 14277 LOADS DWARVEN WAITER -* -M 1 14217 1 14284 LOADS KENDER WAITER -* -M 1 14228 1 14290 LOADS ILLITHID WAITER -* -M 1 14229 1 14288 LOADS HUMAN WAITER -* -M 1 14230 1 14297 LOADS AVIAN WAITER -* -M 1 14223 1 14200 -E 1 14229 0 6 -O 1 14228 0 14200 -O 1 14220 0 14200 -O 1 14220 0 14211 -* -M 1 14224 1 14278 LOADS AOD -G 1 14227 0 0 -* -M 1 14232 3 14273 LOADS CITIZENS -M 1 14232 3 14293 LOADS CITIZENS -M 1 14233 3 14264 LOADS CITIZENS -M 1 14233 3 14213 LOADS CITIZENS -M 1 14234 3 14212 LOADS KIDS -* -M 1 14235 6 14272 LOADS JANITORS -* -M 1 14236 8 14279 LOADS FOOTPADS -E 1 14231 0 16 -* -M 1 14237 6 14270 LOADS DRUNKS -* -M 1 14238 3 14211 LOADS BEGGARS -* -M 1 14239 2 14281 LOADS THIEVES -* -M 1 14240 8 14250 LOADS FIDOS -* -M 1 14241 6 14280 LOADS RATS -* -M 1 14242 6 14206 LOADS CATS -* -M 1 14243 8 14200 LOADS GUARDS TO 31000 -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14245 8 14215 LOADS SENTINEL GUARDS TO INSIDE WEST GATE -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14245 8 14216 LOADS SENTINELS TO INSIDE EAST GATE -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14244 8 14273 LOADS SENTINELS TO NEAR PRISON -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14243 8 14245 LOADS GUARDS TO NEAR MERC -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14244 8 14253 LOADS GUARDS TO NEAR PET SHOP -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -M 1 14243 8 14268 LOADS GUARDS NEAR POOR DISTRICT -E 1 14232 0 16 WIELDS SWORD -E 1 14233 0 5 WEARS BREASTPLATE -E 1 14234 0 14 WEARS BRACER -E 1 14234 0 15 WEARS BRACER -E 1 14235 0 3 WEARS CLOAK -E 1 14236 0 6 WEARS HELM -E 1 14237 0 11 0 HOLDS SHIELD -E 1 14238 0 17 HOLDS SPEAR -* -O 1 14241 1 14201 -S - - -#SHOPS -14203 5 9 0 0 0 150 50 0 23 -14204 0 0 0 0 0 150 50 0 23 -14205 2 3 4 10 26 150 50 0 23 -14207 0 0 0 0 0 150 50 0 23 -14209 15 13 8 1 18 150 50 0 23 -14210 19 0 0 0 0 180 20 0 23 -14211 17 0 0 0 0 180 20 0 23 -14224 5 9 10 15 18 180 20 0 23 -0 - - -#SPECIALS -M 14200 spec_cast_adept a medtech -M 14213 spec_thief the master rogue -M 14217 spec_thief a smuggler -M 14223 spec_executioner the enforcer -M 14234 spec_thief a street kid -M 14235 spec_janitor the janitor bot -M 14236 spec_thief a crim -M 14239 spec_thief a thief -M 14240 spec_fido a cyberfido -M 14241 spec_fido a huge sewer rat -M 14243 spec_guard a member of the Science Police -M 14244 spec_guard a member of the Science Police -M 14245 spec_guard a member of the Science Police -S -#TRIGGERS -M 14202 trigm_repair -M 14206 trigm_identify -S - -#$ diff --git a/data/realm/areas_merc/areas.txt b/data/realm/areas_merc/areas.txt deleted file mode 100644 index 1a4611e..0000000 --- a/data/realm/areas_merc/areas.txt +++ /dev/null @@ -1,178 +0,0 @@ - - ANIMALAND A "fun" area for levels 10-20, populated entirely by sentient animals from fairytale -or my imagination. - - ANONOPOLIS. This is a cyberpunk version of the City of Anon featured below. It is based on, -amongst other things, William Gibson, the Shadowrun role-playing game, anime such as Akira and -Wicked City, the movie Blade Runner and the works of Harry Harrison, Philip K. Dick and Michael -Moorcock. It was fun writing it, and even now I enjoy playing in it. - - THE BAZAAR. An area I wrote for Bram's Mud Arcanum, it is in effect a massive mediaeval -shopping mall. It was written for an Envy mud, but it is here in Merc format. - - THE CITY OF ANON The capital of AnonyMUD, an area I am quite proud of. As with many of -my areas, it is subject to constant revision, so if you want the latest version ask me if it has been -uploaded to my page yet, and you can get it here. NEWLY UPDATED - - THE CITY OF ANON Pt.2 An add-on to the city. Includes a detailed section of walls and towers, -a set of docks and some more shops. essential companion to the first. - - CRUSHER'S PLAYPEN . A quick hacked rewrite of Sandman's famous Dwarven Daycare, -which I did one day when I was bored and sick of hearing Pink Ice Ring from the mouths of hundreds -of newbies :P Full credit to Sandman for original concept and room descs. - - DEATHTRAP DUNGEON. Another area written based on the "Fighting Fantasy" series (the first -one I wrote was "The Warlock of Firetop Mountain" based on the book of the same name. One of my -most complex and challenging areas, it takes full advantage of the many unique features of Anon code. - - THE DUNGEON. This area is a subterranean prison that can be attached to any city. In addition to -the usual cells, guards, torturers etc, I added a hidden maze full of foul undead-infested tombs and -great treasures for the powerful or the daring. - - THE FIELDS. My answer to the oft-seen "Plains of the North". It comprises a broad, sparsely -populated area that lies west and south of the City of Anon, consisting of terrain types ranging from -grassy fields to rugged mountains and deep streams. It has a lot of potential, and in the next few -months I intend to write a more comprehensive version with an aerial component, to cater to -AnonyMud's new falling code. - - FIRETOP MOUNTAIN. I have long been a fan of the "Fighting Fantasy" Gamebooks written by -Steve Jackson and Ian Livingstone, and so I decided to do an area based on their very first one. It -worked out rather well. I intend to make areas based on more of their books, if anyone has any -suggestions, don't hesitate to mail me. - - FUTURE ZONE. Originally a connector area for areas such as Snarf's MTV area, or Glop's -MegaCity One, this area grew to have a life of its own, with lots of unique mobs and secret rooms. It -has tremendous potential I one day intend to exploit. - - GHOST TOWN To meet the extended level limit of AM, I created an super area for characters -levels 45-65. It is quite difficult, full of aggressive undead mobs, and has the bonus of being a no-recall -area- characters have to explore and find an exit. - - ILIUM- As some of you may or may not know, I am a postgraduate student of Ancient History, -and my salute to this calling takes the form of this area, based on the city of Troy as described in the -works of Homer. More specifically, it is based on the War between the Achaeans and the Trojans, -with most of the major characters of The Iliad and The Odyssey featured. - - THE KEEP OF THE WARLOCK. This is a decent mid level area I wrote only recently to flesh out -the past dimension on AnonyMud. It is a tower in a wasteland that is ruled by a mercenary warlock -and his mutant followers. There are quite a few aggressive mobs, but some very decent treasure. - - KENDERMORE- Based loosely on the Kender city in the World of Krynn (cf. the Dragonlance -novels), Kendermore is a small Kender village with a very special pub. - - LOONEY TUNES. Aurorix and I are addicted to animation of any form, especially anime and -Warner Brothers cartoons. The latter inspired us to make this small but challenging area for high level -characters out for a laugh and some xp more than any decent equipment (have you ever known any of -the neat items in Warner Brothers cartoons to ever actually work properly?:P) - - THE MADNESS OF ANON. Probably the most challenging building task I have had to date was -to write three different versions of the existing Anon in three different time periods. And of these, -writing this area for the Surreal version was the most demanding. It is... weird. And no I wasn't -whacked at the time, though later I wondered what exactly WAS wrong with me:P. - - MALATHAR. One of my best areas, I wrote it as/for Natasha on Barren Realms. This is the latest -version, with many of the errors corrected (note I didn't say ALL, I never say ALL :P). - - MIRKWOOD. Based on, you guessed it, Mirkwood, from Tolkien's books. It even has Thranduil -and Thorin Oakenshield. The spiders I moved into another area. Other than that it also doubles as a -very good connector area for Sylvan/faerie- themed areas, such as Lok's Faerie Ring, or for forest -areas, such as the Holy Grove or Malathar. - - MOUNT DOOM- A high level area that is comprised of a huge extinct volcano inhabited by a -variety of evil giants, priests, mages and undead. Very tough mobs but good xp. - - MOVIE LAND- Being huge film buffs, Aurorix and I decided to make a Movie area. Its rather -large (150k i think) and it is constantly being enlarged and expanded upon, so if you want it be sure to -ask for the latest version!:) - - PEPPERLAND An area I wrote with Julilla. It is suitable, with appropriate adaptations where -necessary, for virtually any MERC or ENVY MUD, though it is best suited to ANON 1.0. - - THE PIT FIGHTERS' ARENA. This is an area I wrote a long time ago when I was Zafnax on a -mud that has since closed down (can't even remember the site). Anyway it is a low level romp with -good xp and nice mobs close together so you don't waste moves. - - THE PLAINS OF BLOOD. A connector area I wrote for my Mercwin mud to link areas I was -testing, I decided to flesh it out and use it on AnonyMud when I found myself strapped one day for a -connector area while linking 12 areas. It also has a swamp section featuring a very different version of -Marius' Khellis from BR. - - PLAYGROUND. When AM came into being, one of the first things we had to do was make a -new school. Cookie did this admirably, and I decided to contribute by making a new newbie arena. -Here it is. - - PREHISTORIA. A prehistoric connector area for linking areas of a similar theme, i.e, -pre-mediaeval or prehistoric themes like areas with dinosaurs, Romans, etc. Not much to it, just a -connector area, but it does the job :P. - - THE SEVEN HOLY PLACES. Not one but seven mini-areas joined together. They are actually -seven guilds for the seven (current) races of AnonyMud, scattered about the Mud randomly. Probably -not much use to anyone but AnonyMud, but included for those curious anyway. - - THE TOWER OF TRAINING . The latest version of the mud school of AnonyMud. Relies heavily -on Anon 1.0 and may not be as efective on other muds. - - THE UNDERDARK. This area is based on several influences, including (mainly) the Underdark as -described by R.A.Salvatore in the Dark Elf Trilogy and later books, and the AD&D modules -Descent Into the Depths of the Earth and The Vault of the Drow. It is also used to connect similar -areas, such as Temper's Psi Cavern or Anon's Drow City. - - THE UNHOLY ABBEY". The first of a four part series entitled "The Salvation of Malathar", -also works as a stand-alone zone. Based on a long-running AD&D campaign I am DMing (of my own -devising). It relies heavily on portal code and similar, and won't work as effectively without heavy -modifications. - - THE VILLAGE OF ANON. This area is a version of the City of Anon, as it appeared in Anon's -distant past. A good bronze age village, though I intend to flesh out many of the descriptions at some -stage. - - THE VILLAGE GREEN. This is simply a "mediaevalized" version of the playground above for -more "traditional" MUDs. - - WONDERLAND. Based on the world created by Lewis Carroll, this area is the first of a two-part -series (the second half will be Through the Looking Glass of course) detailing the most famous works -of Carroll. This area relies heavily on Anon's Trigger code, and using it without this code or -appropriate mob progs will result in a lot of the flavour and enjoyment being lost . - -AREAS WRITTEN BY SOME OF MY FRIENDS - - -CAVEAT- If you intend to use any of these areas, please email the authors and ask them for -permission. You can email me and I will forward your request. Or simply log onto AM and -ask them in person. - - CAGE AND AQUARIUM. Written by Rainman, this is probably my favorite area. It is -based on the songs of They Might be Giants, who are incidentally one of my favorite bands. -It is a great area, no doubt about it. - - CANNABIS. Written by my amicus Garth, for high-level dope fiends. Probably the most -original area I have ever seen... - - CHESSBOARD. This area is a giant chessboard, complete with life-sized pieces. As with -all of Garth's areas, a clever and original concept. - - GILLIGAN'S ISLAND. Like his Sesame Street area, Lenny's "Gilligan's Island" area is a -rather twisted view of a TV favorite. Good mobs, equipment and descriptions make this an -enjoyable area to play. - - THE LAIR OF JHER. Garth write this area for AnonyMud. It is a challenging, high level -area with dangerous aggressive mobs. - - LENNY'S HOUSE. A clever, challenging area written by, you guessed it, Lenny. Check it -out! - - REN AND STIMPY'S NEIGHBORHOOD- An area written by my girlfriend Aurorix, -based on Nickelodeon's "Ren and Stimpy" cartoon, if you didn't guess :P NEWLY -REVISED! - - THE ANON KINDERGARTEN- the first new school written for AnonyMud, by Cookie, -which was altered into the current medievalized form also available here (somewhere). I -actually prefer this version! - - SESAME STREET- An awesome high-level area based on everyone's favorite kids' -program, with one small difference- this Sesame Street has been taken over by an evil -influence that has corrupted all the muppets into evil aggressive monsters! Written by my -friend Lenny, Implementor of Anonymud, this area is sure to claim a lot of lives! - - SETTING SONS. A highly imaginative area by Rainman, where you can encounter the -ghosts of your favorite deceased rock stars in an eerie graveyard setting. diff --git a/data/realm/areas_merc/bazaar.are b/data/realm/areas_merc/bazaar.are deleted file mode 100644 index dd86273..0000000 --- a/data/realm/areas_merc/bazaar.are +++ /dev/null @@ -1,2259 +0,0 @@ -#AREA { ALL } Yaegar The Bazaar~ - - -#MOBILES -#14100 -armor merchant dealer abdul~ -an armor merchant~ -A merchant specializing in armor offers to sell you a good shield. -~ -This wily fellow has stock from all around the world. He will offer you a -price for your own armor, should you wish to sell it, though you can be -guaranteed of him selling it for a big profit. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14101 -arms merchant hazid~ -an arms merchant~ -A merchant specializing in a variety of weapons shows you a nice dagger. -~ -This fellow, Hazid by name, is the brother of the the armor merchant. They -are vicious rivals, each determined to rake in the most gold through sale -of items of warfare. So far, Hazid's brother Abdul is the clear winner- it -would seem most people are more concerned with protecting their own life -than with taking others. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14102 -goods dealer~ -a goods dealer~ -A dealer in basic goods smiles happily and rubs her hands together. -~ -She sure seems pleased to see you, especially when her greedy eyes light upon -that bulge in your... money pouch. She stocks a variety of basic adventuring -goods that you may be interested in. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14103 -chef~ -a chef~ -A busy chef is here preparing and selling hot meals. -~ -You can feast on felafels, kebabs or fried capsicum here, all cooked by the -fine chef standing before you. The smell is mouth watering. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14104 -thaumaturgist~ -a thaumaturgist~ -A thaumaturgist offers to show you some nice wands. -~ -The thaumaturgist is a travelling mage who collects rods, staves and wands. -he has no potions or scrolls, nor is he interested in them. For them you -must go to the herbalist or the scribe. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14105 -herbalist~ -a herbalist~ -A herbalist grins as you enter and puts out some of her wares. -~ -This lady specializes in herbs, pills and other digestible magical -substances, including potions (she has branched out to fill the gap in the -market). -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14106 -tailor~ -a tailor~ -A tailor leaps up and begins to measure you for a suit. -~ -This fellow is the finest clothier in the bazaar. Well, he's actually the -ONLY clothier in the bazaar. Oh well. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14107 -sage~ -a wise old sage~ -A wise old sage offers to identify your equipment. -~ -This fellow is a wise and learned and very expensive scholar of legend lore, -the divination of the properties of items both arcane and mundane. Just -give him the item you want identified and he will do so. -~ -2|64|131072 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14108 -blacksmith smith~ -a blacksmith~ -Smith, the blacksmith, sniffs as you enter. -~ -Smith can repair any type of armor you have, for a price. And don't be -surprised by a rude outburst if you waste his time by giving him something -that isn't broken to mend. -~ -2|64|262144 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14109 -scribe~ -a scribe~ -A scribe offers to show you his range of scrolls. -~ -This felloe is an avid collector of rare and magical scrolls, and has quite -a few he sells to the discerning public. Have a browse. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14110 -shipwright ship wright~ -a shipwright~ -A shipwright smiles and offers you a ship. -~ -This fellow has been making and selling all types of water craft for decades. -He's quite good at it too. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14111 -animal trainer~ -an animal trainer~ -An animal trainer playfully punches a gorilla as you enter. -~ -She is going to do that once too often, you think to yourself as you see -the gorilla glower. Still, she's a big enough lass to make you doubt the -gorilla's chances in a scrap. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14112 -slave trainer~ -a slave trainer~ -A slave trainer is whipping some slaves into combat readiness. -~ -If you want to, you can buy one of this fellow's slaves to aid you in combat. -They don't talk back, they follow orderd fanatically, and they are quite -tough. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14113 -healer monk~ -a monk~ -A wandering monk sits crosslegged here, healing the ill. -~ -This fellow wanders the land, spreading the word of his god, and healing -the injuries of his fellow beings. -~ -2|64|2048 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14114 -fruiterer~ -a fruiterer~ -A fruiterer offers you a magical pear. -~ -The fruit that this pretty girl sells is magically enchanted, as it is -grown in a field of magical energy in a secret location only she knows. Thus -she has the market cornered so to speak. Buy a piece and eat it, it may be -greatly beneficial. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14115 -dave peddler~ -Dave the peddler~ -A wandering peddler attempts to sell you some of his goods. -~ -This fellow wanders from market to market across the world, selling the many -things he has acquired on his journeys. You may find something of interest, -maybe not. -~ -64 8192 0 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14116 -agitator~ -an agitator~ -An agitator is here stirring up the public (or attempting to). -~ -Market places and the like are always popular places for demagogues, public -speakers and other agitators, for they have a ready-made captive audience. -Listening to this woman babble on, you suddenly remember that a shop near -here sells tomatoes... -~ -2|64|128 8192 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14117 -shopper~ -a shopper~ -A shopper moves about the bazaar. -~ -A customer of the merchants here, just like you. A little poorer perhaps, -and a damn sight less violent, but a shopper nonetheless. -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14118 -shopper~ -a shopper~ -A shopper moves about the bazaar. -~ -A customer of the merchants here, just like you. A little poorer perhaps, -and a damn sight less violent, but a shopper nonetheless. -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14119 -thief scoundrel~ -a thieving scoundrel~ -A thieving scoundrel skulks about here. -~ -Market places are like a magnet for thieves in every nation, and this one is -no exception. With so many fat merchants waddling around with such fat -purses, who wouldn't feel a little larcenous? -~ -64|128 8|32|32768|65536 -500 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14120 -beggar~ -a beggar~ -A beggar cries out for alms. -~ -Market places are popular gathering spots for beggars, the poor souls hoping -for a coin from a fat merchant or busy shopper. Unfortunately they are very -rarely lucky. -~ -2|64|128 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14121 -guard~ -a guard~ -A black-robed guard swaggers past you. -~ -These guards are actually a squad of mercenaries hired by the Merchant's -Union to keep the peace in the bazaar. They approach their task with great -relish, delighting in terrorising anyone they don't like. -~ -8|64 8|32|512 -400 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14122 -princess fatima~ -the princess fatima~ -Princes Fatima glares imperiously at you. -~ -The princess is a frequent customer of the bazaar. She is used to having -people grovel before her, and she seems affronted by your refusal to do -so. -~ -2|64|128 128 -400 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14123 -spice merchant~ -a spice merchant~ -A spice merchant sneezes as he gets a noseful of pepper. -~ -This stout fellow has a wide variety of spices gathered from all parts of -the world. Most of them are of little use to an adventurer, though it is -said that some spices have a rejuvenating effect on people... -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14124 -florist~ -a florist~ -A florist offers to sell you a rose. -~ -This florist stocks a good range of flora. Most of it isn't of immediate -practical use to an adventurer, though in this magical land one can never -tell just what could be useful... -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14125 -jeweller~ -a jeweller~ -A jeweller shows you some fine rubies. -~ -This half elf is a superb jeweller- she has even created jewellery for -royalty. Her products are very expensive but also very good. -~ -2|64 128|512|8192 0 S -89 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14126 -slave~ -a slave~ -A male slave hauls his master's goods along. -~ -This fellow is burdened with several chests full of goods recently acquired -by his master. -~ -2|64|128 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14127 -slave whore~ -a whore~ -A whore stands here, waiting for a "client". -~ -This girl has been placed by the merchants to provide "services" for any -patron of the bazaar who is so inclined. She is obedient, well-groomed and -very broad-minded. -~ -2|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14128 -chimp chimpanzee~ -the chimpanzee~ -The chimpanzee squeaks and scratches its ass. -~ -The chimp looks like a fierce fighter. -~ -256 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14129 -jaguar~ -the jaguar~ -The jaguar growls menacingly at you. -~ -The jaguar looks like a fierce fighter. -~ -256 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14130 -gorilla~ -the gorilla~ -The gorilla beats its chest and roars! -~ -The gorilla looks like a fierce fighter. -~ -256 0 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14131 -spearman~ -the spearman~ -The spearman stands rigidly at attention. -~ -The spearman looks like a fierce fighter. -~ -256 0 0 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14132 -bowman~ -the bowman~ -The bowman strings his bow. -~ -The bowman looks like a fierce fighter. -~ -256 0 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14133 -swordsman~ -the swordsman~ -The swordsman flashes his scimitars. -~ -The swordsman looks like a fierce fighter. -~ -256 0 0 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14134 -busker~ -a busker~ -A busker is here playing his sitar. -~ -This fellow is plying his trade to make a few pennies for his family. -~ -2|64|128 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14135 -snake charmer~ -a snake charmer~ -A snake charmer entices a cobra from a basket. -~ -This game fellow charms the cobras he keeps with a small flute. Sometimes it -works, sometimes a new snake charmer gets a job... -~ -2|64|128 0 0 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14136 -cobra~ -a cobra~ -A cobra rears from the basket, fangs bared. -~ -This snake is for the present quite harmless, as it has been charmed by the -snake charmer's hypnotic tune. -~ -2|64|128 262144 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#14100 -chainmail tunic~ -a chainmail tunic~ -A chainmail tunic has been left here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -17 -5 -#14101 -leather breeches~ -a pair of leather breeches~ -A pair of leather breeches has been left here.~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -A -5 1 -A -14 5 -#14102 -helmet~ -an iron helmet~ -An iron helmer is here. It looks heavy.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -3 -1 -A -13 5 -A -17 -10 -#14103 -mithril gauntlets~ -a pair of mithril gauntlets~ -A pair of mithril gauntlets are here.~ -~ -9 0 1|128 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -A -19 1 -#14104 -scimitar~ -a scimitar~ -A scimitar has been dropped here.~ -~ -5 0 1|8192 -0 0 0 1 -5 0 0 -A -18 1 -#14105 -shamsheer~ -a huge shamsheer~ -A huge shamsheer is lying on the ground here.~ -~ -5 0 1|8192 -0 0 0 3 -20 0 0 -A -19 3 -#14106 -spear~ -a short spear~ -A short spear is stuck in the ground here.~ -~ -5 0 1|8192 -0 0 0 2 -5 0 0 -#14107 -dagger~ -a silver dagger~ -A dagger lined with silver to increase accuracy is here.~ -~ -5 0 1|8192 -0 0 0 11 -1 0 0 -A -18 2 -#14108 -blanket~ -a coarse blanket~ -A coarse blanket lies here.~ -~ -9 0 1|1024 -1 0 0 0 -2 0 0 -#14109 -torch~ -a torch~ -A torch has been discarded here.~ -~ -1 0 1|16384|65536 -0 0 12 0 -1 0 0 -#14110 -brass lantern~ -a brass lantern~ -A brass lantern has been discarded here.~ -~ -1 0 1|16384|65536 -0 0 24 0 -1 0 0 -#14111 -pouch belt~ -a pouch belt~ -A pouch belt lies here.~ -~ -15 0 1|2048 -25 1 0 0 -2 0 0 -#14112 -felafel~ -a felafel~ -A tasty felafel lies here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#14113 -beef shish kebab~ -a beef shish kebab~ -(Hot) A beef shisk kebab steams away here.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#14114 -lamb doner kebab~ -a lamb doner kebab~ -(Tasty) A lamb doner kebab is here.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14115 -fried capsicum~ -fried capsicum~ -(Hmmm) Fried capsicum lies here.~ -~ -19 0 1 -2 0 0 0 -1 0 0 -#14116 -bone staff~ -a bone staff~ -A bone staff is here.~ -~ -4 2 1|16384 -10 5 5 14 -2 0 0 -E -bone staff~ -An inscription reads- "Let them SEE!" -~ -#14117 -ivory wand~ -a slender ivory wand~ -A slender ivory wand lies here.~ -~ -3 1 1|16384 -10 5 5 19 -1 0 0 -E -ivory wand~ -An inscription reads- "See what is not seen!" -~ -#14118 -oak staff~ -an oak staff~ -An oak staff lays here.~ -~ -4 2 1|16384 -10 5 5 1 -2 0 0 -E -oak staff~ -An inscription reads- "Let them be armored!" -~ -#14119 -black wand~ -a short black wand~ -A short black wand hums strangely here.~ -~ -3 2|16 1|16384 -10 5 5 68 -2 0 0 -E -black wand~ -An inscription reads- "Let them be stricken!" -~ -#14120 -yellow herb~ -a yellow herb~ -A yellow herb is here.~ -~ -26 64 1 -10 1 3 0 -1 500 0 -E -yellow herb~ -This herb will increase your defenses and engender the blessing of the Gods. -~ -#14121 -red herb~ -a red herb~ -A red herb is here.~ -~ -26 64 1 -10 77 19 44 -1 500 0 -E -red herb~ -This herb will greatly increase your powers of perception. -~ -#14122 -green herb~ -a green herb~ -A green herb is here.~ -~ -26 64 1 -10 29 34 0 -1 500 0 -E -green herb~ -This herb will conceal and protect you. -~ -#14123 -white herb~ -a white herb~ -A white herb is here.~ -~ -26 64 1 -10 61 81 0 -1 500 0 -E -white herb~ -This herb will heal and refresh you. -~ -#14124 -fez~ -a bright red fez~ -A bright red fez with a yellow tassel sits here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#14125 -camelhair jacket~ -a camelhair jacket~ -Someone has left their very fashionable camelhair jacket here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#14126 -silk trousers~ -a pair of silk trousers~ -A pair of silk trousers has been left here.~ -~ -9 0 1|32 -0 0 0 0 -1 2000 0 -A -17 10 -#14127 -curled boots~ -a pair of curled boots~ -A pair of curled boots are here.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -#14128 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1|16384 -12 1 2 82 -1 0 0 -#14129 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1|16384 -12 4 16 72 -1 0 0 -#14130 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1|16384 -12 68 28 38 -1 0 0 -#14131 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1|16384 -12 29 56 26 -1 0 0 -#14132 -skiff~ -a skiff~ -A skiff sits here, unwanted.~ -~ -22 0 1 -0 0 0 0 -10 500 0 -#14133 -junk~ -a chinese junk~ -A chinese junk with sail down sits here.~ -~ -22 0 1 -0 0 0 0 -50 1000 0 -#14134 -small galley~ -a small galley~ -A small galley with battering ram lies on its side here.~ -~ -22 0 1 -0 0 0 0 -250 10000 0 -#14135 -scow~ -a scow~ -A scow full of crap is here.~ -~ -22 2 1 -0 0 0 0 -50 1500 0 -#14136 -tomato~ -an overripe tomato~ -An overripe tomato squelches here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14137 -juicy pear~ -a juicy pear~ -A juicy pear rolls about on the ground.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14138 -crunchy apple~ -a crunchy apple~ -A red crunchy apple is here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14139 -melon~ -a juicy melon~ -A juicy melon has been left here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#14140 -tin cup~ -a tin cup~ -A tin cup lies here.~ -~ -15 0 1|16384 -1 1 0 0 -1 0 0 -#14141 -rusty knife~ -a rusty knife~ -A rusty knife lies here.~ -~ -5 0 1|8192 -0 0 0 11 -1 0 0 -A -18 -2 -A -19 -2 -#14142 -potion~ -a potion~ -A murky potion is here.~ -~ -10 2 1|16384 -1 33 33 33 -1 0 0 -#14143 -pouch~ -a small pouch~ -A small pouch has been tossed aside here.~ -~ -15 0 1|16384 -5 1 0 0 -1 0 0 -#14144 -mysterious powder~ -a mysterious powder~ -A mysterious powder is scattered about here.~ -~ -26 2 1 -1 29 0 0 -1 100 0 -#14145 -vest~ -a studded vest~ -A studded vest lies here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -5 2 -A -13 20 -#14146 -veil~ -a veil~ -A silk veil lies here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 3 -#14147 -slippers~ -a pair of soft slippers~ -A pair of soft slippers rests here.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -A -2 2 -A -14 25 -A -23 -4 -#14148 -nipple ring~ -a gold nipple ring~ -A gold nipple ring from the breast of a princess lies here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -17 -25 -#14149 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -19 0 1 -24 0 0 0 -1 1000 0 -#14150 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -26 0 1 -20 66 0 0 -1 1000 0 -#14151 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -13 0 1 -0 0 0 0 -1 1000 0 -#14152 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -15 0 1 -1 0 0 0 -1 1000 0 -#14153 -flower wildflower~ -a wildflower~ -A wildflower has been left here.~ -~ -13 0 1 -0 0 0 0 -1 100 0 -#14154 -rose~ -a rose~ -A red rose has been left here.~ -~ -26 0 1 -5 1 0 0 -1 100 0 -#14155 -carnation~ -a carnation~ -A carnation has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14156 -daisy~ -a daisy~ -A daisy has been left here.~ -~ -1 0 1|16384|65536 -0 0 24 0 -1 0 0 -#14157 -ruby pendant~ -a ruby pendant~ -A ruby pendant is here.~ -~ -8 0 1|4 -0 0 0 0 -1 10000 0 -#14158 -sun jewel~ -a sun jewel~ -A sun jewel is here.~ -~ -1 0 1|16384|65536 -0 0 -1 0 -1 10000 0 -#14159 -sapphire ring~ -a sapphire ring~ -A sapphire ring is here.~ -~ -8 0 1|2 -0 0 0 0 -1 10000 0 -#14160 -diamond~ -a diamond necklace~ -A diamond necklace is here.~ -~ -8 0 1|4 -0 0 0 0 -1 10000 0 -#14161 -turban~ -a turban~ -A turban sits here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#14162 -sitar~ -a sitar~ -A sitar has been left here.~ -~ -12 0 1|16384 -0 0 0 0 -5 0 0 -#14163 -basket~ -a wicker basket~ -A wicker basket sits on the floor here.~ -~ -15 0 1|16384 -100 0 0 0 -5 500 0 -#14164 -flute~ -a flute~ -A flute is lying on the floor here.~ -~ -12 0 1|16384 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14100 -Entrance to the Bazaar~ -You are walking toward the Bazaar, a huge marketplace full of brightly- -colored tents, within which dozens of merchants hawk their wares to the -public. The market is always crowded, and you quickly break out in a sweat -as you elbow your way through the teeming hordes of people. -~ -0 4 1 -D0 -~ -~ -0 -1 14101 -S -#14101 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. -~ -0 0 1 -D0 -~ -~ -0 -1 14108 -D1 -~ -~ -0 -1 14105 -D2 -~ -~ -0 -1 14100 -D3 -~ -~ -0 -1 14102 -S -#14102 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. - -To the south lies a herbalist's tent, and to the west a tailor. -~ -0 0 1 -D0 -~ -~ -0 -1 14150 -D1 -~ -~ -0 -1 14101 -D2 -~ -~ -0 -1 14103 -D3 -~ -~ -0 -1 14104 -S -#14103 -A Herbalist's Tent~ -The interior of this tent is pungent with the aroma of a variety of herbs -and salves sold by this merchant. Bags used for storing and preserving the -herbs line the rear wall of the tent, hanging above a large counter which -is lined with the herbalist's best products. -~ -0 8 0 -D0 -~ -~ -0 -1 14102 -S -#14104 -A Tailor's Tent~ -You make your way past a row of clothes horses and clothes racks and come to -a small counter covered with scraps of expensive material. A small tailor -is busy making alterations to the robes of some nobleman, and he tells you -around a mouthful of pins that he won't be long. -~ -0 8 0 -D1 -~ -~ -0 -1 14102 -S -#14105 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. - -To the south lies a scribe's tent, and to the east a goods merchant. -~ -0 0 1 -D0 -~ -~ -0 -1 14111 -D1 -~ -~ -0 -1 14107 -D2 -~ -~ -0 -1 14106 -D3 -~ -~ -0 -1 14101 -S -#14106 -A Scribe's Tent~ -The interior of this tent is fairly plain, being dominated by a single -writing desk and a rack of scrolls. There is also a map on the back wall, of -a land you have never heard of. -~ -0 8 0 -D0 -~ -~ -0 -1 14105 -S -#14107 -A Goods Merchant~ -This tent is full of items such as blankets, tents, belt pouches, lanterns, -ropes, packs and other adventuring gear that you may find of use. In -addition, there is sometimes a collection of items sold by other adventurers -such as keys, treasures and lights. -~ -0 8 0 -D3 -~ -~ -0 -1 14105 -S -#14108 -A Slave Auction~ -At this point in the central area, a dais has been erected, and atop it stands -a burly man selling some of his trained warrior slaves. If you wish you can -stop and examine his merchandise, or proceed north into the center of the -market square, or east or west along Buyer's Lane, which dissects the square -at this point. -~ -0 4096 1 -D0 -~ -~ -0 -1 14113 -D1 -~ -~ -0 -1 14111 -D2 -~ -~ -0 -1 14101 -D3 -~ -~ -0 -1 14150 -S -#14109 -Slave Storage~ -The slave master stores his slaves in this small room. It looks very -uncomfortable. -~ -0 4|8 0 -S -#14110 -Buyer's Lane~ -This narrow lane runs the perimeter of the Bazaar, heading west from here -for a while before bending north to follow the wall that surrounds the -bazaar, and heading east back toward the market square. -~ -0 0 1 -D1 -~ -~ -0 -1 14150 -D3 -~ -~ -0 -1 14134 -S -#14111 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -At this point Buyer's Lane cuts through the square, running east-west. -~ -0 0 1 -D0 -~ -~ -0 -1 14116 -D1 -~ -~ -0 -1 14112 -D2 -~ -~ -0 -1 14105 -D3 -~ -~ -0 -1 14108 -S -#14112 -Buyer's Lane~ -This narrow lane runs the perimeter of the Bazaar, heading east from here -for a while before bending north to follow the wall that surrounds the -bazaar, and heading west back toward the market square. -~ -0 0 1 -D1 -~ -~ -0 -1 14132 -D3 -~ -~ -0 -1 14111 -S -#14113 -The Center of the Square~ -You are at the hub of the bazaar- the center of the market square. People -rush to and fro on business of their own, as merchants flog their wares to -them mercilessly. Slaves, whores, beggars and thieves mingle with the crowd, -each of them attempting to elicit a few coppers from any generous souls by -one means or another. -~ -0 0 1 -D0 -~ -~ -0 -1 14118 -D1 -~ -~ -0 -1 14116 -D2 -~ -~ -0 -1 14108 -D3 -~ -~ -0 -1 14114 -S -#14114 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -The odor of baked food comes from the west. -~ -0 0 1 -D0 -~ -~ -0 -1 14119 -D1 -~ -~ -0 -1 14113 -D2 -~ -~ -0 -1 14150 -D3 -~ -~ -0 -1 14115 -S -#14115 -A Food Tent~ -A skilled chef is here busily preparing and serving a variety of middle -eastern dishes to a horde of hungry merchants. It is very hot in here, and -the air is thick with smoke and grease, but the food still smells very -good. -~ -0 8 0 -D1 -~ -~ -0 -1 14114 -S -#14116 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14121 -D1 -~ -~ -0 -1 14117 -D2 -~ -~ -0 -1 14111 -D3 -~ -~ -0 -1 14113 -S -#14117 -Produce Tent~ -Fresh (or reasonably fresh) fruit and vegetables are for sale in this tent. -A mob of farmers file in and out in a steady stream, dropping off cases of -produce for sale to the constant flow of customers. -~ -0 8 0 -D3 -~ -~ -0 -1 14116 -S -#14118 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14128 -D1 -~ -~ -0 -1 14121 -D2 -~ -~ -0 -1 14113 -D3 -~ -~ -0 -1 14119 -S -#14119 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14127 -D1 -~ -~ -0 -1 14118 -D2 -~ -~ -0 -1 14114 -D3 -~ -~ -0 -1 14120 -S -#14120 -A Side Road~ -This narrow lane cuts across the north of market square, heading back to -buyers' lane to the west, and the square itself to the east. Tents line -even this thoroughfare- no part of the bazaar is empty of customers. -~ -0 0 1 -D0 -~ -~ -0 -1 14126 -D1 -~ -~ -0 -1 14119 -D3 -~ -~ -0 -1 14124 -S -#14121 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14129 -D1 -~ -~ -0 -1 14122 -D2 -~ -~ -0 -1 14116 -D3 -~ -~ -0 -1 14118 -S -#14122 -A Side Road~ -This narrow lane cuts across the north of market square, heading back to -buyers' lane to the east, and the square itself to the west. Tents line -even this thoroughfare- no part of the bazaar is empty of customers. -~ -0 0 1 -D0 -~ -~ -0 -1 14130 -D1 -~ -~ -0 -1 14123 -D3 -~ -~ -0 -1 14121 -S -#14123 -A Junction~ -Here Buyer's Lane, running north-south, is met by Market Lane from the east. -There is a conglomeration of people here, all curiously staring at something -or someone. With a gasp, you realize that that someone is Princess Fatima, -ruler of a great empire of the east. -~ -0 0 1 -D0 -~ -~ -0 -1 14131 -D1 -~ -~ -0 -1 14149 -D2 -~ -~ -0 -1 14133 -D3 -~ -~ -0 -1 14122 -S -#14124 -A Junction~ -Here Buyer's Lane, running north-south, is met by Market Lane from the east. -A crowd of noisy revellers suddenly rush past, heading from one party to -the next somewhere in the bazaar, or maybe in the rooms that lie to the -east in the wall of the bazaar. -~ -0 0 1 -D0 -~ -~ -0 -1 14125 -D1 -~ -~ -0 -1 14120 -D2 -~ -~ -0 -1 14135 -D3 -~ -~ -0 -1 14145 -S -#14125 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14136 -D2 -~ -~ -0 -1 14124 -D3 -~ -~ -0 -1 14151 -S -#14126 -A Spice Tent~ -As you enter, you are almost overwhelmed by the overpowering aroma of hundreds -of exotic spices, and you are not surprised to see that the proprietor is -wearing nose plugs. This makes more sense still when he explains to you that -many of his herbs have magical or addictive qualities, either or both of -which can take effect with but a single sniff... -~ -0 8 0 -D2 -~ -~ -0 -1 14120 -S -#14127 -A Florist~ -This tent is actually a small greenhouse lined with rows of potted plants and -flowers on metal shelves, kept constantly moist by a fine mist that emanates -from metal pipes in the roof to belay the debilitating effects of the summer -heat. There is also a wide variety of picked flowers for sale, arranged in -metal and ceramic containers near the entrance. -~ -0 8 0 -D2 -~ -~ -0 -1 14119 -S -#14128 -A Magical Shop~ -This small tent is rather spartan, having only a small table, a wooden -chair, and two wooden cases containing a variety of rods, staves and wands. -Feel free to browse. -~ -0 8 0 -D2 -~ -~ -0 -1 14118 -S -#14129 -A Blacksmith's Forge~ -This tent serves as a workplace for the blacksmith. A forge rests in one -corner, beneath a circular hole in the leather hide that comprises the roof -of this tent, which allows smoke to escape. A variety of hammers, tongs and -pliers line one wall, hanging from a wooden rack stained with oil and grease. -A pail of oil rests near a large anvil, and atop it lies a huge hammer. -~ -0 8 0 -D2 -~ -~ -0 -1 14121 -S -#14130 -A Jeweller's Tent~ -This small tent has four glass cabinets full of costume jewellery made of -plastic and paste, all the items being replicas of the real items the -jeweller offers, should you be interested (you don't think he is foolish -enough to keep his REAL products here, do you?). However, the jeweller does -keep a small stock of genuine jewellery for customers who don't wish to -wait for weeks to obtain their ornaments. -~ -0 8 0 -D2 -~ -~ -0 -1 14122 -S -#14131 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14137 -D1 -~ -~ -0 -1 14150 -D2 -~ -~ -0 -1 14123 -S -#14132 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. - -The road to the east changes into Port Lane, and heads toward the docks. -~ -0 0 1 -D0 -~ -~ -0 -1 14133 -D1 -~ -~ -0 -1 14147 -D3 -~ -~ -0 -1 14112 -S -#14133 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14123 -D2 -~ -~ -0 -1 14132 -S -#14134 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14135 -D1 -~ -~ -0 -1 14110 -D3 -~ -~ -0 -1 14143 -S -#14135 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14124 -D2 -~ -~ -0 -1 14134 -D3 -~ -~ -0 -1 14144 -S -#14136 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14138 -D2 -~ -~ -0 -1 14125 -S -#14137 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D2 -~ -~ -0 -1 14131 -D3 -~ -~ -0 -1 14142 -S -#14138 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14139 -D3 -~ -~ -0 -1 14136 -S -#14139 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14140 -D3 -~ -~ -0 -1 14138 -S -#14140 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14141 -D3 -~ -~ -0 -1 14139 -S -#14141 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14142 -D3 -~ -~ -0 -1 14140 -S -#14142 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14137 -D3 -~ -~ -0 -1 14141 -S -#14143 -A Weapons Shop~ -This store, built into the wall of the bazaar, is lined with weapons of -every variety, crafted from bronze, iron, steel, copper and even gold. You -look around and see several of interest. -~ -0 8 0 -D1 -~ -~ -0 -1 14134 -S -#14144 -An Armor Shop~ -This store, built into the wall of the bazaar, is lined with suits of armor -every variety, crafted from bronze, iron, steel, copper and even gold. You -look around and see several items of interest. -~ -0 8 0 -D1 -~ -~ -0 -1 14135 -S -#14145 -A Brothel~ -Several merchants look away with embarrassment as you catch their eyes upon -entering. Evidently visiting such places is not considered good for business, -if you are caught. Several attractive men and women smile seductively at -you, and you gulp nervously. Have you had your shots? -~ -0 8 0 -D1 -~ -~ -0 -1 14124 -S -#14146 -A Guard House~ -This room serves as quarters for the market guards. There are rarely many -guards in here at any one time- the market is so busy and so prone to -crime that they rarely have time to relax. -~ -0 8 0 -D1 -~ -~ -0 -1 14125 -S -#14147 -Near the Docks~ -You are standing near the docks of the city, which lie upon the massive -harbour it is nestled in. Ships of all nations sail back and forth, either -delivering or picking up cargo, passengers or illicit goods. Near here there -is a large warehouse, wherein ships are constructed for anyone with the -interest and the financial means. -~ -0 8 0 -D0 -~ -~ -0 -1 14148 -D3 -~ -~ -0 -1 14132 -S -#14148 -A Shipyard~ -Here you may negotiate the purchase of a seagoing vessel to suit your needs. -There is no shortage of supply in a huge port such as this; indeed, in this -city, ships are more common than horses. -~ -0 8 0 -D2 -~ -~ -0 -1 14147 -S -#14149 -An Empty Shop~ -This shop is currently vacant, awaiting a new tenant after its last was -slain in a knife fight with some disgruntled customers. -~ -0 8 0 -D3 -~ -~ -0 -1 14123 -S -#14150 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -At this point Buyer's Lane cuts through the square, running east-west. -~ -0 0 1 -D0 -~ -~ -0 -1 14114 -D1 -~ -~ -0 -1 14108 -D2 -~ -~ -0 -1 14102 -D3 -~ -~ -0 -1 14110 -S -#14151 -An Animal Trainer's Store~ -In this place you can purchase yourself an animal companion for your travels -from the range of animals trained by the proprietor. -~ -0 8|4096 0 -D3 -~ -~ -0 -1 14131 -S -#14152 -Animal Shed~ -He keeps his animals here. Don't bother reading this, you shouldn't be here -anyway. -~ -0 4|8 0 -S -#0 - - -#RESETS -M 1 14100 1 14144 loads armorer -G 1 14100 0 0 -G 1 14101 0 0 -G 1 14102 0 0 -G 1 14103 0 0 -* -M 1 14101 1 14143 loads weaponsmith -G 1 14104 0 0 -G 1 14105 0 0 -G 1 14106 0 0 -G 1 14107 0 0 -* -M 1 14102 1 14107 loads grocer -G 1 14108 0 0 -G 1 14109 0 0 -G 1 14110 0 0 -G 1 14111 0 0 -* -M 1 14103 1 14115 loads cook -G 1 14112 0 0 -G 1 14113 0 0 -G 1 14114 0 0 -G 1 14115 0 0 -* -M 1 14104 1 14128 loads mage -G 1 14116 0 0 -G 1 14117 0 0 -G 1 14118 0 0 -G 1 14119 0 0 -* -M 1 14105 1 14103 loads herbalist -G 1 14120 0 0 -G 1 14121 0 0 -G 1 14122 0 0 -G 1 14123 0 0 -* -M 1 14106 1 14104 loads tailor -G 1 14124 0 0 -G 1 14125 0 0 -G 1 14126 0 0 -G 1 14127 0 0 -* -M 1 14107 1 14149 loads sage -* -M 1 14108 1 14129 loads smith -* -M 1 14109 1 14106 loads scribe -G 1 14128 0 0 -G 1 14129 0 0 -G 1 14130 0 0 -G 1 14131 0 0 -* -M 1 14110 1 14148 loads shipwright -G 1 14132 0 0 -G 1 14133 0 0 -G 1 14134 0 0 -G 1 14135 0 0 -* -M 1 14111 1 14151 loads animal trainer -* -M 1 14112 1 14108 loads slaver -* -M 1 14113 1 14118 loads healer -* -M 1 14114 1 14117 loads fruiterer -G 1 14136 0 0 -G 1 14137 0 0 -G 1 14138 0 0 -G 1 14139 0 0 -* -M 1 14115 1 14134 loads peddler (our "aod") -G 1 14140 0 0 -G 1 14141 0 0 -G 1 14142 0 0 -G 1 14143 0 0 -P 1 14124 1 14123 -* -M 1 14116 1 14113 loads agitator -* -M 1 14117 8 14134 loads male shoppers -M 1 14117 8 14136 -M 1 14117 8 14132 -M 1 14117 8 14142 -* -M 1 14118 8 14108 loads female shoppers -M 1 14118 8 14123 -M 1 14118 8 14124 -M 1 14118 8 14140 -* -M 1 14119 2 14118 loads thieves -M 1 14119 2 14140 -* -M 1 14120 8 14114 loads beggars -E 1 14140 1 17 -M 1 14120 8 14101 -E 1 14140 1 17 -M 1 14120 8 14116 -E 1 14140 1 17 -M 1 14120 8 14120 -E 1 14140 1 17 -M 1 14120 8 14122 -E 1 14140 1 17 -* -M 1 14121 10 14146 loads guards -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -M 1 14121 10 14101 -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -M 1 14121 10 14142 -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -* -M 1 14122 1 14124 loads princess -E 1 14146 1 6 -E 1 14147 1 8 -E 1 14148 1 5 -* -M 1 14123 1 14126 loads spice merchant -G 1 14149 0 0 -G 1 14150 0 0 -G 1 14151 0 0 -G 1 14152 0 0 -* -M 1 14124 1 14127 loads florist -G 1 14153 0 0 -G 1 14154 0 0 -G 1 14155 0 0 -G 1 14156 0 0 -* -M 1 14125 1 14130 loads jeweller -G 1 14157 0 0 -G 1 14158 0 0 -G 1 14159 0 0 -G 1 14160 0 0 -* -M 1 14126 8 14124 loads slaves -M 1 14126 8 14113 -M 1 14126 8 14131 -M 1 14126 8 14138 -* -M 1 14127 4 1 9945 loads whores -* -M 1 14128 1 14152 loads pets -M 1 14129 1 14152 -M 1 14130 1 14152 -* -M 1 14131 1 14109 loads slaves -M 1 14132 1 14109 -M 1 14133 1 14109 -* -M 1 14134 8 14150 loads buskers -E 1 14161 1 6 wears turban -E 1 14162 1 17 holds sitar -M 1 14134 8 14112 -E 1 14161 1 6 wears turban -E 1 14162 1 17 holds sitar -M 1 14134 8 14140 -E 1 14162 1 17 holds sitar -E 1 14161 1 6 wears turban -M 1 14134 8 14121 -E 1 14161 1 6 wears turban -E 1 14162 1 17 holds sitar -* -M 1 14135 4 14108 loads snake charmers -E 1 14161 1 6 wears turban -E 1 14164 1 17 holds flute -M 1 14135 4 14114 -E 1 14161 1 6 wears turban -E 1 14164 1 17 holds flute -M 1 14135 4 14116 -E 1 14161 1 6 wears turban -E 1 14164 1 17 holds flute -M 1 14135 4 14118 -E 1 14161 1 6 wears turban -E 1 14164 1 17 holds flute -* -M 1 14136 1 14108 loads snake -M 1 14136 4 14114 -M 1 14135 4 14116 -M 1 14135 4 14118 -* -O 1 14163 1 14108 loads baskets -O 1 14163 1 14114 -O 1 14163 1 14116 -O 1 14163 1 14118 -* -S - - -#SHOPS -14100 9 0 0 0 0 120 80 0 23 -14101 5 0 0 0 0 120 80 0 23 -14102 1 12 15 17 18 120 80 0 23 -14103 19 0 0 0 0 120 80 0 23 -14104 1 3 4 0 0 120 80 0 23 -14105 10 26 0 0 0 120 80 0 23 -14106 9 13 0 0 0 120 80 0 23 -14109 2 0 0 0 0 120 80 0 23 -14110 22 0 0 0 0 120 80 0 23 -14111 0 0 0 0 0 100 100 0 23 -14112 0 0 0 0 0 100 100 0 23 -14114 19 0 0 0 0 120 80 0 23 -14115 8 15 17 18 9 150 50 0 23 -14123 10 26 19 0 0 120 80 0 23 -14124 10 26 13 0 0 120 80 0 23 -14125 8 0 0 0 0 120 80 0 23 -0 - - -#SPECIALS -M 14104 spec_cast_mage a thaumaturgist -M 14113 spec_cast_adept a monk -M 14119 spec_thief a thieving scoundrel -M 14120 spec_fido a beggar -M 14121 spec_guard a guard -M 14122 spec_breath_frost the princess fatima -M 14126 spec_janitor a slave -M 14127 spec_cast_judge a whore -M 14136 spec_poison a cobra -S - - -#$ diff --git a/data/realm/areas_merc/beatles.are b/data/realm/areas_merc/beatles.are deleted file mode 100644 index 0000681..0000000 --- a/data/realm/areas_merc/beatles.are +++ /dev/null @@ -1,4757 +0,0 @@ -#AREA { 5 50} Yaegar/Aurorix Pepperland ~ - - -#HELPS -0 pepperland~ -Pepperland was written by Yaegar and Aurorix, based on the songs and movies -of John Lennon, Paul McCartney, George Harrison and Ringo Starr. It is -suitable for all levels, but ideal for levels 15 to 45. -Thanks go to- - -The Beatles, Rainman, Lenny, Argh, Garth, Marc & Sol, Svelte, Fle, My Cat, -Slash (for MZF and Merc ported to Win3.x). -~ - -0 $~ - - -#MOBILES -#9425 -rigby eleanor~ -Eleanor Rigby~ -Eleanor Rigby is picking up rice from the church floor. -~ -Eleanor Rigby is wearing the face that she keeps in the jar by the -door. Who IS it for? Do you ever wonder who it's for? She's a lonely -old woman, and nobody knows where she comes from or where she belongs. -~ -2|4|128 0 1000 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9426 -mackenzie father priest~ -Father Mackenzie~ -An elderly priest wipes dirt from his hands as he leaves a grave. -~ -Another lonely old person, Father Mackenzie has written sermons -that no-one will ever hear, and spends his evenings darning his -socks. How fun :P -~ -2|64 0 1000 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9427 -person~ -a lonely person~ -A lonely person slumps dejectedly here. -~ -All these lonely people! Where DO they all come from? Where DO they -all belong? Why don't they go get jobs and lives or something? Help! I -need somebody! Not just anybody!... -~ -1|128 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9428 -person~ -a lonely person~ -A lonely person slumps dejectedly here. -~ -All these lonely people! Where DO they all come from? Where DO they -all belong? Why don't they go get jobs or lives or something? Help! I -need somebody! Not just anybody!... -~ -1|128 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9429 -pepper sergeant~ -Sgt. Pepper~ -Sgt. Pepper is here teaching the band to play. -~ -Despite going in and out of style, he still manages to make you smile. -Wearing his surplus Salvation Army uniform and sporting a rather large -brown moustache, Sgt. Pepper sincerely hopes you will enjoy the show. -So sit back, relax and let the evening go! -~ -2|8|64|131072 0 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9430 -band~ -Sgt. Pepper's Lonely Hearts Club Band~ -Sgt. Pepper's Lonely Hearts Club Band plays here. -~ -The act you've know for all these years would like to take you home with -them; they'd LOVE to take you home! -~ -2|64 0 1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9431 -shears billy~ -Billy Shears~ -The one and only Billy Shears is introduced to you. -~ -Billy Shears is going to sing a song, and he'd like you all to sing -along. He gets by with a little help from his friends if he sings out -of tune, so lend him your ears. -~ -2|64 0 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9432 -barber~ -A barber~ -A barber shows you photographs of heads. -~ -This barber seems to have a *strange* hobby- he takes photographs -of clients' haircuts and shows them to everybody...weird. -~ -2|64 0 1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9433 -person~ -A person saying hello~ -A person coming and going stops and says "hello!" to you. -~ -ALL the people coming and going here stop and say hello... how -irritating! Kill them! Kill them ALL! -~ -128 0 1000 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9434 -person~ -A person saying hello~ -A person coming and going says "hello!" to you. -~ -ALL the people coming and going here stop and say hello... how -irritating! Kill them! Kill them ALL! -~ -128 0 1000 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9435 -banker~ -The banker~ -A banker in a motor-car appears to have forgotten his raincoat... -~ -He never wears his mac in the pouring rain... very strange. He is -waiting for a trim, his motor-car parked outside. -~ -2|128 0 1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9436 -child~ -A laughing child~ -A little child laughs behind your back. -~ -This little brat is mocking you... you don't have a mac either... -~ -128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9437 -fireman~ -A fireman~ -A fireman who likes to keep his engine clean stands here. -~ -This stout fellow is a cheerful monarchist with a great devotion -to his profession and his clean machine. I bet he keeps a portrait -of the Queen in his pocket. -~ -2|128 0 1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9438 -nurse~ -A pretty nurse~ -A pretty nurse stands here selling poppies on a tray. -~ -Whoa! What a babe! And those poppies sure look good! But why is -she standing in the middle of a roundabout? Is this some sort of -drug reference? -~ -2|128 8 1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9439 -pig~ -A pig~ -A pig from a gun flies by you. -~ -See how they run! Look out! -~ -128 524288 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9440 -boy~ -a naughty boy~ -A naughty boy with a long face sulks here. -~ -Man, he WAS a naughty boy- he let his face grow long! -~ -2|128 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9441 -policeman~ -A pretty little policeman~ -A pretty little policeman sits with others in a row. -~ -A municipial policeman is sitting with others in a row eating -donuts- perhaps they should be doing their job? But they are -public servants so I guess they are sitting pretty... -~ -2|4|128 8 1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9442 -eggman~ -An eggman~ -An eggman is he as you are he and we are all together... -~ -A huge white ellipsoid hovers around near you stating his identity -quite firmly. He IS the eggman- what can we say? -~ -128 128|524288 1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#9443 -walrus~ -The walrus~ -A monstrous moustachioed sea creature blobs here. -~ -YOU may be the eggman...THEY may be the eggmen...but HE is the -WALRUS! Goo Goo Goo Joob! Better stay out of his way- everybody -haha everybody haha. -~ -2|8|32|128 2|128 0 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9444 -fishwife~ -a fishwife~ -A crabalocker fishwife shrieks obscenities at you! -~ -OOO language! This cracking little scrubber looks mad! Seems like -she hates you, and she knows words you haven't even heard of! -~ -2|4|32|128 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9445 -priestess~ -A pornographic priestess~ -A scantily-clad female member of the clergy slinks around here. -~ -Oh my! Father MacKenzie would most definitely NOT approve! This chick -wears a dog collar with panache, though it does clash with the -fishnet stockings and nipple ring. -~ -2|128 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9446 -girl~ -A naughty girl~ -A naughty girl with knickers around her ankles blushes at your attention. -~ -Boy she HAS been a naughty girl- she let her knickers down and now she -has a bun in the oven. Wonder who the father is? Hope its not the -Walrus... -~ -2|128 0 400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9447 -joker~ -A joker~ -A joker laughs at you `hoo hoo hoo hee hee hee hah hah hah'. -~ -Are you paranoid? Don't you think the joker is laughing at YOU? You -could be right. -~ -2|128 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9448 -edgar allen poe~ -Edgar Allen Poe~ -Edgar Allen POE is being kicked by them. -~ -Man did you see them kicking Edgar Allen POE? How impolite...Maybe -you should join in...? -Edgar Allen Poe has many nasty wounds. -~ -2|128 0 500 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9449 -smokers~ -Expert taxpert choking smokers~ -Expert taxpert choking smokers hack and cough here. -~ -Boy listen to that. Mister Emphysema has found a home here. Perhaps -they should quit? Or curse Sir Walter Raleigh- he was such a stupid git. -~ -2|128 4096 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9450 -penguin~ -An elementary penguin~ -An elementary penguin sings "Hare Krishna". -~ -Hare Krishna Hare Krishna Krishna Krishna Hare Hare -Hare Rama Hare Rama Rama Rama Hare Hare -~ -2|128 524288 1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9451 -rocky raccoon~ -Rocky Raccoon~ -Rocky Raccoon steps into the room, gun in hand. -~ -"Where is that no-good, durn rotten varmint Dan!" Rocky snarls -at you as Dylanesque harmonica wails in the background. He sure -looks mad...He grins at you and says "Boy, this is a show-down". -~ -2|64 8 400 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9452 -dan~ -Dan~ -Dan, Nancy's man, is on the look-out for Rocky. -~ -Dan is rough and tough backwoodsman that don't take no crap -from strangers...or raccoons for that matter. He's rather busy, -you'd better leave before he gets mad... -~ -2|64 8 -400 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9453 -mcgill lil nancy~ -Nancy~ -McGill who calls herself Lil but is known as Nancy is here. -~ -Nancy is a scantily-clad barmaid who seduced Rocky in the hoedown, -then dumped him for Dan. Now Rocky's out for blood, but she knows Dan is -tougher. -~ -2|4|128 0 0 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9454 -doctor~ -A gin-soaked doctor~ -A gin-soaked doctor staggers drunkenly in. -~ -"hic! Rocky, you've met your match," he slurs, as you reel back -from his powerful odour. Boy, he MUST be drunk- you name isn't Rocky, -is it? This is the kind of doctor that makes you glad you're not -sick... -~ -2|4|128 4096 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9455 -taxman~ -The taxman~ -The taxman stares grimly at you, greedily evaluating your worth. -~ -Ahhh, Mister Wilson...Ahhh, Mister Heath. If you die in this area, -be sure to declare the pennies on your eyes; after all, there's one for -you nineteen for him. 'Cos he's the taxman, and you're working for -no-one but him. -~ -2|8|128 8|16|32|128 -1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9456 -hare krishna~ -A hare krishna~ -A Hare Krishna devotee is smiling and chanting mantras here. -~ -George's house seems to be full of these guys- maybe he pays for them -or something. I wonder if he uses them as a tax-break? That taxman -always seems to be around... -~ -2|128 128 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9457 -boyd pattie~ -Pattie Boyd~ -Pattie Boyd stands here staring dreamily into space. -~ -Oh, isn't she pretty? No wonder she had two rock stars fighting -over her! She seems rather spaced out- perhaps she shouldn't use so -many recreational substances... -~ -2|128 524288 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9458 -swami prabhupada~ -The Swami Prabhupada~ -His Divine Grace A.C. Bhaktivedanta Swami meditates here. -~ -This wise and ancient spiritual leader is a great friend -and mentor of George. Although seemingly weak and frail, he -is possessed of great strength and is not to be trifled with. -~ -2|64|2048|32768 2|4|8|16|32|128|524288 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9459 -shankar ravi~ -Ravi Shankar~ -An Indian man strums madly at a horrible, wailing instrument. -~ -Yow! What is that noise? Sounds like a cat being tortured- -perhaps being tortured by being forced to listen to this! -Quick, put this fellow out of his misery before you suffer any more! -~ -2|128 0 1000 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9460 -maharishi mahesh yogi~ -Maharishi Mahesh Yogi~ -The Maharishi Mahesh Yogi giggles like an idiot at you. -~ -This bedraggled-looking fellow starts babbling about the -cosmos and life in general; his irritating giggle is really -starting to get on your nerves. Best be careful though- he's -tougher than he looks! -~ -2|128 8|128|8192 400 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9461 -writer~ -A paperback writer~ -A Paperback writer begs you to read his book which took years to write. -~ -The writer explains in great detail to you how important it is that you -read his stupid novel and fulfill his dreams of being a writer of -pulp paperbacks. You never know, it may be a good book- after all, -its based on a novel by a man named Lear, and it is about a dirty man... -~ -128 0 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9462 -day tripper~ -A day tripper~ -A day tripper gives you a good reason for taking the easy way out. -~ -This day tripper only plays one night stands, so don't try to -please her. She's a big teaser too, so don't take too long finding -out :P -~ -128 0 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9463 -blackbird~ -A blackbird~ -A blackbird is singing in the dead of night. -~ -This blackbird is taking her broken wings and learning to fly, -because she's been waiting all her life for this moment to arise. -Whatever that means... -~ -128 0 400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9464 -mary mother~ -Mother Mary~ -Mother Mary is singing words of wisdom here. -~ -It's your hour of darkness and look- she is standing right in front of -you, shining on till tomorrow. Maybe you should let her be. You wouldn't -think of attacking the Virgin Mother, would you? -~ -2|64|512|2048 2|4|8|32|128|524288 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9465 -lennon john~ -John Lennon~ -John Lennon says "All you need is love!" -~ -You see a skinny, long-haired bespectacled guru-like figure strolling -towards you, speaking of love and peace but with a biting sarcastic -remark on the tip of his tongue. He looks rather harmless but you -never know... -~ -128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9466 -paul~ -Paul McCartney~ -Paul McCartney says "you say goodbye, but I say hello!" -~ -You see a sleepy-looking, barefooted Liverpudlian lad wearing a -creased suit ambling along here. Upon seeing you he smiles -dreamily and offers you a rolled cigarette paper which gives off -a strange smell and says "drugs should be legal man". -~ -128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9467 -starr ringo starkey richard~ -Ringo Starr~ -Ringo Starr (aka Richard Starkey) invites you to his Octopus' Garden. -~ -"Hullo", he says cheerfully. "We can go in my Yellow Submarine". Ringo -knows what's going on, so you better not pass him by, or you'll make -him blue. And he's such a happy fellow. Look at all those rings! -~ -128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9468 -harrison george~ -George Harrison~ -George Harrison smiles and says "Hare Krishna, man!" -~ -It's been a long, long time since George has had a good chat, so -why don't you talk about something...The sun is coming soon, so -if you need someone, he'll be happy just to dance with you :) -~ -128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9469 -pie honey~ -honey pie~ -You see a working girl from north England wanting to hit the big time. -~ -Honey pie is making you crazy, but she needs the dough. Its hard -to find a job today, but she's making ends meet the best she can. -One day she'll hit the big time in the USA, sailing across the sea, -never to return. -~ -2|128 0 400 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9470 -sadie sexy~ -Sexy Sadie~ -Sexy Sadie is here, making a fool of everyone. -~ -What have you done, Sadie? You'll get yours yet, no matter how -big you think you are. You may be the latest and greatest of them -all but you'll get yours. But what's this? She seems to bear a -strange resemblance to a certain Yogi... -~ -128 0 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9471 -rita maid~ -Lovely Rita Meter Maid~ -Lovely Rita Meter Maid is here standing by a parking meter. -~ -With her bag making her look like a military man, Rita is here -filling in tickets in her little white book. You feel like -trying to win her, and decide to ask her out to dinner... -OUCH! Rita slapped you HARD!!! (you try not to cry) -~ -2|128 128 400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9472 -person beautiful~ -A beautiful person~ -One of the beautiful people strolls idly by. Wonder how it feels? -~ -Baby you're a rich man too...You know who you are, but what do you -want to be? Will you travel far? Have you been there before? What -was there? Did it show? What am I talking about? -~ -128 524288 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9473 -julia~ -Julia~ -Shall I sing a song of love, Juuuuuuuuuuuuuuuuuuuuuuulia? -~ -Sea-shell eyes, windy skies, calls you...Her hair of floating sky -is shimmering, glimmering in the sun. Hum hum hum hum.... -~ -128 128|524288 1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9474 -jude~ -Jude~ -Hey Jude is playing a sad song to make it better. -~ -Remember to let him under your skin, and you'll feel better... -This is actually Julian Lennon, who for some reason is called -Jude...Any time he feels the pain he refrains from carrying the -world upon his shoulders..dah dah dah dah dah dah dah... -make it better, better, better, better BETTER! YAAAAAH! -~ -2|128 128 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9475 -martha dog sheepdog~ -Martha~ -A big, fluffy old sheepdog plays with you as you approach. -~ -Martha is in the thick of it, so she is holding her head up and -helping herself to what is all around her...Silly girl! Be careful, -the dog's been taught to be a thief... -~ -2|4|128 8|32 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9476 -ono yoko~ -Yoko Ono~ -A spindly, screechy-voiced creature caterwauls at you! -~ -Yayayayayayayayayaya! She doesn't stop! Quick, kill her now, -and save the world from 20 more years of this. -~ -2|4|128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9477 -mustard mister mean~ -Mean Mister Mustard~ -A grumpy old man with a 10 pound note stuck up his nostrils swears at you. -~ -This mean old man is the biggest miser out- he sleeps in the dark to -save paper. He is a total embarrassment to Pam; he even swears at -the Queen! What a dirty old man! -~ -2|4|32|64 8|8192 -1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9478 -pam polythene~ -Polythene Pam~ -Polythene Pam is here, dressed in drag in her polythene bag. -~ -Polythene Pam is so good looking that she looks like a man. Wait -a minute, she IS a man! or, HE is a man...She's the kind of the -girl that makes the news of the world, and she's very -attractively built. Yeah yeah yeah! -~ -2|4|128 0 400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#9479 -desmond~ -Desmond Jones~ -Desmond Jones is on the way to the jeweler's store. -~ -Desmond has a barrel in the marketplace...Perhaps you've seen -it? He's saving up to build a home sweet home, with a couple -of kids running in the yard. Then he'll be happy ever after. -~ -2|4|128 128 1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9480 -molly~ -Molly Jones~ -Molly Jones is preparing to audition for a singing spot with the band. -~ -Molly is a pretty lass who ADORES her man Desmond. She can't wait -till they build their dream home and start popping rugrats. Silly -woman. -~ -2|4|128 128 1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9481 -roberts doctor~ -Doctor Roberts~ -Doctor Roberts works for the National Health. -~ -John's friend Doctor Roberts is available any time at all, and -he'll help you understand and make you a better man. His licence -is actually in jeopardy because the pretty little policemen -caught him pushing amphetamines to the laughing children in -Penny Lane... -~ -2|128 524288 0 S -37 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9482 -bill bungalow~ -Bungalow Bill~ -A big game hunter is out hunting tigers here. -~ -He's the All-American bullet-headed Saxon mother's son. He is -always accompanied by his mother and his elephant, so watch out for -them too! -~ -2|128 128 0 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9483 -elephant~ -Bungalow Bill's elephant~ -A ponderous pachyderm plunges perilously close to you. -~ -Bungalow Bill's elephant follows his master faithfully, and -is not a monster you want to tangle with. -~ -2|8|64|256 8|32|128 400 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9484 -tiger~ -A Tiger~ -A Tiger leaps out and surprises you! -~ -Look out! This ravenous beats will devour you! -~ -2|32|128 0 -400 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9485 -Mother mom~ -Bungalow Bill's mother~ -A middle-aged woman is looking for her son here. -~ -"He look so fierce!" she butts in when you ask her whether it -is right for Bill to kill so many animals. She is desperate to -find him- he always takes her along in case of accidents, but -they became separated in the jungle. -~ -2|8|128 128 400 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9486 -marvel captain~ -Captain Marvel~ -Captain Marvel zaps you right between the eyes! -~ -Watch out! This over-zealous superhero is suffering from a -testosterone overdose and has decided you need zapping! -~ -2|8|32 128|524288 400 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9487 -meanie blue~ -A Blue Meanie~ -A berserk blue animation-lover's nightmare leaps at you! -~ -Vaguely spherical with short legs, this portly character is -very upset he has been drawn so badly, and is taking it out on -you! -~ -2|32|64 0 -1000 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#9488 -child~ -A singing child~ -A child sings "Hey, Bungalow Bill! What did you kill?" -~ -Some little brat is singing nonsense in a high-pitched voice. -As you stare, he asks you if it is a sin to kill. Grinning -evilly, you brandish your weapon and reply- "let's find out!" -~ -2|4|128 0 400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9489 -madonna lady~ -Lady Madonna~ -Lady Madonna is wondering how to makes ends meet. -~ -Madonna can never find the money to pay the rent- she must think -its heaven-sent. With her baby at her breast and her children at her -feet, see how she runs! -~ -2|128 0 400 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9490 -kite~ -Mister Kite~ -Mister Kite is the MC for this little circus. -~ -For his benefit, there will be a show tonight on the trampoline. -He's going to take on the world with his men and horses and hoops -and garters lastly through a hogshead of real fire. Mister -Henderson will being doing ten summersets, a formidable achievement. -~ -2|128 128|524288 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9491 -people~ -Rocking-Horse people~ -Rocking-Horse people smile as you drift past the incredibly high flowers. -~ -Eating marshmallow pie, these peculiar people congregate together on -this bridge, greeting you amiably and wishing you a safe journey. -~ -2|4|128 0 1000 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#9492 -porter plasticine~ -A Plasticine Porter~ -A porter made of modelling clay offers to carry your bags. -~ -This friendly fellow smiles as he grabs for your bags, in an -attempt to carry them for you. Friendliness is one thing, but -this guy is a thief! -~ -2|4|128 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#9493 -fool~ -A fool~ -This fellow sits watching the sun going down. -~ -Day after day, he sits here all alone, perfectly still. No-one -wants to know him, because he's an idiot and utterly boring. -I mean, all he does is sit here all day while the eyes in his -head see the world spinning round. -~ -2|128 128|524288 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9494 -flattop~ -Old flat-top~ -Here comes old flat-top, grooving up slowly. -~ -This guys has GOT to be good-looking 'cos he's so hard to see. -he has ju-ju eyeballs, hair down to his knees and he's one holy -roller. With his BAG productions, walrus gumboots, mojo filter and -his roller-coaster he's one spinal cracker. He just does what he -pleases- one thing he can tell you is you've got to be free. -~ -4|128|262144 2|8|128|512|32768|524288|1048576 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9495 -conductor~ -The conductor~ -The conductor grimly demands to see your ticket. -~ -This fellow may seem a dour old sort, but he's a real softie at -heart. He has a tremendous crush on Ringo's aunt- if only he'd -do something about it! -~ -2|8|64 8|128 400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9496 -man nowhere~ -A nowhere man~ -A Nowhere Man is sitting here making plans for nobody. -~ -This fellow is a lot like you and me- he has no point of view and -he doesn't know where he's going to. He's in no hurry, for the -world is at his command. -~ -2|128 0 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#9497 -nicola girl~ -Little Nicola~ -A cheerful little girl politely informs you that you are NOT the walrus. -~ -A patron of the Magical Mystery Tour bus lines, Little Nicola is a -dear little child with a fondness for balloons and George. -~ -2|4|128 0 500 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9498 -aunt~ -Ringo's aunt~ -Ringo's aunt glares at you and begins to berate you. -~ -Poor Ringo. Having to put up with THIS all day long...It'll -really spoil the trip...Why don't you make it easier on him and -do the old bag in? -~ -2|8|128 8 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9499 -lucy~ -Lucy in the Sky With Diamonds~ -Lucy floats in the sky here. -~ -Above the river, Lucy floats among the clouds, enjoying the view. -She smiles at you and you feel enriched being in her presence. -She looks a little like a picture drawn by a child, but at the same -time she strangely reminds you of hallucinogens. -~ -2|64 2|8|128 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#9500 -octopus~ -An octopus~ -An octopus bids you welcome! -~ -This is the octopus who owns the garden you are currently exploring. -He enjoys company, and is happy to have you stay, so long as you don't -disturb anything. A close friend of Ringo's he has been granted -considerable power by the ringed one and it is inadvisable to mess -with him. -~ -2|4|8|64|2048 4|8|128 1000 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#9425 -face~ -a face~ -A face kept in a jar by the door. Who is it for? -~ -~ -9 1 1|16 -0 0 0 0 -2 0 0 -A -2 1 -A -24 -1 -A -25 1 -#9426 -jar~ -a jar~ -A jar sits by the door. -~ -~ -15 0 0 -2 1 0 0 -1 0 0 -#9427 -dirt~ -some dirt~ -Some graveyard dirt from Father MacKenzie's hands. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#9428 -socks~ -a pair of darned socks~ -Father MacKenzie's socks, freshly darned. -~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -#9429 -suit satin~ -a shiny pink satin suit~ -A shiny pink satin suit has been (purposely?) dropped here. -~ -~ -9 1|2 1|8 -0 0 0 0 -10 0 0 -A -1 1 -A -5 2 -A -13 25 -A -17 -15 -A -18 3 -A -24 -3 -A -25 2 -#9430 -moustache~ -sgt. Pepper's moustache~ -Sgt. Pepper's moustache has been torn off and left here. -~ -~ -9 1 1|16 -0 0 0 0 -5 0 0 -A -3 2 -A -4 2 -A -12 30 -#9431 -suit shiny~ -a shiny lime-green band suit~ -A shiny lime-green Lonely Heart's Club band suit lies here. -~ -~ -9 1|2 1|8 -0 0 0 0 -20 0 0 -A -13 20 -A -19 2 -A -25 1 -#9432 -microphone~ -billy Shear's microphone~ -Billy Shear's Microphone is here. -~ -~ -5 2 1|8192 -0 0 0 7 -15 0 0 -A -18 2 -A -19 2 -#9433 -photograph~ -a photograph~ -A photograph of someone's head has been left here. -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#9434 -razor~ -a barber's razor~ -A vicious-looking barber razor lies here. -~ -~ -5 1|64 1|8192 -0 0 0 3 -15 0 0 -A -18 -2 -A -19 8 -#9435 -mac macintosh raincoat~ -a bright yellow mackintosh~ -Someone has forgotten their mackintosh. -~ -~ -9 1 1|8 -0 0 0 0 -10 0 0 -A -5 2 -A -13 10 -A -17 -10 -#9436 -hourglass~ -the fireman's hourglass~ -The fireman's hourglass lies forgotten here. -~ -~ -3 1|64 1|16384 -18 4 4 59 -10 0 0 -#9437 -portrait~ -a portrait of the queen~ -A portrait of Queen Elizabeth II has been carelessly dropped here. -~ -~ -13 128|4096 1|16384 -0 0 0 0 -5 0 0 -#9438 -poppies~ -poppies sold from a tray~ -Some poppies sold from a tray lie here. -~ -~ -26 1|64 1|16384 -20 3 56 16 -5 500 0 -#9439 -tray~ -a tray~ -A tray for poppy-selling sits neglected here. -~ -~ -15 0 1|16384 -60 1 0 0 -20 0 0 -#9440 -knickers underwear~ -a pair of frilly pink knickers~ -A pair of frilly pink knickers have fallen off some poor girl. -~ -~ -9 128|4096 1|32 -0 0 0 0 -20 0 0 -A -2 -3 -A -14 -100 -A -18 -2 -#9441 -stockings~ -sexy stockings~ -A pair of sexy stockings have been left here. -~ -~ -9 0 1|32 -0 0 0 0 -10 0 0 -A -2 2 -A -14 50 -A -25 2 -#9442 -collar~ -a priest's collar~ -A priest's collar, which looks very uncomfortable, lies here. -~ -~ -9 128|1024|4096 1|4 -0 0 0 0 -10 0 0 -A -2 -1 -A -12 25 -A -24 -3 -#9443 -tusk~ -a pair of walrus tusks~ -A pair of yellowish tusks have been torn from some poor Walrus. -~ -~ -9 1|16|1024 1|32768 -0 0 0 2 -20 0 0 -A -1 2 -A -13 50 -A -18 3 -A -19 6 -#9444 -cigarettes pack~ -a pack of cigarettes~ -A pack of filthy, choking-smoking cigarettes lies here. -~ -~ -19 16|128|4096 1|16384 -1 0 0 1 -2 0 0 -#9445 -rice~ -some rice~ -Some rice lies on the floor. Must've been a wedding recently. -~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#9446 -sermon~ -a sermon~ -Father MacKenzie's neglected sermon is here. -~ -~ -2 64 1|16384 -8 38 0 0 -2 0 0 -#9447 -cloth cleaning~ -a cleaning cloth~ -A cloth for cleaning fire engines is here. -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#9448 -script~ -a play script~ -This script from a play makes you feel as if you are in one. You are. -~ -~ -2 64 1|16384 -20 56 0 0 -2 0 0 -#9449 -donut~ -a half-eaten donut~ -A half-eaten donut is here. Eeyew! -~ -~ -19 0 1|16384 -2 0 0 0 -1 0 0 -#9450 -hat~ -an egg-shaped hat~ -An egg-shaped hat floats along here. -~ -~ -9 1|2|32768 1|16 -0 0 0 0 -10 0 0 -A -3 -1 -A -4 -1 -A -14 100 -#9451 -robes~ -some loose-fitting robes~ -Some loose-fitting robes float here. -~ -~ -9 1|2|32768 1|8 -0 0 0 0 -10 0 0 -A -2 2 -A -18 2 -#9452 -jubes~ -goo goo goo jubes~ -Some Goo goo goo jubes are scattered here. Yum! -~ -~ -19 1 1|16384 -10 0 0 0 -10 0 0 -#9453 -bra~ -a peek-a-boo bra~ -A peek-a-boo bra has been lost by its owner. Oh dear. -~ -~ -9 32 1|8 -0 0 0 0 -5 0 0 -A -2 1 -A -5 -1 -A -17 5 -A -18 2 -#9454 -mug~ -an Edgar Allen Poe coffee mug~ -A coffee mug bearing a sketch and a synopsis of Poe is here. -~ -~ -17 0 1|16384 -2 2 12 0 -3 0 0 -#9455 -bowtie~ -a smart-looking bowtie~ -A smart-looking bowtie stolen from a penguin is here. -~ -~ -9 1 1|4 -0 0 0 0 -5 0 0 -A -5 3 -A -17 -10 -#9456 -cap coonskin~ -a coonskin cap~ -A coonskin cap is here. -~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -3 -1 -A -4 -1 -A -18 -3 -A -19 3 -#9457 -bible~ -gideon's bible~ -Gideon's bible can be found in every hotel room across the nation. -~ -~ -1 1|64 1|16384 -0 0 10 0 -5 0 0 -A -14 25 -#9458 -gun~ -a gun~ -A Winchester rifle has been left here. -~ -~ -13 0 1|16384 -0 0 0 0 -10 0 0 -#9459 -garter~ -a sexy garter~ -Lil's garter is no longer on her leg! -~ -~ -9 0 1|32 -0 0 0 0 -3 0 0 -A -25 1 -#9460 -dress~ -a frilly hoe-down dress~ -Lil's frilly hoe-down dress is no longer on her body! -~ -~ -9 0 1|8 -0 0 0 0 -8 0 0 -#9461 -gin bottle~ -a bottle of gin~ -A bottle of gin- just what the doctor ordered! -~ -~ -17 0 1|16384 -4 4 16 0 -4 0 0 -#9462 -briefcase~ -a sturdy leather briefcase~ -This sturdy leather briefcase looks very expensive. -~ -~ -9 0 1|512 -0 0 0 0 -15 0 0 -A -17 -20 -A -23 -4 -A -24 -4 -#9463 -rolex watch~ -an expensive-looking watch~ -This expensive-looking watch's gotta be a ROLEX! -~ -~ -9 1 1|4096 -0 0 0 0 -5 0 0 -A -12 25 -A -12 25 -#9464 -suit~ -a Savile Row suit~ -A Savile Row suit which is tailored to fit someone else. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -2 -2 -A -14 -50 -A -17 -25 -#9465 -beads prayer krishna~ -krishna prayer beads~ -Everybody is wearing these Krishna (TM) prayer beads this year! -~ -~ -9 1 1|4 -0 0 0 0 -5 0 0 -A -4 2 -A -12 25 -#9466 -robe saffron~ -a saffron robe~ -Everybody is wearing these Krishna (TM) saffron robes this year! -~ -~ -9 1 1|8 -0 0 0 0 -10 0 0 -A -4 2 -A -12 25 -#9467 -drum~ -a drum~ -A drum! So that's where that pounding noise was coming from...~ -~ -13 2 1|16384 -0 0 0 0 -5 0 0 -#9468 -cymbals~ -some finger cymbals~ -Finger Cymbals! So that's where that tinny tinkling was coming from... -~ -~ -9 2 1|2 -0 0 0 0 -2 0 0 -A -18 -2 -#9469 -belt chain~ -a chain belt~ -A fashionable chain belt is here. -~ -~ -9 1 1|4096 -0 0 0 0 -25 0 0 -A -2 -2 -A -17 -20 -A -25 3 -#9470 -sitar~ -a sitar of yowling~ -A sitar! What a horrible screeching sound it makes! -~ -~ -4 2 1|16384 -35 7 7 0 -20 0 0 -#9471 -manuscript~ -a manuscript~ -A manuscript begins with "Dear sir or madam will you read my book". -~ -~ -13 0 1|16384 -0 0 0 0 -15 0 0 -#9472 -spectacles glasses specs~ -john Lennon's spectacles~ -John Lennon's spectacles have been left behind by their owner. -~ -~ -9 64 1|16 -0 0 0 0 -5 0 0 -A -3 3 -A -12 50 -A -17 -10 -A -18 5 -A -24 -5 -#9473 -reefer joint pot~ -a reefer~ -A reefer belonging to a famous rock star burns away here. -~ -~ -26 128|4096 1|16384 -50 56 73 36 -100 0 0 -A -2 -3 -A -3 -3 -A -4 -3 -#9474 -ring~ -ringo's ring~ -One of Ringo's many rings is here. -~ -~ -9 1|64|256|1024 1|2 -0 0 0 0 -45 0 0 -A -2 3 -A -5 3 -A -12 50 -A -14 50 -A -17 -20 -A -18 2 -A -19 2 -A -24 -2 -A -25 2 -#9475 -beads~ -george's beads~ -George's prayer beads are apparently no longer on George... -~ -~ -9 1|2|64|256|1024|32768 1|4 -0 0 0 0 -50 0 0 -A -3 3 -A -4 3 -A -12 50 -A -14 25 -A -23 -3 -A -24 -3 -#9476 -cap~ -a cap~ -A cap that makes you look much older. -~ -~ -9 0 1|16 -0 0 0 0 -15 0 0 -A -0 10 -A -13 20 -A -18 2 -A -25 -2 -#9477 -bag~ -a bag~ -A bag across your shoulder makes you look a little like a military man. -~ -~ -15 0 1|256 -150 4 0 0 -25 0 0 -#9478 -book white little~ -a little white book~ -Someone uses this little white book to write tickets! get rid of it! -~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -#9479 -money~ -some money!~ -Someone has put some money here. -~ -~ -20 1 1|16384 -5234 0 0 0 -0 0 0 -#9480 -bag brown~ -a big brown bag~ -A big brown bag that looks as if it should contain money! -~ -~ -15 0 0 -5 1 0 0 -100 0 0 -#9481 -glasses~ -a pair of silly glasses~ -Whoever wears these is trying to look like John Lennon. -~ -~ -13 128|4096 1|16 -0 0 0 0 -10 0 0 -A -25 -1 -#9482 -book~ -a book~ -The title of this book is "How to write John Lennon songs". -~ -~ -13 128|4096 1|16384 -0 0 0 0 -25 0 0 -#9483 -synthesizer keyboard~ -an electronic keyboard~ -Julian Lennon's electronic keyboard is here. -~ -~ -13 128|4096 1|16384 -0 0 0 0 -50 0 0 -#9484 -collar~ -martha's dog collar~ -Martha's dog collar is obviously not on Martha. -~ -~ -9 128|4096 1|4 -0 0 0 0 -40 0 0 -A -4 -3 -A -13 20 -A -17 -10 -#9485 -leash~ -martha's leash~ -Martha's leash is USUALLY affixed to Martha... -~ -~ -5 0 1|8192 -0 0 0 4 -15 0 0 -#9486 -sun-glasses~ -a pair of large sun-glasses~ -Gee these sun-glasses sure look a LOT like ski goggles. -~ -~ -13 0 1|16 -0 0 0 0 -5 0 0 -A -25 -3 -#9487 -coat sealskin~ -a baby sealskin coat~ -A baby sealskin coat? Oops! Isn't this item VERY politically incorrect? -~ -~ -13 0 1|8 -0 0 0 0 -10 0 0 -#9488 -note~ -a ten-pound note~ -This crumpled ten pound note has been up someone's nose! Eeyew! -~ -~ -20 0 1|16384 -10 0 0 0 -1 0 0 -#9489 -bra~ -a padded bra~ -Someone uses this bra to look more female. -~ -~ -13 0 1|8 -0 0 0 0 -15 0 0 -A -25 1 -#9490 -panties~ -a pair of padded panties~ -Someone uses these panties to look more female. -~ -~ -13 0 1|32 -0 0 0 0 -30 0 0 -A -25 1 -#9491 -wig~ -a wig~ -Someone uses this wig to look more female. -~ -~ -13 0 1|16 -0 0 0 0 -10 0 0 -#9492 -hammer silver~ -maxwell's silver hammer~ -Bang! Bang! Maxwell's silver hammer comes down on your head! -~ -~ -5 2 1|8192 -0 0 0 8 -20 4000 0 -#9493 -amphetamines speed~ -some amphetamines~ -Doctor Robert's specially prescribed little white pills. -~ -~ -26 2 1|16384 -33 56 39 81 -1 2500 0 -#9494 -gun~ -a gun~ -Bungalow Bill's gun is quite useless against the ravages of the TIGER! -~ -~ -13 1|2 1|16384 -0 0 0 0 -150 0 0 -#9495 -bandages~ -some bandages~ -Bungalow's Mom has some trusty bandages to fix you up! -~ -~ -4 1 1|16384 -40 8 8 15 -50 0 0 -#9496 -cape~ -captain Marvel's cape~ -Captain Marvel's cape floats past you. -~ -~ -13 1|64|32768 1|1024 -0 0 0 0 -10 0 0 -#9497 -baby~ -a baby at the breast~ -This baby is looking for a breast. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -5 -2 -A -13 25 -A -14 -50 -A -17 -10 -#9498 -stockings~ -a pair of mended stockings~ -Lady Madonna's tatty old stockings were mended on Thursday night. -~ -~ -9 1 1|64 -0 0 0 0 -10 0 0 -A -2 1 -A -14 150 -#9499 -children~ -children at your feet~ -These children are hanging off your feet! -~ -~ -9 128|4096 1|64 -0 0 0 0 -10 0 0 -A -2 -2 -A -14 -200 -#9500 -pie marshmallow~ -marshmallow pie~ -Mmmm! Marshmallow pie! -~ -~ -19 0 1|16384 -5 0 0 0 -5 0 0 -#9501 -tie lookingglass~ -a looking-glass tie~ -What a strange tie! It appears to be a looking-glass. -~ -~ -3 1|64 1|16384 -10 5 5 4 -10 0 0 -#9502 -grin foolish~ -a foolish grin~ -A foolish grin looking for an owner is here. -~ -~ -13 128|4096 1|16 -0 0 0 0 -50 0 0 -A -3 -5 -A -4 -5 -A -14 -1000 -#9503 -filter mojo~ -a Mojo Filter~ -Flattop's Mojo Filter is here. -~ -~ -4 2 1|16384 -45 12 12 74 -10 0 0 -#9504 -gumboots~ -a pair of Walrus (TM) Gumboots~ -Ooo! Someone has skinned the Walrus and made a pair of boots! -~ -~ -9 1|2 1|64 -0 0 0 0 -50 0 0 -A -2 2 -A -13 40 -A -17 -10 -A -19 5 -#9505 -shoe brown old~ -an old brown shoe~ -George has stepped out of his old brown shoe- looks like it's yours. -~ -~ -9 128|4096 1|64 -0 0 0 0 -50 0 0 -A -2 -2 -A -14 -250 -A -25 -3 -#9506 -guitar~ -a weeping guitar~ -George's guitar gently weeps here. -~ -~ -13 2 1|16384 -0 0 0 0 -10 0 0 -#9507 -chocolates box~ -a box of chocolates~ -A box of chocolates containing some Savoy Truffles is here. -~ -~ -19 0 1|16384 -5 0 0 1 -15 0 0 -#9508 -ticket~ -a ticket to ride~ -You may need this ticket if you want to ride... -~ -~ -18 2 1|16384 -0 0 0 0 -5 0 0 -#9509 -balalaika~ -a balalaika rings out~ -You hear a balalaika ringing out. Are you back in the USSR? -~ -~ -13 2 1|16384 -0 0 0 0 -10 0 0 -#9510 -flowers~ -some yellow cellophane flowers~ -Some yellow cellophane flowers are towering over your head. -~ -~ -13 0 0 -0 0 0 0 -0 0 0 -#9511 -flowers~ -some green cellophane flowers~ -Some green cellophane flowers are towering over your head. -~ -~ -13 0 0 -0 0 0 0 -0 0 0 -#9512 -barrow~ -desmond's barrow~ -Desmond's barrow sits here in the Marketplace. -~ -~ -12 0 0 -0 0 0 0 -0 0 0 -#9513 -trolley~ -desmond's trolley~ -Desmond's trolley is full of delicious-looking apples! -~ -~ -15 0 1|16384 -100 1 0 0 -25 0 0 -#9514 -ring~ -a twenty-carat golden ring~ -The ring Desmond bought for Molly is here! -~ -~ -8 1 1|2 -0 0 0 0 -5 0 0 -#9515 -apples~ -some delicious apples~ -Some delicious apples! -~ -~ -19 0 1|16384 -6 0 0 0 -5 0 0 -#9516 -sideboard~ -an Ono sideboard~ -An Ono sideboard stands against one wall. -~ -~ -15 0 0 -200 8 292 0 -0 0 0 -#9517 -finger monkey~ -a monkey finger~ -This monkey finger is the key to the Ono Sideboard! -~ -~ -18 2 1|16384 -0 0 0 0 -10 0 0 -#9518 -hoard~ -a rock star's hoard~ -A rock star's hoard of accumulated wealth lies here! take it! -~ -~ -20 1 1|16384 -56732 0 0 0 -0 0 0 -#9519 -armchair~ -a diseased armchair~ -This chair is too badly diseased to sit in! -~ -~ -12 2 0 -0 0 0 0 -0 0 0 -#9520 -trampoline~ -mr. Kite's trampoline~ -Mister Kite's trampoline is here. Try it out! -~ -~ -12 1 0 -0 0 0 0 -0 0 0 -#9521 -hogshead~ -a hogshead of real fire~ -Mr. Kite jumps men, horses, hoops and garters, lastly through this hogshead. -~ -~ -9 2|64|65536 1|1024 -0 0 0 0 -50 0 0 -A -17 -20 -#9522 -taxi newspaper~ -a newspaper taxi appears on the shore~ -A newspaper taxi appears on the shore, waiting to take you away! -~ -~ -12 1 0 -0 0 0 0 -0 0 0 -#9523 -invitation~ -an invitation~ -This is an invitation to make a reservation. Roll up! Roll up! -~ -~ -18 0 1|16384 -0 0 0 0 -5 0 0 -#9524 -pilchard semolina~ -a semolina pilchard~ -A rotting pilchard lies here! Eeyew! -~ -~ -19 0 1|16384 -1 0 0 1 -1 0 0 -#9525 -invitation~ -an invitation~ -Let me take you down, 'cos I'm going to...Strawberry Fields! -~ -~ -18 1|1024 1|16384 -0 0 0 0 -5 0 0 -#9526 -balloon~ -a balloon~ -A shiny red balloon floats around here. -~ -~ -13 1|32768 1|16384 -0 0 0 0 -1 0 0 -#9527 -handbag~ -a handbag~ -Ringo's aunt's handbag is here. Better give it back to her... -~ -~ -15 0 1|16384 -50 10 0 0 -5 0 0 -#9528 -lipstick~ -a lipstick stick~ -Ringo's aunt's very best lipstick has fallen out of her purse! -~ -~ -3 2 1|16384 -18 4 4 82 -2 0 0 -#9529 -diamonds~ -lucy's diamonds~ -Forget the Hope Diamond! You have LUCY'S DIAMONDS! -~ -~ -8 1 1|16384 -0 0 0 0 -50 0 0 -#9530 -pass backstage~ -a backstage pass~ ->>>LOOK!!!<<< A BACKSTAGE PASS!!! WE'RE NOT WORTHY! WE'RE NOT WORTHY! -~ -~ -18 1|2 1|16384 -0 0 0 0 -5 0 0 -#9531 -tshirt t-shirt corporation~ -a corporation t-shirt~ -A sharp-looking t-shirt bearing the IBM logo. -~ -~ -9 1|64|128 1|8 -0 0 0 0 -5 0 0 -A -1 -1 -A -2 1 -A -3 2 -A -5 -1 -A -12 50 -A -18 -2 -#9532 -custard eye~ -yellow matter custard dripping from a dead dog's eye~ -There is some yellow matter custard dripping from a dead dog's eye. -~ -~ -19 2|128|512|4096 1|16384 -5 0 0 1 -10 0 0 -A -5 -3 -#9533 -guitar~ -a guitar without a guitarist~ -A guitar has been abandoned here. How strange!~ -~ -4 2|1024 1|16384 -10 5 5 38 -5 0 0 -#9534 -guitar bass~ -a bass guitar without a bassist~ -A bass guitar has been abandoned here. How strange!~ -~ -9 2|1024 1|16 -0 0 0 0 -10 0 0 -#9535 -piano~ -a piano without a pianist~ -A piano has been abandoned here. How strange!~ -~ -9 2|1024 1|512 -0 0 0 0 -25 0 0 -#9536 -drum kit~ -a drum kit without a drummer~ -A drum kit has been abandoned here. How strange!~ -~ -9 2|1024 1|1024 -0 0 0 0 -20 0 0 -#9537 -stripes~ -sgt. Pepper's stripes~ -A set of sergeant's stripes has fallen off a sergeant... -~ -~ -9 1|64|1024 1|256 -0 0 0 0 -2 0 0 -A -2 2 -A -12 25 -A -13 25 -A -17 -10 -A -19 2 -#9538 -picture~ -an autographed picture of the Beatles~ -An autographed picture of the Beatles by Klaus Voorman is here. -~ -~ -2 1 1|16384 -30 57 19 77 -5 0 0 -#9539 -boat~ -a boat~ -A boat has been moored here. -~ -~ -15 262144|524288 1 -1000 0 0 1 -50 0 0 -#9540 -ring diamond~ -a diamond ring your baby bought for you~ -A diamond ring your baby bought for you is here. -~ -~ -8 1 1|2 -0 0 0 0 -5 0 0 -A -25 1 -#9541 -speciality local~ -a bottle of the local speciality~ -A bottle of the local speciality is here. -~ -~ -17 0 1|16384 -5 5 8 0 -5 0 0 -#9542 -tequila~ -a bottle of tequila~ -A bottle of tequila is here. -~ -~ -17 0 1|16384 -5 5 16 0 -5 0 0 -#9543 -firebreather~ -a bottle of firebreather~ -A bottle of firebreather is here. -~ -~ -17 0 1|16384 -5 5 7 0 -5 0 0 -#9544 -whiskey~ -a bottle of whiskey~ -A bottle of whiskey is here. -~ -~ -17 0 1|16384 -5 5 5 0 -5 0 0 -#9545 -beer~ -beatle Beer!~ -Beatle Beer! -~ -~ -17 0 1|16384 -10 10 1 0 -10 0 0 -#9546 -cocktail~ -a Ringo cocktail~ -A Ringo cocktail is fizzing away here... -~ -~ -17 0 1|16384 -5 4 17 0 -2 0 0 -#9547 -surprise cocktail~ -octopus surprise~ -Octopus surprise is a nice drop...Try it! -~ -~ -17 0 1|16384 -10 10 4 0 -10 0 0 -#0 - - -#ROOMS -#9425 -Entrance to Pepperland~ -You are walking along a well-used road that leads towards a fabulously -colourful and noisy conglomeration of shops, houses and roads that is -collectively known as Pepperland. Populated by a bizarre array of -people and fantastic creatures that defy the imagination, Pepperland -is an area guaranteed to thrill you all. So feel free to walk on in -and take a look around- but BE CAREFUL! Not all in Pepperland is -benign... -Oh, you also see a small sign. -Oh and there is ANOTHER sign, a plaque mounted on a rock. -~ -0 4|1024 2 -D1 -the magical mystery tour~ -~ -0 -1 9426 -D3 -a path outside~ -~ -0 -1 22142 -E -sign small~ -The sign says : -********************************************************************** -* W E L C O M E T O P E P P E R L A N D * -********************************************************************** -* AN AREA CREATED ESPECIALLY FOR ANONYMUD (ANON 1.0) BUT USABLE ON * -* ANY MERC MUD. PEPPERLAND IS BASED ON THE SONGS OF JOHN LENNON, PAUL* -* McCARTNEY, GEORGE HARRISON AND RINGO STARR, AND IS DEEPLY INDEBTED * -* TO THEIR WONDERFUL MUSIC- MAY IT ALWAYS REMAIN POPULAR......... * -********************************************************************** -* W R I T T E N B Y : Y A E G A R & A U R O R I X * -********************************************************************** -~ -E -plaque~ -The plaque reads- -"Welcome to Pepperland, Yaegar and Aurorix's contribution to AM. -Pepperland is suitable for just about any level of character. We -hope you have a good time, but must issue a small caveat- there are -some VERY tough mobs in Pepperland, and some aggs too, so be sure to -use con and scan an awful lot. -Oh, BTW, if you die here, don't ask Yaegar for a CR. He warned you, -and that will only prove that you didn't listen. :P" -~ -S -#9426 -The Magical Mystery Tour Stops Here~ -As you enter Pepperland, the first thing you see is a huge yellow -bus full of people sitting by the side of the road. Evidently it -has broken down. The passengers are starting to become agitated, -some of them having disembarked, and a pretty tour guide is attempting -to quieten them by starting a cheery singalong. You feel like joining in. -~ -0 0 2 -D1 -the road leading east beckons!~ -~ -0 -1 9439 -D2 -the Dewsbury road~ -~ -0 -1 9427 -D3 -the path out of Pepperland~ -~ -0 -1 9425 -E -bus~ -The bus has a broken axle, though the driver is insisting that it -has a gammy carburettor. Inquisitive passengers stare at you and -you find this vaguely irritating. You notice that the bus is -supposed to be heading along the Dewsbury Road, judging by its -destination sign. -~ -S -#9427 -Nowhere Land~ -Heading along the Dewsbury road, you suddenly find yourself in -a totally boring and featureless stretch of land, with nothing -at all to differentiate it or distinguish it in the slightest. -You determine to quickly move on before the boredom overcomes you. -~ -0 128 2 -D0 -the Dewsbury road~ -~ -0 -1 9426 -D2 -the Dewsbury road~ -~ -0 -1 9428 -S -#9428 -A Bend in the Road~ -At this point, the Dewsbury road turns sharply east, heading deeper -into Pepperland, towards Penny Lane. You can hear laughing and -singing in the distance, and you decide to quicken your pace. It -sounds fun! -~ -0 0 2 -D0 -the Dewsbury road~ -~ -0 -1 9427 -D1 -the new road~ -~ -0 -1 9429 -S -#9429 -A Junction in the Road~ -You have reached the point where the Dewsbury road joins Penny Lane. -The Dewsbury road ends here, while Penny Lane stretches north to -Strawberry fields and south as far as you can see. A signpost is here. -~ -0 4 2 -D0 -the path to Strawberry Fields...let me take you down~ -~ -0 -1 9438 -D2 -Penny Lane!~ -~ -0 -1 9430 -D3 -the new road leads back to the old one~ -~ -0 -1 9428 -S -#9430 -On Penny Lane~ -You are travelling down a quaint cobbled lane lined with quaint, -terrace-style houses. People come and go, bidding you good day, and -you feel kinda warm. What a friendly place! South of here are such -places as the barbershop and the marketplace...some finger pies -would REALLY go down well, considering it's summer and all... -~ -0 0 1 -D0 -Penny Lane!~ -~ -0 -1 9429 -D2 -Penny Lane!~ -~ -0 -1 9431 -D3 -An old, seldom-used path runs this way~ -~ -0 -1 9524 -E -house terrace-style~ -My, what a quaint-looking building. It looks as if the walls have -been blackened by years of pollution. I'm sure the rooms inside are -tiny, and the walls are paper-thin. -~ -S -#9431 -Entrance to the Lonely Hearts Club~ -You are standing outside the entrance to the famous "Lonely Hearts -Club", with the legendary Sergeant Pepper's band in permanent -residence. With any luck, you'll be able to see them perform -tonight. -You see a small sign near the doorway. -~ -0 0 1 -D0 -Penny Lane!~ -~ -0 -1 9430 -D1 -the door to the club is closed- you'd better open it before entering~ -door~ -1 9523 9435 -D2 -Penny Lane!~ -~ -0 -1 9432 -E -sign~ -The sign says, in bright bold letters- -"It was twenty years ago today; - Sgt. Pepper taught the band to play; - They've been going in and out of style, - But they're guaranteed to raise a smile. - So let me introduce to you- - the act you've known for all these years - Sgt. Pepper's Lonely Hearts Club Band!!! -~ -S -#9432 -The Barbershop~ -You are strolling by a barbershop in Penny Lane, outside of -which congregate several people who appear to be examining -something held by the barber. You may take a peek if you wish, -but the barber sometimes goes away to shave another customer, and -may not be here. It will be impossible for you to get inside for -a shave- the barber has many clients and it would take months to -obtain an appointment. -~ -0 0 1 -D0 -Penny Lane!~ -~ -0 -1 9431 -D2 -Penny Lane!~ -~ -0 -1 9433 -S -#9433 -The Firestation~ -You see a VERY impressive-looking firetruck parked outside a -firestation that is currently closed, on account of it being a -fire hazard...Someone sure looks after that firetruck, though, -and you figure that whoever owns it cant be far away. Other -shops in this area are open, but there is no-one inside- they -are all outside busy being nice to each other! -~ -0 0 1 -D0 -Penny Lane!~ -~ -0 -1 9432 -D2 -Penny Lane ends in a roundabout~ -~ -0 -1 9434 -E -firetruck truck~ -This firetruck is a well-maintained machine, having been freshly -cleaned and polished by its proud owner, the fireman, who is -incidentally the barber's brother. The fireman never actually puts -out fires- that would dirty his clean machine! -~ -S -#9434 -The Middle of the Roundabout~ -You are standing in the middle of the roundabout that demarcates -the end of Penny Lane and the beginning of the subsidiary roads -that run in every direction from here. A bright blue bus shelter -has been erected here, and thus this roundabout is frequently -occupied by various people seeking transport to their homes. -Several plants that look SUSPICIOUSLY like opium poppies grow -wild here. -~ -0 0 1 -D0 -Penny Lane!~ -~ -0 -1 9433 -D1 -A subsidiary road~ -~ -0 -1 9518 -D2 -the market road~ -~ -0 -1 9522 -D3 -A subsidiary road~ -~ -0 -1 9523 -E -plant poppy poppies opium~ -These plants are most definitely opium poppies, and they form -a decent source of supply for the dealers that frequent this bus -shelter, targeting the children in particular (maybe that's why -they laugh so much...?). Don't take them- they are someone's -private stash and you may end up being killed for touching them! -~ -S -#9435 -Inside the Club~ -You are in a brightly-lit club-room, packed with patrons who -seem oblivious to your presence, for they are staring blankly -at a scantily-clad woman on stage. As she gyrates about and -removes another article of clothing, the crowd cheer madly -and toss fivers onto the stage. -~ -0 8 0 -D1 -further into the club~ -~ -0 -1 9436 -D3 -back to the entrance~ -~ -0 -1 9431 -E -stripper woman~ -You start watching the stripper too and find yourself quickly -becoming mesmerized, but you can't tell whether it is due to her -or due to the smoke, psychedelic lights and various substances -drifting about the room. -~ -S -#9436 -A Quiet Section of the Club~ -This area of the club manages to escape much of the noise and smoke -that fills the main section. It appears to be some sort of waiting -room, where hopeful young musicians wait for a chance to audition -with the Sergeant in the practice room to the north. Unfortunately, his -standards are very high, and most leave here disappointed, their hopes -and dreams smashed by a savage twist of musical fate. -~ -0 8|512 0 -D0 -The door to the practice room~ -door~ -2 9530 9437 -D3 -back into the stripper's section~ -~ -0 -1 9435 -S -#9437 -The Practice Room~ -It is here that the Sergeant and his band jam. They are rather -surprised at your intrusion, and the Sergeant coldly informs you -that if you wish to audition, you should wait outside until -called, otherwise you should leave the club. The band snigger at -you as you attempt to stammer out a reply, and you begin to feel -irritated, though it would NOT be a good idea to tangle with the -Sergeant and his cats. -~ -0 8|8192 0 -D2 -this door leads back to the waiting room~ -door~ -2 9530 9436 -S -#9438 -South Entrance to Strawberry Fields~ -You have passed into the south entrance into the 'fields. Many -strange and unusual creatures inhabit this area, so beware! -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9439 -D1 -strawberry fields~ -~ -0 -1 9445 -D2 -road~ -~ -0 -1 9429 -S -#9439 -West Entrance to Strawberry Fields~ -You have passed into the west entrance to strawberry fields. Many -strange and unusual creatures inhabit this area, so beware! -You see a scrap of paper affixed to a tree. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9440 -D1 -strawberry fields~ -~ -0 -1 9444 -D2 -strawberry fields~ -~ -0 -1 9438 -D3 -the magical mystery tour bus~ -~ -0 -1 9426 -E -paper tree~ -The paper reads- "BEWARE THE WALRUS!!!!!!!!!!!!!!!!" -~ -S -#9440 -A Path Leading to a Garden~ -This path leads towards a quaint English garden. -~ -0 0 2 -D0 -an English garden in the distance beckons!~ -~ -0 -1 9441 -D1 -strawberry fields~ -~ -0 -1 9443 -D2 -strawberry fields~ -~ -0 -1 9439 -S -#9441 -An English Garden~ -You enter this garden and immediately feel safe and secure. You -want to sit here all day and wait for the sun, but you have a feeling -that you'll achieve no more than get a tan from standing in the -English rain. -~ -0 4|1024 2 -D1 -strawberry fields~ -~ -0 -1 9442 -D2 -strawberry fields~ -~ -0 -1 9440 -S -#9442 -North Entrance to the Fields and Path to the English Garden~ -You have entered an area from which paths to an English garden and -north out of the Fields extend. -~ -0 0 2 -D0 -you see a church in the distance~ -~ -0 -1 9454 -D1 -strawberry fields~ -~ -0 -1 9449 -D2 -strawberry fields~ -~ -0 -1 9443 -D3 -you see a quaint English garden in the distance~ -~ -0 -1 9441 -S -#9443 -A Crossroad in the Fields~ -You have reached a crossroad in the fields. They seem to go on forever. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9442 -D1 -strawberry fields~ -~ -0 -1 9448 -D2 -strawberry fields~ -~ -0 -1 9444 -D3 -strawberry fields~ -~ -0 -1 9440 -S -#9444 -A Slight Depression in the Fields~ -You have reached a point where the fields sink into a slight -depression. There is a strong odour of fish. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9443 -D1 -strawberry fields~ -~ -0 -1 9447 -D2 -strawberry fields~ -~ -0 -1 9445 -D3 -the west entrance~ -~ -0 -1 9439 -S -#9445 -The Southern Edge of the Fields~ -You have reached the southern edge of the fields. This area -is particularly boring and featureless. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9444 -D1 -strawberry fields~ -~ -0 -1 9446 -D3 -an exit from the fields~ -~ -0 -1 9438 -S -#9446 -A Strange Section of the Fields~ -This is an odd-looking area of the fields. It looks as if a band -has been jamming here and was suddenly teleported away. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9447 -D1 -strawberry fields~ -~ -0 -1 9453 -D3 -strawberry fields~ -~ -0 -1 9445 -S -#9447 -A Slight Rise in the Fields~ -The path you are travelling along ascends slightly here, -terminating in a crossroads at the top of a small mound of pink earth. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9448 -D1 -what looks like the Eiffel tower is in this direction~ -~ -0 -1 9452 -D2 -strawberry fields~ -~ -0 -1 9446 -D3 -strawberry fields~ -~ -0 -1 9444 -S -#9448 -A Ridiculous Section of the Fields~ -This area of the fields is rather ridiculous- purple and grey -trees sprout up from bright yellow grass while scarlet clouds -race across an indigo sky. -~ -0 0 2 -D0 -strawberry fields~ -~ -0 -1 9449 -D1 -an exit from the Fields~ -~ -0 -1 9451 -D2 -strawberry fields~ -~ -0 -1 9447 -D3 -strawberry fields~ -~ -0 -1 9443 -S -#9449 -The Northernmost Extent of the Fields~ -You have come as far north as you can in the fields, entering an -area that looks like some sort of library, but bereft of books. -You see a bright yellow sign near the east exit. -~ -0 0 2 -D1 -This area looks rather dangerous~ -~ -0 -1 9450 -D2 -strawberry fields~ -~ -0 -1 9448 -D3 -a northern exit from the fields~ -~ -0 -1 9442 -E -sign yellow~ -The sign says, in VERY large purple letters- - B E W A R E T H E W A L R U S ! ! ! ! -~ -S -#9450 -The Walrus' Lair~ -Why are you here? Didn't you see the signs? Didn't you read the -warnings? You are going to DIE! -But if you don't, this room appears to be rather deserted, -assuming you've killed its occupant, although there is a -rather tattered poster tacked to a tree. -~ -0 1 2 -D2 -an eastern exit from the fields~ -~ -0 -1 9451 -D3 -strawberry fields~ -~ -0 -1 9449 -E -poster tattered~ -The poster is a faded picture of a strange, androgynous creature -who looks like a waxworks puppet. Or maybe he's just undergone -MAJOR plastic surgery. There are darts sticking out of it. -~ -S -#9451 -The Eastern Exit from the Fields~ -You have reached the eastern end of the Fields. A long and winding road -to the east will take you out. The area you are in appears to be some sort -of lounge, with tatty sofas and armchairs sitting about in the greenish -pasture. You can smell pungent cigarette smoke. -There is a sign pasted to a coffee table near the north exit. -~ -0 0 2 -D0 -this area looks VERY dangerous!~ -~ -0 -1 9450 -D1 -the long and winding road~ -~ -0 -1 9459 -D2 -what looks like the Eiffel tower is in this direction~ -~ -0 -1 9452 -D3 -strawberry fields~ -~ -0 -1 9448 -E -sign mauve~ -The sign says, in sickly green letters- -B E W A R E T H E W A L R U S ! ! ! -~ -S -#9452 -The Eiffel Tower~ -Through a bizarre rift in the space-time continuum, -the Eiffel tower has been transported to this section of the fields, -complete with surrounding gardens and roads. It actually looks -rather ludicrous. High up near the top, you fancy that you can see -small fish-like figures attempting to scale this metal edifice. -~ -0 0 2 -D0 -the eastern exit from the fields~ -~ -0 -1 9451 -D2 -strawberry fields~ -~ -0 -1 9453 -D3 -strawberry fields~ -~ -0 -1 9447 -E -tower eiffel~ -This magnificent structure is the pride of Paris, though it seems -to serve no practical purpose whatsoever, save to provide a -challenge to Semolina Pilchards who wish to become mountaineers. -Unfortunately, Pilchards have no limbs, so their attempts usually -end in fatal failure. -~ -S -#9453 -Far South-East Corner of the Fields~ -You have reached the corner of the Fields where nothing at all -is real, as usual...there is absolutely nothing to get hung about. -But flying pigs are common here, so look out! -~ -0 0 2 -D0 -what looks like the Eiffel tower is in this direction~ -~ -0 -1 9452 -D3 -strawberry fields~ -~ -0 -1 9446 -S -#9454 -Path to a Quaint Little Church~ -You are strolling along a path that leads to a quaint little -church, which is surrounded by some quaint little houses and a -jolly little graveyard. People here seem awfully depressed and -lonely, though, and most ignore your attempts to strike up a -conversation. You notice a house to the left that looks rather -familiar, though...Why don't you have a look? -~ -0 4 2 -D0 -towards the quaint little church~ -church~ -0 -1 9455 -D2 -the northern entrance to the Strawberry Fields~ -~ -0 -1 9442 -E -house~ -You recognize this house from before, when you came to the door, -and there was no reply. You telephoned, was told no-one was home, -but that was a lie- you looked up and saw the light and nearly died. -These bad memories deter you from entering and you quickly continue. -~ -S -#9455 -Eleanor Rigby's House~ -You are standing outside the house of Eleanor Rigby, a well- -known resident of this hamlet. However, she is very poor, and -extremely lonely, so perhaps she could do with some cheering up? -Her door is unlocked and open, should you wish to enter. -~ -0 0 1 -D0 -the church~ -~ -0 -1 9457 -D2 -towards the Strawberry Fields~ -~ -0 -1 9454 -D3 -inside Eleanor's house~ -~ -1 -1 9456 -S -#9456 -Inside Eleanor's House~ -Eleanor's house is very neat and tidy, filled with quaint -oak and pine furnishings and various little trinkets that she -has saved over the long years. But the house has an air of -sadness and depression about it, and you almost feel yourself -moved to tears. A photo on the wall above the mantelpiece -catches your eye. -~ -0 1|8 0 -D1 -outside the house~ -~ -0 -1 9455 -E -photo photograph~ -The photograph is one of Eleanor and her Bert, taken before he was -killed in the war. Eleanor never fully recovered from his death, and -it has caused her permanent sadness and depression to this day. -~ -S -#9457 -Outside the Church~ -You are standing outside the church, a well-kept, quaint little -building which is currently empty. However, scattered rice and streamers -show you that it has only recently emptied- it looks as if there has -been a wedding or something. Despite these signs of happy occasions, -there is still a palpable air of sadness and loneliness about the -place of worship. There is a graveyard to the east. -~ -0 0 1 -D0 -inside the church~ -church~ -0 -1 9517 -D1 -graveyard~ -graveyard~ -0 -1 9458 -D2 -outside eleanor's house~ -~ -0 -1 9455 -S -#9458 -The Graveyard~ -This is the final resting place of the inhabitants of this hamlet, and -at a quick count you estimate there to be 64 graves in this yard. It -is orderly, and quite pleasant, as far as graveyards go. Father -Mackenzie is usually here- he strives to protect the rest of the dead -as best he can. But he does not enjoy the task- the poor man has laid to -rest more friends than he cares to remember. -~ -0 1 1 -D3 -the path back to the church~ -~ -0 -1 9457 -S -#9459 -The Long and Winding Road~ -You have embarked upon a journey along the Long and Winding Road, which -will eventually lead to your door. Events still seem to be leading you -back to this road. Who knows where it will end this time? You set off -along its winding length. -~ -0 0 2 -D1 -towards Abbey road~ -~ -0 -1 9460 -D3 -back to the Fields~ -~ -0 -1 9451 -S -#9460 -The Junction of the Long and Winding and Abbey Roads~ -You have reached the junction of two of the most important roads in -Pepperland, for along these roads are the homes of the Beatles! In -addition, many other strange and unusual creatures lurk about, -including the mysterious, hard-to-see Flattop... -~ -0 0 2 -D1 -the long and winding road~ -~ -0 -1 9461 -D2 -abbey road~ -~ -0 -1 9493 -D3 -the long and winding road~ -~ -0 -1 9459 -S -#9461 -A Bend in the Long and Winding Road~ -The road certainly IS long and winding! You are rounding a bend in the -road, where you can go to Abbey Road or Your Door, which opens onto -the hoe-down, a rough-and-tumble gin-joint. In the distance to the -north is the Sea of Holes, which along with the Sea of Time is -home to Ringo's Yellow Submarine and his friend the Octopus' garden. -~ -0 0 2 -D0 -outside the hoedown~ -~ -0 -1 9462 -D3 -the long and winding road~ -~ -0 -1 9460 -S -#9462 -Your Door~ -As you can see, the Long and Winding road eventually leads to Your -Door. Behind this door is the hoe down, which is frequented by -the residents of the nearby Black Mining Hills of Dakota, a dull -and uninspiring place (which is probably why all its residents -spend their time drinking). The Hills are visible in the distant east, -and they are certainly BLACK. -~ -0 4 -1 -D0 -the road to the sea~ -~ -0 -1 9469 -D1 -your door~ -door~ -1 0 9463 -D2 -the long and winding road~ -~ -0 -1 9461 -S -#9463 -The Bar~ -You have entered the main room of the hoe down, which is mostly filled -by a huge, battered-looking oak bar that has come into contact with -more alcohol than Ted Kennedy. A couple of dozen patrons stare at you -with surly faces, and then turn back to their drinks. You can order -a drink if you wish; they are too busy drinking to pay you any more heed. -Or, you can head towards the sound of piano music to the east, or a -rickety staircase to the south. -~ -0 8 0 -D1 -a honky tonk piano can be heard in this direction~ -~ -0 -1 9465 -D2 -a rickety staircase heading up~ -~ -0 -1 9464 -D3 -back out of the hoedown~ -~ -0 -1 9462 -E -bar~ -The bar is covered with scrawls of graffiti, such as "Pete Best rules! -Ringo sucks!", "Stu Sutcliffe is a stiff!" and "Make love, not babies!" -~ -S -#9464 -A Rickety Stairwell~ -This stairway seems quite dangerous, but it is sturdy enough to -support the weight of the lumbering behemoths downstairs, so it will -certainly support yours. Up are some private guest rooms, while down -are the patrons of the hoe down. -~ -0 8 0 -D0 -the main room~ -~ -0 -1 9463 -D4 -private rooms~ -~ -0 -1 9468 -S -#9465 -A Honky-Tonk Room~ -You see several drunk customers in this rooms attempting to tear -clothes off some buxom whores who are dancing and flirting with -the patrons while and elderly gent pounds away on a decrepit looking -piano. The patrons ignore you when you enter, so you are free to -settle down and watch the show or leave as you wish. -~ -0 8 0 -D3 -the main room~ -~ -0 -1 9463 -S -#9466 -Rocky's Room~ -You are in Rocky Raccoon's room, a rather neat sleeping area -considering the state of the rest of the hoe down. It looks as if -someone has actually made an effort to clean the room. A fairly -clean window affords a decent view of the Black Mining Hills in -the east. -~ -0 1|8 0 -D0 -a rickety stairwell~ -~ -1 -1 9468 -S -#9467 -Nancy's Room~ -One of the whores from downstairs sleeps here. She stole Rocky's -heart, then dumped him for Dan, who now sleeps in her room, the next -one here at the hoe down. What a jerk. Hope Rocky gets him. But he -sure looks mean...Rocky had better be careful, 'cos Daniel is hot. -~ -0 1|8 0 -D2 -a rickety stairwell~ -~ -1 -1 9468 -S -#9468 -At the Top of the Rickety Stairwell~ -You are standing at the top of a rather shaky-looking conglomeration -of pine and nails, and you can't believe you safely ascended the -safety hazard and did not fall. However, it has proved its strength -and you can safely return down if you'd like (though I wouldn't -risk it too many times; if you DO fall, you will need medical -attention, and did you see the state of the doctor as you entered???). -~ -0 1|8 0 -D0 -nancy's room~ -~ -0 -1 9467 -D2 -rocky's room~ -~ -0 -1 9466 -D5 -back down to the main room~ -~ -0 -1 9464 -S -#9469 -The Road to the Sea~ -You are strolling along a pleasant lane that leads to the Sea of Holes -to the north, and the Long and Winding Road to the south. Many strange -folk travel this road, and you never know just WHO you'll run into! -~ -0 0 2 -D0 -blue jay way~ -~ -0 -1 9471 -D1 -a dead end~ -~ -0 -1 9470 -D2 -your door~ -~ -0 -1 9462 -S -#9470 -A Dead End~ -This is a rather unremarkable dead end, with no houses or pretty trees -to admire. You wonder just exactly why its here. It looks like the sort -of place English actors would take prostitutes for indecent activities -...Nah! Not in PEPPERLAND! There is an ATM on one wall, though, for -those "convenient" cash withdrawals... -~ -0 1|16384 1 -D3 -a road to the sea~ -~ -0 -1 9469 -S -#9471 -Blue Jay Way~ -There's a Fog upon L.A...Be careful not to lose your way! George's -house is west of here, along Blue Jay Way...He is expecting some -friends, but they got lost, so he is rather down. Perhaps you can -go cheer him up? Alternatively, there is a rather gloomy-looking area -to the east you can explore... -~ -0 1|4 1 -D0 -the seashore~ -~ -0 -1 9480 -D1 -gloomy area~ -~ -0 -1 9527 -D2 -the road to the sea~ -~ -0 -1 9469 -D3 -the house of sir frank crisp~ -~ -0 -1 9472 -S -#9472 -The House of Sir Frank Crisp~ -What a lovely house! A magnificent mansion rises up out of the fog, -planted in the middle of a huge yard full of marvellous topiaries... -WAITAMINUTE! This isn't LA! Through some bizarre spatial anomaly, you -have been transported half a world away to George's elegant Victorian -mansion, known as Friar Park, on Paradise Road, just outside of -Henley. No wonder his chums got lost! Oh well, you're here now, you -might as well head on in... -~ -0 1|8|128|1024|8192 0 -D3 -inside the house~ -~ -0 -1 9473 -S -#9473 -Inside the House~ -You have entered the house, and are currently strolling along a corridor -lined with suits of armour, statues and pretty paintings. Dozens of doors -lead off the corridor on either side, and the mere thought of trying to -inspect them all deters you from even trying. The exit behind you has -sealed up- you can only proceed further into the house. -~ -0 8 0 -D2 -a long hallway~ -~ -0 -1 9474 -D3 -another guest room~ -~ -0 -1 9478 -S -#9474 -A Long Hallway~ -You are midway down a long hallway that runs north south through the -house. The decor is the same as the entrance, and you stop to admire -several skilfully rendered works by famous artists. You fancy you can hear -a dreadful wailing sound coming from the south. -~ -0 8 0 -D0 -inside the house~ -~ -0 -1 9473 -D2 -a guest room~ -~ -0 -1 9475 -S -#9475 -A Guest Room~ -You are standing outside a guest room usually occupied by George's friend -Ravi Shankar, who is also attempting to instruct the Liverpudlian lad in -the art of Sitar playing, but is meeting with little success. What a din! -~ -0 8 0 -D0 -a long hallway~ -~ -0 -1 9474 -D3 -a sun room~ -~ -0 -1 9476 -S -#9476 -A Sun Room~ -You have entered an annex of the house which functions as a sun room, -and George or one of his pals can usually be found here jamming, -smoking weed or meditating. It is a quiet, peaceful place, and you -feel completely at ease (the lingering odour of pot probably has -something to do with it...) -~ -0 8 0 -D0 -a path outside~ -~ -0 -1 9477 -D1 -a guest room~ -~ -0 -1 9475 -S -#9477 -A Path Outside~ -You have reached a place in the house where an open archway allows -access outside into a cheerful garden populated by more of the -bizarre topiaries you saw in the front yard. The floor sure needs -sweeping here. -~ -0 8 0 -D0 -another guest room~ -~ -0 -1 9478 -D2 -a sun room~ -~ -0 -1 9476 -D3 -a sunny garden~ -~ -0 -1 9479 -S -#9478 -Another Guestroom~ -You have reached another guestroom, this one being occupied usually -by the Maharishi Mahesh Yogi, affectionately known as the "Giggling -Guru". The smell of strong imported incense assails your nostrils, -which is in turn overpowered by an even stronger odour of burning -hash (you think- of course you don't REALLY know what hash smells -like, do you? :P). -~ -0 8 0 -D1 -inside the house~ -~ -0 -1 9473 -D2 -a path outside~ -~ -0 -1 9477 -S -#9479 -The Sunny Garden~ -Here comes the Sun! Do do do dooo! Everything is alright in this -garden, which is usually occupied by George or one of his gang -engaged in religious, musical and/or "recreational" activities. -Of late, George's mentor, the Prabhupada, has been hanging out -here, and if you're lucky you'll get to meet this wise and -powerful man. -~ -0 0 2 -D1 -inside the house~ -~ -0 -1 9477 -S -#9480 -A Dock~ -You have reached the end of this road, where it terminates at a -river that flows past tangerine trees into the Sea of Holes. You -hear someone calling you, and you answer quite slowly- perhaps the -marmalade sky is making you nauseous? -~ -0 0 2 -D1 -a bridge~ -~ -0 -1 9481 -D2 -blue jay way~ -~ -0 -1 9471 -S -#9481 -A Bridge by a Fountain~ -You have sailed down to a bridge by a fountain, where there are -some odd-looking people. Far up in the sky above, you fancy you -can see a little girl holding several bright and sparkling objects, -but you would have to have wings to get up there. -~ -0 0 7 -D1 -a flowery shore~ -~ -0 -1 9482 -D3 -a dock~ -~ -0 -1 9480 -D4 -lucy's sky~ -~ -0 -1 9525 -S -#9482 -A Flowery Shore~ -You suddenly begin to smile as you drift past flowers that grow so -incredibly high. This is certainly a relaxing journey! You feel as -if you have entered the drug-influenced dreams of a rock star... -What's that appearing on the shore??? -~ -0 0 7 -D1 -a train station~ -~ -0 -1 9483 -D3 -a bridge~ -~ -0 -1 9481 -S -#9483 -A Train Station~ -You have sailed into a small dock near a train station where you can -disembark if you wish, and greet the porters, or continue to sail out -into the Sea of Holes. -~ -0 0 1 -D0 -the sea of holes~ -~ -0 -1 9484 -D2 -dismal area~ -~ -0 -1 9530 -D3 -a flowery shore~ -~ -0 -1 9482 -S -#9484 -The Sea of Holes~ -You have sailed out into the Sea of Holes, a small stretch of multi-coloured -water that laps gently at the shore of Pepperland. You fancy you can see -a huge Yellow Submarine directly underneath your boat, and a coral reef -to the north. Both look VERY interesting. -~ -0 0 7 -D0 -a coral reef~ -~ -0 -1 9485 -D2 -a train station~ -~ -0 -1 9483 -D5 -a yellow submarine~ -~ -0 -1 9487 -S -#9485 -A Coral Reef in the Sea of Time~ -You have sailed from the Sea of Holes into the Sea of Time, which is a -much larger body of water that washes onto the shores of the lands of -the fell Blue Meanies. You'd better be careful here...However, -sanctuary seems to be at hand in the form of a pleasant undersea garden -directly below you, if you wish. -~ -0 0 7 -D2 -the sea of holes~ -~ -0 -1 9484 -D5 -octopus' garden~ -~ -0 -1 9486 -S -#9486 -The Octopus' Garden~ -You have entered the tranquil domain of the Octopus, a magnificent -magically lit undersea garden populated by every form of peaceful sea life -imaginable. Schools of tiny silver fish dart by as you carefully tread -along a quaint pebbled path towards a huge throne fashioned from a massive -clam shell that holds the Octopus (hate to see the pearl...). This -is his domain, so you'd better be polite. You feel totally safe and -secure under the protection of the Octopus, and you have little doubt -that the Octopus would be just as quick to attack you if you proved -to be a foe as he would be to defend you should you prove to be a -friend. The Octopus has powerful allies in Pepperland, and it would -not do to incur his (or his allies') wrath. -~ -0 8|128 11 -D4 -the sea of time~ -~ -0 -1 9485 -S -#9487 -The Hatch on the Yellow Submarine~ -You have dived below the surface of the Sea of Holes and reached a -hatch allowing access to Ringo's Yellow Submarine, where many of his -friends live. It is always open to visitors, and it magically -disappears when anyone wishes to enter, keeping out the water as -you enter. Off you go! -~ -0 1|4 11 -D4 -the sea of holes~ -~ -0 -1 9484 -D5 -the yellow submarine~ -~ -0 -1 9488 -S -#9488 -Inside the Submarine~ -You are now safe and sound inside the Yellow Submarine, your -belongings having become magically dry as you entered the magic -air lock. The submarine is always described as yellow, and as -you shield your eyes from the glow given off by the brilliant -yellow walls you can see why. -~ -0 8 0 -D1 -further inside the submarine~ -~ -0 -1 9490 -D4 -the hatchway of the submarine~ -~ -0 -1 9487 -S -#9489 -A Cabin in the Submarine~ -You have entered a neat, well-kept cabin in the submarine, with the -same yellow walls, which are partly covered by several portraits of -Ringo and the gang, including a nicely-done autographed sketch by -Klaus Voorman, which doesn't look too hard to steal... -~ -0 8 0 -D2 -further inside the submarine~ -~ -0 -1 9490 -S -#9490 -Further Inside the Submarine~ -You have reached a junction, where open hatchways allow access to a -stateroom to the north, or a pleasant-looking bar to the south. The -walls are just as sickeningly bright here as they are near the -entrance, and you wonder how the residents put up with it...You -feel like you're in a cartoon. -~ -0 8 0 -D0 -a cabin~ -~ -0 -1 9489 -D2 -a bar~ -~ -0 -1 9491 -D3 -submarine~ -~ -0 -1 9488 -S -#9491 -A Cocktail Bar~ -You have entered a nicely-decorated cocktail bar, with velvet wall -coverings hiding the obnoxious yellow paintwork. "You Know My Name" -is playing on loudspeakers somewhere, and a very odd-looking bartender -introduces himself as Dennis O'Dell. You are starting to get that -strange not-all-here-is-real feeling again... -~ -0 8 0 -D0 -further inside the submarine~ -~ -0 -1 9490 -S -#9492 -Some Pot-holes in the Road~ -You have entered Blackburn, Lancashire, which must have at least -4,000 pot-holes, or one twenty-sixth of a hole per person. You are also -near the home of John Lennon, who resides with the mysterious Flattop -and the Ono creature. Alternatively, you could leave, and return to Abbey -Road. There is also an interesting school to the north, and a sinister- -looking area to the south. -~ -0 0 1 -D1 -further on up the road~ -~ -0 -1 9501 -D3 -abbey road~ -~ -0 -1 9494 -S -#9493 -A Zebra Crossing Along Abbey Road~ -You are walking down Abbey Road. Up ahead, you see a zebra crossing, -and a white Volkswagen with a yellow licence-plate that reads "LMW -28IF", which obviously shows beyond any doubt that Paul McCartney is -dead. Any fool could see that. This road leads towards the man in -question's house, as well as the house of John Lennon. -~ -0 0 1 -D0 -the long and winding road~ -~ -0 -1 9460 -D2 -a junction~ -~ -0 -1 9494 -S -#9494 -A Junction~ -You have reached a junction where Abbey Road is joined by a mysterious -road that runs towards John Lennon's house. Abbey Road continues south -toward Norwegian Wood, and north toward a zebra crossing. -~ -0 0 1 -D0 -a zebra crossing~ -~ -0 -1 9493 -D1 -some pot-holes. look out!~ -~ -0 -1 9492 -D2 -another junction~ -~ -0 -1 9495 -S -#9495 -Another Junction~ -You have reached another junction along Abbey Road, where you can -head west towards Norwegian Wood, or continue south towards Paul's -house, or north towards John's. -~ -0 0 1 -D0 -a junction~ -~ -0 -1 9494 -D2 -a turn in the road~ -~ -0 -1 9496 -D3 -norwegian wood~ -~ -0 -1 9509 -S -#9496 -A Turn in the Road~ -You have reached a bend in the road, where you can go on to Paul's -house or return to Abbey Road. You see a building labelled "Apple Corps", -on a street called Wigruff, but a multitude of long-haired people -entering and exiting prohibit any attempt to gain entry. -~ -0 0 1 -D0 -abbey road~ -~ -0 -1 9495 -D1 -paul's house~ -~ -0 -1 9497 -S -#9497 -Paul's House~ -You have entered Paul's house, a rather elegant if poorly-kept -apartment in a nice neighbourhood. You see a kitchen to the east, and -some funny-looking rooms to the south. -~ -0 1|8 0 -D1 -kitchen~ -~ -0 -1 9498 -D2 -a room with a hole that needs fixing~ -~ -0 -1 9499 -D3 -a turn in the road~ -~ -0 -1 9496 -S -#9498 -Paul's Kitchen~ -You have entered Paul's kitchen, a seldom-used area of the house that -contains little save for some unwashed dishes and a few half-finished -cans of dog food. A sign on the wall says "Home Sweet Home". You -fancy that you can smell a lingering odour of burning illegal -substances...An open door to the east permits access to a yard -containing a rather strange hill... -~ -0 1|8 0 -D1 -a foolish hill~ -~ -0 -1 9526 -D3 -paul's house~ -~ -0 -1 9497 -S -#9499 -A Room With A Hole That Needs Fixing...~ -This room has a hole where the rain gets in, stopping Paul's mind -from wandering where it will go. Paul has been meaning to fix it for -some time, along with some cracks that run through the door...You -can smell dog in this room, very strongly, and you keep an eye out -for Martha... -~ -0 1|8 0 -D0 -inside paul's house~ -~ -0 -1 9497 -D2 -a bathroom~ -~ -0 -1 9500 -S -#9500 -A Bathroom~ -You have entered a clean bathroom with an open window- it definitely -appears as if someone has come in here recently...other than that, -this room is uninteresting, unless you have a need to avail yourself -of the facilities herein... -~ -0 1|8 0 -D0 -a room with a hole that needs fixing~ -~ -0 -1 9499 -S -#9501 -Further On Up The Road~ -You have come further on up the road, called "Footstep Drive", and -you fancy you can hear Ringo asking you not to Pass Him By...But -that is not possible, since you are near John's house, to the east, -and a school to the north that appears to be closed down. A -rather sinister area lies to the south... -~ -0 0 1 -D0 -a school~ -~ -0 -1 9505 -D1 -john's house~ -~ -0 -1 9503 -D2 -a sinister area~ -~ -0 -1 9502 -D3 -pot-holes... look out!~ -~ -0 -1 9492 -S -#9502 -A Sinister Area~ -You have reached a dark and evil area of pepperland, and you feel -yourself strangely drained of power...Better be careful here! -~ -0 1|8|128|8192 0 -D0 -further on up the road~ -~ -0 -1 9501 -S -#9503 -John's House~ -You have entered the open doors of a veritable mansion, with nicely -carved white marble sculptures standing beside you. You can continue -inside if you wish- the place appears deserted save for some very -ugly pieces of, for want of a better term, "art". -~ -0 1|8 0 -D1 -further inside~ -~ -0 -1 9504 -D3 -further on up the road~ -~ -0 -1 9501 -S -#9504 -Further Inside The House~ -You have entered further into John's house, and are confronted by a -bizarre array of furniture and more weird modern art. You examine them, -and fail to find any semblance of talent in them whatsoever. You can -hear a strange, ear-hurting screeching coming from the east... -~ -0 1|8 0 -D0 -a bedroom~ -~ -0 -1 9508 -D1 -a bedroom~ -~ -0 -1 9507 -D2 -a living area~ -~ -0 -1 9506 -D3 -outside the house~ -~ -0 -1 9503 -S -#9505 -A Deserted School~ -You wander the grounds of a deserted school...Nothing has changed, its -still the same. You are not sure, but you think you catch a whiff of -stale cigarette smoke, Bryll cream and coffee from inside. Unfortunately, -the doors are securely barred, and you cannot enter. Someone has scrawled -"The Quarreymen Rule!" on one of the walls. -~ -0 1 0 -D2 -further on up the road~ -~ -0 -1 9501 -S -#9506 -A Living Room~ -More furniture, more ugly art...and some nice framed photographs of -a girl named Prudence Farrow, with her sister Mia...This room is shaped -like an onion, and is fashioned from a glass-like material that causes -the world to seem very odd when stared through... -~ -0 1|8 0 -D0 -further inside the house~ -~ -0 -1 9504 -S -#9507 -Yoko's Room~ -AAAGH! What is that NOISE!?! Oh, HER! You were wondering when SHE -would show up, weren't you??? Well, here's your chance to save the -Beatles! Go get her! -~ -0 1|8 0 -D3 -further inside the house~ -~ -0 -1 9504 -S -#9508 -Julian's Room~ -This is Julian's room...Shhh! He may be sleeping! Though with those -lively Liverpudlian lads always popping around, it is unlikely. There -are some nice pictures on the walls here, and a nifty little plaque -made of silver you might want to read... -~ -0 1 0 -D2 -further inside the house~ -~ -0 -1 9504 -E -plaque silver~ -The plaque is from Paul to John, and it reads- - "Dear John, - Try to see it my way- do I have to keep on talking till - I can't go on? While you see it your way, there's a chance that - we might fall apart before too long. We can work it out!" -Below this, John has written "Hey! Great idea for a song!" -~ -S -#9509 -Norwegian Wood~ -You have entered Norwegian Wood- isn't it good? John was here till -2 last night, then it was time for bed. He even had to sleep in the -bath! You can hear a distant roaring sound from the south, and a -small sign near the exit. -~ -0 1 3 -D1 -abbey road~ -~ -0 -1 9495 -D2 -the jungle~ -~ -0 -1 9510 -E -sign~ -The sign says- - "B E W A R E T H E T I G E R ! ! !" -~ -S -#9510 -Entering The Jungle~ -You have entered the deep and dark jungle, where the mighty tiger lies! -Be careful here! However, Bungalow Bill may help you, though his -protector Captain Marvel is a bit over-zealous and may attack you -without provocation... -~ -0 1 3 -D0 -norwegian wood~ -~ -0 -1 9509 -D2 -deeper in the jungle~ -~ -0 -1 9511 -S -#9511 -Deeper In The Jungle~ -OOOO...It sure is getting dark in here! maybe you'd better head back... -Be careful! You hear what sounds like the growl of a tiger, and the -enraged trumpeting of a bull elephant. -~ -0 1 3 -D0 -the jungle~ -~ -0 -1 9510 -D1 -a clearing~ -~ -0 -1 9513 -D2 -deepest, darkest jungle~ -~ -0 -1 9512 -S -#9512 -Deepest, Darkest Jungle~ -You have ventured into the darkest area of the jungle, where the mighty -tiger lies...I'm surprised you are still alive to read this... -~ -0 1 3 -D0 -deeper in the jungle~ -~ -0 -1 9511 -D3 -a jungle hut~ -~ -0 -1 9515 -S -#9513 -A Clearing~ -Pow! You are zapped right between the eyes! -~ -0 1 3 -D2 -a second clearing~ -~ -0 -1 9514 -D3 -deeper in the jungle~ -~ -0 -1 9511 -S -#9514 -Another Clearing~ -Phew! You must have gotten past that weirdo Captain Marvel...I hope -his steaming turds now decorate that clearing...Bill might be around -here, so keep an eye out...You can hear children singing, too... -~ -0 1 3 -D0 -a clearing~ -~ -0 -1 9513 -S -#9515 -A Jungle Hut~ -You have entered a hut, which is filled with bandages and medical kits. -Bill's mom usually hangs out here, ready to tend to her son's injuries, -inflicted by the mighty Tiger. -~ -0 1|8 0 -D1 -deepest, darkest jungle~ -~ -0 -1 9512 -D2 -a watering hole~ -~ -0 -1 9516 -S -#9516 -A Watering Hole~ -You have come to a watering hole, where Bill's elephant hangs out -while not with his companion Bungalow Bill. The Elephant is a decent -sort, but it wouldn't do to anger him... -~ -0 1 6 -D0 -a hut~ -~ -0 -1 9515 -S -#9517 -The Altar~ -You have reached the altar of Mother Mary, and she herself is here to -tend to your wounds. You feel overawed in this place, and reel beneath -her august presence. Magnificent stained-glass windows adorn the walls, -and a very familiar painting by a famous Italian artists covers the -ceiling. -~ -0 8 0 -D2 -the church~ -~ -0 -1 9457 -S -#9518 -The Circus Is In Bishop's Gate!~ -You hear, see and smell the sounds, sights and smells of a circus! How -splendid! Mr. Kite's show is a spectacle to behold, and you are eager -to enter. People rush past you, crying out in joy, espousing the virtues -of Messrs K and H, who have assured the public that their production -will be second to none. -~ -0 0 1 -D0 -a dressing room~ -~ -0 -1 9519 -D1 -the main ring~ -~ -0 -1 9520 -D3 -penny lane~ -~ -0 -1 9434 -S -#9519 -A Dressing Room~ -You have entered a dressing room, currently devoid of occupants, where -the performers prepare for the show. You feel uncomfortable intruding -on the sanctum of these lively troupers, and decide to quickly leave. -~ -0 1|8 0 -D2 -the entrance to the circus~ -~ -0 -1 9518 -S -#9520 -The Main Ring~ -WOW! The Main Ring! -Men and horses, hoops and garters, hogsheads of REAL fire! -Mr. Kite flies through the ring far overhead, performing his tricks -without a sound, while Mr. Henderson demonstrates by undertaking -ten summersets on solid ground! He has prepared for days, so expect -a splendid show! -~ -0 8 0 -D1 -a second ring~ -~ -0 -1 9521 -D3 -entrance to the circus~ -~ -0 -1 9518 -S -#9521 -A Second Ring~ -You have entered a second ring, with more trapeze artists and clowns -entertaining a delighted crowd with their tricks. You spot several -faces in the audience that you recognize, such as Aleister Crowley, -Bob Dylan, Mae West, Diana Dors, Oscar Wilde, Tyrone Power and -Marlene Dietrich. -~ -0 8 0 -D3 -a ring~ -~ -0 -1 9520 -S -#9522 -A Marketplace~ -You have entered a marketplace where vendors are hawking their wares. -One in particular catches your eye, as he has a barrow full of -delicious-looking apples! You can linger if you wish, or move on to -Bishop's Gate, to the east, where there appears to be a circus! -~ -0 0 1 -D0 -penny lane~ -~ -0 -1 9434 -S -#9523 -A Street Corner~ -The street ends in a corner here, which is a frequent hangout for the -town bikes...You'd better watch your wallet here too! The houses here -aren't nearly as nice as those in Penny Lane, and the people are surly -and grim, instead of being cheerful and happy. -~ -0 1 1 -D1 -penny lane~ -~ -0 -1 9434 -S -#9524 -A Dead End~ -You have entered a rather unremarkable dead end, with few inhabitants -or houses. You find little of interest here, though occasionally an -inhabitant of Pepperland does wander in here. -~ -0 1 1 -D1 -penny lane~ -~ -0 -1 9430 -S -#9525 -The Sky~ -You are up in the sky, far above the land below. You look down and -see the expanse of the Sea of Time, the Black Mining Hills of -Dakota, and in the distant south you see the snow-peaked mountains -that are near your daddy's farm. -~ -0 0 9 -D5 -a river~ -~ -0 -1 9481 -S -#9526 -The Hill~ -You have entered Paul's yard, which is filled by a huge hill, from -which you can see, day after day, the sun going down as the eyes in -your head see the world spinning round. What a fool. -~ -0 0 4 -D3 -the kitchen~ -~ -0 -1 9498 -S -#9527 -A Gloomy Area~ -This is a run-down, rather gloomy area of Pepperland. You feel quite -uncomfortable here. This is where the inhabitants of Pepperland who are -too depressing are put by the rulers of this land, save for Eleanor and -her friends, who are protected by Mother Mary. -~ -0 1 1 -D1 -further on~ -~ -0 -1 9528 -D3 -blue jay way~ -~ -0 -1 9471 -S -#9528 -Further In~ -Yep, this place is definitely gloomy...You could cut the gloom with a -knife. You can hear a soft, gentle voice coming from the south however, -which is soon drowned out by a dreadful shouting in the east. -~ -0 1 1 -D1 -a junction~ -~ -0 -1 9530 -D2 -an alley~ -~ -0 -1 9529 -D3 -back towards the exit~ -~ -0 -1 9527 -S -#9529 -An Alley~ -This alley looks to be the home of a young but terribly sad lady who -bears a strong resemblance to John Lennon. Be nice to her. -~ -0 1|8|128 0 -D0 -further in~ -~ -0 -1 9528 -S -#9530 -A Junction~ -You have reached a place where you can leave this dismal corner of -Pepperland by heading north to a train station, though you'll need -a boat if you wish to go any further in that direction. Sometimes -residents of this area, eager to escape, stand here and pine for -the fresh, bright outer world... -~ -0 1 1 -D0 -a train station~ -~ -0 -1 9483 -D1 -A hole~ -~ -0 -1 9531 -D3 -further in~ -~ -0 -1 9528 -S -#9531 -A Hole~ -A hole in the road here seems to be someone's home. This is the source -of the shouting you heard earlier. You hear someone screaming at the -shouter to shut up from the east...Best leave well enough alone... -~ -0 1 1 -D1 -pam's house~ -~ -0 -1 9533 -D3 -a junction~ -~ -0 -1 9530 -D5 -mean mister mustard lives here. be careful!~ -~ -0 -1 9532 -S -#9532 -Mean Mister Mustard's Hole In The Road~ -Ack! You've fallen down into Mean Mister Mustard's filthy warren -and you can't get out! Better hope he's in a good mood... -~ -0 1|4|8|128 0 -S -#9533 -Pam's House~ -You have entered the house of Mr. Mustard's fed-up transvestite -sister(?) Polythene Pam. He is continually embarrassing her (?) and -after the fiasco with the Queen, she (?) has had enough. Better hope -she (?) doesn't take it out on you. -~ -0 1|8 0 -D3 -a hole~ -~ -0 -1 9531 -S -#0 - - -#RESETS -M 1 9495 1 9426 LOADS CONDUCTOR -G 1 9523 0 0 GIVES TICKET -M 1 9497 1 9426 LOADS NICOLA -E 1 9526 0 15 NICOLA WEARS BALLOON ON R WRIST -G 1 9523 0 0 GIVES TICKET -P 1 9528 0 9527 LOADS LIPSTICK INTO PURSE -M 1 9498 1 9426 LOADS AUNT -G 1 9523 0 0 GIVES TICKET -G 1 9527 0 0 GIVES PURSE -M 1 9496 1 9427 LOADS NOWHERE MAN -M 1 9433 4 9429 LOADS PERSON SAYING HELLO MALE -M 1 9434 4 9429 LOADS PERSON SAYING HELLO FEMALE -M 1 9435 1 9430 LOADS BANKER -M 1 9436 4 9430 LOADS LAUGHING CHILD -D 1 9431 1 2 RESETS DOOR TO EAST -M 1 9432 1 9432 LOADS BARBER -E 1 9433 0 17 BARBER HOLDS PHOTOGRAPH -G 1 9434 0 0 LOADS RAZOR -M 1 9433 4 9432 LOADS PERSONA SAYING HELLO MALE -M 1 9437 1 9433 LOADS FIREMAN -E 1 9447 0 17 HOLD CLOTH -G 1 9436 0 0 GIVES HOURGLASS -G 1 9437 0 0 GIVES PORTRAIT OF QUEEN -D 1 9437 2 2 LOCKS D SOUTH FROM BAND ROOM -M 1 9438 1 9434 LOADS NURSE -E 1 9439 0 17 HOLDS TRAY -G 1 9438 0 0 GIVES POPPIES -P 1 9438 0 9439 PUTS POPPIES TO TRAY -P 1 9448 0 9439 PUTS SCRIPT TO TRAY -M 1 9436 4 9434 LOADS CHILD -M 1 9480 1 9436 LOADS MOLLY JONES -M 1 9429 1 9437 LOADS SERGEANT -E 1 9429 0 5 WEARS SUIT (PINK) -E 1 9430 0 6 WEARS MOUSTACHE -E 1 9537 0 10 WEARS STRIPES -M 1 9430 1 9437 LOADS BAND -E 1 9431 0 5 WEARS SUIT (GREEN) -M 1 9431 0 9437 LOADS BILLY SHEARS -E 1 9432 0 16 WIELDS MIKE -D 1 9436 0 2 RESETS DOOR TO S -M 1 9439 1 9438 LOADS PIG -E 1 9455 0 3 WEARS BOWTIE -M 1 9440 1 9439 LOADS BOY -M 1 9450 1 9440 LOADS PENGUIN -M 1 9441 1 9442 LOADS POLICEMAN -G 1 9449 0 0 GIVES DONUT -M 1 9442 1 9443 LOADS EGGMAN -E 1 9450 0 6 WEARS HAT -E 1 9451 0 12 WEARS ROBE -M 1 9444 1 9444 LOADS FISHWIFE -O 1 9532 0 9444 LOADS CUSTARD THING -M 1 9445 1 9445 LOADS PRIESTESS -E 1 9441 0 7 WEARS STOCKINGS -E 1 9442 0 3 WEARS COLLAR -E 1 9453 0 5 WEARS BRA -O 1 9525 0 9446 LOADS DUMMY KEY -O 1 9533 0 9446 LOADS GUITAR -O 1 9534 0 9446 LOADS BASS -O 1 9535 0 9446 LOADS PIANO -O 1 9536 0 9446 LOADS DRUMS -M 1 9446 1 9447 LOADS GIRL -G 1 9440 0 0 GIVES KNICKERS -O 1 9531 0 9447 LOADS SHIRT -M 1 9447 1 9448 LOADS JOKER -M 1 9448 1 9449 LOADS POE -G 1 9454 0 0 GIVES MUG -M 1 9443 1 9450 LOADS WALRUS -E 1 9443 0 16 WIELDS TUSKS -G 1 9452 0 0 GIVES JUBES -G 1 9530 0 0 GIVES PASS -M 1 9449 1 9451 SMOKER -G 1 9444 0 0 GIVES CIGARETTES -O 1 9524 0 9452 LOADS PILCHARD -M 1 9439 1 9453 LOADS PIG -M 1 9427 4 9454 LOADS LONELY PERSON -M 1 9428 4 9454 LOADS LONELY PERSONETTE -D 1 9455 3 1 CLOSES W DOOR -O 1 9426 0 9456 PUTS JAR -P 1 9425 0 9426 PUTS FACE IN JAR -M 1 9425 1 9457 LOADS ELEANOR IN CHURCH -O 1 9445 0 9457 LOADS RICE IN CHURCH -M 1 9426 1 9458 LOADS PRIEST -E 1 9428 0 8 PRIEST WEARS SOCKS -G 1 9427 0 0 GIVES DIRT -G 1 9446 0 0 GIVES SERMON -D 1 9462 1 1 CLOSES DOOR TO EAST -M 1 9465 1 9459 LOADS JOHN -E 1 9472 0 6 WEARS GLASSES -G 1 9540 0 0 GIVES RING -M 1 9454 1 9463 LOADS DOCTOR -G 1 9461 0 0 GIVES DOCTOR GIN -M 1 9453 1 9465 LOADS NANCY -E 1 9459 0 7 WEARS GARTER -E 1 9460 0 5 WEARS DRESS -G 1 9461 0 0 GIVES GIN -G 1 9541 0 0 GIVES LOCAL -G 1 9542 0 0 GIVES TEQUILA -G 1 9543 0 0 GIVES FIREBREATHER -G 1 9544 0 0 GIVES WHISKEY -G 1 9545 0 0 GIVES BEATLE BEER -M 1 9451 1 9466 LOADS ROCKY -E 1 9456 0 6 WEARS CAP -G 1 9458 0 0 GIVES GUN -O 1 9457 0 9466 LOADS BIBLE INTO ROOM -D 1 9466 0 1 CLOSES DOOR -D 1 9467 2 1 CLOSES DOOR -M 1 9452 1 9467 LOADS DAN -G 1 9458 0 0 GIVES GUN -M 1 9470 1 9470 LOADS SADIE -M 1 9456 1 9473 LOADS KRISHNA -E 1 9468 0 2 EQUIPS FINGER CYMBALS -E 1 9466 0 5 WEARS ROBE -E 1 9465 0 3 WEARS BEADS -G 1 9467 0 0 GIVES DRUM -M 1 9459 1 9475 LOADS RAVI -E 1 9470 0 17 HOLDS SITAR -E 1 9465 0 3 WEARS BEADS -E 1 9466 0 5 WEARS ROBE -O 1 9505 0 9476 LOADS SHOE -M 1 9468 1 9476 LOADS GEORGE -E 1 9475 0 3 WEARS SUPER BEADS -E 1 9470 0 17 HOLDS SITAR -O 1 9506 0 9477 LOADS WEEPING GUITAR -O 1 9507 0 9477 LOADS CHOCOLATES -M 1 9460 1 9478 LOADS MAHARISHI -E 1 9465 0 3 WEARS BEADS -E 1 9466 0 5 WEARS ROBE -M 1 9458 1 9479 LOADS SWAMI -E 1 9465 0 3 WEARS BEADS -E 1 9466 0 5 WEARS ROBES -M 1 9457 1 9479 LOADS PATTI -E 1 9469 0 13 WEARS BELT -E 1 9465 0 3 WEARS BEADS -E 1 9466 0 5 WEARS ROBE -O 1 9539 0 9480 LOADS BOAT -M 1 9491 2 9481 LOADS ROCKINGHORSE PEOPLE -G 1 9500 0 0 GIVES PIES -O 1 9522 0 9481 LOADS TAXIS -O 1 9510 0 9482 LOADS YELLOW FLOWERS -O 1 9511 0 9482 LOADS GREEN FLOWERS -M 1 9492 1 9483 LOADS PORTER -E 1 9501 0 3 WEARS TIE -G 1 9545 0 0 BEER -G 1 9546 0 0 COCKTAIL -G 1 9547 0 0 SURPRISE -M 1 9500 1 9486 LOADS OCTOPUS -M 1 9467 1 9488 LOADS RINGO -E 1 9474 0 1 WEARS RING -E 1 9474 0 2 WEARS RING -O 1 9538 0 9489 LOADS PHOTO (AUTOGRAPHED) -M 1 9487 1 9491 LOADS MEANIE -G 1 9545 0 0 BEER -G 1 9546 0 0 COCKTAIL -G 1 9547 0 0 SURPRISE -M 1 9471 1 9493 LOADS RITA -E 1 9476 0 6 WEARS CAP -E 1 9477 0 10 WEARS BAG -E 1 9478 0 17 HOLDS LITTLE WHITE BOOK -M 1 9463 1 9496 LOADS BLACKBIRD -O 1 9509 0 9498 LOADS BALALAIKA -M 1 9466 1 9498 LOADS PAUL -E 1 9473 0 17 HOLDS REEFER -M 1 9475 1 9500 LOADS MARTHA -E 1 9484 0 3 WEARS COLLAR -E 1 9485 0 16 WIELDS LEASH -M 1 9494 1 9502 LOADS FLATTOP -E 1 9503 0 17 HOLDS FILTER -E 1 9504 0 8 WEARS GUMBOOTS -G 1 9517 0 0 GIVES MONKEY FINGER (KEY TO ONO SIDEBOARD) -O 1 9444 0 9505 LOADS CIGARETTES -O 1 9516 0 9506 LOADS SIDEBOARD -P 1 9518 0 9516 LOADS CONTENTS INTO ONO SIDEBOARD -O 1 9519 0 9506 LOADS ARMCHAIR -M 1 9476 1 9507 LOADS YOKO -E 1 9486 0 6 WEARS SUNGLASSES -E 1 9487 0 5 WEARS COAT -M 1 9474 1 9508 LOADS JULIAN -E 1 9481 0 6 WEARS GLASSES -G 1 9482 0 0 GIVES BOOK -G 1 9483 0 0 GIVES SYNTHESIZER -M 1 9481 1 9509 LOADS DOCTOR ROBERT -G 1 9493 0 0 GIVES AMPHETAMINES -M 1 9484 1 9512 LOADS TIGER -M 1 9486 1 9513 LOADS CAPTAIN MARVEL -E 1 9496 0 12 WEARS CAPE -M 1 9488 1 9514 LOADS SINGING CHILD -M 1 9482 1 9514 LOADS BILL -G 1 9494 0 0 GIVES BILL GUN -M 1 9485 1 9515 LOADS MOM -G 1 9495 0 0 GIVES BANDAGES -M 1 9483 1 9516 LOADS ELEPHANT -M 1 9464 1 9517 LOADS MARY -M 1 9472 1 9518 LOADS BEAUTIFUL PERSON -G 1 9480 0 0 GIVES BAG -P 1 9479 0 9480 PUTS MONEY IN BAG -M 1 9490 1 9520 LOADS MR KITE -O 1 9520 0 9520 LOADS TRAMPOLINE -O 1 9521 0 9520 LOADS HOGSHEAD -M 1 9489 1 9521 LADY MADONNA -E 1 9497 0 5 BABY -E 1 9498 0 7 STOCKINGS -E 1 9499 0 8 CHILDREN AT HER FEET -O 1 9512 0 9522 LOADS BARROW -M 1 9479 1 9522 LOADS DESMOND -G 1 9513 0 0 GIVES TROLLEY -G 1 9514 0 0 GIVES RING -G 1 9515 0 0 GIVES APPLES -P 1 9515 0 9513 PUTS APPLES IN TROLLEY -M 1 9462 1 9523 LOADS DAY TRIPPER -G 1 9508 0 0 GIVES TICKET TO RIDE -M 1 9461 1 9524 LOADS PAPERBACK WRITER -E 1 9471 0 17 HOLDS MANUSCRIPT -O 1 9435 0 9524 LOADS MAC -M 1 9499 1 9525 LOADS LUCY -G 1 9529 0 0 GIVES DIAMONDS LUCY -M 1 9493 1 9526 LOADS FooL -E 1 9502 0 6 WEARS GRIN -M 1 9455 1 9527 LOADS TAXMAN -E 1 9463 0 15 WEARS ROLEX -E 1 9464 0 5 WEARS SUIT -G 1 9462 0 0 GIVES BRIEFCASE -O 1 9492 0 9528 LOADS HAMMER -M 1 9473 1 9529 LOADS JULIA -M 1 9469 1 9530 LOADS HONEY PIE -M 1 9477 1 9532 LOADS MR MUSTARD -G 1 9488 0 0 GIVES NOTE -M 1 9478 1 9533 LOADS POLYTHENE -E 1 9490 0 7 WEARS PANTS -E 1 9489 0 5 WEARS BRA -E 1 9491 0 6 WEARS WIG -S - - -#SHOPS -9438 10 13 26 0 0 150 50 0 23 -9453 17 19 0 0 0 180 20 0 23 -9479 13 19 0 0 0 120 80 0 23 -9487 17 19 13 18 0 120 80 0 23 -0 - - -#SPECIALS -M 9426 spec_cast_cleric Father Mackenzie -M 9429 spec_cast_judge Sgt. Pepper -M 9441 spec_guard Policemen -M 9442 spec_cast_mage An eggman -M 9443 spec_cast_judge The walrus -M 9444 spec_breath_fire a fishwife -M 9449 spec_breath_gas Expert texpert choking smokers -M 9455 spec_thief The taxman -M 9458 spec_cast_adept The Swami Prabhupada -M 9462 spec_thief A day tripper -M 9464 spec_cast_adept Mother Mary -M 9465 spec_cast_mage John Lennon -M 9466 spec_cast_mage Paul McCartney -M 9467 spec_cast_mage Ringo Starr -M 9468 spec_cast_mage George Harrison -M 9470 spec_thief Sexy Sadie -M 9471 spec_cast_mage Lovely Rita Meter Maid -M 9475 spec_thief Martha -M 9482 spec_cast_judge Bungalow Bill -M 9484 spec_fido A Tiger -M 9485 spec_cast_cleric Bungalow Bill's mother -M 9486 spec_cast_judge Captain Marvel -M 9490 spec_cast_mage Mister Kite -M 9492 spec_thief A Plasticine Porter -M 9494 spec_breath_any Old flat-top -M 9499 spec_cast_adept Lucy in the Sky With Diamonds -M 9500 spec_executioner An octopus -S - - -#$ diff --git a/data/realm/areas_merc/cage.are b/data/realm/areas_merc/cage.are deleted file mode 100644 index d709f4b..0000000 --- a/data/realm/areas_merc/cage.are +++ /dev/null @@ -1,6050 +0,0 @@ -#AREA {15 25} Rainman Cage and Aquarium~ - - -#HELPS --1 Cage Aquarium~ -"Cage and Aquarium" by Rainman - Jan 95 -is based on the music and lyrics of "They Might Be Giants" - -Created using Make Zones Fast! for Windows by SLASH - -Please note bugs and problems to Rainman. - -Thanks and Enjoy! - -Special Thanks to: -... John Flansburgh and John Linnell of TMBG -... my wife Carol for not killing me in real life -... SLASH for much MZF and MercWin support -... LENNY and KANEDA for special coding -... LOK for being so damn smart -... AMADEUS for player test port -... SOLEIL for liking TMBG so much and helping to retain my interest -... MARC for at least 100 CR's -... SVELTE for "Inspiration and Motivation" -... AKERIS for being such a good friend - -SEND FLAMES TO RAINMAN: -rainman@cris.com - - - - -~ - -0 $~ - - -#MOBILES -#30001 -racist friend joe~ -your racist friend~ -Your racist friend Joe is here apologizing for his behavior. -~ -Joe is a bullet-headed hypocrite. Everyone despises the madness he spouts -whenever he lets the bottle do the thinking for him. He attempts to bore you -to death with his politics. He is nothing but a fat man with a simple mind. -~ -2|64|8388608 512 -25 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30002 -jessica~ -Jessica the tramp~ -Jessica is standing under the mistletoe screaming at you! -~ -Jessica has the ability to make her men very jealous. Why, just now she was -sitting on Joe's knee and humming cheating songs. She is 5 feet tall and sick -of you, so get out of her trailer. It almost looks as though she has a human -spine caught in her teeth. -~ -2|64|8388608 512 -25 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30003 -horrible~ -Mr. Horrible~ -Mr. Horrible is here guarding his chair and looking VERY bothered. -~ -Mr. Horrible says 'I don't mind...the thing that bothers me is...someone keeps -moving my chair!' -~ -2|32|64|8388608 8|512 -500 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30004 -triangle man~ -triangle man~ -Triangle man hates everyone is here -~ -Triangle man is here looking for a good fight. He hates particle man and -person man and you! Be careful, because it would be REALLY embarrassing if -the BATTLE UPDATE showed you as his next victim! -~ -4|64|8388608 512|32768 -1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30005 -canary blue~ -blue canary~ -A Blue Canary in the outlet wants to befriend you. -~ -This canary has a strange glow about her. -She says "I am the only bee in your bonnet'. -~ -2|4|64|8388608 128|512|8192|524288 50 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30006 -rabid child~ -Rabid Child~ -Rabid Child is here, talking on a CB. -~ -Rabid Child utters the words 'Hammer Down'. -~ -64|8388608 2|512|8192|32768|1048576 200 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30007 -dead dog~ -John's dead dog~ -John's dead dog is rotting here. -~ -John's dog was a victim of youth culture. He was mutt. Now he's just dead. -~ -2|64|8388608 128|512|8192|524288 100 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30008 -goldfish~ -a goldfish~ -A goldfish has been set free here. -~ -You see a plain old goldfish flip-flopping on the floor. -~ -2|64|8388608 512|524288 100 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30009 -frosty~ -Frosty the Supervisor~ -Frosty the Supervisor is here talking about an electric chair. -~ -Frosty looks around for being-lazy folks like yourself. He adjusts his hearing -aid and mumbles something about an electric chair.. -~ -2|64|524288|8388608 512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30010 -mr. klaw~ -Mr. Klaw~ -The famous Mr. Vanity Klaw the talking klaw is here. -~ -A talking claw tries to engage you in conversation. -~ -64|8388608 512|8192 -200 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30011 -infantryman~ -an infantryman~ -An Infantryman is from the government and he's here to help. -~ -The Infantryman is keeping a watchful eye for strangers. His stare pierces -through you as he stands his post. -~ -64|8388608 512|32768 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30012 -marshal~ -the Marshal~ -The Marshal focuses his binoculars skyward. -~ -The Marshall is a lean-mean fighting machine. He intently looks to the sky as -though he is waiting for something to happen. - -You look up but see nothing. -~ -64|8388608 128|512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30013 -girl little precious~ -a precious little girl~ -A precious little girl whizzes by you on her tricycle. -~ -She is soooooooooo cute that you could just pinch her cheek. She looks at you, -draws a dividing line, and starts screaming. -~ -4|64|8388608 512|8192 500 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30014 -particle man~ -particle man~ -Particle man is here doing the things a particle can. -~ -Particle man is here doing the things a particle can. -What's he like? It's not important. -Is he a dot, or is he a speck? -When he's underwater, does he get wet? -Nobody knows! -~ -4|64|128|8388608 2|512|32768|524288|1048576 1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30015 -mr. me~ -Mr. Me~ -Mr. Me is here, sadly bemoaning great regrets. -~ -Mr. Me moans 'I've floundered in the misty sea, but can't abide it's mystery, -I wound up sad, you bet'. -~ -2|64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30016 -mother~ -mother~ -Mother tippy-toes to the front door. -~ -Mother appears afraid and seems to be hiding from you! -~ -64|128|8388608 65536 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30017 -bear~ -a cross-eyed bear~ -A cross-eyed bear is sleeping here. -~ -The bear is out cold. -~ -2|64|8388608 512 500 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30018 -zombie~ -a mighty zombie~ -A mighty zombie is talking of some love and posterity. -~ -You look as hard as you can but see nothing. You merely feel a strange -presence about you. -A voice whispers in you ear 'The good old days never say good-bye, if you keep -this in your mind; You need some loving arms'. -You feel the presence envelope your soul. -You have heard the voice that makes the silent noise. -~ -64|8388608 2|512|32768|1048576 -25 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30019 -statue~ -a huge stone statue~ -A HUGE monolithic stone statue towers over you here. -~ -The monument of granite sends a beam into your eye. -The statue takes your hand and throws you into the sky. -The statue makes you DIE! -The statue makes you FRY! -The stone it calls to you... -You can't refuse to do the things it tells you to. -~ -2|64|8388608 128|512|8192 100 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30020 -John Flansburgh~ -John Flansburgh~ -John Flansburgh is here trying to lose some weight. -~ -John pogos about the room, flailing his guitar in every direction. He sings a -sad song about love, posterity and something about a hotel detective. You do -your best to try to understand. -John looks at you. -John says 'I'm the biggest one'. -~ -2|64|8388608 32|128|512|8192 250 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30021 -John Linnell~ -John Linnell~ -John Linnell is here playing a polka. -~ -John has a huge saxophone strapped over his shoulder, and plays an accordion -with a rockin stance. He flips his hair and smirks at you. -~ -2|64|8388608 128|512|8192 250 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30022 -8 track player~ -An 8-track player~ -The 8-track player lunges out at you! -~ -This seems to be the source of most of the noise in the room. You wonder what -could be the harm in turning it off? -~ -2|64|8388608 512 0 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30023 -scarecrow filthy~ -a filthy scarecrow~ -A filthy scarecrow waves his broomstick arms and does a parody of each -unconscious thing you do. -~ -When you turn around to look it's gone behind you. -On it's face it's wearing your confused expression...where your eyes don't -go...a part of you is hovering...it's a nightmare that you'll never be -discovering... -There's a pair of eyes in the back of your head. -~ -2|4|32|64|8388608 8 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30024 -king cuba~ -the King of Cuba~ -The King of Cuba is looking for his crown. -~ -The King of Cuba chomps on a cigar and babbles incoherently in a language you -are not familiar with. You do your best to understand what his problem is, but -find yourself agreeing with him although in reality you actually don't have a -clue as to what he is muttering about. - -The King of Cuba nods solemnly towards you. -You nod solemnly towards him. -~ -64|8388608 512 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30025 -bird~ -a bird~ -A bird without a beak tries to gum you to death here. -~ -The little sparrow lost it's beak from an unfortunate encounter with a -windshield. -~ -2|64|8388608 512|524288 -500 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30026 -ana ng~ -Ana Ng~ -Ana Ng stands here glowing with majestic presence. -~ -Ana is getting to be quite old. She spends her waking hours in search of a -love she never found. She dreams fondly of the man she has never met, yet she -has spent her whole life pining for. -~ -2|4|64|8388608 512|8192 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30027 -polk james head~ -the head of James K. Polk~ -The head of James K. Polk floats here. -~ -You see a disembodied head floating here, taunting you with political -conversation. -~ -2|32|64|8388608 128|512|524288 100 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30028 -henry john head~ -the head of John Henry~ -The head of John Henry floats here. -~ -The head of John Henry floats here hauntingly. You know you are hallucinating -because there is no such thing as a disembodied head because it's just not -possible. Right? You fail to reassure yourself and try to quickly decide -between fleeing and fighting. -~ -2|64|8388608 512|8192|524288 100 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30029 -chess piece face~ -Chess Piece Face~ -The Chess Piece face screams into a CB radio. -~ -Chess Piece Face utters the words 'Hammer Down'. -~ -64|8388608 512 0 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30030 -ensor james head~ -the head of James Ensor~ -Before you floats the head of James Ensor, Belgium's famous painter. -~ -Meet James Ensor - Belgium's famous painter. -Shake his hand. -Appreciate the man. -Raise a glass and sit and stare. -Understand the man. -He lost all his friends. -He didn't need his friends. -He lived with his mother and repeated himself. -The world has forgotten. -The world moved along. -~ -2|64|8388608 512|32768 200 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30031 -einstein albert head physicist~ -the head of Albert Einstein~ -The head of Albert Einstein floats here calculating. -~ -Mr. Einstein looks at you and yells 'WAHOO!' -~ -2|64|8388608 512|524288 200 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30032 -copernicus head~ -the head of Copernicus~ -The head of Copernicus floats here scientifically. -~ -Copernicus was wrong, but don't mention it. It makes him angry. -~ -2|64|8388608 512|524288 200 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30033 -chinese person~ -Chinese person~ -A Chinese person is here fighting! -~ -No way! You are still fighting! -~ -2|32|64|8388608 8|32|512 200 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30034 -waitress~ -a waitress~ -A waitress is here, waiting to serve you -~ -The waitress looks at you and snaps her gum. Her auburn hair is done in a -bouffant style, and her skin is a pasty white from never getting to go out in -the sun. - -The waitress says 'Whaddya have, stranger?' -~ -2|64|8388608 512 0 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30035 -subliminal~ -the subliminal~ -The subliminal screams and attacks. -~ -The subliminal knows your every thought. -It is futile to resist. -You stare into the subliminal as long as you can. -~ -4|32|64|128|8388608 2|8|32|512|65536 -200 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30036 -weasel~ -a weasel~ -A weasel overcome with dinge drools at you. -~ -It kind of looks like a wet rat without any teeth. -~ -64|8388608 512 100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30037 -rich man~ -a rich man~ -A rich man has dollar signs in his eyes. -~ -A rich man tells you 'Hey life's a funny thing'. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30038 -poor man~ -a poor man~ -A poor man begs for some coins. -~ -A poor man tells you 'I can't afford to speak'. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30039 -cat~ -a cat~ -A cat dances beneath your feet. -~ -This cat can smell the cat food in your bank account. No wonder it's so -friendly. -~ -64|128|8388608 512 100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30040 -deputy dog~ -deputy dog~ -Deputy dog dog a ding dang depadepa. -~ -Deputy Dog recites some prose to you... - -He says 'D-world destruction' - 'O-ver and overture' - 'N-do I need' - 'T-need this torture?' -~ -64|8388608 8|512 100 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30041 -big duluth~ -the big duluth~ -The Big Duluth stands here talking on a CB. -~ -The Big Duluth utters the words 'rabbit ears'. -~ -64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30042 -snowman~ -a snowman~ -A snowman with a protective rubber skin. -~ -The snowman is melting away quickly. You wonder how it has survived in this -heat at all.. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30043 -skeleton tiny dancing~ -a tiny dancing skeleton~ -A tiny dancing skeleton. -~ -The skeleton taunts you and laughs. -~ -64|8388608 512 -50 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30044 -hotel detective~ -a hotel detective~ -A detective is here tapping your calls. -~ -She's got her ears to the walls and she's tapping the calls.. -If you've got a secret...forget about it. -The hotel detective says 'I own the place'. - -You check her out! -~ -64|8388608 512|32768|65536|1048576 0 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30045 -monkey~ -a monkey~ -The dumb waiter is a monkey. -~ -The monkey mimics you. -The monkey looks at you. -The monkey laughs. -~ -64|8388608 512 100 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30046 -bellhop funky~ -the funky bellhop~ -The funky bellhop holds out his hand for a tip. -~ -The bellhop wears a silly looking uniform and a really dumb looking hat. -You laugh at him mercilessly. -~ -64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30047 -shriner~ -a Shriner~ -A Shriner offers to loan you his little car. -~ -The Shriner is a fat and balding man with bad breath. He asks if you'd like to -borrow his little car and go for a ride. -~ -64|8388608 512 100 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30048 -angel~ -an angel~ -The gods have sent an angel to watch over you. -~ -She hovers in the air here. You look into her eyes and fall into a trance. -~ -64|8388608 512|524288 1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30049 -man~ -the man in charge~ -The man in charge doesn't like the way you look. -~ -The man says 'We are out of furniture'. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30050 -haggler baheem~ -Baheem the Haggler~ -Baheem the Haggler opens his coat and displays his wares to you. -~ -He has a big old turban wrapped around his head and a scimitar by his side. -Baheem looks deep into your eyes. -Baheem says 'Let us make a deal'! -~ -4|64|8388608 512|32768 -100 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30051 -face smilling yellow~ -a smiling yellow face~ -A smiling yellow face knocks at the door. -~ -It's an enormous yellow smiley face, just like one of those stupid buttons you -used to wear. It seems to just hover in place. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30052 -cow~ -the cow~ -The cow is a friend to you. -~ -She lives beneath the ocean, her only home is bone. -~ -64|8388608 512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30053 -snake~ -the two-headed snake~ -A two -headed snake slithers up to you. -~ -The snake bites you! -The snake bites you! -Boy, that really did HURT! -You have been poisoned. -You can't get away! -No way, you are still fighting! -You have been KILLED! -~ -32|64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30054 -spy~ -the spy~ -Someone appears in the room. -~ -You can't do that. -~ -4|64|8388608 2|8|32|512|32768|65536 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30055 -mr dj~ -Mr. DJ~ -Mr. DJ stands here making empty promises of fame and fortune. -~ -Mr. DJ says 'I'd really like to help you'. -He continues 'You scratch my back, and I'll scratch your record'. -~ -64|8388608 512|32768|1048576 -200 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30056 -hypnotist~ -a hypnotist~ -A hypnotist of ladies stands here making you sleepy.. -~ -You're getting sleepy, very sleepy. - -You're getting sleepy, very sleepy. - -You're getting sleepy, very sleepy. - -You sleep. -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30057 -turkish turk woman~ -a Turkish woman~ -A Turkish woman is here looking for her date. -~ -The Turkish woman frets and waits anxiously for her date. She is a very -patient woman, as it has been a number of years that she has been waiting now. -She thinks it could have something to do with renaming Constantinople to -Istanbul, but you never know. -~ -64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30058 -ant~ -an ant~ -The ant comes marching in HOOORAA HOORAA! -~ -The ant is about the size of your shoe. Don't tread on an ant, you'll end up -black and blue. -~ -64|8388608 512 100 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30059 -twin evil~ -the evil twin~ -John's evil twin stands here mimicking your every move. -~ -John's evil twin is a fair weather friend -~ -64|8388608 512 -1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30060 -mammal~ -a mammal~ -A mammal swims about playfully. -~ -You really can't tell what it is. -~ -64|8388608 512 100 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30061 -spider~ -the spider~ -The spider hangs here quietly. -~ -Creepy...crawly...creepy...crawly... -~ -64|8388608 512 -1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30062 -nightmare person~ -a nightmare person~ -A nightmare person is here dining quietly. -~ -You see a person with dark hair, translucent skin, and a bad attitude. You -know the type. -~ -2|4|64|8388608 512 -200 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30063 -hot cha~ -Hot Cha~ -Hot Cha, where are you?. -~ -In your dreams, or what? -~ -64|8388608 32|512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30064 -copy girl~ -the copy shop girl~ -The copy shop girl is here sleeping in the flowers. -~ -A young girl is here asleep, avoiding her second day of work. -~ -2|64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30065 -famous person~ -the famous person~ -The famous person stands here, completely clueless. -~ -The famous person's hair is blonde. You hear a phone ringing. It sounds as -though it's coming from inside of her. -~ -64|8388608 512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30066 -doctor~ -a doctor~ -HELLO DOCTOR! -~ -Just wanted you girls to have some fun too! Feel free to note me as to what -you want him to look like...Rainman -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30067 -fireman~ -a fireman~ -The fireman stands here enjoying a quick smoke. -~ -The fireman is a lean man with broad shoulders. His hair is sandy brown, and -stares back at you intently. - -He says 'What are you doing in my room?' - -You fumble for an answer. -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30068 -tommy~ -Tommy~ -Tommy is here, lost and wandering around aimlessly. -~ -Tommy is moving some boxes that contain musical equipment. He looks kind of -lost. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30069 -whale~ -the whale~ -The whale lumbers along slowly and gracefully. -~ -The whale is huge, and could probably swallow you whole in one bite. -~ -64|8388608 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30070 -squid~ -the squid~ -The squid looks somewhat dangerous to you. -~ -The squid reaches it's tentacles towards you...and attacks! -~ -32|64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30071 -jason~ -Jason~ -Jason is here, leading countless argonauts into battle. -~ -He is a crusty sailing man. He has long, flowing red hair and a beard. He -seems to be looking for a monster to do battle with. -He looks at you. -Jason drools on himself. -~ -64|8388608 512 0 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30072 -argonaut screaming~ -a screaming argonaut~ -An Argonaut is here screaming at you. -~ -The argonaut follows the orders of his fearless leader Jason. -He is well armored, and appears ready to engage in battle. -~ -64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30073 -lion~ -the lion~ -The lion takes the controls of the spaceship. -~ -Hush my darling, be still my darling, the lion's on the phone. - -The lion waves good-bye to you. -~ -2|64|128|8388608 512 1000 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30074 -venus girl~ -the girl from Venus~ -The girl from Venus begs you to kiss her for science. -~ -The girl from Venus is beautiful. -You kiss her. -The girl kisses you. -You become her love slave forever. -~ -64|8388608 512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30075 -jailor~ -the jailor~ -The jailor is here, trapped in his cell. -~ -He is a pitiful sight, as he reaches through the bars and begs you to set him -free. -~ -2|64|8388608 512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30076 -brother younger~ -John's younger brother~ -John's younger brother is his personal slave. -~ -He carries a small basket with a head in it. -~ -64|8388608 512 100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30077 -universe man~ -universe man~ -Universe man is the size of the entire universe man! -~ -He's HUGE! Judging from the size of his bulging muscles - you'd better think -twice about messing with him! -~ -64|8388608 512 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30078 -person man~ -person man~ -Person man has been hit on the head with a frying pan. -~ -Person man is a degraded man. He was hit on the head with a frying pan. -~ -64|8388608 512 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30079 -carpenter~ -the carpenter~ -The carpenter is standing here looking quite bored. -~ -The carpenter wanders around looking for something to fix. -~ -64|8388608 512 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30080 -secretary~ -the secretary~ -The secretary ignores you and continues typing. -~ -The secretary continues about doing mundane office work. -~ -64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30081 -skullhead~ -the skullhead~ -The skullhead is in front of you. -~ -The skullhead is behind you now! -~ -64|8388608 512|32768|65536 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30082 -bat~ -a bat~ -The bat hangs here listening to your every move. -~ -The bat seems disinterested in you. -~ -64|8388608 512 -1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30083 -dolphin~ -the dolphin~ -A dolphin tries to befriend you. -~ -The dolphin swims about playfully, trying to teach you something. -~ -64|8388608 512|8192 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30084 -koala bear~ -the koala bear~ -A kuddly kute koala bear looks a bit timid. -~ -The koala looks down at you from the trees. It's so cute you couldn't possibly -think of any reason to want to hurt it. -~ -64|8388608 512|524288 100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30085 -hog~ -the hog~ -The hog is here making a pig of itself. -~ -The hog is here making a pig of itself. -~ -64|8388608 512 100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30086 -fox~ -the fox~ -The fox outsmarts you every time. -~ -You look but see nothing. The fox has disappeared. -~ -64|8388608 512|32768|65536 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30087 -ox~ -the ox~ -The Ox is wearing green socks. -~ -He is quite large and strong. Perhaps you could take him for a ride. -~ -64|8388608 512 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30088 -giraffe~ -the giraffe~ -The giraffe towers over you here. -~ -The giraffe ignores you and continues to chew on foliage above your head. -~ -64|8388608 512 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30089 -shrew~ -the shrew~ -A shrew is here needing to be tamed. -~ -The shrew looks quite innocent and harmless. -~ -64|8388608 512 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30090 -caribou~ -the caribou~ -A caribou charges at you fearlessly. -~ -It appears to have been angered, better get out while you can! -~ -64|8388608 512 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30091 -dance instructor~ -a dance instructor~ -A dance instuctor tries to teach you to mosh. -~ -For all those times you tried to dance and nearly broke your neck, here's your -chance to learn something. -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30092 -lad's gal~ -Lad's gal~ -Lad's gal is hanging here to show him something needs a change. -~ -She laughs and explains 'He's my lower half'. -~ -2|64|8388608 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30093 -lad~ -Lad~ -Lad is here, not quite getting the picture. -~ -Lad looks quite sad. He rocks on his bar stool and drinks for two, pondering a -time bomb in his mind. -~ -2|64|8388608 512 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30094 -mortician~ -a mortician~ -A mortician looks at you and drools on himself. -~ -He looks back at you and grins evilly. -He's been looking for a corpse and yours will do nicely. -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30095 -yelling doll~ -a yelling doll~ -A doll is here yelling "small girl after all" at you. -~ -It's a kewpie doll, just like the kind you once won at carnival. -~ -2|64|8388608 512 -100 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30096 -martin x~ -Martin X~ -Martin X is mad because they outlawed bell-bottoms. -~ -Martin X wears his groovy bell-bottoms with pride. Don't laugh at him. -~ -64|8388608 512 0 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30097 -uncle jack~ -Uncle Jack~ -Uncle Jack is a salty old sailor. -~ -Jack tells you 'I've been trapped here quite a long time'. -~ -64|8388608 512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30098 -granddad old~ -old granddad~ -Old Granddad lives in the sea. -~ -Old granddad looks quite at home here. -~ -64|8388608 512 0 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30099 -a bloodhound~ -a bloodhound~ -A bloodhound waits for you here. -~ -This dog looks at you and snarls. -~ -2|64|8388608 512 100 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30100 -a woman~ -a woman~ -A woman is here attempting to poison your mind. -~ -You look at something written across her scalp. These are the words it faintly -says as you try to call for help... - -'THERE'S ONLY ONE THING THAT I KNOW HOW TO DO WELL, AND I'VE OFTEN BEEN -TOLD THAT YOU ONLY CAN DO WHAT YOU KNOW HOW TO DO WELL, AND THAT'S BE -YOU, BE WHAT YOU'RE LIKE, BE LIKE YOURSELF...' -~ -64|8388608 512 -100 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#30001 -suit red~ -a red suit~ -A red suit just like old St. Nick's.~ -~ -9 1024 1|1024 -5 0 0 0 -20 0 0 -A -17 -5 -E -red~ -It appears to be just the typical Santa rental suit - complete with white trim -and black belt. It's a bit large for you.~ -#30002 -beard~ -santa's beard~ -A white beard just like Santa Claus.~ -~ -9 1024|4096 1|16 -2 0 0 0 -5 0 0 -A -17 -1 -#30003 -ball chain~ -a ball & chain~ -A lucky ball & chain that was lost about four years ago.~ -~ -9 16 1|32 -2 0 0 0 -30 0 0 -A -14 -100 -A -2 -1 -#30004 -gown wedding~ -a wedding gown~ -A pearly white wedding gown is here glistening.~ -~ -9 1024|4096 1|8 -3 0 0 0 -20 0 0 -A -17 -2 -#30005 -nightgown black moon number~ -nightgown of the sullen moon~ -A skimpy little black number is here just begging to be worn.~ -~ -9 0 1|1024 -1 0 0 0 -2 0 0 -A -2 1 -A -5 1 -E -label~ -It is a designer label from Chez de Soleil of Hollywood.~ -#30006 -closet standing~ -a standing closet~ -A wooden closet stands in the corner.~ -~ -15 0 0 -20 5 30007 0 -5 0 0 -#30007 -shoehorn teeth~ -a shoehorn with teeth~ -A shoehorn, the kind with teeth is here.~ -~ -18 32 1|16384 -0 0 0 0 -1 0 0 -E -teeth~ -You know deep in your heart that there is no such thing.~ -#30008 -tape cassette~ -a cassette tape~ -A Young Fresh Fellows cassette tape box is here.~ -~ -13 2 1|16384 -0 0 0 0 -1 0 0 -E -box tape~ -Upon opening the box, you discover that the tape on the inside is actually -Menudo. On the credits it lists Marc the Warrior as one of the guitarists.~ -#30009 -chair~ -a chair~ -A leather office chair has been moved here.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30010 -record broken~ -a broken record~ -A broken plastic record is laying here.~ -~ -13 2|128|4096 1|16384 -0 0 0 0 -1 0 0 -A -3 0 -E -plastic broken record~ -On the label it says "DBs"~ -#30011 -money~ -the money~ -A HUGE pile of coins gets your attention.~ -~ -20 0 1 -5000 0 0 0 -0 0 0 -#30012 -sapphire bullet~ -a sapphire bullet~ -A sapphire bullet gleams brightly here.~ -~ -1 1|2 1 -0 0 -1 0 -1 0 0 -A -5 1 -A -12 40 -#30013 -one pill~ -one pill~ -One pill is singing your favorite song!~ -~ -26 2|128 1|16384 -16 606 63 63 -1 0 0 -E -pill~ -The pill sings "Life is a placebo, masquerading as a simile".~ -#30014 -denim pants~ -snazzy denim pants~ -A pair of snazzy denim pants is getting wrinkled here.~ -~ -9 4096 1|32 -4 0 0 0 -5 0 0 -A -9 -10 -A -12 25 -#30015 -little bottle~ -a little bottle~ -A little bottle shakes your shaky hand~ -~ -15 0 1|16384 -1 5 -1 0 -5 0 0 -#30016 -cupboard~ -a cupboard~ -An unappealing cupboard hangs on the wall~ -~ -15 0 0 -10 5 -1 0 -1 0 0 -#30017 -klaw~ -a klaw~ -Mr. Klaw's klaw klaws you!~ -~ -5 64|512 1|8192 -0 12 20 5 -10 0 0 -A -13 12 -A -18 2 -A -19 1 -A -17 -5 -#30018 -close-n-play~ -a close-n-play~ -A close-n-play is kickin out some jams here.~ -~ -4 2|64 1|16384 -15 5 5 32 -5 0 0 -#30019 -magic marker green~ -a green magic marker~ -A green magic marker writes on the back of your head.~ -~ -3 1 1|16384 -12 5 5 70 -2 0 0 -#30020 -binoculars~ -some binoculars~ -A pair of binoculars focus sharply on you.~ -~ -4 0 1|16384 -15 6 6 44 -2 0 0 -#30021 -helmet~ -a helmet~ -A infantryman's helmet has been forgotten here.~ -~ -9 0 1|16 -7 0 0 0 -12 0 0 -A -17 0 -#30022 -shoes ~ -a pair of shoes~ -A pair of shoes that are laced with irony lay here.~ -~ -9 4096 1|64 -4 0 0 0 -4 0 0 -A -14 25 -#30023 -forehead prosthetic~ -a big prosthetic forehead~ -A big prosthetic forehead to cover your scars is lying here.~ -~ -27 64 1|16 -0 0 0 0 -5 0 0 -A -12 25 -#30024 -smoke machine~ -a smoke machine~ -A smoke machine that should be turned off is here billowing toxic smoke.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -#30025 -marshall stack amplifier~ -a Marshall stack~ -A Marshall stack amplifier is here blaring like a siren.~ -~ -12 2 0 -0 0 0 0 -5 0 0 -#30026 -toupee purple~ -a purple toupee~ -A purple toupee will show the way when summer brings you down.~ -~ -9 1|64 1|16 -7 0 0 0 -2 0 0 -A -4 4 -A -9 -20 -#30027 -rock~ -a rock~ -A rock is floating here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -A -3 1 -E -rock~ -Everyone wants a rock to wind a piece of string around.~ -#30028 -guitar silver~ -a silver guitar~ -A big silver guitar.~ -~ -5 64 1|8192 -0 7 14 3 -5 0 0 -A -18 3 -A -19 3 -A -12 10 -#30029 -crane~ -a crane~ -A small crane is here looking needed.~ -~ -5 0 1|8192 -0 12 18 8 -5 0 0 -#30030 -dirt piece~ -a piece of dirt~ -A piece of dirt is lying here.~ -~ -9 0 1|1024 -3 0 0 0 -5 0 0 -A -12 20 -#30031 -shell snail~ -a snail shell~ -A snail shell is where a snail belongs.~ -~ -9 32 1|8 -6 0 0 0 -5 0 0 -A -17 -10 -#30032 -accordion~ -an accordion~ -An accordion is blasting polka music.~ -~ -5 2|1024 1|8192 -0 10 20 12 -5 0 0 -A -17 -8 -A -2 1 -A -18 3 -A -19 3 -#30033 -dice marble shiny pair~ -a pair of shiny marble dice~ -A pair of shiny marble dice is glowing here.~ -~ -8 32 1|16384 -0 0 0 0 -1 0 0 -A -18 2 -A -19 1 -E -dice~ -They look like little mice.~ -#30034 -hat megaphone~ -a megaphone hat~ -A megaphone hat looks silly but at least it works.~ -~ -9 0 1|16 -4 0 0 0 -5 0 0 -A -23 -1 -#30035 -bell bottoms~ -bell bottoms~ -A pair of absolutely groovy bell bottoms is in a heap here.~ -~ -9 0 1|32 -8 0 0 0 -5 0 0 -A -17 -1 -A -14 40 -#30036 -pizza slice~ -a slice of pizza~ -A slice of deliciously greasy pizza is here.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30037 -brittle peanut~ -a piece of peanut brittle~ -A piece of peanut brittle.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30038 -pear~ -a pear~ -A nice ripe looking pear.~ -~ -19 0 1|16384 -1 0 0 0 -0 0 0 -#30039 -bagel~ -a bagel~ -A plain toasted bagel.~ -~ -19 0 1|16384 -1 0 0 0 -0 0 0 -#30040 -bean~ -a bean~ -A rather large bean.~ -~ -19 0 1|16384 -1 0 0 0 -5 0 0 -#30041 -beer glass~ -a glass of beer~ -A large glass of beer.~ -~ -17 0 1|16384 -3 3 8 0 -1 0 0 -#30042 -bag beef~ -a bag of beef~ -A bag of dried pieces of beef.~ -~ -15 0 1|16384 -20 5 0 0 -1 0 0 -#30043 -beef dried~ -some dried beef~ -Some pieces of dried beef~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30044 -chowder cup~ -a cup of chowder~ -A yummy cup of alternative lifestyle chowder.~ -~ -19 0 1|16384 -2 0 0 0 -1 0 0 -#30045 -corn ear~ -an ear of corn~ -An ear of steamed corn on the cob.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30046 -cauliflower creamed~ -creamed cauliflower~ -A portion of creamed cauliflower lies here.~ -~ -19 0 1|16384 -3 0 0 0 -1 0 0 -#30047 -bottle vinegar white~ -a bottle of vinegar~ -A bottle of white vinegar.~ -~ -17 0 1|16384 -1 1 14 1 -1 0 0 -#30048 -egg large~ -an egg~ -A grade-A extra large egg is here.~ -~ -19 0 1|16384 -1 0 0 0 -0 0 0 -#30049 -bacon sliced~ -an order of bacon~ -An order of sliced bacon.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30050 -bread basket garlic~ -a basket of garlic bread~ -A basket of garlic bread.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#30051 -pie~ -some pie~ -A slice of delicious looking pie lies here.~ -~ -26 0 1|16384 -1 39 15 0 -1 0 0 -#30052 -jacket dinner~ -a dinner jacket~ -A dinner jacket with a bit of dinner on it hangs here.~ -~ -9 0 1|1024 -5 0 0 0 -6 0 0 -#30053 -bench warm~ -a bench~ -A warm bench to sit on is here.~ -~ -12 1 0 -0 0 0 0 -0 0 0 -#30054 -telegram secret~ -a secret telegram~ -A telegram reads "COMMENCE OFFICIAL INTERPLANETARY EXPLORATION"~ -~ -2 32 1|16384 -15 44 2 56 -5 0 0 -#30055 -skullhead~ -a skullhead~ -A skullhead laughs at you as it lies here. It has something engraved on it.~ -~ -18 1 1|16384 -0 0 0 0 -1 0 0 -E -inscription~ -The engraving reads: 'PROPERTY OF CONSTANTINOPLE JAIL. DO NOT COPY'.~ -E -engraving~ -The engraving reads: 'PROPERTY OF CONSTANTINOPLE JAIL. DO NOT COPY'.~ -#30056 -puppet head~ -the puppet head~ -The puppet head is busted in.~ -~ -18 0 1|16384 -0 0 0 0 -5 0 0 -E -head~ -Put your hand inside... -Put your hand inside... -Put your hand inside the puppet head.~ -#30057 -heart weak~ -a weak heart~ -A weak heart beats for you here.~ -~ -26 0 1|16384 -20 4 17 2 -5 0 0 -A -1 -1 -#30058 -hat furry~ -a furry hat~ -A hat made of fur is here looking fashionable.~ -~ -9 0 1|16 -6 0 0 0 -5 0 0 -A -12 0 -#30059 -overcoat fleshy~ -a fleshy overcoat~ -A overcoat made from human skin is laying here..~ -~ -9 0 1|8 -7 0 0 0 -5 0 0 -A -5 1 -#30060 -mask elastic~ -an elastic mask~ -A mask made of elastic is hiding here.~ -~ -9 0 1|16 -5 0 0 0 -5 0 0 -A -19 1 -#30061 -boat car~ -a boat of car~ -A boat of car has fingernail marks on the windshield.~ -~ -13 0 0 -0 0 0 0 -5 0 0 -E -boat~ -Water is spraying from the top. -~ -#30062 -ring mood~ -a mood ring~ -A ring of changing colors matches your ever-changing mood.~ -~ -9 0 1|2 -5 0 0 0 -5 0 0 -A -12 25 -#30063 -rope long~ -a long long rope~ -A rope fit for hanging from is hanging here.~ -~ -9 0 1|4 -2 0 0 0 -5 0 0 -#30064 -table kitchen~ -a kitchen table~ -A wooden table is in the corner.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30065 -hearing aid~ -a hearing aid~ -A hearing-aid has been turned way down here.~ -~ -9 0 1|16 -3 0 0 0 -5 0 0 -A -9 0 -#30066 -milk glass~ -a glass of milk~ -A glass of milk is balancing here.~ -~ -17 0 1|16384 -2 2 10 0 -5 0 0 -#30067 -coffee mug~ -a coffee mug~ -A mug of coffee has a strange appearance.~ -~ -15 0 1|16384 -20 1 -1 0 -5 0 0 -#30068 -note reminder list~ -a reminder note~ -A list of the dumb things you gotta do is here.~ -~ -2 0 1|16384 -22 1 66 36 -5 0 0 -#30069 -chart medical~ -a medical chart~ -A medical chart with a random zig-zag lies here.~ -~ -2 64 1|16384 -15 15 15 15 -1 0 0 -#30070 -bell dinner~ -a dinner bell~ -Dinner bell dinner bell ring, a dinner bell does the bell thing.~ -~ -3 0 1|16384 -10 12 12 12 -1 0 0 -#30071 -dust snail~ -snail dust~ -A bit of dust is here glowing.~ -~ -4 1 1|16384 -20 8 8 67 -5 0 0 -#30072 -idea wrong~ -a wrong idea~ -A wrong idea is here to tempt you.~ -~ -9 0 1|16 --1 0 0 0 -0 0 0 -A -4 1 -#30073 -spacesuit suit~ -a spacesuit~ -A silver spacesuit has been discarded here.~ -~ -9 1|32 1|8 -8 0 0 0 -5 0 0 -A -5 1 -#30074 -skis water~ -some water skis~ -A pair of water skis have been dropped here.~ -~ -9 0 1|64 -4 0 0 0 -3 0 0 -A -14 50 -#30075 -lame gold~ -gold lame~ -Gold Lame will turn your brain around.~ -~ -9 64 1|4 -9 0 0 0 -5 0 0 -A -3 2 -#30076 -bonnet~ -a bonnet~ -A blue bonnet has been left here.~ -~ -9 0 1|16 -5 0 0 0 -2 0 0 -A -12 25 -#30077 -bone piece~ -a piece of bone~ -A piece of bone is at home here.~ -~ -18 0 1|16384 -0 0 0 0 -2 0 0 -#30078 -groceries bag~ -a bag of groceries~ -A bag of groceries was accidentally taken off the shelf.~ -~ -15 0 0 -40 1 0 0 -5 0 0 -#30079 -watch hand~ -a watch with a minute hand~ -A watch ticks here.~ -~ -9 0 1|4096 -6 0 0 0 -5 0 0 -A -1 1 -#30080 -dress bullet-proof~ -a bullet-proof dress~ -A bullet-proof dress hangs from a clothesline here.~ -~ -9 64 1|8 -0 0 0 0 -5 0 0 -A -19 2 -A -17 -5 -#30081 -clock grandfather~ -a grandfather clock~ -The spring of a grandfather clock is unwinding.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30082 -voodoo doll~ -a voodoo doll~ -A voodoo doll looks familiar to you.~ -~ -12 16|128|512|4096 1|16384 -0 0 0 0 -40 0 0 -A -1 -4 -E -doll~ -The doll resembles a Republican President from long ago. The arms have been -cut off. You scream as you come to the realization that this is another one of -those trash dolls that won't go away. - -You can't let go of it.~ -#30083 -chair charred smoking~ -a charred and smoking chair~ -A charred chair is here still smoking.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -#30084 -button ask~ -an "ask me" button~ -A small button has been dropped here.~ -~ -9 0 1|512 -4 0 0 0 -1 0 0 -A -19 1 -#30085 -badge sailor's~ -a sailor's badge~ -An official looking badge has been discarded here.~ -~ -9 0 1|16384 -5 0 0 0 -2 0 0 -A -2 2 -#30086 -bottle jim beam~ -a bottle of Jim Beam~ -A bottle of Jim Beam is here looking quite handsome.~ -~ -17 0 1|16384 -10 10 5 0 -4 0 0 -#30087 -hat stupid~ -a stupid looking hat~ -A stupid looking hat has been left here intentionally.~ -~ -9 4096 1|16 -6 0 0 0 -2 0 0 -A -17 -8 -A -4 -1 -#30088 -shovel~ -a shovel~ -A heavy shovel looks like a pretty good weapon.~ -~ -5 0 1|8192 -0 7 15 7 -20 0 0 -A -18 2 -A -19 2 -#30089 -fork~ -a fork~ -A small silver fork gleams brightly here.~ -~ -5 0 1|8192 -0 8 17 2 -2 0 0 -A -18 2 -A -19 1 -#30090 -alarm clock~ -an alarm clock~ -An alarm clock wakes you up just a little.~ -~ -13 0 1|16384 -0 0 0 0 -3 0 0 -#30091 -answering machine~ -an answering machine~ -An answering machine has been sunk here.~ -~ -13 0 0 -0 0 0 0 -5 0 0 -#30092 -tv big television~ -a big screen television~ -A huge 55" rear-projection TV with Picture in Picture sits here.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -#30093 -stereo~ -a stereo~ -A stereo is playing some groovy music here.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30094 -loveseat~ -a loveseat~ -A loveseat made of designer leopard material looks quite inviting here.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30095 -fridge refrigerator~ -a refrigerator~ -A refrigerator that's always full of beer is here.~ -~ -15 0 0 -100 5 0 0 -5 0 0 -#30096 -bed water~ -a bed~ -An irresistible water bed is here.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30097 -pick guitar~ -a guitar pick~ -An unimportant guitar pick is laying here.~ -~ -18 32 1|128 -0 0 0 0 -0 0 0 -#30098 -fireplace fire~ -a fireplace~ -A fireplace with a cozy fire to curl up next to is burning brightly.~ -~ -12 0 0 -0 0 0 0 -5 0 0 -#30099 -jacuzzi tub hot~ -a Jacuzzi hot tub~ -An inviting Jacuzzi hot tub is here steaming and bubbling.~ -~ -15 2|262144 0 -1500 0 0 1 -5 0 0 -#30100 -shower stall~ -a shower~ -A shower stall stands here.~ -~ -15 262144 0 -1500 0 0 0 -5 0 0 -#30101 -nightstand small~ -a nightstand~ -A small nightstand is next to the bed.~ -~ -15 0 0 -20 5 0 0 -5 0 0 -#30102 -handcuffs shiny~ -a pair of handcuffs~ -A pair of shiny handcuffs is here just waiting to be used.~ -~ -9 0 1|128 -9 0 0 0 -5 0 0 -A -12 30 -#30103 -letterbox box~ -a letterbox~ -A letterbox is hanging here.~ -~ -15 0 0 -25 5 0 0 -5 0 0 -#30104 -fountain marble~ -a marble fountain~ -A beautiful marble fountain is gushing here.~ -~ -25 0 0 -0 0 0 0 -0 0 0 -#30105 -rose red long~ -a rose~ -Nothing's smelling like a rose, but you don't care.~ -~ -8 1024 1|16384 -0 0 0 0 -5 0 0 -A -1 1 -#30106 -bar wet~ -a wet bar~ -A fully stocked bar is here so help yourself.~ -~ -15 0 0 -100 1 0 0 -5 0 0 -#30107 -skin~ -some skin~ -Some skin to call your own is laying here.~ -~ -9 0 1|8 -6 0 0 0 -5 0 0 -A -12 20 -#30108 -beer bottle dark~ -a bottle of Rainman's home-brew~ -A bottle of dark beer looks quite tasty.~ -~ -17 0 1 -3 3 4 0 -1 0 0 -E -label~ -The label reads "Rainman's thick and tasty home-brew"~ -#30109 -skull human~ -a human skull~ -You turn around to find a human skull on the ground.~ -~ -13 128|4096 1|16384 -0 0 0 0 -5 0 0 -A -3 0 -A -1 0 -E -skull~ -The word "THEY" is carved on the forehead of the skull.~ -#30110 -glass spy~ -a spy glass~ -A spy glass looks right through you here.~ -~ -3 32|64 1|16384 -20 10 10 44 -5 0 0 -#30111 -charm good luck~ -a good luck charm~ -A good luck charm would look better hanging off of your arm.~ -~ -8 64|1024|4096 1|4096 -0 0 0 0 -10 0 0 -A -17 -10 -A -5 1 -#30112 -arms loving love~ -some loving arms~ -You need some love love loving arms.~ -~ -18 0 1|256 -0 0 0 0 -5 0 0 -#30113 -microscope~ -a microscope~ -A microscope reveals the scope of your very best intentions.~ -~ -4 0 1|16384 -15 6 6 77 -5 0 0 -#30114 -phone~ -a ringing phone~ -The phone is ringing but it's not for you.~ -~ -13 0 1 -0 0 0 0 -5 0 0 -#30115 -hat fireman's~ -a fireman's hat~ -A hard red hat lays here.~ -~ -9 0 1|16 -4 0 0 0 -5 0 0 -#30116 -crown~ -a crown~ -The crown of the King of Cuba lays here.~ -~ -9 0 1|16 -6 0 0 0 -5 0 0 -A -4 1 -#30117 -scepter~ -a scepter~ -A beautiful scepter lies here.~ -~ -9 0 1|16384 -5 0 0 0 -5 0 0 -A -3 1 -#30118 -trenchcoat~ -a trenchcoat~ -A long trenchcoat is good for hiding things.~ -~ -15 0 1|1024 -100 1 -1 0 -5 0 0 -#30119 -cat food~ -cat food~ -Smell the cat food in your bank account~ -~ -20 32 1 -5000 0 0 0 -5 0 0 -#0 - - -#ROOMS -#30001 -Entrance to Cage and Aquarium~ -You fall into a brightly lit yet very surreal looking field. The sun is -shining, the birds are singing, and you are suddenly overtaken by an -overwhelming feeling of love. Unfortunately, at the same time you're starting -to get a nagging feeling that something is also terribly amiss. Looking up, you -watch the opening that you entered through from above close up and disappear. -As you look around, you notice a small welcoming sign. Beyond the sign there -is a path leading down to a road. -~ -0 4 2 -D5 -The path leads down to a main road.~ -down path~ -0 -1 30002 -E -sign~ -The sign reads: - - **************************** - * * - * WELCOME TO * - * CAGE AND AQUARIUM * - * * - * * - * - NO Solicitors - * - * * - **************************** - | | - | | - | | - ^\ /^ - -At your feet you notice a strange looking rock.~ -E -rock~ -Pushing the rock aside reveals a tattered and rotting note.~ -E -note tattered~ -Yuck! This note has apparently been under this rock for some time. You can -barely make out the illegible writing. You think it might say: - - loS nom ruoP - samX yrreM - niaR~ -E -sun~ -The sun is a mass of incandescent gas... suddenly you recall learning that -Soleil means Sun in French.~ -E -bird birds~ -The birds are colored blue and seem very friendly!~ -E -up~ -The entrance has disappeared.~ -S -#30002 -Somewhere on Toddler Hiway~ -You stand on a road named Toddler Hiway. The road looks as though it runs in a -straight line to the east and west. There is a small path on a hill leading up -and perhaps back out of this crazy place. To the south you see an old and -beaten up camping trailer. There is a lot of screaming going on in there, so -maybe now is not such a good time to knock on the door. -~ -0 0 1 -D1 -~ -~ -0 -1 30007 -D2 -The door is tightly closed, but looks as though it might just fall off of it's -hinges at any moment! On the door there is a note.~ -door~ -1 -1 30003 -D3 -~ -~ -0 -1 30015 -D4 -The path leads back up to the entrance to Cage and Aquarium.~ -up path~ -0 -1 30001 -E -east~ -Toddler Hiway continues to the east for quite a ways.~ -E -west~ -Toddler Hiway leads on to the west.~ -E -up hill path~ -There is a small beaten pathway up the hill.~ -E -south~ -There is a very long trailer parked here. Kind of looks like it's already been -on it's last road trip. There is a door to the inside, but it is closed.~ -E -note~ -Upon closer inspection, you see that the note reads: - - "WHEN IT RAINS, IT SNOWS". - -Wonder what that could mean?~ -E -trailer~ -The trailer is very very long and very very beaten up. There are a number of -stickers pasted all over the side, and also there is some strange graffiti -painted underneath the window.~ -E -stickers~ -One of the stickers is the emblem of the state of West Virginia. Where the -heck is that?~ -E -graffiti~ -The graffiti must have been done by some hoodlum. It says " LeGiOn WaS hErE!". -With any luck, you can avoid the mean spirited creep who did this.~ -S -#30003 -A Kitchen in the Long Long Trailer~ -You enter the kitchen in the long long trailer. What a mess! There are broken -dishes everywhere. It looks like there has been a party happening here. You -notice a small piece of mistletoe hanging from the ceiling. Gads! Is it -Christmas already? Where does the time go? -~ -0 8 0 -D0 -The door leads out of the trailer and onto Toddler Hiway North. This was kind -of a dumb spot to put a trailer.~ -door~ -1 -1 30002 -D2 -~ -~ -0 -1 30004 -E -dishes broken~ -You are sure that these broken dishes can not be mended.~ -E -mistletoe~ -The mistletoe is very small and green, and as you suspected, it is made of -plastic. Better get out from underneath or you'll end of kissing someone!~ -S -#30004 -The Hallway in the Long Long Trailer~ -Carefully, you move through a cramped hallway in the trailer. There are some -unframed photographs pinned to the wall here. To the north there is a kitchen -and south is a bedroom. -~ -0 8 0 -D0 -The door leads out of the trailer and onto Toddler Hiway North. This was kind -of a dumb spot to put a trailer.~ -door~ -0 -1 30003 -D2 -~ -~ -0 -1 30005 -E -north kitchen~ -There is a lot of screaming going on in there, which makes you feel like -getting out of here!~ -E -bedroom south~ -Much like your own bedroom, there is not much going on in there.~ -E -photos photographs wall~ -There is one picture of Albert Einstein wearing a black leather jacket, and -another picture of Copernicus. Pretty interesting decor for a trailer.~ -S -#30005 -Bedroom in the Long Long Trailer~ -The bedroom of the trailer is in shambles. The bed is unmade and there is -trash littered all over the floor. Pity the person who has to clean up this -mess! To the north is a small hallway and to the south is a door. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30004 -D2 -You see the street.~ -south~ -1 -1 30006 -E -hall hallway north~ -The hall looks small and cramped. You try to remember if you really are -claustrophobic or not.~ -E -door south~ -You can only hope that this door will exit to the outside.~ -S -#30006 -Somewhere on Roosevelt Avenue~ -You stand on what must be the main road in town. To the north is a trailer. -~ -0 0 1 -D0 -This door is closed tight, and you hear a lot of screaming going on -inside the trailer~ -door~ -1 -1 30005 -D1 -~ -~ -0 -1 30021 -D3 -~ -~ -0 -1 30030 -E -west~ -To the west is door.~ -E -east~ -The road appears to continue to the east.~ -E -north~ -There is a door to the trailer parked along this road. It looks pretty much -abandoned, but you hear someone screaming inside.~ -S -#30007 -On Toddler Hiway North~ -You're walking along Toddler Hiway, taking in the sights. The road continues -to run east and west. There is a building to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 30009 -D2 -The sign says "Sorry, we are closed".~ -door south~ -1 -1 30008 -D3 -Toddler Hiway continus to the west.~ -West~ -0 -1 30002 -S -#30008 -The Book Depository~ -You enter a dimly lit warehouse. There are stacks of books and magazines -everywhere. -~ -0 1|8 0 -D0 -The door leads out of the trailer and onto Toddler Hiway North. ~ -door north~ -1 -1 30007 -E -books magazines~ -These books and magazines are piled all the way to the ceiling. You can hardly -make your way through the room.~ -S -#30009 -Along Toddler Hiway North~ -The road continues to the east and to the west. To the south you see a small -lane. -~ -0 0 1 -D1 -~ -~ -0 -1 30010 -D2 -~ -~ -0 -1 30031 -D3 -Toddler Hiway continus to the west.~ -West~ -0 -1 30007 -S -#30010 -Toddler Hiway North~ -The road continues to the west. To the east there is a bend in the road. To -the south is a building. -~ -0 0 1 -D1 -~ -~ -0 -1 30014 -D2 -Looking south you see a door.~ -south~ -1 -1 30011 -D3 -Toddler Hiway continus to the west.~ -West~ -0 -1 30009 -S -#30011 -The Upside-down Apartment~ -This is a small studio apartment where - HEY! Everything is upside down! You -check to make sure that you're not just drunk again, then start looking -around. On the desk there is a globe. You smell something cooking in the -kitchen. -~ -0 8 0 -D0 -Looking through the window you can see the street.~ -north~ -1 -1 30010 -D1 -You see Third Street.~ -east~ -2 -1 30027 -D2 -~ -~ -0 -1 30012 -E -globe~ -This is a globe of the earth, with a hole in it.~ -E -~ -~ -S -#30012 -Kitchen in the Upside-down Apartment~ -You are standing in the small kitchen of an apartment. On the east wall there -is an outlet by the lightswitch that has a strange glow emanating from it. -Some bacon has been left cooking on the stove. You hear a sound coming from -the roof. -~ -0 8 0 -D0 -The stereo is quite loud in the next room.~ -north~ -0 -1 30011 -D1 -The outlet seems to glow.~ -outlet light lightswitch~ -0 -1 30013 -D2 -~ -~ -0 -1 30034 -E -sound roof~ -The sound upon the roof is only water.~ -S -#30013 -The Outlet by the Light Switch~ -The outlet has a very strange glow about it - so you crawl in. -~ -0 1|8|512 0 -D3 -A strong scent of frying bacon assails your nostrils.~ -west kitchen~ -0 -1 30012 -S -#30014 -Toddler Hiway North at Third Street~ -Toddler Hiway ends here at Third Street, which leads south. -~ -0 0 1 -D2 -~ -~ -0 -1 30027 -D3 -Toddler Hiway continus to the west.~ -West~ -0 -1 30010 -S -#30015 -Toddler Hiway North at the Alley~ -The road runs east and west through this very strange place. To the south is a -small alley. -~ -0 0 1 -D1 -~ -~ -0 -1 30002 -D2 -~ -~ -0 -1 30017 -D3 -~ -~ -0 -1 30016 -S -#30016 -A Dead-end on Toddler Hiway North~ -The road comes to an abrupt end. To the west there is some impenetrable -thicket and brush, as well as a very high fence. The road continues back to -the east as far as you can see. -~ -0 0 1 -D1 -The road continues to the east as far as your eyes can see.~ -east~ -0 -1 30015 -S -#30017 -The Back Alley~ -You enter a dark back alley. To the west is a forest of thicket, brush, and -pricker bushes. Trying to cross it would be impossible. To the east you see a -very long trailer. The alley runs north and south. -~ -0 1 1 -D0 -~ -~ -0 -1 30015 -D2 -~ -~ -0 -1 30018 -S -#30018 -The Back Alley~ -The dark alley continues north and south. The surface is paved with -cobblestones, which makes it difficult to walk. -~ -0 1 1 -D0 -~ -~ -0 -1 30017 -D2 -~ -~ -0 -1 30019 -S -#30019 -The Back Alley~ -To the north you see a dark alley, and to the south you see a main road. -A small shack is to the west. To the east is a trailer, behind some bushes. -~ -0 1 1 -D0 -~ -~ -0 -1 30018 -D2 -~ -~ -0 -1 30030 -D3 -A shoddy looking shack is falling apart here.~ -west door~ -1 30007 30020 -S -#30020 -The Hideaway~ -You enter a shabby shack with broken furniture. The place looks like it has -never been cleaned, as dust and soot layers every object in the room. There is -a staircase on the other side of the room. -~ -0 1|8 0 -D1 -The door leads back to the street.~ -east ~ -1 -1 30019 -S -#30021 -Roosevelt Avenue~ -The road continues east and west. There is a smelly building to the north. -~ -0 0 1 -D0 -The building to the north smells really bad.~ -north door~ -1 -1 30035 -D1 -~ -~ -0 -1 30023 -D3 -~ -~ -0 -1 30006 -S -#30023 -Roosevelt Avenue~ -The road continues to the east and west. You see that a small lane leads to -the north. -~ -0 0 1 -D0 -~ -~ -0 -1 30033 -D1 -~ -~ -0 -1 30024 -D3 -~ -~ -0 -1 30021 -S -#30024 -Along Roosevelt Avenue~ -The road continues east and west. You see a door of a small building to the -north. -~ -0 0 1 -D0 -This door seems to be seldom used.~ -north~ -1 -1 30034 -D1 -~ -~ -0 -1 30026 -D3 -~ -~ -0 -1 30023 -S -#30026 -Corner of Roosevelt Avenue and Third Street~ -A signpost shows that Third Street runs North from here. Roosevelt Avenue -continues to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 30029 -D3 -~ -~ -0 -1 30024 -S -#30027 -Third Street~ -You are on Third Street. The road leads north and south. To the west you see -a small door to a building. -~ -0 0 1 -D0 -The door leads out of the trailer and onto Toddler Hiway North. ~ -door north~ -0 -1 30014 -D2 -~ -~ -0 -1 30028 -D3 -There is a building to the west.~ -west door~ -2 -1 30011 -S -#30028 -Third Street at the Bridge~ -An old stone bridge leads east over some water here. You notice some graffiti -painted on it. -~ -0 0 1 -D0 -The door leads out of the trailer and onto Toddler Hiway North. ~ -door north~ -0 -1 30027 -D1 -~ -~ -0 -1 30036 -D2 -~ -~ -0 -1 30029 -E -graffiti bridge~ -The graffiti reads: " I dOn'T wAnT tHe WoRlD - I jUsT wAnT yOuR hAlF". Must be -that LeGiOn guy again. You shrug your shoulders and move on.~ -S -#30029 -Third Street~ -You continue along Third Street, which runs north and south. To the west you -see a small door. -~ -0 0 1 -D0 -The door leads out of the trailer and onto Toddler Hiway North. ~ -door north~ -0 -1 30028 -D2 -~ -~ -0 -1 30026 -D3 -There is a building to the west.~ -west~ -1 -1 30034 -S -#30030 -Roosevelt Avenue at the Alley~ -This road runs towards the east with a dark alley going north. -~ -0 0 1 -D0 -~ -~ -0 -1 30019 -D1 -~ -~ -0 -1 30006 -S -#30031 -A Lane~ -You are on a quiet, shady lane. To the north you can see Toddler Hiway. The -lane continues to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 30009 -D2 -~ -~ -0 -1 30032 -S -#30032 -A Lane~ -You are walking along a quiet lane which runs north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 30031 -D2 -~ -~ -0 -1 30033 -S -#30033 -A Lane~ -You stroll down a quiet and shaded lane, which runs north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 30032 -D2 -~ -~ -0 -1 30023 -S -#30034 -A Bedroom in the Upside-down Apartment~ -You enter a comfortably small bedroom of someone's house. The windows seem to -be covered with something. The walls are lined with rubber. There are some -nasty stains on the walls. -~ -0 8 1 -D0 -The stereo is quite loud in the next room.~ -north~ -0 -1 30012 -D1 -To the east is Third Street.~ -east~ -1 -1 30029 -D2 -You see the street through the door window.~ -south~ -1 -1 30024 -E -window~ -The windows are covered with lead.~ -E -stains~ -These appear to be tear stains. How sad.~ -S -#30035 -The Burn-Smell Factory~ -You enter a building that was once a factory of some sort, but seems to have -been abandoned. A street vendor is selling his wares here. -~ -0 1|8 0 -D2 -You see the street.~ -south~ -1 -1 30021 -S -#30036 -The Other Side of the Bridge~ -You stand in a small park. There are beautiful trees and flowers everywhere. -A small stone bridge leads off to the west. -~ -0 0 2 -D0 -~ -~ -0 -1 30037 -D1 -~ -~ -0 -1 30046 -D2 -~ -~ -0 -1 30045 -D3 -The bridge leads off to the west.~ -west~ -0 -1 30028 -S -#30037 -A Park~ -You are walking on a path in a beautiful park. There is some sort of monolith -to the south. The path continues to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 30038 -D2 -~ -~ -0 -1 30036 -E -monolith~ -The statue seems to beg you to come closer.~ -S -#30038 -A Park~ -This park was mostly quiet and serene, but now you hear some shouting to the -south. -~ -0 0 3 -D1 -~ -~ -0 -1 30039 -D2 -~ -~ -0 -1 30037 -S -#30039 -A Park~ -You seem to have walked into the middle of some sort of demonstration going on -in the park. Better get out, or you'll be toast! -~ -0 0 3 -D3 -The bridge leads off to the west.~ -west~ -0 -1 30038 -D4 -~ -~ -0 -1 30040 -S -#30040 -A Bus Depot~ -You stand in an old bus station that no longer seems to be in use. You feel -an ominous presence about you as you try to decide which way to go. -~ -0 8 9 -D2 -~ -~ -0 -1 30041 -D5 -~ -~ -0 -1 30039 -S -#30041 -A Bus Depot~ -You walk through the bus station all alone. It's pretty vacant here. You see -a door to the east. Perhaps you should look through the keyhole first. -~ -0 1|8 9 -D0 -~ -~ -0 -1 30040 -D1 -You look through the keyhole. You hum "our only home is bone" to yourself.~ -door east keyhole~ -1 30077 30047 -D2 -~ -~ -0 -1 30042 -D5 -~ -~ -0 -1 30046 -S -#30042 -A Bus Depot~ -You stand in a quiet and abandoned bus station. Torn posters of far away -places adorn the walls, and the floor is littered with trash and debris. -~ -0 1|8 9 -D0 -~ -~ -0 -1 30041 -D5 -~ -~ -0 -1 30043 -S -#30043 -Dupont Pavilion~ -You enter a small building in the park. There are tables and chairs set up all -about the room, as though it is a banquet hall. Strange music faintly whispers -in your ears. -~ -0 8 0 -D3 -~ -~ -0 -1 30044 -D4 -~ -~ -0 -1 30042 -S -#30044 -A Park~ -The park is so quiet and serene that you think this might be a good place to -rest awhile. There is a huge field of flowers to the north. -~ -0 0 2 -D0 -~ -~ -0 -1 30045 -D1 -~ -~ -0 -1 30043 -S -#30045 -A Park~ -The flowers in this park are absolutely beautiful, and look like an inviting -place to take a nap. Rows of dandelions are growing all around you. -~ -0 0 2 -D0 -~ -~ -0 -1 30036 -D2 -~ -~ -0 -1 30044 -S -#30046 -A Courtyard~ -You are standing in a quiet courtyard in the park. A very large statue made of -stone stands on a pedestal here. There are beautiful flowers everywhere, this -place is quite serene. You think you hear strange music coming from somewhere. -You see a grate near you feet. -~ -0 0 2 -D3 -The bridge leads off to the west.~ -west~ -0 -1 30036 -D4 -~ -~ -0 -1 30041 -D5 -~ -grate down~ -1 -1 30053 -S -#30047 -Hall of Heads~ -You enter a dimly lit room You hear strange music coming fom the east, -although the sound is somewhat muffled. There is a plaque on the wall. -~ -0 1|8|8192 0 -D1 -The hall continues to the east. You peer through the keyhole and remember that -the skullhead is always in front of you.~ -door east keyhole~ -1 30055 30048 -D3 -You see a desolate bus depot.~ -west~ -1 30077 30041 -E -plaque~ -Welcome to the Hall of Heads.~ -S -#30048 -Hall of Heads~ -The hallway seems to continue east and west. The doors are shut and locked, -and you try to decide which key to use. -~ -0 1|8|8192 0 -D1 -you look through the keyhole and remember put your hand inside the puppet -head.~ -door east keyhole~ -1 30056 30049 -D3 -Too dark to tell.~ -west~ -1 30055 30047 -S -#30049 -Hall of Heads~ -The hallway is dark and haunting. You begin to wonder if you should continue -any further on this journey. -~ -0 1|8|8192 0 -D1 -The hallway continues to the east. You need some love love loving arms.~ -door east keyhole~ -1 30112 30050 -D3 -The hall continues east and west.~ -west~ -1 30056 30048 -S -#30050 -Hall of Heads~ -You stand in a darkened hallway, looking for a way out. You see that there is -yet another door to the east. Perhaps this is Maxwell Smart's old hang out... -~ -0 1|8|8192 0 -D1 -You could sure use one of those rocks to wind a piece of string around. -You remember someone once put a rock in your coffee mug.~ -door east keyhole~ -1 30027 30051 -D3 -The hallway continues to the west.~ -west~ -1 30112 30049 -S -#30051 -Hall of Heads~ -The hall is dark and eerie, and again there is another door on the other side -of the room.. You hear the strange music blaring from the other side of the -east door. It is so deafening that you could scream. -~ -0 1|8|8192 0 -D1 -The music is quite load now.~ -door east keyhole~ -1 30027 30052 -D3 -The door continues west.~ -west~ -1 30027 30050 -S -#30052 -A Little Empire~ -This room is the most awful sight you've ever witnessed. There is garbage -everywhere, and the walls have been painted with blood. The music is so loud -in here you can no longer stand it. There is a sign on the other side of the -room. -You notice a large inkspot where you stand. -~ -0 1|8|8192 0 -D3 -The hallway leads west.~ -west~ -1 30027 30051 -E -sign~ -The sign reads, "Pro's Only".~ -S -#30053 -A Sewer Pipe~ -This is a narrow pipe with a ladder. Boy does it stink! You quell the sudden -urge to heave your guts right where you stand...for now anyways. -~ -0 1|4|8|2048 0 -D4 -~ -~ -1 -1 30046 -D5 -~ -~ -0 -1 30054 -S -#30054 -A Sewer Pipe~ -Ugh! It stinks so bad in here you may toss your cookies at any moment. You -frantically search for a way out. -~ -0 1|8 6 -D4 -~ -~ -0 -1 30053 -D5 -~ -~ -0 -1 30055 -S -#30055 -A Sewer Pipe~ -You begin praying to Cthuhlu that there is a way out of this pipe. -~ -0 1|8 1 -D2 -~ -~ -0 -1 30056 -D4 -~ -~ -0 -1 30054 -S -#30056 -The Ocean~ -The pipe spills you out into a deep blue sea. You can see the sludge dripping -from the pipe. Now, where to go from here? -~ -0 4 6 -D0 -~ -~ -0 -1 30055 -D1 -~ -~ -0 -1 30065 -D5 -~ -~ -0 -1 30057 -E -pipe~ -The water running down the pipe looks like a snake to you.~ -S -#30057 -Down to Cowtown~ -You don your mask and head down to the depths. The ocean life forms seem to -thrive here, perhaps the pipe sludge isn't all that bad. -~ -0 0 11 -D2 -~ -~ -0 -1 30058 -D3 -~ -~ -0 -1 30064 -D4 -~ -~ -0 -1 30056 -S -#30058 -Cowtown~ -You swim between the coral formations and begin to wonder if there is really -anything down here after all. -~ -0 0 11 -D0 -~ -~ -0 -1 30057 -D2 -~ -~ -0 -1 30059 -D3 -~ -~ -0 -1 30063 -S -#30059 -Cowtown~ -The water is quite murky here and it is getting harder to see. You look around -and try to decide which way to go. -~ -0 0 11 -D0 -~ -~ -0 -1 30058 -D2 -~ -~ -0 -1 30060 -D3 -~ -~ -0 -1 30062 -S -#30060 -Cowtown~ -You swim a little faster and can see the shadow of a huge form near you. The -water is starting to feel a bit colder. -~ -0 0 11 -D0 -~ -~ -0 -1 30059 -D3 -~ -~ -0 -1 30061 -S -#30061 -Cowtown~ -The water continues to grow colder down here, and your mask is fogging up. -There is an inviting presence here, and you feel the urge to continue -searching for life forms. -~ -0 0 11 -D0 -~ -~ -0 -1 30062 -D1 -~ -~ -0 -1 30060 -S -#30062 -Cowtown~ -The water is quite cold and you probably won't be able to stand it much -longer. -~ -0 0 11 -D0 -~ -~ -0 -1 30063 -D1 -~ -~ -0 -1 30059 -D2 -~ -~ -0 -1 30061 -S -#30063 -Cowtown~ -The corals around you are fire red in color and seem to thrive under these -conditions. You squint and look around, trying to decide which way to go. -~ -0 0 11 -D0 -~ -~ -0 -1 30064 -D1 -~ -~ -0 -1 30058 -D2 -~ -~ -0 -1 30062 -S -#30064 -Cowtown~ -The channel in the reef seems to split here. The corals are an angry fire red, -the kind that can kill you with merely a touch. You carefully make your way -through one of the channels. -~ -0 0 11 -D1 -~ -~ -0 -1 30057 -D2 -~ -~ -0 -1 30063 -S -#30065 -The Ocean~ -You tumble about in the angry ocean. The waves are quite rough here, and seem -to slam you and your boat from every direction. It's tough to maintain control -over which direction you go. To the east you see a beach, and wonder if you -can make it there. -~ -0 0 7 -D0 -~ -~ -0 -1 30089 -D2 -~ -~ -0 -1 30066 -D3 -~ -~ -0 -1 30056 -S -#30066 -The Ocean~ -The spray from the rough water hits you in the face. The gurgling water is -quite rough here, and seems to show no mercy. It almost seems as though the -waves want to intentionally smash you into the sharp rocks. To the east you -see a beach, and hope that you can get there and find some relief from the -storm that rains down on you. -~ -0 0 7 -D0 -~ -~ -0 -1 30065 -D2 -~ -~ -0 -1 30067 -S -#30067 -The Ocean~ -You continue to tumble in the ocean waves. To the east you see a beach, but -cannot seem to get past the reef. -~ -0 0 7 -D0 -~ -~ -0 -1 30066 -D2 -~ -~ -0 -1 30068 -S -#30068 -The Ocean~ -You are thrown about by the ocean waves, and you do your utmost to maintain -control of your boat. To the east you see a beautiful beach, but you can't -seem to get there from here. -~ -0 0 6 -D0 -~ -~ -0 -1 30067 -D2 -~ -~ -0 -1 30069 -S -#30069 -The Ocean~ -You are tossed around helplessly by the ocean waves. You look up and see that -you might be able to reach the beach from here. In a desperate attempt to save -your skin, you reach for a branch that hangs over the edge and... -~ -0 0 6 -D0 -~ -~ -0 -1 30068 -D2 -~ -~ -0 -1 30076 -D3 -~ -~ -0 -1 30070 -D4 -~ -~ -0 -1 30107 -S -#30070 -The Ocean~ -Your boat tosses and turns in the waves, which makes you feel somewhat queasy. -To the east you can see a beach. To the north is a reef which cannot be -penetrated. To the west and south you see more open ocean. -~ -0 0 7 -D1 -~ -~ -0 -1 30069 -D2 -~ -~ -0 -1 30075 -D3 -~ -~ -0 -1 30071 -S -#30071 -The Ocean~ -The ocean water churns in a whirlpool here. The water begins to suck you and -your boat under. You have lost control and must take desperate measures to -escape. -~ -0 4 7 -S -#30072 -The Ocean~ -The spray from the water hits you in the face, and the salty water stings your -eyes and leaves a bad taste in your mouth. It's a good thing that you have an -ample supply of fresh water with you. You DO have an ample supply of fresh -water, don't you? To the west you see some dark high cliffs and unforgiving -sharp rocks. -~ -0 0 7 -D0 -~ -~ -0 -1 30071 -D1 -~ -~ -0 -1 30075 -D2 -~ -~ -0 -1 30073 -S -#30073 -The Ocean~ -You are headed towards the sharp rocks. In a desperate attempt to save your -skin, you steer your boat clear. You see more rocks to the west and south. -~ -0 0 7 -D0 -~ -~ -0 -1 30072 -D1 -~ -~ -0 -1 30074 -E -rocks~ -The rocks are scattered about in the water in front of a very high cliff. ~ -S -#30074 -The Ocean~ -You do your best to navigate these rough waters. The ocean tosses you about -making you feel sick again. To the south is the sheer face of a dark cliff and -more rocks. Far in the distance you see what appears to be a tiny island. -~ -0 0 7 -D0 -~ -~ -0 -1 30075 -D1 -~ -~ -0 -1 30077 -D3 -~ -~ -0 -1 30073 -S -#30075 -The Ocean~ -You are tossed about by the ocean waves. To the west and south you see a high -cliff and some sharp rocks. -~ -0 0 7 -D0 -~ -~ -0 -1 30070 -D1 -~ -~ -0 -1 30076 -D2 -~ -~ -0 -1 30074 -D3 -~ -~ -0 -1 30072 -S -#30076 -The Ocean~ -The waves are pretty rough here, and the ocean levels seem to be rising up. -The wind has picked up a little also, and ties your hair into little knots as -it blows in most every direction at once. -~ -0 0 7 -D0 -~ -~ -0 -1 30069 -D1 -~ -~ -0 -1 30085 -D2 -~ -~ -0 -1 30077 -D3 -~ -~ -0 -1 30075 -S -#30077 -The Ocean~ -You see open ocean in every direction. The waves spill into your boat, and the -water seems to be getting rougher. The ocean spray slaps you in the face, -almost as if to challenge you with it's gauntlet. -~ -0 0 7 -D0 -~ -~ -0 -1 30076 -D1 -~ -~ -0 -1 30080 -D2 -~ -~ -0 -1 30078 -D3 -~ -~ -0 -1 30074 -S -#30078 -The Ocean~ -There are more rocks to the south and west. Hitting them would be the end of -your little adventure, so you do your best to turn and head in another -direction. -~ -0 0 7 -D0 -~ -~ -0 -1 30077 -D1 -~ -~ -0 -1 30079 -S -#30079 -The Ocean~ -You toss and tumble about in the angry ocean. You squint and look around for -signs of dry land which would hopefully offer some relief from this cauldron -that brews with the screams of all those who lost their lives to the sea. -~ -0 0 7 -D0 -~ -~ -0 -1 30080 -D1 -~ -~ -0 -1 30082 -D3 -~ -~ -0 -1 30078 -S -#30080 -The Ocean~ -The water surges and roars with a pounding crash against the bow of your boat. -The taste of salt water stings your throat as yet another wave breaks and -slams into your face. -~ -0 0 7 -D0 -~ -~ -0 -1 30085 -D1 -~ -~ -0 -1 30081 -D2 -~ -~ -0 -1 30079 -D3 -~ -~ -0 -1 30077 -S -#30081 -The Ocean~ -The black ocean waves seem to have taken a life of their own. As they crash -furiously against your boat, you wonder about the safety of your own life. -~ -0 0 7 -D0 -~ -~ -0 -1 30086 -D1 -~ -~ -0 -1 30084 -D2 -~ -~ -0 -1 30082 -D3 -~ -~ -0 -1 30080 -S -#30082 -The Ocean~ -You continue tumbling along the ocean waves. To the east are more sharp rocks. -There is a chasm to the south. -~ -0 0 7 -D0 -~ -~ -0 -1 30081 -D2 -~ -~ -0 -1 30083 -D3 -~ -~ -0 -1 30079 -S -#30083 -The Chasm~ -You enter a large chasm which must have been cut into the rocks over years and -years of time. To the north you see the ocean and hear a pounding surf roar as -it crashes against some rocks. -~ -0 1|8 7 -D0 -~ -~ -0 -1 30082 -D5 -~ -~ -0 -1 30142 -S -#30084 -The Ocean~ -The ocean waters pummel and pound your boat, the fury of the wind drives the -waves over the bow. The ocean here treats you in a most unforgiving way. -~ -0 0 7 -D0 -~ -~ -0 -1 30087 -D3 -~ -~ -0 -1 30081 -S -#30085 -The Ocean~ -The roar of the air shouts in your ears and you think you may go mad if you -don't find dry land soon. -~ -0 0 7 -D1 -~ -~ -0 -1 30086 -D2 -~ -~ -0 -1 30080 -D3 -~ -~ -0 -1 30076 -S -#30086 -The Ocean~ -You ride the waves of a screaming ocean. The waves toss you up and down in a -relentless way. You hang on a little tighter and hope your boat doesn't come -apart. -~ -0 0 7 -D1 -~ -~ -0 -1 30087 -D2 -~ -~ -0 -1 30081 -D3 -~ -~ -0 -1 30085 -S -#30087 -The Ocean~ -The ocean surrounds you and seems to bubble and roar with an anger you have -never witnessed. The water is an ominous and deep black. The wind roars and -seems to call your name... -~ -0 0 7 -D1 -~ -~ -0 -1 30088 -D2 -~ -~ -0 -1 30084 -D3 -~ -~ -0 -1 30086 -S -#30088 -The Ocean~ -The wind rips through your hair and the waves toss and turn your boat in every -direction. You do your best to navigate, but it doesn't seem to do any good. -The waves seem to carry you any way they choose. You say a little prayer to -Cthulhu and hang on tighter, just to keep from being thrown to the wolves. Uh, -waves. I mean waves. -~ -0 0 7 -D1 -~ -~ -0 -1 32100 -D3 -~ -~ -0 -1 30087 -S -#30089 -The Ocean~ -The ocean waters rise and fall with an angry precision. The salty wind howls -in your ears and feels as though it is scratching your face with tiny daggers. -The water and air seem to be alive with a vengeance that scares you to the -bottom of your soul. -~ -0 0 7 -D0 -~ -~ -0 -1 30090 -D1 -~ -~ -0 -1 30102 -D2 -~ -~ -0 -1 30065 -S -#30090 -The Ocean~ -The water is nearly black and you notice it is quite cold as a wave slams over -your bow and splashes your face. The salty water stings your eyes and leaves an -awful taste in your mouth. -~ -0 0 7 -D1 -~ -~ -0 -1 30091 -D2 -~ -~ -0 -1 30089 -S -#30091 -The Ocean~ -Huge waves pound you from all directions. The sea rumbles and grumbles at you, -almost as though it knows you are intruding here. The sky is gray and hazy, -and a cold wind slaps you in the face. -~ -0 0 7 -D1 -~ -~ -0 -1 30092 -D2 -~ -~ -0 -1 30102 -D3 -~ -~ -0 -1 30090 -S -#30092 -The Ocean~ -The ocean is alive with the mighty roar of crashing waves and howling winds. -You do your best to avoid smashing in to the sharp rocks along the shoreline. -~ -0 0 7 -D1 -~ -~ -0 -1 30093 -D2 -~ -~ -0 -1 30101 -D3 -~ -~ -0 -1 30091 -S -#30093 -The Ocean~ -The roar of the waves concerns you a little. You hang on for dear life as you -crash over another wave, and the salty spray of the sea slaps you in the face. -~ -0 0 7 -D1 -~ -~ -0 -1 30094 -D2 -~ -~ -0 -1 30100 -D3 -~ -~ -0 -1 30092 -S -#30094 -The Ocean~ -Cold dark waves crash against your boat with a fury you have never -experienced. The wind plows through your hair and screams in your ears. You -start to wonder if it was such a good idea to go exploring today. -~ -0 0 7 -D1 -~ -~ -0 -1 30095 -D2 -~ -~ -0 -1 30099 -D3 -~ -~ -0 -1 30093 -S -#30095 -The Ocean~ -The ocean levels rise and fall like the breathing of a great giant. The waves -seem almost as though they are alive. The rhythmic sighs of the waves toss -you about like a floundering fish. -~ -0 0 7 -D1 -~ -~ -0 -1 30096 -D2 -~ -~ -0 -1 30098 -D3 -~ -~ -0 -1 30094 -S -#30096 -The Ocean~ -The ocean waves toss you about relentlessly. You are starting to wonder if -you'll make it out of this place alive. You fear for your life as you -furiously bail water from the bottom of your boat. -~ -0 0 7 -D1 -~ -~ -0 -1 30171 -D2 -~ -~ -0 -1 30097 -D3 -~ -~ -0 -1 30095 -S -#30097 -The Ocean~ -The ocean waters breach the sides of your boat and pour in. The salty mist -sprays you in the face and stings your eyes. -~ -0 0 7 -D0 -~ -~ -0 -1 30096 -D2 -~ -~ -0 -1 30103 -D3 -~ -~ -0 -1 30098 -S -#30098 -The Ocean~ -You flounder in the misty sea, doing your best to maintain control of your -boat. The waves slam over your bow and your vessel takes in some water. You -search desperately for something to bail with. -~ -0 0 7 -D0 -~ -~ -0 -1 30095 -D1 -~ -~ -0 -1 30097 -D2 -~ -~ -0 -1 30105 -D3 -~ -~ -0 -1 30099 -S -#30099 -The Ocean~ -The wind screams in your ears and the ocean waves try to tear control of your -vessel from you. The waves toss you about as though you're not even there. -~ -0 0 7 -D0 -~ -~ -0 -1 30094 -D1 -~ -~ -0 -1 30098 -D3 -~ -~ -0 -1 30100 -S -#30100 -The Ocean~ -You hear the winds howl across the waves as it sprays more salty water into -your face. -~ -0 0 7 -D0 -~ -~ -0 -1 30093 -D1 -~ -~ -0 -1 30099 -D3 -~ -~ -0 -1 30101 -E -wind~ -The wind seems to say, "Hello, Hello". -"I'm the one who loves you so".~ -S -#30101 -The Ocean~ -The misty sea spins your boat and tries to steal control from you. The waves -toss you about and gives a new meaning to the word 'seasick'. -~ -0 0 7 -D0 -~ -~ -0 -1 30092 -D1 -~ -~ -0 -1 30100 -D3 -~ -~ -0 -1 30102 -S -#30102 -The Ocean~ -You recall how you longed to learn how to sail, and do your best to navigate -the rough waters. The waves are relentless, and seem to slam your boat from -all directions. You hope you find dry land soon. -~ -0 0 7 -D0 -~ -~ -0 -1 30091 -D1 -~ -~ -0 -1 30101 -D3 -~ -~ -0 -1 30089 -S -#30103 -The Ocean~ -The waves toss you up and down and up and down. You get queasy, hang your head -over the side and release your last meal. -~ -0 0 7 -D0 -~ -~ -0 -1 30097 -D2 -~ -~ -0 -1 30104 -S -#30104 -The Ocean~ -You do your best to navigate the waters. The waves toss you about like a fish. -You hang on and try to ride it out -~ -0 0 7 -D0 -~ -~ -0 -1 30103 -D4 -~ -~ -0 -1 30131 -S -#30105 -The Ocean~ -The cold ocean waters spray over the bow of your boat and slam into your face. -The waters seem to be getting quite rough here. -~ -0 0 7 -D0 -~ -~ -0 -1 30098 -D2 -~ -~ -0 -1 30106 -S -#30106 -The Ocean~ -The ocean waves toss you about relentlessly. You do your best to navigate your -vessel away from the sharp rocks. -~ -0 0 7 -D0 -~ -~ -0 -1 30105 -S -#30107 -A Beach~ -You stand on a small beach. You recall how good it feels to be on solid -ground. The sand here is black and silty. The beach continues to the north and -east. To the south you see the ocean, but there is a huge reef that you cannot -sail past. Looking down, it appears you might be able to launch your boat from -there. -~ -0 4 10 -D0 -~ -~ -0 -1 30108 -D1 -~ -~ -0 -1 30117 -D5 -~ -~ -0 -1 30069 -S -#30108 -A Beach~ -You are standing on a long stretch of beach on what must be a small -uninhabited island. Well, you hope it's uninhabited. The beach continues to -the north and south. To your west you see the ocean. To the east is the thick -foliage of a rainforest. -~ -0 0 10 -D0 -~ -~ -0 -1 30109 -D1 -~ -~ -0 -1 30116 -D2 -~ -~ -0 -1 30107 -S -#30109 -A Beach~ -The beach continues to the north and south. To the east you see jungle forest -and thicket. -~ -0 0 10 -D0 -~ -~ -0 -1 30110 -D1 -~ -~ -0 -1 30115 -D2 -~ -~ -0 -1 30108 -S -#30110 -A Beach~ -You walk along a beautiful beach of silky black sand. The beach continues to -the north and south. To the east is a jungle forest. -~ -0 0 10 -D0 -~ -~ -0 -1 30111 -D1 -~ -~ -0 -1 30114 -D2 -~ -~ -0 -1 30109 -S -#30111 -A Beach~ -You reach the northwest corner of the small island. You stand on a tall cliff -overlooking the ocean. The beach continues to the east and to the south. -~ -0 0 10 -D1 -~ -~ -0 -1 30112 -D2 -~ -~ -0 -1 30110 -S -#30112 -A Beach~ -You see the ocean to the north. The black sand beach continues to the east and -west. You hear the sounds of wild animals coming from the south. -~ -0 0 10 -D1 -~ -~ -0 -1 30113 -D2 -~ -~ -0 -1 30114 -D3 -~ -~ -0 -1 30111 -S -#30113 -A Beach~ -You are standing on the northeast corner of the island. The beach continues to -the west. To the east you can see the ocean. To the south you hear the sounds -of wild animals. -~ -0 0 10 -D2 -~ -~ -0 -1 30123 -D3 -~ -~ -0 -1 30112 -S -#30114 -A Jungle~ -You stand in a jungle on the island. The air is moist and warm. To the north -and west you can make out a beach through the trees. The jungle continues to -your west and south -~ -0 0 3 -D0 -~ -~ -0 -1 30112 -D1 -~ -~ -0 -1 30123 -D2 -~ -~ -0 -1 30115 -D3 -~ -~ -0 -1 30110 -S -#30115 -A Jungle~ -You stand in the middle of a dense jungle. There has been a small path cut -through here. To the west you see the beach. The jungle trails lead in all -other cardinal directions. Above you in the trees is a small hut. A vine hangs -down here. -~ -0 0 3 -D0 -~ -~ -0 -1 30114 -D1 -~ -~ -0 -1 30122 -D2 -~ -~ -0 -1 30116 -D3 -~ -~ -0 -1 30109 -D4 -~ -~ -0 -1 30128 -S -#30116 -A Jungle~ -You find a path cut into the jungle and try to decide which way to go. You -think you may see a hut up in the trees in the distance. -~ -0 0 3 -D0 -~ -~ -0 -1 30115 -D1 -~ -~ -0 -1 30121 -D2 -~ -~ -0 -1 30117 -D3 -~ -~ -0 -1 30108 -S -#30117 -A Beach~ -You lumber along the beach. The sun gets in your eyes and you squint and try -to decide where to go from here. The sounds of the jungle are hauntingly -inviting and piques your curiosity. -~ -0 0 10 -D0 -~ -~ -0 -1 30116 -D1 -~ -~ -0 -1 30118 -D3 -~ -~ -0 -1 30107 -S -#30118 -A Beach~ -The black silty sand gets caught between your toes. You hear the sounds of -animal cries from the forest. -~ -0 0 10 -D1 -~ -~ -0 -1 30119 -D3 -~ -~ -0 -1 30117 -S -#30119 -A Jungle~ -The air in the jungle is heavy with mist and moist with humidity, which causes -you to perspire profusely. You wipe the sweat from your brow and try to figure -out which way to go. -~ -0 0 3 -D0 -~ -~ -0 -1 30120 -D3 -~ -~ -0 -1 30118 -S -#30120 -A Jungle~ -You journey through a secluded jungle, with only the sounds of wild animals -to keep you company. -~ -0 0 3 -D0 -~ -~ -0 -1 30125 -D1 -~ -~ -0 -1 30127 -D2 -~ -~ -0 -1 30119 -D3 -~ -~ -0 -1 30121 -S -#30121 -A Jungle~ -The jungle is alive with the calls of wild animals dashing about. The path -seems to have been newly cut through the thicket. You wonder who could have -done this. -~ -0 0 3 -D0 -~ -~ -0 -1 30122 -D1 -~ -~ -0 -1 30120 -D3 -~ -~ -0 -1 30116 -S -#30122 -A Jungle~ -The jungle is hot and very humid. Plush foliage covers surrounds the tree -trunks. A drink from a coconut would be delicious and refreshing right now. -~ -0 0 3 -D0 -~ -~ -0 -1 30123 -D1 -~ -~ -0 -1 30125 -D2 -~ -~ -0 -1 30121 -D3 -~ -~ -0 -1 30115 -S -#30123 -A Jungle~ -Insects buzz about your head and annoy you. As you stop to take a breath, you -notice many wild animals hiding in the thicket. Perhaps if you are quiet they -won't take any notice of you. -~ -0 0 3 -D0 -~ -~ -0 -1 30113 -D1 -~ -~ -0 -1 30124 -D2 -~ -~ -0 -1 30122 -D3 -~ -~ -0 -1 30114 -S -#30124 -A Jungle~ -The path twists through the heavily wooded jungle. The sounds of nature -envelope you as you wonder which direction you should go. -~ -0 0 3 -D2 -~ -~ -0 -1 30125 -D3 -~ -~ -0 -1 30123 -S -#30125 -A Jungle~ -You begin to notice that it is quite hot here, and that you are breaking out -into a sweat. The jungle forest is thick with trees and vines, making you feel -somewhat trapped and claustrophobic. -~ -0 0 3 -D0 -~ -~ -0 -1 30124 -D1 -~ -~ -0 -1 30126 -D2 -~ -~ -0 -1 30120 -D3 -~ -~ -0 -1 30122 -S -#30126 -A Jungle~ -You are standing in area deep within the confines of a rainforest habitat. The -sounds of wild animals make you a bit uneasy. -~ -0 0 3 -D2 -~ -~ -0 -1 30127 -D3 -~ -~ -0 -1 30125 -S -#30127 -A Jungle~ -You walk along a path that looks like it has recently been cut into the -jungle. The sounds of wild animals surround you. -~ -0 0 3 -D0 -~ -~ -0 -1 30126 -D2 -~ -~ -1 -1 30170 -D3 -~ -~ -0 -1 30120 -S -#30128 -In the Trees~ -You carefully shinny your way up a thick vine. Inch by inch you carefully make -your way upwards. -~ -0 4|2048 9 -D4 -There is a small hideout built there.~ -trapdoor up~ -2 30097 30129 -D5 -~ -~ -0 -1 30115 -E -door up sign~ -The sign on the door reads: 'GO AWAY!'~ -S -#30129 -Rainman's Jungle Getaway~ -You are standing in a small beach house in the trees. The rear window looks -out onto a deck. The room is brightly lit and comfortable. Make yourself at -home. -There is a note taped to the door. -~ -0 4|8|512 0 -D3 -~ -~ -0 -1 30130 -D5 -You see a jungle below you.~ -down~ -2 30097 30128 -E -note~ -Come on in and make yourself at home. Should be some beer in the fridge. -Please pick up after yourself before you leave. :) - -Rainman~ -S -#30130 -Rainman's Beach House Deck~ -This deck was made for parties. It overlooks the ocean. The breeze and the -spray from the sea are quite relaxing after a hard day of killing. The view of -the stars at night is just wonderful. -~ -0 0 0 -D1 -~ -~ -0 -1 30129 -S -#30131 -Istanbul~ -You stand in the entrance gate to a small dusty city. A small sign gets your -attention. -~ -0 4 10 -D2 -~ -~ -0 -1 30132 -D5 -~ -~ -0 -1 30104 -E -sign~ -The sign says: "Welcome to Istanbul. Our lovely city was once known as -Constantinople, but we changed it. We apologize for any confusion this may -cause you. Please understand that we just like it better this way".~ -S -#30132 -Istanbul~ -You continue walking along a dusty road. Your throat gets dry as you breathe -in the dirty air. The smell of camel dung assails your nostrils. -~ -0 0 10 -D0 -~ -~ -0 -1 30131 -D1 -~ -~ -0 -1 30133 -S -#30133 -Istanbul~ -Street vendors and hagglers attempt to get your attention. Small tents line -the street, it seems everyone has a ware to hawk. You continue on your little -adventure and pay them no attention. -~ -0 0 10 -D0 -~ -~ -0 -1 30136 -D2 -~ -~ -0 -1 30137 -D3 -~ -~ -0 -1 30132 -S -#30134 -Istanbul~ -The air is hot and dry and causes you to yearn for a drink of water. Perhaps -there is a public fountain nearby. -~ -0 0 10 -D0 -~ -~ -0 -1 30135 -S -#30135 -Istanbul~ -You stand before a beautiful fountain. The mist from the spraying water is -nearly dry the moment it touches your skin. It feels good. It feels so good in -fact, that you try to remember the last time that you bathed. As you swallow a -gulp of lukewarm water and feel quench your yearning throat, you notice all -the dirty townspeople bathing in the fountain water. The urge to heave -overwhelms you. -You puke in the fountain. -~ -0 0 10 -D2 -~ -~ -0 -1 30134 -D3 -~ -~ -0 -1 30136 -S -#30136 -Istanbul~ -As you continue along your trek, you begin to wonder why they renamed this -town. Perhaps one of the locals could tell you. -~ -0 0 10 -D1 -~ -~ -0 -1 30135 -D2 -~ -~ -0 -1 30133 -S -#30137 -Istanbul~ -You look up and notice that the sun is straight overhead. Sweat pours from -your pores like a leaking sieve. You look around for a cool spot to rest. -~ -0 0 10 -D0 -~ -~ -0 -1 30133 -D1 -~ -~ -0 -1 30139 -D2 -~ -~ -0 -1 30138 -S -#30138 -Istanbul~ -The sun beats down on you relentlessly. The dirt and dust from the road clings -to your damp body, as you continue to sweat profusely. You look for a shaded -spot to rest. - -You feel weaker. -~ -0 0 10 -D0 -~ -~ -0 -1 30137 -S -#30139 -A Jail House~ -You wander inside the nearest building. The room is dark and offers a bit of -relief from the sun. You see a sign on the wall. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30140 -D3 -~ -~ -0 -1 30137 -E -sign~ -The sign reads: "Constantinople Jail".~ -S -#30140 -A Jail Corridor~ -You are standing in the corridor of the local jail. There are cells to the -north, east, and south. An odor not unlike that of rotting flesh seems to be coming from near here. -~ -0 1|8 0 -D0 -~ -door north~ -2 30055 30175 -D1 -The door is wide open.~ -door east~ -1 -1 30176 -D2 -~ -south door~ -1 30055 30141 -D3 -~ -~ -0 -1 30139 -S -#30141 -A Jail Cell~ -You stand in a cramped and tiny cell. The smell of something horrible makes -you feel a bit queasy. You notice something scribbled on the wall. -~ -0 1|8|512|8192 0 -D0 -~ -~ -1 30055 30140 -E -scribble~ -You can barely make out what the writing says...it seems to read: -"NO ONE KNOWS MY PLAN".~ -S -#30142 -Manhattan~ -You think you may have found the lost city of Atlantis! The street leads to -the east from here. There is a small sign on the corner. -~ -0 4 6 -D1 -~ -~ -0 -1 30143 -D4 -~ -~ -0 -1 30083 -E -sign~ -The sign reads "42nd St.". ~ -S -#30143 -Manhattan~ -You are standing on a very busy street. Many people are here, busily hurrying -along in all directions. The hustle and bustle about you seems quite natural -for what appears to be a very large place. -~ -0 0 1 -D1 -~ -~ -0 -1 30144 -D3 -~ -~ -0 -1 30142 -S -#30144 -Manhattan~ -Huge buildings loom over you and block the horizon. You begin to lose your -sense of direction, and notice that everything around you is beginning to look -the same. You look back to see where you have been, but can't remember from -which direction you came. -~ -0 0 1 -D0 -~ -~ -0 -1 30152 -D1 -~ -~ -0 -1 30145 -D3 -~ -~ -0 -1 30143 -S -#30145 -Manhattan~ -You walk along a busy street. Huge buildings tower over you, blocking out the -sun. The smell of hot dogs and pollution assails your nostrils. -~ -0 0 1 -D1 -~ -~ -0 -1 30146 -D3 -~ -~ -0 -1 30144 -S -#30146 -Manhattan~ -You seem to recognize this place and wonder if you have been here before. Many -vendors line the street hawking their wares and trying to get your attention. -~ -0 0 1 -D1 -~ -~ -0 -1 30147 -D3 -~ -~ -0 -1 30145 -S -#30147 -Manhattan~ -You walk along a littered street as a cool breeze blows through your hair. -There are many people here busily walking along and entering and exiting the -shops that line this street. -~ -0 0 1 -D1 -~ -~ -0 -1 30148 -D3 -~ -~ -0 -1 30146 -S -#30148 -Manhattan~ -The street is alive with the sounds of traffic and groups of people walking -along. You begin to feel a bit claustrophobic and wonder if you are getting -lost in the shuffle. -~ -0 0 1 -D0 -~ -~ -0 -1 30149 -D3 -~ -~ -0 -1 30147 -S -#30149 -Manhattan~ -The street is alive with people going about their daily routines. No one takes -any notice of you though. -~ -0 0 1 -D1 -~ -~ -0 -1 30150 -D2 -~ -~ -0 -1 30148 -S -#30150 -Manhattan~ -The street is lined with shops and storefronts offering many types of goods -and services. Perhaps you should enter one of the stores and see what they are -selling. -~ -0 0 1 -D0 -~ -~ -0 -1 30151 -D3 -~ -~ -0 -1 30149 -S -#30151 -a Shop in Manhattan~ -The proprietor of this store seems to have stepped out. A trail of blood leads -to the south. -~ -0 0 1 -D2 -~ -~ -0 -1 30150 -S -#30152 -Manhattan~ -Huge skyscrapers tower over you in all directions. The street is abuzz with -the sounds of traffic and people going in all directions. No one takes any -notice of you as they go about their business. -~ -0 0 1 -D1 -~ -~ -1 -1 30153 -D2 -~ -~ -0 -1 30144 -S -#30153 -A Restaurant~ -The restaurant has a few patrons seated about the room eating and talking -quietly. Perhaps you should be seated and have some dinner. -~ -0 8 0 -D1 -~ -~ -0 -1 30154 -D3 -~ -~ -1 -1 30152 -S -#30154 -A Restaurant~ -The restaurant is mostly quiet, and you start to realize that your journey has -made you quite hungry. Perhaps you should place an order with the waitress. -~ -0 8 0 -D1 -~ -~ -0 -1 30155 -D3 -~ -~ -0 -1 30153 -S -#30155 -A Bar in the Restaurant~ -You enter a smoke filled room. There are a few patrons here, engaging in quiet -conversation. They don't pay any attention to you. -~ -0 8 0 -D0 -~ -~ -0 -1 30156 -D3 -~ -~ -0 -1 30154 -S -#30156 -A Hotel Lobby~ -You enter a small hotel lobby. You ring the bell at the counter but no one -seems to be responding. An opened register book lies on the counter. -~ -0 8 0 -D2 -~ -~ -0 -1 30155 -D3 -~ -~ -0 -1 30157 -D4 -~ -~ -0 -1 30158 -E -book register~ -The following has been scribbled in the book... - -LOK of faerie -SIMBA and NALA of Candy -LENNY of Ofcol -AMADEUS of Antharia -MARC of Menudo -RIEL of Cthulhu -~ -S -#30157 -A Restaurant~ -Some patrons are dining quietly in this corner of the room. They take no -notice of you and continue in their drink and conversation. -~ -0 8 0 -D1 -~ -~ -0 -1 30156 -S -#30158 -A Hotel Hallway~ -The corridor through the building winds it's way around leading to many hotel -rooms.. -~ -0 8 0 -D0 -~ -~ -0 -1 30159 -D2 -~ -~ -1 -1 30169 -D3 -~ -~ -1 -1 30168 -D5 -~ -~ -0 -1 30156 -S -#30159 -A Hotel Hallway~ -The hallway is narrow and dim. You make your way along taking notice of the -doors around you. -~ -0 8 0 -D0 -~ -~ -1 -1 30165 -D1 -~ -~ -0 -1 30160 -D2 -~ -~ -0 -1 30158 -D3 -~ -~ -1 -1 30167 -S -#30160 -A Hotel Hallway~ -The light is out in this part of the hallway making it difficult to see. You -can make out the shapes of doorways around you. -~ -0 1|8 0 -D0 -~ -~ -1 -1 30166 -D1 -~ -~ -1 -1 30164 -D2 -~ -~ -0 -1 30161 -D3 -~ -~ -0 -1 30159 -S -#30161 -A Hotel Hallway~ -The floor of this corridor is covered in a blood-red carpet. You can see many -doors with numbers on them. You are getting sleepy, and wonder if you should -go back to the lobby and check in. -~ -0 8 0 -D0 -~ -~ -0 -1 30160 -D1 -~ -~ -1 -1 30163 -D2 -You hear some heavy breathing from the other side of the door.~ -south~ -1 -1 30162 -S -#30162 -A Hotel Room~ -You are standing in a very plain looking hotel room, complete with tacky -paintings. -~ -0 1|8|512|1024 0 -D0 -~ -~ -1 -1 30161 -E -painting~ -The painting is a portrait of someone named 'Simba'. - -You can't take that.~ -S -#30163 -A Hotel Room~ -You enter a small room with a bed and a nightstand. The curtains are drawn -tightly, dimming the room. -~ -0 1|8|512|1024 0 -D3 -~ -~ -1 -1 30161 -S -#30164 -A Hotel Room~ -This room smells of sweat and perfume, and is in desperate need of attention -from the hotel staff. -~ -0 1|8|512|1024 0 -D3 -~ -~ -1 -1 30160 -S -#30165 -A Hotel Room~ -This room appears to be in desperate need of attention from the maid service. -~ -0 1|8|512|1024 0 -D2 -~ -~ -1 -1 30159 -S -#30166 -A Hotel Room~ -You stand in a lavishly decorated room. Too bad everything is nailed down! The -sunlight from the outside is dimmed and filtered by the window shades. -~ -0 1|8|512|1024 0 -D2 -~ -~ -1 -1 30160 -S -#30167 -A Hotel Room~ -Everything is in place in this room, and it appears to have been cleaned -recently...except...what IS that on the floor? -~ -0 1|8|512|1024 0 -D1 -~ -~ -1 -1 30159 -S -#30168 -A Hotel Room~ -It appears the maid has not cleaned this room just yet. The bed is unmade and -the floor is littered with cosmetics. -~ -0 1|8|512|1024 0 -D1 -~ -~ -1 -1 30158 -S -#30169 -A Hotel Room~ -You've entered an impressive hotel suite, which appears to offer all the -amenities of a fine establishment. The window shade is closed which makes the -room somewhat dim. You squint to see the occupant. -~ -0 1|8|512|1024 0 -D0 -~ -~ -1 -1 30158 -S -#30170 -A Silver Spaceship~ -You enter a silver colored orb from another place and time. There are some -places to sit mounted on the floor, and glowing panels adorn the walls. Many -lights flicker and flash and you find them to be quite intriguing. The orb -appears to be damaged and stuck here, and you conclude that it does not truly -belong in this wonderous place. -~ -0 8 0 -D0 -You see the jungle spread out before you.~ -north~ -1 -1 30127 -S -#30171 -Cabbagetown~ -You land on a very small island that seems to be uninhabited. The roar of the -surf is quite load as it smashes against the rocks. You look just in time to -see your boat slammed against the sharp rocks. You sigh as it is torn to -pieces and the ocean steals the shattered bits away from you. It looks as -though you may be here for awhile. -~ -0 1|8192 10 -D0 -~ -~ -0 -1 30174 -D1 -~ -~ -0 -1 30172 -S -#30172 -Cabbagetown~ -You walk on to explore this small island. There are a few coconut trees to -sustain you. You see some footprints in the sand...you are not alone here. -~ -0 1|8192 10 -D0 -~ -~ -0 -1 30173 -D3 -~ -~ -0 -1 30171 -S -#30173 -Cabbagetown~ -You continue to explore the small island. You begin to get that uneasy feeling -that you are trapped. -~ -0 1|8192 10 -D2 -~ -~ -0 -1 30172 -D3 -~ -~ -0 -1 30174 -S -#30174 -Cabbagetown~ -You are castaway on a very tiny island. You walk in circles on the small isle -hoping to find a way out. -~ -0 1 10 -D1 -~ -~ -0 -1 30173 -D2 -~ -~ -0 -1 30171 -S -#30175 -A Jail Cell~ -You enter the dark, dank cell. The smell of something indescribable assails -your nostrils. -~ -0 1|8|512|8192 0 -D2 -~ -door south~ -2 30055 30140 -S -#30176 -A Jail Cell~ -You are standing in a filthy cage. This one is empty, and judging from the -door, it looks as if the former occupant has escaped. -~ -0 1|8|512|8192 0 -D3 -The jail cell door seems to be damaged.~ -door west~ -1 -1 30140 -S -#0 - - -#RESETS -* here we go! -* doors -* -D 1 30002 2 1 ; Somewhere on Toddler Hiway Close South -D 1 30003 0 1 ; A Kitchen in the Long Long Trailer Close North -D 1 30005 2 1 ; Bedroom in the Long Long Trailer Close South -D 1 30006 0 1 ; Somewhere on Roosevelt Avenue Close North -D 1 30007 2 1 ; On Toddler Hiway North Close South -D 1 30008 0 1 ; The Book Depository Close North -D 1 30010 2 1 ; Toddler Hiway North Close South -D 1 30011 0 1 ; The Upside-down Apartment Close North -D 1 30011 1 1 ; The Upside-down Apartment Close East -D 1 30019 3 1 ; The Back Alley Close West -D 1 30020 1 1 ; The Hideaway Close East -D 1 30021 0 1 ; Roosevelt Avenue Close North -D 1 30024 0 1 ; Along Roosevelt Avenue Close North -D 1 30027 3 1 ; Third Street Close West -D 1 30029 3 1 ; Third Street Close West -D 1 30034 1 1 ; A Bedroom in the Upside-down Apartment Close East -D 1 30034 2 1 ; A Bedroom in the Upside-down Apartment Close South -D 1 30035 2 1 ; The Burn-Smell Factory Close South -D 1 30041 1 2 ; A Bus Depot Lock East -D 1 30046 5 1 ; A Courtyard Close Down -D 1 30047 3 2 ; Hall of Heads Lock West -D 1 30047 1 2 ; Hall of Heads Lock East -D 1 30048 3 2 ; Hall of Heads Lock West -D 1 30048 1 2 ; Hall of Heads Lock East -D 1 30049 3 2 ; Hall of Heads Lock West -D 1 30049 1 2 ; Hall of Heads Lock East -D 1 30050 3 2 ; Hall of Heads Lock West -D 1 30050 1 2 ; Hall of Heads Lock East -D 1 30051 3 2 ; Hall of Heads Lock West -D 1 30051 1 2 ; Hall of Heads Lock East -D 1 30052 3 2 ; A Little Empire Lock West -D 1 30053 4 1 ; A Sewer Pipe Close Up -D 1 30128 4 2 ; In the Trees Lock Up -D 1 30129 5 2 ; Rainman's Jungle Getaway Lock Down -D 1 30140 1 0 ; A Jail Corridor Open East -D 1 30140 2 2 ; A Jail Corridor Lock South -D 1 30140 0 2 ; A Jail Corridor Lock North -D 1 30141 0 2 ; A Jail Cell Lock North -D 1 30158 2 1 ; A Hotel Hallway Close South -D 1 30158 3 1 ; A Hotel Hallway Close West -D 1 30159 0 1 ; A Hotel Hallway Close North -D 1 30159 3 1 ; A Hotel Hallway Close West -D 1 30160 0 1 ; A Hotel Hallway Close North -D 1 30160 1 1 ; A Hotel Hallway Close East -D 1 30161 1 1 ; A Hotel Hallway Close East -D 1 30161 2 1 ; A Hotel Hallway Close South -D 1 30162 0 1 ; A Hotel Room Close North -D 1 30163 3 1 ; A Hotel Room Close West -D 1 30164 3 1 ; A Hotel Room Close West -D 1 30165 2 1 ; A Hotel Room Close South -D 1 30166 2 1 ; A Hotel Room Close South -D 1 30167 1 1 ; A Hotel Room Close East -D 1 30168 1 1 ; A Hotel Room Close East -D 1 30169 0 1 ; A Hotel Room Close North -D 1 30170 0 1 ; A Silver Spaceship Close North -D 1 30175 2 2 ; A Jail Cell Lock South -D 1 30176 3 0 ; A Jail Cell Open West -* -* mobs and equipment -* -M 1 30001 1 30004 load racist joe in trailer hallway -E 1 30001 100 12 racist wears red suit -E 1 30007 100 17 racist wears shoehorn -* -M 1 30002 1 30003 load jessica in trailer kitchen -E 1 30002 100 6 jessica wears santa beard -E 1 30004 100 5 jessica wears wedding gown -E 1 30003 100 7 jessica wears ball & chain -* -M 1 30003 1 30008 load horrible in book depository -E 1 30019 100 17 horrible wears magic marker -* -M 1 30004 1 30002 load triangle man to TH2 -* -M 1 30005 1 30013 load canary to outlet -* -M 1 30006 1 30006 load rabid child to TH6 -* -M 1 30007 1 30034 load dead dog to apartment bedroom -* -M 1 30008 1 30011 load goldfish to apartment -* -M 1 30009 1 30035 load frosty to factory -E 1 30065 100 6 frosty wears hearing aid -G 1 30023 100 give frosty foreheads -G 1 30056 100 give frosty pupppet head -* -M 1 30010 1 30007 load klaw on TH10 -E 1 30017 100 16 klaw wields a klaw -* -M 1 30011 10 30017 load infantryman to back alley -E 1 30021 100 6 infantryman wears helmet -* -M 1 30012 1 30017 load marshal in back alley -E 1 30020 100 17 marshal holds binoculars -* -M 1 30013 1 30032 load little girl to lane -E 1 30018 100 17 girl holds close-n-play -* -M 1 30014 10 30144 load particle man manhattan 10 -* -M 1 30015 1 30155 load me to bar -E 1 30085 100 17 me wears badge -* -M 1 30016 1 30020 load mother to hideaway -E 1 30080 100 5 mother wears bullet proof dress -E 1 30076 100 6 mother wears bonnet -G 1 30011 100 give mother the money -* -M 1 30017 1 30020 load bear to hideaway -E 1 30022 100 8 bear wears shoes -* -M 1 30018 1 30138 load zombie to istanbul 138 -* -M 1 30019 1 30046 load statue to courtyard -E 1 30026 100 6 statue wears purple toupee -* -M 1 30020 1 30052 load johnf to empire -E 1 30014 100 7 johnf wears denim pants -E 1 30097 100 9 johnf wears guitar pick -E 1 30028 100 16 johnf wields guitar -E 1 30030 100 12 johnf wears piece of dirt -G 1 30068 100 give johnf list -* -M 1 30021 1 30052 load johnl to empire -E 1 30031 100 5 johnl wears snail shell -E 1 30032 100 16 johnl wields accordion -E 1 30075 100 4 johnl wears gold lame -E 1 30071 100 17 johnl holds snail dust -G 1 30057 100 give johnl weak heart -* -M 1 30022 1 30052 load 8-track to empire -* -M 1 30023 1 30044 load scarecow in park 44 -G 1 30055 100 give skullhead to scarecrow -* -M 1 30024 1 30008 load king of cuba to depository -* -M 1 30025 1 30128 load bird to trees -* -M 1 30026 1 30043 load Ana to Dupont Pavilion -* -M 1 30027 1 30047 load polk to HOH 47 -* -M 1 30028 1 30048 load jhenry HOH 048 -* -M 1 30029 1 30026 load chesspiece to roosevelt&third 026 -E 1 30060 100 6 chesspiece wears mask -* -M 1 30030 1 30049 load ensor in HOH 49 -* -M 1 30031 1 30050 load einstein in HOH 50 -E 1 30033 100 17 einstein holds dice -* -M 1 30032 1 30051 load copernicus in HOH 51 -E 1 30113 100 17 copernicus holds microscope -* -M 1 30033 6 30039 load Chinese (5) to park 39 -* -M 1 30034 1 30154 load waitress in restaurant -E 1 30052 100 12 waitress wears jacket -E 1 30070 100 17 waitress holds bell -G 1 30036 100 give pizza to waitress -G 1 30037 100 give brittle to waitress -G 1 30038 100 give pear to waitress -G 1 30039 100 give bagel to waitress -G 1 30040 100 give bean to waitress -G 1 30041 100 give beer to waitress -G 1 30044 100 give chowder to waitress -G 1 30045 100 give corn to waitress -G 1 30046 100 give cauliflower to waitress -G 1 30047 100 give vinegar to waitress -G 1 30048 100 give egg to waitress -G 1 30049 100 give bacon to waitress -G 1 30050 100 give bread to waitress -G 1 30051 100 give pie to waitress -G 1 30070 100 give bell to waitress -* -M 1 30035 1 30019 load subliminal to alley -E 1 30007 100 17 subliminal wears shoehorn -* -M 1 30036 1 30126 load weasel to jungle 126 -* -M 1 30037 1 30152 load richman to manhattan 152 -E 1 30058 100 6 richman wears furry hat -* -M 1 30038 1 30135 load poorman to istanbul 135 -E 1 30063 100 3 poorman wears rope -* -M 1 30039 1 30023 load cat to roosevelt 023 -G 1 30119 100 give cat catfood -* -M 1 30040 1 30134 load dog to istanbul 134 -* -M 1 30041 1 30032 load duluth to lane 032 -E 1 30059 100 5 duluth wears overcoat -* -M 1 30042 1 30031 load snowman to lane 031 -* -M 1 30043 1 30112 load skeleton to beach 112 -* -M 1 30044 1 30161 load detective to hallway 161 -* -M 1 30045 1 30159 load monkey to hallway 159 -* -M 1 30046 1 30156 load bellhop to lobby -* -M 1 30047 1 30040 load shriner to depot 040 -* -M 1 30048 1 30042 load angel to depot 042 -* -M 1 30049 1 30155 load man to restaurant 155 -* -M 1 30050 1 30132 load baheem to istanbul -E 1 30118 100 12 baheem wears trenchcoat -* -M 1 30051 1 30029 load smiling_face to 3rdst 029 -* -M 1 30052 1 30061 load cow to cowtown -G 1 30077 100 give cow bone -* -M 1 30053 1 30075 load snake to ocean -* -M 1 30054 1 30166 load spy to hotelroom 166 -E 1 30110 100 17 spy holds spyglass -E 1 30118 100 12 spy wears trenchcoat -* -M 1 30055 1 30144 load dj to manhattan 144 -E 1 30034 100 6 dj wears megaphone -* -M 1 30056 1 30169 load hypnotist to hotelroom 169 -E 1 30079 100 14 hypnotist wears watch -* -M 1 30057 1 30136 load turk to istanbul -* -M 1 30058 1 30137 load ant istanbul 137 -* -M 1 30059 1 30151 load twin to shop 151 -E 1 30082 100 17 twin holds doll -* -M 1 30060 1 30094 load mammal to ocean 094 -* -M 1 30061 1 30054 load spider to pipe 054 -* -M 1 30062 3 30157 load nightmare people to restaurant (3) -* -M 1 30063 1 30102 load hotcha to ocean 102 -* -M 1 30064 1 30045 load copy girl to park 045 -E 1 30112 100 10 copy girl wears loving arms -E 1 30116 100 6 copy girl wears crown -E 1 30117 100 17 copy girl wears scepter -* -M 1 30065 1 30168 load famous in hotelroom 168 -E 1 30074 100 8 famous wears water skis -E 1 30114 100 17 famous wears phone -* -M 1 30066 1 30163 load doctor to hotel room -E 1 30069 100 17 doctor holds medical chart -* -M 1 30067 1 30162 load fireman to hotelroom 162 -E 1 30115 100 6 fireman wears hat -* -M 1 30068 1 30147 load tommy to manhattan 147 -E 1 30111 100 15 tommy wears charm -* -M 1 30069 9 30097 load whales to ocean 097 (9) -* -M 1 30070 1 30063 load squid to cowtown -* -M 1 30071 1 30108 load jason to beach -* -M 1 30072 7 30108 load argonaut to beach -* -M 1 30073 1 30170 load lion to spaceship -* -M 1 30074 1 30170 load venus girl to spaceship -E 1 30073 100 5 venus wears spacesuit -E 1 30012 100 0 venus wears sapphire -* -M 1 30075 1 30141 load jailor in jail -E 1 30072 100 6 jailor wears wrong idea -* -M 1 30076 1 30033 load brother to lane 033 -* -M 1 30077 9 30091 load universe man to ocean 091 (9) -* -M 1 30078 9 30072 load person man to ocean 072 (9) -* -M 1 30079 8 30148 load carpenters to manhattan 148 -E 1 30088 100 16 carpenters wield shovels -* -M 1 30080 1 30165 load secretary to hotelroom 165 -E 1 30105 100 17 secretary holds rose -* -M 1 30081 1 30062 load skulhead to cowtown 062 -* -M 1 30082 1 30139 load bat to jail 139 -* -M 1 30083 10 30093 load dolphins to ocean 093 (10) -* -M 1 30084 1 30119 load koala jungle 084 -* -M 1 30085 1 30120 load hog jungle -* -M 1 30086 1 30121 load fox jungle -* -M 1 30087 1 30122 load ox jungle -* -M 1 30088 1 30124 load giraffe jungle -* -M 1 30089 1 30123 load shrew jungle -* -M 1 30090 1 30125 load caribou jungle -* -M 1 30091 1 30164 load dancer to hotelroom 164 -E 1 30084 100 11 dancer wears button -E 1 30107 100 5 dancer wears skin -* -M 1 30092 1 30155 load gal in bar -E 1 30062 100 1 gal wears mood ring -E 1 30086 100 17 gal holds jim beam -E 1 30087 100 6 gal wears stupid hat -* -M 1 30093 1 30155 load lad to bar -E 1 30029 100 16 lad wields crane -* -M 1 30094 1 30167 load mortician to hotelroom 167 -E 1 30089 100 16 mortician wields fork -* -M 1 30095 8 30043 load dolls to dupont -* -M 1 30096 1 30175 load martinx to jailcell -E 1 30035 100 7 martinx wears bell bottoms -* -M 1 30097 1 30172 load jack to cabbagetown -E 1 30086 100 17 jack holds beam -G 1 30086 100 give jack beam -* -M 1 30098 1 30089 load granddad to ocean 089 -* -M 1 30099 2 30156 load bloodhounds lobby -* -M 1 30100 1 30148 load woman to manhattan 148 -* -* static objects -* -O 1 30006 100 30005 a standing closet to bedroom in trailer -O 1 30008 100 30003 a cassette tape to kitchen in trailer -O 1 30009 100 30008 a chair to book depository -O 1 30010 100 30011 a broken record to apartment -O 1 30016 100 30012 a cupboard to kitchen in apartment -O 1 30024 100 30052 a smoke machine to empire -O 1 30025 100 30052 a Marshall stack to empire -O 1 30053 100 30043 a bench to dupont -O 1 30061 100 30021 a boat of car to Roosevelt Avenue -O 1 30064 100 30012 a kitchen table to Kitchen in the Upside-down Apartment -O 1 30066 100 30012 a glass of milk to Kitchen in the Upside-down Apartment -O 1 30067 100 30155 a mug of coffee to bar -O 1 30078 100 30151 a bag of groceries to Manhattan -O 1 30081 100 30020 a grandfather clock to The Hideaway -O 1 30083 100 30046 a charred and smoking chair to A Courtyard -O 1 30090 100 30034 an alarm clock to A Bedroom in the Apartment -O 1 30091 100 30152 an answering machine to Manhattan -O 1 30092 100 30129 a big screen television to Beach House -O 1 30093 100 30129 a stereo to Beach House -O 1 30094 100 30129 a loveseat to Beach House -O 1 30095 100 30129 a refrigerator to Beach House -O 1 30096 100 30129 a bed to Beach House -O 1 30098 100 30129 a fireplace to Beach House -O 1 30099 100 30130 a Jacuzzi tub to Beach House Deck -O 1 30100 100 30130 a shower to Beach House Deck -O 1 30101 100 30129 a nightstand to Beach House -O 1 30106 100 30129 a wet bar to Beach House -O 1 30103 100 30128 secret telegram to up in the trees -O 1 30104 100 30135 a marble fountain to Istanbul -O 1 30109 100 30167 a human skull to A Hotel Room -* -* objects in containers -* -P 1 30005 0 30006 put nightgown in closet -P 1 30015 0 30016 put bottle in cupboard -P 1 30013 0 30015 put pill in bottle -P 1 30027 0 30067 put rock in coffee mug -P 1 30036 0 30095 put pizza in fridge -P 1 30042 0 30016 put beef bag in cupboard -P 1 30043 0 30042 put beef in bag -P 1 30054 0 30103 put telegram in letterbox -P 1 30086 0 30106 put jim beam in bar -P 1 30102 0 30101 put handcuffs in nightstand -P 1 30108 3 30095 put home-brew in fridge -* -* -M 1 30025 1 30130 a bird to Rainman's Beach House Deck -P 1 30047 100 30078 a bottle of vinegar to container groceries bag -P 1 30042 100 30078 a bag of beef to container groceries bag -P 1 30038 100 30078 a pear to container groceries bag -S - - -#SHOPS -30009 13 8 0 0 0 5000 1000 0 23 Frosty sells foreheads only -30034 17 19 23 0 0 300 80 0 23 waitress shopkeeper in restaurant -30050 5 9 8 13 3 200 80 0 23 Baheem resets with no inventory. -0 - - -#SPECIALS -M 30005 spec_breath_lightning blue canary -M 30006 spec_thief Rabid Child -M 30007 spec_cast_undead John's dead dog -M 30009 spec_breath_frost frosty the supervisor -M 30011 spec_guard an infantryman -M 30012 spec_guard the Marshall -M 30014 spec_thief particle man -M 30019 spec_cast_adept a huge stone statue -M 30027 spec_breath_any the head of James K. Polk -M 30028 spec_breath_any head of John Henry -M 30040 spec_guard deputy dog -M 30053 spec_poison the two-headed snake -M 30061 spec_poison the spider -M 30062 spec_cast_undead a nightmare person -M 30070 spec_poison the squid -M 30077 spec_fido universe man -M 30078 spec_janitor person man -M 30079 spec_janitor the carpenter -M 30082 spec_poison a bat -M 30091 spec_thief a dance instructor -M 30099 spec_fido a bloodhound -S - - -#$ diff --git a/data/realm/areas_merc/chess.are b/data/realm/areas_merc/chess.are deleted file mode 100644 index d941049..0000000 --- a/data/realm/areas_merc/chess.are +++ /dev/null @@ -1,1585 +0,0 @@ -#AREA {45 60} Garth Chessboard~ - - -#MOBILES -#30600 -white pawn~ -the white Pawn~ -A white Pawn is looking around in fear for anything black. -~ -The white Pawn looks at you and tries to flee. -~ -64|128 32768 750 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30601 -black pawn~ -the black Pawn~ -A black Pawn is looking around in fear of anything white. -~ -The black Pawn looks at you and tries to flee. -~ -32|64|128 32768 -750 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30602 -white king~ -the white King~ -The King of the white army stands here in all his royalty. -~ -He is not afraid of anyone except the black Queen. -~ -64 8|32|128|512|8192 1000 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30603 -black king~ -the black King~ -The King of the black army stands here in all his royalty. -~ -He is not afraid of anyone except the white Queen. -~ -64 8|32|128|512|8192 -1000 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30604 -white queen~ -the white Queen~ -A Queen carved of ivory is here looking for the black King. -~ -The Queen is very feminine for a piece of rock. -~ -64 8|32|512|8192|32768 750 S -61 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30605 -black queen~ -the black Queen~ -A Queen carved of ebony is here looking for the white King. -~ -The Queen is very feminine for a piece of rock. -~ -64 8|32|512|8192|32768 -750 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30606 -black rook~ -the black Rook~ -A black castle is here to protect his King. -~ -The rook is strong and formidable enough to protect his King from anyone the -white army might send to assassinate him. -~ -64 8|32|512|8192 -600 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30607 -white rook~ -the white Rook~ -A white castle is here to protect his King. -~ -The rook is strong and formidable enough to protect his King from anyone the -black army might send to assassinate him. -~ -64 8|32|512|8192 600 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30608 -black knight~ -the black Knight~ -A black Knight mounted on his steed is in search of the white King. -~ -He is strong and covered in armor. His mighty horse neighs and lifts its -forelegs off the ground to pound you. -~ -64 8|32|512|8192 -350 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30609 -white knight~ -the white Knight~ -A white Knight mounted on his steed is in search of the black King. -~ -He is strong and covered in armor. His mighty steed neighs and lifts his -forelegs off the ground to pound you. -~ -64 8|32|512|8192 350 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30610 -the black bishop~ -the black Bishop~ -A black Bishop is here protecting his King. -~ -The black Bishop prepares a spell to harm you. -~ -64|128 8|32|512|8192 -650 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30611 -white bishop~ -the white Bishop~ -A white Bishop is here protecting his King. -~ -The white Bishop prepares a spell to heal his King. -~ -64|128 8|32|512|8192 650 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30612 -white pawn~ -the white Pawn~ -A white Pawn is looking around in fear for anything black. -~ -The white Pawn looks at you and tries to flee. -~ -64|128 32768 750 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30613 -black pawn~ -the black Pawn~ -A black Pawn is looking around in fear of anything white. -~ -The black Pawn looks at you and tries to flee. -~ -32|64|128 32768 -750 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#30600 -king's sceptre~ -the King's sceptre~ -A rod of gold with an ornate ball on the end was left on the ground.~ -~ -1 1|64 1 -0 0 -1 0 -2 0 0 -A -4 3 -A -12 50 -A -13 35 -#30601 -knight's armor~ -knight's armor~ -The armor of a knight is on the ground.~ -~ -9 0 1|8 -4 0 0 0 -5 0 0 -A -19 4 -#30602 -crown marble~ -a marble crown~ -A crown of marble was dropped here.~ -~ -9 64 1|16 -4 0 0 0 -5 0 0 -A -5 3 -A -19 3 -#30603 -rosary pearl string~ -a pearl rosary~ -A string of small white pearls lie tangled on the ground.~ -~ -9 1|64 1|4 -3 0 0 0 -5 0 0 -A -12 75 -#0 - - -#ROOMS -#30600 -Entrance to the Chessboard~ -As you step out of the forest into a clearing, you see many black and -white squares. On them are a bunch of wierdly cut ebony and ivory figurines, -running and fighting. -~ -0 4 1 -D0 -~ -~ -0 -1 30601 -S -#30601 -A Black Square~ -You are standing on the southeast corner of a battlefield. As far as -you can see are black and white squares. -~ -0 0 1 -D0 -~ -~ -0 -1 30602 -D2 -~ -~ -0 -1 30600 -D3 -~ -~ -0 -1 30609 -S -#30602 -A White Square~ -You are standing on a white square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30603 -D2 -~ -~ -0 -1 30601 -D3 -~ -~ -0 -1 30610 -S -#30603 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30604 -D2 -~ -~ -0 -1 30602 -D3 -~ -~ -0 -1 30611 -S -#30604 -A White Square~ -You are standing on a white square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30605 -D2 -~ -~ -0 -1 30603 -D3 -~ -~ -0 -1 30612 -S -#30605 -A Black Square~ -You are standing on a black square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30606 -D2 -~ -~ -0 -1 30604 -D3 -~ -~ -0 -1 30613 -S -#30606 -A White Square~ -You are standing on a white square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30607 -D2 -~ -~ -0 -1 30605 -D3 -~ -~ -0 -1 30614 -S -#30607 -A Black Square~ -You are standing on a black square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30608 -D2 -~ -~ -0 -1 30606 -D3 -~ -~ -0 -1 30615 -S -#30608 -A White Square~ -You are standing on a white square on the northeast corner of the -battlefield. -~ -0 0 0 -D2 -~ -~ -0 -1 30607 -D3 -~ -~ -0 -1 30616 -S -#30609 -A White Square~ -You are standing on a white square on the south side of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30610 -D1 -~ -~ -0 -1 30601 -D3 -~ -~ -0 -1 30617 -S -#30610 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30611 -D1 -~ -~ -0 -1 30602 -D2 -~ -~ -0 -1 30609 -D3 -~ -~ -0 -1 30618 -S -#30611 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30612 -D1 -~ -~ -0 -1 30603 -D2 -~ -~ -0 -1 30610 -D3 -~ -~ -0 -1 30619 -S -#30612 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30613 -D1 -~ -~ -0 -1 30604 -D2 -~ -~ -0 -1 30611 -D3 -~ -~ -0 -1 30620 -S -#30613 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30614 -D1 -~ -~ -0 -1 30605 -D2 -~ -~ -0 -1 30612 -D3 -~ -~ -0 -1 30621 -S -#30614 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30615 -D1 -~ -~ -0 -1 30606 -D2 -~ -~ -0 -1 30613 -D3 -~ -~ -0 -1 30622 -S -#30615 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30616 -D1 -~ -~ -0 -1 30607 -D2 -~ -~ -0 -1 30614 -D3 -~ -~ -0 -1 30623 -S -#30616 -A Black Square~ -You are standing on a black square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30608 -D2 -~ -~ -0 -1 30615 -D3 -~ -~ -0 -1 30624 -S -#30617 -A Black Square~ -You are standing on a black square on the south side of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30618 -D1 -~ -~ -0 -1 30609 -D3 -~ -~ -0 -1 30625 -S -#30618 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30619 -D1 -~ -~ -0 -1 30610 -D2 -~ -~ -0 -1 30617 -D3 -~ -~ -0 -1 30626 -S -#30619 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30620 -D1 -~ -~ -0 -1 30611 -D2 -~ -~ -0 -1 30618 -D3 -~ -~ -0 -1 30627 -S -#30620 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30621 -D1 -~ -~ -0 -1 30612 -D2 -~ -~ -0 -1 30619 -D3 -~ -~ -0 -1 30628 -S -#30621 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30622 -D1 -~ -~ -0 -1 30613 -D2 -~ -~ -0 -1 30620 -D3 -~ -~ -0 -1 30629 -S -#30622 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30623 -D1 -~ -~ -0 -1 30614 -D2 -~ -~ -0 -1 30621 -D3 -~ -~ -0 -1 30630 -S -#30623 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30624 -D1 -~ -~ -0 -1 30615 -D2 -~ -~ -0 -1 30622 -D3 -~ -~ -0 -1 30631 -S -#30624 -A White Square~ -You are standing on a white square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30616 -D2 -~ -~ -0 -1 30623 -D3 -~ -~ -0 -1 30632 -S -#30625 -A White Square~ -You are standing on a white square on the south side of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30626 -D1 -~ -~ -0 -1 30617 -D3 -~ -~ -0 -1 30633 -S -#30626 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30627 -D1 -~ -~ -0 -1 30618 -D2 -~ -~ -0 -1 30625 -D3 -~ -~ -0 -1 30634 -S -#30627 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30628 -D1 -~ -~ -0 -1 30619 -D2 -~ -~ -0 -1 30626 -D3 -~ -~ -0 -1 30635 -S -#30628 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30629 -D1 -~ -~ -0 -1 30620 -D2 -~ -~ -0 -1 30627 -D3 -~ -~ -0 -1 30636 -S -#30629 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30630 -D1 -~ -~ -0 -1 30621 -D2 -~ -~ -0 -1 30628 -D3 -~ -~ -0 -1 30637 -S -#30630 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30631 -D1 -~ -~ -0 -1 30622 -D2 -~ -~ -0 -1 30629 -D3 -~ -~ -0 -1 30638 -S -#30631 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30632 -D1 -~ -~ -0 -1 30623 -D2 -~ -~ -0 -1 30630 -D3 -~ -~ -0 -1 30639 -S -#30632 -A Black Square~ -You are standing on a black square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30624 -D2 -~ -~ -0 -1 30631 -D3 -~ -~ -0 -1 30640 -S -#30633 -A Black Square~ -You are standing on a black square on the south side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30634 -D1 -~ -~ -0 -1 30625 -D3 -~ -~ -0 -1 30641 -S -#30634 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30635 -D1 -~ -~ -0 -1 30626 -D2 -~ -~ -0 -1 30633 -D3 -~ -~ -0 -1 30642 -S -#30635 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30636 -D1 -~ -~ -0 -1 30627 -D2 -~ -~ -0 -1 30634 -D3 -~ -~ -0 -1 30643 -S -#30636 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30637 -D1 -~ -~ -0 -1 30628 -D2 -~ -~ -0 -1 30635 -D3 -~ -~ -0 -1 30644 -S -#30637 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30638 -D1 -~ -~ -0 -1 30629 -D2 -~ -~ -0 -1 30636 -D3 -~ -~ -0 -1 30645 -S -#30638 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30639 -D1 -~ -~ -0 -1 30630 -D2 -~ -~ -0 -1 30637 -D3 -~ -~ -0 -1 30646 -S -#30639 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30640 -D1 -~ -~ -0 -1 30631 -D2 -~ -~ -0 -1 30638 -D3 -~ -~ -0 -1 30647 -S -#30640 -A White Square~ -You are standing on a white square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30632 -D2 -~ -~ -0 -1 30639 -D3 -~ -~ -0 -1 30648 -S -#30641 -A White Square~ -You are standing on a white square on the south side of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30642 -D1 -~ -~ -0 -1 30633 -D3 -~ -~ -0 -1 30649 -S -#30642 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30643 -D1 -~ -~ -0 -1 30634 -D2 -~ -~ -0 -1 30641 -D3 -~ -~ -0 -1 30650 -S -#30643 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30644 -D1 -~ -~ -0 -1 30635 -D2 -~ -~ -0 -1 30642 -D3 -~ -~ -0 -1 30651 -S -#30644 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30645 -D1 -~ -~ -0 -1 30636 -D2 -~ -~ -0 -1 30643 -D3 -~ -~ -0 -1 30652 -S -#30645 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30646 -D1 -~ -~ -0 -1 30637 -D2 -~ -~ -0 -1 30644 -D3 -~ -~ -0 -1 30653 -S -#30646 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30647 -D1 -~ -~ -0 -1 30638 -D2 -~ -~ -0 -1 30645 -D3 -~ -~ -0 -1 30654 -S -#30647 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30648 -D1 -~ -~ -0 -1 30639 -D2 -~ -~ -0 -1 30646 -D3 -~ -~ -0 -1 30655 -S -#30648 -A Black Square~ -You are standing on a black square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30640 -D2 -~ -~ -0 -1 30647 -D3 -~ -~ -0 -1 30656 -S -#30649 -A Black Square~ -You are standing on a black square on the south side of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30650 -D1 -~ -~ -0 -1 30641 -D3 -~ -~ -0 -1 30657 -S -#30650 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30651 -D1 -~ -~ -0 -1 30642 -D2 -~ -~ -0 -1 30649 -D3 -~ -~ -0 -1 30658 -S -#30651 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30652 -D1 -~ -~ -0 -1 30643 -D2 -~ -~ -0 -1 30650 -D3 -~ -~ -0 -1 30659 -S -#30652 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30653 -D1 -~ -~ -0 -1 30644 -D2 -~ -~ -0 -1 30651 -D3 -~ -~ -0 -1 30660 -S -#30653 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30654 -D1 -~ -~ -0 -1 30645 -D2 -~ -~ -0 -1 30652 -D3 -~ -~ -0 -1 30661 -S -#30654 -A White Square~ -You are standing on a white square. -~ -0 0 1 -D0 -~ -~ -0 -1 30655 -D1 -~ -~ -0 -1 30646 -D2 -~ -~ -0 -1 30653 -D3 -~ -~ -0 -1 30662 -S -#30655 -A Black Square~ -You are standing on a black square. -~ -0 0 1 -D0 -~ -~ -0 -1 30656 -D1 -~ -~ -0 -1 30647 -D2 -~ -~ -0 -1 30654 -D3 -~ -~ -0 -1 30663 -S -#30656 -A White Square~ -You are standing on a white square on the north side of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30648 -D2 -~ -~ -0 -1 30655 -D3 -~ -~ -0 -1 30664 -S -#30657 -A White Square~ -You are standing on a white square on the southwest corner of the -battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30658 -D1 -~ -~ -0 -1 30649 -S -#30658 -A Black Square~ -You are standing on a black square on the west side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30659 -D1 -~ -~ -0 -1 30650 -D2 -~ -~ -0 -1 30657 -S -#30659 -A White Square~ -You are standing on a white square on the west side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30660 -D1 -~ -~ -0 -1 30651 -D2 -~ -~ -0 -1 30658 -S -#30660 -A Black Square~ -You are standing on a black square on the east side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30661 -D1 -~ -~ -0 -1 30652 -D2 -~ -~ -0 -1 30659 -S -#30661 -A White Square~ -You are standing on a white square on the west side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30662 -D1 -~ -~ -0 -1 30653 -D2 -~ -~ -0 -1 30660 -S -#30662 -A Black Square~ -You are standing on a black square on the west side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30663 -D1 -~ -~ -0 -1 30654 -D2 -~ -~ -0 -1 30661 -S -#30663 -A White Square~ -You are standing on a white square on the west side of the battlefield. -~ -0 0 1 -D0 -~ -~ -0 -1 30664 -D1 -~ -~ -0 -1 30655 -D2 -~ -~ -0 -1 30662 -S -#30664 -A Black Square~ -You are standing on a black square on the northwest corner of the -battlefield. -~ -0 0 1 -D1 -~ -~ -0 -1 30656 -D2 -~ -~ -0 -1 30663 -S -#0 - - -#RESETS -M 1 30600 1 30609 the white pawn to A White Square -M 1 30600 1 30610 the white pawn to A Black Square -M 1 30600 1 30611 the white pawn to A White Square -M 1 30600 1 30612 the white pawn to A Black Square -M 1 30600 1 30613 the white pawn to A White Square -M 1 30600 1 30614 the white pawn to A Black Square -M 1 30600 1 30615 the white pawn to A White Square -M 1 30600 1 30616 the white pawn to A Black Square -M 1 30601 1 30649 the black pawn to A Black Square -M 1 30601 1 30650 the black pawn to A White Square -M 1 30601 1 30651 the black pawn to A Black Square -M 1 30601 1 30653 the black pawn to A Black Square -M 1 30601 1 30654 the black pawn to A White Square -M 1 30601 1 30655 the black pawn to A Black Square -M 1 30601 1 30656 the black pawn to A White Square -M 1 30607 1 30601 the white Rook to A Black Square -M 1 30609 1 30602 the white Knight to A White Square -E 1 30601 100 5 -M 1 30611 1 30603 the white Bishop to A Black Square -E 1 30603 100 3 -M 1 30604 1 30604 the white Queen to A White Square -E 1 30602 100 6 -M 1 30602 1 30605 the white King to A Black Square -E 1 30600 100 0 -M 1 30611 1 30606 the white Bishop to A White Square -E 1 30603 100 3 -M 1 30609 1 30607 the white Knight to A Black Square -E 1 30601 100 5 -M 1 30607 1 30608 the white Rook to A White Square -M 1 30601 1 30652 the black Pawn to A White Square -M 1 30606 1 30657 the black Rook to A White Square -M 1 30608 1 30658 the black Knight to A Black Square -E 1 30601 100 5 -M 1 30610 1 30659 the black Bishop to A White Square -E 1 30603 100 3 -M 1 30605 1 30660 the black Queen to A Black Square -E 1 30602 100 6 -M 1 30603 1 30661 the black King to A White Square -E 1 30600 100 0 -M 1 30608 1 30663 the black Knight to A White Square -E 1 30601 100 5 -M 1 30606 1 30664 the black Rook to A Black Square -M 1 30610 1 30662 the black Bishop to A Black Square -E 1 30603 100 3 -S - - -#SPECIALS -M 30610 spec_cast_cleric the black Bishop -M 30611 spec_cast_cleric the white Bishop -S - - -#$ diff --git a/data/realm/areas_merc/crusher.are b/data/realm/areas_merc/crusher.are deleted file mode 100644 index 5b34d90..0000000 --- a/data/realm/areas_merc/crusher.are +++ /dev/null @@ -1,604 +0,0 @@ -#AREA { 1 5} Yaegar/Sandman Crusher's Playpen~ - - -#MOBILES -#6600 -barbarian~ -a baby barbarian~ -A baby barbarian runs about screaming "CHOP CHOP CHOP!". -~ -This stout little junior chopper is all ready to run off after dad and -join in the viking raids. -~ -4|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6601 -vandal~ -a baby vandal~ -A baby Vandal plots his impending conquest of Roman cities. -~ -This little fellow would do even a Hun proud. -~ -4|64 0 500 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6602 -viking maiden~ -a viking maiden~ -A viking maiden adjusts her metal bra and smiles sweetly at you. -~ -A regular little miniature Valkyrie. -~ -4|64 0 300 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#6603 -viking~ -a baby viking~ -A baby viking takes a hearty swig of ale and glares sullenly at you. -~ -This youngster can't wait to clamber into his tribe's longboats and sail -away over the sea. -~ -4|64 0 -300 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6604 -baby goth~ -a baby goth~ -A baby goth fingers his broad axe menacingly. -~ -Obviously a descendant of Theoderic himself. This little tyke will one day -conquer Rome. -~ -4|64 0 -400 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6605 -hun~ -a baby Hun~ -A baby Hun sneers and waves his fists. -~ -This child is closely related to the great Atilla. And he is just as foul- -tempered -~ -4|64 0 -2 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6606 -crusher~ -Crusher~ -Crusher scowls at you as he strides past, brandishing his whip. -~ -Crusher is the master of this playground, and it is his responsibility to -see that the barbarian kids grow up as mean and nasty as possible. -~ -64 0 10 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6607 -roman emperor valens~ -the roman emperor Valens~ -The emperor Valens stands here, hiding from the barbarians. -~ -Somehow he escaped Adrianople, but he isn't in the best of moods. -~ -2|4|64 8 -800 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#6608 -saint augustine~ -saint Augustine~ -St. Augustine is chronicling all of the events that transpire here. -~ -His "City of God" is sure to be a big seller. -~ -2|4|64 0 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#6600 -axe bronze~ -a bronze axe~ -A bronze axe lies here.~ -~ -5 0 1|8192 -0 0 0 3 -15 0 0 -#6601 -ring bronze~ -a tarnished bronze ring~ -A tarnished bronze ring is lying in the dirt here.~ -~ -9 0 1|2 -1 0 0 0 -8 7000 0 -A -1 1 -A -17 -6 -#6621 -hide armor~ -battered hide armor~ -A suit of battered hide armor has been tossed here.~ -~ -9 0 1|1024 -1 0 0 0 -5 4000 0 -A -4 1 -A -12 5 -#6644 -meat chunk~ -a chunk of meat~ -A chunk of meat lies here.~ -~ -19 0 1 -15 0 0 0 -5 15 0 -#6645 -steak rotten~ -a rotten steak~ -A dry steak lies on the floor.~ -~ -19 0 1 -4 0 0 1 -5 14 0 -#6646 -potion dark concoction~ -a dark concoction~ -A dark concoction bubbles away here.~ -~ -10 0 1 -3 16 1 0 -1 150 0 -#6647 -mug~ -a mug of ale~ -A mug of warm ale rests here.~ -~ -5 0 1|8192 -0 0 0 7 -2 0 0 -#0 - - -#ROOMS -#6601 -The Entrance to Crusher's Playpen~ -You have entered the playground where the adult barbarians of the world -dump their kids while they go and sack cities. It sounds terribly noisy in -there... -~ -0 4|8 0 -D0 -~ -~ -0 -1 3041 -D2 -You see a large room full of noisy brats. -~ -~ -1 -1 6602 -E -sign~ -This is an area for newbies, so have fun. -- Sandman - -MODIFIED BY YAEGAR FOR THE HELL OF IT JUNE 1996. -~ -E -.trigr_bounce_above~ -11 -~ -S -#6602 -Crusher's Playground~ -You are in the north-east corner of the main part of the playground. Toys and -toddlers are all over the room. There is a kitchen to the east. -~ -0 8 0 -D0 -You see the drop off. -~ -~ -0 -1 6601 -D1 -You see an extremely messy kitchen. -~ -~ -0 -1 6626 -D2 -You see a large room full of noisy brats. -~ -~ -0 -1 6604 -D3 -You see a large room full of noisy brats. -~ -~ -0 -1 6603 -S -#6603 -Crusher's Playground~ -You are in the north-west corner of the main part of the playground. Toys and -toddlers are all over the room. There is a bathroom to the west. -~ -0 8 0 -D1 -You see a large room full of noisy brats. -~ -~ -0 -1 6602 -D2 -You see a large room full of noisy brats. -~ -~ -0 -1 6605 -D3 -You see a messy bathroom. -~ -~ -0 -1 6606 -S -#6604 -Crusher's Playground~ -You are in the south-east corner of the main part of the playground. Toys and -toddlers are all over the room. There is a playground to the east. -~ -0 8 0 -D0 -You see a large room full of noisy brats. -~ -~ -0 -1 6602 -D1 -You see the playground. -~ -~ -0 -1 6610 -D3 -You see a large room full of noisy brats. -~ -~ -0 -1 6605 -S -#6605 -Crusher's Playground~ -You are in the south-west corner of the main part of the playground. Toys and -toddlers are all over the room. There is a staircase to the west. -~ -0 8 0 -D0 -You see a large room full of noisy brats. -~ -~ -0 -1 6603 -D1 -You see a large room full of noisy brats. -~ -~ -0 -1 6604 -D3 -You see a staircase leading down. -~ -~ -0 -1 6607 -S -#6606 -The Messy Bathroom~ -You hold your nose as you realize you have made the worst mistake of your -life. The air is rancid and the walls are stained. -~ -0 8 0 -D1 -You see a large room full of noisy brats. -~ -~ -0 -1 6603 -S -#6607 -The Staircase~ -You stand on top of a staircase leading down, and wonder what mystery could -lie down under. Beware! -~ -0 8 0 -D1 -You see a large room full of noisy brats. -~ -~ -0 -1 6605 -D5 -You see the entrance to something. -~ -~ -0 -1 6612 -S -#6608 -The Playground~ -You are in the north-west corner of the playground. -~ -0 0 2 -D1 -You see the playground. -~ -~ -0 -1 6609 -D2 -You see the playground. -~ -~ -0 -1 6610 -S -#6609 -The Playground~ -You are in the north-east corner of the playground. -~ -0 0 2 -D2 -You see the playground. -~ -~ -0 -1 6611 -D3 -You see the playground. -~ -~ -0 -1 6608 -S -#6610 -The Playground~ -You are in the south-west corner of the playground. -~ -0 0 2 -D0 -You see the playground. -~ -~ -0 -1 6608 -D1 -You see the playground. -~ -~ -0 -1 6611 -D3 -You see a large room full of noisy brats. -~ -~ -0 -1 6604 -S -#6611 -The Playground~ -You are in the south-east corner of the playground. -~ -0 0 2 -D0 -You see the playground. -~ -~ -0 -1 6609 -D3 -You see the playground. -~ -~ -0 -1 6610 -S -#6612 -Entrance to the Mini-Maze~ -You stand in the entrance to a small, but confusing maze. You really hope -that you don't get lost. -~ -0 1|4|8 2 -D1 -~ -~ -0 -1 6613 -D4 -You see some stairs. -~ -~ -0 -1 6607 -S -#6613 -Mini-Maze~ -You are in a small passage that looks just like every other one. -~ -0 1|8 2 -D1 -~ -~ -0 -1 6614 -D2 -~ -~ -0 -1 6615 -D3 -~ -~ -0 -1 6612 -S -#6614 -Mini-Maze~ -You are in a small passage that looks just like every other one. -~ -0 1|8 2 -D2 -~ -~ -0 -1 6616 -D3 -~ -~ -0 -1 6613 -S -#6615 -Mini-Maze~ -You are in a small passage that looks just like every other one. -~ -0 1|8 2 -D0 -~ -~ -0 -1 6613 -D1 -~ -~ -0 -1 6616 -S -#6616 -Mini-Maze~ -You are in a small passage that looks just like every other one. -~ -0 1|8 2 -D0 -~ -~ -0 -1 6614 -D2 -~ -~ -0 -1 6624 -D3 -~ -~ -0 -1 6615 -S -#6624 -End of the Mini-Maze~ -You stand at the end of your journey. There is a big sign here and you had -better read it! -~ -0 1|8 2 -D0 -~ -~ -0 -1 6616 -D2 -~ -~ -0 -1 6631 -E -sign~ -If you are not level 6 or above, then don't go south!!!! It is a dangerous -area, but congrats for getting this far - Sandman -~ -S -#6626 -Messy Kitchen~ -You stand in the kitchen and eating area of the Crusher's Playground. Pots and -pans are everywhere, while the toddlers continue to create chaos. -~ -0 8 0 -D3 -You see a large room full of noisy brats. -~ -~ -0 -1 6602 -S -#6631 -The End?~ -You have reached the final lair. It is dominated by a huge five headed -dragon (actually an overgrown brat with a Halloween mask). -~ -0 1|8 2 -D0 -~ -~ -0 -1 6624 -S -#0 - - -#RESETS -R 1 6613 4 -R 1 6614 4 -R 1 6615 4 -R 1 6616 4 -* -M 1 6607 1 6624 -M 1 6608 1 6631 -M 1 6600 3 6602 -E 1 6600 1 16 -M 1 6601 2 6602 -E 1 6600 1 16 -M 1 6602 2 6602 -E 1 6601 1 1 -M 1 6606 2 6602 -E 1 6621 20 12 -G 1 6646 20 -G 1 6644 20 -* -M 1 6600 3 6603 -E 1 6600 10 16 -* -M 1 6600 3 6604 -E 1 6600 10 16 -M 1 6602 2 6604 -M 1 6606 2 6604 -G 1 6646 20 -M 1 6605 2 6604 -* -M 1 6600 3 6605 -E 1 6600 10 16 -M 1 6602 2 6605 -G 1 6645 20 -M 1 6605 2 6605 -E 1 6601 20 1 -* -M 1 6600 2 6608 -M 1 6603 3 6608 -E 1 6647 10 16 -* -M 1 6600 2 6609 -M 1 6604 3 6609 -M 1 6603 3 6609 -E 1 6647 10 16 -M 1 6603 3 6609 -E 1 6647 10 16 -* -M 1 6600 2 6610 -M 1 6604 3 6610 -M 1 6603 3 6610 -E 1 6647 10 16 -M 1 6605 2 6610 -* -M 1 6604 3 6611 -M 1 6603 3 6611 -E 1 6647 10 16 -M 1 6603 3 6611 -E 1 6647 10 16 -* -M 1 6605 3 6606 -M 1 6601 3 6606 -S - - -#SPECIALS -M 6600 spec_thief -M 6601 spec_thief -M 6602 spec_thief -M 6603 spec_thief -M 6604 spec_thief -M 6605 spec_thief -M 6606 spec_cast_cleric -M 6608 spec_thief -S - -#TRIGGERS -R 6601 trigr_bounce -S - -#$ diff --git a/data/realm/areas_merc/deathdun.are b/data/realm/areas_merc/deathdun.are deleted file mode 100644 index e831fd8..0000000 --- a/data/realm/areas_merc/deathdun.are +++ /dev/null @@ -1,5081 +0,0 @@ -#AREA {22 30} Yaegar Deathtrap Dungeon~ - - -#HELPS -0 'deathtrap dungeon'~ -Deathtrap Dungeon is the second area i have written based on the works of -Steve Jackson and Ian Livingstone, the first being The Warlock of Firetop -Mountain. This area is significantly harder, though I trust it will prove -to be as equally exciting and challenging to players as my first attempt -proved to be. - --- Yaegar, June 1996. -~ - -0 $~ - - -#MOBILES -#18000 -baron sukumvit~ -Baron Sukumvit~ -Baron Sukumvit welcomes you to the Dungeon of Fang. -~ -The baron is a portly man with a long flowing beard. His stern grey eyes -gaze solemnly at you from above a large nose. he is clad in the bright robes -of his office, including a very ostentatious piece of headwear, much like -those worn by the Timelords of Gallifrey, not that the baron would know that. -~ -2|8|64|131072 4|8|16|32|128|512|8192 0 S -120 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Welcome to Deathtrap Dungeon! Fight well and try to stay alive! -~ -#18001 -spectator~ -a spectator~ -A spectator cheers wildly as you prepare to enter the dungeon. -~ -The locals of Fang love their dungeon and the adventurers it attracts for -the Trial of Champions. -~ -2|64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -cheers wildly! -~ -E -.arrive_say~ -Huzzah! -~ -#18002 -spectator~ -a spectator~ -A spectator faints with excitement as you prepare to enter the dungeon. -~ -The locals of Fang love their dungeon and the adventurers it attracts for -the Trial of Champions. -~ -2|64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_act~ -cheers wildly! -~ -E -.arrive_say~ -Huzzah! -~ -#18003 -hobgoblin~ -a hobgoblin~ -A large hobgoblin is here scuffling with another of his kind. -~ -These two appear to be fighting over the leather bag. Perhaps it contains -something of value? If so you may wish to take it for yourself. And who is -gonna stop you? This HOBGOBLIN? Please. -~ -2|64 512 -400 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Give me that! It's mine! -~ -E -.arrive_act~ -throws a mean punch at the other hobgoblin. -~ -E -.tell_tell~ -Piss off! I'm busy! -~ -#18004 -hobgoblin~ -a hobgoblin~ -A small hobgoblin is here scuffling with another of his kind. -~ -These two appear to be fighting over the leather bag. Perhaps it contains -something of value? If so you may wish to take it for yourself. And who is -gonna stop you? This HOBGOBLIN? Please. -~ -2|64 512 -400 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Give me that! It's mine! -~ -E -.arrive_act~ -kicks the other hobgoblin in the groin. -~ -E -.tell_tell~ -Piss off! I'm busy! -~ -#18005 -caveman~ -a caveman~ -A caveman grumbles deep in his throat and lunges at you! -~ -This primitive neanderthal is an aggressive inhabitant of this section of -corridor, employed by the dungeon masters to slay any adventurers. He loves -his job. -~ -2|32|64 0 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Ugh! -~ -E -.arrive_act~ -scratches at his head lice and stares dumbly at you. -~ -E -.die_say~ -Auaaaahhhhh! -~ -#18006 -orc~ -a fierce-looking orc~ -A fierce-looking orc snarls and swings his morning star at your head! -~ -This ferocious humanoid wanders the dungeon with his companions in search of -adventurers to slay. He is tall for an Orc, standing at roughly six feet, -with his greasy black hair gathered in a topknot, making his already -fearsome features appear even more menacing. When he snarls you see two rows -of sharp, stained teeth, from which gobs of green saliva drip, as it eagerly -anticipates the coming battle. -~ -2|32|64 512 -700 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -grins evilly. -~ -E -.arrive_say~ -Prepare to die, humanoid! -~ -#18007 -flying guardian~ -a flying guardian~ -A flying guardian moves to assist its companion in attacking you. -~ -This grotesque resembles nothing so much as a giant stuffed bird- a large -vulture, perhaps, or a buzzard. Their eyes glow with an evil red light, -which suffuses their beaks with an unearthly hue. You shiver involuntarily -as you prepare to fight them. -~ -2|32|64 512|524288 -500 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -creaks into life. -~ -#18008 -fly larvae~ -a writhing mass of fly larvae~ -A writhing, disgusting mass of fly larvae squirms about in this pit. -~ -These foul worms are the offspring of a BIG fly. They are cold, slimy and -generally nauseating. Enough to put you off your tea, really. -~ -2|64 512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -squirms around your legs. -~ -#18009 -giant fly~ -a giant fly~ -A giant fly buzzes about here. -~ -This massive insect has limbs as thick as your thighs, black, hairy affairs -which it is groping at you with. Large, round, multi-faceted eyes glare at -you with an alien, evil intelligence, and this combined with the loud buzzing -of its six feet long wings makes you feel disoriented and weak. -~ -2|32|64 512|8192|524288 -500 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -moves to protect its young. -~ -E -.die_act~ -explodes in a mess of blood and ichor! -~ -#18010 -skeleton warrior~ -a skeleton warrior~ -A skeleton warrior lurches into life as you approach. -~ -This undead creature was once an adventurer like you, who fell foul of one -of the many traps or monsters here in Deathtrap Dungeon. It is now jealously -attempting to slay you and reduce you to the same state as it. -~ -2|32|64 128|512 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -slowly stands up and creaks toward you. -~ -E -.die_act~ -collapses in a tangle of bones and armor! -~ -#18011 -throm barbarian~ -a barbarian~ -A barbarian, one of your rival competitors, stands here. -~ -You recognize this fellow from the pre-trial feasts, and realize he is one -of your six rivals. His name is Throm, and he is a good, capable fighter -with immensely strong arms. You'd do best to leave him be and go your own -way. -~ -2|8|64 512|8192 400 S -26 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_tell~ -Greetings. -~ -E -.arrive_say~ -I'm off west. You may come too if you like. -~ -E -.give_say~ -Thanks! -~ -#18012 -cave troll~ -a cave troll~ -A savage cave troll roars and charges at you. -~ -With claws that can cut steel and teeth that can grin rock, this massive -beast is sure to inflict a fair amount of damage on you. You wince in -disgust at the foul odor it exudes- perhaps trolls haven't heard of bathing? -~ -2|32|64 512 -800 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -drools and attacks! -~ -E -.die_act~ -falls to the ground, gurgling as its guts fall out. -~ -#18013 -mouse~ -a tiny mouse~ -A tiny mouse squeaks in fear and runs past you. -~ -This little rodent is no threat to anyone, except maybe some wet behind the -ears newbie, who shouldn't (and indeed couldn't) make it this far. -~ -2|64|128 512 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -squeaks and tries to flee. -~ -#18014 -cobra~ -a cobra~ -A deadly cobra strikes! -~ -This hooded ophidian stores a lethal venom, which it will attempt to inject -into you, thus providing it with a substantial meal... -~ -2|32|64|128 512 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -hisses and strikes! -~ -#18015 -minotaur~ -a minotaur~ -An enraged minotaur charges at you. -~ -This monstrous bull-headed man has only one thing on his mind, and you're -about to find out what it is the hard way. You grimace and prepare to meet -the beast as it charges. -~ -2|32|64 512 -400 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -raises its axe and attacks! -~ -#18016 -giant scorpion~ -a giant scorpion~ -A giant scorpion scuttles across the sand toward you. -~ -This creature is a ten foot version of your garden variety scorpion. It has -a bright red carapace, and a massive yellow-tinged stinger, dripping with -a potent venom that hisses and melts the sand where it drips. -~ -2|32|64 512|8192 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -scuttles across the sand toward you, venom dripping from its tail. -~ -#18017 -dwarf~ -a rough dwarf~ -A rough-looking dwarf clad in finely-made chainmail stares calmly at you. -~ -This rugged rogue is one of Sukumvit's hand-picked trialmasters, and you -will have to slay him to continue. His confident manner and skill with his -weapons indicates clearly that this won't be an easy task. -~ -2|8|64 4|8|32|128|512|8192 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -To go further you must get past me! -~ -E -.arrive_act~ -readies his weapons and glares menacingly at you. -~ -E -.die_act~ -Agh! Death finally claimeth me! -~ -E -.give_give~ -18127 -~ -#18018 -servant~ -a crippled, shackled servant~ -A crippled, shackled servant shambles along here. -~ -This poor unfortunate was an adventurer many years ago, but is now a servant -of the trialmasters, shackled and crippled to prevent him escaping. If you -give him something to cheer him up, he may give you a clue. -~ -2|64|128 0 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Refreshments for sale. -~ -E -.give_say~ -Thanks! Search the Demon Bird chair for a magic potion! -~ -E -.leave_say~ -Take care! -~ -#18019 -mirror demon~ -a mirror demon~ -A multi-limbed and faced mirror demon attacks you. -~ -This inhabitant of the lower planes resembles a beautiful naked woman, seen -from front on at every angle, so she appears to have many heads, limbs and -torsos. It is a disturbing sight, and you move to quickly end its foul -existence. -~ -2|32|64 8|32|128|512|1048576 -1000 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_act~ -screams insanely! -~ -E -.arrive_yell~ -The mirror shall claim another victim! -~ -E -.die_yell~ -Oh bugger! -~ -#18020 -insect swarm~ -a swarm of insects~ -A swarm of angry insects of every species imaginable covers you! -~ -This unearthly swarm is enraged at your intrusion, and they quickly move to -avenge it. You spot hundreds of varieties of insects in the swarm, including -bees, wasps, hornets, beetles, cockroaches, flies, mosquitoes and dragonflies. -~ -2|32|64 512|8192|524288 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -swarms around you, biting and stinging. -~ -#18021 -medusa~ -a medusa~ -A medusa hisses and attacks! -~ -You quickly avert your gaze, so as not to be petrified (literally) by this -gorgon, but you managed to catch a glimpse of a beautiful face, contorted in -a demonic fury, topped by a writhing mane of hundreds of tiny asps. You -steel yourself and prepare to do away with this anti-social menace. -~ -2|32|64 4|8|16|32|512|8192 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_say~ -Help! Get me out of here! Quickly! -~ -#18022 -leprechaun~ -a leprechaun~ -A leprechaun graps at your gear! -~ -These pesky thieves will rob you blind if you don't leave quickly, unless you -(evil grin) SLAY THEM. But, looking at them in their cute little green hats, -and cute little green vests and pants, smoking cute little green pipes, you -feel your resolve to kill them weaken. Until one of them suddenly makes off -with 1000 gold coins! -~ -64|128|8388608 8|32|512|8192|32768|65536 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -laughs as he robs you blind! -~ -#18023 -bloodbeast~ -the bloodbeast~ -The bloodbeast gibbers and drools here. -~ -The bloodbeast is a massive bloated reptile with dozens of eyes on its -broad head, and a massive stinger at the end of its spiky limbless torso. It -looks quite horrible, wallowing here in this fetid pool, but you hesitate -as it attacks, remembering how tough this beast is rumored to be. -~ -2|32|64|8388608 4|8|16|32|128|512|8192 -1000 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -rolls its tremendous bulk over and moves to attack. -~ -E -.die_act~ -explodes into thousands of bloody chunks! -~ -#18024 -mimic~ -a mimic~ -A door with a fist painted upon it is set in the west wall. -~ -This "door" is actually a deadly mimic, an amorphous creature that can -assume the form of any inanimate object it wishes, in order to lure unwary -adventurers to an early demise. -~ -2|32|64 512|8192 -500 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -slams you in the face with a fist! -~ -#18025 -green slime~ -a pool of green slime~ -A pool of green slime lies here. -~ -This seemingly-harmless substance is actually a mindless predator that seeks -only to dissolve all it comes into contact with! -~ -2|32|64 8|512 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -drips from the walls here. -~ -#18026 -boa constrictor~ -a boa constrictor~ -A boa constrictor is wrapped round an elven thief here. -~ -This massive ophidian is too "wrapped up" (ha ha funny pun ha ha *roll*) in -his work to notice your entry, and it continues to squeeze the life from a -hapless elf. -~ -2|64 512 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -is squeezing the life from an elf! -~ -#18027 -elf thief~ -an elven thief~ -An elven thief squirms about on the floor here, in obvious pain. -~ -This elf is one of your fellow competitors in the trial of champions, and she -looks as if she is in need of serious help. Mind you, she may "repay" you -with a dagger in the back, as there can be only one winner... -~ -2|64|128 512 0 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_say~ -I thank you for your aid! -~ -E -.attack_yell~ -Coward! Traitor! -~ -E -.give_give~ -18095 -~ -#18028 -trog troglodyte~ -a primitive troglodyte~ -A primitive troglodyte dances about a crude idol here. -~ -These primitive reptilian tribesmen don't immediately notice your intrusion, -obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best -not to disturb them... -~ -2|8|64|128 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -chants and screams gibberish. -~ -#18029 -trog troglodyte~ -a primitive troglodyte~ -A primitive troglodyte utters ritualized phrases in a strange tongue. -~ -These primitive reptilian tribesmen don't immediately notice your intrusion, -obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best -not to disturb them... -~ -2|8|64|128 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Oogah Boogah Oogah Boogah. -~ -#18030 -trog troglodyte~ -a primitive troglodyte~ -A primitive troglodyte chants and drools in a mad religious frenzy. -~ -These primitive reptilian tribesmen don't immediately notice your intrusion, -obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best -not to disturb them... -~ -2|8|64|128 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -writhes in a near orgasmic state of joy. -~ -#18031 -trog troglodyte~ -a primitive troglodyte~ -A primitive troglodyte waves his spear about wildly. -~ -These primitive reptilian tribesmen don't immediately notice your intrusion, -obsessed as they are with their barbaric pagan rituals. Perhaps you'd do best -not to disturb them... -~ -2|8|64|128 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -AAAAAIIIIIIAAAAGGGHHH! -~ -#18032 -old man~ -an old man~ -An old man stands here, indicating which way to go. -~ -This elderly fellow appears to be of semitic origin, and is dressed in -appropriate attire. He bows and smiles at you, and makes no move to impede -or assault you. Obviously a lackey of the trialmasters, you should just -ignore him, but perhaps not his advice. -~ -2|64|128 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Welcome! For an item I'll give you a key to get up from here! And that's where -you want to be! -~ -E -.give_give~ -18129 -~ -E -.give_say~ -Off you go! -~ -#18033 -poison ivy troll~ -poison ivy~ -A giant female troll grunts and demands payment as you enter. -~ -This huge, hideous troll is quite strong and powerful, and you consider -giving her all your gold, until foolish avarice overcomes sensible caution, -and you decide to ignore her request, as well has her babblings about her -brother Sourbelly, who is apparently a troll of some importance in some -place called Port Blacksand. -~ -2|64 512|8192 -400 S -26 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_act~ -grunts at you. -~ -E -.arrive_say~ -Ivy want item too! -~ -E -.arrive_act~ -growls menacingly. -~ -#18034 -guard dog~ -a guard dog~ -A guard dog barks and snarls as you enter. -~ -These Alsatians look quite mean, but you are sure you can easily defeat -them. You assume they have been placed here to warn others of intruders -with their loud barking than for actual fighting ability. Then again, you -have been known to be wrong... -~ -2|32|64 512|8192 -230 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -howls and bites! -~ -#18035 -guard dog~ -a guard dog~ -A guard dog barks and snarls as you enter. -~ -These Alsatians look quite mean, but you are sure you can easily defeat -them. You assume they have been placed here to warn others of intruders -with their loud barking than for actual fighting ability. Then again, you -have been known to be wrong... -~ -2|32|64 512|8192 -230 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -howls and bites! -~ -#18036 -ninja~ -a ninja~ -A black-clad ninja steps from behind a pillar and attacks. -~ -This fellow is one of your fellow competitors, and rumored to be the most -lethal of them. He utters no words of either anger or insult as he attacks, -and his silence is eerie. You ready your weapons and move to do battle with -him. -~ -2|32|64|128 8|32|128|8192|32768|65536 -800 S -26 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Now you die! -~ -E -.die_say~ -I was so close... -~ -#18037 -manticore~ -a manticore~ -A manticore bounds toward you and releases a volley of tail spikes. -~ -You shudder with horror as you face the man-headed lion that is the final -monster you must face in Deathtrap Dungeon. You dodge a volley of spikes -from its barbed tail and move to close range to do battle. -~ -2|32|64 8|32|512|8192|524288 -1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_yell~ -RRRRRRRRRRRRRROOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRR!!!!!!!!!! -~ -#18038 -gnome trialmaster~ -a gnomish trialmaster~ -A gnomish trialmaster stands before the gates. -~ -This diminutive trialmaster instructs you that you must have three gems- -emerald, sapphire and diamond- to open the doors that lead outside. If you -do not, you must recall and try again. He laughs evilly and watches as you -attempt to unlock the doors. -~ -2|64|128 8|32|128|512|8192 -350 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Well done! Now you must needs have 3 gems to unlock 3 doors! -~ -E -.arrive_act~ -smiles happily. -~ -#18039 -orc~ -a savage orc~ -A savage orc snarls and readies its vicious weapons. -~ -This ferocious humanoid wanders the dungeon with his companions in search of -adventurers to slay. He is tall for an Orc, standing at roughly six feet, -with his greasy black hair gathered in a topknot, making his already -fearsome features appear even more menacing. When he snarls you see two rows -of sharp, stained teeth, from which gobs of green saliva drip, as it eagerly -anticipates the coming battle. -~ -2|32|64 512 -700 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_act~ -grins evilly. -~ -#18040 -flying guardian~ -a flying guardian~ -A flying guardian screeches and moves to block your intrusion. -~ -This grotesque resembles nothing so much as a giant stuffed bird- a large -vulture, perhaps, or a buzzard. Their eyes glow with an evil red light, -which suffuses their beaks with an unearthly hue. You shiver involuntarily -as you prepare to fight them. -~ -2|32|64 512|524288 -500 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#18041 -black widow spider~ -a black widow spider~ -A black widow spider crawls along here. -~ -This spider is small but it can inject a lethal venom. It might be better -to leave this deadly arachnid alone. -~ -2|64|128 512|32768|65536 -400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#18042 -giant spore ball~ -a giant spore ball~ -A spongy, giant spore ball fills the corridor here. -~ -There is actually room to squeeze past this strange lifeform, but you may -attack it if you wish, though you have heard tales of strange effects from -attacking molds and spores. -~ -2|64 128|8192 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#18043 -column light~ -a column of light~ -A column of light full of hundreds of ghostly faces shines down here. -~ -There are dozens of different faces, all laughing, crying, singing, talking, -shouting and screaming different things. You do manage to discern what a -couple of them are saying, however. -~ -2|64 8|32|128 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_say~ -Greetings. When you get to the pool dive in and head north. Good luck! -~ -E -.leave_say~ -Don't forget the pool! -~ -#18044 -prisoner~ -a one-handed prisoner~ -A ragged prisoner with only one hand is chained to the wall here. -~ -He is totally malnourished and exhausted, and begs for food, water and -freedom. He had his hand removed as punishment by the trialmasters for a -minor infringement. -~ -2|64|128 0 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -Help me! At least give me some food or water! -~ -E -.give_say~ -Thanks! I will tell you this- you need gems to get out of here! -~ -E -.leave_say~ -Good luck! Remember to collect gems! Oh, and avoid the Leprechauns! -~ -#18045 -spectre~ -a spectre~ -A transparent spectre, one of the trialmasters, hovers here. -~ -The spectre laughs at you and wishes you "luck" in succeeding in finding the -way out of the dungeon. You notice something glinting on its right ring -finger. -~ -2|64 2|4|8|16|32|128|524288|1048576 -800 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_say~ -Welcome to Sukumvit's Dungeon! -~ -E -.tell_tell~ -Don't tell me! I only work here! -~ -E -.say_say~ -Speak up! I can't hear you! -~ -E -.give_say~ -Thanks! -~ -#18046 -rock grub~ -a rock grub~ -A rock grub burst forth from the ground and attacks! -~ -Rock grubs are gigantic subterranean burrowers, whose strong mandibles can -crush stone. Imagine what they'll do to bone and sinew... -~ -2|8388608 1|8192 0 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -swings itself toward you. -~ -E -.die_act~ -explodes into thousands of bloody chunks. -~ -#18047 -goblin~ -a goblin~ -A nasty goblin snarls and strikes! -~ -This irritating little humanoid is actually quite a competent guard, and you -quickly find yourself sorry for underestimating him. -~ -2|64 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_say~ -AIEEEEE! DIE! -~ -#18048 -goblin~ -a goblin~ -A vicious goblin howls and licks his weapons. -~ -This irritating little humanoid is actually quite a competent guard, and you -quickly find yourself sorry for underestimating him. -~ -2|64 512 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.arrive_tell~ -You're Dog meat, pal! -~ -E -.tell_tell~ -Hey, screw you too! -~ -E -.die_yell~ -It's not fair! -~ -#18049 -pit fiend~ -a pit fiend~ -A savage pit fiend lumbers at you. -~ -Pit Fiends resembles the T-Rex, save that they are a little shorter, and a -LOT more aggressive. -~ -2|32|64 512|8192 -765 S -27 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_yell~ -RRRRRRRRRRRRRROOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRR!!!!!!!!!! -~ -#0 - - -#OBJECTS -#18000 -box~ -a box with your name written on it~ -A box with your name written on its lid lies here.~ -~ -15 0 1 -5 5 0 0 -1 0 0 -#18001 -gold~ -some gold~ -Some gold has been dropped here. Looks like just two bits.~ -~ -20 0 1 -2 0 0 0 -1 0 0 -#18002 -note parchment~ -a note written on a small piece of parchment~ -A note written on a small piece of parchment lies here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -note parchment~ -The note is addressed to you, and it reads- - -"Well done. At least you had the sense to stop and take advantage of the -token aid given to you. Now I can advise you that you will need to find and -use several items if you hope to pass trimumphantly through my Deathtrap -Dungeon. Signed Sukumvit." -~ -#18003 -large iron bell~ -a large iron bell~ -A large iron bell hangs from the ceiling here.~ -~ -12 0 1 -0 0 0 0 -1000 0 0 -E -bell~ -Ringing it may be dangerous, so you decide not to. -~ -#18004 -leather bag~ -a leather bag~ -A leather bag lies in the dust here.~ -~ -15 0 1 -5 1 0 0 -1 0 0 -#18005 -corked earthenware jug~ -a corked earthenware jug~ -A corked earthenware jug rolls about on the floor here.~ -~ -10 0 1 -20 200 33 33 -1 0 0 -E -corked earthenware jug~ -It smells slightly acidic... -~ -#18006 -club~ -a club~ -A rather crude club has been left here, perhaps intentionally.~ -~ -5 0 1|8192 -0 0 0 8 -10 0 0 -A -18 -2 -A -19 4 -#18007 -leather wristband~ -a leather wristband from which 4 small rat skulls hang~ -A leather wristband decorated with small rat skulls lies here.~ -~ -13 0 1|4096 -0 0 0 0 -1 0 0 -A -2 -2 -A -3 -2 -A -18 -2 -E -leather wristband skull skulls~ -It looks like a piece of Hag jewellery, items that are traditionally thought -to bear terrible curses for anyone who wears them other than the Hag who -created them. Be careful! -~ -#18008 -large leather backpack~ -a large leather backpack~ -A large leather backpack has been abandoned here.~ -~ -15 0 1|8 -150 5 0 0 -5 0 0 -E -leather backpack~ -It looks sturdy and dependable. -~ -#18009 -coin~ -a gold coin~ -A gold coin has been left here. Tsk.~ -~ -20 0 1 -1 0 0 0 -1 0 0 -#18010 -water bamboo tube~ -a bamboo tube~ -A bamboo tube rests against one wall here.~ -~ -17 0 1|16384 -5 5 0 0 -1 0 0 -E -bamboo tube~ -The tube is full of what looks like water. -~ -#18011 -coil rope~ -a coil of rope~ -A coil of rope lies here. Useless in muds, really.~ -~ -9 0 1|2048 -0 0 0 0 -2 0 0 -#18012 -morning star~ -a morning star~ -A spiked ball attached to a long chain with a wooden handle lies here.~ -~ -5 16 1|8192 -0 0 0 7 -12 0 0 -A -18 2 -A -19 4 -E -morning star~ -This is a truly wicked weapon. -~ -#18013 -hollow wooden tube~ -a hollow wooden tube~ -A hollow wooden tube has been discarded here.~ -~ -27 0 1|16 -0 0 1 0 -1 0 0 -E -tube~ -This tube would allow you to stay underwater for a brief period. -~ -#18014 -corpse~ -the corpse of a barbarian~ -The corpse of one of your competitors is impaled on a nasty trap here.~ -~ -23 0 1 -0 0 0 0 -100 0 0 -E -corpse~ -This barbarian was impaled on a spiked board that popped up out of -the floor when he tripped a wire. -~ -#18015 -spiked board~ -a spiked board~ -A spiked board has impaled a barbarian here.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -E -spiked board~ -This cunning trap impales whoever trips the trip wire by springing up from -the floor and impaling them. -~ -#18016 -rubbish debris~ -accumulated rubbish and debris~ -Piles of accumulated rubbish and debris litter the floor.~ -~ -13 0 0 -0 0 0 0 -1903 0 0 -E -rubbish debris~ -Doubtless this debris made the tripwire impossible for the barbarian to see. -~ -#18017 -silver goblet~ -a silver goblet~ -A silver goblet rests in an alcove here.~ -~ -10 0 1|16384 -20 43 43 43 -3 0 0 -E -silver goblet~ -It is filled with a red liquid. -~ -#18018 -pouch~ -a small pouch~ -A small pouch has fallen on the ground here.~ -~ -15 0 1|2048 -5 1 0 0 -1 0 0 -E -pouch~ -It appears to be a herb pouch. -~ -#18019 -herbal meat~ -some herbal meat~ -Some herbal meat has been left here.~ -~ -26 0 1 -20 39 81 16 -1 1500 0 -E -herbal meat~ -It smells GOOD! -~ -#18020 -emerald jewel gem~ -a large emerald~ -A large green jewel lies here, forgotten.~ -~ -18 1 1|16384 -0 0 0 0 -1 10000 0 -E -emerald jewel gem~ -This looks to be some sort of key... -~ -#18021 -opal studded dagger~ -an opal-studded dagger~ -An opal-studded dagger is stuck in the ground here.~ -~ -5 1|64 1|8192 -0 0 0 11 -5 0 0 -A -18 6 -#18022 -mirror~ -a wall-length mirror~ -A wall-length mirror is affixed to the wall here.~ -~ -12 0 1|16384 -0 0 0 0 -150 0 0 -A -3 -3 -A -4 -3 -E -mirror~ -The mirror looks to be firmly attached, though with a bit of effort you are -sure you could break it free. Looking into it, you notice your image is -strangely distorted, and you begin to experience a severe headache. Perhaps -you'd be better off leaving it be... -~ -#18023 -stone statue~ -a stone statue~ -A stone statue of a paladin stands here.~ -~ -12 0 0 -0 0 0 0 -250 0 0 -E -statue paladin~ -The paladin's face is contorted in a grimace of pain, as if he had suddenly -suffered some horrid wound. -~ -#18024 -stone statue~ -a stone statue~ -A stone statue of a monk stands here.~ -~ -12 0 0 -0 0 0 0 -250 0 0 -E -statue monk~ -The monk's face is contorted in a grimace of pain, as if he had suddenly -suffered some horrid wound. -~ -#18025 -stone statue~ -a stone statue~ -A stone statue of a wizard stands here.~ -~ -12 0 0 -0 0 0 0 -250 0 0 -E -statue wizard~ -The wizard's face is contorted in a grimace of pain, as if he had suddenly -suffered some horrid wound. -~ -#18026 -stone statue~ -a stone statue~ -A stone statue of a thief stands here.~ -~ -12 0 0 -0 0 0 0 -250 0 0 -E -statue thief~ -The thief's face is contorted in a grimace of pain, as if he had suddenly -suffered some horrid wound. -~ -#18027 -ornate helm~ -an ornate helm~ -An ornate helm rests here. It looks to be centuries old.~ -~ -9 16|512 1|16 -0 0 0 0 -5 0 0 -A -3 1 -A -4 1 -A -12 20 -#18028 -bloodstealer sword~ -a bloodstained sword~ -A sword smeared with dried blood lies here.~ -~ -5 16|64|512|4096 1|8192 -0 0 0 0 -15 0 0 -A -1 2 -A -5 1 -A -18 8 -A -19 8 -A -25 -2 -#18029 -parchment~ -a piece of parchment~ -An old piece of parchment lies here.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -parchment~ -The parchment bears a sketch of a man-headed lion, with an inscription -beneath- -"Should you meet the Manticore, - Of its tail beware. - Shield yourself against the spikes - Flying through the air." -~ -#18030 -boots~ -a pair of leather boots~ -A pair of leather boots rest here.~ -~ -9 16|512 1|64 -0 0 0 0 -2 0 0 -A -2 1 -A -14 100 -#18031 -cloak~ -a tattered cloak~ -A tattered cloak lies neglected on the floor here.~ -~ -9 16|512 1|4 -0 0 0 0 -4 0 0 -A -13 50 -#18032 -scale mail~ -a suit of archaic scale mail~ -This suit of scale mail must be at least 200 years old...~ -~ -9 16|512 1|8 -0 0 0 0 -10 0 0 -A -17 -20 -#18033 -ring~ -the ring of Yaegar~ -This ring is granted by Yaegar to his trusted agents.~ -~ -9 16|64|512|4096 1|2 -0 0 0 0 -1 0 0 -A -18 2 -A -19 2 -A -23 -2 -A -24 -2 -A -25 3 -#18034 -mushrooms~ -some tasty-looking mushrooms~ -Some tasty-looking mushrooms grow here.~ -~ -26 0 1 -25 39 39 39 -1 0 0 -E -mushrooms~ -They appear to be free of contamination. -~ -#18035 -short sword~ -a sharp short sword~ -A sharp short sword lies here.~ -~ -5 0 1|8192 -0 0 0 11 -5 0 0 -A -18 4 -#18036 -spear~ -a short throwing spear~ -A short throwing spear has been thrust into the dirt here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -3 0 0 -#18037 -skull~ -a human skull~ -A human skull rests here.~ -~ -15 0 1|16384 -0 0 0 0 -2 0 0 -E -skull~ -It appears to contain some yellow stones... -~ -#18038 -jewel yellow topaz gem~ -a topaz~ -A yellow jewel lies here.~ -~ -8 0 1|16384 -0 0 0 0 -1 500 0 -E -topaz~ -Yawn. A semi-precious stone. -~ -#18039 -jewel yellow topaz gem~ -a topaz~ -A yellow jewel lies here.~ -~ -8 0 1|16384 -0 0 0 0 -1 500 0 -E -topaz~ -Yawn. A semi-precious stone. -~ -#18040 -loaded crossbow~ -a loaded crossbow~ -A loaded crossbow is aimed fair at you.~ -~ -5 0 1|32768 -0 0 0 2 -18 5000 0 -A -19 7 -#18041 -marble plinth~ -a marble plinth~ -A marble plinth stands in the center of the room.~ -~ -15 0 0 -100 5 0 0 -1000 0 0 -E -plinth~ -It appears to be hollow... -~ -#18042 -wooden ball red~ -a red wooden ball~ -A red wooden ball rolls across the floor.~ -~ -30 0 1|8192|16384 -0 0 0 0 -2 0 0 -#18043 -wooden ball blue~ -a blue wooden ball~ -A blue wooden ball rolls across the floor.~ -~ -30 0 1|8192|16384 -0 0 0 0 -2 0 0 -#18044 -withered hand~ -a withered hand~ -A withered hand is nailed to the door here.~ -~ -19 0 1|16384 -0 0 0 1 -2 0 0 -E -hand~ -It is rather badly decayed. -~ -#18045 -box~ -a wooden box~ -A small wooden box rests here.~ -~ -15 0 1 -10 5 0 0 -2 0 0 -E -box~ -It is covered with slime, and rattles when you shake it. -~ -#18046 -iron key~ -an iron key~ -An iron key lies here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -iron key~ -Despite having spent considerable time in a damp sewer, it is free of -corrosion. -~ -#18047 -large gem sapphire~ -a sapphire~ -A large gem lies forgotten here.~ -~ -18 1 1|16384 -0 0 0 0 -1 6000 0 -E -sapphire gem~ -It appears to be a key of some sort... -~ -#18048 -axe~ -a broad axe~ -A broad axe lies on the ground.~ -~ -5 0 1|32768 -0 0 0 3 -22 0 0 -A -1 3 -A -18 2 -A -19 8 -#18049 -loincloth~ -a loincloth~ -A loincloth fashioned from bear furs has been dropped here.~ -~ -9 0 1|2048 -0 0 0 0 -5 0 0 -E -loincloth~ -It is badly stained. -~ -#18050 -fur lined boots~ -a pair of fur-lined boots~ -A pair of fur-lined boots, good for walking, rest here.~ -~ -9 0 1|64 -0 0 0 0 -8 0 0 -A -5 1 -A -14 120 -#18051 -throwing dagger~ -a throwing dagger~ -A throwing dagger is stuck in the ground here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -5 0 0 -A -18 4 -E -throwing dagger~ -It is well-balanced. -~ -#18052 -tattoo~ -a tattoo~ -A rough tattoo has been torn from someone's arm.~ -~ -9 4096 1|256 -0 0 0 0 -1 0 0 -A -5 2 -E -tattoo~ -It appears to be some sort of primitive tribal symbol. -~ -#18053 -piece paper brown curled~ -a piece of brown, curled paper~ -A piece of paper, brown and curled with age, is pinned to the wall.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -paper~ -A message written in blood says- "BEWARE THE TRIALMASTERS". -~ -#18054 -red leather bound book~ -a red leather-bound book~ -A dusty red leather-bound book rests on a stone ledge here.~ -~ -2 0 1|16384 -0 0 0 0 -5 2000 0 -E -red leather book~ -It is an ancient treatise on the nature of Bloodbeasts, and may be worth no -small amount to a dealer in such items. -~ -#18055 -black leather bound book~ -a black leather-bound book~ -A dusty black leather-bound book rests on a stone ledge here.~ -~ -15 0 1|16384 -2 4 0 0 -10 0 0 -E -black leather book~ -Upon closer examination, you notice that this "book" is in fact hollow, -with the pages having been cut out and stuck together to form a storage -cache. -~ -#18056 -small corked bottle clear liquid~ -a small corked bottle~ -A small corked bottle containing a clear liquid lies here.~ -~ -10 64 1|16384 -20 19 20 44 -1 0 0 -E -bottle~ -It is a long, narrow affair, much like a test tube. -~ -E -liquid~ -You tell me! -~ -#18057 -bone ring talisman~ -a bone ring~ -A bone ring has been dropped here.~ -~ -9 2|64|1024 1|2 -0 0 0 0 -1 0 0 -A -1 1 -A -5 1 -A -13 25 -A -18 1 -A -19 1 -E -bone ring~ -It is engraved with symbols that identify it as some sort of Druidic -talisman. -~ -#18058 -leather pouch~ -a small leather pouch~ -A small leather pouch lies nearby.~ -~ -15 0 1 -10 0 0 0 -1 0 0 -E -pouch~ -It wouldn't hold very damn much. -~ -#18059 -wicker basket~ -a wicker basket~ -A wicker basket, much like those used by snake charmers, rests here.~ -~ -15 0 1 -25 0 0 0 -1 0 0 -#18060 -crossbow~ -a light crossbow~ -A light crossbow, cocked and ready to fire, has been left here.~ -~ -5 0 1|8192 -0 0 0 11 -5 0 0 -A -18 2 -A -19 4 -A -25 -1 -#18061 -dwarven mail finely made chainmail~ -a suit of finely-made chainmail~ -A suit of Dwarven mail lies here.~ -~ -9 64 1|8 -0 0 0 0 -8 0 0 -A -17 -20 -E -dwarven mail armor~ -It affords excellent protection to its wearer. -~ -#18062 -guiness~ -a pint of guiness~ -A pint of guiness foams away here.~ -~ -17 0 1|16384 -2 2 25 0 -1 0 0 -E -guiness stout~ -It's fockin' good! -~ -#18063 -roast meal~ -a roast meal~ -A steaming meal of vegetables and beef sits here.~ -~ -19 0 1 -24 0 0 0 -3 0 0 -E -roast meal~ -It looks and smells delicious. -~ -#18064 -casket~ -a wooden casket~ -A small wooden casket rests here.~ -~ -15 0 1 -10 5 0 0 -2 0 0 -E -casket~ -It rattles when you shake it. -~ -#18065 -velvet bag~ -a velvet bag~ -A velvet bag lies here, forgotten.~ -~ -15 0 1 -5 0 0 0 -1 1000 0 -E -velvet bag~ -It is very finely embroidered. -~ -#18066 -large pearl~ -a large pearl~ -A large pearl, fresh from the sea, rests here.~ -~ -8 0 1|16384 -0 0 0 0 -1 500 0 -E -pearl~ -It is large but probably not as valuable as you may think. -~ -#18067 -crown~ -a crown~ -A crown set with magnificent jewels sparkles here.~ -~ -13 0 1|16 -0 0 0 0 -1 10 0 -E -crown~ -Upon closer inspection, you notice that the "jewels" are in fact cheap glass -and paste. -~ -#18068 -plate food~ -a plate of food~ -A plate of food sits here, untouched.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -#18069 -tray~ -a serving tray~ -A heavy serving tray has been dropped here.~ -~ -5 0 1|32768 -0 0 0 7 -10 0 0 -E -tray~ -It weighs a lot, and would doubtless do someone an injury if you hit them -on the head with it. -~ -#18070 -glass water~ -a glass of water~ -A glass of water sits here.~ -~ -17 0 1|16384 -1 1 0 1 -1 0 0 -#18071 -chair bird~ -a chair~ -A chair carved in the shape of a grotesque bird sits near one wall.~ -~ -15 0 0 -5 4 0 0 -1000 0 0 -E -chair~ -You notice a small panel which may slide open... -~ -#18072 -glass phial~ -a glass phial~ -A glass phial rests here.~ -~ -10 64 1|16384 -20 83 0 0 -1 0 0 -#18073 -helm~ -a magnificent winged helm~ -A magnificent winged helm rests on a stick here.~ -~ -9 1|2|64|1024|2048 1|16 -0 0 0 0 -5 0 0 -A -3 1 -A -4 1 -A -17 -7 -A -18 4 -A -25 2 -E -helm winged~ -It is truly magnificent. The stuff of legend, really. -~ -#18074 -west cherub fountain~ -a fountain carved in the shape of a cherub~ -A fountain carved in the shape of a cherub rests near the west wall.~ -~ -25 0 0 -0 0 0 1 -10000 0 0 -E -fountain~ -The water looks cool and refreshing. -~ -#18075 -east cherub fountain~ -a fountain carved in the shape of a cherub~ -A fountain carved in the shape of a cherub rests near the east wall.~ -~ -25 0 0 -0 0 0 0 -10000 0 0 -E -fountain~ -The water looks cool and refreshing. -~ -#18076 -dagger~ -a dagger~ -A small dagger is stuck in the ground here.~ -~ -5 1|64 1|8192 -0 0 0 11 -5 0 0 -A -18 4 -E -dagger~ -It is of elven make. -~ -#18077 -snake skin~ -a snake skin~ -This skin would make a funky-ass belt.~ -~ -9 0 1|2048 -0 0 0 0 -3 0 0 -#18078 -elven boots~ -a pair of elven boots~ -A pair of soft elven boots lie here.~ -~ -9 64 1|64 -0 0 0 0 -1 0 0 -A -2 3 -#18079 -metal grille~ -a metal grille~ -A metal grille is set in the floor here.~ -~ -15 0 0 -1000 0 0 0 -10000 0 0 -E -grille~ -You fancy you can see something shiny within. -~ -#18080 -grappling iron~ -a grappling iron~ -A grappling iron has been left here.~ -~ -5 0 1|8192 -0 0 0 8 -8 0 0 -E -grappling iron~ -This would make a simple but effective weapon. -~ -#18081 -chest~ -a large oak chest~ -A large oak chest bound with bands of iron rest here.~ -~ -15 0 1 -500 5 0 0 -100 0 0 -E -chest~ -It looks rather heavy but you think you could lift it. -~ -#18082 -pendant~ -a silver pendant~ -A silver pendant, once set with a stone now long gone, lies here.~ -~ -8 0 1|4 -0 0 0 0 -1 250 0 -E -pendant~ -Even without the gem the silver is worth a fair bit. -~ -#18083 -large golden effigy~ -a large golden effigy~ -A large golden effigy that serves as a Troglodyte totem stands tall here.~ -~ -12 0 0 -0 0 0 0 -10000 0 0 -E -effigy~ -Its kinda hard to describe. Grab a copy of Deathtrap Dungeon and check out -the picture with reference 230. ;) -~ -#18084 -stone axe~ -a crude stone axe~ -A crude stone axe.~ -~ -5 0 1|8192 -0 0 0 7 -7 0 0 -#18085 -crude wooden spear~ -a crude wooden spear~ -A crude wooden spear.~ -~ -5 0 1|8192 -0 0 0 2 -5 0 0 -#18086 -loincloth~ -a shit-stained loincloth~ -A loincloth stained with Troglodyte shit lies here, unwanted (!).~ -~ -9 16 1|2048 -0 0 0 0 -3 0 0 -E -loincloth~ -DON'T wear THAT! -~ -#18087 -dust~ -magic dust~ -Some magic dust floats about here.~ -~ -4 1|64 1|16384 -25 1 1 56 -1 800 0 -#18088 -pair green boots~ -a pair of green boots~ -A pair of green boots with bright gold buckles have been left here.~ -~ -9 64|1024 1|64 -0 0 0 0 -3 0 0 -A -2 1 -#18089 -brown belt~ -a brown belt with a gold buckle~ -A brown belt with a shiny gold buckle has been dropped here.~ -~ -9 64|1024 1|2048 -0 0 0 0 -2 0 0 -A -2 1 -A -13 10 -#18090 -green breeches~ -a pair of sturdy green breeches~ -A pair of sturdy green breeches have been neatly folded up here.~ -~ -9 64|1024 1|32 -0 0 0 0 -5 0 0 -A -5 1 -A -17 -10 -#18091 -green tunic~ -a bright green tunic~ -A homespun bright green tunic has been hung from a hook here.~ -~ -9 64|1024 1|8 -0 0 0 0 -4 0 0 -A -12 25 -A -23 -1 -A -24 -1 -#18092 -pipe~ -a pipe~ -A pipe smokes away here.~ -~ -1 1 1|65536 -0 0 -1 0 -1 0 0 -A -5 -2 -#18093 -green hat~ -a green hat with a gold buckle~ -A green puritan style hat with a gold buckle sits here.~ -~ -9 64|1024 1|16 -0 0 0 0 -3 0 0 -A -3 1 -A -4 1 -#18094 -leather backpack~ -a leather backpack~ -A magical leather backpack rest here, half-open.~ -~ -15 0 1|8 -250 1 0 0 -5 0 0 -#18095 -unleavened bread~ -some elven unleavened bread~ -A loaf of elven bread sits here.~ -~ -26 64 1 -25 61 43 81 -1 0 0 -E -elven bread~ -Elven bread is rumored to have magical qualities. -~ -#18096 -mirror~ -a small silvered mirror~ -A small silvered mirror rests here.~ -~ -3 64 1|16384 -25 10 10 4 -1 0 0 -#18097 -bone monkey charm~ -a bone monkey charm~ -A bone monkey charm attached to a leather thong has been discarded here.~ -~ -9 64 1|4 -0 0 0 0 -1 0 0 -A -12 50 -#18098 -leather pouch~ -a small leather pouch~ -A small leather pouch has fallen on the ground here.~ -~ -15 0 1|2048 -5 4 0 0 -1 0 0 -#18099 -tiny brass bell~ -a tiny brass bell~ -A tiny brass bell rests here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -tiny brass bell~ -? -~ -#18100 -ninja to~ -a ninja-to~ -A sharp ninja-to rests here in its scabbard.~ -~ -5 64 1|8192 -0 0 0 3 -8 0 0 -A -18 8 -A -19 8 -#18101 -tiger claws~ -a pair of ninja tiger claws~ -A pair of a ninja's tiger claws lie here.~ -~ -9 0 1|128 -0 0 0 0 -2 0 0 -A -18 3 -A -19 4 -#18102 -shuriken~ -a shuriken~ -A sharp shuriken is deply imbedded in the wall here.~ -~ -30 64 1|8192|16384 -0 0 0 0 -1 0 0 -A -18 3 -A -19 3 -#18103 -black robes~ -black ninja robes~ -Black ninja robes lie here.~ -~ -9 4 1|8 -0 0 0 0 -5 0 0 -A -2 1 -A -14 25 -A -17 -10 -#18104 -long knife~ -a long knife~ -A long knife lies on the floor here.~ -~ -5 0 1|8192 -0 0 0 11 -5 1000 0 -#18105 -flask water~ -a flask of water~ -A flask of water lies here.~ -~ -17 0 1|16384 -8 8 0 0 -2 0 0 -#18106 -rice palm leaf~ -rice wrapped in palm leaf~ -Some rice wrapped in palm leaf sits here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#18107 -jar healing ointment~ -a jar of healing ointment~ -A jar of healing ointment rests here.~ -~ -4 64 1|16384 -26 5 5 15 -2 0 0 -E -jar healing ointment~ -There is enough of this herbal mixture for five applications. -~ -#18108 -diamond~ -a beautiful diamond~ -A beautiful diamond has been tossed aside here.~ -~ -18 1 1|16384 -0 0 0 0 -1 8000 0 -E -diamond~ -It appears to be some sort of key. -~ -#18109 -basket~ -a large basket~ -A large basket affixed to a rope allows people to be hauled up.~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#18110 -bone~ -a bone~ -A bone. Go on, have a gnaw.~ -~ -19 0 1 -6 0 0 0 -3 0 0 -#18111 -broken stool~ -a broken stool~ -A broken stool rests crazily on its remaining three legs.~ -~ -5 0 1|8192 -0 0 0 7 -6 0 0 -#18112 -collar~ -a spiked dog collar~ -A spiked dog collar lies here.~ -~ -15 0 1|4 -5 4 0 0 -1 0 0 -E -collar~ -The collar appears to have a small secret compartment. -~ -#18113 -shield~ -a magnificent shield~ -A maginificent shield lies here, gleaming.~ -~ -9 1|64 1|512 -10 0 0 0 -5 0 0 -A -17 -20 -A -18 1 -A -19 1 -A -23 -3 -A -24 -3 -#18114 -cupboard~ -a bare cupboard~ -This cupboard appears to be rather bare...~ -~ -15 0 0 -100 1 0 0 -700 0 0 -#18115 -metal capsule~ -a metal capsule~ -A small metal capsule lies here.~ -~ -9 1|64 1|16384 -1 0 0 0 -1 0 0 -A -4 1 -A -12 50 -#18116 -leather armor~ -a suit of leather armor~ -(Smelly) A suit of Orcish armor lies here.~ -~ -9 0 1|8 -0 0 0 0 -7 0 0 -#18117 -animal hides~ -animal hides~ -Some uncured animal hides are stinking up the room here.~ -~ -9 0 1|8 -0 0 0 0 -12 0 0 -A -5 -1 -A -13 20 -A -17 -10 -E -hides~ -They STINK! -~ -#18118 -gold ring~ -a gold ring~ -A gold ring gleams here.~ -~ -9 2|16|512|4096 1|2 -0 0 0 0 -1 0 0 -A -5 1 -A -18 3 -A -19 3 -A -25 1 -#18119 -mandibles~ -a pair of mandibles~ -A pair of stone-crushing mandibles lie here.~ -~ -5 0 32768 -0 0 0 0 -10 0 0 -A -18 10 -A -19 12 -#18120 -mallet~ -a wooden mallet~ -A wooden mallet rests here.~ -~ -5 0 1|8192 -0 0 0 7 -3 0 0 -#18121 -iron spike~ -an iron spike~ -An iron spike rests here.~ -~ -5 0 1|8192 -0 0 0 11 -5 0 0 -A -18 -2 -A -19 2 -#18122 -cupboard~ -a small cupboard~ -A small cupboard rests near one wall.~ -~ -15 0 1 -100 1 0 0 -100 0 0 -#18123 -orc corpse~ -the corpse of an orc~ -The corpse of one of the dungeon's Orcish guards lies here.~ -~ -23 0 1 -0 0 0 0 -75 0 0 -E -corpse orc~ -From the look of it, this Orc was slain by a large fellow wielding a heavy -axe. Seems a barbarian competitor is still going... -~ -#18124 -orc corpse~ -the corpse of an orc~ -The corpse of one of the dungeon's Orcish guards lies here.~ -~ -23 0 1 -0 0 0 0 -75 0 0 -E -corpse orc~ -From the look of it, this Orc was slain by a large fellow wielding a heavy -axe. Seems a barbarian competitor is still going... -~ -#18125 -bone necklace amulet strength~ -an amulet of strength~ -A bone necklace has been discarded here.~ -~ -9 2 1|4 -0 0 0 0 -1 0 0 -A -1 2 -A -5 1 -#18126 -test chamber key~ -a test chamber key~ -This key will allow you to open the door leading north from the chambers.~ -~ -18 2 1|16384 -0 0 0 0 -1 0 0 -#18127 -dungeon key~ -a dungeon key~ -This key will allow you to proceed into the next stage of the dungeon.~ -~ -18 2 1|16384 -0 0 0 0 -1 0 0 -#18128 -brooch garnet~ -a brooch set with a large garnet~ -A brooch set with a large garnet lies here.~ -~ -8 0 1|8 -0 0 0 0 -1 2452 0 -#18129 -shell~ -a basket shell~ -This shell allows you to travel up in the basket. Unlock it now!~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -shell~ -Don't stare at it! USE IT!!! -~ -#18130 -lots money~ -lots of money!~ -Piled all around is lots and lots of money!~ -~ -20 0 1 -20000 0 0 0 -1 0 0 -#18131 -chute~ -a chute~ -This filthy chute leads into a sewer. You sure you wanna enter?~ -~ -33 0 0 -18117 0 0 0 -1 0 0 -#0 - - -#ROOMS -#18000 -The Streets Outside the Dungeon~ -You are making your way through the crowds to the entrance of the infamous -Deathtrap Dungeon, wherein you, along with several other adventurers, will -quest for fame, glory and, of course, gold. Five other adventurers are -gathered outside, waiting for the Baron to begin the Trial of Champions, -at which point you will enter the maze, and find your way through to the -finish, at which point you will be granted a fabulous reward! Four of them -enter before you- then its your turn, and you stride purposefully into the -dungeon, taking the first few steps of what is known as "The Walk". -~ -0 4 1 -D0 -~ -~ -1 -1 18001 -D2 -~ -~ -0 -1 31011 -E -entrance dungeon~ -The entrance is flanked by two massive pillars, covered with carvings of -snakes, demons and witches, all screaming soundlessly or leering evilly. -You shiver and decide not to think about what this portends... -~ -S -#18001 -Inside the Dungeon~ -You enter into the gloomy interior, walking along a damp earth floor that -runs far to the north. Presently, all exterior light has dissipated, and -you have to rely solely on your own light source. Water drips occasionally -from the ceiling, the soft plop it makes as it hits the floor echoing -eerily in this stony tunnel. Tiny insects, disturbed by your light and noise, -scurry away into many tiny cracks and holes in the walls. The sets of the -footprints of those who entered before you can be seen on the ground. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 18002 -D2 -~ -~ -1 -1 18000 -S -#18002 -A Junction~ -You have reached a junction, where you may proceed east, west or south. A -white arrow on the wall opposite the southern branch points west, and judging -by the footprints several of your opponents decided to follow its silent -advice- three pairs head in that direction. One pair, however, heads east. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18003 -D2 -~ -~ -0 -1 18001 -D3 -~ -~ -0 -1 18015 -S -#18003 -An Eastern Path~ -You are heading along a narrow passage that runs east away from the entrance -junction. At this point the corridor is quite damp and dark, and you have -to proceed slowly. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18004 -D3 -~ -~ -0 -1 18002 -S -#18004 -A Bend in the Passage~ -At this point the passage bends, heading north and west. The passage to the -west is damp and dark, while to the north it grows suddenly dry, hot even. -You can feel a sudden wave of heat from the north. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18005 -D3 -~ -~ -0 -1 18003 -S -#18005 -A Hot Corridor~ -Proceeding along this dry corridor, you suddenly begin to sweat profusely as -it grows unbearably hot. You steel yourself and rush onward to minimise the -damage you may suffer from the heat. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18006 -D2 -~ -~ -0 -1 18004 -S -#18006 -Outside An Iron Door~ -Further along on the western wall there is an iron door, with an iron plate -at chest height which can be slid aside to allow one to gaze within. From -the north you can hear grunting and cursing, while from the south comes a -sudden wave of intense heat. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18009 -D2 -~ -~ -0 -1 18005 -D3 -Peering through the eyehole, you see a small room which contains a deep pit. -It doesn't look to be very interesting. -~ -door west iron plate~ -1 0 18007 -S -#18007 -A Pit Chamber~ -The center of this chamber is dominated by a deep pit, which you barely -avoid falling into as you enter. It has plenty of finger and toe holds, -however, should you wish to climb into (or out of) it. -~ -0 1|4|8 0 -D1 -~ -~ -1 0 18006 -D5 -~ -~ -0 -1 18008 -S -#18008 -A Pit~ -You are in a pit, whether by design or mishap. It is a crude affair, having -been roughly carved from the earth using small shovels, if the marks in the -earth are any indication. -~ -0 1|8 0 -D4 -~ -~ -0 -1 18007 -S -#18009 -A Sudden Corner~ -Rounding the corner here, you find yourself in a position where you can head -west or south. There are tracks in the dirt here, Orcish by the look of them. -There is also a faint Orcish odor here- perhaps you'd better remain alert in -case the horrid humanoids lair near here...? -~ -0 1|8 0 -D2 -~ -~ -0 -1 18006 -D3 -~ -~ -0 -1 18010 -S -#18010 -A Long Corridor~ -The humidity has returned to the air in this section of the corridor, and -you can once again see footprints in the dirt- heading from the east to a -door north of here. But they don't appear to lead out again... Ominous. You -can see nothing else of interest besides the iron door. -~ -0 1|8 0 -D0 -A heavy iron door, unlocked. -~ -door iron~ -1 0 18011 -D1 -~ -~ -0 -1 18009 -D3 -~ -~ -0 -1 18012 -S -#18011 -A Horrid Fate...~ -You stumble into a debris-strewn chamber, gagging at the stench of death. -You then learn rather graphically the fate of one of your opponents. He -is impaled on a rather lethal trap, evidently one he triggered quite -unknowingly (well, he wouldn't do it KNOWINGLY, would he now? tsk.) while -heading for an alcove on the far wall... -~ -0 1|8 0 -D2 -~ -~ -1 0 18010 -S -#18012 -A Junction~ -Paths head in all four cardinal directions at this point, with footprints -leading back and forth each way. You cannot see or hear anything from here, -but the passage does appear to be lit far to the north, by what you cannot -tell... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18021 -D1 -~ -~ -0 -1 18010 -D2 -~ -~ -0 -1 18013 -D3 -~ -~ -0 -1 18020 -S -#18013 -A Long Corridor~ -This section of the corridor is particularly cold, dark and silent, and you -shiver as you consider your options. The ground is too hard and shrouded in -darkness to yield any substantial tracks. From the south you suddenly hear -a faint grunt, either of pain or anger, you aren't sure which. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18012 -D2 -~ -~ -0 -1 18014 -S -#18014 -A Cave~ -The passage widens sufficently here to form a small cave, in which you spy -the remains of a campfire and the bones of someone's recent meal. It -suddenly occurs to you that the occupant may not be too far away... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18013 -D2 -~ -~ -0 -1 18015 -S -#18015 -A Junction in the Wet Passageway~ -The footprints are clear in the muddy ground here- two pairs head west, and -one pair heads north along the northern branch. A vile smell wafts from the -north, and you crinkle your nose in disgust. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18014 -D1 -~ -~ -0 -1 18002 -D3 -~ -~ -0 -1 18016 -S -#18016 -A Western Passageway~ -You are advancing along a passage that heads west away from the entrance -junction, skirting two sets of muddy footprints that head westward. There is -a large bell hanging here, which looks extremely heavy (and useless). -~ -0 1|8 0 -D1 -~ -~ -0 -1 18015 -D3 -~ -~ -0 -1 18017 -S -#18017 -A Bend~ -Here you may proceed north or east. Two sets of footprints head from the east -round this bend to the north, from where you can hear a tremendous howling -and snarling! -~ -0 1|8 0 -D0 -~ -~ -0 -1 18018 -D1 -~ -~ -0 -1 18016 -S -#18018 -A Dimly Lit Section of Corridor~ -At this point a dim light pervades the corridor from some distant crack in -the ceiling, illuminating a small circular area, which seems to be serving -as some sort of fighting ground for two angry hobgoblins, battling over -whatever is lying on the floor. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18019 -D2 -~ -~ -0 -1 18017 -S -#18019 -A Corner~ -The passage bends sharply here, heading off to the south and east. You see -that both sets of tracks that you saw to the south continue east from here- -evidently your opponents are making good time! -~ -0 1|8 0 -D1 -~ -~ -0 -1 18020 -D2 -~ -~ -0 -1 18018 -S -#18020 -Poles~ -A series of poles have been laid across the passageway here, and you must -step between them to continue. Gingerly you do so, avoiding touching any- -a gut feeling tells you that that would be a very bad thing to do... -~ -0 1|8 0 -D1 -~ -~ -0 -1 18012 -D3 -~ -~ -0 -1 18019 -S -#18021 -A Large Cavern~ -You have entered a large cavern, the floor of which is much drier than that -to the south, but it is also much darker. A massive gold idol of some -oriental deity rises in the center of the room. You may climb up it, to its -head, where you spy two large gems which depict the idol's eyes, as well as -two large stuffed birds, which seem almost alive somehow... -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 18023 -D2 -~ -~ -0 -1 18012 -D4 -~ -~ -0 -1 18022 -S -#18022 -Atop the Idol~ -As you near the top, you notice the birds move slightly, and you ready -yourself for what could be a mad dash for the gems. Then, suddenly, they -come to life with an angry squawk, and you know you are in trouble. -~ -0 1|8 0 -D5 -~ -~ -0 -1 18021 -S -#18023 -A North South Passage~ -This passage heads north and south, disappearing into the darkness in -each direction before and behind you. To the west a metal door is set into -the ancient cracked wall. Listening at it, you hear nothing. In fact the -only noise you can hear is a constant dripping far to the south, and a faint -humming noise from the north. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18025 -D2 -~ -~ -0 -1 18021 -D3 -~ -~ -1 -1 18024 -S -#18024 -An Empty Chamber~ -This bare room has a damp, earthy odor, and the mold and moisture you have -encountered in other parts of the dungeon is even more prevalent here. -~ -0 1|8 0 -D1 -~ -~ -1 0 18023 -S -#18025 -The Passage Continues~ -The passage continues without event, running to the north and south as far -as you can see with your limited light source. There are at least two pairs -of footprints in the dirt that covers the floor. -~ -0 0 0 -D0 -~ -~ -0 -1 18026 -D2 -~ -~ -0 -1 18023 -S -#18026 -The Passage Continues~ -The passage continues without event, running to the north and south as far -as you can see with your limited light source. There are at least two pairs -of footprints in the dirt that covers the floor. - -From behind a door to the east you can hear a faint humming sound, as of -bees, or other insects. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18029 -D1 -~ -~ -1 0 18027 -D2 -~ -~ -0 -1 18025 -S -#18027 -A Chamber~ -This chamber is dominated by a large circular pit, which you could climb -down into if you so desired. The humming is now very loud, and you peer -about expectantly, looking for its source. You may wish you didn't find it. -You see something moving about down in the pit, a squirming, wriggling mass -of... something. -~ -0 1|8 0 -D3 -~ -~ -1 0 18026 -D5 -Your torchlight does not penetrate deep enough into the darkness to be sure, -but it looks like worms or grubs crawling around down there. -~ -pit~ -0 -1 18028 -S -#18028 -A Breeding Pit~ -Some sort of giant insect, a fly or mosquito, has chosen to raise its many -offspring in this damp, warm pit. Larvae crawl about all around you, their -disgusting slimy ichor and stench making you feel rather nauseous. -~ -0 1|8 0 -D4 -~ -~ -0 -1 18027 -S -#18029 -A Junction~ -At this point, there are three passages to the east, south and west, all -stretching away into the dimness. From the west you can hear what sounds like -rock being crushed, while to the south you can hear a faint humming. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18033 -D2 -~ -~ -0 -1 18026 -D3 -~ -~ -0 -1 18030 -S -#18030 -Rock Grubs!~ -At this point, a massive rock grub has burst through the north wall, -collapsing the old stone sufficiently to allow it to enter the corridor from -its tunnel. Slime-covered rocks and other debris litter the corridor. You -may proceed east or west, or venture into its tunnel to the north... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18031 -D1 -~ -~ -0 -1 18029 -D3 -~ -~ -0 -1 18032 -S -#18031 -A Dead End~ -The tunnel ends after a short distance in a cave-in, and you see the bloated -corpse of a rock grub half-buried under the rubble. Evidently the rock grubs -are not qualified excavators... But perhaps there is still another one -around...? -~ -0 1|8 0 -D2 -~ -~ -0 -1 18030 -S -#18032 -A Dead End~ -The passage ends at a sudden dead end, a newly-constructed brick wall barring -further passage onwards. However, there may still be something of interest -lying about... -~ -0 1|8 0 -D1 -~ -~ -0 -1 18030 -S -#18033 -A Deep, Dark Pit~ -You have reached a point where a large pit gapes in the middle of the -corridor. It is rather narrow, however, and you could easily jump across it, -and continue east. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18034 -D3 -~ -~ -0 -1 18029 -E -pit~ -You are too scared to look down. -~ -S -#18034 -A Turn~ -The passage turns at this point, heading north and west as far as you can -see. A large pit looms to the west, while to the north you see a couple of -doors on the western wall. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18035 -D3 -~ -~ -0 -1 18033 -S -#18035 -A North-South Passage~ -At this point there is a wooden door set in the west wall. No noise can be -heard from whatever lurks within. The path continues north and south. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18037 -D2 -~ -~ -0 -1 18034 -D3 -~ -~ -1 0 18036 -S -#18036 -A...Museum???~ -This room is littered with a variety of stone statues, depicting all types of -classes and races. They are strikingly realistic... STRIKINGLY realistic... -and the subjects appear to have been in great pain at the time they posed for -these replicas. The room is currently empty, the trialmaster who works here -being called away on other business (lunch), and you think maybe it would -be best if you were not present upon his return... -~ -0 1|8 0 -D1 -~ -~ -1 0 18035 -S -#18037 -A North-South Passage~ -At this point there is a wooden door set in the west wall. No noise can be -heard from whatever lurks within. A large "X" has been scrawled upon it in -blood. The path continues north and south, though the path northward looks -rather suspicious and barren... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18038 -D2 -~ -~ -0 -1 18035 -D3 -~ -~ -1 0 18040 -S -#18038 -North~ -Ok. So you decided to head up here anyway. Well you proceed for several -hundred meters along a totally featureless passageway, with neither door nor -monster to relieve the tedium. Presently, you detect a faint rumbling sound -from the north that grows steadily louder, and you think you can see something -large and solid moving down the passageway toward you. Perhpas you'd better -turn back... -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 18039 -D2 -~ -~ -0 -1 18037 -S -#18039 -BOULDER DASH!~ -Ack! Haven't you seen Indiana Jones? You have just run smack into a huge -boulder, which rumbles right down onto you, squashing you flat before -continuing down the corridor. You lay in its wake for a few minutes, very -badly injured, before realizing you are too hurt to continue, and you will -have to recall. Next time, be more careful, hmmm? -~ -0 1|4|8 0 -S -#18040 -A Chamber... Or a Crypt?~ -This dark chamber is devoid of any items of interest, save for an alcove -you can enter to the west, and a large stone chair containing a skeleton, -who appears to be not quite dead yet... - -A sudden crash from outside that sounds very much like a large boulder -connecting with solid stone can suddenly be heard, and without even testing -you get the feeling your eastern exit has been blocked... -~ -0 1|8 0 -D1 -~ -~ -1 0 18037 -D3 -The alcove is surrounded by what looks like a large crop of mushrooms. -~ -alcove~ -0 -1 18041 -S -#18041 -The Alcove~ -You proceed down a short flight of steps into a rubbish-strewn cellar, and -on top of the rubbish grows a large crop of mushrooms. An archway on the -opposite wall allows one to proceed west into a crystal-lit tunnel. -~ -0 8 0 -D1 -~ -~ -0 -1 18040 -D3 -~ -~ -0 -1 18042 -S -#18042 -The Tunnel~ -The tunnel ends here at a set of stone steps leading up to a trapdoor, from -behind which you can hear the voices of Goblins. Light streams through -cracks in the trapdoor, and you are grateful that you will soon be in a nice -brightly lit room instead of a gloomy dungeon, even though you may have to -share it with aggressive humanoids. -~ -0 8 0 -D1 -~ -~ -0 -1 18041 -D4 -Through the cracks you can see two Goblins sharpening and cleaning their -weapons, chatting about girls, drinking and the tough trialmasters as they do. -~ -trapdoor trap door~ -1 0 18043 -S -#18043 -The Guard Room~ -You emerge into a brightly-lit, sparsely furnished guard room. There are -two chairs and a table, as well as a small cupboard. The room is in -surprisingly good order for Goblin quarters. - -Doors lead to the north and west, as well as back down. -~ -0 8 0 -D0 -~ -~ -1 0 18045 -D3 -~ -~ -1 0 18044 -D5 -~ -~ -1 0 18042 -S -#18044 -Another Tunnel~ -You are in a rough hewn east west tunnel that ends in a door to the east -and a bend to the north far to the west. There is a wooden door to the north -here. -~ -0 1|8 0 -D0 -~ -~ -1 0 18047 -D1 -~ -~ -1 0 18043 -D3 -~ -~ -0 -1 18048 -S -#18045 -An Ascending Tunnel~ -This passage heads steadily uphill to the north at a slight angle, before -evening out near a door on the east wall, to which a hand has been nailed. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18049 -D1 -The hand is human. -~ -door hand~ -1 0 18046 -D2 -~ -~ -1 0 18043 -S -#18046 -A Jail Cell~ -You have entered one of the Trialmasters' punishment cells. A man with one -hand missing has been chained to the far wall. You feel anger at their -cruelty, but don't know if you want to get involved. Perhaps the prisoner -may be able to tell you something useful, though? -~ -0 1|8 0 -D3 -~ -~ -1 0 18045 -S -#18047 -A Game~ -You have entered a room containing several items of interest, which you -may explore at leisure. You see what was once apparently a crossbow trap -of some sort, though your entry doesn't seem to trigger it... -~ -0 1|8 0 -D2 -~ -~ -1 0 18044 -S -#18048 -A Gallery~ -At the bend, you gaze northward into what appears to be a gallery of mirrors, -while to the east lies damp, dark tunnel. There appears to be someone or -something moving about to the north, and you suddenly feel rather uneasy. -~ -0 8 0 -D0 -~ -~ -0 -1 18052 -D1 -~ -~ -0 -1 18044 -S -#18049 -A Pipe~ -You reach a bend in the passage, with passages heading south down a slope to -a locked door, and west to a junction. To the east gapes the entrance to a -smelly, slimy sewerage pipe, which you can enter if you wish *shudder*. -~ -0 1|8 0 -D1 -Looks bad, smells bad. -~ -pipe~ -0 -1 18050 -D2 -~ -~ -0 -1 18045 -D3 -~ -~ -0 -1 18054 -S -#18050 -Inside the Pipe~ -This slimy affair is barely more than a meter in diameter, and you are forced -to crawl on your hands and knees through the sludge. You feel that the tunnel -is beginning to slope ever so slightly downward, and you get the distinct -impression that were you to continue, you would not be able to find sufficient -purchase on the slimy walls to slow your descent and you would most certainly -plummet far down into the murky depths. So NOW WOULD BE A GOOD TIME TO HEAD -BACK! -~ -0 1|8 0 -D1 -~ -~ -0 -1 18051 -D3 -~ -~ -0 -1 18049 -S -#18051 -A Slimy Death~ -You ignore all your instincts and proceed deeper into the pipe. Suddenly, you -feel the pipe drastically change its angle, and you feel yourself sliding -very quickly down the sludge into a wide pipe that goes down for over 50 -meters. You plummet screaming into the depths, and land with a soft squelch -in a lake of sewerage. Dying, exhausted and filthy, you have no option but -to be grateful you are still alive and recall. -~ -0 1|4|8 0 -S -#18052 -A Gallery~ -You are walking along a long corridor lined with hundreds of mirrors. The -sheer number of reflections you cast boggles you, and you barely notice the -presence of another, more sinister, traveller... It is only when you see -a skeleton that looks like it has been half-dragged into a mirror do you -really begin to realize you could be in serious trouble. - -A staircase fashioned of skulls allows one to proceed upward from this place. -~ -0 8 0 -D2 -~ -~ -0 -1 18048 -D4 -Like I said, totally composed of skulls. -~ -staircase~ -0 -1 18053 -S -#18053 -A Bend~ -The passage turns here, heading east toward a junction and south toward a -staircase heading down into a mirrored hall. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18054 -D5 -~ -~ -0 -1 18052 -S -#18054 -A Battle~ -Bloodstained walls and floors indicate that a battle took place only recently -at this junction. Evidently some of your competitors have also made it this -far. The passage to the north seems to be the one to take from here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18055 -D1 -~ -~ -0 -1 18049 -D3 -~ -~ -0 -1 18053 -S -#18055 -A Junction~ -You have reached a T-junction, with passages heading east, south and west. -The north wall is heavily decorated with gruesome murals depicting screaming -humans being chased by foul demons. You shudder and decide which way to -go. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18056 -D2 -~ -~ -0 -1 18054 -D3 -~ -~ -0 -1 18057 -S -#18056 -A Dead End~ -A dead end with nothing to recommend it. Perhaps there IS something of -interest left lying around, though... -~ -0 1|8 0 -D3 -~ -~ -0 -1 18055 -S -#18057 -A Chasm~ -The passage ends at the lip of a narrow ravine here. You may proceed down -into the ravine, or back east. Suddenly, you hear voices from the west, -across the ravine, and see crowds of cheering people, hailing you and telling -you that you have made it through, and to come out and celebrate. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18055 -D3 -~ -~ -0 -1 18058 -D5 -~ -~ -0 -1 18059 -S -#18058 -The End~ -With great joy, you leap across and run into the crowd, rejoicing in your -triumph. Suddenly, the crowd of admirers turns into a pile of corpses, and -the air around you grows thick and heavy. You gaze about in panic and see -that you are locked in a small room littered with the bodies of those fooled -before you. Cursing, you realize that you have been tricked by the Baron, -and will have to recall and try again... -~ -0 1|4|8 0 -S -#18059 -A Ravine~ -You are standing at the bottom of a ravine. The only way onward from here -is north- the climb back up is too arduous for someone of your limited -mountaineering skills. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18060 -S -#18060 -A Bend~ -You proceed along the tunnel to a sharp bend, where you can proceed east or -south. You hear footsteps, grunting and heavy breathing coming from the east, -and your nose detects the unmistakable odor of trolls. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18061 -D2 -~ -~ -0 -1 18059 -S -#18061 -Trolls n' Stuff~ -You stumble right into the lair of a rather large and angry troll. It has -just discovered the corpse of one of its fellows, slain by one of yours, -and it is in a rage! -~ -0 1|8 0 -D1 -~ -~ -0 -1 18062 -D3 -~ -~ -0 -1 18060 -S -#18062 -A Cavern~ -You enter a dimly-lit cavern, illuminated by the phosphorescent glow of some -subterranean mold that can be seen between the many stalagmites and -stalactites that grow here. There is a large oak door to the east of here. -~ -0 1|8 0 -D1 -~ -~ -1 0 18063 -D3 -~ -~ -0 -1 18061 -S -#18063 -A Testing Chamber~ -You have entered a testing chamber, but the Trialmaster of this room is -nowhere to be seen. You hear a click as the door locks behind you, and -realize that the only way out is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 18064 -D3 -~ -~ -1 0 18062 -S -#18064 -The Central Area~ -There are three doors and a southern passage leading from this room. There is -also an empty snake basket in the center of this room- where is its -occupant...? -~ -0 8 0 -D0 -~ -~ -1 18126 18067 -D1 -This door has "NO CROP IS" written upon it. -~ -door east~ -1 0 18066 -D2 -~ -~ -0 -1 18063 -D3 -This door has "RUIN MOAT" written upon it. -~ -door west~ -1 0 18065 -S -#18065 -A Bloodstained Arena~ -The floor of this place is covered in bloodstained sand. You can smell the -scent of death, heavy on the air, and wonder if any or all of your -competitors have met their ends here. -~ -0 8 0 -D1 -~ -~ -1 -1 18064 -S -#18066 -A Bloodstained Arena~ -The floor of this place is covered in bloodstained sand. You can smell the -scent of death, heavy on the air, and wonder if any or all of your -competitors have met their ends here. -~ -0 8 0 -D3 -~ -~ -1 -1 18064 -S -#18067 -The Final Test~ -Here, there is a small but securely locked door leading back into the -dungeons, the key to which is held by the trialmaster. He is willing to -give it to you in exchange for another item, but would much rather have a -good fight over it. -~ -0 8 0 -D0 -~ -~ -1 18127 18068 -D2 -~ -~ -1 18126 18064 -S -#18068 -A Divided Tunnel~ -Paths run to the north and west from this point. Passage southward is blocked -by a door that cannot be opened from this side. - -You hear a faint buzzing coming from the west. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18075 -D3 -~ -~ -0 -1 18069 -S -#18069 -A Glass Door~ -You pass a glass door set in the north wall here. Looking through it, you -see a swarm of nasty insects circling round a bejewelled crown that is resting -in the center of the room. It looks very valuable. -~ -0 1|8 0 -D0 -You see that the crown is totally encrusted with gems. The catch is how to -get it out without being overwhelmed by the swarm... -~ -glass door crown~ -1 0 18070 -D1 -~ -~ -0 -1 18068 -D3 -~ -~ -0 -1 18071 -S -#18070 -Insects~ -You are surrounded by thousands of biting, stinging insects of all -descriptions. You curse and swat as you are constantly stung and more than -once you have to remove insects from your hair and mouth. -~ -0 1|8 0 -D2 -~ -~ -1 0 18069 -S -#18071 -A Long Passageway~ -You are travelling along a narrow passage, the walls of which are lined with -deep cracks. You hear slow, shuffling footsteps approaching, and prepare to -see who or what is coming. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18069 -D3 -~ -~ -0 -1 18072 -S -#18072 -A Junction~ -From this point you may head north, east or west. A faint buzzing is barely -audible from the east, while from the north comes the faint sound of running -water. To the west, you see a bend in the corridor, with a door on the east -wall of the bend. You fancy you can hear cries for help emanating from this -direction... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18073 -D1 -~ -~ -0 -1 18071 -D3 -~ -~ -0 -1 18085 -S -#18073 -A Pit Stop~ -At this point in the passage, a rather ugly chair has been placed in a -recess. Deeply suspicious of everything in this place by now, you consider -what you should do. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18074 -D2 -~ -~ -0 -1 18072 -S -#18074 -A Deep Pool~ -The passage heads down a small slope toward a deep, still pool. You may -enter the pool if you wish, or you may head back up to the chair. -~ -0 1|8 0 -D2 -~ -~ -0 -1 18073 -D5 -It appears safe enough. -~ -pool~ -0 -1 18096 -S -#18075 -A Cobwebby Passage~ -You proceed along a section of corridor that is enshrouded in spider webs. -As you cut and tear your way through them, you find yourself fervently -hoping that you don't run into whatever made them... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18076 -D2 -~ -~ -0 -1 18068 -S -#18076 -Two Doors...Or is it..?~ -You enter a chamber with doors on the east and west walls. You can hear -nothing from behind the east door, but as you go to check the west door, -you suddenly see, or think you see, it *move* somehow, and you instinctively -draw your weapon. -~ -0 1|8 0 -D1 -~ -~ -1 0 18077 -D2 -~ -~ -0 -1 18075 -S -#18077 -A Bend~ -You come to yet another of the many bends in the corridor in this place. To -the north, you can see what looks like two fountains, while to the west the -passage ends in a door. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18078 -D3 -~ -~ -1 0 18076 -S -#18078 -Fountain Room~ -This room contains two fountains, one on the east wall and one on the west, -each of which is filled with clear fresh drinking water. Wondering what the -dungeon has in store for you now, you cautiously approach. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18079 -D2 -~ -~ -0 -1 18077 -S -#18079 -Slime...~ -The walls of this section of corridor are covered in acidic green slime. -Being in here even for a few seconds, you can feel it beginning to eat away -at your clothes and skin. You exclaim in pain and hurry onwards. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18080 -D2 -~ -~ -0 -1 18078 -S -#18080 -More Slime...~ -The walls of this section of corridor are covered in acidic green slime. -Being in here even for a few seconds, you can feel it beginning to eat away -at your clothes and skin. You exclaim in pain and hurry onwards. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18081 -D2 -~ -~ -0 -1 18079 -S -#18081 -A Side Passage~ -At this point a narrow passage branches off this one, forming a junction -where you may head north, west or south. There is a potent odor emanating -from the south, while you can hear a crackling sound from the west. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18083 -D2 -~ -~ -0 -1 18080 -D3 -~ -~ -0 -1 18082 -S -#18082 -An Energy Field~ -The corridor at this point is suffused with a barely visible energy field, -crackling and humming as is sparks about here. You hesitate before continuing, -until you find that the field actually blocks the passage onward. -~ -0 8 0 -D1 -~ -~ -0 -1 18081 -S -#18083 -The End of the Corridor~ -At this point any further passage forward is impossible. The north wall -contains a narrow chute leading down into darkness, however, which you may -enter if you wish. To the west, a set of ornate double doors stand partially -open, and you think that you may be able to see whats inside if you look -through the crack. -~ -0 1|8 0 -D2 -~ -~ -0 -1 18081 -D3 -You see a dead warrior with his hand outstretched, clasping a huge diamond. -The room appears deserted otherwise. -~ -door room west double ornate~ -1 0 18084 -S -#18084 -The Story Falls Flat~ -As you enter, the door slams behind you, but you do not notice- your -avaricious gaze is directed solely at the huge diamond. Suddenly both the -corpse and the gem disappear, and a faint click is followed by a loud -rumbling. Staring upwards, you see that the ceiling is slowly but surely -descending upon you. With despair, you realize that your only option is to -recall and try again, or be crushed to death by one of the Baron's favorite -traps. -~ -0 1|4|8 0 -S -#18085 -Another Bend, Another Mob~ -I'm sick of writing it and you're sick of reading it. Yes, it's another -BEND. You can head north or east. You can hear someone crying for help -from a door to the west. It is standing slightly ajar, allowing you to -peek in if you wish. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18088 -D1 -~ -~ -0 -1 18072 -D3 -Peeking in, you see a cage covered with a heavy drape, and the cries are -coming from behind this. Hmmm... -~ -door ajar west help whatever~ -1 0 18086 -S -#18086 -A Strange Sight~ -Upon entering the room, you see a cage covered with a heavy drape. There is -a rope with which you can pull the drape back and thus enter the cage. The -voice is crying louder now, as if the occupant knows you are here, crying -for release. -~ -0 1|8 0 -D1 -~ -~ -1 0 18085 -D3 -The drape is quite heavy and dirty. There are several holes in it around -head height, as if tiny animals had been biting at it. -~ -drape cage west door~ -1 0 18087 -S -#18087 -Inside the Cage~ -Oops. Upon entering the cage, you quickly notice that it was never in fact -locked. Indeed, it is starting to look more and more like a trap. You ready -your weapons and prepare to deal with whatever is lurking in here. -~ -0 1|8 0 -D1 -~ -~ -1 0 18086 -S -#18088 -Old Tunnels, New Tunnels~ -You may at this point head north or south along a long, narrow tunnel, or -west along a short one that ends in a bend to the north. You can see a door -on the east wall to the north, and one on the west wall, at a bend to the -east in the southern tunnel. From this end you can hear cries for help. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18091 -D2 -~ -~ -0 -1 18085 -D3 -~ -~ -0 -1 18089 -S -#18089 -A Mysterious Corner~ -Rounding the bend here, you can here high pitched whispering and sniggering -coming from the north. Wondering what sort of subterfugal skullduggery is -being perpetrated, you hesitate before continuing. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18090 -D1 -~ -~ -0 -1 18088 -S -#18090 -A Jolly Sight~ -You emerge into a long tunnel and suddenly find yourself overwhelmed by -leprechauns, emerging from tiny secret doors to bound alongside, over and -underneath you. You feel hands groping at your possessions, and start to -angrily force your way through. Perhaps a bit more of a physical deterrent -is needed to be rid of these noisome pests, say, a sword to their heads?:) -~ -0 1|8 0 -D0 -~ -~ -0 -1 18094 -D2 -~ -~ -0 -1 18089 -S -#18091 -A Curtain~ -At this point, a brown velvet curtain hangs over an archway on the eastern -wall. You cannot hear anything from behind it, though you may be able to -peek through before you enter. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18095 -D1 -You peek through and see a tightrope stretched across a deep chasm, and on -the other side rests a magnificent winged helm. -~ -drape east door arch archway~ -1 0 18092 -D2 -~ -~ -0 -1 18088 -S -#18092 -A Chasm~ -You step out onto a tightrope, almost losing your balance in surprise. It -stretches across a small chasm to a helm stuck on a pole on the far side. -A few short steps will take you across to fetch it, should you wish. -~ -0 8 0 -D1 -~ -~ -0 -1 18093 -D3 -~ -drape arch archway door west~ -1 0 18091 -S -#18093 -The Far Side~ -You make it across without mishap, and can now grab the helm abd be off. -~ -0 8 0 -D3 -~ -~ -0 -1 18092 -S -#18094 -A Corner~ -Here the passage turns, heading east toward a large chute, and south. To -the south you can hear high pitched whispering and sniggering, and it makes -you feel both amused and uneasy. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18095 -D2 -~ -~ -0 -1 18090 -S -#18095 -A Chute~ -There is little of interest at this bend save for a chute, from which a -horrid smell emanates. You CAN enter it if you so desire... -~ -0 1|8 0 -D2 -~ -~ -0 -1 18091 -D3 -~ -~ -0 -1 18094 -S -#18096 -In the Pool~ -You are swimming along a narrow underwater passage. A strong current suddenly -grabs you and drags you forward! -~ -0 1|4|8|32768 11 -D0 -~ -~ -0 -1 18097 -D4 -~ -~ -0 -1 18074 -S -#18097 -The Other Side~ -The current carries you under a wall and into another area. Up above you can -see the surface, and you strike out for it. -~ -0 1|4|8 11 -D2 -~ -~ -0 -1 18096 -D4 -~ -~ -0 -1 18098 -S -#18098 -A New Corridor~ -You crawl from the pool onto a small stone ledge, and examine your immediate -surroundings. A long passageway stretches away to the north, as far as you -can see, while to your immediate west there is a door, which is slightly -ajar. You can hear sounds of a struggle coming from here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18100 -D3 -Peering through, you see a nubile female elf in the crushing grip of a huge -Boa Constrictor. You recognize the girl as one of your competitors, and you -pause to wonder if it would be prudent to save her or not... -~ -door ajar west~ -1 0 18099 -S -#18099 -Snake Bowl~ -You enter the room and see a young elven thief rolling about, attempting to -free herself of the crushing embrace of just about the biggest Boa anyone's -ever seen. Neither of them have noticed your entry. -~ -0 1|8 0 -D1 -~ -door~ -1 0 18098 -S -#18100 -A Long Corridor~ -You continue along this north-south corridor. It is rather plain and -featureless, though you do see something interesting on the floor here... -~ -0 1|8 0 -D0 -~ -~ -0 -1 18101 -D2 -~ -~ -0 -1 18098 -S -#18101 -A Long Corridor~ -At this point, there is a wooden door set in the west wall. Listening at it, -you hear nothing, not unusual in this place as you have already seen. You -can hear what sounds like chanting coming from the north, though. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18103 -D2 -~ -~ -0 -1 18100 -D3 -You see nothing unusual. The handle turns easily. -~ -door west~ -1 0 18102 -S -#18102 -A Treasure Room~ -You are excited to see a large wooden chest with iron bands sitting on a -stone base on the far side of the room. Your excitement fades when you spot -the footprints in the dust on the floor leading to and from the chest, and -the fact that the chest is standing open. Still, might be worth a look. -~ -0 1|8 0 -D1 -~ -~ -1 0 18101 -S -#18103 -A Huge Cavern~ -The passage ends in a huge cavern, which is filled with a small tribe of -Troglodytes dancing about a golden effigy. They are immersed in their ritual -and don't seem to notice you. On the far side you see a bridge spanning a -dark, deep river. -~ -0 8 0 -D0 -~ -~ -0 -1 18104 -D2 -~ -~ -0 -1 18102 -S -#18104 -On the Bridge~ -This bridge spans a rather sinister-looking black river full of strange -fish, and you are glad you don't need to go in there. In front of you is a -large iron door, which is securely locked. Hope you have the key... -~ -0 8 0 -D0 -The door is quite strong and beyond your means to bash down or pick. -~ -iron door~ -1 18046 18105 -D2 -~ -~ -0 -1 18103 -S -#18105 -The Other Side~ -You slip through the door and find yourself in a short passage that runs -north to a junction. You proceed. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18106 -D2 -~ -~ -1 18046 18104 -S -#18106 -A Junction~ -You reach a junction where the paths to the east and west end in dead ends, -and the passage to the south ends at a locked iron door. A voice suddenly -calls from the north, beckoning you, and you proceed. -~ -0 1|8 0 -D0 -~ -~ -0 -1 18107 -D2 -~ -~ -0 -1 18105 -S -#18107 -A Bend~ -The passage bends sharply to the east here. An old man crouched near a basket -is visible there, while to the south you can see a junction. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18108 -D2 -~ -~ -0 -1 18106 -S -#18108 -The Only Way is Up?~ -Here, an elderly man is selling people rides in his basket, taking them -up to the next level. To get the key to go up, simply give him something. -He asks you not to kill him, for then you won't know the secret. Alternatively -you can continue east or west. -~ -0 8 0 -D1 -~ -~ -0 -1 18109 -D3 -~ -~ -0 -1 18107 -D4 -The basket is affixed to a pulley which is pulled by someone quite strong -up above. -~ -up basket~ -1 18129 18111 -S -#18109 -Continuing East~ -You head east along a passage toward what looks like some sort of electrical -field, though it only seems to stop people coming from the east to here, -and you find you can pass through it without harm should you wish. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18082 -D3 -~ -~ -0 -1 18108 -S -#18110 -A Marble Hall~ -You enter a spacious marble hall, lined with elegant Doric columns that -run from floor to ceiling on either side. There seems to be no other exit -from here save for a small chute in the far wall. However, you may not be -here alone... -~ -0 8 0 -D2 -~ -~ -0 -1 18116 -S -#18111 -Ivy's Room~ -This room serves as the quarters of Poison Ivy, the brawn in the partnership -with the man downstairs. She hardly ever gets paid anything, and she seems -awful upset about it... -~ -0 8 0 -D1 -From behind the door you can hear barking... -~ -door~ -1 0 18112 -D5 -~ -~ -1 18129 18108 -S -#18112 -The Corridor Ends~ -You find the corridor ends here in a flight of steps leading down. Something -large and hungry, probably rabid too, is down there. It is barking and -howling, as if it has caught your scent and is anticipating the upcoming -feast... -~ -0 1|8 0 -D3 -~ -~ -1 0 18111 -D5 -~ -~ -0 -1 18113 -S -#18113 -Dog Kennels~ -Here two large savage guard dogs are quartered by the Trialmasters to help -track down runaway slaves. They haven't been used for quite some time, and -are restless and hungry. Unfortunately for you. -~ -0 1|8 0 -D1 -~ -~ -0 -1 18114 -D4 -~ -~ -0 -1 18112 -S -#18114 -A-roarin'~ -The passage you are in turns suddenly northward, where it ends at a wooden -door. From behind the door comes the most godawful roaring you have ever -heard. Whatever lives behind there is big, bad and ANGRY! -~ -0 1|8 0 -D0 -~ -~ -1 0 18115 -D3 -~ -~ -0 -1 18113 -S -#18115 -The Pit Fiend's Lair~ -You have stumbled into the lair of the Pit Fiend, a ten-metre green-skinned -T-Rex with sharp enough teeth to crush rock and steel. It has seen you, and -has decided to take out its frustration at its captivity on you. -~ -0 1|8 0 -D0 -~ -~ -1 0 18116 -D2 -~ -~ -1 0 18114 -S -#18116 -A Red Line~ -At this point, a large sign has been erected near a dotted red line on the -floor. The sign reads- - - "NO WEAPONS BEYOND THIS POINT" - -and below that- - - "Violators will be disqualified" - -Looks like you better get rid of your weapons if you want your prize. -~ -0 8 0 -D0 -~ -~ -0 -1 18110 -D2 -~ -~ -1 0 18115 -S -#18117 -The Pool of Slime~ -You emerge from the chute in a pool of fetid slime, in which lives quite -possibly the most repulsive creature you have ever seen. Unless you were -extremely lucky and landed here just after someone else did it in. If you -aren't lucky, you are going to have a heck of a fight on your hands! -~ -0 1|8 0 -D0 -~ -~ -1 0 18118 -S -#18118 -A Marble Hall~ -You enter a spacious marble hall, lined with elegant Doric columns that -run from floor to ceiling on either side. There is an iron door on the far -wall, leading (hopefully) to the exit! However, you may not be in here -alone... -~ -0 8 0 -D0 -~ -~ -1 0 18119 -D2 -~ -door south~ -1 -1 18117 -S -#18119 -The End is Nigh~ -You have reached the final chamber of the Dungeon! Congratulations. Few -get this far. As you stand here looking around, you notice a locked door -on the far wall. If you wait, a Trialmaster should be along to tell you -what you need to do. Or you may already know... - -If you don't have the right items needed to finish, you will have to recall -and start again. -~ -0 8 0 -D0 -~ -~ -1 18020 18120 -D2 -~ -~ -1 0 18118 -S -#18120 -The Next Door~ -Well Done! You had the Emerald! Now, try the next door... -~ -0 1|8 0 -D0 -~ -~ -1 18047 18121 -D2 -~ -~ -1 18020 18119 -S -#18121 -The Final Door~ -Well Done! You had the Emerald and the Sapphire! Now, try the last door... -~ -0 1|8 0 -D0 -~ -~ -1 18108 18122 -D2 -~ -~ -1 18047 18120 -S -#18122 -The Exit!~ -Fabulous! You opened all three! You emerge into bright sunlight, and a crowd -of thousands, who roar with approval as you exit. The baron himself is here, -congratulating you, and your prize lies here, awaiting you. Well done! You -feel all warm and fuzzy, and you brush a tear from your eye as you are -proclaimed the conquerer of Deathtrap Dungeon! -~ -0 4 2 -S -#0 - - -#RESETS -D 1 18001 2 2 -D 1 18006 3 1 -D 1 18007 1 1 -D 1 18010 0 1 -D 1 18011 2 1 -D 1 18023 3 1 -D 1 18024 1 1 -D 1 18026 1 1 -D 1 18027 3 1 -D 1 18035 3 1 -D 1 18036 1 1 -D 1 18037 3 1 -D 1 18040 1 2 -D 1 18042 4 1 -D 1 18043 0 1 -D 1 18043 3 1 -D 1 18043 5 1 -D 1 18044 0 1 -D 1 18044 1 1 -D 1 18045 1 1 -D 1 18045 2 1 -D 1 18046 3 1 -D 1 18047 2 1 -D 1 18062 1 1 -D 1 18063 3 1 -D 1 18064 0 2 -D 1 18064 1 1 -D 1 18064 3 1 -D 1 18065 1 1 -D 1 18066 3 1 -D 1 18067 0 2 -D 1 18067 2 2 -D 1 18069 0 1 -D 1 18070 2 1 -D 1 18076 1 1 -D 1 18077 3 1 -D 1 18083 3 1 -D 1 18085 3 1 -D 1 18086 1 1 -D 1 18086 3 1 -D 1 18087 1 1 -D 1 18091 1 1 -D 1 18092 3 1 -D 1 18098 3 1 -D 1 18099 1 1 -D 1 18101 3 1 -D 1 18102 1 1 -D 1 18104 0 2 -D 1 18105 2 2 -D 1 18108 4 2 -D 1 18111 1 1 -D 1 18111 5 2 -D 1 18114 0 1 -D 1 18115 2 1 -D 1 18115 0 1 -D 1 18116 2 1 -D 1 18117 0 1 -D 1 18118 2 1 -D 1 18118 0 1 -D 1 18119 0 2 -D 1 18119 2 1 -D 1 18120 0 2 -D 1 18120 2 2 -D 1 18121 0 2 -D 1 18121 2 2 -* -M 1 18000 1 18000 baron -M 1 18001 5 18000 spectators -M 1 18002 5 18000 spectators -* -O 1 18000 1 18001 loads box -P 1 18001 1 18000 gold -P 1 18002 1 18000 note -* -M 1 18042 1 18003 spore -* -O 1 18010 1 18004 bamboo -* -O 1 18011 1 18008 rope -* -M 1 18006 1 18009 orc -E 1 18116 1 5 leather armor -E 1 18012 1 16 morning star -G 1 18013 0 0 tube -M 1 18039 1 18009 orc -E 1 18116 1 5 leather armor -E 1 18012 1 16 morning star -* -O 1 18014 1 18011 corpse -O 1 18015 1 18011 frame -O 1 18016 1 18011 rubbish -O 1 18017 1 18011 goblet -O 1 18018 1 18011 pouch -P 1 18019 1 18018 meat -* -M 1 18041 1 18013 black widow -O 1 18008 1 18013 backpack -P 1 18009 1 18008 coin -* -M 1 18005 1 18014 caveman -E 1 18117 1 5 hides -E 1 18006 1 16 club -E 1 18007 1 14 wristband -* -O 1 18003 1 18016 bell -* -M 1 18003 1 18018 hobgoblin -M 1 18004 1 18018 hobgoblin -O 1 18004 1 18018 bag -P 1 18005 1 18004 jug -* -M 1 18007 1 18022 guardian -M 1 18040 1 18022 guardian -O 1 18020 1 18022 emerald -* -M 1 18045 1 18024 spectre -E 1 18118 1 1 ring -* -M 1 18043 1 18025 light -* -M 1 18009 1 18027 giant fly -* -M 1 18008 1 18028 larvae -G 1 18021 0 0 dagger -* -M 1 18046 1 18031 rock grub -* -O 1 18022 1 18032 mirror -* -O 1 18023 1 18036 statue -O 1 18024 1 18036 statue -O 1 18025 1 18036 statue -O 1 18026 1 18036 statue -* -M 1 18010 1 18040 skeleton warrior -E 1 18027 1 6 helm -E 1 18028 1 16 sword -E 1 18029 1 17 parchment -E 1 18030 1 8 boots -E 1 18031 1 3 cloak -E 1 18032 1 5 scale mail -E 1 18033 1 1 ring -* -O 1 18034 1 18041 mushrooms -* -O 1 18122 1 18043 cupboard -P 1 18120 1 18122 mallet -P 1 18121 1 18122 iron spike -M 1 18047 1 18043 goblin -E 1 18035 1 16 sword -E 1 18036 1 17 spear -M 1 18048 1 18043 goblin -E 1 18035 1 16 sword -E 1 18036 1 17 spear -* -O 1 18044 1 18045 hand -* -M 1 18044 1 18046 prisoner -* -O 1 18041 1 18047 plinth -P 1 18037 1 18041 skull -P 1 18038 1 18037 topaz -P 1 18039 1 18037 topaz -O 1 18040 1 18047 crossbow -O 1 18042 1 18047 red ball -O 1 18043 1 18047 blue ball -* -O 1 18045 1 18050 box -P 1 18046 1 18045 key -P 1 18047 1 18045 sapphire -* -M 1 18019 1 18052 mirror demon -* -M 1 18011 1 18055 throm -E 1 18048 1 16 axe -E 1 18049 1 13 loincloth -E 1 18050 1 8 boots -E 1 18052 1 10 tattoos -G 1 18051 0 0 dagger -* -O 1 18053 1 18056 paper -* -O 1 18054 1 18059 red book -O 1 18055 1 18059 black book -P 1 18056 1 18055 vial -* -M 1 18012 1 18061 troll -E 1 18057 1 1 ring -* -O 1 18058 1 18062 pouch -M 1 18013 1 18062 mouse -* -O 1 18059 1 18064 basket -O 1 18062 1 18064 guiness -O 1 18063 1 18064 meal -M 1 18014 1 18064 cobra -* -M 1 18015 1 18065 minotaur -G 1 18126 0 0 key -* -M 1 18016 1 18066 scorpion -G 1 18126 0 0 key -* -M 1 18017 1 18067 dwarf -E 1 18040 1 16 crossbow -E 1 18041 1 5 mail -G 1 18127 0 0 key -* -O 1 18067 1 18070 crown -M 1 18020 1 18070 swarm -* -M 1 18018 1 18071 servant -E 1 18069 1 16 tray -G 1 18068 0 0 food -G 1 18070 0 0 water -* -O 1 18071 1 18073 chair -P 1 18072 1 18071 phial -* -O 1 18064 1 18075 casket -P 1 18065 1 18064 bag -P 1 18066 1 18065 pearl -* -M 1 18024 1 18076 mimic -* -O 1 18074 1 18078 fountain -O 1 18075 1 18078 fountain -* -M 1 18025 1 18080 slime -M 1 18021 1 18087 medusa -E 1 18128 1 5 brooch -* -M 1 18022 5 18090 leprechauns -E 1 18087 1 17 dust -E 1 18088 1 8 boots -E 1 18089 1 13 belt -E 1 18090 1 7 breeches -E 1 18091 1 5 tunic -E 1 18092 1 0 pipe -E 1 18093 1 6 hat -* -O 1 18073 1 18093 helm -* -M 1 18026 1 18099 boa -G 1 18077 0 0 skin -M 1 18027 1 18099 elf -E 1 18076 1 16 dagger -E 1 18078 1 8 boots -E 1 18094 1 5 pack -P 1 18095 1 18094 bread -P 1 18096 1 18094 mirror -P 1 18097 1 18094 charm -* -O 1 18079 1 18100 grille -P 1 18098 1 18079 pouch -P 1 18080 1 18098 iron -P 1 18099 1 18098 bell -* -O 1 18081 1 18102 chest -P 1 18082 1 18081 pendant -* -O 1 18083 1 18103 effigy -M 1 18028 3 18103 trogs -E 1 18084 1 16 axe -E 1 18085 1 17 spear -E 1 18086 1 13 lioncloth -M 1 18029 3 18103 trogs -E 1 18084 1 16 axe -E 1 18085 1 17 spear -E 1 18086 1 13 lioncloth -M 1 18030 3 18103 trogs -E 1 18084 1 16 axe -E 1 18085 1 17 spear -E 1 18086 1 13 lioncloth -M 1 18031 3 18103 trogs -E 1 18084 1 16 axe -E 1 18085 1 17 spear -E 1 18086 1 13 lioncloth -* -O 1 18109 1 18108 basket -M 1 18032 1 18108 old man -* -M 1 18036 1 18110 ninja -E 1 18100 1 16 ninjato -E 1 18101 1 9 bagh nakh -E 1 18102 1 17 shuriken -E 1 18103 1 5 robes -G 1 18104 0 0 knife -G 1 18102 0 0 shuriken -G 1 18105 0 0 water -G 1 18106 0 0 rice -G 1 18107 0 0 ointment -G 1 18108 0 0 diamond -* -M 1 18033 1 18111 ivy -E 1 18111 1 16 stool -O 1 18114 1 18111 cupboard -P 1 18110 1 18114 bone -* -M 1 18034 1 18113 dog -E 1 18112 1 3 collar -P 1 18112 1 1112 pill -M 1 18035 1 18113 dog -E 1 18112 1 3 collar -* -M 1 18049 1 18115 pit fiend -G 1 18113 0 0 shield -M 1 18023 1 18117 bloodbeast -* -M 1 18037 1 18118 manticore -* -M 1 18038 1 18119 gnome -* -O 1 18130 1 18122 reward! -* -*PORTALS -O 1 18131 1 18083 -O 1 18131 1 18095 -O 1 18131 1 18110 -S - - -#SHOPS -18018 0 0 0 0 0 120 80 0 23 -0 - - -#SPECIALS -M 18003 spec_thief a hobgoblin -M 18004 spec_thief a hobgoblin -M 18008 spec_poison a writhing mass of fly larvae -M 18009 spec_poison a giant fly -M 18010 spec_cast_undead a skeleton warrior -M 18014 spec_poison a cobra -M 18016 spec_poison a giant scorpion -M 18017 spec_cast_judge a rough dwarf -M 18018 spec_janitor a crippled, shackled servant -M 18019 spec_cast_mage a mirror demon -M 18020 spec_poison a swarm of insects -M 18021 spec_poison a medusa -M 18022 spec_thief a leprechaun -M 18023 spec_breath_acid the bloodbeast -M 18025 spec_breath_acid a pool of green slime -M 18027 spec_thief an elven thief -M 18032 spec_janitor an old man -M 18033 spec_fido poison ivy -M 18034 spec_fido a guard dog -M 18035 spec_fido a guard dog -M 18036 spec_thief a ninja -M 18037 spec_poison a manticore -M 18038 spec_cast_mage a gnomish trialmaster -M 18041 spec_poison a black widow spider -M 18042 spec_cast_judge a giant spore ball -M 18043 spec_grue light -M 18045 spec_cast_undead a spectre -M 18046 spec_fido a rock grub -M 18049 spec_fido a pit fiend -R 18005 specr_fireplane -R 18070 specr_swarm -R 18079 specr_acidpool -R 18080 specr_acidpool -S - -#TRIGGERS -M 18000 trigm_alive -M 18001 trigm_alive -M 18002 trigm_alive -M 18003 trigm_alive -M 18004 trigm_alive -M 18005 trigm_alive -M 18006 trigm_alive -M 18007 trigm_alive -M 18008 trigm_alive -M 18009 trigm_alive -M 18010 trigm_alive -M 18011 trigm_alive -M 18012 trigm_alive -M 18013 trigm_alive -M 18014 trigm_alive -M 18015 trigm_alive -M 18016 trigm_alive -M 18017 trigm_alive -M 18018 trigm_alive -M 18019 trigm_alive -M 18020 trigm_alive -M 18021 trigm_alive -M 18022 trigm_alive -M 18023 trigm_alive -M 18024 trigm_alive -M 18025 trigm_alive -M 18026 trigm_alive -M 18027 trigm_alive -M 18028 trigm_alive -M 18029 trigm_alive -M 18030 trigm_alive -M 18031 trigm_alive -M 18032 trigm_alive -M 18033 trigm_alive -M 18034 trigm_alive -M 18035 trigm_alive -M 18036 trigm_alive -M 18037 trigm_alive -M 18038 trigm_alive -M 18039 trigm_alive -M 18043 trigm_alive -M 18044 trigm_alive -M 18045 trigm_alive -M 18046 trigm_alive -M 18047 trigm_alive -M 18048 trigm_alive -M 18049 trigm_alive -O 18081 trigo_trapg_pcloud -S - -#$ diff --git a/data/realm/areas_merc/donjon.are b/data/realm/areas_merc/donjon.are deleted file mode 100644 index 5277187..0000000 --- a/data/realm/areas_merc/donjon.are +++ /dev/null @@ -1,2713 +0,0 @@ -#AREA {20 45} Yaegar/Aurorix The Dungeon~ - - -#MOBILES -#15100 -maniacal prisoner~ -a maniacal prisoner~ -A maniacal prisoner giggles insanely at you. -~ -This poor soul has been in here so long it has broken his mind. No one even -remembers why he is here. -~ -2|32|64|128 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15101 -turnkey~ -a drunken turnkey~ -The turnkey snores loudly as he sleeps off another binge. -~ -His job bores him to tears. No one ever tries to escape. His duties are -limited to escorting prisoners to and from their cells, and occasionally -beating a noisy or frightened prisoner into submission. So he spends most -(heck, ALL) of his time drinking. -~ -2|8|64 128|131072 -400 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15102 -inquisitor~ -the inquisitor~ -The inquisitor stands here, extracting "confessions". -~ -He seems somewhat puzzled by your presence, then shrugs and turns back to -his task. The world is full of sickos, and if you get your jollies watching -a man being tortured to death, well... that's how he gets his, too. -~ -2|8|64|128 8|32|128 -750 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15103 -master torturer~ -the master torturer~ -The master torturer grins wickedly and gives the rack another turn. -~ -This gap-toothed moron is quite adept at causing hapless prisoners exquisite -pain without any grave danger to their lives. And, what's more, he enjoys it! -Job satisfaction is SO important, really. I mean, if you don't enjoy your -job, what have you got? -~ -2|8|64 8192 -500 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15104 -noble prisoner~ -a noble prisoner~ -A noble prisoner is being kept here. -~ -This fellow was imprisoned by the Castellan for offensive behavior towards -the Castellan's daughter during the Castellan's Ball held recently. He is of -high status, however, and thus the Castellan afforded him a decent cell. For -a price, of course. -~ -2|64|128 0 400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15105 -man iron mask~ -the man in the iron mask~ -The man in the iron mask prepares to dig another tunnel with a spoon. -~ -The man in the iron mask managed to escape his last cell, but ended up -digging into this jail. Thus he has to try and escape again. -~ -2|64 8192 500 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15106 -skeleton~ -an animated skeleton~ -A pile of bones comes to life before you! -~ -The former occupant of this cell died a slow, painful death of starvation, -and thus his spirit lingers still, animating his earthly remains to attack -anyone he can. -~ -2|32|64 8|1024|8192 -400 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15107 -bat~ -a bat~ -A huge bat flies into your face! -~ -These massive bats are disturbed by your light. -~ -32|64|128 524288 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15108 -spider~ -a giant spider~ -A huge spider crawls toward you. -~ -These massive spiders are disturbed by your light. -~ -2|32|64|128 8192 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15109 -rat~ -a rat~ -A rat squeaks and runs away. -~ -This Dungeon is crawling with rats! -~ -32|64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15110 -cockroach~ -a cockroach~ -A cockroach scuttles across the floor. -~ -This Dungeon is crawling with roaches! -~ -32|64|128 32768|65536|1048576 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15111 -wretched prisoner~ -a wretched prisoner~ -A wretched prisoner cries out for pity. -~ -These doomed souls will spend years rotting away in this hell hole. -~ -2|64|128 0 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15112 -wretched prisoner~ -a wretched prisoner~ -A wretched prisoner cries out for pity. -~ -These doomed souls will spend years rotting away in this hell hole. -~ -2|64|128 0 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15113 -political prisoner~ -a political prisoner~ -A political prisoner is on hunger strike. -~ -Hunger strike doesn't really work when no one gives a shit whether you live -or die... -~ -2|64 8192 500 S -27 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15114 -grubby child~ -a grubby child~ -A grubby child holds out his hands for food. -~ -He can't talk- the guards cut out his tongue to silence his incessant -whining. -~ -2|64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15115 -cook~ -the Dungeon cook~ -The cook for the Dungeon grunts as you enter. -~ -He wasn't expecting anyone would want to eat yet. Actually, he wasn't -expecting anyone to EVER want to eat while he was cook... -~ -2|64|128 0 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15116 -guard~ -a Dungeon guard~ -A Dungeon guard stands wearily at his post. -~ -This fellow is bored beyond measure. He is itching for some action. -~ -8|64 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15117 -dog~ -a war dog~ -A war dog bares its fangs and growls menacingly. -~ -These dogs are huge, ferocious canines with teeth six inches long. Is that -foam coating their muzzles? -~ -2|32|64 0 -400 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15118 -escaped prisoner~ -an escaped prisoner~ -An escaped prisoner begs you to help her. -~ -She has been on the run for three days, but hasn't managed to get out of -this cell block. How unadmirable. Call a guard and claim the reward. -~ -2|64|128 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15119 -ghost~ -the ubiquitous Dungeon ghost~ -The ubiquitous Dungeon ghost is here doing its job. -~ -Every jail, Dungeon, prison etc has a ghost. This one is no exception. Harry -the ghost approaches and says "Boo" in a manner that makes Steve Wright seem -animated. He sure seems to love his job. -~ -2|64|128 2|128|524288|1048576 0 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15120 -crypt walker~ -a crypt walker~ -A crypt walker shambles past you. -~ -This doomed soul is damned to wander here for eternity. -~ -8|64|4096 8|8192 0 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15121 -coffer corpse~ -a coffer corpse~ -A coffer corpse charges you! -~ -This evil undead wants to eat your spleen! -~ -8|32|64 8|512|8192 -1000 S -31 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15122 -lich ael~ -the lich Ael~ -The lich Ael screams at your intrusion. -~ -Ael was a powerful mage in life, and in death he remains so. -~ -2|8|32|64|4096 8|128|512|8192 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15123 -vampire baraga~ -the vampiure Baraga~ -The vampire Baraga sneers at you. -~ -Baraga was once a powerful noble. Now, Baraga lives only to suck blood. -~ -2|8|32|64|4096 8|128|512|8192|524288 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15124 -spectre cas~ -the spectre Cas~ -The spectre Cas moves into combat. -~ -Cas was once a thief of some importance. Now he is a ruthless undead. -~ -2|8|32|64 8|128|512|8192|524288|1048576 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15125 -wraith deros~ -the wraith Deros~ -The wraith Deros snarls and attacks. -~ -Deros was once an evil cleric. Now he's an evil undead cleric. -~ -2|8|32|64 8|128|512 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15126 -wight emur~ -the wight emur~ -The wight Emur wearily rises to defend his tomb. -~ -Emur is not hostile, but is not good either. Emur was a cowardly autocrat -slain centuries ago and imprisoned down here by a holy cleric of Argh. -~ -2|64|128 8|512|8192 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#15100 -manacles~ -a pair of iron manacles~ -A pair of iron manacles lie here.~ -~ -9 4096 1|256 -0 0 0 0 -15 0 0 -A -2 -3 -A -14 -50 -#15101 -straw~ -some filthy straw~ -Some filthy straw is scattered about the floor of this cell.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15102 -bowl~ -a wooden bowl~ -A wooden bowl sits here.~ -~ -15 0 1|16384 -2 1 0 0 -1 0 0 -#15103 -gruel~ -some watery gruel~ -Some watery gruel has been slopped here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#15104 -ball chain~ -a ball and chain~ -A ball and chain has been left here.~ -~ -9 4096 1|32 -0 0 0 0 -25 0 0 -A -2 -3 -A -14 -200 -#15105 -bones~ -some bones~ -Some bones are scattered about here.~ -~ -13 0 1 -0 0 0 0 -10 0 0 -#15106 -iron maiden~ -an iron maiden~ -An iron maiden stands in one corner.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15107 -rack~ -a rack~ -The rack is being used to stretch a dying prisoner.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15108 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell A" -~ -#15109 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell B" -~ -#15110 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell C" -~ -#15111 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell D" -~ -#15112 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell E" -~ -#15113 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell F" -~ -#15114 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell G" -~ -#15115 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell H" -~ -#15116 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell I" -~ -#15117 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell J" -~ -#15118 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell K" -~ -#15119 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell L" -~ -#15120 -bottle grog~ -a bottle of grog~ -A bottle of grog sits here.~ -~ -17 0 1|16384 -5 3 7 0 -2 0 0 -#15121 -axe~ -a sturdy axe~ -A sturdy hand axe lies here.~ -~ -5 0 1|8192 -0 0 0 1 -10 0 0 -A -19 4 -#15122 -belt~ -a leather belt~ -A leather belt once held up someone's trousers.~ -~ -9 0 1|2048 -0 0 0 0 -3 0 0 -#15123 -trousers~ -a pair of stained trousers~ -A pair of stained trousers lie here.~ -~ -9 2 1|32 -0 0 0 0 -5 0 0 -#15124 -hairy chest~ -a hairy chest~ -A hairy chest lies here. Yes, someone's hairy chest.~ -~ -9 4096 1|8 -0 0 0 0 -2 0 0 -A -5 2 -#15125 -robes~ -the inquisitor's robes~ -The inquisitor's robes lie crumpled up here.~ -~ -9 0 1|1024 -0 0 0 0 -4 0 0 -A -12 25 -#15126 -boots~ -the inquisitor's boots~ -The inquisitor's boots sit here.~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -14 150 -#15127 -hood~ -the inquisitor's hood~ -The inquisitor's hood has been left here.~ -~ -9 0 1|16 -0 0 0 0 -2 0 0 -A -3 2 -#15128 -hot iron~ -a hot iron~ -A hot iron lies here.~ -~ -1 1 1|16384|65536 -0 0 -1 0 -2 0 0 -#15129 -brazier~ -a metal brazier~ -A metal brazier sits on a tripod here.~ -~ -15 1 0 -10 1 0 0 -1 0 0 -#15130 -cabinet~ -a cabinet~ -A cabinet full of torture implements stands near one wall.~ -~ -15 0 0 -1000 1 0 0 -1 0 0 -#15131 -iron mask~ -an iron mask~ -The man's iron mask has been removed.~ -~ -9 4096 1|16 -0 0 0 0 -10 0 0 -A -17 -20 -#15132 -prison rags~ -prison rags~ -Some rags worn by a prisoner fester here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#15133 -bed~ -a narrow bed~ -A narrow bed sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15134 -bat shit~ -some bat shit~ -Some bat shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15135 -rat shit~ -some rat shit~ -Some rat shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15136 -roach shit~ -some cockroach shit~ -Some cockroach shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15137 -pot~ -a massive iron pot~ -A massive iron pot bubbles away over a hearth here.~ -~ -15 1 0 -10 1 0 0 -1 0 0 -#15138 -stew~ -a huge amount of stew~ -This stew is enough to feed a man for days.~ -~ -19 0 1 -96 0 0 0 -10 0 0 -#15139 -hearth~ -a hearth~ -A hearth burns away here.~ -~ -1 1 0 -0 0 -1 0 -1 0 0 -#15140 -sword~ -a broad sword~ -A broad sword rests here, gleaming dully.~ -~ -5 64 1|8192 -0 0 0 3 -10 0 0 -A -18 3 -A -19 3 -#15141 -shield~ -a shield~ -A shield bearing the Coat of Arms of Anon rests here.~ -~ -9 0 1|512 -0 0 0 0 -5 0 0 -A -17 -10 -#15142 -tunic~ -a black and gold tunic~ -A tunic bearing the Coat of Arms of Anon rests here.~ -~ -9 0 1|8 -0 0 0 0 -2 0 0 -A -5 1 -#15143 -coif~ -a metal coif~ -A metal coif lies here.~ -~ -9 0 1|16 -0 0 0 0 -4 0 0 -A -23 -2 -A -24 -2 -A -25 -1 -#15144 -leggings~ -some metal leggings~ -A pair of metal leggings lie here.~ -~ -9 0 1|32 -0 0 0 0 -7 0 0 -A -14 25 -#15145 -gloves~ -a pair of leather gloves~ -A pair of leather gloves lies here.~ -~ -9 0 1|128 -0 0 0 0 -2 0 0 -A -2 2 -#15146 -torch~ -a torch~ -A torch burns brightly here.~ -~ -1 0 1|16384|65536 -0 0 48 0 -1 0 0 -#15147 -bracer~ -a steel bracer~ -A steel bracer lies here.~ -~ -9 0 1|4096 -0 0 0 0 -5 0 0 -A -1 1 -A -13 10 -#15148 -dog collar~ -a spiked dog collar~ -A spiked dog collar would make a good punching weapon.~ -~ -5 131072 1|8192 -0 0 0 2 -5 0 0 -A -19 4 -#15149 -file~ -an iron file~ -An iron file lies here.~ -~ -5 0 1|8192 -0 0 0 11 -3 0 0 -#15150 -spoon~ -a spoon~ -This spoon has done a LOT of digging.~ -~ -5 0 1|8192 -0 1 4 7 -1 0 0 -#15151 -chains~ -some rattling chains~ -Some chains that could be rattled lie here.~ -~ -9 4096 1|1024 -0 0 0 0 -15 0 0 -A -2 -2 -A -14 -25 -#15152 -saliva coated fangs~ -some saliva coated fangs~ -Some saliva coated fangs have been torn from a dog's maw.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -18 3 -A -19 3 -#15153 -thumbscrews~ -some thumbscrews~ -Some tumbscrews lie here.~ -~ -9 4096 1|128 -0 0 0 0 -1 0 0 -A -1 -1 -A -2 -1 -A -13 -10 -#15154 -pincers~ -a pair of pincers~ -A pair of pincers hang here.~ -~ -5 0 1|8192 -0 0 0 10 -5 0 0 -#15155 -iron chair~ -an iron chair~ -An iron chair with leather straps sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15156 -flaming feather dulphur~ -a flaming feather dipped in sulphur~ -A flaming feather dipped in sulphur has been placed here.~ -~ -1 65536 1|16384|65536 -0 0 -1 0 -1 0 0 -#15157 -hot bath lime~ -a hot bath containing lime~ -A hot bath containing lime bubbles away here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15158 -a pulley~ -a pulley~ -A pulley with a hooked rope attached hangs from the ceiling.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15159 -heavy weights~ -a row of heavy weights~ -A row of heavy weights sit here.~ -~ -12 0 1 -0 0 0 0 -75 0 0 -#15160 -bellows~ -a bellows~ -A bellows used to fan the fires rests here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15161 -hot coals~ -some hot coals~ -Ouch! These coals will burn your fingers!~ -~ -1 65536 1|16384|65536 -0 0 -1 0 -5 0 0 -A -19 3 -#15162 -scourge~ -a scourge~ -A spiky scourge affixed to a wheel is used to beat victims.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15163 -sword ael~ -the sword of Ael~ -The sword of Ael glows evilly here.~ -~ -5 1|2|16|64|512|4096 1|8192 -0 0 0 11 -20 0 0 -A -1 2 -A -12 20 -A -13 15 -A -17 -15 -A -18 8 -A -19 8 -#15164 -necklace~ -a jewelled necklace~ -A jewelled necklace lies here.~ -~ -9 1|16|512 1|4 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -A -12 25 -A -17 -5 -A -23 -2 -A -24 -2 -#15165 -boots~ -boots of quickness~ -A pair of nice boots rest here.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -A -2 3 -A -14 100 -A -17 -15 -#15166 -helm~ -a platinum helm~ -A platinum helm rests here.~ -~ -9 2|16|512|4096 1|16 -0 0 0 0 -5 0 0 -A -3 -3 -A -4 3 -A -12 50 -A -17 -25 -#15167 -cloak~ -a plain gray cloak~ -A plain gray cloak has been left here.~ -~ -9 0 1|1024 -25 0 0 0 -2 0 0 -#0 - - -#ROOMS -#15100 -Inside the Gates~ -You are walking along a short corridor toward the yard. Torch brackets -line the stone walls on either side, but it still has a cold, merciless -feel to it. -~ -0 8 0 -D1 -~ -~ -1 31001 31075 -D3 -~ -~ -1 -1 15101 -S -#15101 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15102 -D1 -~ -~ -1 0 15100 -D2 -~ -~ -0 -1 15103 -D3 -~ -~ -0 -1 15105 -S -#15102 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D2 -~ -~ -0 -1 15101 -D3 -~ -~ -0 -1 15104 -S -#15103 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15101 -D3 -~ -~ -0 -1 15106 -S -#15104 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. - -North lie the Kitchens. -~ -0 0 0 -D0 -~ -~ -1 -1 15107 -D1 -~ -~ -0 0 15102 -D2 -~ -~ -0 -1 15105 -S -#15105 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. - -A gate to the west marks the entrance down the stairs to the cells below. -~ -0 0 0 -D0 -~ -~ -0 -1 15104 -D1 -~ -~ -0 -1 15101 -D2 -~ -~ -0 -1 15106 -D5 -~ -gate~ -1 -1 15108 -S -#15106 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15105 -D1 -~ -~ -0 0 15103 -S -#15107 -The Kitchens~ -Several surly wenches move slowly about here preparing the crap they serve -the prisoners below (as well as the guards). You see little you would like -(or be game to) take. -~ -0 8 0 -D2 -~ -~ -1 0 15104 -S -#15108 -The Dungeon~ -You are in a dank, dismal corridor, lined with dirty stone blocks into which -the occasional torch bracket has been wedged. A few stubs gutter feebly, -providing little illumination. Cries of woe and pain echo down this -depressing passageway. -~ -0 1|8 0 -D3 -~ -~ -0 -1 15109 -D4 -~ -gate~ -1 0 15105 -S -#15109 -The Dungeon~ -You are in a dank, dismal corridor, lined with dirty stone blocks into which -the occasional torch bracket has been wedged. A few stubs gutter feebly, -providing little illumination. Cries of woe and pain echo down this -depressing passageway. - -A door to the north marks the entrance to Cell Block One. -~ -0 1|8 0 -D0 -~ -~ -1 0 15110 -D1 -~ -~ -0 -1 15108 -D3 -~ -~ -0 -1 15118 -S -#15110 -Cell Block One~ -You are marching along a north south passageway lined with several cell -doors. Cries come from behind some of them, and form behind other comes only -silence. A guard room lies directly north of here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15113 -D1 -Cell D~ -cell~ -1 15111 15112 -D2 -~ -~ -1 0 15109 -D3 -Cell C~ -cell~ -1 15110 15111 -S -#15111 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D1 -~ -~ -1 15110 15110 -S -#15112 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D3 -~ -~ -1 15111 15110 -S -#15113 -Cell Block One~ -You are marching along a north south passageway lined with several cell -doors. Cries come from behind some of them, and form behind other comes only -silence. A guard room lies directly north of here. -~ -0 1|8 0 -D0 -~ -~ -1 -1 15116 -D1 -Cell B~ -cell~ -1 15109 15115 -D2 -~ -~ -0 0 15110 -D3 -Cell A~ -cell~ -1 15108 15114 -S -#15114 -A Well-Appointed Cell~ -This cell is clean and well-lit, and has some rather decent furnishings. -Doubtless someone of some means has managed to requisition this cell, to -spend their interrment in relative comfort. -~ -0 1|8 0 -D1 -~ -~ -1 15108 15113 -S -#15115 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D3 -~ -~ -1 15109 15113 -S -#15116 -A Guard Room~ -You have entered the quarters of the dungeon guards. There are usually a few -off duty guards here at any given time, playing cards, dice, etc. to while -away the time before their next shift. A door to the west is marked- DOGS! -KEEP OUT! - -A trapdoor leads upward to the city square, where prisoners who are -sentenced to death are led for their execution. -~ -0 8 0 -D2 -~ -~ -1 0 15113 -D3 -~ -~ -1 0 15117 -D4 -~ -~ -0 -1 -1 -S -#15117 -The Dog Kennels~ -The dungeon hounds are kept in here, ready to be released on rioting -prisoners in emergencies. They are rabid creatures, underfed and constantly -tormented to keep their anger at a peak. -~ -0 1|8 0 -D1 -~ -~ -1 0 15116 -S -#15118 -The Turnkey's Room~ -Here the Turnkey stands his post, managing and guarding the keys to all the -cells, and keeping an eye out for any trouble. He is a recalcitrant and lazy -sod, and not much use at either task. - -A door to the west leads to Cell Block Two. The torture chamber lies south. -~ -0 8 0 -D1 -~ -~ -0 -1 15109 -D2 -~ -~ -1 -1 15119 -D3 -~ -~ -1 0 15122 -S -#15119 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1|8 0 -D0 -~ -~ -1 -1 15118 -D1 -~ -~ -0 0 15120 -D2 -~ -~ -0 -1 15121 -S -#15120 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1|8 0 -D3 -~ -~ -0 -1 15119 -S -#15121 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15119 -S -#15122 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1|8 0 -D0 -Cell E~ -cell~ -1 15112 15123 -D1 -~ -~ -1 0 15118 -D2 -Cell F~ -cell~ -1 15113 15124 -D3 -~ -~ -0 -1 15125 -S -#15123 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D2 -~ -~ -1 15112 15122 -S -#15124 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D0 -~ -~ -1 15113 15122 -S -#15125 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1|8 0 -D0 -Cell G~ -cell~ -1 15114 15126 -D1 -~ -~ -1 0 15122 -D2 -Cell H~ -cell~ -1 15115 15127 -D3 -~ -~ -0 -1 15128 -S -#15126 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D2 -~ -~ -1 15114 15125 -S -#15127 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D0 -~ -~ -1 15115 15125 -S -#15128 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1|8 0 -D0 -Cell I~ -cell~ -1 15116 15129 -D1 -~ -~ -1 0 15125 -D2 -Cell J~ -cell~ -1 15117 15130 -D3 -~ -~ -0 -1 15131 -S -#15129 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D2 -~ -~ -1 15116 15128 -S -#15130 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D0 -~ -~ -1 15117 15128 -S -#15131 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. The passage bends downwards to the west. -~ -0 1|8 0 -D0 -Cell K~ -cell~ -1 15118 15132 -D1 -~ -~ -1 0 15128 -D2 -Cell L~ -cell~ -1 15119 15133 -D3 -~ -~ -0 -1 15134 -S -#15132 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D2 -~ -~ -1 15118 15131 -S -#15133 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1|8 0 -D0 -~ -~ -1 15119 15131 -S -#15134 -The Lower Chambers~ -These chambers once held cells, but were long ago abandoned. Rotted doors -hang open to the north and south, while a hole in the floor gives rise to -an awful smell. You really don't want to go down there... really. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15137 -D1 -~ -~ -0 -1 15131 -D2 -~ -~ -0 -1 15135 -D5 -~ -~ -0 -1 15136 -S -#15135 -A Ruined Cell~ -Naught remains of whoever once occupied this cell save for some bones. Rats -scurry away from your light, and you grimace at the stench in this hole. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15134 -S -#15136 -The PIT~ -This foul hole is used for disposal of garbage and of unruly prisoners. You -land in this muck with a squelching noise, and you almost vomit when you -realize you are chest-deep in human and animal waste. A chill wind whips -eerily at you from nowhere, and you suddenly get the feeling you're not -alone down here... -~ -0 1|8|8192 0 -D4 -~ -~ -0 -1 15134 -S -#15137 -A Ruined Cell~ -Naught remains of whoever once occupied this cell save for some bones. Rats -scurry away from your light, and you grimace at the stench in this hole. -A hole in the north wall allows passage into a cave. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 15138 -D2 -~ -~ -0 -1 15135 -S -#15138 -A Cavern~ -This natural cavern is home to variety of animals who have become trapped -down here after entering from the city above and losing their way back. -You smell guano everywhere, and see thick cobwebs. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15139 -D2 -~ -~ -0 -1 15137 -S -#15139 -A Cavern~ -This natural cavern is home to variety of animals who have become trapped -down here after entering from the city above and losing their way back. -You smell guano everywhere, and see thick cobwebs. A passage running -westward leads into a dark maze. -~ -0 1|8 0 -D2 -~ -~ -0 -1 15138 -D3 -~ -~ -0 -1 15140 -S -#15140 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 15139 -D2 -~ -~ -0 -1 15141 -D3 -~ -~ -0 -1 15145 -S -#15141 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15140 -D2 -~ -~ -0 -1 15142 -D3 -~ -~ -0 -1 15146 -S -#15142 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15141 -D2 -~ -~ -0 -1 15143 -D3 -~ -~ -0 -1 15147 -S -#15143 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15142 -D2 -~ -~ -0 -1 15144 -D3 -~ -~ -0 -1 15148 -S -#15144 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15143 -D3 -~ -~ -0 -1 15149 -D5 -~ -~ -1 0 15169 -S -#15145 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 15140 -D2 -~ -~ -0 -1 15146 -D3 -~ -~ -0 -1 15150 -D5 -~ -~ -1 0 15168 -S -#15146 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15145 -D1 -~ -~ -0 -1 15141 -D2 -~ -~ -0 -1 15147 -D3 -~ -~ -0 -1 15151 -S -#15147 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15146 -D1 -~ -~ -0 -1 15142 -D2 -~ -~ -0 -1 15148 -D3 -~ -~ -0 -1 15152 -S -#15148 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15147 -D1 -~ -~ -0 -1 15143 -D2 -~ -~ -0 -1 15149 -D3 -~ -~ -0 -1 15153 -S -#15149 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15148 -D1 -~ -~ -0 -1 15144 -D3 -~ -~ -0 -1 15154 -S -#15150 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 15145 -D2 -~ -~ -0 -1 15151 -D3 -~ -~ -0 -1 15155 -S -#15151 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15150 -D1 -~ -~ -0 -1 15146 -D2 -~ -~ -0 -1 15152 -D3 -~ -~ -0 -1 15156 -S -#15152 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15151 -D1 -~ -~ -0 -1 15147 -D2 -~ -~ -0 -1 15153 -D3 -~ -~ -0 -1 15157 -S -#15153 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15152 -D1 -~ -~ -0 -1 15148 -D2 -~ -~ -0 -1 15154 -D3 -~ -~ -0 -1 15158 -D5 -~ -~ -1 0 15167 -S -#15154 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15153 -D1 -~ -~ -0 -1 15149 -D3 -~ -~ -0 -1 15159 -S -#15155 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 15150 -D2 -~ -~ -0 -1 15156 -D3 -~ -~ -0 -1 15160 -S -#15156 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15155 -D1 -~ -~ -0 -1 15151 -D2 -~ -~ -0 -1 15157 -D3 -~ -~ -0 -1 15161 -D5 -~ -~ -1 0 15166 -S -#15157 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15156 -D1 -~ -~ -0 -1 15152 -D2 -~ -~ -0 -1 15158 -D3 -~ -~ -0 -1 15162 -S -#15158 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15157 -D1 -~ -~ -0 -1 15153 -D2 -~ -~ -0 -1 15159 -D3 -~ -~ -0 -1 15163 -S -#15159 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15158 -D1 -~ -~ -0 -1 15154 -D3 -~ -~ -0 -1 15164 -S -#15160 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 15155 -D2 -~ -~ -0 -1 15161 -S -#15161 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15160 -D1 -~ -~ -0 -1 15156 -D2 -~ -~ -0 -1 15162 -S -#15162 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15161 -D1 -~ -~ -0 -1 15157 -D2 -~ -~ -0 -1 15163 -D5 -~ -~ -1 0 15165 -S -#15163 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15162 -D1 -~ -~ -0 -1 15158 -D2 -~ -~ -0 -1 15164 -S -#15164 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1|8|8192 0 -D0 -~ -~ -0 -1 15163 -D1 -~ -~ -0 -1 15159 -S -#15165 -Tomb of Ael~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15162 -S -#15166 -Tomb of Baraga~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15156 -S -#15167 -Tomb of Cas~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15153 -S -#15168 -Tomb of Deros~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15145 -S -#15169 -Tomb of Emur~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15144 -S -#0 - - -#RESETS -* -R 1 15140 4 -R 1 15141 4 -R 1 15142 4 -R 1 15143 4 -R 1 15144 4 -R 1 15145 4 -R 1 15146 4 -R 1 15147 4 -R 1 15148 4 -R 1 15149 4 -R 1 15150 4 -R 1 15151 4 -R 1 15152 4 -R 1 15153 4 -R 1 15154 4 -R 1 15155 4 -R 1 15156 4 -R 1 15157 4 -R 1 15158 4 -R 1 15159 4 -R 1 15160 4 -R 1 15161 4 -R 1 15162 4 -R 1 15163 4 -R 1 15164 4 -* -O 1 15101 1 15111 loads straw -O 1 15101 1 15112 -O 1 15101 1 15114 -O 1 15101 1 15115 -O 1 15101 1 15116 -O 1 15101 1 15117 -O 1 15101 1 15123 -O 1 15101 1 15124 -O 1 15101 1 15126 -O 1 15101 1 15127 -O 1 15101 1 15129 -O 1 15101 1 15130 -O 1 15101 1 15132 -O 1 15101 1 15133 -* -O 1 15105 1 15117 loads bones -O 1 15105 1 15135 -O 1 15105 1 15136 -O 1 15105 1 15137 -O 1 15105 1 15138 -O 1 15105 1 15139 -O 1 15105 1 15140 -O 1 15105 1 15165 -O 1 15105 1 15166 -O 1 15105 1 15167 -O 1 15105 1 15168 -O 1 15105 1 15169 -O 1 15105 1 15152 -* -M 1 15100 1 15129 loads maniac -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -* -M 1 15101 1 15118 loads turnkey -E 1 15121 1 16 wields axe -E 1 15122 1 13 wears belt -E 1 15123 1 7 wears trousers -E 1 15124 1 5 wears hair -G 1 15120 0 0 gives grog -O 1 15108 1 15118 loads keys -O 1 15109 1 15118 -O 1 15110 1 15118 -O 1 15111 1 15118 -O 1 15112 1 15118 -O 1 15113 1 15118 -O 1 15114 1 15118 -O 1 15115 1 15118 -O 1 15116 1 15118 -O 1 15117 1 15118 -O 1 15118 1 15118 -O 1 15119 1 15118 -* -O 1 15106 1 15119 loads iron maiden -O 1 15130 1 15119 loads cabinet -P 1 15153 1 15130 -P 1 15154 1 15130 -P 1 15156 1 15130 -P 1 15159 1 15130 -* -O 1 15162 1 15120 loads scourge -O 1 15155 1 15120 loads iron chair -O 1 15157 1 15120 loads bath -O 1 15158 1 15120 loads pulley -M 1 15102 1 15120 loads inquisitor -E 1 15125 1 12 wears robes -E 1 15126 1 8 wears boots -E 1 15127 1 6 wears hood -* -O 1 15107 1 15121 loads rack -O 1 15129 1 15121 loads brazier -P 1 15128 1 15129 loads irons -P 1 15161 1 15129 loads coal -O 1 15160 1 15121 loads bellows -M 1 15103 1 15121 loads torturer -E 1 15121 1 16 wields axe -E 1 15128 1 0 holds iron -* -M 1 15104 1 15114 loads noble -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -G 1 15102 0 0 gives bowl -P 1 15103 1 15102 puts gruel in bowl -O 1 15133 1 15114 loads bed -* -M 1 15105 1 15115 loads man in the iron mask -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15131 1 6 wears mask -E 1 15150 1 16 wields spoon -E 1 15104 1 7 wears ball and chain -G 1 15102 0 0 gives bowl -P 1 15103 1 15102 puts gruel in bowl -* -M 1 15106 2 15123 loads skeletons -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15106 2 15130 loads skeletons -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -* -M 1 15107 10 15138 loads bats -O 1 15134 1 15138 loads shit -M 1 15107 10 15139 -O 1 15134 1 15139 loads shit -M 1 15107 10 15140 -O 1 15134 1 15140 loads shit -* -M 1 15108 4 15139 loads spiders -M 1 15108 4 15135 -* -M 1 15109 20 15109 loads rats -O 1 15135 1 15109 loads shit -M 1 15109 20 15122 -O 1 15135 1 15122 loads shit -M 1 15109 20 15119 -O 1 15135 1 15119 loads shit -M 1 15109 20 15128 -O 1 15135 1 15128 loads shit -M 1 15109 20 15134 -O 1 15135 1 15134 loads shit -* -M 1 15110 29 15109 loads roaches -M 1 15110 29 15110 -M 1 15110 29 15111 -M 1 15110 29 15112 -M 1 15110 29 15113 -M 1 15110 29 15114 -M 1 15110 29 15115 -M 1 15110 29 15116 -M 1 15110 29 15117 -M 1 15110 29 15118 -M 1 15110 29 15119 -M 1 15110 29 15120 -M 1 15110 29 15121 -M 1 15110 29 15122 -M 1 15110 29 15123 -M 1 15110 29 15124 -M 1 15110 29 15125 -M 1 15110 29 15126 -M 1 15110 29 15127 -M 1 15110 29 15128 -M 1 15110 29 15129 -M 1 15110 29 15130 -M 1 15110 29 15131 -M 1 15110 29 15132 -M 1 15110 29 15133 -M 1 15110 29 15134 -M 1 15110 29 15135 -M 1 15110 29 15136 -O 1 15136 1 15136 loads shit -* -M 1 15111 5 15111 loads male prisoners -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15111 5 15112 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15111 5 15124 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15111 5 15126 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -* -M 1 15112 5 15111 loads female prisoners -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -G 1 15102 0 0 gives bowl -P 1 15103 1 15102 puts gruel in bowl -M 1 15112 5 15112 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15112 5 15124 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -M 1 15112 5 15126 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -* -M 1 15113 1 15127 loads pol. prisoner -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -* -M 1 15114 2 15132 loads child -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -G 1 15102 0 0 gives bowl -P 1 15103 1 15102 puts gruel in bowl -M 1 15114 2 15133 -E 1 15132 1 5 wears rags -E 1 15100 1 10 wears manacles -E 1 15104 1 7 wears ball and chain -G 1 15102 0 0 gives bowl -P 1 15103 1 15102 puts gruel in bowl -* -M 1 15115 1 15107 loads cook -E 1 15121 1 16 wields axe -O 1 15137 1 15107 loads pot -P 1 15128 1 15137 loads stew in pot -O 1 15139 1 15107 loads hearth -* -M 1 15116 12 15101 loads guards -E 1 15140 1 16 wields sword -E 1 15141 1 11 holds shield -E 1 15142 1 5 wears tunic -E 1 15143 1 6 wears coif -E 1 15144 1 7 wears leggings -E 1 15145 1 8 wears gloves -E 1 15146 1 0 holds torch -E 1 15147 1 14 wears bracer -E 1 15148 1 15 wears bracer -M 1 15116 12 15108 -E 1 15140 1 16 wields sword -E 1 15141 1 11 holds shield -E 1 15142 1 5 wears tunic -E 1 15143 1 6 wears coif -E 1 15144 1 7 wears leggings -E 1 15145 1 8 wears gloves -E 1 15146 1 0 holds torch -E 1 15147 1 14 wears bracer -E 1 15148 1 15 wears bracer -M 1 15116 12 15116 -E 1 15140 1 16 wields sword -E 1 15141 1 11 holds shield -E 1 15142 1 5 wears tunic -E 1 15143 1 6 wears coif -E 1 15144 1 7 wears leggings -E 1 15145 1 8 wears gloves -E 1 15146 1 0 holds torch -E 1 15147 1 14 wears bracer -E 1 15148 1 15 wears bracer -M 1 15116 12 15123 -E 1 15140 1 16 wields sword -E 1 15141 1 11 holds shield -E 1 15142 1 5 wears tunic -E 1 15143 1 6 wears coif -E 1 15144 1 7 wears leggings -E 1 15145 1 8 wears gloves -E 1 15146 1 0 holds torch -E 1 15147 1 14 wears bracer -E 1 15148 1 15 wears bracer -M 1 15116 12 15131 -E 1 15140 1 16 wields sword -E 1 15141 1 11 holds shield -E 1 15142 1 5 wears tunic -E 1 15143 1 6 wears coif -E 1 15144 1 7 wears leggings -E 1 15145 1 8 wears gloves -E 1 15146 1 0 holds torch -E 1 15147 1 14 wears bracer -E 1 15148 1 15 wears bracer -* -M 1 15117 6 15117 loads dogs -E 1 15152 1 6 wears fangs -E 1 15148 1 16 wears collar -O 1 15103 1 15117 puts gruel -* -M 1 15118 1 15135 loads escapee -E 1 15149 1 16 wields file -E 1 15104 1 7 wears ball and chain -* -M 1 15119 1 15136 loads ghost -E 1 15151 1 12 wears chains -E 1 15104 1 7 wears ball and chain -* -M 1 15120 5 15141 loads crypt walkers -E 1 15104 1 7 wears ball and chain -M 1 15120 5 15147 -E 1 15104 1 7 wears ball and chain -M 1 15120 5 15152 -E 1 15104 1 7 wears ball and chain -M 1 15120 5 15159 -E 1 15104 1 7 wears ball and chain -M 1 15120 5 15161 -E 1 15104 1 7 wears ball and chain -* -M 1 15121 5 15144 loads coffer corpses -M 1 15121 5 15149 -M 1 15121 5 15150 -M 1 15121 5 15155 -M 1 15121 5 15164 -* -M 1 15122 1 15165 loads lich -E 1 15163 1 16 wields sword -* -M 1 15123 1 15166 loads vampire -E 1 15164 1 3 wears necklace -* -M 1 15124 1 15167 loads spectre -E 1 15165 1 8 wears boots -* -M 1 15125 1 15168 loads wraith -E 1 15166 1 6 wears helm -* -M 1 9936 1 15169 loads wight -E 1 15167 1 12 wears cloak -* -S - - -#SPECIALS -M 15100 spec_poison a maniacal prisoner -M 15101 spec_guard a drunken turnkey -M 15102 spec_cast_cleric the inquisitor -M 15103 spec_executioner the master torturer -M 15107 spec_poison a bat -M 15108 spec_poison a giant spider -M 15109 spec_poison a rat -M 15110 spec_poison a cockroach -M 15114 spec_thief a grubby child -M 15116 spec_guard a Dungeon guard -M 15117 spec_fido a war dog -M 15118 spec_fido an escaped prisoner -M 15119 spec_cast_undead the ubiquitous Dungeon ghost -M 15120 spec_breath_frost a crypt walker -M 15121 spec_cast_undead a coffer corpse -M 15122 spec_cast_undead the lich Ael -M 15123 spec_cast_undead the vampiure Baraga -M 15124 spec_cast_undead the spectre Cas -M 15125 spec_cast_undead the wraith Deros -S - - -#$ diff --git a/data/realm/areas_merc/firetop.are b/data/realm/areas_merc/firetop.are deleted file mode 100644 index 9592994..0000000 --- a/data/realm/areas_merc/firetop.are +++ /dev/null @@ -1,3632 +0,0 @@ -#AREA {10 20} Yaegar Firetop Mountain~ - - -#HELPS -0 firetop mountain~ -This area was created by Yaegar in November 1995 with the use of a DOS -Text Editor and MakeZonesFast from Slash. It is based on the Fighting -Fantasy Gamebook "The Warlock of Firetop Mountain", by Steve Jackson and -Ian Livingstone, published by Puffin Books. - - Thanks go to Steve and Ian, Rainman, Lenny, Slash, Julilla,Argh, Fle -Marc and Sol, and the rest of the gang at AM, for aid, assistance, support -and friendship. Permission is given for any Implementor to use this area -in their Mud, with the exception of Barren Realms (barren.liii.com 8000). -~ - -0 $~ - - -#MOBILES -#5735 -sentry orc~ -an Orc sentry~ -An Orc sentry has fallen asleep at his post here. -~ -This vile creature has been assigned to prevent unwanted visitors, but innate -laziness combined with generous servings of Orcish Ale have rendered him -quite ineffective at even this simple task. -~ -2|4|32|64 131072 -400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5736 -orc~ -a sleeping Orc~ -An off-duty Orc sleeps here. -~ -This vile creature has been assigned to prevent unwanted visitors, but innate -laziness combined with generous servings of Orcish Ale have rendered him -quite ineffective at even this simple task. -~ -2|4|32|64 131072 -400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5737 -snake~ -a small snake~ -A small snake hisses and strikes! -~ -This serpent has been placed here by the occupant of this room to guard the -box it is coiled about, and although it is quite small, its bite can be -lethal! -~ -2|32|64 512 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5738 -orc~ -a drunken Orc~ -A drunken Orc breaks off in mid-song and lunges at you! -~ -This foul drunk is quite possibly the worst singer you have ever heard in -your life! And he smells even worse than he sings! Fortunately he is not a -very effective combatant, as the alcohol he has imbibed has dulled his -senses. -~ -2|4|32|64 4096 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5739 -orc chieftain~ -an Orcish chieftain~ -An Orcish chieftain snarls and cracks his whip at you angrily. -~ -This evil chieftain was busy whipping his hapless servant when you entered, -and he is glad for a more challenging foe. He is the leader of the Orcs in -this area, and as such will be a tough foe. -~ -2|4|32|64 128|512 -400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5740 -orc servant~ -an orcish servant~ -An Orcish servant moans piteously as his master beats him. -~ -This pathetic whelp was been flogged by his demanding master as you entered, -but despite this he still leaps up to defend the chieftain against you. Best -to slay the ungrateful little wretch. -~ -2|4|32|128 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5741 -orc~ -an eating Orc~ -An Orc busily slurps up his rat stew. -~ -This Orc is so busy eating that he doesn't even notice you enter. You could -easily leap in and have a hack before he was even prepared. However, he does -have several companions... -~ -2|4|64 0 -400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5742 -prisoner~ -A deranged prisoner~ -A wild-eyed man lunges insanely at you! -~ -Ack! Watch out! He's going to...Oh. You realize, as the deranged figure -suddenly collapses sobbing at your feet that this man is not aggressive or -seeking to attack you but was simply overjoyed at beign released. He is -quite harmless, but very filthy. -~ -2|4|128 2097152 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5743 -goblin torturer~ -a Goblin torturer~ -A Goblin torturer is angry that his victim has suddenly died. -~ -This sadistic creature was busy torturing a captured Dwarf when you entered, -and the Dwarf died moments later. The creature is angered, and blames you -for the Dwarf's premature death! -~ -2|4|32|64 512 -600 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5744 -cyclops iron~ -an iron Cyclops~ -A Huge iron Cyclops with a single huge gem serving as an eye towers over you. -~ -This specially made Iron Golem is extremely tough and powerful. Although not -aggressive, it will certainly attack if you seek to take its gem. -~ -2|64 8|128|8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5745 -barbarian~ -an insane Barbarian~ -An insane Barbarian leaps out and attacks you! -~ -This demented berserker has been trapped in this dungeon for days and is -taking out his frustrations on you! Towering over you at six feet tall and -weighing in at 280 lbs, he is certainly a force to be reckoned with. -~ -2|32|64 8192 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5746 -old man~ -an old man~ -An old man clad in a dirty nightrobe welcomes you to his shop. -~ -"Oh my, a visitor! We don't get much of them these days...". Despite his -appearance, this elderly gentleman is more than capable of taking care of -himself. He can sell you lighting equipment for the journey ahead. -~ -2|4|8|64 4|8|16|32|128|8192 400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5747 -old man wererat~ -an old man who is a Wererat~ -An old man standing here gradually transforms into a wererat! -~ -This seemingly harmless old coot is actually a powerful lycanthrope, who -will not hesitate to kill you if you threaten him. -~ -2|4|8|64 8|32|128|8192 0 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5748 -neanderthal caveman man~ -A lumbering Neanderthal~ -A primitive Neanderthal swings his stone club at your head! -~ -This dim-witted cave man is possessed of only the most primitive instincts, -but has a blow like a sledgehammer and a hide like a stone wall, so fight -well! -~ -2|4|32|64 16|32|512|8192 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5749 -bat giant~ -a giant Bat~ -A giant Bat swoops down to attack you. -~ -This bat is almost as big as you are, and with its huge black wings and long, -pointy fangs dripping potent venom, it is quite a formidable sight. Better -be careful with this one. -~ -2|4|32|64 8|8192|524288 -400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5750 -spider giant~ -a giant Spider~ -A loathsome spider the size of a small pony scuttles towards you. -~ -You are not sure which scares you the most about this horrible arachnid- -The way its 2 feet long furry legs scuttle on the rock as it races at you, -the way its beady eyes stare evilly at you as is approaches, or the way the -venom dripping from its maw burns into the stone as it falls... -~ -2|32|64 8 -400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5751 -ogre~ -an Ogre~ -An Ogre lumbers about here. -~ -This huge dullard is so big and so dense that he doesn't seem to have even -registered your presence. You could easily sneak past and escape his lair -should you so wish... -~ -2|4|64 8192 0 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5752 -troll~ -a Troll~ -A Troll with very long, powerful arms lopes toward you. -~ -This ugly monster is only 5 feet tall, but its arms are also nearly five -feet long, and end with wicked, sharp claws that could cut stone. Yellow -mucous drips from the fevered beast's slavering maw, and you shudder to -think fo the germs you could be infecte dwith by this grotesque. -~ -2|4|32|64 8192 -500 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5753 -rat giant~ -a giant Rat~ -A Rat the size of an Alsatian leaps at you! -~ -This huge rodent has long, pointed teeth that are discolored with dried -blood. It lashes at you with its sharp claws and seeks to clamp its fangs -around your neck! -~ -2|32|64|128 8 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5754 -giant~ -a burly Giant~ -A burly Giant hurls a leg of lamb at you before attacking! -~ -You have disturbed this big fellow's evening repast, and he is not happy -about it. -~ -2|32|64 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5755 -piranha~ -a vicious Piranha~ -A vicious Piranha sinks its teeth into your leg! -~ -You scream in pain as this savage little fish tears out a chunk of flesh. -It moves almsot too fast for you to catch it in the water, but eventually -returns for another bite, which gives you a chance to attack it. -~ -2|32|64 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5756 -sandworm giant~ -a giant Sandworm~ -A giant Sandworm rears up out of the sand and attacks! -~ -This big fellow makes sea serpents of old look tiny. His circular maw is -lined with rows and rows of teeth, all ready to bite into you!. -~ -2|32|64 8|8192 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5757 -skeleton~ -a Skeleton worker~ -A Skeleton worker busily helps assemble a boat. -~ -This undead servant of the Warlock is far too busy engaging in its set tasks -to pay any mind to you. It will, however, act to defend itself if assaulted, -as will its many comrades. -~ -2|4|64 8|8192 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5758 -wight~ -a Wight~ -A Wight, a fell undead servant of the Warlock, grins evilly at you. -~ -This foul creature is not exceptionally strong or tough, but it has many -special abilities which make it more than a match for the average adventurer, -including its long, sharp, poisoned fangs and claws, its resistance to -physical blows, and its nauseating stench. -~ -2|4|32|64|4096 8|128|512|8192 -1000 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5759 -zombie~ -a Zombie~ -The physical form of a slain adventurer has been re-animated as a Zombie. -~ -This poor fellow was once an eager young treasure-and-glory-seeker like -yourself, who fell foul of the Warlock's minions, and has been damned to a -perpetual undead existence. -~ -2|32|64 512 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5760 -dog~ -a Guard Dog~ -A savage Guard Dog barks to alert its master of your intrusion! -~ -Despite appearances, this Dog will not attack unless provoked. If it does, -you may find that it is not like msot other Dogs, in that it is very tough -and has certain abilities that may catch you by surprise... -~ -2|8|64 8|32|8192 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5761 -werewolf man~ -a Werewolf~ -The man before you transforms into a Werewolf as you watch! -~ -This dour old man is the chief ship-builder for the Warlock, and despite his -unfortunate curse (Lycanthropy), he is not a bad guy, and will only attack if -you initiate hostilities by attacking him or his dog. -~ -2|8|64 128|8192|131072 0 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5762 -ghoul~ -a Ghoul~ -Hidden among the corpses is a sadistic Ghoul! -~ -This decaying corpse-like undead slashes at you with its filthy fingernails, -attempting to slay and devour you! -~ -2|32|64 8|8192 -500 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5763 -vampire~ -an evil Vampire~ -An evil Vampire attempts to drink your blood! -~ -Rising from its coffin like Bela Lugosi in Dracula, the Vampire floats -towards you, attempting to make eye contact with you, so that it can charm -you and then feat upon you at its leisure. -~ -2|4|32|64|4096 8|32|128|512|524288 -1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5764 -dwarf~ -a Dwarf~ -A Dwarven gambler offers you a seat in his game. -~ -This amiable fellow is leaning back in his chair at a table with three other -Dwarfs playing Five Card Stud. He draws deeply on a long pipe, exhaling some -noxious smoke, and invites you to join in. -~ -2|4|8|64 512 400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5765 -minotaur~ -a mighty Minotaur~ -A mighty Minotaur threatens to tear you apart with his bare hands! -~ -This Minotaur is quite insane and, lost in his delirium, he provokes all who -enter into battling with him. Although unarmed and unarmored, he is still a -potentially dangerous foe. -~ -2|32|64 512 -400 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5766 -dragon~ -an enormous Red Dragon~ -An enormous Red Dragon belches forth fire and smoke at you! -~ -You are Dead. This Dragon can tear apart whole armies of Orcs, and eats -adventurers like you for breakfast. His huge, yellow, heavy-lidded eyes -glare balefully at you as he swings his massive claws at your head! - - -an enormous Red Dragon's blast *** JOLTS *** you! -Ouch! That attack hurt your Silver Bracer! -That sure did HURT! -You sure are BLEEDING! -You have been KILLED!!! - - -BATTLE UPDATE : adventurer killed by an enormous red dragon. -~ -2|4|8|32|64 4|8|16|32|128|512|8192|524288 -1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5767 -warlock~ -the Warlock of Firetop Mountain~ -The Warlock of Firetop Mountain stands proudly before you. -~ -The Warlock has taken the form of a well-built young man, clad in robes of -Velvet and Gold. Sparks fly from his gloved hands as he stares grimly at you, -waiting for you to move. Already, you know you are in for a heck of a fight... -~ -2|4|8|64 4|8|16|32|128|512|8192|1048576 -1000 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#5768 -hand~ -a hand~ -An animated Hand strikes at you! -~ -This hand rises up from the floor and begins to beat you! -~ -2|4|32|64 8 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5769 -crocodile croc~ -a crocodile~ -An angry crocodile lurches at your boat! -~ -This huge reptile is hideous and mean, and it looks eager to bury its many -pointed teeth in your body! -~ -2|32|64 8 0 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#5770 -gas beast~ -a gas beast~ -A gas beast wraps itself around you and attempts to smother you! -~ -This horrid creature is little more than a gas cloud with a will of its own, -and as such is very hard to kill. -~ -2|32|64 8|32|128|512|8192|524288 -1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#5735 -armor leather~ -a suit of leather armor~ -A suit of dirty Orcish leather armor has been (intentionally?) left here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -E -armor leather~ -This armor has been worn by a filthy Orc sentry. it is vermin-infested, moldy -and covered with dried ale, blood and various food stains. -~ -#5736 -polearm~ -a polearm~ -A battered Orcish polearm is here. -~ -~ -5 0 1|8192 -0 0 0 3 -30 0 0 -A -18 -2 -A -19 -2 -E -polearm~ -This polearm is old, rusty and in bad need of repair. -~ -#5737 -grog bottle~ -a bottle of Orc grog~ -A bottle of Orc grog is here.~ -~ -17 0 1|16384 -5 5 7 0 -5 250 0 -E -grog~ -This is the staple drink of the Orcs of Firetop Mountain and it is FOUL. -~ -#5738 -box cache~ -an Orc's box~ -This box serves as the Orc's cache. -~ -~ -15 0 1|16384 -10 1 0 0 -10 100 0 -E -box~ -This box contains all the Orc's personal possessions. -~ -#5739 -gold~ -a single gold piece~ -A single gold piece rests here. -~ -~ -20 0 1 -1 0 0 0 -1 0 0 -#5740 -mouse~ -a dead mouse~ -A dead mouse lies here. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -mouse~ -The Orc who put this in the box thought it'd be a good place for it to live, -but forgot about things like food, water, oxygen, etc... -~ -#5741 -key~ -a bronze-coloured key~ -A bronze-coloured key is here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -Upon cloer examination, you notice that this key has the number 99 carved -into it. -~ -#5742 -box~ -a small wooden box with crude hinges~ -A small wooden box with crude hinges rests here. -~ -~ -15 0 1|16384 -50 1 0 0 -10 100 0 -E -box~ -A brass name plate on the lid of this box is inscribed with then name -"Farrio Di Maggio". -~ -#5743 -book tome~ -a small leather-bound book~ -A small leather-bound book entitled "The Making and Casting of Dragonfire". -~ -~ -2 64 1|16384 -30 65 26 201 -10 0 0 -E -book~ -This book tells of the life work of the Mage Farrio Di Maggio- the creation -of the Dragonfire spell, for use against Dragons, capable of dealing out -significant amounts of damage to them, by speaking the words- - - "Ekil Erif, - Ekam Erif, - Erif Erif, - Di Maggio" -~ -#5744 -chest~ -a sturdy chest~ -A sturdy chest made of oak and iron rests here. -~ -~ -15 0 0 -500 8 2006 0 -1 0 0 -E -chest~ -This chest looks extremely heavy and you are quite sure you couldn't budge -it. -~ -#5745 -gold~ -a fair number of gold pieces~ -A fair number of Gold pieces are scattered here. -~ -~ -20 0 1 -25 0 0 0 -1 0 0 -#5746 -potion vial~ -a small black bottle with a tight glass stopper~ -A small black bottle with a tight glass stopper containing black liquid is -here. -~ -~ -10 0 1|16384 -8 29 0 0 -1 200 0 -E -vial~ -The liquid in the vial looks vile but is in fact quite palatable. -~ -#5747 -glove~ -a black velvet glove~ -A black velvet glove is here. -~ -~ -9 4 1|128 -0 0 0 0 -1 0 0 -A -2 2 -E -glove~ -You have no idea what this glove may do... -~ -#5748 -mattress~ -a staw mattress~ -A straw mattress stained with various substances is here. -~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -mattress~ -This foul bed serves as the resting place for an Orc... -~ -#5749 -case leather~ -a tattered leather case~ -A tattered leather case half a metre long is here. -~ -~ -15 0 1|16384 -10 1 0 0 -10 0 0 -E -case~ -This case looks like it could hold a short bow. It is inscribed- - -"The giver of sleep to those who never can..." - -~ -#5750 -bow~ -a bow and a single silver arrow~ -A bow and a single arrow rests here. -~ -~ -3 1|64 1|16384 -10 5 5 30 -18 0 0 -E -bow~ -This bow and silver arrow can inflict damage upon any foe it is used against, -especially the undead. -~ -#5751 -leg club~ -a chair leg~ -A chair leg that has been fashioned into a crude club is here. -~ -~ -5 0 1|8192 -0 0 0 7 -10 0 0 -A -18 -1 -A -19 -1 -E -leg~ -This really is a pathetic attempt at a weapon... -~ -#5752 -rack~ -a torture rack~ -A torture rack holds a dead Dwarf here. -~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -rack~ -This wicked-looking rack is surrounded by a variety of evil-looking tools, -all guaranteed to inflict excruciating pain. -~ -#5753 -knife~ -a wicked-looking knife~ -A wicked-looking knife is here. -~ -~ -5 0 1|8192 -0 0 0 11 -13 0 0 -A -19 4 -E -knife~ -This vicious little Goblin weapon would make a GREAT backstabbing weapon... -~ -#5754 -cheese~ -a piece of sweet-smelling cheese~ -A piece of sweet-smelling cheese is here. -~ -~ -19 0 1|16384 -5 0 0 0 -1 0 0 -E -cheese~ -Must be the Goblin's lunch... -~ -#5755 -shield~ -a shield~ -A bronze shield bearing a crescent moon device has been left here. -~ -~ -9 1 1|512 -0 0 0 0 -5 1000 0 -A -2 -1 -A -13 5 -A -17 -10 -A -19 1 -E -shield~ -This shield seems to be a very good one, if rather large and cumbersome. -~ -#5756 -gem jewel~ -an expensive-looking jewel~ -This Jewel looks VERY valuable... -~ -~ -4 1 1|16384 -10 5 5 4 -1 5000 0 -A -12 25 -E -jewel~ -This Jewel once served as the eye of an Iron Cyclops, and as such has potent -magical properties... -~ -#5757 -key~ -a small key~ -A small key is here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -Upon cloer inspection, you notice that this key as the number 111 engraved -on it. -~ -#5758 -box~ -an old box~ -An old box has been discarded here. -~ -~ -15 0 1|16384 -50 1 0 0 -5 100 0 -E -box~ -This box looks like it once contained carpentry tools. -~ -#5759 -mallet~ -a wooden mallet~ -A wooden mallet is here. -~ -~ -5 0 1|8192 -0 0 0 7 -25 0 0 -E -mallet~ -This mallet looks PERFECT for driving wooden stakes... -~ -#5760 -stump stake~ -a stump of wood~ -A stump of wood sharpened into a stake is here. -~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -E -stump stake~ -This stump has a nasty point which could cause a LOT of damage if rammed -into someone's back... -~ -#5761 -painting~ -a painting of the Warlock~ -A painting of the Warlock hangs on a wall here. -~ -~ -12 2|16|4096 1|16384 -0 0 0 0 -25 0 0 -A -1 -1 -A -5 -1 -A -13 -10 -E -painting~ -Just looking at this painting makes you feel sick and uneasy. -~ -#5762 -candle~ -a blue candle~ -A magical Blue Candle flames on command! -~ -~ -1 1 1|16384 -0 0 24 0 -1 0 0 -E -candle~ -This candle is an exceptional one, flaming on command as it does. It used to -be a LOT cheaper, but since the Long Dark Night candlewax prices have -soared... -~ -#5763 -club~ -a crude stone club~ -A crude stone club lies here. -~ -~ -9 0 1|8192 -0 0 0 8 -30 0 0 -A -18 -4 -A -19 6 -E -club~ -The Neanderthal who owns this doubtless would like it back... -~ -#5764 -wood~ -a piece of y-shaped wood~ -This would make an excellent frame for a slingshot. -~ -~ -5 0 1|8192 -0 0 0 0 -5 0 0 -A -18 -1 -E -wood~ -This piece of Y-shaped wood is so fashioned that you could use it for a -slingshot once you fitted a rubber band... -~ -#5765 -rope~ -a piece of rope~ -This piece of rope looks rather sinister... -~ -~ -13 16|128|4096 1|16384 -0 0 0 0 -5 0 0 -A -12 -50 -A -13 -25 -E -rope~ -This rope is magically cursed! -~ -#5766 -sword~ -a magnificent-looking sword~ -A magnificent-looking sword is here. Pick it up! -~ -~ -5 1|64 1|8192 -0 0 0 1 -25 0 0 -A -1 1 -A -17 -5 -A -18 4 -A -19 4 -E -sword~ -This sword looks as if it would GREATLY aid you in combat... -~ -#5767 -boots~ -a pair of boots~ -A pair of red boots sit innocently here. -~ -~ -9 4096 1|64 -0 0 0 0 -50 0 0 -A -14 -150 -E -boots~ -These boots are finely crafted from deep red leather. -~ -#5768 -chisel~ -a chisel with a silver blade~ -A chisel with a silver blade is here. -~ -~ -5 1|64 1|8192 -0 0 0 2 -13 0 0 -A -18 2 -E -chisel~ -This chisel has been enchanted to make it a decent weapon. -~ -#5769 -helmet~ -a bronze helmet~ -A bronze helmet is here.~ -~ -9 16|4096 1|16 -0 0 0 0 -5 1000 0 -A -3 -2 -A -18 -2 -E -helmet~ -This helmet looks like it would be a good fit. -~ -#5770 -helmet~ -an iron helmet~ -An Iron helmet is here.~ -~ -9 1024 1|16 -0 0 0 0 -5 1000 0 -A -3 2 -A -18 2 -E -helmet~ -This helmet looks like it would be a good fit. -~ -#5771 -table~ -a sturdy oak table~ -A sturdy oak table is here.~ -~ -12 0 0 -0 0 0 0 -10 0 0 -E -table~ -This table looks quite sturdy, as I said previously. -~ -#5772 -armor leather~ -a suit of leather armor~ -A suit of leather armor is here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -E -armor~ -By the look of it, this armor didnt do its previous owner much good... -~ -#5773 -shield~ -a wooden shield~ -A simple wooden shield has been abandoned here. -~ -~ -9 0 1|512 -0 0 0 0 -5 100 0 -E -shield~ -This shield probably isn't much use for anything beyond practice sessions... -~ -#5774 -sword~ -a steel sword~ -This sword doesn't look any better than your own weapon... -~ -~ -5 0 1|8192 -0 0 0 1 -15 0 0 -E -sword~ -Although in good condition, this is by all accounts an unremarkable blade... -~ -#5775 -crucifix~ -a silver crucifix~ -You spy a silver crucifix on the ground here. -~ -~ -8 1 1|4 -0 0 0 0 -1 2000 0 -A -17 -15 -E -crucifix~ -This crucifix is dedicated to St. Christopher, patron saint of travellers. -~ -#5776 -corpse~ -a decaying corpse~ -Some poor adventurer's decaying corpse rests here. -~ -~ -13 0 1 -0 0 0 0 -70 0 0 -E -corpse~ -Although decayed, the corpse still looks cumbersome... -~ -#5777 -gold~ -gold!~ -Gold! -~ -~ -20 0 1 -8 0 0 0 -1 0 0 -#5778 -barrel rum~ -a barrel of rum~ -A barrel of good rum is here. -~ -~ -17 0 1|16384 -8 8 24 0 -20 0 0 -E -rum~ -This is tasty stuff! -~ -#5779 -key keys bunch~ -a bunch of keys~ -A bunch of keys has been left here. -~ -~ -18 0 1|16384 -0 0 0 0 -2 0 0 -E -key keys bunch~ -One of these keys is labelled "Boat House"... -~ -#5780 -boots~ -a pair of unlaced boots~ -Someone forgot to tie their laces up on these boots... -~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -14 50 -E -boots~ -These boots, once laced up properly, would make a great pair of hiking -boots. -~ -#5781 -eggs~ -some pickled eggs~ -Some pickled eggs have fallen out of their jar. -~ -~ -19 0 1 -2 0 0 0 -1 0 0 -E -eggs~ -Whew! Whoever eats these will fart up a storm! -~ -#5782 -jar~ -a jar~ -This jar is commonly used to hold pickled eggs and other preserved foods. -~ -~ -15 0 1|16384 -2 1 0 0 -2 0 0 -E -jar~ -A label on the side says "Rumblebottom's Fine Foods". -~ -#5783 -earrings~ -a pair of cheap earrings~ -Someone's cheap earrings have been left here. -~ -~ -8 0 1|16 -0 0 0 0 -1 0 0 -E -earrings~ -They look tacky and worthless, but one man's trash is another man's -treasure, so... -~ -#5784 -liquid~ -a vial of liquid~ -A vial of liquid glows strangely here... -~ -~ -10 1 1|16384 -10 3 61 43 -1 0 0 -A -4 2 -E -vial~ -This vial actually contains Holy Water, blessed by the Overpriest of -Kaynlesh-Ma. It will cure your injuries, including any inflicted by the -poisonous touch of its undead owner, and bless you. -~ -#5785 -parchment~ -a badly-damaged sheet of parchment~ -A badly-damaged sheet of parchment is here. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -parchment~ -This parchment is almost illegible, but you can make out a map of this area, -with one section to the north of here marked "THE MAZE OF ZAGOR", with two -rooms marked "...GER" and "SM... P...LE". -~ -#5786 -book~ -the Warlock's spellbook~ -The Warlock's spellbook has been lost by its guardian. -~ -~ -2 16|64|512 1|16384 -20 59 56 7 -10 0 0 -A -12 50 -E -book~ -The Warlock entrusted this book to his faithful Vampire Guardian to guard -for him. -~ -#5787 -cards~ -a deck of cards~ -A deck of dog-eared cards has been scattered here. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -cards~ -This is an unremarkable deck of Dwarven playing cards. -~ -#5788 -pipe~ -a Dwarven pipe~ -A Dwarven pipe has been left here. -~ -~ -3 64 1|16384 -8 4 4 73 -1 0 0 -E -pipe~ -The smoke that this pipe belches forth can detect magically concealed -creatures. -~ -#5789 -vase~ -a vase full of liquid~ -This vase is full of a liquid that looks suspiciously like plain water... -~ -~ -17 0 1|16384 -10 6 0 0 -10 0 0 -E -vase~ -This vase is only half-full. -~ -#5790 -bowl~ -a red clay bowl~ -A red clay bowl rests here. -~ -~ -15 0 1|16384 -5 0 0 0 -5 0 0 -E -bowl~ -This red clay bowl is used to store coins. -~ -#5791 -coins~ -some coins~ -Some coins have been scattered here. -~ -~ -20 0 1|16384 -8 0 0 0 -1 0 0 -#5792 -fountain~ -a fountain~ -A small stone fish spurts water into a stone bowl. It looks drinkable. -~ -~ -25 0 0 -0 0 0 0 -10 0 0 -E -fountain~ -This fountain bears a sign, written in the Goblin tongue, which reads "DO -NOT DRINK!". -~ -#5793 -cards~ -a deck of magical cards~ -A deck of magical cards covered in strange runes and glyphs is here. -~ -~ -2 64|512 1|16384 -20 17 4 63 -3 0 0 -A -3 2 -A -4 1 -A -12 50 -E -cards~ -These cards serve as a focus of the Warlock's power. -~ -#5794 -robes~ -the Warlock's robes~ -The Warlock's robes have been torn from his body. -~ -~ -9 64|512 1|1024 -0 0 0 0 -5 0 0 -A -3 1 -A -4 1 -A -12 25 -A -17 -5 -E -robes~ -These robes contain a portion of the Warlock's power. -~ -#5795 -sword~ -the Warlock's sword~ -The Warlock's sword has been dropped here. -~ -~ -5 64|512 1|8192 -0 0 0 11 -18 0 0 -A -5 2 -A -12 10 -A -13 10 -A -17 -5 -E -sword~ -This sword looks quite sharp. -~ -#5796 -chest~ -a solid iron-bound oak chest~ -A solid iron-bound oak chest rests in a corner. -~ -~ -15 0 0 -100 8 2064 0 -1 0 0 -E -chest~ -This chest is securely locked. -~ -#5797 -loot~ -loot!~ -The Warlock's Loot! -~ -~ -8 1 1|16384 -0 0 0 0 -50 0 0 -E -loot~ -This is part of the Warlock's wealth. -~ -#5798 -gold~ -gold!~ -The Warlock's Gold! -~ -~ -20 0 1 -50345 0 0 0 -50 0 0 -#5799 -key~ -a red key~ -A red key -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -This key looks like it must open a BIG lock. -~ -#5800 -bullwhip whip~ -a bullwhip~ -A piece of leather nearly ten feet long has been curled up here. -~ -~ -5 0 1|8192 -0 0 0 4 -15 0 0 -A -18 -2 -E -bullwhip whip~ -This bullwhip once belonged to the Orc Chieftain of Firetop Mountain... -Perhaps it still does. -~ -#5801 -cloak~ -an Orcish cloak~ -An Orc chieftain's cloak is crumpled up into a ball here. -~ -~ -9 0 1|4 -0 0 0 0 -5 0 0 -A -5 1 -E -cloak~ -Despite its owner, this cloak is in reasonably good shape. -~ -#5802 -belt pouch~ -a pouch belt~ -A small pouch belt is here. -~ -~ -15 0 1|2048 -25 1 0 0 -5 0 0 -#5803 -bench~ -a wooden bench~ -A wooden bench is here. It has a small inscription carved into it. -~ -~ -12 1 0 -0 0 0 0 -1 0 0 -E -inscription bench~ -The inscription says- - - "REST YE HERE YE WEARY TRAVELLER" -~ -#5804 -boat punt~ -a punt~ -A small punt has been moored here. -~ -~ -15 262144|524288 1 -1000 0 0 1 -100 0 0 -E -punt boat~ -This punt is a servicable enough boat. -~ -#5805 -ale jack~ -a jack of ale~ -A giant-sized jack of ale rests here. -~ -~ -17 0 1|16384 -10 10 3 0 -25 0 0 -E -jack ale~ -This jack of ale is very big but it holds a LOT of wine. -~ -#5806 -key~ -a gold key~ -A gold key hangs from a hook here. -~ -~ -18 1 1|16384 -0 0 0 0 -1 0 0 -E -key~ -This key has the number 125 inscribed upon it. -~ -#5807 -key~ -a copper key~ -A copper key hangs from a hook here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -This key has the number 66 inscribed upon it. -~ -#5808 -key~ -a red key~ -A red key is here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -E -key~ -This key has the number 66 inscribed upon it. -~ -#5809 -cabinet glass~ -a glass cabinet~ -A glass cabinet full of curios rests against one wall. -~ -~ -15 0 0 -10000 1 0 0 -1 0 0 -E -cabinet~ -This cabinet contains the various mementoes of the Warlock. -~ -#5810 -mementoes curios curio~ -one of the Warlock's curios~ -You see one of the Warlock's curios here. -~ -~ -8 0 1|16384 -0 0 0 0 -5 0 0 -E -curio~ -You are lookign at one of the curios of the Warlock of Firetop Mountain, -which may be of value to someone. -~ -#5811 -book~ -a book~ -A book is here. -~ -~ -2 1|64 1|16384 -20 1 3 66 -15 0 0 -E -book~ -This heavy book deals with the magical science of Abjuration. -~ -#5812 -desk~ -a massive desk~ -This massive desk looks far too heavy to even budge. -~ -~ -12 1|64 0 -0 0 0 0 -1 0 0 -E -desk~ -This desk is a magnificently carved oak affair, made with exquisite detail -by the OOkers of NarHn. -~ -#5813 -chair~ -a comfortable-looking chair~ -This chair looks very comfortable. -~ -~ -12 1|64 1|16384 -0 0 0 0 -50 0 0 -A -5 1 -A -13 25 -A -17 -10 -E -chair~ -This chair is actually quite beneficial if held. -~ -#0 - - -#ROOMS -#5735 -Path to Firetop Mountain~ -You have reached the base of Firetop Mountain. The steep impenetrable face -that rises before you is deeply gouged, as if by the claws of a gargantuan -beast. Strange red vegetation grows at the peak, hence the mountain's name. -A small dark opening in front of you allows you to enter the depths of -Firetop Mountain, domain of the evil Warlock. - -You see a small sign stuck to a nearby withered tree. -~ -0 4 3 -D0 -inside the mountain~ -~ -0 -1 5736 -D2 -~ -~ -0 -1 8854 -E -sign~ -The sign says- - - "Welcome to Firetop Mountain, a fun- and excitement-filled area brought -to you by the Mad Elf. He hopes you enjoy yourself". - -and below that- - - "Firetop Mountain was built on a DOS text-editor in November 1995 by -Yaegar for AnonyMud, though any Merc 2.2 Mud can (and is indeed welcome to) -use it". -~ -S -#5736 -Inside the Mountain~ -You are heading north along a gloomy stone passageway. Your footsteps echo -in the eerie silence, which is broken only by the distant sound of running -water. You soon reach a junction where you can head east or west. -~ -0 1|8 0 -D1 -a door~ -~ -0 -1 5737 -D2 -the entrance~ -~ -0 -1 5735 -D3 -a guard post~ -~ -0 -1 5739 -S -#5737 -A Door~ -You are standing before a wooden door, set flush with the stone wall that -marks the end of the passageway. It looks solid, but you get the idea that -it would give easily to a good shove from your shoulder. Or, you could try -just opening it with the handle... -~ -0 1|8 0 -D1 -a pit~ -~ -1 0 5738 -D3 -inside the mountain~ -~ -0 -1 5736 -S -#5738 -A Pit~ -Ack! As you open the door and pass through, you fall into a deep pit! The -sides are smooth and unscaleable, and for some reason your magic doesn't -seem to work here. Looks like you might need to recall. -~ -0 1|4|8|128 0 -D5 -a trapdoor~ -~ -1 0 13400 -S -#5739 -A Guard Post~ -After a short distance, the westward passage that you are following bends to -the north. At the bend there is a small niche in the wall, just large enough -for a medium-sized humanoid to stand in. A stone stool is in this niche, as -is a half-drunk flagon of some unknown alcohol, and you (correctly) assume -that this alcove is used as a sentry post. Its inebriated occupant may be -around, so keep alert. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5740 -D1 -inside the mountain~ -~ -0 -1 5736 -S -#5740 -A Corridor~ -You are advancing down a long north-south corridor lined by several wooden -doors to the west. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -You hear loud snoring from behind the door nearest you. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5742 -D2 -a guard post~ -~ -0 -1 5739 -D3 -a door~ -~ -1 0 5741 -S -#5741 -Orc Sleeping Quarters~ -This room evidently serves as sleeping quarters for some of the foul Orcs -that reside in this place. Loud snoring echoes around this room, coming from -its single sleeping occupant, who lies with his arms curled about an -interesting-looking box... -~ -0 1|8 0 -D1 -a corridor~ -~ -1 0 5740 -S -#5742 -A Corridor~ -You are advancing down a long north-south corridor lined by several wooden -doors to the west. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -No sound comes from behind the door nearest you. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5744 -D2 -a corridor~ -~ -0 -1 5740 -D3 -a door~ -~ -1 0 5743 -S -#5743 -Guards' Quarters~ -This room seems to function as quarters for the Orcish soldiers that guard -the entrance here. From what you've seen so far of the Warlock's "Guards", -you think that maybe he should reconsider his choices for protection... -There is a small snake curled up around a box in the far corner of this room. -~ -0 1|8 0 -D1 -a corridor~ -~ -1 0 5742 -S -#5744 -A Corridor~ -You are advancing down a long north-south corridor lined by several wooden -doors to the west. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -You hear loud raucous drunken singing coming from behind the door nearest you. - -There is a junction to the north of here. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5746 -D2 -a corridor~ -~ -0 -1 5742 -D3 -a door~ -~ -1 0 5745 -S -#5745 -A Party~ -You are hit by the combined stench of Orc Grog, sweat, vomit, urine and -blood as soon as you enter. Repulsed, you glance about and quickly gather -that this foul place serves as some sort of recreation area for the Orcish -soldiers. If you are lucky, you will be spared an encounter with the vile -drunkards. -~ -0 1|8 0 -D1 -a corridor~ -~ -1 0 5744 -S -#5746 -A Junction~ -You have reached a T-junction in the passageway, where passages run to the -west, east and south. You can hear screaming and what sounds like a whip -cracking to the west, while the sound of many Orcs slurping and chomping -on their vile food emanates from the east. A variety of sounds come from -the south. In the distance, you can hear what sounds like running water. -~ -0 1|8 0 -D1 -another junction~ -~ -0 -1 5748 -D2 -a corridor~ -~ -0 -1 5744 -D3 -a westward corridor~ -~ -0 -1 5747 -S -#5747 -A Westward Corridor~ -You are advancing along an east-west corridor that ends at the east in a -juction and at the west in a solid oak portal. From behind the portal you -can hear screams, apparently being elicited by the bullwhip you hear cracking -just before each cry. -~ -0 1|8 0 -D1 -a junction~ -~ -0 -1 5746 -D3 -a door~ -~ -1 0 5799 -S -#5748 -Another Junction~ -You have reached another junction. From here you can go north, toward a huge -iron portcullis, west, toward a branch in the corridor to the south, or east, -toward what sounds like a kitchen/dining area, judging by the clangour of -rattling pots and pans, and the shouts and grunts of the diners. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5750 -D1 -a door~ -~ -0 -1 5749 -D3 -a junction~ -~ -0 -1 5746 -S -#5749 -Outside the Kitchen~ -The noises of the kitchen are loudest here. Behind this door there must be -some very nauseating dinner parties, if the noises and the *SMELL* are -anything to go by. -~ -0 1|8 0 -D1 -the kitchen~ -~ -1 0 5800 -D3 -another junction~ -~ -0 -1 5748 -S -#5750 -A Corridor~ -You are advancing along a long north-south corridor lined by several wooden -doors to the east. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -You hear dreadful screaming coming from behind the door to the east. - -There are junctions to the north and south of here. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5752 -D1 -a door~ -~ -1 0 5751 -D2 -another junction~ -~ -0 -1 5748 -S -#5751 -A Cell~ -Eeyew! This foul place obviously serves as a combined garbage room/prison -cell, for several skeletons manacled to the walls are half-buried in all -manner of disgusting refuse that has been hurled into here by the Orcs. -Just looking at the evil mess makes you want to vomit, and by the looks of -it you haven't been the first to so react... -~ -0 1|8 0 -D3 -a corridor~ -~ -1 0 5750 -S -#5752 -A Corridor~ -You are advancing along a long north-south corridor lined by several wooden -doors to the east. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -There are junctions to the north and south of here. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5754 -D1 -a door~ -~ -1 0 5753 -D2 -another junction~ -~ -0 -1 5750 -S -#5753 -Armory~ -You have entered an armory. Most of the weapons here are of Orcish make, -crude and clumsy-looking, and you ignore them. However, a few weapons of -human and elf make are also stored here- perhaps you may find one of use -to you... -~ -0 1|8 0 -D3 -a corridor~ -~ -1 0 5752 -S -#5754 -A Corridor~ -You are advancing along a long north-south corridor lined by several wooden -doors to the east. The corridor is unlit- evidently it is either rarely -used or the occupants of this place have no need for light... - -You hear piteous moans and cries of pain, followed by insane cackling, -coming from the door nearest you. - -There are junctions to the north and south of here. -~ -0 1|8 0 -D0 -a junction~ -portcullis~ -1 -1 5756 -D1 -a door~ -~ -1 0 5755 -D2 -another junction~ -~ -0 -1 5752 -S -#5755 -A Torture Chamber~ -You have entered a torture chamber, currently being used by the Warlock's -Goblin torturers to extract information from intruders or confessions from -crooked or incompetent Orcish sentries. Of course, they don't really care -what you know, they are going to torture you anyway :). -~ -0 1|8 0 -D3 -a corridor~ -~ -1 0 5754 -S -#5756 -A Junction~ -You have reached a T-Junction which allows you to travel east, west or south. -The corridor to the south is lined with doors to the east, while the east -and west branches of the junction disappear into the darkness which is barely -penetrated by your light source. - -You fancy that you can hear the sounds of a river to the far north. -~ -0 1|8 0 -D1 -a bend in the corridor~ -~ -0 -1 5757 -D2 -a corridor~ -portcullis~ -1 -1 5754 -D3 -a long passageway~ -~ -0 -1 5779 -S -#5757 -A Bend in the Corridor~ -You have reached a bend in the corridor where you can head north to another -junction or back west to a southern branch of the corridor. The sound of -running water seems to be coming directly from the north now. - -You get the feeling this may be a good place to rest and collect yourself. -~ -0 1|4|8|1024 0 -D0 -a junction ~ -~ -1 0 5758 -D3 -a junction~ -~ -0 -1 5756 -S -#5758 -A Junction~ -You have reached yet another junction, where you can head east, west, or south to -a strange-looking bench. There is a door to the far east, but you can hear -nothing coming from that direction. -~ -0 1|8 0 -D1 -a junction~ -~ -0 -1 5759 -D2 -a bench~ -~ -0 -1 5757 -D3 -a bend~ -~ -0 -1 5761 -S -#5759 -A Junction~ -At this point, a long, dark passageway stretches off to the north, ending at -a wooden door. You fancy that you can hear heavy breathing coming from -behind it. You can still hear naught from behind the eastern door, which you -are standing before now. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5765 -D1 -a door~ -~ -1 0 5760 -D3 -a junction~ -~ -0 -1 5758 -S -#5760 -An Ornate Room~ -You enter a room heavily decorated by ornate stonework and detailed murals -and reliefs, crafted and colored in a style you have never seen before, -giving the room an unearthly beauty. A pedestal has been placed in the -center of the room, and atop it is an iron statue of what looks like a one- -eyed demon. -~ -0 1|8 0 -D3 -a junction~ -~ -1 0 5759 -S -#5761 -A Bend~ -At this point the corridor bends sharply to the north, heading past doors -to the east and west toward some distant point, lost in the all-encompassing -murky darkness. You are thankful for your light. -~ -0 1|8 0 -D0 -outside three doors~ -~ -0 -1 5762 -D1 -a junction~ -~ -0 -1 5758 -S -#5762 -Outside Three Doors~ -You are standing in a north-south running corridor between two doors. The -one to the east has a small sign upon it, while the one to the west is -blank. You can here a gentle humming noise, as if of someone singing to -themself, behind the east door. - -There is another, pitch-black portal to the north. It looks ominous... -~ -0 1|8 0 -D0 -a pitch-black portal~ -~ -1 0 5766 -D1 -a shop~ -~ -1 0 5764 -D2 -a bend~ -~ -0 -1 5761 -D3 -a door~ -~ -1 0 5763 -E -sign~ -The sign says, in large, neatly-scribed letters- - - "T H E H O U S E O F C A N D L E S" - - Visitors welcome. Please leave your children and pets outside. - No Hawkers or Canvassers. Shoplifters WILL be prosecuted. - -~ -S -#5763 -A Cavern~ -The door opens onto a rough-hewn cavern, dark and dreary as the rest of the -dungeon, save that it has more than the usual amount of cobwebs, and also -sports a fair collection of Orcish, Dwarven and Human bones. You enter -cautiously, well aware that this may be the lair of a Huge SPIDER. -~ -0 1|8 0 -D1 -outside three doors~ -~ -1 0 5762 -S -#5764 -A Shop~ -You have entered a brightly-lit shop, an oddity in this place made even -stranger by the bizarre array of goods available. However, what interests -you most in this normally black dungeon is the availability of magic candles -that can help light your way. -~ -0 8 0 -D3 -outside three doors~ -~ -1 0 5762 -S -#5765 -A Barbarian!~ -You have entered the quarters of an insane barbarian, who by now is attacking -you if he has not already been slain by another adventurer before you. There -is little of interest in this dingy room. - -A passage runs from here to another door to the north. -~ -0 1|8 0 -D0 -a short passage~ -~ -1 0 5801 -D2 -a door~ -~ -1 0 5759 -S -#5766 -A Black Corridor~ -As you enter this foreboding place, your light source dwindles to a faint -glimmer, threatening to go out entirely at any moment. In its bleak glare -you manage to make out hideous murals on the walls depicting people being -maimed and tortured, and you could swear that they are actually MOVING. You -feel a sudden urge to flee this horrid place. -~ -0 1|8|128 0 -D0 -a fountain room~ -~ -1 0 5768 -D2 -outside three doors~ -~ -1 0 5762 -S -#5767 -A Gallery~ -You have entered what appears to be an art gallery. Paintings of various old -men and women of noble birth line the whitewashed walls and you supress a -yawn as you walk past. However, one portrait here appears to be different... - -Doors to the north and south allow you to leave this place. -~ -0 8 0 -D0 -a short corridor~ -~ -1 0 5802 -D2 -a short corridor~ -~ -1 0 5801 -S -#5768 -A Fountain~ -You have entered a small room, no more than a slight broadening of the -passage, with a fountain in the middle of it. The passage continues to the -north and terminates at a pitch-black portal to the south. -~ -0 1|8 0 -D0 -a corridor~ -~ -0 -1 5770 -D2 -a pitch-black portal~ -~ -1 0 5766 -S -#5769 -A Pear-Shaped Room~ -You have entered a pear-shaped room, with the south entrance opening into -the wide base and a door to the north exiting at the top of the fruit shape. -Several items of interest are scattered on the floor here.. - -The sound of flowing water is stronger than ever here. It appears to be -coming from directly beyond the door in the north wall. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5773 -D2 -a short corridor~ -~ -0 -1 5802 -S -#5770 -A Corridor~ -You are marching along a long north-south corridor, which ends near a -fountain to the south, and a small door to the north. A second door is in the -eastern wall near you. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5803 -D1 -a door~ -~ -1 0 5771 -D2 -a fountain~ -~ -0 -1 5768 -S -#5771 -A Bare Room~ -You have entered a room that is completely unrearkable save for a table and -some interesting items upon it. -~ -0 1|8 0 -D3 -a corridor~ -~ -1 0 5770 -S -#5772 -A Junction~ -You have reached a junction in the passageway, where you may go east, west -or south. The sound of running water is unmistakable now, and seems to be -coming from the western passage, which bends to the north. Bestial grunts -echo from the passage to the east. -~ -0 1|8 0 -D1 -a cave~ -~ -0 -1 5775 -D2 -a door~ -~ -1 0 5803 -D3 -a bend~ -~ -0 -1 5774 -S -#5773 -A Ferryman and a Bridge~ -You have finally reached the source of the sound of running water- a broad -underground river that cuts through the dungeons of Firetop Mountain. You -peer into it but can see nothing in its icy black depths, but doubtless this -river sports its own particular little nasties like all the other parts of -the dungeon have so far. - -A rickety bridge allows you to cross to the other side if you wish, or you -may wish to go boating using a nearby punt. - -A sign says- "Don't Pay the Ferryman...till he gets you to the other side..." -~ -0 1|8 0 -D0 -the other side~ -~ -0 -1 5798 -D1 -river~ -~ -0 -1 5778 -D2 -pear room~ -~ -1 0 5769 -D3 -river~ -~ -0 -1 5777 -S -#5774 -On the Banks of the River~ -You have finally reached the river you have been hearing for so long. It -looks deep, dark and unswimmable, though if you had a boat you may be able -to cross it, though at this point there appears to be nothing of interest -on the other side. Perhaps you may find a crossing further down? -~ -0 1|8 0 -D0 -the river~ -~ -0 -1 5777 -D1 -a junction~ -~ -0 -1 5772 -S -#5775 -A Cave~ -You have entered a huge cave, cut from the rock face by Gods-know what force. -There is a campfire burning in the center of the room, and several hides and -rocks are scattered about the area, along with several bones and chewed -strips of half-cooked meat. -~ -0 1|8 0 -D3 -a junction~ -~ -0 -1 5772 -S -#5776 -The River~ -You are sailing along the mighty underground river that cuts through the -dungeons of Firetop Mountain. To the west you can see a rocky beach, while -to the east the river flows into the murky darkness that pervades here. -~ -0 1|8 7 -D1 -river~ -~ -0 -1 5777 -D3 -a rocky beach~ -~ -0 -1 5797 -S -#5777 -The River~ -You are sailing along the mighty underground river that cuts through the -dungeons of Firetop Mountain. To the west you can see a rocky beach, while -to the east the river flows towards what looks like a bridge. - -There is a small alcove to the south at which you could dock. -~ -0 1|8 7 -D1 -bridge~ -~ -0 -1 5773 -D2 -alcove~ -~ -0 -1 5774 -D3 -river~ -~ -0 -1 5776 -S -#5778 -The River~ -You are sailing along the mighty underground river that cuts through the -dungeons of Firetop Mountain. To the west you can see a rickety bridge, -while to the east the river down a narrow crevice and is impassable. -~ -0 1|8 7 -D3 -bridge~ -~ -0 -1 5773 -S -#5779 -A Long Passageway~ -You are heading along a long east-west passageway which meets a junction to -the east and bends sharply to the north to the west. -~ -0 1|8 0 -D1 -a junction~ -~ -0 -1 5756 -D3 -entrance to a cave~ -~ -0 -1 5780 -S -#5780 -Entrance to a Cave~ -You are passing by the entrance to a small cave, on the northern side of -this long east-west passage. A vile smell wafts from this dark place, and -you fancy that you can hear bestial gruntings. -~ -0 1|8 0 -D0 -cave~ -~ -0 -1 5781 -D1 -a passage~ -~ -0 -1 5779 -D3 -a passage~ -~ -0 -1 5782 -S -#5781 -Ogre Cave~ -Whew! What a smell! This cave, littered as it is with garbage, offal and -half-eaten body parts, smells atrocious. And so does its inhabitant! Too -bad for you he's very sensitive about it all, and when he sees you gag and -retch, he leaps forward to attack. - -A traveller once told you that he found a gateway to another dimension in -an Ogre cave in these parts... -~ -0 1|8 0 -D2 -entrance to a cave~ -~ -0 -1 5780 -E -floor ground~ -There is a circular scorch mark on the floor here. -~ -S -#5782 -A Bend~ -You have reached a bend in the passageway, where you can continue to the -north or the east, depending on which way you were travelling. You can hear -faint laughter coming from the north. -~ -0 1|8 0 -D0 -a junction~ -~ -0 -1 5783 -D1 -entrance to a cave~ -~ -0 -1 5780 -S -#5783 -A Junction~ -You have reached a point where you can continue along the north-south passage -or head west along a very narrow path. You hear laughter coming from this -direction. - -As you examine the western passage, you notice that it is indeed VERY narrow, -and you begin to harbour doubts about getting back out... -~ -0 1|8 0 -D0 -a t-junction~ -~ -0 -1 5785 -D2 -a bend~ -~ -0 -1 5782 -D3 -a narrow passageway~ -~ -0 -1 5784 -S -#5784 -A Narrow Passageway~ -You didn't listen, did you? You decided to try and worm your way down this -NARROW (That is a six letter adjective meaning not very freaking wide), and -now you're trapped, with only the mocking laughter you heard earlier to -keep you company. I hope for your sake you have a spell that enables you -to escape... -~ -0 1|4|8 0 -S -#5785 -A T-Junction~ -You have come to a T-Junction where an east-west passageway is met by a -north-south one. The north-south passage terminates at the meeting-point. To -the south it runs past another side passage before turning sharply to the -east. The east-west passage bends to the north in both directions. - -You see a small recess in the north wall here and think this would be a good -place to rest your weary bones. -~ -0 1|4|8 0 -D1 -a bend~ -~ -0 -1 5786 -D2 -a side passage~ -~ -0 -1 5783 -D3 -a bend~ -~ -0 -1 5788 -S -#5786 -A Bend~ -The passage you are following bends sharply here, and you have the option of -going west or north, depending on which direction you were coming from. The -north passage looks particularly dull and empty, while the west leads to a -junction near a small recess in the north wall. -~ -0 1|8 0 -D0 -a long passageway~ -~ -0 -1 5787 -D3 -a junction~ -~ -0 -1 5785 -S -#5787 -A Long Passageway~ -This passageway is the longest straight-running passageway you have so far -encountered, running without interruption for at least 250 metres. It -continues in both directions. -~ -0 1|8 0 -D0 -a bend~ -~ -0 -1 5794 -D2 -a bend~ -~ -0 -1 5786 -S -#5788 -A Bend~ -Turning the bend in the corridor, you sunndenly notice that the floor in the -bend has collapsed, making a gaping huge hole. Peering down into the hole, -you notice that there is another passageway below this one, running north. -Since the hole is far too big to leap over, and the passage beyond is blocked -by rubble, your only options are to go down or head back east. - -A horrid stench from the pit below suddenly wafts upward, making your eyes -water. -~ -0 1|8 0 -D1 -a junction~ -~ -0 -1 5785 -D5 -a troll den~ -~ -0 -1 5789 -S -#5789 -The Troll Den~ -While climbing down, you misjudge your step, and go tumbling down into the -hole, which is a LOT deeper than you originally thought. Stunned, you -slowly turn over, and find yourself staring into the vacant eye sockets of a -half-eaten decomposing corpse! Leaping back, you fall onto a pile of whitened -bones, and in a panicked state you suddenly recognise the odor you detected -earlier- TROLL. -~ -0 1|8 0 -D0 -a rough cavern~ -~ -0 -1 5790 -S -#5790 -A Rough Cavern~ -Proceeding away from the Troll den, you come into a long, rough cavern, -littered with decaying corpses and shards of broken bones and weapons. -Remembering the previous occupant of this foul place you encountered, you -grip your trusty weapons firmly and glare about, ready for anything. A -distant howl suddenly echoes about the cavern, and you tense, sweat beading -on your brow. - -You spy a set of steps leading up to a door in the far wall, to the north, -and step up to it. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5791 -S -#5791 -Rat Room~ -You cautiously step through the door and enter a room which is knee-deep in -bones! Several dark shapes move about amongst the bones, and with growing -alarm you realize that you have entered the lair of some giant rats! The door -to the south appears jammed from this side, and you realize you will -probably have to fight your way out of here. -~ -0 1|8 0 -D0 -a giant's room~ -~ -1 0 5792 -D1 -a junction~ -~ -1 0 5793 -S -#5792 -A Giant Room~ -Fee Fi Fo Fum! You have entered a huge room filled with huge furniture. -Obviously you have stumbled into the lair of a giant! He probably uses the -giant rats in the room you just exited as a food supply. Foul creature! -~ -0 1|8 0 -D2 -rat room~ -~ -1 0 5791 -S -#5793 -A Junction~ -At this junction, you have the option of going north, where the sound of -running water is once more clearly audible, or east, towards a bend in the -passage to the south. Alternatively, you could step through a door to the -west, from which the sounds of scratching and high-pitched squeaking emanate. -~ -0 1|8 0 -D0 -a passageway~ -~ -0 -1 5796 -D1 -a bend~ -~ -0 -1 5794 -D3 -a door~ -~ -1 0 5791 -S -#5794 -A Bend~ -You have entered into a bend in the passage, where you can head west toward -a junction, or south along a long dark passageway. There is also a heavy -oaken portal to the north, wich has a rubber skirt along the base, and heavy -rubber insulation along the sides... -~ -0 1|8 0 -D0 -gas room~ -~ -1 0 5795 -D2 -a long passageway~ -~ -0 -1 5787 -D3 -a junction~ -~ -0 -1 5793 -S -#5795 -A Gas Room!~ -*Cough* This room is filled with gas. And it's attacking you! - - -There is a niche on the far wall, which looks like it could contain a key. -~ -0 1|8 0 -D2 -a bend~ -~ -0 -1 5794 -S -#5796 -A Long Passageway~ -This passageway is running south to a junction and north toward the sound -of running water. You can smell fresh water on the breeze, which blows -cold from the river to the north. -~ -0 1|8 0 -D0 -a rocky beach~ -~ -0 -1 5797 -D2 -a junction~ -~ -0 -1 5793 -S -#5797 -A Rocky Beach~ -You have come to a rocky beach, set in a hollowed-out portion of the south -wall which the river runs past. From the look of the huge holes in the -ground, you aren't the only one who comes here... -~ -0 1|8 0 -D1 -the river~ -~ -0 -1 5776 -D2 -a passageway~ -~ -0 -1 5796 -S -#5798 -The Other Side~ -You have reached the other side of the river. From here you can progress -east towards a secure-looking door, or west towards what looks like a door -to living quarters. Alternatively, there is a door set flush in the north -wall directly ahead of you. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5807 -D1 -towards a door~ -~ -0 -1 5815 -D2 -a bridge to the south bank~ -~ -0 -1 5773 -D3 -towards living quarters~ -~ -0 -1 5804 -S -#5799 -The Chieftain's Quarters~ -You have entered the quarters of the leader of the Orcs of Firetop Mountain. -He is standing here brandishing a big bullwhip, which he is using to beat -another, smaller Orc, presumably his batman or servant. A chest in the far -corner catches you eye, and you wonder what wealth this Chieftain may -possess... -~ -0 1|8 0 -D1 -a westward corridor~ -~ -1 0 5747 -S -#5800 -The Orc Kitchen~ -It is here that the Orcs prepare their meals and partake of them, seated at -long filthy benches deeply scarred and stained. Pots and pans bubble and fry -atop a wood-burning cast-iron stove, and from it an Orc occasionally serves -himself some rat stew and grits. The Orcs in here seem far too engrossed in -their gastronomic acitivities to notice your presence, though doubtless they -would react strongly were you to disturb their meals. -~ -0 1|8 0 -D3 -outside the kitchen~ -~ -0 -1 5749 -S -#5801 -A Short Corridor~ -A short, unremarkable corridor that terminates to the north at a solid oak -door and to the south in a small room. -~ -0 1|8 0 -D0 -a gallery~ -~ -1 0 5767 -D2 -a barbarian~ -~ -0 -1 5765 -S -#5802 -A Short Corridor~ -A short, unremarkable corrdior that terminates to the north at a pear-shaped -room and to the south at a solid oak door. -~ -0 1|8 0 -D0 -a pear-shaped room~ -~ -1 0 5769 -D2 -a gallery~ -~ -1 0 5767 -S -#5803 -Room of Hands and Stars~ -You have entered a room with a floor decorated with a mural of hands and -stars. Something about this room strikes you as being not quite right, and -you get the strange feeling that the hands are somehow ALIVE... -~ -0 1|8 0 -D0 -a junction~ -~ -1 0 5772 -D2 -a corridor~ -~ -1 0 5770 -S -#5804 -Outside a Door~ -You are standing at the end of a short east west corrdior, outside a door -set in the north wall. You can open this door, or head back to the east, -where you can see a bridge crossing a wide river. -~ -0 1|8 0 -D0 -a door~ -~ -1 0 5805 -D1 -a junction on the north bank near a bridge~ -~ -0 -1 5798 -S -#5805 -Inside the Shipbuilder's Quarters~ -This room houses the shipbuilder and his faithful dog. There are bits of -wood and tools lying about everywhere, and a section of hull serves as a -resting bench for the shipbuilder, who can usually be found sprawled over -it. There is a door to the west, as well as the southern one you originally -came through. -~ -0 1|8 0 -D2 -outside a door~ -~ -1 0 5804 -D3 -a pantry~ -~ -1 0 5806 -S -#5806 -Pantry~ -This well-stocked larder is full of jars of preserved foods and jacks of ale, -but most of it looks inedible. There are a couple of jars, however, that -seem to contain palatable foodstuffs. -~ -0 1|8 0 -D1 -the shipbuilder's quarters~ -~ -1 0 5805 -S -#5807 -A Short Dark Corridor~ -You are heading along a short dark corridor with doors at either end. -~ -0 1|4|8 0 -D0 -a zombie room~ -~ -1 0 5808 -D2 -a junction on the north bank near a bridge~ -~ -1 0 5798 -S -#5808 -A Zombie Room~ -You have entered the quarters of some of the Warlock's many undead servants. -Several Zombies reside here, along with some interesting-looking items -belonging to past adventurers which have been scattered on the floor here. - -There is a door in the north wall. -~ -0 1|8 0 -D0 -a crypt~ -~ -1 0 5809 -D2 -a short dark corridor~ -~ -1 0 5807 -S -#5809 -A Crypt~ -You have entered a Gothic-looking crypt, which currently houses three -ornately-fashioned marble coffins, one of which is open. You glance about -nervously, seeking its owner, who must be nearby... -~ -0 1|8 0 -D2 -a zombie room~ -~ -1 0 5808 -D3 -a junction~ -~ -1 0 5810 -S -#5810 -A Junction~ -You have reached a junction, a crossroads this time, where you may proceed -in any of the four cardinal directions. A door blocks the passage to the -east, and you can hear sounds of construction to the west. No sound comes -from the northern or southern branches. -~ -0 1|8 0 -D0 -a bend~ -~ -0 -1 5813 -D1 -a door~ -~ -1 0 5809 -D2 -dead end~ -~ -0 -1 5811 -D3 -construction~ -~ -0 -1 5812 -S -#5811 -A Dead End~ -You have reached a dead end, utterly devoid of anything whatsoever of the -slightest interest. Go back. Now. - - - - - - - - - - - - -You're still here? -~ -0 1|8 0 -D0 -a junction~ -~ -0 -1 5810 -S -#5812 -A Construction Site~ -You have come across a construction site, where an effort is being made to -construct a tunnel downwards from this passage. This in itself isn't unusual- -what makes this so weird is the fact that the laborers are animated tools, -industrious picks, shovels and spades, working and singing merrily as they -do! Some of them even stop to make smalltalk with you. You may rest here as -long as you want, as the toosl will prevent you from any harm. However, you -cannot attack them, as they are quite immune to your puny efforts. -~ -0 1|4|8 0 -D1 -a junction~ -~ -0 -1 5810 -S -#5813 -A Bend in the Passageway~ -You have come to a bend, where you may proceed south toward a junction, or -east toward a hole in the north wall. The sounds one would normally associate -with heavy excavation echo from the south somewhere. -~ -0 1|8 0 -D1 -a hole~ -~ -0 -1 5814 -D2 -a junction~ -~ -0 -1 5810 -S -#5814 -A Hole in the Wall~ -You are passing by a hole in the north wall in this east west passageway. -You can feel a strangely warm breeze blowing from this direction. You can -enter if you wish, or proceed east or west. A junction lies to the east, -while to the west the passage bends sharply to the south. -~ -0 1|8 0 -D1 -a junction~ -~ -0 -1 5820 -D3 -a bend~ -~ -0 -1 5813 -D5 -a creepy room~ -~ -0 -1 5823 -S -#5815 -A Door~ -You have reached a securely-locked door. Through a small hole in the door, -you can see a group of skeletons industriously working on a large boat, -moving about with practiced efficiency as they hammer, saw and sand the -boat into shape. -~ -0 1|8 0 -D1 -a shipbuilding room~ -~ -1 5779 5816 -D3 -a junction on the north bank near a bridge~ -~ -0 -1 5798 -S -#5816 -A Shipbuilding Room~ -This room is scattered with tools, planks, nails, rivets and sailcloth. You -see desks, tables and deck plans for various ships strewn about. Evidently -the Warlock is something of a nautical man. This room is usually filled -with skeletons busily constructing boats for the Warlock, and occasionally -the chief ship-builder will actually be doing his job here. - -There are doors to the north and west. -~ -0 8 0 -D0 -a door~ -~ -1 0 5817 -D3 -a door~ -~ -1 5779 5815 -S -#5817 -A Corridor~ -You have entered a short corridor that runs between the boathouse to the -south and the quarters of shipbuilders to the north. -~ -0 1|8 0 -D0 -a room~ -~ -1 0 5818 -D2 -a boathouse~ -~ -1 0 5816 -S -#5818 -A Room~ -You have entered a sleeping room of some sort. Juding by the smell, the only -creatures that ever rest here are undead ones...There is a tatty wall-hanging -one one wall that has a faded representation of the Mountain woven into it, -and some scraps of cloth on the other wall contained some image that no-one -will ever see again. - -A small door is set into the north wall. -~ -0 1|8 0 -D0 -a corridor~ -~ -1 0 5819 -D2 -a corridor~ -~ -1 0 5817 -S -#5819 -A Corridor~ -You have entered a short corridor that runs north to a junction and south to -a sturdy oak door. You fancy you can hear raspy breathing coming from behind -it. -~ -0 1|8 0 -D0 -junction~ -~ -0 -1 5820 -D2 -a room~ -~ -1 0 5818 -S -#5820 -A Junction~ -You have reached a junction, where you may go west, east or south. -~ -0 1|8 0 -D1 -a door~ -~ -0 -1 5821 -D2 -a corridor~ -~ -0 -1 5819 -D3 -a long passageway and a hole~ -~ -0 -1 5814 -S -#5821 -A Door~ -You are standing outside a huge studded metal door, set firmly into the -south wall. It has a massive golden keyhole. You know just by looking at it -that you have scant hopes of forcing it down. -~ -0 1|8 0 -D2 -loot room~ -~ -1 5806 5822 -D3 -a junction~ -~ -0 -1 5820 -S -#5822 -Loot Room~ -You have found the treasury of the Warlock! Congratulations! Now...quickly -fill your sacks with gold and your packs with gems, before he finds you -here... -~ -0 8 0 -D0 -outside the loot room~ -~ -1 5806 5821 -S -#5823 -A Creepy Room~ -You have entered a creepy-looking room, littered with corpses and various -items of rubbish. Shadows flicker and dance in the glare of your wavering -light source, and you fancy you can feel a palpable aura of evil in this -place. You may hurry quickly north to a passage there, or back up to the -safety of the corridor you just left. -~ -0 1|8 0 -D0 -a bend~ -~ -0 -1 5824 -D4 -a passage~ -~ -0 -1 5814 -S -#5824 -A Bend~ -You have entered a bend in the passage, where you can head east toward a -wide section of the passage, or back south towards a ghastly smell... -~ -0 1|8 0 -D1 -a widening of the passage~ -~ -0 -1 5825 -D2 -a creepy room~ -~ -0 -1 5823 -S -#5825 -A Widening in the Passage~ -*>CLANG<*! As soon as you enter this area, a huge, heavy portcullis slams -down into place behind you, preventing your returning in that direction, -meaning you have no choice but to continue east into a sinister-looking area -of the dungeons of Firetop Mountain. You pray that you will find the key -to the portcullis somewhere in here... -~ -0 1|8 0 -D1 -junction~ -~ -0 -1 5826 -D3 -a bend~ -~ -1 5808 5824 -S -#5826 -A Junction~ -You have come to a junction. From here you can head east or south, or through -a door to the north. -~ -0 1|8 0 -D0 -dwarf room~ -~ -1 0 5827 -D1 -another door~ -~ -0 -1 5828 -D2 -a bend~ -~ -0 -1 5830 -D3 -portcullis~ -~ -0 -1 5825 -S -#5827 -The Dwarf Room~ -You open this door to be greeted by a very odd sight. Several Dwarves, -smoking pipes and playing poker, are seated about a table. There is a deck -of cards scattered about, and as you watch the last player folds and the -dealer collects. Spying you they offer a cordial greeting and ask you if -you would like to join them. -~ -0 8 0 -D2 -a junction~ -~ -1 0 5826 -S -#5828 -Another Door~ -You are standing outside another door. From behind this one you can hear -the sounds of pots being smashed and what sounds like the snortings of a -bull... -~ -0 1|8 0 -D0 -a minotaur room~ -~ -1 0 5829 -D2 -a junction~ -~ -0 -1 5831 -D3 -a junction~ -~ -0 -1 5826 -S -#5829 -A Minotaur Room~ -You have entered the lair of a MINOTAUR! And he will sure be pissed if he -catches you here, so you'd better leave real quick or get ready for a fight. -From the looks of things, he has been mad for a while- broken pots scatter -the floor, and several smashed cups and plates are piled in one corner. -~ -0 1|8 0 -D2 -another door~ -~ -1 0 5828 -S -#5830 -A Bend~ -You are standing at a bend in the corridor, where you can head north to a -junction or east to another junction. - -You fancy you can smell brimstone... -~ -0 1|8 0 -D0 -a junction~ -~ -0 -1 5826 -D1 -a junction~ -~ -0 -1 5831 -S -#5831 -A Junction~ -You are standing at a junction, where you can proceed north towards a door, -west towards a bend in the corridor, or down into a lower passage, from which -waves of heat and the stench of brimstone emanate... -~ -0 1|8 0 -D0 -another door~ -~ -0 -1 5828 -D3 -a bend~ -~ -0 -1 5830 -D5 -dragon cave~ -~ -0 -1 5832 -S -#5832 -A Dragon Cave~ -Oh Dear...As you progress, you begin to feel uneasy, due to both the heat and -smell, and the huge claw marks on the walls of this downward-sloping passage. -Reaching the bottom, your worst fears are confirmed- you have entered the -lair of a dragon! - -A passage leading to a locked steel door in the south wall offers itself as a -possible escape route, as does a sloping passage that leads back up. -~ -0 1|8 0 -D2 -a locked steel door~ -~ -0 -1 5833 -D4 -a junction~ -~ -0 -1 5831 -S -#5833 -A Locked Steel Door~ -This hefty portal blocks any further progress in this direction, unless -you have a skeleton key...:) -~ -0 1|8 0 -D0 -dragon cave~ -~ -0 -1 5832 -D1 -the warlock's chambers~ -chamber door~ -1 5807 5834 -S -#5834 -The Warlock's Chambers~ -You have finally discovered the Chambers of the Warlock of Firetop Mountain. -This room is a huge study, lined with shelves full of books of lore, a glass -cabinet full of curios, and a massive desk, behind which sits an impressive- -looking padded chair. You better hope that you have entered on one of the -rare occasions that the Warlock is absent... -~ -0 8 0 -D3 -a door~ -door~ -1 5807 5833 -S -#0 - - -#RESETS -D 1 5754 0 1 -D 1 5738 5 1 CLOSES TRAPDOOR TO CIQUALA -D 1 5737 1 1 CLOSES DOOR TO PIT -M 1 5735 1 5739 LOADS ORC SENTRY -E 1 5735 0 8 EQUIPS LEATHER ARMOR -E 1 5736 0 16 EQUIPS POLEARM -O 1 5737 0 5739 LOADS GROG -D 1 5740 3 1 CLOSES DOOR TO SLEEPING ROOM -M 1 5736 1 5741 LOADS SLEEPING ORC -O 1 5738 0 5741 LOADS BOX -P 1 5740 0 5738 LOADS MOUSE IN BOX -O 1 5748 0 5741 LOADS MATTRESS -D 1 5742 3 1 CLOSES DOOR TO SNAKE ROOM -M 1 5737 1 5743 LOADS SNAKE -G 1 5741 0 0 GIVES KEY -O 1 5748 0 5743 LOADS MATTRESS -D 1 5744 3 1 CLOSES DOOR TO REC ROOM -M 1 5738 3 5745 LOADS DRUNK ORCS -E 1 5735 0 8 EQUIPS LEATHER ARMOR -G 1 5737 0 0 GIVES GROG -O 1 5742 0 5745 LOADS BOX -P 1 5743 0 5742 PUTS TOME IN BOX -O 1 5748 0 5745 LOADS MATTRESS -D 1 5747 3 1 CLOSES DOOR TO CHIEFTAINS QUARTERS -D 1 5749 1 1 CLOSES DOOR TO KITCHEN -D 1 5750 1 1 CLOSES DOOR TO PRISON CELL -M 1 5742 1 5751 LOADS PRISONER -E 1 5751 0 16 WIELDS CHAIR LEG -D 1 5752 1 1 CLOSES DOOR TO ARMORY -O 1 5755 0 5753 LOADS SHIELD -D 1 5754 1 1 CLOSES DOOR TO TORTURE CHAMBER -M 1 5743 2 5755 LOADS TORTURERS -E 1 5753 0 16 WIELDS KNIFE -G 1 5754 0 0 GIVES CHEESE -O 1 5752 0 5755 LOADS TORTURE RACK -O 1 5803 0 5757 LOADS BENCH -D 1 5759 0 1 CLOSES DOOR TO BARBARIAN -D 1 5759 1 1 CLOSES DOOR TO IRON CYCLOPS -M 1 5744 1 5760 LOADS IRON CYCLOPS -G 1 5756 0 0 GIVES JEWEL -G 1 5757 0 0 GIVES KEY -D 1 5762 0 1 CLOSES DOOR TO BLACK CHAMBER -D 1 5762 1 1 CLOSES DOOR TO SHOP -D 1 5762 3 1 CLOSES DOOR TO SPIDER CHAMBER -M 1 5750 1 5763 LOADS SPIDER -O 1 5767 0 5763 LOADS BOOTS -M 1 5746 1 5764 LOADS OLD MAN -G 1 5762 0 0 GIVES CANDLE -M 1 5745 1 5765 LOADS BARBARIAN -O 1 5758 0 5765 LOADS BOX -P 1 5759 0 5758 PUTS MALLET IN BOX -P 1 5760 0 5758 PUTS STUMP IN BOX -D 1 5766 0 1 CLOSES DOOR TO FOUNTAIN -D 1 5766 2 1 CLOSES DOOR TO CORRIDOR -O 1 5761 1 5767 LOADS PAINTING -D 1 5768 2 1 CLOSES DOOR TO CORRIDOR -O 1 5792 0 5768 LOADS FOUNTAIN -D 1 5769 0 1 CLOSES DOOR TO RIVER -O 1 5764 0 5769 LOADS WOOD -O 1 5765 0 5769 LOADS ROPE -D 1 5770 0 1 CLOSES DOOR TO HANDS ROOM -D 1 5770 1 1 CLOSES DOOR TO HELMET ROOM -O 1 5771 0 5771 LOADS TABLE -O 1 5769 0 5771 LOADS BRONZE HELMET -O 1 5770 0 5771 LOADS IRON HELMET -M 1 5747 1 5773 LOADS FERRYMAN -O 1 5804 0 5773 LOADS BOAT -D 1 5772 2 1 CLOSES DOOR TO HANDS -M 1 5749 2 5774 LOADS GIANT BATS -M 1 5748 2 5775 LOADS CAVEMEN -E 1 5763 0 16 WIELDS CLUB -M 1 5769 1 5776 LOADS CROCODILE -O 1 5766 0 5777 LOADS SWORD -M 1 5755 3 5778 LOADS PIRANHAS -M 1 5751 1 5781 LOADS OGRE -M 1 5752 1 5789 LOADS TROLL -D 1 5790 0 1 CLOSES N DOOR -M 1 5753 3 5791 LOADS GIANT RATS -D 1 5791 0 1 CLOSES DOOR TO GIANT -M 1 5754 1 5792 LOADS GIANT -G 1 5805 0 0 GIVES ALE GIANT -D 1 5793 3 1 CLOSES DOOR TO RATS -D 1 5794 0 1 CLOSES POISON DOOR -M 1 5770 1 5795 LOADS GAS BEAST -O 1 5806 0 5795 LOADS KEY IN GAS ROOM -M 1 5756 1 5797 LOADS GIANT SANDWORM -D 1 5798 0 1 CLOSES DOOR TO NORTH -M 1 5739 1 5799 LOADS CHIEFTAIN -E 1 5800 0 16 WIELDS WHIP -E 1 5801 0 3 WEARS CLOAK -E 1 5802 0 13 WEARS POUCH BELT -M 1 5740 1 5799 LOADS SERVANT -O 1 5744 0 5799 LOADS CHEST -P 1 5745 0 5744 PUTS GOLD -P 1 5746 0 5744 PUTS POTION OF INVISIBILITY -P 1 5747 0 5744 PUTS GLOVE -O 1 5748 0 5799 LOADS MATTRESS -M 1 5741 4 5800 LOADS EATING ORCS -O 1 5749 0 5800 LOADS CASE -P 1 5750 0 5749 LOADS BOW IN CASE -D 1 5801 0 1 CLOSES DOOR TO GALLERY -D 1 5802 2 1 CLOSES DOOR TO GALLERY -D 1 5803 0 1 CLOSES DOOR TO JUNCTION -D 1 5803 2 1 CLOSES DOOR TO JUNCTION -M 1 5768 5 5803 LOADS HANDS -D 1 5804 0 1 CLOSES DOOR TO WEREWOLF ROOM -M 1 5760 1 5805 LOADS DOG -M 1 5761 1 5805 LOADS WEREWOLF -E 1 5760 0 8 WEARS BOOTS -G 1 5779 0 0 GIVES KEYS TO BOATHOUSE -D 1 5805 3 1 CLOSES DOOR TO PANTRY -O 1 5782 0 5806 LOADS JAR -P 1 5781 0 5782 LOADS EGGS INTO JAR -D 1 5807 0 1 CLOSES DOOR TO ZOMBIE ROOM -M 1 5759 4 5808 LOADS ZOMBIES -E 1 5772 0 5 WEARS ARMOR -E 1 5773 0 11 HOLDS SHIELD -E 1 5774 0 16 WIELDS SWORD -O 1 5775 0 5808 LOADS CRUCIFIX -O 1 5776 0 5808 LOADS CORPSE -O 1 5777 0 5808 LOADS GOLD -O 1 5778 0 5808 LOADS RUM -D 1 5808 0 1 CLOSES DOOR TO VAMPIRE -D 1 5809 3 1 CLOSES DOOR TO JUNCTION -D 1 5810 1 1 CLOSES DOOR TO VAMPIRE ROOM -D 1 5815 1 2 LOCKS DOOR TO SKELETONS -M 1 5763 1 5809 LOADS VAMPIRE -G 1 5786 0 0 GIVES BOOK -M 1 5757 5 5816 LOADS SKELETONS -O 1 5768 0 5816 LOADS CHISEL -O 1 5759 0 5816 LOADS MALLET -O 1 5807 0 5816 LOADS COPPER KEY -D 1 5816 0 1 CLOSES DOOR TO CORRIDOR -D 1 5817 0 1 CLOSES DOOR TO WIGHT -M 1 5758 1 5818 LOADS WIGHT -O 1 5748 0 5818 LOADS MATTRESS -D 1 5818 0 1 CLOSES DOOR TO CORRIDOR TO NORTH -D 1 5821 2 2 LOCKS DOOR TO LOOT ROOM -O 1 5796 0 5822 LOADS CHEST -P 1 5797 0 5796 PUTS LOOT IN CHEST -P 1 5798 0 5796 PUTS GOLD IN CHEST -M 1 5762 1 5823 LOADS GHOUL -E 1 5783 0 6 WEARS EARRINGS -G 1 5784 0 0 GIVES LIQUID -G 1 5785 0 0 GIVES PARCHMENT -D 1 5826 0 1 CLOSES DOOR TO DWARVES -D 1 5825 3 2 LOCKS PORTCULLIS TO WEST -M 1 5764 4 5827 LOADS DWARVES -G 1 5788 0 0 GIVES PIPE -O 1 5771 0 5827 LOADS TABLE -O 1 5793 0 5827 LOADS CARDS -D 1 5828 0 1 CLOSES DOOR TO MINOTAUR -M 1 5765 1 5829 LOADS MINOTAUR -G 1 5808 0 0 GIVES PORTCULLIS RED KEY -O 1 5789 0 5829 LOADS LIQUID -O 1 5790 0 5829 LOADS BOWL -P 1 5791 0 5790 LOADS GOLD IN BOWL -M 1 5766 1 5832 LOADS DRAGON -D 1 5833 1 2 LOCKS DOOR TO EAST -M 1 5767 1 5834 LOADS WIZARD -E 1 5794 0 12 WEARS ROBES -E 1 5795 0 16 WIELDS SWORD -G 1 5799 0 0 GIVES KEY TO CHEST -O 1 5809 0 5834 LOADS CABINET -P 1 5810 0 5809 LOADS CURIO IN CABINET -O 1 5811 0 5834 LOADS BOOK -O 1 5812 0 5834 LOADS DESK -O 1 5813 0 5834 LOADS CHAIR -S - - -#SHOPS -5746 1 8 12 13 18 180 20 0 23 -0 - - -#SPECIALS -M 5737 spec_poison a small snake -M 5742 spec_fido A deranged prisoner -M 5744 spec_cast_judge an iron Cyclops -M 5746 spec_cast_mage an old man -M 5747 spec_poison an old man who is a Wererat -M 5749 spec_poison a giant Bat -M 5750 spec_poison a giant Spider -M 5752 spec_poison a Troll -M 5753 spec_poison a giant Rat -M 5758 spec_cast_undead a Wight -M 5760 spec_breath_fire a Guard Dog -M 5761 spec_executioner a Werewolf -M 5762 spec_poison a Ghoul -M 5763 spec_cast_undead an evil Vampire -M 5766 spec_breath_any an enormous Red Dragon -M 5767 spec_cast_mage the Warlock of Firetop Mountain -M 5768 spec_thief a hand -M 5770 spec_breath_gas a gas beast -S - - -#$ diff --git a/data/realm/areas_merc/ftp_game.org b/data/realm/areas_merc/ftp_game.org deleted file mode 100644 index 0236d47..0000000 --- a/data/realm/areas_merc/ftp_game.org +++ /dev/null @@ -1,17 +0,0 @@ - ============================================================================= -/ ______ _______ ____ _____ ___ __ _ ______ ____ ____ _____ / -\ | ____|__ __| _ \ / ____\ / _ \| \ / | ____| / __ \| _ \ / ____\ \ -/ | |__ | | | |_| | | | |_| | |\/| | |___ | | | | |_| | | / -/ | ___| | | | ___/| | __| _ | | | | ____| | | | | __/| | ___ \ -\ | | | | | | | |___| | | | | | | | |____ | |__| | |\ \| |___| | / -/ |_| |_| |_| o \_____/|_| |_|_| |_|______|o \____/|_| \_|\_____/ \ -\ / - ============================================================================ - ------------------------------------------------------------------------------- -ftp://ftp.game.org/pub/mud FTP.GAME.ORG http://www.game.org/ftpsite/ ------------------------------------------------------------------------------- - - This archive came from FTP.GAME.ORG, the ultimate source for MUD resources. - ------------------------------------------------------------------------------- diff --git a/data/realm/areas_merc/futzone.are b/data/realm/areas_merc/futzone.are deleted file mode 100644 index 284578e..0000000 --- a/data/realm/areas_merc/futzone.are +++ /dev/null @@ -1,1642 +0,0 @@ -#AREA { 1 65} Yaegar Future Zone~ - -#MOBILES -#22100 -bum homeless~ -a homeless bum~ -A homeless bum begs you for a dime. -~ -Go on. Give him a few coins. -~ -2|4|64|128 4096 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22101 -bum homeless~ -a homeless bum~ -A homeless bum clutches a baby to her and begs you for a dime. -~ -Go on. Give her a few coins. -~ -2|4|64|128 4096 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#22102 -citizen~ -a male citizen~ -A male citizen of this place pretends to ignore you as he pushes past. -~ -These pushy, rude, sullen folk are certainly no boost to tourism. You feel -like punching a couple of them, when they run into you. And the heat, and the -crowds, and the smells- AAAAGHH! I need AIR! -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22103 -citizen~ -a female citizen~ -A female citizen of this place glares at you icily as she brushes past. -~ -These pushy, rude, sullen folk are certainly no boost to tourism. You feel -like punching a couple of them, when they run into you. And the heat, and the -crowds, and the smells- AAAAGHH! I need AIR! -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#22104 -businessman~ -a wealthy businessman~ -A wealthy businessman sniffs derisively at you. -~ -Why the hell does HE think he's so good??? Just because HE has a Rolex and -and Armani Suit and a cute mistress and lots of money and- WAIT! Those ARE -pretty good reasons...:) -~ -64|128 8192 0 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22105 -businessman~ -a wealthy businessman~ -A wealthy businessman sniffs derisively at you. -~ -A Signourney Weaver clone in a very expensive suit and wearing very -expensive perfume barely spares you a glance as she rushes off to close a -multi-million dollar deal. -~ -64|128 8192 0 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#22106 -pigeon~ -a pigeon~ -A psychotic pigeon angrily demands some bread crumbs! -~ -What's the matter? Haven't you seen Mary Poppins? You are meant to FEED -the pigeons that congregate in public parks. These pigeons look especially -expectant of their rightful feed, and may resort to violence if they don't -get it... -~ -4|64|128 524288 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#22107 -old lady~ -an old lady~ -An old bag lady patiently feeds the pigeons that gather here. -~ -Don't you DARE! :) -You wouldn't get any xp anyway... she's a wimp. -~ -4|64|128 0 400 S -7 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#22108 -dog~ -a mangy dog~ -A mangy dog searches for food scraps here. -~ -This poor mongrel hasn't been fed in days. Put it out of its misery... -~ -4|64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#22109 -policeman cop~ -a policeman~ -A policeman politely asks you what your business is. -~ -This upholder of law and order in this place gazes at you inquisitively, -doubtless concerned by your bizarre accoutrements, and the two large weapons -you hold casually in each hand... -~ -8|64 512|8192 400 S -15 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22110 -hunter thompson~ -Hunter S. Thompson~ -Hunter S. Thompson considers you for his new article. -~ -Fresh from the success of "Fear and loathing in Las Vegas", Hunter eyes -you apprasingly as a possible subject for his next volume of the Gonzo -Papers. -~ -64|128 128|512|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22111 -dealer~ -a drug dealer~ -A sleazy drug dealer tries to sell you some pills. -~ -This sleazy sort looks like Aod the dealer. -~ -64|128 256|512|4096 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#22112 -lou reed~ -Lou Reed~ -Lou Reed encourages you to "Take a walk on the wild side". -~ -He must be researching material for an album... -~ -2|64|2048 128|512 400 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#0 -#OBJECTS -#22100 -oil drum~ -a flaming oil drum~ -This flaming oil drum helps keep the homeless people warm.~ -~ -12 1 0 -0 0 0 0 -1 0 0 -#22101 -bottle cheap booze~ -a bottle of cheap booze~ -A bottle of "Hobo's Special" lies here. -~ -~ -17 0 1|16384 -5 5 16 0 -5 0 0 -E -bottle~ -This stuff will make you VERY drunk... -~ -#22102 -plastic baby~ -a plastic baby~ -Someone uses this to fool people into thinking they have a child. -~ -~ -13 2 1|16384 -0 0 0 0 -5 0 0 -#22103 -suit~ -an expensive suit~ -While very attractive and well cut, this suit would prove to be poor armor. -~ -~ -13 0 1|8 -0 0 0 0 -5 0 0 -#22104 -pigeon food~ -a bag of pigeon food~ -Someone has dropped a bag of pigeon food here. -~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -E -bag~ -This stuff might be good for birds, but it wouldn't keep YOU full for very -long... -~ -#22105 -bone~ -a chewed bone~ -Some hungry animal has already chewed this bone to death. -~ -~ -5 0 1|8192 -0 0 0 7 -10 0 0 -A 18 -4 -A 19 -4 -#22106 -badge~ -a policeman's badge~ -Some policeman has left his badge here. -~ -~ -18 1024 1|16384 -0 0 0 0 -1 0 0 -A 17 -10 -#22107 -uniform~ -a policeman's uniform~ -Some policeman has left his uniform here. -~ -~ -9 1024 1|8 -0 0 0 0 -5 0 0 -A 1 1 -A 19 2 -#22108 -fountain~ -a fountain~ -A beautifully-carved fountain is in the center of the square. -~ -~ -25 1 0 -0 0 0 0 -1000 0 0 -E -fountain~ -This ornate structure is formed of two stone fish spouting water into a -huge bowl shaped like the bottom half of some huge clam. -~ -#22109 -trash can~ -a trash can~ -A trash can sits here smelling the place up. -~ -~ -15 0 1|16384 -50 1 0 0 -50 0 0 -#22110 -garbage~ -eeyew! garbage~ -Eeyew! Garbage! -~ -~ -13 0 1|16384 -0 0 0 0 -25 0 0 -E -garbage~ -there sure is a LOT of it! -~ -#0 -#ROOMS -#22100 -Corner of First Street and Emerald Avenue~ -You are strolling through a seemingly infinitely huge city, surrounded on -all sides by incredibly tall buildings fashioned of glass and steel. -Strangely attired people rush to and fro, busy on errands unfathomable to -you. You hear strange roars, as of huge beasts, and blaring sirens in the -distance. -~ -0 0 1 -D 0 -corner of second street and emerald avenue~ -~ -0 -1 22106 -D 1 -corner of first street and sapphire avenue~ -~ -0 -1 22101 -D 2 -a strange road~ -~ -0 -1 22136 -S -#22101 -Corner of First Street and Sapphire Avenue~ -You wander, amazed, through this incredible dimension made of wholly -artificial substances, dying to spy a tree or even some grass. Indeed, the -surrounding structures are so impossibly high that they even occasionally -block the sun, casting the lower streets into perpetual shadow. - -Sapphire Avenue runs one-way to the north. -~ -0 0 1 -D 0 -corner of second street and sapphire avenue~ -~ -0 -1 22107 -D 1 -corner of first street and ruby avenue~ -~ -0 -1 22102 -D 3 -corner of first street and emeral avenue~ -~ -0 -1 22100 -S -#22102 -Corner of First Street and Ruby Avenue~ -In this section of this dimension, there are several scruffy-looking -individuals gathered round a flaming oil drum, warming thier rag-clad forms. -You wonder how, in a dimension of such obvious wealth, these poor fellows -can be abandoned by their fellows to live like this. -~ -0 0 1 -D 0 -corner of second street and ruby avenue~ -~ -0 -1 22108 -D 1 -corner of first street and diamond avenue~ -~ -0 -1 22103 -D 3 -corner of first street and sapphire avenue~ -~ -0 -1 22101 -S -#22103 -Corner of First Street and Diamond Avenue~ -You are standing just north of a narrow alley that seems to run into some -sort of industrial area. You can hear sounds of construction and occasional -shouts. A very strong odor wafts from this direction. -~ -0 0 1 -D 0 -corner of second street and diamond avenue~ -~ -0 -1 22109 -D 1 -corner of first street and topaz avenue~ -~ -0 -1 22104 -D 2 -a narrow alley~ -~ -0 -1 22137 -D 3 -corner of first street and ruby avenue~ -~ -0 -1 22102 -S -#22104 -Corner of First Street and Topaz Avenue~ -Several people rush back and forth here in front of a building the sort of -which you would recognize anywhere- a BANK. If you wish to conduct any -financial transfers whilst tarrying in this dimension, then this is the -place to visit. - -There is an ATM in the wall near you. - -Progress back north is impossible as Topaz is a one-way road going south. -~ -0 16384 1 -D 1 -corner of first street and agate avenue~ -~ -0 -1 22105 -D 3 -corner of first street and diamond avenue~ -~ -0 -1 22103 -E -atm bank~ -The ATM has a small metal plaque inset, which reads- - - "Welcome to FutureZone International Bank. - -To Withdraw Funds in your account, simply type in WITHDRAW . - -To Deposit Funds into your account, simply type in DEPOSIT . - -To check your Balance, type in BALANCE. - - Thank You For banking with FIB." -~ -S -#22105 -Corner of First Street and Agate Avenue~ -You have come to the far eastern end of First Street. Here you may proceed -up Agate Avenue, or back the way you came. Alternatively, you may proceed -south into a small grassy field, toward what sounds like a circus... -~ -0 0 1 -D 0 -corner of second street and topaz avenue~ -~ -0 -1 22111 -D 2 -grass!~ -~ -0 -1 22138 -D 3 -corner of first street and topaz avenue~ -~ -0 -1 22104 -S -#22106 -Corner of Second Street and Emerald Avenue~ -You are heading along Emerald Avenue, past rows of what look like metal -animals, with black circular objects for legs, and blank glass screens for -faces. Shuddering, you move on, pretending not to notice as two people run -past and leap INTO the belly of one... - -Second street is a one-way street heading east. -~ -0 0 1 -D 0 -corner of third street and emerald avenue~ -~ -0 -1 22112 -D 1 -corner of second street and sapphire avenue~ -~ -0 -1 22107 -D 2 -corner of first street and emerald avenue~ -~ -0 -1 22100 -S -#22107 -Corner of Second Street and Sapphire Avenue~ -People rush back and forth in front of a massive building that does not -look entirely dissimilar to the estate of a lord or baron in your own -world. Thus you (correctly) surmise that this is where the politicians of -this realm reside. - -Sapphire Avenue runs one-way to the north. -Second Street runs one-way to the east. -~ -0 0 1 -D 0 -corner of third street and sapphire avenue~ -~ -0 -1 22113 -D 1 -corner of second street and ruby avenue~ -~ -0 -1 22108 -S -#22108 -Corner of Second Street and Ruby Avenue~ -There is a line of elegant mansions in this section of the zone; beautiful -structures running along a tree-lined boulevard. However, you seem to be -the only person amazed by these structures- all other passers-by continue -without even a glance at these houses. - -Second Street runs one-way to the east. -~ -0 0 1 -D 0 -corner of third street and ruby avenue~ -~ -0 -1 22114 -D 1 -corner of second street and diamond avenue~ -~ -0 -1 22109 -D 2 -corner of first street and ruby avenue~ -~ -0 -1 22102 -S -#22109 -Corner of Second Street and Diamond Avenue~ -The business premises of what must be a huge merchant's guild take up this -entire block- the signs of wealth are apparently consistent in all cultures. -No-one seems to be actually conversing with the merchants right now, though -if you have the cash, he has the goods. - -Second Street runs one-way to the east. -~ -0 0 1 -D 0 -corner of third street and diamond avenue~ -~ -0 -1 22115 -D 1 -corner of second street and topaz avenue~ -~ -0 -1 22110 -D 2 -corner of first street and diamond avenue~ -~ -0 -1 22103 -S -#22110 -Corner of Second Street and Topaz Avenue~ -Sunlight reflected off the huge glass panels to your left and right dazzle -you temporarily as you pass this block. Blinking in astonishment, you -suddenly realise why all the people nearby are wearing black eye coverings. - -Topaz Avenue is a one-way road heading south. -Second Street runs one-way to the east. -~ -0 0 1 -D 1 -corner of second street and agate avenue~ -~ -0 -1 22111 -D 2 -corner of first street and topaz avenue~ -~ -0 -1 22104 -S -#22111 -Corner of Second Street and Agate Avenue~ -You are strolling through a lagre, relatively deserted square, dotted with -park benches and the occasional stunted tree. Pidgeons scoot away as you -approach, glaring sullenly when you don't feed them. - -In the eastern part of the square, there is a small stone archway that seems -to allow escape from this urban environment. - -Progress back west is impossible as Second Street is a one-way street running -east. -~ -0 0 1 -D 0 -corner of third street and agate avenue~ -~ -0 -1 22117 -D 1 -a path outside~ -~ -0 -1 22140 -D 2 -corner of first street and agate avenue~ -~ -0 -1 22105 -S -#22112 -Corner of Third Street and Emerald Avenue~ -You are standing outside what appears to be the headquarters of an -establishment known as "Rolling Stone". There are several characters of -dubious nature strolling in and out of this tall structure. - -~ -0 0 1 -D 0 -corner of fourth street and emerald avenue~ -~ -0 -1 22118 -D 1 -corner of third street and sapphire avenue~ -~ -0 -1 22113 -D 2 -corner of second street and emerald avenue~ -~ -0 -1 22106 -S -#22113 -Corner of Third Street and Sapphire Avenue~ -Several figures clad in outrageously ostentatious clothing swarm out of a -loud, brightly-lit building named "The Bees' Knees". Extremely loud, -discordant music barrages your eardrums and you hurry on. - -Sapphire Avenue runs one-way to the north. -~ -0 0 1 -D 0 -corner of fourth street and sapphire avenue~ -~ -0 -1 22119 -D 1 -corner of third street and ruby avenue~ -~ -0 -1 22114 -D 3 -corner of third street and emerald avenue~ -~ -0 -1 22112 -S -#22114 -Corner of Third Street and Ruby Avenue~ -More of the gargantuan metal monstrosities you witnessed earlier debvour -people here too, at an even greater rate and a point called a "Taxi Rank". -The People both inside and outside these beasts both ignore your attempts -to warn them of their impending fate, so you walk on. -~ -0 0 1 -D 1 -corner of third street and diamond avenue~ -~ -0 -1 22115 -D 2 -corner of second street and ruby avenue~ -~ -0 -1 22108 -D 3 -corner of third street and sapphire avenue~ -~ -0 -1 22113 -S -#22115 -Corner of Third Street and Diamond Avenue~ -You are passing through a crowded area where the roads are lined with stalls -selling various types of food and drink. They shout at you as you pass by, -imploring you to sample their products. -~ -0 0 1 -D 0 -corner of fourth street and siamond avenue~ -~ -0 -1 22121 -D 1 -corner of third street and topaz avenue~ -~ -0 -1 22116 -D 2 -corner of second street and diamond avenue~ -~ -0 -1 22109 -D 3 -corner of third street and ruby avenue~ -~ -0 -1 22114 -S -#22116 -Corner of Third Street and Topaz Avenue~ -You are passing through a crowded area where the roads are lined with stalls -selling various types of clothing and miscellaneous items. They shout at you -as you pass by, imploring you to buy their products. - -Topaz Avenue is a one-way road heading south. -~ -0 0 1 -D 1 -corner of third street and agate avenue~ -~ -0 -1 22117 -D 2 -corner of second street and topaz avenue~ -~ -0 -1 22110 -D 3 -corner of third street and diamond avenue~ -~ -0 -1 22115 -S -#22117 -Corner of Third Street and Agate Avenue~ -You are standing near something the locals identify as a "fire hydrant". -Children run about in front of it, laughing and yelling loudly as it -inundates them in water. -~ -0 0 1 -D 0 -corner of fourth street and agate avenue~ -~ -0 -1 22123 -D 2 -corner of second street and agate avenue~ -~ -0 -1 22111 -D 3 -corner of third street and topaz avenue~ -~ -0 -1 22116 -S -#22118 -Corner of Fourth Street and Emerald Avenue~ -You see several shady-looking characters standing around a bus stop peddling -small red, blue and white capsules to small children. The policemen nearby -seem not to notice... - -A dirty-looking lane runs to the west from here. - -~ -0 0 1 -D 0 -corner of fifth street and emerald avenue~ -~ -0 -1 22124 -D 1 -corner of fourth street and sapphire avenue~ -~ -0 -1 22119 -D 2 -corner of third street and emerald avenue~ -~ -0 -1 22112 -D 3 -a dirty lane~ -~ -0 -1 22149 -S -#22119 -Corner of Fourth Street and Sapphire Avenue~ -You enter a rather wide section of the area where lots of raggedy children -huddle together for warmth, and tired-looking old men stumble past drunks -and addicts. There is a sign that reads- "Dirty Blvd". - -Sapphire Avenue runs one-way to the north. -~ -0 4 0 -D 0 -corner of fifth street and sapphire avenue~ -~ -0 -1 22125 -D 1 -a dead end.~ -~ -0 -1 22120 -D 3 -corner of fourth street and emerald avenue~ -~ -0 -1 22118 -S -#22120 -A Dead End~ -This is a particlarly deserted area of town, consisting only of vacant lots -overgrown with weeds and deserted warehouses and cars. A stray cat runs past, -staring sullenly at you before continuing on its own private mission. -~ -0 1 1 -D 3 -corner of fourth street and sapphire avenue~ -~ -0 -1 22119 -S -#22121 -Corner of Fourth Street and Diamond Avenue~ -A shady-looking house to the left here is marked "Leisha's House of Pleasure", -but it has been boarded up and marked with yellow tape. A uniformed cop -ushers you on when you stop to gawk. -~ -0 0 1 -D 0 -corner of fifth street and diamond avenue~ -~ -0 -1 22127 -D 1 -corner of fourth street and topaz avenue~ -~ -0 -1 22122 -D 2 -corner of third street and diamond avenue~ -~ -0 -1 22115 -S -#22122 -Corner of Fourth Street and Topaz Avenue~ -More abandoned derelict homes and derelict people congregate here. You find -the whole area rather depressing and quickly move along. - -Topaz Avenue is a one-way road heading south. -~ -0 0 1 -D 1 -corner of fourth street and agate avenue~ -~ -0 -1 22123 -D 2 -corner of third street and topaz avenue~ -~ -0 -1 22116 -D 3 -corner of fourth street and diamond avenue~ -~ -0 -1 22121 -S -#22123 -Corner of Fourth Street and Agate Avenue~ -You have reached a particularly run-down part of this area. There is a dirty- -looking lane running to the west that seems particularly dangerous. -~ -0 0 1 -D 0 -corner of fifth street and agate avenue~ -~ -0 -1 22129 -D 2 -corner of third street and agate avenue~ -~ -0 -1 22117 -D 3 -corner of fourth street and topaz avenue~ -~ -0 -1 22122 -S -#22124 -Corner of Fifth Street and Emerald Avenue~ -This area of town is certainly much nicer than fourth street. Nice homes and -well-manicured gardens are visible to the north. To the east are some rather -dull office blocks. - -Progress back to the east is impossible as Fifth Street is a one-way street -heading west. -~ -0 0 1 -D 0 -corner of sixth street and emerald avenue~ -~ -0 -1 22130 -D 2 -corner of fourth street and emerald avenue~ -~ -0 -1 22118 -S -#22125 -Corner of Fifth Street and Sapphire Avenue~ -You are passing by a group of rather dull-looking office blocks populated -by rather dull-looking people. There is little joy in their faces or their -actions- it is just a job. - -Sapphire Avenue runs one-way to the north. -Fifth Street runs one-way to the west. -~ -0 0 1 -D 0 -corner of sixth street and sapphire avenue~ -~ -0 -1 22131 -D 3 -corner of fifth street and emerald avenue~ -~ -0 -1 22124 -S -#22126 -Corner of Fifth Street and Ruby Avenue~ -You pass by a particlarly impressive-looking building marked as being -"Microsoft". You ponder what this may mean, and as you stand bemused on -the sidewalk you are almost run over by a speeding automobile, loaded with -cursing businessmen. - -Fifth Street runs one-way to the west. -~ -0 0 1 -D 0 -corner of sixth street and ruby avenue~ -~ -0 -1 22132 -D 3 -corner of fifth street and sapphire avenue~ -~ -0 -1 22125 -S -#22127 -Corner of Fifth Street and Diamond Avenue~ -Restaurants, Schools and Parking Lots surround you in this part of the area. -People rush to and fro from more of those metal beasts known as automobiles. -In the distance you can see a huge flying version flying into the sky. - -Fifth Street runs one-way to the west. -~ -0 0 1 -D 0 -corner of sixth street and diamond avenue~ -~ -0 -1 22133 -D 2 -corner of fourth street and diamond avenue~ -~ -0 -1 22121 -D 3 -corner of fifth street and ruby avenue~ -~ -0 -1 22126 -S -#22128 -Corner of Fifth Street and Topaz Avenue~ -More of the airplanes you saw to the west are here, some on the ground, some -in the process of taking off or landing. All in all it looks rather dull and -uncomfortable for the passengers, and you are thankful that YOUR world has -the Fly spell... - -Topaz Avenue is a one-way road heading south. -Fifth Street runs one-way to the west. -~ -0 0 1 -D 2 -corner of fourth street and topaz avenue~ -~ -0 -1 22122 -D 3 -corner of fifth street and diamond avenue~ -~ -0 -1 22127 -S -#22129 -Corner of Fifth Street and Agate Avenue~ -You are standing in a place lined with structures known as cinemas and -theaters... There is a very interesting-looking one that you can head toward -to the east of here. - -Fifth Street runs one-way to the west, but you can enter the cinema to the -east if you wish... -~ -0 0 1 -D 0 -corner of sixth street and agate avenue~ -~ -0 -1 22135 -D 1 -outside a movie theater~ -~ -0 -1 5475 -D 2 -corner of fourth street and agate avenue~ -~ -0 -1 22123 -D 3 -corner of fifth street and topaz avenue~ -~ -0 -1 22128 -S -#22130 -Corner of Sixth Street and Emerald Avenue~ -You haev entered a suburban area, lined with small places of residence. -People sporadically appear to empty metal boxes in front of their houses, -or to fill other metal boxes with green bags filled with smelly substances. -Water sprays across green lawns, projected by spinning metal devices. - -There is a well-paved, even road running to the north. -~ -0 0 1 -D 0 -a well-paved road~ -~ -0 -1 22144 -D 1 -corner of sixth street and sapphire avenue~ -~ -0 -1 22131 -D 2 -corner of fifth street and emerald avenue~ -~ -0 -1 22124 -S -#22131 -Corner of Sixth Street and Sapphire Avenue~ -The suburbs continue along this street. More nice houses with nice cars with -nice couples with 1.7 nice children live in this nice neighborhood. How -sickening. You fancy that you can see Andy Griffith. - -Progress south is impossible as Sapphire Avenue is a one way street. -~ -0 0 1 -D 1 -corner of sixth street and ruby avenue~ -~ -0 -1 22132 -D 3 -corner of sixth street and emerald avenue~ -~ -0 -1 22130 -S -#22132 -Corner of Sixth Street and Ruby Avenue~ -A restaurant of sorts lies up ahead, called "McSweeneys". People rush in and -out, some clutching red metal canisters and paper packages labelled "McSweeney -Burger". - -Going north through the drive-through, you can head into the suburbs. -~ -0 0 1 -D 0 -a well-paved road~ -~ -0 -1 22148 -D 1 -corner of sixth street and diamond avenue~ -~ -0 -1 22133 -D 2 -corner of fifth street and ruby avenue~ -~ -0 -1 22126 -D 3 -corner of sixth street and sapphire avenue~ -~ -0 -1 22131 -S -#22133 -Corner of Sixth Street and Diamond Avenue~ -You pass by a rather remarkable statue of the founder of this city area, -pushing past dozens of curious tourists taking photographs and posing with -the statue. -~ -0 0 1 -D5 -~ -~ -1 0 30538 -D 1 -corner of sixth street and topaz avenue~ -~ -0 -1 22134 -D 2 -corner of fifth street and diamond avenue~ -~ -0 -1 22127 -D 3 -corner of sixth street and ruby avenue~ -~ -0 -1 22132 -E -statue~ -This is a statue of a tall, youngish-looking Elf with finely chiseled features -and a broad grin. -~ -S -#22134 -Corner of Sixth Street and Topaz Avenue~ -Dozens of small stores selling trinkets of absolutely no worth or usefulness -are crammed in here, and the locals mutter "tourist traps" when they walk -by (whatever that means...). - -Topaz Avenue is a one-way road heading south. -~ -0 0 1 -D 1 -corner of sixth street and agate avenue~ -~ -0 -1 22135 -D 2 -corner of fifth street and topaz avenue~ -~ -0 -1 22128 -D 3 -corner of sixth street and diamond avenue~ -~ -0 -1 22133 -S -#22135 -Corner of Sixth Street and Agate Avenue~ -You have reached the limits of the city. There is no way to progress any -further right now, though construction crews are frantically erecting more -buildings and paving more roads here even now. - -A road to the north heads through an industrial estate. -~ -0 0 1 -D0 -~ -~ -0 -1 22155 -D 2 -corner of fifth street and agate avenue~ -~ -0 -1 22129 -D 3 -corner of sixth street and topaz avenue~ -~ -0 -1 22134 -D 5 -yaegar's room~ -~ -1 0 22150 -S -#22136 -A Strange Road~ -The road here suddenly transforms from bitumen to hard plassteel, and the -buildings suddenly appear to be even taller and more crowded, if that is -possible. Indeed, there is no sky visible in the area you are entering- the -whole place appears to be lit by artificial light. - -There is an onramp onto the massive Circuit Megway west of here, and a -large sign. -~ -0 0 1 -D 0 -corner of first street and emerald avenue~ -~ -0 -1 22100 -D 2 -entrance to mega-city one~ -~ -0 -1 8001 -D3 -~ -~ -0 -1 14232 -E -sign~ -The sign says- - -FUTZONE- north exit -MEGACITY ONE- south exit -ANONOPOLIS- west exit -~ -S -#22137 -A Narrow Alley~ -The road you are on suddenly becomes even narrower at this point, and you -find it hard squeezing past the trash cans stuffed with waste lining this -dog run. The sounds of construction are even louder now, seeming to come -from around a bend to the east. -~ -0 1 0 -D 0 -corner of first street and diamond avenue~ -~ -0 -1 22103 -D 1 -entrance to the mob factory~ -~ -0 -1 9400 -S -#22138 -Grass!~ -Wow! Incredible. Grass actually DOES exist here after all. You are strolling -along a broad grassy plain, towards a large red-and-white striped tent, into -which dozens of families are entering. -~ -0 4 2 -D 0 -corner of first street and agate avenue~ -~ -0 -1 22105 -D 2 -more grass~ -~ -0 -1 22139 -S -#22139 -More Grass~ -You can't get enough of this. After being holed up in that concrete and steel -monstrosity where no life could ever flourish, you are indeed happy to be -wandering here. The circus is much closer now, due south in fact, and you -see the beginnings of a small path. -~ -0 4 2 -D 0 -grass!~ -~ -0 -1 22138 -D 2 -the path to the circus~ -~ -0 -1 4401 -S -#22140 -A Path Outside~ -Stepping through the arch, you are astonished to find yourself outside the -megalopolis, standing on a high windswept ridge that runs for about half a -mile towards what looks like a small village. -~ -0 4 2 -D 1 -along the path~ -~ -0 -1 22141 -D 3 -corner of second street and agate avenue~ -~ -0 -1 22111 -S -#22141 -Along the Path~ -You continue along the path, feeling quite relaxed. Clouds skid across a -grey sky, and far away you can hear the faint sound of birds chirping. You -also imagine you detect a faint whiff of the sea. -~ -0 4 2 -D 1 -a strange sight~ -~ -0 -1 22142 -D 3 -a path outside~ -~ -0 -1 22140 -S -#22142 -A Strange Sight~ -After a leisurely stroll along the ridge, the path curves away and heads -directly for the settlement you spied earlier. And it appears to be a very -curious place indeed. -~ -0 0 2 -D 1 -entrance to pepperland~ -~ -0 -1 9425 -D 3 -along the path~ -~ -0 -1 22141 -S -#22143 -A Rather Dark Alley~ -You have entered a rather dark alley. -~ -0 1|4|8 0 -S -#22144 -A Well-Paved Road~ -You are strolling along a broad, well-paved asphalt road lined with more of -the houses you saw earlier. - -A second road runs to the east of here. -~ -0 0 1 -D 0 -a well-paved road~ -~ -0 -1 22145 -D 1 -a well-paved road~ -~ -0 -1 22147 -D 2 -corner of sixth street and emerald avenue~ -~ -0 -1 22130 -S -#22145 -A Well-Paved Road~ -You are strolling along a broad, well-paved asphalt road lined with more of -the houses you saw earlier. -~ -0 0 1 -D 0 -a well-paved road~ -~ -0 -1 22146 -D 2 -a well-paved road~ -~ -0 -1 22144 -S -#22146 -A Well-Paved Road~ -You are strolling along a broad, well-paved asphalt road lined with more of -the houses you saw earlier. - -There is a parking lot up ahead, near what looks like a grocery store. -~ -0 0 1 -D 0 -a parking lot~ -~ -0 -1 22091 -D 2 -a well-paved road~ -~ -0 -1 22145 -S -#22147 -A Well-Paved Road~ -You are strolling along a broad, well-paved asphalt road lined with more of -the houses you saw earlier. -~ -0 0 1 -D 1 -a well-paved road~ -~ -0 -1 22148 -D 3 -a well-paved road~ -~ -0 -1 22144 -S -#22148 -A Well-Paved Road~ -You are strolling along a broad, well-paved asphalt road lined with more of -the houses you saw earlier. - -To the east is a rather unique neighborhood. - -There is another road to the south. -~ -0 0 1 -D 1 -neighborhood street~ -~ -0 -1 17400 -D 2 -corner of sixth street and ruby avenue~ -~ -0 -1 22132 -D 3 -a well-paved road~ -~ -0 -1 22147 -S -#22149 -The Dirty Lane~ -This Lane runs between two graffiti-covered abandoned warehouses. Several -broken beer bottles and rusted bottle-tops have been left here, as have -some broken knives and pipes. Dried blood covers one wall. -~ -0 1|4 0 -D 2 -a dark alleyway~ -~ -0 -1 22154 -D 1 -corner of first street and emerald avenue~ -~ -0 -1 22118 -S -#22150 -Yaegar's Room~ -You have entered Yaegar's Room, the one he uses to reside in temporarily -while he is building areas. It is full of maps, plans, notes and cases of -beer. A packet of chili-flavored chips is always at hand, as is a loud -stereo. -~ -0 1|8 0 -D 1 -yaegar's bedroom~ -~ -0 -1 22151 -D 4 -corner of sixth street and agate avenue~ -~ -1 0 22135 -S -#22151 -Yaegar's Bedroom~ -You have entered Yaegar's temporary bedroom. He only uses this when he is -forced from his castle. There is a small military cot in one corner, as well -as a large wooden chest full of clothing that he never wears. -~ -0 1|8 0 -D 1 -transporter pad~ -~ -0 -1 22152 -D 2 -storage room~ -~ -0 -1 22153 -D 3 -yaegar's room~ -~ -0 -1 22150 -S -#22152 -Transporter Pad~ -Yaegar stole this off of the Enterprise D after it crashed. It enables him -to beam directly back to his castle, though as there is but one in his -possession and it is here, he cannot beam back. -~ -0 1|8 0 -D 3 -~ -~ -0 -1 22151 -D 4 -~ -~ -0 -1 -1 -S -#22153 -Storage Room~ -This room is full of the crap that accumulates when you are busy building -areas. Right now it serves absolutely no purpose, but when Yaegar has more -time (ahh, TIME) he will turn it into something other than wasted vnums. -~ -0 1|8 0 -D 0 -yaegar's bedroom~ -~ -0 -1 22151 -S -#22154 -A Dark Alleyway~ -You are entering a dark alleyway that bends to the east towards a seedy- -looking part of town. -~ -0 1|8 0 -D 0 -~ -~ -0 -1 22149 -D 1 -~ -~ -0 -1 2101 -S -#22155 -A Road~ -This road runs through an Industrial Estate. Factories and warehouses line -it to either side. -~ -0 4 1 -D0 -~ -~ -0 -1 22156 -D2 -~ -~ -0 -1 22135 -S -#22156 -A Road~ -This road runs through an Industrial Estate. Factories and warehouses line -it to either side. -~ -0 0 1 -D0 -~ -~ -0 -1 23500 -D1 -~ -~ -0 -1 22157 -D2 -~ -~ -0 -1 22155 -S -#22157 -A Road~ -The Road heads out of the estate here, toward a junction, where a wide road -heads south toward some strangely shaped buildings. -~ -0 0 1 -D1 -~ -~ -0 -1 22158 -D3 -~ -~ -0 -1 22156 -S -#22158 -A Junction~ -You may head south from here toward the strange buildings, east toward a -large studio lot, or west toward an industrial estate. -~ -0 0 1 -D1 -~ -~ -0 -1 22159 -D2 -~ -~ -0 -1 22162 -D3 -~ -~ -0 -1 22157 -S -#22159 -A Path The Studios~ -You are approaching a large conglomeration of structures collectively known -as studios. -~ -0 0 1 -D0 -~ -~ -0 -1 22161 -D3 -~ -~ -0 -1 22158 -S -#22161 -A Path The Studios~ -You are approaching a large conglomeration of structures collectively known -as studios. You see signs with emblems such as "Warner Bros", "Paramount" and -"Disney". -~ -0 0 1 -D0 -~ -~ -0 -1 17600 -D2 -~ -~ -0 -1 22159 -S -#22162 -Suburbia~ -You are heading past endless rows of identical houses with identical cars, -identical dogs, identical kids, identical fences, identical driveways and -identical satellite dishes. -~ -0 0 1 -D0 -~ -~ -0 -1 22158 -D2 -~ -~ -0 -1 22163 -S -#22163 -Suburbia~ -You are heading past endless rows of identical houses with identical cars, -identical dogs, identical kids, identical fences, identical driveways and -identical satellite dishes. -~ -0 0 1 -D0 -~ -~ -0 -1 22162 -D2 -~ -~ -0 -1 22164 -S -#22164 -Suburbia~ -You are heading past endless rows of identical houses with identical cars, -identical dogs, identical kids, identical fences, identical driveways and -identical satellite dishes. However, a house to the south stands out, being -differently colored and furnished than its bland neighbors. The front door -beckons... -~ -0 0 1 -D0 -~ -~ -0 -1 22163 -D2 -~ -~ -1 0 22165 -S -#22165 -Inside the House~ -You have entered a perfectly marvellous dwelling. It MUST be Cookie's. There -is a large kitchen, a kewl stereo, and lots of records. -~ -0 8 0 -D0 -~ -~ -1 0 22164 -D2 -~ -~ -1 0 16061 -S -#22180 -Yaegar's Punishment Chamber~ -Uh Oh. You're in trouble now. You've been sent to Yaegar's Punishment -Chamber. You'll probably be left here to slowly die as the acid gradually -dissolves your flesh. Then your corpse will be devoured and you will be -cast, naked and shivering, back into the world of the living at recall. -Consider yourself lucky. Most IMMs woul have fed you to Xor. -~ -0 1|8|128|8192 0 -S -#0 -#RESETS -D 0 22133 5 1 -D 0 22164 2 1 -D 0 22165 0 1 -D 0 22165 2 1 -* -M 0 22100 2 22102 LOADS BUMS -G 0 22101 0 0 GIVES BOOZE -M 0 22101 2 22102 LOADS BUMS -G 0 22102 0 0 GIVES BABY -O 0 22100 0 22102 LOADS OIL DRUM -M 0 22108 1 22102 LOADS DOG -M 0 22104 1 22109 LOADS BUSINESSMAN -E 0 22103 0 5 WEARS SUIT -M 0 22105 1 22109 LOADS BUSINESSWOMAN -E 0 22103 0 5 WEARS SUIT -M 0 22106 5 22111 LOADS PIGEONS -O 0 22108 0 22111 LOADS FOUNTAIN -M 0 22107 1 22111 LOADS OLD LADY -G 0 22104 0 0 GIVES FOOD -M 0 22110 1 22112 LOADS HUNTER -M 0 22102 6 22114 LOADS MALE CITIZEN -M 0 22103 6 22115 LOADS FEMALE CITIZEN -M 0 22109 4 22118 LOADS POLICEMAN -E 0 22106 0 17 HOLDS BADGE -E 0 22107 0 5 WEARS UNIFORM -M 0 22111 4 22118 LOADS DEALERS -M 0 22100 2 22119 LOADS BUMS -G 0 22101 0 0 GIVES BOOZE -M 0 22101 2 22119 LOADS BUMS -G 0 22102 0 0 GIVES BABY -O 0 22100 0 22119 LOADS OIL DRUM -M 0 22108 1 22119 LOADS DOG -G 0 22105 0 0 GIVES BONE -M 0 22112 1 22119 LOADS LOU REED -M 0 22109 2 22135 LOADS POLICEMAN -E 0 22106 0 17 HOLDS BADGE -E 0 22107 0 5 WEARS UNIFORM -M 0 22108 1 22137 LOADS DOG -G 0 22105 0 0 GIVES BONE -O 0 22109 0 22137 LOADS TRASH CAN -P 0 22110 0 22109 PUTS TRASH IN TRASH CAN -D 0 22135 5 1 CLOSES DOOR DOWN -S -#SPECIALS -M 22100 spec_poison bum -M 22101 spec_poison bum -M 22108 spec_fido mongrel -M 22109 spec_guard policeman -M 22110 spec_breath_any hunter s. thompson -M 22111 spec_poison dealer -M 22112 spec_cast_adept lou reed -S -#$ - - - diff --git a/data/realm/areas_merc/gilligan.are b/data/realm/areas_merc/gilligan.are deleted file mode 100644 index 16cf22d..0000000 --- a/data/realm/areas_merc/gilligan.are +++ /dev/null @@ -1,1596 +0,0 @@ -#AREA {12 18} Lenny Gilligan's Island~ - - -#MOBILES -#32101 -Gilligan~ -Gilligan~ -Gilligan stands here -~ -Gilligan looks exactly like you remember from the TV show. He is wearing -a red shirt and a white hat. -~ -2|4|128 8|128 800 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32102 -Skipper~ -The Skipper~ -The Skipper stands here holding his hat. -~ -The Skipper is a portly fellow wearing the same costume as from the show. -You can see the stress in his brow whenever you mention Gilligans name. -~ -2|4|64 8192 200 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32103 -Professor~ -The Professor~ -The Professor stands here working away. -~ -The professor is working away hard at a new way to get off the Island, -if they could have just got a ride from the camera crew! -~ -2|4|64 8|128 300 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32104 -Howell~ -Mr.Howell~ -Mr.Howell lies here waiting to tee off. -~ -As you get near him, you can smell money. Perhaps he shredded some just -for cologne? Never can tell with these eccentrics. -~ -2|4|64 8|128 -300 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32105 -Howell~ -Mrs.Howell~ -Mrs.Howell walks around aimlessly. -~ -Mrs.Howell wouldnt know a hard days work if she were hit by it. She is -clad in an evening gown, even though she is trapped on this island. -~ -2|4|64 4 -100 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32106 -Mary Anne~ -Mary Anne~ -Mary Anne stands here doing laundry. -~ -Mary Anne definitely knew how to live on the farm to keep this body. If -Ginger wasn't so easy, she would have the professor all to herself. -~ -2|4|64 4 500 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32107 -Ginger~ -Ginger~ -Ginger stands here in her sequined evening gown. -~ -This movie star has it where it belongs. It is unfortunate for this boat -wreck, for Ginger's porn movies were just starting to reach the top of the -charts. -~ -2|4|64 8192 -100 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32108 -Camera man~ -A camera man~ -A camera man stands here checking the light. -~ -This camera man looks like a fat old man with a beard. Must not take much -personal grooming to be a camera man. You wonder why he never takes the -castaways home with him? -~ -2|4|64 4 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32109 -Director~ -A Director~ -A director stands here yelling 'Cut!' -~ -The director is an angry older man, who has a glass eye monacle and a -bullhorn. He is mean enough to leave the castaways here, when he leaves after -shooting each episode, says it builds character. -~ -2|4|64 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32110 -Lion~ -A lion~ -A lion sleeps here. -~ -A HUGE lion sleeps here in the jungle. Makes you start thinking about that -song. You sing 'In the jungle, the mighty jungle, the lion sleeps tonight.' -Well, you get the point. -~ -2|32 131072 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32111 -Headhunter~ -A headhunter~ -A headhunter stands here looking for heads. -~ -The headhunter is an island native with a tooth necklace, and a grass -skirt. He is a larger man, so he must eat well. -~ -32|64 8192 0 S -13 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32112 -Headhunter king~ -The Headhunter King~ -The Headhunter King awaits here for his meal. -~ -The king is very stocky and well built. He is a humungous man that weighs -about 300 pounds and has jagged teeth. He wears a large head dress upon his -head. -~ -2 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32113 -Referee~ -A Referee~ -A Referee stands here making bad calls. -~ -This referee has a white cane and glasses, because he obviously can't see. -Many people think its a front so that he can be bought off easier. -~ -2 1|128|8192 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32114 -Russian Astronaut~ -A Russian Astronaut~ -A Russian Astronaut stands here mumbling something in russian. -~ -He is 6'4, and very well built. You hope he stays on your good side. -~ -2 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32115 -Totem pole~ -Totem Pole~ -A Totem Pole stands here. -~ -A totem pole towers above you. It is at leaset ten feet high, with -engravings and carvings of some of the past kings of the tribe. -~ -2 8192 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32116 -Surfer~ -a Surfer~ -A Surfer stands here. -~ -This blonde hair blue eyed surfer has a great tan and stands here -holding his surf -board. -~ -4 8 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32117 -Robot~ -a Robot~ -A Robot stands here ready to play basketball. -~ -This robot is a really boxey robot. You wonder how it move, nonetheless -play basketball? -~ -2|4 4 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32118 -Robinson Crusoe~ -Robinson Crusoe~ -Robinson Crusoe stands here. -~ -Robinson is very old and scraggly from the many years on this island, -without his girl Friday, he would probably look a bit younger. -~ -2 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32119 -Friday~ -Friday~ -Friday stands here awaiting to help his master. -~ -Friday, although believed by Lenny to be a beautiful native girl -with an excellent figure, Friday, in Defoe's 'Robinson Crusoe', was -actually a man rescued from cannibals by Crusoe. -RM :) - ---------------------------------------------------------- -Excerpted from Compton’s Interactive Encyclopedia -Copyright © 1994, 1995 Compton’s NewMedia, Inc. -~ -2 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32120 -Land Shark~ -A Land Shark~ -A Land Shark stands here waiting for his next meal. -~ -The Landshark is about 10 feet long and likes to go door to door posing -as an avon representative. -~ -4|32 8192 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32121 -Chicken Person~ -A Chicken Person~ -A Chicken Person stands here. -~ -This creature looks like a person, but is covered in blue, red, and -yellow flowers. -~ -32|64 8 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32122 -Monkey~ -A Monkey~ -A monkey sits here playing with coconuts. -~ -A really mean looking monkey, holding some coconuts. -~ -2 128|8192 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32123 -Hurricane Andrew~ -Hurricane Andrew~ -Hurricane Andrew blows away violently here. -~ -Hurricane Andrew looks like a very handsome hurricane. Rapid winds -and violent storms make him very respected by all. -~ -2|4|32|4096 2|4|128|8192|524288 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32124 -Sumo~ -A Sumo~ -A Sumo waits here for his next opponent. -~ -The Sumo is a HUGE man, wearing only a diaper. I am not gonna be the one -to laugh. -~ -2|4|32 4|8|16|8192 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32125 -Butterfly Catcher~ -A Butterfly Catcher~ -A Butterfly Catcher stands here looking for butterfliers. -~ -An older frail gentleman. He has a mustache, and speaks with an -accent. -~ -2|4|32 8 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32126 -Meadowlark Lemon~ -Meadowlark Lemon~ -Meadowlark Lemon stands here ready to play ball. -~ -Meadowlark is a really tall Globetrotter. He really has a great presence -on the courts. -~ -2 8192 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#32100 -First mates cap~ -a first mate's cap~ -A white cap that is weathered and beaten.~ -~ -9 0 1|16 -0 0 0 0 -4 0 0 -#32101 -Red Shirt~ -a red shirt~ -A red shirt rests here.~ -~ -9 0 1|8 -0 0 0 0 -4 0 0 -#32102 -Skipper's hat~ -a skipper's hat~ -A skippers hat lies here.~ -~ -5 0 1|8192 -0 0 0 6 -7 0 0 -#32103 -Glasses~ -a pair of glasses~ -A pair of glasses sit here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -3 1 -A -25 -1 -#32104 -Short shorts~ -short shorts~ -A pair of really short shorts.~ -~ -9 0 1|32 -0 0 0 0 -5 0 0 -#32105 -Sequinned dress~ -a sequinned dress~ -A sequinned dress sparkles here.~ -~ -9 0 1|8 -0 0 0 0 -2 0 0 -A -25 1 -#32106 -nine iron 9~ -a nine iron~ -A nine iron sits here waiting to be used.~ -~ -5 256 1|8192 -0 0 0 1 -12 0 0 -A -18 2 -#32107 -Mai tai cocktail~ -a Mai Tai cocktail~ -A mai tai waits to be drunk here.~ -~ -17 0 1|16384 -1 1 1 0 -3 0 0 -#32108 -Pearl necklace~ -a pearl necklace~ -A pearl necklace sits here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -A -2 1 -#32109 -White cane~ -a white cane~ -A white cane rests here.~ -~ -4 0 1|16384 -12 20 20 4 -6 0 0 -#32110 -Whistle~ -a whistle~ -A whistle sits here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -A -2 -1 -A -17 -10 -#32111 -lions mane~ -a lion's mane~ -A lions mane sits here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -#32112 -Coconut~ -a coconut~ -A coconut lies here.~ -~ -10 1 1|16384 -0 16 16 16 -0 0 0 -#32113 -Chicken Feather~ -a chicken feather~ -A feather seems to hover here.~ -~ -4 0 1|16384 -0 20 20 56 -0 0 0 -A -14 20 -#32114 -Grass skirt~ -a grass skirt~ -A grass skirt lies here.~ -~ -9 0 1|32 -3 0 0 0 -5 0 0 -A -17 -10 -#32115 -headhunter spear~ -a headhunter's spear~ -A spear lies here waiting to be used.~ -~ -5 1|8192 1 -0 5 20 1 -0 0 0 -A -18 3 -#32116 -King headdress~ -the headdress of the king~ -The headdress of the king lies here.~ -~ -9 256 1|16 -0 0 0 0 -5 0 0 -A -17 -15 -A -5 1 -A -25 1 -#32117 -Raunchy teeth~ -raunchy teeth~ -A set of raunchy teeth lie here.~ -~ -5 0 1|8192 -0 0 0 0 -6 0 0 -A -18 2 -A -19 2 -#32118 -Teeth Necklace~ -a necklace made of teeth~ -A necklace made of teeth rests here.~ -~ -9 0 1|4 -0 0 0 0 -4 0 0 -A -17 -5 -#32119 -bracelet palm~ -a bracelet made of palm~ -A bracelet made of palm is beautifully woven.~ -~ -9 0 1|4096 -0 0 0 0 -3 0 0 -#32120 -Palm belt~ -a belt made from palm~ -A belt made from palm lies here.~ -~ -9 0 1|2048 -0 0 0 0 -4 0 0 -#32121 -Groucho glasses~ -groucho glasses~ -A pair of glasses with a fake nose and mustache attached rests here.~ -~ -9 64 1|16 -0 0 0 0 -1 0 0 -A -18 2 -A -19 1 -A -25 -2 -#32122 -moon boots~ -moon boots~ -A pair of moon boots rest here.~ -~ -9 1 1|64 -0 0 0 0 -3 0 0 -A -14 15 -#32123 -Surfboard~ -a surfboard~ -A surfboard lies here.~ -~ -13 0 1|16384 -0 0 0 0 -0 0 0 -#32124 -Calculator~ -a calculator~ -A calculator computes here.~ -~ -9 2 1|16384 -0 0 0 0 -2 0 0 -A -4 2 -#32125 -Globetrotter jersey~ -a Globetrotter jersey~ -A jersey rests here.~ -~ -9 0 1|8 -0 0 0 0 -4 0 0 -A -1 1 -#32126 -Voodoo mask~ -a voodoo mask~ -A mask made from palm bark rests here.~ -~ -9 4|128 1|16 -5 0 0 0 -5 0 0 -A -25 -2 -#32127 -Sumo pants~ -sumo pants~ -A pair of pants that look like a huge diaper rest here.~ -~ -9 256 1|32 -0 0 0 0 -4 0 0 -A -1 2 -#32128 -Butterfly Net~ -a butterfly net~ -A butterfly net lies here.~ -~ -5 0 1|8192 -0 0 0 0 -0 0 0 -A -17 -10 -A -18 2 -#32129 -Safari hat~ -a safari hat~ -A safari hat has been left here.~ -~ -9 0 1|16 -0 0 0 0 -4 0 0 -A -17 -10 -#32130 -bullhorn~ -a bullhorn~ -A bullhorn lies here to be used to get attention.~ -~ -3 0 1|16384 -10 10 10 7 -0 0 0 -A -2 -1 -#32131 -Directors scarf~ -a director's scarf~ -A long white scarf lies here.~ -~ -9 0 1|4 -0 0 0 0 -4 0 0 -#32132 -Hurricane staff~ -the hurricane staff~ -The hurricane staff sizzles here.~ -~ -4 1|2 1|16384 -20 10 10 23 -0 0 0 -#32133 -camera~ -a 35 millimeter camera~ -A camera sits here waiting to be used.~ -~ -9 1 1|4 -0 0 0 0 -4 0 0 -A -5 1 -#32134 -key~ -a key shaped like an "L"~ -A funny shaped key lies here.~ -~ -18 0 1 -0 0 0 0 -5 0 0 -#0 - - -#ROOMS -#32100 -The Beach~ -You have landed upon the beach, on an island which looks semi-familiar. -There are palm trees all over and to the north the beach continues. -~ -0 4 10 -D0 -~ -~ -0 0 32101 -D3 -All you can see west is ocean, maybe you're lost....... -~ -~ -0 -1 30088 -S -#32101 -The Beach~ -As you proceed up the beach, you see a marooned boat to your west. There -is a big hole in the side, and the sign on it says 'Minnow'. You knew this -beach looked familiar! This is Gilligans Island. Wow, you thought this was -only a television show. You can board the Minnow, or proceed north. -~ -0 0 10 -D0 -~ -~ -0 0 32103 -D2 -~ -You see the landing to the South. -~ -0 -1 32100 -D3 -~ -~ -0 0 32102 -S -#32102 -Aboard the Minnow~ -This boat is exactly like it looked in television. Destroyed beyond -repair, it has sitten here for years. Almost all of the parts have been taken -out to be used by the professor to make useful things around the island. -~ -0 1|8 0 -D1 -~ -~ -0 0 32101 -S -#32103 -End of the Beach~ -You have reached the end of the beach, you can see a trail leading off -into the jungle to the east, or you can return to the south. -~ -0 0 10 -D1 -~ -~ -0 0 32104 -D2 -~ -~ -0 0 32101 -S -#32104 -The Jungle~ -You have entered into the jungle. The sounds of wild animals and lack of -light, provide for a rather spooky effect. You can continue to the east, or -return to the beach to the west. -~ -0 0 3 -D1 -~ -~ -0 0 32105 -D3 -~ -~ -0 0 32103 -S -#32105 -The Jungle~ -You have reached a branch in the path. From here you can head northward -toward a light, or southward towards the sound of drums. -~ -0 0 3 -D0 -~ -~ -0 0 32155 -D2 -~ -~ -0 0 32106 -D3 -~ -~ -0 0 32104 -S -#32106 -Deep in the Jungle~ -You are getting deeper in the jungle and your senses are really peaked. -All around you are sounds of the jungle. In the distance you can hear some -drums play a monotonous beat. You can proceed to the south, or head back to -safety in the north. -~ -0 1 3 -D0 -~ -~ -0 0 32105 -D2 -~ -~ -0 0 32107 -S -#32107 -Deeper in the Jungle~ -As you proceed down this trail, the drums are getting louder. You start -to wonder if there are cannibal tribes on this island. There are some totem -poles here, with masks carved into them. You see some sort of shrine to the -south, and to the west you see a clearing, of course, you can always head back -to the north. -~ -0 1 3 -D0 -~ -~ -0 0 32106 -D1 -~ -~ -0 0 32109 -D2 -~ -~ -0 0 32108 -S -#32108 -The Shrine~ -You have walked into the sacrificial room for some tribe. There are -bones scattered everywhere. There is a large block here used for the -ceremonies. The only exit appears to be back to the north. -~ -0 1|8 0 -D0 -~ -~ -0 0 32107 -S -#32109 -Deeper Yet in the Jungle~ -As you look further down the path you see a large clearing. You also -notice that it appears to lighten up ahead. You can return to the east, or -continue to the west. -~ -0 1 3 -D1 -~ -~ -0 0 32110 -D3 -~ -~ -0 0 32107 -S -#32110 -A Clearing in the Jungle~ -You have entered a large clearing in the jungle. You feel much safer -as you notice you can see the sky and that the path here looks much more -used. You can here a strange noise to the south, but can continue in any -direction. -~ -0 0 3 -D0 -~ -~ -0 0 32115 -D1 -~ -~ -0 0 32114 -D2 -~ -~ -0 0 32111 -D3 -~ -~ -0 0 32109 -S -#32111 -A Wide Path~ -You are on a wide path in the jungle. You can hear a whistling noise -further down the path, and you think you hear some taunting. You can continue -to the south, or return to the north. -~ -0 0 3 -D0 -~ -~ -0 0 32110 -D2 -~ -~ -0 0 32112 -S -#32112 -The Basketball Court~ -You have walked on to a basketball court. There is a bench here for -one team, but the other team doesnt have one. You can return to the north -or go check out the southern end of the court. -~ -0 0 3 -D0 -~ -~ -0 0 32111 -D2 -~ -~ -0 0 32113 -S -#32113 -Southern End of the Courts~ -You are at the southern end of the basketball court. The scoreboard here -reads Islanders 100, Robots 99. Hard to believe it was such a close game. -The only exit appears to be to the north. -~ -0 0 3 -D0 -~ -~ -0 0 32112 -S -#32114 -Dead-end in the Path~ -You have reached a dead end in the path. Looks like the were saving this -in case they needed to expand through. The only exit here is to the west. -~ -0 0 3 -D3 -~ -~ -0 0 32110 -S -#32115 -Broader Path~ -The path continues to widen here as you head north. Way up in the -distance you see a small table. You can continue to the north, or return -to the south. -~ -0 0 2 -D0 -~ -~ -0 0 32116 -D2 -~ -~ -0 0 32110 -S -#32116 -Opening by the Beach~ -You stand on a wide path that looks well traveled. The sounds of the -jungle are fading away, yet are still very prevalent. To your east you hear -some cackling, and to the north you see a table. -~ -0 0 3 -D0 -~ -~ -0 0 32125 -D1 -~ -~ -0 0 32117 -D2 -~ -~ -0 0 32115 -S -#32117 -To the Lagoon~ -You are on a path to the lagoon. It is frequently used and rather large. -There is a hut to the north, and the water is to the east. You can hear a -strange cackling noise even louder now. -~ -0 0 2 -D0 -~ -~ -0 0 32124 -D1 -~ -~ -0 0 32119 -D3 -~ -~ -0 0 32116 -S -#32118 -The Landmine~ -This is the end of the clearing by the lagoon. You see nothing unusual -about the end of the clearing except a rather large mine. You here a faint -ticking sound. Hmmm.... -~ -0 0 2 -D0 -~ -~ -0 0 32119 -S -#32119 -The Clearing~ -You stand on the edge of the lagoon. The clearing goes on to the north -and south, but you can also see something out in the water. The cackling -noise is really loud now. -~ -0 0 2 -D0 -~ -~ -0 0 32123 -D1 -~ -~ -0 0 32120 -D2 -~ -~ -0 0 32118 -D3 -~ -~ -0 0 32117 -S -#32120 -On the Lagoon~ -You are on the lagoon. The water beneath you is extremely clear, and you -see some humungous fish on the bottom. No wonder Gilligan always used to -fish here. The lagoon continues to the east, or you can return to the -clearing to the west. -~ -0 0 7 -D1 -~ -~ -0 0 32121 -D3 -~ -~ -0 0 32119 -S -#32121 -Further on the Lagoon~ -You are way out above the water now, you can finally see the object that -floats here good enough to recognize that it is a satellite. There is a hatch -that is closed. You can enter the satellite, or return to the clearing. -~ -0 0 7 -D1 -~ -hatch -~ -1 -1 32122 -D3 -~ -~ -0 0 32120 -S -#32122 -The Satellite~ -You have entered a satellite. There are controls and dials everywhere in -here. All the writing is in russian, and you can here some russian coming -through the radio. The only exit is to the west. -~ -0 1|8 0 -D3 -~ -~ -1 1 32121 -S -#32123 -Northern Clearing~ -You stand at the northern edge of the clearing by the lagoon. You can see -the entrance to the hut here. There is also glue everywhere. You can see an -exploded pot of glue lying on the roof of the hut. -~ -0 0 2 -D2 -~ -~ -0 0 32119 -D3 -~ -~ -0 0 32124 -S -#32124 -A Hut~ -You stand in a small hut that was used mostly for storage of miscellaneous -objects. There is a door to the east and to the south. There are feathers -lying everywhere. -~ -0 1|8 0 -D1 -~ -~ -0 0 32123 -D2 -~ -~ -0 0 32117 -S -#32125 -Beginning of a Trail~ -You stand at a large entryway here. To the north is a picnic table made -of bamboo and some huts, to the south the trail gets narrower. -~ -0 0 2 -D0 -~ -~ -0 0 32126 -D2 -~ -~ -0 0 32116 -S -#32126 -Picnic Table~ -You stand at a picnic table made of bamboo, in the center of a small -village. There are some huts to the east and some to the west. You can -also head down the trail to the south. -~ -0 0 2 -D1 -~ -~ -0 0 32128 -D2 -~ -~ -0 0 32125 -D3 -~ -~ -0 0 32139 -S -#32127 -Professors Lab~ -You have entered a hut with many beakers and vials made from bamboo. -There is a bunsen burner brewing something on the table. There is a small -cot in the corner, and not too much else for decorations. The professor is -too busy to spend time decorating. -~ -0 1|8 0 -D0 -~ -~ -1 -1 32128 -S -#32128 -Open Area~ -You stand in the large clearing by the huts. To your south you see a -very plain hut, and to your east you see a nicely decorated hut. The table -is to the west and there is also a path leading to the north. -~ -0 0 2 -D0 -~ -~ -0 0 32130 -D1 -~ -~ -1 -1 32129 -D2 -~ -~ -1 -1 32127 -D3 -~ -~ -0 0 32126 -S -#32129 -Gingers Hut~ -You stand in Mary Anne and Gingers hut. They did a great job of decorating -this hut. There are pink curtains, and freshly picked flowers everywhere. This -hut is located close to the professors lab so that he can slip over late at -night. You wondered why the professor never got them off the island? -~ -0 1|8 0 -D3 -~ -~ -1 -1 32128 -S -#32130 -Another Path~ -You are walking along a path leading through the tropical jungle. There -are palm and bamboo trees everywhere. The sounds of the wild jungle surround -you and you wonder if this is a good idea. -~ -0 0 2 -D0 -~ -~ -0 0 32131 -D2 -~ -~ -0 0 32128 -S -#32131 -A Branch in the Path~ -The sounds of the jungle get louder as you proceed down this path. There -is a lion sleeping here, and all you can do is think about that song 'In the -jungle, the mighty jungle, the lion sleeps tonight.' There are exits to -the north and west. -~ -0 0 2 -D0 -~ -~ -0 0 32132 -D2 -~ -~ -0 0 32130 -D3 -~ -~ -0 0 32135 -S -#32132 -More Jungle~ -You are descending towards a small alcove on the island. This trail does -not look as widely used as the rest of the trails on the island. In fact, -this trail looks like it is not used. Well, you can always turn back. -~ -0 0 3 -D0 -~ -~ -0 0 32133 -D2 -~ -~ -0 0 32131 -S -#32133 -The End of the Path~ -You stand at the end of the path. There is nothing special here at all. -The path is blocked by an enormous tree.To your north, you think you can see a -break in the tree, but you are not sure. -~ -0 0 2 -D0 -~ -Tree -~ -1 -1 32134 -D2 -~ -~ -0 0 32132 -S -#32134 -Crusoe's Hut~ -You have entered a humungous tree hut. The walls are intricately carved -depicting a voyage of a ship. There is no other exit but the one you came in. -Robinson Crusoe and his man Friday spend much of their time here. -~ -0 1|8 0 -D2 -~ -tree -~ -1 -1 32133 -S -#32135 -Continuing Up~ -The path starts to thin again here as you head toward the bluffs. You see -a tremendous tree up ahead, and you can see a clearing at the top of the bluffs. -~ -0 0 4 -D1 -~ -~ -0 0 32131 -D3 -~ -~ -0 0 32136 -S -#32136 -BIG Tree~ -You have walked up to a big tree. As you look up, you can see some -coconuts growing up there, should you climb up and get them? You can either -climb the tree, or continue down the path. -~ -0 0 5 -D1 -~ -~ -0 0 32135 -D3 -~ -~ -0 0 32137 -D4 -~ -~ -0 0 32153 -S -#32137 -Large Clearing~ -You stand atop the bluffs. You can see for miles in every direction. -All around you is water, nothing else. You can see almost the entire island -from here, including a cave to your west. -~ -0 0 2 -D1 -~ -~ -0 0 32136 -D3 -~ -~ -0 0 32138 -S -#32138 -The Cave~ -This cave is fairly large, but it can only hold probably six people. -It is too dark to see anything really even with your light. -~ -0 1|8 0 -D1 -~ -~ -0 0 32137 -D3 -~ -~ -2 32134 713 -S -#32139 -Castaway Village~ -You stand approximately at the center of Castaway Village, or at least -that is what they call it. It is actually four huts around a picnic table. -Well, to each there own. You can see a ships wheel on the hut to the north, -or you can continue on east or west. -~ -0 0 2 -D0 -~ -~ -1 -1 32140 -D1 -~ -~ -0 0 32126 -D3 -~ -~ -0 0 32156 -S -#32140 -Gilligans Hut~ -This hut is about the size of a dorm room. There are no modern accesories, -and there are two hammocks hanging in the middle. There is also a window -looking out to the picnic table. -~ -0 8 0 -D2 -~ -~ -1 -1 32139 -S -#32141 -Howells Hut~ -This hut is extremely nice. It is loaded to the hilt hut-wise. There -are two single beds in here, and two big closets. This is where the Howells -spend there evenings. They paid Gilligan almost nothing to make their hut so -nice. No wonder they are rich. -~ -0 1|8 0 -D2 -~ -~ -1 -1 32156 -D3 -~ -~ -1 -1 32142 -S -#32142 -19th Hole~ -You have entered the 19th hole. This lies at the end of Mr.Howells 3 hole -golf course. Mr.Howell comes here to drink mai tai's after he finishes his -game. There is a lawn chair made of bamboo resting here. You can go to the -Howells hut, or hit the course. -~ -0 0 2 -D1 -~ -~ -1 -1 32141 -D2 -~ -~ -0 0 32143 -D3 -~ -~ -0 0 32152 -S -#32143 -First Tee~ -You stand at the tee off point for the first hole of Mr. Howells golf -course. The island is too small for a real course, but he has a 3 hole pitch -and putt course to pass his time. -~ -0 0 3 -D0 -~ -~ -0 0 32142 -D2 -~ -~ -0 0 32155 -D3 -~ -~ -0 0 32144 -S -#32144 -Second Tee~ -You are on the green (so called) of the first hole. The tee for the second -hole is right here too. The second hole looks like it is about 90 yards long. -Good thing you only have a nine iron. -~ -0 0 2 -D1 -~ -~ -0 0 32143 -D3 -~ -~ -0 0 32145 -S -#32145 -Third Tee~ -You have reached the third tee, and you are shooting well above par. This -course is tougher than it looks. To the north is the tee for the third and -final hole. -~ -0 0 2 -D0 -~ -~ -0 0 32152 -D1 -~ -~ -0 0 32144 -S -#32152 -Last Hole~ -THis hole is a good 100 yards, and ends up at the 19th hole. After this -long day, I bet you could use a drink. To your west is a STEEP decline, about -200 feet down, to the ocean. You can go back to the second hole and take a -mulligan, or head east to the 19th hole. -~ -0 0 2 -D1 -~ -~ -0 0 32142 -D2 -~ -~ -0 0 32145 -S -#32153 -Up the Tree~ -You are approximately half way up this large palm tree. Those better be -good coconuts. As you look around, you can see almost the whole island from -here. -~ -0 0 5 -D4 -~ -~ -0 0 32154 -D5 -~ -~ -0 0 32136 -S -#32154 -The Top of the Tree~ -You have reached the top of the tree. From here you can see for miles! -The whole island is pretty small, probably only 1 mile square. You can see -the huts to your south and the top of the bluffs to the west. -~ -0 0 2 -D5 -~ -~ -0 0 32153 -S -#32155 -Path~ -You are on a seldom used path through the jungle. To the north you see -a large golf ball? You are surrounded by palm and bamboo trees and hope that -you don't run into any more natives. -~ -0 0 2 -D0 -~ -~ -0 0 32143 -D2 -~ -~ -0 0 32105 -S -#32156 -West Side~ -You are in the west side of the clearing for the huts. You can smell -money, and notice the Howells hut to the north. The rest of the so called -town lies to the east. The west and south is blocked by heavy vegetation. -~ -0 0 2 -D0 -~ -Door -~ -0 0 32141 -D1 -~ -~ -0 0 32139 -S -#0 - - -#RESETS -* -M 1 32101 1 32138 -E 1 32100 1 6 -E 1 32101 1 5 -G 1 32134 0 -M 1 32102 1 32102 -E 1 32102 1 16 -M 1 32103 1 32127 -E 1 32103 1 6 -M 1 32104 1 32142 -E 1 32106 1 6 -E 1 32107 1 17 avant c'etait 13418 -M 1 32105 1 32141 -E 1 32108 1 3 -E 1 32107 1 17 avant c'etait 13418 -M 1 32106 1 32129 -E 1 32104 1 7 -M 1 32107 1 32126 -E 1 32105 1 5 -M 1 32108 1 32103 -E 1 32133 1 3 -M 1 32109 1 32103 -E 1 32130 1 16 -E 1 32131 1 4 -M 1 32110 1 32131 -E 1 32111 1 4 -M 1 32111 3 32105 -E 1 32114 1 7 -E 1 32115 1 16 -M 1 32112 1 32108 -E 1 32116 1 6 -E 1 32117 1 16 -E 1 32118 1 3 -M 1 32113 1 32112 -E 1 32109 1 17 -E 1 32110 1 4 -M 1 32114 2 32122 -E 1 32122 1 8 -M 1 32115 4 32107 -E 1 32126 1 6 -M 1 32116 1 32114 -E 1 32123 1 17 -M 1 32117 1 32113 -E 1 32124 1 17 -M 1 32118 1 32134 -E 1 32120 1 13 -M 1 32119 1 32134 -E 1 32119 1 14 -M 1 32120 1 32145 -E 1 32121 1 6 -M 1 32121 4 32123 -E 1 32113 1 17 -M 1 32122 1 32154 -E 1 32112 2 17 -M 1 32123 1 32126 -E 1 32132 1 17 -M 1 32124 1 32135 -E 1 32127 1 7 -M 1 32125 1 32156 -E 1 32128 1 16 -E 1 32129 1 6 -M 1 32126 1 32113 -E 1 32125 1 5 -* -D 1 32138 3 2 ; The Cave Lock West -S - - -#$ diff --git a/data/realm/areas_merc/green.are b/data/realm/areas_merc/green.are deleted file mode 100644 index c284d94..0000000 --- a/data/realm/areas_merc/green.are +++ /dev/null @@ -1,1160 +0,0 @@ -#AREA { 1 5} Yaegar Village Green~ - - -#MOBILES -#3725 -brigand~ -a brigand~ -A brigand snarls at your intrusion and attacks! -~ -This bridgand is infuriated at your intrusion into his home! -~ -32 0 -400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3726 -serf~ -a male serf~ -A serf stoops under a load of animal feed. -~ -What a yucky, irritating little peasant. Waste 'im :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3727 -serf~ -a female serf~ -A serf sighs as she hefts a yoke with two pails of water across her back. -~ -What a yucky, irritating little peasant. Waste 'er :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3728 -sheep~ -a sheep~ -A sheep stands here, waiting to be fed. -~ -Baa! Baa! Baa! Baa! Baa! Baa! - - - - - - - - -Baa-Baa! -~ -4|128 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3729 -knight~ -a brash young knight~ -A brash young knight looks for some peasants to bully. -~ -This arrogant chump is a right tosser. Get rid of him. -~ -128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3730 -pig ~ -a pig~ -A pig noisily slurps up some watery gruel. -~ -*>OINK!<* - -Hey! That looks like the same gruel they make you eat in the school! Oh... -~ -4 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3731 -cow~ -a scrawny cow~ -A scrawny cow with withered teats gazes dully at you. -~ -MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - -This cow sure looks underfed. -~ -1 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3732 -bat~ -a giant bat~ -A giant bat screeches in your face and attacks! -~ -This bat sure looks mean. It has been eating the peasants' chickens. WHOLE. -~ -32 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3733 -piercer~ -a piercer~ -A piercer hangs from the ceiling here. -~ -These nasties are sentient predators that resemble stalactites, and drop -down on unwitting passers-by. -~ -4|32 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3734 -mule~ -a mule~ -A sturdy mule is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3735 -dungbeetle beetle~ -a dungbeetle~ -A sturdy dungbeelte is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -15 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3736 -frog~ -a giant frog~ -A giant frog is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3737 -war horse~ -a war horse~ -A sturdy war horse is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -25 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3738 -moth~ -a giant moth~ -A sturdy giant moth is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 524288 0 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3739 -unicorn~ -a unicorn~ -A sturdy unicorn is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3740 -triceratops tops~ -a triceratops~ -A sturdy triceratops you can call "tops" is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3741 -sandworm worm~ -a sandworm~ -A sturdy sandworm imported from Arrakis is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -55 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3742 -elephant~ -an elephant~ -A sturdy elephant is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3743 -pegasus~ -a pegasus~ -A sturdy pegasus is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 524288 0 S -15 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3744 -hamster~ -a hamster~ -A sturdy hamster is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3745 -riding lizard~ -a riding lizard~ -A sturdy riding lizard from Menzoberranzan is here. -~ -This mount is strong, dependable and has lots of endurance. -~ -2|256|131072 0 0 S -25 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#3746 -stablehand boy~ -a stablehand~ -A stablehand rushes about here. -~ -He's too busy to talk. -~ -2|64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#3747 -stablemaster master~ -a stablemaster~ -A stablemaster draws deeply on his pipe. -~ -"Well, you want a mount? I have critters from all round the world, here for -your buying pleasure. Unicorns from the forest of Malathar, Sandworms from -the planet of Arrakis, Elephants from the deepest, darkest forests of Africa, -War Horses from the plains of Rohan, plus many others." -Type LIST to see what else he sells. -~ -2|64 128 500 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#0 -#OBJECTS -#3725 -portal~ -a shimmering portal~ -A shimmering portal to Dwarven Daycare drifts past.~ -~ -33 32768 0 -6601 0 0 0 -1 0 0 -#3726 -portal~ -a shimmering portal~ -A shimmering portal to the Bad Neighborhood drifts past.~ -~ -33 32768 0 -2160 0 0 0 -1 0 0 -#3728 -portal~ -a shimmering portal~ -A shimmering portal to the circus drifts past.~ -~ -33 32768 0 -4405 0 0 0 -1 0 0 -#3729 -portal~ -a shimmering portal~ -A shimmering portal to the graveyard floats past.~ -~ -33 32768 0 -3619 0 0 0 -1 0 0 -#3730 -portal~ -a shimmering portal~ -A shimmering portal to the gnome village floats past.~ -~ -33 32768 0 -1509 0 0 0 -1 0 0 -#3731 -portal~ -a shimmering portal~ -A shimmering portal to the temple of Anon drifts past.~ -~ -33 32768 0 -31001 0 0 0 -1 0 0 -#3732 -portal~ -a weird portal~ -A rather unusual portal to Ren and Stimpy's Area is here.~ -~ -33 32768 0 -14638 0 0 0 -1 0 0 -#0 -#ROOMS -#3725 -Southwest Corner of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3730 -D1 -~ -~ -0 -1 3726 -S -#3726 -Southern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3731 -D1 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3725 -S -#3727 -Southern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3732 -D1 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3726 -S -#3728 -Southern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3733 -D1 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3727 -S -#3729 -Southeast Corner of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3728 -S -#3730 -Western Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3735 -D1 -~ -~ -0 -1 3731 -D2 -~ -~ -0 -1 3725 -S -#3731 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. - -~ -0 0 1 -D0 -~ -~ -0 -1 3736 -D1 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3726 -D3 -~ -~ -0 -1 3730 -S -#3732 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3737 -D1 -~ -~ -0 -1 3733 -D2 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3731 -S -#3733 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3738 -D1 -~ -~ -0 -1 3734 -D2 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3732 -S -#3734 -Eastern Wall of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3733 -S -#3735 -Western Wall of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3740 -D1 -~ -~ -0 -1 3736 -D2 -~ -~ -0 -1 3730 -S -#3736 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3741 -D1 -~ -~ -0 -1 3737 -D2 -~ -~ -0 -1 3731 -D3 -~ -~ -0 -1 3735 -S -#3737 -Central Area of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. - -A drawbridge leading down here allows access to a dark, evil looking cave. -There is a sign you can look at nearby. -~ -0 0 1 -D0 -~ -~ -0 -1 3742 -D1 -~ -~ -0 -1 3738 -D2 -~ -~ -0 -1 3732 -D3 -~ -~ -0 -1 3736 -D5 -~ -~ -0 -1 3751 -E -sign~ -WARNING! The Cave below is unattended by knights or guards as such we can -make no guarantee of your safety. Aggressive creatures have been known to -inhabit this area. - ---The Management. -~ -S -#3738 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3743 -D1 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3733 -D3 -~ -~ -0 -1 3737 -S -#3739 -Eastern Wall of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3738 -S -#3740 -Western Wall of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3745 -D1 -~ -~ -0 -1 3741 -D2 -~ -~ -0 -1 3735 -S -#3741 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3746 -D1 -~ -~ -0 -1 3742 -D2 -~ -~ -0 -1 3736 -D3 -~ -~ -0 -1 3740 -S -#3742 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3747 -D1 -~ -~ -0 -1 3743 -D2 -~ -~ -0 -1 3737 -D3 -~ -~ -0 -1 3741 -S -#3743 -The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3748 -D1 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3738 -D3 -~ -~ -0 -1 3742 -S -#3744 -Eastern Wall of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D0 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3739 -D3 -~ -~ -0 -1 3743 -S -#3745 -Northwestern Corner of The Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D1 -~ -~ -0 -1 3746 -D2 -~ -~ -0 -1 3740 -S -#3746 -Northern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D1 -~ -~ -0 -1 3747 -D2 -~ -~ -0 -1 3741 -D3 -~ -~ -0 -1 3745 -S -#3747 -Northern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D1 -~ -~ -0 -1 3748 -D2 -~ -~ -0 -1 3742 -D3 -~ -~ -0 -1 3746 -E -.trigr_bounce_below~ -1 -~ -S -#3748 -Northern Wall of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D1 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3743 -D3 -~ -~ -0 -1 3747 -S -#3749 -Northeastern Corner of the Village Green~ -This is the Common Ground belonging to the village upon which all serfs -are permitted to graze their meager livestock. Occasionally, bullying knights -from the castle or roving brigands will stop by to make the peasants' lives -even more miserable than they already are. -~ -0 0 1 -D2 -~ -~ -0 -1 3744 -D3 -~ -~ -0 -1 3748 -S -#3750 -The Top of the Hayrick~ -Whew! That was close! They almost got you that time! As you pause to catch -your breath, you see a shimmering portal open up above you, through which -you may ascend to the Temple of Anon. -~ -0 4|1024 0 -S -#3751 -In the Caves~ -You have entered the dim, dark caves that lie below the Village Green. 'Tis -said that brigands live here, along with darker, more sinister creatures... -Be on your guard and be not afraid to flee! -~ -0 4|1024 0 -D0 -~ -~ -0 -1 3753 -D1 -~ -~ -0 -1 3756 -D2 -~ -~ -0 -1 3758 -D3 -~ -~ -0 -1 3755 -D4 -~ -~ -0 -1 3737 -S -#3752 -Northwestern Corner of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3753 -D2 -~ -~ -0 -1 3755 -S -#3753 -Northern Wall of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3751 -D3 -~ -~ -0 -1 3752 -S -#3754 -Northeastern Corner of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D2 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3753 -S -#3755 -Western Wall of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3752 -D1 -~ -~ -0 -1 3751 -D2 -~ -~ -0 -1 3757 -S -#3756 -Eastern Wall of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3751 -S -#3757 -Southwestern Corner of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3755 -D1 -~ -~ -0 -1 3758 -S -#3758 -Southern Wall of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1|8 0 -D0 -~ -~ -0 -1 3751 -D1 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3757 -S -#3759 -Eastern Wall of the Caves~ -You step carefully through the rubble and debris that covers the floor, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3758 -S -#3760 -The Stables~ -You have entered the stables of the City of Anon. Bales of hay lie outside -large wooden pens, some of which are occupied by unusual-looking creatures. -Young stablehands rushes frantically to and fro, laying straw, sweeping and -carrying great pails of water. A stocky Stablemaster stands in the center of -the room, staring intently at you as he alternately draws on a corn cob pipe -and spits a black, viscuous substance onto the haystrewn floor. -~ -0 8|1024|4096 0 -D1 -~ -~ -0 -1 31074 -S -#3761 -Mount Storage~ -Bugger off -You shouldnt be here you know. - -~ -0 8 0 -S -#0 - - -#RESETS -* -O 1 3725 0 3725 LOADS PORTAL -O 1 3726 0 3728 -O 1 3728 0 3734 -O 1 3729 0 3737 -O 1 3730 0 3740 -O 1 3731 0 3744 -O 1 3732 0 3747 -* -M 1 3726 4 3729 VILLIENS -M 1 3727 4 3732 -M 1 3728 4 3735 SHEEP -M 1 3729 2 3738 KNIGHTS -M 1 3730 5 3741 PIGS -M 1 3731 5 3744 COWS -M 1 3729 1 3747 KNIGHTS -M 1 3725 2 3752 BRIGANDS -M 1 3732 2 3755 BATS -M 1 3733 2 3758 PIERCERS -* -M 1 3746 1 3760 -M 1 3747 1 3760 -M 1 3734 1 3761 -M 1 3735 1 3761 -M 1 3736 1 3761 -M 1 3737 1 3761 -M 1 3738 1 3761 -M 1 3739 1 3761 -M 1 3740 1 3761 -M 1 3741 1 3761 -M 1 3742 1 3761 -M 1 3743 1 3761 -M 1 3744 1 3761 -M 1 3745 1 3761 -S -#SHOPS -3747 0 0 0 0 0 100 100 0 23 -0 - - -#TRIGGERS -R 3747 trigr_bounce -S - -#$ diff --git a/data/realm/areas_merc/gtown.are b/data/realm/areas_merc/gtown.are deleted file mode 100644 index c3fa930..0000000 --- a/data/realm/areas_merc/gtown.are +++ /dev/null @@ -1,2837 +0,0 @@ -#AREA {45 65} Yaegar Ghost Town~ - - -#HELPS -0 'GHOST TOWN'~ -This is purely a simple hack-n-slash area with the interesting added feature -that you can't recall... You have to fight your way through the many powerful -high level undead that populate this place. To a good mudder its heaven. To -someone who flees when fighting the children in Mud School, its probably gonna -be considered impossible. Either way, have fun. - -- Yaegar Dec 1995 - -~ - -0 $~ - - -#MOBILES -#8100 -spectre~ -a spectre~ -A Spectre screams at you and attacks! -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -32|64 8|32|128|524288 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8101 -wraith~ -a wraith~ -A Wraith strides silently toward you, death in its glowing red eyes. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -32|64 8|32|128|512|524288 -1000 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8102 -wight~ -a wight~ -A ghastly wight, still clad in the armor it wore in life, strikes at you. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -32|64 8|32|128|512 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8103 -ghost~ -a ghost~ -The ghost of some long-dead adventurer howls maniacally at you. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -32|64 8|32|128|524288|1048576 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8104 -vampire~ -a vampire~ -An evil vampire rises from the sarcophagus, bares its fangs and attacks! -~ -The Evil Baron and his two brothers were vampires imprisoned here by Xanan -centuries ago, who had not the power to slay them utterly, and now thanks -to your disturbance they have risen again! -~ -2|32|64|4096 8|32|128|512|8192 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8105 -lich~ -a lich~ -An insane Lich cackles hideously and unleashes a volley of spells. -~ -This powerful Undead is actually Xantharus' former master, whom he betrayed -and slew. But he underestimated his master's power, and now he as returned -as a Lich, seeking revenge! -~ -2|32|64|4096 8|32|128|524288 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8106 -demon~ -a lesser demon~ -A Lesser Demon slobbers, drools and cackles insanely! -~ -This grotesque is a minion of the lower planes drawn here by the intense -concentration of negative material energy. -~ -32|64|128 8|32|128|512 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8107 -spirit revenant~ -a revenant~ -The spirit of a mortal horribly wronged has returned as a Revenant. -~ -This poor soul was once a powerful, good priest of Soleil who was betrayed -by agents of the evil Gomez and tortured and slain by them. His spirit has -returned here, seeking out the long-dead fellows who slew him. He will -ignore all else in his quest, but will not hesitate to attack you if you -interfere. -~ -8|64|4096 8|32|128|512|8192 0 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8108 -spirit haunt~ -a haunt~ -The spirit of an adventurer slain here long ago is now bound here as a Haunt. -~ -This spirit was once a powerful warrior who, on a wager, entered Ghost Town. -He was quickly slain by the inhabitants, but such was his distress at his -death, his spirit remained behind to haunt the area where he met his end. -~ -2|8|64 8|32|128|524288|1048576 0 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8109 -crypt thing~ -a crypt thing~ -A Crypt Thing cackles evilly and taunts you. -~ -This fell creature will not attack you, despite its evil- it will merely -taunt you, though it will not hesitate to defend itself. -~ -2|8|64|4096 8|32|128|512|8192 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8110 -greater demon~ -a greater demon~ -A Greater demon spews forth fire and gas! -~ -This grotesque is a minion of the lower planes drawn here by the intense -concentration of negative material energy. -~ -2|32|64 8|32|128|512|8192|524288 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8111 -undead dragon~ -an undead dragon~ -An Undead Dragon belches forth poisonous fumes! -~ -This foul Dracolich is the undead spirit of a dragon that served Xantharus -so well in life that he animated it to continue serving him after its -death. -~ -2|32|64 8|32|128|512|524288 -1000 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8112 -undead monster~ -an undead monster~ -An undead monster shambles forth and attacks! -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -32|64 8|32 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8113 -giant rat~ -a giant rat~ -A GIANT Rat savagely charges you! -~ -When I say GIANT, I am talking ten feet high... -~ -4|32|64|128 8|32|65536 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8114 -giant spider~ -a giant spider~ -A GIANT Spider drops down on you! -~ -When I say GIANT, I am talking ten feet high... -~ -4|32|64|128 8|32|65536 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8115 -lurker above~ -a lurker above~ -A Lurker Above seeks to enfold and suffocate you! -~ -This foul abberration feeds on any and all that enter its lair- even the -corporeal undead avoid it... -~ -2|32|64|128 512|524288 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8116 -succubus~ -a succubus~ -A beautiful female smiles charmingly at you, revealing sharp fangs... -~ -OUCH! Its a Succubus. She will charm you, then waste you. FIGHT! -~ -2|8|64 8|32|128|512|524288 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#8117 -necromancer xantharus~ -Xantharus~ -A timid-looking Necromancer begs to be freed. -~ -This pathetic wretch is none other than Xantharus, the evil mage that brought -the Undead to this town, destroying it, before losing control of them. He -has fled here, in the hopes that they won't find him before he finds a way -to escape his terrible mistake. -~ -2|64|128|4096 1024 -400 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#8118 -rotting corpse~ -a rotting corpse~ -A Rotting Corpse staggers clumsily toward you. -~ -This thing and its fellows are what remains of the citizens of this once- -fine town, reduced to a horrid state of undeath. Slaying them would be the -best thing you could do for them... -~ -32|64 512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8119 -master~ -the master~ -The Master surveys his domain and laughs evilly. -~ -Little is known of this mysterious stranger who came here and took control -after the weak Xantharus lost control of his creations. He is a powerful, -diabolically evil mage, and will not hesitate to destroy you. -~ -2|8|32|64|128|4096 4|8|16|32|128|8192 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#8120 -shambling mound~ -a shambling mound~ -A Shambling Mound... well... shambles toward you. -~ -RUN! A twelve-foot high pile of garbage is attacking you! -~ -32|64 8192 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8121 -kampflut~ -a kampflut~ -A Kampflut attacks! -~ -This hideous, animated tree resembles an ancient oak with tentacle-like -branches and a huge toothed maw. Despite its nasty demeanour, it is not -evil- it is simply hungry. -~ -32|64 8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8122 -black pudding~ -a black pudding~ -A Black Pudding slowly rolls toward you. -~ -This huge black blob will dissolve weapons and armor it gets the chance, -then it will devour you! -~ -32|64 8192 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8123 -green slime~ -green slime~ -A patch of Green Slime drips on you, burning your skin! -~ -Green Slime can dissolve even metal, so imagine what it would do to your -skin... -~ -2|32|64 0 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8124 -gray ooze~ -a gray ooze~ -A pile of gray liquid oozes toward you. -~ -"Oh," I hear you say. "How threatening". Well, just you wait! -~ -32|64 128|512|8192 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8125 -animated tree~ -an animated tree~ -An Animated Tree bashes you with its branches. -~ -This tree is bad and evil- it is an anti-treant :) -~ -32|64 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8126 -tree spirit~ -a tree spirit~ -A Tree Spirit offers you shelter in this place of evil. -~ -This spirit is the only good creature in this place. She can guard you -while you rest, and perhaps heal your wounds if you pay her enough... -~ -2|8|64|2048 2|4|8|32|128|512|8192 400 S -65 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#8127 -death knight~ -a death knight~ -A Death Knight salutes you then attacks! -~ -This is the spirit of a Paladin corrupted by the evil of the Master, doomed -to an eternity as an undead servant. Clad in ornate, ancient armor and -wielding a shiny silver sword, he would look as he did in life save for his -rotting face... -~ -2|8|32|64 8|32|128|512 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8128 -nightmare~ -a nightmare~ -A Nightmare, loyal steed of the denizens of the Lower Planes, rests here. -~ -This black, winged equine hell-steed waits patiently for its master to finish -its business here before bearing it to its next destination. -~ -2|64 32|512|524288 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8129 -retriever~ -a retriever~ -A retriever rears on four of its legs and strikes. -~ -This demonic steed resembles a huge spider with razor sharp blades for legs -and glowing gems for eyes. -~ -2|32|64 8|32|128|512 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8130 -cambion scout~ -a cambion scout~ -A Cambion Scout eyes you cautiously. -~ -This half-man, half-demon creature is a scout for Orcus, Prince of the -Undead. He is here on a covert mission, and thus will avoid trouble if at -all possible. He is attempting to ascertain the degree of power of the -master, and inform his master if the strange man poses a significant threat -to his domination of all things Undead. -~ -4|8|64|128 8|16|32|128|512|65536 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#8131 -orcus~ -Orcus~ -Orcus, Prince of the Undead, glowers menacingly at you. -~ -Whoa. You are standing before Orcus. He resembles a bloated man twenty -feet tall with a bull's nose and eyes, and goat's horns and hooves. He -grips a rod with a goat's head in one hoof, and glares suspiciously at you. -He is not really meant to be here, and thus will avoid attracting attention -of the powers of the Prime Material Plane by avoiding combat. -~ -2|8|64|128 2|4|8|16|32|128|512|8192 -1000 S -65 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8132 -water weird~ -a water weird~ -A Water Weird lunges at you! -~ -This watery snake resides in the well, which it will fight to defend. -~ -2|32|64 128|8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8133 -giant spider~ -a giant spider~ -A GIANT Spider drops down on you! -~ -When I say GIANT, I am talking ten feet high... -~ -2|4|32|64|128 8|32|65536 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#8134 -baron vampire~ -a baron vampire~ -The Baron vampire rises from the sarcophagus, bares its fangs and attacks! -~ -The Evil Baron and his two brothers were vampires imprisoned here by Xanan -centuries ago, who had not the power to slay them utterly, and now thanks -to your disturbance they have risen again! -~ -2|32|64|4096 8|32|128|512|8192 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#8100 -rod orcus~ -the Rod of Orcus~ -The Rod of Orcus glows evilly here. -~ -~ -4 2|16|64|128 1|16384 -60 100 100 29 -500 0 0 -A -1 2 -A -2 2 -A -3 2 -A -4 2 -A -5 2 -A -12 250 -A -17 -50 -A -18 25 -A -19 25 -A -23 -10 -A -24 -10 -#8101 -hand vecna~ -the Hand of Vecna~ -The Hand of Vecna lies here. -~ -~ -9 16|128|512|4096|65536 1|128 -0 0 0 0 -5 0 0 -A -2 3 -A -3 3 -A -12 100 -A -18 3 -A -19 3 -A -24 -3 -A -25 -5 -#8102 -eye vecna~ -the Eye of Vecna~ -The Eye of Vecna glows evilly here. -~ -~ -9 1|16|512|4096 1|16 -0 0 0 0 -1 0 0 -A -3 3 -A -4 3 -A -12 50 -A -25 -5 -#8103 -sword kas~ -the Sword of Kas~ -The Sword of Kas beckons to you! -~ -~ -5 2|16|64|512|4096 1|8192 -0 0 0 11 -20 0 0 -A -17 20 -A -18 25 -A -19 25 -#8104 -circlet~ -a circlet~ -A Circlet lies here, gathering dust. -~ -~ -9 64|4096 1|16 -0 0 0 0 -25 0 0 -A -3 -3 -A -4 -3 -#8105 -hoard~ -a treasure hoard~ -A treasure hoard is scattered here. -~ -~ -8 0 1|16384 -0 0 0 0 -150 0 0 -#8106 -chest~ -a chest~ -A chest sits here. -~ -~ -15 0 1 -150 8 8120 0 -100 0 0 -#8107 -robes flesh~ -robes of Flesh~ -Robes made of human flesh are piled here. -~ -~ -9 16|512 1|1024 -0 0 0 0 -25 0 0 -A -12 150 -A -13 25 -A -24 -3 -A -25 -2 -#8108 -rod bone~ -a Rod of Bone~ -A Rod fashioned from a human femur lies here. -~ -~ -5 16|512 1|8192 -0 0 0 8 -25 0 0 -A -12 15 -A -17 -10 -A -18 4 -A -19 4 -#8109 -bones~ -a pile of bones~ -A pile of bones lies here. -~ -~ -13 0 1 -0 0 0 0 -50 0 0 -#8110 -gem~ -a Power Gem~ -A Mana Power Gem pulses strongly here. -~ -~ -4 1|64 1|16384 -50 20 20 36 -10 0 0 -A -12 50 -#8111 -cloak~ -a black cloak~ -A black cloak is piled here. -~ -~ -9 0 1|1024 -0 0 0 0 -10 0 0 -#8112 -sword~ -(Diabolical) a Dark Sword~ -A Dark Sword hums evilly here. -~ -~ -5 2|4|16|512 1|8192 -0 0 0 0 -35 0 0 -A -1 1 -A -5 1 -A -17 -20 -A -18 2 -A -19 4 -#8113 -armor~ -a Suit of Dark Armor~ -A Suit of Dark Armor lies here. -~ -~ -9 4|16|512 1|8 -0 0 0 0 -25 0 0 -A -17 -10 -A -18 6 -A -19 6 -#8114 -helm~ -a Dark Helm~ -A Dark Helm seeks to possess you! -~ -~ -9 4|128|4096 1|16 -0 0 0 0 -75 0 0 -A -3 -3 -A -4 -3 -A -25 -3 -#8115 -jar~ -a jar~ -A glass jar sits here. -~ -~ -15 0 1|16384 -25 1 0 0 -10 0 0 -#8116 -poison~ -some poison~ -Some poison lies here. -~ -~ -19 0 1 -1 0 0 1 -1 0 0 -#8117 -unholy symbol~ -an Unholy Symbol~ -The Unholy Symbol of some priest devoted to evil lies here. -~ -~ -1 16|512 1 -0 0 -1 0 -5 0 0 -A -2 3 -A -25 -2 -#8118 -holy symbol~ -a holy Symbol~ -The Holy Symbol of some priest devoted to good lies here. -~ -~ -1 1|1024 1 -0 0 -1 0 -5 0 0 -A -5 3 -A -25 -2 -#8119 -corpse~ -a corpse~ -The corpse of some unfortunate adventurer is lying here. -~ -~ -13 0 1 -0 0 0 0 -75 0 0 -#8120 -key~ -a key~ -A black key is here. -~ -~ -18 2 1|16384 -0 0 0 0 -5 0 0 -#8121 -jar blood~ -a jar of human blood~ -A jar of human blood sits here. -~ -~ -10 2|16|512 1|16384 -50 33 68 17 -5 0 0 -#8122 -portal~ -a shimmering portal~ -A shimmering portal rests here.~ -~ -33 1 0 -10412 0 0 0 -1 0 0 -#0 - - -#ROOMS -#8100 -A Dusty Trail~ -You are heading along a dusty trail that runs toward the town ahead. There -is a horrid stench detectable even here. You see a sign up ahead. -~ -0 4 2 -D0 -~ -~ -0 -1 8101 -D2 -~ -~ -0 -1 9584 -E -sign~ -W E L C O M E T O G H O S T T O W N - - Population : 0 - ---- This area brought to you by Yaegar on behalf of AnonyMud --- - -~ -S -#8101 -The Town~ -You have reached the Ghost Town, a place rumored to be inhabited by the -most ghastly of undead, as well as their fell minions. Should you proceed, -you may find yourself unable to return home by conventional means, and -instead have to travel through until you find another means of escape. Your -choice. -~ -0 4 1 -D0 -~ -~ -0 -1 8102 -D2 -~ -~ -0 -1 8100 -S -#8102 -The Main Street~ -Stepping onto this street, you immediately feel a wave of fear and dread -wash over you. Shaking, you collect yourself and prepare to advance into -this literally god-forsaken area. Houses line the street to the left and -right. Up ahead lies a small town square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8106 -D1 -~ -~ -1 0 8104 -D3 -~ -~ -1 0 8103 -S -#8103 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D1 -~ -~ -1 0 8102 -S -#8104 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D3 -~ -~ -1 0 8102 -S -#8105 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8108 -D1 -~ -~ -0 -1 8106 -S -#8106 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8109 -D1 -~ -~ -0 -1 8107 -D2 -~ -~ -0 -1 8102 -D3 -~ -~ -0 -1 8105 -S -#8107 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8110 -D3 -~ -~ -0 -1 8106 -S -#8108 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8111 -D1 -~ -~ -0 -1 8109 -D2 -~ -~ -0 -1 8105 -D3 -~ -~ -0 -1 8114 -S -#8109 -The Well in the Town Square~ -You are standing in the middle of the town square, at the well. Paths stretch -past houses and shops in every direction. There must still be some water in -the well, as a small amount of grass has managed to grow around it. -~ -0 8192 1 -D0 -~ -~ -0 -1 8112 -D1 -~ -~ -0 -1 8110 -D2 -~ -~ -0 -1 8106 -D3 -~ -~ -0 -1 8108 -S -#8110 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8113 -D1 -~ -~ -0 -1 8124 -D2 -~ -~ -0 -1 8107 -D3 -~ -~ -0 -1 8109 -S -#8111 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D1 -~ -~ -0 -1 8112 -D2 -~ -~ -0 -1 8108 -S -#8112 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8134 -D1 -~ -~ -0 -1 8113 -D2 -~ -~ -0 -1 8109 -D3 -~ -~ -0 -1 8111 -S -#8113 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D2 -~ -~ -0 -1 8110 -D3 -~ -~ -0 -1 8112 -S -#8114 -A Side Street~ -You are advancing along a side street that runs west away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8115 -D1 -~ -~ -0 -1 8108 -D2 -~ -~ -1 0 8116 -D3 -~ -~ -0 -1 8117 -S -#8115 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8114 -S -#8116 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8114 -S -#8117 -A Side Street~ -You are advancing along a side street that runs west away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8118 -D1 -~ -~ -0 -1 8114 -D2 -~ -~ -1 0 8119 -D3 -~ -~ -0 -1 8120 -S -#8118 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8117 -S -#8119 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8117 -S -#8120 -A Side Street~ -You have reached the end of a side street that runs west away from the Town -Square. Houses lie to the north, west and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8121 -D1 -~ -~ -0 -1 8117 -D2 -~ -~ -1 0 8122 -D3 -~ -~ -1 0 8123 -S -#8121 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8120 -S -#8122 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8120 -S -#8123 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D1 -~ -~ -1 0 8120 -S -#8124 -A Side Street~ -You are advancing along a side street that runs east away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8125 -D1 -~ -~ -0 -1 8127 -D2 -~ -~ -1 0 8126 -D3 -~ -~ -0 -1 8110 -S -#8125 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8124 -S -#8126 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8124 -S -#8127 -A Side Street~ -You are advancing along a side street that runs east away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8128 -D1 -~ -~ -0 -1 8130 -D2 -~ -~ -1 0 8129 -D3 -~ -~ -0 -1 8124 -S -#8128 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8127 -S -#8129 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8127 -S -#8130 -A Side Street~ -You have reached the end of a side street that runs east away from the Town -Square. Houses lie to the north, east and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8131 -D1 -~ -~ -1 0 8133 -D2 -~ -~ -1 0 8132 -D3 -~ -~ -0 -1 8127 -S -#8131 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D2 -~ -~ -1 0 8130 -S -#8132 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D0 -~ -~ -1 0 8130 -S -#8133 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D3 -~ -~ -1 0 8130 -S -#8134 -Main Street~ -You are heading along Main Street, which heads south to the Town Square and -North toward an intersection. Houses line the street. -~ -0 8192 1 -D0 -~ -~ -0 -1 8137 -D1 -~ -~ -1 0 8136 -D2 -~ -~ -0 -1 8112 -D3 -~ -~ -1 0 8135 -S -#8135 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D1 -~ -~ -1 0 8134 -S -#8136 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8|8192 0 -D3 -~ -~ -1 0 8134 -S -#8137 -An Intersection~ -You are standing at an intersection devoid of houses. A park looms to the -northwest of here, while the former residences of the Mayor lie directly -west. You aren't sure where the northern path goes, as that area is -enshrouded in dark fog... -~ -0 8192 1 -D0 -~ -~ -0 -1 8155 -D2 -~ -~ -0 -1 8134 -D3 -~ -~ -0 -1 8138 -S -#8138 -The Road to the Mayor's House~ -This road was at one time spacious and beautiful, but is now cluttered with -debris and overgrown with tough, gray weeds that have sprouted through the -carefully-laid cobblestones. There are junctions to the east and west of -here. -~ -0 8192 1 -D1 -~ -~ -0 -1 8137 -D3 -~ -~ -0 -1 8139 -S -#8139 -A Junction~ -At this point, a dirt track runs north toward a dismal-looking garden that -once flourished with the most beautiful flora on the continent, but is now -home to the same sickly-gray weeds that sprout through the footpath, as well -as some very tall, sinister-looking trees. -~ -0 8192 1 -D0 -~ -~ -0 -1 8171 -D1 -~ -~ -0 -1 8138 -D3 -~ -~ -0 -1 8140 -S -#8140 -Outside the Mayor's House~ -The path ends at a decrepit manse that once served as home for the Mayor -of this town. Since the incursion of the undead, it has fallen into -disrepair, though not to the state that the other dwellings have, leading -you to suspect that perhaps someone (or thing) important now resides here... -~ -0 8192 1 -D1 -~ -~ -0 -1 8139 -D3 -~ -~ -1 0 8141 -S -#8141 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. To the west lies -a crooked stairway that leads up to the next level. Doors lie to the north and -south of here. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8143 -D1 -~ -~ -1 0 8140 -D2 -~ -~ -1 0 8142 -D3 -~ -~ -0 -1 8144 -S -#8142 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8141 -S -#8143 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 8141 -S -#8144 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. To the west lies -a crooked stairway that leads up to the next level. Doors lie to the north and -south of here. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8146 -D1 -~ -~ -0 0 8141 -D2 -~ -~ -1 0 8145 -D3 -~ -~ -0 -1 8147 -S -#8145 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8144 -S -#8146 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 8144 -S -#8147 -The Stairway~ -This crooked staircase looks very unstable, and this, coupled with the -dreadful stench emanating from upstairs, makes you reluctant to proceed... -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 8144 -D4 -~ -~ -0 -1 8148 -S -#8148 -The Stairway~ -At the top of the stairs you pause to catch your breath, and are immediately -sorry as horrid-smelling air fills your lungs. Coughing, you fight to -breathe, and steel yourself to continue. -~ -0 1|8|8192 0 -D1 -~ -~ -0 -1 8149 -D5 -~ -~ -0 -1 8147 -S -#8149 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. Doors lie to the north -and south of here. The hall ends at an impressive portal to the east. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8150 -D1 -~ -~ -1 0 8152 -D2 -~ -~ -1 0 8151 -D3 -~ -~ -0 -1 8148 -S -#8150 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 8149 -S -#8151 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8149 -S -#8152 -The Mayor's Study~ -As you enter this room, you are amazed to notice a complete absence of the -stench you detected earlier. In addition, you are further amazed to notice -the surprisingly good condition of this study, a comfortable den lined with -shelves full of ancient texts. A large oak desk dominates the room, and -behind this sits a plush leather chair. Wonder whose domain this is...? -~ -0 8|8192 0 -D0 -~ -~ -1 0 8153 -D2 -~ -~ -1 0 8154 -D3 -~ -~ -1 0 8149 -S -#8153 -A Bedroom~ -In this room lies an ornately-carved four poster bed with satin sheets. -Opposite it lies a comfortable divan, upon which the maidens of the master -of this domain usually recline. A painting on one wall catches your eye. -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 8152 -E -painting~ -It is a painting of one Count Philippe Gaspar duGascoigne, a handsome but -evil-looking gentleman of middle years. -~ -S -#8154 -A Bedroom~ -This bedroom is as ruinous as its northern counterpart was lavish, as -decayed and despoiled as it was well-presented and comfortable. The furniture, -while obviously once fine, is now ruined beyond repair. Blood stains coat -the walls, and a corpse hangs by a rope from the chandelier in the center -of the room. Whoever lives here must have a disagreeable personality to say -the very least... -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 8152 -S -#8155 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1|8192 1 -D1 -~ -~ -0 -1 8156 -D2 -~ -~ -0 -1 8137 -S -#8156 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8159 -D2 -~ -~ -0 -1 8157 -D3 -~ -~ -0 -1 8155 -S -#8157 -A Small House~ -The mist clears suddenly, and you find yourself standing outside a rather -creepy little stone dwelling, with no windows, but a stout oak door -directly to the east. -~ -0 8192 1 -D0 -~ -~ -0 -1 8156 -D1 -~ -~ -1 0 8158 -S -#8158 -Temporary Residence of a Demon~ -OH NO! - -You have inadvertently stumbled upon the temporary Prime Material Plane lair -of ORCUS! If he isn't here, leave quickly. If he is... - -There is a shimmering portal to his home dimension to the east. -~ -0 8|8192 0 -D3 -~ -~ -1 0 8157 -S -#8159 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8163 -D1 -~ -~ -0 -1 8160 -D2 -~ -~ -0 -1 8156 -S -#8160 -A Clearing~ -You have reached an area devoid of mist, the front yard of a ruined cottage -whose door lies to the east. Peering through the windows, you imagine you -can see shapes moving about. -~ -0 8192 1 -D1 -~ -~ -1 0 8161 -D3 -~ -~ -0 -1 8159 -S -#8161 -The Interior of the Cottage~ -This cottage is, as all the other residences of this place, a ruined mess. -Broken furniture and decaying corpses litter the floor. To the east, you -can see a staircase leading down. -~ -0 1|8192 0 -D1 -~ -~ -0 -1 8162 -D3 -~ -~ -1 0 8160 -S -#8162 -A Staircase~ -This staircase is an ancient stone structure that looks far older than the -other structures in the village. You peer down in an attempt to ascertain -what may below, but can see only darkness. -~ -0 1|4|8192 0 -D3 -~ -~ -0 -1 8161 -D5 -~ -~ -0 -1 -1 -S -#8163 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8164 -D2 -~ -~ -0 -1 8159 -S -#8164 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8195 -D1 -~ -~ -0 -1 8165 -D2 -~ -~ -0 -1 8163 -S -#8165 -Outside The Crypt~ -The small stone building is actually a crypt, which is in good condition, -not surprising considering the nature of the current inhabitants of this -ghoulish town. A large iron door looms to the east, and you notice runes -inscribed into its surface in silver. -~ -0 4|8192 1 -D1 -~ -~ -1 0 8166 -D3 -~ -~ -0 -1 8164 -E -runes door~ -The runes on the door read- - - "Here is the final resting place of the Evil Baron Shereck, former - tyrant of the Barony of Palem, and his two foul brothers. Imprisoned - here by the powerful magic of Xanad, the ArchMage of Anon, their - rest may not be disturbed by their undead allies. Pray, whoever reads - this, do not breach this portal, for you will once again unleash their - undead madness upon the world." -~ -S -#8166 -Inside The Crypt~ -The interior of the crypt is dark, damp and cramped. It looks as though -no-one has been here in centuries. A layer of dust ankle-deep makes progress -difficult, as do the hanging cobwebs, with strands as thick as your wrist. -You hope you don't run into the spinner of these webs. -~ -0 1|128|8192 0 -D3 -~ -~ -1 0 8165 -D5 -~ -~ -0 -1 8167 -S -#8167 -The Crypt Proper~ -Three doors and a staircase allow escape from this area, and that is a -prominent urge you have right now as you glance about the hellish murals -on the walls, and the rotting corpses hanging in metal frames from the -arched ceiling. -~ -0 1|128|8192 0 -D0 -~ -~ -1 0 8168 -D1 -~ -~ -1 0 8170 -D2 -~ -~ -1 0 8169 -D4 -~ -~ -0 -1 8166 -S -#8168 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1|128|8192 0 -D2 -~ -~ -1 0 8167 -S -#8169 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1|128|8192 0 -D0 -~ -~ -1 0 8167 -S -#8170 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1|128|8192 0 -D3 -~ -~ -1 0 8167 -S -#8171 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth... -~ -0 8192 3 -D0 -~ -~ -0 -1 8172 -D2 -~ -~ -0 -1 8139 -S -#8172 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth. You suddenly curse as you nearly fall into a -small hole in the center of the path which was partially covered by a nest -of branches. -~ -0 4|8192 3 -D0 -~ -~ -0 -1 8173 -D2 -~ -~ -0 -1 8171 -D5 -~ -~ -0 -1 8174 -S -#8173 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth. The garden gates are directly ahead... Peering -through, you become reluctant to enter. It looks like a virtual maze... -~ -0 4|8192 3 -D0 -~ -~ -1 0 8177 -D2 -~ -~ -0 -1 8172 -S -#8174 -A Bolthole~ -Here the cowardly necromancer Xantharus lurks, terrified of the evil he -brought to his village. He would do anything to escape, but is currently -too petrified to leave his hole. -~ -0 1|8192 0 -D4 -~ -~ -0 -1 8172 -S -#8175 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8180 -D1 -~ -~ -0 -1 8176 -S -#8176 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8181 -D1 -~ -~ -0 -1 8177 -D3 -~ -~ -0 -1 8175 -S -#8177 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8182 -D1 -~ -~ -0 -1 8178 -D3 -~ -~ -0 -1 8176 -S -#8178 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8183 -D1 -~ -~ -0 -1 8179 -D3 -~ -~ -0 -1 8177 -S -#8179 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8184 -D3 -~ -~ -0 -1 8178 -S -#8180 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8185 -D1 -~ -~ -0 -1 8181 -D2 -~ -~ -0 -1 8175 -S -#8181 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8186 -D1 -~ -~ -0 -1 8182 -D2 -~ -~ -0 -1 8176 -D3 -~ -~ -0 -1 8180 -S -#8182 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8187 -D1 -~ -~ -0 -1 8183 -D2 -~ -~ -0 -1 8177 -D3 -~ -~ -0 -1 8181 -S -#8183 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8188 -D1 -~ -~ -0 -1 8184 -D2 -~ -~ -0 -1 8178 -D3 -~ -~ -0 -1 8182 -S -#8184 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8189 -D2 -~ -~ -0 -1 8179 -D3 -~ -~ -0 -1 8183 -S -#8185 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8190 -D1 -~ -~ -0 -1 8186 -D2 -~ -~ -0 -1 8180 -S -#8186 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8191 -D1 -~ -~ -0 -1 8187 -D2 -~ -~ -0 -1 8181 -D3 -~ -~ -0 -1 8185 -S -#8187 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8192 -D1 -~ -~ -0 -1 8188 -D2 -~ -~ -0 -1 8182 -D3 -~ -~ -0 -1 8186 -S -#8188 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8193 -D1 -~ -~ -0 -1 8189 -D2 -~ -~ -0 -1 8183 -D3 -~ -~ -0 -1 8187 -S -#8189 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D0 -~ -~ -0 -1 8194 -D2 -~ -~ -0 -1 8184 -D3 -~ -~ -0 -1 8188 -S -#8190 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D1 -~ -~ -0 -1 8191 -D2 -~ -~ -0 -1 8185 -S -#8191 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D1 -~ -~ -0 -1 8192 -D2 -~ -~ -0 -1 8186 -D3 -~ -~ -0 -1 8190 -S -#8192 -The Garden~ -You suddenly enter a brightly-lit glade full of towering oaks and fresh, -green grass. Here the powers of good have managed to create a foothold in -this realm of darkness, to aid those stranded or trapped here. You may rest -in peace (if you'll pardon the inappropriate euphemism) for as long as you -wish here. -~ -0 4|1024|8192 3 -D1 -~ -~ -0 -1 8193 -D2 -~ -~ -0 -1 8187 -D3 -~ -~ -0 -1 8191 -S -#8193 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D1 -~ -~ -0 -1 8194 -D2 -~ -~ -0 -1 8188 -D3 -~ -~ -0 -1 8192 -S -#8194 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1|8192 3 -D2 -~ -~ -0 -1 8189 -D3 -~ -~ -0 -1 8193 -S -#8195 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. A gaping hole looms out of the fog in the ground to the right. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8197 -D2 -~ -~ -0 -1 8164 -D5 -~ -~ -0 -1 8196 -S -#8196 -The Dragon's Lair~ -Dragons of all types, alive or undead, keep certain habits, and one of them -is how they decorate their lair. So when you enter and see treasure splashed -everywhere, along with a generous helping of blood and fried corpses, you are -at least 90% sure you have entered the lair of one... -~ -0 1|8192 0 -D4 -~ -~ -0 -1 8195 -S -#8197 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8198 -D2 -~ -~ -0 -1 8195 -S -#8198 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. You aren't sure, but you think you can see a dark tunnel up -ahead. -~ -0 1|8192 1 -D0 -~ -~ -0 -1 8199 -D2 -~ -~ -0 -1 8197 -S -#8199 -A Dark Tunnel~ -Can it be? YES! An escape route! From this tunnel emanates the sweet smell -of green grass and fresh air. You can clamber through and escape, though -the tunnel is so narrow you doubt you'd be able to return through it. -~ -0 1|4|8192 1 -D0 -~ -~ -0 -1 8812 -D2 -~ -~ -0 -1 8198 -S -#0 - - -#RESETS -* -O 1 8122 1 8158 -* -D 1 8102 1 1 -D 1 8102 3 1 -D 1 8103 1 1 -D 1 8104 3 1 -D 1 8114 0 1 -D 1 8114 2 1 -D 1 8115 2 1 -D 1 8116 0 1 -D 1 8117 0 1 -D 1 8117 2 1 -D 1 8118 2 1 -D 1 8119 0 1 -D 1 8120 0 1 -D 1 8120 2 1 -D 1 8120 3 1 -D 1 8121 2 1 -D 1 8122 0 1 -D 1 8123 1 1 -D 1 8124 0 1 -D 1 8124 2 1 -D 1 8125 2 1 -D 1 8126 0 1 -D 1 8127 0 1 -D 1 8127 2 1 -D 1 8128 2 1 -D 1 8129 0 1 -D 1 8130 0 1 -D 1 8130 2 1 -D 1 8130 1 1 -D 1 8131 2 1 -D 1 8132 0 1 -D 1 8133 3 1 -D 1 8134 1 1 -D 1 8134 3 1 -D 1 8135 1 1 -D 1 8136 3 1 -D 1 8140 3 1 -D 1 8141 0 1 -D 1 8141 1 1 -D 1 8141 2 1 -D 1 8142 0 1 -D 1 8143 2 1 -D 1 8144 0 1 -D 1 8144 2 1 -D 1 8145 0 1 -D 1 8146 2 1 -D 1 8149 0 1 -D 1 8149 1 1 -D 1 8149 2 1 -D 1 8150 2 1 -D 1 8151 0 1 -D 1 8152 0 1 -D 1 8152 2 1 -D 1 8152 3 1 -D 1 8153 2 1 -D 1 8154 0 1 -D 1 8157 1 1 -D 1 8158 3 1 -D 1 8160 1 1 -D 1 8161 3 1 -D 1 8165 1 1 -D 1 8166 3 1 -D 1 8167 0 1 -D 1 8167 1 1 -D 1 8167 2 1 -D 1 8168 2 1 -D 1 8169 0 1 -D 1 8170 3 1 -* -O 1 8109 0 8103 LOADS BONES -O 1 8109 0 8104 -O 1 8109 0 8115 LOADS BONES -O 1 8109 0 8116 -O 1 8109 0 8118 LOADS BONES -O 1 8109 0 8119 -O 1 8109 0 8121 LOADS BONES -O 1 8109 0 8122 -O 1 8109 0 8123 LOADS BONES -O 1 8109 0 8125 -O 1 8109 0 8126 LOADS BONES -O 1 8109 0 8128 -O 1 8109 0 8129 LOADS BONES -O 1 8109 0 8131 -O 1 8109 0 8132 LOADS BONES -O 1 8109 0 8133 -* -M 1 8102 1 8104 LOADS WIGHT -M 1 8102 1 8119 LOADS WIGHT -M 1 8102 1 8121 LOADS WIGHT -* -M 1 8132 1 8109 LOADS WIERD -* -M 1 8108 1 8131 LOADS HAUNT -O 1 8119 0 8131 LOADS CORPSE -* -M 1 8114 3 8115 LOADS GIANT SPIDERS -M 1 8113 3 8116 LOADS GIANT RATS -M 1 8114 3 8122 LOADS GIANT SPIDERS -M 1 8113 3 8118 LOADS GIANT RATS -M 1 8114 3 8129 LOADS GIANT SPIDERS -M 1 8113 3 8125 LOADS GIANT RATS -* -M 1 8106 2 8123 LOADS LESSER DEMONS -M 1 8106 2 8133 LOADS LESSER DEMONS -* -M 1 8101 2 8126 LOADS WRAITH -M 1 8101 2 8128 LOADS WRAITH -M 1 8101 2 8132 LOADS WRAITH -* -M 1 8118 8 8106 LOADS ANIMATED CORPSES -* -M 1 8112 8 8112 LOADS UNDEAD MONSTERS -* -M 1 8103 1 8134 LOADS GHOST -* -M 1 8100 1 8135 LOADS SPECTRE -M 1 8100 1 8136 LOADS SPECTRE -* -M 1 8130 1 8139 LOADS CAMBION SCOUT -E 1 8103 0 16 WIELDS SWORD OF KAS -E 1 8117 0 17 HOLDS SYMBOL -* -M 1 8128 1 8142 LOADS NIGHTMARE -* -M 1 8129 1 8143 LOADS RETRIEVER -* -M 1 8127 1 8145 LOADS DEATH KNIGHT -E 1 8112 0 16 WIELDS SWORD -E 1 8113 0 5 WEARS ARMOR -E 1 8114 0 6 WEARS HELM -* -M 1 8115 1 8146 LOADS LURKER -* -M 1 8109 1 8150 LOADS CRYPT THING -E 1 8104 0 6 LOADS CIRCLET -* -M 1 8110 1 8151 LOADS GREATER DEMON -* -M 1 8119 1 8152 LOADS MASTER -E 1 8107 0 12 LOADS ROBES -E 1 8108 0 16 WIELDS BONE -E 1 8110 0 17 HOLDS GEM -G 1 8120 0 0 GIVES KEY -* -M 1 8116 1 8153 LOADS SUCCUBUS -O 1 8115 0 8153 LOADS JAR -P 1 8116 0 8115 PUTS POISON IN JAR -O 1 8106 0 8153 LOADS CHEST -P 1 8105 0 8106 PUTS HOARD IN CHEST -* -M 1 8105 1 8154 LOADS LICH -E 1 8101 0 9 LOADS HAND -E 1 8102 0 6 LOADS EYE -* -M 1 8131 1 8158 LOADS ORCUS -E 1 8100 0 17 HOLDS ROD -* -M 1 8123 2 8165 LOADS SLIME -M 1 8133 2 8166 LOADS SPIDERS -M 1 8123 2 8167 LOADS SLIME -M 1 8104 2 8168 LOADS VAMPIRE -E 1 8111 0 12 WEARS CLOAK -G 1 8121 0 0 GIVES BLOOD -M 1 8104 2 8168 LOADS VAMPIRE -E 1 8111 0 12 WEARS CLOAK -G 1 8121 0 0 GIVES BLOOD -M 1 8134 1 8170 LOADS BARON -E 1 8111 0 12 WEARS CLOAK -G 1 8121 0 0 GIVES BLOOD -* -M 1 8117 1 8174 LOADS XANTHARUS -G 1 8118 0 0 GIVES HOLY SYMBOL -* -M 1 8120 4 8175 LOADS MOUNDS -M 1 8121 4 8178 LOADS KAMPFLUTS -M 1 8122 2 8181 LOADS PUDDINGS -M 1 8124 2 8184 LOADS OOZES -M 1 8125 8 8187 LOADS TREES -M 1 8126 1 8192 LOADS SPIRIT -M 1 8107 1 8190 LOADS REVENANT -* -M 1 8111 1 8196 LOADS DRAGON -O 1 8105 0 8196 LOADS HOARD -* -R 1 8175 4 RANDOM EXITS IN MAZE -R 1 8176 4 -R 1 8177 4 -R 1 8178 4 -R 1 8179 4 -R 1 8180 4 -R 1 8181 4 -R 1 8182 4 -R 1 8183 4 -R 1 8184 4 -R 1 8185 4 -R 1 8186 4 -R 1 8187 4 -R 1 8188 4 -R 1 8189 4 -R 1 8190 4 -R 1 8191 4 -S - - -#$ diff --git a/data/realm/areas_merc/gyard.are b/data/realm/areas_merc/gyard.are deleted file mode 100644 index dbc1392..0000000 --- a/data/realm/areas_merc/gyard.are +++ /dev/null @@ -1,2598 +0,0 @@ -#AREA {30 62} Rainman Setting Sons~ - - -#MOBILES -#32301 -lunatic raving man~ -a raving lunatic~ -A raving lunatic is here spouting his madness. -~ -The man tells you 'Don't go in there, my friend'. - -You notice spittle dripping from his chin as he grins wide to display a mouth -totally devoid of teeth, less one green rotting canine. - -The man throws back his head and cackles insanely. - -'You'll die in there', he says to you. -~ -2|64|128 0 0 S -30 15 4 4d4+55 2d4+1 -0 0 -8 8 1 -#32302 -graveyard guardian~ -a graveyard guardian~ -A graveyard guardian keeps a watchful eye for intruders. -~ -A graveyard guardian stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He traverses the area in search of -would-be evil doers and thieves. -~ -4|64|128 128|512|32768 0 S -30 11 0 7d7+80 1d4+6 -10 0 -8 8 1 -#32303 -graveyard guardian~ -a graveyard guardian~ -A graveyard guardian keeps a watchful eye for intruders. -~ -A graveyard guardian stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He traverses the area in search of -would-be evil doers and thieves. -~ -4|64|128 128|512|32768 0 S -30 11 0 7d7+80 1d4+6 -10 0 -8 8 1 -#32304 -sentry graveyard~ -a graveyard sentry~ -A graveyard sentry stands here waitng for somehing to happen. -~ -A graveyard sentry stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He is posted here to keep an eye -out for trouble. -~ -2 128|512 0 S -30 12 1 6d6+70 1d4+5 -10 0 -8 8 1 -#32305 -sentry graveyard~ -a graveyard sentry~ -A graveyard sentry stands here waiting for something to happen. -~ -A graveyard sentry stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He is posted here to keep an eye -out for trouble. -~ -2 128|512 0 S -30 12 1 6d6+70 1d4+5 -10 0 -8 8 1 -#32306 -digger grave~ -a grave digger~ -A graveyard digger is returning from a long nights' work. -~ -This man looks extremely tired from a long evening of digging new gravesites -by hand. He is covered by dirt from head to toe, and looks though he could -really use a long, hot bath. -~ -64 0 0 S -30 13 2 5d5+60 1d4+4 -10 0 -8 8 1 -#32307 -grave digger~ -a grave digger~ -A grave digger wonders what you're doing here. -~ -This man looks extremely tired from a long evening of digging new gravesites -by hand. He is covered by dirt from head to toe, and looks though he could -really use a long, hot bath. -~ -4|64|128 512 0 S -30 13 2 5d5+60 1d4+4 -10 0 -8 8 1 -#32308 -grave robber~ -a grave robber~ -A grave robber is here looting corpses. -~ -The grave robber shows no sign of embarrassment at being caught. -~ -4|32|64|128 512|32768 0 S -30 3 -7 14d14+150 1d4+9 -10 0 -8 8 1 -#32309 -keeper~ -the keeper~ -The keeper stands here. -~ -The keeper of the graveyard looks old and a little tired. -~ -4 0 0 S -30 3 -10 14d14+150 1d4+9 -10 0 -8 8 1 -#32310 -lady old~ -an old lady~ -An old lady is here. -~ -The old lady is here sobbing. She mutters something about 'joining that stupid -club' and turns away from you. -~ -0 0 0 S -25 2 -5 20d20+200 1d20+12 -0 0 -8 8 2 -#32311 -man old~ -an old man~ -An old man stands here, talking to himself. -~ -The man is trembling and reciting a prayer. -~ -128 0 0 S -25 17 7 3d3+33 1d4+2 -10 0 -8 8 1 -#32312 -demon~ -a demon~ -A graveyard demon beckons you to leave this place. -~ -The demon hovers over you, and appears to be aflame. -~ -2|32 8|32|512|524288 -1000 S -35 0 -10 25d25+250 1d4+10 -1000 0 -8 8 1 -#32313 -demon~ -a demon~ -A graveyard demon hovers about. -~ -The demon hovers over you, and appears to be aflame. -~ -2|32 8|32|512|524288 -1000 S -35 -2 -10 25d25+250 2d4+20 -0 0 -8 8 0 -#32314 -bat~ -a bat~ -A black bat is here. -~ -The bat dives at you! -~ -32|128 256|524288 0 S -25 16 6 4d4+40 1d4+3 -0 0 -8 8 0 -#32315 -gargoyle stone~ -a stone gargoyle~ -A stone gargoyle is here, mounted on a pedestal. -~ -The gargoyle seems to be here to instill some fear in your bones. -~ -2|32 8|32|512|8192 -300 S -25 14 4 6d6+66 1d4+5 -0 0 -8 8 0 -#32316 -Presley~ -the ghost of Elvis~ -Elvis has left the building. -~ -Elvis curls his lip, snarls, and begins to sing. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32317 -Joplin~ -the ghost of Janis~ -Janis is here screaming at you. -~ -Janis continues screaming. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32318 -Hendrix~ -the ghost of Jimi~ -Jimi is standing here playing a guitar lick with his teeth. -~ -Jimi continues writhing with his guitar, as if they were one. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32319 -Moon~ -the ghost of Keith~ -Keith is here destoying a drum kit. -~ -Keith pounds away at his kit in a frenzy. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32320 -Cobain~ -the ghost of Kurt~ -Kurt is here leering at his shoes. -~ -Kurt continues to stare at the ground, ignoring you. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32321 -Lennon~ -the ghost of John~ -John stands here, seemingly out of place. -~ -John was taken from us before his time. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32322 -Holly~ -the ghost of Buddy~ -Buddy stands here singing a ballad. -~ -Buddy croons a ballad to you. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32323 -Valens~ -the ghost of Ritchie~ -Richie is here singing in spanish. -~ -Richie smiles and continue to sing. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32324 -Zappa~ -the ghost of Frank~ -Frank is here inventing something weird. -~ -Frank just loos at you and cracks a knowing smile. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32325 -Morrison~ -the ghost of Jim~ -Jim wants you to light him on fire. -~ -Jim closes his eyes and reaches out to you. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32326 -lycanthrope~ -the lycanthrope~ -A lycanthrope lunges at you and goes for the jugular. -~ -OUCH! -~ -2|32|64 8|32|512|32768 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32327 -lucifer~ -Lucifer~ -Lucifer is here to give you directions. -~ -Or maybe this is Lucifer's friend. In any event, he is not of this world. -~ -2|32|64 8|32|512|32768 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32328 -reaper~ -the reaper~ -The Grime Reaper is ready for your soul. Do not be afraid. -~ -The GRIME Reaper? Hrm... -~ -2|32|64|512 8|32|512|32768 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32329 -angel~ -an angel of hope~ -A nice angel floats above you. -~ -The angel is immersed in white and glowing. -~ -64 524288 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32330 -manic depression~ -manic depression~ - -~ - -~ -2|32|64 2|8|32|512|8192|32768|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32331 -suicidal tendencies~ -suicidal tendencies~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32332 -reckless lifestyle~ -a reckless lifestyle~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32333 -stress~ -stress~ - -~ - -~ -2|32|64 2|8|32|512|32768|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32334 -apathy~ -apathy~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32335 -hopelessness feeling ~ -an overwhelming feeling of hopelessness~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32336 -insecurity feelings~ -feelings of insecurity~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32337 -sex drugs rock -n- roll~ -a life of sex, drugs and rock -n- roll~ - -~ - -~ -2|32|64 2|8|32|512|65536 0 S -75 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32338 -Garcia~ -the ghost of Jerry~ -Jerry is here, trippin' you out. -~ -Jerry ... cool. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32339 -Vicious~ -the ghost of Sid~ -Sid is here, snarling at himself. -~ -Sid Vicious is lookin pretty bad. As long as he doesn't try to sing, everything will be alright. -~ -64 0 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32340 -Orbison~ -the ghost of Roy~ -Roy walks up and kind of startles you. -~ -Roy mutters something about a pretty woman and looks away. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32341 -Marley~ -the ghost of Bob~ -Bob is here, proclaiming his innocence. -~ -Bob probably did the deputy in as well. -~ -64 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32342 -Bonham~ -the ghost of John~ -John is here, looking for a stairway. -~ -John smiles and takes another drink. -~ -64 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#32301 -coat old smelly~ -a smelly old coat~ -A smelly old coat stinks from years of neglect.~ -~ -9 0 1|1024 -0 0 0 0 -5 50 0 -A -4 1 -#32302 -cane~ -a cane~ -An old and intricately carved wooden cane.~ -~ -4 0 1|16384 -30 8 8 25 -2 0 0 -#32303 -club~ -a club of bone~ -A club made of bone was dropped here.~ -~ -5 512 1|8192 -0 1 6 7 -5 0 0 -#32304 -shovel~ -a dented shovel~ -A rusted and dented shovel is laying here.~ -~ -5 0 1|8192 -0 1 6 8 -5 0 0 -#32305 -key~ -a skeleton key~ -The key to everything rests here.~ -~ -18 0 1 -0 1 6 11 -1 0 0 -#32306 -bible~ -a dusty old bible~ -A very important book was dropped here.~ -~ -2 64|1024 1|16384 -0 3 606 34 -5 0 0 -A -4 1 -#32307 -chain~ -a chain of beads~ -A beaded chain lays in a heap here.~ -~ -9 1024 1|4 -0 0 0 0 -2 0 0 -A -12 10 -#32308 -sword~ -a sword~ -A sword rests here.~ -~ -5 0 1|8192 -0 1 6 11 -5 0 0 -#32309 -jumpsuit~ -a leather jumpsuit~ -A white leather jumpsuit with groovy bellbottoms has been left here.~ -~ -9 4096 1|8 -0 0 0 0 -5 0 0 -A -12 20 -#32310 -cape~ -a groovy cape~ -A really groovy cape lays here.~ -~ -9 0 1|1024 -0 0 0 0 -3 0 0 -A -1 2 -#32311 -crown~ -a golden crown~ -An ornate crown of gold and jewels lies here.~ -~ -9 0 1|16 -0 0 0 0 -2 0 0 -A -4 1 -#32312 -bangles~ -a plethora of bangles~ -A bunch of hoops have been fitted together and dropped here.~ -~ -5 1 1|4096 -0 15 30 5 -2 0 0 -A -18 2 -A -19 2 -#32313 -t-shirt shirt dyed tie~ -a tie-dyed t-shirt~ -A cool looking t-shirt has been dropped here.~ -~ -9 1 1|8 -0 0 0 0 -5 0 0 -A -9 30 -#32314 -stratocaster strat fender guitar flaming~ -a flaming guitar~ -A left-handed white fender stratocaster is ablaze here.~ -~ -5 2 1|8192 -0 12 20 3 -5 0 0 -A -18 5 -A -19 2 -#32315 -bandana~ -a silk bandana~ -A long piece of sheer silk rests here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 3 -#32316 -drumstick~ -a drumstick~ -A broken drumstick has been forgotton here.~ -~ -5 0 1|8192 -0 15 25 0 -5 0 0 -A -5 1 -A -1 1 -A -13 50 -#32317 -absolute vodka~ -a bottle of absolute~ -A large bottle of clear liquid has been set here.~ -~ -17 0 1|16384 -5 5 22 1 -5 0 0 -#32318 -hat cap~ -a hat with flaps~ -A cap with flaps has been dropped here.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -23 1 -A -24 7 -#32319 -shirt flannel plaid~ -a plaid flannel shirt~ -A large and comfortably torn looking shirt has been left in a heap.~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -17 -20 -#32320 -grip~ -a grip~ -~ -~ -9 0 1|16384 -0 1 6 11 -5 0 0 -A -3 2 -#32321 -peace~ -peace~ -~ -~ -9 0 1|16384 -0 1 6 11 -5 0 0 -A -4 2 -#32322 -love~ -love~ -~ -~ -9 0 1|16384 -0 1 6 11 -5 0 0 -A -1 3 -#32323 -understanding~ -understanding~ -~ -~ -9 0 1|16384 -0 1 6 11 -5 0 0 -A -5 3 -#32324 -harmony perfect~ -perfect harmony~ -~ -~ -9 0 1|16384 -0 1 6 11 -5 0 0 -A -2 3 -#0 - - -#ROOMS -#32301 -A Path Through the Woods~ -You notice a dusty path that leads north through the trees to a small hill. -An unseasonably cold gust of wind causes a chill to run down your spine. Or -was it the sound of wolves howling in the distance that caused it? -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32302 -D5 -~ -~ -0 -1 1035 -S -#32302 -On a Dark Path~ -You stand where a path through the woods intersects with a smaller path that -runs east and west. To the north you see a small hill. -~ -0 0 3 -D0 -You see the overlook. -~ -~ -0 -1 32305 -D1 -You see a smaller path. -~ -~ -0 -1 32304 -D2 -You see the path back toward Ofcol. -~ -~ -0 -1 32301 -D3 -You see a smaller path. -~ -~ -0 -1 32303 -S -#32303 -A Smaller Path~ -This smaller path leads north and east. -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32368 -D1 -The dark path is to the east. -~ -~ -0 -1 32302 -S -#32304 -A Smaller Path~ -This smaller path leads north and west through the woods. -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32350 -D3 -The dark path is to the west. -~ -~ -0 -1 32302 -S -#32305 -A Grassy Knoll~ -You stand atop a grassy knoll which overlooks a cemetary. You see hoofprints -in the dirt. The path leads down to the entrance. -~ -0 0 4 -D2 -You see the path back which leads back the way you came. -~ -~ -0 -1 32302 -D5 -You see the entrance to the graveyard. -~ -~ -0 -1 32306 -E -hoofprints dirt~ -These tracks were made by a large animal.~ -S -#32306 -The Entrance to the Graveyard~ -You are at the entrance to the Graveyard of the Setting Sons. -~ -0 0 2 -D0 -The graveyard is to the north, beyond the gate. -~ -gate~ -1 -1 32311 -D1 -The graveyard continues east. -~ -~ -0 -1 32308 -D3 -The graveyard continues west. -~ -~ -0 0 32307 -D4 -The overlook is above you. -~ -~ -0 0 32305 -E -note~ -The note reads: - - ************************* - * PLEASE DON'T JOIN * - * THAT STUPID CLUB! * - * * - * - MOM - * - ************************* -~ -E -plaque~ -The plaque reads: - - --------------------- - | | - | SETTING SONS | - | MEMORIAL | - | | - ---------------------~ -S -#32307 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues -north and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32310 -D1 -The entrance to the graveyard is to the east. -~ -~ -0 0 32306 -S -#32308 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32312 -D3 -The entrance to the graveyard is to the west. -~ -~ -0 0 32306 -S -#32309 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32314 -D1 -The graveyard continues east. -~ -~ -0 0 32310 -S -#32310 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32315 -D1 -The graveyard continues east. -~ -~ -0 0 32311 -D2 -The graveyard continues south. -~ -~ -0 0 32307 -D3 -The graveyard continues west. -~ -~ -0 0 32309 -S -#32311 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -The entrance to the graveyard is towards the south. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32316 -D1 -The graveyard continues east. -~ -~ -0 0 32312 -D2 -You see the entrance to the graveyard. -~ -~ -1 0 32306 -D3 -The graveyard continues west. -~ -~ -0 0 32310 -S -#32312 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32317 -D1 -The graveyard continues east. -~ -~ -0 -1 32313 -D2 -The graveyard continues south. -~ -~ -0 -1 32308 -D3 -The graveyard continues west. -~ -~ -0 -1 32311 -S -#32313 -The Edge of the Graveyard~ -You are at the edge of the graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32318 -D3 -The graveyard continues west. -~ -~ -0 0 32312 -S -#32314 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. A steep path leads -up toward the deer path circling the graveyard. The graveyard continues north, -south, and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32319 -D1 -The graveyard continues east. -~ -~ -0 0 32315 -D2 -The graveyard continues south. -~ -~ -0 0 32309 -D4 -The steep path leads up. -~ -~ -0 0 32364 -S -#32315 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32320 -D1 -The graveyard continues east. -~ -~ -0 0 32316 -D2 -The graveyard continues south. -~ -~ -0 0 32310 -D3 -The graveyard continues west. -~ -~ -0 0 32314 -S -#32316 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32321 -D1 -The graveyard continues east. -~ -~ -0 0 32317 -D2 -The graveyard continues south. -~ -~ -0 0 32311 -D3 -The graveyard continues west. -~ -~ -0 0 32315 -S -#32317 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32322 -D1 -The graveyard continues east. -~ -~ -0 0 32318 -D2 -The graveyard continues south. -~ -~ -0 0 32312 -D3 -The graveyard continues west. -~ -~ -0 0 32316 -S -#32318 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. A steep path leads -up toward the deer path circling the graveyard. The graveyard continues -north, south, and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32323 -D2 -The graveyard continues south. -~ -~ -0 0 32313 -D3 -The graveyard continues west. -~ -~ -0 0 32317 -D4 -The steep path leads up. -~ -~ -0 0 32354 -S -#32319 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and east. -~ -0 0 2 -D1 -The graveyard continues east. -~ -~ -0 -1 32320 -D2 -The graveyard continues south. -~ -~ -0 0 32314 -S -#32320 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32324 -D1 -The graveyard continues east. -~ -~ -0 -1 32321 -D2 -The graveyard continues south. -~ -~ -0 0 32315 -D3 -The graveyard continues west. -~ -~ -0 0 32319 -S -#32321 -The Graveyard of the Setting Sons~ -You are in the graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32325 -D1 -The graveyard continues east. -~ -~ -0 -1 32322 -D2 -The graveyard continues south. -~ -~ -0 0 32316 -D3 -The graveyard continues west. -~ -~ -0 0 32320 -S -#32322 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32326 -D1 -The graveyard continues east. -~ -~ -0 -1 32323 -D2 -The graveyard continues south. -~ -~ -0 0 32317 -D3 -The graveyard continues west. -~ -~ -0 0 32321 -S -#32323 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues -south and west. -~ -0 0 2 -D2 -The graveyard continues south. -~ -~ -0 -1 32318 -D3 -The graveyard continues west. -~ -~ -0 -1 32322 -S -#32324 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and east. -~ -0 0 2 -D1 -The graveyard continues east. -~ -~ -0 0 32325 -D2 -The graveyard continues south -~ -~ -0 0 32320 -S -#32325 -The Edge of the Graveyard~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -To the north, a small, narrow path leads away from the graveyard. -~ -0 0 2 -D0 -A small path leads away from the graveyard. -~ -~ -0 0 32327 -D1 -The graveyard continues east. -~ -~ -0 0 32326 -D2 -The graveyard continues south. -~ -~ -0 0 32321 -D3 -The graveyard continues west. -~ -~ -0 0 32324 -S -#32326 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and west. -~ -0 0 2 -D2 -The graveyard continues south. -~ -~ -0 0 32322 -D3 -The graveyard continues west. -~ -~ -0 0 32325 -S -#32327 -A Path Leading Away From the Graveyard~ -You are on a narrow path leading away from the Graveyard of the Setting Sons. -This path leads north and south. A rope ladder leads up to a bridge. -~ -0 0 2 -D0 -The path continues north. -~ -~ -0 0 32328 -D2 -The path leads back to the graveyard. -~ -~ -0 0 32325 -D4 -You see the rope bridge above you. -~ -~ -0 0 32359 -S -#32328 -Along the Path~ -You are on the path away from the graveyard of the Setting Sons. The hills -around you keep this path narrow. The path continues east, south, and west. -~ -0 0 2 -D1 -The path continues east. -~ -~ -0 0 32329 -D2 -The path continues south back toward the graveyard. -~ -~ -0 0 32327 -D3 -The path continues west. -~ -~ -0 0 32369 -S -#32329 -A Bend in the Path~ -You are on the path away from the graveyard of the Setting Sons. The hills -around you keep this path narrow. The path continues north and back west. -~ -0 0 2 -D0 -You see a small graveyard north. -~ -~ -0 0 32330 -D3 -The path goes back to the west. -~ -~ -0 0 32328 -S -#32330 -A Smaller Graveyard~ -You are in another graveyard within these hills. To the north, you can see a -building, and to the south you see the path away from this graveyard. The -west and east paths surround this building. -~ -0 0 2 -D0 -You see the building. -~ -door~ -1 -1 32335 -D1 -You see the path around the building. -~ -~ -0 0 32332 -D2 -You see the path leading away from this graveyard. -~ -~ -0 0 32329 -D3 -You see the path around the building. -~ -~ -0 0 32331 -S -#32331 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and east. To the north-east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32333 -D1 -You see the path. -~ -~ -0 0 32330 -S -#32332 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -west and east. To the north is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32334 -D3 -You see the path. -~ -~ -0 0 32330 -S -#32333 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32338 -D2 -You see the path. -~ -~ -0 0 32331 -S -#32334 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and west. To the north-west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32337 -D3 -You see the path. -~ -~ -0 0 32332 -S -#32335 -A Crypt~ -You are in the home of the Graveyard Setting Sons. The building continues to -the north and the east, and the exit is to the south. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -0 0 32339 -D1 -The building continues to the east. -~ -~ -1 0 32336 -D2 -The exit is to the south. -~ -door~ -1 -1 32330 -S -#32336 -Within the Crypt~ -You are deep within a forgotten crypt in the graveyard. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -1 -1 32340 -D3 -The building continues to the west. -~ -~ -1 -1 32335 -S -#32337 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32341 -D2 -You see the path. -~ -~ -0 0 32334 -S -#32338 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32342 -D2 -You see the path. -~ -~ -0 0 32333 -S -#32339 -Within the Crypt~ -You are within a crypt in the graveyard. It is dark an eery. -~ -0 1|8 0 -D1 -The building continues to the east. -~ -~ -0 0 32340 -D2 -The entrance is to the south. -~ -~ -0 0 32335 -S -#32340 -Deep Within the Crypt~ -You are deeper with in a crypt in the graveyard. Exits are west and up. -~ -0 8 0 -D2 -The building continues to the south. -~ -~ -1 0 32336 -D3 -The building continues to the west. -~ -~ -0 0 32339 -D4 -You see the second floor. -~ -~ -0 0 32349 -S -#32341 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32345 -D2 -You see the path. -~ -~ -0 0 32337 -S -#32342 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -south and east. To the south-east is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32343 -D2 -You see the path. -~ -~ -0 0 32338 -S -#32343 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -west and east. To the south is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32344 -D3 -You see the path. -~ -~ -0 0 32342 -S -#32344 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -east and west. To the south is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32345 -D3 -You see the path. -~ -~ -0 0 32343 -S -#32345 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -south and west. To the south-west is a building. -~ -0 0 2 -D2 -You see the path. -~ -~ -0 0 32341 -D3 -You see the path. -~ -~ -0 0 32344 -S -#32346 -The Keepers' Room~ -You are in the room of the graveyard guardian. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 -1 32348 -D1 -You see another room. -~ -door~ -1 32004 32347 -S -#32347 -A Storage Room~ -You are in a storage room. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 32004 32349 -D3 -You see another room. -~ -door~ -1 32004 32346 -S -#32348 -The Break Room~ -You are in the break room of the graveyard keepers. Cots line the floor, -with two windows showing a view of the graveyard. -~ -0 8 0 -D1 -You see another room. -~ -door~ -1 -1 32349 -D2 -You see another room. -~ -door~ -1 -1 32346 -S -#32349 -The Keeper's Office~ -You are in the graveyard keepers office. -~ -0 8 0 -D2 -You see another room. -~ -door~ -1 32004 32347 -D3 -You see another room. -~ -door~ -1 -1 32348 -D5 -You see the first floor. -~ -~ -0 0 32340 -S -#32350 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32351 -D2 -~ -~ -0 0 32304 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32351 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32352 -D3 -~ -~ -0 0 32350 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32352 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32353 -D2 -~ -~ -0 0 32351 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32353 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32354 -D3 -~ -~ -0 0 32352 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32354 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -A safe path leads down into the graveyard. -~ -0 0 2 -D0 -~ -~ -0 0 32355 -D2 -~ -~ -0 0 32353 -D5 -The path down looks safe. -~ -~ -0 0 32318 -S -#32355 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32354 -D3 -~ -~ -0 0 32356 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32356 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32357 -D1 -~ -~ -0 0 32355 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32357 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32356 -D3 -~ -~ -0 0 32358 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32358 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32357 -D3 -You see a bridge~ -~ -0 0 32359 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32359 -On the Bridge~ -You are on a bridge. From here, you can see the whole graveyard of the -Setting Sons. To the south, you see the main graveyard. To the north-east, -you see a smaller graveyard with a building in the center of it. To the -north-west, you can see a very small graveyard with a shack in its center. -A ladder leads down into a path. -~ -0 0 2 -D1 -~ -~ -0 0 32358 -D3 -~ -~ -0 0 32360 -D5 -You see the path. -~ -~ -0 0 32327 -S -#32360 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -You see a rope bridge. -~ -~ -0 0 32359 -D3 -~ -~ -0 0 32361 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32361 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32360 -D2 -~ -~ -0 0 32362 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32362 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32361 -D3 -~ -~ -0 0 32363 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32363 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32362 -D2 -~ -~ -0 0 32364 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32364 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -A safe path leads down into the graveyard. -~ -0 0 4 -D0 -~ -~ -0 0 32363 -D2 -~ -~ -0 0 32365 -D5 -The path down looks safe. -~ -~ -0 0 32314 -S -#32365 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32364 -D1 -~ -~ -0 0 32366 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32366 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32367 -D3 -~ -~ -0 0 32365 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32367 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32366 -D1 -~ -~ -0 0 32368 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32368 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32303 -D3 -~ -~ -0 0 32367 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32369 -A Bend in the Path~ -You are on a bend in the path leading from the main graveyard. The hills -around you make this path quite narrow. -~ -0 0 2 -D0 -The path continues north. -~ -~ -0 0 32370 -D1 -The path continues east. -~ -~ -0 0 32328 -S -#32370 -A Bend in the Path~ -You are on a bend in the path leading from the main graveyard. The hills -around you make this path quite narrow. To the west, you can see an even -smaller graveyard, with looks like a small shack in the center of it. -~ -0 0 2 -D2 -The path continues south. -~ -~ -0 0 32369 -D3 -The entrance to the small graveyard is to the west. -~ -~ -0 0 32371 -S -#32371 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. The exit from this graveyard is to -the east, and the entrance to the shack is to the west. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32372 -D1 -The exit from this small graveyard is to the east. -~ -~ -0 0 32370 -D2 -The graveyard continues to the south. -~ -~ -0 0 32373 -D3 -You see the small shack. -~ -door~ -1 -1 32379 -S -#32372 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south-west is a small shack. -~ -0 0 2 -D2 -The graveyard continues to the south. -~ -~ -0 0 32371 -D3 -The graveyard continues to the west. -~ -~ -0 0 32374 -S -#32373 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north-west is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32371 -D3 -The graveyard continues to the west. -~ -~ -0 0 32378 -S -#32374 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32372 -D3 -The graveyard continues to the west. -~ -~ -0 0 32375 -S -#32375 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south-east is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32374 -D2 -The graveyard continues to the south. -~ -~ -0 0 32376 -S -#32376 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the east is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32375 -D2 -The graveyard continues to the south. -~ -~ -0 0 32377 -S -#32377 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north-east is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32376 -D1 -The graveyard continues to the east. -~ -~ -0 0 32378 -S -#32378 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32373 -D3 -The graveyard continues to the west. -~ -~ -0 0 32377 -S -#32379 -A Crematorium~ -You are inside the small crematorium. A hearth is on the side, with something -burning in it. -~ -0 8 0 -D1 -You see the graveyard outside. -~ -door~ -1 -1 32371 -D5 -You see a trap door! -~ -trap door~ -1 -1 32380 -S -#32380 -A Catacomb~ -You are beneath the crematorium, in a tunnel that leads south. It feels -quite cold down here. -~ -0 1|8 0 -D2 -A cold breeze billows from there. -~ -~ -0 0 32381 -D4 -Back to known territory! -~ -trap door~ -1 -1 32379 -S -#32381 -The Lair of the Demon~ -You are in the lair of the demon. The walls are cold and damp, and there is a -stench beyond your wildest imagination. Doors lead east and west. But you have -to ask yourself...do I really want to know what's on the other side of the -doors?? -~ -0 1|8 0 -D0 -You see the relative safety to the north. -~ -~ -0 0 32380 -D1 -You see breaks in the charred rock to the east. -~ -secret~ -1 32005 32383 -D3 -You see a door to the west. -~ -door~ -1 32005 32382 -S -#32382 -A Closet of Skeletons~ -Now you've done it. -~ -0 8 0 -D1 -~ -door~ -1 32305 32381 -S -#32383 -A Closet of Skeletons~ -Now you've done it. -~ -0 8 0 -D3 -~ -door~ -1 32305 32381 -S -#32384 -An Open Grave~ -You have fallen into a freshly-dug grave. - -*BONK* *OUCH* *DOH!* -~ -0 4 0 -S -#0 - - -#RESETS -D 1 32330 0 1 ; A Smaller Graveyard Close North -D 1 32335 2 1 ; A Crypt Close South -D 1 32346 1 2 ; The Keepers' Room Lock East -D 1 32347 3 2 ; A Storage Room Lock West -D 1 32346 0 1 ; The Keepers' Room Close North -D 1 32347 0 2 ; A Storage Room Lock North -D 1 32348 1 1 ; The Break Room Close East -D 1 32348 2 1 ; The Break Room Close South -D 1 32349 2 2 ; The Keeper's Office Lock South -D 1 32349 3 1 ; The Keeper's Office Close West -D 1 32371 3 1 ; The Small Graveyard Close West -D 1 32379 1 1 ; A Crematorium Close East -D 1 32379 5 1 ; A Crematorium Close Down -D 1 32380 4 1 ; A Catacomb Close Up -D 1 32381 1 2 ; The Lair of the Demon Lock East -D 1 32383 3 2 ; A Closet of Skeletons Lock West -D 1 32381 3 2 ; The Lair of the Demon Lock West -D 1 32382 1 2 ; A Closet of Skeletons Lock East -* -* -* -M 1 32301 1 32306 load lunatic to entrance -E 1 32301 100 12 -E 1 32302 100 17 -D 1 32306 0 1 ; The Entrance to the Graveyard Close North -D 1 32336 0 1 ; Within the Crypt Close North -D 1 32336 3 1 ; Within the Crypt Close West -* -M 1 32330 1 32382 manic depression to The Demon Lair -G 1 32320 100 -* -M 1 32331 1 32382 suicidal tendancies to The Demon Lair -G 1 32321 100 -* -M 1 32332 1 32382 a reckless lifestyle to The Demon Lair -G 1 32322 100 -* -M 1 32333 1 32383 stress to The Demon Lair -G 1 32322 100 -* -M 1 32334 1 32383 apathy to The Demon Lair -G 1 32323 100 -* -M 1 32335 1 32383 an overwhelming feeling of hopelessness to The Demon Lair -G 1 32324 100 -* -M 1 32336 1 32383 feelings of insecurity to The Demon Lair -G 1 32320 100 -* -M 1 32308 1 32384 a grave robber to An Open Grave -* -M 1 32302 1 32310 a graveyard guardian to The Graveyard of the Setting Sons -E 1 32303 100 16 -* -M 1 32303 1 32308 a graveyard guardian to The Edge of the Graveyard -E 1 32303 100 16 -* -M 1 32304 1 32315 a graveyard sentry to The Graveyard of the Setting Sons -E 1 32303 100 16 -* -M 1 32305 1 32317 a graveyard sentry to The Graveyard of the Setting Sons -E 1 32303 100 16 -* -M 1 32306 1 32320 a grave digger to The Graveyard of the Setting Sons -E 1 32304 100 16 -* -M 1 32307 1 32322 a grave digger to The Graveyard of the Setting Sons -E 1 32304 100 16 -* -M 1 32308 1 32321 a grave robber to The Graveyard of the Setting Sons -E 1 32304 100 16 -* -M 1 32309 1 32349 the keeper to The Keeper's Office -G 1 32305 100 -* -M 1 32310 1 32328 an old lady to Along the Path -E 1 32307 100 3 -E 1 32306 100 17 -* -M 1 32311 1 32331 an old man to A Path in the Graveyard -* -M 1 32312 1 32381 a demon to The Lair of the Demon -* -M 1 32313 1 32381 a demon to The Lair of the Demon -* -M 1 32314 1 32369 a bat to A Bend in the Path -* -M 1 32315 1 32371 a stone gargoyle to The Small Graveyard -* -M 1 32316 1 32372 Elvis to The Small Graveyard -E 1 32309 100 5 -E 1 32311 100 6 -E 1 32310 100 12 -* -M 1 32317 1 32373 Janis to The Small Graveyard -E 1 32312 100 15 -* -M 1 32318 1 32374 Jimi to The Small Graveyard -E 1 32315 100 6 -E 1 32314 100 16 -* -M 1 32319 1 32375 Keith to The Small Graveyard -E 1 32316 100 16 -E 1 32317 100 17 -* -M 1 32320 1 32376 Kurt to The Small Graveyard -E 1 32318 100 6 -E 1 32319 100 12 -* -M 1 32321 1 32377 John to The Small Graveyard -* -M 1 32322 1 32378 Buddy to The Small Graveyard -* -M 1 32323 1 32311 Richie to The Graveyard of the Setting Sons -* -M 1 32324 1 32316 Frank to The Graveyard of the Setting Sons -* -M 1 32325 1 32330 Jim to A Smaller Graveyard -E 1 32313 100 5 -* -M 1 32337 1 32382 to The Demon Lair -* -M 1 32338 1 32334 Jerry to A Path in the Graveyard -* -M 1 32339 1 32338 Sid to A Path in the Graveyard -* -M 1 32340 1 32343 Roy to A Path in the Graveyard -* -M 1 32327 1 32340 Lucifer to Deep Within the Crypt -* -M 1 32328 1 32359 the reaper to On the Bridge -* -M 1 32329 1 32305 an angel of hope to A Grassy Knoll -* -M 1 32326 1 32361 the lycanthrope to Along a Spooky Path on the Confines of the Graveyard -* -M 1 32342 1 32367 John to Along a Spooky Path on the Confines of the Graveyard -E 1 32316 100 16 -E 1 32317 100 17 -* -M 1 32341 1 32364 Bob to Along a Spooky Path on the Confines of the Graveyard -S - - -#SPECIALS -M 32302 spec_guard a graveyard guardian -M 32303 spec_guard a graveyard guardian -M 32304 spec_guard a graveyard sentry -M 32305 spec_guard a graveyard sentry -M 32315 spec_cast_undead a stone gargoyle -S - - -#$ diff --git a/data/realm/areas_merc/hollywd.are b/data/realm/areas_merc/hollywd.are deleted file mode 100644 index d3ac6fc..0000000 --- a/data/realm/areas_merc/hollywd.are +++ /dev/null @@ -1,5984 +0,0 @@ -#AREA {40 65} Yaegar Movie Land~ - - -#MOBILES -#17600 -james bond 007~ -James Bond 007~ -James Bond 007 cocks an eyebrow apprasingly as he stares at you. -~ -Dedicated, efficient, loyal and courageous, James Bond is the pride of MI6. -Pity he's such a mysoginist, sexist pig :). Mind you, he does have some good -lines and some very neat gadgets. -~ -2|8|64 32|512|8192 400 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17601 -indiana jones~ -Indiana Jones~ -Doctor Indiana Jones grins crookedly at you. -~ -Indy is the quintessential "Boy's Own"-style hero. Indefatigable, -indestructable and constantly cracking bad jokes as he fights Nazis, goons -and evil priests to obtain priceless atrifacts, destroying lesser priceless -artifacts as he goes. -~ -2|64|131072 128 500 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17602 -luke skywalker~ -Luke Skywalker~ -Luke Skywalker solemnly says "May the Force be with you". -~ -A rather dorky fellow clad in a weird 70s-looking loose-fitting white tunic, -and carrying a wicked-looking light saber. He is so good that you really -want to kill him. -~ -2|64 8192 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17603 -darth vader~ -Darth Vader~ -Darth Vader waves his red lightsaber menacingly. -~ -With that distinctive asthma-type breathing pattern and his black life support -suit, who could NOT know what Darth Vader looks like? He sounds uncannily like -James Earl Jones... -~ -2|8|64 128|512|8192 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17604 -detective john maclean~ -Detective John Maclean~ -Detective John Maclean sighs resignedly, lights a cigarette and asks for aspirin. -~ -This guy has been shot, stabbed, blown out of a building, thrown off an -aeroplane, caught in at least three major explosions and accidents, fallen -from a bridge onto the deck of a cargo ship, crashed several vehicles and -emerged alive, and you think YOU have a chance of killing him? -~ -2|8|64 128|512|8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17605 -warrant officer ellen ripley~ -Warrant Officer Ellen Ripley~ -Warrant Officer Ellen Ripley grimly reloads her pulse rifle. -~ -Face set in a determined scowl, Ripley prepares to once again fight off a -wave of killer aliens. Want to help her? -~ -2|8|64 512|8192 800 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17606 -alien~ -an alien~ -An alien screeches and attacks! -~ -You mean you don't know what they look like? Too bad they're too hard to -describe. -~ -2|32|64 512 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17607 -terminator~ -the Terminator~ -The Terminator glares at you. -~ -This killer cyborg from the future can withstand an atomic blast at ground -zero. And you're gonna attack him, huh? -~ -2|64 4|8|16|32|128|512|8192 0 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17608 -sarah conner~ -Sarah Conner~ -Sarah Conner screams as she spies the Terminator. -~ -What bad luck. One minute you're working in a burger joint wearing cheap -80s clothes, the next you're being chased by a killer cyborg from the future -and your only ally is a smelly, half-crazed veteran from the future with a -sawn-off shotgun. -~ -2|64|128 0 0 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17609 -conner macleod~ -Conner Macleod~ -Conner Macleod of the clan Macleod laughs bitterly. -~ -Conner Macleod is an immortal- the only way you can kill him is to decapitate -him. Mind you, once you get his hit points down, that shouldn't be hard to -do... -~ -2|8|64 8192 500 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17610 -kurgan~ -the Kurgan~ -The Kurgan cackles maniacally and screams "There can be only ONE, Highlander!" -~ -Hefting a construction-kit broadsword, and sporting some rather dated punk -regalia, the Kurgan looks like something out of a Freddy Krueger movie. -~ -2|8|64 128 -1000 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17611 -predator~ -the Predator~ -The Predator snarls and prepares to remove your spine. -~ -You barely see this camouflaged alien hunter before he springs down and -attacks you with a variety of wicked-looking instruments. -~ -2|32|64|128 4|32|128|8192|32768|65536 0 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17612 -detective sergeant martin riggs~ -Detective Sergeant Martin Riggs~ -Detective Sergeant Martin Riggs screams as he relocates his dislocated shoulder. -~ -Normally a rather happy-go-lucky guy, Riggs is not one to be messed with when -he dislocates his shoulder, or when one of his female companions is injured -or dies, which happens on a VERY frequent basis. -~ -2|8|64 8192 400 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17613 -detective sergeant roger murtagh~ -Detective Sergeant Roger Murtagh~ -Detective Sergeant Roger Murtagh mutters "I'm getting too old for this shit". -~ -Murtagh is an ageing cop who keeps talking about retirement but never does it, -no matter how often he, his family and his friends are beaten and terrorised. -~ -2|8|64 8192 800 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17614 -captain james tiberius kirk~ -Captain James T. Kirk~ -Captain James T. Kirk says "Let's get the hell out of here". -~ -The indomitable Captain of the NCC-1701 and NCC-1701A, Kirk is the greatest -officer Star Fleet has ever known, and also the greatest chauvinist. He HAS -saved the universe as we know it an awful lot, though... -~ -2|64 128|8192 1000 S -59 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17615 -captain spock~ -Captain Spock~ -Captain Spock eyes you dispassionately, one eyebrow raised skeptically. -~ -Spock is the ever-enduring first officer of the Enterprise, even though he -is a Captain now. Heck he even survived death, only to remain a first officer. -~ -2|64 8|32|128 0 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17616 -inspector harry callaghan~ -Inspector Harry Callaghan~ -Inspector Harry Callaghan says "Go ahead, punk, make my day". -~ -They call Callaghan Dirty Harry because he gets every dirty job that comes up. -He also has a bad reputation for getting his partners shot or killed. -~ -2|8|64 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17617 -peter venkman~ -Peter Venkman~ -Peter Venkman prepares to zap another ghost. -~ -A renowned parapsychologist, Peter Venkman is also an incurable womaniser, a -trait that often interferes with his job. -~ -2|64|128 0 400 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17618 -ghost spirit spook~ -a Ghost~ -A greedy ghost gobbles down some sausages. -~ -You've seen the film. -~ -2|64 128|524288|1048576 0 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17619 -lieutenant frank drebin~ -Lieutenant Frank Drebin~ -Lieutenant Frank Drebin of "Police Squad" looks confused. -~ -Despite his idiocy and incompetence, Drebin somehow manages to solve all his -cases, slavishly apeing Maxwell Smart's M.O. as he goes... -~ -2|8|64 0 400 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17620 -clarice starling~ -Clarice Starling~ -Clarice Starling whines about something to do with crying lambs. -~ -Almost as hopelessly neurotic as her case subjects, Clarice Starling is an -FBI trainee who has very unrealistically been assigned to a major league -case involving a transvestite serial killer. -~ -2|64 0 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17621 -doctor hannibal lecter~ -Doctor Hannibal Lecter~ -Doctor Hannibal Lecter smacks his lips and comments on your liver... -~ -This repulsive psychopath is one of the most renowned serial killers of all -time, and if you were dumb enough to come into his cell, then you're probably -dead by now. -~ -2|32|64 8192 -1000 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17622 -ash bruce campbell~ -Ash~ -Ash brandishes his chainsaw and shotgun, and prepares to kill more undead. -~ -Ash was a clerk from a supermarket who inadvertently became a hero and slayer -of undead in three time lines. He sawed off his own left hand when it went -bad, and replaced it with a chainsaw... -~ -2|8|64 4|8|128|8192 400 S -64 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17623 -undead hideous demon~ -a Hideous Demon~ -A Hideous Demon snarls and lunges at you! -~ -This mostrous grotesque was once a living, breathing human being until it was -slain, infused with evil and brought to life as a hideous member of the undead. -~ -2|32|64|128 8|128|524288 -1000 S -61 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17624 -batman~ -Batman~ -Batman says "I'm Batman", in case you didn't recognize him... -~ -Batman is wearing a ridiculous latex suit that restricts his movement to the -extent that it would be physically impossible to move, let alone fight. But -this is a movie. -~ -2|8|64 8192 400 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17625 -joker~ -the Joker~ -The Joker flashes a macabre grin at you. -~ -He looks like Jack Nicholson with bad pancake makeup applied liberally. -~ -2|64|128 128 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17626 -bruce lee~ -Bruce Lee~ -Bruce Lee makes catlike sounds and leaps about. -~ -The greatest proponent of the martial arts ever captured on celluloid, Bruce -Lee can and will kick your ass without even trying. -~ -2|8|64 32|128|8192 400 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17627 -barbarella~ -Barbarella~ -Barbarella begins a seductive striptease. -~ -Its Jane Fonda, and she looks *** HOT ***. -~ -2|64|128 0 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17628 -tarzan~ -Tarzan~ -Tarzan beats his hands upon his chest and roars out his name. -~ -"Ugh. Me Tarzan". He looks like Johnny Weismuller. Funny that. -~ -2|8|64 32|8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17629 -hunter~ -a big game hunter~ -A big game hunter creeps about trying to avoid Tarzan. -~ -This creepy fellow is here to exploit the natives and kill animals for -personal gain. Kill him. -~ -2|64|128 32768|65536 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17630 -robin hood~ -Robin Hood~ -Robin Hood grins cheekily at you. -~ -This robust fellow, clad in green tights and wearing a ridiculous hat, is the -champion of the Saxon peasantry. -~ -2|64 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17631 -norman sheriff nottingham~ -the Sheriff of Nottingham~ -The Sheriff of Nottingham demands to know your business. -~ -This rude fellow is the evil arch-enemy of Robin Hood. He is almost a likeable -villain at times, however, and you almost feel sorry that Robin is going to -kill him soon (and get the xp you could be getting! Stop him!). -~ -2|64|128 0 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17632 -sherlock holmes~ -Sherlock Holmes~ -That great detective, Sherlock Holmes, puffs contemplatively on his pipe. -~ -"Elementary dear Watson. This person here is an adventurer seeking to kill -us for xp, and take our gold and equipment. Since I am the more powerful, -they may attempt to take me first, thus using their best spells and relying -on lesser means to dispatch a lesser foe such as yourself. However, they may -wish to take you first, figuring on a quick kill". -~ -2|64|512 4|8|16|32|128|8192 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17633 -doctor watson~ -Dr. Watson~ -The ever-confused Dr. Watson asks Holmes what they should do next. -~ -"Who the deuce is that, Holmes. I say, do you think they are dangerous? That -person has a dashed big sword there, and some nasty-looking armaments". -~ -2|64|128 8192 1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17634 -dracula~ -Dracula~ -Vlad Dracul, the Rumanian lord also known as Dracula, glares at you. -~ -"I vant to suck yer blood!" Look, its Christopher Lee. -~ -2|8|32|64|4096 8|128|512 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17635 -doctor van helsing~ -Van Helsing~ -Van Helsing brandishes a sharpened stake. -~ -"Your evil shall not prevail!" Look, its Peter Cushing. -~ -2|8|64 8|32|8192 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17636 -jaws~ -Jaws~ -Jaws! -~ -That evil predator of the deep is going to have you for lunch! -~ -2|32|64 8192 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17637 -casey rybeck~ -Casey Rybeck~ -Casey Rybeck offers to cook you a meal. -~ -"I'm just a cook". Yeah RIGHT. This guy has successfully rescued a captured -submarine and a captured train, slaying dozens of terrorists in the process. -PLUS he scored Erika Eleniak. -~ -2|8|64 0 400 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17638 -et e.t.~ -E.T.~ -E.T. is here attempting to communicate, pathetic wretch he is. -~ -"ET phone home". Kill him, for gawd's sake, KILL HIM! -~ -2|64|128 8|32 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#17639 -man with no name~ -the Man With No Name~ -The Man With No Name casually lights a cigarello and stares grimly at you. -~ -He doesn't speak much. He doesn't need to. Everyone he meets usually ends -up dead within thirty seconds. He has a kewl poncho however. Perhaps you'd -like to fight him for it??? -~ -2|8|64 8192 0 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17640 -butch cassidy~ -Butch Cassidy~ -Butch Cassidy grins at you. -~ -One half of the famous outlaw duo that ended up dead in South America. Great -film, terrible ending. -~ -2|64 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17641 -sundance kid~ -the Sundance Kid~ -The Sundance Kid grins at you. -~ -One half of the famous outlaw duo that ended up dead in South America. Great -film, terrible ending. -~ -2|64 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17642 -elliot ness~ -Elliot Ness~ -Elliot Ness is here vowing to get Capone. -~ -Elliot Ness is a Law Enforcement Officer who has vowed to bring down the -King of Crime, Al Capone. -~ -2|8|64 4|8|128 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17643 -al capone~ -Al Capone~ -Al Capone is here vowing to get Ness. -~ -Al capone is a Kingpin of crime who has vowed to bring down Elliot Ness. -~ -2|8|64|128 8192 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17644 -vincent vega vinnie~ -Vincent Vega~ -Vincent Vega smiles and rolls a cigarette. -~ -Vincent Vega has been asked by Marsellus Wallace to take his VERY attractive -wife out for a good time while he's out of town. Vincent Vega has heard what -happened to previous persons assigned this task and is being VERY careful -not to show any interest in his boss' wife at all. -~ -2|8|64|128 32|8192 0 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17645 -mia wallace~ -Mia Wallace~ -Mia Wallace takes another hit of coke and asks you to do the twist with her. -~ -Mrs. Mia Wallace is the wife of Marsellus Wallace, Vinnie's boss. She is -extremely attractive and extremely addicted to drugs. -~ -2|64|128 0 0 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17646 -rambo~ -Rambo~ -Rambo is here, bleeding profusely but invincible as ever. -~ -And you thought YOU were tough! NOTHING can kill this guy... Well, maybe -you can, but he's pretty damn mean... -~ -2|8|64 128|512|8192 400 S -64 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17647 -scarlett~ -Scarlett O'Hara~ -Scarlett O'Hara swoons in ecstacy. -~ -Scarlett pretends to love every man she comes across but she's bad news. Just -ask poor Ashley. -~ -2|64|128 0 0 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17648 -rhett butler~ -Rhett Butler~ -Rhett Butler smiles winningly at you. -~ -Rhett won't be suckered in like Ashley by Scarlett's charms. -~ -2|8|64 128 0 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17649 -thelma~ -Thelma~ -Thelma laughs merrily. -~ -Thelma is having a great time, even if she does die in the end. -~ -2|64 0 400 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17650 -louise~ -Louise~ -Louise laughs merrily. -~ -Louise is having a great time, even if she does die in the end. -~ -2|64 0 400 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17651 -freddy krueger~ -Freddy Krueger~ -1... 2... Freddy's Coming For You... -~ -You'd think that if he was so powerful he'd do something about his skin... -~ -2|8|32|64|128 8|8192 -1000 S -64 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17652 -nazi officer~ -A Nazi Officer~ -A Nazi Officer stares curiously at you. -~ -"Vat are you doink? Vere ist dat Doktor Jones? Speak! Spreche! Achtung! Hans! -Interrogate this prizoner!" - -A Nazi Officer is in poor mental health. -~ -2|8|64 32|8192 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17653 -ben hur~ -Ben Hur~ -Ben Hur is set to win the chariot race. -~ -You all know about Ben Hur. -~ -2|8|64 128|8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17654 -samson~ -Samson~ -Samson is here telling everybody how strong he is. -~ -He is awfully strong. And he looks like Victor Mature. Poor bastard. -~ -2|8|64 128 1000 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17655 -delilah~ -Delilah~ -Delilah is here seducing Samson. -~ -She is going to cut off his hair, the source of his strength. Hey, if long -hair makes you so tough, why do all the guys in these Heavy Metal bands -look so weedy?:) -~ -2|64|128 0 0 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17656 -cleopatra~ -Cleopatra~ -The Queen of the Nile relaxes in her boat. -~ -Cleopatra stole the hearts of many Romans, though it was more the fact that -Egypt was the center of grain supply in the middle east, rather than her -beauty, which drew them. -~ -2|64|128 128 400 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17657 -spartacus~ -Spartacus~ -Spartacus is here attempting to stir up a revolt against the Roman Empire. -~ -Shyeah right. Good way to get yourself crucified, bucko. -~ -2|8|64 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17658 -moses~ -Moses~ -Moses is standing here waiting for the Commandments. -~ -"Dum de dum dum... hmmm" "err... look... are you going to be -long? I mean... my missus is expecting me home by 7... and the footy grand -final starts at 8... Look... Oh DO hurry up!" -~ -2|8|64 4|8|16|32|128|8192 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17659 -emperor nero~ -the Emperor Nero~ -Nero sighs and gives the thumbs down. -~ - -~ -2|64|128 128 0 S -61 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17660 -joliet jake blues~ -"Joliet" Jake Blues~ -"Joliet" Jake Blues stands here. -~ -A guy in a black suit and shades. He is constantly fleeing the Law and his -ex-fiance. -~ -2|64|128 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17661 -elmore blues~ -Elmore Blues~ -Elmore Blues stands here. -~ -A guy in a black suit and shades. -~ -2|64|128 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17662 -axel foley~ -Axel Foley~ -Axel Foley grins broadly at you. -~ -"Hey, I bet you're one of them- umm- what you call it- Here Krishnas. Yeah, -that's it. I can see you got all those beads and shit an' necklaces an boots -an' shit- huh huh huh- yeah." -~ -2|8|64 128 400 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17663 -fletch~ -Fletch~ -Fletch dons one cunning disguise after another. -~ -Hardy to say what he looks like he keeps changing so much. But he is a big -Lakers fan. -~ -2|64|128 0 400 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17664 -rocky~ -Rocky~ -Rocky is here running up and down steps. -~ -This guy even drinks raw eggs. -~ -2|8|64 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17665 -michael corleone~ -Michael Corleone~ -Michael Corleone says "Every time I try to get out they PULL me back in!!!" -~ -Michael is the son of Vito Corleone, the recently-deceased Godfather, and he -is even more ruthless than his dad, if that is possible. -~ -2|8|64 128 -400 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17666 -gilda~ -Gilda~ -An alluring redhead sits on a table playing a guitar. -~ -"Hello Johnny". -"Put the blame on Mame, boys, put the blame on Mame". -~ -2|64|128 0 400 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17667 -rick bogie~ -Rick~ -Rick welcomes you to his cafe. -~ -"Play it Sam, you played it for her, you can play it for me". -~ -2|8|64 128|8192 500 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17668 -elvis~ -Elvis Presley~ -Elvis sings "Little Sister". -~ -"Little Sister don't you, - Little Sister don't you, - Little Sister don't you kiss me once or twice say it's very nice and - then you run... - Little Sister don't you do what your big sister done". -~ -2|8|64 4|8|16|32|128|512|8192 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17669 -groucho marx~ -Groucho Marx~ -Groucho Marx says "Either he's dead or my watch has stopped". -~ -Groucho is... well... Groucho. Who doesn't know Groucho??? -~ -2|64|128 128|8192 500 S -64 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17670 -larry~ -Larry~ -Larry bonks you on the head! That will show you. -~ -Larry is bald. -~ -2|64|128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17671 -curly~ -curly~ -Curly pokes you in the eye! That will show you. -~ -Curly is curly. -~ -2|64|128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17672 -moe~ -Moe~ -Moe grabs your nose painfully! That will show you. -~ -Moe has a Beatles haircut. -~ -2|64|128 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17673 -dorothy~ -Dorothy~ -Dorothy says "I don't think we're in Kansas anymore..." -~ -Dorothy is an adolsescent girl in a checked dress and pigtails who should -be thinking about sex by now but isn't. If you look very carefully you can -see her breasts have been strapped down to make her look younger. -~ -2|64|128 0 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17674 -toto~ -Toto~ -Toto barks at you. -~ -"Woof!" -~ -2|64|128 0 0 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17675 -inspector clouseau~ -Inspector Clouseau~ -Inspector Clouseau asks you if your durg bites. -~ -Ya, but that isn't your dog. -~ -2|8|64|128 8192 500 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17676 -lawrence arabia~ -Lawrence of Arabia~ -Lawrence of Arabia screams "NO PRISONERS! NO PRISONERS!" -~ -Lawrence is a rather feveish looking British army officer with watery blue -eyes, doubtless from too much Gin. -~ -2|8|64 8|32|8192 1000 S -66 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17677 -norman bates~ -Norman Bates~ -Norman Bates babbles incoherently about his mother. -~ -I don't trust him. Do you? -~ -2|8|32|64|128 8|8192 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17678 -mister smith~ -Mister Smith~ -Mister Smith has held the floor for hours. He sure can talk. -~ -Taking advantage of the fact that one can talk for an unlimited period of time -in the senate as long as one is physically able, Mr. Smith has managed to talk -for an incredibly long time. -~ -2|64 128|8192 1000 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17679 -beau geste~ -Beau Geste~ -Beau Geste sighs wistfully as he yearns for home. -~ -Looks like Gary Cooper. -~ -2|8|64 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17680 -lola lola-lola marlene dietrich~ -Lola-Lola~ -Lola-Lola sings "Fallink in Luv again". -~ -"Never vanted to... Vat am I to do? I can't help it". -~ -2|64|128 8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17681 -citizen kane~ -Citizen Kane~ -Citizen Kane croaks "Rosebud..." -~ -You're not sure if its Orson Welles or William Randolph Hearst. -~ -2|8|64 128|8192 0 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17682 -baby jane hudson~ -Baby Jane Hudson~ -Baby Jane Hudson sings "I've written a letter to daddy, saying I love you". -~ -You see a macabre-looking sixty-year-old slathered in pancake makeup. -She's 60 but she dresses like she is eight. -~ -2|8|32|64 8192 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17683 -addicus finch~ -Addicus Finch~ -Addicus Finch pleas passionately with the jury -~ -Gregory Peck is a great actor. A legend. -~ -2|8|64 8|32|128|8192 1000 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17684 -ronnie reagan~ -Ronnie Reagan~ -President Reagan delivers yet another mediocre performance. -~ -Is he acting, or is he actually the president now? Nah... -~ -2|64|128 0 0 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17685 -jake gittes~ -Jake Gittes~ -Jake Gittes nurses his mauled nose. -~ -Maybe he shoulda minded his own business. -~ -2|32|64 0 400 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17686 -lorelei lee~ -Lorelei Lee~ -Lorelei Lee is on the prowl for a husband. -~ -Golddigger. -~ -2|64|128 32 400 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17687 -dino dean martin~ -Dean Martin~ -Dean Martin swigs his drink and cracks a joke. -~ -"When the moon hits the sky - like a big piece of pie - Thats Amore". -~ -2|64|128 128 400 S -64 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17688 -jerry lewis~ -Jerry Lewis~ -(Nasal) Jerry Lewis makes a funny face and screams for no particular reason. -~ -"LAYYYYYYDEEEEEEE!" -~ -2|64|128 128 400 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17689 -forrest gump~ -Forrest Gump~ -(Dumb Aura) Forrest Gump says "Life's like a box of chocolates". -~ -I could recite a boxload of Gumpisms but you don't deserve that. -~ -2|64|128 128|8192 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17690 -popeye doyle~ -Popeye Doyle~ -Popeye Doyle looks puzzled. -~ -Hackman's best role. -~ -2|8|64 0 500 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17691 -genghis khan~ -Genghis Khan~ -Genghis Khan says "Woman, thou art beautiful in thy wrath" in an awful accent. -~ -John Wayne could not act. -~ -2|8|64 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17692 -ratso rizzo~ -Ratso Rizzo~ -Ratso Rizzo checks payphones for dimes. -~ -"Hey! I'm WALKING HERE!" -~ -2|64|128 4096 400 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17693 -danny kaye court jester~ -the Court Jester~ -The Court Jester tries to figure out which cup is poisoned. -~ -"The pellet with the poison's in the vessel with the pestle..." -~ -2|64|128 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17694 -gene kelly~ -Gene Kelly~ -Gene Kelly is here choreographing the whole show. -~ -Gene Kelly swings from lamp-post to lamp-post, then leaps from girder to -girder. Athletic bugger. -~ -2|64|128 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17695 -fred astaire~ -Fred Astaire~ -Fred Astaire cuts a rug with Ginger Rogers. -~ -He is a dapper figure, all in evening dress. -~ -2|64|128 128 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17696 -ginger rogers~ -Ginger Rogers~ -Ginger Rogers cuts a rug with Fred Astaire. -~ -She is a dapper figure, all in evening dress. -~ -2|64|128 128 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17697 -cooler king~ -the Cooler King~ -The Cooler King plots another escape. -~ -Steve McQueen must have become very proficient throwing his baseball, -judging by all the time he spent in the cooler. -~ -2|64 128 500 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17698 -frank sinatra maggio~ -Maggio~ -Maggio cracks a joke and smiles winningly. -~ -Maggio is kewl. Pity he didn't keep his mouth shut. -Then Borgnine wouldn't have killed him. -~ -2|8|64 8192 400 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17699 -cave girl racquel welch~ -a cave girl~ -This cave girl looks like Racquel Welch. -~ -Gawd she's a babe. -~ -2|8|64 8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17700 -cool hand luke~ -Cool Hand Luke~ -Cool Hand Luke is cool. -~ -He is preparing to eat a LOT of eggs. -~ -2|64 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17701 -hawkeye pierce~ -Hawkeye Pierce~ -Hawkeye Pierce offers to make you a martini. -~ -This is the movie Hawkeye, a US surgeon with a Canadian accent. Yes, its that -tall thin chap Donald Sutherland. -~ -2|64|128 8192 500 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#17702 -heidi~ -Heidi~ -Heidi is frolicking through the hills. -~ -Looks like that irritating child Shirley Temple. -~ -2|64|128 0 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#17703 -sheik~ -the Sheik~ -The Sheik is here in his tent. -~ -Look! Its Rudolph Valentino! -"Cos Im the Sheik...of Ar-aby". -~ -2|8|64 128 400 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#17600 -vodka martini~ -a Vodka Martini~ -A Vodka Martini, shaken not stirred, rests here. -~ -~ -17 0 1|16384 -1 1 24 0 -1 0 0 -#17601 -walther ppk~ -a Walther PPK~ -A Walther PPK lies here, empty of bullets. -~ -~ -13 0 1|16384 -0 0 0 0 -2 0 0 -#17602 -bullwhip~ -a bullwhip~ -A bullwhip is coiled neatly on the ground here. -~ -~ -5 0 1|8192 -0 0 0 4 -10 0 0 -#17603 -fedora~ -a Fedora~ -A rather battered Fedora lies here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -3 1 -A -5 1 -A -12 50 -A -17 -5 -#17604 -leather jacket~ -a Leather Jacket~ -A Leather Jacket lies here. -~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -13 20 -A -17 -10 -A -19 2 -#17605 -light saber~ -a Blue Lightsaber~ -A Blue Lightsaber rests here. -~ -~ -5 1|2|1024 1|32768 -0 0 0 1 -15 0 0 -A -18 4 -A -19 2 -#17606 -black helm helmet~ -a Black Helmet~ -Darth Vader's distinctive black helmet, which allows him to breathe, lies here. -~ -~ -27 0 1|2|4 -0 0 200 0 -5 0 0 -A -13 50 -A -17 -25 -A -25 -3 -#17607 -light saber~ -a Red Lightsaber~ -A Red Lightsaber glows evilly here. -~ -~ -5 1|2|16|512 1|32768 -0 0 0 1 -20 0 0 -A -18 2 -A -19 4 -#17608 -police badge~ -a Police Badge~ -A Police Badge that can be hung on a chain around your neck lies here. -~ -~ -9 1|1024 1|4 -0 0 0 0 -1 0 0 -A -12 5 -A -14 25 -A -17 -10 -A -18 2 -A -19 2 -#17609 -dirty white singlet~ -a Dirty White Singlet~ -This remarkable singlet has survived some pretty hairy adventures unscathed. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -13 25 -A -17 -25 -#17610 -pulse rifle~ -a Pulse Rifle~ -A Pulse Rifle lies here. -~ -~ -3 0 1|16384 -40 8 8 30 -5 0 0 -#17611 -reeboks~ -a Pair of Reeboks~ -A Pair of Reeboks sit here. -~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -A -2 2 -A -14 250 -#17612 -katana~ -a finely crafted Katana~ -A finely crafted Katana rests here. -~ -~ -5 64 1|8192 -0 0 0 3 -20 0 0 -A -18 4 -A -19 4 -#17613 -broadsword~ -a Broadsword~ -A Broadsword that can be disassembled lies here. -~ -~ -5 64 1|8192 -0 0 0 3 -25 0 0 -A -18 -2 -A -19 8 -#17614 -safety pin~ -a Safety Pin~ -This Safety Pin has been stuck through someone's next. Eeyew! -~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -A -17 -25 -A -18 2 -A -19 2 -A -25 -3 -#17615 -throwing disc~ -a Throwing Disc~ -This Throwing Disc is incredibly sharp. -~ -~ -30 0 1|8192|16384 -0 0 0 0 -20 0 0 -A -18 4 -A -19 4 -#17616 -spear~ -a Predator Spear~ -The Predator's Spear is here. Where is the Predator? -~ -~ -5 0 1|8192 -0 0 0 11 -20 0 0 -A -18 2 -A -19 2 -#17617 -rocket launcher~ -a Rocket Launcher~ -This Rocket Launcher is small but VERY powerful. -~ -~ -3 0 1|16384 -60 12 12 201 -15 0 0 -#17618 -beretta~ -a Beretta~ -Martin Rigg's Beretta lies here; empty, as usual. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#17619 -flannel shirt~ -a Flannel Shirt~ -Martin Rigg's Flannel Shirt lies here; dirty, as usual. -~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -1 1 -A -13 10 -A -17 -15 -A -19 2 -#17620 -bullet proof vest~ -a Bullet Proof Vest~ -Roger Murtagh's Bullet Proof Vest is here. -~ -~ -9 0 1|8 -0 0 0 0 -25 0 0 -A -13 20 -A -17 -15 -A -23 -3 -A -24 -3 -#17621 -girdle~ -a men's Girdle~ -Roger Murtagh's Girdle is an embarrassment to all. -~ -~ -9 0 1|2048 -0 0 0 0 -5 0 0 -#17622 -pack cigarettes~ -a Pack of Cigarettes~ -A pack of Martin Rigg's Cigarettes is here; empty, as usual. -~ -~ -15 0 1|16384 -1 1 0 0 -1 0 0 -#17623 -phaser~ -a Star Fleet issue Phaser~ -A Star Fleet issue Phaser is here. -~ -~ -3 1|2 1|16384 -50 10 10 63 -1 0 0 -#17624 -communicator~ -a Star Fleet issue Communicator~ -A Star Fleet issue Communicator is here. -~ -~ -13 2 1|16384 -0 0 0 0 -1 0 0 -#17625 -blazer~ -a Star Fleet Officer's Blazer~ -A smart-looking Star Fleet Officer's Blazer with Captain's insignia is here. -~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -12 45 -A -23 -5 -A -24 -5 -A -25 2 -#17626 -.44 magnum gun~ -a .44 Magnum~ -Dirty Harry's .44 Magnum is here. -~ -~ -3 0 1|16384 -40 8 8 27 -5 0 0 -#17627 -powerpack~ -a Powerpack for Ghostbusting equipment~ -A Powerpack for Ghostbusting equipment lies here. -~ -~ -9 2 1|8 -0 0 0 0 -25 0 0 -A -12 50 -#17628 -jumpsuit~ -a Gray Jumpsuit~ -A Gray Jumpsuit with a nametag that reads "Venkman" lies crumpled here. -~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -5 3 -#17629 -sausage~ -a Sausage~ -Yum! A sizzling sausage! -~ -~ -19 0 1|16384 -3 0 0 0 -1 0 0 -#17630 -ectoplasm~ -ectoplasm~ -Eeyew! Sticky Ectoplasm! -~ -~ -13 4096 1|1024 -0 0 0 0 -10 0 0 -A -25 -5 -#17631 -fbi id card~ -an official FBI ID card~ -An official FBI ID card is here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 1 -A -4 1 -A -18 2 -A -19 2 -A -23 -2 -A -24 -2 -A -25 1 -#17632 -scalpel~ -a blunt scalpel~ -A blunt scalpel is here. -~ -~ -5 0 1|8192 -0 0 0 3 -10 0 0 -A -18 -4 -A -19 -4 -#17633 -wagner album record~ -a Wagner record~ -A Wagner Record lies here. -~ -~ -13 2 1|16384 -0 0 0 0 -1 0 0 -#17634 -chainsaw~ -a Chainsaw!~ -*>RRRRRRRR<*! A Chainsaw buzzes here. -~ -~ -5 2 1|8192 -0 0 0 3 -25 0 0 -A -1 1 -A -18 -2 -A -19 8 -#17635 -shotgun~ -a Shotgun~ -A Shotgun lies here. -~ -~ -5 0 1|8192 -0 0 0 6 -25 0 0 -A -5 1 -A -18 -4 -A -19 10 -#17636 -batarang~ -a Batarang~ -Batman has left his trusty Batarang here. -~ -~ -30 0 1|8192|16384 -0 0 0 0 -10 0 0 -A -18 2 -A -19 2 -#17637 -latex suit~ -a Latex Suit~ -This suit looks like it would be impossible to move around in. -~ -~ -9 4096 1|1024 -0 0 0 0 -10 0 0 -A -2 -3 -A -14 -250 -#17638 -smile~ -a wicked smile~ -The Joker's wicked smile has been wiped off his face and left here. -~ -~ -9 128|4096 1|16 -0 0 0 0 -1 0 0 -A -12 25 -A -17 -10 -A -25 -2 -#17639 -laser watch~ -james Bond's laser watch~ -James Bond has left his watch here. -~ -~ -3 2 1|4096|16384 -40 8 8 70 -1 0 0 -#17640 -utility belt~ -batman's Utility Belt~ -Batman has dropped his belt. -~ -~ -15 0 1|2048 -150 1 0 0 -5 0 0 -#17641 -nunchakas~ -a pair of nunchakas~ -A pair of nunchakas lies here. -~ -~ -5 0 1|8192 -0 0 0 4 -15 0 0 -#17642 -bikini~ -barbarella's Bikini~ -This bikini sure doesn't cover much... -~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -17 10 -A -25 3 -#17643 -loincloth~ -tarzan's Loincloth~ -This loincloth sure doesn't cover much... -~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -A -17 10 -#17644 -knife~ -a knife~ -A knife has been left here. -~ -~ -5 0 1|8192 -0 0 0 11 -20 0 0 -A -18 2 -A -19 2 -#17645 -gun~ -a gun~ -A hunter's thunderstick has been left here. -~ -~ -4 0 1|16384 -40 8 8 6 -5 0 0 -#17646 -safari suit~ -a safari suit~ -A safari suit lies here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#17647 -pith helmet~ -a pith helmet~ -A pith helmet lies here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#17648 -tights~ -some green tights~ -These are VERY tight tights! -~ -~ -9 4096 1|32 -0 0 0 0 -5 0 0 -A -2 -1 -A -14 -50 -#17649 -bow~ -a sturdy yew longbow~ -A sturdy yew longbow rests here. -~ -~ -5 0 1|8192 -0 0 0 2 -20 0 0 -A -18 5 -#17650 -sword~ -the Sheriff's sword~ -The Sheriff of Nottingham's sword glimmers here. -~ -~ -5 1|64 1|8192 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#17651 -tweed coat~ -sherlock Holmes' tweed coat~ -Sherlock Holmes has left his tweed coat here. -~ -~ -9 0 1|1024 -0 0 0 0 -10 0 0 -A -3 2 -A -4 2 -A -17 -20 -#17652 -pipe~ -sherlock Holmes' pipe~ -Sherlock Holmes has left his pipe here. How forgetful. -~ -~ -4 0 1|16384 -50 10 10 73 -1 0 0 -#17653 -glasses~ -doctor Watson's glasses~ -Doctor Watson is very myopic. Probably due to these thick glasses. -~ -~ -9 4096 1|16 -0 0 0 0 -1 0 0 -A -3 -2 -A -4 -2 -#17654 -fangs~ -dracula's fangs~ -Someone has torn out Dracula's fangs. -~ -~ -5 0 1|16 -0 0 0 11 -20 0 0 -A -18 -2 -A -19 -2 -#17655 -black cape~ -dracula's black cape~ -Someone has stolen Dracula's black cape and left it here. -~ -~ -9 0 1|1024 -0 0 0 0 -10 0 0 -E -cape~ -You suddenly find yourself overcome with an insane urge to cackle maniacally -and intone " I vant to suck your blood!" -~ -#17656 -stake~ -a wooden stake~ -A wooden stake is lying here. -~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -#17657 -crucifix~ -a silver crucifix~ -A silver crucifix lies here. -~ -~ -1 1 1 -0 0 -1 0 -5 0 0 -A -23 -3 -A -24 -3 -#17658 -fin~ -jaws' fin~ -Someone has hacked the fin off a *** HUGE *** shark and left it here. -~ -~ -9 0 1|8 -0 0 0 0 -150 0 0 -A -19 8 -#17659 -knife~ -a throwing knife~ -A throwing knife lies here. -~ -~ -30 0 1|8192|16384 -0 0 0 0 -10 0 0 -A -18 4 -#17660 -glowing finger~ -eT's glowing finger~ -ET won't be phoning home without his finger. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 3 -#17661 -poncho~ -a comfortable poncho~ -A well-used, comfortable-looking poncho lies here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -13 20 -A -17 -20 -#17662 -cigarello~ -a cigarello~ -A half-smoked cigarello smolders away here. Looks kinda like a spliff. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -18 2 -A -19 2 -A -25 1 -#17663 -tommy gun~ -a tommy gun~ -A tommy gun is lying here. -~ -~ -4 2 1|16384 -48 12 12 64 -10 0 0 -#17664 -baseball bat~ -a baseball bat~ -A baseball bat lies here. -~ -~ -5 0 1|8192 -0 0 0 8 -25 0 0 -A -19 5 -#17665 -cigar~ -a cigar~ -A smelly cigar is smoldering away here. -~ -~ -4 1 1|16384 -44 8 8 33 -1 0 0 -#17666 -cigarette~ -a cigarette~ -A roll-your-own cigarette lies here. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#17667 -milkshake~ -a $5 milkshake~ -A $5 milkshake sits here. And it doesn't even have bourbon in it. -~ -~ -17 0 1|16384 -2 2 10 0 -1 0 0 -E -milkshake~ -That's a pretty fucking good milkshake. I wouldn't say its worth $5, but its -pretty fucking good. -~ -#17668 -vial cocaine coke~ -a vial of cocaine~ -A vial of Mia's coke lies here. -~ -~ -10 1 1|16384 -40 3 81 35 -1 0 0 -#17669 -black suit~ -vinnie Vega's black suit~ -Wear this and you'll look like an extra from a Tarantino film. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -17 -25 -A -25 2 -#17670 -m60~ -rambo's M60~ -This is a very fine M60. Unfortunately it doesn't work in this world too well. -~ -~ -5 0 1|8192 -0 0 0 7 -30 0 0 -A -18 -2 -#17671 -headband~ -rambo's headband~ -This is the headband Sly wears in Rambo. -~ -~ -9 4096 1|16 -0 0 0 0 -1 0 0 -A -3 -3 -A -4 -3 -#17672 -striped shirt~ -freddy Krueger's shirt~ -An ugly red and black striped shirt lies decaying here. -~ -~ -9 2 1|16 -0 0 0 0 -5 0 0 -A -5 3 -A -13 25 -A -17 -30 -A -23 3 -A -24 3 -A -25 -3 -#17673 -clawed glove~ -freddy's glove~ -Freddy's clawed glove lies here. -~ -~ -5 2|128|4096 1|128 -0 0 0 0 -25 0 0 -A -18 2 -A -19 4 -#17674 -pass~ -a security pass~ -This pass gives you permission to enter Lecter's room. As if. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#17675 -coffin~ -dracula's coffin~ -This open coffin contains soil that Vlad was buried in... -~ -~ -12 2|16 1|1024 -0 0 0 0 -500 0 0 -#17676 -stradivarius violin~ -a stradivarius~ -You see a VERY expensive violin lying here. -~ -~ -8 2 1|16384 -0 0 0 0 -5 0 0 -#17677 -brandy decanter~ -a decanter of brandy~ -A decanter of fine brandy rests on a sideboard here. -~ -~ -17 0 1|16384 -5 5 5 0 -5 0 0 -#17678 -cap~ -a peaked SS officer's cap~ -A peaked SS officer's cap lies here. -~ -~ -9 16 1|16 -0 0 0 0 -1 0 0 -A -1 1 -A -2 2 -A -13 15 -A -17 -10 -#17679 -boots~ -a pair of shiny black boots~ -A pair of shiny black boots lies here. -~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -2 -1 -A -18 3 -A -19 3 -#17680 -riding crop~ -a riding crop~ -A riding crop lies here. -~ -~ -5 0 1|8192 -0 0 0 0 -15 0 0 -A -18 -2 -A -19 2 -#17681 -chariot~ -ben Hur's chariot~ -Ben Hur's chariot is racing along here. -~ -~ -12 0 1 -0 0 0 0 -500 0 0 -#17682 -hair~ -samson's hair~ -*>WOW<* Samson's hair! -~ -~ -9 1|64 1|16 -0 0 0 0 -5 0 0 -A -1 4 -A -18 4 -A -19 4 -#17683 -scissors~ -a pair of scissors~ -A pair of scissors rests here. -~ -~ -5 0 1|8192 -0 0 0 11 -20 0 0 -#17684 -circlet~ -a circlet~ -An Egyptian circlet lies here. -~ -~ -9 1|2|64 1|16 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -#17685 -gladius~ -a gladius~ -A stout Roman short sword lies here. -~ -~ -5 0 1|8192 -0 0 0 11 -20 0 0 -A -18 2 -A -19 4 -#17686 -tablet ten commanments~ -the Ten Commandments~ -OooOOOooo. You have found the tablet bearing the Ten Commandments! -~ -~ -2 1|2|64|1024 1|16384 -60 6 11 15 -50 0 0 -A -4 5 -A -25 5 -#17687 -golden cow~ -a golden cow~ -A golden cow is here. -~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -cow~ -This golden cow represents the rather pathetic attempts of the Israelites to -make a substitute God. -~ -#17688 -laurel wreath~ -a laurel wreath~ -This wreath is a sign of the Emperor's power. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 1 -A -4 1 -A -12 30 -A -13 10 -A -17 -15 -A -18 2 -A -19 2 -A -23 -2 -A -24 -2 -A -25 2 -#17689 -suit~ -a black suit~ -One suit, BLACK. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#17690 -hat~ -a black hat~ -One hat, BLACK. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#17691 -sunglasses~ -a pair of black sunglasses~ -One pair of sunglasses, BLACK. -~ -~ -5 0 1|16384 -0 0 0 0 -1 0 0 -A -18 2 -A -19 2 -A -25 1 -#17692 -prophylactic condom~ -a prophylactic~ -One prophylactic, unused. -~ -~ -26 2 1|16384 -50 14 15 43 -1 0 0 -#17693 -prophylactic condom~ -a prophylactic~ -One prophylactic, SOILED. -~ -~ -26 2|4096 1|16384 -50 33 68 27 -1 0 0 -#17694 -lakers cap~ -a Lakers Cap~ -Someone must be a big Lakers fan. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -2 3 -#17695 -guitar~ -a guitar~ -A guitar sits here. -~ -~ -15 0 1|16384 -50 1 0 0 -5 0 0 -#17696 -red hair~ -red hair~ -Rita Hayworth's red hair lies here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -12 25 -A -13 10 -A -17 -20 -#17697 -drink whiskey~ -a drink~ -A drink, probably whiskey, sits here. -~ -~ -17 0 1|16384 -1 1 5 0 -1 0 0 -#17698 -piano~ -a piano~ -A piano sits near the bar. -~ -~ -12 0 1 -2500 1 0 0 -100 0 0 -#17699 -cigarette~ -a smelly cigarette~ -A Turkish cigarette smolders away here. -~ -~ -1 0 1 -0 0 -1 0 -1 0 0 -A -5 -3 -#17700 -raw egg milkshake~ -a raw egg milkshake~ -A raw egg milkshake? Eeyew! -~ -~ -17 0 1|16384 -2 2 10 1 -2 0 0 -#17701 -tracksuit~ -a sweaty tracksuit~ -What a smelly tracksuit! Mind you its owner sure runs a lot in it. -~ -~ -9 2 1|8 -0 0 0 0 -5 0 0 -A -5 4 -A -25 -2 -#17702 -hair haircut~ -elvis' haircut~ -Elvis has left his hair here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -17 -40 -#17703 -pelvis~ -elvis' pelvis~ -*CENSORED* You see Elvis' pelvis, sorta. -~ -~ -9 0 1|32 -0 0 0 0 -5 0 0 -A -2 4 -A -14 100 -A -25 3 -#17704 -groucho glasses~ -a pair of groucho glasses~ -Groucho Marx's distinctive glasses lie here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -12 100 -A -17 -20 -A -23 -2 -A -24 -2 -#17705 -dress~ -a checked blue dress~ -Dorothy's checked blue dress is here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#17706 -trenchcoat~ -a trenchcoat~ -Inspector Clouseau has left his trenchcoat here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -17 -10 -#17707 -hat~ -a hat~ -Inspector Clouseau's hat is here. -~ -~ -9 4096 1|16 -0 0 0 0 -10 0 0 -A -3 -3 -A -4 -3 -#17708 -ruby slippers~ -a pair of ruby slippers~ -Dorothy's ruby slippers are here. -~ -~ -4 1|2 1|64|16384 -40 8 8 606 -5 0 0 -#17709 -keffiyeh~ -lawrence's keffiyeh~ -An arab keffiyeh is here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#17710 -gin~ -a bottle of Gilbey's~ -A bottle of Gilbey's lies here. -~ -~ -17 0 1|16384 -5 5 24 0 -1 0 0 -#17711 -knife~ -a rather sharp knife~ -A rather sharp knife lies here covered in Janet Leigh's blood. -~ -~ -5 0 1|8192 -0 0 0 11 -25 0 0 -A -18 4 -A -19 6 -#17712 -hat~ -a foreign legion hat~ -A French foreign legion hat lies here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#17713 -stockings~ -a pair of nylon stockings~ -A pair of nylon stockings lies here. -~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -A -2 1 -A -14 50 -A -17 -20 -#17714 -tophat~ -a tophat~ -A tophat rests here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#17715 -voice~ -a cat being strangled~ -Someone has lost their voice. Good thing too, sounds awful. -~ -~ -13 4096 1|16 -0 0 0 0 -1 0 0 -A -25 -3 -#17716 -sled~ -a sled~ -A sled called "Rosebud" is here. -~ -~ -12 0 1 -0 0 0 0 -20 0 0 -#17717 -newspaper~ -a newspaper~ -A newspaper is rolled up here. -~ -~ -2 0 1|16384 -40 57 4 6 -1 0 0 -#17718 -law book~ -a law book~ -A law book lies here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 2 -A -4 2 -#17719 -bible~ -a bible~ -A bible lies here. -~ -~ -2 1|2|1024 1|16384 -50 57 6 5 -1 0 0 -#17720 -scarred nose~ -j.J. Gittes' scarred nose~ -J.J. Gittes' scarred nose has come off. -~ -~ -9 4096 1|16 -0 0 0 0 -1 0 0 -A -25 -2 -#17721 -cheap suit~ -a cheap suit~ -A cheap suit lies here. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -#17722 -blonde wig~ -a blonde wig~ -Gentlemen Prefer Blondes. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -3 -2 -A -4 -2 -A -25 4 -#17723 -diamonds~ -diamonds~ -Diamonds are a Girl's Best Friend. -~ -~ -8 1 1|4 -0 0 0 0 -5 0 0 -#17724 -whiskey~ -a shot of whiskey~ -A shot of whiskey sits here. -~ -~ -17 0 1|16384 -1 1 5 0 -1 0 0 -#17725 -pair sneakers~ -a pair of clean sneakers~ -A pair of clean sneakers is here. -~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -2 5 -A -14 250 -A -17 -20 -#17726 -box chocolates~ -a box of chocolates~ -These chocolates look so good you wanna eat the box too! -~ -~ -19 0 1|16384 -200 0 0 0 -5 0 0 -#17727 -briefcase~ -a leather briefcase~ -A leather briefcase lies here. -~ -~ -15 0 1|16384 -50 1 0 0 -5 0 0 -#17728 -forbes magazine~ -forbes magazine~ -An issue of Forbes with Gump on the cover. -~ -~ -2 1 1|16384 -60 15 15 15 -1 0 0 -#17729 -feather~ -a feather~ -A feather has blown here. -~ -~ -1 1|2 1 -0 0 -1 0 -1 0 0 -A -23 -5 -A -24 -5 -#17730 -white suit~ -a white suit~ -A white suit lies here, neatly ironed. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -5 5 -#17731 -sword~ -khan's sword~ -Khan's sword is here. -~ -~ -5 0 1|8192 -0 0 0 3 -30 0 0 -A -13 25 -A -19 6 -#17732 -charity shop clothes~ -some charity shop clothes~ -Some charity shop clothes stained with urine are bundled here. -~ -~ -13 2|4096 1|1024 -0 0 0 0 -25 0 0 -A -1 -2 -A -5 -2 -#17733 -jester hat~ -a court jester's hat~ -A court jester's hat lies here. -~ -~ -9 2 1|16 -0 0 0 0 -5 0 0 -A -3 -1 -A -4 -1 -#17734 -wine~ -a cup of wine~ -A cup of wine sits here. -~ -~ -17 0 1|16384 -2 1 2 0 -5 0 0 -#17735 -wine~ -a cup of wine~ -A cup of wine sits here. -~ -~ -17 0 1|16384 -2 1 2 1 -5 0 0 -E -cup~ -This is a vessel with a pestle... -~ -#17736 -shoes~ -some dancing shoes~ -You could sure cut a rug with these numbers. -~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -2 4 -#17737 -evening clothes~ -some evening clothes~ -Some evening clothes lie here. -~ -~ -9 1 1|8 -0 0 0 0 -5 0 0 -#17738 -baseball~ -a baseball~ -A baseball lies here. -~ -~ -9 0 1|16384 -0 0 0 0 -5 0 0 -A -2 3 -A -17 -20 -A -18 2 -A -19 2 -#17739 -dogtags~ -dogtags~ -Some dogtags lie here. -~ -~ -9 1 1|4 -0 0 0 0 -1 0 0 -A -12 25 -A -13 25 -A -17 -25 -A -18 2 -A -19 2 -#17740 -bikini~ -a fur bikini~ -This bikini sure doesn't cover much... -~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -17 10 -#17741 -eggs~ -some boiled eggs~ -There are a LOT of boiled eggs here. -~ -~ -19 0 1|16384 -48 0 0 0 -5 0 0 -#17742 -prison fatigues~ -some prison fatigues~ -Some prison fatigues lie here. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -1 2 -#17743 -martini~ -a martini~ -A martini is here. -~ -~ -17 0 1|16384 -5 3 24 0 -5 0 0 -#17744 -ringlets~ -shirley Temple's ringlets~ -Shirley Temple's ringlets are here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -13 10 -#17745 -tent~ -a tent~ -An arab tent is here. -~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#17746 -keffiyeh~ -rudolph Valentino's keffiyeh~ -An arab keffiyeh is here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#17747 -dirdnl~ -heidi's dirdnl~ -Heidi's dirdnl is here. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -17 20 -#0 - - -#ROOMS -#17600 -The Road to Movie Land~ -You are walking north along a road that leads toward a rather bizarre place -called a Film Studio. You have heard that here they capture people's actions -on celluloid and sell it to the public at ludicrous prices. When you think -of some of the pretty incredible adventures you have had yourself, you decide -it is time to buy a 35mm and cash in on them. -~ -0 4 1 -D0 -~ -~ -0 -1 17601 -D2 -~ -~ -0 -1 22161 -S -#17601 -Entrance to Movie Land~ -You have entered the grounds of the movie studio, and are moving between the -sets on the various sound stages. The sets are so stunningly real that you -have to stop and remind yourself they aren't real. Or aren't they? Funny how -the place seems curiously absent of film crews... Exits lead in all directions -past many interesting locations. -~ -0 4 1 -D0 -~ -~ -0 -1 17608 -D1 -~ -~ -0 -1 17602 -D2 -~ -~ -0 -1 17600 -D3 -~ -~ -0 -1 17604 -E -sign~ -This area created by Yaegar in January 1996. It is a collage of scenes from -his favorite (and not-so-favorite) films. The sets are thrown together semi- -randomly, as it is on a film studio lot, where you can walk from a scene of -polar exploration into a roaring inferno. There are lots of high level aggies, -so be careful, but they are sentinel, so you need only use scan (and common -sense) to detect them. - -Have fun! - --- Yaegar -~ -S -#17602 -Monte Carlo~ -You have entered the luxurious surrounds of a casino in Monte Carlo. Handsome -gentlemen and glamorous ladies mill about playing blackjack, baccarat or -roulette. A waiter serves drinks to these rich and famous jetsetters while -they laugh, play and lose money. -~ -0 8 0 -D1 -~ -~ -0 -1 17603 -D3 -~ -~ -0 -1 17601 -S -#17603 -The Bank of Monte Carlo~ -Here you may transfer funds if you should need to. However, you will not -be permitted to gamble- you are far too scruffy-looking. -~ -0 8|16384 0 -D3 -~ -~ -0 -1 17602 -S -#17604 -Science Fiction Sets~ -You have entered a studio where various high budget, high sfx, low plot -films are currently being filmed. The shrieks of laser blasts and the -whine of starfighter engines assault your eardrums. -~ -0 8 0 -D0 -~ -~ -0 -1 17606 -D1 -~ -~ -0 -1 17601 -D2 -~ -~ -0 -1 17605 -D3 -~ -~ -0 -1 17609 -S -#17605 -The Bridge of the NCC-1701A~ -You have entered the bridge of the most famous starship in Star Fleet -history, the Constitution-Class USS Enterprise. Crewed by an intrepid band -of Star Fleet Officers, it has seen more of the galaxy than any other vessel -before it. You feel awestruck standing on its bridge. -~ -0 8 0 -D0 -~ -~ -0 -1 17604 -S -#17606 -A Desert Landscape~ -You emerge from the soundstage entrance into a section of yellow sand, -featureless except for a small dwelling in the near distance. Several suns -and moons are visible in the sky. There is a black passageway leading west -from here. -~ -0 0 10 -D2 -~ -~ -0 -1 17604 -D3 -~ -~ -0 -1 17607 -S -#17607 -The Interior of the Death Star~ -You have entered a long corridor that runs through the center of the Death -Star. To the west you see that the passage ends in a dead end, while to the -east you see a blinding white haze. -~ -0 8 0 -D1 -~ -~ -0 -1 17606 -S -#17608 -Avenue Through Movie Land~ -You are strolling along a broad, tree-lined boulevard that runs through the -center of Movie Land. Billboards advertising the latest films and the latest -beers greet you every twenty feet. -~ -0 0 1 -D0 -~ -~ -0 -1 17611 -D2 -~ -~ -0 -1 17601 -S -#17609 -The Abandoned Colony~ -You are wandering through the remains of an abandoned colony on some remote -rock in space. Water drips from busted mains, and the sound, combined with -the flickering lights and the creak of the metal supports creates a very -eerie effect. -~ -0 1|8 0 -D1 -~ -~ -0 -1 17604 -D2 -~ -~ -0 -1 17610 -D3 -~ -door~ -1 0 17652 -S -#17610 -The Science Labs~ -This area was once some sort of research area. Various tools and electronic -devices line the walls, along with several dead parasite-looking creatures -about two feet long suspended in some fluid in glassteel jars. Far away, a -siren sounds, and only too late do you notice the acid eating through the -ceiling above you... -~ -0 1|8 0 -D0 -~ -~ -0 -1 17609 -S -#17611 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17618 -D1 -~ -~ -0 -1 17613 -D2 -~ -~ -0 -1 17608 -D3 -~ -~ -0 -1 17612 -S -#17612 -San Francisco~ -You are walking along a quiet street that passes by a bank. Suddenly shots -ring out and three bank robbers emerge from the nearby bank. Then, just as -suddenly, more shots ring out and the robbers fall dead. Must be Clint -Eastwood reliving his spaghetti western days... - -You can head west into Chinatown if you want. -~ -0 0 1 -D1 -~ -~ -0 -1 17611 -D3 -~ -~ -0 -1 17709 -S -#17613 -Action Set~ -Various action films are occuring around you. It is almost like real life! -To the north you can hear terrific explosions and the screams of dying men, -and to the south you can hear, well, much the same thing. - -A door to the east allows you to enter a more peaceful building full of -journalists. -~ -0 8 0 -D0 -~ -~ -0 -1 17614 -D1 -~ -~ -1 0 17706 -D2 -~ -~ -0 -1 17616 -D3 -~ -~ -0 -1 17611 -S -#17614 -Los Angeles~ -Whoa! You have just emerged in the middle of a car chase! An armored car is -being chased by another armored car, down a busy city street. Suddenly there -is a tremendous crash, and the first armored car grounds to a halt as its -driver catapults through the windscreen. Wow. - -If you want, you can escape to Beverly Hills by heading north. -~ -0 0 1 -D0 -~ -~ -0 -1 17707 -D1 -~ -~ -0 -1 17615 -D2 -~ -~ -0 -1 17613 -S -#17615 -Roger Murtagh's House~ -You have entered what is quite possibly the unluckiest house in movie history. -This house has been broken into by South African criminals, had maniac drug -dealers plow through it in their cars, had people killed with nailguns in the -boat house, and it even has termites. -~ -0 8 0 -D3 -~ -~ -0 -1 17614 -S -#17616 -New York~ -You are walking along, minding your own business, when suddenly an explosion -of gargantuan force blasts through a storefront, carrying into the street -beyond, lifting a bus high into the air, and killing dozens of people. Gee, -and they said LA was rough! -~ -0 0 1 -D0 -~ -~ -0 -1 17613 -D1 -~ -~ -0 -1 17617 -D2 -~ -~ -0 -1 17721 -S -#17617 -On the Deck of a Cargo Ship~ -You suddenly find yourself out of the city and on the deck of a ship moving -down the Hudson River. Armed terrorists are being blown away by a very -scruffy-looking cop in a dirty white t-shirt, along with a rather bemused- -looking electrician. -~ -0 0 1 -D3 -~ -~ -0 -1 17616 -S -#17618 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17626 -D1 -~ -~ -0 -1 17624 -D2 -~ -~ -0 -1 17611 -D3 -~ -~ -0 -1 17619 -S -#17619 -Action Set~ -Various action films are occuring around you. It is almost like real life! -To the north you can hear terrific explosions and the screams of dying men, -and to the south you can hear, well, much the same thing. -~ -0 8 0 -D0 -~ -~ -0 -1 17620 -D1 -~ -~ -0 -1 17618 -D3 -~ -~ -0 -1 17622 -S -#17620 -Police Squad HQ~ -You have entered the grounds of Police Squad HQ. A beat up Chrysler has -rear-ended the car in front, and gas and water pour out onto the street as -people stroll past, unconcerned. A door to the west leads inside. - -There is a park to the east. -~ -0 0 1 -D1 -~ -~ -0 -1 17695 -D2 -~ -~ -0 -1 17619 -D3 -~ -door~ -1 0 17621 -S -#17621 -Inside Police Squad HQ~ -You have entered HQ. Several rather zany looking cops rush about playing tag, -while a half-blind scientist chats with a cop who is so tall you can't even -see his face. Nordberg comes staggering in after being dragged to Chicago under -a Greyhound Bus. What a kooky place. -~ -0 8 0 -D1 -~ -door~ -1 0 17620 -S -#17622 -A Typical Suburban Street~ -All is quiet along this peaceful street until a car pulls up, squashing some -childrens' toys, and a rather large cyborg gets out, walks to the nearest -house, and starts plugging the occupants. You had heard LA was weird, but... -~ -0 0 1 -D1 -~ -~ -0 -1 17619 -D2 -~ -~ -0 -1 17623 -S -#17623 -A Nightclub~ -You are in a typical low-class 80's bar playing typical 80's music. Badly -dressed try-hards jiggle about on a crowded dance floor while New Age mods -stand at the bar trying to act cool. -~ -0 1|8 0 -D0 -~ -~ -0 -1 17622 -S -#17624 -A New York Alleyway~ -You are cautiously making your way along this alley when suddenly you hear -a sound that brings tears of joy to your eyes- the familiar old sound of -steel against steel! At last! Back to reality! Wait a sec. These guys are -hacking the crap out of each other and it doesn't seem to be worrying them -too much. That is until one of them lops the other's head off (musta been at -LEAST a *** THWAP *** ), and the whole place is bathed in electrical energy. -Maybe you'd better leave. -~ -0 1|8 0 -D0 -~ -~ -0 -1 17625 -D1 -~ -~ -0 -1 17700 -D3 -~ -~ -0 -1 17618 -S -#17625 -A New York Antique Shop~ -You have entered a rather nice shop loaded with expensive antiques, and -managed by a long-haired gentleman who has more wisdom in his eyes than his -physical age would suggest he possesses. He politely informs you that all his -goods are for sale, but when he has to help you recover from a dead faint -after you hear the prices, he says that perhaps you need a different shop. -~ -0 8 0 -D2 -~ -~ -0 -1 17624 -S -#17626 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17627 -D2 -~ -~ -0 -1 17618 -S -#17627 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17654 -D1 -~ -~ -0 -1 17628 -D2 -~ -~ -0 -1 17626 -D3 -~ -~ -0 -1 17631 -S -#17628 -New York~ -Busy street hustlers try to scam a buck off you as you push your way past an -assorted crowd of tourists, pimps, drug dealers, cops, journalists, cab -drivers, aliens from outer space and Dave Letterman fans. - -A comedy club lies to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 17630 -D1 -~ -~ -1 0 17690 -D2 -~ -~ -0 -1 17629 -D3 -~ -~ -0 -1 17627 -S -#17629 -A Ritzy Hotel~ -You are almost trampled to death by a horde of screaming hotel guests who -come charging out as you attempt to enter. Close behind them comes a hideous -looking spectre being chased by a man in a grey jumpsuit. Ahh, the Big Apple. -~ -0 0 1 -D0 -~ -~ -0 -1 17628 -S -#17630 -A Deserted Warehouse~ -You have entered a deserted meat locker. The chill numbs your bones as you -move about, and your teeth chatter and your breath steams up as you attempt -to cast some sort of elemental resistance spell. Suddenly you hear a strange -clicking sound, as of cicadas on valium, and you get the uneasy feeling -that you're being watched... -~ -0 1|8 0 -D2 -~ -~ -0 -1 17628 -S -#17631 -Gotham City~ -You have entered the bleak metropolitan surrounds of Gotham City, the gothic -masterpiece sprung from the mind of Bob Kane, and brought to cinematic life -by that surreal master, Tim Burton. Main street leads through here toward -a more livelier-looking area to the west. -~ -0 1 1 -D0 -~ -~ -0 -1 17633 -D1 -~ -~ -0 -1 17627 -D2 -~ -~ -0 -1 17632 -D3 -~ -~ -0 -1 17634 -S -#17632 -A Warehouse~ -You arrive just in time to see a latex-clad superhero quickly beat two muggers -to a pulp, saving their potential victim some cash (and probably his life). -The figure turns to face you and (predictably) utters "I'm Batman". Its -commendable how he can do that without bursting into laughter. -~ -0 1 1 -D0 -~ -~ -0 -1 17631 -S -#17633 -A Parade~ -A massive parade of macabre-looking clowns bearing massive balloons filled -with poisonous gas is making its way down Main street, accompanied by that -master DC Comics fiend, the Joker. He doesn't look pleased to see you- his -intense paranoia has led him to believe that every strangely-garbed visitor -(which you most definitely are) is an ally of the Bat Fiend. -~ -0 1 1 -D2 -~ -~ -0 -1 17631 -S -#17634 -A Quiet Street~ -You are walking along a seemingly peaceful suburban street, but there is a -tangible aura of fear and evil barely perceptible. A sign pointing north -reads "Elm Street". - -A strange road runs south of here. -~ -0 0 1 -D0 -~ -~ -0 -1 17635 -D1 -~ -~ -0 -1 17631 -D2 -~ -~ -0 -1 17736 -D3 -~ -~ -0 -1 17636 -S -#17635 -Elm Street~ -Welcome to Freddy's Nightmare. Boy are YOU in trouble! -~ -0 1|4|8 0 -S -#17636 -An Intersection~ -You have reached an intersection in Movie Land. You may proceed north along -a strange path toward an iron bridge, south toward what looks like a -sanitarium, or continue west. -~ -0 0 1 -D0 -~ -~ -0 -1 17641 -D1 -~ -~ -0 -1 17634 -D2 -~ -~ -0 -1 17637 -D3 -~ -~ -0 -1 17639 -S -#17637 -A Sanitarium~ -You have entered a scene where people are interviewing someone standing behind -a locked glass door to the west. A single chair has been placed here for the -benefit of the interviewer, who must do their best to ignore the maniacal -screams of the other "patients". -~ -0 8 0 -D0 -~ -~ -0 -1 17636 -D3 -~ -cell door~ -1 17674 17638 -S -#17638 -Lecter's Cell~ -This is Hannibal Lecter's private cell. It has a television, a stereo (playing -wagner), some marvelous sketches (done by Lecter, who has a genius intellect, -a photographic memory and a great hand for art), and a neatly-made bed. It also -has Lecter, who reacts- strangely- towards visitors... -~ -0 8 0 -D1 -~ -cell door~ -1 17674 17637 -S -#17639 -A Grassy Field~ -The road here turns into grassy fields that extend as far as you can see. -Houses rise in the distance, and a soft breeze of fresh air refreshes you. -This may be a good place to rest for a while. - -A yellow brick road runs north of here. -~ -0 1024 2 -D0 -~ -~ -0 -1 17735 -D1 -~ -~ -0 -1 17636 -D3 -~ -~ -0 -1 17640 -S -#17640 -A Grassy Field~ -The road here turns into grassy fields that extend as far as you can see. -Houses rise in the distance, and a soft breeze of fresh air refreshes you. -This may be a good place to rest for a while. You fance you can see a jungle -to the south, while houses are now closer to the north. A bar lies to the -west. -~ -0 1024 2 -D0 -~ -~ -0 -1 17645 -D1 -~ -~ -0 -1 17639 -D2 -~ -~ -0 -1 17647 -D3 -~ -~ -0 -1 17649 -S -#17641 -An Iron Girder Bridge~ -This bridge spans an infinitely deep chasm. On the other side you can see a -rather spooky-looking house buried in the midst of a pine forest. -~ -0 1 1 -D0 -~ -~ -0 -1 17642 -D2 -~ -~ -0 -1 17636 -S -#17642 -Outside the House~ -Ack! As you cross the bridge, it is suddenly torn up and twisted beyond repair -by some invisible force. You scream in terror and bash on the door, demanding -to be let in. Then you notice the handle... -~ -0 1 3 -D0 -~ -door~ -1 0 17643 -S -#17643 -Inside the House~ -You enter a well-furnished cabin lined with full bookshelves and small paintings. -There is a kitchen nearby- it is a mess! Smashed crockery everywhere. There -is a pleasant-looking rockingchair moving by itself in the centre of the room, -just near a trapdoor leading down, from which terrible sounds emerge... -~ -0 1|8 0 -D2 -~ -door~ -1 0 17642 -D5 -~ -trapdoor door~ -1 0 17644 -S -#17644 -The Cellar~ -Auaagh! You have entered the cellar where a horrible demon is being held! You -IDIOT! If she doesn't kill you, you will want to leave this foul-smelling -place VERY quickly. -~ -0 1|8 0 -D4 -~ -trapdoor door~ -1 0 17643 -S -#17645 -Outside Tara~ -You are standing outside the once-great southern mansion known as Tara. Now it -has fallen partially in ruin due to the ravages of the Civil War, and its -owner is struggling to make ends meet. -~ -0 0 2 -D0 -~ -door~ -1 0 17646 -D2 -~ -~ -0 -1 17640 -D3 -~ -~ -0 -1 17738 -S -#17646 -Inside Tara~ -You are standing inside the once-great southern mansion known as Tara. Now it -has fallen partially in ruin due to the ravages of the Civil War, and its -owner is struggling to make ends meet. -~ -0 1|8 0 -D2 -~ -door~ -1 0 17645 -S -#17647 -The Deep, Dark Jungle~ -You are creeping slowly through the jungle. You hear shouts, screams and the -howls of animals in the throes of victory or defeat. There is a rope leading -up to a treehouse here. - -To the west the jungle turns into a thick English wood. -~ -0 1 3 -D0 -~ -~ -0 -1 17640 -D2 -~ -~ -0 -1 17653 -D3 -~ -~ -0 -1 17650 -D4 -~ -~ -0 -1 17648 -S -#17648 -Tarzan's Treehouse~ -You are in the Lord of the Jungle's residence. Copies of "Better Homes and -Gardens" and "Sports Illustrated" are strewn across a coffee table covered in -banana peels and monkey dung. -~ -0 8 0 -D5 -~ -~ -0 -1 17647 -S -#17649 -A Seedy Dive~ -You are in a seedy dive frequented by seedy people. You see a guy that looks -a lot like Brad Pitt. -~ -0 8 0 -D1 -~ -~ -0 -1 17640 -S -#17650 -Sherwood Forest~ -You have entered the home of Robin Hood and His Merry Men. Towering oaks, -aspen and pine block out the feeble English sun, and the shadows seem to hide -many secrets. A castle looms to the south. - -A path to the west leads to another sound stage. -~ -0 1 3 -D1 -~ -~ -0 -1 17647 -D2 -~ -~ -0 -1 17651 -D3 -~ -~ -0 -1 17723 -S -#17651 -A Castle~ -This is the residence of Robin Hood's arch enemies Sir Guy of Gisbourne and -of course the villainous Sheriff of Nottingham. It is a very elaborate set- -you almost find yourself believing you could actually be KILLED here ... -~ -0 8 0 -D0 -~ -~ -0 -1 17650 -D4 -~ -~ -1 0 17722 -S -#17652 -Barbarella Psychedela~ -You have stumbled across an old 60s Sci Fi set! Here Barbarella awaits, -willing to experiment with any sexual fantasy you may have. Good job Duran -Duran is nowhere around :) -~ -0 8 0 -D1 -~ -door~ -1 0 17609 -S -#17653 -Deepest Enemy Territory~ -You are creeping slowly through the jungle. You hear shouts, screams and the -howls of animals in the throes of victory or defeat. You also hear the sound -of gunfire and grenades exploding. Blood is splattered across the thick -carpet of moss and decaying leaves that cover the earth beneath your feet. -~ -0 1 3 -D0 -~ -~ -0 -1 17647 -S -#17654 -A Narrow Street~ -You are heading along a narrow street past tall, weatherbeaten tenements. -Ragged people stare miserably at you, and you feel pity for them (but -not enough to give up any of your hard-earned gold!). -~ -0 1 1 -D0 -~ -~ -0 -1 17655 -D2 -~ -~ -0 -1 17627 -S -#17655 -A Narrow Street~ -You are heading along a narrow street past tall, weatherbeaten tenements. -Ragged people stare miserably at you, and you feel pity for them (but -not enough to give up any of your hard-earned gold!). Here it meets a broad -double laned road running east west. -~ -0 1 1 -D1 -~ -~ -0 -1 17656 -D2 -~ -~ -0 -1 17654 -D3 -~ -~ -0 -1 17667 -S -#17656 -Outside Jack Rabbit Slim's~ -You are in the parking lot of a 50's-themed diner standing next to a red -Malibu that someone has just recently keyed. Loud Ricky Nelson music emanates -from within, and your foot starts tapping unconsciously. -~ -0 0 1 -D0 -~ -door~ -1 0 17657 -D1 -~ -~ -0 -1 17658 -D3 -~ -~ -0 -1 17655 -S -#17657 -Inside Jack Rabbit Slim's~ -As you enter, the Maitre-de, who looks a lot like Ed Sullivan, announces the -Jack Rabbit Slim's *** TWIST *** Contest has begun. Waiters that resemble -Buddy Holly, Marilyn Monroe, Zorro and Mamie Van Doren serve customers seated -at tables inside Cadillacs. -~ -0 8 0 -D2 -~ -door~ -1 0 17656 -S -#17658 -The Outskirts of Town~ -You have reached the city limits. From here you may head north across the -desert, or continue east toward a junction. -~ -0 0 2 -D0 -~ -~ -0 -1 17659 -D1 -~ -~ -0 -1 17662 -D3 -~ -~ -0 -1 17656 -S -#17659 -A Desert~ -"You see I went through the desert on a Horse with no name, - ain't it good to be out of the rain. - In the city, no-one remembers your name, - 'cos there ain't no-one there to..." aww shut up! -~ -0 0 10 -D0 -~ -~ -0 -1 17660 -D2 -~ -~ -0 -1 17658 -S -#17660 -A Deserted Town~ -This town was once ruled by two rival families, the Rojos and the Baxters, -until the Man With No Name stirred up a war, and the Rojos wiped out the -Baxters, and were subsequently wiped out by the Man With No Name... -~ -0 0 1 -D0 -~ -~ -0 -1 17679 -D1 -~ -~ -0 -1 17661 -D2 -~ -~ -0 -1 17659 -S -#17661 -A Homestead~ -You reach a peaceful homestead where two unlikely-looking cowboys are -attempting to tame a horse, while a group of onlookers cheer and jeer. -~ -0 0 2 -D3 -~ -~ -0 -1 17660 -S -#17662 -A Junction~ -You have reached a point where you can head east toward a small Shaolin -temple, south toward the sea, or back west toward the city. -~ -0 0 2 -D1 -~ -~ -0 -1 17663 -D2 -~ -~ -0 -1 17664 -D3 -~ -~ -0 -1 17658 -S -#17663 -Shaolin Temple~ -Here Bruce Lee, greatest of the cinematic martial artists, relaxes and -meditates in preparation for his upcoming struggles. -~ -0 8|1024 0 -D3 -~ -~ -0 -1 17662 -S -#17664 -At Sea~ -You are floating on the sea, either in a boat or by magical means. There is -a huge battleship to the south, while to the west you see a HUGE fin -slicing through the water. A deep DA DUM DA DUM echoes in your ears and you -fight down a wave of panic. -~ -0 4 7 -D0 -~ -~ -0 -1 17662 -D1 -~ -~ -0 -1 17665 -D2 -~ -~ -0 -1 17666 -S -#17665 -Death from the Depths~ -Awww Hell. You didn't, did you? Too late. Haven't you seen Jaws...? -~ -0 0 7 -D3 -~ -~ -0 -1 17664 -S -#17666 -The USS Missouri~ -Terrorists are running everywhere shooting at sailors and stealing nuclear -weapons as you board. Another normal day in movie land. You calmly dodge -a few bullets and grenades that come your way, and look out for any serious -threat. - -You can continue sailing to the east if you wish. -~ -0 0 1 -D0 -~ -~ -0 -1 17664 -D1 -~ -~ -0 -1 17696 -S -#17667 -A Nicer Part of Town~ -You have entered a more upmarket area than the one you were just in. Small, -quiet suburban houses line a small, quiet suburban street. -~ -0 0 1 -D0 -~ -~ -0 -1 17668 -D1 -~ -~ -0 -1 17655 -S -#17668 -A T-Junction~ -Here you may proceed north toward a downtown area, south toward the burbs, -or west into a gloomy, fog-shrouded area of town. Some of the doors to the -houses nearby seem to be open... -~ -0 0 1 -D0 -~ -~ -0 -1 17670 -D1 -~ -door~ -1 0 17669 -D2 -~ -~ -0 -1 17667 -D3 -~ -~ -0 -1 17673 -S -#17669 -A Quiet Suburban Home~ -You have entered the home of a failry affluent family with several kids. Several -plastic dolls are strewn across the floor along with several hardcover AD&D -tomes. There is a strange glow emanating from the center of the room... -~ -0 8 0 -D3 -~ -door~ -1 0 17668 -S -#17670 -My Kind of Town...~ -You have entered busy downtown Chicago. Irish cops nod politely as they stroll -their beat, while well-dressed ladies and gentlemen stroll past on errands of -their own. Cars move swiftly in either direction, their occupants preoccupied -with the weather, the lack of booze, or the Sox. There is a police station up -ahead to the east, while there is a tremendous traffic jam to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 17693 -D1 -~ -~ -0 -1 17671 -D2 -~ -~ -0 -1 17668 -S -#17671 -A Police Station~ -You push your way past a crowd of derelicts, cops, FBI agents, journalists and -paper boys hawking the latest news about the bootleggers and enter an equally -crowded police station. Several tough-looking cops are gathered around an -office of one Eliot Ness. -~ -0 8 0 -D0 -~ -~ -0 -1 17672 -D3 -~ -~ -0 -1 17670 -S -#17672 -A Luxurious Hotel~ -You have entered the lobby of a luxurious hotel, and though there seem to be -some legitimate customers, most of the people gathered here appear to be -mobsters... -~ -0 8 0 -D2 -~ -~ -0 -1 17671 -S -#17673 -London~ -You are cautiously advancing through a sudden peas soup fog that has -descended on the streets of London. Horses tug at their bits nervously as -they pull buggies full of well-dressed ladies and gentlemen through the -chill night to the Opera. A lonely nightwatchman attempts to coax some life -from the feeble street lanterns he is tending. Far away in the distance, a -dog howls, and a woman screams. -~ -0 1 1 -D0 -~ -~ -0 -1 17674 -D1 -~ -~ -0 -1 17668 -D3 -~ -~ -0 -1 17677 -S -#17674 -The Gates of a Cemetary~ -You are standing outside the wrought-iron gates of a huge, decrepit cemetary. -Howls and shrieks emanate from within. You SURE you wanna go in there? -~ -0 1 1 -D0 -~ -gate~ -1 0 17675 -D2 -~ -~ -0 -1 17673 -S -#17675 -Outside a Tomb~ -Wow! What's been going on here? You see a wide array of holy symbols scattered -across the ground, as well as some garlic, wolfsbane, belladonna and vials of -holy water. Ahh, Dracula must be in London again, and canny old Van Helsing -has cornered him in this tomb with his religious paraphenalia. Good. No need -to worry about old Drac then. You're safe now. WHAT? You're not going IN there, -are you??? -~ -0 1 1 -D2 -~ -gate~ -1 0 17674 -D3 -~ -door~ -1 0 17676 -S -#17676 -An Abandoned Tomb~ -Dracula uses this tomb to rest in during his many sorties into Greater London. -However, this time Van Helsing has trapped him, and Dracula sure is mad about -it! -~ -0 1|8 0 -D1 -~ -door~ -1 0 17675 -S -#17677 -Baker Street~ -You have entered Baker Street, home of the famous detective, Sherlock Holmes. -The door to 222b lies directly to the north of you. -~ -0 1 1 -D0 -~ -~ -1 0 17678 -D1 -~ -~ -0 -1 17673 -D3 -~ -~ -0 -1 17716 -S -#17678 -222B Baker Street~ -You have entered the residence of Sherlock Holmes. Perhaps he is in right now, -playing his violin, or perhaps reading one of his many books? Or perhaps -sharing a brandy with his faithful companion Doctor Watson? -~ -0 8 0 -D2 -~ -~ -1 0 17677 -S -#17679 -Egypt (Giza to be precise)~ -You are making your away across a sandy plain toward the Pyramids. The Great -Pyramid of Kheops towers above all others, and about its base you see a large -contingent of Nazi soldiers and native diggers. -~ -0 0 10 -D0 -~ -~ -0 -1 17680 -D1 -~ -~ -0 -1 17681 -D2 -~ -~ -0 -1 17660 -S -#17680 -The Great Pyramid~ -Built by the Vizier Hemon for the pharaoh Kheops, at the beginning of the -third milennium B.C., the Great Pyramid was constructed from over 2 million -limestone blocks, the largest weighing in at 15 tons. And you thought mowing -the lawn was hard work. And now it seems the Nazis have once again set their -eyes on some ancient treasure in Egypt. Wonder what it is they want now? -~ -0 0 10 -D0 -~ -~ -0 -1 17710 -D2 -~ -~ -0 -1 17679 -S -#17681 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. -~ -0 0 7 -D0 -~ -~ -0 -1 17682 -D2 -~ -~ -0 -1 17685 -D3 -~ -~ -0 -1 17679 -S -#17682 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. A roayl barge floats here with some very -important occupants. -~ -0 0 7 -D1 -~ -~ -0 -1 17683 -D2 -~ -~ -0 -1 17681 -S -#17683 -The Base of the Mountain~ -The set has switched from historical drama to biblical epic. You are at the -base of the mountain where Moses ascended to receive the 10 Commandments. He -has been up there an awfully long time, and the Israelites down below are -getting pretty restless. They urge you to go on up and see if you can't -hurry him up. -~ -0 0 5 -D3 -~ -~ -0 -1 17682 -D4 -~ -~ -0 -1 17684 -S -#17684 -The Summit~ -Thunder booms and Lightning strikes everywhere. A fierce wind howls and tears -at your clothing. You have reached the summit. Now, where's that Moses guy? -~ -0 0 5 -D5 -~ -~ -0 -1 17683 -S -#17685 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. -~ -0 0 7 -D0 -~ -~ -0 -1 17681 -D1 -~ -~ -0 -1 17686 -S -#17686 -A Sanctuary~ -You enter a pleasant garden full of well-dresses Romans and their slaves, and -a wide variety of pleasure girls (and boys). Wine is being poured liberally. -A huge man with a haircut like Trent Reznor is enjoying the attention of a -particularly attractive woman. -~ -0 8 0 -D2 -~ -~ -0 -1 17687 -D3 -~ -~ -0 -1 17685 -S -#17687 -The Coliseum~ -Wow! Real life chariot racing and gladiatorial combat! Lets go! Where's the -emperor? Oh, he's right next to you, frowning at your sudden intrusion, as -are his 500 Praetorian Guards. Perhaps you'd better sit down. Or you could -go join in the action on the ground floor. -~ -0 0 1 -D0 -~ -~ -0 -1 17686 -D1 -~ -~ -0 -1 17688 -D5 -~ -~ -0 -1 17689 -S -#17688 -The Chariot Races~ -Here a group of rather insane men are racing about in flimsy wooden -contraptions being drawn by sweating horses. You find it rather ridiculous -(and painful to watch, as you see an unfortunate rider fall out and get -mashed beneath the wheels of the next chariot), but the crowd seem to love -it. Ah well Pax Romana. -~ -0 0 2 -D3 -~ -~ -0 -1 17687 -S -#17689 -The Gladiatorial Arena~ -Here warriors of all different nationalities battle it out on the bloodied -sands of the arena. The crowd cheers and jeers as a favorite warrior wins or -falls to the blade of another. Looks good! -~ -0 0 10 -D1 -~ -~ -1 0 17746 -D4 -~ -~ -0 -1 17687 -S -#17690 -Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. -~ -0 8 0 -D1 -~ -~ -0 -1 17691 -D3 -~ -~ -1 0 17628 -S -#17691 -Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. Laughing patrons surround a stage with some comics -and a musician who hits a snare drum and cymbal at each punchline. - -You hear Henny Youngman utter "Take my Wife, Please!" -*Boom* *Boom* *Ching* -~ -0 8 0 -D0 -~ -~ -0 -1 17692 -D3 -~ -~ -0 -1 17690 -S -#17692 -The Stage in Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. - -There sure are some big names here this evening! -~ -0 8 0 -D2 -~ -~ -0 -1 17691 -S -#17693 -A Traffic Jam~ -You have reached the source of the traffic jam, and also seemed to have -fast forwarded 50 years into the future. Over one hundred police cars have -piled up here, atop one another, while chasing an ex-police car driven by -two men in dark suits, who headed north toward a tax building. -~ -0 0 1 -D0 -~ -~ -0 -1 17694 -D2 -~ -~ -0 -1 17670 -S -#17694 -A Tax Building~ -You have entered a taxation office, and you see the two men racing toward a -guy who looks like Steven Spielberg. The cops couldn't stop them- perhaps -you can? -~ -0 8 0 -D2 -~ -~ -0 -1 17693 -S -#17695 -A Park~ -You have entered a quaint park, near a bus stop, where several people wait -on a bench patiently for the next bus. -~ -0 0 2 -D3 -~ -~ -0 -1 17620 -S -#17696 -The Seas~ -You are saling over a calm sea toward the coast of a desert continent. You -can see a port in the distance. -~ -0 0 7 -D1 -~ -~ -0 -1 17697 -D3 -~ -~ -0 -1 17666 -S -#17697 -The Seas~ -You are saling over a calm sea toward the coast of a desert continent. You -can see a port in the distance. -~ -0 0 7 -D2 -~ -~ -0 -1 17698 -D3 -~ -~ -0 -1 17696 -S -#17698 -Casablanca~ -You have entered the city of Casablanca, known as Dar-El-Beida to the locals, -on the coast of Morocco. Rick's Cafe lies to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 17697 -D2 -~ -~ -1 0 17699 -S -#17699 -Rick's Cafe~ -You have entered the legendary "Rick's Cafe", haven for all sorts of human -detritus. Dooley Wilson plays a few tunes on a piano, while Ingrid Bergman -and Claude Rains wander about, looking depressed. Rick is at the bar serving -drinks. - -A newer section of the nightclub to the east seems to be devoted to other -films... -~ -0 8 0 -D0 -~ -~ -1 0 17698 -D1 -~ -~ -0 -1 17730 -S -#17700 -Little Italy~ -You have emerged into a street scene from the late-1940s, in that area of -New York known as Little Italy. Goodfellas stroll with casual arrogance past -Irish cops, while small boys sell newspapers and fresh fruit from barrows by -the side of the cobbled street. Far above, a hefty Italian woman calls -frantically for her son. -~ -0 0 1 -D1 -~ -~ -0 -1 17701 -D2 -~ -~ -0 -1 17742 -D3 -~ -~ -0 -1 17624 -S -#17701 -Outside the Corleone House~ -You are standing outside the residence of the Corleones, a powerful crime -family who are officially traders in Genco Olive Oil, but unofficially are -the power behind practically all prostitution, gambling and sly grog in the -city. To the east lies a different scene, should you wish to leave. -~ -0 0 1 -D0 -~ -~ -1 0 17702 -D1 -~ -~ -0 -1 17703 -D3 -~ -~ -0 -1 17700 -S -#17702 -Inside the Corleone Household~ -Numerous gun-toting mobsters shoulder past you, heading to and from the -current Godfather, who is holding "court" in the next room, but is far too -busy to see you. However, you may get to meet one of his sons, Sonny, -Michael or Alfredo. -~ -0 8 0 -D2 -~ -~ -1 0 17701 -S -#17703 -A Park~ -You are heading through a park toward a comfortable-looking bench that sits -near a steep set of stairs, which a small but muscular man clad in a sweaty -tracksuit is furiously sprinting up and down. How dull. - -The steps appear to head up to a different building entirely. -~ -0 0 2 -D1 -~ -~ -0 -1 17734 -D3 -~ -~ -0 -1 17701 -D4 -~ -~ -0 -1 17704 -S -#17704 -Capitol Hill~ -Wow. You are standing at the core of the US Government. Busy politicians and -public servants busily rush to and fro, most of them heading toward the -rooms where the senate meet. You can go too if you'd like (*yawn*). - -The offices of a Publisher lie to the east of here. -~ -0 0 1 -D0 -~ -~ -1 0 17705 -D1 -~ -~ -1 0 17741 -D5 -~ -~ -0 -1 17703 -S -#17705 -The Senate~ -You make your way past a few old men who lie sprawled half-asleep in their -chairs while an energetic young man speaks effusely and well on a broad range -of topics in the center of the room. Judging by the sweat on his brow and the -rather manic gleam in his eyes, you judge that he's been at it for some time. -~ -0 8 0 -D0 -~ -~ -1 0 17740 -D2 -~ -~ -1 0 17704 -S -#17706 -The Offices of a Major Newspaper~ -Journalists swarm left and right around you as you attempt to force your way -toward a water cooler. A desk at the far end of the room is covered with -Lakers memorabilia- whoever sits there must be quite a fan. -~ -0 8 0 -D3 -~ -~ -1 0 17613 -S -#17707 -Beverly Hills~ -You are strolling along a tree-lined boulevard, passing bikini-clad roller -skaters, rich ladies in mink coats dragging small poodles along by their -diamond-studded leashes, big-time wheeler-dealers cruising in their Maseratis -and the occasional bum looking for a quarter who ended up in the last place -he's likely to get one. -~ -0 0 1 -D0 -~ -~ -0 -1 17708 -D2 -~ -~ -0 -1 17614 -S -#17708 -Beverly Hills~ -You are strolling along a tree-lined boulevard, passing bikini-clad roller -skaters, rich ladies in mink coats dragging small poodles along by their -diamond-studded leashes, big-time wheeler-dealers cruising in their Maseratis -and the occasional bum looking for a quarter who ended up in the last place -he's likely to get one. -~ -0 0 1 -D2 -~ -~ -0 -1 17707 -S -#17709 -Chinatown~ -You are heading through Chinatown, amazed by the stunning variety of food, -clothes and people you encounter. A deserted parking lot up ahead is currently -occupied by a few nasty-looking men, who quickly leave as you enter. -~ -0 0 1 -D1 -~ -~ -0 -1 17612 -S -#17710 -Heading Towards a Crossroads in the Desert~ -Hmmm. Lost in the desert. Never a good thing. Hope you have a lot of water. -~ -0 0 10 -D0 -~ -~ -0 -1 17711 -D2 -~ -~ -0 -1 17680 -S -#17711 -A Crossroads in the Desert~ -Hmmm. Lost in the desert. Never a good thing. Hope you have a lot of water. - -A tent looms to the east, while a fort lies to the distant west. To the -north you can hear what sounds like a locomotive. -~ -0 0 10 -D0 -~ -~ -0 -1 17713 -D1 -~ -~ -0 -1 17712 -D2 -~ -~ -0 -1 17710 -D3 -~ -~ -0 -1 17714 -S -#17712 -The Tent of the Sheik~ -You have entered the tent of the Sheik. Fortunately for you he's a friendly -soul, and if you happen to be female, perhaps a little too friendly. -~ -0 8 0 -D3 -~ -~ -0 -1 17711 -S -#17713 -A Derailed Train~ -You have emerged in the midst of a raging battle between Arab cavalry and -Turkish soldiers in a derailed train. A blond-haired British army officer -charges insanely among them all, spurring the Arabs onto greater levels of -slaughter. -~ -0 0 10 -D0 -~ -~ -0 -1 17729 -D2 -~ -~ -0 -1 17711 -S -#17714 -Approaching the Fort~ -You are heading west toward a fort in Algeria flying the French flag. -Legionaires stroll the battlements, keeping their eyes out for Bedouin raiders. -The gate is almost directly in front of you. -~ -0 0 10 -D1 -~ -~ -0 -1 17711 -D3 -~ -gate~ -1 0 17715 -S -#17715 -Inside the Fort~ -Legionaires gaze at you curiously as you enter, but since you are not clad -in traditional 19th century Bedouin garments (at least its likely you're not) -the don't attempt to attack you. -~ -0 8 0 -D1 -~ -gate~ -1 0 17714 -S -#17716 -Gay Paris~ -How odd. One minute you were in gloomy, fog-bound 19th century London, the -next you emerge into gay Paris in the 1960s. Men wearing funny striped shirts -and black berets, and wielding long sticks of bread cycle past you, heading -to and fro in front of the Eiffel Tower. Even as you watch, the Tower suddenly -shimmers and disappears altogether. A voice yells "Look for it in Pepperland". -How odd. -~ -0 0 1 -D1 -~ -~ -0 -1 17677 -D3 -~ -~ -0 -1 17717 -S -#17717 -The Police Station~ -You are standing outside a rather large building, which has been firmly -barricaded to keep people out, or rather, a particular person out. This person -is standing outside, on the footpath next to you, frantically calling out -in French to a police inspector huddled inside, who is gibbering madly. -~ -0 0 1 -D1 -~ -~ -0 -1 17716 -D3 -~ -~ -0 -1 17718 -S -#17718 -The End of the Road~ -You are standing outside a dance hall, from which music, laughter and the -sounds of merriment emerge. You may enter if you wish, or stand out here in -the cold. -~ -0 1|4 1 -D0 -~ -~ -1 0 17719 -D1 -~ -~ -0 -1 17717 -S -#17719 -A Dance Hall~ -You are inside what looks like a rehearsal room for some big name Hollywood -musical. Famous stars glide past you without giving you a second glance. -You gape in awe at the magnificent scenery, the brilliant costumes, and the -music! Oh the MUSIC! Dance! Dance! -~ -0 8 0 -D0 -~ -~ -0 -1 17720 -D2 -~ -~ -1 0 17718 -S -#17720 -The End of a Dance Hall~ -You are inside what looks like a rehearsal room for some big name Hollywood -musical. Famous stars glide past you without giving you a second glance. -You gape in awe at the magnificent scenery, the brilliant costumes, and the -music! Oh the MUSIC! Dance! Dance! -~ -0 8 0 -D2 -~ -~ -0 -1 17719 -S -#17721 -A Drug Bust~ -You have stumbled onto a NY drug bust. Cops run everywhere, shooting and -screaming at a group of French drug dealers. You see Sipowicz and Simone -strolling away with a felon in tow, but the action is dominated by the -indefatigable Popeye Doyle. -~ -0 1 1 -D0 -~ -~ -0 -1 17616 -S -#17722 -The Battlements~ -You have emerged onto the battlements, where an actor is rehearsing for a -role he is soon to perform in the courtyard below. Best not disturb him. -~ -0 0 1 -D5 -~ -~ -1 0 17651 -S -#17723 -A Path Through a Warzone~ -Bullets, grenades and artillery shells scream past all around you, and as you -deftly dodge the falling bodies of the dead and the dying, you deduce that -you have entered some sort of war movie. Suddenly you yelp as a piece of -shrapnel imbeds itself in your calf, and you suddenly realize- You could be -KILLED in here! -~ -0 0 2 -D1 -~ -~ -0 -1 17650 -D3 -~ -~ -0 -1 17724 -S -#17724 -Rolling Hills~ -You are heading across rolling hills, through which dozens of Nazis suddenly -pour, hot in pursuit of a lean American air force officer riding a motorcycle -toward a barbed wire fence to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 17723 -D2 -~ -~ -0 -1 17725 -D3 -~ -~ -0 -1 17726 -S -#17725 -A Barbed Wire Fence~ -Oops. The officer couldn't make it past the fence, and neither can you. Looks -like he's going to be captured- AGAIN. Better hope he has his baseball handy. -Unless you plan to help him escape... -~ -0 0 2 -D0 -~ -~ -0 -1 17724 -S -#17726 -A Path Through a Warzone~ -Bullets, grenades and artillery shells scream past all around you, and as you -deftly dodge the falling bodies of the dead and the dying, you deduce that -you have entered some sort of war movie. Suddenly you yelp as a piece of -shrapnel imbeds itself in your calf, and you suddenly realize- You could be -KILLED in here! -~ -0 0 2 -D0 -~ -~ -0 -1 17727 -D1 -~ -~ -0 -1 17724 -D3 -~ -~ -0 -1 17728 -S -#17727 -M*A*S*H~ -You have entered an Army hospital base in Korea. Wounded men are rushed to -and fro in stretchers by harried army personell, while a couple of doctors -idly sip at martinis as they sit in their tents and watch the passing parade, -preparing to once again do another twelve hours in the surgery fixing these -wounded up. -~ -0 0 2 -D2 -~ -~ -0 -1 17726 -S -#17728 -Pearl Harbour~ -You are walking past military barracks in Pearl Harbour. Soldiers, naval -personell and airmen all stroll past, unaware of the danger lurking only -a few hours away over the horizon. -~ -0 0 1 -D1 -~ -~ -0 -1 17726 -S -#17729 -The Gobi Desert~ -You see hordes of Mongol warriors galloping insanely toward you across what -they think is the Gobi Desert, but actually looks more like Nevada or New -Mexico. -~ -0 0 10 -D2 -~ -~ -0 -1 17713 -S -#17730 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D2 -~ -~ -0 -1 17731 -D3 -~ -~ -0 -1 17699 -S -#17731 -The Main Floor of a Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D0 -~ -~ -0 -1 17730 -D1 -~ -~ -0 -1 17732 -D2 -~ -~ -0 -1 17733 -S -#17732 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D3 -~ -~ -0 -1 17731 -S -#17733 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D0 -~ -~ -0 -1 17731 -S -#17734 -An Abandoned Tenement~ -You are treading warily through an abandoned tenement, home now for a variety -of bums, beggars, vagrants and other itinerants. You should really try and -help them. -~ -0 1|8 0 -D3 -~ -~ -0 -1 17703 -S -#17735 -The Yellow Brick Road~ -You are heading along a garish yellow road heading toward a bright green -city. You start to feel nauseous, and you are not sure if its the sudden -rush of color, or that awful, sickening singing- - -"We're OFF to see the Wizard, the Wonderful Wizard of Oz!" Bleech. - -You better head back- this place isn't right for you. -~ -0 0 2 -D2 -~ -~ -0 -1 17639 -S -#17736 -Bates Motel~ -You are standing outside a rather sinister building named "Bates Motel". Looks -like a GREAT place to spend the night. Yeah, right. - -You see a sign near the door. -~ -0 0 1 -D0 -~ -~ -0 -1 17634 -D2 -~ -~ -1 0 17737 -E -sign~ -The sign reads- - - "WELCOME TO BATES MOTEL- 12 rooms, 12 vacancies... 12 showers" -~ -S -#17737 -Inside the Motel~ -You entered? Ack! Norman is going to kill you in the shower! Run! The door's -locked?!? Aggh! You see Martin Balsam heading toward the motel... watch out! -Ugh. Too late. Looks like you're next... -~ -0 1|4|8 0 -S -#17738 -A Quaint Souther Town~ -You have entered a quaint southern town, where everyone seems peaceful and -nice, but there is a malevolent edge to them too. - -A court room looms to the west, while a prison lies to the north. -~ -0 0 1 -D0 -~ -~ -1 0 17745 -D1 -~ -~ -0 -1 17645 -D3 -~ -~ -1 0 17739 -S -#17739 -Inside the Courtroom~ -Here, Addicus Finch is doing his best to defend an innocent man framed for a -horrid crime that he did not commit. Gregory Peck is in fine form in this -1962 adaptation of the best-selling novel- oops I'm turning into Leonard -Maltin. -~ -0 8 0 -D1 -~ -~ -1 0 17738 -E -sign~ -The sign says- - -"If you are a racist- Get a life you pathetic KKK LOSER!" - -ps Hitler Bites! -~ -S -#17740 -The Oval Office~ -You have stumbled into the office of the President. Or a former president. -Not that he seems to have noticed. He thinks its just another role, with a -VERY long production run... -~ -0 8 0 -D2 -~ -~ -1 0 17705 -S -#17741 -An Office~ -You have suddenly switched scenes, going from a political film to a- well, a -Wellesian film. You are in a comfortable office occupied by an important- -looking young man. -~ -0 8 0 -D3 -~ -~ -1 0 17704 -S -#17742 -Manhattan~ -You are walking through a stylish section of New York. Well dressed guys and -dolls file past, including some fabulously rich and beautiful women on the -arms of some incredibly rich and handsome men. -~ -0 0 1 -D0 -~ -~ -0 -1 17700 -D2 -~ -~ -0 -1 17743 -S -#17743 -Upstate New York~ -You are walking past several mansions that line a clean, wide road that runs -through this area of the state. A House to the east looks particularly -interesting. -~ -0 0 1 -D0 -~ -~ -0 -1 17742 -D1 -~ -~ -1 0 17744 -S -#17744 -A Creepy House~ -You have entered a strange house that looks strangely familiar. You hear the -choked screams for help of the crippled Joan Crawford, and suddenly realize -where you are. Quickly you steel yourself and prepare to face Baby Jane... -~ -0 8 0 -D3 -~ -~ -1 0 17743 -S -#17745 -A Prison~ -You are in the grounds of a hard labour camp, for the rehabilitation of felons. -You look around at the dispirited inmates and wonder if the "rehabilitation" -process is a bit too harsh here. -~ -0 1|8 0 -D2 -~ -~ -1 0 17738 -S -#17746 -Outside in the Mountains~ -You have suddenly gone from a Coliseum to the rocky mountains of southern -Europe. You see goats hopping from peak to peak in the distance, and far off -a yodeller lets loose with a deafening yodel, bringing an avalanche down on -your head. You're gonna kill that guy if you get your hands on him. -~ -0 0 5 -D1 -~ -~ -0 -1 17747 -D3 -~ -~ -1 0 17689 -S -#17747 -A Crossroads in the Mountains~ -You have suddenly gone from a coliseum to the rocky mountains of southern -Europe. You see goats hopping from peak to peak in the distance, and far off -a yodeller lets loose with a deafening yodel, bringing an avalanche down on -your head. You're gonna kill that guy if you get your hands on him. -~ -0 0 5 -D4 -~ -~ -0 -1 17748 -D5 -~ -~ -0 -1 17749 -S -#17748 -Heidi's Cabin~ -You have reached the source of the yodelling- Heidi's uncle. With a swift -stroke you decapitate him, and you then turn with a wicked grin to face his -trembling niece, blood from your victim covering you from head to foot... -~ -0 0 5 -D5 -~ -~ -0 -1 17747 -S -#17749 -1,000,000 Years BC~ -You have gone through some sort of timewarp, and are now in prehistoric times. -Suddenly a huge Tyrannosaurus stomps toward you, and you quickly flee, only -to find yourself face to face with one very attractive cavewoman... -~ -0 0 5 -D4 -~ -~ -0 -1 17747 -S -#0 - - -#RESETS -* -D 1 17609 3 1 ; closes door to old set -D 1 17652 1 1 ; closes door from old set -D 1 17620 3 1 ; Police Squad HQ Close West -D 1 17621 1 1 ; Inside Police Squad HQ Close East -D 1 17637 3 2 ; A Sanitarium Lock West -D 1 17638 1 2 ; Lecter's Cell Lock East -D 1 17642 0 1 ; Outside the House Close North -D 1 17643 2 1 ; Inside the House Close South -D 1 17643 5 1 ; Inside the House Close Down -D 1 17644 4 2 ; locks door up (barred on the other side- see the film) -D 1 17645 0 1 ; closes door to Tara -D 1 17646 2 1 ; closes door from Tara -D 1 17656 0 1 ; closes door to jack rabbit slim's -D 1 17657 2 1 ; closes door from jack rabbit slim's -D 1 17668 1 1 ; closes door to et -D 1 17669 3 1 ; closes door from et -D 1 17674 0 1 ; closes gate to cemetary -D 1 17675 2 1 ; closes gate from cemetary -D 1 17675 3 1 ; closes door to tomb -D 1 17676 1 2 ; locks door from tomb (one way door) -D 1 17677 0 1 ; closes door to 222b -D 1 17678 2 1 ; closes door from 222b -D 1 17628 1 1 ; closes door to comedy club -D 1 17690 3 1 ; closes door from comedy club -D 1 17698 2 1 ; closes door to rick's -D 1 17699 0 1 ; closes door from rick's -D 1 17701 0 1 ; closes door to corleones -D 1 17702 2 1 ; closes door from corleones -D 1 17704 0 1 ; closes door to senate -D 1 17705 2 1 ; closes door from senate -D 1 17613 1 1 ; closes door to paper building -D 1 17706 3 1 ; closes door from paper building -D 1 17714 3 1 ; closes gate to fort -D 1 17715 1 1 ; closes gate from fort -D 1 17718 0 1 ; closes door to dance hall -D 1 17719 2 1 ; closes door from dance hall -D 1 17651 4 1 ; closes door to battlements -D 1 17722 5 2 ; locks door from battlements (one-way) -D 1 17736 2 1 ; closes door to motel -D 1 17738 3 1 ; closes door to court -D 1 17739 1 1 ; closes door from court -D 1 17705 0 1 ; closes door to oval office -D 1 17740 2 1 ; closes door from oval office -D 1 17704 1 1 ; closes door to citizen kane -D 1 17741 3 1 ; closes door from citizen kane -D 1 17743 1 1 ; closes door to house -D 1 17744 3 2 ; locks door from house -D 1 17738 0 1 ; closes gate to prison -D 1 17745 2 2 ; locks gate from prison -D 1 17689 1 1 ; closes door to mountains -D 1 17746 3 1 ; closes door from mountains -* -M 1 17600 1 17602 LOADS JAMES BOND /** james bond films -E 1 17600 0 17 HOLDS MARTINI -E 1 17639 0 14 WEARS LASER WATCH -G 1 17601 0 0 GIVES WALTHER PPK -* -M 1 17614 1 17605 LOADS KIRK /** star trek films -E 1 17625 0 12 WEARS BLAZER -E 1 17623 0 17 WIELDS PHASER -G 1 17624 0 0 GIVES COMMUNICATOR -M 1 17615 1 17605 LOADS SPOCK -E 1 17625 0 12 WEARS BLAZER -E 1 17624 0 17 HOLDS COMMUNICATOR -G 1 17623 0 0 GIVES PHASER -* -M 1 17602 1 17606 LOADS LUKE /** star wars films -E 1 17605 0 16 WIELDS LIGHTSABER -M 1 17603 1 17607 LOADS VADER -E 1 17607 0 16 WIELDS LIGHTSABER -E 1 17606 0 6 WEARS HELM -* -M 1 17605 1 17609 LOADS RIPLEY /** alien films -E 1 17610 0 17 HOLDS PULSE RIFLE -E 1 17611 0 8 WEARS REEBOKS -M 1 17606 1 17610 LOADS ALIEN -* -M 1 17616 1 17612 LOADS DIRTY HARRY /** dirty harry films -E 1 17626 0 17 HOLDS .44 MAGNUM -* -M 1 17612 1 17614 LOADS RIGGS /** lethal weapon films -E 1 17608 0 3 WEARS BADGE -E 1 17619 0 12 WEARS FLANNEL SHIRT -E 1 17622 0 17 HOLDS CIGARETTES -G 1 17618 0 0 GIVES BERETTA -M 1 17613 1 17615 LAODS MURTAGH -E 1 17620 0 5 WEARS VEST -E 1 17621 0 13 WEARS GIRDLE -* -M 1 17604 1 17617 LOADS JOHN MACLEAN /** die hard films -E 1 17608 0 3 WEARS BADGE -E 1 17609 0 5 WEARS SINGLET -* -M 1 17619 1 17621 LOADS DREBIN /** naked gun films -G 1 17608 0 0 GIVES BADGE -* -M 1 17607 1 17622 LOADS TERMINATOR /** terminator films -M 1 17608 1 17623 LOADS SARAH CONNER -* -M 1 17610 1 17624 LOADS KURGAN /** highlander films -E 1 17613 0 16 WIELDS SWORD -E 1 17614 0 3 WEARS SAFETY PIN -M 1 17609 1 17625 LOADS CONNER -E 1 17612 0 16 WIELDS KATANA -* -M 1 17617 1 17629 LOADS VENKMAN /** ghostbusters films -E 1 17627 0 5 WEARS PACK -E 1 17628 0 12 WEARS JUMSUIT -M 1 17618 1 17629 LOADS GHOST -E 1 17630 0 12 WEARS ECTOPLASM -G 1 17629 0 0 GIVES SAUSAGES -* -M 1 17611 1 17630 LOADS PREDATOR /** predator films -E 1 17616 0 16 WIELD SPEAR -E 1 17617 0 17 HOLDS ROCKET LAUNCHER -G 1 17615 0 0 GIVES DISC -* -M 1 17624 1 17632 LOADS BATMAN /** the batman films -E 1 17636 0 17 HOLDS BATARANG -E 1 17637 0 12 WEARS LATEX SUIT -E 1 17640 0 13 WEARS UTILITY BELT -M 1 17625 1 17633 LOADS JOKER -E 1 17638 0 6 WEARS SMILE -* -M 1 17651 1 17635 LOADS KRUEGER /** nightmare on elm st films -E 1 17603 0 6 WEARS FEDORA -E 1 17672 0 5 WEARS SHIRT -E 1 17673 0 9 WEARS GLOVE -* -M 1 17620 1 17637 LOADS CLARICE STARLING /** silence of the lambs -G 1 17631 0 0 GIVES ID -G 1 17674 0 0 GIVES PASS -M 1 17621 1 17638 LOADS LECTER -E 1 17632 0 16 WIELDS SCALPEL -O 1 17633 0 17638 LOADS RECORD -* -M 1 17622 1 17643 LOADS ASH /** evil dead films -E 1 17634 0 18 HOLDS CHAINSAW OFFHAND -E 1 17635 0 16 WIELDS SHOTGUN -M 1 17623 1 17644 LOADS DEMON -* -M 1 17648 1 17645 LOADS RHETT BUTLER /** gone with the wind -M 1 17647 1 17646 LOADS SCARLETT -* -M 1 17629 1 17647 LOADS HUNTER /** tarzan films -E 1 17646 0 5 WEARS SUIT -E 1 17647 0 6 WEARS PITH -E 1 17643 0 7 WEARS LOINCLOTH -E 1 17644 0 16 WIELDS KNIFE -G 1 17645 0 0 GIVES GUN -M 1 17628 1 17648 LOADS TARZAN -* -M 1 17649 1 17649 /** thelma and louise -M 1 17650 1 17649 THELMA AND LOUISE -* -M 1 17630 1 17650 LOADS ROBIN /** the many robin hood films -E 1 17648 0 7 WEARS TIGHTS -E 1 17649 0 16 WIELDS BOW -M 1 17631 1 17651 LOADS SHERIFF -E 1 17650 1 16 WIELDS SWORD -* -M 1 17627 1 17652 LOADS BARBARELLA /** barbarella -E 1 17642 0 5 WEARS BIKINI -* -M 1 17646 1 17653 LOADS RAMBO /** rambo films -E 1 17670 0 16 WIELDS M60 -E 1 17671 0 6 WEARS HEADBAND -* -M 1 17644 1 17657 LOADS VINCENT VEGA /** pulp fiction -E 1 17669 0 5 WEARS SUIT -E 1 17666 0 17 HOLDS CIGARETTE -M 1 17645 1 17657 LOAS MIA WALLACE -E 1 17667 0 17 HOLDS MILKSHAKE -G 1 17668 0 0 GIVES COCAINE -* -M 1 17639 1 17660 LOADS MAN WITH NO NAME /** spaghetti westerns -E 1 17661 0 5 WEARS PONCHO -E 1 17662 0 17 HOLDS CIGARELLO -* -M 1 17640 1 17661 LOADS BUTCH /** butch cassidy & sundance kid -M 1 17641 1 17661 LOADS SUNDANCE KID -* -M 1 17626 1 17663 LOADS BRUCE LEE /** bruce lee films -E 1 17641 0 16 WIELDS NUNCHAKAS -* -M 1 17636 1 17665 LOADS JAWS /** the jaws films -E 1 17658 0 5 WEARS FIN -* -M 1 17637 1 17666 LOADS CASEY RYBECK /** under siege films -E 1 17659 0 17 HOLDS KNIFE -* -M 1 17638 1 17669 LOADS ET /** et -G 1 17660 0 0 GIVES FINGER -* -M 1 17642 1 17671 LOADS ELIOT NESS /** the untouchables -E 1 17663 1 17 HOLDS TOMMY GUN -G 1 17608 0 0 GIVES BADGE -M 1 17643 1 17672 LOADS AL CAPONE -E 1 17664 1 16 WIELDS BAT -E 1 17665 1 17 HOLDS CIGAR -* -M 1 17635 1 17675 LOADS VAN HELSING /** the many dracula films -E 1 17656 1 16 WIELDS STAKE -G 1 17657 0 0 GIVES CRUCIFIX -O 1 17657 0 17675 LOADS CRUCIFIX -M 1 17634 1 17676 LOADS DRACULA -E 1 17654 1 6 WEARS FANGS -E 1 17655 1 12 WEARS CAPE -O 1 17675 0 17676 LOADS COFFIN -* -M 1 17632 1 17678 LOADS SHERLOCK HOLMES /** the many sherlock holmes films -E 1 17651 1 12 WEARS COAT -E 1 17652 1 17 HOLDS PIPE -M 1 17633 1 17678 LOADS WATSON -E 1 17653 1 6 WEARS GLASSES -O 1 17676 0 17678 LOADS VIOLIN -O 1 17677 0 17678 LOADS BRANDY -* -M 1 17601 1 17679 LOADS INDIANA JONES /** indiana jones films -E 1 17602 1 16 WIELDS WHIP -E 1 17603 1 6 WEARS FEDORA -E 1 17604 1 12 WEARS LEATHER JACKET -M 1 17652 2 17680 LOADS NAZIS -E 1 17678 1 6 WEARS CAP -E 1 17679 1 8 WEARS BOOTS -E 1 17680 1 16 WIELDS CROP -* -M 1 17656 1 17682 LOADS CLEOPATRA /** antony and cleopatra -E 1 17684 1 6 WEARS CIRCLET -* -O 1 17687 0 17683 LOADS GOLDEN COW /** the 10 commandments -M 1 17658 1 17684 LOADS MOSES -E 1 17686 1 17 HOLDS COMMANDMENTS -* -M 1 17654 1 17686 LOADS SAMSON /** samson and delilah -E 1 17682 1 6 WEARS HAIR -M 1 17655 1 17686 LOADS DELILAH -E 1 17683 1 16 WIELDS SCISSORS -* -M 1 17659 1 17687 LOADS NERO /** ben hur -E 1 17688 1 6 WEARS LAUREL -M 1 17653 1 17688 LOADS BEN HUR -O 1 17681 0 17688 LOADS CHARIOT -O 1 17681 0 17688 -* -M 1 17657 1 17689 LOADS SPARTACUS /** spartacus -E 1 17685 1 16 WIELDS GLADIUS -* -M 1 17669 1 17690 LOADS GROUCHO /** a selection of comics -E 1 17704 1 6 WEARS GLASSES -M 1 17670 1 17691 3 STOOGES -M 1 17671 1 17691 -M 1 17672 1 17691 -M 1 17687 1 17692 LOADS MARTIN -E 1 17724 1 17 HOLDS DRINK -M 1 17688 1 17692 LOADS LEWIS -* -M 1 17660 1 17694 LOADS JAKE BLUES /** the blues brothers -E 1 17689 1 5 WEARS SUIT -E 1 17690 1 6 WEARS HAT -E 1 17691 1 17 HOLDS GLASSES -G 1 17692 0 0 GIVES CONDOMS -G 1 17693 0 0 -M 1 17661 1 17694 LOADS ELMORE -E 1 17689 1 5 WEARS SUIT -E 1 17690 1 6 WEARS HAT -E 1 17691 1 17 HOLDS GLASSES -* -M 1 17689 1 17695 LOADS FORREST GUMP /** forrest gump -E 1 17725 1 8 WEARS SNEAKERS -E 1 17727 1 17 HOLDS BRIEFCASE -E 1 17730 1 5 WEARS SUIT -G 1 17726 0 0 GIVES CHOCOLATES -G 1 17729 0 0 GIVES FEATHER -P 1 17728 0 17727 PUTS FORBES IN CASE -* -M 1 17667 1 17699 LOADS RICK /** casablanca -G 1 17697 0 0 GIVES DRINK -G 1 17699 0 0 GIVES CIGARETTE -O 1 17698 9 17699 LOADS PIANO -* -M 1 17665 1 17702 LOADS MICHAEL CORLEONE /** the godfather films -* -M 1 17664 1 17703 LOADS ROCKY /** the rocky films -E 1 17701 1 5 WEARS TRACKSUIT -G 1 17700 0 0 GIVES RAW EGG MILKSHAKE -* -M 1 17678 1 17705 LOADS MR. SMITH /** mr. smith goes to washington -* -M 1 17663 1 17706 LOADS FLETCH /** the fletch films -E 1 17694 1 6 WEARS LAKERS CAP -* -M 1 17662 1 17708 LOADS AXEL FOLEY /** the beverly hills cop films -* -M 1 17685 1 17709 LOADS JAKE GITTES /** chinatown/the two jakes -E 1 17720 1 6 WEARS SCARRED NOSE -E 1 17721 1 5 WEARS CHEAP SUIT -* -M 1 17703 1 17712 LOADS THE SHEIK /** the sheik (valentino) -E 1 17746 1 6 WEARS KEFFIYEH -O 1 17745 0 17712 LOADS TENT -* -M 1 17676 1 17713 LOADS LAWRENCE /** lawrence of arabia -E 1 17709 1 6 WEARS KEFFIYEH -G 1 17710 0 0 GIVES GIN -* -M 1 17679 1 17715 LOADS BEAU GESTE /** beau geste (gary cooper) -E 1 17712 1 6 WEARS FOREIGN LEGION HAT -* -M 1 17675 1 17717 LOADS CLOUSEAU /** the pink panther films -E 1 17706 1 5 WEARS TRENCHCOAT -E 1 17707 1 6 WEARS HAT -* -M 1 17695 1 17719 LOADS FRED ASTAIRE /** that's entertainment tribute -E 1 17737 1 5 WEARS EVENING WEAR -M 1 17696 1 17719 LOADS GINGER ROGERS -E 1 17737 1 5 WEARS EVENING WEAR -M 1 17694 1 17720 LOADS GENE KELLY -E 1 17736 1 8 LOADS SHOES -* -M 1 17690 1 17721 LOADS POPEYE DOYLE /** french connection films -G 1 17609 0 0 GIVES BADGE -* -M 1 17693 1 17722 LOADS COURT JESTER /** danny kaye in the court jester -E 1 17733 1 6 WEARS JESTER'S HAT -O 1 17734 0 17722 LOADS GOBLETS -O 1 17735 0 17722 -* -M 1 17697 1 17725 LOADS COOLER KING /** the great escape -E 1 17738 1 17 HOLDS BASEBALL -* -M 1 17701 1 17727 LOADS HAWKEYE PIERCE /** mash -E 1 17743 1 17 HOLDS MARTINI -E 1 17739 1 3 WEARS DOGTAGS -* -M 1 17698 1 17728 LOADS MAGGIO /** from here to eternity -E 1 17739 1 3 WEARS DOGTAGS -* -M 1 17691 1 17729 LOADS GENGHIS KHAN /** genghis khan -E 1 17731 1 16 WIELDS SWORD -* -M 1 17680 1 17731 LOADS LOLA-LOLA /** the blue angel (dietrich) -E 1 17713 1 7 WEARS STOCKINGS -E 1 17714 1 6 WEARS TOPHAT -G 1 17715 0 0 GIVES VOICE -* -M 1 17666 1 17732 LOADS GILDA /** gilda -E 1 17695 1 17 HOLDS GUITAR -E 1 17696 1 6 WEARS RED HAIR -* -M 1 17668 1 17733 LOADS ELVIS /** elvis films -E 1 17695 1 17 HOLDS GUITAR -E 1 17702 1 6 WEARS HAIRCUT -E 1 17703 1 7 WEARS PELVIS OF ELVIS -* -M 1 17692 1 17734 LOADS RATSO RIZZO /** midnight cowboy -E 1 17732 1 5 WEARS CHARITY SHOP CLOTHES -* -M 1 17673 1 17735 LOADS DOROTHY /** wizard of oz -E 1 17705 1 5 WEARS DRESS -E 1 17708 1 8 WEARS SHOES -M 1 17674 1 17735 LOADS TOTO -* -M 1 17677 1 17737 LOADS BATES /** psycho films -E 1 17711 1 16 WIELDS KNIFE -* -M 1 17683 1 17739 LOADS ADDICUS FINCH /** to kill a mockingbird -E 1 17718 1 17 HOLDS LAWBOOK -G 1 17719 0 0 GIVES BIBLE -* -M 1 17684 1 17740 LOADS REAGAN -* -M 1 17681 1 17741 LOADS CITIZEN KANE /** citizen kane -G 1 17716 0 0 GIVES SLED -G 1 17717 0 0 GIVES PAPER -* -M 1 17686 1 17742 LOADS LORELEI LEE /** gentlemen prefer blondes -E 1 17722 1 6 WEARS WIG -G 1 17723 0 0 GIVES DIAMONDS -* -M 1 17682 1 17744 LOADS BABY JANE /** whatever happened to baby jane -* -M 1 17700 1 17745 LOADS COOL HAND LUKE /** cool hand luke -E 1 17742 1 5 WEARS FATIGUES -G 1 17741 0 0 GIVES EGGS -G 1 17695 0 0 GIVES GUITAR -* -M 1 17702 1 17748 LOADS HEIDI /** heidi (shirley temple) -E 1 17744 1 6 WEARS RINGLETS -E 1 17747 1 5 WEARS DIRDNL -* -M 1 17699 1 17749 LOADS RACQUEL WELCH /** 1000000 years BC -E 1 17740 1 5 WEARS BIKINI -* -S - - -#SPECIALS -M 17600 spec_cast_judge James Bond 007 -M 17601 spec_cast_judge Indiana Jones -M 17602 spec_cast_cleric Luke Skywalker -M 17603 spec_cast_mage Darth Vader -M 17604 spec_cast_judge Detective John Maclean -M 17605 spec_cast_judge Warrant Officer Ellen Ripley -M 17606 spec_breath_acid an alien -M 17607 spec_cast_judge the Terminator -M 17609 spec_cast_mage Conner Macleod -M 17610 spec_cast_mage the Kurgan -M 17611 spec_cast_judge the Predator -M 17612 spec_cast_judge Detective Sergeant Martin Riggs -M 17613 spec_cast_judge Detective Sergeant Roger Murtagh -M 17614 spec_guard Captain James T. Kirk -M 17616 spec_cast_judge Inspector Harry Callaghan -M 17618 spec_fido a Ghost -M 17619 spec_cast_judge Lieutenant Frank Drebin -M 17620 spec_cast_judge Clarice Starling -M 17622 spec_cast_judge Ash -M 17623 spec_cast_undead a Hideous Demon -M 17624 spec_guard Batman -M 17626 spec_teacher -M 17629 spec_cast_judge a big game hunter -M 17634 spec_cast_undead Dracula -M 17635 spec_cast_cleric Van Helsing -M 17638 spec_cast_adept E.T. -M 17639 spec_cast_judge the Man With No Name -M 17640 spec_cast_judge Butch Cassidy -M 17641 spec_cast_judge the Sundance Kid -M 17642 spec_cast_judge Elliot Ness -M 17644 spec_cast_judge Vincent Vega -M 17646 spec_cast_judge Rambo -M 17651 spec_cast_undead Freddy Krueger -M 17652 spec_cast_mage Nazi Officer -M 17656 spec_cast_mage Kleopatra -M 17658 spec_cast_cleric Moses -M 17659 spec_executioner Nero -M 17662 spec_cast_judge Axel -M 17665 spec_cast_cleric Corleone -M 17668 spec_cast_mage Elvis -M 17669 spec_cast_mage Groucho -M 17675 spec_guard Clouseau -M 17676 spec_executioner Lawrence -M 17677 spec_poison Bates -M 17678 spec_cast_cleric Smith -M 17679 spec_cast_judge Beau Geste -M 17680 spec_breath_any Lola-Lola -M 17682 spec_poison Baby jane -M 17683 spec_guard Finch -M 17685 spec_cast_judge JJ Gittes -M 17687 spec_breath_fire Dino -M 17689 spec_executioner Gump -M 17690 spec_cast_judge Popeye Doyle -M 17692 spec_poison Ratso -S - - -#$ diff --git a/data/realm/areas_merc/jher.are b/data/realm/areas_merc/jher.are deleted file mode 100644 index 8032dd0..0000000 --- a/data/realm/areas_merc/jher.are +++ /dev/null @@ -1,857 +0,0 @@ -#AREA {35 55} Garth Lair of Jher~ - - -#MOBILES -#32700 -Jher~ -Jher~ -Jher looks into your eyes, and freezes you with his stare. -~ -You feel incredibly overwhelmed by the power in this evil man's eyes. -~ -2|4|8|64 8|32|128|512|8192 0 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32701 -warg young~ -a young warg~ -A young warg notices you and grins evilly. -~ -He has been waiting for you to practice his newly learned skill of thievery. -~ -4|64|128 8|32|512|32768 0 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32702 -knanath~ -Knanath~ -Knanath, Jher's pet, bares his fangs as he lunges at your throat. -~ -If Knanath hasn't ripped your throat out by now, he must not be hungry. -~ -2|4|32|64 2|8|32|512 0 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32703 -adult mother warg~ -warg mother~ -An adult warg stands here surrounded by small warg children. -~ -Stay away from her children or she will protect them more viciously than you -could imagine. -~ -4|64 8|32|512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32704 -warg father~ -warg father~ -A large warg stands here looking for anything to attack for fun. -~ -Don't mess with this beast, he will kill you before you can scream. -~ -4|64 8|32|512|32768 0 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32705 -young hungry warg~ -the young hungry warg~ -A young warg huddles under the light of the torch and sucks on a bone. -~ -He looks at you and licks his chops. Obviously he would rather suck on you. -~ -2|4|64|128 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32706 -snake~ -the snake~ -A snake senses your fear with his tongue as he wraps himself around your legs. -~ -You see venom dripping off its fangs. -~ -2|32|64 8|32|512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32707 -beorn~ -Beorn~ -A huge black bear is hidden in the shadows. -~ -Beorn looks at you and says 'will you help me kill Jher?' -~ -64 8|32|128|512|8192|32768|65536|1048576 0 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32708 -bat~ -the bat~ -A bat swoops down at your face. -~ -You can see his black eyes, and hear his sonic screech as he judges the -distance between it and you. -~ -32|64 8|32|512|524288 0 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32709 -Htrag warg breeder~ -Htrag~ -Htrag is here tending to the newly born warg litter. -~ -Htrag looks back at you and flashes his fangs because he knows what he and -these new pups will feast on. -~ -2|64 8|32|128|512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32710 -female warg breeder~ -the female warg~ -A female warg shies against the far wall of the cage. -~ -She growls at you and screams for help. -~ -2|4|64 8|32|512 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32711 -male warg breeder~ -the male warg~ -The male breeder warg jumps to rip your throat out. -~ -You see a creature with huge fangs dripping drool. He is covered in matted -brown hair and his eyes glow. -~ -2|4|32|64 8|32|512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32712 -Sapth slave~ -Sapth~ -Sapth, Jher's slave, looks to you for help. -~ -His eyes are pleading for someone to free him from Jher's bondage. -~ -4|64|128 8|32|256|512 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32713 -left huge warg guard~ -the guard~ -A huge warg stands to the left of the door guarding whatever is inside. -~ -Obviously a warrior, this beast was bred to fight and kill. -~ -2|4|64 8|32|512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32714 -right huge warg guard~ -the guard~ -A huge warg stands to the right of the door guarding whatever is inside. -~ -Obviously a warrior, this beast was bred to fight and kill. -~ -2|4|64 8|32|512 0 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#32715 -shaanh~ -Shaanh~ -Shaanh, Jher's love slave, cowers in the corner. -~ -She is wearing close to nothing and she has marks and slashes all over her -body from some unthinkable torture. -~ -64|128 8|32|256|512|65536 0 S -37 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#32716 -fish hideous one-eyed~ -the hideous one-eyed fish~ -A hideous creature with one blind eye and a huge mouth swims between your legs. -~ -The fish is disgusting. It has one clouded eye, but it can sense you're there -because of your distinct smell. -~ -64|128 8|32|512 0 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#32700 -pile of gold~ -a pile of gold~ -A small glistening pile of gold catches your eye.~ -~ -20 1 1 -10000 0 0 0 -0 0 0 -#32701 -bone key~ -a key made of bone~ -A hard white key was left on the floor.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#32702 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1 -35 39 28 28 -0 0 0 -#32703 -curved dagger jher's~ -Jher's curved dagger~ -Jher's evil curved dagger is here glowing.~ -~ -5 1|2|64|512 1|8192 -0 0 0 11 -3 0 0 -A -12 120 -A -19 10 -A -13 100 -A -4 2 -A -1 -1 -#32704 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1 -35 1 28 12 -0 0 0 -#32705 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1|16384 -35 42 4 38 -0 0 0 -A -19 5 -A -13 25 -#32706 -beorn's fury~ -Beorn's fury~ -A huge set of teeth are rotting like a skull in the desert.~ -~ -5 64|1024|4096 1|8192 -0 0 0 10 -2 0 0 -A -18 5 -A -19 8 -#32707 -key~ -large brass key~ -A large brass key shimmers here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#32708 -throne~ -the throne~ -A huge golden throne covered in jewels.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -#32709 -key jewel topaz~ -a key made of topaz~ -A key made of some fine cut amber colored jewell is on the floor.~ -~ -18 1|128 1 -0 0 0 0 -5 0 0 -#32710 -carved ebony figurine~ -a carved ebony figurine~ -You can barely make out a small black rock under all the dust.~ -~ -18 32 1 -0 0 0 0 -0 0 0 -#32711 -dusty golden trunk chest~ -the golden chest~ -A large dusty trunk was left in the corner, looks like a good place to sit.~ -~ -15 64 0 -100 15 9910 0 -5 0 0 -#32712 -diamond bracelet~ -a diamond bracelet~ -A diamond bracelet sparkles here.~ -~ -9 1|32|64 1|4096 -5 0 0 0 -5 0 0 -A -12 50 -#32713 -broken scroll~ -a broken scroll~ -A bound roll of paper is hidden here.~ -~ -2 2 1 -50 28 42 81 -5 0 0 -#32714 -glowing zapath necklace~ -a glowing zapath necklace~ -A necklace carved from a blood red stone was left here.~ -~ -9 1|64|512|4096 1|4 -7 0 0 0 -1 0 0 -A -14 100 -A -19 4 -#32715 -gold pill coin~ -a gold coin~ -A small gold coin catches your eye here.~ -~ -26 1 1 -0 19 -1 -1 -5 0 0 -#0 - - -#ROOMS -#32700 -Descent into the Lair of Jher~ -As you descend deeper into the lair, you hear the sound of howling -wargs. You feel a tingling in your back, and the hair on the back of your -neck stands on end. -~ -0 1 3 -D1 -~ -~ -0 -1 32702 -D2 -~ -~ -0 -1 32701 -D4 -~ -~ -0 -1 14791 -S -#32701 -Mouth of a Cave~ -You see an eerie crack in the mountain face. Some strange power -creates an urge to explore further. -~ -0 1 3 -D0 -~ -~ -0 -1 32700 -S -#32702 -Descent into the Lair of Jher~ -As you descend deeper into this realm of unknown, you sense an -impending danger and reconsider your travel into the darkness. Only if you -are among the strong will you continue. -~ -0 1 2 -D3 -~ -~ -0 -1 32700 -D5 -~ -~ -0 -1 32703 -S -#32703 -A Room in the Cave~ -This room is lit by torches, but even brighter are the eyes of the -wargs that come to this room to feast. These creatures are unique because -they are continuously hungry. This is not a good place to be. Your gaze -passes from a young warg's glowing eyes to his drooling mouth. -~ -0 8 2 -D2 -~ -~ -0 -1 32704 -D3 -~ -~ -0 -1 32706 -D4 -~ -~ -0 -1 32702 -S -#32704 -A Room in the Cave~ -This room stinks of warg defecation. The room is also scattered about -with bones from old kills. One dim torch in the corner provides the only -light. You feel very frightened. As you look in disgust at the bones, you can -see the traces of a trapdoor underneath. -~ -0 8 2 -D0 -~ -~ -0 -1 32703 -D5 -A trapdoor is buried under a pile of bones.~ -trapdoor~ -1 -1 32705 -S -#32705 -Small Treasure Room~ -Before you came along this room had not seen light since Jher was only -a young man studying the ways of taming the wild. Your eyes are stunned by a -glistening pile of gold at your feet. Once you can pry your eyes away from -the pile of gold, you notice the snakes slithering up and around your legs. -~ -0 1|8 2 -D4 -~ -~ -1 -1 32704 -S -#32706 -An Unlit Hallway~ -As you journey deeper into the cave, the sounds of howling get louder. -However, the only thing you can hear is the sound of your pounding heart. The -hallway continues west, but you also see a crack you may be able to pass -through to the south. You hear the sound of bats flapping overhead. -~ -0 1|8 2 -D1 -~ -~ -0 -1 32703 -D2 -~ -~ -0 -1 32707 -D3 -~ -~ -0 -1 32712 -S -#32707 -A Crack in the Wall~ -For some unknown reason, you have decided to explore this crack. The -thing you never know about caves is when you might fall into a bottomless pit. -You hear the dripping of an underground stream, and think about the horrible -things that may be swimming or growing in it. -~ -0 1|4|8 2 -D0 -~ -~ -0 -1 32706 -D3 -~ -~ -0 -1 32708 -S -#32708 -The Disgusting Underground Pool~ -You find youself up to your waist in muck. The stench is overwhelming -and you have the urge to vomit, but are afraid what creatures that might -attract. -~ -0 1|8 6 -D1 -~ -~ -0 -1 32707 -D2 -~ -~ -0 -1 32709 -D3 -~ -~ -0 -1 32711 -S -#32709 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1|8 6 -D0 -~ -~ -0 -1 32708 -D3 -~ -~ -0 -1 32710 -S -#32710 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1|8 6 -D0 -~ -~ -0 -1 32711 -D1 -~ -~ -0 -1 32709 -S -#32711 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1|8 6 -D1 -~ -~ -0 -1 32708 -D2 -~ -~ -0 -1 32710 -S -#32712 -An Unlit Hallway~ -The celing of this hall is getting higher. You do not have to be in a -crouch as you walk. As you straighten your back and look ahead you see the -most hideous thing you have ever seen. -~ -0 4|8 2 -D1 -~ -~ -0 -1 32706 -D3 -~ -~ -0 -1 32713 -S -#32713 -Breeding Room~ -You see two cages, one to the north, and one to the south. The -screaming and howling from the two cages blend together into a terrifying -sound which brings you to the border of insanity. -~ -0 8 2 -D0 -~ -~ -1 32701 32715 -D1 -~ -~ -0 -1 32712 -D2 -~ -~ -1 32701 32714 -D3 -~ -~ -0 -1 32716 -S -#32714 -The Male Warg Holding Cage~ -The animals in this cage, jump at you as you open the cage door. The -door you just opened provides the fastest route to the female cage across the -room. These disgusting wargs never get enough of two things, food and female -wargs. You may have just provided them with both. -~ -0 1|8 2 -D0 -~ -~ -1 32701 32713 -S -#32715 -The Female Warg Holding Cage~ -These female wargs are in absolute terror of the males in the cage -across the room. As you entered this cage, they mistake you for a male sent -in to proliferate the dirty warg race. However once they realize it is only -you, they try to remember when the last time they ate was. -~ -0 1|8 2 -D2 -~ -~ -1 -1 32713 -S -#32716 -A Further Descent~ -This path is totally devoid of light. As you keep walking west you -bump into a slimy wall and by feeling determine that the tunnel now turns -southward. -~ -0 1|8 2 -D1 -~ -~ -0 -1 32713 -D2 -~ -~ -0 -1 32717 -S -#32717 -A Further Descent~ -After making the turn southwards, you are dismayed to discover that -once again the tunnel goes down. But you are comforted because you know that -you have at least made it this far alive. -~ -0 1|8 2 -D0 -~ -~ -0 -1 32716 -D5 -~ -~ -0 -1 32718 -S -#32718 -The Passage to the Throne Room~ -As you reach the bottom of your climb you straighten up and look -northwards. There is a huge wood and iron door, with a round brass handle. -There are two large warg warriors standing guard at either side of this door. -To get by, you will either have to kill them or sneak by and pick the lock. -~ -0 1|8 2 -D0 -~ -~ -1 32707 32719 -D4 -~ -~ -0 -1 32717 -S -#32719 -Southern end of the Throne Room~ -This must be a throne room. The ruler of these wargs must be very -wealthy, but he also must be cruel to live in such luxury while all his slaves -suffer. -~ -0 8 2 -D0 -~ -~ -0 -1 32720 -D2 -~ -~ -1 -1 32718 -S -#32720 -Northern End of the Throne Room~ -There is a huge throne made of the finest gold and glistening with the -finest jewels. Even with all this brightness, you are overwhelmed by darkness, -for Jher sits on the throne. -~ -0 8 2 -D0 -~ -~ -2 32709 32721 -D2 -~ -~ -0 -1 32719 -S -#32721 -Jher's Bedroom~ -This is where Jher sleeps. To avoid the chance of the wargs attacking -him in anger while he sleeps, he specially bred Knanath to protect him. The -bedroom is dark, for Jher loves the darkness. Above the bed you see a hole to -another tunnel. This was to be his escape route if was ever trapped in his -room. -~ -0 1|8 1 -D2 -~ -~ -2 -1 32720 -D4 -~ -~ -0 -1 32722 -S -#32722 -Tunnel Above Jher's Bedroom~ -This tunnel has never been used because Jher never had the need. -After the climb up here, it levels off and turns south. -~ -0 1|8 3 -D2 -~ -~ -0 -1 32723 -D5 -~ -~ -0 -1 32721 -S -#32723 -A Small Tunnel~ -Since Jher had never used this tunnel, he never paid any attention to -its upkeep. You have to crawl now, and as you crawl, you seem to be ascending. -~ -0 1|8 3 -D0 -~ -~ -0 -1 32722 -D2 -~ -~ -0 -1 32724 -S -#32724 -The Secret Room~ -When you finally make it to this room, you are incredibly exhausted. -You sit down to rest on an old trunk. As you sit, you brush aside some dust -on the trunk. The shine from your light off the golden chest is blinding. As -you try to open it, you realize in disappointment that it is locked. -However -if you look around, you may find something hidden that will open it. -~ -0 1|4|8|8192 3 -S -#0 - - -#RESETS -* -* removed/unknown M 1 0 1 32700 -* -M 1 32703 1 32703 -* -* -* -* -M 1 32701 2 32703 a young warg to A room in the cave -* -M 1 32704 1 32703 warg father to A room in the cave -* -M 1 32705 1 32704 the young hungry warg to A room in the cave -D 1 32704 5 1 ; A Room in the Cave Close Down -D 1 32705 4 1 ; Small Treasure Room Close Up -* -M 1 32706 2 32705 the snake to Small treasure room -O 1 32700 100 32705 a pile of gold to Small treasure room -* -M 1 32708 2 32706 the bat to An unlit hallway -* -M 1 32708 1 32708 the bat to The Disgusting Underground Pool -* -M 1 32708 1 32710 the bat to The Disgusting Underground Pool -D 1 32715 2 1 ; The Female Warg Holding Cage Close South -D 1 32713 0 2 ; Breeding Room Lock North -D 1 32714 0 1 ; The Male Warg Holding Cage Close North -* -M 1 32709 1 32713 Htrag to Breeding Room -E 1 32701 1 17 -* -M 1 32710 2 32715 the female warg to The Female Warg Holding Cage -* -M 1 32711 2 32714 the male warg to The Male Warg Holding Cage -* -M 1 32712 1 32717 Sapth to A Further Descent -* -M 1 32714 1 32718 the guard to The Passage to the Throne Room -* -M 1 32713 1 32718 the guard to The Passage to the Throne Room -D 1 32718 0 2 ; The Passage to the Throne Room Lock North -D 1 32719 2 1 ; Southern end of the Throne Room Close South -D 1 32713 2 2 ; Breeding Room Lock South -* -M 1 32700 1 32720 Jher to Northern End of the Throne Room -E 1 32703 100 16 -G 1 32709 100 -O 1 32708 100 32720 the throne to Northern End of the Throne Room -* -M 1 32702 1 32721 Knanath to Jher's Bedroom -D 1 32720 0 2 ; Northern End of the Throne Room Lock North -D 1 32721 2 1 ; Jher's Bedroom Close South -* -O 1 32711 100 32724 the golden chest to The Secret Room -* -M 1 32715 1 32721 Shaanh to Jher's Bedroom -E 1 32712 100 14 -E 1 32712 100 15 -* -M 1 32716 1 32709 the hideous one-eyed fish to The Disgusting Underground Pool -* -M 1 32716 1 32711 the hideous one-eyed fish to The Disgusting Underground Pool -O 1 32714 100 32724 a glowing zapath necklace to The Secret Room -O 1 32715 100 32724 a gold coin to The Secret Room -S - - -#SHOPS -32709 10 10 10 10 10 50 100 0 23 Htrag -0 - - -#SPECIALS -M 32700 spec_breath_lightning Jher the trainer of wargs -M 32701 spec_thief a young warg -M 32702 spec_guard the warg prince -M 32703 spec_poison warg mother -M 32704 spec_fido warg father -M 32705 spec_fido the young hungry warg -M 32706 spec_poison the snake -M 32707 spec_breath_lightning Beorn -M 32708 spec_poison the bat -M 32709 spec_guard Htrag the breeder -M 32710 spec_poison the female warg -M 32711 spec_thief the male warg -M 32712 spec_janitor Sapth -M 32713 spec_guard the guard -M 32714 spec_guard the guard -S - - -#$ diff --git a/data/realm/areas_merc/kender.are b/data/realm/areas_merc/kender.are deleted file mode 100644 index af94821..0000000 --- a/data/realm/areas_merc/kender.are +++ /dev/null @@ -1,1852 +0,0 @@ -#AREA {1 65} Yaegar Kendermore~ - - -#HELPS -0 Kendermore~ -Welcome to Kendermore! This is a li'l town I threw together around a pub ;) -The town is based on the Kender of Krynn (Dragonlance fame), and on the -Kender history and ideology as espoused in Anonymud, the mud this area was -originally written for. - -- Yaegar March 1996 - -~ - -0 $~ - - -#MOBILES -#14900 -kender scout~ -a kender scout~ -A kender scout patrols for enemies. -~ -Kender scouts are respected by the whole community for their role in -detecting potential threats to their village. They are rather serious by -Kender standards, as recent attacks have made them constantly alert for -any invaders. They thus glare at you VERY suspiciously. -~ -64|8388608 32|512 400 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14901 -kender adult male~ -an adult male kender~ -An adult male kender rushes past you, topknot bobbing madly. -~ -He sure seemed to be in a hurry. Doubtless he'd just discovered something -curious he wanted to examine as soon as possible... Hey! Didn't you have -TWO of those silver bracelets??? -~ -64|128|8388608 512 400 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14902 -kender adult female~ -an adult female kender~ -An adult female kender smiles at you and curtseys. -~ -She seems friendly enough. In fact she seems quite nice. Imagine people -thinking such sweet people could be THIEVES... You smile as you reach for -a trinket to give to her, only to notice that your trinkets are all gone... -~ -64|128|8388608 512 400 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14903 -kender child~ -a kender child~ -A small kender child gazes at you curiously. -~ -Younger kender, unused to the outside world, find strangers and the strange -items they bear of GREAT interest... -~ -64|128|8388608 512 400 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14904 -kender healer~ -the kender healer~ -An ancient kender smiles benevolently at you. -~ -This fellow cures the ailments of the locals and travellers alike. He seems -to be a sweet old fellow... WAIT! Did you just see him steal a loaf of bread -off an elderly woman? No, that's ok... he just BORROWED it. -~ -2|64|2048 4|8|16|32|128|512|8192 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14905 -kender warrior~ -a kender warrior~ -A kender warrior swaggers past you, chased by a flock of young girls. -~ -Kender warriors as a scary lot, scary in the way that it's scary to trust -nuclear weapons in the hands of people with the minds of eight year olds- -WAIT! We do that anyway! Ah well... Kender warriors, indeed all Kender, are -most feared (to them, other races consider it avoiding) for their taunt -ability, with which they can stoke the temper of the most placid of foes into -a raging fury. -~ -8|64|8388608 512 400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14906 -kender storyteller~ -the kender storyteller~ -The kender storyteller is amusing a horde of children with his tales. -~ -Kender fairytales are quite fascinating and very humorous. Unfortunately, -you don't have time to sit and listen to one (and I don't have the time to -sit here and write one :P). -~ -2|64|128|8388608 128|512 500 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14907 -kender chief~ -the kender chief~ -The chief of Kendermore greets you. -~ -The chief is a cheery fellow, full of energy and humor. He grabs your hand -and shakes it rapidly, then pounds you on the back (or more likely your -buttocks if you are over four feet tall) and invites you to the tavern for -a drink and a chat. What a splendid fellow! You find yourself suddenly -reaching for your wallet. You could have SWORN you had it in your back -pocket... -~ -8|64|8388608 128|512 400 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14908 -kender tas tasslehoff burrfoot~ -Tasslehoff Burrfoot~ -A particularly inquisitive kender introduces himself as Tas. -~ -Everyone knows Tas, that most famous of Kender. Guard your possessions -carefully. -~ -2|64|8388608 128|512 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14909 -kender drunk~ -a drunk kender~ -A drunk kender staggers into you. -~ -Watch your wallet! -~ -64|128|8388608 512 400 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14910 -kender baker~ -the kender baker~ -A kender baker greets you. -~ -This fellow stocks a wide variety of goods. -~ -2|64 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14911 -kender grocer~ -the kender grocer~ -A kender grocer greets you. -~ -This woman stocks a wide variety of goods. -~ -2|64 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14912 -kender armorer~ -the kender armorer~ -A kender armorer greets you. -~ -This fellow stocks a wide variety of goods. -~ -2|64 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14913 -kender herbalist~ -the kender herbalist~ -A kender herbalist greets you. -~ -This woman stocks a wide variety of goods. -~ -2|64 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14914 -kender bartender~ -the kender bartender~ -The bartender smiles and offers you a drink. -~ -This rotund fellow was once an adventurer like yourself. As he pours your -beers he recounts a tale of a time when he slew two dragons. -~ -2|64 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14915 -wild boar~ -a wild boar~ -A wild boar charges at you! -~ -These boar are hunted by the Kender. They deserve it. -~ -32|64|8388608 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14916 -hunting dog~ -a hunting dog~ -A hunting dog barks at you. -~ -Don't kill it- it's a natural reaction ;) -~ -64|128 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#14900 -hoopak~ -a hoopak~ -A hoopak lies here.~ -~ -5 0 1|8192 -0 0 0 0 -5 0 0 -A -18 2 -E -hoopak~ -A hoopak is a staff-sling, that can be used to bash your opponent or hurl -a rock at it. Not being familiar with such a weapon, you can only use it -to bash. -~ -#14901 -topknot~ -a kender's topknot~ -Kender topknots are a source of pride and status.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 1 -A -4 -1 -A -14 10 -#14902 -breeches~ -a pair of breeches~ -A pair of blue breeches lie here.~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -#14903 -fur jacket~ -a fur jacket~ -This fur jacket will help keep the chill november wind out.~ -~ -9 0 1|8 -0 0 0 0 -2 0 0 -A -17 -10 -#14904 -cloak~ -a brown cloak~ -A brown cloak is crumpled up on the floor here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -A -5 2 -#14905 -toy~ -a child's toy~ -This toy could do you an injury if you stood on it.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#14906 -pouch~ -a pouch~ -This pouch would hang well at your belt.~ -~ -15 0 1|4096 -25 1 0 0 -1 0 0 -#14907 -spear~ -a short spear~ -These spear are ideal for hunting boar.~ -~ -30 0 1|8192|16384 -0 0 0 0 -1 0 0 -#14908 -short sword~ -a magic short sword~ -A magical short sword is here.~ -~ -5 1|64 1|8192 -0 0 0 11 -10 0 0 -A -18 4 -A -19 4 -#14909 -gem~ -a gem~ -A pretty emerald lies here.~ -~ -8 0 1|16384 -0 0 0 0 -1 1000 0 -#14910 -potion~ -a dark potion~ -A dark potion rests here.~ -~ -10 2 1|16384 -10 16 16 43 -1 0 0 -#14911 -loaf wheat bread~ -a loaf of wheat bread~ -A loaf of freshly-baked wheat bread sits here.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14912 -sweet roll~ -a sweet roll~ -*>MMM<* a sweet roll that looks DELICIOUS!~ -~ -19 0 1 -3 0 0 0 -1 0 0 -#14913 -sponge cake~ -a sponge cake~ -A sponge cake sits neglected here.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#14914 -black currant pie~ -a black currant pie~ -(Steaming) A black currant pie steams away here.~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#14915 -backpack~ -a small backpack~ -A small backpack lies on its side here.~ -~ -15 0 1|8 -50 1 0 0 -1 0 0 -#14916 -torch~ -a torch~ -A torch sits here.~ -~ -1 0 1|16384|65536 -0 0 24 0 -1 0 0 -#14917 -tent~ -a camping tent~ -A camping tent has been pitched here.~ -~ -15 262144 1 -1000 1 0 0 -10 1000 0 -#14918 -blanket~ -a coarse blanket~ -A coarse blanket lies here.~ -~ -9 0 1|1024 -0 0 0 0 -2 0 0 -#14919 -waterskin water skin~ -a waterskin~ -A full waterskin is here.~ -~ -17 0 1|16384 -5 5 0 0 -1 0 0 -#14920 -leather jerkin~ -a stout leather jerkin~ -A stout leather jerkin can be seen here.~ -~ -9 0 1|8 -0 0 0 0 -4 0 0 -A -5 1 -#14921 -hoopak~ -a hoopak~ -A hoopak lies here.~ -~ -5 0 1|8192 -0 0 0 0 -5 0 0 -A -18 1 -A -19 1 -E -hoopak~ -A hoopak is a staff-sling, that can be used to bash your opponent or hurl -a rock at it. Not being familiar with such a weapon, you can only use it -to bash. -~ -#14922 -sling~ -a sling~ -A sling has been left here.~ -~ -5 0 1|8192 -0 0 0 7 -1 0 0 -A -18 3 -A -19 -3 -#14923 -boots~ -a pair of hiking boots~ -A pair of hiking boots sit here.~ -~ -9 0 1|64 -0 0 0 0 -3 0 0 -A -14 50 -#14924 -yellow herb~ -a yellow herb~ -A yellow herb is here.~ -~ -26 64 1 -10 1 3 0 -1 500 0 -E -yellow herb~ -This herb will increase your defenses and engender the blessing of the Gods. -~ -#14925 -red herb~ -a red herb~ -A red herb is here.~ -~ -26 64 1 -10 77 19 44 -1 500 0 -E -red herb~ -This herb will greatly increase your powers of perception. -~ -#14926 -green herb~ -a green herb~ -A green herb is here.~ -~ -26 64 1 -10 29 34 0 -1 500 0 -E -green herb~ -This herb will conceal and protect you. -~ -#14927 -white herb~ -a white herb~ -A white herb is here.~ -~ -26 64 1 -10 61 81 0 -1 500 0 -E -white herb~ -This herb will heal and refresh you. -~ -#14928 -pint beer~ -a pint of beer~ -A pint of beer foams here.~ -~ -17 0 1|16384 -2 2 1 0 -1 0 0 -#14929 -glass whiskey~ -a glass of whiskey~ -A glass of whiskey sits here.~ -~ -17 0 1|16384 -1 1 5 0 -1 0 0 -#14930 -glass wine~ -a glass of wine~ -A glass of wine is here. Nice head.~ -~ -17 0 1|16384 -1 1 2 0 -1 0 0 -#14931 -pint ale~ -a pint of ale~ -A pint of ale is here.~ -~ -17 0 1|16384 -2 2 3 0 -1 0 0 -#14932 -counter~ -a shop counter~ -A shop counter rests here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14933 -chair~ -a comfy chair~ -A comfy chair rests near a fireplace here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -comfy chair~ -It is indeed a very comfortable-looking chair. -~ -#14934 -hearth fireplace~ -a fireplace~ -A fire crackles merrily away in the hearth.~ -~ -12 1 0 -0 0 0 0 -1 0 0 -E -hearth fireplace~ -You feel all toasty and warm! -~ -#14935 -keg ale~ -a keg of ale~ -A keg of ale rests here.~ -~ -17 0 1 -25 25 3 0 -25 0 0 -E -keg ale~ -It has BASS in gold letters on one side... -~ -#14936 -keg beer~ -a keg of beer~ -A keg of beer rests here.~ -~ -17 0 1 -25 25 1 0 -25 0 0 -E -keg beer~ -It has Kilkenny in gold letters on one side... -~ -#14937 -keg spirits~ -a keg of spirits~ -A keg of spirits rests here.~ -~ -17 0 1 -25 25 5 0 -25 0 0 -E -ale~ -It has Johnny Walker in gold letters on one side... -~ -#14938 -bottle white wine~ -a bottle of white wine~ -A bottle of white wine is in a rack here.~ -~ -17 0 1 -5 5 2 0 -5 0 0 -E -bottle white wine~ -Mmm! A good year! -~ -#14939 -bottle red wine~ -a bottle of red wine~ -A bottle of red wine is in a rack here.~ -~ -17 0 1 -5 5 2 0 -5 0 0 -E -bottle red wine~ -Mmm! A good year! -~ -#14940 -desk~ -an ornate desk~ -An ornate desk sits in the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -desk~ -It looks to be very old and expensive. You wonder who it was borrowed from... -~ -#14941 -papers~ -some papers~ -Some papers are scattered about here.~ -~ -2 0 1|16384 -20 38 0 0 -1 0 0 -E -papers~ -All figures and other accounting stuff... very dull. -~ -#14942 -chair~ -an office chair~ -An office chair rests near a desk here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -chair~ -It is indeed a very comfortable-looking chair. -~ -#14943 -bed~ -a four poster bed~ -A four poster bed sits near the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -bed~ -It is very comfortale looking, made with silk sheets and all. -~ -#0 - - -#ROOMS -#14900 -The Path Leading to Kendermore~ -You are skipping along a narrow trail lined with white stones toward a small -village in a light wood. From here, all you can see is the wooden barricade -surrounding the hamlet, and the smoke of many fires coming from the chimneys -of the houses. There is, of course, a sign here. -~ -0 4 2 -D1 -~ -~ -0 -1 10020 -D3 -~ -~ -0 -1 14901 -E -sign~ -The sign says- - -Hi! Welcome to the Village of Kendermore. Please don't be aggressive or we'll -set the dogs on you. - - Regards, - The Chief - -PS Type Help Kendermore for more info. -~ -S -#14901 -The Path Leading to Kendermore~ -You are skipping along a narrow trail lined with white stones toward a small -village in a light wood. From here, you think you can see signs of activity -in the wood, which is directly to the east of hear. Listening carefully, you -hear grunts and squeals, followed by triumphant cries. -~ -0 0 2 -D1 -~ -~ -0 -1 14900 -D3 -~ -~ -0 -1 14902 -S -#14902 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14903 -D1 -~ -~ -0 -1 14901 -D2 -~ -~ -0 -1 14907 -D3 -~ -~ -0 -1 14905 -S -#14903 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D2 -~ -~ -0 -1 14902 -D3 -~ -~ -0 -1 14904 -S -#14904 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D1 -~ -~ -0 -1 14903 -D2 -~ -~ -0 -1 14905 -S -#14905 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. - -The entrance to the village is directly west of here. -~ -0 0 3 -D0 -~ -~ -0 -1 14904 -D1 -~ -~ -0 -1 14902 -D2 -~ -~ -0 -1 14906 -D3 -~ -~ -0 -1 14908 -S -#14906 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14905 -D1 -~ -~ -0 -1 14907 -S -#14907 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14902 -D3 -~ -~ -0 -1 14906 -S -#14908 -Out of the Woods~ -You emerge once more onto a narrow, stone-lined path. The gates of the kender -village are directly before you. From here you can peer down the main street -of the village. You see elderly kender seated upon porches watching their -grandchildren play, while older kender youths stride about with their hoopaks, -showing off to a group of giggling kender schoolgirls. -~ -0 0 1 -D1 -~ -~ -0 -1 14905 -D3 -~ -~ -1 0 14909 -S -#14909 -Main Street~ -Streets head off in all directions from here; north and south toward private -residences, west toward the village square, and east back out of town. -~ -0 0 1 -D0 -~ -~ -0 -1 14910 -D1 -~ -~ -1 0 14908 -D2 -~ -~ -0 -1 14914 -D3 -~ -~ -0 -1 14918 -S -#14910 -A Side Street~ -You are walking along a side street, past the doors of several private -residences. You can enter them if you want- trespassing is rude (not to -mention illegal) but what do you care? -~ -0 0 1 -D0 -~ -~ -1 0 14912 -D1 -~ -~ -1 0 14913 -D2 -~ -~ -0 -1 14909 -D3 -~ -~ -1 0 14911 -S -#14911 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D1 -~ -~ -1 0 14910 -S -#14912 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D2 -~ -~ -1 0 14910 -S -#14913 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D3 -~ -~ -1 0 14910 -S -#14914 -A Side Street~ -You are walking along a side street, past the doors of several private -residences. You can enter them if you want- trespassing is rude (not to -mention illegal) but what do you care? -~ -0 0 1 -D0 -~ -~ -1 0 14909 -D1 -~ -~ -1 0 14915 -D2 -~ -~ -1 0 14916 -D3 -~ -~ -1 0 14917 -S -#14915 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D3 -~ -~ -1 0 14914 -S -#14916 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D0 -~ -~ -1 0 14914 -S -#14917 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D1 -~ -~ -1 0 14914 -S -#14918 -Main Street~ -You are heading along a cobbled path that runs through the center of the -kender village. The town square lies to the west of here, while the village -gates lie east. -~ -0 0 1 -D1 -~ -~ -0 -1 14909 -D3 -~ -~ -0 -1 14919 -S -#14919 -The Village Square~ -Here, the kender gather for meetings, festivals, markets and general -entertainment. There is always something happening here. You gaze admiringly -at the neatly pruned hedges that line the stone floored area, and at the -intricately carved fountain that sits in the center of the square (a "gift" -from the elves; doubtless the elves didn't give it consciously). -~ -0 0 1 -D0 -~ -~ -0 -1 14920 -D1 -~ -~ -0 -1 14918 -D2 -~ -~ -0 -1 14921 -D3 -~ -~ -0 -1 14922 -S -#14920 -The Healer's Lodge~ -Here the kender cleric heals the injuries of his god's flock as well as any -ailments visitors such as yourself may have. He stands behind a carved stone -altar, grinning impishly (kender are NEVER truly serious) at you. -~ -0 8 0 -D2 -~ -~ -0 -1 14919 -S -#14921 -The Chief's Lodge~ -The Chief of the village resides here. He is a cheerful fellow who is very -fond of his drink, and can more often than not be found at the pub. -~ -0 8 0 -D0 -~ -~ -0 -1 14919 -S -#14922 -Main Street~ -You are heading along a cobbled path that runs through the center of the -kender village. The town square lies to the east of here, while the Grande -Pub lies to the east. Shops lie to the north of here, and there are some -barracks to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 14926 -D1 -~ -~ -0 -1 14919 -D2 -~ -~ -0 -1 14923 -D3 -~ -~ -1 0 14932 -S -#14923 -Kender Barracks~ -Here the standing militia of the village reside. This militia constitutes all -able bodied males over the age of majority for one year of their lives. The -presence of such a force is necessitated by the constant raids by hobgoblins -and goblins recently. -~ -0 0 1 -D0 -~ -~ -0 -1 14922 -D2 -~ -~ -1 0 14924 -D3 -~ -~ -1 0 14925 -S -#14924 -Barracks~ -This room is piled high with unwashed clothing and loads of stuff filched -from passing merchant caravans. Evidently the militia don't take their job -too seriously, but then again when has a kender ever been known to take -things seriously...? -~ -0 8 0 -D0 -~ -~ -1 0 14923 -S -#14925 -Barracks~ -This room is piled high with unwashed clothing and loads of stuff filched -from passing merchant caravans. Evidently the militia don't take their job -too seriously, but then again when has a kender ever been known to take -things seriously...? -~ -0 8 0 -D1 -~ -~ -1 0 14923 -S -#14926 -Shopper's Row~ -This lane is lined with quaint little shops that cater largely to outsiders -(kender aren't known for paying for their possessions). You will be able -to buy and sell a variety of items here. -~ -0 0 1 -D0 -~ -~ -0 -1 14928 -D2 -~ -~ -0 -1 14922 -D3 -~ -~ -0 -1 14927 -S -#14927 -A Grocery Store~ -The shelves of this establishment are piled high with goodies of all sorts. -Kender passing by each stop to stare longingly for a few seconds before they -are shooed on by the good-natured proprietor. -~ -0 8 0 -D1 -~ -~ -0 -1 14926 -S -#14928 -Shopper's Row~ -This lane is lined with quaint little shops that cater largely to outsiders -(kender aren't known for paying for their possessions). You will be able -to buy and sell a variety of items here. -~ -0 0 1 -D0 -~ -~ -0 -1 14930 -D1 -~ -~ -0 -1 14931 -D2 -~ -~ -0 -1 14926 -D3 -~ -~ -0 -1 14929 -S -#14929 -The Bakery~ -The mouth-watering aroma emanating from this place of business is enough -to drive you mad! You suddenly realize how hungry you are, and decide to -sample a few locally-baked items (or maybe more...:P). -~ -0 8 0 -D1 -~ -~ -0 -1 14928 -S -#14930 -The Herbalist~ -This store is crammed with sacks, jars, bags and baskets of freshly-picked -herbs. Grown by the proprietor herself, these herbs have a wide variety of -magical effects, though you won't know what until you buy and examine them. -~ -0 8 0 -D2 -~ -~ -0 -1 14928 -S -#14931 -The Armory~ -Not a very popular destination for the locals, being as kender aren't the -most aggressive of races, but perhaps it will be of interest to you. -~ -0 8 0 -D3 -~ -~ -0 -1 14928 -S -#14932 -The Grande Pub~ -At last! The place you were searching for all along (well, if you weren't, -you are now ;P). This magnificent pub is over 500 years old. Fashioned from -the finest cedar, its shining floors, massive benches, long, stein-covered -bars and intricately-carved stools make you just want to drink yourself to -death. You elbow your way through the crowd that always fills this pub, and -have a good look around. Tapestries adorn the walls, as do massive portraits -of kender of bygone years. A huge iron chandelier hangs from the massive -crossbeams that support the 20' high roof, and you estimate that at least -500 candles are currently burning in it. -~ -0 8 0 -D1 -~ -~ -1 0 14922 -D3 -~ -~ -0 -1 14933 -E -floors~ -These polished wooden floors have been painstakingly waxed every morning for -centuries now, and they look as new as they did the day they were laid. -~ -E -benches~ -Long, polished wooden benches line the walls, serving as support for the -food and drink (and usually inebriated bodies) of the many patrons here. -~ -E -bar bars~ -There are several bars in this place, all crowded with drunk patrons, though -the main bar lies further in, near the central hall. -~ -E -stools~ -These stools were hand-carved by Thessala the patient nearly 200 years ago -to replace the original stools, which were lost in the Great Brawl of '96. -~ -E -tapestries portraits~ -These depict many famous kender, as well as scenes of nature and village life. -The tapestries are all quite rustic and atypical for kender, and you surmise -that they were "borrowed" from some poor hobbit community. -~ -E -chandelier~ -This iron behemoth originally hung in the hall of Lord Garrison, commander of -the Human armies at the Battle of the Blood Plains, but he "gave it to the -kender as a reward for their services in the war" (it was actually to make -them bugger off). -~ -S -#14933 -The Central Hall~ -Dozens of patrons gather here day in and day out to drink, sing loud songs -and swap tall stories. You see denizens of practically every known race (and -a few unknown) standing arm in arm singing "Auld Lang Syne", or challenging -each other to arm wrestles, games of darts or cards, or drinking contests. -A HUGE bar lies to the north of here, staffed by a very busy bartender. -~ -0 8 0 -D0 -~ -~ -0 -1 14934 -D1 -~ -~ -0 -1 14932 -D3 -~ -~ -0 -1 14935 -S -#14934 -The Bar~ -The main bar of the pub lies here. It is at least forty feet long, perhaps -more, and though it is only 3 feet high (on account of the little folk), it -is still impressive. A burly kender is busy serving drinks, and though he -is being practically run off his feet, he still manages to find time for -a quick chat with every patron. Such is the way of the Grande Pub. -~ -0 8 0 -D2 -~ -~ -0 -1 14933 -D5 -~ -~ -1 0 14942 -S -#14935 -The Dance Hall~ -In this part of the Pub, the Kender and their guests gather for dances, -accompanied by a 7 piece band seated upon a dais in the corner of this huge -room. It is currently deserted, but when the moment is right, it will be -flooded with inebriated customers enthusiastically throwing each other about -to the tune of kender and dwarven reels, or swaying softly to the -accompaniment of an elven waltz. An elegantly carved staircase winds its -way up to the next level in another corner here. -~ -0 8 0 -D1 -~ -~ -0 -1 14933 -D4 -The staircase is quite beautiful. It goes UP.~ -staircase~ -0 -1 14936 -S -#14936 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14937 -D2 -~ -~ -1 0 14945 -D3 -~ -~ -0 -1 14938 -S -#14937 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14936 -S -#14938 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14939 -D1 -~ -~ -0 -1 14936 -D2 -~ -~ -1 0 14944 -D3 -~ -~ -0 -1 14940 -S -#14939 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14938 -S -#14940 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14941 -D1 -~ -~ -0 -1 14938 -D2 -~ -~ -1 0 14943 -D3 -~ -~ -0 -1 14946 -S -#14941 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14940 -S -#14942 -The Cellar~ -This cramped room is stuffed with keg after keg full of every type of -alcohol known to sentient life. You are sorely tempted to attempt to steal -all of it, but you know you could never hope to carry it all. Perhaps you -could manage a couple of kegs, though...? ;) -~ -0 1|8 0 -D4 -~ -~ -1 0 14934 -S -#14943 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14940 -S -#14944 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14938 -S -#14945 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14936 -S -#14946 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14947 -D1 -~ -~ -0 -1 14940 -S -#14947 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D1 -~ -~ -1 0 14948 -D2 -~ -~ -0 -1 14946 -S -#14948 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. - -The door to the north reads- "OWNER" -~ -0 8 0 -D0 -It says "Owner"~ -door~ -1 0 14950 -D1 -~ -~ -1 0 14949 -D3 -~ -~ -0 -1 14947 -S -#14949 -A Function Room~ -This room is used by clubs and societies to hold functions. It is strewn with -balloons, streamers, ashtrays full of butts and half empty beers. It also -smells pretty bad. No wonder the cleaner didn't show up for work today. -~ -0 1|8 0 -D3 -~ -~ -1 0 14948 -S -#14950 -The Owner's Office~ -You have entered the office of the owner of the Grande Pub. He is currently -downstairs living it up with the rest of the town, so you can rifle through -his office at will. -~ -0 1|8 0 -D2 -~ -~ -1 0 14948 -S -#0 - - -#RESETS -D 1 14910 0 1 -D 1 14910 1 1 -D 1 14910 3 1 -D 1 14911 1 1 -D 1 14912 2 1 -D 1 14913 3 1 -D 1 14914 1 1 -D 1 14914 2 1 -D 1 14914 3 1 -D 1 14915 3 1 -D 1 14916 0 1 -D 1 14917 1 1 -D 1 14923 2 1 -D 1 14923 3 1 -D 1 14924 0 1 -D 1 14925 1 1 -D 1 14934 5 1 -D 1 14936 0 1 -D 1 14936 2 1 -D 1 14937 2 1 -D 1 14938 0 1 -D 1 14938 2 1 -D 1 14939 2 1 -D 1 14940 0 1 -D 1 14940 2 1 -D 1 14941 2 1 -D 1 14942 4 2 -D 1 14943 0 1 -D 1 14944 0 1 -D 1 14945 0 1 -D 1 14948 0 1 -D 1 14948 1 1 -D 1 14949 3 1 -D 1 14950 2 1 -* -O 1 14932 1 14927 loads counters in shops -O 1 14932 1 14929 -O 1 14932 1 14930 -O 1 14932 1 14931 -* -O 1 14933 1 14937 loads chair -O 1 14934 1 14937 loads hearth -O 1 14943 1 14937 loads bed -O 1 14933 1 14939 loads chair -O 1 14934 1 14939 loads hearth -O 1 14943 1 14939 loads bed -O 1 14933 1 14941 loads chair -O 1 14934 1 14941 loads hearth -O 1 14943 1 14941 loads bed -O 1 14933 1 14943 loads chair -O 1 14934 1 14943 loads hearth -O 1 14943 1 14943 loads bed -O 1 14933 1 14944 loads chair -O 1 14934 1 14944 loads hearth -O 1 14943 1 14944 loads bed -O 1 14933 1 14945 loads chair -O 1 14934 1 14945 loads hearth -O 1 14943 1 14945 loads bed -* -O 1 14935 1 14942 booze in cellar -O 1 14936 1 14942 -O 1 14937 1 14942 -O 1 14938 1 14942 -O 1 14939 1 14942 -* -O 1 14933 1 14949 loads chair -O 1 14934 1 14949 loads hearth -* -O 1 14934 1 14950 loads hearth -O 1 14940 1 14950 loads desk -O 1 14941 1 14950 loads papers -O 1 14942 1 14950 loads chair -* -M 1 14900 4 14905 loads scouts -E 1 14900 1 16 wields hoopak -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14906 1 13 wears pouch -E 1 14907 1 17 holds spear -M 1 14900 4 14902 loads scouts -E 1 14900 1 16 wields hoopak -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14906 1 13 wears pouch -E 1 14907 1 17 holds spear -* -M 1 14915 2 14904 loads boars -M 1 14915 2 14906 loads boars -* -M 1 14904 1 14920 loads healer -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14906 1 13 wears pouch -* -M 1 14907 1 14921 loads chief -E 1 14908 1 16 wields sword -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14906 1 13 wears pouch -G 1 14910 0 0 gives potion -* -M 1 14905 4 14924 loads warriors -E 1 14900 1 16 wields hoopak -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14907 1 17 holds spear -M 1 14905 4 14925 loads warriors -E 1 14900 1 16 wields hoopak -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14907 1 17 holds spear -* -M 1 14906 1 14919 loads storyteller -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14906 1 13 wears pouch -G 1 14910 0 0 gives potion -* -M 1 14908 1 14941 loads tas -E 1 14900 1 16 wields hoopak -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14904 1 3 wears cloak -E 1 14906 1 13 wears pouch -G 1 14909 0 0 gives gem -G 1 14910 0 0 gives potion -* -M 1 14909 10 14933 loads drunks -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14906 1 13 wears pouch -* -M 1 14910 1 14929 loads baker -G 1 14911 0 0 -G 1 14912 0 0 -G 1 14913 0 0 -G 1 14914 0 0 -* -M 1 14911 1 14927 loads grocer -G 1 14915 0 0 -G 1 14916 0 0 -G 1 14917 0 0 -G 1 14918 0 0 -G 1 14919 0 0 -* -M 1 14912 1 14931 loads armorer -G 1 14920 0 0 -G 1 14921 0 0 -G 1 14922 0 0 -G 1 14923 0 0 -* -M 1 14913 1 14930 loads herbalist -G 1 14924 0 0 -G 1 14925 0 0 -G 1 14926 0 0 -G 1 14927 0 0 -* -M 1 14914 1 14934 loads bartender -G 1 14928 0 0 -G 1 14929 0 0 -G 1 14930 0 0 -G 1 14931 0 0 -* -M 1 14901 8 14912 loads males -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14901 8 14916 loads males -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14901 8 14918 loads males -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14901 8 14919 loads males -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14901 8 14922 loads males -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -* -M 1 14902 8 14911 loads females -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14902 8 14913 loads females -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14902 8 14917 loads females -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14902 8 14919 loads females -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -M 1 14902 8 14922 loads females -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -* -M 1 14903 6 14918 loads kids -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14905 1 17 holds toy -M 1 14903 6 14919 loads kids -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14905 1 17 holds toy -M 1 14903 6 14922 loads kids -E 1 14901 1 6 wears topknot -E 1 14902 1 7 wears breeches -E 1 14903 1 5 wears jacket -E 1 14905 1 17 holds toy -* -M 1 14916 4 14919 loads dogs -* -S - -#SHOPS -14910 19 0 0 0 0 180 20 0 23 -14911 1 15 17 18 22 150 50 0 23 -14912 5 9 0 0 0 150 50 0 23 -14913 10 26 0 0 0 180 20 0 23 -14914 17 8 0 0 0 190 10 0 23 -0 - -#SPECIALS -M 14900 spec_guard a kender scout -M 14901 spec_thief an adult male kender -M 14902 spec_thief an adult female kender -M 14903 spec_thief a kender child -M 14904 spec_cast_adept the kender healer -M 14905 spec_guard a kender warrior -M 14906 spec_cast_mage the kender storyteller -M 14907 spec_thief the kender chief -M 14908 spec_thief Tasslehoff Burrfoot -M 14909 spec_thief a drunk kender -M 14915 spec_fido a wild boar -M 14916 spec_fido a hunting dog -S - - -#$ diff --git a/data/realm/areas_merc/lhouse.are b/data/realm/areas_merc/lhouse.are deleted file mode 100644 index 3acde82..0000000 --- a/data/realm/areas_merc/lhouse.are +++ /dev/null @@ -1,2198 +0,0 @@ -#AREA {15 20} Lenny Lenny's House~ - - -#MOBILES -#700 -Uncle Ed~ -Lenny's demented uncle~ -Lenny's demented uncle Ed anxiously awaits any company. -~ -A withered old man sits atop his hand made rocking shair. As you look closer -you see that it is made from human skin and bones. -~ -2|4|32|64 8|128 0 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#701 -Melvin~ -Lenny's cousin Melvin~ -Melvin, leader of the Melvinnes. -~ -Melvin looks bad to the bone down to his pocket protector -~ -2|4|64 128 200 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#702 -Myrtle~ -Lenny's grandmother Myrtle~ -Myrtle is Lenny's grandmother. -~ -Myrtle is here taking a bath -~ -2|4|32|64 128 1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#703 -Roach~ -the Roach King~ -Roach, King of the roaches is here. -~ -Roach is here discussing plans for the next attack on the kitchen -~ -2|4|64 8 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#704 -Stooge~ -a stooge roach~ -A member of the Roach patrol stands here. -~ -~ -2|4|64 32 -200 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#705 -Petie~ -Petie the hot dog vendor~ -Petie, the hot dog vendor stands here. -~ -A vendor stands here yelling 'Hot dogs here! Get your red hots!' -~ -2 32 400 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#706 -Mike~ -Lenny's roommate Mike~ -Mike, Lenny's roommate stands here. -~ -A burnt out old smoke stack stands here. He is completely wasted and keeps -uttering something about getting out of his room? -~ -4|32|64 32 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#707 -Televisor tv~ -a big screen tv~ -Televisor, the huge color television. -~ -Televisor shouts television kills!!! -~ -2|4|32 128 -500 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#708 -Preacher~ -a lunatic preacher~ -A lunatic preacher gossips to you about MUD addictment here. -~ -Preacher is here spreading his gospel on MUDs and how to do them safely. After -listening for a while you decide that maybe you should enroll in the course. -~ -64 128 1000 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#709 -Lulu~ -Lulu, Lenny's delightful cousin~ -Lulu, Lenny's cousin awaits her next dance partner. -~ -This obese gal does nothing but eat and dance. It is amazing that she could -possible weigh this much with all the dancing she does! Once you've seen her -eat once, you realize why Lulu is here alone. Hope they are not kissing -cousins. -~ -4|32 8 250 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#710 -Barney~ -Barney~ -Barney is here singing. -~ -Barney, everyones favorite dinosaur is here singing away, 'I love you, you -love me' Makes you sick just thinking about it. -~ -2|4|32 4 800 S -26 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#711 -Dirty socks~ -smelly, dirty socks~ -A pair of smelly socks lie here. -~ -The odor coming from this pair of socks is unbearable. Something must be done! -Quickly take action before they do! -~ -4|32|64 8 -500 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#712 -Myron~ -Myron, Lenny's half brother~ -Myron, Lenny's half brother shivers here. -~ -Myron, is a lab expiriment that went bad from the 1960's. I guess he is living -proof you should not MUD while pregnant. -~ -2|4|32|64 128 -200 S -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#713 -Musak~ -Musak~ -Musak, that really bad elevator music. -~ -A vaguely familar version for Guns and Roses is playing in you head, except -it is being played by an orchestra? -~ -1|64 4 200 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#714 -Melvinelle~ -a Melvinelle~ -A member of the Melvinnes is here. -~ -You picked the wrong person to fight now, he yells out, 'I'm bad to the bone!' -~ -2 0 132 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#715 -Nurse~ -a beautiful nurse~ -a beautiful nurse stands here. -~ -Looking at this nurse makes you wonder why you are not sick. Perhaps you do -feel a cold coming on though *cough*. -~ -4|64 8 -200 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#716 -Belle~ -Belle, the ghostly librarian~ -Belle, the ex-librarian sits here. -~ -The ghost of Lenny's librarian floats around these halls moaning about the -way she was killed. As Lenny tells it, It is a completely different story. -You wonder why she would hang around to lie like that? -~ -4|64 2|128 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#717 -cook~ -Chops the cook~ -Lenny's cook Chops is here. -~ -Lenny's cook Chops is cooking up something good! Mmmm....just the smell and -your mouth starts watering like a sieve. If you could just sneak a bite. -You try for a bite and he crashes down on you! -~ -2|32|64 4 300 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#718 -Mole~ -a huge mole~ -A huge mole digs here. -~ -A giantic mole burrows up from underneath you! -~ -2|64 8 -50 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#719 -Vine~ -a grape vine~ -A grape vine looks very bitter standing here. -~ -The vines seem to grow at you! The are surrounding you! -~ -2|32|64 8 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#720 -A huge gold coin~ -a huge gold coin~ -A huge gold coin seems tossed at your presence. -~ -The shine off this coins in unbelievable! You just catch a glimpse and -you are blinded by the powerful shine! -~ -32|64 1|128 -300 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#721 -Boogie Man~ -the Boogie man~ -The boogie man is getting down here. -~ -You can tell by the looks of this monster that he is not the same old Boogie -Man you used to dream of, He has gotten fly and can bust some moves now. He is -getting down so hard he doesnt notice your presence. -~ -2 128 250 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#722 -Venus~ -A Venus Fly Trap.~ -a plant with mighty jowls tries to bite you. -~ -As you walk by this plant you notice they seem to be alive.....Oh, my god! -They are alive.....Run! -~ -32|64 4 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#723 -Spider Monkey Guard~ -a spider monkey guard~ -A monkey devotee of Lenny stands here. -~ -As you approach, you can see the monkey tighten his grip on his weapon. His -piercing eyes send shivers down your spine. You start thinking that it might -be a good idea to turn back. -~ -2|64 32 400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#724 -Grandpa Frank~ -Lenny's Grandpa Frank~ -A tired looking, but smiling, old man sits in his wheelchair here. -~ -When you first see Grandpa Frank, you feel sorry for him, as he gets closer -you realize he is just a perverted old man using Lenny for his money. You do -notice however, the pacemaker he has on his wrist. -~ -4|64 128 -700 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#770 -Arm~ -a decaying arm~ -A rotting and decaying arm flops about. -~ - -~ -2|4|32|64 128 -1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#771 -Leg~ -a decaying leg~ -A rotting and decaying leg flops about. -~ - -~ -2|4|32|64 128 -1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#772 -Torso~ -a decaying torso~ -A rotting and decaying torso flops about. -~ - -~ -2|4|32|64 128 -1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#773 -Head~ -a decaying head~ -A rotting and decaying head flops about. -~ - -~ -2|4|32|64 128 -1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#780 -chimp chimpanzee baby~ -a baby chimpanzee~ -A cute little baby chimpanzee is here. -~ -A cute little baby chimpanzee, with its cute little baby teeth. -~ -2|64 32 -200 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#781 -chimp chimpanzee adult~ -an adult chimpanzee~ -An adult chimpanzee, with a bad attitude, is here. -~ -An adult chimpanzee, with a bad attitude. -~ -2|64 32 -200 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#782 -baboon~ -a large, snarling baboon~ -A large baboon snarls at its surroundings. -~ -A large, snarling baboon. -~ -2|64 32 -200 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#783 -gorilla~ -a fully grown mountain gorilla~ -A fully grown mountain gorilla stands here. -~ -A fully grown mountain gorilla with huge fangs. -~ -2|64 32 -200 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#784 -dragon~ -a vorpal dragon~ -A vorpal dragon rests here. -~ -A huge vorpal dragon with magnificent fangs lies here. -~ -2|64 32 -200 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#700 -Hacksaw~ -a rusty hacksaw~ -A rusty old hacksaw lies here~ -~ -5 0 1|8192 -0 10 17 3 -7 0 0 -A -18 1 -A -19 1 -#701 -Chicago chile dog~ -a hot dog smoothered in chile~ -A piping hot Chicago chile dog sits here~ -~ -19 0 1 -10 0 0 0 -2 0 0 -#702 -Pacemaker~ -a pacemaker~ -A pace maker lies here~ -~ -9 2 1|8 -5 0 0 0 -2 0 0 -A -9 -10 -A -5 1 -A -2 1 -#703 -Medicalert bracelet~ -a medical bracelet~ -A bracelet which reads, 'I've fallen and can't get up!'~ -~ -9 0 1|4096 -2 0 0 0 -1 0 0 -A -13 20 -#704 -Stethoscope~ -a stethoscope~ -A stethoscope lies here~ -~ -9 2 1|4 -0 0 0 0 -1 0 0 -A -13 15 -A -1 1 -A -9 -1 -#705 -Syringe~ -a huge syringe~ -A huge syringe lies here, you hope its not for you!~ -~ -5 0 1|8192 -0 10 27 11 -7 0 0 -A -18 2 -A -19 2 -#706 -Keyboard~ -a keyboard~ -A keyboard from a strange computer lies here.~ -~ -5 4 1|8192 -0 10 25 6 -7 0 0 -A -3 1 -A -18 1 -A -19 2 -#707 -Rubber knife~ -a rubber knife~ -A rubber knife is left here, wonder why noone wanted it?~ -~ -5 128|4096 1|8192 -0 8 24 9 -7 0 0 -A -17 5 -A -18 2 -A -19 1 -A -1 -1 -#708 -Cockroach pinchers~ -a pair of wicked looking pinchers~ -The jowls of a huge cockroach lie here.~ -~ -5 0 1|8192 -0 14 30 11 -7 0 0 -A -18 2 -A -19 2 -#709 -Turkey Baister~ -a turkey baister~ -A baister is here, looking like it is ready for any turkey to get it.~ -~ -5 4 1|8192 -0 0 0 0 -7 0 0 -A -18 1 -A -19 2 -#710 -Soupspoon~ -a soupspoon~ -A large soupspoon rests here.~ -~ -5 128 1|8192 -0 8 25 6 -7 0 0 -A -18 1 -A -19 2 -#711 -Remote control~ -a huge remote control~ -A huge remote control sits here, I bet it could control anything.~ -~ -5 1|2|16 1|8192 -0 14 32 12 -7 0 0 -A -3 -2 -A -18 1 -A -19 2 -#712 -Cocktail fork~ -a miniature cocktail fork~ -A miniature cocktail fork sits here waiting to be used~ -~ -5 1|128 1|8192 -0 10 28 2 -2 0 0 -A -2 1 -A -18 1 -#714 -Soapbrush~ -a gigantic soapbrush~ -A lathered old soapbrush lies here.~ -~ -5 0 1|8192 -0 20 32 8 -7 0 0 -#720 -Apron~ -an apron which reads, 'Kiss the cook'~ -An apron lies here waiting to be used.~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -6 -1 -A -17 -5 -#721 -Chefs hat~ -a chefs hat~ -A white hat lies here.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -17 -10 -A -5 1 -#722 -Crown of the roach kingdom~ -a crown made of human flesh~ -The crown of the king lies here.~ -~ -9 4 1|16 -0 0 0 0 -10 0 0 -A -17 -15 -A -18 1 -#723 -Reading glasses~ -a nice pair of bifocals~ -A pair of glasses has been carelessly left here.~ -~ -9 32 1|16 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 0 -A -18 1 -#724 -Antenna~ -an antenna~ -A really nice television antenna lies here.~ -~ -9 2 1|16 -0 0 0 0 -10 0 0 -A -12 10 -#725 -Skateboard~ -a thrashers skateboard~ -A skateboard lies here, better watch your step.~ -~ -9 1|2|512 1|64 -0 0 0 0 -7 0 0 -A -14 50 -A -17 -10 -A -3 -1 -#726 -Melvins sash~ -a leopard skin sash~ -This is a ridiculous looking sash, no wonder it was left here.~ -~ -9 128|4096 1|2048 -0 0 0 0 -10 0 0 -A -17 -15 -A -18 1 -A -19 0 -A -1 1 -#727 -Membership ring~ -a ring of Melvin~ -A ring from Melvins club is here, do you really want it?~ -~ -9 1 1|2 -0 0 0 0 -5 0 0 -A -1 1 -A -13 5 -A -12 10 -#728 -Book of knowledge~ -a smart looking book~ -An old book lies here~ -~ -9 0 1|16384 -0 0 0 0 -20 0 0 -A -4 2 -A -3 2 -A -13 -25 -#729 -Dancing shoes~ -a pair of dancing shoes~ -A pair of dance shoes tap away here.~ -~ -9 2 1|64 -0 0 0 0 -10 0 0 -A -14 5 -A -17 -13 -#730 -Cockroach juice~ -a vial of cockroach juice~ -A vial designed like a cockroach sits here.~ -~ -10 1 1 -28 0 66 28 -3 0 0 -#731 -Diggers gloves~ -a pair of diggers gloves~ -A pair of gloves covered in dirt rest here.~ -~ -9 4 1|128 -0 0 0 0 -4 0 0 -A -1 1 -A -17 -5 -A -18 1 -A -19 1 -#732 -Boogie leggings~ -a pair of boogie leggings~ -Dance the night away with these leggings.~ -~ -9 2 1|32 -0 0 0 0 -4 0 0 -A -14 10 -A -2 1 -A -17 -5 -#733 -Barneys shirt~ -a T-shirt which reads, 'Hugs not drugs.'~ -A nice looking t-shirt lays here.~ -~ -9 0 1|8 -0 0 0 0 -4 0 0 -A -17 -10 -A -18 2 -A -19 1 -#734 -Myrons ring~ -a ring with Lennys emblem~ -A titanium ring is wasting away here.~ -~ -9 1|4 1|2 -0 0 0 0 -2 0 0 -A -17 -20 -A -18 1 -A -19 1 -A -1 1 -#735 -Towel cape~ -a cape made out of a towel~ -A towel lies here waiting to be washed~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -A -17 10 -A -3 -1 -#736 -bible~ -an AnonyBible~ -A book with some familiar hieroglyphics waits here.~ -~ -9 1|2|4|128|4096 1|16384 -0 0 0 0 -10 0 0 -A -2 0 -A -3 1 -A -4 1 -A -5 1 -A -18 1 -A -19 0 -#740 -Robe of addiction~ -robe of addiction~ -A piece of purple cloth lies here.~ -~ -9 128|4096 1|1024 -0 0 0 0 -5 0 0 -A -12 15 -A -17 15 -#741 -AnonyAmulet amulet~ -an AnonyAmulet~ -An amulet with the word "Anony" on it is here.~ -~ -9 1|2|128|4096 1|4 -0 0 0 0 -4 0 0 -A -2 1 -A -17 -10 -A -18 1 -A -19 1 -#745 -Spider monkey fangs~ -spider monkey fangs~ -A pair of vicious looking fangs sit here.~ -~ -5 0 1|8192 -0 20 25 10 -7 0 0 -A -18 1 -A -19 1 -#746 -Spider bracers~ -spider bracers~ -A pair of bracers with the symbol of a spider rests here.~ -~ -9 0 1|256 -3 0 0 0 -7 0 0 -A -17 -10 -A -1 1 -#747 -Spider belt~ -spider belt~ -A belt with a spider symbol lays here.~ -~ -9 0 1|2048 -0 0 0 0 -2 0 0 -A -13 10 -A -17 -10 -#750 -Fly swatter~ -fly swatter~ -A fly swatter waits to be used here~ -~ -5 1|2|4 1|8192 -0 8 24 7 -10 0 0 -A -18 1 -A -19 1 -#751 -Root boots~ -root boots~ -A pair of boots made of plant skin lie here.~ -~ -9 128|4096 1|64 -0 0 0 0 -7 0 0 -A -14 -150 -A -17 15 -A -5 2 -#752 -thorn staff~ -the thorn staff~ -A staff with thorns growing out of it rests here.~ -~ -4 4 1|16384 -20 10 10 204 -7 0 0 -#753 -blood trail~ -a blood trail which leads off to the north~ -A trail of blood which leads to the north.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#754 -blood trail~ -a trail of blood which leads off to the east~ -A blood trail which leads off to the east.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#755 -blood trail~ -a blood trail which leads off to the south~ -A trail of blood which leads off to the south.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#756 -blood trail~ -a trail of blood which leads to the west~ -A blood trail which heads off to the west.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#757 -blood trail~ -a trail of blood which goes up~ -A blood trail which leads upwards.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#758 -blood trail~ -a trail of blood which goes down~ -A blood trail which leads down.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#759 -steaming vomit~ -a pile of steaming vomit~ -A pile of vomit steams here.~ -~ -13 16 16384 -0 0 0 0 -0 0 0 -#765 -feather~ -a pointy feather~ -A magnificent Harpy feather lies here.~ -~ -30 1048576 1|16384 -0 0 0 0 -2 0 0 -#766 -trashbag~ -a large trashbag~ -A large trashbag lies here.~ -~ -15 1|2|262144 0 -10000 0 0 0 -10000 0 0 -#767 -blank scroll~ -a blank scroll~ -A blank scroll lies here.~ -~ -2 1 1 -0 0 0 0 -0 0 0 -#768 -paintball gun~ -a paintball gun~ -A paintball gun lies here.~ -~ -32 0 1|16384 -20 20 0 0 -2 0 0 -#769 -hot tub~ -a Hot Tub~ -Steam rises from a heart shaped hot tub in one corner.~ -~ -15 262144 0 -1000 0 0 1 -1 0 0 -#770 -fridge~ -a fridge~ -A fridge stocked with tasty snacks and beverages is here. -~ -~ -15 2 0 -1000 1 0 0 -100 0 0 -#771 -pizza~ -a delicious Jack's self-rising pizza~ -You see a delicious Jack's self-rising pizza. -~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#772 -bottle beer~ -a bottle of icy cold beer~ -A bottle of icy cold beer given to Lenny by Yaegar is here. -~ -~ -17 0 1|16384 -2 2 1 0 -1 0 0 -#773 -corpse cat~ -the corpse of Lenny's cat~ -Oops! Lenny didn't know his cat jumped in the fridge... -~ -~ -5 0 1|8192 -0 0 0 7 -1 0 0 -#0 - - - -#ROOMS -#713 -Foyer~ -You stand in the foyer of Lenny's House. This is a beautifully designed -foyer with intricate wood carvings and stained glass with golden trim. There -is a winding stairway going up, and a doorway to the north. -~ -0 1|8 0 -D0 -A beautiful golden door -~ -door ~ -1 0 714 -D1 -a door~ -door~ -1 -1 32138 -D4 -~ -~ -0 -1 750 -T0~ -You $ across a beautiful marble floor.~ -T -up~ -You tire as you $ up the winding stairs.~ -T -east~ -You $ across the marble floor into a sandy beach.~ -S -#714 -Corridor~ -You are approximately a fourth of the way down a massive granite hallway. -From the outside, you would have never guessed this house to be so large. -Lenny is proof that its not the size, its how you use it! There are doors -to your east and west, or you can continue down the corridor. -~ -0 1|8 0 -D0 -Corridor -~ -door corridor~ -0 0 715 -D1 -A large wooden door -~ -door wooden~ -1 0 720 -D2 -Foyer -~ -~ -1 0 713 -D3 -A large wooden door -~ -door wooden~ -1 0 740 -S -#715 -Corridor~ -You are approximately halfway down this enormous corridor. As you look -up, you see a beautifully crafted chandalier. Uh oh, you begin to hear some -peculiar creaking noises coming from the rope that holds it up. *snap* There -are doors to the east and west, or you can continue down the corridor. -~ -0 1|8 0 -D0 -Corridor -~ -~ -0 0 716 -D1 -A huge wooden door -~ -door wooden~ -1 0 723 -D2 -Corridor -~ -~ -0 0 714 -D3 -A huge wooden door -~ -door wooden~ -1 -1 724 -T -north~ -You hear the chandalier crash behind you as you proceed north.~ -T -east~ -You hear the chandalier crash behind you as you proceed east.~ -T -west~ -You hear the chandalier crash behind you as you proceed west.~ -T -south~ -You hear the chandalier crash behind you as you proceed south.~ -S -#716 -Corridor~ - Thank god you got away in time! You would think Lenny would be more careful! -There are doors to the east and west, or you can continue down the corridor. -~ -0 1|8 0 -D0 -Corridor -~ -~ -0 0 717 -D1 -A huge wooden door -~ -door wooden~ -1 0 725 -D2 -Corridor -~ -~ -0 0 715 -D3 -A huge wooden door -~ -door wooden~ -1 0 726 -S -#717 -Corridor~ -You stand at the end of this long corridor. There are exits in all the -cardinal directions including where you just came from. -~ -0 1|8 0 -D0 -A huge wooden door -~ -door wooden~ -1 0 729 -D1 -A huge wooden door -~ -door wooden~ -1 0 727 -D2 -Corridor -~ -~ -0 0 716 -D3 -A huge wooden door -~ -door wooden~ -1 0 728 -S -#720 -Closet~ -This is a nice closet, kind of roomy, where the coats get hung. Since -there are no guests in now, it is empty. -~ -0 1|8 0 -D3 -A huge wooden door -~ -door wooden~ -1 0 714 -S -#723 -Grandma's Bedroom~ -You have walked in to an ancient bedroom. There are black and white -photographs lining the walls, and a decrepit stench. There is a door to the -east that you think you can hear running water from. Also, there is a faint -humming noise? -~ -0 1|8 0 -D1 -A solid oak door -~ -door oak~ -1 0 743 -D3 -A huge wooden door -~ -door huge~ -1 0 715 -S -#724 -Uncle Ed's~ -You have walked into Uncle Ed's room! He is always happy to get visitors, -the family neglects him so. As you look around, you notice that there are -newspaper clippings on the wall about some killings, and that all the furniture -resembles bones! Wait a minute! They are made out of bones! Ed stands up to -greet you with his hacksaw in one hand. Hmmm.... -~ -0 1|8 0 -D1 -A huge wooden door -~ -door wooden~ -1 0 715 -S -#725 -Empty Bedroom~ -This is an empty bedroom that appears to have not of been used for a while. -You can tell from the shabby appearance, that the maid does not even venture in -here often. There is a window on the east wall and a tiny bed in the corner. You -could swear you hear some mumbling coming from under the bed? -~ -0 1|8 0 -D3 -A huge wooden door -~ -door wooden~ -1 0 716 -D5 -A hole in the floor -~ -hole~ -24 0 732 -S -#726 -Television Room~ -This is Lenny's pride and joy. before you sits the largest television ever -invented, and it just yearns for you to watch it. When you look closer, you -notice that the television is not plugged in! -~ -0 1|8 0 -D1 -A huge wooden door -~ -door wooden~ -1 0 716 -S -#727 -The Laundry Room~ -This is just a plain typical laundry room where the maid does Lenny's -laundry. There is quite a foul stench in here, but you realize it is coming -from the socks in the corner. All you want to do is get out of here fast. There -is a washer and dryer in the along the north wall. -~ -0 1|8 0 -D3 -A huge wooden door -~ -Door wooden~ -1 0 717 -S -#728 -The Hallway~ -This is an elaborate hallway running from east to west. -~ -0 1|8 0 -D1 -A huge wooden door -~ -door wooden~ -1 0 717 -D3 -~ -~ -0 0 734 -S -#729 -The Kitchen~ -Ahh.....There is a sweet aroma rising from the stove here. Your stomach -starts to grumble just thinking about the delicious food being made here. It -is hard to believe you can think! You must have some. As you reach for the pot -a cook hits your hand with his soupspoon. There are exits to the south, east -and west. -~ -0 1|8 0 -D1 -A huge wooden door -~ -door huge wooden~ -1 0 730 -D2 -A huge wooden door -~ -door wooden~ -1 0 717 -D3 -Archway -~ -Archway door~ -0 0 731 -S -#730 -The Maids Quarters~ -As you enter this room you notice that it is different form the rest of the -house, it is an absolute pig sty! The two maids are just sitting there bickering -about how much work they do. You wish they would just start cracking! You wonder -why Lenny keeps them around, but good help is so hard to find these days. -~ -0 1|8 0 -D3 -A large wooden door -~ -door wooden~ -1 0 729 -S -#731 -The Pantry~ -This is the pantry in the house where the cooks hide all the good food so -that they can eat well, while Lenny just eats his Jacks pizzas. The shelves -are filled with all sorts of canned goods, to bad you dont have a can opener! -~ -0 1|8 0 -D1 -Archway -~ -Archway~ -0 0 729 -D3 -Cabinet -~ -Cabinet~ -17 0 733 -S -#732 -The Cage~ -This room was obviously hollowed out on purpose. You see non-human -scratches in the walls and ripped and tattered cloth everywhere. As you -look around, you wonder what could have caused this? There is a mattress -lying against the west wall. -~ -0 1|8 0 -D3 -Mattress -~ -Mattress~ -28 0 780 -D4 -Hole in the ceiling -~ -Hole~ -8 0 725 -S -#733 -The Hotel~ -As soon as you open the door, you see nothing but black. Once your eyes -focus you realize that the floor is moving! All around you you see cockroaches. -At the head of the table stands their King and his drones. -~ -0 1|8 0 -D1 -Cabinet Door -~ -Cabinet~ -17 0 731 -S -#734 -The Hallway~ -This is an elaborate hallway running east to west, there is also an exit -to the south. -~ -0 1|8 0 -D1 -~ -~ -0 0 728 -D3 -~ -~ -0 0 735 -S -#735 -End of the Hallway~ -This is the end of the hallway from the kitchen. There is a metal door to -the north, and a large door to the south. -~ -0 1|8 0 -D0 -A metal door -~ -door metal~ -1 0 736 -D1 -~ -~ -0 0 734 -D2 -A large wooden door -~ -door wooden~ -1 0 737 -S -#736 -Another Bedroom~ -This is Lenny's roommates bedroom. You better get out of here, He doesnt -like it when you go through his stuff. I mean it.....he gets really mad! -~ -0 1|8 0 -D2 -A huge metal door -~ -Metal door~ -1 0 735 -S -#737 -The Billiards Room~ -This is where Lenny brings his friends after bar, to shoot pool and drink -some brewskis. There is a fridge in the corner and a sign which reads 'Hey guys -beers on me! I wont be around til later, make yourselves at home. Lenny' Wow, -what a great host. There are exits to the north, south, and east. -~ -0 1|8 0 -D0 -A large door -~ -door~ -1 0 735 -D1 -~ -~ -0 0 742 -D2 -A large wooden door -~ -Door~ -1 0 738 -S -#738 -The Library~ -As you enter this library you notice that there are no books or any media -types at all for that matter. You wonder why this is even called a library, -then you remeber that Lenny cannot read. It is fabled that he kill the librarian -and burned all the books in here in spite. There are exits to the north, south, -and east. -~ -0 1|8 0 -D0 -A massive door -~ -door massive~ -1 0 737 -D1 -~ -~ -0 0 741 -D2 -~ -~ -0 0 739 -S -#739 -The Study~ -You have wandered into Lenny's study. This is where he comes to hook into -his favorite MUD. There is a desk in the corner, and a computer lying on the -floor. There is a sign which reads 'Do not enter' on the door to the south. -There are exits to the north, and east. -~ -0 1|8 0 -D0 -~ -~ -0 0 738 -D1 -A pair of double doors -~ -doors double~ -1 0 740 -D2 -Warning door -~ -warning door~ -1 0 744 -E -computer~ -You look at Lenny's computer and realize its just a 2400 baud modem and -a dumb terminal. Feel free to donate a real one to him. -~ -S -#740 -Muds Anonymous~ -This is where Lenny and the rest of the crew go to try to kick the -mudding habit. There are ashtrays and empty cups of coffee everywhere in -this room. There is a preacher here praying for their souls. There are exits -to the east and west. -~ -0 1|8 0 -D1 -A huge wooden door -~ -door wooden~ -1 0 714 -D3 -A pair of double doors -~ -doors double~ -1 0 739 -S -#741 -The Ballroom~ -The musac is getting louder and you pray to god you can make it out -before Lulu finds you! -~ -0 1|8 0 -D0 -The northern end of the ballroom -~ -~ -0 0 742 -D3 -A huge wooden door -~ -door huge~ -1 0 738 -S -#742 -The Ballroom~ -As you enter this room, the sounds of some of the greats blare through -the speakers, Dizzy Gillespie, Miles Davis, B.B. King, and of course Lenny's -band,'The Influence'. Lenny's cousin Lulu likes to frequent here, better look -out or you will be dancing. -~ -0 1|8 0 -D2 -The southern end of the ballroom -~ -~ -0 0 741 -D3 -~ -~ -0 0 737 -S -#743 -Bathroom~ -You have walked in on Lenny's grandma taking a bath! She jumps out of the -tub and screams, 'What are you doing in here? Get outta here! Ain't you got no -manners!' You missed the rest from the pure sight of Lenny's naked grandmother. -Suddenly you feel queasy! -~ -0 1|8 0 -D3 -A solid oak door -~ -door oak~ -1 0 723 -S -#744 -Top Secret~ -Can't you read? Lenny was kind enough to warn you about this trap, but -you didnt listen to him! Well, guess you will just have to recall now, and -remember to take heed from Lenny's warnings. He really does know what he is -doing. -Some writing on the wall reads 'Cuervo was here!!!!' -~ -0 1|4|8 0 -S -#750 -Top of the stairs~ -This is the room at the top of the stairs. There are exits leading south, -to the north is a red and white striped door, and to the east there are glass -double doors. Of course you can always go back down to the foyer. -~ -0 1|8 0 -D0 -Red and white striped door -~ -Door red white~ -1 0 762 -D1 -Glass double doors -~ -glass double door~ -1 0 761 -D2 -~ -~ -0 0 751 -D5 -Winding stairway -~ -Stairs~ -0 0 713 -S -#751 -The Gallery~ -This is Res and Lenny's gallery. There are many works from Nagle, Sudi, -Stair and Freedman. This stuff must be worth a fortune! If only the close -circuit television cameras werent installed. there are exits to the north -and west. -~ -0 1|8 0 -D0 -~ -~ -0 0 750 -D3 -~ -~ -0 0 752 -S -#752 -The Studio~ -This is Lenny's sound studio that he set up to do recordings with his band. -There is some mighty nice equipment here that seems to almost play itself. The -rest of the guys from the band are sitting here drinking brews and waiting for -Lenny to arrive. There are exits to the north and east. -~ -0 1|8 0 -D0 -A finely crafted door -~ -door fine~ -1 0 753 -D1 -~ -~ -0 0 751 -S -#753 -Hallway~ -This is a north running hallway, finely decorated with the latest in -art deco. As you look, you wonder who designed this place. There are exits -to the north and south. -~ -0 1|8 0 -D0 -~ -~ -0 0 754 -D2 -A finely crafted door -~ -door fine~ -1 0 752 -S -#754 -Hallway~ -A north south running hallway. -~ -0 1|8 0 -D0 -~ -~ -0 0 756 -D2 -~ -~ -0 0 753 -S -#755 -Hot Tub~ -This is the master bathroom of this mansion. There is a large heart -shaped whirl pool bubbling away, inviting you to take a dip. -~ -0 1|8 512 -D0 -A finely crafted door -~ -door fine~ -1 0 769 -S -#756 -The Hallway~ -You are at the end of the hallway. There is a door to the west, or you -can go south or east. -~ -0 1|8 0 -D1 -~ -~ -0 0 758 -D2 -~ -~ -0 0 754 -D3 -A beautifully carved golden portal -~ -portal door gold~ -1 0 769 -S -#757 -The Attic~ -It is too dark to see anything here, even with your light. -~ -0 1|8 0 -D1 -~ -~ -0 0 764 -S -#758 -The Hallway~ -This is an east west hallway running from the bar. There is a ladder -leading up to a hatch, or you can go east or west. -~ -0 1|8 0 -D1 -~ -~ -0 0 759 -D3 -~ -~ -0 0 756 -D4 -A ladder leads to the ceiling -~ -hatch~ -1 0 763 -T -up~ -You climb up the ladder towards the attic.~ -S -#759 -The Bar~ -This is Lenny's Bar. There is no opening or closing time, as long as there -is liqour, you are welcome to stay. There is also a hot dog machine behind the -bar that is loaded with fresh Chicago dogs. -~ -0 1|8 0 -D2 -~ -~ -0 0 760 -D3 -~ -~ -0 0 758 -S -#760 -The Stage~ -This is where the parties are on friday and saturday nights. The Influence -usually takes the stage about 10:00 pm and doesnt stop til the parties over. -And, since this is Lenny's house, we know that it is never early. -~ -0 1|8 0 -D0 -~ -~ -0 0 759 -D2 -A set of glass double doors -~ -glass doors door~ -1 0 761 -S -#761 -Indoor Greenhouse~ -This room is entirely surrounded in glass. There are many tall tropical -plants growing here. Either Res or Lenny has a green thumb because all the -plants here seem so alive! I wonder what they feed them anyway? -~ -0 1|8 0 -D0 -A set of glass double doors -~ -glass doors door~ -1 0 760 -D3 -A set of glass double doors -~ -glass double door doors~ -1 0 750 -S -#762 -Waldo's Room~ -This is a red and white room. Everything in here is red and white. The -wallpaper has pictures of thousands of people who look exactly like waldo. -Waldo sometimes brings his friends here to play Where's Waldo? Sounds pretty -strange to me. -~ -0 1|8 0 -D2 -A red and white striped door -~ -red white door striped~ -1 0 750 -S -#763 -The Attic~ -You stand atop a ladder in what is left of the light. As you look into -the darkness you wonder if you should continue. -~ -0 1 0 -D0 -~ -~ -0 0 764 -D5 -A hatch -~ -hatch~ -1 0 758 -T -down~ -You climb down the ladder.~ -S -#764 -The Attic~ -You cannot see anything? Where is that light you brought anyway? You can -faintly see doors to the east and west, and of course back south. -~ -0 1 0 -D1 -~ -~ -0 0 765 -D2 -~ -~ -0 0 763 -D3 -~ -~ -0 0 757 -S -#765 -The Attic~ -It is to dark to see anything, but you can feel something breathing on -your neck! -~ -0 1 0 -D0 -~ -~ -0 0 766 -D3 -~ -~ -0 0 764 -S -#766 -The Attic~ -It is to dark to see but you can hear some singing in the distance. -~ -0 1 0 -D2 -~ -~ -0 0 765 -D3 -~ -~ -0 0 767 -S -#767 -The Attic~ -The singing grows louder, but the darkness grows darker. -~ -0 1 0 -D1 -~ -~ -0 0 766 -D3 -~ -~ -0 0 768 -S -#768 -The Attic~ -The singing is driving you crazy now, 'I love you, you love me'... -You just cant take it anymore! You will go mad if you don't stop the music! -~ -0 1 0 -D1 -~ -~ -0 0 767 -S -#769 -Master Bedroom~ -This is the master bedroom of Lenny and Res. There is a huge bed here -and a warm breeze flowing in from the open balcony doors to the north. There -is also a door to the south. -~ -0 1|8 512 -D0 -Open Double Doors -~ -doors double door~ -1 0 770 -D1 -A beautifully carved golden portal -~ -golden portal door~ -1 0 756 -D2 -A finely crafted door -~ -door fine~ -1 0 755 -S -#770 -The Balcony~ -There is a spectacular view from here of the mountains to the north. You -wonder how Res or Lenny can get anything done with all this serenity around -them. No matter where you stand or the time of day, there appears to be a -reddish tint to the sky. -~ -0 1|8 512 -D2 -Open double doors -~ -doors door double~ -1 0 769 -S -#780 -Underground Room~ -This rooms floor and walls are filled with gigantic holes. There is an -especially large hole to the west. You are really glad you brought a light -because you can hear a strange clawing noise. -~ -0 1|8 0 -D1 -Mattress -~ -Mattress door~ -1 0 732 -D3 -Hole -~ -Hole door~ -1 0 781 -S -#781 -Wine Cellar~ -This is where Lenny keeps his finer vintage wines that he hides from his -family and guests. There are hundreds of bottles here, but most are locked -in the racks where the lie. There are scrapings on the floor to the north -that appear to be from the winerack moving? -~ -0 1|8 0 -D0 -Wine rack -~ -Wine rack door~ -1 0 782 -D1 -Hole -~ -Hole Door~ -1 0 780 -S -#782 -Treasure Room~ -This is a brilliantly lit room with wall of gold. There is a single gold -coin that draws your attention to it. It is three times the size of you an -almost appears to be ........breathing? -~ -0 1|8 0 -D2 -Wine rack -~ -wine rack door~ -1 0 781 -S -#0783 -White Knight Headquarters~ - This room is the waiting room for the White Knights. Here they sit -to discuss strategy before the Gods open this room and start the war. May -your venture be true and luck be on your side! -~ -07 8|128|1024|8192 0 -S - -#0784 -Black Knight Headquarters~ - This room is the waiting room for the Black Knights. Here they sit -to discuss strategy before the Gods open this room and start the war. May -your venture be true and luck be on your side! -~ -07 8|128|1024|8192 0 -S -#0785 -Gold Headquarters~ - This room is the waiting room for the Gold Team. Here they sit -to discuss strategy before the Gods open this room and start the game. -May your venture be true and luck be on your side! -~ -07 8|128|1024 0 -S -#0786 -Green Headquarters~ - This room is the waiting room for the Green Team. Here they sit -to discuss strategy before the Gods open this room and start the game. -May your venture be true and luck be on your side! -~ -07 8|128|1024 0 -S -#0 - - -#RESETS -M 1 700 1 724 Uncle Ed -E 1 700 1 16 -* -M 1 701 1 734 Melvin -E 1 725 1 8 -E 1 726 1 13 -E 1 706 1 16 -* -M 1 702 1 743 Myrtle -E 1 714 1 16 -* -M 1 703 1 733 Roach -E 1 722 1 6 -E 1 708 1 16 -* -M 1 704 3 733 Stooge -G 1 730 0 0 -* -M 1 705 1 759 Petie -E 1 712 1 16 -G 1 701 10 -* -M 1 706 1 736 Mike -E 1 711 1 16 -* -M 1 707 1 726 Televisor -E 1 724 1 6 -* -M 1 708 1 740 Preacher -E 1 736 1 17 -E 1 740 1 12 -E 1 741 1 3 -* -M 1 709 1 742 Lulu -E 1 729 1 8 -* -M 1 710 1 768 Barney -E 1 733 1 5 -* -M 1 711 3 727 Socks -* -M 1 712 1 732 Myron -E 1 735 1 3 -E 1 734 1 1 -E 1 734 1 2 -E 1 709 1 16 -* -M 1 713 1 741 Musak -M 1 713 1 742 Musak -* -M 1 714 4 735 Melvins gang -E 1 707 4 16 -E 1 727 4 1 -* -M 1 715 1 715 Nurse -E 1 703 1 14 -E 1 704 1 3 -E 1 705 1 16 -* -M 1 724 1 715 Frank -E 1 702 1 5 -* -M 1 716 1 738 Belle -E 1 728 1 17 -E 1 723 1 5 -* -M 1 717 1 729 Chops -E 1 710 1 16 -E 1 720 1 12 -E 1 721 1 5 -* -M 1 718 4 780 Moles -E 1 731 1 9 -* -M 1 719 5 781 Vines -E 1 752 1 17 -* -M 1 720 1 782 coin -* -M 1 721 1 765 Boogie man -E 1 732 1 7 -* -M 1 722 3 761 Venus fly traps -E 1 750 1 16 -E 1 751 1 8 -* -M 1 723 4 756 Spider monkies -E 1 745 4 16 -E 1 746 4 10 -E 1 747 4 13 -* -D 1 713 0 1 ; Foyer Close North -D 1 714 1 1 ; Corridor Close East -D 1 714 3 1 ; Corridor Close West -D 1 714 2 1 ; Corridor close south to Foyer -D 1 715 1 1 ; Corridor Close East -D 1 715 3 1 ; Corridor Close West -D 1 716 1 1 ; Corridor Close East -D 1 716 3 1 ; Corridor Close West -D 1 717 0 1 ; Corridor Close North -D 1 717 1 1 ; Corridor Close East -D 1 717 3 1 ; Corridor Close West -D 1 720 3 1 ; Closet Close West -D 1 740 1 1 ; Muds Anonymous Close East -D 1 740 3 1 ; Muds Anonymous Close West -D 1 743 3 1 -D 1 723 1 1 ; Grandma's Bedroom Close East -D 1 723 3 1 ; Grandma's Bedroom Close West -D 1 724 1 1 ; Uncle Ed's Close East -D 1 739 1 1 ; The Study Close East -D 1 738 0 1 ; The Library Close North -D 1 725 3 1 ; Empty Bedroom Close West -D 1 727 3 1 ; The Laundry Room Close West -D 1 730 3 1 ; The Maids Quarters Close West -D 1 726 1 1 ; Television Room Close East -D 1 731 3 1 ; The Pantry Close West -D 1 733 1 1 ; The Hotel Close East -D 1 729 1 1 ; The Kitchen Close East -D 1 729 2 1 ; The Kitchen Close South -D 1 736 2 1 ; Another Bedroom Close South -D 1 737 0 1 ; The Billiards Room Close North -D 1 737 2 1 ; The Billiards Room Close South -D 1 735 0 1 ; End of the Hallway Close North -D 1 735 2 1 ; End of the Hallway Close South -D 1 728 1 1 ; The Hallway Close East -D 1 741 3 1 ; The Ballroom Close West -D 1 732 3 1 ; The Cage Close West -D 1 780 1 1 -D 1 780 3 1 -D 1 781 1 1 -D 1 781 0 1 -D 1 782 2 1 -D 1 750 0 1 -D 1 750 1 1 -D 1 752 0 1 -D 1 753 2 1 -D 1 762 2 1 -D 1 761 0 1 -D 1 761 3 1 -D 1 760 2 1 -D 1 758 4 1 -D 1 756 3 1 -D 1 769 0 1 -D 1 769 1 1 -D 1 769 2 1 -D 1 755 0 1 ; Hot Tub Close North -D 1 770 2 1 -D 1 763 5 1 -D 1 713 1 1 ; Foyer Close East -* -O 1 769 0 755 LOADS LENNY'S HOT TUB -O 1 770 0 737 LOADS FRIDGE -P 1 771 0 770 LOADS PIZZA IN FRIDGE -P 1 772 0 770 LOADS BEER IN FRIDGE -S - - - -#SHOPS -705 0 0 0 0 0 100 100 0 23 ; Matt -0 - - -#SPECIALS -M 708 spec_cast_mage A lunatic preaches at you -S - - -#$ diff --git a/data/realm/areas_merc/malathar.are b/data/realm/areas_merc/malathar.are deleted file mode 100644 index 138ce29..0000000 --- a/data/realm/areas_merc/malathar.are +++ /dev/null @@ -1,4332 +0,0 @@ -#AREA {10 65} Natasha Malathar~ - -#MOBILES -#400 -duke ruler stalatharata~ -Duke Stalatharata~ -Duke Stalatharata, ruler of the Duchy of Malathar, stands here. -~ -The Duke is a fair elf of middle years, who carries himself with a grace -impossible for lesser creatures to match. A palpable aura surrounds the -good Duke, and you feel at awe in his noble presence. -~ -2|8|64 4|8|32|128|512 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#401 -duchess wife destelandara~ -Duchess Destelandara~ -Duchess Destelandara, wife of the Duke of Malathar, stares imperiously at -you. -~ -The Duchess is a creature of incredible beauty, a haughty fair elf of -unmatched poise and appearance. She seems slightly amused by your presence, -but never does her calm face break into even a hint of a smile. She also -seems to expect you to be respectful and subservient. Maybe you had better -bow... -~ -2|8|64 4|8|128|512 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#402 -archmage mage tuo~ -The Archmage Tuo~ -The Archmage Tuo, loyal half-elven advisor to the Duke, stands here. -~ -Despite his mixed blood (half-elven, half-human), the archmage Tuo still -commands considerable respect in the court of the Duke of Malathar. He is -an elderly male, but still has full control of his faculties, and has never -been more proficient with his magicks. If you're lucky, he may even take -the time to grant you some of his knowledge. -~ -512 8|16|128|512|1048576 1000 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#403 -priest lallinthenera~ -The High Priest Lallinthera~ -The High Priest Lallinthera stands before you. -~ -This kindly old elf has been the direct representative of the major elven -deity, Yaegar, in the duchy of Malathar for centuries. His wisdom and -ability in the sciences of astrology and healing are unparalleled, and he -may even heal you. -~ -2|2048 4|8|32|128|512|524288 1000 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#404 -haan dragon platinum wyrm~ -The Platinum Dragon~ -The Platinum Dragon known as Haan, ally and friend of the Duke, sleeps here. -~ -The mighty Haan served as the Duke's steed during the Goblin Wars many -centuries ago, but is now way past his prime, and he spends most of his -time sleeping and dreaming of past glories. For, long-lived as Wyrms are, -Elves are much longer-lived, being virtually immortal, and it saddens both -Haan and his master that their days together are now numbered. -~ -2|4|64 4|8|32|128|512|131072|524288 1000 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#405 -guard elite elf elven~ -An Elite Elven Guard~ -One of the Duke's Elite Elven Guard stands rigidly at attention here. -~ -The Duke's Elite Elven Guard are recruited from amongst his finest warriors, -many of them being veterans of the Goblin Wars, and they serve their Duke -with undying loyalty. -~ -2|8|64 8|128|512|8192 1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#406 -scout elite elf elven~ -An Elite Elven Scout~ -One of the Duke's Elite Elven Scouts stares at you suspiciously. -~ -The Duke's Elite Elven Scouts are veteran rangers and spies who have for -many decades helped him spy on his treacherous goblin and trollish enemies, -and have helped patrol the borders of his duchy. -~ -4|8 8|32|128|512 1000 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#407 -guard city elf elven~ -A Malatharan City Guard~ -A loyal Malatharan City Guard patrols the streets of his Duke's city. -~ -The Guards of the City of Malathar are legendary for their loyalty and -devotion to their benevolent Duke. They are clad in the crimson and gold -tabards of the city, and carry sharp swords and stout shields. -~ -8 512 1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#408 -citizen elf elven~ -A Citizen of Malathar~ -A Citizen of Malathar strolls idly by. -~ -One of the many peaceful citizens of this city, who has reason to feel -safe when under the protection of such powerful people as the Guard, the -Elite Guards, Haan the Dragon and of course the Duke himself. -~ -128 512 1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#409 -citizen elf elven~ -A Citizen of Malathar~ -A Citizen of Malathar strolls idly by. -~ -One of the many peaceful citizens of this city, who has reason to feel -safe when under the protection of such powerful people as the Guard, the -Elite Guards, Haan the Dragon and of course the Duke himself. -~ -128 512 1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#410 -acolyte~ -An Acolyte of Yaegar~ -An Acolyte of Yaegar stands here. -~ -An Acolyte of Yaegar, protective deity of this city, rushes purposefully -about on business of his own. He wears the traditional black robes of Yaegar, -the color representing the doom that fell on the Elves at the hands of the -fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them. -~ -128 8|16|512 1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#411 -acolyte~ -An Acolyte of Yaegar~ -An Acolyte of Yaegar stands here. -~ -An Acolyte of Yaegar, protective deity of this city, rushes purposefully -about on business of her own. She wears the traditional black robes of Yaegar, -the color representing the doom that fell on the Elves at the hands of the -fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them. -~ -128 8|16|512 1000 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#412 -guardian high elf elven~ -The High Guardian of Malathar~ -The High Guardian of Malathar stands stoically before you. -~ -A brave Elven knight of the Goblin Wars, the High Guardian was captured by -his foes and mutilated beyond recognition. Left for dead, he was rescued by -Yaegar, who gave him powers unimaginable in return for the knight's vow -to protect the City and the Duke to the best of his (significant) abilities -for the rest of his days. This the Elf gladly did, for he was of pure heart -and fair courage, and he has kept his vow ever since. -~ -2|64 4|8|16|32|128|512|8192|524288 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#413 -cooshee dog pet~ -A Cooshee~ -A Cooshee, faithful pet and hunting dog of elves across the world, is here. -~ -A gift from the Elves of the Valley to their cousins in Malathar, this -species of dogs is renowned for its loyalty and intelligence. The Elves -use them as pets, hunting dogs, guard dogs and scout dogs. To kill or injure -one carries penalties nearly as severe as those applied to Elves who kill -other Elves, such is the love the Elves have for these beasts. -~ -128 8|32|512 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#414 -pegasus~ -A Pegasus~ -A Pegasus, faithful steed for some Elite Guard, stands here. -~ -Pegasii act as steeds for the High Elven Guard who protect and fight for -the Duke. This handsome, winged cousin of the equine herds that roam the -plains of Human lands is noble and intelligent, and will gladly sacrifice -its life to save its master. -~ -0 8|32|128|512|524288 500 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#415 -unicorn~ -A Unicorn~ -A Unicorn, steed of one of the Nobles of Malathar, stands here. -~ -Unicorns serve as steeds for the Nobles of Malathar who are worthy of -such a servant. The beasts are very intelligent, and won't throw themselves -into a fight they know they have no chance of prevailing in, though they -will not willingly abandon their masters to an untimely death if it can -at all be avoided. -~ -8 1|2|8|32|128|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#416 -scout elf elven~ -An Elven Scout~ -An Elven Scout is here, preparing to brave the frontiers to scout for Goblins. -~ -The Scouts that serve the Duke are younger Elves who hope one day to join -the ranks of the Elite Scouts, though full will survive the ardous tours of -futy on the frontiers scouting the movements of and fighting the many -enemies of Elvenkind. -~ -8 8|512 1000 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#417 -child elf elven~ -An Elven child~ -An Elven child plays here. -~ -This child happily frolics in the streets of its parents' home town, -blissfully unaware of how narrowly his entire race escaped decimation at the -hands of the Goblins so recently. -~ -0 512 400 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#418 -child elf elven~ -An Elven child~ -An Elven child plays here. -~ -This child happily frolics in the streets of its parents' home town, -blissfully unaware of how narrowly her entire race escaped decimation at the -hands of the Goblins so recently. -~ -0 512 400 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#419 -menelas mage~ -Menelas the Mage~ -Menelas the Mage welcome you to his place of business. -~ -Menelas is a former apprentice of Tuo, the Archmage of Malathar, who has -established a fluorishing business selling magical artefacts, favored items -among the magically-inclined Elves. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#420 -grein armorer~ -Grein the Armorer~ -Grein the Armorer gruffly welcomes you to his armory. -~ -Grein is a crusty old veteran of the Goblin Wars, an Elven foot soldier of -low caste who, like so many of his fellow lesser Elves, fought valiantly for -the Nobles who have since almost forgotten the role these "Khallq" (grunts) -played in their salvation. Nevertheless, Grein has managed to make a healthy -profit in his armory, and, along with his brother Tolos, is one of the most -respected dealers in items of war in the whole nation. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#421 -tolos weaponsmith smith~ -Tolos the Weaponsmith~ -Tolos the Weaponsmith stares coldly at you as you enter his store. -~ -Tolos is the brother of Greig, and has even less liking for his fellow Elves -for his treatment after the war. Nevertheless, he still shares the Elven -disdain for foreigners, and will treat you coldly whatever your race. -Despite his shortcomings, Tolos is a fair dealer, and will give you good -prices for your weapons. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#422 -mithara herbalist healer~ -Mithara the Herbalist~ -Mithara the Herbalist welcomes you with a sweet smile to her shop. -~ -Mithara is a respected Herbalist and Healer, and will help you with any -purchase or sales of pills, herbs, potions or similar that you may wish -to undertake. She will also, for a small fee, heal your injuries. -~ -2|4|8|64|2048 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#423 -loothala cook elf~ -Loothala the fine Elven Cook~ -Loothala the fine Elven Cook welcomes you to her restaurant. -~ - -Loothala makes remarkably tasty food and refreshments, and any gastronomic -needs you may have can be met here, and at reasonable prices besides. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#424 -dyenkalas grocer~ -Dyenkalas the Grocer~ -Dyenkalas the Grocer welcomes you to his General Store. -~ -Dyenkalas can help you with your needs in basic adventuring equipment, -such as lamps, torches, blankets, backpacks, bags and such. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#425 -wolthan blacksmith smith~ -Wolthan the Blacksmith~ -Wolthan the Blacksmith offers to repair your damaged equipment. -~ -Wolthan is a fine smith, and will help repair your damaged equipment. -People say he is a little expensive, but his work is excellent, his repairs -faultless. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#426 -sage tasstellat~ -Tastellat the Sage~ -Tastellat the Sage offers to identify any items of unknown nature you have. -~ -Tastellat is a wise and learned, if a trifle greedy, Sage who can identify -any item you may have, magical or mundane. A nephew of the great Thesius, -he does well to hide the taint of Human blood he has. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#427 -cartograhper kas~ -Kas the Cartographer~ -Kas the Cartographer welcomes you to his store and offers you a map. -~ -Kas is a well-travelled Elf who has mapped virtually every corner of the -known world, and can sell you some of the maps he has made, if you are -of a level high enough to withstand the perils of the land it leads you to. -(He doesn't want the death of his customers on his conscience.) -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#428 -noble elf elven~ -An Elven Noble~ -An Elven Noble haughtily demands your respect. -~ -Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the -War, have now returned to their former haughty ways. Although they are indeed -loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower -Castes) makes them the target of the hatred of many citizens and servants. -~ -4|8 8|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#429 -noble elf elven~ -An Elven Noble~ -An Elven Noble haughtily demands your respect. -~ -Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the -War, have now returned to their former haughty ways. Although they are indeed -loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower -Castes) makes them the target of the hatred of many citizens and servants. -~ -4|8 8|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#430 -guildmaster elven rastellagnar~ -The Elven Guildmaster~ -Rastellagnar, the Elven Guildmaster, stands ready to train you. -~ -Rastellagnar has been helping Elves and other willing students advance in -their knowledge of the Elven Magical Arts, and you are but one in a long -line of students. -~ -2|4|8|64|1024 4|8|16|32|128|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#431 -guildmaster human julistha~ -The Human Guildmistress~ -Julistha, the Human Guildmistress, coldly appraises your abilities. -~ -Julistha is very good at fighting, so good in fact that she even trains -Elves in the Martial Arts, and Elves are NOT renowned for admitting ANY other -race can do ANYTHING better than they can... -~ -2|4|8|64|32768 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#432 -guildmaster kender macy~ -The Kender Guildmistress~ -Macy, the Kender Guildmistress, smiles at you (wonder what she's stolen?:)) -~ -Macy is one of the best Kender scouts in history, and the Elves, who do not -condone her skills at all, allow her to stay because she can teach their -scouts so much about subterfuge and similar skills. -~ -2|4|8|64|16384 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#433 -guildmaster dwarf keruggan~ -The Dwarven Guildmaster~ -Keruggan, the Dwarven Guildmaster, seems astonished at having a pupil. -~ -The Elves as a whole dislike and distrust Dwarves, and the only reason that -Keruggan is allowed to run a business is that he is also the ambassador -to Malathar from Juargen. He has very few customers, as Elves consider -Dwarven skills crude and vulgar, and as such will do his best to try and -encourage any he gets to return. -~ -2|4|8|64|65536 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#434 -guildmaster dryad moredhein~ -The Dryad Guildmaster~ -Moredhein, the Dryad Guildmaster, stands ready to help you practice. -~ -Dryads are a respected and feared race in Elven lands, respected for their -knowledge of all things natural and feared for their forbidding size and -appearance (seven foot tall humanoids clad in flowing brown robes that -conceal their features). None of this bothers Moredhein, as he a dryad he -is above succumbing to the false emotions generated by flattery, and as a -mere mortal he finds the Elves' fear amusing. -~ -2|4|8|64|8192 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#435 -guildmaster illithid bloonit~ -The Illithid Guildmaster~ -Bloonit, the Illithid Guildmaster, welcomes you telepathically. -~ -Bloonit is a mysterious figure, clad in flowing pruple robes that disguise -his hideous tentacled maw, glistening purple skin and bulbous yellow -eyes. Bloonit is nevertheless an excellent teacher, and manages to restrain -his natural urges to devour your brain most of the time... -~ -2|4|8|16|64 4|8|16|32|128|512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#436 -guildmaster avian aelian~ -The Avian Guildmaster~ -Aelian, the Avian Guildmaster, stares grimly at you. -~ -This imposing birdman can help you train in the skills natural to his race, -if you have the ability. He is revered by the Elven scouts as a scout without -parallel, and a creature of excellent vision and speed. -~ -2|4|8|64|16777216 4|8|16|32|128|512|524288 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#437 -servant elf elven~ -A surly Elven Servant~ -A surly Elven Servant glumly completes his tasks. -~ -"It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and -just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up -other people's crap an' cook their meals an' carry their stuff an'...well -I think it sucks!" -~ -128 512 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#438 -servant elf elven~ -A surly Elven Servant~ -A surly Elven Servant glumly completes her tasks. -~ -"It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and -just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up -other people's crap an' cook their meals an' carry their stuff an'...well -I think it sucks!" -~ -128 512 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#439 -owner t'kana shopkeeper pet~ -T'Kana, the Pet Shop Owner~ -T'Kana welcomes you with great hospitality to his humble store. -~ -T'Kana came to Malathar with a wide variety of strange and mysterious pets -from the south many years ago, and his pets proved so pupular he decided to -stay and set up shop. -~ -2|4|8|64 4|8|16|32|128|512 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#440 -allertathala guard captian elf~ -Captain Allertathala~ -Captain Allertathala cordially welcomes you to his office. -~ -The Captain is a middle-aged Elf whose hardened, muscular form speaks of -many battles, and Elves were not immune to scarring you'd wager he would -have accumulated more than his share. He is polite but cautious, and during -his conversation with you he is constantly on guard. He loves his City and -Duke, and would sooner die than have anything happen to either of them. -~ -2|8|64 4|8|128|512 1000 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#441 -rabbit~ -A Rabbit~ -A cute little Rabbit hops along here. -~ -AWWWWW! Look at da purty wabbit! Wonder what it'd look like on the end of -my Xcalibur and then in my belly? -Thats what you're thinking isn't it? Why dontcha find out? Yeah, abuse and -victimise the poor rabbit. -But be careful! Malatharan Rabbits are BAD. -~ -4|8|128 8|128|512 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#442 -deer~ -A noble-looking deer~ -A noble-looking deer stares proudly at you. -~ -WOW! That sucker must be at LEAST a ten-pointer! Wouldn't THAT look great -over the fireplace? -But I advise caution- all the wildlife in this area have been granted special -powers to help enable their survival... -~ -4|8|128 8|128|512 500 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#443 -squirrel~ -A Squirrel~ -A ferocious-looking Squirrel is sizing you up! -~ -Malatharan Squirrels are a by-product of an experiment by the ArchMage Tuo -gone horribly wrong and as such they are generally avoided by sane folk. -~ -4|8 8|128|512|524288 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#444 -stablemaster master elf~ -The Stablemaster~ -The Stablemaster eyes you cautiously. -~ -'Ere! Keep yer ruddy 'ands orf m' Pegasii, ya dirty sod! -The Stablemaster has a terrible temper and it wouldnt do to anger him... -~ -2|8|64 8|128|512 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#445 -stablehad hand elf~ -A surly stablehand~ -A surly stablehand glares sullenly at you. -~ -These half-elven orphans are used by the City for menial tasks such as -cleaning out the stables, scrubbing the public toilets and such. They are -thus not the best company, due to both their manner and their godawful -smell. -~ -4|128 512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#446 -golem~ -A Huge Golem~ -A Huge Stone Golem blocks your progress. -~ -This massive magical construct was fashioned by the Archmage Tuo and is an -excellent guard, seeing as it never grows weary, bored or greedy, and never -succumbs to bribery or coercion of any form. -~ -2|64 4|8|16|32|128|8192|262144 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#447 -librarian elf elven~ -An Elven Librarian~ -An Elven Librarian rushes madly past you, scattering books everywhere. -~ -These frantic, overworked librarians are constantly fighting to keep up -with the demanding process of reshelving and cataloguing the millions of -books stored here. -~ -128 128|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#448 -librarian elf elven~ -An Elven Librarian~ -An Elven Librarian rushes madly past you, scattering books everywhere. -~ -These frantic, overworked librarians are constantly fighting to keep up -with the demanding process of reshelving and cataloguing the millions of -books stored here. -~ -128 128|512 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#449 -griffon~ -An Angry Griffon~ -An Angry Griffon lunges forth and attacks! -~ -RRRRRROOOOOOOOAAAARRRRRR! - -The Griffon's peck ***IMPALES*** You! -You sure are BLEEDING! -You have been KILLED!!! -~ -2|32|64 8|32|8192 -400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#450 -ocelot~ -An Ocelot~ -An Ocelot bears it claws and snarls ferociously! -~ -Ocelots are kinda like very big domestic cats, save that they could -probably tear your throat out. -~ -256 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#451 -alsatian dog~ -An Alsatian~ -A savage Alsatian bears its teeth and growls menacingly. -~ -Pliny wrote that if animals could talk, then they would tell us of the wonders -of the world. But if this dog could talk, all it would probably say would be -"Bugger Off!" -~ -256 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#452 -sloth~ -A Three-toed Sloth~ -A Three-toed Sloth hangs here. -~ -The Sloth may look harmless enough, but get it mad and it'll kill you!. -~ -256 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#453 -kangaroo~ -A Kangaroo~ -A friendly Kangaroo hops playfully towards you. -~ -Playful. Yeah. Right. When this big red gets near you he'll put a hurting -on you like you wouldn't believe. -~ -256 0 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#454 -rhino rhinocerous~ -A Rhinocerous~ -A Rhinocerous rumbles along here. -~ -This baby'll spear you like a shish kebab. -~ -256 0 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#455 -gorilla~ -A Huge Gorilla~ -A Huge Gorilla beats its chest and growls menacingly. -~ -This feller will tear your arms off for a banana. -~ -256 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#456 -pegasus~ -A Pegasus~ -A well-trained Pegasus waits obediently here. -~ -This beast is army-surplus. Having exceeded her flying hours, she is now -sub-standard and is being flogged off to the public at rock-bottom prices. -believe me, don't even THINK about trying to buy a new one... -~ -256 128 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#400 -sword lightbringer~ -lightbringer, the Sword of the Elven Kingdoms~ -Lightbringer, the Sword of the Elven Kingdoms, glows brillinatly here. -~ -~ -5 1|2|64|1024 1|8192 -0 0 0 11 -25 0 0 -A -1 1 -A -2 1 -A -5 1 -A -12 50 -A -13 50 -A -17 -20 -A -18 8 -A -19 8 -A -24 -5 -E -lightbringer sword~ -Lightbringer was one of seven blades forged by the Elven deity Yaegar for his -favorite princes. Lighbringer was the only to survive the Goblin Wars, and -now rests in the care of Duke Stalatharata of Malathar. -~ -#401 -crown~ -the Crown of Malathar~ -The Crown of the Dukes of Malathar is here. -~ -~ -9 1|2|1024|4096 1|16 -0 0 0 0 -25 0 0 -A -3 3 -A -4 3 -A -12 50 -A -17 -10 -A -23 -3 -A -24 -3 -E -crown~ -This crown was forged by Yaegar for the Dukes of Malathar, and it grants -them degrees of intelligence far beyond those of normal Elves. -~ -#402 -cloak~ -the Famous Cloak of Stalatharata~ -The Famous Cloak of Stalatharata, Duke of Malathar, floats past you. -~ -~ -9 2|1024|32768 1|1024 -0 0 0 0 -25 0 0 -A -2 2 -A -13 25 -A -14 250 -A -17 -10 -A -18 3 -A -19 3 -E -cloak~ -This cloak was fashioned by the Archmage Tuo, and has become famous for an -accidental enchantment placed upon it that causes it to float away if not -worn. -~ -#403 -ring~ -the Duchess' Ring~ -The Duchess of Malathar's Ring glitters here. -~ -~ -8 1 1|2 -0 0 0 0 -10 0 0 -#404 -diadem~ -the Duchess' Diadem~ -The Duchess of Malathar's Diadem twinkles here. -~ -~ -8 1 1|16 -0 0 0 0 -10 0 0 -#405 -slippers~ -the Duchess' Slippers~ -The Duchess of Malathar's Slippers are here. -~ -~ -9 1|4096 1|64 -0 0 0 0 -20 0 0 -A -2 3 -A -14 500 -E -slippers~ -The Archmage Tuo made these specially for the Duchess. It is said that they -grant the wearer extraordinary litheness. -~ -#406 -robe~ -tuo's Robe~ -The Archmage Tuo's Robe is here. -~ -~ -9 1|1024|4096 1|8 -0 0 0 0 -20 0 0 -A -1 -2 -A -2 -2 -A -3 2 -A -4 1 -A -5 -2 -A -12 25 -A -13 -20 -A -14 -150 -A -24 -3 -E -robe~ -It is said that the Archmage's Robe is possessed of a life of its own, and -that once donned it can never be removed... -~ -#407 -gem~ -a Power Gem~ -A Power Gem rests here. -~ -~ -8 32|1024 1|16384 -0 0 0 0 -50 0 0 -A -12 75 -E -gem~ -Power Gems were fashioned by the Old Ones and granted them tremendous magical -energy. -~ -#408 -spellbook~ -the Archmage Tuo's Spellbook~ -The Archmage Tuo's Spellbook is here. -~ -~ -2 1|2|1024 1|16384 -56 70 30 26 -50 0 0 -E -spellbook~ -The Spellbook of Tuo, when read, unleashes tremendous magical energies upon -the foe it is recited against, usually mortally wounding him/her/it. -~ -#409 -scroll~ -the Archmage of Tuo's emergency Scroll~ -The Archmage Tuo's emergency Scroll is here. -~ -~ -2 1|2|1024 1|16384 -56 28 28 28 -10 0 0 -E -scroll~ -This scroll reads- "When one has sustained serious injuries, recite this -scroll". -~ -#410 -wand~ -the Archmage Tuo's Wondrous Wand~ -The Archmage Tuo's Wondrous Wand is here. -~ -~ -3 1|1024 1|16384 -56 25 25 53 -5 0 0 -E -wand~ -This wand will help the wielder know what his possessions are. -~ -#411 -orb~ -the Orb of Yuul~ -The Orb of Yuul sits here, glowing strangely. -~ -~ -4 1|2|1024 1|16384 -56 10 10 63 -25 0 0 -E -orb~ -Yaegar fashioned this Orb to enable his priests to defend themselves. -~ -#412 -mitre~ -the High Priest's Mitre~ -High Priest Lallinthenera's Mitre is here. -~ -~ -9 1|1024 1|16 -0 0 0 0 -15 0 0 -A -13 50 -A -17 -25 -E -mitre~ -This mystical headgear affords great protection to its wearer. -~ -#413 -symbol~ -a Holy Symbol of Yaegar~ -A Holy Symbol of Yaegar is here. -~ -~ -5 1|2|1024 1|16384 -0 0 0 0 -20 0 0 -A -18 4 -A -19 4 -E -symbol~ -There's only one person in the mud who should have this device, and that -is Yaegar's close personal friend Lallinthenera the High Priest of Malathar, -and if he EVER catches ANYONE else with it he will doubtless be VERY upset... -~ -#414 -hoard~ -a Dragon's Hoard~ -A Dragon's Hoard of Coins is here. -~ -~ -20 1 1|16384 -1234567 0 0 0 -500 0 0 -#415 -scale~ -a Scale from a Platinum Dragon~ -This Dragon Scale would make an EXCELLENT Shield... -~ -~ -9 1 1|512 -0 0 0 0 -25 0 0 -A -13 25 -A -17 -25 -A -23 -3 -A -24 -3 -E -scale~ -This scale has come from the body of the great Platinum Dragon Haan. -~ -#416 -chest~ -a Treasure Chest~ -The Treasure Chest of the Platinum Dragon Haan. It looks EXTREMELY heavy... -~ -~ -15 0 1|16384 -1000 8 1017 0 -250 0 0 -E -chest~ -This chest contains the wealth of Haan. -~ -#417 -key~ -a WyrmKey~ -Haan's WyrmKey lies here. -~ -~ -18 1 1|16384 -0 0 0 0 -5 0 0 -E -key~ -This key unlocks Haan's Treasue Chest. -~ -#418 -helmet~ -a Beautifully-Carved Bone Helmet~ -This Helmet looks WONDERFUL! Coming from a Dragon's Hoard it is doubtless very -valuable. -~ -~ -9 1|2|128|4096 1|16 -0 0 0 0 -50 0 0 -A -1 -2 -A -2 -2 -A -3 -2 -A -4 -2 -A -5 -2 -A -12 -50 -A -13 -50 -A -14 -100 -A -17 25 -A -18 -3 -A -19 -3 -E -helmet~ -This helmet is the most beautiful thing you have EVER seen... -~ -#419 -helm~ -an Elite Helm~ -An Elite Helm is here. -~ -~ -9 0 1|16 -0 0 0 0 -15 0 0 -A -3 2 -A -17 -5 -#420 -ring signet~ -a Malatharan Signet Ring~ -A Malatharan Signet Ring rests here. -~ -~ -9 0 1|2 -0 0 0 0 -5 0 0 -A -18 2 -A -19 2 -E -ring~ -This ring is beautifully carved and bears the coat of arms of the Duchy of -Malathar. -~ -#421 -armor elite~ -the Armor of an Elite Guard~ -The Armor of an Elite Guard rests here. -~ -~ -9 0 1|8 -0 0 0 0 -20 0 0 -A -5 1 -A -17 -15 -#422 -leggings~ -some Silvery Leggings~ -Some Silvery Leggings are here. -~ -~ -9 0 1|32 -0 0 0 0 -15 0 0 -A -2 2 -A -14 100 -#423 -sword~ -a Shiny Steel Sword~ -A Shiny Steel Sword is here. -~ -~ -5 1|64 1|16384 -0 0 0 11 -18 0 0 -A -18 2 -A -19 2 -#424 -shield~ -a Shield bearing the Coat of Arms of Malathar~ -A Shield bearing the Coat of Arms of Malathar is here. -~ -~ -9 0 1|512 -0 0 0 0 -20 0 0 -A -17 -10 -#425 -bow~ -a sturdy longbow~ -A sturdy longbow rests here. -~ -~ -5 0 1|32768 -0 0 0 6 -15 0 0 -A -18 2 -#426 -javelin~ -a sturdy javelin~ -A sturdy javelin rests here. -~ -~ -30 0 1|16384 -0 0 0 0 -10 0 0 -A -18 2 -A -19 2 -#427 -cloak~ -a humble Scout's Cloak~ -A humble Scout's Cloak is here. -~ -~ -9 4 1|4 -0 0 0 0 -10 0 0 -A -2 2 -A -14 50 -A -23 -2 -#428 -boots~ -a pair of dirty boots~ -A pair of dirty boots rests here. They look very well-used. -~ -~ -9 0 1|64 -0 0 0 0 -10 0 0 -A -2 2 -A -14 150 -A -18 1 -E -boots~ -This scruffy pair of boots belong(ed) to one of the Elven scouts of -Malathar, and have been worn on countless missions by their owner defending -the Elven lands from Goblin or Troll incursions. -~ -#429 -banner~ -a Malatharan War Banner~ -A Malatharan War Banner is here. -~ -~ -1 1 1|16384 -0 0 24 0 -5 0 0 -E -banner~ -The Elven warriors of Malathar use these to light their way on darkest nights. -~ -#430 -shield~ -a sturdy shield~ -A sturdy-looking Elven shield is here. -~ -~ -9 0 1|512 -0 0 0 0 -10 0 0 -#431 -sword~ -a sturdy sword~ -A sturdy-looking Elven sword is here. -~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -#432 -helm~ -a sturdy helm~ -A sturdy-looking Elven helm is here. -~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -#433 -breastplate~ -a sturdy breastplate~ -A sturdy-looking Elven breastplate is here. -~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -#434 -leggings~ -some sturdy leggings~ -A pair of sturdy-looking Elven leggings is here. -~ -~ -9 0 1|32 -0 0 0 0 -10 0 0 -#435 -mittens~ -a pair of Acolyte's Mittens~ -An Elven Acolyte uses these fluffy mittens to keep his hands all warm :) -~ -~ -13 0 1|128 -0 0 0 0 -5 0 0 -#436 -sword guardian~ -the High Guardian's Two-Handed Sword~ -The High Guardian's Two-Handed Sword is here. -~ -~ -5 1|2|64|1024 1|8192 -0 0 0 11 -20 0 0 -A -1 3 -A -18 5 -A -19 5 -E -sword~ -This huge blade was mystically forged by the Great Deity Yaegar Himself to -aid Yaegar's Guardian in doing his oh-so-important job. It slices it dices, -and its yours for $19.95 plus p+h. But Wait! There's More! Order NOW and -you'll receive this genuine 30-carat gold chain ABSOLUTELY FREE! -RING NOW- -1-800-IMAFOOL! -~ -#437 -mask~ -the High Guardian's Face Mask~ -The High Guardian borrowed this device from the Man in the Iron Mask... -~ -~ -9 1024|4096 1|16 -0 0 0 0 -50 0 0 -A -5 5 -A -17 -25 -A -18 3 -A -19 3 -E -mask~ -And he wants it BACK! -~ -#438 -collar~ -a Pet's Collar~ -This Collar marks the wearer as being a faithful pet of the Elven Nation... -~ -~ -9 1024|4096 1|4 -0 0 0 0 -10 0 0 -A -0 1000 -E -collar~ -If you are wearing this, any and all Elves will start saying "Good boy! GOOD -boy! Fetch!" et al. -~ -#439 -toy~ -an Elven Child's Toy~ -An Elven infant has carelessly discarded its toy. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#440 -wand fud~ -a Wand of Fud~ -A Wand of Fud fuds its way along here. -~ -~ -3 64 1|16384 -1 5 5 12 -5 0 0 -E -wand fud~ -'Tis said that these Wands can meet a person's nutritional needs for days. -Then again 'tis also said that the King still lives... -~ -#441 -cup water~ -a Cup of Water~ -A Cup of Water which fills to the brim on command! -~ -~ -4 64 1|16384 -1 5 5 80 -5 0 0 -E -cup water~ -This Cup, when held and brandished, causes water to pur forth from it and -onto the ground. -~ -#442 -stone~ -a Shield Stone~ -A Shield Stone shimmers here. -~ -~ -4 1|64 1|16384 -5 5 5 67 -5 0 0 -E -stone~ -This Stone, when held and brandished, causes a magical shield to be erected -about its wielder. -~ -#443 -staff~ -a Staff of Acid~ -A Staff of Acid is here. -~ -~ -4 1|64 1|16384 -15 5 5 70 -10 0 0 -E -staff~ -Designed for use especially against Trolls, this Staff functions perfectly -well against other opponents, showering them in a gout of deadly ACID. YEAH! -~ -#444 -scroll~ -a Random Scroll~ -A Random Scroll!!! -~ -~ -2 2|64 1|16384 -20 72 23 20 -10 0 0 -E -scroll~ -Recite it and find out! -~ -#445 -chair~ -a Comfortable-looking Chair~ -A Comfortable-looking Chair is here. -~ -~ -12 64 1 -0 0 0 0 -100 0 0 -E -chair~ -This is the easychair of some Elven Noble or Scholar. -~ -#446 -ottoman~ -an Ottoman~ -An Ottoman sits here. -~ -~ -12 64 1 -0 0 0 0 -50 0 0 -E -ottoman~ -This Ottoman servesa as a footrest for somebody... -~ -#447 -table~ -an Oak Table~ -An elaborately-carved Oak Table is here. -~ -~ -12 64 1 -0 0 0 0 -250 0 0 -E -table~ -This ornate Oak Table looks EXTREMELY bulky... -~ -#448 -light globe~ -a Light Globe~ -A Light Globe bobs along here. -~ -~ -1 1|32768 1|16384 -0 0 24 0 -1 0 0 -E -globe~ -These nifty li'l devices serve as lighting for the city at night. -~ -#449 -book~ -a Spellbook~ -A Spellbook hums strangely here... -~ -~ -13 2|128|4096 1|16384 -0 0 0 0 -10 0 0 -A -3 -2 -A -4 -2 -A -12 -25 -E -spellbook book~ -ACK! Don't pick it UP! Oh dear...too late... -~ -#450 -spellbook book~ -a Spellbook~ -A Spellbook bound in bronze sits here. -~ -~ -4 64 1|16384 -30 6 6 66 -10 0 0 -E -book spellbook~ -This spellbook belonged to the mighty mage Xeruphi, who could never seem to -be able to cast Stone Skin properly, so he had it inscribed into a book for -him to brandish when necessary. -~ -#451 -scroll~ -a tattered scroll~ -This scroll looks to be VERY well-read... -~ -~ -2 64 1|16384 -30 57 3 1 -5 0 0 -E -scroll~ -This scroll has been handled so many times it has become all tattered at the -edges. -~ -#452 -book~ -an old history book~ -An old history book lies here. -~ -~ -13 0 1|16384 -0 0 0 0 -10 0 0 -E -book~ -This rather boring old book is an outdated history of the Roman Empire by -someone called Gibbon. -~ -#453 -book~ -an old science book~ -An old science book lies here. -~ -~ -13 0 1|16384 -0 0 0 0 -10 0 0 -E -book~ -This rather boring old book is an outdated scientific text by someone called -Darwin. -~ -#454 -book~ -an old geography book~ -An old geography book lies here. -~ -~ -13 0 1|16384 -0 0 0 0 -10 0 0 -E -book~ -This rather boring old book is an outdated geography text by someone called -Ptolemy. -~ -#455 -desk~ -an Ornate Desk~ -An Ornate Desk rests here. -~ -~ -12 1 0 -0 0 0 0 -10000 0 0 -E -desk~ -This desk looks FAR too heavy to move... -~ -#456 -phonograph~ -an Antique Phonograph~ -Whoa! That looks like the thing off the old RCA Victor ads! -~ -~ -8 2 1|16384 -0 0 0 0 -25 0 0 -A -5 3 -A -17 -10 -E -phonograph~ -Any wonder the Sage's records sounded so scratchy... -~ -#457 -fountain~ -an Old Fountain~ -This Fountain has been supplying visitors to Malathar with water for centuries... -~ -~ -25 64 0 -0 0 0 0 -5000 0 0 -#458 -portrait~ -a Portrait of Yaegar~ -Whoa! What a Handsome Guy! What an EXCELLENT Portrait to have!!! -~ -~ -2 1|2|64|128|4096 1|16384 -50 28 77 36 -5 0 0 -A -1 1 -A -2 1 -A -3 1 -A -4 1 -A -5 1 -E -portrait~ -This is your absolute bestest possession now dude! An autographed portrait -of that self-styled czar of comedy, Yaegar! -~ -#459 -backpack~ -a sturdy backpack~ -A sturdy backpack lies here. -~ -~ -15 0 1|8 -100 1 0 0 -10 0 0 -#460 -helmet~ -a sturdy helmet~ -A sturdy Elven helmet has been discarded here. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -#461 -waterskin~ -a waterskin~ -A waterskin lies here. -~ -~ -17 0 1|16384 -5 5 0 0 -5 0 0 -#462 -girdle~ -an elven girdle~ -This girdle increases the wearer's agility. -~ -~ -9 0 1|2048 -0 0 0 0 -5 0 0 -A 2 2 -#463 -sword blade~ -a fine elven blade~ -A Fine Elven Blade glimmers here. -~ -~ -5 1|1024 1|8192 -0 0 0 3 -15 0 0 -A 18 2 -A 19 2 -#464 -bow~ -a fine elven bow~ -A fine Elven Bow is here. -~ -~ -5 1|1024 1|8192 -0 0 0 2 -15 0 0 -A 18 2 -A 19 2 -#465 -dagger~ -a fine elven dagger~ -This dagger would be an excellent weapon for backstabbing... -~ -~ -5 1|1024 1|8192 -0 0 0 11 -15 0 0 -A 18 2 -A 19 2 -#466 -mace~ -a fine elven mace~ -This Elven mace is magically enchanted. -~ -~ -5 1|64|1024 1|8192 -0 0 0 8 -18 0 0 -A 1 2 -#467 -potion~ -a potion~ -A potion rests here. -~ -~ -10 0 1|16384 -10 1 3 16 -10 1000 0 -#468 -herb~ -a medical herb~ -When ingested, this herb renders the target extremely resistant to poison. -~ -~ -26 0 1 -10 43 0 0 -1 400 0 -#469 -bread~ -elven bread~ -Some Elven Bread. -~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#470 -wine~ -some elven wine~ -Some Elven wine. -~ -~ -17 0 1|16384 -5 5 2 0 -5 0 0 -#471 -map~ -a map of the area~ -This map shows the places around Malathar. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -map~ - - DROW - | - |-----------------------ANIMALAND -VALLEY--- | - | GOBLINS - |---FAERIE - | --------MALATHAR - | | - ---------------- DRUIDS - | | - ------------------------ - -~ -#472 -potion brew~ -a herbal brew~ -This herbal brew will give you great mobility. -~ -~ -10 0 1|16384 -10 56 81 606 -5 0 0 -#473 -brain mind nightmare druid~ -a dying druid~ -You see the dying form of a druid lying here. You feel drawn toward it. -~ -~ -33 0 0 -150 0 0 1 -1 0 0 -E -druid~ -You feel drawn into the nightmares of this tormented soul's brain. It -feels so real you feel like you could enter and participate.... -~ -#0 - - -#ROOMS -#400 -The Plains of Malathar~ -You have emerged from the dark forest on the plains of the Elven Duchy -of Malathar, ruled by the good Duke Stalatharata, under the guidance and -watchful presence of his God and Mentor, the Elven Immortal Yaegar. Tall -spires rise in the distance, emerging from the magnificent Elven city of -Malathar, to which the path you are upon leads. - -There is a small, hand-lettered sign near the path... -~ -0 4 2 -D1 -the road to malathar~ -road~ -0 -1 401 -D3 -plains~ -~ -0 -1 8807 -E -sign~ -********************************************************************* -***** T H I S A R E A C O N S T R U C T E D B Y Y A E G A R ***** -********************************************************************* -***** Built on a standard text editor especially for AnonyMud ***** -***** in October 1995, but suitable for any Merc 2.2 Mud. ***** -********************************************************************* -***** Thanks to - Rainman Lenny Argh Garth Lok Fle Marc Marius ***** -***** Special thanks to J.R.R. Tolkien, Michael Moorcock for ***** -***** inspiration, and to anyone else I have left out :) ***** -********************************************************************* -~ -S -#401 -The Road to Malathar~ -You are moving along a broad, well-formed path that is bordered by neatly- -groomed trees and hedges. To the north you can hear what sounds like a horse -braying, while to the east the city of Malathar looms larger. -~ -0 0 2 -D0 -the path to the unicorn glade~ -path~ -0 -1 402 -D1 -The Road to Malathar~ -road~ -0 -1 404 -D3 -the plains of malathar~ -plains~ -0 -1 400 -S -#402 -The Path to the Unicorn Glade~ -You feel a sudden sense of peace and serenity wash over you as you enter this -gentle wooded glade. Here the sound of braying is louder, and you fancy you -can smell the odour of equine beasts. The aura of the surroundings make you -feel like doing nothing more that lying down and resting for a LONG time... -~ -0 4 3 -D1 -the unicorn glade~ -glade~ -0 -1 403 -D2 -the road to malathar~ -road~ -0 -1 401 -S -#403 -The Unicorn Glade~ -You have entered the sanctum of the Unicorns of of Malathar, close friends -and allies of the Elves of Malathar. However, despite their benevolent -nature, the Unicorns dislike intruders, especially armed and aggressive ones, -and will not hesitate to use extreme force to evict these intruders. In -addition, to protect these creatures, the Elven sorceror Tuo has placed -powerful enchantments on this place that prevent magical attacks on the -unicorns. -~ -0 128|8192 3 -D3 -the path to the unicorn glade~ -path~ -0 -1 402 -S -#404 -The Road to Malathar~ -You have progressed further along the road to the Elven capital, past several -farmhouses and various creatures of the wild that stop to stare inquisitively -at you as you pass. The gates of the city are now visible, as are the guards -stationed near them, their colorful rainments dazzling you even from this -distance. In the near distance there appears to be a monument of some sort. -~ -0 0 2 -D1 -a monument to the Elven lords~ -monument~ -0 -1 405 -D3 -the road to malathar~ -road~ -0 -1 401 -S -#405 -A Monument to the Elven Lords~ -At this point on the road the Nobles of Malathar have had a huge marble -monument erected, dedicated to the many Elven Lords who died during the -ferocious Goblin Wars that devastated most of the Elven Nations. The statue -shows a band of Elves courageously defending an unarmed woman and her child -from a band of hideous Goblins, and is quite brilliantly fashioned. There is -an inscription at the base of the statue. -~ -0 128 2 -D1 -a prominent farmhouse~ -farmhouse~ -0 -1 406 -D3 -the road to malathar~ -road~ -0 -1 404 -E -statue inscription~ -The Inscription reads- -"Ban Qall Tasla'tebel'th M'es oOoranthelarita. G'kesta malla O Tostallth." -And below it, in common- -"To those who died so valiantly, defending their people. They shan't be -forgotten". -~ -S -#406 -A Prominent Farmhouse~ -As you approach the gates of the city, you pass by a prominent farmhouse, -far more distinguished and well-kept than its neighbours. A pungent herbal -aroma wafts on the wind to your nose, and your eyes water involuntarily. -There is a small sign in one window. -~ -0 4 2 -D1 -the gates of malathar~ -gates~ -0 -1 408 -D2 -the herbalist's shop~ -shop~ -0 -1 407 -D3 -a monument to the elven lords~ -monument~ -0 -1 405 -E -sign~ -The sign says- - -"This be the Home of Madame Mithara, Dealer in Herbs, Potions, Unguents, - Medicines and Spell Components. Business Hours are Dawn to Dusk Every - Day, Save the Day of the War". - -Then below that- - -"Foreigners Welcome". - -Then below THAT- - -"Please Keep Your Pets Under Control". -~ -S -#407 -The Herbalist's Shop~ -Entering the busines premises of the Herbalist, you find that you grow -quickly accustomed to the vile smell you detected earlier, and even find it -to be rather pleasant. Mithara quickly informs you that the substance is -tobacco, and that she specializes in it. She also has a wide range of other -substances, including potions, herbs and healing salves. -~ -0 8 0 -D0 -outside the herbalist's shop~ -shop~ -0 -1 406 -S -#408 -The Gates of Malathar~ -You have finally reached the Gates of Malathar, huge oaken portals banded -with bronze. Guards patrol smartly both inside and outside the gate, -constantly on guard for troublemakers or looters. However, the City of -Malathar is always open to peaceful travellers, and it has not been necessary -to close the City Gates for six decades. - -There is a sign posted on one of the gates. -~ -0 0 1 -D1 -inside the gates~ -gates~ -0 -1 409 -D3 -a prominent farmhouse~ -farmhouse~ -0 -1 406 -E -sign~ -The Sign says- -"Welcome to the peaceful Elven City of Malathar, ruled by the kind Duke - Stalatharata and the Duchess Destelandara. Visitors welcome, but any - loiterers, vagabonds, criminals or troublemakers will be punished to - the fullest extent of the Law. - - Thank You for Your Co-Operation, - - Signed- Captain Allertathala." -~ -S -#409 -Inside the Gates~ -You are now standing inside the Gates of Malathar, on what is known as Mallas -Street, whic runs between two tall stone walls before turning south into Talein -Street, which is in the city proper. In times of war, this narrow passage -can be easily defended, and you spy pots of oil atop the walls ready to pour -upon any foes that seek to enter by this route. -~ -0 4 1 -D1 -a guard tower~ -tower~ -0 -1 437 -D3 -outside the gates~ -gates~ -0 -1 408 -S -#410 -Upon Nollthala Street~ -You are walking along Nollthala Street which heads east towards the scout -quarters, guard quarters and stables, and west towards the palace of the Duke, -which stands in the very center of this unusually symmetrical city. -~ -0 0 1 -D1 -nollthala street~ -street~ -0 -1 412 -D3 -the palace~ -palace~ -0 -1 490 -S -#411 -Guard Quarters~ -You have entered the barracks for the Elite Guard of Malathar. Most of the -guards will be absent on patrol in the City or surrounding Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these doughty warriors. -~ -0 8 0 -D0 -nollthala street~ -street~ -0 -1 412 -S -#412 -Nollthala Street~ -You are standing outside the quarters of the Elite Guard, to the north and -south. To the west lies the Duke's Palace, and to the east more quarters. -~ -0 0 1 -D0 -guard quarters~ -quarters~ -0 -1 413 -D1 -nollthata street~ -street~ -0 -1 414 -D2 -guard quarters~ -quarters~ -0 -1 411 -D3 -nollthata street~ -street~ -0 -1 410 -S -#413 -Guard Quarters~ -You have entered the barracks for the Elite Guard of Malathar. Most of the -guards will be absent on patrol in the City or surrounding Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these doughty warriors. -~ -0 8 0 -D2 -nollthala street~ -street~ -0 -1 412 -S -#414 -Nollthala Street~ -You are standing outside the quarters of the Elite Guard, to the north and -south. To the west lies the Duke's Palace, and to the east more quarters. -~ -0 0 1 -D0 -guard quarters~ -quarters~ -0 -1 416 -D1 -nollthatal street~ -street~ -0 -1 417 -D2 -guard quarters~ -quarters~ -0 -1 415 -D3 -nollthala street~ -street~ -0 -1 412 -S -#415 -Guard Quarters~ -You have entered the barracks for the Elite Guard of Malathar. Most of the -guards will be absent on patrol in the City or surrounding Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these doughty warriors. -~ -0 8 0 -D0 -nollthala street~ -street~ -0 -1 414 -S -#416 -Guard Quarters~ -You have entered the barracks for the Elite Guard of Malathar. Most of the -guards will be absent on patrol in the City or surrounding Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these doughty warriors. -~ -0 8 0 -D2 -nollthala street~ -street~ -0 -1 414 -S -#417 -Nollthala Street~ -You are standing outside the quarters of the Elite Scouts, to the north and -south. To the west lies the Duke's Palace, and to the east some stables. -~ -0 0 1 -D0 -scout quarters~ -quarters~ -0 -1 419 -D1 -nollthatal street and an alley~ -street~ -0 -1 420 -D2 -scout quarters~ -quarters~ -0 -1 418 -D3 -nollthala street~ -street~ -0 -1 414 -S -#418 -Scout Quarters~ -You have entered the barracks for the Elite Scouts of Malathar. Most of the -guards will be absent on patrol in the lands surrounding the Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these tough rangers. -~ -0 8 0 -D0 -nollthala street~ -street~ -0 -1 417 -S -#419 -Scout Quarters~ -You have entered the barracks for the Elite Scouts of Malathar. Most of the -guards will be absent on patrol in the lands surrounding the Duchy, but -occasionally a few, rendered inactive by sickness or injury or on leave will -be here, relaxing, talking, singing or meditating. They are not adverse to -visitors, and will happily chat with foreigners about distant lands, though -it would not do to act aggressively in the presence of these tough rangers. -~ -0 8 0 -D2 -nollthala street~ -street~ -0 -1 417 -S -#420 -A Junction in Nolthalla Street~ -You have reached a junction in the stree, where you can go east to the -stables, west to the quarters of the Elite Guard and Scouts, and then the -palace, or north along a narrow alley. -~ -0 4 1 -D0 -a narrow alley~ -alley~ -0 -1 421 -D1 -stables~ -stables~ -0 -1 477 -D3 -nollthala street~ -street~ -0 -1 417 -S -#421 -A Narrow Alley~ -You are progressing along a narrow alley, not sure where you are going. -It looks as if no-one has been along here in a LONG time... - -You must be crazy, for you almost imagine you can see a tower in the gloom -ahead... -~ -0 1|4|8|8192 0 -D0 -the base of a tower~ -tower~ -0 -1 422 -D2 -nullthala street~ -street~ -0 -1 420 -S -#422 -The Base of a Tower~ -You COULD see a tower. It has been placed smack in the middle of this alley, -obviously by magicks far beyond your ken. You feel a strange urge to turn -away, but your adventurer's curiosity powers you on. You can step into the -gloom and ascend the steps up the tower or return to the alley... -~ -0 1|8|8192 0 -D2 -an alley~ -alley~ -0 -1 421 -D4 -up into the tower~ -tower~ -0 -1 423 -S -#423 -Ascending the Stairs...~ -You are half way up the tower, and have reached the conclusion that this -tower is a LOT bigger than it looked form the outside. Catching your breath, -you prepare to resume your climb, but stop suddenly when you see a monstrous -figure emerge from the gloom above... -~ -0 1|8|8192 0 -D4 -the top of the tower~ -top~ -0 -1 469 -D5 -the base of the tower~ -base~ -0 -1 422 -S -#424 -Talein Street~ -You are standing in Talein Street, the hub of commercial activity in the -City of Malathar. To the north are the various shops and business premises -of the merchants of Malathar, and to the south is the Palace of the Duke. -~ -0 0 1 -D0 -talein street~ -street~ -0 -1 425 -D2 -the palace~ -palace~ -0 -1 488 -S -#425 -Talein Street~ -You are on Talein Street, passing the various shops of the Elven City. To -the south is the Palace of the Duke, while the exit from Talein lies to the -north and west. - -On the west lies the Armory and the east the Weaponsmith. -~ -0 0 1 -D0 -talein street~ -street~ -0 -1 428 -D1 -the weaponsmith~ -weaponsmith~ -0 -1 427 -D2 -talein street~ -street~ -0 -1 424 -D3 -the armory~ -armory~ -0 -1 426 -S -#426 -The Armory~ -You have entered the Armory owned and operated by the respected armorer -Grein. Armor of all types and makes lines the walls of this shop, and you -are overcome by the sheer volume of Grein's stock. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D1 -talein street~ -street~ -0 -1 425 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#427 -The Weaponsmith~ -You have entered the Weaponsmith owned and operated by the Armorer's brother -Tolas. Weapons of all types and makes lines the walls of this shop, and you -are overcome by the sheer volume of Tolos's stock. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D3 -talein street~ -street~ -0 -1 425 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#428 -Talein Street~ -You are on Talein Street, passing the various shops of the Elven City. To -the south is the Palace of the Duke, while the exit from Talein lies to the -north and west. - -On the west lies the Restaurant and the east the Grocer. -~ -0 0 1 -D0 -talein street~ -street~ -0 -1 431 -D1 -the grocer~ -grocer~ -0 -1 430 -D2 -talein street~ -street~ -0 -1 425 -D3 -the restaurant~ -restaurant~ -0 -1 429 -S -#429 -Loothala's Restaurant~ -A beautiful aroma of freshly-cooked Elven fare wafts to you as you enter this -quaint little cafeteria-style eating establishment. Little tables with -checked tablecloths and lamps litter the polished oak floor, and a cheery -Elven woman greets you from behind a massive oak counter. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D1 -talein street~ -street~ -0 -1 428 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#430 -The Grocer~ -You have entered a quaint little Grocery store, owned by a cordial Elf named -Dyenkalas. He smiles and offers to show you the variety of adventuring -equipment he can provide. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D3 -talein street~ -street~ -0 -1 428 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#431 -Talein Street~ -You are on Talein Street, passing the various shops of the Elven City. To -the south is the Palace of the Duke, while the exit from Talein lies to the -north and west. - -On the west lies the Magical Shop and the east the Smithy. -~ -0 0 1 -D0 -corner of mallas and talein streets~ -street~ -0 -1 434 -D1 -the smithy~ -smithy~ -0 -1 433 -D2 -talein street~ -street~ -0 -1 428 -D3 -the magical shop~ -shop~ -0 -1 432 -S -#432 -Ye Olde Magickal Shoppe~ -You have entered a rather gloomy shop that smells strongly of ageing parchment -and Octopus Ink. A variety of mighty-looking wands and staves are gathering -dust at the back of the shop, while some rather tacky-looking brand new -plastic wands and staves glow brilliantly from within a glass display case. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D1 -talein street~ -street~ -0 -1 431 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#433 -The Smithy~ -You have entered the Smithy, a noisy, humid place made alive by the dancing -shadows cast by the flickering flame from the Smith's forge. The Smith himself -stands before the forge, glaring at you impatiently. - -"Well, what do you want? Come on! I don't have all day, y'know!" -The Smith is in EXTREMELY Perfect Health... - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D3 -talein street~ -street~ -0 -1 431 -E -sign~ -The sign says- - "Welcome. - To have an item repaired, simply type GIVE wolthan or smith. - He will promptly repair it, and hand it back. The cost will be - automatically deducted from your current stock of gold. If you have - insufficient gold, then Wolthan will turf you. If the item is not damaged, - or he can't repair it, he will abuse you. Do not take offense, he is bad- - tempered by nature, and any retaliation on your part would only mean your - very quick demise. - -Thank You, - The Management. -~ -S -#434 -Corner of Talein and Mallas Streets~ -You have reached the corner of two of the principal streets in Malathar. -You may go to the south, towards the shops and the Palace, or west, towards -the Gates. -~ -0 0 1 -D2 -talein street~ -street~ -0 -1 431 -D3 -mallas street and a tower~ -street~ -0 -1 435 -S -#435 -Mallas Street at the Base of a Tower~ -You are standing at the base of a Tower, the second of two such structures -along Mallas street. You may head up the tower, or head west or east along -Mallas street. - -There is a small plaque fastened to the tower. -~ -0 0 1 -D1 -corner of mallas and talein streets~ -corner~ -0 -1 434 -D3 -mallas street~ -street~ -0 -1 436 -D4 -up the tower~ -tower~ -0 -1 482 -E -plaque~ -The Plaque reads- -"This tower contains the offices of Captain Allertathala. Enter and have - your say". -~ -S -#436 -Mallas Street~ -You are heading along Mallas Street, midway between two large towers. -You may proceed west towards the Gates of Malathar, or east towards the -City proper. -~ -0 0 1 -D1 -base of a tower~ -tower~ -0 -1 435 -D3 -base of a tower~ -tower~ -0 -1 437 -S -#437 -Base of a Tower~ -You are standing at the base of a guard tower, near the Gates of Malathar. -You may proceed west to the Gates, or east towards a second tower, or enter -the tower you stand beneath. You fancy you can hear a faint screeching -coming from this tower... - -There is a hand-written note pinned to a noticeboard nearby. -~ -0 0 1 -D1 -mallas street~ -street~ -0 -1 436 -D3 -the gates of malathar~ -gates~ -0 -1 409 -D4 -the tower~ -tower~ -0 -1 438 -E -note~ -The note says- - "B E W A R E T H E G R I F F O N S !" -~ -S -#438 -The Guard Tower~ -Uh-Oh. You are in TROUBLE. As you emerge you see a HUGE griffon staring -coldly at you, seconds before it lunges madly at your throat, beak and -claws ready! -~ -0 1|8192 0 -D5 -the base of the tower~ -tower~ -0 -1 437 -S -#439 -Obeith Street~ -You are standing on Obeith Street, which runs east-west through guard -quarters and a civilian area, towards the Palace to the east, and a temple -to the west, positioned in a grand park. -~ -0 0 1 -D1 -the palace~ -palace~ -0 -1 484 -D3 -obeith street~ -street~ -0 -1 440 -S -#440 -Obeith Street~ -You are heading along Obeith Street, past a guard house and a scout station. -Occupants of both occasionally stroll past, gazing at you curiously, but -for the most part the street is deserted. The City Temple looms large in the -west, as does the Duke's Palace to the east. -~ -0 0 1 -D0 -guard house~ -house~ -0 -1 442 -D1 -obeith street~ -street~ -0 -1 439 -D2 -scout station~ -scout~ -0 -1 441 -D3 -obeith street~ -street~ -0 -1 443 -S -#441 -Scout Station~ -It is here that the young Elves who wish to become Elite Scouts live and -learn. They are rarely here during most of the year, often out hunting, -tracking or fighting Goblin raiders. The few that are here are those that -were not fit or worthy enough to take to the field this season. -~ -0 8 0 -D0 -obeith street~ -street~ -0 -1 440 -S -#442 -Guard House~ -This is the Headquarters of the City Guard. It is from here that they -co-ordinate their efforts to keep the peace in the streets of Malathar, -handling mostly cases of petty crime (the Elite Guard handle serious -problems). They frown on civilians entering their premises, but will -tolerate your presence for they will recognize you as a mere ignorant -foreigner who probably doesn't speak enough Elvish to understand when -they're being told to LEAVE. -~ -0 8 0 -D2 -obeith road~ -road~ -0 -1 440 -S -#443 -Obeith Street~ -You are heading along Obeith Street, past a Pet store and a Cartograhper's -business. Customers of both occasionally stroll past, gazing at you curiously, -but for the most part the street is deserted. The City Temple looms large in -the west, as does the Duke's Palace to the east. -~ -0 0 1 -D0 -pet store~ -pet store~ -0 -1 445 -D1 -obeith street~ -street~ -0 -1 440 -D2 -a map shop~ -shop~ -0 -1 444 -D3 -obeith street~ -street~ -0 -1 447 -S -#444 -Ye Olde Mappe Shoppe~ -This quiet establishment specializes in the making and selling of maps. -The Cartograhper is really very good at what he does, although his current -collection of maps is rather old and out-of-date. - -There is a Sign on the back wall of the shop. -~ -0 8 0 -D0 -obeith street~ -street~ -0 -1 443 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#445 -The Pet Shop~ -Many wondrous and rare creatures are available for purchase as pets here, -if you have the cash and the desire for one. The stock is good, the animals -healthy and the prices not too outlandish. - -There is a Sign on the back wall of the shop. -~ -0 8|4096 0 -D2 -obeith street~ -street~ -0 -1 443 -E -sign~ -The sign says- - "Welcome. - To see what items are for sale here, type LIST - To buy an item you like, type BUY - To list items of a particular type, type LIST - If there are multiple items of a single type, or you are after a - particular one, type BUY x., where x is the number of the - item in the list. - To sell an item, type SELL . - If you want to get an idea of what the shopkeeper will pay for the item - without selling it, type VALUE . - -Thank You, - The Management. -~ -S -#446 -Pet storage~ -What are you doing here??? get the Hell Out! -:) -Yaegs -~ -0 8 0 -S -#447 -Obeith Street~ -You are heading along Obeith Street, past a residental area. Citizens of -the City occasionally stroll past, gazing at you curiously, but for the -most part the street is deserted. The City Temple looms large in the west, -as does the Duke's Palace to the east. -~ -0 0 1 -D0 -a house~ -house~ -0 -1 448 -D1 -obeith street~ -street~ -0 -1 443 -D3 -obeith street~ -street~ -0 -1 449 -S -#448 -A House~ -This house is the home of some citizens of the City of Malathar. Now Elves -are a rather private bunch, and it woulnd't do to be caught by the Guard -traipsing through some stranger's house handling his or her possessions, -so you'd better leave. -~ -0 8 0 -D2 -obeith street~ -street~ -0 -1 447 -S -#449 -Obeith Street~ -You have reached a point where Obeith Street is met by a narrow alley that -runs to the south. Further to the west lies the Grand Temple of Malathar. -~ -0 0 1 -D1 -obeith street~ -street~ -0 -1 447 -D2 -a narrow alley~ -alley~ -0 -1 450 -D3 -the temple~ -temple~ -0 -1 470 -S -#450 -A Narrow Alley~ -You are heading along a narrow alley that meets Obeith Street to the north -and terminates in a brightly-lit tower to the south. You can hear mumbling -and growling noises coming from the tower. -~ -0 8 0 -D0 -obeith street~ -street~ -0 -1 449 -D2 -a brightly-lit tower~ -tower~ -0 -1 451 -S -#451 -A Brightly-Lit Tower~ -As you draw nearer to this illuminated edifice the noises stop, as if the -occupant(s?) have suddenly become aware of your presence. An open archway -allows access to a staircase that spirals upwards thought the tower, which -ends in a finely-tapered point of obsidian, smooth and unadorned. -~ -0 4|8|8192 0 -D0 -a narrow alley~ -alley~ -0 -1 450 -D4 -the tower proper~ -tower~ -0 -1 452 -S -#452 -Heading up the Tower~ -You have reached a landing halfway up (down?) this huge tower, pausing to -catch your breath. You now fancy you can hear a faint humming, and you are -sure you can smell burning herbs. A massive stone monolith looms to your -left, and a gilded plaque hangs on the wall to your right. -~ -0 8|8192 0 -D4 -the top of the tower~ -tower~ -0 -1 453 -D5 -the base of the tower~ -tower~ -0 -1 451 -E -monolith~ -The monolith is a massive stone construction roughly carved to resemble a -human, and you assume it waas fashioned by someone copying a stone golem, -though to your trained eye the "golem" is obviously a fake and utterly -devoid of life. -~ -E -plaque~ -The Plaque reads- - "Welcome to the home of Yastellat, Sage of Malathar, purveyor of knowledge, - expander of minds, identifier of all items magical or mundane (all for a - reasonable price)" -~ -S -#453 -The Top of the Tower~ -You enter into a huge circular room filled to the rafters with books, curios, -trinkets, artifacts, relics, alembics, beakers, urns, pots, pans, wands, -rings, swords- every manner of object possible. A brazier in the center of -rooms holds some burning herbs, which fill the room with an acrid smoke. An -elderly elf is busy fiddling with a rather strange contraption upon which he -places black plastic discs from which a rather odd sound emerges, along with -much scratching and hissing. He has quite a collection of these disks, which -are packaged in luridly-colored paper envelopes, replete with pictures of -rather weedy-looking, long-haired, pale-skinned humans (?). -~ -0 8|8192 0 -D5 -halfway up the tower~ -tower~ -0 -1 452 -S -#454 -Baleith Street~ -You are standing upon Balieth Street, which runs north south from the Palace -of the Duke to the north to the Guilds to the south. There is a magnificent -statue of the Duke here, resplendent in full ceremonial dress. -~ -0 0 1 -D0 -the palace~ -palace~ -0 -1 486 -D2 -baleith street~ -street~ -0 -1 455 -E -statue~ -What an Arrogant Prat. -~ -S -#455 -Baleith Street~ -You are heading along Balieth Street, which is home to the Guildmasters and -Guildmistresses of Malathar. At the far end, to the south, lies the tower -of the Elven Guildmaster, and the legendary Library of Malathar, while to -the north lies the opulent Palace of the Duke. - -The Dwarven Guild is to the west of here, and the Human Guild to the east. -~ -0 0 1 -D0 -baleith street~ -street~ -0 -1 454 -D1 -the human guild~ -guild~ -0 -1 457 -D2 -baleith street~ -street~ -0 -1 458 -D3 -the dwarven guild~ -guild~ -0 -1 456 -S -#456 -Dwarven Guild~ -You have entered the rough-hewn stone hall of the Dwarven Guildmaster, who -stands ready to help you advance your knowledge of his race's ways. The -room is typical of all Dwarven structures- practical, functional, extremely -well-made, but totally unimaginative. - -There is a sign on the back wall. -~ -0 8 0 -D1 -baleith street~ -street~ -0 -1 455 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#457 -Human Guild~ -You have entered a Shaolin Temple, in the midst of which sits your teacher, -clad in simple white robes, ready to train you in the ways of the Human -Martial Arts. - -There is a sign on the back wall. -~ -0 8 0 -D3 -baleith street~ -street~ -0 -1 455 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#458 -Baleith Street~ -You are heading along Balieth Street, which is home to the Guildmasters and -Guildmistresses of Malathar. At the far end, to the south, lies the tower -of the Elven Guildmaster, and the legendary Library of Malathar, while to -the north lies the opulent Palace of the Duke. - -The Dryad Guild is to the west of here, and the Kender Guild to the east. -~ -0 0 1 -D0 -baleith street~ -street~ -0 -1 455 -D1 -the kender guild~ -guild~ -0 -1 460 -D2 -baleith street~ -street~ -0 -1 461 -D3 -the dryad guild~ -guild~ -0 -1 459 -S -#459 -Dryad Guild~ -The room you have entered has been beautifully rendered by some Elven artist -to resemble a peacefuly woodland setting, complete with masterfully-painted -images of Sylvan creatures. Amidst all of this towers your Guildmaster, -extremely tall, and quite imposing clad in his concealing flowing brown robes. -There is a sign on the back wall. -~ -0 8 0 -D1 -baleith street~ -street~ -0 -1 458 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#460 -Kender Guild~ -You have entered what looks like a jumble sale, a huge pile of goods of all -sorts towering in the center of the room. Atop all this sits the Kender -Guildmaster, grinning madly at you. - -There is a sign on the back wall. -~ -0 8 0 -D3 -baleith street~ -street~ -0 -1 458 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#461 -Baleith Street~ -You are heading along Balieth Street, which is home to the Guildmasters and -Guildmistresses of Malathar. At the far end, to the south, lies the tower -of the Elven Guildmaster, and the legendary Library of Malathar, while to -the north lies the opulent Palace of the Duke. - -The Avian Guild is to the west of here, and the Illithid Guild to the east. -~ -0 0 1 -D0 -baleith street~ -street~ -0 -1 458 -D1 -the illithid guild~ -guild~ -0 -1 463 -D2 -baleith street~ -street~ -0 -1 464 -D3 -the avian guild~ -guild~ -0 -1 462 -S -#462 -Avian Guild~ -A strange, birdlike creature gazes curiously at you as you enter his Guild, -especially if you are a non-avian, for there is little he can teach you if -this is the case. Otherwise, the teacher recovers and sets out to teach you -what he can. - -There is a sign on the back wall. -~ -0 8 0 -D1 -baleith street~ -street~ -0 -1 461 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#463 -Illithid Guild~ -You have entered a dimly-lit study which has little decorations save for a -brilliantly crafted picture of the brain, with tiny labels attached to each -major part, as well as charts and tables explaining how this affects -particular psionic abilities. The Illithid Guildmaster greets you -telepathically and asks how he may teach you. - -There is a sign on the back wall. -~ -0 8 0 -D3 -baleith street~ -street~ -0 -1 461 -E -sign~ -The Sign Says- - "To the Prospective Student- - Type PRAC to see what skills you are able to learn here. If nothing comes - up, I am unable to help you and you must leave. - If any skills in the list interest you, then type PRAC and I - will impart what knowledge I can to you, free of financial cost, though - this will obviously expend some of your practice points. - Once you are done, you may leave, hoepfully a little more skilled. - BTW- Do NOT forget that there are significant experience point penalties - for practicing skills that are not native to your race. - - Signed, - Your Guild Manager. -~ -S -#464 -The Path to the Library~ -You have reached a bend in Baleith Street, where it turns and heads towards -the magnificent Library of Malathar, which is also home to the Elven -Guildmaster himself. - -South of here lie the Malatharan docks. -~ -0 4 1 -D0 -baleith street~ -street~ -0 -1 461 -D1 -the path to the library~ -path~ -0 -1 465 -D2 -docks~ -~ -0 -1 17478 -S -#465 -The Path to the Library~ -As you draw nearer, you notice that the Library is actually housed in an -impressive tower, similar to those in the toehr three quarters of the City, -towering high into the sky, tapering to an unadorned point, in this case -housed in platinum sheeting. Guards occasionally march past, as do several -important-looking noblemen and women. -~ -0 0 1 -D1 -the base of the tower~ -tower~ -0 -1 466 -D3 -the path to the library~ -path~ -0 -1 464 -S -#466 -The Base of the Tower~ -Entering the Tower, you find that you may proceed up or down, via elaborately -carved marble staircases, lit at regular intervals by Continual Light spells. -There is a desk on this level, unmanned, but which bears a register. There is -a large bulletin board on the wall behind the desk, between tall statues of -Aya and Mala, the Father and Mother of Learning in Elven Culture. -~ -0 8 0 -D3 -the path to the library~ -path~ -0 -1 465 -D4 -up the tower~ -tower~ -0 -1 467 -D5 -down the tower to the library~ -library~ -0 -1 496 -E -register~ -The register bears the names of all who have passed through the doors of -this great library, and as you watch incredulously, your own name appears -at the end of the list. Scanning the list you see such names as Lenny, Garth, -Rainman, Argh, Fle, Marc, Tempest, Marius, Cookie, Amadeus and Svelte, along -with some names crossed out, such as Snikt, Gloppy and Dizzy. -~ -E -board bulletin~ -The Bulletin Board has many notes pinned to it, mostly of no use to you. -However, there is a directory to the tower- - -ADMINISTRATION - GROUND FLOOR -CLERICAL OFFICES - LEVEL ONE -GUILDMASTER'S OFFICES - LEVEL TWO -THE LIBRARY - B1 -STORAGE - B2 -~ -S -#467 -Clerical Offices~ -Halfway up the Tower, you emerge on Level One, which is filled with servants -busily rushing about emptying bins, making lunch, filing papers, getting -coffee for the librarians, stacking books and so on. They seem completely -oblivious to your presence. -~ -0 8 0 -D4 -the guildmaster's office~ -office~ -0 -1 468 -D5 -the base of the tower~ -tower~ -0 -1 466 -S -#468 -The Guildmaster's Office~ -You emerge into a well-lit room with shelves well-stocked with books on -Elven Lore, and a huge desk carved of what looks like solid obsidian. The -Guildmaster himself is seated at this desk, poring over many a quaint and -mysterious volume of misbegotten lore... -~ -0 8 0 -D5 -the clerical offices~ -offices~ -0 -1 467 -S -#469 -The Top of the Tower~ -Reaching the top of the tower, you come to a half-open door, which you are -able to barely push open, wedged as it is by a huge pile of books. Giving it -a final shove, the door flies open, scattering books across the floor of the -dusty study you have entered, startling the Archmage Tuo, who to your growing -dismay is becoming very angry. He stares grimly at you as you stutter out an -apology, and simply demands that you fulfill whatever business you have with -him or begone forthwith. -You see a tattered scroll stuck to one wall. -~ -0 8 0 -D5 -halfway up the tower~ -tower~ -0 -1 423 -E -scroll~ -The scroll says- - "The Archmage will help you enhance any of the following stats- - - STR, DEX, CON, INT, WIS, HP, MANA, MOVE plus Freedom from Nutrition - for one level. - - To enhance, type Enhance or Enhance 8 for Freedom From Nutrition. - It will cost you 150000 gold and 300000 experience points, both of which - will be deducted form your current stocks automatically. If you have - insufficient, the Archmage will (obviously) refuse to train you. - - Regards, - The Enhancement Team (TM). -~ -S -#470 -The Temple~ -You are standing outside the Temple of Malathar, where services are given to -honor all the deities of the Elven nations. A set of magnificent marble -pillars lines the entrance hall, and from this hall you can proceed south -to the altar, or north to the private chambers of the clergy. -~ -0 8 0 -D0 -private chambers~ -chambers~ -0 -1 472 -D1 -obeith street~ -street~ -0 -1 449 -D2 -the aisle to the altar~ -aisle~ -0 -1 471 -S -#471 -The Aisle to the Altar~ -You have entered the aisle that leads to the altar of the Temple, where the -High Priest Lallinthenera stands, healing the sick and converting the wicked. -~ -0 8 0 -D0 -the entrance to the temple~ -temple~ -0 -1 470 -D3 -the altar~ -altar~ -0 -1 473 -S -#472 -The Private Chambers of the Clergy~ -To the north are the residence halls of the clergy, while to the west lies -the Holy Bank of the Elven Church, where you can deposit or withdraw funds. -~ -0 8 0 -D0 -the residence halls of the clergy~ -halls~ -0 -1 474 -D2 -the temple entrance~ -entrance~ -0 -1 470 -D3 -the bank~ -bank~ -0 -1 475 -S -#473 -The Altar~ -The Altar of the Temple is here, and standing before it is the High Priest. -You feel an oveeriding sense of peace and calm in this place, and feel that -in here you are truly afe from the trials and tribulations of the outside -world. -~ -0 8 0 -D1 -the aisle to the altar~ -aisle~ -0 -1 471 -S -#474 -The Residence Halls~ -This is where the junior Acolytes reside when they are not busy helping the -sick and the poor, or acting as missionaries to heathen Wild Elves. The -quarters are bare and unremarkable, save for a portrait of the High Priest, -and a framed picture of Yaegar, patron of this Temple. -~ -0 8 0 -D2 -the private chambers~ -chambers~ -0 -1 472 -E -picture yaegar~ -What a Handsome Devil! -~ -S -#475 -The Holy Bank~ -You have entered the Holy Bank. There is an ATM in one wall, with a small -sign stuck to the wall above it. Scraps of withdrawal receipts litter the -floor, and you curse as you step on some decaying food. -~ -0 8|2048|16384 0 -D1 -the private chambers~ -chambers~ -0 -1 472 -E -sign~ -Commands for the ATM- - To check how mych money you have currently in your account, type BALANCE. - To deposit funds, type DEPOSIT x, where x is the amount of coins you wish - to deposit. - To withdraw funds, type WITHDRAW x, where x is the amount of money you - wish to withdraw. - To obtain credit, write some code in C that would enable the bank to do - this and send it to Argh. - - The Management. -~ -S -#476 -The Stables~ -You are walking through an open area littered with hay and the occasional -pile of steaming turds. Stablehads rush about, cleaning up these filthy -messes. -~ -0 8 0 -D0 -stables~ -stables~ -0 -1 477 -D1 -stables~ -stables~ -0 -1 479 -S -#477 -The Stables~ -You are walking through an open area littered with hay and the occasional -pile of steaming turds. Stablehads rush about, cleaning up these filthy -messes. -~ -0 8 0 -D0 -stables~ -stables~ -0 -1 478 -D1 -the stablemaster's room~ -room~ -0 -1 480 -D2 -stables~ -stables~ -0 -1 476 -D3 -nollthala street~ -street~ -0 -1 420 -S -#478 -The Stables~ -You are walking through an open area littered with hay and the occasional -pile of steaming turds. Stablehads rush about, cleaning up these filthy -messes. -~ -0 8 0 -D1 -stables~ -stables~ -0 -1 481 -D2 -stables~ -stables~ -0 -1 477 -S -#479 -The Stables~ -You are walking through an open area littered with hay and the occasional -pile of steaming turds. Stablehads rush about, cleaning up these filthy -messes. -~ -0 8 0 -D0 -the stablemaster's room~ -room~ -0 -1 480 -D3 -stables~ -stables~ -0 -1 476 -S -#480 -The Stablemater's Room~ -This room is scarcely different form the other stable rooms, save that it -contains a table and a chair for the stablemaster, a burly Half-Elf with -tattoos and a tan. -~ -0 8 0 -D0 -stables~ -stables~ -0 -1 481 -D2 -stables~ -stables~ -0 -1 479 -D3 -stables~ -stables~ -0 -1 477 -S -#481 -The Stables~ -You are walking through an open area littered with hay and the occasional -pile of steaming turds. Stablehads rush about, cleaning up these filthy -messes. -~ -0 8 0 -D2 -stables~ -stables~ -0 -1 480 -D3 -stables~ -stables~ -0 -1 478 -S -#482 -The Captain's Quarters~ -You have entered a well-furnished office which serves as the reception area -for the Captain of the Guard. He will chat with you here about your concerns -and try to give you advice, but will always remain on guard. He boasts to -you of the fact that his office is a magical field, and that dimensional -gateways occasionally appear here. Sounds like crap but you never know... -~ -0 8 0 -D5 -bottom of the tower~ -tower~ -0 -1 435 -S -#483 -Sun Room~ -You have entered the Palace's Sun Room, famous for his huge crystalline -windows specially crafted to capture and magnify the rays of the sun so that -the room is brilliantly lit at all hours of the day. A few easychairs and -cushions have been scattered across the floor here, and you see a couple of -Elven Nobles languidly relaxing in the warmth of the sun, sipping on fine -Elven wines. -~ -0 8 0 -D0 -the west door~ -door~ -0 -1 484 -D1 -the south door~ -door~ -0 -1 486 -S -#484 -The West Door~ -You are standing at the West Door of the Palace, which faces onto Obeith -Street, which runs from the Palace to the Temple in the West. Guards mingle -about the doorway, casting the occasional suspicious glance in your -direction. Massive stone statues of past Elven lords tower above you on all -sides. -~ -0 8 0 -D0 -the moon room~ -moon~ -0 -1 485 -D1 -the throne room~ -throne~ -0 -1 487 -D2 -the sun room~ -sun~ -0 -1 483 -D3 -obeith street~ -street~ -0 -1 439 -S -#485 -The Moon Room~ -This room appears to be identical to the Sun Room, save that the windows in -here are cunningly designed to capture and reflet moonlight so that even -on the darkest nights there is illumination. Nobles lounge around here, idly -singing old tunes or playing simple games of chance. -~ -0 8 0 -D1 -the north door~ -door~ -0 -1 488 -D2 -the west door~ -door~ -0 -1 484 -S -#486 -The South Door~ -You are standing at the South Door, where it meets Baleith Street, which runs -past the guilds towards the Library of Malathar. Nearby, you can see the -stone colossus of the Duke. Garlands of flowers have been arranged about the -South Door, in honor of some half-forgotten festival. -~ -0 8 0 -D0 -the throne room~ -throne~ -0 -1 487 -D1 -the water room~ -water~ -0 -1 489 -D2 -baleith street~ -street~ -0 -1 454 -D3 -the sun room~ -sun~ -0 -1 483 -S -#487 -The Throne Room~ -It is here that the Duke and his wife receive their subjects, seated upon -huge platinum thrones flanked by their Elite Guards. Occasionally Tuo the -Arch Mage or Lallinthenera the High Priest will attend, though both dislike -such officious business. Your footsteps echo about this pillared hall as -you tread slowly upon the marble floor. You can feel several pairs of eyes -on you as you travel, and suddenly find yourself eager to be gone from the -room as soon as possible. -~ -0 8 0 -D0 -the north door~ -north~ -0 -1 488 -D1 -the east door~ -east~ -0 -1 490 -D2 -the south door~ -south~ -0 -1 486 -D3 -the west door~ -west~ -0 -1 484 -S -#488 -The North Door~ -You are standing at the North Door of the Palace, looking down Talein street, -past the various shops and places of business, towards the Gates of Malathar. -People stop and stare at you with open curiosity, and you quickly become -aware of your relatively scruffy appearance. -~ -0 8 0 -D0 -talein street~ -street~ -0 -1 424 -D1 -the sky room~ -sky~ -0 -1 491 -D2 -the throne room~ -throne~ -0 -1 487 -D3 -the moon room~ -moon~ -0 -1 485 -S -#489 -The Water Room~ -The second you enter this room you begin to panic, as you suddenly think you -are far underwater! But you quickly compose yourself (trying to ignore the -amused stares cast in your direction), and realize that the room you are in -is in fact formed of sheets of glass behind which flows sea water complete -with several species of marine life. The effect is unnerving, but quite -beautiful. You have to concentrate hard to cross the room, and can't help -but imagine you are truly walking on water... -~ -0 8 0 -D0 -the east door~ -east~ -0 -1 490 -D3 -the south door~ -south~ -0 -1 486 -S -#490 -The East Door~ -You are standing at the East Door of the Palace, facing onto the western -end of Nollthala Street, which runs to the east to the stables and the Tower -of the Archmage. Several scouts mill about, their Cooshee pets left -momentarily unattended, and you suddenly feel very much an alien in this -place. -~ -0 8 0 -D0 -the sky room~ -sky~ -0 -1 491 -D1 -nollthala street~ -street~ -0 -1 410 -D2 -the water room~ -water~ -0 -1 489 -D3 -the throne room~ -throne~ -0 -1 487 -S -#491 -The Sky Room~ -ACK! You're Falling! - - - - - -Wait...No you aren't. Unbelieveable as it is, the entire room has been -fashioned so as to appear to be open sky, with no walls, floors or celings. -People wander about, quite unfazed by the effect, and you feel a little -foolish as you clamber to your feet and attempt to get your bearings. -~ -0 8 0 -D2 -the east door~ -east~ -0 -1 490 -D3 -the north door~ -north~ -0 -1 488 -S -#492 -The Central Shelving Area~ -You are in the Central Shelving Area, from which the librarians take the -many books being constantly borrowed, returned, bought and sold. You are -overawed by the sheer volume of books in this place, and gasp as you realize -that the shevles are at least seventy feet high and extend as far as you can -see... -~ -0 8 0 -D0 -the stairs~ -stairs~ -0 -1 496 -D1 -the east wing~ -east~ -0 -1 495 -D2 -the south wing~ -south~ -0 -1 493 -D3 -the west wing~ -west~ -0 -1 494 -E -ground floor~ -There is a circular scorch mark on the floor here. -~ -S -#493 -The South Wing~ -You are in the South Wing, where recent acquisitions (i.e, less than 500 -years old) are stored. The pace down here is so frenetic, no one even -notices your presence, and you feel certain that you could pocket a couple -of tomes or librams and no-one would know... -~ -0 8 0 -D0 -the central shelving area~ -area~ -0 -1 492 -S -#494 -The West Wing~ -This Wing is very dusty and, compared to the rest of the library, is -practically deserted. This is where out-of-date or obsolete texts are held, -and you see little that seems interesting. You are not surprised no-one -wants any books from this area. -~ -0 8 0 -D1 -the central shelving area~ -area~ -0 -1 492 -S -#495 -The East Wing~ -BINGO! -This is the area that you were wondering about...yes they DO have a Magical -Tomes section and YES this is it. Plunder away! Just don't get greedy, or they -may catch you (not that many of the Librarians would mind- its just less -books they have to worry about...) -~ -0 8 0 -D3 -the central shelving area~ -area~ -0 -1 492 -S -#496 -The Stairway~ -You are standing at the base of the stairway that runs through the entire -Library Tower. From here you may brave the Central Shelving area to the -south, or investigate an interesting-looking dusty passage that slopes down -from here... -Alternatively, you could just return to the ground floor... -~ -0 4|8 0 -D2 -the central shelving area~ -area~ -0 -1 492 -D4 -the ground floor~ -ground~ -0 -1 466 -D5 -the storage areas (b2)~ -b2~ -0 -1 497 -S -#497 -The Storage Areas (B2)~ -You have reached B2, the dusty storage sub-level mentioned on the directory -on the ground floor. It looks as if no-one has been down here for centuries. -There seems to be little of interest here. However, you fancy that you -can hear snoring coming from somewhere... -~ -0 1|4|8 0 -D0 -the snoring gets louder~ -snoring~ -0 -1 498 -D4 -the stairway~ -stairway~ -0 -1 496 -S -#498 -The Snoring Gets Louder~ -Any interest you had in whatever was stored down here has been taken over -by your curiosity as to who (or WHAT) is making the tremendous racket that -now reaches your ears, shaking the very foundations you walk beneath... -~ -0 1|8 0 -D2 -the storage areas (b2)~ -b2~ -0 -1 497 -D3 -the dragon cave~ -cave~ -0 -1 499 -S -#499 -The Dragon Cave~ -Uh-Oh....You found out what was snoring...it is a DRAGON...a HUGE DRAGON, -coiled up in the massive cavern you just entered, its sinuous tail wrapped -about a massive treasure chest. The Dragon must be about eighty or ninety -feet long, you estimate, at least twice the length of any you've fought -before, and to top it off he is a Platinum Dragon, who are amongst the most -powerful of all Wyrmkin. Amazed that the Dragon hasn't reacted to your -presence yet, you pause and wonder what to to... -~ -0 1|8|128|8192 0 -D1 -the snoring gets louder~ -snoring~ -0 -1 498 -S -#0 - - -#RESETS -O 1 473 1 405 LOADS PORTAL -* -M 1 415 2 403 LOADS UNICORNS -M 1 422 1 407 LOADS HERBALIST -G 1 467 0 0 -G 1 468 0 0 -M 1 407 2 408 LOADS 2 CITY GUARDS -E 1 429 0 0 HOLDS BANNER -E 1 430 0 11 HOLDS SHIELD -E 1 431 0 16 WIELD SWORD -E 1 432 0 6 WEARS HELM -E 1 433 0 5 WEARS BREASTPLATE -E 1 434 0 7 WEARS LEGGINGS -M 1 408 6 410 LOADS MALE CITIZEN -M 1 409 6 410 LOADS FEMALE CITIZEN -M 1 405 1 411 LOADS ELITE GUARD -E 1 419 0 6 WEARS HELM -E 1 420 0 1 WEARS RING -E 1 421 0 5 WEARS ARMOR -E 1 422 0 7 WEARS LEGGINGS -E 1 423 0 16 WIELD SWORD -E 1 424 0 11 HOLDS SHIELD -M 1 413 1 414 LOADS COOSHEE -M 1 405 1 416 LOADS ELITE GUARD -E 1 419 0 6 -E 1 420 0 1 -E 1 421 0 5 -E 1 422 0 7 -E 1 423 0 16 -E 1 424 0 11 -M 1 406 1 418 LOADS ELITE SCOUT -E 1 425 0 16 WIELDS BOW -E 1 427 0 3 WEARS CLOAK -E 1 427 0 4 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HOARD INTO CHEST -P 1 418 0 416 LOADS HELMET INTO CHEST -S - - -#SHOPS -419 2 3 4 0 0 120 80 0 23 -420 9 0 0 0 0 120 80 0 23 -421 5 0 0 0 0 120 80 0 23 -422 10 26 0 0 0 150 50 0 23 -423 17 19 0 0 0 180 20 0 23 -424 1 8 15 18 27 150 50 0 23 -427 2 12 13 0 0 150 50 0 23 -439 0 0 0 0 0 100 100 0 23 -0 - - -#SPECIALS -M 400 spec_mayor Duke Stalatharata -M 401 spec_cast_cleric Duchess Destelandara -M 402 spec_cast_mage The Archmage Tuo -M 403 spec_cast_adept The High Priest Lallinthera -M 404 spec_breath_any The Platinum Dragon -M 405 spec_guard An Elite Elven Guard -M 406 spec_cast_judge An Elite Elven Scout -M 407 spec_guard A Malatharan City Guard -M 410 spec_cast_cleric An Acolyte of Yaegar -M 411 spec_cast_cleric An Acolyte of Yaegar -M 412 spec_executioner The High Guardian of Malathar -M 413 spec_fido A Cooshee -M 417 spec_thief An Elven child -M 418 spec_thief An Elven child -M 437 spec_janitor A surly Elven Servant -M 438 spec_janitor A surly Elven Servant -M 440 spec_guard Captain Allertathala -M 445 spec_poison A surly stablehand -M 446 spec_executioner A Huge Golem -M 449 spec_breath_gas An Angry Griffon -S - -#TRIGGERS -M 425 trigm_repair -M 426 trigm_identify -S - -#$ diff --git a/data/realm/areas_merc/mirkwood.are b/data/realm/areas_merc/mirkwood.are deleted file mode 100644 index ab95a8d..0000000 --- a/data/realm/areas_merc/mirkwood.are +++ /dev/null @@ -1,1582 +0,0 @@ -#AREA { 5 10} Yaegar Mirkwood~ - -#HELPS -0 mirkwood~ - -Written by Yaegar using MZF and a DOS text Editor in December 1995. Based -loosely on the forest mentioned in the works of Tolkien of the same name. - -Thanks to J.R.R. Tolkien and the gang at AM. -~ -0 $~ - - -#MOBILES -#8800 -sylvan elf scout~ -a sylvan elf scout~ -A Sylvan Elf scout is offended at your intrusion! -~ -The Sylvan Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. As natives of Mirkwood, they are virtually imposssible to see -if they don't want to be seen. -~ -2|8|32|64 32|512|65536 400 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8801 -sylvan elf warrior~ -a sylvan elf warrior~ -A Sylvan Elf warrior lunges at you with his sword! -~ -The Sylvan Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. -~ -2|8|32|64 512 400 S -7 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8802 -orc scout~ -an orc scout~ -An Orcish scout screams and attacks! -~ -These foul creatures have been sent in advance by Orcish forces to scout -out the defenses of Mirkwood. So far, their attempts have resulted only -in their own demise, but eventually the Elves will be worn down by the -sheer weight of numbers of the immense Orcish hordes. -~ -4|32|128 512 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8803 -orc warrior~ -an orc warrior~ -An Orcish warrior screams and attacks! -~ -These fell minions of Sauron have been sent in an attempt to subjugate -Mirkwood. So far, their attempts have resulted only in their own demise, -but eventually the Elves will be worn down by the -sheer weight of numbers of the immense Orcish hordes. -~ -4|32 512 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8804 -guard~ -a wood elf guard~ -A Wood Elf guard angrily accosts you. -~ -This angry guard is incensed at your trespass in the hall of his king, and -will attempt to forcibly eject you. -~ -8|32 512 400 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8805 -chief guard~ -the chief of the guard~ -A Wood Elf chief of the guard lunges at you with his sword! -~ -The Wood Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. -~ -2|8|32|64 512 400 S -12 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8806 -galion butler~ -Galion the butler~ -A Wood Elf butler glares at you accusingly. -~ -Galion has a tremenous fondness for Dorwinion Wine, and he is now well and -truly inebriated. However that does not mean he won't react to your -intrusion. -~ -2|8|32|64 512 400 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8807 -thranduil~ -Thranduil, king of the Wood Elves~ -Thranduil, King of the Wood Elves, eyes you suspiciously. -~ -While not immune to the prejudices of his brethren, Thranduil is a trifle -wiser (and more civilized) and he will not attack without provocation. -~ -2|8|64 128|512 500 S -15 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8808 -wood elf~ -a male wood elf~ -A male Wood Elf glares angrily at you. -~ -This person won't attack you like the guards will, but that doesn't mean -he likes you any more than they do... -~ -128 512 400 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8809 -wood elf~ -a female wood elf~ -A female Wood Elf glares angrily at you. -~ -This person won't attack you like the guards will, but that doesn't mean -ahe likes you any more than they do... -~ -128 512 400 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#8810 -turnkey elf~ -the turnkey~ -The turnkey sleeps here. -~ -This surly fellow is almost always passed out from copious alcohol -consumption. -~ -2|4|64 512|131072 0 S -9 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#8811 -thorin oakenshield~ -Thorin Oakenshield~ -Thorin Oakenshield politely bows before you. -~ -This Dwarf is descended from noble blood. He and his fellows were waylaid -by the Wood Elves while journeying to avenge their brethren against the -dragon Smaug. -~ -4 8192 500 S -14 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#0 -#OBJECTS -#8800 -pool~ -a pool~ -A pool of crystal-clear water fills this clearing. -~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -pool~ -It looks tasty. Have a drink! -~ -#8801 -sword~ -an elvish sword~ -A beautiful sword has been left here. -~ -~ -5 64 1|8192 -0 0 0 11 -15 0 0 -A 18 2 -#8802 -cloak~ -a plain elven cloak~ -A plain, but practical, Elven cloak lies here. -~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A 13 5 -A 17 -2 -#8803 -boots~ -a pair of plain elven boots~ -A plain, but practical, pair of Elven boots. -~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A 2 1 -A 14 50 -#8804 -water flask~ -a water flask~ -An Elven water flask. It is rumored that they can provide water for days. -~ -~ -17 0 1|16384 -10 10 0 0 -5 0 0 -#8805 -shield~ -a spiked metal shield~ -An Orcish spiked metal shield has been left here. -~ -~ -9 0 1|512 -0 0 0 0 -10 0 0 -#8806 -scimitar~ -an orcish scimitar~ -An Orcish scimitar has been left here. -~ -~ -5 0 1|8192 -0 0 0 3 -20 0 0 -A 1 1 -A 19 1 -#8807 -helm~ -an ugly spiked helm~ -An ugly Orcish spiked helm has been left here. -~ -~ -5 0 1|16 -0 0 0 0 -5 0 0 -A 17 -5 -#8808 -flask wine~ -a flask of Dorwinion wine~ -A half-drunk flask of fine Dorwinion wine lies here. -~ -~ -17 0 1|16384 -4 2 2 0 -5 0 0 -#8809 -barrel wine~ -a barrel of Dorwinion wine~ -A barrel of Dorwinion wine is here. -~ -~ -17 0 1 -10 10 2 0 -25 0 0 -#8810 -barrel~ -an empty barrel~ -This empty barrel would make a fine boat. -~ -~ -15 262144|524288 1 -500 0 0 1 -25 0 0 -#8811 -sword~ -a fine elven sword~ -A fine Elven sword glimmers softly here. -~ -~ -5 1 1|8192 -0 0 0 11 -18 0 0 -A 2 1 -A 18 2 -A 19 3 -#8812 -key~ -a key~ -A key to a cell door is here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#8813 -key~ -a key~ -A key to a cave door is here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#0 -#ROOMS -#8800 -Entrance to Mirkwood~ -You have entered the quasi-magical Elven forest of Mirkwood, populated by -Sylvan Elves and their mysterious allies. Strangers are frowned upon here, -so be on your guard. It is rumored that many different races of Elves -actually inhabit this forest, in various parts and sometimes they are -carefully hidden, away from the prying eyes of strangers. - -There is a sign tacked to a tree nearby. -~ -0 0 3 -D 0 -~ -~ -0 -1 8801 -D 2 -~ -~ -0 -1 8855 -E -sign~ -This area serves as a connector for many areas with an Elven or Faerie -flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember -to keep track of where you have been. - ---Yaegar -~ -S -#8801 -The Path Through Mirkwood~ -You are advancing along a narrow path that runs deep into the forest of -Mirkwood. Giant, ancient trees tower over you to either side, and sweet -songbirds sing in their lofty branches. However, despite this serene scene, -you can't shake the feeling that you're being watched. -~ -0 0 3 -D 0 -~ -~ -0 -1 8802 -D 2 -~ -~ -0 -1 8800 -S -#8802 -The Path Through Mirkwood~ -You are advancing along a narrow path that runs deep into the forest of -Mirkwood. Giant, ancient trees tower over you to either side, and sweet -songbirds sing in their lofty branches. However, despite this serene scene, -you can't shake the feeling that you're being watched. -~ -0 0 3 -D 0 -~ -~ -0 -1 8803 -D 2 -~ -~ -0 -1 8801 -S -#8803 -A Fork in the Path~ -You have reached a point where the path branches, with paths running to the -east and west. A wild animal suddenly howls angrily some distance away, and -you involuntarily jump. -~ -0 0 3 -D 1 -~ -~ -0 -1 8804 -D 2 -~ -~ -0 -1 8802 -D 3 -~ -~ -0 -1 8820 -S -#8804 -A Broad Path~ -This branch of the path widens out after a short distance, and you notice -signs of heavy use, evidently by non-Elves, as Elves do not leave footprints. -The trees are thinner and smaller in this part of the forest, giving the -impression that it has been recently cleared. -~ -0 0 3 -D 1 -~ -~ -0 -1 8805 -D 3 -~ -~ -0 -1 8803 -S -#8805 -Another Junction~ -The path once again divides, this time into northern and southern branches. -To the north an impressive-looking citadel looms over the treetops, while -to the south the trail becomes significantly narrower, and overgrown. -~ -0 0 3 -D 0 -~ -~ -0 -1 8806 -D 2 -~ -~ -0 -1 8808 -D 3 -~ -~ -0 -1 8804 -S -#8806 -A Bend in the Road~ -The northern road bends to the east at this point, allowing you to gaze -upon a wondrous Elven Fortress. Although you are more than a mile away, -it still looms large ahead of you. -~ -0 0 3 -D 1 -~ -~ -0 -1 8807 -D 2 -~ -~ -0 -1 8805 -S -#8807 -Plains~ -The road opens onto an area cleared of trees here, a broad plain dotted with -the occasional hedge or distant farmhouse. There is a marked path running -due east toward the west gate of the distant fortress. -~ -0 0 2 -D 1 -the plains of malathar~ -~ -0 -1 400 -D 3 -~ -~ -0 -1 8806 -S -#8808 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8805 -D 2 -~ -~ -0 -1 8809 -S -#8809 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. - -You spy a rope ladder ascending to a platform in a nearby tree. -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8808 -D 2 -~ -~ -0 -1 8811 -D 4 -~ -~ -0 -1 8810 -S -#8810 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D 5 -~ -~ -0 -1 8809 -S -#8811 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. - -At this point you may follow a side trail which runs to the east. It seems -to be a little less overgrown. -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8809 -D 1 -~ -~ -0 -1 8813 -D 2 -~ -~ -0 -1 8812 -S -#8812 -A Dead End~ -WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I -guess you had better turn back... -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8811 -S -#8813 -The Eastern Path~ -This path is certainly less overgrown than the north-south one. You actually -find yourself able to move relatively quickly through the forest, stopping -only occasionally to hack away an overhanging branch or vine. -~ -0 0 3 -D 1 -~ -~ -0 -1 8814 -D 3 -~ -~ -0 -1 8811 -S -#8814 -The Eastern Path~ -This path is certainly less overgrown than the north-south one. You actually -find yourself able to move relatively quickly through the forest, stopping -only occasionally to hack away an overhanging branch or vine. -~ -0 0 3 -D 1 -~ -~ -0 -1 8815 -D 3 -~ -~ -0 -1 8813 -S -#8815 -A Bend in the Path~ -You have reached a point where the path bends to the north. -~ -0 0 3 -D 0 -~ -~ -0 -1 8816 -D 3 -~ -~ -0 -1 8814 -S -#8816 -The Northern Path~ -The path here is fairly clear and free of vegetation. It actually looks -fairly well-maintained. You think you can hear a distant singing to the -north. -~ -0 0 3 -D 0 -~ -~ -0 -1 8817 -D 2 -~ -~ -0 -1 8815 -S -#8817 -The Northern Path~ -The path here is fairly clear and free of vegetation. It actually looks -fairly well-maintained. You think you can hear a distant singing to the -north. - -Another path runs to the east of here. -~ -0 0 3 -D 0 -~ -~ -0 -1 8819 -D 1 -~ -~ -0 -1 8818 -D 2 -~ -~ -0 -1 8816 -S -#8818 -The End of the Path~ -The path ends here in a small clearing with a small shallow pool of crystal -clear water. You feel strangely at ease here. -~ -0 0 3 -D 3 -~ -~ -0 -1 8817 -S -#8819 -Approaching the Holy Grove~ -The singing is clearly audible here, and it is coming from a well-tended -grove to the east. Dimly visible are all manner of man and beast, and -although they would usually feed upon each other, they all seem to be at -peace. -~ -0 0 3 -D 1 -~ -~ -0 -1 8904 -D 2 -~ -~ -0 -1 8817 -S -#8820 -The Western Path~ -This path is rather overgrown but it is still easily navigable. You fancy -you can see a rope ladder ascending into the brances of a tall oak near the -eastern side of the road. -~ -0 0 3 -D 1 -~ -~ -0 -1 8803 -D 3 -~ -~ -0 -1 8822 -D 4 -~ -~ -0 -1 8821 -S -#8821 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D 5 -~ -~ -0 -1 8820 -S -#8822 -A Bend to the North~ -The path bends to the north here, running for some distance toward a stream. -~ -0 0 3 -D 0 -~ -~ -0 -1 8823 -D 1 -~ -~ -0 -1 8820 -S -#8823 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a wide stream dead ahead. -~ -0 0 3 -D 0 -~ -~ -0 -1 8824 -D 2 -~ -~ -0 -1 8822 -S -#8824 -A Stream~ -This stream is too wide and deep to wade across. You'll need a boat or a -spell. Mind you, you could always whip out your rod and start angling :) -~ -0 0 6 -D 0 -~ -~ -0 -1 8825 -D1 -~ -~ -0 -1 8866 -D 2 -~ -~ -0 -1 8823 -S -#8825 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a wide stream to the south. - -A broad, tree-lined path runs to the east. -~ -0 4 3 -D 0 -~ -~ -0 -1 8826 -D1 -~ -~ -0 -1 8856 -D 2 -~ -~ -0 -1 8824 -S -#8826 -A Junction~ -You have reached a point where you can proceed either north or west. Your -choice. You still have the feeling you're being watched... -~ -0 0 3 -D0 -~ -~ -0 -1 8830 -D 2 -~ -~ -0 -1 8825 -D 3 -~ -~ -0 -1 8827 -S -#8827 -The Western Path~ -The path you are on here runs down a gently sloping hill, to the base of a -beautiful valley below. -~ -0 0 4 -D 1 -~ -~ -0 -1 8826 -D 5 -~ -~ -0 -1 8828 -S -#8828 -The Hill~ -The path you are on here runs down a gently sloping hill, to the base of a -beautiful valley below. -~ -0 0 4 -D 4 -~ -~ -0 -1 8827 -D 5 -~ -~ -0 -1 8829 -S -#8829 -The Base of the Hill~ -You can proceed north toward the valley from here, or return to the summit -above. -~ -0 0 4 -D 0 -~ -~ -0 -1 7800 -D 4 -~ -~ -0 -1 8828 -S -#8830 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a narrow path to the east. -~ -0 0 3 -D 0 -~ -~ -0 -1 8832 -D 1 -~ -~ -0 -1 8831 -D 2 -~ -~ -0 -1 8826 -S -#8831 -A Narrow Path~ -You are walking along a narrow path that runs from the major northern path -through Mirkwood. Up ahead the path ends in a dead end. -~ -0 0 3 -D 1 -~ -~ -0 -1 29001 -D 3 -~ -~ -0 -1 8830 -S -#8832 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. -~ -0 0 3 -D 0 -~ -~ -0 -1 8833 -D 2 -~ -~ -0 -1 8830 -S -#8833 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a broad junction to the north. -~ -0 0 3 -D 0 -~ -~ -0 -1 8834 -D 2 -~ -~ -0 -1 8832 -S -#8834 -A Broad Junction~ -You have come to another junction in the forest. The path to the east runs -through some handsome aspen and pine, but the northern passage is lined by -sickly-looking, dying trees of unidentifiable type. -~ -0 0 3 -D 0 -~ -~ -0 -1 8835 -D 1 -~ -~ -0 -1 8841 -D 2 -~ -~ -0 -1 8833 -S -#8835 -An Evil Section of the Forest~ -There is a palpable evil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8836 -D 2 -~ -~ -0 -1 8834 -S -#8836 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. -~ -0 0 3|12 -D 2 -~ -~ -0 -1 8835 -D 3 -~ -~ -0 -1 8837 -S -#8837 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -The dying screams of some animal can be heard. -~ -0 0 3|12 -D 1 -~ -~ -0 -1 8836 -D 3 -~ -~ -0 -1 8838 -S -#8838 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -Maggots crawl from a decaying Elven corpse hanging from an overhead branch. -The stench is unbearable. - -To the north you see a shadowy area of the forest. -~ -0 0 3|12 -D0 -~ -~ -0 -1 1300 -D 1 -~ -~ -0 -1 8837 -D 3 -~ -~ -0 -1 8839 -S -#8839 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -At this point the twisting turning path runs sharply downward toward a large -gash in the side of a grey cliff face. -~ -0 0 3|12 -D 1 -~ -~ -0 -1 8838 -D 2 -~ -~ -0 -1 8840 -S -#8840 -The Cliff Face~ -You are standing before the gash in the cliff-face now, wondering whether -you should continue into the inky darkness beyond... -~ -0 0 4 -D 0 -~ -~ -0 -1 8839 -D 5 -~ -~ -0 -1 14000 -S -#8841 -A Bend in the Path~ -You reach a bend in the path, where you can head north or west. -~ -0 0 3 -D 0 -~ -~ -0 -1 8842 -D 3 -~ -~ -0 -1 8834 -S -#8842 -A Bend in the Path~ -You reach a bend in the path, where you can head south or east. -~ -0 0 3 -D 1 -~ -~ -0 -1 8843 -D 2 -~ -~ -0 -1 8841 -S -#8843 -A Junction~ -The path once again divides, this time into northern and southern branches. -To the north lies another bend in the trail, while to the south the trail -becomes significantly narrower, and overgrown. -~ -0 0 3 -D 0 -~ -~ -0 -1 8845 -D 2 -~ -~ -0 -1 8844 -D 3 -~ -~ -0 -1 8842 -S -#8844 -A Dead End~ -The passage ends in a dead end, but you see a small rope ladder hanging down -from a nearby oak tree, disappearing in its bushy branches above. -~ -0 0 3|12 -D 0 -~ -~ -0 -1 8843 -D 4 -~ -~ -0 -1 8846 -S -#8845 -A Bend in the Path~ -Here, the path bends sharply to the east, heading toward an area of the -forest that is very different from the previous section. A second path -runs to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 8868 -D 1 -~ -~ -0 -1 8847 -D 2 -~ -~ -0 -1 8843 -S -#8846 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D 5 -~ -~ -0 -1 8844 -S -#8847 -A T-Junction~ -You have come out of Mirkwood onto a rather dusty trail. At this point you -may proceed east toward some well-cultivated fields, or south and west back -into the forest. -~ -0 0 2 -D 1 -~ -~ -0 -1 8848 -D 2 -~ -~ -0 -1 8849 -D 3 -~ -~ -0 -1 8845 -S -#8848 -Cultivated Field~ -This field borders on a neatly-tended area with several small farmhouses and -a small watch-tower near a wide stream. -~ -0 0 2 -D 1 -~ -~ -0 -1 5600 -D 3 -~ -~ -0 -1 8847 -S -#8849 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. -~ -0 0 3 -D 0 -~ -~ -0 -1 8847 -D 1 -~ -~ -0 -1 8850 -S -#8850 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. -~ -0 0 3 -D 2 -~ -~ -0 -1 8851 -D 3 -~ -~ -0 -1 8849 -S -#8851 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. - -To the south is a particularly dark patch of forest. -~ -0 0 3 -D 0 -~ -~ -0 -1 8850 -D 2 -~ -~ -0 -1 3505 -S -#8852 -The Path to Firetop Mountain~ -The path runs past the rubble and up into the foothills of an immense -mountain range. far in the distance looms Firetop Mountain. -~ -0 0 4 -D 0 -~ -~ -0 -1 8853 -D 2 -~ -~ -0 -1 5649 -S -#8853 -The Path Continues~ -You continue for what seems like an eternity, drawing slowly closer to the -distant peak. -~ -0 0 4 -D 0 -~ -~ -0 -1 8854 -D 2 -~ -~ -0 -1 8852 -S -#8854 -The Path Continues~ -You continue for what seems like an eternity, drawing slowly closer to the -distant peak. -~ -0 0 4 -D 0 -~ -~ -0 -1 5735 -D 2 -~ -~ -0 -1 8853 -S -#8855 -Approaching Mirkwood~ -The forest begins to surround you as you step into its depths. The path -abruptly turns to the north and you continue. -~ -0 0 3 -D0 -~ -~ -0 -1 8800 -D3 -~ -~ -0 -1 338 -S -#8856 -A Broad Tree-Lined Path~ -This path runs for some distance toward a huge cave, entrance to which is -restricted by a massive, handsome door that glows with magic. Magnificent -oaks tower high to either side, and everywhere there is light and beauty. -However, intruders are frowned upon here, so be on your guard. -~ -0 0 3 -D1 -~ -~ -0 -1 8857 -D3 -~ -~ -0 -1 8825 -S -#8857 -A Broad Tree-Lined Path~ -This path runs for some distance toward a huge cave, entrance to which is -restricted by a massive, handsome door that glows with magic. Magnificent -oaks tower high to either side, and everywhere there is light and beauty. -However, intruders are frowned upon here, so be on your guard. - -The entrance is directly before you. -~ -0 128 3 -D1 -~ -~ -1 8813 8858 -D3 -~ -~ -0 -1 8856 -S -#8858 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... - -The enchantments here prohibit spellcasting of any form. -~ -0 8|128 0 -D0 -~ -~ -0 -1 8859 -D2 -~ -~ -0 -1 8864 -D3 -~ -~ -1 8813 8857 -S -#8859 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... -~ -0 8|128 0 -D1 -~ -~ -1 0 8860 -D2 -~ -~ -0 -1 8858 -S -#8860 -A Guard Room~ -You have stumbled into the guard room! The guards will definitely not -be happy to see you. You fancy you can hear muffled cries for help. -~ -0 8|128 0 -D0 -~ -~ -1 8812 8867 -D1 -~ -~ -1 0 8861 -D3 -~ -~ -1 0 8859 -S -#8861 -Storage Room~ -In this room the Elves store their foodstuffs and beloved Dorwinion Wine. -A trapdoor in the floor allows access to the river, and it is through here -that the Elves deposit their empty barrels, so that the river may carry -them down to Lake Town. -~ -0 8|128 0 -D3 -~ -~ -1 0 8860 -D5 -~ -~ -1 0 8862 -S -#8862 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D2 -~ -~ -0 -1 8863 -D4 -~ -~ -1 0 8861 -S -#8863 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D0 -~ -~ -0 -1 8862 -D2 -~ -~ -0 -1 8866 -S -#8864 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... -~ -0 8|128 0 -D0 -~ -~ -0 0 8858 -D1 -~ -~ -1 0 8865 -S -#8865 -The Throne Room of Thrandul~ -Now you've blown it. You've gone and stumbled into the King's Throne Room. -He is seated upon an intricately-carved wooden throne at the end of the hall. -Dour guards glare at you on all sides. -~ -0 8|128 0 -D3 -~ -~ -1 0 8864 -S -#8866 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D0 -~ -~ -0 -1 8863 -D3 -~ -~ -0 -1 8824 -S -#8867 -A Cell~ -This damp cell is small and cramped, and offers little comfort to its -single inhabitant. -~ -0 1|8|128 0 -D2 -~ -~ -1 0 8860 -S -#8868 -A Northern Path~ -This path runs more or less directly north toward a rather old-looking -section of the woods. -~ -0 0 3 -D0 -~ -~ -0 -1 8869 -D2 -~ -~ -0 -1 8845 -S -#8869 -A Northern Path~ -You are progressing along a long, straight northern path. Up ahead, you can -see some sort of clearing. -~ -0 0 3 -D0 -~ -~ -0 -1 9001 -D2 -~ -~ -0 -1 8868 -S -#0 -#RESETS -* -D 1 8857 1 2 LOCKS DOOR TO HALL -D 1 8858 3 2 LOCKS FROM OTHER SIDE -D 1 8859 1 1 CLOSES DOOR TO GUARD ROOM -D 1 8860 3 1 CLOSES FROM OTHER SIDE -D 1 8860 0 2 LOCKS DOOR TO CELL -D 1 8867 2 2 LOCKS FROM OTHER SIDE -D 1 8860 1 1 CLOSES DOOR TO STORE ROOM -D 1 8861 3 1 CLOSES FROM OTHER SIDE -D 1 8861 5 1 CLOSES DOOR TO RIVER -D 1 8862 4 1 CLOSES DOOR FROM RIVER -D 1 8864 1 1 CLOSES DOOR TO THRONE ROOM -D 1 8865 3 1 CLOSES FROM OTHER SIDE -* -M 1 8800 4 8810 LOADS SCOUTS -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -* -O 1 8800 0 8818 LOADS POOL -* -M 1 8801 4 8821 LOADS WARRIOR -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -* -M 1 8802 3 8836 LOADS ORC SCOUTS -E 1 8805 0 11 shield -E 1 8806 0 16 scimitar -E 1 8807 0 6 helmet -* -M 1 8803 3 8839 LOADS ORC WARRIORS -E 1 8805 0 11 shield -E 1 8806 0 16 scimitar -E 1 8807 0 6 helmet -* -M 1 8800 4 8846 LOADS SCOUTS -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -* -M 1 8804 4 8857 LOADS GUARDS -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -G 1 8813 0 0 GIVES KEY TO HALL -M 1 8808 2 8859 LOADS MALE ELVES -M 1 8810 1 8860 LOADS TURNKEY -G 1 8812 0 0 GIVES KEY TO CELL -G 1 8808 0 0 GIVES WINE -M 1 8805 1 8861 LOADS BUTLER -G 1 8808 0 0 GIVES WINE -M 1 8806 1 8861 LOADS CHIEF -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -O 1 8809 0 8861 LOADS BARREL OF WINE -O 1 8810 0 8861 LOADS EMPTY BARREL -M 1 8809 2 8864 LOADS FEMALE ELVES -M 1 8807 1 8865 LOADS THRANDUIL -E 1 8811 0 16 WIELDS SWORD -M 1 8804 4 8865 LOADS GUARDS -E 1 8801 0 16 sword -E 1 8802 0 12 cloak -E 1 8803 0 8 boots -G 1 8804 0 0 water flask -M 1 8811 1 8867 LOADS THORIN OAKENSHIELD -S -#SPECIALS -M 8800 spec_elf -M 8801 spec_elf -M 8802 spec_thief -M 8804 spec_elf -M 8805 spec_elf -M 8806 spec_elf -M 8807 spec_elf -M 8808 spec_elf -M 8809 spec_elf -M 8801 spec_elf -S - -#$ diff --git a/data/realm/areas_merc/mtdoom.are b/data/realm/areas_merc/mtdoom.are deleted file mode 100644 index d41c6af..0000000 --- a/data/realm/areas_merc/mtdoom.are +++ /dev/null @@ -1,3812 +0,0 @@ -#AREA {45 65} Yaegar/Kurgan Mount Doom~ - - -#MOBILES -#14700 -lord krothgar~ -the Lord Krothgar~ -The Lord Krothgar glares balefully at you. -~ -Krothgar, standing at over eight feet tall and clad in full spiked black -plate mail, is an imposing... man. It is said his fists have the power to -rend the very earth asunder if he is angered. It is small wonder the dark -powers have chosen him as their fell agent on Anon. -~ -2|8|64 4|8|16|128|512|8192 -1000 S -65 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14701 -death knight~ -a death knight~ -A death knight gazes evilly at you. -~ -This fellow and his comrades are servants of the demon lord Marmandes, and -will take only his orders, despite the fact that Krothgar could probably -crush him (and definitely them) with little effort. Krothgar tolerates their -presence in honor of the alliance he has forged with the dark powers to -facilitate the conquest of Anon. -~ -2|8|64 8|128|512 -1000 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14702 -iron golem~ -an iron golem~ -An iron golem stands ready to rend his master's enemies apart. -~ -This soulless automaton was created by Krothgar's fell scientist-mages to -serve him as a bodyguard (for appearance's sake only- he scarcely has need -of one) and an executioner. It will kill on a command. -~ -2|64 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14703 -marmandes demon prince~ -the demon prince Marmandes~ -The demon prince Marmandes watches you curiously. -~ -Marmandes has been sent here by his evil masters to observe and aid their -servant Krothgar, and as such he will prefer to avoid direct combat, being -greatly weaker on this plane than on his native, and being eager to see how -Krothgar performs. This does not mean that he will fail to defend himself -to the best of his considerable abilities if the need arises. -~ -2|8|64 4|8|16|32|128|512 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14704 -axtraxes arch mage~ -axtraxes~ -A vile arch mage screams at your intrusion and attacks! -~ -This foul-tempered, evil man is Krothgar's magical assistant and adviser, -and in charge of the dark lord's impressive force of mages. He is infuriated -at your untimely interruption and reacts aggressively. -~ -2|32|64|128 8|16|128|512 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14705 -high priest~ -an evil high priest~ -An evil high priest is angered by your sacrilege! -~ -You have interrupted this foul priest of unspeakable gods during a very -critical ceremony! He is extremely angry, and so will his worshippers be... -He is a total fanatic and will battle to the death. -~ -2|32|64 8|128|512 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14706 -elite guard~ -an elite guard~ -An elite guard attempts to prevent you proceeding further. -~ -This fellow is clad in full body spiked black plate mail just like his lord, -and carries a HUGE spiked morning star, which he swings casually like it was -but a wooden stick. He cries out upon spotting you, and prepares for combat. -~ -2|32|64 512 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14707 -destrier~ -a destrier~ -A destrier, mount of some evil knight, snorts angrily at you. -~ -This mammoth horse must weigh double any other equine steed you have ever -seen. Its jet black coat seems to glow with an inner evil, and you gasp in -astonishment at the satanic gleam in its dark red eyes. -~ -2|64 512 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14708 -evil priest~ -an evil priest~ -An evil priest screams in fanatical fury! -~ -This foul creature is one of the evil priests of the dark lord, and he is -keen to send your soul to him! -~ -2|64 512 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14709 -scientist mage~ -an evil scientist mage~ -An evil scientist mage roars in fury as you spoil his experiment! -~ -You have burst in at a very inappropriate time, and spoiled years of work. -Good ;) - -However, the vile mage who is now drooling insanely seems a little upset... -~ -2|32|64|128 16|512 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14710 -blackguard guard~ -a member of the blackguard~ -A member of the blackguard charges toward you. -~ -This guard is a meber of the blackguard, the fanatical warriors who make up -the bulk of Lord Krothgar's evil army. -~ -2|32|64 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14711 -red dragon~ -a red dragon~ -A red dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -2|32|64 8|32|128|512|524288 -1000 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14712 -black dragon~ -a black dragon~ -A black dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -2|32|64 8|32|128|512|524288 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14713 -white dragon~ -a white dragon~ -A white dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -2|32|64 8|32|128|512|524288 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14714 -blue dragon~ -a blue dragon~ -A blue dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -2|32|64 8|32|128|512|524288 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14715 -green dragon~ -a green dragon~ -A green dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -2|32|64 8|32|128|512|524288 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14716 -fire elemental~ -a fire elemental~ -A fire elemental burns everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -2|32|64 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14717 -efreeti~ -an efreeti~ -An efreeti hovers above an iron flask here. -~ -This being, summoned from the Elemental Plane of Fire by the flask on the -floor, is not happy, for the power of the flask has been exhausted and he -has no way of returning home. He reacted by slaying first the summoner, and -now he will try to slay you! -~ -2|32|64 4|512|8192|524288 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14718 -shedu~ -a shedu~ -A shedu sits in a corner of this room. -~ -This unfortunate creature was captured by agents of Krothgar, who brought it -here to amuse him. He occasionally spends time torturing it, but has grown -bored and will slay it soon. -~ -2|64 128|512|8192 1000 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14719 -illithid~ -an evil illithid~ -An evil illithid eyes your cranium off. -~ -This foul mind flayer wants brains, and since Krothgar's followers aren't the -brightest of creatures it is near starvation. You are a nice surprise... -~ -2|32|64|128 8|32|8192 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14720 -slave~ -a wretched slave~ -A wretched slave awaits sacrifice. -~ -This pathetic wretch has lost all hope. Squatting naked and shivering in the -corner of the cell he gibbers insanely and begs for mercy. -~ -2|128 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14721 -slave~ -a wretched slave~ -A female slave will soon "service" Krothgar's legions. -~ -This pathetic wretch has lost all hope. Squatting naked and shivering in the -corner of the cell she gibbers insanely and begs for mercy. -~ -2|128 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14722 -mutant~ -a mutant~ -A hideous mutant drools and screams insanely. -~ -These unnatural beings are foul products of the insane experiments of the -scientist mages upon captured slaves in an attempt to create the perfect -fighting race, an experiment finally realised in Korgthar's elite guard. -These failures have been condemned to a dismal life in the pits. -~ -2|32|64 32|512 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14723 -hydra~ -a twelve-headed hydra~ -A 12 headed hydra roars at you. -~ -This mighty creature has allied with Krothgar in exchange for a steady diet -of humans and elves. It will fight ferociously to defend the home of its -meal ticket. -~ -2|32|64 512 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14724 -quasit~ -a quasit~ -A quasit squeaks aggressively at you. -~ -This angry creature is the familiar of some mage or another. It is angered -at being seen. -~ -2|32|64|128 2|8|32|32768|65536|524288 -1000 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14725 -succubus~ -a succubus~ -A succubus smiles seductively at you. -~ -This lustful demoness is the current concubine of Korgthar, though her -appetite is insatiable and she is always on the lookout for new prey... err -... lovers. -~ -2|64|128 8|128|512|524288 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14726 -earth elemental~ -an earth elemental~ -An earth elemental smashes everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -2|32|64 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14727 -water elemental~ -a water elemental~ -A water elemental inundates everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -2|32|64 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14728 -air elemental~ -an air elemental~ -An air elemental blows over everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -2|32|64 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14729 -hell hound hellhound~ -a hellhound~ -A hellhound lopes toward you. -~ -Breathing fire and reeking of brimstone, this unholy red-hued hound is indeed -a terrible sight to behold. -~ -32|64|8388608 8|512 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14730 -fire giant~ -a fire giant~ -A fire giant waves his sword menacingly at you. -~ -These fellows are guardians of the massive volcano known as Mount Doom, upon -which rests the inpregnable fortress of their master, Lord Krothgar. They -fight fearlessly to defend it. -~ -2|64|8388608 512 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14731 -frost giant~ -a frost giant~ -A frost giant glares icily at you. -~ -These emissaries are here to form an alliance with the forces of Mount Doom. -They do not take kindly to intrusions. -~ -2|32|64 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14732 -hill giant~ -a hill giant~ -A hill giant grunts at you. -~ -These fellows are guardians of the lands surrounding the massive volcano -known as Mount Doom, upon which rests the inpregnable fortress of their -master, Lord Krothgar. They fight fearlessly to defend it. -~ -32|64|8388608 512 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14733 -cloud giant~ -a cloud giant~ -A cloud giant laughs mercilessly at you. Hmph. -~ -These emissaries are here to form an alliance with the forces of Mount Doom. -They do not take kindly to intrusions. -~ -2|32|64 512 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14734 -ogre~ -an ogre servant~ -An ogre servant serves the giant soldiers. -~ -This fellow may seem huge to you, but by giant standards he's a veritable -runt, as they never cease to point out to him as he makes his way about, -serving food and drinks in between kicks to the head. -~ -2|64|128 512 -400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14735 -ogre mage~ -an ogre mage~ -An ogre mage glares suspicously at you. -~ -These eastern cousins of the ogres and giants of the west have been invited -here to form an alliance with the troops of Krothgar. They are deeply -suspicious of the arrangement, however, and view all comers with the same -degree of caution, but not aggression. -~ -2|64 8|16|128|512 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14736 -troll~ -a troll~ -A troll foot soldier yawns loudly. -~ -These grotesques were bred for combat, not sentry duty, and the boredom is -almost killing them. They don't even notice your presence. -~ -2|8|64 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14737 -ettin~ -an ettin~ -An ettin turns both its heads to stare at you. -~ -This two-headed giant is a guard of the more important inhabitants of the -fortress. He takes his duties very seriously. -~ -2|64 512 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14738 -chief assassin~ -the chief assassin~ -The chief assassin smiles as she draws her swords. -~ -This beauty is actually the lethal head of Krothgar's elite assassins, who -have achieved more for his cause than a dozen armies. She asks for no quarter, -and nor does she give any herself. -~ -2|64 8|512|8192 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14739 -assassin~ -an assassin~ -An assassin prepares for combat. -~ -This woman is a member of Krothgar's assassin company, and has slain more -men and women than any one hundred of his regular soldiers. -~ -2|32|64 512 -1000 S -47 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14740 -drow ambassador~ -a drow ambassador~ -A drow ambassador snarls at you. -~ -This priestess is here to secure an alliance between her people and Krothgar's -forces. She is not happy about your intrusion into this matter. -~ -2|32|64|128 8|16|128|512 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14741 -warg~ -a warg~ -A hairy warg patrols for trespassers here. -~ -This beast is a servant of the hill giants who patrol the plains of Doom. -~ -32|64|8388608 32|512 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14742 -ghoul~ -a bloodthirsty ghoul~ -A bloodthirsty ghoul slavers uncontrollably. -~ -This hideous undead wants to feast on your flesh! -~ -32|64|8388608 512 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14743 -vampire~ -a vampire~ -A vampire smiles at you... -~ -This vamp is treacherous and deadly. You can see why Krothgar likes having -her around... -~ -2|64|128 8|128|512|524288|1048576 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14744 -lich~ -an ancient lich~ -An ancient lich awakens from his slumber and looks around. -~ -Even the mages of Krothgar know not of the existence of this secret tomb. -Buried within is the old lord of the Fortress, who was imprisoned in here -by the forces of Good ages ago. And now you have woken him up. Way to go -slick. -~ -2|8|64 4|8|16|32|128|512|8192|524288 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14745 -stone golem~ -a stone golem~ -A stone golem stands ready to rend his master's enemies apart. -~ -This soulless automaton was created by Krothgar's fell evil priests to -serve him as a bodyguard (for appearance's sake only- he scarcely has need -of one) and an executioner. It will kill on a command. -~ -2|64 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14746 -keeper~ -The keeper of the mutant pit~ -The Keeper of the Mutant Pit snarls angrily at you. -~ - -~ -2|32|64 512|8192 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14747 -naga princess~ -a naga princess~ -A princess of the Naga glares haughtily at you. -~ -This snake with a woman's head seems unimpressed by your intrusion, but -she refrains from attacking, hoping that the guards of the castle will see -to you so she doesn't have to expend energy fighting. -~ -2|8|64 8|128|512 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#14700 -krothgar armor~ -the armor of Lord Krothgar~ -The armor of Lord Krothgar lies here.~ -~ -9 2|16|64|128|512|2048 1|8 -0 0 0 0 -25 0 0 -A -1 2 -A -5 2 -A -17 -15 -A -18 2 -A -19 3 -A -23 -1 -A -24 -1 -#14701 -krothgar sword~ -the sword of Lord Krothgar~ -The sword of Lord Krothgar is here.~ -~ -5 2|16|64|128|512|2048 1|8192 -0 0 0 11 -15 0 0 -A -13 50 -A -18 10 -A -19 10 -#14702 -krothgar shield~ -the shield of Lord Krothgar~ -The shield of Lord Krothgar is here.~ -~ -9 2|16|64|128|512|2048 1|512 -0 0 0 0 -15 0 0 -A -17 -30 -A -23 -3 -A -24 -3 -#14703 -krothgar helm~ -the cursed helm of Lord Krothgar~ -The cursed helm of Lord Krothgar is here.~ -~ -9 2|16|64|128|512|2048|4096 1|16 -0 0 0 0 -5 0 0 -A -3 -5 -A -4 -5 -#14704 -two handed sword~ -a two-handed sword~ -A two-handed sword lies here.~ -~ -5 2|16|64|512 1|32768 -0 0 0 8 -10 0 0 -A -1 3 -A -17 10 -A -18 6 -A -19 6 -#14705 -burnt helm~ -a burnt helm~ -A burnt helm painted with a hideous visage lies here.~ -~ -9 2|16|64|512|4096 1|16 -0 0 0 0 -5 0 0 -A -12 20 -A -13 20 -A -14 20 -A -17 -10 -#14706 -iron fist~ -the iron fist~ -The legendary iron fist lies here.~ -~ -5 2|16|64|512|4096 1|128 -0 0 0 0 -10 40000 0 -A -2 -2 -A -17 10 -A -19 8 -#14707 -barbed flail~ -a demon's barbed flail~ -A demon's barbed flail lies here.~ -~ -5 2|16|64|512 1|8192 -0 0 0 4 -10 0 0 -A -18 6 -A -19 6 -#14708 -flaming spear~ -a flaming spear~ -A flaming spear burns into the ground here.~ -~ -30 1|2|16|64|512|65536 1|8192|16384 -0 0 0 0 -5 0 0 -A -18 4 -#14709 -staff power~ -a staff of power~ -A staff of power has been left here.~ -~ -4 1|64 1|16384 -54 11 11 25 -1 0 0 -A -3 2 -A -4 2 -A -17 -20 -#14710 -robes archmage~ -robes of the archmage~ -The robes of the archmage are crumpled up in a corner here.~ -~ -28 1|64 1|1024 -0 0 0 0 -5 0 0 -A -12 50 -#14711 -vial dust~ -a vial of magic dust~ -A vial of magic dust is here.~ -~ -10 1|64 1|16384 -54 28 28 28 -1 0 0 -#14712 -dagger~ -a sacrifical dagger~ -A sacrificial dagger is stuck in the ground here.~ -~ -5 16|512 1|8192 -0 0 0 11 -5 0 0 -#14713 -robes~ -the high priest's robes~ -The high priest's robes lie here.~ -~ -9 16|512 1|1024 -0 0 0 0 -5 0 0 -A -4 4 -#14714 -mask~ -the high priest's death mask~ -The high priest's ceremonial mask is here.~ -~ -9 16|512 1|16 -0 0 0 0 -3 0 0 -A -5 3 -A -13 20 -#14715 -spiked plate mail~ -a suit of spiked plate mail~ -A suit of spiked plate mail has been foolishly discarded here.~ -~ -9 2|16|512 1|8 -0 0 0 0 -20 0 0 -A -17 -15 -#14716 -morning star~ -a huge morning star~ -A huge morning star is buried in the ground here.~ -~ -5 2|16|64|512 1|32768 -0 0 0 8 -15 0 0 -A -18 -5 -A -19 10 -#14717 -helm~ -a dark helm~ -A dark helm lies here.~ -~ -9 2|16|512 1|16 -0 0 0 0 -5 0 0 -#14718 -dagger~ -a sacrifical dagger~ -A sacrificial dagger is stuck in the ground here.~ -~ -5 16|512 1|8192 -0 0 0 11 -5 0 0 -#14719 -robes~ -the priest's robes~ -The priest's robes lie here.~ -~ -9 16|512 1|1024 -0 0 0 0 -5 0 0 -#14720 -mask~ -the priest's death mask~ -The priest's ceremonial mask is here.~ -~ -9 16|512 1|16 -0 0 0 0 -3 0 0 -#14721 -mage robes~ -the mage's robes~ -Some dirty robes covered in chemical stains lie here.~ -~ -9 0 1|1024 -0 0 0 0 -1 0 0 -#14722 -wand~ -a magic wand~ -A magic wand is here.~ -~ -3 1|64 1|16384 -45 9 9 63 -1 0 0 -#14723 -elixir chemicals~ -an elixir of noxious chemicals~ -An elixir of noxious chemicals bubbles away here.~ -~ -10 2 1|16384 -45 33 68 70 -1 0 0 -#14724 -dragon scale~ -a dragon scale~ -A huge dragon scale has been dropped here.~ -~ -9 2|16|512 1|512 -0 0 0 0 -10 0 0 -A -17 -18 -A -23 -5 -#14725 -tooth~ -a dragon tooth~ -A dragon's tooth lies here.~ -~ -5 2|16|512 1|16384 -0 0 0 11 -10 0 0 -A -18 5 -A -19 5 -#14726 -claw~ -dragon claws~ -A pair of dragon claws is here.~ -~ -9 2|16|512 1|128 -0 0 0 0 -10 0 0 -A -2 -2 -A -18 4 -A -19 4 -#14727 -hide~ -a dragon hide~ -A dragon hide is piled up here.~ -~ -9 2|16|512 1|1024 -0 0 0 0 -10 0 0 -A -13 15 -A -17 -20 -A -23 -2 -A -24 -2 -#14728 -brazier~ -a bronze brazier~ -A bronze brazier is here.~ -~ -4 64 1|16384 -53 1 1 40 -5 0 0 -#14729 -flask~ -an empty flask~ -This flask has been drained of all magical properties.~ -~ -15 0 1|16384 -1 1 0 0 -1 500 0 -#14730 -manacles~ -a pair of manacles~ -A pair of manacles lies here.~ -~ -9 64|4096 1|256 -0 0 0 0 -5 0 0 -A -2 -3 -A -17 10 -#14731 -robes~ -an illithid's robes~ -An illithid's robes lie here, discarded.~ -~ -9 64 1|1024 -0 0 0 0 -1 0 0 -A -12 25 -#14732 -gem~ -a gem~ -This gem pulses evilly.~ -~ -1 1|16|512 1|16384|65536 -0 0 -1 0 -1 0 0 -A -3 1 -A -4 1 -A -12 20 -A -17 -10 -#14733 -chest~ -a chest~ -A heavy chest rests here.~ -~ -15 0 0 -10000 1 0 0 -1 0 0 -#14734 -treasure~ -a great treasure~ -A great treasure lies here.~ -~ -8 1 1 -0 0 0 0 -100 50000 0 -#14735 -bed~ -a luxurious bed~ -A luxurious bed sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14736 -silk~ -some expensive silk~ -Some expensive silk has been left here.~ -~ -8 0 1|1024 -0 0 0 0 -1 25000 0 -#14737 -stone~ -a stone~ -A stone is here.~ -~ -4 64 1|16384 -53 1 1 40 -5 0 0 -#14738 -bowl~ -a bowl~ -A bowl is here.~ -~ -4 64 1|16384 -53 1 1 40 -5 0 0 -#14739 -censer~ -a censer~ -A censer is here.~ -~ -4 64 1|16384 -53 1 1 40 -5 0 0 -#14740 -spiked collar~ -a spiked collar~ -A spiked collar rests here.~ -~ -9 16|4096 1|4 -0 0 0 0 -5 0 0 -A -19 4 -#14741 -sword~ -a giant sword~ -A giant sword rests here.~ -~ -5 0 1|32768 -0 0 0 8 -15 0 0 -A -19 4 -#14742 -rock~ -a throwing rock~ -A throwing rock lies on the ground here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -15 0 0 -A -18 -4 -A -19 4 -#14743 -club~ -a wooden club~ -A normal wooden club lies here.~ -~ -5 0 1|8192 -0 0 0 7 -5 0 0 -#14744 -collar~ -a slave collar~ -A slave collar lies here.~ -~ -9 4096 1|4 -0 0 0 0 -1 0 0 -A -2 -1 -A -5 -1 -A -13 -10 -A -17 10 -#14745 -glaive~ -a glaive~ -A glaive has been left propped up here.~ -~ -5 64 1|32768 -0 0 0 3 -10 0 0 -A -18 3 -A -19 3 -#14746 -potion~ -a magical potion~ -A magical potion rolls around on the floor here.~ -~ -10 64 1|16384 -49 1 3 67 -1 0 0 -#14747 -pole arm~ -a pole arm~ -A pole arm lies here.~ -~ -5 0 1|32768 -0 0 0 8 -10 0 0 -A -18 -2 -A -19 6 -#14748 -chainmail~ -a suit of black chainmail~ -A tight-fitting suit of black chainmail lies here.~ -~ -9 16|4096 1|8 -0 0 0 0 -10 0 0 -A -2 -2 -A -17 -20 -#14749 -black sword~ -the black sword~ -The black sword glows here.~ -~ -5 1|16|64|512 1|8192 -0 0 0 3 -5 0 0 -A -18 8 -#14750 -blue sword~ -the blue sword~ -The blue sword hums here.~ -~ -5 2|16|64|512 1|8192 -0 0 0 3 -5 0 0 -A -19 8 -#14751 -black robes~ -black robes~ -Some black robes with no special properties lie here.~ -~ -9 0 1|1024 -0 0 0 0 -1 0 0 -E -robes~ -They look extraordinarily unencumbering. -~ -#14752 -vial poison~ -a vial of poison~ -A vial of poison is here.~ -~ -10 0 1|16384 -47 4 63 33 -1 0 0 -E -vial poison~ -It looks very deadly. -~ -#14753 -drow cloak~ -a drow cloak~ -A black Drow cloak is crumpled on the floor here.~ -~ -9 4 1|1024 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -A -23 -1 -A -24 -1 -#14754 -drow boots~ -a pair of drow boots~ -A pair of black drow boots is here.~ -~ -9 4 1|64 -0 0 0 0 -1 0 0 -A -2 1 -A -14 50 -A -17 -5 -#14755 -drow chain chainmail~ -a suit of drow chainmail~ -A suit of finely crafted adamantite chainmail is here.~ -~ -9 64 1|8 -0 0 0 0 -5 0 0 -A -5 1 -A -13 10 -A -17 -10 -#14756 -tentacle whip~ -a greater tentacle whip~ -A rod with several writhing tentacles attached is here. -~ -~ -5 64 1|8192 -0 0 0 4 -10 0 0 -A -18 4 -A -19 6 -#14757 -tiara~ -a tiara~ -A tiara lies here.~ -~ -9 64|512 1|16 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -A -12 25 -#14758 -key~ -a door key~ -This key allows access to the upper levels.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14700 -Approaching the Plains of Mount Doom~ -You are heading directly toward Mount Doom, on a narrow path that leads to -the desolate, monster-infested plains that surround it. This is the fell -domain of Lord Krothgar, whose forbidding black fortress can be seen atop the -peak of the extinct volcano called by humans Mount Doom. Armies of giants -patrol the lower slopes, while evil mutants, mages and demons guard the -fortress itself. Steeling yourself, you push on. -~ -0 1|4 2 -D0 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 15423 -S -#14701 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14708 -D1 -~ -~ -0 -1 14702 -S -#14702 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14709 -D1 -~ -~ -0 -1 14703 -D3 -~ -~ -0 -1 14701 -S -#14703 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14710 -D1 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 14702 -S -#14704 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14711 -D1 -~ -~ -0 -1 14705 -D2 -~ -~ -0 -1 14700 -D3 -~ -~ -0 -1 14703 -S -#14705 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14712 -D1 -~ -~ -0 -1 14706 -D3 -~ -~ -0 -1 14704 -S -#14706 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14713 -D1 -~ -~ -0 -1 14707 -D3 -~ -~ -0 -1 14705 -S -#14707 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14714 -D3 -~ -~ -0 -1 14706 -S -#14708 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14715 -D1 -~ -~ -0 -1 14709 -D2 -~ -~ -0 -1 14701 -S -#14709 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14716 -D1 -~ -~ -0 -1 14710 -D2 -~ -~ -0 -1 14702 -D3 -~ -~ -0 -1 14708 -S -#14710 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14717 -D1 -~ -~ -0 -1 14711 -D2 -~ -~ -0 -1 14703 -D3 -~ -~ -0 -1 14709 -S -#14711 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14718 -D1 -~ -~ -0 -1 14712 -D2 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 14710 -S -#14712 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14719 -D1 -~ -~ -0 -1 14713 -D2 -~ -~ -0 -1 14705 -D3 -~ -~ -0 -1 14711 -S -#14713 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14720 -D1 -~ -~ -0 -1 14714 -D2 -~ -~ -0 -1 14706 -D3 -~ -~ -0 -1 14712 -S -#14714 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14721 -D2 -~ -~ -0 -1 14707 -D3 -~ -~ -0 -1 14713 -S -#14715 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14722 -D1 -~ -~ -0 -1 14716 -D2 -~ -~ -0 -1 14708 -S -#14716 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14723 -D1 -~ -~ -0 -1 14717 -D2 -~ -~ -0 -1 14709 -D3 -~ -~ -0 -1 14715 -S -#14717 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14724 -D1 -~ -~ -0 -1 14718 -D2 -~ -~ -0 -1 14710 -D3 -~ -~ -0 -1 14716 -S -#14718 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The fortress lies directly north of here. -~ -0 0 5 -D0 -THE FORTRESS~ -~ -0 -1 14725 -D1 -~ -~ -0 -1 14719 -D2 -~ -~ -0 -1 14711 -D3 -~ -~ -0 -1 14717 -S -#14719 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14726 -D1 -~ -~ -0 -1 14720 -D2 -~ -~ -0 -1 14712 -D3 -~ -~ -0 -1 14718 -S -#14720 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14727 -D1 -~ -~ -0 -1 14721 -D2 -~ -~ -0 -1 14713 -D3 -~ -~ -0 -1 14719 -S -#14721 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14728 -D2 -~ -~ -0 -1 14714 -D3 -~ -~ -0 -1 14720 -S -#14722 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14729 -D1 -~ -~ -0 -1 14723 -D2 -~ -~ -0 -1 14715 -S -#14723 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14730 -D1 -~ -~ -0 -1 14724 -D2 -~ -~ -0 -1 14716 -D3 -~ -~ -0 -1 14722 -S -#14724 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies directly east of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14731 -D1 -THE FORTRESSS~ -~ -0 -1 14725 -D2 -~ -~ -0 -1 14717 -D3 -~ -~ -0 -1 14723 -S -#14725 -Outside the Fortress of Lord Korgthar~ -You have finally reached the summit, and are standing beneath the gates of -the Fortress, which you may climb up to by means of an iron staircase. You -can sense many pairs of eyes upon you, and you wonder how far you will be -permitted to go before Korgthar's forces combine and crush you. -~ -0 0 5 -D0 -~ -~ -0 -1 14732 -D1 -~ -~ -0 -1 14726 -D2 -~ -~ -0 -1 14718 -D3 -~ -~ -0 -1 14724 -D4 -~ -~ -1 0 14750 -S -#14726 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies due west of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14733 -D1 -~ -~ -0 -1 14727 -D2 -~ -~ -0 -1 14719 -D3 -~ -~ -0 -1 14725 -S -#14727 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14734 -D1 -~ -~ -0 -1 14728 -D2 -~ -~ -0 -1 14720 -D3 -~ -~ -0 -1 14726 -S -#14728 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14735 -D2 -~ -~ -0 -1 14721 -D3 -~ -~ -0 -1 14727 -S -#14729 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14736 -D1 -~ -~ -0 -1 14730 -D2 -~ -~ -0 -1 14722 -S -#14730 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14737 -D1 -~ -~ -0 -1 14731 -D2 -~ -~ -0 -1 14723 -D3 -~ -~ -0 -1 14729 -S -#14731 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14738 -D1 -~ -~ -0 -1 14732 -D2 -~ -~ -0 -1 14724 -D3 -~ -~ -0 -1 14730 -S -#14732 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies due south of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14739 -D1 -~ -~ -0 -1 14733 -D2 -THE FORTRESS~ -~ -0 -1 14725 -D3 -~ -~ -0 -1 14731 -S -#14733 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14740 -D1 -~ -~ -0 -1 14734 -D2 -~ -~ -0 -1 14726 -D3 -~ -~ -0 -1 14732 -S -#14734 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14741 -D1 -~ -~ -0 -1 14735 -D2 -~ -~ -0 -1 14727 -D3 -~ -~ -0 -1 14733 -S -#14735 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14742 -D2 -~ -~ -0 -1 14728 -D3 -~ -~ -0 -1 14734 -S -#14736 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14743 -D1 -~ -~ -0 -1 14737 -D2 -~ -~ -0 -1 14729 -S -#14737 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14744 -D1 -~ -~ -0 -1 14738 -D2 -~ -~ -0 -1 14730 -D3 -~ -~ -0 -1 14736 -S -#14738 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14745 -D1 -~ -~ -0 -1 14739 -D2 -~ -~ -0 -1 14731 -D3 -~ -~ -0 -1 14737 -S -#14739 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14746 -D1 -~ -~ -0 -1 14740 -D2 -~ -~ -0 -1 14732 -D3 -~ -~ -0 -1 14738 -S -#14740 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14747 -D1 -~ -~ -0 -1 14741 -D2 -~ -~ -0 -1 14733 -D3 -~ -~ -0 -1 14739 -S -#14741 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14748 -D1 -~ -~ -0 -1 14742 -D2 -~ -~ -0 -1 14734 -D3 -~ -~ -0 -1 14740 -S -#14742 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14749 -D2 -~ -~ -0 -1 14735 -D3 -~ -~ -0 -1 14741 -S -#14743 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14744 -D2 -~ -~ -0 -1 14736 -S -#14744 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14745 -D2 -~ -~ -0 -1 14737 -D3 -~ -~ -0 -1 14743 -S -#14745 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14746 -D2 -~ -~ -0 -1 14738 -D3 -~ -~ -0 -1 14744 -S -#14746 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14747 -D2 -~ -~ -0 -1 14739 -D3 -~ -~ -0 -1 14745 -S -#14747 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14748 -D2 -~ -~ -0 -1 14740 -D3 -~ -~ -0 -1 14746 -S -#14748 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14749 -D2 -~ -~ -0 -1 14741 -D3 -~ -~ -0 -1 14747 -S -#14749 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D2 -~ -~ -0 -1 14742 -D3 -~ -~ -0 -1 14748 -D4 -~ -~ -1 -1 -1 -S -#14750 -Inside the Fell Fortress~ -You are standing inside the gates of the fortress, at a crossroads. The -passages are remarkably plain for a den of evil- simply dressed grey flag -stones on floor and walls, the monotony broken only by the occasional torch -sconce or tattered tapestry. It is evident that this castle has known many -inhabitants prior to its current ones. -~ -0 8 0 -D0 -~ -~ -0 -1 14758 -D1 -~ -~ -0 -1 14751 -D2 -~ -~ -0 -1 14771 -D3 -~ -~ -0 -1 14763 -D5 -~ -~ -1 -1 14725 -S -#14751 -The Cell Block~ -Here the prisoner of Krogthar are kept. There are not many cells, as the -Lord Korgthar is not fond of taking prisoners (hassles, hassles...). If -you think security is a little lax, think of what lurks outside to deter -potentianl escapees... -~ -0 1|8 0 -D0 -~ -~ -1 0 14752 -D1 -~ -~ -0 0 14754 -D2 -~ -~ -1 0 14753 -D3 -~ -~ -0 -1 14750 -S -#14752 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1|8 0 -D2 -~ -~ -1 0 14751 -S -#14753 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1|8 0 -D0 -~ -~ -1 0 14751 -S -#14754 -The Cell Block~ -Here the prisoner of Krogthar are kept. There are not many cells, as the -Lord Korgthar is not fond of taking prisoners (hassles, hassles...). If -you think security is a little lax, think of what lurks outside to deter -potentianl escapees... -~ -0 1|8 0 -D0 -~ -~ -1 0 14755 -D1 -~ -~ -1 0 14757 -D2 -~ -~ -1 0 14756 -D3 -~ -~ -0 -1 14751 -S -#14755 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1|8 0 -D2 -~ -~ -1 0 14754 -S -#14756 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1|8 0 -D0 -~ -~ -1 0 14754 -S -#14757 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1|8 0 -D3 -~ -~ -1 0 14754 -S -#14758 -Some Quarters~ -You are standing before a solid wooden door that leads to the quarters of -some of the many types of troops that serve Krothgar. -~ -0 8 0 -D0 -~ -~ -1 0 14759 -D2 -~ -~ -0 -1 14750 -S -#14759 -An Ante-Room~ -You are standing in a well-furnished anteroom with doors leading in all four -directions. No noise comes from behind any- they are quite solid and are -effectively soundproof. -~ -0 8 0 -D0 -~ -~ -1 0 14761 -D1 -~ -~ -1 0 14762 -D2 -~ -~ -1 0 14758 -D3 -~ -~ -1 0 14760 -S -#14760 -Assassins' Quarters~ -In this room reside some of the assassins that serve Korthgar. He may not -be the brightest of tyrants, but Krothgar was smart enough to work out it was -easier to send a single assassin to slay a king and collapse an empire than -it was to conquer it by brute force. His assassins live in comfort, as he -values them highly. -~ -0 8 0 -D1 -~ -~ -1 0 14759 -S -#14761 -The Chief Assassin's Quarters~ -You have entered the quarters of the Chief of Krothgar's ruthlessly -efficient assassins, and caught her in flagrante delicto with two naked men -strapped to racks. She swears and draws her swords, making no attempt to -cover herself, slaying her slaves before moving to confront you. -~ -0 8 0 -D2 -~ -~ -1 0 14759 -S -#14762 -Assassins' Quarters~ -In this room reside some of the assassins that serve Korthgar. He may not -be the brightest of tyrants, but Krothgar was smart enough to work out it was -easier to send a single assassin to slay a king and collapse an empire than -it was to conquer it by brute force. His assassins live in comfort, as he -values them highly. -~ -0 8 0 -D3 -~ -~ -1 0 14759 -S -#14763 -Some Quarters~ -You are standing before a solid wooden door that leads to the quarters of -some of the many types of troops that serve Krothgar. -~ -0 8 0 -D1 -~ -~ -0 0 14750 -D3 -~ -~ -1 0 14764 -S -#14764 -A Corridor~ -You are advancing along a dark corridor that leads to the quarters of Lord -Krothgar's blackguard. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14767 -D1 -~ -~ -1 0 14763 -D2 -~ -~ -1 0 14765 -S -#14765 -The Keeper's Chamber~ -Here resides the keeper of the Mutant Pit, where the failed experiments of -the scientist mages are kept to do away with prisoners or insolent guards. -He likes his job, and isn't about to let you hurt his mutants. -~ -0 8 0 -D0 -~ -~ -1 0 14764 -D5 -~ -~ -1 0 14766 -S -#14766 -The Mutant Pit~ -Ack! You're in the mutant pit! Surrounded by gore, excrement, mucous, vomit -and the remains of dying mutants, you gag and choke and struggle to get out, -only to find your way blocked by several mutants... -~ -0 1|8|8192 0 -D4 -~ -~ -1 0 14765 -S -#14767 -A Corridor~ -You are advancing along a dark corridor that leads to the quarters of Lord -Krothgar's blackguard. -~ -0 1|8 0 -D2 -~ -~ -0 0 14764 -D3 -~ -~ -1 0 14768 -S -#14768 -The Guard Common Room~ -Doors lead in all directions from this messy rec room. Blood, beer and food -stain the straw-covered floor while decomposing human, orc and ogre corpse -hang from hooks in the ceiling, evidently used as practice dummies. -~ -0 8 0 -D0 -~ -~ -1 0 14770 -D1 -~ -~ -1 0 14767 -D2 -~ -~ -1 0 14769 -D3 -This door reads- "Upper level access. Authorised personnel only!~ -door~ -1 14758 14779 -D5 -~ -~ -0 -1 14806 -S -#14769 -Guard Quarters~ -This rooms is full of messy bunks and snoring guards. Dice and cards are -scattered across the filthy stone floor, and rats gnaw at the boots of the -guards. -~ -0 1|8 0 -D0 -~ -~ -1 0 14768 -S -#14770 -Guard Quarters~ -This rooms is full of messy bunks and snoring guards. Dice and cards are -scattered across the filthy stone floor, and rats gnaw at the boots of the -guards. -~ -0 1|8 0 -D2 -~ -~ -1 0 14768 -S -#14771 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14750 -D2 -~ -~ -0 -1 14772 -S -#14772 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14771 -D1 -~ -~ -1 0 14774 -D2 -~ -~ -0 -1 14775 -D3 -~ -~ -1 0 14773 -S -#14773 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D1 -~ -~ -1 0 14772 -S -#14774 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D3 -~ -~ -1 0 14772 -S -#14775 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14772 -D1 -~ -~ -1 0 14777 -D2 -~ -~ -1 0 14778 -D3 -~ -~ -1 0 14776 -S -#14776 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D1 -~ -~ -1 0 14775 -S -#14777 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D3 -~ -~ -1 0 14775 -S -#14778 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D0 -~ -~ -1 0 14775 -S -#14779 -The Fortress~ -You have entered the restricted area. Staircases run up and down from here, -and a narrow passage stretches away to the west. -~ -0 8 0 -D1 -~ -~ -1 14758 14768 -D3 -~ -~ -0 -1 14780 -D4 -~ -~ -0 -1 14793 -D5 -~ -~ -0 -1 14787 -S -#14780 -A Narrow Corridor~ -This corridor runs through the center of the Fortress to the mage towers, -on the western wall of the fortress. A junction lies to the west. -~ -0 8 0 -D1 -~ -~ -0 -1 14779 -D3 -~ -~ -0 -1 14781 -S -#14781 -A Junction~ -You may head through doors to the north or south from here, or back east -to the outer fortress. There is a sign on the south door, and a plaque on -the northern. -~ -0 8 0 -D0 -~ -~ -1 0 14783 -D1 -~ -~ -0 -1 14780 -D2 -~ -~ -1 0 14782 -E -sign~ -The sign reads- - - The Quarters of the Archmage. Please do not enter. Important - experiment in progress. Leave messages with the guards. - - - Axtraxes. -~ -E -plaque~ -The plaque reads- - - "T H E E L E M E N T A L L A B O R A T O R I E S " - - Keep out! - - - Axtraxes. -~ -S -#14782 -The Quarters of the Archmage~ -You have barged into the quarters of Axtraxes, arch mage of Krothgar, and -ruined his experiment. He's BOUND to be upset. -~ -0 8 0 -D0 -~ -~ -1 0 14781 -S -#14783 -The Elemental Laboratories~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D0 -~ -~ -0 -1 14785 -D1 -~ -~ -0 -1 14786 -D2 -~ -~ -1 0 14781 -D3 -~ -~ -0 -1 14784 -S -#14784 -Western End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D1 -~ -~ -0 -1 14783 -S -#14785 -Northern End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D2 -~ -~ -0 -1 14783 -S -#14786 -Eastern End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D3 -~ -~ -0 -1 14783 -S -#14787 -The Lower Chambers~ -You have entered the lower levels of the Fortress, where hideous creatures -lurk and evil priests engage in foul ceremonies to their demonic deities. -~ -0 1|8 0 -D1 -You see an ancient crypt~ -crypt door~ -1 0 14788 -D2 -~ -~ -0 -1 14789 -D4 -~ -~ -0 -1 14779 -S -#14788 -An Ancient Crypt~ -This crypt has remained untouched for centuries. It houses the remains of -the foul lich king who once ruled this Fortress and much of the surrounding -land under an iron fist (literally, Krothgar's golem now wears it). You -better hope he stayed dead... -~ -0 1|8|8192 0 -D3 -~ -crypt door~ -0 0 14787 -S -#14789 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14787 -D1 -~ -~ -0 -1 14792 -D2 -~ -~ -0 -1 14791 -D3 -~ -~ -0 -1 14790 -S -#14790 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. - -The altar is directly before you, and you see the high priest standing -behind it, about to sacrifice another virgin. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14789 -S -#14791 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. Down from here lairs Jher, ally of Krogthar. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14789 -D5 -~ -~ -0 -1 32700 -S -#14792 -The Hydra Lair~ -Here Krothgar keeps his hydra, which guards the treasure of the evil temple. -It is a wild and ferocious beast, which will tear apart anything that enters -its lair save Krothgar or the high priest. -~ -0 1|8 0 -D3 -~ -~ -0 -1 14789 -S -#14793 -A Spiral Staircase~ -You are ascending a spiral staircase that winds up into the heights of the -multitude of towers that adorn the heights of the Fortress. -~ -0 8 0 -D4 -~ -~ -0 -1 14794 -D5 -~ -~ -0 -1 14779 -S -#14794 -A Landing~ -You have come to a landing, upon which are 4 doors leading in the cardinal -directions. The staircase continues its climb in the center. -~ -0 8 0 -D0 -~ -~ -1 0 14797 -D1 -~ -~ -1 0 14798 -D2 -~ -~ -1 0 14795 -D3 -~ -~ -1 0 14796 -D4 -~ -~ -0 0 14799 -D5 -~ -~ -0 0 14793 -S -#14795 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D0 -~ -~ -1 0 14794 -S -#14796 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D1 -~ -~ -1 0 14794 -S -#14797 -A Hall~ -You have entered a long dining hall filled with a huge table lined with -high-backed chairs. Seated in these chairs are skeletons (the normal sort) -clad in royal regalia- these are the many opponents that Krothgar has -vanquished. He keeps their mortal remains here as trophies. -~ -0 8 0 -D2 -~ -~ -1 0 14794 -S -#14798 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D3 -~ -~ -1 0 14794 -S -#14799 -A Spiral Staircase~ -You are ascending a spiral staircase that winds up into the heights of the -multitude of towers that adorn the heights of the Fortress. -~ -0 8 0 -D4 -~ -~ -0 -1 14800 -D5 -~ -~ -0 -1 14794 -S -#14800 -The Throne Room~ -You have entered the Throne Room of Lord Krothgar. He sits here, upon his -throne, located in the center of the 5 towers which emerge in all directions -from this room. In each tower resides a powerful dragon, loyal allies of the -Lord. Long wall hangings depict the many victories won by Krothgar, and -in between them stand members of his elite guard, ready to defend their lord. -~ -0 8 0 -D0 -~ -~ -0 -1 14801 -D1 -~ -~ -0 -1 14804 -D2 -~ -~ -0 -1 14803 -D3 -~ -~ -0 -1 14802 -D4 -~ -~ -0 -1 14805 -D5 -~ -~ -0 -1 14799 -S -#14801 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D2 -~ -~ -0 -1 14800 -S -#14802 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D1 -~ -~ -0 -1 14800 -S -#14803 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D0 -~ -~ -0 -1 14800 -S -#14804 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D3 -~ -~ -0 -1 14800 -S -#14805 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D5 -~ -~ -0 -1 14800 -S -#14806 -Stables~ -Here, the blackguard keep their steeds, evil destriers bred on the plains -of Hel itself. -~ -0 1|8 0 -D4 -~ -~ -0 -1 14768 -S -#0 - - -#RESETS -* -D 1 14749 4 1 -D 1 14750 5 1 -D 1 14751 0 1 -D 1 14751 2 1 -D 1 14752 2 1 -D 1 14753 0 1 -D 1 14754 0 1 -D 1 14754 1 1 -D 1 14754 2 1 -D 1 14755 2 1 -D 1 14756 0 1 -D 1 14757 3 1 -D 1 14758 0 1 -D 1 14759 0 1 -D 1 14759 1 1 -D 1 14759 2 1 -D 1 14759 3 1 -D 1 14760 1 1 -D 1 14761 2 1 -D 1 14762 3 1 -D 1 14763 3 1 -D 1 14764 1 1 -D 1 14764 2 1 -D 1 14765 0 1 -D 1 14765 5 1 -D 1 14766 4 1 -D 1 14767 3 1 -D 1 14768 0 1 -D 1 14768 1 1 -D 1 14768 2 1 -D 1 14768 3 2 -D 1 14769 0 1 -D 1 14770 2 1 -D 1 14772 1 1 -D 1 14772 3 1 -D 1 14773 1 1 -D 1 14774 3 1 -D 1 14775 1 1 -D 1 14775 2 1 -D 1 14775 3 1 -D 1 14776 1 1 -D 1 14777 3 1 -D 1 14778 0 1 -D 1 14779 1 2 -D 1 14781 0 1 -D 1 14781 2 1 -D 1 14782 0 1 -D 1 14783 2 1 -D 1 14787 1 2 -D 1 14794 0 1 -D 1 14794 1 1 -D 1 14794 2 1 -D 1 14794 3 1 -D 1 14795 0 1 -D 1 14796 1 1 -D 1 14797 2 1 -D 1 14798 3 1 -* -M 1 14741 8 14701 loads wargs -E 1 14740 1 3 wears collar -M 1 14741 8 14707 -E 1 14740 1 3 wears collar -M 1 14741 8 14743 -E 1 14740 1 3 wears collar -M 1 14741 8 14749 -E 1 14740 1 3 wears collar -* -M 1 14742 8 14704 loads ghouls -M 1 14742 8 14722 -M 1 14742 8 14728 -M 1 14742 8 14746 -* -M 1 14732 8 14711 loads hill giants -E 1 14743 1 16 wields club -G 1 14742 0 0 gives rock -M 1 14732 8 14723 -E 1 14743 1 16 wields club -G 1 14742 0 0 gives rock -M 1 14732 8 14727 -E 1 14743 1 16 wields club -G 1 14742 0 0 gives rock -M 1 14732 8 14739 -E 1 14743 1 16 wields club -G 1 14742 0 0 gives rock -* -M 1 14729 4 14718 loads hell hounds -E 1 14740 1 3 wears collar -M 1 14729 4 14724 -E 1 14740 1 3 wears collar -M 1 14729 4 14726 -E 1 14740 1 3 wears collar -M 1 14729 4 14732 -E 1 14740 1 3 wears collar -* -M 1 14730 2 14731 loads fire giants -E 1 14741 1 16 wields sword -G 1 14742 0 0 gives rock -M 1 14730 2 14733 -E 1 14741 1 16 wields sword -G 1 14742 0 0 gives rock -* -M 1 14720 8 14752 loads male slaves -E 1 14730 1 10 wears manacles -E 1 14744 1 3 wears collar -M 1 14720 8 14755 loads male slaves -E 1 14730 1 10 wears manacles -E 1 14744 1 3 wears collar -* -M 1 14721 8 14753 loads female slaves -E 1 14730 1 10 wears manacles -E 1 14744 1 3 wears collar -M 1 14721 8 14756 loads female slaves -E 1 14730 1 10 wears manacles -E 1 14744 1 3 wears collar -* -M 1 14718 1 14757 loads shedu -E 1 14730 1 10 wears manacles -E 1 14744 1 3 wears collar -* -M 1 14739 4 14760 loads assassins -E 1 14751 1 12 wears robes -E 1 14752 1 17 holds poison -M 1 14739 4 14762 loads assassins -E 1 14751 1 12 wears robes -E 1 14752 1 17 holds poison -* -M 1 14738 1 14761 loads chief -E 1 14749 1 16 wields swords -E 1 14750 1 18 -* -M 1 14746 1 14765 loads keeper -* -M 1 14722 6 14766 loads mutants -* -M 1 14710 8 14768 loads blackguard -E 1 14715 1 5 wears armor -E 1 14716 1 16 wields morning star -E 1 14717 1 6 wears helm -G 1 14758 0 0 gives key -M 1 14710 8 14769 loads blackguard -E 1 14715 1 5 wears armor -E 1 14716 1 16 wields morning star -E 1 14717 1 6 wears helm -G 1 14758 0 0 gives key -M 1 14710 8 14770 loads blackguard -E 1 14715 1 5 wears armor -E 1 14716 1 16 wields morning star -E 1 14717 1 6 wears helm -G 1 14758 0 0 gives key -* -M 1 14736 2 14771 loads trolls -E 1 14747 1 16 wields pole arm -E 1 14748 1 5 wears chainmail -* -M 1 14731 3 14773 loads frost giants -E 1 14741 1 16 wields sword -G 1 14742 0 0 gives rock -* -M 1 14733 1 14774 loads cloud giant -E 1 14741 1 16 wields sword -G 1 14742 0 0 gives rock -* -M 1 14737 1 14775 loads ettin -E 1 14741 1 16 wields sword -G 1 14742 0 0 gives rock -* -M 1 14735 2 14776 loads ogre magi -E 1 14745 1 16 wields glaive -G 1 14746 0 0 gives potion -* -M 1 14740 1 14777 loads drow -E 1 14753 1 12 wears cloak -E 1 14754 1 8 wears boots -E 1 14755 1 5 wears chainmail -E 1 14756 1 16 wields whip -E 1 14757 1 6 wears tiara -* -M 1 14747 1 14778 loads naga -* -M 1 14704 1 14782 loads arch mage -E 1 14709 1 17 holds staff -E 1 14710 1 12 wears robes -G 1 14711 0 0 gives dust -* -M 1 14716 1 14783 loads fire elemental -G 1 14728 0 0 gives brazier -M 1 14726 1 14784 loads earth elemental -G 1 14737 0 0 gives stone -M 1 14727 1 14785 loads water elemental -G 1 14738 0 0 gives bowl -M 1 14728 1 14786 loads air elemental -G 1 14739 0 0 gives censer -* -M 1 14709 3 14784 loads mage -E 1 14721 1 12 wears robes -E 1 14722 1 17 holds wand -G 1 14723 0 0 gives chemicals -M 1 14709 3 14785 loads mage -E 1 14721 1 12 wears robes -E 1 14722 1 17 holds wand -G 1 14723 0 0 gives chemicals -M 1 14709 3 14786 loads mage -E 1 14721 1 12 wears robes -E 1 14722 1 17 holds wand -G 1 14723 0 0 gives chemicals -* -M 1 14744 1 14788 loads lich -* -M 1 14705 1 14790 loads high priest -E 1 14712 1 16 wields dagger -E 1 14713 1 12 wears robes -E 1 14714 1 6 wears mask -* -M 1 14708 4 14789 loads high priest -E 1 14718 1 16 wields dagger -E 1 14719 1 12 wears robes -E 1 14720 1 6 wears mask -M 1 14708 4 14790 loads high priest -E 1 14718 1 16 wields dagger -E 1 14719 1 12 wears robes -E 1 14720 1 6 wears mask -M 1 14708 4 14791 loads high priest -E 1 14718 1 16 wields dagger -E 1 14719 1 12 wears robes -E 1 14720 1 6 wears mask -* -M 1 14723 1 14792 loads hydra -O 1 14733 1 14792 loads chest -P 1 14734 1 14733 -* -M 1 14745 1 14793 loads stone golem -* -M 1 14702 1 14794 loads iron golem -E 1 14706 1 16 wields iron fist -* -M 1 14719 1 14795 loads illithid -E 1 14731 1 12 wears robes -E 1 14732 1 17 holds gem -* -M 1 14725 1 14796 loads succubus -E 1 14736 1 12 wears silk -O 1 14735 1 14796 loads bed -* -M 1 14703 1 14797 loads demon prince -E 1 14707 1 16 wields flail -G 1 14708 0 0 gives spear -* -M 1 14743 1 14798 loads vampire -E 1 14736 1 12 wears silk -* -M 1 14701 2 14799 loads death knights -E 1 14704 1 16 wields sword -E 1 14705 1 6 wears helm -* -M 1 14700 1 14800 loads lord -E 1 14700 1 5 wears armor -E 1 14701 1 16 wields sword -E 1 14702 1 11 holds shield -E 1 14703 1 6 wears helm -* -M 1 14706 4 14800 loads guards -E 1 14715 1 5 -E 1 14716 1 16 -E 1 14717 1 6 -* -M 1 14712 1 14801 loads black dragon -E 1 14724 1 11 holds scale -E 1 14725 1 16 wields tooth -E 1 14726 1 9 wears claws -E 1 14727 1 12 wears hide -* -M 1 14713 1 14802 loads white dragon -E 1 14724 1 11 holds scale -E 1 14725 1 16 wields tooth -E 1 14726 1 9 wears claws -E 1 14727 1 12 wears hide -* -M 1 14714 1 14803 loads blue dragon -E 1 14724 1 11 holds scale -E 1 14725 1 16 wields tooth -E 1 14726 1 9 wears claws -E 1 14727 1 12 wears hide -* -M 1 14715 1 14804 loads green dragon -E 1 14724 1 11 holds scale -E 1 14725 1 16 wields tooth -E 1 14726 1 9 wears claws -E 1 14727 1 12 wears hide -* -M 1 14711 1 14805 loads red dragon -E 1 14724 1 11 holds scale -E 1 14725 1 16 wields tooth -E 1 14726 1 9 wears claws -E 1 14727 1 12 wears hide -* -M 1 14707 4 14806 loads destriers -* -S - - -#SPECIALS -M 14701 spec_cast_judge krothgar -M 14702 spec_executioner golem -M 14703 spec_cast_undead demon prince -M 14704 spec_cast_mage arch mage -M 14705 spec_cast_cleric high priest -M 14706 spec_guard guard -M 14707 spec_fido destrier -M 14708 spec_cast_mage mage -M 14709 spec_cast_cleric priest -M 14710 spec_guard guard -M 14711 spec_breath_fire red dragon -M 14712 spec_breath_acid black dragon -M 14713 spec_breath_frost white dragon -M 14714 spec_breath_lightning blue dragon -M 14715 spec_breath_gas green dragon -M 14716 spec_breath_fire fire elemental -M 14717 spec_cast_mage efreeti -M 14718 spec_cast_cleric shedu -M 14722 spec_fido mutant -M 14723 spec_breath_any hydra -M 14724 spec_thief quasit -M 14725 spec_cast_undead succubus -M 14728 spec_breath_gas air elemental -M 14729 spec_breath_fire hell hound -M 14733 spec_cast_cleric cloud giant -M 14734 spec_janitor ogre servant -M 14735 spec_cast_mage ogre mage -M 14736 spec_fido troll -M 14737 spec_guard ettin -M 14738 spec_cast_mage chief assassin -M 14739 spec_thief assassins -M 14740 spec_cast_cleric drow -M 14741 spec_fido warg -M 14742 spec_fido ghoul -M 14743 spec_cast_undead vampire -M 14744 spec_cast_mage lich -M 14745 spec_executioner stone golem -M 14746 spec_poison keeper -M 14747 spec_poison naga -S - - -#$ diff --git a/data/realm/areas_merc/pblood.are b/data/realm/areas_merc/pblood.are deleted file mode 100644 index f5f2d16..0000000 --- a/data/realm/areas_merc/pblood.are +++ /dev/null @@ -1,867 +0,0 @@ -#AREA { 1 65} Yaegar The Plains of Blood~ - -#MOBILES -#9550 -fiend~ -a swamp fiend~ -A Swamp Fiend swoops down and attacks! -~ -These foul creatures have vowed to lay waste to the city of Khellis, and -are extremely close to doing so. Resembling twisted, vile Elves with huge -leathery wings, they are seemingly innumerable in number and insatiable in -appetite. -~ -32|64|128 8192 -1000 S -30 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#0 - -#ROOMS -#9550 -The Plains of Blood~ -You are walking across the plains of blood, a blasted, desolate area so -named for the incredible amounts of blood that poured from the bodies of -slain men and orcs during the Goblin Wars many centuries ago. And although -the hordes were driven back, this area remained tainted with the scourge -of evil, and little that is non wholly diabolical has since flourished -here. -~ -0 4 2 -D1 -~ -~ -0 -1 9551 -D3 -~ -~ -0 -1 9590 -S -#9551 -The Plains of Blood~ -You are walking across the plains of blood, a blasted, desolate area so -named for the incredible amounts of blood that poured from the bodies of -slain men and orcs during the Goblin Wars many centuries ago. And although -the hordes were driven back, this area remained tainted with the scourge -of evil, and little that is non wholly diabolical has since flourished -here. - -To the east lies a junction. -~ -0 0 2 -D1 -~ -~ -0 -1 9552 -D3 -~ -~ -0 -1 9550 -S -#9552 -A Junction~ -You have reached a point where a clearly-marked road cuts across the vague -trail you were following, running to the north and south. There is a battered -signpost at the point where the three roads meet. -~ -0 0 2 -D0 -~ -~ -0 -1 9553 -D2 -~ -~ -0 -1 9554 -D3 -~ -~ -0 -1 9551 -E -signpost~ -The signpost reads- - -"NORTH : The lands of the DEAD. - - SOUTH : The lands of the DEAD. - - WEST : The lands of the LIVING. - -Not exactly cheery, is it? -~ -S -#9553 -A Second Junction~ -At this point a narrow path runs eastward away from the main road, heading -into a wood filled with grey, rotting trees and clinging, sickly-looking -vines. -~ -0 0 2 -D0 -~ -~ -0 -1 9580 -D1 -~ -~ -0 -1 9565 -D2 -~ -~ -0 -1 9552 -S -#9554 -A Second Junction~ -At this point a narrow path runs eastward away from the main road, heading -toward some rocky terrain surrounded by a range of bald hills. - -A narrow path to the south heads toward a crumbling stone wall. -~ -0 0 2 -D0 -~ -~ -0 -1 9552 -D1 -~ -~ -0 -1 9556 -D2 -~ -~ -0 -1 9555 -S -#9555 -A Narrow Path~ -As you draw closer to the stone wall, you notice an iron gate set into it, -badly corroded and defaced. Peering through the gate, you can see what -appears to be a graveyard of some sort. -~ -0 0 2 -D0 -~ -~ -0 -1 9554 -D2 -~ -~ -1 0 3600 -S -#9556 -A Path Through the Hills~ -Going is rough here as you are constantly forced to skirt rocks, boulders -and bits of jagged stone that jut out of the ground at potentially lethal -angles. The "path" you are currently taking is simply the one of least -difficulty, avoiding all the major obstructions and clambering over the -minor ones. More than one you slip and skin your hands and knees, and you -pray that you don't have much farther to go. -~ -0 0 16 -D2 -~ -~ -0 -1 9557 -D3 -~ -~ -0 -1 9554 -S -#9557 -A Path Through the Hills~ -Going is rough here as you are constantly forced to skirt rocks, boulders -and bits of jagged stone that jut out of the ground at potentially lethal -angles. The "path" you are currently taking is simply the one of least -difficulty, avoiding all the major obstructions and clambering over the -minor ones. More than one you slip and skin your hands and knees, and you -pray that you don't have much farther to go. - -You are relieved to notice a crossroads to the east of here. -~ -0 0 16 -D0 -~ -~ -0 -1 9556 -D1 -~ -~ -0 -1 9558 -S -#9558 -A Crossroads~ -You have come to a crossroads, where you may proceed north directly into -the hills, south or west into the rocky terrain surrounding, or east toward -a rather dismal-looking swamp. -~ -0 0 4 -D0 -~ -~ -0 -1 9559 -D1 -~ -~ -0 -1 9561 -D2 -~ -~ -0 -1 9560 -D3 -~ -~ -0 -1 9557 -S -#9559 -Approaching the Hills~ -As you approach the nearby hills, you quickly deduce that they will be -quite impassable to one with limited mountaineering skills such as yourself. -However, as you turn back, you notice a narrow path leading between two -of the larger hills... -~ -0 0 4 -D0 -~ -~ -0 -1 4000 -D2 -~ -~ -0 -1 9558 -S -#9560 -Rubble~ -This path winds its way through a treacherous field of jagged rock and -splintered wood. To the south there is a horrendous stench, while to the -north is a relatively clear crossroads. -~ -0 0 16 -D0 -~ -~ -0 -1 9558 -D2 -~ -~ -0 -1 2800 -S -#9561 -A Dismal Swamp~ -You have entered a smelly, fetid swamp full of mosquitoes, muck, vines and -water. The smell is awful. Are you sure you want to continue? -~ -0 1 15 -D1 -~ -~ -0 -1 9562 -D3 -~ -~ -0 -1 9558 -S -#9562 -A Dismal Swamp~ -You are trudging wearily through a fetid swamp full of mosquitoes, muck, -vines and water. The smell is awful. Are you sure you want to continue? -~ -0 1 15 -D0 -~ -~ -0 -1 9563 -D3 -~ -~ -0 -1 9561 -S -#9563 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. -~ -0 1 26 -D1 -~ -~ -0 -1 9564 -D2 -~ -~ -0 -1 9562 -S -#9564 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 1 26 -D1 -~ -~ -0 -1 9576 -D3 -~ -~ -0 -1 9563 -S -#9565 -A Wood~ -You have entered the sickly-looking forest you spied earlier, and it looks -even worse up close, if that is at all possible. Long, clinging vines -slowly strangle the life out of spindly half-dead saplings, and a strange -blue moss slowly eats away its protruding roots. Far away a creature screams -in agony, then falls silent. -~ -0 0 3 -D1 -~ -~ -0 -1 9566 -D3 -~ -~ -0 -1 9553 -S -#9566 -Further into the Wood~ -As you proceed further into this place, the little light that was coming from -the feeble sun above is dimmed to near-nothingness by a thick canopy of dead -branches and leaves that has formed overhead. Sap drips from this canopy onto -you, burning your skin where it hits, and you hurry on. -~ -0 0 3 -D1 -~ -~ -0 -1 9567 -D3 -~ -~ -0 -1 9565 -S -#9567 -A T-Junction~ -The path you are following meets another here, offering you three choices -of direction. At this point the forest is utterly silent, so there is no -way to tell which way is the better... -~ -0 0 3 -D0 -~ -~ -0 -1 9568 -D1 -~ -~ -0 -1 9572 -D3 -~ -~ -0 -1 9566 -S -#9568 -A Northern Path~ -The Forest actually seems to be even darker and more evil here, if that is -at all possible. Horrid screams of agony occasionally rent the still of the -forest, followed by a horrid stillness that can only mean death... -~ -0 0 3 -D0 -~ -~ -0 -1 9569 -D2 -~ -~ -0 -1 9567 -S -#9569 -A Northern Path~ -The Forest actually seems to be even darker and more evil here, if that is -at all possible. Horrid screams of agony occasionally rent the still of the -forest, followed by a horrid stillness that can only mean death... -~ -0 0 3 -D0 -~ -~ -0 -1 9571 -D2 -~ -~ -0 -1 9568 -D3 -~ -~ -0 -1 9570 -S -#9570 -The Forest Thickens~ -At this point the forest is almost impenetrably thick. Something curious -looms up ahead. -~ -0 0 15 -D1 -~ -~ -0 -1 9569 -D3 -~ -~ -0 -1 6130 -S -#9571 -A Northern Path~ -The Forest actually seems to be even darker and more evil here, if that is -at all possible. Horrid screams of agony occasionally rent the still of the -forest, followed by a horrid stillness that can only mean death... - -There is a circle of trees to the east. -~ -0 0 3 -D1 -~ -~ -0 -1 6152 -D2 -~ -~ -0 -1 9569 -S -#9572 -Exiting the Forest~ -You have reached the far end of the small dark forest you were traveling -through. Ahead looms a rocky mountain range, with several smaller cousins -in the middle distance. -~ -0 0 2 -D1 -~ -~ -0 -1 9573 -D3 -~ -~ -0 -1 9567 -S -#9573 -The Rocky Plains~ -You are striding across some rocky, windswept plains, past a sharp ridge -that connects with a distant mountain range. To the north a narrow path -runs toward a large cave... -~ -0 0 4 -D0 -~ -~ -0 -1 9574 -D1 -~ -~ -0 -1 9575 -D3 -~ -~ -0 -1 9572 -S -#9574 -Approaching the Cave~ -You are near enough to see now that this cave is large by any standards. -However it appears to have a couple of non-standard features. If you are -curious you can step closer... -~ -0 0 4 -D0 -~ -~ -0 0 6142 -D2 -~ -~ -0 -1 9573 -S -#9575 -The Foothills~ -You have reached the foothills of this mountain range. Strange black rocky -formations loom around a bend to the south. - -A narrow path twists downward toward a valley running north toward the remote -highlands. -~ -0 0 5 -D2 -~ -~ -0 -1 9585 -D3 -~ -~ -0 -1 9573 -D5 -~ -~ -0 -1 30338 -S -#9576 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 1 26 -D1 -~ -~ -0 -1 9577 -D3 -~ -~ -0 -1 9564 -S -#9577 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. - -A section of swamp to the south looks particularly treacherous. -~ -0 1 26 -D1 -~ -~ -0 -1 9579 -D2 -~ -~ -0 -1 9578 -D3 -~ -~ -0 -1 9576 -S -#9578 -Strange...~ -This section of swamp is more marshy, and looks like it was at one stage -inhabited. Ruined buildings crop up occasionally from the muck, as does the -occasional corpse. A horrid stench and the sound of high-pitched screaming -followed by silence comes from the south... -~ -0 1|4 15 -D0 -~ -~ -0 -1 9577 -D2 -~ -~ -0 -1 8301 -S -#9579 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 1|4 26 -D1 -~ -~ -0 -1 9592 -D3 -~ -~ -0 -1 9577 -S -#9580 -A Northern Path~ -You are following a broad, fairly regular path toward what looks like a -settlement to the north. The occasional ruined house can be seen, as well -as once-fertile fields gone barren. -~ -0 0 2 -D0 -~ -~ -0 -1 9581 -D2 -~ -~ -0 -1 9553 -S -#9581 -A Northern Path~ -You are following a broad, fairly regular path towar what looks like a -settlement to the north. The occasional ruined house can be seen, as well -as once-fertile fields gone barren. -~ -0 0 2 -D0 -~ -~ -0 -1 9582 -D2 -~ -~ -0 -1 9580 -S -#9582 -A Northern Path~ -You are following a broad, fairly regular path towar what looks like a -settlement to the north. The occasional ruined house can be seen, as well -as once-fertile fields gone barren. - -One house to the west looks fairly well-preserved. - -The outskirts of a ruined town loom up ahead. -~ -0 0 2 -D0 -~ -~ -0 -1 9584 -D2 -~ -~ -0 -1 9581 -D3 -~ -~ -1 0 9583 -S -#9583 -The Farmhouse~ -This farmhouse has been abandoned for some time. Scavengers have long since -taken anything of value, and the elements have taken care of what little -remained. However, there is a trapdoor in the floor that you may want to -investigate... -~ -0 8 0 -D1 -~ -~ -1 0 9582 -D5 -~ -~ -1 0 3801 -S -#9584 -The Outskirts of a Ghost Town~ -A chill wind whips eerily across your face as you gaze upon a deserted -halmet, which has actually survived intact the ravages that took the places -nearby. It even appears to have been left untouched by looters. Wonder why? -~ -0 4 0 -D0 -~ -~ -0 -1 8100 -D2 -~ -~ -0 -1 9582 -S -#9585 -The Black Rocks~ -You are intrigued by this glassy black rocklike substance that seems to -be omnipresent everywhere here. And while the going here is tough, it is -not impossible, so you may continue further in your explorations should -you so wish. -~ -0 0 5 -D0 -~ -~ -0 -1 9575 -D2 -~ -~ -0 -1 2900 -S -#9587 -The Path Across the Plains~ -You are heading across bleak, featureless plains. A huge city looms to the -west while to the east lies a particularly desolate area. - -The gates of the city are directly west of here. -~ -0 0 2 -D1 -~ -~ -0 -1 9588 -D3 -Approaching Anon~ -~ -0 -1 9591 -S -#9588 -The Path Across the Plains~ -You are heading across bleak, featureless plains. A huge city looms to the -west while to the east lies a particularly desolate area. -~ -0 0 2 -D1 -~ -~ -0 -1 9589 -D3 -~ -~ -0 -1 9587 -S -#9589 -The Path Across the Plains~ -You are heading across bleak, featureless plains. A huge city looms to the -west while to the east lies a particularly desolate area. -~ -0 0 2 -D1 -~ -~ -0 -1 9590 -D3 -~ -~ -0 -1 9588 -S -#9590 -The Path Across the Plains~ -You are heading across bleak, featureless plains. A huge city looms to the -west while to the east lies a particularly desolate area. - -The desolate Blood Plains begin to the east of here. -~ -0 0 2 -D1 -~ -~ -0 -1 9550 -D3 -~ -~ -0 -1 9589 -S -#9591 -Approaching the City~ -You are standing outside the towering battlements of a massive fortified -citadel. The gates, massive affairs fashioned of some gleaming silvery -metal, loom to the west. Guards march back and forth, resplendent in their -black and gold livery and shining mithril armor. - -To the east looms a vast desolate area and, beyond that, a wood and a -mountain range. -~ -0 0 2 -D1 -~ -~ -0 -1 9587 -D3 -Outside the Victory Parade East Gates~ -~ -0 -1 31019 -S -#9592 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 0 3|12 -D3 -~ -~ -0 -1 9579 -D1 -~ -~ -0 -1 9593 -S -#9593 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 0 3|12 -D0 -~ -~ -0 -1 9594 -D3 -~ -~ -0 -1 9592 -S -#9594 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. -~ -0 0 3|12 -D1 -~ -~ -0 -1 9595 -D2 -~ -~ -0 -1 9593 -S -#9595 -The Dismal Swamp~ -For what seems like an eternity you slog through the thick muck, wrenching -your boots free with a mighty effort, a horrible sucking sound accompanying -each step as your feet briefly clear the mud. Mosquitoes the size of -blowflies assault you relentlessly, and you know that when (if) you emerge -your skin will be in agony for weeks. - -To the north there appears to be some sort of settlement... -~ -0 0 3|12 -D0 -~ -~ -0 -1 28398 -D3 -~ -~ -0 -1 9594 -S - - -#0 - - -#RESETS -D 1 9555 2 1 CLOSES DOOR TO GRAVEYARD -D 1 9582 3 1 CLOSES DOOR TO FARMOUSE WITH *RATS* -D 1 9583 5 1 CLOSES DOOR TO RATS -* -M 1 9550 6 9592 LOADS FIENDS -S - -#SPECIALS -M 9550 spec_poison -S - -#$ diff --git a/data/realm/areas_merc/pground.are b/data/realm/areas_merc/pground.are deleted file mode 100644 index ca8c779..0000000 --- a/data/realm/areas_merc/pground.are +++ /dev/null @@ -1,1094 +0,0 @@ -#AREA { 1 5} Yaegar Playground~ - - -#MOBILES -#3725 -bully~ -a playground bully~ -A playground bully wanders around looking for someone's lunch to steal. -~ -This socially maladjusted brat is going to make life a misery for some poor -soul, so why don't you finish him off? But be careful- he's BAD. -~ -32 0 -400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3726 -little boy~ -a little boy~ -A little boy with a lollipop stares curiously at you. -~ -What a yucky, irritating little brat. Waste 'im :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3727 -little girl~ -a little girl~ -A little girl with a hula-hoop stares curiously at you. -~ -What a yucky, irritating little brat. Waste 'er :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3728 -stray dog~ -a stray dog~ -A stray dog wanders the yard looking for scraps. -~ -Who let this mongrel in? Well, you better kill him- the council will put him -down if they catch him anyway. -~ -4|128 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3729 -supervisor teacher~ -a class supervisor~ -A class supervisor idly watches her charges frolic. -~ -She looks very bored, so why don't you liven up her dull life a little? -~ -128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3730 -bird~ -a bird~ -A bird pecks at some food scraps on the ground. -~ -This pushy little scavenger is a menace to the playground. The again, so are -you... -~ -4 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3731 -beetle bug~ -a beetle~ -A tiny beetle hastens along to avoid being squashed by careless kids. -~ -This stout little fellow has so far managed to avoid being killed... maybe -its luck has run out? -~ -1 0 0 S -0 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3732 -geek~ -the class geek~ -The class geek sulks by himself here. -~ -This geek was once the butt of everyone's jokes and everyone ridiculed him -and he had no friends. So, he taught himself martial arts and kicked their -butts, but now he still has no friends because they are petrified of him... -~ -32 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3733 -mugger~ -a mugger~ -This shady character waits around the schoolyard to nab potential victims. -~ -He's bad, he smells and he's probably a pervert. But he'll probably get you -before you get him so don't be afraid to run. -~ -4|32 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#ROOMS -#3725 -Southwest Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3730 -D1 -~ -~ -0 -1 3726 -D4 -~ -~ -0 -1 3750 -S -#3726 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3731 -D1 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3725 -D4 -~ -~ -0 -1 3750 -S -#3727 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3732 -D1 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3726 -D4 -~ -~ -0 -1 3750 -S -#3728 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3733 -D1 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3727 -D4 -~ -~ -0 -1 3750 -S -#3729 -Southeast Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3728 -D4 -~ -~ -0 -1 3750 -S -#3730 -Western Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3735 -D1 -~ -~ -0 -1 3731 -D2 -~ -~ -0 -1 3725 -D4 -~ -~ -0 -1 3750 -S -#3731 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3736 -D1 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3726 -D3 -~ -~ -0 -1 3730 -D4 -~ -~ -0 -1 3750 -S -#3732 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3737 -D1 -~ -~ -0 -1 3733 -D2 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3731 -D4 -~ -~ -0 -1 3750 -S -#3733 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3738 -D1 -~ -~ -0 -1 3734 -D2 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3732 -D4 -~ -~ -0 -1 3750 -S -#3734 -Eastern Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3733 -D4 -~ -~ -0 -1 3750 -S -#3735 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3740 -D1 -~ -~ -0 -1 3736 -D2 -~ -~ -0 -1 3730 -D4 -~ -~ -0 -1 3750 -S -#3736 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3741 -D1 -~ -~ -0 -1 3737 -D2 -~ -~ -0 -1 3731 -D3 -~ -~ -0 -1 3735 -D4 -~ -~ -0 -1 3750 -S -#3737 -Central Area of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. - -A gaping hole in the ground here allows access to a darker, more evil -playground... There is a sign you can look at nearby. -~ -0 0 1 -D0 -~ -~ -0 -1 3742 -D1 -~ -~ -0 -1 3738 -D2 -~ -~ -0 -1 3732 -D3 -~ -~ -0 -1 3736 -D4 -~ -~ -0 -1 3750 -D5 -~ -~ -0 -1 3751 -E -sign~ -WARNING! The playground below is unattended by staff or supervisors and as -such we can make no guarantee of your safety. Aggressive creatures have been -known to inhabit this area. - ---The Management. -~ -S -#3738 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3743 -D1 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3733 -D3 -~ -~ -0 -1 3737 -D4 -~ -~ -0 -1 3750 -S -#3739 -Eastern Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3738 -D4 -~ -~ -0 -1 3750 -S -#3740 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3745 -D1 -~ -~ -0 -1 3741 -D2 -~ -~ -0 -1 3735 -D4 -~ -~ -0 -1 3750 -S -#3741 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3746 -D1 -~ -~ -0 -1 3742 -D2 -~ -~ -0 -1 3736 -D3 -~ -~ -0 -1 3740 -D4 -~ -~ -0 -1 3750 -S -#3742 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3747 -D1 -~ -~ -0 -1 3743 -D2 -~ -~ -0 -1 3737 -D3 -~ -~ -0 -1 3741 -D4 -~ -~ -0 -1 3750 -S -#3743 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3748 -D1 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3738 -D3 -~ -~ -0 -1 3742 -D4 -~ -~ -0 -1 3750 -S -#3744 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3739 -D3 -~ -~ -0 -1 3743 -D4 -~ -~ -0 -1 3750 -S -#3745 -Northwestern Corner of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3746 -D2 -~ -~ -0 -1 3740 -D4 -~ -~ -0 -1 3750 -S -#3746 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3747 -D2 -~ -~ -0 -1 3741 -D3 -~ -~ -0 -1 3745 -D4 -~ -~ -0 -1 3750 -S -#3747 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -entrance to nursery school~ -~ -1 0 3700 -D1 -~ -~ -0 -1 3748 -D2 -~ -~ -0 -1 3742 -D3 -~ -~ -0 -1 3746 -D4 -~ -~ -0 -1 3750 -S -#3748 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3743 -D3 -~ -~ -0 -1 3747 -D4 -~ -~ -0 -1 3750 -S -#3749 -Northeastern Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D2 -~ -~ -0 -1 3744 -D3 -~ -~ -0 -1 3748 -D4 -~ -~ -0 -1 3750 -S -#3750 -The Top of the Jungle Bars~ -Whew! That was close! Lucky those nasty kids didn't get their foul mitts on -you! You notice a shimmering portal up from here, through which you can -ascend... -~ -0 4|1024 0 -D4 -outside the temple~ -~ -0 -1 31000 -S -#3751 -Below The Playground~ -The playground above was constructed atop another, older playground that -had fallen into ruin. Careless workmen didn't entirely seal it off, however, -and it is now a refuge for derelicts, rejects and shady characters who will -be most indisposed toward you. You are safe here, as the teachers above can -still keep an eye on you, but if you proceed into the inky darkness of the -ruins in any direction, anything could happen... -~ -0 4|1024 0 -D0 -~ -~ -0 -1 3753 -D1 -~ -~ -0 -1 3756 -D2 -~ -~ -0 -1 3758 -D3 -~ -~ -0 -1 3755 -D4 -~ -~ -0 -1 3737 -S -#3752 -Northwestern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3753 -D2 -~ -~ -0 -1 3755 -S -#3753 -Northern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3751 -D3 -~ -~ -0 -1 3752 -S -#3754 -Northeastern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D2 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3753 -S -#3755 -Western Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3752 -D1 -~ -~ -0 -1 3751 -D2 -~ -~ -0 -1 3757 -S -#3756 -Eastern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3751 -S -#3757 -Southwestern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3755 -D1 -~ -~ -0 -1 3758 -S -#3758 -Southern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3751 -D1 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3757 -S -#3759 -Eastern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3758 -S -#0 - - -#RESETS -* -D 0 3747 0 1 CLOSES DOOR TO SCHOOL -* -M 1 3726 4 3729 LITTLE BOYS -M 1 3727 4 3732 LITTLE GIRLS -M 1 3728 4 3735 DOGS -M 1 3729 2 3738 SUPERVISORS -M 1 3730 5 3741 BIRDS -M 1 3731 5 3744 BEETLES -M 1 3729 1 3747 SUPERVISORS -M 1 3725 2 3752 BULLIES -M 1 3732 2 3755 GEEKS -M 1 3733 2 3758 MUGGERS -S - - -#$ diff --git a/data/realm/areas_merc/pit.are b/data/realm/areas_merc/pit.are deleted file mode 100644 index 7a50ff6..0000000 --- a/data/realm/areas_merc/pit.are +++ /dev/null @@ -1,1370 +0,0 @@ -#AREA {5 15} Zafnax The Pit Fighters' Arena~ - - -#MOBILES -#3300 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his flail menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3301 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her trident menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3302 -ref referee~ -the ref~ -The pit ref struggles to keep the competitors at bay until the next round. -~ -This beleagured fellow's sole task is to attempt to adjudicate the pit -fights and stop the fighters from killing each other until the right time. -He has a rather tough time of it, as the many scars on his body attest, but -he looks bad enough to handle himself. -~ -2|8|64 128|512 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3303 -member audience spectator~ -an audience member~ -An audience member cheers himself hoarse as another pit fighter falls. -~ -This bloodthirsty spectator comes to the fights to watch men and women slay -each other, or to watch them be torn apart by wild animals, placing bets on -the outcome. -~ -2|64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3304 -member audience spectator~ -an audience member~ -An audience member cheers herself hoarse as another pit fighter falls. -~ -This bloodthirsty spectator comes to the fights to watch men and women slay -each other, or to watch them be torn apart by wild animals, placing bets on -the outcome. -~ -2|64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3305 -bookie~ -a bookie~ -A bookie roams the stands collecting bets. -~ -This ambitious entrepeneur has made a LOT of money arranging bets on the -illegal fights carried out in this arena of death. He asks you if you wish -to place a small wager on the outcome of the next fight. -~ -2|64|128 512|8192 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3306 -food vendor~ -a food vendor~ -A food vendor sells snacks here to the spectators. -~ -It may seem a little off to be serving light refreshments at a pit fight, but -hell, if ya gotta eat, ya gotta eat. -~ -2|8|64 128|512|8192 0 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3307 -wild dog~ -a wild dog~ -A wild dog snarls at you and attacks! -~ -This vicious little mongrel has been specially trained through a mixture of -starvation and abuse to be as mean and violent as possible. It is aching to -tear the flesh from as many people as it can. -~ -2|32|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3308 -fighting cock~ -a fighting cock~ -A fighting cock struts proudly past you. -~ -This rooster has been specially trained to fight in the arena against other -cocks for the enjoyment of the bloodthirsty spectators. -~ -2|64|128 512 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3309 -boar~ -a wild boar~ -A wild boar grunts and charges at you. -~ -These ferocious swine were captured on the Plains of Blood and brought here -to use in mortal combat against the pit fighters. -~ -2|32|64 512|8192 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3310 -pit master~ -the pit master~ -The pit master cackles at you, and asks if you want to fight. -~ -The pit master has been capturing and training potential pit fighters all -his adult life. And though you are a little older than most of his students -when they begin training, he still sizes you up as a potential combatant. -~ -2|8|64 512|8192 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3311 -pit guard~ -a pit guard~ -A pit guard patrols for escaping pit fighters. -~ -These guards are kept to make sure the pit fighters don't escape. Most of -them are retired pit fighters themselves, and are thus very well-trained -and lethal. -~ -2|8|64 512|8192 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3312 -pit fighter champion champ butch~ -the champion~ -Butch, the pit fighter champion, flexes his muscles and roars! -~ -Butch has fought an unprecedented 100 fights, and has not lost a one (well -that's obvious- if he had lost he wouldn't be alive). He is also one of -the most vicious and brutal of the pit fighters, and specializes in slaying -his opponents by grabbing them when they are stunned and snapping them in -half. -~ -2|8|64 128|512|8192 -800 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3313 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his flail menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3314 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her dagger menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3315 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his spear menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3316 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her trident menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3317 -pit fighter~ -a pit fighter~ -A pit fighter battles ferociously against wild beasts here. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3318 -pit fighter~ -a pit fighter~ -A pit fighter battles ferociously against wild beasts here. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3319 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his spear menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3320 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her spear menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3321 -pit fighter~ -a pit fighter~ -A pit fighter is resting here. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -2|8|64 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3322 -pit fighter~ -a pit fighter~ -A pit fighter is resting here. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -2|8|64 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#3300 -flail~ -a military flail~ -A military flail has been left here.~ -~ -5 0 1|8192 -0 0 0 4 -10 0 0 -A -19 2 -#3301 -trident~ -a trident~ -A barbed trident is stuck in the ground here.~ -~ -5 0 1|8192 -0 0 0 2 -5 0 0 -A -18 2 -#3302 -shield~ -a bronze shield~ -A bronze shield lies here.~ -~ -9 0 1|512 -0 0 0 0 -7 0 0 -A -17 -3 -#3303 -helm~ -a bronze helm~ -A bronze helm has been left here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -#3304 -breast plate breastplate~ -a bronze breastplate~ -A bronze breastplate lies on the floor here.~ -~ -9 0 1|8 -0 0 0 0 -9 0 0 -#3305 -greaves~ -a pair of bronze greaves~ -A pair of bronze greaves has been left here.~ -~ -9 0 1|32 -0 0 0 0 -6 0 0 -A -2 -1 -A -14 -20 -#3306 -bracer~ -a bronze bracer~ -A bronze bracer is lying on the floor here.~ -~ -9 0 1|4096 -0 0 0 0 -3 0 0 -#3307 -dagger~ -an obsidian dagger~ -An obsidian dagger is wedged into a crack in the floor here.~ -~ -5 0 1|8192 -0 0 0 11 -3 0 0 -#3308 -net~ -a net~ -A net has been piled up on the floor here.~ -~ -3 0 1|16384 -5 1 1 68 -4 0 0 -#3309 -spear~ -a sturdy spear~ -A sturdy spear with a barbed head is stuck in the wall here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -4 0 0 -#3310 -girdle~ -a leather girdle~ -A leather girdle with bronze studs is curled up on the floor here.~ -~ -9 0 1|2048 -0 0 0 0 -5 0 0 -#3311 -slip~ -a betting slip~ -A betting slip has been left here.~ -~ -8 0 1|16384 -0 0 0 0 -1 150 0 -#3312 -belt pouch~ -a belt pouch~ -A belt pouch lies here.~ -~ -15 0 1|2048 -10 1 0 0 -1 0 0 -#3313 -dog collar~ -a dog collar~ -A dog collar has been left here.~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -#3314 -rooster collar~ -a rooster collar~ -A rooster collar has been left here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -#3315 -boar collar~ -a boar collar~ -A boar collar has been left here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -#3316 -cloak~ -a fine cloak~ -A fine cloak has been neatly folded up here.~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -A -23 -1 -A -25 1 -#3317 -gauntlets~ -a pair of leather gauntlets~ -These leather gauntlets look very supple and well-made.~ -~ -9 2 1|128 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -#3318 -bracers~ -a set of leather bracers~ -A set of leather bracers lie here.~ -~ -9 0 1|256 -0 0 0 0 -3 0 0 -A -13 5 -#3319 -sandals~ -a pair of sandals~ -A pair of sandals has been left here.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -#3320 -sword~ -an iron sword~ -A rare iron sword lies in its scabbard here.~ -~ -5 16|128|512 1|8192 -0 0 0 3 -13 0 0 -A -1 1 -A -18 2 -A -19 2 -#3321 -tunic~ -an embroidered tunic~ -An embroidered tunic lies here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#3322 -ring~ -a pit guard's ring~ -A pit guard's ring has been left here.~ -~ -9 0 1|2 -0 0 0 0 -1 0 0 -A -5 1 -A -13 8 -#3323 -helm~ -a plumed bronze helm~ -A plumed bronze helm rests here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -4 1 -#3324 -club~ -a stout club~ -A stout club used for subduing slaves lies here.~ -~ -9 0 1|8192 -0 0 0 7 -3 0 0 -#3325 -shield~ -a bronze shield~ -A bronze shield with a gold insignia lies here.~ -~ -9 0 1|512 -0 0 0 0 -5 0 0 -A -17 -8 -#3326 -greaves~ -a pair of lightweight bronze greaves~ -A pair of lightweight bronze greaves has been left here.~ -~ -9 0 1|32 -0 0 0 0 -3 0 0 -A -14 20 -#3327 -girdle~ -a broad girdle~ -A broad girdle is laid out here.~ -~ -9 0 1|2048 -0 0 0 0 -5 0 0 -A -13 10 -#3328 -cloak~ -a pit guard's cloak~ -A pit guard's cloak lies here.~ -~ -9 0 1|4 -0 0 0 0 -2 0 0 -A -23 -1 -#3329 -cuirass~ -a bronze cuirass~ -A bronze cuirass has been left here.~ -~ -9 0 1|8 -6 0 0 0 -5 0 0 -A -17 -5 -#3330 -champ girdle~ -the champ's girdle~ -The champ's girdle is here! Wear it!~ -~ -9 1|64|4096 1|2048 -0 0 0 0 -1 0 0 -A -1 1 -A -5 1 -A -13 5 -A -17 -6 -A -25 1 -#3331 -great axe~ -a great axe~ -A great axe is leaned against a wall here.~ -~ -5 2|16|512 1|32768 -0 0 0 3 -25 0 0 -A -19 5 -#3332 -mask~ -a black mask~ -A black mask is here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#3333 -boots~ -a pair of fur boots~ -A pair of fur boots has been left here.~ -~ -9 0 1|64 -0 0 0 0 -7 0 0 -A -5 1 -#3334 -water flask~ -a flask of water~ -A flask of water rests here.~ -~ -17 0 1|16384 -5 5 0 0 -1 0 0 -#3335 -wine flask~ -a flask of wine~ -A flask of wine rests here.~ -~ -17 0 1|16384 -5 5 2 0 -1 0 0 -#3336 -meat~ -a strip of dried meat~ -A strip of dried meat lies here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#3337 -bone~ -a bone~ -A human bone lies here.~ -~ -5 0 1|32768 -0 0 0 7 -4 0 0 -A -18 -2 -A -19 -2 -#3338 -raw meat~ -some raw meat~ -A pile of raw meat lies here festering.~ -~ -19 0 1 -8 0 0 1 -5 0 0 -#0 - - -#ROOMS -#3300 -Entry to the Pits~ -You are heading down a steep staircase toward a dimly-lit room which serves -as the entry to the Pits- the bloodstained arenas where lethal fights between -pit fighters and animals take place, accompanied by the betting of the -bloodthirsty spectators. This cruel sport was abolished by the time of -Present Anon, but here in the past it is alive and well. -~ -0 8 0 -D4 -~ -~ -1 0 14100 -D5 -~ -~ -0 -1 3301 -S -#3301 -The Entryway~ -Passages run in all directions from this large central area. Spectators -rush back and forth, toward the main pits to the east and west, eager for -action. You hear shouts, cheers and screams echoing from each of these -directions. There is a large sign post in the center of the room which -gives directions. -~ -0 8 0 -D0 -~ -~ -0 -1 3302 -D1 -~ -~ -0 -1 3306 -D2 -~ -~ -0 -1 3304 -D3 -~ -~ -0 -1 3314 -D4 -~ -~ -0 -1 3300 -E -signpost~ -The signpost reads- - -NORTH- The Dog Pens. Keep Out! - -SOUTH- The Cock Pens. Keep Out! - -EAST- The Beast Pit. - -WEST- The Fighter Pit. -~ -S -#3302 -Outside the Dog Pens~ -From behind the door to the east you can hear the barking and growling of -what sounds like several large savage dogs. A huge sign on the door reads- -"DANGER. WILD DOGS. KEEP OUT!". Hmm... -~ -0 1|8 0 -D1 -The door has a sign warning people to stay away~ -door~ -1 0 3303 -D2 -~ -~ -0 -1 3301 -S -#3303 -The Dog Pens~ -Yup. This is them all right. You aren't sure what gives it away more- the -piles of raw meat and steaming dog turds, or the rather large and mean- -looking dogs themselves... -~ -0 1|8 0 -D3 -~ -~ -1 0 3302 -S -#3304 -Outside the Cock Pens~ -From the east comes the sounds of several roosters squabbling and feeding. -The sound of their steel-tipped claws scraping on the stone floor causes -you to shudder. There seems to be little to be gained by disturbing them, -but then again adventurers are always barging into the lairs of aggressive -animals. -~ -0 1|8 0 -D0 -~ -~ -0 -1 3301 -D1 -~ -~ -1 0 3305 -S -#3305 -Inside the Cock Pens~ -This room looks like a subterranean farmyard, complete with a small wooden -shed and troughs containing bird seed and water. You see a water pump in -one corner. These cocks are well looked after. -~ -0 1|8 0 -D3 -~ -~ -1 0 3304 -S -#3306 -Outside the Beast Pits~ -To the west lie a series of beast pits where a variety of animals battle -each other as well as the occasional pit fighter. You hear loud cheers amid -the cries of wounded animals. -~ -0 8 0 -D1 -~ -~ -0 -1 3307 -D3 -~ -~ -0 -1 3301 -S -#3307 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like wild boars battling with a rather -beleagured pit fighter, who seems to have little chance of winning. The -spectators are all betting on the boars... -~ -0 8 0 -D0 -~ -~ -0 -1 3308 -D2 -~ -~ -0 -1 3309 -D3 -~ -~ -0 -1 3306 -D5 -~ -~ -0 -1 3310 -S -#3308 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like wild dogs battling each other, snapping -and snarling as they gnaw at each other's vitals. The spectators are all -cheering wildly. You find yourself feeling rather ill. -~ -0 8 0 -D2 -~ -~ -0 -1 3307 -D5 -~ -~ -0 -1 3311 -S -#3309 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like roosters battling with each other -in a small ring. They are rather battered-looking, and both look close to -exhaustion. -~ -0 8 0 -D0 -~ -~ -0 -1 3307 -D5 -~ -~ -0 -1 3312 -S -#3310 -The Boar Pit~ -Uh Oh. You have jumped down into the boar pit. Not a wise move. Its likely -that the boars will turn on you, and also probable that the pit fighter -will as well, for making him look weak by trying to save him (even if you -weren't...). -~ -0 8 0 -D1 -~ -~ -1 0 3313 -D4 -~ -~ -0 -1 3307 -S -#3311 -The Dog Pit~ -Way to go slick. Just drop right on down into a pit full of savage dogs. -How brilliant. The crowd up above goes wild though, at the thought of fresh -blood. -~ -0 8 0 -D1 -~ -~ -1 0 3324 -D4 -~ -~ -0 -1 3308 -S -#3312 -The Cock Pit~ -You are standing in a small ring with two roosters. Amazingly enough, they -don't react violently to your intrusions- they are probably too tired. The -audience above is yelling for you to clear out. -~ -0 8 0 -D1 -~ -~ -1 0 3325 -D4 -~ -~ -0 -1 3309 -S -#3313 -The Boar Pens~ -The boars are kept in this room that runs off the pit. They are released -near combat time by the pit guards, then ushered back with tridents and -large clubs. -~ -0 1|8 0 -D3 -~ -~ -1 0 3310 -S -#3314 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. A staircase leads -up to the owner's box. - -More pits lie to the north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 3315 -D1 -~ -~ -0 -1 3301 -D2 -~ -~ -0 -1 3316 -D4 -~ -~ -0 -1 3321 -D5 -~ -~ -0 -1 3318 -S -#3315 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. -~ -0 8 0 -D2 -~ -~ -0 -1 3314 -D5 -~ -~ -0 -1 3317 -S -#3316 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. -~ -0 8 0 -D0 -~ -~ -0 -1 3314 -D5 -~ -~ -0 -1 3319 -S -#3317 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for practicality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3322 -D4 -~ -~ -0 -1 3315 -S -#3318 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for praticality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3320 -D4 -~ -~ -0 -1 3314 -S -#3319 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for praticality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3323 -D4 -~ -~ -0 -1 3316 -S -#3320 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1|8 0 -D1 -~ -~ -1 0 3318 -S -#3321 -The Owner's Box~ -The Pit master sits up here, with whatever young girl (or boy) he is courting -at the time, and observes his fighters battle to death in the pits below. -It is a luxuriously appointed affair, with silk curtains and soft cushions -from Araby. An opium pipe sits on a table nearby. -~ -0 8 0 -D5 -~ -~ -0 -1 3314 -S -#3322 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1|8 0 -D1 -~ -~ -1 0 3317 -S -#3323 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1|8 0 -D1 -~ -~ -1 0 3319 -S -#3324 -A Dog Pen~ -While the bulk of the dogs are kept in the kennels near the entrance, some -who are used frequently are quartered here, in this filthy pit. -~ -0 1|8 0 -D3 -~ -~ -1 0 3311 -S -#3325 -A Cock Pen~ -The majority of the fighting cocks are kept in the well-appointed pens near -the entrance. The ones who are considered expendable or too weak are kept -here for frequent use. -~ -0 1|8 0 -D3 -~ -~ -1 0 3312 -S -#0 - - -#RESETS -M 1 3300 1 3317 loads fighter -E 1 3300 1 16 wields flail -E 1 3302 1 11 holds shield -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3301 1 3317 loads fighter -E 1 3301 1 16 wields trident -E 1 3308 1 17 holds net -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3302 6 3314 loads refs -E 1 3324 1 16 wields club -M 1 3302 6 3315 -E 1 3324 1 16 wields club -M 1 3302 6 3316 -E 1 3324 1 16 wields club -M 1 3302 6 3307 -E 1 3324 1 16 wields club -M 1 3302 6 3308 -E 1 3324 1 16 wields club -M 1 3302 6 3309 -E 1 3324 1 16 wields club -* -M 1 3303 12 3307 loads audience -M 1 3303 12 3308 -M 1 3303 12 3309 -M 1 3303 12 3314 -M 1 3303 12 3315 -M 1 3303 12 3316 -M 1 3303 12 3301 -* -M 1 3304 12 3307 loads audience -M 1 3304 12 3308 -M 1 3304 12 3309 -M 1 3304 12 3314 -M 1 3304 12 3315 -M 1 3304 12 3316 -M 1 3304 12 3301 -* -M 1 3305 1 3314 loads bookie -G 1 3311 0 0 gives slip -* -M 1 3306 1 3306 loads vendor -G 1 3334 0 0 -G 1 3335 0 0 -G 1 3336 0 0 -* -M 1 3307 9 3303 loads dogs -E 1 3313 1 3 wears collar -M 1 3307 9 3311 loads dogs -E 1 3313 1 3 wears collar -M 1 3307 9 3324 loads dogs -E 1 3313 1 3 wears collar -* -M 1 3308 9 3305 loads cocks -E 1 3314 1 3 wears collar -M 1 3308 9 3312 loads cocks -E 1 3314 1 3 wears collar -M 1 3308 9 3325 loads cocks -E 1 3314 1 3 wears collar -* -M 1 3309 4 3310 loads boars -E 1 3315 1 3 wears collar -M 1 3309 4 3313 loads boars -E 1 3315 1 3 wears collar -* -M 1 3310 1 3321 loads master -E 1 3316 1 3 wears cloak -E 1 3317 1 9 wears gauntlets -E 1 3318 1 10 wears bracers -E 1 3319 1 8 wears sandals -E 1 3320 1 16 wields sword -E 1 3321 1 5 wears tunic -* -M 1 3311 12 3301 loads guards -E 1 3322 1 1 wears ring -E 1 3323 1 6 wears helm -E 1 3324 1 16 wields club -E 1 3325 1 11 holds shield -E 1 3326 1 7 wears greaves -E 1 3327 1 13 wears girdle -E 1 3328 1 3 wears cloak -E 1 3329 1 5 wears breastplate -* -M 1 3312 1 3318 loads champ -E 1 3330 1 13 wears girdle -E 1 3331 1 16 wields axe -E 1 3332 1 6 wears mask -E 1 3333 1 8 wears boots -* -M 1 3313 1 3318 loads fighter -E 1 3300 1 16 wields flail -E 1 3302 1 11 holds shield -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3314 1 3318 loads fighter -E 1 3307 1 16 wields dagger -E 1 3308 1 17 holds net -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3315 1 3319 loads fighter -E 1 3309 1 16 wields spear -E 1 3302 1 11 holds shield -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3316 1 3317 loads fighter -E 1 3301 1 16 wields trident -E 1 3308 1 17 holds net -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3317 1 3310 loads fighter -E 1 3300 1 16 wields flail -E 1 3302 1 11 holds shield -E 1 3309 1 17 holds spear -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3318 1 3310 loads fighter -E 1 3300 1 16 wields flail -E 1 3302 1 11 holds shield -E 1 3309 1 17 holds spear -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3319 1 3317 loads fighter -E 1 3300 1 16 wields flail -E 1 3308 1 17 holds net -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3320 1 3317 loads fighter -E 1 3301 1 16 wields trident -E 1 3302 1 11 holds shield -E 1 3303 1 6 wears helm -E 1 3304 1 5 wears breastplate -E 1 3305 1 7 wears greaves -E 1 3306 1 14 wears bracer -E 1 3306 1 15 wears bracer -E 1 3310 1 13 wears girdle -* -M 1 3321 6 3320 loads resting fighters -M 1 3322 6 3320 loads resting female fighters -M 1 3321 6 3322 loads resting fighters -M 1 3322 6 3322 loads resting female fighters -M 1 3321 6 3323 loads resting fighters -M 1 3322 6 3323 loads resting female fighters -* -O 1 3337 1 3303 loads bones -O 1 3337 1 3305 loads bones -O 1 3337 1 3310 loads bones -O 1 3337 1 3311 loads bones -O 1 3337 1 3312 loads bones -O 1 3337 1 3317 loads bones -O 1 3337 1 3318 loads bones -O 1 3337 1 3319 loads bones -* -O 1 3338 1 3303 loads food -O 1 3338 1 3313 loads food -O 1 3338 1 3324 loads food -O 1 3338 1 3325 loads food -* -D 1 3302 1 1 -D 1 3303 3 2 -D 1 3304 1 1 -D 1 3305 3 2 -D 1 3310 1 1 -D 1 3311 1 1 -D 1 3312 1 1 -D 1 3313 3 1 -D 1 3317 3 1 -D 1 3318 3 1 -D 1 3319 3 1 -D 1 3320 1 1 -D 1 3322 1 1 -D 1 3323 1 1 -D 1 3324 3 1 -D 1 3325 3 1 -* -S - - -#SHOPS -3306 17 19 1 0 0 120 80 0 23 -0 - - -#SPECIALS -M 3302 spec_cast_mage the ref -M 3305 spec_thief a bookie -M 3307 spec_poison a wild dog -M 3308 spec_breath_acid a fighting cock -M 3310 spec_executioner the pit master -M 3311 spec_guard a pit guard -M 3312 spec_cast_judge the champion -S - - -#$ diff --git a/data/realm/areas_merc/prehist.are b/data/realm/areas_merc/prehist.are deleted file mode 100644 index ce00fcd..0000000 --- a/data/realm/areas_merc/prehist.are +++ /dev/null @@ -1,715 +0,0 @@ -#AREA {10 30} Yaegar Prehistoria~ - - -#MOBILES -#15400 -pteranodon~ -a pteranodon~ -A pteranodon glares at you as it flies past. -~ -Pteranodons are carniverous flying reptiles, true, but you are a little -large and armored for it to bother with. -~ -64|8388608 524288 0 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15401 -roc~ -a HUGE Roc~ -A HUGE Roc screeches and attacks! -~ -This mighty bird is the most powerful inhabitant of Prehistoria. It has -inhabited this peak for centuries, and isn't about to give it up now! -~ -2|32|64|8388608 128|524288 -400 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15402 -wild pack animal dog~ -a wild dog~ -A wild pack animal that resembles a dog snarls at you. -~ -These "dogs" are about three times as large, tough and ferocious as any dog -you have ever seen. Ancestors of the Beastly Fidos of your time, they will -tear your throat out in a second. -~ -32|64|128|8388608 0 0 S -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15403 -triceratops~ -a triceratops~ -A triceratops lowers its head and charges! -~ -These fierce-looking reptiles are actually herbivorous, and quite peaceful, -despite their appearance. However, the sun and the situation has driven this -poor brute mad. -~ -2|32|64|8388608 0 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15404 -buzzard~ -a buzzard~ -A buzzard circles patiently, looking for a cadaver. -~ -These birds are engaged in their death watch; they know from experience that -death occurs very rapidly in this dangerous and desolate place. -~ -64|128|8388608 524288 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15405 -giant insect~ -a giant insect~ -A giant insect that resembles a dragonfly buzzes by. -~ -These massive dragonflies are occasionally captured and tamed by wandering -tribesmen to be used as mounts. They are not aggressive, despite their -size and fearsome countenance suggesting otherwise. -~ -2|64|8388608 128|524288 400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15406 -wandering tribesman hunter~ -a wandering tribesman~ -A wandering tribesman glares at you with deep suspicion. -~ -This fellow is part of a nomadic tribe that wanders the land of prehistoria. -He isn't sure whether you are friend or foe. -~ -2|64 0 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#15400 -pool oasis~ -a pool of clear drinking water~ -A pool of clear drinking water lies here.~ -~ -25 0 0 -0 0 0 0 -999 0 0 -#15401 -spear~ -a wooden spear~ -A wooden spear has been left here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -7 0 0 -A -18 3 -#15402 -quiver~ -a leather quiver~ -A leather quiver for spears lies here.~ -~ -29 0 1|8 -21 1 0 0 -5 0 0 -#15403 -furs~ -some thick beast furs~ -Some thick furs lie here.~ -~ -9 0 1|1024 -0 0 0 0 -8 0 0 -A -5 1 -A -13 10 -A -17 -10 -A -25 -2 -#15404 -egg~ -a roc egg~ -A roc egg sits here, ready to hatch.~ -~ -19 0 1 -100 0 0 0 -25 0 0 -#15405 -bones~ -some bones~ -Some humanoid bones have been scattered here.~ -~ -13 0 1 -0 0 0 0 -20 0 0 -#15406 -carcass~ -a rotting carcass~ -(Nauseating) A half-eaten, rotting carcass lies here.~ -~ -19 0 1 -24 0 0 1 -75 0 0 -#15407 -dead tree~ -a dead tree~ -A twisted, dead tree protrudes here.~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#0 - - -#ROOMS -#15400 -Wild Plains~ -You are walking across wide, open plains overgrown with thick tall grass -and the occasional shrub or tree. Birds of several varieties soar across -the pale blue sky above, while prehistoric animals roam the land below. -The plain continues to the east, while to the west it encounters more -civilized lands. -~ -0 4 2 -D1 -~ -~ -0 -1 15401 -D3 -~ -~ -0 -1 5365 -S -#15401 -Wild Plains~ -You are walking across wide, open plains overgrown with thick tall grass -and the occasional shrub or tree. Birds of several varieties soar across -the pale blue sky above, while prehistoric animals roam the land below. -~ -0 0 2 -D1 -~ -~ -0 -1 15402 -D3 -~ -~ -0 -1 15400 -S -#15402 -A Junction~ -Here the fields are interrupted by the intrusion of the foothills of a small -volcanic mountain range to the north, and an ancient forest to the east. -~ -0 0 2 -D0 -~ -~ -0 -1 15403 -D1 -~ -~ -0 -1 15408 -D3 -~ -~ -0 -1 15401 -S -#15403 -The Foothills~ -You are making your way through the foothills of the mountain range you -spied earlier. One look at those treacherous slopes tells you that you -won't be able to proceed too far. But perhaps there are civilized peoples -living up in those ranges somewhere...? -~ -0 0 4 -D0 -~ -~ -0 -1 15404 -D2 -~ -~ -0 -1 15402 -S -#15404 -The Mountains of Prehistoria~ -These jagged peaks and treacherous slopes comprise one of the first mountain -ranges to erupt on a continent which will one day be almost surrounded by -them. You hear a sudden explosion, and, finding your footing on the shaking -ground, turn to see a distant volcano fiercely erupting, spewing its lethal -gases and boiling lava out into the world. - -A goat track runs east of here. To the north you can see a wide ocean. -~ -0 0 5 -D0 -~ -~ -0 -1 29502 -D1 -~ -~ -0 -1 15405 -D2 -~ -~ -0 -1 15403 -D4 -~ -~ -0 -1 901 -S -#15405 -A Goat Track~ -This tenuous trail makes its way through the less dangerous parts of the -mountains, avoiding jagged rocks, sudden pits and recent lava flows. After -a while, you pass a point where you might even be able to attempt to ascend -to the peak of a smaller mountain should you wish to. -~ -0 0 5 -D1 -~ -~ -0 -1 15407 -D3 -~ -~ -0 -1 15404 -D4 -~ -~ -0 -1 15406 -S -#15406 -Ascending the Mountain~ -You manage to clamber part way up the slope to a small ledge, where you -pause to gather your wits. But looking upward, you quickly realize that -further progress won't be possible, unless you can fly. -~ -0 0 5 -D4 -~ -~ -0 -1 15424 -D5 -~ -~ -0 -1 15405 -S -#15407 -The Path Ends~ -The trail you were following ends here rather abruptly, at the foot of a -sheer cliff face. However, from here you see another, downward-sloping -path you could now take, down into a small valley. -~ -0 0 5 -D3 -~ -~ -0 -1 15405 -D5 -~ -~ -0 -1 14122 -S -#15408 -An Ancient Forest~ -You find yourself suddenly on a broad, well-trodden path that runs through -the center of this magnificent forest. Trees as thick as a castle turret -soar one hundred, two hundred feet into the air all around you, their huge -trunks thick with moss and entwined with vines as thick as your thigh. The -cries of strange animals that you have never heard before echo about you, -and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15409 -D3 -~ -~ -0 -1 15402 -S -#15409 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. - -A path runs south of here toward more grasslands. Or you may head up a -slope to the north toward a huge moongate. -~ -0 0 3 -D4 -~ -~ -0 -1 2400 -D1 -~ -~ -0 -1 15415 -D2 -~ -~ -0 -1 15410 -D3 -~ -~ -0 -1 15408 -S -#15410 -Grasslands~ -You are back on the grassy fields that dominate most of prehistoric Anon, -though these fields are drier and sparser than those you encountered -previously. To the south lies the shimmering sands of a desert. -~ -0 0 10 -D0 -~ -~ -0 -1 15409 -D2 -~ -~ -0 -1 15411 -S -#15411 -The Desert~ -You suddenly find yourself struggling across long, wide dunes of deep red -sand, which extend in all directions. There appears to be an oasis to the -south, while to the east lies what looks like some sort of city. -~ -0 0 10 -D0 -~ -~ -0 -1 15410 -D1 -~ -~ -0 -1 15413 -D2 -~ -~ -0 -1 15412 -S -#15412 -An Oasis~ -You have reached a small oasis in the desert, and pause to rest and quench -your thirst. Unfortunately, many wild animals trapped in the desert seek -refuge at such places, and not all of them are friendly... -~ -0 0 6 -D0 -~ -~ -0 -1 15411 -S -#15413 -The Desert~ -You continue to struggle across the desert, heading for the city you saw (or -you think you saw) further to the north east. The hot sun burns down on you, -causing you to sweat profusely inside your cumbersome armor. -~ -0 0 10 -D1 -~ -~ -0 -1 15414 -D3 -~ -~ -0 -1 15411 -S -#15414 -The Desert~ -You continue to struggle across the desert, heading for the city you saw (or -you think you saw) further to the north east. The hot sun burns down on you, -causing you to sweat profusely inside your cumbersome armor. - -Whatever it was that you saw now lies to the north of here. -~ -0 0 10 -D0 -~ -~ -0 -1 29300 -D3 -~ -~ -0 -1 15413 -S -#15415 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15416 -D3 -~ -~ -0 -1 15409 -S -#15416 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. - -A small clearing lies to the north of here. -~ -0 0 3 -D0 -~ -~ -0 -1 15417 -D1 -~ -~ -0 -1 15418 -D3 -~ -~ -0 -1 15415 -S -#15417 -A Feast~ -You have entered a clearing in the forest, which was the site of a recent -kill of a herbivorous mammal by a pack of carniverous ones. The corpse of -the herbivore lies in the center of the clearing. You'd better hope that -what killed it isn't still around. -~ -0 0 2 -D2 -~ -~ -0 -1 15416 -S -#15418 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15419 -D3 -~ -~ -0 -1 15416 -S -#15419 -Out of the Forest~ -You emerge from the trees onto a flat, desolate tundra that stretches out to -the north and east. The path twists northward to avoid several large rocky -outcrops. -~ -0 0 2 -D0 -~ -~ -0 -1 15420 -D3 -~ -~ -0 -1 15418 -S -#15420 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D1 -~ -~ -0 -1 15421 -D2 -~ -~ -0 -1 15419 -S -#15421 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D0 -~ -~ -0 -1 15423 -D2 -~ -~ -0 -1 15422 -D3 -~ -~ -0 -1 15420 -S -#15422 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. - -Passage further south is blocked by an impassable mound of ice and dirt. -However, you may be able to proceed down a small passage that runs -beneath the mound. -~ -0 0 10 -D0 -~ -~ -0 -1 15421 -D5 -~ -~ -0 -1 2001 -S -#15423 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D1 -~ -~ -0 -1 14700 -D2 -~ -~ -0 -1 15421 -S -#15424 -Flying up the Mountain~ -You are quickly ascending, by magical means, a slope that would take normal -climbers days to ascend. You can see the summit just above you. You shiver -and gasp for breath in the cold thin air. -~ -0 0 9 -D4 -~ -~ -0 -1 15425 -D5 -~ -~ -0 -1 15406 -S -#15425 -The Summit (An Aerie)~ -Uh Oh. You are at the summit, inside a nest. The nest of something BIG. You -desperately hope that whatever inhabits this nest isn't around right now... -~ -0 0 1 -D5 -~ -~ -0 -1 15424 -S -#0 - - -#RESETS -* -M 1 15400 4 15401 loads pteranodons -M 1 15400 4 15404 -M 1 15400 4 15419 -M 1 15400 4 15411 -* -M 1 15401 1 15425 loads roc -O 1 15404 1 15425 loads egg -* -M 1 15402 4 15417 loads dogs -O 1 15406 1 15417 loads carcass -* -M 1 15403 1 15412 loads triceratops -O 1 15400 1 15412 loads pool -* -M 1 15404 6 15410 loads buzzards -M 1 15404 6 15421 -* -M 1 15405 4 15403 loads giant insects -M 1 15405 4 15413 -M 1 15405 4 15415 -M 1 15405 4 15420 -* -M 1 15406 8 15402 loads hunters -E 1 15401 1 16 spear -E 1 15402 1 5 quiver -E 1 15403 1 12 furs -M 1 15406 8 15413 -E 1 15401 1 16 spear -E 1 15402 1 5 quiver -E 1 15403 1 12 furs -M 1 15406 8 15415 -E 1 15401 1 16 spear -E 1 15402 1 5 quiver -E 1 15403 1 12 furs -M 1 15406 8 15420 -E 1 15401 1 16 spear -E 1 15402 1 5 quiver -E 1 15403 1 12 furs -* -O 1 15405 1 15403 loads bones -O 1 15405 1 15406 -O 1 15405 1 15425 -O 1 15405 1 15411 -O 1 15405 1 15419 -O 1 15405 1 15423 -* -O 1 15407 1 15406 loads tree -O 1 15407 1 15424 -O 1 15407 1 15418 -O 1 15407 1 15422 -O 1 15407 1 15423 -* -S - - -#SPECIALS -M 15401 spec_cast_cleric a HUGE Roc -M 15402 spec_fido a wild dog -M 15404 spec_fido a buzzard -M 15405 spec_cast_mage a giant insect -S - - -#$ diff --git a/data/realm/areas_merc/rshouse.are b/data/realm/areas_merc/rshouse.are deleted file mode 100644 index 01fbfc4..0000000 --- a/data/realm/areas_merc/rshouse.are +++ /dev/null @@ -1,2835 +0,0 @@ -#AREA {4 12} Aurorix Ren and Stimpy's Neighborhood~ - - -#MOBILES -#14600 -ren~ -Ren Hoek~ -Ren Hoek says "You eediot!" -~ -Ren is a stoned Chihuahua seen through the eyes of a victim of one too many -acid trips gone wrong. -~ -2|64|128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14601 -stimpy~ -Stimpy~ -Stimpson J. Cat, aka Stimpy, drools. Happy Happy Joy Joy! -~ -Stimpy is meant to be a cat, and would be if cats were rotund red tailless -things with bright blue noses. Acid strikes again. -~ -2|64 512|8192 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14602 -powdered toast man~ -Powdered Toast Man~ -Powdered Toast Man strikes a pose and utters, "Leave everything to ME!" -~ -Normally, Powdered Toast Man is a mild-mannered Reverend, but when crises -call he becomes ***> Powdered TOAST MAN!!!!!! <*** (the only super hero with -vitamin F). -~ -2|64 4|8|128|524288 1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14603 -mister horse~ -Mister Horse~ -Mister Horse harumphs, "No sir, I don't like it." -~ -Mister Horse is paranoid - he thinks "they" are out to get him. Mister Horse -once made a mistake. Be careful - he could make... another... "mistake". -~ -2|64 32 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14604 -vincent bully~ -the bully Vincent~ -Vincent the unionised bully is chopping down trees. -~ -Vincent is nasty lad - but he is a card-carrying Bullies Union member. If -he sees you, it is his duty as a bully to beat the Gritty Kitty out of you. -~ -4|64 8192 -400 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14605 -vincent's dad~ -Vincent's Dad~ -Vincent's Dad revs his car. -~ -Wherever Vincent goes, his dad is ready to pick him up in his car. -~ -2|64 0 0 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14606 -yak~ -a yak~ -A yak beats a sandwich against the wall. -~ -This yak has a large silly grin on his face. In the wild, yaks beat -their food to tenderise it. These two sentences are not really connected -at all, are they? -~ -2|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14607 -muddy mudskipper~ -muddy mudskipper~ -Muddy Mudskipper laughs ominously as he prepares to blow up the Pope. -~ -Mr Mudskipper is a gangster/TV show host/whatever fish with large and -unattractive lips. -~ -2|64 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14608 -circus midget~ -a circus midget~ -A circus midget offers you an exploding cigar. -~ -This circus midget is actually insane, in the same way Jack Nicholson in -"The Shining" was. He says in a DeNiro voice- "Are you *laughing* at me???" -~ -2|64 0 -1000 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14609 -circus midget~ -a circus midget~ -A circus midget asks you to smell the flower in his buttonhole. -~ -This circus midget is as insane as his fellow, but a little less scary. -But not by much. -~ -2|64 0 -1000 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14610 -haggis mchaggis~ -Haggis McHaggis~ -Haggis McHaggis says, "Och aye the noo!" -~ -Haggis McHaggis is a TV cartoon who has fallen on hard times. He has a fierce -brogue- one almost expects him to say "She canna take it Captain!" -~ -4|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14611 -stinky wizzleteats~ -Stinky Wizzleteats~ -Stinky Wizzleteats launches into his number one hit. -~ -"HAPPY HAPPY JOY JOY! - HAPPY HAPPY JOY JOY!" -~ -64|128 0 1000 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14612 -kowalski~ -Kowalski~ -Kowalski grunts, "Daddy!" -~ -This large, hirsute person is actually five years old. He has been jailed -for crimes against humanity (he's on day release) and he thinks you're his -dad. -~ -64 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14613 -cousin sven~ -Ren's cousin Sven~ -Ren's Swiss cousin Sven yodels here. -~ -He looks exactly like Stimpy (much to Ren's dismay) in Lederhosen. He -challenges you to a game of Don't Whizz on the Electric Fence. -~ -64 512 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14614 -whale~ -a whale~ -A whale sings the anthem of the Royal Canadian Kilted Yaksmen. -~ -"Our country reeks of trees, - our yaks are really large, - and they smell like rotting beef carcasses, - and we have to clean up after them, - and our saddle sores are the best, - we proudly wear women's clothing, - and searing sand blows up our skirts. - - And the buzzards they soar overhead, - and poisonous snakes will devour us whole. - Our bones will bleach in the sun... - And we will probably go to hell, - and that is our great reward, - for being thuh-uh Roooy-al - Canadian Kilted Yaksmen." -~ -64|8388608 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14615 -marine sergeant~ -a marine sergeant~ -A marine sergeant screams "Ten HUT!" -~ -This fellow will make your life a misery. Try him. -~ -2|64 8192|32768 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14616 -billy beef tallow boy~ -Billy the Beef-Tallow Boy~ -Billy the Beef-Tallow Boy wants to play with you. -~ -Billy wants to play, but there's only one thing he knows how to do, and -that's DEEEEEEEEP FFRRRRRRRYYYYYY!!!!! - -" -Hey hey Billy, can you deep fry the Buick? - -Well, I guess I can, but he'll probably puick!" - -Billy deep fries all his friends. -~ -64 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14617 -kodiak marmoset~ -a Kodiak marmoset~ -A Kodiak marmoset bites your kneecaps. -~ -He may be small but he's vicious. -~ -2|64 512 0 S -9 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14618 -tooth beaver~ -a tooth beaver~ -A tooth beaver bites your nerve ending. -~ -Inside everybody's mouth there are teeth, and in each tooth there is a nerve -ending. Now, nerve endings are the tastiest part of your body, and the tooth -beaver knows this... -~ -64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14619 -nerve ending fairy~ -the nerve ending fairy~ -The nerve ending fairy prances about. -~ -This "fairy" is a guy dressed up in a fairy outfit. He will leave money -under your pillow if you leave him some nerve endings. -~ -4|64 2|32768|524288 1000 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14620 -filthy monkey~ -Filthy the monkey~ -Filthy the monkey picks lice out of your hair. -~ -This monkey really stinks. Perhaps it's because he eats the lice he picks -off his butt. -~ -2|4|64 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14621 -fly~ -a fly~ -A fly hovers around a disgustingly full litter box. -~ -I don't really know what to say - it's a talking fly. -~ -2|4|64 524288 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14622 -louse~ -a louse~ -A louse leaps off Stinky's back. -~ -This louse has very large pincers. -~ -2|4|32|64 32768|65536 -400 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14623 -fire chief~ -the fire chief~ -The fire chief growls "Circus midgets!" -~ -The beefy fire chief appears to have mistaken you for a circus midget. He is -waving his shovel menacingly at you. -~ -2|64 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14624 -pigeon~ -a pigeon~ -A young punk pigeon is ready to beat you up for stealing his bread crumbs. -~ -This pigeon's sleeves are rolled up to the elbows, and a pack of cigs is -tucked under one sleeve. He sure looks tough. -~ -2|4|64 524288 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14625 -stimpy fart~ -Stimpy's fart~ -Stimpy's fart wafts past you. -~ -Stimpy is under the impression that this fart is his son. I don't want to -think about what kind of sex education he got... -~ -4|64|128 128|524288|1048576 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14626 -walrus~ -a battered walrus~ -A battered walrus whispers hoarsely, "Call the police..." -~ -This hapless fellow has been in Mister Horse's house for an unspecified -period of time. He doesn't seem too happy. -~ -2|64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14627 -galoot~ -a big fat hairy galoot~ -A big, fat, hairy Galoot grumbles and scratches its ass. -~ -Galoots were popular pets in the old west. -~ -64|256 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14628 -flying crocodile~ -a flying crocodile~ -A flying crocodile flies past singing the RCKY anthem. -~ -It is wearing a kilt too... -~ -2|64 524288 0 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14629 -poisonous snake~ -a poisonous snake~ -A poisonous snake is slithering toward you! -~ -Watch out it may devour you whole... -~ -2|64 32768 -400 S -4 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#14630 -lobster~ -a lobster~ -A lobster is hanging from a tree here. -~ -You see nothing unusual about this lobster, save that it is hanging from -a tree. -~ -2|64 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#14631 -doctor stupid dr~ -Dr. Stupid~ -Doctor Stupid welcomes your questions. -~ -Doctor Stupid, with his amazing Stuponitron helmet, can answer any -question you have. -~ -2|64|128 128 400 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14632 -robin hoek~ -Robin Hoek~ -Robin Hoek strides proudly forwards. -~ -Robin Hoek wears green leotards but we'll forgive him. -~ -64 8192 500 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14633 -friar chuck~ -Friar Chuck~ -Friar Chuck chuckles merrily. -~ -He is a handsome fellow indeed! -~ -64 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14634 -little brain~ -Little Brain~ -Little Brain drools on you. -~ -He is a loyal follower of Robin Hoek. -~ -64 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14635 -ransack elder~ -Ransack the Elder~ -Ransak the Elder hobbles forward. -~ -He is a loyal follower of Robin Hoek. -~ -64 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14636 -maid moron~ -Maid Moron~ -Maid Moron is Robin Hoek's beloved. -~ -She sure is ugly! -~ -2|64|128 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14637 -elkhorn downtrodden~ -Elkhorn the Downtrodden~ -Elkhorn the Downtrodden looks depressed. -~ -He is a loyal follower of Robin Hoek. -~ -64 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14638 -will truncheon~ -Will Truncheon~ -Will Truncheon smiles merrily. -~ -He is a loyal follower of Robin Hoek. -~ -64 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14639 -cheerleader~ -a cute cheerleader~ -A cute cheerleader holds her hand out expectantly. -~ -She looks like she expects money. -~ -64|128 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#14640 -criminally insane man~ -a criminally insane man~ -A criminally insane man gibbers... well... insanely. -~ -He looks like he expects money. -~ -64 8192 -1000 S -9 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14641 -poor~ -the poor~ -The poor are here expecting handouts. -~ -They look like they expect money. -~ -64|128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14642 -rich~ -the rich~ -The rich are about to be robbed. -~ -They look like they expect to lose money. -~ -64|128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14643 -evil prince~ -the evil prince~ -The evil prince says "Muhahaha!" -~ -How evil. -~ -2|64|128 0 -500 S -7 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14644 -evil prince wife~ -the evil prince's evil wife~ -The evil prince's evil wife leers at you suggestively. -~ -She is the wicked wife of the evil prince. -~ -2|64|128 0 -500 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#14645 -evil prince cow~ -the evil prince's evil cow~ -The evil prince's evil cow lows balefully. -~ -MMMMMOOOOOOOOOOOOOOOOOOO. -~ -2|64|128 0 -500 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#14646 -sheriff dodge city~ -the sheriff of Dodge City~ -The sheriff of Dodge City threatens you. -~ -This villain has taken Maid Moron for his wife-to-be, much to the chagrin -of Robin Hoek. -~ -2|64 8192 -800 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14647 -yak~ -a Canadian yak~ -A Canadian yak that is the steed of a RCKY walks round here. -~ -These faithful and loyal creatures are the reliable and sturdy mounts of the -RCKY. -~ -2|64|128 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#14648 -fierce man eating bloodthirsty monk~ -a fierce man-eating bloodthirsty monk~ -A fierce man-eating bloodthirsty monk is about to eat you! -~ -These monsters are the terrors of many a moat. -~ -32|8388608 0 -100 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#14649 -swarm killer bees~ -a swarm of killer bees~ -A swarm of killer bees is attacking you! -~ -STING! -~ -2|32|64 524288 -400 S -3 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#0 - - -#OBJECTS -#14600 -red fez~ -a red fez with a black tassel~ -Ren's red fez is here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 1 -#14601 -slippers~ -a pair of men's slippers~ -Ren's slippers are here.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -A -14 10 -#14602 -pipe~ -a smelly pipe~ -Ren's pipe is here.~ -~ -1 0 1|16384|65536 -0 0 -1 0 -1 0 0 -#14603 -blue nose~ -stimpy's nose~ -Stimpy's big blue nose is here.~ -~ -9 1 1|16 -0 0 0 0 -1 0 0 -A -3 -1 -A -5 1 -#14604 -litter tray~ -a little red litter tray~ -Stimpy's litter tray is here.~ -~ -15 0 1 -5 1 0 0 -2 0 0 -#14605 -gritty kitty litter~ -some soiled Gritty Kitty~ -This kitty litter has been used and reused.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14606 -powdered toast man underpants~ -a pair of underpants with "pTm" emblazoned on them~ -A pair of underpants full of vitamin F are here.~ -~ -26 1 1|2048 -12 56 0 0 -1 0 0 -A -17 -6 -#14607 -rubber nipples~ -rubber nipples~ -Some useful rubber nipples are here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#14608 -suit~ -mister Horse's suit~ -Mister Horse's suit is here.~ -~ -9 0 1|1024 -0 0 0 0 -2 0 0 -#14609 -chainsaw~ -a chainsaw~ -A chainsaw buzzes here.~ -~ -5 2 1|8192 -0 0 0 1 -10 0 0 -A -19 2 -#14610 -christmas underpants~ -a pair of Christmas underpants~ -Vincent's mother gave him these underpants for Christmas.~ -~ -9 0 1|2048 -0 0 0 0 -1 0 0 -A -13 5 -A -24 -1 -#14611 -car~ -vincent's dad's car~ -You see a white Buick with "Vincent's Dad" written on the side.~ -~ -15 131072 0 -1000 1 0 0 -1 0 0 -#14612 -three day growth~ -a three day growth~ -A three day growth is here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -17 -5 -#14613 -kilt~ -a yak's kilt~ -A yak's kilt is here.~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -A -23 -1 -#14614 -top hat~ -a smart top hat~ -Muddy Mudskipper's top hat is here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#14615 -bow tie~ -a bow tie~ -Muddy Mudskipper's bow tie is here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -#14616 -car~ -a mini~ -A small clown car sits here, out of gas.~ -~ -15 131072 0 -1000 1 0 0 -1 0 0 -#14617 -exploding cigar~ -an exploding cigar~ -An innocent-seeming cigar smoulders away here.~ -~ -4 0 1|16384 -8 26 1 1 -1 0 0 -#14618 -flower buttonhole~ -a flower in a buttonhole~ -A flower which could be worn in a buttonhole rests here.~ -~ -4 0 1|8|16384 -7 70 2 2 -1 0 0 -#14619 -clown shoes~ -big clown shoes~ -A large floppy pair of shoes lies here.~ -~ -9 0 1|64 -0 0 0 0 -4 0 0 -A -14 -10 -#14620 -clown ruff ruffle~ -a clown's ruff~ -A clown's ruff is here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -A -12 5 -#14621 -kilt~ -a Scottish kilt~ -A Scottish kilt is here.~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -A -13 5 -A -14 5 -A -17 -2 -#14622 -sporran~ -a sporran~ -A sporran is here.~ -~ -15 0 1|2048 -5 1 0 0 -1 0 0 -#14623 -knobbly walking stick~ -a knobbly walking stick~ -A knobbly walking stick is here.~ -~ -9 0 1|8192 -0 0 0 7 -10 0 0 -A -1 1 -#14624 -red overalls~ -a pair of loud red overalls~ -A pair of tasteless red overalls are here. Call the fashion police.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#14625 -pimples~ -pimples~ -Someone's gooshy pimples fester here.~ -~ -19 0 1|1024 -4 0 0 1 -1 0 0 -#14626 -hairy back~ -a hairy back~ -A hairy back- eeyew!~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -5 1 -#14627 -lederhosen~ -a pair of unwashed lederhosen~ -Someone has left their dirty lederhosen here.~ -~ -9 0 1|32 -0 0 0 0 -2 0 0 -A -4 1 -#14628 -helmet~ -a helmet~ -A USMC helmet lies in the mud here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -1 1 -A -3 -1 -A -4 -1 -A -5 1 -#14629 -stripes~ -a pair of sergeant's stripes~ -A pair of sergeant's stripes lie here.~ -~ -9 0 1|256 -0 0 0 0 -1 0 0 -#14630 -gut~ -an enormous gut~ -Someone dropped their guts here.~ -~ -9 4096 1|2048 -5 0 0 0 -10 0 0 -A -5 -1 -#14631 -hat~ -a smart-looking hat~ -A smart-looking hat has been left here by some gentleman.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -18 1 -#14632 -suitcase~ -a suitcase~ -Some poor sod's lost his suitcase.~ -~ -15 0 1|16384 -10 0 0 0 -1 0 0 -#14633 -money~ -money~ -Beaver's life savings.~ -~ -20 0 1 -200 0 0 0 -1 0 0 -#14634 -pair wings~ -a pair of fairy wings~ -A pair of fairy wings.~ -~ -4 1|64 1|16384 -5 5 5 56 -1 0 0 -#14635 -nerve endings~ -some nerve endings~ -Some tooth nerve endings lie here.~ -~ -19 0 1|4 -24 0 0 0 -2 0 0 -#14636 -banana~ -a ripe banana~ -A ripe banana lies here.~ -~ -19 0 1|16384 -1 0 0 0 -1 0 0 -#14637 -pincers~ -a pair of louse pincers~ -A pair of louse pincers lie here.~ -~ -5 0 1|8192 -0 5 12 5 -15 0 0 -#14638 -fire hat~ -a fire chief's hat~ -A fire chief's hat has been left here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -5 1 -A -13 6 -#14639 -shovel~ -a shovel~ -A shovel lies here.~ -~ -5 2 1|8192 -0 0 0 8 -15 0 0 -A -18 1 -A -19 2 -#14640 -super deluxe log~ -super deluxe log~ -This log has a stuffed squirrel nailed to the top of it.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14641 -original log~ -original log~ -This is a log.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -"Looooog, - Rolls down stairs, alone or in pairs, - Rolls over your neighbour's dog. - It's good for a snack, and fits on your back, - It's log log log! - - It's log! - It's log! - It's big, it's heavy, it's wood. - It's log! - It's log! - It's better than bad, it's good! - - Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14642 -log girls~ -log for girls~ -New! Log for Girls!~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -This log is made especially for girls, with a cheap blonde wig, pink bow and -genuine plastic pearl necklace. - -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14643 -frontier log~ -frontier log~ -This log comes with a coonskin cap and an axe.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -Especially for boys! - -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14644 -invisible log~ -invisible log~ -Invisible log is here.~ -~ -12 32 1 -0 0 0 0 -5 0 0 -E -log~ -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14645 -sugar sod pops box~ -a box of Sugar Sod Pops~ -Mister Sugar Sod Pop dances merrily on the cover of this box.~ -~ -15 0 1|16384 -2 1 0 0 -1 0 0 -E -box~ -On the side is written- "Free Praying Mantis in every box!" - -"If you like grass, - if you like dirt, - try Sugar Sod Pops, - it can't hurt!" -~ -#14646 -sugar sod pops~ -some Sugar Sod Pops~ -Some Sugar Sod Pops. It looks like a lump of turf, actually.~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#14647 -praying mantis~ -a praying mantis~ -A very dead praying mantis, free with your Sugar Sod Pops!~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#14648 -chest drawers~ -a chest of drawers~ -A chest of drawers sits next to the wall.~ -~ -15 0 0 -100 1 0 0 -1 0 0 -#14649 -bed~ -a big double bed~ -A big double bed is in the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14650 -stimpy underwear~ -a pair of Stimpy's underwear~ -A pair of Stimpy's underwear is here. Nice 'n' snug.~ -~ -9 0 1|32 -0 0 0 0 -1 200 0 -#14651 -rubber glove~ -a rubber glove~ -You could wear this rubber glove on your head.~ -~ -9 0 1|16 -0 0 0 0 -1 25 0 -A -3 -1 -#14652 -stool~ -a piano stool~ -The underside of this stool is encrusted with boogers.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -stool booger~ -The boogers greet you like a long-lost friend. -~ -#14653 -powdered toast~ -some powdered toast~ -Some powdered toast forms itself into a slice of glinting toast.~ -~ -26 1 1|16384 -5 56 0 0 -1 250 0 -#14654 -powdered toast can~ -a can of powdered toast~ -A can of powdered toast is here.~ -~ -15 0 1|16384 -1 1 0 0 -1 0 0 -E -can~ -A bold legend on the front of the can proclaims: - - "CONTAINS VITAMIN F!" -~ -#14655 -rubber walrus protector~ -a rubber walrus protector~ -A rubber walrus protector lies here.~ -~ -15 262144 1 -1000 1 0 0 -10 0 0 -E -protector~ -This walrus protector is waterproof. -~ -#14656 -sandwich~ -a delicious sandwich~ -This delicious sandwich gives off a heady aroma.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -E -sandwich~ -This filling of this sandwich is peanut butter, mayo, fish eggs, fish, -syrup, and lettuce. Enjoy. -~ -#14657 -fridge~ -a dirty fridge~ -A dirty fridge sits in the corner.~ -~ -15 0 0 -25 0 0 0 -1 0 0 -E -fridge~ -This fridge is feeeelthy! -~ -#14658 -story book~ -a story book~ -A story book covered in Gritty Kitty is lying here.~ -~ -2 64 1|16384 -5 300 38 1 -1 500 0 -E -story book~ -It is the tale of Robin Hoek of Logwood Forest. -~ -#14659 -skull fez~ -a skull wearing a fez~ -A skull wearing a fez sits on the desk.~ -~ -1 0 1|16384|65536 -0 0 -1 0 -1 150 0 -E -skull fez~ -Undoubtedly one of Ren's ancestors. -~ -#14660 -sarcophagus~ -a sarcophagus~ -A sarcophagus sits in a corner.~ -~ -15 0 1 -100 1 0 0 -50 250 0 -#14661 -mortarboard~ -a mortarboard~ -A mortarboard has been left here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 2 -#14662 -glasses~ -a pair of glasses~ -A pair of wire-rimmed glasses are sitting here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 1 -#14663 -stuponitron helmet~ -a stuponitron helmet~ -A stuponitron helmet is sitting here.~ -~ -9 1|2 1|16 -0 0 0 0 -5 250 0 -A -3 -3 -#14664 -desk~ -Dr. Stupid's desk~ -Doctor Stupid's desk sits in the center of the room.~ -~ -15 0 0 -10 1 0 0 -100 0 0 -#14665 -stinky limburger cheese~ -some extra-stinky cheese~ -Some extra-stinky Limburger cheese- lots of it- is here.~ -~ -19 0 1 -4 0 0 1 -1 10 0 -#14666 -rcky flag~ -a flag bearing the RCKY motif~ -A RCKY flag has been planted here.~ -~ -1 0 1|16384|65536 -0 0 -1 0 -1 100 0 -#14667 -gas mask~ -a gas mask~ -A gas mask has been dropped here.~ -~ -4 0 1|16384 -5 1 1 43 -2 250 0 -#14668 -map world~ -a map of the world~ -A map of the world is hanging on the far wall.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -#14669 -dirt divining rod~ -a dirt divining rod~ -A dirt divining rod lies on the floor here.~ -~ -4 2 1|16384 -5 1 1 44 -2 1000 0 -#14670 -dirt~ -some dirt~ -Some dirt- YUM!~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#14671 -fine green leotards~ -a pair of fine green leotards~ -A pair of fine green leotards lie here.~ -~ -9 0 1|32 -0 0 0 0 -3 0 0 -A -2 1 -A -12 20 -#14672 -trusty bow~ -Robin Hoek's trusty bow~ -Robin Hoek's trusty bow lies here.~ -~ -5 0 1|32768 -0 0 0 11 -10 0 0 -A -18 3 -#14673 -quiver~ -a quiver~ -A quiver full of all sorts of interesting ammunition lies here.~ -~ -29 0 1|8 -150 1 0 0 -5 100 0 -#14674 -melon~ -a melon~ -A melon lies here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -2 100 0 -#14675 -chicken~ -a chicken~ -A chicken lies here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -5 100 0 -#14676 -moose~ -a moose~ -A moose lies here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -15 100 0 -#14677 -h bomb~ -a peeled H bomb~ -A peeled H bomb sits here, ticking ominously.~ -~ -4 0 1|16384 -6 1 1 33 -2 500 0 -#14678 -welcome mat~ -a welcome mat~ -A mat that reads "WELCOME" rest here.~ -~ -12 0 1 -0 0 0 0 -2 0 0 -#14679 -axe~ -an axe~ -An axe lies here.~ -~ -9 0 1|8192 -0 0 0 3 -7 0 0 -#14680 -giblet gravy~ -some giblet gravy~ -Some giblet gravy is oozing here.~ -~ -17 0 1|16384 -1 0 0 0 -1 0 0 -#14681 -turkey baister~ -a turkey baister~ -A turkey baister covered in gravy lies here.~ -~ -9 0 1|8192 -0 0 0 11 -5 0 0 -A -18 2 -A -19 2 -#14682 -kilt~ -a kilt~ -A kilt worn by a flying crocodile lies here.~ -~ -9 0 1|32 -0 0 0 0 -5 0 0 -A -12 25 -#14683 -melon~ -a peeled water melon~ -A peeled water melon lies here.~ -~ -19 0 1 -8 0 0 0 -3 0 0 -#14684 -potato~ -a peeled potato~ -A peeled potato lies here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14600 -A Strange Forest Path~ -This is a strange forest indeed. Even though it is broad daylight, the -light filtering through the trees is dim. In the distance you hear faint -chanting noises, almost as if the forest were full of Hare Krishnas. Or -something. A sign is nailed to a tree. -~ -0 4 3 -D1 -The path through the forest heads east~ -path~ -0 -1 14606 -D3 -~ -~ -0 -1 14318 -E -sign~ -This area was written on a DOS Text Editor by Aurorix for AnonyMud. Send -comments, suggestions, etc. to s128831@student.uq.edu.au. It is intended -for characters from level 5 (4 if you're feeling adventurous) to 12; anyone -higher will be bored, anyone lower will be squashed. - -Thanks -~ -S -#14601 -The Mountains~ -The snow-capped mountains of Canada! It is said you could meet the -fearsome Kodiak marmoset in these picturesque peaks. -~ -0 0 5 -D1 -The mountains~ -~ -0 -1 14602 -D2 -A path winds its way through the forest~ -~ -0 -1 14604 -D3 -The snowy wastes~ -~ -0 -1 14627 -S -#14602 -The Mountains~ -More beautiful Canada! Some say if you climb high enough in these New -World Alps you can reach Switzerland. Sounds like a crock to me. -~ -0 0 5 -D0 -Swiss Alps~ -~ -0 -1 14636 -D3 -The mountains~ -~ -0 -1 14601 -S -#14603 -A Mountain Lake~ -What an ideal place to skinny-dip - there is no one around for miles, so -you couldn't possibly be caught. A faint singing reaches your ears. -~ -0 0 7 -D1 -A path through the forest~ -~ -0 -1 14604 -D2 -A mountain lake~ -~ -0 -1 14623 -S -#14604 -A Path Through the Forest~ -You no longer see the strange beasts in trees, but you can still faintly -hear the chants of "Where's your pants?". -~ -0 0 3 -D0 -The mountains~ -~ -0 -1 14601 -D2 -A path through the forest~ -~ -0 -1 14605 -D3 -A mountain lake~ -~ -0 -1 14603 -S -#14605 -A Path Through the Forest~ -The chanting is louder now... "Where's your pants? Where's your pants?" -Looking up you see a lobster staring balefully at you. There are other -strange mutations and fish in the trees around you. You are grateful you -are not naked under their accusing gaze. You feel like some kind of -freak. -~ -0 0 3 -D0 -A path through the forest~ -~ -0 -1 14604 -D1 -Logwood Forest~ -~ -0 -1 14643 -D2 -A path through the forest~ -~ -0 -1 14606 -S -#14606 -A Path Through the Forest~ -The forest is darker now. Perhaps you have strayed into Darkest Africa. -From the north you hear a faint but persistent chanting... "Where's your -pants? Where's your pants?" You wonder just who is addressing whom... -~ -0 0 3 -D0 -A path through the forest~ -~ -0 -1 14605 -D1 -A suburban road~ -~ -0 -1 14608 -D2 -A park~ -~ -0 -1 14607 -D3 -The entrance (exit?)~ -~ -0 -1 14600 -S -#14607 -A Park~ -A beautifully tended park complete with miniature pond, benches and -peaceful citizens taking the air. In the distance, you see a pair of -pigeons roll an old lady for her pension cheque. - -You see a surreal-looking field to the west, though you get the feeling -that you'd better be pretty high level before you go there. -~ -0 0 2 -D0 -A path through the forest~ -~ -0 -1 14606 -D3 -~ -~ -0 -1 15000 -S -#14608 -A Suburban Road~ -The road wends through a suburb obviously constructed during the Fabulous -Fifties. Every house is immaculate, every fence primly painted, every -garden as neat as a pin. -~ -0 0 1 -D1 -A suburban road~ -~ -0 -1 14609 -D3 -A path through the forest~ -~ -0 -1 14606 -S -#14609 -A Suburban Road~ -You stand outside a neat house. There is a sign on the fence. A car revs -next to you. On the driver's side, an unshaven man stares unblinkingly -at you. He looks like he is waiting for someone. -~ -0 0 1 -D0 -Ren and Stimpy's Domicile~ -~ -1 0 14618 -D1 -A suburban road~ -~ -0 -1 14610 -D3 -A suburban road~ -~ -0 -1 14608 -E -sign~ -The sign reads "Ren Hoek Esq. Stimpson J. Cat." -~ -S -#14610 -A Suburban Road~ -Further along the tree-lined road. You hear the humming of a chainsaw -somewhere. A mature tree has been lopped nearby, and is lying across a -power-line. -~ -0 0 1 -D1 -The fire station~ -~ -0 -1 14620 -D2 -A suburban road~ -~ -0 -1 14611 -D3 -A suburban road~ -~ -0 -1 14609 -S -#14611 -A Suburban Road~ -The humming of the chainsaw is still audible. Two more mature trees lie -fallen where they were cut. Perhaps the council is clearing for a new -housing development. -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14610 -D1 -A suburban road~ -~ -0 -1 14612 -D2 -A disaster area~ -~ -0 -1 14633 -D3 -Mister Horse's Residence~ -~ -0 -1 14621 -S -#14612 -A Suburban Road~ -The once tree-lined avenue wends its way along. It looks like it was recently -denuded by a prankster with a chainsaw and a decided lack of environmental -concern. -~ -0 0 1 -D1 -A suburban road~ -~ -0 -1 14613 -D2 -The zoo~ -~ -0 -1 14624 -D3 -A suburban road~ -~ -0 -1 14611 -S -#14613 -A Suburban Road~ -A sharp turn in the road. You can see identical suburban houses stretching -in both directions. -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14628 -D3 -A suburban road~ -~ -0 -1 14612 -S -#14614 -The Secret Cellar~ -Wow! Ren and Stimpy's secret cellar! I bet they get up to all sorts of -high-jinks in here! You detect the smell of dirty clothing. -~ -0 1|8 0 -D4 -a trapdoor~ -door trapdoor~ -1 0 14615 -S -#14615 -The Kitchen~ -A huge gleaming kitchen, with all mod-cons fifties style. Don't you -just feel like baking a cake or something? The fridge in the corner -probably contains all sorts of delicious comestibles. -~ -0 8 0 -D1 -The Garden~ -~ -1 0 14616 -D2 -The Lounge Room~ -~ -0 -1 14618 -D5 -a trapdoor~ -trapdoor door~ -1 0 14614 -S -#14616 -The Garden~ -This garden looks more the like a jungle than a back yard. Think vines twist -their way about blackened stumps and dying flowers. You fancy you can see a -car covered in debris in one corner. -~ -0 0 3 -D3 -The Kitchen~ -~ -1 0 14615 -S -#14617 -The Bedroom~ -Ren and Stimpy's ample bed is in a corner. I wish to stress at this -point that while the two chums share a bed, it is only for warmth and -in a pure chummy way. -~ -0 8 0 -D1 -The Lounge Room~ -~ -1 0 14618 -S -#14618 -The Lounge Room~ -What a relaxing room. Comfy chairs, a large rhomboidal TV set and a -kidney-shaped coffee table are here. There are also shelves containing -a few books. A game board has been set out on the floor. -~ -0 8 0 -D0 -The Kitchen~ -~ -0 -1 14615 -D1 -The Shitter~ -~ -1 0 14619 -D2 -A suburban street~ -~ -1 0 14609 -D3 -The Bedroom~ -~ -1 0 14617 -S -#14619 -The Bathroom~ -The bathroom has all the usual accoutrements - a bath with a shower in it, -a sink, a toilet and a cupboard containing jars with Stimpy's spit from -teeth brushings gone by. -~ -0 8 0 -D3 -The Lounge Room~ -~ -1 0 14618 -S -#14620 -The Fire Station~ -The fire station has a shiny red fire-truck. You see some dalmations lazily -chewing on real cow bones. They sure seem to have it easy. Wonder if YOU -could become a fire dog? -~ -0 8 0 -D3 -A suburban street~ -~ -0 -1 14610 -D4 -A fire station~ -~ -0 -1 14626 -S -#14621 -Mister Horse's Front Yard~ -The front yard is slightly unkempt. All the curtains are drawn across the -windows in the house. The whole place has a decidedly unfriendly air. -~ -0 0 2 -D1 -A suburban street~ -~ -0 -1 14611 -D2 -Mister Horse's Residence~ -~ -1 0 14622 -S -#14622 -Inside Mister Horse's Residence~ -You see nothing unusual. There is a discarded walrus in one corner. -~ -0 8 0 -D0 -Mister Horse's Front Yard~ -~ -1 0 14621 -S -#14623 -A Mountain Lake~ -A lovely blue lake. On clear days, you can see over into Canada. -~ -0 0 7 -D0 -A mountain lake~ -~ -0 -1 14603 -S -#14624 -A Zoo~ -A type of enclosure for wild animals. Watch them run about in -frustration! Don't they know they are better off here than free in the -wild where they might be eaten by lions? Aren't they cute when they play! -~ -0 0 1 -D0 -A suburban street~ -~ -0 -1 14612 -D3 -A cage~ -~ -1 0 14625 -S -#14625 -A Cage~ -A legend on the bars is inscribed "Filthy the Monkey". The floor of the -cage is littered with food people have thrown to the engaging scamp. -~ -0 8 0 -D1 -A zoo~ -~ -1 0 14624 -S -#14626 -A Fire Station~ -The lunch room of our friendly neighbourhood fire-men. -~ -0 8 0 -D5 -A fire station~ -~ -0 -1 14620 -S -#14627 -The Snowy Wastes~ -The wind howls around you, making you shudder. You wish you had a scarf -to huddle about your head, like those women in the food queues in Russia. -~ -0 0 2 -D1 -The mountains~ -~ -0 -1 14601 -D3 -The Canadian Jungle~ -~ -0 -1 14660 -S -#14628 -A Suburban Street~ -Near the end of the street. A variety of strange characters wander past you, -preparing to build the next Nicktoons area. Wonder if it will be Rugrats? -Or perhaps Scary Monsters? -~ -0 0 1 -D0 -A TV station~ -~ -1 0 14629 -D1 -A suburban street~ -~ -0 -1 14631 -D2 -A suburban road~ -~ -0 -1 14613 -S -#14629 -A TV Station~ -Wow! This TV station sure is modern! Why, it has cameras and -microphones and everything! -~ -0 8 0 -D1 -A TV station~ -~ -0 -1 14630 -D2 -A suburban street~ -~ -1 0 14628 -S -#14630 -A TV Station~ -In front of the cameras. You wonder if they are taping the Ren and Stimpy -show and if you get to be in it now. -~ -0 8 0 -D0 -Dr. Stupid's office~ -~ -1 0 14642 -D3 -A TV station~ -~ -0 -1 14629 -S -#14631 -A Suburban Street~ -The end of the road for you. A HUGE Market lies to the east. -~ -0 0 1 -D1 -~ -~ -1 0 14667 -D2 -Rock and Roll Wrestling~ -~ -1 0 14632 -D3 -A suburban street~ -~ -0 -1 14628 -S -#14632 -Rock and Roll Wrestling~ -A huge Rock'n'Roll Wrestling arena! The crowd goes wild as you enter. -~ -0 8 0 -D0 -A suburban street~ -~ -1 0 14631 -S -#14633 -A Disaster!~ -Cars, trucks and ambulances scream around corners hurrying frantically toward -and away from an impending collision between a train and a small insect. Then -powdered toast man alleviates the crisis by seizing a passenger plane and -hurling it into the train, stopping it and saving the insect's life. What a -hero! -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14611 -D1 -USMC~ -~ -0 -1 14635 -D2 -A toy store~ -~ -1 0 14634 -S -#14634 -Toy Store~ -This spacious store specialises in Log (TM) merchandise. -~ -0 8 0 -D0 -A disaster~ -~ -1 0 14633 -S -#14635 -USMC Barracks~ -USMC barracks. A faint aroma of smelly cheese wafts by. Or perhaps -smelly socks? It's hard to be sure with a smell like that. -~ -0 0 1 -D0 -Tear Gas Chamber~ -~ -1 0 14639 -D1 -Kitchen~ -~ -1 0 14640 -D2 -Barracks~ -~ -1 0 14641 -D3 -A disaster~ -~ -0 -1 14633 -S -#14636 -Switzerland~ -You have come to the land of Switzerland, or at least it appears you have. -You aren't really sure anymore. Ren's cousin Sven lives in this mountainous -nation; maybe you'll bump into him. -~ -0 0 5 -D1 -Switzerland~ -~ -0 -1 14637 -D2 -Mountains~ -~ -0 -1 14602 -S -#14637 -Swiss Alps~ -You are exploring the Swiss Alps. You feel a strange urge to yodel. So why -don't you? -~ -0 0 5 -D3 -Switzerland~ -~ -0 -1 14636 -S -#14638 -Room~ -You have entered the neutral area before entering Ren and Stimpy's -neighborhood. Brace yourself and enter, but be warned- the exit is one-way... -~ -0 4 1 -D0 -~ -~ -0 -1 14600 -S -#14639 -Tear Gas Chamber~ -In here the USMC prepares their soldiers for tear gas attacks by making them -sit breathing the stuff. It is actually just the odor of off cheese, but the -USMC figures that to be much worse... -~ -0 1|8 0 -D2 -~ -~ -1 0 14635 -S -#14640 -Kitchen~ -The kitchen is a place where Ren and Stimpy spent a LOT of time peeling -various items as punishment for Ren's infringements. The floor is littered -with all sorts of food matter. -~ -0 8 0 -D3 -~ -~ -1 0 14635 -S -#14641 -Barracks~ -This room is lined with enatly-made beds, all of which are currently empty. -You'd swear that this base was deserted... -~ -0 8 0 -D0 -~ -~ -1 0 14635 -S -#14642 -Doctor Stupid's Office~ -It is from here that Dr. Stupid hosts his TV show, answering all sorts of -questions from boys and girls. He does this with the aid of his patented -Stuponitron helmet, which may be around somewhere... -~ -0 8 0 -D2 -~ -~ -1 0 14630 -S -#14643 -Logwood Forest~ -You have entered the legendary Logwood forest, home of the legendary Robin -Hoek, and his merry men. Tales abound of their heroic exploits! -~ -0 4 3 -D1 -~ -~ -0 -1 14644 -D3 -~ -~ -0 -1 14605 -S -#14644 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14645 -D1 -~ -~ -0 -1 14649 -D2 -~ -~ -0 -1 14647 -D3 -~ -~ -0 -1 14643 -S -#14645 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D1 -~ -~ -0 -1 14646 -D2 -~ -~ -0 -1 14644 -S -#14646 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. - -The castle of the evil sheriff of Dodge City lies north of here. -~ -0 0 3 -D0 -~ -~ -0 -1 14650 -D1 -~ -~ -0 -1 14657 -D2 -~ -~ -0 -1 14649 -D3 -~ -~ -0 -1 14645 -S -#14647 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14644 -D1 -~ -~ -0 -1 14648 -S -#14648 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14649 -D1 -~ -~ -0 -1 14659 -D3 -~ -~ -0 -1 14647 -S -#14649 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14646 -D1 -~ -~ -0 -1 14658 -D2 -~ -~ -0 -1 14648 -D3 -~ -~ -0 -1 14644 -S -#14650 -The Path to the Castle~ -You are heading toward the castle of the evil sheriff of Dodge City, who -has imprisoned the fair Maid Moron in his tower. But beware the ferocious -man-eating bloodthirsty monks in the moat! -~ -0 0 2 -D0 -~ -~ -0 -1 14651 -D2 -~ -~ -0 -1 14646 -S -#14651 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... -~ -0 0 6 -D0 -~ -~ -1 0 14654 -D1 -~ -~ -0 -1 14653 -D2 -~ -~ -0 -1 14650 -D3 -~ -~ -0 -1 14652 -S -#14652 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... -~ -0 0 6 -D1 -~ -~ -0 -1 14651 -D3 -~ -~ -0 -1 14653 -S -#14653 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... - -A long nostril hair hangs down here from the tower above... -~ -0 0 6 -D1 -~ -~ -0 -1 14652 -D3 -~ -~ -0 -1 14651 -D4 -~ -~ -0 -1 14656 -S -#14654 -Inside the Castle~ -You are inside! But you see no way of getting up to the tower. Suits of -armor line the walls of this castle. -~ -0 8 0 -D0 -~ -~ -0 -1 14655 -D2 -~ -~ -1 0 14651 -S -#14655 -Inside the Castle~ -You are inside! But you see no way of getting up to the tower. Suits of -armor line the walls of this castle. -~ -0 8 0 -D2 -~ -~ -0 -1 14654 -S -#14656 -The Tower~ -You have reached the top of the tower, only to find that the fair Maid Moron -isn't so fair... -~ -0 8 0 -D5 -~ -~ -0 -1 14653 -S -#14657 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D2 -~ -~ -0 -1 14658 -D3 -~ -~ -0 -1 14646 -S -#14658 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14657 -D2 -~ -~ -0 -1 14659 -D3 -~ -~ -0 -1 14649 -S -#14659 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14658 -D3 -~ -~ -0 -1 14648 -S -#14660 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D1 -~ -~ -0 -1 14627 -D3 -~ -~ -0 -1 14661 -S -#14661 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D1 -~ -~ -0 -1 14660 -D2 -~ -~ -0 -1 14666 -D3 -~ -~ -0 -1 14662 -S -#14662 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D0 -~ -~ -0 -1 14663 -D1 -~ -~ -0 -1 14661 -S -#14663 -Canadian Desert~ -You are wearily crossing the vast Canadian desert. The dried bones of -previous travellers can be seen every now and again. The heat is unbearable. -~ -0 0 10 -D0 -~ -~ -0 -1 14664 -D2 -~ -~ -0 -1 14662 -S -#14664 -Canadian Desert~ -You are wearily crossing the vast Canadian desert. The dried bones of -previous travellers can be seen every now and again. The heat is unbearable. -~ -0 0 10 -D1 -~ -~ -0 -1 14665 -D2 -~ -~ -0 -1 14663 -S -#14665 -The Barren Wastes~ -At last! You have reached the barren wastes! One day a freeway will be -built through here. For now, though, all you can see are two tiny skeletons -of a cat and a dog... -~ -0 0 10 -D3 -~ -~ -0 -1 14664 -S -#14666 -The Tar Pits~ -You are standing near a deep, mucky tar pit. You see a mortarboard and a -pair of spectacles floating on the surface. Uh Oh. Looks like Doctor -Stupid has been living up to his namesake again... -~ -0 0 6 -D0 -~ -~ -0 -1 14661 -S -#14667 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D0 -~ -~ -0 -1 14668 -D2 -~ -~ -0 -1 14669 -D3 -~ -~ -1 0 14631 -S -#14668 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D2 -~ -~ -0 -1 14667 -S -#14669 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D0 -~ -~ -0 -1 14667 -S - -#0 - - -#RESETS -* -D 1 14609 0 1 closes door to ren and stimpy house -D 1 14614 4 1 closes trapdoor up -D 1 14615 1 1 closes door to garden -D 1 14615 5 1 closes trapdoor to cellar -D 1 14616 3 1 closes door to kitchen -D 1 14617 1 1 closes door to lounge -D 1 14618 1 1 closes door to bathroom -D 1 14618 2 1 closes door out -D 1 14618 3 1 closes door to bedroom -D 1 14619 3 1 closes door to lounge -D 1 14621 2 1 closes door to house -D 1 14622 0 1 closes door from house -D 1 14624 3 1 closes door to cage -D 1 14625 1 1 closes door from cage -D 1 14628 0 1 closes door to tv studio -D 1 14629 2 1 closes door from tv studio -D 1 14631 2 1 closes door to wrestling -D 1 14632 0 1 closes door from wrestling -D 1 14633 2 1 closes door to toy store -D 1 14634 0 1 closes door from toy store -D 1 14635 0 1 closes door to tear gas chamber -D 1 14635 1 1 closes door to kitchen -D 1 14635 2 1 closes door to barracks -D 1 14639 2 1 closes door to parade ground -D 1 14640 3 1 closes door to parade ground -D 1 14641 0 1 closes door to parade ground -D 1 14630 0 1 closes door to stupid's office -D 1 14642 2 1 closes door from stupid's office -D 1 14651 0 1 closes door to castle -D 1 14654 2 1 closes door from castle -D 1 14631 1 1 closes door to huge market -D 1 14667 3 1 closes door from huge market -* -M 1 14600 1 14618 loads ren -E 1 14600 1 6 wears fez -E 1 14601 1 8 wears slippers -E 1 14602 1 17 holds pipe -* -M 1 14601 1 14619 loads stimpy -E 1 14603 1 6 wears nose -* -M 1 14602 1 14633 loads pTm -E 1 14606 1 13 wears pTm underpants -G 1 14654 1 gives can -P 1 14653 1 14654 puts toast in can -* -M 1 14603 1 14621 loads mr. horse -E 1 14607 1 5 wears nipples -E 1 14608 1 12 wears suit -G 1 14655 1 gives walrus protector -* -M 1 14604 1 14606 loads vincent -E 1 14609 1 16 wields chainsaw -E 1 14610 1 13 wears underpants -* -O 1 14611 1 14609 loads car -M 1 14605 1 14609 loads dad -E 1 14612 1 6 wears 3 day growth -* -M 1 14606 1 14615 loads yak -E 1 14613 1 7 wears kilt -* -M 1 14607 1 14630 loads muddy mudskipper -E 1 14614 1 6 wears top hat -E 1 14615 1 3 wears bow tie -* -M 1 14608 1 14612 loads midget 1 -E 1 14617 1 17 holds cigar -E 1 14619 1 8 wears shoes -E 1 14620 1 3 wears ruff -M 1 14609 1 14612 loads midget 2 -E 1 14618 1 5 wears flower -E 1 14619 1 8 wears shoes -E 1 14620 1 3 wears ruff -O 1 14616 1 14612 -* -M 1 14610 1 14616 loads haggis -E 1 14621 1 7 wears kilt -E 1 14622 1 13 wears sporran -E 1 14623 1 16 wields stick -* -M 1 14611 1 14605 loads stinky -E 1 14624 1 5 loads overalls -* -M 1 14612 1 14612 loads kowalski -E 1 14625 1 12 loads pimples -E 1 14626 1 5 loads hair -* -M 1 14613 1 14636 loads cousin sven -E 1 14627 1 7 wears lederhosen -* -M 1 14614 1 14603 loads whale -* -M 1 14615 1 14635 loads sergeant -E 1 14628 1 6 wears helmet -E 1 14629 1 10 wears stripes -E 1 14630 1 5 wears gut -* -M 1 14616 1 14634 loads billy -O 1 14640 1 14634 loads logs -O 1 14641 1 14634 -O 1 14642 1 14634 -O 1 14643 1 14634 -O 1 14644 1 14634 -* -M 1 14617 1 14637 loads marmoset -* -M 1 14618 1 14608 loads beaver -E 1 14631 1 6 wears hat -E 1 14632 1 17 holds suitcase -P 1 14633 1 14632 puts money in -* -M 1 14619 1 14631 loads fairy -E 1 14634 1 12 wears wings -E 1 14635 1 3 wears nerve endings -* -M 1 14620 1 14625 loads monkey -E 1 14636 1 17 holds banana -* -M 1 14621 3 14614 loads flies -* -M 1 14622 2 14617 loads lice -E 1 14637 1 16 wields pincers -M 1 14623 1 14626 loads chief -E 1 14638 1 6 wears hat -E 1 14639 1 16 wields shovel -* -M 1 14624 2 14607 loads pigeons -* -M 1 14625 1 14627 loads fart -* -M 1 14626 1 14622 loads walrus -* -M 1 14627 1 14609 loads galoot -* -M 1 14628 1 14660 loads crocodile -E 1 14603 1 6 wears nose -E 1 14682 1 7 wears kilt -* -M 1 14629 1 14662 loads snake -* -M 1 14630 1 14662 loads lobster -* -M 1 14631 1 14642 loads dr stupid -E 1 14661 1 6 wears mortarboard -G 1 14662 0 0 gives glasses -O 1 14659 1 14642 loads skull -O 1 14660 1 14642 loads sarcophagus -O 1 14664 1 14642 loads desk -P 1 14663 1 14664 loads stuponitron in desk -O 1 14668 1 14642 loads map -* -M 1 14632 1 14644 loads robin hoek -E 1 14671 1 7 wears leotards -E 1 14672 1 16 wields bow -E 1 14673 1 5 wears quiver -P 1 14674 1 14673 puts melon in quiver -P 1 14675 1 14673 puts chicken in quiver -P 1 14676 1 14673 puts moose in quiver -G 1 14680 0 0 gives gravy -G 1 14681 0 0 gives baister -* -M 1 14633 1 14645 loads friar chuck -* -M 1 14634 1 14646 loads little brain -* -M 1 14635 1 14647 loads ransack the elder -* -M 1 14636 1 14656 loads maid moron -* -M 1 14637 1 14648 loads elkhorn -* -M 1 14638 1 14649 loads will truncheon -* -M 1 14639 1 14657 loads cheerleader -* -M 1 14640 1 14657 loads insane -* -M 1 14641 1 14657 loads poor -* -M 1 14642 1 14658 loads rich -* -M 1 14643 1 14655 loads prince -* -M 1 14644 1 14655 loads wife -* -M 1 14645 1 14655 loads cow -* -M 1 14646 1 14654 loads sheriff -* -M 1 14647 2 14665 loads yaks -* -M 1 14648 2 14652 loads monks -* -M 1 14649 1 14651 loads bees -* -O 1 14678 1 14609 loads welcome mat -O 1 14648 1 14617 loads chest of drawers -P 1 14650 1 14648 puts underwear in -P 1 14651 1 14648 puts glove in -O 1 14649 1 14617 loads bed -O 1 14652 1 14615 loads stool -O 1 14645 1 14615 loads box -P 1 14646 1 14645 puts pops in -P 1 14647 1 14645 puts mantis in -O 1 14604 1 14614 loads litter tray -P 1 14605 1 14604 puts litter in -P 1 14658 1 14604 puts story book in -O 1 14657 1 14615 loads fridge -P 1 14656 1 14657 puts sandwich in -O 1 14665 1 14639 loads cheese in gas room -O 1 14667 1 14639 loads gas mask in gas room -O 1 14677 1 14640 loads bomb in kitchen -O 1 14683 1 14640 loads melon in kitchen -O 1 14684 1 14640 loads potato in kitchen -O 1 14679 1 14641 loads axe in barracks -O 1 14666 1 14665 loads flag -O 1 14669 1 14663 loads divining rod -O 1 14670 1 14663 loads dirt -S - - -#SPECIALS -M 14602 spec_cast_mage Powdered Toast Man -M 14608 spec_cast_judge a circus midget -M 14609 spec_breath_acid a circus midget -M 14615 spec_guard a marine sergeant -M 14616 spec_breath_fire Billy the Beef-Tallow Boy -M 14620 spec_breath_gas stinky the monkey -M 14621 spec_fido a fly -M 14625 spec_breath_gas Stimpy's fart -M 14627 spec_fido Galoot -S - - -#$ diff --git a/data/realm/areas_merc/school2.are b/data/realm/areas_merc/school2.are deleted file mode 100644 index 08fcc2b..0000000 --- a/data/realm/areas_merc/school2.are +++ /dev/null @@ -1,943 +0,0 @@ -#AREA { 1 5} Cookie Newbie Nursery School~ - - -#MOBILES -#3700 -head mistress~ -the Head Mistress~ -The Head Mistress of the Nursery School wonders what you want now. -~ -This elderly woman looks like she's been around....for a long time. -~ -2|64|512 128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3701 -old lady shopkeeper~ -a little old lady~ -A little old lady is sitting here. -~ -This woman works part time making cookies and drinks for the kiddies. -~ -2|64 128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3702 -teacher heather~ -Miss Heather~ -Miss Heather, a young nursery school teacher, is here to help you. -~ -She is petite and attractive, but also firm and determined in her duties. -Don't attack her, she'll crush you. -~ -2|64 128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3703 -rabbit~ -a crazed rabbit~ -A half starved rabbit jumps out at you with a crazed look in its eye. -~ -This poor thing hasnt been fed in DAYS. -~ -2|4|32|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#3704 -little girl~ -a little girl~ -A little girl is sitting here playing with baby chicks. -~ -Awww. How sweet. Betcha just want to leap over there and cave her head in, -don't you, you sadistic bastard? Well, go on then! -~ -2|4|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3705 -girl~ -smiling girl~ -A cute little girl smiles up at you. -~ -She looks adorable. Too bad she has to die. -~ -2|4|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#3706 -boy~ -a little boy~ -You see a little boy fingerpainting here on the floor. -~ -This boy has fingerpaint ALL over his tiny body. -~ -2|4|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3707 -boy~ -a sleeping boy~ -A little boy is all curled up on the floor sleeping. -~ -This is one tired little boy. -~ -2|4|64 131072 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3708 -boy~ -an embarrassed boy~ -A boy stands here in soiled corduroys, embarrassed. -~ -Tears stain his face as he realizes that you can tell that his potty -training isn't going well. Put him out of his misery! -~ -2|4|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#3709 -janitor~ -the janitor~ -The janitor is sitting back here, having a smoke, reading Shakespeare, and -blocking your way. -~ -This man looks big and mean. No wonder the teachers don't like having -him around the children... he's scary. However, he has an intelligent air -about him..... -~ -2|4|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 -#OBJECTS -#3700 -mace~ -an official AnonyMud mace~ -You see an official AnonyMud mace here. -~ -~ -5 64 1|8192 -0 2 3 7 -5 0 5 -A -18 1 -A -19 1 -#3701 -dagger~ -an official AnonyMud dagger~ -You see an official AnonyMud dagger here. -~ -~ -5 64 1|8192 -0 2 3 11 -5 0 5 -A -17 -5 -A -18 1 -A -19 1 -#3702 -sword~ -an official AnonyMud sword~ -You see an official AnonyMud sword here. -~ -~ -5 64 1|8192 -0 2 3 3 -5 0 5 -A -18 1 -A -19 1 -#3703 -vest~ -an official AnonyMud vest~ -You see an official AnonyMud vest here. -~ -~ -9 0 1|8 -2 0 0 0 -5 0 5 -#3704 -shield~ -an official AnonyMud shield~ -You see an official AnonyMud shield here. -~ -~ -9 0 1|512 -2 0 0 0 -5 0 5 -#3705 -thermos~ -a thermos flask~ -A thermos flask full of water is here. -~ -~ -17 0 1|16384 -10 10 0 0 -1 0 0 -#3706 -oatmeal cookie~ -an oatmeal cookie~ -An oatmeal cookie lies here. -~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3707 -chocolate chip cookie~ -a chocolate chip cookie~ -A chocolate chip cookie lies here. -~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3708 -peanut butter cookie~ -a peanut butter cookie~ -A peanut butter cookie lies here. -~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3709 -sugar cookie~ -a sugar cookie~ -A sugar cookie lies here. -~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3710 -coat~ -a matted fur coat~ -A fur coat all matted with dirt is laying here. -~ -~ -9 0 1|1024 -0 0 0 0 -1 0 0 -E -coat~ -This fur coat looks like it has never been cleaned. -~ -#3711 -bracelet~ -a plastic bracelet~ -A cheap plastic bracelet was left here. -~ -~ -9 0 1|4096 -0 0 0 0 -1 0 0 -E -bracelet~ -This thin pastel bracelet looks like something you'd get out of a -vending machine. -~ -#3712 -necklace~ -a bubble necklace~ -A little necklace that can blow bubbles has been left here. -~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -#3713 -overalls~ -oshkosh b'gosh overalls~ -A pair of children's overalls are here. -~ -~ -9 0 1|32 -0 0 0 0 -1 0 0 -E -overalls~ -These overalls are covered in fingerpaint. -~ -#3714 -sneakers~ -zips sneakers~ -A pair of Zips have been left here. -~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -E -sneakers~ -Ugh! Guess your mom wasn't cool enough to buy cool sneakers! -~ -#3715 -red paint~ -red paint~ -You're going to get red paint all over your hands. -~ -~ -9 0 1|128 -0 0 0 0 -1 0 0 -E -paint~ -It's red paint. Nothing else to describe. -~ -#3716 -banner~ -an AnonyMud Banner~ -Whoa! A real life AnonyMud Banner! -~ -~ -1 1|64 1 -0 0 240 0 -1 0 0 -A 17 -1 -A 24 -1 -#3717 -blankie~ -a blankie~ -A worn-out blankie has been left here. -~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -E -blanket~ -No child should ever go without a blankie. You could wear it on your head -like Linus... -~ -#3718 -underoos~ -underoos~ -Some Sesame Street underoos are here on the floor. -~ -~ -9 0 1|256 -0 0 0 0 -1 0 0 -E -underoos~ -These underoos are cool! -~ -#3719 -key~ -a key~ -There is a key to The back Porch of Nursery School here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#3720 -rope belt~ -a rope belt~ -A soiled rope belt is here. -~ -~ -9 0 1|2048 -0 0 0 0 -1 0 0 -E -belt~ -Mom learned long ago that leather belts just wouldn't last. -~ -#3721 -whip~ -an official AnonyMud whip~ -You see an official AnonyMud whip here. -~ -~ -5 64 1|8192 -0 2 3 4 -5 0 5 -A -18 1 -A -19 1 -#3722 -book shakespeare~ -a big book of Shakespeare~ -This big book of shakespeare makes you feel smarter just looking at it. -~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -A 3 1 -A 4 1 -#0 - - -#ROOMS -#3700 -Entrance To Newbie Nursery School~ -This is the entranceway to the Newbie Nursery School here at AnonyMUD. -Walking through the school will help to prepare you for the real world. -Our world is probably different than any world you've ever been to, so -even if you consider yourself "experienced", humor us and read all the -signs. There is a big sign on the wall which says, "to read me, type -LOOK sign". - -A door leads south into the playground but you have to go to school before -you play... -~ -0 8 0 -D1 -coat room in nursery school~ -~ -0 -1 3701 -D2 -the playground~ -~ -1 0 3747 -D5 -outside the temple~ -~ -0 -1 31000 -E -Sign~ -Well, you just learned your first lesson, which is that you can use -look to look at things (just like in real life). This works with -signs, objects, people, anything you want to look at - just type LOOK - or l . - Another important lesson is how to move from place to place. You can -move in 6 possible directions: north, south, east, west, up, and down. -To move, type the direction you wish to go, or as a shortcut, type the -first letter. Test this now by moving east to the next room. -~ -E -marc~ -Marc sure is picky! :P -~ -S -#3701 -Coat Room in Nursery School~ -This is a tiny little coat room, with a bunch of little coats hanging on -hooks about 3 feet above the ground. There must be other people here in -the school. There is a sign on the wall. -~ -0 8 0 -D0 -BIG hallway in the nursery school~ -~ -0 -1 3702 -D3 -entrance to newbie nursery school~ -~ -0 -1 3700 -E -sign~ -You are not alone. To see who else is playing at anytime, type WHO. -To see what other players are in the same area as you, type WHERE. -You can also talk to all these other people. To talk to one person at a -time, type tell . To talk to everyone in the same room -as you, type say . To talk to everyone in the game, type chat -. There are other channels as well - type help channels. -NOTE: In order to learn about anything new you hear about, try typing -help . Also, whenever there are <> around anything, it means to -insert whatever it is you are trying to find out, like help story. Also, -it does not matter if you type in capitals or lowercase. Things in helps -and in these signs are often written in all capitals, but that it only -for emphasis. However, it is generally considered rude to use all capitals -in communication with other players, i.e, chat CAN ANYONE HELP ME?. -~ -S -#3702 -BIG Hallway in the Nursery School~ -Suddenly you are in a big hallway. There is a room off to the west that -you should go into now, but the hallway seems to lead forward. There is -another big sign on the wall. -~ -0 8 0 -D0 -arts and crafts room~ -~ -0 -1 3704 -D2 -coat room in nursery school~ -~ -0 -1 3701 -D3 -teacher's office in nursery school~ -~ -0 -1 3703 -E -sign~ -Now that you can learn about who else is playing, it's time to learn a -little about yourself. To get a short version of your vital information, -type SCORE. For a full listing, type INFO. To see spells that affect -you, type AFFECT. Try all of these now, noticing what each tells you. -Some of this information makes no sense now, but it will matter more as -you gain levels. -~ -S -#3703 -Teacher's Office in Nursery School~ -This room is not a place where the children are allowed. It is here that -you will hone your attributes in order to go on into battle. Your -attributes were listed when you typed score: str, int, wis, dex, con chr. -There is a sign on the wall that looks important. -~ -0 8 0 -D1 -BIG hallway in the nursery school~ -~ -0 -1 3702 -E -sign~ -It is here that you can enhance your attributes. Please note that -after level 1, it will cost you dearly to enhance again, so think wisely -before acting. To increase an attribute by 1, type ENHANCE . -For more on what each stat does, type HELP . -~ -S -#3704 -Arts and Crafts Room~ -This room has paint all over the walls and floor, and looks like there has -been many children running wildly around the place. There are pictures -tacked up all over the walls, depicting important looking people. There -is also a sign on the wall. -~ -0 8 0 -D0 -reading room in the nursery school~ -~ -0 -1 3705 -D2 -BIG hallway in the nursery school~ -~ -0 -1 3702 -E -PICTURE~ -You see pictures of a family of smiling faces. The scrawled writing on the -bottom says that these are the faces of the IMP Lenny and His Council, the -founders of this great mud. To see these names and the names of other great -people, type WIZLIST. -~ -E -SIGN~ -One of the most important lessons you can learn in nursery school -is how to give, take, and share. To get anything off the ground, type -GET . To drop something, type DROP . To see things that you -have picked up, type INV (short for inventory). To use something in your -inventory, type WEAR . To take something off your body and put -it back in your inventory, type REMOVE . To see what is on your -body, type EQ (short for equipment). -~ -S -#3705 -Reading Room in the Nursery School~ -This room has a big comfy armchair at one end, with mats strewn all -around it. There is a large bookcase against the wall, full of books for -the teachers to read to the little children. There is a sign on the -opposite wall. -~ -0 8 0 -D0 -bulletin board~ -~ -0 -1 3706 -D2 -arts and crafts room~ -~ -0 -1 3704 -D3 -nap room in nursery school~ -~ -0 -1 3707 -E -sign~ -This is where you can learn to read about AnonyMUD. People are -constantly writing notes asking questions, making suggestions and -comments, and even just joking around. To read a note, type NOTE. To -learn more about notes, type HELP NOTE. -~ -S -#3706 -Bulletin Board in Nursery School~ -You are standing in front of a huge bulletin board, with a large calendar -and numerous weather pictures, including a big sun and some happy -clouds. Perhaps looking at the board will tell you something. -~ -0 8 0 -D2 -reading room in the nursery school~ -~ -0 -1 3705 -E -BOARD~ -Time and weather happen here just like in your world. To see the -date and time, type TIME. Many stores are only open certain hours, and -the time of year can also bring some surprises. Weather occurs constantly, -and weather updates will be given quite often. Please note that the weather -does affect your ability to do certain things. For instance, you cannot -sleep when it is raining on you--the rain wakes you. -~ -S -#3707 -Nap Room in Nursey School~ -This room has a bunch of little mats on the floor, and a pile of blankets -in the corner. There is a big sign on the wall, and you quietly go to -read it. -~ -0 8 0 -D1 -reading room in nursery school~ -~ -0 -1 3705 -D3 -punishment corner~ -~ -0 -1 3708 -E -sign~ -Just as in real life, sleeping is a quick way to "recharge". Right now, -you are probably standing (type AFFECT to see). You can sleep by typing -SLEEP, which allows you to regain hp, moves and mana faster, but you -cannot see or send any tells or says. You can type WAKE to wake up, and -this puts you back to a standing state. When resting, you are aware of -things around you but can regenerate a bit faster. Note that you can -type REST when standing to reach this state. In order to be able to move -again, simply type STAND. - -NOTE: Those who wish to regenerate mana faster may find that sleeping is -not enough. There is a rumor that being drunk can speed this up. -~ -S -#3708 -Punishment Corner~ -This is where all the bad little boys and girls are sent to think about -what they've done. Perhaps you can learn a thing or two from them. -There is a board where it seems that kids have had to write out their crimes. -~ -0 8 0 -D0 -snack room~ -~ -0 -1 3709 -D1 -nap room in nursery school~ -~ -0 -1 3707 -E -board~ -You can go around and kill things here. These things, often called mobs, -come in different sizes, shapes, and difficulties. In order to see how -you match up against a mob, type CON . If you decide that -you want to challenge it, type KILL . However, sometimes -a mob can just be more than you expected. To escape from fighting, type -FLEE. However, this only gives a chance of escaping, and does not guarantee -that you do. A safeguard to take is to decide on a level of hp that you -would always like to try to flee at. You can set your character to -automatically try by typing WIMPY <#hp>. Typing WIMPY with no argument will -automatically set your Wimpy at 20% of your maximum hit points. - -Try this right now by typing WIMPY 10. This will cause you to automatically -flee a fight if your hit points drop below this number. -~ -S -#3709 -Snack Room~ -This is the snack room of the school. Eating and drinking are an -intricate part of the game, just as in real life. You see a little old -lady sitting in the corner next to a big cabinet with a sign on it. You -cannot go back from here, you have to proceed to class. You are late as it -is! -~ -0 8 0 -D5 -center classroom~ -~ -0 -1 3710 -E -SIGN~ -This is your first exposure to a shopkeeper, which is what this -woman is. To see what she is selling, type LIST. To buy something, type -BUY . To sell something, type SELL . At this point you -probably have no money, so you can't afford to buy anything. That's -okay, because you'll have money soon. Once you get something to eat or -drink, you can do so by typing EAT or DRINK . Note that you need -not buy food and drink. Body parts often fall off of dead mobs, and -these can be picked up and eaten. Also, fountains can be directly drank -out of, as well as used to fill empty bottles. - -Shopkeepers can also tell you the value of your items if they sell that -particular type of item. To get an item valued, type VALUE . -~ -S -#3710 -Center Classroom~ -You are standing in the center of the main classroom of the school. Toys -are all around you, and there are lots of little tables where children -are busily working and playing. Take a look around... -There is a sign on the wall. -~ -0 8 0 -D0 -pet corner~ -~ -0 -1 3711 -D1 -one side of the classroom~ -~ -0 -1 3712 -D2 -near the windows~ -~ -0 -1 3714 -D3 -the other side of the classroom~ -~ -0 -1 3715 -D4 -Snack Room~ -~ -0 -1 3709 -D5 -~ -~ -0 -1 3716 -E -SIGN~ -Now is your first chance to do some killing. Before you start, be -sure that your wimpy is set, in case you get in trouble. You should have -autoloot and autosac on (type info to check). This will automatically -check each corpse for equipment and take it, and then sacrifice the empty -body. To do this manually, simply type L CORPSE, GET ALL CORPSE, SAC CORPSE. -To turn off the autos, type CONFIG -. To help you avoid -walking into unknow territory, there is a command called SCAN which will -tell you what monsters are lurking in the next room, unless it is raining -(type HELP SCAN for a fuller description). - -~ -S -#3711 -Pet Corner~ -This part of the room is where they keep live animals that they bring in -to show the children. It smells pretty bad, and you're sure that if you -were a little animal, you would not want to be here. -~ -0 8 0 -D2 -center classroom~ -~ -0 -1 3710 -S -#3712 -One Side of the Classroom~ -This part of the classroom looks fairly well kept, with some little -pieces of colored paper spread everywhere. -~ -0 8 0 -D1 -far edge of the classroom~ -~ -0 -1 3713 -D3 -center classroom~ -~ -0 -1 3710 -S -#3713 -Far Edge of the Classroom~ -This is a quiet corner of the classroom. All the noise of the children -playing has faded away, and you feel fairly relaxed. -~ -0 8 0 -D3 -one side of the classroom~ -~ -0 -1 3712 -S -#3714 -Near the Windows~ -This part of the classroom has light streaming in through the windows. -You can see more children playing outside on a playground. -~ -0 8 0 -D0 -center classroom~ -~ -0 -1 3710 -S -#3715 -Other side of the Classroom~ -This part of the classroom is pretty empty, although I think there's a -child over there.... -~ -0 8 0 -D1 -center classroom~ -~ -0 -1 3710 -S -#3716 -Corridor in the Nursery School~ -Well, you have been busy, haven't you? This tiny corridor has a door to -the east, as well as what looks like a locked door to the north. There -is a sign on the wall. -~ -0 8 0 -D0 -back porch of the nursery school~ -~ -1 3719 3718 -D1 -bathroom in the nursery school~ -~ -1 0 3717 -D4 -Center of the Classroom~ -~ -0 -1 3710 -E -SIGN~ -Sometimes in the heat of battle, your opponent may get the better -of you and you die. This causes you to lose experience (which you gain -by killing) and also transports you to recall. But do not despair! Your -belongings are not lost, but remain with your corpse, located at your -death site. I'd recommend going to buy a light (find the grocer or check -(donation) and then walk back to wherever you died and loot your corpse, -just as you loot mob corpses. If you died in an aggressive area and -think it will just get you killed again to go there, try talking to -someone of a higher level. They often can give advice as to how to get -your things back, if not help you. But death is your business, and -bothering immortals with corpse retrievals that are within mortal means -is NOT recommended. -~ -S -#3717 -Bathroom in the Nursery School~ -This bathroom is really pretty disgusting. I guess that is what happens -in a place where most of the people are not quite potty trained. There is -something written on the wall. -~ -0 1|8 0 -D3 -corner of the nursery school~ -~ -1 3719 3716 -E -WALL~ -In order to open the locked door in the next room, you need a key. -You will find that this little boy is carrying it, and when you loot the -corpse, you will be carrying the key. To use a key, type UNLOCK -. You then need to open the door (OPEN ), and then -you will be able to walk through. Note that some people are given the -opportunity to practice a skill called pick lock, which gives you a -chance of unlocking locked doors without the key. -~ -S -#3718 -Back Porch of the Nursery School~ -You are suddenly standing outside on the back porch of the nursery -school, looking out at the playground before you. The sun shines -brightly in your eyes which are not accustomed to the light, but you -think you see a figure standing before you. Something tells you to look -at him and con him before attacking. There is a sign nailed up on the -building. -~ -0 8 0 -D0 -the playground. you will not be able to come back this way once you leave.~ -~ -1 0 3727 -D2 -a corridor in the nursery school~ -~ -1 3719 3716 -E -SIGN~ -This is the end of the school part. There's a few more things you -should know before you venture out into the world. First off, there is a -command called RECALL. Typing this immediately transports you from -wherever you are back to the main city of Khellis. Be warned that you -cannot do this while in battle, and there are certain areas which block -this ability. Secondly, there is a place in the city of Khellis called -donation, where people donate items they may not want and you can pick -them up for free. To generously donate something, just type DON . -Lastly, be sure to type SAVE quite often, in order to ensure that -everything you do is constantly saved. Now go out there and have fun, -and wreak havoc. I'd recommend always reading and thinking, as hasty -action can produce undesirable results here in the world of AnonyMUD. -~ -S -#0 - - -#RESETS -* -D 0 3700 2 1 CLOSES DOOR TO PLAYGROUND -D 0 3716 0 2 LOCKS DOOR NORTH TO BACK PORCH -D 0 3718 2 2 LOCKS DOOR SOUTH TO CORRIDOR -D 0 3718 0 1 CLOSES DOOR TO PLAYGROUND -* -M 1 3700 1 3703 LOADS HEAD MISTRESS -* -M 1 3701 1 3709 LOADS OLD LADY -G 1 3705 0 0 GIVES THERMOS -G 1 3706 0 0 GIVES COOKIES -G 1 3707 0 0 -G 1 3708 0 0 -G 1 3709 0 0 -G 1 3716 0 0 GIVES BANNER -* -M 1 3702 1 3710 LOADS MISS HEATHER -* -M 1 3703 1 3711 LOADS RABBIT -E 1 3710 0 12 WEARS COAT -* -M 1 3704 1 3712 LOADS GIRL WITH CHICKS -E 1 3711 0 14 WEARS BRACELETS -E 1 3711 0 15 -* -M 1 3705 1 3713 LOADS LITTLE GIRL -E 1 3712 0 3 WEARS BUBBLE NECKLACE -* -M 1 3706 1 3714 LOADS PAINTING BOY -E 1 3713 0 7 WEARS OVERALLS -E 1 3714 0 8 WEARS SNEAKERS -E 1 3715 0 9 WEARS PAINT -* -M 1 3707 1 3715 LOADS SLEEPING BOY -E 1 3717 0 6 LOADS BLANKET -E 1 3718 0 10 LOADS UNDEROOS -* -M 1 3708 1 3717 LOADS SLEEPING BOY -E 1 3720 0 13 WEARS BELT -G 1 3719 0 0 GIVES KEY -* -M 1 3709 1 3718 LOADS JANITOR -E 1 3722 0 17 HOLDS SHAKESPEARE -S - - -#SHOPS -3701 17 19 1 0 0 180 20 0 23 -0 - - -#SPECIALS -M 3702 spec_cast_adept MISS HEATHER -S - - -#$ diff --git a/data/realm/areas_merc/school4.are b/data/realm/areas_merc/school4.are deleted file mode 100644 index c1d8943..0000000 --- a/data/realm/areas_merc/school4.are +++ /dev/null @@ -1,1864 +0,0 @@ -#AREA {1 3} Yaegar The Tower of Training~ - -#MOBILES -#3700 -first acolyte~ -the first acolyte~ -An acolyte clad in robes of white smiles and bids you welcome. -~ -This fellow is a loyal devotee of the powers of the world, and is here to -assist in the training of new arrivals. You see the wisdom of many decades -of life reflected in his eyes. -~ -2|64|33554432 128 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -smiles at you.~ -E -.arrive_say~ -Welcome, traveller, to the Tower of Training.~ -E -.look_say~ -Look at the plaques and signs, not me.~ -E -.leave_say~ -Don't forget to read everything you see!~ -#3701 -lady second acolyte~ -the second acolyte~ -An elderly lady clad in purple robes greets you. -~ -This woman is a loyal devotee of the powers of the world, and is here to -assist in the training of new arrivals. You see the wisdom of many decades -of life reflected in her eyes. -~ -2|64|33554432 128 1000 S -20 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -smiles at you.~ -E -.arrive_say~ -Welcome, traveller, to the Second Tier.~ -E -.look_say~ -Look at the plaques and signs, not me.~ -E -.leave_say~ -Try every room on each level!~ -#3702 -first adept~ -the first adept~ -A man clad in green robes sits behind a desk here, reading an old tome. -~ -This adept is in charge of the lesser acolytes, and also assists in the -training of newcomers by helping them enhance their statistics. For more -information, read the signs or type HELP ENHANCE. -~ -2|64|512|33554432 128 1000 S -30 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -looks up briefly from his book, points to a plaque, and says nothing.~ -E -.look_say~ -Type HELP ENHANCE.~ -E -.say_say~ -Don't just stand there! Enhance!~ -E -.leave_tell~ -Have you used all yuor enhances?~ -#3703 -shopkeeper~ -a stout shopkeeper~ -A short, stout man stands here, looking at you expectantly. -~ -This stout yeoman negotiates the vending of necessities to new entrants to -the lands, at a reasonable price (he is subsidised by the Curate). He will -be happy to sell you a variety of foods and drinks. -~ -2|64|33554432 128 1000 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Can I help you?~ -E -.arrive_act~ -raises his eyebropws expectantly.~ -E -.look_act~ -raises his eyebrows in question.~ -E -.leave_tell~ -good luck, traveller!~ -#3704 -third acolyte~ -the third acolyte~ -A small man clad in leather armor smiles at you. -~ -This is the third acolyte, who is in charge of the combat cages, where new -players are able to increase their combat skills. He will be happy to help -heal any injuries you sustain during your travails. -~ -2|64|2048|33554432 128 1000 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -smiles and bows.~ -E -.arrive_say~ -Make sure you enter all four cages, and take the equipment you find.~ -E -.arrive_say~ -The monsters do regenerate, so be not afraid to tarry and gain experience.~ -E -.leave_tell~ -Are you wearing all your new equipment?~ -#3705 -plains goblin~ -a plains goblin~ -A small, wiry goblin is kept locked in this cage. -~ -This foul little goblinkin is one of hundreds that roam the vast Plains of -Blood, scavenging the leavings of bigger creatures. It shouldn't be too -difficult to slay. -~ -2|64 512 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -grunts at you.~ -E -.attack_act~ -lets out a high-pitched wail and attacks!~ -E -.die_act~ -collapses in a pool of its own gore.~ -#3706 -kobold~ -a river kobold~ -A slimy kobold sneers at you. -~ -This repulsive creature is a river kobold- small, slimy denizens of the mud -flats near the banks of the River Anon. It is very cowardly and weak, and -shouldn't be too hard to overcome. -~ -2|64 512 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -eyes you nervously.~ -E -.look_act~ -Tries to avoid your gaze.~ -#3707 -gnome~ -a rabid gnome~ -A wizened old gnome sits in one corner of this cage, gibbering. -~ -Normally a benevolent race, the gnomes have, like all other races at one -time or another, produced abberations, and this twisted individual is one -of them. Cast out of his village after his penchant for gnome flesh was -uncovered, he is now kept here to help train newcomers. -~ -2|64 512 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -gibbers and drools all over himself.~ -E -.attack_yell~ -Dieeeeee!~ -E -.look_act~ -snarls angrily at you.~ -E -.die_say~ -Aieeeeee!~ -#3708 -skeleton~ -a skeleton~ -A pile of bones springs to life as you enter! -~ -The Adept has used advanced magicks to bring the skeleton of a former student -to life, to serve both as a warning to newcomers as to what awaits them if -they fail, and as a decent challenge for new students. -~ -2|32|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -E -.arrive_act~ -steps toward you.~ -E -.die_act~ -collapses to the floor, reverting to the pile of old bones it once was.~ -#3709 -corpse zombie~ -a zombie~ -A rotting corpse lurches towards you. -~ -This is the reanimated remains of a former student who perished in these -rooms. Best be careful! -~ -64|8388608 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -E -.arrive_act~ -staggers toward you, death in its cold grey eyes.~ -E -.attack_act~ -groans as your blows meet with its pulpy flesh.~ -E -.die_act~ -staggers once, then falls lifeless to the ground.~ -#3710 -wolf~ -a scrawny wolf~ -A scrawny wolf slinks past you. -~ -This underfed scavenger was snatched from the plains months ago and set -loose here to serve as target practice for new students. -~ -64|128|8388608 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -doesn't seem to keen to fight you.~ -E -.attack_act~ -yelps in surprise and fear.~ -#3711 -spider~ -a spider~ -A spider the size of your hand scuttles toward you. -~ -The spiders of Arachnos are legendary both for their size and their appetite -for fresh meat; both attributes make you feel remarkably uneasy. -~ -64|8388608 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -E -.arrive_act~ -scuttles along the ground. It looks quite hideous.~ -E -.say_act~ -has been alerted to yuor presence by your voice.~ -E -.die_act~ -explodes under the impact of your final blow, sending ichor spraying everywhere.~ -#3712 -rat~ -a giant rat~ -A giant rat scurries out of a crack in the wall. -~ -The acolytes snatched several large rats from the network of lairs that lies -east of town, and set them loose in here, to serve as prey for newcomers. -~ -64|8388608 512 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -squeaks noisly and begins to gnaw on an old bone.~ -E -.attack_act~ -shrieks and attempts to sink its teeth into your leg.~ -#3713 -cockroach~ -a cockroach~ -A cockroach the size of your forearm runs along the floor here. -~ -A boat from Freeport docked near the city recently, and the astonished -dockworkers found these specimens among its cargo. The acolytes were called, -and the cockroaches were brought here. -~ -64|8388608 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -E -.arrive_act~ -scuttles by. You are amazed at its size.~ -E -.attack_act~ -, to your amazement, fights back!~ -E -.die_act~ -shudders as your blows crushes its carapace, and squirts out some white ooze.~ -#3714 -fourth acolyte~ -the fourth acolyte~ -A stern half elf clad in black robes stares grimly at you. -~ -This acolyte observes trainees in their efforts on this tier. He will not -interfere in any combat, though he will cure the injuries of those injured -in the process of advancement. -~ -2|64|2048|33554432 128 1000 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Welcome, traveller, to the Fifth Tier. Fight well, and keep your eyes open.~ -E -.look_say~ -Don't stand there gaping! Go and do battle!~ -E -.leave_tell~ -Keep your wits about you, and come back here if you need healing.~ -#3715 -monster tower~ -the monster of the tower~ -A huge, bestial man strides out of the shadows. -~ -This mutant is the aptly-named monster of the tower, and is the final foe -all trainees must face before leaving. -~ -2|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -rushes towards you.~ -E -.arrive_yell~ -RRRRRROOOOOOAAAARRRRRRR!~ -E -.look_act~ -swipes at your head.~ -E -.die_act~ -screams horribly and dies.~ -#3716 -curate~ -the curate~ -An elderly gentleman clad in robes trimmed with silver greets you. -~ -The curate will give you your reward for completing the trials you have -just faced, in the form of a book of knowledge that will aid you -immeasurably in your travels ahead. Simply talk to him and he will hand -it over. -~ -2|64|2048|33554432 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -smiles.~ -E -.arrive_say~ -Well done!~ -E -.look_give~ -3722~ -E -.tell_tell~ -Another one? Oh alright.~ -E -.tell_give~ -3722~ -#0 - -#OBJECTS -#3700 -sickle~ -a sickle~ -You see a steel sickle lying here.~ -~ -5 64 1|8192 -0 2 3 7 -5 0 5 -A -12 5 -A -18 3 -A -19 1 -#3701 -dagger~ -a small dagger~ -You see a short thrusting dagger here.~ -~ -5 64 1|8192 -0 2 3 11 -5 0 5 -A -12 5 -A -18 3 -A -19 1 -#3702 -broadsword sword~ -a broadsword~ -You see a heavy broadsword here.~ -~ -5 64 1|8192 -0 2 3 3 -5 0 5 -A -18 3 -A -19 1 -#3703 -gambeson~ -a leather gambeson~ -A sweaty, smelly gambeson is here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -5 1 -E -gambeson~ -This gambeson is slightly moist with sweat and smells REALLY bad. -~ -#3704 -shield~ -a target shield~ -You see a small shield here.~ -~ -9 0 1|512 -2 0 0 0 -5 0 5 -A -17 -3 -#3705 -goatskin water skin~ -a water skin~ -A goatskin full of water is here.~ -~ -17 0 1|16384 -5 5 0 0 -1 0 0 -#3706 -bowl gruel~ -a bowl of watery gruel~ -A bowl of watery gruel coagulates here.~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3707 -sweetmeats~ -sweetmeats~ -Some sweetmeats lie here.~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3708 -black bread~ -a piece of black bread~ -A coarse-mealed piece of black bread lies here.~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3709 -bowl frumenty~ -a bowl of frumenty~ -A bowl of boiled wheat grain sits here.~ -~ -19 0 1|16384 -7 0 0 0 -1 0 0 -#3710 -dirty grey cloak~ -a dirty grey cloak~ -A dirty grey cloak has been discarded here.~ -~ -9 0 1|1024 -0 0 0 0 -1 0 0 -A -19 1 -#3711 -leather wristband~ -a leather wristband~ -A strip of leather lies on the ground here.~ -~ -9 0 1|4096 -0 0 0 0 -1 0 0 -A -1 1 -#3712 -crude leather necklace~ -a crude leather necklace~ -A leather thing with a piece of quartz affixed to it lies here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -A -19 1 -#3713 -breeches~ -a pair of stained leather breeches~ -These leather breeches have been soiled by a past owner.~ -~ -9 0 1|32 -0 0 0 0 -5 0 0 -A -2 1 -#3714 -boots~ -a pair of deerskin boots~ -A pair of boots fashioned from deerskin lie here. They look very comfortable.~ -~ -9 0 1|64 -0 0 0 0 -1 0 0 -A -14 20 -A -25 1 -#3715 -pair leather gauntlets~ -a pair of leather gauntlets~ -A pair of leather gauntlets lie here.~ -~ -9 0 1|128 -0 0 0 0 -1 0 0 -A -18 1 -A -25 -1 -#3716 -torch switch~ -a pitch-soaked switch~ -This pitch-soaked switch serves as a decent, though smoky, torch.~ -~ -1 1|64 1 -0 0 200 0 -1 0 0 -A -23 -1 -A -24 -1 -#3717 -leather helm~ -a leather helm~ -This leather helm has seen better days. So has its former owner.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -4 1 -#3718 -armband~ -a copper armband~ -A copper armband has been left here.~ -~ -9 0 1|256 -0 0 0 0 -1 0 0 -A -5 1 -#3719 -rope belt~ -a rope belt~ -A soiled rope belt is here.~ -~ -9 0 1|2048 -0 0 0 0 -1 0 0 -A -13 5 -#3720 -garbage~ -a piece of garbage~ -A piece of garbage.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3721 -whip~ -an official AnonyMud whip~ -You see an official AnonyMud whip here.~ -~ -5 64 1|8192 -0 2 3 4 -5 0 5 -A -2 1 -A -18 3 -A -19 1 -#3722 -book knowledge~ -A book of knowledge~ -A thick book lies here.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -A -1 1 -A -2 1 -A -3 1 -A -4 1 -A -5 1 -A -12 5 -A -13 5 -A -14 5 -A -18 1 -A -19 1 -#3723 -portal~ -a portal~ -A magic portal floats in the center of the room.~ -~ -33 1|2 0 -3739 0 0 0 -1 0 0 -E -portal~ -This portal is one of many magical gateways that can be found across the -world of Anon, and they allow you to reach areas instantly that would take -ages to reach by foot, or even to reach other dimensions. For more -information, type HELP PORTAL. There is a portal chamber in town with -portals that can take you to other worlds. There are also several portals -in the village green, located north of the temple in town. - -When you are done on this level, type ENTER PORTAL to proceed to the final -stages of the tower. But only when you are done, for it will not be possible -to return this way. A block on the portal will prevent you from entering if -you are level 1. -~ -#3724 -key~ -a red key~ -A small red key lies here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#3725 -portal~ -a portal~ -A magic portal floats in the center of the room.~ -~ -33 1|2 0 -31001 0 0 0 -1 0 0 -#3726 -chain~ -a long chain~ -A long chain hangs from the trapdoor above. There is a sign next to it.~ -~ -15 70 0 -1 0 0 0 -1 0 0 -E -.trigo_dooropen~ -up~ -E -sign~ -Try pulling the chain- PULL CHAIN should work nicely.~ -#23400 -tower ring~ -a tower ring~ -This ring is worn by graduates of the Tower of Training.~ -~ -9 1 1|2 -0 0 0 0 -1 0 0 -A -18 1 -A -19 1 -#23401 -sword~ -a plain sword~ -A nondescript sword lies here.~ -~ -5 0 1|8192 -0 0 0 11 -5 0 0 -A -18 1 -A -19 1 -#23402 -sack~ -a small sack~ -You can use this sack to carry items you find.~ -~ -15 0 1|16384 -25 1 0 0 -1 0 0 -#0 - -#ROOMS -#3700 -The First Tier of the Tower~ -You emerge from the portal into a spacious hall, the walls and ceiling of -which are mirrored, giving one the feeling of having stepped into a hall -of infinite proportions. In the center of this hall, upon a small marble -dais is seated a robed figure, who beckons you to approach. A large plaque, -carved from marble and inlaid with gilt letters, has been placed on one wall -next to a silver staircase that ascends to the next tier. -~ -0 8 0 -D0 -~ -~ -0 -1 3702 -D1 -~ -~ -0 -1 3703 -D3 -~ -~ -0 -1 3701 -D4 -~ -~ -0 -1 3704 -E -Plaque~ -The plaque reads- - -Welcome, adventurer, to the first tier! As a complete novice in the ways of -this world, you have much to learn. Hopefully, however, the acolytes of the -tower will be able to aid you in your progress. From here, you should -journey to the other three rooms on this level before continuing upwards. -To travel anywhere in the world, simply enter the first letter of the -desired direction, i.e, n s e w u or d. -~ -S -#3701 -The Chamber of Communication~ -You pass from the mirrored hall into a small room filled with murals -depicting people of all races talking with one another. From far away you -can hear the murmur of many, many voices, speaking in tones subdued, angry, -happy, friendly, sad and arrogant. Such is the imagery of this place you -feel as though you were actually standing within a crowded room. There is a -plaque on one wall. -~ -0 8 0 -D1 -~ -~ -0 -1 3700 -E -plaque~ -(From the book of Tongues, 1.2)- "And then, seeing the many races mingling -upon the surface of their world, and having no way to communicate, the Gods -did grant upon them the gift of tongues, so that they would be able to -communicate freely with each other, and there was great happiness." - -You can communicate with your fellow adventurers using the many communication -channels available. The channels currently available to you are- TELL, HERO, -SAY, EMOTE, YELL. Other channels will become available when you become more -experienced. These are- CHAT, SHOUT, MUSIC, QUESTION, GRATZ. For more -information on any of these channels, type HELP . -~ -S -#3702 -The Room of Awareness~ -This small stone chamber is bare save for a huge lidless eye painted upon the -far wall. You find yourself growing uncomfortable under its scrutinizing -gaze, such is the striking realism of this depiction. A small plaque has -been attached to the wall beneath it. -~ -0 8 0 -D2 -~ -~ -0 -1 3700 -E -plaque~ -(From the Book of Beginnings, 1.17) "...and so that their creations could -interact with their home, the Gods gave them the gift of thr senses, of -sight, of smell, of hearing, of touch and of taste. And their many creations -ventured forth into the world with new joy in their hearts, for they could -now fully appreciate the wonders of it all." - -The gods have given you the same gifts, and these senses, most importantly -sight, can play a crucial role in your adventuring. To examine any object, -room or person that you may encounter, type LOOK or EXAMINE . -For information, type HELP LOOK. In addition, you can instantly see all the -visible adventurers around you by typing WHO- this will display them all. -Typing WHERE will show the ones that are near you. -~ -S -#3703 -The Chamber of Objects~ -This chamber is crammed to the rafters with wooden chests, boxes and caskets, -all of which are tightly locked, though a quick push indicates they are full -of many heavy objects. You have no idea what purpose they serve, but you do -notice a plaque nailed to one of the larger crates. -~ -0 8 0 -D3 -~ -~ -0 -1 3700 -E -Plaque~ -(From the Book of Travails, 7.13) "Such became the peoples' desire for -possessions that they searched far and wide, buying, borrowing, taking or -stealing every manner of object they could find. And the avaricious peoples' -collections grew so large that their lust for possessions necessitated the -construct of increasingly ponderous domiciles." - -Like any other adventurer, you too will experience the desire to obtain large -amounts of possessions, both arcane and mundane, and will need to know how to -acquire such items. To pick up items, type GET , while to remove them -simply type DROP or REMOVE . To use the items, type WEAR, WIELD or HOLD -, as appropriate. To see what you are currently wearing, type EQ, and -to see what you are carrying but not using, type INV. For more information, -consult the appropriate help files. Items you don't want can be sold, as you -will be taught later, or DONATED. Donated items appear in a special room in -the city, which you will find later. To donate simply type DONATE . -~ -S -#3704 -The Second Tier~ -You enter a long, narrow corridor that has four wooden doors, one at each -of the four cardinal directions. In the center of the room rests a massive -oak chair, next to a blazing fire in a hearth. Seated in the chair is the -Second Acolyte, who nods and beckons you over. There is a plaque hanging -above the hearth. -~ -0 8 0 -D0 -~ -~ -1 0 3705 -D1 -~ -~ -1 0 3708 -D2 -~ -~ -1 0 3707 -D3 -~ -~ -1 0 3706 -D4 -~ -~ -0 -1 3709 -D5 -~ -~ -0 -1 3700 -E -plaque~ -On the second tier, you will continue your learning process, by passing -through the doors to the north, south, east and west. To open the doors, -simply type OPEN , and then head into the room beyond. Further -information will follow. -~ -S -#3705 -The Room of Self-Awareness~ -You pass into what appears to be a small study. A sturdy desk fashioned of -what appears to be cedar rests in the center of the floor, upon a delicately- -embroidered rug. Several shelves filled with tomes of arcane lore line the -walls. You are surprised to see that there are no chairs in the room- -evidently someone doesn't wish for you to tarry too long in here. There is -a piece of paper lying on the desk you may wish to read. -~ -0 8 0 -D2 -~ -~ -1 0 3704 -E -piece paper~ -On the piece of paper, someone has hastily scrawled the following- -(From the Book of Enlightenment, 4.23) "And as the races progressed, they -gradually became more cognizant of their abilities and limitations, and -developed ways to more accurately measure this. Learned scholars and sages, -who could previosuly so easily determine the attributes of an item, could -now do the same with a humanoid." You too can find out what your abilities -and limitations are, by typing SCORE. This will output your character sheet, -detailing all the important information. For a more detailed report, type -STATUS. To see what enchantments are currently affecting you, type AFF. More -information is as usual available in the help files. -~ -S -#3706 -The Chapel~ -You have entered a small, serene chapel with wood pannelled walls, a shrine -to the Gods of the world. A plain wooden altar covered with a white sheet -stands near the far wall. Upon it you can see a small silver plaque. -~ -0 8 0 -D1 -~ -~ -1 0 3704 -E -plaque~ -(From the Book of Beginnings, 2.19) "The Gods were many in number, and great -was their power and their wisdom. For it was through their munificence that -the world and all its peoples came into being, and it is well that we should -give thanks to these the creators." You may see who the gods of the world are -by typing WIZLIST. For more information on the gods and immortality, try -HELP IMMORTALS or HELP WIZLIST. -~ -S -#3707 -The Room of Access~ -This large, dusty chamber is lined with doors, windows and other portals, and -is filled with chests and boxes, opened and closed. The air in here is rather -musty, and you sneeze as you inhale some of the dust you stirred up as you -entered. There is a piece of slate with some chalk lying next to it on the -floor. -~ -0 8 0 -D0 -~ -~ -1 0 3704 -E -slate~ -Someone has scribbled the following- -(From the Book of the Kender, 1.7) "None can open things as the Kender; their -gift for unfastening the most securely locked portals or chests is -legendary. Indeed, it was this ability which caused them to first suffer the -wrath of the other races of the world..." Now not all adventurers have the -same abilities as the Kender, but all possess the ability to open and close -doors, as you have been shown, as well as objects. You can open a chest, box -or similar by typing OPEN , then you can look in it by typing LOOK IN -. Fetching whatever is in there is achieved by typing GET -. Some containers or portals may be locked- if you have a key -you may bypass this by typing UNLOCK . This command will be important -further up the tower. Thsese commands can be reversed simply by typing CLOSE -, PUT or LOCK . -~ -S -#3708 -The Chamber of Nature~ -When you first enter this room, you have to blink and shake your head to -convince yourself you're not dreaming, for it appears that you have entered -a sylvan glade. But what appeared so real at first turns out to be naught but -an extremely good mosaic, and you shake your head in disbelief. There is a -small sign hanging from the "branch" of a nearby "tree". -~ -0 8 0 -D3 -~ -~ -1 0 3704 -E -sign branch tree~ -(From the Book of Nature Lore, 1.4) "and then didst the Gods bring the -elements to the world, fire, water, earth and air, and the influence they -wrought was great. The world was molded and shaped by these elements, as -well as by the action of elements acting in concert, as the ages passed." -You can keep well informed of meteorological phenomena in the world by -typing WEATHER. Typing TIME will inform you of the current date, as well as -the time in other worlds. Weather is important, as inclement weather can -adversely affect certain abilities you possess. Time is also important, as -certain shops are only open for limited hours in the day. -~ -S -#3709 -The Third Tier~ -This entire level is dominated by a large circular chamber, which seems to -be a combined library and museum. You see rows and rows of bookshelves -alongside large marble and granite scupltures of beings as yet unknown to -you. Wall-length paintings adorn the walls, and several antique vases and -pots can be seen in a glass cabinet. A large desk is situated in the center -of the room, and behind this desk is seated the First Adept, who gives you -a cursory glance as you enter, before returning to his book. A set of -stairs leads up to the next tier, and beside this hangs a small sign. -~ -0 8 0 -D4 -~ -~ -0 -1 3710 -D5 -~ -~ -0 -1 3704 -E -Sign~ -(From the Book of Conflicts, 7.23) "...and the mortals made themselves even -more competent by enhancing their abilities beyond those of their fellows, -granting them superior strength, dexterity, intelligence, wisdom, charisma -and constitution, and making them foes to be feared." You can enhance your -statistics here with the Adept. He will Enhance the stats you desire. To -enable this, simply type ENHANCE . -But before you rush in and enhance, take a minute to read HELP PRACTICE, -HELP PRACTICES, HELP SECONDARY and HELP for good advice on what -exactly to enhance. -~ -S -#3710 -The Fourth Tier~ -You have entered a small corridor with a coarse, heavy rug on the floor, deep -purple in color. Silver chandeliers hang from the white-washed ceiling, -illuminating the mirrored walls. You feel quite dizzy. There is a marble -plinth near one wall, with a book resting half opened on it. Curiously, -there is no Acolyte here- evidently they have given you what aid they -deem necessary. Small passages lead off the corridor in all four directions. -~ -0 8 0 -D0 -~ -~ -0 -1 3711 -D1 -~ -~ -0 -1 3712 -D2 -~ -~ -0 -1 3713 -D3 -~ -~ -0 -1 3714 -D4 -The sign reads- PULL THE CHAIN! -~ -trapdoor~ -1 -1 3715 -D5 -~ -~ -0 -1 3709 -E -book plinth~ -The book is open to The Book of Beginnings, Chapter 9 verse 34)- "And then -the peoples paused in their activities, to ponder all they had learned thus -far. And while there was much to assimilate, their minds were agile and they -gained great understanding. Then they resumed their advancement..." You can -stop here and have a read of the many help files that have been recommended -to you thus far, then continue at your leisure. Investigate the four rooms -on this tier before continuing upwards, though. -~ -S -#3711 -The Bedchamber~ -This well-appointed chamber is dominated by a massive four-poster bed, -carved from some dark red wood, which is covered with veils of satin and lace, -and deep, soft bedding. You feel a great sense of fatigue when you gaze upon -it, and sudenly realize how tired you are. Perhaps you would care to rest for -a period? But first, stop and read the small note someone has attached to -the foot of the bed. -~ -0 8 0 -D2 -~ -~ -0 -1 3710 -E -note~ -Someone has written, in a carefully-formed flowing script, the following- -(The Book of Beginnings, Ch.23, v.23) "And then the Gods, exhausted by their -efforts, fell into a deep slumber from which they did not awaken for seventy -seven years, to regenerate their tired forms. And when they awoke, they were -as new, and set about once more their many tasks." You will also find your -reserves depleted from time to time. Sleeping is a quick and efficient way -of recharging your lost energy, but it leaves you defenseless. You can -spend time in a stae of semi-wakefulness by typing REST, so that none may -surprise you. To rise from either state, type STAND. To move from SLEEP to -REST, type WAKE. -~ -S -#3712 -An Apothecary~ -You have entered a quaint, well-stocked apothecary. The shelves are lined -with all manner of poultices and brews, though most are quite beyond your -price range. There is a small brass plaque behind the stout shopkeeper which -may be of interest. -~ -0 8 0 -D3 -~ -~ -0 0 3710 -E -plaque~ -(From the Book of Commerce, 1.3) "...all manner of businesses sprang up, -as mercantilism struck like a bolt from heaven the avaricious peoples of the -world. All manner of goods were bought and sold, and all at once trade and -commerce brought people from all over the world together, simply to negotiate -the vending of rare and exotic goods." You will often find yourself in need -of a shop, either to re-equip yourself or to sell unwanted equipment. You -can experiment with the following commands with the shopkeeper in this room- -LIST- lists all the products for sale; BUY purchases a product; -SELL sells one of your products; VALUE tells you what -the shopkeeper is willing to pay for your item. NOTE- you can limit the -commands to list items of a certain type or level, i.e, LIST SHIELD will list -all shield for sale, and LIST 20 30 will list all items that fall within that -range. If there are multiple items of the same type in the list, type BUY -x. to buy the one you want, where x is the number the item is on the -list. You can also buy multiple items of the same type buy typing BUY x , -i.e, BUY 6 BREAD will buy you six loaves of bread. -~ -S -#3713 -The Chamber of Transport~ -You enter a chamber with grey stone walls and a polished wooden floor. -Pictures of horses, carts, boats and other stranger items hang from the walls. -There is a small wooden plaque affixed to the far wall. -~ -0 8 0 -D0 -~ -~ -0 0 3710 -E -Plaque~ -(From the Book of Commerce, Ch.3, v.10) "To make transport and the transfer -of goods easier, the peoples did ingeniously harness the materials the Gods -supplied and fashioned alternatives. The peoples begain to ride the lesser -animals, to ride in carts and buggies, and to sail the wide seas in great -ships of wood and steel." Besides walking, there are many other ways you -can move about the world. Firstly, you can ride certain animals, most -notably those available from the stables in town, which you will visit later. -These can be ridden using the MOUNT command. Boats and carts can be used -using the ENTER command, i.e, ENTER BOAT, and then by moving normally. Typing -OUT will allow you to exit. One rather special means of movement is the -RECALL command, which will transport you instantly to the city center, from -any part of the world. For more information, type HELP RECALL. -~ -S -#3714 -The Chamber of Salvation~ -You have entered a rather depressing room, which is "decorated" with a mural -depicting cursed souls falling into a blazing abyss, their earthly possessions -disappearing as they fall. However, on the other wall, you see the same souls -emerging from the abyss, and returning to the physical world to reclaim their -goods. There is a metal plaque which will hopefully explain this bizarre -scene. -~ -0 8 0 -D1 -~ -~ -0 0 3710 -E -plaque~ -(From the Book of the Dead, 1.1)"There comes a time when all mortals face -the grim spectre of death, and are hurled into the burning depths of the -abyss, their souls torn asunder. The Gods however, in their benevolence, -have effectively cheated death by granting instant rebirth to those who -have died, so that they may return to their world and travel again." Death -is a cold, hard fact of life in this world, and you will undoubtedly perish -many times at the hands of foul, evil monsters more powerful than yourself. -But despair not! For upon dying, your soul flies back to the place of recall, -and you may set out to reclaim your possessions from the place where you -were slain. But there may be many dangers in between you and your corpse, -and you may not reach it before it decays. In that event, you will be forced -to acquire new equipment. -~ -S -#3715 -The Fourth Tier~ -You emerge onto a small metal platform that joins four metal cages, these -cages depending from massive metal chains connected to the ceiling. In each -of these cages you can see a small huddled shape. An Acolyte stands here, -smiling and beckoning you onward. You see a large glowing sign floating in -mid air above his head. There is also a plaque nailed to one of the cages. -It is recommended you stay here until you reach second level. -~ -0 8 0 -D0 -~ -~ -0 -1 3716 -D1 -~ -~ -0 -1 3717 -D2 -~ -~ -0 -1 3718 -D3 -~ -~ -0 -1 3719 -D4 -~ -~ -0 -1 3720 -D5 -~ -~ -1 0 3710 -E -sign~ -(From the Book of Conflict, 1.12) "And the peoples of the world found -themselves in constant conflict with the many hostile beasts of the lands, -and thus developed measures to protect themselves. And as they threats -increased, so too did the abilities of the peoples to defend themselves." -The acolytes have captured some small creatures from the Plains of Blood -and caged them here to help novices practice their combat abilities. You -may at any time head on in and try your hand at battling them. Victory will -earn you the items the Acolytes have placed on them. In order to see how -you match up against a mob, type CON . If you decide that -you want to challenge it, type KILL . However, sometimes -a mob can just be more than you expected. To escape from fighting, type -FLEE. However, this only gives a chance of escaping, and does not guarantee -that you do. A safeguard to take is to decide on a level of hp that you -would always like to try to flee at. You can set your character to -automatically try by typing WIMPY <#hp>. Typing WIMPY with no figure will -automatically set this at 20% of your maximum hitpoints. Try this right now -by typing WIMPY 15. This will cause you to automatically flee a fight if your -hit points drop below this number. -~ -E -Plaque~ -Now is your first chance to do some killing. Before you start, be -sure that your wimpy is set, in case you get in trouble. You should have -autoloot and autosac on (type info to check). This will automatically -check each corpse for equipment and take it, and then sacrifice the empty -body. To do this manually, simply type L CORPSE, GET ALL CORPSE, SAC CORPSE. -To turn off the autos, type CONFIG -. The man in this -room will heal you between fights, so don't attack her (she'll kill you). -As an added feature, this excellent Mud supports abbreviations, so that if -you wish to battle a mob with a name like Chuzzlewit, you can type simply -'k chuz', instead of 'kill chuzzlewit'. -~ -S -#3716 -A Small Dirty Cage~ -These cages are cramped and filthy and you pity the poor creatures the -Acolytes have cages up in them. However, you are aware that these pathetic -creatures are real dangers to travellers across the Plains of Blood, and -vow to do your best to slay them. -~ -0 8 0 -D2 -~ -~ -0 -1 3715 -S -#3717 -A Small Dirty Cage~ -These cages are cramped and filthy and you pity the poor creatures the -Acolytes have cages up in them. However, you are aware that these pathetic -creatures are real dangers to travellers across the Plains of Blood, and -vow to do your best to slay them. -~ -0 8 0 -D3 -~ -~ -0 -1 3715 -S -#3718 -A Small Dirty Cage~ -These cages are cramped and filthy and you pity the poor creatures the -Acolytes have cages up in them. However, you are aware that these pathetic -creatures are real dangers to travellers across the Plains of Blood, and -vow to do your best to slay them. -~ -0 8 0 -D0 -~ -~ -0 -1 3715 -S -#3719 -A Small Dirty Cage~ -These cages are cramped and filthy and you pity the poor creatures the -Acolytes have cages up in them. However, you are aware that these pathetic -creatures are real dangers to travellers across the Plains of Blood, and -vow to do your best to slay them. -~ -0 8 0 -D1 -~ -~ -0 -1 3715 -S -#3720 -The Fifth Tier~ -This Tier, like the Third Tier, is one large chamber, though unlike the -Third Tier it is not filled with books and artifacts. Instead, it is filled -with broken swords and shields, as well as the skeletons of slain animals -and adventurers. Blood stains cover much of the floor, and a good deal is -smeared on the walls as well. There is no sign here, but there is an -Acolyte, who glares sternly at you. Stairs lead up to the second half of -this Tier. -~ -0 8 0 -D0 -~ -~ -0 -1 3722 -D1 -~ -~ -0 -1 3725 -D2 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3724 -D4 -~ -~ -0 -1 3729 -D5 -~ -~ -0 -1 3715 -S -#3721 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D1 -~ -~ -0 -1 3722 -D2 -~ -~ -0 -1 3724 -S -#3722 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D1 -~ -~ -0 -1 3723 -D2 -~ -~ -0 -1 3720 -D3 -~ -~ -0 -1 3721 -S -#3723 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D2 -~ -~ -0 -1 3725 -D3 -~ -~ -0 -1 3722 -S -#3724 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3721 -D1 -~ -~ -0 -1 3720 -D2 -~ -~ -0 -1 3726 -S -#3725 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3723 -D2 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3720 -S -#3726 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3724 -D1 -~ -~ -0 -1 3727 -S -#3727 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3720 -D1 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3726 -S -#3728 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3725 -D3 -~ -~ -0 -1 3727 -S -#3729 -Second Half of the Fifth Tier~ -This Tier, like the Third Tier, is one large chamber, though unlike the -Third Tier it is not filled with books and artifacts. Instead, it is filled -with broken swords and shields, as well as the skeletons of slain animals -and adventurers. Blood stains cover much of the floor, and a good deal is -smeared on the walls as well. - -A translucent forcefield prevents adventurers leaving before attaining third -level. -~ -0 8 0 -D0 -~ -~ -0 -1 3731 -D1 -~ -~ -0 -1 3734 -D2 -~ -~ -0 -1 3736 -D3 -~ -~ -0 -1 3733 -D4 -~ -~ -0 -1 3738 -D5 -~ -~ -0 -1 3720 -S -#3730 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D1 -~ -~ -0 -1 3731 -D2 -~ -~ -0 -1 3733 -S -#3731 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D1 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3730 -S -#3732 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D2 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3731 -S -#3733 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3730 -D1 -~ -~ -0 -1 3729 -D2 -~ -~ -0 -1 3735 -S -#3734 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3737 -D3 -~ -~ -0 -1 3729 -S -#3735 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3733 -D1 -~ -~ -0 -1 3736 -S -#3736 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3729 -D1 -~ -~ -0 -1 3737 -D3 -~ -~ -0 -1 3735 -S -#3737 -The Fifth Tier~ -Small, shadowy beasts slink away as you advance into the depths of this -eerie level. Shouts and screams can be heard, quite close by, as well as -the occasional gurgle or moan. You grip your weapon tightly and advance. -~ -0 8 1 -D0 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3736 -S -#3738 -The Sixth Tier~ -You have almost finished the Tower of Training. You have come to the second -highest Tier of the tower, where a stern Acolyte stands silently. Floating in -the center of this plain circular room is a shimmering portal. You may wish -to examine it. There is also a metal plaque affixed to one wall. -~ -0 8 0 -D5 -~ -~ -0 -1 3729 -E -plaque~ -You have passed through most of the difficult sections of the Tower. Up -ahead lies the final beast, the Monster of the Tower, whom you must defeat -to exit the Tower. He also has the Heart Key, which you will need to unlock -the gates above. -~ -E -.trigr_bounce_below~ -2~ -S -#3739 -The Monster of the Tower~ -You pass through the portal into the Seventh Tier, where your final -challenge awaits you. Make sure you are fully rested before attempting to -slay this last foe. There is a plaque hanging on a door to the north. -~ -0 8 0 -D0 -~ -~ -1 3724 3740 -E -plaque~ -(From the Book of the Beasts Ch.9 v.17) "And finally, there is the dire -Tower beast, a horrid fiend with huge claws and fangs that constantly -slaver in anticipation of an imminent feast on humanoid flesh. And while these -beasts are relatively easy to kill, many an adventurer has met his end at -its claws, after underestimating its strength and size." -~ -S -#3740 -The Final Chamber~ -Here, in this spacious, well-lit chamber the Curate of the Tower awaits, -ready to give you your Tome of the Tower, as proof that you completed the -trials within this place. Bona Fortuna! A portal here will take you to the -center of the City of Anon, north of which lies the village green, where you -should proceed next to new adventures! -~ -0 8 0 -D2 -~ -~ -1 0 3739 -S -#0 - -#RESETS -D 1 3704 0 1 -D 1 3704 1 1 -D 1 3704 2 1 -D 1 3704 3 1 -D 1 3705 2 1 -D 1 3706 1 1 -D 1 3707 0 1 -D 1 3708 3 1 -D 1 3710 4 1 -D 1 3715 5 1 -D 1 3739 0 2 -D 1 3740 2 2 -* -O 1 3723 1 3738 loads portal -O 1 3725 1 3740 -* -O 1 3726 1 3710 loads chain -* -M 1 3700 1 3700 loads first acolyte -* -M 1 3701 1 3704 loads second acolyte -* -M 1 3702 1 3709 loads first adept -* -M 1 3703 1 3712 loads shopkeeper -G 1 3705 0 0 stock -G 1 3706 0 0 -G 1 3707 0 0 -G 1 3708 0 0 -G 1 3709 0 0 -G 1 3716 0 0 -G 1 23402 0 0 - -* -M 1 3704 1 3715 loads third acolyte -* -M 1 3705 1 3716 loads goblin -E 1 3711 1 14 wears bracelets -E 1 3711 1 15 -E 1 3714 1 8 wears boots -* -M 1 3706 1 3717 loads kobold -E 1 3712 1 3 wears necklace -E 1 3715 1 9 wears gauntlets -* -M 1 3707 1 3718 loads gnome -E 1 3710 1 12 wears cloak -E 1 3713 1 7 wears breeches -E 1 3719 1 13 wears belt -* -M 1 3708 1 3719 loads skeleton -E 1 23401 1 16 wields sword -E 1 3717 1 6 wears helm -* -M 1 3709 6 3721 loads zombies -E 1 3718 1 10 wears armbands -* -M 1 3710 6 3724 loads wolves -* -M 1 3711 6 3727 loads spiders -* -M 1 3712 6 3730 loads rats -* -M 1 3713 6 3733 loads cockroaches -* -M 1 3714 1 3720 loads fourth acolyte -* -M 1 3715 1 3739 loads monster -E 1 23400 1 1 loads ring -G 1 3724 0 0 gives key -* -M 1 3716 1 3740 loads curate -G 1 3723 0 0 gives book -* -S - -#SHOPS -3703 17 19 13 0 0 180 20 0 23 -0 - -#SPECIALS -M 3704 spec_cast_adept -M 3714 spec_cast_adept -S - -#TRIGGERS -M 3700 trigm_alive -M 3701 trigm_alive -M 3702 trigm_alive -M 3703 trigm_alive -M 3704 trigm_alive -M 3705 trigm_alive -M 3706 trigm_alive -M 3707 trigm_alive -M 3708 trigm_alive -M 3709 trigm_alive -M 3710 trigm_alive -M 3711 trigm_alive -M 3712 trigm_alive -M 3713 trigm_alive -M 3714 trigm_alive -M 3715 trigm_alive -M 3716 trigm_alive -O 3726 trigo_dooropen -R 3738 trigr_bounce -S - -#$ - - - - - - - - diff --git a/data/realm/areas_merc/sesame.are b/data/realm/areas_merc/sesame.are deleted file mode 100644 index 1358ebb..0000000 --- a/data/realm/areas_merc/sesame.are +++ /dev/null @@ -1,2152 +0,0 @@ -#AREA {35 50} Lenny Sesame Street~ - - -#MOBILES -#24000 -Ernie~ -Ernie~ -Ernie stands here, waiting to bathe. -~ -Ernie looks the same, as if the spell didnt affect him. He is still orange, -and has a banana in his ear. Well, what did you expect, he isnt that bright. -~ -2|64 0 500 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24001 -Bert~ -Bert~ -Bert is standing here. -~ -Bert stands here with his unibrow lowered. He looks quite angry actually. -As you look closer you see that his nose is wrong...oh wait, that's Ernies -nose! -~ -2|64 0 -300 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24002 -Big Bird~ -Big Bird~ -Big Bird stands here waiting for his friend to stop by. -~ -Big bird is a tall yellow bird with humungous feet and an annoying voice. -He stands about 9 feet tall and is covered in yellow feathers. -~ -2|64 0 100 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24003 -count~ -The Count~ -The Count stands here counting away. -~ -The count is a very distinguished looking gentleman. He wears a monacle on -his left eye, and a black cape over his body. As you look at him he says, -'One, one look....Ahh ahh ahh' -~ -2|64 0 -500 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24004 -oscar grouch~ -Oscar the Grouch~ -Oscar the grouch reeks here with the scent of garbage. -~ -Oscar the grouch is a green muppet who looks VERY angry. You notice that -not only does he live in a garbage can, he reeks of the smell of raw sewage. -~ -2|64 0 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24005 -Grover~ -Super Grover~ -Super Grover stands here wishing he could fly. -~ -Super Grover is Grover's alter ego. He is the one man holding Mumford off here. -Probably cause he started the fight with Mumford, that brought the evilness to -Sesame street. -~ -2|64 128 500 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24006 -Kermit frog~ -Kermit the Frog~ -Kermit the frog sings here. -~ -Kermit is the same lovable frog as always, or is he. As you look closer you -can see an evil gleem in his eye. -~ -2|64 8192 -500 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24007 -Kookie Monster~ -Kookie Monster~ -Kookie Monster stands here munching on cookies. -~ -After a glance at Kookie monster, you realize you wouldn't be able to tell -if he was turned evil or not. He has crumbs all over his body from the way -he sloppily eats cookies. -~ -64 0 0 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24008 -Gordon~ -Gordon~ -Gordon stands here fixing a radio. -~ -Gordon is a handsome man in his 40's. He seems to be always working on a new -project. -~ -2|64 0 0 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24009 -Hooper mr. hooper~ -Mr. Hooper~ -Mr. Hooper stands here. -~ -Mr.Hooper is a short balding old man who appears to be dead. -~ -2|64 8192 -400 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24010 -luis~ -Luis~ -Luis strums away on his guitar here. -~ -Luis is a middle aged man who liked to sit and play his guitar for the -children who used to come here when it was Sesame Street. -~ -2|64 0 200 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24011 -Mommy Grover~ -Mommy Grover~ -Mommy Grover stands here. -~ -Mommy Grover looks distinctively like Grover, so you can tell where he got it -from. The only real difference would be the hair, since this is a muppet. -~ -2|64 0 100 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#24012 -Guy Smily~ -Guy Smily~ -Guy Smily stands here yelling 'Yaaayyyyy.' -~ -Guy Smily has a dashing smile and a charming personality. His dexterity is -probably the reason his show can still air. -~ -32|64 128 300 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24013 -Sherlock Hemlock~ -Sherlock Hemlock~ -Sherlock Hemlock stands here looking for clues. -~ -Sherlock Hemlock is the muppet version of Sherlock Holmes. They look vaguely -alike and even dress the same. -~ -2|64 0 0 S -37 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24014 -cartoon kid~ -a cartoon kid~ -A cartoon kid stands here chanting to himself. -~ -This kid looks like a generic cartoon character, but he keeps mumbling -something under his breath. You can barely pick it out. 'A loaf of bread, -a carton of milk, and a stick of butter.' -~ -2|64 0 200 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24015 -Rodeo Rosie~ -Rodeo Rosie~ -Rodeo Rosie stands here. -~ -Rodeo Rosie is a muppet dressed like a cowgirl. She looks like she is one -tough and ornery philly. -~ -32|64 8192 -400 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#24016 -Slimey worm~ -Slimey, Oscar's pet worm~ -Slimey, Oscars pet worms slithers here. -~ -Slimey is a small little muppet worm. He has a cute little smile and of -course the traditional striped shirt of muppets on. -~ -2|64 0 0 S -37 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24017 -muppet~ -a muppet~ -A muppet stands here. -~ -This muppet is just a plain walk on muppet. Has been used for many scenes, -but never named. This allows for his salary to be kept low. -~ -2|64 0 -500 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#24018 -muppet~ -a muppet~ -A muppet stands here. -~ -This muppet is here to pester and bother you. He pokes you in the eyes and -says 'What are you looking at?' -~ -32|64 0 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24019 -alien muppet yep~ -an alien muppet~ -An alien muppet says 'Yup yup yup yup yup yup.' -~ -This muppet is peculiar looking. He has a large mouth and small eyes. The -only thing you hear him say is 'Yup' Very agreeable dont you think? -~ -32|64 0 0 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24020 -alien muppet nope~ -an alien muppet~ -An alien muppet stands here. -~ -This muppet is another alien. He seems very disagreeable, cause all he says -is no. Very strange. -~ -32|64 0 -300 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24021 -receptionist~ -a receptionist~ -A receptionist sits here. -~ -This receptionist looks very bored about her job. When you ask to go in she -just asks who you are. Not much of a help. -~ -2|64 0 -500 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#24022 -muppet monkey~ -a muppet monkey~ -A muppet monkey stands here. -~ -This monkey looks like it was made from the scraps of other muppets. The -limbs dont exactly match each other and the body doesnt quite have the form it -should. -~ -32|64|128 0 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#24023 -The Amazing Mumford~ -the Amazing Mumford~ -The Amazing Mumford utters the words 'Ala Peanut Butter Sandwiches' -~ -Mumford is the cause for the darkness and evil at Sesame street. Apparantly -he had a quarrel with Grover about a fork, and decided to take it out on -everyone. -~ -2|8|64 128|8192 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24024 -Forgetful jones~ -Forgetful Jones~ -Forgetful Jones stands here. -~ -Forgetful Jones cant remember anything, not even what he wanted to kill. -Perhaps it was you? He isnt wearing anything, cause he forgot it. -~ -64 8 200 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24025 -Evil muppet~ -an evil muppet~ -An evil muppet stands here. -~ -This is a mean looking muppet, who is in the gang that now runs this place. -He isnt bad alone, but if he is with his friends, looks out. -~ -32|64 8192 -900 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24026 -Gang muppet~ -a gang muppet~ -A gang muppet stands here causing trouble. -~ -This is an incredibly mean looking muppet. From the look on his face, he -likes to fight, and really enjoys taunting people. -~ -32|64 8192 -950 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24027 -Gang leader muppet~ -the muppet gang leader~ -The muppet gang leader stands here. -~ -This leader is a twisted muppet. He has orange skin and a blue nose. He looks -like trouble, cause he is. He is Mumford's right hand man. -~ -2|32|64 8192 -990 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24028 -Beeker~ -Beeker~ -Beeker stands here mixing away. -~ -Beeker has a pointy head, and orange hair. He is wearing a white lab coat. -He came to Sesame street once it became evil, so he could finally expiriment -with what he wanted. -~ -2|64 8 0 S -37 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24029 -Snuffulupagus~ -Snuffulupagus~ -Snuffulupagus stands here. -~ -Snuffulupagus is an invisble friend of Big Birds. He looks like a large, -brown, shaggy elephant. It is rumored that Snuffulupagus doesnt even exist. -Guess he does! -~ -2|64 2|8192 300 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#24030 -bruiser muppet~ -a big mean bruiser muppet~ -A big mean bruiser muppet stands here. -~ -This muppet is huge. His 24" pythons are gonna come down on you!!! -~ -32|64 2|8192 -800 S -41 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#24000 -Rubber Ducky~ -a rubber ducky~ -A plastic rubber duck lies here.~ -~ -5 0 1|8192 -0 0 0 0 -7 25 0 -A -18 4 -A -19 4 -A -17 -10 -#24001 -striped shirt~ -a striped shirt~ -An orange and purple striped shirt lies here.~ -~ -9 0 1|8 -0 0 0 0 -4 0 0 -A -2 2 -A -17 -5 -A -25 -2 -#24002 -loaf bread~ -a loaf of bread~ -A loaf of bread rises here.~ -~ -19 0 1|16384 -0 0 0 0 -1 0 0 -#24003 -carton milk~ -a carton of milk~ -A carton of milk sits here.~ -~ -17 0 1|16384 -12 0 0 0 -1 0 0 -#24004 -stick butter~ -a stick of butter~ -A stick of butter melts here.~ -~ -19 0 1|16384 -20 20 10 0 -1 0 0 -#24005 -acoustic guitar~ -an acoustic guitar~ -An acoustic guitar lies here.~ -~ -5 2 1|8192 -0 0 0 0 -7 0 0 -A -3 2 -A -18 4 -A -19 4 -#24006 -cape~ -super Grover's cape~ -A cape with a G on it lies here.~ -~ -9 64 1|1024 -0 0 0 0 -3 0 0 -A -1 2 -A -14 50 -A -18 2 -A -19 2 -#24007 -helmet~ -super Grover's helmet~ -A strange looking helmet lies here.~ -~ -9 64 1|16 -0 0 0 0 -4 0 0 -A -17 -20 -A -1 1 -A -4 1 -A -18 2 -A -19 2 -A -25 2 -#24008 -microphone~ -a microphone~ -A microphone lies here.~ -~ -5 2 1|8192 -0 0 0 0 -7 0 0 -A -2 2 -A -18 4 -A -19 3 -#24009 -monacle~ -a monacle~ -A monacle lies here.~ -~ -9 1|256 1|16 -0 0 0 0 -2 0 0 -A -3 2 -A -17 -10 -#24010 -Cape count~ -the Count's cape~ -A cape has been carelessly tossed here.~ -~ -9 16|256 1|1024 -0 0 0 0 -3 0 0 -A -4 1 -A -12 25 -A -17 -15 -A -18 2 -A -19 2 -#24011 -lasso rope~ -a lasso~ -A pile of rope lies here.~ -~ -5 1 1|8192 -0 0 0 0 -7 0 0 -A -18 3 -A -19 3 -#24012 -Cowboy hat~ -a cowboy hat~ -A cowboy hat sits here.~ -~ -9 16 1|16 -0 0 0 0 -3 0 0 -A -3 -1 -A -17 -10 -A -18 2 -#24013 -Cowboy boots~ -cowboy boots~ -A pair of cowboy boots lie here.~ -~ -9 128 1|64 -0 0 0 0 -4 0 0 -A -5 1 -A -14 20 -A -17 -20 -A -18 1 -A -19 1 -#24014 -magnifying glass~ -a magnifying glass~ -A magnifying glass lies here.~ -~ -9 64 1|16384 -0 0 0 0 -3 0 0 -A -2 2 -A -4 2 -A -12 15 -A -17 -20 -A -18 1 -#24015 -tweed coat overcoat~ -a tweed overcoat~ -A tweed overcoat lies here.~ -~ -9 0 1|1024 -0 0 0 0 -8 0 0 -A -3 2 -A -17 -20 -#24016 -pipe~ -a pipe~ -A pipe lies here smoking away.~ -~ -1 1 1|16384 -0 0 -1 0 -5 0 0 -A -13 -30 -A -18 2 -A -19 2 -#24017 -hat chef chef's cookie~ -a chef's hat~ -A chef's hat has been left here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -1 1 -#24018 -spatula~ -a spatula~ -A spatula lies here, ready to be used.~ -~ -5 256 1|8192 -0 0 0 0 -7 0 0 -A -1 2 -A -18 5 -A -19 5 -#24019 -beak big bird bird's~ -big Bird's beak~ -A long yellow beak sits here.~ -~ -5 4096 1|8192 -0 0 0 9 -7 0 0 -A -3 -1 -A -18 2 -A -19 2 -#24020 -Garbage can lid~ -a garbage can lid~ -A dented and battered garbage can lid.~ -~ -5 4|4096 1|8192 -0 0 0 5 -7 0 0 -A -17 -25 -A -18 4 -A -19 4 -#24021 -garbage can~ -a garbage can~ -A dented and beat up garbage can sits here.~ -~ -9 16 1|1024 -0 0 0 0 -6 0 0 -A -17 -50 -A -14 -50 -A -18 2 -A -19 1 -#24022 -hair net~ -a hair net~ -A hair net sits her.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -#24023 -frog collar~ -a frog collar~ -A green 5 pointed frog collar sits here.~ -~ -9 128|256 1|4 -0 0 0 0 -3 0 0 -A -3 2 -A -17 -30 -A -18 3 -A -19 3 -#24024 -Sparkling sequenned jacket~ -a sparkling sequenned jacket~ -A shiny jacket lies here.~ -~ -9 1 1|1024 -0 0 0 0 -5 0 0 -A -4 -1 -A -12 25 -A -17 20 -A -18 3 -A -19 2 -A -25 3 -#24025 -banana~ -a banana in your ear~ -A banana sits here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -3 -1 -A -18 2 -#24026 -Ernies Ernie's nose~ -ernie's nose~ -A nose from a muppet lies here.~ -~ -9 0 1|16 -0 0 0 0 -3 0 0 -A -25 -1 -#24027 -mud pie~ -a mud pie~ -A delicious looking mud pie lies here.~ -~ -19 4 1 -10 0 0 1 -3 0 0 -#24028 -Funky pants~ -funky pants~ -A pair of funky muppet pants lie here.~ -~ -9 1 1|32 -0 0 0 0 -3 0 0 -A -17 -20 -A -25 1 -#24029 -Lab coat~ -a white lab coat~ -A white lab coat sits here.~ -~ -9 4 1|1024 -0 0 0 0 -3 0 0 -A -3 2 -A -4 2 -A -17 -30 -#24030 -Magic Dust~ -some dark magic dust~ -Some dark magic dust lies here.~ -~ -26 4 1|16384 -35 3 7 61 -1 0 0 -#24031 -Mumford wand mumfords~ -mumford's wand~ -A dark glowing wand lies here.~ -~ -3 1|4 1|16384 -55 35 20 204 -3 0 0 -#24032 -Peanut butter sandwich~ -a peanut butter sandwich~ -A peanut butter sandwhich lies here.~ -~ -19 64 1|16384 -20 0 0 0 -2 0 0 -#24033 -fork~ -a fork~ -A dirty fork lies here waiting to be cleaned.~ -~ -5 4 1|8192 -0 0 0 0 -7 0 0 -A -3 2 -A -12 25 -A -18 9 -A -19 8 -#24034 -Leader's ring~ -a leader's ring~ -A ring with a leadership quality lies here.~ -~ -9 4096 1|2 -0 0 0 0 -2 0 0 -A -4 2 -A -1 1 -A -12 20 -A -17 -15 -A -18 2 -A -19 2 -A -25 2 -#24035 -Bracelet leader~ -a leader's bracelet~ -A really nice bracelet has been left here.~ -~ -9 4096 1|4096 -0 0 0 0 -3 0 0 -A -5 2 -A -12 15 -A -17 -15 -A -18 3 -A -19 2 -#24036 -Ring evilness~ -a ring of evilness~ -A ring that has an evil aura lies here.~ -~ -9 4|512 1|2 -0 0 0 0 -2 0 0 -A -1 2 -A -17 -20 -A -18 4 -A -19 3 -A -25 -2 -#24037 -Bandana Bracelet~ -a bandana bracelet~ -A bandana bracelet marks your membership in the gang.~ -~ -9 128|4096 1|4096 -0 0 0 0 -3 0 0 -A -3 -1 -A -4 -1 -A -17 -30 -A -18 1 -A -19 1 -#24038 -oven~ -an oven~ -An oven sits here baking away.~ -~ -15 0 0 -50 1 0 0 -1200 0 0 -#24039 -Cookie~ -freshly baked chocolate chip cookie~ -A freshly baked chocolate chip cookie melts here.~ -~ -19 0 1 -10 0 0 0 -1 0 0 -#24040 -vase~ -a vase~ -A vase sits here holding flowers.~ -~ -15 0 1 -0 0 0 0 -10 0 0 -#24041 -Roses~ -a dozen long stemmed roses~ -A dozen long stemmed roses beautifully bloom here.~ -~ -8 256 1|16384 -0 0 0 0 -1 0 0 -#24042 -table~ -a table~ -A beautifully carved oak table stands here.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -#24043 -Pile clothes~ -a pile of clothes~ -A pile of clothes is heaped here.~ -~ -13 0 0 -0 0 0 0 -2 0 0 -#24044 -phone pay~ -a pay phone~ -A pay phone lies broken here, better check the coin return slot.~ -~ -15 0 0 -120 0 0 0 -200 0 0 -#24045 -quarter~ -a quarter~ -A quarter lies here.~ -~ -8 0 1 -0 0 0 0 -1 0 0 -#24046 -Foosball table~ -a foosball table~ -A foosball table sits here.~ -~ -12 0 0 -0 0 0 0 -300 0 0 -#24047 -Pool table~ -a pool table~ -A pool table sits here.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -#24048 -bar~ -a bar~ -A nice looking bar, carved into and graffiti'd up with the gangs logos.~ -~ -15 0 0 -200 0 0 0 -200 0 0 -#24049 -glass Milk~ -a glass of milk~ -A glass of milk rests here.~ -~ -17 0 1 -2 2 2 0 -2 0 0 -#24050 -Water glass~ -a glass of water~ -A glass of water rests here.~ -~ -17 0 1 -2 2 0 0 -2 0 0 -#0 - - -#ROOMS -#24000 -Bus Stop~ -You stand at a bus stop in the middle of nowhere. The area looks vaguely -familiar, but you are not sure. There is trash and graffiti everywhere. One -really noticeable sign reads 'Sesame Street'. The street runs north from -here. -~ -0 1|4 1 -D0 -~ -~ -0 0 24001 -S -#24001 -Recognition~ -You suddenly realize that you are on Sesame Street. From the looks of it -this is not the same street you once knew and loved. The streets are fairly -empty and filled with trash and graffiti. You wonder what has become of this -once proud neighborhood. There is a door to a small house to the east, or you -can proceed down the street. -~ -0 1 1 -D0 -~ -~ -0 0 24004 -D1 -~ -~ -1 -1 24002 -D2 -~ -~ -0 0 24000 -S -#24002 -Small House~ -You have entered a run down old house. From the looks of it the tenants -here are very poor. There is a door to the kitchen to the north, or you can -return to the street to the west. -~ -0 1|8 0 -D0 -~ -~ -1 -1 24003 -D3 -~ -~ -1 -1 24001 -S -#24003 -Poor Kitchen~ -You have walked into a kitchen. The cupboards are empty, and you see a list -written on the fridge. As you read the note, you see 'A loaf of bread, a carton -of milk, and a stick of butter. The only exit is to the south. -~ -0 1|8 0 -D2 -~ -~ -1 -1 24002 -S -#24004 -The Street~ -The street is filled with gloominess and despair here as you walk along. -There is a fairly nice house to the east and a telephone booth to the west. -It seems kind of odd that the house doesnt look as run down as the rest. -~ -0 1 1 -D0 -~ -~ -0 0 24011 -D1 -~ -~ -1 -1 24007 -D2 -~ -~ -0 0 24001 -D3 -~ -Telephone booth -~ -1 -1 24006 -S -#24006 -Telephone Booth~ -You stand in a telephone booth that looks very unoperationable. The -phone itself has been ripped off the wall, and it seems to have been smashed -by a blunt object. There is also a pile of clothes lying here. -~ -0 1|8 0 -D1 -~ -~ -1 -1 24004 -S -#24007 -Grover's House~ -You have walked into a quaint little house, that seems to have been here -a long time. The house is very old fashioned looking, and you can smell a -sweet smell from the kitchen in the north. As you look around, you see a bed -in each of the other rooms. -~ -0 1|8 0 -D0 -~ -~ -0 0 24010 -D1 -~ -~ -0 0 24009 -D2 -~ -~ -0 0 24008 -D3 -~ -~ -1 -1 24004 -S -#24008 -Grovers Room~ -This is Grover's room. It has pictures of the Sesame street from when it -was grand. There are also pictures of some of his old chums, Kermit, Cookie -monster, and the Count. This room seems empty now however. -~ -0 1|8 0 -D0 -~ -~ -0 0 24007 -S -#24009 -Mommy Grovers Bedroom~ -This is mommy Grover's bedroom. There is a scent of incense here, a vase -with fresh flowers rests on a table in the middle of the room. This room is -where mommy Grover comes and cries about the evil that has taken over. -~ -0 1|8 0 -D3 -~ -~ -0 0 24007 -S -#24010 -Grovers Kitchen~ -You stand in Grovers kitchen. The scent of freshly baked muppet cookies -comes from the stove. Maybe you can sneak one from out of the stove? There is an exit south and a refrigerator to the west. -~ -0 1|8 3 -D2 -~ -~ -0 0 24007 -D3 -~ -fridge~ -1 -1 7908 -S -#24011 -Sesame Street~ -The street begins to darken here, as if a magical force is present. To -your west you see Ernie and Bert's house, and to the east is an abandonned -lot. You can also proceed to the north and south still. -~ -0 1 1 -D0 -~ -~ -0 0 24018 -D1 -~ -~ -0 0 24012 -D2 -~ -~ -0 0 24004 -D3 -~ -Door -~ -1 -1 24013 -S -#24012 -Abandoned Lot~ -You stand in the ruins of a home that used to be on Sesame Street. It -looks as though there was a mighty blaze. It also appears as if it were burned -intentionally, from the gas cans lying around. -~ -0 1 1 -D3 -~ -~ -0 0 24011 -S -#24013 -Ernie and Bert's House~ -You are standing in Ernie and Bert's house. There are pictures of this -duo all over doing miscellaneous things. There is soft music coming from the -stereo..'La la la la....lemon, la la la la ...linoleum' You can tell that this -is one of Bert and Ernie's popular songs. -~ -0 1|8 0 -D1 -~ -door -~ -1 -1 24011 -D3 -~ -~ -0 0 24014 -S -#24014 -Living Room~ -This is where Ernie and Bert spend most of there time. There is a large -picture on the wall of Bert and Ernie with there arms around each other. There -are two recliners here for the duo to relax in. There are exits to the east -and west. -~ -0 1|8 0 -D1 -~ -~ -0 0 24013 -D3 -~ -~ -0 0 24015 -S -#24015 -Bert and Ernies Bedroom~ -This room is a quaint little bedroom for Bert and Ernie. Even though they -are old enough to date they share a room. Its a good thing they are muppets. -~ -0 1|8 0 -D1 -~ -~ -0 0 24014 -D2 -~ -door -~ -1 -1 24017 -S -#24017 -Ernie's Tub~ -You have walked in to Ernie and Bert's bath room. There is a bath drawn, -and the steam makes it extremely hard to see. The onlt apparent exit is to -the north. -~ -0 1|8 0 -D0 -~ -Door -~ -1 -1 24015 -S -#24018 -Sesame Street~ -This section of road looks very familiar, except for the gloominess that -has been cast upon it. You can see the heavy gang activity, and notice that -people are really scared. You can go down into Oscar the Grouch's can, or -east to Gordons repair shop. A familiar looking alley lies to the east, or -you can proceed down the street. -~ -0 1 1 -D0 -~ -~ -0 0 24028 -D1 -~ -~ -0 0 24019 -D2 -~ -~ -0 0 24011 -D3 -~ -~ -0 0 24020 -D5 -~ -~ -0 0 24022 -S -#24019 -Gordons Repair Shop~ -You are standing in Gordons repair shop. There are broken gadgets laying -about and and Gordon is here working away. The only apparent exit is to the -west. -~ -0 1|8 0 -D3 -~ -~ -0 0 24018 -S -#24020 -Familiar Alley~ -You stand in an alley that looks like you belong here. You can still feel -the evil effects of the spell cast upon the street, but it doesnt seem to hit -as hard here. There is a REALLY big door here to the west, or you can return -to the east. -~ -0 1 1 -D1 -~ -~ -0 0 24018 -D3 -~ -really big door -~ -1 -1 24021 -S -#24021 -Big Bird's Nest~ -You are standing in Big Birds nest. This is where he and Snufflupugus -come and hang out. This is a mighty big nest, but then you remember, he is -a Big Bird. -~ -0 1|8 0 -D1 -~ -Really big door -~ -1 -1 24020 -S -#24022 -Grouch Can~ -You have entered Oscar's can, I must admit that takes guts. The stench in -here is attrocious! There is scattered garbage everywhere here scattered about. -You can hardly move in this muck. -~ -0 1|8|512 0 -D1 -~ -~ -0 0 24023 -D2 -~ -~ -0 0 24025 -D4 -~ -~ -0 0 24018 -S -#24023 -Inside the Can~ -The size of this can is actually quite amazing. You could not tell from -its appearance that there would be this much stuff in here. You can now tell -why Oscar is such a grouch. -~ -0 1|8 0 -D2 -~ -~ -0 0 24024 -D3 -~ -~ -0 0 24022 -S -#24024 -Oscars Can~ -The stench is even worse here than anywhere else in the can. You can see -a large pile of used socks here. Your stomach starts to turn as you see that -Slimy, Oscar's pet worm is playing on that pile of socks. -~ -0 1|8 0 -D0 -~ -~ -0 0 24023 -D3 -~ -~ -0 0 24025 -S -#24025 -Oscars House~ -The stench here is definately not human. You wonder how anyone can live -like this, but then you remember that's why he is so grouchy. Too bad he doesnt -win the lottery to move or hire a maid to clean. -~ -0 1|8 0 -D0 -~ -~ -0 0 24022 -D1 -~ -~ -0 0 24024 -S -#24028 -Bend in the Road~ -You have come to a bend in the road here. There is a desolate playground -to your north and east, and the road continues to your west. From here you -can see the entire length of the street, and see the effects the evil has -done here. Who could have possibly done this? -~ -0 1 1 -D0 -~ -~ -0 0 24031 -D1 -~ -~ -0 0 24029 -D2 -~ -~ -0 0 24018 -D3 -~ -~ -0 0 24032 -S -#24029 -The Playground~ -You stand in an old playground that is hardly used anymore, since the -children are afraid of Sesame street now. There is a sand box to the north, -where the playground continues, or you can go back to the street to the west. -~ -0 1 1 -D0 -~ -~ -0 0 24030 -D3 -~ -~ -0 0 24028 -S -#24030 -Sand Box~ -You are in a fairly large sand box that doesnt seem to have been used in -a while. Besides the gang muppets, there is little use at all for the play -ground, and the gangs only come to catch kids to beat up. The play ground -continues to the south and west. -~ -0 1 1 -D2 -~ -~ -0 0 24029 -D3 -~ -~ -0 0 24031 -S -#24031 -Playground~ -This desolate play ground shows no signs of life usually, since the evil -spell was cast on the street. Only the truly brave or extremely ignorant come -here to play, and most dont return. There is a path to the north, or you can -return to the street to the south. -~ -0 1 1 -D0 -~ -~ -0 0 24050 -D2 -~ -~ -0 0 24028 -S -#24032 -Continuing Down the Street~ -As you proceed down the street, you can feel the evil growing stronger -and stronger. You only hope you can stop this evil and return Sesame street -back to its cute old self. However, some of you more evil types feel right at -home. Mr.Hooper's store is to the north, and Maria's apartment is to the south. -~ -0 1 1 -D0 -~ -door -~ -1 -1 24033 -D1 -~ -~ -0 0 24028 -D2 -~ -Door -~ -1 -1 24034 -D3 -~ -~ -0 0 24035 -S -#24033 -Hooper's Store~ -You are in old Mr.Hooper's Store. This business was hit hard by the evil, -and he doesn't have quite the variety as he used to. He is still fairly happy, -and enjoys to babble endlessly to anyone who comes in. -~ -0 1|8 0 -D2 -~ -door -~ -1 -1 24032 -S -#24034 -Maria's Apartment~ -You have entered Maria's apartment. This is where ole Gordo comes after -a long hard day of fixing things and rests. This apartment is small, but -seems to block the evil out. -~ -0 1|8 0 -D0 -~ -door -~ -1 -1 24032 -S -#24035 -Further Yet~ -You are further down the street and start to wonder if you can make it -back. The evil here is getting to strong to take. To the north is a run down -shack, that seems pretty popular. -~ -0 1 1 -D0 -~ -~ -1 -1 24048 -D1 -~ -~ -0 0 24032 -D3 -~ -~ -0 0 24036 -S -#24036 -Even Further~ -The evil that surrounds you now is more great than any you have felt. The -source for this has got to be pretty close. To your north you see the Counts -castle, and to your south you see an abandonned house. -~ -0 1 1 -D0 -~ -door -~ -1 -1 24037 -D1 -~ -~ -0 0 24035 -D2 -~ -~ -0 0 24045 -D3 -~ -~ -0 0 24041 -S -#24037 -Count's Entry Way~ -You stand in the entry way to the Count's Castle. Everything here is -numbered, and renumbered at least a hundred times. You can faintly here a -'Wah ah ah' sound in the distance. The is a door to the north or you can -return to the street to the south. -~ -0 1|8 0 -D0 -~ -door -~ -1 -1 24038 -D2 -~ -~ -1 -1 24036 -S -#24038 -Count's Living Loom~ -This is where the count hangs out most of the time counting. He used to -get out more, but the evil is even to evil for him. You can see lightning, -even though you are indoors. Everything in this room, like the other has been -counted and counted again and again. -~ -0 1|8 0 -D1 -~ -~ -0 0 24039 -D2 -~ -door -~ -1 -1 24037 -D3 -~ -~ -0 0 24040 -S -#24039 -The Count's Count Room~ -This is where the Count comes to count numbers, count people, count his -blessings, and do accounting. The walls(all four of them) are filled with -scribbles. The only exit appears to be to the west. -~ -0 1|8 0 -D3 -~ -~ -0 0 24038 -S -#24040 -The Count's room~ -This is the bedroom of the count. This room has less scribbles on the wall, -and you think there might be a reason for the notches in the bedpost. The only -exit appears to be back to the east. -~ -0 1|8 0 -D1 -~ -~ -0 0 24038 -S -#24041 -Almost at the End~ -You stand very near the end of Sesame street, and the evil is as thick -as you can possibly take. There are no sounds of laughter any more, you can -here a mumbling noise in the distance. You can go into the studio to the -south or brave what stands at the end of the street? -~ -0 1 1 -D1 -~ -~ -0 0 24036 -D2 -~ -~ -0 0 24042 -D3 -~ -~ -0 0 24044 -S -#24042 -Tv Studio~ -You stand in the entryway to where the actual show about Sesame street -was taped. The walls here are not too badly vandalized, but there is a little -graffiti saying 'Mumford di....' It looks to have been scratched in blood. -There is a door to the south, or you can return to the north. -~ -0 1|8 0 -D0 -~ -~ -0 0 24041 -D2 -~ -door -~ -1 -1 24043 -S -#24043 -Studio~ -You stand on the set for the Guy Smily show. This is where Guy does all -of his work. His is the only show still on the air, he must have cut some sort -of deal with the evil. The only exit appears to be to the north. -~ -0 1|8 0 -D0 -~ -door -~ -1 -1 24042 -S -#24044 -The Dead End~ -You have reached the end, the DEAD END. You now see where the evilness -comes from, the Amazing Mumford. He is chatting those evil spells on Sesame -street. He utters the words 'Ala Peanut Butter Sandwiches!' You notice that -there is no return from here. -~ -0 1|4 1 -S -#24045 -Abandoned House~ -You stand in an abandoned house on Sesame street. The inhabitants from -here must have left very quickly for the place seems like a mess. From the -looks of things, the evilness must have drove them away. It appears that -some of the evil muppets have taken residence here. -~ -0 1|8 0 -D0 -~ -~ -0 0 24036 -D2 -~ -~ -0 0 24046 -S -#24046 -Back Room~ -This room used to be a bedroom it looks like. It has been vandalized so -badly now, you can hardly even tell. It appears to still be used by the -derelicts who walk these streets now. -~ -0 1|8 0 -D0 -~ -~ -0 0 24045 -S -#24048 -The Gang House~ -You have entered the hang out of the Antistab gang. Better watch your -back, after all, you have see some of this mean looking gang. The hallway -continues to your north, or you can heed my warning and go south. -~ -0 1|8 0 -D0 -~ -~ -0 0 24060 -D2 -~ -~ -0 0 24035 -S -#24050 -Start of the Path~ -You are on a path from the playground to the old pond. This path seems -very peaceful, but you can feel someone watching you. There are many wild -flowers and trees lining both sides of the trail. -~ -0 1 2 -D0 -~ -~ -0 0 24051 -D2 -~ -~ -0 0 24031 -S -#24051 -A Turn in the Path~ -The path turns here, and you can see the pond ahead. The path doesnt -seem trodden, or at least not much lately. The forestry is starting to take -over its hold on the path. The path continues to the east or south. -~ -0 1 2 -D1 -~ -~ -0 0 24052 -D2 -~ -~ -0 0 24050 -S -#24052 -Along the Pond~ -You stand along side the pond. Besides the beer bottles and garbage, and -tires, the water looks incredibly mucky. Makes you kind of feel like taking -a swim. You think you can see something in the middle of the pond. -~ -0 1 2 -D1 -~ -~ -0 0 24053 -D2 -~ -~ -0 0 24053 -D3 -~ -~ -0 0 24051 -S -#24053 -Along the Pond~ -Standing along side the pond, you see how badly a little pollution really -affects things. This pond doesnt look fit to supply life to anything, yet -there are some bizarre looking life forms in it. You can see something to -your east, on the pond. -~ -0 1 2 -D0 -~ -~ -0 0 24052 -D1 -~ -~ -0 0 24056 -D2 -~ -~ -0 0 24054 -S -#24054 -The Path~ -This part of the path looks much more frequently used. To your south you -can see a house that looks very much in use. The forest ends here abruptly, -as you can see the remains of trees from bonfires that the gang has. -~ -0 1 2 -D0 -~ -~ -0 0 24053 -D2 -~ -~ -0 0 24055 -S -#24055 -A Path~ -There is a path here that seems like it was used for the gang to get away, -when the muppet police were still on the job. Every now and then they still -get raided, so its very much in use. The path continues to the north, or you -can enter the house to the south. -~ -0 1 2 -D0 -~ -~ -0 0 24054 -D2 -~ -~ -0 0 24066 -S -#24056 -The Pond~ -You float atop a small pond that seems to be almost thick enough to stand -on. Kermit the frog is here singing. Kermit sings 'It's not easy being Green' -You wonder if that's because he's a frog, or because he has drunk some of this -pond water. -~ -0 0 7 -D3 -~ -~ -0 0 24053 -S -#24060 -Hallway~ -You stand where the hallway can go in any direction. To your east you see -a pool table and a bar, and your west has a foosball table. This must be where -the gang hangs out. The hallway continues to the north and south. -~ -0 1|8 0 -D0 -~ -~ -0 0 24063 -D1 -~ -~ -0 0 24061 -D2 -~ -~ -0 0 24048 -D3 -~ -~ -0 0 24062 -S -#24061 -Pool Room~ -This is a rec room that the gang uses. There is a pool table in the -center of the room, and a bar in the corner. This room has a haze from all -the smoke. The ashtrays are full and there are cigarette butts everywhere. -~ -0 1|8 0 -D3 -~ -~ -0 0 24060 -S -#24062 -Rec Room~ -This is another recreation room that the gang has. Whenever they arent -out ruining the town or molesting people. The only apparent exit is to the -east. -~ -0 1|8 0 -D1 -~ -~ -0 0 24060 -S -#24063 -The Hallway~ -The walls in this hallway are thoroughly ruined. Every inch of the -decor is covered in some graffiti. Big letters spell out 'All hail Mumford!' -You can continue down the hallway, or go into the bedrooms to the east and -west. -~ -0 1|8 0 -D0 -~ -~ -0 0 24066 -D1 -~ -~ -0 0 24064 -D2 -~ -~ -0 0 24060 -D3 -~ -~ -0 0 24065 -S -#24064 -Master Bedroom~ -This is the master bedroom of the gang house. There is only one bed in -this room, and it is fairly large. This room is incredibly clean and orderly -compared to the rest of the house. The only apparent exit is to the west. -~ -0 1|8 0 -D3 -~ -~ -0 0 24063 -S -#24065 -Bedroom~ -This is a bedroom in the gang house. There are many cots and mattresses -laying about, that anyone can use. This house usually sleeps about 20 so it -gets pretty hard to sleep. The only apparent exit is to the east. -~ -0 1|8 0 -D1 -~ -~ -0 0 24063 -S -#24066 -End of the Hall~ -You stand at the end of the hall. There is some graffiti here that reads -'Mumford is the man' and 'I love peanut butter sandwiches' The kitchen lies -to the west, you can return to your south, or exit the house to the north. -~ -0 1|8 0 -D0 -~ -Door -~ -2 -1 24055 -D2 -~ -~ -0 0 24063 -D3 -~ -~ -0 0 24067 -S -#24067 -The Kitchen~ -You are in a kitchen, though it wouldn't appear so from appearance. There -are empty pizza boxes lying everywhere and piles of garbage everywhere. You -notice that there is a sort of path to the sink, and scrapings on the floor -by it. The only apparent exit is to the east. -~ -0 1|8 0 -D0 -~ -Sink -~ -2 0 24068 -D1 -~ -~ -0 0 24066 -S -#24068 -The Lab~ -You are standing in a drug lab. There are vials and beakers everywhere. -There is a small hole to the east in case of raids, and the exit to the -south. You better hurry, I am sure the gang wouldn't want you in here. -~ -0 1|8 0 -D1 -~ -hole -~ -0 0 24055 -D2 -~ -~ -2 -1 24067 -S -#24069 -The Meat Locker~ -You are in a meat locker filled with various slabs of body parts. As you -look around, you notice many people on the Farside now "reside" here. On one -hook you see Lenny's head rotting away. On another, you see Worthy's half-eaten -torso. On yet another hook, you see the individual body parts of Macaroni, -Cookie, Res, and Lok. On the far wall, you see the half eaten leg of Snikt, -while rats chew on the remains of RoX and Dizzy. Garth is here also, his echos -of grief can still be heard. you sigh with relief as you notice that you still -have your body parts. -~ -0 1|4 0 -S -#0 - - -#RESETS -M 1 24000 1 24017 -E 1 24000 1 16 -E 1 24025 1 6 -M 1 24001 1 24014 -E 1 24001 1 5 -E 1 24026 1 6 -M 1 24002 1 24021 -E 1 24019 1 16 -M 1 24003 1 24039 -E 1 24009 1 6 -E 1 24010 1 13 -M 1 24004 1 24025 -E 1 24020 1 16 -E 1 24021 1 13 -M 1 24005 1 24006 -E 1 24006 1 13 -E 1 24007 1 6 -M 1 24006 1 24056 -E 1 24023 1 16 -M 1 24007 1 24030 -E 1 24018 1 16 -E 1 24017 1 6 -G 1 24039 1 0 -M 1 24008 1 24019 -M 1 24009 1 24033 -G 1 24002 1 0 -G 1 24003 1 0 -G 1 24004 1 0 -M 1 24010 1 24034 -E 1 24005 1 16 -M 1 24011 1 24010 -E 1 24022 1 6 -M 1 24012 1 24043 -E 1 24008 1 16 -E 1 24024 1 13 -M 1 24013 1 24018 -E 1 24015 1 13 -E 1 24016 1 17 -G 1 24014 1 -1 -M 1 24014 1 24011 -M 1 24015 1 24035 -E 1 24011 1 16 -E 1 24012 1 6 -E 1 24013 1 8 -M 1 24016 1 24024 -M 1 24017 1 24029 -E 1 24028 1 7 -M 1 24018 1 24036 -E 1 24001 1 5 -M 1 24019 1 24012 -M 1 24020 1 24012 -M 1 24021 1 24042 -M 1 24022 1 24046 -M 1 24023 1 24044 -E 1 24031 1 17 -E 1 24033 1 16 -G 1 24032 1 -1 -M 1 24024 1 24033 -M 1 24025 6 24031 -E 1 24030 1 17 -E 1 24036 1 2 -M 1 24026 6 24030 -E 1 24037 1 14 -M 1 24026 2 24061 -E 1 24037 1 14 -M 1 24026 2 24062 -E 1 24037 1 14 -M 1 24026 2 24065 -E 1 24037 1 14 -M 1 24027 1 24064 -E 1 24034 1 2 -E 1 24035 1 14 -M 1 24028 1 24068 -E 1 24029 1 12 -E 1 24030 1 17 -M 1 24029 1 24021 -O 1 24043 1 24006 -O 1 24042 1 24009 -O 1 24040 1 24009 -P 1 24041 1 24040 -O 1 24038 1 24010 -P 1 24039 3 24038 -O 1 24044 1 24006 -O 1 24046 1 24062 -O 1 24047 1 24061 -O 1 24048 1 24061 -P 1 24049 1 24048 -P 1 24050 1 24048 -P 1 24045 1 24044 -D 1 24010 3 1 ; Grovers Kitchen Close West -S - - -#SPECIALS -M 24023 spec_cast_mage the Amazing Mumford -M 24024 spec_thief Forgetful Jones -M 24029 spec_cast_undead Snuffulupagus -S - - -#$ diff --git a/data/realm/areas_merc/seven.are b/data/realm/areas_merc/seven.are deleted file mode 100644 index 15f72bb..0000000 --- a/data/realm/areas_merc/seven.are +++ /dev/null @@ -1,1125 +0,0 @@ -#AREA {45 60} Yaegar The Seven Holy Places~ - - -#HELPS -61 'seven holy places'~ -This area is actually seven mini-areas designed to house the high level -guildmasters. They are located in the following areas- - -~ - -0 $~ - - -#MOBILES -#30665 -elf guildmaster tcharees~ -Tcharees, the Elven Guildmaster~ -Tcharees, the Elven Guildmaster, welcomes you to his tower. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -2|8|64|1024 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30666 -kender guildmaster roeds~ -Roeds, the Kender Guildmaster~ -Roeds, the Kender Guildmaster, welcomes you to his den. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -2|8|64|16384 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30667 -dryad guildmaster kalifax~ -Kalifax, the Dryad Guildmaster~ -Kalifax, the Dryad Guildmaster, welcomes you to her den. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at her expecting -it. -~ -2|8|64|8192 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30668 -avian guildmistress Fela~ -Fela, the Avian Guildmistress~ -Fela, the Avian Guildmistress, welcomes you to her aerie. -~ -The Guildmistress isn't here for idle chit-chat so don't stare at her expecting -it. -~ -2|8|64|16777216 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30669 -illithid guildmaster mentar~ -Mentar, the Illithid Guildmaster~ -Mentar, the Illithid Guildmaster, welcomes you to his lab. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -2|8|16|64 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30670 -dwarf guildmaster stonefist~ -Stonefist, the Dwarven Guildmaster~ -Stonefist, the Dwarven Guildmaster, welcomes you to his castle. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -2|8|64|65536 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30671 -human guildmaster Lee Yuen~ -Lee Yuen, the Human Guildmaster~ -Lee Yuen, the Human Guildmaster, welcomes you to his dojo. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -2|8|64|32768 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30672 -elf sentry~ -an Elven Sentry~ -An Elven Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30673 -kender sentry~ -a Kender Sentry~ -A Kender Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30674 -dryad sentry~ -a Dryad Sentry~ -A Dryad Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30675 -avian sentry~ -an Avian Sentry~ -An Avian Sentry guards the Guildmistress. -~ -This woman is devoted to her duty- to protect the guildmistress from harm. -She glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30676 -illithid sentry~ -an Illithid Sentry~ -An Illithid Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30677 -dwarf sentry~ -a Dwarven Sentry~ -A Dwarven Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30678 -human sentry~ -a Human Sentry~ -A Human Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -2|8|64 4|8|16|32|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30679 -elf pupil~ -an Elven pupil~ -A pupil patiently waits for her turn. -~ -This student has been here all day, waiting for an audience with her -guildmaster, and you just push right in front of her and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30680 -kender pupil~ -a Kender pupil~ -A Kender pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30681 -dryad pupil~ -a Dryad pupil~ -A Dryad pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30682 -pupil~ -an Avian pupil~ -An Avian patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmistress, and you just push right in front of him and see the -guildmistress immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30683 -illithid pupil~ -an Illithid pupil~ -An Illithid pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30684 -dwarf pupil~ -a Dwarven pupil~ -A Dwarven pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30685 -pupil~ -a Human pupil~ -A Human pupil patiently waits for her turn. -~ -This student has been here all day, waiting for an audience with her -guildmaster, and you just push right in front of her and see the guildmaster -immediately? Good for you! -~ -2|64|128 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30686 -pupil grandchild~ -a grandchild~ -A grandchild of the Guildmaster spars with one of his siblings here. -~ -When visiting the home of a strange person of whom you intend to ask a great -favor, its usually not a great idea to kill his kids as an opening remark... -~ -2|8|64 128|8192 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30687 -pupil grandchild~ -a grandchild~ -A grandchild of the Guildmaster spars with one of his siblings here. -~ -When visiting the home of a strange person of whom you intend to ask a great -favor, its usually not a great idea to kill his kids as an opening remark... -~ -2|8|64 128|8192 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#30665 -guildsword sword~ -a Guildsword~ -A Guildsword glitters here. -~ -~ -5 1|2|64 1|8192 -0 0 0 11 -20 0 0 -A -17 -20 -A -18 6 -A -19 6 -#30666 -guildarmor~ -a suit of Guildarmor~ -A suit of shiny Guildarmor lies here. -~ -~ -9 1|2|64|1024 1|8 -0 0 0 0 -15 0 0 -A -12 25 -A -13 25 -A -17 -20 -A -18 1 -A -19 1 -#30667 -guildcloak~ -a Guildcloak~ -A Guildcloak hovers here. -~ -~ -28 1|2|64|1024|32768 1|1024 -0 0 0 0 -5 0 0 -A -2 1 -A -13 10 -A -17 -10 -A -18 1 -A -19 1 -A -23 -1 -A -24 -1 -#30668 -a guildband~ -a Guildband~ -A Guildband lies here. -~ -~ -9 1|2|64|1024 1|16 -0 0 0 0 -5 0 0 -A -3 2 -A -4 2 -A -12 50 -A -25 1 -#30669 -guildbracer~ -a Guildbracer~ -A Guildbracer lies here. -~ -~ -9 1|2|64|1024 1|4096 -0 0 0 0 -5 0 0 -A -1 1 -A -2 1 -A -12 20 -A -17 -10 -#30670 -key~ -a Key to the Guildmaster's Room~ -You'll need this key if you want to practice any further... -~ -~ -18 1|2 1|16384 -0 0 0 0 -5 0 0 -A -12 25 -#0 - - -# -ROOMS -#30665 -Base of the Elf Tower~ -You are standing at the base of the Elf Tower, one of the Seven Holy Places -and home to the High Elven Guildmaster, who can complete your training. There -is a set of steps leading up. -~ -0 0 1 -D2 -~ -~ -0 -1 928 -D4 -~ -~ -0 -1 30666 -S -#30666 -Inside the Elf Tower~ -Expensive paintings line the walls of the stairway, and you stop more than -once to examine a particularly excellent work of art as you ascend. Every -now and again, a ghostly servant passes you, on some mission of its own, -its passing drawing the warmth from your body. Yet you feel no fear. -~ -0 8|1024 0 -D4 -~ -~ -0 -1 30667 -D5 -~ -~ -0 -1 30665 -S -#30667 -A Landing~ -You have reached the top of the stairway you were ascending, and now have -the option of continuing up a second set of stairs at the far end of the -room, or of going through a door to the east marked "Waiting Room". -However, if you wish to proceed without an appointment, you'll need to get -past the large sentry guarding the door... -~ -0 8 0 -D1 -~ -~ -1 0 30668 -D4 -~ -~ -1 30670 30669 -D5 -~ -~ -0 -1 30666 -S -#30668 -A Waiting Room~ -You have entered a well-stocked library, staffed by more of the ghostly -servants you saw earlier, and populated by several scholars and mages. It -is in this spacious library that prospective pupils of the Guildmaster await -his call. It looks like you may be in for quite a wait, unless you're -feeling impatient... -~ -0 8 0 -D3 -~ -~ -1 0 30667 -S -#30669 -The Top of the Tower~ -You have entered a magnificent room, a hemispherical chamber inhabited by -the guildmaster. The roof of this place is constructed entirely of some sort -of tinted magical glass which allows the sun to shine in, bathing the well- -furnished room in bright light. You are amazed by the sheer number of ancient -and rare magical tomes here, and you wait in awe to see what the Guildmaster -is willing to teach you. You have proved yourself worthy by taking the -initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8|1024 0 -D5 -~ -~ -1 30670 30667 -S -#30670 -Outside the Thieves' Den~ -You are standing at the top of a dark, narrow staircase that descends into -the depths of the Kender-run Thieves' Guild. You hear shouts and laughter -coming from below, the sounds of merriment slightly warming your chilled -bones. -~ -0 1|4 1 -D2 -~ -~ -0 -1 29155 -D5 -~ -~ -0 -1 30671 -S -#30671 -The Base of the Stairs~ -You are in a cramped basement with three doors leading south, west and east, -and a staircase leading up. There are no obvious signs or markings on any -of the doors, and you are unsure where to proceed. -~ -0 1|8 0 -D1 -~ -~ -1 0 30674 -D2 -~ -~ -1 30670 30673 -D3 -~ -~ -1 0 30672 -S -#30672 -The Waiting Room~ -Here the potential students of the all-powerful Kender Guildmaster await an -audience with him to practice new skills that will make them the best thieves- -err... borrowers, in all of Anon. -~ -0 1|8 0 -D1 -~ -~ -1 0 30671 -S -#30673 -The Guildmaster's Office~ -In this simple chamber, a small Kender trains the many students who come -seeking knowledge. He charges nothing for his tuition, but doesn't hesitate -in helping himself to a fair portion of your treasure without your noticing. -You have proved yourself worthy by taking the initiative and besting his -champion rather than waiting, and he is pleased. -~ -0 1|8|1024 0 -D0 -~ -~ -1 30670 30671 -S -#30674 -A Storage Chamber~ -Here the Kender keep a small supply of oil, ropes, torches, tinderboxes, -daggers and bladed boots for their various sojourns. You would take some, but -you are somewhat deterred by the vast array of magical wards present upon -each item... -~ -0 1|8 0 -D3 -~ -~ -1 0 30671 -S -#30675 -Entrance to the Hidden Glade~ -You have found the Hidden Glade, one of the Seven Holy Places, home to the -ancient and wise Dryad Guildmistress. Her tree is said to lie due -north of the entrance. -~ -0 4 3 -D0 -~ -~ -0 -1 30676 -D3 -~ -~ -0 -1 154 -S -#30676 -Proceeding Through the Glade~ -As you proceed, you marvel at the beauty of this Glade. Birdcalls echo from -the tops of mighty oaks and majestic pines, while the cries of wild animals -emanate from the nearby undergrowth. Despite this, you still feel perfectly -at ease and safe from harm. -~ -0 0 3 -D0 -~ -~ -0 -1 30677 -D2 -~ -~ -0 -1 30675 -S -#30677 -A Clearing~ -Suddenly you enter a wide clearing, with a small magical fire burning away -between several small tents. Some huddled figures move about here, doubtless -fellow Dryads awaiting the call of their Guildmaster. - -The Guild Tree is directly ahead. -~ -0 0 3 -D0 -~ -~ -0 -1 30678 -D2 -~ -~ -0 -1 30676 -S -#30678 -The Base of the Tree~ -You are standing at the base of a towrering oak tree, ancient beyond reckoning. -At the top awaits the Dryad Guildmaster, but access is blocked by a -magical gate, to key to which is borne by the sentry. So you may wait -your turn with the other Dryads, or jump the line and attempt to take -the key from this sentry, and enter immediately. Perhaps it may seem nicer -to wait, but it should be remembered that some Dryads have had to wait -hundreds of years for a practice sesson with the Guildmistress... -~ -0 0 3 -D2 -~ -~ -0 -1 30677 -D4 -~ -gate~ -1 30670 30679 -S -#30679 -The Top of the Tree~ -You have entered a magical area at the top of the ancient oak which protects -its occupant from the elements. However, it has been cunningly designed to -give occupants the illusion that they are living INSIDE a tree... It sure -looks real. Are you SURE its an illusion? Anyway, your mistress awaits. You -have proved yourself worthy by taking the initiative and besting her champion -rather than waiting, and she is pleased. -~ -0 8|1024 0 -D5 -~ -~ -1 30670 30678 -S -#30680 -Base of the Cliff~ -You are standing at the base of a massive granite cliff-face, atop which, -it is rumored, lie both the most powerful Avian Guild, and the castle of -the Elf Lord Yaegar, though the former has been seen but rarely by mortals, -and the latter not at all. -~ -0 0 5 -D0 -~ -~ -0 -1 17254 -D4 -~ -~ -0 -1 30681 -S -#30681 -Ascending the Cliff~ -With some effort, you heave yourself up the cliff-face, using your hover -ability when necessary to clear unscaleable sections. Graffiti has been -carved here by past visitors, some of it very unkind toward the Avian -Guildmaster. -~ -0 0 5 -D4 -~ -~ -0 -1 30682 -D5 -~ -~ -0 -1 30680 -S -#30682 -A Ledge~ -You eventually reach a small outcrop two thirds of the way up the cliff, -and pause to catch your breath. Suddenly, you notice, with mounting dismay, -that the way upward is blocked by a massive metal gate with a huge lock. -Standing before this is the biggest Avian you have ever seen. There is a sign -next to the gate. -~ -0 0 5 -D1 -~ -~ -0 -1 30683 -D4 -~ -gate~ -1 30670 30684 -D5 -~ -~ -0 -1 30681 -E -sign~ -The sign says- - - "Welcome, traveller, to one of the Seven Holy Places. If you wish to - see the guildmistress, then proceed east and wait with the rest of the - students. If you have a problem with this, then you'll have to deal - with the sentry". - -~ -S -#30683 -The Waiting Ledge~ -Here all potential students of the Guildmistress await an audience. It looks -like some of them have been waiting for quite some time... -~ -0 0 5 -D3 -~ -~ -0 -1 30682 -S -#30684 -The Aerie~ -You have entered the aerie of the Guildmistress. She is seated in a nest, -waiting patiently for your requests. You have proved yourself worthy by taking -the initiative and besting her champion rather than waiting, and she is -pleased. -~ -0 1024 5 -D5 -~ -~ -1 30670 30682 -S -#30685 -The Donjon~ -You are standing outside a disused donjon, given by an ageing Lord to the -Illithids for use as a guild. It has come over the years to absorb a -tremendous amount of psionic energy from the atmosphere due to some strange -composition of its walls, and thus has quickly become one of the Seven Holy -Places, the home of a High Guildmaster. -~ -0 1|4 0 -D1 -~ -~ -0 -1 30686 -D2 -~ -~ -0 -1 9714 -S -#30686 -Inside the Donjon~ -Flickering shadows created by the light cast from your lightsource surround -you as you proceed through the twisting corridors toward the center of this -dark guild. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30687 -D3 -~ -~ -0 -1 30685 -S -#30687 -A Recess~ -Seated within a recess here are several Illithid students, awaiting the -attention of their master. You have to wait for a VERY long time to see him, -unless you feel like stealing the door key from his bodyguard... -~ -0 1|8 0 -D2 -~ -~ -0 -1 30686 -D3 -~ -~ -0 -1 30688 -S -#30688 -Outside the Guildmaster's Chambers~ -You are standing in a dark chamber filled with bronze urns that hum quietly -as they gather psionic energy from the air for the Guildmaster, who is one -of the few creatures who has managed to discover the secret of Unlimited -Mana. -~ -0 1|8 0 -D0 -~ -~ -1 30670 30689 -D1 -~ -~ -0 -1 30687 -S -#30689 -The Guildmaster's Chamber~ -Squeezing past hundreds of urns, amulets, scrolls, braziers, bookshelves and -bunsen burners, you come face to face with the most powerful Illithid in -Anon. Your Guildmaster turns to face you and telepathically asks what you -what you wish to learn. You have proved yourself worthy by taking the -initiative and besting his champion rather than waiting, and he is pleased. -~ -0 1|8|1024 0 -D2 -~ -~ -1 30670 30688 -S -#30690 -Outside Fort RockBreak~ -Fort RockBreak is the traditional home of the RockBreaker Clan, ancient -Dwarves who milennia ago dedicated themselves to the advancement of the -knowledge of their fellow Dwarves. It has since become one of the Seven -Holy Places, and within you will find your Guildmaster. -~ -0 0 5 -D0 -~ -~ -1 0 30691 -D2 -~ -~ -0 -1 4779 -S -#30691 -Inside the Fort~ -You tread slowly across dressed stone floors into a corridor lined with war -banners, axes, hammers and shields. All of them look as though they have -seen a LOT of action. -~ -0 8 0 -D0 -~ -~ -0 -1 30694 -D1 -~ -~ -0 -1 30692 -D2 -~ -~ -1 0 30690 -S -#30692 -Anteroom~ -In this room gather the Dwarves from all parts of the world who have reached -a sufficient level of experience to train under the High Guildmaster. It looks -like you're in for a long wait, unless there's a quicker way in... -~ -0 8 0 -D0 -~ -~ -1 30670 30693 -D3 -~ -~ -0 -1 30691 -S -#30693 -The Guildhall~ -The greatest living Dwarven Guildmaster in all of Anon resides here, quietly -practicing his skills at metalwork and masonry, though he will more than -gladly pause in this rather mediocre work to teach you how to more effectively -bash the skulls of your enemies. You have proved yourself worthy by taking -the initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8|1024 0 -D2 -~ -~ -1 30670 30692 -D3 -~ -~ -1 30670 30694 -S -#30694 -Guard Room~ -The Guildmaster's Sentry resides here, where he spends his time arranging -flowers or weaving baskets. You see, the years have softened his mind, but -not his fists... -~ -0 8 0 -D1 -~ -~ -1 30670 30693 -D2 -~ -~ -0 -1 30691 -S -#30695 -Outside the Temple~ -You are standing outside the first of the Seven Holy Places, the ancient -Eversacred Temple, home of the Human Guildmaster, who is master of 98 -different style of martial arts, and has successfully bested the 36 chambers -no less than 5 times. -~ -0 0 1 -D0 -~ -~ -0 -1 30696 -D2 -~ -~ -0 -1 10787 -S -#30696 -Inside the Temple~ -You are in the large central area of the Temple. Courtyards lie to the left -and right, while a locked mithril door lies straight ahead. A small sign -instructs you to head east and wait your turn. -~ -0 8 0 -D0 -~ -~ -1 30670 30699 -D1 -~ -~ -0 -1 30698 -D2 -~ -~ -0 -1 30695 -D3 -~ -~ -0 -1 30697 -S -#30697 -Practice Yard~ -Here, several young students, grandsons of the Guildmaster, engage in mock -combat routines using sais, nunchakas, ninjatos, bo-sticks and kusari-gamas. -~ -0 0 2 -D1 -~ -~ -0 -1 30696 -S -#30698 -Waiting Room~ -This quiet rooms is full fo straw mats, upon which fellow humans kneel in -quiet contemplation, preparing themselves spiritually and mentally for the -upcoming training they wish to receive. You may join them if you really want -to... -~ -0 8 0 -D3 -~ -~ -0 -1 30696 -S -#30699 -The Guildmaster's Chambers~ -The Guildmaster looks up as you enter from his reed mat on the floor, and it -appears he has been expecting you. He motions for you to sit with him and -enjoy some tea before you train. You have proved yourself worthy by taking -the initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8|1024 0 -D2 -~ -~ -1 30670 30696 -S -#0 - - -#RESETS -D 1 30667 4 2 -D 1 30669 5 2 -D 1 30667 1 1 -D 1 30668 3 1 -D 1 30671 1 1 -D 1 30671 2 2 -D 1 30671 3 1 -D 1 30672 1 1 -D 1 30673 0 2 -D 1 30674 3 1 -D 1 30678 4 2 -D 1 30679 5 2 -D 1 30682 4 2 -D 1 30684 5 2 -D 1 30688 0 2 -D 1 30689 2 2 -D 1 30690 0 1 -D 1 30691 2 1 -D 1 30692 0 2 -D 1 30693 2 2 -D 1 30693 3 2 -D 1 30694 1 2 -D 1 30696 0 2 -D 1 30699 2 2 -* -M 1 30672 1 30667 LOADS SENTRY /** ELF GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30679 3 30668 LOADS PUPILS -M 1 30665 1 30669 LOADS GUILDMASTER -* -M 1 30673 1 30671 LOADS SENTRY /** KENDER GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30680 3 30672 LOADS PUPILS -M 1 30666 1 30673 LOADS GUILDMASTER -* -M 1 30674 1 30678 LOADS SENTRY /** DRYAD GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30681 3 30677 LOADS PUPILS -M 1 30667 1 30679 LOADS GUILDMASTER -* -M 1 30675 1 30682 LOADS SENTRY /** AVIAN GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30682 3 30683 LOADS PUPILS -M 1 30668 1 30684 LOADS GUILDMASTER -* -M 1 30676 1 30688 LOADS SENTRY /** ILLITHID GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30683 3 30687 LOADS PUPILS -M 1 30669 1 30689 LOADS GUILDMASTER -* -M 1 30677 1 30694 LOADS SENTRY /** DWARF GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30684 3 30692 LOADS PUPILS -M 1 30670 1 30693 LOADS GUILDMASTER -* -M 1 30678 1 30696 LOADS SENTRY /** HUMAN GUILD -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -M 1 30686 2 30697 LOADS GRANDCHILDREN -M 1 30687 2 30697 "" "" "" "" "" -M 1 30685 3 30698 LOADS PUPILS -M 1 30671 1 30699 LOADS GUILDMASTER -S - - -#SPECIALS -M 30666 spec_thief Roeds, the Kender Guildmaster -M 30667 spec_cast_adept Kalifax, the Dryad Guildmaster -M 30672 spec_cast_mage an Elven Sentry -M 30673 spec_thief a Kender Sentry -M 30674 spec_cast_cleric a Dryad Sentry -M 30675 spec_guard an Avian Sentry -M 30677 spec_guard a Dwarven Sentry -M 30679 spec_cast_mage an Elven pupil -M 30680 spec_thief a Kender pupil -M 30681 spec_cast_cleric a Dryadic pupil -M 30682 spec_guard an Avian pupil -M 30684 spec_guard a Dwarven pupil -S - - -#$ diff --git a/data/realm/areas_merc/sfield.are b/data/realm/areas_merc/sfield.are deleted file mode 100644 index 7885415..0000000 --- a/data/realm/areas_merc/sfield.are +++ /dev/null @@ -1,1407 +0,0 @@ -#AREA { 1 65} Yaegar Fields~ - -#HELPS -62 fields vnums~ -31163 31164 31165 all used in tcwnn.are -for donations. Dont fucking use them or it will crash us. -~ -0 $~ - -#MOBILES -#31100 -pilgrim~ -a lonely pilgrim~ -A lonely pilgrim wanders on a quest of his own choosing. -~ -This ragged fellow looks exhausted, yet he still plods on. -~ -64|128 32 400 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31101 -bandit~ -a bandit~ -An evil-looking bandit glares menacingly at you. -~ -These Bandits are the scourge of the Fields. -~ -4|32|64|128 0 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31102 -knight~ -a Knight of Anon~ -A Knight of Anon patrols for bandits. -~ -These vigilant fellows are ever on guard for bandit incursions. -~ -8|64 8192 500 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31103 -bird~ -a bird~ -A single bird cries out as it flies overhead. -~ -These birds, the Red-tailed Scubbergins, are indigenous to these Fields. -~ -4|64|128 524288 0 S -2 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#31104 -deer~ -a deer~ -A deer panics as it spies you and tries to flee. -~ -This harmless beast would make an EXCELLENT meal. -~ -64|128 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#31105 -wolf~ -a wolf~ -A gray wolf slinks silently by. -~ -These famed creatures are superb hunters. -~ -4|64|128 32768|65536 0 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31106 -figure dark shadowy pkill~ -a dark and shadowy figure~ -A dark form lurks in the shadows, beckoning you to do evil. -~ -The form looks back at you and whispers, "I have a secret to sell you". -~ -64 8|32|512|32768 -1000 S -100 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#31107 -figure forgiver unpkill~ -the forgiver~ -The forgiver is here to save your soul. -~ -The forgiver is dressed in flowing white robes, and seems to hover about. -~ -64 4|8|32|512|8192|524288 1000 S -100 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - -#OBJECTS -#31100 -archway stone~ -a stone archway~ -Before you stands an archway made of large carved stones.~ -~ -33 0 0 -14100 -1 0 1 -1 0 0 -E -stone~ -The stone seems smooth and warm to the touch. -~ -E -archway~ -The air in the arch itself seems to be alive! -~ -#31101 -archway steel~ -a steel archway~ -A HUGE steel archway has formed here.~ -~ -33 0 0 -14200 -1 0 1 -1 0 0 -E -steel~ -The steel is warm to the touch. -~ -E -archway~ -The archway appears to you almost as a mirage...perhaps it is truly there, -perhaps not. -~ -#31102 -archway~ -an archway~ -The outline of a mysterious archway seems to beckon you.~ -~ -33 0 0 -1004 -1 0 1 -1 0 0 -E -archway~ -The shape seems to be all knowing and omnipotent. As you examine it further -you realize that it is formless. You can reach into it. What secrets does -it contain? -~ -E -outline~ -The form of the archway seems to hover as if it were alive! -~ -#31103 -document~ -a document~ -A worn and tattered document was dropped here.~ -~ -13 16 1|16384 -0 0 0 0 -1 0 0 -E -document~ -PKILL REGISTRATION DOCUMENT -This form outlines the basic rules for optional player killing in our world. -To be a pkiller, you must register. To register you need to do the following: -1. You must read 'HELP PKILL' -2. The registration costs an undisclosed amount of gold. -3. To begin the process, give a corpse to the figure that provided these instructions. -If you later change your mind, you will be given one opportunity to be forgiven by the -gods. Once you have unregistered, you may never pkill again. -~ -#31104 -scroll~ -a scroll~ -A beautiful white scroll was most certainly misplaced here.~ -~ -13 16 1|16384 -0 0 0 0 -1 0 0 -E -scroll~ -REPENT! -The dark one sells lies and untruths! -I can help you to save yourself from the ways of the misguided: -1. You must read 'HELP UNPKILL' -2. I will charge you gold for my services. -3. Give me a corpse so that I may resurrect it. - -Your salvation will be permanent. -~ -#0 - -#ROOMS -#31100 -The South Fields~ -You are marching across the South Fields, a broad expanse of grassy plains -that extends south to the Red Hills, which are barely visible in the -distance. A small forest looms to the east of the trail you are following. -The city of Anon looms large to the north. At this point you cross over a -small wooden bridge that spans the river Anon, which flows east and west -past the great city. -~ -0 4 2 -D5 -~ -~ -0 -1 17514 -D0 -The Circuit Road~ -~ -0 -1 31030 -D2 -~ -~ -0 -1 31101 -S -#31101 -The South Fields~ -You are marching across the South Fields, a broad expanse of grassy plains -that extends south to the Red Hills, which are barely visible in the -distance. Forest looms to each side of the trail you are following. -~ -0 0 2 -D0 -~ -~ -0 -1 31100 -D2 -~ -~ -0 -1 31102 -S -#31102 -The South Fields~ -You are marching across the South Fields, a broad expanse of grassy plains -that extends south to the Red Hills, which are barely visible in the -distance. A large forest lies west of here. -~ -0 0 2 -D0 -~ -~ -0 -1 31101 -D2 -~ -~ -0 -1 31103 -D3 -Haon Dor~ -~ -0 -1 6000 -S -#31103 -The South Fields~ -You are marching across the South Fields, a broad expanse of grassy plains -that extends south to the Red Hills, which are barely visible in the -distance. The foothills of the Red Hills lie south of here. -~ -0 0 2 -D0 -~ -~ -0 -1 31102 -D2 -~ -~ -0 -1 31104 -S -#31104 -The South Fields~ -You are marching across the South Fields, a broad expanse of grassy plains -that extends south to the Red Hills, which are barely visible in the -distance. The foothills of the Red Hills lie directly south of here. -~ -0 0 2 -D0 -~ -~ -0 -1 31103 -D2 -~ -~ -0 -1 31105 -S -#31105 -The Foothills~ -You have reached the foothills of the Red Hills. From here you may proceed -east or west, skirting the hills, or back north. Heading south THROUGH the -hills is not possible here. -~ -0 0 4 -D0 -~ -~ -0 -1 31104 -D1 -~ -~ -0 -1 31107 -D3 -~ -~ -0 -1 31106 -S -#31106 -A Side Path~ -You are skirting the hills by following a narrow westward path. In the -distance you can see the southern edge of a large forest. There is a narrow -trail running into the hills toward the slopes of a mountain just south of -here. -~ -0 0 4 -D1 -~ -~ -0 -1 31105 -D2 -~ -~ -0 -1 31108 -D3 -~ -~ -0 -1 31109 -S -#31107 -A Side Path~ -You are skirting the hills by following a narrow eastward path. In the -distance you can see the southern edge of a large forest. There is a bend in -the path to the south just ahead. -~ -0 0 4 -D1 -~ -~ -0 -1 31111 -D3 -~ -~ -0 -1 31105 -S -#31108 -A Rocky Trail~ -The path you are on proceeds toward a narrow path that works its way up the -steep slope of a mountain. -~ -0 0 5 -D0 -~ -~ -0 -1 31106 -D2 -~ -~ -0 -1 9201 -S -#31109 -A Side Path~ -You are skirting the hills by following a narrow westward path. In the -distance you can see the southwestern edge of a large forest. This place is -strangely devoid of all animal life. Everywhere, there is silence. -~ -0 0 4 -D1 -~ -~ -0 -1 31106 -D3 -~ -~ -0 -1 31110 -S -#31110 -A Side Path~ -You are skirting the hills by following a narrow westward path. In the -distance you can see the southwestern edge of a large forest. This place is -strangely devoid of all animal life. Everywhere, there is silence. - -A path heads north into the forest. It looks dim and foreboding... -~ -0 0 4 -D0 -~ -~ -0 -1 29020 -D1 -~ -~ -0 -1 31109 -S -#31111 -A Bend in the Path~ -Here the path bends sharply to the south, still following the contours of -the land, cutting through the hills at their lowest point. The forest you -spied on the east earlier is right next to the trail. -~ -0 0 4 -D2 -~ -~ -0 -1 31112 -D3 -~ -~ -0 -1 31107 -S -#31112 -A Bend in the Path~ -Here the path bends sharply to the east, still following the contours of -the land, cutting through the hills at their lowest point. The forest you -spied on the east earlier is right in front of you. You may enter it by -going north at the junction ahead, or ignore it and head south through the -hills. -~ -0 0 4 -D0 -~ -~ -0 -1 31111 -D1 -~ -~ -0 -1 31113 -S -#31113 -A Junction~ -You are standing at a T-junction, where you may head north, into a dark wood, -south, into the hills, or west, back toward a huge city barely visible in the -distance. -~ -0 0 4 -D0 -~ -~ -0 -1 31114 -D2 -~ -~ -0 -1 31117 -D3 -~ -~ -0 -1 31112 -S -#31114 -The Forest~ -You are treading carefully through a deep forest. Aside from the occasional -bird or fox, the place is totally still. You soon reach a fork where you -can head north or east. -~ -0 0 3 -D0 -~ -~ -0 -1 31116 -D1 -~ -~ -0 -1 31115 -D2 -~ -~ -0 -1 31113 -S -#31115 -A Dead End~ -At first this appears to be a dead end, but upon closer inspection you -notice a narrow path that cuts through the forest. -~ -0 0 3 -D1 -~ -~ -0 -1 31126 -D3 -~ -~ -0 -1 31114 -S -#31116 -Apporaching the Forest Arden~ -You are drawing nearer to a section of the wood known as the Forest Arden. -Here the trees are tall and magnificent, and you are impressed that such -things still prosper in such a land of troubles. -~ -0 0 3 -D2 -~ -~ -0 -1 31114 -D3 -Before the Forest Arden~ -~ -0 -1 17301 -S -#31117 -Path Through The Hills~ -You are treading south through the Red Hills. To the north there is a large -forest, while to the far east you imagine you can see the ocean. -~ -0 0 4 -D0 -~ -~ -0 -1 31113 -D2 -~ -~ -0 -1 31118 -S -#31118 -Path Through The Hills~ -You are treading south through the Red Hills. To the north there is a large -forest, while to the far east you imagine you can see the ocean. -~ -0 0 4 -D0 -~ -~ -0 -1 31117 -D2 -~ -~ -0 -1 31120 -D3 -~ -~ -0 -1 -1 -S -#31120 -Bend On The Path Through The Hills~ -You are treading east through the Red Hills. To the north there is a large -forest, while to the far east you imagine you can see the ocean. A small -path runs south into the hills. -~ -0 0 4 -D0 -~ -~ -0 -1 31118 -D1 -~ -~ -0 -1 31121 -D2 -~ -~ -0 -1 31129 -S -#31121 -Path Through The Hills~ -You are travelling east through the Red Hills. To the north there is a large -forest, while to the far east you imagine you can see the ocean. -~ -0 0 4 -D1 -~ -~ -0 -1 31122 -D3 -~ -~ -0 -1 31120 -S -#31122 -The Plains~ -At this point the path emerges from the hills, heading across the plains to -the sea, clearly visible to the east. The hills to the south are now -impenetrable. -~ -0 0 4 -D1 -~ -~ -0 -1 31123 -D3 -~ -~ -0 -1 31121 -S -#31123 -Path to the Ocean~ -You are heading out along a long, broad featureless path that leads to -the Ocean you can see to the east. The occasional farmhouse is visible to -the north, while the Red Hills loom to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 31124 -D3 -~ -~ -0 -1 31122 -S -#31124 -Path to the Ocean~ -You are heading out along a long, broad featureless path that leads to -the Ocean you can see to the east. The occasional farmhouse is visible to -the north, while the Red Hills loom to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 31125 -D3 -~ -~ -0 -1 31123 -S -#31125 -Path to the Ocean~ -You are heading out along a long, broad featureless path that leads to -the Ocean you can see to the east. The occasional farmhouse is visible to -the north, while the Red Hills loom to the south. -~ -0 0 2 -D0 -~ -~ -0 -1 17013 -D3 -~ -~ -0 -1 31124 -S -#31126 -Out of the Woods...~ -Soon you find yourself free of the woods and on a gently sloping plain that -leads down to the ocean to the east. A path to the north leads back into -a particularly dark patch of the woods. -~ -0 0 2 -D0 -~ -~ -0 -1 31128 -D3 -~ -~ -0 -1 31115 -D1 -~ -~ -0 -1 31127 -S -#31127 -Path to the Ocean~ -You are heading out along a long, broad featureless path that leads to -the Ocean you can see to the east. The forest looms to the north, while -rolling fields extend to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 21200 -D3 -~ -~ -0 -1 31126 -S -#31128 -A Dark Patch of the Woods~ -The howls and shrieks of animals angered or in pain reaches you ears as you -enter this dark area. Darkness enfolds you almost immediately as you pass -beneath a canopy of dark branches that completely cuts out any light from -above. Some sort of structure lies to the north. -~ -0 1 3 -D0 -~ -~ -0 -1 2700 -D2 -~ -~ -0 -1 31126 -S -#31129 -A Path Through the Hills~ -You clamber over the rocky terrain, bearing generally south. In the distance -you can see some sort of structure. -~ -0 0 4 -D0 -~ -~ -0 -1 31120 -D2 -~ -~ -0 -1 31130 -S -#31130 -Rugged Terrain~ -The path comes down into a small depression in the hills, a flat, if rugged, -stretch of land that runs to the east toward the structure you glimpsed -earlier. -~ -0 0 4 -D0 -~ -~ -0 -1 31129 -D1 -~ -~ -0 -1 1701 -S -#31131 -The Path West~ -You are marching steadily along a path that runs east to the City of Anon -and west over rolling plains toward a distant mountain range. -~ -0 4 2 -D1 -~ -~ -0 -1 31018 -D3 -~ -~ -0 -1 31132 -S -#31132 -The Plains~ -The climate here is dry and sticky, with little wind to relieve the humidity. -Pressing on, you march for some time before spying a dusty crossroads up -ahead. -~ -0 0 2 -D1 -~ -~ -0 -1 31131 -D3 -~ -~ -0 -1 31133 -S -#31133 -A Dusty Crossroads~ -This was once a crossroads, but the southern path has apparently disappeared, -leaving you with only three choices of direction. The northern path skirts -these plains, heading for higher (and cooler) country, while the western -path plunges right on through. To the east the City of Anon is barely -visible. -~ -0 0 2 -D0 -~ -~ -0 -1 31134 -D1 -~ -~ -0 -1 31132 -D3 -~ -~ -0 -1 31148 -S -#31134 -The Northern Path~ -This path quickly reaches a higher, more grassy savannah, which runs north -for miles. The land is so flat that you can see smoke rising from settlements -many miles away to the north and east. A small forest grows in the same -direction. -~ -0 0 2 -D0 -~ -~ -0 -1 31135 -D2 -~ -~ -0 -1 31133 -S -#31135 -The Northern Path~ -This path continues across the grassy savannah, which runs north for miles. -The land is so flat that you can see smoke rising from settlements many -miles away to the north and east. - -It has been rumored that magical archways occasionally materialize here. -~ -0 0 2 -D0 -~ -~ -0 -1 31136 -D2 -~ -~ -0 -1 31134 -E -ground~ -There is a circular scorch mark in the dirt here. -~ -S -#31136 -The Northern Path~ -At this point the path bends to the west, heading back toward the distant -mountains. The settlement you spied earlier is directly northwest of here, -in the small wood. -~ -0 0 2 -D1 -~ -~ -0 -1 -1 -D2 -~ -~ -0 -1 31135 -D3 -~ -~ -0 -1 31137 -S -#31137 -The Western Path~ -This path runs toward a small group of foothills just before it hits the -mountains, which are much closer now. - -A dimly lit path runs to the north of here, directly into the wood. -~ -0 0 2 -D0 -~ -~ -0 -1 1100 -D1 -~ -~ -0 -1 31136 -D3 -~ -~ -0 -1 31138 -S -#31138 -The Western Path~ -This path runs toward a small group of foothills just before it hits the -mountains, which are much closer now. The path now begins to ascend slightly, -and the terrain gradually gets rougher. A rocky outcropping is visible -ahead, near a large valley to the south. -~ -0 0 4 -D1 -~ -~ -0 -1 31137 -D3 -~ -~ -0 -1 31139 -S -#31139 -The Western Path~ -This path runs toward a small group of foothills just before it hits the -mountains, which are much closer now. A valley lies to the south. There is -a rock outcropping just south of here. -~ -0 0 4 -D3 -~ -~ -0 -1 31140 -D2 -~ -~ -0 -1 10001 -D1 -~ -~ -0 -1 31138 -S -#31140 -The Western Path~ -You have reached the foothills of the mountains now, and must prepare for -the long haul upwards. A chill wind blows at your unprotected face, and you -wonder how cold it will be at the summit. - -A path heads north here towards an ancient city. -~ -0 0 5 -D0 -~ -~ -0 -1 31170 -D1 -~ -~ -0 -1 31139 -D4 -~ -~ -0 -1 31141 -S -#31141 -Ascending the Mountains~ -You start your arduous climb up the steep slope of the mountains. After -half an hour or so, you actually find the going gets easier, and soon after -you are astonished to find a man-made trail leading upward, which makes -climbing significantly easier. -~ -0 0 5 -D4 -~ -~ -0 -1 31142 -D5 -~ -~ -0 -1 31140 -S -#31142 -Ascending the Mountains~ -At this point, the trail you were following heads east along the slope of -the mountain toward what looks like a monastery of some sort. However, you -are almost at the summit, and continuing further would not be impossible. -~ -0 0 5 -D1 -~ -~ -0 -1 31143 -D4 -~ -~ -0 -1 31144 -D5 -~ -~ -0 -1 31141 -S -#31143 -Approaching the Temple~ -Who on earth would want to live up HERE?? Perhaps some weird religious cult -has its headquarters here? Or some rigid order of warrior monks? You'll soon -find out. -~ -0 0 5 -D3 -~ -~ -0 -1 31142 -D2 -~ -~ -0 -1 10701 -S -#31144 -The Summit~ -You've reached the summit! Hurrah!. Looking around you can see much of the -world you inhabit. Broad, grassy plains to the north, beyond them the dark -forest of Mirkwood. The city of Anon is visible in the middle distance, and -beyond that lies the Seas of the Pirate Lords. South of Anon lie the Red -Hills, and all that live there. To the west of the mountains lies a scorching -desert, where fantastic treasures are said to be abundant. -~ -0 0 5 -D0 -~ -~ -0 -1 31145 -D5 -~ -~ -0 -1 31142 -S -#31145 -The Summit~ -You are at the western end of the summit, where you can begin your descent -toward the Great Western Desert if you wish. Alternatively, you may return -the other way. - -Above you, a great castle hovers in the sky, suspended by a field of magical -energy. A drawbridge allows access. -~ -0 0 5 -D2 -~ -~ -0 -1 31144 -D4 -~ -~ -0 -1 21094 -D5 -~ -~ -0 -1 31146 -S -#31146 -The Western Side~ -You are on the western side of the great mountain range that runs along the -entire western coast of the Continent of Anon. To the west, the Great -Western Desert begins, but a series of jagged ridges would make it -impossible to access from the base... -~ -0 0 5 -D4 -~ -~ -0 -1 31145 -D5 -~ -~ -0 -1 31147 -S -#31147 -The Western Base~ -You have reached the base of the mountain. The shimmering sands of the desert -almost blind you. Few people have traversed its lengths and lived to tell -the tale. Do you wish to risk it? A Gap in the base of the mountain allows -you to enter an underground chamber from which you hear the sound of running -water that may take you to the desert. -~ -0 0 10 -D4 -~ -~ -0 -1 31146 -D5 -~ -~ -0 -1 5001 -S -#31148 -The Dusty Plain~ -You are heading along a dusty plain dotted with the occasional tree or low -hill. Clouds skid across overhead, offering little protection from the hot -sun. -~ -0 0 2 -D1 -~ -~ -0 -1 31133 -D3 -~ -~ -0 -1 31149 -S -#31149 -The Dusty Plain~ -You are heading along a dusty plain dotted with the occasional tree or low -hill. Clouds skid across overhead, offering little protection from the hot -sun. -~ -0 0 2 -D1 -~ -~ -0 -1 31148 -D2 -~ -~ -0 -1 31150 -S -#31150 -The Dusty Plain~ -You are heading along a dusty plain dotted with the occasional tree or low -hill. Clouds skid across overhead, offering little protection from the hot -sun. -~ -0 0 2 -D0 -~ -~ -0 -1 31149 -D3 -~ -~ -0 -1 31151 -S -#31151 -The Dusty Plain~ -You are heading along a dusty plain dotted with the occasional tree or low -hill. Clouds skid across overhead, offering little protection from the hot -sun. Up ahead some sort of settlement is visible. -~ -0 0 2 -D1 -~ -~ -0 -1 31150 -D3 -~ -~ -0 -1 31152 -S -#31152 -The Dusty Plain~ -You are heading along a dusty plain dotted with the occasional tree or low -hill. Clouds skid across overhead, offering little protection from the hot -sun. There is a village to the south of here. - -The foothills of the mountains are visible ahead. -~ -0 0 2 -D1 -~ -~ -0 -1 31151 -D2 -~ -~ -0 -1 1501 -D3 -~ -~ -0 -1 31153 -S -#31153 -The Foothills~ -You have reached the foothills of the massive mountain range that cuts off -the west coast of the Continent of Anon from the rest of it. Due to this -isolation, many strange and mysterious creatures live and prosper in this -section. -~ -0 0 4 -D1 -~ -~ -0 -1 31152 -D3 -~ -~ -0 -1 31154 -S -#31154 -The Base of the Mountains~ -You have reached the base of the mountains, and now will have to start -climbing. Hope you're not scared of heights. -~ -0 0 2 -D1 -~ -~ -0 -1 31153 -D4 -~ -~ -0 -1 31155 -S -#31155 -The Path Divides~ -A little way up the mountain the path divides, heading north and south along -a ledge that surrounds this mountain. Progress further upward is impossible. -It is snowing heavily. Don't you wish you'd kept that scarf your grandma -knitted for you on your 16th birthday now? -~ -0 0 5 -D0 -~ -~ -0 -1 31156 -D2 -~ -~ -0 -1 31158 -D5 -~ -~ -0 -1 31154 -E -ground earth~ -There is a circular scorch mark in the earth here. -~ -S -#31156 -The Northern Trail~ -Slick as it is with ice, this trail is quite treacherous, and more than once -you feel as if you're about to fall to your death hundreds of feet below. -~ -0 0 5 -D0 -~ -~ -0 -1 31157 -D2 -~ -~ -0 -1 31155 -S -#31157 -The Northern Trail~ -Slick as it is with ice, this trail is quite treacherous, and more than once -you feel as if you're about to fall to your death hundreds of feet below. -To the east hovers a very strange cloud... -~ -0 0 5 -D1 -~ -~ -0 -1 9101 -D2 -~ -~ -0 -1 31156 -S -#31158 -The Southern Trail~ -Slick as it is with ice, this trail is quite treacherous, and more than once -you feel as if you're about to fall to your death hundreds of feet below. -The dusty plains you crossed to get here are barely visible from this height. -You begin to feel quite dizzy. -~ -0 0 5 -D0 -~ -~ -0 -1 31155 -D2 -~ -~ -0 -1 31159 -S -#31159 -A Bend in the Southern Trail~ -At this point the trail takes a sudden bend to the west and begins to slowly -descend. You can't be sure, but you think you can see a forest through -the snow. -~ -0 0 5 -D0 -~ -~ -0 -1 31158 -D3 -~ -~ -0 -1 31160 -S -#31160 -The Slow Descent~ -At this point the path begins a real descent, heading down to a plateau in -the mountains. A dark wood has grown on this platform, testimony to the -milder temperatures down there. You hurry on. -~ -0 0 5 -D1 -~ -~ -0 -1 31159 -D5 -~ -~ -0 -1 31161 -S -#31161 -The Slow Descent~ -At this point the path continues its descent, heading down to a plateau in -the mountains. A dark wood has grwon on this platform, testimony to the -milder temperatures down there. You hurry on. -~ -0 0 5 -D4 -~ -~ -0 -1 31160 -D5 -~ -~ -0 -1 2300 -S -#31162 -A Grove~ -You appearto have entered some sort of mysterious glade. A path leads to -the south of here. -~ -0 8 0 -D2 -~ -~ -0 -1 2400 -S -#31170 -The Path to Midgaard~ -Up ahead loom the impressive city walls of the city of Midgaard. At this -point the path splits, allowing you to head west or east around the city, -to one of the two gates. -~ -0 0 2 -D1 -~ -~ -0 -1 31173 -D2 -~ -~ -0 -1 31140 -D3 -~ -~ -0 -1 31171 -S -#31171 -A Bend in the Path~ -At this point the path bends to the north, heading past several battered -statues towards the west gate. -~ -0 0 2 -D0 -~ -~ -0 -1 31172 -D1 -~ -~ -0 -1 31170 -S -#31172 -Outside the West Gate~ -The West Gate of the ancient city of Midgaard, first city established in the -world of man, rise to the east of here. -~ -0 4 2 -D1 -~ -~ -0 -1 3052 -D2 -~ -~ -0 -1 31171 -S -#31173 -A Bend in the Path~ -At this point the path bends to the north, heading past several battered -statues towards the east gate. -~ -0 0 2 -D0 -~ -~ -0 -1 31174 -D3 -~ -~ -0 -1 31170 -S -#31174 -Outside the East Gate~ -The East Gate of the ancient city of Midgaard, first city established in the -world of man, rise to the west of here. -~ -0 4 2 -D2 -~ -~ -0 -1 31173 -D3 -~ -~ -0 -1 3053 -S -#0 - -#RESETS -M 1 31100 6 31118 LOADS PILGRIMS -M 1 31100 6 31149 -M 1 31101 6 31109 LOADS BANDITS -M 1 31101 6 31138 -M 1 31102 3 31107 LOADS KNIGHTS -M 1 31102 3 31153 -M 1 31103 8 31122 LOADS BIRDS -M 1 31103 8 31141 -M 1 31104 4 31108 LOADS DEER -M 1 31104 4 31134 -M 1 31105 2 31126 LOADS WOLVES -M 1 31106 1 31128 loads pkill figure -G 1 31103 100 gives pkill document -M 1 31107 1 31158 loads unpkill forgiver -G 1 31104 100 -S - -#SHOPS -31106 0 0 0 0 0 100 100 0 23 pkill figure sells pkill registration -31107 0 0 0 0 0 100 100 0 23 unpkill forgiver sells white scroll -0 - -#TRIGGERS -M 31103 trigm_guano -M 31106 trigm_pkill -M 31107 trigm_unpkill -S - -#SPECIALS -M 31100 spec_cast_cleric -M 31101 spec_thief -M 31102 spec_guard -M 31105 spec_fido -R 31100 specr_anon_portals * This is the biggie! - Argh -S - -#$ - - - diff --git a/data/realm/areas_merc/tcwnn.are b/data/realm/areas_merc/tcwnn.are deleted file mode 100644 index 8d1d283..0000000 --- a/data/realm/areas_merc/tcwnn.are +++ /dev/null @@ -1,5899 +0,0 @@ -#AREA { 1 65} Yaegar The City of Anon~ - -#HELPS -0 City Anon~ -. - - The City of Anon- - - Illithid Elf Avian - Guild Merc Magic Guild ID Pet Guild - | Hire Shop | Guy Shop | - |_________|________|________|________|________|________|________Human - | | Guild - Castellan _____| Green |_____ Armorer - | Thaumaturgist / Enhancer | -W. Gate _________|_______|_______Temple______________|_________ E Gate - | | | | - Smith _____| Artificer |_ Book Shop |_____ Weapon Smith - | | | -Stables _________|_________________|_________________|________Sewer - | | | | | | | - | Bank Grocer | Baker Bar | -Dungeon_| Dryad | - | Guild | - Dwarf | Kender - Guild Insect Garden Guild - -~ - - - -0 $~ - -#MOBILES -#31000 -Gath healer~ -Gath the Healer~ -Gath, High Priest and Healer of Anon, greets you politely. -~ -"Greetings, Fair Adventurer. How may I help thee? If thou art but a youngster -I shall aid thee with my magic for free, but if thou art a veteran, then thou -wilst have to pay... To see how I may help thee, type HEAL, which will also -show you the cost of each service". -~ -2|8|64|2048 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome, brave adventurer, to the Temple of the Gods of Anon.~ -E -.arrive_act~ -smiles at you with great kindness in his eyes.~ -E -.give_tell~ -Thank you for your generous donation. May your road be smooth and free of woe.~ -E -.leave_tell~ -fare thee well, adventurer!~ -#31001 -dryad guildmaster~ -the Dryad Guildmaster~ -The Dryad Guildmaster stands here, patiently watching you. -~ -"Welcome, my child, to the Guild of the Dryads. Should you wish to -practice a skill or spell that is within my area of expertise, simply -type PRAC . Typing PRAC without an argument will display what -skills or spells you may learn here". -~ -2|64|8192 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.leave_tell~ -Fare thee well, adventurer!~ -#31002 -jolob smith blacksmith~ -Jolob the Blacksmith~ -Jolob the Blacksmith grunts a greeting as you enter. -~ -"Well, how can I help ye? If its repairs ye're after, then hand o'er the -item that be damaged. If not, then I'm afeared there ain't -nuthin' I can help ye with". -~ -2|64 4|8|16|32|128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31003 -armorer~ -the Armorer~ -The Armorer offers to show you some of his wares. -~ -"Welcome to my place of business, adventurer. Got something you're after? -Just type BUY . If you want to know WHAT you can buy (usually a wise -move) tpye LIST. If you're just after a specific type of item, say a shield, -type LIST shield, and I'll show you what I have that matches that -description. If you want to sell me something, type SELL . If you -just want to know what it's worth, type VALUE and I'll give you a -free valuation". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my shop, adventurer! To see what I am selling, type LIST.~ -E -.give_act~ -gasps.~ -E -.give_tell~ -Wow! Free stock! Thanks!~ -E -.leave_tell~ -May your path be free of peril!~ -#31004 -weaponsmith smith~ -the Weaponsmith~ -The Weaponsmith eyes you curiously. -~ -"Greetings stranger, or have we met before? Never mind. Either way, to -see what I have for sale, type LIST. if you want to buy an item you see -there, type BUY (simple, huh?). If you want me to buy something off -you, type SELL . If you just want a valuation, type VALUE and -I'll let you know what its worth for free". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my shop, adventurer! To see what I am selling, type LIST.~ -E -.give_act~ -smirks.~ -E -.give_tell~ -Wow! Free stock! Thanks!~ -E -.leave_tell~ -May the four winds blow you safely home!~ -#31005 -mercenary master~ -the Mercenary Master~ -The Mercenary Master grunts as you enter. -~ -"Want a Mercenary? Then type LIST to see what I sell, then type BUY -to hire 'im. That's it. Now pay up or get out". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my business, adventurer! To see whom I am hiring out, type LIST.~ -E -.give_act~ -raises his eyebrows.~ -E -.give_tell~ -What on earth do I need that for?~ -E -.leave_tell~ -May you fight justly and well!~ -#31006 -mage~ -the Mage~ -The Mage smiles sweetly and asks how she may be of service. -~ -"To see what you can buy here," she begins sweetly,"type LIST. If you -see something you'd like, type BUY . If you have something you -think I may like to buy, type SELL . Alternatively I can give you -a free evaluation of the item- simply type VALUE ". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_tell~ -Welcome, adventurer! To see what I am selling, type LIST.~ -E -.give_act~ -smiles sweetly.~ -E -.give_tell~ -Why thank you! How sweet!~ -E -.give_give~ -2~ -E -.leave_tell~ -May the spirits guide your path!~ -#31007 -mitzak sage~ -Mitzak the Sage~ -Mitzak the Sage waves at you feebly as you enter his home. -~ -"Hullo. Come to ID some equipment have you? Well, the process is quite -simple really. Even dwarves can understand it... hmmph... yes now where was -I? Ah yes... the process... hmmm... well, simply type GIVE mitzak, -and then I will identify it, tell you what it does, and hand it back. Easy, -eh? Hmmph... Anyway..." -~ -2|64 4|8|16|32|128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31008 -pet owner~ -the Pet Shop Owner~ -The Pet Shop Owner smiles politely and waits for your request. -~ -"Greetings. You wish to buy a pet? Well, to see what I have in stock, type -LIST. Be sure to note the Level of the items that interest you, as you can -not buy a pet of higher level than yourself. When you see one that you want -to buy, simply type BUY , and if you wish to name it, add the name that -you want it to have to the same line, i.e, BUY mouse harold". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my store, adventurer! To see what I am selling, type LIST.~ -E -.give_act~ -smiles condescendingly.~ -E -.give_tell~ -Umm... I don't sell that... but thanks anyway.~ -E -.leave_tell~ -May you live long and have many children!~ -#31009 -elven elf guildmaster~ -the Elven Guildmaster~ -The Elven Guildmaster welcomes you to his office. -~ -"Welcome, friend, to the Guild of the Elves. Should you wish to practice -a skill or spell that is within my area of expertise, simply type PRAC -. Typing PRAC without an argument will display what skills or -spells you may learn here". -~ -2|64|1024 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.leave_tell~ -May the winds of fate blow favorably for you, adventurer!~ -#31010 -grocer~ -the Grocer~ -The Grocer smiles and welcomes you to her store. -~ -"To see what you can buy here," she begins sweetly,"type LIST. If you -see something you'd like, type BUY . If you have something you -think I may like to buy, type SELL . Alternatively I can give you -a free evaluation of the item- simply type VALUE ". -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_tell~ -Welcome to my store, adventurer! To see what I am selling, type LIST.~ -E -.give_act~ -arches his eyebrows.~ -E -.give_tell~ -What on earth is THAT?~ -E -.leave_tell~ -May all your nights be peaceful ones!~ -#31011 -dwarf baker~ -the Baker~ -The Baker, a rough-looking dwarf, demands your business. -~ -"Bread? Course I got bread, STUPID! Thats why it's called a BAKERY. I also -got pies, rolls an' sandwiches. If ya want an exact list, then type LIST. -If ya wanna buy something, then type BUY . If ya think ya got sumptin' -I might wanna buy, type SELL . Now buy up!" -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my store, adventurer! To see what I am selling, type LIST.~ -E -.look_say~ -Quit starin'!~ -E -.give_act~ -grunts.~ -E -.give_tell~ -Thanks. I guess.~ -E -.leave_tell~ -Live long enough to buy more of my bread!~ -#31012 -bartender~ -the Bartender~ -The Bartender grins smugly as he cleans a glass. -~ -"Want a drink, friend? Of COURSE you do. Especially if you're one of them -spellflinging types. To see whats on tap, type LIST. If you see something -you fancy, well, then type BUY . OK?" -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -A drink, friend? To see what I am selling, type LIST.~ -E -.give_act~ -smiles condescendingly.~ -E -.give_tell~ -I'm not a fence, youngster.~ -E -.leave_tell~ -May your beers be foamy and your margaritas well-blended!~ -#31013 -dwarven dwarf guildmaster~ -the Dwarven Guildmaster~ -The Dwarven Guildmaster stares at you grimly. -~ -"You want to train to fight? Good. You want to train to kill? Better. To -see if I can help you, type PRAC, and that will list what I can teach you -currently. If you see something you want to learn, type PRAC . Then -you can kill KIll KILL!" -~ -2|64|65536 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.tell_tell~ -I've told you all you need to know.~ -E -.leave_tell~ -May your axe be strong and your loins girded!~ -#31014 -kender guildmaster~ -the Kender Guildmaster~ -The Kender Guildmaster grins impishly at you. -~ -"Sooooo... How can I help you? You want to learn how to STEAL???? How -insulting! Are you insinuating that I am a- a THIEF??? Listen, Kenders -do NOT STEAL! We BORROW... Now with that out of the way, type PRAC to see -what I can teach you, and PRAC skill to learn one of the skills shown." -~ -2|4|64|16384 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.give_act~ -goes oooOOOooo.~ -E -.give_say~ -Presents!~ -E -.leave_tell~ -May your pockets be full and your enemies' empty!~ -#31015 -dryad waiter~ -a Dryad Waiter~ -A Dryad Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31016 -elf waiter~ -an Elven Waiter~ -An Elven Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31017 -Dwarven waiter~ -a Dwarven Waiter~ -A Dwarven Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31018 -greasy bartender~ -a Greasy Bartender~ -A Greasy Bartender is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31019 -mouse~ -the mouse~ -A small field mouse. -~ -The mouse looks like a cute, little, fierce fighter. -~ -256 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_tell~ -What are you starin' at, chump? I'll rip your head off!~ -E -.look_act~ -growls menacingly. Grr. Grr.~ -E -.tell_say~ -I got nuthin' to say to you, humanoid.~ -#31020 -badger~ -the badger~ -A loyal, vicious badger growls at you. -~ -The badger looks like a fierce fighter. -~ -256 0 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_tell~ -What are you starin' at, chump? I'll rip your head off!~ -E -.look_act~ -growls menacingly. Grr. Grr.~ -E -.tell_say~ -I got nuthin' to say to you, humanoid.~ -#31021 -eagle~ -the eagle~ -A large, quick, loyal eagle is here. -~ -The eagle looks like a fierce fighter. -~ -256 524288 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_tell~ -What are you starin' at, chump? I'll rip your head off!~ -E -.look_act~ -growls menacingly. Grr. Grr.~ -E -.tell_say~ -I got nuthin' to say to you, humanoid.~ -#31022 -grizzly bear~ -the grizzly bear~ -A large, loyal grizzly bear is here. -~ -The grizzly bear looks like a strong, fierce fighter. -~ -256 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_tell~ -What are you starin' at, chump? I'll rip your head off!~ -E -.look_act~ -growls menacingly. Grr. Grr.~ -E -.tell_say~ -I got nuthin' to say to you, humanoid.~ -#31023 -elephant~ -the elephant~ -A HUGE Bull Elephant stomps its feet and lowers its head to charge. -~ -The elephant is a BAD ASS. -~ -256 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_tell~ -What are you starin' at, chump? I'll rip your head off!~ -E -.look_act~ -growls menacingly. Grr. Grr.~ -E -.tell_say~ -I got nuthin' to say to you, humanoid.~ -#31024 -cuervo headsman~ -Cuervo the headsman~ -Cuervo the Headsman stands here eyeing you cautiously. -~ -Cuervo has lopped more heads off with his trusty guillotine then you EVER -will with your weapons. -~ -2|8|64 128|512|8192 0 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_tell~ -Don't stare... It's impolite you know!~ -E -.tell_tell~ -I have nothing to say to you, mortal.~ -E -.arrive_act~ -flexes his mighty muscles and stares grimly at you.~ -#31025 -aod dealer~ -Aod the dealer~ -Aod the dealer stands in the shadows here. -~ -Aod the dealer looks just like the hoodlum dealer types you see on TV. -He's wearing a concert shirt, and Levi's 501 jeans. His hair is pulled back -into a ponytail. A beard and moustache complete the look. Aod has -brought some drugs with him from Generic MUD. - - (Broke In) A Trojan (TM) Condom. - -AOD apparently practices safe sex... -~ -4|64 8|32|512 0 S -60 17 -6 1d1+999 2d10+20 -500 0 -8 8 1 -E -.look_tell~ -Can I help you? Are you after some SERIOUS dope???~ -E -.look_tell~ -Hmmm... I know I have here SOMEWHERE...~ -E -.look_act~ -fumbles about in his robes.~ -E -.tell_tell~ -yeah yeah I'm looking already!~ -E -.die_yell~ -Death, that harsh mistress, has finally claimed me!~ -#31026 -illithid guildmaster~ -the Illithid Guildmaster~ -The Illithid Guildmaster greets you telepathically. -~ -"Greetings," intones the Guildmaster, his thoughts ringing in your head."You -wish to train in my arts? Very well. Type PRAC to see what you can learn -from me, then PRAC to learn any skill that you desire. Say... you -have a NICE cranium..." -~ -2|16|64 128|8192 0 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.leave_tell~ -Fare thee well, adventurer!~ -#31027 -human guildmaster~ -the Human Guildmaster~ -The Human Guildmaster bows before you. -~ -"Welcome, honorable student, to the most honorable Guild of the Humans. If -you wish to learn here, type PRAC to see what I may teach you. If you see -a skill you'd like to learn, type PRAC to learn it. Practice well, -train hard, and dedicate yourself to the higher disciplines of the martial -arts". -~ -2|64|32768 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.leave_tell~ -Fare thee well, adventurer!~ -#31028 -avian guildmaster~ -the Avian Guildmaster~ -The Avian Guildmaster sqwaks loudly and welcomes you to her nest. -~ -"*>SCREECH<* You wish to learn Avian skills? Type PRAC to see what I can -teach you, and if there is something I can teach you that you wish to learn, -type PRAC . *>SQWAAK<*" -~ -2|64|16777216 128|8192 1000 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_tell~ -*SCREECH* Welcome to my Guild! Type PRAC to see what I can teach you.~ -E -.leave_tell~ -Fare thee well, adventurer!~ -#31029 -illithid waiter~ -an Illithid Waiter~ -An Illithid Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31030 -human waiter~ -a Human Waiter~ -A Human Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31031 -avian waitress~ -an Avian Waitress~ -An Avian Waitress is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -2|64 128|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_say~ -Hello. If you're after a drink, type LIST to see what I offer.~ -E -.give_tell~ -Thanks for the tip! Have one on me!~ -E -.give_give~ -31003~ -E -.give_say~ -Yaegar's beer is the best in the house!~ -#31032 -castellan~ -the Castellan of Anon~ -The Castellan of Anon politely welcomes you to his city. -~ -The Castellan is a tall, lean man of middle years with graying hair and -a sinewy frame. He is always polite and helpful, but is more than prepared -to do what it takes to defend his city. A veteran of more than twenty years -of combat, he is not a man to be toyed with. -~ -64 4|8|128|512|8192 1000 S -70 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Welcome to the City of Anon!~ -E -.arrive_yell~ -While I remember, if anyone has a problem, try the help files!~ -E -.tell_act~ -smiles happily and ruffles your hair playfully.~ -E -.tell_tell~ -Here's a coin for your conversation, youngster!~ -E -.tell_give~ -2~ -#31033 -citizen~ -a citizen~ -A citizen of Anon passes by you. -~ -Anon is not a huge city in terms of population, but there are a fair number -of residents, such as this fellow. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.tell_tell~ -Good day!~ -E -.look_act~ -smiles happily at you.~ -#31034 -citizen~ -a citizen~ -A citizen of Anon passes by you. -~ -Anon is not a huge city in terms of population, but there are a fair number -of residents, such as this lady. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.tell_tell~ -Good day!~ -E -.look_act~ -smiles happily at you.~ -#31035 -child~ -a child~ -A child frolics in the street here. -~ -There are not that many children in Anon, so those that are present are -treasured by the locals. However, this endearment certainly isn't shared by -visitors, who find the spoiled brats insufferable. -~ -1|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -E -.look_act~ -gawks openly at you.~ -E -.tell_act~ -stares blankly at you and sucks its thumb.~ -#31036 -janitor~ -the janitor~ -A janitor is walking around, cleaning up. -~ -"Grumble grumble... you don't think I got anything better to do than pick up -YOUR crap? Grumble grumble... and these BLOODSTAINS! *SIGH*" -~ -1|64 8 900 S -6 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#31037 -footpad~ -a footpad~ -A footpad stalks around looking for an easy victim. -~ -The footpad skulks about, looking for someone to conk over the head. -~ -4|64 0 -200 S -6 16 5 2d6+60 1d8+0 -47 0 -8 8 1 -E -.look_act~ -snarls menacingly.~ -E -.look_tell~ -What the hell are YOU starin' at, scrub?~ -E -.attack_tell~ -Oh yeah? Think you're tough?~ -E -.give_act~ -grins evilly.~ -E -.give_tell~ -Good! You learn fast!~ -#31038 -drunk~ -a drunk~ -A singing, happy drunk. -~ -A drunk who seems to be too happy, and to carry too much money. He mumbles something unintelligible and stumbles away. -~ -64 0 400 S -4 19 8 2d6+22 1d6+0 -85 0 -8 8 1 -E -.arrive_say~ -I've got a lovely bunch of coconuts!~ -E -.arrive_tell~ -Say buddy, could you spare a gold piece or sumptin'?~ -E -.give_say~ -Thanks!~ -E -.give_tell~ -I'll tell you a secret- read HELP INTRO and HELP PORTAL.~ -#31039 -beggar~ -a beggar~ -A beggar is here, well... begging. -~ -"Hey mista! Spare a veteran a dime?" -~ -2|64 0 400 S -3 20 9 2d6+10 1d5+0 -0 0 -8 8 1 -E -.arrive_say~ -Alms for the poor! Alms for the poor!~ -E -.give_say~ -You're very generous! In return I'll give you some information!~ -E -.give_tell~ -You'll find portals to many exciting worlds in the village green!~ -#31040 -thief~ -a thief~ -A thief adroitly cuts the strings of another fat merchant's purse. -~ -This clever fellow has robbed dozens of unsuspecting visitors to Anon. -~ -64|128 2|32768|65536|1048576 0 S -10 0 0 0d0+1 0d0+1 -0 0 -8 8 1 -E -.look_say~ -Curses! I have been seen!~ -E -.look_act~ -glares at you.~ -E -.leave_say~ -Muhahaha!~ -#31041 -fido~ -a beastly fido~ -The beastly fido is here looking for food. -~ -The beastly fido is foaming at the mouth. You smell the aroma of his latest kill. -~ -64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.look_say~ -Rrruagh!~ -E -.arrive_act~ -cocks its leg and urinates on the footpath.~ -E -.attack_act~ -yelps in anger and fear!~ -E -.die_say~ -Auaaaaaa!~ -E -.die_act~ -belches forth a disgusting mess of puke and blood onto the road.~ -#31042 -rat~ -a huge sewer rat~ -A huge sewer rat that probably WOULDN'T taste like pumpkin pie. -~ -Rats! Eeyew! They come up out of the sewer and steal the children of Anon. -Good. -~ -64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -E -.arrive_act~ -squeaks noisily as it gnaws at an old boot.~ -E -.attack_act~ -squeaks angrily and bares its dirty yellow fangs.~ -E -.die_act~ -twitches once and falls still.~ -#31043 -cat~ -a cat~ -A stray cat rummages through some trash here. -~ -The cat suddenly emerges, triumphant, with a half-eaten steak, and runs off. -~ -64|128 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -E -.arrive_act~ -hisses angrily as you approach.~ -E -.attack_act~ -panics as it spies your readied weapon!~ -E -.tell_tell~ -I don't speak your language. *>MEOW<*~ -E -.leave_act~ -returns to its scavenging.~ -#31044 -guard~ -a City Guard~ -A Member of the City Guard warns you to stay out of trouble. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -stares at you sternly~ -E -.arrive_tell~ -Stay out of trouble!~ -E -.leave_act~ -watches cautiously as you depart.~ -E -.attack_act~ -shouts out in alarm!~ -E -.attack_yell~ -Attention! Civil disturbance! Request immediate back up!~ -E -.give_tell~ -What's this? A bribe?~ -#31045 -guard~ -a City Guard~ -A Member of the City Guard warns you to stay out of trouble. -~ -This lady is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, she is the epitome of Truth, Justice -and the Anon Way :). -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -E -.arrive_act~ -stares at you sternly~ -E -.arrive_tell~ -Stay out of trouble!~ -E -.leave_act~ -watches cautiously as you depart.~ -E -.attack_act~ -shouts out in alarm!~ -E -.attack_yell~ -Attention! Civil disturbance! Request immediate back up!~ -E -.give_tell~ -What's this? A bribe?~ -#31046 -guard~ -a City Guard~ -A Member of the City Guard stands rigidly at attention here. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -2|8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -stares at you sternly~ -E -.arrive_tell~ -Stay out of trouble!~ -E -.leave_act~ -watches cautiously as you depart.~ -E -.attack_act~ -shouts out in alarm!~ -E -.attack_yell~ -Attention! Civil disturbance! Request immediate back up!~ -E -.give_tell~ -What's this? A bribe?~ -#31047 -hobbit merc1~ -Hobbit Mercenary~ -A Hobbit Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 32|512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -28334~ -#31048 -elven elf merc2~ -Elven Mercenary~ -An Elven Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8|512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -9903~ -#31049 -dwarf dwarven merc3~ -Dwarven Mercenary~ -A Dwarven Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -6520~ -#31050 -troll trollish merc4~ -Trollish Mercenary~ -A Trollish Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -31005~ -#31051 -giant merc5~ -Hill Giant Mercenary~ -A Hill Giant Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -31002~ -#31052 -half-dragon dragon merc6~ -Half-Dragon Mercenary~ -A Half-Dragon Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8|32|512|524288 0 S -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.look_act~ -stares at you grimly, hands fingering its weapons.~ -E -.look_act~ -grins evilly.~ -E -.look_tell~ -Be careful who you stare at...~ -E -.give_tell~ -Thanks! Here's a prize for your genorosity!~ -E -.give_give~ -9910~ -#31053 -salvatore~ -Salvatore~ -Salvatore says, in a broad Scottish accent, "What yer havin'?" -~ -Salvatore is a broad man of Mediterranean descent in his middle years. He -goes on to tell you that you can have anything you want, as long as it's -deep-fried. That includes the pizza... -~ -2|8|64 128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_tell~ -G'day! What yer be havin'?~ -E -.arrive-act~ -grins broadly.~ -E -.look_tell~ -Don't ye be gettin' any funny ideas, there.~ -E -.say_say~ -I'm not paid to make conversation!~ -#31054 -guard~ -a City Guard~ -A Member of the City Guard stands rigidly at attention here. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -2|8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_act~ -stares at you sternly~ -E -.arrive_tell~ -Stay out of trouble!~ -E -.leave_act~ -watches cautiously as you depart.~ -E -.attack_act~ -shouts out in alarm!~ -E -.attack_yell~ -Attention! Civil disturbance! Request immediate back up!~ -E -.give_tell~ -What's this? A bribe?~ -#31055 -tracey owner co-owner~ -the co-owner Tracey~ -Tracey, Trace to her friends, waits to take your order. -~ -Tracey is a cheerful, hard-working restauranteur who built this business -up from scratch. It serves the best Cafe-style food on all of Anon, which -isn't saying much as it is the ONLY place that serves Cafe-style food in -all of Anon... -~ -2|8|64 128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#31056 -mengrabbazoah darkling guildmaster scholar~ -Mengrabbazoah~ -Mengrabbazoah, Darkling Scholar, is here to train you. -~ -Mengrabbazoah is an old and wise Darkling, the most powerful of his kind -currently living outside the city of Tentchenanwhan, far beneath the surface -of Anon. -~ -2|8|64|67108864 4|8|16|32|128|512|8192 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31057 -thaumaturgist alix~ -Alix the Thaumaturgist~ -Alix the Thaumaturgist is here to help rid you of unwanted items. -~ -Alix smiles and asks you to tell him the name of the item you wish to be -rid of. -~ -2|64|67108864 4|8|16|32|128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31058 -clea artificer~ -Clea the Artificer~ -Clea the Artificer is ready to recharge your magic items. -~ -Clea smiles languidly and asks you to hand over the stave that needs -recharging, chuckling at her deliberate innuendo as she does. -~ -2|64|67108864 4|8|16|32|128|512|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#31059 -xanafax book seller~ -Xanafax~ -Xanafax, the ancient scholar and purveyor of ancient tomes, is here. -~ -Xanafax is a dealer in rare and ancient books detailing the geography, -history, social structure and legends of the many races of Anon. He is more -than willing to sell you a book. -~ -2|64 8|128 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31060 -locksmith dwart~ -Dwart~ -Dwart the locksmith busily carves another key. -~ -Dwart makes locks and keys, and he makes them well. For a Dwarf he is -surprisingly dextrous. He also purchases keys off of players. Try selling -him one! -~ -2|64 8|128 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31061 -thom enhancer~ -Thom the Enhancer~ -Thom the Enhancer stands ready to help you enhance. -~ -Thom will assist you in enhancing your stats. Simply type enhance -to do so. Type HELP ENHANCE for assistance. -~ -2|64|512 128 0 S -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31062 -pharlas merchant~ -Pharlas~ -The merchant Pharlas stands here, wringing his hands in abject worry. -~ -Pharlas is a stout, well-dressed merchant in his mid-fifties. He is currently -extremely agitated because a swamp spirit has stolen his gem. Perhaps you -can retrieve it for him? -~ -2|64|33554432 128 0 S -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -E -.arrive_say~ -Pray, adventurer, can you help me?~ -E -.say_say~ -Recover my gem from the vile swamp spirit to the east of Anon and all I own -is yours!~ -E -.look_say~ -Please find my gem! All my gold if you do!~ -E -.leave_tell~ -Seek the aid of the druid Caercephen in the swamp!~ -E -.give_looking_for~ -29601~ -E -.found_say~ -Oh frabjous day! All my gold is yours!~ -E -.found_give~ -31091~ -#0 - -#OBJECTS -#31000 -key~ -a tasselled key~ -The Key to the City Gates.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#31001 -key~ -a bronze key~ -The Key to the City Dungeon.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#31002 -barrel beer~ -a Barrel of Argh's beer~ -A beer barrel has been left here. -~ -~ -17 0 1 -30 30 1 0 -60 300 0 -#31003 -bottle beer~ -a bottle of Yaegar (TM) beer~ -A beer bottle has been left here.~ -~ -17 0 1 -4 4 1 0 -10 20 0 -#31004 -bottle ale~ -a Bottle of Marius (TM) ale~ -A dark bottle of Marius (TM) ale has been left here.~ -~ -17 0 1 -5 5 3 0 -10 10 0 -#31005 -bottle firebreather~ -a Bottle of Rainman firebreather~ -A firebreather has been left here.~ -~ -17 0 1 -8 8 7 0 -10 50 0 -#31006 -bottle local~ -a bottle of AnonyMUD specialty~ -A dark bottle has been left here.~ -~ -17 0 1 -8 8 8 0 -10 20 0 -#31007 -torch~ -a torch~ -A large torch.~ -~ -1 0 1|65536 -0 0 24 0 -1 10 0 -#31008 -lantern~ -a hooded brass lantern~ -A hooded brass lantern has been left here.~ -~ -1 0 1|16384 -0 0 100 0 -4 60 0 -E -lantern~ -It is a large and robust but somewhat battered oil lantern made from brass, -equipped with a handle to make it handy and a hood to protect its flame. -Some letters have been scratched on its bottom. -~ -E -letters~ -They say, "Use 'hold lantern' to activate." -~ -#31009 -scroll identify~ -a scroll of identify~ -A scroll has carelessly been left here.~ -~ -2 64 1 -12 53 -1 -1 -1 2000 0 -#31010 -potion yellow~ -a yellow potion of see invisible~ -A small yellow potion has carelessly been left here.~ -~ -10 64 1 -12 19 -1 -1 -1 400 0 -E -potion yellow~ -The potion has a small label 'Detect The Invisible'. -~ -#31011 -skin water buffalo~ -a buffalo water skin~ -A buffalo water skin is on the floor.~ -~ -17 0 1 -25 25 0 0 -5 30 0 -#31012 -jug water~ -a jug of water~ -A large jug of water sloshes on the floor.~ -~ -17 1 1 -60 60 0 0 -85 0 0 -#31013 -club~ -a heavy lead-sheathed club~ -A heavy club sheathed in lead lies here. -~ -~ -5 0 1|8192 -0 0 0 8 -30 0 0 -A -18 -2 -A -19 4 -#31014 -mace~ -a Sturdy Mace~ -A Sturdy Mace lies here. -~ -~ -5 0 1|8192 -0 0 0 7 -20 0 0 -A -18 1 -A -19 1 -#31015 -dagger~ -a Dagger~ -A good backstabbing weapon, this. -~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -A -18 4 -A -19 -2 -#31016 -scimitar~ -a Wickedly-Curved Scimitar~ -A Wickedly-Curved Scimitar hums ominously here. -~ -~ -5 2|16|64|512 1|8192 -0 0 0 3 -25 0 0 -A -18 4 -A -19 4 -#31017 -boots~ -a pair of tough leather boots~ -A pair of tough leather boots lie here.~ -~ -9 0 1|64 -0 0 0 0 -15 0 0 -A -17 -5 -A -5 1 -#31018 -belt~ -a narrow leather belt~ -A narrow leather belt is curled up here.~ -~ -9 0 1|2048 -0 0 0 0 -2 0 0 -A -2 1 -A -23 -2 -#31019 -kamikaze headband~ -a kamikaze headband~ -A kamikaze headband.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -18 2 -#31020 -scarf~ -a WWI Aviator's Scarf~ -A WWI aviator's scarf is here.~ -~ -9 0 1|4 -0 0 0 0 -5 0 0 -A -18 1 -A -19 1 -#31021 -fountain~ -a city fountain~ -This fountain has been kindly provided by the Castellan of Anon.~ -~ -25 0 0 -0 0 0 0 -1000 0 0 -#31022 -ring~ -a gold ring~ -A GOLD RING! -~ -~ -18 1 1|2 -0 0 0 0 -1 0 0 -A -14 20 -#31023 -cake ~ -a sweet cake~ -A sweet cake. -~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31024 -roll~ -a roll~ -A bread roll. -~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#31025 -sandwich~ -a sandwich~ -A sandwich would make the perfect snack. -~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#31026 -loaf bread~ -a HUGE loaf of bread~ -This loaf of bread would fill you up for a day! -~ -~ -19 0 1 -24 0 0 0 -3 0 0 -#31027 -coffee cup mug java~ -a cup of coffee~ -A mug o' hot java steams away here.~ -~ -17 0 1|16384 -1 1 12 0 -1 0 0 -#31028 -potion~ -a psychedelic potion~ -A psychedelic potion rolls around here.~ -~ -10 1|2|64 1 -10 82 44 3 -2 400 0 -#31029 -guillotine~ -a nasty guillotine~ -A Guillotine with a razor-sharp blade stands ready here. -~ -~ -15 0 0 -100 1 0 0 -1000 0 0 -#31030 -mask~ -a Headsman's Black Face Mask~ -The Headsman's mask is here. -~ -~ -9 0 1|16 -0 0 0 0 -75 0 0 -A 13 250 -#31031 -sword longsword~ -the Castellan's Longsword~ -The Castellan's Longsword is lying here in the dirt. -~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -A -17 -15 -A -18 6 -A -19 6 -A -23 -3 -#31032 -sap~ -a sap~ -A footpad's sap, used to stun victims.~ -~ -5 0 1|8192 -0 0 0 7 -15 0 0 -#31033 -sword longsword~ -an Ornate Longsword~ -An Ornate Longsword is lying here.~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#31034 -breastplate plate~ -an Ornate Breastplate~ -An Ornate Breastplate with a black and gold coat of arms is lying here.~ -~ -9 0 1|8 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -15 -#31035 -bracer~ -an Ornate Bracer~ -An Ornate Bracer with a black and gold coat of arms is lying here.~ -~ -9 0 1|4096 -0 0 0 0 -15 0 0 -A -2 2 -A -18 2 -#31036 -cloak~ -a black cloak with gold trim~ -A Black Cloak with Gold Trim is lying here.~ -~ -9 0 1|4 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -15 -#31037 -helm~ -an Ornate Helm~ -An Ornate Helm bearing a black and gold coat of arms lies here.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -20 -A -25 2 -#31038 -shield~ -an Ornate Shield~ -A Shield bearing the crest of the House of Lenny lies here. -~ -~ -9 0 1|512 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#31039 -spear~ -a Throwing Spear~ -A sturdy Throwing Spear has been thrust into the ground here. -~ -~ -30 64 1|8192|16384 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#31040 -scroll~ -a blank scroll~ -A blank scroll is here. -~ -~ -2 0 1|16384 -0 0 0 0 -1 0 0 -#31041 -potion~ -a shimmering potion~ -A shimmering potion is here. -~ -~ -10 64 1|16384 -5 29 56 77 -1 400 0 -#31042 -sticker~ -a bright red sticker that reads "DORK"~ -A bright red sticker has been left here. Pick it up! -~ -~ -9 1|128|4096 1|16 -0 0 0 0 -1 0 0 -A -3 -2 -A -4 -2 -E -sticker~ -The wearer of this item has been officially marked by the deity Yaegar as -a genuine bona fide irredeemable DORK. -~ -#31043 -tent~ -a sturdy canvas tent~ -A sturdy canvas tent is here.~ -~ -15 262144 1 -1000 1 0 0 -25 1000 0 -#31044 -rowboat~ -a sturdy wooden rowboat~ -A sturdy wooden rowboat is moored here.~ -~ -15 262144|524288 1 -1000 0 0 1 -50 500 0 -#31045 -battered fried fish~ -a piece of battered fried fish~ -A piece of battered fish that has been fried to death.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31046 -pile steaming chips~ -a pile of steaming chips~ -(Steaming) These chips are wrapped in butcher's paper and look very tasty.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#31047 -chips salt sauce~ -chips with salt and sauce~ -(Steaming) These chips are covered with salt and sauce.~ -~ -19 0 1 -7 0 0 0 -1 0 0 -#31048 -black pudding~ -a black pudding~ -A black pudding congeals here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31049 -white pudding~ -a white pudding~ -A white pudding, only slightly less disgusting than black pud, sits here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31050 -pizza~ -a piece of pizza~ -This pizza looks like no pizza you have ever seen before.~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#31051 -lard~ -a lump of lard~ -This lard has been deep-fried.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#31052 -potato scallop~ -a potato scallop~ -You wonder how long this potato scallop has been sitting here.~ -~ -19 0 1 -2 0 0 0 -1 0 0 -#31053 -curry sauce~ -some curry sauce~ -This sauce is great with chips. Apparently.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#31054 -chicken kiev~ -chicken kiev~ -This chicken Kiev didn't come from any Kiev you have ever heard of.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31055 -crumbed drumstick~ -a crumbed drumstick~ -A crumbed drumstick has been sitting here for a few hours.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31056 -battered sav~ -a battered sav~ -A battered sav lies here.~ -~ -19 0 1 -2 0 0 0 -1 0 0 -#31057 -kabana~ -a kabana~ -A fried kabana looks truly disgusting.~ -~ -19 0 1 -3 0 0 0 -1 0 0 -#31058 -fish cake~ -a fish cake~ -Yeah, SURE it's fish.~ -~ -19 0 1 -2 0 0 0 -1 0 0 -#31059 -haggis~ -it's... HAGGIS~ -This conglomeration looks like a boiled foetus.~ -~ -19 0 1 -8 0 0 0 -2 0 0 -E -haggis~ -You DO know what's in haggis, don't you? -~ -#31060 -tea~ -Tetley's tea~ -A nice cup of Tetley's sits here.~ -~ -17 0 1|16384 -1 1 11 0 -1 0 0 -#31061 -coffee~ -Kenco coffee~ -A cup of Kenco coffee is surprisingly good for instant.~ -~ -17 0 1|16384 -1 1 12 0 -1 0 0 -#31062 -shandy~ -a shandy~ -A shandy fizzes away here.~ -~ -17 0 1|16384 -1 1 1 0 -1 0 0 -#31063 -irn bru~ -Barr's Irn Bru~ -This bright orange beverage is made in Scotland from girders.~ -~ -17 2 1|16384 -2 2 6 0 -1 0 0 -#31064 -chocolate milkshake~ -a chocolate milkshake~ -A delicious chocolate milkshake is here.~ -~ -17 0 1|16384 -2 2 10 0 -1 0 0 -#31065 -strawberry milkshake~ -a strawberry milkshake~ -A frothy strawberry milkshake is here.~ -~ -17 0 1|16384 -2 2 10 0 -1 0 0 -#31066 -caramel milkshake~ -a caramel milkshake~ -A tasty caramel milkshake is here.~ -~ -17 0 1|16384 -2 2 10 0 -1 0 0 -#31067 -sticky bun~ -a sticky bun~ -A sweet sticky bun sits here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#31068 -fruit scone~ -a fruit scone~ -A buttered fruit scone sits here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#31069 -spamburger~ -a spamburger~ -A nasty spamburger sits here.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -#31070 -steak burger~ -a steak burger~ -A steak burger smells delicious!~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#31071 -hamburger~ -a hamburger~ -A hamburger is here. What part of the animal is the burger?~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#31072 -ploughman's sandwich~ -a ploughman's sandwich~ -A ploughman's sandwich is here. Okay, it's only cheese and Branston pickle.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#31073 -cheese onion sandwich~ -a cheese and onion sandwich~ -A cheese and onion sandwich has lots of raw onion on it.~ -~ -19 2 1 -4 0 0 0 -1 0 0 -#31074 -chicken tikka sandwich~ -a chicken tikka sandwich~ -Some pretentious git has added raisins to a chicken and mayonnaise sandwich.~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#31075 -baked potato cheese coleslaw~ -a baked potato with cheese and coleslaw~ -A baked potato with cheese and *coleslaw*?~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#31076 -baked potato chicken curry~ -a baked potato with chicken curry~ -A baked potato with chicken curry sounds tasty.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#31077 -bacon eggs~ -bacon and eggs~ -A plate of overcooked bacon and undercooked eggs is here.~ -~ -19 0 1 -7 0 0 0 -2 0 0 -#31078 -steak eggs chips~ -steak eggs and chips~ -A plate of tough steak, hard fried eggs and greasy chips is here.~ -~ -19 0 1 -8 0 0 0 -2 0 0 -#31079 -spam eggs~ -spam and eggs~ -A plate of fried spam, swimming in lard, looks like it would make you chuck.~ -~ -19 0 1 -7 0 0 0 -2 0 0 -#31080 -bacon spam eggs~ -bacon, spam and eggs~ -A plate of bacon spam and eggs coagulates here. Don't touch the spam.~ -~ -19 0 1 -8 0 0 0 -2 0 0 -#31081 -poison powder~ -some black poison powder~ -Some black poison powder has been scattered here.~ -~ -13 16 1 -0 0 0 0 -1 4000 0 -#31082 -portal past~ -a portal to the past~ -A portal to the distant past of Anon lies on the floor here.~ -~ -33 0 0 -14100 0 0 0 -1 0 0 -#31083 -portal future~ -a portal to the future~ -A portal to the far future of Anon floats here.~ -~ -33 0 0 -14200 0 0 0 -1 0 0 -#31084 -portal surreal~ -a portal to the surreal~ -A portal leading to the warped world of surreal Anon shimmers here.~ -~ -33 0 0 -14300 0 0 0 -1 0 0 -#31085 -key portal~ -a key to the portal chambers~ -A key to the portal chambers has been dropped here.~ -~ -18 1|2 1|16384 -0 0 0 0 -1 200 0 -#31086 -tome political history~ -a Tome of Political History~ -This tome is titled- "THE POLITICAL STRUCTURE OF ANON", by Errit Meyer.~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -E -tome politics political structure~ -THE POLITICAL STRUCTURE OF ANON- - -Although the races of Anon now mingle in relative harmony, each of them still -has their own seperate states, most of these semi-independent city states. -The major staes of each race are listed in the relevant chapters. Type read -Human, Kender, Elf, Dwarf, Illithid, Dryad, Avian and Darkling to read the -organisation of the relevant races. -~ -E -Human~ -By far the most populous of the races, the Humans naturally have several -states. These are- - -THE BARONY OF ANON NEW THALOS -THE CITY OF FREEPORT THE CITY OF OFCOL -THE CITY OF SOLACE CAMELOT -THE CITY OF MIDGAARD WHITE LOTUS TEMPLE -THE CITY OF ALANDRA THE CITY OF KHELLIS - -For more information, type READ CAMELOT, READ OFCOL, etc. -~ -E -Barony Anon~ -THE BARONY OF ANON- The most powerful of the Human states, the majority of -this Barony takes the form of the City of Anon. Ruled by a long line of -Barons, the City is feudal in nature, though the head of the city is a -CAstellan who is appointed by the Baron from a list of candidates nominated -by the citizens of the Barony. This position is extremely important, as the -Castellan is responsible for the defense and well-being of the city, and -reports only to the Baron, who spends most of his time on his country estate -to the north of the city. -~ -E -Freeport~ -THE CITY OF FREEPORT- A semi-democratic state- this port is a major trade -center, and controls a large portion of the Sea of Anon. The city is -responsible for maintaining order in this pirate-ridden region, a task it -isn't always very good at. The city is ruled by a council comprised of the -Admirals and chief merchants of the city, who are elected by members of -their respective followers- the navy and the powerful merchants' guild. -Corruption is rife in this organisation, with powerful pirate lords paying off -prominent members in exchange for immunity from prosecution. -~ -E -Midgaard~ -THE CITY OF MIDGAARD- The oldest city on the continent, the city of Midgaard -took its name for the native name of their home world, which they abandoned -in favor of Anon centuries ago. It is a nominal democracy, with the city -being ruled by elected officials such as the mayor and the constable. The -city was once powerful, but sustained serious losses in the kinstrife wars -and now has little control outside the bounds of the city. -~ -E -Solace~ -THE CITY OF SOLACE- The territory of Solace covers both the city and the -surrounding lands, including Crystalmir Lake. The city is ruled by elected -officials, and a powerful military. The city has little to do with other -states, preferring to remain neutral. -~ -E -Ofcol~ -THE CITY OF OFCOL- The City of Ofcol rules over a large portion of the -northlands, bordering on the Dwarven Kingdoms. It is a theocracy, ruled by -an elite benevolent priesthood and its holy warriors. The people of Ofcol -are somewhat xenophobic, and have little to do with other races. The city -was constructed on the ruins of an ancient city populated by an unknown race, -and it is rumored relics from this age can still be found. -~ -E -Thalos~ -NEW THALOS- New Thalos is what remains of Old Thalos, the most powerful -state of Anon's distant past. It has become overrun by dangerous monsters -such as the once-tame lamia pets of the ancient Thalosians, and mighty -beholders. It is rumored that great treasure remains there still. -~ -E -Camelot~ -CAMELOT- A small but powerful state, the realm of Camelot lies to the south -of the Barony of Anon, and is ruled by the just and wise King Arthur and his -famous Knights of the Round Table. Camelot is on good terms with the Humans -of Anon as well as the Elves of the northlands. -~ -E -White Lotus Temple~ -The Temple of the White Lotus is a small militaristic order of Monks who -have a seperate community from the rest of Anon in their own right. The -temple is actually a fortress, well-defended by elite monks and warriors. -The holdings of the temple border on those of Midgaard and Solace, at the -base of the Ringing Mountains. -~ -E -Alandra~ -A once great city that has since succumbed to decay, the city of Alandra -controlled the lands now known as the Great Western Desert. Ruled by a -cabal of Wizards, this Magiocracy fell victim to a disastrous magical -experiment that hurled it into another dimension, though it can still access -the lands it once ruled that the cataclysm turned into a wasteland. It is -now ruled in a manner by an elected Mayor, though he has little power. -~ -E -Khellis~ -The City of Khellis is surrounded by a thick, impenetrable marsh, inhabited -by savage swamp fiends who have reduced the once prosperous trade center to -near-ruin. It was ruled by the Warlords of Khellis, and their agents the -Constables, but both orders have long since vanished and the city now relies -on the guidance of their priests and veteran city guards. It is only a matter -of time before this city falls, which is a pity as it lies on the only road -that leads to the mysterious lands to the south east. -~ -E -Elf~ -The elven race is smaller in number than the Humans, though it is almost as -powerful. Its holdings consist of- - -THE DUCHY OF MALATHAR -MIRKWOOD -THE VALLEY OF THE ELVES -THE CITY OF THE DROW - -For more information, type READ MALATHAR, READ MIRKWOOD, etc. -~ -E -Malathar~ -The Duchy of Malathar was once one of the most powerful states on the planet. -However, they suffered serious losses in the wars with Humanity and Dwarfkind, -and now rule little territory outside the walls of ther impregnable fortress. -It is ruled by a hereditary succession of Dukes and Duchesses, though -government is heavily influenced by the mages and priests and their -respective orders. They are strong allies with the Barony of Anon, with -whom they trade via the River of Anon. -~ -E -Mirkwood~ -This dark, mysterious wood is inhabited by a great number of Elves, most of -whom answer to the Wood Elf kings, in their great wooden estate in the -center of the forest. Government is indirect and erratic, however, the elves -really only coming together in times of great crisis. -~ -E -Valley Elves~ -The Valley of the Elves is inhabited by the aggressive, xenophobic Valley -Elves, who are ruled by a small tribal-style council. Much like their -sylvan cousins, their government is nominal, controlling mainly the -organisation of scouting and warrior parties. -~ -E -Drow~ -The Drow, or Dark Elves, are an evil, aggressive race that live in cities -far beneath the surface of Anon. Only one is known by non-Drow, and it is -so secretive even its name is not known. It is ruled by several noble houses, -who are constantly battling to become First House, the house with the -most say. Women hold all the positions of political power, and control the -priesthood, which plays a vital role in Drow politics. This order answers -only to their cruel and evil demon deity Lloth. -~ -E -Dwarf~ -The Dwarves of Anon are concentrated in one single kingdom, a remote, little- -travelled place known simply as the Dwarven Kingdoms. Their system of -Government is clan-based, with various clan chieftains taking turns ruling -the kingdoms. The holdings of the Dwarves once extended as far south as -lost Moria and as far west as the Northlands, but that was a long time ago. -Some consider the Dwarves to be a dying race, though it is best not to say -this within earshot of any Dwarves! -~ -E -Kender~ -The kender have only recently arrived on Anon, recently by the standards of -the other races, and are ruled by their chieftains in the city of Kendermore, -located near Solace. As can be expected, government is a random process in -the Kender society, as everyone pretty much does what they desire. The city -maintains a strong defense force, however, controlled and maintained by the -chieftains. -~ -E -Illithid~ -Only one city of the Illithids is currently known to exist, and it is located -in the great Psi Cavern, located far beneath the surface of Anon, in the -Underdark. The city is ruled in a feudal manner, with several orders of -nobility vying for power, all being dominated by the oldest and most powerful -nobles. Illithids have little to do with other races, save perhaps the Drow. -~ -E -Avian~ -No Avian settlements or systems of government are known, though it is -rumored that a great Avian city, ruled by an elected council, lies far to -the north of the Barony of Anon. However, no one has been there, and the -Avians decline to comment on the matter. The only other evidence of the -existence of this place is in Avian legend (see Avian History). -~ -E -Darkling~ -Having only recently re-established contact with the other races of Anon -after centuries of isolation, there is little that can be said about this -race. Deviant Sidhe who fled the decimation of their surface kingdoms -centuries ago, what few that have made contact refuse to divulge anything -about their mysterious race or their political or social structure. -~ -E -Dryad~ -Dryads, being nomadic, free-spirited beings, have no organised habitats or -political structure, though small, independant communities of these magical -creatures have formed in the Sacred Grove and the Guild of the High Dryad. -~ -#31087 -tome social history~ -a Tome of Social History~ -This tome is titled- "THE SOCIAL HISTORY OF ANON", by Gaspar duPont.~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -E -tome social history~ -This tome attempts to give, in a brief outline, the social structure of -the many races of Anon. For more information on the relevant races, type -read Elf, Dwarf, Human, Kender, Avian, Illithid, Dryad or Darkling. -~ -E -Elf~ - -The Elves of Anon vary in their social structure according to the various -sub-types of Elves. This chapter will focus on those Elves known as the -High or True Elves, the Elves that deign to associate with humanity, and -have a desire for adventure. - -High Elves come from a very rigid social structure, a complex feudal system -where vertical ascension is very difficult. Basically, the path an Elf will -take in life is determined to a very large extent by what their parents did- -i.e, mages are the children of magicians, warriors the children of warriors, -nobles the children of nobility, etc. Occasionally, young Elves who -demonstrate an exceptional talent for a particular area, most particuarly -the priesthood, but sometimes the Magical Arts, will be taken from their -families and raised to become a member of that order. Other than that, an -Elves fate in their very long lives is determined by their birth. While this -may seem unfair to those used to a more flexible system, the Elves have no -problem with the glass ceiling. - -There is perfect sexual equality in Elven society, though in general the -males favor areas such as the warrior or magic arts, and females prefer the -priesthood or healing arts. Adventuring Elves are most commonly those -interested in the magical arts, though many also have significant martial -experience. -~ -E -Dwarf~ - -Dwarven social structure is totally clan-based, with the social standing -of each Dwarf directly related to their clan. And while most clans have -members of many professions, certain clans favor mining and engineering, -such as the Chiselled Rune Clan, or fighting and exploration, such as the -Whirling Axe Clan. - -Warriors hold the highest position in any clan, irrespective of focus. For -it is the warriors who defend the beleagured Dwarves from their many enemies. -The leader of each clan is generally the eldest and most experienced Dwarf. -Adventuring Dwarves are always warriors, as the other Dwarves, such as -healers, miners and bards, have little interest in such activities. - -Female Dwarves are highly prized in Dwarven society, as they comprise only -about 20% of the race's numbers. And since Dwarves reproduce so infrequently, -they are often more guarded than even the Dwarves' precious minerals. Thus -female adventurers are much rarer than males, not due to any sexism but due -to simple numbers. -~ -E -Human~ - -It is extremely difficult to summarise human sociology, as there are as many -types of social structures as there are independant communities of humanity. -Generally, though, humans prefer vaguely deomcratic processes (they seem -to enoy electing their leaders), and prize the freedom of the individual -above all else, though they always knuckle under to the pressure of -authority. - -Human society is very flexible, with upward and downward mobility usually -quite easy for those with enough power, money and ability. For example, -wealthy humans can buy their children places in mage or priest academies, -regardless of their offspring's aptitude, and a little money and a big stick -can allow even the lowest human to attain very high offices. - -Adventuring humans are generally religous warriors, travelling worshippers of -Buddha who seek to spread the word of their god and crack a few skulls along -the way. Other humans have little desire to leave their environments, as -many still harbour old prejudices against the other races. - -Sexism has been all but eliminated from Human society, after females -demonstrated during the race wars that they were more than capable of -casting spells and swinging swords as the males. -~ -E -Kender~ - -Kender communities are loose-knit, clan-style organisations, with everyone -possessing a more or less equal role in the community. Hunters also serve -as warriors, guards and even cooks and porters if the need arise, while -more learned kenders' tasks vary from education, spiritual duties, the -collection of knowledge and the overseeing of construction. Males and females -can be found performing any of the above tasks. - -Kender communities place no special importance on any one kender, as all -contribute in their own particular way to the needs of society. One rather -unique aspect of Kender society, however, is their attitude towards -possessions. There is no real concept of personal possessions in Kender -society- they genuinely believe in the concept of taking whatever you want -from whoever. Kender houses are crammed with lots of interesting objects, -and most of them at one stage or another belonged to someone else. And while -Kenders have no problems with this philosophy, other races certainly do. -Kenders do not think of it as theft, and violently object to being referred -to as thieves. - -Adventuring Kender can come from all walks of life, as most possess the -same skills, including the ability to move silently and quickly, and the -many skills needed to collect "stuff", i.e, picking locks and detecting -traps, as well as picking pockets. It is extremely hard to depress a kender, -their fun-loving nature and desire to explore is irrepressible. -~ -E -Avian~ - -Almost nothing is known among non-Avians about avian society. Besides the -common legends of their origin, little else has been discerned, as Avians -are a remarkably close-mouthed (or beaked) lot when around non-Avians. - -It would be safe to generalise, however, that the ability to hunt, fly and -fight are considered of vital importance to one's social standing. In -addition, the lack of elderly Avians seen certainly seems to suggest a -very martial culture, where long life is rare due to constant combat. - -It is known that Avians change greatly as they mature (see Afren, S. "The -Physiology of Avians" (Anon Press, 406 A.C), and that fully mature Avians are -considered the most important/powerful in any group of Avians. It is not -even known if there are Avians who do not eventually develop the observed -traits (Ibid., P.23), or if there are Avians who become so birdlike they -rise to positions of highest authority. - -There seems to be an equal distribution of male and female avian adventurers, -though it shouldn't be construed that Avian society is free from sexual -discrimination per se. -~ -E -Illithid~ - -The single source of Illithid society comes from the Drow sorcerer Ree'faqx -Zaqxney's tome "The Social Structure of Illithid Society", of which only -fragments remain (the book was badly damaged during the Arch Mage Yaegar's -battle with this vile Necromancer). Even this lengthy tome gives only -the sketchiest details, which I shall attempt to summarise here. - -Illithid society values mental power and stamina above all else, and those -who do not possess at least a competent level of mental prowess are considered -sub-illithid, and relegated to the status of peon. That aside, status in -Illithid society depends primarily on the status of one's clan, which can -fluctuate greatly. Clan warfare is not common as in Drow Society; this is -not to say it is non-existent (far from it!) but that conflicts are more -generally resolved through a system of bribes and blackmail rather than -armobed combat (physical and mental). - -Few illithids will ever resort to performing menial tasks (to them, anything -that involves physical effort is too menial), as they have a large body of -mind-controlled slaves of several other races for this. In fact, one of the -gravest insults one can hurl at an Illithid is to insinuate he or she has -ever performed manual labor. - -The sexes are equally represented at all levels in Illithid society, perhaps -more than in any other society, as physical prowess is irrelevant, and in -mental powers females can easily match (or surpass) males. -~ -E -Dryad~ - -As Dryads rarely live together in communities it is difficult to assess -social classes or structure. Generally, all Dryads of both sexes are -considered equal. However, one can easily lose great status among fellow -Dryads by showing a lack of proper respect or love for nature. - -Dryads that do live in communities usually have a central figure (always -female), who decides on the general activities of the group. A fine example -of this is the Dryad Grand Guildmistress's Tree, in the Woods of Insanity -(see Cochrane, X., "Life among the Dryads of the Beth's-es'N'Biririni"). -Dryads actually place a higher value on the life and well-being of flora -and fauna than they do any sentient race, including their own. - -Dryad males are extremely rare, and are not often seen outside the breeding -communities Dryads form every 7 years when they are fertile. Such males are -in general inferior to the females, though this is due more to lack of -proper training and experience rathr than any inherent flaw. -~ -E -Darkling~ - -At the time of the writing of this article, no single source was available -for any worthwhile comments on Darkling social structure. Indeed, since the -number of Darklings that have emerged into the world of Humanity can be -counted on two hands, it is impossible as yet to make any real conclusions. - -It is known that the Darklings are deviant Sidhe who fled the destruction of -their feudal-style kingdoms centuries ago, but it is unknown what sort of -society they have formed in the Underdark, and whether they consort with the -other races of this realm. However, even the Illithids were surprised by their -emergence, so it seems unlikely. - -It is also unknown why they have suddenly chosen to emerge, though this will -doubtless be made known in the years to come. -~ -#31088 -book history~ -a History book~ -This book is titled- "THE HISTORY OF THE KNOWN RACES OF ANON", by Xanafax.~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -E -history book~ -This slim tome contains a brief synopsis of the history of each of the major -races of the Known World. These synopses have been gathered from extant -primary sources by Xanafax and compiled here for the dilettante to peruse -and learn a little about their fellow Anonians. For further information, -try read elf, read human, etc. -~ -E -Dryad~ - -Until very recently, the mysterious Dryads had lived apart from all other -races, inhabiting secret glades in the deepest forests of Anon. They lived -simple, peaceful lives, attuning themselves to the majestic forces of nature, -and drawing magical energy from them that they could turn to any usage they -wished. - -The Drayds were ruled by a wise and gentle immortal named Xanibdar, who had -come with them from their home world many centuries ago, stepping through -a portal to emerge in Anon. They had fled their own world, the name of which -has been forgotten, to escape war and enslavement, and on Anon they found -peace. For a time. - -War broke out between Human, Dwarf and Elf, the cause of which was considered -trivial and immaterial to the spiritual Dryads, as was the (to them) petty -war itself. Then the Humans and Dwarves stormed the once-lush forests of -Anon, in search of Elves, and many thousands of acres of woodland was turned -to barren waste in their relentless march. The Dryads grew angry, and emerged -from their hidden realm, proving their existence to startled mortals who had -previously thought them to be legend. - -Using their great powers and reputation, the Dryads brought the war to a halt, -a relatively easy task as the Humans and Dwarves were then still relatively -small in numbers and weak in magical skills. They did not do so out of -sympathy for the Elves, for the Elves had scorned the Dryads when they arrived -as if they were but simple primitives living wild in the forests. They did so -to preserve what was left of their sacred woodlands. - -Since that day, Dryads have begun to interact with the races they once shunned, -and have found much to love in them, especially the Kender, of whom they are -exceedingly fond. Dryads are respected practitioners of the healing arts, as -well as respected wielders of powerful battle magics. -~ -E -Elf~ - -Aeons ago, when the land of Anon first came into being, Elves were among the -first races to emerge through the mystical portals that sprang up across the -continent, and they quickly established themselves a powerful and extensive -domain. They concentrated their settlements in the dense woodlands that then -covered most of Anon, or build beautiful crystal fortresses high in the -western mountains that seperate Anon from the Desert wastes. - -Centuries passed, and gradually the Elves fell from dominance, losing interest -in the pursuit of power and wealth, and instead immersing themselves in the -study of the magical arts. Generations of such research eventually resulted -in the evolution of a race of Elves of which every member possessed latent -magical talent, the ability to shape and mold the magical energies which -flowed across Anon into whatever usage pleased them. - -Thus eventually the Elves became renowned mages, and kings and princes of all -races sought them for their abilities, as well as their counsel, for Elves -were counted among the wisest of all races, save the Dryad. And the Elves -prospered, and lived in realtive harmony with their neighbors. - -Eventually, discord began to emerge, caused as is often the case by the -jealousy of the "lesser" races, and war between Elves and the other races -broke out. Combined armies of Dwarves and Humans drove Elves from their -forests and their crystal palaces, at the cost of countless lives on both -sides, for the Elves did not surrender their lands easily. - -This war raged for thirty years, until it was ended by the coming of the -Dryads, who were angered at the desecration of their beloved forests by Human -and Dwarf, and a peace was negotiated, for the mysterious dryads were greatly -respected and feared. The races returned to their domains, and have since that -day maintained an uneasy truce, though in truth many members of the warring -races still hold a deep hatred for the others. Some say the Elves' natural -arrogance and condescension to the "lesser" races brought about the war- -others say it was the natural aggression of the Dwarves and Humans. Who is -to say? -~ -E -Darkling~ - -Very little is known of this reclusive race, save for what travellers to their -homeland or the rare Darkling adventurers have told. What is known is that -Darklings are descendants of one of the oldest indigenous races of Anon, -the magical, mysterious Sidhe. - -Centuries ago, the Sidhe first encountered the new races to Anon, the Elves, -Humans and Dwarves. They fascinated these races with their rare, ethereal -beauty, as well as with their incredible magical abilities. However, the -fascination soon turned to greed, greed for Sidhe money from the Dwarves, -greed for Sidhe beauty from the Humans and greed for their magical power -from the Elves. Violence erupted, and the Sidhe were forced to flee, heading -deep beneath the surface, away from their beloved lands, where they soon -established a new civilization. - -Their race became one at one with the dark and with dark places, so much so -that they all developed natural infravision, and their magic was adapted to -suit their new environment. For centuries they remained hidden, seperate -from all other races. Then younger Darklings, as they were now called, grew -curious as to what lay without, and many set off to become adventurers, -and thus contact with this race was regained. -~ -E -Dwarf~ - -Dwarves were the second race to emerge into the land of Anon, after the -Elves. They quickly grew quite fond of this land, admiring the many tall, -powerful mountain ranges which to their added delight they found were rich -with valuable minerals. Soon Dwarven mines peppered every major mountain -range on the continent, and some Dwarves had even crossed the Salt Sea to -the New World in search of new ranges to mine. - -Dwarves paid little attention to the affairs of other races, save the Elves -whom they kept a suspicious eye on, and the Kender, whom they banned upon -threat of war of coming near their hoards of gems and metals. They continued -to mine and smith, digging deep into the roots of the mountains of Anon, -and discovering many wonders (and evils- the Dwarves warred long against -tribes of Goblins who shared the mountain depths). - -When Humans arrived, they formed a close bond with the prosperous Dwarves, -and an enduring alliance was forged that till this day remains unbroken by -either side. And while this alliance benefited both Humans and Dwarves, it -meant catastrophe for other races. - -Dwarves had long hated and feared Elves and their magical ways, for Dwarves -detest magic, and Humans had been deeply jealous of the Elves' wealth and -power. So both races made was against the Elves, and nearly succeeded in -eradicating them. It was the intervention of the Dryads, who feared the -loss of their deep forests in the war, who stopped the war, and made the -Dwarves and Humans swear an oath to never again raise arms against any other -race, or to ever again wantonly destroy the forests of Anon, as they had -done during the war. - -The Dwarves agreed, and withdrew to their mountains. Gradually they succumbed -to internal strife caused by boredom and isolation, and one by one the many -Dwarven kingdoms collapsed and disappeared. Only a very few remain today, and -they are but a shadow of the mighty kingdoms of their ancestors. -~ -E -Human~ - -Humans are a young race, compared to Elf, Dwarf and Dryad, having come to -Anon much later than them. The Humans of Anon came from many different -worlds, as refugees, wanderers, explorers or fugitives. And, as Humans are -wont to do, they quickly built towns and cities, and farmed the land, and -hunted the local animals, and they became quite comfortable in their new -home. - -Kingdoms were established quickly, and just as quickly brought down by -rebellions, feuds, or war with their neighbors. Eventually a kind of stability -came into being, with individual city states (such as Anon, the largest, -and Midgaard, the first kingdom formed on Anon) establishing themselves -domains independant of each other. - -Peace became even more advantageous when the Dwarves offered the hand of -friendship, and both sides soon prospered from a lucrative trade of the -Human-produced food and goods for the products of the Dwarven mines. Both -races enjoyed this situation, and soon a powerful aliance was formed. - -It was never known who suggested war upon the Elves, or why it was suggested, -but it was, and both races eagerly agreed. For over thirty years, Humans -and Dwarves mercilessly assaulted the Elven kingdoms, reducing most of them -to ashes, along with much of the lush forests of eastern Anon. It was then -the Dryads stepped in, and negotiated a treaty to save their forests, and the -war was ended, though the prejudices remained. - -Humans, no longer diverted by war, channeled their energies in other directions, -and begin to enhance the physical, mental and spiritual development of their -race. Academies were established far and wide to teach Humans this new school -of thought that had developed, the Martial Arts. Humans excelled at it, but -other races found it too difficult or boring, especially the Kender and the -Dwarves. - -Now today, Humans are by far the most numerous of all races on Anon, and -also one of the most powerful, thanks to their mastery of the Martial Arts. -~ -E -Avian~ - -Avians are one of the only adventuring race indigenous to the land of Anon, or -at least partially indigenous. When the Immortals arrived in Anon, fleeing -their homeworld, Lenny, their leader, met and became enamoured with a -beautiful human princess. Their relationship prospered, and Lenny planned -to make the princess his consort. - -Then another, evil Immortal began to court the princess, a foul individual -named Hawk. He cast secret enchantments upon the princess, causing her to -scorn the affection of Lenny and favor instead the attentions of Hawk. -This reversal culminated one night in an attempt on Lenny's life by evil -assasins who claimed to be working for the family of the princess. - -Lenny grew infuriated, and in his rage cast a horrid curse upon the princess -and her kingdom, causing them to mutate into half-bird creatures, saying that -"If the Princess was to court a Hawk, then she must needs be a Hawk too!" He -cast out the Immortal Hawk, who slunk away and established an evil domain -deep beneath the earth. - -Decades later the Avatar came across this cursed kingdom, and hearing their -story, went to Lenny to object. Lenny was about to slay the Avatar for his -impudence, when the Avatar (very hurriedly) explained that Hawk had used -magical enchantments to sway the love of his princess, who had long since -perished in anguish over her new form, and that she had always been true at -heart to him. - -Lenny was devastated and went to remove the curse. But upon arriving at their -kingdom, the people, who now called themselves Avians, told him they were -happy with their new forms, and did not wish to return to humanoid form. Indeed -they thanked Lenny for his gift, for most were ignorant of the reasons for -their transformation, and the people now considered themselves beloved of -Lenny. -~ - -E -Illithid~ - -Little is know of this mysterious race. They emerged only recently from their -deep underground lairs, and began to explore the surface world. No one knows -why they suddenly chose to end their self-imposed isolation, or what their -plans for the future are. It is not even known if the Illithids are indigenous -to Anon, or if they arrived like all the other races through portals. - -Illithids are masters of Psionics, the powers of the mind. They have harnessed -this latent mental ability possessed by all sentient creatures, and use it -to great proficiency. They are incredibly jealous of their abilities, however, -and refuse to teach it to any non-illithid. - -They have little dealings with other surface races, though explorers report -that they are quite well-known in the depths of the Underdark, among Drow -and Svirfneblin, Kuo Toan and Darkling. A legend has sprung up that Illithid -feed upon the brains of other sentient creatures, extracting their brains -from their heads while the victim still lives, and for this reason they are -sometimes called "Mind Flayers". Illithids of course deny this rumor -profusely, and say that it is a rumor perpetuated by their enemies, or that -only a very few, evil Illithids engage in this foul practice. - -The greatest bar to an Illithid's ability to interact with other races is its -hideous appearance (see below) and for this reason many shun the company of -other races. However, some Illithids have become significantly powerful -and respected to hold positions of importance in other communities. -~ -E -Kender~ - -Of all the races on Anon, Kender are the least aggressive, but are inarguably -the most irritating. Their coming through the portals to the land of Anon is -said by most to be "an accident the Gods eternally regret", though usually -in jest. - -Kender are irritating due to their irrepressive urge to "borrow" items of -everybody and everything that comes their way, friend or foe, man or god. -They do not consider this to be theft, as they do intend to return the item -(but never seem to get round to it) and indeed to call a Kender a thief is a -grave insult indeed. - -They care little for the affairs of other races, preferring instead to collect -as many strange, exciting or unusual objects as they can. Kenders are great -explorers, and a Kender can prove to be an invaluable guide when travelling -to uncharted lands. - -They were not involved in the great war between the races that ravaged Anon -for decades, and thus share none of the prejudices that Humans, Dwarves and -Elves have acquired. They prefer instead to enjoy life, and they always -manage to find something positive about every situation ( a classic example -is the fearless Kender Trich who, just before he was eaten by a dragon, -exclaimed- "Well, at least I won't have to repay that debt to Aod!". - -Kender are on good terms with the Dryads, whom they are fascinated by (and -the Drayds are in return, greatly amused by the little people). They seldom -stay in the one place for too long, preferring instead to satisfy their -"Wanderlust". -~ -#31089 -geography text~ -a Geography text~ -This text is titled- "THE GEOGRAPHY OF ANON", by K. Solo'deru.~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -E -geography text~ -This book is in fine condition, except for one fact- all the maps have been -unfortunately torn out, so you'll have to go by the text descriptions. The -book is divided into four chapters- NORTH, SOUTH, EAST and WEST. For more -information, try read north, read south etc. -~ -E -NORTH~ - -The vast majority of the lands north of the Barony of Anon is dominated by -the great northlands, vast, stretching plains that run from the Weeping -mountains to the west to the deep forests of the East that border on the -sea of Anon. - -These plains are sparsely populated, sporting only the occasional druid or -animal, which wander the grassy fields with little danger. There are some -settlements in this area, including the City-state of Ofcol, and the -Dwarven Kingdoms far to the northeast. The legendary Werith's Wayhouse, -gathering place for adventurers from all over the world, also lies in this -area. - -The great forests to the east are known by several names, though perhaps best -as Mirkwood, named so by the elves who first settled there. In the depths -of this forest can be found the elven duchy of Malathar, as well as the -sacred Valley of the Elves, and the Dryad Holy Grove. There is also a small -goblin kingdom further in the forest, where few dare travel. North of this -lies the magical world of Animaland, a small kingdom ruled and populated by -sentient animals and other strange beasts. - -The cruel, evil Warlock resides in the forbidding peak of Firetop mountain -on the northern border of Animaland, sharing his domain with the vile lich -Ciquala. Near this place lies also the mysterious Mirage Tower, a place where -few have ventured and even fewer have returned from. -~ -E -SOUTH~ - -The lands of the south are dominated by vast mountain ranges and long -strtches of hills and small valleys. Among this vista is situated the famous -kingdom of Camelot, near the blasted ruins of the Dark Keep. These both -lie near the shores of the great Sea of Anon, which is ridden with pirates. -In the depths of this sea are rumored to lie two undersea cities- those of -Atlantis and Antharia. The massive port of Freeport lies on the southern -shores. - -To the southwest can be found the ancient forest of Haon Dor. It is rumored -that the ruins of the city of Thalos can be found in here, as well as the -magical Happy Forest. South of Haon Dor lies the Elemental Canyon, near the -forest Murkmire, within which is located the human logging village of -Dunkeldorf. - -Heading further south of here will eventually take one to the lands of the -Wyvern Tower, and the strange rock creatures and undead that live within. -Centaurs also reside in this area. -~ -E -EAST~ - -The areas to the east of the Barony are dominated by the vast Plains of Blood, -where no plant will grow or animal prosper, named for the blood that was -spilled there during both the Racewars and the Kinstrife wars. Past the -plains, one comes to an arid area covered with rocky hills, within which are -located several areas of interest. - -To the south one will quickly come across the Graveyard where the dead from -the battles on the plains were laid to rest- it is rumored their cursed souls -still roam this place, as well as the ancient catacombs beneath the crypts. -The ancient Dwarven mine of Moria lies east of here, near the Troll dens. -Beyond this lies the swamplands, wherein can be found the ruined city of -Khellis, and the Old Marsh, where evil monsters have overrun the ruins of -an ancient civilization. Also in here, it is rumored, lies a gateway to -Hell. - -To the north lies the cursed Ghost Town, where only the mightiest can hope to -travel and survive. East of there lies the spider forests, where ancient -arachnid evils await the unwary. Further east the road stretches, travelling -to the impenetrable mountains to the far east, a place the Fire Newts call -home. It is rumored that dragons reside near these rocky peaks as well, as -related by the Dragon-Slayer Dalamar. -~ -E -WEST~ - -The lands west of Anon are for the most part dry and arid, running to the -foothills of the Weeping Mountains. To the northwest lie the halfling -settlements of the Shire and Brandybuck, the history of which is well-known -by the Kender Pippin. Beyond these lie the Human cities of Midgaard and Solace -nestled in the rcoky foothills of the mountains. - -To the southwest small Gnome settlements can be found, below the beginnings -of the more popular pass across the mountains, which leads to the lands of -Mahn Tor, and the western Ocean, across which lies the Gnomish capital of -Haven. It is rumored that air elementals and harpies imperil travellers -who stray too far in the mountains here. - -The northern pass through the mountain, above Midgaard, runs past the Temple -of the White Lotus, to the sheer summit, where a more gentle path descends -to the river Myrdmuth, which runs into the Great Western Desert, a vast, -trackless waste which was once a fertile utopia, before the collapse of -Alandra. It is rumored that the ruins of the city can still be found there. - -No one has yet travelled further west than this, so who knows what wonders -await? -~ -#31090 -book compendium~ -Xanafax's Compendium of Heroes~ -A dusty old book lies here.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -compendium book~ -This book contains excerpts from the biographies of some of Anon's most -famous Adventurers. To see if someone you know has an entry, try READ -, i.e, read lenny or read yaegar, though neither are as -yet in here. -~ -E -Feenix~ -The Coming of Feenix - - Many Many centuries ago, some gods and goddesses got together and -decided to create a land know as The Realms. This land had all sorts of -things from avians (bird people) to zombies (undead humanoids). It was a -great place for a person to start a life of adventure. - - But as time went on, and more people entered The Realms, storms were -seen on the horizon and blow through The Realms causing disasters and -deaths. These storms were not natural storms, but rather magical in -nature. As the storm raged, they dissappeared jsut as quick as they -came, and it seemed to all like the gods were starting to change. - - As time went on, these 'storms' got worse, and soon it was -noticed that the 'storms' were caused by the strife between the gods and -goddesses. With each passing 'storm' the gods and godesses were becoming -meaner and more bitter to the people that were living in The Realms. - - Feenix Flarestar was born into this world shortly after it was -created, and chose the path of the Elf, the Master of offensive magic. -Feenix was an acomplished youg elf, killed many a monster, and died even -more time than he killed (but that is story for another time). He learned -the ropes of adventuring in The Realms rather quickly, and made many -friends, both mortal and godly. - - As time went on, Feenix brought many other friends into the -Realms. The sneaky Kender Mara, the strong but stupid dwarf (MadDog), and -the pretty, but lethal kender, Genivieve. These were valued friends, and -even more valuable allies, in fighting the evil monster that inhabitated -The Realms. - - As the months came and went, Feenix started noticing certain -problems, certain 'storms' so to speak. Feenix, being the quisitive type, -started to ask questions, but would not get any answers. - - Finally after many many battles, he made it to the ultimate -mortal phase of life, Hero. Being a hero was all that really mattered to -him, however, the gods and goddesses have started to change the rules, -and not telling their heroes as to why or what they were. It was then -made clear, that even though they said that Policies and Politics had no -plce in The Realms, they were sadly mistaken. Policies and Politics was -ALL there was in The Realms. - - As herohood went on for Feenix, he started to notice that things -were starting to get out of hand, starting to get ridicoulus, and the -feeling of wanderlust was starting up again. - - Feenix left The Realms and headed out into space, looking for -more adventure. After many failed attempts at finding it, he located a -place called Anon. He entered the world as an Elf once again, and started -his adventuring career. - - As he slowly progressed, he started to notice that the gods and -goddesses here were some of the same ones as from The Realms. This maded -Feenix become a little uneasy. However, he soon found out that THESE Gods -and Goddesses were far more friendly, and more attentive to the mortals, -than the other, nameless gods have ever been. - - That is what brings Feenix here today. Just going with the flow -of things. Asking questions (even though some are rather stupid), help -when he can, and wondering... Will the storms return? -~ -E -dalamar~ - - When I arrived at anonymud I had no clue what I was doing. Top -helped me get to level 2 and from then on I was hooked. I have a lot of -acts of cowardice so I wont even mention any of them..:) But I do have -one act of courage..I killed a green dragon. Now I kill lots of dragons! - -Ps:Im looking for the key to dragon tower..If anyone knows where its is -please tell me. - - -Dalamar says: We shouldnt kill monsters we should make friends with them -~ -E -Scab~ -Scab...Random House Webster's College Dictionary defines a scab as: -The incrustation that forms over a sore or wound during healing. -There you have it...this Anon veteran lost his arm in the Dwarf-Pixie war -of Mirkwood, and now spends his time picking himself and depositing crust. -Further, he helps anyone who needs any, (just as long as they don't take -offense by the crust) and equips the needy....just ask him for any -assistance you may need, or sip a cup of tea over a friendly game of C4 -and enlightening conversation with this Anon veteran. -~ -E -Apotheosis~ -I first arrived in anonmud and was just a mere 17 year old and had no friends.. -then i meet dalamar (dal) and he showed me the tricks of the trade and then i -was off and running and soon smashing pigs and serfs....i was also a little -bit stupid and a little thief....i used up all my pracs on useless stuff like -stealing and hiding and picking locks...i hope that i can use them for better -use in the future!!! ...and after that i was off and running soon to be a -warrior...i then did some exploring of the huge anon and found many -interesting places but yet to explore all of them cause i doubt it i will find -half of them...i then started to make heaps of friends on this and introduced -some of my friends on this and things got a bit more interesting....things went -nice and smoothly till level 15 or 16 when i realised that i didnt get any free -spells from gath so all my blessings were gone and i had to explore for better -equipment so i could increase everything and especially my damroll...i love -increasing that....oh yeah...im a kender and they are pretty good for non -aggro mobs cause i can backstab them...for aggro mobs...well....different story. -..kenders are very sneaky type of race who have a strong subterfuge rate.... -that means stealing i think...i dont find stealing any good cause u get caught -most the time and its better killing them instead cause u might get a extra -body part from them as well....kenders have weak mana so that means that i -cant use much magic during battle and only a average battle rate so my fighting -combat isnt too good....i have a good description too..if u get time to see me -just have a look at me and u will find out. *grin* im kind of a slack mudder -cause i never think before i talk....most the times there is help on the stuff -i want to know but other times i just open my big mouth and ask away...im around -level 27 now and im doing a bit more than tickling the mobs now...im ->>ELEVENS<< them...wohooo....that rocks when it comes out but only on special -occassions....i can pull out thwaps for first hit easy but after that im in a -bit of trouble....heh......that is why i like to group...i have helped and -gotten help from many characters over the past few months and im glad that my -friend showed my this mud...i know you have all heard this one but i hate it -when im just about to level and i die...grrrrr....i have gotten heaps of help -from immortals as well and would like to thank the imms that have helped me -cause i dont think i would be where i am today if it wasnt for you.....what -else?..kenders are suppose to be short little creatures and very attractive i -think...well....im a tall handsome kender warrior who hates dying but likes -fleeing when it works....do u want to hear stories and stuff?? well...i rarely -do explore and when i do i always die cause i dont follow the important rules. -....they are......make sure u know where your going....buy a shimmering potion -or two just in case.......always scan to make sure u dont walk into a trap or -a aggro mob.....and thats about it...heh...too much dribble...better cut it -short...that should be all for now...take it easy...cya apotheosis -~ -E -Nemo~ -Nemo was born and raised in a small village far to the north and east of -Anonymud, but don't ask for details if you don't want your throat slit. -As a babe, Nemo was entranced by his mother's tales of other lands and other -races. His favorite stories were of humankind. - -His sleep and daydreams were both populated by the Mort d'Arthur, Gawaine and -the Green Knight, and tales by Frank Baum, C. S. Lewis, and Robert Heinlein. -As an adolescent, Nemo was apprenticed as a magician to his uncle, Kamack. -Kamack was a kindly old elf, but Nemo quickly surpassed him in magic ability. -To avoid the dreadfully dull future that awaited him in his native village -and to avoid having to marry his pretty but half-witted cousin Edwina, Nemo -slipped away one summer night to seek out Humankind and his own destiny. -In his adventures, Nemo had many close calls and saw many wonderful sights. -He managed to meet many of the humans he had read about, as well as dwarves, -and kender, and darklings. He still hasn't figured them all out, but he's -working on it. -~ -E -Godot~ - - -And life began to appear in the realm. Races began to claim territory and -to build their villages. Chaos reigned as races tested their -might and established their rightful place in the heirarchy of races. Many -smaller races were lost in the ensuing battles. It was a terrible time. -But in this time there was a hope, a powerful warrior named Godot at -birth, wandered the land preaching peace and co-operation. He told -his vision of the realm to any who would listen. Some listened -intently and followed his preachings. But others saw that in the new -world of peace they would lose much of their power and riches and -despised Godot for his beliefs. They fought with him but Godot was as -skilled with the blade as he was with his teachings and defeated many -an opponent. Godot had a great following after a time and the Greater -Gods of the realm began to feel his presence. They felt that he posed a -threat to their dominion over the realm and confronted him. But Godot was -supported by two of the Greater Gods who saw the freedom offered by the -new world order. There was a great battle between the two factions. The -two Greater Gods who offered their support where driven from the lands -never to be heard from again. -Godot was defeated by the combined might of the Greater Gods. But he -would not be killed and turned into a martyr. Instead the Greater Gods -used powerful magic to encase Godot in a magical prison, where he would -stay until the end of his existance. His followers, hopful that he would -escape the living tomb, still to this day, wait for Godot. -~ -E -Pain Pleasure~ - - Legends tell of the origins of these two prominent figures in Anon -mythology. It is said that their parents were one of the original -settlers who came through magical portals to found a village -known in these times as Kendermore. Pleasure and Pain are said to be -twin brother and sister, born to common parents. They were the first born -in the new lands and were the joy of the new village. - After a year of life in Kendermore, wanderlust began to settle into -their father and other members of the community. There was a great split -among the kender, for some had lost their wanderlust and wanted to remain -in their village but others wanted to wander the lands. Until this day -kender always travelled as a group, moving from location to location. - After much debate the matter was settled. Any kender that wished to -leave the village was free to do so and any that wished to remain could do -so. For Pain and Pleasure it was a difficult time, for their father wished -to wander while their mother wanted to remain in Kendermore. The parents -were distraught and torn between their desires and their love for -their children. - It was decided that neither parent should be without the company of one -of their children. Pain was to travel with their father and Pleasure was -to remain with their mother. - Pain grew up always arms length from the hate, the death and the pain -of the realm. She felt the pain that her father lived with as he -struggled with his love for her mother and she felt the pain of being -separate from her twin, Pleasure. - Pleasure was raised as the child of the village. The village filled -Pleasure with the joy and happiness of life. But Pleasure always -remembered the joy that he felt as a young child playing with his twin, -Pain. One day, he felt the need to find his sister and left the village. - On that same day Pain left her father in search of her brother. They -wandered aimlessly through the realms searching for their kin. All this -time they struggled with the violence and the horrors of the lands and -acquired near-godlike skills and strength. - On the day that they were reunited, legends say that the sun did not -set on the lands. The light, a symbol, of the God's joy from the twin's -reunification. They have rarely been seen without the presence of the -other since that day. It is said that if you should attempt to separate -the brother and sister from each other that you will face the wrath of -mortals unmatched since the days of Godot, the warrior born. -~ -#31091 -a gold piece~ -a gold piece~ -A single gold piece.~ -~ -20 0 1 -1 0 0 0 -1 0 0 -#29601 -gem~ -a small gem~ -A small gem, apparently of little value, is lying here.~ -~ -8 2 1|16384 -0 0 0 0 -1 10 0 -A -3 2 -E -gem~ -This gem is worth next to nothing on the open market, but is prized by -the merchant Pharlas because of the extra intelligence it grants whoever -holds it.~ -#0 - -#ROOMS -#31000 -The Temple of Anon~ -You are standing before the Temple of Anon- a truly majestic structure -constructed from pure marble. Tall Corinthian columns flank an impressive -set of bronze-bound oaken portals, which are never shut save in times of -trouble. Through these doors you can glimpse the majestic interior of the -Temple. Atop the pillars rests a plinth bearing an incredibly well-crafted -frieze which depicts the Immortals of AnonyMUD at work creating the World. -To the left of the Temple there is a smaller, but by no means less exquisite, -structure, which has a single arch on the second floor, accessible by a set -of ornate marble steps which lead up from near where you are standing. It is -currently closed and locked. Another set of steps leads downward into Anon's -famed Chamber of Donations. A broad, tree-lined avenue called "Victory Parade" -runs past the Temple. -~ -0 0 1 -D0 -The Interior of the Temple~ -~ -1 0 31001 -D1 -Victory Parade East~ -~ -0 -1 31005 -D2 -Glory Avenue~ -~ -0 -1 31004 -D3 -Victory Parade West~ -~ -0 -1 31003 -D5 -The Chamber of Donations~ -~ -0 -1 31002 -E -.trigr_bounce_below~ -1 -~ -T -north~ -You $ north into the calm interior of the Temple. -~ -T -up~ -You $ upward to the entrance to Anon's famed College. -~ -T -down~ -You $ down into the quiet chambers of donations. -~ -S -#31001 -The Interior of the Temple~ -Marvelously sculpted likenesses of the Immortals of AnonyMUD line the aisle -of this sanctuary of the Gods. Tapestries on the walls depict their victories -over their enemies, and many of the treasures they acquired on such campaigns -are also displayed here. There is a magnificent altar fashioned of purest -obsidian to the north, chased with gold and partially covered with white -cloth. Behind this stands the healer, who will tell you how he can help you -if you look at him. - -North of here lies the village green, wherein you will find portals to -other lands. -~ -0 8|1024 0 -D0 -~ -~ -0 -1 3902 -D2 -The Temple of Anon~ -~ -1 0 31000 -S -#31002 -The Chamber of Donations~ -In these rooms all the unwanted items donated by your fellow adventurers -accumulate. There are shelves, bins, chests and cupboards all filled with -various articles of equipment. Anyone is free to come here and take what -they will, but the Immortals frown on greedy characters who take it all, -or profiteers who take it and sell it. Both offenses result in SEVERE -punishment. There is a small sign here. -~ -0 4|8 0 -D1 -Weapon Donations~ -~ -0 -1 31164 -D2 -Armor Donations~ -~ -0 -1 31163 -D3 -Magical Donations~ -~ -0 -1 31165 -D4 -The Temple of Anon~ -~ -0 -1 31000 -E -sign~ -. - "Magical Donations WEST, Armor Donations SOUTH, Weapons Donations EAST" - --- The Castellan -~ -S -#31003 -Victory Parade West~ -You are walking along Victory Parade West. Guards, citizens and fellow -adventurers pass you in both directions. Tall buildings rise in all -directions, the most notable being the magnificent temple, towering high -directly to the east of here. -~ -0 8 0 -D1 -The Temple of Anon~ -~ -0 -1 31000 -D3 -Victory Parade West~ -~ -0 -1 31006 -S -#31004 -Glory Avenue~ -You are walking along Glory Avenue. Directly to the south it meets Valiant -Street, and beyond that the Guild of the Dryads. To the north it -enters the grounds of the Temple. - -To the west lies a locksmith while to the east you can see a bookshop. -~ -0 8 0 -D0 -The Temple of Anon~ -~ -0 -1 31000 -D1 -The Book Shoppe. -~ -~ -1 0 31321 -D2 -Glory Avenue~ -~ -0 -1 31007 -D3 -The Locksmith.~ -~ -1 0 31322 -S -#31005 -Victory Parade East~ -You are walking along Victory Parade East. The houses of the more notable -residents of the city line the road here. High fences and savage guard dogs -deter you from trespassing however, as does the constant eye of the city -guards. Stalwart Lane cuts across Victory Parade directly east of here. -~ -0 8 0 -D1 -Victory Parade East~ -~ -0 -1 31008 -D3 -The Temple of Anon~ -~ -0 -1 31000 -S -#31006 -An Intersection in Victory Parade West~ -You have come to an intersection, where Victory Parade west meets with -Liberty Lane. To the south you can hear the sounds of a hammer striking -an anvil, while to the north you hear nothing. But clearly visible in -both directions are the distinctive walls of Guildhalls. -~ -0 8 0 -D0 -Liberty Lane~ -~ -0 -1 31038 -D1 -Victory Parade West~ -~ -0 -1 31003 -D2 -Liberty Lane~ -~ -0 -1 31040 -D3 -Victory Parade West~ -~ -0 -1 31009 -S -#31007 -Corner of Valiant Street and Glory Avenue~ -You have come to a crossroads, where the north-south running Glory Avenue -meets the east-west running Valiant Street. Shops line Valiant to the east -and west, while Glory Avenue runs south toward the Dryads' Guild. -~ -0 8 0 -D0 -Glory Avenue~ -~ -0 -1 31004 -D1 -Valiant Street~ -~ -0 -1 31067 -D2 -Glory Avenue~ -~ -0 -1 31010 -D3 -Valiant Street~ -~ -0 -1 31065 -S -#31008 -Corner of Stalwart Lane and Victory Parade East~ -You have come to a crossroads, where Stalwart Lane meets Victory Parade -east. Shops and residences line Stalwart Lane to the north and south, while -the gates of the city loom far to the east. The Temple is just to the west -of here. -~ -0 8 0 -D0 -Liberty Lane~ -~ -0 -1 31042 -D1 -Victory Parade East~ -~ -0 -1 31011 -D2 -Liberty Lane~ -~ -0 -1 31044 -D3 -Victory Parade East~ -~ -0 -1 31005 -S -#31009 -Victory Parade West~ -You are walking along Victory Parade West. Tall houses line the road, as -do small gardens and parks. White birds circle high overhead, their feathers -dazzling in the sun. Surely they are magical creations of the Elven Mages -of the city. - -To the north of here lies the Thaumaturgist's shop, while to the south you -can see the Artificer's workshop. -~ -0 8 0 -D0 -Alix the Thaumaturgist can be seen disposing of cursed items.~ -~ -0 -1 31199 -D1 -Victory Parade West~ -~ -0 -1 31006 -D2 -Clea the Artificer is reclining on a couch, while she enchants a stave.~ -~ -0 -1 31320 -D3 -Victory Parade West~ -~ -0 -1 31012 -S -#31010 -Glory Avenue~ -You are walking along Glory Avenue. To the north Valiant Street meets Glory -Avenue to the east and west, while to the south lies the Dryads' -Guild. The great Temple of the city lies to the north, and you are as -ever awed by its size and beauty. -~ -0 8 0 -D0 -Glory Avenue~ -~ -0 -1 31007 -D2 -Outside the Dryad Guild~ -~ -0 -1 31034 -S -#31011 -Victory Parade East~ -You are walking along Victory Parade East. The imposing cyclopean walls of -the city loom up ahead. Tall buildings with large, stained-glass windows -line each side of the street here, and through them you can see the interiors -of fabulously wealthy homes. - -A huge crowd seems to have gathered around a large building to the north. -Perhaps it is for the Trial of Champions, where select adventurers may -enter the city's dungeons in search of glory and loot? - -To the south you can see Thom the Enhancer's place of business. -~ -0 8 0 -D0 -DEATHTRAP DUNGEON~ -~ -0 -1 18000 -D1 -Victory Parade East~ -~ -0 -1 31013 -D2 -~ -~ -0 -1 31323 -D3 -Victory Parade East~ -~ -0 -1 31008 -S -#31012 -Victory Parade West~ - -At this point there is a small city square with a fountain and a statue in -the center. The fountain is full of clear drinking water and is quite -palatable. The statue is a likeness of Lenny, Chief among the Immortals, -and it depicts him officially opening this city. - -A small cafe lies to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 31191 -D1 -Victory Parade West~ -~ -0 -1 31009 -D3 -Victory Parade West~ -~ -0 -1 31014 -S -#31013 -Victory Parade East~ -You are walking along Victory Parade East. Children play and scamper at your -feet, while their mothers watch patiently from the doorways of nearby houses. -Guards occasionally wander by, keeping their eyes open for any sign of -disturbance. - -The portal chambers are situated south of here. You'll need to buy a key -from the Locksmith to get in, though. -~ -0 8 0 -D1 -Victory Parade East~ -~ -0 -1 31015 -D2 -~ -~ -97 31085 31195 -D3 -Victory Parade East~ -~ -0 -1 31011 -S -#31014 -Approaching Gate at Victory Parade West~ -You are approaching the western gates of the city, which are constantly -patrolled by guards. There is no-one else about here, as the concentration -of residences and shops is nearer to the Temple. -~ -0 8 0 -D1 -Victory Parade West~ -~ -0 -1 31012 -D3 -The Victory Parade West Gate~ -~ -0 -1 31016 -S -#31015 -Approaching Gate at Victory Parade East~ -You are approaching the eastern gates of the city, which are constantly -patrolled by guards. Massive towers rise to either side, completing the -gatehouse. You see guards patrolling the walls around it. There is no-one -else about here, as the concentration of residences and shops is nearer to -the Temple. -~ -0 0 1 -D1 -The Victory Parade East Gate~ -~ -0 -1 31017 -D3 -Victory Parade East~ -~ -0 -1 31013 -S -#31016 -Inside the Victory Parade West Gate~ -You have reached the westernmost extent of Victory Parade, the long road that -bisects the city. Tall, mithril gates rise above you to the west, standing -open as they always are, save in times of trouble. Guards nod politely at -you, but remain alert. Above you, you see murderholes in the floor of the -gatehouse, allowing defenders to pour boiling oil upon any foolish enough -to storm the gates. - -Doors to the north and south allow you to enter the towers flanking the -gatehouse. -~ -0 8 1 -D0 -~ -~ -1 0 31200 -D1 -Victory Parade West~ -~ -0 -1 31014 -D2 -~ -~ -1 0 31201 -D3 -Outside the Gates~ -~ -1 31000 31018 -S -#31017 -Inside the Victory Parade East Gate~ -You have reached the westernmost extent of Victory Parade, the long road that -bisects the city. Tall, mithril gates rise above you to the west, standing -open as they always are, save in times of trouble. Guards nod politely at -you, but remain alert. Above you, you see murderholes in the floor of the -gatehouse, allowing defenders to pour boiling oil upon any foolish enough -to storm the gates. - -Doors to the north and south allow you to enter the towers flanking the -gatehouse. -~ -0 8 1 -D0 -~ -~ -1 0 31212 -D1 -Outside the Gates~ -~ -1 31000 31019 -D2 -~ -~ -1 0 31213 -D3 -Victory Parade East~ -~ -0 -1 31015 -S -#31018 -Outside the Victory Parade West Gate~ -You are standing outside the Gates at the western end of town. They loom -high above you, tall, gleaming mithril valves designed to keep the most -persistent of intruders out. Guards wander back and forth both on the -below and the battlements high above, where they are barely visible through -the crenelations. - -Paths lead to the north, south and west. -~ -0 4 2 -D0 -The Circuit Road~ -~ -0 -1 31020 -D1 -Victory Parade West~ -~ -1 31000 31016 -D2 -The Circuit Road~ -~ -0 -1 31033 -D3 -~ -~ -0 -1 31131 -S -#31019 -Outside the Victory Parade East Gate~ -You are standing outside the Gates at the eastern end of town. They loom -high above you, tall, gleaming mithril valves designed to keep the most -persistent of intruders out. Guards wander back and forth both on the -below and the battlements high above, where they are barely visible through -the crenelations. - -Paths lead to the north, south and east. -~ -0 4 2 -D0 -The Circuit Road~ -~ -0 -1 31026 -D1 -~ -~ -0 -1 9591 -D2 -The Circuit Road~ -~ -0 -1 31027 -D3 -Victory Parade East~ -~ -1 31000 31017 -S -#31020 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D0 -Northwest Corner of the City~ -~ -0 -1 31021 -D2 -Outside the Victory Parade West Gates~ -~ -0 -1 31018 -S -#31021 -Northwest Corner of the Circuit Road~ -You are travelling around the northwest corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 31022 -D2 -The Circuit Road~ -~ -0 -1 31020 -S -#31022 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D1 -A Path to the Plains~ -~ -0 -1 31023 -D3 -Northwest corner of the Circuit Road~ -~ -0 -1 31021 -S -#31023 -A Path to the Plains~ -At this point in the Circuit Road, a narrow path wanders off north across -the aptly-named Plains of the North, toward some unseen destination. Looking -back directly south, you can see the gleaming rooftop of the magnificent -Temple of Anon, towering above all else. -~ -0 0 2 -D0 -the plains of the north~ -~ -0 -1 300 -D1 -The Circuit Road~ -~ -0 -1 31024 -D3 -The Circuit Road~ -~ -0 -1 31022 -S -#31024 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D1 -Northeast Corner of the Circuit Road~ -~ -0 -1 31025 -D3 -A Path to the Plains~ -~ -0 -1 31023 -S -#31025 -Northeast Corner of the Circuit Road~ -You are travelling around the northeast corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 -D2 -The Circuit Road~ -~ -0 -1 31026 -D3 -The Circuit Road~ -~ -0 -1 31024 -S -#31026 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D0 -Northeast Corner of the City~ -~ -0 -1 31025 -D2 -Outside the Victory Parade East Gates~ -~ -0 -1 31019 -S -#31027 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D0 -Outside the Victory Parade East Gates~ -~ -0 -1 31019 -D2 -Southeast Corner of the City~ -~ -0 -1 31028 -S -#31028 -Southeast Corner of the Circuit Road~ -You are travelling around the southeast corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. - -The Anon Dock lies south of here. -~ -0 0 2 -D0 -The Circuit Road~ -~ -0 -1 31027 -D2 -The dock of Anon~ -~ -0 -1 31275 -D3 -The Circuit Road~ -~ -0 -1 31029 -S -#31029 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D1 -southeast Corner of the Circuit Road~ -~ -0 -1 31028 -D2 -Dock at River~ -~ -0 -1 17454 -D3 -A Path to the South~ -~ -0 -1 31030 -S -#31030 -A Path to the South~ -A narrow, irregular but well-trodden trail runs directly south from here. -There is what looks like a range of hills in that direction, plus the light -appears to reflect off something that could be water. -~ -0 0 2 -D1 -The Circuit Road~ -~ -0 -1 31029 -D2 -South Fields~ -~ -0 -1 31100 -D3 -The Circuit Road~ -~ -0 -1 31031 -S -#31031 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D1 -A Path to the South~ -~ -0 -1 31030 -D3 -Southwest Corner of the Circuit Road~ -~ -0 -1 31032 -S -#31032 -Southwest Corner of the Circuit Road~ -You are travelling around the southwest corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 -D0 -The Circuit Road~ -~ -0 -1 31033 -D1 -The Circuit Road~ -~ -0 -1 31031 -S -#31033 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 -D0 -Outside the Victory Parade West Gates~ -~ -0 -1 31018 -D2 -The Circuit Road~ -~ -0 -1 31032 -S -#31034 -Outside the Dryad Guild~ -You are standing outside an impressive wooden structure, surrounded by -cleverly-pruned topiaries and tall ash, oak and elm trees. The faint scent -of incense comes from within. The double doors ahead stand open- you may -enter at any time. -~ -0 0 1 -D0 -Glory Avenue~ -~ -0 -1 31010 -D2 -Inside the Dryad Guild~ -~ -1 0 31035 -S -#31035 -Inside the Dryad Guild~ -Stepping through the doors, you are suddenly overcome by a sense of peace -and serenity that you have never felt before. All around you, everything -seems to be in harmony with its environment- from the intricately carved -wooden furniture to the carefully polished bronze fittings on the doors -and windows, everything is in order. You may proceed east to the Dryad -bar, or west to the Guildmaster himself. - -A pleasant-looking garden lies to the south. -~ -0 8 0 -D0 -Outside the Dryad Guild~ -~ -1 0 31034 -D1 -The Dryad Bar~ -~ -0 -1 31037 -D2 -~ -~ -0 -1 29400 -D3 -The Guildmaster~ -~ -0 -1 31036 -S -#31036 -The Guildmaster~ -You have entered the sanctum of the Dryad Guildmaster. He is always here, -perpetually ready to impart what wisdom he may to any disciples of his -faith that may visit, or students of other faiths that have an interest -in Dryad magic. If you are not sure what to do, try looking at the -Guildmaster. -~ -0 8 0 -D1 -Inside the Dryad Guild~ -~ -0 -1 31035 -S -#31037 -The Dryad Bar~ -This is where Dryads of all ages and levels of experience come to meet, -converse, drink and basically relax, free from the worries of the outside -world for a short time. Polished oak tables are ringed by wooden stools, -a few of which are currently filled. -~ -0 8 0 -D3 -Inside the Dryad Guild~ -~ -0 -1 31035 -S -#31038 -Liberty Lane~ -You are heading along the northern half of Liberty Lane. To the south runs -Victory Parade, while to the north lies Justice Street. The Castellan's -office is to the west. -~ -0 0 1 -D0 -Justice Street~ -~ -0 -1 31046 -D2 -Victory Parade~ -~ -0 -1 31006 -D3 -Castellan's Office~ -~ -1 0 31039 -S -#31039 -The Castellan's Office~ -This is the office of the Castellan of the City of Anon, appointed by the -rulers of the nation to be the steward of this city. He does an excellent -job, too. -~ -0 8 0 -D1 -Liberty Lane~ -~ -1 0 31038 -S -#31040 -Liberty Lane~ -You are heading south along Liberty Lane, towards where it meets up with -Valiant Street. To the north, Victory Parade runs to the east and west, -directly through the heart of the city. There is a Blacksmith to the west, -and above it a fish and chips shop. -~ -0 0 1 -D0 -Victory Parade~ -~ -0 -1 31006 -D2 -Corner of Liberty Lane and Valiant Street~ -~ -0 -1 31062 -D3 -The Smithy~ -~ -0 -1 31041 -S -#31041 -The Smithy~ -You are greeted with a sudden blast of heat from the furnace as you enter -the smithy. Wiping sweat from your brow, you gaze about, taking the place -in. Various items of armor in various stages of repair line the walls. A -huge, muscular man is using a massive hammer to beat the dents out of a -suit of rather battered-looking plate mail. If you are unsure what to do, -try looking at the smith. - -There is a chippy upstairs from here. -~ -0 8 0 -D1 -Liberty Lane~ -~ -0 -1 31040 -D4 -Chippy~ -~ -0 -1 31190 -S -#31042 -Stalwart Lane~ -You are marching along the northern half of Stalwart Lane. To the south lies -Victory Parade, the main road of the City, while to the north runs Justice -Street. There is an armory to the east here. -~ -0 0 1 -D0 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 31054 -D1 -The Armory~ -~ -0 -1 31043 -D2 -Victory Parade~ -~ -0 -1 31008 -S -#31043 -The Armory~ -You have entered the Armory, an impressive place of business with a range -of equipment unmatched on the whole continent. Piles of armor gather dust -in the rear of the shop, while better items are displayed in glass cases -or on racks. If you don't know what to do, try looking at the armorer. -~ -0 8 0 -D3 -Stalwart Lane~ -~ -0 -1 31042 -S -#31044 -Stalwart Lane~ -You are advancing along the southern half of Stalwart Lane. To the north -Victory Parade cuts through Stalwart Lane, dividing it into its two halves, -while to the south Stalwart Lane ends in Valiant Street. There is a -Weaponsmith directly east of here. -~ -0 0 1 -D0 -Victory Parade~ -~ -0 -1 31008 -D1 -The Weaponsmith~ -~ -0 -1 31045 -D2 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 31069 -S -#31045 -The Weaponsmith~ -You have entered the Weaponsmith, a crowded little premise loaded with -military regalia of all types. The Weaponsmith is an avid collector of -memorabilia, but his chief business is the buying and selling of weapons. -If you are rather lost, try looking at him for help. -~ -0 8 0 -D3 -Liberty Lane~ -~ -0 -1 31044 -S -#31046 -Corner of Liberty Lane and Justice Street~ -You are standing at the corner of Justice Street and Liberty Lane. There -is a Smithy to the south, and various shops and guilds to the east. A -dark lane runs to the west. -~ -0 0 1 -D0 -mercenaries~ -~ -0 -1 31047 -D1 -Justice Street~ -~ -0 -1 31049 -D2 -Liberty Lane~ -~ -0 -1 31038 -D3 -Illithid Guild~ -~ -0 -1 31086 -S -#31047 -Mercenaries Unlimited~ -You have entered a hiring hall for mercenaries. A stout Mercenary Master -grunts as you enter. If you don't know what to do, try looking at him. -~ -0 8|4096 0 -D2 -Justice Street~ -~ -0 -1 31046 -S -#31048 -Merc Store~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 8 0 -S -#31049 -Justice Street~ -Justice Street runs past several businesses here, heading west to a -junction with Liberty Lane and east past several shops toward Stalwart -Lane. There is a Magic Shop directly north of here. -~ -0 0 1 -D0 -The Magic Shop~ -~ -0 -1 31050 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31051 -D3 -Corner of Justice Street and Liberty Lane~ -~ -0 -1 31046 -S -#31050 -The Magic Shop~ -This shop is cram-packed with magical artefacts, items and spell components -of every type imaginable (and several unimaginable). Forcing your way through -the clutter, you eventually find an assistant, a raven-haired mage who smiles -sweetly and welcomes you to her shop. If you don't know what to do here, try -looking at her. -~ -0 8 0 -D2 -Justice Street~ -~ -0 -1 31049 -S -#31051 -Corner of Honor Avenue and Justice Street~ -You are standing at the corner of two of the lesser roads in the city. Honor -Avenue is a short road that ends at a small tower to the north, while -Justice Street heads east and west past a variety of shops and houses. Far -to the north, past the tower, rise the impressive crenelated stone battlements -of the city. -~ -0 0 1 -D0 -Honor Avenue~ -~ -0 -1 31057 -D1 -Justice Street~ -~ -0 -1 31052 -D3 -Justice Street~ -~ -0 -1 31049 -S -#31052 -Justice Street~ -You are walking through the northeastern quarter of town, along Justice -Street. People garbed in rich, colorful accoutrements hurry past, smiling -briefly when they feel your gaze upon them. To the north there is an -important-looking building with a large sign that reads - "Mitzak the Sage". -~ -0 0 1 -D0 -The Sage~ -~ -0 -1 31053 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31054 -D3 -Justice Street~ -~ -0 -1 31051 -S -#31053 -The Sage's Residence~ -You have entered the modest dwelling of Mitzak the Sage, an elderly, bearded -gent who will identify anything- for a price. Drawing on his extensive -knowledge of Legend Lore, he will be able to give you exact details of the -function of any item in your possession. if you are not sure how the process -works, try looking at him. -~ -0 4|8 0 -D2 -Justice Street~ -~ -0 -1 31052 -S -#31054 -Justice Street~ -You are advancing along Justice Street, through a small city square where -fetes are held every Spring. At other times of the year it is fairly -deserted, save for the occasional guard or customer for the Pet Shop to the -north. Stalwart Lane leads south out of the square, running past more shops. -~ -0 0 1 -D0 -The Pet Shop~ -~ -0 -1 31055 -D1 -Justice Street~ -~ -0 -1 31093 -D2 -Stalwart Lane~ -~ -0 -1 31042 -D3 -Justice Street~ -~ -0 -1 31052 -S -#31055 -The Pet Shop~ -You have entered a virtual Zoo, a crowded shop packed with a menagerie of -animals of every type, size, shape and description imaginable. However, -only a few are for sale- the rest are the owner's personal collection, and -are his pride and joy. To see what to do next, try looking at the owner. -~ -0 8|4096 0 -D2 -Justice Street~ -~ -0 -1 31054 -S -#31056 -Pet Store Storage~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 0 0 -S -#31057 -Honor Avenue~ -You are strolling alone Honor Avenue, a broad, tree-lined boulevard with -several impressive-looking residences to either side. To the north lies the -entrance to the small tower which you saw earlier and now recognize as the -Elven Guild, and beyond that loom the cyclopean city walls. -~ -0 0 1 -D0 -The Elven Guild~ -~ -0 -1 31058 -D2 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31051 -S -#31058 -The Elven Guild~ -You are standing in the forecourt of the tower which holds the chambers of -the Elven Guild. Here, practitioners of the magic of the Elves come to -advance their knowledge of their art. Upstairs lie the offices of the Guild, -while downstairs is the Elven Bar. -~ -0 8 0 -D2 -Honor Avenue~ -~ -0 -1 31057 -D4 -The Offices of the Guild~ -~ -0 -1 31059 -D5 -The Elven Bar~ -~ -0 -1 31061 -S -#31059 -The Offices of the Guild~ -On this level, the various administrative personnel of the Guild rush to and -fro, preparing documents and memorandums for the various officials of the -city, as the Elves also act as the official Scribes' Guild, due to their -fluency in tongue and their adroitness with the quill. Upstairs lies the -office of the Guildmaster himself, while downstairs is the entrance. -~ -0 8 0 -D4 -The Office of the Guildmaster~ -~ -0 -1 31060 -D5 -The Elven Guild~ -~ -0 -1 31058 -S -#31060 -The Office of the Elven Guildmaster~ -This spacious office is lined on every wall by tall bookcases crammed with -books on magic and mystical lore, as well as treatises on history, science -mathematics, philosophy and alchemy. The Guildmaster himself sits behind -a large oak desk covered in scrolls, quills, papers and jars of ink. He -looks up as you enter and asks how he may be of service. If you don't know, -try looking at him. -~ -0 8 0 -D5 -The offices of the guild~ -~ -0 -1 31059 -S -#31061 -The Elven Bar~ -Elves are notorious drinkers, mainly due to the fact that their power relies -solely on mana, and the best way to rapidly regain mana is to be rip-roaring -drunk. Thus it is extremely rare to see an active adventuring Elf remotely -sober. -~ -0 8 0 -D4 -The Elven Guild~ -~ -0 -1 31058 -S -#31062 -The Corner of Liberty Lane and Valiant Street~ -You are standing at a tree-lined intersection in the southwest quarter of -town. Liberty Lane runs north from here past shops toward Justice Street. -There is a Bank to the south. -~ -0 0 1 -D0 -Liberty Lane~ -~ -0 -1 31040 -D1 -Valiant Street~ -~ -0 -1 31065 -D2 -The Bank~ -~ -0 -1 31063 -D3 -Valiant Street~ -~ -0 -1 31072 -S -#31063 -The Bank~ -You have entered a building obviously built by someone who is fabulously -wealthy. From the gold handles in the doors to the obsidian service counter -and platinum wall fittings, everything is expensive and luxurious. There is -a set of stairs leading up to the business area of the bank, where the ATMs -are located. -~ -0 8 0 -D0 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 -D4 -The ATM~ -~ -0 -1 31064 -S -#31064 -The ATM~ -There is an ATM in the wall directly opposite the stairs as you ascend. -You see that there is a long queue and curse loudly. A few heads turn to -stare at you but most people who come here are used to such outbursts. -Eventually its your turn. If you don't know what to do, read the instructions -by looking at the ATM, and thus incur the wrath of the impatient patrons -behind you :) -~ -0 8|16384 0 -D5 -The Bank~ -~ -0 -1 31063 -E -atm~ -A sign says- - -"Hello! Welcome to the AnonyMUD Banks ATM! To activate the machine, you - must press one of three buttons- - - 1.To withdraw cash, type WITHDRAW , and your account will be - automatically debited while the money is transferred to you. - 2.To deposit cash, type DEPOSIT , and your account will be - automatically credited. - 3.To simply check your balance, type BALANCE. - - Thank You and have a GOOD day :)" - -~ -S -#31065 -Valiant Street~ -You are walking along Valiant Street, which is met to the west and east by -Liberty Lane and Glory Avenue respectively. To the south there is a Grocery -Store. -~ -0 0 1 -D1 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 31007 -D2 -The Grocery Store~ -~ -0 -1 31066 -D3 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 -S -#31066 -The Grocery Store~ -You have entered a quaint Grocery Store, the shelves of which are lined with -basic goods of every type. Backpacks, water skins, ropes, lanterns, torches -and pouches are what the Grocer specialises in, though, and if you need any -of those goods, you've come to the right place. If you don't know how to -negotiate a transaction, simply look at the grocer. -~ -0 8 0 -D0 -Valiant Street~ -~ -0 -1 31065 -S -#31067 -Valiant Street~ -You are walking along Valiant Street, which is met to the west and east by -Stalwart Lane and Glory Avenue respectively. To the south there is a Bakery, -from which a delicious aroma wafts. -~ -0 0 1 -D1 -Corner of Stalwart Street and Glory Avenue~ -~ -0 -1 31069 -D2 -The Bakery~ -~ -0 -1 31068 -D3 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 31007 -S -#31068 -The Bakery~ -The delicious aroma you smelt outside pervades this entire store. Cakes, -pies, rolls and loaves of freshly-baked bread line the racks behind the -counter. Also behind the counter is a very mean-looking tattooed Dwarf with -missing teeth and fingers, but with a talent for baking unsurpassed in the -entire nation. If you don't know what to do next, try looking at the Dwarf -(if you dare...). -~ -0 8 0 -D0 -Valiant Street~ -~ -0 -1 31067 -S -#31069 -The Corner of Stalwart Lane and Valiant Street~ -You are standing at a tree-lined intersection in the southeast quarter of -town. Stalwart Lane runs north from here past shops toward Justice Street. -There is a seedy-looking Bar to the south. -~ -0 0 1 -D0 -Stalwart Lane~ -~ -0 -1 31044 -D1 -Valiant Street~ -~ -0 -1 31079 -D2 -The Bar~ -~ -0 -1 31070 -D3 -Valiant Street~ -~ -0 -1 31067 -S -#31070 -The Bar~ -You have entered the main room of the Bar. A slick-looking Bartender with -greasy black hair attempts to come on to the female patrons here. Seeing -you he smiles and offers to make you a drink. To see what sort, try looking -at him. Private booths are available to the south. -~ -0 8 0 -D0 -Corner of Valiant Street and Stalwart Lane~ -~ -0 -1 31069 -D2 -Private Booths~ -~ -0 -1 31071 -S -#31071 -Private Booths~ -This is where the more unsavory customers come to negotiate drug deals, -slave trading or prostitution. You get a few stares as you enter. Despite -the rough characters here, no-one ever fights or even lays a blow on another -as powerful magics prevent it. -~ -0 1|8|1024 0 -D0 -The Bar~ -~ -0 -1 31070 -S -#31072 -Valiant Street~ -You are heading into the Guard Sector of town. Guards wander here and there, -as does the occasional prisoner, led by two guards of course. The road -continues east and west. -~ -0 0 1 -D1 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 -D3 -Valiant Street~ -~ -0 -1 31073 -S -#31073 -Valiant Street~ -You are heading into the Guard Sector of town. Guards wander here and there, -as does the occasional prisoner, led by two guards of course. The road -continues east and west. -~ -0 0 1 -D1 -Valiant Street~ -~ -0 -1 31072 -D3 -A Bend in Valiant Street~ -~ -0 -1 31074 -S -#31074 -A Bend in Valiant Street~ -At this point Valiant Street bends, with exits to the east and south. The -prison lies to the south, as does the Dwarven Guild. - -A new stable has been built to the west of here. Go have a look! -~ -0 0 1 -D1 -Valiant Street~ -~ -0 -1 31073 -D2 -Outside the Dungeon~ -~ -0 -1 31075 -D3 -stables~ -~ -0 -1 3935 -S -#31075 -Outside the Dungeon~ -You are standing outside the grounds of His Majesty's Gaol, the prison of -Anon, where all the perpretrators of heinous acts are kept. To the south -looms the impressive mini-fortress that is the Dwarven Guild. -~ -0 0 1 -D0 -Valiant Street~ -~ -0 -1 31074 -D2 -The Dwarven Guild~ -~ -1 0 31076 -S -#31076 -The Dwarven Guild~ -Stone walls rise all around you as you enter the training grounds of the -Dwarven Guild. Several young Dwarves pile eagerly into the bar to the east, -while other, more mature warriors patiently wait to train with the Master -to the south. -~ -0 0 1 -D0 -Valiant Street~ -~ -1 0 31075 -D1 -The Dwarven Bar~ -~ -0 -1 31078 -D2 -The Guildmaster~ -~ -0 -1 31077 -S -#31077 -The Guildmaster's Room~ -A burly Dwarf is here curtly issuing instructions to two trainees. You may -wish to train as well. If so, and you don't know what to do, try looking at -the Guildmaster. -~ -0 8 0 -D0 -The Guild training yard~ -~ -0 -1 31076 -S -#31078 -The Dwarven Bar~ -About two dozen hardy Dwarves drink, smoke, fight and gamble here. The noise -is only equalled in intensity by the acrid stench of stale beer and burning -pipeweed. A smaller Dwarf busies himself collecting empty steins and -replacing them with fresh ones, being rewarded with the occasional silver -piece or kick in the rump for his efforts. -~ -0 8 0 -D3 -The Guild training yard~ -~ -0 -1 31076 -S -#31079 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blade will mean the difference -between life and death. -~ -0 1 1 -D1 -Valiant Street~ -~ -0 -1 31080 -D3 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 31069 -S -#31080 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blade will mean the difference -between life and death. You quickly duck the contents of a chamber pot being -emptied into the street by someone in a higher building, and, cursing, move -on. -~ -0 1 1 -D1 -A Bend in Valiant Street~ -~ -0 -1 31081 -D3 -Valiant Street~ -~ -0 -1 31079 -S -#31081 -A Bend in Valiant Street~ -At this bend, there is a small grate set in the ground. Looking down through -it, you notice a complex network of interconnecting tunnels more than big -enough for you to wander through, should you so wish. -~ -0 1 1 -D2 -Outside the Kender Guild~ -~ -0 -1 31082 -D3 -Valiant Street~ -~ -0 -1 31080 -D5 -A Grate leading to the Sewer~ -grate~ -1 0 7001 -S -#31082 -Outside the Kender Guild~ -You are standing outside the house of learning for all the rogues of the -city previously mentioned. For of all rogues the Kender are the masters. -The entrance to this shady establishment is through a curtained archway -to the south. -~ -0 1 1 -D0 -Valiant Street above the Sewer~ -~ -0 -1 31081 -D2 -A Curtained Archway~ -curtain~ -1 0 31083 -S -#31083 -Inside the Guild~ -You are standing inside the Kender Guild, surrounded by whores, pimps, -thieves, muggers and vagabonds. What a nice place. The Guildmaster lurks -to the south, while there is a Bar to the west... -~ -0 1|8 0 -D0 -Valiant Street~ -~ -1 0 31082 -D2 -The Guildmaster~ -~ -0 -1 31084 -D3 -Bar~ -~ -0 0 31085 -S -#31084 -The Guildmaster~ -You are in the quarters of the Kender Guildmaster. A veritable treasure -trove of items of every possible description is piled to the roof in here. -The Guildmaster lounges on a settee and stares inquisitively at you. If you -don't know what to do, try looking at him. -~ -0 1|8 0 -D0 -Inside the Guild~ -~ -0 -1 31083 -S -#31085 -The Bar~ -You have entered a seedy bar full of low-lifes of the lowest common -denominator. A greasy bartender serves drinks to the sullen patrons, while -in the corner a couple of sailors are roughing up an Elf who refused to pay -up upon losing the last hand in poker. -~ -0 1|8 0 -D1 -Inside the Guild~ -~ -0 -1 31083 -S -#31086 -End of Justice Street~ -Justice Street ends in a small lane here that the Illithid Guild opens onto -from the north. Back east several shops open onto Justice Avenue, and before -that Liberty Lane cuts across this street. - -A small building to the west contains a staircase that looks interesting... -~ -0 0 1 -D0 -The Illithid Guild~ -~ -0 -1 31090 -D1 -Justice Street~ -~ -0 -1 31046 -D3 -It's the Darkling Guild.~ -~ -0 -1 31192 -S -#31087 -The Human Guild~ -You have entered a Martial Arts Dojo devoid of all furniture or decoration -save several practice mats and some wooden weapons hung on hooks attached -to the walls. Several students, clad in white Ghis practice basic Karate -punches and Judo holds with each other, under the watchful eye of their -instructor. The Guildmaster resides to the north, and the Guild relaxation -chambers are to the south. -~ -0 8 0 -D0 -The Guildmaster~ -~ -0 -1 31088 -D2 -The Relaxation Room~ -~ -0 -1 31089 -D3 -Justice Street~ -~ -0 -1 31095 -S -#31088 -The Guildmaster's Room~ -The Human Guildmaster is here, meditating. As you enter, his eyes flick open -and he quickly leaps to his feet, bowing before you. If you don't know what -to do next, try looking at him. -~ -0 8 0 -D2 -The Human Guild~ -~ -0 -1 31087 -S -#31089 -The Relaxation Room~ -Rigid and disciplined as they are, the members of this Guild don't spend much -time loafing around. However, when the mood takes them, few can outdrink them -whatever the beverage, and as the mood can take them quite frequently when -their usage of their mental disciplines drains their mana, this place was -constructed. -~ -0 8 0 -D0 -The Human Guild~ -~ -0 -1 31087 -S -#31090 -Inside the Illithid Guild~ -You have entered the sparsely-furnished chambers of the Illithid Guildmaster -of Anon. The Guildmaster himself resides to the north, while the Illithids' -Bar is to the west. -~ -0 8 0 -D0 -The Guildmaster~ -~ -0 -1 31092 -D3 -The Bar~ -~ -0 -1 31091 -D2 -Justice Street~ -~ -0 -1 31086 -S -#31091 -The Illithids' Bar~ -Not many Illithids reside in Anon, so this place is usually empty. Combine -this with the fact that Mind Flayers have a reputation of sucking out and -eating the brains of other sentient species, and you'll probably understand -why there are very few non-Illithids in this place at any particular time... -Like all mana-users, Illithids have a need to be constantly intoxicated, and -what better place to do this than in their Guild Bar? -~ -0 8 0 -D1 -The Guild~ -~ -0 -1 31090 -S -#31092 -The Guildmaster~ -You have entered a particuarly small, dark and cramped chamber that is -devoid of funiture- the powerful psionicist hovering in the center of the -room has no need for any. If you don't know what to do, try looking at the -purple-skinned, tentacle-mawed instructor and see what he has to think... -~ -0 8 0 -D2 -The Guild~ -~ -0 -1 31090 -S -#31093 -Justice Street~ -You are strolling through the fairly deserted northeastern quarter of town. -Up ahead lies the Dojo where the Human Guildmaster trains his students, and -to the northeast looms the aerie of the -Avian Guildmaster. -~ -0 0 1 -D1 -Justice Street~ -~ -0 -1 31094 -D3 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 31054 -S -#31094 -Justice Street~ -You are strolling through the fairly deserted northeastern quarter of town. -Up ahead lies the Dojo where the Human Guildmaster trains his students, and -to the northeast looms the aerie of the Avian Guildmistress. -~ -0 0 1 -D1 -Justice Street~ -~ -0 -1 31095 -D3 -Justice Street~ -~ -0 -1 31093 -S -#31095 -Outside the Human Dojo~ -At this bend in the road, you can head east into the Dojo, north toward the -tall tower which holds the aerie of the Avian Guildmistress, or back west -toward Stalwart Lane. -~ -0 0 1 -D0 -Outside the Tower~ -~ -0 -1 31096 -D3 -Justice Street~ -~ -0 -1 31094 -D1 -The Guild~ -~ -0 -1 31087 -S -#31096 -Outside the Tower~ -You are standing beneath the wooden tower which houses the aerie of the Avian -Guildmistress. Being generally solitary and outdoor-loving creatures, Avians -do not congregate here tending instead to visit at odd hours so as to not -be forced to endure a wait indoors for training. -~ -0 0 1 -D0 -Inside the Tower~ -~ -0 -1 31097 -D2 -Outside the Dojo~ -~ -0 -1 31095 -S -#31097 -Inside the Tower~ -You have entered the grounds of the Guild. From here you may go up to the -aerie, or downstairs to the Bar. -~ -0 8 0 -D4 -The Aerie~ -~ -0 -1 31099 -D2 -Outside the Tower~ -~ -0 -1 31096 -D5 -The Bar~ -~ -0 -1 31098 -S -#31098 -The Bar~ -As mentioned, Avians aren't the most social of creatures, but they do enjoy -a good drink like anyone else. However, they like it best when few other -people are present, and what few Avians that are here now will probably get -up and leave if you enter. -~ -0 8 0 -D4 -Inside the Tower~ -~ -0 -1 31097 -S -#31099 -The Aerie~ -Here the Avian Guildmistress rests, in her comfortable nest, waiting for -new students. If you don't know what to do here, try looking at her. -~ -0 8 0 -D5 -Inside the Tower~ -~ -0 -1 31097 -S -#31163 -Armor Donations~ -Here all the Armor donated by the people of Anon appear. -~ -0 8 0 -D0 -The Chamber of Donations~ -~ -0 -1 31002 -S -#31164 -Weapons Donations~ -Here all the Weapons donated by the people of Anon appear. -~ -0 8 0 -D3 -The Chamber of Donations~ -~ -0 -1 31002 -S -#31165 -Magical Donations~ -Here all the Magical Items donated by the people of Anon appear. -~ -0 8 0 -D1 -The Chamber of Donations~ -~ -0 -1 31002 -S -#31190 -Inside the Chippy~ -You have entered the local chippy. Your nostrils are almsot immediately -assailed by a pleasant aroma- it's amazing how good hot fat smells, isn't -it? You see a portly Italian standing behind a large glass counter full of -fried food. It certainly smells a lot better than it looks. A customer -standing next to you says- "It looks a lot better than it tastes...". Most -of the food has probably been sitting under those hot lights for a couple -of hours. The only thing you can be reasonably sure of is the chips. -By the way, EVERYTHING is fried. -~ -0 8 0 -D5 -~ -~ -0 -1 31041 -S -#31191 -Inside Tracey's Cafe~ -You have entered a well-scrubbed cafe, furnished in mid-1960's laminex -style. Plastic plants rest near the tables, which are covered with red -and white checked plastic tablecloths. You can proceed to the counter -to place your order with Tracey, co-owner, and she will bring it to your -table. -~ -0 8 0 -D2 -~ -~ -0 -1 31012 -S -#31192 -Entrance to the Darkling Guild~ -You are standing at the top of a set of stone steps covered in dust and -cobwebs. Footprints show that many others have passed this way, but -despite this the webs and dust remain as thick as if the steps hadn't -been traversed for decades. -~ -0 1|8 0 -D1 -~ -~ -0 -1 31086 -D5 -~ -~ -0 -1 31193 -S -#31193 -The Ante-Chamber~ -You are standing in a dark, gloomy room, littered with bits of old furniture -and decaying tapestries. The Darklings are a morbid lot, and their guildhall -serves as a perfect example of this. -~ -0 1|8 0 -D2 -~ -~ -0 -1 31194 -D4 -~ -~ -0 -1 31192 -S -#31194 -The Guildhall~ -In this room, the ancient Darkling scholar, Mengrabbazoah, awaits, ready -to educate you in the ways of his people. You feel overawed standing in -his presence. -~ -0 1|8 0 -D0 -~ -~ -0 -1 31193 -S -#31195 -The Portal Chambers~ -In these rooms lie portals that lead to the other 3 dimensions of the -world of Anon. Proceed carefully, for you travel at your own risk! -~ -0 8 0 -D0 -~ -~ -1 31085 31013 -D1 -~ -~ -0 -1 31196 -D2 -~ -~ -0 -1 31197 -D3 -~ -~ -0 -1 31198 -S -#31196 -A Bare Room~ -You have entered a plain, nondescript room with whitewashed stone walls -and a straw-covered floor. Various cracked and broken pots of clay are -scattered about on the floor. -~ -0 8 0 -D3 -~ -~ -0 -1 31195 -S -#31197 -A Steel Chamber~ -The walls of this room are covered in sheets of steel in which are imbedded -bits of wire and chrome. There are hunreds of tiny black squares of an unknown -substance imbedded in it, as well as numerous flashing lights. -~ -0 8 0 -D0 -~ -~ -0 -1 31195 -S -#31198 -A Bizarre Room~ -The walls of this brightly-colored room seem to warp and mutate as you -watch, changing their shape and colors into a wide variety of forms. You -begin to develop a severe headache, and standing straight is becoming -very difficult. -~ -0 8 0 -D1 -~ -~ -0 -1 31195 -S -#31199 -The Thaumaturgist's Shop~ -Here the tidy and efficient Thaumaturgist Alix plies his trade, helping -adventurers rid themselves of unwanted items that they cannot normally -remove by themselves. So if you have any such items, you are in the right -place! -~ -0 8 0 -D2 -~ -~ -0 -1 31009 -S -#31320 -The Artificer's Workshop~ -In here Clea, the beautiful Elven Artificer from Malathar, offers a -popular service, reharging magical staves and wands that have lost their -energies. Piles of such items can be seen, awaiting retrieval by their -owners. You feel quite comfortable in this simple yet pleasant workshop. -~ -0 8 0 -D0 -~ -~ -0 -1 31009 -S -#31321 -The Book Shoppe~ -This old shop is filled with old wooden shelves crammed with books, the -furniture strained to breaking point by the many tomes stacked upon it. In -front of these shelves an ancient man sits reading an ancient text. As you -enter he welcomes you and offers to show you some of his stock- abridged -versions of some of the greatest works of Anonian literature. -~ -0 8 0 -D3 -~ -~ -1 0 31004 -S -#31322 -The Locksmith~ -In this shop sits a small fat dwarf who is busy making locks and keys. He -will also purchase your keys if you don't want them, for a good price. -You marvel at all the strange technology about you. -~ -0 8 0 -D1 -~ -~ -1 0 31004 -S -#31323 -Enhancing Shop~ -In this small shop you can enhance your statistics, with the aid of one -Thom, the enhancer. He stands ready to help you behind a massive oak desk. -There are several degrees and diplomas affixed to the walls here. -~ -0 8 0 -D0 -~ -~ -0 -1 31011 -S -#0 - - -#RESETS -* -D 0 31013 2 2 -D 0 31195 0 2 -D 0 31081 5 1 CLOSES GRATE TO SEWER -D 0 31082 2 1 CLOSES CURTAIN TO KENDER GUILD -D 0 31016 0 1 GATE TOWER DOORS -D 0 31016 2 1 -D 0 31017 0 1 -D 0 31017 2 1 -D 0 31004 1 1 -D 0 31004 3 1 -D 0 31321 3 1 -D 0 31322 1 1 -* -M 1 31000 1 31001 LOADS GATH THE HEALER -* -M 1 31001 1 31036 LOADS DRYAD GUILDMASTER -* -M 1 31032 1 31039 LOADS CASTELLAN -E 1 31031 0 16 WIELDS LONGSWORD -G 1 31001 0 0 -* -M 1 31002 1 31041 LOADS BLACKSMITH -* -M 1 31003 1 31043 LOADS ARMORER -G 1 31017 0 0 -G 1 31018 0 0 -G 1 31019 0 0 -G 1 31020 0 0 -G 1 31022 0 0 -* -M 1 31004 1 31045 LOADS WEAPONSMITH -G 1 31013 0 0 -G 1 31014 0 0 -G 1 31015 0 0 -G 1 31016 0 0 -* -M 1 31005 1 31047 LOADS MERC MASTER -M 1 31047 1 31048 LOADS MERCS -M 1 31048 1 31048 -M 1 31049 1 31048 -M 1 31050 1 31048 -M 1 31051 1 31048 -M 1 31052 1 31048 -* -M 1 31006 1 31050 LOADS MAGE -G 1 31009 0 0 -G 1 31010 0 0 -G 1 31028 0 0 -G 1 31040 0 0 -G 1 31041 0 0 -* -M 1 31007 1 31053 LOADS MITZAK THE SAGE -* -M 1 31008 1 31055 LOADS PET SHOP OWNER -* -M 1 31019 1 31056 pets -M 1 31020 1 31056 -M 1 31021 1 31056 -M 1 31022 1 31056 -M 1 31023 1 31056 -* -M 1 31009 1 31060 LOADS ELVEN GUILDMASTER -* -M 1 31010 1 31066 LOADS GROCER -G 1 31007 0 0 -G 1 31008 0 0 -G 1 31011 0 0 -G 1 31012 0 0 -G 1 31043 0 0 -G 1 31044 0 0 -* -M 1 31011 1 31068 LOADS BAKER -G 1 31023 0 0 -G 1 31024 0 0 -G 1 31025 0 0 -G 1 31026 0 0 -* -M 1 31012 1 31070 LOADS BARTENDER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -G 1 31027 0 0 -* -M 1 31013 1 31077 LOADS DWARF GUILDMASTER -* -M 1 31014 1 31084 LOADS KENDER GUILDMASTER -* -M 1 31027 1 31088 LOADS HUMAN GUILDMASTER -* -M 1 31026 1 31092 LOADS ILL GUILDMASTER -* -M 1 31028 1 31099 LOADS AVIAN GUILDMASTER -* -M 1 31015 1 31037 LOADS Dryad WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31016 1 31061 LOADS ELVEN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31017 1 31078 LOADS DWARVEN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31018 1 31085 LOADS KENDER WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31029 1 31091 LOADS ILLITHID WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31030 1 31089 LOADS HUMAN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31031 1 31098 LOADS AVIAN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -* -M 1 31024 1 31000 LOADS CLAUDE -E 1 31030 0 6 WEARS MASK -O 1 31029 0 31000 LOADS GUILLOTINE -O 1 31021 0 31000 LOADS FOUNTAIN -O 1 31021 0 31012 LOADS FOUNTAIN -* -M 1 31025 1 31079 LOADS AOD -G 1 31028 0 0 GIVES AOD PSYCHEDELIC POTION -* -M 1 31033 3 31074 LOADS CITIZENS -M 1 31033 3 31094 LOADS CITIZENS -M 1 31034 3 31065 LOADS CITIZENS -M 1 31034 3 31014 LOADS CITIZENS -M 1 31035 3 31013 LOADS KIDS -* -M 1 31036 6 31073 LOADS JANITORS -* -M 1 31037 8 31080 LOADS FOOTPADS -E 1 31032 0 16 WIELDS SAP -* -M 1 31038 6 31071 LOADS DRUNKS -* -M 1 31039 3 31012 LOADS BEGGARS -* -M 1 31040 2 31082 LOADS THIEVES -* -M 1 31041 8 31051 LOADS FIDOS -* -M 1 31042 6 31081 LOADS RATS -* -M 1 31043 6 31007 LOADS CATS -* -M 1 31044 8 31000 LOADS GUARDS TO 31000 -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31046 5 31016 LOADS SENTINEL GUARDS TO INSIDE WEST GATE -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31054 8 31017 LOADS SENTINELS TO INSIDE EAST GATE -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31044 8 31046 LOADS GUARDS TO NEAR MERC -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31045 8 31054 LOADS GUARDS TO NEAR PET SHOP -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31044 8 31069 LOADS GUARDS NEAR POOR DISTRICT -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 0 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -* -M 1 31053 1 31190 LOADS SALVATORE -G 1 31045 0 0 -G 1 31046 0 0 -G 1 31047 0 0 -G 1 31048 0 0 -G 1 31049 0 0 -G 1 31050 0 0 -G 1 31051 0 0 -G 1 31052 0 0 -G 1 31053 0 0 -G 1 31054 0 0 -G 1 31055 0 0 -G 1 31056 0 0 -G 1 31057 0 0 -G 1 31058 0 0 -G 1 31059 0 0 -* -M 1 31055 1 31191 LOADS TRACEY -G 1 31060 0 0 -G 1 31061 0 0 -G 1 31062 0 0 -G 1 31063 0 0 -G 1 31064 0 0 -G 1 31065 0 0 -G 1 31066 0 0 -G 1 31067 0 0 -G 1 31068 0 0 -G 1 31069 0 0 -G 1 31070 0 0 -G 1 31071 0 0 -G 1 31072 0 0 -G 1 31073 0 0 -G 1 31074 0 0 -G 1 31075 0 0 -G 1 31076 0 0 -G 1 31077 0 0 -G 1 31078 0 0 -G 1 31079 0 0 -G 1 31080 0 0 -* -M 1 31056 1 31194 LOADS DARKLING GUILDMASTER -* -O 1 31082 1 31196 -O 1 31083 1 31197 -O 1 31084 1 31198 -* -M 1 31057 1 31199 loads alix -* -M 1 31058 1 31320 loads clea -* -M 1 31059 1 31321 loads xanafax -G 1 31086 0 0 -G 1 31087 0 0 -G 1 31088 0 0 -G 1 31089 0 0 -G 1 31090 0 0 -* -M 1 31060 1 31322 loads dwart -G 1 31001 0 0 -G 1 31085 0 0 KEY FOR PORTAL CHAMBERS -* -M 1 31061 1 31323 loads thom the enhancer -* -M 1 31062 1 31071 loads merchant -* -S - - -#SHOPS -31003 9 28 0 0 0 150 80 0 23 -31004 5 29 30 0 0 150 80 0 23 -31005 0 0 0 0 0 150 80 0 23 -31006 2 3 4 10 26 150 80 0 23 -31008 0 0 0 0 0 150 50 0 23 -31010 15 13 8 1 12 150 80 0 23 -31011 19 0 0 0 0 180 20 0 23 -31012 17 0 0 0 0 180 20 0 23 -31015 17 0 0 0 0 200 0 0 23 -31016 17 0 0 0 0 200 0 0 23 -31017 17 0 0 0 0 200 0 0 23 -31018 17 0 0 0 0 200 0 0 23 -31025 5 9 10 15 13 180 20 0 23 -31029 17 0 0 0 0 200 0 0 23 -31030 17 0 0 0 0 200 0 0 23 -31031 17 0 0 0 0 200 0 0 23 -31053 19 0 0 0 0 180 20 0 23 -31054 19 0 0 0 0 180 20 0 23 -31055 0 0 0 0 0 180 20 0 23 -31059 2 3 4 13 18 150 50 0 23 -31060 18 0 0 0 0 150 50 0 23 -0 - -#SPECIALS -M 31000 spec_cast_adept -M 31014 spec_thief -M 31018 spec_thief -M 31024 spec_executioner -M 31036 spec_janitor -M 31040 spec_thief -M 31041 spec_fido -M 31042 spec_fido -M 31044 spec_guard -M 31045 spec_guard -M 31046 spec_guard -S -#TRIGGERS -R 31000 trigr_bounce -M 31000 trigm_alive -M 31001 trigm_alive -M 31002 trigm_repair -M 31003 trigm_alive -M 31004 trigm_alive -M 31005 trigm_alive -M 31006 trigm_alive -M 31007 trigm_identify -M 31008 trigm_alive -M 31009 trigm_alive -M 31010 trigm_alive -M 31011 trigm_alive -M 31012 trigm_alive -M 31013 trigm_alive -M 31014 trigm_alive -M 31015 trigm_alive -M 31016 trigm_alive -M 31017 trigm_alive -M 31018 trigm_alive -M 31019 trigm_alive -M 31020 trigm_alive -M 31021 trigm_alive -M 31022 trigm_alive -M 31023 trigm_alive -M 31024 trigm_alive -M 31025 trigm_alive -M 31026 trigm_alive -M 31027 trigm_alive -M 31028 trigm_alive -M 31029 trigm_alive -M 31030 trigm_alive -M 31031 trigm_alive -M 31032 trigm_alive -M 31033 trigm_alive -M 31034 trigm_alive -M 31035 trigm_alive -M 31036 trigm_alive -M 31037 trigm_alive -M 31038 trigm_alive -M 31039 trigm_alive -M 31040 trigm_alive -M 31041 trigm_alive -M 31042 trigm_alive -M 31043 trigm_alive -M 31044 trigm_alive -M 31045 trigm_alive -M 31046 trigm_alive -M 31047 trigm_alive -M 31048 trigm_alive -M 31049 trigm_alive -M 31050 trigm_alive -M 31051 trigm_alive -M 31052 trigm_alive -M 31053 trigm_alive -M 31057 trigm_uncurse -M 31058 trigm_recharge -M 31062 trigm_alive -S -#$ - diff --git a/data/realm/areas_merc/tcwnn2.are b/data/realm/areas_merc/tcwnn2.are deleted file mode 100644 index 95d7e64..0000000 --- a/data/realm/areas_merc/tcwnn2.are +++ /dev/null @@ -1,3367 +0,0 @@ -#AREA {50 65} Yaegar The Walls of Anon~ - -#MOBILES -#31200 -east wall guard~ -an east wall guard~ -An east wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -8|64 128|512|8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31201 -south wall guard~ -a south wall guard~ -A south wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -8|64 128|512|8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31202 -north wall guard~ -a north wall guard~ -A north wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -8|64 128|512|8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31203 -west wall guard~ -an west wall guard~ -An west wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -8|64 128|512|8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31204 -guard captain east wall~ -the east wall guard captain~ -The east wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -2|8|64 4|8|16|32|128|512|8192 800 S -55 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31205 -guard captain south wall~ -the south wall guard captain~ -The south wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -2|8|64 4|8|16|32|128|512|8192 800 S -55 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31206 -guard captain north wall~ -the north wall guard captain~ -The north wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -2|8|64 4|8|16|32|128|512|8192 800 S -55 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31207 -guard captain west wall~ -the west wall guard captain~ -The west wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -2|8|64 4|8|16|32|128|512|8192 800 S -55 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31208 -knight~ -a knight~ -A well-armored knight strolls the battlements. -~ -The knights of Anon are a well-respected and renowned order that has been -in existence for 15 generations. However constant wars and incursions of -chaos have severely depleted their numbers, and now very few remain. -~ -2|8|64 4|8|16|32|128|512|8192 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31209 -battle mage~ -an elven battle mage~ -An elven battle mage stands ready. -~ -While Elves are not by nature particularly interested in war or soldiering, -there are, as in all races, "black sheep" who feel the call to arms as -keenly as any Dwarven or Human mercenary. These few become mercenaries or -adventurers. Some of them, such as this fellow, labor for the forces of -good, if the price is right. -~ -2|8|64 4|8|16|32|512|524288 400 S -56 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31210 -marshal~ -the marshal~ -The marshal of the guards marches back and forth, inspecting his men. -~ -This ancient veteran is clad in an immaculate uniform that sports more -medals than it does material. He marches proudly along, constantly on -duty, ever eager to make sure order is maintained on HIS walls. -~ -2|8|64 4|8|16|32|128|512|8192 800 S -62 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31211 -crossbowman~ -a crossbowman~ -A crossbowman patrols here, alert for invaders. -~ -The crossbowmen of the city of Anon are renowned for their marksmanship -across the land. Only the very best can ever hope to join their elite -ranks. -~ -2|8|64 512|8192 400 S -48 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31212 -smith~ -the guard smith~ -The wall guard smith grunts at you. -~ -This doughty dwarf spends all his time repairing damaged equipment. He isn't -one for much conversation. -~ -2|8|64 4|8|16|32|128|512|8192 0 S -59 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31213 -spectre~ -a vile spectre~ -A vile spectre lunges at you. -~ -This is the evil soul of a vile sergeant-at-arms who imprisoned the young -girl here who eventually slew him, dying herself in the process. He has been -condemned to remain here for eternity in punishment for his sins. -~ -2|8|32|64 4|8|16|32|128|512|8192|32768|524288 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#31214 -ghost~ -a ghost~ -A nearly-insubstantial ghost flits silently about. -~ -This is the tormented soul of an innocent peasant girl, captured and dragged -here by a wicked guard intent on marrying her. She slew him while trying to -escape, but died herself in the process, slipping in his blood and breaking -her neck. Her spirit remains here, tormented by its misery. -~ -2|8|64|128 2|4|8|16|32|128|512|8192|32768|65536|524288 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#31215 -priestess~ -a priestess of Lenny~ -A priestess of Lenny is here tending to the sick. -~ -This kind woman cures the injuries and ailments of the city guards. She -smiles at you as you enter, and bids you state your injuries so she can -heal them. -~ -2|8|64|2048 4|8|16|32|128|512|8192 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#31216 -worker~ -a burly worker~ -A burly worker shoves a heavy barrel onto a scow. -~ -These burly fellows would be a tough foe in a barroom brawl. They have more -tattoos than skin, it seems, and more hair than the average Kodiak grizzly. -~ -8|64|8388608 8192 0 S -8 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31217 -sailor~ -a sailor~ -A crusty old sailor swigs from his bottle of rum. -~ -This disreputable-looking fellow is a crew member from one of the scows. He -is simply waiting till its time to go. -~ -8|64|8388608 8192 0 S -7 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#31218 -dock master~ -the dock master~ -The dock master is here checking cargo inventories. -~ -He is far too busy to speak to you. -~ -2|8|64|8388608 128 400 S -12 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#0 - -#OBJECTS -#31200 -sword longsword~ -an ornate Longsword~ -An ornate Longsword is lying here.~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#31201 -breastplate plate~ -an ornate Breastplate~ -An ornate Breastplate with a black and gold coat of arms is lying here.~ -~ -9 0 1|8 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -15 -#31202 -bracer~ -an ornate Bracer~ -An ornate Bracer with a black and gold coat of arms is lying here.~ -~ -9 0 1|4096 -0 0 0 0 -15 0 0 -A -2 2 -A -18 2 -#31203 -cloak~ -a black cloak with gold trim~ -A black cloak with Gold Trim is lying here.~ -~ -9 0 1|4 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -15 -#31204 -helm~ -an ornate helm~ -An ornate helm bearing a black and gold coat of arms lies here.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -20 -A -25 2 -#31205 -shield~ -an ornate shield~ -A shield bearing the crest of the House of Lenny lies here.~ -~ -9 0 1|512 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#31206 -spear~ -a throwing spear~ -A sturdy throwing spear has been thrust into the ground here.~ -~ -30 64 1|8192|16384 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#31207 -ring~ -a signet ring~ -A signet ring that identifies the wearer as a trusted wall guard lies here.~ -~ -9 1|2 1|2 -0 0 0 0 -1 0 0 -A -2 3 -A -17 -25 -A -18 2 -A -19 2 -A -25 2 -#31208 -suit plate mail~ -a suit of plate mail~ -A suit of heavy plate mail is piled up here.~ -~ -9 1024 1|8 -0 0 0 0 -50 0 0 -A -2 -2 -A -17 -45 -#31209 -broadsword~ -a finely-made broadsword~ -A knight's broadsword lies here.~ -~ -5 1|64|1024 1|8192 -0 0 0 3 -10 0 0 -A -18 8 -A -19 8 -#31210 -shield~ -a knight's shield~ -A knight's shield lies here.~ -~ -9 1024 1|512 -0 0 0 0 -10 0 0 -A -17 -20 -A -23 -3 -A -24 -3 -#31211 -helm~ -a knight's helm~ -A knight's helm lies here.~ -~ -9 1024 1|16 -0 0 0 0 -5 0 0 -A -4 3 -#31212 -gauntlets~ -a pair of mail gauntlets~ -A pair of mail gauntlets lie here.~ -~ -9 64|1024 1|16 -0 0 0 0 -4 0 0 -A -1 2 -A -18 2 -A -19 3 -#31213 -ring~ -a holy signet ring~ -A holy signet ring lies here.~ -~ -9 1|2|64|1024 1|2 -0 0 0 0 -10 0 0 -A -25 5 -#31214 -marshal uniform~ -the marshal's uniform~ -The marshal's uniform lies here, neatly pressed.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -18 3 -A -19 3 -#31215 -swagger stick~ -the marshal's swagger stick~ -The marshal's swagger stick lies here.~ -~ -3 1|2|1024 1|16384 -60 1 1 24 -1 0 0 -#31216 -beacon~ -a wall beacon~ -This beacon illuminates the walls for guards patrolling at night.~ -~ -1 64 1|65536 -0 0 -1 0 -5 0 0 -A -25 1 -#31217 -pot boiling oil~ -a pot of boiling oil~ -A pot of boiling oil bubbles away here.~ -~ -12 1 0 -0 0 0 0 -100 0 0 -E -pot boiling oil~ -It is far too heavy to lift.~ -#31218 -murderhole murder hole~ -a murder hole~ -A murder hole is in the middle of the floor here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -murder hole~ -A small square hole with a series of metal bars across it through which -boiling oil can be poured onto attackers below.~ -#31219 -crossbow~ -a crossbow~ -A finely-crafted crossbow lies here.~ -~ -5 0 1|32768 -0 0 0 11 -10 0 0 -A -18 6 -#31220 -chainmail~ -a suit of chainmail~ -A suit of chainmail lies here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -5 2 -#31221 -leather leggings~ -a pair of leather leggings~ -A pair of leather leggings lie here.~ -~ -9 0 1|32 -0 0 0 0 -5 0 0 -A -13 25 -#31222 -leather wristguard~ -a crossbowman's leather wristguard~ -A strip of hardened leather lies here.~ -~ -9 0 1|4096 -0 0 0 0 -1 0 0 -#31223 -scroll~ -a torn scroll~ -~ -~ -2 0 1|16384 -50 59 0 0 -1 0 0 -#31224 -key~ -an old key~ -An old key lies here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -A -25 2 -E -key~ -This key is inscribed with silvery runes. -~ -#31225 -scroll~ -an old scroll~ -An old scroll has been left here, neatly rolled and sealed.~ -~ -2 64 1|16384 -60 65 65 65 -1 0 0 -A -4 3 -E -scroll~ -The scroll reads- - -"Use the power of this scroll to help send the foul sergeant's spectre -to the oblivion it deserves. Unlock the tower and enter. Be not weak of -heart nor of sinew- the spectre is ancient and very powerful. Only the -strongest shall pervail! You will find a key to break the mystic portal, -use it well" -~ -#31226 -footlocker~ -a footlocker~ -A footlocker rests near a bed.~ -~ -15 0 0 -100 1 0 0 -10 0 0 -E -footlocker~ -It is bolted to the floor. Perhaps its contents are easier to abscond with. -~ -#31227 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of these walls hangs here.~ -~ -8 1 1|16384 -0 0 0 0 -25 50000 0 -A -25 1 -#31228 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Midgaard hangs here.~ -~ -8 1 1|16384 -0 0 0 0 -25 50000 0 -A -25 1 -#31229 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Malathar hangs here.~ -~ -8 1 1|16384 -0 0 0 0 -25 50000 0 -A -25 1 -#31230 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Freeport hangs here.~ -~ -8 1 1|16384 -0 0 0 0 -25 50000 0 -A -25 1 -#31231 -belaying pin~ -a belaying pin~ -A belaying pin lies here.~ -~ -5 0 1|8192 -0 0 0 7 -5 0 0 -#31232 -barrel ale~ -a barrel of ale~ -A barrel of ale sits here, ready to be transported.~ -~ -17 0 1 -25 25 3 0 -25 0 0 -#31233 -barrel~ -an empty barrel~ -An empty barrel rests here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#31234 -lantern~ -a lantern~ -A lantern sits here.~ -~ -1 0 1|65536 -0 0 200 0 -2 25 0 -#31235 -rope~ -a coiled rope~ -A coil of rope lies here.~ -~ -9 0 1|2048 -0 0 0 0 -2 200 0 -A -5 2 -#31236 -backpack~ -a leather backpack~ -A leather backpack sits here.~ -~ -15 0 1|8 -100 1 0 0 -2 0 0 -#31237 -cloth~ -a bolt of cloth~ -A bolt of cloth lies on the floor here.~ -~ -8 0 1 -0 0 0 0 -5 250 0 -#31238 -key~ -a warehouse key~ -A warehouse key is here.~ -~ -18 0 1|16384 -0 0 0 0 -1 250 0 -#31239 -scow~ -a scow~ -A scow is moored here.~ -~ -15 262144|524288 0 -10000 0 0 1 -1000 0 0 -#31240 -cutlass~ -a cutlass~ -A cutlass lies here.~ -~ -5 0 1|8192 -0 0 0 3 -7 0 0 -#31241 -ring wizardry~ -a ring of wizardry~ -A ring of wizardry has been left here.~ -~ -9 1|64 1|2 -0 0 0 0 -1 0 0 -A -3 2 -A -12 50 -#31242 -staff power~ -a staff of power~ -A staff of power rests on the floor here.~ -~ -4 1|64 1|16384 -55 25 25 30 -1 0 0 -A -12 25 -A -17 -20 -#31243 -robe magi~ -a white robe of the magi~ -A white robe of the magi lies here.~ -~ -28 1|64|1024 1|1024 -0 0 0 0 -5 0 0 -A -2 1 -A -12 20 -A -13 20 -A -17 -20 -A -18 1 -A -19 1 -A -25 2 -#31244 -boots speed~ -a pair of boots of speed~ -A pair of boots of speed lie here.~ -~ -9 1|64 1|64 -0 0 0 0 -2 0 0 -A -2 3 -A -14 100 -A -17 -10 -#31245 -invincible plate~ -a suit of invincible plate~ -A suit of invincible plate lies here.~ -~ -9 2|4|16|32|64|128|512|2048|4096 1|8 -20 0 0 0 -25 0 0 -A -1 4 -A -5 4 -A -17 -25 -A -23 -3 -A -24 -3 -A -25 -5 -#0 - -#ROOMS -#31200 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A spiral staircase winds its way up to the next floor in one -corner. A fire burns merrily away in a hearth to the east, the smoke -escaping through a small shaft that runs up one side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31202 -S -#31201 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A set of dominos and a small pile of silver pieces suggest that -a friendly game between some guards was recently in progress. It seems the -guards were called away in a hurry, for they left their winnings behind. A -spiral staircase winds its way up to the next floor in one corner. -~ -0 8 0 -D0 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31207 -S -#31202 -Inside the North Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. -~ -0 8 0 -D0 -~ -~ -1 0 31203 -D2 -~ -~ -1 0 31216 -D4 -~ -~ -0 -1 31226 -S -#31203 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31204 -D2 -~ -~ -1 0 31202 -S -#31204 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31205 -D2 -~ -~ -0 -1 31203 -S -#31205 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the northwest tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31206 -D2 -~ -~ -0 -1 31204 -S -#31206 -Northwest Tower~ -This massive circular tower rises at the northwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4|8 0 -D1 -~ -~ -1 0 31230 -D2 -~ -~ -1 0 31205 -D4 -~ -~ -0 -1 31256 -D5 -~ -~ -0 -1 31252 -S -#31207 -Inside the South Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. A pile of -old weapons lies in one corner, waiting to me removed. -~ -0 8 0 -D0 -~ -~ -1 0 31216 -D2 -~ -~ -1 0 31208 -D4 -~ -~ -0 -1 31227 -S -#31208 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the south tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31207 -D2 -~ -~ -0 -1 31209 -S -#31209 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31208 -D2 -~ -~ -0 -1 31210 -S -#31210 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the northwest tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31209 -D2 -~ -~ -1 0 31211 -S -#31211 -Southwest Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. - -You hear the ringing of metal against metal coming from below, and feel a -sudden wave of heat, as if from a furnace. -~ -0 4|8 0 -D1 -~ -~ -1 0 31241 -D0 -~ -~ -1 0 31210 -D4 -~ -~ -0 -1 31258 -D5 -~ -~ -0 -1 31254 -S -#31212 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. Several pewter mugs half-full -of the local brew sit about near a game of draughts. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31214 -S -#31213 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. A small cat purrs contentedly near the fire. -~ -0 8 0 -D0 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31215 -S -#31214 -Inside the North Tower, East Gatehouse~ -You are standing inside the north tower at the east gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. -~ -0 8 0 -D0 -~ -~ -1 0 31218 -D2 -~ -~ -1 0 31217 -D4 -~ -~ -0 -1 31228 -S -#31215 -Inside the South Tower, East Gatehouse~ -You are standing inside the south tower at the east gatehouse. Doors lead -south into the passages that run through the city walls, and north into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. There is some writing on the wall here. -~ -0 8 0 -D0 -~ -~ -1 0 31217 -D2 -~ -~ -1 0 31222 -D4 -~ -~ -0 -1 31229 -E -writing wall~ -The writing says- - -"Now my charms are all o'erthrown, and what strength I have's mine own; - which is most faint; now, 'tis true, I must be here confined by you, or - send to Naples. Let me not, since I have my dukedom got and pardon'd the - deceiver dwell in this bare siland by your spell; but release me from my - bands with the help fo your good hands. Gentle breath of yours my sails - must fill, or else my project fails, which was to please. Now I want spirits - to enforce, art to enchant; and my ending is despair, unless I be reliev'd - by prayer, which pierces so that it assaults mercy itself and frees all - faults. As you from crimes would pardon'd be, let your indulgence set me - free". (The Tempest, Epilogue) -~ -S -#31216 -The Gatehouse~ -You are standing in the gatehouse that houses the great western mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the plains of -western Anon, and beyond them an impenetrable mountain range. -~ -0 8 0 -D0 -~ -~ -1 0 31202 -D2 -~ -~ -1 0 31207 -S -#31217 -The Gatehouse~ -You are standing in the gatehouse that houses the great eastern mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the forbidding plains -of blood. -~ -0 8 0 -D0 -~ -~ -1 0 31214 -D2 -~ -~ -1 0 31215 -S -#31218 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31219 -D2 -~ -~ -1 0 31214 -S -#31219 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31220 -D2 -~ -~ -0 -1 31218 -S -#31220 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into northeast tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31221 -D2 -~ -~ -0 -1 31219 -S -#31221 -Northeast Tower~ -This massive circular tower rises at the northeast corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4|8 0 -D2 -~ -~ -1 0 31220 -D3 -~ -~ -1 0 31240 -D4 -~ -~ -0 -1 31257 -D5 -~ -~ -0 -1 31253 -S -#31222 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31215 -D2 -~ -~ -0 -1 31223 -S -#31223 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31222 -D2 -~ -~ -0 -1 31224 -S -#31224 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into southeast tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31223 -D2 -~ -~ -1 -1 31225 -S -#31225 -Southeast Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4|8 0 -D0 -~ -~ -1 0 31224 -D3 -~ -~ -1 0 31251 -D4 -~ -~ -0 -1 31259 -D5 -~ -~ -0 -1 31255 -S -#31226 -North Tower, Western Gatehouse~ -You are in the north tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31270 -D2 -~ -~ -1 0 31268 -D4 -~ -~ -0 -1 31260 -D5 -~ -~ -0 -1 31202 -S -#31227 -South Tower, Western Gatehouse~ -You are in the south tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31268 -D2 -~ -~ -1 0 31271 -D4 -~ -~ -0 -1 31261 -D5 -~ -~ -0 -1 31207 -S -#31228 -North Tower, Eastern Gatehouse~ -You are in the north tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31272 -D2 -~ -~ -1 0 31269 -D4 -~ -~ -0 -1 31262 -D5 -~ -~ -0 -1 31214 -S -#31229 -South Tower, Eastern Gatehouse~ -You are in the south tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31269 -D2 -~ -~ -1 0 31273 -D4 -~ -~ -0 -1 31263 -D5 -~ -~ -0 -1 31215 -S -#31230 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into northwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31231 -D3 -~ -~ -1 0 31206 -S -#31231 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31232 -D3 -~ -~ -0 -1 31230 -S -#31232 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31233 -D3 -~ -~ -0 -1 31231 -S -#31233 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31234 -D3 -~ -~ -0 -1 31232 -S -#31234 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31235 -D3 -~ -~ -0 -1 31233 -S -#31235 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31236 -D3 -~ -~ -0 -1 31234 -S -#31236 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31237 -D3 -~ -~ -0 -1 31235 -S -#31237 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31238 -D3 -~ -~ -0 -1 31236 -S -#31238 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31239 -D3 -~ -~ -0 -1 31237 -S -#31239 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31240 -D3 -~ -~ -0 -1 31238 -S -#31240 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads east into northeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31221 -D3 -~ -~ -0 -1 31239 -S -#31241 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into southwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31242 -D3 -~ -~ -1 0 31211 -S -#31242 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31243 -D3 -~ -~ -0 -1 31241 -S -#31243 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31244 -D3 -~ -~ -0 -1 31242 -S -#31244 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31245 -D3 -~ -~ -0 -1 31243 -S -#31245 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31246 -D3 -~ -~ -0 -1 31244 -S -#31246 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31247 -D3 -~ -~ -0 -1 31245 -S -#31247 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31248 -D3 -~ -~ -0 -1 31246 -S -#31248 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31249 -D3 -~ -~ -0 -1 31247 -S -#31249 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31250 -D3 -~ -~ -0 -1 31248 -S -#31250 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31251 -D3 -~ -~ -0 -1 31249 -S -#31251 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door to the east leads into southeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31225 -D3 -~ -~ -0 -1 31250 -S -#31252 -Base of Northwest Tower~ -You have reached the bottom of Northwest tower, the huge tower at the -northwestern corner of the walls of the City of Anon. It appears to serve -as some sort of storage area, being as it is full of weapons and armor. -There are no visible exits, besides the staircase back up. -~ -0 1|4|8 0 -D4 -~ -~ -0 -1 31206 -S -#31253 -Base of Northeast Tower~ -This room is dusty and full of cobwebs. It probably hasn't been entered in -ages. Coughing, you make your way through a jumble of debris, looking for -another exit, but you find none. You do spy several torn scraps of what -looks like scrolls scattered about, though. -~ -0 1|4|8 0 -D4 -~ -~ -0 -1 31221 -S -#31254 -Base of Southwest Tower~ -This chamber serves as quarters for the wall guard smith. He spends most of -his day down here in this smithy, repairing the damaged equipment of the -guards. He may even repair yours. -~ -0 8 0 -D4 -~ -~ -0 -1 31211 -S -#31255 -Base of Southeast Tower~ -This rooms is totally devoid of furniture, and looks to have been swept -recently. Wonder what it will be used for...? -~ -0 1|4|8 0 -D4 -~ -~ -0 -1 31225 -S -#31256 -Northwest Tower~ -You are inside the northwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and south out onto the battlements. -~ -0 4|8 0 -D1 -~ -~ -1 0 31286 -D2 -~ -~ -1 0 31276 -D4 -~ -~ -0 -1 31308 -D5 -~ -~ -0 -1 31206 -S -#31257 -Northeast Tower~ -You are inside the northwest tower of the walls of Anon. From the look of it -it hasn't been cleaned in ages. A bolted iron trapdoor blocks the staircase -leading up. How odd... -~ -0 1|4|8 0 -D2 -~ -~ -1 0 31285 -D3 -~ -~ -1 0 31296 -D4 -As you look closer, you notice the door is lined with silver runes... -~ -door trapdoor up~ -1 31224 31311 -D5 -~ -~ -0 -1 31221 -S -#31258 -Southwest Tower~ -You are inside the southwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and north out onto the battlements. -~ -0 4|8 0 -D0 -~ -~ -1 0 31279 -D1 -~ -~ -1 0 31297 -D4 -~ -~ -0 -1 31309 -D5 -~ -~ -0 -1 31211 -S -#31259 -Southeast Tower~ -You are inside the southeast tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -west and north out onto the battlements. -~ -0 4|8 0 -D0 -~ -~ -1 0 31282 -D3 -~ -~ -1 0 31307 -D4 -~ -~ -0 -1 31310 -D5 -~ -~ -0 -1 31225 -S -#31260 -North Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31264 -D5 -~ -~ -0 -1 31226 -S -#31261 -South Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31265 -D5 -~ -~ -0 -1 31227 -S -#31262 -North Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31267 -D5 -~ -~ -0 -1 31228 -S -#31263 -South Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31266 -D5 -~ -~ -0 -1 31229 -S -#31264 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31260 -S -#31265 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31261 -S -#31266 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31263 -S -#31267 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31262 -S -#31268 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the western gatehouse. Below, you can see -travellers making their way into and out of the city. -~ -0 0 1 -D0 -~ -~ -1 0 31226 -D2 -~ -~ -1 0 31227 -S -#31269 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the eastern gatehouse. Below, you can see -travellers making their way into and out of the city. Looking west, you -see smoke rising from the blasted terrain of the plains of blood, and -wonder if there is another raiding party coming. -~ -0 0 1 -D0 -~ -~ -1 0 31228 -D2 -~ -~ -1 0 31229 -S -#31270 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door to the south leads into the north tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31274 -D2 -~ -~ -1 0 31226 -S -#31271 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the north leads into the southern tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31227 -D2 -~ -~ -0 -1 31277 -S -#31272 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the south leads into the northern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31283 -D2 -~ -~ -1 0 31228 -S -#31273 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the north leads into the southern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31229 -D2 -~ -~ -0 -1 31280 -S -#31274 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. -~ -0 0 1 -D0 -~ -~ -0 -1 31276 -D2 -~ -~ -0 -1 31270 -S -#31275 -The Anon Docks~ -This collection of buildings serves as the dock for the city on the Anon -River. As most of the city's trade comes in by caravan, the docks are not -very large. -~ -0 0 1 -D0 -~ -~ -0 -1 31028 -D2 -~ -~ -0 -1 31278 -D3 -~ -~ -0 -1 31281 -S -#31276 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door leads into northwest tower north of here. -~ -0 0 1 -D0 -~ -~ -1 -1 31256 -D2 -~ -~ -0 -1 31274 -S -#31277 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. -~ -0 0 1 -D0 -~ -~ -1 0 31271 -D2 -~ -~ -0 -1 31279 -S -#31278 -The Pier~ -Several small punts and a couple of larger scows are moored at the jetty -here. A couple of burly laborers work at moving several heavy barrels onto -one of the scows. They grunt in greeting as you watch. -~ -0 0 1 -D0 -~ -~ -0 -1 31275 -D2 -~ -~ -0 -1 17454 -S -#31279 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the south leads into southwest tower. -~ -0 0 1 -D0 -~ -~ -0 0 31277 -D2 -~ -~ -1 -1 31258 -S -#31280 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. -~ -0 0 1 -D0 -~ -~ -0 -1 31273 -D2 -~ -~ -0 -1 31282 -S -#31281 -Warehouses~ -You are standing outside several warehouses. Most of them are boarded up and -empty. However, there is one to the south that appears to be still in use. -~ -0 0 1 -D1 -~ -~ -0 -1 31275 -D2 -~ -~ -1 31238 31284 -S -#31282 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the south leads into southeast tower. -~ -0 0 1 -D0 -~ -~ -0 0 31280 -D2 -~ -~ -1 -1 31259 -S -#31283 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. -~ -0 0 1 -D0 -~ -~ -0 -1 31285 -D2 -~ -~ -0 -1 31272 -S -#31284 -A Warehouse~ -This warehouse is filled with general goods such as coils of rope, piles of -cheap cloth, barrels of ale and wine, lanterns, flasks of oil, jars of -spices and dried meats. There is a sweet aroma in the air. -~ -0 1|8 0 -D0 -~ -~ -1 31238 31281 -S -#31285 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the north leads into northwest tower. There is a sign tacked to it. -~ -0 0 1 -D0 -The sign reads- "KEEP OUT! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D2 -~ -~ -0 0 31283 -S -#31286 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads west into northwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31287 -D3 -~ -~ -1 0 31256 -S -#31287 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31288 -D3 -~ -~ -0 -1 31286 -S -#31288 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31289 -D3 -~ -~ -0 -1 31287 -S -#31289 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31290 -D3 -~ -~ -0 -1 31288 -S -#31290 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31291 -D3 -~ -~ -0 -1 31289 -S -#31291 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31292 -D3 -~ -~ -0 -1 31290 -S -#31292 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31293 -D3 -~ -~ -0 -1 31291 -S -#31293 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31294 -D3 -~ -~ -0 -1 31292 -S -#31294 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31295 -D3 -~ -~ -0 -1 31293 -S -#31295 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31296 -D3 -~ -~ -0 -1 31294 -S -#31296 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads east into northeast tower. There is a sign tacked to it. -~ -0 0 1 -D1 -The sign says- "Keep Out! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D3 -~ -~ -0 -1 31295 -S -#31297 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the west leads into southwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31298 -D3 -~ -~ -1 0 31258 -S -#31298 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31299 -D3 -~ -~ -0 -1 31297 -S -#31299 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31300 -D3 -~ -~ -0 -1 31298 -S -#31300 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31301 -D3 -~ -~ -0 -1 31299 -S -#31301 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31302 -D3 -~ -~ -0 -1 31300 -S -#31302 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31303 -D3 -~ -~ -0 -1 31301 -S -#31303 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31304 -D3 -~ -~ -0 -1 31302 -S -#31304 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31305 -D3 -~ -~ -0 -1 31303 -S -#31305 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31306 -D3 -~ -~ -0 -1 31304 -S -#31306 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31307 -D3 -~ -~ -0 -1 31305 -S -#31307 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the east leads into southeast tower. -~ -0 0 1 -D1 -~ -~ -1 -1 31259 -D3 -~ -~ -0 -1 31306 -S -#31308 -Northwest Tower~ -This room serves as the quarters of the commanders of the north and west -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31312 -D5 -~ -~ -0 -1 31256 -S -#31309 -Southwest Tower~ -This room serves as quarters to the Knights of the Grand and Holy Order of -Anon assigned to wall guard duty. This room resembles a chapel more than -anything, with two small cots arranged near an altar bearing a chalice and -a ewer. A tapestry hangs on one wall, depicting knights receiving blessings -from Lenny. -~ -0 8 0 -D4 -~ -~ -0 -1 31314 -D5 -~ -~ -0 -1 31258 -S -#31310 -Southeast Tower~ -This room serves as the quarters of the commanders of the south and east -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31316 -D5 -~ -~ -0 -1 31259 -S -#31311 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1|8|8192 0 -D4 -~ -~ -0 -1 31318 -D5 -~ -~ -1 31224 31257 -S -#31312 -The Top of Northwest Tower~ -This room is the quarters of the Guards Provost-Marshal, Glenwellucan Mad- -Llleweleucam. He is a rather senile old veteran of more wars than he could -possibly count. The room is littered with memorabilia, probably worth a -fortune to a collector, but useless to you. Then again, maybe not... -~ -0 8 0 -D4 -~ -~ -1 0 31313 -D5 -~ -~ -0 -1 31308 -S -#31313 -The Roof of Northwest Tower~ -The Marshal uses this area as a relaxation area. There is a deckchair and -a small table, for use on sunny days- the Marshal sports a very healthy -tan. An umbrella lies folded up next to a bookcase with several tattered -magazines. -~ -0 0 1 -D5 -~ -~ -1 0 31312 -S -#31314 -The Battlemages' Quarters~ -Here reside the battlemages currently in the employ of the City. As they -spend little free time doing anything but meditating or learning new spells, -this room has little of interest. There is a bookcase full of scrolls, but -none of them are magical. -~ -0 8 0 -D4 -~ -~ -1 0 31315 -D5 -~ -~ -0 -1 31309 -S -#31315 -The Roof of Southwest Tower~ -This roof is totally featureless. Peering through the crenelations, you -get a good view of southwestern Anon, though. Due south lies the cursed -forest wherein a Witches' Coven is supposed to exist, and beyond that lies -the fabled elemental canyon. -~ -0 0 1 -D5 -~ -~ -1 0 31314 -S -#31316 -The Healing Chambers~ -In this room, generous priests and priestesses of Lenny give up their time -to tend to the illnesses of the city guards. They will tend to others' -injuries as well, for a fee. Such is the way of Lenny. -~ -0 8 0 -D4 -~ -~ -1 0 31317 -D5 -~ -~ -0 -1 31310 -S -#31317 -The Roof of Southeast Tower~ -This roof has been recently swept clean, and a stone altar erected to the -Gods. The sun is caught by a reflecting crystal so that it shines directly -onto the altar at all times during the day. The effect is quite splendid. -You feel totally at ease in this place. -~ -0 1024 0 -D5 -~ -~ -1 0 31316 -S -#31318 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1|8|8192 0 -D4 -~ -~ -1 31224 31319 -D5 -~ -~ -1 31224 31311 -S -#31319 -The Roof of the Cursed Northeast Tower~ -This roof has not bee visited in a long time. The trapdoor is covered in -silvery mystic runes, as is the stone around it. A chill wind blows here, -at all times, and birds have been known to die when flying too close. It -is truly a cursed place. -~ -0 1|8192 1 -D5 -~ -~ -1 31224 31318 -S - -#0 - - -#RESETS -M 1 31200 4 31274 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31200 4 31227 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31200 4 31277 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31201 4 31297 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31302 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31307 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31202 4 31286 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31296 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31203 4 31283 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31203 4 31280 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31203 4 31269 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31204 1 31308 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31205 1 31300 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31206 1 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31207 1 31310 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -* -M 1 31208 1 31309 -E 1 31208 1 5 -E 1 31209 1 16 -E 1 31210 1 11 -E 1 31211 1 6 -E 1 31212 1 9 -E 1 31213 1 1 -* -M 1 31209 1 31314 -E 1 31241 1 1 -E 1 31242 1 17 -E 1 31243 1 12 -E 1 31244 1 8 -* -M 1 31210 1 31312 -E 1 31214 1 5 -E 1 31215 1 17 -* -M 1 31211 8 31205 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -M 1 31211 8 31210 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -M 1 31211 8 31220 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -M 1 31211 8 31225 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -M 1 31211 8 31235 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -M 1 31211 8 31246 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -* -M 1 31212 1 31254 LOADS SMITH -* -M 1 31213 1 31318 -E 1 31245 1 5 -* -M 1 31214 1 31311 -* -M 1 31215 1 31316 -* -M 1 31216 4 31278 -E 1 31231 1 16 -G 1 31232 0 0 -* -O 1 31232 1 31278 -O 1 31233 1 31278 -O 1 31232 1 31284 -O 1 31233 1 31284 -O 1 31239 1 31278 -* -O 1 31234 1 31284 -O 1 31235 1 31284 -O 1 31236 1 31284 -O 1 31237 1 31284 -* -M 1 31217 4 31275 -E 1 31240 1 16 -* -M 1 31218 1 31278 -G 1 31238 0 0 -* -O 1 31216 1 31202 -O 1 31216 1 31203 -O 1 31216 1 31205 -O 1 31216 1 31206 -O 1 31216 1 31207 -O 1 31216 1 31208 -O 1 31216 1 31210 -O 1 31216 1 31211 -O 1 31216 1 31214 -O 1 31216 1 31218 -O 1 31216 1 31215 -O 1 31216 1 31222 -O 1 31216 1 31220 -O 1 31216 1 31221 -O 1 31216 1 31224 -O 1 31216 1 31225 -O 1 31216 1 31230 -O 1 31216 1 31233 -O 1 31216 1 31236 -O 1 31216 1 31240 -O 1 31216 1 31241 -O 1 31216 1 31245 -O 1 31216 1 31248 -O 1 31216 1 31251 -O 1 31216 1 31268 -O 1 31216 1 31269 -* -O 1 31217 1 31216 -O 1 31217 1 31217 -* -O 1 31218 1 31216 -O 1 31218 1 31217 -* -O 1 31223 1 31253 -* -O 1 31226 1 31312 -P 1 31224 1 31226 -P 1 31225 1 31226 -* -O 1 31227 1 31312 -O 1 31228 1 31314 -O 1 31229 1 31316 -O 1 31230 1 31318 -* -S - -#SPECIALS -M 31200 spec_guard -M 31201 spec_guard -M 31202 spec_guard -M 31203 spec_guard -M 31204 spec_guard -M 31205 spec_guard -M 31206 spec_guard -M 31207 spec_guard -M 31208 spec_cast_cleric -M 31209 spec_cast_mage -M 31210 spec_cast_judge -M 31211 spec_cast_judge -M 31213 spec_cast_undead -M 31214 spec_cast_adept -M 31215 spec_cast_adept -S - -#$ diff --git a/data/realm/areas_merc/troy.are b/data/realm/areas_merc/troy.are deleted file mode 100644 index 36a5ef0..0000000 --- a/data/realm/areas_merc/troy.are +++ /dev/null @@ -1,3121 +0,0 @@ -#AREA {30 45} Yaegar/Aurorix Ilium~ - - -#MOBILES -#29500 -ajax~ -Ajax~ -Ajax stands proudly before you. -~ -Ajax is a mighty warrior, the most powerful of the Achaens, save for -Achilles. He is a proud man, and his pride may one day lead to his -downfall. -~ -2|8|64 128 400 S -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29501 -achilles~ -Achilles~ -Achilles sits here, sulking. -~ -Achilles is sulking in his tent due to a slight from Agamemnon. This is -unfortunate for the Achaeans, as he is their most powerful warrior. He is -favored of the gods, and possessed of supernatural defenses as he was -dipped in the Styx while a babe. He was given a choice long ago to live a -long but uneventful life, or a short but action-filled life, and he chose -the latter. -~ -2|8|64 128 500 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29502 -odysseus~ -King Odysseus~ -Odysseus, King of Ithaca, grins as he concocts another scheme. -~ -Odysseus is a powerful warrior, the strongest of the Achaens, and the most -cunning. While not the best combatant, he more than compensates for this -with his quick wits, which keep him alive long after all his allies have -died. -~ -2|8|64 8|32|128 600 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29503 -agamemnon~ -King Agamemnon~ -Agamemnon, king of Mycenae and commander of the Achaens, stands before you. -~ -Agamemnon, one of the two Atreides, is the commander-in-chief of the Greek -forces who are amassed here to "rescue" Helen from the Trojans. He is stern -and haughty, and also quite hard and unrelenting in his quest for vengeance. -~ -2|8|64 128 400 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29504 -nestor~ -King Nestor~ -Nestor, king of Pylos, smiles politely at you. -~ -Nestor is ruler of the port of Pylos, who came with a small force to aid -his allies Menelaus and Agamemnon. An elderly man, he is one of the few -to survive the Trojan War and the subsequent journey home. -~ -2|8|64 128 700 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29505 -menelaus~ -King Menelaus~ -Menelaus, King of Sparta, frowns worriedly. -~ -Menelaus, one of the Atreides, is one of the central players in this war, for -it is because of the kidnapping of his wife Helen by Paris that the Achaens -have come here. Menelaus is worried for his wife, whom he loves greatly. -~ -2|8|64 128 600 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29506 -patroclus~ -Patroclus~ -Patroclus, favorite of Achilles, stands here quietly. -~ -Patroclus is the favored err... "companion" of Achilles. Achilles cares -deeply for him, but when he goes into his sulk, Patroclus enters the field -wearing his armor, and is slain by Hector, who thinks him to be Achilles. -But that is another story. -~ -2|64 8192 780 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29507 -paris~ -Paris~ -Paris, a prince of Troy, glares arrogantly at you. -~ -Here he is, the rogue who stole away Helen from Menelaus. Paris is not a mean -or spiteful man, just a lustful one. Unfortunately his breach of the host- -guest code of behaviour will cost his whole city its existence. -~ -2|64|128 8192 200 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29508 -hector~ -Hector~ -Hector, brother of Paris, stands before you. -~ -Hector is one of the mightiest heroes of Troy, save maybe for Aeneas if you -believe Virgil. He is the favorite son of his parents, and of Troy. He is -in charge of the Trojan forces. -~ -8|64|8388608 128 400 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29509 -priam~ -King Priam~ -Priam, king of Ilium, hobbles weakly forward. -~ -Priam is the elderly king of Troy, and father of Paris and Hector. He is -too infirm to command his army in battle so that task falls to his favorite -son, Hector. -~ -2|8|64 128 500 S -31 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29510 -aeneas~ -Aeneas~ -Aeneas, champion of Troy, stands before you. -~ -Aeneas is according to Virgil the greatest of the Trojans, and the one -who escapes to found Rome. He is a powerful warrior, and a just and -honorable, if proud, man. -~ -8|64 128 500 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29511 -helen~ -Helen~ -Helen, consort of Paris and wife of Menelaus, stands here. -~ -Helen is the cause, albeit not willingly, of the war. She was "kidnapped" -by Paris, whom she developed a deep affection for due to the machinations -of Aphrodite. -~ -2|64|128 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29512 -cassandra~ -Cassandra~ -Cassandra, priestess of Apollo, foretells the fall of Troy. -~ -Cassandra is the sister of Hector and Paris. She fooled the god Apollo into -giving her the power of prophecy, which he couldn't reverse, so he cursed -her by having it that no-one would ever believe her prophecies. -~ -2|64|128 128 700 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29513 -andromache~ -Andromache~ -Andromache, the wife of Hector, stands here. -~ -Andromache is married to Hector, Ilium's favorite son. She stands here on -the walls watching her husband lead the soldiers into battle. -~ -2|64|128 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29514 -hecabe~ -Hecabe~ -Hecabe, Queen of Ilium, smiles sadly. -~ -Hecabe is the wife of Priam, and mother of Hector, Paris and Cassandra. And -that's all there is to say, really. -~ -2|64|128 8192 500 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29515 -automedon~ -Automedon~ -Automedon, squire of Achilles, stands ready here. -~ -Automedon is one of Achilles' Myrmidons, and serves as his squire. He also -serves as squire for Patroclus when he goes into battle. -~ -2|8|64 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29516 -aias~ -Aias~ -Aias stands here whining insolently. -~ -Aias was in a race for the armor of Achilles, against Odysseus, and was -tripped when he was ahead by Athena so Odysseus would win. He got a face -full of dung, and isn't happy about it. -~ -2|8|64 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29517 -chalcas~ -Chalcas~ -Chalcas, son of Thestor, prophesies about the future. -~ -Chalcas is the chief prophet and augur of the Achaen expedition, and offers -wise advice with his gods-granted powers. -~ -2|8|64 128 500 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29518 -chryseis~ -Chryseis~ -Chryseis, daughter of Chryses, weeps to herself. -~ -Chryseis was captured at Thebe by Achilles and alloted to Agamemnon. Apollo, -deity of her father, forced Agamemnon to return her. -~ -2|64|128 8192 700 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29519 -briseis~ -Briseis~ -Briseis stands here looking confused. -~ -Briseis is the source of the quarrel between Achilles and Agamemnon. When -Agamemnon was forced to return Chryseis, he took Briseis from Achilles, -who had rightfully captured her. Achilles lost face, and decided to retreat -to his tent to nurse his injured pride. -~ -2|64|128 8192 200 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#29520 -antilochus~ -Antilochus~ -Antilochus, son of Nestor, grunts in greeting. -~ -Antilochus is the brother of Thrasymedes, and the son of King Nestor of -Pylos. He is a brave and capable warrior, and loyal to his father. -~ -8|64 128 500 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29521 -thrasymedes~ -Thrasymedes~ -Thrasymedes, son of Nestor, grunts in greeting. -~ -Thrasymedes is the brother of Antilochus, and the son of King Nestor of -Pylos. He is a brave and capable warrior, and loyal to his father. -~ -8|64 128 500 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29522 -diomedes~ -King Diomedes~ -Diomedes, king of Argos, smiles and greets you. -~ -Diomedes is an affable-enough fellow, very found of Tydeus his father. He -is of even temper, and much more likeable than most of the surly Achaeans. -~ -8|64 128 800 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29523 -eurypylus~ -Eurypylus~ -Eurypylus stands ready for combat. -~ -An Achaean soldier who has seen action fighting Paris. He is unremarkable. -~ -8|64 8192 0 S -31 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29524 -idomeneus~ -King Idomeneus~ -Idomeneus, son of Deucalion and King of Crete, is one of Agamemnon's captains. -~ -Idomeneus is easily one of the most ablest officers in Agamemnon's staff, -and quite amiable to boot. He is able in command and in combat. -~ -8|64 128 600 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29525 -machaon~ -Machaon~ -Machaon, son of the famous Asclepius, tends to the sick here. -~ -Machaon, along with his brother Podaleirius, serves as chief physician to -the Achaen troops. -~ -2|8|64|2048 8192 500 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29526 -menestheus~ -Menestheus~ -Menestheus, son of Prince Peteos, leads the Athenian contingent. -~ -Menestheus is the son of Prince Peteos, ruler of Athens, and has been -sent in charge of the troops Athens sent to aid her allies. -~ -2|8|64 128 400 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29527 -meriones~ -Meriones~ -Meriones, nephew of Idomeneus, stands ready. -~ -Meriones is squire to Idomeneus, and also second in command of the Cretan -contingent. -~ -8|64 128 500 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29528 -sthenelus~ -Sthenelus~ -Sthenelus, squire of Diomedes, stands ready to assist his master. -~ -Sthenelus is an unremarkable squire. -~ -2|64|128 8192 0 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29529 -talthybius~ -Talthybius~ -Talthybius, herald of Agamemnon, stands outside the tent. -~ -He is Agamemnon's chief herald. -~ -2|64|128 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29530 -greater aias~ -the greater Aias~ -The greater Aias strings his bow and eyes you cautiously. -~ -The greater Aias is the greatest archer of all the Achaeans. He is the son -of King Telamon, the ruler of Salamis, and is thus sometimes called -Telamonian Aias. -~ -8|64 128 500 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29531 -thersites~ -Thersites~ -Thersites scratches himself and spits on the ground. -~ -A common foot soldier, Thersites is remarkable only for his unruliness, and -his big mouth, which gets him killed by Achilles eventually. -~ -64|128 0 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29532 -tleopolemus~ -Tleopolemus~ -Tleopolemus smiles grimly and readies his weapons. -~ -Tleopolemus is the son of Heracles and Astyocheia, and hails from Rhodes. -~ -8|64 128 400 S -34 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29533 -antenor~ -Antenor~ -Antenor the traitor sneaks past. -~ -Antenor was called a traitor for he advised his king to give up Helen to -the Achaeans, and when they took Ilium they spared him. He was a Trojan -noble. -~ -64|128 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29534 -deiphobus~ -Deiphobus~ -Deiphobus, another Prince of Troy, strolls past you. -~ -Deiphobus is another son of Priam and Hecabe. When Paris is slain he weds -Helen and is subsequently slain by Menelaus for his troubles. -~ -8|64 128 0 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29535 -glaucus~ -Glaucus~ -Glaucus son of Hippolochus stands here. -~ -Glaucus is second in command of the Lycian allies under Sarpedon his cousin. -~ -8|64 8192 200 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29536 -helenus~ -Helenus~ -Helenus, yet another Prince of Troy, casts an augury. -~ -Helenus is another son of Priam and Hecabe. Like Cassandra, his sister, he -has the gift of prophecy. He eventually weds Andromache. -~ -2|8|64 128 400 S -33 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29537 -neoptolemus~ -Neoptolemus~ -Neoptolemus, son of Achilles, swaggers past you. -~ -Neoptolemus may be the son of Achilles, but he isn't a patch on his father -in terms of ability or strength. -~ -64|128 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29538 -idaeus~ -Idaeus~ -Idaeus stands ready in the court. -~ -Idaeus is the herald of king Priam, his chief herald in fact. Not the most -exciting of jobs, really. -~ -2|64|128 8192 0 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29539 -pandarus~ -Pandarus~ -Pandarous, son of Lycaon, is here. -~ -Pandarus is a fool, a treacherous one at that too. He isn't very important. -~ -64|128 8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29540 -polydamas~ -Polydamas~ -Polydamus, a Trojan general, surveys his men. -~ -Despite being a commoner, Polydamus is one of Troy's best warriors and -leaders. He is a cautious, clear-headed strategist, one of the ablest of -the leaders on either side. -~ -8|64 128 500 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29541 -sarpedon~ -King Sarpedon~ -King Sarpedon, king of Lycia and a son of Zeus himself, is here. -~ -Sarpedon is the commander of Troy's Lycian allies, and is a competent -ruler. His mother, Laodameia, was the daughter of Bellerophon, slayer of -the Chimera, and tamer of the Pegasus. -~ -2|8|64 128 400 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29542 -achaean soldier~ -an Achaean soldier~ -An Achaean soldier marches back and forth. -~ -This fellow has been fighting for nine years. -~ -8|64 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29543 -trojan soldier~ -a Trojan soldier~ -A Trojan soldier marches back and forth. -~ -This fellow has been fighting for nine years. -~ -8|64 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29544 -trojan citizen~ -a Trojan citizen~ -A Trojan citizen hurries by. -~ -These citizens are sick of the war. -~ -64|128 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#29545 -trojan citizen~ -a Trojan citizen~ -A Trojan citizen hurries by. -~ -These citizens are sick of the war. -~ -64|128 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#0 - - -#OBJECTS -#29500 -spear~ -a short thrusting spear~ -A short thrusting spear is jabbed in the dirt here.~ -~ -5 0 1|8192 -0 0 0 2 -5 0 0 -A -18 2 -A -19 2 -#29501 -spear~ -a long throwing spear~ -A long throwing spear has been thrust into the dirt here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -10 0 0 -A -18 4 -#29502 -ox hide shield~ -an ox hide shield~ -An ox hide shield rests on the ground here.~ -~ -9 0 1|512 -0 0 0 0 -5 0 0 -A -17 -10 -#29503 -boar tusk helm~ -a boar tusk helm~ -A boar tusk helm lies here.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -5 2 -A -13 15 -#29504 -leather jerkin~ -a leather jerkin~ -A leather jerkin lies in the dirt here.~ -~ -9 0 1|8 -0 0 0 0 -7 0 0 -#29505 -bronze breastplate~ -a bronze breastplate~ -A bronze breastplate has been left here.~ -~ -9 0 1|8 -0 0 0 0 -15 0 0 -A -1 2 -A -2 -1 -A -17 -10 -#29506 -goblet wine~ -a goblet of watered wine~ -A goblet of watered wine rests here.~ -~ -17 0 1|16384 -5 4 2 0 -5 0 0 -#29507 -board game~ -a board game~ -A board game rests on a table here.~ -~ -13 0 1|16384 -0 0 0 0 -5 0 0 -A -4 2 -#29508 -achilles breastplate~ -achilles' breastplate~ -Achilles' breastplate lies here.~ -~ -9 1|64|512 1|8 -0 0 0 0 -5 0 0 -A -5 3 -A -17 -16 -#29509 -achilles greaves~ -achilles' greaves~ -Achilles' greaves lie here.~ -~ -9 1|64|512 1|32 -0 0 0 0 -5 0 0 -A -2 3 -A -14 60 -#29510 -achilles helm~ -achilles' helm~ -Achilles' helm lies here.~ -~ -9 1|64|512 1|16 -0 0 0 0 -5 0 0 -A -4 3 -A -12 50 -#29511 -achilles' sword~ -achilles' sword~ -Achilles' sword lies here.~ -~ -5 1|512 1|8192 -0 0 0 11 -10 0 0 -A -18 8 -A -19 8 -#29512 -bronze sword~ -a bronze sword~ -A bronze sword lies here.~ -~ -5 0 1|8192 -0 0 0 11 -5 0 0 -A -18 -2 -A -19 2 -#29513 -bronze dagger~ -a bronze dagger~ -A bronze dagger with lions carved upon it lies here.~ -~ -5 0 1|4|32|64|256|512|1024 -0 0 0 11 -3 0 0 -#29514 -bronze shield~ -a bronze shield~ -A bronze shield has been left here.~ -~ -9 0 1|512 -0 0 0 0 -8 0 0 -A -17 -13 -#29515 -achilles' shield~ -achilles' shield~ -Achilles' shield lies here.~ -~ -9 1|64|512 1|512 -10 0 0 0 -5 0 0 -A -25 3 -A -17 -15 -#29516 -sandals~ -a pair of sandals~ -A pair of sandals lie here.~ -~ -9 0 1|64 -0 0 0 0 -3 0 0 -#29517 -stone axe~ -a stone axe~ -A stone axe lies here.~ -~ -5 0 1|8192 -0 0 0 8 -15 0 0 -#29518 -banner~ -a banner~ -A banner is stuck in the ground here.~ -~ -13 0 1|16384 -0 0 0 0 -10 0 0 -#29519 -bronze helm~ -a bronze helm~ -A bronze helm with horsehair plume lies here.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -5 2 -A -17 -11 -#29520 -cot~ -a cot~ -A cot with heavy furs piled on it sits here.~ -~ -12 0 1 -0 0 0 0 -25 0 0 -#0 - - -#ROOMS -#29500 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29505 -D1 -~ -~ -0 -1 29501 -S -#29501 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29506 -D1 -~ -~ -0 -1 29502 -D3 -~ -~ -0 -1 29500 -S -#29502 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -Mountains loom to the south, though you do see a point where you could -set ashore. -~ -0 0 7 -D0 -~ -~ -0 -1 29507 -D1 -~ -~ -0 -1 29503 -D2 -~ -~ -0 -1 15404 -D3 -~ -~ -0 -1 29501 -S -#29503 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29508 -D1 -~ -~ -0 -1 29504 -D3 -~ -~ -0 -1 29502 -S -#29504 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29509 -D3 -~ -~ -0 -1 29503 -S -#29505 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29510 -D1 -~ -~ -0 -1 29506 -D2 -~ -~ -0 -1 29500 -S -#29506 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29511 -D1 -~ -~ -0 -1 29507 -D2 -~ -~ -0 -1 29501 -D3 -~ -~ -0 -1 29505 -S -#29507 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29512 -D1 -~ -~ -0 -1 29508 -D2 -~ -~ -0 -1 29502 -D3 -~ -~ -0 -1 29506 -S -#29508 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29513 -D1 -~ -~ -0 -1 29509 -D2 -~ -~ -0 -1 29503 -D3 -~ -~ -0 -1 29507 -S -#29509 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29514 -D2 -~ -~ -0 -1 29504 -D3 -~ -~ -0 -1 29508 -S -#29510 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29515 -D1 -~ -~ -0 -1 29511 -D2 -~ -~ -0 -1 29505 -S -#29511 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29516 -D1 -~ -~ -0 -1 29512 -D2 -~ -~ -0 -1 29506 -D3 -~ -~ -0 -1 29510 -S -#29512 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29517 -D1 -~ -~ -0 -1 29513 -D2 -~ -~ -0 -1 29507 -D3 -~ -~ -0 -1 29511 -S -#29513 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29518 -D1 -~ -~ -0 -1 29514 -D2 -~ -~ -0 -1 29508 -D3 -~ -~ -0 -1 29512 -S -#29514 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29519 -D2 -~ -~ -0 -1 29509 -D3 -~ -~ -0 -1 29513 -S -#29515 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29520 -D1 -~ -~ -0 -1 29516 -D2 -~ -~ -0 -1 29510 -S -#29516 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29521 -D1 -~ -~ -0 -1 29517 -D2 -~ -~ -0 -1 29511 -D3 -~ -~ -0 -1 29515 -S -#29517 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29522 -D1 -~ -~ -0 -1 29518 -D2 -~ -~ -0 -1 29512 -D3 -~ -~ -0 -1 29516 -S -#29518 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29523 -D1 -~ -~ -0 -1 29519 -D2 -~ -~ -0 -1 29513 -D3 -~ -~ -0 -1 29517 -S -#29519 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29524 -D2 -~ -~ -0 -1 29514 -D3 -~ -~ -0 -1 29518 -S -#29520 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29525 -D1 -~ -~ -0 -1 29521 -D2 -~ -~ -0 -1 29515 -S -#29521 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D0 -~ -~ -0 -1 29526 -D1 -~ -~ -0 -1 29522 -D2 -~ -~ -0 -1 29516 -D3 -~ -~ -0 -1 29520 -S -#29522 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D1 -~ -~ -0 -1 29523 -D2 -~ -~ -0 -1 29517 -D3 -~ -~ -0 -1 29521 -S -#29523 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, as are several black hulled ships, all -moored to the north. -~ -0 0 7 -D0 -~ -~ -0 -1 29528 -D1 -~ -~ -0 -1 29524 -D2 -~ -~ -0 -1 29518 -D3 -~ -~ -0 -1 29522 -S -#29524 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D2 -~ -~ -0 -1 29519 -D3 -~ -~ -0 -1 29523 -S -#29525 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29527 -D1 -~ -~ -0 -1 29526 -D2 -~ -~ -0 -1 29520 -S -#29526 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D2 -~ -~ -0 -1 29521 -D3 -~ -~ -0 -1 29525 -S -#29527 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here. You could moor in a small inlet to the -east near the walls of a great city. -~ -0 0 7 -D1 -~ -~ -0 -1 29529 -D2 -~ -~ -0 -1 29525 -S -#29528 -The Shallows~ -You are currently bobbing up and down in the shallows. To the north lies -a huge plain, littered with tents and armored men, who are grouped around -the walls of a huge city. It looks as if some fierce fighting has taken -place here. -~ -0 0 7 -D0 -~ -~ -0 -1 29533 -D2 -~ -~ -0 -1 29523 -S -#29529 -An Inlet~ -You are bobbing up and down in an inlet below a small cliff than lies beneath -the walls of a massive city- TROY. You could ascend this way, if you have -the means, otherwise you will have to sail round till you find a more -convenient disemarkation point. -~ -0 0 7 -D3 -~ -~ -0 -1 29527 -D4 -~ -~ -0 -1 29530 -S -#29530 -Flying up the Cliffs~ -You are traveling by a method which eluded the Achaeans besieging Troy- -flight. If they could fly the war would have ended years ago. You chuckle -at their misfortune and continue to travel. The walls lie to the east of you. -Below lies the wine-dark sea. -~ -0 0 9 -D1 -~ -~ -0 -1 29594 -D5 -~ -~ -0 -1 29529 -S -#29531 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29534 -D1 -~ -~ -0 -1 29532 -S -#29532 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29535 -D1 -~ -~ -0 -1 29533 -D3 -~ -~ -0 -1 29531 -S -#29533 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29536 -D2 -~ -~ -0 -1 29528 -D3 -~ -~ -0 -1 29532 -S -#29534 -Achilles' Tent~ -Achilles is in here, moping. He lost face when Agamemnon took Briseis from -him, and he is punishing the Mycenaean ruler by refusing to take to the -field, a move which is costing the Achaeans dearly, as he is their best -warrior. -~ -0 8 0 -D2 -~ -~ -0 -1 29531 -S -#29535 -Ajax's Tent~ -This tent is the abode of the hero Ajax. He is usually not here, as he -prefers to be out fighting or in the wine tent drinking. -~ -0 8 0 -D2 -~ -~ -0 -1 29532 -S -#29536 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29544 -D1 -~ -~ -0 -1 29537 -D2 -~ -~ -0 -1 29533 -S -#29537 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29538 -D1 -~ -~ -0 -1 29540 -D2 -~ -~ -0 -1 29539 -D3 -~ -~ -0 -1 29536 -S -#29538 -Nestor's Tent~ -This is the tent of King Nestor, leader of the contingent from Pylos. He -is one of the older generals here, and one of the more wiser. However, -he is not one of the more influential. -~ -0 8 0 -D2 -~ -~ -0 -1 29537 -S -#29539 -Odysseus' Tent~ -This is the tent of noble Odysseus, the most notable of all the heroes -assembled for this battle. Chances are he won't be here, but rather off -fixing up his little equine surprise for the Trojans... -~ -0 8 0 -D0 -~ -~ -0 -1 29537 -S -#29540 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29541 -D1 -~ -~ -0 -1 29543 -D2 -~ -~ -0 -1 29542 -D3 -~ -~ -0 -1 29537 -S -#29541 -Menelaus' Tent~ -Here resides King Menelaus of Sparta, the man who is at the center of all -the trouble, for it is his wife (Helen) everyone from all over Greece is -here to rescue. He must feel terribly embarrassed for having dragged half of -Greece to some remote Turkish city for 9 years. -~ -0 8 0 -D2 -~ -~ -0 -1 29540 -S -#29542 -Agamemnon's Tent~ -Here the head of the Achaean expedition resides, and also holds his staff -meetings. Battle plans hang on the walls and are also strewn over tables, -chairs, cots and the floor. Agamemnon is rather irritated at having spent -nine years in this tent, and the stress is starting to show. -~ -0 8 0 -D0 -~ -~ -0 -1 29540 -S -#29543 -The Physicians' Tent~ -Here Machaon, son of Asclepius, and his brother tend to the sick and the -wounded. They will even tend your injuries, for a fee. -~ -0 8 0 -D3 -~ -~ -0 -1 29540 -S -#29544 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29548 -D2 -~ -~ -0 -1 29536 -D3 -~ -~ -0 -1 29545 -S -#29545 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D1 -~ -~ -0 -1 29544 -D3 -~ -~ -0 -1 29546 -S -#29546 -The Games~ -Even during times of war, the Achaeans find time for competitive sports -meets, and this war is no exception. This area has been converted into -a rudimentary arena, with lanes for running and chariot racing, circles -for discus and shotput, and a ring for boxing. -~ -0 0 2 -D1 -~ -~ -0 -1 29545 -D3 -~ -~ -0 -1 29547 -S -#29547 -The Games~ -Even during times of war, the Achaeans find time for competitive sports -meets, and this war is no exception. This area has been converted into -a rudimentary arena, with lanes for running and chariot racing, circles -for discus and shotput, and a ring for boxing. -~ -0 0 2 -D1 -~ -~ -0 -1 29546 -S -#29548 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29556 -D1 -~ -~ -0 -1 29555 -D2 -~ -~ -0 -1 29544 -D3 -~ -~ -0 -1 29549 -S -#29549 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29550 -D1 -~ -~ -0 -1 29548 -D2 -~ -~ -0 -1 29551 -D3 -~ -~ -0 -1 29552 -S -#29550 -Idoemeneus' Tent~ -This is the tent of Idomeneus, King of the Cretans (NOT Cretins ;P). He is -Agamemnon's best and most trusted captain, and as such is highly respected -by the Achaeans. -~ -0 8 0 -D2 -~ -~ -0 -1 29549 -S -#29551 -Menestheus' Tent~ -Menestheus is a prince from Athens, and leader of the Athenian contingent -sent to the war. He is not a major player so I won't give him a major -room description. -~ -0 8 0 -D0 -~ -~ -0 -1 29549 -S -#29552 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29553 -D1 -~ -~ -0 -1 29549 -D2 -~ -~ -0 -1 29554 -D3 -~ -~ -0 -1 29557 -S -#29553 -Tlepolemus' Tent~ -This is the tent of the Argive prince Tlepolemus, son of the legendary -Heracles. He is a mighty warrior and a great ally of the Achaean forces. -Notice how all these Achaeans have names ending with 's'? -~ -0 8 0 -D2 -~ -~ -0 -1 29552 -S -#29554 -Aias the Greater's Tent~ -This is the tent of Aias the Greater, the best archer of all the Achaeans, -and a superb athlete. He is most probably currently competing in some -competition even as we speak. -~ -0 8 0 -D0 -~ -~ -0 -1 29552 -S -#29555 -The Horse~ -This is a broad clearing full of tradesmen and a huge, half-finished wooden -horse. You see scattered about the clearing wooden rabbits, badgers, stoats, -turtles, hawks and echidnas. Evidently a lot of thought went into the final -choice for the lure... -~ -0 0 3 -D3 -~ -~ -0 -1 29548 -S -#29556 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29558 -D2 -~ -~ -0 -1 29548 -S -#29557 -Diomedes' Tent~ -This is the tent of Diomedes, King of Argos, the most amicable and well- -liked of the Achaean leaders on the field. He is also a competent warrior -and military leader, and engenders great likeness and respect from the -troops. -~ -0 8 0 -D1 -~ -~ -0 -1 29552 -S -#29558 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29565 -D1 -~ -~ -0 -1 29561 -D2 -~ -~ -0 -1 29556 -D3 -~ -~ -0 -1 29560 -S -#29559 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29563 -D1 -~ -~ -0 -1 29560 -S -#29560 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29564 -D1 -~ -~ -0 -1 29558 -D3 -~ -~ -0 -1 29559 -S -#29561 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29566 -D1 -~ -~ -0 -1 29562 -D3 -~ -~ -0 -1 29558 -S -#29562 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29567 -D3 -~ -~ -0 -1 29561 -S -#29563 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29568 -D1 -~ -~ -0 -1 29564 -D2 -~ -~ -0 -1 29559 -S -#29564 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D1 -~ -~ -0 -1 29565 -D2 -~ -~ -0 -1 29560 -D3 -~ -~ -0 -1 29563 -S -#29565 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D0 -~ -~ -0 -1 29572 -D1 -~ -~ -0 -1 29566 -D2 -~ -~ -0 -1 29558 -D3 -~ -~ -0 -1 29564 -S -#29566 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D1 -~ -~ -0 -1 29567 -D2 -~ -~ -0 -1 29561 -D3 -~ -~ -0 -1 29565 -S -#29567 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29570 -D2 -~ -~ -0 -1 29562 -D3 -~ -~ -0 -1 29566 -S -#29568 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the east. -~ -0 0 2 -D0 -~ -~ -0 -1 29569 -D2 -~ -~ -0 -1 29563 -S -#29569 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the east. -~ -0 0 2 -D2 -~ -~ -0 -1 29568 -S -#29570 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the west. -~ -0 0 2 -D0 -~ -~ -0 -1 29571 -D2 -~ -~ -0 -1 29567 -S -#29571 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the west. -~ -0 0 2 -D2 -~ -~ -0 -1 29570 -S -#29572 -Outside the Gates of Ilium~ -The Gates of Ilium loom before you, tall and magnificent. They are crafted -of solid oak bound with bronze. Surprisingly, they are closed but unlocked- -the Achaean never thought to turn the handle...;) -~ -0 4 2 -D0 -~ -~ -1 0 29573 -D2 -~ -~ -0 -1 29565 -S -#29573 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The city gates lie to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 29580 -D1 -~ -~ -0 -1 29576 -D2 -~ -~ -1 0 29572 -D3 -~ -~ -0 -1 29575 -S -#29574 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29578 -D1 -~ -~ -0 -1 29575 -S -#29575 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29579 -D1 -~ -~ -0 -1 29573 -D3 -~ -~ -0 -1 29574 -S -#29576 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29581 -D1 -~ -~ -0 -1 29577 -D3 -~ -~ -0 -1 29573 -S -#29577 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29582 -D3 -~ -~ -0 -1 29576 -S -#29578 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29583 -D2 -~ -~ -0 -1 29574 -S -#29579 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D2 -~ -~ -0 -1 29575 -S -#29580 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The palace lies to the north of here. -~ -0 0 1 -D0 -~ -~ -0 -1 29584 -D2 -~ -~ -0 -1 29573 -S -#29581 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D2 -~ -~ -0 -1 29576 -S -#29582 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29585 -D2 -~ -~ -0 -1 29577 -S -#29583 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29586 -D2 -~ -~ -0 -1 29578 -S -#29584 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The walls of the magnificent palace loom to the -north. -~ -0 0 1 -D0 -~ -~ -0 -1 29588 -D2 -~ -~ -0 -1 29580 -S -#29585 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29590 -D2 -~ -~ -0 -1 29582 -S -#29586 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29591 -D1 -~ -~ -0 -1 29587 -D2 -~ -~ -0 -1 29583 -S -#29587 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D3 -~ -~ -0 -1 29586 -S -#29588 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The entrance to the palace is directly north of -you. -~ -0 0 1 -D0 -~ -~ -1 -1 29592 -D2 -~ -~ -0 -1 29584 -S -#29589 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D1 -~ -~ -0 -1 29590 -S -#29590 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29593 -D3 -~ -~ -0 -1 29589 -D2 -~ -~ -0 -1 29585 -S -#29591 -The End of the Road~ -The road ends here at the sheer face of the northern wall of the city, which -faces onto the tall, impenetrable mountains that loom north of the plains -of Ilium. - -However, you may climb the wall here at a weak point should you wish to. -~ -0 8 0 -D2 -~ -~ -0 -1 29586 -D4 -~ -~ -0 -1 29594 -S -#29592 -Inside the Palace~ -This opulent abode is heavily furnished with items of bronze, gold and silver. -There is a central throne room to the north of here. This place appears to -be fairly deserted compared to the rest of the city. -~ -0 8 0 -D0 -~ -~ -0 -1 29597 -D2 -~ -~ -1 0 29588 -S -#29593 -The End of the Road~ -The road ends here at the sheer face of the northern wall of the city, which -faces onto the tall, impenetrable mountains that loom north of the plains -of Ilium. -~ -0 0 1 -D2 -~ -~ -0 -1 29590 -S -#29594 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the west lies the wine-dark sea. -~ -0 4 1 -D2 -~ -~ -0 -1 29595 -D3 -~ -~ -0 -1 29530 -D5 -~ -~ -0 -1 29591 -S -#29595 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the west lies the wine-dark sea. -~ -0 0 1 -D0 -~ -~ -0 -1 29594 -D2 -~ -~ -0 -1 29596 -S -#29596 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the east lies the wine-dark sea. - -Progress further south is prevented by a new barricade. Evidently this -section of the city has been hard-pressed in the siege. -~ -0 0 1 -D0 -~ -~ -0 -1 29595 -S -#29597 -The Center of the Palace~ -Here stands the throne of King Priam, and is the room in which he conducts -business and receives visitors. To the north, east and west lie the chambers -of his family. -~ -0 8 0 -D0 -~ -~ -0 -1 29600 -D1 -~ -~ -0 -1 29598 -D2 -~ -~ -0 -1 29592 -D3 -~ -~ -0 -1 29599 -S -#29598 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D3 -~ -~ -0 -1 29597 -S -#29599 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D1 -~ -~ -0 -1 29597 -S -#29600 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D2 -~ -~ -0 -1 29597 -S -#0 - - -#RESETS -M 1 29500 1 29535 loads ajax -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29501 1 29534 loads achilles -E 1 29508 1 5 loads special eq -E 1 29509 1 7 -E 1 29510 1 6 -E 1 29511 1 16 -E 1 29515 1 11 -E 1 29516 1 8 wears sandals -E 1 29501 1 17 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -* -M 1 29502 1 29555 loads odysseus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29503 1 29542 loads agamemnon -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29504 1 29538 loads nestor -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29505 1 29541 loads menelaus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29506 1 29534 loads patroclus -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29507 1 29598 loads paris -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29508 1 29596 loads hector -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29509 1 29597 loads priam -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29510 1 29589 loads aeneas -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29511 1 29598 loads helen -E 1 29513 1 16 wields dagger -* -M 1 29512 1 29600 loads cassandra -E 1 29513 1 16 wields dagger -* -M 1 29513 1 29596 loads andromache -E 1 29513 1 16 wields dagger -* -M 1 29514 1 29597 loads hecabe -E 1 29513 1 16 wields dagger -* -M 1 29515 1 29531 loads automedon -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29516 1 29546 loads aias -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29517 1 29542 loads chalcas -* -M 1 29518 1 29579 loads chryseis -E 1 29513 1 16 wields dagger -* -M 1 29519 1 29542 loads briseis -* -M 1 29520 1 29538 loads antilochus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29521 1 29538 loads thrasymedes -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29522 1 29557 loads diomedes -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29523 1 29563 load euryplyus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29524 1 29550 loads idomeneus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29525 1 29543 loads machaon -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29526 1 29551 loads menesthenes -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29527 1 29567 loads meriones -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29528 1 29557 loads sthenelus -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29529 1 29540 loads talthyblius -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29530 1 29554 loads aias greater -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29531 1 29559 loads thersites -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29532 1 29553 loads tlepolemus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29533 1 29581 loads antenor -E 1 29513 1 16 wields dagger -* -M 1 29534 1 29584 loads deiphobus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29535 1 29587 loads glaucus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29536 1 29599 loads helenus -E 1 29513 1 16 -* -M 1 29537 1 29561 loads neoptolemus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29538 1 29592 loads idaeus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -* -M 1 29539 1 29578 loads pandarus -E 1 29517 1 16 -* -M 1 29540 1 29581 loads polydamus -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29541 1 29587 loads sarpedon -E 1 29500 1 16 wields spear -E 1 29501 1 17 holds spear no.2 -E 1 29519 1 6 wears bronze helm -E 1 29514 1 11 wears bronze shield -E 1 29505 1 5 wears bronze plate -E 1 29516 1 8 wears sandals -O 1 29520 1 29535 loads cot -O 1 29506 1 29535 loads wine -O 1 29507 1 29535 loads game -* -M 1 29542 16 29536 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29542 16 29548 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29542 16 29566 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29542 16 29568 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29543 12 29571 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29543 12 29577 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29543 12 29583 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -M 1 29543 12 29585 loads soldiers -E 1 29500 1 16 spear -E 1 29501 1 17 spear -E 1 29502 1 1 hide shield -E 1 29503 1 6 tusk helm -E 1 29504 1 5 jerkin -* -M 1 29544 6 29578 loads citizens -E 1 29512 1 16 -M 1 29545 6 29578 loads citizens -E 1 29513 1 16 -M 1 29544 6 29584 loads citizens -E 1 29512 1 16 -M 1 29545 6 29584 loads citizens -E 1 29513 1 16 -M 1 29544 6 29591 loads citizens -E 1 29512 1 16 -M 1 29545 6 29593 loads citizens -E 1 29513 1 16 -* -O 1 29520 1 29539 -O 1 29506 1 29539 -O 1 29507 1 29539 -O 1 29518 1 29531 -O 1 29518 1 29532 -O 1 29518 1 29533 -O 1 29518 1 29537 -O 1 29518 1 29540 -O 1 29518 1 29549 -O 1 29518 1 29552 -* -S - - -#SPECIALS -M 29512 spec_cast_cleric Cassandra -M 29525 spec_cast_adept Machaon -M 29536 spec_cast_cleric Helenus -S - - -#$ diff --git a/data/realm/areas_merc/under.are b/data/realm/areas_merc/under.are deleted file mode 100644 index d28817c..0000000 --- a/data/realm/areas_merc/under.are +++ /dev/null @@ -1,2558 +0,0 @@ -#AREA {20 50} Yaegar The Underdark~ - - -#MOBILES -#14000 -umber hulk~ -an umber hulk~ -An umber hulk lumbers toward you! -~ -This is a large, bulky creature with a thick purple hide. Multiple eyes -glare at you from above two huge jagged tusks that protrude from its drooling -maw. This grotesque has slain many adventurers- lets hope you're not next! -~ -32|64 512|8192 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14001 -riding lizard~ -a riding lizard~ -A Drow riding lizard glares sullenly at you. -~ -This reptile resembles a huge Komodo dragon, save that it has a leather saddle -upon its back, and an ornate bridle upon its huge scaly head. Its eyes are -sullen and mean, but also rather lifeless, as if domesticity has drained the -urge to kill from this beast. -~ -2|64|256|131072 512 0 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14002 -drow merchant~ -a Drow merchant~ -A Drow merchant eyes you suspiciously. -~ -Drow are dark-skinned elves, evil brethren of the fair surface-dwelling elves -that you are familiar with. And while most Drow attack any outsiders on sight, -this fellow holds back, for he is a merchant first and a drow second, and will -never alienate potential customers... -~ -2|64 512|8192 -1000 S -27 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14003 -bugbear~ -a bugbear guard~ -A bugbear guards eyes you suspiciously as he hefts his weapon. -~ -Bugbears are evil creatures, eight feet tall and covered with patchy grey -fur. Beady red eyes stare from a feline face topped with huge ears. They -are very aggressive, but not when controlled by their Drow masters, whom they -hate and fear. -~ -2|64 512 -1000 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14004 -trog troglodyte~ -a troglodyte slave~ -A troglodyte slave snarls menacingly. -~ -The weakest creatures native to the underdark, these pathetic miscreants -resemble slimy reptillian elves, with large fins atop their heads. They -typically wield clubs and spears while serving as guards, but usually are -found bearing heavy parcels for their Drow masters. -~ -2|64|128 512 -1000 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14005 -displacer beast~ -A displacer beast~ -A displacer beast shimmers into existence and attacks! -~ -These creatures resemble giant panthers with four suckered tentacles -protruding from their abdomens. They have the ability to distort the -perceptions of their victims, making them very hard to hit. -~ -32|64 2|512|32768|65536 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14006 -hook horror~ -a hook horror~ -Seconds after you hear the dreadful clicking, a hook horror attacks! -~ -Hook horrors are giant scaly creatures with giant sets of pincers for hands, -which rend the flesh of their foes, causing horrific injuries. Hook horrors -are infamous for the distinctive clicking they make with their claws, which -warn an alert traveller of their imminent attack. -~ -32|64 512 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14007 -gnome svirfneblin~ -a Svirfneblin~ -A Svirfneblin, or Deep Gnome, cautiously approaches you. -~ -These gnomes are distant cousins of the surface-dwelling variety of gnomes, -and share many characteristics. They are the only good-natured race native -to the underdark, but are by no means weak because of it. They share a close -friendship with earth elementals, and it wouldn't be wise to challenge a -deep gnome when one is nearby. -~ -64|128 512|8192 400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14008 -drow scout~ -a Drow scout~ -A Drow scout curses as you spot him! -~ -These scouts are intended for reconnaissance, not combat, and thus this Drow -is irritated at being discovered, for he is woefully unprepared to deal with -you. -~ -64|128 512 -1000 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14009 -nightmare~ -a nightmare~ -A nightmare, steed of some Drow noble, is here. -~ -These fell black stallions are native to the Lower Planes. They reek of fire -and brimstone, and flame spews from their mouths at will. -~ -2|32|64 512|8192 -1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14010 -mezzodaemon demon~ -a Mezzodaemon~ -A huge Mezzodaemon roars and attacks! -~ -This daemon is a huge bloated grotesque creature with massive claws and tiny -wings that don't seem capable of supporting its weight, but they do. -~ -2|8|32|64|4096 4|8|16|32|128|512|524288 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14011 -piercer~ -a piercer~ -A piercer drops from the ceiling toward you. -~ -These nasties are sentient predators that resemble stalactites, and drop -down on unwitting passers-by. -~ -4|32 0 0 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14012 -lurker above~ -a lurker above~ -A lurker above seeks to enfold and suffocate you! -~ -This foul aberration feeds on any and all that enter its lair- even the -drow and corporeal undead avoid it... -~ -2|32|128 512|524288 0 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14013 -gelatinous cube~ -a gelatinous cube~ -A gelatinous cube oozes toward you. -~ -This huge transparent cube secretes a powerful acid that will quickly dissolve -your flesh! -~ -32|64 8192 0 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14014 -gray ooze~ -a gray ooze~ -A pile of gray liquid oozes toward you. -~ -"Oh," I hear you say. "How threatening". Well, just you wait! -~ -32 128|512|8192 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14015 -kuotoa kuotoan scout~ -a Kuotoan scout~ -A Kuotoan scout snarls at you and attacks! -~ -This fanatic worshipper of Blibdoolpoolp seeks to eradicate all non-aquatic -creatures, of whose ranks you number. -~ -32|128 512 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14016 -earth elemental~ -an earth elemental~ -An earth elemental lumbers ungainly along here. -~ -This earthen automaton is under the control of the Svirfneblin. -~ -2|64 128|8192 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14017 -nycadaemon daemon demon~ -a nycadaemon~ -A nycadaemon cackles insanely and strikes! -~ -This is a tall (7'), slender black-skinned daemon with a horned head and -sharp claws. However, it wields an evil-looking battleaxe as well. -~ -2|8|32|64|128|4096 4|8|16|32|128|512|8192 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14018 -ghoul~ -a ghoul~ -A ghoul gibbers insanely and attacks! -~ -This demented undead creature is under the control of some faraway Drow -priestess. -~ -2|32|64|128|4096 512 -1000 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14019 -ghast~ -a ghast~ -A ghast gibbers insanely and attacks! -~ -This demented undead creature is under the control of some faraway Drow -priestess. -~ -2|32|64|128|4096 512 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14020 -jermlaine~ -a jermlaine~ -A jermlaine plans some mischief! -~ -These tiny faerie-kin are not intrinsically evil, but they do enjoy a good -bashing of surface dwellers who stray into their lairs. -~ -2|32|64|128 2|512|32768|65536 0 S -17 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14021 -drow vampire mage~ -a Drow vampire mage~ -A Drow vampire mage laughs diabolically at you! -~ -This fellow was evil enough before he met his succubus lover- now he's -utterly diabolical! -~ -2|8|32|64|128|4096 4|8|16|32|128|512|1048576 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14022 -succubus~ -a succubus~ -A beautiful female smiles charmingly at you, revealing sharp fangs... -~ -You see a dazingly attractive voluptuous naked female here. Wait a minute. -Is it your imagination, or does she have little horns and fangs...? -~ -2|8|64 8|32|128|512|524288 -1000 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14023 -gnome slave~ -a gnome slave~ -A gnome slave stares blankly at you. -~ -This poor fellow has been drained of all his will. -~ -2|64|128 0 0 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14024 -wererat lycanthrope ratman~ -a wererat~ -A wererat in ratman form brandishes a sharp Drow sword menacingly. -~ -These fell creatures are mercenaries who work for any race as long as the -pay is right. -~ -2|32|64|128 512|8192 -400 S -27 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14025 -drow priestess~ -a Drow priestess~ -A Drow priestess screams at you and attacks! -~ -She is in charge of this outpost and it won't look good on her report if she -fails to apprehend a simple adventurer. -~ -2|32|64 128|512 -1000 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14026 -drow guard~ -a Drow guard~ -A drow guard loads his hand crossbow and fires! -~ -These are simple male Drow soldiers- cannon fodder so to speak. -~ -2|32|64|128 512 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14027 -drow mage~ -a Drow mage~ -A Drow mage prepares a spell. -~ -This fellow is actually a noble, a member of house Barrison del'Armgo, the -second house of Menzoberranzan, and will not let his house's reputation -suffer by letting you escape! -~ -2|32|64 512|8192 -1000 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14028 -purple worm~ -a purple worm~ -A dreaded purple worm attacks! -~ -This foul creature is over thirty feet long and has a circular mouth with -row upon row of razor sharp teeth, which it is trying to sink into you! -~ -2|32|64 32|512|8192 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14029 -drow sentry~ -a drow sentry~ -A Drow sentry nods curtly and warns you to stay clear of the southern path. -~ -This fellow is used to seeing all manner of creatures enter the city, and -compared to them you're but a minor curiosity. He doesn't really know why -you want to enter, nor does he really care. He's actually looking forward to -a good romp with his dryad slave girls, then some goblin hunting in the -mushroom forests after he finishes his shift. -~ -2|8|64 8|32|128|512 -1000 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#14000 -saddle~ -a riding saddle~ -This saddle is made for Drow riding lizards. -~ -~ -9 0 1|8 -0 0 0 0 -25 0 0 -A -17 -10 -#14001 -drow cloak~ -a drow cloak~ -A black Drow cloak is crumpled on the floor here. -~ -~ -9 4 1|1024 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -A -23 -1 -A -24 -1 -#14002 -drow boots~ -a pair of drow boots~ -A pair of black drow boots is here. -~ -~ -9 4 1|64 -0 0 0 0 -1 0 0 -A -2 1 -A -14 50 -A -17 -5 -#14003 -drow chain chainmail~ -a suit of drow chainmail~ -A suit of finely crafted adamantite chainmail is here. -~ -~ -9 64 1|8 -0 0 0 0 -5 0 0 -A -5 1 -A -13 10 -A -17 -10 -#14004 -drow short sword~ -a drow short sword~ -An adamantite short sword with a razor sharp blade is here. -~ -~ -5 64 1|8192 -0 0 0 11 -20 0 0 -A -18 4 -#14005 -crossbow~ -a drow hand crossbow~ -A Drow hand crossbow is here. -~ -~ -3 0 1|16384 -20 10 10 33 -1 0 0 -#14006 -bar silver~ -a bar of silver~ -A bar of silver has been left here.~ -~ -8 0 1 -0 0 0 0 -10 1000 0 -#14007 -bar gold~ -a bar of gold~ -A bar of gold has been left here.~ -~ -8 0 1 -0 0 0 0 -11 2000 0 -#14008 -bar mithril~ -a bar of mithril~ -A bar of mithril has been left here.~ -~ -8 0 1 -0 0 0 0 -12 3000 0 -#14009 -bar adamantite~ -a bar of adamantite~ -A bar of adamantite has been left here.~ -~ -8 0 1 -0 0 0 0 -15 5000 0 -#14010 -morning star~ -an adamantite morning star~ -This drow-fashioned morning star grants its wielder superior accuracy. -~ -~ -5 64 1|8192 -0 0 0 8 -20 10000 0 -A -18 2 -A -19 2 -#14011 -spear~ -a spear~ -This throwing spear has a barbed tip.~ -~ -30 0 1|8192|16384 -0 0 0 0 -10 0 0 -A -18 2 -#14012 -pick axe~ -a svirfneblin pick axe~ -This pick axe is extraordinarily well made. -~ -~ -5 64 1|8192 -0 0 0 7 -20 0 0 -A -18 2 -A -19 2 -#14013 -chain chainmail~ -a suit of svirfneblin chainmail~ -A suit of finely crafted adamantite chainmail is here. -~ -~ -9 64 1|8 -0 0 0 0 -5 0 0 -A -1 2 -A -13 10 -A -17 -10 -#14014 -stone~ -an earth stone~ -This earth stone has potent magical properties. -~ -~ -9 64 1|16384 -0 0 0 0 -1 0 0 -A -3 1 -A -4 1 -A -12 25 -#14015 -gem~ -a sparkling gem~ -A gem sparkles here. -~ -~ -8 1 1|16384 -0 0 0 0 -1 0 0 -#14016 -mineral pill~ -a mineral pill~ -When eaten, this mineral pill heals and repairs the wounded. -~ -~ -26 0 1 -30 43 61 66 -1 0 0 -#14017 -net~ -a net~ -This net snares fleeing foes. -~ -~ -4 0 1|16384 -35 7 7 68 -1 0 0 -#14018 -trident~ -a barbed trident~ -A barbed trident is stuck in the ground here. -~ -~ -5 0 1|8192 -0 0 0 11 -10 0 0 -A -18 1 -A -19 3 -#14019 -harness~ -a leather body harness~ -A leather body harness lies here. -~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -A -1 1 -A -18 2 -A -19 2 -#14020 -battle axe~ -a battle axe~ -A battle axe lies here. -~ -~ -5 2|16|64|512 1|8192 -0 0 0 1 -20 0 0 -A -19 6 -#14021 -wand~ -a wand~ -A magic wand glows brightly here. -~ -~ -3 1|64 1|16384 -40 8 8 63 -1 0 0 -#14022 -jewelry~ -some expensive jewelry~ -This is very expensive jewelry. -~ -~ -8 1 1|4 -0 0 0 0 -1 0 0 -#14023 -chest~ -an oak chest~ -A solid oak chest sits here. -~ -~ -15 0 1|16384 -1000 2 1024 0 -100 0 0 -#14024 -key~ -a key~ -A bronze key lies here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#14025 -scroll~ -a scroll~ -A scroll lies here. -~ -~ -2 64 1|16384 -40 4 64 8 -1 0 0 -#14026 -jewelry~ -some expensive jewelry~ -This is very expensive jewelry. -~ -~ -8 1 1|4096 -0 0 0 0 -1 0 0 -#14027 -lesser tentacle rod~ -a Lesser Tentacle Rod~ -A Lesser Tentacle Rod writhes menacingly about here. -~ -~ -5 64 1|8192 -0 0 0 10 -25 0 0 -A -18 2 -A -19 2 -#14028 -brooch~ -a Drow brooch~ -A brooch bearing the insignia of Barrison del'Armgo lies here. -~ -~ -9 0 1|16384 -0 0 0 0 -1 0 0 -A -3 1 -A -4 1 -A -12 25 -#14029 -key~ -a key~ -A mithril key lies here. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -A -18 4 -#14030 -hessian sack~ -a hessian sack~ -This sturdy sack is used for holding ore.~ -~ -15 0 1|16384 -100 1 0 0 -1 0 0 -#14031 -ore~ -ore~ -Some valuable ore is here. -~ -~ -8 1 1|16384 -0 0 0 0 -10 0 0 -#14032 -portal~ -a dark portal~ -A dark portal to the Drow homeland is here.~ -~ -33 1|2 0 -5100 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14000 -Descent Into The Underdark~ -You slowly advance into the solid darkness that lies before you, your light -source flickering feeble as it combats the inky blackness here. It almost has -a substance, and you feel like it is pressing at you from all sides, suffocating -you. Fighting off a wave of claustrophobic-induced nausea, you steel yourself -and march into the depths. -~ -0 1|4|8 0 -D2 -~ -~ -0 -1 14001 -D4 -~ -~ -0 -1 8840 -S -#14001 -The Underdark~ -What little light that emanated from your entrance point to the north has now -disappeared entirely, and you feel another wave of panic overcome you, as -your mind rebels against this utterly alien environment. Even the Dwarven -mines weren't as bad as this- here there is no light, no sound, just utter -darkness, only slightly lessened by your light source. It is said that the -Underdark itself has a far greater impact on adventurers than its many -dangerous denizens. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 14000 -D2 -~ -~ -0 -1 14002 -S -#14002 -A Cavern~ -You suddenly emerge into a large cavern, and are relieved to see more light -as your light source reflects off hundreds of tiny crystals imbedded in the -walls and ceiling of this cave. Hundreds of stalactites and stalagmites -obscure your vision, but you are fairly sure you can see exits to the east -and south. You hear what sounds like construction going on to the east. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14001 -D1 -~ -~ -0 -1 14054 -D2 -~ -~ -0 -1 14003 -S -#14003 -A Sloping Passage~ -This passage is very narrow and begins to slope abruptly downward as you -advance. Up ahead it seems to drop almost vertically into the darkness. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14002 -D5 -~ -~ -0 -1 14004 -S -#14004 -A Cavern~ -You have entered yet another of the innumerable caverns that exist in the -underdark. This one has no crystals to enhance your light, however, and -you slowly creep around the circumference to locate any exits. You find -passages to the east and west, and steeply sloping passages to the north and -south, the northern one sloping upward, the souther downward. -~ -0 1|4|8 0 -D1 -~ -~ -0 -1 14007 -D3 -~ -~ -0 -1 14005 -D4 -~ -~ -0 -1 14003 -D5 -~ -~ -0 -1 14008 -S -#14005 -A Lair~ -You have stumbled across the lair of some horrid beast, evidenced by the -numerous skeletons that crunch beneath your boots as you advance. You are -not sure, but you think you can hear snorting up ahead, but your relief at -finally hearing SOMETHING is overcome by a feeling of dread regarding what is -making the noise. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14006 -D1 -~ -~ -0 -1 14004 -S -#14006 -An Umber Hulk Lair~ -Oh NO! You have entered the lair of an Umber Hulk! These distinctive creatures -are known for their penchant for gems, and the floor of this place is scattered -with them, along with many more skeletons. You better hope the occupant isn't -home... -~ -0 1|8 0 -D2 -~ -~ -0 -1 14005 -S -#14007 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D3 -~ -~ -0 -1 14004 -S -#14008 -A Junction~ -You have reached a junction, where the sloping passage meets a broad, well- -travelled east-west thoroughfare. You think you can see dim lights bobbing -up and down to the east. Darkness extends for what seems like forever to the -west. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14030 -D3 -~ -~ -0 -1 14009 -D4 -~ -~ -0 -1 14004 -S -#14009 -A Narrow Passage~ -You are cautiously working your way along a narrow east-west passage. Darkness -extends in both directions without any apparent end. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14008 -D3 -~ -~ -0 -1 14010 -S -#14010 -A Junction~ -You suddenly reach a junction, where you may proceed north, east or south. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 14011 -D1 -~ -~ -0 -1 14009 -D2 -~ -~ -0 -1 14012 -S -#14011 -A Lair~ -You have entered the lair of some beast, evidenced by the bones scattered -across the floor and the almost unbearable stench of decay that lingers in -the stale air. Wonder where the occupant is? -~ -0 1|8 0 -D2 -~ -~ -0 -1 14010 -S -#14012 -A Small Cavern~ -This cavern was the site of a small skirmish recently. Corpses of dark elves, -stripped of their equipment lie scattered about, though there are no corpses -of other races- evidently the victors took their dead with them. - -Passages head north, east and south here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14010 -D1 -~ -~ -0 -1 14018 -D2 -~ -~ -0 -1 14013 -S -#14013 -Another Junction~ -You have reached a junction where you may proceed north, south or west. The -tracks of several large creatures can be made out in some dirt heading west. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14012 -D2 -~ -~ -0 -1 14014 -D3 -~ -~ -0 -1 14015 -S -#14014 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14013 -S -#14015 -A Crossroads~ -You have arrived at a crossroads, at which points the passages widen -sufficiently to allow for the establishment of some sort of way station. A -few tents are pitched haphazardly here and there, while small campfires burn -near the edges, surrounded by huddled, chained figures. -~ -0 8 0 -D0 -~ -~ -0 -1 14017 -D1 -~ -~ -0 -1 14013 -D2 -~ -~ -0 -1 14016 -D3 -~ -~ -0 -1 14049 -S -#14016 -Storage Cavern~ -This cavern is full of boxes, crates and other paraphenalia, of no use to -you, but obviously of significant use to the merchants who stop here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14015 -S -#14017 -Storage Cavern~ -This cavern is full of boxes, crates and other paraphenalia, of no use to -you, but obviously of significant use to the merchants who stop here. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14015 -S -#14018 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14019 -D3 -~ -~ -0 -1 14012 -S -#14019 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14018 -D1 -~ -~ -0 -1 14020 -S -#14020 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14021 -D3 -~ -~ -0 -1 14019 -S -#14021 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14020 -D2 -~ -~ -0 -1 14022 -S -#14022 -Another Junction~ -You have reached a point where you can go north, south or drop down a small -hole into a lower passage. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14021 -D2 -~ -~ -0 -1 14038 -D5 -~ -~ -0 -1 14023 -S -#14023 -A Narrow Passage~ -This narrow passage is cold, damp and if possible even darker than the ones -you were following before. A chill wind blows from the east, unusual in this -generally stuffy world, and you shiver uncomfortably. Far away, someone -suddenly screams, and you think twice about proceeding. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14024 -D4 -~ -~ -0 -1 14022 -S -#14024 -A Narrow Passage~ -This narrow passage is cold, damp and if possible even darker than the ones -you were following before. A chill wind blows from the east, unusual in this -generally stuffy world, and you shiver uncomfortably. Far away, someone -suddenly screams, and you think twice about proceeding. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14025 -D3 -~ -~ -0 -1 14023 -S -#14025 -Entrance to the Fungus Garden~ -You suddenly enter a spacious, well-lit (by Underdark standards) cavern, -full of a wide variety of fungi, molds and moss, which in their own way -are quite beautiful. You hear soft music playing far, far away, and are -sorely tempted to enter and relax for a while. -~ -0 8 3 -D1 -~ -~ -0 -1 14026 -D3 -~ -~ -0 -1 14024 -S -#14026 -In the Garden~ -The music is louder now, as you walk among the garden exhibits. You see some -old statues, once fine but now chipped and stained. There is an adamantite -door to the north, from behind which the music seems to emanate. -~ -0 8 3 -D0 -~ -adamantite door~ -1 0 14027 -D3 -~ -~ -0 -1 14025 -S -#14027 -A Luxurious Room~ -You have entered the boudoir of some noblewoman, if the expensive silk, -furniture, tapestries and unguents are any indication. The singing seems to -be coming from the north of here, and you now hear a voice calling for you -as well, speaking sweetly and in friendly tones. -~ -0 8 0 -D0 -~ -~ -1 0 14028 -D1 -~ -~ -1 0 14029 -D2 -~ -adamantite door~ -1 0 14026 -S -#14028 -Room of the Occupants~ -You walk north, happily expecting good food, wine and the comfort of a friendly -visitor like yourself, when suddenly there is a flash, and what was once -luxuriant and fresh now appears decayed and stale. Torn shreds of cheap -material hang from battered and splintered wardrobes while stained sheets -cover a wooden plank suspended between two barrels. The illusion which -enticed you has been dispelled, and now you must deal with the very real -peril which now faces you. -~ -0 1|8 0 -D2 -~ -~ -1 0 14027 -S -#14029 -A Storage Room~ -You are appalled by what you find here- jars of blood, rotting carcasses, -withered limbs and sacks of entrails. The stench is overwhelming and you -fight an urge to vomit. -~ -0 1|8 0 -D3 -~ -~ -1 0 14027 -S -#14030 -A Long Passage~ -This passage continues for what seems like forever. You see no end in -sight. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14031 -D3 -~ -~ -0 -1 14008 -S -#14031 -An Outpost~ -You have stumbled into a Drow outpost! Soldier run everywhere as you enter, -shouting alarms, and you instinctively ready your weapons. Passages run -north and south of here, while iron doors block access further east. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14032 -D1 -~ -~ -1 14029 14036 -D2 -~ -~ -0 -1 14034 -D3 -~ -~ -0 -1 14030 -S -#14032 -Warrior's Quarters~ -You have entered the quarters of the Drow soldiers stationed here. They ready -their equipment with practiced precision and prepare to defend themselves. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14033 -D2 -~ -~ -0 -1 14031 -S -#14033 -Warrior's Quarters~ -You have entered the quarters of the Drow soldiers stationed here. They ready -their equipment with practiced precision and prepare to defend themselves. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14032 -S -#14034 -Cleric's Quarters~ -You have entered the quarters of the Drow priestess in command here. It is -sacrilege for even a male Drow to do this, let alone an outsider. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14031 -D2 -~ -~ -0 -1 14035 -S -#14035 -Cleric's Quarters~ -You have entered the quarters of the Drow priestess in command here. It is -sacrilege for even a male Drow to do this, let alone an outsider. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14034 -S -#14036 -Inside the Iron Doors~ -You have entered the area the Drow were guarding. There is a foul stench in -the air, and you are not sure if you want to continue. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14037 -D3 -~ -~ -1 14029 14031 -S -#14037 -The Portal Chamber~ -Here the Drow maintain a portal to their city, so they can hurry home quickly -to make reports. Anyone is free to use it, if they can get past its guard... -~ -0 1|8 0 -D3 -~ -~ -0 -1 14036 -S -#14038 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14022 -D2 -~ -~ -0 -1 14039 -S -#14039 -A Junction~ -Passages lead to the north, south, east and west from here. There is a small -sign affixed to a stalagmite. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 14038 -D1 -~ -~ -0 -1 14043 -D2 -~ -~ -0 -1 14040 -D3 -~ -~ -0 -1 14041 -E -sign~ -The sign says- - - "BEWARE THE LURKERS!" -~ -S -#14040 -An Empty Chamber~ -This corridor ends in a dead end in the form of a small empty chamber. There -appears to be nothing of interest... -~ -0 1|8 0 -D0 -~ -~ -0 -1 14039 -S -#14041 -A Dark Cave~ -You have entered a dark L-shaped cave. Bones and rubble are strewn across -the stalagmite-peppered floor. You step lightly, hoping to avoid spraining -an ankle. You think you can hear a clicking noise... -~ -0 1|8 0 -D0 -~ -~ -0 -1 14042 -D1 -~ -~ -0 -1 14039 -S -#14042 -End of the Cave~ -The clicking is louder here... MUCH louder. You have stumbled into a HOOK -HORROR lair. Best hope there are none too close to you... -~ -0 1|8 0 -D2 -~ -~ -0 -1 14041 -S -#14043 -A Narrow Cavern~ -You are making your way through a long narrow cavern that runs east-west. -There are several cracks in the wall that a small creature may be able -to squeeze through, but you doubt that you could. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14044 -D3 -~ -~ -0 -1 14039 -S -#14044 -A Narrow Cavern~ -You are making your way through a long narrow cavern that runs east-west. -There are several cracks in the wall that a small creature may be able -to squeeze through, but you doubt that you could. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14045 -D3 -~ -~ -0 -1 14043 -S -#14045 -A Narrow Cavern~ -You are making your way through a long narrow cavern that runs east-west. -There are several cracks in the wall that a small creature may be able -to squeeze through, but you doubt that you could. However, one rather wide -crack to the north does look navigable. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14046 -D1 -~ -~ -0 -1 14047 -D3 -~ -~ -0 -1 14044 -S -#14046 -A Tiny Cave~ -You have squeezed into a tiny cave with no other exits. You curse wasting -your time and prepare to leave, when you suddenly hear a tiny squeak. -Turning round, you see nothing. What's going on here...? -~ -0 1|8 0 -D2 -~ -~ -0 -1 14045 -S -#14047 -A Narrow Cavern~ -You have reached the easternmost point of a long narrow cavern that runs -east-west. There are several cracks in the wall that a small creature may -be able to squeeze through, but you doubt that you could, save one to the -south. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14048 -D3 -~ -~ -0 -1 14045 -S -#14048 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14047 -S -#14049 -A Bend in the Passage~ -The passage bends sharply to the south, becoming much larger and even as it -does. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14015 -D2 -~ -~ -0 -1 14050 -S -#14050 -A Major Passage~ -The passage you are currently in is one of the most-travelled in the Underdark. -Travellers of all descriptions continually move along this passage- most -of them unfriendly. You ready your weapons, certain that you are bound to -run into some of them soon. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14049 -D2 -~ -~ -0 -1 14051 -D3 -~ -~ -0 -1 14053 -S -#14051 -A Major Passage~ -The passage you are currently in is one of the most-travelled in the Underdark. -Travellers of all descriptions continually move along this passage- most -of them unfriendly. You ready your weapons, certain that you are bound to -run into some of them soon. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14050 -D2 -~ -~ -0 -1 14052 -S -#14052 -A Major Passage~ -The passage you are currently in is one of the most-travelled in the Underdark. -Travellers of all descriptions continually move along this passage- most -of them unfriendly. You ready your weapons, certain that you are bound to -run into some of them soon. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14051 -D2 -~ -~ -0 -1 14059 -S -#14053 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14050 -S -#14054 -A Mine Tunnel~ -You have entered what looks like a mine. Iron rails run along the ground -to the east, and sitting atop these rails is a metal trolley half covered in -ore. You hear shouts and the ringing sound of metal being struck against -stone in the distance. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14055 -D3 -~ -~ -0 -1 14002 -S -#14055 -A Mine Tunnel~ -You have entered what looks like a mine. Iron rails run along the ground -to the east, and sitting atop these rails is a metal trolley half covered in -ore. You hear shouts and the ringing sound of metal being struck against -stone in the distance. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14056 -D3 -~ -~ -0 -1 14054 -S -#14056 -A Mine Tunnel~ -You have entered what looks like a mine. Iron rails run along the ground -to the east, and sitting atop these rails is a metal trolley half covered in -ore. The rails end at a giant wooden buffer. You hear shouts and the ringing -sound of metal being struck against stone all around you. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14057 -D1 -~ -~ -0 -1 14058 -D3 -~ -~ -0 -1 14055 -S -#14057 -A Storage Room~ -Hessian sacks full of ore are stacked neatly along the walls of this place. -Metal racks on the walls above them hold a variety of mining tools, as well -as an assortment of weapons. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14056 -S -#14058 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D3 -~ -~ -0 -1 14056 -S -#14059 -A Major Passage~ -The passage you are currently in is one of the most-travelled in the Underdark. -Travellers of all descriptions continually move along this passage- most -of them unfriendly. You ready your weapons, certain that you are bound to -run into some of them soon. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14052 -D2 -~ -~ -0 -1 14060 -S -#14060 -A Large Cave~ -This cave has been cleared of all stalactites and stalagmites, for some -purpose unclear to you. Passages run to the east south and north. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14059 -D1 -~ -~ -0 -1 14062 -D2 -~ -~ -0 -1 14061 -S -#14061 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14060 -S -#14062 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14063 -D3 -~ -~ -0 -1 14060 -S -#14063 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14062 -D1 -~ -~ -0 -1 14064 -S -#14064 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14065 -D3 -~ -~ -0 -1 14063 -S -#14065 -A Large Cave~ -This cave has been cleared of all stalactites and stalagmites, for some -purpose unclear to you. Passages run to the east south and north. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14064 -D1 -~ -~ -0 -1 14066 -D2 -~ -~ -0 -1 14073 -S -#14066 -A Wide Tunnel~ -You have entered a wide, east-west tunnel that is almost perfectly circular. -You see lines in some dirt that indicate something large has been dragged -here, a corpse perhaps, or perhaps the passage of a snake or worm. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14067 -D3 -~ -~ -0 -1 14065 -S -#14067 -A Junction~ -You have reached a widening of the passage where exits lead in all cardinal -directions. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14068 -D1 -~ -~ -0 -1 14070 -D2 -~ -~ -0 -1 14076 -D3 -~ -~ -0 -1 14066 -S -#14068 -A Rubble-Strewn Passage~ -This passage is narrow and difficult to traverse. It appears to end in a -dead end directly ahead. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14069 -D2 -~ -~ -0 -1 14067 -S -#14069 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. - -However, you think you could worm your way through a narrow crack in the -north wall if you wanted, although you doubt you'd be able to return the -same way. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14043 -D2 -~ -~ -0 -1 14068 -S -#14070 -A Wide Tunnel~ -You have entered a wide, east-west tunnel that is almost perfectly circular. -You see lines in some dirt that indicate something large has been dragged -here, a corpse perhaps, or perhaps the passage of a snake or worm. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14071 -D3 -~ -~ -0 -1 14067 -S -#14071 -A Wide Tunnel~ -You have entered a wide, east-west tunnel that is almost perfectly circular. -You see lines in some dirt that indicate something large has been dragged -here, a corpse perhaps, or perhaps the passage of a snake or worm. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14072 -D3 -~ -~ -0 -1 14070 -S -#14072 -A Wide Tunnel~ -You have reached the end of a wide, east-west tunnel that is almost perfectly -circular. The lines in the dirt end here. -~ -0 1|8 0 -D3 -~ -~ -0 -1 14071 -S -#14073 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14065 -D3 -~ -~ -0 -1 14074 -S -#14074 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14073 -D2 -~ -~ -0 -1 14075 -S -#14075 -A Dead End~ -You are dispirited as you find this passage ends after a short distance in a -dead end, as do many passages in the Underdark. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14074 -S -#14076 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14067 -D1 -~ -~ -0 -1 14077 -S -#14077 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14078 -D3 -~ -~ -0 -1 14076 -S -#14078 -A Cavern~ -You enter a large cavern, filled with the usual array of stalactites and -stalagmites, with two small caves to the east and west. A north-south -passage runs through the middle. -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 14077 -D1 -~ -~ -0 -1 14079 -D2 -~ -~ -0 -1 14081 -D3 -~ -~ -0 -1 14080 -S -#14079 -A Cave~ -This small cave is obviously the lair of some denizen of the Underdark. As -you pick your way past decaying corpses, skeletons and pieces of broken -equipment, you silently pray that this particular denizen is not home right -now. -~ -0 1|8 0 -D3 -~ -~ -0 -1 14078 -S -#14080 -A Cave~ -This small cave is obviously the lair of some denizen of the Underdark. As -you pick your way past decaying corpses, skeletons and pieces of broken -equipment, you silently pray that this particular denizen is not home right -now. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14078 -S -#14081 -A Long Passageway~ -This passageway stretches out deep into the Underdark, and begins to slope -steeply downward directly ahead of here. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14078 -D5 -~ -~ -0 -1 14082 -S -#14082 -A Cavern~ -This area of the Underdark looks heavily travelled. Large numbers of humanoids -of many races have travelled east up and down from here. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14083 -D4 -~ -~ -0 -1 14081 -D5 -~ -~ -0 -1 14084 -S -#14083 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14082 -D2 -~ -~ -0 -1 14089 -S -#14084 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14085 -D4 -~ -~ -0 -1 14082 -S -#14085 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14084 -D3 -~ -~ -0 -1 14086 -S -#14086 -A Small Cave~ -Several large crates and containers have been left here, along with dozens -of corpses- creatures who have had their brains sucked out by hungry -Illithids. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14088 -D1 -~ -~ -0 -1 14085 -D2 -~ -~ -0 -1 14087 -S -#14087 -A Slow Descent~ -You find yourself heading down a sloping path that heads into the inky -blackness of a large cave dead ahead. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14086 -D2 -~ -~ -0 -1 14400 -S -#14088 -Wererat Chambers~ -Here reside the Wererat guards/bully boys who work for the Illithid slave -traders. You see some Illithid have a penchant for brains, and the Wererats -are excellent purveyors. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14086 -S -#14089 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14083 -D1 -~ -~ -0 -1 14090 -S -#14090 -Outside the Pens~ -You are standing in a large cave with a metal gate barring access to the -north. From behind this grate emanates an awful stench. You have no idea -what the purpose of this area is, and you aren't sure you care to find out... -~ -0 1|8 0 -D0 -~ -~ -1 0 14091 -D1 -~ -~ -0 -1 14092 -D3 -~ -~ -0 -1 14089 -S -#14091 -The Ghoul Pens~ -Here the Drow breed new ghouls for their armies, by creating one or two and -then throwing unarmed human slaves to them to be tortured and slain, and -resurrected as ghouls. It is an effective, low cost breeding system. Pity -you're in here- you're considered feed... -~ -0 1|8 0 -D2 -~ -~ -1 0 14090 -S -#14092 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D2 -~ -~ -0 -1 14093 -D3 -~ -~ -0 -1 14090 -S -#14093 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14092 -D2 -~ -~ -0 -1 14094 -S -#14094 -A Twisting Tunnel~ -This tunnel twists and turns as it wends its sinuous way into the depths of -the Underdark. Strange moss and lichen glow dimly in small recesses in the -walls, though they provide insufficient light to navigate by. -~ -0 1|8 0 -D0 -~ -~ -0 -1 14093 -D3 -~ -~ -0 -1 14095 -S -#14095 -Outside the Pens~ -You are standing in a large cave with a metal gate barring access to the -south. From behind this grate emanates an awful stench. You have no idea -what the purpose of this area is, and you aren't sure you care to find out... -~ -0 1|8 0 -D1 -~ -~ -0 -1 14094 -D2 -~ -~ -1 0 14096 -D3 -~ -~ -0 -1 14097 -S -#14096 -The Ghast Pens~ -Here the Drow breed new ghasts for their armies, by creating one or two and -then throwing unarmed human slaves to them to be tortured and slain, and -resurrected as ghasts. It is an effective, low cost breeding system. Pity -you're in here- you're considered feed... -~ -0 1|8 0 -D0 -~ -~ -1 0 14095 -S -#14097 -An Even Tunnel~ -This passage runs directly east-west, and looks to lead to some sort of -large settlement. You may want to proceed cautiously... -~ -0 1|8 0 -D1 -~ -~ -0 -1 14095 -D3 -~ -~ -0 -1 14098 -S -#14098 -An Even Tunnel~ -This passage runs directly east-west, and looks to lead to some sort of -large settlement. You may want to proceed cautiously... - -The entrance to a large city lies directly west of here. -~ -0 1|8 0 -D1 -~ -~ -0 -1 14097 -D2 -A rest stop~ -~ -0 -1 14099 -D3 -~ -~ -0 -1 5100 -S -#14099 -A Rest Stop~ -This is a rest stop for travellers going to and from Menzoberranzan, fell -capital of the Drow holdings. It has been deserted for some time now, -perhaps due to the unsavory habits of its latest occupant... -~ -0 1|8 0 -D0 -~ -~ -0 -1 14098 -S -#0 - - -#RESETS -* -O 1 14032 1 14037 -* -D 1 14026 0 1 -D 1 14027 2 1 -D 1 14027 1 1 -D 1 14028 2 1 -D 1 14029 3 1 -D 1 14031 1 2 -D 1 14036 3 2 -D 1 14090 0 1 -D 1 14091 2 2 -D 1 14095 2 1 -D 1 14096 0 2 -* -M 1 14011 6 14002 LOADS PIERCERS -M 1 14011 6 14022 -M 1 14011 6 14082 -M 1 14000 1 14006 LOADS UMBER HULK -O 1 14015 0 14006 LOADS GEM -M 1 14008 4 14009 LOADS DROW SCOUT -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14008 4 14022 LOADS DROW SCOUT -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14008 4 14051 LOADS DROW SCOUT -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14008 4 14089 LOADS DROW SCOUT -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14005 1 14011 LOADS DISPLACER BEAST -M 1 14002 2 14015 LOADS DROW MERCHANTS -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -G 1 14006 0 0 -G 1 14007 0 0 -G 1 14008 0 0 -G 1 14009 0 0 -M 1 14001 2 14015 LOADS LIZARDS -E 1 14000 1 5 -M 1 14003 6 14015 LOADS BUGBEARS -E 1 14010 1 16 -M 1 14004 6 14015 LOADS TROGS -E 1 14011 1 16 -M 1 14003 6 14016 LOADS BUGBEARS -E 1 14010 1 16 -M 1 14004 6 14017 LOADS TROGS -E 1 14011 1 16 -M 1 14021 1 14028 LOADS VAMPIRE MAGE -E 1 14021 1 17 -G 1 14024 0 0 -M 1 14022 1 14028 LOADS SUCCUBUS -E 1 14022 1 3 -E 1 14022 1 4 -E 1 14026 1 14 -E 1 14026 1 15 -M 1 14023 1 14029 LOADS SLAVE -O 1 14023 0 14029 LOADS CHEST -P 1 14025 0 14023 LOADS SCROLL IN CHEST -P 1 14015 0 14023 LOADS GEM IN CHEST -M 1 14026 8 14031 LOADS GUARDS -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14026 8 14032 LOADS GUARDS -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14026 8 14033 LOADS GUARDS -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -M 1 14025 1 14034 LOADS PRIESTESS -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14027 1 16 -E 1 14029 1 17 -M 1 14009 1 14035 LOADS NIGHTMARE -M 1 14027 1 14036 LOADS MAGE -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14004 1 16 -E 1 14028 1 17 -M 1 14017 1 14037 LOADS NYCADAEMON -E 1 14020 1 16 WIELD AXE -M 1 14012 1 14040 LOADS LURKER -M 1 14006 3 14042 LOADS HOOK HORRORS -M 1 14020 3 14046 LOADS JERMLAINE -E 1 14011 1 16 -M 1 14015 2 14050 LOADS KUOTOAN SCOUTS -E 1 14017 1 17 -E 1 14018 1 16 -E 1 14019 1 5 -M 1 14007 6 14055 LOADS DEEP GNOME -E 1 14012 1 16 -E 1 14013 1 5 -E 1 14014 1 14 -G 1 14015 0 0 -G 1 14016 0 0 -M 1 14007 6 14056 LOADS DEEP GNOME -E 1 14012 1 16 -E 1 14013 1 5 -E 1 14014 1 14 -G 1 14015 0 0 -G 1 14016 0 0 -M 1 14007 6 14057 LOADS DEEP GNOME -E 1 14012 1 16 -E 1 14013 1 5 -E 1 14014 1 14 -G 1 14015 0 0 -G 1 14016 0 0 -O 1 14030 0 14057 LOADS SACK -P 1 14031 0 14030 PUTS ORE IN SACK -M 1 14016 1 14056 LOADS EARTH ELEMENTAL -M 1 14013 3 14044 LOADS CUBE -M 1 14013 3 14059 LOADS CUBE -M 1 14013 3 14066 LOADS CUBE -M 1 14014 1 14080 LOADS OOZE -M 1 14028 1 14072 LOADS PURPLE WORM -M 1 14024 4 14088 LOADS WERERATS -E 1 14004 1 16 -M 1 14018 6 14091 LOADS GHOULS -M 1 14019 3 14096 LOADS GHASTS -M 1 14010 1 14099 LOADS MEZZODAEMON -M 1 14029 4 14098 LOADS DROW SENTRIES -E 1 14001 1 12 -E 1 14002 1 8 -E 1 14003 1 5 -E 1 14004 1 16 -E 1 14005 1 17 -S - - -#SHOPS -14002 2 3 4 8 12 120 80 0 23 -0 - - -#SPECIALS -M 14002 spec_cast_cleric a Drow merchant -M 14007 spec_cast_cleric a Svirfneblin -M 14008 spec_cast_mage a Drow scout -M 14010 spec_cast_undead a Mezzodaemon -M 14013 spec_breath_acid a gelatinous cube -M 14014 spec_breath_gas a gray ooze -M 14015 spec_cast_cleric a Kuotoan scout -M 14017 spec_cast_undead a nycadaemon -M 14019 spec_cast_undead a ghast -M 14020 spec_thief a jermlaine -M 14021 spec_cast_mage a Drow vampire mage -M 14022 spec_cast_undead a succubus -M 14024 spec_thief a wererat -M 14025 spec_cast_cleric a Drow priestess -M 14026 spec_cast_mage a Drow guard -M 14027 spec_cast_mage a Drow mage -M 14028 spec_breath_acid a purple worm -M 14029 spec_guard a drow sentry -S - - -#$ diff --git a/data/realm/areas_merc/unholy.are b/data/realm/areas_merc/unholy.are deleted file mode 100644 index 72af40b..0000000 --- a/data/realm/areas_merc/unholy.are +++ /dev/null @@ -1,2693 +0,0 @@ -#AREA {60 65} Yaegar The Unholy Abbey~ - -#MOBILES -#30800 -evil monk~ -an evil monk~ -A robed monk snarls in hatred when he sees you! -~ -The fanatic monks of the Unholy Abbey despise all other people, especially -intruders in their sanctum! And you can rest assured they will do their -utmost to eject you! -~ -32|64 8|32|8192 -400 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30801 -clay golem~ -a clay golem~ -A statue fashioned from clay stands motionless here. -~ -This statue isn't very well-fashioned, and isn't very attractive. You wonder -why even the unholy monks would use such art in their abbey. Shrug. -~ -2|64 8|32|8192 0 S -64 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#30802 -monk master~ -a master~ -A monk clad in black robes with silver edging sneers contemptously at you. -~ -The master monks are the teachers and supervisors of the monks of the abbey, -and answer only to the abbot himself. They are if anything more diabolical -than their demented pupils, and twice as deadly. -~ -32|64 8|32|128 -800 S -63 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30803 -necromancer~ -a necromancer~ -A frail old man clad in purple robes casts evil incantations here. -~ -The abbey employs several necromancers to create their legions of undead, -with which they one day intend to conquer the kingdom of Malathar. They are -horrid, twisted, decrepit old men, who have incredible magical powers. -~ -2|64|128 8|32|512 -800 S -62 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30804 -abbot~ -the abbot~ -The unholy abbot screams vile curses at you and attacks! -~ -The abbot is a vile, despicable old tyrant who rules his damned abbey with -an iron fist and a lust for conquest and death bordering on the maniacal. -He may be a shrivelled old man, but he is still immensely powerful. -~ -2|32|64 4|8|16|32|128|512|8192 -1000 S -65 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30805 -wight~ -a wight~ -A leering wight leaps to attack you. -~ -The necromancers of the abbey have animated the remains of Knights of -Malathar slain by the monks and transformed them into horrid wights, and -additionally infusing them with a manic desire to slay everyone they behold. -~ -2|32|64 512 0 S -63 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#30806 -bone devil~ -a bone devil~ -A devil that seems to be naught but bones and gristle leers at you. -~ -The monks frequently summon devils to aid them in their evil schemes, and -their favorite is the bone devil, who only demands seven virgins rather than -the many scores other devils demand. -~ -2|64 8|32|512|8192 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#30807 -elven virgin~ -an elven virgin~ -A scraming, naked young elven maiden is chained to the altar. -~ -The monks capture and sacrifice female elven virgins to summon devils from -the Hells. This one has gone quite insane from the pain and shock of capture -and subsequent subjection to the cruel rituals of the monks. -~ -2|64 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#30808 -dwarven dwarf slave~ -a dwarven slave~ -A dwarf pounds away at a pile of rocks here. -~ -The monks may be powerful warriors but they are no engineers, so they capture -dwarves from the north and use them in this capacity, to expand and strengthen -their abbey. -~ - -64 512 0 S -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30809 -ogre slavemaster master~ -an ogre slavemaster~ -A huge, scarred ogre cracks his whip at you and orders to to surrender. -~ -This overconfident brute is one of many employed by the monks to keep their -slaves in line. He rashly expects you to just lie down and die for him. Hmmm. -~ -2|64 512 -500 S -61 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30810 -paladin~ -a paladin~ -A paladin shakes his head and struggles to regain consciousness. -~ -This hapless fellow was captured by the old Dragon Clan many centuries ago -and imprisoned here. The new clan has not dared to disturb him, for they -know of his power. -~ -2|64 4|8|16|32|128|8192 1000 S -75 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30811 -black dragon~ -a black dragon~ -(Sleeping) A massive black dragon is curled up on the floor here. -~ -They aren't called the dragon clan for nothing, pal. -~ -2|64 4|8|16|32|128|512|8192|524288 -1000 S -70 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30812 -old elf~ -an old elf~ -An old elf sits upon the rock here. -~ -This old elf, one Felthesres by name, is one of the bards of Malathar who has -vowed to remain here and await the return of the Paladin Grimafax from his -missions. He has been waiting several centuries, and will be waiting for -much longer before Grimafax returns. -~ -2|64 128 1000 S -62 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30813 -bone golem~ -a bone golem~ -A bone golem tirelessly works the bellows here. -~ -This creature was created to keep the dragon noises continually echoing -from the cavern entrance. It will not attack, but it will move to defend -itself. -~ -2|64 8192 0 S -62 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#30814 -wyvern~ -a wyvern~ -A massive wyvern is hovering just above you. -~ -This wyvern is a scout for the monks of the abbey, you surmise. Then again -it could be a perfectly normal wyvern that just happens to be wearing a -massive green amulet with "dragon clan" written on it... -~ -2|64 524288 -234 S -61 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#30815 -pit beast~ -a pit beast~ -A pit beast lunges at you! -~ -These savage mutant hounds are horrors feared the world over. Only the monks -have managed to tame these beasts, much to the displeasure of civilized -folk everywhere. -~ -2|32|64 32768 0 S -62 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -#0 - -#OBJECTS -#30800 -monk habit~ -a monk's habit~ -A long brown monk's robe stained with blood lies crumpled on the floor.~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -#30801 -master robe habit~ -a master's habit~ -A black monk's robe trimmed with silver lies here.~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -12 60 -#30802 -necromancer robes~ -necromancer's robes~ -Some purple robes lie here.~ -~ -9 0 1|1024 -0 0 0 0 -5 0 0 -A -3 4 -A -12 50 -#30803 -dagger~ -a mithril dagger~ -A dagger made from mithril lies here. It looks evil.~ -~ -5 2|16|512 1|8192 -0 0 0 11 -8 0 0 -A -18 12 -A -19 12 -#30804 -altar~ -a bloodstained altar~ -A large marble bloodstained altar rests in the center of the chapel.~ -~ -12 0 0 -0 0 0 0 -10000 0 0 -A -12 10000 -#30805 -abbot ring~ -the abbot's ring~ -A black ring that glows with an unholy light lies here.~ -~ -9 1|16|512 1|2 -0 0 0 0 -1 0 0 -A -1 3 -A -18 6 -A -19 6 -#30806 -abbot robes~ -the abbot's robes~ -Some crimson robes lie here.~ -~ -9 1|16|512 1|1024 -0 0 0 0 -5 0 0 -A -13 60 -A -23 -6 -#30807 -bracers might~ -bracers of might~ -A pair of sturdy metal bracers lie here, unclaimed.~ -~ -9 1|64 1|256 -0 0 0 0 -10 0 0 -A -1 4 -A -18 2 -A -19 6 -#30808 -sword elven~ -an elven longsword~ -An ornately-fashioned sword lies here.~ -~ -5 1|64 1|8192 -0 0 0 11 -10 0 0 -A -2 4 -A -18 12 -#30809 -suit elven chainmail~ -a suit of elven chainmail~ -A suit of well-crafted chain lies here.~ -~ -9 1|64 1|8 -0 0 0 0 -5 0 0 -A -17 -30 -#30810 -shield~ -a rune-covered shield~ -A shield covered with mithril runes is propped up against a wall here.~ -~ -9 1|64 1|512 -0 0 0 0 -8 0 0 -A -5 5 -A -17 -30 -#30811 -tattered cloak~ -a tattered cloak~ -A tattered old cloak lies here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -#30812 -scythe~ -a scythe~ -A scythe lies here, glowing.~ -~ -5 1|2|16|64|512 1|32768 -0 0 0 2 -20 0 0 -A -18 15 -A -19 15 -#30813 -manacles~ -a pair of manacles~ -A pair of iron manacles lies here.~ -~ -9 4096 1|256 -0 0 0 0 -15 0 0 -A -2 -4 -#30814 -pick~ -a mining pick~ -A pick is lying here.~ -~ -9 0 1|8192 -0 0 0 11 -5 0 0 -#30815 -whip~ -a whip~ -A whip is curled up on the floor here.~ -~ -5 0 1|8192 -0 0 0 4 -10 0 0 -#30816 -iron key~ -an iron key~ -An iron key is lying here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#30817 -silver key~ -a silver key~ -A sliver key is lying here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#30818 -gold key~ -a gold key~ -A gold key is lying here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#30819 -chest key~ -a chest key~ -A chest key is lying here.~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#30820 -chest~ -an iron chest~ -An iron chest sits here.~ -~ -15 0 0 -1500 13 30819 0 -1000 0 0 -#30821 -suit unholy armor~ -a suit of unholy armor~ -A suit of unholy armor lies here.~ -~ -9 1|2|16|64|512|4096 1|8 -20 0 0 0 -25 0 0 -A -1 3 -A -2 3 -A -5 3 -A -13 30 -A -17 -30 -A -18 6 -A -19 6 -A -23 -3 -A -24 -3 -A -25 -8 -#30822 -sack~ -a sack~ -A sack lies here.~ -~ -15 0 1|16384 -25 1 0 0 -1 0 0 -#30823 -gold~ -some gold~ -Some gold has been scattered here. Quite a lot actually.~ -~ -20 0 1 -25000 0 0 0 -1 0 0 -#30824 -bellows~ -a bellows~ -A bellows sits here.~ -~ -12 0 0 -0 0 0 0 -4 0 0 -#30825 -green amulet~ -a bright green amulet~ -A bright green amulet is lying here.~ -~ -18 0 1|4 -0 0 0 0 -1 0 0 -E -amulet~ -It has "DRAGON CLAN" scribed upon it. -~ -#30826 -portal~ -a glowing green portal~ -A green portal floats here.~ -~ -33 1 0 -30827 0 0 0 -1 0 0 -#30827 -portal~ -a glowing green portal~ -A green portal floats here.~ -~ -33 1 0 -30825 0 0 0 -1 0 0 -#30828 -portal~ -a glowing red portal~ -A red portal floats here.~ -~ -33 1 0 -30839 0 0 0 -1 0 0 -#30829 -sack~ -a sack~ -A sack lies on the floor here.~ -~ -15 0 1|16384 -15 1 0 0 -1 0 0 -#30830 -lantern~ -a lantern~ -A lantern in excellent condition sits here.~ -~ -1 0 1|16384|65536 -0 0 100 0 -1 0 0 -#30831 -chest~ -a small chest~ -A small chest sits here.~ -~ -15 0 1 -50 5 -1 0 -5 0 0 -#30832 -wineskin~ -a wineskin~ -A wineskin hangs from a hook on one wall.~ -~ -17 0 1|16384 -5 5 2 0 -2 0 0 -#30833 -waterskin~ -a waterskin~ -A waterskin hangs from a hook on one wall.~ -~ -17 0 1|16384 -5 5 0 0 -2 0 0 -#30834 -iron rations~ -some iron rations~ -Some unopened iron rations sit here.~ -~ -19 0 1|16384 -24 0 0 0 -2 0 0 -#30835 -backpack~ -a backpack~ -A backpack sits here.~ -~ -15 0 1|8 -25 1 0 0 -3 0 0 -#30836 -hand axe~ -a hand axe~ -A hand axe hangs by a thong from a hook on one wall.~ -~ -5 0 1|8192 -0 0 0 3 -5 0 0 -#30837 -throwing axe~ -a throwing axe~ -A throwing axe hangs by a thong from a hook on one wall.~ -~ -30 0 1|8192 -0 0 0 0 -5 0 0 -#30838 -bo stick~ -a bo stick~ -A bo stick rests against one wall here.~ -~ -5 0 1|32768 -0 0 0 7 -5 0 0 -#30839 -jo stick~ -a jo stick~ -A bo stick rests against one wall here.~ -~ -5 0 1|32768 -0 0 0 7 -5 0 0 -#30840 -quarterstaff~ -a quarterstaff~ -A quarterstaff is lying on the floor here.~ -~ -5 0 1|32768 -0 0 0 8 -5 0 0 -#30841 -crossbow~ -a crossbow~ -A crossbow is resting against one wall here.~ -~ -5 0 1|32768 -0 0 0 11 -10 0 0 -#30842 -quiver~ -a quiver~ -A large quiver is hanging from a hook opposite the door.~ -~ -29 0 1|8 -50 1 0 0 -3 100 0 -#30843 -shield~ -a white shield~ -A white shield bearing a white hart on a green field lies here.~ -~ -9 1|64|256|1024 1|512 -12 0 0 0 -7 0 0 -A -5 4 -A -13 50 -A -17 -30 -A -23 -3 -A -24 -3 -A -25 3 -#30844 -surcoat~ -a white surcoat~ -A surcoat bearing the coat of arms of Malathar lies here.~ -~ -9 1|64|256|1024 1|8 -12 0 0 0 -5 0 0 -A -1 4 -A -18 5 -A -19 5 -A -25 3 -#30845 -throne~ -a throne~ -A throne sits here.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -E -throne~ -You think you can see a secret door beneath it... -~ -#30846 -skeleton~ -a skeleton~ -A skeleton is seated upon the throne.~ -~ -13 0 0 -0 0 0 0 -25 0 0 -E -skeleton~ -This skeleton appears to be humanoid... -~ -E -.trigo_dooropen~ -down~ -#30847 -sarcophagus~ -a massive sarcophagus~ -A masive sarcophagus rests here.~ -~ -15 0 0 -15000 1 0 0 -15000 0 0 -#30848 -red amulet~ -a glowing red amulet~ -A glowing red amulet lies here.~ -~ -18 0 1|4 -0 0 0 0 -1 0 0 -#30849 -portal~ -a glowing red portal~ -A red portal floats here.~ -~ -33 1 0 -30827 0 0 0 -1 0 0 -#30850 -desk~ -a small desk~ -A small desk sits in front of the shelves.~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#30851 -letter~ -a partially-drafted letter~ -An unfinished letter lies on the desk.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -E -letter~ -The letter reads- - -"We must make our move soon! Already the elves of Malathar have become aware -of our presence, and are seeking to stop us! Oh but when we call upon the -power of the DRAGON, how they will suffer! If only the Demon Lord could offer -us more -" -~ -#30852 -book~ -a book on ritual sacrifice~ -A particularly large book detailing ritual sacrifice sits here.~ -~ -13 16|512|128|4096 1|16384 -0 0 0 0 -25 0 0 -A -3 -3 -A -4 -3 -A -12 -50 -#30853 -portal~ -a glowing blue portal~ -A blue portal floats here.~ -~ -33 1 0 -30883 0 0 0 -1 0 0 -#30854 -portal~ -a glowing blue portal~ -A blue portal floats here.~ -~ -33 1 0 -30839 0 0 0 -1 0 0 -#30855 -portal~ -a glowing black portal~ -A black portal floats here.~ -~ -33 1 0 -30819 0 0 0 -1 0 0 -#30856 -bath~ -a bath~ -A bath is slowly filling with natural spring water here.~ -~ -25 0 0 -0 0 0 0 -30800 0 0 -#30857 -blue amulet~ -a blue amulet~ -A blue amulet glows with an unearthly light here.~ -~ -18 0 1|4 -0 0 0 0 -1 0 0 -#0 - -#ROOMS -#30800 -The Path to the Craggy Tor~ -You are ascending steadily upwards through rough terrain towards a large, -jagged mountain far to the north. There is a small rock resting here, near -the path, which could serve as a passable chair. There is a sign nailed to -a dead tree that hangs over the rock. -~ -0 0 4 -D0 -~ -~ -0 -1 30801 -D2 -~ -~ -0 -1 4035 -S -#30801 -The Path to the Craggy Tor~ -You continue up the path, only vaguely noticing the bleak terrain around -you as the climb is quite exerting. Birds circle far overhead, taking only -a casual interest in you. The path bends sharply to the east at this point. -~ -0 4 4 -D1 -~ -~ -0 -1 30802 -D2 -~ -~ -0 -1 30800 -S -#30802 -The Path to the Craggy Tor~ -The path bends back to the north here, heading straight for the base of the -Tor. However, there appears to be a deep chasm dividing the path from the -base, and you wonder how you will pass it. -~ -0 0 4 -D0 -~ -~ -0 -1 30805 -D3 -~ -~ -0 -1 30801 -S -#30803 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30808 -D1 -~ -~ -0 -1 30804 -S -#30804 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30809 -D1 -~ -~ -0 -1 30805 -D3 -~ -~ -0 -1 30803 -S -#30805 -The Edge of the Chasm~ -You reach the edge of the chasm, and stare across at the Tor. Sure enough, -you can see the abbey, nestled in a small crack that divides the top third -of the tor in two. It appears to have no doors or windows, and you can't -see any way across. You think you can see a black shape nestled atop the -abbey. -~ -0 0 4 -D0 -~ -~ -0 -1 30810 -D1 -~ -~ -0 -1 30806 -D2 -~ -~ -0 -1 30802 -D3 -~ -~ -0 -1 30804 -S -#30806 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30811 -D1 -~ -~ -0 -1 30807 -D3 -~ -~ -0 -1 30805 -S -#30807 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30812 -D3 -~ -~ -0 -1 30806 -S -#30808 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30813 -D1 -~ -~ -0 -1 30809 -D2 -~ -~ -0 -1 30803 -S -#30809 -Flying Above the Chasm~ -You soar into the air and fly over the chasm, which yawns below you, -descending to a depth of about 200 feet. You can see a small ledge outside -the abbey to the north. -~ -0 0 9 -D0 -~ -~ -0 -1 30814 -D1 -~ -~ -0 -1 30810 -D2 -~ -~ -0 -1 30804 -D3 -~ -~ -0 -1 30808 -D5 -~ -~ -0 -1 30820 -S -#30810 -Flying Above the Chasm~ -You soar into the air and fly over the chasm, which yawns below you, -descending to a depth of about 200 feet. You can see a small ledge outside -the abbey to the north. You hear what sounds like a dragon roaring far below. -~ -0 0 9 -D0 -~ -~ -0 -1 30815 -D1 -~ -~ -0 -1 30811 -D2 -~ -~ -0 -1 30805 -D3 -~ -~ -0 -1 30809 -D5 -~ -~ -0 -1 30821 -S -#30811 -Flying Above the Chasm~ -You soar into the air and fly over the chasm, which yawns below you, -descending to a depth of about 200 feet. You can see a small ledge outside -the abbey to the north. -~ -0 0 9 -D0 -~ -~ -0 -1 30816 -D1 -~ -~ -0 -1 30812 -D2 -~ -~ -0 -1 30806 -D3 -~ -~ -0 -1 30810 -D5 -~ -~ -0 -1 30822 -S -#30812 -The Edge of the Chasm~ -You are heading round the edge of the chasm. You can see no way across it -from here, though you could perhaps proceed across or down if you could -fly. You can still see the Tor, and the abbey at its summit. The black -shape is still hovering atop it. -~ -0 0 4 -D0 -~ -~ -0 -1 30817 -D2 -~ -~ -0 -1 30807 -D3 -~ -~ -0 -1 30811 -S -#30813 -The End of the Path~ -The path ends here in a dead end at a high cliff face. You have no choice -but to turn back. -~ -0 0 4 -D2 -~ -~ -0 -1 30808 -S -#30814 -Outside the Abbey~ -You are standing on a narrow ledge that runs along the south wall of the -abbey. You see no doors, windows or other places where you could enter or -exit. Baffled, you move on. -~ -0 0 4 -D1 -~ -~ -0 -1 30815 -D2 -~ -~ -0 -1 30809 -S -#30815 -Outside the Abbey~ -You are standing on a narrow ledge that runs along the south wall of the -abbey. You see no doors, windows or other places where you could enter or -exit. You can fly up to the roof from here if you wish, though. -~ -0 0 4 -D1 -~ -~ -0 -1 30816 -D2 -~ -~ -0 -1 30810 -D3 -~ -~ -0 -1 30814 -D4 -~ -~ -0 -1 30818 -S -#30816 -Outside the Abbey~ -You are standing on a narrow ledge that runs along the south wall of the -abbey. You see no doors, windows or other places where you could enter or -exit. Baffled, you move on. -~ -0 0 4 -D2 -~ -~ -0 -1 30811 -D3 -~ -~ -0 -1 30815 -S -#30817 -The End of the Path~ -The path ends here in a dead end at a high cliff face. You have no choice -but to turn back. -~ -0 0 4 -D2 -~ -~ -0 -1 30812 -S -#30818 -Flying up the Abbey Walls~ -You are flying swiftly upwards, passing parallel to the sheer cliff-like -walls of the abbey. There appears to be no possible entrance to this place. -Nor is there any sign of life, save the massive black shape you spied earlier -perched atop the roof. -~ -0 0 9 -D4 -~ -~ -0 -1 30819 -D5 -~ -~ -0 -1 30815 -S -#30819 -The Roof of the Abbey~ -The roof is dominated by a huge pile of rocks and assorted rubble, which -serves as a perch for a rather large black dragon, the Clan's "mascot" for -want of a better word. Have fun. -~ -0 0 1 -D5 -~ -~ -0 -1 30818 -S -#30820 -The Bottom of the Chasm~ -The floor of the chasm is littered with assorted debris that has accumulated -over several centuries as many dragon clans rose and fell in the abbey. You -hear a dread howling that echoes about you. -~ -0 0 4 -D1 -~ -~ -0 -1 30821 -S -#30821 -The Bottom of the Chasm~ -The floor of the chasm is littered with assorted debris that has accumulated -over several centuries as many dragon clans rose and fell in the abbey. You -hear a dread howling that echoes about you. A cavern opens up in front of -you and bright red eyes glare sullenly at you from within! -~ -0 0 4 -D0 -~ -~ -0 -1 30823 -D1 -~ -~ -0 -1 30822 -D3 -~ -~ -0 -1 30820 -S -#30822 -The Bottom of the Chasm~ -The floor of the chasm is littered with assorted debris that has accumulated -over several centuries as many dragon clans rose and fell in the abbey. You -hear a dread howling that echoes about you. -~ -0 0 4 -D3 -~ -~ -0 -1 30821 -S -#30823 -The Eyes Have It~ -The "eyes" turn out to be red lamps hung from long chains attached to a -wooden crossbeam set in the ceiling of this cavern. The roaring can still -be heard, louder than ever. It appears to be emanating from the north. -~ -0 8 0 -D0 -~ -~ -0 -1 30824 -D2 -~ -~ -0 -1 30821 -S -#30824 -The Bellows Golem~ -You have found the source of the dread howling- a giant bellows, being slowly -worked by a bone golem. It seems a rather puerile protective measure, -considering most intelligent adventurers wouldn't be fooled. YOU weren't -fooled, were you? - -A greenish glow is coming from the north. -~ -0 8 0 -D0 -~ -~ -0 -1 30825 -D2 -~ -~ -0 -1 30823 -S -#30825 -The Portal Chamber~ -You enter a large square room, 40'x40', with a glowing green portal in the -ceiling. However, a large grate is blocking entry to it. There is a bright -green padlock depending from the grate. Do you have a key? -~ -0 8 0 -D2 -~ -~ -0 -1 30824 -D4 -~ -grate~ -293 30825 30826 -S -#30826 -The Portal~ -The portal is flowing right in front of you. You may enter it if you wish. -~ -0 8 0 -D5 -~ -grate~ -293 30825 30825 -S -#30827 -Level One~ -You emerge from the portal into a square room identical to the one you just -left. Two portals lie here, one green, and one red. A passage runs away to -the east. A grate with a red lock blocks access upward to the red portal. -~ -0 8 0 -D1 -~ -~ -0 -1 30828 -D4 -~ -~ -1 30848 30838 -S -#30828 -The Passage~ -This passage has been recently swept clean, and shows no trace of passage. -Doors line it to either side, as well as at the eastern end. There is a -glowing portal to the west. -~ -0 8 0 -D0 -~ -~ -1 0 30829 -D1 -~ -~ -0 -1 30831 -D2 -~ -~ -1 0 30830 -D3 -~ -~ -0 -1 30827 -S -#30829 -A Storage Room~ -You have entered a small room containing all manner of supplies- ropes, -lanterns, tinderboxes, wineskins, waterskins, sacks, bags, chests and such. -You can search through the items if you wish, or return to the passage -outside. -~ -0 8 0 -D2 -~ -~ -1 0 30828 -S -#30830 -A Storage Room~ -You have entered a small room containing all manner of supplies- ropes, -lanterns, tinderboxes, wineskins, waterskins, sacks, bags, chests and such. -You can search through the items if you wish, or return to the passage -outside. -~ -0 8 0 -D0 -~ -~ -1 0 30828 -S -#30831 -The Passage~ -This passage has been recently swept clean, and shows no trace of passage. -Doors line it to either side, as well as at the eastern end. There is a -glowing portal to the west. -~ -0 8 0 -D0 -~ -~ -1 0 30832 -D1 -~ -~ -1 -1 30834 -D2 -~ -~ -1 0 30833 -D3 -~ -~ -0 -1 30828 -S -#30832 -An Armory~ -A small room lies beyond the door, filled with all sorts of weapons -commonly used by monks, especially militant fanatic ones. They are in good -condition, but appear to be perfectly ordinary. -~ -0 8 0 -D2 -~ -~ -1 -1 30831 -S -#30833 -An Armory~ -A small room lies beyond the door, filled with all sorts of weapons -commonly used by monks, especially militant fanatic ones. They are in good -condition, but appear to be perfectly ordinary. -~ -0 8 0 -D0 -~ -~ -1 -1 30831 -S -#30834 -A Strange Room~ -You enter a small, dimly-lit room, containing naught but a throne, upon -which is seated a skeleton. There appears to be nothing else of interest -in the chamber. -~ -0 8 0 -D3 -~ -~ -1 0 30831 -D5 -~ -throne~ -385 0 30835 -S -#30835 -A Tunnel~ -You enter a tunnel which is lined with foot- and hand-holds on one wall, -allowing you to descend. The air is damp and chill, and you shiver. -~ -0 1|4|8 0 -D4 -~ -~ -1 0 30834 -D5 -~ -~ -0 -1 30836 -S -#30836 -The Bottom of the Tunnel~ -You reach the bottom and shiver again as a blast of cold air hits you. There -is nothing in this cramped space save a massive door to the east covered in -mystic runes. -~ -0 1|8 0 -D1 -~ -~ -97 -1 30837 -D4 -~ -~ -0 -1 30835 -E -door runes~ -The runes read- "RELEASE NOT THE SPIRIT THAT SHALL SLAY US ALL" -~ -S -#30837 -The Tomb~ -The tomb is icy cold, almost dangerously so, and is dominated by a huge -sarcophagus, inside which rests the corpse of an elven paladin. Maybe it -wasn't such a good idea releasing him... -~ -0 1|8 0 -D3 -~ -~ -1 0 30836 -S -#30838 -The Portal~ -The red portal floats in front of you. Enter it to continue... -~ -0 8 0 -D5 -~ -~ -1 30848 30827 -S -#30839 -The Portal Chamber~ -You emerge into yet another 40'x40' chamber, this one containing a red -portal and a blue portal behind a grate with a blue lock. Doors lead out -of this chamber in all directions. -~ -0 8 0 -D0 -~ -~ -1 0 30840 -D1 -~ -~ -1 0 30841 -D2 -~ -~ -1 0 30843 -D3 -~ -~ -1 0 30842 -D4 -~ -~ -1 30857 30882 -S -#30840 -A Long Dark Passage~ -This corridor is pitch-black- even with your light you can scarcely see a -thing! You think you can feel a door to the north. -~ -0 1|8 0 -D0 -~ -~ -1 0 30844 -D2 -~ -~ -1 0 30839 -S -#30841 -A Long Dark Passage~ -This corridor is pitch-black- even with your light you can scarcely see a -thing! You think you can feel a door to the east. -~ -0 1|8 0 -D1 -~ -~ -1 0 30847 -D3 -~ -~ -1 0 30839 -S -#30842 -A Long Dark Passage~ -This corridor is pitch-black- even with your light you can scarcely see a -thing! You think you can feel a door to the west. -~ -0 1|8 0 -D1 -~ -~ -1 0 30839 -D3 -~ -~ -1 0 30845 -S -#30843 -A Long Dark Passage~ -This corridor is pitch-black- even with your light you can scarcely see a -thing! You think you can feel a door to the south. -~ -0 1|8 0 -D0 -~ -~ -1 0 30839 -D2 -~ -~ -1 0 30846 -S -#30844 -Barracks~ -You emerge into a room that appears to be some sort of barracks. Normally -several monks can be found here, practicing their katas and meidtating. -Perhaps you'll be lucky and find none... -~ -0 8 0 -D1 -~ -~ -1 0 30848 -D2 -~ -~ -1 0 30840 -D3 -~ -~ -1 0 30852 -S -#30845 -Barracks~ -You emerge into a room that appears to be some sort of barracks. Normally -several monks can be found here, practicing their katas and meidtating. -Perhaps you'll be lucky and find none... -~ -0 8 0 -D0 -~ -~ -1 0 30853 -D1 -~ -~ -1 0 30842 -D2 -~ -~ -1 0 30854 -S -#30846 -A Chamber~ -this appears to be some sort of relaxation chamber- it would seem even -diabolically evil fanatic megalomanical demon-worshipping monks need to -relax every now and again. However, in true monk style, the room is devoid -of funriture- only a few straw mats and some simple tapestries provide any -comfort. -~ -0 8 0 -D0 -~ -~ -1 -1 30843 -D1 -~ -~ -1 0 30856 -D3 -~ -~ -1 0 30855 -S -#30847 -A Study~ -This is apparently the study of one of the master monks. Bookcases full of -texts detailing ritual sacrifice and such line the walls, and a small desk -sits in front of them, though it doesn't look as if it gets much use. -~ -0 8 0 -D0 -~ -~ -1 0 30857 -D2 -~ -~ -1 0 30858 -D3 -~ -~ -1 0 30841 -S -#30848 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30849 -D3 -~ -~ -1 0 30844 -S -#30849 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. Belatedly, you notice the floor doesn't feel quite -right here... -~ -0 1|8 0 -D1 -~ -~ -0 -1 30850 -D3 -~ -~ -0 0 30848 -D5 -~ -~ -0 -1 30851 -S -#30850 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. You feel a door to the east. -~ -0 1|8 0 -D1 -~ -~ -1 -1 30859 -D3 -~ -~ -0 0 30849 -S -#30851 -A Pit Trap~ -You stumble into a pit. The fall isn't great, and you quickly leap back up, -wondering why the monks would make such a harmless trap. Then you notice -the stench and hear the growling... -~ -0 1|8|8192 0 -D4 -~ -~ -0 -1 30849 -S -#30852 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door lies to the east. -~ -0 1|8 0 -D1 -~ -~ -1 -1 30844 -D3 -~ -~ -0 0 30860 -S -#30853 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the south. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30864 -D2 -~ -~ -1 0 30845 -S -#30854 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the north. -~ -0 1|8 0 -D0 -~ -~ -1 -1 30845 -D2 -~ -~ -0 0 30866 -S -#30855 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the east. -~ -0 1|8 0 -D1 -~ -~ -1 -1 30846 -D3 -~ -~ -0 0 30868 -S -#30856 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the west. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30871 -D3 -~ -~ -1 0 30846 -S -#30857 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the south. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30873 -D2 -~ -~ -1 0 30847 -S -#30858 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the north. -~ -0 1|8 0 -D0 -~ -~ -1 -1 30847 -D2 -~ -~ -0 0 30875 -S -#30859 -A Study~ -This is apparently the study of one of the master monks. Bookcases full of -texts detailing ritual sacrifice and such line the walls, and a small desk -sits in front of them, though it doesn't look as if it gets much use. -~ -0 8 0 -D2 -~ -~ -1 0 30874 -D3 -~ -~ -1 0 30850 -S -#30860 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30852 -D3 -~ -~ -0 0 30861 -S -#30861 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be felt to the west. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30860 -D3 -~ -~ -1 0 30862 -S -#30862 -A Study~ -This is apparently the study of one of the master monks. Bookcases full of -texts detailing ritual sacrifice and such line the walls, and a small desk -sits in front of them, though it doesn't look as if it gets much use. -~ -0 8 0 -D1 -~ -~ -1 0 30861 -D2 -~ -~ -1 0 30863 -S -#30863 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. There is a door to the north. -~ -0 1|8 0 -D0 -~ -~ -1 -1 30862 -D2 -~ -~ -0 0 30864 -S -#30864 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. You take another step, and realize there is a pit -beneath your feet... -~ -0 1|8 0 -D0 -~ -~ -0 -1 30863 -D2 -~ -~ -0 0 30853 -D5 -~ -~ -0 -1 30865 -S -#30865 -An Acid Pit~ -This pit isn't particularly deep, and you hit the bottom wondering what's -next. Then you start to feel a mild stinging sensation, followed by a clinking -sound as your coins start to fall from your money pouch, which is being -eaten away by acid! -~ -0 1|8|8192 0 -D4 -~ -~ -0 -1 30864 -S -#30866 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30854 -D2 -~ -~ -0 0 30867 -S -#30867 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door lies to the south. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30866 -D2 -~ -~ -1 0 30870 -S -#30868 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30855 -D3 -~ -~ -0 0 30869 -S -#30869 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door lies to the west. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30868 -D3 -~ -~ -1 0 30870 -S -#30870 -A Study~ -This is apparently the study of one of the master monks. Bookcases full of -texts detailing ritual sacrifice and such line the walls, and a small desk -sits in front of them, though it doesn't look as if it gets much use. -~ -0 8 0 -D0 -~ -~ -1 0 30867 -D1 -~ -~ -1 0 30869 -S -#30871 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D1 -~ -~ -0 -1 30872 -D3 -~ -~ -0 0 30856 -S -#30872 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door lies to the east. -~ -0 1|8 0 -D1 -~ -~ -1 -1 30878 -D3 -~ -~ -0 0 30871 -S -#30873 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30874 -D2 -~ -~ -0 0 30857 -S -#30874 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. A door can be vaguely made out to the north. -~ -0 1|8 0 -D0 -~ -~ -1 -1 30859 -D2 -~ -~ -0 0 30873 -S -#30875 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. Suddenly your feet cease to find floor beneath them... -~ -0 1|8 0 -D0 -~ -~ -0 -1 30858 -D2 -~ -~ -0 0 30877 -D5 -~ -~ -0 -1 30876 -S -#30876 -A Fire Pit~ -You fall into what appears to be a giant BBQ. You cringe and leap in the -air as your feet encounter burning piles of coal and other materials. It is -HOT in here! -~ -0 1|8 0 -D4 -~ -~ -0 -1 30875 -S -#30877 -A Long Black Corridor~ -This corridor is dark, almost supernaturally so, and you make your way along -slowly and carefully. You see a door to the south. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30875 -D2 -~ -~ -1 0 30878 -S -#30878 -The Necromancers' Labs~ -You walk into a dank, smelly chamber full of tables stacked with body parts. -Feeble illumination comes from a weak light spell cast on some rods of -mithril; besides that the room is almost completely dark. Doors lead east, -west and north. -~ -0 8 0 -D0 -~ -~ -1 0 30877 -D1 -~ -~ -1 0 30879 -D3 -~ -~ -1 0 30872 -S -#30879 -The Cells~ -Here the Necromancers store the results of their twisted experiments on some -captured elven knights. They howl and scream so much that even their -creators are scared of them. -~ -0 1|8 0 -D0 -~ -~ -1 0 30880 -D2 -~ -~ -1 0 30881 -D3 -~ -~ -1 0 30878 -S -#30880 -A Cell~ -This dismal chamber contains little but a few rags and scraps of flesh and -bone. Whatever lives here certainly has bad domestic habits. -~ -0 1|8 0 -D2 -~ -~ -1 0 30879 -S -#30881 -A Cell~ -This dismal chamber contains little but a few rags and scraps of flesh and -bone. Whatever lives here certainly has bad domestic habits. -~ -0 1|8 0 -D0 -~ -~ -1 0 30879 -S -#30882 -The Blue Portal~ -This portal leads to the highest tier of the abbey. Be careful- there's no -turning back now! -~ -0 1|8 0 -D5 -~ -~ -1 30848 30839 -S -#30883 -The Final Portal Chamber~ -This 40'x40' room has the usual two portals, save that here there is no -lock on the one set in the roof. In fact you can walk right into it from -here should you so desire. Hmmm... - -Arched hallways run east, south and north, while a door bars passage westward. -~ -0 8 0 -D0 -~ -~ -0 -1 30884 -D1 -~ -~ -0 -1 30889 -D2 -~ -~ -0 -1 30894 -D3 -~ -~ -1 0 30899 -S -#30884 -The Arched Corridor~ -you slowly walk along the passage. An eerie feeling comes over you, and you -shiver. Distant chanting can be heard, as well as the occasional tolling -of a large bell. You hear more chanting, then a terrible scream. Oh dear... -~ -0 1|8 0 -D0 -~ -~ -0 -1 30886 -D2 -~ -~ -0 -1 30883 -S -#30885 -The West Wing of the Unholy Chapel~ -You are standing in the west wing, among pews stained with blood and other -fluids, most of them unidentifiable. A great cry goes up to the east. You -peer in that direction and- OH MY GOD! -~ -0 1|8 0 -D1 -~ -~ -0 -1 30886 -S -#30886 -The Unholy Chapel~ -It is here that the monks perform their unholy rites, summoning unnameable -horrors from the deepest pits of hell. You see sick murals covering the -walls, depicting the sacrifice of youths of all races to perverted, twisted -demons and devils. -~ -0 1|8 0 -D0 -~ -~ -0 -1 30888 -D2 -~ -~ -0 -1 30884 -D3 -~ -~ -0 -1 30885 -S -#30888 -The Altar~ -You have reached the core of the evil, and the wicked heart that pulses the -energy through it. Though you have battled scores of opponents, rarely have -you previously encountered such evil. Foul ichor spews from gashes in the -walls of this place, coalescing into a floating portal to some netherworld -you know naught of. But you soon will, for it is there that you must next -travel, to rid the world of this evil! -~ -0 1|8 0 -D2 -~ -~ -0 -1 30886 -S -#30889 -The Inner Sanctum~ -You have entered the quarters of the Abbot, master of the unholy abbey and -the foe you have dreaded facing the most. You can stop here to prepare for -the upcoming battle if you desire. -~ -0 1|8|1024 0 -D1 -~ -~ -1 0 30890 -D3 -~ -~ -0 -1 30883 -S -#30890 -The Quarters of the Abbot~ -These rooms, as you expected, are lavishly appointed with rich tapestries -and fine furniture from all over the world. You didn't think the abbot would -live so simply as his followers! You see a bathroom to the east, a study -to the south and a massive bedchamber to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 30891 -D1 -~ -~ -0 -1 30893 -D2 -~ -~ -0 -1 30892 -D3 -~ -~ -1 0 30889 -S -#30891 -A Bedchamber~ -This room is dominated by a great pile of rugs and cushions in the center -of the room, upon which the abbot reclines with whatever servant has taken -his fancy. At present it appears to be deserted... -~ -0 8 0 -D2 -~ -~ -0 -1 30890 -S -#30892 -A Study~ -This study is more of a library, filled as it is with scores of grimoires -detailing the most despicable acts imaginable. A small desk, not dissimilar -to those you saw the maste rmonks using below, stands in the center of the -room, near a fireplace which burns magically without requiring fuel. -~ -0 8 0 -D0 -~ -~ -0 -1 30890 -S -#30893 -A Bathroom~ -This chamber contains a large bath, which fills with natural spring water -from some hidden source. It appears to be palatable, surprising in this -foul place. -~ -0 8 0 -D3 -~ -~ -0 -1 30890 -S -#30894 -Under Construction~ -This section of the abbey is being massively refurbished, for purposes -unknown to you. Sounds of construction echo all around you, and you proceed -with a fair deal of caution, not knowing of what mein the laborers may be. -~ -0 4|8 0 -D0 -~ -~ -0 -1 30883 -D2 -~ -~ -0 -1 30896 -S -#30895 -Under Construction~ -This section of the abbey is being massively refurbished, for purposes -unknown to you. Sounds of construction echo all around you, and you proceed -with a fair deal of caution, not knowing of what mein the laborers may be. -~ -0 8 0 -D1 -~ -~ -0 -1 30896 -S -#30896 -Under Construction~ -This section of the abbey is being massively refurbished, for purposes -unknown to you. Sounds of construction echo all around you, and you proceed -with a fair deal of caution, not knowing of what mein the laborers may be. -~ -0 8 0 -D0 -~ -~ -0 -1 30894 -D1 -~ -~ -0 -1 30897 -D2 -~ -~ -0 -1 30898 -D3 -~ -~ -0 -1 30895 -S -#30897 -Under Construction~ -This section of the abbey is being massively refurbished, for purposes -unknown to you. Sounds of construction echo all around you, and you proceed -with a fair deal of caution, not knowing of what mein the laborers may be. -~ -0 8 0 -D3 -~ -~ -0 -1 30896 -S -#30898 -Under Construction~ -This section of the abbey is being massively refurbished, for purposes -unknown to you. Sounds of construction echo all around you, and you proceed -with a fair deal of caution, not knowing of what mein the laborers may be. -~ -0 8 0 -D0 -~ -~ -0 -1 30896 -S -#30899 -An Empty Chamber~ -You open the door and step into an apparently empty chamber. Neither rug -nor tapestry can be seen, nor chair nor table. There is no other exit besides -the one you entered. Strange... -~ -0 1|4|8 0 -D1 -~ -~ -1 0 30883 -S -#0 - -#RESETS -M 1 30800 6 30844 Monks -E 1 30800 1 12 habit -M 1 30800 6 30845 Monks -E 1 30800 1 12 habit -M 1 30800 6 30846 Monks -E 1 30800 1 12 habit -M 1 30800 6 30886 Monks -E 1 30800 1 12 habit -* -M 1 30801 1 30840 golem -M 1 30801 1 30841 golem -M 1 30801 1 30842 golem -M 1 30801 1 30843 golem -M 1 30801 1 30884 golem -M 1 30801 1 30889 golem -M 1 30801 1 30894 golem -* -M 1 30802 1 30847 master -E 1 30801 1 12 habit -G 1 30857 0 0 blue amulet -M 1 30802 1 30874 master -E 1 30801 1 12 habit -M 1 30802 1 30870 master -E 1 30801 1 12 habit -M 1 30802 1 30862 master -E 1 30801 1 12 habit -* -M 1 30803 1 30878 necromancer -E 1 30802 1 12 robes -E 1 30803 1 16 dagger -M 1 30803 1 30879 necromancer -E 1 30802 1 12 robes -E 1 30803 1 16 dagger -M 1 30803 1 30885 necromancer -E 1 30802 1 12 robes -E 1 30803 1 16 dagger -* -M 1 30804 1 30892 abbot -E 1 30805 1 1 ring -E 1 30805 1 2 ring -E 1 30806 1 12 robes -E 1 30807 1 308 bracers -G 1 30819 0 0 key -O 1 30820 1 30892 chest -P 1 30821 1 30820 armor -P 1 30822 1 30820 sack -P 1 30823 1 30822 gold -* -M 1 30805 1 30880 wight -E 1 30808 1 16 sword -E 1 30809 1 5 chain -E 1 30810 1 11 shield -E 1 30811 1 3 cloak -M 1 30805 1 30881 wight -E 1 30808 1 16 sword -E 1 30809 1 5 chain -E 1 30810 1 11 shield -E 1 30811 1 3 cloak -* -M 1 30806 1 30888 devil -E 1 30812 1 16 scythe -O 1 30804 1 30888 altar -* -M 1 30807 1 30888 virgin -* -M 1 30808 10 30896 slaves -E 1 30814 1 16 pick -E 1 30813 1 10 manacles -* -M 1 30809 1 30898 ogre -E 1 30815 1 16 whip -* -M 1 30810 1 30837 paladin -E 1 30843 1 11 shield -E 1 30844 1 15 surcoat -* -M 1 30811 1 30819 dwagony-poo -* -M 1 30812 1 30800 old elf -* -M 1 30813 1 30824 bone golem -O 1 30824 1 30824 bellows -* -M 1 30814 1 30802 wyvern -E 1 30825 1 3 amulet -* -M 1 30815 1 30851 pit beast -M 1 30815 1 30851 pit beast -* -*PORTALS -* -O 1 30826 1 30826 green portal up -O 1 30827 1 30827 green portal down -O 1 30828 1 30838 red portal up -O 1 30849 1 30839 red portal down -O 1 30853 1 30882 blue portal up -O 1 30854 1 30883 blue portal down -O 1 30855 1 30883 black portal up -* -O 1 30829 1 30829 sack -O 1 30830 1 30829 lantern -O 1 30831 1 30829 chest -O 1 30832 1 30829 wineskin -O 1 30833 1 30829 waterskin -O 1 30834 1 30829 rations -O 1 30835 1 30829 backpack -* -O 1 30829 1 30830 sack -O 1 30830 1 30830 lantern -O 1 30831 1 30830 chest -P 1 30848 1 30831 amulet red -O 1 30832 1 30830 wineskin -O 1 30833 1 30830 waterskin -O 1 30834 1 30830 rations -O 1 30835 1 30830 backpack -* -O 1 30836 1 30832 weapons -O 1 30837 1 30832 -O 1 30838 1 30832 -O 1 30839 1 30832 -O 1 30840 1 30832 -O 1 30841 1 30832 -O 1 30842 1 30832 -* -O 1 30836 1 30833 weapons -O 1 30837 1 30833 -O 1 30838 1 30833 -O 1 30839 1 30833 -O 1 30840 1 30833 -O 1 30841 1 30833 -O 1 30842 1 30833 -* -O 1 30845 1 30834 throne -O 1 30846 1 30834 skeleton -* -O 1 30847 1 30837 sacrophagus -* -O 1 30850 1 30859 desk -O 1 30850 1 30847 desk -O 1 30850 1 30878 desk -O 1 30850 1 30870 desk -O 1 30850 1 30862 desk -O 1 30850 1 30892 desk -* -O 1 30851 1 30892 letter -O 1 30852 1 30892 book -* -D 1 30825 4 2 -D 1 30826 5 2 -D 1 30827 4 2 -D 1 30828 0 1 -D 1 30828 2 1 -D 1 30829 2 1 -D 1 30830 0 1 -D 1 30831 0 1 -D 1 30831 1 1 -D 1 30831 2 1 -D 1 30832 2 1 -D 1 30833 0 1 -D 1 30834 3 1 -D 1 30834 5 1 -D 1 30835 4 1 -D 1 30836 1 1 -D 1 30837 3 1 -D 1 30838 5 1 -D 1 30839 0 1 -D 1 30839 1 1 -D 1 30839 2 1 -D 1 30839 3 1 -D 1 30839 4 2 -D 1 30840 0 1 -D 1 30840 2 1 -D 1 30841 1 1 -D 1 30841 3 1 -D 1 30842 1 1 -D 1 30842 3 1 -D 1 30843 0 1 -D 1 30843 2 1 -D 1 30844 1 1 -D 1 30844 2 1 -D 1 30844 3 1 -D 1 30845 0 1 -D 1 30845 1 1 -D 1 30845 2 1 -D 1 30846 0 1 -D 1 30846 1 1 -D 1 30846 3 1 -D 1 30847 0 1 -D 1 30847 2 1 -D 1 30847 3 1 -D 1 30848 3 1 -D 1 30850 1 1 -D 1 30852 1 1 -D 1 30853 2 1 -D 1 30854 0 1 -D 1 30855 1 1 -D 1 30856 3 1 -D 1 30857 2 1 -D 1 30858 0 1 -D 1 30859 2 1 -D 1 30859 3 1 -D 1 30861 3 1 -D 1 30862 1 1 -D 1 30862 2 1 -D 1 30863 0 1 -D 1 30867 2 1 -D 1 30869 3 1 -D 1 30870 0 1 -D 1 30870 1 1 -D 1 30872 1 1 -D 1 30874 0 1 -D 1 30877 2 1 -D 1 30878 0 1 -D 1 30878 1 1 -D 1 30878 3 1 -D 1 30879 0 1 -D 1 30879 2 1 -D 1 30879 3 1 -D 1 30880 2 1 -D 1 30881 0 1 -D 1 30882 5 2 -D 1 30883 3 1 -D 1 30889 1 1 -D 1 30890 3 1 -* -S - -#SPECIALS -M 30800 spec_kungfu_poison -M 30801 spec_executioner -M 30802 spec_teacher -M 30803 spec_cast_undead -M 30804 spec_buddha -M 30805 spec_cast_undead -M 30806 spec_cast_undead -M 30809 spec_grue -M 30810 spec_cast_cleric -M 30811 spec_breath_acid -M 30812 spec_elf -M 30813 spec_align_change -M 30814 spec_poison -M 30815 spec_fido -R 30865 specr_acidpool -R 30876 specr_fireplane -O 30812 speco_drain_hp -O 30844 speco_morph -O 30852 speco_blob -S - -#TRIGGERS -O 30846 trigo_dooropen -R 30849 trigr_floordrop -R 30864 trigr_floordrop -R 30875 trigr_floordrop -S - - -#$ - - - diff --git a/data/realm/areas_merc/villa.are b/data/realm/areas_merc/villa.are deleted file mode 100644 index 326751c..0000000 --- a/data/realm/areas_merc/villa.are +++ /dev/null @@ -1,2686 +0,0 @@ -#AREA { 1 65} Yaegar The Village of Anon~ - - -#MOBILES -#14100 -shaman~ -the village shaman~ -The village shaman tends to the weak and infirm here. -~ -The shaman is a well respected and devoted healer and mystic. He spends his -time curing the ailments of the inhabitants of this village, or those of any -strangers that may pass by. -~ -2|8|64|2048 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14101 -flint knapper flint-knapper~ -the village flint-knapper~ -The village flint-knapper is here repairing crude tools. -~ -While the knapper's primary job is to craft tools for the village, such is -his skill that he may also be able to repair your equipment. Contact with -merchants from more advanced civilisations to the south have made him -remarkably conversant with the properties of metals such as copper and silver -and alloys such as bronze. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14102 -trader~ -a swarthy southern trader~ -A swarthy southern trader is here hawking his wares. -~ -This fellow is possessed of much darker skin and eyes than his current -neighbors, hailing as he does from the island kingdoms far to the south. He -has brought with him a variety of bronze arms and armor, as well as the -occasional crude iron oddity. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14103 -merc~ -a mercenary~ -A tough mercenary offers to hire out his men to you. -~ -Type list to see what he has to offer. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14104 -witchdoctor~ -the village witchdoctor~ -The village witchdoctor is here selling a variety of potions and brews. -~ -This young woman, one of the chief's many daughters, has travelled far and -wide, and gathered a variety of exotic herbs and roots that she blends into -marvellous potions. They taste even worse than they smell... -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14105 -wise woman~ -the village wise woman~ -The village wise woman cracks a toothless grin as you enter. -~ -Age may have taken what beauty this crone once possessed, but it hasn't -robbed her of her wits. She is more knowledgable in the properties of items -than anyone else in the known world (which, admittedly, doesn't cover very -much. In fact, to these villagers it is about as far as you can see on a -clear day). -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14106 -beastmaster~ -the village beastmaster~ -The village beastmaster is here wrestling with a large bear. -~ -When he has the time, this impossibly huge man will gladly sell you a pet -that he has domesticated, though from the look of it you may have doubts -in his ability to exact obedience. That bear sure doesn't look tame... -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14107 -trader northerner~ -a northern trader~ -A grizzled northerner offers to sell you some supplies. -~ -This stout hunter spends six months of the year trapping for fur, and the rest -of the year fashioning and selling basic equipment. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14108 -daughter woman girl~ -a daughter of the tribe~ -A daughter of the tribe is here selling food. -~ -The crop was good this year, and the villagers have sufficient to sell to -travellers and other villagers. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14109 -brewer~ -the village brewer~ -The village brewer is handing out samples of his sacred drink. -~ -The art of brewing is held sacred by the northern tribes, and the brewers -are considered holy men. In accordance with their beliefs, the brewers hand -out samples of their sacred draught to all who pass by, and while there is -no real cost, a small "donation" to the sacred coffer is expected. And when -the brewer is the size of a grizzly bear, few refuse. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14110 -hedgehog~ -the hedgehog~ -A hedgehog, well, does nothing at you. -~ -The hedgehog looks like a cute, little, fierce fighter. -~ -256 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14111 -otter~ -the otter~ -A loyal, sleek growls at you. -~ -The otter looks like a fierce fighter. -~ -256 0 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14112 -hawk~ -the hawk~ -A fierce but loyal hawk is here. -~ -The hawk looks like a fierce fighter. -~ -256 524288 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14113 -grizzly bear~ -the grizzly bear~ -A large, loyal grizzly bear is here. -~ -The grizzly bear looks like a strong, fierce fighter. -~ -256 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14114 -aurochs~ -the aurochs~ -A HUGE Aurochs stomps its feet and lowers its head to charge. -~ -The aurochs is a BAD ASS. -~ -256 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14115 -champion~ -the village champion~ -The village champion flexes his mighty thews and grins at you. -~ -The village champion once tore the head off a rabid Mastodon with his thumbs. -Imagine what he could do to you... -~ -2|8|64 128|512|8192 0 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14116 -merchant~ -a hook-nosed merchant~ -A hook-nosed merchant from the desert kingdoms rubs his hands together. -~ -This fellow may not speak your language well, but the language he does know -very well makes conversation suddenly become much simpler- MONEY. -~ -4|64|128 8|32|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14117 -chieftain~ -the village chieftain~ -The village chieftain welcomes you to her village. -~ -This strapping giant of a woman has flaming red hair and biceps bigger than -your thighs. She has ruled this village wisely for many years, through lean -times and times of plenty, and her people have the utmost faith in her -ability. Time and the birth of many children have not softened her -well-muscled frame - she is still a very attractive woman, and the men of the -village (and some women too) vie for her favours. -~ -64 4|8|128|512|8192 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14118 -villager~ -a villager~ -A fur-clad villager hurries by. -~ -The villagers are a hardy lot, toughened by their environment and their -rugged lifestyle, and you marvel at their good condition as they pass. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14119 -villager~ -a villager~ -A fur-clad villager hurries by. -~ -The villagers are a hardy lot, toughened by their environment and their -rugged lifestyle, and you marvel at their good condition as they pass. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14120 -child~ -a child~ -A child engages in rough horse play with other village children. -~ -The children of the village are a rough and tumble lot, used to working hard -and playing harder. -~ -1|64 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14121 -idiot~ -the village idiot~ -The village idiot gawks at you. -~ -When he was young, this poor fellow had his skull staved in by a horse kick. -~ -4|64|128 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14122 -drunk~ -a village drunk~ -A village drunk. -~ -This fellow has evidently made many generous donations to the village brewer. -~ -64 0 400 S -4 19 8 2d6+22 1d6+0 -85 0 -8 8 1 -#14123 -beggar~ -a beggar~ -A beggar sits in the dirt asking for donations. -~ -The inhabitants of this village are a tough lot, but not ungenerous, and it -is likely that this fellow will have a roof over his head soon, provided by -one of the more prosperous villagers. -~ -2|64 0 400 S -3 20 9 2d6+10 1d5+0 -0 0 -8 8 1 -#14124 -thief~ -a thief~ -A thief adroitly cuts the strings of another fat merchant's purse. -~ -This unsavory fellow preys on the rich foreign merchants from the south. -~ -64|128 2|32768|65536|1048576 0 S -10 0 0 0d0+1 0d0+1 -0 0 -8 8 1 -#14125 -wolf~ -a scrawny wolf~ -A scrawny wolf is here looking for food. -~ -This wolf has strayed in from the wild, driven by hunger. The villagers are -quick to repel such unwelcome wildlife, and it is only a matter of time -before the militia run it off. -~ -64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14126 -rat~ -a rat~ -A black rat. -~ -These mangy black rodents came with the merchants from the south, hidden -amongst their goods, and have quickly become a nuisance, being scavengers -and carriers of disease. -~ -64|128 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14127 -dog~ -a dog~ -A stray dog whines piteously at you. -~ -This mongrel is the unwanted offspring of some hunter's sled dogs, left to -fend for itself here in the village. -~ -64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14128 -militia member~ -a member of the village militia~ -A member of the village militia eyes you suspiciously. -~ -Like most civilizations of the time, the northern villagers have no organised -standing military or police force. However, the recent influx of foreigners -and bandits has necessitated the introduction of a militia to keep the peace. -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14129 -militia member~ -a member of the village militia~ -A member of the village militia eyes you suspiciously. -~ -Like most civilizations of the time, the northern villagers have no organised -standing military or police force. However, the recent influx of foreigners -and bandits has necessitated the introduction of a militia to keep the peace. -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14130 -militia member~ -a member of the village militia~ -A member of the village militia hefts a large club and eyes you suspiciously. -~ -Like most civilizations of the time, the northern villagers have no organised -standing military or police force. However, the recent influx of foreigners -and bandits has necessitated the introduction of a militia to keep the peace. -~ -2|8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14131 -minoan merc merc1~ -minoan mercenary~ -A Minoan mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 32|512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14132 -assyrian merc merc2~ -Assyrian mercenary~ -An Assyrian Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8|512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14133 -egyptian merc merc3~ -Egyptian mercenary~ -An Egyptian mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14134 -trojan merc merc4~ -Trojan mercenary~ -A Trojan mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 512|8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14135 -nubian merc merc5~ -nubian Mercenary~ -A Nubian mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14136 -mycenaean merc merc6~ -Mycenaean mercenary~ -A Mycenaean mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8|32|512|524288 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#14100 -key~ -a bone key~ -The key to the village gates. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#14101 -barrel beer~ -a barrel of beer~ -A beer barrel has been left here. -~ -~ -17 0 1 -30 30 1 0 -60 300 0 -#14102 -bottle beer~ -a bottle of rough beer~ -A beer bottle has been left here.~ -~ -17 0 1 -4 4 1 0 -10 20 0 -#14103 -bottle ale~ -a bottle of home brew ale~ -A dark bottle of ale has been left here.~ -~ -17 0 1 -5 5 3 0 -10 10 0 -#14104 -bottle firebreather~ -a bottle of rough spirits~ -A firebreather has been left here.~ -~ -17 0 1 -8 8 7 0 -10 50 0 -#14105 -bottle local~ -a bottle of brewer's specialty ("Holy Water")~ -A dark bottle has been left here.~ -~ -17 0 1 -8 8 8 0 -10 20 0 -#14106 -torch~ -a torch~ -A large torch.~ -~ -1 0 1|65536 -0 0 24 0 -1 10 0 -#14107 -lamp~ -a stone lamp~ -A stone lamp that uses animal fat as fuel has been left here.~ -~ -1 0 1|16384 -0 0 100 0 -4 60 0 -#14108 -brew yellow~ -a yellow brew~ -A yellow brew.~ -~ -10 64 1 -12 3 -1 -1 -1 400 0 -#14109 -skin water buffalo~ -a buffalo water skin~ -A buffalo water skin is on the floor.~ -~ -17 0 1 -25 25 0 0 -5 30 0 -#14110 -jug water~ -a jug of water~ -A large jug of water sloshes on the floor.~ -~ -17 1 1 -60 60 0 0 -85 0 0 -#14111 -club~ -a heavy lead-sheathed club~ -A heavy club sheathed in lead lies here.~ -~ -5 0 1|8192 -0 0 0 8 -30 0 0 -A -18 -2 -A -19 4 -#14112 -mace~ -a bone mace~ -A bone mace lies here.~ -~ -5 0 1|8192 -0 0 0 7 -20 0 0 -A -18 -1 -A -19 1 -#14113 -dagger~ -a bronze dagger~ -A bronze dagger lies here.~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -A -18 -1 -A -19 -1 -#14114 -blade sword~ -a bronze sword~ -A broad, heavy bronze blade lies here.~ -~ -5 0 1|8192 -0 0 0 3 -25 0 0 -A -18 -2 -A -19 2 -#14115 -sandals~ -a pair of sandals~ -A pair of sandals lies here.~ -~ -9 0 1|64 -0 0 0 0 -15 0 0 -#14116 -belt~ -a hide belt~ -A belt crafted of hide is curled up here.~ -~ -9 0 1|2048 -0 0 0 0 -20 0 0 -#14117 -bronze helm~ -a bronze helm~ -A bronze helm.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -17 -2 -A -17 -2 -#14118 -cloak~ -a rough fur cloak~ -A rough fur cloak is here.~ -~ -9 0 1|4 -0 0 0 0 -5 0 0 -A -17 -5 -A -23 -1 -#14119 -ring~ -a bronze ring~ -A bronze ring.~ -~ -18 1 1|2 -0 0 0 0 -1 0 0 -#14120 -black bread~ -black bread~ -Black bread.~ -~ -19 0 1 -5 0 0 0 -3 0 0 -#14121 -cheese~ -cheese~ -A sour cheese.~ -~ -19 0 1 -8 0 0 0 -5 0 0 -#14122 -dried meat~ -a strip of dried meat~ -A strip of unidentifiable dried meat.~ -~ -19 0 1 -10 0 0 0 -5 0 0 -#14123 -egg~ -an egg~ -An egg (raw), warm from the nest.~ -~ -19 0 1 -4 0 0 0 -5 0 0 -#14124 -potion~ -a foul potion~ -A foul potion rolls around here.~ -~ -10 1|2|64 1 -10 29 28 56 -2 400 0 -#14125 -totem~ -the village totem~ -The village totem stands here.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#14126 -wolf head~ -a wolf's head~ -The champion's wolf's head is here. -~ -~ -9 0 1|16 -0 0 0 0 -75 0 0 -A -13 250 -#14127 -club~ -the chief's club~ -The chief's oak club is lying here in the dirt. -~ -~ -5 64 1|8192 -0 10 100 8 -25 0 0 -A -17 -15 -A -19 6 -A -23 -3 -#14128 -stick~ -a stick~ -A wooden stick.~ -~ -5 0 1|8192 -0 0 0 7 -15 0 0 -#14129 -wooden club~ -a wooden club~ -A wooden club is lying here.~ -~ -5 64 1|8192 -0 0 0 8 -15 0 0 -A -19 6 -#14130 -boiled leather jerkin~ -a boiled leather jerkin~ -A boiled leather jerkin is lying here.~ -~ -9 0 1|8 -0 0 0 0 -10 0 0 -A -5 2 -A -17 -15 -#14131 -bone bracelet~ -a rune-covered bone bracelet~ -A rune-covered bone bracelet is lying here.~ -~ -9 0 1|4096 -0 0 0 0 -5 0 0 -A -2 1 -A -18 2 -#14132 -fur cloak~ -a fur cloak~ -A fur cloak is lying here.~ -~ -9 0 1|4 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -5 -#14133 -helm~ -a boar tusk helm~ -A boar tusk helm lies here.~ -~ -9 0 1|16 -0 0 0 0 -10 0 0 -A -17 -10 -A -25 2 -#14134 -shield~ -an ox-hide shield~ -An ox-hide shield lies here. -~ -~ -9 0 1|512 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#14135 -spear~ -a throwing spear~ -A sturdy throwing spear has been thrust into the ground here. -~ -~ -30 64 1|8192|16384 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#14136 -papyrus~ -a blank papyrus~ -A blank papyrus is here. -~ -~ -2 0 1|16384 -0 0 0 0 -1 0 0 -#14137 -potion~ -a shimmering potion~ -A shimmering potion is here. -~ -~ -10 64 1|16384 -5 82 43 17 -1 400 0 -#14138 -gate~ -a stone gate~ -A magical stone gate allows one to pass through to other worlds.~ -~ -33 0 0 -31144 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14100 -Outside the Shaman's Hut~ -You are standing outside the wooden hut where the Shaman of the village -resides. Paths stretch out to the east, south and west from here. -~ -0 0 1 -D0 -~ -~ -1 0 14101 -D1 -~ -~ -0 -1 14104 -D2 -~ -~ -0 -1 14103 -D3 -~ -~ -0 -1 14102 -S -#14101 -The Interior of the Shaman's Hut~ -You cough as you enter the smoky interior of this cramped hut, your eyes -watering as the odor of some bubbling concoction in an iron cauldron wafts -toward you. In the center of this hut the shaman awaits, quietly meditating. -A variety of furs, bones, charms and trinkets line the walls, doubtless -serving as focii for the shaman's mystic powers. -~ -0 8|1024 0 -D2 -~ -~ -1 0 14100 -S -#14102 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D1 -~ -~ -0 -1 14100 -D3 -~ -~ -0 -1 14105 -S -#14103 -A Path in the Village~ -You are walking along a path of packed earth that heads north toward the -Shaman's hut. -~ -0 8 0 -D0 -~ -~ -0 -1 14100 -D2 -~ -~ -0 -1 14106 -S -#14104 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D1 -~ -~ -0 -1 14107 -D3 -~ -~ -0 -1 14100 -S -#14105 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D0 -~ -~ -0 -1 14137 -D1 -~ -~ -0 -1 14102 -D2 -~ -~ -0 -1 14139 -D3 -~ -~ -0 -1 14108 -S -#14106 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D0 -~ -~ -0 -1 14103 -D1 -~ -~ -0 -1 14163 -D2 -~ -~ -0 -1 14109 -D3 -~ -~ -0 -1 14161 -S -#14107 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D0 -~ -~ -0 -1 14141 -D1 -~ -~ -0 -1 14110 -D2 -~ -~ -0 -1 14143 -D3 -~ -~ -0 -1 14104 -S -#14108 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D1 -~ -~ -0 -1 14105 -D3 -~ -~ -0 -1 14111 -S -#14109 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. The village square outside -the Shaman's hut lies a short way to the north of here. -~ -0 8 0 -D0 -~ -~ -0 -1 14106 -D2 -~ -~ -0 -1 14133 -S -#14110 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D1 -~ -~ -0 -1 14112 -D3 -~ -~ -0 -1 14107 -S -#14111 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 8 0 -D1 -~ -~ -0 -1 14108 -D3 -~ -~ -0 -1 14113 -S -#14112 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. Several children suddenly -rush by, immersed in some strange activity, the rules of which are quite -unfathomable to you. -~ -0 8 0 -D1 -~ -~ -0 -1 14114 -D3 -~ -~ -0 -1 14110 -S -#14113 -Approaching the Western Gate~ -You are approaching the western gates of the village, which are constantly -patrolled by the militia. There is no-one else about here, as the -concentration of residences and shops is nearer to the center of the village. -~ -0 8 0 -D1 -~ -~ -0 -1 14111 -D3 -~ -~ -0 -1 14115 -S -#14114 -Approaching the Eastern Gate~ -You are approaching the eastern gates of the village, which are constantly -patrolled by the militia. There is no-one else about here, as the -concentration of residences and shops is nearer to the center of the village. -~ -0 8 0 -D1 -~ -~ -0 -1 14116 -D3 -~ -~ -0 -1 14112 -S -#14115 -Inside the Western Gates~ -You have reached the westernmost extent of the village. To the west lie the -stout wooden gates, set in the wooden barrier that surrounds the village. -Members of the militia, on the lookout for bandits and wolves, grant you -a cursory nod as they go about their duties. -~ -0 8 0 -D1 -~ -~ -0 -1 14113 -D3 -~ -~ -1 14100 14117 -S -#14116 -Inside the Eastern Gates~ -You have reached the easternmost extent of the village. To the east lie the -stout wooden gates, set in the wooden barrier that surrounds the village. -Members of the militia, on the lookout for bandits and wolves, grant you -a cursory nod as they go about their duties. -~ -0 8 0 -D1 -~ -~ -1 14100 14118 -D3 -~ -~ -0 -1 14114 -S -#14117 -Outside the Western Gates~ -You are standing outside the Gates at the western end of town. They currently -stand open, but the militia are ready at a moment's notice to slam them shut -and bar them with heavy wooden crossbeams bound with rare iron imported from -the south. -~ -0 4 2 -D0 -~ -~ -0 -1 14119 -D1 -~ -~ -1 14100 14115 -D2 -~ -~ -0 -1 14132 -S -#14118 -Outside the Eastern Gates~ -You are standing outside the Gates at the eastern end of town. They currently -stand open, but the militia are ready at a moment's notice to slam them shut -and bar them with heavy wooden crossbeams bound with rare iron imported from -the south. -~ -0 4 2 -D0 -~ -~ -0 -1 14125 -D2 -~ -~ -0 -1 14126 -D3 -~ -~ -1 14100 14116 -S -#14119 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14120 -D2 -~ -~ -0 -1 14117 -S -#14120 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14121 -D2 -~ -~ -0 -1 14119 -S -#14121 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14122 -D3 -~ -~ -0 -1 14120 -S -#14122 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. - -There is a path running up a hill here which you may ascend. -~ -0 4 2 -D1 -~ -~ -0 -1 14123 -D3 -~ -~ -0 -1 14121 -D4 -~ -~ -0 -1 15407 -S -#14123 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14124 -D3 -~ -~ -0 -1 14122 -S -#14124 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D2 -~ -~ -0 -1 14125 -D3 -~ -~ -0 -1 14123 -S -#14125 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14124 -D2 -~ -~ -0 -1 14118 -S -#14126 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14118 -D2 -~ -~ -0 -1 14127 -S -#14127 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14126 -D3 -~ -~ -0 -1 14128 -S -#14128 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14127 -D3 -~ -~ -0 -1 14129 -S -#14129 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14128 -D3 -~ -~ -0 -1 14130 -S -#14130 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D1 -~ -~ -0 -1 14129 -D3 -~ -~ -0 -1 14131 -S -#14131 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14132 -D1 -~ -~ -0 -1 14130 -S -#14132 -A Dirt Path~ -You are travelling along a broad path comprised of hard earth packed down -by the steps of thousands of travellers over the many years. This path -circles the wooden walls of the village, and from here you can see some of -the larger structures within. -~ -0 0 2 -D0 -~ -~ -0 -1 14117 -D2 -~ -~ -0 -1 14131 -S -#14133 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Horse Clan hut. -~ -0 0 1 -D0 -~ -~ -0 -1 14109 -D2 -~ -~ -1 0 14134 -S -#14134 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 8 0 -D0 -~ -~ -1 0 14133 -D1 -~ -~ -0 -1 14136 -D3 -~ -~ -0 -1 14135 -S -#14135 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D1 -~ -~ -0 -1 14134 -S -#14136 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D3 -~ -~ -0 -1 14134 -S -#14137 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The chieftain's lodge lies to the west of here. -~ -0 0 1 -D0 -~ -~ -0 -1 14145 -D2 -~ -~ -0 -1 14105 -D3 -~ -~ -1 0 14138 -S -#14138 -The Chieftain's Lodge~ -This is where the chieftain resides. It may seem to be a small dwelling -for a figure of such importance, but it should be remembered that she has -it to herself, while most other villagers live with their clans in groups of -up to thirty, residing in three room lodges. -~ -0 8 0 -D1 -~ -~ -1 0 14137 -S -#14139 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The flint-knepper practices his trade to the west of here. -~ -0 0 1 -D0 -~ -~ -0 -1 14105 -D2 -~ -~ -0 -1 14160 -D3 -~ -~ -0 -1 14140 -S -#14140 -The Flint-Knepper~ -You are greeted with a sudden blast of heat from the furnace as you enter -the smithy. Wiping sweat from your brow, you gaze about, taking the place -in. Various items of armor in various stages of repair line the walls. A -huge, muscular man is using a massive hammer to beat the dents out of a -suit of rather battered-looking bronze plate. The flint-knepper has learnt -skills far more advanced than his contemporaries, thanks to the many -visitors this village attracts, and his forge shows evidence of this. -~ -0 8 0 -D1 -~ -~ -0 -1 14139 -S -#14141 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D0 -~ -~ -0 -1 14153 -D1 -~ -~ -0 -1 14142 -D2 -~ -~ -0 -1 14107 -S -#14142 -A Storage Hut~ -This hut is used to store the goods of the many merchants that come to this -village. It currently holds little of interest, being filled largely with -bales of hay and coils of hemp rope. -~ -0 8 0 -D3 -~ -~ -0 -1 14141 -S -#14143 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D0 -~ -~ -0 -1 14107 -D1 -~ -~ -0 -1 14144 -D2 -~ -~ -0 -1 14165 -S -#14144 -A Trader's Den~ -This hut has been loaned by the chieftain to a travelling arms specialist, -who is currently doing a roaring trade with the locals, who are eager to -acquire the rare metal weapons he has bought with him from the south. -~ -0 8 0 -D3 -~ -~ -0 -1 14143 -S -#14145 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D0 -~ -~ -0 -1 14146 -D1 -~ -~ -0 -1 14148 -D2 -~ -~ -0 -1 14137 -D3 -~ -~ -0 -1 14181 -S -#14146 -Militia Hut~ -Here the foreign mercenaries who have come to the north looking for -employment gather. You may take advantage of their services for a sizeable -sum of gold should you wish to. -~ -0 8|4096 0 -D2 -~ -~ -0 -1 14145 -S -#14147 -Merc Store~ -You shouldn't be here. Go Away. Or I'll Tell. - -Oh look- a garbled transmission from Outer Space- -4t325r24tgbgfgnfn sxbhwrauyh46ur54y7iktu68okewy32q6t357yr46yiuryj -4e45ytjjuer -and a large fries. -~ -0 8 0 -S -#14148 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The witchdoctor's hut is to the north of here. -~ -0 0 1 -D0 -~ -~ -0 -1 14149 -D1 -~ -~ -0 -1 14150 -D3 -~ -~ -0 -1 14145 -S -#14149 -The Witch Doctor's Hut~ -This hut is cram-packed with magical artefacts, items and spell components -of every type imaginable (and several unimaginable). Forcing your way through -the clutter, you eventually find an assistant, a raven-haired witch doctor who -smiles sweetly and welcomes you to her hut. -~ -0 8 0 -D2 -~ -~ -0 -1 14148 -S -#14150 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D0 -~ -~ -0 -1 14156 -D1 -~ -~ -0 -1 14151 -D3 -~ -~ -0 -1 14148 -S -#14151 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The wise woman's hut is to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 14152 -D1 -~ -~ -0 -1 14153 -D3 -~ -~ -0 -1 14150 -S -#14152 -The Wise Woman's Residence~ -The Wise Woman of the village lives in this run-down old hut. People come -to her to avail themselves of her remarkable ability to determine the nature -of items of all types (there's no other reason to come here, really). -~ -0 4|8 0 -D2 -~ -~ -0 -1 14151 -S -#14153 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The beastmaster's hut is to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 14154 -D1 -~ -~ -0 -1 14188 -D2 -~ -~ -0 -1 14141 -D3 -~ -~ -0 -1 14151 -S -#14154 -The Beastmaster's Hut~ -The Beastmaster captures and trains the wild animals of the north, and then -sells them to the merchants from the south. It is a very profitable but -extremely dangerous profession, as the many scars on his brawny body -suggest. -~ -0 8|4096 0 -D2 -~ -~ -0 -1 14153 -S -#14155 -Pet Store Storage~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 8 0 -S -#14156 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Bear Clan hut. -~ -0 0 1 -D0 -~ -~ -0 -1 14157 -D2 -~ -~ -0 -1 14150 -S -#14157 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 8 0 -D1 -~ -~ -0 -1 14158 -D2 -~ -~ -0 -1 14156 -D3 -~ -~ -0 -1 14159 -S -#14158 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D3 -~ -~ -0 -1 14157 -S -#14159 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D1 -~ -~ -0 -1 14157 -S -#14160 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D0 -~ -~ -0 -1 14139 -D1 -~ -~ -0 -1 14161 -D3 -~ -~ -0 -1 14167 -S -#14161 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -A trapper is selling his goods to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 14106 -D2 -~ -~ -0 -1 14162 -D3 -~ -~ -0 -1 14160 -S -#14162 -A Hut~ -A trapper has set up a business here, where he sells goods that he has -fashioned or acquired during his expeditions into the wilds. His stock is -usually rather low, as the villagers quickly buy up for the winter. -~ -0 8 0 -D0 -~ -~ -0 -1 14161 -S -#14163 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -Food is in fact available to the south of here, though it isn't hot. -~ -0 0 1 -D1 -~ -~ -0 -1 14165 -D2 -~ -~ -0 -1 14164 -D3 -~ -~ -0 -1 14106 -S -#14164 -A Supply Hut~ -Some enterprising young women have set up a small shop here, where they -sell off the surplus food that is not required to provision their Clans. -You may purchase supplies for your travels here. -~ -0 8 0 -D0 -~ -~ -0 -1 14163 -S -#14165 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The brewer's hut is south of here. -~ -0 0 1 -D0 -~ -~ -0 -1 14143 -D1 -~ -~ -0 -1 14174 -D2 -~ -~ -0 -1 14166 -D3 -~ -~ -0 -1 14163 -S -#14166 -The Brewer's Hut~ -It is here that the village Brewer practices his holy trade. Should you -wish to indulge, you may obtain alcohol from the Brewer, though a small -donation is in order. -~ -0 8 0 -D0 -~ -~ -0 -1 14165 -S -#14167 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14160 -D3 -~ -~ -0 -1 14168 -S -#14168 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14167 -D3 -~ -~ -0 -1 14169 -S -#14169 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14168 -D2 -~ -~ -0 -1 14170 -S -#14170 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Eagle Clan hut. -~ -0 0 1 -D0 -~ -~ -0 -1 14169 -D2 -~ -~ -1 0 14171 -S -#14171 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 0 1 -D0 -~ -~ -1 0 14170 -D1 -~ -~ -0 -1 14173 -D3 -~ -~ -0 -1 14172 -S -#14172 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D1 -~ -~ -0 -1 14171 -S -#14173 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D3 -~ -~ -0 -1 14171 -S -#14174 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14175 -D3 -~ -~ -0 -1 14165 -S -#14175 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14176 -D3 -~ -~ -0 -1 14174 -S -#14176 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D2 -~ -~ -0 -1 14177 -D3 -~ -~ -0 -1 14175 -S -#14177 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Wolf Clan hut. -~ -0 0 1 -D0 -~ -~ -0 -1 14176 -D2 -~ -~ -1 0 14178 -S -#14178 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 8 0 -D0 -~ -~ -1 0 14177 -D1 -~ -~ -0 -1 14179 -D3 -~ -~ -0 -1 14180 -S -#14179 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D3 -~ -~ -0 -1 14178 -S -#14180 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D1 -~ -~ -0 -1 14178 -S -#14181 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Boar Clan hut. -~ -0 0 1 -D0 -~ -~ -1 -1 14185 -D1 -~ -~ -0 -1 14145 -S -#14182 -The Common Hall~ -These rooms are used by locals and foreigners alike to relax, sing songs and -enjoy each other's company. Feel free to stay as long as you wish. -~ -0 8 0 -D0 -~ -~ -0 -1 14183 -D2 -~ -~ -0 -1 14184 -D3 -~ -~ -0 -1 14190 -S -#14183 -The Common Hall~ -These rooms are used by locals and foreigners alike to relax, sing songs and -enjoy each other's company. Feel free to stay as long as you wish. -~ -0 8 0 -D2 -~ -~ -0 -1 14182 -S -#14184 -The Common Hall~ -These rooms are used by locals and foreigners alike to relax, sing songs and -enjoy each other's company. Feel free to stay as long as you wish. -~ -0 8 0 -D0 -~ -~ -0 -1 14182 -S -#14185 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 8 0 -D1 -~ -~ -0 -1 14187 -D2 -~ -~ -1 -1 14181 -D3 -~ -~ -0 -1 14186 -S -#14186 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D1 -~ -~ -0 -1 14185 -S -#14187 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D3 -~ -~ -0 -1 14185 -S -#14188 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14189 -D3 -~ -~ -0 -1 14153 -S -#14189 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. -~ -0 0 1 -D1 -~ -~ -0 -1 14190 -D3 -~ -~ -0 -1 14188 -S -#14190 -A Path in the Village~ -You are strolling along a path in the village. Flecks of white snow are blown -about on the hard ground by a chill northern breeze that blows in from the -icy mountains far to the north. You hope that you will be able to find -a hot meal and a comfortable bed this evening. - -The Common Halls lie to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 14191 -D1 -~ -~ -0 -1 14182 -D3 -~ -~ -0 -1 14189 -S -#14191 -Outside a Village Clan Hut~ -You are standing outside a hut in the village. It is a wooden walled structure -with a thatched roof, and a sturdy oak door. Occasionally a villager enters -or exits the hut, sparing you a curious glance as they do. A crude etching -upon the doors of this hut marks it as the Deer Clan hut. -~ -0 0 1 -D0 -~ -~ -0 -1 14192 -D2 -~ -~ -0 -1 14190 -S -#14192 -Inside the Hut~ -You are standing inside the hut. The sounds and smells of cooking emanate -from the east, while quiet conversation can be heard to the west. You feel -slightly nervous about intruding upon this clan, but then again that's -what your profession is all about, really. Intruding. -~ -0 8 0 -D1 -~ -~ -0 -1 14194 -D2 -~ -~ -0 -1 14191 -D3 -~ -~ -0 -1 14193 -S -#14193 -The Meeting Room~ -You have entered the common room of this hut. Several villagers sit about, -sipping at their ales and chatting quietly with each other. As you enter -they smile and bid you welcome, and ask you to stay and enjoy some good -conversation for a while. -~ -0 8 0 -D1 -~ -~ -0 -1 14192 -S -#14194 -The Kitchen~ -In here several teenagers of both sexes rush about preparing the evening -meal under the watchful eye of a hefty cook, who helps them along with the -occasional shout or cuff on the ear. -~ -0 8 0 -D3 -~ -~ -0 -1 14192 -S -#0 - - -#RESETS -* -O 1 14138 1 14101 -* -M 1 14100 1 14101 shaman -* -M 1 14117 1 14138 chief -E 1 14127 0 16 -* -M 1 14101 1 14140 -* -M 1 14102 1 14144 trader -G 1 14115 0 0 -G 1 14116 0 0 -G 1 14117 0 0 -G 1 14118 0 0 -G 1 14119 0 0 -G 1 14111 0 0 -G 1 14112 0 0 -G 1 14113 0 0 -G 1 14114 0 0 -* -M 1 14103 1 14146 LOADS MERC MASTER -M 1 14131 1 14147 LOADS MERCS -M 1 14132 1 14147 -M 1 14133 1 14147 -M 1 14134 1 14147 -M 1 14135 1 14147 -M 1 14136 1 14147 -* -M 1 14104 1 14149 witchdoctor -G 1 14108 0 0 -G 1 14124 0 0 -G 1 14136 0 0 -G 1 14137 0 0 -* -M 1 14105 1 14152 LOADS MITZAK THE SAGE -* -M 1 14106 1 14154 LOADS PET SHOP OWNER -* -M 1 14110 1 14155 pets -M 1 14111 1 14155 -M 1 14112 1 14155 -M 1 14113 1 14155 -M 1 14114 1 14155 -* -M 1 14107 1 14162 LOADS GROCER -G 1 14106 0 0 -G 1 14107 0 0 -G 1 14109 0 0 -G 1 14110 0 0 -* -M 1 14108 1 14164 LOADS BAKER -G 1 14120 0 0 -G 1 14121 0 0 -G 1 14122 0 0 -G 1 14123 0 0 -* -M 1 14109 1 14166 LOADS BARTENDER -G 1 14101 0 0 -G 1 14102 0 0 -G 1 14103 0 0 -G 1 14104 0 0 -G 1 14105 0 0 -* -M 1 14115 1 14100 LOADS CLAUDE -E 1 14126 0 6 WEARS MASK -O 1 14125 0 14100 LOADS GUILLOTINE -* -M 1 14116 1 14174 LOADS AOD -G 1 14124 0 0 GIVES AOD PSYCHEDELIC POTION -* -M 1 14118 3 14169 LOADS CITIZENS -M 1 14118 3 14189 LOADS CITIZENS -M 1 14119 3 14161 LOADS CITIZENS -M 1 14119 3 14113 LOADS CITIZENS -M 1 14120 3 14112 LOADS KIDS -* -M 1 14121 2 14175 LOADS FOOTPADS -E 1 14128 0 16 WIELDS SAP -* -M 1 14122 6 14171 LOADS DRUNKS -* -M 1 14123 3 14111 LOADS BEGGARS -* -M 1 14124 1 14177 LOADS THIEVES -* -M 1 14125 5 14150 LOADS FIDOS -* -M 1 14126 6 14176 LOADS RATS -* -M 1 14127 6 14106 LOADS CATS -* -M 1 14128 8 14100 LOADS GUARDS TO 31000 -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14130 8 14115 LOADS SENTINEL GUARDS TO INSIDE WEST GATE -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14130 8 14116 LOADS SENTINELS TO INSIDE EAST GATE -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14129 8 14169 LOADS SENTINELS TO NEAR PRISON -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14128 8 14145 LOADS GUARDS TO NEAR MERC -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14129 8 14153 LOADS GUARDS TO NEAR PET SHOP -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -* -M 1 14128 8 14165 LOADS GUARDS NEAR POOR DISTRICT -E 1 14129 0 16 WIELDS SWORD -E 1 14130 0 5 WEARS BREASTPLATE -E 1 14131 0 14 WEARS BRACER -E 1 14131 0 15 WEARS BRACER -E 1 14132 0 3 WEARS CLOAK -E 1 14133 0 6 WEARS HELM -E 1 14134 0 11 0 HOLDS SHIELD -E 1 14135 0 17 HOLDS SPEAR -S - - -#SHOPS -14102 5 9 30 0 0 150 50 0 23 -14103 0 0 0 0 0 150 50 0 23 -14104 2 3 4 10 26 150 50 0 23 -14106 0 0 0 0 0 150 50 0 23 -14107 15 13 8 1 18 150 50 0 23 -14108 19 0 0 0 0 180 20 0 23 -14109 17 0 0 0 0 180 20 0 23 -14116 5 9 10 15 18 180 20 0 23 -0 - - -#SPECIALS -M 14100 spec_cast_adept the village shaman -M 14115 spec_executioner the village champion -M 14124 spec_thief a thief -M 14125 spec_fido a scrawny wolf -M 14126 spec_fido a rat -M 14127 spec_fido a dog -M 14128 spec_guard a member of the village militia -M 14129 spec_guard a member of the village militia -M 14130 spec_guard a member of the village militia -S -#TRIGGERS -M 14101 trigm_repair -M 14105 trigm_identify -S - -#$ diff --git a/data/realm/areas_merc/warkeep.are b/data/realm/areas_merc/warkeep.are deleted file mode 100644 index e681f4a..0000000 --- a/data/realm/areas_merc/warkeep.are +++ /dev/null @@ -1,1684 +0,0 @@ -#AREA {20 30} Yaegar The Keep of the Warlock~ - - -#HELPS -0 'The Keep of the Warlock'~ -Many centuries ago, around the time of the Goblin Wars, which took the lives -of so many Elves, Dwarves and Humans on the Plains of Blood, there existed -a vile and crafty warlock named Baragar, and he resided in a fell keep -near the jagged peak of Mount Doom. By traveling to the past dimension, you -will have the chance to meet and slay this evil mercenary who worked against -his own race for the money of foul forces such as Krogthar, Jher and Lord -Vax. The warlock is not alone in his keep, however, and you will find -yourself pitted against many heinous foes in your journey. -~ - -0 $~ - - -#MOBILES -#15700 -warlock baragar~ -the warlock Baragar~ -The warlock Baragar chuckles at you and dares you to attack him. -~ -Before you stands the master of the keep, Baragar the warlock. And while -Baragar is weak compared to sorcerers such as Krogthar and his minions, -or the vile Jher, he is no pushover either. - -Baragar is a handsome young man with long white hair, and deep blue eyes. -He would appear to be almost angelic were it not for the diabolical gleam -to his eyes, and the evil grin on his thin, cruel lips. -~ -2|8|64|128 4|8|16|32|128|512|8192|524288 -1000 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15701 -woman witch alara~ -the witch Alara~ -A comely woman in her early twenties grins at you. -~ -This woman is the witch Alara, associate and lover of Baragar. She is nude -save for a leather bandolier across her chest and buttocks, which contains -a variety of potions, scrolls and throwing daggers. She would be very -attractive if she didn't cackle insanely so much. -~ -2|64|128 8|512|8192 -1000 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15702 -demon~ -a demon~ -A minor demon hisses and snarls at you. -~ -Baragar and Alara managed to capture this demon and keep it in this room, -but they lacked the power necessary to control it, so they dare not release -it again. And now you're in here with this eight foot tall, four armed, -green skinned monstrosity from the lower planes. Great. -~ -2|8|32|64 8|128|512|524288 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15703 -cat familiar~ -a cat familiar~ -Alara's familiar, a black cat, hisses at you. -~ -This angry feline is Alara's familiar. Do away with it. -~ -2|32|64|128 8|512|8192 -1000 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15704 -hawk familiar~ -a hawk familiar~ -Alara's familiar, a hawk, screeches at you. -~ -This angry bird is Baragar's familiar. Do away with it. -~ -2|32|64|128 8|512|8192|524288 -1000 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15705 -troll guard~ -a troll guard~ -A troll guard squints suspiciously at you. -~ -These trolls are meant to prevent strangers from entering the inner keep, -but they see so many strange creatures here they aren't sure which type is -allowed and which isn't. -~ -2|8|64 512|8192 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15706 -flesh golem~ -a flesh golem~ -A flesh golem stands here, arms folded. -~ -This mindless automaton is a creation of Baragar's. It answers only to him, -a fact which irritates (and worries) Alara. -~ -2|64 128|8192 0 S -26 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15707 -fire drake~ -a fire drake~ -A fire drake snorts flames and attacks! -~ -This angry dragonkin has been roused from its nap by you, and it isn't happy -about it... -~ -2|32|64 8|128|512 -500 S -28 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15708 -zombie servant~ -a zombie servant~ -A zombie servant gazes at you blankly. -~ -This poor fellow was once a living servant of Baragar who made one mistake -too many. Baragar eventually decided undead staff were far more reliable, -if a little slower, and slew all his staff, turning them subsequently into -mindless undead. That's what a charming guy he is. -~ -64 0 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15709 -guard~ -a keep guard~ -A keep guard stands rigidly at attention here. -~ -This guard is slightly bemused at your entrance, but doesn't move to stop -you- Baragar receives dozens of visitors daily, and if they are powerful -enough to slay him, then the guards certainly don't stand a chance, so they -keep quiet. You may wonder why in that case Baragar bothers having guards. -Well, so does he. -~ -2|8|64 512 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15710 -apprentice~ -an apprentice mage~ -An apprentice mage looks up from her work, startled. -~ -This woman was a former lover of Alara's who was brought here by the witch -as a student after Alara hooked up with Baragar, a warlock of a different -gender. She is small, cute, and evil. -~ -2|64|128 8192 -400 S -21 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15711 -grell~ -a grell~ -A grell gropes at you with its tentacles. -~ -This looks like a huge brain with green tentacles and a huge squid-like -beak. It hovers in the center of the room, glaring at you menacingly. -~ -2|32|64 524288 -800 S -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15712 -mimic~ -a mimic~ -A wooden chest suddenly comes to life! -~ -This mimic has been placed here by Baragar to fool (and hopefully slay) -potential thieves. -~ -2|32|64 8192 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15713 -crocodile~ -a hungry crocodile~ -A hungry crocodile snaps its jaws at you. -~ -This hungry reptile hasn't been fed in days. Baragar starves his crocs to -keep them savage. He uses them to punish his guards. They seldom make -the same mistake twice, because they are usually dead. -~ -2|32|64 0 0 S -19 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15714 -war dog~ -a savage war dog~ -A savage war dog snarls viciously at you. -~ -Baragar bred these brutes from the most vicious alsatians and pit bulls he -could find, then infected them with super-rabies to make 'em nice and -friendly. -~ -2|32|64 8192 -400 S -16 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#15715 -assassin~ -an assassin~ -An assassin appears suddenly before you. -~ -This mysterious woman is one of Baragar's elite black-robed assassins. -Closely aligned with the assassins of Krogthar's domain, they are cold- -blooded, ruthless fanatics devoted to their ruler. -~ -2|32|64|128 512|8192 -1000 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15716 -dagar assassin~ -the assassin Dagar~ -Dagar the assassin urges you to be silent. -~ -Dagar is an agent of Thalos, sent here to eliminate Baragar. He has spent -weeks infiltrating the keep, and is now in the final stages of his plan. -However, he'd be more than happy for you to complete the task for him. -~ -2|64 8|32|128|512|32768|65536 400 S -27 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15717 -gnoll slave~ -a gnoll slave~ -A gnoll slave yelps in surprise at your presence. -~ -These evil dog-like humanoids have been captured by Baragar and set to work -as miners and laborers helping to excavate the ancient lower cavers beneath -the keep. -~ -64|128 0 -400 S -12 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15718 -ogre slave~ -an ogre slave~ -An ogre slave grunts as you enter, then turns back to his work. -~ -These evil giant-kin have been captured by Baragar and set to work as miners -and laborers helping to excavate the ancient lower cavers beneath the keep. -~ -64 512 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15719 -flind slave master~ -a flind slave master~ -A flind slave master howls fiercely and orders you to leave. -~ -This gnoll-kin has been placed in charge of the gnolls and ogres that -labor here, and will not tolerate any interruptions. -~ -2|32|64 512|8192 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15720 -otyugh~ -an otyugh~ -An otyugh gibbers and attacks! -~ -This creature is a trangular mass of flesh with a huge maw and two tentacles. -It rushes toward you on stubby legs. It is used to devour the garbage of -the keep. -~ -2|32|64 128|512 0 S -22 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#15700 -robes~ -some black robes~ -Some black robes have been left here.~ -~ -9 1|64|512 1|1024 -0 0 0 0 -5 0 0 -A -3 2 -A -12 50 -#15701 -staff~ -a bone staff~ -A bone staff lies here.~ -~ -4 1|64|512 1|16384 -30 12 12 6 -2 0 0 -A -4 2 -#15702 -sword~ -a bone sword~ -A bone sword is stuck in the ground here.~ -~ -5 1|64|512 1|8192 -0 0 0 11 -10 0 0 -A -18 4 -A -19 4 -#15703 -helm~ -a bronze helm~ -A bronze helm covered in runes has been left here.~ -~ -9 1|64|512 1|16 -0 0 0 0 -7 0 0 -A -17 -10 -A -23 -3 -A -24 -3 -A -25 -2 -#15704 -bandolier~ -a leather bandolier~ -A leather bandolier lies here.~ -~ -15 0 1|8 -50 1 0 0 -4 0 0 -A -5 1 -A -25 2 -#15705 -potion~ -a green potion~ -A bright green potion has been left here.~ -~ -10 2|64 1|16384 -28 66 34 62 -1 2500 0 -#15706 -potion~ -a red potion~ -A bright red potion has been left here.~ -~ -10 2|64 1|16384 -28 17 1 61 -1 2500 0 -#15707 -scroll~ -a lightning scroll~ -A lightning scroll is curled up on the floor here.~ -~ -2 0 1|16384 -28 6 30 204 -1 2500 0 -#15708 -scroll~ -a fire scroll~ -A fire scroll is curled up on the floor here.~ -~ -2 0 1|16384 -28 201 65 26 -1 2500 0 -#15709 -wand~ -a wand~ -A wand inscribed with strange runes lies here.~ -~ -3 1|64|512 1|16384 -28 7 7 63 -1 2500 0 -#15710 -dagger~ -a dagger~ -A rune-covered dagger has been left here.~ -~ -5 2|16|64|512 1|8192 -0 0 0 11 -5 0 0 -A -18 6 -#15711 -staff~ -a garthalanium staff~ -A staff fashioned of garthalanium has been left here.~ -~ -4 2|16|64|512 1|16384 -28 10 10 25 -5 0 0 -A -12 25 -#15712 -pentagram~ -a pentagram~ -A pentagram has been inscribed upon the floor here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15713 -spiked club~ -a spiked club~ -A spiked club lies here.~ -~ -5 512 1|32768 -0 0 0 8 -20 0 0 -A -18 -4 -A -19 6 -#15714 -leather hauberk~ -a leather hauberk~ -A leather hauberk has been dropped here.~ -~ -9 0 1|8 -10 0 0 0 -10 0 0 -#15715 -drake hide~ -a fire drake hide~ -The hide of a fire drake has been removed and left here.~ -~ -9 2|512 1|1024 -0 0 0 0 -25 0 0 -A -17 -25 -#15716 -bronze plate~ -a suit of bronze plate~ -A suit of bronze plate has been piled up here.~ -~ -9 0 1|8 -0 0 0 0 -15 0 0 -#15717 -bronze shield~ -a bronze shield~ -A bronze shield lies here.~ -~ -9 0 1|512 -0 0 0 0 -10 0 0 -#15718 -bronze helm~ -a bronze helm~ -A bronze helm has been left here.~ -~ -9 0 1|16 -0 0 0 0 -6 0 0 -#15719 -bronze sword~ -a bronze sword~ -A bronze sword is buried in the ground here.~ -~ -5 0 1|8192 -0 0 0 3 -12 0 0 -#15720 -robes~ -some green robes~ -Some green robes are crumpled up on the floor here.~ -~ -9 1|64|512 1|1024 -0 0 0 0 -3 0 0 -A -12 20 -A -24 -3 -A -25 1 -#15721 -staff~ -a wooden staff~ -A wooden staff with a bronze head lies here.~ -~ -5 0 1|32768 -0 0 0 7 -9 0 0 -A -19 3 -#15722 -spellbook~ -a spellbook~ -A spellbook with bronze fittings lies here.~ -~ -2 2|64|512 1|16384 -21 4 68 42 -4 0 0 -#15723 -pit~ -a deep pit~ -A deep pit yawns before you.~ -~ -15 262144 0 -1000 1 0 0 -1 0 0 -#15724 -collar~ -a spiked collar~ -A spiked dog collar lies here.~ -~ -9 0 1|4 -0 0 0 0 -5 0 0 -A -18 2 -A -19 2 -#15725 -assassin robes~ -the robes of an assassin~ -The black robes of an assassin have been torn from her and left here.~ -~ -9 512 1|16384 -0 0 0 0 -3 0 0 -A -2 2 -A -17 -5 -#15726 -dagger~ -a throwing dagger~ -A throwing dagger has been left here.~ -~ -30 0 1|8192|16384 -0 0 0 0 -3 0 0 -A -18 2 -#15727 -sword~ -a steel sword~ -A rare steel sword covered in runes lies here.~ -~ -5 1|64 1|8192 -0 0 0 3 -10 0 0 -A -18 4 -A -19 4 -#15728 -ring~ -a magic ring~ -A magic ring floats by here.~ -~ -9 1|64|32768 1|2 -0 0 0 0 -1 0 0 -A -12 10 -A -23 -1 -A -24 -1 -A -25 2 -#15729 -boots~ -elven boots~ -A pair of elven boots lie here.~ -~ -9 0 1|64 -0 0 0 0 -5 0 0 -A -2 2 -A -14 25 -#15730 -elven cloak~ -a green elven cloak~ -A green elven cloak has been left here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -A -5 1 -A -13 10 -A -17 -5 -A -25 1 -#15731 -pick~ -a pick~ -A pick rests here.~ -~ -5 0 1|32768 -0 0 0 2 -10 0 0 -#15732 -shovel~ -a shovel~ -A shovel rests here.~ -~ -5 0 1|32768 -0 0 0 7 -10 0 0 -#15733 -rubble~ -a pile of rubble~ -A pile of rubble has been made here.~ -~ -13 0 1 -0 0 0 0 -75 0 0 -#15734 -whip~ -a whip~ -A whip has been curled up here.~ -~ -5 0 1|8192 -0 0 0 4 -5 0 0 -#15735 -flind bar~ -a flind bar~ -A flind bar has been left here.~ -~ -9 512 1|8192 -0 0 0 7 -5 0 0 -A -19 5 -#15736 -rubbish~ -a huge pile of rubbish~ -A huge pile of rubbish is here.~ -~ -13 0 1 -0 0 0 0 -150 0 0 -#15737 -rack~ -a torturer's rack~ -A torturer's rack sits near one wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -rack~ -It is not currently in use. The warlock enjoys executions, so people he -captures rarely live long enough to be tortured. -~ -#15738 -gallows~ -a gallows~ -A gallows has been erected here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -gallows~ -They are used regularly to hang those who piss off the warlock. -~ -#15739 -stocks~ -the stocks~ -The stocks sit here, holding a pathetic wretch of a gnoll.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -stocks gnoll~ -This unfortunate has been left here for a week for insubordination. -~ -#15740 -pot boiling oil~ -a pot of boiling oil~ -A pot of boiling oil bubbles away here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -pot boiling oil~ -The warlock enjoys immersing insubordinate or irritating lackeys in here. -~ -#15741 -flag~ -a black flag~ -A black flag flutters atop a pole here.~ -~ -12 0 1|1024 -0 0 0 0 -5 0 0 -E -flag~ -It is plain black. The warlock isn't very imaginative. -~ -#15742 -leg irons~ -a set of leg irons~ -A set of leg irons rest here.~ -~ -9 4096 1|32 -0 0 0 0 -10 0 0 -A -2 -3 -A -14 -100 -#0 - - -#ROOMS -#15700 -The Path to the Keep~ -You are heading toward a bleak blackstone keep, sitting in the middle of -a field of scorched earth. Surly guards patrol both on the battlements and -below before the gate, but they pay you little heed. Evidently the guards -are used to strange visitors... -~ -0 1|4 2 -D1 -~ -~ -0 -1 5365 -D3 -~ -~ -0 -1 15701 -S -#15701 -Before the Keep~ -You are standing outside the massive bronze-bound oak portals that bar the -way into the keep. They currently stand open, though, as if the warlock -were expecting visitors... -~ -0 1 1 -D1 -~ -~ -0 -1 15700 -D3 -~ -~ -1 0 15704 -S -#15702 -A Guard Tower~ -This tower sits above the gate you just entered. Guards march back and forth. -They seem mildly surprised by your entrance, but they don't move to hinder -you. The stairs continue up and down. -~ -0 1|8 0 -D4 -~ -~ -0 -1 15703 -D5 -~ -~ -0 -1 15704 -S -#15703 -The Roof of the Tower~ -You emerge onto the roof of the tower. From here you can see far across the -plains of Past Anon. The ancient city of Thalos, ruined in your own time, -lies far to the south, while to the east lie the jagged peaks of the first -mountain range of Anon. It is rumored that the gods temselves reside at their -lofty peaks. Beyond them, you can see the peak of Mount Doom, whereupon -the castle of the dread Lord Krogthar is located. -~ -0 0 1 -D5 -~ -~ -0 -1 15702 -S -#15704 -Inside the Keep~ -Guards march to and fro in this small courtyard. Wooden portals lie to the -north, west and south, while the entry gate looms to the east. A set of -stairs leads up into the tower of the gatehouse. -~ -0 1 1 -D0 -~ -~ -1 0 15705 -D1 -~ -~ -1 0 15701 -D2 -~ -~ -1 0 15706 -D3 -~ -~ -1 0 15707 -D4 -~ -~ -0 -1 15702 -S -#15705 -The Stables~ -Here the guards of the Keep keep, or kept, rather, their steeds. A -particularly harsh winter left the Keep short of food, and necessitated -the eating of the horses. They have not been replaced yet. -~ -0 1|8 0 -D2 -~ -~ -1 0 15704 -S -#15706 -Barracks~ -This room quarters some of the guards of the Keep. There are several bunks -littered with dirty underwear and frayed tunics- evidently the warlock is -not a stickler for discipline. -~ -0 1|8 0 -D0 -~ -~ -1 0 15704 -S -#15707 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15708 -D1 -~ -~ -1 0 15704 -D2 -~ -~ -0 -1 15709 -D3 -~ -~ -0 -1 15710 -S -#15708 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -1 0 15741 -D2 -~ -~ -0 -1 15707 -D3 -~ -~ -0 0 15711 -S -#15709 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15707 -D2 -~ -~ -1 0 15742 -D3 -~ -~ -0 -1 15712 -S -#15710 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... - -The doors to the inner keep lie to the west of here. -~ -0 1 1 -D0 -~ -~ -0 -1 15711 -D1 -~ -~ -0 0 15707 -D2 -~ -~ -0 -1 15712 -D3 -~ -~ -1 0 15715 -S -#15711 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D1 -~ -~ -0 0 15708 -D2 -~ -~ -0 -1 15710 -D5 -~ -~ -1 -1 15713 -S -#15712 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15710 -D1 -~ -~ -1 0 15709 -D5 -~ -~ -1 -1 15714 -S -#15713 -The Garbage Pit~ -Here the keep's occupants dump their garbage, to be devoured by the offal- -eating creature they keep in here. It smells very bad.... very VERY bad... -~ -0 1|8 0 -D4 -~ -~ -1 0 15711 -S -#15714 -The Crocodile Pit~ -Here Baragar keeps his pet crocodiles, whom he feeds insubordinate guards -or slaves to. They are rather hungry, and they would take great pleasure -in devouring you. -~ -0 1|8 0 -D4 -~ -~ -1 0 15712 -S -#15715 -The Inner Keep~ -You stand within the inner keep. The entry room is a small dark chamber, -with only four wooden doors to break the monotony of the black walls. -~ -0 1|8 0 -D0 -~ -~ -1 0 15716 -D1 -~ -~ -1 0 15710 -D2 -~ -~ -1 0 15717 -D3 -~ -~ -1 0 15718 -S -#15716 -Guard Room~ -here some of the Trollish guards of the inner keep reside. They dislike -intruders, though they are under orders from Baragar not to slay any, for -he is intensely curious as to the nature of any visitors, welcome or not. -~ -0 1|8 0 -D2 -~ -~ -1 0 15715 -S -#15717 -Guard Room~ -here some of the Trollish guards of the inner keep reside. They dislike -intruders, though they are under orders from Baragar not to slay any, for -he is intensely curious as to the nature of any visitors, welcome or not. -~ -0 1|8 0 -D0 -~ -~ -1 0 15715 -S -#15718 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1|8 0 -D1 -~ -~ -1 0 15715 -D4 -~ -~ -0 -1 15719 -D5 -~ -~ -0 -1 15727 -S -#15719 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1|8 0 -D1 -~ -~ -1 0 15720 -D4 -~ -~ -0 -1 15726 -D5 -~ -~ -0 -1 15718 -S -#15720 -Antechamber~ -This small room is totally windowless, and would be utterly dark were it -not for your pale light source. You feel uneasy here. Far away, someone -screams, and you shiver uncomfortably. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 15721 -D2 -~ -~ -1 0 15722 -D3 -~ -~ -1 0 15719 -S -#15721 -Assassins' Quarters~ -Here the assassins of Baragar reside, spending their spare time playing -cards, making poisons, killing peasant rabble captured by the guards, etc. -They will not be impressed by your intrusion... -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 15720 -S -#15722 -Apprentice Quarters~ -Here resides Alara's apprentice and sometime bed-partner. The apprentice -has little to do with Baragar, as Baragar envies and distrusts her, but he -dares not slay her for Alara would be displeased... -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 15720 -S -#15723 -Antechamber~ -This small room is totally windowless, and would be utterly dark were it -not for your pale light source. You feel uneasy here. Far away, someone -screams, and you shiver uncomfortably. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 15724 -D2 -~ -~ -1 0 15725 -D3 -~ -~ -1 0 15726 -S -#15724 -Baragar's Chambers~ -Baragar himself resides here, in this small room. It is rather spartan, -furnished only with a small military cot, a desk and a shelf full of books. -You are surprised that such a wicked man would be so neat and disciplined. -~ -0 1|8|8192 0 -D2 -~ -~ -1 0 15723 -S -#15725 -Alara's Chamber~ -Yang to Baragar's Yin, Alara's room represents just how different they are. -Her room is sloppy and messy, filled with useless junk and piles of unwashed -clothing. There are two large beds, covered with expensive silks and pillows. -A set of manacles hangs from one wall, used for some perversion you don't -care to find out more about. -~ -0 1|8|8192 0 -D0 -~ -~ -1 0 15723 -S -#15726 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1|8 0 -D1 -~ -~ -1 0 15723 -D4 -~ -~ -0 -1 15736 -D5 -~ -~ -0 -1 15719 -S -#15727 -The Dungeons~ -You are in the dank, damp and dirty dungeons of the Keep. The passage you -are in extends west into darkness. You can hear the sounds of construction -more clearly now. -~ -0 1|8 0 -D3 -~ -~ -0 -1 15728 -D4 -~ -~ -0 -1 15718 -S -#15728 -The Dungeons~ -You are in the dank, damp and dirty dungeons of the Keep. The passage you -are in extends west into darkness. You can hear the sounds of construction -more clearly now. - -Doors lie to the north and south of here. The southern door has strange -runes inscribed upon it. -~ -0 1|8 0 -D0 -~ -~ -1 -1 15729 -D1 -~ -~ -0 -1 15727 -D2 -This door is inscribed with strange runes~ -door~ -1 0 15730 -D3 -~ -~ -0 -1 15731 -S -#15729 -A Treasure Room~ -This room has a huge chest cram-packed with loot in the middle of it. But -as you enter, you feel rather uneasy about the whole situation. -~ -0 1|8 0 -D2 -~ -~ -1 0 15728 -S -#15730 -A Summoning Room~ -Baragar and Alara use (or used) this room for practicing their gate spells, -but when one spell summoned a denizen of the lower planes that they couldn't -control, they hastily sealed it in this room. And now you have released it. -Way to go. -~ -0 1|8 0 -D0 -~ -~ -1 0 15728 -S -#15731 -A Junction~ -You are at a rather busy junction in the dungeons. To the north runs a dark -passage, while to the south lies a door. To the west lies the source of -the noises you heard earlier. it is obvious that a team of workers is -excavating down here. Perhaps Baraga wishes to unearth the treasures -rumored to lie in the ancient caverns beneath his keep...? -~ -0 1|4|8 0 -D0 -~ -~ -0 -1 15733 -D1 -~ -~ -0 -1 15728 -D2 -~ -~ -1 0 15735 -D3 -~ -~ -0 -1 15732 -S -#15732 -The Entryway to the Mines~ -Here there is a crude elevator which you can use to lower yourself into -the lower caverns, wherein the excavation is occuring. But also down there -lies the entryway to the ancient caverns, where no one dares travel. -~ -0 1|8 0 -D1 -~ -~ -0 -1 15731 -D5 -~ -~ -0 -1 15737 -S -#15733 -A Dark Passage~ -This passage extends north into a large cave. The cave emits a glow visible -from here, permeating the perpetual darkness here. -~ -0 8 0 -D0 -~ -~ -0 -1 15734 -D2 -~ -~ -0 -1 15731 -S -#15734 -A Fiery Cavern~ -This cave is illuminated by a lava pool in the center of the room, in which -a fire drake is currently dozing. He awakes as you enter, and prepares to -cast you out! -~ -0 8 0 -D2 -~ -~ -0 -1 15733 -S -#15735 -A Lab~ -This room was once used as a lab, but Baragar grew bored with alchemy, -and abandoned it. Eventually a Grell from the lower caverns made its way -up here, and created a nest in this lab. Baragar was fascinated by the -bizarre creature, and sealed it within, intending one day to study it. He -occasionally feeds it the odd slave or guard. -~ -0 1|8 0 -D0 -~ -~ -1 0 15731 -S -#15736 -The Roof of the Inner Keep~ -You are standing on the roof, atop the highest point of the whole keep. -The lands of Past Anon lay spread out before you, and from this windswept -position you can see for miles. You hear the cry of some bird, and look -above to see several vultures slowly winging their way toward the desolate -deserts to the south. In those deserts there is rumored to be a fantastic -place filled with wondrous treasures. -~ -0 0 1 -D5 -~ -~ -0 -1 15726 -S -#15737 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15738 -D4 -~ -~ -0 -1 15732 -S -#15738 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15740 -D2 -~ -~ -0 -1 15737 -D3 -~ -~ -0 -1 15739 -S -#15739 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1|8 0 -D1 -~ -~ -0 -1 15738 -S -#15740 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1|8 0 -D2 -~ -~ -0 -1 15738 -S -#15741 -The Dog Pits~ -Here Baragar keeps his vicious war dogs, which he takes with him when on -campaigns as guards and hunters of fleeing prey. They are incredibly savage -and will attack anyone on sight save Baragar. They will even attack Alara if -she enters unaccompanied. -~ -0 1|8 0 -D2 -~ -~ -1 0 15708 -S -#15742 -The Dog Pits~ -Here Baragar keeps his vicious war dogs, which he takes with him when on -campaigns as guards and hunters of fleeing prey. They are incredibly savage -and will attack anyone on sight save Baragar. They will even attack Alara if -she enters unaccompanied. -~ -0 1|8 0 -D0 -~ -~ -1 0 15709 -S -#0 - - -#RESETS -D 1 15701 3 1 -D 1 15704 0 1 -D 1 15704 1 1 -D 1 15704 2 1 -D 1 15704 3 1 -D 1 15705 2 1 -D 1 15706 0 1 -D 1 15707 1 1 -D 1 15710 3 1 -D 1 15711 5 1 -D 1 15712 5 1 -D 1 15713 4 1 -D 1 15714 4 1 -D 1 15715 0 1 -D 1 15715 1 1 -D 1 15715 2 1 -D 1 15715 3 1 -D 1 15716 2 1 -D 1 15717 0 1 -D 1 15718 1 1 -D 1 15719 1 1 -D 1 15720 0 1 -D 1 15720 2 1 -D 1 15720 3 1 -D 1 15721 2 1 -D 1 15722 0 1 -D 1 15723 0 1 -D 1 15723 2 1 -D 1 15723 3 1 -D 1 15724 2 1 -D 1 15725 0 1 -D 1 15726 1 1 -D 1 15728 0 1 -D 1 15728 2 1 -D 1 15729 2 1 -D 1 15730 0 1 -D 1 15731 2 1 -D 1 15735 0 1 -D 1 15708 0 1 -D 1 15709 2 1 -D 1 15741 2 1 -D 1 15742 0 1 -* -M 1 15700 1 15724 loads baragar -E 1 15700 1 12 -E 1 15701 1 17 -E 1 15702 1 16 -E 1 15703 1 6 -* -M 1 15701 1 15725 loads alara -E 1 15704 1 5 -P 1 15705 1 15704 -P 1 15706 1 15704 -P 1 15707 1 15704 -P 1 15708 1 15704 -P 1 15709 1 15704 -E 1 15710 1 16 -E 1 15711 1 17 -* -M 1 15702 1 15730 loads demon -O 1 15712 1 15730 -* -M 1 15703 1 15725 loads cat -* -M 1 15704 1 15724 loads hawk -* -M 1 15705 8 15710 loads troll guard -E 1 15713 1 16 -E 1 15714 1 5 -M 1 15705 8 15716 loads troll guard -E 1 15713 1 16 -E 1 15714 1 5 -M 1 15705 8 15717 loads troll guard -E 1 15713 1 16 -E 1 15714 1 5 -* -M 1 15706 1 15723 loads golem -O 1 15737 1 15723 -* -M 1 15707 1 15734 loads drake -E 1 15715 1 12 -* -O 1 15738 1 15707 -O 1 15739 1 15709 -O 1 15740 1 15711 -O 1 15740 1 15712 -O 1 15741 1 15703 -O 1 15741 1 15736 -* -M 1 15708 12 15708 loads servants -M 1 15708 12 15709 loads servants -M 1 15708 12 15718 loads servants -M 1 15708 12 15719 loads servants -M 1 15708 12 15723 loads servants -M 1 15708 12 15726 loads servants -* -M 1 15709 12 15701 loads guards -E 1 15716 1 5 -E 1 15717 1 11 -E 1 15718 1 6 -E 1 15719 1 16 -M 1 15709 12 15702 loads guards -E 1 15716 1 5 -E 1 15717 1 11 -E 1 15718 1 6 -E 1 15719 1 16 -M 1 15709 12 15703 loads guards -E 1 15716 1 5 -E 1 15717 1 11 -E 1 15718 1 6 -E 1 15719 1 16 -M 1 15709 12 15704 loads guards -E 1 15716 1 5 -E 1 15717 1 11 -E 1 15718 1 6 -E 1 15719 1 16 -* -M 1 15710 1 15722 loads apprentice -E 1 15720 1 12 -E 1 15721 1 16 -E 1 15722 1 17 -* -M 1 15711 1 15735 loads grell -* -M 1 15712 1 15729 loads mimic -O 1 15723 1 15729 -* -M 1 15713 4 15714 loads crocs -O 1 15723 1 15729 -* -M 1 15714 6 15741 loads dogs -E 1 15724 1 3 -M 1 15714 6 15742 loads dogs -E 1 15724 1 3 -* -M 1 15715 4 15721 loads assassins -E 1 15725 1 12 -E 1 15726 1 16 -* -M 1 15716 1 15726 loads assassin -E 1 15727 1 16 -E 1 15728 1 1 -E 1 15728 1 2 -E 1 15729 1 8 -E 1 15730 1 3 -* -M 1 15717 10 15732 loads gnoll slave -E 1 15731 1 16 -E 1 15742 1 7 -O 1 15733 1 15732 -M 1 15717 10 15737 loads gnoll slave -E 1 15732 1 16 -E 1 15742 1 7 -O 1 15733 1 15737 -M 1 15717 10 15738 loads gnoll slave -E 1 15731 1 16 -E 1 15742 1 7 -O 1 15733 1 15738 -M 1 15717 10 15739 loads gnoll slave -E 1 15732 1 16 -E 1 15742 1 7 -O 1 15733 1 15739 -M 1 15717 10 15740 loads gnoll slave -E 1 15731 1 16 -E 1 15742 1 7 -O 1 15733 1 15740 -* -M 1 15718 4 15738 loads ogre slave -E 1 15732 1 16 -E 1 15742 1 7 -M 1 15718 4 15740 loads ogre slave -E 1 15731 1 16 -E 1 15742 1 7 -* -M 1 15719 1 15739 loads flind -E 1 15735 1 16 -G 1 15734 0 0 -* -M 1 15720 1 15713 loads otyugh -O 1 15736 1 15713 -* -S - - -#SPECIALS -M 15700 spec_cast_mage the warlock Baragar -M 15701 spec_cast_mage the witch Alara -M 15702 spec_cast_undead a demon -M 15703 spec_cast_mage a cat familiar -M 15704 spec_cast_mage a hawk familiar -M 15705 spec_fido a troll guard -M 15706 spec_executioner a flesh golem -M 15707 spec_breath_fire a fire drake -M 15708 spec_janitor a zombie servant -M 15709 spec_guard a keep guard -M 15710 spec_cast_mage an apprentice mage -M 15713 spec_fido a hungry crocodile -M 15714 spec_poison a savage war dog -M 15715 spec_thief an assassin -M 15716 spec_cast_mage the assassin Dagar -M 15717 spec_janitor a gnoll slave -M 15718 spec_janitor an ogre slave -M 15719 spec_poison a flind slave master -M 15720 spec_fido an otyugh -S - - -#$ diff --git a/data/realm/areas_merc/warner.are b/data/realm/areas_merc/warner.are deleted file mode 100644 index 39f13d6..0000000 --- a/data/realm/areas_merc/warner.are +++ /dev/null @@ -1,1858 +0,0 @@ -#AREA {45 60} Yaegar/Aurorix Looney Tunes~ - - -#MOBILES -#15000 -bugs bunny~ -Bugs Bunny~ -Bugs Bunny gnaws a carrot saying, "Ehhhh What's Up Doc?" -~ -Bugs must have taken a wrong turn at Albuquerque again. He's got a good -supply of carrots, though, and an endless stream of one liners. -~ -64|128 128|512|8192 0 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15001 -daffy duck~ -Daffy Duck~ -Daffy Duck splutters, "You're despicable!" -~ -This little black duck sure seems mad about something. Perhaps it's because -of those cheesy western-themed clothes he has to wear. -~ -2|64|128 512|8192 0 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15002 -porky pig~ -Porky Pig~ -Porky Pig says "A-biya-biya-biya-That's All Folks!" -~ -What a quaint little pig. So neatly dressed too. He seems to be quite well- -mannered and even tempered, but in this world anything could happen to make -him suddenly blow a fuse. Did you notice that he isn't wearing any pants? -~ -2|64|128 512|8192 0 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15003 -elmer fudd~ -Elmer Fudd~ -Elmer Fudd says "Be vewy vewy quiet. I'm hunting wabbits!" -~ -He certainly is, with his trusty shotgun. He is rugged up against the cold, -with his wool hat with ear warmers, his flannel jacket, and his hunting -boots. But you get the feeling that he won't have a very successful hunt. -~ -2|64|128 512|8192 0 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15004 -yosetime sam~ -Yosemite Sam~ -Yosemite Sam roars "Aah HATE that rabbit!" -~ -This ferocious, red-moustachioed gunslinger has a foul temper. Uh Oh. Looks -like he has mistaken you for a rabbit. Better run! -~ -2|32|64 512|8192 -400 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15005 -foghorn leghorn~ -Foghorn Leghorn~ -Foghorn Leghorn utters "Well I say I say I say!" -~ -This imposing rooster is master of the farmyard. You better not mess with -him, he has the ability to utterly pulverise you, even if his amicable -manner suggests he is a pushover. -~ -2|64|128 512|8192 0 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15006 -lepew skunk~ -Pepe LePew~ -Pepe LePew says "Ah, mon cherie!" -~ -Pepe LePew is an amorous Parisian skunk with exceedingly poor eyesight. He -seems to think you are a skunk, and is attempting to seduce you. -~ -2|64|128 512|8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15007 -sylvester~ -Sylvester~ -Sylvester splutters "Sufferin' Succotash!" -~ -Sylvester is determined to feast upon Tweety Pie, and will not brook any -interference from you. You'd be best to leave him to it- with his ineptitude -and bad luck, he will damage himself far more than you ever could. -~ -2|64|128 512|8192 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15008 -tweety pie~ -Tweety Pie~ -Tweety Pie asks if you thaw a puddy tat. -~ -Tweety Pie is a sweet little bird with an adoring owner. However his life -is constantly threatened by hungry cats such as Sylvester. Actually, that -isn't true- Sylvester is so incompetent that Tweety has never been in any -real danger of being eaten. -~ -2|64|128 512|8192|524288 400 S -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15009 -granny~ -Granny~ -Granny asks if you have seen her darling Tweety Pie. -~ -This elderly pensioner's only joy in life is her darling bird, and if it were -to be taken from her she would be most upset. Upset enough to bash your head -in with her umbrella. -~ -2|64|128 8192 500 S -59 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#15010 -wile coyote~ -Wile E. Coyote~ -Wile E. Coyote is here hatching up another scheme. -~ -Wile E. Coyote spends his entire life thinking up ingenious schemes to catch -the Road Runner, all of which fail miserably. He'd be better off seeking -other prey. -~ -2|64|128 512|8192 -400 S -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15011 -road runner~ -the Road Runner~ -The Road Runner goes "BEEP BEEP!" -~ -"Road Runner, that Coyote's after you. - Road Runner, if he catches you you're through!" - -Personally I always wished he would. -~ -2|64|128 128|512|8192 0 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15012 -chickenhawk~ -Chickenhawk~ -Chickenhawk asks if you are a chicken. -~ -Chickenhawk is looking for a chicken to eat. And he seems to think that you -fit the bill. -~ -2|64|128 128|512|8192 0 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15013 -baby roo~ -a baby roo~ -A baby roo kicks you in the chest. -~ -This aggressive little beast has come all the way from Australia. It is -very cute. Aw look, he wants to play. -~ -2|32|64|128 512|8192 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15014 -son cat~ -Sylvester's son~ -Sylvester's son says "Oh, the shame of it all!" -~ -Sylvester's son is most disheartened by the fact that the roo in the next -room has beaten the tar out of his father. -~ -2|64|128 512 0 S -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15015 -spike~ -Spike~ -Spike the bulldog growls menacingly at you. -~ -Spike is a loyal and loving dog- to his master, Granny. He kills everyone -else. -~ -2|32|64 512|8192 0 S -58 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15016 -speedy gonzales~ -Speedy Gonzales~ -Speedy Gonzales shouts "Andere Andere Areeeeeeba!" -~ -This mischievious little mouse is the hero of his village, for with his -super speed he has driven all cats from the village. -~ -2|64|128 128|512|8192 0 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15017 -cat~ -a cat~ -A cat that resembles a skunk begs you to be quiet. -~ -This unfortunate cat has a white stripe painted on her back, and now Pepe -thinks her to be a fellow skunk. She implored you not to to give away her -hiding place. -~ -2|64|128 512 0 S -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15018 -el toro~ -el Toro~ -El Toro lowers his head and charges! -~ -This savage bull will tear you apart! -~ -2|32|64 512|8192 -500 S -54 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15019 -marvin martian~ -Marvin the Martian~ -Marvin the Martian exclaims- Exactness is useless, you will be approximated! -~ -Marvin is from Mars. He is wearing what looks like a Roman centurion's -helmet which obscures his face save for his huge white eyes. He seems to -favor green accoutrements. -~ -64|128 8|512|8192 0 S -56 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15020 -genie~ -an angry genie~ -An angry genie shouts "Infidels!" -~ -He sure looks mad. -~ -2|32|64 128|512|8192 -500 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#15021 -elvis chickenhawk~ -Elvis the chickenhawk~ -Elvis the chickenhawk asks you if you want some black-eyed peas. -~ -Elvis is a chickenhawk from the deep south. The DEEP south judging by his -atrocious good ol' boy accent. -~ -2|8|64|128 512|524288 0 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#15022 -pappy chickenhawk~ -Pappy the chickenhawk~ -Pappy the chickenhawk asks you if you want some black-eyed peas. -~ -Pappy is a chickenhawk from the deep south. The DEEP south judging by his -atrocious good ol' boy accent. -~ -2|8|64|128 512|524288 0 S -45 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#15023 -sam beagle~ -Sam the beagle~ -Sam the beagle is here plotting revenge against Foghorn Leghorn. -~ -Sam eyes you craftily and asks if you want to help him out a little. He is -determined to get back at Yosemite Sam. -~ -2|8|64 512|8192 0 S -48 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -#15024 -henrietta~ -Henrietta~ -Henrietta the hen clucks contentedly. -~ -Henrietta is the prospective prey of the chickenhawks, and is thus under the -protective custody of Sam the beagle. -~ -2|64|128 524288 500 S -42 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -#0 - - -#OBJECTS -#15000 -bugs bunny ears~ -a pair of large floppy rabbit ears~ -Bugs Bunny's ears lie here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 3 -A -12 25 -A -17 -20 -#15001 -carrot~ -a carrot~ -A juicy carrot lies here, half-eaten.~ -~ -19 0 1|8192 -0 0 0 0 -1 0 0 -A -18 6 -A -19 2 -#15002 -duck bill~ -a duck's bill~ -Daffy Duck's bill lies here, still talking.~ -~ -9 4096 1|16 -0 0 0 0 -1 0 0 -A -3 -1 -A -4 -2 -A -17 15 -#15003 -cowboy hat~ -a cowboy hat~ -A cowboy hat lies in the dust here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#15004 -vest~ -a leather vest~ -A leather vest has been left here by some cowpoke.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -13 25 -A -17 -15 -#15005 -bowtie~ -a smart bowtie~ -A smart bowtie is here.~ -~ -9 0 1|4 -0 0 0 0 -1 0 0 -A -5 1 -A -12 20 -#15006 -tail~ -a pig's tail~ -A pig's tail lies curled up here.~ -~ -9 0 1|2048 -0 0 0 0 -1 0 0 -A -2 3 -#15007 -cap hat~ -a hunting cap~ -A hunting cap has been carelessly left here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#15008 -jacket~ -a hunting jacket~ -A hunting jacket has been carelessly left here.~ -~ -9 0 1|8 -0 0 0 0 -5 0 0 -#15009 -shotgun~ -a double-barreled shotgun~ -A double-barreled shotgun lies here.~ -~ -5 2 1|65536 -0 0 0 6 -10 0 0 -A -18 6 -A -19 6 -#15010 -pistol~ -a pistol~ -A pistol lies here.~ -~ -5 2 1|8192|16384 -0 0 0 6 -5 0 0 -A -18 4 -A -19 6 -#15011 -moustache~ -a bright red moustache~ -A bright red moustache lies here.~ -~ -9 0 1|16 -0 0 0 0 -2 0 0 -A -5 3 -A -13 30 -#15012 -comb~ -a rooster's comb~ -Foghorn Leghorn's comb lies here.~ -~ -9 0 1|16 -0 0 0 0 -7 0 0 -A -5 2 -A -13 50 -#15013 -feather~ -a white rooster feather~ -A white rooster feather lies here.~ -~ -9 1 1|16384 -0 0 0 0 -1 0 0 -A -18 5 -#15014 -skunk smell~ -skunk smell!~ -Eeyew! Skunk smell! Sacre Bleau!~ -~ -9 2|4096 1|1024 -0 0 0 0 -1 0 0 -A -5 -3 -A -13 -50 -#15015 -whiskers~ -cat whiskers~ -Sylvester's whiskers have been chopped off. Again.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -#15016 -dead fish~ -a dead fish~ -A half-eaten dead fish lies rotting away here.~ -~ -19 0 1|16384 -4 0 0 1 -1 0 0 -#15017 -trash can~ -a trash can~ -A trash can stands here.~ -~ -15 0 1 -500 1 0 0 -10 0 0 -#15018 -pole~ -a long wooden pole~ -A long wooden pole, useful for tightrope walkers, lies here.~ -~ -5 0 1|65536 -0 0 0 0 -10 0 0 -A -18 -2 -A -19 -2 -#15019 -cage~ -a bird cage~ -Tweety's Cage hangs from the ceiling here.~ -~ -15 0 1 -25 1 0 0 -5 0 0 -#15020 -bird feed~ -some bird feed~ -Some bird feed is scattered about here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#15021 -umbrella~ -a sturdy black umbrella~ -A sturdy black umbrella lies here.~ -~ -5 2|64 1|8192 -0 0 0 7 -6 0 0 -A -1 2 -A -13 20 -A -18 10 -A -19 10 -#15022 -glasses~ -a pair of granny glasses~ -A pair of granny glasses lie here.~ -~ -3 64 1|16|16384 -50 10 10 4 -1 0 0 -#15023 -hair bun~ -a hair bun~ -A hair bun lies here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -#15024 -dress~ -granny's dress~ -Granny's dress lies here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -17 -40 -#15025 -bird seed~ -a pile of bird seed~ -A pile of bird seed with a sign stuck in it lies here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -E -sign seed~ -The sign says- BIRD SEED -~ -#15026 -dynamite~ -a stick of dynamite~ -A stick of dynamite lies here.~ -~ -4 1 1|16384 -45 1 1 63 -1 0 0 -#15027 -wire~ -a tightrope wire~ -A tightrope wire has been stretched to the block from here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15028 -log~ -a huge log~ -A huge log looks set to crush you.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15029 -crate~ -a packing crate~ -This packing crate looks like it once held animals...~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15030 -crowbar~ -a crowbar~ -A crowbar has been left on the ground here.~ -~ -5 0 1|8192 -0 0 0 7 -4 0 0 -#15031 -sombrero~ -a sombrero~ -A very small sombrero lies here.~ -~ -9 0 1|16 -0 0 0 0 -1 0 0 -A -2 3 -A -14 250 -#15032 -clothes~ -some white clothes~ -Some tiny white clothes are bundled up here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -#15033 -white paint stripe~ -a white paint stripe~ -A stripe of white paint is on the floor here.~ -~ -9 4096 1|8 -0 0 0 0 -1 0 0 -#15034 -kennel~ -a dog kennel~ -A white dog kennel with a red roof sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15035 -matador costume~ -a matador's costume~ -A matador's costume has been laid out here.~ -~ -9 0 1|8 -0 0 0 0 -1 0 0 -A -2 2 -A -5 1 -A -12 10 -A -13 15 -A -14 25 -A -17 -15 -A -18 2 -A -19 4 -A -25 3 -#15036 -red cloth~ -a red cloth~ -A red cloth used for enraging bulls lies here.~ -~ -13 0 1|16384 -0 0 0 0 -1 0 0 -#15037 -anvil~ -a large iron anvil~ -A large iron anvil rests here.~ -~ -12 0 1 -0 0 0 0 -250 0 0 -#15038 -rocket skates~ -a pair of ACME rocket skates~ -A pair of ACME rocket skates have been left here.~ -~ -4 2 1|64|16384 -50 10 10 2 -9 0 0 -A -14 250 -#15039 -ray gun~ -a ray gun~ -Marvin Martian's cosmic ray gun lies here.~ -~ -3 1|2 1|16384 -50 10 10 63 -2 0 0 -A -18 2 -A -19 2 -#15040 -helmet~ -a martian helmet~ -Marvin Martian's Roman helmet sits here.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -3 3 -A -17 -20 -#15041 -collar~ -spike's collar~ -Spike has dropped his collar here.~ -~ -9 0 1|4 -0 0 0 0 -3 0 0 -A -19 5 -#15042 -business card~ -wile E. Coyote's business card~ -Wile E. Coyote's business card lies here.~ -~ -2 0 1|16384 -50 3 14 43 -1 0 0 -E -card~ -It reads- "Wile E. Coyote- GENIUS" -~ -#15043 -cheese~ -a piece of cheese~ -This cheese could feed you for days.~ -~ -19 0 1 -48 0 0 0 -5 0 0 -#15044 -lamp~ -a genie's lamp~ -Give it a rub and see what pops out.~ -~ -4 1|2 1|16384 -55 11 11 40 -3 0 0 -#15045 -treasure~ -a MAGNIFICENT treasure!~ -A MAGNIFICENT treasure lies here!~ -~ -20 1 1 -100000 0 0 0 -100 0 0 -#15046 -marvin martian spaceship~ -marvin the Martian's Spaceship~ -Marvin the Martian's Spaceship floats past.~ -~ -12 32768 0 -0 0 0 0 -1 0 0 -#15047 -black eyed peas~ -some black-eyed peas~ -Some black-eyed peas are scattered here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#0 - - -#ROOMS -#15000 -Entrance to Looney Tunes Land~ -You are heading along a small path lined with white stones toward a grassy -field. This field seems to extend in all directions as far as you can see. -It looks strangely two-dimensional. You hear the strains of "The Merry-Go- -Round broke down" playing somewhere... - -There is a small sign here. -~ -0 4 2 -D1 -~ -~ -0 -1 14607 -D3 -~ -~ -0 -1 15001 -E -sign~ -This area written by Aurorix and Yaegar in March 1996 for AnonyMud. Enjoy! -~ -S -#15001 -A Grassy Field~ -You are walking across a wide, grassy field. To the north you imagine you -can see a farmhouse, while a large stadium looms in the distance to the -south. To the west a dark and thick forest starts abruptly. -~ -0 0 2 -D0 -~ -~ -0 -1 15002 -D1 -~ -~ -0 -1 15000 -D2 -~ -~ -0 -1 15003 -D3 -~ -~ -0 -1 15004 -S -#15002 -Approaching the Farmhouse~ -You are heading along an even path toward a red farmhouse that looks as if it -has been painted onto the sky, which resembles a sheet of blue paper with -blobs of white paint on it. -~ -0 0 2 -D0 -~ -~ -0 -1 15005 -D2 -~ -~ -0 -1 15001 -S -#15003 -Approaching the Stadium~ -The walls of the stadium lie to the south of here. They are plastered with -a variety of posters. From here, you cannot see any way of entering the -stadium. However, there is a small hole in the ground near an old oak -tree to the left of the path. -~ -0 0 2 -D0 -~ -~ -0 -1 15001 -D5 -~ -~ -0 -1 15011 -S -#15004 -A Thick Forest~ -This forest is rather forbidding, though some of its impact is lessened by -the fact that it feels as if you are walking past sheets of paper with -drawings of trees on them. No matter which way you walk, the trees converge -to one side of you, never in front, or behind, or around you. You can't seem -to get amongst them. There are posters stuck on some of the trees. -~ -0 0 3 -D1 -~ -~ -0 -1 15001 -D3 -~ -~ -0 -1 15010 -E -poster posters~ -The posters read- RABBIT SEASON! - -Some older posters read- DUCK SEASON! -~ -S -#15005 -The Farmyard~ -You are walking through the farmyard. You hear strains of square dance music -coming from somewhere. Strangely two-dimensional animals stand about, -remaining unnaturally motionless. Come to think of it, you haven't seen -ANYTHING move here. -~ -0 0 2 -D0 -~ -~ -0 -1 15006 -D2 -~ -~ -0 -1 15002 -S -#15006 -Outside the Coop~ -A big red door to the east marks the entrance to the chicken coop. You may -enter if you wish, or you may head west toward the farmhouse itself. -~ -0 0 2 -D1 -~ -~ -1 0 15009 -D2 -~ -~ -0 -1 15005 -D3 -~ -~ -0 -1 15007 -S -#15007 -Outside the Farmhouse~ -You are standing outside the red farmhouse you saw earlier. It is your -typical farmhouse on your typical farm, if farms were two-dimensional -cartoons. -~ -0 0 2 -D0 -~ -~ -1 0 15008 -D1 -~ -~ -0 -1 15006 -D3 -~ -~ -0 -1 15048 -S -#15008 -Inside the Farmhouse~ -You have entered the main room of the farmhouse, and true to its cartoon -unreality, it is the ONLY room in the farmhouse. You can't really take -anything, because it is all drawn on the walls. -~ -0 8 0 -D2 -~ -~ -1 0 15007 -S -#15009 -Inside the Coop~ -You are standing inside a handsome coop, lined with shelves with little -nests for the large egg-laying hens of the farmyard. There they are, all -sitting in a row, laying away. -~ -0 8 0 -D3 -~ -~ -1 0 15006 -S -#15010 -Further Inside the Forest~ -This forest is rather forbidding, though some of its impact is lessened by -the fact that it feels as if you are walking past sheets of paper with -drawings of trees on them. No matter which way you walk, the trees converge -to one side of you, never in front, or behind, or around you. You can't seem -to get amongst them. There are posters stuck on some of the trees. - -There is a hole in the ground here. -~ -0 0 3 -D0 -~ -~ -0 -1 15018 -D1 -~ -~ -0 -1 15004 -D3 -~ -~ -0 -1 15019 -D5 -~ -~ -0 -1 15013 -E -poster posters~ -The posters read- RABBIT SEASON! - -Some older posters read- DUCK SEASON! -~ -S -#15011 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D2 -~ -~ -0 -1 15014 -D3 -~ -~ -0 -1 15012 -D4 -~ -~ -0 -1 15003 -S -#15012 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D1 -~ -~ -0 -1 15011 -D3 -~ -~ -0 -1 15013 -S -#15013 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D1 -~ -~ -0 -1 15012 -D4 -~ -~ -0 -1 15010 -S -#15014 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15011 -D3 -~ -~ -0 -1 15035 -D4 -~ -~ -0 -1 15015 -S -#15015 -Inside a Bull Ring~ -You emerge onto the sandy floor of a Bull Fighting Arena. The crowd goes -wild as you enter, and you suddenly realize that they think you are the -matador! You look around nervously for El Toro... -~ -0 0 10 -D0 -~ -~ -0 -1 15016 -D2 -~ -~ -1 0 15017 -D5 -~ -~ -0 -1 15014 -S -#15016 -The Stadium~ -You are standing among the audience of the stadium. They don't look too -impressed by this. Especially in light of the fact that the bull is still -coming for you! -~ -0 0 1 -D2 -~ -~ -0 -1 15015 -S -#15017 -The Changing Rooms~ -Here the Matadors change from their civilian clothing into their costumes -prior to entering the arena. It is currently empty right now. -~ -0 8 0 -D0 -~ -~ -1 0 15015 -S -#15018 -A Small Clearing~ -This clearing is bare save for a huge scorch mark in the center of it, which -appears to have been made by rocket engines... -~ -0 0 2 -D2 -~ -~ -0 -1 15010 -S -#15019 -Out of the Woods~ -You have emerged onto a black bitumen flat top with white lines painted on -it. It runs toward a city to the west. -~ -0 0 1 -D1 -~ -~ -0 -1 15010 -D3 -~ -~ -0 -1 15020 -S -#15020 -In the City~ -You have entered the city, and you quickly avoid several two-dimensional -cars that suddenly rush past, driven by faceless people with strange voices. -You may head north from here toward an apartment building, or south and -east out of town toward the desert and a forest respectively. To the west -lies a park. -~ -0 0 1 -D0 -~ -~ -0 -1 15021 -D1 -~ -~ -0 -1 15019 -D2 -~ -~ -0 -1 15026 -D3 -~ -~ -0 -1 15041 -S -#15021 -Outside an Apartment Block~ -The door to the block lies north. Standing here, you notice a telephone -pole towering high above you, and a tall fence with a metal gate to the -west, behind which you can hear the barking of dogs. -~ -0 0 1 -D0 -~ -~ -1 0 15022 -D1 -~ -~ -1 0 15043 -D2 -~ -~ -0 -1 15020 -D3 -~ -~ -1 0 15024 -D4 -~ -~ -0 -1 15025 -S -#15022 -Inside the Apartment Block~ -This apartment block is rather nice, like those found in Manhattan. A set -of stairs leads up to granny's apartment. -~ -0 8 0 -D2 -~ -~ -1 0 15021 -D4 -~ -~ -0 -1 15023 -S -#15023 -Granny's Apartment~ -Granny lives here with Tweety Pie, her beloved avian friend. His cage hangs -near the window. Outside, you can see the top of the telephone pole you -saw earlier; it is about the same height as this apartment. A rather odd -cat appears to be doing something whilst perched atop it. Wonder what he's -up to...? You can head across a tightrope wire he has affixed to here if -you want. -~ -0 8 0 -D2 -~ -~ -0 -1 15025 -D5 -~ -~ -0 -1 15022 -S -#15024 -A Yard~ -This yard is full of savage dogs! You shriek and claw madly at the door. -High above, you notice a cat is hanging for dear life from the telephone -pole. Were he to let go, he would surely fall into the yard too... -~ -0 0 1 -D1 -~ -~ -1 0 15021 -S -#15025 -The Top of the Telephone Pole~ -Someone has built a small platform here, and affixed a wire to it that runs -to a window of the apartment block. Through the window you can see a bird -cage. If you want, you can try and head across the wire, though there is -a yard full of savage dogs down below... -~ -0 0 1 -D0 -~ -~ -0 -1 15023 -D5 -~ -~ -0 -1 15021 -S -#15026 -A Highway~ -This highway stretches south into the desert, past towering mesas and -buttes, and sloping tors eroded by fierce desert winds. -~ -0 0 10 -D0 -~ -~ -0 -1 15020 -D2 -~ -~ -0 -1 15027 -S -#15027 -A Highway~ -This highway stretches south into the desert, past towering mesas and -buttes, and sloping tors eroded by fierce desert winds. The road bends west -here, and is by a narrow dirt track running south. -~ -0 0 10 -D0 -~ -~ -0 -1 15026 -D2 -~ -~ -0 -1 15032 -D3 -~ -~ -0 -1 15028 -S -#15028 -A Highway~ -This highway stretches south into the desert, past towering mesas and -buttes, and sloping tors eroded by fierce desert winds. You see something -unusual on the road ahead. -~ -0 0 10 -D0 -~ -~ -0 -1 15045 -D1 -~ -~ -0 -1 15027 -D2 -~ -~ -0 -1 15036 -D3 -~ -~ -0 -1 15029 -S -#15029 -A Highway~ -This highway stretches south into the desert, past towering mesas and -buttes, and sloping tors eroded by fierce desert winds. It stretches out to -the west for what seems like forever, and you decide not to bother continuing -that way. -~ -0 0 10 -D1 -~ -~ -0 -1 15028 -D2 -~ -~ -0 -1 15031 -D4 -~ -~ -0 -1 15030 -S -#15030 -Atop a Mesa~ -Here some fiendish creature has rigged a trap whereby a huge log suspended -by a thick rope will swing down and crush whoever is below when the rope is -cut. Well, the rope has been cut, but the trap doesn't seem to be working... -~ -0 0 4 -D5 -~ -~ -0 -1 15029 -S -#15031 -A Small Cave~ -You have entered a small cave where Wile lurks in between attempts on the -Road Runner's life. There are boxes and boxes full of evil death-dealing -equipment, all made by ACME (of course it's reliable). -~ -0 8 0 -D0 -~ -~ -0 -1 15029 -S -#15032 -Outside a Hacienda~ -You are approaching a Mexican hacienda, complete with white-washed walls, -many archways and a terracotta tiled roof. There is also a small hole in -the ground near your feet. -~ -0 0 2 -D0 -~ -~ -0 -1 15027 -D1 -~ -~ -0 -1 15033 -D5 -~ -~ -0 -1 15035 -S -#15033 -Inside the Hacienda~ -You are in a quaint, well-furnished hacienda, which seems to be bereft of -inhabitants save for several field mice. There is a small hole in the south -wall you may want to examine. -~ -0 8 0 -D2 -~ -~ -0 -1 15034 -D3 -~ -~ -0 -1 15032 -S -#15034 -A Mouse Lair~ -You enter a tiny lair with tiny beds lined up neatly against one wall, and -a tiny wardrobe sits near a tiny mirror on the other. A HUGE piece of cheese -dominates the whole affair. -~ -0 8 0 -D0 -~ -~ -0 -1 15033 -S -#15035 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D0 -~ -~ -0 -1 15047 -D1 -~ -~ -0 -1 15014 -D3 -~ -~ -0 -1 15040 -D4 -~ -~ -0 -1 15032 -S -#15036 -A Small Path~ -You are heading south across a prairie toward what looks like a small town -in the Old West, save that this town has only two buildings, both of them -saloons. -~ -0 0 2 -D0 -~ -~ -0 -1 15028 -D2 -~ -~ -0 -1 15037 -S -#15037 -Outside the Saloons~ -You are standing on the dusty road outside the two saloons, owned by rival -competitors. There is a huge crowd in one saloon, while the other is empty. -There is a hole in the ground here. -~ -0 0 2 -D0 -~ -~ -0 -1 15036 -D1 -~ -~ -1 0 15039 -D3 -~ -~ -1 0 15038 -D5 -~ -~ -0 -1 15040 -S -#15038 -A Saloon~ -This saloon is well-appointed, but it is currently deserted. Only the lonely -owner is currently here. -~ -0 8 0 -D1 -~ -~ -1 0 15037 -S -#15039 -A Saloon~ -This saloon is doing a roaring trade, with patrons literally coming out the -doors and windows. -~ -0 8 0 -D3 -~ -~ -1 0 15037 -S -#15040 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D1 -~ -~ -0 -1 15035 -D4 -~ -~ -0 -1 15037 -S -#15041 -A City Park~ -This park is quite pretty for a two-dimensional drawing. Paper trees glued -to cardboard fields surround you, and a lovely flat lake filled with -motionless ducks to the south looks very peaceful. -~ -0 0 2 -D1 -~ -~ -0 -1 15020 -D3 -~ -~ -0 -1 15042 -S -#15042 -A City Park~ -This park is quite pretty for a two-dimensional drawing. Paper trees glued -to cardboard fields surround you, and a lovely flat lake filled with -motionless ducks to the south looks very peaceful. -~ -0 0 2 -D1 -~ -~ -0 -1 15041 -S -#15043 -A Warehouse~ -This warehouse is full of crates and boxes of all varieties. Some of them -have come from such remote and dangerous places as Africa, Australia and -Detroit. You hear a thumping coming from the east. -~ -0 8 0 -D1 -~ -~ -0 -1 15044 -D3 -~ -~ -1 0 15021 -S -#15044 -A Warehouse~ -This warehouse is full of crates and boxes of all varieties. Some of them -have come from such remote and dangerous places as Africa, Australia and -Detroit. There is a strange odor in this room, as of animals, and you -suddenly begin to feel very nervous. -~ -0 8 0 -D3 -~ -~ -0 -1 15043 -S -#15045 -Outside the Cave~ -You are outside a cave, the entrance to which lies east. You see prints in -the dirt that look to have been made by a tiny donkey. There is a hole in -the ground here. -~ -0 0 10 -D1 -~ -~ -1 0 15046 -D2 -~ -~ -0 -1 15028 -D5 -~ -~ -0 -1 15047 -S -#15046 -Inside the Cave~ -This cave is full of fabulous treasures, but they are guarded by an angry -genie! You better get out of here... -~ -0 8 0 -D3 -~ -~ -1 0 15045 -S -#15047 -Inside a Rabbit Warren~ -You are in a long narrow underground passage, obviously the home of some -rabbit, though it is unlike any rabbit warren that you have ever seen -before. Deckchairs, beach towels and several pairs of sunglasses lie stacked -next to old Billie Holliday 78s and a pile of old newspapers. There is also -a heap of Dodgers memorabilia, from the time when they were in Brooklyn. -~ -0 1|8 0 -D2 -~ -~ -0 -1 15035 -D4 -~ -~ -0 -1 15045 -S -#15048 -Western Field~ -You are in the western end of the farmyard. There is a doghouse south of -here, and a large tree. -~ -0 0 1 -D1 -~ -~ -0 -1 15007 -D2 -~ -~ -0 -1 15049 -D4 -~ -~ -0 -1 15050 -S -#15049 -Inside Sam's Kennel~ -You are inside a rather cramped doghouse that reeks of wet blankets, stale -food and urine. It isn't very pleasant, even by cartoon standards. -~ -0 8 0 -D0 -~ -~ -0 -1 15048 -S -#15050 -Up A Tree~ -You are clambering amongst the thick limbs of an old oak tree. You see -several birds' nests in its leafy branches. -~ -0 0 1 -D5 -~ -~ -0 -1 15048 -S -#0 - - -#RESETS -* -D 1 15006 1 1 -D 1 15007 0 1 -D 1 15008 2 1 -D 1 15009 3 1 -D 1 15015 2 1 -D 1 15017 0 1 -D 1 15021 0 1 -D 1 15021 1 1 -D 1 15021 3 1 -D 1 15022 2 1 -D 1 15024 1 1 -D 1 15037 1 1 -D 1 15037 3 1 -D 1 15038 1 1 -D 1 15039 3 1 -D 1 15043 3 1 -D 1 15045 1 1 -D 1 15046 3 1 -* -M 1 15000 1 15035 loads bugs bunny -E 1 15000 1 6 wears ears -E 1 15035 1 5 wears costume -E 1 15036 1 17 holds costume -E 1 15001 1 16 wields carrot -* -M 1 15001 1 15038 loads daffy -E 1 15002 1 6 wears bill -E 1 15004 1 5 wears vest -G 1 15003 0 0 gives hat -* -M 1 15002 1 15008 loads porky -E 1 15005 1 3 wears bowtie -E 1 15006 1 13 wears tail -* -M 1 15003 1 15010 loads elmer -E 1 15007 1 6 wears hat -E 1 15008 1 5 wears jacket -E 1 15009 1 16 wields gun -* -M 1 15004 1 15039 loads yosemite -E 1 15010 1 16 wields pistol -E 1 15010 1 17 holds pistol -E 1 15011 1 6 wears moustache -G 1 15003 0 0 gives hat -* -M 1 15005 1 15006 loads foghorn -E 1 15012 1 6 wears comb -G 1 15013 0 0 gives feather -* -M 1 15006 1 15041 loads pepe -E 1 15014 1 12 wears smell -* -M 1 15007 1 15025 loads sylvester -E 1 15015 1 6 wears whiskers -E 1 15018 1 16 wields pole -G 1 15016 0 0 gives fish -* -M 1 15008 1 15023 loads tweety -* -M 1 15009 1 15023 loads granny -E 1 15021 1 16 wields umbrella -E 1 15023 1 6 wears hairbun -E 1 15024 1 5 wears dress -G 1 15022 0 0 gives glasses -* -M 1 15010 1 15030 loads wiley -E 1 15038 1 8 wears rocket skates -E 1 15042 1 17 holds card -* -M 1 15011 1 15028 loads road runner -* -M 1 15012 1 15009 loads chickenhawk -* -M 1 15013 1 15044 loads baby roo -* -M 1 15014 1 15043 loads son -* -M 1 15015 4 15024 loads bulldogs -E 1 15041 1 3 wears collar -* -M 1 15016 1 15033 loads speedy -E 1 15031 1 6 wears hat -E 1 15032 1 5 wears clothes -* -M 1 15017 1 15042 loads cat -E 1 15033 1 5 wears paint -* -M 1 15018 1 15015 loads bull -* -M 1 15019 1 15018 loads marvin -E 1 15039 1 17 holds raygun -E 1 15040 1 6 wears helmet -* -M 1 15020 1 15046 loads genie -E 1 15044 1 17 holds lamp -G 1 15045 0 0 gives treasure -* -M 1 15021 1 15050 loads elvis -G 1 15047 0 0 gives peas -M 1 15022 1 15050 loads pappy -G 1 15047 0 0 gives peas -* -M 1 15023 1 15049 loads sam -* -M 1 15024 1 15009 loads henrietta -* -O 1 15017 1 15021 loads trash cans -P 1 15016 1 15017 puts fish in can -O 1 15017 1 15022 -P 1 15016 1 15017 puts fish in can -O 1 15017 1 15024 -P 1 15016 1 15017 puts fish in can -* -O 1 15019 1 15023 loads cage -P 1 15020 1 15019 puts seed in cage -* -O 1 15025 1 15029 loads seed -* -O 1 15026 1 15031 loads dynamite -* -O 1 15027 1 15023 loads wires -O 1 15027 1 15025 -* -O 1 15028 1 15030 loads log -* -O 1 15029 1 15043 loads crate -O 1 15030 1 15043 loads crowbar -* -O 1 15034 1 15024 loads kennel -* -O 1 15035 1 15017 loads costume -O 1 15036 1 15017 loads cloth -O 1 15037 1 15015 loads anvil -* -O 1 15043 1 15034 loads cheese -* -O 1 15046 1 15018 loads ship -S - - -#SPECIALS -M 15003 spec_cast_judge Elmer Fudd -M 15004 spec_cast_judge Yosemite Sam -M 15019 spec_cast_judge Marvin the Martian -M 15020 spec_cast_mage an angry genie -S - - - -#$ diff --git a/data/realm/areas_merc/weed.are b/data/realm/areas_merc/weed.are deleted file mode 100644 index cac5e62..0000000 --- a/data/realm/areas_merc/weed.are +++ /dev/null @@ -1,726 +0,0 @@ -#AREA {40 60} Garth Cannabis~ - - -#MOBILES -#30232 -cannabis sativa~ -Cannabis Sativa~ -The Mother of all Cannabis tempts your ability to resist. -~ -This giant plant is covered with bud. It looks like it could -smoke you. -~ -64|128 8|128|524288 -500 S -55 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#30233 -cannabis indica~ -Cannabis Indica~ -The Father of all Cannabis is the ultimate in plant evolution. -~ -The bud of this giant bush weighs its leaves to the ground. -It is a blend of beautiful orange, red, and blue hairs. Just a -fraction of this plant would be enough to keep you happy for a year. -~ -2|64 8|128|524288 -500 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30234 -small joint~ -A Small Joint~ -A small joint sits here smoking. -~ -This wrapping of reefer is just what you might need after a hard -day of work. -~ -64|128 32768|524288 -350 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30235 -blunt~ -A Blunt~ -An empty cigar skin looks filled with a green substance. -~ -What used to be a cigar is now filled with enough bud to get the -owner 5 years. -~ -64 524288 -350 S -46 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30236 -bowlful resinated bud~ -A Bowlful of Resinated Bud~ -A bowl of resinated bud looks like just the refill you need. -~ -While not a large quanitity of weed, it's probably enough to get -you by for an hour or two. -~ -64|128 8|524288 -250 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30237 -dea agent~ -The DEA Agent~ -A DEA Agent flashes his badge and throws you against the wall. -~ -This burly, buzzcutted fellow just joined the DEA after being fired -from the ATF for shooting an innocent child. He's not the type to be -messed with. Of course if you've been smoking any of this weed, you -wouldn't really care. -~ -64|128 8|32768 350 S -51 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30238 -smuggler~ -The Smuggler~ -A Smuggler is hiding from the DEA. -~ -A big Central American looks at you and says, -"Hola amigo, muchos dinenos." -~ -64|512 32768|65536 -300 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#30239 -munchies~ -The Munchies~ -You are starving! -~ -Just the sweet fragrance of the air is enough to give you -the munchies. -~ -32|64 2|8 0 S -38 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#30240 -tom petty~ -Tom Petty~ -Tom Petty stands here strumming a guitar. -~ -He breaks into timeless verse singing, -"Lemme get to the point, lets roll another joint." -~ -64 8|128|32768|524288 500 S -57 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#30232 -bong clear blue graffix glass~ -a 4 Foot Blue Glass Graffix(R)~ -A Beautiful Blue Glass Bong has a full bowl of weed.~ -~ -5 1|512 1|8192 -0 1 6 12 -7 0 0 -A -18 10 -A -19 12 -A -3 -1 -#30233 -hit joint~ -a Hit from the Joint~ -A few of these while playing and you're having more fun than most mudders!~ -~ -10 1 1 -40 29 36 28 -1 0 0 -#30234 -brownie weed~ -a Brownie~ -A Brownie cooked with THC oil awaits your bite.~ -~ -26 1 1 -30 1 56 77 -1 0 0 -#30235 -badge dea~ -a Badge~ -A badge with the letters DEA inscribed.~ -~ -9 64 1|16384 -0 1 6 11 -2 0 0 -A -1 2 -#30236 -bowl~ -a Bowl~ -An ornate bowl with a clear red chamber for resinating bud.~ -~ -5 1|1024 1|8192 -0 1 6 12 -6 0 0 -A -13 10 -A -19 10 -A -12 35 -#30237 -joint everburning~ -an Everburning Joint~ -The flame of this joint will never run out~ -~ -1 1 1 -0 1 -1 11 -5 0 0 -A -12 25 -A -2 2 -#30238 -plate wings~ -a plate of Buffalo Wings~ -When you've got the munchies, what better snack than buffalo wings.~ -~ -19 0 1|8192 --1 1 6 11 -5 0 0 -#0 - - -#ROOMS -#30232 -Welcome to Cannabis~ -This area is intended to be humorous. -Do not enter if you have a poor sense of humor or are under level 40. -You have been warned. You try being creative after a few screwdrivers. -~ -0 4|1024 1 -D0 -~ -~ -0 -1 30233 -D3 -~ -~ -0 -1 164 -S -#30233 -Base of the Plant~ -You are at the base of a giant plant with leaves of seven points. -You notice a sweet smell in the air, and begin to feel lightheaded -as you inhale this tasty air. As you look up you see buds of orange, -red, blue, green, and purple. The beautiful colors and the way you -are feeling invite you to explore further. -~ -0 0 3 -D0 -~ -~ -0 -1 -1 -D2 -~ -~ -0 -1 30232 -D4 -~ -~ -0 -1 30234 -S -#30234 -The Stem of the Plant~ -You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -0 0 3 -D0 -~ -~ -0 -1 30250 -D1 -~ -~ -0 -1 30236 -D2 -~ -~ -0 -1 30253 -D3 -~ -~ -0 -1 30235 -D4 -~ -~ -0 -1 30241 -D5 -~ -~ -0 -1 30233 -S -#30235 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30234 -D3 -~ -~ -0 -1 30239 -S -#30236 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30237 -D3 -~ -~ -0 -1 30234 -S -#30237 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30238 -D3 -~ -~ -0 -1 30236 -S -#30238 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D3 -~ -~ -0 -1 30237 -S -#30239 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30235 -D3 -~ -~ -0 -1 30240 -S -#30240 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30239 -S -#30241 -The Stem of the Plant~ -You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -0 0 3 -D0 -~ -~ -0 -1 30256 -D1 -~ -~ -0 -1 30244 -D2 -~ -~ -0 -1 30258 -D3 -~ -~ -0 -1 30242 -D4 -~ -~ -0 -1 30246 -D5 -~ -~ -0 -1 30234 -S -#30242 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30241 -D3 -~ -~ -0 -1 30243 -S -#30243 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30242 -S -#30244 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30245 -D3 -~ -~ -0 -1 30241 -S -#30245 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D3 -~ -~ -0 -1 30244 -S -#30246 -The Stem of the Plant~ -You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -0 0 3 -D0 -~ -~ -0 -1 30260 -D1 -~ -~ -0 -1 30247 -D2 -~ -~ -0 -1 30261 -D3 -~ -~ -0 -1 30248 -D4 -~ -~ -0 -1 30249 -D5 -~ -~ -0 -1 30241 -S -#30247 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D3 -~ -~ -0 -1 30246 -S -#30248 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D1 -~ -~ -0 -1 30246 -S -#30249 -The Top of the Plant~ -You have reached the top this wonderful bundle of bud. You remember -when you were young and you were told to say no to drugs. But were -you ever told how they could expand your mind and give you fun new -experiences? -~ -0 0 3 -D5 -~ -~ -0 -1 30246 -S -#30250 -A Leaf of the Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30251 -D2 -~ -~ -0 -1 30234 -S -#30251 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30252 -D2 -~ -~ -0 -1 30250 -S -#30252 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D2 -~ -~ -0 -1 30251 -S -#30253 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30234 -D2 -~ -~ -0 -1 30254 -S -#30254 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30253 -D2 -~ -~ -0 -1 30255 -S -#30255 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30254 -S -#30256 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30257 -D2 -~ -~ -0 -1 30241 -S -#30257 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D2 -~ -~ -0 -1 30256 -S -#30258 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30241 -D2 -~ -~ -0 -1 30259 -S -#30259 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30258 -S -#30260 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D2 -~ -~ -0 -1 30246 -S -#30261 -A Leaf of The Plant~ -You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -0 0 3 -D0 -~ -~ -0 -1 30246 -S -#0 - - -#RESETS -* -M 1 30233 1 30249 Cannabis Indica to The Top of the Plant -E 1 30232 100 16 -* -M 1 30232 1 30246 Cannabis Sativa to The Stem of the Plant -E 1 30236 100 16 -* -M 1 30240 1 30241 Tom Petty to The Stem of the Plant -E 1 30237 100 0 -* -M 1 30236 1 30256 A Bowlful of Resinated Bud to A Leaf of The Plant -* -M 1 30236 1 30258 A Bowlful of Resinated Bud to A Leaf of The Plant -* -M 1 30235 1 30236 A Blunt to A Leaf of the Plant -* -M 1 30235 1 30235 A Blunt to A Leaf of the Plant -* -M 1 30234 1 30233 A Small Joint to Base of the Plant -G 1 30233 100 -* -M 1 30239 1 30233 The Munchies to Base of the Plant -G 1 30238 100 -* -M 1 30234 1 30234 A Small Joint to The Stem of the Plant -G 1 30233 100 -* -M 1 30237 1 30252 The DEA Agent to A Leaf of The Plant -E 1 30235 100 17 -* -M 1 30238 1 30255 The Smuggler to A Leaf of The Plant -G 1 30234 100 -* -M 1 30237 1 30245 The DEA Agent to A Leaf of the Plant -E 1 30235 100 17 -* -M 1 30236 1 30243 A Bowlful of Resinated Bud to A Leaf of the Plant -G 1 30234 100 -S - - -#$ diff --git a/data/realm/areas_merc/weirdan.are b/data/realm/areas_merc/weirdan.are deleted file mode 100644 index 4c6ed55..0000000 --- a/data/realm/areas_merc/weirdan.are +++ /dev/null @@ -1,1749 +0,0 @@ -#AREA { 1 65} Yaegar The Madness of Anon~ - - -#MOBILES -#14300 -broken toy~ -broken toy~ -Broken toy shivers and suffers. -~ -Its rude to stare at people. -~ -2|8|64|2048 4|32|128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14301 -automaton~ -automaton~ -Automaton is here. -~ -A gleaming silver construct. Bright yellow eyes glare malevolently from two -deep black sockets in its bulky cranium. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14302 -monkey~ -crazy monkey~ -Crazy monkey with a wooden leg throws tomatoes at you. -~ -A wounded veteran of some pointless war fought centuries ago on distant, blood -soaked fields against villainous otherworldly primates of unsure origin and -diabolical nature. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14303 -whirlwind~ -whirlwind~ -Whirlwind whirls. -~ -A rather unusual abberation from the elemental plane of air with a sentience -akin to that of an average human of your own dimension. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14304 -pig~ -irritated pig~ -Irritated pig, the porcine swine. -~ -Irritated pig, sole survivor of a fatal meeting between George Orwell's Animal -Farm and an abattoir. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14305 -soul music~ -soul music~ -Sweet soul music. -~ -"Doooo you like soul music, sweet soul music???" -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14306 -insane muppet~ -insane muppet~ -Insane muppet swears at the stars. -~ -Angry young drop-out from an old TV show who never quite recovered in the -usual way and instead hangs around low east-end dives in hopes of some vain -retribution. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14307 -sentient elbow~ -sentient elbow~ -Sentient elbow. -~ -"DAWN OF THE ELBOWS!" its a funny anime film... never mind -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14308 -carrot~ -carrot~ -Carrot carrot carrot. -~ -A carrot is a vegetable. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14309 -vogue~ -vogue~ -Vogue flows. -~ -Attitude. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14310 -bullet~ -shiny silver bullet~ -Shiny silver bullet has been loaded. -~ -Long, tall, gleaming silver phallic symbol creation of the mind of a rather -bored script writer decades before TV became popular. -~ -2|64 128|8192 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14311 -potpourri~ -potpourri~ -Potpourri. -~ -Potpourri? Ask your mother. -~ -256 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14312 -underwear~ -used underwear~ -Used underwear vibrates strangely. -~ -Fetid odor. -~ -256 0 400 S -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14313 -hovercraft~ -hovercraft full of eels~ -Hovercraft full of eels. -~ -"My hovercraft is full of eels". -~ -256 524288 400 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14314 -tin can~ -warhol's can~ -Warhol's can. -~ -Cameo appearance from pop art. -~ -256 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14315 -bath tub~ -bath tub~ -Bath tub leaks. -~ -Buy a plug. -~ -256 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14316 -salvador dali~ -Salvador Dali~ -Salvador Dali takes notes. -~ -"Verily, a truer scene of surrealism was never before seen!" -~ -2|8|64 128|512|8192 0 S -99 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14317 -drug~ -drug that killed River Phoenix~ -The drug that killed River Phoenix. -~ -Don't take it. -~ -4|64 8|32|512 0 S -60 17 -6 1d1+999 2d10+20 -500 0 -8 8 1 -#14318 -vision~ -abstract vision of the future~ -Abstract vision of the future escapes museum. Details Page 12. -~ -I doubt it will return. -~ -64 4|8|128|512|8192 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14319 -passing craze~ -passing craze~ -A passing craze passes. -~ -It was out before it was in. -~ -1|64 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14320 -vague nausea~ -vague sense of nausea~ -Vague sense of nausea plagues you. -~ -With all these colors its hardly surprising. -~ -1|64 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14321 -world peace~ -world peace~ -World peace. -~ -There's no such thing, you must be imagining it. Maybe not. -~ -1|64 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14322 -vacuum~ -vacuum~ -Vacuums suck. -~ -Brrrrrrrr.... -~ -1|64 8 900 S -6 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#14323 -birth~ -birth~ -Birth occurs. -~ -You are awed by the miracle of creation. -~ -4|64 0 -200 S -6 16 5 2d6+60 1d8+0 -47 0 -8 8 1 -#14324 -bowel movement~ -bowel movement~ -Bowel movement disturbs you. -~ -Smelly substance. -~ -64 0 400 S -4 19 8 2d6+22 1d6+0 -85 0 -8 8 1 -#14325 -liquid~ -liquid~ -Liquid oozes. -~ -Ichor of unknown origin. -~ -2|64 0 400 S -3 20 9 2d6+10 1d5+0 -0 0 -8 8 1 -#14326 -wind~ -wind~ -Wind is blowin'. -~ -Check it for answers. -~ -64|128 2|32768|65536|1048576 0 S -10 0 0 0d0+1 0d0+1 -0 0 -8 8 1 -#14327 -foaming maniac~ -foaming maniac~ -Foaming maniac toothy grins. -~ -Looks familiar. -~ -64|128 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14328 -prozac~ -prozac~ -Glowing prozac capsule. -~ -You feel strangely better. -~ -64|128 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#14329 -hippy~ -hippy~ -Hippy on trip. -~ -Wants it all to end. -~ -64|128 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14330 -cowboy~ -cowboy~ -Cowboy is lonesome dove. -~ -As I... walked down... the streets of Laredo. -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14331 -heroin~ -heroin~ -Heroin entices you. -~ -Nico enters with Velvet Underground. -~ -8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -#14332 -pillar~ -pillar of strength~ -Pillar of strength. -~ -Another bland euphemism come to life. -~ -2|8|64 4|128|8192 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14333 -rabbit~ -white rabbit~ -White rabbit. -~ -"Ask Alice, when she's ten feet tall". -~ -256 32|512 0 S -15 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14334 -mello yello~ -mello yello~ -Mello Yello. -~ -A concept rather than a manifestation. -~ -256 8|512 0 S -20 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14335 -sunshine superman~ -sunshine superman~ -Sunshine superman. -~ -"Sunshine came softly through my... window today" -~ -256 512|8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14336 -giant cat~ -giant cat~ -Giant cat devours London. -~ -MEOW -~ -256 512|8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14337 -peter pan~ -peter pan~ -Peter pan. -~ -Another result of another bad trip. -~ -256 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#14338 -communism~ -communism~ -Communism. -~ -"For sale- Communist revolutions". -~ -256 8|32|512|524288 0 S -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#0 - - -#OBJECTS -#14300 -sponge~ -sponge~ -Sponge. -~ -~ -18 0 1|16384 -0 0 0 0 -1 0 0 -#14301 -green oil~ -green oil~ -Green oil in a red barrel.~ -~ -17 0 1 -30 30 1 0 -60 300 0 -#14302 -bottle red ~ -bottle of red~ -Bottle of red.~ -~ -17 0 1 -4 4 2 0 -10 20 0 -#14303 -bottle white~ -bottle of white~ -Bottle of white.~ -~ -17 0 1 -5 5 2 0 -10 10 0 -#14304 -firebreather~ -firebreather~ -Firebreather.~ -~ -17 0 1 -8 8 7 0 -10 50 0 -#14305 -liquid orgasm~ -liquid orgasm~ -Liquid orgasm.~ -~ -17 0 1 -8 8 8 0 -10 20 0 -#14306 -glowing star~ -glowing star~ -Glowing star.~ -~ -1 1 1|65536 -0 0 200 0 -1 1000 0 -#14307 -aura banality~ -aura of banality~ -Aura of banality.~ -~ -1 1|2 1|16384 -0 0 100 0 -4 600 0 -#14308 -eel skin~ -eel skin~ -Eel skin.~ -~ -2 64 1 -12 53 -1 -1 -1 2000 0 -#14309 -vial mucous~ -vial of mucous~ -Vial of mucous.~ -~ -10 64 1 -12 35 58 33 -1 4000 0 -#14310 -dead turtle~ -dead turtle~ -Dead turtle.~ -~ -17 0 1 -25 25 0 0 -5 30 0 -#14311 -dead penguin~ -dead penguin~ -Dead penguin.~ -~ -17 1 1 -60 60 0 0 -85 0 0 -#14312 -rusty muffler~ -rusty muffler~ -Rusty muffler. -~ -~ -5 0 1|8192 -0 0 0 8 -30 0 0 -A -18 -2 -#14313 -cracked tea pot~ -cracked tea pot~ -Cracked tea pot. -~ -~ -5 0 1|8192 -0 0 0 7 -20 0 0 -A -18 -4 -A -19 -4 -#14314 -canine tooth~ -canine~ -Leopard's canine. -~ -~ -5 0 1|8192 -0 0 0 11 -15 0 0 -A -18 -2 -A -19 -2 -#14315 -tarred brush~ -tarred with the same brush~ -Tarred with the same brush. -~ -~ -5 2|64 1|8192 -0 0 0 3 -25 0 0 -A -18 -2 -A -19 -5 -#14316 -fluffy slippers~ -fluffy slippers~ -Fluffy bunny slippers. -~ -~ -9 0 1|64 -0 0 0 0 -15 0 0 -A -2 1 -#14317 -bad smell~ -bad smell ~ -Bad smell perpetuates. -~ -~ -9 4096 1|2048 -0 0 0 0 -20 0 0 -A -5 -2 -A -17 -2 -#14318 -headache~ -frank black's headache~ -Frank Black's headache.~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -3 -2 -A -19 -2 -#14319 -snot~ -slick as snot~ -Slick as snot.~ -~ -9 0 1|4 -0 0 0 0 -5 0 0 -A -18 2 -#14320 -deep pool~ -deep pool~ -Deep pool amassing purple ooze.~ -~ -25 0 0 -0 0 0 0 -1000 0 0 -#14321 -eerie~ -eerie~ -Eerie feeling.~ -~ -9 2 1|2 -0 0 0 0 -1 0 0 -#14322 -mush~ -mush~ -Mush.~ -~ -19 0 1 -6 0 0 0 -1 100 0 -#14323 -mush~ -mush~ -Mush.~ -~ -19 0 1 -6 0 0 0 -1 100 0 -#14324 -mush~ -mush~ -Mush.~ -~ -19 0 1 -6 0 0 0 -1 100 0 -#14325 -mush~ -mush~ -Mush.~ -~ -19 0 1 -6 0 0 0 -1 100 0 -#14326 -hot diesel~ -hot diesel~ -Hot diesel. Chug it down fast.~ -~ -17 0 1|16384 -1 1 12 0 -1 0 0 -#14327 -potion~ -a psychedelic potion~ -A psychedelic potion rolls around here.~ -~ -10 1|2|64 1 -10 29 28 56 -2 400 0 -#14328 -melting clock~ -melting clock~ -Melting clock is draped over a table. -~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#14329 -dali's hat~ -dali's hat~ -Dali's hat. -~ -~ -9 0 1|16 -0 0 0 0 -5 0 0 -A -13 250 -#14330 -frame~ -picture frame~ -Picture frame. -~ -~ -5 64 1|8192 -0 0 0 11 -25 0 0 -#14331 -gasp~ -gasp~ -Gasp!.~ -~ -5 0 1|8192 -0 0 0 7 -15 0 0 -#14332 -scroll~ -a blank scroll~ -A blank scroll is here. -~ -~ -2 0 1|16384 -0 0 0 0 -1 0 0 -#14333 -potion~ -a shimmering potion~ -A shimmering potion is here. -~ -~ -10 64 1|16384 -5 29 56 77 -1 400 0 -#14334 -vortex~ -a whirling vortex~ -A whirling vortex of magical energies is here.~ -~ -33 0 0 -6152 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14300 -Anon~ -Writhing black masses of steaming tentacles emerge from large round pink -juicy holes in the sides of tall massive overgrown stone sentinels either side -of a bright red corvette which lies upside down providing shelter for hapless -refugees and a skanky British diplomat in high heels next to an oil refinery -that escaped Thatcherism under red skies clouded with gray raindrops the size -of refectories that have been filled with disposable lunch bags made in a tiny -nation somewhere near Angkor and have been left to rot as a result of rabid -imperialism and soothsayers telling numberless lies to irritated masses who -are unhappy but don't know why. -~ -0 0 1 -D0 -~ -~ -1 0 14301 -D1 -~ -~ -0 -1 14304 -D2 -~ -~ -0 -1 14303 -D3 -~ -~ -0 -1 14302 -S -#14301 -Anon~ -Gittish Yiddish prophets speak idiocy in banal debates with Semitic spokesmen -from another race while pawns of governments too big to ignore wax lyrical -on the laws of man as long as they can exercise command and then there is -some superior knowledge cast unto the vortex, a whirling cesspool from which -sprang all that is corruptible and virgin in the world that we no longer know -nor care to in a format we no longer can comprehend at any level. -~ -0 8|1024 0 -D2 -~ -~ -1 0 14300 -S -#14302 -Anon~ -Foolish pride makes weak the eager youth who like no other goes to where he -has gone before but thinks he hasn't and in his naiveity is lost and then -cast unto great red pillars of salt that stand at either end of a long yellow -runway. -~ -0 8 0 -D1 -~ -~ -0 -1 14300 -D3 -~ -~ -0 -1 14305 -S -#14303 -Anon~ -Your head hurts/ but still you struggle onwards. -~ -0 8 0 -D0 -~ -~ -0 -1 14300 -D2 -~ -~ -0 -1 14306 -S -#14304 -Anon~ -Irridescent flashes of colors beyond your mortal ken assault your senses in -a warm and fuzzy globe of incoherence that you struggle to deny because you -cannot accept the insanity that is the norm on any political platform to -which you are subsequently subjected. -~ -0 8 0 -D1 -~ -~ -0 -1 14307 -D3 -~ -~ -0 -1 14300 -S -#14305 -Anon~ -"Crying won't help ya, prayin' won't do you no good" -"Crying won't help ya, prayin' won't do you no good" -~ -0 8 0 -D0 -~ -~ -0 -1 14319 -D1 -~ -~ -0 -1 14302 -D2 -~ -~ -0 -1 14321 -D3 -~ -~ -0 -1 14308 -S -#14306 -Anon~ -A Zoo emerges triumphant from the misty confines of the mortal world, bearing -with it a cargo of strange animals like none you have ever seen and you marvel -at their incredible physiology as they are led into a stinking vat of -processed food and turned into what your pet eats. -~ -0 8 0 -D0 -~ -~ -0 -1 14303 -D1 -~ -~ -0 -1 14342 -D2 -~ -~ -0 -1 14309 -D3 -~ -~ -0 -1 14340 -S -#14307 -Anon~ -A river of blood rushes past you, threatening to carry you off to its source, -you struggle and reject its evil offering and continue through a diabolical -wasteland populated by midgets scared to climb down from the trapezes they -have been hung from. -~ -0 8 0 -D0 -~ -~ -0 -1 14323 -D1 -~ -~ -0 -1 14310 -D2 -~ -~ -0 -1 14325 -D3 -~ -~ -0 -1 14304 -S -#14308 -Anon~ -A myriad of multi-colored birds fly in fixed formation across an ochre sky -toward a huge nest made of twisted steel girders that lies atop seven hills -covered with dead Goths and Romans that cause you to look aside in dismay -lest you be drawn into their conflicts without your written consent. -~ -0 8 0 -D1 -~ -~ -0 -1 14305 -D3 -~ -~ -0 -1 14311 -S -#14309 -Anon~ -Cogito Ego Sum. You hope. -~ -0 8 0 -D0 -~ -~ -0 -1 14306 -S -#14310 -Anon~ -Sudden slashes of bright light cut across a dark velvet tapestry covered -with a stunningly-well rendered mosaic of an ancient people in an ancient -land constructing ancient temples to ancient gods and you fight back a strange -feeling of deja vu as you feel the inhabitants of this world stare back at you -across the intervening milennia. -~ -0 8 0 -D1 -~ -~ -0 -1 14312 -D3 -~ -~ -0 -1 14307 -S -#14311 -Anon~ -Green fields with the freshest grass you have ever seen lie all about you and -you pause to reflect upon your life so far. -~ -0 8 0 -D1 -~ -~ -0 -1 14308 -D3 -~ -~ -0 -1 14313 -S -#14312 -Anon~ -A strange high-pitched whining emerges from energetic power tools which -operate independent of any human controller as they hack and smash at a tiny -altar carved of the bedrock of the mountains that once surrounded this place -but were long ago destroyed by callous miners and bored Dwarves. -~ -0 8 0 -D1 -~ -~ -0 -1 14314 -D3 -~ -~ -0 -1 14310 -S -#14313 -Anon~ -Madness surrounds and encompasses you struggle on but find your progress has -been but all in vain as the area around you continually morphs and adapts -itself to perpetually puzzle and disturb you with bizarre manifestations you -cannot possibly comprehend. -~ -0 8 0 -D1 -~ -~ -0 -1 14311 -D3 -~ -~ -0 -1 14315 -S -#14314 -Anon~ -"It's life Jim, but not as we know it". -~ -0 8 0 -D1 -~ -~ -0 -1 14316 -D3 -~ -~ -0 -1 14312 -S -#14315 -Anon~ -Whirling vortices surround you as you enter a pink parabola inscribed upon -the ground by a huge calloused finger belonging to some angry demon or -demented deity of realms long forgotten but determined to not lie still for -eternity. -~ -0 8 0 -D1 -~ -~ -0 -1 14313 -D3 -~ -~ -1 14300 14317 -S -#14316 -Anon~ -You suddenly scream as you are bombarded with a plethora of images from your -past which have been distorted into forms almost unrecognizable in their -hideousness and you lurch backward, revolted to the core by this sudden -apparition and you find yourself hurtling toward the ground at near-light -speed before you realize you never left it. -~ -0 8 0 -D1 -~ -~ -1 14300 14318 -D3 -~ -~ -0 -1 14314 -S -#14317 -Anon~ -An escape from the Insanity? -~ -0 4 2 -D0 -~ -~ -0 -1 1010 -D1 -~ -~ -1 14300 14315 -S -#14318 -Anon~ -You burst forth into a pleasant green field. The insanity has not managed to -project itself this far yet, but there is nowhere to go from here but back -inside... Except a path that leads into a small forest and some mountains. -~ -0 4 2 -D1 -~ -~ -0 -1 14600 -D3 -~ -~ -1 14300 14316 -S -#14319 -Anon~ -A vast plain stretches as far as you can see in all directions, including up -and down, and you pause to collect your bearings seconds before being -bombarded by a horde of tiny angry tourists who begin to kick and bite at -you before asking you to take their photographs, the thought of which makes -you ill as you gaze upon their horrid bermuda shorts and panama hats doubtless -bought at some cheap department store in the midwest for $3.99 each. -~ -0 0 1 -D0 -~ -~ -0 -1 14327 -D2 -~ -~ -0 -1 14305 -D3 -~ -~ -1 0 14320 -S -#14320 -Anon~ -A museum that has escaped the madness. Unfortunately, it is currently hosting -an exhibition of surrealist art. You quickly leave. -~ -0 8 0 -D1 -~ -~ -1 0 14319 -S -#14321 -Anon~ -Screeching, creaking preachers on antiquated pennyfarthing bicycles suddenly -dismount and enter a quaint English pub seconds before a sudden explosion -rends them to pieces as you pass and you find yourself dodging a shower of -gore and you curse yourself for forgetting to bring your umbrella. -~ -0 0 1 -D0 -~ -~ -0 -1 14305 -D2 -~ -~ -0 -1 14339 -D3 -~ -~ -0 -1 14322 -S -#14322 -Anon~ -Piles and piles of scrap metal as far as you can see. -~ -0 8 0 -D1 -~ -~ -0 -1 14321 -S -#14323 -Anon~ -Screaming children are abducted by monstrous creatures from a failed daytime -soap opera while their parents are distracted by a baby-eating bishop who -delights them with cute impressions of famous people in between his regular -devourings of hapless infants scarcely old enough to be out of the cradle. -~ -0 0 1 -D0 -~ -~ -0 -1 14335 -D1 -~ -~ -0 -1 14324 -D2 -~ -~ -0 -1 14307 -S -#14324 -Anon~ -Vicious dogs tear each other apart in a small pit while grown men bet huge -wads of money on the outcome and a strange monkey giggles insanely from atop -a high pile of unwanted clothing too good to give to charity and too poor to -sell for a decent price so they are left to rot. -~ -0 8 0 -D3 -~ -~ -0 -1 14323 -S -#14325 -Anon~ -left -right -left -right -left -right -left -right -left -right -~ -0 0 1 -D0 -~ -~ -0 -1 14307 -D1 -~ -~ -0 -1 14326 -D2 -~ -~ -0 -1 14344 -S -#14326 -Anon~ -A huge stopsign stops you and demands that you pause to reconsider where your -travels have brought you and you suddenly find hope of escaping this horrid -nightmare when the sign giggles insanely and disappears, leaving you with -pocketfuls of leaves and an empty heart. -~ -0 8 0 -D3 -~ -~ -0 -1 14325 -S -#14327 -Anon~ -Screaming Octopii demand to be put back in the water as they are dragged off -by wicked old men with large baseball bats and pith helmets toward an evil- -smelling bakery where they are considered a delicacy and then there is a -sudden explosion and everyone is rained with dying salmon that John West -rejected. -~ -0 0 1 -D0 -~ -~ -0 -1 14328 -D1 -~ -~ -0 -1 14330 -D2 -~ -~ -0 -1 14319 -S -#14328 -Anon~ -"I'm going slightly mad, I'm going slightly mad" -~ -0 8|4096 0 -D2 -~ -~ -0 -1 14327 -S -#14329 -Merc Store~ -stored here are the impressive array of mercs available for sale next door. -~ -0 8 0 -S -#14330 -Anon~ -"Somehow I don't think we're in Kansas anymore..." -~ -0 0 1 -D0 -~ -~ -0 -1 14331 -D1 -~ -~ -0 -1 14332 -D3 -~ -~ -0 -1 14327 -S -#14331 -Anon~ -You see a tea party staffed by villainous serfs with large axes who promptly -decapitate anyone stupid enough to complain about the service except for a -large hare wearing a silly hat with the price tag still attached whom they -seem to revere and you whom they seem to ignore. - -"Hey! I didn't order this!" - -*** THWAP *** -~ -0 8 0 -D2 -~ -~ -0 -1 14330 -S -#14332 -Anon~ -Rows and rows of multicolored bricks line this narrow yellow path that is -covered with raisenettes and silly party hats worn by dying children from -faraway nations who decided to migrate and become immortal upon their -imminent demises. -~ -0 0 1 -D0 -~ -~ -0 -1 14338 -D1 -~ -~ -0 -1 14333 -D3 -~ -~ -0 -1 14330 -S -#14333 -Anon~ -Hot air balloons crowded with curious fruit bats soar high below the bottoms -of small belfries full of bats which seem to annoy the hunchbacked errand -boy named Quasimodo to no end as he constantly chases them out while wearing -daisy chains and dancing around a maypole he stole from some kids in another -land. -~ -0 0 1 -D0 -~ -~ -0 -1 14334 -D1 -~ -~ -0 -1 14335 -D3 -~ -~ -0 -1 14332 -S -#14334 -Anon~ -"The lunatic is on the grass, - the lunatic is on the grass, - Remembering days, and daisy chains and laughs, - Got to keep the loonies on the path" -~ -0 4|8 0 -D2 -~ -~ -0 -1 14333 -S -#14335 -Anon~ -The moon sings in dulcet tones to a bemused star who wandered too far from -its home and is now lost in another world it cannot comprehend so it turns -to you for inspiration, and gets none, not surprisingly. -~ -0 0 1 -D0 -~ -~ -0 -1 14336 -D1 -~ -~ -0 -1 14349 -D2 -~ -~ -0 -1 14323 -D3 -~ -~ -0 -1 14333 -S -#14336 -Anon~ -A small poker-faced lady tells you - "there's someone in my head, but its -not me". You know how she feels. -~ -0 8|4096 0 -D2 -~ -~ -0 -1 14335 -S -#14337 -Pet Store Storage~ -You shouldn't be here. Go Away. Or I'll Tell. -~ -0 8 0 -S -#14338 -Anon~ -You emerge onto a railroad and are shocked and dismayed to see a huge -locomotive bearing down upon you, then relieved when it disappears as quickly -as it came, leaving a faint whiff of burning embers and engine oil. -~ -0 0 1 -D2 -~ -~ -0 -1 14332 -S -#14339 -Anon~ -Screaming banshees from some rmeote Scottish highland descend upon you and -threaten to drive you mad with their wailings, but you take one look at your -current surroundings and laugh in their dejected faces as a large mullet -swims by and devours them. -~ -0 0 1 -D0 -~ -~ -0 -1 14321 -D1 -~ -~ -0 -1 14340 -D3 -~ -~ -0 -1 14347 -S -#14340 -Anon~ -A mythical hero strides forth from the mist that divides us all and declares -himself ruler of this fell domain, and is suddenly covered with a pile of -leaves so massive it obscures the sun, and then when the wind blows the leaves -away he is gone to some other realm. -~ -0 0 1 -D1 -~ -~ -0 -1 14306 -D2 -~ -~ -0 -1 14341 -D3 -~ -~ -0 -1 14339 -S -#14341 -Anon~ -"Living is easy with eyes closed, - misunderstanding all you see. - It's getting hard to be someone but it all works out, - It doesn't matter much to me" -~ -0 8 0 -D0 -~ -~ -0 -1 14340 -S -#14342 -Anon~ -Choking fumes emerge from the rusted tailpipe of an antiquated chariot -parked outside of a building advertising brotherhood, and you resist the -urge to jump in the front door of a funeral parlour like a hobo sailor does. -~ -0 0 1 -D1 -~ -~ -0 -1 14344 -D2 -~ -~ -0 -1 14343 -D3 -~ -~ -0 -1 14306 -S -#14343 -Anon~ -Mush/ -~ -0 8 0 -D0 -~ -~ -0 -1 14342 -S -#14344 -Anon~ -Bedsheets tied together to form a rope hang from a nearby tenement and you -are amazed to see some garbled transmissions climbing down it, making their -convenient escape from a broken transistor radio on the top floor. -~ -0 0 1 -D0 -~ -~ -0 -1 14325 -D1 -~ -~ -0 -1 14348 -D2 -~ -~ -0 -1 14345 -D3 -~ -~ -0 -1 14342 -S -#14345 -Anon~ -A vaudeville act is placed upon a central stage near a large Peavey amp which -blares out Caliope music to the delight of hundreds of interested fans of -strange 1950's science fiction movies; you spot Yaegar in the crowd, and -lurch toward him in an attempt to force him to end this madness, but he grins -and disappears. -~ -0 8 0 -D0 -~ -~ -0 -1 14344 -D2 -~ -~ -0 -1 14346 -S -#14346 -Anon~ -Bleary-eyed, you stagger on. -~ -0 1|8|1024 0 -D0 -~ -~ -0 -1 14345 -S -#14347 -Anon~ -A wall of paper cups prevents further progress to the west. -. -. -. -. -. - -You shudder and hurry back. -~ -0 0 1 -D1 -~ -~ -0 -1 14339 -S -#14348 -Anon~ -You enter a dead end full of burnt out rock stars who beg for a dime and -offer to play you a tune that was a hit before your mother was born... - -"...though she was born a long, long time ago, your mother should know, - your mother should know" -~ -0 1 1 -D3 -~ -~ -0 -1 14344 -S -#14349 -Anon~ -You are being followed by a Moon shadow, though you decline to write a song -about it because you are fighting off a wave of nausea induced by the sight -of rotting fish guts heaped up to the east. -~ -0 0 1 -D3 -~ -~ -0 -1 14335 -S -#0 - - -#RESETS -M 1 14300 1 14301 -* -O 1 14334 1 14301 -* -M 1 14318 1 14320 -E 1 14330 0 16 -* -M 1 14301 1 14322 -* -M 1 14302 1 14324 -G 1 14316 0 0 -G 1 14317 0 0 -G 1 14318 0 0 -G 1 14319 0 0 -G 1 14321 0 0 -* -M 1 14303 1 14326 -G 1 14312 0 0 -G 1 14313 0 0 -G 1 14314 0 0 -G 1 14315 0 0 -* -M 1 14304 1 14328 -M 1 14333 1 14329 LOADS MERCS -M 1 14334 1 14329 -M 1 14335 1 14329 -M 1 14336 1 14329 -M 1 14337 1 14329 -M 1 14338 1 14329 -* -M 1 14305 1 14331 -G 1 14308 0 0 -G 1 14309 0 0 -G 1 14327 0 0 -G 1 14332 0 0 -G 1 14333 0 0 -* -M 1 14306 1 14334 -* -M 1 14307 1 14336 -* -M 1 14311 1 14337 pets -M 1 14312 1 14337 -M 1 14313 1 14337 -M 1 14314 1 14337 -M 1 14315 1 14337 -* -M 1 14308 1 14341 -G 1 14306 0 0 -G 1 14307 0 0 -G 1 14310 0 0 -G 1 14311 0 0 -* -M 1 14309 1 14343 -G 1 14322 0 0 -G 1 14323 0 0 -G 1 14324 0 0 -G 1 14325 0 0 -* -M 1 14310 1 14345 -G 1 14301 0 0 -G 1 14302 0 0 -G 1 14303 0 0 -G 1 14304 0 0 -G 1 14305 0 0 -G 1 14326 0 0 -* -M 1 14316 1 14300 -E 1 14329 0 6 -O 1 14328 0 14300 -O 1 14320 0 14300 -O 1 14320 0 14311 -* -M 1 14317 1 14348 -G 1 14327 0 0 -* -M 1 14319 3 14348 -M 1 14319 3 14349 -M 1 14320 3 14340 -M 1 14320 3 14313 -M 1 14321 3 14312 -* -M 1 14322 6 14309 -* -M 1 14323 6 14347 -E 1 14331 0 16 -* -M 1 14324 6 14346 -* -M 1 14325 3 14311 -* -M 1 14326 2 14307 -* -M 1 14327 8 14332 -* -M 1 14328 6 14339 -* -M 1 14329 6 14306 -* -M 1 14330 8 14300 -* -M 1 14332 8 14315 -* -M 1 14332 8 14316 -* -M 1 14330 8 14327 -* -M 1 14331 8 14335 -* -M 1 14330 8 14344 -S - - -#SHOPS -14302 9 0 0 0 0 150 50 0 23 -14303 5 0 0 0 0 150 50 0 23 -14304 0 0 0 0 0 150 50 0 23 -14305 2 3 4 10 26 150 50 0 23 -14307 0 0 0 0 0 150 50 0 23 -14308 15 13 8 1 18 150 50 0 23 -14309 19 0 0 0 0 180 20 0 23 -14310 17 0 0 0 0 180 20 0 23 -14317 5 9 10 15 18 180 20 0 23 -0 - - -#SPECIALS -M 14300 spec_cast_adept broken toy -M 14316 spec_executioner Salvador Dali -M 14322 spec_janitor vacuum -M 14327 spec_fido foaming maniac -M 14328 spec_fido prozac -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/abbatoir.are b/data/realm/areas_smaug1.4a/abbatoir.are deleted file mode 100644 index d6932f8..0000000 --- a/data/realm/areas_smaug1.4a/abbatoir.are +++ /dev/null @@ -1,8195 +0,0 @@ -#AREA Abattoir Asylum~ - - - -#VERSION 1 -#AUTHOR Taboo~ - -#RANGES -40 65 40 65 -$ - -#RESETMSG A symphony of madness arises from the depths of the Abattoir Asylum as dark powers renew maniacal life.~ - -#FLAGS -0 - -#ECONOMY 0 72174135 - -#CLIMATE 0 0 0 - -#MOBILES -#29603 -dimensional shambler~ -Dimensional shambler~ -A dimensional shambler shuffles through here, phasing from plane to plane. -~ -Shuffling towards you is the gigantic, blasphemous form of a thing -not wholly ape and not wholly insect. Its hide hung loosely upon its -frame, and its rugose, dead-eyed rudiment of a head swayed drunkenly -from side to side. Its forepaws were extended, with talons spread -wide, and its whole body was taught with murderous malignity -despite its utter lack of facial description. -~ -33 8872 0 C -45 0 0 10d20+3100 5d5+10 -75000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -52 3 0 0 393975 393975 3 -30 20 12288 11 0 0 262272 9216 -#29605 -hound tindalos~ -Hound of Tindalos~ -A Hound of Tindalos is here, appearing from a smoke filled corner. -~ -Lean and athirst. All the evil in the universe is concentrated in -their lean, hungry bodies. Or do they have bodies? You see them only -for a second, shifting in through a smoke filled corner. -~ -33 33555112 0 C -45 0 -100 20d15+3000 10d3+10 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -73 3 0 0 395907 395907 4 -20 25 65540 0 3073 0 3 2 -#29607 -hound tindalos~ -Hound of Tindalos~ -A Hound of Tindalos is here, appearing from a smoke filled corner. -~ -Lean and athirst. All the evil in the universe is concentrated in -their lean, hungry bodies. Or do they have bodies? You see them only -for a second, shifting in through a smoke filled corner. -~ -33 33555112 0 C -45 0 -100 20d15+3000 10d3+10 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -73 3 0 0 397691 397690 4 -0 0 65540 0 3073 0 3 2 -#29611 -malkavian vampire~ -A malkavian vampire~ -A Malkavian vampire stands before you, giggling and jabbering to himself. -~ -A dishevelled, shifty eyed vampire stands before you, his mood shifting -from moment to moment. One second he's suspicious and paranoid, eyes -scanning the room and its occupants suspiciously. The next moment, he's -giggling and dancing through the planes. The stench of madness wafts -strongly from this one. -~ -1 8872 0 C -42 0 0 10d10+2000 10d5+13 -200000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 4 -20 45 262147 0 2100224 0 3 3 -#29615 -shambler creature~ -Dimensional shambler~ -A dimensional shambler shuffles through here, phasing from plane to plane. -~ -Shuffling towards you is the gigantic, blasphemous form of a thing -not wholly ape and not wholly insect. Its hide hung loosely upon its -frame, and its rugose, dead-eyed rudiment of a head swayed drunkenly -from side to side. Its forepaws were extended, with talons spread -wide, and its whole body was taught with murderous malignity -despite its utter lack of facial description. -~ -33 8872 0 C -45 0 0 10d20+3100 5d5+10 -75000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -52 3 0 0 395759 395759 3 -0 0 12288 11 0 0 262272 9216 -#29618 -hound tindalos~ -Hound of Tindalos~ -A Hound of Tindalos is here, appearing from a smoke filled corner. -~ -Lean and athirst. All the evil in the universe is concentrated in -their lean, hungry bodies. Or do they have bodies? You see them only -for a second, shifting in through a smoke filled corner. -~ -33 33555112 0 C -45 0 -100 20d15+3000 10d3+10 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -73 3 0 0 397691 397690 4 -0 0 65540 0 3073 0 3 2 -#29620 -malkavian vampire~ -A malkavian vampire~ -A Malkavian vampire stands before you, giggling and jabbering to himself. -~ -A dishevelled, shifty eyed vampire stands before you, his mood shifting -from moment to moment. One second he's suspicious and paranoid, eyes -scanning the room and its occupants suspiciously. The next moment, he's -giggling and dancing through the planes. The stench of madness wafts -strongly from this one. -~ -1 8872 0 C -42 0 0 10d10+2000 10d5+13 -200000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 4 -0 0 262147 0 2100224 0 3 3 -#29626 -demon~ -The demon~ -A demon from the bowels of hell. -~ -~ -1 369099432 0 C -50 0 0 10d10+30000 10d10+800 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 394355 394355 10 -50 50 1024 0 0 0 8192 0 -#29628 -madman boss abattoir~ -Abattoir~ -The grinning, maniacal being known as Abattoir is here. -~ -A simple looking man stands before you; average in every way except -for the air of malignancy and the powerful psionic aura emanating -from him. As you watch, flickers of dark power rise from him, like -the flickering flames of a torch. As you watch, he levitates himself -off the floor, and grins maniacally. -~ -33554499 375456426 0 C -50 0 0 20d50+20000 10d10+75 -1000000 0 -112 112 1 -18 13 13 18 13 13 13 -0 0 -15 0 -15 -0 3 0 0 1 1 5 -50 50 17 8375 3148800 0 48 10243 -> all_greet_prog 100~ -if isimmort($n) -else -say Greetings and salutations. Is today a good day to die? -grin $n -endif -~ -> fight_prog 100~ -if rand (30) -gouge -c weaken -c weaken -c weaken -c weaken -disarm -disarm -else -if rand (10) -c blind $r -gouge -, furrows his brow in concentration, and releases a powerful psionic attack. -mpdamage $n 800 -mpdamage $r 400 -mpdamage $r 200 -else -if rand (10) -c heal -c heal -c heal -else -if rand (15) -c earthquake -c fire $r -c fire $r -c blind $r -endif -endif -endif -endif -~ -> death_prog 100~ -if rand (30) -mpecho As the light starts to drain from the Abattoir's eyes, a blood -mpecho red portal opens upon the floor, searing you with intense heat. -mpecho A minion of the gods of the netherworld appears, and says: -mpmload 29626 -mpforce demon say You cannot evade my lord forever. You are OURS now! -mpforce demon grin -mpecho The demon tears the Abattoir's soul from his body with a taloned claw. -mpecho It sees you and snickers: -mpforce demon say A reward for returning this "lost" soul to us... -mpforce demon mpoload 29626 -mpecho The demon pulls a pair of leggings from the hellfire. -mpforce demon drop hellfire -mppurge demon -else -mpecho As the light starts to drain from the Abattoir's eyes, a blood -mpecho red portal opens upon the floor. A multitude of shadowy demons -mpecho come forth from this portal, squealing in delight. -mpmload 29626 -mpforce demon say It is time to fulfill your end of the bargain with my Master. -mpforce demon say Your soul is his now. -mpforce demon cackle -mpecho The demons tear the Abattoir's soul from his lifeless corpse, and drags -mpecho it off to hell, ignoring you completely. -mppurge demon -endif -~ -> rand_prog 40~ -c heal -~ -> act_prog p flees head over heels!~ -if rand (40) -mpat $n mpechoat $n You suddenly feel the powerful psionic presence of the -mpat $n mpechoat $n Abattoir, and suddenly find yourself transported... -mptrans $n 29628 -c fire $n -else -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c 'cure blind' -mpat 29899 c kind -wield abattoir -endif -~ -| -#29700 -glasswalker~ -The GlassWalker~ -An enthralled GlassWalker, cloaked in shadows, stands guard before you. -~ -As you squint to see the guard in the dim light, you are suddenly -horrified to see that it is something you'd hoped never to cross paths -with: A werewolf! Standing over 7 feet tall and covered with thick grey -fur, this lupine bears many battle scars. Saliva drips off canines made -for crunching bone. However, he appears glassy eyed, and you get the -feeling he is under some sort of enchantment... -~ -3 67109544 0 C -50 0 -240 40d90+1400 3d10+10 -0 0 -112 112 1 -18 13 13 13 13 13 0 -0 0 0 0 0 -47 0 0 0 131073 5 3 -50 65 327683 16 2100226 1 515 10243 -> death_prog 100~ -mpecho As you deal the GlassWalker the death blow, a look of peace crosses -mpecho its face. -~ -> fight_prog 10~ -emote lets out a deep throated growl, and pounces for your throat. -~ -> all_greet_prog 100~ -nod $n -say Welcome to the Abattoir Asylum. -~ -| -#29705 -shambling mound~ -The shambling mound~ -A piecemeal horror known as a shambling mound is here. -~ -The shambling mound is more swamp than man. As it trudges through -the swamp bits and pieces of it drop off, squirm for a bit, then -merge again with the swamp. It turns what you think is its head -towards you, and starts to shuffle towards you... -~ -97 152 0 C -38 0 -1 15d15+6000 10d3+15 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -36 3 0 0 1 1 4 -15 8 8192 164 2048 18 1073741824 10243 -#29706 -key~ -a newly created key~ -Some god abandoned a newly created key here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#29708 -gas spore~ -Gas spore~ -A gas spore, some sort of mutation from the swamp, is here. -~ -The spore is a giant fungus, sliding slowly through the swamp. -It looks like a giant plant, with hundreds of spores appearing ready -to burst. -~ -65 2105384 -200 C -40 0 0 25d20+7000 5d15+20 -0 0 -112 112 0 -18 13 13 18 13 13 13 -0 0 0 0 0 -35 3 0 0 350565 350564 3 -20 14 12288 96 2048 16 262144 2 -#29710 -gas spore~ -A gas spore~ -A gas spore, some sort of mutation from the swamp, is here. -~ -The spore is a giant fungus, sliding slowly through the swamp. -It looks like a giant plant, with hundreds of spores appearing ready -to burst. -~ -65 168 -200 C -40 0 0 25d20+7000 5d15+20 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -35 3 0 0 350565 350564 4 -20 14 0 96 2048 0 0 256 -#29713 -gas spore~ -Gas spore~ -A gas spore, some sort of mutation from the swamp, is here. -~ -The spore is a giant fungus, sliding slowly through the swamp. -It looks like a giant plant, with hundreds of spores appearing ready -to burst. -~ -65 168 -200 C -40 0 -100 25d20+7000 5d15+20 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -35 3 0 0 350565 350564 3 -20 14 0 96 2048 16 0 0 -#29717 -shambling mound~ -The shambling mound~ -A piecemeal horror known as a shambling mound is here. -~ -The shambling mound is more swamp than man. As it trudges through -the swamp bits and pieces of it drop off, squirm for a bit, then -merge again with the swamp. It turns what you think is its head -towards you, and starts to shuffle towards you... -~ -97 168 0 C -38 0 0 15d15+6000 10d3+15 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -35 3 0 0 1 1 4 -15 8 1538 164 2048 0 262144 10240 -#29720 -guardian dragonslayer doug~ -The Dragonslayer Guardian~ -The Guardian of Clan Dragonslayer is here, standing vigilant and proud. -~ -The Guardian of the Clan Dragonslayer is here, the epitome of the ideals -held dear by all Dragonslayers; Unity, Trust, Friendship and foremost, -the slaying of all dragons. He stands guard at the entrance of the -headquarters, wary of intruders. -~ -67 100663464 0 C -1 0 0 1d1+2500 5d5+25 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 0 0 0 0 0 3 -> greet_prog 100~ -if clan ($n) == Dragonslayer -or clan ($n) == Terror -nod $n -say Hail brethren, and welcome to the Clan Dragonslayer HQ. -shake $n -else -growl $n -yell DRAGONSLAYERS! We have intruders in our headquarters. -tell taboo Sir, we have an intruder. -tell gentar Sir, we have an intruder. -tell thron Sir, we have an intruder. -tell araine Ma'am, we have an intruder. -endif -~ -> rand_prog 20~ -emote scans the area warily, searching for intruders. -if clan ($r) == Dragonslayer -mpecho Seeing you, a fellow Dragonslayer, he nods in your direction, -mpecho and continues his vigil. -else -snarl -say Begone, foul intruder. -endif -~ -| -#29721 -shambling mound~ -The shambling mound~ -A piecemeal horror known as a shambling mound is here. -~ -The shambling mound is more swamp than man. As it trudges through -the swamp bits and pieces of it drop off, squirm for a bit, then -merge again with the swamp. It turns what you think is its head -towards you, and starts to shuffle towards you... -~ -97 128 0 C -39 0 -150 15d15+6000 10d3+15 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -36 3 0 0 1 1 4 -8 15 67 228 2048 18 1073741824 10240 -#29723 -creature~ -The swamp creature~ -N'gloaek, the creature of the swamp, attacks! -~ -The creature before you makes you want to gag. As you watch in horror, -parts of the creature fall off into the swamp, squirm around a little, -then sink back into the water. You see various animals; water snakes, -worms, frogs, and some you don't recognize moving under the "skin" -of the creature. -~ -35 37781672 0 C -40 0 -100 10d20+1500 2d10+5 -50000 0 -112 112 0 -13 13 13 13 13 13 0 -0 -10 -15 0 -30 -52 0 0 0 131073 3 2 -30 15 12336 3 2100224 0 262144 8194 -> all_greet_prog 100~ -emote rises out of the fetid waters and attacks! -c earthquake -~ -> fight_prog 10~ -emote shoots out a slime covered tentacle and smothers $n! -mpdamage $n 200 -~ -| -#29740 -troll ochk crazy ochk'bronk~ -Ochk'Bronk~ -Ochk'Bronk, the mad troll, squints at you with evil eyes. -~ -Ochk'Bronk the Mad Troll has been placed here for his nasty eating habits. -Ochk has developed a penchance for flesh. Ochk isn't particularly picky; -human, elven, gnomish, it's all the same to him. He charges from a -darkened corner, licking his lips hungrily, and with frenzy flashing in -his eyes! -~ -1073741859 104866472 -1000 C -50 0 -300 100d100+20000 40d50+100 -30000 0 -112 112 1 -18 15 15 16 18 13 16 -0 0 0 0 -20 -53 3 0 0 393862 1 5 -70 65 1538 49 3148800 0 302256672 10243 -> death_prog 100~ -mpechoaround Intentional bug for notification purposes. -mpecho As you deal Ochk the death blow, a look of incredulous disbelief -mpecho flashes through his dark eyes. He tries to get up to continue -mpecho fighting, yet falls to the floor. He squints at you, coughs up -mpecho some blood, and says: -mpecho I'll see you in hell. -mpoload 29720 -if rand (20) -mpoload 29837 -endif -~ -> greet_prog 100~ -emote runs a dark tongue over large, yellow teeth and says: -say Yum. Be lookin' like me dinner is here. -grin $n -~ -> fight_prog 100~ -if rand (45) -c heal -c heal -c heal -wear warclub -endif -if rand (35) -c fire $r -c fire $r -c heal -endif -if rand(30) -emote starts to foam at the mouth, and attacks with renewed ferocity. -mpdamage $n 700 -mpdamage $r 800 -else -if rand(25) -yell I be suckin' da marrow from yer bones 'fore da night is through! -emote raises the warclub over his head, and brings it down -mpecho with thunderous force! -mpdamage $r 900 -mpdamage $n 1100 -c blind $r -c blind $r -else -if rand(75) -mpoload 29720 -mpat 29706 close n -mpat 29706 lock n -mpjunk key -endif -endif -endif - -if hitprcnt == 70 -mpat 29899 remove warclub -mpat 29899 remove gauntlets -mpat orun repair warclub -mpat orun repair gauntlets -mpat 29899 wear warclub -mpat 29899 wear gauntlets -~ -> act_prog p flees head over heels!~ -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c kind -mpat 29899 wield warclub -mpat $n evilgrin -mpat $n yell You cannot escape me power! -mpat $n mpecho A thunderous presence fills the room and causes you agony! -mpat $n mpdamage $n 800 -~ -> rand_prog 35~ -c heal self -~ -| -#29747 -graverobber robber~ -The graverobber~ -A seedy looking graverobber is here. -~ -A seedy, ripe smelling grave robber is here, performing his 'job'. -He is wearing scruffy clothes, and seems as if he hasn't eaten or showered -in ages. Upon seeing you however, a fanatical fire flashes in his eyes, and -he attacks! -~ -65 2105512 -150 C -47 0 0 20d20+11000 10d4+25 -25000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 -10 -0 2 0 0 1 1 4 -0 0 0 2097152 2048 0 0 10241 -> entry_prog 100~ -Mpecho Upon seeing you enter the room, the graverobbers eyes flash insanely -mpecho as he throws off his cloak, draws his dagger and attacks! -~ -> fight_prog 5~ -emote feints with his dagger, and thrusts it towards your chest. -~ -> death_prog 30~ -emote spurts blood from his nose and mouth. As his twitching body -mpecho finally falls lifeless, you notice some sort of vial on -mpecho the corpse. -mpoload 29752 -~ -| -#29748 -graverobber robber ~ -The graverobber~ -A seedy looking graverobber is here. -~ -A seedy, ripe smelling graverobber is here, performing his morbid 'job'. -He is wearing scruffy clothes, and seems as if he hasn't eaten or showered -in ages. Upon seeing you however, a fanatical fire flashes in his eyes, and -he attacks! -~ -65 168 0 C -47 0 -150 20d20+11000 10d4+25 -25000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 -10 -0 2 0 0 1 1 4 -15 10 528 2097152 2048 0 528 10241 -> fight_prog 10~ -emote feints with his dagger, and thrusts it towards your chest. -~ -> death_prog 30~ -emote spurts blood from his nose and mouth. As his twitching body -mpecho finally falls lifeless, you notice some sort of vial on -mpecho the corpse. -mpoload 29752 -~ -| -#29750 -gravedigger~ -The gravedigger~ -A gravedigger is here, mumbling insanely to himself. -~ -A gravedigger is here in body, but not in mind. He is here, staring -off vacantly into space, except for the rare occassion he snaps out of -it to mumble incoherently to himself and to eye you suspiciously. -~ -67 168 0 C -43 0 0 1d1+5000 6d5+35 -25000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 131073 3 2 -20 20 912 0 2048 0 560 2 -> greet_prog 100~ -emote stops humming as you enter and looks at you with darting eyes. -mpecho He then returns to his world, mumbling and humming to himself. -~ -> act_prog p whistles~ -emote snaps out of his stupor for a moment, and finishes the song for you. -~ -> rand_prog 5~ -emote mumbles incoherently to himself. -~ -> give_prog shovel~ -mpecho As you hand the shovel to the gravedigger, he snaps out of his -mpecho stupor and says: -say Wherever did you find it? Thank you! Take this as a reward. -emote searches around in his shirt, and reveals an old dagger -mpecho with the inscription 'Branwen' -mpoload 29750 -give branwen $n -say You take care of Branwen, y'hear? -mpjunk shovel -~ -> death_prog 100~ -emote drops to his knees, blood foaming around his mouth. -say At last.... the voices are gone... -emote smiles faintly before dying. -~ -| -#29770 -jester death loon fruit chuck~ -The Death Jester~ -A jester sits here upon the chest, giggling and babbling to himself. -~ -This jester is a twisted mockrey of what a jester should be. The -Death Jester is the embodiment of evil, formed from the depraved -depths found only in the region of nightmares. It sees you, grins -evilly, and approaches, licking its lips... -~ -131077 337707178 0 C -44 0 0 1d1+7777 5d5+25 -750000 0 -112 112 1 -13 13 13 18 13 18 13 -0 0 0 0 0 -0 2 0 0 1 1 3 -15 20 16 1048609 2099200 0 524800 10243 -> death_prog 100~ -gasp $n -say Oh... the humility...killed...by a wanker... I suck. -emote writhes around on the floor, trying to put on a good show, -mpecho before dying like he's supposed to. -~ -> hitprcnt_prog 50~ -if inroom ( $i ) == 29770 -emote grins maniacally and says: -say Bleah! You wankers are boring! I'm gonna make like a tree -say and get the heck outta here! Phhhhhpt! -emote pulls a hidden lever that reveals a secret passage, -mpecho and blows you a kiss as he disappears into the passage. -mpecho The passage closes with a thud before you can reach it, and no -mpecho matter how much you search, you cannot find the exit or lever. -mpopenpassage 29770 29779 5 -flee -flee -flee -flee -flee -mpclosepassage 29770 5 -endif -~ -| -#29775 -scavenger wild dog~ -The wild dog~ -A scrawny wild dog is here, bones outlined in skin, scavenging for food. -~ -A wild dog, near mad from hunger, lopes through the graveyard here. -It sees you, and starts to foam at the mouth... -~ -5 680 0 C -48 0 -40 20d20+6500 10d5+30 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 349863 349863 3 -15 35 65536 0 2048 0 1 2 -#29776 -crow spirit lord carrion guide~ -The Crow~ -The Crow, Spirit Guide and Lord of Carrion, sits here watching you impassively. -~ -The crow stands before you, an imposing figure. Where his right eye -should be there is a fire, which reaches upward, licking at the sky; -a representation of the volatile nature of life and death. In his -right eye is a void, a dark space. This is a representation of -the netherworld for which he is the guide. -~ -3 67117736 -1 C -43 0 -60 20d20+3000 5d5+15 -3000 0 -112 112 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 3 -40 5 294912 1 2100224 128 8707 8195 -> greet_prog 100~ -say What reason have you for treading upon these hallowed grounds? -glare $n -~ -> speech_prog p I come in search of knowledge~ -if isfight($i) -else -say You have impressed me, mortal.. -say Knowledge is power. I lend you my aid. -c sanc $n -c iceshi $n -say Now, begone. -mpforce $n n -endif -~ -| -#29785 -gallen thief escapee~ -Gallen the Thief~ -Gallen, thief escapee from The Abattoir, is here. -~ -Gallen resides in an ingenious, and very morbid, hideout. He has somehow -built himself a home and hideout underneath the graveyard of The Abattoir. -He wields a wicked looking, curved long dagger, with a green, leathery -pommel, and wears a deep burgundy coloured ring, with an intricately -carved band. You also catch a glimpse of a wand tucked into his belt. -He stands here cockily, pondering your presence in his abode. -~ -3 374546602 -100 C -48 0 0 10d50+4554 10d5+10 -750000 0 -112 112 1 -18 13 13 18 13 18 13 -0 0 0 0 -20 -0 2 0 0 1 1 3 -20 20 1553 0 2100224 0 96 8195 -> rand_prog 10~ -emote picks some fluff off his cloak, and looks at you contemptibly. -say Well? What is it? -~ -> death_prog 100~ -mpecho As you deal the death blow, Gallen stumbles about the room -mpecho in disbelief for a few moments, before blood spurts from -mpecho his mouth, and he falls down, dead. -~ -> fight_prog 100~ -wield 'serpent fang' -if isnpc($n) -, snickers as he trips a lever and $N plummets below! -mppurge $n -else -if rand (25) -c 'cure blindness' self -emote snickers at you in contempt as he steps up his assault. -mpdamage $r 350 -else -if rand (15) -mpoload 29714 -quaff zzza -else -if rand (10) -emote grins evilly as he reaches in and steals your pack and tube. -mpforce $r give pack gallen -mpforce $r give tube gallen -snicker -else -if rand (10) -emote confuses you with some deft moves, then steals your bags! -mpforce $r give bag gallen -mpforce $r give bag gallen -grin $r -endif -endif -endif -endif -endif -~ -> act_prog p flees head over heels!~ -mpat 29899 c heal -mpat 29899 c heal -mpat 29899 c 'cure blind' -mpat 29899 c 'cure poison' -mpat 29899 wield serpent -~ -| -#29799 -guard~ -A guard~ -A guard stands here, scanning the area warily. -~ -~ -1 136 0 C -40 0 0 50d50+10000 10d1+25 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 3 -0 0 0 0 3072 0 2304 534823 -#29804 -man~ -The grumpy old man~ -A dishevelled, grumpy old man is here. -~ -The old man drifts in and out of sleep here. His clothes are unkempt, -and a strong odor emanates from where he is situated. -~ -32835 168 0 C -40 0 0 10d10+6000 5d5+25 -75000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 3 -10 20 240 0 1048576 0 536870960 256 -> rand_prog 5~ -yawn -mpecho He drifts off to sleep, snoring loudly. -mpecho He wakes up abruptly, and babbles about the noise of the fountain. -~ -> rand_prog 5~ -fart -~ -> give_prog branwen dagger ancient~ -mpecho A look of pure joy crosses the face of the old man. -say My Branwen... wherever did you find her? -say I had thought her lost to me for all eternity. -say Thank you, $n. Let me use what humble magic say remains -say in these withered old bones... -mpecho The old man gestures with his hands, mumbles something, and -mpecho $n finds that $e has been transported elsewhere... -mptransfer $n 29807 -mpat $n mpforce $n look -mpjunk branwen -~ -| -#29821 -man priest crazy loon madman~ -The madman~ -Dressed in the tattered robes of a cleric, a man sits here, near catatonic. -~ -This man must have at one time been a member of the Abbot Hill clergy, -yet his clothes are now in a shambles, as is his mind. You wonder what -sort of terror he could have been submitted to, to destroy him so -utterly. -~ -1 8360 -1 C -45 0 0 100d10+4567 10d3+15 -50000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -15 4 67 0 0 0 201326592 2048 -#29838 -psycho lunatic madman~ -The Abattoir lunatic~ -One of the Abattoir lunatics is here, covered in blood and grinning fiendishly. -~ -The lunatic wanders the halls, alternating between talking to himself -and yelling at imagined nemeses. He is covered in gore and blood, and -you think you notice some sort of home-made weapon in his hand. He -sees you, and approaches with a fiendish grin... -~ -33 71409834 0 C -50 0 -100 1d1+8000 5d20+65 -100000 0 -112 112 1 -18 13 13 18 13 13 13 -0 0 0 0 -30 -0 3 0 0 1 1 4 -0 0 16 4 2100224 0 0 3 -> rand_prog 5~ -fume self -~ -> rand_prog 5~ -snicker self -~ -> death_prog 100~ -mpecho The madman sits against the wall, bleeding from many wounds. -mpecho In a final act of defiance, he spits blood at you, giggles, and dies. -~ -> fight_prog 15~ -mpecho The lunatic grins malevolently, runs his tongue over the sharp -mpecho edged shiv, and then buries the shiv in your chest! -mpdamage $n 450 -~ -| -#29840 -priest clergy madman~ -The mad priest~ -A mad priest robed in tatters, sees you and yells "Repent, sinner!" -~ -At one time, this priest was a clergy of the Abbot Hill asylum, but -after being subject to untold horrors, the clergymans psyche has been -destroyed, and he is now a member of the Abattoir, roaming the halls -a madman, like the rest of its denizens. -~ -33 100663976 500 C -50 0 -250 1d1+8500 5d20+50 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -30 20 2352 21 3072 0 16 524290 -> rand_prog 5~ -say Spawn of the netherworlds!! Repent, heretic!! -accuse $r -~ -> rand_prog 5~ -pray -~ -> fight_prog 5~ -c 'cure blindness' self -mpecho A look of insane fury flashes through the eyes of the priest, -mpecho and he calls upon the powers of the netherworld to smite you. -mpdamage $n 200 -~ -> death_prog 100~ -mpecho As you rain blow after blow upon the mad priest's body, he beseeches -mpecho his gods of the netherworld for help, and dies with a mad prayer on -mpecho his lips, and a puzzled look in his eye. -~ -| -#29843 -ghost spirit wandering~ -the Wandering Spirit~ -A restless spirit is here, trapped between worlds. -~ -Once a member of the Abattoir, this soul is trapped between the worlds -of the living and the dead. Even after death this spirit cannot find -peace, moaning and voicing its despair. -~ -33 2097280 -200 C -50 0 -200 1d1+6000 4d15+55 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 -30 -84 3 0 0 345647 345647 3 -15 14 0 3145824 0 0 1241518080 10242 -> death_prog 100~ -mpecho The shape of the spirit shimmers, and with an unearthly wail, the -mpecho Wandering spirit dissipates into a fine mist. -~ -> fight_prog 5~ -mpecho The mist suddenly draws in upon itself, and suddenly strikes you -mpecho with an unearthly force. -mpdamage $n 450 -~ -> rand_prog 50~ -moan -~ -| -#29849 -lunatic psycho~ -The Abattoir lunatic~ -One of the Abattoir lunatics is here, covered in blood and grinning fiendishly. -~ -The lunatic wanders the halls, alternating between talking to himself -and yelling at imagined nemeses. He is covered in gore and blood, and -you think you notice some sort of home-made weapon in his hand. He -sees you, and approaches with a fiendish grin... -~ -33 71409834 0 C -50 0 -100 1d1+8000 5d20+65 -100000 0 -112 112 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 16 4 2100224 0 0 3 -#29859 -lunatic crazy starving~ -The starving lunatic~ -A half starved lunatic is here, eyeing you hungrily. -~ -A gaunt woman stands here, dressed in rages and thin as a pole. -However, upon your entrance, she licks her lips hungrily, and leaps at -you with the strength of the half starved and truly mad. -~ -33 168 -50 C -45 0 0 5d5+1000 5d5+5 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -10 23 2076 0 3072 0 2049 0 -#29865 -whipping boy~ -The whipping boy~ -A badly beaten boy is here, whimpering and rocking to himself. -~ -Upon first glance, the boy seems to be a victim of his environment. -Upon closer inspection however, you see the evil grin, and decide -that he is a willing participant in the "events" that transpire here. -~ -129 33320 0 C -35 0 0 1d1+1500 5d5+20 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -30 0 512 0 0 0 0 10242 -> act_prog falls ~ -mpecho As you fall from above and land with a loud thud, the boy suddenly -mpecho snears at you, and summons his compatriots from the shadows. -say Fool, you have fallen into our trap. You are OURS! -cackle self -mpmload 29868 -mpmload 29868 -mpforce fiend c fire $n -mpforce 2.fiend c fire $n -c fire $n -~ -> act_prog p flys~ -gasp $n -mpecho You seem to have caught the boy by surprise. He looks confused -mpecho for a moment, before summoning some of his henchman! -say Thought you could surprise us, eh? Fool. -mpmload 29868 -mpforce fiend c fire $n -c fire $n -~ -| -#29868 -pit fiend~ -A pit fiend~ -Not quite man, note quite besat, this resident snarls and attacks. -~ -A slobbering denizen of the netherworlds snarls and drools here, -eyeing you with malicious intent. -~ -35 533160 0 C -40 0 -100 1d1+2500 10d10+40 -0 0 -112 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -66 3 0 0 1 1 3 -5 5 2 2097152 2048 0 262912 8192 -#29869 -mage mask visages quorthem~ -Quorthem, Mage of Macabre Visages~ -Quorthem, Mage of Macabre Visages is here, dishevelled and quite mad. -~ -A dishevelled man stands before you, wild and unkempt. He is dressed -in a simple robe, yet it is not the robe which draws your attention. -The man wears an ever shifting mask; one moment the visage is that -of a grinning ghoul, it shimmers, and the visage of sorrowful clown -replaces it. The man seems to be off in another world, and periodically -twitches and fumes to himself. -~ -1 4760232 -50 C -50 0 -100 20d20+6000 10d10+15 -25000 0 -112 112 1 -13 18 13 18 13 13 13 -0 0 0 0 -30 -0 0 0 0 1 1 2 -40 35 56 1056771 2100224 0 2121760 8195 -> all_greet_prog 100~ -if inroom ( $i ) == 29871 -mpecho As you enter the room, a dishevelled man looks up at you with -mpecho bloodshot eyes. Seeing you, he hisses vehemently... -say No! You cannot interrupt my experiments now! -mpecho He furrows his brow in concentration, mumbles in an ancient -mpecho language, and makes several archaic gestures with his hands. -mpecho The heat is drawn from the room as several creatures are -mpecho summoned from the astral plane. -say Attack, my minions! -mpmload 29870 -mpmload 29871 -mpforce chittering c fire $r -mpforce snarling c fire $r -mpgoto 29869 -else -if inroom ( $i ) == 29869 -glare -say Fools! You have no idea what forces are at work here! BEGONE! -mpecho Once again, the mage concentrates, and summons minions from the -mpecho astral plane. -mppurge chittering -mppurge snarling -mpmload 29871 -mpmload 29870 -mpforce snarling c fire $r -mpforce chittering c fire $n -mpgoto 29870 -else -if inroom ( $i ) == 29870 -fume $n -say You hound me at every turn! You wish to do battle? So be it... -endif -endif -endif -~ -| -#29870 -beast snarling~ -A snarling beast~ -A snarling beast from the Ninth Hell is here. -~ -A demonic beast from the ninth level of hell howls before you, -surrounded by and emanating tongues of flames. It sees you, and leaps -for your throat. -~ -35 33562792 0 C -45 0 -200 100d10+2100 1d10+10 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 389827 389827 1 -5 5 3409920 0 2099200 2 33824771 10242 -> fight_prog 100~ -close secretexit -if rand (10) -growl -emote leaps savagely for your throat! -endif -~ -> death_prog 100~ -if inroom ( $i ) == 29869 -mpecho As $n deals the death blow, the creature starts to fade from -mpecho existence, returning to the astral plane. As it disappears -mpecho completely, the enchantment concealing the exit also disappears. -endif -~ -| -#29871 -creature chittering~ -A chittering creature~ -A chittering creature from the bowels of the earth. -~ -A large eyed but blind creature from the depths of the earth makes -clattering and clicking noises. It turns on you with its pincers and -attacks. -~ -35 8360 0 C -45 0 -200 5d5+1500 5d5+5 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -26 3 0 0 3305985 3305985 1 -0 0 131072 17 2099200 0 8388617 10242 -> death_prog 100~ -if inroom ( $i ) == 29871 -mpecho The chittering slowly starts to die away. As the creature dies, -mpecho it falls with a loud thud, revealing a secret trap door. -open trapdoor -endif -~ -| -#29872 -priest clergy madman~ -The mad priest~ -A mad priest robed in tatters, sees you and yells "Repent, sinner!" -~ -At one time, this priest was a clergy of the Abbot Hill asylum, but -after being subject to untold horrors, the clergymans psyche has been -destroyed, and he is now a member of the Abattoir, roaming the halls -a madman, like the rest of its denizens. -~ -33 100663976 500 C -50 0 -250 1d1+8500 5d20+50 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 2352 21 3072 0 16 524290 -#29873 -priest clergy madman~ -The mad priest~ -A mad priest robed in tatters, sees you and yells "Repent, sinner!" -~ -At one time, this priest was a clergy of the Abbot Hill asylum, but -after being subject to untold horrors, the clergymans psyche has been -destroyed, and he is now a member of the Abattoir, roaming the halls -a madman, like the rest of its denizens. -~ -33 100663976 500 C -50 0 -250 1d1+8500 5d20+50 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 2352 21 3072 0 16 524290 -#29882 -lunatic psycho~ -The Abattoir lunatic~ -One of the Abattoir lunatics is here, covered in blood and grinning fiendishly. -~ -The lunatic wanders the halls, alternating between talking to himself -and yelling at imagined nemeses. He is covered in gore and blood, and -you think you notice some sort of home-made weapon in his hand. He -sees you, and approaches with a fiendish grin... -~ -33 71409834 0 C -50 0 -100 1d1+8000 5d20+65 -819427 0 -112 112 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 16 4 2100224 0 0 3 -#29891 -butcher francois~ -Francois the butcher~ -A big, fat, ugly, smelly butcher named Francois is here. -~ -Francois is big. Francois is ugly. Francois is fat. Francois is smelly. -And he's ugly too. Francois doesn't seem to mind. Francois has a nice -shiny butcher knife. Francois passes the time away by chopping stuff up; -animal carcasses, people carcasses, living things, whatever gets in the -way of his knife. As you watch, Francois cheerfully grabs a halfling -from a nearby cage, and happily slits him from chin to groin. - -Francois does not seem like the type of person you want to annoy. -~ -3 71315624 -100 C -48 0 0 100d10+4000 5d5+15 -350000 0 -112 112 1 -18 13 13 16 13 13 13 -0 0 0 0 -30 -0 3 0 0 1 1 2 -20 20 3076 1056768 2100224 0 640 3 -> all_greet_prog 100~ -say My oh my..... how sweet.... fresh meat. -grin $n -, runs a bloody thumb along the edge of his butcher knife. -~ -> rand_prog 5~ -if isimmort($r) -or isnpc($r) -else -ponder -say Aw... what the hell.. I'm bored. -c fireball $r -endif -~ -> rand_prog 5~ -whistle self -emote whistles to happily as he disembowels an elf corpse. -~ -> rand_prog 8~ -cackle -mpecho $I brings down his knife with a mad cackle and wicked -mpecho gleam in his eye, lopping off a large hunk of meat. -mpoload 29891 30 -drop meat -~ -> rand_prog 20~ -mpat 29872 mpecho The odd sound of cheerful humming and whistling -mpat 29872 mpecho intermingles with the violent sound of chopping. -mpat 29890 mpecho The odd sound of cheerful humming and whistling -mpat 29890 mpecho intermingles with the violent sound of chopping. -~ -> rand_prog 15~ -get all -mpjunk all.meat -~ -> fight_prog 15~ -if isnpc($n) -mpecho $I butchers $N, and quickly disposes of the carcass. -mppurge $n -else -emote slashes you across the chest, leaving a long, dark red line. -mpdamage $r 700 -endif -~ -| -#29896 -ancient man~ -an old man~ -An ancient man is here, watching you with interest. -~ -The old man sits before you, with skin like old leather. He seems -resigned to his fate amongst the mad populace, yet his eyes shine -with an intensity and fire that defy his years. -~ -3 4194984 0 C -50 0 0 10d10+5000 10d10+200 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 0 0 3145728 0 0 2 -> all_greet_prog 100~ -chuckle -say Visitors, eh? Don't get no visitors here. -say You must be real stupid or real brave. Either way, -say you have my attention. -say Is there something I can do for you? -say If you haven't figured it out yet, you are in the _Abattoir_, -say as the cursed infidels have deemed this place. -~ -> speech_prog p abattoir~ -emote pauses a moment, and looks around dejectedly. -say Cursed place it is, but not always was it so. Once it was -' run by the clergy and clerics of the Realms. The citizens of -' the realms who suffered from mental afflictions were brought -' here, and their needs were tended to. Until a few years ago. -' Several years back, we received a new _inmate_. -' I 'member that gods forsaken day all too well; he came here, -' smirking that smirk, and walking like he was king o' the hill. -' Since he got here, things went from bad to worse. At first, -' it was little things. The normally placid inmates became -' violently active. Ochk reverted to vile habits of old. -' Whispers of dark magic and evil workings abounded. -' It was whispered he was a being of dark and powerful magic... -' Who knows. -glare -~ -> speech_prog p inmate~ -glare -say Not much known about 'im. Came to us one day, years back. -say Alls I know is that the place started to go to hell in a -say handbasket after he got here. -grumble -say They say he's got some weird powers... but thats a load o' crap. -~ -> give_prog ochk head~ -if goldamt ($n) > 5000000 -say You managed to take out Ochk, eh? Impressive. Hrm... -say I've done quite a bit of work with armor and the like... -say Lemme see... -mpecho $I disappears into a tiny back room, where you hear the -mpecho sounds of the old man tinkering, and, occassionally, the -mpecho mumblings of magic. -mpecho He emerges after a couple of hours, tired but triumphant. -say It'll cost ya, but I managed to do something with it. -mpforce $n drop 5000000 coins -get all.gold -mpoload 29896 49 -drop mantle -mpjunk all -mpat 4 drop 5000000 coin -else -say You dont have enough gold. Aw well, that's life. -drop 'ochk head' -endif -~ -| -#29898 -duck ducky howie~ -Ducky~ -Marion's ducky stands here, quacking happily. -~ -~ -262145 168 0 C -50 0 0 0d0+0 10d10+55 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 5 -0 0 0 0 3072 0 256 0 -#0 - - -#OBJECTS -#29610 -cane~ -silver tipped cane~ -A silver tipped cane is here.~ -~ -4 16924672 16385 -50 10 10 -1 -1 30000 3000 -'kindred strength' -A -17 -10 -A -18 5 -A -19 5 -A -13 30 -#29611 -tophat hat~ -a tophat~ -An ancient and dusty tophat sits here.~ -~ -9 16990208 17 -0 0 0 0 -1 50000 5000 -A -13 25 -A -17 -7 -A -18 4 -A -19 3 -#29620 -sword blade~ -blade of the Abattoir~ -The blade of the being known as Abattoir is here, humming softly, as if in reflection of lost souls.~ -~ -5 525056 8193 -20 15 4 3 -4 20000 2000 -A -13 50 -A -19 6 -A -18 6 -#29626 -leggings hell hellfire~ -hellfire leggings~ -A pair of leggings forged in hellfire glow malevolently here.~ -~ -9 147968 33 -10 0 0 0 -1 500000 50000 -A -17 -13 -A -2 1 -A -13 25 -A -19 5 -#29627 -earring bone glasswalker~ -an earring of GlassWalker bone~ -An earring made from a shard of bone from a GlassWalker is here.~ -~ -9 8389120 65537 -10 0 0 0 -4 200000 20000 -A -22 -3 -A -12 30 -A -13 30 -A -18 3 -A -19 3 -#29628 -belt cosmos~ -a dark, ever shifting belt~ -A dark belt, seemingly made from the chaos of the cosmos.~ -~ -9 98818 2049 -10 8 0 0 -1 300000 30000 -A -17 -25 -A -1 -1 -A -2 1 -A -12 60 -A -18 3 -A -19 4 -#29700 -Heavy steel key~ -a heavy steel key~ -A heavy steel key.~ -~ -18 0 16385 -0 0 0 0 -1 0 0 -#29701 -font~ -the font~ -A tarnished font sits here, once used as a receptacle for holy water.~ -~ -15 0 0 -0 0 0 0 -1 0 0 -#29702 -sconce~ -an iron sconce~ -An iron sconce, used for holding torches, is imbedded in the wall.~ -~ -37 0 0 -0 0 0 0 -10000 0 0 -> push_prog 100~ -mpecho As you push the sconce, you hear a faint click, and watch in -mpecho surprise as the tomb grudgingly moves, revealing a dark hole... -mpopenpassage 29764 29768 5 -~ -> pull_prog 100~ -mpecho Pulling the sconce sets off a quiet click, and the tomb slides back -mpecho into place, with a deep thud, and a small cloud of dust. -mpclosepassage 29764 5 -~ -> rand_prog 50~ -mpclosepassage 29764 5 -~ -| -#29703 -sconce~ -not prog sconce~ -An iron sconce, used for holding torches, is embedded in the wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29704 -mutton~ -a juicy piece of mutton~ -A juicy, thick piece of mutton is sitting here.~ -~ -19 0 1 -25 62 21 0 -2 0 0 -#29705 -pedestal~ -a pedestal~ -A brass pedestal supports a hook.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29706 -ring stone~ -the stone of B'alanthi~ -The stone of B'alanthi sits here, humming softly.~ -~ -9 25313346 3 -5 5 0 0 -50 40000 4000 -A -17 -10 -A -2 1 -A -13 10 -A -18 3 -A -19 3 -#29707 -dagger~ -wrong fang~ -The dagger Serpent Fang is here, writhing ever so slightly.~ -As you wield Serpent Fang, it hisses hungrily.~ -5 16990208 8193 -15 15 2 2 -6 0 0 -A -2 3 -A -13 30 -A -9 0 -A -19 9 -A -18 8 -#29708 -green wand serpent~ -the green wand~ -A dark green wand, with various serpents etched into it, is here.~ -~ -3 25231360 16385 -40 7 7 -1 -5 70000 7000 -'heal' -A -12 40 -A -17 -7 -#29709 -colourful belt~ -a colourful belt~ -A belt covered in various loud colours is here.~ -~ -9 0 2049 -0 0 0 0 -10 1000 100 -A -4 1 -A -2 2 -A -17 -7 -#29710 -bubble pipe~ -a bubble pipe~ -A bubble pipe, like the kind found on young children, sits here.~ -~ -30 4224 8193 -0 0 0 0 -5 3 0 -#29711 -statue apollo~ -a statue of Apollo~ -A regal statue of Apollo holding a small lute stands here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29712 -fountain~ -fountain~ -A large fountain filled with fetid water is here.~ -~ -15 0 0 -20 0 0 0 -1 0 0 -#29713 -water~ -water~ -Dark, fetid waters. You spot something shiny on the bottom.~ -~ -17 0 0 -0 0 0 0 -1 0 0 -#29714 -zzza~ -A strange potion~ -A strange potion~ -~ -10 0 1 -45 -1 -1 -1 -10 40000 4000 -'heal' 'heal' 'heal' -#29715 -crypt tomb gaudy~ -the gaudy tomb~ -A gaudy, ostentatious tomb is here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29716 -tomb crypt~ -moving tomb~ -An ancient dust covered tomb.~ -~ -15 0 0 -0 0 0 0 -1 0 0 -#29717 -statue aphrodite~ -a statue of Aphrodite~ -An enchanting statue of Aphrodite is here, wielding a sprig of mistletoe.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29720 -key~ -finger bone key~ -A key fashioned from bone from an elf is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#29722 -boots murky~ -swamp coloured boots~ -A pair of murky, swamp coloured boots.~ -~ -9 0 65 -7 10 0 0 -1 0 0 -A -14 50 -A -2 2 -A -17 -5 -A -19 2 -A -1 -1 -#29723 -branch swamp~ -swamp branch~ -A branch from the depths of the swamp is here.~ -~ -3 65536 16385 -40 7 7 -1 -1 0 0 -'fireball' -#29734 -An old doll~ -the doll~ -An old and faded doll rests here, grown within the bushes.~ -~ -13 0 1 -0 0 0 0 -50 0 0 -> get_prog 100~ -emote blinks you at with sad eyes, much to your surprise. -say Thank you for freeing me, $n. -emote sighs. -say I was a sister who soothed the souls of this place. -emote blinks her button eyes. -say Until some.. THING did this to me. -emote starts to sob uncontrollably. -say Please, release me from this horrid existence! -~ -> sac_prog 100~ -mpecho A look a pure joy crosses the face of the trapped sister, as -mpecho much as a doll can show emotion. -say Thank you $n, for releasing my eternal soul. -emote convulses once... -say As a reward, I suggest... that you... -emote convulses twice... -say look... at the ... hedge.. -mpecho The doll convulses a final time, and disappears. -~ -| -#29740 -warclub club~ -a thick, heavy warclub~ -A dangerous looking warclub is here, covered with nails and other sharp objects.~ -~ -5 16896 8193 -20 0 0 7 -19 0 0 -A -17 -38 -A -1 2 -A -13 100 -A -18 10 -A -19 8 -#29741 -bone tusk earring~ -bone tusk earring~ -A yellow tusk is here, fashioned into a crude earring.~ -~ -9 516 65537 -6 6 0 0 -1 0 0 -A -19 4 -A -18 4 -A -13 20 -A -21 -3 -#29750 -branwen dagger ancient~ -an ancient dagger~ -An old, beat up dagger with the inscription 'Branwen'.~ -~ -5 0 8193 -13 13 3 2 -4 0 0 -A -18 4 -A -9 4 -A -19 4 -#29751 -journal~ -a tattered journal~ -A tattered journal is here, half hidden by garbage.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -mpecho $n picks up the journal and flips through it for some sort of -mpecho hint as to what's going on here. It seems to have been written -mpecho by a member of the clergy who once worked here. -mpechoat $n "Alas, I have never seen our charge so restless, and yes, hungry. -mpechoat $n Ochk'Bronk has been acting up, and I fear we may have to do -mpechoat $n something about him soon." -mpechoat $n The journal, dated a few days later, reads: -mpechoat $n "Oh, the horror! Ochk has reverted to his vile habits of old! -mpechoat $n It took all our power to banish him to this part of the asylum. -mpechoat $n I elected to remain behind to place the runes so that he will -mpechoat $n not be able to return." -mpforce $n drop journal -mpforce $n sac journal -~ -| -#29752 -vial smoky grey~ -a smoky grey vial~ -A smoky coloured vial sits here.~ -~ -10 0 1 -44 -1 -1 -1 -1 0 0 -'shockshield' 'NONE' 'NONE' -#29753 -silver necklace~ -a silver necklace~ -A silver necklace is here, reflecting the light.~ -~ -9 0 5 -5 0 0 0 -1 5000 500 -A -17 -4 -A -12 15 -A -13 10 -A -18 2 -A -19 2 -#29754 -black leather gloves~ -black leather gloves~ -A worn pair of black leather gloves are here.~ -~ -9 0 129 -0 0 0 0 -1 0 0 -A -1 2 -A -17 -3 -A -18 2 -A -19 3 -#29759 -shovel~ -a shovel~ -A shovel is here, resting up against the building.~ -~ -13 0 1 -0 0 0 0 -8 0 0 -#29762 -crypt tomb~ -crypt~ -A stone tomb rests in the center of the room.~ -~ -15 8 0 -0 0 0 0 -1 0 0 -#29770 -chest~ -an old chest~ -A large, dilapidated chest rests here.~ -~ -15 0 0 -400 0 0 0 -10000 0 0 -#29771 -bells shoes~ -a pair of jester shoes~ -A multicoloured pair of shoes are here, covered in bells.~ -~ -9 65536 65 -0 0 0 0 -1 10000 1000 -A -14 100 -A -12 15 -A -18 2 -A -19 3 -A -25 3 -#29772 -dark black robe robes~ -dark robes of the crow spirit~ -A dark robe, covered with the signia of the crow spirit is here.~ -~ -9 66560 9 -0 0 0 0 -1 0 0 -A -24 -2 -A -12 30 -A -13 50 -A -18 2 -A -19 4 -#29773 -arm guards brass~ -ancient brass arm guards~ -An ancient brass arm guard is here, embossed with mystic hieroglyphs.~ -~ -9 1024 257 -0 0 0 0 -1 2000 200 -A -17 -3 -A -18 2 -A -19 2 -A -24 -1 -A -13 10 -#29776 -tomb crypt~ -crow crypt~ -A dark, heavy tomb is here, laden with heiroglyphs.~ -~ -15 0 0 -0 0 0 0 -1 0 0 -#29787 -pit~ -a fire pit~ -The fire pit used for cooking is dug into the wall, surrounded by large stones and housing a thick spittle.~ -~ -15 0 0 -15 0 0 0 -10000 0 0 -#29788 -evilbook book necronomicon~ -the Necronomicon~ -A strangely bound, ancient book sits upon the pedestal.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -mpechoat $n As you pick up this book, you are suddenly assaulted by a flurry -mpechoat $n of strange images.... -mpechoat $n You watch in horror as the book is bound in human skin, and written -mpechoat $n in the blood of the innocent. As you watch in horror and revulsion, -mpechoat $n you catch the faintest glimpse of a malevolent shadow... -mpechoat $n before being rendered unconscious. -mpforce $n sleep -mpforce $n wake -mpechoat $n You awaken, and sacrifice the book to your god, in the hopes that -mpechoat $n no one will ever have to be subject to those images again. Yet, -mpechoat $n you are now filled with a powerful knowledge... -c sagacity $n -c kindred $n -c refresh $n -c bless $n -c shield $n -mpforce $n drop evilbook -mpforce $n sac evilbook -~ -> sac_prog 100~ -mpecho As you perform the ritual to sacrific the book to your god, you -mpecho swear you can hear the book moan softly before the ground opens -mpecho up and swallows it. -~ -| -#29792 -bench~ -a bench~ -A plant covered, stone bench is here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29799 -dagger fang serpent~ -serpent Fang~ -Serpent Fang writhes here hungrily.~ -~ -5 25313346 8193 -0 15 3 2 -5 35000 3500 -A -17 -15 -A -2 3 -A -13 50 -A -18 5 -A -19 10 -> wear_prog 100~ -mpecho As $n wields Serpent Fang, it hisses contentedly. -~ -| -#29802 -basket~ -an old, decaying basket~ -An old basket once used for carrying fruit is here.~ -~ -15 0 1 -550 0 0 0 -6 0 0 -#29803 -pin amulet broach~ -a simple pin~ -A simple pin, fashioned in the shape of a warhammer, is here.~ -~ -9 8486912 5 --5 0 0 0 -2 30000 3000 -A -17 -10 -A -12 50 -A -22 -2 -#29804 -shirt~ -a newly created shirt~ -Some god dropped a newly created shirt here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#29809 -straitjacket shirt jacket~ -straitjacket~ -A musty old straitjacket from a denizen of the Abattoir is here.~ -~ -9 131072 9 -35 35 0 0 -10 0 0 -A -14 -150 -A -2 -4 -A -1 3 -A -13 50 -A -18 5 -A -19 6 -A -27 1024 -#29810 -gauntlets troll trollskin~ -troll skin gauntlets~ -A pair of evil looking gauntlets, fashioned crudely from the skin of a troll is here.~ -~ -9 148244 129 -0 10 0 0 -1 0 0 -A -24 3 -A -3 -2 -A -1 3 -A -13 20 -A -18 3 -A -19 5 -A -22 -2 -#29822 -nighttable table stand furniture~ -a plain looking, tiny night table~ -A plain looking, tiny night table.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29823 -bed cot~ -bed~ -A simple bed for the clergy of Abbot Hill is here.~ -~ -15 0 0 -0 0 0 0 -1 0 0 -#29826 -pews seats wood~ -wooden pews~ -The old wood pews stretch northward to the left and right of you.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29827 -pews seats~ -church pews~ -The ancient wooden pews continue here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29829 -altar~ -heavy stone altar~ -An altar of heavy stone inscribed with various holy symbols sits before you.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29830 -stained glass picture~ -elves glass~ -A stained glass portrayal of creation as viewed by the Elves.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -E -glass~ -The Elves view the creation of their race as that of a union of minds -and souls. The Elves believe that their race began as a consciousness -on another plane, and that this consciousness evolved so much that they -wished for the physical world, after having mastered the conscious. -Thus they reside in the organic forests, and are attune with the ways -of the mind, soul, and the art of magic. -~ -#29832 -glass~ -dwarf glass~ -The beginnings of the Dwarves are etched into the glass here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -E -glass~ -The Dwarf belief in their beginnings is a reflection of their demeanour, -personality, and outlook on life; stout, stalwart, and tough as stone. -For, as depicted in the glass, the Dwarf believes that they were -begotten by the stone of the mountains. The Dwarf believes that they -were spawned from the earth and stone, to be its protector, and to be -those who work it. -~ -#29833 -stained glass picture human~ -human portrayal~ -A stain glass version of the Human view of religion in the Realms of Despair.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -E -glass~ -This mural represents the Human belief in their creation. The Humans -believe that they are the creation of the gods, who created their race -out of boredom, solely for the sake of their amusement. They built the -Humans with many prejudices, fears and superstitions, so as to keep -them fighting amongst themselves and the other races, and therefore -keeping the gods amused. -~ -#29834 -glass~ -pixie glass~ -The Pixies beliefs and ideals on their creation are reflected in this stain glass window.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -E -glass~ -The glass here is a representation of the race of pixies. It shows the -belief by the pixies that they were formed by the ether that is magic. -They attribute their strength in the art of magic to this belief. The -Pixies believe they are the earliest of races, for they believe that -magic has been and always will be, timeless. -~ -#29835 -glass~ -troll glass~ -The violent creation of the Trolls is depicted here in bold, blood red.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -E -glass~ -The tumultuous creation of the trolls is depicted in the glass here, -predominantly in shades of red to show its violent nature. The Trolls -believe they were spawned by the elements; the more violent the elements, -the greater the honor and more powerful the Troll. Various tornadoes, -violent volcanoes, and terrible floods are seen as the mother and father -of this race. -~ -#29836 -glass~ -mystery glass~ -An ominous portrayal of a battle in the heavens.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -glass~ -You examine the glass, trying to decipher what the original race and -original picture was. However, you cannot make out anything past the -new picture; in fact, you cannot see anything behind the glass. -~ -> push_prog 100~ -mpecho As you apply pressure to the glass, it resists at first, but with -mpecho a sullen sigh, it gives way, revealing a passage into darkness. -mpopenpassage 29836 29837 5 -~ -> pull_prog 100~ -mpecho You give a tug to a corner of the open glass, closing the passage. -mpclosepassage 29836 5 -~ -> rand_prog 60~ -mpclosepassage 29836 5 -~ -| -#29837 -ochk head~ -the bloody head of Ochk'bronk~ -The bloody head of Ochk'bronk is here.~ -~ -19 0 1 -0 0 0 0 -5 0 0 -#29838 -leather restraints~ -leather restraints~ -Blood encrusted leather restraints sit here.~ -~ -9 393216 4097 -0 8 0 0 -2 25000 2500 -A -17 -5 -A -12 15 -A -18 2 -A -19 2 -#29839 -shiv knife~ -a shiv~ -A homemade shiv, made by the denizens of the asylum is here.~ -~ -5 131076 8193 -0 22 2 3 -2 10000 1000 -A -18 4 -A -19 5 -#29840 -rosary beads~ -rosary beads~ -A simple religious symbol is sitting here, forgotten.~ -~ -9 3073 5 -0 0 0 0 -4 0 0 -A -4 2 -A -12 50 -A -17 -5 -A -21 -3 -#29841 -tattered robes~ -tattered robes~ -A long, tattered robe lies here in a pile.~ -~ -9 0 9 --5 0 0 0 -1 0 0 -A -24 -5 -A -3 2 -A -4 2 -#29852 -key~ -a newly created key~ -Some god dropped a newly created key here.~ -~ -18 0 0 -0 0 0 0 -1 0 0 -#29869 -journal abcr~ -journal~ -A musty old journal sits here.~ -~ -35 0 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -mpecho $n picks up the journal, and begins to read aloud... -mpecho Day of the Bull, 1st of the Month of the Ancient Darkness. -mpecho They call me mad. Attempt to lock me up in this gods forsaken pit. -mpecho Yet, how do you explain that madness has not dulled your senses, -mpecho but heightened them? -mpecho My experiments must continue. -mpecho Day of the Dragon, 3rd of the Month of the Ancient Darkness. -mpecho My mind, aching from the quick succession of monstrous conceptions -mpecho it has been forced to confront during my imprisonment... -mpecho (the writing at this point gets blurred) -mpecho ... worked upon this startling new material in a cycle of doubt and -mpecho acceptance which repeated most of the steps experienced in facing -mpecho the earlier wonders. -mpecho Mad or sane, metamophosed or merely relieved, I am now privy to -mpecho dizzying new vistas of cosmic and superhuman knowledge. -mpecho The Day of the Dragon, 14th of the Month of the Ancient Darkness -mpecho ... to shake off the maddening and wearying limitations of time -mpecho and space and natural law... to be linked with the vast OUTSIDE -mpecho ... to come close to the nighted and abysmal secrets of the -mpecho infinite and the ultimate... surely such a thing was worth the -mpecho risk of one's life... soul.. and, yes... sanity. -mpforce $n drop abcr -mpforce $n sac abcr -~ -| -#29870 -staff mourning~ -wrong staff~ -The Staff of Mourning is here, wailing plaintively with trapped souls.~ -~ -4 8618498 16385 -0 0 0 -1 -1 0 0 -'NONE' -A -12 100 -A -17 -10 -A -18 3 -A -19 3 -A -21 -3 -#29871 -staff mourning~ -staff of Mourning~ -The Staff of Mourning plaintively wails with the souls of the damned.~ -~ -4 16876038 16385 -50 8 8 -1 -5 20000 2000 -'shockshield' -A -17 -10 -A -23 -2 -A -21 -3 -A -24 -3 -A -12 100 -A -18 3 -A -19 3 -#29872 -bracers bracer archaic~ -an archaic bracer~ -An archaic bracer, covered with ancient hieroglyphs, is here.~ -~ -9 8487428 4097 -7 7 0 0 -2 10000 1000 -A -17 -5 -A -1 -1 -A -12 20 -A -13 10 -A -19 2 -#29873 -mask macabre visages~ -Mask of Macabre Visages~ -An ever shifting mask lays here, drawing your attention...~ -~ -9 8749572 131073 -5 12 0 0 -2 30000 3000 -A -22 -1 -A -23 -2 -A -12 60 -A -13 35 -A -18 2 -A -19 3 -#29874 -journal zzzc~ -an old journal~ -A tightly bound journal~ -~ -13 0 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -mpecho Day of the Sun, 27th, the Month of the Dragon. - -mpecho My visions... I do not as of yet wholly grasp them... -mpecho yet their contours touch deep violstrings of ancestral emotion. -mpecho I could tell that I was at the gateway of a region half-bewitched -mpecho through the piling up of unbroken time-accumulations; a region -mpecho where old, strange things have had a chance to grow and linger -mpecho because they have never been stirred up. -mpecho ...My vision.... and my experiments... continue. - -mpecho Day of the Rat, 13th, the Month of the Water Serpent. - -mpecho Never was a sane man more dangerously close to the arcana of -mpecho basic entity - never was an organic brain nearer to utter -mpecho annihilation in the chaos that transcends form and force -mpecho and symmetry. I have learned many secrets... -mpecho I have guessed the secrets of the gods, and the black truth -mpecho veiled by the immemorial allegory of Tao. The legend of -mpecho Giy, Father of Serpents, remained figurative no longer. -mpecho It was shocking to have the foulest nightmares of secret -mpecho myth cleared up in concrete terms whose stark, morbid -mpecho hatefulness exceeded the boldest hints of ancient and -mpecho medieval mystics. -mpecho Day of the Jester, 18th, the Month of the Moon Festival -mpecho They come for me now... I hear them... in the walls... -mpecho ..the floors.. even crawling under my skin... they -mpecho come for my immortal soul... yet I know not what I fear -mpecho most... the fact that they are here... or the fact -mpecho . -mpecho that.... I.... welcome.... them..... -mpforce $n drop zzzc -mpforce $n sac zzzc -~ -| -#29889 -apron~ -a blood spattered apron~ -A blood covered apron lies in a pile here, drawing flies.~ -~ -9 0 9 -9 0 0 0 -1 0 0 -A -17 -10 -A -22 -1 -A -1 2 -A -13 50 -A -18 3 -A -19 3 -#29890 -butcher knife~ -a wicked butcher knife~ -A wicked butcher knife is here, crusted with blood and gore.~ -~ -5 16908800 8193 -0 17 3 1 -5 14600 1460 -A -13 100 -A -18 7 -A -19 7 -> wear_prog 5~ -mpecho Visions of blood and power assault $n senses, filling $m -mpecho with power and evil purpose. -mpforce $n grin -c kind $n -c heal $n -c heal $n -c shield $n -~ -> wear_prog 5~ -mpecho Visions of madness assault $n, causing untold pain and horror. -c blind $n -mpdamage $n 300 -~ -| -#29891 -meat~ -a piece of meat~ -A fleshy, raw piece of meat of indistinguishable origin.~ -~ -19 0 1 -0 0 0 0 -1 0 0 -#29896 -ochk head helm mantle~ -mantle of the Mad Troll~ -The head of a troll, fashioned into a helmet, lies here.~ -~ -9 16925204 17 -0 10 0 0 -35 200000 20000 -A -17 -10 -A -13 75 -A -18 7 -A -19 7 -A -22 -2 -#29897 -sign1~ -a sign~ -A sign is here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#29898 -test~ -a newly created test~ -Some god dropped a newly created test here.~ -~ -13 0 1 -0 0 0 0 -100 0 0 -A -13 5 -#0 - - -#ROOMS -#29600 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29601 -D2 -~ -~ -0 -1 29614 -D3 -~ -~ -0 -1 29614 -S -#29601 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29600 -D2 -~ -~ -0 -1 29615 -D3 -~ -~ -0 -1 29600 -D9 -~ -~ -0 -1 29602 -S -#29602 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29615 -D2 -~ -~ -0 -1 29603 -D3 -~ -~ -0 -1 29614 -D6 -~ -~ -0 -1 29601 -S -#29603 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29602 -D1 -~ -~ -0 -1 29604 -D2 -~ -~ -0 -1 29618 -D3 -~ -~ -0 -1 29617 -S -#29604 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29618 -D1 -~ -~ -0 -1 29605 -D3 -~ -~ -0 -1 29603 -S -#29605 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29618 -D1 -~ -~ -0 -1 29606 -D2 -~ -~ -0 -1 29622 -D3 -~ -~ -0 -1 29604 -S -#29606 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D2 -~ -~ -0 -1 29623 -D3 -~ -~ -0 -1 29605 -D7 -~ -~ -0 -1 29607 -S -#29607 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29608 -D1 -~ -~ -0 -1 29602 -D3 -~ -~ -0 -1 29623 -D8 -~ -~ -0 -1 29606 -S -#29608 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29618 -D1 -~ -~ -0 -1 29619 -D2 -~ -~ -0 -1 29607 -D3 -~ -~ -0 -1 29609 -S -#29609 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29608 -D3 -~ -~ -0 -1 29609 -D6 -~ -~ -0 -1 29610 -> entry_prog 20~ -mpechoat $n As you step into the room, you suddenly find yourself -mpechoat $n surrounded by mist, and then reappearing elsewhere... -mptrans $n 29612 -~ -| -S -#29610 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29611 -D2 -~ -~ -0 -1 29604 -D3 -~ -~ -0 -1 29603 -D9 -~ -~ -0 -1 29609 -S -#29611 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29622 -D1 -~ -~ -0 -1 29608 -D2 -~ -~ -0 -1 29622 -D3 -~ -~ -0 -1 29610 -S -#29612 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29611 -D3 -~ -~ -0 -1 29608 -D7 -~ -~ -0 -1 29610 -D8 -~ -~ -0 -1 29613 -S -#29613 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29625 -D7 -~ -~ -0 -1 29612 -S -#29614 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29617 -D1 -~ -~ -0 -1 29602 -D2 -~ -~ -0 -1 29603 -D3 -~ -~ -0 -1 29601 -S -#29615 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29601 -D1 -~ -~ -0 -1 29616 -D3 -~ -~ -0 -1 29602 -S -#29616 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29601 -D2 -~ -~ -0 -1 29603 -D3 -~ -~ -0 -1 29615 -S -#29617 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29603 -D2 -~ -~ -0 -1 29614 -D7 -~ -~ -0 -1 29618 -S -#29618 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29619 -D1 -~ -~ -0 -1 29620 -D2 -~ -~ -0 -1 29608 -D8 -~ -~ -0 -1 29617 -S -#29619 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29618 -D2 -~ -~ -0 -1 29618 -D3 -~ -~ -0 -1 29620 -D8 -~ -~ -0 -1 29621 -S -#29620 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29619 -D1 -~ -~ -0 -1 29619 -D2 -~ -~ -0 -1 29621 -D3 -~ -~ -0 -1 29618 -S -#29621 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29620 -D3 -~ -~ -0 -1 29623 -D7 -~ -~ -0 -1 29619 -S -#29622 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29605 -D1 -~ -~ -0 -1 29623 -D3 -~ -~ -0 -1 29621 -S -#29623 -Walking the Planes~ -On this plane of existence, time has no meaning. You walk between -the different planes, travelling between them, through them. -You travel the plane of dreams. For years your dreams had known -only such twisted reflections of every day things as the commonest -slumbers know, but now there returned a flicker of something stranger -and wilder. Exits lead in random directions, a reflection of the -chaotic cadence and vaguely awesome imminence of the plane. -~ -0 3153928 0 -D2 -~ -~ -0 -1 29621 -D3 -~ -~ -0 -1 29622 -S -#29624 -Walking the Planes~ -You stand before a portal of ancient and immense power. It draws -you and twists your perception; at one moment, you see across the -realms, at another moment, you see the nether realms of the ninth -plane. Images from half dreams and your subconscious flash before -you. You realize that you are staring at a portal between planes. -~ -0 3153932 0 -> rand_prog 100~ -mpecho You feel yourself being drawn toward the portal... -mptransfer $r 29600 -~ -| -S -#29625 -Hallway.~ -You step from the astral plane back into the Realms of Despair. -After a moment readjusting, you take a moment to gain your bearings -and take a look around. You find yourself in a musty hallway, -surrounded by the creaking of wood. -~ -0 3145736 0 -D1 -~ -~ -0 -1 29626 -S -#29626 -Hallway~ -The hallway leads off in either direction, with the smell of oak -and brimstone filling your senses. -~ -0 3154440 0 -D1 -~ -~ -0 -1 29627 -D3 -~ -~ -0 -1 29625 -S -#29627 -Hallway~ -The smell of brimstone is more powerful here, and you feel a powerful -psionic presence emanating from the east, which causes a deep -throbbing at the base of your skull. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29628 -D3 -~ -~ -0 -1 29626 -S -#29628 -Heart of Darkness~ -The room is nothing like you expected. After all your travels, you -expected to find the pinnacle of atrociousness and malignancy here. -Instead, you find a simple padded cell. The cell is simple in and of -itself, with a tiny cot, wash basin, and window high up on the wall. -The cell appears commonplace, almost boring, until you look out the -window. The cosmos flashes by, hundreds of images per minute. And -then you notice the occupant. -~ -0 3153932 0 -D3 -~ -~ -0 -1 29627 -S -#29629 -Afloat on the ocean~ -You find yourself upon the water. Off to the east looms an imposing -sight of a forbidden island. You think you spy a large building of some -sort in that direction, but cant be sure from this distance. You suddenly -recall that the Realms once had an asylum where its truly mad citizens -were incarcerated, and that this asylum was built upon a rural and -merciless island. -~ -0 4 7 -D1 -Approaching the Asylum -~ -~ -0 -1 29630 -S -#29630 -Approaching the Asylum~ -The island appears nearer now, more forbidding and macabre the closer -you get. You shiver in fear and anticipation, wondering what happened -here exactly, and what awaits you in this haven of the mad. -Some sort of entrance or gate looms to the east. -~ -0 4 7 -D1 -~ -~ -0 -1 29700 -D3 -~ -~ -0 -1 29629 -S -#29700 -Entrance to Abbot Hill~ -Suddenly, you are upon it. Before you looms a structure that seems -almost unnatural in the twilight. A dark, foreboding building with -gothic spires reaching for the sky, it sends a shiver down your spine -and you take an involuntary step backwards. The building, once a -beautiful monument to the architecture of its time, now stands as a -monument to the Great Ravager, Time. Even though decrepit, you -feel that the building will stand witness to the passing of centuries. -Before you are the wrought iron gates that serve as entrance to this -home of the insane, while above the gates hangs a time worn sign. -Almost as odd and disconcerting as the asylum, however, is the guard -before it, shrouded in shadows. -~ -0 2105344 3 -D0 -The Abattoir Asylum beckons you forth -~ -gates~ -1063 29700 29701 -D3 -~ -~ -0 -1 29630 -E -sign~ -The sign overhead originally read the Abbot Hill Home For The -Insane, but this has been carved up with a sharp object and painted -over with a dark, red liquid. What's written here chills your blood. -It says, simply, Abattoir. -~ -S -#29701 -Branching Pathway~ -To the north you see the imposing structure of the asylum, nicknamed -The Abattoir by its inhabitants and the citizens of Darkhaven. A long, -winding path leads up to a set of doors to the north. To the west -you hear the sounds of crickets and frogs, while the path starts to -fall apart to the northeast. -~ -0 3145732 2 -D0 -The outline of a huge and imposing building can be seen. -~ -~ -0 -1 29702 -D2 -~ -~ -0 -1 29700 -D3 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29703 -D6 -A path winds off this way. -~ -~ -0 -1 29725 -S -#29702 -Doorway~ -You stand before a huge set of thick, oaken doors. The entrance, -as the rest of the institution, must have been beautiful once, before -the creeping hand of time set in. Intricate carvings within stone and -statues of such beauty that would steal your breath away are now -obscured by mildew and moss, and a feeling of sadness sweeps over you -as you consider the great loss. The doors, however, seem as solid -as ever. -~ -0 3145732 2 -D2 -You see the beginnings of the Abattoir. -~ -~ -0 -1 29701 -S -#29703 -Swamp~ -At one time, this must have been a nice, relaxing area for the -inmates to come visit as part of their treatment. Now, however, with -years of disuse, it has become an overgrown, rank place. -~ -0 3145728 3 -D1 -You see the beginnings of the Abattoir. -~ -~ -0 -1 29701 -D3 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29707 -D9 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29704 -S -#29704 -Swamp~ -Wandering through the swamp, you are surrounded by the sounds of -the nocturnal animals that inhabit the area. If not for the dank -humidity, you could find this area almost relaxing. You notice a path to -the northwest, where the ground gets softer and the sounds a bit louder. -~ -0 3145728 4 -D0 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29708 -D6 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29703 -D7 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29705 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29705 -Swamp~ -This part of the swamp is not much different than the rest. Frogs -the size of small dogs eye you lazily, and you watch in morbid -fascination as ones tongue flicks out to catch a careless insect. -You think you see something sticking out of the ground, but can't -be sure what it is. -~ -0 3145728 4 -D7 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29709 -D8 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29704 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29706 -Descent into the Depths~ -The cave is filled with an ethereal, otherworldly darkness that not -only affects your vision but afflicts your soul. The darkness is crushing, -oppressive, malignant. An odd green mist wafts through the room lazily, -almost as if it were capable of independent thought. Various corpses litter -the room, in various stages of decay. A soft chittering fills the room -as the parasites swarm over their meat, consumed by the feast of entrails. -Oddly enough however, the layout of the room gives you the impression -that the door you just passed through wasn't meant to keep people out, -but to keep someone, or something, in... -~ -0 3154444 0 -D0 -Towards the catwalk. -~ -~ -1057 29720 29868 -D2 -You hear odd noises, and a malignant presence from this direction makes your skin tingle. -~ -~ -0 -1 29740 -S -#29707 -Swamp~ -At one time, this must have been a nice, relaxing area for the inmates -to come visit as part of their treatment. Now, however, with years of -disuse, it has become an overgrown, rank place. -~ -0 3145728 4 -D1 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29703 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29708 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29708 -Heart of the Swamp~ -You seem to be at the center of the swamp. Winding, mossy paths snake -off into many directions. The foliage above you keeps the area -in perpetual darkness, with light coming from the strange mosses -that glow here. The ground seems to get softer towards the northwest. -~ -0 3145728 4 -D0 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29724 -D1 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29707 -D2 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29704 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29709 -D6 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29718 -D7 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29717 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29709 -Swamp~ -This section of the swamp is pretty much like the rest of it, except -for the fact that the ground is softer. Each step you take is followed -by a soft squishing sound, and you start to wonder if you'll lose a boot. -~ -0 3145728 4 -D1 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29708 -D7 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29710 -D8 -You catch the sounds and smells of the swamp from this direction. -~ -~ -0 -1 29705 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29710 -Swamp~ -The ground here is also quite soft as is to be expected in a swamp. -However, off to the northwest can be seen, just barely, a faint -glowing light. You suddenly remember folk tales told to you as a child -of will-o-the-wisps that lure adventurers to their deaths in marshes, -but quickly dismiss the notion as foolish children tales, and prepare -to venture forth. -~ -0 3145728 4 -D1 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29717 -D6 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29711 -D7 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29719 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29709 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29711 -Swamp~ -This part of the swamp is teeming with wildlife. Frogs of all shapes -and sizes are here, and the air is abuzz with many mosquitoes. Part -of the swamp here is quite soft, and you see a half sunk raft poking -out of the water. -~ -0 3145728 4 -D0 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29721 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29710 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29712 -Swamp~ -Several fungi grow on the various rocks here, giving the impression of -many tiny, rolling hills. The air is humid, and the smell of swamp water -makes you gag. -~ -0 3145728 4 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29711 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29713 -Swamp~ -As night creeps in, you find it harder to distinguish the various shapes -and sounds that surround you. A bit unnerved, you take several breaths -to help calm you, and proceed about the task of continuing your search. -Exits lead south, southeast, and southwest. -~ -0 3145728 4 -D2 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29714 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29715 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29712 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29714 -Swamp~ -The footing in this part of the swamp is even more precarious than the area -you just came from. You find it difficult to ascertain where solid ground -is and where the quicksand begins. You see what appears to be a branch -half sunken into the ground, but as you approach you discover it to be the -half submerged remains of some sort of bipedal creature. -~ -0 3145728 4 -D0 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29713 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29715 -Swamp~ -The ground here seems more solid than the rest of the swamp. Various -trees and shrubs grow here, albeit stunted. A large rock, completely -covered in an odd moss, rests near the largest of the trees here. -~ -0 3145728 4 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29717 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29716 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29716 -Swamp~ -The contrast between the swamp to the northeast and the swamp area here -is astounding. Whereas the ground to the northeast was solid, it is anything -but that here. The ground, if it can be called that, is very soft, and -you shudder as you think about what would happen if you tried to walk -around here. -~ -0 3145728 4 -D6 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29715 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29717 -Swamp~ -This part of the swamp is a reflection of the rest of the swamp, except -for a large clearing near the centre. There is a crack in the foliage -overhead, and red and orange rays from the setting sun shine through, -setting the ground afire with colours. -~ -0 3145728 4 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29710 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29708 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29718 -Swamp~ -The swamp here is fairly normal, but you notice that the wildlife isn't -as abundant here. The sounds of the swamp that you've now grown -accustomed to are not as loud here. -~ -0 3145728 4 -D1 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29722 -D7 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29724 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29708 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29719 -Marsh land~ -The ground here is very soft, and it feels like you're walking in -molasses. However, the odd light is now more visible to the north, -and you feel a strange compulsion to follow it... -~ -0 3145728 4 -D0 -Only death awaits you here, adventurer. Turn back! -~ -~ -0 -1 29720 -D6 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29721 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29710 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29720 -Will-o-the-Wisp~ -Apparently, those children stories weren't as foolish as you thought. -As you enter this part of the swamp, a pretty, glowing pixie like -creature flies out from behind a tree. It giggles and winks at you. -Enthralled, you open your mouth to say something. As you do, -it blows a handful of death into your face. You are paralyzed, and -sink slowly into the warm swamp to your death. -~ -0 6 4 -S -#29721 -Marsh land~ -This area of the swamp is pretty much like the rest of the swamp, -except for two things. The ground here is VERY soft. You are finding -it very difficult to walk, much less do anything else. The other odd -thing is that you can see a strange, compelling light to the northwest. -Exits lead to the east, south, northwest, and southwest. -~ -0 3145728 4 -D1 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29724 -D2 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29711 -D7 -Only death awaits you here, adventurer Turn back! -~ -~ -0 -1 29720 -D9 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29719 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29722 -Swamp~ -That's odd. This part of the swamp is free of animals. Looking around, -you don't see so much as a mosquito. The silence is a bit disconcerting, -and as you hear the hissing of air bubbles in the swamp, you could -almost swear they are calling your name... -~ -0 3145732 4 -D1 -Something is odd about this direction. You hear odd noises... -~ -~ -0 -1 29723 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29718 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29723 -Lair of N'gloaek~ -Rising from the putrid waters of the swamp is some sort of shambling, -mountainous... thing, seemingly composed of the swamp around it. -You seem to have stumbled upon a swamp creatures lair, and it's not -happy. -~ -0 3153920 4 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29722 -> rand_prog 35~ -mpecho The fetid air and gurgles of the swamp surround you. -~ -| -S -#29724 -The Abattoir Swamp~ -The foliage overhead is so thick and dark that you feel like you are -under the night sky. A niche has been carved into the base of an -ancient tree, and you get the impression this would be a good place -to rest. -~ -0 3145728 4 -D2 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29708 -D3 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29721 -D8 -You catch the sounds and scents of the swamp from this direction. -~ -~ -0 -1 29718 -> rest_prog 10~ -mpechoat $n As you close your eyes to rest, you are suddenly assaulted -mpechoat $n by a powerful vision. You see the Abattoir as it once was, -mpechoat $n an institute where the mad came to heal their tortured minds. -mpechoat $n Suddenly, you feel a dark, malevolent shadow cover the -mpechoat $n Abattoir. You hear a whisper in your ear: -tell $n I have come for your soul. -c sanc $n -~ -> rest_prog 5~ -mpechoat $n You toss and turn, victim of a fevered dream and tortured -mpechoat $n dementia. -mpdamage $n 100 -~ -| -S -#29725 -Winding Path...~ -The pathway starts to fall apart here from disuse. Following what's left -of it however, you see that it will take you to some sort of garden -to the northeast. However, you can't be sure of what it is in the half -light. -~ -0 3145728 2 -D6 -The path continues in this direction. -~ -~ -0 -1 29726 -D9 -This way leads back to the entrance. -~ -~ -0 -1 29701 -S -#29726 -Entrance to Bush Maze~ -This maze must have at one time been a beautiful garden, when meticulous -gardeners lovingly shaped the bushes into artistic creations to help -soothe the tortured minds of the Abattoirs residents. After years of -neglect however, the sculptured bushes have become overgrown, and the -once beautiful creations now resemble hideously deformed demons from a -fevered nightmare. -~ -0 3145728 3 -D0 -You see ominous hedges heading in every direction. -~ -~ -0 -1 29727 -D9 -The path continues in this direction. -~ -~ -0 -1 29725 -S -#29727 -Lost!~ -Following the twists and turns of the maze, you suddenly find yourself -lost! The bushes have taken on an eerie demeanor, and you could almost -swear they are closing in on you... -~ -0 3153920 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29728 -D1 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29736 -D2 -A pathway leads away from the confusion. -~ -~ -0 -1 29726 -D3 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29735 -D6 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29728 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29728 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rustling in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3145728 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29729 -D1 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29738 -D2 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29739 -D3 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29728 -D7 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29737 -D9 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29727 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29729 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rusting in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29739 -D1 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29738 -D2 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29728 -D3 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29730 -D9 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29729 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29730 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rustling in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29739 -D1 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29729 -D3 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29739 -D7 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29739 -D9 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29731 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29731 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rustling in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29732 -D2 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29736 -D3 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29731 -D6 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29730 -D7 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29730 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29732 -Lost!~ -Following the twists and turns of the maze, you suddenly find yourself -lost! The bushes have taken on an eerie demeanor, and you could almost -swear they are closing in on you... -~ -0 3153920 3 -D0 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29733 -D2 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29731 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29733 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rustling in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -A break of some sort appears amongst the bushes. -~ -~ -0 -1 29734 -D2 -Lost! The huge bushes confuse you, assaulting your senses! -~ -~ -0 -1 29732 -> rand_prog 50~ -mpecho Claustrophobia begins to constrict your chest, and panic -mpecho swells like bile in your throat. -~ -| -S -#29734 -The Occupant~ -This room seems to be like the rest of the maze, except for one thing. -Grown in among the bushes, you notice what seems to be an old childs doll. -You wonder how a childs doll could have gotten into this nightmare of -twists and turns, and then turn your thoughts away from several -horrible conclusions. -~ -0 3153920 3 -D0 -~ -grate~ -11 -1 29741 -D2 -~ -~ -0 -1 29733 -E -hedge~ -Peering through thick bushes, you suddenly make out the outline of an -old rusted grate! It's been grown through with greenery, and if not -for the aid of the sister, you would probably not have found it. -~ -S -#29735 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rusting in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -~ -~ -0 -1 29727 -D1 -~ -~ -0 -1 29727 -D3 -~ -~ -0 -1 29727 -S -#29736 -Lost!~ -Following the twists and turns of the maze, you suddenly find yourself -lost! The bushes have taken on an eerie demeanor, and you could almost -swear they are closing in on you... -~ -0 3153920 3 -D0 -~ -~ -0 -1 29731 -D1 -~ -~ -0 -1 29727 -D3 -~ -~ -0 -1 29727 -S -#29737 -Lost!~ -Following the twists and turns of the maze, you suddenly find yourself -lost! The bushes have taken on an eerie demeanor, and you could almost -swear they are closing in on you... -~ -0 3153920 3 -D0 -~ -~ -0 -1 29737 -D3 -~ -~ -0 -1 29737 -D6 -~ -~ -0 -1 29728 -S -#29738 -Lost!~ -After many hours of exploring, you start to feel panic rising in the -pit of your stomach. A grey mist hangs in the air, which helps to -confuse you even more. The sound of rusting in the bushes grates on -your nerves, and the bushes seem to close in on you... -~ -0 3153920 3 -D0 -~ -~ -0 -1 29737 -D1 -~ -~ -0 -1 29728 -D3 -~ -~ -0 -1 29736 -D8 -~ -~ -0 -1 29736 -S -#29739 -Lost!~ -Following the twists and turns of the maze, you suddenly find yourself -lost! The bushes have taken on an eerie demeanor, and you could almost -swear they are closing in on you... -~ -0 3153920 3 -D2 -~ -~ -0 -1 29730 -D8 -~ -~ -0 -1 29730 -S -#29740 -Troll Hole~ -Entering this room, you are hit full force by the thick, fetid smell -in the air. The room no longer resembles the dark cave, as it is -covered in crude drawings of terrible deeds. The bodies of various -races are splayed in various poses throughout the room. Suddenly, you -see a form shifting in the corner. As you watch, it draws itself up -to its full form, and you are attacked by a Troll! -~ -0 3153928 0 -D0 -Back towards the pit. -~ -~ -0 -1 29706 -D2 -An odd room. -~ -~ -0 -1 29751 -S -#29741 -Freedom~ -You have found your way out of the maze, yet you are too bone weary -to feel anything but overwhelming fatigue and numbness. You wonder, -after what you've seen, what manner of madness lies up ahead. Two paths -lead away from here; one leads north, the other leads back south. -~ -0 3145728 2 -D0 -A pathway. -~ -~ -0 -1 29742 -D2 -This way leads back into the maze. -~ -~ -35 -1 29734 -S -#29742 -The Pathway~ -This pathway leads off to the north into the darkness, while winding -its way to the northwest, seeming to wind around the main building. -~ -0 3145728 2 -D0 -A pathway. -~ -~ -0 -1 29743 -D2 -Pathway leading back to maze. -~ -~ -0 -1 29741 -D7 -You catch the scent of vegetation in the air. -~ -~ -0 -1 29744 -S -#29743 -Pathway to the Graveyard~ -The path continues off to the north, where you see, off in the distance, -the high walls and gateway of a graveyard. The vegetation grows sparser -and sparser as you continue to the north. -~ -0 3145728 2 -D0 -The scent of dirt fills your nostrils. -~ -~ -0 -1 29745 -D2 -A pathway. -~ -~ -0 -1 29742 -S -#29744 -Path to the Garden~ -You can see, off in the distance, the beginnings of a large garden. -Sounds of various animals can also be heard faintly. The path leads -southeast, and towards the garden to the northwest. -~ -0 3145732 2 -D7 -The scent of plants is more powerful from this direction. -~ -~ -0 -1 29789 -D8 -A pathway. -~ -~ -0 -1 29742 -S -#29745 -Abattoir Graveyard~ -Before you stands the necropoli of the mad. An old gate serves as -entrance to this residence within a residence. The graveyard is surrounded -by an old crumbling wall of approximately twelve feet. Peering through the -bars in the gate you can faintly make out the outline of a small -building of some sort, a small house or large shack. Climbing a decrepit -set of grey cement steps to the north takes you into the graveyard. -~ -0 3153920 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29747 -D2 -Towards the pathway. -~ -~ -0 -1 29743 -S -#29746 -Graveyard~ -The graveyard plays "host" to both the deceased occupants of the asylum, -and the deceased clergy who did their work there. You find it ironic that -those destined for martyrdom lie side by side with those destined for the -nether realms. Various non descript grave markers line the north wall neatly, -while exits lead east and south. -~ -0 3153920 2 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29748 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29752 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29747 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29747 -Graveyard~ -The first thing you notice upon entering the graveyard is the fact that -the air here is more humid, and colder. It clings to your skin, sending -involuntary chills down your spine while suffocating you at the same time. -A light fog pervades the air here, not allowing you to see the whole -graveyard completely. The stone wall follows the pathway running east and -south. The graves in this area are simple ones, yet, oddly, they are -filled in loosely, as if whoever did it was in a hurry, or expecting -them to rise up again. The earth is soft, and you see different types -of tiny animals squirming through it. The grass that grows in patches -here is tough and brown, matching the landscape. The only signs of -there ever having been life here is various types of dead flowers resting -under the grave markers, which stand ever vigilant over their cares. -Squinting through the fog, you notice various mausoleums and the like -off in the distance. A path leads east and south. -~ -0 3153920 2 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29746 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29745 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29771 -S -#29748 -Graveyard~ -The trail here winds its way west, south and northeast. The wall continues -to circle the graveyard, with thick rope-like vines clinging to its surface. -The graves are sparser here, and seem to shrink even more in numbers to the -northeast. -~ -0 3153920 2 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29753 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29746 -D6 -The graveyard leads off in that direction. -~ -~ -0 -1 29749 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29749 -Graveyard~ -This part of the graveyard has no graves, as it seems it was here that -the gravediggers prepared to work their morbid art. A cart sits forlornly -off the path, and you imagine that it must have once been used to carry -the corpses from the sanitarium to its final resting place. Various -tools, wooden planks and the like are left carelessly here. -~ -0 3153920 2 -D2 -A small shack of some sort is off in this direction. -~ -~ -0 -1 29750 -D9 -The graveyard leads off in that direction. -~ -~ -0 -1 29748 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29750 -The Shack~ -You didn't notice the shack from the outside, with the fog and the fact -that the shack is made from the same stone as the wall. The inside of the -shack is filled with mismatched tools and materials used in the trade of -gravedigging. Various sized shovels, hammers, and spades hang from wall -pegs, while various sized nails sit in buckets absently placed on the floor. -~ -0 3153932 0 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29749 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29751 -Dead End~ -This appears to have, at one time, been an entryway into the asylum. -It has, however, been completely blocked off, and various runes have -been placed over the entryway to keep people from entering or exitting -the area. The area seems to have born the brunt of several furious -assaults, presumably by Ochk'Bronk. Amongst the garbage however, -you notice some sort of journal. -~ -0 3154440 0 -D0 -You hear odd noises and feel a malignant presence from this direction. -~ -~ -0 -1 29740 -S -#29752 -Graveyard~ -As you move from one end of the graveyard to the other you notice that -the graves aren't as simple anymore, as if even in death the rich choose -to avoid the company of the poor. The farther you travel to the south of -the graveyard, the more opulent the graves. -~ -0 3153924 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29746 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29753 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29763 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29772 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29753 -Graveyard~ -You notice several changes as you move from the northern part of the -graveyard to the southern part. The first less subtle change is that the -graves here seem fancier, and you presume the wealthier, more influential -people are buried farther south. The other more subtle change is in the air. -The air seems almost alive with malignancy, and it seems to draw the -strength from your bones. -~ -0 3153924 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29748 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29756 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29752 -D8 -The graveyard leads off in that direction. -~ -~ -0 -1 29755 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29754 -Graveyard~ -The graveyard here is beautiful in a macabre sort of way. The grave -markers reflect the wealth and affluence of the inhabitants. You notice -one empty grave without a grave marker, and shudder as you recall stories -of how grave markers were put in to keep the dead from getting up... -You see the outline of a mausoleum to the southeast. -~ -0 3153920 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29763 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29757 -D8 -The graveyard leads off in that direction. -~ -~ -0 -1 29758 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29755 -Graveyard~ -The graves here are fancier than the ones to the north. The grave -markers are intricately crafted and beautiful, and the graves more -tightly packed. The pathway leads off to the south, where you see the -dark outline of what appears to be a building, possibly a mausoleum. -~ -0 3153920 2 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29765 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29757 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29763 -D7 -The graveyard leads off in that direction. -~ -~ -0 -1 29753 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29756 -Graveyard~ -The first thing you notice about this part of the graveyard is that it -doesn't have any graves. The ground here has a few more hills, and a -small path winds its way to the east, toward a building. -~ -0 3153920 2 -D1 -You catch the faint scent of something from the east which makes you feel ill. -~ -~ -0 -1 29759 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29765 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29753 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell of fresh -mpecho dirt fills your nostrils. -~ -| -S -#29757 -Graveyard~ -The grave markers here are morbidly beautiful. You are surrounded by -images encased in stone of angels reaching for the sky and gargoyles -keeping a weary eye over their charges. A mausoleum looms to the -southeast, evidence that even the rich are subject to the cold hand of -madness. Someone has scrawled a message into the wall here. -~ -0 3145728 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29755 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29754 -D8 -The graveyard leads off in that direction. -~ -~ -0 -1 29761 -E -message~ -. - - - - - - - - - -Tread carefully, ye walk the line between good and evil. - - - - - - - - - - -~ -> rand_prog 70~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29758 -Outside the Mausoleum~ -You stand before a mausoleum. This must be where the more well-to-do -patients have their final resting place. The mausoleum is a dull grey -building, relatively plain, except for the carving of a wild boar over -the door, most probably the family emblem. -An inscription is etched into the stone door. -~ -0 3153920 2 -D2 -Mausoleum. -~ -~ -7 -1 29764 -D7 -The graveyard leads off in that direction. -~ -~ -0 -1 29754 -E -inscription~ -. - - - - - - - - - - - - In the long run, we are all dead. - - - - - - - - - - -~ -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29759 -Graveyard~ -The path ends abruptly here, in front of the doors to the building before -you. The building seems, like most everything else here, dilapidated, -with long cracks and covered in moss. You catch an odd scent in the air. -A small sign is nailed next to the door. -~ -0 3153920 2 -D1 -DONT GO THERE -~ -~ -1031 -1 29760 -D3 -~ -~ -0 -1 29756 -E -sign~ -The sign reads: -"Abbot Hill Cemetary, where the eternally troubled rest eternally." -Underneath this is scrawled: -"Danger! Hazardous fumes, do not enter!" -~ -S -#29760 -Gas Chamber~ -As you enter this room, the door automatically swings closed behind you. -It appears this room used to hold various potions and herbs that were used -in the preservation of the bodies. However, several bodies are in here, -and the gases in their body, mixed into the fumes from the flasks and herbs, -has caused a huge, icky, deathcloud in here! -You cough as you inhale the green cloud, and fall to the floor, dead. -~ -0 14 0 -S -#29761 -Outside the Mausoleum~ -You stand before one of the mausoleums within the cemetary. It is a cold, -dark building, with a broken rooftop outlined like a jagged line against the -moonlit sky. The walls are a pale white, contrasting starkly with the -surroundings and sky above you. A large, heavy door seals the mausoleum -to the outside world, and is shanked by two child-like angels captured in -stone. Above the door, you notice a carving. -The mausoleum door is to the south. -~ -0 3153920 2 -D2 -Mausoleum. -~ -~ -39 -1 29762 -D7 -The graveyard leads off in that direction. -~ -~ -0 -1 29757 -E -carving~ -. - - - - - - - - - - -We are all God's madmen; all of us. - - - - - - - - - - -~ -S -#29762 -Mausoleum~ -As the mausoleum door closes behind you with a deep, resounding thud, -you take a moment to quickly scan the interior of the mausoleum. As your -eyes adjust to the semi-darkness, you survey the interior. -The walls are plain stone, with carvings and writings spaced at even -intervals, praising several deities and basically trying to appease the -gods in the hope of easing the passage of the deceased into the heavens. -Several iron fonts are also imbedded into the walls, for the purpose of -placing torches into them to illuminate the area. -A tomb is the focus of the mausoleum, and sits in the center of the room. -~ -0 3153928 0 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29761 -S -#29763 -Graveyard~ -The ground here is covered by a curious fog; it reaches, thickly, up to -your knees, and then disappears. You walk through the area carefully, -hoping not to stumble upon anything obscured by the fog. -~ -0 3145728 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29752 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29755 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29754 -S -#29764 -Inside the Mausoleum~ -As you walk into the mausoleum, the sounds of your footsteps reverberate -throughout the small building, then fade away into nothingness. Utter silence. -A thick layer of dust covers the floor and the tomb, which is placed near the -center of the room. Several paintings can be seen on the ceiling, some -depicting some form of rebirth after death, others depicting an ascension to -a higher plane of existence. There is a sconce on the wall, and an incense -burner hangs to the right of the doorway. -~ -0 3153928 0 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29758 -> leave_prog 100~ -mpclosepassage 29764 5 -~ -| -S -#29765 -Graveyard~ -You follow the small path into this part of the graveyard. The graves here -are fancier than the ones to the northwest, yet pale in comparison to -what you assume are mausoleums to the south. -~ -0 3153920 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29756 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29766 -D3 -The graveyard leads off in that direction. -~ -~ -0 -1 29755 -D9 -The graveyard leads off in that direction. -~ -~ -0 -1 29778 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29766 -Graveyard~ -This area was once meticulously maintained, yet the passage of time and -lack of care have led to the neglect and unkemptness of the grounds. -A building of some sort is off to the south, and the path also winds east. -~ -0 3153920 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29765 -D1 -The graveyard leads off in that direction. -~ -~ -0 -1 29777 -D2 -The graveyard leads off in that direction. -~ -~ -0 -1 29767 -S -#29767 -Graveyard~ -As you continue your journey southward, you notice that the further you -travel, the more elaborate the grounds, and the graves themselves. If not -for the obvious signs of abandonment and neglect, the grounds would be -extremely beautiful, a testament to life and death. -~ -0 3153920 2 -D0 -The graveyard leads off in that direction. -~ -~ -0 -1 29766 -D8 -The graveyard leads off in that direction. -~ -~ -0 -1 29769 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29768 -Underground~ -You climb halfway down the hole, and let yourself fall the remaining -distance to the floor below. You land, cat like, with your weapon ready. -A quick scan of the room however, reveals nothing extraordinary. It seems -to be some sort of dirt tunnel, running underneath a portion of the -graveyard. The ground is level, and you notice supports positioned every -fifteen feet or so. While this may be a tunnel carved out of dirt, it was -done with a specific intent in mind. -~ -0 3145741 0 -D0 -The tunnel leads in this direction. -~ -~ -0 -1 29779 -S -#29769 -Outside the Mausoleum~ -While the mausoleum here is richly decorated, the gaudiness and extravagant -garnishings don't make the mausoleum seem beautiful, but a tawdry, loud -display of a persons wealth. Various large gems, rubies, and diamonds are -embedded deep within the stone and seem to be protected by enchantment. -The mausoleum is also done in several types of stones, successfully -achieving the image of a loud, mismatched building. You shake your head -as you consider that whoever built this had more of a trophy in mind than -a final resting place. -Someone has scrawled a message onto the mausoleum wall. -~ -0 3153920 2 -D2 -~ -~ -39 -1 29770 -D7 -The graveyard leads off in this direction. -~ -~ -0 -1 29767 -E -message~ -. - - - - - - - - - - -We have made a covenant with death, and with madness are we in agreement. - - - - - - - - - - -~ -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29770 -Mausoleum~ -The first thing you notice about the inside of the mausoleum is that it is -as gaudy as the outside. Apparently, whoever was buried here did not want to -part with his or her wealth, even after death. Various chests, weapon racks, -and other storage units of baubles of wealth are strewn throughout the room; -unfortunately for you, they were emptied out ages ago by grave robbers. -~ -0 3153928 0 -D0 -The graveyard leads off in this direction. -~ -~ -7 -1 29769 -S -#29771 -Graveyard~ -The stone wall blocks passage to the north, while winding its way in a -southwesterly direction. The fog wafts through the air here, which is odd -considering the complete absence of any type of breeze. The graves here are -humble ones, with simple grave markers and even simpler surroundings. -~ -0 3153920 2 -D1 -The graveyard leads off in this direction. -~ -~ -0 -1 29747 -D9 -The graveyard leads off in this direction. -~ -~ -0 -1 29772 -S -#29772 -Graveyard~ -The cold, wet air sends shivers up and down your spine, and causes you to -feel claustrophobic in your clothes. The fog here is thick near your ankles, -yet thins out the higher it goes. The fog is also very still, and makes you -feel as if you've stepped out of time, into a place where time has no meaning. -You see the tops of what you assume are some sort of mausoleum to the south. -~ -0 3153920 2 -D1 -The graveyard leads off in this direction. -~ -~ -0 -1 29752 -D2 -The graveyard leads off in this direction. -~ -~ -0 -1 29773 -D6 -The graveyard leads off in this direction. -~ -~ -0 -1 29771 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29773 -Graveyard~ -You are amazed as you travel further into the graveyard at the obvious -differences between what you assume to be the poor and the rich deceased. -Whereas the northern graves are dilapidated, mediocre looking and kept -graves, the richer graves to the south are fancier, and seemed to have -been meticulously cared for when caretakers worked the grounds. -~ -0 3153920 2 -D0 -The graveyard leads off in this direction. -~ -~ -0 -1 29772 -D9 -The graveyard leads off in this direction. -~ -~ -0 -1 29774 -S -#29774 -Graveyard~ -You are in what you assume is the area of the graveyard in which the -wealthier residents are laid to rest. The grave markers are elaborate -and expensive looking, and the grounds themselves would be beautiful if -not for much neglect. Mausoleums are spotted to the south. -~ -0 3153920 2 -D2 -The graveyard leads off in this direction. -~ -~ -0 -1 29775 -D6 -The graveyard leads off in this direction. -~ -~ -0 -1 29773 -S -#29775 -Outside the Mausoleum~ -You stand outside one of the Abattoirs mausoleums, and by the looks of -it, one of the Abattoirs oldest. While it must have been a regal and -imposing structure in its time, age and neglect have taken their toll -here, as it seems to have throughout the Abattoir. A large, gaping hole -blocks the entrance into the mausoleum, and you're not sure whether a barrier -to entrance here is a necessarily bad thing... -A tarnished plaque is embedded in the wall. -~ -0 3153924 2 -D0 -The graveyard leads off in this direction. -~ -~ -0 -1 29774 -D2 -Mausoleum. -~ -~ -71 -1 29776 -E -plaque~ -. - - - - - - - - - -We now to peace and darkness and earth thee restore -Thy creature that thou madest and wilt cast forth no more. - - - - - - - - - - - -~ -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29776 -Inside the Mausoleum~ -The inside of this mausoleum is a reflection of the collapsing exterior. -Chunks of stone which have fallen from the roof sit on the floor, and -various kinds of fungi grow in the corners of the room, where moisture -seeps in from the outside. -Your eyes are drawn to the carrior creature perched on the casket. It -turns its eyes to you, and starts to change shape... -~ -0 3153928 0 -D0 -~ -~ -0 -1 29775 -S -#29777 -Graveyard~ -This part of the graveyard is a little different. Graves no longer pepper -the ground here; instead there is a clearing, with a towering oak reaching -for the sun. You assume this is where people would come to collect their -thoughts and offer condolences to the families. However, the clearing seems -to have not performed that function in a long time, and the long grass and -unkempt tree, coupled with the fog and cold air, cast a dark and foreboding -shadow upon you. -~ -0 3153920 2 -D3 -The graveyard leads off in this direction. -~ -~ -0 -1 29766 -D6 -The graveyard leads off in this direction. -~ -~ -0 -1 29778 -S -#29778 -Graveyard~ -You've found a quiet corner in the graveyard. This niche would be dark -even if it wasn't night, due to the canopy of interwoven twine and high -shrubs growing here. Thin tendrils of fog float lazily into the niche, -before dissipating entirely. -~ -0 3153920 2 -D6 -The graveyard leads off in this direction. -~ -~ -0 -1 29765 -D9 -The graveyard leads off in this direction. -~ -~ -0 -1 29777 -> rand_prog 50~ -mpecho The mist wafts lazily along the ground here, and the smell -mpecho of fresh dirt fills your nostrils. -~ -| -S -#29779 -Underground~ -The tunnel here is dark and enclosing. Being underground like this, the -air is moist, and various fungi and large mushrooms grow here. The tunnel -heads north, south, and northwest. -~ -0 3145737 0 -D0 -The tunnel leads in this direction. -~ -~ -0 -1 29783 -D2 -The tunnel leads in this direction. -~ -~ -0 -1 29768 -D7 -The tunnel leads in this direction. -~ -~ -0 -1 29780 -S -#29780 -Underground~ -The tunnel here is a bit more enclosing, and you start to feel the rise -of claustrophobia in the pit of your stomach. The tunnel continues to -wind its way northward and to the southeast. -~ -0 3145737 0 -D0 -The tunnel leads in this direction. -~ -~ -0 -1 29781 -D8 -The tunnel leads in this direction. -~ -~ -0 -1 29779 -S -#29781 -Standing before a chasm~ -You stand before a huge fissure in the ground. The chasm gapes up at -you, almost mockingly. You cannot see the other side of the chasm, even -with your torch shining brightly, nor can you see its bottom. You drop -a stone into the chasm to see just how deep it goes. You wait several -minutes before hearing the faint echo of the rock hitting ground. -~ -0 3145737 0 -D0 -Do NOT go in this direction! -~ -~ -0 -1 29782 -D2 -The tunnel leads in this direction. -~ -~ -0 -1 29780 -S -#29782 -Above the chasm~ -You have just made one of the most foolish mistakes ever witnessed -throughout these lands. Was not the gaping chasm, VERY long way down, -can't see the other end descriptions enough of a hint for you? -In case you haven't figured it out... -...You fall... - - - -...and fall.... - - - - -...and fall.... - - - -...and fall... - - - -...and yes, you die. - - -~ -0 6 1 -S -#29783 -Underground~ -The tunnel continues, seemingly endlessly. Time has no meaning while -underground; you cannot tell if hours or minutes have passed. Suddenly, -you hear the sounds of an echo up ahead, as if there's a large cavern... -~ -0 3145737 0 -D0 -~ -~ -0 -1 29786 -D2 -The tunnel leads in this direction. -~ -~ -0 -1 29779 -S -#29784 -Underground~ -Shock hits you full in the face like a cold bucket of water. This room -is one of the most elegant and resplendent rooms you have ever seen. -You find it impossible to believe that this is all underground, burrowed -into the earth. Huge, exotic carpets hang from the walls and cover the floors, -hiding all evidence of earthen floor and walls. Elegantly carved chairs -surround a large dining table. Various glass cases house works of extreme -antiquity. A large, ornate crystal chandelier hangs overhead; it must hold -dozens of candles, which shine brightly, lending an impossibly comfortable -air to the room, considering its location. -~ -0 3153928 0 -D0 -Towards the underground house. -~ -~ -0 -1 29785 -D1 -~ -door~ -7 -1 29788 -D2 -Back towards the tunnel. -~ -~ -0 -1 29786 -D3 -~ -door~ -7 -1 29787 -S -#29785 -Bedroom~ -This room is simply yet elegantly decorated. A modest, poster sized -bed rests up against the wall, and a handsome armoire stands beside it. -Various lamps are lit throughout the room, lending it a soft glow. -However, your eyes are drawn to the macabre painting on the wall, and -the rooms resident... -~ -0 3153928 0 -D2 -Back towards the tunnel. -~ -~ -0 -1 29784 -E -painting~ -Staring at this painting, you feel the bile in your stomach rise up -in revulsion of the 'art' before you; upon the canvas is a painting of -man tied to a stone, with some sort of demon like creature from the nether -world perched upon his chest, feeding on the mans entrails. -~ -S -#29786 -Before the Door~ -After travelling several hundred feet, you round a corner, and suddenly -find yourself faced with an imposing iron door. For some odd reason, you -can no longer hear the echo heard earlier; all is silent. -~ -0 3153932 0 -D0 -~ -door~ -7 -1 29784 -D2 -The graveyard leads off in this direction. -~ -~ -0 -1 29783 -S -#29787 -Kitchen~ -The kitchen is a modest one, with a fair sized fire pit for cooking food, -and a moderate sized table, host to various kitchen tools. You notice -most of the food is the dry, long lasting kind. -~ -0 3145736 0 -D1 -~ -door~ -7 -1 29784 -S -#29788 -Library~ -Oak bookcases completely cover three walls here. The bookcases are filled -to capacity with books of every kind; from leather bound books outlining -the finer points of armoursmithy to basilisk skin novels on the undead -of the realms. On the one wall without a bookcase sits a brass pedestal. -The pedestal is illuminated by several thick wax candles. Upon the -pedestal sits a large, ancient book, covered in a strange leather. -~ -0 3153928 0 -D3 -~ -door~ -7 -1 29784 -S -#29789 -Entrance to the Garden~ -You stand before the entrance way to the garden. This must have been -an important area at one time, as it seems to have been painstakingly -put together. You assume that the clergy used the garden as a therapeutic -tool, and to allow their charges the opportunity to get out of their -rooms and get some air. -There is an iron fence surrounding the garden, both to keep the residents -in and to provide an aesthetic look to the garden. Two large statues guard -the entrance. One is that of Aphrodite, the goddess of love and beauty. She -stands with a branch of mistletoe in hand, and is swarthed in light robes. -The other statue is a representation of Apollo, the sun god, and god of -music and poetry. He wears a toga, and holds a small lute in one hand. -The garden is to the north. -~ -0 3153920 2 -D0 -The smell of vegetation fills your nostrils. -~ -~ -0 -1 29790 -D8 -A pathway. -~ -~ -0 -1 29744 -S -#29790 -Garden~ -The term garden no longer seems to apply to this area; jungle would -probably be more appropriate. The vegetation has grown uninhibited, -and has taken over everything here. All the plants seem to have grown -into each other, so that it seems they have an almost symbiotic -relationship. -Exits lead east, south and west. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29791 -D2 -~ -~ -0 -1 29789 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29803 -S -#29791 -Garden~ -Dozens of forms of vegetation that you could not even begun to describe -grow throughout this area, and have overtaken any and all visible signs -of civilization. You spy what was once an old fountain, yet it is cracked -and grown through with vegetation, and various clinging vines criss cross -it throughout. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29792 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29790 -S -#29792 -Garden~ -The jungle like atmosphere continues here, with the grounds being -literally overgrown with flora. There is a stone bench here, and -it too is overgrown and covered with the wild plants. -~ -0 3145729 2 -D0 -The scent of vegetation fills the air. -~ -~ -0 -1 29793 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29791 -S -#29793 -Garden~ -The term garden no longer seems to apply to this area; jungle would -probably be more appropriate. The vegetation has grown uninhibited, -and has taken over everything here. All the plants seem to have grown -into each other, so that it seems they have an almost symbiotic relationship. -~ -0 3145729 2 -D0 -The scent of vegetation fills the air. -~ -~ -0 -1 29794 -D2 -The scent of vegetation fills the air. -~ -~ -0 -1 29792 -S -#29794 -Garden~ -The garden here is grown throughout with the various plant life that -now run the garden. You can also hear the sounds of various creatures, -although you cannot see any of them. -Exits lead south and west. -~ -0 3145729 2 -D2 -The scent of vegetation fills the air. -~ -~ -0 -1 29793 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29795 -S -#29795 -Garden~ -The length to which the flora have overrun the area continues to astound -you. You doubt even the brightest of sunlight could penetrate the canopy -overhead. You shudder to think of exploring this area without your source -of light. -Exits lead east and west. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29794 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29796 -S -#29796 -Garden~ -Some sort of flower garden must have been dominant in this part of the -area at one time; now, however, the flowers have grown wild, and form a -thick, thorny barrier to passage. -Exits lead east, south, and west. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29795 -D2 -You think you hear the sounds of snoring from this direction. -~ -~ -0 -1 29804 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29797 -S -#29797 -Garden~ -The garden here is grown throughout with the various plant life that -now run the garden. You can also hear the sounds of various creature -although you cannot see any of them. -Exits lead east and west. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29796 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29798 -S -#29798 -Garden~ -The grass here is very long, reaching up past your ankles up to near your -knees. The fence here is now intergrown with various vine like plants, -almost as if in a symbiotic, or parasitic, relationship. -Exits lead east and south. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29797 -D2 -The scent of vegetation fills the air. -~ -~ -0 -1 29800 -S -#29799 -Taboo's Lab of Death and Tests and Stuff~ -This room is a mish mash of cheesey b-movies, mad scientist laboratory -equipment, and various paraphenalia from the 60's and 70's. -This is where one of the immortals comes to test various ideas and weird, -twisted notions that can only be seen through the ideas of the truly sleep -deprived. -Enter at own risk. -~ -0 2105860 0 -S -#29800 -Garden~ -The length to which the flora have overrun the area continues to astound -you. You doubt even the brightest of sunlight could penetrate the canopy -overhead. You shudder to think of exploring this area without your source -of light. -Exits lead north and south. -~ -0 3145729 2 -D0 -The scent of vegetation fills the air. -~ -~ -0 -1 29798 -D2 -The scent of vegetation fills the air. -~ -~ -0 -1 29802 -S -#29801 -Ascent into the Depths~ -You have made it to the top of the passage, and find you can no longer -proceed in an upward direction. The ceiling is wooden, and when you touch -it, it's cool to your touch. The ceiling is solid, yet through various -cracks and fissures, rays of light peak through. -~ -0 3153928 0 -D4 -~ -trapdoor~ -2099201 -1 29874 -D5 -darkness. -~ -~ -0 -1 29808 -S -#29802 -Garden~ -Several fruit trees have grown here. Many of the fruit have grown ripe -and fallen off the trees, filling the air with a sweet smell. You spot -an old, broken basket under a tree, once used for carrying the fruit. -Exits lead north and east. -~ -0 3145729 2 -D0 -The scent of vegetation fills the air. -~ -~ -0 -1 29800 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29803 -S -#29803 -Garden~ -This area seems indistinguishable from the rest of the garden, except -for the faint, sickly sweet smell in the air. Exits lead east and west. -~ -0 3145729 2 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29790 -D3 -The scent of vegetation fills the air -~ -~ -0 -1 29802 -S -#29804 -Centre of the Garden~ -You are at the centre of the garden. A large, albeit very rundown fountain -sits here, filled with green, swamp-like water. The fountain is in the -shape of a beautiful woman, with her hands upraised. You assume that her -raised hands is where the water came from; now however, with the fountain -not working, it seems the woman is imploring the heavens for mercy. -An old man sits here, snoring soundly. -~ -0 3153920 2 -D0 -~ -~ -0 -1 29796 -D1 -The scent of vegetation fills the air. -~ -~ -0 -1 29805 -D3 -The scent of vegetation fills the air. -~ -~ -0 -1 29806 -S -#29805 -Garden~ -The first thing you notice here is the lack of the teeming plant life -evident throughout the rest of the garden. While the grass still grows -wild and reaches your calves, the wild trees and bushes are absent. -~ -0 3145729 2 -D3 -~ -~ -0 -1 29804 -S -#29806 -Garden~ -The lack of plant life is the first thing you notice walking into this part -of the garden. The grass still reaches up to your calves, yet the wild -growth of trees and bushes and the like typical throughout the rest of the -garden are absent here. -~ -0 3145729 2 -D1 -~ -~ -0 -1 29804 -S -#29807 -Dank, underground room~ -You find yourself in a dark, dank underground room. The only light comes -from a flickering torch embedded in the wall. You hear the constant sound of -dripping water gently in the background. You smell the faint, musty scent -of things decomposing. -~ -0 3153932 0 -D2 -Darkness. -~ -~ -0 -1 29809 -D4 -~ -~ -0 -1 29808 -S -#29808 -Ascent into the Depths~ -You start your ascension, yet do so with apprehension, as you have no -idea where it leads. There is a little more light here, and the musty -smell is no longer very strong. -~ -0 3153928 0 -D4 -~ -~ -0 -1 29801 -D5 -Darkness. -~ -~ -0 -1 29807 -S -#29809 -Dank, underground room~ -You are in a dark room, filled with crates, chests, and various other -storage devices. The sound of dripping water is quite loud here. Sifting -through the boxes, you find various types of clothing, restraining devices, -and the like. You find a ragged shirt with the word "Abbot Hill Asylum" -on the back, in some sort of dye made from berries. -~ -0 3153928 0 -D0 -Darkness. -~ -~ -0 -1 29807 -S -#29810 -Abattoir Entrance Area~ -You have entered what seems to be some sort of entrance way or processing -area. Several wooden chairs are seen along the walls, with a tiny cubicle -built from the north wall. A faded sign hangs above this cubicle. Several -hallways branch off in different directions, with a legend on the wall -outlining which hallway leads where. All is silent, which you find odd in -a home for the insane. -~ -0 3145740 0 -D0 -~ -~ -0 -1 29875 -D6 -~ -~ -0 -1 29811 -E -sign~ -"Welcome to the Abbot Hill Asylum -- The Gods' Home For The Ill" -~ -E -legend~ -Northeast: Clergy Residence - -North: Chapel Area -~ -S -#29811 -Living Area~ -This short hallway leads off to several plain doors. Several plants are -in clay pots, lining the walls. Whatever plants grew here at one time -however, have long since died due to neglect. -~ -0 3145740 0 -D0 -~ -~ -0 -1 29812 -D9 -~ -~ -0 -1 29810 -S -#29812 -Hallway~ -You have entered a long hallway which stretches off to the north, while -returning you in the direction of the entrance area to the south. You -notice several doors flanking the hallway to the north. Directions from -here lead north and south. -~ -0 3145740 0 -D0 -~ -~ -0 -1 29813 -D2 -~ -~ -0 -1 29811 -S -#29813 -Hallway~ -The hallway stretches out to the north and south, with doors to the -east and west at this junction. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29816 -D1 -~ -~ -1027 -1 29815 -D2 -~ -~ -0 -1 29812 -D3 -~ -~ -1027 -1 29814 -S -#29814 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D1 -~ -~ -1027 -1 29813 -S -#29815 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D3 -~ -~ -1027 -1 29813 -S -#29816 -Hallway~ -The hallway continues here, still leading off to the north and the south. -Two doors are to either side of you, one to the east and one to the west. -All is silent, almost eerily so. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29819 -D1 -~ -~ -1027 -1 29818 -D2 -~ -~ -0 -1 29813 -D3 -~ -~ -1027 -1 29817 -S -#29817 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D1 -~ -~ -1027 -1 29816 -S -#29818 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D3 -~ -~ -1027 -1 29816 -S -#29819 -Hallway~ -The hallway continues to wind its way to the north and south, while doors -still flank you to the east and west. Off to the north however, you see a -large room of some sort. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29822 -D1 -~ -~ -1027 -1 29821 -D2 -~ -~ -0 -1 29816 -D3 -~ -~ -1027 -1 29820 -S -#29820 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D1 -~ -~ -1027 -1 29819 -S -#29821 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3145736 0 -D3 -~ -~ -1027 -1 29819 -S -#29822 -Hallway~ -The hallway continues to wind to the north and south. To the south -you see the entranceway to the asylum, while to the north you see a large -room of some kind. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29823 -D1 -~ -~ -1027 -1 29825 -D2 -~ -~ -0 -1 29819 -D3 -~ -~ -1027 -1 29824 -S -#29823 -Minor clerics sleeping area~ -Many cots and tiny beds fill this large room, with the sparsest of -furniture to be seen. This is where the clerics, or clergy, who haven't -attained higher positions sleep and keep their sparse wordly possessions. -You assume that the larger rooms in the hallway to the south are for the -clergy with higher and more prominent positions. -~ -0 3145736 0 -D2 -~ -~ -0 -1 29822 -S -#29824 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3153928 0 -D1 -~ -~ -1027 -1 29822 -S -#29825 -Clerics room~ -The room is simply furnished, and quite small, as you would expect -from someone who has dedicated their life to helping others in the -service of god. A tiny, well made bed sits along the wall, with a -small night table beside it holding various candles, and a simple -desk, with various papers, quills, and the like in the corner. -~ -0 3153928 0 -D3 -~ -~ -1027 -1 29822 -S -#29826 -Entering the church~ -The church, like almost every area you have seen so far, is abandoned -and decrepit. Dust covers the old oak pews, which stretch far off to -the north. Several of the pews have been cracked by what must have been -an unearthly force, as the pews are as solid as stone. You raise your -eyes to the surrounding walls, and see stained glass towards the north, -along with an old altar. -~ -0 3153928 0 -D0 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29827 -D2 -You see the hallway in this direction. -~ -~ -0 -1 29875 -S -#29827 -Church~ -You have walked deeper into the church, with the pews to the left and -right of you. The sounds of your footsteps echoes hollowly in the -large, almost cavernous, area. Dominating the walls behind the pews -you see several antiquated stained glass windows, depicting several -scenes. -~ -0 3145736 0 -D0 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29828 -D2 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29826 -S -#29828 -Church~ -The church, once a beautiful and holy place, is now infinitely old and -infinitely horrible, full of dark corners and having high ceilings where -the eye could find only cobwebs and shadows. The stones on the floor and -altar seem hideously damp, and there is an accursed smell everywhere, as -of the piled-up corpses of dead generations. The large, looming stain glass -windows stretch along the walls to the east and west. -~ -0 3145736 0 -D1 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29831 -D2 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29827 -D3 -The once hallowed halls of the church wind in this direction. -~ -~ -0 -1 29829 -S -#29829 -Walking through the pews~ -You are walking through the narrow passage between the pews. Looking -to the north and the south, you see row after row of the ancient wooden -seats, while directly to the west you see the stained glass. The east -leads back to the main part of the church. -~ -0 3145736 0 -D1 -Leads back to the main part of the church. -~ -~ -0 -1 29828 -D3 -Branch of the church. -~ -~ -0 -1 29830 -S -#29830 -Stained glass~ -For a hundred years and more the stained glass windows have told the -stories of faith, while the vines and rot have swelled and spread -around them. They are almost hidden now in lawless luxuriances of green -and grey and guardian shrouds of shadow, but still the large windows -stare shockingly, as if blinking through a lethal stupor which wards -off madness by dulling the memory of unutterable things. -~ -0 3145740 0 -D0 -~ -~ -0 -1 29833 -D1 -Back towards the main part of the church. -~ -~ -0 -1 29829 -D2 -Branch of the church. -~ -~ -0 -1 29834 -S -#29831 -Walking through the pews~ -You are walking through the narrow passage between the pews. Looking to -the north and the south, you see row after row of the ancient wooden -seats, while directly to the east you see the stained glass. The west -leads back to the main part of the church. -~ -0 3145736 0 -D1 -Branch of the church. -~ -~ -0 -1 29832 -D3 -Leads back to the main part of the church. -~ -~ -0 -1 29828 -S -#29832 -Stained glass~ -For a hundred years and more the stained glass windows have told the -stories of faith, while the vines and rot have swelled and spread -around them. They are almost hidden now in lawless luxuriances of green -and grey and guardian shrouds of shadow, but still the large windows -stare shockingly, as if blinking through a lethal stupor which wards -off madness by dulling the memory of unutterable things. -~ -0 3145736 0 -D0 -Branch of the church. -~ -~ -0 -1 29835 -D2 -Branch of the church. -~ -~ -0 -1 29836 -D3 -~ -~ -0 -1 29831 -S -#29833 -Stained glass~ -The stained glass takes up the wall here; upon closer inspection, you -notice it seems to be a portrayal of the human view of religion in the -Realms of Despair. -~ -0 3145736 0 -D2 -~ -~ -0 -1 29830 -S -#29834 -Stained glass~ -The stained glass looms overhead, covering the wall to your left. -The glass here is representative of the pixie belief in their creation. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29830 -S -#29835 -Stained glass~ -The stain glass in this part of the church seems a tad bloodier and -more violent than the ones you have seen so far. As you realize which -race is portrayed, understanding dawns; here is the representation of -race known as Troll. -~ -0 3145736 0 -D2 -~ -~ -0 -1 29832 -S -#29836 -Stained glass~ -The stained glass in this room has been covered over, and repainted. -You cannot make out the original image, but the new one is clear. A -battle in the heavens is depicted here, between various angels and -the gods. However, a dark shadow looms over these, and you see a pair -of ancient, leathery hands above the images, pitting them against each -other, playing the puppeteer. -~ -0 3145736 0 -D0 -~ -~ -0 -1 29832 -S -#29837 -Abattoir Asylum~ -You have entered the holding area of the Abattoir Asylum. The contrast -between the rest of the asylum and this area is shocking. Above; silence, -light, a semblance of peace. Here; screams and moans, darkness, and anarchy. -The lamentations and wails of the mad surrounding you is enough to drive you -to join their ranks among the insane. A cacophany of madness assaults your -senses. You shudder as you think of what has transpired here since the -clergy have passed on, and the lunatics have taken over the asylum. -~ -0 3145740 0 -D2 -The Madness Begins. -~ -~ -0 -1 29838 -S -#29838 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29842 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29839 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho Madness... -~ -| -S -#29839 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area, in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29838 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29840 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29840 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29839 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29841 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29841 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29840 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29857 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29842 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area, in various states of disarray and mental deficiency. -The corridors are dank and dark,with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29843 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29838 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29843 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29844 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29842 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness.. -~ -| -S -#29844 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29843 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29845 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29845 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29844 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29846 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29846 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area, in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29845 -D1 -~ -'Door to the patients room'~ -1027 -1 29871 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29847 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29847 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29846 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29848 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29848 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29847 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29849 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29849 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area, in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29848 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29850 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29850 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29849 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29851 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29851 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29850 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29852 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29852 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29851 -D2 -~ -~ -1031 29852 29858 -D3 -The orchestra of madness continues... -~ -~ -0 -1 29853 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29853 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area, in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29854 -D1 -The orchestra of madness continues... -~ -~ -0 -1 29852 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29854 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29855 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29853 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29855 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29856 -D2 -The orchestra of madness continues... -~ -~ -0 -1 29854 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29856 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29878 -D2 -~ -~ -0 -1 29855 -D3 -~ -~ -1027 -1 29862 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29857 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues... -~ -~ -0 -1 29841 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29858 -Abattoir Hallway~ -This hallway leads north to the hallways of the asylum and south to -some sort of kitchen area. The hallway suffers from much neglect, and -the smell of overripe food assaults your senses. You also think you -hear some sort of buzzing sound to the south. -~ -0 3153932 0 -D0 -~ -~ -1031 29852 29852 -D2 -~ -~ -0 -1 29879 -> rand_prog 15~ -mpecho An incessant buzzing fills your ears, putting your nerves on edge. -~ -| -S -#29859 -Hells Kitchen~ -The room is filled with long benches and tables, bolted to the ground, -where you assume the inmates must have sat to have their meals. However, -many of these benches and tables have been ripped from the ground, and -thrown across the room. The walls are splashed crimson with blood, now -caked and fading with age. Some of the splashes are just the randomness -of the mad, while some appears to be graffiti of some kind. The smell -assaults you right away, a mixture of putrid, decaying food and various -other things, and causes you to gag involutarily. The buzzing is more -discernible now, and appears to grow in intensity to the west. -~ -0 3153928 0 -D3 -The buzzing seems to be coming from this direction... be careful. -~ -~ -0 -1 29861 -D6 -~ -~ -0 -1 29879 -D8 -~ -~ -0 -1 29860 -> rand_prog 35~ -mpecho An incessant buzzing fills your ears, putting your nerves on edge. -~ -| -S -#29860 -Hells Kitchen~ -This room branches off from the residents kitchen area. From the -weapons rack and locks on the door, you assume that this must have -been where the caretakers took their meals, and watched over their -wards. -~ -0 3153928 0 -D7 -~ -~ -0 -1 29859 -> rand_prog 35~ -mpecho An incessant buzzing fills your ears, putting your nerves on edge. -~ -| -S -#29861 -Storeroom~ -Buzzing. Incessant. Constant. Overwelming. -You've found the source the the buzzing. This is where the food was -stored at one time. However, it has become a haven for all sorts -of insects; flying, creeping, crawling, slithering, every sort imaginable. -They fill your nostrils, ears and eyes. -~ -0 3153928 0 -D1 -~ -~ -0 -1 29859 -D3 -~ -panel~ -2098187 -1 29872 -> entry_prog 70~ -mpecho As you enter the room, the insects overwhelm you, causing you -mpecho to stumble about. You feel as if you're about to explode. -mpdamage $n 700 -~ -| -S -#29862 -Abattoir Catwalks~ -You step upon the rickety catwalks, and wait a moment as the catwalk -stops swaying and your balance returns. You then take a moment to -survey your surroundings. You find yourself suspended several dozen -feet above some sort of cavernous room. You peer over the edge to -catch a glimpse of what lies below, and gasp in horror and disbelief. -Down below you see dozens of people stumbling and milling about, and -hear their lamentations. You suddenly recall stories of how some of -the asylums keep their most dangerous members locked into pits such -as these, as much in the hopes that they would rid the world of each -other as in the hopes of keeping them separate from the other inmates. -However, you never expected anything such as this. Even as you watch -in abject horror, several of the madmen circle one of the sicklier -denizens, and to your revulsion, they pounce upon him in barbaric -fashion. You find yourself turning away as they begin ripping -him apart, and close your eyes to the sounds of the feeding frenzy. -~ -0 3153928 0 -D0 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29863 -D1 -~ -~ -1027 -1 29856 -S -#29863 -Abattoir Catwalks~ -The lamentations of the mad surrounds you as you continue your precarious -trek across the swaying catwalk. The catwalk beneath your feet groans -in protest beneath your weight, and you are not sure whether continuing -your journey is a good idea. -~ -0 3153928 0 -D2 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29862 -D6 -The catwalk gets VERY rickety in this direction... be very careful. -~ -~ -0 -1 29864 -S -#29864 -Abattoir Catwalks~ -The creaks and protests of the swaying catwalks ring in your ears like -the death knoll of the churches. You cling in desperation to the thin, -rusty handholds, and harden your resolve to continue. -~ -0 19931144 0 -D0 -~ -~ -3 -1 29868 -D1 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29865 -D5 -The darkness of the pit. -~ -~ -0 -1 29868 -D9 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29863 -S -#29865 -Abattoir Catwalks~ -The catwalks here do not sway as much as those you have just come from. -The sounds of the residents, while still sending involuntary shivers -down your spine, is not as loud as before. -~ -0 3153928 0 -D3 -The catwalk gets very precarious here... be very careful. -~ -~ -0 -1 29864 -D8 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29866 -S -#29866 -Abattoir Catwalks~ -The further you journey from the entrance of the pit, the quieter the -area, and the more at ease you feel. Exits lead south and northwest. -~ -0 3153928 0 -D2 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29867 -D7 -The precarious catwalk continues in this direction. -~ -~ -0 -1 29865 -S -#29867 -Abattoir Catwalks~ -The throbbing pounding in your head from the symphony of noise is -starting to subside, and you feel as if you're starting to wake from -a bad dream. Exits lead north back toward the madness and south away -from it all. -~ -0 3153928 0 -D0 -~ -~ -0 -1 29866 -D2 -~ -~ -1027 -1 29878 -S -#29868 -Abattoir Pit~ -Dankess and despair overwhelm you. The soft mewlings of the broken -intermingle with the anarchic cries of the defiant. The smell of death -and disease fill your nostrils, and you find yourself wondering yet -again at how people can survive in this type of environment. -~ -0 3153928 0 -D2 -A dark cave. -~ -~ -1057 29720 29706 -D4 -~ -~ -0 -1 29864 -S -#29869 -The Laboratory~ -The room is filled with beakers, scrolls, and jars of rare and ancient -ingredients used in the art of spellcasting. The scent of exotic herbs -and incense fills the air, causing your senses to swirl. A large desk -dominates the room, covered with the ancient hieroglyphs. The large, -yellow skull of an ancient dragon sits upon the desk, almost as if it -were a mere paperweight. -~ -0 3153928 0 -D0 -~ -secretexit~ -11 -1 29870 -D9 -~ -trapdoor~ -11 -1 29871 -S -#29870 -The Laboratory~ -The room is an arcane jumble of elixirs, powders, and blood. Whereas -the previous room showed some semblance of normalcy, this room shows -the true flesh pulsing beneath the thin skin. A large pentegram -is carved into the floor, and you notice in abject horror that fresh -blood runs through the pentegram constantly, fed from an unknown -source. A huge shelf lines the wall, housing a macabre collection. -Neatly labelled and jarred are the organs of various races. Scanning -the jars in abject horror, you notice labels such as "Bugbear eyes", -"Elfen Reproductive Organs", and the like. Diagrams of various internal -workings of both creatures from this plane and the astral plane cover -the walls, and at periodic intervals you notice odd messages scrawled -into the wall. After some searching, you uncover yet another journal. -~ -0 3153928 0 -D0 -~ -trapdoor~ -11 -1 29871 -D2 -~ -secretexit~ -11 -1 29869 -E -message~ -. - - - - - - - - - - - - The blood is the life. - - - - - - - - - - - -~ -S -#29871 -Patients Room~ -This is one of the holding cells for the asylum. It is a relatively -simple room, consisting of padded walls and floors, and a simple -cot. The only distinguishing feature about the cell is its occupant. -~ -0 3153928 0 -D3 -~ -'Door to the patients room'~ -1027 -1 29846 -D6 -~ -trapdoor~ -11 -1 29869 -S -#29872 -Hells Kitchen~ -Blood and gore are plentiful, seemingly almost commonplace in this room. -Rancid hunks of meat hang from rusting meat hooks, dripping and -squirming with maggots and other parasites. Tread carefully, for -the floor is slippery with blood and bile. Curiously, the cheerful -sounds of humming and whistling can be heard from the west. -~ -0 3153932 0 -D1 -~ -panel~ -1035 -1 29861 -D3 -You hear odd humming and whistling sounds from this direction. -~ -~ -0 -1 29890 -S -#29873 -Floating in a void~ -~ -0 4 1 -S -#29874 -Abattoir~ -As you pass through the trapdoor, it shuts behind you with a resounding -thud. Try as you might, you cannot find the trapdoor. You resign yourself -to the fact that you cannot return that way, and focus your attention on -where you find yourself now. It seems a rather non descript room, with no -real furniture save a few empty crates. After several minutes of searching, -you are about ready to give up, when you feel a breeze coming from the north. -Upon closer examination, you find a tiny crack, which you think you can fit -through. -~ -0 3145741 0 -D0 -~ -~ -0 -1 29810 -S -#29875 -Hallway~ -Walking down this hallway, you look around, and see various holy symbols -etched or hung on the wall; madness is not confined to a specific -religion, race, sex, or class. Various lanterns hang at intervals -in the hallways, yet have not been lit in many moons. The hallway -continues north and south. -~ -0 3153928 0 -D0 -The faint scent of incense wafts in from this direction. -~ -~ -0 -1 29826 -D2 -~ -~ -0 -1 29810 -S -#29876 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your should like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29877 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29878 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29877 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D2 -The orchestra of madness continues.. -~ -~ -0 -1 29880 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29876 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29878 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -~ -~ -1027 -1 29867 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29876 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29856 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29879 -Abattoir Hallway~ -The scent is overpowering, and causes your stomach to roll with nausea. -The buzzing sound is also growing louder, more incessant. The exits lead -north and southwest. -~ -0 3153932 0 -D0 -~ -~ -0 -1 29858 -D9 -~ -~ -0 -1 29859 -> rand_prog 35~ -mpecho An incessant buzzing fills your ears, putting your nerves on edge. -~ -| -S -#29880 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues.. -~ -~ -0 -1 29877 -D2 -The orchestra of madness continues.. -~ -~ -0 -1 29881 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29881 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D0 -The orchestra of madness continues.. -~ -~ -0 -1 29880 -D2 -The orchestra of madness continues.. -~ -~ -0 -1 29882 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29882 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -The orchestra of madness continues.. -~ -~ -0 -1 29881 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29883 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29883 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29882 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29884 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29884 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your soul like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29883 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29885 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29885 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D0 -orchestra of madness continues.. -~ -~ -0 -1 29886 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29884 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29886 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your should like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D0 -The orchestra of madness continues.. -~ -~ -0 -1 29887 -D2 -The orchestra of madness continues.. -~ -~ -0 -1 29885 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29887 -Abattoir Asylum~ -You wander through the hallways of the asylum. The sounds of the mad -surround you, pounding your sanity. Various denizens of the asylum -wander the area in various states of disarray and mental deficiency. -The corridors are dank and dark, with a musty smell invading your -senses. Doors line the corridors at various intermissions, stretching -off in different directions. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29888 -D2 -The orchestra of madness continues.. -~ -~ -0 -1 29886 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29888 -Abattoir Asylum~ -Doors line the hallways, some hanging from iron hinges, broken from -the inside, some broken from the outside, while some are still held -tight. The lament and plaintive wails of the residents here pierces -your should like a banshees wail, reverberating off the cold stone walls. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29889 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29887 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29889 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153928 0 -D1 -The orchestra of madness continues.. -~ -~ -0 -1 29892 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29888 -> rand_prog 40~ -mpecho The sounds and sights of the asylum threaten to drive you mad. -~ -| -S -#29890 -Hells Kitchen~ -The utter carnage continues here. However, where the room before -featured hunks of indistinguishable meat, you are horrified to recognize -that the dismembered parts of elves, halflings, humans, races of all -kinds, hang from the hooks here. The humming and whistling are closer, -coming from the northwest somewhere. -~ -0 3153928 0 -D1 -Back towards the meat room. -~ -~ -0 -1 29872 -D7 -~ -~ -101027 -1 29891 -S -#29891 -Hells Kitchen~ -The room here is filled with cages of various sizes. The contents -of the cages however, sends a chill up your spine. Races from all -across the Realms are displayed, almost as if in exhibition. Most -are near death, their soft mewlings reaching your ears through the -bars. A huge, grotesque parody of a man is here, wielding a wicked -butcher knife, and chopping up both animal and humanoid, living and -dead. -~ -0 3153928 0 -D8 -~ -~ -101027 -1 29890 -S -#29892 -Abattoir Asylum~ -The despair and morbidity of the hallway is an oppressive, almost -palpable entity. The corridors are barely lit, yet you are thankful -for this as it hides some of the horrors of the asylum. Various -inmates shuffle through and wander the hallways here, no longer -prisoners of the asylum, but now its keepers. -~ -0 3153929 0 -D1 -~ -fissure~ -2098187 -1 29897 -D3 -The orchestra of madness continues.. -~ -~ -0 -1 29889 -D8 -~ -~ -1027 -1 29893 -> rand_prog 40~ -mpecho Your head begins to swim with thoughts of death, treason, and -mpecho madness... -~ -| -S -#29893 -Dark Hallway~ -You enter a poorly lit corridor. Tongues of fire flicker from torches -imbedded in the walls. The corridor is strangely silent, save for a -faint echo of scratching. The corridor leads southeast. -~ -0 3153929 0 -D7 -~ -~ -1027 -1 29892 -D8 -The dark hallway continues. -~ -~ -0 -1 29894 -S -#29894 -Dark Corridor~ -The corridor appears to be constructed differently than the rest of -the asylum. The cracks in the wall and the musty scent in the air -are signs that this part of the asylum is old indeed, possibly -built before, then connected to, the asylum. The corridor is faintly -illuminated by the flickering torches, while the only sounds you hear -are a faint scratching and the sounds of your footsteps. -~ -0 3153928 0 -D2 -The Dark hallway continues. -~ -~ -0 -1 29895 -D7 -The dark hallway continues. -~ -~ -0 -1 29893 -S -#29895 -Dark Corridor~ -Your footfalls resound off the ancient walls. While the corridor is -still poorly illuminated, a very faint glow is seen to the south. -~ -0 3153928 0 -D0 -The dark hallway continues. -~ -~ -0 -1 29894 -D2 -A humble abode. -~ -~ -0 -1 29896 -S -#29896 -Humble Abode~ -You stumble upon a humble abode of some kind. The furnishings are -simple ones; a small chair, a desk, tiny lamp, and modest bookcase. -The tiny lamp gives off a simple glow, illuminating the room in an -almost otherworldly light. -~ -0 3154952 0 -D0 -The dark hallway. -~ -~ -0 -1 29895 -S -#29897 -Calm Before The Storm~ -The room is exceptionally clean and well maintained compared to the -rest of the asylum. The room is well lit, and very quiet. This seems -like a good place to rest, memorize spells, and make your battle -preparations. -~ -0 3146764 1 -D1 -~ -~ -0 -1 29624 -E -sign~ -. - - - - - - -This is one of the few places you can recall from. You cannot head -back into the asylum, and heading forward takes you into a maze. -Good luck, and have fun. - - - - - - - -. -~ -> sleep_prog 20~ -mpdream $n You toss and turn, victim of a fevered dream and tortured -mpdream $n dementia. You see visions of a man that is not a man. -mpdream $n You see the Abattoir as it once was and no longer is, -mpdream $n an institute where the mad came to heal their tortured minds. -mpdream $n The man beckons you forward. Your will is his, you obey. -mpdream $n He closes his fist around your brain, and squeezes... -~ -| -S -#29898 -Marions Room~ -This is where Marion comes to conduct her business, or just to get away -from the hustle and bustle of life. The scent of jasmine and other exotic -smells assaults your senses, and you close your eyes and inhale the scent, -letting it overwhelm your senses. As you open your eyes and look around, -you notice an antique, poster size bed against the wall, with intricate -iron carvings of a bygone era. A neat, victorian type desk rests in the -corner, holding various works and the like. A thick, plush, and pink -carpet covers the floor, and you almost feel as if you're walking on a -cloud. -~ -0 2107404 1 -> speech_prog p I need a drink~ -cast 'create spring' -~ -> speech_prog p I need some grub~ -cast 'create food' -~ -| -S -#29899 -Spare room~ -~ -0 3153924 1 -S -#0 - - -#RESETS -M 0 29603 1 29603 -M 0 29605 1 29605 -M 0 29607 1 29607 -M 0 29611 1 29611 -E 1 29610 2 17 -E 1 29611 2 6 -M 0 29615 1 29615 -M 0 29618 1 29618 -M 0 29620 1 29620 -E 1 29611 2 6 -E 1 29610 2 17 -M 0 29628 1 29628 -E 1 29620 1 16 -E 1 29627 1 19 -E 1 29628 1 13 -M 0 29700 1 29700 -G 1 29700 1 -D 0 29700 0 2 -M 0 29708 2 29703 -M 0 29705 2 29704 -M 0 29705 2 29705 -D 0 29706 0 0 -M 0 29708 2 29708 -M 0 29710 1 29710 -M 0 29713 1 29713 -M 0 29717 1 29717 -M 0 29721 1 29721 -M 0 29723 1 29723 -G 1 29722 1 -G 1 29723 1 -O 1 29734 1 29734 -D 0 29734 0 1 -M 0 29740 1 29740 -E 1 29810 1 9 -E 1 29740 1 16 -D 0 29741 2 1 -M 0 29750 1 29750 -O 1 29751 1 29751 -M 0 29748 1 29753 -E 1 29754 3 9 -E 1 29753 3 3 -D 0 29758 2 2 -O 1 29759 1 29759 -D 0 29759 1 2 -D 0 29761 2 2 -O 1 29701 2 29762 -O 1 29703 1 29762 -O 1 29762 1 29762 -M 0 29775 2 29763 -O 1 29701 2 29764 -O 1 29702 1 29764 -O 1 29716 1 29764 -M 0 29747 2 29766 -E 1 29754 3 9 -E 1 29753 3 3 -D 0 29769 2 2 -M 0 29770 1 29770 -E 1 29771 1 8 -E 1 29710 1 16 -E 1 29709 1 13 -O 1 29770 1 29770 -O 1 29715 1 29770 -D 0 29770 0 2 -M 0 29775 2 29772 -M 0 29747 2 29774 -E 1 29754 3 9 -E 1 29753 3 3 -D 0 29775 2 2 -M 0 29776 1 29776 -E 1 29772 1 5 -E 1 29773 1 10 -O 1 29776 1 29776 -D 0 29784 1 2 -D 0 29784 3 2 -M 0 29785 1 29785 -G 1 29708 1 -E 1 29799 1 16 -E 1 29706 1 1 -D 0 29786 0 2 -O 1 29787 1 29787 -O 1 29704 1 29787 -D 0 29787 1 2 -O 1 29705 1 29788 -O 1 29788 1 29788 -D 0 29788 3 2 -O 1 29711 1 29789 -O 1 29717 1 29789 -O 1 29792 1 29792 -D 0 29801 4 0 -O 1 29802 1 29802 -M 0 29804 1 29804 -O 1 29712 1 29804 -P 1 29713 1 29712 -D 0 29813 1 1 -D 0 29813 3 1 -D 0 29814 1 1 -M 0 29821 1 29815 -E 1 29803 1 3 -D 0 29815 3 1 -D 0 29816 1 1 -D 0 29816 3 1 -D 0 29817 1 1 -D 0 29818 3 1 -D 0 29819 1 1 -D 0 29819 3 1 -D 0 29820 1 1 -D 0 29821 3 1 -D 0 29822 1 1 -D 0 29822 3 1 -O 1 29822 1 29823 -O 1 29823 1 29823 -D 0 29824 1 1 -D 0 29825 3 1 -O 1 29826 1 29826 -O 1 29827 2 29827 -O 1 29829 1 29828 -O 1 29827 2 29828 -O 1 29830 1 29830 -O 1 29832 1 29832 -O 1 29833 1 29833 -O 1 29834 1 29834 -O 1 29835 1 29835 -O 1 29836 1 29836 -M 0 29840 1 29842 -E 1 29840 3 3 -E 1 29841 7 5 -M 0 29843 4 29845 -D 0 29846 1 1 -M 0 29849 1 29849 -E 1 29838 7 14 -E 1 29839 7 16 -E 1 29809 7 5 -D 0 29852 2 2 -M 0 29843 4 29854 -D 0 29856 3 1 -M 0 29843 4 29857 -D 0 29858 0 2 -M 0 29859 1 29859 -D 0 29861 3 1 -D 0 29862 1 1 -D 0 29864 0 1 -D 0 29867 2 1 -M 0 29865 1 29868 -D 0 29868 2 0 -D 0 29869 0 1 -D 0 29869 9 1 -O 1 29874 1 29870 -D 0 29870 0 1 -D 0 29870 2 1 -M 0 29869 1 29871 -E 1 29873 1 20 -E 1 29871 1 17 -E 1 29872 1 14 -O 1 29869 1 29871 -D 0 29871 3 1 -D 0 29871 6 1 -D 0 29872 1 1 -M 0 29843 4 29877 -M 0 29872 1 29878 -E 1 29840 3 3 -E 1 29841 7 5 -D 0 29878 0 1 -M 0 29882 1 29882 -E 1 29838 7 14 -E 1 29809 7 5 -E 1 29839 7 16 -M 0 29873 1 29884 -E 1 29840 3 3 -E 1 29841 7 5 -M 0 29838 1 29887 -E 1 29809 7 5 -E 1 29838 7 14 -E 1 29839 7 16 -D 0 29890 7 1 -M 0 29891 1 29891 -E 1 29889 1 5 -E 1 29890 1 16 -O 1 29891 1 29891 -D 0 29891 8 1 -D 0 29892 1 1 -D 0 29892 8 1 -D 0 29893 7 1 -M 0 29896 1 29896 -O 1 29897 1 29897 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 29628 spec_cast_mage -M 29770 spec_thief -M 29776 spec_breath_fire -M 29785 spec_thief -M 29821 spec_cast_cleric -M 29843 spec_cast_undead -M 29868 spec_poison -M 29869 spec_cast_mage -M 29870 spec_breath_fire -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/abyss.are b/data/realm/areas_smaug1.4a/abyss.are deleted file mode 100644 index ad1be4e..0000000 --- a/data/realm/areas_smaug1.4a/abyss.are +++ /dev/null @@ -1,12487 +0,0 @@ -#AREA 666 Layers of the Abyss~ - -#AUTHOR Honey/Cian~ - -#RANGES -80 100 0 100 -$ - -#RESETMSG All Hell breaks out in the Abyss...~ - -#FLAGS -0 60 - -#ECONOMY 0 0 - -#HELPS -0 Abyss~ -This area was mage by Honey (1995). -This area was heavily modified by Cianhydle (1998). - -Beware of the Realm of the Demon, the 666 Layers of the Abyss. While -all of the denizens of this region are deadly, this place is also the -home of several near-godlike beings, as well as a few true gods. Deep -within the darkest parts of this infernal region a fallen god lies -awaiting a foolish mortal to arise his anger once again. Only the -strongest and smartest should even consider exploring this area. -~ - -0 $~ - -#MOBILES -#25100 -toad-like demon~ -a toad-like demon~ -A toad-like demon is lurking here. -~ -This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -97 98856 -1000 C -70 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 38 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Flesh... flesh... -endif~ -| -#25101 -skeletal giant~ -a skeletal giant~ -A towering skeletal giant wanders about here. -~ -This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work. -~ -97 552 -1000 C -71 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -60 3 0 0 1 1 2 -0 0 132 0 2 0 16 0 -> all_greet_prog 15~ -if ispc($n) -emote glares at you with empty eye-sockets. -endif~ -| -#25102 -winter wolf~ -a winter wolf~ -A white wolf is here on the ice fields. -~ -This huge wolf has a coat of glistening white and dark red -eyes. This thing is five or six times as large as a normal -wolf, you can not think of a better place for this -abonimation to be. The beast appears unaffected by the -bitter cold temperatures of this plane. -~ -97 552 -1000 C -72 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -73 3 0 0 1 1 2 -0 0 402654209 0 2 0 1 0 -> all_greet_prog 15~ -if ispc($n) -emote snarls at you exposing its large teeth. -endif~ -| -#25103 -ancient white dragon~ -an ancient white dragon~ -An ancient white dragon lies sleeping here in its lair. -~ -This huge ancient white dragon is sleeping at the moment. If -you quietly go back the way you came, perhaps she will stay that -way. Yeah, that sounds like a good plan. Glancing again at the -white gargantuan, you note that she is over eighty feet long, -and that her spear-like talons are three feet long. -~ -99 4194984 -1000 C -85 0 0 0d0+0 0d0+0 -30000 0 -4 4 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -31 3 0 0 1 1 3 -0 0 1441829 0 2 0 2 0 -#25104 -Kostchtchie Demon Lord~ -Kostchtchie the Demon Lord~ -The Demon Lord Kostchtchie is here... -~ -Kostchtchie resembles a giant with short malformed legs. He -is seven feet tall with pale yellow skin. He has a flat oval -shaped head with slitted eyes and gross features. He is -hairless with the exception of his black, bushy eyebrows. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -45000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 56 0 2 0 0 0 -> greet_prog 25~ -if ispc($n) -emote grunts and attacks! -endif~ -| -#25105 -wicked stag leucrotta~ -a wicked leucrotta~ -A wicked looking stag roams about here. -~ -The body of this creature resembles a stag, its tail being -rather lion-like, and its legs end in cloven hooves. Its -head is that of a huge badger with boney ridges in place of -teeth. -~ -97 552 -1000 C -75 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -86 3 0 0 1 1 2 -0 0 268435497 0 1 0 32 0 -> all_greet_prog 5~ -if ispc($n) -emote shuffles her hind feet and charges! -endif~ -| -#25106 -one-horned demon~ -a one-horned demon~ -A one-horned demon materializes to attack! -~ -This demon is sometimes called the one horned horror or ebony -death. He appears as a skeleton in form fitting black -leather armor. He has larger than normal extremeties with -taloned fingers and a deadly horn-like growth that projects -from the back of the skull, curving forward and downward. -~ -97 552 -1000 C -75 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 68157475 0 1 0 2 0 -> all_greet_prog 5~ -if ispc($n) -tell $n So tender and juicy! -endif~ -| -#25107 -female succubus demon~ -an inviting succubus~ -An inviting female demon is sitting here ready for you. -~ -Though she resembles a very beautiful human female, her horns -and bat-like wings give away her true nature. She is one of -the Demon Prince's mistresses. She does not look bad, for a -demon that is. -~ -65 552 -1000 C -76 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 1146919 0 0 0 1 0 -> all_greet_prog 50~ -if ispc($n) -tell $n Mmmmm... too bad you so busy killing things honey. -lick -endif~ -| -#25108 -beastly lamia~ -a beastly lamia~ -A beastly lamia, is here craving flesh. -~ -This creature has the upper torso of a human female, however -her lower torso is that of a beast. She is not particularly -attractive, no she is repulsive, hope she does not want to get -you alone! Run Forrest Run! -~ -97 552 -1000 C -76 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -86 3 0 0 1 1 2 -0 0 336592907 0 1 0 32 0 -#25109 -balor flaming demon~ -Balor the Flaming~ -A demon emerges from the collumn and attacks! -~ -This demon is twelve feet tall and covered in flames. He has -huge goat-like horns protruding from his head and leathery -wings. He wields a whip of many tails. Whoa! Lets get the -Hell out of here, before he kicks your ass. -~ -97 4194856 -1000 C -85 0 0 0d0+0 0d0+0 -15000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 4 -0 0 1540128 0 1 0 0 0 -> all_greet_prog 50~ -if ispc($n) -tell $n I'm gonna burn you alive bitch! -endif~ -| -#25110 -Graz'zt Demon Prince~ -Graz'zt the Demon Prince~ -The Demon Prince Graz'zt is here... -~ -Graz'zt is handsome, at least by human standards. He is -huge with shining black skin and glowing green eyes. He has -pointed ears and fangs and is six-fingered and six-toed. He -wields a large wavey bladed bastard sword and snickers as you -find yourself look eye to eye with a powerful demon who would -love nothing more than to devour your soul for breakfast.&& -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -38000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 335 0 32 0 33554432 2 -> all_greet_prog 15~ -if ispc($n) -tell $n You aren't a demon!!! Die bastard! -endif~ -| -#25111 -slime coated demon~ -a slime-coated demon~ -A small slimey demon is wanering around here. -~ -This demon is about four feet tall. Its skin is rubbery and -its torso is thick with spindly arms and legs. It has a -small head planted firmly on its shoulders and a mouth full -of razor sharp fangs. The miserable thing belches and throws -up a large lump of greenish-yellow matter that lands close -to your foot. -~ -97 552 -1000 C -77 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 32 0 128 0 0 0 -#25112 -insect-like demon~ -an insect-like demon~ -An insect-like demon buzzes about here. -~ -This seven foot tall demon is a cross between a common fly, -a cockroach, and a human. It has four fly-like hind legs, -and it can grasp objects with its forelimbs, which come -equipped with strong three chitinous, pincher fingers. It -has wings, a hairy fly-body and a mane of stiff bristles. -Aside from its eyes and horn-like nose, the rest of its face -could be considered human. You should think twice about the -next time you step on an insect. -~ -97 524840 -1000 C -78 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 33686560 0 4 0 1 0 -#25113 -twisted demon~ -a twisted demon~ -A twisted demon has been burnt by the sun here. -~ -This demon resembles an ugly human. It is hairless, with a -pointy skull, large features and backward-pointing ears. Its -limbs are grossly misshappen and it has clublike fists -for hands. The whole of its body has been burnt under the -blistering rays of the Abyssal sun overhead. Damn it is hot -on this plane. Once again you think of an ice cold glass of -water. -~ -97 552 -1000 C -79 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 262148 0 1 0 32 0 -#25114 -female succubus demon~ -a seductive succubus~ -An female demon is sitting here lusting for you. -~ -She seems to appear as a human female with the exception of -her vestigal horns and rather small bat wings. She wiggles -her finger for you to come and get to know her better. In -the words of the Great One, "Shwing!" -~ -67 552 -1000 C -79 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 98570 0 0 0 1 0 -#25115 -Fraz-Urb'luu Demon Prince~ -Fraz-Urb'luu the Prince of Deception~ -The Prince of Deception is here... -~ -This demon is nearly twenty feet tall. His body is covered -with short coarse hair. His feet are broad and splayed and -his hands are large and stubby. He has large ragged ears and -a rather pointed head. He has pale blue hair, grayish skin -and a pair of vast, dull black wings. His tail is hairless -from a gray base to a pale blue tip. He is weilding a sword -of massive porportions with deadly accuraccy. However, it is -not the weapon in which he wields, but the rod that he -carries, that you should fear. The Infernal Rod of -Fraz-Urb'luu is feared through-out the Abyss, even by the -other Demon Lords and Princes. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -45000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 67371042 0 64 0 35651586 2 -> all_greet_prog 50~ -if ispc($n) -tell $n I'm gonna beat you into a bloody mess mortal. -endif~ -| -#25116 -thunder beast~ -a thunder beast~ -A thunder beast roars and attacks! -~ -This ten foot tall beast is pig or hippo-like in form, but -with longer legs of which it has six. It has a small head -with fan-like ears, beady eyes and a huge mouth. It is dark -brown in colorand covered in warty growths. -~ -97 4194856 -1000 C -78 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -24 3 0 0 1 1 2 -0 0 1540096 0 4 0 1 0 -#25117 -skeletal nightmare~ -a skeletal nightmare~ -A skeletal nightmare charges down the hill to attack! -~ -This creature is gaunt and skeletal with a huge head and -glowing red eyes, flaming orange nostrils, a mouth full of -fangs, and hooves that burn like embers. Its coat is black -and its mane and tail are wild and rugged. -~ -99 4194856 -1000 C -79 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -60 3 0 0 1 1 2 -0 0 335544326 0 512 0 1 0 -#25118 -undead minotaur~ -an undead minotaur~ -A minotaur is here serving his Lord in the afterlife. -~ -This ten foot tell beast has a humanoid shaped body with a -bovine head. He carries a huge axe. Bits and pieces of its -flesh are falling off as it moves towards you. Perhaps this -minotaur served Mahn-Tor when it was living, but now it only -serves the ruler of this plane. -~ -97 552 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -60 3 0 0 1 1 2 -0 0 68157508 0 512 0 512 0 -#25119 -Baphomet Demon Lord~ -Baphomet the Demon Lord~ -The Demon Lord of Minotaurs is here... -~ -Before you stands a huge twelve foot tall minotaur. His body -is covered with black hair which fails to hide his massive -musculature. His eyes glow with hatred as he scowls at your -appearance. He flexes his muscles and moves into smash you -into a bloody pulp with his gauntleted fists. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -75000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 68255751 0 530 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n It's going to be a blast beating the shit out of you! -endif~ -| -#25120 -undead hyena animal~ -a undead hyena~ -A dead animal is roaming the plains here. -~ -This animal is foughly wolf-like, with a mouth full of sharp -teeth. He may not be huge in size, but he travels in a pack -and they all look hungrily at you! When the beast barks it -sounds like the chilling laughter of some wicked fiend. At -a second glance, you notice large patches of the hyenas skin -are missing, and that its eye sockets are empty and black. -~ -97 33320 -1000 C -75 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -73 3 0 0 1 1 2 -0 0 134283265 0 512 0 1 0 -#25121 -guardian flind~ -a guardian flind~ -A flind has been posted here. -~ -This creature resembles a gnoll, except it is much stronger, -and looks more intelligent. These creatures are known to -employ a wide variety of combat tactics and wield a variety -of formidable weapons, such as 'flind bars'. It just so -happens, that this Flind was selected to serve is Master in -the afterlife! -~ -99 552 -1000 C -76 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -37 3 0 0 1 1 2 -0 0 167772201 0 0 0 0 2 -> greet_prog 5~ -cackle~ -| -#25122 -dark shape spectre~ -a dark spectre~ -A dark shape is lurking in the darkness here. -~ -This undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -97 4293160 -1000 C -77 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -56 3 0 0 1 1 2 -0 0 32 0 512 0 4096 0 -> greet_prog 15~ -if ispc($n) -hiss -endif~ -| -#25123 -ghoul fiend~ -a ghoul~ -A fiend is here, snacking on some corpses. -~ -This undead creature used to be a human. Now it feeds on -corpses. It has hideous long, filthy nails which have are -stained blood-red, and its skin is a dull, lifeless grey. -~ -97 4194856 -1000 C -77 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -36 3 0 0 1 1 2 -0 0 262192 0 512 0 4096 0 -> all_greet_prog 50~ -if ispc($n) -tell $n Brains! -endif~ -| -#25124 -canine foaming hyena~ -a foaming hyena~ -A huge canine is here foaming at the mouth. -~ -This creature has the features of a regular hyena, with the -exception of its massive size, which is six feet at the -shoulder, and the yellow foam which is constantly drooling -from its mouth. While not undead, this beast looks deadly. -~ -35 4194856 -1000 C -78 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -73 3 0 0 1 1 2 -0 0 134217737 0 0 0 0 0 -#25125 -Yeenoght Demon Lord~ -Yeenoght the Demon Lord~ -The Demon Lord of Gnolls is here... -~ -Yeenoght resembles a very tall human at first glance. His -head is that of a hyena. His chest, canine, his hands are -paw-like as are his feet. He is thin to the point of being -skeletal and his only body hair is a mangy crest of putrid -yellow from his head to his mid-back. His skin is dead gray. -His eyes are amber and filled with hate for all things that -are not decaying and dog-like. He giggles with an impish -laughter when you look at him, then smacks you on the head -with his flail. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -85000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 35201024 0 520 0 4096 256 -> all_greet_prog 15~ -if ispc($n) -tell $n You're bones will make a nice snack for my hyenas! -endif~ -| -#25126 -black pudding pool~ -a pool of black pudding~ -The dreaded black pudding is spreading across the floor here. -~ -This slime-like creature is black in color with a body the -consistancy of pudding, thus the name. Its underside is -covered with many tiny mouths. It is about seven foot in -diameter. Countless adventurers have accidently wandered -into one of these creatures lairs only to discover what the -black substance actually was to late. -~ -225 40 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -61 3 0 0 1 1 2 -0 0 32 0 128 0 0 0 -#25127 -gray ooze pool~ -a gray pool of ooze~ -A gray pool of ooze is here, oozing, what else? -~ -Ewwww! It is a gray oozing looking thing! It is about three -feet by ten feet and about six inches thick and it is oozing -your way! Hopefully you can move out of its way and it will -keep on moving. -~ -225 40 -1000 C -81 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -61 3 0 0 1 1 2 -0 0 32 0 128 0 0 0 -#25128 -ochre jelly~ -an ochre jelly~ -An ochre jelly is here, oozing all about. -~ -This brown slime-like creature is featureless. Its about six -feet in diameter and about six inches thick. It is too busy -oozing to notice you. How lucky. -~ -225 40 -1000 C -82 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -61 3 0 0 1 1 2 -0 0 32 0 128 0 0 0 -#25129 -slime coated demon~ -a slime-coated demon~ -A thick deposit of slime is here on the floor. -~ -This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -97 552 -1000 C -83 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -61 3 0 0 1 1 2 -0 0 32 0 128 0 0 0 -#25130 -jubilex faceless one~ -Jubilex the Faceless One~ -The Faceless One is here... -~ -This Demon Lord is a shapeless loathsome creature. He -constantly changes shape, but as you see him now, he is a -nine foot cone-like heap. His color is a blend of blackish -greens, foul browns and yellows, and sickly transluscent -grays and ambers. From this mass protrude several glaring -red eyes, pinkish ears, and sharp yellow teeth, in addition -to several unidentified parts inside the blob of slime. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -34000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 1584 112 128 0 0 4194304 -> all_greet_prog 100~ -if ispc($n) -tell $n Great Googlie Mooglies! -endif~ -| -#25131 -lesser mummy~ -a lesser mummy~ -A lesser mummy has been roused from its sleep here. -~ -This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. From the -lack of any ornaments or jewelery, you determine that this -mummy must have been a craftsman or a priest, not a king or -other royal person. -~ -97 4194856 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 262147 0 512 0 0 0 -> all_greet_prog 100~ -if ispc($n) -tell $n Coin... coin... coin... -endif~ -| -#25132 -old vampire~ -an old vampire~ -An old vampire has been awakened here. -~ -This undead creature was a human when it was alive. He is -six feet tall, dressed in dark clothes and wearing a long, -flowing cape. He has dark hair and eyes and sharp fangs in -which he uses to drain the blood of his victims. -~ -97 4719144 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -5 3 0 0 1 1 2 -0 0 524387 0 512 0 0 0 -#25133 -lumbering zombie~ -a lumbering zombie~ -A zombie is here lumbering about the dungeon. -~ -This wretched undead creature used to be human. Its flesh -is rotting away and its bones peek through in some places. -It moves slowly, but you have a feeling that it is much -stronger than it looks. Something in the back of your mind -tells you that if you stay down here too long you might end -up like this thing. -~ -65 40 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -71 3 0 0 1 1 2 -0 0 7 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Brains... need more brains... you got any brains for me??? -endif~ -| -#25134 -something shadow demon~ -a shadow demon~ -Something is moving in the shadows here. -~ -This undead creature is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -97 98856 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -56 3 0 0 1 1 3 -0 0 32 0 512 0 4096 0 -#25135 -fiend manes demon~ -a manes demon~ -A weaker looking fiend is hiding here. -~ -This demon is roughly human shaped with large glowing eyes, -long dirty, but sharp claws and a mouth full of fangs. The -smell emanating from this demon is quite unpleasant, making -you want to vomit. The demon is pleased with your reaction. -~ -97 40 -1000 C -81 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 3407876 0 0 0 0 2 -#25136 -Orcus Prince Demon~ -Orcus the Prince of the Undead~ -The Prince of the Undead is here... -~ -Orcus is fifteen feet tall. His huge gray body is covered -with goatish hair and his head is goat-like, although his -horns are similar to those of a ram. His legs are goat-like, -but his arms are human. He has a long snakey tail with a -poison tip and disporportionally small bat wings. He is not -going to just give you an earring for entering his study and -not knocking! -~ -99 4194984 -1000 C -91 0 0 0d0+0 0d0+0 -145000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 70287460 129 16 0 4096 4194368 -> all_greet_prog 80~ -if ispc($n) -tell $n You bones will built my palaces! Your eyes will stud my crown! -endif~ -| -#25137 -ape-like fiend demon~ -an ape-like demon~ -A leaping fiend lurks in the jungle. -~ -A Bar-Lgura, also called a leaping demon is similar to an -oragutan except for its gruesome visage. Its hands have six -digits with exceptionally long claws. The foul creature -is covered with dirty brown hair and smells worse than the -sewers! -~ -97 552 -1000 C -83 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -21 3 0 0 1 1 2 -0 0 7 0 0 0 1 0 -#25138 -carnivorous ape~ -a carnivorous ape~ -A carnivorous ape is hiding beneath the foilage. -~ -This ape is a larger, stronger and very aggressive relative -of the gorilla. It is very cunning and has an odd hunger for -human flesh. However, the ape does not limit itself to just -humans. It glances at where you are standing with a hungry -gaze. -~ -97 98856 -1000 C -82 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -21 3 0 0 1 1 2 -0 0 7 0 0 0 1 0 -#25139 -flightless bird axe beak~ -an axe beak~ -A flightless bird is running around here. -~ -This seven foot tall flightless bird is a prehistoric -relative of the ostrich. You thought the last of these -beasts was slain by Sir Lancelot. Obviously not. -~ -65 552 -1000 C -83 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -78 3 0 0 1 1 2 -0 0 16809984 0 0 0 1 0 -#25140 -prehistoric rhinoceros~ -a prehistoric rhinoceros~ -A prehistoric rhinoceros wanders the jungle. -~ -This creature is a prehistoric ancestor of the rhinoceros. -It is almost twenty feet tall and charging about the jungle. -You think you better move quickly or you will become flat as -pancake. Wince! -~ -97 552 -1000 C -84 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -79 3 0 0 1 1 2 -0 0 268500997 0 0 0 512 0 -#25141 -Tyrannosaurus Rex Dinosaur~ -a Tyrannosaurus Rex~ -A dinosaur searches for something to devour. -~ -This gigantic dinosaur is twenty feet tall and fifty feet -long. Its head alone is six feet in height and it has a -mouth full of hundreds of sharp teeth. Dear god, this is a -Tyrannosaurus Rex, and if you are reading this it is most -likely to late, so have a nice trip back to Camelot. -~ -97 4194856 -1000 C -95 0 0 0d0+0 0d0+0 -32000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -79 3 0 0 1 1 5 -0 0 327716 112 0 0 7 2 -> greet_prog 100~ -if ispc($n) -emote roars in anger and charges... oh shit... -endif~ -| -#25142 -paleoscincus dinosaur~ -a paleoscincus~ -A dinosaur is here munching on leaves. -~ -This dinosaur walks on all fours and resembles a huge -tortise with a plate covered back, as opposed to a shell. -The sides of this plating have sharp spines. Its tail is -also spine covered. Its head is lizard-like with two large -horns. While it looks formidable, it does not look overly -aggressive. -~ -65 552 -1000 C -82 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -79 3 0 0 1 1 2 -0 0 131073 0 0 0 0 0 -#25143 -fiend demonic kech~ -a demonic kech~ -A fiend leaps around the treetops here. -~ -This creature resembles a man-sized monkey with leaf-like -leathery skin. It has a large fang-filled mouth with a -noticable underbite. The beast lets out long, blood-curling -screams. -~ -97 552 -1000 C -83 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if ispc($n) -howl $n -endif~ -| -#25144 -Demogorgon Demon Prince~ -Demogorgon the Demon Prince~ -The Prince of Demons, Demogorgon is here... -~ -This gigantic demon is eighteen feet tall and reptilian. It -has two heads which bear the visages of evil baboons. His -blue-green skin is plated with snake-like scales, his body -and legs are those of a giant lizard. His twin necks -resemble snakes and his tail is forked. He has tentacles -instead of arms. He was examining some of his treasure in a -large wooden chest when you came in the room. -~ -35 4194984 -1000 C -93 0 0 0d0+0 0d0+0 -35000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 1 1048640 0 16 0 4 -> all_greet_prog 15~ -if ispc($n) -tell $n Grrrrrr.... I don't like your kind. -endif~ -| -#25146 -fiend flaming demon~ -a flaming demon~ -A fiend, wrappedd in searing flames, is here. -~ -This demon is twelve feet tall and covered in flames. He -has huge horns protruding from his head and large leathery -wings. He wields a whip of many tails. Whoa! Lets get the -hell out of here, NOW! -~ -99 4194856 -1000 C -81 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 1540128 0 1 0 67108864 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Burn baby burn! -endif~ -| -#25147 -toad-like demon~ -a toad-like demon~ -A toad-like demon jumps out of the shadows attacks! -~ -This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -97 552 -1000 C -75 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 38 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Flesh... flesh... -endif~ -| -#25148 -toad-like demon~ -a toad-like demon~ -A toad-like demon waits in the shadows. -~ -This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -99 552 -1000 C -76 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 38 0 0 0 0 0 -#25149 -stag leucrotta~ -a leucrotta~ -A wicked looking stag roams about here. -~ -The body of this creature resembles a stag, its tail being -rather lion-like, and its legs end in cloven hooves. Its -head is that of a huge badger with boney ridges in place of -teeth. -~ -97 552 -1000 C -77 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -86 3 0 0 1 1 2 -0 0 268435497 0 0 0 0 0 -#25150 -skeletal frost giant~ -a skeletal frost giant~ -A huge skeletal giant waits here. -~ -This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work.~ -99 552 -1000 C -78 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -60 3 0 0 1 1 2 -0 0 132 0 2 0 0 0 -#25151 -winter warg~ -a winter warg~ -A huge, warg is here, chained to an iron spike. -~ -This huge warg has a coat of glistening white and dark red -eyes. This thing is five or six times as large as a normal -wolf, you can not think of a better place for this -abonimation to be. The beast appears unaffected by the -bitter cold temperatures of this plane. -~ -99 552 -1000 C -78 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -73 3 0 0 1 1 2 -0 0 402654209 0 2 0 0 0 -#25152 -transparent fiend~ -a transparent fiend~ -A transparent fiend waits here for eternity. -~ -ZThis undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -99 4194856 -1000 C -79 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -56 3 0 0 1 1 2 -0 0 32 0 512 0 0 0 -#25153 -ghastly fiend ghast~ -a ghast~ -A ghastly fiend is here, eating corpses. -~ -This undead creature used to be a human. Now it feeds on -corpses. It has hideous long, filthy nails which have are -stained blood-red, and its skin is a dull, lifeless grey. -~ -99 4194856 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -36 3 0 0 1 1 2 -0 0 262192 0 0 0 1 0 -#25154 -slime coated demon~ -a slime-coated demon~ -A thick deposit of slime is here on the floor. -~ -This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -99 552 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 32 0 0 0 0 0 -#25155 -greater mummy~ -an greater mummy~ -An greater mummy is angred by your intrusion into his tomb. -~ -This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. From the -many ornaments and jewelery worn my the mummy, you think -that this must have been a king or other royal person. -~ -99 4194856 -1000 C -81 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 262147 0 0 0 33558528 0 -#25156 -ancient vampire~ -an ancient vampire~ -An ancient vampire is dwelling within the catacombs. -~ -This undead creature was a human when it was alive. He is -six feet tall, dressed in dark clothes and wearing a long, -flowing cape. He has dark hair and eyes and sharp fangs in -which he uses to drain the blood of his victims. -~ -99 4719144 -1000 C -81 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -5 3 0 0 1 1 3 -0 0 524387 0 0 0 35657728 0 -#25157 -slythys snake lord demon~ -Slythys the Snake Lord~ -A demon with a serpent head and bat wings is here. -~ -Before you is a horrid combination of human and serpent. He -is one of the more powerful demons serving the master of -this plane. He looks at you with hateful, beady eyes. -~ -99 4194856 -1000 C -85 0 0 0d0+0 0d0+0 -22000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -62 3 0 0 1 1 2 -0 0 7 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Ssssss.... -endif~ -| -#25158 -carnivorous neanderthal~ -a carnivorous neanderthal~ -A foul carnivorous neanderthal is here waiting to eat. -~ -This man is a larger, stronger and very aggressive relative -of the ape. It is cunning and has a hunger for other humans -flesh. His eyes glare at you with malice as he scratches his -matted hair. He stinks very badly. -~ -99 680 -1000 C -82 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -21 3 0 0 1 1 2 -0 0 7 0 0 0 0 0 -> all_greet_prog 5~ -grunt~ -| -#25159 -skeletal berserker~ -the skeletal berserker~ -The skeletal berserker stands here with an attitude. -~ -This skeleton is around fifteen feet talk, covered in pale, -white, rotting skin. Tufts of hair are still stick out from -underneat a large helmet. It is carring a massive battle-axe -in a boney hand. You sould think twice about trying to kill -this giant because someone has already been there and done -that, and it did not work. This skeleton whirls about the -crater screaming and raging to the gods about how they have -forsaken him.~ -99 1077936680 -1000 C -85 0 0 0d0+0 0d0+0 -8100 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -60 3 0 0 1 1 4 -0 0 132 0 0 0 128 0 -> greet_prog 100~ -if ispc($n) -yell Ahhhhhhhahahha whieieieahahaha!!!!! -endif~ -| -#25160 -lord pit~ -the Lord of the Pit~ -The Lord of the Pit is here in the darkness. -~ -This demon is nine feet tall and covered in blood. It has -huge horns protruding from its head and large leathery wings -sprout out from its back. It makes a loud gutteral sound as -your eyes size up its strengths. Currently it is looking for -something to sacrifice for its dark and sinister purposes. -~ -99 4194856 -1000 C -80 0 0 0d0+0 0d0+0 -10000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 4 -0 0 1540128 0 0 0 100665344 0 -> greet_prog 15~ -glare~ -| -#25161 -Marilyth Demon Queen~ -Marilyth the Demon-Queen~ -Marilyth the Demon-Queen is here... -~ -Before you is a horrid combination of woman and serpent. She -is one of the more powerful female demons, and now resides -on this layer of the Abyss. She looks at you with malice -before she strikes! She is definately trying to keep you -from entering the magical bamboo door. -~ -99 4194856 -1000 C -75 0 0 0d0+0 0d0+0 -12345 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1114115 0 0 0 2048 0 -> all_greet_prog 25~ -if ispc($n) -tell $n I will enjoy drinking your blood! -endif~ -| -#25162 -demon spider~ -a demon-spider~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -97 552 -1000 C -65 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 2 -0 0 1044 0 0 0 2048 0 -#25163 -demon spider~ -a demon-spider~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -97 552 -1000 C -66 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 2 -0 0 1044 0 0 0 2048 0 -#25164 -demon spider~ -a demon-spider~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -97 552 -1000 C -67 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 2 -0 0 1044 0 0 0 2048 0 -#25165 -drider demon demonic~ -a demonic drider~ -A wicked drider demon is resting here. -~ -This elf was turned into a drider many years ago and now is -Lloth's personal slave on her home plane in the Abyss. It hates -all other forms of life, save for his own kind and spiders. He -looks very dangerous. -~ -99 552 -1000 C -68 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 3 -0 0 1044 0 0 0 2048 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Die! -endif~ -| -#25166 -Lloth Spider Queen~ -Lloth the Spider Queen~ -The Spider Queen is here upon her massive throne... -~ -This demon has taken one of her favorite forms, that of a -female drow. She looks very attractive, with her white hair -hanging loosely over her chest. You realize that this form is -merely a distraction as she moves into attack. -~ -99 4194856 -1000 C -65 0 0 0d0+0 0d0+0 -12300 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 1588 0 2097416 0 33556480 0 -> all_greet_prog 80~ -if ispc($n) -tell $n Who dares disturb me? You will pay for this with your soul! -endif~ -| -#25167 -demon spider~ -a demon-spider~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -99 552 -1000 C -65 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 3 -0 0 1044 0 0 0 2048 0 -#25168 -toad-like demon~ -a toad-like demon~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about 7 feet tall, and looks like he could kill a whole damn -village without blinking. -~ -99 98856 -1000 C -70 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 38 0 0 0 0 0 -> all_greet_prog 5~ -if ispc($n) -tell $n With a bit of spice I bet you wouldn't taste too bad. -endif~ -| -#25169 -demon spider~ -a demon-spider~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -This spider is huge! Its eyes burn with hate as venom drips -from its fangs. Only after it moves can you tell that it was -hiding within the spiderwebs. -~ -99 4194856 -1000 C -71 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -63 3 0 0 1 1 3 -0 0 1044 0 0 0 2048 0 -#25170 -lloth's handmaiden~ -Lloth's Handmaiden~ -Spiderwebs cover the walls, and hang from the ceiling. -~ -The yochlol is definately not in a good mood. This thing is -almost human, or elf, or whatever. It had four long, tentacle -like limbs that it is flailing about. I -~ -99 4293162 -1000 C -72 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -84 3 0 0 1 1 2 -0 0 8210 0 0 0 4096 0 -#25171 -mummy warlord~ -the mummified warlord~ -This mummy was buried long ago in this tomb with her weapons. -~ -This creature used to be human. Now it lives in an undead -state. Its body is wrapped in decaying strips of cloth. It -is very unhappy that you have disturbed its rest. Although -the warlord is moving slightly jerky, she swings her blade -with inhuman strength and amazing accuracry -~ -99 4194984 -1000 C -50 0 0 0d0+0 0d0+0 -10000 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 4 -0 0 262147 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n For my love! For my honor! You shall perish! -endif~ -| -#25172 -guardian tomb spirit~ -a guardian tomb spirit~ -A guardian tomb spiritis here defending the tomb. -~ -This undead creature used to be a human but is now a slave -of the demonlord of this plane. As you near it, the stench -is unbearable, and its moans become louder and louder. -~ -99 4194984 -1000 C -65 0 0 0d0+0 0d0+0 -5000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -56 3 0 0 1 1 2 -0 0 0 0 0 0 4096 3 -> all_greet_prog 50~ -if ispc($n) -tell $n None shall pass! -endif~ -| -#25173 -demonic tutor~ -the Demonic Tutor~ -The Demonic Tutor is here mocking your folly. -~ -The figure before you looks menading. He is holding a book, -and wears a wonderful medallion around his neck. He laughs -at you look at him, knowing full well your delima here in the -bottomless pit. -~ -67 4194984 -1000 C -60 0 0 0d0+0 0d0+0 -250000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 4 -0 0 1540128 0 0 0 0 256 -> all_greet_prog 85~ -laugh $n -tell $n Going down?~ -| -#25174 -nergul ever unchanging demon~ -Nergul the Ever-Unchanging~ -A disgusting demon is here at this altar. -~ -This demon is nine feet tall and covered in shit. It has -huge horns protruding from its head and large leathery wings -sprout out from its back. It makes a loud gutteral sound as -your eyes size up its strengths. Currently it is looking for -something to sacrifice for its dark and sinister purposes. -Man this ungly sucker stinks to all get out, whoa, maybe it -the Demon Prince of Dung? -~ -99 4203048 -1000 C -80 0 0 0d0+0 0d0+0 -12000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 4 -0 0 1540128 0 0 0 0 2 -> all_greet_prog 15~ -if ispc($n) -tell $n The times they are a changing, for one... -tell $n You ain't gonna be around another 5 seconds. -endif~ -| -#25175 -insect-like demon~ -an insect-like demon~ -An insect-like demon is atop the bluff here. -~ -This nine foot tall demon is a cross between a common fly, -a cockroach, and a human. It has four fly-like hind legs, -and it can grasp objects with its forelimbs, which come -equipped with strong three chitinous, pincher fingers. It -has wings, a hairy fly-body and a mane of stiff bristles. -Aside from its eyes and horn-like nose, the rest of its face -could be considered human. You should think twice about the -next time you step on an insect. -~ -99 524968 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 33686560 0 4 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n Chhth chktktlt cht cht cht cht... -endif~ -| -#25176 -boulder fiend~ -a boulder fiend~ -A large boulder is here on the plains. -~ -The nether fiend is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -97 4719144 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 33686560 0 4 0 0 0 -#25177 -nether fiend boulder~ -the Nether Fiend~ -A large boulder is here on the plains. -~ -The nether fiend is very hard to detect as it appears as -nothing more than a shadow, as its name suggests. After you -get close to it, you can feel a supernatural chill come over -your group. -~ -99 4719272 -1000 C -80 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 33686560 0 4 0 0 0 -> greet_prog 33~ -cackle $n -~ -| -#25178 -Abraxas Demon War Warlord~ -Abraxas~ -A demon which symbolizes War was trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -23000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 1 0 0 1 1 2 -0 0 7 2 0 0 1176502272 4194370 -> all_greet_prog 100~ -tell $n Prepare for combat mortal! -~ -| -#25179 -Aseroth Demon Lord Dead Death~ -Aseroth~ -A demon that represents Death is banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194856 -1000 C -90 0 0 0d0+0 0d0+0 -26000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 0 0 0 1 1 3 -0 0 1048583 12 0 0 0 2114 -> all_greet_prog 100~ -tell $n Time to die little one!~ -| -#25180 -dylcyryxyss demon master sloth~ -Dylcyryxyss~ -A demon which symbolizes Sloth was trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -25000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 3 -0 0 1048583 1 0 0 0 2050 -> all_greet_prog 100~ -tell $n Usually I wouldn't mess with killing you, but your an exception!~ -| -#25181 -arioch demon chaos lord~ -Arioch~ -A demon that represents Chaos is banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -35000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 0 0 0 1 1 3 -0 0 1048583 64 0 0 0 2050 -> all_greet_prog 100~ -tell $n When I am done with you mortal you'll wish you never entered the Abyss...~ -| -#25182 -Dagon Demon Prince Lies~ -Dagon~ -A demon which symbolizes Lies is trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -25000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1048579 16 0 0 0 2050 -> all_greet_prog 100~ -tell $n Naggulish aghag decompolys zie die dum alagoth... -cackle -~ -| -#25183 -khorne warrior warlord blood~ -Khorne~ -A warrior drenched in blood stands here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -75000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 3 0 0 1 1 7 -0 0 7 64 0 0 0 2 -> all_greet_prog 100~ -tell $n Blood for Khorne! -~ -| -#25184 -Obox-Ob Demon Prince Deciet~ -Obox-Ob~ -A demon that represents Deciet is banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4203048 -1000 C -90 0 0 0d0+0 0d0+0 -45000 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 0 7 0 0 0 0 2114 -> all_greet_prog 100~ -tell $n Obox-Ob will put and end to your meddling!~ -| -#25185 -mehrunes demon pain god~ -Mehrunes~ -A demon which symbolizes Pain was trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -35000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 3 -0 0 1048583 0 16 0 0 4196354 -> all_greet_prog 100~ -yell Feel my pain $n! -tell $n I am Mehrunes the Pain God! -~ -| -#25186 -mastiphal demon lord sin sins~ -Mastiphal~ -A demon that symbolizes Sin is banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -52000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 3 -0 0 1048583 0 32 0 0 18434 -> greet_prog 100~ -tell $n Sin no more foolish mortal...~ -| -#25187 -bane demon hate black hand~ -Bane~ -A demon which symbolizes Hate is trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 1077936808 -1000 C -90 0 0 0d0+0 0d0+0 -53000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1048583 0 64 0 0 3 -> all_greet_prog 100~ -tell $n Bad move buster, now get ready to die. -~ -| -#25188 -nabassu dark night~ -Nabassu~ -A demon that symbolizes Night was banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -55000 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1048583 0 1 0 1109393408 10498 -> all_greet_prog 100~ -giggle -tell $n Too bad I have to kill you... -~ -| -#25189 -slenesh demon lust~ -Slenesh~ -A demon which symbolizes Lust was trapped here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -85000 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1048583 0 1048576 0 2097152 2050 -> all_greet_prog 100~ -cackle $n~ -| -#25190 -iuz evil demi-god power~ -Iuz~ -A demi-god representing Power is banished here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -75000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 1048583 0 2097280 0 0 4196354 -> all_greet_prog 10~ -yell Iuz the Evil! -tell $n Hope you are ready to die bitch. -~ -| -#25191 -kali demon queen greed~ -Kali~ -A multi-armed Demon Queen represents Greed here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -200000 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 8 -0 0 1048583 0 514 0 0 2050 -> all_greet_prog 100~ -tell $n I am going to fuck your world little one. -~ -| -#25192 -Satan~ -Satan~ -Satan is dwelling here in the depths of the Abyss... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 4194984 -1000 C -90 0 0 0d0+0 0d0+0 -100000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 5 -0 0 1048583 0 264 0 0 2050 -> all_greet_prog 100~ -say Its better to burn out than fade away! -~ -| -#25193 -cianhydle~ -Cianhydle~ -Cianhydle is plotting here... -~ -This powerful demon would rather be doing alot of other -things if it was not trapped within the Void. Some warlock -or necromancer bound this fiend to damnation or one of its -own kinds treachery doomed it to this place. You hope that -you, unlike this demon, can escape this place. -~ -99 1077936808 -1000 C -90 0 0 0d0+0 0d0+0 -350000 0 -12 12 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -90 3 0 0 1 1 4 -0 0 1048583 1048688 0 0 0 258 -> all_greet_prog 100~ -tell $n You know, you did a good job getting here, now all ya gotta do is hack me to pieces. Good luck.~ -| -#25194 -toad-like demon~ -a toad-like demon~ -A toad-like demon waits in the shadows. -~ -This demon looks like a gross toad with arms in the place of -forelegs. He has sharp teeth and a hunger for flesh. He is -about six feet tall, and looks like he could kill a whole -damn village without blinking or breaking a sweat. -~ -99 552 -1000 C -75 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 38 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n fresh meat... -endif -~ -| -#25195 -slime coated demon~ -a slime-coated demon~ -A thick deposit of slime is here on the floor. -~ -This hideous creature is roughly humanoid in shape, but is -covered with a thick olive green slime. It is seven feet -tall when standing. The monsters face continual distorts -attempting to distract you long enough to land the killing -blow. -~ -99 1073742376 -1000 C -76 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 32 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -tell $n food... -endif -~ -| -#25196 -evil priestess~ -an evil priestess~ -An evil priestess is reading a book here. -~ -Though she resembles a very beautiful human female, her horns -and bat-like wings give away her true nature. She does not look -bad, for a demon that is. -~ -65 552 -1000 C -50 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 1146919 0 0 0 0 0 -> all_greet_prog 100~ -if ispc($n) -smile $n -tell $n Welcome to the Abyss... -tell $n Take caution and examine the book carefully. -tell $n Do not gaze into the portal until you are ready to jounrey into the Netherworld. -endif~ -| -#0 - - -#OBJECTS -#25100 -fur boots~ -a pair of fur boots~ -A large pair of fur boots are here.~ -(null)~ -9 576 65 -0 0 0 0 -5 666 66 -E -fur boots~ -These appear to made of simple fur... -~ -A -18 9 -A -19 9 -#25101 -huge leather legbands~ -a pair of huge leather legbands~ -A pair of huge leather legbands are here.~ -(null)~ -9 576 33 -0 0 0 0 -5 666 66 -E -huge leather legbands~ -Just some leather legbands... -~ -A -18 9 -A -19 9 -#25102 -massive leather armbands~ -some massive leather armbands~ -Two massive leather armbands are here.~ -(null)~ -9 576 257 -0 0 0 0 -5 666 66 -E -massive leather armbands~ -Yeah, just a couple of armbands... -~ -A -18 9 -A -19 9 -#25103 -huge cold-iron hammer~ -a huge cold-iron hammer~ -A huge cold-iron hammer is here, pulsing with evil.~ -(null)~ -5 576 8193 -12 0 0 7 -12 666 66 -E -huge cold-iron hammer~ -Wow... this is one big hammer... -~ -A -19 23 -A -1 -6 -A -14 -200 -A -18 11 -#25104 -demonic signet ring~ -a demonic signet ring~ -A ring, bearing the crest of a demon, is here.~ -(null)~ -9 576 3 -0 0 0 0 -1 666 50 -E -demonic signet ring~ -This ring is was used by something very, very evil. -~ -A -12 200 -A -1 -1 -A -3 -1 -A -4 -1 -A -5 -1 -A -2 -1 -A -25 -1 -A -13 200 -#25105 -curved bastard sword~ -a curved bastard sword~ -A curved bastard sword has been tossed here.~ -(null)~ -5 576 8193 -12 0 0 0 -10 666 500 -E -curved bastard sword~ -Whoa! Looks sharp enough to shave with...~ -A -19 20 -#25106 -massive longsword~ -a massive longsword~ -A massive longsword lies here on the ground.~ -(null)~ -5 576 8193 -12 0 0 0 -12 666 200 -E -massive longsword~ -Very large, very, very large... -~ -A -19 12 -A -18 12 -#25107 -Fraz-Urb'luu Infernal Rod ~ -Infernal Rod of Fraz-Urb'luu~ -An infernal rod radiates an aura of evil here.~ -(null)~ -9 576 16385 -0 0 0 0 -10 666 500 -E -Fraz-Urb'luu Infernal Rod ~ -Jeez... this thing looks useful, better hold on to it. -~ -A -25 -10 -A -3 1 -A -12 200 -A -17 -25 -A -19 9 -A -4 1 -#25108 -pair wretched hooves~ -a pair of wretched hooves~ -A pair of wretched hooves are here.~ -(null)~ -9 576 65 -0 0 0 0 -5 666 200 -E -pair wretched hooves~ -How wretched! -~ -A -14 300 -A -1 1 -A -5 1 -A -19 10 -#25109 -two demonic steer longhorns~ -two demonic steer longhorns~ -Two demonic steer longhorns, have been set here.~ -(null)~ -9 576 17 -0 0 0 0 -15 666 300 -E -two demonic steer longhorns~ -These things are long. If they were not magical, you could -not even think about sticking them on your head. -~ -A -19 13 -A -14 -2000 -A -2 -10 -#25110 -strange portal~ -a strange (portal)~ -A (portal) is here, leading to another plane of the Abyss...~ -(null)~ -12 0 0 -0 0 0 0 -8 666 200 -#25111 -demonic tome book~ -a demonic tome~ -An open book is set here, upon a pedestal of human bones.~ -(null)~ -12 0 0 -12 0 0 0 -10 666 100 -E -pedestal human bones~ -How gruesome! Magic keeps the bones bonded, as well, magic -keeps the pedestal and book stuck here, unable to be taken.~ -E -demonic tome book~ -The book is very old and very faded. It contains the -following chapters: -Chapter One: Overview of Demons and the Abyss -Chapter Two: Surviving the Planes -Chapter Three: Encountering Demons -Chapter Four: The Greater Demon Lords -~ -E -one overview abyss~ -Several pages of this chapter have been ripped out. -~ -E -two surviving planes~ -There are multiple layers of the Abyss each ruled by a demon -Lord or Prince. The most common mode of transportation to -another plane is gained through a portal. Often these magic -portals are only one direction, leaving the poor traveller -stranded beyond the portal and at the mercy of whatever lay -on the other side. It should be noted that some planes are -deadly to human and humanoid life, being located near the -negative material plane. One should be prepared to face -any number of demi-god like fiends who control legions of -foul creatures each able to destroy an entire village. -~ -E -three encountering demons~ -Several pages of this chapter have been ripped out... -Some demonlords are know to be immune to particular kinds of -magic and normal weapons. Most demons are able to go into -fits of rage and use the fighting styles of warriors, while -others rely on powerful magic or breath attacks. One should -always use caution when battling a demon prince or lord. -~ -E -four greater demon lords~ -There are several known powerful demons. The assume the rank -of Lord or Prince, and the most powerful demon Lords control -sizable areas in the Abyss. Here is a list of some of the -more powerful known demons. This is not an exhaustive list, -but rather a compilation of the verfied sightings of demons. -Abraxas Fraz-Urb'luu Mehrunes -Arioch Graz'zt Nabassu -Aseroth Iuz Nergul -Balor Jubilex Obox-Ob -Bane Kali Orcus -Baphomet Khorne Slenesh -Dagon Kostchtchie Slythys -Demogorgon Lloth Venificis -Dylcyryxyss Mastiphal Yeenoght -~ -> exa_prog 50~ -if level ($n) < 201 -mpforce $n emote shivers. -else -mpforce $n say This doesn't look good... -endif~ -| -#25112 -spiderwebs~ -spiderwebs~ -Spiderwebs cover the walls, and hang from the ceiling.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -spiderwebs spider~ -Damn all these spiderwebs, they could be concealing any -number of items or monsters! You hope you never have to see -any more spiders or spiderwebs the rest of you life, that is -if you get out of these blasted passageways. -~ -#25113 -huge adamantite flail~ -a huge adamantite flail~ -A huge adamantite flail is here on the ground.~ -(null)~ -5 576 8193 -12 0 0 9 -10 666 300 -E -huge adamantite flail~ -Big, adamantite, and barbed. This will definately cause some -damage on your opponent. -~ -A -19 12 -#25114 -vile greaves~ -some vile greaves~ -Some vile greaves have been placed here.~ -(null)~ -9 576 33 -0 0 0 0 -8 666 150 -E -vile greaves~ -These dirty greaves ooze with slime and radiate evil! -~ -A -19 10 -A -2 1 -A -1 1 -#25115 -belt damned~ -Belt of the Damned~ -A belt has been thrown here, unwanted by its last owner.~ -(null)~ -9 4800 2049 -0 0 0 0 -5 666 10 -E -belt damned~ -This belt is just plain foul! -~ -A -19 13 -A -3 -12 -A -4 -12 -#25116 -massive spiked gauntlets~ -a pair of massive spiked gauntlets~ -A pair of massive spiked gauntlets are here.~ -(null)~ -9 576 129 -0 0 0 0 -10 666 45 -E -massive spiked gauntlets~ -You could probably cause a few extra points of damage while -wearing these massive, spiked, gauntlets. There is something -evil about them... -~ -A -19 9 -A -13 66 -A -17 -15 -A -1 2 -#25117 -demonic earring~ -a demonic earring~ -A demonic earring is here, shifting in and out of existance.~ -(null)~ -9 576 65537 -0 0 0 0 -30 666 200 -E -demonic earring~ -Made from bone, you hesitate to put this on your ear. -~ -A -19 7 -A -18 7 -A -13 75 -A -12 75 -#25118 -wretched hooves~ -a pair of wretched hooves~ -A pair of wretched hooves are here.~ -(null)~ -9 576 65 -0 0 0 0 -6 666 80 -E -wretched hooves~ -These are hooves from some kind of animal, or are they??? -~ -A -12 75 -A -13 75 -A -17 -50 -#25119 -jewel studded bracelet~ -a jewel-studded bracelet~ -A jewel-studded bracelet has been dropped here.~ -(null)~ -9 576 4097 -0 0 0 0 -1 666 100 -E -jewel studded bracelet~ -How pretty, yet there is something sinister about them... -~ -A -12 150 -A -13 150 -A -19 7 -A -18 7 -#25120 -jewel studded anklets~ -a pair of jewel-studded anklets~ -A pair of jewel-studded anklets have been dropped here.~ -(null)~ -9 576 33 -0 0 0 0 -1 666 66 -E -jewel studded anklet~ -How pretty, yet there is something sinister about them...~ -A -12 150 -A -13 150 -A -19 7 -A -18 7 -#25121 -magical eye~ -a magical eye~ -A magical eye squirms about with life here, how creepy!~ -(null)~ -9 576 131073 -0 0 0 0 -6 666 300 -E -magical eye~ -The magical eye stares at you intently as you exam it! -~ -A -17 -99 -A -18 6 -A -19 7 -A -20 -2 -#25122 -magical ear~ -a magical ear~ -A magical ear squirms about with life here, how creepy!~ -(null)~ -9 576 65537 -0 0 0 0 -3 666 200 -E -magical ear~ -The magical ear perks up and listens intently!!! -~ -A -17 -99 -A -13 100 -A -12 100 -A -22 -2 -#25123 -magical mouth~ -a magical mouth~ -A magical mouth squirms about with life here, how creepy!~ -(null)~ -9 576 17 -0 0 0 0 -5 666 10 -E -magical mouth~ -The magical mouth babbles about something as you examine it. -~ -A -17 -99 -A -19 7 -A -18 6 -A -12 50 -A -13 50 -#25124 -heavy ice key~ -a heavy ice key~ -An ice key has been dropped here.~ -(null)~ -18 0 1 -0 0 0 0 -15 666 10 -E -heavy ice key~ -This key is definately heavier than it looks. -~ -#25125 -massive stone key~ -a massive stone key~ -A stone key is here, it looks very heavy.~ -(null)~ -18 0 1 -0 0 0 0 -15 666 10 -E -massive stone key~ -This key is made of solid stone, and is rather larger. -~ -#25126 -obsidian key~ -an obsidian key~ -An obsidian key here.~ -(null)~ -18 0 1 -0 0 0 0 -15 666 10 -E -obsidian key~ -This key is shiney, black, and kinda heavy. -~ -#25127 -shimmering key~ -a shimmering key~ -A key shimmers here, shifting in and out of reality.~ -(null)~ -18 32 1 -0 0 0 0 -1 666 10 -E -shimmering key~ -This key appears to be invisible! Good job at finding it. -~ -#25128 -human femur bone~ -a human femur bone~ -A large human femur bone is here.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 10 -E -human femur bone~ -Ahh... one end of the bone appear notched, like a key! -~ -#25129 -slime coated key brass~ -a slime-coated key~ -A brass key is here, coated in green slime.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 10 -E -slime coated key brass~ -Damn slime! By the time you have found this key, you are -covered in the crap. -~ -#25130 -skeleton key~ -a skeleton key~ -A skeleton key is here.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 10 -E -skeleton key~ -This key is made of iron, and designed to resemble a skull -at one end.~ -#25131 -bamboo key~ -a bamboo key~ -A reed of prehistoric bamboo is growing here.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 10 -E -bamboo key~ -This bamboo appears to have been magically hardened and -notched like a key! -~ -#25132 -spider shaped key~ -a spider-shaped key~ -A spider-shaped key is here.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 100 -E -spider shaped key~ -This key has been fashioned to resemble a spider. -~ -#25133 -wand orcus mace skull~ -Wand of Orcus~ -A massive mace, the head resembling a human skull, is here.~ -(null)~ -5 2624 8193 -12 0 0 6 -12 666 250 -E -wand orcus mace skull~ -Dear Lord! Whatever do you want to do with this thing??? -~ -A -12 250 -#25134 -flaming key~ -a flaming key~ -A key is here flaming.~ -(null)~ -18 0 1 -0 0 0 0 -5 1000 100 -#25135 -tomb key~ -a tomb key~ -A dusty tomb key is sitting here.~ -(null)~ -18 0 1 -0 0 0 0 -5 666 10 -#25136 -elegant kopesh sword~ -an elegant kopesh sword~ -An elegant kopesh sword has been set here.~ -(null)~ -5 64 8193 -12 0 0 3 -7 666 50 -E -elegant kopesh sword~ -Unlike most things here, this item does not appear to be -inately evil. -~ -A -19 20 -A -18 20 -#25137 -skull pile~ -a skull pile~ -The is a pile of skulls piled up on the ground here.~ -(null)~ -15 0 0 -100 0 0 0 -1 666 10 -E -skull pile~ -You wonder if anything might have been hidden in the skulls. -~ -#25138 -great longsword~ -a great longsword~ -A great longsword is here, radiating evil.~ -(null)~ -5 576 8193 -12 0 0 0 -10 666 10 -E -great longsword~ -This longsword radiates a strong aura of evil. -~ -A -19 11 -A -18 11 -A -12 50 -A -13 50 -#25139 -leopard skin~ -a leopard skin~ -The skin of a leopard is here, radiating an evil aura.~ -(null)~ -9 576 1025 -0 0 0 0 -15 666 200 -E -leopard skin~ -This hide has been made to wear about your body. -~ -A -19 10 -A -13 75 -A -2 1 -#25140 -pearl cluster earring~ -a pearl-cluster earring~ -A pearl-cluster earring has been placed here.~ -(null)~ -9 64 65537 -0 0 0 0 -5 666 150 -E -pearl cluster earring~ -This earring consists of a trio of pearls mounted in gold. -~ -A -19 10 -A -12 50 -#25141 -blood stained warbanner~ -a blood stained warbanner~ -A warbanner is here, soaked in blood.~ -(null)~ -1 64 1 -0 0 -1 0 -5 666 150 -E -blood stained warbanner~ -This banner is drenched in blood. -~ -A -19 10 -A -14 500 -#25142 -key nether void~ -Key to the (Nether) Void~ -Key to the (Nether) Void is here.~ -(null)~ -18 4 1 -0 0 0 0 -1 666 10 -E -key nether void~ -Might want to hold on to this item... -~ -#25143 -unholy symbol war~ -an unholy symbol of War~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol war~ -The unholy symbol radiates an aura of evil! -~ -#25144 -unholy symbol death~ -an unholy symbol of Death~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol death~ -The unholy symbol radiates an aura of evil! -~ -#25145 -unholy symbol sloth~ -an unholy symbol of Sloth~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol sloth~ -The unholy symbol radiates an aura of evil! -~ -#25146 -unholy symbol chaos~ -an unholy symbol of Chaos~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol chaos~ -The unholy symbol radiates an aura of evil! -~ -#25147 -unholy symbol lies~ -an unholy symbol of Lies~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol lies~ -The unholy symbol radiates an aura of evil! -~ -#25148 -unholy symbol blood~ -an unholy symbol of Blood~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol blood~ -The unholy symbol radiates an aura of evil! -~ -#25149 -unholy symbol deciet~ -an unholy symbol of Deciet~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol deciet~ -The unholy symbol radiates an aura of evil! -~ -#25150 -unholy symbol pain~ -an unholy symbol of Pain~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol pain~ -The unholy symbol radiates an aura of evil! -~ -#25151 -unholy symbol sin~ -an unholy symbol of Sin~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol sin~ -The unholy symbol radiates an aura of evil! -~ -#25152 -unholy symbol hate~ -an unholy symbol of Hate~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol hate~ -The unholy symbol radiates an aura of evil! -~ -#25153 -unholy symbol night~ -an unholy symbol of Night~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol night~ -The unholy symbol radiates an aura of evil! -~ -#25154 -unholy symbol lust~ -an unholy symbol of Lust~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol lust~ -The unholy symbol radiates an aura of evil! -~ -#25155 -spiderwebs~ -spiderwebs~ -Spiderwebs cover the walls, and hang from the ceiling.~ -(null)~ -15 0 0 -200 0 0 0 -1 666 50 -E -spiderwebs spider webs~ -Damn all these spiderwebs, they could be concealing any -number of items or monsters! You hope you never have to see -any more spiders or spiderwebs the rest of you life, that is -if you get out of these blasted passageways. -WAIT! You spot something within the spiderwebs! -~ -#25156 -slime deposit~ -slime deposit~ -A thick deposit of slime is here on the wall.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -slime deposit~ -It looks disgusting... YUCK!!! -~ -#25157 -slime deposit~ -slime deposit~ -A thick deposit of slime is here on the floor.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -slime deposit~ -It looks disgusting... YUCK!!! -~ -#25158 -slime deposit~ -slime deposit~ -A thick deposit of slime is here on the ceiling.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -slime deposit~ -It looks disgusting... YUCK!!! -~ -#25159 -slime deposit container~ -slime deposit~ -A deposit of slime is here in the corner.~ -(null)~ -15 0 0 -300 0 0 0 -1 666 50 -E -slime deposit~ -It looks disgusting... YUCK!!! -Wait... there is something in here, what might it be? -~ -#25160 -white dragon claws~ -a pair of white dragon claws~ -A pair of claws from a white dragon are here.~ -(null)~ -9 64 129 -0 0 0 0 -15 666 200 -E -white dragon claws~ -These claws are from an ancient white dragon. -~ -A -19 8 -A -5 1 -A -13 75 -#25161 -white dragon leggings~ -a pair of white dragon leggings~ -A pair of leggings from a white dragon are here.~ -(null)~ -9 64 33 -0 0 0 0 -15 666 200 -E -white dragon leggings~ -These leggings are from an ancient white dragon. -~ -A -19 8 -A -5 1 -A -13 75 -#25162 -white dragon scale~ -a white dragon scale~ -A scale from a white dragon are here.~ -(null)~ -9 64 1025 -0 0 0 0 -15 666 200 -E -white dragon scale~ -These scales are from an ancient white dragon. -~ -A -19 8 -A -5 1 -A -13 75 -#25163 -bleached skull~ -a bleached skull~ -A bleached skull is here on the plains.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -bleached skull~ -How creepy! -~ -#25164 -broken femur~ -a broken femur~ -A broken femur is stuck here into the ground.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -broken femur~ -Something has been gnawing at one end of the bone. A bit of -grissle is near where the knee would have been. -~ -#25165 -cracked skull~ -a cracked skull~ -A cracked skull rests here near the path.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -cracked skull~ -This person obviously died as a result of their skull being -smashed by something very large. -~ -#25166 -bloody skull~ -a bloody skull~ -A bloody skull is here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -bloody skull~ -This skull is stained blood red. -~ -#25167 -pagan bone altar~ -a pagan bone altar~ -A pagan altar made of bone has been errected here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -pagan bone altar~ -You have no idea to what this altar has been dedicated. -~ -#25168 -patch dry grass~ -a patch of dry grass~ -A patch of dry grass sways in the wind here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -patch dry grass~ -You wonder if anything is lurking in the grass... -~ -#25169 -open grave~ -an open grave~ -An open grave has been dug up here.~ -(null)~ -15 0 0 -300 0 0 0 -1 666 50 -E -open grave~ -You wonder if anything is down there... -~ -#25170 -skull pile~ -a skull pile~ -The is a pile of skulls piled up on the ground here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -skull pile~ -Could anything be hidden here... -~ -#25171 -snow drift~ -a snow drift~ -The snow has drifted several feet deep here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -snow drift~ -Could anything be buried in the snow... -~ -#25172 -crater cracks~ -the crater cracks~ -There are many cracks in this crater.~ -(null)~ -15 0 0 -100 0 0 0 -1 666 10 -E -crater cracks~ -Perhaps there is something in the cracks... surprise, surprise, -surprise, guess what Sergeant Carter? Gollly, you sure are -observant today. Grin. -~ -#25173 -jet medallion~ -a jet medallion~ -A jet medallion has been set here.~ -(null)~ -9 576 5 -0 0 0 0 -1 666 200 -E -jet medallion~ -This medallion is made of silver and set with a large black -stone. There is something evil about the trinket, so you are -cautious about wearing it right away... -~ -A -12 100 -A -23 -1 -A -22 -2 -A -20 -3 -A -21 -4 -A -24 -5 -#25174 -contract below parchament~ -Contract from Below~ -A parchament is here waiting for you to sign...~ -(null)~ -9 4288 16385 -0 0 0 0 -1 666 200 -E -contract below parchament~ -The contract appears to be between you and Richard Garfield. -In order for your soul, you can have a Black Lotus and a set -of Moxen. -~ -A -3 3 -A -1 3 -A -4 3 -A -5 3 -A -2 3 -A -25 3 -#25175 -ice chunk~ -an ice chunk~ -An ice chunk has fallen and shattered on the channel floor.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -ice chunk~ -You sure hope one of these chuncks does not fall on you... -~ -#25176 -very heavy war hammer~ -a very heavy war-hammer~ -A very heavy war-hammer was placed here.~ -(null)~ -5 64 8193 -12 0 0 7 -14 666 66 -E -very heavy war hammer~ -This item is very, very heavy. -~ -A -19 5 -#25177 -very sharp battle axe~ -a very sharp battle-axe~ -A very sharp battle-axe is resting here.~ -(null)~ -5 64 8193 -12 0 0 0 -12 666 66 -E -very sharp battle axe~ -This item is very, veyr sharp. -~ -A -19 5 -#25179 -giant fern plant~ -a giant fern plant~ -A giant fern plant is growing in the jungle here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -giant fern plant~ -Yeah, it looks like a leftover prop from the rain-forest -that was placed here. One of these plants could be hiding -something important, you never know... -~ -#25180 -giant footprint~ -a giant footprint~ -A giant footprint has been made here in the jungle floor.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -giant footprint~ -It looks kind of like a lizard, only larger, alot large than -any lizard you have ever seen, heard, or dream of. May the -Gods protect you if you ever run into the thing that made -this four foot wide depression in the ground. -~ -#25181 -flaming magical sphere~ -a flaming sphere~ -A magical sphere burns brightly here.~ -(null)~ -1 576 1 -0 0 -1 0 -5 666 150 -E -flaming magical sphere~ -Flames lick around a sphere of magical energy. The sphere's -illuminates the whole room. -~ -A -19 10 -A -13 -200 -#25182 -single curving horn~ -a single curving horn~ -A single curving horn is been set here.~ -(null)~ -9 4800 17 -0 0 0 0 -15 666 300 -E -single curving horn~ -This horn is about four feet long and cut from a demon's -forehead. -~ -A -19 5 -A -13 150 -A -4 -5 -#25183 -wicked demon claws~ -some wicked demon claws~ -Some wicked demon claws are here.~ -(null)~ -5 4288 8193 -12 0 0 0 -15 666 300 -E -wicked demon claws~ -Somebody cut these claws off a demon from the Abyss. -~ -A -19 20 -A -12 -666 -A -14 -666 -#25184 -barbed iron spear~ -a barbed iron spear~ -A barbed iron spear has been set on the ground here.~ -(null)~ -5 64 8193 -12 0 0 1 -12 666 250 -E -barbed iron spear~ -This item has three sharp barbs to inflict additional damage. -~ -A -19 5 -#25185 -large stone club~ -a large stone club~ -A large stone club has been set on the ground here.~ -(null)~ -5 64 8193 -12 0 0 1 -12 666 250 -E -large stone club~ -This item is almost too heavy to wield. -~ -A -19 22 -A -14 -1000 -#25186 -large boulder~ -a large boulder~ -A large boulder is here on the plains.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -large boulder~ -This boulder is very large and sinister looking. -~ -#25187 -black matter weapon void blade~ -a void-blade~ -Some black matter has formed into a weapon here.~ -(null)~ -5 576 8193 -12 0 0 0 -15 666 250 -E -black matter weapon war axe void~ -This item has been crafted from negative energy and shaped -to appear like a battle axe. -~ -A -19 18 -A -1 -6 -A -2 -6 -#25188 -silver ankh~ -a silver ankh~ -A silver ankh has been dropped here.~ -(null)~ -1 68 1 -0 0 -1 0 -5 666 150 -E -silver ankh~ -This ankh was made of solid silver and is not inately evil. -~ -A -13 100 -A -12 100 -A -19 6 -A -18 6 -#25189 -heavy black cloak~ -a heavy black cloak~ -A heavy black cloak is here on the ground.~ -(null)~ -9 68 1025 -0 0 0 0 -15 666 200 -E -heavy black cloak~ -This cloak is heavy, black, and reaks of evil. -~ -A -19 7 -#25190 -old black cloak~ -an old black cloak~ -An old black cloak is here on the ground.~ -(null)~ -9 68 1025 -0 0 0 0 -15 666 200 -E -old black cloak~ -This cloak is very old and has not been worn for years. -~ -A -18 10 -#25191 -dull grey cloak~ -a dull grey cloak~ -A dull grey cloak is here on the ground.~ -(null)~ -9 68 1025 -0 0 0 0 -15 666 200 -E -dull grey cloak~ -This cloak does not look to interesting. -~ -A -12 250 -#25192 -dull grey cloak~ -a dull grey cloak~ -A dull grey cloak is here on the ground.~ -(null)~ -9 68 1025 -0 0 0 0 -15 666 200 -E -dull grey cloak~ -Hmm... perhaps there is more to this cloak after all... -~ -A -19 4 -A -1 1 -A -2 1 -A -13 100 -#25193 -demon skull~ -a demon skull~ -A demon skull is been placed on the ground.~ -(null)~ -9 6784 17 -0 0 0 0 -30 666 10 -E -demon skull~ -Someone has skinned a demon and left its skull behind. -~ -A -13 75 -A -12 75 -A -14 75 -#25194 -golden ankh~ -a golden ankh~ -A golden ankh has been dropped here.~ -(null)~ -1 68 1 -0 0 -1 0 -5 666 150 -E -golden ankh~ -This ankh is made of solid gold. -~ -A -12 250 -#25195 -rotting bandages~ -some rotting bandages~ -Some rotting bandages have been thrown away here.~ -(null)~ -9 4292 1025 -0 0 0 0 -15 666 200 -E -rotting bandages~ -These bandages smell horrible! Get rid of the damn things! -~ -A -14 -1000 -#25196 -rotting bandages~ -some rotting bandages~ -Some rotting bandages have been thrown away here.~ -(null)~ -9 4292 129 -0 0 0 0 -15 666 200 -E -rotting bandages~ -These bandages smell horrible! Get rid of the damn things! -~ -A -13 -600 -#25197 -rotting bandages~ -some rotting bandages~ -Some rotting bandages have been thrown away here.~ -(null)~ -9 4292 131073 -0 0 0 0 -15 666 200 -E -rotting bandages~ -These bandages smell horrible! Get rid of the damn things! -~ -A -19 6 -A -14 -1250 -#25199 -white fur animal skin~ -a white fur animal skin~ -A white fur animal skin has been placed here.~ -(null)~ -9 0 9 -0 0 0 0 -15 666 200 -E -white fur animal skin~ -These skins have been made from a winter wolf or warg. -~ -A -13 120 -A -19 4 -#25200 -white fur animal skin~ -a white fur animal skin~ -A white fur animal skin has been placed here.~ -(null)~ -9 0 9 -0 0 0 0 -15 666 200 -E -white fur animal skin~ -These skins have been made from a winter wolf or warg. -~ -A -13 250 -#25201 -horned battlehelm~ -a horned battlehelm~ -A horned battlehelm has been dropped on the ground here.~ -(null)~ -9 64 17 -0 0 0 0 -8 666 150 -E -horned battlehelm~ -This helm has two horns, but one of them is broken. -~ -A -19 8 -A -13 75 -#25202 -snakeskin mask~ -a snakeskin mask~ -A repulsive mask made of snakeskin was thrown here.~ -(null)~ -9 4288 131073 -0 0 0 0 -8 666 150 -E -snakeskin mask~ -This mask is made of a serpents hide, and is obviously -magical. Whenever you examine the object, it appears as if -the eye-holes are resized to fit your face. -~ -A -19 8 -A -13 75 -#25203 -poisoned javelin~ -a poisoned javelin~ -A poisoned javelin has been set on the ground here.~ -(null)~ -5 64 8193 -12 0 0 1 -12 666 250 -E -poisoned javelin~ -This weapon is coated in a green, guey substance, form which -you deduct that it is infact a poisoned weapon. -~ -A -19 16 -#25204 -staff golden hook~ -a golden hook~ -A large golden staff-hook, wrappen in blue cloth, is here.~ -(null)~ -9 64 16385 -0 0 0 0 -5 666 66 -E -staff golden hook~ -Obviously the riegnment of a king or pharaoh. -~ -A -12 175 -A -17 -25 -A -24 -2 -A -3 2 -A -54 1 -#25205 -ancient earring~ -an ancient earring~ -An ancient earring, made centuries ago, is here.~ -(null)~ -9 576 65537 -35 35 0 0 -5 666 66 -E -ancient earring~ -The single studded silver earring is radiating an evil arua. -~ -A -13 200 -#25206 -elegantly crafted dagger~ -an elegantly crafted dagger~ -An elegantly crafted dagger has been placed here.~ -(null)~ -5 576 8193 -12 0 0 11 -7 666 50 -E -elegantly crafted dagger~ -This dagger could be considered a work of art, even with the -aura of evil that hangs over the item. -~ -A -2 1 -A -18 15 -A -19 15 -#25207 -demon claw~ -a demon claw~ -A demon claw is been placed on the ground.~ -(null)~ -9 4800 129 -0 0 0 0 -30 666 10 -E -demon claw~ -Good! Someone chopped of this demons hand and mage a pair of -gloves out of them. Serves the thing right for being so damn -aggressive. -~ -A -13 100 -A -12 100 -A -14 100 -#25208 -demonic bat wings~ -a pair of demonic bat wings~ -A pair of demonic bat wings are here.~ -(null)~ -9 4800 1025 -0 0 0 0 -30 666 10 -E -demonic bat wings~ -These things look hidous and are ackward as hell, or in this -case, the Abyss. -~ -A -13 100 -A -1 -1 -A -2 7 -A -19 3 -#25209 -unholy symbol power~ -an unholy symbol of Power~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol power~ -The unholy symbol radiates an aura of evil! -~ -#25210 -unholy symbol greed~ -an unholy symbol of Greed~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol greed~ -The unholy symbol radiates an aura of evil! -~ -#25211 -unholy symbol betraylal~ -an unholy symbol of Betrayal~ -An unholy symbol is here.~ -(null)~ -18 20 1 -0 0 0 0 -1 666 10 -E -unholy symbol betraylal~ -The unholy symbol radiates an aura of evil! -~ -#25212 -demonic altar war~ -the Altar of War~ -A demonic altar made of weapons and skulls is here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -demonic altar war~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25213 -bones skulls demonic altar death~ -the Altar of Death~ -A wretched altar made of bones and skulls is here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -bones skulls demonic altar death~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25214 -altar rubble dung sloth~ -the Altar of Sloth~ -An altar made of rubble and dung is here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -altar rubble dung sloth~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25215 -eight arrows altar chaos~ -the Altar of Chaos~ -Eight arrows point in different directions here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -eight arrows altar chaos~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25216 -unbalanced scales altar lies~ -the Altar of Lies~ -A two large unbalanced scales have been made into an alter.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -unbalanced scales altar lies~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25217 -fountain demonic altar blood~ -the Altar of Blood~ -A fountain of blood bubbles from a demonic altar here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -fountain demonic altar blood~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25218 -silver altar deciet~ -the Altar of Deciet~ -A polish silver altar is here reflecting distorted images.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -silver altar deciet~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25219 -torture rack demonic altar pain~ -the Altar of Pain~ -A torture rack has been converted into a demonic altar here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -torture rack demonic altar pain~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25220 -demonic altar hate~ -the Altar of Hate~ -A demonic altar emits images of hate and violence here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -demonic altar hate~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25221 -demonic altar night~ -the Altar of Night~ -A black demonic altar sparkles with starlight here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -demonic altar night~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25222 -altar sex lust perversion~ -the Altar of Lust~ -An altar depicts graphic images of sexual perversion here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -altar sex lust perversion~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25223 -demonic altar evil power~ -the Altar of Power~ -A demonic altar radiates a powerful aura of evil here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -demonic altar evil power~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25224 -altar greed~ -the Altar of Greed~ -An altar made of gold, silver, gems, and jewels is here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -altar greed~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25225 -altar sin apple tree~ -the Altar of Sin~ -An apple tree grows inside a floating demonic altar.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -altar sin apple tree~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25226 -finest altar betrayal~ -the Altar of Betrayal~ -An altar made of the finest materials has been built here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -finest altar betrayal~ -This altar appears to be unpassable without the right holy -symbol. -~ -#25227 -slime blob~ -a blob of slime~ -A thick blob of slime is here on the floor.~ -(null)~ -13 128 1 -0 0 0 0 -1 666 50 -E -slime blob~ -Just a blob of slime... -~ -#25228 -slime glob~ -a glob of slime~ -A thick glob of slime is here on the floor.~ -(null)~ -15 128 1 -100 0 0 0 -1 666 50 -E -slime glob~ -Just a glob of slime... -~ -#25229 -entry portal~ -the entry portal~ -A (portal) is here in the wall...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25101 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25230 -dead portal~ -a dead portal~ -A (portal) is here, completely motionless.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -This portal is motionless and dead. You cannot find any way -to reactivate the portal. -~ -#25231 -ice portal~ -the ice portal~ -A (portal) is here in the floor...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25256 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25232 -fire portal~ -the fire portal~ -A (portal) is in the wall here...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25270 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25233 -shimmering portal~ -the shimmering portal~ -A (portal) might or might not be here...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25139 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25234 -obsidian portal~ -the obsidian portal~ -A (portal) is in the middle of the room...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25319 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25235 -barren portal~ -the barren portal~ -A (portal) is here in this chamber...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25166 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25236 -slime portal~ -the slime portal~ -A (portal) is here cover in slime...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25173 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25237 -dusty portal~ -the dusty portal~ -A (portal) is in the middle of the room...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25399 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25238 -glowing portal~ -the glowing portal~ -A (portal) is glowing in this chamber...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25404 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25239 -spiderweb portal~ -the spiderweb portal~ -A (portal) can almost been seen here...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25454 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25240 -hieroglyphics~ -some hieroglyphics~ -Some hieroglyphics have been written in the wall here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -hieroglyphics~ -Unfortunately you cannot read the ancient writtings.~ -#25241 -hieroglyphics~ -some hieroglyphics~ -Some hieroglyphics have been written in the wall here.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 10 -E -hieroglyphics~ -Icefux sux... -~ -#25242 -cavern portal~ -the cavern portal~ -A (portal) is in the cavern floor here...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 200 -E -portal~ -Upon looking closer at the portal your feel yourself start -to get sucked into the vortex!!! There is no going back now! -~ -> exa_prog 100~ -if level ($n) < 201 -mpechoarround $n $n is sucked into the portal!!! -mptransfer $n 25229 -mpechoat $n You arrive on the other side of the portal!!! -mpechoarround $n $n arrives on the other side of the portal!!! -endif~ -| -#25243 -book dead ancient textbook~ -The Book of the Dead~ -An ancient textbook has been placed here.~ -(null)~ -4 0 16385 -100 30 30 -1 -1 666 10 -E -book dead ancient textbook~ -Is this for real??? -~ -A -13 -1 -A -12 -1 -A -14 -1 -A -3 7 -#25244 -strifespear spear strife~ -the Strifespear~ -A large spear has been cast down here.~ -(null)~ -5 0 8193 -12 0 0 1 -10 666 10 -A -19 15 -A -18 15 -#25245 -ruby studded leather collar~ -a ruby studded leather collar~ -A ruby studded leather collar is here on the ground.~ -(null)~ -9 64 5 -0 0 0 0 -5 666 66 -A -13 225 -A -12 225 -A -14 225 -#25246 -sapphire studded silver braclet~ -a sapphire studded silver braclet~ -A sapphire studded silver braclet is here on the ground.~ -(null)~ -9 64 4097 -0 0 0 0 -5 666 66 -A -19 10 -A -18 10 -A -13 100 -#25247 -emerald encrusted gold crown~ -a emerald encrusted gold crown~ -A emerald encrusted gold crown is here on the ground.~ -(null)~ -9 64 17 -0 0 0 0 -5 666 66 -A -18 12 -A -19 12 -A -13 100 -A -12 100 -#25248 -ruby encrusted gold sceptre~ -a ruby encrusted gold sceptre~ -A ruby encrusted gold sceptre is here.~ -(null)~ -9 64 16385 -0 0 0 0 -5 666 66 -A -19 12 -A -13 75 -A -12 75 -A -23 -2 -A -22 -2 -A -20 -2 -A -21 -2 -A -24 -2 -#25249 -jade turquoise gold ring~ -a jade and turquoise gold ring~ -A jade and turquoise gold ring is here.~ -(null)~ -9 64 3 -0 0 0 0 -5 666 66 -A -19 12 -A -13 75 -A -23 -2 -A -22 -2 -A -20 -2 -A -21 -2 -A -24 -2 -A -18 12 -A -12 75 -#25250 -topaz studded mithril gauntlets~ -a pair of topaz studded mithril gauntlets~ -A pair of topaz studded mithril gauntlets are here.~ -(null)~ -9 64 129 -0 0 0 0 -5 666 66 -A -19 11 -A -13 100 -A -18 11 -A -24 -5 -#25251 -aquamarine platinum earring~ -an aquamarine platinum earring~ -An aquamarine platinum earring is resting here.~ -(null)~ -9 64 65537 -0 0 0 0 -5 666 66 -A -12 175 -A -13 175 -A -14 175 -A -19 6 -A -18 6 -#25252 -amethyst encrusted mithril shield~ -an amethyst encrusted mithril shield~ -An amethyst encrusted mithril shield is resting here.~ -(null)~ -9 64 513 -0 0 0 0 -5 666 66 -A -13 225 -A -12 225 -A -14 225 -#25253 -demonic goat horns~ -a pair of demonic goat horns~ -A pair of demonic goat horns, have been placed here.~ -(null)~ -9 576 17 -0 0 0 0 -15 666 300 -A -19 10 -A -13 200 -#25254 -sapphire studded gold braclet~ -a sapphire studded gold braclet~ -A sapphire studded gold braclet is here on the ground.~ -(null)~ -9 64 4097 -0 0 0 0 -5 666 66 -A -19 11 -A -12 200 -#25255 -demonic ram horns~ -a pair of demonic ram horns~ -A pair of demonic ram horns, have been placed here.~ -(null)~ -9 577 17 -0 0 0 0 -15 666 300 -A -13 333 -#25256 -huge rock~ -a huge rock~ -A huge rock is resting here, almost ready to fall into pit.~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -#25257 -large grate~ -a large grate~ -A magical locked gate blocks decending any more, yet...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -#25258 -swirling black matter~ -some swirling black matter~ -Swirling black matter floats up from the ground here...~ -(null)~ -12 0 0 -0 0 0 0 -1 666 50 -E -swirling black matter~ -With the right key you could unlock the Nether Void.~ -#25259 -amethyst lens~ -an amethyst lens~ -An amethyst &lens is resting here.~ -(null)~ -9 64 131073 -0 0 0 0 -5 666 66 -A -19 11 -A -18 11 -A -12 100 -A -13 100 -#25260 -jade amethyst bronze ring~ -a jade and amethyst bronze ring~ -A jade and amethyst bronze ring is here.~ -(null)~ -9 64 3 -0 0 0 0 -5 666 66 -A -19 9 -A -18 9 -A -13 200 -A -12 200 -#0 - - -#ROOMS -#25100 -A Portal Chamber~ -You are standing at a portal which leads to the Abyss. You -can go west and leave this chamber. The portal begins to -swirl as you draw closer to it, revealing little of what -is on the other side. There are some inscriptions at the -top of the portal. -"Whoever fights monsters should see to it that in the -process he does not become a monster. And if you gaze long -enough into an Abyss, the Abyss will gaze back into you." -~ -0 536870925 2 -E -inscriptions~ -The inscriptions read: -This area designed by Honey. (c) (1995) -Modifications by Cianhydle. (1998) -~ -S -#25101 -A Dark Cavern~ -You are in a dark cavern, just beyond the portal. To the -south the cavern continues. Dark shapes move around in the -shadows of the cavern. There is a portal here, but it does -appear to be working. Your only option is to head south. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25104 -E -shapes~ -It is too dark to see anything clearly. -~ -S -#25102 -A Dark Cavern~ -You are in a dark cavern. There are exits to the east and -south. You are still descending by heading to the south. -The shadows are become bolder, dancing just on the edge of -the darkness. Their whispers are now hushed voices. You -are beginning to understand a few of the words they are -speaking, but it does not make any sense at all. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25103 -D2 -~ -~ -0 -1 25105 -D3 -~ -~ -0 -1 25210 -E -shapes shadows~ -It is too dark to see anything clearly. -~ -S -#25103 -A Dark Cavern~ -You are in a dark cavern. There are exits to the east and -west. The grade is getting steeper and to the west you are -also descending. A sense of fear begins to spread over you -as you begin to understand more and more of the words being -spoke by the shadows. You understand the word 'death'. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25104 -D3 -~ -~ -0 -1 25102 -S -#25104 -A Dark Cavern~ -You are in a dark cavern. There are exits to the north and -west. The shadows draw closer the deeper inside the cavern -you do. You can feel them watching you with their malicious -eyes, but they hold back for now. The hushed voice are now -speaking in normal tones. You begin to heard them calling -your name. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25101 -D1 -~ -~ -0 -1 25198 -D3 -~ -~ -0 -1 25103 -E -shadows~ -It is too dark to see anything clearly. -~ -S -#25105 -A Dark Cavern~ -You are in a dark cavern. There are exits to the north and -east. Moving toward the east you continue to descend. You -can feel something brush your leg, but when you turn there -is nothing there. The voices slowly grow louder and louder. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25102 -D1 -~ -~ -0 -1 25106 -S -#25106 -A Dark Cavern~ -You are in a dark cavern. There are exits to your east and -west. The grade is leveling off now, but the creatures that -lurk in the shadows are most frightening that ever. Perhaps -your light is growing weaker, because the creatures appear -to be closer than ever, but still just on the edge of the -shadows. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25107 -D3 -~ -~ -0 -1 25105 -S -#25107 -A Dark Cavern~ -You are in a dark cavern that leads back to the west. The -shadowy voices are now laughing at you. Dark passages begin -to the east and north. Dark things are lucking in the -passages, just outside your range of visibility. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25209 -D2 -~ -~ -0 -1 25219 -D3 -~ -~ -0 -1 25106 -S -#25108 -Kostchtchie's Throne Room~ -You have entered the Kostchtchie's throne room. You see him -before you sitting upon an immense throne carved of ice. -Behind him are great collumns of ice, supporting the great -size of this room. The only exit is to the south, out -through the ice door. Maybe you should think about going -that way, and going that way fast? -~ -0 3145741 0 -D2 -~ -~ -8389671 25124 25113 -E -ice door~ -The ice door to the north is obviously held shut with a powerful magic. -It cannot be picked, bashed, or passed through. There is a keyhole on -the right side of the door however. -~ -S -#25109 -Fajee's Lair~ -You have entered the White Dragon's lair. She is the steed -to the Demon Lord, Kostchtchie. There are numerous bones -stacked in a corner from a previous meal. It is rumored that -Fajee was one of Tiamat's first offspring, and the oldest of -all the White Dragons. The only exit is to the east. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25110 -S -#25110 -Fajee's Lair~ -You have entered the White Dragon's lair. She is the steed -to the Demon Lord, Kostchtchie. There are numerous bones -stacked in a corner from a previous meal. It is rumored that -Fajee was one of Tiamat's first offspring, and the oldest of -all the White Dragons. To the west you see the glint of gold -while south you can return to the Ice Palace. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25115 -D3 -~ -~ -0 -1 25109 -S -#25111 -Near the Ice Palace~ -You are standing outside a palace carved of ice. The whole -area is quite cold, and you wonder if it might be any warmer -inside the palace. You can exit to the east, south towards -the entrance, or down into the ice channels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25112 -D2 -~ -~ -0 -1 25116 -D5 -~ -~ -0 -1 25221 -S -#25112 -The Ice Fields~ -You are in a hilly area on a plane that is bitter cold. You -wonder of the demon that rules this icy, barren realm. From -your limited knowledge of demons, you know that they can -live in places that mortals would surely parish. You can go -to the south, west, or north into the channels of ice. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25220 -D2 -~ -~ -0 -1 25117 -D3 -~ -~ -0 -1 25111 -S -#25113 -A Portal Chamber~ -You are in a huge palace of carved ice. You notice instantly -that this chamber is a alot warmer, and the source of the -heat. There is a large portal in the floor that is heating -the room. There is a large door of ice to the north. -Obviously this palace is made of a magical ice, because it -is not affected by the heat from the portal in anyway. -~ -0 3145741 0 -D0 -~ -~ -8389671 25124 25108 -D1 -~ -~ -0 -1 25114 -E -ice door~ -The ice door to the north is obviously held shut with a powerful magic. -It cannot be picked, bashed, or passed through. There is a keyhole on -the right side of the door however. -~ -S -#25114 -The Ice Palace~ -You are in a huge palace carved of ice. To your east and west -are other rooms in the palace. Within the ice walls of this -palace are frozen creatures of all sorts. The creatures all -have one thing in common though, a twisted expression of -agony on their faces. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25115 -D3 -~ -~ -0 -1 25113 -S -#25115 -The Ice Palace~ -You are inside a huge palace carved of ice. To your north -and west are more rooms in the palace and to the east is the -exit to more hilly areas of ice fields. There temperature -is just as cold inside the palace as it is outside. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25110 -D1 -~ -~ -0 -1 25116 -D3 -~ -~ -0 -1 25114 -S -#25116 -Near the Ice Palace~ -You are standing outside a huge palace carved of ice. You -can enter to the west or go north or east to more hilly -areas of ice fields. One thing is for certain, you are very, -very cold. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25111 -D1 -~ -~ -0 -1 25117 -D3 -~ -~ -0 -1 25115 -S -#25117 -The Ice Fields~ -You are in a hilly area on a plane that is bitter cold. You -can go to the north or west. You should start thinking of -ways to get out of here before you freeze to death. To the -east is an endless frozen wasteland that stretches into the -horizon. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25112 -D1 -~ -~ -0 -1 25230 -D3 -~ -~ -0 -1 25116 -S -#25118 -The Abyssal Desert~ -To the south is a large alabaster structure, the only -structure anywhere on this entire plane. Carved into the -walls are small demonic looking figures supporting the -doorframes, windows, and collumns. From inside the -structure screams are heard regularly. The massive desert -stretches out into the horizon to the east. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25119 -D2 -~ -~ -3 1 25123 -S -#25119 -The Abyssal Desert~ -You are in a hot, arid desert. The alabaster white structure -can be seen a ways to the east and south. The only exits are -to the east or west in this miserable wasteland. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25120 -D3 -~ -~ -0 -1 25118 -S -#25120 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the west and south of you. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25125 -D3 -~ -~ -0 -1 25119 -S -#25121 -Graz'zt's Sleeping Chamber~ -You have entered the sleeping chamber of the Demon Prince, -Graz'zt. He is not sleeping, however. He is awake, quite -awake, and staring at you with glowing green eyes of hatred. -The decor here is in obsidian and ivory contrasts. The only -exits are to the east through a large stone door, and to -the north through an archway into a portal chamber. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25127 -D1 -~ -~ -8389671 25125 25122 -E -stone door~ -This door is very impressive, as it has been magicked to be bash-proof, -pick-poor, and pass-proof. Something very powerful must have made this -door, and quite possibly could be just be a few feet of stone between -them and you... -~ -S -#25122 -The Dining Room~ -You are in a dining room within the Alabaster Palace. The -decor here is quite plain, however the obsidian table and -chairs stands out in stark contrast to the white walls and -floors. There is a large stone door to the west, or you can -go to the entry way to the east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25123 -D3 -~ -~ -8389671 25125 25121 -E -stone door~ -This door is very impressive, as it has been magicked to be bash-proof, -pick-poor, and pass-proof. Something very powerful must have made this -door, and quite possibly could be just be a few feet of stone between -them and you... -~ -S -#25123 -The Alabaster Palace~ -You are standing in the entry way within the Alabaster -Palace. The decor is quite plain, much of the decor is -white, as are the walls and floors. You may exit to the -north outside, west, or east through a closed door. -~ -0 3145741 0 -D0 -~ -~ -3 1 25118 -D1 -~ -~ -3 1 25124 -D3 -~ -~ -0 -1 25122 -S -#25124 -The Sleeping Chamber~ -You have entered a sleeping chamber. The room has three -obsidian beds, and there is a fireplace in the south wall. -It would seem quite cozy if there were not also three -female demons staring at you from within each bed. The only -exit is to the west. If you survive these flesh lusting -demonesses. -~ -0 3145737 0 -D3 -~ -~ -3 1 25123 -S -#25125 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and east of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25120 -D1 -~ -~ -0 -1 25126 -S -#25126 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25250 -D3 -~ -~ -0 -1 25125 -S -#25127 -A Portal Chamber~ -This chamber is dark, barren of any objects, save the large -portal in the center of the room. The portal pulses as you -draw closer to it. The closer you get to the portal, the -cooler it becomes. The portal is cloudy, and does not reveal -what might lie on the other side, but you reckon it is -another plane in this nightmare realm. There is an arched -doorway to the south that leads back into the lair of a -powerful demon lord or prince. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25121 -S -#25128 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the south and east. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25265 -D2 -~ -~ -0 -1 25135 -S -#25129 -An Obsidian Palace~ -This room in the obsidian palace is exceptionally dark and -foreboding. The chamber opens up to the south into a large -central chamber, while a massive door is set in the east -wall. You cannot help but think something evil and powerful -lies just on the other side of that massive black door. -~ -0 3145737 0 -D1 -~ -~ -8389671 25126 25130 -D2 -~ -~ -0 -1 25137 -E -black massive door~ -This door is indeed massive. An aura of magic radiates from the door, -indicating that it is pick-proof, bash-proof, and pass-proof. Then door is -made of a very hard, jet-black obsidian that has been polished to perfection. -However there is a large keyhole, and enterance may not yet be barred. -~ -S -#25130 -Baphomet's Lair~ -You have entered a dark room in a palace made of obsidian. -There is a movement in the darkness, but you can not quite -make out the shape right away. At last the shape becomes -clear as it moves closer to you. You are face to face with -Baphomet, the Demon Prince of this plane. The only exit is -to the west through the obsidian door, given you escape the -wrath of this massive bovine abomination. -~ -0 3145741 0 -D3 -~ -~ -8389671 25126 25129 -E -obsidian door~ -This door is indeed massive. An aura of magic radiates from the door, -indicating that it is pick-proof, bash-proof, and pass-proof. Then door is -made of a very hard, jet-black obsidian that has been polished to perfection. -However there is a large keyhole, and enterance may not yet be barred. -~ -S -#25131 -Fraz-Urb'luu's Meditation Chamber~ -You have entered the meditation chamber of the Demon Prince -Fraz-Urb'luu. He is sitting quietly here meditating, until -your arrival. Even as you look at him he seems to alternate -between movement and stillness. You have a very bad feeling -about this! The only exit is to the east... you think! The -eastern wall of this chamber shimmers in the corner of your -eyes. -~ -0 3145741 0 -D1 -~ -~ -8389671 25127 25132 -E -east wall shimmering~ -You can make out a doorway only from the corner of your eyes, for when -looking directly at the east wall you see nothing but the rough stone -surface of the cavern wall. You have no doubt that powerful magic has -been used to make this door hidden and secret. Try as you might, this -door will never be bashed, passed, or picked, although upon feeling the -wall you realize there is a keyhole. -~ -S -#25132 -A Dark Cave~ -You are within a dark cave. A feeling of dispair has come -over you all of a sudden. You think you see an exit to the -south, or was it the west? Something keeps shimmering on the -west wall of this cave, but only when you look at it from -the corner of your eye. -~ -0 3145737 0 -D1 -~ -hidden~ -2048 1 25133 -D2 -~ -~ -0 -1 25140 -D3 -~ -~ -8389671 25127 25131 -E -west wall shimmering~ -You can make out a doorway only from the corner of your eyes, for when -looking directly at the west wall you see nothing but the rough stone -surface of the cavern wall. You have no doubt that powerful magic has -been used to make this door hidden and secret. Try as you might, this -door will never be bashed, passed, or picked, although upon feeling the -wall you realize there is a keyhole. -~ -S -#25133 -A Dark Cave~ -You are within a dark cave. You can still feel an air of -disorientation as you walk around. It is as though the images -before you change with each passing moment. The only exit -seems to be to the south, and back out of the cave, or so you -think. The only thing that you are sure of, is this place is -giving you a headache. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25141 -D3 -~ -hidden~ -2048 -1 25132 -S -#25134 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. I t is almost as though what you see is not -real. The images distort even as you look at them. You have -a feeling of a total lack of magic here. You think you can -see exits to the east, and maybe to the south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25135 -D2 -~ -~ -0 -1 25142 -S -#25135 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. To the south you are -think you see a vast salt flat, or is it just an illusion? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25128 -D2 -~ -~ -0 -1 25271 -D3 -~ -~ -0 -1 25134 -S -#25136 -An Obsidian Palace~ -You have entered a dark room in a palace made of obsidian. -The room seems rather featureless from what you can make -out. There are exits to your south and east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25137 -D2 -~ -~ -0 -1 25146 -S -#25137 -An Obsidian Palace~ -You have entered a dark room in a palace made of obsidian. -The room seems rather featureless from what you can make -out. There are exits in all the cardinal directions. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25129 -D1 -~ -~ -0 -1 25138 -D2 -~ -~ -0 -1 25147 -D3 -~ -~ -0 -1 25136 -S -#25138 -Outside the Obsidian Palace~ -You are standing on a grassy hilltop in front of a massive -obsidian palace. The entry is to the west, while there are -also exits to the south and east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25139 -D2 -~ -~ -0 -1 25148 -D3 -~ -~ -0 -1 25137 -S -#25139 -A Grassy Hilltop~ -You are standing on a grassy hilltop. In the distance to the -west you can see a huge obsidian palace. It looks foreboding. -To the south the grasslands continue, and a short distance -down the hill is a large sinkhole. Above there is a magical -swirling portal probably leading to another plane. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25281 -D3 -~ -~ -0 -1 25138 -S -#25140 -A Portal Chamber~ -You are within a dark cave. Images distort before your eyes. -There appears to be a portal in the floor here. There also -seems to be an exit to the north of you. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25132 -S -#25141 -A Dark Cave~ -You are in the entrance to a dark cave. Images distort before -your eyes. You have a feeling of a total lack of magic here. -You believe you can see an exit to the north, or east appears -to lead out of the cave once more. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25133 -D1 -~ -~ -0 -1 25142 -S -#25142 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north, west and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25134 -D1 -~ -~ -0 -1 25143 -D3 -~ -~ -0 -1 25141 -S -#25143 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25135 -D3 -~ -~ -0 -1 25142 -S -#25144 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can head in -almost every direction across the barren, windswept plains. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25310 -D1 -~ -~ -0 -1 25320 -D2 -~ -~ -0 -1 25149 -D3 -~ -~ -0 -1 25300 -S -#25145 -A Portal Chamber~ -You are in a dark room in a palace made of obsidian. The -only thing you can make out in the room is the portal in -the floor. You can exit down through the portal or east -into another room in the palace. A strong wind blows up -from the portal in the floor, becoming stronger as you draw -closer to the circular gate. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25146 -S -#25146 -An Obsidian Palace~ -You are in another dark room in a palace made of obsidian. -There are exits to your north, east and west, into other -rooms in the palace. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25136 -D1 -~ -~ -0 -1 25147 -D3 -~ -~ -0 -1 25145 -S -#25147 -An Obsidian Palace~ -You are in another dark room in a palace made of obsidian. -There are exits to your north and west. The walls of the -palace are polished so that you can see your own reflection, -from the few torches that sit in sockets in the walls. This -effect gives the palace an unsettling aura. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25137 -D3 -~ -~ -0 -1 25146 -S -#25148 -A Grassy Hill~ -You are standing on a grassy hill outside a palace made of -obsidian. There is an equine creature here that seems quite -disturbed by your presence here. It attacks you! The only -off this hill is back north, towards the large building. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25138 -S -#25149 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25144 -D1 -~ -~ -0 -1 25150 -S -#25150 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25151 -D3 -~ -~ -0 -1 25149 -S -#25151 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25152 -D3 -~ -~ -0 -1 25150 -S -#25152 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25153 -D3 -~ -~ -0 -1 25151 -S -#25153 -A Cave Openng~ -This area is not as windy, and the flat and featureless, -plains have given way to small hills. Here in the side of -a hill there is a large cave opening. To the east you look -out over the vast windswept plains and feel very tired, not -just physically weak or sleep, but mentally and emotionally -drained. You hope to leave these sick and diseased lands -as soon as possible. Your eyes turn back towards the cave. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25154 -D3 -~ -~ -0 -1 25152 -S -#25154 -A Dark, Damp Cave~ -You have entered a dark, damp cave. You can hear some noise -to the south, while a huge stone door is to the east. The -door is decorated with bones and skins, mostly human bones -and skin. Strange symbols are written on the walls on the -east and north walls in blood. You probably should leave -through the cave opening in the west. -~ -0 3145737 0 -D1 -~ -~ -8389671 25128 25155 -D2 -~ -~ -0 -1 25164 -D3 -~ -~ -0 -1 25153 -E -door bones skin~ -This door look diabolical. You realize there is a distinct possibility -of death behind this door, yes? Despite your best efforts, you realize -that this door is much like the others, magicked and it has a keyhole. -~ -E -symbol symbols blood~ -Baalzebul was here...~ -S -#25155 -Yeenoght's Abode~ -You have entered another area of a dark, damp cave. In the -semi-light you can see a huge hyena-like creature. But -this is unlike any normal hyena you have ever seen. This -one stands twelve feet in height! Yes, stands. He carries -a huge adamantite flail. You have just encountered the -Demon Lord of Gnolls, ruler of this plane, Yeenoght. To the -south there appears to be another chamber. Through the door -to the west heads back towards the dark cave and the -windswept plains. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25165 -D3 -~ -~ -8389671 25128 25154 -S -#25156 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits to -your east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25158 -D2 -~ -~ -0 -1 25167 -D3 -~ -~ -0 -1 25340 -S -#25157 -Jubilex's Lair~ -You have entered the lair of Juiblex, The Faceless Lord. The -walls and floors have slime deposits on them, and the smell -is nauseating. In the far corner of the room is a portal -out of this plane, but the Demon Lord Juiblex will have -something to say about you just taking it. He starts moving -at you to attack. The brass door leads south, back towards -the slime infested dungeons. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25174 -D2 -~ -~ -8389671 25129 25158 -E -brass door slime~ -The brass door has been sealed for a long time, you think, in the -green slime which coats this entire plane. A keyhole is visible -through the inch of slime.~ -S -#25158 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. Barely visible, to -the north is a brass door hidden beneath several inches of -green slime. The air is noxious, and irritates your eyes, -nose, and mouth. -~ -0 3145737 0 -D0 -~ -~ -8389671 25129 25157 -D1 -~ -~ -0 -1 25330 -D2 -~ -~ -0 -1 25168 -D3 -~ -~ -0 -1 25156 -E -brass door slime~ -The brass door has been sealed for a long time, you think, in the -green slime which coats this entire plane. A keyhole is visible -through the inch of slime.~ -S -#25159 -Orcus' Private Vault~ -You are in a dark, damp dungeon. This room has arcane runes -on the floor, and there is a rack of what look to be tomes -against one wall. You notice that you are not alone. You -have entered the study of the Demon Prince of the Undead, -Orcus. The vault door leads back south, or you can decend -through a portal into, what you think, is another plane of -the Abyss. That is if Orcus has not ripped you to shreds by -this time. -~ -0 3145741 0 -D1 -~ -~ -8389671 25130 25160 -E -vault door~ -Yeah, a giant couldn't batter it down. It is made of solid steel, and -has a single keyhole in it. The door radiates an aura of magic, making -you guess that it is pass-proof, bash-proof, and pick-proof. -~ -S -#25160 -Outside a Dark Vault~ -You are in a foul dark, damp dungeon that appears to be empty. -There is a closed door to your west. Well, it looks more like -a vault than anything, you doubt a giant could even batter it -down. There are also exits to your south and east. The air is -stale and humid, and smells like rotten meat, nearly making -you vomit with each breath. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25161 -D2 -~ -~ -0 -1 25169 -D3 -~ -~ -8389671 25130 25159 -E -vault door~ -Yeah, a giant couldn't batter it down. It is made of solid steel, and -has a single keyhole in it. The door radiates an aura of magic, making -you guess that it is pass-proof, bash-proof, and pick-proof. -~ -S -#25161 -A Foul Dungeon~ -You are in a dark, damp dungeon. Exits lead off in several -directions, north, east, south, and west. The air is stale -and very humid. You feel the air closing in around you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25371 -D1 -~ -~ -0 -1 25162 -D2 -~ -~ -0 -1 25170 -D3 -~ -~ -0 -1 25160 -S -#25162 -A Foul Dungeon~ -You are in a dark, damp dungeon. Exits lead off in several -directions, east, south, and west. Tufts of hair and bits -and pieces of skin are stuck on to some of the walls by a -sticky, blood-red substance. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25163 -D2 -~ -~ -0 -1 25171 -D3 -~ -~ -0 -1 25161 -S -#25163 -A Foul Dungeon~ -You are in a dark, damp dungeon. Exits lead off to the south -and west. The air is stale and humid. Some bones have been -scattered about on the floor here. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25172 -D3 -~ -~ -0 -1 25162 -S -#25164 -A Small Alcove~ -You are in a small alcove. You have stumbled upon a pair -of gnolls arguing with each other about something. They see -you enter the room and quit arguing and attack. The only exit -is to the north, back into the dark, damp cavern. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25154 -S -#25165 -A Portal Chamber~ -You are in a damp cave. In front of you is a huge hyena. -It stands five feet tall while standing on all fours and it -is guarding the portal in the cave floor. There are exits to -the north, or if you can get past the giant hyena, down, -through the portal into the unknown. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25155 -S -#25166 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. The only exits are -up through the portal, and east or south, deeper into this -slime coated-dungeon. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25167 -D2 -~ -~ -0 -1 25175 -S -#25167 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -all four cardinal directions. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25156 -D1 -~ -~ -0 -1 25168 -D2 -~ -~ -0 -1 25176 -D3 -~ -~ -0 -1 25166 -S -#25168 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north, south, and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25158 -D2 -~ -~ -0 -1 25177 -D3 -~ -~ -0 -1 25167 -S -#25169 -A Foul Dungeon~ -You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and south through crumbling archaways. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25160 -D1 -~ -~ -0 -1 25170 -D2 -~ -~ -0 -1 25366 -S -#25170 -A Foul Dungeon~ -You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25161 -D1 -~ -~ -0 -1 25171 -D3 -~ -~ -0 -1 25169 -S -#25171 -A Foul Dungeon~ -You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25162 -D1 -~ -~ -0 -1 25172 -D3 -~ -~ -0 -1 25170 -S -#25172 -A Foul Dungeon~ -You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25163 -D1 -~ -~ -0 -1 25173 -D3 -~ -~ -0 -1 25366 -S -#25173 -A Foul Dungeon~ -You are in a foul dungeon where the air is stale and humid. -A few bones are scattered about on the floor here. The exits -lead north, east, and west through crumbling archaways. -A portal is above you, probably leading to another plane in -the Aybss. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25350 -D1 -~ -~ -0 -1 25352 -D3 -~ -~ -0 -1 25172 -S -#25174 -A Portal Chamber~ -In this corner of the dungeon, behind Jubilex's lair, is a -slime coated portal in the floor. The pool looks disgusting -as it is covered with all sorts of slime and refuse. You -figure this is a portal to yet another plane in the Abyss. -To the south leads back through Jubilex's lair and to the -slimey dungeons. While this experience i n the Abyss has -opened new and unimagined horrors to your mind, there is -nothing you want more than to get out of this slime coated -dungeon and take a nice relaxing bath. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25157 -S -#25175 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25166 -D1 -~ -~ -0 -1 25176 -S -#25176 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north, east, and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25167 -D1 -~ -~ -0 -1 25177 -D3 -~ -~ -0 -1 25175 -S -#25177 -A Dark Dungeon~ -You are in a dark, damp dungeon. The walls and floors have -slime deposits on them. It is easy to tell that all sorts -of slimey creatures inhabit this area. There are exits in -to the north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25168 -D3 -~ -~ -0 -1 25176 -S -#25178 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -north and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25390 -D1 -~ -~ -0 -1 25179 -S -#25179 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east, west, and south. Dark shapes move about inside the -jungle canopies. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25180 -D2 -~ -~ -0 -1 25183 -D3 -~ -~ -0 -1 25178 -S -#25180 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east, west, and south. A trickle of sweat runs down the -side of your face due to the heat and humidity of the jungle. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25181 -D2 -~ -~ -0 -1 25184 -D3 -~ -~ -0 -1 25179 -S -#25181 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exits are to your -east and west. Plants here and grow to almost unbelievable -porportions in this foul place. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25182 -D3 -~ -~ -0 -1 25180 -S -#25182 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. The only exit is to your -west as the foilage is too dense to pass through. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25181 -S -#25183 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -east, and south. In the other directions the jungle is just -too dense to navigate. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25179 -D1 -~ -~ -0 -1 25184 -D2 -~ -~ -0 -1 25185 -S -#25184 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -west, and south. In the other directions the jungle is just -too dense to navigate. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25180 -D2 -~ -~ -0 -1 25186 -D3 -~ -~ -0 -1 25183 -S -#25185 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north -and east. In the other directions the jungle is just too -dense to navigate. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25183 -D1 -~ -~ -0 -1 25186 -S -#25186 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is something of a trail -here. Following the trail, the only exits are to your north, -east, and west. In the other directions the jungle is just -too dense to navigate. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25184 -D1 -~ -~ -0 -1 25187 -D3 -~ -~ -0 -1 25185 -S -#25187 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a ravine here that -leads down into a lower, even hotter portion of the jungle. -Not very far away you think you can make out a thatched hut -through the treetops and foilage. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25186 -D5 -~ -~ -0 -1 25188 -S -#25188 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to your east, -south through the jungle, or you can climb up a ravine here. -From nearby you hear the sound of drums beating and hear the -chants of natives. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25189 -D2 -~ -~ -0 -1 25192 -D4 -~ -~ -0 -1 25187 -S -#25189 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to your west -and south. The heat in this place is almost unbearable. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25193 -D3 -~ -~ -0 -1 25188 -S -#25190 -A Jungle Clifftop~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. Luckily, you were paying -attention, because the ground here suddenly drops several -hundred feet to a rocky area in the jungle. A path leads -down and into a cave just a few feet below the clifftop. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25191 -D5 -~ -~ -0 -1 25400 -S -#25191 -North of the Thatched Hut~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -your south. There are exits to your east, west or south into -the thatched hut. An evil aura hangs about the hut. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25192 -D2 -~ -~ -0 -1 25195 -D3 -~ -~ -0 -1 25190 -S -#25192 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits in all four -cardinal directions. The heat in this place is almost un- -bearable. You need to find some way out of here. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25188 -D1 -~ -~ -0 -1 25193 -D2 -~ -~ -0 -1 25196 -D3 -~ -~ -0 -1 25191 -S -#25193 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There are exits to the north, -west and south. You need to find someway out of this demon -infested jungle before you go crazy. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25189 -D2 -~ -~ -0 -1 25197 -D3 -~ -~ -0 -1 25192 -S -#25194 -Demogorgon's Treasure Room~ -You are inside a hot, stuffy room in a thatched hut. You are -surrounded by treasure. In the west end of the room you can -make out a large demon with two heads and two long, whip- -like tentacles. This is the Demon Prince, Demogorgon. The -only exit is to the east through a magical bamboo door. -~ -0 3145741 0 -D1 -~ -~ -8389671 25131 25195 -E -bamboo door~ -This door is highly magicked, being pass-proof, pick-proof, as strong -as any door of steel or stone. A small hole is in the door, about the -size of a bamboo reed. -~ -S -#25195 -Inside the Thatched Hut~ -You are inside the thatched hut. It is just as hot inside as -out, however it is much more stuffy as there are no windows -in this dwelling. You see a magical bamboo door to the west. -You may also exit to the north outside the hut, back into -the dense prehistoric jungle. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25191 -D3 -~ -~ -8389671 25131 25194 -E -bamboo door~ -This door is highly magicked, being pass-proof, pick-proof, as strong -as any door of steel or stone. A small hole is in the door, about the -size of a bamboo reed. -~ -S -#25196 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -west. There are exits to the north and east through the -dense underbrush. You think it would be wise to put a great -of distance as possible between you and the thatchet hut. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25192 -D1 -~ -~ -0 -1 25197 -S -#25197 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. There is a thatched hut to -west. There are exits to the north and west between the -the broad-leaf trees. Strange animals roam the jungle. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25193 -D3 -~ -~ -0 -1 25196 -S -#25198 -A Dark Passage~ -A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25199 -D3 -~ -~ -0 -1 25104 -S -#25199 -A Dark Passage~ -A dark passageway heads south and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25200 -D2 -~ -~ -0 -1 25198 -S -#25200 -A Dark Intersection~ -A dark intersection leads north, south and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25203 -D2 -~ -~ -0 -1 25201 -D3 -~ -~ -0 -1 25199 -S -#25201 -A Dark Passage~ -A dark passageway heads north and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25200 -D1 -~ -~ -0 -1 25202 -S -#25202 -A Dead End~ -A dark passageway comes to a dead end. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25201 -S -#25203 -A Dark Passage~ -A dark passageway heads south and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25204 -D2 -~ -~ -0 -1 25200 -S -#25204 -A Dark Passage~ -A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25205 -D3 -~ -~ -0 -1 25203 -S -#25205 -A Dark Passage~ -A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25206 -D2 -~ -~ -0 -1 25204 -S -#25206 -A Dark Intersection~ -A dark intersection leads east, south and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25208 -D2 -~ -~ -0 -1 25205 -D3 -~ -~ -0 -1 25207 -S -#25207 -A Dead End~ -A dark passageway comes to a dead end here, only heading back -east. Inside the passage, dark shapes flee before your, always -remaining just outside your lights range. A sense of dread -fills these tunnels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25206 -S -#25208 -A Dark Passage~ -A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25209 -D3 -~ -~ -0 -1 25206 -S -#25209 -A Dark Passage~ -A dark passageway heads south and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25208 -D3 -~ -~ -0 -1 25107 -S -#25210 -A Dark Passage~ -A dark passageway heads east and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25102 -D2 -~ -~ -0 -1 25211 -S -#25211 -A Dark Passage~ -A dark passageway heads north and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25210 -D3 -~ -~ -0 -1 25212 -S -#25212 -A Dark Passage~ -A dark passageway heads east and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25211 -D3 -~ -~ -0 -1 25213 -S -#25213 -A Dark Passage~ -A dark passageway heads north and east. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25214 -D1 -~ -~ -0 -1 25212 -S -#25214 -A Dark Passage~ -A dark passageway heads south and west. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25213 -D3 -~ -~ -0 -1 25215 -S -#25215 -A Dark Intersection~ -A dark intersection leads north, east, and west. Inside the -intersection, dark shapes flee before your, always remaining -just outside your lights range. A sense of dread fills these -tunnels. From nearby you can hear something breathing deeply. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25217 -D1 -~ -~ -0 -1 25214 -D3 -~ -~ -0 -1 25216 -S -#25216 -A Portal Chamber~ -A dark passageway comes to a dead end here, only heading back -east. Inside the passage, dark shapes flee before your, -always remaining just outside your lights range. A sense of -dread fills these tunnels. The light is still scarce but you -can make out a portal leading down from here. From the portal -is coming a chill breeze, that fills these passages. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25215 -S -#25217 -A Dark Passage~ -A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25218 -D2 -~ -~ -0 -1 25215 -S -#25218 -A Dark Passage~ -A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25219 -D2 -~ -~ -0 -1 25217 -S -#25219 -A Dark Passage~ -A dark passageway heads north and south. Inside the passage, -dark shapes flee before your, always remaining just outside -your lights range. A sense of dread fills these tunnels. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25107 -D2 -~ -~ -0 -1 25218 -S -#25220 -The Channels of Ice~ -The winds blowing through these channels is enough to blow a -stong man away, yet you try to continue onward. To the east -the channel becomes a bit narrower, and at the far end you -can see a large pile of ice chunks. South the channels open -up to the ice covered plains, while north leads back through -the channels. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25222 -D2 -~ -~ -0 -1 25112 -D3 -~ -~ -0 -1 25221 -S -#25221 -The Channels of Ice~ -A strong winds blows down in the ice channels. The channel -gets wider to the east. Several large, crumbling chunks of -ice allow access to the ice covered plains. From here you -can see a great palace of ice upon those plains a short -distance away. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25220 -D4 -~ -~ -0 -1 25111 -S -#25222 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25223 -D3 -~ -~ -0 -1 25220 -S -#25223 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25224 -D2 -~ -~ -0 -1 25222 -S -#25224 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25225 -D3 -~ -~ -0 -1 25223 -S -#25225 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you -just want to get someplace warm. The channel leads south, -east and west. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25227 -D2 -~ -~ -0 -1 25224 -D3 -~ -~ -0 -1 25226 -S -#25226 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads north and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25228 -D1 -~ -~ -0 -1 25225 -S -#25227 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. Here the the digging of the trench was stopped for -an unknown reason. The channel continues to the west. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25225 -S -#25228 -The Channels of Ice~ -The ice channel is a fifteen foot deep trench cut into this -glacier. A strong wind blows through the channels, driving -snow into your face. This area is ungodly cold, and you just -want to get someplace warm. The channel leads east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25229 -D2 -~ -~ -0 -1 25226 -S -#25229 -An Ice Cavern~ -A large ice cavern would almost be a beuatiful thing, it if -was not for this bitter cold. As soon as you stepped into -this cavern the temperature must have dropped to well below -zero. A stairwell made of ice leads up through a portal near -the ceiling, while an opening leads out into a deep ice -channel to the west. -~ -0 3145741 0 -D3 -~ -~ -0 -1 25228 -S -#25230 -The Ice Fields~ -You are in a hilly area on a plane that is bitter cold. You -wonder of the demon that rules this icy, barren realm. From -your limited knowledge of demons, you know that they can -live in places that mortals would surely parish. From here -you can head west towards a palace of ice, or go down into -a cold, ice covered wasteland. -~ -0 3145741 0 -D3 -~ -~ -0 -1 25117 -D5 -~ -~ -0 -1 25231 -S -#25231 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25232 -D1 -~ -~ -0 -1 25233 -D2 -~ -~ -0 -1 25234 -D3 -~ -~ -0 -1 25235 -D4 -~ -~ -0 -1 25230 -S -#25232 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25231 -D3 -~ -~ -0 -1 25237 -S -#25233 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25236 -D2 -~ -~ -0 -1 25236 -D3 -~ -~ -0 -1 25231 -S -#25234 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25231 -D2 -~ -~ -0 -1 25239 -S -#25235 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25231 -D2 -~ -~ -0 -1 25238 -S -#25236 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25233 -D2 -~ -~ -0 -1 25237 -S -#25237 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25236 -D1 -~ -~ -0 -1 25232 -S -#25238 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25235 -S -#25239 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25234 -D1 -~ -~ -0 -1 25240 -S -#25240 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25243 -D2 -~ -~ -0 -1 25241 -D3 -~ -~ -0 -1 25239 -S -#25241 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25240 -D2 -~ -~ -0 -1 25242 -D3 -~ -~ -0 -1 25242 -S -#25242 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25241 -D1 -~ -~ -0 -1 25241 -S -#25243 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25244 -D3 -~ -~ -0 -1 25240 -S -#25244 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25245 -D3 -~ -~ -0 -1 25243 -S -#25245 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25244 -D1 -~ -~ -0 -1 25246 -S -#25246 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25247 -D3 -~ -~ -0 -1 25245 -S -#25247 -The Ice-Covered Wastelands~ -The ice covered wastlelands stretch out across the horizon. -Visibility is limited do to the snow being scattered about -by terrible winds. The wind is so strong, and so constant, -that the snow drifts are continually being made and beat -down again. It is bitterly cold here, and you need to find -someplace warm. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25248 -D2 -~ -~ -0 -1 25249 -D3 -~ -~ -0 -1 25246 -S -#25248 -An Ice Crater~ -A large crater is here in the surface of the ice. This small -depression gives some protection from the wind. There are -some large cracks in the crater here. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25247 -S -#25249 -An Ice Crater~ -A large crater is here in the surface of the ice. This small -depression gives some protection from the wind, but it is -not suprising to find this place already occupied by a wild- -eyed, completely frozen, half-skeletal berserking warrior. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25247 -S -#25250 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north, east, and west of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25251 -D2 -~ -~ -0 -1 25126 -D3 -~ -~ -0 -1 25252 -S -#25251 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25253 -D3 -~ -~ -0 -1 25250 -S -#25252 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and up on to a ledge. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25250 -D4 -~ -~ -0 -1 25264 -S -#25253 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25254 -D2 -~ -~ -0 -1 25251 -S -#25254 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25255 -D3 -~ -~ -0 -1 25253 -S -#25255 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the south and west. A door, wrapped in enteral -flams is set into a rocky area of the desert to the east. -~ -0 3145737 0 -D1 -~ -~ -8389671 25134 25256 -D2 -~ -~ -0 -1 25254 -D3 -~ -~ -0 -1 25257 -E -flaming door~ -Yes, you will need the flaming key here.~ -S -#25256 -The Cave of Fire~ -This large cave is heated by a collumn of flame near the -center of the room. The charred remains of other animals are -scattered about along with the sand that has been blown in -from the desert. Above there is a portal leading into the -unknown, while a flaming door can be seen to the west. -~ -0 3145741 0 -D3 -~ -~ -8389671 25134 25255 -E -flaming door~ -Perhaps you need a flaming key?~ -S -#25257 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and east of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25258 -D1 -~ -~ -0 -1 25255 -S -#25258 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the south and west of you. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25257 -D3 -~ -~ -0 -1 25259 -S -#25259 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and west of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25258 -D3 -~ -~ -0 -1 25260 -S -#25260 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25259 -D2 -~ -~ -0 -1 25261 -S -#25261 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north and west of you. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25260 -D3 -~ -~ -0 -1 25262 -S -#25262 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and west of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25261 -D3 -~ -~ -0 -1 25263 -S -#25263 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the east and south of you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25262 -D2 -~ -~ -0 -1 25264 -S -#25264 -The Abyssal Desert~ -You are in a hot, arid desert. The land is almost barren of -any plant life. An occasional tumbleweed passes by. There -are exits to the north down from this ledge of you. Looking -out across the desert, you see an alabaster building some -ways off to the southwest. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25263 -D5 -~ -~ -0 -1 25252 -S -#25265 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25266 -D3 -~ -~ -0 -1 25128 -S -#25266 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25267 -D2 -~ -~ -0 -1 25265 -S -#25267 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25268 -D2 -~ -~ -0 -1 25266 -S -#25268 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25269 -D3 -~ -~ -0 -1 25267 -S -#25269 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -can see exits to the south and west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25268 -D3 -~ -~ -0 -1 25270 -S -#25270 -The Barren Plains~ -You are in an area of empty plains. The air has a strange -feel to it. It is almost as though what you see is not real. -The images distort even as you look at them. You think you -see exits to the east and south, or maybe you can enter a -portal above. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25269 -S -#25271 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25135 -D1 -~ -~ -0 -1 25272 -S -#25272 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25273 -D3 -~ -~ -0 -1 25271 -S -#25273 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25272 -D3 -~ -~ -0 -1 25274 -S -#25274 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25273 -D2 -~ -~ -0 -1 25275 -S -#25275 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25274 -D3 -~ -~ -0 -1 25276 -S -#25276 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25275 -D3 -~ -~ -0 -1 25277 -S -#25277 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You wonder if you are -halucinating this whole experience. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25278 -D1 -~ -~ -0 -1 25276 -S -#25278 -The Salt Flats~ -You are in an area of salt flats. The air has a strange -salty feel to it. Everything has a dry look to it, and the -ground crunches with each step you take. Images bend and -twist from the corners of your eyes. You are not sure, maybe -its a mirage, but there might be a bluff south of here. It -is so very hot, all you really want is a cold drink of water. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25277 -D3 -~ -~ -0 -1 25279 -S -#25279 -Below a Bluff~ -A tall bluff stands out, overlooking the desert you walked -through. The sun is always standing high in the sky, and -thus the bluff is casting no shadows. You feel sweat break -out on your temple as you glance up at the path to the top -of the bluff. Gazing out at the desert, you dread walking -back through the desert. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25278 -D4 -~ -~ -0 -1 25280 -S -#25280 -Atop a Bluff~ -From the top of this bluff, you can see the great deserts you -walked through earlier, as well as a great alabaster building -in the distance. At least there is a breeze up here, if no -less hot. The sun beats down without mercy upon the path back -down to the bottom of the bluff and the salt flats. -~ -0 3145741 0 -D5 -~ -~ -0 -1 25279 -S -#25281 -The Grasslands~ -The grasslands continue to the south, while heading back to -a large hill overlooking the obsidian structure to the north. -The six foot tall grass sways gently in the wind, and looks -peaceful enough, but do not be fooled, this is still a place -of infinite evil and unimaginable pain. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25139 -D2 -~ -~ -0 -1 25282 -S -#25282 -The Grasslands~ -The grasslands lead off in many directions. A distance to -the north a large grass covered hill is seen, while there is -a pathway that leads down towards a large, ominous sinkhole. -To the south there is a ledge that looks out over the area. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25281 -D1 -~ -~ -0 -1 25285 -D2 -~ -~ -0 -1 25284 -D3 -~ -~ -0 -1 25283 -S -#25283 -The Grasslands~ -A path begins here leading down to the sinkhole. The hole is -very dark, and a foul stentch drifts out from the jet black -opening. To the east the grasslands continue. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25282 -D5 -~ -~ -0 -1 25286 -S -#25284 -The Grasslands~ -Overlooking the sinkhole, you notice a large rock off to the -right. It appears to be balance precariously on a shelf that -also overlooks the sinkhole. The grasslands continue to the -north, where a large hill is seen in the distance. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25282 -S -#25285 -The Grasslands~ -The grasslands stretches into the horizon to the east. To -the west and south there is a large, jet black sinkhole on -the edge of the grasslands. Perhaps there is something to -investigate down in the pit? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25285 -D3 -~ -~ -0 -1 25282 -S -#25286 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a -much better angle. To the west there is a large rock that -is very delicately balance above the sinkhole. A foul odor -is drift up from the sinkhole. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25287 -D3 -~ -~ -0 -1 25288 -D4 -~ -~ -0 -1 25283 -S -#25287 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads down to the sinkholes far side. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25286 -D5 -~ -~ -0 -1 25289 -S -#25288 -A Large Rock~ -A large rock has stopped here, a short distance above a deep -and dark sinkhole. A foul stentch drifts in the air, making -you noxious. You wonder if this rock might fall upon you if -you were to explore the sinkhole? -~ -0 3145741 0 -D1 -~ -~ -0 -1 25286 -E -rock ~ -Upon closer inspection, this rock looks like it could easily be pushed -down into the sinkhole. You best leave it where it is if you want to -explore deeper into the pit.~ -S -#25289 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads up closer to a large rock. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25290 -D4 -~ -~ -0 -1 25287 -S -#25290 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25289 -D3 -~ -~ -0 -1 25291 -S -#25291 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25290 -D2 -~ -~ -0 -1 25292 -S -#25292 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path continues down towards the far side -of the sinkhole. There are signs someone was here recently. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25291 -D5 -~ -~ -0 -1 25293 -S -#25293 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. The path leads up, towards the grasslands here. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25294 -D4 -~ -~ -0 -1 25292 -S -#25294 -Decending the Sinkhole~ -A path leads around the edge of the sinkhole, around to the -far side where you can investigate the depression from a much -better angle. You are getting closer to the far side of the -sinkhole and can see it much better now. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25293 -D1 -~ -~ -0 -1 25295 -S -#25295 -Decending the Sinkhole~ -The sinkhole appears to be stable. The edge of the pit is -just to the north, while to the west there is a path leading -up and out of the sinkhole. The foul stentch is nearly too -much for your stomach to handle. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25296 -D3 -~ -~ -0 -1 25294 -S -#25296 -The Pit Edge~ -The pit looks very deep, and very dark. he stentch that is -in the air is definately coming from this place. Something -moves below, deep inside the pit. A trail leads to the -south, eventually leading up past a large rock. You notice -now how the rock seems to be perched so gently that a fly -landing on it might cause it to come crashing down into the -pit. You are almost ready to vomit from the stentch. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25295 -D5 -~ -~ -0 -1 25297 -S -#25297 -The Dark Pit~ -Decending into the darkness you quickly realize that your -lights are giving but only a foot diameter illumination. -Within the shadows strange things move about. Above you -think you hear a rumbling noise. You are physically sick -at your stomach, vomiting down into the pit. A strong -urge to flee and run as far, far away. -~ -0 3145737 0 -D4 -~ -~ -0 -1 25296 -D5 -~ -~ -0 -1 25298 -S -#25298 -The Deep Pit~ -You really wish your lights where working better, because -there is something lurking here in the shadows. Its evil -presence can be felt, and it is very powerful. A large -shape is emerging from the darkness. Leather wings, horns -and sharp talons are now clearly visible. -~ -0 3145737 0 -D4 -~ -~ -0 -1 25297 -D5 -~ -~ -0 -1 25299 -S -#25299 -The Bottomless Pit~ -The rock has fallen from where it was sitting, ceiling you -forever within this bottomless pit. You can continue to -explore down, but you have a sinking feeling that you will -not ever find the bottom of this pit. -~ -0 3145737 0 -D5 -~ -~ -0 -1 25299 -S -#25300 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. Your garmets flap in the wind. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25144 -D2 -~ -~ -0 -1 25301 -S -#25301 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. In places the ground has large cracks. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25300 -D3 -~ -~ -0 -1 25302 -S -#25302 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. Something about this plane is ominous. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25301 -D2 -~ -~ -0 -1 25303 -S -#25303 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. Large cracks are found in the ground. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25302 -D3 -~ -~ -0 -1 25304 -S -#25304 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. A dreadful feeling passes over you here. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25303 -D2 -~ -~ -0 -1 25305 -S -#25305 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. Large cracks are found in the ground. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25304 -D3 -~ -~ -0 -1 25306 -S -#25306 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the east or west. A feeling of dispair passes over you. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25305 -D3 -~ -~ -0 -1 25307 -S -#25307 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. A hideous laughing is heard neaby. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25308 -D1 -~ -~ -0 -1 25306 -S -#25308 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. To the west there is a shrine on the very -edge of the plane. It looks like it is devoted to pagan god. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25307 -D3 -~ -~ -0 -1 25309 -S -#25309 -A Pagan Shrine~ -A crude shrine has been constructed here on the edges of the -windswept plains. The shrine appears to be devoted to the -ruler of the plane. Looking beyond the shrine to the west -you see a neverending void, filled with sparkling colors. -All about the area near the shrine are the skinned hides of -various humanoids. Easily visible are human, dwarf, and elf -hides. You can head east, away from this evil place. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25308 -S -#25310 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. The smell of death is carried on the wind. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25144 -D3 -~ -~ -0 -1 25311 -S -#25311 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. There are large cracks in the ground. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25312 -D1 -~ -~ -0 -1 25310 -S -#25312 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. There is evil lurking in the tall grass. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25313 -D2 -~ -~ -0 -1 25311 -S -#25313 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. Bones are found scattered about here. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25312 -D3 -~ -~ -0 -1 25314 -S -#25314 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. Something aweful smelling is nearby. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25315 -D1 -~ -~ -0 -1 25313 -S -#25315 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. Your garmets flap in the wind. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25314 -D3 -~ -~ -0 -1 25316 -S -#25316 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25317 -D1 -~ -~ -0 -1 25315 -S -#25317 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25318 -D2 -~ -~ -0 -1 25316 -S -#25318 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. To the east there is a graveyard that -appears to have been deserted for some time now. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25319 -D2 -~ -~ -0 -1 25317 -S -#25319 -A Barren Graveyard~ -This graveyard is barren, with the graves appearing to be dug -out from the inside. Headstones and markers are turned up or -broken. A rusty, iron fence surrounds the graveyard. To the -west there is a gate in the fence, and beyond a great windswept -plain stretches for as far as the eye can see. A strong wind -blows the dried grasses that grow along the edge of the fence. -Oddly enough, a portal hangs a few feet above the ground at the -near side of the cemetary, probably leading to another plane in -the Abyss. -~ -0 3145741 0 -D3 -~ -~ -0 -1 25318 -S -#25320 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25321 -D3 -~ -~ -0 -1 25144 -S -#25321 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25322 -D2 -~ -~ -0 -1 25320 -S -#25322 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25323 -D3 -~ -~ -0 -1 25321 -S -#25323 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25322 -D1 -~ -~ -0 -1 25324 -S -#25324 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25325 -D3 -~ -~ -0 -1 25323 -S -#25325 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25326 -D2 -~ -~ -0 -1 25324 -S -#25326 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25327 -D2 -~ -~ -0 -1 25325 -S -#25327 -The Windswept Plains~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the south or west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25328 -D3 -~ -~ -0 -1 25326 -S -#25328 -Oustide a Mound~ -This area is quite windy, but flat and rather featureless, -with the exception of some scattered grasses which sway in -the wind. The air has a dry feel to it. You can exit to -the north or south. To the south there is a burial mound -of some sort. The mound has a sinister feel about it. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25327 -D2 -~ -~ -0 -1 25329 -S -#25329 -A Burial Mound~ -This mound is pitch black, as spheres of darkness fall upon -your lights. From the shadows creatures attack! Once they -have been dispatched with, you might be able to search this -area from something useful. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25328 -S -#25330 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25331 -D3 -~ -~ -0 -1 25158 -S -#25331 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25330 -D1 -~ -~ -0 -1 25332 -S -#25332 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25333 -D3 -~ -~ -0 -1 25331 -S -#25333 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25332 -D1 -~ -~ -0 -1 25334 -S -#25334 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25335 -D3 -~ -~ -0 -1 25333 -S -#25335 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25336 -D2 -~ -~ -0 -1 25334 -S -#25336 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25337 -D2 -~ -~ -0 -1 25335 -S -#25337 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25338 -D3 -~ -~ -0 -1 25336 -S -#25338 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25337 -D2 -~ -~ -0 -1 25339 -S -#25339 -A Dead End~ -Here the passageway comes to a dead end, with the only exit -being back north. The whole place is covered with a whole -lot of sticky, green slime. You think twice about searching -for secret doors once you realize you would have to scrap -off an inch or more of slime to even see the walls. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25338 -S -#25340 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25341 -D1 -~ -~ -0 -1 25156 -S -#25341 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25340 -D3 -~ -~ -0 -1 25342 -S -#25342 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25341 -D3 -~ -~ -0 -1 25343 -S -#25343 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25344 -D1 -~ -~ -0 -1 25342 -S -#25344 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25345 -D2 -~ -~ -0 -1 25343 -S -#25345 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25346 -D3 -~ -~ -0 -1 25344 -S -#25346 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25345 -D3 -~ -~ -0 -1 25347 -S -#25347 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25346 -D3 -~ -~ -0 -1 25348 -S -#25348 -A Dungeon Corridor~ -This narrow corridor is coated with slime. From the cieling, -down along the walls, and on the floor, there is slime. The -green stuff clings to your feet like mud and small globs drop -down on your clothing from above. It would be best to hurry -along these passageways as fast as possible. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25347 -D3 -~ -~ -0 -1 25349 -S -#25349 -A Dead End~ -Here the passageway comes to a dead end, with the only exit -being back north. The whole place is covered with a whole -lot of sticky, green slime. You think twice about searching -for secret doors once you realize you would have to scrap -off an inch or more of slime to even see the walls. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25348 -S -#25350 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25351 -D2 -~ -~ -0 -1 25173 -S -#25351 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead west and south. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25352 -D3 -~ -~ -0 -1 25350 -S -#25352 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north, south and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25351 -D2 -~ -~ -0 -1 25353 -D3 -~ -~ -0 -1 25173 -S -#25353 -Enterance to a Tomb~ -A tomb leads away from the dungeons to the south. The bricks -used to build this tomb are made from a light brown stone, -and have been sanded smooth. This passageway is extremely -dusty, reducing your visibility and irritating your mouth -and nose. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25352 -D2 -~ -~ -0 -1 25354 -S -#25354 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps thExits leads to the -north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25353 -D3 -~ -~ -0 -1 25355 -S -#25355 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the east and west. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25354 -D3 -~ -~ -0 -1 25356 -S -#25356 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the east and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25355 -D2 -~ -~ -0 -1 25357 -S -#25357 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the north and south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25356 -D2 -~ -~ -0 -1 25358 -S -#25358 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the north and east. -To the south is a large stone door that looks like is has -not been opened in centuries. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25357 -D1 -~ -~ -0 -1 25360 -D2 -~ -~ -3 -1 25359 -S -#25359 -The Warlord's Tomb~ -This is obviously a tomb of an ancient warlord. On the walls -are scenes of great battles and victory. Around the room is -a large collection of ancient weapons and armor, although -they are far to damaged to actually use. The occupant of -the tomb is not pleased to be disturbed. -~ -0 3145741 0 -D0 -~ -~ -3 -1 25358 -S -#25360 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. Exits leads to the south and west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25361 -D3 -~ -~ -0 -1 25358 -S -#25361 -Tomb Passageway~ -This passageway is extremely dusty, reducing your visibility -and irritating your mouth and nose. Perhaps the walls once -had elaborate designs or inscriptions, but they have been -worn away over the ages. The passage comes to an end here, -at a large stone door to the west. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25360 -D3 -~ -~ -8389671 25135 25362 -S -#25362 -An Ancient Crypt~ -This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. A heavy stone door is to the east, -while exits lead south and west. -~ -0 3145737 0 -D1 -~ -~ -8389671 25135 25361 -D2 -~ -~ -0 -1 25363 -D3 -~ -~ -0 -1 25365 -S -#25363 -An Ancient Crypt~ -This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25362 -D3 -~ -~ -0 -1 25364 -S -#25364 -An Ancient Crypt~ -This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead north and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25365 -D1 -~ -~ -0 -1 25363 -S -#25365 -An Ancient Crypt~ -This crypt is indeed ancient. Things that should have died -many centuries ago wander dwell here in the darkness. Dust -that is nearly an inch deep coats the floor and every other -object in the chamber. Exits lead south and east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25362 -D2 -~ -~ -0 -1 25364 -S -#25366 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25169 -D3 -~ -~ -0 -1 25367 -S -#25367 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north, east and west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25370 -D1 -~ -~ -0 -1 25366 -D3 -~ -~ -0 -1 25368 -S -#25368 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead north and east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25369 -D1 -~ -~ -0 -1 25367 -S -#25369 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead south and east. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25370 -D2 -~ -~ -0 -1 25368 -S -#25370 -A Foul Dungeon~ -You are in a dark, damp dungeon where the air is stale and -humid. A few bones are scattered about on the floor here. -Exits lead south and west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25367 -D3 -~ -~ -0 -1 25369 -S -#25371 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25372 -D2 -~ -~ -0 -1 25161 -S -#25372 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25373 -D2 -~ -~ -0 -1 25371 -S -#25373 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the east, west, -and north. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25375 -D2 -~ -~ -0 -1 25372 -D3 -~ -~ -0 -1 25374 -S -#25374 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25380 -D1 -~ -~ -0 -1 25373 -S -#25375 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -west. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25376 -D3 -~ -~ -0 -1 25373 -S -#25376 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25377 -D2 -~ -~ -0 -1 25375 -S -#25377 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the south and -west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25376 -D3 -~ -~ -0 -1 25378 -S -#25378 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25379 -D1 -~ -~ -0 -1 25377 -S -#25379 -A Burial Niche~ -The catacombs come to a dead end here. The only exit is back -to the south. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25378 -S -#25380 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25381 -D2 -~ -~ -0 -1 25374 -S -#25381 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the south and -west. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25380 -D3 -~ -~ -0 -1 25382 -S -#25382 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -east. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25383 -D1 -~ -~ -0 -1 25381 -S -#25383 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25384 -D2 -~ -~ -0 -1 25382 -S -#25384 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north and -south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25385 -D2 -~ -~ -0 -1 25383 -S -#25385 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the east, west, -and south. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25387 -D2 -~ -~ -0 -1 25384 -D3 -~ -~ -0 -1 25386 -S -#25386 -A Burial Niche~ -The catacombs come to a dead end here. The only exit is back -to the east. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25385 -S -#25387 -The Catacombs~ -The catacombs are a series of tunnels leading away from the -central dungeon. The tunnels are very narrow, enough room -for a pair of people to walk side by side. Taller people -need to duct before entering the archways to the north, west -and south. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25389 -D2 -~ -~ -0 -1 25388 -D3 -~ -~ -0 -1 25385 -S -#25388 -A Burial Niche~ -The catacombs come to a dead end here. The only exit is back -to the north. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25387 -S -#25389 -A Burial Niche~ -The catacombs come to a dead end here. The only exit is back -to the south. Set into the walls are niches in which the -dead are leaned up to rest for eternity, or so they thought. -Many of the niches are empty, even though burial shrouds and -bits of clothing and affects are found within the niches. -You are overcome with a feeling to get out of here. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25387 -S -#25390 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. Disgusting things crawl about on the ground. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25178 -D3 -~ -~ -0 -1 25391 -S -#25391 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and east. The air is moist, yet it never seems to rain. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25392 -D1 -~ -~ -0 -1 25390 -S -#25392 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. The sun beats down from above, while has remained -high in the sky every since you have been here. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25391 -D3 -~ -~ -0 -1 25393 -S -#25393 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and east. Something moves in a nearby bush. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25394 -D1 -~ -~ -0 -1 25392 -S -#25394 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and south. Strange howls are heard in the treetops. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25395 -D2 -~ -~ -0 -1 25393 -S -#25395 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and south. The air is hot and humid. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25396 -D2 -~ -~ -0 -1 25394 -S -#25396 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and east. You feel unwanted and out of place in this plane. -~ -0 3145737 0 -D1 -~ -~ -0 -1 25397 -D2 -~ -~ -0 -1 25395 -S -#25397 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the north -and west. Large footprints are on the ground here. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25398 -D3 -~ -~ -0 -1 25396 -S -#25398 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A pathway leads to the south -and west. The ground shakes as something very large is -moving through the jungle. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25397 -D3 -~ -~ -0 -1 25399 -S -#25399 -A Tropical Jungle~ -You are in a hot, humid tropical jungle. There are numerous -trees and lush plantlife here. A portal is floating in the -air here, leading to another plane of the Aybss, while a -path leads to the east through the jungle. A short distance -away, a howl comes from the treetops. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25398 -S -#25400 -Decending a Jungle Cliff~ -Here a path connects a small ledge on the face of a cliff with -the main floor of the jungle. To the west the cliff decends -many hundred feet and there is no appearant way to decend. To -the north is the ledge, on which you see an enterance to a -cavern. Above the path leads to the tropical jungle floor. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25401 -D4 -~ -~ -0 -1 25190 -S -#25401 -Outside a Cave~ -Standing on a cliff, you are just outside a small cave. -Peering into the darkness is little help, save a strange -purple glow near in the center of the cavern. East leads -into the cave, while to the south is a path leading up to -the jungle. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25402 -D2 -~ -~ -0 -1 25400 -S -#25402 -Inside a Humid Cave~ -The cave is humid, about the same temperature as the dense -jungle to the west. A large iron grate is set in the -bottom of the cavern floor. In the near side of the grate -are hinges and on the far side is a massive lock. Stairsteps -can be seen decending deeper into the cavern beyond the iron -grate. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25401 -D5 -~ -grate~ -8389671 25132 25403 -E -iton grate~ -The grate appears to be magical. A lock is on the far side.~ -E -lock~ -This is a spider shapped lock, looks very complex.~ -E -stairsteps darkness~ -There is something glowing just out of sight. If you could open the -grate you could easily find out what is glowing.~ -S -#25403 -A Portal Chamber~ -Of course! Yet another portal was the source of the glowing. -On the other side of the portal you are barely able to see -yet more caves, but perhaps it is just a reflection. Aside -from the portal leading to another plane, this cavern is -rather boring. A grate is at the top of a stairwell that -leads to an upper level of the cave. -~ -0 3145741 0 -D4 -~ -grate~ -8389671 25132 25402 -S -#25404 -A Spiderweb-Infested Intersection~ -Standing below this portal, dark, twisting passages lead of -in several directions. These tunnels are covered with thick -spiderwebs. From a bit deeper inside the caverns a rustling -sound can be heard. There is a portal in the ceiling above. -Beyond the portal there looks like the caverns continue, or -perhaps it is reflecting this chamber. Whatever the case, it -is definately a portal. The air is still and cold. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25405 -D1 -~ -~ -0 -1 25411 -D2 -~ -~ -0 -1 25417 -D3 -~ -~ -0 -1 25426 -E -spiderwebs~ -Yes, spiderwebs. You damn well better be sure there are some spiders -down here in this place, big spider, really big spider.~ -S -#25405 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25406 -D2 -~ -~ -0 -1 25404 -S -#25406 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25407 -D3 -~ -~ -0 -1 25405 -S -#25407 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25406 -D3 -~ -~ -0 -1 25408 -S -#25408 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25409 -D1 -~ -~ -0 -1 25407 -S -#25409 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25410 -D2 -~ -~ -0 -1 25408 -S -#25410 -A Spiderweb-Infested Lair~ -Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -0 3145737 0 -D3 -~ -~ -0 -1 25409 -S -#25411 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25412 -D3 -~ -~ -0 -1 25404 -S -#25412 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25413 -D2 -~ -~ -0 -1 25411 -S -#25413 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25414 -D3 -~ -~ -0 -1 25412 -S -#25414 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25415 -D2 -~ -~ -0 -1 25413 -S -#25415 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25416 -D3 -~ -~ -0 -1 25414 -S -#25416 -A Spiderweb-Infested Lair~ -Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25415 -S -#25417 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25404 -D1 -~ -~ -0 -1 25418 -S -#25418 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25419 -D3 -~ -~ -0 -1 25417 -S -#25419 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25418 -D1 -~ -~ -0 -1 25420 -S -#25420 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25421 -D3 -~ -~ -0 -1 25419 -S -#25421 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25420 -D3 -~ -~ -0 -1 25422 -S -#25422 -A Spiderweb-Infested Shaft~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25421 -D5 -~ -~ -0 -1 25423 -S -#25423 -A Spiderweb-Infested Shaft~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D4 -~ -~ -0 -1 25422 -D5 -~ -~ -0 -1 25424 -S -#25424 -A Spiderweb-Infested Shaft~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D4 -~ -~ -0 -1 25423 -D5 -~ -~ -0 -1 25425 -S -#25425 -A Spiderweb-Infested Lair~ -Here, at a dead end, there are a large number of huge spiders -nesting, just waiting for someone to blunder into the room. -Someone like you. A green liquid drips from their savage -mandibles as they advance. -~ -0 3145737 0 -D4 -~ -~ -0 -1 25424 -S -#25426 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25427 -D1 -~ -~ -0 -1 25404 -S -#25427 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25426 -D3 -~ -~ -0 -1 25428 -S -#25428 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25427 -D3 -~ -~ -0 -1 25429 -S -#25429 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D1 -~ -~ -0 -1 25428 -D2 -~ -~ -0 -1 25430 -S -#25430 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25429 -D3 -~ -~ -0 -1 25431 -S -#25431 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25432 -D1 -~ -~ -0 -1 25430 -S -#25432 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D0 -~ -~ -0 -1 25433 -D2 -~ -~ -0 -1 25431 -S -#25433 -A Spiderweb-Infested Corridor~ -Travel is slowed by the large ammounts of spiderwebs. Bones -and small objects are occassional found stuck into the webs, -as are the gigantic spiders which inhabit the area. You -wonder if you will every get out of this place alive? -~ -0 3145737 0 -D2 -~ -~ -0 -1 25432 -D3 -~ -~ -0 -1 25434 -S -#25434 -A Spiderweb-Infested Cavern~ -It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -0 3145737 0 -D0 -~ -~ -0 -1 25435 -D1 -~ -~ -0 -1 25433 -S -#25435 -A Spiderweb-Infested Cavern~ -It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -0 3145737 0 -D0 -~ -~ -0 -1 25436 -D2 -~ -~ -0 -1 25434 -D3 -~ -~ -0 -1 25437 -S -#25436 -A Small Niche~ -Unlike the majority of this underground complex, this room is -void of the large ammounts of spiderwebs. A small bed of -straw has been set in the corner of the chamber. It appears -something somewhat human is living, well more aptly surviving, -in this small niche. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25435 -S -#25437 -A Spiderweb-Infested Cavern~ -It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! -~ -0 3145737 0 -D1 -~ -~ -0 -1 25435 -D3 -~ -~ -0 -1 25438 -S -#25438 -A Spiderweb-Infested Cavern~ -It is hard to judge the size of this cavern due to all the -spiderwebs. By now you have lost count of exactly how many -spiders you have seen here. Things move about overhead, -waiting for the right time to drop down an attack with their -poisonous bites! The spiderwebs could be hiding something. -~ -0 3145737 0 -D0 -~ -~ -2048 -1 25439 -D1 -~ -~ -0 -1 25437 -D2 -~ -~ -2048 -1 25440 -E -spiderwebs~ -Yes! There are exits to the north and south.~ -S -#25439 -On the Edge of a Huge Spider Web~ -You are standing on the edge of a wide opening in the cavern -floor. Looking down a huge spiderweb stretches the entire -width of the room. It looks possible to be able to decend -the spiderweb much like a rope or ladder. -~ -0 3145737 0 -D2 -~ -~ -0 -1 25438 -D5 -~ -~ -0 -1 25441 -S -#25440 -A Small Niche~ -Unlike the majority of this underground complex, this room is -void of the large ammounts of spiderwebs. A small bed of -straw has been set in the corner of the chamber. It appears -something somewhat human is living, well more aptly surviving, -in this small niche. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25438 -S -#25441 -Decending a Huge Spider Web~ -Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -0 3145741 0 -D4 -~ -~ -0 -1 25439 -D5 -~ -~ -0 -1 25442 -S -#25442 -Decending a Huge Spider Web~ -Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -0 3145737 0 -D4 -~ -~ -0 -1 25441 -D5 -~ -~ -0 -1 25443 -S -#25443 -Decending a Huge Spider Web~ -Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. -~ -0 3145737 0 -D4 -~ -~ -0 -1 25442 -D5 -~ -~ -0 -1 25444 -S -#25444 -Decending a Huge Spider Web~ -Climbing the spideweb much like a ladder, things are moving -about in almost every direction. This must be a huge cavern, -because of the fact there are spiderwebs everywhere. Though -many of the webs are too weak to support your weight, this -one you are climbing and one many feet below look exceptional -sturdy. The spiderweb that is underneath you is much larger -than you had first suspected. -~ -0 3145741 0 -D4 -~ -~ -0 -1 25443 -D5 -~ -~ -0 -1 25445 -S -#25445 -The Center of Lloth's Lair~ -You are standing in the center of Lloth's spiderweb in the -Abyss. Just the though makes you confident in your own -ability, but overcoming the Queen of Spiders will be another -thing entirely. The web leads in almost every direction -from here. Another spiderweb that intersects this one leads -up from here. You feel the web below vibrate as something -moves elsewhere on the slightly sticky silk surface. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25446 -D1 -~ -~ -0 -1 25447 -D2 -~ -~ -0 -1 25448 -D3 -~ -~ -0 -1 25449 -D4 -~ -~ -0 -1 25444 -S -#25446 -Lloth's Lair~ -You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -south is the center of Lloth's Lair. -~ -0 3145737 0 -D0 -~ -~ -0 0 25452 -D1 -~ -~ -0 0 25452 -D2 -~ -~ -0 -1 25445 -D3 -~ -~ -0 0 25452 -S -#25447 -Lloth's Lair~ -You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -west is the center of Lloth's Lair. -~ -0 3145737 0 -D0 -~ -~ -0 0 25452 -D1 -~ -~ -0 0 25452 -D2 -~ -~ -0 0 25452 -D3 -~ -~ -0 -1 25445 -S -#25448 -Lloth's Lair~ -You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -north is the center of Lloth's Lair. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25445 -D1 -~ -~ -0 0 25452 -D2 -~ -~ -0 0 25452 -D3 -~ -~ -0 0 25452 -S -#25449 -Lloth's Lair~ -You a walking through Lloth's spiderweb in the Abyss. Just -the though makes you confident in your own ability, but -slaying the Queen of Spiders will be another thing entirely. -The webs leads in almost every direction from here. To the -east is the center of Lloth's Lair. To the south you think -you see something moving. -~ -0 3145737 0 -D0 -~ -~ -0 0 25452 -D1 -~ -~ -0 -1 25445 -D2 -~ -~ -0 0 25453 -D3 -~ -~ -0 0 25452 -S -#25450 -Lloth's Throne~ -Here, hidden from sight, is the private residence of the -Spider Queen. The walls are cavern with images of pain and -torture, along with many spider-like icons. Her throne is -made of a pale white stone, adorned with many jewels and -gemstones. Dispite the relative splendor of the chamber, -this is a place of great evil and danger. -~ -0 3145741 0 -D2 -~ -~ -0 0 25451 -D4 -~ -~ -0 0 25453 -S -#25451 -A Portal Chamber~ -To the north is Lloth's Throne, while a strange portal leads -down into the darkness. While many places throughout this -nightmare realm have terrificed you, here you are afraid of -lossing your very soul. You strongly reconsider continuing -any farther, for fear of a fate worse than death. Pray to -your Gods while you are still able. -~ -0 3145741 0 -D0 -~ -~ -0 0 25450 -S -#25452 -Stuck on Lloth's Spiderweb~ -Damn! You have walked too far out on the web and have became -stuck. There is nothing left to do but pray for your soul -and wait until a spider decides to come and eat you! -~ -0 3145741 0 -S -#25453 -On Lloth's Spiderweb~ -Damn! You have walked too far out on the web and have became -stuck. There is nothing left to do but pray for your soul -and wait until a spider decides to come and eat you! -But wait, it appears you might be able to struggle free and -drop somewhere. At least you would not be here, trapped for -eternity. -~ -0 3145737 0 -D5 -~ -~ -0 0 25450 -S -#25454 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145737 0 -D0 -~ -~ -0 -1 25455 -D1 -~ -~ -0 -1 25456 -D2 -~ -~ -0 -1 25459 -D3 -~ -~ -0 -1 25467 -S -#25455 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25455 -D2 -~ -~ -0 -1 25454 -D3 -~ -~ -0 -1 25455 -S -#25456 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25457 -D2 -~ -~ -0 -1 25458 -D3 -~ -~ -0 -1 25454 -S -#25457 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25458 -D2 -~ -~ -0 -1 25456 -S -#25458 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25456 -D2 -~ -~ -0 -1 25457 -S -#25459 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25454 -D1 -~ -~ -0 -1 25466 -D2 -~ -~ -0 -1 25460 -D3 -~ -~ -0 -1 25465 -S -#25460 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25459 -D1 -~ -~ -0 -1 25461 -D3 -~ -~ -0 -1 25462 -S -#25461 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25464 -D3 -~ -~ -0 -1 25460 -S -#25462 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25463 -D1 -~ -~ -0 -1 25460 -S -#25463 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25462 -D3 -~ -~ -0 -1 25474 -S -#25464 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D2 -~ -~ -0 -1 25461 -S -#25465 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25459 -D3 -~ -~ -0 -1 25466 -S -#25466 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25465 -D3 -~ -~ -0 -1 25459 -S -#25467 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25468 -D1 -~ -~ -0 -1 25454 -D2 -~ -~ -0 -1 25469 -S -#25468 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25472 -D2 -~ -~ -0 -1 25467 -S -#25469 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25467 -D3 -~ -~ -0 -1 25470 -S -#25470 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25471 -D1 -~ -~ -0 -1 25469 -D2 -~ -~ -0 -1 25471 -S -#25471 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25470 -D2 -~ -~ -0 -1 25470 -D3 -~ -~ -0 -1 25473 -S -#25472 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D0 -~ -~ -0 -1 25473 -D3 -~ -~ -0 -1 25468 -S -#25473 -The Boulder Plains~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Best move on. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25471 -D2 -~ -~ -0 -1 25472 -S -#25474 -Outside the The (Nether) Void~ -You stare around you, at the hellish scenery. You seem to be -surrounded with large boulders. You look up and the night -sky is something completly unfamiliar to you. All the stars -are in the wrong places. Your fears grow as you see the -shadows begining to move around you. Below a dark swirling -matter expands and contracts before your very eyes. An aura -of dread is radiating from the magical ominous matter. -~ -0 3145741 0 -D1 -~ -~ -0 -1 25463 -D5 -~ -~ -8389671 25142 25475 -S -#25475 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. The sounds of combat -are heard but not seen. A large demonic figure dressed in -armor and wield a massive weapon stands here guarding this -unholy place, the Altar of War. -~ -0 36700173 0 -D5 -~ -nether void~ -8389671 25143 25476 -S -#25476 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. The moans of the dead -are heard, but none are seen except a skeletal figure who -stands here protecting an evil shrine, the Altar of Death. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25144 25477 -S -#25477 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel like doing -nothing but sitting down and staring at the black matter -that is dancing around you. A demon sits upon a large pile -of rubbish that is considerd an altar in this most unholy -location, the Altar of Sloth. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25145 25478 -S -#25478 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Stange spark flicker in -the black matter. Thoughts of random acts of violance and -evil drift inside your mind. A dark figure stands here to -protect this unholy shrine, the Altar of Chaos. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25146 25479 -S -#25479 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. A dark figure is here -to put an end to your exploration of the Abyss. You cannot -seem to think straight in this voidlike chamber. Over and -over you remind yourself not to trust you own thoughts, for -this is the nature of this room. A demon is guarding this -wretched unholy shrine, the Altar of Lies. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25147 25480 -S -#25480 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Blood drips from small -holes in the black matter and collects on something like a -floor. A demon coated in blood stands over an evil alter, -the Altar of Blood. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25148 25481 -S -#25481 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel safe here, -and confident that this must be the only place in the Abyss -where evil does not dare enter, yet there is a large demon -here standing over a unholy shrine, the Altar of Deciet. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25149 25482 -S -#25482 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Screams of pain and -torture are head, yet nothing is seen except a demon who is -here to defend this wretched altar, the Altar of Pain. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25150 25483 -S -#25483 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Whispering sounds are -heard, much like the sounds of lovers. You feel sick at -your stomach here, watching a foul demon positioned infront -of a diabolic demon shrine, the Altar of Sin. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25151 25484 -S -#25484 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Emotions of hate and -contempt run through your mind. An armored demon stands at -the ready, infront of a black altar, the Altar of Hate. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25152 25485 -S -#25485 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. More than before this -place is dark. Unholy dark. A shadowy demoness stands here -to protect this dazzeling altar, the Altar of Night. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25153 25486 -S -#25486 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Images of nude women -and men drift into your mind performing unspeakable acts of -lust. A demon stands infront of a pagan altar which depicts -all sorts of perverted sexual acts, the Altar of Lust. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25154 25487 -S -#25487 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Power. Raw, uncontroled -power. Your power. You invision yourself as a great ruler -of a huge kingdom. A poweful demon stands infront of this -altar to perhaps the most wicked of all vices, Power. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25209 25488 -S -#25488 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. Gold, silver, gems and -jewels float through the black matter. You reach for them -and they seem to recoil from your grasp. An eight-armed -woman stands here infront of a huge altar made to a pagan -vice, Greed. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25210 25489 -S -#25489 -The (Nether) Void~ -The matter has pulled you in and sealed the exit above you. -Dark lifeless shapes swirl around you existing in this evil -black substance that surrounds you. You feel ashamed and -are compelled to stare at a gentle, soft-skinned man with -white feathered wings who stands infront of an shrine made -of ivory and gold and assorted gems, the Altar of Betrayal. -~ -0 36700173 0 -D5 -~ -altar~ -8389671 25211 25490 -S -#25490 -((Eternal Damnation))~ -Here is the residing place of Cianhydle, Dark Lord of Old. -A powerful being, his true plans are not even known by his -generals and marshals. Streams of the black matter that -make up this Void run into and out of his body. His body -continual takes on different forms, from man to woman to -beast. You now know what lay at the heart of the Abyss. If -you shall ever escape and live to tell of this is doubtful. -~ -0 36700173 0 -S -#25491 -Above The Ice Palace~ -~ -0 13 9 -S -#25492 -Upon a Cold Dark Cloud~ -~ -0 13 9 -S -#25493 -Skies Above the Tropical Jungle~ -~ -0 13 9 -S -#25494 -Skies High Above the Tropical Jungle~ -~ -0 13 9 -S -#25495 -Skies Very High Above the Tropical Jungle~ -~ -0 13 9 -S -#25496 -Clouds High Above the Tropical Jungle~ -~ -0 13 9 -S -#25497 -Abyss Room~ -~ -0 13 0 -S -#25498 -Abyss Room~ -~ -0 13 0 -S -#25499 -Abyss Room~ -~ -0 13 0 -S -#0 - - -#RESETS -O 0 25111 0 25100 -O 0 25229 0 25100 -M 0 25196 1 25100 -O 0 25230 0 25101 -M 1 25100 10 25102 -E 0 25183 0 16 -M 1 25147 10 25104 -E 0 25183 0 16 -M 1 25100 10 25106 -E 0 25183 0 16 -M 0 25104 1 25108 -E 0 25102 0 10 -E 0 25103 -1 16 -E 0 25100 0 8 -E 0 25101 0 7 -G 0 25134 0 -D 0 25108 2 2 -M 0 25103 1 25110 -E 0 25162 0 12 -E 0 25160 0 9 -E 0 25161 0 7 -M 1 25150 8 25112 -E 0 25176 0 16 -O 0 25231 0 25113 -D 0 25113 0 2 -M 1 25150 8 25116 -E 0 25176 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-M 25167 spec_poison -M 25169 spec_poison -M 25170 spec_cast_mage -M 25173 spec_cast_mage -M 25174 spec_breath_fire -M 25181 spec_breath_any -M 25184 spec_breath_acid -M 25185 spec_breath_fire -M 25186 spec_breath_fire -M 25189 spec_breath_lightning -M 25190 spec_breath_gas -M 25191 spec_breath_frost -M 25192 spec_breath_any -M 25193 spec_breath_any -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/air.are b/data/realm/areas_smaug1.4a/air.are deleted file mode 100644 index 46165c3..0000000 --- a/data/realm/areas_smaug1.4a/air.are +++ /dev/null @@ -1,1241 +0,0 @@ -#AREA In the Air~ - -#VERSION 1 - -#AUTHOR Copper~ - -#RANGES -5 10 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#500 -fairy dragon~ -A fairy dragon~ -A fairy dragon is fluttering around here looking for something to do... -~ -It's a cute little multi-colored dragon...about 2 foot long. -It gracefully dances around your head. -~ -65 24 500 S -5 16 5 5d5+50 2d4+1 -20 0 -112 112 0 -#501 -griffin~ -A griffin~ -A large black winged griffin swoops into an attack. -~ -Golden maned and black all over. It's quite a beautiful creature if not -for the fact it is hungry and is attacking you! -~ -97 0 300 S -8 14 4 1d1+104 2d5+2 -500 0 -112 112 1 -#0 - - -#OBJECTS -#500 -rose~ -a red rose~ -A red rose is lying on the ground.~ -~ -9 0 1 -6 0 0 0 -8 0 0 -E -rose~ -This is no ordinary rose, as it is a gift from Dionysus to his -dearest, Wendella. -~ -#0 - - -#ROOMS -#500 -In the air ...~ -You are flying! -Currently you are about 40 meters above the ground north of the city. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 505 -D2 -More of the same. -~ -~ -0 0 501 -D4 -More of the same. -~ -~ -0 0 520 -S -#501 -In the air ...~ -You are flying! -Currently you are about 20 meters above the inside wall of West Midgaard. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 500 -D1 -More of the same. -~ -~ -0 0 506 -D2 -More of the same. -~ -~ -0 0 502 -D4 -More of the same. -~ -~ -0 0 521 -S -#502 -In the air ...~ -You are flying! -Currently you are about 20 meters above the west gate of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 501 -D1 -More of the same. -~ -~ -0 0 507 -D2 -More of the same. -~ -~ -0 0 503 -D4 -More of the same. -~ -~ -0 0 522 -S -#503 -In the air ...~ -You are flying! -Currently you are about 40 meters above Wall Road. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 502 -D1 -More of the same. -~ -~ -0 0 508 -D2 -More of the same. -~ -~ -0 0 504 -D4 -More of the same. -~ -~ -0 0 523 -S -#504 -In the air ...~ -You are flying! -Currently you are about 40 meters above Wall Road. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 503 -D1 -More of the same. -~ -~ -0 0 509 -D4 -More of the same. -~ -~ -0 0 524 -S -#505 -In the air ...~ -You are flying! -Currently you are about 40 meters above the ground north of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 510 -D2 -More of the same. -~ -~ -0 0 506 -D3 -More of the same. -~ -~ -0 0 500 -D4 -More of the same. -~ -~ -0 0 525 -S -#506 -In the air ...~ -You are flying! -Currently you are about 20 meters above the magic shop. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 505 -D1 -More of the same. -~ -~ -0 0 511 -D2 -More of the same. -~ -~ -0 0 507 -D3 -More of the same. -~ -~ -0 0 501 -D4 -More of the same. -~ -~ -0 0 526 -S -#507 -In the air ...~ -You are flying! -Currently you are about 40 meters above Main Street. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 506 -D1 -More of the same. -~ -~ -0 0 512 -D2 -More of the same. -~ -~ -0 0 508 -D3 -More of the same. -~ -~ -0 0 502 -D4 -More of the same. -~ -~ -0 0 527 -S -#508 -In the air ...~ -You are flying! -Currently you are about 20 meters above the Mage Guild Hall. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 507 -D1 -More of the same. -~ -~ -0 0 513 -D2 -More of the same. -~ -~ -0 0 509 -D3 -More of the same. -~ -~ -0 0 503 -D4 -More of the same. -~ -~ -0 0 528 -S -#509 -In the air ...~ -You are flying! -Currently you are about 40 meters above Poor Alley. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 508 -D1 -More of the same. -~ -~ -0 0 514 -D3 -More of the same. -~ -~ -0 0 504 -D4 -More of the same. -~ -~ -0 0 529 -S -#510 -In the air ...~ -You are flying! -Currently you are about 40 meters above the ground north of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 515 -D2 -More of the same. -~ -~ -0 0 511 -D3 -More of the same. -~ -~ -0 0 505 -D4 -More of the same. -~ -~ -0 0 530 -S -#511 -In the air ...~ -You are flying! -Currently you are about 20 meters above the bakery. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 510 -D1 -More of the same. -~ -~ -0 0 516 -D2 -More of the same. -~ -~ -0 0 512 -D3 -More of the same. -~ -~ -0 0 506 -D4 -More of the same. -~ -~ -0 0 531 -S -#512 -In the air ...~ -You are flying! -Currently you are about 40 meters above Main Street. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 511 -D1 -More of the same. -~ -~ -0 0 517 -D2 -More of the same. -~ -~ -0 0 513 -D3 -More of the same. -~ -~ -0 0 507 -D4 -More of the same. -~ -~ -0 0 532 -S -#513 -In the air ...~ -You are flying! -Currently you are about 20 meters above Armoury. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 512 -D1 -More of the same. -~ -~ -0 0 518 -D2 -More of the same. -~ -~ -0 0 514 -D3 -More of the same. -~ -~ -0 0 508 -D4 -More of the same. -~ -~ -0 0 533 -S -#514 -In the air ...~ -You are flying! -Currently you are about 40 meters above Poor Alley. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 513 -D1 -More of the same. -~ -~ -0 0 519 -D3 -More of the same. -~ -~ -0 0 509 -D4 -More of the same. -~ -~ -0 0 534 -S -#515 -In the air ...~ -You are flying! -Currently you are about 10 meters above the temple spire of Midgaard -It seems like you can see forever! -~ -0 0 9 -D2 -More of the same. -~ -~ -0 0 516 -D3 -More of the same. -~ -~ -0 0 510 -D4 -More of the same. -~ -~ -0 0 535 -S -#516 -In the air ...~ -You are flying! -Currently you are about 40 meters above the Temple Square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 515 -D2 -More of the same. -~ -~ -0 0 517 -D3 -More of the same. -~ -~ -0 0 511 -D4 -More of the same. -~ -~ -0 0 536 -D5 -More of the same -~ -~ -0 0 3057 -S -#517 -In the air ...~ -You are flying! -Currently you are about 40 meters above Market Square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 516 -D2 -More of the same. -~ -~ -0 0 518 -D3 -More of the same. -~ -~ -0 0 512 -D4 -More of the same. -~ -~ -0 0 537 -S -#518 -In the air ...~ -You are flying! -Currently you are about 40 meters above Market and Commons. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 517 -D2 -More of the same. -~ -~ -0 0 519 -D3 -More of the same. -~ -~ -0 0 513 -D4 -More of the same. -~ -~ -0 0 538 -S -#519 -In the air ...~ -You are flying! -Currently you are about 40 meters above ground, overlooking the Common Square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 518 -D3 -More of the same. -~ -~ -0 0 514 -D4 -More of the same. -~ -~ -0 0 539 -S -#520 -In the air ...~ -You are flying! -Currently you are about 60 meters above the ground just north of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 525 -D2 -More of the same. -~ -~ -0 0 521 -D5 -More of the same. -~ -~ -0 0 500 -S -#521 -In the air ...~ -You are flying! -Currently you are about 40 meters above the west gate of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 520 -D1 -More of the same. -~ -~ -0 0 526 -D2 -More of the same. -~ -~ -0 0 522 -D5 -More of the same. -~ -~ -0 0 501 -S -#522 -In the air ...~ -You are flying! -Currently you are about 60 meters above west gate of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 521 -D1 -More of the same. -~ -~ -0 0 527 -D2 -More of the same. -~ -~ -0 0 523 -D5 -More of the same. -~ -~ -0 0 502 -S -#523 -In the air ...~ -You are flying! -Currently you are about 60 meters above wall road. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 522 -D1 -More of the same. -~ -~ -0 0 528 -D2 -More of the same. -~ -~ -0 0 524 -D5 -More of the same. -~ -~ -0 0 503 -S -#524 -In the air ...~ -You are flying! -Currently you are about 60 meters above wall road. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 523 -D1 -More of the same. -~ -~ -0 0 529 -D5 -More of the same. -~ -~ -0 0 504 -S -#525 -In the air ...~ -You are flying! -Currently you are about 60 meters above the ground north of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 530 -D2 -More of the same. -~ -~ -0 0 526 -D3 -More of the same. -~ -~ -0 0 520 -D5 -More of the same. -~ -~ -0 0 505 -S -#526 -In the air ...~ -You are flying! -Currently you are about 40 meters above the magic shop. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 525 -D1 -More of the same. -~ -~ -0 0 531 -D2 -More of the same. -~ -~ -0 0 527 -D3 -More of the same. -~ -~ -0 0 521 -D5 -More of the same. -~ -~ -0 0 506 -S -#527 -In the air ...~ -You are flying! -Currently you are about 60 meters above main street. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 526 -D1 -More of the same. -~ -~ -0 0 532 -D2 -More of the same. -~ -~ -0 0 528 -D3 -More of the same. -~ -~ -0 0 522 -D5 -More of the same. -~ -~ -0 0 507 -S -#528 -In the air ...~ -You are flying! -Currently you are about 40 meters above the mage guild. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 527 -D1 -More of the same. -~ -~ -0 0 533 -D2 -More of the same. -~ -~ -0 0 529 -D3 -More of the same. -~ -~ -0 0 523 -D5 -More of the same. -~ -~ -0 0 508 -S -#529 -In the air ...~ -You are flying! -Currently you are about 60 meters above poor alley. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 528 -D1 -More of the same. -~ -~ -0 0 534 -D3 -More of the same. -~ -~ -0 0 524 -D5 -More of the same. -~ -~ -0 0 509 -S -#530 -In the air ...~ -You are flying! -Currently you are about 60 meters above the ground north of Midgaard. -It seems like you can see forever! -~ -0 0 9 -D1 -More of the same. -~ -~ -0 0 535 -D2 -More of the same. -~ -~ -0 0 531 -D3 -More of the same. -~ -~ -0 0 525 -D5 -More of the same. -~ -~ -0 0 510 -S -#531 -In the air ...~ -You are flying! -Currently you are about 40 meters above bakery and cleric guild. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 530 -D1 -More of the same. -~ -~ -0 0 536 -D2 -More of the same. -~ -~ -0 0 532 -D3 -More of the same. -~ -~ -0 0 526 -D5 -More of the same. -~ -~ -0 0 511 -S -#532 -In the air ...~ -You are flying! -Currently you are about 60 meters above main street. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 531 -D1 -More of the same. -~ -~ -0 0 537 -D2 -More of the same. -~ -~ -0 0 533 -D3 -More of the same. -~ -~ -0 0 527 -D5 -More of the same. -~ -~ -0 0 512 -S -#533 -In the air ...~ -You are flying! -Currently you are about 40 meters above the armoury. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 532 -D1 -More of the same. -~ -~ -0 0 538 -D2 -More of the same. -~ -~ -0 0 534 -D3 -More of the same. -~ -~ -0 0 528 -D5 -More of the same. -~ -~ -0 0 513 -S -#534 -In the air ...~ -You are flying! -Currently you are about 60 meters above poor alley. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 533 -D1 -More of the same. -~ -~ -0 0 539 -D3 -More of the same. -~ -~ -0 0 529 -D5 -More of the same. -~ -~ -0 0 514 -S -#535 -In the air ...~ -You are flying! -Currently you are about 30 meters above the temple spire. -It seems like you can see forever! -~ -0 0 9 -D2 -More of the same. -~ -~ -0 0 536 -D3 -More of the same. -~ -~ -0 0 530 -D4 -You see a fabulous rainbow! -~ -~ -0 0 1900 -D5 -More of the same. -~ -~ -0 0 515 -S -#536 -In the air ...~ -You are flying! -Currently you are about 60 meters above the temple square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 535 -D2 -More of the same. -~ -~ -0 0 537 -D3 -More of the same. -~ -~ -0 0 531 -D5 -More of the same. -~ -~ -0 0 516 -S -#537 -In the air ...~ -You are flying! -Currently you are about 60 meters above market square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 536 -D2 -More of the same. -~ -~ -0 0 538 -D3 -More of the same. -~ -~ -0 0 532 -D5 -More of the same. -~ -~ -0 0 517 -S -#538 -In the air ...~ -You are flying! -Currently you are about 60 meters above market square and commons square. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 537 -D2 -More of the same. -~ -~ -0 0 539 -D3 -More of the same. -~ -~ -0 0 533 -D5 -More of the same. -~ -~ -0 0 518 -S -#539 -In the air ...~ -You are flying! -Currently you are about 60 meters above commoners square and the dump. -It seems like you can see forever! -~ -0 0 9 -D0 -More of the same. -~ -~ -0 0 538 -D3 -More of the same. -~ -~ -0 0 534 -D5 -More of the same. -~ -~ -0 0 519 -S -#0 - - -#RESETS -M 1 500 10 504 -M 1 500 10 518 -M 1 500 10 521 -M 1 501 3 533 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 500 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/anthill.are b/data/realm/areas_smaug1.4a/anthill.are deleted file mode 100644 index c4ef47e..0000000 --- a/data/realm/areas_smaug1.4a/anthill.are +++ /dev/null @@ -1,1246 +0,0 @@ -#AREA Anthill~ - - - -#VERSION 1 -#AUTHOR Uriel~ - -#RANGES -5 15 2 20 -$ - -#RESETMSG The clickety clack of the new generation can be heard in the tunnels.~ - -#FLAGS -0 - -#ECONOMY 0 1250005 - -#CLIMATE 2 2 2 - -#MOBILES -#8049 -aphid drone bug~ -a giant aphid~ -A green, bulbuous bug chirps around the tunnels. -~ -~ -65 0 0 C -10 0 0 500d1+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 268468261 0 0 0 0 0 -> death_prog 100~ -if rand(50) -mpe _gre The aphid sputters and dies, leaving a sack of milk! -mpoload 8049 2 -else -mpe _gre The aphid sputters and dies, leaving a sack of honey! -mpoload 8050 2 -endif -~ -| -#8050 -ant worker drone~ -a worker ant~ -A large ant hurredly works about, completing task after task. -~ -~ -65 0 0 C -15 0 0 500d1+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -20 3 0 0 1 1 0 -0 0 268500997 0 0 0 0 0 -> death_prog 100~ -if rand(50) -mpe _gre The ant sputters and dies, leaving an eye! -mpoload 8051 2 -else -mpe _gre The ant sputters and dies, leaving its thorax! -mpoload 8052 2 -endif -~ -| -#8051 -ant warrior drone~ -A warrior ant~ -A massive ant with large mandibles wanders the tunnels. -~ -~ -97 0 0 C -20 0 0 500d1+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -20 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 100~ -if rand(50) -mpe _gre The ant sputters and dies, leaving an eye! -mpoload 8051 2 -else -mpe _gre The ant sputters and dies, leaving its thorax! -mpoload 8052 2 -endif -~ -| -#8052 -ant apis drone~ -an apis drone~ -An ant with a large head wanders here, keeping the Queen's link. -~ -~ -65 0 0 C -20 0 0 500d1+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -20 3 0 0 1 1 0 -0 0 1 0 0 0 0 0 -> death_prog 100~ -if rand(50) -mpe _gre The ant sputters and dies, leaving an eye! -mpoload 8051 2 -else -mpe _gre The ant sputters and dies, leaving its thorax! -mpoload 8052 2 -endif -~ -| -#8053 -shrieker mushroom fungus~ -a shrieker~ -A large mushroom grows here, ominously silent... -~ -~ -99 0 0 C -22 0 0 700d1+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -59 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#8054 -ant breeder drone~ -a breeder ant~ -A small ant with wings buzzes around the tunnels. -~ -~ -65 0 0 C -20 0 0 1000d1+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -20 3 0 0 1 1 0 -0 0 5 0 0 0 0 0 -> death_prog 100~ -if rand(50) -mpe _gre The ant sputters and dies, leaving an eye! -mpoload 8051 2 -else -mpe _gre The ant sputters and dies, leaving its thorax! -mpoload 8052 2 -endif -~ -| -#8055 -ant larvae~ -an ant larvae~ -A grub like creature writhes on the floor. -~ -~ -3 0 0 C -6 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -20 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#8056 -earthworm worm~ -an earthworm~ -A large earthworm burrows through the anthill. -~ -~ -3 128 0 S -30 0 0 3000d1+0 0d0+0 -0 0 -108 108 0 -#8057 -queen ant~ -the queen ant~ -A large ant, bulbuous and might, rests here, making eggs. -~ -~ -3 128 0 S -35 0 0 2000d1+0 0d0+0 -0 0 -108 108 0 -> death_prog 100~ -mpe _gre The Queen sputters and dies, leaving a sack of precious jelly! -mpoload 8053 2 -~ -| -#0 - - -#OBJECTS -#8049 -milk sack aphid~ -An aphid's milk sack~ -A bulbuous milk sack is laying here.~ -~ -10 0 1 -10 -1 -1 -1 -1 0 0 -'cure poison' 'remove curse' 'refresh' -#8050 -honey aphid sack~ -An aphid's honey sack~ -A bulbuous honey sack has fallen here.~ -~ -26 0 1 -10 -1 -1 -1 -1 0 0 -'cure light' 'cure serious' 'cure light' -#8051 -ant eye~ -an ant eye~ -The eye of an ant has fallen here.~ -~ -26 0 1 -20 -1 -1 -1 -1 0 0 -'scry' 'infravision' 'detect hidden' -#8052 -ant thorax~ -an ant thorax~ -The edible midsection of an ant lays here.~ -~ -26 0 1 -20 -1 -1 -1 -1 0 0 -'trollish vigor' 'refresh' 'kindred strength' -#8053 -royal jelly~ -royal jelly~ -This sack of honey glows brightly.~ -~ -26 1 1 -30 -1 -1 -1 -1 0 0 -'sanctuary' 'quickening' 'fly' -#8054 -spring fountain resivoir~ -A resivoir~ -A resivoir of condensed water has collected here.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#8049 -Before a Large Hole~ -The grass of the surrounding land is suspiciously dead, and the source -is obvious. A loud 'clickety-clickety' and a wide gaping hole in the -ground is surely the home of giant ants. These ants are more less of a -threat, but a real nuisance to local farmers. -~ -0 4 1 0 0 0 0 -D1 -~ -~ -0 -1 8098 -D5 -~ -~ -0 -1 8050 -S -#8050 -Within the Anthill~ -The interior of the anthill is dark and humid. Ants like it warm, and -they don't need light to see. Of course, most of the ants are passive, -save the warrior ants, who attack anything that move. The anthill branches -like a maze, heading in numerous directions. -~ -0 0 13 0 0 0 0 -D0 -~ -~ -0 -1 8051 -D1 -~ -~ -0 -1 8053 -D2 -~ -~ -0 -1 8058 -D3 -~ -~ -0 -1 8055 -D4 -~ -~ -0 -1 8049 -S -#8051 -A Small Tunnel~ -This tunnel is small and cramped. It is obviously not heavily used, -or the ants would have widened it. It would appear that only a few -people could occupy this tunnel at once, making it a tricky situation -for explorers wanting through. -~ -0 0 13 0 0 0 0 -D2 -~ -~ -0 -1 8050 -D6 -~ -~ -0 -1 8052 -S -#8052 -A Way Down~ -This chamber holds a passage leading deeper into the anthill. Obviously -the deeper the anthill goes, the more ants will be abound. The loud and -obnoxious clickity click of the ants at work echoes through these large -tunnels. -~ -0 0 13 0 0 0 0 -D5 -~ -~ -0 -1 8059 -D9 -~ -~ -0 -1 8051 -S -#8053 -A Desolate Tunnel~ -This tunnel stinks of trash and decay, and the ants do not travel this -part of the hill often. Ants are tidy insects, choosing to keep trash -and dead bodies away from the rest of their lair. The smell grows stronger -to the East. -~ -0 0 13 0 0 0 0 -D1 -~ -~ -0 -1 8054 -D3 -~ -~ -0 -1 8050 -S -#8054 -A Refuse Chamber~ -The ants have piled their ages of waste and refuse in this secluded -and distant chamber. The trash and waste is very conducive to fungal -decay, so it seems to decompose quickly. Of course, the ants aren't -dumb, and have cultivated help in the process... -~ -0 0 13 0 0 0 0 -D3 -~ -~ -0 -1 8053 -S -#8055 -A Busy Intersection~ -The tunnel splits in this busy intersection, where ants of all kinds -hurridly shuffle past, doing chores. Most of the ants don't care if -a forigen species is in their lair, but watch out for the warrior ants, -they like to fight. -~ -0 0 13 0 0 0 0 -D1 -~ -~ -0 -1 8050 -D2 -~ -~ -0 -1 8056 -D7 -~ -~ -0 -1 8057 -S -#8056 -A Guard Station~ -This chamber is used only for a waiting room for the large warrior ants, -waiting for the scent of warning pheremones from the workers. But, like -most ants, warrior ants are prone to wander aimlessly, so this chamber -is not always occupied. -~ -0 0 13 0 0 0 0 -D0 -~ -~ -0 -1 8055 -S -#8057 -A Guard Station~ -This chamber is used only for a waiting room for the large warrior ants, -waiting for the scent of warning pheremones from the workers. But, like -most ants, warrior ants are prone to wander aimlessly, so this chamber -is not always occupied. -~ -0 0 13 0 0 0 0 -D8 -~ -~ -0 -1 8055 -S -#8058 -A Way Down~ -This chamber holds a passage leading deeper into the anthill. Obviously -the deeper the anthill goes, the more ants will be abound. The loud and -obnoxious clickity click of the ants at work echoes through these large -tunnels. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8050 -D5 -~ -~ -0 -1 8060 -S -#8059 -Deeper Into the Hill~ -The air gets warmer as the tunnels go deeper into the ground. The ants -enjoy warmth, and cultivate a special fungus to keep their lair warm. -But, the deeper into the hill, the more ants there seem to be, working -busily away. -~ -0 8 13 0 0 0 0 -D4 -~ -~ -0 -1 8052 -D9 -~ -~ -0 -1 8064 -S -#8060 -Deeper Into the Hill~ -The air gets warmer as the tunnels go deeper into the ground. The ants -enjoy warmth, and cultivate a special fungus to keep their lair warm. -But, the deeper into the hill, the more ants there seem to be, working -busily away. -~ -0 8 13 0 0 0 0 -D4 -~ -~ -0 -1 8058 -D7 -~ -~ -0 -1 8061 -S -#8061 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8062 -D8 -~ -~ -0 -1 8060 -S -#8062 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8063 -D2 -~ -~ -0 -1 8061 -S -#8063 -A Communal Chamber~ -This large chamber serves as a communal feeding chamber for the ants, -where the workers may feed the other castes. Ants are not very social -creatures outside work, so little time is spent at rest. The hurried -clicks of ants at work echoes through the hill. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8064 -D1 -~ -~ -0 -1 8065 -D3 -~ -~ -0 -1 8062 -D5 -~ -~ -0 -1 8069 -S -#8064 -A Busy Tunnel~ -This wide tunnel is very busy and heavily used by the ants. The worker -ants bustle in and out, unconcerned with who they pass. Warrior ants -keep a watch over the workers and the well being of the nest as a whole. -~ -0 8 13 0 0 0 0 -D2 -~ -~ -0 -1 8063 -D6 -~ -~ -0 -1 8059 -S -#8065 -A Busy Tunnel~ -This wide tunnel is very busy and heavily used by the ants. The worker -ants bustle in and out, unconcerned with who they pass. Warrior ants -keep a watch over the workers and the well being of the nest as a whole. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8066 -D3 -~ -~ -0 -1 8063 -D8 -~ -~ -0 -1 8067 -S -#8066 -Condensed Moisture~ -This clever chamber has been designed to collect and condense moisture -throughout the nest with a rapid change in temperature. The moisture -has cooled and collected into a large resivoir, for the ants to have -a fresh water supply. -~ -0 8 13 0 0 0 0 -D3 -~ -~ -0 -1 8065 -S -#8067 -A Small Tunnel~ -This tunnel is small and cramped. It is obviously not heavily used, -or the ants would have widened it. It would appear that only a few -people could occupy this tunnel at once, making it a tricky situation -for explorers wanting through. -~ -0 520 13 0 0 0 0 -D1 -~ -~ -0 -1 8068 -D7 -~ -~ -0 -1 8065 -S -#8068 -A Storage Chamber~ -This large chamber sees an occasional ant, placing foraged materials -for storage. The ants store foodstuff in preperation of long winters -or other disasters. Never let it be said ants did not have foresight. -~ -0 8 13 0 0 0 0 -D3 -~ -~ -0 -1 8067 -S -#8069 -Deeper Into the Hill~ -The air gets warmer as the tunnels go deeper into the ground. The ants -enjoy warmth, and cultivate a special fungus to keep their lair warm. -But, the deeper into the hill, the more ants there seem to be, working -busily away. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8072 -D2 -~ -~ -0 -1 8075 -D4 -~ -~ -0 -1 8063 -D7 -~ -~ -0 -1 8070 -S -#8070 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D3 -~ -~ -0 -1 8071 -D8 -~ -~ -0 -1 8069 -S -#8071 -A Hatchery~ -This chamber is extremely humid, so much so that it is difficult to -breathe. The stench of newly born ants is overwhelming, as the larvae -which occupy this chamber squirm and chrysalis into adults. The ants -seem overly protective of this chamber. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8070 -S -#8072 -A Busy Intersection~ -The tunnel splits in this busy intersection, where ants of all kinds -hurridly shuffle past, doing chores. Most of the ants don't care if -a forigen species is in their lair, but watch out for the warrior ants, -they like to fight. -~ -0 8 13 0 0 0 0 -D3 -~ -~ -0 -1 8069 -D6 -~ -~ -0 -1 8073 -D8 -~ -~ -0 -1 8074 -S -#8073 -A Guard Station~ -This chamber is used only for a waiting room for the large warrior ants, -waiting for the scent of warning pheremones from the workers. But, like -most ants, warrior ants are prone to wander aimlessly, so this chamber -is not always occupied. -~ -0 8 13 0 0 0 0 -D9 -~ -~ -0 -1 8072 -S -#8074 -A Guard Station~ -This chamber is used only for a waiting room for the large warrior ants, -waiting for the scent of warning pheremones from the workers. But, like -most ants, warrior ants are prone to wander aimlessly, so this chamber -is not always occupied. -~ -0 8 13 0 0 0 0 -D7 -~ -~ -0 -1 8072 -S -#8075 -A Busy Intersection~ -The tunnel splits in this busy intersection, where ants of all kinds -hurridly shuffle past, doing chores. Most of the ants don't care if -a forigen species is in their lair, but watch out for the warrior ants, -they like to fight. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8069 -D3 -~ -~ -0 -1 8076 -D8 -~ -~ -0 -1 8077 -S -#8076 -Descending Into the Lair~ -The tunnels descend yet again, leading into warmer and more humid -chambers. These connections between levels of the nest are always -busy and bustling, like road intersections. The ants are always -curteous to one another, as they roam about. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8075 -D5 -~ -~ -0 -1 8080 -S -#8077 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8078 -D7 -~ -~ -0 -1 8075 -S -#8078 -Descending Into the Lair~ -The tunnels descend yet again, leading into warmer and more humid -chambers. These connections between levels of the nest are always -busy and bustling, like road intersections. The ants are always -curteous to one another, as they roam about. -~ -0 8 13 0 0 0 0 -D3 -~ -~ -0 -1 8077 -D5 -~ -~ -0 -1 8079 -S -#8079 -Deeper Into the Lair~ -The air gets warmer as the tunnels go deeper into the ground. The ants -enjoy warmth, and cultivate a special fungus to keep their lair warm. -But, the deeper into the hill, the more ants there seem to be, working -busily away. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8086 -D4 -~ -~ -0 -1 8078 -S -#8080 -Deeper Into the Lair~ -The air gets warmer as the tunnels go deeper into the ground. The ants -enjoy warmth, and cultivate a special fungus to keep their lair warm. -But, the deeper into the hill, the more ants there seem to be, working -busily away. -~ -0 8 13 0 0 0 0 -D4 -~ -~ -0 -1 8076 -D6 -~ -~ -0 -1 8081 -S -#8081 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8082 -D9 -~ -~ -0 -1 8080 -S -#8082 -Communal Chambers~ -This large chamber serves as a communal feeding chamber for the ants, -where the workers may feed the other castes. Ants are not very social -creatures outside work, so little time is spent at rest. The hurried -clicks of ants at work echoes through the hill. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8083 -D1 -~ -~ -0 -1 8085 -D2 -~ -~ -0 -1 8087 -D3 -~ -~ -0 -1 8081 -D5 -~ -~ -0 -1 8089 -S -#8083 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D2 -~ -~ -0 -1 8082 -D6 -~ -~ -0 -1 8084 -S -#8084 -The Final Descent~ -Yet again, the tunnels descend deeper into the anthill. But this is -the final descent, where the queen herself lives. The ants will be -very defensive for sure, so be on guard... -~ -0 8 13 0 0 0 0 -D5 -~ -~ -0 -1 8090 -D9 -~ -~ -0 -1 8083 -S -#8085 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D2 -~ -~ -0 -1 8086 -D3 -~ -~ -0 -1 8082 -S -#8086 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8085 -D2 -~ -~ -0 -1 8079 -S -#8087 -A Large Tunnel~ -This tunnel is very wide, allowing for many ants to pass through at -one time. The large tunnels always designate a busy part of the hill, -places where more ants pass at once. The tunnel has been painstakingly -widened and hardened, a true testament to the iron will of the ants. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8082 -D9 -~ -~ -0 -1 8088 -S -#8088 -A Hatchery~ -This chamber is extremely humid, so much so that it is difficult to -breathe. The stench of newly born ants is overwhelming, as the larvae -which occupy this chamber squirm and chrysalis into adults. The ants -seem overly protective of this chamber. -~ -0 8 13 0 0 0 0 -D6 -~ -~ -0 -1 8087 -S -#8089 -The Royal Chambers~ -These final chambers are where the ants congregate to be in the presence -of their queen. Ants move through these chambers in droves, seeking the -scent of the queen's pheremones. The number of ants should be observed, -becuase if a fight were to break out, it could get ugly. -~ -0 8 13 0 0 0 0 -D1 -~ -~ -0 -1 8092 -D2 -~ -~ -0 -1 8094 -D4 -~ -~ -0 -1 8082 -D6 -~ -~ -0 -1 8091 -S -#8090 -The Deep Lair~ -This seems to be as deep as the tunnels go, very deep, warm and humid, -all oppressivley so. The ants seem to pay no mind to visitors, well, -all but the large warrior ants, who attack anything that moves that -is not ant or aphid. -~ -0 8 13 0 0 0 0 -D4 -~ -~ -0 -1 8084 -D9 -~ -~ -0 -1 8091 -S -#8091 -An Odd Sight~ -This tunnel is very odd indeed, slimy and humid. Large holes have been -tunneled in a criss crossing fashion, smaller than an ant can fit. Of -course, the ants don't seem to mind the strange sight, so long as it -presents no threat to their queen. -~ -0 8 13 0 0 0 0 -D6 -~ -~ -0 -1 8090 -D9 -~ -~ -0 -1 8089 -S -#8092 -The Royal Chambers~ -These final chambers are where the ants congregate to be in the presence -of their queen. Ants move through these chambers in droves, seeking the -scent of the queen's pheremones. The number of ants should be observed, -becuase if a fight were to break out, it could get ugly. -~ -0 8 13 0 0 0 0 -D2 -~ -~ -0 -1 8093 -D3 -~ -~ -0 -1 8089 -S -#8093 -The Royal Chambers~ -These final chambers are where the ants congregate to be in the presence -of their queen. Ants move through these chambers in droves, seeking the -scent of the queen's pheremones. The number of ants should be observed, -becuase if a fight were to break out, it could get ugly. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8092 -D3 -~ -~ -0 -1 8094 -D8 -~ -~ -0 -1 8095 -S -#8094 -The Royal Chambers~ -These final chambers are where the ants congregate to be in the presence -of their queen. Ants move through these chambers in droves, seeking the -scent of the queen's pheremones. The number of ants should be observed, -becuase if a fight were to break out, it could get ugly. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8089 -D1 -~ -~ -0 -1 8093 -S -#8095 -The Queen's Lair~ -This tunnel is immense, allowing for hordes of ants to pass through -at once. The smell of pheremones is very strong, almost overpowering. -This surely must be the lair of the Queen, because everything here -seems... 'royal'. -~ -0 8 13 0 0 0 0 -D2 -~ -~ -0 -1 8096 -D7 -~ -~ -0 -1 8093 -S -#8096 -The Queen's Lair~ -This tunnel is immense, allowing for hordes of ants to pass through -at once. The smell of pheremones is very strong, almost overpowering. -This surely must be the lair of the Queen, because everything here -seems... 'royal'. -~ -0 8 13 0 0 0 0 -D0 -~ -~ -0 -1 8095 -D9 -~ -~ -0 -1 8097 -S -#8097 -The Queen's Nest~ -The final chamber is beyond immense, stretching beyond the limits of -torchlight. The clickety click of ants working is almost deafining, -and the strong smell of pheremones is overwhelming. This surely is -the lair of the Queen. -~ -0 8 13 0 0 0 0 -D6 -~ -~ -0 -1 8096 -S -#8098 -The Farm~ -This large farm was once a place of beauty, but now many of the crops -seem to have failed. A large mound stands to the West, which seems to -be the source of the crop failure in this farm, and a house stands to -the North, worn and rickety. -~ -0 4 13 0 0 0 0 -D0 -~ -~ -0 -1 8099 -D1 -~ -~ -0 -1 26713 -D3 -~ -~ -0 -1 8049 -S -#8099 -In the Farmhouse~ -Kilman's farmhouse was once a beautiful, yet quaint, cottage, providing -food for Archengarde. Now, without a source of income, the Kilman clan -has moved away from this place, leaving their past home in a state of -ill repair. -~ -0 4 13 0 0 0 0 -D2 -~ -~ -0 -1 8098 -S -#0 - - -#RESETS -M 1 8053 3 8054 -M 1 8053 3 8054 -M 1 8053 3 8054 -M 1 8051 2 8057 -M 1 8051 2 8057 -M 1 8051 4 8056 -M 1 8051 4 8056 -M 1 8052 1 8068 -M 1 8050 1 8068 -M 1 8051 6 8073 -M 1 8051 6 8073 -M 1 8051 8 8074 -M 1 8051 8 8074 -M 1 8055 5 8088 -M 1 8055 5 8088 -M 1 8055 5 8088 -M 1 8055 5 8088 -M 1 8055 5 8088 -M 1 8054 2 8088 -M 1 8054 2 8088 -M 1 8055 10 8071 -M 1 8055 10 8071 -M 1 8055 10 8071 -M 1 8055 10 8071 -M 1 8055 10 8071 -M 1 8054 4 8071 -M 1 8054 4 8071 -M 1 8056 1 8091 -M 1 8057 1 8097 -M 1 8051 10 8097 -M 1 8051 10 8097 -M 1 8049 2 8050 -M 1 8049 2 8050 -M 1 8050 2 8051 -M 1 8050 3 8058 -M 1 8050 4 8055 -M 1 8050 5 8059 -M 1 8049 4 8063 -M 1 8049 4 8063 -M 1 8050 6 8063 -M 1 8050 7 8065 -M 1 8050 8 8066 -M 1 8052 2 8066 -O 1 8054 1 8066 -M 1 8050 10 8061 -M 1 8050 10 8061 -M 1 8052 3 8060 -M 1 8049 6 8069 -M 1 8049 6 8069 -M 1 8050 11 8069 -M 1 8050 12 8072 -M 1 8050 13 8075 -M 1 8050 15 8077 -M 1 8050 15 8077 -M 1 8052 4 8086 -M 1 8051 11 8086 -M 1 8050 16 8086 -M 1 8049 8 8082 -M 1 8049 8 8082 -M 1 8052 5 8082 -M 1 8051 12 8084 -M 1 8052 7 8080 -M 1 8052 7 8080 -M 1 8050 18 8089 -M 1 8050 18 8089 -M 1 8051 13 8089 -M 1 8052 8 8089 -M 1 8052 9 8092 -M 1 8051 14 8092 -M 1 8050 20 8092 -M 1 8050 20 8092 -M 1 8050 22 8093 -M 1 8050 22 8093 -M 1 8052 10 8093 -M 1 8050 24 8094 -M 1 8050 24 8094 -M 1 8051 15 8094 -M 1 8051 18 8096 -M 1 8051 18 8096 -M 1 8051 18 8096 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/anvil.are b/data/realm/areas_smaug1.4a/anvil.are deleted file mode 100644 index c58bba5..0000000 --- a/data/realm/areas_smaug1.4a/anvil.are +++ /dev/null @@ -1,2699 +0,0 @@ -#AREA The Sun's Anvil~ - -#AUTHOR Narwhal~ - -#RANGES -55 75 55 75 -$ - -#RESETMSG The wind misteriously starts to flow, later to fall into nothingness~ - -#FLAGS -4 10 - -#ECONOMY 0 0 - -#MOBILES -#1000 -merchant slave master~ -The merchant slave master~ -A slave master -~ -This man soared by its numerous wounds and scars, old mercenary of His Royal -masjesty the emperor, now follows only one god, Quar, his lord and only master. -Sometimes 'finds' some good beings in this desert and gives them free -transportation to the market, where he will gain good money for its sold. ~ -65 1077936640 -500 C -65 0 -200 150d100+1250 3d8+20 -65000 0 -8 8 1 -20 15 15 17 25 10 14 -0 5 5 6 5 -0 4 180 65 1 1 4 -50 59 3 48 1050624 8256 240 2621441 -> fight_prog 95~ -if rand(50) -say My god Quar, help me in my duty against thy enemies!! -stun -disarm -kick -gouge -kick -disarm -gouge -take all -else -if rand(40) -shout Beware sad Mortal, and watch the almighty wrath of Quar!! -mpe _red An Ethereal fist appears from nowhere and with a single blow, thrases your equipment!! -mpforce $n remove all -mpdamage $n 250 -gouge -gouge -gouge -else -if rand(35) -ca heal -c 'cure blindness' -c 'dispel evil' -c 'dispel magic' -else -if rand(30) -mpe Picks a strange gem of one of his pockets and shouts: -mpe This is the price for those that oppose to Quar designs!! -mpe _red Suddenly the gem channels a blinding ray of light and /\/\**ObLiTeRaTeS**/\/\ you!! -mpdamage $n 500 -shout If you want more, come.. and I will get you SOME!! -muhaha -else -if rand(25) -wield sword -disarm -punch -else -c 'faerie fire' $r -c 'galvanic whip' $r -c 'quatum spike' $r -endif -endif -endif -endif -endif~ -> greet_prog 100~ -smile -Say Ave Adhali. -bow $n -say I can offer you many priceless objects and potions brought from the far seas of Khurdin. -decir Accept and I will promise that you wont be deceived. -if wis($n) < 20 -mea $n Please, say yes, and I will offer you what I have... -else -mea $n Run!! What the merchant really wants is to sold you as another good!! -endif~ -> speech_prog p yes~ -mea $n Smiles at you as his face turns into the one of a beast. -mpechoar $n $n accepts the contract of the slave master. -grin -mea $n The slave master whispers a soft chant... -mpechoar $n The slave master whispers a song and points a finger to $n! -mpforce $n rest -mpforce $n sleep -shout How Good!! Another one for the collection!! -mpe $n rests into a deep slumber. -shout And Now DIE!! Because what I want from you it is your SOUL!!! -mpkill $n -disarm -disarm -gouge -stun -kick -gouge -take all -~ -> speech_prog p no~ -decir Damm you $n!! -, whisper some words -insult $n -~ -| -#1001 -wyrling dragon snake wyvern~ -A sand wyvern~ -The huge Sand Wyvern looks at you as if you were its next meal. -~ -It is one of the last ones of its race. The race, proud, intelligent and powerful -in ancient times, was brought here by the gods, to protect the world from its -menace. They are beings of 12 meters of lenght, and almost 7 meters tall. Its -scales, now exchanged by a thick layer of skin, shine with a strange red glow; -its wings are now but two bone like appendix ending into a sharpened claw -and its eyes, now located at each side of the head, glow evily.. This traits -always inspire a preternatural terror on its victims.~ -16777285 41000 0 C -65 0 -75 120d100+3000 10d8+20 -45000 0 -8 8 0 -23 20 18 20 22 3 18 -0 0 1 3 4 -89 3 700 500 67585 1 3 -60 65 271351819 1048864 3584 8274 131363 2629634 -> greet_prog 100~ -if ispc($n) -frown -emote stares at you with not much interest. -snarl $n -else -emote scratches its skin against the sand to free itself from the parasites. -endif~ -> death_prog 25~ -mpechoar As the beast dies, a bone it is stripped violently from its body. -mpoload 1003 65 -drop axe~ -| -#1002 -swarm mosquito~ -A deadly swarm~ -A deadly swarm attacks you in search of your blood. -~ -It is an insect plague of all colors, sizes and kinds. They move through the -desert searching for victims to drink the vital fluids to sustain themselves.~ -65 77598780 -200 C -65 0 -100 100d10+3000 20d8+100 -45000 0 -8 8 0 -10 9 9 15 15 2 18 --7 -6 -5 -5 -5 -83 4 0 0 256 256 2 -45 65 32768 2050 8194 1048832 1074008065 1024 -> fight_prog 50~ -c 'unravel defenses' $n -c 'drain life' $n -c poison $n -c curse $n -c weaken $n~ -| -#1003 -Golem blood~ -A blood golem~ -The Blood Golem glances at you with glee. -~ -They are the result of dark and arcane magic upon a race of humans that lived in -the desert. Isn´t known how or when, but what common lore explain, is that -a powerful mage, during the 2nd era, called upon the powers of a demon to possess -to the desert people..., and this is the result... evil creatures without will -and with only one thought... Kill!!.~ -65 335546368 -500 C -69 0 -200 100d12+3000 21d10+100 -0 0 -8 8 0 -15 15 10 18 18 10 18 --5 -5 -5 -5 -8 -40 3 0 0 81921 65537 4 -50 65 262149 135 2097160 2080 536871043 2097153 -> greet_prog 100~ -kill $n~ -| -#1004 -Drist beetle~ -A drist beetle~ -A drist beetle stares stupidly at you with its compound eyes -~ -You find yourself with a being with the body of a mountain, and a brain the size -of the head of a needle. The drist beetles are known by their brutality, but not -for their intelligence. Also they are known to attack adventures like you and -satiate their hunger with their flesh!.~ -65 1073750824 100 C -64 0 -250 100d16+2000 40d10+50 -0 0 -8 8 0 -25 2 2 11 25 1 10 -4 4 4 2 1 -83 4 0 0 257 1 2 -75 75 6358016 1048576 2056 33 35652097 10240 -> greet_prog 100~ -say Ddddrrrrrriiiiiiiiiisssssssssttttttttt!!!!!~ -| -#1005 -snail beast insect~ -An insect-like beast~ -A sand snail, as big as a truck, attacks you!! -~ -It is a snail with red to brown colours, developing through all its body. Has -twenty pairs of legs and one pair of frightening jaws. With its size, it is the -biggest predator of all the desert.~ -97 106536 -300 C -67 0 -300 100d30+1000 10d10+20 -0 0 -8 8 0 -18 18 18 22 25 12 18 -4 5 5 5 -5 -83 3 0 0 1 1 5 -65 50 67502096 8192 1050755 4144 37754882 27392 -#1006 -Jamella merchant world end~ -Jamella, Merchant of the end of the world~ -Jamella, Merchant of the end of the world -~ -She is Jamella, I dont know if you will or wont recognize her, because the time -has passed since she came from the land of Tristram. She is dressed with travel -clothes, surely because she has arrived recently from a long journey. -She sells goods of all trades, but some of those items... are just sold here, -and beleive me if I tell you this, If you have arrived here, you have to be a -skillfull and resourcefull adventurer to have survived to the tricks and beasts -of this desert.~ -67141697 380119740 1000 C -65 0 -500 500d100+20000 100d4+150 -0 0 -8 8 0 -25 25 25 25 25 25 25 -10 10 10 10 10 -90 6 0 0 32769 1 5 -75 100 1791 2048 3162111 0 0 7897087 -> greet_prog 100~ -say Salve, Adhali -smile -say as you can see, I have some things that maybe those should be of your interest.... -~ -| -#1007 -Dragon Azogue~ -The Azogue Dragon~ -The Azogue Dragon snarls at you sadistically -~ -It is a dragon-like beast, with the body of a snake and the wings of a bat. -Its huge reptilian body, his sharpened wits, mortal breath and wizard spells, -turn him to be, the most lethal beast of this desert. Not only thinks evily, but -he feeds on evil, bathes on evil. However, not everything its that bad..., because -as the legend says, they bear wonderful treasures and magic objects along with -themselves... (if you can survive, of course)~ -65633 111673916 -1000 C -70 0 -200 100d95+5500 40d12+100 -120000 0 -8 8 1 -20 25 25 20 20 5 15 --4 -4 -4 -4 -4 -31 0 0 0 2049 2049 4 -85 100 5898265 519 1050888 8304 604549124 6148 -#1008 -wolf man lupine~ -A lupine~ -A magic flesh-craft, in between a man and a wolf, is here -~ -It is an anomaly of this desert, which is connected to diverse realities of the -time plane, and that summons all the evil in the worlds in its-self. The lupine -its a magic being, not summoned by any maddened wizard, but created by the desert -as a reflection of the people's anger. The lupine it is a social creature, as it -is seen in groups of 3 to 4 beings, and will not doubt in killing you if you stay -to close of its sharpened claws.~ -97 1082163768 -1000 C -66 0 -150 100d100+3000 20d100+75 -65000 0 -8 8 0 -15 15 15 15 15 15 15 -0 0 0 0 0 -0 0 0 0 4097 4097 0 -85 100 134479888 3 1049106 8224 134219843 2050 -> fight_prog 75~ -say You Will now pay for your daring, you fool!! -warmup -gouge -gouge -disarm -disarm -stun -kick -jump -~ -| -#1009 -sand shark~ -A sand shark~ -A creature with the size of a bull and covered with scales, is here. -~ -Known among mortals with the name of sand shark, the bulette is a wonderful -predator that only lives to eat. It is universally feared, also by other -creatures, because it charges brutally against any foe, to later hardly bite -any body-part that comes at his mouth. The body of the bulette is blue-grayish -and covered by scales into a scale-like design. Its claws and teeth are made -of ivory, and his eyes, are yellow-greenish.~ -65633 1082196156 150 C -65 0 -300 90d100+4500 30d10+50 -100000 0 -8 8 1 -25 2 10 25 25 1 15 -5 5 8 8 7 -50 3 0 0 65536 65536 4 -85 100 302186501 284 1059459 2105440 524839 4099 -#1010 -Djiin genie guard~ -A Djiin~ -A Djiin, noble among the genies, looks at you with patience. -~ -He is one of the djiins that the gods once gave to its most precious followers. -Actually, also serve a mortal lord, but have been commanded to protect this -desert. However, not many of them understand this, but they dont say a thing, -because they dont want to suffer gods's anger.~ -65601 567996 1000 C -70 0 -250 100d100+3000 10d20+50 -150000 0 -8 8 1 -22 18 19 20 21 20 19 -4 4 4 4 4 -90 6 0 0 32775 32769 4 -75 85 32867 48 1064351 2097216 4202594 2467 -> greet_prog 85~ -say Greetings , Sahid, what can I do for you? -if isgood($n) -say Wait a little my friend, and I shall give you some aditional help in your journey.... -c sanctuary $n -c protection $n -c armor $n -c shield $n -else -say Get out from here, Hideous beast, of you will check how well sharpened my blade is!! -endif - -~ -| -#0 - - -#OBJECTS -#1000 -thick skin layer~ -A thick layer of skin~ -The skin of one of the wyverns of this desert.~ -~ -9 33556992 9 -50 65 0 10 -8 150000 15000 -A -5 2 -A -13 25 -A -17 50 -A -36 15 -A -40 25 -A -56 102 -#1001 -merchant quar armor~ -The Armor of Quar~ -The armor of a merchant of the god Quar.~ -~ -9 1 9 -95 95 0 10 87 0 -2 300000 30000 -A -59 -1 -A -28 207 -A -2 3 -A -18 6 -A -31 4 -A -40 35 -A -1 2 -A -3 2 -#1002 -unspeakable sword~ -The sword of the Unspeakable~ -The sword of the Unspeakable~ -The Snarling slash~ -5 67111180 8193 -45 7 8 205 -2 10000000 1000000 -A -18 8 -A -19 10 -A -31 3 -A -2 2 -A -17 60 -A -30 109 -A -56 88 -A -13 150 -> wear_prog 100~ -mpe _lbl No te defraudaré $n lo juro por Quar!!~ -> remove_prog 100~ -mpe _red Noooooo!!! Se presa de mi Ira, $n! -mpdamage $n 150~ -| -#1003 -axe wurm~ -The Wurm-Hals Axe~ -A bone of the wyvern.~ -~ -5 0 8193 -35 1 50 208 -4 100000 100000 -A -19 -20 -A -1 -5 -A -34 -35 -> wear_prog 100~ -c 'trollish vigor' -c 'elvish beauty' -c heal -c shield -c fly -c float -c agility -c 'eldritch sphere' -c invisivility~ -| -#1004 -flask fluid colors prism~ -A prism-like flask~ -A prism-like flask~ -~ -10 256 8193 -65 227 212 228 -2 25000 2500 -A -3 2 -A -31 2 -#1005 -jar honey~ -A pot of honey~ -A pot of honey~ -~ -10 1 8193 -65 111 225 89 -1 0 0 -A -31 2 -#1006 -blood red vial~ -A blood vial~ -A vial full of blood... Yuck!! -~ -~ -10 4 8193 -69 21 59 207 -2 34000 3400 -A -50 20 -#1007 -beast eye~ -The beast eye~ -The beast eye, stares at you evily.~ -~ -9 524885 131073 -75 75 0 0 -3 10000000 1000000 -A -12 100 -A -66 20 -A -14 150 -A -13 125 -A -25 -2 -A -4 -2 -A -1 2 -A -3 -1 -A -56 207 -#1008 -sand moisture flask~ -A flask full of a sand moisture~ -A little flask with a small moisture of sand inside. -~ -~ -10 5 1 -35 102 224 236 -3 17000 1700 -#1009 -vial hydragirum~ -A Hydragirum vial~ -It is a potion made of Hydragirum, a plant unknown in this dimension.~ -~ -10 5 1 -45 217 28 290 -1 18000 1800 -#1010 -flask Mhir ptaf~ -A flask of ptaf~ -A flask of ptaf.~ -~ -10 5 1 -35 82 14 222 -1 50000 5000 -#1011 -werlig staff~ -A werlig Staff~ -This is a staff made of the wood of a werlig, a tree known to have magical -properties.~ -The Colour Explosion~ -5 8945989 8193 -0 10 8 203 -4 500000 50000 -A -18 8 -A -19 8 -A -3 3 -A -5 2 -A -17 100 -> fight_prog 75~ -c rayo $r -~ -| -#1012 -azogue skin~ -The Azogue Skin~ -This is the skin of the evil dragon that lives in the desert of the Sun's Anvil. -It is very shiny, by the numerous gold pieces and gems that lie embedded in it, -but also it is flexible, by the bones that are in between the coins and gems. -Those bones once belonged to the dead enemies of the dragon.~ -~ -9 0 9 -100 100 0 0 -4 45000000 4500000 -A -25 3 -A -17 100 -A -1 2 -A -3 2 -A -48 25 -A -56 207 -A -12 100 -A -66 5 -A -13 150 -> wear_prog 25~ -c sacntuary -c protection -c 'eldritch sphere' -c 'stone skin' -c shield -c 'electric shield' -c 'iceshield' -c 'fireshield' -c armor -c 'demon skin' -c 'dragon skin' - -~ -| -#1013 -potion cyan~ -A cyan potion~ -A cyan potion~ -~ -10 65 1 -60 88 213 74 -2 1000000 10000 -#1014 -Pyrosulfate anthodic mixture~ -A mixture of Pyrosulfate anthodic~ -It is a potion made of the root of the ptaf. -~ -~ -10 2053 1 -45 227 221 77 -2 50000 5000 -#1015 -mail armor~ -A mail amor~ -It is the shell of the bulette, that may give you protection if you wield it.~ -~ -9 16828737 9 -150 150 0 0 -5 20000000 2000000 -A -17 -150 -A -19 10 -A -14 -100 -A -1 3 -A -5 3 -#1016 -belt Djiin~ -A belt of purple silk~ -A belt of purple silk stays here on the floor. -~ -~ -9 3393 0 -75 75 0 0 -2 2500000 250000 -A -14 100 -A -12 200 -A -13 100 -A -25 3 -A -4 3 -A -2 3 -A -18 10 -#1017 -Djiin sword~ -The Sword of the Djiin~ -A huge and mighty sword remains forgotten here.~ -The Mighty Slash~ -5 527681 8193 -0 10 8 281 -3 1000000 100000 -A -18 8 -A -19 12 -A -2 2 -A -24 10 -A -56 36 -A -1 3 -#1018 -Djiin Bracers~ -The Bracers of the Djiin~ -They are the golden bracers of the djiin, a magnificient piece of art-work.~ -~ -9 1345 257 -75 75 0 0 -2 10000000 1000000 -A -18 10 -A -48 25 -A -35 25 -A -41 25 -A -40 25 -A -2 3 -A -1 -1 -#1019 -large flask~ -A large flask~ -A large flask.~ -~ -10 524288 1 -60 112 67 206 -2 35000 2000 -#0 - - -#ROOMS -#1000 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D0 -~ -~ -0 0 1001 -D1 -~ -~ -0 0 1002 -D3 -~ -~ -0 0 1003 -D7 -~ -~ -0 0 1007 -D5 -~ -~ -0 0 1024 -S -#1001 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D3 -~ -~ -0 0 1000 -D1 -~ -~ -0 0 1000 -D2 -~ -~ -0 0 1002 -D0 -~ -~ -0 0 1003 -D5 -~ -~ -0 0 1036 -S -#1002 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D3 -~ -~ -0 0 1000 -D0 -~ -~ -0 0 1001 -D2 -~ -~ -0 0 1003 -S -#1003 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D1 -~ -~ -0 0 1000 -D2 -~ -~ -0 0 1001 -D0 -~ -~ -0 0 1002 -S -#1004 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D0 -~ -~ -0 0 1007 -D2 -~ -~ -0 0 1004 -D1 -~ -~ -0 0 1005 -S -#1005 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D2 -~ -~ -0 0 1007 -D3 -~ -~ -0 0 1004 -D1 -~ -~ -0 0 1006 -S -#1006 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D3 -~ -~ -0 0 1005 -D2 -~ -~ -0 0 1006 -D0 -~ -~ -0 0 1006 -D2 -~ -~ -0 0 1007 -S -#1007 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D2 -~ -~ -0 0 1004 -D0 -~ -~ -0 0 1006 -D3 -~ -~ -0 0 1008 -D8 -~ -~ -0 0 1000 -D9 -~ -~ -0 0 1011 -S -#1008 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D0 -~ -~ -0 0 1007 -D2 -~ -~ -0 0 1009 -D3 -~ -~ -0 0 1010 -D1 -~ -~ -0 0 1009 -S -#1009 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D0 -~ -~ -0 0 1008 -D3 -~ -~ -0 0 1040 -D1 -~ -~ -0 0 1010 -D9 -~ -~ -0 0 1009 -D6 -~ -~ -0 0 1009 -S -#1010 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D1 -~ -~ -0 0 1008 -D3 -~ -~ -0 0 1009 -D0 -~ -~ -0 0 1011 -D8 -~ -~ -0 0 1012 -D9 -~ -~ -0 0 1013 -D2 -~ -~ -0 0 1018 -S -#1011 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. -~ -0 2105344 10 -D6 -~ -~ -0 0 1007 -D0 -~ -~ -0 0 1014 -D2 -~ -~ -0 0 1010 -D7 -~ -~ -0 0 1012 -S -#1012 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D7 -~ -~ -0 0 1010 -D8 -~ -~ -0 0 1011 -D0 -~ -~ -0 0 1013 -D2 -~ -~ -0 0 1020 -S -#1013 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D2 -~ -~ -0 0 1012 -D0 -~ -~ -0 0 1021 -D6 -~ -~ -0 0 1010 -D7 -~ -~ -0 0 1015 -S -#1014 -A way in the desert~ -The skies above, lie eternally as the surroundings completely imbue itself into -this deathly desert. You ask yourself, while walking, when your sweat will banish, -and those mirages that surround you, that, as a sword in the forge of a blacksmith, -are starting to gain a defined shape. - -~ -0 2105344 10 -D2 -~ -~ -0 0 1011 -D3 -~ -~ -0 0 1016 -D0 -~ -~ -0 0 1015 -S -#1015 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D8 -~ -~ -0 0 1013 -D2 -~ -~ -0 0 1014 -D6 -~ -~ -0 0 1030 -D9 -~ -~ -0 0 1029 -S -#1016 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D1 -~ -~ -0 0 1014 -D0 -~ -~ -0 0 1018 -D2 -~ -~ -0 0 1022 -D3 -~ -~ -0 0 1026 -S -#1017 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D0 -~ -~ -0 0 1012 -D6 -~ -~ -0 0 1029 -D8 -~ -~ -0 0 1023 -S -#1018 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D2 -~ -~ -0 0 1016 -D6 -~ -~ -0 0 1025 -D0 -~ -~ -0 0 1010 -D1 -~ -~ -0 0 1001 -S -#1019 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D4 -~ -~ -0 0 1029 -D7 -~ -~ -0 0 1038 -D8 -~ -~ -0 0 1044 -S -#1020 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D0 -~ -~ -0 0 1012 -D1 -~ -~ -0 0 1021 -D9 -~ -~ -0 0 1030 -D7 -~ -~ -0 0 1031 -D3 -~ -~ -0 0 1040 -S -#1021 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D2 -~ -~ -0 0 1013 -D3 -~ -~ -0 0 1020 -D4 -~ -~ -0 0 1040 -D0 -~ -~ -0 0 1035 -S -#1022 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D0 -~ -~ -0 0 1016 -D9 -~ -~ -0 0 1009 -D3 -~ -~ -0 0 1040 -S -#1023 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D7 -~ -~ -0 0 1017 -D8 -~ -~ -0 0 1033 -S -#1024 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D5 -~ -~ -0 0 1025 -D1 -~ -~ -0 0 1040 -D4 -~ -~ -0 0 1000 -S -#1025 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D9 -~ -~ -0 0 1018 -D0 -~ -~ -0 0 1030 -D4 -~ -~ -0 0 1024 -S -#1026 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D1 -~ -~ -0 0 1016 -D3 -~ -~ -0 0 1050 -S -#1027 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D0 -~ -~ -0 0 1028 -D7 -~ -~ -0 0 1029 -D8 -~ -~ -0 0 1031 -D4 -~ -~ -0 0 1049 -S -#1028 -The Sun's Anvil~ -The desert has overcomed your will. You have got lost in this desert, that as -the legends say, many adventurers have come to..., to never come back...., prey -of the numerous slave merchants of this desert, or of the unsatisfied thirst of -an unexisting water, or prey of the hunger and the madness there isnt any one -to talk to in various kilometers around you, except for the slave merchants, -which may be glad to take you to the next city, and conduct you to the bazaar -of the city, where you may find that you are the next first quality good that -it is going to be sold. -~ -0 2105344 10 -D2 -~ -~ -0 0 1027 -D0 -~ -~ -0 0 1060 -D7 -~ -~ -0 0 1030 -D9 -~ -~ -0 0 1031 -D6 -~ -~ -0 0 1040 -S -#1029 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D6 -~ -~ -0 0 1015 -D9 -~ -~ -0 0 1017 -D5 -~ -~ -0 0 1019 -D8 -~ -~ -0 0 1027 -S -#1030 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D2 -~ -~ -0 0 1025 -D9 -~ -~ -0 0 1035 -D6 -~ -~ -0 0 1020 -D8 -~ -~ -0 0 1028 -S -#1031 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D8 -~ -~ -0 0 1020 -D7 -~ -~ -0 0 1027 -D6 -~ -~ -0 0 1028 -S -#1032 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D0 -~ -~ -0 0 1010 -D2 -~ -~ -0 0 1010 -D7 -~ -~ -0 0 1033 -D4 -~ -~ -0 0 1059 -S -#1033 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D8 -~ -~ -0 0 1032 -D7 -~ -~ -0 0 1023 -D4 -~ -~ -0 0 1034 -S -#1034 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D4 -~ -~ -0 0 1035 -D1 -~ -~ -0 0 1036 -D3 -~ -~ -0 0 1037 -D0 -~ -~ -0 0 1047 -D2 -~ -~ -0 0 1043 -D5 -~ -~ -0 0 1033 -S -#1035 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D6 -~ -~ -0 0 1030 -D0 -~ -~ -0 0 1050 -D2 -~ -~ -0 0 1021 -D5 -~ -~ -0 0 1034 -D8 -~ -~ -0 0 1043 -D7 -~ -~ -0 0 1053 -S -#1036 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D3 -~ -~ -0 0 1034 -D4 -~ -~ -0 0 1001 -D0 -~ -~ -0 0 1041 -S -#1037 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D1 -~ -~ -0 0 1034 -D0 -~ -~ -0 0 1037 -D2 -~ -~ -0 0 1037 -S -#1038 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D7 -~ -~ -0 0 1040 -D6 -~ -~ -0 0 1039 -D8 -~ -~ -0 0 1019 -D9 -~ -~ -0 0 1041 -S -#1039 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D9 -~ -~ -0 0 1038 -D2 -~ -~ -0 0 1050 -D0 -~ -~ -0 0 1049 -D1 -~ -~ -0 0 1061 -S -#1040 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D1 -~ -~ -0 0 1020 -D5 -~ -~ -0 0 1021 -D3 -~ -~ -0 0 1024 -D9 -~ -~ -0 0 1028 -D8 -~ -~ -0 0 1038 -S -#1041 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D6 -~ -~ -0 0 1038 -D7 -~ -~ -0 0 1015 -D2 -~ -~ -0 0 1036 -S -#1042 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D2 -~ -~ -0 0 1012 -D0 -~ -~ -0 0 1042 -S -#1043 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D0 -~ -~ -0 0 1034 -D7 -~ -~ -0 0 1035 -D1 -~ -~ -0 0 1036 -S -#1044 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D0 -~ -~ -0 0 1045 -D7 -~ -~ -0 0 1019 -D5 -~ -~ -0 0 1050 -S -#1045 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D2 -~ -~ -0 0 1044 -D4 -~ -~ -0 0 1054 -D7 -~ -~ -0 0 1052 -S -#1046 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D8 -~ -~ -0 0 1044 -D6 -~ -~ -0 0 1046 -D9 -~ -~ -0 0 1046 -D0 -~ -~ -0 0 1030 -S -#1047 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D2 -~ -~ -0 0 1034 -D6 -~ -~ -0 0 1049 -S -#1048 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D0 -~ -~ -0 0 1047 -D8 -~ -~ -0 0 1051 -D3 -~ -~ -0 0 1016 -S -#1049 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D5 -~ -~ -0 0 1027 -D2 -~ -~ -0 0 1039 -D9 -~ -~ -0 0 1047 -S -#1050 -Into a sand sea~ -Nothing around yourself seems to have a sense, when you look at the numerous -mirages that seem to shape-up the city to the one you think you are moving to. -The wind blows like a ghost at your ears, and the dunes extend in the distance -as if you were trapped in a nightmare. Now you realize why this desert it is -called the Sun's Anvil, because the sun it is slowly forging you to be ready for -your death..., which you think will be more pleasant than keep existing in this -solitude that blinds and burns you in soul and flesh... -~ -0 2105344 10 -D2 -~ -~ -0 0 1035 -D6 -~ -~ -0 0 1055 -D1 -~ -~ -0 0 1026 -D4 -~ -~ -0 0 1060 -D0 -~ -~ -0 0 1039 -S -#1051 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D7 -~ -~ -0 0 1048 -S -#1052 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D8 -~ -~ -0 0 1045 -D9 -~ -~ -0 0 1052 -D5 -~ -~ -0 0 1052 -D0 -~ -~ -0 0 1053 -D4 -~ -~ -0 0 1055 -S -#1053 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D2 -~ -~ -0 0 1052 -D8 -~ -~ -0 0 1035 -D0 -~ -~ -0 0 1060 -D3 -~ -~ -0 0 1055 -S -#1054 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D5 -~ -~ -0 0 1045 -D0 -~ -~ -0 0 1055 -D9 -~ -~ -0 0 1056 -S -#1055 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D9 -~ -~ -0 0 1050 -D6 -~ -~ -0 0 1063 -D5 -~ -~ -0 0 1052 -D1 -~ -~ -0 0 1053 -D2 -~ -~ -0 0 1054 -S -#1056 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D6 -~ -~ -0 0 1054 -D4 -~ -~ -0 0 1060 -D0 -~ -~ -0 0 1057 -S -#1057 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 0 -D2 -~ -~ -0 0 1056 -D0 -~ -~ -0 0 1058 -S -#1058 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D2 -~ -~ -0 0 1057 -D0 -~ -~ -0 0 1059 -S -#1059 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D5 -~ -~ -0 0 1032 -D2 -~ -~ -0 0 1058 -D5 -~ -~ -0 0 1060 -S -#1060 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D2 -~ -~ -0 0 1028 -D7 -~ -~ -0 0 1061 -D6 -~ -~ -0 0 1055 -D5 -~ -~ -0 0 1050 -D4 -~ -~ -0 0 1059 -S -#1061 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D8 -~ -~ -0 0 1060 -D0 -~ -~ -0 0 1062 -D3 -~ -~ -0 0 1039 -S -#1062 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D2 -~ -~ -0 0 1061 -D0 -~ -~ -0 0 1063 -S -#1063 -Along the desert~ -The desert around feeds on your will as the carterpillar feeds on tree's leaves. -The sky doesnt have any cloud, and it remains its blueish colour all through. -The Ea Sea it is now very far, and you cant see nothing except death and -destruction around you. The only water around you, remains slowly evaporating -from your scorched-shell like body. -~ -0 2105344 10 -D9 -~ -~ -0 0 1055 -D2 -~ -~ -0 0 1062 -D7 -~ -~ -0 0 1064 -S -#1064 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 10 -D8 -~ -~ -0 0 1063 -D0 -~ -~ -0 0 1066 -D8 -~ -~ -0 0 1065 -E -horizon~ -* * - * * * * - * * - * * - | |= - | | - / \||||/ \ - | |||||| | - | | |_--_| | | | | | | -/ \ | |_||_| | / \/ \/ \/ \/ \ ---------****---------------------------------- ----------****--------------------------------- -----------****-------------------------------- -----------****-------------------------------- ----------****--------------------------------- -----------****-------------------------------- ------------***-------------------------------- -------------***------------------------------- --------------***------------------------------ --------------**------------------------------- ---------------**------------------------------ ----------------**----------------------------- ~ -S -#1065 -A stone-covered way~ -The nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 5 -D7 -~ -~ -0 0 1064 -S -#1066 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 0 -D2 -~ -~ -0 0 1064 -D4 -~ -~ -0 0 1067 -D0 -~ -~ -0 0 1069 -S -#1067 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 0 -D5 -~ -~ -0 0 1066 -D0 -~ -~ -0 0 1068 -D9 -~ -~ -0 0 1069 -S -#1068 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 0 -D2 -~ -~ -0 0 1067 -D0 -~ -~ -0 0 1069 -S -#1069 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 2105344 0 -D2 -~ -~ -0 0 1066 -D0 -~ -~ -0 0 1070 -D6 -~ -~ -0 0 1067 -S -#1070 -A stone-covered way~ -Nature hasnt been able to tear appart this stone road in which you are now in -and the ethernal flow of the desert hasn´t invaded this place. There are no signs -of wheel tracks, but you watch the horizon with the hope that a city or some kind -of civilization lies somewhere in the far east. -~ -0 35954820 0 -D2 -~ -~ -0 0 1069 -D0 -~ -~ -0 0 1071 -S -#1071 -A passage to eternity~ -A wooden door lies before you. You open it, and you discover that you are in a -shop full of extrange and unknown items... some for the client to buy the products -and so, make richer to the owner. The floor, made of black marble, the ceiling -sustained by four columms, that neither hercule would have been able to crush, -and in the environment that surrounds you, the essence of aromatic plants, burning -on brass pots, give an exotic touch to the room, making in an unspeakable way -feeling the best you could or would have ever been. -~ -0 36971652 0 -D2 -~ -~ -0 0 1070 -S -#0 - - -#RESETS -R 0 1000 1 -R 0 1001 2 -M 0 1003 1 1001 -G 0 1006 0 -R 0 1002 3 -R 0 1003 3 -R 0 1004 0 -M 0 1000 1 1004 -E 0 1001 0 5 -R 0 1005 1 -R 0 1006 0 -M 0 1003 2 1006 -G 0 1006 0 -M 0 1010 1 1006 -E 0 1017 0 16 -E 0 1016 0 13 -E 0 1018 0 10 -R 0 1007 1 -M 0 1001 2 1007 -E 0 1000 0 12 -R 0 1008 1 -R 0 1009 1 -M 0 1010 1 1009 -E 0 1018 0 10 -E 0 1017 0 16 -M 0 1003 1 1010 -G 0 1006 0 -M 0 1010 1 1012 -E 0 1017 0 16 -E 0 1018 0 10 -E 0 1016 0 13 -M 0 1003 2 1013 -G 0 1006 0 -M 0 1000 1 1014 -E 0 1002 0 16 -E 0 1001 0 5 -M 0 1000 1 1016 -E 0 1001 0 5 -M 0 1010 1 1021 -E 0 1017 0 16 -E 0 1016 0 13 -M 0 1010 1 1024 -E 0 1018 0 10 -E 0 1017 0 16 -M 0 1000 1 1026 -E 0 1001 0 5 -M 0 1008 1 1026 -M 0 1004 1 1028 -G 0 1010 0 -M 0 1010 1 1028 -E 0 1016 0 13 -M 0 1001 1 1029 -E 0 1000 0 12 -M 0 1008 2 1030 -M 0 1001 1 1031 -E 0 1000 0 12 -M 0 1008 2 1032 -M 0 1007 1 1033 -E 0 1012 0 5 -M 0 1002 3 1034 -G 0 1004 0 -M 0 1001 1 1034 -G 0 1000 0 -M 0 1004 1 1034 -G 0 1005 0 -M 0 1001 1 1035 -E 0 1000 0 5 -M 0 1001 2 1036 -E 0 1000 0 5 -M 0 1004 1 1036 -M 0 1010 2 1036 -E 0 1016 0 13 -E 0 1017 0 16 -E 0 1018 0 10 -M 0 1002 2 1037 -E 0 1005 0 17 -M 0 1002 1 1040 -G 0 1004 0 -M 0 1001 1 1041 -E 0 1000 0 12 -M 0 1004 1 1041 -G 0 1010 0 -M 0 1010 1 1041 -E 0 1017 0 16 -E 0 1016 0 13 -E 0 1018 0 10 -M 0 1001 1 1044 -E 0 1000 0 12 -M 0 1010 1 1046 -E 0 1018 0 16 -E 0 1016 0 13 -M 0 1002 4 1047 -G 0 1004 0 -M 0 1004 1 1047 -G 0 1008 0 -M 0 1008 2 1047 -M 0 1007 1 1050 -E 0 1012 0 5 -M 0 1010 1 1051 -E 0 1018 0 10 -E 0 1017 0 16 -M 0 1000 1 1053 -E 0 1002 0 16 -E 0 1001 0 5 -M 0 1003 1 1054 -G 0 1006 0 -M 0 1002 1 1054 -M 0 1002 1 1054 -G 0 1006 0 -M 0 1009 1 1055 -E 0 1015 0 5 -M 0 1008 2 1056 -M 0 1005 1 1057 -E 0 1007 0 20 -M 0 1010 1 1058 -E 0 1017 0 16 -E 0 1018 0 10 -G 0 1019 0 -M 0 1000 1 1061 -E 0 1002 0 16 -E 0 1001 0 5 -M 0 1010 1 1065 -E 0 1017 0 16 -E 0 1016 0 13 -E 0 1018 0 10 -M 0 1006 1 1071 -G 0 1014 0 -G 0 1013 0 -G 0 1006 0 -G 0 1011 0 -G 0 1009 0 -G 0 1010 0 -G 0 1004 0 -G 0 1008 0 -G 0 1019 0 -S - - -#SHOPS - 1006 10 5 0 0 0 130 125 1 23 ; Jamella, Merchant of the end of the world -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1000 spec_guard -M 1001 spec_breath_any -M 1002 spec_fido -M 1006 spec_cast_cleric -M 1007 spec_cast_mage -M 1010 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/arachnos.are b/data/realm/areas_smaug1.4a/arachnos.are deleted file mode 100644 index b770145..0000000 --- a/data/realm/areas_smaug1.4a/arachnos.are +++ /dev/null @@ -1,1322 +0,0 @@ -#AREA Arachnos~ - - - -#VERSION 201 -#AUTHOR Mahatma~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 51225435 - -#CLIMATE 0 0 0 - -#MOBILES -#6301 -oldstyle spider young~ -the young spider~ -The young spider is ballooning by you. -~ -He looks freshly hatched and sprightly. His young fangs are just -growing in as of late. -~ -69 8 0 C -5 0 50 2d6+60 1d6+1 -5 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6302 -oldstyle dragon Yevaud~ -Yevaud~ -Yevaud the Usurper of Midgaard is here, grinning evilly at you. -~ -Old, scaly, but still with a lot of bite in him left. -~ -71 8 -1000 C -24 0 -60 5d10+500 2d10+6 -500 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -31 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6303 -oldstyle spider wolf~ -the Wolf Spider~ -The Wolf Spider is here, licking its bloody fangs. -~ -The Wolf Spider is hairy, very hairy. -~ -35 0 -300 C -6 0 40 2d7+71 1d7+1 -62 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6304 -oldstyle orc~ -the orc~ -The orc is stuck in the web and he can't get out. -~ -You notice an evil look in his eyes. -~ -3 0 -400 C -5 0 50 2d6+60 1d6+1 -5 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -53 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6305 -oldstyle wasp queen~ -the Queen Wasp~ -The Queen Wasp is here, thinking that you would make a tasty offering -to her master. -~ -You notice a glazed look in her eyes. -~ -35 0 -800 C -12 0 0 2d10+150 1d10+3 -75 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6306 -oldstyle spider drone~ -the drone spider~ -The drone spider walks around doing her master's bidding. -~ -An ordinary drone spider. -~ -69 0 -300 C -6 0 40 2d7+71 1d7+1 -10 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6307 -oldstyle spider ethereal~ -the ethereal spider~ -The ethereal spider strides here, traveling to different worlds. -~ -She winks in and out. -~ -69 0 1000 C -10 0 10 2d7+121 2d4+2 -62 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6308 -oldstyle slave human~ -the slave of Arachnos~ -The slave works here relentlessly. -~ -The slave does not mind you, but will fight like a warrior if attacked. -~ -69 0 0 C -8 0 30 2d7+96 1d7+2 -25 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6309 -oldstyle quasit~ -the quasit~ -The quasit blinks in and out, grinning at you. -~ -Demoniac in nature, but more mischievous. He twiddles his thumbs -and creates a magical treasure! -~ -149 32778 1000 C -10 0 10 2d7+121 2d4+2 -50 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6310 -oldstyle spider bird~ -the Bird Spider~ -The Bird Spider snaps its powerful jaws. -~ -The Bird Spider has very powerful jaws. -~ -35 0 -800 C -14 0 -10 2d10+190 1d12+3 -87 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6311 -oldstyle hermit~ -the Hermit~ -The Hermit sits here and warns, "Go back before it's too late!" -~ -A dishevelled veteran warrior in disguise is what he is, but he -means well. -~ -7 8 -400 C -7 0 40 2d6+85 1d8+1 -37 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6312 -oldstyle donjonkeeper~ -the Donjonkeeper~ -The Donjonkeeper eyes you and wonders how pure your soul is. -~ -He delves deeper into you as you stare at him. -~ -7 8 1000 C -25 0 -70 5d10+550 2d10+7 -300 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6313 -oldstyle guardian~ -The guardian~ -The guardian is obviously not doing his job. -~ -He looks like a lazy bum who sleeps half the time. -~ -97 32768 250 C -17 0 -30 3d9+258 3d4+4 -80 0 -104 104 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6314 -oldstyle spider empress arachnos~ -Arachnos~ -Arachnos the Empress of Spiders welcomes you with an evil smile. -~ -She is a very attractive spider with an ornate gown. She tempts you -into being one of her many slaves. She does not possess the venomous -fangs of normal spiders, but then, as you realize, she does not need -them. -~ -35 10 -1000 C -26 0 -70 5d10+600 3d7+7 -500 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6315 -oldstyle ki-rin~ -the Ki-Rin~ -The Ki-Rin smiles good-naturedly to you. -~ -She is the last bastion of good in this realm. Her mission is to -someday free the slaves of the Empress. -~ -7 8 1000 C -26 0 -70 5d10+600 3d7+7 -750 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6316 -oldstyle dragon wormkin young~ -the young dragon wormkin~ -A wormkin with no teeth plays here. -~ -Rather small, you almost feel sad in killing it. -~ -3 8 1000 C -10 0 10 2d7+121 2d4+2 -50 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -31 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6317 -oldstyle dragon wormkin medium~ -the medium dragon wormkin~ -A wormkin that has grown a bit stares at you inquisitively. -~ -A medium-sized dragon--seems it hasn't killed anything yet by itself. -~ -3 8 100 C -13 0 -10 2d10+170 2d5+3 -250 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -31 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6318 -oldstyle spider poisonous~ -the huge, poisonous spider~ -A huge, poisonous spider is here. -~ -This disgusting creature is at the size of a human crawling on all four. It -has eight hairy legs that gives it a tremendous speed on almost any surface and -sharp poisonous fangs to paralyze or kill its prey. -~ -67 0 -350 C -8 0 30 2d7+96 1d7+2 -0 0 -112 112 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#6319 -oldstyle queen spider~ -the Queen Spider~ -The huge, bulky Queen Spider is here. -~ -This disgusting creature is at the size of a small elephant. It has eight -huge, hairy legs that would give it a tremendous speed on almost any surface -if it wasn't so immensely fat. Its large, bulbous eyes stare back at you. -~ -67 8 -1000 C -15 0 -20 3d9+208 2d6+3 -0 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#0 - - -#OBJECTS -#6303 -headdress pontiff's~ -a pontiff's headdress~ -A white cone-shaped head ornament with religious symbols lies here.~ -(null)~ -9 96 17 -6 6 6 3 -50 4600 460 24 -A -17 -2 -A -4 2 -#6304 -visor black knight's~ -a black knight's visor~ -A black visor sits here.~ -(null)~ -9 96 17 -6 6 6 2 -50 4600 460 22 -A -5 2 -A -1 1 -#6308 -coins silver gold~ -a big pile of coins~ -A big pile of coins is lying here.~ -(null)~ -20 0 1 -500 20 0 0 -1 0 0 1 -#6309 -potion blue~ -a blue potion~ -A blue potion has been left here.~ -(null)~ -10 64 1 -15 -1 58 58 -1 0 -20 700 70 25 -'cure poison' 'cure critical' 'cure critical' -E -potion blue~ -It has a nice sky blue colour and a smell like peppermint. -~ -#0 - - -#ROOMS -#6200 -On the spider web~ -You are balancing carefully on the giant sticky threads that holds the giant -web in place. To the south leads a strand to a cave-like structure made from -many layers of a spider web. Another silky strand continues to the north. -~ -0 9 6 -D0 -~ -~ -0 -1 6203 -E -web~ -The immense spider web moves softly. -~ -S -#6201 -On the spider web~ -You are balancing carefully on the giant sticky threads that holds the giant -web in place. To the north leads a strand to a cave-like structure made from -many layers of a spider web. -~ -0 13 6 -E -web~ -The immense spider web moves softly. -~ -S -#6202 -On the spider web~ -You are balancing carefully on the giant sticky threads that holds the giant -web in place. To the east leads a strand to a cave-like structure made from -many layers of a spider web. -~ -0 13 6 -E -web~ -The immense spider web moves softly. -~ -S -#6203 -On the spider web~ -You are balancing carefully on the giant sticky threads that holds the giant -web in place. A single silky strand lead to the south, while another leads -off into the northern direction. -~ -0 9 6 -D0 -~ -~ -0 -1 6301 -D2 -~ -~ -0 -1 6200 -E -web~ -The immense spider web moves softly. -~ -S -#6301 -Webbed Entrance~ -Sticky, sticky, sticky! The ground is cluttered with leaves, decayed -remains of webbed crickets, beetle, rats, dogs (?), and even humans. -You begin to wonder about what lies ahead. The air is damp here, -and even the little light that shines through the canopy seems -absorbed into the webbing. -~ -0 4 1 -D0 -~ -~ -0 -1 6302 -D2 -~ -~ -0 -1 6203 -S -#6302 -Webby Passage~ -You find that footing here is very good, almost too good. The -limbs are coated with cobwebs and seem unusually strong for tree -branches. Paths lead in four directions. The eastward path goes -down a bit. -~ -0 0 2 -D0 -~ -~ -0 -1 6304 -D1 -~ -~ -0 -1 6305 -D2 -~ -~ -0 -1 6301 -D3 -~ -~ -0 -1 6303 -S -#6303 -Wasp Hive~ -Drones scuttle about in this room. The cells on the walls -are honeycomb in shape and many of the maggots and wasps you see -have fang-marks on there bodies. You sense some order in their markings. -~ -0 0 2 -D1 -~ -~ -0 -1 6302 -S -#6304 -Webby Passage~ -Another webby passage, all sticky and wet. Tiny ballooning -spiders fill the air. It seems that these young ones are newborns. -~ -0 0 2 -D2 -~ -~ -0 -1 6302 -S -#6305 -Beneath the Busy Path~ -You hear the sounds of crawling arachnids above. The rhythms of -the footsteps suggest a primitive order in their movement. The light -seems brighter upwards. -~ -0 0 2 -D3 -~ -~ -0 -1 6302 -D4 -~ -~ -0 -1 6306 -S -#6306 -On the Busy Path~ -Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as rats, wolves, and humans. -~ -0 0 2 -D2 -~ -~ -0 -1 6307 -D5 -~ -~ -0 -1 6305 -S -#6307 -On the Busy Path~ -Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as cats, wolves, and humans. -~ -0 0 2 -D0 -~ -~ -0 -1 6306 -D1 -~ -~ -0 -1 6308 -S -#6308 -On the Busy Path~ -Spiders, spiders, everywhere! It is almost ant-like in efficiency -with one big difference. The spiders here are carrying ant-corpses, -as well as cats, dogs, and humans. -~ -0 0 2 -D1 -~ -~ -0 -1 6309 -D3 -~ -~ -0 -1 6307 -S -#6309 -A Split in the Path~ -As always, there is a split in the road. One road is strewn -with cricket feelers. The other is well-kept and suitable for smooth -travelling. The webbing that was prevalent in earlier rooms is almost -non-existent now. -~ -0 0 2 -D0 -~ -~ -0 -1 6310 -D2 -~ -~ -0 -1 6320 -D3 -~ -~ -0 -1 6308 -S -#6310 -Fuzzy Tree Limb~ -You are on a "fuzzy" tree limb. Interesting, since the branches -seem to have "hairs" sprouting from its bark. As you look -closer you see millions of aphids covering each limb. -~ -0 0 2 -D2 -~ -~ -0 -1 6309 -D3 -~ -~ -0 -1 6311 -S -#6311 -Tree Trunk~ -You feel that you can rest here safely. There is evidence of -webbing here, but it is of a finer quality. -~ -0 0 2 -D1 -~ -~ -0 -1 6310 -D2 -~ -~ -0 -1 6312 -S -#6312 -Tree Lair Entrance~ -It seems the inhabitant of this place does not web her -victims, as evidenced by the remains before you. The area -is cluttered with desiccated corpses, apparently bitten -but unwebbed, and drained of their life juices. -~ -0 0 2 -D0 -~ -~ -0 -1 6311 -D3 -~ -~ -0 -1 6313 -S -#6313 -Wolf Spider Lair~ -Very dark, as all lairs of spiders are. Not much of furnishings -save an exit. The wolf spider keeps no corpses here, but rather -throws them out at her leisure. -~ -0 0 2 -D1 -~ -~ -0 -1 6312 -S -#6320 -The Webless Path~ -Strange. No webbing here. In fact, no sounds whatsoever. -The path continues northward, where you find that you may have to -tightrope your way across a ravine. -~ -0 0 2 -D0 -~ -~ -0 -1 6309 -D3 -~ -~ -0 -1 6321 -S -#6321 -Above the Ravine~ -Stranger still. Your feet get a real firm grip on the spiderline. -You are above a deep ravine. This line connects you between two trees. -Below you can see a prismatic web with lots of animal bones caught in it: -some bear and small deer bones in fact. No human skeletons are visible -(yet). -~ -0 0 2 -D1 -~ -~ -0 -1 6320 -D2 -~ -~ -0 -1 6323 -D5 -~ -~ -0 -1 6322 -S -#6322 -The Rainbow Web~ -This is the rainbow web--each strand, each link, a hue of violently -sharp colors and contrasts. The resident here seems to have a command -of light as well. -~ -0 0 2 -D4 -~ -~ -0 -1 6321 -S -#6323 -The Web Forest~ -The trees here take on a different appearance--they are not trees -anymore, but disjointed make-shift silken made shafts, sticky to the touch, -and webby in texture. This is another world it would appear. -~ -0 0 2 -D0 -~ -~ -0 -1 6321 -D5 -~ -~ -0 -1 6324 -S -#6324 -The Slave Pit~ -You have entered the slave pit. A voice blares in the distance, -"Get back to work, maggots!" Rails upon rails of mined gold and silver -clutter the trail beneath you. -~ -0 0 2 -D0 -~ -~ -0 -1 6325 -D4 -~ -~ -0 -1 6323 -S -#6325 -The Tether Path~ -Another tether path just like the rest of them. Surprisingly well --lit by the golden orbs that hang from the sides, you can see the paths -become finer and finer in quality. -~ -0 0 2 -D1 -~ -~ -0 -1 6326 -D3 -~ -~ -0 -1 6324 -S -#6326 -A Road Crossing~ -Another shifty little strand of webs, almost ethereal in nature. -~ -0 0 2 -D3 -~ -~ -0 -1 6325 -D4 -~ -~ -0 -1 6327 -S -#6327 -A Leader Strand~ -This strand is weightier, more sturdy. It shimmers as you step on -it. You are definitely not in the Midgaardian realms anymore. Just -where you are you can't tell. It feels like you're moving through -ether. You can still get back down to more surer lands. -~ -0 0 2 -D0 -~ -~ -0 -1 6328 -D5 -~ -~ -0 -1 6326 -S -#6328 -The Entrance of the Ethereal Web~ -You are at the entrance to ethereal web. Flickering in and out, -in and out, each strand reveals a different hue from black to green -to blue. -~ -0 0 2 -D2 -~ -~ -0 -1 6327 -D5 -~ -~ -0 -1 6331 -S -#6330 -The Young Wormkin's Crib~ -A playpen of sorts, with maggots of wasps and other baby vermin -lying about. You feel that humans have been played with here too, -and eaten later. You sense that the maker of this place has -an appetite for dragon meat, and uses this room as a breeding -area. -~ -0 0 2 -D2 -~ -~ -0 -1 6331 -S -#6331 -The Base of the Web~ -Large strands connect at this point. The node shimmers and -flickers within the ether. You see many flying creatures-- -insects, pegasi, and dragon wormkins--navigate the dangerous -passages of the web. Exits go in many directions. -~ -0 0 2 -D0 -~ -~ -0 -1 6330 -D1 -~ -~ -0 -1 6332 -D2 -~ -~ -0 -1 6333 -S -#6332 -Through the Trees~ -This part of the web intersects through the branches of some -trees. Various leaves and other debris that the many drones -have not picked up yet lie here. -~ -0 0 2 -D3 -~ -~ -0 -1 6331 -S -#6333 -Above the Clouds~ -You can see all of Midgaard in this ethereal web. Many -of the larger dragons that do wish to fly seem to fly -away from the sticky strands of the web. -~ -0 0 2 -D0 -~ -~ -0 -1 6331 -D2 -~ -~ -0 -1 6334 -D3 -~ -~ -0 -1 6335 -S -#6334 -On A Cloud~ -Rather thick in consistency. You realize this is not -a typical cloud, but it might be the nest of an aerial creature. -~ -0 0 2 -D0 -~ -~ -0 -1 6333 -S -#6335 -A Link in the Ethereal Web~ -This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. -~ -0 0 2 -D1 -~ -~ -0 -1 6333 -D3 -~ -~ -0 -1 6336 -S -#6336 -The Tenuous Strand~ -Very windy here since it goes up into the sky somewhat. -Still, it's safe enough to move around. -~ -0 0 2 -D1 -~ -~ -0 -1 6335 -D2 -~ -~ -0 -1 6340 -D3 -~ -~ -0 -1 6341 -S -#6340 -The Elder Wormkin's Room~ -A more mature wormkin it seems resides here. Various tomes of -arcane lore clutter the area, along with shards of armor and weaponry. -~ -0 0 2 -D0 -~ -~ -0 -1 6336 -S -#6341 -Another Tree Limb~ -Once again the web crosses another tree limb. To the side you -see the possible entrance to another creatures lair. -~ -0 0 2 -D1 -~ -~ -0 -1 6336 -D2 -~ -~ -0 -1 6342 -D3 -~ -~ -0 -1 6345 -S -#6342 -The Bird Spider's Lair~ -This is a big game hunter among most spiders. Crush jewels -and other weapons suggest the inhabitant must have powerful jaws. -Beware! -~ -0 0 2 -D0 -~ -~ -0 -1 6341 -S -#6345 -A Link in the Ethereal Web~ -This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. -~ -0 0 2 -D1 -~ -~ -0 -1 6341 -D2 -~ -~ -0 -1 6350 -D3 -~ -~ -0 -1 6346 -S -#6346 -The Quiet Tree Top~ -Here is a quiet tree top. -~ -0 0 2 -D1 -~ -~ -0 -1 6345 -D3 -~ -~ -0 -1 6347 -S -#6347 -On The Web~ -RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar -of a powerful beast. Dragon, you think. You shiver in your boots -as you tiptoe on this section of the web. -~ -0 0 2 -D1 -~ -~ -0 -1 6346 -D2 -~ -~ -0 -1 6355 -S -#6350 -The Ki-Rin Chamber~ -A wise ki-rin was entrapped here many years ago. It is from her -that the ruler of this realm steals his magical strength. -~ -0 0 2 -D0 -~ -~ -0 -1 6345 -S -#6355 -A Link in the Ethereal Web~ -This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. To -the north you sense the heavy breathing of a fiery animal. -~ -0 0 2 -D0 -~ -~ -0 -1 6347 -D3 -~ -~ -0 -1 6360 -D4 -~ -~ -0 -1 6365 -S -#6360 -Yevaud's Lair~ -Yevaud, the Usurper of Midgaard, resides here. A voice cries -out, "BEWARE, the Usurper of Midgaard lives here! FLEE while you can!" -But even Yevaud has his master...or so you deduce. -~ -0 0 2 -D1 -~ -~ -0 -1 6355 -S -#6365 -A Link in the Ethereal Web~ -This is another link in the ethereal web. Various creatures -seem to get caught (or hypnotized) by its sticky strands. A single -spider line lies to the north, while ghastly seemings are due -southward. The grim entrance of Arachnos' Lair is downward. -~ -0 0 2 -D0 -~ -~ -0 -1 6371 -D2 -~ -~ -0 -1 6366 -D4 -~ -~ -0 -1 6390 -D5 -~ -~ -0 -1 6355 -S -#6366 -Entrance to the Donjonkeep~ -A dark path at the end of the web strand, you see ahead -a torch lit chamber where the souls of unavenged adventurers -come and gnash their teeth. The howls and screams of many echo -through the hall ways. You see one definite path ahead. -~ -0 0 2 -D1 -~ -~ -0 -1 6367 -S -#6367 -The Guardian's Room~ -A chair sits here for a tireless guardian who ensures that no -soul escapes. The room is undecorated. -~ -0 0 2 -D1 -~ -~ -0 -1 6368 -D3 -~ -~ -0 -1 6366 -E -chair~ -An ordinary chair, well used, glued to the ground by spiderweb. -~ -S -#6368 -Realm of the Hopeless~ -Here you see many misguided souls who think they still live. -They search for those who killed them without warrant, and seek the -free souls of living beings to inhabit and perhaps adventure once -more. -~ -0 0 2 -D1 -~ -~ -0 -1 6369 -D3 -~ -~ -0 -1 6367 -S -#6369 -Realm of the Hopeless~ -Here you see many misguided souls who think they still live. -They search for those who killed them without warrant, and seek the -free souls of living beings to inhabit and perhaps adventure once -more. -~ -0 0 2 -D1 -~ -~ -0 -1 6370 -D3 -~ -~ -0 -1 6368 -S -#6370 -The Donjonkeep~ -No souls have ever lived in this place. The wails of slaves -and the howls of wolves are the only way you can describe the sounds -you hear. The walls are thin and wispy. The only light you receive -is the shimmering from the strand of the ethereal web you used to get -here. -~ -0 0 2 -D1 -~ -~ -0 -1 6371 -D3 -~ -~ -0 -1 6369 -S -#6371 -The Single Spider Line~ -A single spider line supports you once more. As you look -across the ether you seen a single shack up ahead with a light in -the window. You sense a great evil coming from the east and feel -inclined to go back on the ethereal web and take your chances there. -~ -0 0 2 -D1 -~ -~ -0 -1 6372 -D3 -~ -~ -0 -1 6370 -S -#6372 -The Single Spider Line~ -A single spider line supports you once more. The shack comes -closer into view and you are even more inclined to go back now. -~ -0 0 2 -D1 -~ -~ -0 -1 6373 -D3 -~ -~ -0 -1 6371 -S -#6373 -The Hermit's Corner~ -Here you see evidence of a vagrant's abode. The shack is to the -east, if you dare enter it. You get the sneaking feeling you should -go back now. The skies above you darken and roar with the laughter -of thunder. -~ -0 0 2 -D1 -~ -~ -0 -1 6380 -D3 -~ -~ -0 -1 6372 -S -#6380 -Mahatma's Inescapable Trap~ -Mahatma, that silly thief, is here, and he steals everything you -have. He says, 'Here, have a quick trip to the Temple of Midgaard.' -He plunges a black dagger into your back ... -~ -0 4 0 -S -#6390 -The Entrance to the Arachnos' Lair~ -All strands inevitably lead here, the center of the web, the -entrance to Arachnos' Lair. -~ -0 0 2 -D0 -~ -~ -0 -1 6391 -D5 -~ -~ -0 -1 6365 -S -#6391 -The Sticky Chamber~ -You can still bail out since your knees are shaking from the -anticipation (or is it fear?). The sky is clear on this strand of -web, surprisingly unsticky. The strand does not vibrate like the -others. A few ballooning spiders pass by, cackling "You're gonna -die, you're gonna fry. Good bye!" -~ -0 0 2 -D0 -~ -~ -0 -1 6392 -D2 -~ -~ -0 -1 6390 -S -#6392 -The Great Door~ -Before you you see a large, web-like door. Various designs -of ancient runes and names of Midgaard heroes are etched into -the webwork. Perhaps lists of victims? You can't tell. -~ -0 8 2 -D0 -~ -door north~ -3 0 6399 -D2 -~ -~ -0 -1 6391 -S -#6399 -The Lair of Arachnos~ -This is the lair of the Empress Spider, Arachnos. A lavishly -adorned rainbow web, her lair allows her to move to any universe -she wishes by using her magical strands to the Prime Material Plane. -Coffers upon coffers of gold, magical jewels and gems await. Unfor- -tunately Arachnos is a baggy spider too, and webs all her treasures -to her beautiful silken body. -~ -0 0 2 -D2 -~ -door south~ -3 0 6392 -S -#0 - - -#RESETS -M 0 6301 8 6301 -M 0 6305 1 6303 -M 0 6301 8 6304 -M 0 6301 8 6306 -M 0 6301 8 6306 -M 0 6308 5 6308 -M 0 6308 5 6308 -M 0 6308 5 6308 -M 0 6308 5 6308 -M 0 6308 5 6308 -M 0 6303 1 6313 -M 0 6306 3 6321 -M 0 6309 2 6327 -M 0 6306 3 6330 -M 0 6316 1 6330 -M 0 6306 3 6331 -M 0 6304 1 6332 -M 0 6307 4 6333 -M 0 6307 4 6335 -M 0 6317 1 6340 -M 0 6310 1 6342 -M 0 6315 1 6350 -G 1 6309 -1 -G 1 6309 -1 -M 0 6302 1 6360 -G 1 6304 2 -M 0 6313 1 6367 -M 0 6312 1 6370 -G 1 6309 -1 -M 0 6311 1 6373 -D 0 6392 0 1 -M 0 6314 1 6399 -G 1 6303 2 -G 1 6304 2 -D 0 6399 2 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 6302 spec_breath_gas -M 6314 spec_breath_gas -M 6316 spec_breath_gas -M 6317 spec_breath_gas -M 6318 spec_poison -M 6319 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/areas.txt b/data/realm/areas_smaug1.4a/areas.txt deleted file mode 100644 index 1a4611e..0000000 --- a/data/realm/areas_smaug1.4a/areas.txt +++ /dev/null @@ -1,178 +0,0 @@ - - ANIMALAND A "fun" area for levels 10-20, populated entirely by sentient animals from fairytale -or my imagination. - - ANONOPOLIS. This is a cyberpunk version of the City of Anon featured below. It is based on, -amongst other things, William Gibson, the Shadowrun role-playing game, anime such as Akira and -Wicked City, the movie Blade Runner and the works of Harry Harrison, Philip K. Dick and Michael -Moorcock. It was fun writing it, and even now I enjoy playing in it. - - THE BAZAAR. An area I wrote for Bram's Mud Arcanum, it is in effect a massive mediaeval -shopping mall. It was written for an Envy mud, but it is here in Merc format. - - THE CITY OF ANON The capital of AnonyMUD, an area I am quite proud of. As with many of -my areas, it is subject to constant revision, so if you want the latest version ask me if it has been -uploaded to my page yet, and you can get it here. NEWLY UPDATED - - THE CITY OF ANON Pt.2 An add-on to the city. Includes a detailed section of walls and towers, -a set of docks and some more shops. essential companion to the first. - - CRUSHER'S PLAYPEN . A quick hacked rewrite of Sandman's famous Dwarven Daycare, -which I did one day when I was bored and sick of hearing Pink Ice Ring from the mouths of hundreds -of newbies :P Full credit to Sandman for original concept and room descs. - - DEATHTRAP DUNGEON. Another area written based on the "Fighting Fantasy" series (the first -one I wrote was "The Warlock of Firetop Mountain" based on the book of the same name. One of my -most complex and challenging areas, it takes full advantage of the many unique features of Anon code. - - THE DUNGEON. This area is a subterranean prison that can be attached to any city. In addition to -the usual cells, guards, torturers etc, I added a hidden maze full of foul undead-infested tombs and -great treasures for the powerful or the daring. - - THE FIELDS. My answer to the oft-seen "Plains of the North". It comprises a broad, sparsely -populated area that lies west and south of the City of Anon, consisting of terrain types ranging from -grassy fields to rugged mountains and deep streams. It has a lot of potential, and in the next few -months I intend to write a more comprehensive version with an aerial component, to cater to -AnonyMud's new falling code. - - FIRETOP MOUNTAIN. I have long been a fan of the "Fighting Fantasy" Gamebooks written by -Steve Jackson and Ian Livingstone, and so I decided to do an area based on their very first one. It -worked out rather well. I intend to make areas based on more of their books, if anyone has any -suggestions, don't hesitate to mail me. - - FUTURE ZONE. Originally a connector area for areas such as Snarf's MTV area, or Glop's -MegaCity One, this area grew to have a life of its own, with lots of unique mobs and secret rooms. It -has tremendous potential I one day intend to exploit. - - GHOST TOWN To meet the extended level limit of AM, I created an super area for characters -levels 45-65. It is quite difficult, full of aggressive undead mobs, and has the bonus of being a no-recall -area- characters have to explore and find an exit. - - ILIUM- As some of you may or may not know, I am a postgraduate student of Ancient History, -and my salute to this calling takes the form of this area, based on the city of Troy as described in the -works of Homer. More specifically, it is based on the War between the Achaeans and the Trojans, -with most of the major characters of The Iliad and The Odyssey featured. - - THE KEEP OF THE WARLOCK. This is a decent mid level area I wrote only recently to flesh out -the past dimension on AnonyMud. It is a tower in a wasteland that is ruled by a mercenary warlock -and his mutant followers. There are quite a few aggressive mobs, but some very decent treasure. - - KENDERMORE- Based loosely on the Kender city in the World of Krynn (cf. the Dragonlance -novels), Kendermore is a small Kender village with a very special pub. - - LOONEY TUNES. Aurorix and I are addicted to animation of any form, especially anime and -Warner Brothers cartoons. The latter inspired us to make this small but challenging area for high level -characters out for a laugh and some xp more than any decent equipment (have you ever known any of -the neat items in Warner Brothers cartoons to ever actually work properly?:P) - - THE MADNESS OF ANON. Probably the most challenging building task I have had to date was -to write three different versions of the existing Anon in three different time periods. And of these, -writing this area for the Surreal version was the most demanding. It is... weird. And no I wasn't -whacked at the time, though later I wondered what exactly WAS wrong with me:P. - - MALATHAR. One of my best areas, I wrote it as/for Natasha on Barren Realms. This is the latest -version, with many of the errors corrected (note I didn't say ALL, I never say ALL :P). - - MIRKWOOD. Based on, you guessed it, Mirkwood, from Tolkien's books. It even has Thranduil -and Thorin Oakenshield. The spiders I moved into another area. Other than that it also doubles as a -very good connector area for Sylvan/faerie- themed areas, such as Lok's Faerie Ring, or for forest -areas, such as the Holy Grove or Malathar. - - MOUNT DOOM- A high level area that is comprised of a huge extinct volcano inhabited by a -variety of evil giants, priests, mages and undead. Very tough mobs but good xp. - - MOVIE LAND- Being huge film buffs, Aurorix and I decided to make a Movie area. Its rather -large (150k i think) and it is constantly being enlarged and expanded upon, so if you want it be sure to -ask for the latest version!:) - - PEPPERLAND An area I wrote with Julilla. It is suitable, with appropriate adaptations where -necessary, for virtually any MERC or ENVY MUD, though it is best suited to ANON 1.0. - - THE PIT FIGHTERS' ARENA. This is an area I wrote a long time ago when I was Zafnax on a -mud that has since closed down (can't even remember the site). Anyway it is a low level romp with -good xp and nice mobs close together so you don't waste moves. - - THE PLAINS OF BLOOD. A connector area I wrote for my Mercwin mud to link areas I was -testing, I decided to flesh it out and use it on AnonyMud when I found myself strapped one day for a -connector area while linking 12 areas. It also has a swamp section featuring a very different version of -Marius' Khellis from BR. - - PLAYGROUND. When AM came into being, one of the first things we had to do was make a -new school. Cookie did this admirably, and I decided to contribute by making a new newbie arena. -Here it is. - - PREHISTORIA. A prehistoric connector area for linking areas of a similar theme, i.e, -pre-mediaeval or prehistoric themes like areas with dinosaurs, Romans, etc. Not much to it, just a -connector area, but it does the job :P. - - THE SEVEN HOLY PLACES. Not one but seven mini-areas joined together. They are actually -seven guilds for the seven (current) races of AnonyMud, scattered about the Mud randomly. Probably -not much use to anyone but AnonyMud, but included for those curious anyway. - - THE TOWER OF TRAINING . The latest version of the mud school of AnonyMud. Relies heavily -on Anon 1.0 and may not be as efective on other muds. - - THE UNDERDARK. This area is based on several influences, including (mainly) the Underdark as -described by R.A.Salvatore in the Dark Elf Trilogy and later books, and the AD&D modules -Descent Into the Depths of the Earth and The Vault of the Drow. It is also used to connect similar -areas, such as Temper's Psi Cavern or Anon's Drow City. - - THE UNHOLY ABBEY". The first of a four part series entitled "The Salvation of Malathar", -also works as a stand-alone zone. Based on a long-running AD&D campaign I am DMing (of my own -devising). It relies heavily on portal code and similar, and won't work as effectively without heavy -modifications. - - THE VILLAGE OF ANON. This area is a version of the City of Anon, as it appeared in Anon's -distant past. A good bronze age village, though I intend to flesh out many of the descriptions at some -stage. - - THE VILLAGE GREEN. This is simply a "mediaevalized" version of the playground above for -more "traditional" MUDs. - - WONDERLAND. Based on the world created by Lewis Carroll, this area is the first of a two-part -series (the second half will be Through the Looking Glass of course) detailing the most famous works -of Carroll. This area relies heavily on Anon's Trigger code, and using it without this code or -appropriate mob progs will result in a lot of the flavour and enjoyment being lost . - -AREAS WRITTEN BY SOME OF MY FRIENDS - - -CAVEAT- If you intend to use any of these areas, please email the authors and ask them for -permission. You can email me and I will forward your request. Or simply log onto AM and -ask them in person. - - CAGE AND AQUARIUM. Written by Rainman, this is probably my favorite area. It is -based on the songs of They Might be Giants, who are incidentally one of my favorite bands. -It is a great area, no doubt about it. - - CANNABIS. Written by my amicus Garth, for high-level dope fiends. Probably the most -original area I have ever seen... - - CHESSBOARD. This area is a giant chessboard, complete with life-sized pieces. As with -all of Garth's areas, a clever and original concept. - - GILLIGAN'S ISLAND. Like his Sesame Street area, Lenny's "Gilligan's Island" area is a -rather twisted view of a TV favorite. Good mobs, equipment and descriptions make this an -enjoyable area to play. - - THE LAIR OF JHER. Garth write this area for AnonyMud. It is a challenging, high level -area with dangerous aggressive mobs. - - LENNY'S HOUSE. A clever, challenging area written by, you guessed it, Lenny. Check it -out! - - REN AND STIMPY'S NEIGHBORHOOD- An area written by my girlfriend Aurorix, -based on Nickelodeon's "Ren and Stimpy" cartoon, if you didn't guess :P NEWLY -REVISED! - - THE ANON KINDERGARTEN- the first new school written for AnonyMud, by Cookie, -which was altered into the current medievalized form also available here (somewhere). I -actually prefer this version! - - SESAME STREET- An awesome high-level area based on everyone's favorite kids' -program, with one small difference- this Sesame Street has been taken over by an evil -influence that has corrupted all the muppets into evil aggressive monsters! Written by my -friend Lenny, Implementor of Anonymud, this area is sure to claim a lot of lives! - - SETTING SONS. A highly imaginative area by Rainman, where you can encounter the -ghosts of your favorite deceased rock stars in an eerie graveyard setting. diff --git a/data/realm/areas_smaug1.4a/armsmaug.are b/data/realm/areas_smaug1.4a/armsmaug.are deleted file mode 100644 index ccca6f1..0000000 --- a/data/realm/areas_smaug1.4a/armsmaug.are +++ /dev/null @@ -1,6933 +0,0 @@ -#AREA Armageddon~ - - - -#AUTHOR Lok~ - -#RANGES -40 50 0 65 -$ - -#RESETMSG The clarion call of a trumpet signals the battle between heaven and hell begins anew.~ - -#FLAGS -0 - -#ECONOMY 0 39032800 - -#MOBILES -#24500 -locust~ -The giant locust~ -A giant locust is here, devouring sinners. -~ -The locust is man sized, with the face of man and -the hair of a woman. It bears its lion teeth and beats -his breastplate of iron with its wings. Its long body -ends in a scorpion stinger. -~ -65 524840 0 C -41 0 -75 0d0+0 0d0+0 -0 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 3 -0 0 32813 0 2100480 0 1310729 2 -> greet_prog 100~ -if isnpc($n) -else -if isgood($n) -mea $n $I casts a cursory glance at you, then continues on his way. -else -if isneutral($n) -mea $n $I stares long and hard at you, before continuing on his way. -else -say Sinner! Prepare to be destroyed! -c poison $n -c 'acid breath' $n -endif -endif -endif -~ -> fight_prog 50~ -if rand(15) -, belches forth a torrent of corrosive acid. -c 'acid breath' -else -if rand(20) -stun -gouge -c poison $r -else -bite -endif -endif -~ -> death_prog 100~ -, screams once, loud and long, then explodes, showering you with gore! -mpdamage $r 50 -mpdamage $r 50 -mpdamage $r 50 -~ -> rand_prog 3~ -say Dieeeee, sinners..... dieeeeee..... -, buzzes in anger and frustration. -~ -| -#24501 -abaddon king angel~ -Abaddon~ -The angel of the bottomless pit is here, bound in a chain. -~ -Abaddon pleads with you to release him from his binding. -He claims the chain is the source of all his suffering. -He promises you great power and position in the world to -come. His appearance is to your liking, whatever that may be, -and you find his voice pleasant and reasonable. -~ -67 373301928 -1000 C -55 0 -300 5d100+16500 8d12+66 -7500000 0 -8 8 1 -25 25 25 25 25 1 1 -0 0 0 0 0 -0 3 0 0 4097 1 5 -30 30 3507897 0 3153232 32 1308627455 6 -> greet_prog 100~ -smile -say Ahh, visitors. How pleasing. -bow $n -say Pray, dear $n, be kind enough to release me from these bonds that -say the minions of Hell have placed 'pon my beauteous form, so I may -say be free once again to carry out the mandate of heaven. You will be -say greatly rewarded... What say ye? -if wis($n) < 15 -mea $n He seems genuine enough. All you need to is say yes to be rewarded. -else -mea $n Ack! This foul creature seeks to beguile you! He is utterly evil! -endif -~ -> speech_prog p yes~ -mea $n You remove the chains from the body of Abaddon. -mpechoar $n $n removes the chains binding the angel. -cackle -say Yes! I am freed! You have done well $n... here is your reward... -smirk -mea $n Abaddon raises one unusually clawed hand and smites you! -mpechoar $n Abaddon raises one clawed hand and smites $n! -mpslay $n -mppurge corpse -say Such is the penalty for your foolishness! -shout I am FREE! $n has FREED me from my bindings! -mpat testdude mpforce testdude shout Alas and Alack! What hath thou wrought, $n -mpe With a blinding flash of light and the stench of brimstone, $I is gone! -mpgoto 2 -~ -> speech_prog p no~ -mutter -say Fool, do not tempt my anger, for I shall destroy thee! -, strains at the chains binding him, but to no avail. -scream -~ -> fight_prog 100~ -if rand(10) -say Feel the fires of hell itself, mortal wretch! -mpe _red A blast of fire surges forth from Abaddon's maw! -c 'fire breath' $r -mpdamage $r 200 -else -if rand(15) -say Feel the chill of the icy planes of the abyss, $n! -mpe _lbl an icy blast of cold issues forth from Abaddon's maw! -c 'frost breath' $r -mpdamage $r 150 -else -if rand(20) -say I strike thee with the energies of Hell, $n! -mpe _blu A surge of electrical energy arcs forth from $I's clenched fist. -c 'lightning breath' $r -mpdamage $r 100 -else -if rand(25) -say Satan, aid me in my battle! -mpe _blu utters the worlds 'Sanctum cum spiritu Lucifer'. -, calls upon the infernal magicks of his unholy master. -c 'ethereal funnel' $r -c q $r -c blazebane $r -c fireball $r -c winter $r -c chill $r -c 'charged beacon' $r -c 'lightning bolt' $r -c feebleness $r -c necro $r -else -if rand(30) -, roars in abject fury and launches himself into a berserk assault! -stun -bash -gouge -kick -punch -mpdamage $r 125 -else -c chill $r -c 'faerie fire' $r -c blindness $r -c weaken $r -endif -endif -endif -endif -endif -~ -| -#24502 -babylon whore woman harlot~ -Babylon~ -A woman arrayed in purple and scarlet beckons to you! -~ -The woman is decked in gold, precious stones, and pearls. -Upon her forehead is written: -MYSTERY BABYLON THE GREAT. THE MOTHER -OF HARLOTS AND ABOMINATIONS OF THE EARTH. -~ -67 67633832 -400 C -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -18 13 13 18 13 18 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 47 0 2113282 0 1108660224 70 -> fight_prog 50~ -if rand(10) -c 'frost breath' $r -else -if rand(15) -c 'fire breath' $r -else -if rand(20) -c 'acid breath' $r -else -if rand(25) -c 'lightning breath' $r -else -if rand(30) -stun -gouge -else -c chill -c necro -endif -endif -endif -endif -endif -~ -> all_greet_prog 100~ -if sex($n) == 1 -say Come to me, bold strong $n. Pleasure me as I shall pleasure -say you! Embrace me, embrace my ways, journey with me into sin! -else -if sex($n) == 2 -say Experience new pleasures with me $n, the touch of a woman is -say so gentle and pleasing. You will live in ecstacy. Embrace me! -else -bog -say What are YOU, $n? -endif -endif -~ -> act_prog p hugs you.~ -mea $n You wantonly throw yourself into the arms of the whore! -mpe _whi A voice booms from the heavens- -mpe _whi 'FOOLISH MORTAL! YOU HAVE DOOMED YOURSELF TO DAMNATION! -mea $n Uh oh... -cackle -say Descend into sin with me, for all eternity, $n! -mpslay $n -~ -| -#24503 -angel water waters~ -The angel of the waters~ -An angel is here, holding down the watery corner of the world. -~ -The angel looks you over and tells you that you are too late. -He has already cast the second vial of wrath into the sea. -~ -67 340271276 1000 C -53 0 -300 1d1000+4000 10d8+50 -0 0 -8 8 1 -17 13 13 13 13 25 13 -0 0 0 0 0 -84 3 0 0 1 1 3 -0 0 34559 1048640 2105088 0 1310720256 6276 -> rand_prog 2~ -, casts the second vial into the sea. -~ -> fight_prog 100~ -disarm -wield sickle -if rand(10) -c gas -else -if rand(15) -c frost $r -else -if rand(20) -stun -c unravel -c feebleness $r -mpdamage $n 100 -else -if rand(25) -stun -punch -kick -bash -c heal -c 'faerie fire' $r -else -c harm -endif -endif -endif -endif -~ -> rand_prog 2~ -mpat 3 c heal -mpat 3 c 'cure blindness' -mpat 3 c inner -mpat 3 c kin -mpat 3 c slink -mpat 3 c blazeward -mpat 3 c shadowform -mpat 3 c eldritch -~ -| -#24504 -angel earth~ -The angel of the earth~ -An angel is here, shaking the earthen corner of the world! -~ -The angel looks you over and tells you that you are too late. -The 6th seal already has been broken. -~ -67 340271276 1000 C -53 0 -300 1d1000+4000 10d8+50 -0 0 -8 8 1 -17 13 13 13 13 25 13 -0 0 0 0 0 -84 3 0 0 1 1 3 -0 0 34559 1048640 2105088 0 1310720256 6276 -> rand_prog 2~ -, shakes the very earth with his hands!. -~ -> fight_prog 100~ -disarm -wield sickle -if rand(10) -c gas -else -if rand(15) -c frost $r -else -if rand(20) -stun -c unravel -c feebleness $r -mpdamage $n 100 -else -if rand(25) -stun -punch -kick -bash -c heal -c 'faerie fire' $r -else -c harm -endif -endif -endif -endif -~ -> rand_prog 2~ -mpat 3 c heal -mpat 3 c 'cure blindness' -mpat 3 c inner -mpat 3 c kin -mpat 3 c slink -mpat 3 c blazeward -mpat 3 c shadowform -mpat 3 c eldritch -~ -| -#24505 -angel air~ -The angel of the air~ -An angel is here, holding down the airy corner of the world. -~ -The angel looks you over and tells you that you are too late. -He has already scattered the seventh vial of wrath on the wind. -~ -67 340271276 1000 C -53 0 -300 1d1000+4000 10d8+50 -0 0 -8 8 1 -17 13 13 13 13 25 13 -0 0 0 0 0 -84 3 0 0 1 1 3 -0 0 34559 1048640 2105088 0 1310720256 6276 -> rand_prog 2~ -, scatters the contents of the seventh vial into the air. -~ -> fight_prog 100~ -disarm -wield sickle -if rand(10) -c gas -else -if rand(15) -c frost $r -else -if rand(20) -stun -c unravel -c feebleness $r -mpdamage $n 100 -else -if rand(25) -stun -punch -kick -bash -c heal -c 'faerie fire' $r -else -c harm -endif -endif -endif -endif -~ -> rand_prog 2~ -mpat 3 c heal -mpat 3 c 'cure blindness' -mpat 3 c inner -mpat 3 c kin -mpat 3 c slink -mpat 3 c blazeward -mpat 3 c shadowform -mpat 3 c eldritch -~ -| -#24506 -angel fire~ -The angel with the fiery censer~ -An angel is here, containing the fiery corner of the world. -~ -The angel looks you over and tells you that you are too late. -He has already poured the fourth vial of wrath upon the sun. -~ -67 340271276 1000 C -53 0 -300 1d1000+4000 10d8+50 -0 0 -8 8 1 -17 13 13 13 13 25 13 -0 0 0 0 0 -84 3 0 0 1 1 3 -0 0 34559 1048640 2105088 0 1310720256 6276 -> rand_prog 2~ -, pours the fourth vial into the sun. -~ -> fight_prog 100~ -disarm -wield sickle -if rand(10) -c gas -else -if rand(15) -c frost $r -else -if rand(20) -stun -c unravel -c feebleness $r -mpdamage $n 100 -else -if rand(25) -stun -punch -kick -bash -c heal -c 'faerie fire' $r -else -c harm -endif -endif -endif -endif -~ -> rand_prog 2~ -mpat 3 c heal -mpat 3 c 'cure blindness' -mpat 3 c inner -mpat 3 c kin -mpat 3 c slink -mpat 3 c blazeward -mpat 3 c shadowform -mpat 3 c eldritch -~ -| -#24507 -angel harvesting~ -The harvesting angel~ -An angel is here, harvesting sinners with his sickle. -~ -The angel has no mercy for those without seals. -~ -67 524968 1000 C -53 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -20 13 13 20 13 13 13 -0 0 0 0 0 -84 3 0 0 32768 1 2 -0 0 32815 1048576 2100992 0 896 3 -> fight_prog 33~ -c 'lightning breath' -stun -disarm -gouge -~ -> all_greet_prog 100~ -if isgood($n) -mpe $I ignores you in his relentless search for sinners. -else -say Sinner! Repent or die! -mea $n $I slices at you with his sickle! -mpdamage $n 125 -endif -~ -| -#24508 -army heaven~ -An army of heaven~ -An army of heaven is here, laying waste to sinners. -~ -The army of heaven is approximately 50 troops, lightly -armed with simple spears and shields. -~ -99 512 1000 C -45 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 2100480 0 416 2 -> rand_prog 2~ -say STOMP STOMP STOMP! -~ -> fight_prog 45~ -disarm -stun -gouge -~ -| -#24509 -horseman white~ -The white horseman~ -A rider mounted on a white horse conquers all in sight! -~ -The rider is mounted on a lion headed horse, which breathes -fire, smoke and brimstone as it rears. -~ -67 34087592 0 C -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -22 22 22 22 22 22 22 -0 0 0 0 0 -84 3 0 0 1 1 2 -0 0 1791 8305 3153153 2 335552896 3 -> fight_prog 75~ -if isnpc($n) -, roars in anger! -mpslay $n -cackle -else -if rand(20) -c blazebane $r -c blazebane $r -c 'fire breath' $r -c 'fire breath' $r -c fireball $r -c fireball $r -c flame $r -c flame $r -else -if rand(25) -stun -bash -gouge -kick -disarm -else -if rand(30) -c 'magic missile' -c weaken -c 'faerie fire' -c necro -c 'acetum primus' -else -gouge -endif -endif -endif -endif -~ -> greet_prog 100~ -cackle -if isnpc($n) -say Flee my wrath, $n, flee now! -mpforce $n boggle -else -cackle -say Bow before the conquerer, $n. BOW! -mpforce $n bow white -chuckle -pat $n -say Kneel in the dirt like the pathetic worm you are. -endif -~ -| -#24510 -horseman red~ -The red horseman~ -A rider mounted on a red horse wages war here. -~ -The rider is mounted on a lion headed horse, which breathes -fire, smoke and brimstone as it rears. -~ -67 50 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24511 -horseman black~ -The black horseman~ -A rider mounted on a black horse rampages here! -~ -The rider is mounted on a lion headed horse, which breathes -fire, smoke and brimstone as it rears. -~ -67 40 0 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24512 -horseman pale~ -The pale horseman~ -A rider mounted on a pale horse leaves death in his wake. -~ -The rider is mounted on a lion headed horse, which breathes -fire, smoke and brimstone as it rears. -~ -67 335545000 0 C -52 0 -120 0d0+0 0d0+0 -0 0 -8 8 1 -19 13 13 18 13 13 13 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 263743 0 2108704 0 1244921859 524291 -> fight_prog 20~ -wield scythe -disarm -muhaha -gouge -if rand(70) -c 'frost breath' $n -mpdamage $n 125 -else -stun -endif -~ -> all_greet_prog 100~ -cackle -say You must reap what you sow, and I shall reap you all. -, swings his scythe in a broad arc, slashing through the ground. -if ispc($n) -t $n Prepare to be harvested, $n. -c winter $n -c 'frost breath' $n -c chill $n -else -if rand(50) -mpforce $n e -else -mpforce $n w -else -endif -endif -~ -| -#24513 -michael archangel~ -The archangel Michael~ -Michael, Archangel of war is here, fighting the dragon. -~ -Michael towers some 18', and is dressed in the blinding -white of heaven. His voice booms in a deep bass laugh. -~ -67 373825708 1000 C -55 0 -300 1d1+14999 10d10+100 -0 0 -8 8 1 -25 25 25 25 25 25 25 -0 0 0 0 0 -84 1 0 0 4097 1 6 -0 0 34559 8447 3153664 0 203448576 2621575 -> fight_prog 100~ ->fight_prog 100 -disarm -if rand(10) -say You would assault an archangel? Evil one, face my wrath! -mea $n A blinding bolt of energy strikes you in the chest! -mpechoaround $n A blinding bolt of energy lances forth into $n! -mpdamage $n 500 -mpforce $n scream -else -if rand(20) -c 'fire breath' $r -c 'frost breath' $r -else -if rand(25) -say Feel the wrath of the Heavens, $r! -c q $r -c earthquake -c necro $r -c heal -c gas -else -if rand(30) -bash -stun -c blindness -kick -punch -gouge -else -if rand(35) -c unravel $r -c feebleness $r -c 'ethereal funnel' $r -c blazebane $r -c winter $r -else -c 'acetum primus' $r -endif -endif -endif -endif -endif -~ -> greet_prog 100~ -if isnpc($n) -, is too engrossed in his struggle to notice $n. -else -if isgood($n) -say Good $n, friend of Light! Aid me in my battle! -say Help me vanquish this dire beast of Hell! -, grits his teeth and redoubles his efforts, sure of your aid. -else -say More followers of darkness! I truly am in peril! -endif -endif -~ -| -#24514 -dragon~ -The dragon~ -A great, 7 headed dragon is here, fighting Michael. -~ -The dragon has seven heads and ten horns. Upon the -ten horns are ten crowns, and upon the 7 heads are -blasphemy. -~ -67 373817512 -1000 C -55 0 -300 1d1+14999 10d10+125 -1000000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 2048 2048 7 -0 0 329273 671 3153216 32 254851 2 -> rand_prog 2~ -roar -~ -> fight_prog 100~ -if rand(10) -mpe One of the dragon's heads opens its maw and spews forth deadly gas! -c gas -else -if rand(15) -mpe One of the dragon's heads opens its maw and spews forth a gout of acid! -c 'acid breath' $n -else -if rand(20) -mpe One of the dragon's heads opens its maw and belches fire! -c 'fire breath' $n -else -if rand(25) -mpe One of the dragon's heads opens its maw and releases its icy breath! -c 'frost breath' $n -else -if rand(30) -mpe One of the dragon's heads opens its maw, the teeth crackling with energy! -c 'lightning breath' $n -else -stun -gouge -bash -mpat 3 c heal -endif -endif -endif -endif -endif -~ -> greet_prog 100~ -if isnpc($n) -, ignores $n. -else -if isgood($n) -bah -say More lackeys of light! I sneer in contempt at you! -else -say Aid me brothers and sisters of darkness! -, urges you to aid him in slaying the archangel Michael! -c sanc $n -endif -endif -~ -> death_prog 100~ -if rand(10) -mpe As the mighty dragon perishes, a glowing shroud of translucent cloth -mpe appears, floating down from the heavens, and landing near your feet. -mpe A reward, perhaps? Or maybe the damned soul of the dragon finding -mpe Salvation? -mpoload 24540 50 -drop aura -else -mpe With a final roar, the dragon collapses, dead. -endif -~ -| -#24515 -jezebel woman~ -Jezebel the prophetess~ -A woman is here encouraging everyone to fornicate! -~ -Jezebel the prophetess is a firm believier in fornication -and the eating of food sacrificed to idols. She will -gladly try to sway you to her point of view. -~ -67 0 -400 C -44 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 25 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 47 2104578 128 0 1107300865 6 -> rand_prog 2~ -say Lust! Sex! Sin! These are the true joys and purposes in -say our lives! -cackle -say Take your sister, take your brother, take them as lovers. -say All of you, of all races and sex, copulate with each other. -say Experience the true freedom of ultimate sexual experiences! -~ -| -#24516 -Balaam teacher man~ -Balaam the teacher of Balac~ -A man is here teaching all to eat idol sacrifices! -~ -Balaam, teacher of Balac is engrossed in his discourse -on the merits of eating food sacrificed to idols. His -rapt audience pays you no heed. -~ -67 40 -400 C -44 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 47 3280128 0 0 1375736320 2 -> rand_prog 2~ -say Feed upon the food given unto the idols, revel in it. -smile -say Sin is the true path of freedom and enlightenment. -~ -| -#24517 -balac disciple man~ -Balac, disciple of Balaam~ -A man casts a stumbling block to the children of Isreal! -~ -Balac, disciple of Balaam looks at you then begins a -fanatical speech on how life has no meaning unless you -fornicate freely and eat sacrificed food. -~ -67 552 -400 C -41 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 47 2100480 0 0 1107333888 6 -> greet_prog 100~ -say $n! Hear me! Heed my advice! Fornicate! Feed on holy offerings! -say Do all this and life will be worth living again! -cackle -~ -> fight_prog 10~ -c feebleness -c necro -~ -| -#24518 -spirit unclean frog~ -The unclean spirit~ -A spirit like a frog howls here. -~ -The unclean spirit came from the mouth of -the dragon, and is really a devil. It -performs a series of miracles to impress you -with its power and sway you to fight on the -side of the dragon. -~ -67 40 -400 S -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24519 -prophet false~ -The false prophet~ -A smoke-breathing man with rams horns shouts here! -~ -The false prophet is the spokesman for the beast. -He does great wonders, such as summoning fire from -heaven to gather worshippers for the beast. He seems -set on getting those around him to make an image to -the beast, which he promises to give life to and -order it to kill all those who do not worship the image. -If you will worship as he says, step forward and -receive the mark. -~ -67 40 -400 S -52 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24520 -woman sun~ -The woman clothed with the sun~ -A woman clothed with the sun flys here. -~ -The woman is clothed with the sun, has -the moon under her feet. She is beautiful -to behold. She tells you to run, for a -great dragon is hunting her. -~ -67 34087080 400 C -53 0 -300 1000d2+18000 13d8+99 -1221111 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 1 0 0 1 1 3 -0 0 32815 8256 3149057 0 335553280 6 -> greet_prog 100~ -if ispc($n) -say Flee, good peoples, flee, for the Dragon doth seeketh me! -, looks around in fear. -else -endif -~ -> fight_prog 20~ -say Behold the power of the Sun! -c blazebane $r -c 'firebreath' $r -c fireball $r -c flamestrike $r -~ -> fight_prog 10~ -mpat 3 c heal -mpat 3 c antimagic -mpat 3 c shadowform -mpat 3 c 'stone skin' -c 'faerie fire' $r -c blindness $r -c weaken $r -c curse $r -c unravel $r -~ -> rand_prog 2~ -, looks about herself nervously. -mutter -c heal -c 'cure poison' -c 'cure blindness' -c refresh -c 'restore mana' -say A little better... -hmm -~ -> fight_prog 35~ -mpdamage $r 75 -c earthquake -~ -| -#24521 -word gods~ -The word of The Gods~ -The word of The Gods is here uniting all nations. -~ -The word of The Gods rides upon a white horse. His -eyes are flames of fire, and on his head is -a white crown. He is clothed in a vesture dipped -in blood, and he treadeth the winepress and -fierceness and wrath of The Almighty Gods. On his -thigh is written King of Kings and Lord of Lords. -~ -67 373826216 1000 C -55 0 -300 750d2+9675 100d1+50 -0 0 -8 8 1 -25 25 25 25 25 25 25 --10 -10 -10 -10 -10 -90 1 0 0 1 1 4 -0 0 47 2097248 3153675 0 209805568 2621575 -> fight_prog 100~ -if rand(20) -mpat 3 c heal -endif -if rand(10) -mpecho $I opens his mouth, and holy magicks spew forth! -mpechoat $n you cower as the magicks surge towards you!. -mpechoar $n $n cowers as the magicks surge towards $m!. -if isnpc($n) -c 'cure blindness' self -mpecho $N is struck by the Word of the Gods! -mpdamage $n 12000 -else -c 'lightning breath' $n -c 'frost breath' $r -endif -else -if isgood($n) -t $n You dare raise a hand against the Word of the Gods?!? -mpechoar $n $n is assaulted by the enraged messenger of the Gods! -mpdamage $n 300 -else -mpecho $I unleashes a torrent of magical attacks! -c unravel $n -c blazebane $r -c winter $r -c 'fire breath' $r -c 'frost breath' $n -disarm -endif -endif -mpe $I hurls himself into the fray, screaming in divine rage! -c kin -c 'eldritch sphere' -c shadowform -c antimagic -stun -~ -> rand_prog 100~ -mpat 3 c heal -wield sword -~ -> fight_prog 25~ -wield sword -sac sword -sac axe -sac mace -sac spear -sac club -sac dagger -~ -> all_greet_prog 100~ -if isgood($n) -say Join with me, good $n, harvest the grapes of wrath! -c sanc $n -c heal $n -else -say 'Ware my terrible swift sword, sinner! -snarl $n -, brandishes an eighteen foot long sword menacingly at you. -endif -~ -| -#24522 -one sealed~ -The sealed one~ -A sealed one is here, singing a hymn of praise. -~ -The sealed one is one of the 12 tribes of Isreal. -All of the tribes were marked with a seal so as -to spare them from the wrath of The Gods. -~ -67 533160 400 C -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 47 0 0 0 169869312 134 -> fight_prog 33~ -c 'faerie fire' -c feebleness -c unravel -c necro -~ -> rand_prog 2~ -, raises his voice in prayer. -~ -| -#24523 -one marked~ -The marked one~ -A marked one is here, preparing for the final battle. -~ -The marked one has chosen the side of evil for -the final conflict. He seems to be suffering from a pox. -~ -67 2097192 400 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24524 -beast~ -The beast~ -The seven headed, ten horned beast is here. -~ -The beast has seven heads, ten horns. Upon the ten -horns are ten crowns. It is like a leopard with -feet like a bear and the mouth of a lion. A huge -scar runs across one head, where it was mortally -wounded and healed. -~ -67 40 -400 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24525 -idolator man~ -The idolator~ -A man is here worshipping an idol. -~ -The idolator is engrossed in his worship, and -does not see you. -~ -67 40 -400 S -61 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24526 -whoremonger man~ -The whoremonger~ -A man is here, buying the services of a prostitute. -~ -The whoremonger has chosen a paticularly sleezy -woman, who probably is infected. -~ -67 512 0 C -40 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 528 2 -> greet_prog 100~ -if sex($n) == 2 -wink -say Well met, pretty female... Care to offer your services? -nudge $n -, offers you a small pouch of gold for a night of wanton pleasure. -else -if sex($n) == 1 -say My what a butch fellow you are... -, eyes you suggestively. -say A pouch of gold for the use of your body? -wink -else -mutter -say Damn eunuch. -poke $n -endif -endif -~ -> fight_prog 100~ -if rand(10) -say I didn't pay for THAT kind of service! -yell Help! The whores are attacking me! -mpe _whi A booming laughter echoes from the heavens! -mpe _whi A Voice Says 'Well done $n! Destroy the Sinner!' -gasp -else -endif -~ -| -#24527 -murderer~ -The murderer~ -A murderer is here to slit your throat. -~ -You have evaded the murder's notice. He -is dressed in rags and carries a bloody -knife. -~ -99 512 -800 C -41 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -22 13 13 22 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 47 0 0 0 1856 524291 -> greet_prog 100~ -if ispc($n) -say Die! DIE! -drool -cackle -backstab $n -else -endif -~ -> rand_prog 2~ -drool -say Die.... kill..... chop chop.... -babble -~ -> fight_prog 20~ -circle $n -gouge -stun -~ -| -#24528 -harlot woman~ -The harlot~ -A woman is here, peddling her body. -~ -The harlot winks at you from her pasty -animal greased complexion. She wiggles -her hips suggestively. She smells nice, -having bathed in the last week. -~ -67 512 -400 C -42 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 20 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 545 2 -> all_greet_prog 100~ -if sex($n) == 1 -mea $n $I sidles up to you. -say Hey handsome, care for a night of erotic pleasures? -wink -else -if sex($n) == 2 -mea $n $I sidles up to you. -say Hey gorgeous, care for some carnal adventures? I do women too. -wink -else -say Hmm not much I can do for you, $n -endif -endif -~ -| -#24529 -thief~ -The thief~ -A thief is here, robbing you blind. -~ -The thief bumps into you. You drop -your purse. He picks it up and returns -it to you. -~ -67 98344 -400 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24530 -man rich~ -The rich man~ -A rich man is here, fleeing divine wrath. -~ -The rich man is moving slowly, as he is -carrying a lot of gawdy babbles. He blames -his sins on the greedy poor. -~ -67 0 -400 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24531 -man mighty~ -The mighty man~ -A mighty man is here, fleeing divine wrath. -~ -The man you vaguely recall as being involved -in politics somehow. He is in rags now, and -has a harried look. He blames his sins on -his rivals. -~ -67 512 -400 C -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 3072 400 2 -> rand_prog 2~ -scream -say Flee! -~ -> greet_prog 100~ -say Flee! Flee while you yet may! -drool -~ -| -#24532 -king~ -The former king~ -A former king is here, fleeing divine wrath. -~ -The former king is dressed in rags. He clutches -fiercly to his crown, the last symbol of his -authority. You notice most of the stones in the -crown are missing. He blames his sins on his -corrupt ministers who ruined the kingdom. -~ -67 0 -400 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24533 -bondsman~ -The bondsman~ -A bondsman is here, fleeing divine wrath. -~ -The bondsman has somehow escaped his master. -He blames all his sins on his master. -~ -67 0 -400 S -61 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24534 -freeman~ -The freeman~ -A freeman is here, fleeing divine wrath. -~ -The freeman is empoverished. He blames -all of his sins on the guild. -~ -67 512 -400 C -41 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 640 2 -> rand_prog 2~ -say Ah calamitious day! -~ -| -#24535 -captain chief~ -The chief captain~ -A former captain is here, fleeing divine wrath. -~ -The chief captain is in rags. He blames his sins -on the king, who ordered him to commit atrocities. -~ -67 0 -400 S -62 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24536 -he sits~ -He who sits at the throne~ -He who sits says "I am the alpha and the omega". -~ -He is like jasper and carnelian. You better do as -he says. -~ -67 369623740 1000 C -55 0 -300 1000d2+9500 18d5+60 -0 0 -8 8 1 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 1 0 0 1 1 2 -0 0 47 39 3153800 0 212025600 134 -> fight_prog 75~ -if isevil($n) -mpe _whi A Voice booms from the Heavens! -mpe _whi He who sits says '$n, your evil days are numbered! -mea $n A titantic blast of energy strikes you! -mpechoar $n $n is obliterated by a blast of heavenly light! -mpslay $n -else -if rand(10) -c 'frost breath' -say Feel the wrath of the Gods, turncoats! -c gas -else -if rand(20) -c 'lightning breath' -c 'fire breath' -stun -gouge -if rand(25) -c unravel $n -c feebleness $n -c 'faerie fire' $n -c winter $n -c blazebane $n -else -if rand(30) -punch -bash -kick -gouge -stun -disarm -get all -wear all -chuckle -else -c chill $r -c chill $r -c chill $r -endif -endif -endif -endif -endif -~ -> greet_prog 100~ -if ispc($n) -yell I AM THE ALPHA AND THE OMEGA! -mpforce $n cringe -mpforce $n grovel -smile -say Arise mortal, and prepare to be judged... -if isevil($n) -say $n I have weighed your soul in the scales and found it to be -say wanting. Repent now, for the hour od judgement is at hand! -else -if isgood($n) -say Good $n, you please me. Your soul is as pure as the driven -say snow. Arise, and be grateful. -else -frown -say $n, you puzzle me. Are you good or are you not? -endif -endif -endif -~ -| -#24537 -lamb~ -The lamb~ -A Lamb as it had been slain stands here. -~ -The lamb has seven horns and seven eyes. -~ -67 0 400 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 512 512 0 -0 0 1581 0 0 0 0 0 -#24538 -elder four twenty~ -One of Four and Twenty Elders~ -One of the Four and Twenty Elders is seated in his throne. -~ -The elders are in white robes with golden crowns. They -play harps, and swing golden bowls filled with incense. -~ -67 268435644 1000 C -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 47 3072 0 0 1319112704 6 -#24539 -lion creature~ -The lion creature~ -A lion creature sings, "Holy, Holy, Holy, The Lord..." -~ -The lion creature is full of eyes in front and behind. -It has 6 wings, and even eyes inside. -~ -67 0 400 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24540 -ox creature~ -The ox creature~ -An ox creature sings, "Holy, Holy, Holy, The Lord..." -~ -The ox creature is full of eyes in front and behind. -It has 6 wings, and eleven eyes inside. -~ -67 0 400 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24541 -human face faced creature~ -The creature with a human face~ -A human faced creature sings, "Holy, Holy, Holy, The Lord..." -~ -The human faced creature is full of eyes in front and behind. -It has 6 wings, and even eyes inside. -~ -67 0 400 S -63 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -#24542 -eagle creature~ -The eagle creature~ -An eagle creature sings, "Holy, Holy, Holy, The Lord..." -~ -The eagle creature is full of eyes in front and behind. -It has 6 wings, and even eyes inside. -~ -67 533120 400 C -43 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 17072168 0 1024 0 515 6 -> fight_prog 15~ -c heal -stun -gouge -~ -| -#0 - - -#OBJECTS -#24500 -key david~ -the key of David~ -A key with a heavenly aura hums here.~ -~ -18 1 1 -0 0 0 0 -1 1000 100 -#24501 -breastplate iron~ -an iron breastplate~ -A huge, iron breastplate is here.~ -~ -9 525824 9 -20 0 0 0 -19 75400 7540 -A -17 -15 -A -13 150 -A -19 5 -> wear_prog 100~ -c armor $n -~ -| -#24502 -sting locust~ -a locust stinger~ -A large barbed sting is here.~ -~ -5 1536 8193 -0 0 0 11 -9 20 2 -A -18 5 -A -19 5 -#24503 -chain binding~ -the chain of binding~ -A pretty silver chain lies here.~ -~ -9 17488401 5 -30 0 0 0 -150 8000 800 -A -1 2 -A -2 -3 -A -13 100 -A -14 -300 -A -18 -5 -A -19 5 -A -27 7 -#24504 -cup babylon~ -the golden cup of Babylon~ -A golden cup filled with blood lies here.~ -~ -10 321 16385 -50 3 36 28 -2 2500 250 -E -blood cup babylon~ -You look inside the cup and find it filled with -the blood of saints. -~ -#24505 -girdle golden~ -a golden girdle~ -A golden girdle is here.~ -~ -9 8440833 2049 -18 0 0 0 -8 98530 9853 -A -12 35 -A -13 20 -A -18 2 -A -19 2 -A -23 -5 -A -24 -5 -#24506 -sickle golden~ -a golden sickle~ -A golden sickle is here.~ -~ -5 8424769 8193 -0 0 0 1 -8 211220 21122 -A -18 8 -A -19 8 -A -12 33 -A -13 33 -#24507 -saints prayers~ -the prayers of saints~ -A vial humming with holiness lies here.~ -~ -10 2 1 -60 1 3 15 -80 10000 1000 -#24508 -censer~ -a censer~ -A censer, smoking with incense burns here.~ -~ -3 1 16385 -60 8 1 88 -8 6700 670 -#24509 -crown white conquerer~ -the white crown of the conquerer~ -A white crown lies here.~ -~ -9 25215041 17 -10 0 0 0 -15 753230 75323 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -> wear_prog 33~ -c kin $n -c resilience $n -~ -| -#24510 -bow white conquerer~ -the white bow of the conquerer~ -A great white bow lies here.~ -~ -5 25215041 8193 -0 0 0 6 -20 45650 4565 -A -18 10 -A -19 10 -A -13 75 -A -12 75 -#24511 -breastplate fire~ -a breastplate of fire~ -A breastplate of fire smoulders here.~ -~ -9 25739265 9 -20 0 0 0 -15 213210 21321 -A -12 45 -A -13 60 -A -17 -30 -A -19 8 -A -27 1 -#24512 -sword war~ -the sword of war~ -A great sword lies here.~ -~ -5 1 8193 -0 0 0 11 -25 324210 32421 -A -13 125 -A -18 7 -A -19 9 -#24513 -breastplate jacinth~ -a breastplate of jacinth~ -A breastplate of jacinth glitters here.~ -~ -9 1 9 -33 0 0 0 -10 999666 99966 -A -17 -10 -A -12 75 -A -13 50 -A -18 7 -A -19 6 -#24514 -breastplate brimstone~ -a breastplate of brimstone~ -A breastplate of brimstone smokes here.~ -~ -9 1 9 -0 0 0 0 -25 13302 1330 -A -17 -20 -A -24 -15 -#24515 -balances pair~ -a pair of engraved balances~ -A fine set of engraved balances lies here.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -E -engrave engraved writing letters~ -The lettering says: -A measure of wheat for a penny, and three -measures of barley for a penny; and see -thou hurt not the oil and the wine. -~ -#24516 -cloak death deaths death's~ -death's cloak~ -A cloak, black as oblivion devours the light.~ -~ -9 66 1025 -17 0 0 0 -15 645430 64543 -A -12 50 -A -13 50 -A -18 6 -A -19 6 -#24517 -scythe reaper grim~ -the scythe of the Grim reaper~ -An unholy scythe, devours the light here.~ -~ -5 557122 8193 -0 0 0 1 -15 666 66 -A -18 8 -A -19 8 -A -27 576 -#24518 -lance holy archangel Michael~ -the holy lance of archangel Michael~ -A lance hums with a heavenly aura.~ -~ -5 8424769 8193 -0 0 0 11 -21 2854333 285433 -A -1 2 -A -5 2 -A -13 125 -A -12 125 -A -17 -20 -A -18 13 -A -19 13 -A -27 1049088 -> wear_prog 100~ -mea $n The power of Heaven courses through your veins! -c kin $n -c sanc $n -c refresh $n -mpechoar $n A heavenly glow surrounds $n. -if class($n) == vampire -mea $n Impetuous scum! -mpslay $n -else -endif -~ -> damage_prog 100~ -mpe A dreadful, keening wail arises as the artifact of Michael is damaged! -~ -| -#24519 -mark beast~ -the mark of the beast~ -A branded patch of skin lies on the ground.~ -~ -9 1 17 -8 0 0 0 -7 666 66 -E -mark~ -The mark bears the number of his name: 666. -~ -A -13 75 -A -18 5 -A -19 5 -A -24 -5 -A -25 -9 -#24520 -wings eagles~ -the wings of eagles~ -A giant pair of eagle wings lie here.~ -~ -9 8422721 257 -12 0 0 0 -8 19000 1900 -A -17 -10 -A -14 100 -A -12 30 -A -13 30 -A -18 7 -A -19 6 -A -26 524288 -#24521 -crown stars twelve~ -a crown with twelve stars~ -A crown with twelve stars lies here.~ -~ -9 3137 17 -22 0 0 0 -7 2913120 291312 -A -3 3 -A -4 4 -A -12 200 -A -19 3 -A -27 7168 -#24522 -clothing sun~ -Shirt of the Sun~ -A shirt glowing like the sun lies here.~ -~ -9 8455489 9 -30 0 0 0 -10 1000000 100000 -A -5 3 -A -1 3 -A -13 50 -A -18 7 -A -19 7 -A -12 50 -#24523 -clothing sun~ -Skirt of the Sun~ -A skirt glowing like the sun lies here.~ -~ -9 8389953 33 -30 0 0 0 -10 1000000 100000 -A -2 3 -A -23 -5 -A -24 -5 -A -19 3 -A -18 3 -#24524 -moon~ -the moon under your feet~ -A glowing piece of the moon is here.~ -~ -9 1 65 -10 0 0 0 -8 122130 12213 -A -2 3 -A -26 2097152 -#24525 -mana hidden~ -hidden mana~ -A glowing circlet of hidden mana is here.~ -~ -9 99393 3 -5 0 0 0 -1 750000 75000 -A -3 1 -A -12 75 -A -18 4 -A -19 4 -#24526 -rod iron~ -a rod of iron~ -A heavy rod of iron lies here.~ -~ -3 525504 16385 -60 15 15 88 -10 0 0 -#24527 -raiment white~ -white raiment~ -White raiment gleams brightly.~ -~ -9 8490305 5 -17 0 0 0 -9 877998 87799 -A -17 -20 -A -13 40 -A -12 60 -A -18 4 -A -19 2 -A -27 2097152 -#24528 -stone white~ -a white stone~ -A white stone the size of a shield lies here.~ -~ -9 8503617 513 -30 0 0 0 -9 888000 88800 -E -stone white~ -The stone says: -KING OF KINGS, AND LORD OF LORDS -~ -A -12 50 -A -18 6 -A -19 6 -A -25 3 -A -21 -2 -A -23 -2 -A -24 -2 -A -22 -2 -#24529 -sword mouth sharp two edged~ -the sharp, two-edged sword of the mouth~ -A huge two handed sword lies here.~ -~ -5 8947009 8193 -0 0 0 1 -10 22455 2245 -A -17 -22 -A -13 75 -A -12 75 -A -18 12 -A -19 9 -A -20 -4 -#24530 -robe white~ -a white robe~ -A white robe lies here~ -~ -9 98305 1025 -14 0 0 0 -7 65450 6545 -A -17 -20 -A -12 125 -#24531 -seal~ -a seal~ -A seal lies here.~ -~ -9 99393 17 -9 0 0 0 -70 2330 233 -A -18 4 -A -19 4 -A -13 33 -A -12 33 -A -25 2 -#24532 -star morning~ -the morning star~ -A fallen star glows as the morning.~ -~ -1 1 1 -0 0 -1 0 -10 0 0 -A -1 1 -A -2 1 -A -3 1 -A -4 1 -A -5 1 -A -12 75 -A -13 75 -A -18 5 -A -19 5 -A -25 1 -#24533 -blood puddle~ -a puddle of blood~ -A puddle of blood has collected here.~ -~ -17 0 0 -150 150 13 -1 -10 0 0 -#24534 -blood fountain~ -a fountain of blood~ -A fountain of blood gurgles here.~ -~ -17 2 0 -999 999 13 0 -10 0 0 -#24535 -throne emerald rainbow~ -an emerald throne~ -An emerald throne surrounded by a rainbow is here.~ -~ -12 1 0 -0 0 0 0 -92 0 0 -E -throne emerald rainbow~ -The throne flashes lightnings, and peals of thunder roll from it. -~ -#24536 -thrones four twenty~ -four and twenty thrones~ -Four and twenty thrones are here.~ -~ -12 1 0 -0 0 0 0 -75 0 0 -E -thrones four twenty~ -The thrones are made of gold and radiate holy auras. -~ -#24537 -scroll seven seals broken~ -a scroll of seven broken seals~ -A scroll of seven broken seals lies here, writing unseen.~ -~ -13 1 0 -0 0 0 0 -125 0 0 -E -writing~ -You carefully look at the writing on the scroll. It reads: - -THOSE MORTALS ARE IN DEEP SHIT NOW -~ -#24538 -book~ -the book of life~ -A strange book with billions of names is here.~ -~ -9 8506689 16385 -21 0 0 0 -125 1000000 100000 -E -life~ -I bet mortals will drive themselves crazy about this one. -Heheheheheh. -~ -A -13 75 -A -12 100 -A -27 512 -A -25 5 -A -4 5 -A -18 6 -A -19 6 -> wear_prog 33~ -c sanc $n -c bless $n -~ -| -#24539 -bowl golden incense~ -a golden bowl of incense~ -A golden bowl filled with incense smokes here.~ -~ -4 65 16385 -60 3 3 24 -5 0 0 -#24540 -aura heavens shroud cloth~ -the Aura of the Heavens~ -A brilliant white shroud of cloth lies here.~ -~ -9 8441152 131073 -25 0 0 0 -7 1000000 100000 -A -3 2 -A -4 2 -A -12 60 -A -13 60 -A -18 6 -A -19 6 -#24541 -bloody knife~ -a bloody knife~ -A knife covered in blood stains the floor.~ -~ -5 528 8193 -0 0 0 2 -8 400 40 -A -1 1 -A -2 1 -A -13 40 -A -18 9 -A -19 7 -#0 - - -#ROOMS -#24500 -At the corner of the world~ -You smoulder in the flames of the corner of the world -devoted to fire. The vapors of your burning flesh reach your -nose. Beyond the corner is only the blackness. There is -an unstoppered vial glowing orange red in the flames. -~ -0 0 1 -D0 -Lake of fire -~ -~ -0 0 24514 -D1 -Lake of fire -~ -~ -0 0 24501 -E -vial~ -4th vial of wrath: fire for blasphemers. -~ -S -#24501 -On the lake of fire~ -You are upon a vast lake of fire burning with brimstone. About -you the wrath of The Gods is visited upon the sinful. -~ -0 0 7 -D0 -Lake of fire -~ -~ -0 0 24515 -D1 -Lake of fire -~ -~ -0 0 24502 -D3 -The corner of the world -~ -~ -0 0 24500 -S -#24502 -On the lake of fire~ -You are upon a vast lake of fire burning with brimstone. About -you the wrath of The Gods is visited upon the sinful. -~ -0 0 7 -D3 -Lake of fire -~ -~ -0 0 24501 -S -#24503 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24517 -D1 -The plagued lands -~ -~ -0 0 24504 -S -#24504 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24518 -D3 -The plagued lands -~ -~ -0 0 24503 -S -#24505 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24519 -D1 -MaGog -~ -~ -0 0 24506 -S -#24506 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24520 -D1 -MaGog -~ -~ -0 0 24507 -D3 -MaGog -~ -~ -0 0 24505 -S -#24507 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. Here the evil is so -strong you can almost feel it caress you. To the south lead a series of stairs -to a solid adamantite gate emblazoned with the seals of heaven. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24521 -D1 -MaGog -~ -~ -0 0 24508 -D2 -Into the bottomless pit -~ -gate adamantite south -~ -39 24500 24682 -D3 -MaGog -~ -~ -0 0 24506 -S -#24508 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24522 -D1 -MaGog -~ -~ -0 0 24509 -D3 -MaGog -~ -~ -0 0 24507 -S -#24509 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24523 -D3 -MaGog -~ -~ -0 0 24508 -S -#24510 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24524 -D1 -More blood -~ -~ -0 0 24511 -S -#24511 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24525 -D1 -More blood -~ -~ -0 0 24512 -D3 -More blood -~ -~ -0 0 24510 -S -#24512 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24526 -D1 -The corner of the world -~ -~ -0 0 24513 -D3 -More blood -~ -~ -0 0 24511 -S -#24513 -The corner of the world~ -You are at the corner of the world, floating on a vast sea of blood. -An unstoppered vial floats in the water here. Beyond the corner is -an endless stretch of empty black. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24527 -D3 -More blood -~ -~ -0 0 24512 -E -vial unstoppered~ -You look at the vial. On the side are some strange runes. -~ -E -runes strange~ -2nd vial of wrath: Turning of the seas to blood. -~ -S -#24514 -On the lake of fire~ -You are upon a vast lake of fire burning with brimstone. About -you the wrath of The Gods is visited upon the sinful. -~ -0 0 7 -D0 -Lake of fire -~ -~ -0 0 24528 -D1 -Lake of fire -~ -~ -0 0 24515 -D2 -The corner of the world -~ -~ -0 0 24500 -S -#24515 -On the lake of fire~ -You are upon a vast lake of fire burning with brimstone. About -you the wrath of The Gods is visited upon the sinful. -~ -0 0 7 -D1 -The plagued lands -~ -~ -0 0 24516 -D2 -Lake of fire -~ -~ -0 0 24501 -D3 -Lake of fire -~ -~ -0 0 24514 -S -#24516 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24530 -D1 -The plagued lands -~ -~ -0 0 24517 -D3 -Lake of fire -~ -~ -0 0 24515 -S -#24517 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24531 -D1 -The plagued lands -~ -~ -0 0 24518 -D2 -The plagued lands -~ -~ -0 0 24503 -D3 -The plagued lands -~ -~ -0 0 24516 -S -#24518 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24532 -D2 -The plagued lands -~ -~ -0 0 24504 -D3 -The plagued lands -~ -~ -0 0 24517 -S -#24519 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24533 -D1 -MaGog -~ -~ -0 0 24520 -D2 -MaGog -~ -~ -0 0 24505 -S -#24520 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24534 -D1 -MaGog -~ -~ -0 0 24521 -D2 -MaGog -~ -~ -0 0 24506 -D3 -MaGog -~ -~ -0 0 24519 -S -#24521 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. South of you -is the 'Synagogue of Satan' where people claiming to be Jews fornicate -and eat food sacrificed to idols. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24535 -D1 -MaGog -~ -~ -0 0 24522 -D2 -MaGog -~ -~ -0 0 24507 -D3 -MaGog -~ -~ -0 0 24520 -S -#24522 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24536 -D1 -MaGog -~ -~ -0 0 24523 -D2 -MaGog -~ -~ -0 0 24508 -D3 -MaGog -~ -~ -0 0 24521 -S -#24523 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. A Nicolaitane walks -by- why dont you stone him? -~ -0 0 1 -D0 -MaGog -~ -~ -0 0 24537 -D2 -MaGog -~ -~ -0 0 24509 -D3 -MaGog -~ -~ -0 0 24522 -S -#24524 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24538 -D1 -More blood -~ -~ -0 0 24525 -D2 -More blood -~ -~ -0 0 24510 -S -#24525 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24539 -D1 -More blood -~ -~ -0 0 24526 -D2 -More blood -~ -~ -0 0 24511 -D3 -More blood -~ -~ -0 0 24524 -S -#24526 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24540 -D1 -More blood -~ -~ -0 0 24527 -D2 -More blood -~ -~ -0 0 24512 -D3 -More blood -~ -~ -0 0 24525 -S -#24527 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24541 -D2 -The corner of the world -~ -~ -0 0 24513 -D3 -More blood -~ -~ -0 0 24526 -S -#24528 -On the lake of fire~ -You are upon a vast lake of fire burning with brimstone. About -you the wrath of The Gods is visited upon the sinful. -~ -0 0 7 -D2 -Lake of fire -~ -~ -0 0 24514 -S -#24529 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24543 -D1 -The plagued lands -~ -~ -0 0 24530 -S -#24530 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24544 -D1 -The plagued lands -~ -~ -0 0 24531 -D2 -The plagued lands -~ -~ -0 0 24516 -D3 -The plagued lands -~ -~ -0 0 24529 -S -#24531 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D2 -The plagued lands -~ -~ -0 0 24517 -D3 -The plagued lands -~ -~ -0 0 24530 -S -#24532 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D2 -The plagued lands -~ -~ -0 0 24518 -S -#24533 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. A lukewarm worshipper -is here to be spewed out of the mouth of the one to come. -~ -0 0 1 -D1 -MaGog -~ -~ -0 0 24534 -D2 -MaGog -~ -~ -0 0 24519 -S -#24534 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D1 -MaGog -~ -~ -0 0 24535 -D2 -MaGog -~ -~ -0 0 24520 -D3 -MaGog -~ -~ -0 0 24533 -S -#24535 -MaGog~ -You are at the gates to Satan's city, MaGog. About you writhe and cavort sinner -s in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. Nobody seems -to mind the open gate. -~ -0 4 1 -D0 -Armageddon -~ -~ -0 0 24549 -D1 -MaGog -~ -~ -0 0 24536 -D2 -MaGog -~ -~ -0 0 24521 -D3 -MaGog -~ -~ -0 0 24534 -S -#24536 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D1 -MaGog -~ -~ -0 0 24537 -D2 -MaGog -~ -~ -0 0 24522 -D3 -MaGog -~ -~ -0 0 24535 -S -#24537 -MaGog~ -You are in Satan's city of MaGog. About you writhe and cavort sinners in -a final frolic before destruction.Refuse and offal are the perfume of the city. - -Deterioration and decay claim every building you view. -~ -0 0 1 -D2 -MaGog -~ -~ -0 0 24523 -D3 -MaGog -~ -~ -0 0 24536 -S -#24538 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24552 -D1 -More blood -~ -~ -0 0 24539 -D2 -More blood -~ -~ -0 0 24524 -S -#24539 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24553 -D1 -More blood -~ -~ -0 0 24540 -D2 -More blood -~ -~ -0 0 24525 -D3 -More blood -~ -~ -0 0 24538 -S -#24540 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -A cloud of steam -~ -~ -0 0 24552 -D1 -More blood -~ -~ -0 0 24541 -D2 -More blood -~ -~ -0 0 24526 -D3 -More blood -~ -~ -0 0 24539 -S -#24541 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24555 -D2 -More blood -~ -~ -0 0 24527 -D3 -More blood -~ -~ -0 0 24540 -S -#24542 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24556 -D1 -The plagued lands -~ -~ -0 0 24543 -S -#24543 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24557 -D1 -The plagued lands -~ -~ -0 0 24544 -D2 -The plagued lands -~ -~ -0 0 24529 -D3 -The plagued lands -~ -~ -0 0 24542 -S -#24544 -The plagued lands~ -You walk through the wretched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -The plagued lands -~ -~ -0 0 24558 -D2 -The plagued lands -~ -~ -0 0 24530 -D3 -The plagued lands -~ -~ -0 0 24543 -S -#24545 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24559 -D1 -Armageddon -~ -~ -0 0 24546 -S -#24546 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24560 -D1 -Armageddon -~ -~ -0 0 24547 -D3 -Armageddon -~ -~ -0 0 24545 -S -#24547 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24561 -D1 -Armageddon -~ -~ -0 0 24548 -D3 -Armageddon -~ -~ -0 0 24546 -S -#24548 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24562 -D1 -Armageddon -~ -~ -0 0 24549 -D3 -Armageddon -~ -~ -0 0 24547 -S -#24549 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24563 -D1 -Armageddon -~ -~ -0 0 24550 -D2 -MaGog -~ -~ -0 0 24535 -D3 -Armageddon -~ -~ -0 0 24548 -S -#24550 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24564 -D1 -Armageddon -~ -~ -0 0 24551 -D3 -Armageddon -~ -~ -0 0 24549 -S -#24551 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24565 -D3 -Armageddon -~ -~ -0 0 24550 -S -#24552 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24566 -D1 -More blood -~ -~ -0 0 24553 -D2 -More blood -~ -~ -0 0 24538 -S -#24553 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24567 -D1 -A cloud of steam -~ -~ -0 0 24554 -D2 -More blood -~ -~ -0 0 24539 -D3 -More blood -~ -~ -0 0 24552 -S -#24554 -The sunken volcano~ -You arrive to heal the peal of the second horn, blown -by an angel flying above. You watch as the volcanic island -and all of its inhabitants sink into the many waters. -You are enveloped in clouds of blood steam. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24568 -D1 -More blood -~ -~ -0 0 24555 -D2 -More blood -~ -~ -0 0 24540 -D3 -More blood -~ -~ -0 0 24553 -S -#24555 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24569 -D2 -More blood -~ -~ -0 0 24541 -D3 -A cloud of steam -~ -~ -0 0 24554 -S -#24556 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D1 -The plagued lands -~ -~ -0 0 24557 -D2 -The plagued lands -~ -~ -0 0 24542 -S -#24557 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D1 -The plagued lands -~ -~ -0 0 24558 -D2 -The plagued lands -~ -~ -0 0 24543 -D3 -The plagued lands -~ -~ -0 0 24556 -S -#24558 -The plagued lands~ -You walk through the wreteched, fetid wreak of the plagued lands. -Once fine tall grass has withered into a lifeless desert. About you -flies lay eggs in the rotting flesh of the plagued. -~ -0 0 10 -D0 -Wormwood -~ -~ -0 0 24572 -D2 -The plagued lands -~ -~ -0 0 24544 -D3 -The plagued lands -~ -~ -0 0 24557 -S -#24559 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24573 -D1 -Armageddon -~ -~ -0 0 24560 -D2 -Armageddon -~ -~ -0 0 24545 -S -#24560 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24574 -D1 -Armageddon -~ -~ -0 0 24561 -D2 -Armageddon -~ -~ -0 0 24546 -D3 -Armageddon -~ -~ -0 0 24559 -S -#24561 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24575 -D1 -Armageddon -~ -~ -0 0 24562 -D2 -Armageddon -~ -~ -0 0 24547 -D3 -Armageddon -~ -~ -0 0 24560 -S -#24562 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24576 -D1 -Armageddon -~ -~ -0 0 24563 -D2 -Armageddon -~ -~ -0 0 24548 -D3 -Armageddon -~ -~ -0 0 24561 -S -#24563 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24577 -D1 -Armageddon -~ -~ -0 0 24564 -D2 -Armageddon -~ -~ -0 0 24549 -D3 -Armageddon -~ -~ -0 0 24562 -S -#24564 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24578 -D1 -Armageddon -~ -~ -0 0 24565 -D2 -Armageddon -~ -~ -0 0 24550 -D3 -Armageddon -~ -~ -0 0 24563 -S -#24565 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24579 -D2 -Armageddon -~ -~ -0 0 24551 -D3 -Armageddon -~ -~ -0 0 24564 -S -#24566 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -Armageddon -~ -~ -0 0 24580 -D1 -More blood -~ -~ -0 0 24567 -D2 -More blood -~ -~ -0 0 24552 -S -#24567 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24581 -D1 -More blood -~ -~ -0 0 24568 -D2 -More blood -~ -~ -0 0 24553 -D3 -More blood -~ -~ -0 0 24566 -S -#24568 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24582 -D1 -More blood -~ -~ -0 0 24569 -D2 -A cloud of steam -~ -~ -0 0 24554 -D3 -More blood -~ -~ -0 0 24567 -S -#24569 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24583 -D2 -More blood -~ -~ -0 0 24555 -D3 -More blood -~ -~ -0 0 24568 -S -#24570 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24584 -D1 -Wormwood -~ -~ -0 0 24571 -S -#24571 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24585 -D1 -Wormwood -~ -~ -0 0 24572 -D3 -Wormwood -~ -~ -0 0 24570 -S -#24572 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D1 -Armageddon -~ -~ -0 0 24573 -D2 -The plagued lands -~ -~ -0 0 24558 -D3 -Wormwood -~ -~ -0 0 24571 -S -#24573 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24574 -D2 -Armageddon -~ -~ -0 0 24559 -D3 -Wormwood -~ -~ -0 0 24572 -S -#24574 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24575 -D2 -Armageddon -~ -~ -0 0 24560 -D3 -Armageddon -~ -~ -0 0 24573 -S -#24575 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24576 -D2 -Armageddon -~ -~ -0 0 24561 -D3 -Armageddon -~ -~ -0 0 24574 -S -#24576 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24590 -D1 -Armageddon -~ -~ -0 0 24577 -D2 -Armageddon -~ -~ -0 0 24562 -D3 -Armageddon -~ -~ -0 0 24575 -S -#24577 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24591 -D1 -Armageddon -~ -~ -0 0 24578 -D2 -Armageddon -~ -~ -0 0 24563 -D3 -Armageddon -~ -~ -0 0 24576 -S -#24578 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24592 -D1 -Armageddon -~ -~ -0 0 24579 -D2 -Armageddon -~ -~ -0 0 24564 -D3 -Armageddon -~ -~ -0 0 24577 -S -#24579 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24593 -D1 -Armageddon -~ -~ -0 0 24580 -D2 -Armageddon -~ -~ -0 0 24565 -D3 -Armageddon -~ -~ -0 0 24578 -S -#24580 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24594 -D2 -The many waters -~ -~ -0 0 24566 -D3 -Armageddon -~ -~ -0 0 24579 -S -#24581 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D1 -More blood -~ -~ -0 0 24582 -D2 -More blood -~ -~ -0 0 24567 -S -#24582 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24596 -D1 -More blood -~ -~ -0 0 24583 -D2 -More blood -~ -~ -0 0 24568 -D3 -More blood -~ -~ -0 0 24581 -S -#24583 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24597 -D2 -More blood -~ -~ -0 0 24569 -D3 -More blood -~ -~ -0 0 24582 -S -#24584 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -The Euphrates -~ -~ -0 0 24598 -D1 -Wormwood -~ -~ -0 0 24585 -D2 -Wormwood -~ -~ -0 0 24570 -S -#24585 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D2 -Wormwood -~ -~ -0 0 24571 -D3 -Wormwood -~ -~ -0 0 24584 -S -#24586 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D0 -The Euphrates -~ -~ -0 0 24600 -D1 -The Euphrates -~ -~ -0 0 24587 -S -#24587 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24588 -D3 -The Euphrates -~ -~ -0 0 24586 -S -#24588 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24589 -D3 -The Euphrates -~ -~ -0 0 24587 -S -#24589 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D0 -The Euphrates -~ -~ -0 0 24603 -D3 -The Euphrates -~ -~ -0 0 24588 -S -#24590 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -A bridge over the Euprhates -~ -~ -0 0 24604 -D1 -Armageddon -~ -~ -0 0 24591 -D2 -Armageddon -~ -~ -0 0 24576 -S -#24591 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24592 -D2 -Armageddon -~ -~ -0 0 24577 -D3 -Armageddon -~ -~ -0 0 24590 -S -#24592 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24606 -D1 -Armageddon -~ -~ -0 0 24593 -D2 -Armageddon -~ -~ -0 0 24578 -D3 -Armageddon -~ -~ -0 0 24591 -S -#24593 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24607 -D1 -Armageddon -~ -~ -0 0 24594 -D2 -Armageddon -~ -~ -0 0 24579 -D3 -Armageddon -~ -~ -0 0 24592 -S -#24594 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24595 -D2 -Armageddon -~ -~ -0 0 24580 -D3 -Armageddon -~ -~ -0 0 24593 -S -#24595 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D3 -Armageddon -~ -~ -0 0 24594 -S -#24596 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -The Euprates river -~ -~ -0 0 24610 -D1 -More blood -~ -~ -0 0 24597 -D2 -More blood -~ -~ -0 0 24582 -S -#24597 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -More blood -~ -~ -0 0 24611 -D2 -More blood -~ -~ -0 0 24583 -D3 -More blood -~ -~ -0 0 24596 -S -#24598 -The source of the Euphrates~ -You stand at the headwaters for the Euphrates. A dirty dry -wind blows across what is left of the once mighty river. Now all -you see are occasional puddles of bloody water. There is a vial -floating in the largest puddle of blood. -~ -0 0 4 -D0 -Wormwood -~ -~ -0 0 24612 -D1 -The Euphrates -~ -~ -0 0 24599 -D2 -Wormwood -~ -~ -0 0 24584 -E -vial~ -You scoop out the vial. -Actually there are two vials. -There is some lettering on them. -~ -E -lettering~ -The 3rd vial of wrath: rivers and fountains to blood. -The 6th vial of wrath: Drying of Euphrates. -~ -S -#24599 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24600 -D3 -The Euphrates -~ -~ -0 0 24598 -S -#24600 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D2 -The Euphrates -~ -~ -0 0 24586 -D3 -The Euphrates -~ -~ -0 0 24599 -S -#24601 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24615 -S -#24602 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24616 -S -#24603 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24604 -D2 -The Euphrates -~ -~ -0 0 24589 -S -#24604 -The Euphrates at the Bridge~ -You stand at a bridge crossing the canyon -that used to be the river Euphrates. Steps are carved -into the wall leading up to the bridge and down -to the canyon. From the bridge you may go north -and south into the plain of Armageddon, or you -may follow The Euphrates east and west. -~ -0 0 4 -D0 -Armageddon -~ -~ -0 0 24618 -D1 -The Euphrates -~ -~ -0 0 24605 -D2 -Armageddon -~ -~ -0 0 24590 -D3 -The Euphrates -~ -~ -0 0 24603 -S -#24605 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D0 -The Euphrates -~ -~ -0 0 24619 -D3 -The Euphrates -~ -~ -0 0 24604 -S -#24606 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24607 -D2 -Armageddon -~ -~ -0 0 24592 -S -#24607 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D2 -Armageddon -~ -~ -0 0 24593 -D3 -Armageddon -~ -~ -0 0 24606 -S -#24608 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D0 -The Euphrates -~ -~ -0 0 24622 -D1 -The Euphrates -~ -~ -0 0 24609 -S -#24609 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24610 -D3 -The Euphrates -~ -~ -0 0 24608 -S -#24610 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D2 -The Euphrates -~ -~ -0 0 24596 -D3 -The Euphrates -~ -~ -0 0 24609 -S -#24611 -The many waters~ -You are on a vast sea of blood. Vultures soar in the red sky in search of -carrion. Wreckage of many ships litters the waters, an ill omen indeed. -~ -0 0 7 -D0 -Armageddon -~ -~ -0 0 24625 -D2 -More blood -~ -~ -0 0 24597 -S -#24612 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24626 -D1 -A strange glow -~ -~ -0 0 24613 -D2 -The Euphrates -~ -~ -0 0 24598 -S -#24613 -Wormwood~ -You are in the heart of Wormwood, where the flames are most -intense. A giant star lies on the ground here, glowing a hateful -red. All of the brush nearby has been blasted flat. A young boy -stands staring at the star. You ask him what happened, and he -says that an angel came, sounded a horn, and the star fell from -the sky. He was told that someone would come by the 5th horn to -get the key of david to unlock the pit. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24627 -D1 -Wormwood -~ -~ -0 0 24614 -D3 -Wormwood -~ -~ -0 0 24612 -S -#24614 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D0 -Wormwood -~ -~ -0 0 24628 -D1 -Wormwood -~ -~ -0 0 24615 -D3 -A strange glow -~ -~ -0 0 24613 -S -#24615 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D2 -Wormwood -~ -~ -0 0 24601 -D3 -Wormwood -~ -~ -0 0 24614 -S -#24616 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24630 -D1 -Armageddon -~ -~ -0 0 24617 -D2 -Armageddon -~ -~ -0 0 24602 -S -#24617 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24631 -D1 -Armageddon -~ -~ -0 0 24618 -D3 -Armageddon -~ -~ -0 0 24616 -S -#24618 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24632 -D2 -A bridge over the Euphrates -~ -~ -0 0 24604 -D3 -Armageddon -~ -~ -0 0 24617 -S -#24619 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24620 -D2 -The Euphrates -~ -~ -0 0 24605 -S -#24620 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24621 -D3 -The Euphrates -~ -~ -0 0 24619 -S -#24621 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D1 -The Euphrates -~ -~ -0 0 24622 -D3 -The Euphrates -~ -~ -0 0 24620 -S -#24622 -The Euphrates~ -You walk the bottom of the canyon where the Euphrates used to -flow. All that is left of the once mighty river are scattered red pools of -blood. A terrible wind blows from down stream, bringing the smell -of death to your nose. -~ -0 0 4 -D2 -The Euphrates -~ -~ -0 0 24608 -D3 -The Euphrates -~ -~ -0 0 24621 -S -#24623 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24637 -D1 -Armageddon -~ -~ -0 0 24624 -S -#24624 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24638 -D1 -Armageddon -~ -~ -0 0 24621 -D3 -Armageddon -~ -~ -0 0 24623 -S -#24625 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24639 -D3 -Armageddon -~ -~ -0 0 24624 -S -#24626 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D1 -Wormwood -~ -~ -0 0 24627 -D2 -Wormwood -~ -~ -0 0 24612 -S -#24627 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D1 -Wormwood -~ -~ -0 0 24628 -D2 -A strange glow -~ -~ -0 0 24613 -D3 -Wormwood -~ -~ -0 0 24626 -S -#24628 -Wormwood~ -You are in the burning forest of Wormwood. In the sky above you, -stars fall earthward to land with resounding explosions. The -smoke is thick. You hear the wail, and smell the seared flesh -of the dying from all around you. -~ -0 0 3 -D2 -Wormwood -~ -~ -0 0 24614 -D3 -Wormwood -~ -~ -0 0 24627 -S -#24629 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24643 -D1 -Armageddon -~ -~ -0 0 24630 -S -#24630 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24631 -D2 -Armageddon -~ -~ -0 0 24616 -D3 -Armageddon -~ -~ -0 0 24629 -S -#24631 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24632 -D2 -Armageddon -~ -~ -0 0 24617 -D3 -Armageddon -~ -~ -0 0 24630 -S -#24632 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Gog -~ -~ -0 0 24646 -D1 -Armageddon -~ -~ -0 0 24633 -D2 -Armageddon -~ -~ -0 0 24618 -D3 -Armageddon -~ -~ -0 0 24631 -S -#24633 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24634 -D3 -Armageddon -~ -~ -0 0 24632 -S -#24634 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24635 -D3 -Armageddon -~ -~ -0 0 24633 -S -#24635 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24649 -D1 -Armageddon -~ -~ -0 0 24636 -D3 -Armageddon -~ -~ -0 0 24634 -S -#24636 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24650 -D1 -Armageddon -~ -~ -0 0 24637 -D3 -Armageddon -~ -~ -0 0 24635 -S -#24637 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Into the heavens -~ -~ -0 0 24651 -D1 -Armageddon -~ -~ -0 0 24638 -D2 -Armageddon -~ -~ -0 0 24623 -D3 -Armageddon -~ -~ -0 0 24636 -S -#24638 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24639 -D2 -Armageddon -~ -~ -0 0 24624 -D3 -Armageddon -~ -~ -0 0 24637 -S -#24639 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D2 -Armageddon -~ -~ -0 0 24625 -D3 -Armageddon -~ -~ -0 0 24638 -S -#24640 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The shaking lands -~ -~ -0 0 24654 -D1 -The shaking lands -~ -~ -0 0 24641 -S -#24641 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The shaking lands -~ -~ -0 0 24655 -D1 -The shaking lands -~ -~ -0 0 24642 -D3 -The shaking lands -~ -~ -0 0 24640 -S -#24642 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The shaking lands -~ -~ -0 0 24656 -D3 -The shaking lands -~ -~ -0 0 24641 -S -#24643 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24657 -D2 -Armageddon -~ -~ -0 0 24629 -S -#24644 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. On the ground you see a girl worshipping -a devil idol. -~ -0 4 1 -D0 -Gog -~ -~ -0 0 24658 -D1 -Gog -~ -~ -0 0 24645 -S -#24645 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24659 -D1 -Gog -~ -~ -0 0 24646 -D3 -Gog -~ -~ -0 0 24644 -S -#24646 -Gog~ -You are at the gates to Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 4 1 -D0 -Gog -~ -~ -0 0 24660 -D1 -Gog -~ -~ -0 0 24647 -D2 -Armageddon -~ -~ -0 0 24632 -D3 -Gog -~ -~ -0 0 24645 -S -#24647 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. Here you witness a sorcerer draining the -blood of a boy for a spell component. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24661 -D1 -Gog -~ -~ -0 0 24648 -D3 -Gog -~ -~ -0 0 24646 -S -#24648 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. A discarded vial lies here. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24662 -D3 -Gog -~ -~ -0 0 24647 -E -vial~ -5th vial of wrath: the darkening. -~ -S -#24649 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24663 -D1 -Armageddon -~ -~ -0 0 24650 -D2 -Armageddon -~ -~ -0 0 24635 -S -#24650 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24664 -D2 -Armageddon -~ -~ -0 0 24636 -D3 -Armageddon -~ -~ -0 0 24649 -S -#24651 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D0 -The heavens -~ -~ -0 0 24665 -D1 -The heavens -~ -~ -0 0 24652 -D2 -Armageddon -~ -~ -0 0 24637 -S -#24652 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D0 -The heavens -~ -~ -0 0 24666 -D1 -The heavens -~ -~ -0 0 24653 -D3 -The heavens -~ -~ -0 0 24651 -S -#24653 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D0 -The heavens -~ -~ -0 0 24667 -D3 -The heavens -~ -~ -0 0 24652 -S -#24654 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The corner of the world -~ -~ -0 0 24668 -D1 -The shaking lands -~ -~ -0 0 24651 -D2 -The shaking lands -~ -~ -0 0 24640 -S -#24655 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The shaking lands -~ -~ -0 0 24669 -D1 -The shaking lands -~ -~ -0 0 24656 -D2 -The shaking lands -~ -~ -0 0 24641 -D3 -The shaking lands -~ -~ -0 0 24654 -S -#24656 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D0 -The shaking lands -~ -~ -0 0 24670 -D1 -Armageddon -~ -~ -0 0 24657 -D2 -The shaking lands -~ -~ -0 0 24642 -D3 -The shaking lands -~ -~ -0 0 24655 -S -#24657 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24671 -D2 -Armageddon -~ -~ -0 0 24643 -D3 -The shaking lands -~ -~ -0 0 24656 -S -#24658 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24672 -D1 -Gog -~ -~ -0 0 24659 -D2 -Gog -~ -~ -0 0 24644 -S -#24659 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24673 -D1 -Gog -~ -~ -0 0 24660 -D2 -Gog -~ -~ -0 0 24645 -D3 -Gog -~ -~ -0 0 24658 -S -#24660 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. You see a vial floating in the fountain. -~ -0 0 1 -D0 -The unholy shrine -~ -~ -0 0 24674 -D1 -Gog -~ -~ -0 0 24661 -D2 -Gog -~ -~ -0 0 24646 -D3 -Gog -~ -~ -0 0 24659 -E -Vial~ -First vial of Divine wrath: the pox. -~ -S -#24661 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. Here you see a rich merchant besotted with -wine. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24675 -D1 -Gog -~ -~ -0 0 24662 -D2 -Gog -~ -~ -0 0 24647 -D3 -Gog -~ -~ -0 0 24660 -S -#24662 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D0 -Gog -~ -~ -0 0 24676 -D2 -Gog -~ -~ -0 0 24648 -D3 -Gog -~ -~ -0 0 24661 -S -#24663 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24677 -D1 -Armageddon -~ -~ -0 0 24664 -D2 -Armageddon -~ -~ -0 0 24649 -S -#24664 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D0 -Armageddon -~ -~ -0 0 24678 -D2 -Armageddon -~ -~ -0 0 24650 -D3 -Armageddon -~ -~ -0 0 24663 -S -#24665 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D0 -The heavens -~ -~ -0 0 24679 -D1 -The heavens -~ -~ -0 0 24666 -D2 -The heavens -~ -~ -0 0 24651 -S -#24666 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -Great hail the size of talents pelts you. -~ -0 0 9 -D0 -The heavens -~ -~ -0 0 24680 -D1 -The heavens -~ -~ -0 0 24667 -D2 -The heavens -~ -~ -0 0 24652 -D3 -The heavens -~ -~ -0 0 24665 -S -#24667 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D0 -The corner of the world -~ -~ -0 0 24681 -D2 -The heavens -~ -~ -0 0 24653 -D3 -The heavens -~ -~ -0 0 24666 -S -#24668 -The corner of the world~ -You stand at the corner of the world. As any alchemist will -tell you, the world has 4 corners, one devoted to each element, and -held in place by angels. You are at the earth corner. Beyond the -corner stretches the infinite black nothing. -~ -0 0 5 -D1 -The shaking lands -~ -~ -0 0 24669 -D2 -The shaking lands -~ -~ -0 0 24654 -S -#24669 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D1 -The shaking lands -~ -~ -0 0 24670 -D2 -The shaking lands -~ -~ -0 0 24655 -D3 -The corner of the world -~ -~ -0 0 24668 -S -#24670 -The shaking lands~ -Around you the earth moves violently. Mile deep fissures open and -close like giant mouthes trying to bite you. It is all you can -do to make headway on all fours. -~ -0 0 5 -D2 -The shaking lands -~ -~ -0 0 24656 -D3 -The shaking lands -~ -~ -0 0 24669 -S -#24671 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D2 -Armageddon -~ -~ -0 0 24657 -S -#24672 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D1 -Gog -~ -~ -0 0 24673 -D2 -Gog -~ -~ -0 0 24658 -S -#24673 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D1 -The unholy shrine -~ -~ -0 0 24674 -D2 -Gog -~ -~ -0 0 24659 -D3 -Gog -~ -~ -0 0 24672 -S -#24674 -The unholy shrine~ -You have entered the unholy shrine erected at the -dragons decree to the beast. Murals on the walls depict -the miracle where the beast's head healed after a severe -sword wound. There is a giant mound of offerings near -the throne where the beast rests. -~ -0 0 1 -D1 -Gog -~ -~ -0 0 24675 -D2 -Gog -~ -~ -0 0 24660 -D3 -Gog -~ -~ -0 0 24673 -S -#24675 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D1 -Gog -~ -~ -0 0 24676 -D2 -Gog -~ -~ -0 0 24661 -D3 -The unholy shrine -~ -~ -0 0 24674 -S -#24676 -Gog~ -You are in Satan's city, Gog. Around you the marked ones -teem and chant the idealogy of the beast. They seem oblivious -to your presence. An unholy shrine towers above all in the -center of the city. -~ -0 0 1 -D2 -Gog -~ -~ -0 0 24662 -D3 -Gog -~ -~ -0 0 24675 -S -#24677 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D1 -Armageddon -~ -~ -0 0 24678 -D2 -Armageddon -~ -~ -0 0 24663 -S -#24678 -Armageddon~ -You stand in the vast plain of Armageddon. About you angels -sound trumpets and cut through sinners with sickles. The sun -has been swallowed by blackness, and the blood red light of -the moon flickers across the battlefield. -~ -0 0 2 -D2 -Armageddon -~ -~ -0 0 24664 -D3 -Armageddon -~ -~ -0 0 24677 -S -#24679 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D1 -The heavens -~ -~ -0 0 24680 -D2 -The heavens -~ -~ -0 0 24665 -S -#24680 -The heavens~ -You fight the strong buffeting wind of a raging thunderstorm -as you fly upwards into the sky. About you lightning arcs in -great sizzling bolts, followed by the deafening boom of thunder. -Rain beats hard against your face, making it difficult to see. -~ -0 0 9 -D1 -The corner of the world -~ -~ -0 0 24681 -D2 -The heavens -~ -~ -0 0 24666 -D3 -The heavens -~ -~ -0 0 24679 -S -#24681 -The corner of the world~ -You have flown to the corner of the sky. Here the wind is -is somewhat calmer than the rest of the heavens. Beyond the -corner is the infinite nothing. You feel at peace here. As you -relax you hear the 7th horn and a SIGHT unfolds before your eyes. -Floating in the wind is a vial. -~ -0 1024 9 -D2 -The heavens -~ -~ -0 0 24667 -D3 -The heavens -~ -~ -0 0 24680 -D5 -Into the throne room -~ -yourheart~ -33 0 24690 -E -vial~ -The 7th vial of wrath: lightnings, thunders and hail.~ -E -sight~ -You look skyward, and see the temple of The Gods opening. -You can see in his temple the ark of his testament. -The temple of New Jerusalem desends earthward. -~ -S -#24682 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24683 -S -#24683 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24684 -S -#24684 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24685 -S -#24685 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24686 -S -#24686 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24687 -S -#24687 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24688 -S -#24688 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? Desperately you pray for -deliverence- you dont know if you have been heard. -~ -0 3153929 0 -D5 -Falling further into the black pit -~ -~ -0 0 24689 -S -#24689 -The bottomless pit~ -You fall, forever downwards into the bottomless pit. About you -blackness races, with no sign of a wall for support. You look up -and see the same nothingness as you do downward. What awaits you -at the bottom? Will you ever reach it? -~ -0 3145737 0 -D5 -Falling further into the black pit -~ -~ -0 0 24682 -S -#24690 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -The throne room -~ -~ -0 0 24693 -D1 -The throne room -~ -~ -0 0 24691 -S -#24691 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -The throne room -~ -~ -0 0 24694 -D1 -The throne room -~ -~ -0 0 24692 -D3 -The throne room -~ -~ -0 0 24690 -S -#24692 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -The throne room -~ -~ -0 0 24695 -D3 -The throne room -~ -~ -0 0 24691 -S -#24693 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -The throne room -~ -~ -0 0 24696 -D1 -The throne room -~ -~ -0 0 24694 -D2 -The throne room -~ -~ -0 0 24690 -S -#24694 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -At the throne -~ -~ -0 0 24697 -D1 -The throne room -~ -~ -0 0 24695 -D2 -The throne room -~ -~ -0 0 24691 -D3 -The throne room -~ -~ -0 0 24693 -S -#24695 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D0 -The throne room -~ -~ -0 0 24698 -D2 -The throne room -~ -~ -0 0 24692 -D3 -The throne room -~ -~ -0 0 24694 -S -#24696 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D1 -At the throne -~ -~ -0 0 24697 -D2 -The throne room -~ -~ -0 0 24693 -S -#24697 -At the throne~ -You grovel before the throne. He who sits at the throne -tells you 'Now is your time'. With a gesture a black -hole appears at your feet. He motions for you to go into -the hole, and resumes his Judgement. -~ -0 8 0 -D1 -The throne room -~ -~ -0 0 24698 -D2 -The throne room -~ -~ -0 0 24694 -D3 -The throne room -~ -~ -0 0 24696 -S -#24698 -In the throne room~ -You stand in a magnificant throne room. Multitudes and multitudes -of angles are here singing praise to the one who sits on the throne. -About you are the souls of the dead shuffling foward to be judged. -~ -0 8 0 -D2 -The throne room -~ -~ -0 0 24695 -D3 -At the throne -~ -~ -0 0 24697 -S -#0 - - -#RESETS -M 1 24506 1 24500 -E 1 24505 1 13 -E 1 24506 1 16 -G 1 24508 1 -G 1 24507 1 -M 1 24516 1 24505 -D 0 24507 2 2 -M 1 24515 1 24509 -M 1 24503 1 24513 -G 1 24507 1 -E 1 24505 1 13 -E 1 24506 1 16 -M 1 24531 3 24517 -M 1 24531 3 24517 -M 1 24526 1 24520 -M 1 24528 1 24521 -O 1 24534 1 24521 -M 1 24527 1 24522 -E 1 24541 1 16 -M 1 24517 1 24533 -M 1 24502 1 24538 -E 1 24504 1 17 -M 1 24534 2 24542 -M 1 24508 4 24551 -M 1 24530 2 24556 -M 1 24507 4 24560 -E 1 24506 1 16 -G 1 24507 1 -E 1 24505 1 13 -M 1 24535 1 24560 -M 1 24534 2 24570 -M 1 24522 4 24574 -E 1 24530 1 12 -E 1 24531 1 6 -M 1 24508 4 24575 -M 1 24521 1 24577 -E 1 24525 1 1 -E 1 24529 1 16 -E 1 24528 1 11 -E 1 24526 1 17 -E 1 24527 1 3 -M 1 24522 4 24578 -E 1 24530 1 12 -E 1 24531 1 6 -M 1 24518 3 24586 -O 1 24533 1 24586 -O 1 24533 1 24589 -M 1 24533 2 24592 -M 1 24507 4 24594 -E 1 24505 1 13 -E 1 24506 1 16 -G 1 24507 1 -M 1 24532 2 24597 -O 1 24533 1 24598 -M 1 24512 1 24599 -E 1 24517 1 16 -E 1 24516 1 12 -M 1 24520 1 24601 -E 1 24520 1 10 -E 1 24523 1 7 -E 1 24522 1 5 -E 1 24521 1 6 -E 1 24524 1 8 -M 1 24518 3 24608 -M 1 24509 1 24609 -E 1 24509 1 6 -E 1 24510 1 16 -E 1 24511 1 5 -O 1 24533 1 24610 -O 1 24533 1 24613 -M 1 24518 3 24621 -O 1 24533 1 24621 -M 1 24522 4 24629 -E 1 24530 1 12 -E 1 24531 1 6 -M 1 24533 2 24629 -M 1 24508 4 24630 -M 1 24530 2 24633 -M 1 24507 4 24643 -E 1 24506 1 16 -G 1 24507 1 -E 1 24505 1 13 -M 1 24523 3 24644 -E 1 24519 1 6 -M 1 24507 4 24650 -E 1 24506 1 16 -E 1 24505 1 13 -G 1 24507 1 -M 1 24531 3 24651 -M 1 24519 1 24660 -E 1 24519 1 6 -O 1 24534 1 24660 -M 1 24525 1 24661 -E 1 24519 1 6 -M 1 24508 4 24663 -M 1 24522 4 24664 -E 1 24530 1 12 -E 1 24531 1 6 -M 1 24504 1 24668 -E 1 24505 1 13 -E 1 24506 1 16 -G 1 24507 1 -M 1 24523 3 24672 -E 1 24519 1 6 -M 1 24524 1 24674 -E 1 24519 1 6 -M 1 24523 3 24676 -E 1 24519 1 6 -M 1 24513 1 24679 -E 1 24518 1 16 -M 1 24514 1 24679 -M 1 24505 1 24681 -E 1 24506 1 16 -G 1 24507 1 -E 1 24505 1 13 -D 0 24681 5 0 -M 1 24500 3 24686 -E 1 24501 1 5 -E 1 24502 1 16 -M 1 24500 3 24688 -E 1 24501 1 5 -E 1 24502 1 16 -M 1 24501 1 24689 -E 1 24503 1 3 -M 1 24500 3 24689 -E 1 24501 1 5 -E 1 24502 1 16 -M 1 24542 1 24691 -M 1 24539 1 24693 -M 1 24540 1 24694 -M 1 24541 1 24695 -M 1 24537 1 24696 -O 1 24537 1 24696 -M 1 24536 1 24697 -E 1 24538 1 17 -O 1 24535 1 24697 -M 1 24538 1 24698 -E 1 24539 1 17 -O 1 24536 1 24698 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 24501 spec_cast_undead -M 24502 spec_breath_any -M 24506 spec_cast_cleric -M 24507 spec_breath_lightning -M 24509 spec_breath_fire -M 24510 spec_breath_acid -M 24511 spec_breath_gas -M 24512 spec_cast_undead -M 24513 spec_cast_cleric -M 24514 spec_breath_any -M 24515 spec_cast_cleric -M 24516 spec_cast_mage -M 24517 spec_breath_acid -M 24518 spec_cast_mage -M 24519 spec_cast_mage -M 24520 spec_cast_cleric -M 24521 spec_cast_cleric -M 24522 spec_cast_cleric -M 24529 spec_thief -M 24536 spec_breath_gas -M 24538 spec_breath_frost -S - - -#$ - diff --git a/data/realm/areas_smaug1.4a/bazaar.are b/data/realm/areas_smaug1.4a/bazaar.are deleted file mode 100644 index 67a1630..0000000 --- a/data/realm/areas_smaug1.4a/bazaar.are +++ /dev/null @@ -1,2260 +0,0 @@ -#AREA The Bazaar~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#14100 -armor merchant dealer abdul~ -an armor merchant~ -A merchant specializing in armor offers to sell you a good shield. -~ -This wily fellow has stock from all around the world. He will offer you a -price for your own armor, should you wish to sell it, though you can be -guaranteed of him selling it for a big profit. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14101 -arms merchant hazid~ -an arms merchant~ -A merchant specializing in a variety of weapons shows you a nice dagger. -~ -This fellow, Hazid by name, is the brother of the the armor merchant. They -are vicious rivals, each determined to rake in the most gold through sale -of items of warfare. So far, Hazid's brother Abdul is the clear winner- it -would seem most people are more concerned with protecting their own life -than with taking others. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14102 -goods dealer~ -a goods dealer~ -A dealer in basic goods smiles happily and rubs her hands together. -~ -She sure seems pleased to see you, especially when her greedy eyes light upon -that bulge in your... money pouch. She stocks a variety of basic adventuring -goods that you may be interested in. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14103 -chef~ -a chef~ -A busy chef is here preparing and selling hot meals. -~ -You can feast on felafels, kebabs or fried capsicum here, all cooked by the -fine chef standing before you. The smell is mouth watering. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14104 -thaumaturgist~ -a thaumaturgist~ -A thaumaturgist offers to show you some nice wands. -~ -The thaumaturgist is a travelling mage who collects rods, staves and wands. -he has no potions or scrolls, nor is he interested in them. For them you -must go to the herbalist or the scribe. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14105 -herbalist~ -a herbalist~ -A herbalist grins as you enter and puts out some of her wares. -~ -This lady specializes in herbs, pills and other digestible magical -substances, including potions (she has branched out to fill the gap in the -market). -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14106 -tailor~ -a tailor~ -A tailor leaps up and begins to measure you for a suit. -~ -This fellow is the finest clothier in the bazaar. Well, he's actually the -ONLY clothier in the bazaar. Oh well. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14107 -sage~ -a wise old sage~ -A wise old sage offers to identify your equipment. -~ -This fellow is a wise and learned and very expensive scholar of legend lore, -the divination of the properties of items both arcane and mundane. Just -give him the item you want identified and he will do so. -~ -131139 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14108 -blacksmith smith~ -a blacksmith~ -Smith, the blacksmith, sniffs as you enter. -~ -Smith can repair any type of armor you have, for a price. And don't be -surprised by a rude outburst if you waste his time by giving him something -that isn't broken to mend. -~ -262211 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14109 -scribe~ -a scribe~ -A scribe offers to show you his range of scrolls. -~ -This felloe is an avid collector of rare and magical scrolls, and has quite -a few he sells to the discerning public. Have a browse. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14110 -shipwright ship wright~ -a shipwright~ -A shipwright smiles and offers you a ship. -~ -This fellow has been making and selling all types of water craft for decades. -He's quite good at it too. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14111 -animal trainer~ -an animal trainer~ -An animal trainer playfully punches a gorilla as you enter. -~ -She is going to do that once too often, you think to yourself as you see -the gorilla glower. Still, she's a big enough lass to make you doubt the -gorilla's chances in a scrap. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14112 -slave trainer~ -a slave trainer~ -A slave trainer is whipping some slaves into combat readiness. -~ -If you want to, you can buy one of this fellow's slaves to aid you in combat. -They don't talk back, they follow orderd fanatically, and they are quite -tough. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14113 -healer monk~ -a monk~ -A wandering monk sits crosslegged here, healing the ill. -~ -This fellow wanders the land, spreading the word of his god, and healing -the injuries of his fellow beings. -~ -2115 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14114 -fruiterer~ -a fruiterer~ -A fruiterer offers you a magical pear. -~ -The fruit that this pretty girl sells is magically enchanted, as it is -grown in a field of magical energy in a secret location only she knows. Thus -she has the market cornered so to speak. Buy a piece and eat it, it may be -greatly beneficial. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14115 -dave peddler~ -Dave the peddler~ -A wandering peddler attempts to sell you some of his goods. -~ -This fellow wanders from market to market across the world, selling the many -things he has acquired on his journeys. You may find something of interest, -maybe not. -~ -65 8192 0 S -36 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14116 -agitator~ -an agitator~ -An agitator is here stirring up the public (or attempting to). -~ -Market places and the like are always popular places for demagogues, public -speakers and other agitators, for they have a ready-made captive audience. -Listening to this woman babble on, you suddenly remember that a shop near -here sells tomatoes... -~ -195 8192 0 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14117 -shopper~ -a shopper~ -A shopper moves about the bazaar. -~ -A customer of the merchants here, just like you. A little poorer perhaps, -and a damn sight less violent, but a shopper nonetheless. -~ -193 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14118 -shopper~ -a shopper~ -A shopper moves about the bazaar. -~ -A customer of the merchants here, just like you. A little poorer perhaps, -and a damn sight less violent, but a shopper nonetheless. -~ -193 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14119 -thief scoundrel~ -a thieving scoundrel~ -A thieving scoundrel skulks about here. -~ -Market places are like a magnet for thieves in every nation, and this one is -no exception. With so many fat merchants waddling around with such fat -purses, who wouldn't feel a little larcenous? -~ -193 98344 -500 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14120 -beggar~ -a beggar~ -A beggar cries out for alms. -~ -Market places are popular gathering spots for beggars, the poor souls hoping -for a coin from a fat merchant or busy shopper. Unfortunately they are very -rarely lucky. -~ -195 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14121 -guard~ -a guard~ -A black-robed guard swaggers past you. -~ -These guards are actually a squad of mercenaries hired by the Merchant's -Union to keep the peace in the bazaar. They approach their task with great -relish, delighting in terrorising anyone they don't like. -~ -73 552 -400 S -19 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14122 -princess fatima~ -the princess fatima~ -Princes Fatima glares imperiously at you. -~ -The princess is a frequent customer of the bazaar. She is used to having -people grovel before her, and she seems affronted by your refusal to do -so. -~ -195 128 -400 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14123 -spice merchant~ -a spice merchant~ -A spice merchant sneezes as he gets a noseful of pepper. -~ -This stout fellow has a wide variety of spices gathered from all parts of -the world. Most of them are of little use to an adventurer, though it is -said that some spices have a rejuvenating effect on people... -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14124 -florist~ -a florist~ -A florist offers to sell you a rose. -~ -This florist stocks a good range of flora. Most of it isn't of immediate -practical use to an adventurer, though in this magical land one can never -tell just what could be useful... -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14125 -jeweller~ -a jeweller~ -A jeweller shows you some fine rubies. -~ -This half elf is a superb jeweller- she has even created jewellery for -royalty. Her products are very expensive but also very good. -~ -67 8832 0 S -89 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14126 -slave~ -a slave~ -A male slave hauls his master's goods along. -~ -This fellow is burdened with several chests full of goods recently acquired -by his master. -~ -195 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14127 -slave whore~ -a whore~ -A whore stands here, waiting for a "client". -~ -This girl has been placed by the merchants to provide "services" for any -patron of the bazaar who is so inclined. She is obedient, well-groomed and -very broad-minded. -~ -67 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14128 -chimp chimpanzee~ -the chimpanzee~ -The chimpanzee squeaks and scratches its ass. -~ -The chimp looks like a fierce fighter. -~ -257 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14129 -jaguar~ -the jaguar~ -The jaguar growls menacingly at you. -~ -The jaguar looks like a fierce fighter. -~ -257 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14130 -gorilla~ -the gorilla~ -The gorilla beats its chest and roars! -~ -The gorilla looks like a fierce fighter. -~ -257 0 0 S -16 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14131 -spearman~ -the spearman~ -The spearman stands rigidly at attention. -~ -The spearman looks like a fierce fighter. -~ -257 0 0 S -13 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14132 -bowman~ -the bowman~ -The bowman strings his bow. -~ -The bowman looks like a fierce fighter. -~ -257 0 0 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14133 -swordsman~ -the swordsman~ -The swordsman flashes his scimitars. -~ -The swordsman looks like a fierce fighter. -~ -257 0 0 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14134 -busker~ -a busker~ -A busker is here playing his sitar. -~ -This fellow is plying his trade to make a few pennies for his family. -~ -195 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14135 -snake charmer~ -a snake charmer~ -A snake charmer entices a cobra from a basket. -~ -This game fellow charms the cobras he keeps with a small flute. Sometimes it -works, sometimes a new snake charmer gets a job... -~ -195 0 0 S -9 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14136 -cobra~ -a cobra~ -A cobra rears from the basket, fangs bared. -~ -This snake is for the present quite harmless, as it has been charmed by the -snake charmer's hypnotic tune. -~ -195 262144 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#14100 -chainmail tunic~ -a chainmail tunic~ -A chainmail tunic has been left here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -5 -#14101 -leather breeches~ -a pair of leather breeches~ -A pair of leather breeches has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -5 1 -A -14 5 -#14102 -helmet~ -an iron helmet~ -An iron helmer is here. It looks heavy.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -3 -1 -A -13 5 -A -17 -10 -#14103 -mithril gauntlets~ -a pair of mithril gauntlets~ -A pair of mithril gauntlets are here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -A -19 1 -#14104 -scimitar~ -a scimitar~ -A scimitar has been dropped here.~ -~ -5 0 1 -0 0 0 1 -5 0 0 -A -18 1 -#14105 -shamsheer~ -a huge shamsheer~ -A huge shamsheer is lying on the ground here.~ -~ -5 0 1 -0 0 0 3 -20 0 0 -A -19 3 -#14106 -spear~ -a short spear~ -A short spear is stuck in the ground here.~ -~ -5 0 1 -0 0 0 2 -5 0 0 -#14107 -dagger~ -a silver dagger~ -A dagger lined with silver to increase accuracy is here.~ -~ -5 0 1 -0 0 0 11 -1 0 0 -A -18 2 -#14108 -blanket~ -a coarse blanket~ -A coarse blanket lies here.~ -~ -9 0 1 -1 0 0 0 -2 0 0 -#14109 -torch~ -a torch~ -A torch has been discarded here.~ -~ -1 0 1 -0 0 12 0 -1 0 0 -#14110 -brass lantern~ -a brass lantern~ -A brass lantern has been discarded here.~ -~ -1 0 1 -0 0 24 0 -1 0 0 -#14111 -pouch belt~ -a pouch belt~ -A pouch belt lies here.~ -~ -15 0 1 -25 1 0 0 -2 0 0 -#14112 -felafel~ -a felafel~ -A tasty felafel lies here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#14113 -beef shish kebab~ -a beef shish kebab~ -(Hot) A beef shisk kebab steams away here.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#14114 -lamb doner kebab~ -a lamb doner kebab~ -(Tasty) A lamb doner kebab is here.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14115 -fried capsicum~ -fried capsicum~ -(Hmmm) Fried capsicum lies here.~ -~ -19 0 1 -2 0 0 0 -1 0 0 -#14116 -bone staff~ -a bone staff~ -A bone staff is here.~ -~ -4 2 1 -10 5 5 -1 -2 0 0 -'cure blindness' -E -bone staff~ -An inscription reads- "Let them SEE!" -~ -#14117 -ivory wand~ -a slender ivory wand~ -A slender ivory wand lies here.~ -~ -3 1 1 -10 5 5 -1 -1 0 0 -'detect invis' -E -ivory wand~ -An inscription reads- "See what is not seen!" -~ -#14118 -oak staff~ -an oak staff~ -An oak staff lays here.~ -~ -4 2 1 -10 5 5 -1 -2 0 0 -'armor' -E -oak staff~ -An inscription reads- "Let them be armored!" -~ -#14119 -black wand~ -a short black wand~ -A short black wand hums strangely here.~ -~ -3 2 0 -10 5 5 -1 -2 0 0 -'weaken' -E -black wand~ -An inscription reads- "Let them be stricken!" -~ -#14120 -yellow herb~ -a yellow herb~ -A yellow herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'armor' 'bless' 'NONE' -E -yellow herb~ -This herb will increase your defenses and engender the blessing of the Gods. -~ -#14121 -red herb~ -a red herb~ -A red herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'infravision' 'detect invis' 'detect hidden' -E -red herb~ -This herb will greatly increase your powers of perception. -~ -#14122 -green herb~ -a green herb~ -A green herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'invis' 'protection' 'NONE' -E -green herb~ -This herb will conceal and protect you. -~ -#14123 -white herb~ -a white herb~ -A white herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'cure serious' 'refresh' 'NONE' -E -white herb~ -This herb will heal and refresh you. -~ -#14124 -fez~ -a bright red fez~ -A bright red fez with a yellow tassel sits here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14125 -camelhair jacket~ -a camelhair jacket~ -Someone has left their very fashionable camelhair jacket here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14126 -silk trousers~ -a pair of silk trousers~ -A pair of silk trousers has been left here.~ -~ -9 0 1 -0 0 0 0 -1 2000 200 -A -17 10 -#14127 -curled boots~ -a pair of curled boots~ -A pair of curled boots are here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14128 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1 -12 -1 -1 -1 -1 0 0 -'armor' 'teleport' 'change sex' -#14129 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1 -12 -1 -1 -1 -1 0 0 -'blindness' 'cure light' 'faerie fire' -#14130 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1 -12 -1 -1 -1 -1 0 0 -'weaken' 'heal' 'sleep' -#14131 -scroll~ -a scroll~ -A scroll. That's it. A SCROLL.~ -~ -2 64 1 -12 -1 -1 -1 -1 0 0 -'invis' 'fly' 'fireball' -#14132 -skiff~ -a skiff~ -A skiff sits here, unwanted.~ -~ -22 0 1 -0 0 0 0 -10 500 50 -#14133 -junk~ -a chinese junk~ -A chinese junk with sail down sits here.~ -~ -22 0 1 -0 0 0 0 -50 1000 100 -#14134 -small galley~ -a small galley~ -A small galley with battering ram lies on its side here.~ -~ -22 0 1 -0 0 0 0 -250 10000 1000 -#14135 -scow~ -a scow~ -A scow full of crap is here.~ -~ -22 2 1 -0 0 0 0 -50 1500 150 -#14136 -tomato~ -an overripe tomato~ -An overripe tomato squelches here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14137 -juicy pear~ -a juicy pear~ -A juicy pear rolls about on the ground.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14138 -crunchy apple~ -a crunchy apple~ -A red crunchy apple is here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14139 -melon~ -a juicy melon~ -A juicy melon has been left here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#14140 -tin cup~ -a tin cup~ -A tin cup lies here.~ -~ -15 0 1 -1 1 0 0 -1 0 0 -#14141 -rusty knife~ -a rusty knife~ -A rusty knife lies here.~ -~ -5 0 1 -0 0 0 11 -1 0 0 -A -18 -2 -A -19 -2 -#14142 -potion~ -a potion~ -A murky potion is here.~ -~ -10 2 1 -1 -1 -1 -1 -1 0 0 -'poison' 'poison' 'poison' -#14143 -pouch~ -a small pouch~ -A small pouch has been tossed aside here.~ -~ -15 0 1 -5 1 0 0 -1 0 0 -#14144 -mysterious powder~ -a mysterious powder~ -A mysterious powder is scattered about here.~ -~ -26 2 1 -1 -1 -1 -1 -1 100 10 -'invis' 'NONE' 'NONE' -#14145 -vest~ -a studded vest~ -A studded vest lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -5 2 -A -13 20 -#14146 -veil~ -a veil~ -A silk veil lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 3 -#14147 -slippers~ -a pair of soft slippers~ -A pair of soft slippers rests here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 2 -A -14 25 -A -23 -4 -#14148 -nipple ring~ -a gold nipple ring~ -A gold nipple ring from the breast of a princess lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 -25 -#14149 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -19 0 1 -24 0 0 0 -1 1000 100 -#14150 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -26 0 1 -20 -1 -1 -1 -1 1000 100 -'stone skin' 'NONE' 'NONE' -#14151 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -13 0 1 -0 0 0 0 -1 1000 100 -#14152 -sachet spice~ -a sachet of exotic spices~ -A sachet of exotic spices has been left here.~ -~ -15 0 1 -1 0 0 0 -1 1000 100 -#14153 -flower wildflower~ -a wildflower~ -A wildflower has been left here.~ -~ -13 0 1 -0 0 0 0 -1 100 10 -#14154 -rose~ -a rose~ -A red rose has been left here.~ -~ -26 0 1 -5 -1 -1 -1 -1 100 10 -'armor' 'NONE' 'NONE' -#14155 -carnation~ -a carnation~ -A carnation has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14156 -daisy~ -a daisy~ -A daisy has been left here.~ -~ -1 0 1 -0 0 24 0 -1 0 0 -#14157 -ruby pendant~ -a ruby pendant~ -A ruby pendant is here.~ -~ -8 0 1 -0 0 0 0 -1 10000 1000 -#14158 -sun jewel~ -a sun jewel~ -A sun jewel is here.~ -~ -1 0 1 -0 0 -1 0 -1 10000 1000 -#14159 -sapphire ring~ -a sapphire ring~ -A sapphire ring is here.~ -~ -8 0 1 -0 0 0 0 -1 10000 1000 -#14160 -diamond~ -a diamond necklace~ -A diamond necklace is here.~ -~ -8 0 1 -0 0 0 0 -1 10000 1000 -#14161 -turban~ -a turban~ -A turban sits here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14162 -sitar~ -a sitar~ -A sitar has been left here.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -#14163 -basket~ -a wicker basket~ -A wicker basket sits on the floor here.~ -~ -15 0 1 -100 0 0 0 -5 500 50 -#14164 -flute~ -a flute~ -A flute is lying on the floor here.~ -~ -12 0 1 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14100 -Entrance to the Bazaar~ -You are walking toward the Bazaar, a huge marketplace full of brightly- -colored tents, within which dozens of merchants hawk their wares to the -public. The market is always crowded, and you quickly break out in a sweat -as you elbow your way through the teeming hordes of people. -~ -0 4 1 -D0 -~ -~ -0 -1 14101 -S -#14101 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. -~ -0 0 1 -D0 -~ -~ -0 -1 14108 -D1 -~ -~ -0 -1 14105 -D2 -~ -~ -0 -1 14100 -D3 -~ -~ -0 -1 14102 -S -#14102 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. - -To the south lies a herbalist's tent, and to the west a tailor. -~ -0 0 1 -D0 -~ -~ -0 -1 14150 -D1 -~ -~ -0 -1 14101 -D2 -~ -~ -0 -1 14103 -D3 -~ -~ -0 -1 14104 -S -#14103 -A Herbalist's Tent~ -The interior of this tent is pungent with the aroma of a variety of herbs -and salves sold by this merchant. Bags used for storing and preserving the -herbs line the rear wall of the tent, hanging above a large counter which -is lined with the herbalist's best products. -~ -0 8 0 -D0 -~ -~ -0 -1 14102 -S -#14104 -A Tailor's Tent~ -You make your way past a row of clothes horses and clothes racks and come to -a small counter covered with scraps of expensive material. A small tailor -is busy making alterations to the robes of some nobleman, and he tells you -around a mouthful of pins that he won't be long. -~ -0 8 0 -D1 -~ -~ -0 -1 14102 -S -#14105 -An Open Area~ -You have entered the first part of the bazaar, an open area which is lined -by tents to the far east, south and west, and which stretches away to a -market square to the north. Merchants, traders, slaves, vagrants and thieves -all rush by you, and you find yourself feeling quite dizzy. - -To the south lies a scribe's tent, and to the east a goods merchant. -~ -0 0 1 -D0 -~ -~ -0 -1 14111 -D1 -~ -~ -0 -1 14107 -D2 -~ -~ -0 -1 14106 -D3 -~ -~ -0 -1 14101 -S -#14106 -A Scribe's Tent~ -The interior of this tent is fairly plain, being dominated by a single -writing desk and a rack of scrolls. There is also a map on the back wall, of -a land you have never heard of. -~ -0 8 0 -D0 -~ -~ -0 -1 14105 -S -#14107 -A Goods Merchant~ -This tent is full of items such as blankets, tents, belt pouches, lanterns, -ropes, packs and other adventuring gear that you may find of use. In -addition, there is sometimes a collection of items sold by other adventurers -such as keys, treasures and lights. -~ -0 8 0 -D3 -~ -~ -0 -1 14105 -S -#14108 -A Slave Auction~ -At this point in the central area, a dais has been erected, and atop it stands -a burly man selling some of his trained warrior slaves. If you wish you can -stop and examine his merchandise, or proceed north into the center of the -market square, or east or west along Buyer's Lane, which dissects the square -at this point. -~ -0 4096 1 -D0 -~ -~ -0 -1 14113 -D1 -~ -~ -0 -1 14111 -D2 -~ -~ -0 -1 14101 -D3 -~ -~ -0 -1 14150 -S -#14109 -Slave Storage~ -The slave master stores his slaves in this small room. It looks very -uncomfortable. -~ -0 4 0 -S -#14110 -Buyer's Lane~ -This narrow lane runs the perimeter of the Bazaar, heading west from here -for a while before bending north to follow the wall that surrounds the -bazaar, and heading east back toward the market square. -~ -0 0 1 -D1 -~ -~ -0 -1 14150 -D3 -~ -~ -0 -1 14134 -S -#14111 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -At this point Buyer's Lane cuts through the square, running east-west. -~ -0 0 1 -D0 -~ -~ -0 -1 14116 -D1 -~ -~ -0 -1 14112 -D2 -~ -~ -0 -1 14105 -D3 -~ -~ -0 -1 14108 -S -#14112 -Buyer's Lane~ -This narrow lane runs the perimeter of the Bazaar, heading east from here -for a while before bending north to follow the wall that surrounds the -bazaar, and heading west back toward the market square. -~ -0 0 1 -D1 -~ -~ -0 -1 14132 -D3 -~ -~ -0 -1 14111 -S -#14113 -The Center of the Square~ -You are at the hub of the bazaar- the center of the market square. People -rush to and fro on business of their own, as merchants flog their wares to -them mercilessly. Slaves, whores, beggars and thieves mingle with the crowd, -each of them attempting to elicit a few coppers from any generous souls by -one means or another. -~ -0 0 1 -D0 -~ -~ -0 -1 14118 -D1 -~ -~ -0 -1 14116 -D2 -~ -~ -0 -1 14108 -D3 -~ -~ -0 -1 14114 -S -#14114 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -The odor of baked food comes from the west. -~ -0 0 1 -D0 -~ -~ -0 -1 14119 -D1 -~ -~ -0 -1 14113 -D2 -~ -~ -0 -1 14150 -D3 -~ -~ -0 -1 14115 -S -#14115 -A Food Tent~ -A skilled chef is here busily preparing and serving a variety of middle -eastern dishes to a horde of hungry merchants. It is very hot in here, and -the air is thick with smoke and grease, but the food still smells very -good. -~ -0 8 0 -D1 -~ -~ -0 -1 14114 -S -#14116 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14121 -D1 -~ -~ -0 -1 14117 -D2 -~ -~ -0 -1 14111 -D3 -~ -~ -0 -1 14113 -S -#14117 -Produce Tent~ -Fresh (or reasonably fresh) fruit and vegetables are for sale in this tent. -A mob of farmers file in and out in a steady stream, dropping off cases of -produce for sale to the constant flow of customers. -~ -0 8 0 -D3 -~ -~ -0 -1 14116 -S -#14118 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14128 -D1 -~ -~ -0 -1 14121 -D2 -~ -~ -0 -1 14113 -D3 -~ -~ -0 -1 14119 -S -#14119 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14127 -D1 -~ -~ -0 -1 14118 -D2 -~ -~ -0 -1 14114 -D3 -~ -~ -0 -1 14120 -S -#14120 -A Side Road~ -This narrow lane cuts across the north of market square, heading back to -buyers' lane to the west, and the square itself to the east. Tents line -even this thoroughfare- no part of the bazaar is empty of customers. -~ -0 0 1 -D0 -~ -~ -0 -1 14126 -D1 -~ -~ -0 -1 14119 -D3 -~ -~ -0 -1 14124 -S -#14121 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. -~ -0 0 1 -D0 -~ -~ -0 -1 14129 -D1 -~ -~ -0 -1 14122 -D2 -~ -~ -0 -1 14116 -D3 -~ -~ -0 -1 14118 -S -#14122 -A Side Road~ -This narrow lane cuts across the north of market square, heading back to -buyers' lane to the east, and the square itself to the west. Tents line -even this thoroughfare- no part of the bazaar is empty of customers. -~ -0 0 1 -D0 -~ -~ -0 -1 14130 -D1 -~ -~ -0 -1 14123 -D3 -~ -~ -0 -1 14121 -S -#14123 -A Junction~ -Here Buyer's Lane, running north-south, is met by Market Lane from the east. -There is a conglomeration of people here, all curiously staring at something -or someone. With a gasp, you realize that that someone is Princess Fatima, -ruler of a great empire of the east. -~ -0 0 1 -D0 -~ -~ -0 -1 14131 -D1 -~ -~ -0 -1 14149 -D2 -~ -~ -0 -1 14133 -D3 -~ -~ -0 -1 14122 -S -#14124 -A Junction~ -Here Buyer's Lane, running north-south, is met by Market Lane from the east. -A crowd of noisy revellers suddenly rush past, heading from one party to -the next somewhere in the bazaar, or maybe in the rooms that lie to the -east in the wall of the bazaar. -~ -0 0 1 -D0 -~ -~ -0 -1 14125 -D1 -~ -~ -0 -1 14120 -D2 -~ -~ -0 -1 14135 -D3 -~ -~ -0 -1 14145 -S -#14125 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14136 -D2 -~ -~ -0 -1 14124 -D3 -~ -~ -0 -1 14151 -S -#14126 -A Spice Tent~ -As you enter, you are almost overwhelmed by the overpowering aroma of hundreds -of exotic spices, and you are not surprised to see that the proprietor is -wearing nose plugs. This makes more sense still when he explains to you that -many of his herbs have magical or addictive qualities, either or both of -which can take effect with but a single sniff... -~ -0 8 0 -D2 -~ -~ -0 -1 14120 -S -#14127 -A Florist~ -This tent is actually a small greenhouse lined with rows of potted plants and -flowers on metal shelves, kept constantly moist by a fine mist that emanates -from metal pipes in the roof to belay the debilitating effects of the summer -heat. There is also a wide variety of picked flowers for sale, arranged in -metal and ceramic containers near the entrance. -~ -0 8 0 -D2 -~ -~ -0 -1 14119 -S -#14128 -A Magical Shop~ -This small tent is rather spartan, having only a small table, a wooden -chair, and two wooden cases containing a variety of rods, staves and wands. -Feel free to browse. -~ -0 8 0 -D2 -~ -~ -0 -1 14118 -S -#14129 -A Blacksmith's Forge~ -This tent serves as a workplace for the blacksmith. A forge rests in one -corner, beneath a circular hole in the leather hide that comprises the roof -of this tent, which allows smoke to escape. A variety of hammers, tongs and -pliers line one wall, hanging from a wooden rack stained with oil and grease. -A pail of oil rests near a large anvil, and atop it lies a huge hammer. -~ -0 8 0 -D2 -~ -~ -0 -1 14121 -S -#14130 -A Jeweller's Tent~ -This small tent has four glass cabinets full of costume jewellery made of -plastic and paste, all the items being replicas of the real items the -jeweller offers, should you be interested (you don't think he is foolish -enough to keep his REAL products here, do you?). However, the jeweller does -keep a small stock of genuine jewellery for customers who don't wish to -wait for weeks to obtain their ornaments. -~ -0 8 0 -D2 -~ -~ -0 -1 14122 -S -#14131 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14137 -D1 -~ -~ -0 -1 14150 -D2 -~ -~ -0 -1 14123 -S -#14132 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. - -The road to the east changes into Port Lane, and heads toward the docks. -~ -0 0 1 -D0 -~ -~ -0 -1 14133 -D1 -~ -~ -0 -1 14147 -D3 -~ -~ -0 -1 14112 -S -#14133 -The Wall of the Bazaar~ -You are heading along the eastern part of Buyer's Lane, past the market on -the left, and the houses and shops built into the wall on the right. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14123 -D2 -~ -~ -0 -1 14132 -S -#14134 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14135 -D1 -~ -~ -0 -1 14110 -D3 -~ -~ -0 -1 14143 -S -#14135 -The Wall of the Bazaar~ -You are heading along the western part of Buyer's Lane, past the market on -the right, and the houses and shops built into the wall on the left. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D0 -~ -~ -0 -1 14124 -D2 -~ -~ -0 -1 14134 -D3 -~ -~ -0 -1 14144 -S -#14136 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14138 -D2 -~ -~ -0 -1 14125 -S -#14137 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D2 -~ -~ -0 -1 14131 -D3 -~ -~ -0 -1 14142 -S -#14138 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14139 -D3 -~ -~ -0 -1 14136 -S -#14139 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14140 -D3 -~ -~ -0 -1 14138 -S -#14140 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14141 -D3 -~ -~ -0 -1 14139 -S -#14141 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14142 -D3 -~ -~ -0 -1 14140 -S -#14142 -The Wall of the Bazaar~ -You are heading along the northern part of Buyer's Lane, past the market to -the south, and the houses and shops built into the wall to the north. People -enter and exit many of these houses as you watch, and you surmise that no -place in the bazaar is free of mercantilism- everyone has something to sell. -~ -0 0 1 -D1 -~ -~ -0 -1 14137 -D3 -~ -~ -0 -1 14141 -S -#14143 -A Weapons Shop~ -This store, built into the wall of the bazaar, is lined with weapons of -every variety, crafted from bronze, iron, steel, copper and even gold. You -look around and see several of interest. -~ -0 8 0 -D1 -~ -~ -0 -1 14134 -S -#14144 -An Armor Shop~ -This store, built into the wall of the bazaar, is lined with suits of armor -every variety, crafted from bronze, iron, steel, copper and even gold. You -look around and see several items of interest. -~ -0 8 0 -D1 -~ -~ -0 -1 14135 -S -#14145 -A Brothel~ -Several merchants look away with embarrassment as you catch their eyes upon -entering. Evidently visiting such places is not considered good for business, -if you are caught. Several attractive men and women smile seductively at -you, and you gulp nervously. Have you had your shots? -~ -0 8 0 -D1 -~ -~ -0 -1 14124 -S -#14146 -A Guard House~ -This room serves as quarters for the market guards. There are rarely many -guards in here at any one time- the market is so busy and so prone to -crime that they rarely have time to relax. -~ -0 8 0 -D1 -~ -~ -0 -1 14125 -S -#14147 -Near the Docks~ -You are standing near the docks of the city, which lie upon the massive -harbour it is nestled in. Ships of all nations sail back and forth, either -delivering or picking up cargo, passengers or illicit goods. Near here there -is a large warehouse, wherein ships are constructed for anyone with the -interest and the financial means. -~ -0 8 0 -D0 -~ -~ -0 -1 14148 -D3 -~ -~ -0 -1 14132 -S -#14148 -A Shipyard~ -Here you may negotiate the purchase of a seagoing vessel to suit your needs. -There is no shortage of supply in a huge port such as this; indeed, in this -city, ships are more common than horses. -~ -0 8 0 -D2 -~ -~ -0 -1 14147 -S -#14149 -An Empty Shop~ -This shop is currently vacant, awaiting a new tenant after its last was -slain in a knife fight with some disgruntled customers. -~ -0 8 0 -D3 -~ -~ -0 -1 14123 -S -#14150 -The Market Square~ -This is the center of the bazaar, and the primary gathering point for the -hordes of people who visit the bazaar every day and night. You see strangely- -clad visitors from many foreign lands clamoring to buy and sell every -conceivable item known to humanity. The air is thick with the stench of stale -sweat, camel manure and exotic spices. - -At this point Buyer's Lane cuts through the square, running east-west. -~ -0 0 1 -D0 -~ -~ -0 -1 14114 -D1 -~ -~ -0 -1 14108 -D2 -~ -~ -0 -1 14102 -D3 -~ -~ -0 -1 14110 -S -#14151 -An Animal Trainer's Store~ -In this place you can purchase yourself an animal companion for your travels -from the range of animals trained by the proprietor. -~ -0 8 0 -D3 -~ -~ -0 -1 14131 -S -#14152 -Animal Shed~ -He keeps his animals here. Don't bother reading this, you shouldn't be here -anyway. -~ -0 4 0 -S -#0 - - -#RESETS -M 1 14120 8 14101 -E 1 14140 1 17 -M 1 14121 10 14101 -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -M 1 14105 1 14103 -G 1 14120 0 -G 1 14121 0 -G 1 14122 0 -G 1 14123 0 -M 1 14106 1 14104 -G 1 14124 0 -G 1 14125 0 -G 1 14126 0 -G 1 14127 0 -M 1 14109 1 14106 -G 1 14128 0 -G 1 14129 0 -G 1 14130 0 -G 1 14131 0 -M 1 14102 1 14107 -G 1 14108 0 -G 1 14109 0 -G 1 14110 0 -G 1 14111 0 -M 1 14112 1 14108 -M 1 14118 8 14108 -M 1 14135 4 14108 -E 1 14161 1 6 -E 1 14164 1 17 -M 1 14136 1 14108 -O 1 14163 1 14108 -M 1 14131 1 14109 -M 1 14132 1 14109 -M 1 14133 1 14109 -M 1 14134 8 14112 -E 1 14161 1 6 -E 1 14162 1 17 -M 1 14116 1 14113 -M 1 14126 8 14113 -M 1 14120 8 14114 -E 1 14140 1 17 -M 1 14135 4 14114 -E 1 14161 1 6 -E 1 14164 1 17 -M 1 14136 4 14114 -O 1 14163 1 14114 -M 1 14103 1 14115 -G 1 14112 0 -G 1 14113 0 -G 1 14114 0 -G 1 14115 0 -M 1 14120 8 14116 -E 1 14140 1 17 -M 1 14135 4 14116 -E 1 14161 1 6 -E 1 14164 1 17 -M 1 14135 4 14116 -O 1 14163 1 14116 -M 1 14114 1 14117 -G 1 14136 0 -G 1 14137 0 -G 1 14138 0 -G 1 14139 0 -M 1 14113 1 14118 -M 1 14119 2 14118 -M 1 14135 4 14118 -E 1 14161 1 6 -E 1 14164 1 17 -M 1 14135 4 14118 -O 1 14163 1 14118 -M 1 14120 8 14120 -E 1 14140 1 17 -M 1 14134 8 14121 -E 1 14161 1 6 -E 1 14162 1 17 -M 1 14120 8 14122 -E 1 14140 1 17 -M 1 14118 8 14123 -M 1 14118 8 14124 -M 1 14122 1 14124 -E 1 14146 1 6 -E 1 14147 1 8 -E 1 14148 1 5 -M 1 14126 8 14124 -M 1 14123 1 14126 -G 1 14149 0 -G 1 14150 0 -G 1 14151 0 -G 1 14152 0 -M 1 14124 1 14127 -G 1 14153 0 -G 1 14154 0 -G 1 14155 0 -G 1 14156 0 -M 1 14104 1 14128 -G 1 14116 0 -G 1 14117 0 -G 1 14118 0 -G 1 14119 0 -M 1 14108 1 14129 -M 1 14125 1 14130 -G 1 14157 0 -G 1 14158 0 -G 1 14159 0 -G 1 14160 0 -M 1 14126 8 14131 -M 1 14117 8 14132 -M 1 14115 1 14134 -G 1 14140 0 -G 1 14141 0 -G 1 14142 0 -G 1 14143 0 -M 1 14117 8 14134 -M 1 14117 8 14136 -M 1 14126 8 14138 -M 1 14118 8 14140 -M 1 14119 2 14140 -M 1 14134 8 14140 -E 1 14162 1 17 -E 1 14161 1 6 -M 1 14117 8 14142 -M 1 14121 10 14142 -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -M 1 14101 1 14143 -G 1 14104 0 -G 1 14105 0 -G 1 14106 0 -G 1 14107 0 -M 1 14100 1 14144 -G 1 14100 0 -G 1 14101 0 -G 1 14102 0 -G 1 14103 0 -M 1 14121 10 14146 -E 1 14145 1 5 -E 1 14101 1 7 -E 1 14102 1 6 -E 1 14105 1 16 -M 1 14110 1 14148 -G 1 14132 0 -G 1 14133 0 -G 1 14134 0 -G 1 14135 0 -M 1 14107 1 14149 -M 1 14134 8 14150 -E 1 14161 1 6 -E 1 14162 1 17 -M 1 14111 1 14151 -M 1 14128 1 14152 -M 1 14129 1 14152 -M 1 14130 1 14152 -S - - -#SHOPS - 14100 9 0 0 0 0 120 80 0 23 ; an armor merchant - 14101 5 0 0 0 0 120 80 0 23 ; an arms merchant - 14102 1 12 15 17 18 120 80 0 23 ; a goods dealer - 14103 19 0 0 0 0 120 80 0 23 ; a chef - 14104 1 3 4 0 0 120 80 0 23 ; a thaumaturgist - 14105 10 26 0 0 0 120 80 0 23 ; a herbalist - 14106 9 13 0 0 0 120 80 0 23 ; a tailor - 14109 2 0 0 0 0 120 80 0 23 ; a scribe - 14110 22 0 0 0 0 120 80 0 23 ; a shipwright - 14111 0 0 0 0 0 105 100 0 23 ; an animal trainer - 14112 0 0 0 0 0 105 100 0 23 ; a slave trainer - 14114 19 0 0 0 0 120 80 0 23 ; a fruiterer - 14115 8 15 17 18 9 150 50 0 23 ; Dave the peddler - 14123 10 26 19 0 0 120 80 0 23 ; a spice merchant - 14124 10 26 13 0 0 120 80 0 23 ; a florist - 14125 8 0 0 0 0 120 80 0 23 ; a jeweller -0 - - -#REPAIRS -0 - - -#SPECIALS -M 14104 spec_cast_mage -M 14113 spec_cast_adept -M 14119 spec_thief -M 14120 spec_fido -M 14121 spec_guard -M 14122 spec_breath_frost -M 14126 spec_janitor -M 14127 spec_cast_judge -M 14136 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/blasted.are b/data/realm/areas_smaug1.4a/blasted.are deleted file mode 100644 index 5527700..0000000 --- a/data/realm/areas_smaug1.4a/blasted.are +++ /dev/null @@ -1,10975 +0,0 @@ -#AREA Blasted Lands~ - - - -#VERSION 1 -#AUTHOR Selic~ - -#RANGES -25 50 0 60 -$ - -#RESETMSG The ashy winds blow about you, leaving you covered in a film of dust and sand.~ - -#FLAGS -0 35 - -#ECONOMY 0 21608989 - -#CLIMATE 2 2 2 - -#MOBILES -#11000 -dragon pyrrnhus~ -Pyrrnhus the Black, Lord of All Dragons~ -Before you stands the most powerful dragon of all, Pyrrnhus the Black; Lord of Dragons, Scourge of Life, Harbinger of Destruction. You tremble before him, and hope that you will escape his wrath. -~ -~ -1 101195912 -1000 C -48 0 -200 33d33+20000 22d2+9 -100 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 31 -3 0 0 0 131073 8 0 -0 0 0 0 1064955 4 7 0 -#11001 -scorpion ~ -A Scorpion~ -A small desert scorpion wanders here. -~ -This scorpion looks very dangerous with its wicked barbed tail and -sand scoured chitinous shell. -~ -225 0 0 C -6 0 20 3d5+62 2d6+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 83 -3 0 0 0 131073 131072 0 -0 0 0 0 256 0 0 0 -> fight_prog 100~ -if rand (50) - sting -else - if rand (40) - bite - else - if rand (15) - gouge - endif - endif -endif -~ -| -#11002 -scorpion giant~ -A Giant Scorpion~ -A giant scorpion is looking for its next meal. -~ -This gigantic scorpion is covered in sand and waves its stinger about -menacingly. -~ -97 0 0 C -20 0 -70 20d22+180 1d6+10 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 83 -3 0 0 0 131073 131072 0 -0 0 0 0 2097408 0 524288 0 -> act_prog sleeps~ -mpkill $n -~ -> fight_prog 100~ -if rand (65) - sting -else - if rand (50) - bite - else - if rand (15) - gouge - endif - endif -endif -~ -| -#11003 -manscorpion scorpion man~ -A Man-Scorpion~ -A dangerous man-scorpion prowls the desert looking to slay all he encounters. -~ -This wild half-man half-scorpion waves his spear about before attempting -to kill you. This creature is obviously a cursed reminder of what happens -to those who defy the gods. -~ -97 0 -500 C -25 0 -70 22d25+190 2d6+8 -0 0 -112 112 1 -18 13 13 13 13 13 0 -0 0 0 0 76 -3 0 0 0 131073 4 0 -0 0 0 0 2304 0 524809 524291 -> fight_prog 10~ -disarm $r -gouge -kick $r -get all -wear all -~ -| -#11004 -worm sandworm giant~ -A Giant Sandworm~ -A giant sandworm erupts from the sand and attacks you! -~ -Before you rises a huge sandworm. Its soft underbelly is a ripe and -open target for your attacks. -~ -33 66048 0 C -30 0 -80 30d40+1000 2d4+24 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 79 -3 0 0 0 131073 131072 0 -0 0 32 0 2097152 1 384 8192 -> hitprcnt_prog 20~ -bash -mpecho With a crashing dive at the sand the worm attempts to flee. -flee -flee -hide -~ -| -#11005 -dervish man ~ -A Desert Dervish~ -A desert dervish looks wildly about before attacking you. -~ -This wild looking man has wandered the desert without water for days. -His maniacal outlook on life may be the death of you. -~ -33 0 -1000 C -25 0 -70 1d1+749 1d6+15 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 2 944 3 -#11006 -nomad man~ -A Desert Nomad~ -A desert nomad wanders peacefully across these shifting dunes of sand. -~ -This man wanders the desert as a nomad...a man without a home. As you -see him pass by you realize he truly has nothing to live for and is as -damned as the dead might be. -~ -1 0 1000 C -25 0 -70 1d1+860 1d6+15 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 2 176 3 -#11007 -man guard~ -An Oasis Guard~ -A guard stands ready to defend this oasis. -~ -This is a rough and tough guard. He has been given the duty of watching -and guarding this oasis and that is what he will do. -~ -3 0 0 C -25 0 -130 1d1+849 1d10+5 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 0 176 524291 -#11008 -camel beast ~ -A Camel~ -A mangy camel is looking at you funny. -~ -This is the load-beast of choice here in this harsh desert. Able to -go days without the need for water, a camel is built to take the desert -on head-on. -~ -262147 0 0 C -20 0 -60 5d40+100 1d4+3 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 76 -3 0 0 0 131073 131072 0 -0 0 0 0 0 2100224 289 0 -#11009 -feris camel trader man~ -Trader Feris~ -A foul-tempered man is ready to make you a deal. -~ -This man is probably the worse threat to life ever... -a camel salesman! He goes forth and sells camels -left and right and almost forces people to buy them -(or to kill him). -~ -3 0 0 C -40 0 -200 1d1+5000 2d6+10 -10000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131072 131073 0 -0 0 0 0 2048 0 817 2 -> all_greet_prog 100~ -say Hi there $n -say I hope to gosh that you is up to buying this here fine camel. -say I's got the bestest camels around, by golly i do. -~ -> speech_prog p small camel~ -if goldamt($n) > 10000 - mpforce $n give 10000 coins Feris - mpmload 11016 - mpforce small fol $n -else - say You haven't enough gold to purchase a small camel $n. -endif -~ -> speech_prog p hump-backed camel~ -if goldamt($n) >15000 - mpforce $n giv 15000 coins Feris - mpmload 11017 - mpforce humpbacked fol $n -else - say You haven't enough gold to purchase a hump-backed camel. -endif -~ -> speech_prog p big camel~ -if goldamt($n) > 20000 - mpforce $n give 20000 coins feris - mpmload 11018 - mpforce big fol $n -else - say You haven't got enough gold to purchase a big camel. -endif -~ -> rand_prog 2~ -yell Come get your camels from me! -~ -| -#11010 -camel tamer man~ -A Camel Tamer~ -A poor man attempts to keep the camels tame. -~ -A young man who is overworked and underpaid (like all of us) tries -to keep the camels in check here. -~ -3 0 0 S -25 0 -100 1d1+800 2d6+6 -100 0 -112 112 1 -#11011 -guard man ~ -An Over-Zealous Guard~ -A guard looks as if he is not interested in asking you questions. -~ -This violent man has seen more than his share of fights. In fact it -appears as if he wants to pick one with you right now. -~ -35 40 -500 C -25 0 -100 1d1+400 3d4+6 -15000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 3 0 -0 0 0 0 0 0 688 524291 -#11012 -sultan man~ -The Oasis Sultan~ -A fat man reclines here in opulent luxury. -~ -Before you sits a man who weighs at least three-hundred pounds. His -huge girth and large body, stink of the oils and scents he uses in -abundance. At his side he has his trusty weapon and is more than -willing to use it. -~ -3 0 -600 C -35 0 -200 1d16+1600 2d8+10 -150000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 8192 416 524289 -#11013 -servant man~ -A servant~ -A servant stands here fanning his master. -~ -This slender man has but one goal in his mind...and that is to serve -his master in any capacity required, even going so far as to laying -his life down for him. -~ -35 0 0 C -15 0 0 0d0+0 0d0+0 -10 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 2048 0 48 2 -> rand_prog 5~ -mpecho The servant fans his master in the desert heat. -~ -| -#11014 -person man~ -An Oasis Man~ -This man is trying to go about his business. -~ -~ -1 0 0 S -10 0 25 0d0+0 0d0+0 -0 0 -112 112 1 -#11015 -person woman~ -An Oasis Woman~ -This woman is trying to go about her business. -~ -~ -1 0 0 S -10 0 25 0d0+0 0d0+0 -0 0 -112 112 2 -#11016 -pet camel small~ -A small camel~ -A small camel walks here. -~ -This small camel is in the service of an adventurer. -~ -262145 262144 0 C -18 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 76 -3 0 0 0 131073 131072 0 -0 0 67133 2 0 1 32 0 -#11017 -camel pet humpbacked~ -A humpbacked camel~ -A largish hump-backed camel moves around here. -~ -This hump-backed camel is in the service of an adventurer. -~ -262145 262144 0 C -30 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 76 -3 0 0 0 131073 131072 0 -0 0 67133 2 0 1 32 0 -#11018 -camel pet big~ -A big camel~ -A large camel follows its master here. -~ -This large camel is in the service of an adventurer. -~ -262145 262144 0 C -44 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 76 -3 0 0 0 131073 131072 0 -0 0 67133 2 0 1 32 0 -#11019 -wraith desert~ -A Desert Wraith~ -The desert sand swirls before you in an almost human shape. -~ -This whirling wind of undeath, was once a man. Now an undead creature -that is cursed to ever wander, this being seeks out life and tries to -watch how it progresses. A truly pitiable creature, it is unable to -participate in that which it once enjoyed so much. -~ -65 128 0 C -45 0 -150 1d1+3499 4d6+10 -150000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 0 0 8266 1 1265373699 534787 -> greet_prog 25~ -if isgood($n) - moan - say Please show me that life is worth what it once was. - say Show me how you live.............. -else - growl $n - say You are evil. Just as I once was...REPENT NOW!!! -endif -~ -| -#11020 -sage wraith ~ -The Wraith Sage~ -The sand before you has taken on the appearance of an old man. -~ -This benevolent spirit wants nothing more than to help you. His -shimmering body, and translucent clothing give away his undead state. -Without consciously noticing you move back from his decayed and -blackened face, while he speaks with you of trivial matters. -~ -3 100671656 0 C -45 0 -200 1d1+4499 3d8+9 -300000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 16 10314 1 33558528 10182 -#11021 -sand storm elemental sandstorm~ -A Sandstorm~ -A blast of sand scours through you as you realize you battle an elemental force. -~ -A force formed out of the basic elements of the desert is here. This -sandstorm is magically animated due to the curse upon these lands, and -it howls through this desert like a wolf unchained. This storm is a -terror to behold, and even worse when one is forced to do battle with it. -~ -225 524328 0 C -50 0 0 1d1+20000 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 0 0 2108448 0 8388608 8192 -#11022 -wraith shadow~ -A Shadow Wraith~ -The twisting shadows of the desert form into a horror before you and attack! -~ -This horrible, undead creature stalks the living throughout this -cursed desert. With its uncanny supernatural power, as well as its -undead abilities, this fearsome foe feasts often and well on the -lifeblood of mortals. -~ -131105 0 0 C -45 0 -50 2000d1+7000 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 0 2129952 8266 1 2801 524291 -#11023 -man ghost tax collector~ -The Ghostly Tax Collector~ -A ghostly tax collector takes money even in death. -~ -Before you is a funny looking ghost. His fat nose, along with his -hefty paunch, makes him look more the comic than that of the dread -tax collector. To top it all off is his complete obliviousness to -his current state. -~ -131269 1122474 0 C -40 0 -150 2000d2+0 0d0+0 -100000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 48 44042 0 167776272 2 -> greet_prog 100~ -say Hello $n -say For entry into our fair city that will be 10000 gold coins. -say For bearing weapons in our fair city that will be 10000 gold coins. -say Pay now or I shall have to call the police. -~ -| -#11024 -man ghost citizen~ -A Ghostly Citizen~ -A ghostly citizen still walks the streets. -~ -This ghostly man looks at ease here in this dead, and deserted city. -~ -1 1122474 0 C -35 0 -60 0d0+0 0d0+0 -1000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 48 44042 0 167776272 2 -#11025 -woman ghost citizen~ -A Ghostly Woman~ -A ghostly woman still walks the streets. -~ -This intangible woman walks morosely along these deserted city streets. -~ -1 1122474 0 C -35 0 -60 0d0+0 0d0+0 -1000 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 48 44042 0 167776272 2 -#11026 -ghost man wine dealer~ -The Ghostly Wine Dealer~ -A ghostly figure sells fine wine that have aged along with his corpse. -~ -This ghost appears in rich vibrant colors, almost as if he were still -alive. Dressed in the latest fashions (for Mistlandiq at the time he -died), this ghost looks the part of the high profile seller. -~ -3 1122434 0 C -40 0 -200 2000d2+0 0d0+0 -100000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 80 44042 0 167776272 2 -#11027 -man ghost carpet dealer~ -The Ghostly Carpet Dealer~ -A ghostly figure stands here trying to sell carpets even after his death. -~ -This ghostly man has nothing but carpets on his mind. One of the best -carpet sellers ever to walk these Realms in life, he has continued to -push his product even in death. This is truly a sign of dedication. -~ -3 5317290 0 C -40 0 -200 3000d2+0 0d0+0 -100000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131073 0 -0 0 455 80 44042 0 167776272 2 -> bribe_prog 100000~ -say Thank you sir, for your generous contribution. -mpjunk gold -smile $n -mpoload 11043 35 -giv flying $n -bow $n -say ... call forth its power by dropping it and saying "Let me fly!" -wave -~ -> rand_prog 5~ -say For a small fee I might sell you a carpet of flying. -say Small being 100000 gold coins. -smile $r -~ -| -#11028 -woman fabric ghost dealer~ -A Ghostly Fabric Dealer~ -The ghostly figure of a middle-aged woman is here offering to sell you clothing. -~ -This middle-aged woman, continues to sell her attractive clothing -articles even after her death. She apparently realizes her condition -but seems to feel no distraught over it. -~ -3 1122434 0 C -44 0 0 2000d2+500 0d0+0 -100000 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131073 0 -0 0 455 80 44042 0 167776272 2 -#11029 -man snake charmer ghost~ -A Ghostly Snake Charmer~ -The ghostly figure of a man playing a flute is here. -~ -Before you sits a ghostly man who is interested in only playing his -flute. His power over snakes is uncanny and you watch in amazement -as he charms the snake into moving to and fro with his mystical -melody. -~ -3 1646762 0 C -38 0 -60 20d50+1000 0d0+0 -1000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 263 80 44042 0 167776272 2 -> hitprcnt_prog 90~ -yell Attack ME! Let me call forth the power of the flute! -mpasound The hollow, eerie notes of a mystical flute arise in a mournful tune. -if rand(10) - mpecho A cloud of mist arises from the ground slowly coalesing into a cobra. - mpmload 11030 - mpforce cobra mpkill $n -endif -~ -| -#11030 -cobra snake ghost~ -A Ghostly Cobra~ -A ghostly cobra rises up to strike at you. -~ -This powerful snake is extremely powerful. The coils of this ghostly -creature are piled beneath it as it readies itself to strike. You -realize this could be the deadliest ghost you have ever fought. -~ -35 1384618 -300 C -38 0 0 0d0+0 0d0+0 -10 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 722945 80 40970 0 168562689 2 -#11031 -ghost man janitor~ -A Ghostly Janitor~ -A ghostly man continues to wander the streets picking up debris. -~ -This man before you, although a ghost, appears to harbor no ill will towards -anyone. His smiling face, as well as his gentle features show that he is -less a threat than a gnome. His only goal in this afterlife is to try and -to keep his beloved (even though now dead) city clean and well-kept. -~ -1 73898 0 C -36 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 0 80 44042 0 167776272 2 -#11032 -snake statue taut~ -A Guardian Statue of Taut~ -A huge statue of a powerful serpent is here. -~ -This massive statue towers above you. As you pass beneath its gaze, -you have the feeling that its bright eyes are watching your every move. -With a feeling of trepidation you look back at it and notice it appear -to move. Was it the ground trembling, or is this statue magically able -to come to life? -~ -35 8320 -400 C -48 0 -200 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 589825 1048640 142369 524304 269222272 2 -#11033 -snake tauton taut small~ -A Small Tauton ~ -A snake-like minion of Set is here. -~ -~ -35 73898 -700 C -43 0 -100 0d0+0 0d0+0 -100000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 986367 17 3328 131106 269222407 524289 -#11034 -taut tauton small ~ -a Small Tauton ~ -A snake-like minion of Set is here. -~ -This creature before you is a minion of Set himself. The creatures -smooth reptilian skin, allows it to withstand blows that would fell -a mortal, while its snake-like metabolism allows it to fight on even -when by all physical laws it should be dead. -~ -35 73898 -700 C -43 0 -100 0d0+0 0d0+0 -100000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 986367 17 3328 131106 269222407 524289 -#11035 -taut tauton minion ~ -A Tauton of Set~ -A powerful minion of Set is here. -~ -~ -35 73898 -800 C -47 0 0 0d0+0 0d0+0 -2000000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 985343 81 3328 131074 403440167 524291 -#11036 -taut tauton minion~ -A Tauton of Set~ -A powerful minion of Set is here. -~ -This creature before you is a minion of Set himself. The creatures -smooth reptilian skin, allows it to withstand blows that would fell -a mortal, while its snake-like metabolism allows it to fight on even -when by all physical laws it should be dead. -~ -35 73898 -800 C -47 0 0 0d0+0 0d0+0 -2000000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 985343 81 3328 131074 269222407 524289 -#11037 -taut tauton shaman~ -A Tauton Shaman~ -A shaman of Set chants of his power as he attacks. -~ -This creature before you is a minion of Set himself. The creatures -smooth reptilian skin, allows it to withstand blows that would fell -a mortal, while its snake-like metabolism allows it to fight on even -when by all physical laws it should be dead. -~ -35 73898 -900 C -48 0 -200 0d0+0 0d0+0 -300000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 854271 81 3328 524290 403452455 524289 -#11038 -wall~ -A Devouring Wall~ -A piece of the wall has to come to life to kill you. -~ -Before you is a wall devoid of any remarkable features save one.... -IT IS TRYING TO KILL YOU! -~ -35 73770 0 C -48 0 0 100d100+2000 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 32 1048576 2108512 524304 8388992 0 -> fight_prog 25~ -bash $n -stun $n -cast earth -~ -| -#11039 -phoenix~ -A Captured Phoenix~ -A beautiful fire-bird of light is here imprisoned. -~ -This mighty creature has been imprisoned here for years. Set performs -magical rites upon this bird in the attempt to glean its secret of -immortality from it. Whether this mystical being can ever be saved is -upto you. -~ -3 34087048 -1 C -47 0 -170 0d0+0 0d0+0 -100 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131073 0 -0 0 362045 0 44033 524290 335553154 2 -> all_greet_prog 100~ -say Please help me. -grovel $n -~ -> speech_prog p I will help you~ -tel $n Thank you, this gladdens my soul and lightens the burden I carry. -mpoload 11010 -giv key $n -mpecho In a blast of fire, the Phoenix flares up and is engulfed in fire. -c fireshield $n -yell I AM FREE!! -say I am finally free... -cry -~ -| -#11040 -set false avatar~ -Set, the Lord of Darkness~ -A powerful, dog-headed being before you strikes awe into your heart. -~ -This Jackal headed Lord of Evil, is truly a despicable soul. All -about him you see the exploits of his philosophy. Even his evil -religion is spouted repeatedly here. You wonder how one so evil, -and who has built up such a powerbase, could appear so frail to -your eyes. -~ -3 8360 -950 C -49 0 -175 100d10+2000 0d0+0 -100000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 2047 0 0 1581057 268436000 3 -> all_greet_prog 100~ -if isimmort($n) - pray $n -else - tel $n Welcome to Hell foolish mortal! - cackle - emote points his finger at you. - yell Attack them my Tautons! -endif -~ -> fight_prog 20~ -scream $r -c fire self -c acid self -~ -| -#11041 -anhur war god~ -Anhur, God of War~ -This lion headed god is powerful beyond belief. -~ -This lion-headed man is truly awesome. His shaggy mane whips about -his head as he engages you in battle easily. There is nothing he -would desire more than to see your head decorate his trophy rack. -~ -3 6300328 -800 C -50 0 -200 100d10+9000 100d1+25 -1000000 0 -112 112 1 -18 13 13 18 13 13 -20 -0 0 0 0 -30 -85 0 0 0 131073 131073 1 -0 0 853759 262162 2231329 128 268517424 524291 -> all_greet_prog 100~ -if isimmort($n) - emote salutes you. -else - if isgood($n) - tel $n You are much too innocent to live here... - smile $n - murder $n - c magic $n - else - tel $n If you come to fight, be also ready to die... - grin - endif -endif -~ -> rand_prog 35~ -c heal -, looks around carefully... -~ -> fight_prog 100~ -if isnpc($n) - mpslay $n -else - if rand (60) -mpecho Anhur slams his fist into the ground, causing the very earth to tremble! - c ear - else - if rand(40) - kick - punch - kick - punch - flip $n - stun - kick - else - if rand(30) - kick - bash - punch - else - if rand(15) - mpjunk all.ball - mpjunk all.mushroom - disarm - get all - else - if rand (5) - yell Lest you forget ... I am also the god of Magic! - c 'dispel magic' $n - c blazebane - c wintermist - c 'gas breath' - c fireball - c 'acid blast' - c faerie - endif - endif - endif - endif - endif -endif -~ -| -#11042 -anupi magic god~ -Anupi, Lord of the Undead~ -A powerful, jackal headed mage stands here. -~ -Anupi stands here before you, as judge, jury, and executioner of the dead. -He decides where in the lands of the dead your spirit will go, and in most -decision s he chooses what you would desire least. Truly to stand before -him and to be judged, is to be damned for all eternity. -~ -3 104866472 -900 C -48 0 -120 300d5+2000 25d3+25 -800000 0 -112 112 1 -16 13 13 17 13 13 -10 --10 0 0 -10 -30 -67 0 0 0 1125 1125 0 -0 0 329471 19 3214336 0 1377832963 3 -> all_greet_prog 100~ -if isimmort($n) - grovel $n - say How can I help you, oh powerful immortal? - beg -else - say You have come to the wrong place, fool... - c 'fire breath' $n -endif -~ -| -#11043 -ammit dragon~ -Ammit~ -A sinewy dragon who has died many times yet always returns is here. -~ -This is a dragon unlike any you have seen before, slender and sinewy, as -well as possessed of an insanity unlike any other, this is a dragon which -would be best left alone. -~ -35 4334248 -900 C -50 0 -180 1d1+4600 5d50+5 -2000000 0 -112 112 0 -18 13 13 18 13 13 -10 -0 0 0 0 -10 -31 0 0 0 131073 131073 0 -0 0 200253 1179760 2100353 2 0 3 -> all_greet_prog 100~ -if isimmort($n) - say Welcome foolish immortal, whatcha doing here, SLUMMING??? - cackle - gig $n -else - if ispc($n) - laugh $n - mpkill $n - yell This is the way we bite off a head, bite off a head... - yell This is the way we bite off a head so early in the morning! - yell MUAHAHAHHAHA - endif -endif -~ -> fight_prog 10~ -growl $r -c 'acid breath' $r -gouge -cackle -tickle $r -say NYAH! NYAH! NYAH! -say I am gouging you :P -gouge -~ -> fight_prog 5~ -if isimmort($n) -else - yell $n is a moron and has their mother dress them funny :P -endif -~ -> rand_prog 7~ -if isimmort($r) -else - emote looks around wildly. - giggle - poke $r - say $r you are one ugly punk! - laugh - poke self - bow self -endif -~ -| -#11044 -amon~ -Amon, the Hideous One~ -A hideous woman covered in boils and scars stands here. -~ -The woman upon whom you gaze upon would at one time have been the most -attractive of all beings you could have lain eyes. Yet, this is now not the -case, as her beauty was disfigured by Thoth when a spell of his went awry. -Now she seeks to discover methods by which she can regain her beauty, -which is why you rather do not like her sudden fixation with you. -~ -7 37828264 -850 C -49 0 -205 100d20+7000 40d4+40 -100000 0 -112 112 2 -15 15 15 16 15 13 -10 -0 0 0 10 -30 -0 0 0 0 131073 131073 0 -6 2 2047 1048576 2100242 128 270581793 3 -> all_greet_prog 100~ -if isimmort($n) -else - if isnpc($n) - mpecho Amon lifts her mask momentarily, striking horror into $N... - mpecho $N flees in abject terror! - mppurge $n - else - , wails in fury at the sight of your unscathed face! - c curse $n - c 'gas breath' - gouge - endif -endif -~ -> fight_prog 25~ -gouge -c 'gas breath' -~ -> act_prog p looks at you.~ -emote shrieks! -gouge -c 'acid breath' -mpat 3 c heal -~ -> act_prog p flees head over heels!~ -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -~ -| -#11045 -set evil god~ -Set, the True Lord of Darkness~ -A powerful god from the depths of Hell sits at his throne here. -~ -This is the true Lord of Evil, not a false construct as you fought -before. With callous disdain he dismisses you and revels in the -fact that here...in his home...he is ALL powerful. As you approach -his throne he raises his black rod and glares disapprovingly at you. -This may very well be the last you breath if you offend him. -~ -3 373826216 -1000 C -50 0 -250 1000d3+14000 30d3+30 -1000000 0 -112 112 1 -17 13 13 17 13 13 18 -0 0 0 0 -30 -85 0 0 0 131073 9 2 -0 0 2047 8192 3149199 0 786481 2 -> all_greet_prog 100~ -, rises to his full height. -mpecho With a look of disdain he gestures for you to kneel. -mpforce $n emote kneels before Set -close s -lock s -grin -~ -> act_prog p kisses the dirt at your feet.~ -mpechoat $n As you prostrate yourself before Set, he smiles briefly. -emote gestures for you to rise, and bestows his blessing on you. -c bless $n -~ -> act_prog p grovels in the dirt before you.~ -emote chuckles at your petty attempts to gain his favor. -mpecho With an evil smile he looks at you. -say I am impressed by your pathetic display of gutlessness, $n. -chuckle -c sanc $n -say Let it not be said that I am an unjust god... -~ -> speech_prog p You are an unjust god~ -yell How dare you!!! -c iceshield -c 'dispel magic' $n -c 'frost breath' $n -stun -~ -> act_prog p begs you for money.~ -chuckle -say You desire to beg for money... -c fly $n -giv 1 coin $n -say Now fly away and beg someone else. -~ -> fight_prog 55~ -, cackles frightfully! -c 'cure blindness' -if isnpc($n) - mpecho Set vomits a torrent of acid over $N! - mpdamage $n 3500 -else - mpecho Set vomits forth a torrent of boiling acid! - c 'acid blast' -endif -~ -> fight_prog 40~ -c 'cure blindness' -snarl -mpechoat $n Set calls forth black tentacles of the underworld to attack you. -mpdamage $n 350 -~ -> fight_prog 30~ -mpecho Set gazes upon you with eyes of eldritch fire! -c 'fire breath' $r -c 'fire breath' -~ -> fight_prog 25~ -mpecho Set spews forth a rolling cloud of deadly gases! -c 'gas breath' -~ -> fight_prog 20~ -mpecho Set blows a thin stream of acidic breath! -c 'acid breath' -~ -> fight_prog 15~ -c 'cure blindness' -snarl -mpechoat $n Set breathes forth a cloud of vapor upon you! -mpechoaround $n Set breathes a cloud of sick looking vapors upon $n. -mpdamage $n 1000 -~ -> rand_prog 33~ -c 'cure blindness' -chuckle -c heal -~ -> death_prog 100~ -mpechoaround Intentional bug for notification purposes. -~ -| -#11046 -drow serinalia drow sorceress concubine~ -Serinalia, Drow Concubine to Set~ -A beautiful Drow woman is here staring intently at you. -~ -This woman before you is intoxicating to the senses. Her ebon black -skin glistens with sweat, her eyes are alive with passionate fire, even -her attack on you is sensuous. Her every blow flows smoothly, and you -think of her attack as more an art form than a threat - a bad thought, -as her art is every bit as deadly as any fighting style you have ever -seen before. -~ -35 104936104 -920 C -48 0 -150 100d15+3000 50d2+10 -100000 0 -112 112 2 -15 13 13 17 13 13 0 -0 0 0 0 -30 -1 0 0 0 131073 131073 0 -0 0 2047 1056769 2100224 512 402654752 3 -> rand_prog 4~ -, stretches -mpecho Serinalia grins evilly around at the thought of a new day of blood-shed. -~ -> rand_prog 5~ -emote stretches lazily. -~ -| -#11047 -torturer demon myri'ga~ -Myri'ga, Set's hired torturer~ -A large one-armed demon with a whip stands here ready to pry a confession from you. -~ -This creature is truly horrible to behold. With callous disregard -for life and limb he does battle, and with the loser he tortures them -with no pity. -~ -35 8872 -950 C -49 0 -180 10d100+3000 0d0+0 -100 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 788223 2359312 134177 524480 268435617 524291 -#11048 -light angel guard~ -An Angel of Light~ -A guardian angel of light stands here checking all who enter. -~ -This angel before you is a wonder amongst her kind. With soft looks -she can calm men, and when necassary her prowess in battle, as well -as her magic, easily allow her to defeat all but the most powerful of -intruders. -~ -3 532648 1000 C -35 0 -40 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 1081 50 3085 131136 32 2 -> all_greet_prog 100~ -if isgood($n) -or isimmort($n) - bow $n - tell $n Good afternoon, may your stay in these halls be pleasant. -else - yell Demon-spawn, you are mine! - mpkill $n -endif -~ -> fight_prog 30~ -yell You dare try to come into the Halls of Peace! -yell You deserve not peace but HELL! -mptrans $n 11141 -~ -| -#11049 -bennu goddess statue~ -A statue of Bennu~ -A magical statue of a goddess stands here. -~ -The statue of the goddess Bennu stands here before you. Some unknown -magical force inhabits this construct though. You hear this object -uttering prayers upon you, and realize you are truly in the abode of -the gods. -~ -3 301998248 1000 C -48 0 -160 1d1+2400 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 -30 -3 0 0 0 131073 131073 0 -0 0 33223 48 3148864 16 335553376 3 -> speech_prog p help me please~ -say I'm sorry, can do nothing for you at this time. -smile $n -say Go in peace. -~ -> all_greet_prog 100~ -say Hello $n, are you well? -say If you need help just ask for it. -smile $n -~ -> death_prog 100~ -mpoload 11092 -~ -| -#11050 -apis goddess statue~ -Apis, Goddess of the Hearth~ -A statue of a cow-headed woman stands here projecting a feeling of warmth. -~ -An extremely elaborate statue stands here. It is designed with a -cow's head and a woman's body. However it looks though, you feel -oddly at peace here. -~ -3 8360 900 C -48 0 -160 10d70+1500 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131073 0 -0 0 455 0 3148832 131200 32 2 -> all_greet_prog 100~ -say Welcome to my home $n. -emote pushes you gently back onto a couch. -mpforce $n rest -c heal $n -say Rest and recuperate from your trials $n. -smile $n -~ -| -#11051 -isis goddess statue~ -Isis, Goddess of Love and War~ -A statue dedicated to a powerful goddess stands here. -~ -This lovely woman before you is none other than Isis. One of the -most powerful of the Egyptian defenders of right and good, she is -also the goddess of magic and fertility. Her power is manifest, and -her compassion without measure. Truly this is a goddess. -~ -3 8360 950 C -10 0 -250 50d50+2000 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 85 -85 0 0 0 131073 131073 0 -0 0 455 0 1190917 524416 48 524291 -> all_greet_prog 100~ -if isimmort ($n) - smile $n - say Hello $n How are you today? - hug $n -else - if isgood ($n) - say Hello my friend. - smile $n - hug $n - say Stick to the path of light always $n - c sanc $n - c heal $n - else - say Foul scum! You shall not be allowed to profane my temple. - mpforce $n d - endif -endif -~ -| -#11052 -horseman first famine~ -The first horseman, Famine~ -The first horseman of the Apocalypse is here. -~ -This ugly creature evokes such sorrow from you as you have ever felt -before. Their skin is stretched taut over their bones, their belly -disentended from having gone without food for so long. The sickly -yellow pallor to their skin tells you they are sicker than anyone -has a right to be. -~ -35 8360 -600 C -41 0 -150 10d20+500 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 263423 0 16384 65538 32 2 -#11053 -horseman second pestilence~ -The second horseman, Pestilence~ -The second horseman of the Apocalypse is here. -~ -Standing here before you is the ugliest of the Horsemen of the -Apocalypse. Bugs cover every inch of this beings skin, and then -feed on the oozing and blistering sores which are beneath them. -Puss drips down amongst these bugs and pools at this creature's -feet. -~ -35 8360 -700 C -43 0 -200 25d20+1000 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 263423 0 32768 131074 32 2 -#11054 -third horseman war~ -The third horseman, War~ -The third horseman of the Apocalypse is here. -~ -The fire blackened face of a man stands here. This is War, and he -carries all the scars of past battles with him. He is not pretty, for -war never is, yet he evokes fear as well as respect from most. -~ -35 33563304 -800 C -47 0 -225 50d20+2500 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 -15 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 263423 2097152 68645 262146 32 524291 -#11055 -horseman death fourth~ -The fourth horseman, Death~ -The fourth horseman of the Apocalypse is here. -~ -A lovely woman stands here looking at you from within the folds of -her robes. Then she turns around for a second, and when she faces you -again you see her face is now the white mask of a skull. This is -death and she has come for you! -~ -35 335552680 -900 C -49 0 -250 100d20+3000 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 -20 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 263423 2097152 1182765 524290 32 2 -#11056 -thoth god~ -Thoth~ -A bird headed creature of awesome potential power looks at you carefully. -~ -This beak-headed creature is called Thoth to those who would know him. -The creator of magic, as well as its frequent mis-user, Thoth does -anything he feels is necessary regardless of the consequences. -~ -3 101195944 300 C -50 0 -300 1d1+4500 25d5+25 -1000000 0 -112 112 1 -13 13 13 13 13 13 -10 -0 0 0 -10 -6 -78 0 0 0 131073 131073 0 -0 0 1535 8194 3279872 128 32 2 -> fight_prog 10~ -c fireball $r -c lightning $r -c fa $r -~ -> fight_prog 15~ -c flamestrike $r -c 'acid breath' $r -~ -> all_greet_prog 100~ -say Welcome to my humble abode, $n. -say You think the decor is ok..? -say Anyway, about the mathematical root of the formula for fireballs.. -say Hmmm.. what an idea! -ponder -mpecho You feel as if Thoth might not be all here. -~ -> bribe_prog 1000000 ~ -say Seeing as how you have given money to further the pursuit of magic... -grin $n -emote begins to gesture. -say Qjdfkddj -mptransfer $n 14 -mpat 14 say The joke's on you, even gods like to tease people. -mpat 14 laugh -~ -> rand_prog 4~ -say Do you know what walks on four legs in the morning, -say two legs in the afternoon, -say and three legs in the evening? -~ -> act_prog p tells you 'a man'~ -say Excellent! -say You have knowledge - a most precious commodity. -smile $n -mpopenpassage 11188 11195 5 -mpforce $n d -mpclosepassage 11188 5 -~ -> death_prog 30~ -mea $n _cya $I says in awe 'Well I'll be damned, $n' -mea $n _cya $I says 'I have underestimated you' -mpoload 60456 -give terlaw $n -mea $n _cya $I whispers 'Use this wisely ... ' -~ -| -#11057 -statue horus god~ -Horus, God of Justice~ -A statue of an imposing man blocks the way to Ra. -~ -This statue before you depicts Harmakis, or Horus, as he is more -commonly known. A mighty champion of light he is the justice -bringer, and does so with a passion unknown to most. -~ -3 8360 900 C -49 0 -200 1d1+4000 25d2+10 -100000 0 -112 112 1 -13 13 13 18 13 13 0 -0 0 0 0 -15 -85 3 0 0 131073 131073 1 -0 0 1991 270487 2165760 0 48 3 -> all_greet_prog 100~ -if isimmort ($n) - bow $n - say Hello $n -else - if isgood ($n) - smile $n - say Welcome to the Temple of Light - c bless $n - c 'cure light' $n - else - say You do not belong here! - c fire $n - yell Aid me friends of Light! Force $n from our lands! - endif -endif -~ -> fight_prog 35~ -wear justice -disarm -get all -~ -> fight_prog 20~ -gouge -kick -c 'fire breath' -~ -| -#11058 -tome archon angel~ -An Angel~ -A bright creature full of light and warmth guards here. -~ -This angel is the weakest of the angels of light. Appearing as a small -ball of light you wonder if it is truly anything more. -~ -3 8360 1000 C -40 0 -60 20d20+1000 0d0+0 -100 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 34815 5 68616 131202 32 2 -> all_greet_prog 100~ -if isimmort ($n) - bow $n - say Oh most worthy, have you come to promote me to higher levels of power? - grovel $n -else - if isgood ($n) - say You may pass unharmed. - smile $n - else - say You must not pass... - c fire $n - endif -endif -~ -| -#11059 -man victor cruel~ -Victor~ -A cruel man from a nightmarish land stands here. -~ -Before you is a large man. His shirt bunches around his muscles, and -his eyes reflect the gleam of an evil man. Without a doubt this is -a person the world is better off without. -~ -3 8192 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -> fight_prog 100~ -mptrans $n 11197 -say Now it begins! -~ -> script_prog ~ -emote kicks the child again. -mpdonothing -mpdonothing -mpdonothing -emote punches the child as it tries to hide. -mpdonothing -mpdonothing -say You lousy little sack of meat. -mpdonothing -mpdonothing -mpdonothing -emote kicks the suffering child -emote slaps the child -emote yells 'You are a worthless little punk! -mpdonothing -mpdonothing -mpdonothing -mpdonothing -~ -| -#11060 -child abused~ -The child~ -An abused child lays here cowering on the ground. -~ -Before you is a small child in need of comforting. -~ -3 8192 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -> fight_prog 100~ -mpecho As you attack the poor child, Ra reaches out with his magic... -mpecho A gut wrenching sensation grips you as you are hurled from his realm. -mptransfer $n 11140 -~ -> script_prog ~ -cry -mpdonothing -emote tries to hide from Victor. -mpdonothing -mpdonothing -mpdonothing -emote whimpers softly. -mpdonothing -mpdonothing -~ -> act_prog p comforts you.~ -smile $n -tel $n Thank you. -if rand (5) - tel $n May the blessings of the gods go with you. - c sanc $n -endif -~ -| -#11071 -Honor man~ -Honor~ -A mighty man who does battle for honor is going to kill you. -~ -A truly large man, this man will stop at nothing to satisfy his lust -for honor. -~ -35 8360 300 C -49 0 -125 15d15+2000 0d0+0 -1 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -0 0 0 0 131073 131073 0 -0 0 511 262256 1181696 532480 32 2 -#11072 -ramen ra guard~ -A Ramen~ -A powerful leonine guard of Ra's stands here. -~ -Appearing before you, this leonine-headed creature is a servant of -light. His bright and shiny fur provides a sleek look to him, while -his sinewy muscles ripple beneath his fur showing the power which -he maintains absolute control over. -~ -3 8360 800 C -48 0 -150 25d25+1000 0d0+0 -10000 0 -112 112 1 -13 13 13 13 13 13 -8 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 329471 1056770 3080 524292 32 2 -> fight_prog 10~ -say You will not pass alive! -gouge -kick -tail -~ -> speech_prog p I come to honor Ra~ -rem key -unlock u -open u -say $n, may he help you as he has helped us. -bow $n -wear key -~ -| -#11073 -ra god light~ -Ra, Lord of the Sun~ -The TRUE God of the Sun stands here in all his glory. -~ -The being before you can only be the god known as Ra. His power is -self-evident, and you feel awed in his presence. Without thought you -go to one knee in an attempt to honor him. His smile at you is -neither condescending, nor snide, but full of charm and life. You -realize that he truly is a god intent on doing what is right to help -people. -~ -3 115351740 1000 C -50 0 -300 250d2+9500 40d2+60 -1000000 0 -112 112 1 -18 13 13 18 13 13 0 -0 0 0 0 -30 -85 0 0 0 131073 131073 1 -4 0 511 1056768 2362381 0 268435536 3 -> fight_prog 15~ -say You have not fled yet? -say Then try the fury of light for a change! -c fire $n -c lightning $n -c 'dispel evil' $n -c 'lightning breath' $n -c 'fire breath' $n -say Ready to flee now? -chuckle -~ -> all_greet_prog 100~ -if isimmort ($n) - smile $n -else - say Hello, $N. - if isgood ($n) - say May the light and all its powers shine upon you, $n. - c refresh $n - else - say You have come to your death, $n! - mpecho $n is blasted and assailed by the full force of light! - mpdamage $n 2000 - c magic $n - endif -endif -~ -> act_prog p flees head over heels!~ -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -~ -| -#11074 -dragon platinum Bahamut~ -Bahamut~ -A mighty dragon, powerful beyond belief, looks at you with interest. -~ -This is the mightiest of dragons, and his power, as well as his -compassion leaves you in awe. You look up at him, and realize he -truly cares for what you think, as well as why you do it. You -smile and note that the shine of light upon his burnished platinum -scales causes you to shiver in delight. Without a doubt, this is -the kindest dragon, or creature you have ever had the good luck to -meet. -~ -262147 4727464 1000 C -50 0 -250 1d1+20000 30d3+70 -2000000 0 -112 112 1 -18 13 13 14 13 13 16 -0 0 0 0 -30 -31 3 0 0 131073 131073 0 -85 45 953405 81 2231692 0 8388807 3 -> all_greet_prog 100~ -if name($n) == Kobold -or name($n) == Orc - mpechoaround $n I will not tolerate your kind of scum, $n. - mpslay $n -else - if clan ($n) == Dragonslayer - yell I will not go peacefully to my death, $n Dragonslayer! - growl $n - else - if isimmort ($n) - bow $n - say Welcome to my humble lair, $n. - else - if ispc($n) - say I know that not all people are good so I do not judge you by - say spells, but by your actions. If you come in peace, say so, - say if you do not say come in peace, then may you make the first - say move and watch your very life and soul be ripped bodily from you. - smile $n - endif - endif - endif -endif -~ -> death_prog 100~ -if rand(10) - mpecho As Bahamut breathes his last his soul is transformed. - mpecho Where once lay just his body, now glows a powerful weapon. - mpat 2 rem platinum - mpat 2 rem platinum - mpat 2 rem platinum - mpat 2 rem platinum - mpat 2 rem platinum - mpat 2 rem platinum - mpat 2 rem platinum - mpjunk all - mpoload 11173 - dro Justice - mpecho Justice is its name, as well as how it is to be used. - mpoload 11112 -else - mpecho Bahamut screams in agony as his body trembles one last time. Then - mpecho Bahamut falls for an agonizing second. His jaw slams down, and - mpecho Bahamut collapses in a heap as a single fang is broken loose. - mpoload 11113 - dro fang -endif -~ -> act_prog p mounts you.~ -say I shall lead you out of this most treacherous of lands. -emote rushes through the twisting corridors and up out of his lair. -mpechoat $n With a beating of his mighty wings, Bahamut carries you away. -mpechoat $n The wind blasts by you as you fly quickly towards a small city. -mpat 3504 mpecho Bahamut circles above you as he prepares to land. -mpat 3504 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpat 21075 mpecho Bahamut circles above you as he prepares to land. -mpat 21075 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpat 21001 mpecho Bahamut circles above you as he prepares to land. -mpat 21001 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpat 21000 mpecho Bahamut circles above you as he prepares to land. -mpat 21000 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpat 21020 mpecho Bahamut circles above you as he prepares to land. -mpat 21020 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpat 21167 mpecho Bahamut circles above you as he prepares to land. -mpat 21167 mpecho A heavy boom is heard as Bahamut lands at the South Bridge. -mpforce $n dismount bahamut -smile $n -pat $n -tel $n Have fun my new friend, $n -mptransfer $n 3504 -~ -> speech_prog p I come in peace~ -say Good, then rest here while I tend your wounds. -c bless $n -c 'cure poison' $n -say If you wish to be taken to Avirel, all you must do is get on my back. -smile $n -~ -> act_prog p hugs you.~ -smile -hug $n -tel $n I like you. -~ -> act_prog p snuggles up to you.~ -cuddle $n -smile -tel $n I like to be hugged also. -~ -> act_prog p gives you a Magic Mushroom.~ -smile $n -say Thank you so much. -eat mushroom -drink spring -c bless $n -~ -> fight_prog 100~ -if rand(10) - , spits acid down upon you, shattering armor and melting bone. - c 'acid breath' $n -else - if rand (15) - , breathes forth a cloud of frost down upon you! - c 'frost breath' - else - if rand (20) - , breathes a cone of flame down upon you! - c 'fire breath' $n - else - if rand (25) - , lets loose with a blast of lightnng which chars your very hair. - c 'lightning breath' $n - else - if rand (30) -mpechoat $n The mightiest of dragons lays into you with a fusillade of blows. -mpechoar $n The mightiest of dragons lays into $n with a fusillade of blows. - kick - bash - gouge - bite - tail - stun - else - if rand (35) - , calls on the forces of magic to lay waste to you! - c fire $n - c lightning $n - c chill $n - c energy $n - c harm $n -c 'withering grasp' $n - else - if rand (45) - scream - yell $n you die now if it is the last I ever do! - mpdamage $n 300 -else -emote wounds starts to heal -mprestore self 500 - endif - endif - endif - endif -endif -endif -endif -~ -> act_prog p flees head over heels!~ -mpat 0.$n mpechoat $n Bahamut can be heard laughing as you flee. -mpat 0.$n mpechoat $n $I yells 'You fool, I grow stronger at your weakness!' -if rand(66) - mpat 3 c heal -endif -~ -> act_prog p arises from~ -mpechoat $n As you awaken, Bahamut makes a breakfast and makes you eat. -mpoload 20 1 -give mushroom $n -mpforce $n eat mushroom -c 'create spring -mpforce $n drink spring -~ -> act_prog p collapses into a deep~ -mpdream $n As you drift off to sleep you feel Bahamut pull you close. -mpdream $n Wrapped in his protective embrace you feel safe and rest easy. -emote rocks $n gently as they drift into slumber. -c refresh $n -~ -> rand_prog 5~ -c heal -~ -> rand_prog 10~ -c heal -~ -> hitprcnt_prog 20~ -mprestore self 500 -~ -| -#11075 -orc~ -An orc refugee~ -An ugly pig-faced creature walks here. -~ -This is the ugliest orc you have ever lain eyes on. His pig-faced -look, not to mention his disgusting smell, leaves a bitter taste in -your mouth as you wade into him. -~ -131105 0 0 C -30 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 53 -3 0 0 0 131073 131072 0 -0 0 2047 0 0 0 688 1 -#11076 -kobold~ -A kobold~ -An ugly little dog-faced creature runs about here. -~ -This small creature is an object of contempt. With a look of surprise -this little creature tries to kill you, yet you laugh at its paltry -attempts. -~ -161 0 -350 C -22 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 44 -3 0 0 0 131073 131072 0 -0 0 2047 0 0 2112 33 2 -#11077 -sphinx androsphinx~ -An Andro-Sphinx~ -A powerful creature from myth stands here. -~ -This lion-headed sphinx sits here watching all who would enter the -temple of light. -~ -3 532648 800 C -45 0 -78 1d1+2100 5d3+5 -0 0 -112 112 1 -16 13 13 16 13 13 0 -0 0 0 0 -4 -85 0 0 0 131073 131073 0 -0 0 327741 8192 2100224 0 131072 3 -#11078 -stirge~ -A stirge~ -An ugly bird of some sort flies here. -~ -An ugly bird flits about here trying to suck your blood. -~ -131171 524320 0 C -17 0 20 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 295993 0 0 1 513 2 -#11079 -demon executioner cruelty~ -Cruelty~ -A beast from the netherpits of hell is here to kill you! -~ -The broken skin of this demon, gives you pause. His wounds are many, -yet he continues his attack like a dervish or madman. Will you be -able to defeat that which is the essence of cruelty? -~ -35 33562792 0 C -49 0 -200 0d0+0 0d0+0 -10000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 917567 32 1051653 262210 32 524291 -> death_prog 100~ -mpforce $n get all corpse -mpat 11171 mpforce victor sleep -mptransfer all 11171 -~ -| -#11080 -corpse undead~ -An undead corpse ~ -A decaying and decrepit corpse flops madly at you. -~ -The deathly smell of this corpse makes you gag, and when you look at -it you feel even more sick. To horrible to describe, this corpse is -a travesty in its animated state. -~ -35 8840 -600 C -30 0 -50 100d10+1000 0d0+0 -10 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 2046 0 3078 524417 529 2 -#11081 -ammit dragon mark2~ -Ammit, the Eternal Dragon~ -A sinewy dragon who has died many times yet always returns is here. -~ -This is a dragon unlike any you have seen before, slender and sinewy, -as well as possessed of an insanity, unlike any other, this is a -dragon which would be best left alone. -~ -35 532648 -900 C -46 0 -200 80d80+4000 0d0+0 -1000000 0 -112 112 0 -13 13 13 13 13 13 -8 -0 0 0 0 31 -3 0 0 0 131073 131072 0 -0 0 986685 1179760 3203 524288 32 2 -> death_prog 100~ -mpmload 11082 -say I'm not dead yet! -~ -| -#11082 -ammit dragon mark3~ -Ammit, the Eternal Dragon~ -A sinewy dragon who has died many times yet always returns is here. -~ -This is a dragon unlike any you have seen before, slender and sinewy, -as well as possessed of an insanity unlike any other, this is a -dragon which would be best left alone. -~ -35 532648 -900 C -42 0 -200 60d60+3000 0d0+0 -500000 0 -112 112 0 -13 13 13 13 13 13 -6 -0 0 0 0 31 -3 0 0 0 131073 131072 0 -0 0 986685 1179760 3203 524288 32 2 -> death_prog 100~ -mpmload 11083 -say I'm not dead yet! -~ -> rand_prog 10~ -gig $r -cac $r -poke self -~ -> speech_prog p I'm not dead yet!~ -if name == Ammit -mpkill $r -~ -| -#11083 -ammit dragon mark4~ -Ammit, the Eternal Dragon~ -A sinewy dragon who has died many times yet always returns is here. -~ -This is a dragon unlike any you have seen before, slender and sinewy, -as well as possessed of an insanity unlike any other, this is a -dragon which would be best left alone. -~ -35 532648 -900 C -38 0 -200 40d40+2000 0d0+0 -250000 0 -112 112 0 -13 13 13 13 13 13 -4 -0 0 0 0 31 -3 0 0 0 131073 131072 0 -0 0 986685 1179760 3203 524288 32 2 -> death_prog 100~ -mpmload 11084 -say I'm not dead yet! -~ -> rand_prog 10~ -gig $r -cac $r -poke self -~ -> speech_prog p I'm not dead yet!~ -if name == Ammit -mpkill $r -~ -| -#11084 -ammit dragon mark5~ -Ammit, the Eternal Dragon~ -A sinewy dragon who has died many times yet always returns is here. -~ -This is a dragon unlike any you have seen before, slender and sinewy, -as well as possessed of an insanity unlike any other, this is a -dragon which would be best left alone. -~ -35 532648 -900 C -34 0 -200 20d20+1000 0d0+0 -125000 0 -112 112 0 -13 13 13 13 13 13 -2 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 986685 1179760 3203 524288 32 2 -> death_prog 100~ -mpoload 11168 -~ -| -#11085 -mummy (1st tomb)~ -A mummy~ -A creature wrapped in bandages wanders here. -~ -Walking here slowly, is a creature who should have stayed dead. The -bandages wrapping this being up, reflect the true age of this undead -creature, and you wonder if the magic animating it will ever wear out. -~ -97 8360 -500 C -24 0 -15 0d0+0 0d0+0 -1000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 455 0 3082 65537 16 0 -#11086 -genie melin'dia~ -the genie Melin'dea~ -A creature of the elemental plane of air floats here. -~ -This beautiful woman is none other than a Djinn. A member of that -mystical race, which hails from deep in the elemental plane of air. -~ -3 73898 600 C -33 0 -50 10d10+1100 0d0+0 -10000 0 -112 112 2 -13 13 13 13 13 13 18 -0 0 0 0 -2 -3 0 0 0 131073 131072 0 -0 0 2047 0 73730 131073 32 2 -#11087 -statue~ -A magical statue~ -A statue of a long lost religion stands here. -~ -~ -3 8360 0 C -25 0 -60 100d10+500 0d0+0 -1 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 455 0 2100257 65552 32 2 -> act_prog p looks at you.~ -Tel $n Hello $n -tel $n No one but you can hear me. -tel $n If you wish to leave tell me what you should love someone with. -~ -> act_prog p bows deeply.~ -cackle -~ -> speech_prog p heart~ -say You have chosen wisely. -mpecho The statue waves its arms about and transports you far away. -mptrans $n 21001 -~ -| -#11088 -ghost (nonaggr)~ -A ghost~ -An ethereal creature floats here. -~ -This is none other than a ghost, and its wispy form leaves little -doubt in your mind as to what it can and cannot pass through. -~ -3 1646722 -100 C -28 0 -55 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 0 28170 65536 4128 2 -> act_prog p gets a pile of treasure.~ -scream -yell I told you not to take the treasure! -mptransfer $n 11033 -~ -| -#11089 -ghost (aggr)~ -An angry ghost~ -An ethereal creature angered by your actions is about to kill you! -~ -This ghost is now angered and you shall feel its vengenance! -~ -35 1581224 -400 C -35 0 -100 20d20+700 0d0+0 -0 0 -112 112 0 -18 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 455 0 44042 131072 1072 2 -> fight_prog 100~ -backstab $n -~ -| -#11090 -skeleton~ -A skeleton~ -A skeletal being stands here. -~ -This pile of bones has been animated through arcane magic. Now this -creature wanders about and slays all in its path. -~ -35 8200 0 C -25 0 -10 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 7 64 3106 17 32 3 -#11091 -mummy pharoah (fake)~ -An undead mummy~ -A man wrapped in the clothes he wore in life rises here to slay you. -~ -The man before you passed from life, before your great-great-great- -grandfather was even a glint in his great-great-grandfathers eyes. -Rising to power over a millenia ago, this man brought fame and glory -unto his realm in life. With his death though he brought down a curse -upon this realm which will not in all probability ever be broken. -Now in undeath he vents his anger on all who find him. -~ -35 8360 -800 C -32 0 -55 1d1+900 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -67 3 0 0 131073 131073 0 -0 0 199 0 16384 65537 32 3 -#11092 -dog~ -A stray dog~ -A stray dog is here whimpering for help. -~ -This small scrawny mutt is in need of affection. -~ -3 32 0 C -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 1541 0 2048 0 1 2 -> death_prog 100~ -mpmload 11093 -~ -| -#11093 -hound hell ~ -A hell hound~ -A fiery red hound of hell races here. -~ -Before you is a fiery red hound of hell. -~ -35 8360 -300 C -29 0 -40 100d2+600 4d4+5 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 5 0 11264 524288 0 2 -#11094 -caryatid column statue~ -A Caryatid Column~ -A beautifully carved stone column depicting a woman warrior stands here. -~ -This column is in the form of a nude woman. Exquisite in detail, you -almost miss the razor thin blade which she holds in two hands. Truly -a work of art. -~ -3 8232 0 C -32 0 -35 0d0+0 0d0+0 -1 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 455 64 19488 131088 32 524291 -#11095 -pharoah~ -An undead pharoah~ -A regal pharoah in life, now just an undead husk remains to slay you! -~ -Before you stands a most regal (yet dead) man. His robes befit his -station in life, and his power in death is almost equal to that which -he possessed in life. -~ -35 8360 0 C -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 0 2097264 76803 524288 32 2 -> death_prog 100~ -mpecho As the pharoah dies, a passage opens above you. -mpopenpassage 11030 11020 4 -~ -| -#11096 -mummy (2nd tomb)~ -A mummy~ -A creature wrapped in tattered bandages roams here. -~ -This undead mummy staggers along through this tomb. -~ -97 8360 -600 C -37 0 -65 10d10+900 0d0+0 -10000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 455 0 3074 524289 16 2 -#11097 -efreeti efreet~ -An efreeti~ -A powerful being from the Elemental Plane of Fire is here ready to kill you! -~ -A powerful being composed of pure flame walks about here. -~ -35 33562792 -600 C -38 0 -80 0d0+0 0d0+0 -10000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 263423 0 68609 262146 268435488 2 -#11098 -efreet efreeti~ -An Efreeti~ -A fiery elemental follows its master here. -~ -A powerful being composed of pure flame walks about here in servitude. -~ -1 34341416 0 C -42 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 263679 0 66561 131074 32 2 -#11099 -mage lich undead~ -A villanous lich~ -A long dead mage has discovered the secrets to undeath here in this tomb. -~ -This is a powerful mage who has cheated death. -~ -35 33562792 -700 C -40 0 -100 0d0+0 0d0+0 -200000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 455 1 2231302 262144 32 2 -> all_greet_prog 100~ -c iceshield -c winter $n -c chill $n -~ -> death_prog 100~ -mpecho As the lich screeches at his dispersal, his magic blasts away unchecked. -mpopenpassage 11062 11061 2 -~ -| -#11100 -golem forgotten~ -A golem~ -A forgotten golem is here unfinished. -~ -This golem has not been finished yet. -~ -65 8232 0 C -42 0 -120 0d0+0 0d0+0 -1000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 133 80 3104 1114240 48 2 -> greet_prog 100~ -mpechoat $n The golem steps forward and crushes you with a punch. -mpdamage $n 100 -~ -| -#11101 -medusa woman~ -A medusa~ -A beautiful woman, who is more than you suspect, stands enticingly. -~ -~ -3 8200 -750 C -40 0 -65 0d0+0 0d0+0 -10000 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 2047 2 19456 65536 16 2 -> act_prog p looks at you.~ -mpecho You shouldn't have done that! -mpechoat $n You bring your eyes up to look at the medusa and unfortunately -mpechoat $n meet her stony gaze. As your skin hardens and your eyesight -mpechoat $n dims you realize the last thing you should have done was this. -mpechoat $n The last sight you see before death is the beautiful body of -mpechoat $n the medusa and the horrid snakes which adorn her head as hair. -mpechoat $n Perhaps you will listen the next time you see such obvious warnings -mpslay $n -~ -| -#11102 -wraith undead~ -A wraith~ -A wicked undead creature is here. -~ -An ethereal creature, this being desires nothing other than your blood. -~ -35 1122472 -750 C -43 0 -100 0d0+0 0d0+0 -10000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 455 0 35850 65540 32 2 -> death_prog 100~ -say Thank you for freeing me from this mortal coil.... -c bless $n -smile -~ -| -#11103 -lich undead~ -A lich~ -A powerful undead creature possessing mighty magic stands here. -~ -Before you stands the mightiest of the undead ever created, a lich! -His eyes gleam with unlife, and his bones exude the chill of the -grave. -~ -3 8232 -800 C -46 0 -150 0d0+0 0d0+0 -1000000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 199 1 2231302 262144 16 2 -> all_greet_prog 100~ -c fireshield -c shockshield -c sanc -c fire $n -~ -| -#11104 -ghoul~ -A ghoul~ -A ghoulish creature stalks here. -~ -An ugly undead creature which feasts upon the bodies of the dead -meanders around here. -~ -65 8224 -670 C -30 0 -20 0d0+0 0d0+0 -100 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 263935 0 35842 1 33 2 -#11105 -gr'staka demon guardian~ -Gr'staka~ -A mighty guardian demon stands chained here. -~ -Before you is one of the mightiest of the guardian demons. -~ -3 37757608 -1000 C -50 0 -200 500d5+7500 20d10+5 -10000 0 -112 112 1 -13 13 13 18 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131073 1 -0 0 362119 8328 3148855 0 549 3 -> speech_prog p I wish to pass~ -unlock e -open e -unlock w -open w -~ -> act_prog p grovels in the dirt before you.~ -cackle -say The fool only told me to guard the key with my life... -say He said nothing about opening doors for others. -chuckle -unlock e -open e -unlock w -open w -~ -> rand_prog 15~ -close e -lock e -close w -lock w -~ -> act_prog p flees head over heels!~ -mpat 3 c heal -~ -| -#11106 -helmed horror armor~ -A Helmed Horror~ -A powerful suit of enchanted armor stands here. -~ -Before you is an archaic suit of armor. -~ -35 8232 0 C -46 0 -150 0d0+0 0d0+0 -100 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 199 0 68613 524290 544 524289 -> fight_prog 10~ -disarm -get all -wear all -poke $n -grin -~ -| -#11107 -golem stone~ -A Stone Golem~ -A mighty creature formed of magical stone stands here. -~ -A truly massive golem stands here impassively. -~ -35 8352 0 C -48 0 -200 100d20+5000 2d5+5 -1000 0 -112 112 0 -18 13 13 18 13 13 0 -0 -30 0 0 85 -3 0 0 0 131073 131072 0 -10 6 199 64 3148837 16 176 3 -> death_prog 100~ -rem maul -mpjunk all -mpoload 11149 -~ -| -#11108 -vampire~ -A vampire~ -An undead creature of the night is here. -~ -A fiend of the night with fangs as long as knives, and skin as white -as chalk moves after you here. -~ -35 74282 -750 C -40 0 -65 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 67 -3 0 0 0 131073 131072 0 -0 0 255 0 3078 262145 17 2 -#11109 -angel light~ -A force of light~ -A powerful creature of light is here. -~ -The light before you is brighter than you could ever imagine and you -can make out nothing within its bright confines. -~ -3 4726952 1000 C -50 0 -150 1d1+1800 10d3+10 -10000 0 -112 112 0 -13 13 13 13 13 13 -10 -0 0 0 0 0 -85 0 0 0 131073 131073 0 -0 0 1024 2097184 3211277 524288 268436128 3 -> all_greet_prog 100~ -if isimmort ($n) - bow $n - say Oh great and powerful Immortal, how are you? - smile $n -else - if isgood($n) - bow $n - tell $n Welcome to peace and safety, relax and rest my friend. - cast 'create spring' - cast 'create food' - get mushroom - giv mushroom $n - tel $n Eat, it is good for you. - cast 'cure light' $n - cast armor $n - else - growl $n - say You are evil and do not belong! - yell Evil will perish! - cast acid $n - cast 'dispel evil' $n - gouge - endif -endif -~ -> fight_prog 10~ -cast 'lightning breath' $n -gouge -kick -~ -| -#11110 -dark demon darkness~ -A force of darkness~ -A powerful creature of darkness is here. -~ -An intangible darkness resides here. Unable to penetrate into it -with your limited sight you wonder what it contains. -~ -3 4726952 -1000 C -50 0 -150 1d1+1800 10d3+10 -10000 0 -112 112 0 -18 13 13 13 13 13 -10 -0 0 0 0 0 -85 0 0 0 131073 131073 0 -0 0 1024 2097184 3211277 524288 268437152 3 -> all_greet_prog 1000~ -if isimmort($n) - bow $n - say I hope you have slain many foolish mortals this day M'lord. - grin $n -else - if isgood($n) - smile $n - say Welcome to my humble domain fool. - c acid $n - circle $n - gouge - cackle - else - tel $n Welcome follower of dark, rest and relax safely here. - cast armor $n - say I would provide food and water, but that would only make you weak. - grin $n - endif -endif -~ -> fight_prog 10~ -cast 'acid breath' $n -gouge -kick -~ -| -#11111 -monster creature final guardian~ -The final guardian~ -A violet, powerful creature from a hellish world is here to kill you. -~ -The monster before you depicts the worst traits ever to have been -seen before. It's gross habits, it's unintelligent manner, it's -..... you get the picture. This is a monster in every meaning of -the word. -~ -35 8352 -350 C -50 0 -150 0d0+0 0d0+0 -100 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 183359 0 2100224 0 33 2 -#11112 -pharaoh ramases lich~ -Pharaoh Ramases VII~ -A man in the regal robes of the pharaoh stands here. -~ -~ -3 4203176 -1000 C -50 0 -200 1d1+4700 25d2+25 -265430 0 -112 112 1 -13 18 13 17 13 13 0 -0 0 0 0 -30 -67 0 0 0 131073 131073 3 -0 0 199 1056768 2100227 0 1344274528 35 -> all_greet_prog 100~ -if isimmort($n) - grovel $n - say My magical abilities are at your service, my Immortal master. -else - if isgood ($n) - say What fool would come into my tomb with honesty and love in their heart? - say I want vengence on my curse, not compassion. - say Die!! - c iceshield - c fireshield - c shockshield - c fire $n - else - tel $n You come into my lair expecting to steal from me my treasures? - tel $n I will not go without a fight! - c iceshield - c fireshield - c shockshield - c fire $n - endif -endif -~ -> rand_prog 4~ -look $r -if isimmort($r) - tel $r Hello, Immortal $r - bow $r -else - say You wished to wait out my spells! - say I will not stand for that... - mpgoto 11000 - c iceshield - c fireshield - c shockshield - c sanctuary - mpgoto 11100 - c 'fire breath' $r -endif -~ -> death_prog 100~ -mpopenpassage 11100 11081 2 -mpecho As the lich dies.... a passage opens! -~ -| -#11113 -ghost (minor)~ -A ghost~ -A creature of ethereal mist floats here. -~ -The white and wispy ghost before you makes you truly contemplate what -will happen to you upon your death. -~ -131105 1581224 -700 C -18 0 49 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131072 0 -0 0 199 0 3078 16384 4096 2 -#11114 -demonic horror evil~ -The evil creature~ -A creature of blackest night and darkest soul is here. -~ -The red glaring eyes, the fang filled mouth, the razor sharp claws, -all these are the attributes of this most vile creature. Its evil -presence makes you recoil and gasp, while its demonic attitude -gives you nightmares. -~ -33 8232 -1000 C -45 0 -150 0d0+0 0d0+0 -100000 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 63 0 2100224 0 32 2 -#11115 -helmed horror armor~ -A Helmed Horror~ -A powerful suit of enchanted armor stands here. -~ -Before you is an archaic suit of armor. -~ -35 8232 0 C -46 0 -150 0d0+0 0d0+0 -100 0 -112 112 0 -18 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 199 0 68613 524290 544 524289 -> fight_prog 10~ -disarm -get all -wear all -poke $n -grin -~ -| -#11116 -desert monster~ -A desert monster~ -A horrific creature, sprung freshly hatched from an egg. -~ -An unknown creature has been birthed here from a shell. It possesses -the endurance of a camel, the ferocity of a lion, the cunning of a -scorpion, and to those who made it this far...the power of a bug. -~ -99 0 -200 C -15 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 0 0 0 0 33 0 -#11117 -elemental earth~ -An earth elemental~ -A huge mound of earth has risen up to give you battle! -~ -A pile of earth has arisen to defend the mightiest of all dragons. -~ -131169 8360 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 0 8389040 0 -#11191 -Shadnor Mercenary~ -Shadnor the mercenary~ -A rugged looking man, with a five-day growth of beard is looking about here. -~ -This man before you looks as if he has traveled the world in but a few -short days. His armor is rusted, his clothing tattered, his weapons -all are nicked and scoured, yet in his eye you see the gleam of -battle cunning. Where exactly he is from is unknown, but he has come to -these lands for aid, and will perhaps find it. -~ -3 4202664 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 0 432 0 -> speech_prog p no~ -emote sneers at $n -tel $n Well we didn't need cowards anyways. -~ -> speech_prog p yes~ -smile $n -tel $n Great, we will muster this Saturday at high noon eastern standard -tel $n time. Make sure you are well prepared for we might not be able -tel $n to return to Darkhaven for a long time. -Tel $n Also, go and immeadiately make a mail to the mercenary known as -Tel $n Meseric. Post it in the post office before Friday morning so -tel $n so that we know who to expect in this endeavour. Pay will be -tel $n in gold doubloons, booty we capture, and anything else I can -tel $n get my hands on. -grin -~ -> greet_prog 100~ -if level ($n) > 40 -tel $n Hello there...would you be interested in mercenary work? -endif -~ -> script_prog ~ -say I have come from across the Dragon Sea.... -mpdonothing -mpdonothing -mpdonothing -say I am in need of mercenary troops to help me and my people in battle. -mpdonothing -mpdonothing -mpdonothing -say On Saturday our greatest (and final) assault takes place... -mpdonothing -mpdonothing -mpdonothing -say We need help or our people will fall.... -mpdonothing -mpdonothing -mpdonothing -mpdonothing -say So I am seeking mercenaries to fight with us..... -mpdonothing -mpdonothing -mpdonothing -say The battle could last hours...... -mpdonothing -mpdonothing -mpdonothing -say Yet there will be no chance to come back for supplies.... -mpdonothing -mpdonothing -mpdonothing -say When we leave...we leave...and return only if we live. -mpdonothing -mpdonothing -mpdonothing -~ -| -#11192 -balzhur fake~ -~ -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> speech_prog you screwed up Taboo~ -mpecho Balzhur shouts 'You are mine Marion!' -mpecho A huge slathering beast rends your flesh from your body. -mpecho Your soul is shredded, your power devastated. -mpecho You feel your lifeforce fade and ebb away....... -mpdonothing -mpdonothing -mpdonothing -mpdonothing -mpdonothing -mpechoat Marion You are DEAD! -mpechoat Marion You are now level 2! -~ -| -#11193 -hunter slayer~ -the Seeker Daemon~ -A seeker searches for its prey here. -~ -~ -1 369631272 0 C -50 0 0 50d10+9000 5d5+48 -0 0 -112 112 0 -18 13 13 18 18 13 0 -0 0 0 0 0 -3 0 0 0 131073 6 0 -0 0 0 632 3331 0 0 524291 -> rand_prog 100~ -if rand (45) - c 'cure blindness' - c heal - c astral meseric - mpkill meseric -else - if rand (4) - goto 5786 - mptransfer meseric - mpkill meseric - else - if rand (10) - mpgoto 305 - mptransfer meseric - mpkill meseric - else - if rand (12) - mpgoto 7418 - mptransfer meseric - mpkill meseric - else - if rand (15) - mpgoto 2355 - mptransfer meseric - mpkill meseric - else - if rand (95) - c summon meseric - mpkill meseric - endif - endif - endif - endif - endif -endif -~ -> fight_prog 100~ -if rand (5) - gouge -endif -if rand (25) - trip -else - if rand (25) - kick - else - if rand (25) - punch - else - if rand 25 - c fire - else - if rand (10) - mpdamage meseric 200 - endif - endif - endif - endif -endif -~ -| -#11194 -seeker daemon~ -a newly created seeker daemon~ -Some god abandoned a newly created seeker daemon here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#11195 -nightmare ~ -A nightmare~ -A hell-horse under the command of the dragonslayers runs here. -~ -This flame-covered beast charges roughshod across the land under the -command of its riders. Flames blast from its mouth with every step and -sweat flys from it in buckets. Obviously a creature to be worried -of. -~ -262179 34087080 -500 C -40 0 -85 20d100+1500 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 1048628 2057 66 33 2 -#11196 -reality~ -A wisp of reality~ -A force of the very essence of existence plows through here. -~ -~ -35 532608 0 C -46 0 -150 100d100+5000 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 85 -3 0 0 0 131073 131072 0 -0 0 0 48 135 1048576 48 2 -#11197 -Victoria Dragonslayer~ -Victoria Dragonslayer~ -A young woman, dressed in ornate battle armor walks here. -~ -This young woman has the look of wisdom in her scarlet eyes. Her brown -hair falls down to the middle of her back, and her lips are small and -well formed. If not for her cloven foot and the vestigal wings coming -from her back, Victoria could easily pass as a mortal rather than the -demon-spawn that she is. -~ -3 8360 500 C -40 0 -150 100d20+5000 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 0 0 0 560 524291 -#11198 -Haedri Supreme Dragonslayer~ -Haedri the Supreme Dragonslayer~ -A man bedecked in ornate armor stands here ready to slay all who oppose him. -~ -Before you stands the supreme dragonslayer. Headri man-handled the -dragons of yore long before the coming of the clan by the name. His -arms are as thick as tree trunks and his chest as wide as 2 barrels, -his intelligence and wit are uncanny and he is known for outsmarting -many a dragon. His power stems not from within though, but from an -unidentifed source which may never be known. -~ -3 73888 -450 C -50 0 -300 100d100+5000 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 -20 --10 -10 -10 -10 0 -3 0 0 0 131073 131073 0 -0 0 0 262144 1051816 524352 48 524291 -#11199 -Ventrius White Dragon~ -Ventrius the White~ -A sleek dragon of silver white hue prowls here no longer with his mistress. -~ -~ -262147 532648 300 C -45 0 -150 1d1+9999 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 0 262260 2 1 32 2 -#0 - - -#OBJECTS -#10900 -pharaoh ankh~ -a Pharaoh's Ankh~ -A heavy metal ankh lays here humming with power.~ -~ -9 557654 5 -7 5 0 0 -18 265430 26543 -A -20 -2 -A -23 4 -A -21 -2 -A -24 -2 -A -12 30 -A -13 10 -A -18 2 -A -19 3 -A -29 1024 -#10901 -Ra helm light~ -the Helm of Light~ -A helm made of pure light and hope lays here.~ -~ -9 8946691 17 -10 10 0 0 -14 380000 38000 -A -22 3 -A -20 3 -A -23 3 -A -24 3 -A -12 50 -A -13 40 -A -18 3 -A -19 4 -A -26 4 -#10902 -staff magi Thoth~ -a Staff of the Magi~ -A powerful staff of lore and magic lies here.~ -~ -9 8979523 16385 -0 30 35 7 -5 324000 32400 -A -17 -20 -A -12 100 -A -13 50 -#11000 -Rule's Board~ -rules Board~ -The Tome of Law ~ -~ -12 524290 0 -0 0 0 0 -35 0 0 -#11001 -key~ -the Hidden Key~ -A small key lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11002 -key~ -a small key~ -A small key is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11003 -key desert~ -a key to the Blasted Lands~ -Selic's key to the Blasted Lands lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11004 -key goes to 11061~ -a key of entry~ -A key lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11005 -key~ -a short, rounded key~ -An odd looking key is here gathering dust.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11006 -key~ -a cell key~ -A long slender key is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11007 -key~ -a Court Key~ -A key, crafted of bone by Anupi, lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11008 -key throne~ -the Throne Room Key~ -A gold encrusted key lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11009 -key~ -the wall key~ -A key to a mural is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11010 -key~ -the Throne Key~ -A key to the throne is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11011 -key honor~ -a key of Honor~ -A key crafted out of sweat and hard work lays here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#11012 -key~ -the Key of Gr'staka~ -A key once guarded by the demon Gr'staka is here.~ -~ -9 0 5 -20 20 0 0 -4 15 1 -#11013 -tree palm~ -a Beautiful Palm Tree~ -A beautiful palm tree is here providing you with shade.~ -~ -13 0 0 -0 0 0 0 -356 0 0 -#11014 -spring ~ -a Healing Spring~ -A refreshing spring bubbles up out of the ground here.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#11015 -Robes~ -a sand-covered set of robes~ -A worn and weather-beaten piece of cloth is here.~ -~ -9 0 9 -10 10 0 0 -5 50 5 -A -27 1 -#11016 -Sandals~ -a pair of sandals~ -A pair of worn sandals are here.~ -~ -9 0 65 -5 10 0 0 -2 2500 250 -A -14 50 -A -13 10 -#11017 -Khopesh Sword Blade~ -a Khopesh Sword~ -A sand-scoured blade is laying unattended here.~ -~ -5 0 8193 -0 5 3 0 -4 3500 350 -A -18 2 -A -19 2 -A -14 20 -#11018 -Facewrap~ -a facewrap~ -A piece of cloth is here.~ -~ -9 0 131073 -7 7 0 0 -1 350 35 -A -18 1 -#11019 -prod~ -a Camel Prod~ -A wicked looking weapon lies here.~ -~ -5 2 8193 -0 5 4 8 -10 800 80 -A -18 3 -A -19 3 -A -1 2 -#11020 -turban~ -a fine turban~ -A well made turban lies here untouched.~ -~ -9 0 17 -20 20 0 0 -3 750 75 -#11021 -robes robe~ -a set of fine robes~ -A set of finely woven robes are here.~ -~ -9 0 9 -25 25 0 0 -8 1200 120 -A -13 20 -#11022 -sandals~ -a pair of fine sandals~ -A pair of fine leather sandals lay here.~ -~ -9 0 65 -10 10 0 0 -2 1875 187 -A -14 50 -A -2 1 -#11023 -scimitar~ -a fine scimitar~ -A well-crafted scimitar lies here.~ -~ -5 0 8193 -0 6 3 3 -10 1500 150 -A -2 1 -A -14 30 -A -18 1 -A -19 1 -#11024 -turban ~ -a gem-encrusted turban~ -A headwrap encrusted with beautiful gems is here.~ -~ -9 0 17 -20 20 0 0 -10 35000 3500 -E -turban~ -This fine cloth head wrapping, is covered in light gold filigree, and -also gems encrusted across its top and sides. Obviously this turban -is owned by a powerful person. -~ -A -2 -1 -A -13 -50 -A -26 8 -A -17 -10 -A -25 4 -#11025 -robes~ -a silk-embroidered set of robes~ -A beautiful set of robes lay here getting dirty.~ -~ -9 0 9 -10 15 0 0 -6 10000 1000 -A -14 100 -A -18 4 -A -2 3 -A -19 -2 -A -29 1 -#11026 -scimitar~ -a beautiful scimitar~ -A well-crafted weapon lays here untended.~ -~ -5 0 8193 -0 10 3 3 -6 15000 1500 -A -2 1 -A -19 -2 -A -18 2 -#11027 -lamp magic~ -a magic lamp~ -A beautifully polished lamp sits here.~ -~ -1 0 16385 -0 0 1000 0 -1 4000 400 -A -3 2 -A -25 2 -A -18 1 -A -19 1 -> speech_prog p I call forth the power of the lamp.~ -mpecho In an explosion of sulfur and brimstone, a fiery creature arises. -mpmload 11098 -mpforce efreeti fol $n -mpforce efreeti emote glares about him with anger in his eyes. -mpforce efreeti bow $n -mpforce efreeti say How may I serve you master. -mpforce efreeti growl -mpforce efreeti cast infra -mpforce efreeti mppurge magic -~ -| -#11028 -fan~ -a fan~ -A fan lays here.~ -~ -13 0 16385 -0 0 0 0 -5 400 40 -#11029 -robes~ -a set of fine robes~ -A pile of cloth lies here folded neatly.~ -~ -9 0 9 -12 12 0 0 -4 678 67 -A -5 1 -#11030 -sandals~ -a pair of sandals~ -A pair of fair sandals lay here.~ -~ -9 0 65 -7 7 0 0 -2 500 50 -A -2 1 -A -14 20 -#11031 -club ~ -a club~ -You see a short, stout piece of hard wood here.~ -~ -5 0 8193 -0 2 10 7 -10 1600 160 -A -5 1 -#11032 -jug water container~ -a water jug~ -A large container made of clay is here.~ -~ -17 0 1 -30 10 0 0 -4 350 35 -#11033 -spear ~ -a deadly spear~ -A deadly and wicked looking blood-encrusted spear lies here.~ -~ -5 0 8193 -0 4 6 11 -16 46 4 -A -1 3 -A -2 -3 -A -14 -50 -A -13 30 -#11034 -wraith light~ -a Wraith Light~ -A mystical ball of wispy light lies here.~ -~ -1 0 16385 -0 0 250 0 -1 40000 4000 -E -light~ -This ethereal light source, posseses an eerie quality to it which tends -to make your very skin crawl. -~ -A -26 8 -A -26 32 -A -29 8 -#11035 -wraith scimitar~ -a Wraith Scimitar~ -A wispy scimitar of supernatural force lies here.~ -~ -5 16924739 8193 -0 9 4 3 -1 0 0 -E -wraith scimitar~ -This scimitar possesses an uncanny ability to inflict damage to ones -enemy, even though it is as immaterial as a wisp of smoke. -~ -A -26 1048576 -A -18 3 -A -19 5 -A -5 -3 -A -14 50 -#11036 -scroll knowledge~ -a scroll of knowledge~ -A long bound scroll lies here with hidden knowledge.~ -~ -2 0 16385 -60 -1 -1 -1 -1 150000 15000 -'gas breath' 'gas breath' 'gas breath' -A -3 4 -A -12 100 -A -13 50 -#11037 -shadow blade~ -a Shadow Blade~ -A long, slender, shadowy weapon lays here waiting to feast on blood.~ -~ -5 16908822 8193 -0 20 1 3 -6 14783 1478 -A -18 3 -A -19 7 -A -13 50 -A -12 40 -A -14 35 -#11038 -fountain~ -a Marble Fountain~ -A beautiful and magnificently carved fountain is here.~ -~ -13 0 0 -0 0 13 0 -10000 0 0 -#11039 -stand ~ -a Refreshment Stand~ -A small refreshment stand stands here.~ -~ -15 0 0 -1000 0 0 0 -100 0 0 -E -stand~ -This refreshment stand has several bottles of alcohol on top, while -within it are several varieties of beers and non-alcoholic drinks. On -a tray attached to the top are several donuts, fruits, vegetables and -slices of a warm, breaded substance covered in cheese and pepperoni. -~ -#11040 -table~ -a Small Dining Table~ -A small table for two is against the wall.~ -~ -13 0 0 -0 0 0 0 -150 0 0 -E -table~ -Upon this small table for two is a steaming meal of roast beef, mashed -potatoes and gravy, corn, and two fine glasses of wine. In a basket -to the side, are several rolls. Two candles illuminate you as you sit -here for the meal. -~ -#11041 -rolls roll~ -a savory roll~ -A roll covered in melting butter is waiting to be eaten.~ -%s eat$q $p, butter dribbling all over.~ -19 0 1 -3 0 0 0 -1 0 0 -#11042 -plate potatoes mashed~ -a steaming plate of mashed potatoes and gravy~ -A piping hot plate of mashed potatoes and gravy is awaiting to be eaten.~ -%s wolf$q down $p, and then sit$q back in satisfaction.~ -19 0 1 -10 0 0 0 -2 0 0 -#11043 -flying carpet~ -a magical flying carpet~ -An unkempt carpet lays here partially unravelled.~ -~ -12 64 1 -0 0 0 0 -7 100000 10000 -> speech_prog p Let me fly!~ -cast fly $n -mpforce $n get carpet -~ -| -#11044 -large carpet~ -a large carpet~ -A large and rather well made carpet of light green hue is here covering most of the floor.~ -~ -12 0 1 -0 0 0 0 -20 3600 360 -A -23 -4 -#11045 -medium carpet~ -a medium carpet~ -A carpet of medium size, and light blue in color is here waiting to be unrolled.~ -~ -12 0 1 -0 0 0 0 -10 1200 120 -A -23 -2 -#11046 -small carpet~ -a small carpet~ -A small brown carpet is here covering a section of the ground.~ -~ -12 0 1 -0 0 0 0 -5 300 30 -A -23 -1 -#11047 -wine small bottle~ -a small bottle of cheap wine~ -A small bottle of cheap wine lays here.~ -~ -17 0 1 -0 0 2 0 -1 47 4 -#11048 -wine bottle red~ -a bottle of smooth red wine~ -A bottle with the purest red liquid within it is laying here waiting to be used.~ -~ -17 0 1 -0 0 2 0 -3 475 47 -#11049 -wine bottle white~ -a bottle of chilled white wine~ -A thin, stoppered bottle of wine is here, cold to the touch.~ -~ -17 0 1 -0 0 2 0 -2 563 56 -#11050 -wine bottle chardonay~ -a bottle of Chardonay~ -A several hundred-year old bottle of Chardonay is here.~ -~ -17 0 1 -0 0 2 0 -2 1276 127 -#11051 -wine bottle fragrant~ -a small bottle of fragrant wine~ -A bottle of wine lays here, wafting a lovely fragrance through the air.~ -~ -17 0 1 -0 0 2 0 -3 364 36 -#11052 -wine bottle sweet~ -a bottle of sweet wine~ -A bottle of a fine wine lays here gathering dust.~ -~ -17 0 1 -0 0 2 0 -2 126 12 -#11053 -nightie~ -a sexy lace nightie~ -A sexy lace nightie that a young woman slipped out of lies here.~ -~ -9 0 9 -20 20 0 0 -5 150000 15000 -A -25 4 -A -3 1 -A -13 10 -A -12 20 -> wear_prog 100~ -if sex ($n) == 2 - mpecho As $n slips into this nightie, her figure seems to blossom. -else - mpecho As $n slips into this they look rather foolish. -endif -~ -| -#11054 -skirt~ -a short, black leather skirt~ -A black skirt lays on the ground here.~ -~ -9 0 33 -10 10 0 0 -2 34000 3400 -A -25 2 -A -2 -1 -A -14 -10 -A -12 10 -A -13 8 -#11055 -slippers~ -a pair of evening slippers~ -A pair of suede eveing slippers were left here.~ -~ -9 0 65 -5 5 0 0 -1 26000 2600 -A -14 40 -A -12 20 -#11056 -evening cloak~ -a long blue evening cloak~ -A cloak of deep blue hue trimmed with stark white fur lays unclaimed here.~ -~ -9 0 5 -10 5 0 0 -2 26000 2600 -A -17 -5 -A -13 15 -A -12 15 -#11057 -camisole white silk~ -a white silk camisole~ -A beautiful silk shirt of sorts is laying here.~ -~ -9 0 9 -10 10 0 0 -2 35750 3575 -A -25 1 -A -17 -5 -A -12 20 -A -13 12 -#11058 -hair piece~ -an ebony and ivory hair piece~ -A hair piece fashioned of pieces of ebony and ivory, lays here collecting dust.~ -~ -9 0 17 -8 8 0 0 -2 24300 2430 -A -25 1 -A -3 1 -A -4 1 -A -12 15 -#11059 -ear earrings~ -a pair of beautiful earrings~ -A pair of exotic looking earrings have been left untended here.~ -~ -9 0 65537 -5 5 0 0 -1 14500 1450 -A -25 1 -A -12 20 -#11060 -boots leather~ -a pair of comfortable leather boots~ -A pair of well-made knee high leather boots lay here.~ -~ -9 0 65 -7 7 0 0 -2 15500 1550 -A -12 10 -A -13 10 -A -25 1 -A -14 50 -A -12 20 -A -2 2 -#11061 -flute magic~ -a snake-charmer's flute~ -A hollow tube with several holes along its side lays here.~ -~ -3 0 16385 -40 12 0 -1 -1 15600 1560 -'charm person' -#11062 -poker trash~ -a trash poker~ -A long stick with a sharp pointed end is here.~ -~ -5 0 8193 -0 3 2 2 -3 6 0 -#11063 -rune dagger~ -a rune dagger~ -A powerful rune-weapon lays here in the shape of a dagger.~ -~ -5 524886 8193 -0 3 4 2 -3 100200 10020 -A -13 20 -A -12 10 -A -17 -10 -A -2 2 -A -19 5 -A -18 4 -#11064 -rune dagger~ -a rune dagger~ -A powerful rune-weapon lays here in the shape of a dagger.~ -~ -5 524886 8193 -0 7 5 2 -3 100200 10020 -A -13 20 -A -12 10 -A -17 -10 -A -2 2 -A -19 5 -A -18 6 -#11065 -rune sword~ -a rune sword~ -A powerful rune-weapon is here in the shape of a sword.~ -~ -5 524822 8193 -0 13 3 3 -6 200000 20000 -A -13 40 -A -12 20 -A -17 -20 -A -1 1 -A -19 6 -A -18 4 -#11066 -rune sword~ -a rune sword~ -A powerful rune-weapon is here in the shape of a sword.~ -~ -5 524886 8193 -0 3 6 3 -6 200000 20000 -A -13 40 -A -12 20 -A -17 -20 -A -1 1 -A -19 8 -A -18 1 -#11067 -rune axe~ -a rune axe~ -A powerful rune-weapon is here in the shape of an axe.~ -~ -5 524822 8193 -0 3 6 3 -15 500000 50000 -A -13 60 -A -12 30 -A -17 -30 -A -1 3 -A -19 7 -A -18 5 -#11068 -anhur war leggings~ -leggings of War~ -A pair of ornate and battle scarred greaves lay here.~ -~ -9 25723478 33 -0 12 0 0 -12 600000 60000 -A -13 20 -A -12 20 -A -4 -1 -A -2 1 -A -19 3 -A -18 2 -#11069 -anhur sleeves power~ -sleeves of Power~ -A pair of heavy, metal arm-guards lay here.~ -~ -9 25723478 257 -16 12 0 0 -11 600000 60000 -A -13 15 -A -12 15 -A -1 1 -A -18 3 -A -19 5 -#11070 -anhur magic plate~ -plate of Magic~ -A powerful suit of plate armor lays here covered in gore.~ -~ -9 25199190 9 -30 30 0 0 -24 800450 80045 -A -17 -35 -A -5 1 -A -1 2 -A -12 60 -A -13 35 -A -18 5 -A -19 7 -#11071 -anhur bedevilment sceptre~ -sceptre of Bedevilment~ -A powerful metal sceptre lays here covered in dried blood.~ -~ -5 25723478 8193 -0 20 2 8 -15 600000 60000 -A -17 -10 -A -25 2 -A -1 1 -A -31 1 -A -12 60 -A -13 50 -A -18 8 -A -19 10 -#11072 -staff anupi~ -the Shockstaff~ -Before you lays an oaken staff split by lightning and enchanted by Anupi.~ -~ -4 16974358 16385 -45 1 1 -1 -5 14300 1430 -'shockshield' -#11073 -amnon mask disfigurement amon~ -the Mask of Disfigurement~ -A mask of a beautiful female face lays here.~ -~ -9 70294 1048577 -12 9 0 0 -3 35400 3540 -A -24 6 -A -19 4 -A -18 4 -A -13 50 -A -12 40 -A -25 2 -#11074 -eyes demon~ -demonic eyes~ -Two blood shot, and pus-covered eyes lay here waiting to join with you.~ -~ -9 8393363 131073 -13 13 0 0 -3 45000 4500 -A -13 10 -A -18 2 -A -19 2 -A -26 8 -#11075 -blind blindness staff~ -a Staff of Blindness~ -A blackened staff lays here oozing a blinding acid.~ -~ -4 4758 16385 -42 5 5 -1 -5 4300 430 -'blindness' -A -9 -100 -A -26 1024 -A -26 4096 -#11076 -set ring power~ -Set's ring of Power~ -A black ring, radiating pure magical might, lays here.~ -~ -9 524822 3 -12 12 0 0 -1 340600 34060 -A -13 50 -A -12 25 -A -3 2 -A -18 4 -A -19 4 -#11077 -set rod~ -the Black Rod of the Four Winds~ -A heavy wooden rod, crafted of rune-magic and innocents blood, lays here.~ -~ -9 98838 16385 -0 12 0 0 -8 160800 16080 -A -1 1 -A -4 1 -A -18 2 -A -19 5 -A -13 50 -A -12 75 -#11078 -flame feather ~ -feather of flame~ -A flaming feather, from a large magical bird lays here.~ -~ -4 67 16385 -42 1 1 -1 -1 14300 1430 -'fireshield' -#11079 -blade justice sword~ -the Blade of Justice~ -A magnificent silver-blue sword of ancient make lays here.~ -~ -5 8946755 8193 -0 8 4 3 -10 43500 4350 -A -13 60 -A -1 2 -A -2 -1 -A -18 6 -A -19 7 -A -12 30 -#11080 -horus bracer light~ -a Bracer of Light~ -A powerful band of metal lays here, glowing softly.~ -~ -9 8946691 4097 -23 8 0 0 -6 145600 14560 -A -1 2 -A -18 2 -A -19 3 -A -13 35 -A -12 40 -#11081 -sphinx leggings~ -a pair of Sphinx leggings~ -A pair of heavy leggings lay here covered in sand.~ -~ -9 8422467 33 -18 18 0 0 -15 3400 340 -A -1 2 -A -18 1 -A -19 3 -#11082 -scroll famine~ -a scroll of famine~ -A bound parchement, brittle with age lays here.~ -~ -2 22 1 -45 -1 -1 -1 -1 23000 2300 -'curse' 'energy drain' 'harm' -#11083 -potion famine~ -green potion flask~ -A green flask lays here.~ -~ -10 22 1 -40 -1 -1 -1 -2 34200 3420 -'curse' 'energy drain' 'harm' -#11084 -staff poison~ -a Staff of Poison~ -A withered and twisted staff lays here.~ -~ -4 534 16385 -41 4 4 -1 -7 32001 3200 -'poison' -#11085 -ring poison~ -a ring of poison protection~ -A small band of metal which has an unnatural color to it lays here.~ -~ -9 17301526 3 -14 14 0 0 -1 14300 1430 -A -13 20 -A -12 20 -A -27 256 -A -20 -4 -#11086 -war axe bloody~ -the Bloody Axe of War~ -A hefty metal axe, forged of blackened steel lays here.~ -~ -5 557142 8193 -0 4 8 3 -14 24300 2430 -A -1 1 -A -5 2 -A -13 50 -A -18 7 -A -19 7 -#11087 -shield war~ -the Shield of War~ -A battered metal shield, covered in the blood of enemies lays here.~ -~ -9 524822 513 -35 35 0 0 -14 110500 11050 -A -21 -3 -A -22 -3 -A -23 -3 -A -19 3 -A -13 30 -#11088 -potion health elixer black ~ -an elixer of health~ -A black potion lays here gathering dust.~ -~ -10 6 1 -45 -1 -1 -1 -2 56000 5600 -'heal' 'heal' 'heal' -#11089 -staff death~ -the Staff of Death~ -A wooden staff oozing sap (or is it blood) lays here.~ -~ -4 22 16385 -50 10 10 -1 -1 3600 360 -'poison' -#11090 -staff magi thoth~ -a Staff of the Magi~ -A powerful staff of lore and magic lies here.~ -~ -5 8979523 8193 -0 4 6 7 -5 324000 32400 -A -13 50 -A -12 100 -A -18 7 -A -19 7 -A -17 -20 -#11091 -ring power thoth~ -a Ring of Magic~ -A small ring imbued with magic by Thoth lays here.~ -~ -9 8979459 3 -0 10 0 0 -1 230000 23000 -A -13 20 -A -12 60 -A -19 3 -A -1 -1 -#11092 -rebirth scroll~ -a scroll of rebirth~ -A scroll crafted out of pure flame lays here.~ -~ -2 64 1 -50 -1 -1 -1 -1 11200 1120 -'armor' 'fireshield' 'cure critical' -#11093 -staff healing~ -a Staff of Healing~ -A light wooden staff crafted of white wood lays here.~ -~ -4 8389635 16385 -50 10 10 -1 -4 11200 1120 -'heal' -#11094 -horn cow apis~ -the Horn of Apis~ -An ivory horn of beauty lays here.~ -~ -5 8422403 8193 -0 12 3 2 -4 32400 3240 -A -13 25 -A -12 100 -A -4 2 -A -18 4 -A -19 6 -#11095 -brand honor~ -a Brand of Honor~ -A blazing brand lays here.~ -~ -1 8422403 1 -0 0 600 0 -2 10600 1060 -A -13 15 -A -12 15 -A -18 1 -A -19 2 -#11096 -medallion honor~ -the Medallion of Honor~ -A metal medallion of magical power lays here.~ -~ -9 8946691 5 -24 24 0 0 -4 43005 4300 -A -18 2 -A -19 4 -A -29 1024 -A -29 1 -#11097 -amulet ra sun~ -the Amulet of the Sun~ -A blazing bright amulet lays here.~ -~ -9 8946691 5 -0 8 0 0 -5 53200 5320 -A -12 60 -A -18 1 -A -19 3 -#11098 -helm ra light~ -the Helm of Light~ -A helm made of pure light and hope lays here.~ -~ -9 8946691 17 -35 35 0 0 -14 243006 24300 -A -13 60 -A -12 60 -A -18 3 -A -19 5 -A -23 3 -A -22 3 -A -24 3 -A -26 4 -#11099 -cloak ra light~ -a Cloak of Light~ -A cloak formed of woven rays of light lays here.~ -~ -9 8946691 1025 -0 0 0 0 -10 356000 35600 -A -13 50 -A -12 50 -A -18 3 -A -19 7 -A -1 3 -#11100 -orb sun~ -the Orb of the Sun~ -A blazing orb, carried by Ra through the day sky, lays here burning.~ -~ -1 8946691 16385 -0 0 2000 0 -400 2000000 200000 -A -13 50 -A -12 50 -A -3 2 -A -4 2 -A -18 2 -A -19 2 -A -29 16 -#11101 -bone axe~ -a bone axe~ -An axe formed of bone lays here.~ -~ -5 4 8193 -0 2 24 0 -8 8 0 -A -1 2 -A -18 -4 -A -19 4 -#11102 -bone plate breastplate~ -a bone breastplate~ -A set of plate formed of bone lays here.~ -~ -9 4 9 -26 26 0 0 -18 18 1 -A -2 -1 -A -14 -50 -A -19 2 -#11103 -bone dagger~ -a bone dagger~ -A sharp piece of bone in the shape of a dagger lays here.~ -~ -5 4 8193 -0 3 9 2 -3 3 0 -A -19 2 -#11104 -bone shield~ -a bone shield~ -A chipped shield formed of bone lays here.~ -~ -9 4 513 -16 16 0 0 -12 12 1 -A -17 -30 -A -18 -3 -A -19 2 -#11105 -dragonscale platinum helmet~ -a dragonscale helmet~ -A burnished platinum dragonskin helmet lays here.~ -~ -9 8440835 17 -26 0 0 0 -12 320680 32068 -A -19 6 -A -18 2 -A -13 25 -#11106 -plate platinum dragonscale breastplate~ -a dragonscale breastplate~ -A burnished platinum dragonskin breastplate lays here.~ -~ -9 8440835 9 1 -45 45 0 0 -10 567000 56700 -A -13 100 -A -1 1 -A -17 -40 -A -18 2 -#11107 -greaves platinum dragonscale~ -a pair of dragonscale greaves~ -A pair of burnished platinum dragonskin greaves.~ -~ -9 8440835 33 -28 0 0 0 -11 54320 5432 -A -18 2 -A -19 4 -A -2 1 -A -1 -1 -#11108 -guards dragonscale platinum arm~ -a pair of dragonscale arm-guards~ -A pair of burnished platinum dragonskin arm-guards lay here.~ -~ -9 8440835 257 -28 0 0 0 -8 43200 4320 -A -19 7 -A -18 3 -A -1 1 -A -13 10 -#11109 -boots dragonscale platinum~ -a pair of dragonscale boots~ -A pair of burnished platinum dragonskin boots lay here.~ -~ -9 8440835 65 -23 0 0 0 -5 34320 3432 -A -19 5 -A -2 1 -A -14 25 -#11110 -shield dragonscale platinum~ -a dragonscale shield~ -A burnished platinum dragonskin shield lays here.~ -~ -9 8440835 513 -35 0 0 0 -13 324003 32400 -A -19 5 -A -13 25 -#11111 -platinum dragonscale girth~ -a dragonscale girth~ -A burnished platinum dragonskin girth lays here.~ -~ -9 8440835 2049 -29 29 0 0 -9 234540 23454 -A -13 20 -A -19 3 -A -23 -5 -A -18 1 -#11112 -platinum dragon orb~ -a dragon orb~ -An orb of burnished platinum lays here.~ -~ -4 8422403 16385 -55 3 3 -1 -5 12400 1240 -'sanctuary' -> sac_prog 100~ -mpecho As $n shatters this fragile item...A cloud of gas wraps about $m. -c fireshield $n -c iceshield $n -c sanc $n -c armor $n -c shield $n -~ -| -#11113 -fang bahamut~ -a dragon fang~ -A sharp dragon fang of Bahamut's lays here.~ -~ -5 8422403 8193 -0 2 27 2 -4 32400 3240 -A -13 50 -A -1 1 -A -17 -15 -A -18 6 -A -19 9 -#11114 -axe demon executioner~ -an executioner's axe~ -A hooked axe lays here waiting to decapitate someone.~ -~ -5 1026 8193 -0 3 11 1 -16 3400 340 -A -1 2 -A -17 -20 -A -18 4 -A -19 4 -#11115 -dagger set ~ -a dagger of Set~ -A wicked looking curved dagger lays here driping poison.~ -~ -5 17302038 8193 -0 10 2 2 -2 23000 2300 -A -1 1 -A -26 4096 -A -29 1048576 -A -20 -5 -A -18 5 -A -19 5 -#11116 -silk shirt~ -a Silk shirt~ -A long silk shirt worn by a lady of the night lays here.~ -~ -9 8486998 9 1 -40 40 0 0 -2 34000 3400 -A -17 -10 -A -13 20 -A -12 100 -A -20 -5 -A -24 -7 -#11117 -whip demon~ -a torturer's whip~ -A long harshly made whip lays here.~ -~ -5 534 8193 -0 8 4 4 -10 1200 120 -A -18 5 -A -19 8 -#11118 -fountain peace~ -a fountain of peace~ -A beautiful fountain, which shows the benefits of peace, is here.~ -~ -25 0 0 -100 100 0 0 -400 0 0 -#11119 -stream~ -a stream~ -A peaceful stream meanders by here.~ -~ -25 0 0 -1000 1000 0 0 -1000 0 0 -#11120 -sign~ -a sign~ -An enchanted sign hovers here calling attention to itself.~ -~ -12 3 1 -0 0 0 0 -200 0 0 -E -sign~ -As a warning to you all, thieves and evil are not tolerated within this -land. If you come with a heart of evil you will not likely live to escape. -Remember this warning and think first, is entering this land to do my -evil acts truly worth it. If you still persist may you find the quickest -path to Hell available. -----Isis, Goddess of War, Love, and Magic---- -~ -#11121 -fountain life~ -the Fountain of Life~ -A fountain of pure water sprays up here, celebrating life and its victories.~ -~ -25 0 0 -60 60 0 0 -100 0 0 -#11122 -mummy wrappings~ -mummy wrappings~ -A bundle of wrappings lays here.~ -~ -9 131076 9 -14 14 0 0 -5 32 3 -A -27 2 -A -29 1 -A -13 30 -A -5 2 -#11123 -gloves wind~ -gloves of the Wind~ -A pair of air-enchanted gloves lay here.~ -~ -9 1123 129 -16 16 0 0 -6 32004 3200 -A -1 3 -A -2 2 -A -19 2 -#11124 -light spirit ectoplasm~ -a Spirit Light~ -A brightly glowing piece of ectoplasm lays here.~ -~ -1 1 16385 -0 0 300 0 -1 15 1 -A -5 1 -#11125 -axe hand~ -a hand axe~ -A small hand axe lays here.~ -~ -5 524288 8193 -0 2 15 3 -3 5 0 -A -18 -2 -A -19 2 -#11126 -ankh life~ -ankh of life~ -A glowing ankh lays here radiating the power of life~ -~ -4 67 16385 -35 3 3 -1 -4 16500 1650 -'heal' -#11127 -amulet mystical~ -a mystical amulet~ -A dusty amulet lays here.~ -~ -9 524353 5 -25 13 0 0 -4 1220 122 -A -13 10 -A -19 2 -#11128 -sword blade khopesh~ -a khopesh sword~ -A fine, curved blade lays here.~ -~ -5 524355 8193 -0 4 5 3 -6 3240 324 -A -18 6 -A -19 1 -#11129 -sceptre pharoah~ -a Pharoah's Sceptre~ -A regal sceptre lays here encrusted in precious metal.~ -~ -9 557059 16385 -16 16 0 0 -8 34500 3450 -A -13 25 -A -12 25 -A -18 2 -A -19 2 -#11130 -sand flask potion blue~ -a blue potion of sleep~ -A flask of magical blue hue is here.~ -~ -10 67 1 -40 -1 -1 -1 -2 1650 165 -'sleep' 'sleep' 'sleep' -#11131 -embalming fluid potion~ -embalming fluid~ -A potion full of fluid which hardens the body.~ -~ -10 64 1 -35 -1 -1 -1 -2 34200 3420 -'armor' 'cure critical' 'stone skin' -#11132 -scimitar fire~ -a blazing scimitar~ -A weapon of flame lays here.~ -~ -5 577 8193 -0 5 10 3 -4 36000 3600 -A -1 3 -#11133 -ball flame quartz~ -a ball of flame~ -A small ball of blazing flame rolls here.~ -~ -1 1 16385 -0 0 300 0 -1 15 1 -E -ball~ -A ball of fire lays here with power waiting to be released. -~ -> speech_prog p I call forth your power~ -cast fireshield $n -cast 'create fire' -mpforce $n dro quartz -mpforce $n sac quartz -~ -| -#11134 -staff dispeling~ -a staff of dispeling~ -A powerful staff of magic lays here.~ -~ -4 86 16385 -36 2 1 -1 -7 11200 1120 -'dispel magic' -#11135 -scroll attack~ -a scroll of attack~ -A scroll full of offensive magic lays here.~ -~ -2 64 1 -36 -1 -1 -1 -2 4320 432 -'blindness' 'fireball' 'harm' -#11136 -sword heroes~ -a Heroes Sword~ -A heroes sword lays here waiting to be taken up again.~ -~ -5 525315 8193 -0 3 6 3 -9 21000 2100 -A -13 40 -A -5 2 -#11137 -shield heroes~ -a Heroes Shield~ -A heroes bright shield lays here waiting to be taken up again.~ -~ -13 525315 513 -27 27 0 0 -14 32040 3204 -A -19 1 -#11138 -belt strength~ -a belt of golem-strength~ -A heavy metal belt lays here.~ -~ -9 524355 2049 -26 26 0 0 -9 32004 3200 -A -1 2 -#11139 -scroll protection~ -a scroll of protection~ -A scroll for enchanting protection is here.~ -~ -2 64 1 -34 -1 -1 -1 -1 15000 1500 -'armor' 'shield' 'stone skin' -#11140 -shroud wraith~ -a wraith shroud~ -An ethereal cloak floats here.~ -~ -9 22 1025 -23 23 0 0 -4 34000 3400 -A -13 30 -A -12 30 -A -19 2 -#11141 -staff wraith~ -a wraith staff~ -A wispy staff, formed of ether floats here.~ -~ -4 66 16385 -30 2 2 -1 -6 16000 1600 -'pass door' -#11142 -scroll fire~ -a scroll of flame~ -A scroll lays here smoldering.~ -~ -2 64 1 -34 -1 -1 -1 -1 45000 4500 -'fireball' 'flamestrike' 'fire breath' -#11143 -potion refresh~ -refreshing potion~ -A refreshing looking potion lays here.~ -~ -10 66 1 -35 -1 -1 -1 -2 2000 200 -'refresh' 'refresh' 'refresh' -#11144 -lich eyes~ -lich eyes~ -A pair of decaying lich eyes roll about here.~ -~ -9 4806 131073 -17 17 0 0 -3 13000 1300 -A -26 8 -A -26 32 -A -29 1 -A -1 1 -#11145 -cloak demon demonhide~ -a Cloak of Demons~ -A cloak of red demonhide lays here.~ -~ -9 16958038 1025 -30 8 0 0 -8 65400 6540 -A -1 1 -A -18 5 -A -13 40 -A -5 -2 -A -19 6 -#11146 -chains imprisonment~ -chains of imprisonment~ -A heavy set of foot-chains lay here.~ -~ -9 528598 65 -30 30 0 0 -35 36500 3650 -A -14 -400 -A -1 1 -A -2 -2 -A -18 -5 -A -19 6 -#11147 -sword~ -a magical sword~ -A sword of magic, crafted by a powerful wizard.~ -~ -5 84 8193 -0 2 12 3 -6 35400 3540 -A -14 50 -A -2 2 -A -1 -1 -A -18 4 -A -19 5 -#11148 -axe~ -a magical axe~ -A magical axe, crafted by a powerful sorceror lays here.~ -~ -5 86 8193 -0 4 6 1 -14 25400 2540 -#11149 -maul golem~ -the Maul of Stone~ -A powerful weapon forged of supernatural stone lays here.~ -~ -5 70 8193 -0 7 9 8 -55 35500 3550 -A -1 3 -A -18 10 -A -13 150 -A -19 9 -#11150 -maul golem (fake)~ -the Maul of Stone~ -A mighty maul lays here ready to crush bone and rock.~ -~ -5 70 8193 -0 14 3 7 -15 1500 150 -A -1 1 -A -2 -1 -#11151 -visor dark~ -visor of dark~ -A visor of pure darkness lays here.~ -~ -9 598 131073 -10 10 0 0 -3 23100 2310 -A -13 10 -A -18 4 -A -19 1 -#11152 -light holy~ -holy light~ -A light from the gods of good lays here.~ -~ -1 1089 16385 -0 0 400 0 -2 1200 120 -A -5 2 -A -19 1 -#11153 -visor light~ -visor of light~ -A glowing band of light lays here waiting to show you the truth.~ -~ -9 1089 131073 -12 12 0 0 -3 23100 2310 -A -13 10 -A -18 3 -A -19 2 -#11154 -dark unholy~ -unholy darkness~ -A dark brand from the lords of evil lays here.~ -~ -1 580 16385 -0 0 400 0 -2 1200 120 -A -5 2 -A -19 1 -#11155 -ankh pharoah~ -a Pharoah's Ankh~ -A heavy metal ankh lays here humming with power.~ -~ -9 557654 5 -0 0 0 0 -6 65430 6543 -A -18 2 -A -19 3 -A -29 1024 -A -20 -2 -A -21 -2 -A -24 -2 -A -13 30 -A -12 30 -#11156 -scroll summon~ -a scroll of summoning~ -A scroll which can bring aid to you in battle lays here.~ -~ -2 65 1 -50 -1 -1 -1 -2 3254 325 -'summon' 'NONE' 'NONE' -#11157 -scroll earth~ -scroll of the Earth~ -A sand-covered scroll lays here.~ -~ -2 64 1 -50 -1 -1 -1 -1 1500 150 -'earthquake' 'earthquake' 'earthquake' -#11158 -potion elixer protection~ -an elixer of protection~ -A powerful elixer which can protect your life lays here.~ -~ -10 64 1 -50 -1 -1 -1 -2 32000 3200 -'fireshield' 'iceshield' 'shockshield' -#11159 -potion dispeling black~ -a glowing black potion~ -A potion, gleaming in the dark, lays here.~ -~ -10 67 1 -50 -1 -1 -1 -1 14300 1430 -'dispel magic' 'dispel magic' 'remove curse' -#11160 -sarcophagus coffin~ -a sarcophagus~ -A beautiful rendered sarcophagus lays here.~ -~ -37 0 1 -0 0 0 0 -2000 0 0 -> push_prog 100~ -mpecho As you push the sarcophagus back you hear an unearthly moan arise. -mpmload 11095 -mpecho The bandaged creature staggers to his feet and looks about wildly. -mpecho With a stumbling move forward he suddenly attacks! -mpforce pharoah mpoload 11129 33 -mpforce pharoah mpoload 11130 33 -mpforce pharoah wear all -~ -| -#11161 -treasure pile ~ -a pile of treasure~ -A pile of treasure.~ -~ -20 0 1 -100000 0 0 0 -1 100000 10000 -#11162 -sand blinding~ -a handful of blinding sand~ -A handful of sand could possibly be a last ditch defense.~ -~ -3 0 16385 -22 1 1 -1 -1 0 0 -'blindness' -#11163 -statue empress platinum~ -a platinum statue of an empress~ -A platinum statue of a powerful (yet dead) empress stands here.~ -~ -12 524288 1 -0 0 0 0 -1 1000000 100000 -#11164 -statue empress jade~ -a jade statue of an empress~ -A jade statue of a beautiful woman is standing here.~ -~ -12 0 1 -0 0 0 0 -325 750000 75000 -#11165 -statue empress~ -a statue of an empress~ -A valuable statue of a long dead empress stands here.~ -~ -12 0 1 -0 0 0 0 -250 500000 50000 -#11166 -key ramen ~ -a Key to Light~ -A key that can be worn about the neck lays here.~ -~ -9 0 5 -40 40 0 0 -3 1500 150 -#11167 -sign camel~ -a sign~ -A sign sunk deep into the ground to prevent theft is here.~ -~ -12 0 0 -0 0 0 0 -6 0 0 -E -sign~ -To purchase animals please have monies available when you ask. -We have a fine selection of camels to choose from. -Small camels are for levels 11 - 26 -Humpbacked camels are for levels 23 - 37 -Big camels are for levels 38 - 50 -~ -#11168 -potion power~ -a potion of power~ -A potion full of violent power waiting to be released.~ -~ -10 64 1 -35 -1 -1 -1 -2 100000 10000 -'fireshield' 'sanctuary' 'shockshield' -#11169 -potion ice dark shadowy~ -a shadowy potion~ -A potion full of an ice-cold yet shadowy liquid lays here.~ -~ -10 64 1 -50 -1 -1 -1 -2 15000 1500 -'shadowform' 'iceshield' 'kindred strength' -#11170 -potion blue metal~ -a metallic blue potion~ -A metal potion of magical defenses lays here.~ -~ -10 524352 1 -50 -1 -1 -1 -1 32100 3210 -'demonskin' 'dragonskin' 'stone skin' -#11171 -brown potion magic~ -a brown potion~ -A magical potion of protection lays here.~ -~ -10 66 1 -50 -1 -1 -1 -2 43200 4320 -'eldritch sphere' 'ethereal shield' 'protection' -#11172 -purple potion protection~ -a purple potion~ -A purple potion of elemental protection.~ -~ -10 65 1 -50 -1 -1 -1 -1 15000 1500 -'blazeward' 'inner warmth' 'trollish vigor' -#11173 -blade justice sword platinum~ -&WJustice&D~ -A shimmering platinum blade radiates blue light.~ -~ -5 8915971 8193 -15 20 2 3 -4 2000000 200000 -A -26 8192 -A -13 100 -A -12 100 -A -23 -5 -A -24 -5 -A -20 -5 -A -17 -40 -A -18 13 -A -19 13 -> sac_prog 100~ -if rand(50) -mea $n _whi Light surrounds you as you make the ultimate sacrifice. -mer $n _whi Light surrounds $n as they make the ultimate sacrifice. -mpoload 11176 -drop justice -else -endif -~ -| -#11174 -iron shackles manacles~ -bolted iron shackles~ -A pair of huge iron shackles lie here.~ -~ -12 524292 0 -0 0 0 0 -1000 0 0 -> speech_prog p I am finally free...~ -if name ($n) == Phoenix - mpdamage phoenix 3000 -endif -~ -| -#11175 -mask ra~ -&YThe Mask of Ra&D~ -A face plate lays here burning bright as the sun!~ -~ -9 8948737 1048577 -12 0 0 0 -3 0 0 -A -19 3 -A -18 3 -A -12 40 -A -13 50 -A -20 4 -A -41 5 -#11176 -blade justice sword platinum~ -&WJ&Yu&Ws&Yt&Wi&Yc&We&D~ -A shimmering platinum blade radiates blue light.~ -~ -5 8915971 8193 -15 20 2 3 -4 2000000 200000 -A -26 8192 -A -13 100 -A -12 100 -A -23 -5 -A -24 -5 -A -20 -5 -A -17 -40 -A -18 13 -A -19 13 -A -30 22 -#11197 -test lever~ -a newly created test lever~ -Some god dropped a newly created test lever here.~ -~ -37 0 1 -8192 0 11086 11090 -1 0 0 -#11198 -potion violet~ -a newly created potion violet~ -Some god dropped a newly created potion violet here.~ -~ -10 0 1 -55 -1 -1 -1 -1 0 0 -'sanctuary' 'fireshield' 'shockshield' -#11199 -war helm~ -helm of War~ -Some god dropped a newly created emergeny forcequitter here.~ -~ -15 2097152 17 -0 0 -1 0 -1 0 0 -> speech_prog p die~ -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -quit -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -c heal Kandrin -mpdamage mandor 8000 -~ -| -#0 - - -#ROOMS -#10900 -Floating in a void~ -~ -0 1073741828 1 -S -#10901 -Floating in a void~ -~ -0 1073741828 1 -S -#10902 -Floating in a void~ -~ -0 1073741828 1 -S -#10910 -Floating in a void~ -~ -0 1073741828 1 -S -#10950 -Floating in a void~ -~ -0 1073741828 1 -S -#10999 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1073741828 10 -D0 -The desert awaits you -~ -~ -0 -1 11042 -D1 -The desert awaits you -~ -~ -0 -1 11196 -D2 -The desert awaits you -~ -~ -0 -1 11189 -D3 -The desert awaits you -~ -~ -0 -1 11045 -S -#11000 -Selic's Work Room~ -A drafting table stands at one side of this open air work area. Next -to the table are several axes and saws, as well as a few hammers, chisels -and other building paraphenalia. A large sheaf of parchment contains -the complete layout of the land to arise from nothing. A mystic portal -is to the east and leads to the blasted lands which have been completed. -To the south another portal leads to Darkhaven, while to the north is a -small log cabin that has been carefully put together. Oddly enough it -never seems to rain or be cold here, and the small pool to the side looks -rather inviting. A large stack of lumber and mystic building blocks are -stacked along the far side of the pool. Next to the drafting area is a -small refreshment stand with various drinks and appetizers. -~ -0 12 0 -D0 -The Cabin of Selic -~ -~ -1 11003 11199 -D1 -The Blasted Lands await. -~ -~ -1079 11003 11001 -E -board~ -This is Selic's personal note pad.. -note 1: Key to 11020 -note 2: levers in 11027..one to 3001..next to 11001..last to Ramases tomb -note 3: teledelay teleport in 11032 to 11033 -note 4: Key to 11053/54 -note 5: change teledelay form 11033 to 35 -note 6: shimmy cant beat seth :( -note 7: no note -note 10: key 11004 to 11062 or so -note 11: key 11005 to 11069 -note i have moonshines eq in my backpack -~ -E -board ~ -note 2: levers in 11027 ..one to hakiem..other to Ramases tomb.. - last to 11001 -~ -E -board ~ -note 6: 11001-11040 checked for nomob flag -~ -E -board ~ -~ -> speech_prog p recall~ -if name($n) == Selic -or name($n) == Briar -mptransfer $n 21000 - else -endif -~ -| -S -#11001 -The Entrance to the Blasted Lands~ -You stand here at the edge of the blasted lands. You check your gear and -can only hope you have what will carry you through essentially unscathed. -The parched white bones of people and creatures unknown to you litter the -sands ahead..and you know the journey will be long and arduous. You -realize once you set foot within you might die, but the possibility of -treasure and magic, which you have heard tales of, is a mighty tempting -lure. It is even said that an ancient city lays at the other side. -~ -0 4 10 -D1 -~ -~ -0 -1 23775 -D3 -~ -~ -0 -1 11002 -E -Help~ -This area is designed for levels 25+...however it is best advised -to read descriptions thoroughly and to look for hidden help. -Doing so will improve your odds of success and also help you enjoy -the area more fully. - -Hope you enjoy, -Selic -~ -E -plaque~ -From the annals of Minsher of Darkhaven: "I have finally escaped the -horrid desert! After long months of being trapped I am finally free. -For those of you who wish to brave this land... I leave you this -advice. Always look carefully about as there are many things hidden -which will help you in your endeavours. Also do not venture past here -unless you are sure you can last a long time in the desert. The ways -to escape are few and hidden, but with perseverance can be found. I -wish you the best of luck in your journeys, and also that the deities -smile upon you." -This was inscribed on this plaque before you soon after Minsher fell -to his death in an inn in Darkhaven. No one knows how or why he fell, -only that he had tried to trade several cursed items before his untimely -death. Beware Adventurers!!! The land beyond is fraught with peril. - -Selic -~ -S -#11002 -The Blasted Lands~ -You have wandered through these shifting dunes of sand for so long -that your skin is cracking and sand has covered you from head to foot. -You can only hope that the visions you see are real and not desert -mirages as all before have been. You plod over the next dune in the -hope that you will be finally free of this cursed land..unfortunately -nothing save more dunes await you. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11006 -D1 -~ -~ -0 -1 11041 -D2 -~ -~ -0 -1 11003 -D3 -~ -~ -0 -1 11010 -S -#11003 -The Blasted Lands~ -You have come across yet more sand dunes. You think back to the time -when you enjoyed the cool breeze of Darkhaven and the shade of trees. -Looking about you realize how good you had it then, and how foolish -this journey has become. If only you had known the dangers that -awaited or the terrible size of this desert. However, the lure of -treasure and glory, or perhaps just your desire to explore, has led -you to this miserable sand dune in the middle of nowhere. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11009 -D1 -~ -~ -0 -1 11008 -D2 -~ -~ -0 -1 11007 -D3 -~ -~ -0 -1 11010 -S -#11004 -The Blasted Lands~ -The sand around you swirls as the wind picks up. Unfortunately it is -a rather hot wind and brings no comfort to you. Off to the east -you can see a sandstorm and hope you can outrace it. Fortunately all -other directions appear much safer. At least you can attempt to -fight the creatures of this forsaken land, but who in all the -realms can battle the very elements? -~ -0 1056768 10 -D0 -~ -~ -0 -1 11017 -D1 -The deadly sandstorm. -~ -~ -0 -1 11005 -D2 -~ -~ -0 -1 11017 -D3 -~ -~ -0 -1 11037 -S -#11005 -The Sandstorm~ -You entered the sandstorm in a vain attempt to prove your bravery. -Unfortunately the elements are mighty foes, and this sandstorm has -filled your lungs with sand and covered your body as well. You -suffocate slowly and watch your life pass before your eyes..then -NOTHING. - - - -~ -0 6 10 -S -#11006 -The Blasted Lands~ -You come over yet another sand dune and see before you a paradise. -You have finally escaped the blasted desert and stumble upon an -oasis. As you look around thanking your god for your life, you -see the air slowly shimmer and realize it was naught but a mirage. -What you thought was a palm tree is in reality a pile of bones, -while the water is completely non-existent. You get up slowly -and wearily plod on, hoping that soon you will find escape from this -land. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11007 -D1 -~ -~ -0 -1 11008 -D2 -~ -~ -0 -1 11007 -D3 -~ -~ -0 -1 11016 -S -#11007 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11010 -D1 -~ -~ -0 -1 11010 -D2 -~ -~ -0 -1 11016 -D3 -~ -~ -0 -1 11040 -S -#11008 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11016 -D1 -~ -~ -0 -1 11003 -D2 -~ -~ -0 -1 11016 -D3 -~ -~ -0 -1 11010 -S -#11009 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11041 -D1 -~ -~ -0 -1 11016 -D2 -~ -~ -0 -1 11011 -D3 -~ -~ -0 -1 11037 -S -#11010 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 1 -D0 -~ -~ -0 -1 11043 -D1 -~ -~ -0 -1 11010 -D2 -~ -~ -0 -1 5600 -D3 -~ -~ -0 -1 11019 -S -#11011 -The Oasis~ -You don't know how, yet you have managed to finally find some safety. -As you crossed the last dune you saw palm trees and silk pavilions -and know that here at least lies water and civilization of a sort. As -you stagger into the Oasis you see several men (perhaps guards by the -apparel they wear) eye you suspiciously. -~ -0 1056772 10 -D0 -The center of the oasis. -~ -~ -0 -1 11013 -D2 -You see the desert before you. -~ -~ -0 -1 11037 -S -#11012 -The Camp at the Oasis~ -The camp before you sprawls across the oasis. There appear to be -scores of people who have made this camp a semi-permanent home. As -you look about, you see all sorts of strange garb. These people -have come from lands far distant, and the tales of treasures that -they have seen are boundless. -~ -0 1056768 10 -D0 -Several guards are in a pavilion -~ -~ -0 -1 11046 -D1 -The main pavilion is here. -~ -~ -0 -1 11047 -D2 -You see several camels milling around. -~ -~ -0 -1 11048 -D3 -The center of the oasis. -~ -~ -0 -1 11013 -S -#11013 -The Oasis~ -You stand in the center of the oasis surrounded by the noise of the -living and that most joyous of sounds: the splash of water to the west. -Moving beneath a palm tree for shade you look about and survey the -motley band who have claimed this oasis as their own. You realize -that the men who walk here do not have the look of honest men and your -hand instinctively strays to your weapon. -~ -0 1056768 10 -D0 -The Sheik's pavilion is set up here. -~ -~ -0 -1 11014 -D1 -Before you are several pavilions. -~ -~ -0 -1 11012 -D2 -The oasis. -~ -~ -0 -1 11011 -D3 -You see a small spring. -~ -~ -0 -1 11015 -S -#11014 -The Sheik's Pavilion~ -The air within this pavilion is filled with smoke and incense. As -you wave your arms about to clear the air a man stands revealed. He -sits upon a mound of pillows and is slowly polishing a bottle in his -hand. -~ -0 1056768 10 -D2 -The center of the oasis. -~ -~ -0 -1 11013 -S -#11015 -The Healing Spring~ -You have found one of the marvels of this desert. The clear spring -before you is reputed to have mystical healing abilities. Due to the -spring's small size though, only one may drink from its waters at a -time. As you drink in the refreshing liquid you feel oddly at peace, -and better than you have in a while. -~ -0 3076 10 -D1 -The center of the oasis. -~ -~ -0 -1 11013 -> entry_prog 100~ -mpecho As you near the fresh flowing spring you are overcome by desire. -mpforce $n drink -c 'cure critical' $n -c 'cure poison' $n -c 'remove curse' $n -mpecho As you wipe your lips dry, you feel calm and in need of rest. -mpforce $n rest -~ -> speech_prog p home~ -if name ($n) == Cyranis -or name ($n) == Meseric -or name ($n) == Chandra -or name ($n) == Leatha -or name ($n) == Selic -or name ($n) == Briar - mptrans $n 11000 -endif -~ -| -S -#11016 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11008 -D1 -~ -~ -0 -1 11008 -D2 -~ -~ -0 -1 11036 -D3 -~ -~ -0 -1 11042 -S -#11017 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11007 -D1 -~ -~ -0 -1 11007 -D2 -~ -~ -0 -1 11044 -D3 -~ -~ -0 -1 11037 -S -#11018 -The Blasted Lands~ -Plodding along, you have finally come to something out of the ordinary. -Sticking straight up out of the sand before you is a tattered war -banner. Digging around you find the skeletal remains of an old -adventurer. His remains are so decayed that you cannot tell what his -race or profession once were. However, a glimmer of metal shines -through his ribcage and appears to be of value. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11038 -D1 -~ -~ -0 -1 11040 -D2 -~ -~ -0 -1 11038 -D3 -~ -~ -0 -1 11041 -E -metal~ -Barely legible upon this scrap of metal are a few words. Taking the -time to read them you shudder in horror.. -"I Have wandered t s dam d des rt for ore d ys than i can beli ve. -Yester y as th worst tho h. I found the tomb of Ram s -I bare y escap and my fr nds unfort ate w re not as luc ...if -you cal dyin o th rst lucky. Seven of the most pow ul m ges -and war rs of Mis a iq died. I cannot be ieve the creatur s pow . -I ho e whoev r reads thi he ds my warn ng. Flee befo its too -late" -If there was more to it you cannot tell as the bottom half has -eroded away. -~ -S -#11019 -The Tomb Entry~ -You have finally staggered into something out of the ordinary, a half -buried tomb in the desert sands. As you walk around slowly you see -that sand has covered the floor to a depth of several inches. The -walls are sand-scoured and apparently anything which was on them has -been destroyed by time. The hall continues to the east, but what is -there is anyone's guess. -A small plaque is engraved on the floor -~ -0 1056772 10 -D0 -The desert awaits you. -~ -~ -0 -1 11010 -D1 -The halls of the tomb. -~ -~ -0 -1 11020 -D3 -The desert awaits you. -~ -~ -0 -1 10999 -E -plaque~ -This tomb is for levels 25+, it provides insight into how the other -tombs will work so pay attention..failure to do so can lead to death -or worse. -~ -S -#11020 -The Hall Within The Tomb~ -You are now inside the tomb and see the light fading behind you. To -the east, the hall continues in darkness. The air is stale and heavy, -and you wonder what treasures (and creatures as well) may be found -here. Off in the distance you hear a faint moaning, yet you quickly -attribute this sound to the wind. -~ -0 1056777 0 -D1 -The hall continues. -~ -~ -0 -1 11022 -D3 -The tomb's exit. -~ -~ -0 -1 11019 -D5 -~ -hidden trapdoor secret~ -1071 11001 11021 -> entry_prog 100~ -mpclosepassage 11030 4 -~ -| -S -#11021 -Entry to the Hidden Halls~ -You have found your way into the depths of the tomb. Unfortunately -the only exit is down, as the roof above you slides shut. The air -here is musty, and what scares you the most are all the tracks you see -on the staircase leading down. If something is down there leaving -tracks, then the creature might be hungry. You are worried that you -could be the dinner it has been awaiting. -~ -0 8201 0 -D5 -Now you are going the right way. -~ -~ -0 -1 11028 -S -#11022 -The Sloping Hall~ -This passage has a noticeable slope to it and you quickly descend. -At the rate you are going, you estimate you are several meters below -the ground already. Ahead of you is a corridor that branches in all -directions. Oddly enough, the moaning sound is getting louder. -~ -0 1056776 0 -D1 -An intersection looms here. -~ -~ -0 -1 11023 -D3 -The hall continues. -~ -~ -0 -1 11020 -S -#11023 -The Intersection~ -The hall you have entered branches in the cardinal directions. To the -west is a sloping hall which has light at the end if it, while to the -south the corridor is cloaked in darkness. To the east is another hall -that continues on, and to the north appears, oddly enough, a lighted room. -The moaning sound seems to come from all directions now, and your hair -has begun to stand on end. -~ -0 1056777 0 -D0 -You see a hall with various statues. -~ -~ -0 -1 11034 -D1 -This hallway is dark and forbidding. -~ -~ -0 -1 11024 -D2 -This hallway is dark and forbidding. -~ -~ -0 -1 11031 -D3 -The hall continues. -~ -~ -0 -1 11022 -S -#11024 -The Hall ~ -This hall has seen little use in recent memory. Dust has gathered -on the floor and you can see little to distinguish this hallway from -others like it. You can hear a faint moaning from ahead, and what -sounds like an anguished scream from atop the steps leading up. -~ -0 1056777 0 -D1 -A burial room of some sort. -~ -~ -0 -1 11025 -D3 -The intersection looms before you. -~ -~ -0 -1 11023 -D4 -The tunnel up seems constrictive. -~ -~ -0 -1 11026 -S -#11025 -The Builder Memorial~ -Before you is a tribute paid to those who built this tomb. Piles -of bones are strewn everywhere and the floor is stained a brownish -red with their blood. Obviously the builders wished for some other -reward, yet all they got for their work was death. You feel sorry -for them for a second...then you realize they aren't as sorry as they -wish to make you. -~ -0 1048584 0 -D3 -The hallway. -~ -~ -0 -1 11024 -S -#11026 -The Hall of the Pharaoh~ -You have entered a hall which denotes the victories of the man -buried in this tomb. To the north you can see a large pit before -the tomb, while a staircase leads down to an intersection. What -treasures and glory awaits...only the gods themselves know. -~ -0 1057033 1 -D0 -A long drop awaits you. -~ -~ -0 -1 11035 -D5 -~ -~ -0 -1 11024 -S -#11027 -The Pharaoh's Tomb~ -The tomb you have entered is undisturbed and contains no enemies that -you can see. Nor does it contain any treasure. The only thing you -can see here is a sarcophagus with a name emblazoned at the base of it. -"Pharaoh Bangesd IV" is all you can make out. Hmmm...perhaps there is -more here than meets the eye. -~ -0 1056777 0 -D0 -~ -sarcophagus~ -1071 11001 11110 -D2 -A long drop awaits you. -~ -~ -0 -1 11035 -E -Sarcophagus~ -This is the beautifully inlaid sarcophagus of Bangesd IV. His treasure -was supposedly entombed with him. However, the room has no visible -treasure and this sarcophagus is not large. Perhaps there is a secret -chamber somewhere. -~ -S -#11028 -The Real Hall of the Pharaoh~ -Moving into this corridor you feel the tension in the air build. You -are nearing something of importance and the foes you must battle draw -near. Your hands get sweaty and you re-adjust your armor and weapons -for battle. You can hear a heavy panting to the south, and realize -a guardian looms near. -~ -0 1056777 0 -D2 -The hall of victory. -~ -~ -0 -1 11029 -D4 -Back to the hidden hall. -~ -~ -0 -1 11021 -S -#11029 -The Hall of Victory~ -This hallway depicts all the victories of Bangesd the IV. From -the lack of vivid descriptions, you believe that most of his -victories were in his mind rather than in reality. He thought much -of himself but did little to impress the masses. If he had not been -pharaoh, you doubt this tomb would have been made. The panting -you had heard earlier is obvious now. Some creature transferred a -poor dog here and it is dying of thirst. You chuckle as you realize -how worried you were. -~ -0 1056777 0 -D0 -The Pharaoh's Hall -~ -~ -0 -1 11028 -D2 -The Pharaoh's Final Resting Place -~ -~ -0 -1 11030 -S -#11030 -The Tomb of Bangesd IV~ -Although he accomplished little in life....Bangesd IV was still a -pharaoh, as is evidenced by his richly inlaid sarcophagus. The life- -like carving of him stands out in bas-relief. As you gaze about, you -see four statues of beautiful women wearing little. After a second -glance, you see that each has a slender sword in her clasped hands. -~ -0 1056776 0 -D0 -The hall of victory. -~ -~ -0 -1 11029 -S -#11031 -The Darkened Hall~ -This dark hallway seems to sap the very life from you as you move -through it. Towards the south you hear the moaning even louder than -before, yet you get the feeling that there is something here looking -at you as you move about. -~ -0 1056777 0 -D0 -You see the intersection before you. -~ -~ -0 -1 11023 -D2 -Before you lays the treasure room. -~ -~ -0 -1 11032 -S -#11032 -The Treasure Room~ -Before you is piled more treasure than you have ever seen. Looking -over this hoard you see...swords, axes, suits of armor, even clothing -and backpacks. The treasure must weigh a ton. However, a ghostly -presence is whispering something to you as you gaze about. -~ -0 8201 0 -D0 -The dark corridor. -~ -~ -0 -1 11031 -S -#11033 -The Treasure Room~ -You grabbed some treasure and the west wall dropped down. Now you -are trapped and realize that the whispering voice was serious. -Perhaps your greed will get you killed now...but if not you will -surely be more cautious in the future. -~ -0 8201 0 -D0 -~ -~ -0 -1 11031 -S -#11034 -The Hall of Life~ -This small room was obviously a shrine to someone. Perhaps a deity of -an era bygone, or a deity who now receives worship in another form. A -statue is against the north wall, while several oddly shaped objects -are hung off the walls. -~ -0 1056776 0 -D2 -You see an intersection before you. -~ -~ -0 -1 11023 -E -object~ -The object hanging on the wall is large and emanates a feeling of peace. - - *** - ******* - *** *** - ******* - * *** * - *********** - * *** * - *** - *** - *** - *** - ***** -~ -E -statue~ -The statue before you is old and neglected, yet still seems to -emanate a feeling of peace, love, and prosperity. On closer -examination you can make out the features of a once beautiful -woman and a small inscription at the base. - -"He who wishes to partake in the peace of Bast need only look to the -heart to find help." -~ -S -#11035 -The Floorless Room~ -The room you have entered has no floor. Below you is a 100 foot drop -with sharp spikes awaiting you. To the south is a stairway and to the -north, the burial chamber of the pharaoh. -~ -0 17833993 0 -D0 -A tomb awaits. -~ -~ -0 -1 11027 -D2 -A hall is here. -~ -~ -0 -1 11026 -D5 -A spike-encrusted pit awaits. -~ -~ -16777216 -1 11198 -S -#11036 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11042 -D1 -~ -~ -0 -1 11003 -D2 -~ -~ -0 -1 11037 -D3 -~ -~ -0 -1 11010 -S -#11037 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11039 -D1 -~ -~ -0 -1 11004 -D2 -~ -~ -0 -1 11010 -D3 -~ -~ -0 -1 11045 -S -#11038 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 8196 10 -D0 -~ -~ -0 -1 11017 -D1 -~ -~ -0 -1 11045 -D2 -~ -~ -0 -1 11006 -D3 -~ -~ -0 -1 11043 -S -#11039 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 8196 10 -D0 -~ -~ -0 -1 11009 -D1 -You see a long forgotten tomb. -~ -~ -0 -1 11049 -D2 -~ -~ -0 -1 11003 -D3 -~ -~ -0 -1 11043 -S -#11040 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11040 -D1 -~ -~ -0 -1 11036 -D2 -~ -~ -0 -1 11001 -D3 -~ -~ -0 -1 11007 -S -#11041 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11009 -D1 -~ -~ -0 -1 11111 -D2 -~ -~ -0 -1 11016 -D3 -~ -~ -0 -1 11044 -S -#11042 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11036 -D1 -You see a tattered banner. -~ -~ -0 -1 11018 -D2 -~ -~ -0 -1 11004 -D3 -~ -~ -0 -1 11045 -S -#11043 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11036 -D1 -~ -~ -0 -1 11009 -D2 -~ -~ -0 -1 11003 -D3 -~ -~ -0 -1 11045 -S -#11044 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -You see the a tomb here. -~ -~ -0 -1 11196 -D1 -~ -~ -0 -1 11007 -D2 -~ -~ -0 -1 11016 -D3 -~ -~ -0 -1 11038 -S -#11045 -The Blasted Lands~ -You wander aimlessly across sand dune after endless sand dune. You -can only hope that you will escape before the desert sun scorches -you to death, or the creatures kill you. You have lost track of -how long you have been here, but you know that it has been longer -than you had wished. -~ -0 1056768 10 -D0 -~ -~ -0 -1 11041 -D1 -~ -~ -0 -1 11007 -D2 -~ -~ -0 -1 11045 -D3 -~ -~ -0 -1 11043 -S -#11046 -The Guard Pavilion~ -The pavilion you have entered has more men than you would have thought -possible. You are barely able to draw your weapons before they swarm -at you and attack. Between blows you catch a quick glimpse around -and see dozens of empty wine skins. Obviously these warriors are drunk. -After you finish the battle you see several blankets and packs which -contain the clothing and unused weapons of the guards. -~ -0 1056768 10 -D2 -The center of camp is before you. -~ -~ -0 -1 11012 -S -#11047 -The Pavilions~ -This collection of pavilions provide both shelter and comfort to -these desert-dwelling people. Thick carpets are laid on the sandy -ground and pillows abound. What these people lack in environment -they make up for with finely crafted items and delicious varieties -of food. As you wander in, several people eye you with unveiled -hostility and you realize the likelihood of walking out without -a fight is slim. -~ -0 1056768 10 -D3 -The center of camp is here. -~ -~ -0 -1 11012 -S -#11048 -The Camel Corral~ -As you walk into this area you realize your mistake. Without warning, -several camels attack you, but are dragged off by their trainers. The -camels are, by and large, of a most distinctly foul temper as their trainer -tries to control them. As you look about, several spit on you, and look as -if that is not all they wish to do. Altogether, this is a most unpleasant -situation. -~ -0 1056768 10 -D0 -To the north you see the center of the camp. -~ -~ -0 -1 11012 -S -#11049 -The Forgotten Tomb~ -You have stumbled upon a small cave opening in the shifting sands of -the desert. Looking in, you can see what appears to be a sand-filled -hallway that leads deep within the earth. Could this be the tomb of -some powerful pharaoh or king. Or perhaps the lair of some powerful -wizard with command over the very earth. There is but one way to tell, -and that is to venture within, but do you have the guts and skill that -are required to survive? Only time will tell.... -~ -0 1056772 10 -D0 -The desert awaits your return. -~ -~ -0 -1 11016 -D2 -A hall is this way. -~ -~ -0 -1 11051 -S -#11050 -The Tomb of Ramases the VII~ -You have finally succeeded in your search for the tomb of Ramases VII. -Looking about though, you feel a sense of dread and wonder if perhaps -it would have been better to wander the sandstorm for all eternity. -You can feel a malevolent force reaching out and weakening you as you -move around, and hope that you will be able to fend it off long enough -to find a way home. If you fail you will never see the light of day -again. -~ -0 1056772 10 -D1 -The sandstorm awaits your return. -~ -~ -0 -1 11101 -D3 -You see an entry hall. -~ -~ -0 -1 11071 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away..... - mpdamage $r 50 -endif -~ -| -S -#11051 -The Forgotten Hall~ -This sand-covered hallway is dark and mysterious. Adorning the walls -are odd inscriptions which have been completely erased by the passage -of time and the blast of sand. None are legible or recognizable to -your untrained eye. Ahead of you the hall continues, and you can feel -the wind blowing against your back as it drives the sand into the -tomb. -~ -0 1056777 0 -D0 -The exit is this way. -~ -~ -0 -1 11049 -D2 -The hall continues. -~ -~ -0 -1 11052 -S -#11052 -The Forgotten Hall~ -The sand covering the hallway lessens as you continue on. Here the -inscriptions on the walls are much more readable. Looking carefully -you see that they are a form of picture writing. You note that a few -of the creatures depicted are obviously myths. There never were any -sphinxes, so obviously the creators of this hall were either mad or -drunk (or both). -~ -0 1056777 0 -D0 -The hall continues. -~ -~ -0 -1 11051 -D2 -The intersection. -~ -~ -0 -1 11053 -S -#11053 -The Forgotten Intersection~ -You enter this hallway intersection and are chilled to the bone. -Lying at your feet are the skeletal remains of almost twenty -people. Their equipment and weapons are badly rusted and worn -with age, falling apart at the slightest touch. You have an awful -premonition that death still stalks these halls. -~ -0 1056777 0 -D0 -A hall awaits you. -~ -~ -0 -1 11052 -D1 -Heroes await you. -~ -~ -0 -1 11055 -D2 -~ -~ -1063 11002 11054 -D3 -Villains await you. -~ -~ -0 -1 11059 -D5 -Statues of great men are here. -~ -~ -0 -1 11063 -S -#11054 -The Forgotten Guardian~ -Standing here before you is a golem of immense size and stature. -Apparently it was designed to wander this tomb and protect it, yet -for some reasons the builders never finished. It stands with but -arm and no head and you laugh at its obvious impairment. However, -you then realize your mistake as it staggers towards you and lets -fly with a hammerblow that could take your head off. -~ -0 1056905 0 -D0 -~ -~ -1063 11002 11053 -S -#11055 -The Hall of Heroes~ -The halls here are covered in frescoes depicting the great heroes -of bygone ages. Hercules in his twelve labors; Perseus slaying the -dread medusa; a band of valiant men who tried to defend Ofcol from -the hoards of Orcus and perishing in the attempt. Many other heroes -are also depicted, yet the one that is most recent is not in keeping -with the style of the other frescoes. Apparently Selic beat you here, -exploring and attempted to depict his slaying of Shimmergloom. You -laugh at his brazen ego and at his rather poor artistry. If he fought -like he painted, he would never have made it out of the academy. You -decide that you will definitely need to laugh at him when next you -see him. -~ -0 1056777 0 -D0 -The good this way is great. -~ -~ -0 -1 11056 -D3 -An intersection. -~ -~ -0 -1 11053 -S -#11056 -The Hall of Gods~ -This rather long hall has a painting of all the deities who have come -and gone. You think this tomb must be slightly magical as the hall -seems to grow when you are not looking. You see a new painting every -time you glance away and realize that although deities might pass -on from these mortal planes, this room will oddly enough mark their -place in history for all time. -~ -0 1056777 0 -D0 -A hall continues this way. -~ -~ -0 -1 11057 -D2 -Heroes await you. -~ -~ -0 -1 11055 -S -#11057 -The Hall of Entry~ -You stand at the entrance to a tomb. Above the entry you can make out -an inscription of some sort. The floor here is covered in dust showing -the tracks of someone (or something). The floor to the north however, -appears to be clean and free of dust. Apparently the tomb has been -cleaned recently. -~ -0 1056777 0 -D0 -The heroes tomb awaits. -~ -~ -0 -1 11058 -D2 -The good this way is great. -~ -~ -0 -1 11056 -E -inscription~ -The first inscription once read, "To the mightiest hero of our land, -may you always rest in peace for your service to our cause." -However, the name has been scoured away by powerful magic, and another -name inscribed in its place along with an additional inscription. -"Daskyn, you served our cause well and died a hero's death, may you -rest eternally till you are needed once more." -~ -S -#11058 -The Heroes Tomb~ -This room was the burial chamber for the greatest hero of his time. -Unfortunately some tomb robber broke the door seals long ago and the -body has either decayed away into nothing, or was taken from the room. -A small amulet has been embedded at the foot of the bier, and oddly -enough, the sword and shield of the dead hero remain. -~ -0 1056777 0 -D2 -A hallway. -~ -~ -0 -1 11057 -E -amulet~ -This is an Amulet of Dragonslayer's which has been embedded magically in -the bier as some form of acknowledgement. No inscription is visible -other than the one upon the amulet itself. -"May the Slayers of Dragons wear me proudly that I might see the blood -of my enemies on their weapons." -~ -S -#11059 -The Forgotten Hall of Villains~ -Frescoes cover these walls, depicting acts of unspeakable evil and carnage. -Seth and his rise to power, Shimmergloom's capture of the dwarven mines -of Mithril Hall, the rise of the Kontaur and Carnifex. These are but -a few of the many designs prominently displayed. You think that perhaps -this room is best left quickly.... -~ -0 5251085 0 200 10283 0 -D0 -The evil this way is great. -~ -~ -0 -1 11060 -D1 -An intersection. -~ -~ -0 -1 11053 -S -#11060 -The Forgotten Hall of Demons~ -The theme of this hall's paintings disgusts you with its depravity. You -see depicted the spawning of the Dread Lord Seth's children by his demon -concubine. Jade, Natasha, and Maximillian all sit at his feet like the -spiteful children that they are. A group of demons are in one painting, -they are evil incarnate, and you name them one by one; the Devil, Lucifer, -Satan, even, the Pit Fiend of Shadowport. These are the true evils that -you must one day defeat. As you watch, you realize that this very hall -is growing. Obviously, more demons enter these Realms of Despair daily. -If you ever escape this hellish tomb, and the desert around it, perhaps -then you will be brave enough to battle these other fiends. -~ -0 1056777 0 -D0 -A hall continues this way. -~ -~ -0 -1 11061 -D2 -Villains await you. -~ -~ -0 -1 11059 -S -#11061 -The Hall of Entry~ -After coming down this hall you come to a stop before a doorway covered -in runes and symbols. Obviously whatever is behind the door was shut -in and imprisoned by powerful magics. Readying your weapons and spells, -you prepare yourself for the worst. -~ -0 1056777 0 -D0 -The tomb of villains awaits. -~ -~ -3 11004 11062 -D2 -The evil this way is great. -~ -~ -0 -1 11060 -> entry_prog 100~ -mpclosepassage 11062 2 -~ -| -S -#11062 -The Villains Tomb~ -Entering this tomb you see the villain who was entombed here. Once -a lowly mage imprisoned for his acts against his home, he achieved a -form of immortality here and has long since become a master of magic. -His first spell covers you with a faint pink aura and his next are -nothing but spells of death. -~ -0 1056781 0 -S -#11063 -The Hall of Kings~ -This hallway is lined with statues of kings of the past. Unfortunately -almost all have fallen apart with age and covered the floor in a stony -debris. However, after looking carefully, you believe the destruction -was created by more physical means than age. Whatever devastated the -statues is definitely no creature to laugh at. Perhaps it died long -ago, but for some reason you doubt it. You ready your weapons just in -case, and proceed on. -~ -0 1056777 0 -D2 -Statues of women line this hall. -~ -~ -0 -1 11064 -D4 -An intersection. -~ -~ -0 -1 11053 -S -#11064 -The Hall of Queens~ -After the last hall of statues you expected to find more of the same, -yet oddly enough these statues of queens are untouched. Looking at -them, you see that most sculptors made the women more beautiful than -the women were in reality. As you move by, you come upon several -statues which appear out of place. Each has an expression of fear -and horror sculpted for their facial expression. You wonder who, other -than a mad sculptor, would sculpt such frightful statues. As you -ponder this, you hear a harsh cry from the south. -~ -0 1056777 0 -D0 -Statues of men line this hall. -~ -~ -0 -1 11063 -D2 -This hall has few statues. -~ -~ -0 -1 11065 -S -#11065 -The Hall of Emperors~ -Yet again the statues lay in absolute ruin. However, this time you -have found the cause. A MEDUSA! Quickly you avert your eyes and -barely avoid meeting her gaze. To look upon her would be instant -death with no hope for revival. The statues of those foolish enough -[to do so] litter this room with the most recent being Selic's. Ever -the foolish explorer he found yet one more death trap. -~ -0 1056777 0 -D0 -This hall has few statues. -~ -~ -0 -1 11064 -D2 -The great women of the past are here. -~ -~ -0 -1 11066 -S -#11066 -The Hall of Empresses~ -This intersection appears to be less traveled than the corridor to -the north. As you look about you see few statues though. Either -the empresses of this long lost land had extremely long lives, or the -empire did not last long. Each statue seems to be of exquisite and -personalized detail. As you look at each, you can only hope that -the treasure that they might have stored was great. In fact, several -of the statues look to be valuable in their own right. If you were -but strong enough to haul them off and sell them, they would be worth -a small fortune. -~ -0 1056777 0 -D0 -Statues of the least important are here. -~ -~ -0 -1 11065 -D1 -A tribute to the lords of the government. -~ -~ -0 -1 11068 -D2 -The darkness deepens. -~ -~ -0 -1 11069 -D3 -A small and simple alcove. -~ -~ -0 -1 11067 -S -#11067 -The Hall of Commoners~ -This rather small alcove appears to be a small tribute to the common -man and woman. Unfortunately, you believe that this was all these -poor people received, as the clothing the statues are bedecked in is -sadly lacking in apparent quality. This is not abnormal though, and as -a result you pay as little attention to this room as the nobles did to -these people. -~ -0 1056777 0 -D1 -The great women of the past are here. -~ -~ -0 -1 11066 -S -#11068 -The Hall of Lords~ -This small alcove is a tribute to the many lords who served in the -empire's bureaucracy. Each was a lord of some aspect of society and -received the credit he was due. However, some felt ripped off or -degraded and have decided to haunt this location for all time to come. -Hopefully you will send them on to their final rest and not partake -of that journey yourself. -~ -0 1056777 0 -D3 -The great women of the past are here. -~ -~ -0 -1 11066 -S -#11069 -Before the Crypt~ -Probing carefully ahead into the dark, you have encountered a foul -creature of the night. A creature of shadow and darkness guards -the crypt to the south, and you realize the only way past is through -him. Fortunately, you know that these creatures are very vulnerable -to spells which draw on electrical energy. If you act quickly enough, -you will save your own life, as well as gain a sense of accomplishment. -~ -0 1056777 0 -D0 -Great women of the past are here. -~ -~ -0 -1 11066 -D2 -A dank and dark crypt awaits your entry. -~ -~ -7 11005 11070 -S -#11070 -The Crypt~ -The crypt before you is frightful due to its lack of light. Even your -brightest light does little to dispel the darkness shrouding the -room. You feel as if you are near a pit of evil and about to fall -in. As you move in to look closer at this bastion of fell power, -you hear a slight grating sound as the bier opens up to reveal -a man in tattered robes. The man brandishes a staff blazing with -dark power, and stands revealed before you as a lich. Lich! The -word echoes through your mind, as it conjures forth images of this -most powerful of the living dead. Before you can do anything else, -the lich utters a word. Suddenly, this being is shrouded in fire -and lightning. With another word he is encased in godly protection -and more than ready to commit to battle with you. As the battle -begins, you have a premonition that soon, very soon indeed, you may -encounter this creature's fell deity. -~ -0 1056777 0 -D0 -The crypt exit. -~ -~ -7 11005 11069 -S -#11071 -The Hall of Entry~ -Staggering forward into the darkened tomb, you immediately draw your -weapons and ready yourself for battle. The legends passed down to you -did not mention fiends and creatures in the halls of Ramases, but you -now have come to expect the unexpected. The creature who finds you -first will have its own surprise coming if you have anything to say -about it. A quick glance shows you nothing out of the ordinary in -this hall. However, you can still feel your lifeforce being slowly -drawn out by the powerful magic locked within this tomb. -~ -0 1056777 0 -D1 -The exit is here. -~ -~ -0 -1 11050 -D3 -The tomb of Ramases VII lies before you. -~ -~ -0 -1 11072 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away..... - mpdamage $r 50 -endif -~ -| -S -#11072 -The Halls of Ramases~ -You have entered Pharaoh Ramases VII hall of history. This long -corridor depicts his life in its entirety. From his birth to Hadensi -XI, to his first victory in battle at the age of twelve, you come to -see that Ramases was not only a powerful warrior, but a master of the -magical and summoning arts. He bound many fell creatures to his will -and slew many others with his spells of power. Without a doubt, you -think he was one of the most powerful mortals to walk these realms. -Perhaps, if you are lucky, he does not still exist in one form or -another. For some reason though, be it intuition or clairvoyance, -you doubt this and know you must now search this tomb for clues on -how you may either defeat him in combat, or escape from this tomb -in which he is trapped. -~ -0 1056777 0 -D1 -There is light this way. -~ -~ -0 -1 11071 -D3 -You see the hall gets narrower. -~ -~ -0 -1 11073 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away...... - mpdamage $r 50 -endif -~ -| -S -#11073 -The Foreboding Hall~ -The hallway to the west was a depiction of the life of Ramases; this one -continues the opposite theme. All the troubles which plagued these lands -after his death are artfully depicted. The coming of the curse and how it -affected all save this very tomb, is rendered in stunning elegance on the -east wall. Other paintings adorn the west wall with beautiful renditions -of unknown people, and monsters battling within these very halls. To your -dismay, you notice that few of the human defenders won their fights. Then -gasping in stark terror, you see a painting of yourself and a creature -battling, yet you have never seen this creature before? Something -mysterious is here and you will definitely not stay longer than is -necessary. -~ -0 1057033 0 -D1 -A few of the glories of Ramases are this way. -~ -~ -0 -1 11072 -D3 -The choices must soon be made of life or death. -~ -~ -0 -1 11074 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away...... - mpdamage $r 50 -endif -~ -| -S -#11074 -The Hall of Decision~ -This corridor branches to the south and has a door on its northern face. -There is a slight glow from the south and a faint smell which you can't -quite place. To the west the hall continues in darkness. A small pool -of blood is before the doorway and you can hear a faint scratching from -within. Perhaps an exit, but more likely some undead fiend which you -should dispatch. -~ -0 1056777 0 -D0 -Corpses are piled here. -~ -~ -3 -1 11076 -D1 -You see the hall gets narrower. -~ -~ -0 -1 11073 -D2 -The hall has a slight reddish glow to it. -~ -~ -0 -1 11077 -D3 -The hall is littered with coins in this direction. -~ -~ -0 -1 11075 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away...... - mpdamage $r 50 -endif -~ -| -S -#11075 -The Hall of Wealth~ -You stand in a richly furnished hall. The torch sconces are of gold, -while the floor is inlaid with platinum. All about you in paintings, -tapestries, and fine statuary, you see the pharaoh's wealth displayed. -With little doubt in your heart you feel you will leave this tomb -as rich as a king, or as dead as a dog, but leave it you will. -~ -0 1056777 0 -D1 -The choices must soon be made of life or death. -~ -~ -0 -1 11074 -D3 -The hall is inlaid in a mosaic pattern. -~ -~ -0 -1 11080 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away..... - mpdamage $r 50 -endif -~ -| -S -#11076 -The Room of Corpses~ -This room is piled with corpses. The walls, floor, and ceiling have -a thick coat of dried blood upon them, and the stench is overwhelming. -You gag reflexively and are almost taken unawares by the creatures which -come barreling out of the corpses to rend you limb from limb. -~ -0 1056777 0 -D2 -The choices must soon be made of life or death. -~ -~ -3 -1 11074 -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away.... - mpdamage $r 50 -endif -~ -> entry_prog 50~ -if ispc( $n ) -mpechoat $n As you enter this nauseating room you feel sick and hot -mpforce $n puke -endif -~ -| -S -#11077 -The Warm Hall~ -The hall before you glows faintly, with a warm draft of air coming from -the west. Walking slowly forward, you allow your eyes to adjust to the -glow. Ahead, the light is brighter, and you wonder what awaits you. The -walls at one time appear to have been painted, yet now look as if the -paint has flaked off due to the heat. -~ -0 1056777 0 -D0 -The choices must soon be made of life or death. -~ -~ -0 -1 11074 -D3 -The glow intensifies. -~ -~ -0 -1 11078 -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -| -S -#11078 -The Hot Sloping Hall~ -The hall is much warmer here, in fact you can see some of the stone -floor beginning to crack and melt. The intense reddish glow from the -west is almost blinding, and the stink of sulphur hangs heavily in the -air. If the heat gets any worse you will die, as the metal you wear is -slowly getting to the point where its very touch burns you. -~ -0 1056777 0 -D1 -The heat and glow lessen this way. -~ -~ -0 -1 11077 -D3 -~ -~ -0 -1 11079 -> rand_prog 50~ -if ispc($r) - mpecho The heat is wearing you down already..... - mpdamage $r 20 -endif -~ -> rand_prog 40~ -if ispc($r) - mpechoat $r You feel your life force ebbing away..... - mpdamage $r 50 -endif -~ -| -S -#11079 -Molten Magma~ -You have stepped onto a piece of floor which suddenly cracks and -falls off into a pool of magma. You are incinerated so quickly, -you do not even have a chance to scream, as your flesh chars and -your very blood boils away into vapor! -~ -0 518 1 -S -#11080 -The Mosaic Hall~ -The hall before you is one covered in an array of multi-colored tiles. -Walking forward, you can hear absolutely nothing from ahead. You feel -that your time of peace is drawing to a close, and that great enemies -await you. Striding forward purposefully, you throw up your defenses -and prepare for battle. -~ -0 1056777 0 -D0 -An intersection. -~ -~ -0 -1 11081 -D1 -The hall is littered with coins in this direction. -~ -~ -0 -1 11075 -E -tiles mosaic path~ -Looking at the mosaics for a second you see a pattern emerge from them. -In bold letters it states "He who wears the cloak of protection in the -form of fire and lightning will find only death while he who strides -forward and grovels to the powers that guard will be safe to continue." -~ -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -| -S -#11081 -The Intersection~ -The hall that you have followed has led you to this intersection of -corridors. Against the far wall stands a demonic creature. Bound to -this room by the magic of Ramases, this demon can only attack if you -attempt to take the key that it guards. Off to the east and west are -doors, while to the south is a mosaic path. -~ -0 3153929 0 -D1 -A brief respite before battle is joined. -~ -~ -1063 11012 11082 -D2 -The hall is inlaid in a mosaic pattern. -~ -~ -0 -1 11080 -D3 -A brief respite before battle is joined. -~ -~ -1063 11012 11089 -> entry_prog 100~ -mpclosepassage 11100 0 -mpclosepassage 11100 2 -~ -| -S -#11082 -Before the Guardians~ -You stand in a small alcove looking north over five very ancient suits -of armor. There is nothing of value or interest here. Back to the west -is a room with the demon Gr'staka, who you passed once before to reach -this point. Hopefully you will never battle him, as he is said to be -unstoppable. -~ -0 1056781 0 -D0 -The guardians look nigh invincible. -~ -~ -0 -1 11083 -D3 -~ -~ -6 -1 11081 -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -| -S -#11083 -The Tomb Guardians~ -This ancient corridor is guarded by five suits of enchanted, yet old -armor. Five of the most valiant enemies of Ramases had their souls -imprisoned within each suit, and bound by the pharaoh's mystic might. -Each is encased in powerful protective magics, and will prove to you -their might and valor -~ -0 3153929 0 -D0 -You see a large statue here. -~ -~ -0 -1 11084 -D2 -Safety is this way. -~ -~ -0 -1 11082 -S -#11084 -The Stone Sentry~ -A massive stone golem guards this hall and attempts to prevent the -passage of any who still yet live. As he steps towards you, you -look about and see a large pile of coins to the west. If you flee, -you can possibly make it to them. If not, you will deal with the -sledge-hammer blows of this walking monstrosity. -~ -0 1056777 0 -D2 -The guardians look nigh invincible. -~ -~ -0 -1 11083 -D3 -You see a pile of coins. -~ -~ -0 -1 11085 -S -#11085 -The Coin Pile~ -A large pile of coins lay unattended here. For some reason though, you -cannot figure out why? Who in their right mind would leave such a large -treasure unguarded. It must be a trap... Just as the thought crosses -your mind, you have the horrible feeling you are not alone. -~ -0 8201 0 -D1 -You see a large statue here. -~ -~ -0 -1 11084 -D3 -A glowing portal. -~ -~ -0 -1 11086 -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -| -S -#11086 -Before the Misty Door~ -To the north of you is a wall covered with a misty portal. As you -try to peer past the mist you can make out no details. Looking about -carefully, you take note of the six glowing stones set in a large oval -shape about the mist. The colors are from bottom left to the the top and -then down to the bottom right: Yellow, Violet, Red, Green, Orange, and -blue. -~ -0 8201 0 -D1 -You see a pile of coins. -~ -~ -0 -1 11085 -D3 -You see a large statue here. -~ -~ -0 -1 11087 -E -stone glowing ~ -Looking at the stones in detail you notice that they can be pushed in. -Perhaps you must push them in a certain order to continue on. -To do so type in all the colors you want to push and in what order. -Example: say orange green red yellow -~ -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -> speech_prog p Red Orange Yellow Green Blue Violet~ -mpclosepassage 11086 0 -mpecho As you touch the stones in order, each has its glow fade away. -mpecho As you touch the last one the portal shimmers and clears. -mpecho Before you now is an open passsage...what lurks beyond is unknown. -mpopenpassage 11086 11090 0 -~ -> speech_prog p yellow violet red green orange blue~ -mpclosepassage 11086 0 -mpecho As you touch the stones in the order that you saw them... -mpecho The portal before you glows and shimmers with an unholy light. -mpecho Before you to the north now lays a passage into Hell. -mpopenpassage 11086 11141 0 -~ -> speech_prog p Red yellow orange green blue violet~ -mpclosepassage 11086 0 -~ -| -S -#11087 -The Stone Sentry~ -A massive stone golem guards this hall and attempts to prevent the -passage of any who still yet live. As he steps towards you, you -look about and see a large coin pile far to the east. If you flee -you can possibly make it there. If not you will deal with the -sledge-hammer blows of this walking monstrosity. -~ -0 1056777 0 -D1 -A glowing portal. -~ -~ -0 -1 11086 -D2 -The guardians look nigh invincible. -~ -~ -0 -1 11088 -S -#11088 -The Tomb Guardians~ -This ancient corridor is guarded by five suits of enchanted, yet old -armor. Five of the most valiant enemies of Ramases had their souls -imprisoned within each suit, and bound by the the pharaoh's mystic might. -Each is encased in powerful protective magics, and will prove to you -their might and valor. -~ -0 1056777 0 -D0 -You see a large statue here. -~ -~ -0 -1 11087 -D2 -Safety is this way. -~ -~ -0 -1 11089 -S -#11089 -Before the Guardians~ -You stand in a small alcove looking north over five very ancient suits -of armor. There is nothing of value or interest here. Back to the east -is a room with the demon Gr'staka whom you passed once before to reach -this point. Hopefully you will never battle him as he is said to be -unbeatable. -~ -0 1056781 0 -D0 -The guardians look nigh invincible. -~ -~ -0 -1 11088 -D1 -An intersection. -~ -~ -7 -1 11081 -> rand_prog 40~ -if ispc($r) -mpechoat $r You feel your life force ebbing away..... -mpdamage $r 50 -endif -~ -| -S -#11090 -Beyond the Mist~ -You have passed yet one more test in your attempt to escape this hell -called a tomb. Looking about, you make note of a corridor leading south -through the misty portal, and north towards an intersection. Perhaps -your journey draws to a close. -~ -0 1056777 0 -D0 -You see the a hallway intersection. -~ -~ -0 -1 11091 -D2 -You see a misty portal. -~ -~ -0 -1 11086 -> entry_prog 100~ -mpclosepassage 11086 0 -~ -| -S -#11091 -The Halls of Tribulation~ -You stand before the test of tombs. Two paths lead away: one into -darkness the other into light. The eternal battle of law and chaos -continues here as in all other lands. If you wish, you can return -to the misty corridor and forgo the choice, but to do so means a long -death by starvation and boredom. So make a choice, be it for good or -evil, law or chaos, and live or die by it. -~ -0 1056777 0 -D1 -The darkness is greater this way. -~ -~ -0 -1 11096 -D2 -You see a misty corridor. -~ -~ -0 -1 11090 -D3 -The light is brighter this way. -~ -~ -0 -1 11092 -S -#11092 -The Light Path~ -You have entered a well lit room. Against the west wall is a cabinet -made of a bright yellow stone, while the rug is carpeted in white fur. -Looking about, you receive a feeling of warmth and comfort. You now -know you chose well when you became a hero of light. The path before -you will be tough, but you know you will succeed with light as your -guide. -~ -0 1056792 0 -D0 -The light this way is blinding. -~ -~ -0 -1 11093 -D1 -You see a hallway intersection -~ -~ -0 -1 11091 -S -#11093 -The Holy Light~ -You have entered a room of such intense light you are blinded by it. -However, those who are good of heart feel the energies coursing through -their bodies and rejuvenating them. A soft voice whispers to you "Go -east to reach the end. The time of reckoning draws near." -~ -0 1056792 0 -D1 -Dark shadows and bright light awaits. -~ -~ -0 -1 11094 -D2 -It is too bright to see. -~ -~ -0 -1 11092 -S -#11094 -The Hall of Light and Dark~ -You have entered a room that is neither fully light, nor fully dark. -The room is shrouded in shadows that constantly encroach and are -beaten back by the light. This room is dedicated to those who have -either made a choice or have chosen to ignore both chaos and law. -The high marble pillars are etched with symbols which depict those -few deities who have chosen this path. -~ -0 1056808 0 -D0 -The dark and light meet here in the shadows. -~ -~ -0 -1 11097 -D1 -The darkness is impenetrable. -~ -~ -0 -1 11095 -D3 -The light is blinding. -~ -~ -0 -1 11093 -S -#11095 -The Stygian Darkness~ -You have entered a room of such inky blackness you can make out nothing. -If you did not pinch yourself with your fingers you would not believe -that you were awake. The black energies course about and heal those -with an evil bent while sapping the life of those who have not chosen -this path wisely. -~ -0 1056840 0 -D2 -It is too dark to see. -~ -~ -0 -1 11096 -D3 -It is too dark to see. -~ -~ -0 -1 11094 -S -#11096 -The Dark Path~ -You have entered a room of darkness, yet oddly enough you can still -make out some things. Against the far wall is a cabinet of polished -onyx, while the floor is carpeted in a black wool rug. You can feel -the presence of evil mounting, and can only hope you are evil enough -to deal with its power. -~ -0 1056777 0 -D0 -The darkness is impenetrable. -~ -~ -0 -1 11095 -D3 -You see a hallway intersection. -~ -~ -0 -1 11091 -S -#11097 -The Shadow Light~ -The room before you is in perfect balance between light and dark, good -and evil. The walls are a bland neutral color which does little to -invoke either fear or peace within you. All it does, in fact, is help -you realize how boring bland really is. The perfect harmony of the -two forces opposing each other here is amazing. In fact, you think -it is normally impossible and only through powerful magic is it able -to occur. To the south the shadows sway wildly, while to the north -appears to be a peaceful corridor. -~ -0 1056808 0 -D0 -A brief respite awaits. -~ -~ -0 -1 11098 -D2 -The point where light and dark do battle is here. -~ -~ -0 -1 11094 -S -#11098 -A Brief Respite~ -You have entered a room of safety. However, plainly posted in glowing -letters before you is a mystical, translucent sign. The walls are bare -and unadorned, and you are unsure as to where the light of the room is -provided from. Perhaps it is from the the odd circular objects attached -to the ceiling, but you do not see how those small pieces of glass can -shine so brightly. -~ -0 5251084 0 90 11099 0 -D0 -The final guardian awaits. -~ -~ -0 -1 11099 -D2 -The dark and light meet here in shadows. -~ -~ -0 -1 11097 -E -sign~ -The sign is transluscent, yet each letter stands out clearly and in -the language of your homeland. "Your rest here is intended to be -short, move on swiftly or you shall be helped along by the powers -granted me by the Dark Lords of the Underworld." -~ -S -#11099 -The Final Guardian~ -The chamber before you is large and adorned with a ring of spikes at -what you approximate is your head level. Standing in the center of -this room is a creature half-again as tall as you and with arms as -wide-around as your chest. The spikes, upon a closer look, have -skulls attached to every other one or so, obviously battle trophies. -The creature bellows a challenge and then charges you as if to slam -you into the wall. You duck down to avoid the spikes and the fight -is on!! -~ -0 1056776 0 -D2 -A brief respite awaits. -~ -~ -0 -1 11098 -D4 -The tomb of Ramases VII is here. -~ -~ -0 -1 11100 -S -#11100 -The Final Resting Place~ -The tomb before you is large. You are unable to pace the dimensions -due to the large hoard of treasure piled around you. All sorts of -items from the mundane to the exotic appear to have been buried here -with the deceased pharaoh. Ramases VII sarcophagus is unopened in the -center of the room. Although the cover rendition is realistic of his -actual looks, you are not the least surprised when the lid crashes to -the ground and a fit and healthy Ramases steps out. You wonder in idle -curiosity if he will be your friend or foe, but as his spells of -protection encircle him you decide it best not to wait till he is -done preparing before attempting to kill him. As you make your attack -plan, he steps back to finish his casting. -~ -0 3153929 0 -D5 -The final guardian awaits. -~ -~ -0 -1 11099 -S -#11101 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed land. Now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity, and that would be -a hell unto itself. -~ -0 8197 10 -D0 -~ -~ -0 -1 11104 -D1 -~ -~ -0 -1 11106 -D2 -~ -~ -0 -1 11102 -D3 -~ -~ -0 -1 11108 -S -#11102 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed land. Now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only then can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity, and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11107 -D1 -~ -~ -0 -1 11105 -D2 -~ -~ -0 -1 11103 -D3 -~ -~ -0 -1 11109 -S -#11103 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity, and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11105 -D1 -~ -~ -0 -1 11102 -D2 -~ -~ -0 -1 11108 -D3 -~ -~ -0 -1 11106 -S -#11104 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could be here for all eternity, and that would be -a hell unto itself. -~ -0 8193 7 -D0 -~ -~ -0 -1 11111 -D1 -~ -~ -0 -1 11106 -D2 -~ -~ -0 -1 11105 -D3 -~ -~ -0 -1 11102 -S -#11105 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only then can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity, and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11107 -D1 -~ -~ -0 -1 11102 -D2 -~ -~ -0 -1 11103 -D3 -~ -~ -0 -1 11105 -S -#11106 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11109 -D1 -~ -~ -0 -1 11101 -D2 -~ -~ -0 -1 11108 -D3 -~ -~ -0 -1 11102 -S -#11107 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only then can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity and that would be -a hell unto itself. -~ -0 0 10 -D0 -~ -~ -0 -1 11104 -D1 -~ -~ -0 -1 11105 -D2 -~ -~ -0 -1 11101 -D3 -~ -~ -0 -1 11108 -S -#11108 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11107 -D1 -~ -~ -0 -1 11102 -D2 -~ -~ -0 -1 11107 -D3 -~ -~ -0 -1 11105 -S -#11109 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity and that would be -a hell unto itself. -~ -0 8193 10 -D0 -~ -~ -0 -1 11103 -D1 -~ -~ -0 -1 11106 -D2 -~ -~ -0 -1 11109 -D3 -~ -~ -0 -1 11101 -S -#11110 -The Swirling Sandstorm~ -You have entered the swirling sands of this cursed area, now you only -hope that somehow you will prevail in your quest for Ramases tomb. For -only there can you ever possibly escape this sandstorm. If you are -unsuccessful you could wander here for all eternity and that would be -a hell unto itself. -~ -0 1 10 -D0 -The sands part to reveal a tomb in this direction. -~ -~ -0 -1 11050 -D1 -~ -~ -0 -1 11106 -D2 -~ -~ -0 -1 11101 -D3 -~ -~ -0 -1 11109 -S -#11111 -The Ruins of Mistaniq~ -Staggering over the sand, you have come upon a city that is partially -uncovered. Perhaps within this remnant of an empire you can find -valuable treasure or ancient artifacts; perhaps, if you are luckier -than most, even a way out of this dreaded land of sand. How people -can stand to live in this forsaken place is beyond you, but that is -their choice as far as you are concerned. -~ -0 1056772 10 -D0 -The desert awaits. -~ -~ -0 -1 11196 -D2 -Main street. -~ -~ -0 -1 11112 -S -#11112 -Main Street~ -The street you walk is covered in blowing sand and you can barely make -out the locations of long since destroyed houses and buildings. The -cataclysm which brought this city to ruin must have been mighty indeed. -Off to the south you can see two pointed structures rising towards the -sky. To the west is a tax collector's office, while to the east, is the -abandoned ruin of a carpet shop. -~ -0 1056768 10 -D0 -Main street continues. -~ -~ -0 -1 11111 -D1 -A small shop is here. -~ -~ -0 -1 11123 -D2 -Main street continues. -~ -~ -0 -1 11113 -D3 -A shop with the letters I R S dangling from a board is here. -~ -~ -0 -1 11124 -S -#11113 -The Main Street~ -The main street here is also covered in a thick layer of sand, yet -in some areas you can see the dull color of a cobblestone. The -destruction that this city has witnessed is amazing and you can only -hope that such will never occur to Darkhaven. To the east and west -a street runs, while to the south the two pointed objects can be -distinguished as pyramids. -~ -0 1056768 10 -D0 -Main street. -~ -~ -0 -1 11112 -D1 -Canal street. -~ -~ -0 -1 11121 -D2 -Main street. -~ -~ -0 -1 11114 -D3 -Canal street. -~ -~ -0 -1 11122 -S -#11114 -Main Street~ -You have come to sand covered streets. In fact you have become so -accustomed to the sand you no longer even try and empty your boots of -the hellish stuff. When you return to Darkhaven you will enjoy finding -a nice comfortable place to relax in a pool or tub of water and not -have that abrasive scratching from the sand. To the east a shop that -dealt in fabric of some sort lies, while to the west is a wine shop. -Off to the south you can make out a fountain now, in between the two -pyramids. -~ -0 1056768 10 -D0 -Main street. -~ -~ -0 -1 11113 -D1 -A small shop. -~ -~ -0 -1 11125 -D2 -Main street. -~ -~ -0 -1 11115 -D3 -A small shop. -~ -~ -0 -1 11126 -S -#11115 -Main Street~ -This street continues on past ruined buildings and toppled houses. -After a short bit it breaks to the left and right. The side streets -are heavily covered in sand and appear to lead to little other than -the desert which you spent so much time looking to escape from. -~ -0 1056768 10 -D0 -Main street. -~ -~ -0 -1 11114 -D1 -Pharaoh street -~ -~ -0 -1 11119 -D2 -Main street. -~ -~ -0 -1 11116 -D3 -Pharaoh street -~ -~ -0 -1 11120 -S -#11116 -The End of Main Street~ -The street is beginning to be covered more with sand. At the present -rate you will be unable to go much farther to the south. However, to -the east and west are pyramids rising out of the desert sand as if in -total denial of the earth's power. Which will endure longer, the earth -or these mighty pyramids, is a question you will never know the answer -to. -~ -0 1056768 10 -D0 -Main street. -~ -~ -0 -1 11115 -D1 -The path to the pyramid. -~ -~ -0 -1 11117 -D2 -The fountain. -~ -~ -0 -1 11130 -D3 -The path to the pyramid. -~ -~ -0 -1 11118 -S -#11117 -The Street of the Sun~ -Somehow, the street you walk on has little to no sand covering it. In -the distance to your east, you see a gleaming pyramid rising up and -filling the sky with light, while behind you is a dark pyramid covered -in shadows. -~ -0 1056768 10 -D1 -A bright golden pyramid is here. -~ -~ -0 -1 11165 -D3 -Main Street. -~ -~ -0 -1 11116 -S -#11118 -The Street to Taut~ -The street you are on is cloaked in shadows and is but a preview of the -pyramid to the west of you. Set in darkness, you think this would be -a bad place to be caught unawares (dead city or not) so you draw out -your weapons and prepare for battle. You can see an odd figure perched -to the west and hope that it is a statue, as its size is enormous. -~ -0 1056768 10 -D1 -Main Street. -~ -~ -0 -1 11116 -D3 -A dark pyramid is this way. -~ -~ -0 -1 11131 -S -#11119 -Pharaoh Street~ -This is another segment of pharaoh street. The sands cover it as -they cover all else in this godforsaken land, yet you feel as if the -street could tell you stories of the lives that people had here. The -street appears to be well made and was probably one of the best kept -streets in its time. Perhaps one day this cursed sandstorm and desert -will go away and this city may once more thrive. -~ -0 1056768 10 -D1 -Pharaoh street continues. -~ -~ -0 -1 11128 -D3 -Main street. -~ -~ -0 -1 11115 -S -#11120 -Pharaoh Street~ -The street upon which you travel was at one time majestic and beautiful -to behold. Now you stand in awe at the complete submergence of the -street and half the city as well. Little can be seen of value and -nothing to explore. The buildings around are filled with sand - those -that are still standing and uncovered that is. You have the distinct -impression this city died quickly and without much fight. -~ -0 1056768 10 -D1 -Main street. -~ -~ -0 -1 11115 -D3 -The desert awaits. -~ -~ -0 -1 11196 -S -#11121 -Canal Street~ -This street continues to the east. There appears to be some form of -wide grooves within the center of the street as well as small lights -placed sporadically over it for the entire length. You wonder if the -desert (and not just the sandstorm) which has covered all these lands -could have been magically created. -~ -0 1056768 10 -D1 -Canal street continues. -~ -~ -0 -1 11127 -D3 -Main street. -~ -~ -0 -1 11113 -S -#11122 -Canal Street~ -This deserted street runs both east and west and appears to have little -of value along its short trail up to the desert sand. What is not buried -by these sands is eroded and decayed and looks dangerous to all. -Walking along the edge, you come to the realization that there are small -eggs buried under the sand. Looking carefully, you see that they have -leathery shells and are quite pliable. Then seconds later a shell cracks -and a horrific creature attacks you. -~ -0 1056768 10 -D1 -Main street. -~ -~ -0 -1 11113 -D3 -The desert awaits. -~ -~ -0 -1 11196 -S -#11123 -The Carpet Shop~ -You have entered a long abandoned carpet shop (of course you already -knew that.) Upon a wall are stacked almost a dozen heavily tattered -carpets. The designs of all have faded beyond recognition but you see -what appears to be a decent looking carpet further in the pile. -~ -0 1056768 10 -D3 -Main street. -~ -~ -0 -1 11112 -S -#11124 -The Tax Office~ -Of all the possible places not to be destroyed, it had to be this one. -You see the tattered papers strewn about and a well-swept floor below you. -Then the caretaker enters. He is a ghost of some sort and actually -tries to tax your entry into this city. You grin in spite of yourself... -YOU have always wanted to kill these malicious collectors. -~ -0 1056768 10 -D1 -Main Street. -~ -~ -0 -1 11112 -S -#11125 -The Fabric Shop~ -This old fabric shop faces across from the wine shop. Scattered about -on several benches, tables, and on the floor as well are various tools, -heavily decayed fabrics, and rusted needles. There appears to be little -of value here and you wonder what this establishment was like in its -finer hours. Sadly, you realize that nothing in here compares to the -thrill and rush of adventure. Speaking of which you turn about and head -back out onto the streets. -~ -0 1056768 0 -D3 -Main street. -~ -~ -0 -1 11114 -S -#11126 -The Wine Shop~ -This old shop has withstood the ravages of the desert sands remarkably -well. You can see wine casks stacked against one wall, while a tap -maker is resting on a large bench. In addition to the tools of the -wine-maker there are several bottles of old wine set on a rack. -Examining the dates you are unsure as to their age. It seems that -this city used a different scale of time reckoning. Well with luck -they might fetch a nice price on the market and if not....well there -are other ways to get rid of the bottle. You smile at that particular -thought and head for the exit. -~ -0 1056768 10 -D1 -Main street. -~ -~ -0 -1 11114 -S -#11127 -Canal Street~ -The street continues east into the desert or back west towards the main -city throughfare. Looking about, you see small buildings engulfed by -the desert and little pieces of bone white poking through the sand in -places. You can't help but think if any place were to be haunted this -would be it. -~ -0 1056772 10 -D1 -The desert awaits. -~ -~ -0 -1 11018 -D3 -Canal street continues. -~ -~ -0 -1 11121 -S -#11128 -Pharaoh Street~ -As you walk east towards the sun, you see the desert has once again -encroached on this city. To the north though, is a small alley which -does not appear to be completely unsearchable. You will find treasure -and glory if it kills you in this place. To the south you see an -ancient temple which has fallen into ruin and been covered by the desert. -~ -0 1056768 10 -D0 -An alley. -~ -~ -0 -1 11129 -D1 -The desert awaits. -~ -~ -0 -1 11196 -D3 -Pharaoh street continues. -~ -~ -0 -1 11119 -S -#11129 -The Snake Charmer's Pot~ -This small alley appears to be deserted. A scattering of debris makes -it appear almost like a normal alley. If not for the sand covering the -ground this alley would fit in any city that you have journeyed in. As -you look around quickly you see a large pot of some sort sitting half -covered. Perhaps something valuable is within it? -~ -0 1056768 10 -D2 -~ -~ -0 -1 11128 -S -#11130 -The Fountain ~ -This large fountain is carved of marble and has mermaids frolicking -in the surf. Unfortunately that is the only water in this fountain -as sand has filled it to overflowing. What was once the center of -this once beautiful city is now the edge of the desert. The only -way other than south into the desert is back the way you came. -~ -0 1056768 10 -D0 -Main street. -~ -~ -0 -1 11116 -D2 -The desert awaits. -~ -~ -0 -1 11196 -S -#11131 -The Pyramid of Taut~ -You stand before the pyramid of Set in almost abject horror. The sides -of the pyramid are not black as you first thought, but covered in the -thick, dark blood of all his victims. A large statue of a snake is set -to watch this entry to the pyramid, and as you approach it comes to life -and coils to attack. -~ -0 1056772 1 -D1 -A dark street. -~ -~ -0 -1 11118 -D3 -Into the dark pyramid. -~ -~ -0 -1 11132 -S -#11132 -The Halls of Taut~ -You have entered the very heart of evil. There is a moment of gut- -wrenching agony, then the world itself seems to spin for a minute -before it rights itself. The hall before you slopes down at a slight -angle and leads forward into darkest black. The walls seem to quiver -as you pass, as if in anticipation of your flowing blood being spilt. -You must soon turn back or all might be lost. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11131 -D3 -~ -~ -0 -1 11133 -S -#11133 -The Halls of Taut~ -The hall continues its steady descent down into the earth. You can -hear hissing sounds in the distance and know that soon the defenders -of this pyramid will be upon you. The dim light makes it difficult -to make out anything, yet you occasionally have glimpses of creatures -moving in the shadows. However, when you turn to look they are gone -from view. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11132 -D3 -~ -~ -0 -1 11134 -S -#11134 -The Halls of Taut~ -As the hall continues its descent, it turns sharply to the north and -continues on, shrouded in darkness. A torch sconce is here, unlit of -course. Lighting it, you see the shadows part, and revealed before you -are four snake-headed creatures and a horrifying wall mural of the dark -rites by which Set created his servitors. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11135 -D1 -~ -~ -0 -1 11133 -S -#11135 -The Halls of Taut~ -This corridor continues a steady descent to the north. You guess that -you are already 50 feet beneath the ground and you have the feeling -that you will be much deeper than this before you finish your journey. -Of course, you may just end up 6 feet beneath the ground if you choose -poorly in the times ahead. Already you can hear a gong in the distance -summoning more servitors to do battle with you. Unless you can discover -another way you might very well die before you see much more of this -pyramid and its treasures. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11136 -D2 -~ -~ -0 -1 11134 -S -#11136 -The Halls of Taut~ -The passageway turns to the north, but much to your dismay several -reptilian men have seen fit to await you. The murals on the wall -here stand revealed to your light and show the betrayal of Osiris by -his son Anupi and his death at his brother Set's hands. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11137 -D1 -~ -mural~ -11 -1 11145 -D2 -~ -~ -0 -1 11135 -S -#11137 -The Halls of Taut~ -As the passageway turns to the right and continues down, you must stop -briefly and engage in a test of mettle against Set's Tautons. The -group before you appear well versed in battle and seem anxious to pit -their skill and spells versus your own. Looking about between gaps -in the fighting you can see that the snake motif is carried on in -artistic renditions upon the walls. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11138 -D2 -~ -~ -0 -1 11136 -S -#11138 -The Halls of Taut~ -The slope of the corridor continues as does the hollow gonging which -signals intruders. The path ahead will be deadly as you discovered -in the previous encounter with the Tautons. Hopefully, there will be -few of those beasts, yet for some reason you doubt this. The hall -continues with murals on both sides depicting a land where the Tautons -ruled supreme and battled a lion-headed race for glory and honor. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11139 -D3 -~ -~ -0 -1 11137 -S -#11139 -The Halls of Taut~ -This hall continues to the right. A set of murals on both walls gives -yet another insight into the extent of Set's power. From what you can -decipher Set somehow convinced Thoth to curse the Djinn to serve Set. -What was intended by Thoth as a punishment to the Djinn has now been -turned to Set's advantage and you can only hope that Thoth will one -day rectify the evil he inadvertently committed. -~ -0 1056777 0 -D2 -~ -~ -0 -1 11140 -D3 -~ -~ -0 -1 11138 -S -#11140 -The Halls of Taut~ -The hallway continues in its downward descent and already your ears -have begun to feel the pressure change. The floor has begun to also -have a slimy coating on it, perhaps from a creature or device unknown. -Ahead you hear chanting and wonder what you must now face. If you are -to survive within this place you will have to discover a quicker method -to reach the heart. At the rate you are going you will be unarmored -by the time you reach the end. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11139 -D2 -~ -~ -0 -1 11141 -S -#11141 -The Halls of Taut~ -Yet again the passage before you turns to the right. Now you know -that the end draws near as the corridor's length shortens before you. -Staggering forward, with your blood and the enemy's covering you, -you make your way on. With luck and the god's grace you will survive -this trial before you. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11140 -D3 -~ -~ -0 -1 11142 -> entry_prog 100~ -mpclosepassage 11086 0 -~ -| -S -#11142 -The Halls of Taut~ -Ahead you can see the next turn. All about you are murals depicting -the Pantheon of Taut in battle with the forces of Light. You see a -woman give birth to Set's son, a half-demon who you have faced in the -past and know to be truly powerful, the Dread Lord Seth himself. As -you see this you realize the battle ahead will be truly tough. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11141 -D3 -~ -~ -0 -1 11143 -S -#11143 -The Halls of Taut~ -The corridor turns north yet again. About you the black walls seem to -shimmer and glare at you as if they are alive. Small tendrils of inky -black slowly come out of the wall only to withdraw before your sight. -The floor ripples and you wonder if the very pyramid will do battle -with you before this is over. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11144 -D1 -~ -~ -0 -1 11142 -S -#11144 -The Halls of Taut~ -The wall before you has erupted in long, spiked tentacles. You must -fight your way past as now the only option is forward; retreat will -lead to your death, while fighting forward will probably only lead to -your demise. As the wall attacks, the floor ripples heavily making it -difficult to keep your balance. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11145 -D1 -~ -mural~ -11 11009 11149 -D2 -~ -~ -0 -1 11143 -S -#11145 -The Halls of Taut~ -The hall turns again, yet this time you can already see the next turn -ahead of you. The pulse of evil grows strong and you near the very -center of the darkness which has rooted itself within this pyramid. -The walls and floor appear uneasy at your passing and ripple and flow -about you. As you walk forward one wall begins to spout blood. The -magical rites needed to bring this about are unknown to you, yet you -have a gut instinct they required the shedding of many innocent's -precious blood. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11147 -D2 -~ -~ -0 -1 11144 -S -#11146 -The Prison of Set~ -Within this large barred cell is Set's current victim. A gigantic -winged creature lays on the floor in agony. It's pinfeathers have -been plucked and torturous wounds are evident. In amazement you see -the creature stir slightly and look upon you with contempt. Then it -breathes a sigh of relief when it views the corpse behind you. With -a start you realize this must be the legendary phoenix. -~ -0 1056777 0 -D2 -A locked and barred door. -~ -~ -1063 11006 11149 -> speech_prog p I am finally free...~ -if name ($n) == phoenix -mpdamage phoenix 6000 -sac corpse -endif -~ -| -S -#11147 -The Halls of Taut~ -As you step on a piece of floor, the walls around you shudder then -collapse atop you. Staggering from beneath the rubble, you see six -Tautons awaiting you. Without even the chance to catch your breath -you are set upon and know that at this rate you will never survive -this horrid pyramid which you have entered. -~ -0 1056777 0 -D2 -~ -~ -0 -1 11148 -D3 -~ -~ -0 -1 11145 -S -#11148 -The Halls of Taut~ -You stand but one measly room away from Set himself, yet his servants -have decided to make a final stand. Tautons surround you on all sides -and you are unsure if you will be able to stop them from ravaging your -body. Perhaps, after your death, the gods will take mercy on your soul -and allow it to escape Set's clutches, otherwise you will rot in his -soul prisons for all eternity. -~ -0 1056777 0 -D0 -~ -~ -0 -1 11147 -D3 -~ -~ -0 -1 11149 -S -#11149 -The Throne of Taut~ -Before you is a throne made of the bones of the dead. Each bone is -bound to the others near it by the encircling grip of any number of -snakes and snake-like creatures. The throne is sized for a being of -larger than human stature and is currently occupied. As you step in, -the creature points at you and makes a curt nod. Suddenly, two Tautons -materialize and begin the attack upon you as the jackal-headed being -looks on in amusement. -~ -0 3153929 0 -D0 -A locked and barred door. -~ -~ -1063 11006 11146 -D1 -~ -~ -0 -1 11148 -D5 -~ -Throne~ -15 11010 11150 -S -#11150 -The Underworld Prison of Set~ -Now you have done it! By coming down you have left the mortal plane -to which you were so attached. Now you are within a small demi-plane -which serves as a prison and home to some of Set's minions. The -only exit visible is down into an inky black staircase. Perhaps -you will consider that kind offer to retire in Darkhaven - if you -escape. -~ -0 1056781 1 -D5 -A dark staircase leading down. -~ -~ -0 -1 11151 -S -#11151 -The Choice of Deaths~ -The hall you have entered has exits in the four cardinal directions. Each -corridor going away is shrouded in darkness, and you have a feeling that -great power and magic awaits you no matter which path you choose. Your -judgement is upon you, and you suspect that it will not be fair. Now is -the time to prepare as from here on it seems your powers might be unstable. -~ -0 8201 0 -D0 -A hall of blood. -~ -~ -0 -1 11152 -D1 -The hall of anatomy. -~ -~ -0 -1 11153 -D2 -A hall to judgement. -~ -~ -0 -1 11154 -D3 -A set of steps into slime. -~ -~ -0 -1 11155 -D4 -A staircase up to the entry point. -~ -~ -0 -1 11150 -D5 -A steep stairway to the unknown. -~ -~ -0 -1 11156 -S -#11152 -The Hall of Anhur~ -The hall before you is washed in blood and held up by violence. The lord of -war and magic, Anhur, keeps a small throne here for when he is in attendance -of this area. Each wall has several violently graphic descriptions of war at -its most violent. Renditions of towns and cities being razed to the ground -while women are raped and all else slaughtered are the norm here. You feel -an anger growing within you, and wish nothing more than to do battle with -the deity who tries to make out war as something to be glorified. -~ -0 5251209 0 60 11157 0 -D0 -~ -~ -0 -1 11157 -D2 -~ -~ -0 -1 11151 -S -#11153 -The Hall of Amon~ -This dark hall is covered in maps of the human anatomy. Precise drawings -and inscriptions abound. Looking carefully about, you believe that what -is ahead will be horrible to behold, as what reason would these drawings -have if not in some diabolical scheme. -~ -0 1056905 0 -D1 -~ -~ -0 -1 11159 -D3 -~ -~ -0 -1 11151 -> rand_prog 50~ -if ispc($r) - mpecho A scythe-blade emerges from the wall, swinging through the corridor! - mpdamage $r 100 -endif -~ -| -S -#11154 -The Hall of Anupi~ -This hall leads to a room in which you can see a jackal-headed creature -looking over people, and giving either a thumbs down or up (though you -only guess he might at some point turn his thumb up, as it seems stuck -in the down position oddly enough). -~ -0 1056905 0 -D0 -~ -~ -0 -1 11151 -D2 -~ -~ -0 -1 11158 -S -#11155 -The Hall of Ammit~ -The hall before you has not been cleaned in three or four eons. Muck -and garbage rise up to your waist and the putrid smell makes you sick. -As you lean over to relieve yourself, you see the slime part and a long -tentacle come racing towards your throat. You can't even get sick in -peace here! If you have to bring this place down around Set's ears -then by your gods you will. -~ -0 1056905 0 -D1 -~ -~ -0 -1 11151 -D3 -~ -~ -0 -1 11160 -> rand_prog 70~ -mpecho A long tentacle lashes out, slamming against you -if ispc($r) - mpdamage $r 125 -endif -~ -| -S -#11156 -The Hall of Set~ -As you reach the bottom of the stairs you see that the passage leads further -north towards two large doors. Looking about you see ancient hieroglyphs -which depict the history of Set. From his beginnings in a far distant land, -to his betrayal and killing of Osiris, his brother. To make you even less -inclined to proceed you realize that his brother was the supreme being of -the time. Perhaps Set is one not to triffle with. -~ -0 3153929 0 -D0 -~ -~ -0 -1 11161 -D4 -A steep staircase up to an intersection. -~ -~ -0 -1 11151 -S -#11157 -The Throne of War~ -Such a throne you have never before seen in your life. Weapons of all ages -and makes adorn these walls. Alongside the weapons are suits of armor and -other paraphernalia of war. Yet, Anhur is not the God of War alone, he is -also the God of Magic and this is seen by the decor as well. Vials, tubes, -books, parchment, and papers all lay neatly arranged. The God himself is -impressive, with his leonine-like head and large muscular body. An entire -wall is devoted to his trophies, amongst which you see the skulls of -Shimmergloom, Divine Retribution and Seth. -~ -0 1056777 0 -D2 -~ -~ -0 -1 11152 -S -#11158 -Anupi's Hall of Death~ -You have entered the hall in which Anupi makes his decision on your -afterlife. Unfortunately, you have the feeling this is a kangaroo court, -and they aren't really interested if you're dead or not. As the many -bailiffs approach, you realize that no indeed they do care, and they are -going to fix your little living problem right now. With a scream you -upend a table at them, then leap amongst them swinging. If you are -unable to flee the least you can do is have company while you die. -~ -0 1056777 0 -D0 -~ -~ -1063 11007 11154 -S -#11159 -The Laboratory of Amon~ -This is the room in which the "Hidden One" performs her tragic, often fatal -experiments upon others. Gifted with beauty when she was young, Amon had -was involved in an unfortunate accident which left her scarred and horribly -disgusting to look upon. Now she experiments with others in a vain attempt -to restore her beauty. -~ -0 1056777 0 -D3 -~ -~ -0 -1 11153 -S -#11160 -The Lair of Ammit~ -The lair before you is that of Ammit, the eternal dragon. Given a -vial of immortality by Set, this dragon knows no fear as he will always -be reincarnated within a day's time. Set himself is rumored to have two -more of these vials, yet will not use them due to the madness it inflicts -upon the drinker. Ammit lives in squalor, and you feel yourself sickening -as he stands amongst his muck. Perhaps now would be a good time to prove -your mettle in battle, for Ammit seems interested in a light snack. -~ -0 1048585 0 -D1 -~ -~ -0 -1 11155 -S -#11161 -The Throne Doors~ -Before you stand two tall, cast iron doors. Bolts of magic and power -ripple across them, and you know that only with the key can you possibly -gain entry. Of course, Lord Set himself is behind the doors so maybe not -having the key would be a good circumstance as well. Then you can say "the -only reason I didn't slay the coward was he was hiding." Of course, you -will always know in your heart that it was just your pure unadulterated -fear which got the best of you. -~ -0 8200 0 -D0 -~ -~ -1063 11008 11162 -D2 -~ -~ -0 -1 11156 -> speech_prog p May I enter~ -mpecho A key forms from surface of the great doors. -mpoload 11008 -mpat 11161 drop 'throne key' -~ -| -S -#11162 -The True Throne of Set~ -The throne before you is inhabited by a powerful looking man with the head of -a dog and the look of a killer. His throne protects him from all but the -most powerful of attackers, while his minions are fanatical enough they -will die for him. The walls are of an unadorned obsidian, and the floors of -bloodstone. You look at the torches lining each wall and see that they are -set in the still-living skulls of his prisoners and servitors. You realize -few beings in the universe are evil, but Set is without a doubt one of them. -~ -0 3153929 0 -D1 -~ -~ -2063 -1 11163 -D2 -~ -~ -1063 11008 11161 -D3 -~ -~ -3 -1 11164 -> entry_prog 100~ -close s -mpoload 11008 -lock s -mpjunk 'throne key' -~ -| -S -#11163 -Set's Personal Room~ -You pass through the darkness of the eastern throne room wall into this. -You don't know why you thought Set would not have his own personal living -quarters, yet here you stand within them. The bed is soft and covered in -black silk, while skeletons dangling from hooks on the walls. What should -be a bearskin rug is instead made of sewn human flesh. You see a large -post running across the ceiling, and upon it hang the bodies of young, dead, -women. You shiver in your armor and hope that your stomach will not betray -you. Your face flushes hot, betraying your feelings as you see the contents -of a drawer and begin to gasp for air. It is at this point that the room -grows dim and a howl rises as a corpse leaps from its hook to attack you. -To make matters worse, the bed shudders and a beautiful ebon-skinned elf -woman stands revealed. You realize the day cannot get much worse. -~ -0 3153933 0 -D3 -~ -~ -2095 -1 11162 -S -#11164 -The Room of Agony~ -Entering this room, you hear the ghostly cries of previous souls and -the stench of death. Looking about, you see all manner of torture -devices, from the thumbscrew and iron maiden, to several items you -do not recognize (nor wish to try.) A whip hangs on the west wall, -while a leather mask and hatchet lay near the door on a chair. Small -pieces of flesh appear to be stuck to a table and a large vat of -what can only be acid is in the southeast corner. The demon in -charge of this operation is rather large, but gangly. He has a bad -limp and one of his arms is missing. However, he still seems highly -dangerous as he leaps at you trying to sink his fangs into you. -~ -0 3153933 0 -D1 -~ -~ -35 -1 11162 -S -#11165 -The Pyramid of the Sun~ -You stand at the foot of a pyramid which towers over you. At least -200 feet tall, the pyramid seems to be made of a bright, glowing stone -which focuses light up and out. The entry before you is watched by -two stone sphinxes which come to life as you approach. If you are -not careful you just might not make it inside. -~ -0 1056772 1 -D2 -Into the pyramid. -~ -~ -0 -1 11166 -D3 -A brightly paved street is this direction. -~ -~ -0 -1 11117 -S -#11166 -The Halls of the Sun~ -Although this hall is within doors it seems to be mystically lit by -the sun. Even at night this room somehow manages to gleam with the -light of the day. -~ -0 1056780 0 -D0 -~ -~ -0 -1 11165 -D2 -~ -~ -0 -1 11167 -S -#11167 -The Hall of Justice~ -The hall before you branches in several ways. A staircase leads up -into a beautifully lit area, while the stairs going down lead towards -a dimmer room. Ahead of you is a sign as well as a path. Little -can be told of this room other than that a feeling of life and goodness -abounds. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11166 -D2 -~ -~ -0 -1 11175 -D4 -~ -~ -0 -1 11168 -D5 -~ -~ -0 -1 11182 -S -#11168 -The Halls of Life~ -The staircase you have traveled up on leads into a beautiful white -room. Here you see all manners of paintings and statuary which depict -life at its very best. You feel gladdened by the sight, as despair -and misery are all too often life's companions. Looking about, you -spy a fountain of water and a small tray of food. -~ -0 1056776 0 -D2 -~ -~ -0 -1 11169 -D5 -~ -~ -0 -1 11167 -S -#11169 -The Temple of Horus~ -This temple is dedicated to Harmakis, or Horus as he is more commonly -known. He is the symbol of justice, retribution, hope, and love. -Although his statue appears to be the soul of compassion and tender- -ness, you see paintings of his mighty battles with Set himself. He -is the son of Osiris and you can tell that one day he will avenge his -dead father. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11168 -D4 -~ -~ -0 -1 11170 -S -#11170 -Honesty~ -This is the room of honesty where the deities of good test those whom -they think are deserving. The creature here is larger than life and -covered in short fur. He stands silently, watching the room, and barely -even breathes. The room is a illuminated in a bright light which shines -through all falsehoods. -~ -0 1056776 0 -D2 -~ -~ -0 -1 11171 -D5 -~ -~ -0 -1 11169 -S -#11171 -Selflessness~ -This is the chamber of selflessness. In this white-washed room you -may choose to prove your willingness to sacrifice yourself for an -innocent. The room is frugal in adornment and contains nothing out -of the ordinary save two people. One, a young child, is being beaten -by a large man. He yells about how stupid the child is then hits him -again. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11170 -D4 -~ -~ -0 -1 11172 -S -#11172 -Honor~ -This is the test of honor. As you step within, you see that the walls -are adorned with weapons and armors of all ages. Against the far -wall stands a man who strides forward to greet you. As he nears, you -see his eyes gleam and he reaches out and slaps you. You grimace in -pain and then see him laugh. -~ -0 1056776 0 -D2 -~ -~ -1063 11011 11173 -D5 -~ -~ -0 -1 11171 -S -#11173 -Devotion~ -This last chamber tests your devotion. The room is empty save for a -statue of Ra and the other deities of his pantheon. Arrayed about you -they stand unwavering in their devotion to their duties. Ra, his wife -Isis, his son Horus, Thoth the wise one, Ptah the Creator, Bennu the -Phoenix Goddess, Apis the Sacred Cow, these and several others stand -about silently judging you. After a brief moment you see two lion- -headed creatures, almost twelve feet in height fade into view and -stand in front of you. They look at you with compassion and a bit of -disdain, but obviously mean you no harm. There is a door that leads -into another room at the top of a small staircase, but the key to it -is around the creature's neck. -~ -0 1056776 0 -D0 -~ -~ -3 -1 11172 -D4 -~ -~ -1063 11166 11174 -S -#11174 -The Throne of Life~ -This is the temple which has been dedicated to Ra. Now the most powerful -of the good deities, Ra devises the strategy by which to protect and -promote humankind. Here in his temple you see the bright orb which he -must carry through the sky to illuminate the earth. The white fountain -has water the color of sunlight and the small table before him is covered -in food befitting the lord of the sun, life, and fertility. -~ -0 3145736 0 -D5 -~ -~ -33 -1 11173 -S -#11175 -The Halls of Peace~ -The hall before you is covered in garlands and flowers. Ivy hangs -on the walls and unsmoking torches provide illumination. A sense of -peace and harmony surrounds and envelops you as you walk here. There -is no place safer you think than here within the halls of peace. A -place of solitude and refuge that might allow you to escape the desert -which surrounds this pyramid. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11167 -D1 -~ -~ -0 -1 11176 -S -#11176 -The Way to Peace~ -Although you are certain that you have not left the pyramid, you seem to -be on a small woodlands trail. However, no matter how you try you are -unable to leave the trail and strike off in another direction. You see -small animals watching you from the trees and several actually approach -close enough to be fed or petted. -~ -0 1056776 0 -D2 -~ -~ -0 -1 11177 -D3 -~ -~ -0 -1 11175 -S -#11177 -The House of Peace~ -This is the house of peace. Any who raise a weapon in anger here will -find themselves cast out and sent to the halls of Set or worse. A -guardian spirit of light stands here ensuring that no evil is allowed. -to occur within these hallowed halls. In addition you see a fountain -to the east and a small garden to the west. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11176 -D1 -~ -~ -0 -1 11178 -D3 -~ -~ -0 -1 11179 -S -#11178 -The Fountain of Peace~ -The fountain before you is filled from the well of life and all who -drink from it are supposedly cured of all ailments in time. The -mystical fountain was placed here by Ra in memory of his father, who -was rent into fourteen pieces so as to never be reborn. As you look -closer you see the fount's figurehead is that of Osiris in his prime, -when he was Lord of the Gods. -~ -0 1058316 0 -D2 -~ -~ -0 -1 11180 -D3 -~ -~ -0 -1 11177 -S -#11179 -The Garden~ -This peaceful garden has a covering of soft green grass on the ground. -Dozens of white petunias, roses of all sorts, camelias of a variety -of colors, and other flowers bloom here all year round. Several lovely -weeping willow trees are placed around the flower gardens as well. You -feel as if the room around you is alive with life and wish that you -could partake in it. A small spring meanders through, magically -connected to some river, providing the necessary water for this -mystical garden. -~ -0 1058316 0 -D1 -~ -~ -0 -1 11177 -D2 -~ -~ -0 -1 11181 -S -#11180 -The Temple of Bennu~ -Before you is the temple of the winged goddess, Bennu. The symbol of -death, rebirth, the passing of day to night, as well as the passing -of the seasons, Bennu's statue stands here providing solace and -sanctuary to the innocent. Never one to engage in the petty conflicts -of the past, Bennu is still considered by most a deity of light and -thus her temple is protected by the servitors of good. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11178 -D3 -~ -~ -0 -1 11181 -S -#11181 -The Temple of Apis~ -The brightly lit temple before you is dedicated to Bast, a deity of -home, hearth, motherhood, and peace. The light from the statue is -bright and the statue seems to exude a healing aura about it. This -temple may not have seen use in quite some time, yet it is in perfect -order. -~ -0 1048584 0 -D0 -~ -~ -0 -1 11179 -D1 -~ -~ -0 -1 11180 -S -#11182 -The Halls of Death~ -Although you go down and know that this room is called The Halls of -Death you do not feel scared. Here, death is not the horrid thing -which most think it is. Within these walls death is seen as the -culmination of your life and something which should be looked forward -to and worshipped. For here, unlike most places, they believe that -you will arise from the dead in a new body and be able to carry on -with a new life. -~ -0 1056776 0 -D2 -~ -~ -0 -1 11183 -D4 -~ -~ -0 -1 11167 -S -#11183 -The Temple of Isis~ -The temple you have entered is dedicated to Isis. She is the patroness -of nature, love, death, rebirth, magic, and warriors. A large statue -of her is against the wall and exudes an aura of power. The white steps -leading down lead to her tests for warriors and heroes. Here though, is -a room of safety where one might protect and rest oneself. -~ -0 3146764 0 -D0 -~ -~ -0 -1 11182 -D5 -~ -~ -0 -1 11184 -S -#11184 -The First Horseman~ -The first test before you is the First Horseman of the Apocalypse. -Although not the most powerful in terms of sheer brute force, the -First Horseman can do more damage to a kingdom in the long run. -Famine will always be a problem for a feudal society and few can -defeat the problems caused by such. As you start your defensive -parry you feel your body withering and hunger gnawing at your very -insides. You wish you could drink as your tongue swells and lips -crack, but hopefully you can defeat this creature as tougher await -you. -~ -0 1056776 0 -D2 -~ -~ -0 -1 11185 -D4 -~ -~ -0 -1 11183 -S -#11185 -The Second Horseman~ -As you enter this hive of infestation you retch in disgust. Here, -covered in bugs and vermin, is a being who must be the Second Horseman. -Pestilence must be his name and the sickness which he spreads is -that of the plague. The walls are covered in an oozing saliva of -some sort and from the ceiling dangle hundreds of insects and other -more disgusting creatures. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11184 -D5 -~ -~ -0 -1 11186 -S -#11186 -The Third Horseman~ -Before you is the most powerful of the horseman in battle. War has -about him the look of one who has dedicated not only his own life, but -all those who have ever died in war before as well. His most important -accomplishment is the advent of technology as this has made his ability -to wage war even easier to accomplish. However, those who know of his -weakness will find him easily defeated. -~ -0 1056777 0 -D2 -~ -~ -0 -1 11187 -D4 -~ -~ -0 -1 11185 -S -#11187 -The Fourth Horseman~ -The Fourth Horseman stands here impassively before you. The walls of -his room are covered in black cloth and sarcophagi lay all about. If -this is truly the Fourth Horseman then he is by far more deadly than -the others. Death will never start a conflict, but in the end all must -surrender to it. If you are lucky perhaps you may discover his weakness -in time to save yourself. If not it will be the end of your life as you -knew it. -~ -0 1056776 0 -D0 -~ -~ -0 -1 11186 -D5 -~ -~ -0 -1 11188 -S -#11188 -Thoth's Library~ -You stand now in the most sacred places of Thoth, a library. All -about you are rows upon rows of books, tomes, and manuscripts. If you -could understand but one percent of all the knowledge within this room you -could rule the world. Unfortunately, Thoth is a little more absent-minded -than the deities would like and has forgotten to write down more than he -has written. Known as lord of invention, wisdom, as well as knowledge, -Thoth has few enemies other than vampires due to his affiliation with -Ra the Sun God. Yet despite his learning, Thoth admires cunning, -deception, and those with a fast tongue. This makes him also -the patron of magic, and all thieving and glib-tongued folk. -~ -0 1056776 0 -D4 -~ -~ -0 -1 11187 -S -#11189 -The Desert Cave~ -A large cave has been revealed as you slid down yet another sand dune. -Deep within you can hear massive gusts of air....perhaps from an exit, -then again...perhaps not. The descent looks treacherous and rocky, but -you feel confident in your ability to negotiate the way down. -~ -0 1056772 10 -D1 -The desert awaits. -~ -~ -0 -1 11044 -D5 -~ -~ -0 -1 11190 -S -#11190 -The Deep Descent~ -You have reached the bottom of this shaft and before you is a path to -the south. What it leads to you do not know, yet the wind blowing -through here is almost enough to knock you down. As you begin to move -forward again you note one chilling disturbance, the way before and -behind you has been large enough to permit a huge creature entry and -exit. Perhaps the wind is not as safe as you first thought. -~ -0 1056777 0 -D2 -~ -~ -0 -1 11191 -D4 -~ -~ -0 -1 11189 -S -#11191 -The Large Cave~ -This large cave has branches to the east and west, while far overhead -you can see a cavernous opening that is unreachable. Large chunks of -hard and semi-hard goop lay about. You don't approach them as you -are rather sure what they are and would prefer not to stick your nose -where your nose wouldn't appreciate being stuck. Listening closely -you can hear the tremulous breathing of some gigantic creature, yet -due to the many tunnels you cannot tell from which direction this -sound comes. -~ -0 1056780 0 -D0 -~ -~ -0 -1 11190 -D1 -~ -~ -0 -1 11193 -D3 -~ -~ -0 -1 11192 -D4 -~ -~ -128 -1 11194 -S -#11192 -The Cave~ -This long cavern almost appears as if it was at one time inhabited. -Crude furniture and huts lay destroyed all about you. Perhaps the -creature destroyed them when it found this place? As you wander -through the debris you get the distinct impression that whatever -came through here possessed the power of a god. Looking about at -the total carnage you see blackened spots on the ground which on -closer look is the impression left from a body that was burnt so -badly by hellish fire that it was etched into the granite floor. -Looking to the south you once again consider pitting your might -against such a powerful creature. -~ -0 1056777 0 -D1 -~ -~ -0 -1 11191 -D8 -~ -~ -0 -1 11194 -S -#11193 -The Cave~ -This cave is too large for your liking, and with every step you take the -word..DRAGON..springs into your mind. Without a doubt something of -inordinately huge size makes its lair here and you can only hope -that the treasure from the battle will be worth your possible death. -As you get ready to move on you hear a rumbling sound and the ground -before you explodes as several large elemental mounds of earth rise -up to do battle with you. Obviously this dragon has some magic at his -control. -~ -0 1056780 0 -D3 -~ -~ -0 -1 11191 -D9 -~ -~ -0 -1 11194 -> entry_prog 100~ -mpmload 11117 -mpmload 11117 -~ -| -S -#11194 -The Dragon's Lair~ -You enter the huge lair and see the largest, yet most beautiful dragon -that you have ever laid eyes upon. His burnished platinum scales -glimmer softly and the look of wisdom and calm he has about him almost -makes you sit down and relax. Looking about you see that the cave is -covered with corpses...apparently goblins and the like. Perhaps, -no it must be, this is a good dragon, maybe even THE good dragon. -Feeling awkward and somewhat outgunned you look carefully at the great -beast. Finally, after what seems an eternity he nods at you and -wakes fully. The exits to the east and west have mysteriously disappeared, -yet the way to the north looks to lead directly into the entry cavern. -Powerful dragon magic is at work here for certain. -~ -0 13 0 -D5 -~ -~ -128 -1 11191 -D6 -~ -~ -0 -1 11193 -D7 -~ -~ -0 -1 11192 -S -#11195 -Thoth's Hall of Mystical Portals~ -You are surrounded by portals of all shapes and sizes. Small ones -flit about like butterflies, while larger portals slowly plod by in -what you can only term an endless symphony of motion. You attempt -to move and find that all the normal laws of motion have been -completely negated here. As you wonder how you will escape this -possible trap you are filled with the intuitive knowledge that you -must say aloud the destination you wish to go to. With proper -planning this room could make your forays into adventure easier. -~ -0 3153932 0 -> speech_prog p Plains of the North~ -mpechoat $n Your choice has been made.... -mptrans $n 300 -~ -> speech_prog p Avirel~ -mpe $n Your choice has been made ... -mptrans $n 21000 -~ -> speech_prog p Town of Aed'nar~ -mpe $n Your choice has been made ... -mptrans $n 7536 -~ -| -S -#11196 -The Blasted Lands~ -The stories you could tell of your journeys are probably never to be -told again. You have wandered through this hellish desert for more -time than you care to remember. As you cross the 4,000th dune (or was -it the 40,000th...you cannot seem to remember anymore) you see a huge -swirling sandstorm before you. As you look upon it you remember -a vague tavern tale of such a storm. Looking again you realize the -sandstorm has faces that form upon it. Without a doubt this must -be the cursed storm of Ramases VII. - ...Type look memory... -~ -0 8196 10 -D0 -~ -~ -0 -1 11037 -D1 -The sandstorm awaits. -~ -~ -0 -1 11101 -D2 -~ -~ -0 -1 11017 -D3 -~ -~ -0 -1 11010 -E -memory~ -Racking your brain for answers to the storm, you dredge up all the myths -and rumours which started you on this quest. You remember one such tale -which spoke of the great pharoah Ramases VII and how in his death a curse -was laid on his city. For his actions in bringing about the ruin of the -city of Mistaniq, he was cursed that upon his death his own city be -covered by the sands of time. Within hours of his death (or so the legend -goes) his city was covered in a swirling sandstorm and the only thing -left uncovered was his tomb. Supposedly powerful magics were buried with -him, but also powerful guardians. The only hope to recover such would -be powerful heroes (i.e. you should be 40th level+ to proceed into the -swirling sandstorm.) -~ -S -#11197 -The Selfless Sacrifice~ -As you begin your attack on the man you see his skin crack and fall -off of his scaly hide in chunks. Standing before your drawn weapons -is a beast from the netherpits of hell. His great axe gleams in the -light and with a backhanded swing he almost decapitates you. You -realize the test is quite a bit harder than you had first thought. -Hopefully, you will survive this one. -~ -0 3154444 0 -S -#11198 -The Spiked Pit~ -Y - o - u - - A - r - e - - F - a - l - l - i - n - g - -When you hit the ground, you land on hundreds of rusted and poisoned -spikes. As your blood pools around you and the poison courses through -your veins, you wonder how the afterlife will be. -~ -0 6 1 -S -#11199 -The Log Cabin~ -This small cabin is where Selic goes to escape the hustle and bustle. -On the north wall, you see a small fireplace which is blazing nicely. -To the south lies Selic's work room. While against the east wall is -a small table with a divine smelling meal upon it. To the west you -see the private sleeping room with a bed. In front of the fireplace -is a comfortable couch for two. The east wall has a window set in it -and you can hear the sounds of waves in the distance. A small chest -is at the foot of the bed. A small room adjoining the bed room is the -bed room for Chandra. A small door to the north leads to the beach which -surrounds the cabin. -~ -0 8704 1 -D2 -~ -~ -1 -1 11000 -E -bed~ -This comfortable bed is made for two and is covered in fur blankets. -The pillows are fluffy and the bed looks to be well made. -~ -E -fireplace~ -This small fireplace is made of brick. A cozy fire blazes within it, -while atop it is a shelf made of polished mahogany. On the shelf are -a few tributes and trophies which the Windrunner's have aquired over -their years of adventuring. -~ -E -windows~ -Looking out the window you see the cabin sits on a small hill over- -looking the beach and ocean. Waves lap against the shore and sea- -gulls fly lazily by. You sigh wistfully to yourself and think the -view spectacular. Perhaps sometime you will go down to the beach -and lay out in the sun or play in the water. -~ -E -chest~ -This small chest is hand made of fine woods. Opening it you find an -array of Cyranis's and Selic's clothing and personal items. -~ -E -east e sunrise~ -Looking out this window you see the sun just creeping up over the -horizon. A scattering array of pinks and orange fill the otherwise -dark sky. When the Windrunner's are up early enough they stand here -with a warm drink in hand and there other in their spouse's hand and -think warm thoughts and talk softly of things only those in love -might understand. -~ -E -w west sunset~ -You look out the west window and see a sunrise as beautiful as the -dawn yet holding the promise of yet another day to come. Selic stands -here at nights with his arm wrapped around his wife and stares out -with her into the sky. You sense a feeling of warmth and love that -will always be present. -~ -E -w west sunset~ -~ -E -chandra chandra's~ -This small room is not overly large for the daughter of an immortal -and a powerful druidess. The walls are painted in bright colors, -all of which make the room comfortable, as well as cozy. A small -unicorn lies at the foot of the soft bed and looks up when you enter. -Unless you are Chandra, this perky little creature will likely not enjoy -your company. -~ -E -unicorn~ -This small unicorn is possibly the most innocent and beautiful animal -you have ever seen. Its white fur glistens as it rolls about on the -bed, and its bright ivory horn shines with a holy light whenever its -friend and mistress, Chandra, plays with it. -~ -S -#0 - - -#RESETS -M 0 11001 3 11002 -M 0 11004 1 11004 -O 1 11162 3 11004 -M 0 11001 3 11006 -M 0 11002 2 11007 -M 0 11003 3 11007 -E 1 11033 5 16 -M 0 11003 3 11009 -E 1 11033 5 16 -M 0 11007 2 11011 -E 1 11023 5 16 -E 1 11020 5 6 -E 1 11021 5 5 -E 1 11022 5 8 -M 0 11007 2 11011 -E 1 11023 5 16 -E 1 11020 5 6 -E 1 11021 5 5 -E 1 11022 5 8 -M 0 11012 1 11014 -E 1 11024 1 6 -E 1 11025 1 5 -E 1 11026 1 16 -E 1 11027 1 0 -M 0 11013 2 11014 -E 1 11028 2 17 -E 1 11030 6 8 -E 1 11029 6 5 -M 0 11013 2 11014 -E 1 11029 6 5 -E 1 11030 6 8 -E 1 11028 2 17 -O 1 11013 1 11015 -O 1 11014 1 11015 -M 0 11001 3 11016 -O 1 11162 3 11018 -D 0 11020 5 2 -M 0 11090 2 11025 -E 1 11125 2 16 -M 0 11090 2 11025 -E 1 11125 2 16 -M 0 11113 2 11025 -M 0 11113 2 11025 -M 0 11091 1 11027 -E 1 11127 1 3 -G 1 11001 1 -M 0 11092 1 11029 -M 0 11094 4 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11193 -E 1 11102 4 5 -E 1 11101 4 16 -M 0 11075 4 11193 -E 1 11102 4 5 -E 1 11101 4 16 -M 0 11075 4 11193 -E 1 11102 4 5 -E 1 11101 4 16 -M 0 11074 1 11194 -E 1 11105 1 6 -E 1 11106 1 5 -E 1 11107 1 7 -E 1 11108 1 10 -E 1 11109 1 8 -E 1 11110 1 11 -E 1 11111 1 13 -G 1 11112 1 -M 0 11003 3 11196 -E 1 11033 5 16 -M 0 11079 1 11197 -E 1 11114 1 16 -R 0 11002 3 -R 0 11003 3 -R 0 11006 3 -R 0 11007 3 -R 0 11008 3 -R 0 11009 3 -R 0 11010 3 -R 0 11016 3 -R 0 11017 3 -R 0 11018 3 -R 0 11036 3 -R 0 11037 3 -R 0 11038 3 -R 0 11039 3 -R 0 11040 3 -R 0 11041 3 -R 0 11042 3 -R 0 11043 3 -R 0 11044 3 -R 0 11045 3 -R 0 11101 3 -R 0 11102 3 -R 0 11103 3 -R 0 11104 3 -R 0 11105 3 -R 0 11106 3 -R 0 11107 3 -R 0 11108 3 -R 0 11109 3 -R 0 11110 3 -D 0 11027 0 2 -D 0 11163 3 2 -D 0 11162 1 2 -M 1 11073 1 11174 -E 1 11097 1 3 -E 1 10901 1 6 -E 1 11099 1 12 -E 1 11175 1 23 -O 1 11100 1 11174 -D 0 11174 5 0 -O 1 11162 1 11044 -S - - -#SHOPS - 11026 17 0 0 0 0 120 90 7 18 ; The Ghostly Wine Dealer - 11027 12 0 0 0 0 120 90 7 18 ; The Ghostly Carpet Dealer - 11028 9 0 0 0 0 80 75 7 20 ; A Ghostly Fabric Dealer - 11198 0 0 0 0 0 120 90 0 23 ; Haedri the Supreme Dragonslayer -0 - - -#REPAIRS -0 - - -#SPECIALS -M 11001 spec_poison -M 11003 spec_poison -M 11020 spec_cast_mage -M 11021 spec_breath_gas -M 11023 spec_thief -M 11030 spec_poison -M 11031 spec_janitor -M 11032 spec_poison -M 11041 spec_poison -M 11042 spec_cast_undead -M 11043 spec_breath_acid -M 11044 spec_poison -M 11045 spec_poison -M 11046 spec_cast_mage -M 11049 spec_cast_adept -M 11050 spec_cast_adept -M 11051 spec_cast_adept -M 11052 spec_cast_undead -M 11053 spec_cast_undead -M 11054 spec_thief -M 11055 spec_cast_undead -M 11056 spec_breath_gas -M 11058 spec_cast_mage -M 11074 spec_breath_any -M 11077 spec_breath_gas -M 11080 spec_poison -M 11081 spec_breath_acid -M 11082 spec_breath_acid -M 11083 spec_breath_acid -M 11084 spec_breath_acid -M 11085 spec_cast_undead -M 11093 spec_breath_fire -M 11097 spec_breath_fire -M 11099 spec_cast_undead -M 11103 spec_cast_undead -M 11105 spec_poison -M 11111 spec_poison -M 11112 spec_cast_mage -M 11114 spec_poison -M 11193 spec_poison -M 11198 spec_poison -M 11199 spec_breath_frost -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/canyon.are b/data/realm/areas_smaug1.4a/canyon.are deleted file mode 100644 index c6932b8..0000000 --- a/data/realm/areas_smaug1.4a/canyon.are +++ /dev/null @@ -1,2012 +0,0 @@ -#AREA Elemental Canyon~ - -#VERSION 1 - -#AUTHOR Raff~ - -#RANGES -5 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#9201 -mountain climber mountainclimber~ -the mountain climber~ -A mountain climber is making the same trek that you are. -~ -He wants to see what's on the other side of the mountain too. -~ -69 0 500 S -3 16 8 10d5+15 1d6+1 -100 500 -112 112 1 -#9202 -cyclops~ -the cyclops~ -A hungry cyclops snarls at you! -~ -He looks like he's about to have dinner (maybe it's you?). -~ -99 128 -700 S -22 0 -5 1d4+1100 1d4+25 -1000 80000 -112 112 0 -#9203 -tiny elemental~ -a tiny elemental~ -A tiny elemental form wanders about. -~ -Rather small for an elemental form, looks like a reject. -~ -65 0 0 S -1 20 9 1d20+0 1d3+1 -11 100 -112 112 0 -#9204 -elemental guardian~ -the elemental guardian~ -The elemental guardian of the canyon. -~ -You can't tell which kind of elemental it is, maybe it's a bit o' all of them? -~ -3 0 0 S -20 5 -5 0d0+1000 4d4+5 -10000 100000 -112 112 0 -#9205 -small elemental~ -a small elemental~ -A small, rather non-descript elemental. -~ -A small elemental, a resident of the canyon. -~ -67 0 0 S -5 16 5 0d0+60 2d4+0 -250 800 -112 112 0 -#9206 -medium elemental~ -a medium elemental~ -A medium-sized elemental. -~ -A medium elemental, a resident of the canyon. -~ -67 0 10 S -10 11 2 10d10+125 2d6+1 -750 4000 -112 112 0 -#9207 -large elemental~ -a large elemental~ -A large elemental. -~ -A large elemental, a resident of the canyon.~ -67 0 20 S -15 6 0 10d10+190 2d8+2 -2000 21000 -112 112 0 -#9208 -earth elemental ruler~ -the Earth Ruler~ -The Ruler of the earth elementals. -~ -He looks as old as the earth itself. He seems to know all the -secrets and knowledge of the Earth. You can't really tell where -he begins and the rock wall ends. -~ -3 128 0 S -30 -2 -13 30d30+1000 2d6+25 -100000 400000 -112 112 0 -#9209 -fire elemental ruler~ -the Fire Ruler~ -The Ruler of the fire elementals. -~ -As you look at him he seems to blend in with the fire in his throne. -~ -3 128 0 S -30 -5 -10 30d30+1000 4d5+5 -100000 300000 -112 112 0 -#9210 -air elemental ruler~ -The Air Ruler~ -The Ruler of the air elementals. -~ -As you peer at him you seem to be looking at the sky itself. -~ -3 128 0 S -30 0 -10 30d30+1000 9d3+9 -100000 350000 -112 112 0 -#9211 -lightning elemental ruler~ -The Lightning Ruler~ -The Ruler of the lightning elementals. -~ -As you examine him there is a blinding flash of light and a deafening boom! -You rub your eyes and look and the ruler is there grinning at you. -~ -3 128 0 S -30 0 -6 30d30+1000 4d6+15 -100000 350000 -112 112 0 -#9212 -water elemental ruler~ -The Water Ruler~ -The Ruler of the water elementals. -~ -As you look at him he changes to mist, which swirls around you. Just -as you get scared, it reforms in elemental form. -~ -3 128 0 S -30 0 -10 30d30+1000 7d3+5 -100000 350000 -112 112 0 -#9214 -water puddle elemental~ -a puddle~ -A small puddle of water elemental. -~ -It trickles along the ground and gets your feet wet. -~ -65 0 0 S -8 13 3 10d10+200 2d5+1 -225 4000 -112 112 0 -#9215 -fire flame elemental~ -a flame~ -A small flickering flame elemental. -~ -It smolders along the grass aimlessly. -~ -65 0 0 S -4 17 6 5d10+0 2d4+0 -150 500 -112 112 0 -#9216 -snowflake snow flake ice elemental~ -a small snowflake~ -A frozen snowflake water elemental. -~ -It looks a little blue. -~ -65 0 520 S -3 19 8 1d5+30 1d5+0 -0 200 -112 112 0 -#9217 -pebble rock earth stone elemental~ -a small rock~ -A small rock. -~ -It seems to be a small living pebble! -~ -65 0 0 S -3 18 6 4d10+5 1d6+1 -98 350 -112 112 0 -#9218 -spark lightning energy elemental~ -a small spark~ -A small spark of electricity fizzles here. -~ -Zipping from place to place at the speed of light is tough work. -~ -65 0 0 S -4 16 6 10d5+0 1d8+1 -150 500 -112 112 0 -#9219 -acid blob elemental~ -a small blob of acid~ -A small blob of acid eats away at the stone aimlessly. -~ -The magical blob of acid is a cross between lightning and water. -~ -65 0 0 S -9 11 2 1d10+120 5d2+2 -1000 4000 -112 112 0 -#9220 -lava elemental~ -a lava beast~ -A lava beast spews from place to place. -~ -The magical lava beast is a cross between fire and earth. -~ -65 0 0 S -8 13 3 1d10+120 5d2+2 -313 4000 -112 112 0 -#9221 -mud elemental~ -a mud monster~ -A mud monster slops around. -~ -The magical mud monster is a cross between water and earth. -~ -65 0 0 S -7 14 4 1d12+86 2d4+1 -400 1000 -112 112 0 -#9222 -mist elemental~ -an elemental mist~ -The air is magically misty here. -~ -The magical mist is a cross between water and air. -~ -65 0 0 S -6 16 50 6d10+20 1d8+0 -300 1000 -112 112 0 -#9223 -particle elemental~ -a particle~ -A sub-atomic particle is too small for you to see. -~ -The magical manifestation of energy. -~ -65 0 0 S -5 16 6 5d4+70 1d5+5 -10 800 -112 112 0 -#9224 -dust elemental~ -a dust cloud~ -A dust cloud blowing by makes you sneeze. -~ -The magical dust cloud is a cross between air and earth. -~ -65 0 0 S -6 15 4 9d9+4 1d8+1 -100 980 -112 112 0 -#9225 -eddie elemental~ -an eddie~ -A small eddie current swirls junk around here. -~ -The magical eddie current is a manifestation of an air elemental. -~ -65 0 0 S -2 19 8 5d5+0 1d6+0 -30 150 -112 112 0 -#9226 -blue flame~ -the Blue Flame~ -The Blue Flame burns mysteriously here. -~ -As you look you see what seems to be a face and almost a -humanoid figure somehow trapped in the fire. -~ -67 0 -100 S -26 -3 -4 1d100+550 6d3+12 -25000 100000 -112 112 0 -#9227 -magneto~ -the Magneto~ -The Magneto considers zapping you for the heck of it. -~ -A humanoid figure seems to be trapped in the field of the Magneto. -~ -67 0 -150 S -22 0 -8 3d10+350 3d8+5 -10000 75000 -112 112 0 -#9228 -ice bandit~ -the Ice Bandit~ -The Ice Bandit strikes cold fear in your heart. -~ -A humanoid figure encased in ice but still apparently alive. -~ -195 32768 -250 S -24 -2 -9 2d10+480 2d8+13 -30000 150000 -112 112 0 -#9229 -rock monster~ -the Rock Monster~ -The Rock Monster considers you in stoney silence. -~ -A humanoid figure trapped in stone seems alive. -~ -67 0 -310 S -23 0 -6 40d10+550 3d8+4 -19000 60000 -112 112 0 -#9230 -hurricane~ -the Hurricane~ -A Hurricane rages across the sky. -~ -A humanoid figure is trapped in the rushing wind. -~ -67 32768 -10 S -28 -4 -7 0d0+700 4d6+6 -41082 350000 -112 112 0 -#9231 -magician~ -an elemental magician~ -An elemental magician seeks magical stones for a spell. -~ -The elemental magician has come here in search of the fabled -Stone of Surrender which can be used to render opponents senseless. -~ -67 2 -50 S -17 6 2 1d11+200 3d5+3 -8000 30000 -112 112 0 -#9232 -rainbow warrior~ -a rainbow warrior~ -A warrior of the Rainbow Cult swears his loyalty. -~ -The Rainbow Cult has received special powers for their service to -the elemental forces. -~ -65 0 150 S -18 1 0 0d0+340 3d6+4 -8000 35000 -112 112 0 -#9233 -illusionist~ -an illusionist~ -The illusionist seeks the aid of the elemental forces. -~ -He seeks their aid for a powerful new spell of deception. - - The Sword of Illusions -~ -67 0 -50 S -12 10 3 10d6+150 2d7+0 -1900 13900 -112 112 0 -#9234 -alchemist~ -an alchemist~ -An alchemist wanders by in search of magical herbs. -~ -Rare herbs are rumored to grow only in the canyon. -~ -65 0 -50 S -13 8 1 1d2+270 2d7+1 -1900 15000 -112 112 0 -#9235 -baby rainbow dragon~ -a baby rainbow dragon~ -A baby rainbow dragon plays among the elements here. -~ -It's only a baby by dragon standards. -~ -67 40 0 S -16 4 -1 0d0+400 1d16+6 -10000 25000 -112 112 0 -#9236 -imp~ -a little imp~ -A little imp runs along being annoying. -~ -The little bugger steals stuff and is generally obnoxious. -~ -197 98304 -500 S -5 15 1 1d10+100 1d4+3 -1 1000 -112 112 0 -#9237 -HUGE elemental~ -a HUGE elemental~ -A HUGE elemental form stands here. -~ -HUGE, need i say more? -~ -67 0 30 S -20 1 0 0d0+750 3d6+4 -10000 40000 -112 112 0 -#9238 -vendor~ -the elixir vendor~ -A vendor is willing to sell you elixirs. -~ -I WOULD NOT suggest you attack me ...! -~ -83 0 900 S -30 -20 -10 0d0+10000 0d0+300 -0 1 -112 112 1 -#0 - - -#OBJECTS -#9201 -ring earth~ -the earth ring~ -A dark ring which seems to absorb all the light around it lies here.~ -~ -12 256 3 -0 0 0 0 -5 100000 2000 -A -3 1 -A -4 1 -#9202 -breastplate stoney breast plate~ -a stoney breastplate~ -A breastplate made of the stone from deep within the earth lies here.~ -~ -9 0 9 -10 0 0 0 -70 200000 4000 -A -5 1 -#9203 -dagger fiery~ -a fiery dagger~ -A dagger made of fire crackles mysteriously here.~ -~ -5 1 8193 -0 4 4 11 -2 100000 2000 -A -19 4 -#9204 -cape flame flaming red~ -a flame red cape~ -A cape made of ethereal red fiber lies neatly folded on the ground here.~ -~ -9 1 5 -11 0 0 0 -3 100000 2000 -A -19 1 -#9205 -boots wind~ -the wind boots~ -A pair of boots that look fast standing still are here.~ -~ -9 64 65 -10 0 0 0 -1 100000 2000 -A -2 2 -#9206 -helmet hurricane~ -a humming hurricane helmet~ -A helmet that looks like it has weathered many storms has been set here.~ -~ -9 2 17 -9 0 0 0 -4 200000 4000 -A -23 -4 -#9207 -sword lightning bolt~ -a sparking lightning sword~ -A lightning bolt fashioned into a sword spits sparks here.~ -~ -5 3 8193 -0 6 3 3 -10 100000 2000 -A -18 -1 -A -19 2 -#9208 -shield electric~ -an electric shield~ -A shield made entirely of energy buzzes here.~ -~ -9 2 513 -11 0 0 0 -8 1000000 2000 -A -1 -1 -A -5 1 -#9209 -girth icy~ -an icy girth~ -A girth made of magical ice has been left here.~ -~ -9 0 2049 -10 0 0 0 -10 100000 1000 -A -5 -2 -#9210 -cloak waterfall~ -a waterfall cloak~ -A cloak fashioned from a small magical waterfall is here.~ -~ -9 0 1025 -10 0 0 0 -6 100000 2000 -A -12 25 -A -18 -2 -#9211 -amulet elemental~ -an elemental amulet~ -An amulet depicting fire, water, lightning, earth, and air lies here.~ -~ -9 1 5 -7 0 0 0 -1 100000 5000 -A -23 -5 -#9212 -bracelet elemental~ -an elemental bracelet~ -A bracelet made of elemental magic lies here.~ -~ -9 0 4097 -4 0 0 0 -4 100000 4000 -A -13 25 -#9213 -armbands platinum bands~ -some platinum arm bands~ -A pair of platinum arm bands, once worn by the Cyclops, lie here.~ -~ -9 0 257 -9 0 0 0 -4 10000 1000 -A -1 1 -A -4 -2 -#9214 -legbands platinum bands~ -some platinum leg bands~ -A pair of platinum leg bands, once worn by the Cyclops, lie here.~ -~ -9 0 33 -9 0 0 0 -4 10000 1000 -A -2 1 -A -3 -2 -#9215 -wand~ -elemental wand of fire~ -A fire wand lies forgotten on the ground.~ -~ -3 1 16385 -15 3 3 -1 -7 1900 200 -'fireball' -#9216 -staff ice~ -an ice staff~ -A ice staff lies forgotten on the ground.~ -~ -4 1 16385 -21 3 3 -1 -7 1900 200 -'frost breath' -#9217 -staff earthquake~ -elemental staff of earthquake~ -A earthquake staff lies forgotten on the ground.~ -~ -4 1 16385 -7 3 3 -1 -7 1900 200 -'earthquake' -#9218 -wand air wind~ -elemental wand of wind and air~ -An air wand lies forgotten on the ground.~ -~ -3 1 16385 -11 1 1 -1 -7 1900 200 -'gas breath' -#9219 -wand~ -elemental wand of lightning~ -A lightning wand lies forgotten on the ground.~ -~ -3 1 16385 -9 1 1 -1 -7 1900 200 -'lightning bolt' -#9220 -stone club~ -a stone club~ -A large stone club lies on the ground.~ -~ -5 0 8193 -0 1 12 7 -16 1000 10 -#9221 -lode load lodestone loadstone stone~ -a lodestone~ -A dull red rock lies here amid the weeds.~ -~ -3 0 16385 -19 2 2 -1 -2 5000 175 -'harm' -#9222 -lava lamp~ -a lava lamp~ -A lantern which glows with a red glowing light has been dumped.~ -~ -1 1 1 -0 0 1000 0 -4 500 1 -#9223 -energy scroll~ -an energy scroll~ -A scroll of energy replacement lies here.~ -~ -2 2 1 -19 -1 -1 -1 -1 2100 120 -'cure critical' 'refresh' 'NONE' -#9224 -water jug~ -a water jug~ -A large but surprisingly light jug of water stands here.~ -~ -17 0 1 -150 150 0 0 -5 100 100 -#9225 -dust~ -magic dust~ -A pile of dust of appearance has gathered here.~ -~ -26 0 1 -20 -1 -1 -1 -1 100 1 -'detect invis' 'NONE' 'NONE' -#9226 -flame lance~ -a flame lance~ -A lance of blue flame burns the ground around it.~ -~ -5 1 8193 -0 2 15 3 -14 5000 500 -A -13 -20 -A -18 2 -#9227 -icicle dagger ice~ -an icicle~ -A glowing icicle dagger lies here amid a patch of frost.~ -~ -5 1 8193 -0 7 3 11 -1 19000 900 -A -19 2 -A -1 -1 -#9228 -avalanche~ -the Avalanche~ -An avalanche is about to crush you!~ -~ -5 0 8193 -0 1 30 6 -16 20100 900 -A -18 -1 -#9229 -star morning~ -the Morning Star~ -A chain with a star on the end lies here.~ -~ -5 1 8193 -0 6 3 11 -11 8200 900 -A -23 -5 -A -17 -3 -#9230 -shock whip~ -The Shock Whip~ -A whip hums innocently too itself.~ -~ -5 2 8193 -0 4 4 2 -10 10000 900 -A -19 3 -A -1 -2 -#9231 -elixir anti~ -anti-cyclops elixir~ -An elixir to ward off cyclopi has been bought then left behind here.~ -~ -10 0 16385 -15 -1 -1 -1 -1 100 100000 -'invis' 'NONE' 'NONE' -#0 - - -#ROOMS -#9201 -A Mountain Path~ -You are on a mountain path which ascends a steep mountainside. The trail -curves around the mountain so that you cannot really see what lies ahead. -You do sense great power though coming from the area behind the mountain. -~ -0 0 5 -D0 -~ -~ -0 -1 5267 -D4 -~ -~ -0 -1 9202 -S -#9202 -A Mountain Path~ -You are on a rocky mountain path leading up and around a steep mountainside. -You sense a glow from the area beyond the mountain, which you cannot see yet. -~ -0 0 5 -D5 -~ -~ -0 -1 9201 -D4 -~ -~ -0 -1 9203 -S -#9203 -Mountainside Tombs~ -There are a few stone heaps here and there, the tombs of those who did not -last the arduous journey up the mountain. Curiously you notice a few -uncovered bodies which don't seem to have died of exhaustion. The path curves -east around the mountain. -~ -0 0 5 -D5 -~ -~ -0 -1 9202 -D4 -~ -~ -0 -1 9204 -E -heaps stones tombs~ -You are sure glad that YOU aren't under one of those piles! -Many of the tombstones have the same name on them, 'Raff'. He must come -here a lot. -~ -E -bodies body dead~ -They look as if their necks have been broken and their flesh, chewed. -~ -S -#9204 -A Blind Curve on the Mountain Path.~ -This looks like a normal mountain path, but it is NOT! This section of the -path is habitated by a huge (and of course, man-eating) Cyclops. The path -makes its final ascent to an overlook. -~ -0 0 5 -D5 -~ -~ -0 -1 9203 -D4 -~ -~ -0 -1 9205 -S -#9205 -Vista~ -This is a stunning vista overlooking a canyon. There is a sign here that says: - - BEHOLD -- ELEMENTAL CANYON - -Fire leaps up from firepits in the western part of the canyon. The sky looks -funny, and the air seems hazy to the northwest. Electricity sparks -intermittently in the northeast. To the east you see a strong, magic-looking -river flowing through the canyon. Also to the east you spy a cave entrance -leading into the canyon wall. The path descends to the north to another -overlook. -~ -0 0 5 -D5 -~ -~ -0 -1 9204 -D0 -~ -~ -0 -1 9206 -S -#9206 -The Overlook~ -You see various elemental servants wandering around the canyon. The noise of -humming coming from the canyon gets louder. The path makes a steep descent -into the canyon here. -~ -0 0 5 -D2 -~ -~ -0 -1 9205 -D5 -~ -~ -0 -1 9207 -S -#9207 -Entrance to Elemental Canyon~ -You are awed by the sounds and sights of great powers at works here. -Elemental servants bustle back and forth doing the biddings of the elemental -rulers. You see a sort of cross roads to the north, and you can climb up to -the overlook here. -~ -0 0 3 -D4 -~ -~ -0 -1 9206 -D0 -~ -~ -0 -1 9209 -S -#9208 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at all. -In general, it is calm, yet there is always a incessant buzz of things -going on about. The canyon continues north and east. -~ -0 0 3 -D0 -~ -~ -0 -1 9211 -D1 -~ -~ -0 -1 9209 -S -#9209 -Elemental Gateway~ -To the west a path dips and winds among some flowing firepits. To the -northeast a path goes toward the river. Beyond toward the northeast and -northwest are outcrops which rise up from the canyon floor. To the east there -is a cave mouth which leads into the canyon wall. And to the south the path -leads up, away, and out of the canyon. Various pure and cross-breeds of -elemental forms wander the canyon floor, which extends in a wide swath -northwards. -~ -0 0 3 -D2 -~ -~ -0 -1 9207 -D3 -~ -~ -0 -1 9208 -D0 -~ -~ -0 -1 9212 -D1 -~ -~ -0 -1 9210 -S -#9210 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always a incessant buzz of -things going on about. The canyon floor extends north and west. There is a -cave mouth set into the canyon wall to the east. -~ -0 0 3 -D0 -~ -~ -0 -1 9213 -D3 -~ -~ -0 -1 9209 -D1 -~ -~ -0 -1 9220 -S -#9211 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends off to the north, east, -and south. -~ -0 0 3 -D0 -~ -~ -0 -1 9214 -D1 -~ -~ -0 -1 9212 -D2 -~ -~ -0 -1 9208 -S -#9212 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends in all directions. -~ -0 0 3 -D0 -~ -~ -0 -1 9215 -D1 -~ -~ -0 -1 9213 -D2 -~ -~ -0 -1 9209 -D3 -~ -~ -0 -1 9211 -S -#9213 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends north, south, and west. -A path follows a stream to the east. -~ -0 0 3 -D0 -~ -~ -0 -1 9216 -D1 -~ -~ -0 -1 9228 -D2 -~ -~ -0 -1 9210 -D3 -~ -~ -0 -1 9212 -S -#9214 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends north, east, and south. -To the west a garden is on fire. -~ -0 0 3 -D0 -~ -~ -0 -1 9217 -D1 -~ -~ -0 -1 9215 -D2 -~ -~ -0 -1 9211 -D3 -~ -~ -0 -1 9237 -S -#9215 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends in all directions. -~ -0 0 3 -D0 -~ -~ -0 -1 9218 -D1 -~ -~ -0 -1 9216 -D2 -~ -~ -0 -1 9212 -D3 -~ -~ -0 -1 9214 -S -#9216 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The Canyon floor extends north, south and west. -~ -0 0 3 -D0 -~ -~ -0 -1 9219 -D2 -~ -~ -0 -1 9213 -D3 -~ -~ -0 -1 9215 -S -#9217 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends east and south. You can -climb a rise in the canyon floor to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 9253 -D1 -~ -~ -0 -1 9218 -D2 -~ -~ -0 -1 9214 -S -#9218 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends east, south, and west. -~ -0 0 3 -D1 -~ -~ -0 -1 9219 -D2 -~ -~ -0 -1 9215 -D3 -~ -~ -0 -1 9217 -S -#9219 -The Floor of the Canyon~ -Various elemental forms wander the floor of the canyon. Some seem to be -going about their business, while others seem to have no business at -all. In general, it is calm, yet there is always an incessant buzz of -things going on about. The canyon floor extends south and west. You can -climb a rise in the canyon floor to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 9254 -D2 -~ -~ -0 -1 9216 -D3 -~ -~ -0 -1 9218 -S -#9220 -Dark Cave~ -You notice a path winding east among some huge boulders. You feel a powerful -source of energy from that direction. -~ -0 9 3 -D3 -~ -~ -0 -1 9210 -D1 -~ -~ -0 -1 9221 -S -#9221 -Darker Caves~ -You can barely see your way even with a light source. The rocks of the cave -are even darker than the darkness. You hear a powerful humming all around -you. Cave paths go south and east roughly, its hard to tell exactly when you -can't see where you are going. -~ -0 9 3 -D3 -~ -~ -0 -1 9220 -D1 -~ -~ -0 -1 9222 -D2 -~ -~ -0 -1 9223 -S -#9222 -Darker Caves~ -You can barely see your way even with a light source. The rocks of the cave -are even darker than the darkness. You hear a powerful humming all around -you. Cave paths go south and west roughly; it's hard to tell exactly when you -can't see where you are going. -~ -0 9 3 -D3 -~ -~ -0 -1 9221 -D2 -~ -~ -0 -1 9224 -S -#9223 -Darker Caves~ -You can barely see your way even with a light source. The rocks of the cave -are even darker than the darkness. You hear a powerful humming all around you. -Cave paths go north, south and east roughly; it's hard to tell exactly when -you can't see where you are going. -~ -0 9 3 -D0 -~ -~ -0 -1 9221 -D1 -~ -~ -0 -1 9224 -D2 -~ -~ -0 -1 9225 -S -#9224 -Darker Caves~ -You can barely see your way even with a light source. The rocks of the cave -are even darker than the darkness. You hear a powerful humming all around you. -Cave paths go north, south and west roughly, it's hard to tell exactly when you -can't see where you are going. -~ -0 9 3 -D0 -~ -~ -0 -1 9222 -D2 -~ -~ -0 -1 9226 -D3 -~ -~ -0 -1 9223 -S -#9225 -Darkest Caves~ -Your light doesn't even seem to work here. Even magical light sources seem -only to illuminate about a foot ahead of you. You suddenly realize that the -path has descended quite a bit but you didn't notice before because of the -darkness. You sense a great presence off to the east aways. -~ -0 9 3 -D0 -~ -~ -0 -1 9223 -D1 -~ -~ -0 -1 9226 -S -#9226 -Darkest Caves~ -Your light doesn't even seem to work here. Even magical light sources seem -only to illuminate about a foot ahead of you. You suddenly realize that the -path has descended quite a bit but you didn't notice before because of the -darkness. You sense a great presence directly to the east. -~ -0 9 3 -D0 -~ -~ -0 -1 9224 -D1 -~ -~ -0 -1 9227 -D3 -~ -~ -0 -1 9225 -S -#9227 -Earth Chamber~ -This is the abode of the Earth Ruler. He decides about earthquakes, -landslides, and avalanches. The Earth Ruler sits upon a huge marble throne -carved into the wall. -~ -0 9 3 -D3 -~ -~ -0 -1 9226 -E -marble throne~ -The ruler notices your stare, and doesn't like it one bit! The whole -earth seems to shake with his emotion. -~ -S -#9228 -By the River~ -The water in the river seems to bubble and froth with magic. Though it -splashes playfully on you, it does not seem wet. The path leads north closer -to the water. To the west you see a T-intersection. -~ -0 0 3 -D3 -~ -~ -0 -1 9213 -D0 -~ -~ -0 -1 9229 -S -#9229 -In the River~ -To continue you had to walk right in the river. Though you walk along in -water up to your knees, you do not seem to get wet. A bay stretches out to -the north and the river goes south. -~ -0 0 6 -D2 -~ -~ -0 -1 9228 -D0 -~ -~ -0 -1 9230 -S -#9230 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D0 -~ -~ -0 -1 9233 -D1 -~ -~ -0 -1 9231 -D2 -~ -~ -0 -1 9229 -S -#9231 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D0 -~ -~ -0 -1 9234 -D1 -~ -~ -0 -1 9232 -D3 -~ -~ -0 -1 9230 -S -#9232 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D0 -~ -~ -0 -1 9235 -D3 -~ -~ -0 -1 9231 -S -#9233 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D1 -~ -~ -0 -1 9234 -D2 -~ -~ -0 -1 9230 -S -#9234 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D1 -~ -~ -0 -1 9235 -D2 -~ -~ -0 -1 9231 -D3 -~ -~ -0 -1 9233 -S -#9235 -Elemental Bay~ -The water is crystal clear here and you can see the bottom of the bay 30 feet -below you. Then you realize you are walking on the water itself. Truly -magical water indeed. Though you splash through the bay you do not get wet. -~ -0 0 6 -D2 -~ -~ -0 -1 9232 -D3 -~ -~ -0 -1 9234 -D5 -~ -~ -0 -1 9236 -S -#9236 -Water Chamber~ -This chamber was magically created here on the floor of the bay. It looks -like it's been here for a long, long time. Though you are 'under water' there -is no difficulty breathing normally, and oddly you do not feel the pressure of -the water above you. -~ -0 8 6 -D4 -~ -~ -0 -1 9235 -S -#9237 -A Fiery Pathway~ -You tread carefully along a path which dips and turns among geysers of fire. -Miniature volcanoes spew lava in rivers. The fire is hot but not altogether -dangerous. The path extends east and south. -~ -0 0 5 -D1 -~ -~ -0 -1 9214 -D2 -~ -~ -0 -1 9238 -S -#9238 -A Fiery Pathway~ -You tread carefully along a path which dips and turns among pits of fire and -beds of coals. A garden to the west glows with an everlasting fire. -~ -0 0 5 -D0 -~ -~ -0 -1 9237 -D3 -~ -~ -0 -1 9242 -S -#9242 -The Burning Gardens~ -Everywhere around you the landscape is afire; the rocks, the shrubs and even -the air seems to be aflame. Curiously, the magical fire does not seem to -consume its hosts. A path leads east among some fire pits. -~ -0 0 5 -D1 -~ -~ -0 -1 9238 -D3 -~ -~ -0 -1 9245 -S -#9245 -The Fire Chamber~ -The fire ruler sits upon a throne made of blue flame. Little flickers of -flame dance to and fro for the entertainment of the ruler. -~ -0 0 3 -D1 -~ -~ -0 -1 9242 -S -#9246 -Electric Pathway~ -The pathway glows and hums because of the electricity pulsing through it. -It seems almost soothing to your weary feet. To the north there is a -sunken-in area. A path leads east also. -~ -0 0 3 -D0 -~ -~ -0 -1 9248 -D1 -~ -~ -0 -1 9253 -S -#9247 -The Electric Playground~ -Though there is a seemingly carefree atmosphere here, you sense that -something much more important takes place near by. The electric playground -extends north and east. -~ -0 0 4 -D0 -~ -~ -0 -1 9249 -D1 -~ -~ -0 -1 9248 -S -#9248 -The Electric Playground~ -Though there is a seemingly carefree atmosphere here, you sense that -something much more important takes place near by. There is an electric -path heading away south. The playground extends north and west. -~ -0 0 4 -D0 -~ -~ -0 -1 9250 -D2 -~ -~ -0 -1 9246 -D3 -~ -~ -0 -1 9247 -S -#9249 -The Electric Playground~ -Though there is a seemingly carefree atmosphere here, you sense that -something much more important takes place near by. The playground continues -south and east. -~ -0 0 4 -D1 -~ -~ -0 -1 9250 -D2 -~ -~ -0 -1 9247 -S -#9250 -The Electric Playground~ -Though there is a seemingly carefree atmosphere here, you sense that -something much more important takes place near by. The playground is -south and west. Something more important catches your eye to the east. -~ -0 0 4 -D1 -~ -~ -0 -1 9251 -D2 -~ -~ -0 -1 9248 -D3 -~ -~ -0 -1 9249 -S -#9251 -Lightning Causeway~ -Up a set of stairs carved into the hill you see intermittent flashes of -lightning. A continuous hum also comes form that direction. To the west -is the electric playground. -~ -0 0 4 -D3 -~ -~ -0 -1 9250 -D4 -~ -~ -0 -1 9252 -S -#9252 -Lightning Chamber~ -There is some sort of control panel here. Apparently the Lightning Ruler -observes and controls electric forces from here. A set of steps carved into -the hill lead down to a causeway. -~ -0 8 6 -D5 -~ -~ -0 -1 9251 -S -#9253 -Mesa West~ -An electric path starts to the west. The mesa continues to the east. -Or you can climb down to the canyon floor to the south. -~ -0 0 4 -D1 -~ -~ -0 -1 9254 -D2 -~ -~ -0 -1 9217 -D3 -~ -~ -0 -1 9246 -S -#9254 -Mesa East~ -A path starts to the north. The mesa continues to the west. -Or you can climb down to the canyon floor to the south. -~ -0 0 4 -D0 -~ -~ -0 -1 9255 -D2 -~ -~ -0 -1 9219 -D3 -~ -~ -0 -1 9253 -S -#9255 -Floating in Air~ -Last you knew, you were walking on the mesa. Abruptly the path dropped -from beneath your feet much to quick for you to recover. Instead of -plunging to your death, you seemingly miss the ground and begin walking -on air. The space to the north and east seems just thin air, but you can -walk there. The pathway you came from is to the south. -~ -0 0 4 -D0 -~ -~ -0 -1 9257 -D1 -~ -~ -0 -1 9256 -D2 -~ -~ -0 -1 9254 -S -#9256 -Floating in Air~ -You look down and see the ground 100 feet below you. The wind whispering -in your ear seems to reassure you that this is fine. To the north aways -you spy a portal of sorts. To the west is more thin air. -~ -0 0 4 -D0 -~ -~ -0 -1 9258 -D3 -~ -~ -0 -1 9255 -S -#9257 -Floating in Air~ -You look down and see the ground 100 feet below you. The wind whispering -in your ear seems to reassure you that this is fine. To the east aways -you spy a portal of sorts. To the south is more thin air. -~ -0 0 4 -D1 -~ -~ -0 -1 9258 -D2 -~ -~ -0 -1 9255 -S -#9258 -Floating in Air~ -You look down and see the ground 100 feet below you. The wind whispering -in your ear seems to reassure you that this is fine. There is a portal -hanging in midair here. It is to the east. You can float south or west -if you'd like. -~ -0 0 4 -D1 -~ -~ -0 -1 9259 -D2 -~ -~ -0 -1 9256 -D3 -~ -~ -0 -1 9257 -E -portal~ -Through the portal you see a tunnel. -~ -S -#9259 -Windy Tunnel~ -A tunnel leads east. To the west you can enter a portal. The wind in -this tunnel is quite fierce, it seems as if it's forced. -~ -0 0 4 -D1 -~ -~ -0 -1 9260 -D3 -~ -~ -0 -1 9258 -E -portal~ -Through the portal you see nothing but sky. -~ -S -#9260 -Air Chamber~ -Tiny tornadoes come and go and dance along the ground here. At the back -of the chamber you notice a huge throne made of swirling clouds. -A tunnel leads west. -~ -0 8 6 -D3 -~ -~ -0 -1 9259 -E -throne clouds~ -Although the cloud throne appears solid enough to sit on, I wouldn't try -it if I were you! -~ -S -#0 - - -#RESETS -M 0 9201 3 9201 -M 0 9201 3 9202 -G 1 9231 30 -M 0 9236 15 9202 -M 0 9201 3 9203 -M 0 9238 1 9203 -G 1 9231 30 -M 0 9202 0 9204 -E 1 9213 10 10 -E 1 9214 10 7 -M 0 9205 12 9207 -M 0 9236 15 9207 -M 0 9203 15 9208 -M 0 9232 8 9208 -M 0 9204 1 9209 -E 1 9211 8 3 -E 1 9212 8 14 -M 0 9205 12 9209 -M 0 9207 6 9209 -M 0 9232 8 9209 -E 1 9220 16 16 -M 0 9203 15 9210 -M 0 9223 8 9210 -E 1 9221 10 17 -M 0 9231 5 9211 -E 1 9215 10 17 -M 0 9206 9 9212 -E 1 9221 10 17 -M 0 9216 5 9212 -M 0 9222 8 9213 -M 0 9203 15 9215 -M 0 9203 15 9215 -M 0 9231 5 9216 -E 1 9215 10 17 -M 0 9203 15 9217 -M 0 9203 15 9218 -M 0 9205 15 9218 -M 0 9207 6 9218 -M 0 9207 6 9218 -E 1 9223 10 17 -M 0 9233 7 9218 -M 0 9203 15 9219 -E 1 9225 10 17 -M 0 9236 15 9220 -M 0 9220 8 9220 -E 1 9222 10 17 -M 0 9217 15 9221 -M 0 9220 8 9221 -M 0 9223 8 9221 -M 0 9205 12 9222 -E 1 9224 10 17 -M 0 9217 15 9222 -M 0 9221 8 9222 -M 0 9221 8 9222 -M 0 9224 8 9222 -E 1 9225 10 5 -M 0 9217 15 9223 -E 1 9217 5 17 -M 0 9217 15 9224 -M 0 9206 9 9225 -E 1 9219 7 17 -M 0 9217 15 9225 -M 0 9216 5 9225 -M 0 9217 15 9226 -M 0 9208 1 9227 -E 1 9201 6 1 -E 1 9202 6 5 -M 0 9217 15 9227 -E 1 9220 16 16 -M 0 9217 15 9227 -M 0 9224 8 9227 -M 0 9236 15 9228 -M 0 9219 8 9228 -M 0 9219 8 9229 -M 0 9234 6 9230 -E 1 9218 10 16 -M 0 9214 15 9230 -M 0 9214 15 9231 -M 0 9221 8 9231 -M 0 9221 8 9231 -M 0 9214 15 9232 -M 0 9216 5 9232 -M 0 9216 5 9232 -M 0 9222 8 9232 -M 0 9214 15 9233 -E 1 9216 5 17 -M 0 9205 12 9234 -M 0 9214 15 9234 -M 0 9214 15 9235 -E 1 9224 10 17 -M 0 9212 1 9236 -E 1 9209 6 13 -E 1 9210 6 12 -M 0 9214 15 9236 -M 0 9214 15 9236 -M 0 9236 15 9237 -M 0 9226 1 9238 -E 1 9226 10 16 -M 0 9227 1 9238 -E 1 9230 10 16 -M 0 9234 6 9238 -E 1 9217 10 16 -M 0 9219 8 9238 -M 0 9220 8 9238 -M 0 9207 6 9242 -M 0 9228 1 9242 -E 1 9227 10 16 -M 0 9229 1 9242 -E 1 9228 10 16 -M 0 9230 1 9242 -E 1 9229 10 16 -M 0 9215 15 9242 -M 0 9215 15 9242 -E 1 9215 5 17 -M 0 9215 15 9242 -M 0 9220 8 9242 -M 0 9209 1 9245 -E 1 9203 6 16 -E 1 9204 6 3 -M 0 9215 15 9245 -E 1 9215 5 17 -M 0 9215 15 9245 -M 0 9215 15 9245 -M 0 9206 9 9246 -M 0 9236 15 9246 -M 0 9218 15 9246 -M 0 9219 8 9246 -M 0 9218 15 9247 -M 0 9218 15 9248 -M 0 9223 8 9248 -M 0 9235 2 9249 -M 0 9218 15 9249 -M 0 9205 12 9250 -M 0 9218 15 9250 -E 1 9219 7 17 -M 0 9218 15 9251 -M 0 9211 1 9252 -E 1 9207 6 16 -E 1 9208 6 11 -M 0 9218 15 9252 -E 1 9218 7 17 -M 0 9218 15 9252 -M 0 9233 8 9253 -M 0 9223 8 9253 -M 0 9206 9 9254 -M 0 9222 8 9254 -M 0 9233 7 9255 -M 0 9236 15 9255 -M 0 9225 15 9255 -E 1 9218 7 17 -M 0 9225 15 9255 -E 1 9225 10 17 -M 0 9222 8 9255 -M 0 9225 15 9256 -M 0 9235 2 9257 -E 1 9216 10 16 -M 0 9225 15 9257 -M 0 9224 8 9257 -M 0 9225 15 9258 -M 0 9225 15 9259 -M 0 9224 8 9259 -M 0 9210 1 9260 -E 1 9205 6 8 -E 1 9206 6 6 -M 0 9207 6 9260 -E 1 9220 16 16 -M 0 9225 15 9260 -M 0 9225 15 9260 -S - - -#SHOPS - 9238 0 0 0 0 0 105 15 0 23 ; the elixir vendor -0 - - -#REPAIRS -0 - - -#SPECIALS -M 9202 spec_cast_cleric -M 9204 spec_breath_any -M 9207 spec_breath_any -M 9208 spec_cast_cleric -M 9209 spec_breath_fire -M 9210 spec_breath_gas -M 9211 spec_breath_lightning -M 9212 spec_breath_acid -M 9219 spec_breath_acid -M 9223 spec_breath_lightning -M 9224 spec_thief -M 9225 spec_thief -M 9226 spec_breath_fire -M 9227 spec_breath_lightning -M 9228 spec_breath_frost -M 9230 spec_breath_gas -M 9231 spec_cast_mage -M 9232 spec_cast_cleric -M 9233 spec_cast_mage -M 9234 spec_thief -M 9235 spec_breath_any -M 9237 spec_breath_any -M 9238 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/catacomb.are b/data/realm/areas_smaug1.4a/catacomb.are deleted file mode 100644 index ab7df99..0000000 --- a/data/realm/areas_smaug1.4a/catacomb.are +++ /dev/null @@ -1,1753 +0,0 @@ -#AREA Dwarven Catacombs~ - -#VERSION 1 - -#AUTHOR Raff~ - -#RANGES -10 20 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2001 -bat~ -a bat~ -A bat flaps wildly at you! -~ -Your typical smelly, blind flying mammal. -~ -35 32 0 S -5 18 5 5d5+50 2d3+3 -0 500 -112 112 0 -#2002 -page templar~ -a templar page~ -A templar page in training is here looking mildly confused. -~ -He has lost his family and everything of his former life. -~ -129 0 200 S -7 14 4 7d7+70 1d9+4 -600 1500 -112 112 1 -#2003 -spelunker explorer~ -a spelunker~ -A spelunker knows his way around these tunnels. -~ -He recently discovered these catacombs and wants to see where they lead. -He just hopes he doesn't get killed in the process. He carries only -essential exploration gear; if there IS anything down here, he -probably won't last long. -~ -133 32 100 S -8 13 4 8d8+80 2d5+1 -800 2000 -112 112 1 -#2004 -gravedigger digger robber graverobber~ -a graverobber~ -A graverobber uncovers dead bodies. -~ -Working for an evil necromancer isn't the greatest thing in the world. -They seem like little more than zombie servants themselves. -~ -37 0 -500 S -9 12 3 9d9+90 2d6+1 -100 2000 -112 112 1 -#2005 -mist swirling~ -some mist~ -Some mist swirls about you here ... it seems ALIVE! -~ -In fact it IS alive in a magical sort of sense. -~ -1 1081472 0 S -10 10 6 10d10+100 2d6+4 -200 2500 -112 112 0 -#2006 -~ -It~ -~ -~ -33 0 0 S -10 10 2 10d10+100 3d3+6 -1000 3000 -112 112 0 -#2007 -skeleton skeletal soldier~ -a skeleton~ -A skeletal soldier fights in the battle of the underworld. -~ -Even though he has died in the physical sense of the word, the battle -continues for him in his charmed state. -~ -37 0 -290 S -11 10 4 11d11+110 2d8+1 -1100 4000 -112 112 1 -#2008 -templar~ -a templar~ -A templar shouts "AKK! SLAY THE INFIDEL!" -~ -As you peer closely he peers back at you - -A templar peers closely at you. -A templar tells you, "You are an evil force trying to spread your ways!". -A templar tells you, "You must die for your sin!". -~ -37 0 600 S -12 9 3 12d12+120 1d4+8 -500 5000 -112 112 1 -#2009 -wraith~ -a mysterious wraith~ -A mysterious ghostly wraith forms before your eyes. -~ -Hard to tell much about the mysterious form even upon further inspection. -~ -37 1048608 0 S -12 9 2 12d12+120 2d7+1 -600 5000 -112 112 1 -#2010 -officer templar~ -the templar officer~ -A templar officer keeps an eye on things here. -~ -A templar officer tells you "Better move along evil one!" -~ -33 8 700 S -13 8 2 13d13+130 1d6+8 -600 7000 -112 112 1 -#2011 -zombie mage~ -zombie~ -A blank-faced zombie mage joins the battle. -~ -He seems to lack real interest in what he is doing. -~ -37 0 -100 S -13 8 5 13d13+130 1d4+8 -550 9000 -112 112 1 -#2012 -shadow shadows~ -the shadow~ -Eerie shadows fill the room. -~ -Looks vaguely you-shaped. -~ -1 1081376 0 S -14 6 1 14d14+140 2d9+1 -800 10900 -112 112 0 -#2013 -bat vampire~ -The vampire~ -A bat flaps wildly at you! -~ -A rather LARGE "bat" ... -~ -35 32 -100 S -15 6 5 15d15+150 1d10+7 -1000 17000 -112 112 1 -#2014 -necromancer necro cleric~ -the evil necromancer~ -The evil necromancer makes undead soldiers from corpses. -~ -Though he seems absorbed in his work, you'd bet he'd take the time out -to kill you to get a fresh corpse! -~ -35 0 -888 S -15 8 -5 15d15+150 1d8+8 -1100 15000 -112 112 1 -#2015 -grand templar leader~ -the grand templar~ -The grand templar stands here quietly observing your actions -~ -A slight, tolerant smile comes briefly across his face. In the blink -of an eye he seems stern again. -~ -3 168 1000 S -16 5 -5 16d16+160 1d8+12 -1500 20000 -112 112 1 -#2016 -prism dragon prismdragon~ -the prism dragon~ -The light shines off a beautiful but dangerous dragon lurking here. -~ -The spray of colored light bouncing off his scales is almost blinding. -~ -35 40 -303 S -20 0 -5 20d20+200 6d3+14 -30000 30000 -112 112 1 -#2017 -darken dark beast darkenbeast~ -The DarkenBeast~ -You hear and smell the presense of the darkenbeast. -~ -You see nothing more than the sense of darkness and evil. -~ -35 0 -1000 S -24 -2 -12 24d24+240 3d7+7 -20000 80000 -112 112 0 -#0 - - -#OBJECTS -#2001 -glowing key~ -a glowing key~ -A circular, glowing key radiates a bright aura around it.~ -~ -18 67 1 -39 0 0 0 -1 10000 1000000 -#2002 -granite plate mail platemail~ -a suit of granite platemail~ -A suit of platemail hewn from granite stands by itself in the corner.~ -~ -9 512 0 -9 0 0 0 -55 42300 1000 -A -2 -1 -#2003 -onyx ring~ -an onyx ring~ -A ring with a very dark onyx stone in it has been left in the dirt.~ -~ -9 512 3 -5 0 0 0 -1 11010 200 -A -4 1 -#2004 -neutralizer sword~ -the neutralizer~ -A long thin sword with a wide blade makes you wonder.~ -~ -5 2 0 -0 4 5 3 -9 3304 99 -A -18 1 -A -19 1 -#2005 -sword excalibur~ -The sword Excalibur~ -A sword gleams by the light of its magical silvery blade.~ -~ -5 1 0 -0 5 4 3 -15 12157 50 -A -18 3 -A -1 1 -#2006 -crown~ -A kingly crown~ -The crown of a long lost King lies forgotten here.~ -~ -18 256 17 -15 0 0 0 -10 15900 720 -A -17 -8 -#2007 -stone~ -stone~ -The stone is surrounded by a bright glow, better look closer.~ -~ -15 1 0 -15 15 2006 0 -2000 0 0 -#2008 -holy water flask~ -a flask of holy water~ -A flask of holy water is here.~ -~ -10 1 16385 -25 -1 -1 -1 -2 5000 10 -'bless' 'sanctuary' 'NONE' -#2009 -chainmail chain mail suit~ -a suit of chainmail~ -A nice suit of chainmail has been left behind.~ -~ -9 256 9 -5 0 0 0 -20 1111 25 -#2010 -white cape~ -a white cape~ -A blazing cape of white lies in a careful pile.~ -~ -9 1 5 -5 0 0 0 -3 5000 10 -A -18 1 -#2011 -shield defense~ -the shield of defense~ -A large shield lies protecting the ground.~ -~ -9 64 513 -15 0 0 0 -15 33000 212 -A -12 10 -A -13 10 -A -18 -2 -A -19 -1 -#2012 -scale shield dragonscale~ -a dragonscale shield~ -A shield from from the scales of a large dragon lies here.~ -~ -9 0 513 -8 0 0 0 -18 8000 100 -A -23 3 -#2013 -prism wand~ -a prism wand~ -A wand made of a triangular prism twinkles in the dust.~ -~ -3 65 16385 -11 4 4 -1 -4 7070 20 -'colour spray' -#2014 -shadow cloak~ -a shadow cloak~ -The shadows in the corner of the room seems strange ...~ -~ -9 64 1025 -10 0 0 0 -1 4000 1 -A -14 -30 -#2015 -misty potion~ -a misty potion~ -A potion of swirling mist-like substance is here.~ -~ -10 0 16385 -10 -1 -1 -1 -1 1000 10 -'pass door' 'NONE' 'NONE' -#2016 -templar templars sword wooden~ -a templar's sword~ -A sword made of wood has been left here.~ -~ -5 256 8193 -0 2 6 3 -6 2900 50 -A -18 1 -#0 - - -#ROOMS -#2048 -Twisty cavern~ -The way twist this way and that and its all you can do to keep your head -from spinning. The air is very cold here and layers of ice on the wall. -The sounds of metal on ice echo through the cavern. A side passage leads -east and the main passage goes north and south. -~ -0 265 2 -D1 -~ -~ -0 -1 2049 -D2 -~ -~ -0 -1 2056 -D0 -~ -~ -0 -1 2040 -S -#2049 -Striped tunnel~ -The walls of the tunnels have many brilliant colors in them from the -various veins of crystals running in them. An odd twinkling comes from -the east. -~ -0 265 2 -D3 -~ -~ -0 -1 2048 -D1 -~ -~ -0 -1 2050 -S -#2050 -Prism cave~ -The roof of this cave peaks over a hundred feet high making it one of -the biggest in the catacombs. Crystals of every color cast prismatic -sprays of light everywhere. The light from your lamp causes almost a -blinding flare of brilliance as more light is added to the multi-colored -twinkling phenomenon that exists here. This is also the lair of the -fabled and feared Prism Dragon. -~ -0 8 5 -D3 -~ -~ -0 -1 2049 -D1 -~ -~ -0 -1 2058 -D2 -~ -~ -0 -1 2057 -D0 -~ -~ -0 -1 2044 -S -#2051 -Ruined monument~ -A monument to a famous king once stood here. Not much is left to even -signify that is was here at all. A building of some sort can be entered -through a basement to the east. The southern gate of the grounds is to -the south. -~ -0 9 4 -D1 -~ -~ -0 -1 2052 -D2 -~ -~ -0 -1 2054 -D0 -~ -~ -0 -1 2045 -S -#2052 -Basement~ -Its dark and it smells like. ...BATS down here! All you see is a swirl -of the darkness and lots of scratching bats madly flailing around. A set -of stairs go up into the building and a broken window leads west. -~ -0 9 4 -D4 -~ -~ -0 -1 2046 -D3 -~ -~ -0 -1 2051 -S -#2053 -Fresh graves~ -The graves here seem very recent. You notice many signs of digging and -defilement. There are piles of fresh bodies here awaiting burial. A -strange sense of evil magic from the south makes the hairs on the back -of your neck to stand on end! -~ -0 9 4 -D2 -~ -~ -0 -1 2055 -D0 -~ -~ -0 -1 2047 -S -#2054 -Southern gate~ -A rusty gate here no longer keeps anyone out or in. You see a lonely -E/W passage to the south. A little used trail winds east through a -crack in the wall. -~ -0 9 2 -D1 -~ -~ -0 -1 2066 -D2 -~ -~ -0 -1 2059 -D0 -~ -~ -0 -1 2051 -S -#2055 -Scene of ghastly horror~ -An army of undead creatures of all types are lined up patiently. Their -leader is an evil demonoid necromancer. His plans to use his army of -undead to take over the world seem about ready to get underway. -~ -0 9 5 -D2 -~ -~ -0 -1 2062 -D0 -~ -~ -0 -1 2053 -S -#2056 -Twisty passage~ -The passage bends north and east here. To the east your not certain -what lies ahead due to all the twists and turns you've made. To the -north is seems cold. -~ -0 265 2 -D1 -~ -~ -0 -1 2057 -D0 -~ -~ -0 -1 2048 -S -#2057 -Cross of caverns~ -A little-used cavern enters from the south. A passage twists away to -the west. An odd twinkling comes from the cave to the north. -~ -0 265 2 -D3 -~ -~ -0 -1 2056 -D2 -~ -~ -0 -1 2066 -D0 -~ -~ -0 -1 2050 -S -#2058 -Lonely tunnel~ -Something indescribable makes you feel lonesome and sad here. Its just -a feeling you get from this tunnel. The tunnel east and west. -~ -0 265 2 -D1 -~ -~ -0 -1 2059 -D3 -~ -~ -0 -1 2050 -S -#2059 -Lonely tunnel~ -Something indescribable makes you feel lonesome and sad here. You see a -gate to a burial ground to the north. This lonesome tunnel sighs along -west and east. -~ -0 265 2 -D3 -~ -~ -0 -1 2058 -D1 -~ -~ -0 -1 2060 -D0 -~ -~ -0 -1 2054 -S -#2060 -Bend in the lonely tunnel~ -Something indescribable makes you feel lonesome and sad here. The -tunnel bends west and south. -~ -0 265 2 -D3 -~ -~ -0 -1 2059 -D2 -~ -~ -0 -1 2061 -S -#2061 -Lonely tunnel~ -Something indescribable makes you feel lonesome and sad here. The very -walls of the tunnel seems to groan. to the north the tunnel bends and -east is an intersection. -~ -0 265 2 -D1 -~ -~ -0 -1 2062 -D0 -~ -~ -0 -1 2060 -S -#2062 -Intersection~ -To the north you enter the burial grounds. a trail of blood leads that -direction. Also you feel an ominous sense of evil magic from there. -The tunnel to the west creaks and sighs as if alive. To the south you -smell a hint of fresh air. -~ -0 265 2 -D3 -~ -~ -0 -1 2061 -D2 -~ -~ -0 -1 2063 -D0 -~ -~ -0 -1 2055 -S -#2063 -Tunnel~ -The tunnel heads north and south. North you see an intersection and -far to the south you sense light and smell a fresh breeze. -~ -0 265 2 -D2 -~ -~ -0 -1 2064 -D0 -~ -~ -0 -1 2062 -S -#2064 -Tunnel~ -The tunnel slopes noticeably down to the north and you sense the surface -could be reached to the south. -~ -0 265 2 -D2 -~ -~ -0 -1 2065 -D0 -~ -~ -0 -1 2063 -S -#2065 -Southern entrance to the catacombs~ -Through a trapdoor above you streams light. Through a doorway to -the south streams darkness. A message has been scrawled upon the wall -here. The message reads: - Adventure for the strong yet calculating - Death for the weak and shallow - Treasure for the smart and lucky - Death for the stupid and accursed -An ancient Glyph above the entrance keeps monsters from wandering up -from the catacombs. -~ -0 4 2 -D4 -~ -floorboard board~ -1 -1 6527 -D0 -~ -~ -0 -1 2064 -S -#2066 -Unknown passage~ -Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -0 269 2 -D1 -~ -~ -0 -1 2067 -D2 -~ -~ -0 -1 2068 -S -#2067 -Unknown passage~ -Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -0 269 2 -D3 -~ -~ -0 -1 2066 -D2 -~ -~ -0 -1 2069 -S -#2068 -Unknown passage~ -Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -0 269 2 -D1 -~ -~ -0 -1 2069 -D0 -~ -~ -0 -1 2066 -S -#2069 -Unknown passage~ -Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -0 269 2 -D3 -~ -~ -0 -1 2068 -D0 -~ -~ -0 -1 2067 -S -#2001 -North entrance to the catacombs~ -You are almost surprised to see a tunnel leading off to the south -into utter darkness. The floorboards above you haven't been moved -in a long time, yet there is life down here. A beam of light from -the opening above you falls upon a message scrawled on the wall here. - -The message reads: - Adventure for the strong yet calculating - Death for the weak and shallow - Treasure for the smart and lucky - Death for the stupid and accursed - -An ancient Glyph above the entrance keeps monsters from wandering up -from the catacombs. -~ -0 4 1 -D2 -~ -~ -0 -1 2002 -D4 -~ -floorboard board~ -1 -1 6524 -S -#2002 -North/south tunnel~ -This part of the catacombs looked roughly hewn and man-made. There is -a large cross painted on the floor of the tunnel.To the south it seems -maybe a bit lighter for some odd reason. To the north a ray of light -comes in from a hole in the ceiling. -~ -0 264 0 -D0 -~ -~ -0 -1 2001 -D2 -~ -~ -0 -1 2007 -E -cross paint floor~ -The cross is a Templar's cross. It seems to have had a fresh coat of -paint recently.~ -S -#2003 -Weapon training area~ -This is a place to keep up on there weapon skills. Much of the -equipment looks old and worn but upon further inspection seems quite -sturdy in fact. -~ -0 264 0 -D1 -~ -~ -0 -1 2004 -D2 -~ -~ -0 -1 2008 -S -#2004 -Prayer training area~ -The templar's curious mix of religion and fighting is evident here. -A central painting depicts a cross composed of swords. The elders -teach the ancient art of prayer to the young pages. -~ -0 264 0 -D3 -~ -~ -0 -1 2003 -D1 -~ -~ -0 -1 2005 -S -#2005 -Junction of hallways~ -Training facilities are evident to the west. To the south lies a hallway -which has doors every couple of feet, looks like living quarters of some -sort. To the east the tunnel leads back into the natural catacombs. -~ -0 264 0 -D3 -~ -~ -0 -1 2004 -D1 -~ -~ -0 -1 2006 -D2 -~ -~ -0 -1 2010 -S -#2006 -Hallway~ -The hallway takes on a more indoor look to the west. To the east it -looks awfully dark. -~ -0 268 0 -D3 -~ -~ -0 -1 2005 -D1 -~ -~ -0 -1 2007 -S -#2007 -Intersection~ -The tunnel continues to the north and the south, becoming less hewn and -more natural to the south. A passageway lined with paneling leads west. -~ -0 264 0 -D3 -~ -~ -0 -1 2006 -D2 -~ -~ -0 -1 2012 -D0 -~ -~ -0 -1 2002 -S -#2008 -Pages' sleeping quarters~ -Several bunk beds are lined up across the room. It looks rather spartan -and there is little evidence of toys or games. Most of the desks are -filled with books and papers of little interest. -~ -0 264 0 -D1 -~ -~ -0 -1 2009 -D0 -~ -~ -0 -1 2003 -S -#2009 -Templar Knights sleeping quarters~ -This is a huge room which is filled wall to wall with beds. Apparently -all the low level knights all sleep in this one room. A door on the -south wall is labelled "Elders only!". -~ -0 264 0 -D3 -~ -~ -0 -1 2008 -D2 -~ -~ -0 -1 2013 -S -#2010 -N/S hallway~ -The hallway leads north an south. A door leads to a templar's room to -the east. The decoration looks rather sparse here. -~ -0 264 0 -D1 -~ -~ -0 -1 2011 -D2 -~ -~ -0 0 2014 -D0 -~ -~ -0 -1 2005 -S -#2011 -A Middle-aged templar's room~ -This is a room furnished in a room becoming a low level templar scribe. -No real amenities but better than a communal sleeping quarters. As far -as you can tell he would be a rank equivalent to a Sargeant. -~ -0 264 0 -D3 -~ -~ -0 -1 2010 -S -#2012 -Humid, damp tunnel~ -As the tunnel leads south it gets more humid and damp. Moss covers the -walls and ferns even grow in the cracks here and there. To the north it -seems much more sterile. -~ -0 265 2 -D2 -~ -~ -0 -1 2019 -D0 -~ -~ -0 -1 2007 -S -#2013 -Administration room~ -The elders gather here to discuss training strategies and count their -loot. You notice papers which look like important secret documents -lying around. An escape passage leads west. -~ -0 264 0 -D3 -~ -~ -0 -1 2069 -D2 -~ -~ -0 -1 2016 -D0 -~ -~ -0 -1 2009 -E -papers documents secrets~ -It seems that the loot comes from raids on the towns in the surrounding -areas above ground. From the documents it seems that the pages and -trainees are kidnapped from the villages too! -~ -S -#2014 -N/S hallway~ -The hallway continues to become more important-looking as you wander -south. A room to the east looks rather more pleasant that some of the -others. -~ -0 264 0 -D1 -~ -~ -0 -1 2015 -D2 -~ -~ -0 -1 2017 -D0 -~ -~ -0 -1 2010 -S -#2015 -Mid-level leader's room~ -A rather nice looking room considering the drab conditions down here. -Through all the signs of decoration you can still see evidence of water -leaks. -~ -0 264 0 -D3 -~ -~ -0 -1 2014 -S -#2016 -Mess hall~ -The a huge table with an immaculate white table cloth stretches way off -to the south. The room is kept immaculately clean by the nights -themselves. They truly belive that cleanliness is next to godliness. -~ -0 264 0 -D2 -~ -~ -0 -1 2023 -D0 -~ -~ -0 -1 2013 -S -#2017 -N/S hallway~ -The hallway continues north and south. A peculiar kind of glow seems -to come from somewhere further along the hallway to the south. The room -to the east looks like the lap of luxury. -~ -0 264 0 -D1 -~ -~ -0 -1 2018 -D2 -~ -~ -0 -1 2024 -D0 -~ -~ -0 -1 2014 -S -#2018 -High officer's room~ -First thing you notice in this room is the pleasant aroma of cedar. All -the paneling in the room is made of fine cedar. A painting of an -elegant knight hangs on the wall. -~ -0 264 0 -D3 -~ -~ -0 -1 2017 -E -painting elegant knight~ -Something oddly familiar about the knight. He carries a glowing sword -with a silvery blade. -~ -S -#2019 -Mossy intersection~ -There is a turn off to the passage here. The main passage leads north -and south. To the south it seems to get impossibly darker. To the east -you hear... birds? A small rivulet of water seeps in from the passage -east. The air is very humid and damp here. -~ -0 265 2 -D1 -~ -~ -0 -1 2020 -D2 -~ -~ -0 -1 2026 -D0 -~ -~ -0 -1 2012 -S -#2020 -The holy grove~ -A small grove of birches grow seem to grow from solid rock. You hear -birds singing but try as you might you cant see any. A strange glow -emanates from a place somewhere to the southeast in the grove. -~ -0 520 3 -D3 -~ -~ -0 -1 2019 -D1 -~ -~ -0 -1 2021 -S -#2021 -The holy grove~ -The trees seem real enough even though they take root in solid rock. -You hear other small animals scampering through the light undergrowth -yet you see nothing. The grove continues south, east and west. An out of -place passage way for some reason heads north. -~ -0 520 3 -D3 -~ -~ -0 -1 2020 -D1 -~ -~ -0 -1 2022 -D2 -~ -~ -0 -1 2027 -D0 -~ -~ -0 -1 2068 -S -#2022 -The holy grove~ -The grove continues west and south. The glow is roughly to the south -somewhere. -~ -0 520 3 -D3 -~ -~ -0 -1 2021 -D2 -~ -~ -0 -1 2028 -S -#2023 -Mess hall~ -"mess" isn't exactly the best word to describe this room. On the -contrary, it is immaculately clean. A very long table stretches way off -to the north. A hallway is to the east. -~ -0 264 0 -D1 -~ -~ -0 -1 2024 -D0 -~ -~ -0 -1 2016 -S -#2024 -End of a hallway~ -You hear voices coming from a room to the west. the hallway goes north. -To the east lies a room which seems to glow with power and piety. -~ -0 264 0 -D3 -~ -~ -0 -1 2023 -D1 -~ -~ -0 -1 2025 -D0 -~ -~ -0 -1 2017 -S -#2025 -Grand Templar's room~ -All the items in this room look ancient yet strangely very powerful and -rich. There is an aura of great holiness about the room. -~ -0 264 0 -D3 -~ -~ -0 -1 2024 -S -#2026 -Very dark passage~ -This room is so dark that even powerful magic lights seems to barely -illuminate the ground in front of you. If its possible it seems even -darker to the south. The passage also leads back north. -~ -0 265 2 -D2 -~ -~ -0 -1 2030 -D0 -~ -~ -0 -1 2019 -S -#2027 -The holy grove~ -The grove continues north and east. To the east a strange humming can -barely be heard. -~ -0 520 3 -D1 -~ -~ -0 -1 2028 -D0 -~ -~ -0 -1 2021 -S -#2028 -The holy grove~ -All of a sudden all the mysterious sounds of the grove stop. Or perhaps -its just the strange humming and glowing from a clearing to the south -drowning out everything else. There is a sort of magical forcefield door -to the south. -~ -0 520 3 -D3 -~ -~ -0 -1 2027 -D2 -a glowing forcefield with a small circular hole in it. -~ -glow glowing field forcefield door~ -33 2001 2032 -D0 -~ -~ -0 -1 2022 -S -#2029 -Very dark caveway~ -This room is so very dark that no one is quite sure whats in it, so -there's nothing really to describe except maybe the powerful sense of -evil coming from the east and the almost overcoming urge to run to the -west. -~ -0 265 2 -D3 -~ -~ -0 -1 2033 -D1 -~ -~ -0 -1 2030 -S -#2030 -Deep within the catacombs~ -It stinks like a lair in here. A rotten smell of humanoid flesh -lingers. You stumble over what you think are corpses in the utter -darkness. You sense a evil growl from somewhere in the room. maybe -everywhere in the room. . .. -~ -0 9 5 -D3 -~ -~ -0 -1 2029 -D1 -~ -~ -0 -1 2031 -D0 -~ -~ -0 -1 2026 -S -#2031 -Very dark cavern~ -The cavern is hard to describe due to the extreme magical darkness. -Probing with a light source seems to reveal nothing but more darkness. -~ -0 9 5 -D3 -~ -~ -0 -1 2030 -D2 -~ -~ -0 -1 2034 -S -#2032 -The holy place~ -A glowing stone lies in the center of the clearing. You recognize it as -the stone of the Excalibur. The strange humming glowing makes it -difficult to see if the Excalibur is there or not. Might want to take a -closer look if possible. -~ -0 520 3 -D0 -a glowing forcefield with a small circular hole in it. -~ -glow glowing field forcefield door~ -33 2001 2028 -S -#2033 -Misty passageway~ -Warm mist swirl about you making you feel threatened as well as -protected at the same time. The swirling mist makes it tough to tell -directions quite clearly, but you seem to be able to go north or south. -The mist gets denser to the south. -~ -0 265 2 -D2 -~ -~ -0 -1 2042 -D0 -~ -~ -0 -1 2029 -S -#2034 -Intersection of caverns~ -Caverns head north, south and east from this peculiar spot. Medium -sized caverns from the east and the north join to form a huge cavern -heading south. The walls of the cavern are made of a bizarre mixture -of many shiny crystals. -~ -0 9 5 -D1 -~ -~ -0 -1 2035 -D2 -~ -~ -0 -1 2044 -D0 -~ -~ -0 -1 2031 -S -#2035 -Entrance to the burial grounds~ -You have entered what appears to be a burial ground of sorts. The -templars buried their dead here. Chills go down your spine as you feel -something watching you. You hear the random groan of a ghost, the howl -of a wraith, and the dry clanking of bones. -~ -0 9 5 -D3 -~ -~ -0 -1 2034 -D1 -~ -~ -0 -1 2036 -S -#2036 -The burial grounds~ -Random tombs to unknown warriors were lain in rows as far as the eye -can see. To your horror many of the graves are empty and desecrated. -A gap in the rows of tombs leads south and there are more graves to the -east and west. -~ -0 9 5 -D3 -~ -~ -0 -1 2035 -D1 -~ -~ -0 -1 2037 -D2 -~ -~ -0 -1 2045 -S -#2037 -The burial grounds~ -It seems as if many of the warriors could not stop fighting even in -death. They fight amongst each other and flail at any living being -that would wander near. -~ -0 9 5 -D3 -~ -~ -0 -1 2036 -D1 -~ -~ -0 -1 2038 -S -#2038 -The burial grounds~ -Legions of skeletal warriors wander by and battle the enemy even in -death. Old battlelines have been forgotten and new ones made. Its a -gruesome scene. -~ -0 9 5 -D3 -~ -~ -0 -1 2037 -D1 -~ -~ -0 -1 2039 -S -#2039 -New graves~ -The tombs in this section seem somewhat more recent. Rotting zombie -warriors groan and wail with blank stares. You hear sounds of digging -off a bit to the south. -~ -0 9 5 -D3 -~ -~ -0 -1 2038 -D2 -~ -~ -0 -1 2047 -S -#2040 -Misty cavern~ -A chilling icy mist swirl about you. The dampness and warmth has become -bitter cold. The walls of the cavern are several feet thick with ice -here. An icy wind blows from the south. -~ -0 265 2 -D1 -~ -~ -0 -1 2041 -D2 -~ -~ -0 -1 2048 -S -#2041 -Misty cavern~ -The temperature is a pleasant and mild here. This is due to a warm wind -blowing in from the east and a chilly breeze blowing in from the west. -The updrafts create bizarre icy-steamy mists which dance along the -walls. -~ -0 265 2 -D3 -~ -~ -0 -1 2040 -D1 -~ -~ -0 -1 2042 -S -#2042 -Mist cavern~ -A warm wind blows in from the east. The air is still stifling hot in -here despite the breeze. The mist seems thick enough to be alive. . . -~ -0 265 2 -D3 -~ -~ -0 -1 2041 -D1 -~ -~ -0 -1 2043 -D0 -~ -~ -0 -1 2033 -S -#2043 -Waterfall of mist~ -River of hot mist pour down in a cascade from a hole in the cavern. It -falls like water down from the heights like a waterfall and creates -beautiful swirls. It causes a hot wind to flow west. -~ -0 265 2 -D3 -~ -~ -0 -1 2042 -E -hole height waterfall cascade~ -The hole is much too high up for you to reach. -~ -S -#2044 -Huge multicolored tunnel~ -The tunnel leads north and south. To the south there is an odd -twinkling phenomenon. -~ -0 265 2 -D2 -~ -~ -0 -1 2050 -D0 -~ -~ -0 -1 2034 -S -#2045 -Desolate ruins~ -Several mausoleums used to grace the way here but these have been -defiled. And most have been torn down and burned by looters. Some still -seem to be intact to the south. To the northwest is a seeming field of -tombs of soldiers, now a battleground for the undead. -~ -0 9 5 -D2 -~ -~ -0 -1 2051 -S -#2046 -Curators place~ -The undertaker, the historian and the curator used to be here. Now they -too have joined the legions of the undead. From the looks of the place -they seem to have starved to death. Rickety stairs head down into a -sort of basement. -~ -0 9 4 -D5 -~ -~ -0 -1 2052 -D1 -~ -~ -0 -1 2047 -E -stairs basement~ -Surprisingly the stairs look sturdy enough. -~ -S -#2047 -Fresh graves~ -Graves of recent casualties lie here. Even the most recent don't seem to -have been left undisturbed. You hear sounds of digging in progress -further to the south. -~ -0 9 4 -D3 -~ -~ -0 -1 2046 -D2 -~ -~ -0 -1 2053 -D0 -~ -~ -0 -1 2039 -S -#0 - - -#RESETS -M 0 2006 7 2049 -M 0 2016 1 2050 -E 1 2012 9 5 -E 1 2013 9 17 -M 0 2001 6 2052 -M 0 2001 6 2052 -M 0 2001 6 2052 -M 0 2013 1 2052 -E 1 2004 9 16 -M 0 2001 6 2052 -M 0 2001 6 2052 -M 0 2001 6 2052 -M 0 2004 4 2053 -M 0 2004 4 2053 -M 0 2011 4 2053 -M 0 2004 4 2055 -M 0 2004 4 2055 -M 0 2014 1 2055 -E 1 2011 9 11 -M 0 2003 2 2064 -D 0 2065 4 1 -D 0 2001 4 1 -M 0 2003 2 2002 -M 0 2008 12 2003 -E 1 2009 99 5 -E 1 2016 99 16 -M 0 2008 12 2004 -E 1 2016 99 16 -M 0 2008 12 2005 -M 0 2008 12 2006 -E 1 2009 99 5 -M 0 2002 8 2008 -M 0 2002 8 2008 -M 0 2002 8 2008 -M 0 2002 8 2008 -M 0 2002 8 2008 -M 0 2002 8 2009 -M 0 2002 8 2009 -M 0 2008 12 2009 -E 1 2009 99 5 -M 0 2008 12 2009 -E 1 2016 99 16 -M 0 2008 12 2009 -E 1 2009 99 5 -M 0 2002 8 2010 -M 0 2010 6 2015 -E 1 2016 99 16 -E 1 2009 99 5 -M 0 2008 12 2016 -E 1 2016 99 16 -M 0 2008 12 2016 -E 1 2009 99 5 -M 0 2008 12 2016 -E 1 2009 99 5 -M 0 2010 6 2016 -E 1 2016 99 16 -E 1 2009 99 5 -M 0 2010 6 2016 -E 1 2016 99 16 -E 1 2009 99 5 -M 0 2010 6 2016 -E 1 2016 99 16 -E 1 2009 99 5 -M 0 2010 6 2018 -E 1 2016 99 16 -E 1 2009 99 5 -M 0 2006 7 2019 -M 0 2008 12 2023 -E 1 2016 99 16 -M 0 2008 12 2023 -M 0 2010 6 2023 -E 1 2009 99 5 -E 1 2016 99 16 -M 0 2015 1 2025 -E 1 2010 9 3 -E 1 2001 9 0 -E 1 2008 9 17 -M 0 2012 2 2026 -E 1 2014 25 12 -M 0 2006 7 2028 -D 0 2028 2 2 -M 0 2017 1 2030 -E 1 2003 9 2 -E 1 2002 9 5 -E 1 2006 9 17 -O 0 2007 1 2032 -P 1 2005 9 2007 -D 0 2032 0 2 -M 0 2006 7 2033 -M 0 2005 9 2033 -E 1 2015 35 17 -M 0 2007 4 2035 -E 1 2009 99 5 -M 0 2006 7 2036 -M 0 2007 4 2036 -M 0 2011 4 2036 -M 0 2007 4 2037 -E 1 2009 99 5 -M 0 2011 4 2037 -M 0 2007 4 2038 -M 0 2006 7 2039 -M 0 2009 2 2039 -M 0 2006 7 2040 -M 0 2005 9 2040 -E 1 2015 35 17 -M 0 2005 9 2040 -E 1 2015 35 17 -M 0 2005 9 2041 -E 1 2015 35 17 -M 0 2005 9 2041 -E 1 2015 35 17 -M 0 2005 9 2042 -E 1 2015 35 17 -M 0 2005 9 2043 -E 1 2015 35 17 -M 0 2005 9 2043 -E 1 2015 35 17 -M 0 2005 9 2043 -E 1 2015 35 17 -M 0 2009 2 2047 -M 0 2011 4 2047 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2007 spec_cast_undead -M 2009 spec_cast_undead -M 2011 spec_cast_mage -M 2013 spec_cast_undead -M 2014 spec_cast_undead -M 2016 spec_breath_any -M 2017 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/chapelgods.are b/data/realm/areas_smaug1.4a/chapelgods.are deleted file mode 100644 index 659cacf..0000000 --- a/data/realm/areas_smaug1.4a/chapelgods.are +++ /dev/null @@ -1,1941 +0,0 @@ -#AREA Chapel of the Gods~ - - - -#AUTHOR Paladia~ - -#RANGES -5 50 5 65 -$ - -#FLAGS -0 - -#ECONOMY 0 1398692 - -#HELPS -0 $~ - -#MOBILES -#12000 -Palace Guard~ -a Chapel guard~ -A menacing guard stands here protecting the innocent. -~ -~ -67 4194432 0 C -35 0 0 10d30+2000 5d5+5 -350000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 1 4 2 -20 0 0 0 3072 0 96 2 -#12001 -Loyal Follower~ -a loyal follower~ -A loyal follower of Paladia smiles happily. -~ -~ -67 4194304 0 C -43 0 0 1000d1+3000 3d2+0 -150000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 0 0 2100224 0 64 2 -#12002 -Devout Follower~ -a Devout Follower~ -A devout worshiper of Paladia screams in ecstacy. -~ -~ -1 4194304 0 C -50 0 -100 30d20+1000 3d3+5 -150000 0 -8 8 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -20 0 0 0 2100225 0 544 2 -#12003 -Quiet Priest~ -a Quiet Priest~ -A quiet priest goes about his daily duties. -~ -~ -65 4194472 1000 C -50 0 -100 100d10+2500 5d10+0 -250000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -40 0 0 0 1051648 0 32 2 -#12004 -Head Priest~ -the Head priest~ -A quiet priest goes about his daily duties. -~ -~ -67 306184360 1000 C -50 0 -100 10d10+4900 5d10+0 -250000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 0 0 1051648 0 1242038304 4102 -#12005 -Angry Guard~ -a angry guard~ -A angry guard wants to know why you are here. -~ -~ -131175 4194432 0 C -53 0 -130 6000d1+0 10d3+5 -350000 0 -8 8 1 -13 13 13 16 13 13 13 -0 0 0 0 0 -2 3 0 0 5 4 3 -40 0 0 0 2100224 0 96 524294 -#12006 -Sleeping Priest~ -a sleeping priest~ -A Priest lies here and sleeps heavily. -~ -~ -67 306184360 1000 C -50 0 -100 5555d1+4444 5d10+10 -250000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -20 0 0 0 1051648 0 1242038304 4102 -> fight_prog 100~ -c gas -~ -| -#12007 -Avatar Paladia~ -the Avatar of Paladia~ -An avatar to a god sits on his throne pondering your exsistence. -~ -~ -67 373301376 1000 C -50 0 0 20000d1+10000 15d4+15 -1500000 0 -8 8 1 -18 13 13 13 13 13 13 --30 -30 -30 -30 -30 -0 3 0 0 1 1 4 -75 20 0 8192 3148800 0 192 524422 -> fight_prog 100~ -c earth -c earth -if rand(30) -laugh -'You fool, do you think you can handle the avatar to Paladia? -cack -mpdamage $r 400 -shake -'Big mistake, it will be your last! -else -if rand(20) -,cackles insanely -'You think you can handle a God, are you that stupid? -mpechoat $r The Avatar attempts to cleave your skull in two -mpechoaround $r The Avatar attempts to cleave $r in two -mpdamage $r 600 -endif -endif -at blacksmith rem all -at blacksmith repa amulet -at blacksmith repa div -at 1 wear all -~ -> act_prog p DISARMS you!~ -laugh -shake -'Nice try little man. -mpdamage $n 200 -wie div -~ -| -#12008 -Importanat Guard~ -A Important Guard~ -A Important man guards the Avatar to the north. -~ -~ -131175 4194432 0 C -53 0 -130 6000d1+0 10d3+5 -350000 0 -8 8 1 -13 13 13 16 13 13 13 -0 0 0 0 0 -2 3 0 0 5 4 3 -30 0 0 0 2100224 0 134217920 12294 -#12009 -High Priest~ -A high priest of the Avatar~ -A high priest of the avatar sits here doing his duty. -~ -~ -67 373293224 1000 C -50 0 -100 3000d1+8000 5d10+0 -250000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 3 -30 0 0 8192 1051648 0 1242038272 4102 -> fight_prog 100~ -c earth -c earth -c earth -if rand(30) -Smile -'Sorry I have to do this to you, but you have opposed my beliefs. -at 1 c heal -at 1 c heal -at 1 c heal -mpecho The priest brings down the Rod of the Gods upon $r. -mpdamage $r 300 -else -if rand(25) -, prays to the heavens for help. -mpecho A large ball of lightining strikes $r several times! -mpdamage 200 -mpdamage 140 -mpdamage 60 -mpechoat $r The lighting finally disappears. -endif -endif -~ -| -#12010 -Gift Shop Priest~ -A gift shop priest~ -A Priest runs a shop here -~ -~ -3 4194344 0 C -50 0 0 1d1+30000 4d5+100 -1000000 0 -8 8 2 -18 18 18 18 13 13 18 -0 0 0 0 0 -1 0 0 0 3 2 6 -0 0 2047 0 3156992 0 48 3 -> act_prog p gives you Lowbie token.~ -if level($n) <= 25 -and goldamt($n) >= 1000000 -mpforce give 1000000 coins gift -nod -'You are clearly gifted beyond your years, let me redeem this token for you. -mpoload 12013 2 -mpoload 12014 2 -mpoload 12015 2 -mpoload 12017 2 -give hat $n -give deadly $n -give death $n -give skull $n -drop token -sac token -'Have a nice day. -else -Shake -'I dislike you, moron, get out of my face. -drop token -sac token -endif -~ -> speech_prog p take me back~ -nod $n -mptransfer $n doorman -~ -> fight_prog 100~ -mpslay $n -~ -| -#12011 -Doorman~ -A doorman~ -A doorman stands here watching the people walk by. -~ -~ -195 4202496 1000 C -55 7 0 30000d1+0 20d20+200 -50 15000 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 10 -0 0 0 0 3157293 0 0 0 -> greet_prog 100~ -if level($n) <= 25 -'Hey, this area is really not for you, but maybe out Sunday school is more your -'Speed, if you think youd like to go, please just say 'Sunday School' -'And if you would like to visit out gift shop say 'Gift shop' -smile $n -else -Bow $n -'Good day. -endif -~ -> speech_prog p Sunday School~ -if level($n) <= 25 -mpechoat $n You quickly run off to suday school. -mptrans 0.$n 12030 -else -shake -'Its only for youngins, go to regular church. -endif -~ -> speech_prog p gift shop~ -if level($n) > 25 -shake -say You can find your own way into the chapel. -else -say As you wish. -mpechoat $n The doorman opens the front gate and takes you to the gift shop. -tell $n If you would like to come back here, just say 'take me back'. -mptrans $n 12029 -endif -~ -> fight_prog 100~ -mpecho $I hurries off to attend to a new customer. -mpgoto 1 -c heal -c heal -c heal -c heal -c heal -c heal -c heal -c heal -c heal -mpgoto 12001 -say Leave, i abhor violence. -~ -| -#12012 -Small Toddler~ -a young toddler~ -A young toddler plays quietly. -~ -~ -65 0 900 C -13 4 0 12d12+120 1d7+7 -3500 6000 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#12013 -Child~ -A little child~ -A child smiles at you. -~ -~ -2051 0 0 C -16 0 -8 10d4+250 2d8+3 -20000 52000 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#12014 -Baby~ -a Baby~ -A baby stares at you interested. -~ -~ -2051 0 500 S -3 16 6 5d3+33 2d4+3 -75 400 -8 8 1 -#12015 -Teenager~ -Teenager~ -A teenager watches the teacher intently. -~ -~ -2051 0 0 C -20 0 -8 10d10+1000 3d10+4 -45000 52000 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -7 5 0 0 0 0 0 0 -#12016 -Young Adult~ -Young Adult~ -A young adult is here pondering the meaning of life. -~ -*sniffle* How depressing. The essence before you conveys such a feeling of -unspeakable loss and depression that you can't help but cry. You can feel -your knees grow weak from the emotion, and it becomes an effort to stand. -~ -1 524288 0 C -25 0 -100 10d20+2000 5d12+6 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -20 0 0 0 0 0 0 0 -#12017 -Teacher~ -The Teacher~ -The teacher is showing the class how to study. -~ -Nothing in all the realms is this evil, not Anakin, not Darrek, not Arcane, not -Semaj, nothing. Your heart freezes with dread, you throat tightens, and your -flesh chills. You try to scream, but nothing comes out. This is pure evil. -Lets think about it, what did you ever hate more than the thought of a person -who's sole job in life was to give you tests and make you do homework? -~ -67 524456 0 C -30 0 0 5000d1+1000 9d9+5 -666 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -15 5 0 0 0 0 0 524292 -> death_prog 50~ -mpecho As the teacher dies, she looks at you and says here, take this. -mpoload 12016 -give token $r -~ -| -#0 - - -#OBJECTS -#12000 -Chapel Sword~ -Chapel Sword~ -A holy sword lies here glowing with power.~ -Divine power~ -5 525667 8193 -0 11 3 1 -3 0 0 -A -1 1 -A -2 1 -A -18 6 -A -19 4 -A -13 35 -#12001 -Amulet Gods Paladia~ -Amulet of the Gods~ -An Amulet glows with power.~ -~ -9 35875 5 -15 15 0 0 -2 500000 50000 -A -13 20 -A -18 4 -A -19 3 -A -17 -20 -#12002 -Robe of the Gods~ -Robe of the Gods~ -A Robe glowing of power hurts you vision.~ -~ -9 3395 1025 -0 0 0 0 -1 10000 1000 -A -19 3 -A -18 5 -A -17 -10 -A -25 4 -A -3 1 -A -13 25 -#12003 -Angelic light~ -Angelic Light~ -A Sihmmering staff glows brightly.~ -~ -9 3139 16385 -20 0 0 0 -1 10 1 -A -12 75 -A -3 2 -A -4 2 -A -13 35 -A -18 5 -A -19 5 -> wear_prog 100~ -mpechoat $n As you hold the Rod, you feel it cast several spells upon you. -c arm $n -c sag $n -c 'dragon wit' $n -~ -| -#12004 -Chapel key~ -a Chapel key~ -A Chapel key is here on the ground.~ -~ -18 0 1 -3 0 0 0 -5 1 0 -#12005 -Steel key~ -A Steel key~ -A Steel key glimmers in the light.~ -~ -18 0 1 -1 0 0 0 -5 1 0 -#12006 -Holy Mace~ -Holy Mace~ -A mace of amazing power hums majesticly.~ -~ -5 9014594 8193 -20 14 3 7 -5 1000000 100000 -A -19 10 -A -18 10 -A -24 -2 -A -22 -2 -A -27 4 -A -12 100 -A -13 50 -#12007 -Divine Power~ -Divine Power~ -A sword of unimaginable power glows brightly.~ -~ -5 1074416962 8193 -20 22 2 2 -5 1000000 100000 -A -24 -2 -A -22 -2 -A -27 4 -A -26 8192 -A -18 12 -A -19 10 -A -13 100 -A -12 50 -> wear_prog 100~ -mpechoat $n The power eminating from the sword starts to enter your body. -mpechoat $n Untold strength and power flows into you. -mpechoat $n As you wield it a light from the heavens surrounds you. -mpechoaround $n A light from the heavens surrounds $n. -mpechoaround $n You can see the power flow from the sword to $n. -c sanc $n -c bless $n -~ -> remove_prog 100~ -mpechoat $n Removing the sword you feel as if all the power has left you. -mpechoat $n You feel as if you havent slept, ate or drank for a entire week. -mpechoaround $n The light from above dissipates from around $n. -~ -> sac_prog 10~ -mpechoat $n As you sacrifice the Sword, you realise you have done a good thing. -mpecho The Divine Power starts to glow, brighter and brighter, till soon you -mpecho cannot even see it anymore. You hear a voice call down from the heavens -mpecho and Pronnounce 'For such a beautiful sacrifice we will reward you.' -mpecho The Sword dissapears and in its place you see a amazing blade. -mpoload 12008 90 -mpat $n give might $n -~ -| -#12008 -Heaven Might~ -Heavens Might~ -Something that has fallen from heaven emenates power.~ -~ -5 527626 8193 -20 12 4 2 -5 1000000 100000 -A -1 1 -A -2 1 -A -31 1 -A -23 -5 -A -24 -5 -A -22 -5 -A -18 11 -A -19 14 -A -13 125 -A -12 110 -> wear_prog 100 ~ -mpechoat $n As you wield the Heavenly weapon power encompasses you! -mpechoat $n You know that you are damn near invincible now. -mechoaround $n As $n wields his weapon he grows substantially stonger. -mpechoaround $n $n is huge, you wish you had a sword like his. -~ -> remove_prog 100~ -mpechoat $n As you release this weapon you feel as weak as a kitten. -mpechoat $n the power has left you, leaving you with the desire to use it again -mpechoaround $n As $n removes the sword, $n looks almost human again. -~ -| -#12009 -Chapel Blessing~ -a Chapel's Blessing~ -A Chapel's blessing is on the ground.~ -~ -10 321 1 -25 28 28 -1 -1 25000 2500 -E -violet~ -Textures of both deep red and pale purple swirl together inside the vial. -~ -#12010 -Chapel Candy~ -Chapel Candy~ -A Cute little pice of candy with a cross lays on the ground.~ -~ -26 0 1 -20 89 88 221 -1 50000 5000 -#12011 -Chapel Vision~ -a Chapel's Vision~ -A piece of candy with a translucent cross is on the ground.~ -~ -26 0 1 -20 44 -1 -1 -1 50000 5000 -#12012 -Holy Strength~ -Holy Strength~ -A Dark black pill with a silver cross gets contaimnated by the ground.~ -~ -26 0 1 -39 206 228 227 -1 25000 2500 -#12013 -Skull ring~ -Skull Ring~ -A Ring with a skull and crossbones is on the ground.~ -~ -9 65 3 -5 5 0 0 -1 2000 200 -A -13 5 -A -2 1 -A -18 2 -A -1 1 -#12014 -Death and Decadance~ -Death and Decadance~ -You see your future death.~ -~ -9 0 5 -10 10 0 0 -3 50000 5000 -A -4 1 -A -5 2 -A -2 1 -A -13 5 -A -18 3 -#12015 -Deadly Visions~ -Deadly Visions~ -A long rod with some notches is here.~ -~ -9 524288 16385 -5 5 0 0 -1 1234 123 -E -sets~ -Regular equipment setup: Equipment setup during dual wield: ------------------------------------------------------------------------------ - - - - - - - - - - - - - - - - - - - - -~ -E -guide book~ -Some helpful files for those new to mudding: - -SPAM - Will explain what spam is, and why you should not do it. -CONFIG - Will teach you about our configuration menu. -SCORE - Will tell you about your characters personal score sheet. -MOVEMENT - Will teach you various commands for moving about the game. -OBJECTS - Will teach you various commands to use your equipment. -CONTAINER - Will teach you about using containers to holdblongings. -CHANNELS - Will teach you about communication with other players. -GROUP - Will help you with grouping with other adventurers. -COMBAT - Will teach you how to choose, start and stop a fight. -DEATH - Will tell you about the death experience in the game. -PRACTICE - Will teach you about training spells, skills, and weapons. -INFORMATION - Will cover ways to find certain types of information. - -To use these help files, type HELP from the topics listed in -capital letters above. -~ -A -3 1 -A -5 1 -A -4 1 -A -13 10 -A -12 10 -A -18 2 -A -19 2 -#12016 -Lowbie Token~ -Lowbie token~ -A token for lowbies is here~ -~ -13 0 1 -0 0 0 0 -10 0 0 -#12017 -Graduation Hat~ -A Graduation Hat~ -Someone's graduation hat is lying here in a heap.~ -~ -9 524294 131073 -10 3 0 0 -2 5700 570 -A -19 1 -A -18 1 -A -13 10 -A -3 2 -A -4 2 -#12018 -Band Aid~ -Band Aid~ -A Band Aid lies here waiting to be used.~ -~ -9 2621504 3 -10 10 0 0 -3 100 10 -A -13 25 -A -12 75 -#12019 -Mental Strength~ -Mental Strength~ -A Robe of shimmering light lies here.~ -~ -9 0 1025 -15 15 0 1 -1 300000 30000 -A -3 1 -A -12 100 -A -4 1 -#12020 -Friendship Bracelet~ -Friendship Bracelet~ -A Small band is just asking to be picked up.~ -~ -9 82 4097 -20 0 0 0 -1 1000000 100000 -A -19 1 -A -1 1 -A -12 30 -A -13 10 -#0 - - -#ROOMS -#12000 -Entrance to the Holy Chapel~ -Walking along the Forest you notice a beautiful chapel to the north, it -is incredibly tall and looks as if it might actually be touching the 'Gods' -The pathway widens to a beautifully paved rad to the north meaning it must be -well traversed. The Outer beauty can mean only one thing, the inside must be -twice as good, for everyone knows the best part of a chapel is inside. They -must be doing incedibly well, as you see several wealthy nobles leave the -chapel, leading you to believe that this may be the place for you. -~ -0 0 1 -D0 -Enteranceway -~ -~ -0 -1 12001 -D2 -~ -~ -0 -1 21201 -S -#12001 -Entranceway~ -Upon entering the first portion of the chapel, it dawns upon you it is heavily -guarded, for there are two very large guards at the enterance. They wear -beautiful steel outfits, quite polished and in incredibly good condition. -Amazingly enough, you think the Doors may be made of Steel, making you wonder -why on earth any chapel would need such protection, the guard should be able to -handle most things that come by meaning harm, perhaps theres more to this -chapel than meets the eye. -~ -0 256 1 0 0 4 -D0 -~ -gate~ -1063 1 12002 -D2 -Enterance to the Holy Chapel -~ -~ -0 -1 12000 -S -#12002 -Inside the Chapel~ -Looking at all the beautiful pictuesque items, you feel as if you may be in a -museum as opposed to a chapel. There are stained-glass-windows in the ceiling -an amazing sculpture of what appears to be a incredibly hansome and muscular -god, and incredible artworks lining the walls. The carpet looks to be a hand -crafted oriental one from one of the best artisans you have ever seen. There -are gold torches embedded in the walls allowing you to see in even the darkest -nights. There are 3 signs posted here : -One pointing to the east says : Confessions -One pointing to the west says : Donation Box -One pointing to the north says : Altar -~ -0 8200 0 -D0 -Souther end of the chapel -~ -~ -0 -1 12009 -D1 -Next to confessionals -~ -~ -0 -1 12003 -D2 -~ -gate~ -1063 1 12001 -D3 -Next to the Donation Box -~ -~ -0 -1 12007 -S -#12003 -Next to confessionals~ -The small hallway has the same lush carpet and beautiful paintings that the -other places you have visted in this chapel, however as you look at it, it -seems to make you feel more guilty, as if you have sinned and they know it. -To the east you see you a confession box where you can hopefully get this -guilty feeling away. -A sign pointing east says 'Confessions' -A sign pointing west says 'Donation box, Altar' -~ -0 8200 0 -D1 -Inside the Confessional Box -~ -~ -0 -1 12004 -D3 -Inside the Chapel -~ -~ -0 -1 12002 -S -#12004 -Inside the Confessional Box~ -On the inside of the confession box, you feel very cramped, for it is quite -small. It is covered with red velvet and have plush satin seats, which look -very vell used. There is a small screen against the south wall where you can -vaguely make out the appearance of a priest who will willing hear your -confessions if you so choose. -~ -0 8200 0 -D2 -~ -~ -2099211 -1 12005 -D3 -Next to confessionals -~ -~ -0 -1 12003 -S -#12005 -Other Side of Confessional box~ -On the other side of the confessional box, you almost feel guilt. You could -pertend to be the priest and hear everyone elses sins, and then use it as dirt -later. Imagine the horror you could cause. You now understand the horrible -pressure most priests have to bear when they do this. The priests have a very -comfortable chair to sit on, the perfect level to hear perfectly, and next to -the chair is a table, with a glass of milk and cookies on it along with a Book? -~ -0 8200 0 -D0 -~ -~ -2099211 -1 12004 -D3 -Priest chamber -~ -~ -0 -1 12006 -S -#12006 -Priest chamber~ -This is one of the many rest chambers for the priests. This one is quite -un-lavish in comparison to the rest of the chapel. Making you realise that -clearly not all people are into this for the money. There are 3 beds and you -think thank maybe they work in 3 shifts of 8 hours each. It looks as if they -have confessionals down to a science. -~ -0 8200 0 -D1 -Other Side of the confessional Box -~ -~ -0 -1 12005 -S -#12007 -Next to the Donation Box~ -The small hallway with its relatively lush carpets and beautifuly painted -ceiling pales in comparison to the rest of the amazing chapel. As much as -You'd like to stay and view it all, but you feel as it you may be missing more -of it if you don't move on. A sign saying 'Donation Box' points to the west. -A sigh saying 'Confessions' points to the east. -~ -0 8200 0 -D1 -Inside the chapel -~ -~ -0 -1 12002 -D3 -Donation Box -~ -~ -0 -1 12008 -S -#12008 -Donation Box~ -The donation box coveres the entire west side of the room, its not as much a -box as its a 'vault'. Forget trying to take it all, your not ever sure how to -get to it. The wall is made of solid steel and theres a hole where you can -drop the gold bags. Its a very well run operation, if you do say so yourself. -To the south you see a small shop. -~ -0 8200 0 -D1 -Next to Donation Box -~ -~ -0 -1 12007 -D2 -Vatican Gift Shop -~ -~ -0 -1 12029 -S -#12009 -Southern end of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D0 -~ -~ -0 -1 12010 -D1 -southeastern section -~ -~ -0 -1 12015 -D2 -Inside the Chapel -~ -~ -0 -1 12002 -D3 -Southwestern section -~ -~ -0 -1 12016 -S -#12010 -Middle of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D0 -The front of the chapel -~ -~ -0 -1 12011 -D1 -Middle of chapel -~ -~ -0 -1 12018 -D2 -Shouthern end of the chapel -~ -~ -0 -1 12009 -D3 -Middle of the chappel -~ -~ -0 -1 12017 -S -#12011 -The Front of the Chapel~ -The front of the chapel is no different than anywhere else, extravagant and -beautiful. There is a walkway to the east that looks very unused. To the -north is the temple altar where a High Priest runs service. The ceiling has -the most beautiful painting you have ever seen. There is this amazing red -oriental rug underneath you feet. -~ -0 8200 0 -D0 -Before the altar -~ -~ -0 -1 12013 -D1 -Enterance to the back -~ -~ -0 -1 12012 -D2 -Middle of the chapel -~ -~ -0 -1 12010 -S -#12012 -Enterance to the back~ -To the north you notice a door with the sign 'Unless you work here please -stay out, or we will be forced to take measures to force you out.' Even -though it doesnt make you feel as wanted as you would have liked it sure makes -you want to know what is behind that door. The door is clearly locked, now -who could possibly have the key? -~ -0 8200 0 -D0 -corridor -~ -~ -1063 3 12019 -D3 -The front of the chapel -~ -~ -0 -1 12011 -S -#12013 -Before the Altar~ -You have reached the area right before the altar, a priest is here setting up -candles for people to blow out. He is also cleaning up everything in sight. -The amazing oriental rug contunes to the north and the south, otherwise this -areas is quite barren. -~ -0 8200 0 -D0 -The altar -~ -~ -0 -1 12014 -D2 -The front of the chapel -~ -~ -0 -1 12011 -S -#12014 -The Altar~ -The altar is a huge golden slab that must weigh a ton. It has amazing jewels -engraved in the sides, mainly diamonds and large opals the size of small -animals. On top of the altar there is an enscription that reads : To my -wonderful followers. Leading you to believe that they didnt make this -themselves. -~ -0 8200 0 -D2 -~ -~ -0 -1 12013 -S -#12015 -South Eastern End of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D0 -Middle of the Chapel -~ -~ -0 -1 12018 -D3 -Southern end of chapel -~ -~ -0 -1 12009 -S -#12016 -South Western Section of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D0 -Middle of the chapel -~ -~ -0 -1 12017 -D1 -Southern end of chapel -~ -~ -0 -1 12009 -S -#12017 -Middle of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D1 -Middles of chappel -~ -~ -0 -1 12010 -D2 -Southwest section -~ -~ -0 -1 12016 -S -#12018 -Middle of the Chapel~ -Rows and rows of pews dominate this huge room of worship. The room has a -warmth and a feel all it's own. At the front is a large altar where a High -Priest runs a service for all those present. The ceiling has an amazing -painting covering it leading you to believe it is the most beutiful thing you -have ever seen. -~ -0 8200 0 -D2 -southeastern end -~ -~ -0 -1 12015 -D3 -Middle of chapel -~ -~ -0 -1 12010 -S -#12019 -Corridor~ -The elegant corridor has a nice blue satin carpet, and a beautiful black marble -wall. Glowing lights hang from the ceiling lighting your way, there is however -sounds coming from up the corrdor, warning you about what may be coming next. -~ -0 8200 0 -D0 -corridor -~ -~ -0 -1 12020 -D2 -Enterance to the back -~ -~ -1063 3 12012 -S -#12020 -Corridor~ -The elegant corridor has a nice blue satin carpet, and a beautiful black marble -wall. Glowing lights hang from the ceiling lighting your way, there is however -sounds coming from up the corrdor, warning you about what may be coming next. -~ -0 8200 0 -D0 -Turn in corridor -~ -~ -0 -1 12021 -D2 -corridor -~ -~ -0 -1 12019 -S -#12021 -Turn in Corridor~ -The elegant corridor has a nice blue satin carpet, and a beautiful black marble -wall. Glowing lights hang from the ceiling lighting your way, there is however -sounds coming from up the corrdor, warning you about what may be coming next. -~ -0 8200 0 -D2 -Corridor -~ -~ -0 -1 12020 -D3 -Corridor -~ -~ -0 -1 12022 -S -#12022 -Corridor~ -The elegant corridor has a nice blue satin carpet, and a beautiful black marble -wall. Glowing lights hang from the ceiling lighting your way, there is however -sounds coming from up the corrdor, warning you about what may be coming next. -~ -0 8200 0 -D1 -Turn in corridor -~ -~ -0 -1 12021 -D3 -End of the Corridor -~ -~ -0 -1 12023 -S -#12023 -End of the Corridor~ -The elegant corridor has a nice blue satin carpet, and a beautiful black marble -wall. Glowing lights hang from the ceiling lighting your way, there is however -sounds coming from up the corrdor, warning you about what may be coming next. -To the north is a door, which has the name Priests on it. -~ -0 8200 0 -D0 -Priests Chamber -~ -~ -3 -1 12024 -D1 -Corridor -~ -~ -0 -1 12022 -S -#12024 -Priests Chamber~ -Entering the priest chambers you know something about this one is way different -than any of the other ones you have seen. Far to the north looks to be be a -throne, which you have never seen in any form in a chapel before. The -chambers look more like a palace than they do a high priests chambers. The -ceiling is at least 25 feet high and the place is adoned with lavash items most -can only dream of having. The floor is now a mixture of black and red and -looks think and very sturdy, as if it must hold great weights. -~ -0 8200 0 -D0 -before a throne -~ -~ -0 -1 12026 -D1 -Priests Washroom -~ -~ -0 -1 12028 -D2 -~ -~ -3 -1 12023 -D3 -Priests sleeping quaters -~ -~ -0 -1 12025 -S -#12025 -Priests sleeping quarters~ -This is where the high priests must sleep. There are 3 beds here leading you -to think that maybe, just maybe there might be 3 of them. However, one of the -beds is considerably larger than the others, it must belong to the Highest -ranking priest here. There is currently one sleeping soundly in his bed. he -doesn't even wake up when you clan ever so loudly into his room. There is a -huge fireplace at the north end, which warms up the room considerably. -~ -0 8200 0 -D1 -~ -~ -0 -1 12024 -S -#12026 -Before a Throne~ -There is a small amount of stairs here, making you look up to find the throne -however, before you can get a good look, you see 2 large guards who think you -dont belong here. They have amazing looking armor with an etheral look to it as -if its made of magic, which also serves as a benefit of partially blinding you. -~ -0 8200 0 -D0 -A throne -~ -~ -0 -1 12027 -D2 -priests chamber -~ -~ -0 -1 12024 -S -#12027 -A Throne~ -Entering the throne room you are in total awe. For an avatar of a god sits -upon the throne, this is the closest you have been to imortality that you have -been since you pulled that trick on the teacher back in school so long ago. -The throne itself must be 20 feet tall, meaning the avatar is at least 30. -he is an imposing man, who dominates your attention. No matter how hard you -try you cant take your eyes off him and he knows it. -~ -0 8200 0 -D2 -Before a throne -~ -~ -0 -1 12026 -S -#12028 -Priests Washroom~ -The room is where the priests must go to relieve themselves. Not only is it -spotless, but there is a beautiful contraption that sprays down water onto -the lucky priests. From the water running out of it now it looks steaming hot. -There is currently a Priest sitting on a stool that looks like it is used for -waste disposal. He is very angry at you for barging in on him. -~ -0 8200 0 -D3 -~ -~ -0 -1 12024 -S -#12029 -Vatican Gift Shop~ -You have walked into a small gift shop where people can buy momento's of -thier trip here. The priest is a cute little fellow who looks like he has -benn running this shop for years and has it down to a science. The back -wall has a amazing array of potions and pills, and the the east wall are the -cutest toys you have ever seen. -~ -0 1056776 0 -D0 -Donation Box -~ -~ -0 -1 12008 -S -#12030 -Start of Sunday School~ -You have reched the start of the sunday school. From here there two classrooms -one to the east and one to the west. Both are surprisingly quiet and it makes -you think that they must run a pretty tight ship. There is a wooden sign with -two arrows in it. -One pointing to the east has 5-14, and the one to the west has 15-25 -~ -0 1056780 0 -D1 -Large Classroom -~ -~ -0 -1 12031 -D3 -Older Classroom -~ -~ -0 -1 12037 -> speech_prog Home~ -mpechoat $n You make a quick be-line to the front of the chapel again. -mpechoaround $n $n leaves Sunday School. -mptrans $n 12001 -~ -| -S -#12031 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -To the west is the enterance, and everywhere else is inside the room. -~ -0 1056780 0 -D0 -Large Room -~ -~ -0 -1 12032 -D1 -Large Room -~ -~ -0 -1 12035 -D2 -Large Room -~ -~ -0 -1 12033 -D3 -Start of Sunday School -~ -~ -0 -1 12030 -S -#12032 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -~ -0 1056780 0 -D1 -Large Room -~ -~ -0 -1 12036 -D2 -Large Room -~ -~ -0 -1 12031 -S -#12033 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -~ -0 1056780 0 -D0 -Large Room -~ -~ -0 -1 12031 -D1 -Large Room -~ -~ -0 -1 12034 -S -#12034 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -~ -0 1056780 0 -D0 -Large Room -~ -~ -0 -1 12035 -D3 -Large Room -~ -~ -0 -1 12033 -S -#12035 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -~ -0 1056780 0 -D0 -Large Room -~ -~ -0 -1 12036 -D2 -Large Room -~ -~ -0 -1 12034 -D3 -Large Room -~ -~ -0 -1 12031 -S -#12036 -Large Room~ -You are a very large room, where children are allowed to roam free and do as -they so choose and instead of the utter chaos one would expect from such a -situation it is quite the opposite children are playing peacefully with one -another and there is a feeling of true love eminating from them all. -~ -0 1056780 0 -D2 -Large Room -~ -~ -0 -1 12035 -D3 -Large Room -~ -~ -0 -1 12032 -S -#12037 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056780 0 -D0 -Older Classroom -~ -~ -0 -1 12042 -D1 -Start of Sunday School -~ -~ -0 -1 12030 -D3 -Older Classroom -~ -~ -0 -1 12038 -S -#12038 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056780 0 -D0 -Older Classroom -~ -~ -0 -1 12041 -D1 -Older Classroom -~ -~ -0 -1 12037 -D3 -Older Classroom -~ -~ -0 -1 12039 -S -#12039 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056780 0 -D0 -Older Classroom -~ -~ -0 -1 12040 -D1 -Older Classroom -~ -~ -0 -1 12038 -S -#12040 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056780 0 -D0 -Older Classroom -~ -~ -0 -1 12045 -D1 -Older Classroom -~ -~ -0 -1 12041 -D2 -Older Classroom -~ -~ -0 -1 12039 -S -#12041 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056776 0 -D0 -Older Classroom -~ -~ -0 -1 12044 -D1 -~ -~ -0 -1 12042 -D2 -Older Classroom -~ -~ -0 -1 12038 -D3 -Older Classroom -~ -~ -0 -1 12040 -S -#12042 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056776 0 -D0 -~ -~ -0 -1 12043 -D2 -Older Classroom -~ -~ -0 -1 12037 -D3 -Older Classroom -~ -~ -0 -1 12041 -S -#12043 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056776 0 -D2 -Older Classroom -~ -~ -0 -1 12042 -D3 -~ -~ -0 -1 12044 -S -#12044 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056776 0 -D1 -Older Classroom -~ -~ -0 -1 12043 -D2 -Older Classroom -~ -~ -0 -1 12041 -D3 -Older Classroom -~ -~ -0 -1 12045 -S -#12045 -Older Classroom~ -The children in this classroom are not children but rather a small gathering -of young adults. They are actually quieter than the young children eastward. -A teacher in the front smiles politely at you and asks you if you would like to -join but you politely decline. Undaunted she continues her lesson. -~ -0 1056776 0 -D1 -Older Classroom -~ -~ -0 -1 12044 -D2 -Older Classroom -~ -~ -0 -1 12040 -S -#12046 -Floating in a void~ -~ -0 4 1 -S -#12047 -Floating in a void~ -~ -0 4 1 -S -#12048 -Floating in a void~ -~ -0 4 1 -S -#12049 -Floating in a void~ -~ -0 4 1 -S -#12050 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 12011 1 12000 -M 1 12000 2 12001 -G 1 12005 1 -E 1 12000 1 16 -M 1 12000 2 12001 -D 0 12001 0 2 -M 1 12001 7 12002 -M 1 12001 7 12002 -D 0 12002 2 2 -M 1 12002 5 12003 -D 0 12004 2 1 -M 1 12003 4 12005 -D 0 12005 0 1 -M 1 12003 4 12006 -M 1 12003 4 12006 -M 1 12002 5 12009 -M 1 12002 5 12012 -D 0 12012 0 2 -M 1 12004 1 12014 -G 1 12004 1 -M 1 12001 7 12015 -M 1 12001 7 12015 -M 1 12001 7 12015 -M 1 12002 5 12015 -M 1 12001 7 12016 -M 1 12002 5 12016 -M 1 12001 7 12017 -M 1 12003 4 12018 -M 1 12005 6 12019 -M 1 12005 6 12019 -O 1 22 1 12019 -D 0 12019 2 2 -M 1 12005 6 12021 -E 1 12000 1 16 -M 1 12005 6 12021 -M 1 12005 6 12023 -M 1 12005 6 12023 -D 0 12023 0 1 -D 0 12024 2 1 -M 1 12006 1 12025 -E 1 12002 1 12 -M 1 12008 2 12026 -M 1 12008 2 12026 -M 1 12007 1 12027 -E 1 12007 1 16 -E 1 12001 1 3 -O 1 22 1 12027 -M 1 12009 1 12028 -E 1 12006 1 16 -E 1 12003 1 17 -M 1 12010 1 12029 -G 1 12012 1 -G 1 12011 1 -G 1 12009 1 -G 1 12010 1 -M 1 12013 3 12031 -M 1 12012 4 12031 -M 1 12012 4 12032 -M 1 12012 4 12033 -M 1 12012 4 12033 -M 1 12014 3 12034 -M 1 12014 3 12034 -M 1 12013 3 12035 -M 1 12013 3 12035 -M 1 12014 3 12036 -M 1 12015 5 12037 -M 1 12015 5 12039 -M 1 12015 5 12039 -M 1 12016 5 12041 -E 1 12020 1 14 -M 1 12016 5 12041 -E 1 12020 1 14 -M 1 12015 5 12042 -M 1 12015 5 12042 -M 1 12016 5 12042 -E 1 12020 1 14 -M 1 12017 1 12044 -E 1 12019 1 12 -E 1 12018 1 1 -M 1 12016 5 12044 -M 1 12016 5 12044 -S - - -#SHOPS - 12010 0 0 0 0 0 120 100 0 23 ; A gift shop priest -0 - - -#REPAIRS -0 - - -#SPECIALS -M 12003 spec_cast_cleric -M 12004 spec_cast_cleric -M 12006 spec_cast_cleric -M 12007 spec_cast_mage -M 12009 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/cloudymt.are b/data/realm/areas_smaug1.4a/cloudymt.are deleted file mode 100644 index 1a9fba4..0000000 --- a/data/realm/areas_smaug1.4a/cloudymt.are +++ /dev/null @@ -1,6112 +0,0 @@ -#AREA Cloudy Mountain~ - -#VERSION 1 - -#AUTHOR Scourge~ - -#RANGES -45 91 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#13200 -guard palace~ -A palace guard~ -A palace guard is ready to attack at the slightest sign of trouble. -~ -You see a huge, heavily armored dragon guard. This is one of the city's best -guards. Palace guards are chosen by the King himself as the last line of -protection against attacks. -~ -524355 0 -175 S -70 4 0 55d12+9700 7d8+35 -14000 0 -112 112 0 -#13201 -bodyguard guard~ -The King's Bodyguard~ -One of the King's Bodyguards is keeping a watch for strangers. -~ -This half-minotaur, half-dragon is one of Cloudy Mountain's finest warriors. -Each Bodyguard has sworn to give their life to protect the king. -~ -1074266177 4 0 S -75 5 0 55d12+11000 7d9+41 -24000 0 -112 112 0 -#13202 -guard elite~ -An Elite guard~ -An Elite guard of the city stands watch. -~ -This guard has reached the higher ranks among the guards. Although the -position of Elite Guard is supposed to be open to all, they tend to be half -minotaur. -~ -524353 0 -350 S -65 3 0 45d11+8250 7d7+31 -13000 0 -112 112 0 -#13203 -lieutenant dragon~ -a dragon lieutenant~ -A lieutenant is drilling his troops. -~ -This half-minotaur is very powerful and doesn't take kindly to slackers in his -ranks. -~ -524355 0 -400 S -60 2 0 45d11+7000 8d6+28 -6000 0 -112 112 1 -#13204 -lieutenant dragon~ -a dragon lieutenant~ -A lieutenant is surveying the troops -~ -Although most dragons with human blood are usually discriminated against, this -half-human has risen quickly through the ranks. -~ -524353 0 -375 S -60 2 0 45d11+6900 8d6+27 -6000 0 -112 112 2 -#13205 -guard dragon~ -a dragon guard~ -A guard of Cloudy Mountain stands watch. -~ -Cloudy Mountain's first line of defense once the enemy has made it to the walls -of the city. This guard appears to have a lot of human qualities. -~ -524353 0 360 S -55 2 0 35d10+5750 10d4+23 -5500 0 -112 112 0 -#13206 -guard dragon~ -a dragon guard~ -A guard of cloudy mountain stands watch -~ -The first line of defense for the city itself. This guard appears to be a -giant with dragon features. -~ -524353 0 -360 S -55 2 0 35d10+5850 10d4+24 -5250 0 -112 112 0 -#13207 -soldier dragon~ -a dragon soldier~ -A soldier of Cloudy Mountain is here. -~ -This fierce warrior is not only strong, but well trained in battle and in -strategy. This combination makes this army one of the finest and most feared -in the land. -~ -524353 0 375 S -50 1 0 35d10+4500 5d8+19 -2500 0 -112 112 0 -#13208 -soldier dragon~ -a dragon soldier~ -A soldier of Cloudy Mountain is here. -~ -This fierce warrior is not only strong, but well trained in battle and in -strategy. This combination makes this army one of the finest and most feared -in the land. -~ -524353 0 -375 S -50 1 0 35d10+4500 5d8+19 -2500 0 -112 112 0 -#13209 -gateguard guard~ -a gateguard~ -A guard is protecting the city entrance. -~ -This dragon appears to be very short and stocky. You don't seem to be -intimidated by this guard even though you are being challenged. Is this the -city's best defense, or is this a trick to make you underestimate the defenses? -~ -524355 0 0 S -50 1 0 35d10+4000 5d8+16 -5000 0 -112 112 0 -#13210 -dragon winged~ -The winged dragon~ -A winged dragon guards a half to the Crown of Kings. -~ -These dragons have inhabited Cloudy Mountain for centuries. They have kept the -Crown of Kings in their possession all this time and do not intend to give them -up to you. -~ -99 1610620928 -600 S -100 2 0 65d15+18345 8d8+64 -108528 0 -112 112 0 -#13211 -dragon mountain~ -a mountain dragon~ -A dragon searches Cloudy Mountain for it's next meal. -~ -A ferocious dragon that views you as food and nothing else. -~ -99 0 -550 S -77 0 0 55d12+10750 10d6+41 -756 0 -112 112 0 -#13212 -snake~ -a giant snake~ -A HUGE snake towers over you. -~ -This snake looks like it could swallow a man whole! -~ -99 0 -500 S -73 0 0 55d12+10000 6d10+35 -0 0 -112 112 0 -#13213 -demon~ -a demon~ -A demon searches the caverns for victims. -~ -A large, lizard like creature sizes you up as a good meal. -~ -99 0 -500 S -72 0 0 55d12+10000 8d7+38 -0 0 -112 112 0 -#13214 -rat~ -a cave rat~ -A large cave rat is searching for it's next meal -~ -This is the biggest rat you've ever seen! Even though you are still bigger, -it is still bent on killing you. -~ -227 0 -450 S -21 0 0 4d10+360 4d4+5 -0 0 -112 112 0 -#13215 -bat~ -a bat~ -A big brown bat is making noise -~ -This bat keeps flying close to you, but doesn't attack. You have the feeling -that it's purpose is to distract you from noticing a larger foe. -~ -193 0 -390 S -13 0 0 2d10+170 2d5+3 -0 0 -112 112 0 -#13216 -spider~ -a giant spider~ -A giant, hairy spider eyes your inventory -~ -A large, black, hairy spider that will eat your inventory the instant you -turn your back to it. -~ -262341 33587208 -350 S -25 0 0 5d10+550 2d10+7 -0 0 -112 112 0 -#13217 -blob~ -the blob~ -The blob is eating everything in it's path -~ -Although slow moving, this....thing...will drain your life very quickly if -you are foolish enough to get too close. -~ -71 1610612736 -400 S -100 -3 0 65d15+19000 8d8+70 -0 0 -112 112 0 -#13218 -citizen dragon~ -A citizen~ -A citizen of Cloudy Mountain passes by. -~ -A half-giant dragon lumbers by, paying no heed to you. -~ -193 0 200 S -45 0 0 25d10+3100 8d4+16 -531 0 -112 112 0 -#13219 -citizen dragon~ -A citizen~ -A citizen of Cloudy Mountain eyes you suspiciously. -~ -A half-drawf, this dragon is suspicious of strangers in the city. -~ -193 0 350 S -45 0 0 25d10+3000 8d4+15 -912 0 -112 112 0 -#13220 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain is here. -~ -This dragon is half-elf and is rather slender for a dragon. -~ -193 0 500 S -45 1 0 25d10+2950 3d12+15 -1537 0 -112 112 0 -#13221 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain smiles happily. -~ -Although some high ranking officials in the city believe mating with humans -will save dragons since humans appear to be taking over as the dominate -intelligent life-form, many are suspicious of half-humans for this very reason. -Others simply believe that it is ruining the dragon race. -~ -193 0 100 S -45 0 0 25d10+2900 8d4+15 -1288 0 -112 112 0 -#13222 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain grins evilly. -~ -Although some high ranking officials in the city believe mating with humans will -save dragons since humans appear to be taking over as the dominate intelligent -life-form, many are suspicious of half-humans for this very reason. Others -simply believe that it is ruining the dragon race. -~ -193 0 -100 S -45 0 0 25d10+2900 8d4+15 -1300 0 -112 112 0 -#13223 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain glares at you. -~ -This mean-spirited dragon is half-orc. -~ -193 0 -200 S -45 0 0 25d10+3025 8d4+16 -633 0 -112 112 0 -#13224 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain looks you over. -~ -Because they are so strong and skilled in battle, half-minotaurs are favored -by many of the higher ranking officials in the city. -~ -193 0 -350 S -45 1 0 25d10+3123 6d6+16 -1433 0 -112 112 0 -#13225 -citizen dragon~ -a citizen~ -A citizen of Cloudy Mountain snarls at you. -~ -Although not as intelligent as the other dragons, this half-troll looks like -a fierce fighter. -~ -193 536870944 -500 S -45 0 0 25d10+3080 8d4+16 -976 0 -112 112 0 -#13226 -citizen dragon~ -a dragon citizen~ -A citizen of Cloudy Mountain looms before you. -~ -This dragon nearly takes up the whole room, since this is one of the true -dragons in the city. -~ -65 0 0 S -47 0 0 25d10+3505 6d6+18 -4700 0 -112 112 0 -#13227 -thief~ -a thief~ -A thief is here. -~ -Although rather large, this half-human thief is certainly not clumsy and will -rob you blind. -~ -262341 106536 -370 S -51 1 0 35d10+4500 5d8+19 -7258 0 -112 112 0 -#13228 -rogue~ -a rogue~ -A rogue is here. -~ -A rogue is looking for a fight. -~ -262341 536870944 -400 S -48 0 0 25d10+3800 6d6+17 -4925 0 -112 112 0 -#13229 -assassin~ -the assassin~ -An assassin guards the entrance. -~ -Every official must watch their back because of these deadly dragon assassins. -Although large, they strike quickly and quietly and have the brawn to -engage in a straight fight. -~ -524387 8 -500 S -52 0 0 35d10+4900 5d8+20 -8123 0 -112 112 0 -#13230 -dragon anarchy~ -A Dragon of Anarchy~ -A member of the clan Dragons of Anarchy is here. -~ -These dragons are a part of a clan dedicated to evil. They hope to someday -control the city and use it's army to conquer the surrounding lands. -~ -193 0 -600 S -58 1 0 35d10+6500 5d10+25 -5390 0 -112 112 0 -#13231 -dragon virtue~ -A Dragon of Virtue~ -A member of the group Dragons of Virtue is here. -~ -These dragons are dedicated to spreading good will and hope to eliminate -the fear other races have for these large beings. -~ -193 8192 600 S -58 0 0 35d10+6500 5d10+25 -5214 0 -112 112 0 -#13232 -Dracolich Gimp~ -The dracolich of Gimp~ -The dracolich of Gimp rears his head to attack. -~ -It is the un-dead transformation of Gimp in his true dragon form that was -only observed when he was in a state of extreme anger. -~ -97 128 -1000 S -95 1 0 65d15+16000 8d8+59 -0 0 -112 112 1 -#13233 -lag monster~ -Lag~ -OH NO! IT'S THE HORRIBLE LAG MONSTER!!!!!! -~ -It can't be killed, it kills players slowly by rendering them helpless with -it's lag spell. Everyone from the clueless newbie to the experienced hero -falls victim to the lag monster. -~ -2097255 536871048 -1000 S -130 1 0 50d50+35000 8d8+70 -1000000 0 -112 112 0 -#13234 -cloaker~ -A cloaker~ -A large, black cloak lies here. -~ -What you thought was a cloak rises to reveal a pale body and head with -piercing red eyes and a VERY large mouth. It's tail uncurls and anticipates -it's next meal. -~ -99 36175872 -500 S -58 2 0 35d10+6500 5d10+26 -0 0 -112 112 0 -#13235 -piercer stalactite~ -a piercer~ -A small stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 512 -200 S -10 5 0 2d7+121 2d4+20 -0 0 -112 112 0 -#13236 -piercer~ -A piercer~ -A stalactite hangs from the cave ceiling -~ -You see what appears to be a harmless stalactite. -~ -35 512 -200 S -20 5 0 3d9+333 2d8+30 -0 0 -112 112 0 -#13237 -piercer~ -A piercer~ -A large stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 512 -200 S -30 5 0 6d12+853 4d6+40 -0 0 -112 112 0 -#13238 -piercer~ -A piercer~ -A very large sharp stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 512 -200 S -40 5 0 15d10+1850 4d8+50 -0 0 -112 112 0 -#13239 -piercer stalactite~ -a piercer~ -A small stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 66048 -200 S -10 5 0 2d7+121 2d4+20 -0 0 -112 112 0 -#13240 -piercer~ -a piercer~ -A stalactite hangs from the cave ceiling -~ -You see what appears to be a harmless stalactite. -~ -35 66048 -200 S -20 5 0 3d9+333 2d8+30 -0 0 -112 112 0 -#13241 -piercer~ -a piercer~ -A large stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 66048 -200 S -30 5 0 6d12+853 4d6+40 -0 0 -112 112 0 -#13242 -piercer~ -a piercer~ -A very large, sharp stalactite hangs from the cave ceiling. -~ -You see what appears to be a harmless stalactite. -~ -35 66048 -200 S -40 5 0 15d10+1850 4d8+50 -0 0 -112 112 0 -#13243 -anarchy~ -A Dragon of Anarchy~ -A member of the clan Dragons of Anarchy is here. -~ -This dragon has sworn an oath to fighting good either directly or through -deception. -~ -193 8192 -900 S -59 0 0 35d10+6500 8d6+26 -5812 0 -112 112 0 -#13244 -virtue~ -A Dragon of Virtue~ -A member of the group Dragons of Virtue is here. -~ -This dragon has sworn an oath to battle evil either through negotiation, or -if necessary, through combat. -~ -193 8192 900 S -59 0 0 35d10+6500 8d6+26 -5834 0 -112 112 0 -#13245 -Drakknar~ -Drakknar~ -The Great Cloud Dragon, Drakknar, towers above you. -~ -He is a pure dragon, and doesn't like other races, especially humans. However -he is a great politician, and it is he that prevents the two halves of the -city from destroying each other. -~ -3 128 0 S -93 0 0 65d15+15400 8d8+57 -44547 0 -112 112 1 -#13246 -Kringe~ -Kringe~ -Kringe is thinking dreadful thoughts. -~ -The leader of the clan Dragons of Anarchy. Being a red dragon, he is very -greedy. It is rumored that he leads covert bands to sack other cities in -order to increase his wealth. After appraising you as being no threat, he -begins counting his money...again. -~ -131075 1048704 -1000 S -93 0 0 65d15+15400 8d8+58 -85745 0 -112 112 1 -#13247 -Maaklan~ -Maaklan~ -Maaklan smiles at you. -~ -The leader of the group Dragons of Virtue. She is pure silver dragon, but -likes to take on humanoid forms. She especially enjoys the company of humans -and elves. Her favorite form is that of an elf with the best dragon features. -She appears as a VERY tall, slender, gorgeous elven woman with a pale -complexion and flowing silver hair. -~ -524291 8324 1000 S -93 1 0 65d15+15500 8d8+58 -54363 0 -112 112 2 -#13248 -Bazarnog bronze puppy~ -Bazarnog~ -A bronze colored puppy wags it's tail. -~ -The cute little puppy smirks. Suddenly it transforms into a bronze hulk of -a dragon. He introduces himself to you as Bazarnog, leader of the warrior -guild of Cloudy Mountain. -~ -524291 128 800 S -91 0 0 65d15+15000 8d8+56 -36563 0 -112 112 1 -#13249 -Barnok~ -Barnok~ -Barnok is memorizing spells. -~ -The blue dragon, Barnok, leader of the Mage Guild. Being a dragon Mage Hero, he -has learned all of the dragon breath weapons. Since he is a quarter -minotaur himself, Barnok has made sure many half-minotaurs have risen to -high ranks among the guards. -~ -131075 1048704 -800 S -91 0 0 65d15+14000 8d8+52 -35730 0 -112 112 1 -#13250 -Nara Saan~ -Nara Saan~ -Nara Saan is speaking very rapidly. -~ -Nara Saan, the high priestess of the cleric guild. She is a mercury dragon, -smaller, but fleeter. She knows every cleric spell in the book. She would -rather preach to an opponent than fight. -~ -65539 536879232 800 S -91 1 0 65d15+14200 8d8+53 -30588 0 -112 112 2 -#13251 -Gringle shadow~ -Gringle~ -Something very large looms in the shadows. -~ -You shine your light in the corner to expose Gringle, Head Assassin of the -thief guild. He is a shadow dragon who loves surprises. In fact, chances are -he found you first. -~ -262375 34701448 -800 S -91 0 0 65d15+14700 8d8+54 -75758 0 -112 112 1 -#13252 -Ghanekar~ -Ghanekar~ -General Ghanekar becomes angry at your intrusion and attacks! -~ -You are fighting Kringe's right hand man, or so Kringe thinks. Ghanekar has -a lot of shady deals on the side and no one really controls him. He is a -green dragon and just so happens to be Gimp's dad. -~ -524323 136 -750 S -90 0 0 65d15+14600 8d8+51 -57832 0 -112 112 1 -#13253 -Arnog~ -Arnog~ -General Arnog the dragon-giant smiles at you. -~ -You see the second in command of the Dragons of Virtue. He is half giant, -half gold dragon. He appears to be a giant with gold scales instead of skin. -He is also much more intelligent that your average giant, since gold dragons -are geniuses. -~ -524291 128 750 S -90 0 0 65d15+14600 8d8+51 -25723 0 -112 112 1 -#13254 -Gauzrah~ -Commander Gauzrah~ -Commander Gauzrah stands silent. -~ -One of the leaders of the Cloudy Mountain army. He is also an active member of -the Anarchy Clan. He is half brown dragon and half minotaur. Like Barnok, -he prefers those with minotaur blood and thins his kind is superior on and -off the battlefield. -~ -524289 0 -300 S -85 0 0 60d12+13250 8d8+45 -25000 0 -112 112 1 -#13255 -Raechalin~ -Raechalin~ -Commander Raechalin admires her troops. -~ -You are surprised to see a human amongst all these dragons and half-dragons. -Unless of course you are a steel dragon and recognize Raechalin as one of your -own. She is the army's best tactician. -~ -524289 0 350 S -85 0 0 60d12+13250 8d8+45 -35000 0 -112 112 2 -#13256 -Captain~ -The captain~ -The captain of the guard stands watch over the city. -~ -She is a sapphire dragon sparkling in the sunlight. Her wings are folded -behind her like a cloak. -~ -524289 0 200 S -75 0 0 55d12+10550 7d9+40 -30000 0 -112 112 2 -#13257 -King~ -The King~ -The King of Cloudy Mountain sits here. -~ -You see the king on a very large throne. He is an amethyst dragon. He keeps -to himself in the castle, but always allows guests. His main function is -keeping Drakknar from leaving the city, but stays out of the internal affairs -as much as possible. He likes humans and used to be married to one until her -mysterious death. -~ -131075 1048704 0 S -80 0 0 60d12+12000 8d8+44 -47879 0 -112 112 1 -#13258 -noble~ -A dragon noble~ -A dragon noble brushes past. -~ -A dragon who has devoted it's life to hoarding as many jewels, gold, and riches -as possible. Status in this city is determined by wealth and the individual's -determination to get it. -~ -1 0 -25 S -49 0 0 35d10+4250 4d10+18 -9797 0 -112 112 0 -#13259 -Zilch~ -Zilch~ -Zilch is here giggling. -~ -Although she is the most intelligent of the King's court, this half-human -half-copper dragon spends most of her time planning practical jokes. She is -the half-sister of Zonk. -~ -3 0 425 S -70 0 0 55d12+9600 7d8+38 -23627 0 -112 112 2 -#13260 -Zonk~ -Zonk~ -Zonk is staring off into space. -~ -Big and stupid. Zonk is half white dragon and half human. He is the half- -brother of Zilch. -~ -3 0 -350 S -70 0 0 55d12+9500 7d8+38 -9658 0 -112 112 1 -#13261 -narz~ -Narz~ -Narz grins evilly at you. -~ -Narz is half black dragon and half drow. In fact she looks like a drow except -she is extremely tall for a drow and has a long dragon's tail that she keeps -hidden beneath her cloak. She has more natural beauty (from a human's -perspective, not a dragon's) than any other in Cloudy Mountain. She is very -vain and very dangerous. -~ -524291 0 -500 S -71 1 0 55d12+10000 8d7+38 -21359 0 -112 112 2 -#13262 -Fred~ -Fred~ -Fred the dragon is talking your ear off. -~ -Fred is a brass dragon who is always talking but has little to say. -~ -3 0 325 S -70 0 0 55d12+9475 7d8+37 -19678 0 -112 112 1 -#13263 -hatchling~ -A hatchling~ -A dragon hatchling is crying. -~ -Aw.... how cute! A baby dragon! -A hatchling bites your toe off! -~ -1 0 0 S -5 0 0 2d6+60 1d6+1 -0 0 -112 112 0 -#13264 -young dragon very~ -A very young dragon~ -A very young dragon is playing. -~ -A very young dragon is playing. -Ouch! A very young dragon tries to tackle you! -~ -1 0 0 S -12 0 0 2d10+150 1d10+3 -1 0 -112 112 0 -#13265 -young dragon~ -A young dragon~ -A young dragon is here. -~ -Although young by dragon standards, this dragon is already bigger than you. -~ -1 0 0 S -19 0 0 3d9+308 2d7+5 -15 0 -112 112 0 -#13266 -juvenile~ -a juvenile dragon~ -A juvenile dragon is here. -~ -A juvenile dragon tackles you and knocks you out of the room! -~ -1 0 0 S -27 0 0 5d10+550 5d4+7 -96 0 -112 112 0 -#13267 -peddler~ -A peddler~ -A shady looking peddler is in the corner. -~ -The peddler is wearing a dark brown cloak. The hood is pulled over it's head -and only two large red eyes can be seen in the shadows. The peddler cackles -quietly. -~ -1 0 0 S -100 0 0 10d10+20000 8d8+50 -10000 0 -112 112 0 -#13268 -warrior~ -A warrior~ -A warrior smiles happily. -~ -A half-giant, this dragon makes the perfect warrior. -~ -524289 0 375 S -63 1 0 45d11+7750 10d5+32 -6300 0 -112 112 0 -#13269 -warrior~ -A warrior~ -A warrior snarls at you. -~ -A half-giant, this dragon could easily snap you like a twig. -~ -524289 0 -200 S -63 1 0 45d11+7750 10d5+32 -6300 0 -112 112 0 -#13270 -mage~ -A mage~ -A mage utters the words, 'powerword kill'. -~ -A half-drow, this dragon mage is a master of casting deadly combat spells. -~ -131073 0 -400 S -62 0 0 45d11+7000 8d6+27 -6200 0 -112 112 0 -#13271 -mage~ -A mage~ -A mage utters the words, 'zjjdf aljljwed'. -~ -An elven-dragon, this mage is very powerful. -~ -131073 0 250 S -62 0 0 45d11+6800 8d6+27 -6200 0 -112 112 0 -#13272 -knight~ -A knight~ -A knight stands guard. -~ -This dragon knight has sworn to honor and protect the warrior guild. -~ -1 0 500 S -64 0 0 45d11+8000 7d7+32 -6400 0 -112 112 0 -#13273 -knight~ -A knight~ -A knight of evil glares at you. -~ -A dragon knight that has fallen from the path of good. This dragon will -surely be recruited by the Dragons of Anarchy. -~ -1 0 -500 S -64 0 0 45d11+8000 7d7+32 -6400 0 -112 112 0 -#13274 -sorcerer~ -A sorcerer~ -A sorcerer of Barnok. -~ -This half-minotaur mage is one of Barnok's favorites. Knowing that only the -most powerful mages may become one of his personal sorcerers, you think twice -about attacking. -~ -131073 0 -500 S -65 0 0 45d11+7500 7d7+32 -7123 0 -112 112 0 -#13275 -samurai~ -A samurai warrior~ -A samurai warrior stands guard. -~ -Dressed in ancient robes, this warrior is a master of swords. -~ -524291 0 300 S -63 0 0 45d11+7750 10d5+32 -6314 0 -112 112 0 -#13276 -ranger~ -A ranger~ -A ranger is here. -~ -A half-elf ranger. -~ -524289 0 500 S -58 0 0 35d10+6500 5d10+25 -5800 0 -112 112 0 -#13277 -cleric~ -A cleric~ -A cleric is here. -~ -The clerics of Cloudy Mountain have mastered the art of healing that is -second to none. -~ -65537 0 490 S -59 0 0 35d10+6700 5d10+22 -5900 0 -112 112 0 -#13278 -priest~ -A priest~ -A priest of Nara Saan is here worshiping. -~ -A priest dressed in mercury robes is saying prayers in honor of Nara Saan. -The priests also serve as Saan's personal bodyguards. -~ -65539 0 600 S -64 0 0 45d11+7800 7d7+32 -8128 0 -112 112 0 -#13279 -flas cat~ -Flash~ -A gray cat with looks at you with demanding yellow eyes. -~ -This is Scourge's gate mob since he does not have goto. It is also his -childhood pet. He was a *real* cat, may he rest in peace. -~ -3 0 500 S -3 0 0 5d5+50 2d5+3 -0 0 -112 112 0 -#13280 -Monk~ -a monk~ -A monk guards the entrance. -~ -These silent guards are respected by the city for their vow of silence. It does -not include spell casting, which equal the most powerful sorcerers'. -~ -65539 0 550 S -61 0 0 45d11+6600 8d5+27 -6100 0 -112 112 0 -#0 - - -#OBJECTS -#13200 -drout drought~ -drout~ -You see a patch of ground that looks bone dry and void of grass.~ -~ -9 2 0 -19 19 19 19 -1 20000 2000 -E -drout~ -You possess the power to reward or destroy the farmer.~ -E -drought~ -Dry weather, want of rain.~ -A -12 200 -A -13 200 -A -18 10 -A -19 10 -#13201 -frostbite bite dagger~ -frostBite~ -A dagger made of a metal devoid of any heat awaits you.~ -~ -5 2 1 -2 14 5 30 -5 29000 2900 -E -frostbite~ -The power of cold~ -A -2 2 -A -19 5 -#13202 -singe whip~ -singe~ -A whip of fire is burning the grass around it.~ -~ -5 2 1 -7 12 6 29 -4 29001 2900 -E -Singe~ -The power of fire~ -A -18 3 -A -19 4 -#13203 -spark axe~ -spark~ -An axe formed by lightning crackles here.~ -~ -5 2 1 -6 14 5 28 -6 28999 2899 -E -Spark~ -The power of lightning~ -A -18 3 -A -19 4 -#13204 -volcano mace~ -volcano~ -A mace made of molten lava eats away the grass.~ -~ -5 2 1 -4 12 6 31 -7 29002 2900 -E -volcano~ -The power of corrosion~ -A -1 2 -A -18 2 -A -19 5 -#13205 -liquidator sword~ -the Liquidator~ -A sword stained with the blood of humanity lies buried in a corpse.~ -~ -5 1 0 -1 20 5 21 -18 50000 5000 -E -liquidator~ -The sword used by Kringe, leader of the Dragons of Anarchy.~ -A -12 60 -A -13 130 -A -18 6 -A -19 7 -#13206 -resurgence sword~ -resurgence~ -A sword that is the embodiment of hope that humanity will survive.~ -~ -5 1 0 -1 20 5 1 -18 50000 5000 -E -resurgence~ -The sword used by <>, leader of the Dragons of Virtue.~ -A -12 60 -A -13 130 -A -18 6 -A -19 7 -#13207 -ring~ -~ -A LARGE ring shaped like a dragon's head lies here.~ -~ -9 64 1 -16 19 18 14 -8 55000 5500 -A -1 3 -A -4 1 -A -2 -1 -A -13 198 -A -14 -50 -A -18 8 -A -19 8 -#13208 -spectre~ -spectre~ -~ -~ -3 32 0 -50 10 10 -1 -9 60000 6000 -'lightning breath' -A -18 4 -A -19 4 -#13209 -shield~ -the King's Shield~ -~ -~ -9 2 1 -16 16 16 16 -15 35000 3500 -A -12 10 -A -13 120 -A -18 5 -A -19 5 -#13210 -neckguard~ -~ -~ -~ -9 2 1 -12 11 10 9 -8 34000 3400 -A -12 65 -A -18 4 -A -19 1 -#13211 -wind draft~ -wind~ -You notice a strong draft.~ -~ -9 2 0 -11 11 11 14 -1 36000 3600 -E -wind~ -A powerful gale nearly knocks you to the -ground. Those who control the wind find it very useful.~ -A -2 2 -A -12 55 -A -13 45 -A -14 150 -A -18 5 -A -19 1 -#13212 -firestorm blaze~ -fireStorm~ -A blaze quickly spreads through the room.~ -~ -1 1 0 -15 14 16 14 -1 45000 4500 -A -13 120 -A -18 2 -A -19 5 -#13213 -northern lights aurora~ -aurora Borealis~ -The northern lights are glowing brightly.~ -~ -1 1 0 -15 16 14 14 -1 45000 4500 -A -12 10 -A -13 120 -A -18 3 -A -19 4 -#13214 -boots~ -boots~ -~ -~ -9 64 1 -7 7 9 7 -10 30000 3000 -A -12 35 -A -13 35 -A -14 -40 -A -19 4 -#13215 -spring~ -spring~ -It's that time of year when the flowers begin to pop up and birds return.~ -~ -9 32 0 -15 15 15 16 -1 60000 6000 -A -5 1 -A -12 40 -A -13 145 -A -14 55 -A -18 7 -#13216 -autumn fall~ -autumn~ -It's the time of year when plants die and birds fly south.~ -~ -9 32 0 -14 17 14 18 -1 40000 4000 -A -5 -1 -A -12 165 -A -13 35 -A -18 2 -A -19 7 -#13217 -summer~ -summer~ -It's the time of year when nature is alive and you are sweating.~ -~ -9 32 0 -19 19 19 19 -1 65000 6500 -A -5 2 -A -13 200 -A -18 8 -A -19 7 -#13218 -winter~ -winter~ -It's the time of the year when everything is dead and cold.~ -~ -9 32 0 -19 19 19 19 -1 65000 6500 -A -5 -2 -A -12 200 -A -18 7 -A -19 8 -#13219 -flood~ -flood~ -~ -~ -9 16 1 -17 17 19 14 -1 60000 6000 -A -12 5 -A -13 168 -A -19 6 -A -18 2 -#13220 -cloudburst rainshower~ -cloudBurst~ -A small rainshower is bringing life to the parched land.~ -~ -9 2 1 -16 15 16 10 -2 60000 6000 -A -12 148 -A -13 52 -A -18 7 -A -19 3 -#13221 -hailstorm~ -hailStorm~ -You avoid a small hailstorm.~ -~ -9 2 1 -18 17 19 17 -1 60000 6000 -A -13 193 -A -18 3 -A -19 7 -A -23 -7 -#13222 -cloudy mountain armor plate~ -cloudy Mountain guard armor~ -A large breast plate with a mountain surrounded by clouds on it lies here.~ -~ -9 0 1 -15 15 15 0 -20 9000 900 -A -1 1 -A -13 140 -A -18 3 -A -19 4 -#13223 -elite cloudy bracer~ -a bracer of the Cloudy Mountain Elite Guard~ -A large bracer lies here.~ -~ -9 64 1 -11 11 11 3 -10 10000 1000 -A -13 85 -A -18 4 -#13224 -shirt lag~ -a shirt that says "I survived the lag monster"~ -A shirt lies here.~ -~ -9 0 1 -2 2 2 0 -1 21 2 -E -shirt~ -The shirt says: "I survived the lag monster"~ -#13225 -hat silly~ -a hat that says "I killed the lag monster!"~ -A silly hat lies here.~ -~ -9 64 1 -19 19 19 19 -1 10000 1000 -E -hat~ -The hat says: "I killed the lag monster!" - wow! Whoever owns this hat rocks!!~ -A -1 2 -A -12 100 -A -13 100 -A -18 9 -A -19 9 -#13226 -boat~ -an old boat~ -An old boat sits by the bank.~ -~ -22 0 1 -0 0 0 0 -8 100 10 -#13227 -ring guild~ -a Warrior's Guild Ring~ -A ring with a sword and shield emblem lies here.~ -~ -9 0 1 -19 19 19 13 -1 60000 6000 -A -1 2 -A -5 2 -A -13 200 -A -18 4 -A -19 8 -#13228 -ring guild~ -a Mage's Guild Ring~ -A ring with magic symbols lies here.~ -~ -9 64 1 -17 17 17 19 -1 60000 6000 -A -12 200 -A -18 5 -A -19 7 -A -3 2 -A -4 2 -#13229 -ring guild~ -a Cleric's Guild Ring~ -A ring with holy symbols lies here.~ -~ -9 64 1 -17 17 17 19 -1 60000 6000 -A -12 150 -A -13 50 -A -18 7 -A -19 5 -A -3 2 -A -4 2 -#13230 -ring guild~ -a Thief's Guild Ring~ -A ring with a dagger on it lies here.~ -~ -9 0 1 -18 18 18 16 -1 60000 6000 -A -12 40 -A -13 160 -A -18 8 -A -2 2 -A -5 1 -A -1 1 -A -19 4 -#13231 -sword~ -a guard's sword~ -A sword of Cloudy Mountain lies here.~ -~ -5 0 1 -1 8 9 1 -9 2000 200 -A -18 3 -A -19 3 -#13232 -axe~ -a snake-skin axe~ -An axe made of snake scales lies here.~ -~ -5 0 1 -5 8 10 25 -8 3000 300 -A -18 4 -A -19 4 -#13233 -key crown kings~ -a half to the Crown of Kings~ -Half a crown lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#13234 -crown king key~ -a half to the Crown of Kings~ -Half a crown lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#13235 -happiness~ -happiness~ -You see something that makes you extremely happy.~ -~ -9 1 0 -20 20 20 20 -16 10000 1000 -A -5 3 -A -12 200 -A -13 200 -A -14 100 -A -18 10 -A -19 12 -#13236 -Battle Armor~ -aesirian Battle Armor~ -A spiked breast plate is on the wall.~ -~ -9 16 1 -25 25 25 25 -10 100000 10000 -A -1 5 -A -2 5 -A -5 5 -A -12 300 -A -13 300 -A -14 150 -A -18 25 -A -19 25 -#13237 -boots stompin~ -katyusha Boots of Stompin'~ -A pair of black boots sit here.~ -~ -9 16 1 -20 20 20 20 -8 100000 10000 -A -1 3 -A -12 150 -A -13 150 -A -18 10 -A -19 20 -#13238 -chest treasure~ -a treasure chest~ -A treasure chest sits on the big pile of gold.~ -~ -15 0 0 -10 2 13233 0 -500 0 0 -#13239 -chest treasure~ -a treasure chest~ -A treasure chest sits on the big piles of gold.~ -~ -15 0 0 -10 2 13234 0 -500 0 0 -#13240 -flesh human~ -human flesh~ -A strange looking steak lies here.~ -~ -19 0 1 -35 0 0 0 -2 101 10 -#13241 -dwarf donuts~ -dwarf Donuts~ -Some very repulsive donuts lie here.~ -~ -19 0 1 -20 0 0 0 -1 47 4 -#13242 -omelet orc~ -an orc omelet~ -A hideous looking omelet lays here.~ -~ -19 0 1 -24 0 0 0 -3 65 6 -#13243 -ears elf~ -elf ears~ -A pair of severed pointy ears lie hear.~ -~ -19 0 1 -18 0 0 0 -1 43 4 -#13244 -chest~ -a large gold chest~ -A gold chest is in the corner.~ -~ -15 0 1 -200 1 0 0 -15 2500 250 -#13245 -needle pine~ -a pine needle~ -A pine needle is on the floor.~ -~ -5 0 1 -2 7 7 2 -1 5000 500 -#13246 -gold watch~ -a gold watch~ -A gold pocket watch lies here.~ -~ -8 0 1 -0 0 0 0 -2 5000 500 -A -3 3 -A -4 2 -#13247 -grail~ -a grail~ -A grail lies here.~ -~ -17 0 1 -10 10 0 0 -2 500 50 -#13248 -gold~ -gold~ -A pile of gold.~ -~ -20 0 1 -25000 0 0 0 -1 25000 2500 -#13249 -skis blizzard~ -a pair of Blizzard(TM) Skis~ -A pair of black giant slalom skis is standing against the wall.~ -~ -9 0 1 -20 20 20 20 -7 100000 10000 -A -2 5 -A -12 200 -A -13 200 -A -14 300 -A -18 20 -A -19 10 -A -20 -5 -A -22 -5 -#13250 -a crossbow~ -a crossbow~ -A crossbow of the Cloudy Mountain guard lies here.~ -~ -5 0 1 -0 9 9 11 -14 10000 1000 -E -bow cross~ -This steel crossbow is painted red. It is the weapon used by the tower guards -of Cloudy Mountain to stop enemies from scaling the huge walls of the city. -~ -A -12 25 -A -13 50 -A -18 6 -A -19 3 -#13251 -sword sam~ -samurai sword~ -A sword lies here.~ -~ -5 0 1 -1 8 9 3 -3 1000 100 -A -18 4 -A -19 3 -#0 - - -#ROOMS -#13200 -A Mountain Road~ -You are at the beginning of a steep mountain path. The road appears to -be very wide and well-traveled. You wonder what could possible be at the top -of a mountain so steep. -~ -0 0 5 -D0 -a road -~ -~ -0 -1 13201 -D2 -back to Aesir -~ -~ -0 -1 3001 -S -#13201 -A Mountain Road~ -Your pace quickens as you remember a legend about a city inhabited by -dragons in these parts. Could it be true? It would explain the width of this -road. -~ -0 0 5 -D0 -a road -~ -~ -0 -1 13202 -D2 -a road -~ -~ -0 -1 13200 -S -#13202 -A Mountain Road~ -The road turns east here. You notice there are very large footprints in -the dirt, whomever left them must have been marching. You thought the city -didn't exist or was destroyed, but there are signs that it exists! -A sign is on the side of the road. -~ -0 0 5 -D1 -a road -~ -~ -0 -1 13203 -D2 -a road -~ -~ -0 -1 13201 -E -sign~ -This area is based on the Intellivison game "Advanced Dungeons and Dragons" -which is of course based on TSR's role playing game. The name Cloudy Mountain, -the caves in Cloudy Mountain and the mobs in Cloudy Mountain are taken -directly from the game and credit should be given to Matel Electronics and TSR. -The city/village is from Scourge, summer 1996. Some mob ideas are from TSR's -Monstrous Manual, copyright 1993, TSR, Inc. -~ -S -#13203 -A Mountain Road~ -You see a city up ahead, your excitement turns to fear as you remember that -this legendary city has one of the best armies in the land. Cloudy Mountain -rises high into the clouds behind the city. -~ -0 0 5 -D0 -a road -~ -~ -0 -1 13204 -D3 -a road -~ -~ -0 -1 13202 -S -#13204 -A Mountain Path~ -You gasp as you realize that the city was not close but rather far away. -You were mistaken by the shear size of the city walls. The city is not very -large for a dragon, but from your perspective it is huge and the walls are -unscaleable. -~ -0 0 5 -D0 -a road -~ -~ -0 -1 13205 -D2 -a road -~ -~ -0 -1 13203 -S -#13205 -Before the City of Cloudy Mountain~ -In this are many dragons and half-dragons. Under normal circumstances, -dragons tend to live in solitary environments, but due to disappearing -territories, many have gathered in this city. Some have also have taken -spouses from other races, creating new half-races. Although legally these -half-dragons are to be treated equal, most of the high ranking officials and -officers are pure dragon. -~ -0 0 5 -D0 -A large iron gate -~ -gate no north~ -1 -1 13207 -D2 -a road -~ -~ -0 -1 13204 -S -#13206 -The Court~ -You are in the busy court of the city. Many soldiers and citizens gather -in this central part of the city for assemblys, meetings, and simple gatherings. -The court continues north and east and a street running along the south wall is -to the west. The wall of Cloudy Mountain towers over you to the south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13209 -D1 -The court -~ -~ -0 -1 13207 -D3 -along south wall -~ -~ -0 -1 13220 -S -#13207 -The Court~ -Behold! The City of Cloudy Mountain! The Court is covered with large -tiles of polished stones. There is quite a variety of beings that live in the -city. Although good, neutral, and evil share the same city, they tend to live -in separate sections. By looking closer, you realize that there is tension -and prejudice among the citizens of this grand city. -~ -0 0 1 -D0 -The court -~ -~ -0 -1 13210 -D1 -the court -~ -~ -0 -1 13208 -D2 -A large iron gate. -~ -gate so~ -1 -1 13205 -D3 -the court -~ -~ -0 -1 13206 -S -#13208 -The Court~ -You are in the busy court of the city. This is the central part of the -town where gatherings of military, political, and personal take place. A road -that circles the city is to the east and the court continues west and north. -The tall wall that surrounds the city is south. Off in the distance, the peak -of Cloudy Mountain rises far above the clouds. -~ -0 0 1 -D0 -The Court -~ -~ -0 -1 13211 -D1 -along south wall -~ -~ -0 -1 13268 -D3 -the court -~ -~ -0 -1 13207 -S -#13209 -The Court~ -You are in the heart of the city. Many gatherings take place here for -various reasons. Tall town houses crowd the west side and the court continues -north, east, and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13212 -D1 -the court -~ -~ -0 -1 13210 -D2 -the court -~ -~ -0 -1 13206 -E -houses town~ -These houses are big, very big. -~ -S -#13210 -The Court~ -You are in the Court of Cloudy Mountain. Polished stone, looks like marble -but harder, covers the entire court. To the north you here sounds of a -military assembly, and the court expands in all four directions. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13213 -D1 -the court -~ -~ -0 -1 13211 -D2 -the court -~ -~ -0 -1 13207 -D3 -the court -~ -~ -0 -1 13209 -S -#13211 -The Court~ -You are on the court. This serves as the main gathering place for the -city. To the east are many houses crowed together. The court continues -north, west, and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13214 -D2 -the court -~ -~ -0 -1 13208 -D3 -the court -~ -~ -0 -1 13210 -S -#13212 -The Court~ -You continue walking through the court. You are beginning to notice more of -a military presence here. A large shadow looms over you and then quickly -disappears as one of the winged warriors of the city scans the area. The -court continues north, east, and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13215 -D1 -the count -~ -~ -0 -1 13213 -D2 -the court -~ -~ -0 -1 13209 -S -#13213 -The Court~ -You come upon what appears to be some sort of military assembly. Knowing -that the city has one of the most powerful armies, you tremble with fear as -the soldiers peer at you. You quickly notice exits in all four directions. -~ -0 0 1 -D0 -The Court -~ -~ -0 -1 13216 -D1 -The court -~ -~ -0 -1 13214 -D2 -the court -~ -~ -0 -1 13210 -D3 -the court -~ -~ -0 -1 13212 -S -#13214 -The Court~ -You notice that the tiles that cover the ground are cut to perfect squares -with edges that are about a foot long. Although well-polished, the stones seem -rather boring, they are a neutral whitish color. The sunlight gleams off of -the jewels that decorate a noble's house to the east. The court continues -north, south, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13217 -D1 -a house -~ -~ -0 -1 13269 -D2 -the court -~ -~ -0 -1 13211 -D3 -the court -~ -~ -0 -1 13213 -S -#13215 -The Court~ -You continue walking through the court. The shadow of Cloudy Mountain -falls over the entire city. You try to look at the peak, but it is always -covered by dense fog. The court continues north, east and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13218 -D1 -the court -~ -~ -0 -1 13216 -D2 -the court -~ -~ -0 -1 13212 -S -#13216 -The Court~ -Soldiers are continuously passing through this part of the court. Exits are -in all four directions. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13219 -D1 -the court -~ -~ -0 -1 13217 -D2 -the court -~ -~ -0 -1 13213 -D3 -the court -~ -~ -0 -1 13215 -S -#13217 -The Court~ -You continue along the court. The stones that make up the court do not -seem boring to you anymore. It strikes you odd that light does not seem to -reflect off of them even though they appear to be polished. And just how do -they stay in such good condition with all this traffic? The court continues -north, south, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13220 -D2 -the court -~ -~ -0 -1 13214 -D3 -the court -~ -~ -0 -1 13216 -S -#13218 -The Court~ -You are in the heart of the city. There are so many officers and soldiers, -that it is hard to move. You wonder why such a large assembly is taking place. -Perhaps they are planning an invasion? The center of the court is east, a -dark alley is west and the court continues north and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13221 -D1 -the court -~ -~ -0 -1 13219 -D2 -the court -~ -~ -0 -1 13215 -D3 -a dark alley -~ -~ -0 -1 13221 -S -#13219 -The Court~ -You are in the center of the court which also serves as the center of the -city. The Captain of the guard is giving out instructions to the soldiers. -With their size and strength along with their intelligence, these soldiers are -superior to soldiers of other armies in every aspect. With the advantage of a -winged army as well, this battalion is nearly unstoppable. -~ -0 0 1 -D0 -The court -~ -~ -0 -1 13222 -D1 -the court -~ -~ -0 -1 13220 -D2 -the court -~ -~ -0 -1 13216 -D3 -the court -~ -~ -0 -1 13218 -S -#13220 -The Court~ -A large amount of military activity is taking place in this part of town. -You almost fear for your life until you realize that they are not very -interested in someone as puny as you. An alley is east, the center of the -court is west, and the court also continues north and south. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13223 -D1 -a dark alley -~ -~ -0 -1 13270 -D2 -the court -~ -~ -0 -1 13217 -D3 -the court -~ -~ -0 -1 13219 -S -#13221 -The Court~ -As you continue along the court, you notice that the city is becoming darker -as the shadow of the mountain blocks out more light. You hear sounds of a -military gathering to the south and the court continues north and east. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13224 -D1 -the court -~ -~ -0 -1 13222 -D2 -the court -~ -~ -0 -1 13218 -S -#13222 -The Court~ -You are before a very large house. The court continues east, south, and -west. -~ -0 0 1 -D0 -a large house -~ -~ -0 -1 13225 -D1 -the court -~ -~ -0 -1 13223 -D2 -the court -~ -~ -0 -1 13219 -D3 -the court -~ -~ -0 -1 13221 -S -#13223 -The Court~ -You continue wandering through the court. Citizens continue to eye you -suspiciously. The court continues north, south, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13226 -D2 -the court -~ -~ -0 -1 13220 -D3 -the court -~ -~ -0 -1 13222 -S -#13224 -The Court~ -To the west are rows of buildings and houses, and to the east is the -house of Drakknor. The court continues north and south. -~ -0 0 1 -D0 -The court -~ -~ -0 -1 13227 -D2 -the court -~ -~ -0 -1 13221 -S -#13225 -Drakknor's Home~ -You are in the home of Drakknor, one of the highest ranked nobles of the -city. The building is very large, but rather barren for a noble. The only -possessions he seems to own are the treasures and gold piled in the back of -the room. -~ -0 8 0 -D2 -the court -~ -~ -0 -1 13222 -S -#13226 -The Court~ -You begin to tire from walking through the enormous court of Cloudy -Mountain. The court continues north and south. Many homes line the east side -and a large house blocks the way west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13229 -D2 -the court -~ -~ -0 -1 13223 -S -#13227 -The Court~ -You are nearing the north side of the city. With the shadow of the -mountain, it almost seems like dusk here. The court continues north, east -and south. Homes line the west edge. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13230 -D1 -the court -~ -~ -0 -1 13228 -D2 -the court -~ -~ -0 -1 13224 -S -#13228 -The Court~ -You are behind a house on the court. A grate is on the ground, you wonder -where it goes? The court continues north, east, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13231 -D1 -the court -~ -~ -0 -1 13229 -D3 -the court -~ -~ -0 -1 13227 -D5 -a grate -~ -grate do~ -1 -1 13243 -S -#13229 -The Court~ -The homes appear to be more friendly and elegant in this section. The -court continues north, south, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13232 -D2 -the court -~ -~ -0 -1 13226 -D3 -the court -~ -~ -0 -1 13228 -S -#13230 -The Court~ -You are at the north side of the city. The palace blocks your way north, a -road runs along the north wall to the west and the court is east and south. -~ -0 0 1 -D1 -the court -~ -~ -0 -1 13231 -D2 -the court -~ -~ -0 -1 13227 -D3 -along the north wall -~ -~ -0 -1 13297 -S -#13231 -Before the Palace~ -You see the palace of Cloudy Mountain before you. The walls are covered with -silver and large tapestries bearing the colors and crest of Cloudy Mountain -hang from the ledges and windows. North is inside, and the court is east, -south, and west. -~ -0 0 1 -D0 -the court -~ -~ -0 -1 13234 -D1 -the court -~ -~ -0 -1 13232 -D2 -the court -~ -~ -0 -1 13228 -D3 -the court -~ -~ -0 -1 13230 -E -colors~ -Red, Black, and Green. -~ -E -crest~ -A black mountain on a red background with two winged dragons crawling up both -sides. -~ -S -#13232 -The Court~ -The north end of the court doesn't seem as busy, but the number of guards is -at least the same, if not more. To the north is the King's palace, and a road -follows the north wall east. The court is south and west. -~ -0 0 1 -D1 -along the north wall -~ -~ -0 -1 13245 -D2 -the court -~ -~ -0 -1 13229 -D3 -the court -~ -~ -0 -1 13231 -S -#13233 -Narz's Chamber~ -You are in a room lit only by strange scented candles. A full body-length -mirror is on the other wall. Jewelry and robes of expensive fabrics can be -seen through the room. -~ -0 8 0 -D1 -the palace -~ -~ -0 -1 13234 -S -#13234 -The Palace~ -The King's palace. To the right and left are the rooms of the King's court. -Although they are rich and live in the palace, they have no real power. The -real influential citizens live in various parts of the city. Narz's room -is to the west, and Fred's room is east. -~ -0 8 0 -D0 -the palace -~ -~ -0 -1 13237 -D1 -Fred's room -~ -~ -0 -1 13235 -D2 -the court -~ -~ -0 -1 13231 -D3 -Narz's chamber -~ -~ -0 -1 13234 -S -#13235 -Fred's Room~ -A messy room with beer mugs and barrels scattered about. Many useless -treasures litter the room. A table with half-eaten food is in the center of -the room. -~ -0 8 0 -D3 -the palace -~ -~ -0 -1 13234 -S -#13236 -Zonk's Bedroom~ -A room empty except for a bed and chair. -~ -0 8 0 -D1 -the palace -~ -~ -0 -1 13237 -S -#13237 -The Palace~ -To the right and left are the rooms of Zonk and Zilch. They both had the -same human father, but two different dragon mothers. The King's chambers are -to the north. -~ -0 8 0 -D0 -the King's section -~ -~ -0 -1 13240 -D1 -Zilch's pad -~ -~ -0 -1 13238 -D2 -the palace -~ -~ -0 -1 13234 -D3 -Zonk's bedroom -~ -~ -0 -1 13236 -S -#13238 -Zilch's Pad~ -A well-lit room with all sorts of objects and potions for the sole purpose -of pranks and mischief. A bucket of water falls on your head. -~ -0 8 0 -D3 -the palace -~ -~ -0 -1 13237 -S -#13239 -The King's Throne Room~ -You are in the King's throne room. The king is sitting on a _huge_ -throne discussing matters with his loyal subjects. Like most of the powerful -dragons in the city, you can see a horde of gold in the corner. -~ -0 8 0 -D1 -the waiting room -~ -~ -0 -1 13240 -S -#13240 -The Waiting Room~ -You are in the King's section of the palace. Bodyguards interrogate you -before you are allowed to enter the throne room. As far as you can tell, exits -are east and west. -~ -0 8 0 -D0 -The wall looks like it's a different color here. -~ -door wall no~ -1 -1 13242 -D1 -the queen's bedroom -~ -~ -0 -1 13241 -D2 -the palace -~ -~ -0 -1 13237 -D3 -the King's throne room -~ -~ -0 -1 13239 -S -#13241 -The Queen's Bedroom~ -This empty room belonged to the human Queen of Cloudy Mountain. No one -know for sure how the queen died, but it is generally thought to be foul play. -Although the marriage was widely celebrated publicly, many of the pure dragon -nobles were against the marriage. It has been rumored that Drakknar committed -this ghastly act, but those who know him well do not believe this. -~ -0 8 0 -D3 -the waiting room -~ -~ -0 -1 13240 -S -#13242 -A Secret Room~ -You have discovered a room in the back of the palace. There is a trap door -on the floor. There are no windows, you think this room must actually be -inside the mountain. -~ -0 1 0 -D2 -the waiting room -~ -~ -1 -1 13240 -D5 -a cave -~ -~ -1 -1 13352 -S -#13243 -A Dark Room~ -You have stumbled upon a dark, damp room. You see a sign on the wall. -~ -0 1 0 -D0 -your death -~ -~ -0 -1 13244 -D4 -back to the land of the living -~ -grate~ -0 -1 13228 -E -sign~ -North of Here Waits Certain - Death. Many Have Fallen - To This Horrible Monster. -~ -S -#13244 -The Lag Monster's Lair~ -Oh No! A mudder's worst nightmare come true!! You should get out while you -still can! Many corpses are strewn about, yours will join them shortly. -~ -0 1 0 -D2 -a room -~ -~ -0 -1 13243 -S -#13245 -The North Wall~ -You are along the north wall of Cloudy Mountain. The road is covered with -the same tiles as the court. Looking to the north you only see a stone wall -and the mountain behind it. The court is west and the road continues east. -~ -0 8 0 -D1 -the north wall -~ -~ -0 -1 13246 -D3 -the court -~ -~ -0 -1 13232 -S -#13246 -The North Wall~ -You are along the north wall of Cloudy Mountain. Looking north you only -see a stone wall and if you look high enough, the mountain behind it. Many -homes are south and the road continues east and west. -~ -0 8 0 -D1 -the north wall -~ -~ -0 -1 13247 -D3 -the north wall -~ -~ -0 -1 13245 -S -#13247 -The North Wall~ -You are along the north wall of Cloudy Mountain. Looking north you only -see a stone wall and if you look high enough, the mountain behind it. Many -homes are south and the road continues east and west. -~ -0 0 1 -D1 -along north wall -~ -~ -0 -1 13248 -D3 -along north wall -~ -~ -0 -1 13246 -S -#13248 -The North Wall~ -You are along the north wall of Cloudy Mountain. Looking north you only -see a stone wall and if you look high enough, the mountain behind it. A home -is to the south and the road continues east and west. -~ -0 0 1 -D1 -along the north wall -~ -~ -0 -1 13249 -D2 -a house -~ -~ -0 -1 13278 -D3 -along north wall -~ -~ -0 -1 13247 -S -#13249 -The North Wall~ -You are traveling along the north wall of the city. To the north the -high walls of Cloudy Mountain block your way, and the mountain is behind it. -Many homes are to the south and the road continues east and west. -~ -0 0 1 -D1 -The North Wall -~ -~ -0 -1 13250 -D3 -the north wall -~ -~ -0 -1 13248 -S -#13250 -The North Wall~ -You are traveling along the north wall of the city. To the north the -high walls of Cloudy Mountain block your way, and the mountain is behind it. -Many homes are to the south and the road continues west. The northeast corner -is east. -~ -0 0 1 -D1 -The northeast corner -~ -~ -0 -1 13251 -D3 -the north wall -~ -~ -0 -1 13249 -S -#13251 -The Northeast Corner~ -You are standing at the northeast corner of the city. A watchtower is above -you. Roads are leading along the city walls south and west. -~ -0 0 1 -D2 -the east wall -~ -~ -0 -1 13253 -D3 -the north wall -~ -~ -0 -1 13250 -D4 -the northeast tower -~ -~ -0 -1 13252 -S -#13252 -The Northeast Tower~ -From here the guards can see approaching attacks from the mountain range -to the east. To the north you see the mountain sloping down to meet the bottom -of the city wall. From these towers it appears that the city is made up of -perfect squares and rectangles. -~ -0 8 0 -D5 -back to the village -~ -~ -0 -1 13251 -S -#13253 -The East Wall~ -You are traveling along the east wall of the city. The city wall towers -over you to the east. Homes line the road to the west and the northeast -corner is north. The road continues south. -~ -0 0 1 -D0 -the northeast corner -~ -~ -0 -1 13251 -D2 -the east wall -~ -~ -0 -1 13254 -S -#13254 -The East Wall~ -You are traveling along the east wall of the city. The city wall towers -over you to the east. Homes line the road to the west and the road continues -north and south. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13253 -D2 -the east wall -~ -~ -0 -1 13255 -S -#13255 -The East Wall~ -You are traveling along the east wall of the city. The city wall towers -over you to the east. Homes line the road to the west and the road continues -north and south. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13254 -D2 -an intersection -~ -~ -0 -1 13256 -S -#13256 -An Intersection~ -You are on a road following the east wall. The road is covered with the -same stone tiles as the court. An alley is to the west and the road is north -and south. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13255 -D2 -the east wall -~ -~ -0 -1 13257 -D3 -a dark alley -~ -~ -0 -1 13390 -S -#13257 -The East Wall~ -You are traveling along the east wall of Cloudy Mountain. A citizen's -house is to the west and the road continues north and south. -~ -0 0 1 -D0 -an intersection -~ -~ -0 -1 13256 -D2 -the east wall -~ -~ -0 -1 13259 -D3 -a home -~ -~ -0 -1 13258 -S -#13258 -A Home~ -You are in what seems to be an ordinary home, only much larger than what -you are accustomed to. -~ -0 8 0 -D1 -the east wall -~ -~ -0 -1 13257 -S -#13259 -The East Wall~ -You continue to follow the east wall road. The wall towers over you to the -east and homes are to the west. The road is north and south. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13257 -D2 -along the east wall -~ -~ -0 -1 13260 -S -#13260 -The East Wall~ -You are traveling along the east wall of Cloudy Mountain. The east wall -towers above you. Homes are to the west and the road continues north. The -southeast corner is south. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13259 -D2 -the southeast corner -~ -~ -0 -1 13261 -S -#13261 -The Southeast Corner~ -The southeast corner of the city. A guard tower is above you and roads -travel north and west. -~ -0 0 1 -D0 -the east wall -~ -~ -0 -1 13260 -D3 -the south wall -~ -~ -0 -1 13263 -D4 -the southeast tower -~ -~ -0 -1 13262 -S -#13262 -The Southeast Tower~ -From this tower guards can see approaching attacks from the valleys south -and southeast. Directly east is a mountain range. -~ -0 8 0 -D5 -back to the village -~ -~ -0 -1 13261 -S -#13263 -The South Wall~ -You are on a road following the south wall. The wall towers over you to -the south, with blue sky above it. Homes are north and the southeast corner -is east. The road continues west. -~ -0 0 1 -D1 -The southeast corner -~ -~ -0 -1 13261 -D3 -The south wall -~ -~ -0 -1 13264 -S -#13264 -The South Wall~ -You are on a road following the south wall. The wall towers over to the -south, with only blue sky above it. Homes are north and the road continues -east and west. -~ -0 0 1 -D1 -the south wall -~ -~ -0 -1 13263 -D3 -along south wall -~ -~ -0 -1 13265 -S -#13265 -The South Wall~ -You are on a road following the south wall. The wall towers over to the -south, with only blue sky above it. Homes are north and the road continues -east and west. -~ -0 0 1 -D1 -along south wall -~ -~ -0 -1 13264 -D3 -along south wall -~ -~ -0 -1 13266 -S -#13266 -The South Wall~ -You are on a road following the south wall. The wall towers over to the -south, with only blue sky above it. Homes are north and the road continues -east and west. -~ -0 0 1 -D1 -along south wall -~ -~ -0 -1 13265 -D3 -along south wall -~ -~ -0 -1 13267 -S -#13267 -The South Wall~ -You are on a road following the south wall. The wall towers over to the -south, with only blue sky above it. Homes are north and the road continues -east and west. -~ -0 0 1 -D1 -the south wall -~ -~ -0 -1 13266 -D3 -the south wall -~ -~ -0 -1 13268 -S -#13268 -The South Wall~ -You are on a road following the south wall. The road is covered with the -same stone tiles as the court. Homes are to the north. The court is west -and the road continues east. -~ -0 0 1 -D1 -along south wall -~ -~ -0 -1 13267 -D3 -the court -~ -~ -0 -1 13208 -S -#13269 -A Noble's Home~ -You are in a large manor with all kinds of treasures, paintings, and -luxuries. The court is west. -~ -0 8 0 -D3 -the court -~ -~ -0 -1 13214 -S -#13270 -A Dark Alley~ -A small alley way that connects the court and the eastern market square. -~ -0 1 1 -D1 -the eastern market -~ -~ -0 -1 13271 -D3 -the court -~ -~ -0 -1 13220 -S -#13271 -The East Market Square~ -You are on one of two market squares in the city. These squares are where -citizens buy their food and supplies. More casual gatherings take place -here to be made of gold. The market continues north and south. An alleyway -is west and a mansion blocks your path east. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13272 -D2 -the east market -~ -~ -0 -1 13294 -D3 -a dark alley -~ -~ -0 -1 13270 -S -#13272 -The East Market Square~ -You are on the eastern market square. The people of this section of town -appear to be friendlier, yet are still suspicious of you. The market continues -north, east, and south. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13273 -D1 -east market -~ -~ -0 -1 13398 -D2 -east market -~ -~ -0 -1 13271 -S -#13273 -The East Market Square~ -This part of the market appears to be the richer section judging from the -appearance and the size of the homes to the north and west. The market -continues east and south. -~ -0 0 1 -D1 -east market -~ -~ -0 -1 13274 -D2 -east market -~ -~ -0 -1 13272 -S -#13274 -The East Market Square~ -This part of the market appears to be the wealthy section judging from -the size and appearance of the homes. The warriors' guild is north and the -court is east, south, and west. -~ -0 0 0 -D0 -warrior guild -~ -~ -0 -1 13275 -D1 -east market -~ -~ -0 -1 13279 -D2 -east market -~ -~ -0 -1 13398 -D3 -east market -~ -~ -0 -1 13273 -S -#13275 -Warrior's Guild~ -You enter into the warrior guild. Many guards look at you and demand that -you state your business. -~ -0 8 0 -D0 -warrior guild -~ -~ -0 -1 13276 -D2 -warrior guild -~ -~ -0 -1 13274 -S -#13276 -The Warrior Guild~ -You are in a lounge. Shields and arms are on the walls. A bar is in the -corner and many warriors are relaxing. -~ -0 8 0 -D0 -Warrior Guild -~ -~ -0 -1 13276 -D2 -warrior guild -~ -~ -0 -1 13275 -S -#13277 -Baz Chamber~ -~ -0 8 0 -D2 -Warrior guild -~ -~ -0 -1 13276 -S -#13278 -A Citizen's Home~ -A rather roomy house for a citizen. You think that the owner must be a -merchant of some type since this is the wealthier side of town. -~ -0 8 0 -D0 -the north wall -~ -~ -0 -1 13248 -S -#13279 -The East Market Square~ -This part of the market appears to be the wealthier section of town -judging from the size and appearance of the homes. The market is east, south -and west. -~ -0 0 1 -D1 -east market -~ -~ -0 -1 13280 -D2 -east market -~ -~ -0 -1 13397 -D3 -east market -~ -~ -0 -1 13274 -S -#13280 -The East Market Square~ -This part of the market appears to be the wealthier section of the city -judging from the size and appearance of the houses. A manor is to the east and -the market continues south and west. -~ -0 0 1 -D1 -Arnok's adobe -~ -~ -0 -1 13281 -D2 -east market -~ -~ -0 -1 13282 -D3 -east market -~ -~ -0 -1 13279 -S -#13281 -Arnok's Adobe~ -You see a room gleaming with gold. Throughout the room are all kinds of -gold treasures and trinkets. You feel like you could stay forever in this -room. -~ -0 8 0 -D3 -east market -~ -~ -0 -1 13280 -S -#13282 -The East Market Square~ -You are on the eastern market square. The people of this part of town -appear to be friendlier, yet are still suspicious of you. Homes are to the -east. The market continues north, east, and south. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13280 -D2 -east market -~ -~ -0 -1 13283 -D3 -east market -~ -~ -0 -1 13397 -S -#13283 -The East Market Square~ -You are on one of two market squares in the city. These squares are where -citizens buy their food and supplies. More casual gatherings take place here -than on the court. Unlike the court, the tiles appear to be made of gold. A -large, beautiful mansion made of pure silver is to the west. An alley is east -and the market continues north and south. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13282 -D1 -a dark alley -~ -~ -0 -1 13390 -D2 -east market -~ -~ -0 -1 13286 -D3 -Maaklan Residence -~ -~ -0 -1 13284 -S -#13284 -Maaklan Residence~ -You are inside what appears to be a huge meeting hall. Many members of the -Dragons of Virtue are here. In the corner are some members taking donations. -Others are passing out pamphlets about the principles of kindness. -~ -0 8 0 -D1 -east market -~ -~ -0 -1 13283 -D3 -Maaklan quarters -~ -~ -0 -1 13285 -S -#13285 -Maaklan Quarters~ -An inviting, warm room. The walls are painted white and the furniture is -made from silver. -~ -0 8 0 -D2 -the rest of residence -~ -~ -0 -1 13284 -S -#13286 -The East Market Square~ -You are on the eastern market square. The people of this section of town -appear to be friendlier, yet are still suspicious of you. Homes are to the east -and the market continues north, south, and west. -~ -0 0 1 -D0 -the east market -~ -~ -0 -1 13283 -D2 -the east market -~ -~ -0 -1 13287 -D3 -the east market -~ -~ -0 -1 13296 -S -#13287 -The East Market Square~ -You are at the southeast corner of the market. Even though the citizens in -this section aren't wealthy, they appear to be the richest in personality. -Market continues north and west. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13286 -D3 -east market -~ -~ -0 -1 13288 -S -#13288 -The East Market Square~ -You are on the eastern market square. The people of this section of town -appear to be friendlier, yet are still suspicious of you. The market continues -north, south, and west. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13296 -D1 -east market -~ -~ -0 -1 13287 -D3 -east market -~ -~ -0 -1 13289 -S -#13289 -The East Market Square~ -You are on the eastern market square. The people of this section appear to -be friendlier, yet more suspicious of strangers. The cleric's guild is south -and the market continues north, east, and west. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13295 -D1 -east market -~ -~ -0 -1 13288 -D2 -cleric guild -~ -~ -0 -1 13290 -D3 -east market -~ -~ -0 -1 13293 -S -#13290 -Cleric's Guild~ -The Clerics guild is a peaceful place, you feel it would be a terrible -thing to start a fight in here. Stained glass windows provide natural -lighting. Exits are east and west. The city is north. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13289 -D1 -altar -~ -~ -0 -1 13292 -D3 -cleric's guild -~ -~ -0 -1 13291 -S -#13291 -Inside the Cleric Guild~ -You are in a meditation chamber. Candles provide the only light. Monks -stand guard to make sure this room remains peaceful. The smell of incense is -very potent. -~ -0 8 0 -D1 -cleric's guild -~ -~ -0 -1 13290 -S -#13292 -The Altar~ -You are at the altar of the cleric guild. This is where the high priestess -Nara Saan spends most of her hours. -~ -0 8 0 -D3 -Cleric's Guild -~ -~ -0 -1 13290 -S -#13293 -The East Market Square~ -You are at the southwest corner of the east market. Citizens are laughing -gleefully outside one of the many homes to the west and south. The market -continues north and east. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13294 -D1 -east market -~ -~ -0 -1 13289 -S -#13294 -The East Market Square~ -You are on the market square. People are friendlier here, but are still -suspicious of strangers such as yourself. The market continues north, east -and south. -~ -0 0 1 -D0 -east market -~ -~ -0 -1 13271 -D1 -east market -~ -~ -0 -1 13295 -D2 -east market -~ -~ -0 -1 13293 -S -#13295 -The East Market Square~ -The market continues. Many people are passing through this part of the -square, paying no heed to you. A mansion is north and the market keeps going -east, south, and west. -~ -0 0 1 -D1 -the east market -~ -~ -0 -1 13296 -D2 -east market -~ -~ -0 -1 13289 -D3 -east market -~ -~ -0 -1 13294 -S -#13296 -The East Market Square~ -You are south of a large mansion. The market continues east, south, and -west. Many merchants are trying to sell you stuff. -~ -0 0 1 -D1 -east market -~ -~ -0 -1 13286 -D2 -east market -~ -~ -0 -1 13288 -D3 -sigh...one last market exit -~ -~ -0 -1 13295 -S -#13297 -The North Wall~ -You are traveling along the north wall. The road is made up of the same -tiles as the court. The wall and the mountain behind cast a shadow over you. -The court is east and the road continues west. -~ -0 0 1 -D1 -the court -~ -~ -0 -1 13230 -D3 -the north wall -~ -~ -0 -1 13298 -S -#13298 -The North Wall~ -You are traveling along the north wall. The wall and the mountain behind -cast a shadow over you. A noble's home is south and the road continues -east and west. -~ -0 0 1 -D1 -the north wall -~ -~ -0 -1 13297 -D2 -the north wall -~ -~ -0 -1 13299 -D3 -the north wall -~ -~ -0 -1 13300 -S -#13299 -A Noble's Home~ -You are in a home with more room than anyone could possibly need. -~ -0 8 0 -D0 -along wall -~ -~ -0 -1 13298 -S -#13300 -The North Wall~ -You continue along the north road. The city wall blocks your way north and -Cloudy Mountain casts a shadow over the street. Homes are to the south and -the road is east and west. -~ -0 0 1 -D1 -the north wall -~ -~ -0 -1 13298 -D3 -north wall -~ -~ -0 -1 13301 -S -#13301 -The North Wall~ -You continue along the north road. The city wall blocks your way north and -Cloudy Mountain casts a shadow over the street. Homes are to the south and the -road is east and west. -~ -0 0 1 -D1 -north wall -~ -~ -0 -1 13300 -D3 -north wall -~ -~ -0 -1 13302 -S -#13302 -The North Wall~ -You continue along the north road. The city wall blocks your way north and -Cloudy Mountain casts a shadow over the street. Homes are to the south and the -road is east and west. -~ -0 0 1 -D1 -north wall -~ -~ -0 -1 13301 -D3 -north wall -~ -~ -0 -1 13303 -S -#13303 -The North Wall~ -You travel along the north road. The city wall blocks your way north and -Cloudy Mountain cast a shadow over the street. Homes are to the south and the -road continues east and west. -~ -0 0 1 -D1 -north wall -~ -~ -0 -1 13302 -D3 -northwest corner -~ -~ -0 -1 13304 -S -#13304 -The Northwest Corner~ -You are at a corner of the city. The entire layout of the town appears to -be made up of squares and rectangles. Roads continue along the walls east and -south. -~ -0 0 1 -D1 -the north wall -~ -~ -0 -1 13303 -D3 -the west wall -~ -~ -0 -1 13306 -D4 -the northwest tower -~ -~ -0 -1 13305 -S -#13305 -The Northwest Tower~ -From this lookout tower, guards can see for miles along the mountain range to -the west and Cloudy Mountain blocks the view north. The sunsets from this -tower are breathtaking and are second to none in the land of Aesir. -~ -0 8 0 -D5 -the village -~ -~ -0 -1 13304 -S -#13306 -The West Wall~ -You travel on a road along the west wall. At sunset, an orange glow can be -seen at the top of the wall. Homes are east, a corner is north, and the road -continues south. -~ -0 0 1 -D0 -the northwest corner -~ -~ -0 -1 13304 -D2 -west wall -~ -~ -0 -1 13307 -S -#13307 -The West Wall~ -You travel on a road along the west wall. At sunset, an orange glow can be -seen at the top of the wall. Homes are east, and the road continues north and -south. -~ -0 0 1 -D0 -the west wall -~ -~ -0 -1 13306 -D2 -along west wall -~ -~ -0 -1 13308 -S -#13308 -The West Wall~ -You travel on a road along the west wall. At sunset, an orange glow can be -seen at the top of the wall. Homes are east and the road continues north and -south. -~ -0 0 1 -D0 -along west wall -~ -~ -0 -1 13308 -D2 -west wall -~ -~ -0 -1 13309 -S -#13309 -An Intersection~ -You are on a road that runs parallel to the west wall. It is made from the -same tiles as the court. A dark alley is east and the road continues north -and south. -~ -0 0 1 -D0 -the west wall -~ -~ -0 -1 13308 -D1 -a dark alley -~ -~ -0 -1 13335 -D2 -west wall -~ -~ -0 -1 13310 -S -#13310 -The West Wall~ -You are on the west road of the city. The wall blocks your path to the -west and homes are east. The road continues north and south. -~ -0 0 1 -D0 -the west wall -~ -~ -0 -1 13309 -D2 -west wall -~ -~ -0 -1 13311 -S -#13311 -The West Wall~ -You are on the west road of the city. The wall blocks your path to the -west and homes are east. The road continues north and south. -~ -0 0 1 -D0 -west wall -~ -~ -0 -1 13310 -D2 -west wall -~ -~ -0 -1 13312 -S -#13312 -The West Wall~ -You are traveling on the west road. The wall blocks your path west and -houses are to the east. The road continues north and the southwest corner is -south. -~ -0 0 1 -D0 -west wall -~ -~ -0 -1 13311 -D2 -southwest corner -~ -~ -0 -1 13313 -S -#13313 -The Southwest Corner~ -You are at one of the corners of the city. A tower is to the southwest and -the city walls block your path south and west. Roads continue along the walls -north and east. -~ -0 0 1 -D0 -west wall -~ -~ -0 -1 13312 -D1 -south wall -~ -~ -0 -1 13315 -D4 -southwest tower -~ -~ -0 -1 13314 -S -#13314 -The Southwest Tower~ -From this tower the guards can spot attacks from the mountain range to the -west, can oversee the valley to the southwest, and has the perfect view of -the road leading to the city. -~ -0 0 1 -D5 -the village -~ -~ -0 -1 13313 -S -#13315 -The South Wall~ -You are traveling along the south wall. The wall blocks your path south and -homes are north. The southwest corner is west and the road continues east. -~ -0 0 1 -D1 -south wall -~ -~ -0 -1 13316 -D3 -south wall -~ -~ -0 -1 13313 -S -#13316 -The South Wall~ -You are traveling along the south wall. You see nothing but the stone wall -and blue sky to the south. Homes are north and the road continues east and -west. -~ -0 0 1 -D1 -south wall -~ -~ -0 -1 13317 -D3 -south wall -~ -~ -0 -1 13315 -S -#13317 -The South Wall~ -You are traveling along the south wall. You see nothing but the stone wall -and blue sky to the south. Homes are north and the road continues east and -west. -~ -0 0 1 -D1 -south wall -~ -~ -0 -1 13318 -D3 -south wall -~ -~ -0 -1 13316 -S -#13318 -The South Wall~ -You are traveling along the south wall. You see nothing but the stone wall -and blue sky to the south. Homes are north and the road continues east and -west. -~ -0 0 1 -D1 -south wall -~ -~ -0 -1 13319 -D3 -south wall -~ -~ -0 -1 13317 -S -#13319 -The South Wall~ -You are traveling along the south wall. You see nothing but the stone wall -and blue sky to the south. Homes are north and the road continues east and -west. -~ -0 0 1 -D1 -south wall -~ -~ -0 -1 13320 -D3 -south wall -~ -~ -0 -1 13318 -S -#13320 -The South Wall~ -You are on a road traveling west along the south wall. The road is made -of the same stone tiles as the court to the east. Homes are to the north. -~ -0 0 1 -D1 -the court -~ -~ -0 -1 13206 -D3 -the south wall -~ -~ -0 -1 13319 -S -#13321 -A Dark Alley~ -You are a little nervous as you see rift-rafts and other shady characters -lurking in this alley. The court is east and the west market is, well, west. -~ -0 1 1 -D1 -the court -~ -~ -0 -1 13218 -D2 -a citizen's house -~ -~ -0 -1 13322 -D3 -west market -~ -~ -0 -1 13323 -S -#13322 -A Citizen's House~ -A home with only the comforts necessary to live a content life. -~ -0 8 0 -D0 -a dark alley -~ -~ -0 -1 13321 -S -#13323 -The West Market Square~ -The city appears to be darker here. The tiles on the market are a flat -black color. Although this is gloomier than the remainder of the city, it is -not in the least bit run-down. A dark alley is east and the market continues -north, east, and south. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13324 -D1 -a dark alley -~ -~ -0 -1 13321 -D2 -west market -~ -~ -0 -1 13347 -S -#13324 -The West Market Square~ -You are on one of two market squares of Cloudy Mountain. The people here -do not seem very friendly and only seem interested in how much money you want -to spend. Homes are east and the market continues north, east and south. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13324 -D2 -west market -~ -~ -0 -1 13323 -D3 -west market -~ -~ -0 -1 13351 -S -#13325 -The West Market Square~ -You are in the wealthy part of the square. Many snobbish nobles are walking -past and pay no attention to you. Large town houses are north and east. The -court continues south and west. -~ -0 0 1 -D2 -west market -~ -~ -0 -1 13324 -D3 -west market -~ -~ -0 -1 13326 -S -#13326 -The West Market Square~ -You are in the wealthy part of the square. Many snobbish nobles are walking -past and pay no attention to you. Large town houses are north and the court -continues east, south, and west. -~ -0 0 1 -D1 -west market -~ -~ -0 -1 13325 -D2 -west market -~ -~ -0 -1 13351 -D3 -west market -~ -~ -0 -1 13327 -S -#13327 -The West Market Square~ -The people here are rich and will kill you to get richer if they see the -opportunity. The mage's guild is north and the market continues east, south, -and west. -~ -0 0 1 -D0 -the mage guild -~ -~ -0 -1 13328 -D1 -market square -~ -~ -0 -1 13326 -D2 -west market -~ -~ -0 -1 13350 -D3 -west market -~ -~ -0 -1 13331 -S -#13328 -The Mage Guild~ -You feel a tingling sensation as the increase of mana in the air becomes -obvious. Paintings of great magicians are on the walls. -~ -0 8 0 -D1 -mage's guild -~ -~ -0 -1 13329 -D2 -west market -~ -~ -0 -1 13327 -S -#13329 -Mage's Guild~ -Many magic books are on a bookshelf against one of the walls. There are many -tables where magic potions and dusts are being made. Magic items and scrolls -are on the walls. -~ -0 8 0 -D1 -Barnok's Study -~ -~ -0 -1 13330 -D3 -mage guild -~ -~ -0 -1 13328 -S -#13330 -Barnok's Study~ -Fire, lightning, and ice are all swirling through the room as the mana -is insanely high in this room. The walls, ceiling, and floor disappear and -you feel like you are in some kind of void. You think you can go west. -~ -0 8 0 -D3 -mage guild -~ -~ -0 -1 13329 -S -#13331 -The West Market Square~ -You are in a corner of the market, many large, but dull houses are to the -north and west. The people traveling through here appear to be very -wealthy. They only care about getting richer and certainly don't want to help -you. -~ -0 0 1 -D1 -west market -~ -~ -0 -1 13327 -D2 -west market -~ -~ -0 -1 13332 -S -#13332 -The West Market Square~ -You are on a busy section of the market. Many shady merchants and dealers -are lurking about. You tighten your grip on your wallet. A noble's home is -west and the market continues north, east, and south. -~ -0 0 0 -D0 -west market -~ -~ -0 -1 13331 -D1 -west market -~ -~ -0 -1 13350 -D2 -west market -~ -~ -0 -1 13334 -D3 -a noble's manor -~ -~ -0 -1 13333 -S -#13333 -A Noble's Manor~ -A large stuffy house with many needless items and treasures. The furniture -looks ridiculously expensive. -~ -0 8 0 -D1 -the market -~ -~ -0 -1 13332 -S -#13334 -The West Market Square~ -You are on one of two market squares in Cloudy Mountain. The tiles here are -a dull black color. Even though this market seems rather gloomy, the city -here is still in excellent condition. A dark alley is west and a dark mansion -is east. The market continues north and south. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13332 -D1 -Kringe's domain -~ -~ -0 -1 13336 -D2 -the market -~ -~ -0 -1 13338 -D3 -a dark alley -~ -~ -0 -1 13335 -S -#13335 -A Dark Alley~ -You hurry though a dark alley as many large shadows loom in the shadows. -You feel a hand reaching for your wallet, but you knock it away with the butt -of your weapon. The west market is east and the city wall is west. -~ -0 1 1 -D1 -west market -~ -~ -0 -1 13334 -D3 -west wall -~ -~ -0 -1 13309 -S -#13336 -Kringe's Domain~ -A dark room with a large, smoked oak table in the center. Lots of -slime-balls and rift-rafts turn and stare at you. You wonder if this was a -good idea, you seem to have stumbled upon the headquarters of the Dragons of -Anarchy. -~ -0 1 0 -D1 -Kringe's treasure room -~ -~ -0 -1 13337 -D3 -west market -~ -~ -0 -1 13334 -S -#13337 -Kringe's Treasure Room~ -You are blinded by the reflection from the mountains of gold in this room. -Kringe sleeps, eats, and swims through the treasure. He also probably buries -the bodies of his enemies here. -~ -0 8 0 -D3 -Kringe's domain -~ -~ -0 -1 13336 -S -#13338 -The West Market Square~ -You are on the western marketplace. Many shady characters do their business -here. Although the city is still well-kept in this section, it appears to be -gloomy and drab. The market continues north, east, and south. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13334 -D1 -west market -~ -~ -0 -1 13349 -D2 -west market -~ -~ -0 -1 13339 -S -#13339 -The West Market Square~ -This corner of the market is filled with all kinds of sleazy looking beings. -The citizens seems to be more in a hurry when they pass through these parts. -You clutch your wallet tightly as you see that the market continues north and -east. The thief guild is west and Ghanekar's Lair is to the south. -~ -0 0 1 -D0 -the market -~ -~ -0 -1 13338 -D1 -west market -~ -~ -0 -1 13344 -D2 -Ghanekar's lair -~ -~ -0 -1 13343 -D3 -thief guild -~ -~ -0 -1 13340 -S -#13340 -The Thieves' Guild~ -You enter a dark room filled with shady characters. They check you out -to make sure you aren't an undercover guard before being allowed to continue -into the guild. -~ -0 1 0 -D1 -west market -~ -~ -0 -1 13339 -D2 -thief guild -~ -~ -0 -1 13341 -S -#13341 -The Thief Guild~ -You shine your light throughout the dark room and discover hoards of stolen -treasures, gold, and other goods throughout this large hall. Many beady eyes -are watching your every move. The only obvious exit is north. -~ -0 1 0 -D0 -the thieves' guild -~ -~ -0 -1 13340 -D3 -the assassin's room -~ -wall west~ -1 -1 13342 -S -#13342 -The assassin's Room~ -The room is pitch black, you sense someone moving towards you. -~ -0 1 0 -D1 -thief guild -~ -wall east door~ -0 -1 13341 -S -#13343 -Ghanekar's Lair~ -A large forest green house. Many plants and small trees are in the windows -and along the walls. The smells of the forest are strong in here. -~ -0 1 0 -D0 -west market -~ -~ -0 -1 13339 -S -#13344 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -Homes are to the south and the market continues north, east, and west. -~ -0 0 1 -D0 -~ -~ -0 -1 13349 -D1 -west market -~ -~ -0 -1 13345 -D3 -west market -~ -~ -0 -1 13339 -S -#13345 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -Homes are to the south and the market continues north, east, and west. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13348 -D1 -west market -~ -~ -0 -1 13346 -D3 -west market -~ -~ -0 -1 13344 -S -#13346 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -Homes are east and south. The market continues north and west. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13347 -D3 -west market -~ -~ -0 -1 13345 -S -#13347 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -Homes are east and the market continues north, south, and west. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13323 -D2 -west market -~ -~ -0 -1 13346 -D3 -west market -~ -~ -0 -1 13348 -S -#13348 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -A mansion is north and the market is east, south, and west. -~ -0 0 1 -D1 -west market -~ -~ -0 -1 13347 -D2 -west market -~ -~ -0 -1 13345 -D3 -the market -~ -~ -0 -1 13349 -S -#13349 -The West Market Square~ -The western market. This is where evil congregate to make sleazy deals. -A mansion blocks the way north and the market continues east, south, and west. -~ -0 0 1 -D1 -west market -~ -~ -0 -1 13348 -D2 -west market -~ -~ -0 -1 13344 -D3 -west market -~ -~ -0 -1 13338 -S -#13350 -The West Market Square~ -You are on the western market. The people here are ill-tempered and are -unwilling to help or answer questions. A mansion blocks the way south and the -market continues north, east and west. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13327 -D1 -~ -~ -0 -1 13351 -D3 -west market -~ -~ -0 -1 13332 -S -#13351 -The West Market Square~ -You are on the western market. The people here are ill-tempered and -unwilling to help or answer questions. A mansion blocks the way south and -the market continues north, east and west. -~ -0 0 1 -D0 -west market -~ -~ -0 -1 13326 -D1 -west market -~ -~ -0 -1 13324 -D3 -west market -~ -~ -0 -1 13350 -S -#13352 -A Cavern~ -You seem to have entered Cloudy Mountain itself. The caves appear dark from -a distant but seem to light up when you enter them. The cavern is damp and -you hear dragons snoring deep within. Legend has it that the Crown of Kings -are guarded by two winged dragons. High levels may adventure forth, whereas -low and middle levels should turn back. -~ -0 1 0 -D0 -a cave -~ -~ -0 -1 13354 -D1 -a large cavern -~ -~ -0 -1 13353 -D4 -back to the palace -~ -trapdoor~ -1 -1 13242 -S -#13353 -The Dracolich's Lair~ -The room is black and a blue flame roars in the center of the cave. The -smell of death nearly over powers you. You gasp in terror as you see skulls -from adventurers that have come before you. -~ -0 1 0 -D3 -cavern -~ -~ -0 -1 13352 -S -#13354 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north -east and south. You see tiny paw-prints on the ground. -~ -0 1 0 -D0 -the cave -~ -~ -0 -1 13359 -D1 -the cave -~ -~ -0 -1 13355 -D2 -a cavern -~ -~ -0 -1 13352 -S -#13355 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13358 -D1 -the caves -~ -~ -0 -1 13356 -D3 -the caves -~ -~ -0 -1 13354 -S -#13356 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. You see paw prints on the floor. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13357 -D2 -the caves -~ -~ -0 -1 13369 -D3 -the caves -~ -~ -0 -1 13355 -S -#13357 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13370 -D2 -the caves -~ -~ -0 -1 13356 -D3 -the caves -~ -~ -0 -1 13358 -S -#13358 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and south. You notice paw prints on the ground. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13361 -D1 -the caves -~ -~ -0 -1 13357 -D2 -the caves -~ -~ -0 -1 13355 -S -#13359 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. You hear a strange slurping sound from another room. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13360 -D2 -the caves -~ -~ -0 -1 13354 -D3 -the caves -~ -~ -0 -1 13377 -S -#13360 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are east, -south and west. You hear a strange slurping sound coming from another room. -~ -0 1 0 -D1 -the caves -~ -~ -0 -1 13361 -D2 -the caves -~ -~ -0 -1 13359 -D3 -the caves -~ -~ -0 -1 13379 -S -#13361 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13362 -D2 -the caves -~ -~ -0 -1 13358 -D3 -the caves -~ -~ -0 -1 13360 -S -#13362 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are east, -south and west. You hear a strange slurping sound in another room. -~ -0 1 0 -D1 -the caves -~ -~ -0 -1 13369 -D2 -the caves -~ -~ -0 -1 13361 -D3 -the caves -~ -~ -0 -1 13363 -S -#13363 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and west. You hear a dragon snoring. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13364 -D1 -the caves -~ -~ -0 -1 13362 -D3 -the caves -~ -~ -0 -1 13382 -S -#13364 -A Winding Cavern~ -You are now in a cavern. It is slightly wider here, and the ceiling is very -high. You cringe at the thought of all the stalactites falling on top of you. -Your light reflects off of certain parts of the cave wall. -~ -0 1 0 -D0 -cavern -~ -~ -0 -1 13365 -D2 -the caves -~ -~ -0 -1 13363 -S -#13365 -A Winding Cavern~ -There are more stalactites hanging from the ceiling here and you realize -the reflections on the walls are diamonds and other jewels. A constant -snoring echos through the cavern. -~ -0 1 0 -D2 -the cavern -~ -~ -0 -1 13364 -D3 -cavern -~ -~ -0 -1 13366 -S -#13366 -A Winding Cavern~ -You are very uneasy because of all the stalactites on the ceiling. You -look up and swear one of them is moving until you take a second look. The -walls glitter with gems and gold. -~ -0 1 0 -D0 -the cavern -~ -~ -0 -1 13367 -D1 -the cavern -~ -~ -0 -1 13365 -S -#13367 -A Winding Cavern~ -The walls are covered with all kinds of raw gems, diamonds, and precious -metals. There are even treasures hidden in the nooks and crannies. There is -an unusual number of stalactites on the ceiling. You hear a very loud -snoring to the west. -~ -0 1 0 -D2 -a cavern -~ -~ -0 -1 13366 -D3 -a chamber -~ -~ -0 -1 13368 -S -#13368 -A Large Chamber~ -You are nearly blinded by all the gold and treasures in this room! You -quickly come to your senses as you see the winged dragon rearing his head to -strike. He is guarding half of the crown of kings. -~ -0 1 0 -D1 -cavern -~ -~ -0 -1 13367 -S -#13369 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13356 -D2 -the caves -~ -~ -0 -1 13370 -D3 -the caves -~ -~ -0 -1 13362 -S -#13370 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and south. Strange, lizard-like tracks are on the ground. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13369 -D1 -the caves -~ -~ -0 -1 13371 -D2 -the caves -~ -~ -0 -1 13357 -S -#13371 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13382 -D2 -the caves -~ -~ -0 -1 13372 -D3 -the caves -~ -~ -0 -1 13370 -S -#13372 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out the rock. Exits are north, -east and south. Strange, lizard-like tracks are on the ground. You hear a -dragon snoring. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13371 -D1 -the caves -~ -~ -0 -1 13380 -D2 -the caves -~ -~ -0 -1 13373 -S -#13373 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and south. A skull is lying in the dust. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13372 -D1 -the caves -~ -~ -0 -1 13381 -D2 -the caves -~ -~ -0 -1 13374 -S -#13374 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and west. Some paw prints are on the ground. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13374 -D1 -the caves -~ -~ -0 -1 13375 -D3 -the caves -~ -~ -0 -1 13352 -S -#13375 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and west. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13381 -D1 -the caves -~ -~ -0 -1 13376 -D3 -the caves -~ -~ -0 -1 13374 -S -#13376 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -west and down. Some paw prints are on the ground. You hear a strange, -slurping sound from another room. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13377 -D3 -the caves -~ -~ -0 -1 13375 -D5 -~ -~ -0 -1 13379 -S -#13377 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and south. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13378 -D1 -the caves -~ -~ -0 -1 13359 -D2 -the caves -~ -~ -0 -1 13376 -S -#13378 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. You hear a dragon snoring. You also hear a strange, slurping -sound. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13379 -D2 -the caves -~ -~ -0 -1 13377 -D3 -the caves -~ -~ -0 -1 13380 -S -#13379 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are east, -south and up. -~ -0 1 0 -D1 -the caves -~ -~ -0 -1 13360 -D2 -the caves -~ -~ -0 -1 13378 -D4 -the caves -~ -~ -0 -1 13376 -S -#13380 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are east, -south and west. -~ -0 1 0 -D1 -the caves -~ -~ -0 -1 13378 -D2 -the caves -~ -~ -0 -1 13381 -D3 -the caves -~ -~ -0 -1 13372 -S -#13381 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -south and west. You see paw prints in the dirt. You hear a dragon snoring. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13380 -D2 -the caves -~ -~ -0 -1 13375 -D3 -the caves -~ -~ -0 -1 13373 -S -#13382 -The Caves of Cloudy Mountain~ -You only see a large, stone room carved out of the rock. Exits are north, -east and south. Some strange lizard-like prints are in the dirt. -~ -0 1 0 -D0 -the caves -~ -~ -0 -1 13383 -D1 -the caves -~ -~ -0 -1 13363 -D2 -the caves -~ -~ -0 -1 13371 -S -#13383 -A Cavern~ -You enter a large cavern that appears to be somewhat natural, but has -been expanded by someone or something. -~ -0 1 0 -D0 -the cavern -~ -~ -0 -1 13384 -D2 -the caves -~ -~ -0 -1 13382 -S -#13384 -The Cavern~ -The cavern becomes slightly narrower here. Some stalactites hang from the -cave ceiling. You shudder at the though of being impaled by one. You notice -some gems glittering in the rock. -~ -0 1 0 -D1 -the cavern~ -~ -0 -1 13385 -D2 -the cavern -~ -~ -0 -1 13383 -S -#13385 -The Cavern~ -The cavern turns east and then north again. You hear a dragon snoring to -the north. Many stalactites hang from the ceiling, you hurry through the room -in fear that they will rain down upon you. Many jewels reflect your light, this -room appears to be mined or excavated by some intelligent life form. -~ -0 1 0 -D0 -the cavern -~ -~ -0 -1 13386 -D3 -the cavern -~ -~ -0 -1 13384 -S -#13386 -The Cavern~ -The cave is very wide here and there are many raw gems glowing in the rock. -You see a skeleton in the corner that appears to have been impaled, but the -object that did so is nowhere to be found. An unusual number of stalactites -hang from the ceiling. A dragon's snoring is rumbling from the east. -~ -0 1 0 -D1 -the treasure room -~ -~ -0 -1 13387 -D2 -~ -~ -0 -1 13385 -S -#13387 -The Treasure Room~ -The cavern is shining with a golden light! There is so much treasure and -gold here that the reflection makes the rock appear to be made of gold! But, -alas, your entrance has not gone unnoticed. -~ -0 8 5 -D3 -the cavern -~ -~ -0 -1 13386 -S -#13388 -Scourge's Storeroom~ -This is a room where imms, if they choose, may find powerful equipment that -mortals are not allowed to have. -~ -0 4 0 -S -#13389 -Scourge' Room~ -You have entered Scourge's private room. It is rather dark, those of -good alignment may find it sinister and feel uncomfortable...those who walk -the path of evil are right at home. There is a roaring fire in the fireplace, -yet the room feels chilly. There are some plants in the window, but they -appear to be dead. Scourge is sitting in a black and red chair, he grins -at you evilly. -~ -0 1 0 -E -fire fireplace roaring~ -A fire roars here, for a second you think you see a body in the fire, but you -blink and it's gone. -~ -E -plants window~ -The plants look like they died from lack of water and disease, you notice -that you are developing a cough as you sit in your chair. -~ -E -chair red black~ -The chair looks very comfortable, the pattern is the colors of the Katyusha -clan. -~ -E -scourge~ -You meet his cold stare, as a chill runs up and down your spine, he speaks. -Scourge says, 'I am not here right now, if you would like to leave a message, -please leave your name, number, and I'll get back to you as soon as possible.' -*BEEP* -~ -S -#13390 -A Dark Alley~ -You are in a dark, cobblestone alley. To the west is the eastern market -square and the east wall is east. -~ -0 1 1 -D1 -the east wall -~ -~ -0 -1 13356 -D3 -east market -~ -~ -0 -1 13383 -S -#13397 -The East Market~ -You are on the east market of Cloudy Mountain. A large mansion is south and -the market continues north, east, and west. -~ -0 0 1 -D0 -market -~ -~ -0 -1 13279 -D1 -market -~ -~ -0 -1 13282 -D3 -market -~ -~ -0 -1 13398 -S -#13398 -The East Market~ -You are on the east market of Cloudy Mountain. A large mansion is south and -the market continues north, east, and west. -~ -0 0 1 -D0 -market -~ -~ -0 -1 13274 -D1 -market -~ -~ -0 -1 13397 -D3 -market -~ -~ -0 -1 13272 -S -#0 - - -#RESETS -M 1 13207 20 13202 -M 1 13209 1 13205 -D 1 13205 0 1 -M 1 13202 16 13206 -E 1 13231 35 16 -E 1 13222 25 5 -E 1 13223 30 10 -M 1 13205 10 13207 -E 1 13210 -1 3 -M 1 13206 10 13207 -E 1 13231 35 16 -D 1 13207 2 1 -M 1 13202 16 13208 -E 1 13231 35 16 -E 1 13222 25 5 -E 1 13223 30 10 -M 1 13221 5 13208 -M 1 13271 4 13208 -M 1 13208 20 13209 -M 1 13221 5 13210 -M 1 13207 20 13211 -M 1 13222 5 13212 -M 1 13204 4 13213 -M 1 13204 4 13213 -M 1 13207 20 13213 -M 1 13207 20 13213 -M 1 13208 20 13213 -M 1 13208 20 13213 -M 1 13218 5 13214 -M 1 13208 20 13215 -M 1 13222 5 13216 -M 1 13207 20 13217 -M 1 13231 11 13217 -M 1 13203 5 13218 -M 1 13208 20 13218 -M 1 13208 20 13218 -M 1 13254 1 13218 -E 1 13212 18 17 -M 1 13207 20 13219 -M 1 13207 20 13219 -M 1 13208 20 13219 -M 1 13208 20 13219 -M 1 13256 1 13219 -E 1 13211 15 12 -E 1 13223 30 10 -E 1 13231 35 16 -M 1 13203 5 13220 -M 1 13207 20 13220 -M 1 13207 20 13220 -M 1 13255 1 13220 -E 1 13213 18 17 -M 1 13222 5 13221 -M 1 13208 20 13222 -M 1 13221 5 13223 -M 1 13231 11 13223 -M 1 13206 10 13224 -M 1 13226 8 13224 -M 1 13245 1 13225 -E 1 13207 3 2 -M 1 13205 10 13226 -M 1 13230 11 13227 -M 1 13205 10 13228 -E 1 13214 40 8 -D 1 13228 5 1 -M 1 13202 16 13230 -E 1 13231 35 16 -E 1 13222 25 5 -E 1 13223 30 10 -M 1 13200 5 13231 -E 1 13222 25 5 -E 1 13231 35 16 -E 1 13223 30 10 -E 1 13214 40 8 -M 1 13200 5 13231 -E 1 13222 25 5 -E 1 13231 35 16 -E 1 13223 30 10 -E 1 13214 40 8 -M 1 13202 16 13232 -E 1 13231 35 16 -E 1 13222 25 5 -E 1 13223 30 10 -M 1 13226 8 13232 -M 1 13231 11 13232 -M 1 13261 1 13233 -E 1 13204 -1 16 -M 1 13200 5 13234 -E 1 13222 25 5 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13200 5 13234 -E 1 13222 25 5 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13262 1 13235 -E 1 13202 -1 16 -M 1 13260 1 13236 -E 1 13201 -1 16 -M 1 13200 5 13237 -E 1 13231 35 16 -E 1 13222 25 5 -E 1 13223 30 10 -E 1 13214 40 8 -E 1 13210 -1 3 -M 1 13259 1 13238 -E 1 13203 -1 16 -M 1 13201 4 13239 -E 1 13231 35 16 -M 1 13257 1 13239 -E 1 13208 -1 17 -E 1 13209 50 11 -M 1 13201 4 13240 -M 1 13201 4 13240 -M 1 13201 4 13241 -D 1 13242 5 1 -M 1 13233 1 13244 -E 1 13225 3 6 -O 1 13224 -1 13244 -M 1 13218 5 13245 -M 1 13271 4 13246 -M 1 13207 20 13247 -M 1 13205 10 13248 -M 1 13231 11 13249 -M 1 13202 16 13251 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13202 16 13252 -E 1 13250 8 16 -E 1 13210 -1 3 -M 1 13226 8 13253 -M 1 13220 5 13254 -M 1 13202 16 13256 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13220 5 13258 -M 1 13265 2 13258 -M 1 13266 1 13258 -M 1 13244 9 13259 -M 1 13220 5 13260 -M 1 13202 16 13261 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13202 16 13261 -E 1 13250 8 16 -E 1 13210 -1 3 -M 1 13207 20 13263 -M 1 13231 11 13265 -M 1 13205 10 13266 -M 1 13226 8 13267 -M 1 13231 11 13268 -M 1 13258 4 13269 -M 1 13202 16 13270 -E 1 13223 30 10 -E 1 13214 40 8 -M 1 13271 4 13270 -M 1 13207 20 13271 -M 1 13218 5 13271 -M 1 13231 11 13271 -M 1 13267 2 13272 -G 1 13245 -1 -G 1 13246 -1 -G 1 13247 -1 -M 1 13205 10 13273 -M 1 13268 3 13274 -M 1 13276 2 13274 -M 1 13231 11 13275 -M 1 13275 2 13275 -E 1 13251 20 16 -M 1 13275 2 13275 -E 1 13251 20 16 -M 1 13276 2 13275 -M 1 13268 3 13276 -E 1 13210 -1 3 -M 1 13272 3 13276 -M 1 13248 1 13277 -E 1 13227 5 2 -M 1 13219 5 13278 -M 1 13263 2 13278 -M 1 13265 2 13278 -M 1 13244 9 13279 -M 1 13272 3 13279 -M 1 13205 10 13280 -M 1 13253 1 13281 -E 1 13215 10 3 -E 1 13220 15 13 -M 1 13219 5 13282 -M 1 13207 20 13283 -M 1 13231 11 13284 -M 1 13244 9 13284 -M 1 13244 9 13284 -M 1 13247 1 13285 -E 1 13206 15 16 -E 1 13217 8 3 -M 1 13219 5 13286 -M 1 13205 10 13287 -M 1 13277 5 13288 -M 1 13277 5 13289 -M 1 13277 5 13290 -M 1 13277 5 13291 -M 1 13280 2 13291 -M 1 13280 2 13291 -M 1 13278 2 13292 -M 1 13278 2 13292 -M 1 13205 10 13293 -M 1 13277 5 13293 -M 1 13231 11 13294 -M 1 13244 9 13296 -M 1 13244 9 13297 -M 1 13204 4 13298 -M 1 13243 9 13298 -M 1 13258 4 13299 -M 1 13223 5 13300 -M 1 13206 10 13301 -E 1 13210 -1 3 -M 1 13224 5 13302 -M 1 13230 11 13303 -M 1 13202 16 13304 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13202 16 13305 -E 1 13250 8 16 -E 1 13210 -1 3 -M 1 13225 5 13306 -M 1 13206 10 13307 -M 1 13225 5 13308 -M 1 13202 16 13309 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13243 9 13309 -M 1 13225 5 13310 -M 1 13243 9 13310 -M 1 13206 10 13311 -M 1 13226 8 13312 -M 1 13202 16 13313 -E 1 13231 35 16 -E 1 13223 30 10 -M 1 13273 3 13313 -M 1 13202 16 13314 -E 1 13250 8 16 -E 1 13210 -1 3 -M 1 13208 20 13315 -M 1 13224 5 13316 -M 1 13243 9 13317 -M 1 13206 10 13318 -M 1 13269 3 13320 -M 1 13202 16 13321 -E 1 13223 30 10 -E 1 13214 40 8 -M 1 13226 8 13322 -M 1 13264 1 13322 -M 1 13230 11 13323 -M 1 13269 3 13324 -M 1 13206 10 13325 -M 1 13230 11 13326 -M 1 13267 2 13327 -G 1 13240 -1 -G 1 13241 -1 -G 1 13242 -1 -G 1 13243 -1 -M 1 13270 8 13327 -M 1 13274 3 13327 -M 1 13270 8 13328 -M 1 13270 8 13328 -M 1 13230 11 13329 -M 1 13270 8 13329 -M 1 13270 8 13329 -M 1 13249 1 13330 -E 1 13228 5 2 -M 1 13270 8 13330 -M 1 13274 3 13330 -M 1 13206 10 13331 -M 1 13270 8 13332 -M 1 13258 4 13333 -M 1 13208 20 13334 -M 1 13226 8 13335 -M 1 13230 11 13336 -M 1 13230 11 13336 -M 1 13243 9 13336 -M 1 13246 1 13337 -E 1 13205 15 16 -E 1 13218 8 3 -M 1 13224 5 13338 -M 1 13227 5 13338 -M 1 13230 11 13338 -M 1 13206 10 13339 -M 1 13228 7 13339 -M 1 13273 3 13339 -M 1 13228 7 13340 -M 1 13228 7 13340 -M 1 13228 7 13340 -M 1 13229 5 13340 -M 1 13229 5 13340 -M 1 13227 5 13341 -M 1 13227 5 13341 -M 1 13228 7 13341 -M 1 13230 11 13341 -D 1 13341 3 1 -M 1 13229 5 13342 -M 1 13229 5 13342 -M 1 13229 5 13342 -E 1 13231 35 16 -M 1 13251 1 13342 -E 1 13230 5 2 -M 1 13252 1 13343 -E 1 13216 10 10 -E 1 13221 15 6 -M 1 13223 5 13344 -M 1 13228 7 13345 -M 1 13243 9 13345 -M 1 13206 10 13346 -M 1 13223 5 13348 -M 1 13208 20 13349 -M 1 13230 11 13349 -M 1 13203 5 13350 -E 1 13214 40 8 -M 1 13232 1 13353 -E 1 13200 2 9 -M 1 13214 2 13355 -M 1 13215 7 13357 -M 1 13217 1 13358 -M 1 13215 7 13359 -M 1 13234 1 13360 -M 1 13212 2 13361 -M 1 13216 3 13363 -M 1 13211 3 13364 -M 1 13235 3 13365 -M 1 13235 20 13365 -M 1 13240 20 13365 -M 1 13237 3 13365 -M 1 13241 20 13365 -M 1 13242 20 13365 -M 1 13215 7 13366 -M 1 13239 20 13366 -M 1 13240 20 13366 -M 1 13237 3 13366 -M 1 13241 20 13366 -M 1 13241 20 13366 -M 1 13242 20 13366 -M 1 13235 3 13367 -M 1 13239 20 13367 -M 1 13239 20 13367 -M 1 13236 3 13367 -M 1 13240 20 13367 -M 1 13240 20 13367 -M 1 13241 20 13367 -M 1 13241 20 13367 -M 1 13238 3 13367 -M 1 13242 20 13367 -M 1 13242 20 13367 -M 1 13210 2 13368 -G 1 13233 2 -O 1 13239 1 13368 -P 1 13248 -1 13239 -M 1 13215 7 13369 -M 1 13213 1 13371 -O 1 13226 6 13371 -M 1 13214 2 13375 -M 1 13212 2 13377 -O 1 13232 7 13377 -M 1 13215 7 13378 -M 1 13216 3 13379 -M 1 13211 3 13380 -M 1 13211 3 13383 -M 1 13216 3 13384 -M 1 13239 20 13384 -M 1 13236 3 13384 -M 1 13240 20 13384 -M 1 13241 20 13384 -M 1 13238 3 13384 -M 1 13242 20 13384 -M 1 13242 20 13384 -M 1 13235 3 13385 -M 1 13239 20 13385 -M 1 13239 20 13385 -M 1 13236 3 13385 -M 1 13240 20 13385 -M 1 13240 20 13385 -M 1 13241 20 13385 -M 1 13238 3 13385 -M 1 13242 20 13385 -M 1 13215 7 13386 -M 1 13239 20 13386 -M 1 13239 20 13386 -M 1 13240 20 13386 -M 1 13240 20 13386 -M 1 13237 3 13386 -M 1 13241 20 13386 -M 1 13241 20 13386 -M 1 13242 20 13386 -M 1 13242 20 13386 -M 1 13210 2 13387 -G 1 13234 2 -O 1 13238 1 13387 -P 1 13248 -1 13238 -M 1 13280 1 13388 -O 1 13235 2 13389 -O 1 13236 2 13389 -O 1 13237 2 13389 -O 1 13249 4 13389 -M 1 13226 8 13390 -M 1 13244 9 13390 -S - - -#SHOPS - 13267 0 0 0 0 0 105 100 0 23 ; A peddler -0 - - -#REPAIRS -0 - - -#SPECIALS -M 13210 spec_breath_lightning -M 13216 spec_thief -M 13227 spec_thief -M 13245 spec_breath_frost -M 13246 spec_breath_fire -M 13247 spec_breath_gas -M 13248 spec_breath_lightning -M 13249 spec_breath_any -M 13250 spec_cast_cleric -M 13251 spec_breath_gas -M 13252 spec_breath_gas -M 13253 spec_breath_fire -M 13254 spec_breath_acid -M 13255 spec_breath_gas -M 13257 spec_cast_mage -M 13261 spec_cast_undead -M 13270 spec_cast_mage -M 13271 spec_cast_mage -M 13277 spec_cast_cleric -M 13278 spec_cast_cleric -M 13279 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/crypt4.are b/data/realm/areas_smaug1.4a/crypt4.are deleted file mode 100644 index f80a239..0000000 --- a/data/realm/areas_smaug1.4a/crypt4.are +++ /dev/null @@ -1,1079 +0,0 @@ -#AREA The Crypt~ - -#VERSION 1 - -#AUTHOR Niblit~ - -#RANGES -15 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2001 -Vicar~ -The Vicar~ -The vicar sleeps happily here, better not wake him up. -~ -The vicar look happy when he sleeps, better not wake him. -~ -589827 8320 1000 S -48 6 0 6d80+4000 6d6+18 -2000 0 -112 112 1 -#2002 -Nun~ -A Nun~ -A nun smiles at you and says: May God bless you. -~ -The nun smiles and looks back at you. -~ -65539 536870912 1000 S -25 -1 0 5d10+550 2d10+5 -0 0 -112 112 1 -#2003 -Settra the Tomb King~ -Settra the Tomb King~ -The Tomb King stands here looking at you behind his rotting bandage. -~ -Those bandages are becoming a bit old, not mentioning his breath, phew! -~ -524291 33554440 -1000 S -57 17 0 50d10+9200 5d8+30 -5000 0 -112 112 1 -#2004 -Heinrich~ -Heinrich Count of Death~ -Heinrich The Count of Death draws his weapon and laughs. -~ -Heinrich looks back at you with his terrible green eyes. -~ -655363 572522504 -900 S -60 5 0 50d10+9600 8d8+34 -3000 0 -112 112 1 -#2005 -Skeleton~ -A Skeleton~ -The skeleton stands here grinning and champing with its teeth. -~ -The skeleton shouts and points at you with a bony finger. -~ -524325 0 -400 S -25 5 0 5d10+600 2d10+8 -100 0 -112 112 1 -#2006 -Mummy~ -A Mummy~ -A mummy stands here breathing through its decomposing chest. -~ -The rotting veins creaks as the mummy turns his head to look at you with its empty eye sockets. -~ -524289 33554432 -400 S -38 1 0 10d10+1600 5d6+12 -4000 0 -112 112 1 -#2007 -Zombie~ -A Zombie~ -A Zombie walks towards you with its hands aiming for your throat. -~ -The sight of worms burrowing through its rotting eyes makes you want to run away. -~ -524289 33554432 -300 S -18 -1 0 3d9+285 2d7+4 -0 0 -112 112 1 -#2008 -Bat~ -A Bat~ -A giant bat dives towards you showing his sharp white teeth. -~ -The giant bat almost the size of a dog, with white razor sharp teeth -and black leathery wings. The bat dives at you neck! Take cover! -~ -1 34078720 -200 S -28 1 0 6d12+710 2d12+8 -0 0 -112 112 0 -#2009 -Snake~ -A Snake~ -A long enormous snake slithers across the floor in hunt of rats. -~ -The snake looks back at you with its pale eyes. -~ -1 35651584 100 S -24 -1 0 5d10+500 2d10+7 -0 0 -112 112 1 -#2010 -Spider~ -A Spider~ -A giant hairy spider hangs in a web just above you. -~ -The spider looks back at you with its eight eyes. -~ -1 33554432 100 S -18 5 0 3d9+260 4d4+9 -0 0 -112 112 2 -#2011 -Black Rat~ -A Black Rat~ -A giant black rat scuttles over the floor as you approaches. -~ -The rat looks back at you with his red eyes, before showing its yellow teeth. -~ -5 33554432 0 S -17 -1 0 3d9+200 4d4+5 -0 0 -112 112 1 -#2012 -Ghost~ -A Ghost~ -A ghost is hovering before you making a scary grimace. -~ -Oh well that's it, you'll have nightmares for the rest of your life. -~ -524289 34603010 -500 S -22 1 0 5d10+400 3d6+6 -100 0 -112 112 0 -#2013 -Bell-Ringer~ -The Bell-ringer~ -The bell-ringer stands here waiting eagerly to strike the bell. -~ -The bellringer looks a lot like Marty Feldman, if you know who that is... -~ -524417 0 500 S -38 1 0 10d10+1600 5d6+12 -1000 0 -112 112 1 -#2014 -necromancer~ -A Necromancer~ -A necromancer stands here preparing to cast a spell on you. -~ -The necromancer's dark evil eyes examines you closely. -~ -131073 33554440 -900 S -40 -1 0 15d10+1700 5d8+14 -0 0 -112 112 1 -#2015 -Stork~ -A large stork~ -A large stork is defending his nest from intruders like you. -~ -The stork dives towards you in anger. -~ -35 524288 200 S -17 -1 0 3d9+250 4d4+8 -0 0 -112 112 2 -#2016 -Goul~ -A Goul~ -A goul is leaning over a dead body, chewing on its head. -~ -The goul looks back at you and want you as breakfast. -~ -262149 33554432 -700 S -27 1 0 5d10+650 2d12+8 -0 0 -112 112 1 -#2017 -Zombie Dragon~ -The Zombie Dragon~ -The zombie dragon lies here. -~ -The dragon looks at you with its empty eyes sockets, -the sight almost makes you want to throw up. -~ -3 570425344 -900 S -50 5 0 10d100+3200 5d4+35 -0 0 -112 112 1 -#2018 -Believer~ -A Believer~ -A believer sits here praying. -~ -The believer is too busy to notice you. -~ -5 0 1000 S -21 -1 0 4d10+360 4d4+10 -100 0 -112 112 1 -#2019 -Adventurer~ -An Adventurer~ -An adventurer just like you is here searching for treasures. -~ -The adventurer draws his sword and says with a mad glimpse in his eye: -I was here first, the treasure is mine! -~ -524417 0 400 S -38 1 0 10d10+1600 5d6+12 -500 0 -112 112 1 -#2020 -gardener~ -the Gardener~ -The gardener does some gardening. -~ -The gardener shows you one of his favourite flowers, awwww ain't it nice. -~ -65539 0 1000 S -40 5 0 25d10+2700 8d4+18 -2000 0 -112 112 1 -#0 - - -#OBJECTS -#2001 -Sword of Bones~ -sword of Bones~ -A sword made of yellow bone lies here.~ -~ -5 1 0 -1 2 40 3 -25 40000 4000 -A -18 2 -A -19 4 -#2002 -mace~ -the Vicar's Mace~ -A white mace with a cross on it lies here.~ -~ -5 1024 1 -4 1 70 7 -15 2000 200 -A -4 2 -A -12 50 -#2003 -sword~ -the Bloodbane~ -A black sword is lying in a pool of blood.~ -~ -5 1 0 -1 1 78 1 -25 5000 500 -A -18 4 -A -19 4 -#2004 -club~ -brass Club~ -A heavy looking club made of brass lies here.~ -~ -5 0 1 -4 2 20 6 -10 500 50 -A -13 2 -#2005 -bible~ -a bible~ -A nice looking bible lies here.~ -~ -9 1024 1 -2 2 2 4 -5 50 5 -A -3 3 -#2006 -scimitar~ -a rusty scimitar~ -A rusty scimitar lies here.~ -~ -5 0 1 -1 1 24 1 -15 0 0 -#2007 -ring~ -heinrich's ring~ -A great ruby ring with small bat wings set around it lies here.~ -~ -9 512 1 -9 9 9 9 -3 12000 1200 -A -5 4 -A -1 -1 -A -4 4 -#2008 -flail~ -a rusty flail~ -A rusty flail lies here.~ -~ -5 2 1 -6 1 34 18 -20 200 20 -#2009 -mace~ -a rune covered mace~ -A mace covered with lots of strange runes on it lies here.~ -~ -5 128 1 -4 1 30 8 -10 500 50 -A -18 3 -#2010 -armour~ -the death plate~ -The thorax of some giant bird lies here.~ -~ -9 2 0 -12 12 12 12 -15 5000 500 -A -14 100 -A -12 150 -#2011 -key~ -a small golden key~ -A small golden key lies here.~ -~ -18 1 1 -0 0 0 0 -3 80 8 -#2012 -crucifix~ -a golden crucifix~ -A golden crucifix lies here.~ -~ -9 1 0 -6 6 6 7 -5 800 80 -A -12 100 -A -9 5 -#2013 -Key~ -a rusty key~ -A rusty key lies here.~ -~ -18 0 1 -0 0 0 0 -3 0 0 -#2014 -mushroom~ -white mushrooms~ -Some small white mushrooms are here.~ -~ -19 0 1 -5 0 0 1 -1 0 0 -#2015 -sword~ -the sword of hope.~ -A sword with a heart at it's pommel lies here.~ -~ -5 1 1 -1 1 25 18 -10 2000 200 -A -19 2 -#2016 -secateurs~ -a pair of secateurs~ -A pair of secateurs lies here.~ -~ -5 1024 1 -0 2 20 32 -5 400 40 -A -12 50 -A -18 3 -#0 - - -#ROOMS -#2001 -Church entrance.~ -You are stand at an open gate. Beyond the gate a path leads eastward to a small stone church with a square tower and a slate roof. -A rare species of ivy crawls over sections of the wall framing the coloured glass windows with ragged patches of green. -To the south you see a ancient churchyard with its tombstones and white monuments. -~ -0 1024 2 -D1 -A path towards the church goes to the east -~ -~ -0 -1 2002 -D2 -A path stretches south to the churchyard -~ -~ -0 -1 2030 -S -#2002 -Path.~ -You are standing in the path between the gate and the church. -The birds are singing and the grass is green, what a day! -~ -0 0 2 -D1 -A path -~ -~ -0 -1 2003 -D3 -A path goes to the church entrance -~ -~ -0 -1 2001 -S -#2003 -Vestibule.~ -You are standing in the vestibule of the church. To the west the way leads out to a path. -To the east some doors lead out to the nave and to the north. The odour of candle wax and wood polish flows out from the nave. -~ -0 8 0 -D0 -To the stairs -~ -~ -1 -1 2031 -D1 -Entrance to the nave -~ -~ -1 -1 2004 -D3 -A path leads out of the church -~ -~ -0 -1 2002 -S -#2004 -West Nave.~ -You are standing in the west end of the nave, coloured light filters through the windows and splashes among pews and columns. -Most of the walls are covered by ancient wall paintings picturing all sorts of heavenly creatures. -~ -0 8 0 -D1 -The east nave -~ -~ -0 -1 2005 -D3 -Entrance to the vestibule -~ -~ -1 -1 2003 -S -#2005 -East Nave.~ -You are standing in the east end of the nave. -A transept wing open to the north. A platform with an altar rises to the east. -You see a large cross hanging above the altar. -~ -0 8 0 -D1 -The altar. -~ -~ -0 -1 2006 -D3 -The west nave -~ -~ -0 -1 2004 -S -#2006 -The Altar.~ -You are standing on a platform and upon it stands a stone altar under a large bright coloured window. -The nave stretches out to the west. Narrow openings are in the walls to north and south. -~ -0 8 0 -D0 -A corridor -~ -~ -0 -1 2007 -D2 -The staircase down to the crypt -~ -~ -0 -1 2009 -D3 -The east nave -~ -~ -0 -1 2005 -S -#2007 -A dimly lit corridor.~ -You are standing in a dim curving corridor. -You hear a loud snoring behind a door to the north. -A large wool carpet covers the chilly stone floor. -~ -0 8 0 -D0 -The vicar's room -~ -~ -1 -1 2008 -D2 -The altar -~ -~ -0 -1 2006 -S -#2008 -Vicar's Room~ -You are standing in a small room cluttered with small cute trappings. -A man with a long black robe sits asleep on a comfortable couch, snoring very loudly. -He must be the vicar. The only exit is to the south. -~ -0 8 0 -D2 -A corridor -~ -~ -1 -1 2007 -S -#2009 -Staircase.~ -You are in a cylindrical room containing a spiral stone staircase. -Lots of small white candles light up the room. -You see a narrow opening to the north. -~ -0 8 0 -D0 -You see a altar to the north -~ -~ -0 -1 2006 -D5 -Staircase to the crypt -~ -~ -0 -1 2010 -S -#2010 -Cellar.~ -You are at the bottom of a spiral stone staircase. -You see a narrow curving passage leads into darkness to the north. -A cold musty odour flows out from the darkness. -~ -0 1 0 -D0 -The Crypt entrance -~ -~ -0 -1 2011 -D4 -Staircase to the church -~ -~ -0 -1 2009 -S -#2011 -Crypt Entrance.~ -You are standing in the crypt entrance. There is a narrow passage leading south. -An ancient steel door blocks your way to the north. -There are dark chambers off to the east and west. -~ -0 1 0 -D0 -You see a door to the north -~ -~ -33 2011 2014 -D1 -Side chamber -~ -~ -0 -1 2012 -D2 -Side chamber -~ -~ -0 -1 2010 -D3 -Staircase to the church -~ -~ -0 -1 2013 -S -#2012 -Side Chamber.~ -You are standing in a side chamber of the crypt next to a huge sarcophagus. -Cob webs covers the mossy stone walls. The only exit is to the west. -~ -0 1 0 -D3 -Crypt entrance -~ -~ -0 -1 2011 -S -#2013 -Side Chamber.~ -You are standing in a sidechamber of the crypt next to a huge sarcophagus. -Cob webs covers the mossy stone walls. The only exit is to the east. -~ -0 1 0 -D1 -Crypt entrance -~ -~ -0 -1 2014 -S -#2014 -Central aisle.~ -You are standing in the central aisle of the crypt, -surrounded by an eerie darkness. Green moss cover the ancient stone walls. -There are dark chambers off to the west and east. -~ -0 1 0 -D0 -You see a hall to the north -~ -~ -0 -1 2015 -D1 -You see a dark chamber to the east -~ -~ -0 -1 2018 -D2 -Crypt entrance -~ -~ -33 -1 2011 -D3 -You see a dark chamber to the east -~ -~ -0 -1 2017 -S -#2015 -Hall.~ -You are standing in a large room. Mouldering hangings cover the chill walls. -From a wall a enormous portrait of an tall and elegantly clad man glare down at you. -There's a brass plate under the painting. You see a stone staircase going down and a way to the south. -~ -0 1 0 -D2 -Central aisle -~ -~ -0 -1 2014 -D5 -You see the beginning of a corridor at the end of the stairs -~ -~ -0 -1 2016 -E -brass plate~ -You rub away the dust from the plate and read: - - Heinrich von Liech - Count of Death~ -E -portrait~ -The count looks like a handsome man, but there's something feral and predatory about his features. -On his fingers you see a great ruby ring set among black bat wings. -~ -S -#2016 -A gloomy corridor.~ -You are standing in a gloomy corridor. -Yellow boned skeletons stand alongside the grey withering stone walls. -You can go east or up the stairs. You think you see some light further ahead... -You hear some chanting to the east. -~ -0 8 0 -D1 -You see some light to the east -~ -~ -0 -1 2019 -D4 -Stairs to hall -~ -~ -0 -1 2015 -S -#2017 -Side Chamber~ -You are standing in a side chamber of the crypt next to a huge sarcophagus. -You try to open it but the lid remains closed. The only exit is to the east. -Small mushrooms grow in a dark and moist corner of the room. -~ -0 1 0 -D1 -Central aisle -~ -~ -0 -1 2014 -S -#2018 -Side Chamber~ -You are standing in a sidechamber of the crypt next to a huge sarcophagus. -You try to open it but the lid remains closed. The only exit is to the west. -~ -0 1 0 -D3 -Central aisle -~ -~ -0 -1 2014 -S -#2019 -Sacrificial room.~ -You are standing in a room, black candles are placed alongside the walls spreading their yellow sick light. -A black stone altar rises at the northern end of the room. A staircase leads down into utter darkness. -A corridor stretches to the west. A foul stench of decay and corruption rises out from the darkness. -~ -0 8 0 -D3 -You see a corridor to the west -~ -~ -0 -1 2016 -D5 -A staircase into darkness... -~ -~ -0 -1 2020 -S -#2020 -Staircase.~ -You stand on the top of the staircase, leading down into utter darkness, -you wonder what hideous things live down there. The foul stench gets stronger. -~ -0 8 0 -D4 -You see some light at the beginning of the stairs -~ -~ -0 -1 2019 -D5 -Down into darkness... -~ -~ -0 -1 2021 -S -#2021 -The Bottom of the Staircase.~ -You stand at the bottom of this giant staircase. -A pair of rats looks at you with their glowing small red eyes. -A foul stench flows from the east. You see a door to the north. -~ -0 1 0 -D0 -You see a door to the north -~ -~ -1 -1 2022 -D1 -Side chamber -~ -~ -0 -1 2024 -D4 -Up the stairs -~ -~ -0 -1 2020 -S -#2022 -Hall.~ -You are standing in enormous hall. -Firmly mounted torches expose the wet and mouldy walls. -You hear water drip from some unseen roof. -Large statues of long forgotten kings look upon you with their stony gaze. -It smell like smoke in here. -~ -0 8 0 -D0 -You see a large metal door to the north -~ -~ -33 2013 2023 -D2 -To the stairs -~ -~ -1 -1 2021 -S -#2023 -Heinrich's Chamber~ -You are in chamber of Heinrich, the Count of Death. A huge throne made of -skulls and other boneparts sits in the centre of the room and upon it rests Heinrich. -He doesn't notice you at first but your trembling makes him annoyed. -He looks down at you and with a dark voice says: Welcome to my chamber, -prepare to meet your maker... You draw your weapon and prepare to fight for your life... -~ -0 8 0 -D2 -You see a large hall to the south -~ -~ -33 -1 2022 -S -#2024 -Side Chamber.~ -You stand in a sidechamber of the crypt next to a sarcophagus. -The stench of decay is overwhelming. -The remains of a poor unfortunate adventurer like you lies scattered -on the ground. Small mushrooms grow in a dark corner of the room. -The only exit is to the west. There's a light breeze from the north... -~ -0 1 0 -D0 -~ -~ -1 -1 2025 -D3 -To the bottom of the stairs -~ -~ -0 -1 2021 -S -#2025 -A secret passage.~ -You are standing in a secret passage going north. -Cobwebs and moss covers the grey stone walls. -A thick layer of dust covers the floor making the air stuffy and dry. -The passage stretches further north. -~ -0 1 0 -D0 -The passage stretches further north -~ -~ -0 -1 2026 -D2 -To the side chamber -~ -~ -1 -1 2024 -S -#2026 -A secret passage.~ -You have come to a point where the passage splits in two directions: -to the east and to the west. You see some light to the west. -~ -0 1 0 -D1 -Treasury chamber -~ -~ -0 -1 2028 -D2 -Another passage -~ -~ -0 -1 2025 -D3 -and another -~ -~ -0 -1 2027 -S -#2027 -A secret passage.~ -You are standing in a passage, there is a light in front of you. -Strange ancient hieroglyphs are engraved in the walls. -You hear sounds of scampering rats. There are exits to the east and north. -~ -0 1 0 -D0 -The Tomb -~ -~ -0 -1 2029 -D1 -You see a passage to the east -~ -~ -0 -1 2026 -S -#2028 -Treasury chamber.~ -As you enter a trapdoor opens beneath you and you fall down to a place -with thousands of rats, you try to defend yourself but they are too many. -The rats rip you apart and have you as lunch. -You are DEAD. Sorry no fame and fortune here.. -~ -0 1 0 -D3 -~ -~ -0 -1 -1 -S -#2029 -The Tomb.~ -You are standing in a tomb. -Red sick light radiates from a large black chandelier hanging in the ceiling. -A huge sarcophagus stands in the middle of the room. -The ceiling is covered with black bats looking down at you with their blood red eyes. -As you walk forth the lid of the sarcophagus is thrown away by some magical force, -and out of it rises a mummy so big that he casts you in shadows. -You feel a very strong motivation to run away. -~ -0 8 0 -D2 -You see a passage to the south -~ -~ -0 -1 2027 -S -#2030 -The Churchyard.~ -You are in the churchyard. -Lots of beautiful flowers decorate the dull tombstones and monuments. -There are some nuns here taking care of the graves. -The only exit is to the north. -~ -0 0 2 -D0 -You see a path that leads to the church entrance -~ -~ -0 -1 2001 -S -#2031 -Staircase.~ -You are standing in a cylindrical room containing a spiral staircase going up to the tower bell. -A wooden door leads out to the vestibule. -~ -0 8 0 -D2 -You see an open door that leads out to the vestibule -~ -~ -1 -1 2003 -D4 -You see a staircase going upwards -~ -~ -0 -1 2032 -S -#2032 -The tower.~ -You are standing in the tower. What a view! You can see your house from here. -A large bell made of brass hangs here. -The bell-ringer stands here waiting patiently for you to go down. -You see some nuns in the churchyard below. -A large stork have it's nest here and don't like your intrusion. -~ -0 0 0 -D5 -You see some stairs going down -~ -~ -0 -1 2031 -S -#0 - - -#RESETS -M 1 2020 1 2002 -E 1 2005 100 16 -M 1 2020 1 2002 -E 1 2016 100 16 -D 1 2003 1 0 -D 1 2003 0 1 -M 1 2018 5 2004 -M 1 2002 2 2005 -E 1 2005 100 17 -M 1 2018 3 2005 -D 1 2007 0 0 -M 1 2001 1 2008 -E 1 2002 100 16 -E 1 2012 100 17 -D 1 2011 0 2 -M 1 2009 1 2012 -M 1 2019 1 2014 -E 1 2015 100 16 -M 1 2007 2 2015 -E 1 2008 100 16 -M 1 2012 1 2015 -M 1 2010 5 2016 -E 1 2006 100 16 -O 1 2014 5 2017 -M 1 2009 1 2018 -M 1 2014 1 2019 -G 1 2013 100 -M 1 2011 3 2021 -D 1 2021 0 1 -M 1 2017 1 2022 -D 1 2022 0 2 -M 1 2004 1 2023 -E 1 2003 100 16 -E 1 2010 100 5 -E 1 2007 100 2 -M 1 2007 2 2024 -E 1 2008 100 16 -D 1 2024 0 1 -M 1 2010 1 2025 -M 1 2008 1 2026 -M 1 2010 1 2026 -M 1 2011 2 2027 -M 1 2003 1 2029 -E 1 2001 100 16 -M 1 2008 6 2029 -M 1 2006 2 2029 -E 1 2009 100 16 -M 1 2002 3 2030 -E 1 2005 100 17 -D 1 2031 2 1 -M 1 2013 1 2032 -E 1 2004 100 16 -M 1 2015 1 2032 -G 1 2011 100 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2001 spec_cast_cleric -M 2003 spec_cast_mage -M 2004 spec_cast_undead -M 2009 spec_poison -M 2010 spec_poison -M 2014 spec_cast_undead -M 2016 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/crystalmir.are b/data/realm/areas_smaug1.4a/crystalmir.are deleted file mode 100644 index 1de3490..0000000 --- a/data/realm/areas_smaug1.4a/crystalmir.are +++ /dev/null @@ -1,2428 +0,0 @@ -#AREA Crystalmir Lake~ - -#VERSION 1 - -#AUTHOR Strahd~ - -#RANGES -5 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#10001 -Goldmoon girl~ -Goldmoon~ -Goldmoon is singing a beautiful song here. -~ -The girl's eyes are a bright sky blue; her skin is a buttery tan. Most striking -of all is the flowing white gold of her hair. Plush white furs trim her woven -cape. A single feather folds back along the right side of her head. -~ -3 128 900 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#10002 -Fewmaster Toede~ -Fewmaster Toede~ -The Fewmaster Toede is here. -~ -Toede's wispy, white hair tops a very ugly face. His speckled gray skin, -double chins, and pot belly all resemble those of a vicious little toad. -~ -97 128 -900 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#10003 -riverwind man~ -Riverwind~ -Riverwind the Ranger is standing here.. -~ -A black haired ranger whos muscles surge with power. -He looks travel weary and tired. -~ -65 128 900 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#10004 -Baaz Draconian robed~ -Baaz Draconian~ -A robed figure is standing here. -~ -Its hard to tell anything about the figure. It is concealed by its heavy robe -and hood. -~ -67 512 -750 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#10005 -Farmer~ -The Farmer~ -The Farmer is standing here looking after his workers... -~ -He looks like a farmer.....go figure... -~ -1 0 150 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#10006 -Farm worker~ -Farm worker~ -A farm worker is here harvesting grain. -~ -The worker is very busy...leave him alone. -~ -65 0 125 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#10007 -barracuda~ -Barracuda~ -There is a barracuda swimming around you...it looks hungry.. -~ -This is a very hungry looking fish with BIG teeth... -~ -35 0 20 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#10008 -Turtle Dragon~ -Turtle dragon~ -There is a very large Turtle dragon here. -~ -This is a very big dragon. It looks more turtle than dragon though. -Its blue-green scales glisten with moisture. Steam jets from its nostrals. -It looks intently at you as if you look you over before eating you. -~ -99 8 -700 S -27 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#10009 -farmers guard dog~ -Farmers guarddog~ -The Farmer's guarddog is here guarding whatever he's suppose to guard. -~ -This is a very mean looking dog. And since it doesn't know you ...I think he's -thinking of biting You!!.... -~ -35 8 100 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#10010 -strange fish~ -strange fish~ -A fish is swimming merrily by... -~ -Some unknown type of fish....probably originally from near Guam. -Probably walks too.... -~ -65 0 200 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#10011 -hobgoblin flunky~ -hobgoblin flunky~ -A small hobgoblin seems to be searching for something. -~ -The hobgoblin screams at you, "Give me the blue crystal staff!!!!" -~ -69 0 -300 S -6 12 6 6d6+60 2d4+0 -100 0 -112 112 1 -#10012 -White Stag~ -the White Stag~ -A beautiful white stag is here. -~ -This is the White Stag. You can't believe you actually see it....its -suppose to be just a legend... -~ -69 65536 -300 S -17 12 6 6d6+60 2d4+0 -100 0 -112 112 1 -#10013 -Old pooh bear~ -Old pooh bear~ -An old worn out winnie the pooh bear is here. -~ -This is an old pooh bear. It looks as if it has been loves a little too much. -~ -69 0 300 S -5 18 9 2d5+19 1d5+1 -250 0 -112 112 1 -#10014 -rat large~ -a large rat~ -A large rat is here eating grain. -~ -You have the urge to kill this vile creature. -I'm sure the farmers would appreciate it too. -~ -5 0 -200 S -5 17 6 3d4+48 1d8+0 -10 0 -112 112 1 -#10015 -mouse field~ -a field mouse~ -A small mouse runs across your foot. -~ -The Mouse is a cute little creature. -~ -7 0 100 S -4 19 9 2d4+10 1d4+0 -1 0 -112 112 1 -#0 - - -#OBJECTS -#10001 -turtle dragon shell~ -turtle Dragon Shell~ -A giant Turtle dragon shell lies here.~ -~ -9 1 1 -14 0 0 0 -20 0 0 -E -turtle dragon shell~ -This is the giant shell of a Turtle dragon. -~ -#10002 -farmers scythe~ -farming scythe~ -A farming scythe lies here.~ -~ -5 0 1 -0 5 15 3 -10 0 0 -E -farming scythe~ -This scythe is used by the farmers to harvest their wheat. -~ -#10003 -blue crystal staff~ -a blue crystal staff~ -A blue crystal staff lies here.~ -~ -4 64 0 -10 20 20 -1 -5 0 0 -'cure critical' -E -blue crystal staff~ -This staff is carved from a single piece of blue crystal. It is about five feet -long and has a two-inch-diameter shaft. The ornamentally bladed head of -the staff bears a gem in its center. -~ -#10004 -bright silver bracer~ -a bright silver bracer~ -A bright silver bracer lies here.~ -~ -9 512 1 -7 0 0 0 -7 0 0 -E -bright silver bracer~ -This is a bright silver bracer fitted with four gems. The inside of the -band is engraved, "Firehawk, warrior of Que-shu" -~ -A -1 1 -A -14 15 -A -13 1 -#10005 -fire pit~ -fire pit~ -There is a fire pit here, still smoldering.~ -~ -15 0 0 -10000 0 0 0 -1 0 0 -E -fire pit~ -This is the smoldering fire pit of whomever's camp this was. -~ -#10006 -house key ~ -house key~ -There is a house key on the ground.~ -~ -18 0 1 -0 0 0 0 -2 0 0 -E -house key~ -This looks like someones house key. -~ -#10007 -coathanger~ -coathanger~ -There is a coathanger on the ground.~ -~ -18 0 1 -0 0 0 0 -2 0 0 -E -coathanger~ -It looks like a coathanger...duh.... -~ -#10008 -silver longsword~ -silver longsword~ -There is a silver longsword on the ground.~ -~ -5 1024 1 -0 5 20 1 -7 0 0 -E -silver longsword~ -This silver longsword looks as if it has seen many battles. -~ -A -13 3 -A -24 5 -#10009 -farmer longjohns~ -a farmer's longjohns~ -A pair of farmers longjohns are lying here.~ -~ -9 0 1 -5 0 0 0 -2 20 2 -E -longjohns~ -Its a pair of longjohns....the kind a farmer would wear. -~ -#10010 -ancient coins gold~ -a heap of ancient gold coins~ -Some ancient gold coins lie piled up in a heap on the floor.~ -~ -20 0 1 -1000 0 0 0 -1 0 0 -E -coins~ -The coins seem to be gold. From a spanish shipwreck maybe? -~ -#10011 -ancient coins gold~ -a heap of ancient gold coins~ -Some ancient gold coins lie piled up in a heap on the floor.~ -~ -20 0 1 -1000 0 0 0 -1 0 0 -E -coins~ -The coins seem to be gold. From a spanish shipwreck maybe? -~ -#10012 -grain~ -some grain~ -There is some grain here.~ -~ -19 0 1 -15 0 0 0 -8 22 2 -#10013 -leather armor~ -leather armor~ -There is a suit of leather armor~ -~ -9 0 1 -2 0 0 0 -5 100 10 -#10014 -chamorro dagger~ -chamorro Dagger~ -There is a chamorro dagger lying here.~ -~ -5 0 1 -0 5 12 2 -5 0 0 -E -chamorro dagger~ -a chamorro dagger what else? It is engraved with, "Made in Guam" -~ -#10015 -Footman's Lance~ -a Footman's lance~ -There is a long wicked looking pole arm lying here.~ -~ -5 0 1 -0 7 15 0 -20 0 0 -E -footmans lance~ -This is a long pole arm with detailed engravings on the shaft. The blade at the -end of the pole is formed in various hooks and spikes, to maximize the amount -of damage inflicted... -~ -#10016 -Humanskin vest~ -a Humanskin vest~ -A large pile of skin is lying here.~ -~ -9 0 1 -7 0 0 0 -10 0 0 -E -Human skin vest~ -This vest is made of multiple layers of human skin stitched together. -~ -#10017 -draconian helmet~ -a draconian helmet~ -A helmet made of leather and iron lies here.~ -~ -9 0 1 -4 0 0 0 -4 0 0 -E -draconian helmet~ -This is a crudly constructed leather helmet, held together with large -iron bands. -~ -#0 - - -#ROOMS -#10001 -Rock Outcropping~ -From this rock outcropping the valley below seems peaceful, untouched. -Dense forests of pine carpet the mountainsides, broken only by thick aspen -woods. The mountains, deep blue in the distance, circle the valley floor and -form a soft highland bowl. -~ -0 0 5 -D0 -You see the edge of the forest. -~ -~ -0 -1 6000 -D5 -You see a small grove. -~ -~ -0 -1 10002 -S -#10002 -Small Grove~ -Suddenly, soft music begins. Its source is slim, beautiful girl. Lyre in -hand, she sits gracefully as she plays; nearby, a large plainsman raises -a flute to his lips. Her voice clear as winter wind begins to sing... -~ -0 0 3 -D2 -You see forest. -~ -~ -0 -1 10029 -D3 -You see a town in the distance. -~ -~ -0 -1 10003 -D4 -You see a rock outcropping. -~ -~ -0 -1 10001 -S -#10003 -Entrance to the Town of Solace~ -A warm autumn breeze rustles the great vallenwood trees of Solace. The -road that wanders through the trees blazes in the bright colors of autumn. -The richly stained buildings of Solace rest cradled over head in the boughs -of the trees. -~ -0 0 1 -D0 -You see the gateway to Solace. -~ -gate~ -1 10497 10201 -D1 -You see a small grove. -~ -~ -0 -1 10002 -D2 -You see road through the forest. -~ -~ -0 -1 10022 -D3 -You see a lake shore. -~ -~ -0 -1 10004 -S -#10004 -East shore of Crystalmir Lake~ -The blue of the autumn sky darkens on the deep stillness of the lake. The -soft forests of giant vallenwood border the serene waters on the eastern, -southern and western shores. To the north a patchwork of fields stretches -toward the distant purple mountains. -~ -0 0 2 -D0 -You see a path along the lake. -~ -~ -0 -1 10007 -D1 -You see a town in the distance. -~ -~ -0 -1 10003 -D2 -You see a path that follows the lakeshore. -~ -~ -0 -1 10011 -D3 -You see water. -~ -~ -0 -1 10005 -S -#10005 -Middle of Crystalmir Lake~ -You are in the middle of Crystalmir lake. The water is so still it is like a -thin sheet of glass. -~ -0 0 7 -D0 -You see north shore of lake. -~ -~ -0 -1 10006 -D1 -You see east shore of lake. -~ -~ -0 -1 10004 -D2 -You see south shore of lake. -~ -~ -0 -1 10010 -D3 -You see west shore of lake. -~ -~ -0 -1 10008 -D5 -You can't see much under the water. -~ -~ -0 -1 10048 -S -#10006 -North shore of Crystalmir Lake~ -The blue of the autumn sky darkens on the deep stillness of the lake. The -soft forests of giant vallenwood border the serene waters on the eastern, -southern and western shores. To the north a patchwork of fields stretches -toward the distant purple mountains. -~ -0 0 2 -D0 -You see fields of grain. -~ -~ -0 -1 10014 -D1 -You see a path along the lake. -~ -~ -0 -1 10007 -D2 -You see water. -~ -~ -0 -1 10005 -D3 -You see a path along the lakeshore. -~ -~ -0 -1 10009 -S -#10007 -Path along lake~ -You are walking along a path that follows the shore of the lake. -~ -0 0 2 -D0 -You see fields of grain. -~ -~ -0 -1 10013 -D2 -You see the east shore of Crystalmir Lake. -~ -~ -0 -1 10004 -D3 -You see the north shore of Crystalmir Lake. -~ -~ -0 -1 10006 -S -#10008 -West shore of Crystalmir Lake~ -The blue of the autumn sky darkens on the deep stillness of the lake. The -soft forests of giant vallenwood border the serene waters on the eastern, -southern and western shores. To the north a patchwork of fields stretches -toward the distant purple mountains. -~ -0 0 2 -D0 -You see a path along the lakeshore. -~ -~ -0 -1 10009 -D1 -You see water. -~ -~ -0 -1 10005 -D2 -You see a path that follows the lakeshore. -~ -~ -0 -1 10012 -D3 -You see a rough path leading up a mountain. -~ -~ -0 -1 10021 -S -#10009 -Path along the Lake~ -You are walking on a path that follows the shore of the lake. -~ -0 0 2 -D0 -You see the valley floor. -~ -~ -0 -1 10015 -D1 -You see north shore of lake. -~ -~ -0 -1 10006 -D2 -You see west shore of lake. -~ -~ -0 -1 10008 -D3 -You see the canyon floor. -~ -~ -0 -1 10019 -S -#10010 -South shore of Crystalmir Lake~ -The blue of the autumn sky darkens on the deep stillness of the lake. The -soft forests of giant vallenwood border the serene waters on the eastern, -southern and western shores. To the north a patchwork of fields stretches -toward the distant purple mountains. -~ -0 0 2 -D0 -You see water. -~ -~ -0 -1 10005 -D1 -You see a path that follows the lakeshore. -~ -~ -0 -1 10011 -D2 -You see a rocky path into the mountains. -~ -~ -0 -1 10025 -D3 -You see a path that follows the lakeshore. -~ -~ -0 -1 10012 -S -#10011 -Path along the lakeshore~ -You are walking along a path that follows the shore of Crystalmir Lake. -~ -0 0 2 -D0 -You see the east shore of the lake. -~ -~ -0 -1 10004 -D1 -You see a road winding through the forest. -~ -~ -0 -1 10022 -D3 -You see the south shore of the lake. -~ -~ -0 -1 10010 -S -#10012 -Path along the lakeshore~ -You are walking along a path that follows the shore of Crystalmir Lake. -~ -0 0 2 -D0 -You see the west shore of the lake. -~ -~ -0 -1 10008 -D1 -You see the south shore of the lake. -~ -~ -0 -1 10010 -S -#10013 -Nearfields~ -Here, farmers and thief workers tread through fields of grain. The thick -wheat falls smoothly before the flickering scythes. -~ -0 0 2 -D0 -You see fields of grain. -~ -~ -0 -1 10036 -D2 -You see a path along the lakeshore. -~ -~ -0 -1 10007 -D3 -You see fields of grain. -~ -~ -0 -1 10014 -S -#10014 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 0 2 -D0 -You see fields of grain. -~ -~ -0 -1 10031 -D1 -You see fields of grain. -~ -~ -0 -1 10013 -D2 -You see the shore of a lake. -~ -~ -0 -1 10006 -D3 -You see the valley floor. -~ -~ -0 -1 10015 -S -#10015 -Twin Flat~ -A clear mountain valley sprawls about. To the northwest and southeast, -thick vallenwoods flash yellow and scarlet against the bright autumn sky. -To the east shimmers the cool blue of the Crystalmir Lake. Westward, the -valley enters a canyon rimmed by granite cliffs. The valley floor itself -continues to the northeast. -Some distance away, a group of huddled men pulls a large cart slowly -west down the Haven road. They sway rhythmically. Coarse, heavy robes -completely conceal their features. -~ -0 0 2 -D1 -You see fields of grain. -~ -~ -0 -1 10014 -D2 -You see a path along the lakeshore. -~ -~ -0 -1 10009 -D3 -You see a trail into the forest. -~ -~ -0 -1 10016 -S -#10016 -Jakanth Vale~ -Trails lead deeper into the woods, but even at its edge an unnatural -stillness has settled on the place. The woods seem much the same, but -there is a subtle difference, a heaviness in the air. Even the insects are -silent. -~ -0 0 3 -D0 -You see a path in the forest. -~ -~ -0 -1 10017 -D1 -You see the valley floor. -~ -~ -0 -1 10015 -D2 -You see the canyon floor. -~ -~ -0 -1 10019 -S -#10017 -Trail through forest~ -Heavily wrapped feet tread upon this trail a short time ago. -You smell smoke. -~ -0 0 3 -D2 -You see an opening the the trees. -~ -~ -0 -1 10016 -D3 -You see a trail winding through the forest. -~ -~ -0 -1 10018 -S -#10018 -Smoldering Campsite~ -The campsite smells like burned hair. Charred bones lie in the ashes of the -fire pit. The grass has been stamped down around the area. -~ -0 0 3 -D1 -You see a path winding through the forest. -~ -~ -0 -1 10017 -S -#10019 -Sentinal Gap~ -Walls of granite soar on either side of the narrow canyon floor. A chilly -breeze whistles and rumbles between the cliffs. -~ -0 0 0 -D0 -You see a path into winding into the forest. -~ -~ -0 -1 10016 -D1 -You see a path along the lakeshore. -~ -~ -0 -1 10009 -D2 -You see a rough path leading up a mountain. -~ -~ -0 -1 10021 -D3 -You see a path winding into the canyon. -~ -~ -0 -1 10020 -S -#10020 -Twin Peaks Vale~ -The twin peaks, Tasin and Fasin, stand to either side of the Shadow Canyon, -overlooking the north road to the city of Haven. In front of them, a lush -mountain valley echoes with the sweet sounds of the forest. -~ -0 0 0 -D1 -You see the canyon floor. -~ -~ -0 -1 10019 -S -#10021 -Prayers Eye Peak~ -The flaming colors of fall surround you, and autumn breeze ripples -through your hair. To the southwest, the white-capped outline of Prayers -Eye Peak soars in the distance. Barely visible from here, a sharp crack -splits the peak as though it consisted of two hands pressed together. -~ -0 0 5 -D0 -You see the canyon floor. -~ -~ -0 -1 10019 -D1 -You see the shore of a lake. -~ -~ -0 -1 10008 -D2 -You see a rock path winding through the mountains. -~ -~ -0 -1 10028 -S -#10022 -Road through the forest~ -This is a well travelled dirt road. -~ -0 0 0 -D0 -You see the entrance to a small town. -~ -~ -0 -1 10003 -D1 -You see forest. -~ -~ -0 -1 10029 -D2 -You see a stone bridge. -~ -~ -0 -1 10023 -D3 -You see a path long the lakeshore. -~ -~ -0 -1 10011 -S -#10023 -Stone bridge~ -The Solace Stream sparkles beneath an ancient stone brige. Water tumbles -out of the forest, over the rocks, and toward the Southpass that lies between -southern Sentinel Peaks. West of the bridge, the road splits in two, branching -to the south and the west. Both roads wind among the great vallenwoods, -whose boughs form a brilliant canopy over the roadway. -~ -0 0 4 -D0 -You see a road winding through the forest. -~ -~ -0 -1 10022 -D1 -You see forest. -~ -~ -0 -1 10030 -D3 -You see a road winding through the forest. -~ -~ -0 -1 10024 -S -#10024 -Road among the Vallenwoods.~ -This dusty road winds among the vallenwoods. The breeze rustles the -leaves above your head, as if to speak to you. The Road continues -west into the mountains and south to Darkenwood. -~ -0 0 3 -D1 -You see a stone bridge. -~ -~ -0 -1 10023 -D3 -You see a rocky path into the mountains. -~ -~ -0 -1 10025 -S -#10025 -Mountain Trail~ -This rocky trail begins the ascent into the mountains. To the north -is Crystalmir Lake. -~ -0 0 5 -D0 -You see the shore of a lake. -~ -~ -0 -1 10010 -D1 -You see a road winding through the forest. -~ -~ -0 -1 10024 -D3 -You see a road winding through the mountains. -~ -~ -0 -1 10026 -S -#10026 -In the Mountains~ -You are walking on a rocky trail that winds through the mountains. From -here you can see the whole valley and Crystalmir Lake. -~ -0 0 5 -D1 -You see a rocky trail descending into the forest. -~ -~ -0 -1 10025 -D3 -You see a road winding through the mountains. -~ -~ -0 -1 10027 -S -#10027 -In the Mountains~ -You are walking on a rocky trail that winds through the mountains. From -here you can see the whole valley and Crystalmir Lake. -From here it almost looks as if there is something at the bottom of the lake. -~ -0 0 5 -D0 -You see a rocky trail winding through the mountains. -~ -~ -0 -1 10028 -D1 -You see a rocky trail winding through the mountains. -~ -~ -0 -1 10026 -S -#10028 -In the Mountains~ -You are walking on a rocky trail that winds through the mountains. From -here you can see the whole valley and Crystalmir Lake. -~ -0 0 5 -D0 -You see a rocky trail winding through the mountains. -~ -~ -0 -1 10021 -D2 -You see a rocky trail winding through the mountains. -~ -~ -0 -1 10027 -S -#10029 -Among the Vallenwoods~ -You are walking among the peaceful vallenwoods. They sway in the -breeze in a dance of autumn. -~ -0 0 3 -D0 -You see a small grove. -~ -~ -0 -1 10002 -D2 -You see forest. -~ -~ -0 -1 10030 -D3 -You see a road winding through the forest. -~ -~ -0 -1 10022 -S -#10030 -Solace East Woods~ -The huge vallenwood trees tower above soft forest paths. Sunlight dapples -the floor of the woods, and sparrows and squirrels quarrel overhead. The -musty smell of fallen leaves rises through the fragrance of late wildflowers. -~ -0 0 3 -D0 -You see a forest. -~ -~ -0 -1 10029 -D2 -You see an enormous tree. -~ -~ -0 -1 9900 -D3 -You see a stone bridge. -~ -~ -0 -1 10023 -S -#10031 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D0 -You see fields of grain. -~ -~ -0 -1 10034 -D1 -You see fields of grain. -~ -~ -0 -1 10036 -D2 -You see fields of grain. -~ -~ -0 -1 10014 -D3 -You see fields of grain. -~ -~ -0 -1 10032 -S -#10032 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D0 -You see fields of grain. -~ -~ -0 -1 10033 -D1 -You see fields of grain. -~ -~ -0 -1 10031 -D2 -You see fields of grain. -~ -~ -0 -1 10038 -D3 -You see fields of grain. -~ -~ -0 -1 10038 -S -#10033 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D1 -You see fields of grain. -~ -~ -0 -1 10034 -D2 -You see fields of grain. -~ -~ -0 -1 10032 -D3 -You see fields of grain. -~ -~ -0 -1 10037 -S -#10034 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D1 -You see fields of grain. -~ -~ -0 -1 10035 -D2 -You see fields of grain. -~ -~ -0 -1 10031 -D3 -You see fields of grain. -~ -~ -0 -1 10033 -S -#10035 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D1 -You see fields of grain. -~ -~ -0 -1 10038 -D2 -You see fields of grain. -~ -~ -0 -1 10036 -D3 -You see fields of grain. -~ -~ -0 -1 10034 -S -#10036 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D0 -You see fields of grain. -~ -~ -0 -1 10035 -D1 -You see fields of grain. -~ -~ -0 -1 10037 -D2 -You see fields of grain. -~ -~ -0 -1 10013 -D3 -You see fields of grain. -~ -~ -0 -1 10031 -S -#10037 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D0 -You see fields of grain. -~ -~ -0 -1 10038 -D1 -You see fields of grain. -~ -~ -0 -1 10033 -D2 -You see a house. -~ -~ -0 -1 10039 -D3 -You see fields of grain. -~ -~ -0 -1 10036 -S -#10038 -Northfields~ -A sea of grain sweeps across the north flats. Stalks sag with ripened grain, -ready for harvest. But no one is around to harvest the grains or tend the crops. -~ -0 8192 2 -D0 -You see fields of grain. -~ -~ -0 -1 10032 -D1 -You see fields of grain. -~ -~ -0 -1 10032 -D2 -You see fields of grain. -~ -~ -0 -1 10037 -D3 -You see fields of grain. -~ -~ -0 -1 10035 -S -#10039 -A Farmer's House~ -A typical farmers house is here next to the endless fields of grain. -~ -0 0 0 -D0 -You see fields of grain -~ -~ -0 -1 10037 -D1 -You see the farmer's house. -~ -door~ -1 10006 10040 -S -#10040 -Living Room~ -This is the living room of the farmer. you don't live here. -And you don't know the farmer. Why are you here? -~ -0 4 0 -D3 -Front door. -~ -~ -1 10006 10039 -D4 -You see stairs -~ -~ -0 -1 10041 -S -#10041 -Top of Stairs~ -You are standing at the top of the stairs. -There is a picture of Grandma on the wall. -~ -0 8 0 -D0 -You see a bedroom -~ -~ -0 -1 10042 -D1 -You see a bedroom -~ -~ -0 -1 10043 -D5 -You see stairs -~ -~ -0 -1 10040 -E -picture~ -It is a picture of Grandma.... - -or is it Grandpa...? -~ -S -#10042 -Bedroom~ -You are standing in the bedroom of the farmer. -There are family pictures hanging on the walls. -An antique bed sits in one corner of the room. -~ -0 8 0 -D1 -You see a bedroom closet. -~ -~ -1 -1 10044 -D2 -You see the top of the stairs. -~ -~ -0 -1 10041 -E -pictures~ -Thats strange... -They all sorta look like pictures of like... - -Like.... - -Farmers.... - -well what did you expect? -~ -S -#10043 -Kids Room~ -You are standing in the kids bedroom. -There are posters plastered to every inch of wallspace. -An bunk bed sits against the wall. -You see a closet to the south. -~ -0 8 0 -D2 -You see a closet door. -~ -door~ -1 -1 10082 -D3 -You see the top of the stairs. -~ -~ -0 -1 10041 -E -posters~ -They seem to be various posters -of a purple dinosaur singing... - -There is a autograph on one poster. -~ -E -autograph~ -I LOVE you 'cause you -are SUPERDYDUPERDY!!! - -Barney -~ -S -#10044 -In the closet~ -You are standing in the bedroom closet. -There are cedar blocks and -mothballs in here. -Uh oh....The door closed behind you. -You are locked in. -~ -0 8 0 -D3 -You see closet door. -~ -~ -1 10007 10042 -E -cedar blocks~ -Looks like cedar blocks. -what did you expect ? Gold? -This is a FARMER's house. -~ -E -mothballs~ -They look like white Malt balls... -I wonder if they taste like it too? -~ -S -#10048 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10055 -D1 -Its too dark to see. -~ -~ -0 -1 10049 -D2 -Its too dark to see. -~ -~ -0 -1 10051 -D3 -Its too dark to see. -~ -~ -0 -1 10053 -D4 -You see the surface of Crystalmir Lake. -~ -~ -0 -1 10005 -S -#10049 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10056 -D1 -Its too dark to see. -~ -~ -0 -1 10058 -D2 -Its too dark to see. -~ -~ -0 -1 10050 -D3 -Its too dark to see. -~ -~ -0 -1 10048 -S -#10050 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10049 -D1 -Its too dark to see. -~ -~ -0 -1 10059 -D2 -Its too dark to see. -~ -~ -0 -1 10061 -D3 -Its too dark to see. -~ -~ -0 -1 10051 -S -#10051 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10048 -D1 -Its too dark to see. -~ -~ -0 -1 10050 -D2 -Its too dark to see. -~ -~ -0 -1 10062 -D3 -Its too dark to see. -~ -~ -0 -1 10052 -S -#10052 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10053 -D1 -Its too dark to see. -~ -~ -0 -1 10051 -D2 -Its too dark to see. -~ -~ -0 -1 10063 -D3 -Its too dark to see. -~ -~ -0 -1 10065 -S -#10053 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10054 -D1 -Its too dark to see. -~ -~ -0 -1 10048 -D2 -Its too dark to see. -~ -~ -0 -1 10052 -D3 -Its too dark to see. -~ -~ -0 -1 10066 -S -#10054 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10069 -D1 -Its too dark to see. -~ -~ -0 -1 10055 -D2 -Its too dark to see. -~ -~ -0 -1 10053 -D3 -Its too dark to see. -~ -~ -0 -1 10067 -S -#10055 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10070 -D1 -Its too dark to see. -~ -~ -0 -1 10056 -D2 -Its too dark to see. -~ -~ -0 -1 10048 -D3 -Its too dark to see. -~ -~ -0 -1 10054 -S -#10056 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10071 -D1 -Its too dark to see. -~ -~ -0 -1 10057 -D2 -Its too dark to see. -~ -~ -0 -1 10049 -D3 -Its too dark to see. -~ -~ -0 -1 10055 -S -#10057 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10072 -D1 -Its too dark to see. -~ -~ -0 -1 10067 -D2 -Its too dark to see. -~ -~ -0 -1 10058 -D3 -Its too dark to see. -~ -~ -0 -1 10056 -S -#10058 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10057 -D1 -You see an opening in the lakebed. -~ -~ -0 -1 10073 -D2 -Its too dark to see. -~ -~ -0 -1 10059 -D3 -Its too dark to see. -~ -~ -0 -1 10049 -S -#10059 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10058 -D2 -Its too dark to see. -~ -~ -0 -1 10060 -D3 -Its too dark to see. -~ -~ -0 -1 10050 -S -#10060 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10059 -D1 -Its too dark to see. -~ -~ -0 -1 10064 -D2 -Its too dark to see. -~ -~ -0 -1 10072 -D3 -Its too dark to see. -~ -~ -0 -1 10061 -S -#10061 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10050 -D1 -Its too dark to see. -~ -~ -0 -1 10060 -D2 -Its too dark to see. -~ -~ -0 -1 10071 -D3 -Its too dark to see. -~ -~ -0 -1 10062 -S -#10062 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10051 -D1 -Its too dark to see. -~ -~ -0 -1 10061 -D2 -Its too dark to see. -~ -~ -0 -1 10070 -D3 -Its too dark to see. -~ -~ -0 -1 10063 -S -#10063 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10052 -D1 -Its too dark to see. -~ -~ -0 -1 10062 -D2 -Its too dark to see. -~ -~ -0 -1 10069 -D3 -Its too dark to see. -~ -~ -0 -1 10064 -S -#10064 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10065 -D1 -Its too dark to see. -~ -~ -0 -1 10063 -D2 -Its too dark to see. -~ -~ -0 -1 10068 -D3 -Its too dark to see. -~ -~ -0 -1 10060 -S -#10065 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10066 -D1 -Its too dark to see. -~ -~ -0 -1 10052 -D2 -Its too dark to see. -~ -~ -0 -1 10064 -D3 -You see an opening in the lakebed. -~ -~ -0 -1 10074 -S -#10066 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10067 -D1 -Its too dark to see. -~ -~ -0 -1 10053 -D2 -Its too dark to see. -~ -~ -0 -1 10065 -S -#10067 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10068 -D1 -Its too dark to see. -~ -~ -0 -1 10054 -D2 -Its too dark to see. -~ -~ -0 -1 10066 -D3 -Its too dark to see. -~ -~ -0 -1 10057 -S -#10068 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10064 -D1 -Its too dark to see. -~ -~ -0 -1 10069 -D2 -Its too dark to see. -~ -~ -0 -1 10067 -D3 -There seems to a small crack in the lakebed. -~ -~ -0 -1 10077 -S -#10069 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10063 -D1 -Its too dark to see. -~ -~ -0 -1 10070 -D2 -Its too dark to see. -~ -~ -0 -1 10054 -D3 -Its too dark to see. -~ -~ -0 -1 10068 -S -#10070 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10062 -D1 -Its too dark to see. -~ -~ -0 -1 10071 -D2 -Its too dark to see. -~ -~ -0 -1 10055 -D3 -Its too dark to see. -~ -~ -0 -1 10069 -S -#10071 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10061 -D1 -Its too dark to see. -~ -~ -0 -1 10072 -D2 -Its too dark to see. -~ -~ -0 -1 10056 -D3 -Its too dark to see. -~ -~ -0 -1 10070 -S -#10072 -Underwater~ -It is very dim here. You can make out the faint surfaces of the lake floor -and other rocks. You hope you can hold your breath long enough. -It looks as if the surface of the lake is make of glass... -In fact you can't break the surface!...You need air SOON! -~ -0 1 0 -D0 -Its too dark to see. -~ -~ -0 -1 10060 -D2 -Its too dark to see. -~ -~ -0 -1 10057 -D3 -Its too dark to see. -~ -~ -0 -1 10071 -S -#10073 -Underwater Cave~ -This is an underwater cave that seems to have trapped some air in it. -It seems as if the cave continued deeper, but it is blocked by a rock -slide. -~ -0 1 0 -D3 -Its too dark to see. -~ -~ -0 -1 10058 -E -rock slide~ -There is no way you are going to clear away all the rocks. -~ -S -#10074 -Underwater Passageway~ -This passageway is almost completely filled with water. It seems to have -trapped some air. Some thing doesn't feel right. Maybe you should leave. -~ -0 1 0 -D1 -Its too dark to see. -~ -~ -0 -1 10065 -D3 -Its too dark to see. -~ -~ -0 -1 10075 -S -#10075 -Underwater Passageway~ -This passageway is almost completely filled with air. This is REALLY strange. -You wonder how this can be. Something is definetly wrong. -The air here is very humid and it seem to be getting warmer to the south. -~ -0 1 0 -D1 -Underwater Passageway. -~ -~ -0 -1 10074 -D2 -A very large cave entrance. -~ -~ -0 -1 10076 -S -#10076 -Cave of the Turtle Dragon~ -This Cave is enormous. It is mostly flooded with water. The air is very -humid and misty. Large piles of bones lay all over. The walls are covered -with scratches and claw marks. -~ -0 1 0 -D0 -Underwater Passageway. -~ -~ -0 -1 10075 -E -bones~ -Mostly the are fish bones... -But some of them look like humanoid bones... -~ -S -#10077 -Narrow Crack in the rock.~ -This seems to a crack caused by some earthquake or other natural event. -The opening is large here, but seems to get smaller as it goes on. -~ -0 1 0 -D1 -Its too dark to see. -~ -~ -0 -1 10068 -D3 -a very small tunnel. -~ -~ -0 -1 10078 -S -#10078 -Small Tunnel~ -This is a small tunnel that seems to go deeper into the mountains. -It is completely filled with water. -Some light filters in through the muck to the east. -~ -0 1 0 -D0 -a very small tunnel. -~ -~ -0 -1 10080 -D1 -Narrow crack. -~ -~ -0 -1 10077 -D2 -a very small tunnel. -~ -~ -0 -1 10079 -S -#10079 -Dead end~ -The tunnel seems to dead end here. -There is nothing but mud and a small pocket of air. -~ -0 1 0 -D0 -a very small tunnel. -~ -~ -0 -1 10078 -S -#10080 -Nest Entrance~ -This seems to be the entrance to a nest of some kind. -The water here is very murky. -~ -0 1 0 -D0 -Barracuda nest. -~ -~ -0 -1 10081 -S -#10081 -Barracuda Nest~ -You have disturbed a barracuda nest. They are none too pleased and -now plan to use you for their next feeding.... -~ -0 1 0 -D2 -a small tunnel. -~ -~ -0 -1 10080 -S -#10082 -Kids Closet.~ -You are standing in the kids closet. There are piles of unwashed laundry -and toys. You see an evil looking book lying against the south wall. -~ -0 0 0 -D0 -You see the closet door. -~ -door~ -1 -1 10043 -D2 -You see an evil book. -~ -book evil~ -1 -1 10401 -S -#0 - - -#RESETS -M 1 10001 1 10002 -E 1 10003 14 17 -E 1 10013 14 5 -M 1 10003 1 10002 -E 1 10008 15 16 -E 1 10013 15 5 -M 1 10007 16 10005 -M 1 10010 40 10006 -M 1 10010 40 10010 -M 1 10005 1 10013 -E 1 10002 10 16 -E 1 10009 10 5 -M 1 10006 10 10013 -E 1 10009 5 5 -M 1 10004 10 10015 -E 1 10015 7 16 -E 1 10016 7 5 -E 1 10017 7 6 -M 1 10012 1 10016 -O 1 10005 1 10018 -P 1 10004 1 10005 -M 1 10011 17 10022 -M 1 10011 17 10023 -M 1 10010 40 10026 -M 1 10011 17 10027 -M 1 10011 17 10029 -M 1 10002 1 10030 -E 1 10014 12 16 -E 1 10013 12 5 -M 1 10014 7 10031 -R 1 10031 4 -R 1 10032 4 -R 1 10033 4 -M 1 10015 3 10034 -R 1 10034 4 -O 1 10012 1 10034 -M 1 10014 7 10035 -R 1 10035 4 -R 1 10036 4 -O 1 10012 1 10036 -M 1 10015 3 10037 -R 1 10037 4 -M 1 10014 7 10038 -R 1 10038 4 -O 1 10012 1 10038 -M 1 10009 2 10039 -G 1 10006 0 -D 1 10039 1 2 -O 1 10007 1 10042 -D 1 10042 1 1 -M 1 10013 2 10043 -D 1 10043 2 1 -D 1 10044 3 2 -M 1 10010 40 10049 -R 1 10050 4 -M 1 10010 40 10051 -M 1 10010 40 10053 -R 1 10053 4 -M 1 10010 40 10055 -R 1 10056 4 -M 1 10007 16 10057 -R 1 10060 4 -M 1 10010 40 10061 -M 1 10010 40 10064 -M 1 10007 16 10066 -M 1 10010 40 10067 -M 1 10007 16 10069 -M 1 10010 40 10073 -M 1 10008 1 10076 -E 1 10001 20 12 -G 1 10010 0 -M 1 10010 40 10078 -M 1 10007 16 10079 -M 1 10007 16 10081 -D 1 10082 0 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 10001 spec_cast_adept -M 10008 spec_breath_gas -M 10013 spec_thief -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/cursenec.are b/data/realm/areas_smaug1.4a/cursenec.are deleted file mode 100644 index e443e92..0000000 --- a/data/realm/areas_smaug1.4a/cursenec.are +++ /dev/null @@ -1,6275 +0,0 @@ -#AREA The Curse of the Necromancer~ - - - -#AUTHOR Rolindar~ - -#RANGES -30 50 0 65 -$ - -#RESETMSG A chill wind harbors dread and despair.~ - -#FLAGS -0 - -#ECONOMY 0 37424859 - -#MOBILES -#25000 -rotting corpse~ -a rotting corpse~ -A rotting corpse rises up from its grave! -~ -These mindless undead have been animated by the foul workings of the -curse of the Necromancer. Torn from their resting places against their -will, they now harbor an abiding hatred of all that lives and breathes. -~ -97 512 -400 C -34 0 0 10d10+900 4d4+8 -500 0 -8 8 0 -18 13 13 18 13 13 13 -0 0 0 -5 -5 -71 3 0 0 4096 4096 0 -0 0 1791 528 7426 1 128 2 -> rand_prog 2~ -moan -~ -> fight_prog 25~ -punch -bash -~ -> death_prog 100~ -mpe _red Blood showers everywhere as the mangled corpse drops to the ground. -~ -| -#25001 -skeleton~ -a skeleton~ -The skeletal remains of some unknown warrior rise from the ground. -~ -Animated by the ghastly curse placed upon this region, this skeleton -exists only to destroy hated life and creatures of light. -~ -97 512 -400 C -33 0 0 10d10+800 3d3+3 -500 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 4096 4096 0 -0 0 0 512 7458 17 3 2 -> rand_prog 2~ -mpe Bones clatter as the animated skeleton struggles to life. -~ -> fight_prog 15~ -gouge -disarm -if rand(50) -mpe The skeleton's mouth opens wide in a soundless shriek. -mpdamage $n 50 -else -endif -~ -> act_prog p DISARMS you!~ -mpe As the weapon is torn from the undead's grasp, a good portion of its -mpe hand is torn away along with it! The clawed skeletal hand plops onto -mpe the ground... -mpoload 25020 -drop hand -~ -| -#25002 -revenant lord tarrant~ -Lord Tarrant~ -A thin, haggard figure strides forth from the darkness. -~ -The soul of Lord Tarrant was cursed by the witch to be bound to this -plane, and has in its rage become a revenant, thirsting for vengeance. -Were Tarrant to know the witch to be slain, he could at last rest, with -the rest of his kinfolk. - -A mighty sorcerer as well as a formidable swordsman, Tarrant is a foe worthy -of respect for any perpetrator of evil deeds. -~ -67 274735804 500 C -38 0 0 40d5+2800 2d8+22 -75000 0 -8 8 0 -18 13 13 18 13 13 13 -0 0 0 0 0 -67 8 0 0 1 1 2 -0 0 263871 1573020 2113282 65 1107300867 524289 -> greet_prog 100~ -if ispc($n) -mpe _lbl A shimmering figure rises from the coffin and turns to face you. -bow $n -say Stranger, you have violated my tomb, and that is a heinous -say deed indeed. But you are not the first, and won't be the last, -say so I do not begrudge you for the sins of thousands. You may -say leave, leave me to my miserable fate. -else -if name($n) == witch tus'schepteba -yell Tus'schepteba! You dare come HERE? DIE!!!!!! -scream -murder tus'schepteba -cackle -say Vengeance shall be MINE! -else -endif -endif -~ -> speech_prog fate~ -sigh -say Stranger, I would not bore your ears with my misfortunes. -say Suffice to say I have been condemned to this wretched existence -say by the vile witch Tus'schepteba. And I may not rest until her -say damned soul has been consigned to the fiery pits of hell itself. -snarl -say TUS'SCHEPTEBA!!!! -, weeps softly, for his lands and his people. -~ -> speech_prog tus'schepteba~ -snarl -say Speak not that unworldy slut's name in my presence! -say She is vile hellspawned inculcable evil! She must needs be -say destroyed, aye, and soon! But I am entombed here, and she is -say free to wander as is her seditous wont! How it tasks me! -, gnashes his teeth and mutters in rage, -~ -> fight_prog 50~ -if rand(5) -, calls upon the power of his sorcerous ancestors, unleashing tremendous magic! -c gas -endif -if rand(15) -, unleashes a volley of debilitating magicks! -c unravel -c feebleness -c 'ethereal funnel' -c blazebane -c winter -else -if rand(25) -c 'galvanic whip' -c 'chill touch' -c fireball -else -c black hand -endif -endif -~ -> speech_prog necromancer~ -say The necromancer? -mutter -say Few indeed know of this dark presence. 'Tis rumored he is -say the true mastermind behind the workings of the witch. But -say 'tis also rumored that the witch and the necromancer are -say but two sides of the same coin... Who can know? -~ -> act_prog p DISARMS you!~ -sneer -say What a base, cowardly act... one that will not succeed. -mpe As if by magic, Tarrant's sword leaps back into his hand! -wield tarrant -snicker -~ -> act_prog flees~ -mprestore self 50 -~ -> rand_prog 2~ -moan -mpasound A dread moaning can be heard nearby... -mprestore self 20 -mpe Add purge knight check cool prog -~ -> act_prog p gets blessed orb of light from an empty coffin.~ -if isgood($n) -nod -say Take it, $n, and use it well. I can no longer battle evil here, -say so now the mantle must be borne by you... -else -scream -say Vile treacherous thief! You will perish in the fires of perdition! -c fireball $n -endif -~ -> hitprcnt_prog 20~ -if rand(25) -mpe _whi Sorely pressed, Tarrant calls upon the favor of the fallen! -mpe _blu Lord Tarrant utters the words, 'daed eht fo sthgink'. -mpe _lbl A ghostly knight steps out of one of the portraits. -mpmload 25013 -mpforce 'portrait knight' bow -mpforce 'portrait knight' say I exist to serve thee, my lord. -mpforce 'portrait knight' murder $n -else -mpe Tarrant snarls and curses as he staggers under your blows. -endif -~ -| -#25003 -knight manor~ -a knight of the manor~ -An armored knight stands his ground here. -~ -The knights of the manor are a small band of warriors sworn to protect -the baron and his family in these times of trouble. They will be curt -with strangers, but that it because with all the troubles of late they -have little choice but to be distrustful. -~ -67 512 444 C -35 0 0 10d100+2000 3d4+18 -10000 0 -8 8 1 -22 13 22 22 13 13 13 -0 0 0 0 0 -0 8 0 0 1 1 2 -0 0 1791 3151104 2048 0 16 524291 -> rand_prog 2~ -, carefully scans the surrounding region, alert for trouble. -~ -> all_greet_prog 100~ -if name($n) == undead marauder -say The Dead rise! Prepare thyselves! -, draws his weapon and strides forth to quell the menace! -mpkill $n -else -if ispc($n) -say Halt! Stranger, be aware that you have entered, knowingly or -say otherwise, the domain of our Lord of the Manor, Baron duChesne. -say The Baron has little patience for rowdy or unruly adventurers, -say or for adventurers at all, so be on your best behavior, or face -say the wrath of his knights! -glare $n -else -endif -endif -~ -> fight_prog 10~ -yell CHARGE! -mpe The knight lunges at you, catching you with his lance! -~ -> death_prog 100~ -mpe As he falls, dying, the knight's eyes glaze over. He tries to speak. -mpe _lbl A knight of the Manor says 'I...' -mpe Then he falls silent, incapable of further action. -~ -> speech_prog p curse~ -say Curse? -chuckle -mpe Although the knight attempts to scoff, his nervous manner betrays his fear. -frown -say Aye, 'tis true, this place is cursed, by that vile necromancer! -growl -say If only I were twenty years younger... -~ -> speech_prog necromancer witch~ -frown -say I know naught of these scoundrels, stranger... -mpe Although the knight's bearing is fair, you suspect he is hiding something. -say 'Tis best you speak to the Baron of such matters. -~ -> act_prog p An undead marauder is DEAD!~ -cheer -say Huzzah! Another undead falls to my steel! -~ -> rand_prog 100~ -mprestore self 50 -~ -| -#25004 -warhorse~ -a mighty warhorse~ -A mighty warhorse stamps and chomps on his bit. -~ -The horses of the manor are a sturdy lot, well accustomed to the heat -of battle and the thrust of the lance. -~ -262211 512 0 C -28 0 0 1d1+1200 3d3+20 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -86 3 0 0 513 512 0 -0 0 100730429 0 0 0 32 2 -> rand_prog 2~ -, whinnies in anticipation of the fray. -~ -| -#25005 -tus'schepteba witch clone1~ -Tus'schepteba~ -A cackling, grinning crone of infinite years stares at you. -~ -~ -1 552 0 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#25006 -cadaverous ghoul~ -a cadaverous ghoul~ -A rotting ghoul gibbers and drools as it dances maniacally through the tunnels. -~ -The animated remains of scores of sacrifical victims, these foul beasts -now wander the catacombs taken over by the cabal, eternally vigilant for -intruders, who form the basis of their diet. Known thieves and scavengers -as well as ruthless killers, it is rumored their hidden lairs are filled -with all manner of objects. -~ -101 552 -666 C -33 0 0 20d10+800 4d6+12 -1200 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -36 2 0 0 1 1 0 -0 0 263871 576 2104578 1 262147 2 -> all_greet_prog 100~ -if isimmort($n) -else -drool -say Fresh meat from the masters! Feed, my brethren... FEED! -lick -mpkill $n -endif -~ -> rand_prog 25~ -get all -mpat 25047 drop all -~ -> fight_prog 12~ -mea $n The ghoul's claws cut deeply into your flesh, causing great pain! -mpdamage $n 25 -if con($n) < 15 -mea $n But with the pain comes a growing numbness... you are paralyzed! -mea $n The ghoul bites and claws at you while you are incapacitated. -mpdamage $n 75 -else -endif -~ -| -#25007 -mad priest~ -a mad priest~ -A huddled, pathetic creature scurries away as you approach. -~ -Once a kindly priest of Brontrel, this poor fellow's mind has been -destroyed by what he has witnessed befall this house of his deity. -Sent here to lay the evil to rest, he has instead fallen under its -fell sway. -~ -199 12840 -200 C -32 0 0 10d10+200 3d3+3 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 32 0 0 0 577 2 -> rand_prog 2~ -say The Necromancer cometh... -shiver -~ -> rand_prog 3~ -giggle -~ -> all_greet_prog 100~ -if isnpc($n) -cringe -else -, cowers in the corner as you approach. -say G-g-go away...heh...evil here... yes...evil! -snicker -drool -if rand(25) -scream -else -if rand(33) -say The Necromancer cometh! -, stops and falls silent. -else -say 'Ware the ghouls what live beneath us!!! -moan -endif -endif -endif -~ -> fight_prog 18~ -mpe Sheer terror lends strength to the priest's efforts! -stun -mpdamage $n 32 -~ -> speech_prog necromancer witch~ -mpe The priest screams and covers his ears, beating his feet on the floor! -say NO! I WILL HEAR NO MORE! -moan -~ -| -#25008 -dire wolf~ -a dire wolf~ -A dark wolf nearly eight feet long stalks through the pews. -~ -The senses of these foul creatures are so finely attuned that they can -detect even magically concealed foes, hence their great usefulness as -guards, undoubtledly the function they have been put to in this chapel. -But guards for what...? -~ -97 552 -400 C -32 0 0 10d8+700 4d6+8 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839289 0 0 0 1 2 -> fight_prog 15~ -mpe The wolf howls and bites! -snarl -~ -> rand_prog 2~ -glare -~ -| -#25009 -mad cabalist ~ -a mad cabalist~ -A screaming, moaning minion of the Necromancer wanders the catacombs. -~ -This evil human has devoted his life to serving the Necromancer, and -is part of the Cabal of the Witch, that select organization that carries -out the Necromancer's bidding on this plane. He is utterly devoid of any -moral center, and is quite psychotic. -~ -35 8712 -666 C -34 0 0 6d20+1100 4d5+10 -1000 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 1 0 0 65537 1 0 -0 0 2047 328 3072 16 1109656129 524290 -> greet_prog 100~ -if isnpc($n) -drool -else -if isimmort($n) -cringe $n -else -say Death shall claim thee, $n! -cackle -murder $n -endif -endif -~ -> fight_prog 12~ -mea $n _red The cabalist licks the edge of his knive and drives it into you! -mpdamage $n 100 -say Only damnation awaits you here, $n! -~ -> speech_prog necromancer witch~ -say Speak, speak the names of my gloried Masters! -swoon -~ -> rand_prog 2~ -if rand(15) -say bleh -else -if rand(33) -say bleh -else -if rand(25) -say blesh -else -say bleh -endif -endif -endif -~ -| -#25010 -lieutenant witch g'qor~ -G'qor~ -G'qor the Witch's lieutenant, reviews some dark manuscript. -~ -A dark half-troll shaman, G'qor has advanced swiftly through the ranks -of the Cabal since his arrival, usually by assassinating those who are -his immediate superior. His advancement has halted however, as lieutenant -to the Witch, who is well aware of his bloodthirsty ambition and harnesses -it to further her own dark plans. -~ -3 33563176 -666 C -37 0 -100 1d1+2000 4d4+24 -50000 0 -8 8 1 -19 18 18 10 13 13 13 -0 0 0 0 0 -8 1 0 0 1 1 0 -0 0 2047 3211528 3584 0 209715200 1 -> fight_prog 15~ -wield flamberge -gouge -disarm -grin -~ -> all_greet_prog 100~ -if name($n) == mad cabalist -frown -say Leave me, minion, I have pressing business. -mpforce $n w -else -if isnpc($n) -scowl -say Who are you? -boggle $n -else -mpe The shaman looks up as you enter. -say Ah, $n. Well met indeed, I have been expecting you. -mea $n Noting your surprise, he nods and continues. -say Yes, the Cabal has ears everywhere, $n. Your mission is known. -chuckle -say Rather amusing really. What can you possibly hope to achieve? -shrug -say Enough talk. Time for action. -mpe The lieutenant rises to his full ten feet and draws a large flamberge. -say Time to die, $n. May whatever god you worship take pity on your soul. -endif -endif -~ -> hitprcnt_prog 20~ -if rand(25) -mpe Sensing defeat is imminent, G'qor calls upon dark powers to aid him! -mpe _blu G'qor utters the words, 'em dia ssenkrad' - if mobinarea(25011) >= 1 - mpe No creature answers G'qor's summons! - curse - else - mpe _red A demonic creature appears in a flash of hellish light. - mpmload 25011 - mpforce 'demonic creature' murder $n - endif -else -mpe $I snarls and swears as the battle strain takes its toll on his vitality. -endif -~ -> speech_prog witch necromancer~ -chuckle -say Yes, we are aware you seek them. I suppose you desire to rid -say the world of their evil... -if isevil($n) -say ...or take over for yourself, blackheart... -poke $n -snicker -nod -endif -~ -> rand_prog 2~ -if ispc($r) -frown -say Do you fear to take up arms against me then, $n? -nod -say You are wise to fear me, for I shall surely destroy you. -flex -else -mprestore self 50 -endif -~ -| -#25011 -demonic creature~ -a demonic creature~ -A horrid beast spawned from the depths of Hell rises to meet you. -~ -An aberration known only to exist in Hell, this indescribable mass of -fangs, claws and black hide can only exist on the prime material plane -if summoned hither by some black power. -~ -101 34087464 -1000 C -31 0 0 1d1+800 4d4+14 -0 0 -8 8 0 -18 13 13 18 13 13 13 -0 0 0 0 0 -67 3 0 0 65536 65536 2 -0 0 34965055 32 3073 0 3 1 -#25012 -mortus beast~ -mortus beast~ -A horrifying mass of black ooze slides across the floor. -~ -This unspeakable horror is one of the many powerful minions of the dark -Necromancer, placed under the command of his Cabal, and thus nominally -controlled by Tsu'schepteba. She, however, does not trust it and keeps -it locked here unless it is sorely needed. -~ -7 66088 0 C -40 0 0 60d10+1600 5d5+25 -0 0 -8 8 0 -22 13 13 13 13 13 13 --5 -5 -5 -5 -5 -52 3 0 0 65536 65536 0 -0 0 32 1056864 2100510 0 4224 2 -> act_prog p pound misses you.~ -mea $n Your weapon glances harmlessly off the beast's hide. -~ -> act_prog p crush misses you.~ -mea $n Your weapon glances harmlessly off the beast's hide. -~ -> all_greet_prog 100~ -if isnpc($n) -mpforce $n gasp -mpforce $n u -else -if ispc($n) -mea $n A foul beast of the netherworld, the beast seeks to devour you! -mpe _lbl The beast slides forth with terrifying speed, oozing acid and frost. -else -endif -endif -~ -> fight_prog 22~ -mea $r _lbl The beast's deathly cold flesh brushes you. -c 'winter mist' $r -c 'chill touch' $r -mpdamage $r 25 -~ -> rand_prog 2~ -mpe The beast's wounds spontaneously regenerate. -mprestore self 50 -~ -> fight_prog 10~ -mpe The beast's wounds spontaneously regenerate. -mprestore self 20 -~ -> rand_prog 100~ -if isimmort($r) -else -if ispc($r) -murder $r -else -endif -endif -~ -| -#25013 -portrait knight~ -a portrait knight~ -The ghostly remains of a long-dead knight rises to serve its master. -~ -Sworn to Tarrant in life, this knight continues his vows of allegiance -unto death, and beyond... -~ -39 274735784 500 C -33 0 0 2d2+798 4d4+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 8 0 0 1 1 0 -0 0 0 1056768 2100994 0 1073741904 3 -#25014 -priest damned~ -a damned priest~ -A crazed man coated in the blood of virgins offers unspeakable libations. -~ -Foul cleric of unspeakable powers, this gaunt man has the touch of -madness, in its worst form. Divorced from reality, his mind gamboles -freely amongst the nightmarish anti-reality of the Hells, and draws -sustenance from therein. Slavishly devoted to the Necromancer and -his cabal, this priest is truly a despicable, yet tragic, figure. -~ -3 2106024 -666 C -35 0 0 1d1+1999 2d8+16 -15600 66666 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 3145984 3073 0 306188288 4106 -> rand_prog 2~ -if rand(25) -say Chaos shall conquer all! -cackle -drool -else -if rand(33) -say Death to Light! Death to Law! -scream -else -say Damned are those who follow the path of Law! -smirk -endif -endif -~ -> all_greet_prog 100~ -if isnpc($n) -say Come, brother, revel in the glory of the Necromancer! -drool -else -mea $n The priest's eyes roll in their sockets as he turns to face you. - if sex($n) == 2 - say Sister $n! Come, come unto the purity of my master! - mea $n The priest beckons to you, cackling and frothing at the mouth. - else - say Brother $n! Come, come unto the purity of my master! - mea $n The priest beckons to you, cackling and frothing at the mouth. - endif -mea $n _red The priest draws a long knife across his arm, drawing blood! -mpe _lbl The priest shudders in unholy ecstacy. -endif -~ -> fight_prog 55~ -if rand(10) -say You seek death so willingly? Then face it, $n, face it! -mea $n The priest suddenly lunges at you, sending you tumbling backwards. -mer $n The priest suddenly lunges at $n, sending $m tumbling backwards. -mea $n _yel With a cry, you fall into the pit! -mer $n _yel With a cry, $n falls into the pit! -mptrans 0.$n 25033 -cackle -mpe A horrid munching sound is heard from below, accompanied by muffled cries. -else -if rand(25) - if isgood($n) - say Pawn of goodness, face the true power of darkness! - snarl - mpe _red Blood pours from the priest's orifices, coalescing on the floor. - mpe _red With a shudder, the priest opens his mouth, and... - shriek - endif -mpdamage $n 25 -mpdamage $n 25 -else -if rand(33) -c weaken $r -c curse $r -c blindness $r -else -c 'chill touch' $r -endif -endif -endif -~ -> rand_prog 10~ -if ispc($r) -steal gold $r -endif -~ -> speech_prog thief~ -say Thief? A worthy donation to the church, surely... -cackle -snarl -~ -| -#25015 -dire wolf ~ -a dire wolf~ -A long, black wolf slinks through the corridors. -~ -The senses of these foul creatures are so finely attuned that they can -detect even magically concealed foes, hence their great usefulness as -guards, undoubtledly the function they have been put to in this chapel. -But guards for what...? -~ -97 552 -400 C -32 0 0 8d8+700 4d4+8 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839289 0 0 0 1 2 -> rand_prog 2~ -peer -~ -> fight_prog 33~ -snarl -mpdamage $n 25 -~ -| -#25016 -Niles butler~ -Niles~ -A distinguished looking butler stands near the door. -~ -An elderly man, Niles has served the DuChesne for three generations. -Nearing the end of his life, Niles nevertheless performs his duties -with fautless precision. -~ -3 552 0 C -32 0 0 1d1+1445 6d4+18 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 3072 0 576 2 -> all_greet_prog 100~ -if ispc($n) -, sniffs disdainfully. - if sex($n) == 2 - say What is it you wish... madam? - else - say Can I help you... sir? - endif -else -endif -~ -> fight_prog 33~ -say Oh dear, such barbaric behavior... Guards! -mpe One of the baron's guards comes rushing in. -say Sieze that ruffian! -point $n -mpmload 25017 -mpforce baronguard grin -mpforce baronguard murder $n -~ -> speech_prog p i wish to see the baron~ -nod -say Very well. One moment please... -mpe The butler opens the door to the library. -op w -mpe Niles glances in, and then turns to face you. -say He says he is far too busy. -mpe You have a sneaking suspicion that Niles is lying... -close w -~ -| -#25017 -baronguard guard~ -the baron's guard~ -A member of the baron's guard watches for trouble. -~ -This sturdy guard is one of the many sworn to protect the baron and -his family from harm, a difficult task in these dark days. -~ -3 552 400 C -35 0 0 1d1+1100 4d4+12 -5000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 68672 0 0 592 3 -> fight_prog 10~ -say Death awaits thee, scoundrel! -snarl -~ -> death_prog 33~ -mutter -say So soon... does death claim me... -~ -| -#25018 -baronguard guard~ -the baron's guard~ -A member of the baron's guard watches for trouble. -~ -This sturdy guard is one of the many sworn to protect the baron and -his family from harm, a difficult task in these dark days. -~ -3 552 400 C -35 0 0 1d1+1100 4d4+12 -5000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 68672 0 0 592 3 -#25019 -black dragon dengraz'ch~ -Dengraz'ch~ -An enormous black dragon lies curled up in the cave. -~ -Dengraz'ch is a formidable drake, one of the many terrors inflicted on -the hapless village of Gilchrist by the Necromancer. He answers to none -but The Necromancer, not even to the witch or her cabal, who hate and -fear him. While he is of unfathomable evil, he is not overtly violent, -and will not attack obviously capable adventurers without provocation- -past experience has taught him not to underestimate these disarmingly -frail-looking creatures. -~ -7 273162920 -1000 C -49 0 -300 100d20+20000 8d8+48 -1000000 0 -8 8 0 -22 13 13 22 22 13 13 --5 -5 -5 -5 -5 -31 3 0 0 2049 1 3 -0 0 42305087 1048610 2100608 1 262151 2 -> all_greet_prog 100~ -if clan($n) == Dragonslayer -chuckle -say Boastful whelp, you consider yourself a 'Dragonslayer'?? -grin -say Well, step closer $n, and we shall see what you are made of... -flex -else -if ispc($n) -grin -say Well hello there, potential meal. Any last words before I slay thee? -lick -else -growl -mmm -say Dinner! -mpe $I leaps upon $n and devours $m in a single bite! -mpslay $n -burp -lick -endif -endif -~ -> fight_prog 40~ -if rand(33) -mprestore self 100 - if clan($n) == dragonslayer - roar - Yell Now you will feel the wrath of a TRUE dragon, $n Dragonslayer!' - mea $n $I rises to his full height and descends upon you! - mer $n $I rises to his full height and descends upon $n! - stun - mpdamage $n 600 - endif -else -if rand(45) -mpe $I flicks out with his tail, scattering combatants everywhere! -mpdamage $n 200 -mpdamage $r 200 -else -c 'faerie fire' $r -endif -endif -~ -> rand_prog 2~ -mpe $I ducks off and deposits items he has found in a secret lair. -mpe Seconds later he returns, satisfied. -mpjunk all -mpclosepassage 25099 0 -~ -> act_prog flees~ -if clan($n) == dragonslayer -yell Ha! Watch $n, the so-called 'Dragonslayer', flee like a rabbit! -yell Oh ho ho, what mirth! -cackle -else -yell Yes flee, $n, flee and never return! -endif -~ -> rand_prog 2~ -lala -~ -> death_prog 100~ -if rand(66) -mpe _red $I emits a bloodcurdling scream as he perishes! -mpe _gre A greenish mist fills the cavern, and a strange figure emerges... -mpmload 25020 -mpforce fakenecro say So, you have managed to best my best servant... -mpforce fakenecro frown -mpe The necromancer glances briefly at the mangled corpse then shrugs. -mpforce fakenecro say No matter, he can be replaced... As for you- -mpforce fakenecro chuckle -mpforce fakenecro say I have plans for you, foolish adventurers... -mpforce fakenecro cackle -mpe _gre The cavern fills once more with the greenish mist, and he vanishes! -mppurge fakenecro -else -mpe _red $I emits a bloodcurdling scream as he perishes! -mpe From far away, you hear an anguished cry of pain and remorse... -mpe _gre A greenish mist surrounds the dying wyrm, covering him. -mpe When it dissipates, a single black metal shield can be seen... -mpoload 25041 42 -endif -~ -> give_prog parchment cabal~ -eye -say What's this? -peer $n -, scans the parchment, then devours it in a single gulp. -mpjunk parchment -ponder -mea $n $I glares at you with DEEP suspicion... -mer $n $I glares at $n with DEEP suspicion... -say You don't LOOK like a cabalist... -frown -shrug -say Very well, prepare thyself! -mpe _gre $I traces a design on the wall, and a gateway opens! -mpopenpassage 25099 25082 0 -~ -> fight_prog 60~ -if rand(25) -mpe _gre $I narrows his eyes and unleashes a blast of corrosive acid! -c 'acid breath' $r -else -if rand(10) -mea $n With a flick of his claw, $I attempts to knock your weapon away. -disarm -endif -endif -~ -| -#25020 -necromancer fakenecro~ -The Necromancer~ -A dark figure swathed in robes of night utters an incantation... -~ -~ -1 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -90 0 0 0 335565995 335565994 0 -0 0 0 0 0 0 0 0 -#25021 -necromancer~ -the Necromancer~ -A skeletal figure swathed in darkness steps forth to meet you. -~ -Before you stands the vile mastermind behind the evil that has beset -the valley. Cold light gleams in the hollow sockets where the vile -being's eyes once existed, gazing balefully at you. A taloned claw -of a hand reaches out of the tattered robes, beckoning you to your -fate... -~ -7 335553192 -1000 C -54 0 -200 500d5+22500 11d4+80 -1000000 125000 -8 8 0 -18 18 18 18 13 1 1 -0 0 0 0 0 -67 9 0 0 1 1 4 -66 0 16 1048672 2100992 17 33554432 3 -> fight_prog 25~ -if rand(25) -mea $n _red The Necromancer gestures at you and a sudden pain grips your heart! -cackle -say Watch as $n succumbs to my deathly grip... -mpforce $n gasp -mpdamage $n 400 -endif -mpe _dch The Necromancer dances about the room with surprising agility! -mpgoto $i -sneer $r -yell Prepare to meet thy maker, $r! -mpkill $r -grasp $r -mpdamage $n 400 -feed -drool -~ -> fight_prog 75~ -if rand(25) -gouge -disarm -endif -if rand(40) - if isgood($n) - say Spawn of goodness, taste the fruits of sin! - cackle - mea $n _dch $I touches you, briefly... you feel incredible pain! - mpdamage $n 1100 - endif -grin -tell $r This is a fine sport, isn't it $r? -mpe _gre A greenish mist obscures your vision... -c poison $r -mpdamage all 200 -else -if rand(33) -mpe _red $I makes a gesture, and summons a ghoulish minion from the Abyss! -mpmload 25028 -mpforce 'ghoulish minion' murder $r -else -c feebleness $r -c 'necromantic touch' $r -mprestore self 150 -endif -endif -~ -> death_prog 100~ -mpe _red The Necromancer clutches at his chest, as he begins to fall... -mpe _red With a horrid ripping sound, his heart explodes from his chest, -mpe _red landing on the floor before you! But he does not die immediately. -mpe _red He manages to take a few stumbling steps towards you as he dies. -mpoload 25065 1 -drop heart -if rand(10) -mpe _whi As $I perishes, a beam of holy light scorches his corpse! -mpe _whi A shimmering figure bestows a blessing upon $n for slaying $I... -mpe _whi The gift floats to rest by $I's remains... -mpoload 25051 50 -else -if rand(45) -mpe _dch As $I perishes, a strange expression crosses his skeletal features. -mpe _dch He moves as if to speak, then falls silent... -mpe _dch A hazy, indistinct aura still surrounds his corpse. -mpoload 25052 50 -else -mpe _red Screams of dismay assault you as $I perishes! -mpe _red A pillar of flame smites $I, burning him to a crisp! -mpe _red Only a single remnant of his diabolical power still lingers... -mpoload 25053 50 -endif -endif -~ -> rand_prog 33~ -mprestore self 100 -~ -> act_prog p flees~ -cackle -say Watch this... -wink -mpe _red A screaming skull hurtles from $I's raised hand, chasing $n! -mpat 0.$n mea 0.$n _red A screaming skull smashes into you, exploding on impact -mpat 0.$n mer 0.$n _red A screaming skull explodes as it collides with $n! -mpat 0.$n mpdamage 0.$n 400 -~ -> all_greet_prog 100~ -if isimmort($n) -else -if clan($n) == Iscariot -say Fell betrayer, I recognize in you a kindred spirit. Your -say patrons are no friends of mine however... just another enemy -say to be torn asunder! -cackle -yell Watch $n, whelp of Iscariot, fall before me! -vom $n -else -if clan($n) == Shadowmasters -say Shadowmaster, you see yourselves as masters of all domains... -chuckle -say Many of your kin have I slain, and many more shall follow! -yell Death to $n, heretic Shadowmaster! -vom $n -else -if ispc($n) -sneer -say Mortal, you have erred in trespassing 'pon my dark domain... -mea $n _red $I's eyes flash in anger, and he smites you! -murder $n -else -mpslay $n -snort -endif -endif -endif -endif -~ -| -#25022 -baron duchesne~ -Baron duChesne~ -A distinguished gentleman in his middle years sits here reading. -~ -A former knight of the realm who has seen action in three wars, the -Baron now prefers to spend his time relaxing in the manor of his -family, which he has become head of. His greying hair and developing -paunch belie a man who is in fact of considerable strength. -The recent trials have taken their toll however, and his face is the -face of a broken man. -~ -3 2106024 864 C -44 0 0 1d1+8000 11d4+20 -250000 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -0 8 0 0 1 1 2 -0 0 2047 3145984 3072 0 16 2101539 -> all_greet_prog 100~ -if ispc($n) -mpe $I looks up from his reading as you enter. -mpe Rising to his feet, he turns to regard you. -say Tell me, $n, do you normally barge in uninvited on a representative -say of the Emperor Maximillian himself, Gods bless his reign? -sigh -say Well, these are the times we live in... -say What do you want, then? -endif -~ -> speech_prog witch necromancer~ -say You know, then of the troubles we suffer at the hands of Chaos. -sigh -say Yes, the cult of the Necromancer, and his agents like the Witch, -say have plagued us for months. All my efforts to lay the evil to -say rest have ended in abject failure. I am at a loss... -ponder -say However, if you were agreeable, you could always endeavour to end -say this evil. In fact, I am prepared to offer a significant reward, -say for the defeat of the Necromancer. I would of course require proof. -hmm -~ -> give_prog rotting heart necromancer~ -gasp -say You... you have succeeded where all others failed, $n. -bow $n -say It is an honor to have you before me, you have saved us all. -say Words cannot express the gratitude I feel. -if rand(25) -mpe At this moment, an envoy of the Emperor enters the room, and approaches. -mpe Whispering in the Baron's ear, he hands him a small package. -mpe The envoy leaves then, without acknowledging your presence. -smile -say The Seer-mages of the Emperor informed him of your achievement. -say In gratitude, he had them transport hither this item... -mpe _yel A brilliant glow suffuses the chamber as the Baron opens the package. - if sex($n) == 2 - say Lady $n, I present thee with the Medal of Glory! - say Wear it with pride... - mpoload 25066 - give glory $n - else - say Sir $n, I present thee with the Medal of Glory! - say Wear it with pride... - mpoload 25066 - give glory $n - endif -endif -mpjunk heart -~ -> act_prog p sits down.~ -eye $n -say Well, go right ahead and make yourself at home, then. -mutter -~ -> fight_prog 20~ -gouge -disarm -mutter -say This is deplorable behaviour, $n! -yell Guards, evict this inane ass from my house! -mpe A guard comes running in! -mpmload 25017 -mpforce baronguard murder $n -~ -> fight_prog 66~ -mprestore self 200 -~ -| -#25023 -maryah seer~ -Maryah~ -A middle-aged woman gazes intently into a darkened sphere. -~ -An elegant woman in her forties, Maryah is a seer, gifted with the -power of second sight. Rumored to have elven blood in her veins, she -is respected by the local townsfolk. Her eyes flash with the power -of ars magica. -~ -3 680 400 C -42 0 0 22d10+2200 5d7+22 -17650 0 -8 8 2 -13 22 22 13 13 22 22 -0 0 0 0 0 -9 0 0 0 1 1 0 -0 0 1791 2097408 3072 0 64 2050 -> fight_prog 75~ -if rand(25) -mpe _blu Maryah quaffs a potion, and appears to regain some power. -mprestore self 50 -endif -if rand(33) -say You would face the wrath of one trained in the magical arts? -mpe _blu $I's eyes flash with energy, and she unleashes a magical bolt! -c 'magnetic thrust' -else -if rand(45) -mpe _blu $I weaves a series of enervative magicks! -c blindness -c weaken -c 'faerie fire' -c chill -else -if rand(20) -mpe _red A roaring gout of fiery acid surges from $I's hands! -c 'scorching surge' -else -c 'dispel magic' -endif -endif -endif -~ -> rand_prog 3~ -mpe _blu $I utters the words, 'yaw eurt eht em wohs' -if rand(10) -mpe $I's eyes roll back in her head and she moans in pain. -else -mpe _gre $I is bathed in a greenish glow. -endif -~ -> all_greet_prog 100~ -if ispc($n) -say Traveller of the world, seeker of fates, weaver of destinies. -say Perils grave do face thee, heed the warnings of Anger! -mutter -frown -say You must venture to the dark, to find the light... -whisper $n Beware the Witch! -if rand(15) -gasp -say No! I cannot say any more... -endif -else -eye $n -mpforce $n e -endif -~ -> bribe_prog 1~ -say Thank you for your gift. -c shield $n -smile -~ -| -#25024 -burgomeister francois~ -Francois, the burgomeister~ -The big-bellied burgomeister stands here twirling his moustaches. -~ -Francois is a good, honest man, who sincerely wishes to end the evils -troubling his little village. After all efforts by the Baron failed, -the burgomaster began to set about hiring mercenaries to attempt to -defeat the Witch and perhaps even the Necromancer. -~ -3 680 500 C -44 0 -88 33d10+3200 5d5+45 -100000 0 -8 8 1 -20 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 2047 2097408 3072 0 16 3 -> fight_prog 45~ -wield bastard -if rand(25) -disarm - if rand(33) - mpe $I kicks the dropped items out the door! - get all - wield bastard - mpat 25070 drop all - endif -endif -if rand(40) -mpe $I executes a series of superb strikes! -lunge -mpdamage $n 75 -else -if rand(30) -stun -else -gouge -endif -endif -~ -> rand_prog 2~ -whistle -mprestore self 25 -~ -> act_prog p DISARMS you!~ -, snorts in derision. -say I don't need a weapon to deal with a whelp like you! -if rand(33) -mea $n $I smashes his forehead into your nose, breaking it! -mer $n $I smashes his forehead into $n's nose, breaking it! -headbutt -mpdamage $n 50 -else -if rand(45) -mea $n $I buries a fist in your stomach, causing you to double over. -mer $n $I buries a fist in $n's stomach, causing $m to double over. -punch -mpdamage $n 50 -else -mea $n $I plants his booted foot in your groin! -mer $n $I plants his booted foot in $n's groin! -mpdamage $n 50 -endif -endif -~ -> all_greet_prog 100~ -if ispc($n) -smile -say Ho! If it isn't $n, the renowned adventurer! -laugh -say I know of thee. Welcome, welcome to Gilchrist! -mea $n $I pumps your hand vigorously. -mpe Although the Burgomeister appears jovial, it seems somehow forced. -mpe What could be troubling this merry fellow? -else -bow $n -mpforce $n bow francois -mpforce $n wave -mpforce $n s -endif -~ -> speech_prog trouble~ -say Funny you should ask, $n... -mpe $I's moon suddenly turns dark. -say The minions of the Necromancer are about... the Witch and -say her coven steal from us, taking our gold, our produce, and -say now our children. -shiver -say The Baron is helpless, and we are desperate. Pray, help -say us rid the village of this evil. Find the witch and slay -say her. Bring me her head and I shall reward you! -grovel $n -~ -> speech_prog witch~ -say I know little of her, save that she lurks in Hillside. -say Yes, the abandoned cemetary, you must know it... -mutter -say Damn that bitch! Were I 20 years younger... -growl -~ -> give_prog rotting heart necromancer~ -gasp -say You slew the foul Necromancer! -say O Fine Day! -moan -say This is incredible... I have no way of expressing my joy. -apologize $n -say We have no wealth left to share... -hmm -say Perhaps the Baron may be more generous... -give heart $n -~ -| -#25025 -alain smith~ -Alain~ -A surprisingly lean blacksmith sharpens a new blade. -~ -Alain is a renowned and respected blacksmith, responsible for the fine -swords of the Baron and his knights, amongst others. He appears to be -of slim build, and it seems impossible that he could have pounded the -steel into shape to forge these items. -~ -3 552 440 C -43 0 0 22d20+2300 3d8+50 -275000 0 -8 8 1 -13 13 13 22 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 2047 2097408 3072 0 512 10241 -> fight_prog 25~ -mea $n $I catches your weapon in his hands, and pulls hard! -disarm -disarm -~ -> fight_prog 33~ -mea $n _red Alain fetches a handful of hot coals and hurls them at you! -mer $n _red Alain fetches a handful of hot coals and hurls them at $n! -mpforce $n scream -mpdamage $n 100 -~ -> death_prog 100~ -mpe _red The gaunlets leap from the dying smith's hands! -rem forge -drop forge -if rand(50) -mpe With a last effort, Alain consigns them to his deity. -sac 'forge gauntlets' -else -endif -~ -> rand_prog 2~ -mpe _red A brilliant red glow suffuses Alain as he clenches his fists. -~ -> all_greet_prog 100~ -if ispc($n) - if rand(45) - eye $n - say Needing something repaired stranger? - else - say Looking to purchase some armor stranger? - endif -, lowers the blade and awaits your reply. -else -endif -~ -> give_prog tail xanclaw spectail~ -eye -say What a disgusting object. What would you possibly... -hrm -say Ah yes... you wish for a weapon from its barbed tip, eh? -if goldamt($n) > 33000000 -say Well it will cost you... but I see you are of means... -mpe Alain takes the lethal tail away, and strange sounds can be heard. -mpasound Strange sounds issue from the smithy... -mpe When he returns, he is bearing a rather strange weapon. -say Here is the item, it will cost you 33,000,000... -mpforce $n give 33000000 coins alain -mpoload 25058 44 -give xanclawweapon $n -mpjunk coins -mpjunk spectail -mpe Alain wipes his hands and shakes his head. -else -say Well it will cost you 33,000,000... -frown -say You don't appear that wealthy, friend. -shake -give spectail $n -endif -~ -| -#25026 -villager gilchrist~ -a villager of gilchrist~ -A stout, middle-aged villager wearing a dour expression stomps past. -~ -The citizens of this hamlet seem inordinately depressed; doubtless the -machinations of the Necromancer are taking their toll on their morale. -~ -69 512 200 C -30 0 0 1d1+2000 12d3+14 -5000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 16 2 -> rand_prog 2~ -pout -~ -> rand_prog 2~ -sigh -~ -| -#25027 -villager gilchrist~ -a villager of gilchrist~ -A homely, middle-aged woman wanders the streets, pining for her children. -~ -The citizens of this hamlet seem inordinately depressed; doubtless the -machinations of the Necromancer are taking their toll on their morale. -~ -69 512 200 C -30 0 0 1d1+2000 12d3+14 -5000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 512 2 -> rand_prog 2~ -if ispc($r) -say $r, I beg thee! Help find the slayer of our children! -moan -endif -~ -> all_greet_prog 45~ -if ispc($n) -say $n, I beg thee! Help find the slayer of our children! -endif -~ -| -#25028 -ghoulish minion~ -a ghoulish minion~ -A ghoulish minion cavorts with glee! -~ -This foul abberation is the damned soul of one who followed the path -of the Necromancer and received their final 'reward'... -~ -229 268436008 -666 C -43 0 -66 200d10+200 4d11+20 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -36 3 0 0 4096 4096 0 -0 0 263871 514 3072 65 8650755 2 -> rand_prog 2~ -cackle -drool -mprestore self 100 -~ -> fight_prog 20~ -mpe _red As one limb is severed, another grows to take its place! -mprestore self 100 -~ -| -#25029 -wall flesh~ -a wall of flesh~ -A quivering, twitching wall of flesh bars the passage. -~ -~ -39 4194984 -500 C -44 0 -150 50d50+5000 22d2+40 -0 0 -8 8 0 -24 13 13 24 24 3 3 --5 -5 -5 -5 -5 -67 3 0 0 65536 65536 2 -0 0 32 518 3149072 65 1073741824 0 -> fight_prog 15~ -mpe _red Horrid wails and shrieks issue from the horror! -mpasound Horrid wals and shrieks echo down the corridor. -mpdamage all 100 -if rand(50) -mpe _red To your horror, the wounds on the wall close before your eyes! -mprestore self 100 -endif -~ -> fight_prog 30~ -mpe _yel Numerous pseudopods strike out from the wall! -moan -punch -bash -kick -gouge -~ -> fight_prog 22~ -stun -~ -> all_greet_prog 100~ -if isimmort($n) -moan -else -c gas -endif -~ -> death_prog 100~ -mpe _red A gaping hole is hacked through the blubbery wall. -mpe _red A fleshy passage can be seen through the gore... -mpopenpassage 25096 25097 0 -mpe _red Fighting back a rising feeling of nausea, you advance... -~ -> rand_prog 25~ -mprestore self 200 -mpclosepassage 25096 0 -~ -> hitprcnt_prog 2~ -mpe _red A dark chanting can be heard, rising above the wall's death cries. -if rand(10) -mea $n _yel A Final burst of energy rushes through the wall, smiting you! -mer $n _yel A Final burst of energy rushes through the wall, smiting $n! -mpslay $n -endif -~ -| -#25030 -tus'schepteba witch~ -Tus'schepteba~ -A twisted old crone cackles fearfully as she prepares a new curse. -~ -Vile, inculcating whore of the Necromancer, this foul aberration is -despised by all who behold her pustulent, malodorous form. Scars -criss cross her grinning, cackling visage, which is formed from the -faces torn from a dozen virgins on their wedding nights. The witch -revels in her role of servitude to the Necromancer, and is constantly -seeking new souls to devour in his honor. -~ -135 8872 -1000 C -49 0 -200 1d1+12000 4d10+40 -500000 0 -8 8 2 -22 22 22 22 22 2 2 -0 0 0 0 0 -0 9 0 0 65537 1 2 -0 0 264191 3179274 3072 144 1109659651 1052162 -> fight_prog 70~ -wield grasp -if rand(25) -mprestore self 66 -endif -if rand(10) -mea $n $I rakes at your face with her blackened nails! -c poison $n -gouge -mpdamage $n 400 -else -if rand(44) -mpe _gre $I is surrounded by a greenish mist... she wavers, then is gone! -mpe _gre She reappears an instant later behind $r! -giggle $r -poke $r -snarl -c 'acetum primus' $r -mpdamage $r 222 -else -if rand(33) -mpe _blu Blinding tendrils of magical energy coruscate through the chamber! -mpdamage all 200 -ooo -wink -else -spit $r -c razorbait $r -endif -endif -endif -~ -> fight_prog 66~ -c 'energy drain' $r -c 'energy drain' $r -c 'energy drain' $r -~ -> act_prog flees~ -giggle -mprestore self 400 -~ -> rand_prog 3~ -giggle -mprestore self 400 -if ispc($r) -wink $r -mpforce $r puke -snicker -endif -~ -> all_greet_prog 100~ -giggle -say Adventurers... how charming! -snicker -ponder -say Tell me, $n, before I eat your heart, would you prefer to be -say slaughtered by knife or claw? -cackle -~ -| -#25031 -skeleton guard~ -a skeleton guard~ -A blackened skeleton guards his master's bastion. -~ -~ -7 680 -400 C -44 0 0 10d10+3000 2d8+66 -0 0 -8 8 0 -22 13 13 22 13 1 1 -0 0 0 0 0 -60 3 0 0 65537 1 2 -0 0 0 582 3360 145 515 524291 -> all_greet_prog 100~ -mpe The guard steps forth, and speaks in a tongue long forgotten... -say Stranger, you umbrage the bastion of my master. -say Leave now afore he is disturbed by your intrusion... -cackle -poke $n -~ -> rand_prog 2~ -if ispc($r) -poke $r -say Leave! Can't you understand a simple request? -endif -~ -> fight_prog 33~ -c gas -~ -> act_prog p pokes you in the ribs.~ -chuckle -nod -, looks down, briefly, then back up... -mea $n The skeleton slams a gauntleted fist into your midriff! -mer $n The skeleton slams a gauntleted fist into $n's midriff! -mpdamage $n 200 -snicker -~ -> bribe_prog 1~ -eye -say Gold? -mpe The guard bites the coins to check they are real, then glances about. -mpoload 25056 -unlock e -open e -say Hurry! -mea $n The guard hustles you through. -mer $n The guard hustles $n through. -mpforce $n e -mpat 0.$n mea 0.$n The gates shut behind you with a resounding clang. -close e -lock e -inno -mpjunk key -~ -> rand_prog 20~ -get all -mpat 25084 drop all -mpoload 25056 -close e -lock e -mprestore self 50 -mpjunk key -~ -> rand_prog 2~ -yawn -mutter -~ -> death_prog 100~ -mpe As the guard perishes, a key slips from his bony grasp... -mpoload 25056 -~ -> act_prog p bashes against the door, but it holds strong.~ -curse -say Cut that out! -slap $n -mutter -mpe The guard carefully inspects the door for damage. -roll -~ -| -#25032 -mad cabalist~ -a mad cabalist~ -An insane devotee of the Necromancer awaits the attention of his master. -~ -This evil human has devoted his life to serving the Necromancer, and -is part of the Cabal of the Witch, that select organization that carries -out the Necromancer's bidding on this plane. He is utterly devoid of any -moral center, and is quite psychotic. -~ -35 33563272 -666 C -43 0 0 6d20+3500 4d5+30 -1000 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 328 3072 16 1109656129 524290 -> fight_prog 12~ -c 'necromantic touch' -grin -lick -~ -> hitprcnt_prog 10~ -if rand(10) -quaff vial -endif -~ -| -#25033 -damned soul~ -a damned soul~ -A damned soul prowls the halls endlessly. -~ -These pitiable wretches believed the lies of the Necromancer, and sought -to attain immortality by aceding to his dark wishes. They achieved their -goal, though hardly in the form they expected. -~ -225 269058690 -400 C -42 0 -66 2000d1+2000 5d10+41 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 0 0 0 65536 65536 3 -0 0 0 8708 3074 1 512 2050 -> fight_prog 20~ -mpe _whi The soul shrieks in anticipation of a new life to snuff out! -shriek -~ -> greet_prog 100~ -mea $n _whi The soul descends on you with damnable swiftness! -cackle -~ -| -#25034 -xanclaw wyvern~ -Xanclaw~ -A sinuous, snakelike wyrm rises from a pile of treasure. -~ -This foul wyvern is acutely aware of the fact that he is not equal -to his draconian cousins, and this has made him a malicious and foul -tempered brute, even more than the usual wyvern. His tail drips an -acidic venom that scores the floor where it lands. -~ -7 524840 -754 C -47 0 -150 5d5+19995 3d18+40 -275600 0 -8 8 0 -18 13 13 18 13 13 13 -0 0 0 0 0 -31 3 0 0 2049 1 2 -0 0 33916477 96 2304 0 32783 2 -> all_greet_prog 100~ -if isimmort($n) -else -snarl -say Intruders, you dare defile my lair?!? -mpe _gre The wyvern's tail lashes out, dripping acidic venom! -mea $r _gre The tail strikes you, causing a burning pain! -mer $r _gre $r is struck by the tail, and shrieks appropriately. -mpdamage $r 400 -c poison $r -c poison $r -c poison $r -lick -endif -~ -> fight_prog 18~ -mpe _gre The wyvern's tail lashes out, dripping acidic venom! -mpdamage $r 400 -c poison $r -c poison $r -c poison $r -~ -> fight_prog 33~ -mpe _dch Xanclaw takes to the air, flying to the top of the chamber. -mpe _dch Turning, he suddenly dives, hurtling at $r! -mpgoto $i -murder $r -cackle -~ -> death_prog 100~ -mpe _gre Gouts of acid and venom pour from the wyvern as he perishes. -mpe _gre The room is inundated with the corrosive substances! -mpdamage $n 400 -mpdamage $r 400 -if rand(33) -mpe _yel Peering through the mess, you see his tail still remains intact. -mpoload 25057 44 -endif -~ -| -#25035 -scout~ -a scout~ -One of the baron's scouts dashes hurriedly past you. -~ -Clad in the livery of the baron, concealed by dusty brown cloak and -armor, this tired fellow has been tirelessly carrying the baron's orders -around the valley. -~ -65 98856 400 C -32 0 0 20d10+1800 3d8+12 -5000 0 -8 8 1 -22 13 13 22 13 13 13 -0 0 0 0 0 -1 6 0 0 1 1 0 -0 0 2047 0 3072 0 64 3 -> fight_prog 33~ -gouge -disarm -say I have no time for this foolishness! -mea $n The scout attempts to finish you off quickly! -lunge -lunge -~ -> rand_prog 2~ -sneak -hide -wield scramasax -wield scramasax -~ -> rand_prog 5~ -if rand(25) -mpasound A strange animal cry echoes around the valley. -endif -~ -> fight_prog 18~ -wield scramasax -~ -| -#25036 -undead marauder~ -an undead marauder~ -A slobbering, drooling undead creature scurries along the path. -~ -These ghoulish minions of the necromancer wander the valley, protected -from the sun during the day by the long shadows cast by the hills. They -feed and slay randomly, their keen senses allowing them to detect hidden -victims. -~ -97 544 -600 C -32 0 0 60d10+600 4d4+8 -1200 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 2 0 0 65537 1 0 -0 0 262184 0 7424 0 262659 2 -> fight_prog 20~ -cackle -~ -> fight_prog 20~ -drool -~ -> fight_prog 20~ -snarl -~ -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -, sniffs excitedly at the air, as if it has caught a stench to its liking. -say Living thinggggsssss..... Feast, brethren, feast! -mpe The ghoul cackles frightfully! -mpkill $n -else -endif -endif -~ -> hitprcnt_prog 20~ -mpe The ghoul shrieks at the pain as your blows rain down on him! -~ -| -#25037 -crazed nekrabeast~ -the crazed Nek'rabeast~ -A cackling, fiendish undead hacks the dead and dying into tiny pieces. -~ -A foul amalgamation of parts of a dozen creatures, this creature is -the Necromancer's assassin, sent to slay his enemies. It managed to -infiltrate the manor, and dispose of the kitchen staff and a couple -of guards. It should have struck for the Baron next; but being of a -nature that defies any sort of order, it has instead elected to sit -here for a while, enjoying this sport. -~ -39 552 -1000 C -40 0 0 40d40+1400 3d3+21 -0 0 -8 8 0 -22 13 13 22 13 3 3 -0 0 0 0 0 -67 4 0 0 1 1 2 -0 0 204830463 3146304 7430 0 262147 524291 -> fight_prog 30~ -wield butcher -cackle -drool -~ -> fight_prog 20~ -lick -feed -mmm -~ -> fight_prog 10~ -c 'necromantic touch' $n -mpforce $n scream -laugh -~ -> rand_prog 2~ -whistle -mpe _red Blood flies as $I hacks into a chunk of flesh. -~ -> all_greet_prog 100~ -if isimmort($n) -else -cackle -ooo -say Fresh meat... -growl -murder $n -endif -~ -> fight_prog 75~ -close n -close w -~ -> rand_prog 75~ -close n -close w -~ -| -#25099 -final mob~ -a newly created final mob~ -Some god abandoned a newly created final mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#25000 -sword tarrant~ -the sword of Tarrant~ -A long slender blade lies on the floor.~ -~ -5 8949056 8193 -0 0 0 3 -4 75000 7500 -E -sword tarrant~ -Forged from holy metal and infused with blessings of law, this sword -can cut down powerful undead foes, and has done so numerous times. -Not a single scratch or dent mars its perfect, shining blade. -~ -A -1 1 -A -2 1 -A -13 20 -A -12 20 -A -18 6 -A -19 6 -A -24 -3 -#25001 -ring tarrant~ -Tarrant's signet ring~ -A simple band of silver rolls about on the floor.~ -~ -9 525376 3 -5 0 0 0 -2 5000 500 -E -tarrant signet ring~ -Worn by those who follow the banner of the House of duChesne, this -signet was crafted especially for this bold knight, to aid him in his -battles against the Necromancer. -~ -A -2 2 -A -13 15 -A -12 15 -A -18 2 -A -19 2 -#25002 -tattered cape~ -a tattered cape~ -A scrap of blue cloth has been left here.~ -~ -9 0 1025 -8 0 0 0 -1 0 0 -E -cape~ -This cape is a simple garment, once possessed of magical qualities that -have dwindled significantly over the decades. -~ -A -4 1 -A -5 1 -A -31 1 -#25003 -holy symbol wrath~ -the holy symbol of Wrath~ -A dark symbol of revenge and retribution glows here.~ -~ -1 524610 1 -0 0 -1 0 -10 500 50 -E -holy symbol wrath~ -Mark of Wrath, deity of vengeance, and carried by those who seek it, -this is a powerful symbol to those who are sought by those who carry -it. -~ -A -5 1 -A -12 20 -A -19 3 -A -22 -2 -#25004 -knight lance~ -a knight's lance~ -A 10' pole has been rammed into the soft earth.~ -~ -5 0 8193 -0 0 0 2 -20 400 40 -E -knight lance~ -A long wooden pole, reinforced with metal, used most commonly by knights -and templars. -~ -A -18 2 -A -19 2 -A -13 20 -#25005 -chain mail hauberk~ -a chain mail hauberk~ -A chain mail hauberk has been tossed here.~ -~ -9 524288 9 -13 0 0 0 -8 250 25 -E -hauberk~ -Heavy, practical armor, bearing the marks of a score of melees. -~ -A -5 1 -A -13 20 -A -17 -10 -A -19 3 -A -22 -3 -#25006 -chain mail coif~ -a chain mail coif~ -A chain mail coif lies draped on the floor.~ -~ -9 524288 17 -8 0 0 0 -4 300 30 -E -chain mail coif~ -Designed to be worn underneath a helmet, this device is often favored -as head armor in its own right, as it affords more visibility and -flexibility of movement than a heavy visored helm. -~ -A -4 2 -A -13 20 -A -12 20 -#25007 -blue cloak~ -a blue cloak~ -A billowing blue cloak hangs from a tree stump.~ -~ -9 8651840 5 -11 0 0 0 -1 2000 200 -E -blue cloak~ -A simple garment, woven from magic as well as thread, on a loom blessed -by the priests of Brontrel. -~ -A -1 1 -A -18 2 -A -24 -1 -#25008 -kite shield~ -a kite shield~ -A kite shield bearing the crest of duChesne lies here.~ -~ -9 8914240 513 -12 5 0 0 -8 2500 250 -E -kite shield~ -A magically enchanted piece of armor, this shining shield bears the -crest of duChesne, as well as various notches and dents, accumulated -in battle. -~ -A -17 -15 -A -13 10 -A -31 2 -A -23 -2 -#25009 -chain mail sleeves~ -chain mail sleeves~ -A pair of metal chain sleeves is here.~ -~ -9 524288 257 -8 0 0 0 -3 500 50 -E -chain mail sleeves~ -Superbly crafted, as is all duChesne armor, by a master smith, this -armor combines style with function. -~ -A -2 1 -A -13 5 -A -17 -12 -A -19 3 -#25010 -manor gauntlets~ -manor gauntlets~ -A pair of fine chain mesh gauntlets can be seen here.~ -~ -9 524352 129 -4 0 0 0 -1 5000 500 -E -manor gauntlets~ -These fine gauntlets afford excellent protection to the wearer's hands, -but are relatively fragile due to the thin weave of chain, which -affords increased mobility at the cost of durability. -~ -A -1 1 -A -18 2 -A -19 3 -#25011 -duchesne tabard~ -a duChesne tabard~ -A white tabard bears the crest of duChesne.~ -~ -9 8389952 1025 -6 0 0 0 -2 1000 100 -E -tabard duchesne~ -This white garment is stained with blood and dirt, obscuring the crest -of Duchesne. -~ -E -crest~ -A crossed sword and cross, both silver, on a green field. -~ -A -3 2 -A -13 25 -A -12 25 -A -20 -3 -#25012 -banner duchesne~ -a banner of duChesne~ -A glowing white banner is impaled in the dirt.~ -~ -1 8389953 1 -0 0 120 0 -1 10000 1000 -E -banner duchense~ -The banner of house duChesne, this banner bears a motif of crossed -sword and cross on a verdant field. -~ -A -3 1 -A -4 1 -A -13 10 -A -12 10 -A -21 -2 -#25013 -silver spurs~ -silver spurs~ -A pair of silver spurs gleam brightly.~ -~ -9 8914240 65 -6 0 0 0 -3 24430 2443 -E -silver spurs~ -Forged of pure silver to ward off undead assaults, the knights use -these to kick out at the undead they battle. -~ -A -2 -1 -A -12 30 -A -19 3 -#25014 -chain mail barding~ -chain mail barding~ -Heavy folds of chain sewn to leather lie here.~ -~ -9 524288 1025 -20 0 0 0 -50 1500 150 -E -chain mail barding~ -Worn by sturdy steeds in battle, this armor is protective but rather -cumbersome. Only a large humanoid could hope to fashion it into an -appropriate garment. -~ -A -2 -2 -A -17 -30 -A -13 30 -A -14 -125 -> wear_prog 100~ -if race($n) == horse -else -if race($n) == half-ogre -or race($n) == half-troll -else -mea $n The armor is far too large for your small frame. -mpforce $n remove $o -endif -endif -~ -| -#25015 -rotting corpse~ -a rotting corpse~ -A rotting corpse has been impaled on the spikes lining the fence.~ -~ -15 0 0 -10000 1 -1 0 -1 0 0 -E -rotting corpse~ -The ghastly visage contorting what is left of this hapless fellow's -face betrays the horror of the fate he has suffered. -~ -#25016 -cemetary key~ -cemetary key~ -This iron key unlocks the gate barring passage to the undead.~ -~ -18 524288 1 -0 0 0 0 -2 50 5 -E -cemetary key~ -A heavy key, designed to unlock the large locks that bar access to the -dark cemetary of Hillside. -~ -#25017 -moldering burial garments~ -moldering burial garments~ -A white shroud covered in filth umbrages the ground.~ -~ -9 0 1025 -3 0 0 0 -1 33 3 -#25018 -corroded ceremonial sword~ -a corroded ceremonial sword~ -Already useful only as a symbol, corrosion has further damaged this weapon.~ -~ -5 524304 8193 -4 2 8 3 -1 100 10 -E -ceremonial sword~ -This badly corroded item was one of many buried with the soldiers and -guards interred in the cursed cemetary. -~ -A -19 -1 -A -18 -1 -#25019 -defiled altar~ -the defiled altar~ -A wooden altar covered in blood and gore pulses with malevolence.~ -~ -12 2642 0 -0 0 0 0 -1 0 0 -E -defiled altar~ -Once a focus of worship of light and law, this simple object has been -defiled by means most foul, and has served as the prop in a multitude -of diabolical rituals. Covered in the blood of infants, virgins and -a score of other victims, it is now an utterly evil object. -~ -> exa_prog 100~ -if class($n) == thief -mea $n You think you can make out a small door set beneath the altar... -endif -if class($n) == paladin -mea $n Gazing upon this fouled object causes your lawful soul pain! -mer $n $n shrieks and averts $s eyes from this unholy visage. -mpdamage $n 10 -else -if isgood($n) -mea $n You feel sick to the core as you behold this unholy visage. -else -if isneutral($n) -mea $n This curious desecration causes you mild discomfort. -else -mea $n You grin and relish in this flagrant act of unholy evil. -mpforce $n grin -endif -endif -endif -~ -| -#25020 -skeleton hand~ -a skeletal hand~ -This hand has been torn from a foul member of the undead.~ -~ -13 16 1 -0 0 0 0 -2 0 0 -#25021 -Chalice ~ -a chalice filled with blood.~ -A blood filled chalice rests upon the altar.~ -~ -1 2582 16385 -0 0 -1 0 -1 50000 5000 -E -chalice blood~ -An object of worship defiled by its usage in these dark ceremonies, -this chalice has been infused with an unholy presence, bestowing numerous -eldritch enchantments. -~ -A -25 -3 -A -18 3 -A -19 3 -A -12 66 -> get_prog 100~ -if isnpc($n) -mpforce $n cringe -mpforce $n drop $o -else -mea $n Your arm trembles as you grasp $o -endif -~ -| -#25022 -guttering torch~ -a guttering torch~ -A guttering torch is set in an iron bracket.~ -~ -37 1 0 -0 0 0 0 -1 0 0 -> pull_prog 100~ -mea $n As you yank the switch, a panel opens in the south wall! -mer $n As $n yanks the switch, a panel opens in the south wall! -mpopenpassage 25025 25026 2 -~ -> push_prog 100~ -mpe A soft click is heard as the switch is pushed upright. -mpclosepassage 25025 2 -~ -| -#25023 -coffin~ -an empty coffin~ -An empty stone coffin rests on the stone plinth.~ -~ -15 0 0 -10000 1 -1 0 -1 0 0 -#25024 -blessed orb light~ -blessed orb of light~ -Some god dropped a newly created blessed orb light here.~ -~ -9 8490305 16385 -11 0 0 0 -1 500000 50000 -E -blessed orb light~ -A holy item of the priests of Brontrel, this device can be borne by -any who are of pure heart and good intentions. -~ -A -4 1 -A -25 2 -A -12 60 -A -13 10 -A -18 3 -A -19 3 -A -24 -2 -> wear_prog 100~ -if isgood($n) -mea $n _whi The blessings of Law infuse your being. -else -endif -~ -| -#25025 -parchment cabal~ -a piece of stained parchment~ -A stained piece of parchment lies curled up on the floor.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -parchment~ -The parchment is covered with runes and glyphs, unintelligable save -to the most learned of sages or mages. But even then, caution must be -exercised, for to mispronounce even one rune can lead to death (or much -worse...) -~ -> exa_prog 100~ -if class($n) == mage - if int($n) > 18 - mea $n Exercising appropriate care, you are able to translate the runes. - mpforce $n say The parchment details an ancient ritual, of Demonology... - mpforce $n frown - mpforce $n say But I can scarce see what a Necromancer would want with it. - mpforce $n say Unless of course the Necromancer IS a demon... - mpforce $n ponder - mea $n The parchment contains a map, leading to a keep far to the north. - mea $n It is marked with the rune of the Cabal... - mea $n _yel The parchment also bears a footnote- Hand this to the Dragon... - else - mea $n _red As you peruse the parchment, you make a critical error! - mer $n _red $n convulses as invisible demons rend his spirit! - mpslay $n - endif -else -mea $n The parchment would require a highly intelligent mage to safely read. -endif -~ -| -#25026 -wooden sign signpost~ -a wooden signpost~ -A wooden signpost has been thrust into the earth.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -wooden signpost sign post~ -NORTHEAST- Gilchrist, 1 mile - DuChesne Manor, 5 miles - -WEST- Hillside Cemetary, 2 miles -~ -#25027 -blackened collar~ -a blackened collar~ -This dark collar has been torn from a tamed animal.~ -~ -9 262676 5 -7 0 0 0 -3 5000 500 -A -1 1 -A -5 2 -A -13 30 -#25028 -scorched chunk flesh~ -a scorched chunk of flesh~ -A scorched chunk of flesh lies in a pool of dried blood.~ -~ -19 0 1 -1 0 0 1 -1 0 0 -#25029 -obsidian knife~ -an obsidian knife~ -This weapon is favored by dark clerics of evil cults.~ -~ -5 16845332 8193 -11 0 0 11 -11 15700 1570 -A -12 50 -A -18 4 -A -19 4 -A -24 -1 -#25030 -bloodstained ceremonial robes~ -bloodstained ceremonial robes~ -These long black robes are stained with ichor.~ -~ -9 100884 1025 -12 0 0 0 -5 16000 1600 -A -17 -20 -A -25 -2 -A -31 -1 -A -12 100 -#25031 -vial ichor~ -a vial of ichor~ -This glass vial contains some disgusting substance.~ -~ -10 22 1 -30 36 225 33 -3 5000 500 -#25032 -vial ichor~ -a vial of ichor~ -This glass vial contains some disgusting substance.~ -~ -10 22 1 -30 88 215 33 -3 5000 500 -#25033 -bracers dark~ -dark bracers~ -A pair of black metal bracers lies here.~ -~ -9 541206 257 -11 0 0 0 -12 67000 6700 -A -1 2 -A -2 2 -A -18 2 -A -19 2 -#25034 -flamberge~ -a black steel flamberge~ -A sword crafted to resemble a flickering flame is thrust into the dirt.~ -~ -5 574036 8193 -0 0 0 3 -12 34000 3400 -A -5 1 -A -31 1 -A -17 -10 -A -13 25 -A -18 6 -A -19 6 -#25035 -circlet dark influence~ -dark influences~ -A black steel circlet scorches the ground beneath it.~ -~ -9 528448 17 -6 0 0 0 -8 4500 450 -A -2 -1 -A -4 -2 -A -3 -1 -> wear_prog 100~ -if ispc($n) -mea $n A shooting pain grips you as you fall under the influence. -mpdamage $n 25 -else -endif -~ -| -#25036 -bloody pentagram~ -a bloody pentagram~ -A pentagram has been scribed in warm blood on the floor.~ -~ -12 19 0 -0 0 0 0 -1 0 0 -E -bloody pentagram~ -Used in summoning rituals, these pentagrams open a rift to other -dimensions. It would be unwise to enter one... -~ -#25037 -flaming key~ -a flaming key~ -A key of fire scorches the ground.~ -~ -18 81 1 -0 0 0 0 -1 666 66 -E -flaming key~ -This key is swathed in a flame that radiates heat but does not ignite... -~ -> get_prog 100~ -mea $n _red The key burns your hand as you grasp it! -mpdamage $n 10 -~ -| -#25038 -mottled flesh ~ -strips of mottled flesh~ -A pile of discolored flesh lies heaped in a corner.~ -~ -9 328208 257 -6 0 0 0 -3 666 66 -E -mottled flesh~ -This flesh has been torn from the arms of a dying human... -~ -A -2 2 -A -5 2 -A -13 20 -A -12 20 -A -19 3 -A -25 -3 -A -23 2 -#25039 -gem sapphire~ -an uncut sapphire~ -An uncut sapphire lies on the ground, reflecting your light.~ -~ -8 0 16385 -0 0 0 0 -1 5000 500 -E -gem sapphire~ -In the hands of a jeweller, this gem could be fashioned into a handsome -item of jewellry. -~ -#25040 -brand~ -a flaming brand~ -A flaming brand has been thrust into an iron bracket.~ -~ -1 262145 1 -0 0 48 0 -1 40 4 -E -brand~ -This is a simple torch, casting an adequate illumination. -~ -#25041 -black shield corrosion~ -Corrosion~ -This metal shield is covered in what looks like acid.~ -~ -9 524882 513 -0 0 0 0 -12 575600 57560 -E -black shield corrosion~ -A dark artifact of ancient forging, this item bestows resistant to -the effects of acid upon its wearer. -~ -A -27 128 -A -13 50 -A -12 25 -A -18 5 -A -19 5 -A -23 -3 -#25042 -sign~ -a wooden sign~ -A wooden sign has been thrust into the dirt.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -The sign bears a message, written in a hasty scrawl- - -While the previous sections of this journey were achievable by lower -levels, the final section should only be attempted by Avatars, for -only they have the power to defeat the Necromancer. You have been -warned! - -- The Mad Mage -~ -#25043 -duchesne sword~ -the sword of the House of duChesne~ -A finely forged broadsword two centuries old awaits a new wielder.~ -~ -5 8965187 8193 -18 0 0 3 -1 1000000 100000 -A -1 1 -A -2 1 -A -17 -12 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -24 -3 -#25044 -baldric~ -a white baldric~ -A simple white baldric lies slung on the ground.~ -~ -9 0 9 -11 0 0 0 -1 5400 540 -#25045 -fire ars magica~ -the fire of ars magica~ -A sparkling fire flickers with the power of arms magica.~ -~ -9 25395265 131073 -11 0 0 0 -1 57000 5700 -E -fire ars magica~ -This dancing, weaving flame embodies the spirit of magic. -~ -A -3 2 -A -12 50 -A -24 -3 -A -27 1048576 -> exa_prog 100~ -if class($n) == mage -mea $n _blu You revel in this incarnation of the spirit of your art. -else -endif -~ -> wear_prog 100~ -if class($n) == mage -mea $n _blu Your eyes sparkle as you gaze into the magical flame. -mer $n _blu $n's eyes sparkle as $e gazes into the magical flame. -else -endif -~ -> remove_prog 100~ -if class($n) == mage -mea $n _blu Your eyes regain their normal lustre. -mer $n _blu $n's eyes regain their normal lustre. -else -endif -~ -> sac_prog 100~ -if class($n) == mage -mea $n _blu Magical power flows through you as you absorb the item. -c 'restore mana' $n -c 'restore mana' $n -c 'restore mana' $n -else -endif -~ -> get_prog 100~ -if class($n) != mage -mea $n _red The fire scalds your untutored hands! -mpdamage $n 25 -endif -~ -| -#25046 -wand divination~ -a wand of divination~ -A slender birch wand has been dropped here.~ -~ -3 262208 16385 -33 10 5 53 -1 5000 500 -E -wand divination~ -The runes enscribed upon this wand label it as a wand for determining -the properties of items in your possession. -~ -A -4 2 -> use_prog 100~ -mpe _gre The wand glows briefly as its power is called upon. -~ -| -#25047 -staff warding~ -a staff of warding~ -A stout oaken staff shod in metal lies here.~ -~ -4 17530944 16385 -42 4 4 207 -12 76000 7600 -E -staff warding~ -This device imbues the user with potent defensive capabilities. -~ -A -17 -20 -A -23 -3 -A -21 -3 -A -24 -3 -A -22 -3 -A -20 -3 -#25048 -bastard sword~ -a bastard sword~ -Five feet of tempered steel is impaled in the dirt.~ -~ -5 573440 8193 -0 0 0 3 -30 25000 2500 -E -bastard sword~ -This sword, also known as a hand and a half sword, can be wielded in -one or two hand style, making it a versatile and effective weapon. -~ -A -1 2 -A -13 50 -A -18 6 -A -19 6 -#25049 -girdle of vigor~ -a girdle of vigor~ -A studded leather girdle lies unwanted here.~ -~ -9 64 2049 -9 0 0 0 -1 0 0 -E -girdle vigor~ -This remarkable device imbues the wearer with great strength and -stamina. -~ -A -5 2 -A -1 2 -> wear_prog 100~ -mea $n _lbl You are filled with strength as you don the girdle. -mer $n _lbl $n is filled with strength as $e dons the girdle. -~ -| -#25050 -gauntlets forge~ -forge gauntlets~ -A pair of sturdy metal gauntlets warms the ground.~ -~ -9 25870400 129 -12 0 0 0 -30 75000 7500 -E -forge gauntlets~ -These rare dwarven artifacts imbue a smith with great strength, at -the cost of a loss of a certain degree of accuracy. -~ -A -1 3 -A -18 7 -A -13 22 -A -19 4 -A -27 1 -A -2 -2 -> wear_prog 100~ -if class($n) == warrior -mea $n _whi Power courses through your limbs, which feel a little clumsy. -mer $n _whi Power courses through $n's limbs, which $e moves clumsily about. -endif -~ -> remove_prog 100~ -if class($n) == warrior -mea $n You regain your dexterity as the power ebbs from you. -endif -~ -| -#25051 -salvation~ -Salvation~ -The benediction of the gods grants you salvation...~ -~ -9 3393 131073 -20 0 0 0 -1 60000 6000 -E -salvation~ -You can barely stand to gaze upon the purity of this blessing. -~ -A -25 2 -A -31 2 -A -13 40 -A -12 40 -A -18 4 -A -19 4 -> wear_prog 100~ -if isgood($n) -mea $n _whi A chorus of angels sing as you behold salvation. -mer $n _whi A chorus of angels sing as $n beholds salvation. -endif -~ -> remove_prog 100~ -if isgood($n) -mea $n _whi The glow dims as you distance yourself from salvation... -mer $n _whi The glow dims as $n distances $mself from salvation... -endif -~ -| -#25052 -perdition~ -Perdition~ -You gaze into the bleakness of perdition...~ -~ -9 1602 131073 -20 0 0 0 -1 60000 6000 -E -perdition~ -The endless limbo that awaits those who hover between sinner and saint. -~ -A -13 40 -A -12 40 -A -18 4 -A -19 4 -A -17 -20 -A -26 16777216 -> wear_prog 100~ -if isneutral($n) -mea $n _dch You surrender to the bleakness of perdition. -mer $n _dch $n surrenders to the bleakness of perdition. -endif -~ -> remove_prog 100~ -if isneutral($n) -mea $n _dch You reject the embrace of perdition. -mer $n _dch $n rejects the embrace of perdition. -endif -~ -| -#25053 -damnation~ -Damnation~ -Before you looms the yawning abyss of eternal damnation...~ -~ -9 2647 131073 -20 0 0 0 -1 60000 6000 -E -damnation~ -The yawning abyss of damnation courts those of evil persuasion with its -illicit lures. -~ -A -13 40 -A -12 40 -A -18 4 -A -19 4 -A -20 -3 -A -26 4 -> wear_prog 100~ -if isevil($n) -mea $n _red You cackle maniacally as you are damned! -mer $n _red $n cackles maniacally as $e is damned! -endif -~ -> remove_prog 100~ -if isevil($n) -mea $n _red You postpone damnation for a while... -mer $n _red $n postpones damnation for a while... -endif -~ -| -#25054 -tus'schepteba grasp~ -the grasp of Tus'scepteba~ -A blackened knife lies in a pile of smoldering flesh.~ -~ -5 16845332 8193 -11 0 0 11 -11 575600 57560 -A -2 2 -A -12 125 -A -18 7 -A -19 9 -#25055 -portal~ -a dark portal~ -A shimmering black field allows passage to those sufficiently insane.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#25056 -black steel key~ -a black steel key~ -A black key of little worth lies here.~ -~ -18 524288 1 -0 0 0 0 -1 0 0 -> drop_prog 100~ -mpforce $n sac $o -~ -| -#25057 -tail xanclaw spectail~ -the tail of Xanclaw~ -A hideous, barbed wyvern's tail lies here.~ -~ -13 262144 1 -0 0 0 0 -1 0 0 -E -tail xanclaw~ -This horrid piece of scaled flesh could be fashioned into a cruel -weapon, by a skilled blacksmith. -~ -#25058 -xanclawweapon tail xanclaw wyvernstail blade~ -a wyvernstail blade~ -A wyvern tail can make a formidable weapon if correctly fashioned.~ -~ -5 131667 8193 -0 0 0 11 -5 544000 54400 -E -wyvernstail blade~ -This cruel weapon consists of a long heavy handle, to which the curved -barb from a wyvern's tail has been grafted, by a mixture of organic -compounds and magic. The tail twists and turns, animated by sorcery, and -lashes out at nearby opponents. -~ -A -2 2 -A -13 100 -A -12 100 -A -18 11 -A -19 11 -A -27 288 -A -26 8 -> wear_prog 100~ -if isgood($n) -else -mea $n _gre The tail lashes out menacingly as you grasp the hilt. -mer $n _gre The wyvern's tail lashes out menacingly as $n grasps it. -endif -~ -> damage_prog 100~ -mea $n _gre Green ichor spews from the damaged weapon! -mer $n _gre Green ichor spews from $n's damaged weapon! -mpdamage $r 50 -~ -> repair_prog 100~ -mpe _gre A new layer of skin is grafted over the claw. -~ -> remove_prog 100~ -if isgood($n) -else -mea $n _gre The tail stops thrashing as you let go. -mer $n _gre The tail stops thrashing as $n lets go. -endif -~ -> get_prog 100~ -mea $n _gre The claw thrashes about of its own accord as it senses you. -mer $n _gre The claw thrashes about of its own accord as it senses $n. -~ -| -#25059 -scramasax sax dagger~ -a scramasax~ -A heavy bladed dagger has been dropped here.~ -~ -5 524288 8193 -0 0 0 2 -8 6500 650 -E -scramasax sax dagger~ -A popular weapon for those who don't want to be encumbered by a heavy -sword but still wish for a hardy stabbing weapon. -~ -A -19 4 -#25060 -brown travel stained cloak~ -a travel stained cloak~ -This dirty cloak has seen more action than a regiment of dragoons.~ -~ -9 262148 1025 -13 0 0 0 -16 600 60 -E -travel stained cloak~ -This cloak doesn't appear to have been washed in a year or more. -~ -A -1 1 -A -13 40 -A -18 4 -A -19 4 -A -27 2 -#25061 -brew vile cult~ -the vile brew of the cult~ -A vial filled with writhing liquified flesh rests here.~ -~ -10 596 16385 -50 33 33 33 -1 75000 7500 -E -vile brew ~ -This unspeakable mixture will do the Gods only know what to you. -~ -A -25 -3 -#25062 -white statue~ -an armless white statue~ -An armless white statue stands in the middle of the garden.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -statue~ -The statue is very old, a remnant from an ancient civilization, the -arms and coloration lost to time and the elements. -~ -#25063 -frock coat~ -a red frock coat~ -A red frock coat awaits a wearer.~ -~ -9 0 9 -6 0 0 0 -1 500 50 -E -red frock coat~ -This is an expensive dress coat, worn by a lesser nobleman, or perhaps -his retainers. -~ -A -13 10 -A -12 10 -A -18 3 -A -19 2 -#25064 -powdered wig~ -a powdered wig~ -A powdered wig spills white powder on the ground.~ -~ -9 0 17 -4 0 0 0 -1 500 50 -E -wig~ -This wig is worn by courtiers and people of gentle birth. -~ -A -12 60 -A -3 2 -#25065 -rotting heart necromancer~ -the rotting heart of the Necromancer~ -A blackened heart spews foul blood onto the ground.~ -~ -19 262144 1 -1 0 0 1 -1 0 0 -E -rotting heart~ -This foul organ is proof positive that the Necromancer is dead... for now. -~ -#25066 -medal glory~ -the medal of glory~ -A shining gold medal gleams brightly.~ -~ -9 8916032 5 -13 0 0 0 -8 500000 50000 -E -medal glory~ -This medal bears the Imperial coat of arms on one side, and the visage -of Emperor Maximillian on the reverse. Heroes of the Empire are granted -this medal for exceptional services to the realm. -~ -A -13 50 -A -12 50 -A -18 3 -A -19 3 -A -20 -2 -> wear_prog 100~ -if isgood($n) -mea $n _whi You swell with pride as you wear this symbol of your bravery. -mer $n _whi $n swells with pride as $e dons a symbol of $s bravery. -endif -~ -> remove_prog 100~ -if isgood($n) -mea $n _whi You reluctantly remove the medal granted you for your heroism. -mer $n _whi $n reluctantly removes the medal granted $m for $s heroism. -endif -~ -> drop_prog 100~ -mea $n _whi Shocked by your rejection of it, the medal changes color! -mea $n You are suddenly overcome by an urge to destroy this item... -mer $n _red $n snarls in range and smashes the medal! -mpforce $n sac $o -~ -| -#25067 -butcher knife~ -butcher knife~ -Blood drips from this deadly sharp blade.~ -~ -5 524816 8193 -0 0 0 1 -5 5000 500 -E -butcher knife~ -The blood of dozens of innocents have stained this blade. -~ -A -18 4 -A -19 6 -> wear_prog 100~ -if isgood($n) -else -mpforce $n cackle -endif -~ -| -#25099 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#25000 -Darkness Falls~ -The narrow path is composed of crumbling flagstones, partially overgrown -with decayed weeds where it borders the rolling fields to either side. -Running southwards, it descends down the gentle side of a small tor, at -the base of which rests the village of Gilchrist. To the east, winking -lights mark Heddick's Bluff, and the manor of the Baron DuChesne. To the -west the ominous outline of the Hillside Cemetary umbrages the horizon, -its ugly protrustion casting a shadow over the valley. Although the visage -is peaceful and quiet, it is a little too quiet... no birds chirp in the -gnarled trees, no animals scamper through the grass, which is stained an -unpleasant brown. Light from sun and moon is obscured by heavy overhanging -clouds, tinged with an angry purplish shade. The air is still, and humid, -as before a thunderstorm. The pervading aura of gloom would appear to -lend credence to the purported curses laid upon this place by agents of -the dark power known only as the Necromancer. -~ -0 4 4 -D0 -The path continues down the hill towards Gilchrist. -~ -~ -0 -1 25001 -S -#25001 -A Quiet Journey~ -The path continues, wending its way ribbonlike down the slope of the -grassy hill. Trees of various types have burst sporadically through -the soil to either side over the centuries, making the sloping terrain -resemble a patchwork quilty of green and brown shades. Twisted, gnarled -things, they loom menacingly like the footsoldiers of some army of flora. -The cobblestones shift underfoot occasionally, evidence of insufficient -maintenence. -~ -0 0 4 -D0 -The path continues down the hill towards Gilchrist. -~ -~ -0 -1 25002 -D2 -The path ascends a gentle slope, heading towards the summit of a small hill. -~ -~ -0 -1 25000 -S -#25002 -The Valley Floor~ -After several hundred yards the path flattens out as it reaches the -valley floor, which houses Gilchrist, nestled between the surrounding -hills, ostensibly secure in their protective earthen embrace. The -hills to either side bear the other noteworthy landmarks of the valley, -and to the north a junction marks the point where disparate roads rise -to meet these destinations. -~ -0 0 2 -D0 -The path branches to the north, heading in several directions. -~ -~ -0 -1 25003 -D2 -The path ascends a gentle slope, heading towards the summit of a small hill. -~ -~ -0 -1 25001 -S -#25003 -A Meeting of Paths~ -At this point the valley path is met by another trail, running west -towards the base of the forbidding hill that houses Hillside cemetary, -the cursed resting place of the restless dead. Since the coming of the -Witch and her curse, none have dared venture any nearer this former -site of rememberence and respect. Agents of the Necromancer abound in -these lands, it would seem. The trees near here shift slightly, as if -troubled by a breeze, though the air remains quite still. A chill tinges -the air, enough to warrant an extra cloak, and the faint stench of death -drifts ever so slightly from the west. -~ -0 0 2 -D2 -The path ascends a gentle slope, heading towards the summit of a small hill -~ -~ -0 -1 25002 -D3 -West leads towards the base of Hillside Cemetary. -~ -~ -0 -1 25004 -D6 -~ -~ -0 -1 25051 -S -#25004 -Approaching Hillside~ -Precariously perched atop one of the many hills that surround the -valley, Hillside cemetary could not have been more appropriately -named. The blackened metal gates are visible at the end of this -long and winding path that winds up the side of the hill, towards -the entrance to the haunted graveyard. Lightning flashes along the -horizon, heralding the approach of a thunderstorm. -~ -0 0 2 -D1 -A meeting of paths -~ -~ -0 -1 25003 -D7 -The path approaches Rannu's Tor. -~ -~ -0 -1 25005 -S -#25005 -The Base of the Hill~ -Hillside cemetary has been in place for so long that the locals have -not really used the name of the hill upon which it rests for decades. -Known as Rannu's Tor, it is the tallest hill in the region, and the -effort required to carve the path into its side that begins here was -extensive. Rannu was a hero born in this region, who rose centuries -ago to cast down the dread tyrant Xarad-Bar'qh, slaying him and his -many minions before perishing himself at the hands of the tyrant's -concubines. However, that is ancient history to those of Gilchrist, -who simply refer to the hill as Hillside, when they rarely broach the -subject of the cursed graveyard. -~ -0 0 4 -D4 -Upwards lies the summit. -~ -~ -0 -1 25006 -D8 -The path heads away from Rannu's Tor -~ -~ -0 -1 25004 -S -#25006 -The Top of Rannu's Tor~ -After a long, exhausting ascent, the path levels out and heads west -towards the gloomy gates of Hillside. Bleached bones lie scattered to -either side, ample evidence of evil activities both within and without -the cemetary. Those who have been sent here by the Baron or the towns -folk to lay the evil presence to rest have never returned... -~ -0 0 4 -D3 -The gloomy gates of the cemetary loom menacingly. -~ -~ -0 -1 25007 -D5 -The path heads away from Rannu's Tor -~ -~ -0 -1 25005 -S -#25007 -Hillside Cemetary~ -The blackened metal gates bar the single entrance to this resting place -of the ancestors of those who live in the valley. The metal is twisted -and scarred, as if by red hot hands grasping and rending at them. The -air here is putrescent, reeking of rotting flesh and decaying organs. -Numerous body parts have been thrust onto the metal spikes that line the -ornate game, partially obscuring the name- HILLSIDE CEMETARY. -~ -0 4 1 -D1 -East leads away from the cemetary, back down the hill. -~ -~ -0 -1 25006 -D3 -~ -gate~ -1031 -1 25009 -S -#25008 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153989 1 -D2 -~ -~ -0 -1 25009 -D3 -~ -~ -0 -1 25011 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25009 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153989 1 -D0 -~ -~ -0 -1 25008 -D1 -~ -gate~ -1031 -1 25007 -D2 -~ -~ -0 -1 25010 -D3 -~ -~ -0 -1 25012 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25010 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25009 -D3 -~ -~ -0 -1 25013 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25011 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D1 -~ -~ -0 -1 25008 -D2 -~ -~ -0 -1 25012 -D3 -~ -~ -0 -1 25014 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25012 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25011 -D1 -~ -~ -0 -1 25009 -D2 -~ -~ -0 -1 25013 -D3 -~ -~ -0 -1 25015 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25013 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25012 -D1 -~ -~ -0 -1 25010 -D3 -~ -~ -0 -1 25016 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25014 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. - -The barred door of the chapel lie to the north. A keening wail can be -heard from behind them. -~ -0 3153985 1 -D0 -~ -~ -7 -1 25020 -D1 -~ -~ -0 -1 25011 -D2 -~ -~ -0 -1 25015 -D3 -~ -~ -0 -1 25017 -> entry_prog 100~ -if isnpc($n) -mpe The undead lurches away from the chapel, its attention distracted. - if rand(25) - mpforce $n e - else - if rand(33) - mpforce $n s - else - mpforce $n w - endif - endif -else -mea $n A chill passes over you as you near the defiled chapel. -endif -~ -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25015 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25014 -D1 -~ -~ -0 -1 25012 -D2 -~ -~ -0 -1 25016 -D3 -~ -~ -0 -1 25018 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25016 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25015 -D1 -~ -~ -0 -1 25013 -D3 -~ -~ -0 -1 25019 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25017 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D1 -~ -~ -0 -1 25014 -D2 -~ -~ -0 -1 25018 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25018 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25017 -D1 -~ -~ -0 -1 25015 -D2 -~ -~ -0 -1 25019 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25019 -The Desecrated Graveyard~ -Twisted, blackened tombstones tear through the tainted soil like the -granite teeth of some gargantuan subterranean beast, gnashing and -grinding at the mangled corpses that stagger from beneath them, all -abandoning their resting places, eager to walk upon the surface once -more. Filled with a dark malevolence, they stagger among the gaping -graves, eager to drink their fill of the blood of innocents. -~ -0 3153985 1 -D0 -~ -~ -0 -1 25018 -D1 -~ -~ -0 -1 25016 -> rand_prog 66~ -mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. -if ispc($r) - if rand(25) - mea $r A ghostly hand brushes against your face. - else - if rand(33) - mea $r A cackling skull flies straight at you, then suddenly disappears. - else - if rand(25) - mea $r A rotting hand bursts through the soil and clutches at your leg! - else - endif - endif - endif -else -mpasound From nearby, the sound of hands digging through soil can be heard. -endif -~ -| -S -#25020 -The Unholy Sanctuary of the Desecrated Chapel~ -The darkened interior of the chapel reeks of death and decay, and is -filled with an almost overwhelming evil presence that even the most -ignorant could not help but detect. Stains cover the walls, of various -substances, mostly unmentionable. The shattered windows admit driving -rain, a sign that the storm you sighted earlier has finally struck. -The floor is slick with water, and something else... fresh blood? -~ -0 3153993 0 -D0 -The aisle between the pews is a scene of carnage. -~ -~ -0 -1 25021 -D2 -~ -~ -7 -1 25014 -> rand_prog 100~ -mpe Heavy hands beat at the oaken portals, as the undead struggle to enter. -if rand(25) -mpe A dread moaning sound echoes through the chapel. -mpasound A dread moaning sound echoes through the chapel. -else -endif -~ -| -S -#25021 -The Umbraged Chapel~ -A foulness fills the air of the chapel, a certain malevolence not easily -quantifiable. It is more than the corpses lying amongst the pews, more -than the bloodstains covering the walls, more than the mutilated bodies -hanging from the scorched rafters, depositing the occasional piece of -burnt flesh. It is a presence, as of some dark force that was defiling -soul as well as body and mind. Shattered remnants of various religious -objects tell the tale of the sorry fate suffered by the worshippers who -were caught here when the evil arrived, doubtlessly minions of the fell -Necromancer. Without a doubt, the rumors of his machinations are proved -by what has transpired within this chapel. -~ -0 3153993 0 -D0 -The fouled altar of this unholy place lies here. -~ -~ -0 -1 25024 -D1 -The evil continues... -~ -~ -0 -1 25023 -D2 -The stout doors of the chapel are all that stand between you and the dead. -~ -~ -0 -1 25020 -D3 -The evil continues... -~ -~ -0 -1 25022 -> rand_prog 50~ -mpe _red Fresh blood pours down the stained walls, coalescing in large pools. -~ -> entry_prog 100~ -if isnpc($n) -else -if class($n) == paladin -mea $n _red Revulsion grips your pure soul as you behold the desecration. -else -if isgood($n) -mea $n You are sickened by this wanton display of all that is unholy. -mpforce $n say I vow to destroy this evil! -mpe A dread cackling accompanies $n's threat... -else -if isneutral($n) -mea $n You frown as you behold this excess of evil, that threatens the balance. -else -mea $n _red Visions of death and destruction cloud your ecstatic mind! -mpforce $n cackle -endif -endif -endif -endif -~ -> rand_prog 33~ -mpe _red A scorched bit of flesh falls from the bodies suspended above. -mpoload 25028 -drop scorched -~ -| -S -#25022 -The Umbraged Chapel~ -Dark stains, marking the point where wounded victims attempted to -scale the walls to clamber out the broken stained glass windows, -cover the once-white walls, a grim reminder of the unpleasant fate -suffered by those whose bodies litter the chapel. A thick stench -causes constant discomfort, although it is not as bad here as in the -central worship area. Scrawlings and scribblings cover the walls here -scribed in blood by some deranged man. -~ -0 3153929 0 -D1 -The center of the chapel is littered with corpses. -~ -~ -0 -1 25021 -E -scrawlings scribblings~ -They read, variously- - -BEWARE THE WITCH! -THE NECROMANCER COMETH! -ONLY THE HAND OF THE DEAD CAN OPEN THE CRYPT! -~ -S -#25023 -The Umbraged Chapel~ -The bulk of this wing of the chapel has been filled with bodies, piled -high for some unfathomable purpose. Most of them are in various stages -of decay, and show signs of having been at least partially devoured -over the last few weeks, as if some beast pauses to nibble every now -and again on the protruding pieces of flesh. Faces agape in visages of -pure terror, these unfortunates have been damned, their souls taken -as easily as their bodies. -~ -0 3153929 0 -D3 -~ -~ -0 -1 25021 -S -#25024 -Diabolic Sanctum~ -The end of the chapel bears the most sickening sight of all- an altar, -formerly devoted to law and goodness, now corrupted to serve as a -tool in the worship of dark powers. Surely those of an evil persuasion -would revel in such a flagrant defilement of this icon of benevolence. -Blood covers the altar, as well as the walls, and the staked corpses -affixed to the wall gaze down at the altar in sheer horror; at least -as best they can- their eyes have exploded in their heads, one of the -many fates they suffered as they perished, horribly, at this altar. -~ -0 3153929 0 -D2 -~ -~ -0 -1 25021 -D10 -~ -altar~ -134155 -1 25025 -> rand_prog 66~ -mpe _red The shrieks of a thousand condemned souls cry out from the altar. -~ -> rand_prog 25~ -mpe _red The altar pulsates in anticipation of more souls to devour. -~ -| -S -#25025 -The Subterranean Catacombs~ -A low-ceilinged tunnel lies here, running beneath the chapel, undoubtedly -to various tombs and storage rooms. Most churches of this region bear -similar underground tombs; indeed, many of the saints are interred beneath -the altars of churches and cathedrals. Past nobility and others of means -would have been buried in specially constructed crypts, spaced along the -twisting tunnels that honeycomb through the hill. The air here is foul, as -would be expected, though there is more than the stale stench of such tombs. -Something evil. -~ -0 3153928 0 -D0 -Darkness beckons... -~ -~ -0 -1 25038 -D4 -~ -trapdoor~ -1027 -1 25024 -> rand_prog 25~ -mpclosepassage 25025 2 -~ -| -S -#25026 -The Hidden Crypt~ -A narrow, dusty crawlspace runs behind the false wall, heading into -the darkness, presumably towards the final resting place of someone -of import. Why the tomb has been concealed thusly thus far remains -a mystery. Cobwebs fill the shadowed ceiling, of which very little -can be seen. Several pairs of footprints in the thick dust covering -the floor indicates someone has been here recently... -~ -0 3153929 0 0 0 3 -D0 -~ -wall~ -3 -1 25025 -D1 -It is too dark to anything! -~ -~ -0 -1 25027 -S -#25027 -The Hidden Crypt~ -The passage ends here, at the top of a narrow stair that descends -into the darkness, out of the range of any light source. A chill -fills the air, accompanied by occasional gusts of wind from somewhere -far below. Moans are carried on this unnatural breeze, moans of sheer -anguish and despair. -~ -0 3153929 0 0 0 3 -D3 -It is too dark to anything! -~ -~ -0 -1 25026 -D5 -It is too dark to anything! -~ -~ -0 -1 25028 -S -#25028 -The Resting Place of Lord Tarrant~ -The stairs end some thirty feet down in a cavernous chamber, the walls -of which are lined with unlit torches thrust into metal sconces, set -at regular intervals around the perimeter. In between each sconce hangs -a portrait, of knights of ages past. Above each portrait hangs a coat -of arms of that knight's house, a mark of respect to the knight and to -his house. Piles of corroded weapons lie atop moldering clothing below -each picture; the remains of the knight's battle garb, worn so bravely -in life and now left to rot in death. Of their bodies, though, there is -no sign. Only a single coffin can be seen in the room, placed in the -center of the chamber, atop a stone plinth. It is from this coffin that -the breeze, and the sounds it carries, appears to emanate... -~ -0 3153929 0 -D4 -It is too dark to anything! -~ -~ -0 -1 25027 -S -#25029 -The Demonic Chantry~ -Long stone passages beckon, rife with the evil infestation that has -cast such a pall over the valley. Surely one need look no further for -ample evidence of the Necromancer's black hand reaching out over this -region. His minions abound, pursuing their insane, nihilistic plans -to thrust the world into eternal darkness. Howls and screams, expected -in this fell domain, echo down the greasy stone halls. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25031 -D2 -~ -~ -0 -1 25046 -D3 -~ -~ -7 -1 25030 -S -#25030 -A Dark Study~ -At one stage a quiet research area used by the priests, this chamber -has been usurped and converted to a not dissimilar function, though -the texts now researched here would cause the eyes of a priest to -explode in their sockets, followed closely by their brains. Dark tomes -of ancient origin line a wooden shelf set in the west wall; a reddish -glow suffuses them, indicating the presence of a magical forcefield, -to deter unwanted perusal- as if the very fact that reading most of -these tomes leads to agonizing death was not enough. -~ -0 3153929 0 -D1 -~ -~ -7 -1 25029 -S -#25031 -The Demonic Chantry~ -In ages past, these narrow passages served as access for the priests -to bless the resting places of the dead, but now these dead have risen -and the priests have all been slain. Evil reigns supreme here, seeming -to envelop all in an almost-quantifiable grasp. Cold hands clutch at -those who pass, as if the disturbed souls of the restless dead seek -to exact their vengeance at this final insult. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25032 -D1 -~ -~ -0 -1 25034 -D2 -~ -~ -0 -1 25029 -S -#25032 -The Demonic Chantry~ -A gaping pit lies here, beyond a pentagram where unholy ceremonies -have created a gateway to the inhospitable plane of the hellish ones -who rule this dark cabal. It would be sheer folly to pass into such a -place, where chaos reigns supreme. Strange noises come from the pit, -as of a beast in tremendous pain. Trails of blood run from the dark -pentacle into the pit, accompanied by a slurping sound, as if this -ichor were sustaining something... -~ -0 3153929 0 -D2 -~ -~ -0 -1 25031 -D5 -Some unknown horror awaits the next sacrifice... -~ -pit~ -128 -1 25033 -D10 -Certain death. -~ -pentagram~ -133120 -1 25050 -S -#25033 -The Pit~ -The soft earthen floor conceals the half-buried remains of a score -or more of victims of the cabal, hurled down here during the unholy -rituals to their dark masters. The air is cold, and damp, and carries -the familiar putrescent odor common to most of this place. Something -foul lives here, something no mortal was meant to ever see... -~ -0 3153929 13 -D4 -~ -~ -128 -1 25032 -S -#25034 -The Demonic Chantry~ -Twisting corridors, lined with vacant spaces where once lay the corpses -of the fallen, wind through the hill beneath the chapel, spreading out -in all directions. These excavations took centuries to complete, and -yet were taken over by the agents of the Necromancer in a mere matter -of hours. What became of those interred here is unclear, though there is -the grim possibility that many of them now roam the catacombs as the -foul ghouls. -~ -0 3153929 0 -D2 -~ -~ -0 -1 25035 -D3 -~ -~ -0 -1 25031 -S -#25035 -The Demonic Chantry~ -The passage ends here, in a dead end that boasts but a single stone -door, set in the eastern wall and heavily decorated with murals of -scenes common to the afterlife. A series of dark glyphs have been -superimposed on this mural, doubtless marks of the cabal, signifying -that who (or what) lies beyond this door is of some importance... -~ -0 3153929 0 -D0 -~ -~ -0 -1 25034 -D1 -~ -~ -1027 -1 25036 -S -#25036 -A Dark Sanctuary~ -Once a tomb of an ancient knight, the contents of this chamber have -been cast out, and replaced with a long desk, laden with piles of -parchment covered in black runes and sigils. A dull humming sound -arises from them, accompanied by the occasional low moan. The air is -thick with the stench of brimstone, and the blood that forms the -pentagram on the floor seethes and bubbles, as if it were boiling. -The naked corpse of an unfortunate villager lies drained of blood -in one corner. This is obviously the chambers of the cabal's leader. -But where is the Witch? Or her master, the Necromancer? -~ -0 3153929 0 -D3 -~ -~ -1027 -1 25035 -D5 -~ -trapdoor~ -8389671 25037 25037 -D10 -~ -pentagram~ -133120 -1 25050 -S -#25037 -Sepulchure~ -This small chamber lies nestled beneath the looted tomb, apparently -the quarters of someone of equal importance but differing needs. No -furniture can be seen, save for a single board, to which several -small animals have been nailed, as part of some dark ritual of augury. -Whoever resides here had little in the way of material possessions, or -had little need for such trappings. -~ -0 3153929 0 -D4 -~ -trapdoor~ -8389671 25037 25036 -> entry_prog 100~ -mea $n As you enter, a hideous crone shimmers into view. -mpmload 25005 -mpforce clone1 say So, you have managed to find my little lair... -mpforce clone1 chuckle -mpforce clone1 emote shrugs and waves a clawed hand casually. -mpforce clone1 say It matters not. Soon the Necromancer will come, -mpforce clone1 say and then it will be far too late... -mpforce clone1 say Now if you'll excuse me, I have a meeting to attend... -mpforce clone1 cackle -mpe The witch disappears in a cloud of dark energy! -mppurge clone1 -~ -| -S -#25038 -Approaching the Catacombs~ -The passage changes here, from uniform stone to rough hewn earth, -bearing marks of recent excavation. The passage once continued north, -but has been filled with rubble, necessitating a detour through the -new tunnels to the east. A foul smell rises from this direction, as -the air is tainted with decay. -~ -0 3153933 0 -D1 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25039 -D2 -A guttering torch casts a dim light. -~ -~ -0 -1 25025 -> rand_prog 100~ -if ispc($r) -mea $r _yel Unseen hands shove you forwards into the tunnels! -mpforce $r east -else -endif -~ -| -S -#25039 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D0 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25040 -D1 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25042 -D2 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25041 -D3 -A dim glow can be made out. -~ -~ -0 -1 25038 -S -#25040 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D2 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25039 -S -#25041 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D0 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25039 -S -#25042 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D0 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25045 -D1 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25044 -D2 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25043 -D3 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25039 -S -#25043 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D0 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25042 -S -#25044 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. - -A small hole can be seen in the floor. -~ -0 3154057 13 -D3 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25042 -D5 -This hole leads down to a fouled lair. -~ -Hole~ -2048 -1 25047 -E -hole~ -This hole leads down to a fouled lair. -~ -S -#25045 -To the Death...~ -Cramped, narrow passages abound, filled with nameless dread, invoked by -the foul stench of cadaverous feasts. Blood umbrages every surface, mingled -with torn scraps of clothing and whitened bones. Deep gouges scour the -walls, as if it were torn in anger and rage by some senseless beast. -~ -0 3154057 13 -D2 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25042 -D7 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25046 -S -#25046 -Exiting the Catacombs~ -The tunnel here becomes more even, the walls and ceiling more uniform, -constructed of fitted stones instead of soft earth. The air still -carries the now-familiar stench of death and decay, but here it is -tainted with something else, a darker scent, of ancient evils awakened -and brought to this realm. The walls are greasy, slick with a dark -substance that looks suspiciously like the ichor of some unholy beast. -~ -0 3153933 0 -D0 -~ -~ -0 -1 25029 -D8 -The passage is shrouded in inpenetrable darkness. -~ -~ -0 -1 25045 -> entry_prog 100~ -mea $n _yel Rough hands claw at you from the darkness! -mpdamage $n 25 -~ -| -S -#25047 -A Hidden Lair~ -This fouled hole, partially filled with broken bones and rubble, is -heavy with the stench of death and decay. Putrescent chunks of flesh -lie half-devoured over the floor, amidst bloodstains and puddles of -other substances. Despite the filth, the lair may hold something of -interest, for it is here that the ghouls store their booty... -~ -0 3145869 13 -D4 -~ -~ -0 -1 25044 -S -#25048 -Floating in a void~ -~ -0 4 1 -S -#25049 -Floating in a void~ -~ -0 4 1 -S -#25050 -A Raging Inferno~ -The first thing you see as you rashly pass through the gateway is a -vast plain, of red soil, which appears to be on fire... As you pause to -consider how dirt could possibly burn, your attention is diverted by a -roar, and a wave of heat as a monstrous wall of flame engulfs you, -reducing to to a charred stain in seconds. -~ -0 3155983 0 -S -#25051 -The Eastern Path~ -The road travels eastward, heading directly for the base of the bluff -that harbors the residence of the Baron. The twinkling lights of the -village of Gilchrist are visible to the northeast, past a row of low, -sloping hillcocks that the path ribbons through. The air is still, -and bereft of the animal noises one who travels such roads is normally -accustomed to. -~ -0 0 2 -D1 -The path winds through the low hills. -~ -~ -0 -1 25052 -D9 -Several paths converge here. -~ -~ -0 -1 25003 -S -#25052 -Another Junction~ -Here the road to the east is met by a broad trail that leads north -to the outskirts of Gilchrist, barely visible from here. Horse sign -marks the trail here, gouging the soft earth that lies to either side -of the flagstones, indication of large forces of mounted knights that -have moved through the area. In fact, the distant approach of a rider -can be detected, his steed's hooves clattering on the stone. -~ -0 0 2 -D0 -The path heads towards Gilchrist. -~ -~ -0 -1 25065 -D1 -The path winds through the low hills. -~ -~ -0 -1 25053 -D3 -The path winds through the low hills. -~ -~ -0 -1 25051 -S -#25053 -Approaching the Manor~ -The path rises sharply to the east here, ascending sharply to the -summit of the bluff, where the manor of Baron DuChesne looks out -over the valley his family is sworn to rule and defend. A dark -pall hangs in the air, and the sense of being watched by some foul -presence is strong. The palpable stench of death is strong in the -air, as is the odor of fresh blood. -~ -0 0 2 -D3 -~ -~ -0 -1 25052 -D4 -~ -~ -16777216 -1 25054 -S -#25054 -The Bluff~ -From this vantage, one has a clear view of the valley and its surrounds, -including the twinkling lights of Gilchrist to the northwest. It is the -village that the Baron holds dear, and is sworn to defend. His current -inability to do so pains him; perhaps he would be grateful to those who -would purge the valley of the menace of the Necromancer... very grateful? -The imposing manor of the baron lies east of here, set back from here. -~ -0 4 1 -D1 -Approaching the manor. -~ -~ -0 -1 25055 -D5 -The bottom of the cliff. -~ -~ -0 -1 25053 -S -#25055 -A Narrow Path~ -This path has been trampled by horse hooves and booted feet, flattened -so as to be even and unmarked by potholes, though a recent rain has -left grooves along the side where the water ran off. Once lush trees -to the sides of the road appear sickly and frail; some of this could -be blamed on the season and climate, but there's more to it than that; -the evil of the Necromancer has tainted this land, perhaps irrevocably. -~ -0 0 1 -D3 -The bluff. -~ -~ -0 -1 25054 -D6 -Approaching the manor. -~ -~ -0 -1 25056 -S -#25056 -Approaching the Manor~ -The red stone structure that houses the Baron and his house lies to -the north, a few dozen yards along the trampled path. At this point, -the front of the house is visible; glass windows looking out from the -facing over a neatly tended garden, through which the path runs. A -cart without horses, for the Baron, stands near the entrance, as does -a white stone statue, sans arms, which stands in the middle of the -garden. The house is quite stately, and well kept despite these dark -times. -~ -0 0 1 -D0 -The doors of the manor. -~ -~ -0 -1 25057 -D9 -A trampled path. -~ -~ -0 -1 25055 -S -#25057 -Before the Manor~ -The path approaches three steps that rise to a pair of wooden doors, -with brass handles and knockers, which are the only entrance to the -manor. No guards stand outside, although you do not doubt that you -are under observation from some vantage point. Within the manor you -will undoubtedly be able to find the baron, and perhaps find out if -he is in need of your help (perhaps a reward is in the works). -~ -0 0 1 -D0 -Two wooden doors open onto the manor. -~ -~ -3 -1 25058 -D2 -Departing the manor. -~ -~ -0 -1 25056 -S -#25058 -A Reception Hall~ -The doors open onto a marble hall, covered with a thick red rug, and -flanked by white marble statues, of the nymphs of ancient legend, each -representing one of the seven virtures, and the seven sins, in order. -Between the statues hang oil paintings, mostly landscapes but also some -portraits of ancestors of the Baron and his House. Long banners flank -the door, bearing the Baron's Coat of Arms, and of course the Imperial -Coat of Arms, seen throughout all Imperial holdings. -~ -0 8 0 -D0 -The end of the hall. -~ -~ -0 -1 25064 -D1 -~ -~ -3 -1 25060 -D2 -~ -~ -3 -1 25057 -D3 -The library. -~ -~ -3 -1 25059 -S -#25059 -The Manor Libary~ -You pass into a comfortable library, where the Baron stores the bulk of -his beloved books. Surrounding you are shelves stacked with heavy tomes -dealing with all manner of subjects. Works on Law, Art and Government -line some shelves, while treatises on Witchcraft, the Occult and even -Demonology fill the shelf nearest the chair the Baron sits in when he -is reading. Apparently he has been researching his enemy exhaustively, -in an attempt to find a way to defeat him. A roaring blaze in the fire -place warms the room, while the thick carpet underfoot eases your tired -feet. -~ -0 8 0 -D1 -The entrance hall. -~ -~ -3 -1 25058 -S -#25060 -The Dining Hall~ -This chamber is dominated by a massive table that could seat thirty, -which is, like the rest of the furniture in this room, covered with -white cloth. The Baron has had little cause to celebrate since the -darkness that has claimed the land (and took his family), and thus -it has remained unused for months. Crystal chandeliers hang from the -rafters, and could illuminate the chamber for hours, though the task -of lighting them would take hours. A door to the north leads to the -kitchens. -~ -0 8 0 -D0 -A door to the kitchens. -~ -~ -3 -1 25061 -D3 -The reception hall. -~ -~ -3 -1 25058 -S -#25061 -A Narrow Corridor~ -This short corridor links the kitchens to the dining hall, and is an -insulation between the two, so that guests are not disturbed by the -kitchen staff working (and vice versa). The walls are plain, and bear -only white paint as decoration. A door in the east wall leads into -the kitchen; you are deterred from charging straight in by the sight -of blood seeping out from underneath the door... -~ -0 8 0 -D1 -The kitchens. -~ -~ -3 -1 25062 -D2 -The dining hall. -~ -~ -3 -1 25060 -S -#25062 -The Kitchens~ -Once an orderly kitchen where scores of meals were prepared, the -kitchens have been transformed into a scene of bloody murder. Some -vile creature has managed to infiltrate the Baron's manor, and then -secreted itself in here, massacring all that enter, until it gets a -chance to strike at the Baron. Blood, some of it fresh, coats every -available surface, while gutted corpses hang from meat hooks on the -ceiling, blood and gore dripping onto the floor. A basket of severed -heads sits near the door, while a pile of dismembered limbs fills the -preparation tables, many of them speared with knives and forks. The -stench is horrid, and assaults your nostrils. Woe to whoever else may -enter this kitchen, for the beast responsible for this will quickly -dismember them as it has everyone else, and add you to its grisly and -stinking collection. -~ -0 8 0 -D0 -The pantry. -~ -~ -3 -1 25063 -D3 -A narrow corridor. -~ -~ -3 -1 25061 -S -#25063 -The Pantry~ -This small cupboard once stored foodstuffs, but is now filled with all -manner of hacked and mutilated corpses, stored here while the insane -psychopath without adds more victims to his collection. Undoubtedly he -intends to manufacture another Nek'rabeast to join him in this blood- -letting frenzy. -~ -0 8 0 -D2 -~ -~ -3 -1 25062 -S -#25064 -The End of the Hall~ -The hall ends here, at a staircase that ascends to the second level, -and the sleeping area of the Baron and what remains of his family. -However, the knights have barricaded the stair, at the Baron's request -as he no longer wishes to revisit the scene of the slaughter of his -family by a Nek'rabeast. He spends all of his time in the library, as -he attempts to find a way to defeat this menace. -~ -0 8 0 -D2 -~ -~ -0 -1 25058 -S -#25065 -Approaching Gilchrist~ -Approaching Gilchrist, you cannot help but notice how bare the streets -are. Only a few huddled citizens scurry quickly between structures -fallen into disrepair; the cynical would say that the soul has been -torn from these pathetic creatures. A kinder soul would seek a way to -mend the damage done to them, and an avaricious soul may well wonder -what sort of reward the Baron would offer if someone dispelled this -threat to his people. -~ -0 4 1 -D0 -~ -~ -0 -1 25066 -D2 -~ -~ -0 -1 25052 -S -#25066 -Gilchrist~ -The streets of this small village are a scene of dark depression. The -villagers that move about are sullen and without any happiness; the -Necromancer has taken the lives of most of their loved ones, most -foully slaying all their children to break their morale. And on top -of all of this, their Baron appears to have failed them, having been -unable to put an end to the evil that plagues their town. -~ -0 0 1 -D1 -Gilchrist. -~ -~ -0 -1 25075 -D2 -Leaving Gilchrist. -~ -~ -0 -1 25065 -D3 -Gilchrist. -~ -~ -0 -1 25067 -S -#25067 -Gilchrist~ -Walking through Gilchrist is like walking through a graveyard; those -that remain here have as much animation as the dead, and as much in -personality and motivation. It is as if their very souls have been -taken from them, by the Necromancer, leaving empty shells to wander -aimlessly through the streets. -~ -0 0 1 -D0 -Gilchrist. -~ -~ -0 -1 25068 -D1 -Gilchrist. -~ -~ -0 -1 25066 -S -#25068 -Gilchrist~ -The streets here are piled with rubbish; no one cares enough to make -the effort to clean the refuse piled in the gutters, and on the road -itself. Nearby buildings are boarded up, their occupants having either -been slain or moved away. Evidently the battle against the Necromaner -has already been lost, as far as these villagers are concerned. -~ -0 0 1 -D0 -Gilchrist. -~ -~ -0 -1 25070 -D2 -Gilchrist. -~ -~ -0 -1 25067 -D3 -A small home. -~ -~ -0 -1 25069 -S -#25069 -Cottage of the Seer~ -This cluttered shack houses the village seer, one of the few people -who has refused to be driven off, and has never given up hope that -one day, some way, the Curse of the Necromancer would be lifted. She -has gone more than a little mad, however, due to constant contact with -the lower planes, and much of what she says is gibberish, and not to -be counted. -~ -0 8 0 -D1 -Gilchrist. -~ -~ -0 -1 25068 -S -#25070 -Gilchrist~ -Around every bend in this village you behold more scenes of sorrow and -despair. It is almost too much to bear, to witness an entire population -that is totally devoid of hope. Surely the Baron would be capable of -doing something to lift their spirits? At any rate, they would indeed -be grateful to those who helped defeat their enemy. Grateful indeed. -~ -0 0 1 -D0 -The home of the Mayor. -~ -~ -0 -1 25071 -D1 -Gilchrist. -~ -~ -0 -1 25072 -D2 -Gilchrist. -~ -~ -0 -1 25068 -S -#25071 -The Home of Francois~ -This well-furnished dwelling is the home of the Mayor of Gilchrist, -a former friend of the Baron, who has lost faith in his liege, due -to these problems infesting his beloved village. Most of the items -of value have long since been sold to hire mercenaries to battle -the evil, mercenaries who either fled without trying or perished -at the hands of the Necromancer's minions. -~ -0 8 0 -D2 -Gilchrist. -~ -~ -0 -1 25070 -S -#25072 -Gilchrist~ -In all of your adventures, you cannot remember ever passing through -such a desolate, depressed settlement. Not within the bounds of -the Empire, at least; one would surely assume (and hope) that the -Emperor would make every effort to protect those who pay taxes to -him, and send a legion to quell the dark forces that assault the -village and surrounding lands. -~ -0 0 1 -D1 -Gilchrist. -~ -~ -0 -1 25073 -D3 -Gilchrist. -~ -~ -0 -1 25070 -S -#25073 -Gilchrist~ -A path overgrown with weeds heads north, away from the village. The -soil there bears footprints of all the people that have ventured in -that direction, towards the mountains that form the northern edge -of the valley, in search of the Necromancer. Very few tracks come -back, very few indeed... -~ -0 0 1 -D0 -A path leads away from the village. -~ -~ -0 -1 25077 -D2 -Gilchrist. -~ -~ -0 -1 25074 -D3 -Gilchrist. -~ -~ -0 -1 25072 -S -#25074 -Gilchrist~ -Whispered conversations overheard during your trip through this dark -place have allowed you to deduce that the Necromancer has slain or -run off most of the occupants of this village, for whatever purpose, -and the remainder have lost all hope of ever seeing this darkly evil -presence quelled. Every child in the village was struck dead by plague -or Nek'rabeasts weeks ago. -~ -0 0 1 -D0 -Gilchrist. -~ -~ -0 -1 25073 -D2 -Gilchrist. -~ -~ -0 -1 25075 -S -#25075 -Gilchrist~ -The once evenly paved road here is littered with holes here, where a -number of bricks have been torn up or crushed, and left as they lie, -never to be repaired. Villagers don't even curse when they stumble -over these holes; they merely rise to their feet and continue onwards -with vacant stares on their faces. The depression is almost, indeed -threatens to be, overwhelming. -~ -0 0 1 -D0 -Gilchrist. -~ -~ -0 -1 25074 -D1 -The smithy lies here. -~ -~ -0 -1 25076 -D3 -Gilchrist. -~ -~ -0 -1 25066 -S -#25076 -Alain's Blades~ -This spacious structure houses one of the best-equipped smithies you -have ever been in, and as an adventer, you have been in quite a lot. -Once again, you are given a grim reminder of the awful fate that has -befallen this innocent village; despite his excellent trappings, and -obvious skill, this smith has not a single customer, despite, perhaps, -you. -~ -0 8 0 -D3 -A road through Gilchrist. -~ -~ -0 -1 25075 -S -#25077 -The Outskirts of Gilchrist~ -Tracks of humans and horses head north, away from the village, along -a winding path that takes you, eventually, to the foothills of the -dark mountain range that borders the valley, where the Necromancer is -thought to be. Broken banners and weapons, dropped by cowardly and -demoralized soldiers before they even neared the mountains, litter -the trail. -~ -0 4 1 -D0 -A path into the mountains. -~ -~ -0 -1 25078 -D2 -Gilchrist. -~ -~ -0 -1 25073 -S -#25078 -Approaching the Mountains~ -The road rises sharply as you pass into the foothills, beginning the -long journey towards the black spires that loom forbiddingly to the -north. Within those peaks you will encounter the source of all this -evil, and hopefully defeat it. Whether you are motived by honor, or -profit, you will have to battle as hard as you can to defeat such an -ancient and powerful foe. You cannot help but wonder what manner of -guardians he may have. -~ -0 0 4 -D2 -Heading back to town. -~ -~ -0 -1 25077 -D7 -Heading into the foothills. -~ -~ -0 -1 25079 -> entry_prog 100~ -mpforce $n shiver -~ -| -S -#25079 -Approaching the Mountains~ -Onwards and upwards the path ascends, heading through scorched hills -that were once green with lush grass and vegetation. Undead have laid -waste to most of the land surrounding Gilchrist, and will eventually -do the same to the rest of the valley, turning into the nightmarish -realm their master desires. Several spears have been thrust into the -earth beside the path here; atop them have been perched the severed -heads of slain knights, their mouths agape in their rotting faces; a -foul stench exudes from this grim warning. The knights still have atop -their heads their plumed helms, stained with blood and gore. -~ -0 0 4 -D7 -Heading into the foothills. -~ -~ -0 -1 25080 -D8 -Heading back to town. -~ -~ -0 -1 25078 -S -#25080 -Approaching the Mountains~ -The path twists and turns as it ascends, marked by more gruesome signs -of undead victories. Banners bearing both the DuChesne and the Imperial -coats lie tattered and scorched beside the road, trampled underfoot by -screaming ghouls and cackling skeletons. It is a wonder that the dark -Necromancer would move so boldly against an Imperial holding; perhaps -he is certain for some reason that there will be no Imperial forces to -arrive and slay him. -~ -0 0 5 -D6 -Heading into the foothills. -~ -~ -0 -1 25081 -D8 -Heading back to town. -~ -~ -0 -1 25079 -S -#25081 -Before the Wyrm Cave~ -The path ends abruptly here, before a cave set into the mountainside, -with no other way onwards visible. All of the tracks pass into this -cave, and very few indeed return. Badly burned bodies lie scattered -about the entrance, the flesh seared from their bones by incredibly -corrosive acid, their equipment pitted and etched beyond hope of any -repair. A thin coil of smoke, much like dragon exhalation, escapes -the cave entrance. -~ -0 0 5 -D0 -Certain death! -~ -~ -0 -1 25099 -D9 -Heading back to town. -~ -~ -0 -1 25080 -S -#25082 -The Gates of Nar'gha'zuyl~ -A narrow ledge near the peak of a forbidding, blackened spire is the -only secure foothold before the blackened steel gates that loom to -the east of you. Lightning crackles about the towering dark spires -that rise from the keep the gate guards, and rolling thunder that -echoes among the surrounding mountains does little to ease your mind. -Shadowy shapes flit about the towering walls, smooth and without a -single foothold that would allow anyone to scale them. To the west, a -yawning chasm surrounds the peak, a certain death for any foolish enough -to step in that direction, for the strong winds that gust around the -peak would dash even a flying traveller to pieces against the sharp stone. -There can be no doubt that this is the abode of the Necromancer, and his -minions. This may well be the last chance to pull out, for once inside -the walls of his keep, it is unlikely escape will be easy... -~ -0 1048576 5 -D1 -~ -~ -8389671 25056 25083 -> rand_prog 33~ -mpe _blu Lightning crackles about the blackened towers. -~ -> rand_prog 66~ -if ispc($r) -mea $r _red Visions of death and destruction pervade your thoughts! -mpforce $r shiver -endif -~ -| -S -#25083 -A Shadowy Courtyard~ -The ominous metal gates open onto a dark courtyard, overshadowed by -the looming spire that lies to the east. Not a soul can be seen on -the walls; no guards patrol the perimeter, nor keep watch. An eerie -whistling sound, caused by the wind passing through holes in the dark -inner walls, sets your teeth on edge. A metal trapdoor is set in the -stone floor, housing a dungeon no doubt, and whatever else a mad -necromancer may be inspired to keep. Flashes of lightning reveal a -little of the gothic architecture of this place; in some ways it is -almost beautiful in its terrible aspects; grinning gargoyles flank -each entrance, while intricate carvings of scenes of debauchery cover -the walls. -~ -0 3153920 1 -D1 -~ -~ -7 -1 25085 -D3 -~ -~ -8389671 25056 25082 -D5 -~ -trapdoor~ -7 -1 25084 -S -#25084 -The Treasure Vault~ -A fabulous amount of wealth greets your jaded eyes as you wrench open -the trapdoor and drop down into this tiny chamber. Statues carved by -artisans of civilizations lost centuries ago line wooden shelves, -while crates and chests overflowing with priceless gems and jewels -cover the floor. You don't even notice as the trapdoor swings slowly -shut above you, nor do you notice as the air grows thinner, until you -suddenly begin to choke while examining a matched pair of Lifebanes, -your vision blurring as you sink into a sleep you will never awaken -from. Imps scurry over your body, stripping it of valuables, which -they deposit on the shelves, then they return to their niches, awaiting -the next intruder... -~ -0 3155983 1 -S -#25085 -A Dark Hallway~ -Passing through the doorway, you enter a gloomy hallway, poorly lit -by smoldering torches set in cressets that resemble grinning skulls. -Water drips onto the floor, a red pool forming... red? The water is -in fact blood, and disgustingly enough appears to be coming from the -walls themselves. The blood is fouled, and tainted, and would disgust -the most ravenous Kindred, let alone those of the mortal realm. What -other horrors await at the end of this hall? The grinning statues at -each end that grin down at you certainly aren't letting you know. -~ -0 3153928 0 -D0 -The base of the hollow spire. -~ -~ -0 -1 25086 -D3 -The shadowy courtyard. -~ -~ -16777223 -1 25083 -S -#25086 -The Base of the Hollow Spire~ -At this point the hall ends at the base of a hollowed out turret, that -extends upwards farther than you can see. A chill breeze wafts through -the center of the spire, and is accompanied by a volley of howls and -shrieks. To venture further may mean undertaking a journey you cannot -retreat from; it may well be wise to pause and take stock of your -situation before continuing... -~ -0 3153928 0 -D2 -A darkened hall. -~ -~ -0 -1 25085 -D4 -Upwards ascends the spire. -~ -~ -64 -1 25087 -S -#25087 -The Dark Shaft~ -Unforgiving stone walls surround you on all sides as you fly through -the center of the shaft, ever cautious for enemies that are by now -on the lookout for you. Two doors, set in the walls to the east and -west, offer an escape from the draughty tunnel, though what lies in -wait for you behind them may make the dangers here pale in comparison. -Then again, what choice would you rather face- the known enemy, dire -as it is, or the unknown? -~ -0 19931144 0 -D1 -Hidden perils. -~ -~ -7 -1 25089 -D3 -Hidden perils. -~ -~ -7 -1 25088 -D4 -The shaft continues its ascent. -~ -~ -64 -1 25090 -D5 -The Dark Shaft. -~ -~ -64 -1 25086 -S -#25088 -Haven of the Cult~ -Those most favored of the dark cult of the Necromancer are invited to -his dark world, and bid to serve him in what manner he sees fit; most -commonly as sacrificial victims. However, certain cultists, notably -the Witch Tus'schepteba, rise through the ranks to become close and -trusted advisors, though this service is often of a brief duration as -the Necromancer knows well the treachery ambition breeds. He himself -became master of this realm by slaying his mentor. The dark chamber -they are bid to reside in boasts no furnishings or food; the cultists -survive on pure faith alone. -~ -0 3153928 0 -D1 -The dark shaft. -~ -~ -7 -1 25087 -S -#25089 -Lair of the Wyrm~ -Vile, inculcable evil awaits behind every door in this fell domain, -it seems. For the foul grotesque that lairs in here defies any real -description; it is a wyrm, though not a dragon, draconian, but too -reptillian. The venom that drips from its long barbed tail has scored -the stone, and the many skeletons that umbrage the dusty ground under -foot. What must that acidic compound do to exposed flesh... -~ -0 3153928 0 -D3 -The dark shaft. -~ -~ -7 -1 25087 -S -#25090 -The Top of the Shaft~ -The shaft ends here, at a flat ceiling lined with sharp spikes, which -you have to move slowly to avoid. Venom drips from their tips, as if -they were the spines of some chaotic beast... it is best not to spend -time contemplating such things. A plain wooden door, unremarkable in -all ways, is visible, set into the north wall; there is no ledge in -front of it, you will have to fly to it and soar through, before your -enchantment atrophies and you plummet to your death, with very little -abrogating circumstances. -~ -0 19931144 0 -D0 -This normal looking door offers an escape. -~ -~ -3 -1 25091 -D5 -The Dark Shaft. -~ -~ -64 -1 25087 -> rand_prog 50~ -if ispc($r) -mea $r _red You cry out as you brush against the spikes! -mer $r _red $r cries out as $e brushes against the spikes! -mpdamage $r 200 -endif -~ -| -S -#25091 -The Base of a Stair~ -The door opens onto a seemingly innocuous chamber. It is dark, true, -and the grim sense of foreboding is still present, but the walls are -solid, cool to the touch but dry and firm, and there are no demonic -creatures awaiting you... It would appear you are past the worst of -it. Or are you? A stone stair ascends to a corridor of gray stone up -above, which seems to shift ever so slightly under your scrutiny... -A trick of the light, perhaps? -~ -0 3153928 0 -D2 -The dark shaft. -~ -~ -3 -1 25090 -D4 -~ -~ -0 -1 25092 -S -#25092 -A Fleshy Corridor~ -The walls of this corridor are of stone, but shift and flex as if they -were made of some amorphous substance, namely stone colored flesh. A -vile smell assaults your nostrils, an unmistakable odor of death and -decay. Even the darkest soul would find it hard to continue; not out -of disgust, but out of fear and respect for the terrible master of a -domain as foul as this. Surely nothing mortal could subsist in such a -place? -~ -0 3153928 0 -D0 -The corridor ends at a portal. -~ -~ -0 -1 25093 -D5 -A short stair descends into a pit. -~ -~ -0 -1 25091 -S -#25093 -A Dead End... of Sorts.~ -The fleshy corridor ends here, spewing its contents into a blackwalled -section of corridor that boasts a single wooden door, covered in vile -runes, and a shimmering black portal, the only other exit, though it -would be inadvisable to continue by that direction unless one was well -and truly prepared to face something out of a demon's nightmares. A -vile smell, of scorched flesh and blood, wafts in from the east; this -odor is not foreign to those used to the battlefield, but it is so -strong and pervasive here that even a veteran of the Chaos Wars may -well balk. -~ -0 3153928 0 -D1 -The laboratory of the Witch. -~ -~ -3 -1 25094 -D2 -The fleshy corridor. -~ -~ -0 -1 25092 -D10 -~ -portal~ -133120 -1 25095 -S -#25094 -The Laboratory of the Witch~ -This foul workplace contains unspeakable experiments, combining the -sciences of alchemy and surgery with the magical arts of Evocation -and Necromancy. The result is a twisting, writhing mass of flesh in -several large glass beakers, that will be ground up and consumed by -the horrid minions of the Necromancer, to grant them all unspeakable -powers and abilities. This workplace is an abomination to some, a -great find to others. -~ -0 3153928 0 -D3 -Away from the madness. -~ -~ -3 -1 25093 -S -#25095 -A Nightmarish Reality~ -The portal opens onto a scene out of the darkest nightmares of the -truly damned. The walls of the chamber here appear to be made of -flesh; mottled, grey flesh covered with pustelent sores, the foul -discharge affording scant purchase to those endeavouring to cross -the slick, blubbery floor. Howls and screams echo around the chamber, -their source apparently souls trapped in this fleshy tomb, desperate -to feed on the living. But the worst of the abominations lies ahead... -~ -0 3154057 0 0 0 6 -D0 -~ -~ -0 -1 25096 -> rand_prog 50~ -if ispc($r) -mea $r _red Diabolic howls and shrieks assault your sanity! -mpdamage $r 50 -endif -~ -> rand_prog 33~ -mpe _lbl A ghostly voice chants 'Pain... pain... pain...' -if ispc($r) -mpforce $r twitch -endif -~ -> act_prog p has entered the game.~ -mea $n _dch A hand strikes you and you feel dizzy... -mptrans $n 25093 -~ -| -S -#25096 -Flesh of Sin~ -The passage ends in a dense, impenetrable mound of mottled flesh, -crawling with parasites and dripping ichor from a thousand small -sores. The ghastly odor that issues forth from this abomination -is almost as horrid as the fact that this creature is a sentient -being, and capable of dark misdeeds. Constructed from the flayed -remains of a thousand sinners, this spawn of chaos has existed -here for centuries, patiently awaiting the arrival of enemies of -its dark creator. -~ -0 3153929 0 0 0 6 -D2 -~ -~ -0 -1 25095 -> rand_prog 50~ -if ispc($r) -mea $r _red Diabolic howls and shrieks assault your sanity! -mpdamage $r 50 -endif -~ -> act_prog p has entered the game.~ -mea $n _dch A hand strikes you and you feel dizzy... -mptrans $n 25093 -~ -| -S -#25097 -The Heart of Evil~ -Clambering through the gaping wound in the fleshy wall feels to a -disconcerting degree much like crawling into a festering wound on -someone's body. Blood cakes the blubbery walls and floor, and the -ceiling drips with ichor. Vaguely humanoid forms crawl about in -the fleshy walls, straining to break free, their hands pushing at -the soft mottled grey flesh. The floor oozes various disgusting -fluids, and a vile stench fills the whole chamber. A bloody orifice -to the north leads to the end of the passage... -~ -0 3154057 1 0 0 6 -D0 -~ -~ -0 -1 25098 -> rand_prog 50~ -if ispc($r) -mpe _red To your horror, a rotting corpse drags itself from the walls! -mpe _red Groaning and slavering, it comes free with a gout of blood... -mpmload 25028 -mpforce 'ghoulish minion' drool -else -mpe _red The contents of the room are absorbed by the fleshy walls... -mppurge minion -endif -~ -> act_prog p has entered the game.~ -mea $n _dch A hand strikes you and you feel dizzy... -mptrans $n 25093 -~ -| -S -#25098 -The Final Enemy~ -The walls of this blood soaked chamber are strewn with atrophied limbs, -some still feebly clutching, fused to the wall by unfathomable dark -magicks. Blood oozes from sores on their mottled grey flesh, coalescing -in pools at the base of the fleshy walls, where gaping, toothy maws -gulp hungrily at it- the sucking sound of these disembodied mouths is -maddening. The roof is lined with heavy chains, from which hang the -limbless trunks the wall decorations were torn from. Some of these souls -moan in pain and rage, hanging on barbed hooks, twisting in a ghostly -breeze that blows in from an unknown destination. It seems unbelieveable -that someone could possibly reside in such a diabolic sanctum... -~ -0 3153929 1 0 0 6 -D2 -~ -~ -0 -1 25097 -> act_prog p has entered the game.~ -mea $n _dch A hand strikes you and you feel dizzy... -mptrans $n 25093 -~ -> entry_prog 100~ -mea $n _gre Acid burns your skin as you squeeze through the orifice! -mpdamage $n 100 -~ -| -S -#25099 -The End of the Path~ -An ancient sage, his name escapes you, once said that of all the many -abodes of all creatures within the realms of mortals, no home is more -easily identifiable than that of a dragon. Surely that same man could -not have hope for a better example than the dank cave you have passed -into. You aren't sure if its the string of decomposing bodies swaying -in the wind where they hang from iron hooks, or perhaps the deep scar -in the wall where the drake sharpens its death-dealing claws. In fact -even the massive pile of treasure that fills the back half of the dim -lair is not the single conclusive clue. It is a combination of all of -this. and more; whatever the reason, you are sure that your lives are -now in dire jeopardy... -~ -0 3145736 0 -D2 -An escape from this foul wyrm, -~ -~ -0 -1 25081 -S -#0 - - -#RESETS -M 1 25003 1 25003 -E 1 25013 1 8 -E 1 25012 1 0 -E 1 25011 1 12 -E 1 25010 1 9 -E 1 25009 1 10 -E 1 25008 1 11 -E 1 25007 1 3 -E 1 25006 1 6 -E 1 25005 1 5 -E 1 25004 1 16 -M 1 25004 1 25003 -E 1 25014 1 12 -O 1 25026 1 25003 -M 1 25036 3 25005 -O 1 25015 1 25007 -P 0 25016 1 0 -D 0 25007 3 2 -M 1 25001 4 25008 -E 1 25018 1 16 -M 1 25000 4 25009 -E 1 25017 1 12 -D 0 25009 1 2 -M 1 25001 4 25011 -E 1 25018 1 16 -M 1 25000 4 25012 -E 1 25017 1 12 -D 0 25014 0 2 -M 1 25000 4 25015 -E 1 25017 1 12 -M 1 25001 4 25016 -E 1 25018 1 16 -M 1 25000 4 25018 -E 1 25017 1 12 -M 1 25001 4 25019 -E 1 25018 1 16 -D 0 25020 2 2 -M 1 25007 1 25022 -M 1 25008 2 25023 -E 1 25027 1 3 -M 1 25008 2 25023 -E 1 25027 1 3 -O 1 25019 1 25024 -O 1 25021 1 25024 -D 0 25024 10 1 -O 1 25022 1 25025 -D 0 25025 4 1 -D 0 25026 0 1 -M 1 25002 1 25028 -E 1 25000 1 16 -E 1 25001 1 1 -E 1 25002 1 12 -E 1 25003 1 0 -O 1 25023 1 25028 -P 0 25024 1 0 -M 1 25009 2 25029 -E 1 25029 1 16 -E 1 25030 1 12 -G 1 25031 1 -D 0 25029 3 2 -O 1 25040 1 25030 -D 0 25030 1 2 -M 1 25015 1 25031 -E 1 25027 1 3 -M 1 25014 1 25032 -E 1 25029 1 16 -E 1 25030 1 12 -O 1 25036 1 25032 -M 1 25012 1 25033 -M 1 25009 2 25034 -G 1 25030 1 -G 1 25029 1 -G 1 25032 1 -D 0 25035 1 1 -M 1 25010 1 25036 -E 1 25034 1 16 -E 1 25035 1 6 -E 1 25033 1 10 -E 1 25030 1 12 -E 1 25029 1 18 -G 1 25037 1 -O 1 25036 1 25036 -D 0 25036 3 1 -D 0 25036 5 2 -O 1 25025 1 25037 -D 0 25037 4 2 -M 1 25006 5 25040 -M 1 25006 5 25041 -M 1 25006 5 25042 -M 1 25006 5 25043 -M 1 25006 5 25044 -O 1 25038 1 25047 -O 1 25039 1 25047 -M 1 25035 1 25052 -E 1 25011 1 12 -E 1 25059 1 16 -E 1 25059 1 18 -M 1 25036 3 25053 -M 1 25036 3 25053 -O 1 25062 1 25056 -D 0 25057 0 1 -M 1 25016 1 25058 -E 1 25063 1 5 -E 1 25064 1 6 -D 0 25058 1 1 -D 0 25058 2 1 -D 0 25058 3 1 -M 1 25022 1 25059 -E 1 25043 1 16 -E 1 25044 1 5 -D 0 25059 1 1 -D 0 25060 0 1 -D 0 25060 3 1 -D 0 25061 1 1 -D 0 25061 2 1 -M 1 25037 1 25062 -E 1 25067 1 16 -E 1 25067 1 18 -D 0 25062 0 1 -D 0 25062 3 1 -D 0 25063 2 1 -M 1 25026 3 25066 -M 1 25026 3 25066 -M 1 25026 3 25066 -M 1 25027 2 25068 -M 1 25023 1 25069 -E 1 25045 1 20 -G 1 25046 1 -E 1 25047 1 17 -M 1 25024 1 25071 -E 1 25048 1 16 -E 1 25049 1 13 -M 1 25027 2 25074 -M 1 25025 1 25076 -E 1 25050 1 9 -G 1 25009 1 -G 1 25005 1 -G 1 25006 1 -M 1 25031 1 25082 -D 0 25082 1 2 -D 0 25083 1 2 -D 0 25083 3 2 -D 0 25083 5 2 -M 1 25033 2 25085 -D 0 25085 3 2 -M 1 25033 2 25087 -D 0 25087 1 2 -D 0 25087 3 2 -M 1 25032 2 25088 -E 1 25029 1 16 -E 1 25030 1 12 -G 1 25031 1 -G 1 25032 1 -M 1 25032 2 25088 -E 1 25029 1 16 -E 1 25030 1 12 -G 1 25031 1 -G 1 25032 1 -D 0 25088 1 2 -M 1 25034 1 25089 -D 0 25089 3 2 -D 0 25090 0 1 -D 0 25091 2 1 -O 1 25055 1 25093 -D 0 25093 1 1 -M 1 25030 1 25094 -E 1 25054 1 16 -G 1 25061 1 -D 0 25094 3 1 -M 1 25029 1 25096 -M 1 25021 1 25098 -M 1 25019 1 25099 -S - - -#SHOPS - 25025 5 9 0 0 0 150 75 9 18 ; Alain -0 - - -#REPAIRS - 25025 5 9 0 150 1 9 18 ; Alain -0 - - -#SPECIALS -M 25002 spec_cast_mage -M 25003 spec_guard -M 25006 spec_thief -M 25007 spec_cast_cleric -M 25009 spec_cast_cleric -M 25010 spec_cast_cleric -M 25011 spec_breath_fire -M 25012 spec_breath_acid -M 25014 spec_cast_cleric -M 25019 spec_cast_mage -M 25021 spec_cast_mage -M 25022 spec_cast_cleric -M 25023 spec_cast_mage -M 25029 spec_breath_gas -M 25030 spec_cast_mage -M 25031 spec_poison -M 25032 spec_cast_cleric -M 25033 spec_breath_frost -M 25034 spec_poison -M 25036 spec_fido -M 25037 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/damara.are b/data/realm/areas_smaug1.4a/damara.are deleted file mode 100644 index bcf09af..0000000 --- a/data/realm/areas_smaug1.4a/damara.are +++ /dev/null @@ -1,1286 +0,0 @@ -#AREA The Tomb of Damara~ - - - -#VERSION 1 -#AUTHOR Gabriel~ - -#RANGES -15 25 0 65 -$ - -#RESETMSG In the distance, you can hear a slave being scolded.~ - -#FLAGS -0 - -#ECONOMY 0 1791000 - -#CLIMATE 2 2 2 - -#MOBILES -#26050 -gnoll~ -an ugly gnoll~ -An ugly gnoll is less than happy with your presence. -~ -~ -39 512 -750 C -11 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -37 3 0 0 17 17 0 -0 0 6143 0 0 0 0 0 -#26051 -kobold guard~ -a kobold guard~ -A kobold guard is here, nursing a flask of wine. -~ -~ -35 512 -750 C -12 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -44 3 0 0 17 17 0 -0 0 6143 0 0 0 0 524289 -#26052 -giant toad~ -a giant toad~ -An enormous toad leaps out of the fountain as you enter. -~ -~ -35 4194816 -750 C -13 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -80 3 0 0 1 1 0 -0 0 1085 0 0 0 1 0 -#26053 -giant rat~ -a giant rat~ -A giant rat scurries across the floor at an amazing speed. -~ -~ -35 512 0 C -12 0 0 0d0+0 0d0+0 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -54 3 0 0 25 25 0 -0 0 189 0 0 0 262144 0 -#26054 -lizard shaman priest~ -the lizard shaman~ -A lizardman in the robes of a priest is disturbed at your presence. -~ -~ -35 512 -1000 C -15 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -13 1 0 0 1 1 0 -0 0 6143 0 0 0 0 8 -#26055 -orc miner~ -an orc miner~ -An orc is here digging at the ground at the command of his master. -~ -~ -35 512 -1000 C -11 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 17 17 0 -0 0 6143 0 0 0 0 0 -#26056 -orc master~ -the master miner~ -An orc in uniform is here, forcing his lessers to dig. -~ -~ -35 512 -1000 C -15 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 17 17 0 -0 0 6143 0 0 0 16 524289 -#26057 -goblin slavedriver~ -a goblin slavedriver~ -A goblin is here, forcing the slaves to cook their own friends. -~ -~ -35 512 -1000 C -15 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -39 3 0 0 17 17 0 -0 0 6143 0 0 0 16 524289 -#26058 -slave human~ -a human slave~ -A human slave is here, being forced to do unimaginable things. -~ -~ -3 0 750 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#26059 -gelatinous cube~ -a gelatinous cube~ -A pair of iron bracers seem to be floating in mid-air. -~ -~ -35 4194304 -1000 C -18 0 0 0d0+0 0d0+0 -10000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -35 3 0 0 17 17 0 -0 0 0 8192 0 0 1073745920 0 -#26060 -carrion crawler~ -a carrion crawler~ -An enormous worm-thing is here, flashing a tentacled mouth! -~ -~ -35 4194432 -1000 C -20 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -70 3 0 0 1718558835 1718558834 0 -0 0 65568 0 0 0 5 524290 -> death_prog 100~ -emote slumps to the ground, and its body starts to fade away! -mpoload 26086 1 -drop key -mpecho There is a rusty key in place of the crawler's corpse! -~ -| -#26061 -predator wolf~ -Predator~ -An angry wolf snarls at you, but will not attack until commanded. -~ -~ -3 4194304 -1000 C -17 0 0 0d0+0 0d0+0 -10000 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 1718558835 1718558834 0 -0 0 65568 0 0 0 1 0 -#26062 -crusher wolf~ -Crusher~ -An angry wolf snarls at you, but will not attack until commanded. -~ -~ -3 4194304 -1000 C -17 0 0 0d0+0 0d0+0 -10000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 1718558835 1718558834 0 -0 0 65568 0 0 0 1 0 -#26063 -bonegnasher ogre~ -BoneGnasher~ -An ogre in full armor is here, not pleased with your intrusion. -~ -~ -3 4194944 -1000 C -25 0 0 0d0+0 0d0+0 -50000 0 -112 112 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 17 16 0 -0 0 6143 0 0 0 400 524289 -> all_greet_prog 100~ -if isimmort($n) -grovel $n -say Please do not hurt me, oh great one! -else -growl $n -say Who has disturbed Bonegnasher the Ogre's den of death and destruction? -say A puny little human? -say Destroy them, Crusher! Destroy them, Predator! -mpforce crusher mpkill $n -mpforce predator mpkill $n -say Rip 'em to pieces! It's chow time! -cackle -endif -~ -| -#26064 -hobgoblin jailor~ -the hobgoblin jailor~ -An armed hobgoblin is here, interrogating a prisoner. -~ -~ -3 4194304 -1000 C -16 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 17 1 0 -0 0 6143 0 0 0 192 524288 -#26065 -taran prisoner~ -Taran~ -Taran is here, ecstatic that you have come to the rescue. -~ -~ -3 4194304 1000 C -20 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -9 3 0 0 3 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if carryingvnum($n) == 26079 -say Is that the Ocarina of Damara you hold in your hands?!? It is! -say Well done, $n! Those mule-brained ogres probably thought it was -say simply an ordinary ocarina! -chuckle -say It is rumored that the Orb of Dragonkind is hidden in Damara's Tomb. -say In order to get into the tomb, you must play the ocarina to reveal -say the entrance. I do not know where it is, but I overheard that ugly -say ogre giving his minions instructions to excavate the mines. Perhaps -say you will have some luck there ... -else -emote stares up at you in amazement, and hope fills his eyes. -say Please, you must help me! I came here searching for the Orb of -say Dragonkind, but that blasted ogre, BoneGnasher, imprisoned me -say before I could find it. They have not found it yet, but our time -say is short. Please, you must help me! If that orb gets into the wrong -say hands, it could be quite dangerous! Will you help me? -endif -~ -> speech_prog yes~ -say Thank you, $n! I fear I will not be able to repay you, as that -say nasty ogre took all my possessions. However, if you find the Orb, -say you can keep it. I trust that you will not use it for evil. -say In order to find the Orb, you must first find the Ocarina of -say Damara. It must be in this castle some place. -~ -> speech_prog no~ -sigh -say I guess I was wrong about you. Here I thought you were a brave -say adventurer, not some cowardly fool! Leave my presence! -emote turns his back. -~ -> act_prog gives~ -if carryingvnum($i) == 26077 -say You've found my spellbook! Oh, thank you! I was afraid I would never -say get this back ... I wish I had something I could give you in return, -say but BoneGnasher took all my possessions. -ponder -say I've got it! -emote flips through the pages of his spellbook. -say Aha! Here it is. -mpecho _blu Taran utters the words, 'jacobis illuminatus'. -mpecho _blu A glowing sphere of light appears in Taran's hands. -mpoload 26084 15 -give light $n -say It's not much, but it's the least I can do for your troubles ... -mpjunk spellbook -endif -~ -| -#26066 -shadows shadow~ -The Shadow~ -An unnatural shadow maneuvers across the room in your direction. -~ -~ -35 4194816 -1000 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -56 3 0 0 25 25 0 -0 0 0 8192 0 1048576 1107300352 0 -> greet_prog 100~ -if isimmort($n) -emote slithers back into the shadows. -else -mpecho A shadow from the corner begins to take on a humanoid shape! -mpecho A voice echoes, 'You must defeat the shadow creature in order' -mpecho A voice echoes, 'to receive the Orb of Dragonkind!' -mpecho A voice echoes, 'Prepare to die!' -mpecho An evil cackle rings throughout the room, sending chills up your spine. -endif -~ -| -#26067 -pit monster~ -the pit monster~ -An unrecognizable creature stares at you with a hungry gaze. -~ -~ -35 4194304 -1000 C -14 0 0 0d0+0 0d0+0 -10000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 25715 25714 0 -0 0 0 0 0 0 2 2 -#26068 -ghost mob~ -a ghost mob~ -This mob should not be visible to anyone. -~ -~ -8388609 65538 0 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> speech_prog killmepleez!~ -mpdonothing -mpdonothing -mpslay Taran -~ -| -#0 - - -#OBJECTS -#26050 -cell key~ -a cell key~ -An oddly shaped key hangs from a jailor's key ring here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#26051 -fountain~ -the fountain~ -A sculpture of a dragon spews forth water into a large fountain.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#26052 -rubble junk~ -the pile of rubble~ -There is a pile of junk lying in the corner of the room.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -> exa_prog 50~ -mpechoat $n You go to examine the pile of rubble. -mpechoat $n Suddenly, you fall through a hole in the floor! -mer $n $n examines the pile of rubble and falls through a hole in the floor! -mptrans $n 26069 -~ -| -#26053 -altar stone~ -the stone altar~ -An ancient stone block that used to be an altar is engraved with runes.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -runes~ -Engraved upon the stone block that used to be an altar is a message -in the ancient common tongue. It reads: - - The Orb of Dragonkind must never fall into the hands - Of evil. This is the dying request of Damara, King of - this Castle. -~ -#26054 -well~ -the well~ -&BThere is a well with a bucket attached to it in the center of the room.~ -~ -15 0 0 -999 0 0 0 -1 0 0 -#26055 -chest~ -a wooden chest~ -There is a wooden chest leaning against the far wall.~ -~ -15 0 0 -999 5 26087 0 -1 0 0 -#26056 -throne~ -Damara's Throne~ -The throne of King Damara is propped up against the far wall.~ -~ -15 0 0 -999 0 0 0 -1 0 0 -#26057 -clay pots~ -the clay pots~ -Two clay pots lie on either side at the base of the throne.~ -~ -15 0 0 -999 0 0 0 -1 0 0 -#26058 -sign plaque~ -a sign~ -A sign is posted on the left side of the gate.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign plaque~ -You are about to enter the Tomb of Damara. Damara was an ancient -wizard that fought for good. At his castle, he guarded the Orb of -Dragonkind to make sure it wouldn't fall into evil hands. After he -died, many heroes tried to find the Orb, but no one ever did. -The castle is now in ruins and filled with danger. - -*WARNING*: The following area was designed for levels 15-25. Enter at - your own risk. - -This area was built by Gabriel Androctus for The Apocalypse Theatre. -It is based heavily upon the map in the "Introduction to AD&D" kit. -It has been changed slightly, but the original work is not my own. -~ -#26059 -curved sword~ -a curved sword~ -A curved, rusty sword lies on the ground before you.~ -~ -5 0 8193 -8 3 6 1 -1 1250 125 -A -18 1 -#26060 -round shield~ -a small, round shield~ -A small, round shield lies on the ground before you.~ -~ -9 0 513 -4 4 0 0 -1 0 0 -#26061 -ring protection~ -a ring of protection~ -A circle of obsidian lies here, omitting a strange glow.~ -~ -9 320 3 -2 2 0 0 -1 0 0 -A -17 -10 -#26062 -shovel~ -an old shovel~ -An old shovel is here, leaning against the wall.~ -~ -59 0 1 -0 0 0 0 -1 500 50 -#26063 -brandy barrel~ -a barrel of brandy~ -A wooden barrel of brandy lies here collecting dust.~ -~ -17 0 1 -20 20 20 0 -1 150 15 -#26064 -black mace~ -a black mace~ -A mace crafted of obsidian is here, gleaming in the light.~ -~ -5 0 8193 -9 3 7 7 -1 0 0 -A -19 2 -A -4 1 -#26065 -shaman robes~ -a shaman's robes~ -A pile of intricately designed fabrics lie here in the shape of a robe.~ -~ -9 0 1025 -3 5 0 0 -1 0 0 -A -4 2 -A -18 1 -#26066 -chain vest~ -a chain vest~ -A chain vest lies on the ground collecting dust.~ -~ -9 0 9 -9 9 0 0 -1 0 0 -#26067 -scroll black~ -a black scroll~ -A rolled up piece of black parchment lies on the ground.~ -~ -2 0 1 -10 -1 -1 -1 -1 0 0 -'curse' 'poison' 'weaken' -#26068 -pick axe pickaxe~ -a miner's pickaxe~ -A miner seems to have left his pickaxe behind.~ -~ -5 0 8193 -6 3 4 0 -1 0 0 -#26069 -scroll royal~ -a royal scroll~ -A scroll with the royal mark of the House of Damara lies here.~ -~ -2 0 1 -25 -1 -1 -1 -1 0 0 -'fireball' 'weaken' 'NONE' -#26070 -crested shield~ -a crested shield~ -A large shield with the crest of the House of Damara lies here.~ -~ -9 320 513 -7 10 0 0 -9 150000 15000 -A -17 -15 -A -24 -5 -A -22 -2 -A -20 -3 -A -23 -3 -A -21 -5 -#26071 -orb dragonkind~ -the Orb of Dragonkind~ -A hazy blue sphere sits in a case of dragon scales before you.~ -~ -4 64 16385 -35 5 5 -1 -6 0 0 -'sanctuary' -A -19 3 -A -18 3 -A -4 1 -#26072 -potion tube healing~ -a healing potion~ -A small tube containing a clear liquid lies before you.~ -~ -10 64 1 -25 -1 -1 -1 -1 0 0 -'cure critical' 'cure critical' 'cure critical' -#26073 -whip~ -a whip~ -It appears as though some slavedriver left his whip behind.~ -~ -5 0 8193 -12 3 7 0 -1 0 0 -A -19 2 -A -18 1 -#26074 -rusty dagger~ -a rusty dagger~ -A long, rusted dagger lies on the ground here.~ -~ -5 0 8193 -9 3 8 0 -1 0 0 -A -19 3 -#26075 -iron bracer~ -an iron bracer~ -An extremely heavy, iron bracer lies on the ground here.~ -~ -9 0 4097 -6 6 0 0 -1 0 0 -A -1 1 -A -18 3 -A -19 1 -#26076 -gold coins~ -a pile of gold coins~ -A pile of gold coins lie on the ground here.~ -~ -20 0 1 -136943 0 0 0 -1 0 0 -#26077 -spellbook book~ -Taran's Spellbook~ -A book engraved with elven runes lies on the ground here.~ -~ -2 64 1 -20 -1 -1 -1 -1 1000 100 -'elven beauty' 'NONE' 'NONE' -#26078 -potion invisibility~ -a potion of invisibility~ -A beaker of clear fluid lies on the ground here.~ -~ -10 64 1 -15 -1 -1 -1 -1 0 0 -'invis' 'NONE' 'NONE' -#26079 -damara ocarina~ -the Ocarina of Damara~ -A blue ocarina lies on the ground before you.~ -~ -4 320 16385 -20 3 3 -1 -1 0 0 -'bless' -> use_prog 100~ -if inroom($n) == 26059 -mpechoat $n You put the ocarina to your lips and play a short song. -mer $n $n puts the ocarin to $s lips and plays a short song. -mpechoat $n Your melodious tune is echoed by a distant voice. -mer $n $n's melodious tune is echoed by a distant voice. -mpechoat $n The castle begins to shake violently. -mer $n The castle begins to shake violently. -mpopenpassage 26059 26068 9 -endif -~ -| -#26080 -combat boots~ -a pair of combat boots~ -A large pair of boots lie on the ground here.~ -~ -9 0 65 -5 5 0 0 -4 0 0 -A -2 -1 -A -19 2 -#26081 -chain mail leggings~ -a pair of chainmail leggings~ -A pair of chainmail leggings lie on the ground here.~ -~ -9 0 33 -6 6 0 0 -3 0 0 -A -17 -15 -#26082 -studded girth~ -a studded girth~ -A large, studded girth that could fit an ogre lies here.~ -~ -9 0 2049 -6 6 0 0 -2 0 0 -A -17 -10 -A -19 2 -#26083 -spiked club~ -a spiked club~ -A giant wooden club with deadly spikes lies here.~ -~ -5 0 8193 -9 2 15 8 -1 0 0 -A -1 1 -A -19 5 -A -18 -1 -#26084 -guiding light~ -The Guiding Light~ -A mass of light gathers in one place to guide you.~ -~ -1 320 1 -0 0 -1 0 -1 150000 15000 -A -18 4 -A -4 1 -A -26 32 -#26085 -collar leather~ -a leathery collar~ -A strip of leather lies on the ground before you.~ -~ -9 0 5 -4 4 0 0 -2 0 0 -A -19 1 -A -18 1 -A -25 -1 -A -5 1 -#26086 -rusty key~ -a rusty key~ -A key that seems to have seen better days lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#26087 -bone key~ -a bone key~ -A key carved out of the bones of some unfortunate person lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#26088 -anklet bone~ -an anklet of bone~ -An anklet carved of human bone lies here collecting dust.~ -~ -9 16 2097153 -6 6 0 0 -1 0 0 -A -1 1 -A -18 2 -A -19 2 -#0 - - -#ROOMS -#26050 -Outside the Tomb of Damara~ -A cold wind blows through the dead trees around the ruin. Dark -clouds make everything seem gray and lonely. The castle sits on -top of a hill and can be seen from far away. Once it had strong -walls and tall towers. Now the towers have fallen and the walls -have collapsed in many places. There is a heavy door in the gate, -but it looks like it could be opened. -~ -0 0 2 -D0 -~ -~ -16777219 -1 26051 -S -#26051 -The Central Room~ -This is a big room, once the main room of the castle. Now the plaster -has fallen from the ceiling and the floor is littered with junk. The -walls of the room show centuries of wear and lack of upkeep. There -are four doors leading out of this room. One door leads north, -another to the east, one to the south that leads back out of the -castle, and one to the southwest. -~ -0 9 0 -D0 -~ -~ -3 -1 26053 -D1 -~ -~ -3 -1 26055 -D2 -~ -~ -16777219 -1 26050 -D9 -~ -~ -3 -1 26052 -S -#26052 -The Guard Room~ -The room is small and filled with junk. Most of it is pushed close -to the walls, leaving a clear space in the center of the room. -Empty flasks of alcohol scatter the room, as well as bones of what -seems to be unfortunate adventurers. -~ -0 9 0 -D6 -~ -~ -3 -1 26051 -S -#26053 -The Castle Garden~ -The garden is small and tiled with flagstones. The plants that grew -here are all dead. In the center of the garden is an old fountain -filled with green, scummy water. The dead plants seem to fit in here. -There is a doorway in the western wall of the garden. -~ -0 9 0 -D2 -~ -~ -3 -1 26051 -D3 -~ -~ -3 -1 26054 -S -#26054 -The Storeroom~ -This is a small, dusty room filled with shelves. Barrels, bags, -pots, and jars line every shelf and are stacked on the floor. -There is a quick scamper of little feet that stops just as you -open the door. The only exit is back the way you came. -~ -0 9 0 -D1 -~ -~ -3 -1 26053 -S -#26055 -The Castle Cathedral~ -Though dirty, this room is still in good condition. Carved stone -pillars support the arching roof. This was clearly the castle's -chapel. At the back wall is a stone block, once the altar. The -fine carvings on its base are nothing but chipped scars now. Even -so, the altar still seems like it is a thing of peace and strength. -A doorway leads south, from where you can hear mocking voices. -Another doorway leads southeast. You can feel a breeze coming -from under the doorway. And finally, another exit leads west, -back to the central room. -~ -0 9 0 -D2 -~ -~ -3 -1 26056 -D3 -~ -~ -3 -1 26051 -D8 -~ -~ -3 -1 26058 -S -#26056 -The Dungeon~ -This small room looks like a torture chamber. There are horrible- -looking tools on the walls. A bucket filled with hot coals sits on -the floor. In the eastern wall lies a prison cell with iron bars. -~ -0 9 0 -D0 -~ -~ -3 -1 26055 -D1 -~ -cell~ -7 26050 26057 -S -#26057 -Inside a Prison Cell~ -There is nothing much to this prison cell. A pile of animal skins -lies in the corner to serve as a bed, and a hole in the floor on the -opposite corner serves as a latrine. Blood stains the cement floor. -~ -0 9 0 -D3 -~ -cell~ -7 26050 26056 -S -#26058 -An Outside Passage~ -You step through the door and find yourself outside again. This -passage seems to have been dug out of a mountain or hill. You can -make out the shouts of orcs coming from the southeast. Perhaps you -should be weary about continuing forward. -~ -0 9 0 -D7 -~ -~ -3 -1 26055 -D8 -~ -~ -0 -1 26059 -S -#26059 -The Orc Mines~ -This room is very strange. Once it must have been a cellar dug into -the side of a hill, but now it looks more like a mine. The walls and -floor are all dug up and wooden beams are wedged into them to keep -the ceiling from collapsing. It appears as though someone has been -digging in this mine fairly recently. There is a door leading north. -~ -0 9 0 -D0 -~ -~ -3 -1 26060 -D7 -~ -~ -0 -1 26058 -E -mine ground~ -The ground has been ripped open recently as if someone were looking -for something. -~ -S -#26060 -The Kitchen~ -The kitchen is cluttered and smelly. It is furnished with a table, -a big fireplace, and shelves loaded with junk. While it is quite -messy, decomposing food and such provide evidence that the facility -has gotten some use in the past few months. There is an exit leading -west, and another leading north. There is also a door leading south -back to the mines, and one leading northwest. -~ -0 9 0 -D0 -~ -~ -3 -1 26062 -D2 -~ -~ -3 -1 26059 -D3 -~ -~ -3 -1 26061 -D7 -~ -~ -3 -1 26063 -S -#26061 -The Well~ -This room is cold and wet, almost like a cave. There is a well at -the center. A bucket with a rope attached sits by the well. There -is no movement and you see nothing of interest here. -~ -0 9 0 -D1 -~ -~ -3 -1 26060 -S -#26062 -The Armory~ -The room is crowded with shelves of battered helmets, dented shields, -and nicked swords. The walls are lined with racks of spears and axes. -There is an eerie presence in this room as though something is -watching... waiting. The only exit is through the door you came in. -~ -0 9 0 -D2 -~ -~ -3 -1 26060 -S -#26063 -An Outside Passage~ -You find yourself wandering a path leading northwest to an unknown -destination. The corridor stinks of decay. You can make out what -sounds like shrieks of terror coming from further down the path. -~ -0 9 0 -D3 -~ -~ -0 -1 26064 -D8 -~ -~ -3 -1 26060 -S -#26064 -An Outside Passage~ -You continue down the passage, and find yourself nearing the -bone-chilling screams. The path bends at a right angle, leading -north. The path also leads back east, towards the kitchen. -~ -0 9 0 -D0 -~ -~ -0 -1 26065 -D1 -~ -~ -0 -1 26063 -S -#26065 -The End of the Outside Passage~ -You come to the end of the passage. A door lies on either side of you. -The door to the west sounds like the source of the screaming, which -has stopped suddenly. You are unable to make out any sounds coming -from the door in the eastern wall. -~ -0 9 0 -D1 -~ -~ -3 -1 26066 -D2 -~ -~ -0 -1 26064 -D3 -~ -~ -3 -1 26067 -S -#26066 -The Treasure Room~ -This is a small windowless room, lit only by your torches. The light -gleams and glitters on chests and treasures tumbled in a heap. In -this room are bags of coins, pieces of armor, and potion bottles, -along with bones, bits of stale bread, and moldy cheese. -~ -0 9 0 -D3 -~ -~ -3 -1 26065 -S -#26067 -Bonegnasher's Den~ -As you enter the room, the foul stench of death overwhelms you. Mangled -corpses of what you assume used to be servants lie on the ground, -apparently part of some creature's main course. There is a makeshift -bed against the northern wall made up of piles of furs. Against the -wall beside the bed lies a plain, wooden chest. -~ -0 9 0 -D1 -~ -~ -3 -1 26065 -S -#26068 -Damara's Tomb~ -A secret door grinds open to reveal a cold, gray stone room thick -with dust. As the door swings open, two torches on the side walls -mysteriously light. A large, intricate throne lies against the far -wall engraved with runes in some ancient tongue. On either side of -the throne are clay pots engraved with the same runes. -~ -0 9 0 -D6 -~ -~ -0 -1 26059 -S -#26069 -In a Dank Pit~ -You land at the bottom of the pit with a thud. Even with your torches, -the room does not light up much. Bones of all shapes and sizes are -scattered about the floor. Rats scurry across the floor, almost -surprised as much that you are here as you are. There is a ladder -built into the far wall that appears to be the only way back up. -~ -0 9 0 -D4 -~ -~ -65664 -1 26051 -> entry_prog 100~ -mpechat $n You hit the ground with a loud *THUD*! -mer $n $n hits the ground with a loud *THUD*! -~ -| -S -#26070 -Taran's Death Room~ -This room should not be connected. This is the room Taran goes to when -the adventurer tells him he will not help. -~ -0 4 1 -S -#0 - - -#RESETS -O 1 26058 1 26050 -D 0 26050 0 1 -M 1 26050 2 26051 -E 1 26059 1 16 -M 1 26050 2 26051 -E 1 26059 1 16 -O 1 26052 1 26051 -D 0 26051 0 1 -D 0 26051 1 1 -D 0 26051 2 1 -D 0 26051 9 1 -M 1 26051 2 26052 -E 1 26060 1 11 -E 1 26059 1 16 -M 1 26051 2 26052 -E 1 26059 1 16 -E 1 26060 1 11 -D 0 26052 6 1 -M 1 26052 1 26053 -G 1 26061 1 -O 1 26051 1 26053 -D 0 26053 2 1 -D 0 26053 3 1 -M 1 26053 1 26054 -O 1 26062 1 26054 -O 1 26063 1 26054 -D 0 26054 1 1 -M 1 26054 1 26055 -E 1 26064 1 16 -E 1 26065 1 12 -G 1 26067 1 -O 1 26053 1 26055 -D 0 26055 2 1 -D 0 26055 3 1 -D 0 26055 8 1 -M 1 26064 1 26056 -G 1 26050 1 -E 1 26066 1 5 -E 1 26059 1 16 -D 0 26056 0 1 -D 0 26056 1 2 -M 1 26065 1 26057 -D 0 26057 3 2 -D 0 26058 7 1 -M 1 26055 2 26059 -E 1 26068 1 16 -M 1 26056 1 26059 -E 1 26068 1 16 -G 1 26072 1 -M 1 26055 2 26059 -E 1 26068 1 16 -D 0 26059 0 1 -M 1 26057 1 26060 -E 1 26073 1 16 -M 1 26058 2 26060 -M 1 26058 2 26060 -D 0 26060 0 1 -D 0 26060 2 1 -D 0 26060 3 1 -D 0 26060 7 1 -O 1 26054 1 26061 -P 0 26074 1 0 -D 0 26061 1 1 -M 1 26059 1 26062 -G 1 26075 1 -D 0 26062 2 1 -D 0 26063 8 1 -D 0 26065 1 1 -D 0 26065 3 1 -M 1 26060 1 26066 -O 1 26055 1 26066 -P 0 26077 1 0 -P 1 26076 1 0 -D 0 26066 3 1 -M 1 26066 1 26068 -O 1 26056 1 26068 -O 1 26057 1 26068 -M 1 26067 1 26069 -M 1 26063 1 26067 -E 1 26083 1 16 -E 1 26082 1 13 -E 1 26081 1 7 -E 1 26080 1 8 -G 1 26079 1 -E 1 26088 1 24 -E 1 26088 1 25 -M 1 26061 1 26067 -M 1 26062 1 26067 -O 1 26055 1 26067 -P 0 26072 1 0 -P 1 26079 1 0 -D 0 26067 1 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 26054 spec_cast_cleric -M 26055 spec_cast_cleric -M 26056 spec_cast_cleric -M 26057 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/darkmage.are b/data/realm/areas_smaug1.4a/darkmage.are deleted file mode 100644 index e67a4fc..0000000 --- a/data/realm/areas_smaug1.4a/darkmage.are +++ /dev/null @@ -1,2675 +0,0 @@ -#AREA The Swamp of the Dark Mage~ - - - -#VERSION 1 -#AUTHOR Lorac~ - -#RANGES -30 65 10 65 -$ - -#FLAGS -0 - -#ECONOMY 0 616972 - -#CLIMATE 3 4 2 - -#MOBILES -#27100 -ogre beserker~ -An ogre beserker~ -An ogre beserker is here, frothing at the mouth in a battle frenzy -~ -This ogre looks really mad! Better watch out -~ -97 512 -400 C -34 0 -160 5d10+710 0d0+0 -2500 0 -112 112 1 -19 10 10 13 17 5 10 --15 0 -15 0 0 -6 3 0 0 17 16 1 -0 1 1775 2097152 2048 0 0 2 -#27101 -ogre swamplord~ -The Ogre Swamplord~ -The lord of this swamp stands here watching you -~ -This exceptionally large and powerful ogre is obviously the ruler of this -village and the surrounding swamp. -~ -67 66216 100 C -36 0 -190 4d35+875 0d0+0 -7000 0 -112 112 1 -19 12 12 14 17 9 14 --15 0 -15 0 0 -6 3 0 0 17 16 0 -10 11 207 2097408 3072 0 256 524289 -#27102 -giant leech~ -A giant leech~ -A giant leech is searching for fresh blood here -~ -This is one big bloodsucker -~ -65 512 0 C -10 0 0 1d10+105 1d2+1 -100 0 -112 112 0 -10 4 4 10 8 4 13 -0 0 0 0 0 -70 3 0 0 1802661751 1802661751 1 -2 0 40 256 3072 1 0 0 -#27103 -demon guardian~ -A greater Demon Guardian~ -A large demon stands here guarding his master's study from intruders -~ -This leathery, black skinned demon has been ordered to let no one disturb -his master. -~ -99 34079400 -800 C -39 0 -100 3d15+1110 0d0+0 -5000 0 -112 112 1 -17 11 12 14 15 13 13 --10 -10 -10 -10 -10 -85 3 0 0 3044453 3044453 1 -0 0 1409199 73 3072 0 4 2 -#27104 -Koraz dark mage~ -Koraz~ -Koraz the Dark Mage is here, mixing together spell components -~ -A renegade necromancer, Koraz prefers to live a life of solitary study in the -arts of black magic. -~ -99 373293224 -800 C -50 0 -260 2d25+1500 0d0+0 -17000 0 -112 112 1 -14 22 20 15 13 15 15 --15 -15 -15 -15 -15 -0 0 0 0 1 1 1 -50 33 2031 778 3072 0 8388624 18 -> all_greet_prog 100~ -if isimmort ($n) -say Soon the power you wield will be mine as well... -grin $n -else -say How dare you disturb my study! -say Prepare to be the victim of my newest spell! -c 'change sex' $n -endif -~ -| -#27105 -skeleton deadite~ -A deadite~ -A skeletal deadite stands here -~ -Once a mighty warrior, now reduced to only a skeletal form to serve the evil -black dragon in undeath. -~ -97 512 -600 C -29 0 -30 4d13+840 0d0+0 -800 0 -112 112 0 -15 12 12 14 14 13 13 --5 0 0 0 0 -60 3 0 0 1634497281 1634497280 0 -0 0 135 778 3072 1 64 2 -#27106 -cave troll~ -A cave troll~ -A cave troll glares at you in hatred -~ -Forced to share his cavern home with the deadites, this troll clearly -isn't very happy at seeing you here as well. -~ -197 512 -100 C -22 0 -50 3d8+570 0d0+0 -300 0 -112 112 1 -18 10 10 12 16 10 13 -0 0 0 0 0 -8 3 0 0 65 64 1 -0 0 111 2097408 0 129 0 1 -#27107 -a wandering Ogre~ -A wandering Ogre~ -A wandering ogre is searching for food here -~ -This Ogre is covered in mud and filth. -~ -65 512 0 C -31 0 -85 3d10+630 0d0+0 -1500 0 -112 112 1 -18 11 11 13 16 7 12 --5 0 -5 0 0 -6 3 0 0 17 16 2 -1 4 47 2097152 0 0 0 2 -#27108 -large scorpion~ -A large scorpion~ -A very large scorpion with its stinger raised is hunting here -~ -This is the biggest scorpion you have ever seen. Don't get too close, or it -may be the last one you will ever see. -~ -65 512 0 C -19 0 0 2d10+340 0d0+0 -50 0 -112 112 0 -12 4 4 15 10 6 13 -0 0 0 0 0 -89 3 0 0 1634683905 1634683904 0 -3 0 65581 256 0 0 8 0 -#27109 -death knight~ -A Death Knight~ -A knight with blazing fire for eyes, dressed in black armor stands here to defend his master -~ -Once a brave and honorable knight who fell into cowardice and dishonor, he -has been cursed with undeath and now serves the black dragon as her personal -guardian. -~ -99 672 -1000 C -50 0 0 3d10+1985 0d0+0 -13000 0 -112 112 1 -25 15 15 16 16 12 11 --10 -10 -10 -10 -10 -67 3 0 0 7499637 7499636 2 -57 51 1991 527 3328 0 464 524323 -> greet_prog 100~ -say NONE SHALL PASS! -~ -| -#27110 -Malice black dragon~ -Malice~ -Malice, the black dragon, rests here upon a pile of melted bone and gold -~ -The most cunning and deadly of all black dragons, Malice has made these -caverns her lair. Her reptialian eyes glare at you from underneath the two -razor sharp horns on her head which point forward. She stands and spreads her -scaly wings, filling the entire room with her massive body. An evil smile -reveals rows of sharp teeth. -~ -99 4719288 -1000 C -53 0 -80 1d40+8360 0d0+0 -20000 0 -112 112 2 -25 22 22 20 23 15 18 -0 0 0 0 0 -31 7 0 0 1879074163 1879074162 1 -63 60 4558815 15 3968 0 66 18 -> all_greet_prog 100~ -if isimmort ($n) -say Welcome to my lair, $n -wink $n -say Care to stay for awhile? -mpecho You never knew a black dragon could be such a flirt... -else -mpecho The entire cavern shudders as the gigantic body of Malyinxtorvaz -mpecho bursts through a massive pile of bones and gold. Debris rains down and -mpecho as the dust settles, the black dragon lunges forward to attack. -c 'acid breath' $n -endif -~ -| -#27111 -deadite king~ -The King of the Deadites~ -A powerful skeletal being stands here giving orders to his followers -~ -Some flesh still hangs from the Kings bones and you sense he is of -exceptional power in both sword and spell. While ordering his deadite -subjects around, he mumbles something about protecting his book. -~ -67 680 -1000 C -33 0 -130 3d15+1038 0d0+0 -4000 0 -112 112 1 -17 13 13 16 14 12 16 --5 -5 -5 -5 -5 -60 3 0 0 1634497281 1634497280 0 -0 0 135 778 3072 1 33554624 524289 -> greet_prog 100~ -say You will never obtain the Necronomican! -~ -| -#27112 -crusader king~ -The King of Crusaders~ -A crusading king is kneeling in prayer for victory over the evil black dragon -~ -Before you is a grand and noble king. His hair is long and white with age -but his body possesses an inner strength. Although his eyes are grey and -shine with years of wisdom and experience, his skin shows little signs of -aging. -~ -99 4203196 1000 C -55 0 0 7d12+2485 0d0+0 -20000 0 -112 112 1 -25 22 23 23 24 22 21 --15 -15 -15 -15 -15 -0 3 0 0 1 1 3 -70 65 2047 643 3328 0 496 35 -> act_prog disarms you~ -get falchion -wield falchion -laugh $n -~ -> death_prog 100~ -mpecho Clutching at his bloody wounds, the great king falls to one knee. -mpecho He looks carefully at you one last time, and his eyes widen with -mpecho shock and dismay as he suddenly realizes he mistook you for one of -mpecho Malice's cruel henchmen. -say Only now as I breathe my last do I see my error, forgive me! -mpecho The king falls forward to the ground, lifeless. -~ -> all_greet_prog 100~ -if isimmort($n) -bow $n -else -say Minion of Malice! Prepare to meet your maker! -endif -~ -| -#27113 -Tagscephos archer hunter~ -Tagscephos, the Dragon Hunter~ -Tagscephos, the Dragon Hunter, stands here in magical imprisonment -~ -A wood elf whose skill with the bow is unequaled. Tagscephos waits for the -day when she will be released from her prison. -~ -67 4202684 1000 C -51 0 -300 8d5+2375 0d0+0 -18000 0 -112 112 2 -15 17 17 25 11 19 20 -0 0 0 0 0 -1 6 0 0 3 2 4 -45 35 1775 515 3456 0 672 7 -> rand_prog 25~ -sigh -~ -> greet_prog 100~ -if isimmort($n) -kiss $n -hug $n -smile -endif -~ -| -#27114 -marsh imp~ -A marsh imp~ -A small leathery skinned creature watches you, its eyes glinting with mischief -~ -Darting about and moving in silence, this little guy is probably more of a -nuisance than anything else. It might be a good idea to watch your coin pouch. -~ -1 98856 0 C -13 0 -50 2d15+240 0d0+0 -500 0 -112 112 1 -11 15 15 16 9 10 13 -0 0 0 0 0 -85 2 0 0 3044453 3044453 0 -2 0 1115887 1048576 2048 0 512 3 -#27115 -cleric chaos healer~ -The Cleric of Chaos~ -A Cleric of Chaos stands here, ready to assist you -~ -This is the Cleric of Chaos who is willing to help heal you between -adventures. However, should you need special preparations before facing -the dangers of the realms , by saying the words 'Sanctuary', -'Heal me', 'Give me strength', and 'Make me pure', he will -provide you with the extra protection you need. -~ -67 4194432 0 C -53 0 0 1d1+30000 0d0+0 -0 0 -112 112 1 -15 25 25 17 12 16 19 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 1059840 0 0 0 -> speech_prog p Sanctuary~ -say Very well -cast 'sanctuary' $n -~ -> speech_prog p Give me strength~ -say Very well -cast 'kindred strength' $n -cast 'slink' $n -cast 'dragon wit' $n -cast 'sagacity' $n -c 'trollish vigor' $n -~ -> speech_prog p Make me pure~ -say Very well -cast 'remove curse' $n -cast 'refresh' $n -cast 'refresh' $n -~ -> speech_prog p heal me~ -c 'life force' $n -c 'life force' $n -say I hope you are feeling better now -smile -~ -> speech_prog p restore my mana~ -c 'restore mana' $n -c 'restore mana' $n -~ -> speech_prog p hide me~ -cast invis $n -~ -| -#27116 -Chaos Guardian~ -A Chaos Guardian~ -A Chaos Guardian patrols the tower gate -~ -With skin of the strongest stone, bat like wings, pointed horns and -flickering red eyes, you feel confident that this gargoyle guardian has -never failed in his duty to keep intruders away. -~ -67 4194304 200 C -48 0 -300 3d25+1845 0d0+0 -0 0 -112 112 1 -19 13 13 16 17 13 15 -0 0 0 0 0 -34 3 0 0 1919908193 1919908193 5 -55 55 0 0 11264 0 560 3 -> all_greet_prog 100~ -if clan ($n) == Harbingers of Chaos -or isimmort ($n) -open west -say Greetings worthy one! -smile $n -else -close west -say Turn back now! Only death awaits you here. -snarl $n -endif -~ -| -#27117 -Dowyl Blacksmith~ -Dowyl the Blacksmith~ -Dowyl is busy tending to the forge -~ -Short, even for a dwarf, Dowyl is still one of the finest blacksmiths in -all the realms -~ -67 4194304 0 C -50 0 0 1d15000+15000 0d0+0 -0 0 -112 112 1 -21 14 14 17 19 13 13 -0 0 0 0 0 -2 22 0 0 5 4 4 -0 0 1927 0 1059840 0 48 3 -#27118 -Steles shopkeeper~ -Steles the Clan Shopkeeper~ -Steles the shopkeeper stands here behind the counter -~ -~ -67 4194304 0 C -50 0 -130 1d25000+1 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 22 0 0 1 1 4 -0 0 1551 0 1059840 0 560 7 -#27119 -Marceles Barkeeper~ -Marceles the Barkeeper~ -Marceles the Barkeeper is here wiping the counter -~ -A middle aged man with a long, thin mustache and broad shoulders. A -former adventurer like yourself, Marceles now spends his time serving -drinks -~ -67 4194304 0 C -50 0 -200 1d24000+24000 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 5 -0 0 0 0 1059840 0 48 3 -#27120 -Robed Figure~ -A mysterious robed figure~ -A mysterious robed figure dressed in red hisses softly -~ -~ -67 4194304 0 C -50 0 -250 1d1+30000 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 6488067 6488067 6 -0 0 1671 0 1059840 0 560 3 -> all_greet_prog 100~ -say What is your destination? -~ -> speech_prog p ASQ~ -say As you wish -mpechoat $n The robed figure begins to chant in an arcane tongue -mpechoat $n With a wild wave of his hands and a bright flash, you -mpechoat $n find that your surroundings have changed... -mptrans $n 21000 -~ -> speech_prog p SGT~ -say As you wish -mpechoat $n The robed figure begins to chant in an arcane tongue -mpechoat $n With a clap of his hands and a bright flash, you -mpechoat $n find that your surroundings have changed... -mptrans $n 7923 -~ -> speech_prog p KMQ~ -say As you wish -mpechoat $n The robed figure begins to chant in an arcane tongue -mpechoat $n With a stomp of his foot and a bright flash, you -mpechoat $n find that your surroundings have changed... -mptrans $n 14919 -~ -> speech_prog p SSQ~ -say As you wish -mpechoat $n The robed figure begins to chant in an arcane tongue -mpechoat $n With a snap of his fingers and a bright flash, you -mpechoat $n find that your surroundings have changed... -mptrans $n 8105 -~ -| -#27121 -Chaos Lord Trainer~ -the Chaos Lord~ -A powerful Lord of Chaos awaits to instruct you -~ -~ -1091 4194432 0 C -51 0 -150 1d30000+30000 0d0+0 -0 0 -112 112 1 -20 17 18 15 17 18 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -40 60 1999 0 1059840 0 48 3 -#27122 -silverpain practice dummy~ -Silverpain~ -Silverpain the meat popsicile cowers here. -~ -~ -3 4194304 0 S -1 0 0 30000d1+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -tell $n Bah, go away, or I will hurt you. -tell $n Say STOP when you've had enough. -~ -> death_prog 100~ -mpmload 27122 -~ -| -#0 - - -#OBJECTS -#27100 -dirty helm~ -a dirty helm~ -A helm covered in dirt and mud lies here~ -~ -9 17448960 17 -! 10 10 0 0 0 0 0 0 0 0 0 0 -4 500 50 -A -5 1 -A -1 1 -A -13 5 -#27101 -amulet servitude~ -the Amulet of Servitude~ -A shiny black amulet from another plane lies here~ -~ -9 4240 5 -! 1 0 0 0 0 0 0 0 0 0 0 0 -1 5000 500 -A -3 -5 -A -31 -8 -A -56 17 -#27102 -heavy mace~ -a heavy mace~ -A rather large, spiked mace has been left here~ -~ -5 540672 8193 -! 12 12 4 8 0 0 0 0 0 0 0 0 -9 700 70 -A -19 5 -A -18 3 -#27103 -light leather armor~ -light leather armor~ -Although light in weight, this leather armor offers good protection~ -~ -9 278528 9 -! 12 0 0 0 0 0 0 0 0 0 0 0 -4 300 30 -A -2 2 -A -17 -5 -#27104 -halberd~ -a halberd~ -A halberd has been carelessy left here~ -~ -5 147456 8193 -! 12 8 4 3 0 0 0 0 0 0 0 0 -8 300 100 -A -17 -5 -A -19 4 -A -13 10 -#27105 -Swamp armor~ -the Swamp Armor~ -An unusual suit of armor from a swamp has been left here~ -~ -9 393284 9 -! 15 15 0 0 0 0 0 0 0 0 0 0 -7 700 1500 -A -1 1 -A -19 3 -A -13 20 -A -17 -15 -#27106 -Swamp gauntlets~ -the Swamp gauntlets~ -A strange pair of gauntlets have been tossed aside here~ -~ -9 393284 129 -! 10 0 0 0 0 0 0 0 0 0 0 0 -3 1000 1000 -A -17 -5 -A -18 5 -A -19 2 -#27107 -blackened warhammer~ -a blackened warhammer~ -A fire scorched warhammer lies here waiting to be used in battle again~ -~ -5 557060 8193 -! 12 5 9 8 0 0 0 0 0 0 0 0 -6 1000 500 -A -1 2 -A -18 2 -A -19 3 -A -13 15 -A -31 -2 -#27108 -Swamp shoes~ -the Swamp shoes~ -These are the weirdest looking shoes you have ever seen!~ -~ -9 262212 65 -! 11 0 0 0 0 0 0 0 0 0 0 0 -2 1100 200 -A -17 -5 -A -14 65 -A -13 15 -A -26 32768 -A -3 -1 -#27109 -Swamp leggings~ -the Swamp leggings~ -A pair of leggings crafted in a swamp have been left here~ -~ -9 262212 33 -! 9 0 0 0 0 0 0 0 0 0 0 0 -3 900 500 -A -17 -5 -A -13 15 -A -14 50 -A -2 1 -A -26 32768 -#27110 -Swamp arm guards~ -the Swamp arm guards~ -A pair of arm guards from a swamp have been left here~ -~ -9 393284 257 -! 10 0 0 0 0 0 0 0 0 0 0 0 -3 700 500 -A -17 -10 -A -13 10 -A -18 3 -#27111 -claw greater demon~ -the claw of a Greater Demon~ -A sharp, glistening claw radiating pure evil lies here~ -~ -5 2576 8193 -! 12 12 7 5 0 0 0 0 0 0 0 0 -4 2000 200 -A -18 2 -A -19 5 -A -25 -2 -A -30 33 -A -56 210 -#27112 -Darkwood Staff~ -Darkwood Staff~ -A staff covered in mystic runes shimmers with raw magical power~ -~ -9 98901 16385 -! 10 0 0 0 0 0 0 0 0 0 0 0 -2 250 2500 -A -18 8 -A -19 3 -A -12 90 -A -17 -35 -#27113 -mystic robes dark power~ -Mystic Robes of Dark Power~ -These long, flowing robes crackle under blue bolts of immense power~ -~ -9 8487511 1025 -! 14 0 0 0 0 0 0 0 0 0 0 0 -2 700 3000 -A -12 90 -A -17 -20 -A -3 2 -A -4 2 -A -24 -5 -A -23 -5 -#27114 -mask dark desire~ -Mask of Dark Desire~ -A black mask tempts you to wear it~ -~ -9 596 1048577 -! 16 0 0 0 0 0 0 0 0 0 0 0 -1 1000 1000 -A -17 -25 -A -12 40 -A -26 32 -A -14 -80 -A -18 2 -A -18 2 -A -13 50 -#27115 -Shield Damned~ -the Shield of the Damned~ -The screams of the damned echo from a large, black shield resting here~ -~ -9 525014 513 -! 16 16 0 0 0 0 0 0 0 0 0 0 -13 3500 5000 -A -17 -45 -A -12 30 -A -19 4 -A -25 -1 -A -31 -1 -#27116 -Gloves Torment~ -the Gloves of Torment~ -A pair of gloves burn with an eternal cold, blue flame~ -~ -9 4689 129 -! 14 0 0 0 0 0 0 0 0 0 0 0 -2 4000 1500 -A -17 -20 -A -18 3 -A -19 3 -A -1 2 -A -13 15 -#27117 -flaming black steel broadsword~ -a flaming, black steel broadsword~ -The blade of this black broadsword burns with an evil flame~ -~ -5 17449557 8193 -! 0 33 5 1 0 0 0 0 0 0 0 0 -17 830 50000 -A -27 512 -A -13 90 -A -19 13 -A -18 10 -#27118 -bracer undead might~ -a bracer of undead might~ -A bracer lies here radiating an aura of unholy power~ -~ -9 524884 4097 -! 15 15 0 0 0 0 0 0 0 0 0 0 -4 1700 300 -A -17 -10 -A -1 1 -A -18 3 -#27119 -plate mail corruption~ -the Plate Mail of Corruption~ -An ancient suit of plate mail calls out to your dark side~ -~ -9 524374 9 -! 25 25 0 0 0 0 0 0 0 0 0 0 -15 800 80000 -A -17 -40 -A -1 3 -A -27 1 -A -27 2 -A -13 40 -#27120 -Helmet Deception~ -the Helmet of Deception~ -A strange helmet of mixed colors seems to blend in with its surroundings~ -~ -9 524369 17 -! 14 14 0 0 0 0 0 0 0 0 0 0 -5 1300 3000 -A -17 -15 -A -2 2 -A -4 2 -A -3 2 -A -25 1 -A -31 1 -A -14 -30 -#27121 -black rose cloak~ -a Black Rose Cloak~ -A long cloak as black as night with the emblem of a rose rests here~ -~ -9 2644&4 1025 16 -! 15 15 0 0 0 0 0 0 0 0 0 0 -2 1000 4500 -A -17 -210 -A -13 130 -A -18 2 -A -19 17 -A -31 5 -A -56 210 -A -56 212 -A -56 213 -#27122 -Black Fang~ -Black Fang~ -A large, curved tooth from a black dragon gleams with evil menace~ -~ -5 66128 8193 -! 0 20 5 2 0 0 0 0 0 0 0 0 -9 125 125000 -A -2 2 -A -32 25 -A -13 90 -A -18 14 -A -19 11 -#27123 -Acid Armor~ -the Acid Armor~ -A suit of black dragonscale armor has been left here~ -~ -9 17449041 9 16 -! 20 20 0 0 0 0 0 0 0 0 0 0 -14 1000 100000 -A -17 -35 -A -13 90 -A -24 -15 -A -23 -15 -A -27 128 -A -1 2 -A -5 2 -#27124 -Acid Earrings~ -the Acid Earrings~ -Some earrings fashioned from the scales of a black dragon lie here~ -~ -9 524369 65537 -! 11 11 0 0 0 0 0 0 0 0 0 0 -1 2000 80000 -A -17 -5 -A -3 1 -A -12 60 -A -4 1 -A -13 10 -#27125 -Acid Arm Guards~ -the Acid Arm Guards~ -A pair of arm guards made of black dragonscale rest here~ -~ -9 597 257 -! 16 16 0 0 0 0 0 0 0 0 0 0 -5 900 90000 -A -17 -30 -A -13 40 -#27126 -Gauntlets Malice~ -the Gauntlets of Malice~ -A pair of gauntlets crafted from the scales of a black dragon lie here~ -~ -9 524885 129 -! 14 14 0 0 0 0 0 0 0 0 0 0 -4 1000 100000 -A -17 -20 -A -13 30 -A -24 -5 -#27127 -Leggings Black Dragon Scale~ -leggings of black dragonscale~ -A set of black dragonscale leggings have been left here~ -~ -9 524373 33 -! 12 12 0 0 0 0 0 0 0 0 0 0 -3 500 50 -A -17 -10 -A -14 90 -A -2 2 -#27128 -Black Dragon Scale Helm~ -a black dragonscale helm~ -A helm made of black dragonscale lies here~ -~ -9 524373 17 -! 15 15 0 0 0 0 0 0 0 0 0 0 -4 1000 100000 -A -17 -15 -A -9 -40 -A -13 40 -A -18 5 -A -19 4 -#27129 -black sash~ -a black sash~ -This sash once belonged to a powerful mage~ -~ -9 84 2049 -! 13 0 0 0 0 0 0 0 0 0 0 0 -1 1000 100 -A -13 35 -A -4 1 -A -12 40 -A -27 4 -A -24 -5 -#27130 -Cat's Eye~ -Cat's Eye~ -This gleaming orb resembles the eye of a fierce feline~ -~ -1 65 1 -! 0 0 -1 0 0 0 0 0 0 0 0 0 -1 500 5000 -A -25 2 -A -2 1 -A -17 -5 -#27131 -ring vengeance~ -Ring of Vengeance~ -A ruby ring glints with a red shade of vengeance~ -~ -9 8914177 3 -! 8 8 0 0 0 0 0 0 0 0 0 0 -1 1000 10000 -A -17 -5 -A -13 10 -A -18 1 -A -19 1 -#27132 -Acid Orb~ -the Acid Orb~ -A crystal orb of bubbling acid lies here~ -~ -4 81 16385 -! 50 6 6 -1 0 0 0 0 0 0 0 0 -1 2500 25000 -'sanctuary' -#27133 -Blessed Gauntlets~ -Blessed Gauntlets~ -The gauntlets of a benevolent diety lie here waiting to serve an avatar~ -~ -9 527683 129 1 -! 20 20 0 0 0 0 0 0 0 0 0 0 -3 250 250000 -A -17 -40 -A -12 60 -A -4 2 -A -56 3 -A -13 60 -A -18 7 -A -19 10 -#27134 -Dragon Key~ -the Dragon Key~ -A small acid burned key lies here~ -~ -18 524356 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#27135 -gleaming white falchion~ -a gleaming white falchion~ -A pure white falchion lies here, shining with divine brillance~ -~ -5 544075 8193 -! 0 9 3 3 0 0 0 0 0 0 0 0 -14 350 350000 -A -13 40 -A -18 7 -A -9 -20 -A -31 2 -A -25 2 -#27136 -armor devotion~ -the Armor of Devotion~ -The armor of a great crusader for justice has been left here~ -~ -9 8949059 9 2 -! 30 30 0 0 0 0 0 0 0 0 0 0 -15 400 400000 -A -17 -65 -A -56 36 -A -27 1048576 -A -29 8 -A -14 -20 -A -12 111 -A -13 600 -A -19 2 -#27137 -Armageddon Amulet~ -the Armageddon Amulet~ -A fiery, jeweled amulet burning with the flames of judgement lies here~ -~ -9 1345 5 -! 16 16 0 0 0 0 0 0 0 0 0 0 -1 150 150000 -A -17 -15 -A -13 25 -A -3 1 -A -4 1 -A -12 25 -A -24 -10 -#27138 -Wyrm's Bane lance~ -Wyrm's Bane~ -The beauty of this hand carved lance disguises its deadly purpose~ -~ -5 148801 8193 -! 0 14 3 6 0 0 0 0 0 0 0 0 -4 800 300000 -A -2 2 -A -18 18 -A -19 5 -A -27 1 -A -27 128 -A -27 2 -#27139 -cat nine tails whip~ -a cat of nine tails~ -This whip could really put the hurt on someone~ -~ -5 0 8193 -! 0 4 7 4 0 0 0 0 0 0 0 0 -3 200 20 -A -17 -5 -A -18 4 -A -19 4 -#27140 -book dead~ -the Book of the Dead~ -A book bound in human flesh and inked in blood lies here~ -~ -3 80 16385 -! 40 5 5 -1 0 0 0 0 0 0 0 0 -3 200 2000 -'necromantic touch' -#27143 -adamantium chainmail~ -Adamantium chainmail~ -A fine suit of magical chainmail lies here forgotten~ -~ -9 524353 9 -! 25 25 0 0 0 0 0 0 0 0 0 0 -8 4500 45000 -A -18 16 -A -19 16 -A -1 3 -A -2 1 -A -4 1 -A -5 1 -A -13 150 -A -17 -90 -A -24 -10 -A -27 8192 -#27144 -blood red ruby medallion~ -a blood red ruby medallion~ -A beautiful red ruby medallion sparkles with an inner glow~ -~ -9 65 5 -! 20 20 0 0 0 0 0 0 0 0 0 0 -1 750 75000 -A -17 -25 -A -13 40 -A -18 6 -A -12 50 -A -25 3 -A -23 -10 -A -24 -10 -A -28 1 -#27145 -Eye Entropy~ -the Eye of Entropy~ -A small ball of swirling chaotic energy lies on the ground here~ -~ -1 2105665 16385 -! 0 0 -1 0 0 0 0 0 0 0 0 0 -1 2800 175 -A -13 20 -A -17 -15 -A -18 3 -A -19 3 -A -24 -5 -#27146 -Ring Ruin~ -the Ring of Ruin~ -A small ring in the shape of two serpents wrapped around each other lies here~ -~ -9 2629713 3 -! 13 13 0 0 0 0 0 0 0 0 0 0 -1 4000 430 -A -17 -15 -A -13 20 -A -5 1 -A -18 4 -A -19 5 -#27147 -chaos cross~ -the Chaos Cross~ -A small, silver ornament floats just inches off the ground~ -~ -9 2629953 65537 -! 0 15 0 0 0 0 0 0 0 0 0 0 -1 1900 540 -A -17 -20 -A -13 25 -A -18 4 -A -56 56 -A -24 -5 -A -2 2 -#27148 -leggings spectral shifting~ -the Leggings of Spectral Shifting~ -These leggings are constantly changing through all the colors of the spectrum~ -~ -9 2629696 33 -! 25 25 0 0 0 0 0 0 0 0 0 0 -5 750 696 -A -17 -25 -A -13 65 -A -18 6 -A -19 4 -A -14 80 -#27149 -beyond~ -the beyond~ -A vortex of darkness is here, a gateway to another dimension~ -~ -15 2105414 16385 -! 5000 0 0 0 0 0 0 0 0 0 0 0 -3 3900 80 -#27150 -epoxy potion~ -an Epoxy potion~ -Thin coils of smoke arise from this potion~ -~ -10 2105344 1 -! 50 -1 93 93 0 0 0 0 0 0 0 0 -1 1500 110 -'heal' 'heal' 'heal' -#27151 -weirding potion~ -a weirding potion~ -This potion bubbles with magical energy~ -~ -10 2097152 1 -! 34 -1 140 140 0 0 0 0 0 0 0 0 -1 2000 90 -'restore mana' 'restore mana' 'restore mana' -#27152 -potion shielding~ -A potion of shielding~ -A potion of magical shields lies here~ -~ -10 2097152 1 -! 31 -1 149 -1 0 0 0 0 0 0 0 0 -1 2150 215 -'iceshield' 'shockshield' 'NONE' -#27153 -can spinach~ -a can of spinach~ -A tasty can of spinach has been carelessly left here~ -~ -26 2105344 1 -! 40 -1 -1 -1 0 0 0 0 0 0 0 0 -1 720 72 -'heal' 'NONE' 'NONE' -#27154 -potion elemental skin~ -a potion of elemental skin~ -A potion labeled 'Elemental Skin' lies here~ -~ -10 2105344 1 -! 15 -1 158 147 0 0 0 0 0 0 0 0 -1 3300 145 -'Wrath of Dominus' 'stone skin' 'shield' -#27155 -potion flesh change~ -a potion of flesh change~ -A potion labeled 'Flesh Change' has been left here~ -~ -10 2105344 1 -! 31 -1 47 62 0 0 0 0 0 0 0 0 -1 4000 130 -'dragonskin' 'demonskin' 'eldritch sphere' -#27156 -visionary pill~ -a visionary pill~ -Description A small pill offering you sight beyond sight has been left here~ -~ -26 8192 1 -! 34 -1 -1 167 0 0 0 0 0 0 0 0 -1 3100 230 -'NONE' 'NONE' 'true sight' -#27157 -impetus statue gold~ -A golden statue of Impetus~ -A massive golden statue of a famous leader stands here~ -~ -12 4097 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#27158 -serpent fountain~ -A serpent fountain~ -A serpentine fountain is here~ -~ -25 4096 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#27159 -Harbinger message board~ -the Harbinger message board~ -A message board hangs upon the wall here~ -~ -12 4096 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -9999 0 0 -#27160 -shot vodka~ -a shot of vodka~ -A shot glass filled with vodka rests here~ -~ -17 8192 1 -! 8 1 7 0 0 0 0 0 0 0 0 0 -1 250 25 -#27161 -bottle rum~ -a bottle of rum~ -A bottle of rum lies on its side here~ -~ -17 8192 1 -! 10 4 7 0 0 0 0 0 0 0 0 0 -1 400 40 -#27162 -clan cocktail~ -a clan cocktail~ -A small glass of the clan's special mixed drink is here~ -~ -17 8192 1 -! 5 2 8 0 0 0 0 0 0 0 0 0 -1 500 50 -#27163 -gnixie roll hoc harbingers chaos~ -a Gnixie Roll of Chaos~ -A pixie heart wrapped up in gnome flesh bound together by the power of chaos.~ -~ -19 0 1 -! 40 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#27100 -A Small Tributary~ -The water here is dark and still. Swirling mud clouds your vision from -seeing what lies beneath the murky water's surface. The tributary appears -to narrow further ahead and then gradually empties into a foreboding swamp. -~ -0 4 7 0 0 0 0 0 -D0 -~ -~ -134217728 -1 21297 163 163 163 0 0 -D2 -~ -~ -0 -1 27101 0 0 0 0 0 -S -#27101 -A Lifeless Bog~ -Here the tributary from the river shallows out and drains away into the muddy -earth. Blackened tree trunks lie scattered across the ground, partially sunk -in the muck. It is difficult to walk and even see for that matter. A shadowy -fog blankets the area in perpetual darkness. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27100 0 0 0 0 0 -D2 -~ -~ -0 -1 27102 0 0 0 0 0 -S -#27102 -A Foul-Smelling Swamp~ -The land here is firmer than that to the north, although still quite wet and -soft. However, the stench of this place is awful! Rotting vegetation mixed -with the putrid water has filled the air with a nauseous gas. A few sickly -trees have somehow managed to survive over the years and stand twisted and -warped. A jet black crow perches on the branch of one of these trees. It -fixes you with an icy stare before flying off, cawing loudly. It appears life -lives here after all. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27101 0 0 0 0 0 -D2 -~ -~ -0 -1 27103 0 0 0 0 0 -S -#27103 -Rotting Lands~ -A sense of evil pervades this place. Although the landscape is flat and -barren, save for a few diseased trees, you feel as if someone or something is -watching you. Lying in the soft ground, almost completely covered in mud, is -the skull of a long dead adventurer. A large crack runs down the forehead of -the skull, an obvious sign that this person was not welcome here. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27102 0 0 0 0 0 -D1 -~ -~ -0 -1 27112 0 0 0 0 0 -D2 -~ -~ -0 -1 27106 0 0 0 0 0 -D3 -~ -~ -0 -1 27104 0 0 0 0 0 -D8 -~ -~ -0 -1 27107 0 0 0 0 0 -S -#27104 -Sense of Danger~ -A terrible feeling of death and danger permeates the air. Although the -landscape still looks the same, something just doesn't feel right. Knocked over -on its side is an aged wooden sign. Stepping closer, some letters can be -discerned carved into the old wood. -~ -0 0 3 0 0 0 0 0 -D1 -~ -~ -0 -1 27103 0 0 0 0 0 -D9 -~ -~ -0 -1 27105 0 0 0 0 0 -E -sign~ -The writing is hard to read and part of it has been scratched away... - WARNING!!! - Q........ -is all you can make out. -~ -S -#27105 -Quicksand!~ -Perhaps you should not have come this way. The ground here is incredibely -soft, almost like a thick liquid. The more you struggle to escape, the -faster you sink. Your last hope is that death comes quickly and painlessly. -~ -0 8198 1 0 0 0 0 0 -S -#27106 -In the Swamp~ -Mud splashes on your boots as you walk through this place of decay. Eerie -sounds echo from the trees and you catch glimpses of glowing red eyes -watching your movement from within the safety of the tall weeds. Many large -footprints in the soft earth show this place is inhabited. Maybe it isn't -the best idea to trespass. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27103 0 0 0 0 0 -D1 -~ -~ -0 -1 27107 0 0 0 0 0 -D9 -~ -~ -0 -1 27111 0 0 0 0 0 -S -#27107 -In the Swamp~ -Mud splashes on your boots as you walk through this place of decay. Eerie -sounds echo from the trees and you catch glimpses of glowing red eyes -watching your movement from within the safety of the tall weeds. Many large -footprints in the soft earth show this place is inhabited. Maybe it isn't -the best idea to trespass. -~ -0 0 3 0 0 0 0 0 -D2 -~ -~ -0 -1 27108 0 0 0 0 0 -D3 -~ -~ -0 -1 27106 0 0 0 0 0 -D7 -~ -~ -0 -1 27103 0 0 0 0 0 -S -#27108 -In the Swamp~ -Mud splashes on your boots as you walk through this place of decay. Eerie -sounds echo from the trees and you catch glimpses of glowing red eyes -watching your movement from within the safety of the tall weeds. Many large -footprints in the soft earth show this place is inhabited. Maybe it isn't -the best idea to trespass. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27107 0 0 0 0 0 -D9 -~ -~ -0 -1 27109 0 0 0 0 0 -S -#27109 -Deeper Within the Swamp~ -This section of the swamp seems much darker than the rest. However, something -seems seriously wrong... All the other animal sounds are quiet. An uneasy -silence blankets the area, but listening carefully, some strange grunting -sounds can be heard. Looking around, you notice several of the large mud -made mounds here are actually homes to a tribe of wild ogres. -~ -0 0 3 0 0 0 0 0 -D2 -~ -~ -0 -1 90100 0 0 0 0 0 -D3 -~ -~ -0 -1 27110 0 0 0 0 0 -D6 -~ -~ -0 -1 27108 0 0 0 0 0 -E -mounds~ -Packed together from wet mud and then allowed to dry, these mounds provide -simple homes for the ogres who live in them. -~ -S -#27110 -In the Village~ -The homes of the ogres are little more than mud packed into large mounds and -then dried. Each home has only one doorway, covered with curtains made from -flesh. The mounds are fairly distant from one another, making the village -appear larger than it really is. The bones of many different creatures lay -strewn all over. It would seem the ogres don't care about picking up after -meals. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27111 0 0 0 0 0 -D1 -~ -~ -0 -1 27109 0 0 0 0 0 -S -#27111 -Deeper Within the Swamp~ -This section of the swamp seems much darker than the rest. However, something -seems seriously wrong... All the other animal sounds are quiet. An uneasy -silence blankets the area, but listening carefully, some strange grunting -sounds can be heard. Looking around, you notice several of the large mud -made mounds here are actually homes to a tribe of wild ogres. -~ -0 0 3 0 0 0 0 0 -D2 -~ -~ -0 -1 27110 0 0 0 0 0 -D6 -~ -~ -0 -1 27106 0 0 0 0 0 -E -mounds~ -Packed together from wet mud and then allowed to dry, these mounds provide -simple homes for the ogres who live in them. -~ -S -#27112 -A Less Traveled Trail~ -At one time, this might have been a well used path, but now it is overgrown. -To the east, the swamp continues into what was once a beautiful forest, now -corrupted and ugly to behold. The west leads into the heart of the swamp. -~ -0 0 3 0 0 0 0 0 -D1 -~ -~ -0 -1 27113 0 0 0 0 0 -D3 -~ -~ -0 -1 27103 0 0 0 0 0 -S -#27113 -Edge of a Dark Forest~ -The ground here is no longer soft and muddy, but the tall dark trees provide -evidence that this land is poisoned from the swamp further to the west. The -humid, warm air hosts thousands of small, blood sucking, flying insects. -Haunting calls of distant predatory animals echo through the trees. This does -not appear to be a friendly place. -~ -0 0 3 0 0 0 0 0 -D1 -~ -~ -0 -1 27114 0 0 0 0 0 -D3 -~ -~ -0 -1 27112 0 0 0 0 0 -D8 -~ -~ -0 -1 27121 0 0 0 0 0 -S -#27114 -Inside a Dark Forest~ -Every tree is devoid of leaves and the branches twist amongst each other to -form a sort of canopy that blocks out the sunlight. The forest floor is -rocky and laced with many thorny vines, making progress difficult. -~ -0 0 3 0 0 0 0 0 -D0 -~ -~ -0 -1 27116 0 0 0 0 0 -D1 -~ -~ -0 -1 27115 0 0 0 0 0 -D3 -~ -~ -0 -1 27113 0 0 0 0 0 -S -#27115 -Wall of Thorns~ -Someone doesn't want you to go any further in this direction. A massive wall -made of thick, thorny vines blocks further passage through this portion of -the forest. The wall stands at least ten feet tall and stretches as far as you -can see. As you step closer to the thorns, the wall itself trembles as if it -senses your presence. The thorns glisten with a wet substance, a poison of -some sort. A strong feeling of evil magic power radiates from the wall. -~ -0 0 3 0 0 0 0 0 -D3 -~ -~ -0 -1 27114 0 0 0 0 0 -D5 -grate -~ -thorns~ -1071 27134 27139 0 0 0 0 0 -D7 -~ -~ -0 -1 27116 0 0 0 0 0 -E -wall~ -There is nothing natural about this wall. The vines look to be dead, yet -they twist and wind around each other. The thorns are large with -dangerously sharp tips, coated with a deadly poison. -~ -S -#27116 -A Misty Path through the Forest~ -Everything about this part of the forest is the same as the rest, except for -one thing. Hovering just a few inches above the ground is a grey mist which -forms a trail of sorts leading to the northeast. As you step into the mist, -your feet are chilled with an intense cold but the feeling subsides almost -immediately. The mist beckons you to follow, even though it is against your -better judgement. -~ -0 0 3 0 0 0 0 0 -D2 -~ -~ -0 -1 27114 0 0 0 0 0 -D6 -~ -~ -0 -1 27117 0 0 0 0 0 -D8 -~ -~ -0 -1 27115 0 0 0 0 0 -S -#27117 -Before a Giant Tree~ -This is by far the biggest tree you have ever seen! None of the other trees -can compare to the size of this monstrous tree. The wood seems to glow with -an evil radiance and you feel that a powerful source of magic is nearby. -Looking upwards, the trunk disappears into a black cloud, hiding the rest of -the tree from view. A simple oval shaped, metal door built into the base is -the only entrance to the inside. -~ -0 0 3 0 0 0 0 0 -D1 -~ -door~ -3 -1 27118 0 0 0 0 0 -D9 -~ -~ -0 -1 27116 0 0 0 0 0 -S -#27118 -Bottom of the Tree~ -The inside of this tree is dimly lighted by several glowing spheres attached -to the wooden walls. The air is very still and stuffy, making breathing -uncomfortable. This room is rather barren except for a few arcane scribblings -on the floor. A winding staircase has been made from out of the wall but it -doesn't quite look like whoever made it knew what they were doing. The steps -are slanted and rough but provide the only means of travelling upwards. -~ -0 0 0 0 0 0 0 0 -D3 -~ -door~ -3 -1 27117 0 0 0 0 0 -D4 -~ -~ -128 -1 27119 0 0 0 0 0 -S -#27119 -Top of the Tree~ -Your climb up the stairs has landed you here, on the top and only floor of -this residence. This room is dark, except for the flickering light cast by a -strange ghostly fire that burns from a black bowl. Strangely, the flames give -off a penetrating cold rather than heat. A door leads into an adjacent room, -unfortunately, it is guarded by a rather large demon. -~ -0 0 0 0 0 0 0 0 -D1 -~ -door~ -3 -1 27120 0 0 0 0 0 -D5 -~ -~ -128 -1 27118 0 0 0 0 0 -S -#27120 -Chamber of the Dark Mage~ -Unlike the other room, this one is very well lit. Hundreds of candles -illuminate the large shelves of countless spellbooks, beakers of bubbling -potions, and a work desk where a man dressed in black robes sits. As you enter -he looks up from the ancient scroll he was studying before your unwelcome -interruption. This is the home of Koraz, the infamous mage, and he is about -to show you how much he hates visitors. -~ -0 0 0 0 0 0 0 0 -D3 -~ -door~ -3 -1 27119 0 0 0 0 0 -S -#27121 -A Rocky Forest Path~ -The path here is marked with many small rocks and pebbles. It leads from the -forest towards higher and drier ground. -~ -0 0 3 0 0 0 0 0 -D7 -~ -~ -0 -1 27113 0 0 0 0 0 -D8 -~ -~ -0 -1 27122 0 0 0 0 0 -S -#27122 -Charred Timber~ -Massive destruction best describes the sight before you now. Every tree has -either been ripped up from its roots or severely burned. What could have -caused all this? To the southwest is the entrance to a cave in the hillside. -Something tells you that your answer lies in there. -~ -0 0 3 0 0 0 0 0 -D7 -~ -~ -0 -1 27121 0 0 0 0 0 -D9 -~ -~ -0 -1 27123 0 0 0 0 0 -S -#27123 -Cave Entrance~ -The opening in the hillside resembles the black, gaping maw of some fiendish -creature. The hanging stalagmites look like large sharp teeth ready to devour -anything that enters. The air reeks of something large and reptilian and the -many deep claw gashes into the very rock itself point out the obvious. A -dragon lurks somewhere below. -~ -0 0 4 0 0 0 0 0 -D5 -~ -~ -0 -1 27124 0 0 0 0 0 -D6 -~ -~ -0 -1 27122 0 0 0 0 0 -S -#27124 -Cave Tunnel~ -Gazing up, the dim light from the entrance to these caves can be seen. The -light casts strange shadows upon the floor and somewhere below can be heard -the sound of dripping water. The walls here are also scratched and of a dark -red color. Stepping closer, you are horrified to discover the color is not -natural for the stone. It is dried blood. -~ -0 260 13 0 0 1 0 0 -D4 -~ -~ -0 -1 27123 0 0 0 0 0 -D5 -~ -~ -0 -1 27125 0 0 0 0 0 -S -#27125 -Caverns~ -The tunnel downward ends here, in a giant underground cavern. The natural -rock formations that may at one time have been wonderous to behold, are now -scarred and broken. From somewhere, a deep rumbling sound resonates through -the cave, shaking the walls and causing a few small rocks to fall loose. The -floor is wet, slippery, and shows signs that several other things have passed -through here recently. -~ -0 0 13 0 0 0 0 0 -D2 -~ -~ -0 -1 27127 0 0 0 0 0 -D4 -~ -~ -0 -1 27124 0 0 0 0 0 -D8 -~ -~ -0 -1 27128 0 0 0 0 0 -D9 -~ -~ -0 -1 27126 0 0 0 0 0 -S -#27126 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D2 -~ -~ -0 -1 27131 0 0 0 0 0 -D3 -~ -~ -0 -1 27129 0 0 0 0 0 -D6 -~ -~ -0 -1 27125 0 0 0 0 0 -D9 -~ -~ -0 -1 27130 0 0 0 0 0 -S -#27127 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D0 -~ -~ -0 -1 27125 0 0 0 0 0 -D2 -~ -~ -0 -1 27132 0 0 0 0 0 -D8 -~ -~ -0 -1 27133 0 0 0 0 0 -D9 -~ -~ -0 -1 27131 0 0 0 0 0 -S -#27128 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D1 -~ -~ -0 -1 27135 0 0 0 0 0 -D2 -~ -~ -0 -1 27133 0 0 0 0 0 -D7 -~ -~ -0 -1 27125 0 0 0 0 0 -D8 -~ -~ -0 -1 27134 0 0 0 0 0 -S -#27129 -Bone Room~ -Bones everywhere and lots of them. Thousands of dried bones from hundreds of -creatures lie here in piles. All of them appear to have been picked clean of -the flesh that was once on them. Across the far side of this horrific place -is a throne, made from polished bones. The undead in these caves appear to -have a leader. -~ -0 0 13 0 0 0 0 0 -D1 -~ -~ -0 -1 27126 0 0 0 0 0 -S -#27130 -Forgotten Tombs~ -A truly remarkable and yet startling discovery. These caves were indeed once -inhabited by an ancient race, the likes of which you have never seen or heard -of before. Hundreds of coffins lie here, made of dark crystal and the walls -have been masterfully carved into spaces to hold more bodies. Runes have been -etched on almost every surface in here. Whatever race once lived here became -extinct with the arrival of the dragon and all trace of their existence -vanished from the realms. One thing in particular is very disturbing, and that -is most of the coffins are empty. -~ -0 0 13 0 0 0 0 0 -D6 -~ -~ -0 -1 27126 0 0 0 0 0 -S -#27131 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D0 -~ -~ -0 -1 27126 0 0 0 0 0 -D6 -~ -~ -0 -1 27127 0 0 0 0 0 -S -#27132 -Collapsed Tunnel~ -Whatever lay at the end of this narrow, long passage will forever be lost. -Large stones have fallen from the ceiling, blocking off any further travel. -~ -0 0 13 0 0 0 0 0 -D0 -~ -~ -0 -1 27127 0 0 0 0 0 -S -#27133 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D0 -~ -~ -0 -1 27128 0 0 0 0 0 -D7 -~ -~ -0 -1 27127 0 0 0 0 0 -S -#27134 -Caverns End~ -Quite simply, the caverns just don't go any further. Soft vibrations can be -felt in the rock wall and floor. The dragon must be somewhere nearby. -~ -0 0 13 0 0 0 0 0 -D7 -~ -~ -0 -1 27128 0 0 0 0 0 -S -#27135 -In the Caverns~ -These caverns are vast and wide. A long time ago, these were once beautiful -and majestic displays of nature. Now it is nothing more than a dark home to -many evil beings. -~ -0 0 13 0 0 0 0 0 -D1 -~ -~ -0 -1 27136 0 0 0 0 0 -D3 -~ -~ -0 -1 27128 0 0 0 0 0 -S -#27136 -The Dragon Door~ -This is by far the biggest door you have ever seen. It stretches from the -cavern floor to the ceiling. Made from a strange, dark metal, this door -seems to absorb any light that comes near it. Sculpted into the surface of -this gigantic door are many symbolic pictures and events. The one that -catches your attention over all others is a scene showing an army of undead -waging war across the realms, led by a powerful black dragon. -~ -0 0 13 0 0 0 0 0 -D3 -~ -~ -0 -1 27135 0 0 0 0 0 -D5 -~ -door~ -39 27134 27137 0 0 0 0 0 -S -#27137 -Unholy Guardian~ -This is the antechamber for the room to the south. Torches line the walls of -the room which form a perfect circle. Four crystaline pillars make a square -formation and standing in the center of it all is a man dressed in the -blackest of armor. His face is hidden under his helmet, but as you approach -you feel a freezing cold being radiated from his body. Once a noble knight, -turned to evil and now forced to serve his master as undead. The death -knight allows no one to pass. -~ -0 0 13 0 0 0 0 0 -D2 -~ -~ -0 -1 27138 0 0 0 0 0 -D4 -~ -door~ -39 27134 27136 0 0 0 0 0 -S -#27138 -The Lair of Malyinxtorvaz~ -Hundreds of precious gems lie embedded in the cave walls. The light that -hits them reflects back the colors of the rainbow. The floor is littered -with bones and gold that have somehow almost been melted together. A loud -roar shakes the entire cave. The black dragon arises from under the treasure -it was resting beneath. Aware of your presence, she grins wickedly at the -thought of adding you to her collection of undead minions. -~ -0 0 13 0 0 0 0 0 -D0 -~ -~ -0 -1 27137 0 0 0 0 0 -D4 -~ -door~ -39 27134 27136 0 0 0 0 0 -S -#27139 -A hidden passageway~ -This room is dark and mysterious. It leads beneath the wall of thorns above -and along what appears to be a man made tunnel to the east. A dim light -comes from the east and it is there that you will find what this passageway -holds. -~ -0 256 13 0 0 3 0 0 -D1 -~ -~ -0 -1 27140 0 0 0 0 0 -D4 -~ -thorns~ -1071 27134 27115 0 0 0 0 0 -S -#27140 -Prison of Malice~ -You have found the secret prison area where the black dragon keeps those who -have enough power to thwart her evil plans. Although it appears to be just -a carved tunnel, a strong magic spell holds the prisoners from ever leaving. -Their years of solitude and confinement have not weakened the prisoners, but -has only made them grow stronger in their resolve. In this section of the -prison is the greatest champion to honor and justice that the realms has ever -known. -~ -0 0 13 0 0 3 0 0 -D1 -~ -~ -0 -1 27141 0 0 0 0 0 -D3 -~ -~ -0 -1 27139 0 0 0 0 0 -S -#27141 -Prison of Malice~ -Here the tunnel ends in a small alcove which holds the other prisoner that -Malice has seen as a threat to her schemes. The only other way out is back -to the west where the tunnel slopes towards the surface. -~ -0 0 13 0 0 3 0 0 -D3 -~ -~ -0 -1 27140 0 0 0 0 0 -S -#27142 -Gravel Path~ -This pathway of small rocks runs into Clan Avenue to the north. Gazing down -the path to the west looms a mighty tower where the Harbingers of Chaos -reside. There appears to be no windows, and the tower itself reaches towards -the clouds, casting an imposing shadow over the Forbidden Realms. -~ -0 3146756 1 0 0 0 0 0 -D0 -~ -~ -0 -1 90915 0 0 0 0 0 -D3 -~ -~ -0 -1 27143 0 0 0 0 0 -> entry_prog 100~ -if isimmort($n) -or clan($n) == Harbingers of Chaos -else -mpechoat $n You may not trespass inside this clan's domain... -mptrans $n 90915 -force $n look -endif -~ -| -S -#27143 -Spiked Gate~ -Here stands a massive gate made of shining steel which surrounds the entire -tower. The top of the gate is marked with sharp spikes, making it unwise to -try to scale it. Only a few chosen elite may pass through to the tower. -~ -0 3145728 1 0 0 0 0 0 -D1 -~ -~ -0 -1 27142 0 0 0 0 0 -D3 -~ -gate~ -1 -1 27144 0 0 0 0 0 -S -#27144 -Courtyard of Chaos~ -The courtyard before the tower has an uneasy silence to it. Several marble -statues depict great champions of chaos, idols to be revered for their -wisdom and skill. The branches of the few trees which line the path into the -tower sway gently, but oddly enough, there is no breeze. -~ -0 3145728 1 0 0 0 0 0 -D1 -~ -gate~ -1 -1 27143 0 0 0 0 0 -D3 -~ -~ -0 -1 27145 0 0 0 0 0 -E -statue~ -This statue is made entirely of gold and shaped in the likeness of the -clan founder and its first leader, Impetus. -~ -S -#27145 -Harbinger Hall~ -The main floor of the tower is truly massive and awe inspiring. Exquisite -paintings of epic battles and tapestries made of exotic fabric line the walls. -A crystal chandelier illuminates the room in brillant light and in the middle -of the hall is a fountain, shaped in the likeness of a fierce serpent, -coiled and mouth open ready to strike. From the fangs pours forth the very -essence of life. A spiral staircase leads up and down from here. -~ -0 3145728 0 0 0 0 0 0 -D1 -~ -~ -0 -1 27144 0 0 0 0 0 -D3 -~ -~ -0 -1 27147 0 0 0 0 0 -D4 -~ -~ -0 -1 27149 0 0 0 0 0 -D5 -~ -~ -0 -1 27146 0 0 0 0 0 -> speech_prog 'Let the power of chaos relieve my famine'~ -if clan($n) == Harbingers of Chaos -or level($n) >= 51 - mpoload 27163 1 -endif -~ -| -S -#27146 -Tower Basement~ -Although somewhat musty, it is quite obvious this room is used often. -Candles along the wall provide sufficient light to see mysterious runes -etched into every stone tile in the floor. In the corner is an odd looking -pedastal and a robed figure standing next to it. Lizard-like eyes peer at -you from underneath the hood, and you are directed to stand on the pedastal. -You notice a plaque on the wall. -~ -0 3145728 0 0 0 0 0 0 -D4 -~ -~ -0 -1 27145 0 0 0 0 0 -E -plaque~ -For teleportaion to the following areas: -Shadowdale Square --- "SSQ" -Arabel Square --- "ASQ" -Kendermore Square --- "KMQ" -Southern Gate of Trise --- "SGT" -~ -S -#27147 -Trophy Room~ -Incense burns constantly in this room, filling it with a fine smokey haze. -The walls and floor are made of dark red stone and lying scattered all over -the room are the grisly prizes kept from many battle victories. Skins left -here are testimony to your glory and worth as a clan member. -~ -0 1076903936 0 0 0 0 22 0 -D1 -~ -~ -0 -1 27145 0 0 0 0 0 -D2 -~ -~ -0 -1 27148 0 0 0 0 0 -S -#27148 -Harbinger Happy Hour~ -You are now standing inside a shop of wonders. -Behind the counter you can see a valid permit to sell goods. -We are pleased to announce that we have the facility to take money -direct from you bank account, should you find that you are not carrying -enough gold. Have a nice day ! -~ -0 3145728 0 0 0 0 0 0 -D0 -~ -~ -0 -1 27147 0 0 0 0 0 -> speech_prog stop~ -mppurge silverpain -mpmload 27122 -~ -| -S -#27149 -Chaos Chamber~ -The second floor of the tower is obviously a meeting room of sort. A very -long table stretches across almost the entire length of the room. A chair at -each end is designated for the leader and number one to sit. Everything here -has a very professional atmosphere to it, as if killing were a business.... -and business is good. A message board rests upon one wall and there are -several exits to rooms with special clan services. The spiral staircase -continues up into the vaults of Chaos and back down to the main floor. -~ -0 36701184 0 0 0 0 0 0 -D0 -~ -~ -0 -1 27154 0 0 0 0 0 -D1 -~ -~ -0 -1 27152 0 0 0 0 0 -D2 -~ -~ -0 -1 27155 0 0 0 0 0 -D3 -~ -~ -0 -1 27153 0 0 0 0 0 -D4 -~ -~ -0 -1 27150 0 0 0 0 0 -D5 -~ -~ -0 -1 27145 0 0 0 0 0 -S -#27150 -Chaos Vault of Weaponry~ -This giant room serves only one purpose, to store weapons for the future use -of other clan members who may need them later. Racks of weapons of all -types are here. Feel free to take what you need and drop off what you don't. -~ -0 1077428224 0 0 0 0 22 0 -D4 -~ -~ -0 -1 27151 0 0 0 0 0 -D5 -~ -~ -0 -1 27149 0 0 0 0 0 -S -#27151 -Chaos Vault of Armor and Items~ -The top room of the tower is similar to the one below it, except that this -vault is devoted to storing only armor and other miscellaneous items. Take -what you need, but be sure to try to replace it at some time and drop off -any equipment that a fellow clan member may want. -~ -0 3162112 0 0 0 0 22 0 -D5 -~ -~ -0 -1 27150 0 0 0 0 0 -S -#27152 -Clan Blacksmith~ -An uncomfortable heat fills the blacksmith store, as well as the pounding of -metal on hot steel. Racks of weapons and other assortments of armory line the -walls, all in different states of disrepair. The blacksmith must be a busy -man, but taking care of clan equipment is his top priority. -~ -0 3146752 0 0 0 0 0 0 -D3 -~ -~ -0 -1 27149 0 0 0 0 0 -S -#27153 -Clan Healer~ -Upon entering this room, you are filled with a great sense of calm and well -being. The floor seems to drift away beneath your feet and a strange fog -engulfs your body. A mellow, chanting voice can be heard echoing as if from -a great distance, yet very close. -~ -0 3687424 0 0 0 0 0 0 -D1 -~ -~ -0 -1 27149 0 0 0 0 0 -S -#27154 -Clan Shop~ -You are now standing inside a shop of wonders. -We are pleased to announce that we have the facility to take money -direct from you bank account, should you find that you are not carrying -enough gold. Have a nice day ! -~ -0 3146752 0 0 0 0 0 0 -D2 -~ -~ -0 -1 27149 0 0 0 0 0 -S -#27155 -Clan Trainer~ -A hard, polished wooden floor and the soft padded walls are about the only -distinguishing features of this room. A middle aged man stands in the center -of the room, his body well toned and his eyes shine with intelligence. -A very cunning and educated person, it is best that you listen to his lessons. -~ -0 3146752 0 0 0 0 0 0 -D0 -~ -~ -0 -1 27149 0 0 0 0 0 -S -#0 - - -#RESETS -M 1 27102 2 27102 -M 1 27102 2 27102 -M 1 27107 4 27103 -M 1 27107 4 27107 -M 1 27107 4 27108 -M 1 27101 1 27110 -E 1 27105 1 5 -E 1 27106 1 9 -E 1 27109 1 7 -E 1 27110 1 10 -E 1 27107 1 16 -E 1 27108 1 8 -M 1 27114 2 27110 -E 1 27139 1 16 -E 1 27103 1 5 -E 1 27100 1 6 -M 1 27100 2 27112 -E 1 27102 1 16 -M 1 27107 4 27113 -M 1 27100 2 27114 -E 1 27102 1 16 -D 0 27115 5 2 -D 0 27117 1 1 -D 0 27118 3 1 -M 1 27103 1 27119 -E 1 27101 1 3 -E 1 27111 1 16 -D 0 27119 1 1 -M 1 27104 1 27120 -E 1 27112 1 17 -E 1 27129 1 13 -E 1 27114 1 20 -E 1 27113 1 12 -D 0 27120 3 1 -M 1 27114 2 27123 -E 1 27103 1 5 -E 1 27100 1 6 -E 1 27139 1 16 -M 1 27105 5 27126 -M 1 27108 2 27128 -M 1 27111 1 27129 -E 1 27140 1 17 -G 1 27134 1 -M 1 27106 2 27130 -E 1 27104 1 16 -M 1 27108 2 27131 -M 1 27105 5 27131 -M 1 27106 2 27133 -E 1 27104 1 16 -M 1 27105 5 27135 -M 1 27105 5 27135 -M 1 27105 5 27136 -D 0 27136 5 2 -M 1 27110 1 27138 -E 1 27123 1 5 -E 1 27124 1 19 -E 1 27125 1 10 -E 1 27126 1 9 -E 1 27127 1 7 -E 1 27128 1 6 -G 1 27132 1 -E 1 27122 1 16 -D 0 27138 4 2 -D 0 27139 4 2 -M 1 27112 1 27140 -E 1 27133 1 9 -E 1 27136 1 5 -E 1 27135 1 16 -E 1 27137 1 3 -M 1 27116 1 27143 -D 0 27143 3 0 -O 1 27157 1 27144 -D 0 27144 1 0 -O 1 27158 1 27145 -M 1 27120 1 27146 -M 1 27122 1 27148 -O 1 27159 1 27149 -M 1 27117 1 27152 -M 1 27115 2 27153 -M 1 27121 2 27155 -M 1 27113 1 27141 -E 1 27131 1 1 -E 1 27130 1 0 -E 1 27138 1 16 -M 1 27109 1 27137 -E 1 27116 1 9 -E 1 27118 1 14 -E 1 27119 1 5 -E 1 27115 1 11 -E 1 27117 1 16 -E 1 27120 1 6 -E 1 27121 1 12 -D 0 27137 4 2 -S - - -#SHOPS -0 - - -#REPAIRS - 27117 5 9 15 100 1 0 23 ; Dowyl the Blacksmith -0 - - -#SPECIALS -M 27103 spec_poison -M 27104 spec_cast_mage -M 27107 spec_fido -M 27109 spec_cast_undead -M 27110 spec_breath_acid -M 27111 spec_cast_mage -M 27112 spec_cast_mage -M 27114 spec_thief -M 27115 spec_cast_adept -M 27116 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/demonweb.are b/data/realm/areas_smaug1.4a/demonweb.are deleted file mode 100644 index a95c33a..0000000 --- a/data/realm/areas_smaug1.4a/demonweb.are +++ /dev/null @@ -1,7700 +0,0 @@ -#AREA Queen of the Demonweb Pits~ - - - -#AUTHOR Rolindar~ - -#RANGES -40 50 40 65 -$ - -#RESETMSG The fabric of the web shifts slightly as Lolth imposes new changes.~ - -#FLAGS -0 12 - -#ECONOMY 0 87523918 - -#MOBILES -#31500 -lolth~ -Lolth~ -A beautiful drow female beckons enticingly to you. -~ -Vile beyond belief, this evil demoness is the unchallenged ruler of -this level of the Abyss, and seeks to conquer as many realities of -the Prime Material Plane as she can, which is why she must be stopped! -Ripping a soul from the ether and devouring it, she screams a challenge -and attacks! -~ -35 23077544 -1000 C -55 0 -300 45d45+21000 5d20+80 -1750000 0 -8 8 2 -25 25 25 25 25 25 25 --10 -10 -10 -10 -10 -90 3 0 0 69635 1 5 -0 0 2046 1065350 2108416 0 1252003840 7 -> fight_prog 45~ -mpe _red $I shrieks in unholy rage and unleashes her most potent attacks! -c 'necromantic touch' $n -mpdamage $n 1100 -~ -> fight_prog 23~ -c 'faerie fire' $n -c feebleness $n -c lethargy $n -c 'ill fortune' $n -~ -> fight_prog 18~ -mpe _blu Lolth utters a word, and an unholy minion appears to aid her. -~ -> fight_prog 66~ -if rand(40) -vom $r -gouge -else -if rand(50) -shriek -mpdamage all 400 -c unravel $r -else -c 'dispel magic' $r -endif -endif -~ -> rand_prog 5~ -mprestore self 200 -~ -> all_greet_prog 100~ -mpe As you enter, a vision of the Queen of Spiders herself appears! -say Oh, foolish mortal, do you really know what you are doing? -say What can you hope to achieve, here, in my realm, where I am nigh -say invincible? -shake -say A pity, to waste such power, on such a foolish endeavour. -sigh -say I will destroy you, $n, know that, but you will have to find me. -snicker -say Here, though, is a taste of my power! -if isimmort($n) -else -c 'necromantic touch' $n -c 'necromantic touch' $n -endif -mpe _yel With that Lolth vanishes, in a cloud of stinking yellow smoke. -mpgoto 31699 -~ -| -#31501 -troll~ -a troll~ -A hideous troll claws its way out of the trash! -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -Lolth has evidently transported them to her realm to serve as guards -and henchmen. -~ -39 552 -1000 C -44 0 0 20d20+3300 3d5+30 -5000 0 -8 8 1 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 16 129 3 2 -> rand_prog 100~ -close se -mprestore self 50 -~ -> fight_prog 15~ -snarl -~ -> fight_prog 15~ -lick -~ -> fight_prog 15~ -scream -~ -> fight_prog 15~ -drool -~ -| -#31502 -trose cleric human~ -Trose~ -An unkempt human clad in plate mail leaps to his feet as you enter. -~ -This dishevelled cleric has been here for quite some time, and during -his involuntary stay has managed to establish a lair here, and capture -several chaotic foes (or so he believes). Earnest in his faith and -devotion, he could be a useful ally; or a dangerous opponent... -~ -3 4203176 500 C -46 0 0 7500d0+0 2d2+22 -75000 0 -8 8 1 -13 11 16 15 14 15 15 --10 -10 -10 -10 -10 -0 1 0 0 1 1 4 -0 0 1791 2113695 7936 0 245366784 1571 -> death_prog 100~ -mpmset self gold 0 -mpjunk coins -say Ah, sweet death has me in its fell embrace! -~ -> rand_prog 2~ -mpe $I frowns at the humans caged to the east. -say Foul creatures. -spit -~ -> all_greet_prog 100~ -if name($n) == werewolf woman -say Chaos has escaped! Help me dispatch it! -c 'frost breath' $n -else -if ispc($n) -mpe $I leaps up, his expression a mixture of excitement and apprehension. -say Good grief! Adventurers! Here! -chuckle -say I thought I was doomed to a lifetime of solitude, with these... -mpe $I looks at the caged humans to the east and snarls. -say Spawn of chaos. they are dangerous, friend, dangerous indeed. -say You must believe me! -sigh -c know $n - if isgood($n) - mea $n Sensing you as one of devout morals, Trose relaxes a little. - t $n Fellow servant of Law, I can aid thee, if you wish. I can attempt - t $n to recharge magical items in need of it, if you have any... - endif -endif -~ -> act_prog p DISARMS you!~ -mpe _whi Wolfsbane leaps back to Trose's hand! -wield wolfsbane -snarl -mea $n _whi $I smites you with the weapon! -mpdamage $n 200 -~ -> fight_prog 66~ -if isevil($n) -mpe _whi Trose's mace screams in fury as it detects evil souls! -mpdamage $n 400 -else -c earthquake -c heal -endif -~ -> fight_prog 25~ -disarm -stun -~ -> act_prog circle~ -mea $n _whi A beam of brilliant light smites you! -mer $n _whi A beam of brilliant light smites $n! -mpdamage $n 400 -~ -| -#31503 -werewolf woman~ -a naked woman~ -A comely naked woman huddles meekly in the straw. -~ -This poor wretch looks malnourished and bears signs of abuse; what -has that monster Trose done to these poor women? Mind you, a lot -of the bruises look remarkably like clumps of hair- dense, coarse -black hair... -~ -35 552 -300 C -42 0 0 3000d0+0 2d4+12 -0 0 -8 8 2 -22 13 13 22 22 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 264191 16898 11264 1 262147 524547 -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -mea $n The 'woman' undergoes a startling transformation! -mea $n Hair sprouts all over her form, which is suddenly become lithe and -mea $n sinewy! Long claws sprout from her hands, and teeth gape from her maw! -mpmset self short a werewolf -mpmset self long A ferocious lycanthrope tears at your throat! -endif -endif -~ -> rand_prog 5~ -mpmset self short a naked woman -mpmset self long A comely naked woman huddles meekly in the straw. -~ -| -#31504 -gnoll soldier~ -a gnollish soldier~ -A gnollish soldier rests in between assignments, drinking ale. -~ -These fecund, doglike creatures are not difficult foes to dispatch, -however their superior numbers may give them the advantage if you -seek to melee with them. -~ -35 512 -666 C -30 0 -66 750d1+0 2d2+8 -1000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -37 3 0 0 1 1 0 -0 0 1063 0 0 0 16 524291 -#31505 -minotaur~ -a minotaur~ -A minotaur officer is seated at the table, drinking. -~ -These burly, bull-headed creatures are a terrifying foe in battle, capable -of inflicting significant damage even unarmed, due to their natural weaponry. -~ -35 552 -400 C -43 0 0 3500d0+0 4d4+24 -22500 0 -8 8 1 -22 13 13 18 13 13 13 -0 0 0 0 0 -48 3 0 0 1 1 0 -0 0 68159103 0 1051648 0 416 3 -> fight_prog 75~ -wield great -~ -> all_greet_prog 100~ -snort -~ -> fight_prog 20~ -snort -~ -| -#31506 -vrock demon~ -Vrock~ -A twisted, sneering demon sits perched on the ledge near the door. -~ -Holder of the namesake assigned to all demons of his ilk, Vrock is the -mightiest of his kind, and serves Lolth willingly as guardian of this -chamber. Magical enchantments prohibit him ever being slain; you will -have to hold him off and wait until the room transports you to the -next level... -~ -35 4727464 -300 C -47 0 -112 5000d0+0 4d4+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 0 -0 0 329279 1056934 2100993 0 547 2 -> death_prog 100~ -mpe _red A hellish cloud of fire and brimstone heralds $I's rebirth! -mpmload 31506 -mpforce 2.vrock cackle -~ -> fight_prog 25~ -mea $n _blu The demon hurls you high into the air! -mer $n _blu The demon hurls $n high into the air! -mea $n _red You crash back down to earth, dragged by $I's telekinesis! -mer $n _red $n crashes back down to earth, dragged by $I's telekinesis! -mpdamage $n 400 -~ -> fight_prog 40~ -mprestore self 200 -~ -> all_greet_prog 100~ -cackle -if ispc($n) -say Fools you are to trespass in mistress' lair! -grin -say However, through fate or blind luck, you have trespassed wisely... -say To proceed however, you must get past me! -lick -endif -~ -| -#31507 -large pedipalp schizomidae~ -a schizomidae~ -A curious hybrid between spider and scorpion scuttles along the corridor. -~ -Known as whip scorpions, all pedipalp resemble a cross between a spider -and a scorpion, and possess both the attacks and attributes of each -species. - -The Schizomidae are the smallest, and weakest, of the species. -~ -101 33312 0 C -35 0 0 1200d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262152 2 -#31508 -large solifugid~ -a large solifugid~ -An spiderlike creature scuttles along the floor. -~ -False spiders are rarely encountered, save of course in this realm of -the Queen of Spiders herself. -~ -101 33288 0 C -35 0 0 1200d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 36 0 2048 0 128 2 -#31509 -large scorpion~ -a large scorpion~ -A scorpion the size of a large hound scuttles across the stone floor. -~ -This horror is one of the many insectoid 'pets' kept by Lolth, and left -to wander her web as they will. -~ -101 33312 0 C -35 0 0 1200d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262152 2 -#31510 -large spider~ -a large spider~ -A hairy arachnid crawls through the web. -~ -Of all insects, arachnids are the most beloved of Lolth, and as such -are themselves worshipped by the depraved drow, as avatars of their -dark deity. The spiders here are larger and more savage than any -encountered on your home plane, however... -~ -101 33312 -500 C -35 0 0 1200d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262145 2 -#31511 -bugbear thug~ -a bugbear thug~ -A burly bugbear armed with club and mallet moves forward. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species. -~ -101 512 -700 C -40 0 0 16d50+1200 4d4+8 -6000 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 2 -0 0 263871 0 0 0 3 524291 -> fight_prog 30~ -if rand(50) -gouge -else -stun -endif -~ -> rand_prog 25~ -wield mallet -wield club -~ -> all_greet_prog 100~ -if rand(25) -scream -else -if rand(40) -snarl -else -if rand(60) -growl -else -lick -endif -endif -endif -~ -| -#31512 -erelda drow cleric ~ -Erelda~ -A beautiful drow cleric sits in the center of the chamber. -~ -Lolth brings those she wishes to use for special services here to be -tested; this woman is the only survivor of a group of five such (un?) -fortunate individuals so summoned. Thus she is ready for combat, but -will not react instantly, preferring instead to see how what she sees -as another 'test' from the Queen of Spiders pans out. -~ -3 8872 -1000 C -46 0 -200 6000d0+0 5d5+30 -22570 0 -8 8 2 -13 18 18 22 13 18 13 --10 -10 -10 -10 -10 -1 1 0 0 2 2 0 -0 0 2047 3182991 3072 0 111153152 1735 -> all_greet_prog 100~ -if isimmort($n) -bow $n -else -if ispc($n) - if race($n) == drow - or race($n) == elf - eye $n - say Does Lolth seek to test you as well, then? - else - mpe $I stands up as you enter. - say Stranger, if you have ventured here by accident, I suggest that - say you leave. If you are another challenge from Mistress, then I - say am ready. Either way, if you remain, prepare for a fight... - grin - endif -endif -endif -~ -> rand_prog 2~ -if ispc($r) -glare $r -say Are you ready to do battle, $r? -mpe _blu $I surrounds herself with protective magicks. -c demonskin -c dragonskin -c 'eldritch sphere' -c shadowform -endif -~ -> fight_prog 18~ -c feebleness -c 'necromantic touch' -~ -> fight_prog 66~ -wield adamantium -~ -> fight_prog 30~ -rem adamantium -hold crossbow -zap $n -rem crossbow -wield adamantium -~ -| -#31513 -mirror demon~ -the mirror demon~ -A shifting, multi-faceted crystalline entity shifts in and out of existence. -~ -This floating, shimmering being defies description;it would perhaps -be most analagous with a series of revolving mirrors, each catching -and reflecting light independently, dazzling you as powerful waves -of cold and electricity surge forth. -~ -7 340263594 -874 C -48 0 -200 11000d0+0 2d9+22 -856000 0 -8 8 0 -13 13 13 13 13 13 13 --30 -30 -30 -30 -30 -85 0 0 0 65536 65536 4 -0 0 0 590 3149088 16 1075924992 2 -> all_greet_prog 100~ -if isimmort($n) -else -mea $n _blu The mirror demon dazzles you with its brilliance! -c blindness $n -c blindness $n -c blindness $n -endif -~ -> fight_prog 20~ -mpe _blu The mirror demon fades out of existence... -mpgoto $i -c 'frost breath' $r -~ -> death_prog 100~ -mpe _blu A jagged piece of glass flies across the room, struck off by your blow -mpoload 31518 -drop amulet -~ -> fight_prog 10~ -c 'spiral blast' -~ -> rand_prog 2~ -c 'spiral blast' -~ -| -#31514 -herzou demon ~ -Herzou~ -A fishlike demon with a huge maw swims towards you. -~ -This loathsome demon is the namesake of the second class of demons, -the Herzou. The same rules and conditions that bind Vrock also limit -this being, also granting it the same immortality whilst in this -place. -~ -39 -2141183320 -300 C -47 0 -150 6000d0+0 4d4+20 -0 0 -8 8 0 -13 13 13 22 22 13 13 --5 -5 -5 -5 -5 -67 3 0 0 1 1 3 -0 0 0 1056832 2101122 0 515 3 -> death_prog 100~ -mpe _blu As the corpse sinks into the water, it bursts open! -mpe _red A new Herzou crawls out of the exploded remains of the old! -mpmload 31514 -~ -| -#31515 -robed human jackalwere~ -a robed human~ -A robed human stands before the altar, as if waiting for something. -~ -This humble fellow appears to be a devoted follower of the gods of Law. -Perhaps this man staffs a small bastion of faith, established here by -these same gods for the benefit of those who seek to do away with -the demon queen? But then, why do his beady eyes shift so...? -~ -3 552 -750 C -44 0 -120 6000d0+0 4d4+12 -150000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 2 -18 18 263865 0 11264 0 3 327 -> rand_prog 100~ -wield ornate -mprestore self 200 -mpmset self short a robed human -mpmset self long A robed human stands before the altar, waiting. -~ -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -bow $n -say Greetings and peace be with you, $n. -say Safe you are, here, away from Lolth and her minions. Rest, sleep -say and i will restore you to full health! -endif -endif -~ -> act_prog p collapses into a deep sleep.~ -snarl -mprestore $n 2000 -bs $n -~ -> fight_prog 100~ -mpmset self short a jackalwere -mpmset self long A ferocious hybrid of human and jackal tears at your eyes! -~ -> fight_prog 30~ -gouge -disarm -get all -~ -| -#31516 -ardulace drow ~ -Ardulace~ -A beautiful drow cleric sits in the center of the chamber. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 8872 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 2 -13 18 18 22 13 18 13 -0 0 0 0 0 -1 1 0 0 3 2 2 -0 0 2047 3182991 3072 0 111153152 1735 -> fight_prog 10~ -mpe _yel $I calls upon aid from the Netherworld! -c gate -~ -> all_greet_prog 100~ -if isimmort($n) -else -sneer -say Foolish whelp, $n! You will pay for your intrusion! -say Anatlab, aid me in destroying this scum! -mpforce 'anatlab drow' cackle -mpforce 'anatlab drow' grin -mpforce 'anatlab drow' nod -mpforce 'anatlab drow' say My pleasure, mistress... -endif -~ -> act_prog p DISARMS you!~ -wield death -~ -| -#31517 -anatlab drow~ -Anatlab~ -A cruel faced drow mage stands beside the throne. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 680 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 1 -13 18 18 22 13 18 13 -0 0 0 0 0 -1 0 0 0 2 2 2 -0 0 2047 3182991 3072 0 1344278528 1735 -> fight_prog 20~ -c 'faerie fire' -c razorbait -c swordbait -~ -> act_prog p DISARMS you!~ -wield blade -~ -| -#31518 -minolin drow~ -Minolin~ -A cackling drow priestess is sprawled on the throne. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 8872 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 2 -18 18 18 22 13 18 13 -0 0 0 0 0 -1 1 0 0 2 2 2 -0 0 2047 3182991 3072 0 111153152 1735 -> all_greet_prog 100~ -if ispc($n) -mpe $I rises langorously as you approach. -lick -say How sweet, Riklaunim, fresh meat! -cackle -snarl -say KILL THEM! -mpforce 'riklaunim drow' sneer $n -endif -~ -> fight_prog 18~ -mpgoto $i -if ispc($r) -c poison $r -endif -~ -> act_prog p DISARMS you!~ -mpe _yel $I tosses the disarmed weapon on the ground... it explodes! -mpjunk darkmace -c gas -c gas -cackle -~ -| -#31519 -riklaunim drow~ -Riklaunim~ -A handsome drow mage gazes lustfully at the reclining beauty. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 680 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 1 -13 18 18 22 13 18 13 -0 0 0 0 0 -1 0 0 0 2 2 2 -0 0 2047 3182991 3072 0 1344278528 1735 -> fight_prog 8~ -c 'quantum spike' -rescue minolin -~ -> fight_prog 30~ -mpe $I's enervative magicks sap the strength of $n! -c 'ethereal funnel' -c 'energy drain' -c 'energy drain' -~ -> fight_prog 50~ -c 'magic missile' -c 'magic missile' -~ -| -#31520 -lirdnolu drow~ -Lirdnolu~ -A lewd drow cleric gestures at you lasciviously. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 8872 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 2 -13 18 18 22 13 18 13 -0 0 0 0 0 -1 1 0 0 2 2 2 -0 0 2047 3182991 3072 0 111153152 1735 -> all_greet_prog 100~ -if ispc($n) -mpe $I eyes you appraisingly as you approach. -say Well, look Adinirahc, new toys, playthings for our gratification... -lick -mmm -nod -say Yes, you'll do nicely... IN HELL! -mpe $I's seductive demeanor vanishes, replaced by a snarling visage of hate! -endif -~ -> death_prog 33~ -mpe As the hateful cleric perishes, a look of serenity crosses her face. -mpe Perhaps in death she will find the peace she lacked in life... -mpjunk visage -~ -> fight_prog 25~ -c 'winter mist' -c 'frost breath' -c 'frost breath' -~ -| -#31521 -adinirahc drow~ -Adinirahc~ -A gaunt drow mage eyes you imperiously. -~ -This drow is one of Lolth's chosen, her favorites whom she reserves for -special assignments. They were about to be sent out to find and slay -you, but you have saved them the effort... Cruel, powerful and capable -of great feats of magic, they are individually powerful foes. Together, -they may well be invincible! -~ -35 680 -1000 C -46 0 -50 8000d0+0 5d5+30 -100000 0 -8 8 1 -13 18 18 22 13 18 13 -0 0 0 0 0 -1 0 0 0 2 2 2 -0 0 2047 3182991 3072 0 1344278528 1735 -> fight_prog 25~ -c 'lightning bolt' -c 'lightning bolt' -~ -> fight_prog 33~ -c fireball -c fireball -~ -> fight_prog 45~ -c 'caustic fount' -~ -> fight_prog 55~ -c 'magnetic thrust' -c 'magnetic thrust' -~ -> act_prog circle~ -mpe $n's devious assault, while clever, has dire consequences! -c q $n -c q $n -~ -| -#31522 -zombie~ -a zombie~ -A mindless zombie rises from the floor to greet you! -~ -This pitiful wretch is all that is left of another adventurer who -sought to put to the sword the drow quartered within this dark -chantry. -~ -35 552 0 C -42 0 0 2200d0+0 0d0+0 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 32 0 3842 0 400 2 -> fight_prog 13~ -mpe A zombie starts moaning! The noise is deafening! -~ -| -#31523 -ghast~ -a ghast~ -A decaying corpse claws its way out of the earth! -~ -Innocent souls slain and roughly interred here, they have become -animated because Lolth wills it, and now exist only to slay the -life they once so treasured. -~ -35 8872 -800 C -42 0 0 12d50+3100 2d2+16 -1800 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 65536 65536 0 -0 0 262176 0 3842 1 262403 2 -#31524 -glabrezu demon~ -Glabrezu~ -A mighty four-armed demon rises from the flames. -~ -Mightiest of the demons that bear its namesake, Glabrezu is a towering -demon, possessed of two mighty clawed arms and two smaller prehensile -taloned arms. Its stocky muscular frame is wreathed in a halo of fire, -which it is totally immune to. -~ -39 34087592 -666 C -50 0 -100 8000d0+0 3d8+20 -0 0 -8 8 0 -20 13 13 20 13 13 13 --10 -10 -10 -10 -10 -0 3 0 0 1 1 0 -0 0 0 1089608 2101121 0 2097287 524291 -> death_prog 100~ -mpe _red As the mighty demon sinks back into the flames, another arises! -mpmload 31524 -~ -> fight_prog 18~ -stun -c 'fire breath' $r -~ -> all_greet_prog 100~ -if isnpc($n) -mpe _red $I drags $n into the pit, where $e screams as $e is burned alive! -mppurge $n -else -if ispc($n) -chuckle -say The indomitable $n finally graces my chamber. I was warned of your -say approach, whelp. Now you shall burn in my fires, before you can -say escape! -flex -endif -endif -~ -> rand_prog 100~ -close se -~ -> fight_prog 100~ -close se -~ -> fight_prog 20~ -mea $r _red $I grabs you and hurls you into the pit! -mer $r _red $I grabs $n and hurls $m into the pit! -mpforce $r scream -mpdamage $r 250 -~ -| -#31525 -bugbear soldier~ -a bugbear soldier~ -One of Lolth's bugbear soldiers searches the forest for enemies. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species. -Their presence here in Caer Sidi indicates that Lolth seeks to conquer -this world. -~ -101 512 -700 C -40 0 0 16d50+1200 4d4+8 -6000 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 2 -0 0 263871 0 0 0 3 524291 -> greet_prog 100~ -if isnpc($n) - if name($n) == elven knight - mpe The bugbear screams and attacks the knight! - mpkill $n - else - if name($n) == unicorn - mpe The bugbear screams and attacks the unicorn! - mpkill $n - else - mpe The bugbear eyes the strange creature warily. - endif - endif -else -if ispc($n) -say Enemy of Lolth! Perish! -snarl -endif -endif -~ -> rand_prog 2~ -peer -~ -| -#31526 -elven knight~ -an elven knight~ -A haughty elf clad in field plate searches the forest for Lolth's minions. -~ -An agent of the Lord of this dominion, this knight has been sent to -investigate claims of an invasion, through the portal from Lolth's -web, where she has sent an expeditionary force. He will be instantly -suspicious of new arrivals, but will recognize that you are not an -agent of Lolth, but of someone else. -~ -65 4203176 -200 C -42 0 -66 4000d0+0 2d8+12 -50000 0 -8 8 1 -18 13 13 13 13 13 13 --5 -5 -5 -5 -5 -1 8 0 0 2 2 0 -0 0 2047 1049344 2100224 8192 16 524307 -> all_greet_prog 100~ -if isnpc($n) - if name($n) == bugbear soldier - say Lackeys of the filth spider queen! Attack! - mpkill $n - else - if name($n) == minotaur - say Lackeys of the filth spider queen! Attack! - mpkill $n - else - if name($n) == unicorn - pat $n - else - mpe The knight glares at $n suspiciously. - endif - endif - endif -else -say Halt, stranger, and state your business in Caer Sidi. -poke $n -endif -~ -> speech_prog lolth~ -say You are enemies of that spider bitch, I assume? -nod -say M'lord Alfric would have words with you, $n. -say You will find him in the tower to the north. -~ -> fight_prog 8~ -mpe _lbl An elven knight yells '$n makes war upon us! Send help!' -if rand(33) -mpe An elven dog rushes through the forest to aid the knight. -endif -~ -> act_prog p DISARMS you!~ -if rand(33) -mpe The knight hefts his battle axe! -wield battle -else -if rand(45) -mpe The knight grabs up his lance and charges! -mea $n You are run through! -mer $n $n is run through! -mpdamage $n 200 -else -mpe The knight draws a longsword and brandishes it! -wield longsword -endif -endif -~ -| -#31527 -cooshee dog~ -a cooshee~ -An elf's hunting dog snarls at the intruders! -~ -Loyal companions of the elves, these dogs are powerful hunters and -dangerous foes in combat. -~ -35 552 400 C -33 0 0 1200d0+0 3d3+12 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 2 2 0 -0 0 167839293 0 3072 0 1 2 -> all_greet_prog 100~ -if isnpc($n) -mpkill $n -endif -~ -| -#31528 -minotaur ~ -a minotaur~ -A mighty minotaur charges through the choked forest. -~ -These burly, bull-headed creatures are a terrifying foe in battle, capable -of inflicting significant damage even unarmed, due to their natural weaponry. -Lolth has sent them here to demoralize and dismay the elves with their -ferocious assaults. -~ -97 552 -400 C -43 0 0 3500d0+0 4d4+24 -22500 0 -8 8 1 -22 13 13 18 13 13 13 -0 0 0 0 0 -48 3 0 0 1 1 2 -0 0 68159103 0 1051648 0 416 3 -> all_greet_prog 100~ -if isimmort($n) -else -if name($n) == bugbear soldier -grunt -else -mpkill $n -endif -endif -~ -| -#31529 -unicorn~ -a unicorn~ -A large muscular horse with a single horn atop its head snorts and whinnies. -~ -Forget images of dainty, frolicking faeriekin with carefree mein, this -mighty steed is the size of rhinocerous, and its razor sharp horn is -coated with the blood of bugbears and minotaurs! -~ -65 680 600 C -40 0 -100 3300d0+0 5d5+20 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 2 2 0 -0 0 101779005 1064960 2105088 0 416 524291 -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -mpe The mighty steed stamps the ground and eyes you with apprehension. -else -if name($n) == elven knight -mpe The mighty beast nuzzles the elf gently. -mpforce $n laugh -else -mpe The unicorn rears in anger, its hooves flashing! -mpkill $n -endif -endif -endif -~ -| -#31530 -duke alfric elf~ -Duke Alfric~ -A grim, sallow elven lord prepares for an offensive. -~ -Haughty, stern and cold, this impassive elf is the ruler of this realm, -and while a competent ruler, he is also pragmatic verging on the cruel. -He is, however, a staunch opponent of Lolth (she is, after all, in the -process of invading his realm) and will aid any party that seeks to do -her harm. -~ -3 339739304 -300 C -47 0 0 11000d0+0 2d18+33 -1000000 0 -8 8 1 -18 18 18 18 18 18 18 --10 -10 -10 -10 -10 -1 0 0 0 2 2 3 -0 0 1855 1049408 2104320 8192 1914703872 524291 -> act_prog p DISARMS you!~ -mpe $I's runesword glows with dark energy! -c q $n -c q $n -wield alfric -sneer $n -~ -> fight_prog 18~ -snarl -say Idiots! We should be banding together to dispatch the Spider Queen! -mpe _lbl $I raises his runesword, and arcane energies are released! -if rand(33) -c 'frost breath' -else -if rand(45) -c 'fire breath' -else -c 'lightning breath' -endif -endif -~ -> fight_prog 100~ -mpforce meriven mpkill $n -rescue meriven -~ -> all_greet_prog 100~ -bow $n -say Ah, word was sent to me of your arrival, brave $n. -nod -say Your arrival could not have been more fortuitous... Lolth's -say armies press at our borders, and we are hard pressed to hold -say them at bay. If you are intending to do the vile demoness any -say harm, then please say so! -~ -> speech_prog p i intend ~ -nod -say Excellent. My resources are at your disposal. You may use the -say chamber downstairs to safely summon or recall allies, or to -say rest and prepare for your campaign against the demoness. If you -say require food or water, simply say so, and it will be provided. -say Here also is a token of Caer Sidi's appreciation. -mpoload 31554 -give token $n -~ -> speech_prog p i intend to do the vile demoness harm~ -nod -say Excellent. My resources are at your disposal. You may use the -say chamber downstairs to safely summon or recall allies, or to -say rest and prepare for your campaign against the demoness. If you -say require food or water, simply say so, and it will be provided. -say Here also is a token of Caer Sidi's appreciation. -mpoload 31554 -give token $n -~ -| -#31531 -meriven consort elf~ -Meriven~ -A grinning, attractive elven woman stands behind her consort. -~ -This comely elven noble is the consort of Alfric, and holds a special -place in both his heart and his political circles. Scheming and even -dangerous, she is nonetheless still staunchly opposed to Lolth, as are -all who are of this realm, for she seeks to bring ruin down upon them -all. -~ -7 4227752 -300 C -44 0 -100 9000d0+0 5d8+30 -500000 0 -8 8 2 -18 18 13 18 18 22 22 --10 -10 -10 -10 -10 -1 2 0 0 2 2 2 -0 0 2047 1049122 2100224 8192 1600 524291 -> fight_prog 25~ -wield slender -if ispc($n) -circle $n -gouge -wink -endif -~ -> rand_prog 100~ -wield slender -mprestore self 50 -~ -> fight_prog 100~ -mpforce 'duke alfric elf' mpkill $n -~ -> all_greet_prog 100~ -wink $n -mmm -~ -| -#31532 -servant duke~ -the servant~ -An invisible servant awaits orders. -~ -~ -8388611 552 0 C -50 0 0 30000d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 2 2 0 -0 0 0 0 0 0 0 0 -> rand_prog 100~ -mpinvis 51 -~ -> speech_prog p food~ -c 'create food' -~ -> speech_prog p water~ -c 'create spring' -~ -> rand_prog 10~ -if ispc($r) -c heal $r -c 'restore mana' $r -endif -~ -| -#31533 -white dragon~ -the white wyrm~ -A mighty white scaled wyrm lies coiled in the cavern entrance, enjoying the cold. -~ -Placed here by Lolth as an added deterrant to intruders (from either -side of the portal...), this drake has had an easy time of it, when -you consider only it, and frost giants, could hope to survive the long -arduous trek across the wastelands. -~ -39 268436008 -565 C -45 0 -200 8700d0+0 5d5+40 -500000 0 -8 8 1 -22 13 13 14 13 13 13 -0 0 0 0 0 -31 3 0 0 2048 2048 2 -0 0 42272317 96 3074 1 3 524290 -> death_prog 100~ -mpoload 31555 40 -~ -| -#31534 -wynyyn captain pirate corsair~ -Captain Wynyyn~ -A dreadlocked pirate grins at you with incredibly white teeth. -~ -This darkskinned corsair is the captain of a vessel that sails this -ocean world, and is opposed to Lolth's incursions into his waters. -He is for the most part incapable of stopping her, however, without -allies. -~ -3 680 400 C -48 0 -200 11200d0+0 7d12+66 -1000000 0 -8 8 1 -18 18 13 18 13 13 19 -0 0 0 0 0 -0 3 0 0 1 1 3 -40 0 2047 1048864 2100224 0 64 2621443 -> fight_prog 21~ -gouge -mpdamage $n 400 -mpdamage $n 400 -~ -> fight_prog 33~ -mpe $I spins rapidly, his sabres cutting through armor and flesh! -mpdamage all 400 -~ -> fight_prog 75~ -wield sabre -wield sabre -lunge -strike -~ -> act_prog circle~ -t $n You be makin' sneak attacks on da Wynyyn, mon... -tsk -mea $n $i strikes you in the face with the hilt of his sabre! -mpdamage $n 200 -~ -> rand_prog 66~ -wield sabre -~ -> all_greet_prog 100~ -mea $n The swarthy corsair grins broadly at you. -say Hey mon! Welcome to de island of de Wayfarer, mon! -mpe $I points at the ship moored in the harbor. -say This is me 'arbour, mon, and ye're welcome 'ere. -nod -say Don't be bringin' de Lolth down on me, mon... Danbaly heself -say cannot save us from her... -shake -~ -> rand_prog 2~ -say Get your back into it, mon! -chuckle -~ -| -#31535 -ixitxachitl~ -an ixitxachitl~ -A manta-like creature skims just under the surface of the water. -~ -This evil, intelligent sea dwelling creature is extremely rare in your -world, but apparently quite common here, in this strange realm. They -resemble manta rays, save that their dark eyes gleam with cruel sentience, -and they are capable of casting magic. -~ -97 -2145385984 -500 C -44 0 0 3200d0+0 3d3+12 -50000 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -81 1 0 0 1 1 2 -0 0 99385 1050914 0 0 136314889 1048850 -#31536 -lacedon ghoul corpse corsair~ -a lacedon~ -A rotting dreadlocked corpse clad in the garb of a corsair floats in the water. -~ -Once one of the good-natured corsairs that sail these oceans, this -hapless fellow was slain by agents of Lolth and tossed into the sea, -where strange magicks have preserved him as an undead. -~ -97 -2145385984 -400 C -38 0 0 2500d0+0 5d3+15 -15000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 512 7424 0 262147 3 -> greet_prog 100~ -mpe The corpse's eyes snap open as you approach! -~ -| -#31537 -morkoth~ -a morkoth~ -A shadowy fiend rises from the depths in search of prey. -~ -Evil creatures that lair in the deep, dark depths of the ocean, this -one has been enticed to the surface by Lolth, to wreak havoc on her -behalf preparatory to her eventual conquest of this unfortunate realm. -~ -101 2097800 -600 C -48 0 -100 4000d0+0 3d8+20 -125532 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 0 0 0 8192 8192 0 -0 0 9256 0 2082 0 1074008065 3 -#31538 -sahaugin~ -a sahaugin warrior~ -A sahaugin warrior hunts for surface-dwelling prey. -~ -These undersea dwelling humanoids resemble fish-scaled humans with -long teeth and claws, covered in seaweed and algae. They are evil and -ferocious, hating all air-breathing life, and are yet another indication -of Lolth's workings here. -~ -97 -2145385984 0 C -40 0 0 2800d0+0 2d4+15 -10000 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -81 6 0 0 65536 65536 0 -0 0 264121 16450 0 0 3 524291 -#31539 -rastafarian corsair~ -a rastafarian corsair~ -A dreadlocked corsair loads supplies on the fast ship. -~ -This swarthy corsair is one of Wynyyn's loyal crew, and is busy preparing -his captain's ship for another foray against the forces of Lolth. A broad -grin creases his dark skin when you approach him, and he offers a greasy -hand to shake. -~ -3 512 400 C -38 0 0 2500d0+0 4d4+12 -15000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 528 524291 -> rand_prog 2~ -whistle -~ -> rand_prog 2~ -smile -~ -| -#31540 -black dragon~ -a black dragon~ -A small but ferocious black dragon rears back in anger! -~ -This cruel and malicious wyrm has been placed here by Lolth, fed well -and given treasure in return for snaring and reporting intruders to -the Queen of Spiders. Thus far its task has been simple; Lolth's vast -hordes have all but decimated what little resistance it encountered -conquering this domain. -~ -39 552 -774 C -46 0 -66 7000d0+0 4d4+28 -575600 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 3 0 0 2048 2048 0 -0 0 8750649 2162976 2176 0 7 524291 -> death_prog 100~ -mpoload 31558 -~ -| -#31541 -harpy~ -a harpy~ -A filthy harpy flies through the thick masses of decaying trees. -~ -Foul creatures of Chaos, the harpies delight in slaying, maiming and -feasting on hapless stragglers and adventurers such as yourself. -~ -97 524808 -750 C -44 0 -50 120d10+1800 7d7+21 -5000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -42 2 0 0 1 1 2 -0 0 296505 1050624 0 1 579 2 -#31542 -shambling mound~ -a shambling mound~ -A pile of rotting garbage and plant matter rises in the clearing. -~ -This semi-intelligent, malevolent creature destroys any and all in its -path. An overgrown plant, it can nevertheless inflict considerable -damage on its victims. -~ -97 512 -400 C -45 0 -50 3000d1+0 4d10+10 -12500 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 65536 65536 0 -0 0 8232 3145776 3334 1 192 2 -#31543 -swamp troll~ -a swamp troll~ -A blackskinned troll covered in moss cavorts with glee. -~ -These wild savage trolls are cousins of hill trolls, blackskinned and -feral. Lolth has marshalled them to serve as shock troops in such foul -regions. -~ -101 544 -1000 C -44 0 0 20d20+2500 3d5+30 -5000 0 -8 8 1 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 16 129 3 2 -#31544 -giant swamp toad~ -a giant toad~ -A giant swamp toad hops through its muddy domain. -~ -This monstrous amphibian is twice the size of a warhorse, and thrice -as powerful. It can bite an armored knight in twain, and squirts acid -and swamp gas from its pores and maw. -~ -97 512 -400 C -42 0 -50 12d10+1750 0d0+0 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -81 3 0 0 1024 1024 0 -0 0 33557565 1048656 2100480 1 961 2 -> fight_prog 20~ -if rand(50) -c 'acid breath' -else -c gas -endif -~ -| -#31545 -survivor halfing ~ -a survior~ -A wretched halfling is curled up in a corner on the far wall. -~ -This unfortunate soul was captured by Lolth's armies when she attempted -to steal from their paymaster; as punishment she was cast in here, to -serve as food for Lolth's spiders. -~ -7 98816 -300 C -39 0 0 2200d0+0 1d3+8 -500 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -3 2 0 0 131072 131072 2 -0 0 47 0 0 0 577 524291 -#31546 -spider giant lolth chosen~ -a giant spider~ -A truly enormous spider moves rapidly through the labyrinth. -~ -These loathsome creatures are Lolth's chosen, bred to serve her and -those she places them under the command of. They are larger than war -horses, and can fell even a giant with their venom. -~ -97 98856 -600 C -44 0 0 40d40+1000 3d4+16 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 0 0 0 65536 65536 2 -0 0 1085 3145728 3328 17 1074003969 2 -> death_prog 100~ -mpe _gre Ichor sprays the room as your final blow smashes the vile spider open! -~ -| -#31547 -spider giant lolth chosen phase~ -a phase spider~ -A truly enormous spider moves rapidly through the labyrinth. -~ -These loathsome creatures are Lolth's chosen, bred to serve her and -those she places them under the command of. They are larger than war -horses, and can fell even a giant with their venom. -~ -97 67207722 -600 C -44 0 0 40d40+2000 3d4+16 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 0 0 0 65536 65536 2 -0 0 1085 3145728 3332 17 1074069505 2 -> fight_prog 20~ -mogoto $i -mpe _whi The spider phases out of existence, reappearing behind $r! -c 'lightning breath' $r -~ -| -#31548 -dwarf maldev warrior~ -a Maldevian dwarf~ -A dwarven warrior scowls suspiciously at you. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -65 512 500 C -40 0 -100 2000d0+0 2d4+12 -50000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 2047 3165456 0 0 144 524291 -> fight_prog 20~ -wield maldevian -scowl -~ -> greet_prog 100~ -if ispc($n) - if race($n) == dwarf - bow $n - else - scowl $n - endif -endif -~ -| -#31549 -dwarf maldev warrior lookout~ -a Maldevian dwarf~ -A long-bearded dwarf remains alert, on the lookout for imminent assaults. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -3 512 500 C -40 0 -100 2000d0+0 2d4+12 -50000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 6 0 0 4 4 0 -0 0 2047 3165456 0 0 144 524291 -> rand_prog 2~ -peer -hmm -~ -> fight_prog 20~ -wield maldevian -scowl -~ -> greet_prog 100~ -if ispc($n) - if race($n) == dwarf - nod $n - say Well met, fellow dwarf. May the mountains bless thee. - else - frown $n - say What are you doing here? You'd best report to the commander. - endif -endif -~ -| -#31550 -commander maldev~ -the Maldevian commander~ -A grizzled old dwarf sits staring at maps of the region. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -3 552 500 C -45 0 -100 4500d0+0 2d4+12 -150000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 6 0 0 5 1 2 -0 0 2047 3165456 2048 0 144 524291 -> all_greet_prog 100~ -if isnpc($n) - if name($n) == dwarf maldev warrior - nod $n - mpforce $n nod - mpforce $n sigh - else - eye $n - say I'm terribly busy, and don't have time to deal with you... - mpforce $n s - endif -else -if ispc($n) - if race($n) == dwarf - gasp - say Truly, it does gladden my heart to see a cousin here; when I - say was informed of your arrival, I could scarce believe it. Yet - say your arrival is poorly timed indeed, for the hordes of Lolth - say appear set to defeat us all... - else - frown - say Stranger, you have picked a poor time to visit the dwarves... - say Can you not see the hordes of Lolth massed in preparation to - say destroy us? - boggle - endif -endif -endif -~ -| -#31551 -nalfeshnee demon general~ -Nalfeshnee~ -The demonic general of Lolth's armies on Maldev awaits your arrival. -~ -This ancient, rotund demon is visually uninspiring, yet you know well -that he is one of the more powerful demons of the Abyss, and as such -serves Lolth as a general and advisor on campaigns. He is amused more -than worried by your intrusion, and won't even bother attacking you, -unless provoked. -~ -7 4727464 -666 C -45 0 -200 6000d0+0 4d4+22 -225000 0 -8 8 0 -18 18 13 18 13 3 4 --10 -10 -10 -10 -10 -67 0 0 0 1 1 3 -0 0 67372861 1065128 11841 0 4099 1574403 -> all_greet_prog 100~ -if isnpc($n) -growl $n -say LEAVE ME! -mpforce $n cringe -mpforce $n s -else -chuckle -say Well, well, well, I expected you'd come here when my messengers -say informed me of your arrival in Maldev. -sneer -say What can you possibly hope to achieve, $n? You are hopelessly -say outnumbered, and devoid of reinforcements. I, on the other hand, -say have an entire dimension to draw allies from, and even should you -say slay me, Lolth will resurrect me within hours. So... -shrug -say You're doomed! -cackle -say Dear, dear me. -mpe $I wipes away tears of laughter. -endif -~ -> fight_prog 33~ -c 'scorching surge' $n -c blazebane $r -c 'scorching surge' $r -~ -> fight_prog 18~ -roar -shriek -vom $r -~ -> rand_prog 2~ -twiddle -hum -~ -> rand_prog 3~ -stretch -snarl -say BRING ME WOMEN! BRING ME WINE! -snort -~ -| -#31552 -bugbear soldier~ -a bugbear soldier~ -One of Lolth's bugbear soldiers prepares to engage the enemy. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species. -Their presence here in Caer Sidi indicates that Lolth seeks to conquer -this world. -~ -101 512 -700 C -40 0 0 16d50+1200 4d4+8 -6000 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 2 -0 0 263871 0 0 0 3 524291 -> rand_prog 3~ -say FIGHT! FIGHT! FIGHT! -grin -~ -> rand_prog 33~ -wield morning -~ -> fight_prog 33~ -wield morning -~ -| -#31553 -ogre scout~ -an ogre scout~ -A snoring ogre has fallen asleep at his post. -~ -This lazy individual was assigned to keep an eye on enemy movements; -a task he has failed woefully at. Nalfeshnee cares little however, the -Maldevians are a defeated race, and he knows it. -~ -3 512 -656 C -42 0 0 3000d0+0 0d0+0 -12000 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 384 524291 -> rand_prog 2~ -snore -~ -| -#31554 -umber hulk~ -an umber hulk~ -An umber hulk prepares to burrow under the fortress' walls. -~ -Umber Hulks are burrowers of unparalleled ability, and thus are used by -Lolth as sappers, and it is in this capacity that they burrow under -enemy fortifications, then the hordes of bugbears and ogres pour through -the newly created breach. -~ -35 512 -600 C -28 0 -50 3000d0+0 5d5+30 -5000 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 512 512 2 -0 0 2360366 3150096 2048 0 1048707 2 -> rand_prog 25~ -doorbash n -mprestore self 200 -grunt -~ -| -#31555 -hill giant~ -a hill giant sentry~ -A hill giant is hurling rocks at the fortress walls. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 512 -400 C -42 0 0 30d20+2000 2d8+27 -50000 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 0 0 16 1 -> rand_prog 10~ -mpe With a mighty heave, the giant sends a rock sailing at the walls. -mpe It impacts with a terrific crash, sending chunks of rock flying! -mpe A great cheer goes up amongst the invading horde! -grin -~ -| -#31556 -bugbear soldier~ -a bugbear soldier~ -One of Lolth's bugbear soldiers prepares to engage the enemy. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species. -Their presence here in Caer Sidi indicates that Lolth seeks to conquer -this world. -~ -101 512 -700 C -40 0 0 16d50+1200 4d4+8 -6000 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 2 -0 0 263871 0 0 0 3 524291 -#31557 -troll shock trooper~ -a troll shock trooper~ -Troll shock troops await deployment on the field. -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -Lolth has evidently transported them to her realm to serve as guards -and henchmen. -~ -39 552 -1000 C -44 0 0 20d20+3300 3d5+30 -5000 0 -8 8 1 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 16 129 3 2 -#31558 -red dragon ~ -a red dragon~ -A red dragon carries the battle to the skies! -~ -This mighty wyrm serves Lolth willingly, scorching her enemies and -inciting sheer terror in return for a share of the loot garnered. -Capable of melting stone and charring metal with its tremendous fiery -breath, it is truly a terrifying ally. -~ -35 34079232 -745 C -48 0 -100 8000d0+0 6d6+36 -500000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 -10 -10 -31 3 0 0 2048 2048 0 -0 0 8718009 16416 2099201 2 8199 2 -> rand_prog 5~ -mpe _red The dragon unleashes a terrific fiery blast on the walls! -mpe Stone melts and crumbles beneath the tremendous heat! -mpe _red The armies below cheer as several burning dwarves shriek and -mpe _red leap from the battlements, falling to their deaths far below. -mpat 31638 mpe _red A screaming, burning dwarf smashes into the hard rock! -mpasound A dwarf smashes into the rocks nearby, burned beyond recognition. -~ -| -#31559 -peryton~ -a peryton~ -A winged deer fetches dwarves off the battlements. -~ -This deer-headed beast is of chaotic magic, and is invulnerable to -conventional attacks. It is used to fetch archers from the battlements, -immune as it is to their arrows, which it then drops down to the hordes -milling below. -~ -35 524800 -500 C -38 0 0 1800d0+0 4d2+15 -0 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -85 3 0 0 65536 65536 0 -0 0 1345080 0 26624 0 642 2 -> rand_prog 10~ -mpe The peryton suddenly darts low across the battlements, and snares a dwarf! -mpe The hapless soldier wails as he is carried far above, then dropped! -mpe The armored dwarf hurtles past you, smashing into the stone below! -mpat 31638 mpe An armored dwarf smashes into the rocky ground near you! -~ -> rand_prog 10~ -mpe _blu A volley of arrows strike the soaring peryton, bouncing off! -snicker -~ -| -#31560 -dwarf maldev sentry~ -a Maldevian dwarf~ -A dwarven sentry tensely awaits the incursion of the hordes. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -3 512 500 C -40 0 -100 2000d0+0 2d4+12 -50000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 2047 3165456 0 0 144 524291 -> rand_prog 33~ -wield maldevian -~ -> fight_prog 33~ -wield maldevian -~ -| -#31561 -dwarf maldev crossbowman~ -a Maldevian dwarf~ -A dwarven crossbowman fires bolts at the hordes massed below. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -3 512 500 C -40 0 -100 2000d0+0 2d4+12 -50000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 2047 3165456 0 0 144 524291 -> rand_prog 3~ -mpe The dwarf wails as a peryton suddenly swoops low over the battlements! -~ -| -#31562 -pegasus~ -a pegasus~ -A winged horse circles far above the battlements. -~ -This mighty winged steed nervously awaits the aerial assault that will -come, knowing it stands little chance against the mighty red dragon and -its invulnerable peryton allies. -~ -3 565896 870 C -38 0 0 2000d0+0 2d7+39 -22500 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -86 3 0 0 512 512 0 -0 0 0 0 2560 0 32 2 -#31563 -dwarf maldev warrior~ -a Maldevian dwarf~ -A citizen of Maldev rushes about, hastily preparing a defense. -~ -These sturdy warriors are hard-pressed indeed, their kingdom all but -conquered by the hordes of Lolth. Only the fortress of Kandelspire -stands, preventing the hordes from totally subjugating this region in -the name of their fell Queen. -~ -65 512 500 C -40 0 -100 2000d0+0 2d4+12 -50000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 2047 3165456 0 0 144 524291 -#31564 -vlad tolenkov vampire~ -Vlad Tolenkov~ -A nightmarish figure creeps forth from the shadowy demesne... -~ -New lieutenant of Lolth, Vlad has been charged with recruiting undead -in this nightmarish world he reigns over, to reinforce her hordes in -other campaigns. He is a horribly disfigured being, utterly vile and -corrupt, and seeks to destroy all life he encounters. -~ -35 340271784 -1000 C -52 0 -200 16000d0+0 50d50+50 -1000000 0 -8 8 1 -20 18 13 20 13 13 13 --9 -9 -9 -9 -9 -67 4 0 0 1 1 3 -0 0 262192 1056776 2105094 0 1109397504 3 -> all_greet_prog 100~ -snicker -t $n Welcome, $n... to your worst nightmare! -cackle -~ -> fight_prog 20~ -c feebleness $r -grasp $r -~ -> fight_prog 12~ -mpgoto $i -vom $r -c chill $r -~ -> fight_prog 45~ -feed -mpdamage $n 400 -mpdamage $n 400 -~ -> death_prog 33~ -mpjunk embrace -~ -| -#31565 -ghoul~ -a cadaverous ghoul~ -A cadaverous ghoul lies at rest in torpor. -~ -Animated by Vlad from the remains of those he feeds upon, these ghouls -remain in torpor, awaiting the call of their ruler. Your arrival has -prematurely stirred them, however, and now they will wander in search -of meat! -~ -101 552 -666 C -38 0 0 20d200+1000 4d6+12 -0 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -36 2 0 0 65536 65536 0 -0 0 263871 576 7426 1 262147 2 -#31566 -huge pedipalp amblypygi~ -an amblypygi~ -A bulky whip scorpion lumbers along the corridor. -~ -Known as whip scorpions, all pedipalp resemble a cross between a spider -and a scorpion, and possess both the attacks and attributes of each -species. - -The Amblypygi are larger than the Schizomidae, and considerably heavier. -~ -101 33312 0 C -38 0 0 2000d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262272 2 -#31567 -solifugid huge camel spider~ -a huge solifugid~ -A massive camel spider scurries rapidly along the ceiling. -~ -False spiders are rarely encountered, save of course in this realm of -the Queen of Spiders herself. -~ -101 33288 0 C -38 0 0 1800d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 36 0 2048 0 128 2 -#31568 -huge scorpion~ -a huge scorpion~ -A massive scorpion drips acidic venom on the floor. -~ -This horror is one of the many insectoid 'pets' kept by Lolth, and left -to wander her web as they will. -~ -101 33312 0 C -38 0 0 1800d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262152 2 -#31569 -huge spider~ -a huge spider~ -A monstrous, hairy spider spins a web as it travels the abyss. -~ -Of all insects, arachnids are the most beloved of Lolth, and as such -are themselves worshipped by the depraved drow, as avatars of their -dark deity. The spiders here are larger and more savage than any -encountered on your home plane, however... -~ -101 33312 -500 C -38 0 0 1800d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262145 2 -#31570 -giant pedipalp uropygi~ -a uropygi~ -A pedipalp larger than a warhorse moves rapidly along the corridor. -~ -Known as whip scorpions, all pedipalp resemble a cross between a spider -and a scorpion, and possess both the attacks and attributes of each -species. - -The Uropygi are the largest of the species. -~ -101 33312 0 C -41 0 0 2400d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262403 2 -#31571 -solifugid giant sun spider~ -a giant solifugid~ -A massive camel spider scurries rapidly along the ceiling. -~ -False spiders are rarely encountered, save of course in this realm of -the Queen of Spiders herself. -~ -101 33288 0 C -41 0 0 2400d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 36 0 2048 0 385 2 -#31572 -giant scorpion~ -a giant scorpion~ -A monstrous scorpion gouges the floor with its tread. -~ -This horror is one of the many insectoid 'pets' kept by Lolth, and left -to wander her web as they will. -~ -101 33312 0 C -41 0 0 2400d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262152 2 -#31573 -giant spider~ -a huge spider~ -A giant spider moves with horrifying speed across the floor. -~ -Of all insects, arachnids are the most beloved of Lolth, and as such -are themselves worshipped by the depraved drow, as avatars of their -dark deity. The spiders here are larger and more savage than any -encountered on your home plane, however... -~ -101 33448 -500 C -41 0 0 2400d0+0 3d3+9 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 65572 0 2048 0 262145 2 -#31574 -bone colossus~ -the bone colossus~ -The mighty bone colossus, fearsome servant of Lolth, rises from the ground! -~ -Indestructible entity created by Lolth, this gargantuan creature can -devastate foes with its corrosive, poisonous breath, if not with its -mighty blows from a club seventeen feet long. -~ -35 4203176 0 C -55 0 -300 11800d0+0 7d29+80 -0 0 -8 8 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -40 3 0 0 1 1 0 -0 0 0 197 3149098 16 848 524291 -> rand_prog 100~ -wield club -mprestore self 1000 -~ -> act_prog p DISARMS you!~ -wield colossus -~ -> death_prog 100~ -mpjunk colossus -if rand(10) -mpoload 31570 50 -endif -~ -| -#31575 -trinax cleric~ -Trinax~ -A devout human cleric sits in the cell, meditating. -~ -Captured by Lolth whilst quested by some divine being, Trinax will -disclose little of his past or his quest, though he is grateful to -you for slaying the colossus. -~ -3 4203176 1000 C -50 0 -300 8000d0+0 3d8+76 -0 0 -8 8 1 -16 13 18 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 3 -0 0 2047 0 2048 0 236978176 4294 -> rand_prog 2~ -yoga -~ -> all_greet_prog 100~ -if ispc($n) -mpe $I smiles and rises to his feet as you enter. -say Well met, $n. My thanks for slaying the colossus. -bow $n -c bless $n -smile -say If you wish to rest a while, I shall tend your wounds. -endif -~ -> rand_prog 33~ -if ispc($r) -c heal $r -c 'restore magic' $r -endif -~ -> fight_prog 33~ -c unravel -c 'faerie fire' -c blindness -~ -> fight_prog 18~ -c harm -c heal -~ -| -#0 - - -#OBJECTS -#31500 -embrace unholy lolth~ -Lolth's unholy embrace~ -You feel a strange presence invading your mind...~ -~ -9 532 1025 16 -18 0 0 0 -1 150000 15000 -A -17 -20 -A -13 100 -A -12 100 -A -18 9 -A -19 9 -A -24 -10 -A -23 -10 -A -26 32774 -#31501 -umbrageous influence~ -umbrageous influence~ -A malign presence threatens to overcome you...~ -~ -9 532 17 -12 0 0 0 -1 50000 5000 -A -3 3 -A -4 3 -A -12 125 -A -18 5 -A -19 5 -A -27 1048576 -#31502 -bauble arachnid~ -arachnid bauble~ -A simple token of arachnia is caught in thick webbing.~ -~ -9 532 65537 -7 0 0 0 -1 17500 1750 -A -2 2 -A -31 2 -A -13 45 -A -18 4 -A -19 4 -#31503 -essence yochlol~ -Essence of the Yochlol~ -The substance from which Lolth's handmaidens are formed coalesces here.~ -~ -9 0 9 -17 0 0 0 -12 175600 17560 -A -17 -30 -A -13 100 -A -12 100 -A -18 7 -A -19 7 -A -23 -5 -A -24 -3 -A -27 16516 -#31504 -plate mail~ -plate mail~ -A suit of stained and battered plate mail lies here.~ -~ -9 17351680 9 -12 18 0 0 -18 40000 4000 -A -17 -20 -A -4 2 -A -12 65 -A -13 35 -A -18 4 -A -19 6 -A -24 -3 -#31505 -wolfsbane mace~ -Wolfsbane~ -A shining silver mace glows with an intrinsic light.~ -~ -5 8424768 8193 -0 0 0 8 -10 157600 15760 -A -1 1 -A -13 50 -A -12 105 -A -18 8 -A -19 8 -A -26 4 -A -26 8192 -A -56 3 -> wear_prog 100~ -if isgood($n) -mea $n _whi Wolfsbane shines brightly, in appreciation of your purity. -mer $n _whi Wolfsbane shines brightly, in appreciation of $n's purity. -endif -~ -> remove_prog 100~ -mpe _whi The glow infusing Wolfsbane fades to a dim lustre. -~ -> damage_prog 100~ -mpe _whi Brilliant energy pours from the damaged mace! -c bless $r -~ -> repair_prog 100~ -mpe _whi The mace gleams with new vigor! -c bless $r -~ -| -#31506 -scroll trose vellum~ -Trose's scroll~ -A shining white piece of vellum lies on the floor.~ -~ -2 320 1 -41 61 61 61 -1 5000 500 -#31507 -great axe~ -a great axe~ -A mighty axe of polished adamantium lies on the ground.~ -~ -5 64 8193 -0 0 0 0 -30 50000 5000 -A -18 8 -A -19 8 -#31508 -wooden club~ -a wooden club~ -A large wooden club pierced with iron nails gouges the floor.~ -~ -5 262144 8193 -0 0 0 8 -10 50 5 -A -19 4 -#31509 -wooden mallet~ -a wooden mallet~ -A heavy wooden mallet has been dropped here.~ -~ -5 262144 8193 -0 0 0 7 -10 150 15 -A -19 4 -A -18 1 -#31510 -lever~ -a metal lever~ -A heavy metal lever is set in the far wall.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mea $n _blu The air around you crackles with electricity... -mptrans $n 31529 -~ -> pull_prog 100~ -mea $n _blu The air around you crackles with electricity... -mptrans $n 31529 -~ -| -#31511 -adamantium short sword~ -an adamantium short sword~ -A drow short sword forged from black metal hums quietly.~ -~ -5 524358 8193 -0 0 0 2 -4 15000 1500 -E -adamantium sword short~ -This weapon is incredibly sharp, and virtually unbreakable, crafted as -it is from adamantium by skilled drow smiths. -~ -A -2 2 -A -18 6 -A -19 4 -A -24 -2 -#31512 -adamantium mace~ -an adamantium mace~ -A drow mace forged from black metal hums quietly.~ -~ -5 524358 8193 -0 0 0 7 -4 15000 1500 -A -18 6 -A -19 4 -A -24 -2 -#31513 -adamantium chain armor erelda~ -the armor of Erelda~ -A suit of magically enchanted drow mail hums with dark magics.~ -~ -9 623170 9 -30 0 0 0 -10 250000 25000 -E -adamantium chain~ -This chain is forged from adamantite and is almost weightless, despite -offering protection equivalent to heavy plate. -~ -A -17 -30 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -A -14 50 -A -22 -2 -A -23 -2 -#31514 -brooch house everhate silver crossed daggers~ -the brooch of House Everhate~ -A tiny pair of crossed silver daggers lies on the ground.~ -~ -9 20 5 -3 0 0 0 -1 175000 17500 -E -brooch drow~ -The runes on this brooch mark the wearer as a member of the indicated -house. Priests and other women wear more ornate brooches than the less -important males. -~ -A -12 100 -#31515 -hand crossbow~ -a hand crossbow~ -This tiny crossbow fires poisoned darts at its target.~ -~ -3 20 16385 -40 9 9 33 -1 17500 1750 -E -hand crossbow ~ -These missile weapons do little damage in the conventional sense, but -if they manage to break the skin their bolts inject potent venoms, -that can cause madness, sickness or worse. -~ -A -18 5 -#31516 -ring antivenom~ -a ring of antivenom~ -A plain black ring rolls about on the floor.~ -~ -9 524884 3 -6 0 0 0 -1 15000 1500 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -A -27 256 -A -20 -10 -#31517 -favor lolth~ -a favor of Lolth~ -A blackened scrap of cloth serves as a crude kerchief.~ -~ -1 2581 1 -0 0 100 0 -1 5000 500 -A -13 45 -A -12 65 -A -18 4 -A -19 4 -A -24 -3 -#31518 -amulet deflection~ -the amulet of deflection~ -A jagged piece of glass dangles from a silver chain.~ -~ -9 524385 5 -17 0 0 0 -3 15600 1560 -A -17 -20 -A -13 10 -A -12 60 -A -18 3 -A -19 3 -A -27 32 -#31519 -crystal shard~ -a crystal shard~ -A long, jagged chunk of crystal lies on the ground.~ -~ -5 513 8193 -0 0 0 11 -10 15600 1560 -A -13 80 -A -18 10 -A -19 9 -A -24 -3 -A -21 -3 -#31520 -white robes faith~ -robes of faith~ -A pile of white cloth covers the floor.~ -~ -9 8751360 1025 -11 0 0 0 -4 1500 150 -A -12 60 -A -13 20 -A -18 4 -A -19 4 -A -22 -3 -A -20 -3 -#31521 -gold pectoral~ -a gold pectoral~ -A rectangular piece of gold set with gems glitters in the light.~ -~ -9 9011714 5 -9 0 0 0 -12 5000 500 -A -2 -1 -A -5 1 -A -13 15 -A -12 35 -A -19 4 -#31522 -ornate javelin~ -an ornately wrought javelin~ -A javelin of ancient design is propped up against a wall.~ -~ -5 524820 8193 -0 0 0 2 -8 15760 1576 -A -18 6 -A -19 6 -#31523 -boots speed~ -boots of speed~ -A pair of tough leather boots tremble with magical energy.~ -~ -9 64 65 -6 0 0 0 -1 50000 5000 -A -2 3 -A -14 225 -A -18 5 -#31524 -altar~ -an altar~ -A large white altar rests in the center of the room.~ -~ -12 256 0 -0 0 0 0 -1 0 0 -E -altar~ -Peering closely, you see a layer of filth encrusted on the altar... -~ -#31525 -unholy armor lolth~ -Unholy armor of Lolth~ -This adamantium plate seethes with malignant energies.~ -~ -9 2644 9 -22 0 0 0 -10 500000 50000 -A -17 -30 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -A -24 -4 -A -23 -4 -#31526 -unholy shield lolth~ -Unholy shield of Lolth~ -A blackened metal shield seethes with malignant energies.~ -~ -9 2644 513 -12 0 0 0 -5 250000 25000 -A -17 -20 -A -13 25 -A -12 25 -A -18 3 -A -19 3 -A -22 -3 -A -21 -3 -#31527 -ring protection~ -ring of protection~ -An ensorcelled band of pure adamantium catches your eye.~ -~ -9 524352 3 -10 0 0 0 -1 5000 500 -A -17 -10 -A -21 -1 -A -23 -1 -A -24 -1 -A -22 -1 -A -20 -1 -> wear_prog 3~ -c shield $n -c armor $n -~ -| -#31528 -death lance~ -a death lance~ -A shimmering black beam of negative energy shimmers into view.~ -~ -5 2640 8193 -6 0 0 6 -5 56000 5600 -A -18 4 -A -19 4 -A -30 25 -#31529 -blade adamantite~ -adamantite blade~ -A drow short sword forged from black metal hums quietly.~ -~ -5 524870 8193 -0 0 0 2 -4 15000 1500 -E -adamantium sword short~ -This weapon is incredibly sharp, and virtually unbreakable, crafted as -it is from adamantium by skilled drow smiths. -~ -A -12 75 -A -13 25 -A -18 8 -A -19 8 -A -27 1048576 -#31530 -bag holding~ -bag of holding~ -A small leather bag lies innocuously on the ground.~ -~ -15 64 1 -100 5 -1 0 -1 15000 1500 -#31531 -darkmace ~ -Darkmace~ -A blackened steel mace pulses with otherworldly energy.~ -~ -5 17402454 8193 -0 0 0 6 -18 157600 15760 -A -1 1 -A -13 75 -A -12 125 -A -18 10 -A -19 10 -A -24 -7 -A -27 514 -#31532 -scorched vial~ -scorched vial~ -A scorched vial of dark liquid slowly leaks onto the floor.~ -~ -10 86 1 -40 29 215 224 -2 15000 1500 -#31533 -wings flying~ -Wings of flying~ -A pair of twisted, batlike wings lie crumpled in a heap.~ -~ -9 64 1025 -10 0 0 0 -8 15000 1500 -A -26 524288 -A -2 2 -A -14 175 -A -18 6 -A -19 6 -A -13 66 -#31534 -wand frost black baton~ -wand of frost~ -This black baton is cool to the touch.~ -~ -3 65 16385 -40 7 7 202 -1 15000 1500 -A -27 2 -#31535 -visage hate~ -visage of hate~ -Your heart is filled with hatred...~ -~ -9 2580 131073 -9 0 0 0 -5 0 0 -E -visage hate~ -Your soul feels tainted as you gaze deeply into the monstrous visions -that appear before you. It would be a noble deed indeed to damn this -infernal visage to the Gods; perhaps you may even liberate the beauty -besieged by hatred? -~ -A -25 -2 -A -1 1 -A -13 60 -A -18 4 -A -19 4 -> wear_prog 100~ -if isevil($n) -mea $n _red Your features twist and you snarl as hated consumes you. -mer $n _red $n's features twist into a mask of hatred! -mpforc $n snarl -endif -~ -> remove_prog 100~ -if isevil($n) -mea $n A certain serenity returns to you, restoring your twisted face. -mer $n $n is suddenly rid of the dark humor. -endif -~ -> sac_prog 33~ -mpe _whi The room is suddenly bathed in a sweet, seductive scent... -mpoload 31537 50 -drop seductive -~ -| -#31537 -seductive demeanour~ -seductive demeanour~ -You look long into the eyes of lust...~ -~ -9 66625 131073 -11 0 0 0 -5 0 0 -A -25 3 -A -31 2 -A -13 25 -A -12 75 -A -18 3 -A -19 3 -A -24 -4 -A -27 2048 -> wear_prog 100~ -if isevil($n) -else -mea $n _whi You smile beguilingly as you adopt the demeanour. -mer $n _whi $n suddenly appears incredibly, incredibly attractive! -c 'elven beauty' $n -endif -~ -> remove_prog 100~ -mea $n It is with disappointment that you return to your senses. -mer $n $n's beauty suddenly diminishes. -~ -> damage_prog 100~ -mpe _red $n's beauty appears disfigured by the blow! -~ -> repair_prog 100~ -mpe _whi The room is bathed in a sweet, sensual scent. -~ -> zap_prog 100~ -mea $n You cannot appreciate the beauty of love! -~ -| -#31538 -blood stream~ -a stream of blood~ -A stream of blood flows to the north.~ -~ -27 0 0 -0 0 0 0 -1 0 0 -#31539 -witchslayer rapier~ -Witchslayer~ -A shining steel rapier gleams in its own aura.~ -~ -5 562580800 8193 -0 0 0 11 -1 57500 5750 -A -13 100 -A -12 100 -A -18 10 -A -19 10 -A -26 8196 -A -27 1048576 -#31540 -flaming pit~ -the flaming pit~ -A blazing fire in the pit licks hungrily at nearby flammable substances.~ -~ -34 0 0 -0 0 0 0 -1 0 0 -#31541 -lance elven long~ -an elven long lance~ -A wooden pole 18' long, edged with bronze, is thrust into the dirt.~ -~ -5 1600 8193 -0 0 0 6 -20 15000 1500 -A -1 1 -A -13 45 -A -18 4 -A -19 9 -A -27 512 -#31542 -battle axe~ -a battle axe~ -A bronze battle axe lies discarded here.~ -~ -5 525888 8193 -0 0 0 1 -20 15600 1560 -A -18 8 -A -19 8 -#31543 -elven longsword~ -an elven longsword~ -A gleaming blade of a strange metal alloy catches the light.~ -~ -5 525889 8193 -0 0 0 3 -20 15600 1560 -A -2 2 -A -12 75 -A -18 7 -A -19 7 -#31544 -field plate~ -field plate~ -A heavy suit of ornate plate is laid out on the ground.~ -~ -9 525888 9 -15 0 0 0 -40 15600 1560 -A -17 -30 -A -13 60 -A -18 6 -A -19 5 -A -24 -3 -A -22 -3 -#31545 -kite shield~ -kite shield~ -A heavy bronze shield lies on the ground.~ -~ -9 525888 513 -11 0 0 0 -12 15600 1560 -A -17 -20 -A -23 -6 -A -21 -6 -A -27 96 -#31546 -runesword alfric~ -the runesword of Alfric~ -A bronze longsword covered in runes casts a dark light.~ -~ -5 525888 8193 -0 0 0 6 -1 500000 50000 -A -17 -10 -A -13 65 -A -12 99 -A -18 12 -A -19 11 -A -24 -5 -A -26 8 -A -27 8192 -#31547 -ensorcelled bronze plate~ -ensorcelled bronze plate~ -This ancient bronze plate is suffused with arcane energies.~ -~ -9 525888 9 -18 0 0 0 -12 15600 1560 -A -17 -40 -A -13 50 -A -12 50 -A -18 7 -A -19 7 -A -22 -4 -A -20 -4 -#31548 -ensorcelled bronze shield~ -ensorcelled bronze shield~ -A bronze shield covered in arcane glyphs catches your eye.~ -~ -9 525888 513 -17 0 0 0 -10 15600 1560 -A -17 -20 -A -13 50 -A -18 4 -A -19 7 -A -27 16514 -#31549 -signet caer sidi~ -the signet of Caer Sidi~ -An ensorcelled band of bronze rolls around on the floor.~ -~ -9 524352 3 -10 0 0 0 -1 5000 500 -A -17 -12 -A -23 -3 -A -13 20 -A -12 20 -A -18 4 -A -19 2 -#31550 -wand magic missiles~ -wand of magic missiles~ -A slender wand of bronze lies here.~ -~ -3 525888 16385 -50 30 30 32 -2 7560 756 -#31551 -slender bronze dagger~ -a slender bronze dagger~ -A slender dagger of bronze graces the floor.~ -~ -5 525888 8193 -0 0 0 11 -1 15600 1560 -A -18 10 -A -13 50 -A -19 7 -#31552 -elven cloak~ -elven cloak~ -A drab brown cloak covered in leaves has been tossed aside.~ -~ -9 1632 5 -7 0 0 0 -1 5000 500 -A -2 1 -A -17 -12 -A -18 3 -A -19 3 -A -26 65536 -#31553 -brass bracer~ -brass bracer~ -A narrow brass bracer has been dropped here.~ -~ -9 525888 4097 -11 8 0 0 -1 15600 1560 -A -2 1 -A -17 -10 -A -13 10 -A -12 10 -A -18 3 -A -19 3 -#31554 -token caer sidi~ -token of Caer Sidi~ -A simple signet has been dropped here.~ -~ -1 65 1 -0 0 -1 0 -1 0 0 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -#31555 -ring warmth~ -ring of warmth~ -A glowing band of brown metal radiates intense heat.~ -~ -9 524353 3 -9 0 0 0 -2 56000 5600 -A -27 2 -A -13 20 -A -18 2 -A -19 3 -#31556 -sabre corsair~ -the corsair's sabre~ -A shining steel blade stained with gore gleams brightly.~ -~ -5 17450048 8193 -0 0 0 1 -5 75000 7500 -A -13 100 -A -18 10 -A -19 8 -A -24 -3 -A -23 -3 -A -26 8912904 -#31557 -sleeves corsair~ -sleeves of the corsair~ -Some god dropped a newly created sleeves corsair here.~ -~ -9 25314304 257 -11 9 0 0 -3 15000 1500 -A -17 -20 -A -13 30 -A -18 3 -A -19 5 -A -40 10 -#31558 -ring symbol lolth favor~ -symbol of Lolth's favor~ -A blackened ring covered in silvery spiderwebs lies here.~ -~ -9 524886 3 -8 0 0 0 -3 250000 25000 -A -18 3 -A -19 3 -A -27 256 -#31559 -bone dagger~ -a bone dagger~ -A jagged dagger crafted from a human bone lies here.~ -~ -5 262144 8193 -5 0 0 2 -2 10 1 -A -19 3 -#31560 -mithril chain shirt~ -a mithril chain shirt~ -A shirt of mithril chain catches and reflects the light.~ -~ -9 25723968 9 -9 0 0 0 -5 50000 5000 -A -17 -20 -A -13 30 -A -12 30 -A -18 4 -A -19 4 -A -24 -2 -#31561 -maldevian axe battle dwarven~ -a maldevian battle axe~ -An axe forged from an unknown alloy rests here.~ -~ -5 8946752 8193 -0 0 0 1 -10 25600 2560 -A -1 3 -A -19 7 -#31562 -pentacle fiery~ -fiery pentacle~ -A fiery pentacle of iron hangs from a metal chain.~ -~ -9 8489555 5 -11 0 0 0 -21 157500 15750 -A -13 30 -A -12 60 -A -18 3 -A -19 3 -A -27 1 -#31563 -grasp hellish~ -hellish grasp~ -A flaming claw scorches the ground in a wide arc.~ -~ -9 9013843 129 -11 7 0 0 -18 75000 7500 -A -1 -1 -A -3 2 -A -12 50 -A -19 5 -#31564 -adamantite morning star~ -an adamantite morning star~ -The entirety of this morning star is crafted from pure adamantium.~ -~ -5 541264 8193 -0 0 0 7 -12 50000 5000 -A -18 2 -A -19 4 -#31565 -ring mail jack~ -a ring mail jack~ -A heavy ring mail jack lies on the floor.~ -~ -9 524288 9 -9 0 0 0 -30 2000 200 -A -17 -30 -A -13 25 -#31566 -dwarven crossbow~ -a dwarven crossbow~ -A heavy crossbow lies cocked and loaded here.~ -~ -5 0 8193 -0 0 0 6 -10 500 50 -A -19 3 -#31567 -catapult~ -a catapult~ -A dwarven steam catapult lobs rocks into the advancing army.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -catapult~ -A complex construct of gears and levers of wood and metal, it looks -terribly complicated and quite unstable. -~ -> push_prog 100~ -mea $n The catapult fires, hurling you high into the air! -mer $n The catapult fires, hurling $n high into the air! -mea $n You soar far above, past dragon and pegasus, then plummet downwards! -mea $n _red Screaming, you smash into the ground, far away! -mptrans $n 31635 -mpat 0.$n mea 0.$n _red Bones snap as you collide with the rocky ground. -mpat 0.$n mer 0.$n _red $n screams as $e hurtles down from the skies! -mpat 0.$n mpdamage 0.$n 600 -~ -> pull_prog 100~ -mea $n The catapult fires, hurling you high into the air! -mer $n The catapult fires, hurling $n high into the air! -mea $n You soar far above, past dragon and pegasus, then plummet downwards! -mea $n _red Screaming, you smash into the ground, far away! -mptrans $n 31635 -mpat 0.$n mea 0.$n _red Bones snap as you collide with the rocky ground. -mpat 0.$n mer 0.$n _red $n screams as $e hurtles down from the skies! -mpat 0.$n mpdamage 0.$n 600 -~ -| -#31568 -death's cold embrace~ -Death's Cold Embrace~ -Are you ready to slip into the embrace of Death...?~ -~ -9 17023028 1025 -30 13 0 0 -8 0 0 -A -2 2 -A -13 125 -A -18 5 -A -19 7 -A -23 -3 -A -27 514 -#31569 -bone club colossus~ -the bone club of the colossus~ -A mighty bone club stretches seventeen feet across the groud.~ -~ -5 16 8193 -0 0 0 6 -1 0 0 -#31570 -bone club colossus~ -the bone club of the colossus~ -A bone club covered in dark glyphs hovers above the ground.~ -~ -5 16 8193 -0 0 0 6 -55 15000 1500 -A -1 2 -A -2 -1 -A -13 150 -A -18 8 -A -19 8 -A -24 -3 -A -22 -1 -A -27 40 -> wear_prog 100~ -mea $n Your muscles strain as you heft the mighty weapon. -mer $n $n's muscles strain as $e hefts the mighty weapon. -~ -| -#31571 -pendant truth~ -the pendant of truth~ -A shining silver pendant shimmers into view.~ -~ -9 25283937 5 -14 0 0 0 -12 150000 15000 -A -4 2 -A -13 25 -A -12 75 -A -18 4 -A -19 3 -A -26 8388644 -A -56 106 -#0 - - -#ROOMS -#31500 -Floating Through Chaos~ -Floating, falling, with nothing to break the bleak void, nothing to -focus on to alleviate the nausea hurtling through nothingness is -causing. After a while, your fall begins to slow in velocity, and you -see a tiny pinprick of light in the void, rapidly growing larger as -you near it. Eventually you land with a soft bump on what appears to -be a plain stone platform, the only feature in this realm of pure -nothingness, your only bearing (and a welcome one it is!). The light -is apparently a portal, of sorts, opening onto, to your surprise, a -rather plain stone corridor... -~ -0 3153933 0 -D2 -~ -~ -0 -1 31501 -S -#31501 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31518 -D7 -~ -~ -0 -1 31502 -S -#31502 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D8 -~ -~ -0 -1 31501 -D9 -~ -~ -0 -1 31503 -S -#31503 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31502 -D7 -~ -~ -0 -1 31504 -D9 -~ -~ -0 -1 31506 -S -#31504 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D8 -~ -~ -0 -1 31503 -D9 -~ -~ -0 -1 31505 -S -#31505 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... - -A sturdy oaken portal floats in the fog to the northwest. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31504 -D7 -~ -~ -1027 -1 31526 -S -#31506 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... - -A sturdy oaken portal floats in the fog to the west. -~ -0 3153929 0 -D3 -~ -~ -1027 -1 31524 -D6 -~ -~ -0 -1 31503 -D8 -~ -~ -0 -1 31507 -S -#31507 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D7 -~ -~ -0 -1 31506 -D8 -~ -~ -0 -1 31510 -D9 -~ -~ -0 -1 31508 -S -#31508 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31507 -D7 -~ -~ -0 -1 31509 -S -#31509 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D8 -~ -~ -0 -1 31508 -S -#31510 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31511 -D7 -~ -~ -0 -1 31507 -S -#31511 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D8 -~ -~ -0 -1 31512 -D9 -~ -~ -0 -1 31510 -S -#31512 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31513 -D7 -~ -~ -0 -1 31511 -S -#31513 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... - -A sturdy oaken portal floats in the fog to the northwest. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31516 -D7 -~ -~ -1027 -1 31521 -D8 -~ -~ -0 -1 31514 -D9 -~ -~ -0 -1 31512 -S -#31514 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31515 -D7 -~ -~ -0 -1 31513 -S -#31515 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D9 -~ -~ -0 -1 31514 -S -#31516 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D7 -~ -~ -0 -1 31517 -D9 -~ -~ -0 -1 31513 -S -#31517 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31519 -D7 -~ -~ -0 -1 31518 -D8 -~ -~ -0 -1 31516 -S -#31518 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D8 -~ -~ -0 -1 31517 -D9 -~ -~ -0 -1 31501 -S -#31519 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... - -A sturdy oaken portal floats in the fog to the north. -~ -0 3153929 0 -D0 -~ -~ -1027 -1 31522 -D8 -~ -~ -0 -1 31520 -D9 -~ -~ -0 -1 31517 -S -#31520 -The Web~ -A floor of polished stone stretches as far as you can see, twisting and -turning as it cuts through a dense wall of fog, the immediate area that -surrounds the floor the only area devoid of this substance. A repulsive -stench issues forth from the substance, while the floor underfoot seems -to shift in discomfort as you tread 'pon it... -~ -0 3153929 0 -D7 -~ -~ -0 -1 31519 -S -#31521 -Den of Offal~ -Piles of rotting, rancid garbage, of assorted and foul origin, catches -both your eyes and nose as you hurl the wooden portal open; peering -closely you half-imagine you can see something moving about in the -refuse; surely not? -~ -0 3153929 0 -D8 -~ -~ -1027 -1 31513 -S -#31522 -The Stronghold of Trose~ -This small chamber boasts a simple cot bed, a pile of broken furniture -and several holy symbols, nailed to the bare walls. A large cage fills -the eastern section of the room, and within it you can see several -feeble humans, crawling weakly about and begging for mercy. A foul, -but bearable, odor emanates from these wretches, and also from the rather -dishevelled and unwashed individual who inhabits this cubicle. -~ -0 3153928 0 0 0 4 -D1 -~ -~ -7 -1 31523 -D2 -~ -~ -1027 -1 31519 -S -#31523 -Cage of Chaos~ -Stained straw is scattered across the broken, uneven stone floor of -this cell, which serves as home to those unfortunates imprisoned -within the sturdy iron bars. The air is rich with the unpleasant and -pervasive aroma of sweat, urine and faeces, and is almost (but not -quite) as unpleasant as a troll warren. -~ -0 3153929 0 0 0 8 -D3 -~ -~ -7 -1 31522 -S -#31524 -A Barracks ~ -This long hall is lit, apparently by magical means, sufficiently to -allow you to see to the far end, and as far as you can determine it -appears to be a barracks, for humanoid creatures that rest in the -beds that line each side of the hall. Long tables laden with barely -palatable food line the center of the hall, while a seperate table at -the far end serves as mess for the officers of this lot. Lolth seems -to maintain a variety of base and fell creatures as henchmen... -~ -0 1 0 -D1 -~ -~ -1027 -1 31506 -D3 -~ -~ -0 -1 31525 -S -#31525 -Masters of the Gnolls~ -The end of the barracks boasts a table with three large chairs, large -enough to seat a troll or ogre, though the nature of the officers is -something else entirely, though equally in keeping with the vile and -chaotic troops quartered to the east. A half-devoured halfling carcass -has been tossed into one corner, evidently not to the diners' taste. -Halfing meat is notoriously succulent, at least to most carniverous -humanoids. -~ -0 3153928 0 -D1 -~ -~ -0 -1 31524 -S -#31526 -Sepulchre of the Damned~ -The floor of this chamber is of soft earth, in stark contrast to the -stony floor of the fog-shrouded corridors outside. Writhing, whitish -masses crawl through the dark soil, some thrusting suddenly up between -your feet, probing forwards like the groping tentacles of some malign -entity. A narrow, crumbling stone ledge runs around the edge of this -unholy place, harbor of the fell master of this dark domain. -~ -0 3153929 0 -D8 -~ -~ -1027 -1 31505 -> rand_prog 100~ -if ispc($r) -mea $r _lbl Your ears ring as you are blinded by a flash of bluish light! -mptrans $r 31527 -endif -~ -| -S -#31527 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D9 -~ -~ -0 -1 31528 -S -#31528 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31527 -D9 -~ -~ -0 -1 31542 -S -#31529 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. - -A single wooden door lies to the southwest. -~ -0 3153929 0 -D7 -~ -~ -0 -1 31542 -D8 -~ -~ -0 -1 31530 -D9 -~ -~ -1027 -1 31543 -S -#31530 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D7 -~ -~ -0 -1 31529 -S -#31531 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D7 -~ -~ -0 -1 31532 -D8 -~ -~ -0 -1 31542 -S -#31532 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. - -A black door umbrages the crimson vista to the northeast. -~ -0 3153929 0 -D6 -~ -~ -1027 -1 31546 -D8 -~ -~ -0 -1 31531 -D9 -~ -~ -0 -1 31533 -S -#31533 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31532 -D9 -~ -~ -0 -1 31534 -S -#31534 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31533 -D7 -~ -~ -0 -1 31535 -D8 -~ -~ -0 -1 31539 -D9 -~ -~ -0 -1 31537 -S -#31535 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D7 -~ -~ -0 -1 31536 -D8 -~ -~ -0 -1 31534 -S -#31536 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D8 -~ -~ -0 -1 31535 -S -#31537 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. - -A pale white door graces the reddish mists to the northwest. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31534 -D7 -~ -~ -1027 -1 31548 -D9 -~ -~ -0 -1 31538 -S -#31538 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31537 -S -#31539 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D7 -~ -~ -0 -1 31534 -D8 -~ -~ -0 -1 31540 -S -#31540 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31541 -D7 -~ -~ -0 -1 31539 -S -#31541 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. - -A polished steel door reflects your image to the northwest. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31542 -D7 -~ -~ -1027 -1 31547 -D9 -~ -~ -0 -1 31540 -S -#31542 -Web of Horrors~ -Your vision is clouded by a reddish hue, the blood of the millions of -innocent souls who have been bound into the crimson stone that weaves -through this infernal domain. A tapestry of grim making, a testament -to the evil entity that holds sway over all who pass through her fell -domain. Waves of nausea wash over you sporadically as you search in -desperation for stability in this chaotic maelstrom. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31528 -D7 -~ -~ -0 -1 31531 -D8 -~ -~ -0 -1 31529 -D9 -~ -~ -0 -1 31541 -S -#31543 -An Irresistable Urge...~ -This long corridor is totally devoid of markings or furnishings; the -walls are stark white, as if freshly painted, and the floor is of -smooth white marble. However, a strange tugging sensation that seems -to rapidly gain in intensity distracts you... -~ -0 3153933 0 -D9 -~ -~ -0 -1 31544 -> entry_prog 100~ -mpforce $n vis -mpforce $n wimpy 0 -mea $n _blu A massive electromagnetic force drags you to the southwest! -mpforce $n sw -~ -| -S -#31544 -A Cluttered Chamber~ -This cluttered chamber is strewn with all manner of items, ranging -from furniture to armored corpses, all stuck as if by magic to the -southwestern wall, which hums loudly, much like a field of magical -energy surrounding a spellcaster. It is difficult to move through -the rubble covering the floor, and also difficult to see what else -may be lurking in wait here... -~ -0 3153929 0 -D6 -~ -~ -0 -1 31543 -D8 -~ -~ -3 -1 31545 -S -#31545 -An Empty Chamber~ -This dark chamber is apparently devoid of feature or function; only -a plain metal lever set in the far wall remarks it as anything out -of the ordinary... -~ -0 3153929 0 -D7 -~ -~ -3 -1 31544 -S -#31546 -Chamber of Meditation~ -This stark white chamber boasts but a single item of interest- a large -carving on the far wall, set with gleaming gemstones, representing the -Queen of Spiders resplendent in her unholy court, doted upon by nude -male suitors of various races, mostly drow but some human and even fair -elven. The entire is suffused with a nimbus of strikingly revolting mauve -energy, which causes nausea on sight to even the staunchest warrior. -~ -0 0 1 -D9 -~ -~ -1027 -1 31532 -S -#31547 -Hall of Mirrors~ -The entirety of this chamber is peppered with shards of glass, or a -substance very similar, which catches and reflects your image a -hundredfold, creating a dizzying array of your form. The exact size -of this chamber is therefore understandably difficult to determine, -as everywhere you look you see only a long glass corridor populated -by yourself. However, your attention is drawn to a shifting, spiraling -pattern that advances through the maze of mirrors towards you... -~ -0 3153928 0 -D8 -~ -~ -1027 -1 31541 -S -#31548 -Deep Waters~ -The portal opens onto a chamber filled with dark waters, that extend -far beyond your range of vision into the inky darkness. It is almost -as if you have exited the web and passed to an aquatic layer of the -Abyss, save that you know in your gut that this anomaly is yet another -of Lolth's creations, a physical manifestation of her twisted muse, -her will alone keeping the waters in check. Dark shapes swim through -the darkness, swimming towards the sudden light you have brought into -their realm... -~ -0 3153929 8 -D8 -~ -~ -1027 -1 31537 -> rand_prog 100~ -if ispc($r) -mea $r _dch The waters swirl around you... -mptrans $r 31549 -endif -~ -| -S -#31549 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. - -A blazing portal of fire shimmers into view to the northwest. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31550 -D2 -~ -~ -0 -1 31558 -D7 -~ -~ -1027 -1 31567 -S -#31550 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. - -A door of stone fills most of the southwestern aspect. -~ -0 3153929 0 -D3 -~ -~ -0 -1 31549 -D6 -~ -~ -0 -1 31551 -D9 -~ -~ -1027 -1 31566 -S -#31551 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D8 -~ -~ -0 -1 31552 -D9 -~ -~ -0 -1 31550 -S -#31552 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31553 -D7 -~ -~ -0 -1 31551 -S -#31553 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D2 -~ -~ -0 -1 31554 -D3 -~ -~ -0 -1 31552 -S -#31554 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. - -A stout portal of oak shot with bronze studs fills the northwest corner. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31553 -D3 -~ -~ -0 -1 31555 -D7 -~ -~ -1027 -1 31560 -S -#31555 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31554 -D9 -~ -~ -0 -1 31556 -S -#31556 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31555 -D7 -~ -~ -0 -1 31557 -S -#31557 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. -~ -0 3153929 0 -D3 -~ -~ -0 -1 31558 -D8 -~ -~ -0 -1 31556 -S -#31558 -Swirling Mists~ -Thick clouds of rolling fog, shot through with streaks of white and gold, -surround the precarious path of shifting stone you tread upon. Waves of -dizziness assault you at sporadic intervals, as the stone bucks and heaves -underfoot, the tortured souls bound into its construction seeking release -from their torment. - -A shining portal of white metal lies to the southeast. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31549 -D1 -~ -~ -0 -1 31557 -D8 -~ -~ -1027 -1 31559 -S -#31559 -A Place of Peace?~ -This candlelit chapel is dominated by a large white altar, before which -one may worship the gods it is dedicated to; evidently the gods of -light and law, surprisingly enough. Wonders never cease- who would be -capable of forging and holding a bastion of law in a layer of the abyss -itself? Perhaps this would be a safe place to regain your strength. -~ -0 3153932 0 -D7 -~ -~ -1027 -1 31558 -S -#31560 -An Ominous Passage~ -The door opens onto a narrow corridor, the walls of which are decorated -with lurid reliefs of varying but always base nature, carved by some -ghoulish artisan, most likely Lolth herself, exercising her will over -the chaotic substance that forms her web. A second door lies at the -far end of this chamber, lit by flickering torchlight, and from this -direction a foul odor indeed rises... -~ -0 3153928 0 -D3 -~ -~ -1031 -1 31561 -D8 -~ -~ -1027 -1 31554 -S -#31561 -Barrier of Blades~ -Stepping into this section of the corridor, you are suddenly assaulted -by a series of slashing, whirling blades, that materialize rapidly all -around you. Deep cuts score your armor and flesh, and your blood begins -to flow, pooling on the floor and running along channels in the floor -to the north, from where a low moan rises... This dark chamber is the -only other escape from the slashing blades, other than turning tail and -fleeing like a rabbit... -~ -0 3153928 0 -D0 -~ -~ -0 -1 31562 -D1 -~ -~ -1031 -1 31560 -> entry_prog 100~ -mpforce $n vis -if isimmort($n) -else -mpdamage $n 400 -mpoload 31538 -endif -~ -> rand_prog 100~ -if ispc($r) -mpdamage $r 400 -mpdamage $r 400 -endif -~ -| -S -#31562 -The Three Thrones~ -A spacious chamber, honored by three great thrones of bronze set with -elven skulls and lined with human flesh, opens before you, boasting -numerous other grim trophies, including a series of cadaverous visages, -carved into the floor, where the blood flowing from the south pools, -pouring into their open mouths. With growing horror, you realize that -the visages are the faces of undead beasts, animated by your lifeblood -and rising to take more! The occupants of the thrones cackle and cavort -as they watch the spectacle, preparing to battle you when you are done. -~ -0 3153928 0 -D0 -~ -~ -0 -1 31563 -D1 -~ -~ -0 -1 31565 -D2 -~ -~ -0 -1 31561 -D3 -~ -~ -0 -1 31564 -> entry_prog 100~ -mpforce $n vis -mpforce $n twitch -~ -> rand_prog 100~ -if ispc($r) -mpe _dch Bolts of negative energy streak through the chamber! -mpdamage $r 250 -endif -~ -> rand_prog 100~ -if ispc($r) -mpe _red A pillar of flame strikes down from above, scorching $r! -mpdamage $r 250 -endif -~ -> rand_prog 100~ -if ispc($r) -mpe _lbl A deathly chill fills the room... -mpdamage $r 250 -endif -~ -| -S -#31563 -Throne of Chaos~ -The vile furnishings of this fell domain pale in comparison to the -demonic inhabitants that avail themselves of them; each throne is -the seat of power for a drow cleric of the foulest demeanour... A -dreadful, calamitous wailing arises as you approach the wantonly -lewd drow sprawled in the throne, but a single indication of the -unholy creature confined in the beguilingly beauteous elfin frame. -~ -0 3153928 0 -D2 -~ -~ -0 -1 31562 -S -#31564 -Throne of Chaos~ -The vile furnishings of this fell domain pale in comparison to the -demonic inhabitants that avail themselves of them; each throne is -the seat of power for a drow cleric of the foulest demeanour... A -dreadful, calamitous wailing arises as you approach the wantonly -lewd drow sprawled in the throne, but a single indication of the -unholy creature confined in the beguilingly beauteous elfin frame. -~ -0 3153928 0 -D1 -~ -~ -0 -1 31562 -S -#31565 -Throne of Chaos~ -The vile furnishings of this fell domain pale in comparison to the -demonic inhabitants that avail themselves of them; each throne is -the seat of power for a drow cleric of the foulest demeanour... A -dreadful, calamitous wailing arises as you approach the wantonly -lewd drow sprawled in the throne, but a single indication of the -unholy creature confined in the beguilingly beauteous elfin frame. -~ -0 3153928 0 -D3 -~ -~ -0 -1 31562 -S -#31566 -A Mass Grave~ -The loosely packed earth that fills the bottom third of this chamber -is littered with debris, most of it items you would expect to find in -a charnel house. Scraps of cloth, bits of bone and pieces of flesh -lie scattered in profusion about the dirt, while the clawed hands of -those interred in this foul place protrude at random intervals; it is -with a growing dread in the pit of your stomach that you notice some -of them start to scrabble at the surrounding earth... -~ -0 3153929 0 -D6 -~ -~ -1027 -1 31550 -S -#31567 -The Blazing Pit~ -This small chamber is dominated by a deep pit, which is filled with -hellfire, the heat almost too intense to stand within even fifty feet -of. Thick layers of soot obscure the walls and roof, though you doubt -there was ever much there that mortal eyes would care to gaze upon. A -sense of loathing fills your heart as you gaze at the pit; you must -get out, and quickly! -~ -0 3153929 0 -D8 -~ -~ -1027 -1 31549 -> rand_prog 100~ -if ispc($r) -mea $r _red The flames suddenly rise to consume you! -mptrans $r 31568 -endif -~ -| -S -#31568 -Imminent Peril~ -The fires of Glabrezu have hurled you yet again further into the web -of the Queen of Spiders; this time, the point of your destination -appears to be an art gallery, of a sort. Lewd and lascivious artwork -covers the walls; expliict scenes of interaction between drow and -demons the most common theme, though monstrous arachnids with elven -upper bodies also feature prominently. Lolth is a mistress of utter -depravity and perversion, in truth, but can she be stopped here, in her -own realm, which so easily molds to her will? -~ -0 0 1 -D2 -~ -~ -0 -1 31569 -S -#31569 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the southeast. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31570 -D8 -~ -door~ -1027 -1 31582 -S -#31570 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the northeast. -~ -0 3153929 0 -D6 -~ -door~ -1027 -1 31590 -D8 -~ -~ -0 -1 31571 -D9 -~ -~ -0 -1 31569 -S -#31571 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... -~ -0 3153929 0 -D7 -~ -~ -0 -1 31570 -D9 -~ -~ -0 -1 31572 -S -#31572 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the southeast. -~ -0 3153929 0 -D6 -~ -~ -0 -1 31571 -D8 -~ -door~ -1027 -1 31591 -D9 -~ -~ -0 -1 31573 -S -#31573 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the northwest. -~ -0 3153929 0 -D3 -~ -~ -0 -1 31574 -D6 -~ -~ -0 -1 31572 -D7 -~ -door~ -1027 -1 31600 -S -#31574 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the southeast. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31573 -D7 -~ -~ -0 -1 31575 -D8 -~ -~ -1027 -1 31610 -S -#31575 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the north. -~ -0 3153929 0 -D0 -~ -door~ -1027 -1 31620 -D7 -~ -~ -0 -1 31576 -D8 -~ -~ -0 -1 31574 -S -#31576 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the east. -~ -0 3153929 0 -D1 -~ -door~ -1027 -1 31650 -D6 -~ -~ -0 -1 31577 -D8 -~ -~ -0 -1 31575 -S -#31577 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -One such door lies to the northeast. -~ -0 3153929 0 -D6 -~ -door~ -1027 -1 31660 -D8 -~ -~ -0 -1 31578 -D9 -~ -~ -0 -1 31576 -S -#31578 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -An open door to the north opens onto another orange hall. -~ -0 3153929 0 -D0 -~ -~ -1 -1 31579 -D7 -~ -~ -0 -1 31577 -S -#31579 -Halls of Orange~ -Twisting corridors of orange stone, walled with the same thick mists, -penetrate the void of the Abyss, stretching out before you. Howls and -moans echo through these empty halls, totally devoid of furnishings or -life. Only the somber wooden portals, spaced sporadically along the -walls, provide any alternate route, and even then a risky one... - -You suddenly notice that the passage behind you has disappeared, and -you feel a strange pulling sensation... -~ -0 3153933 0 -S -#31580 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153925 3 -D0 -~ -~ -0 -1 31581 -D1 -~ -~ -0 -1 31580 -D2 -~ -~ -0 -1 31583 -D3 -~ -~ -0 -1 31584 -S -#31581 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31582 -D1 -~ -~ -0 -1 31581 -D2 -~ -~ -0 -1 31581 -D3 -~ -~ -0 -1 31580 -S -#31582 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. - -A shimmering portal to the northwest affords an escape from this alternate -world. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31581 -D1 -~ -~ -0 -1 31582 -D2 -~ -~ -0 -1 31582 -D3 -~ -~ -0 -1 31583 -D7 -~ -portal~ -1027 -1 31569 -S -#31583 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31583 -D1 -~ -~ -0 -1 31582 -D2 -~ -~ -0 -1 31580 -D3 -~ -~ -0 -1 31585 -S -#31584 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31584 -D1 -~ -~ -0 -1 31580 -D2 -~ -~ -0 -1 31585 -D3 -~ -~ -0 -1 31586 -S -#31585 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31584 -D1 -~ -~ -0 -1 31585 -D2 -~ -~ -0 -1 31583 -D3 -~ -~ -0 -1 31587 -S -#31586 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31584 -D1 -~ -~ -0 -1 31587 -D2 -~ -~ -0 -1 31586 -D3 -~ -~ -0 -1 31586 -S -#31587 -Caer Sidi~ -A dark forest filled with mildewed, rotting oaks surrounded by thick -clumps of weeds and vines surrounds you, almost suffocating you with -humidity and the strong odor of rotting vegetation. Shapes move about -the wood, for the most part not bothering you, yet still making sure -to mark your progress. -~ -0 3153921 3 -D0 -~ -~ -0 -1 31586 -D1 -~ -~ -16777216 -1 31588 -D2 -~ -~ -0 -1 31585 -D3 -~ -~ -0 -1 31587 -S -#31588 -A Guard Tower~ -Rising out of the forest is a tower, of dressed grey stone, where the -elves maintain an outpost, and from where they can launch assaults -against these new arrivals to their world. Numerous weapons and pieces -of armor, curiously all of bronze and not steel or mithril, line the -walls, while a narrow stair winds up to the next level. -~ -0 1036 0 -D2 -~ -~ -0 -1 31587 -D4 -~ -~ -0 -1 31589 -S -#31589 -The Main Chamber~ -This chamber appears to have been hastily converted to a council -chamber, where the ruler of this region can plan new campaigns against -the bugbear hordes of Lolth. The elves are hard pressed indeed by the -sheer weight of numbers Lolth is bringing to bear against them, and -are more than willing to ally themselves with any who would seek to do -her harm, as long as they weren't also seeking to do Caer Sidi harm... -~ -0 3153928 0 0 0 8 -D5 -~ -~ -0 -1 31588 -S -#31590 -Foul Weather~ -The door opens onto an ice-filled cavern, which opens to the east onto -a raging blizzard. Even from here, the pure force of the mighty storm -assaults you, chilling you to the bone and blowing you against the far -wall. It would be suicide, not to mention impossible, to try to progress -into that blizzard; apparently this portal opens onto a world that has -already fallen to the taint of Lolth, and all that is left is this winter -wasteland... -~ -0 3153929 0 -D9 -~ -door~ -1027 -1 31570 -S -#31591 -A Tiny Purple Island~ -This tiny island is the only visible land mass in an endless ocean -that stretches away on all sides. The waters of this water-covered -world are not as yours, however; this salty brine is pinkish in color, -and flows beneath a yellow sky, lit by a blue sun. The rocky island -is purplish in color, and revolts the eye that is unused to such odd -shades for familiar subjects. Lolth is currently seeking to conquer -this realm, her agents are undoubtedly already here... -~ -0 3153924 10 -D0 -~ -~ -0 -1 31592 -D1 -~ -~ -0 -1 31596 -D2 -~ -~ -0 -1 31591 -D3 -~ -~ -0 -1 31591 -D7 -~ -door~ -1027 -1 31572 -S -#31592 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31591 -D1 -~ -~ -0 -1 31593 -D2 -~ -~ -0 -1 31595 -D3 -~ -~ -0 -1 31592 -S -#31593 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31594 -D1 -~ -~ -0 -1 31593 -D2 -~ -~ -0 -1 31592 -D3 -~ -~ -0 -1 31593 -S -#31594 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31595 -D1 -~ -~ -0 -1 31597 -D2 -~ -~ -0 -1 31594 -D3 -~ -~ -0 -1 31593 -S -#31595 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31596 -D1 -~ -~ -0 -1 31598 -D2 -~ -~ -0 -1 31594 -D3 -~ -~ -0 -1 31592 -S -#31596 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31595 -D1 -~ -~ -0 -1 31599 -D2 -~ -~ -0 -1 31596 -D3 -~ -~ -0 -1 31591 -S -#31597 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31597 -D1 -~ -~ -0 -1 31598 -D2 -~ -~ -0 -1 31597 -D3 -~ -~ -0 -1 31594 -S -#31598 -Sailing the Strangely-Hued Sea~ -Spray from the pinkish waters strikes you in the face as you make your -way across them; the water is salty as you would expect, and is in all -regards the same as ocean waters in your world, save for the color. A -hot bluish sun beats down on you, making it difficult to see very far, -though the seemingly endless waters boast little of interest. -~ -0 3153920 7 -D0 -~ -~ -0 -1 31598 -D1 -~ -~ -0 -1 31597 -D2 -~ -~ -0 -1 31599 -D3 -~ -~ -0 -1 31595 -S -#31599 -A Small Island~ -This tiny island rises out of the pinkish waters, its rough purplish -volcanic surface a strange sight to one accustomed to blue waters -washing up on yellow sand. Lotuslike flowers sprout randomly across -the rocky island, save where a section has been cleared to construct -a dock, where a single ship is currently moored; its captain has put -ashore for supplies. Lolth's taint is not strong here; evidently she -has yet to conquer the rulers of this watery world. -~ -0 3153924 10 -D0 -~ -~ -0 -1 31596 -D1 -~ -~ -0 -1 31596 -D2 -~ -~ -0 -1 31598 -D3 -~ -~ -0 -1 31596 -S -#31600 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31600 -D1 -~ -~ -0 -1 31601 -D2 -~ -~ -0 -1 31600 -D3 -~ -~ -0 -1 31602 -D8 -~ -portal~ -1027 -1 31573 -S -#31601 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31600 -D1 -~ -~ -0 -1 31608 -D2 -~ -~ -0 -1 31601 -D3 -~ -~ -0 -1 31603 -S -#31602 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31603 -D1 -~ -~ -0 -1 31600 -D2 -~ -~ -0 -1 31602 -D3 -~ -~ -0 -1 31604 -S -#31603 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31607 -D1 -~ -~ -0 -1 31602 -D2 -~ -~ -0 -1 31601 -D3 -~ -~ -0 -1 31605 -S -#31604 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31602 -D1 -~ -~ -0 -1 31604 -D2 -~ -~ -0 -1 31605 -D3 -~ -~ -0 -1 31604 -S -#31605 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31606 -D1 -~ -~ -0 -1 31603 -D2 -~ -~ -0 -1 31604 -D3 -~ -~ -0 -1 31605 -S -#31606 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31606 -D1 -~ -~ -0 -1 31605 -D2 -~ -~ -0 -1 31607 -D3 -~ -~ -0 -1 31606 -D7 -~ -~ -16777216 -1 31609 -S -#31607 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31607 -D1 -~ -~ -0 -1 31608 -D2 -~ -~ -0 -1 31603 -D3 -~ -~ -0 -1 31606 -S -#31608 -The Black Fen~ -Soft, stinking mud, intermixed with rotting vegetation and human bones, -impedes progress through the treacherous swamp that surrounds you on all -sides. An overwhelming sense of evil and loathing fills you, a legacy of -the horrors unleashed by Lolth and her armies on this pitiful remnants -of a world. What manner of beasts could reside in such a place? -~ -0 3153921 3 -D0 -~ -~ -0 -1 31608 -D1 -~ -~ -0 -1 31601 -D2 -~ -~ -0 -1 31608 -D3 -~ -~ -0 -1 31607 -S -#31609 -A Small Cave~ -A small cave opens onto the stinking swamp, haven of the guardian of -the creatures in this region, placed here undoubtedly by Lolth herself -to ensure all remains as she wills it. Woe betide any that fall under -the shadow of this foul beast's temper! -~ -0 3153929 0 -D8 -~ -~ -0 -1 31606 -S -#31610 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31610 -D1 -~ -~ -0 -1 31612 -D2 -~ -~ -0 -1 31614 -D3 -~ -~ -0 -1 31610 -D7 -~ -~ -1027 -1 31574 -S -#31611 -A Secret Chamber~ -This cramped crawlspace is the abode of a pitiful wretch who has somehow -managed to survive after being cast into this maze to feed Lolth's newly -bred spiders, from which she selects the finest specimens to serve in -her armies. His lair contains little, save for a crudely fashioned table -and a few bone weapons. -~ -0 3153929 0 -D3 -~ -~ -0 -1 31616 -S -#31612 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31612 -D1 -~ -~ -0 -1 31615 -D2 -~ -~ -0 -1 31613 -D3 -~ -~ -0 -1 31610 -S -#31613 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31613 -D1 -~ -~ -0 -1 31613 -D2 -~ -~ -0 -1 31616 -D3 -~ -~ -0 -1 31612 -S -#31614 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31617 -D1 -~ -~ -0 -1 31615 -D2 -~ -~ -0 -1 31610 -D3 -~ -~ -0 -1 31614 -S -#31615 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31616 -D1 -~ -~ -0 -1 31618 -D2 -~ -~ -0 -1 31612 -D3 -~ -~ -0 -1 31614 -S -#31616 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31619 -D1 -~ -~ -16777216 -1 31611 -D2 -~ -~ -0 -1 31613 -D3 -~ -~ -0 -1 31615 -S -#31617 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31617 -D1 -~ -~ -0 -1 31618 -D2 -~ -~ -0 -1 31614 -D3 -~ -~ -0 -1 31617 -S -#31618 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31619 -D1 -~ -~ -0 -1 31615 -D2 -~ -~ -0 -1 31618 -D3 -~ -~ -0 -1 31617 -S -#31619 -The Labyrinth of Arachne~ -Twisting, shadowy corridors, intermittently lit by smoldering torches -thrust into corroded iron sconces, lead away in every direction. Long -shadows, cast by the arachnid masters of this subterranean realm, seem -to follow every step you take. Piles of bones cocooned in spider web -abound, as do broken weapons and pools of dried blood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31619 -D1 -~ -~ -0 -1 31619 -D2 -~ -~ -0 -1 31616 -D3 -~ -~ -0 -1 31618 -S -#31620 -The Kingdom of Maldev~ -The portal opens onto a rocky mountain pass, that winds northward, -heading past small forts built on the hillsides to the west and then -the east, towards a mighty dwarven fortress that towers above even -the mountains, its gleaming spires under constant assault by the -hordes of the Queen of Spiders. It would seem there is no end to her -insatiable thirst for conquest. Troops of Lolth can be seen even from -here moving about the pass, and in the vast area before the gates of -the fortress. -~ -0 3153924 5 -D0 -~ -~ -0 -1 31621 -D2 -~ -portal~ -1025 -1 31575 -S -#31621 -A Wooden Palisade~ -At this point a narrow path runs up to the gates of a wooden palisade, -occupied by one of the two sides in this terrible war. Both this and -the other fort you spied are of dwarven make, to be sure, but you can -not tell from here whether dwarves still occupy the structure, or if -it has been taken over by Lolth's hordes. -~ -0 0 5 -D2 -~ -~ -0 -1 31620 -D4 -~ -~ -0 -1 31622 -D6 -~ -~ -0 -1 31627 -S -#31622 -The Gates of the Palisade~ -A pair of wooden gates, bound with bronze, bar entrance to the fort, which -is constructed of treated wood lashed together with rope then reinforced -with wooden crossbeams. A watchtower rises from the interior; doubtless -your arrival has been noticed, unless you took exceptional care. Those who -are quartered within may well treat you with hostility, irrespective of -which side they are on... -~ -0 3153920 5 -D3 -~ -~ -7 -1 31623 -D5 -~ -~ -0 -1 31621 -S -#31623 -Within the Fort~ -The interior of the fort is swathed in darkness, both to foil attempts to -see what forces may lie within, and also because those who occupy the fort -are well used to operating in such a medium. The floors are swept clean, -but show signs of combat in the form of indelible blood stains and deep -gouges in the wood. -~ -0 3153929 0 -D1 -~ -~ -16777223 -1 31622 -D3 -~ -~ -0 -1 31625 -D4 -~ -~ -0 -1 31624 -S -#31624 -A Watch Tower~ -This enclosed watchtower affords an excellent view of the pass, as well -as the battlefield before the fortress, which is strewn with bodies and -the hordes of Lolth, wide stretches of the ground seeming to ripple with -the movement of troops. -~ -0 3153929 0 -D5 -~ -~ -0 -1 31623 -S -#31625 -Within the Fort~ -The interior of the fort is swathed in darkness, both to foil attempts to -see what forces may lie within, and also because those who occupy the fort -are well used to operating in such a medium. The floors are swept clean, -but show signs of combat in the form of indelible blood stains and deep -gouges in the wood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31626 -D1 -~ -~ -0 -1 31623 -S -#31626 -A Small Office~ -This chamber is dominated by a desk littered with battleplans and maps, -while the walls are papered with the same, including a series of missives -from the dwarven king, exhorting his generals to better efforts. Despite -their valor, the dwarves appear doomed to failure; the hordes outnumber -them grossly, and are being reinforced all the time. -~ -0 3153929 0 -D2 -~ -~ -0 -1 31625 -S -#31627 -Approaching Kandelspire~ -The pass continues, winding its way towards the bloodsoaked plains -before the fortress, where the heart of the battle is. Sounds of -combat ring in your ears, as do the cries of the dying. The dwarves -certainly appear to be dealing significant damage to the hordes, but -they cannot hope to prevail against such punishing odds. -~ -0 3153920 5 -D0 -~ -~ -0 -1 31628 -D9 -~ -~ -0 -1 31621 -S -#31628 -A Wooden Palisade~ -At this point a narrow path runs up to the gates of a wooden palisade, -occupied by one of the two sides in this terrible war. Both this and -the other fort you spied are of dwarven make, to be sure, but you can -not tell from here whether dwarves still occupy the structure, or if -it has been taken over by Lolth's hordes. - -The pass opens onto the decimated valley before Kandelspire to the -northwest. -~ -0 3153920 5 -D2 -~ -~ -0 -1 31627 -D4 -~ -~ -0 -1 31629 -D7 -~ -~ -16777216 -1 31635 -S -#31629 -The Gates of the Palisade~ -A pair of wooden gates, bound with bronze, bar entrance to the fort, which -is constructed of treated wood lashed together with rope then reinforced -with wooden crossbeams. A watchtower rises from the interior; doubtless -your arrival has been noticed, unless you took exceptional care. Those who -are quartered within may well treat you with hostility, irrespective of -which side they are on... -~ -0 3153920 5 -D1 -~ -~ -7 -1 31630 -D5 -~ -~ -0 -1 31628 -S -#31630 -Within the Fort~ -The interior of the fort is swathed in darkness, both to foil attempts to -see what forces may lie within, and also because those who occupy the fort -are well used to operating in such a medium. The floors are swept clean, -but show signs of combat in the form of indelible blood stains and deep -gouges in the wood. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31632 -D3 -~ -~ -16777223 -1 31629 -D4 -~ -~ -0 -1 31631 -S -#31631 -A Watch Tower~ -This enclosed watchtower affords an excellent view of the pass, as well -as the battlefield before the fortress, which is strewn with bodies and -the hordes of Lolth, wide stretches of the ground seeming to ripple with -the movement of troops. -~ -0 3153929 0 -D5 -~ -~ -0 -1 31630 -S -#31632 -Within the Fort~ -The interior of the fort is swathed in darkness, both to foil attempts to -see what forces may lie within, and also because those who occupy the fort -are well used to operating in such a medium. The floors are swept clean, -but show signs of combat in the form of indelible blood stains and deep -gouges in the wood. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31633 -D3 -~ -~ -0 -1 31630 -S -#31633 -Quarters of the Demon~ -This chamber has been gutted by fire, and boasts only a throne of twisted, -burnt bronze as furnishings, the seat for the general of the armies that -even now rampage across Maldev, laying waste to all they encounter. The -general has waged a very successful campaign thus far, and now all that -remains is to strike the final coup de grace against the beleagured dwarf -fortress of Kandelspire. Thus he spends many hours here, revelling in his -exceptional ability, enjoying the company of slaves when he feels the urge. -~ -0 3153929 0 -D2 -~ -~ -0 -1 31632 -S -#31634 -The Battlefield of Maldev~ -The valley before the fortress is a scene of utter horror. Mangled bodies -of dwarf and bugbear alike lie strewn about the rocky ground, as well as -the corpses of humans, bears and ogres. Arrows and rocks rain down from -the sheer walls of the fortress itself, which looms to the north, its tall -spires under aerial assault from dragon and peryton. Dwarves shriek in -dismay as they are blasted from the battlements, while bugbears howl as -they are scattered by falling rocks and darts. -~ -0 3153920 5 -D0 -~ -~ -0 -1 31637 -D1 -~ -~ -0 -1 31635 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31635 -The Battlefield of Maldev~ -The valley before the fortress is a scene of utter horror. Mangled bodies -of dwarf and bugbear alike lie strewn about the rocky ground, as well as -the corpses of humans, bears and ogres. Arrows and rocks rain down from -the sheer walls of the fortress itself, which looms to the north, its tall -spires under aerial assault from dragon and peryton. Dwarves shriek in -dismay as they are blasted from the battlements, while bugbears howl as -they are scattered by falling rocks and darts. -~ -0 3153920 5 -D0 -~ -~ -0 -1 31638 -D1 -~ -~ -0 -1 31636 -D3 -~ -~ -0 -1 31634 -D8 -~ -~ -16777216 -1 31628 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31636 -The Battlefield of Maldev~ -The valley before the fortress is a scene of utter horror. Mangled bodies -of dwarf and bugbear alike lie strewn about the rocky ground, as well as -the corpses of humans, bears and ogres. Arrows and rocks rain down from -the sheer walls of the fortress itself, which looms to the north, its tall -spires under aerial assault from dragon and peryton. Dwarves shriek in -dismay as they are blasted from the battlements, while bugbears howl as -they are scattered by falling rocks and darts. -~ -0 3153920 5 -D0 -~ -~ -0 -1 31639 -D3 -~ -~ -0 -1 31635 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31637 -The Battlefield of Maldev~ -The valley before the fortress is a scene of utter horror. Mangled bodies -of dwarf and bugbear alike lie strewn about the rocky ground, as well as -the corpses of humans, bears and ogres. Arrows and rocks rain down from -the sheer walls of the fortress itself, which looms to the north, its tall -spires under aerial assault from dragon and peryton. Dwarves shriek in -dismay as they are blasted from the battlements, while bugbears howl as -they are scattered by falling rocks and darts. -~ -0 3153920 5 -D1 -~ -~ -0 -1 31638 -D2 -~ -~ -0 -1 31634 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31638 -The Gates of Kandelspire~ -The massive valves that guard the entrance to this dwarven citadel stand -firm against the hordes, who have parted to allow mighty umber hulks -the chance to smash the gates asunder, or to undermine the mighty walls. -Dwarves plummet from the walls, struck down by boulders or dragonfire, -while the besieged defenders frantically hurl everything they can out the -windows on the invading army below. Despite their valiant efforts, it would -seem they are doomed to fall to the innumerable hordes. -~ -0 3153924 1 -D0 -~ -~ -8388615 -1 31640 -D1 -~ -~ -0 -1 31639 -D2 -~ -~ -0 -1 31635 -D3 -~ -~ -0 -1 31637 -D4 -~ -~ -16777280 -1 31647 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31639 -The Battlefield of Maldev~ -The valley before the fortress is a scene of utter horror. Mangled bodies -of dwarf and bugbear alike lie strewn about the rocky ground, as well as -the corpses of humans, bears and ogres. Arrows and rocks rain down from -the sheer walls of the fortress itself, which looms to the north, its tall -spires under aerial assault from dragon and peryton. Dwarves shriek in -dismay as they are blasted from the battlements, while bugbears howl as -they are scattered by falling rocks and darts. -~ -0 3153920 5 -D2 -~ -~ -0 -1 31636 -D3 -~ -~ -0 -1 31638 -> rand_prog 100~ -if rand(50) -mpe The hordes scatter as a volley of arrows shoots out from the fortress! - if ispc($r) - mea $r _red You are struck by several darts! - mpdamage $r 50 - endif -else -mpe A massive boulder is hurled from a catapult on the battlements! -mpe _red A dozen bugbears explode in a shower of gore as the rock strikes! -mpasound Bugbears scream in agony as a rock crushes several of them. -endif -~ -| -S -#31640 -Kandelspire~ -The walls of the spacious fortress reverberate with the impact of countless -hurled rocks, and tremble as chunks are torn away by dragonfire. Dwarves -rush about, nervously anticipating the imminent breach that will spell the -doom of their kingdom. Weapons hang between tapestries on the gray walls, -though most have been snatched up by citizens to use against the hordes. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31643 -D1 -~ -~ -0 -1 31642 -D2 -~ -~ -8388615 -1 31638 -D3 -~ -~ -0 -1 31641 -S -#31641 -Kandelspire~ -The walls of the spacious fortress reverberate with the impact of countless -hurled rocks, and tremble as chunks are torn away by dragonfire. Dwarves -rush about, nervously anticipating the imminent breach that will spell the -doom of their kingdom. Weapons hang between tapestries on the gray walls, -though most have been snatched up by citizens to use against the hordes. - -A set of stairs leads up to the battlements. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31640 -D4 -~ -~ -0 -1 31644 -S -#31642 -Kandelspire~ -The walls of the spacious fortress reverberate with the impact of countless -hurled rocks, and tremble as chunks are torn away by dragonfire. Dwarves -rush about, nervously anticipating the imminent breach that will spell the -doom of their kingdom. Weapons hang between tapestries on the gray walls, -though most have been snatched up by citizens to use against the hordes. - -A set of stairs leads up to the battlements. -~ -0 3153929 0 -D3 -~ -~ -0 -1 31640 -D4 -~ -~ -0 -1 31646 -S -#31643 -Kandelspire~ -The walls of the spacious fortress reverberate with the impact of countless -hurled rocks, and tremble as chunks are torn away by dragonfire. Dwarves -rush about, nervously anticipating the imminent breach that will spell the -doom of their kingdom. Weapons hang between tapestries on the gray walls, -though most have been snatched up by citizens to use against the hordes. - -A set of stairs leads up to the battlements. -~ -0 3153929 0 -D2 -~ -~ -0 -1 31640 -D4 -~ -~ -0 -1 31645 -S -#31644 -The Battlements of Kandelspire~ -Peering over the crenelated battlements is like looking into the mouth -of hell. Screaming, howling hordes of bugbears and trolls tear across -the valley, charging towards the walls as giants hurl massive rocks at -them, tearing huge holes in the defenses. A massive dragon soars high -above, searing dwarves from the battlements with dragonfire, while a -flock of perytons swoop down to pluck up and then drop dwarves into the -hordes below, where they are torn to pieces. -~ -0 3153920 1 -D5 -~ -~ -0 -1 31641 -> rand_prog 100~ -if rand(25) -mpe The catapult whistles loudly as it propels a boulder skyward. -else -if rand(50) -mpe The dwarves let loose another volley of missiles into the horde. -else -mpe _red Dragonfire sears the battlements, melting stone and burning flesh! - if ispc($r) - mpdamage $r 200 - endif -endif -endif -~ -| -S -#31645 -The Battlements of Kandelspire~ -Peering over the crenelated battlements is like looking into the mouth -of hell. Screaming, howling hordes of bugbears and trolls tear across -the valley, charging towards the walls as giants hurl massive rocks at -them, tearing huge holes in the defenses. A massive dragon soars high -above, searing dwarves from the battlements with dragonfire, while a -flock of perytons swoop down to pluck up and then drop dwarves into the -hordes below, where they are torn to pieces. -~ -0 3153920 1 -D2 -~ -~ -64 -1 31647 -D4 -~ -~ -16777280 -1 31649 -D5 -~ -~ -0 -1 31643 -> rand_prog 100~ -if rand(25) -mpe The catapult whistles loudly as it propels a boulder skyward. -else -if rand(50) -mpe The dwarves let loose another volley of missiles into the horde. -else -mpe _red Dragonfire sears the battlements, melting stone and burning flesh! - if ispc($r) - mpdamage $r 200 - endif -endif -endif -~ -| -S -#31646 -The Battlements of Kandelspire~ -Peering over the crenelated battlements is like looking into the mouth -of hell. Screaming, howling hordes of bugbears and trolls tear across -the valley, charging towards the walls as giants hurl massive rocks at -them, tearing huge holes in the defenses. A massive dragon soars high -above, searing dwarves from the battlements with dragonfire, while a -flock of perytons swoop down to pluck up and then drop dwarves into the -hordes below, where they are torn to pieces. -~ -0 3153920 1 -D5 -~ -~ -0 -1 31642 -> rand_prog 100~ -if rand(25) -mpe The catapult whistles loudly as it propels a boulder skyward. -else -if rand(50) -mpe The dwarves let loose another volley of missiles into the horde. -else -mpe _red Dragonfire sears the battlements, melting stone and burning flesh! - if ispc($r) - mpdamage $r 200 - endif -endif -endif -~ -| -S -#31647 -The Skies of Maldev~ -The skies of Maldev are aflame. Countless burning bodies plummet from the -walls, seared by Dragonfire, while flaming skulls issue from a fort near -the walls, cast by some dread necromancer, smashing into and igniting the -defenses of the fortress. Numerous creatures soar through the skies, in -the process of inflicting more losses on the beleagured dwarves. Far below, -reinforcements can be seen flowing in to join the hordes. Bolts and -arrows tear through the sky, fired by dwarves on the battlements, while -large rocks are lobbed by their steam catapults. -~ -0 19931136 9 -D0 -~ -~ -64 -1 31645 -D4 -~ -~ -64 -1 31648 -D5 -~ -~ -64 -1 31638 -S -#31648 -The Skies of Maldev~ -The skies of Maldev are aflame. Countless burning bodies plummet from the -walls, seared by Dragonfire, while flaming skulls issue from a fort near -the walls, cast by some dread necromancer, smashing into and igniting the -defenses of the fortress. Numerous creatures soar through the skies, in -the process of inflicting more losses on the beleagured dwarves. Far below, -reinforcements can be seen flowing in to join the hordes. -~ -0 19931136 9 -D0 -~ -~ -64 -1 31649 -D5 -~ -~ -64 -1 31647 -S -#31649 -The Skies of Maldev~ -The skies of Maldev are aflame. Countless burning bodies plummet from the -walls, seared by Dragonfire, while flaming skulls issue from a fort near -the walls, cast by some dread necromancer, smashing into and igniting the -defenses of the fortress. Numerous creatures soar through the skies, in -the process of inflicting more losses on the beleagured dwarves. Far below, -reinforcements can be seen flowing in to join the hordes. -~ -0 19931136 9 -D2 -~ -~ -64 -1 31648 -D5 -~ -~ -64 -1 31645 -S -#31650 -An Overgrown Courtyard~ -The portal opens onto a courtyard, of an ancient castle long fallen -into ruin. Thick, grayish weeds choke the life out of twisted, gnarled -trees that have sprouted through the broken, crumbling flagstones. A -pair of bronze double doors lie to the north, at the far end of this -courtyard, while an archway opens onto a shadowy passage to the east. -The whole place reeks of death and decay, smolder and sin. -~ -0 3153929 0 -D0 -~ -~ -0 -1 31651 -D1 -~ -~ -0 -1 31655 -D3 -~ -door~ -16778243 -1 31576 -S -#31651 -A Weed-Choked Fountain~ -Pale moonlight illuminates a dry fountain, choked with weeds and leaves, -emanating a noxious stench that is a combination of rotting vegetation -and blood. Several skeletons surround the fountain, the only other sign -of habitation thus far. The bronze valves loom menacingly to the north, -radiating waves of unease and apprehension. -~ -0 3153929 0 -D0 -~ -~ -3 -1 31652 -D2 -~ -~ -0 -1 31650 -S -#31652 -A Darkened Hallway~ -The thick layer of dust that carpets this corridor indicates that no -living thing has passed this way in quite some time; and nor would they -have any pressing need to. This foul place is death, darkness and doom -at once, permeated with sickening amounts of evil and gloom, oppressing -even the darkest soul with its force. -~ -0 3153929 0 -D1 -~ -~ -0 -1 31654 -D2 -~ -~ -3 -1 31651 -D3 -~ -~ -0 -1 31653 -S -#31653 -A Darkened Hallway~ -The thick layer of dust that carpets this corridor indicates that no -living thing has passed this way in quite some time; and nor would they -have any pressing need to. This foul place is death, darkness and doom -at once, permeated with sickening amounts of evil and gloom, oppressing -even the darkest soul with its force. - -A rune-covered portal bars passage to the north. -~ -0 3153929 0 -D0 -~ -~ -3 -1 31658 -D1 -~ -~ -0 -1 31652 -S -#31654 -A Darkened Hallway~ -The thick layer of dust that carpets this corridor indicates that no -living thing has passed this way in quite some time; and nor would they -have any pressing need to. This foul place is death, darkness and doom -at once, permeated with sickening amounts of evil and gloom, oppressing -even the darkest soul with its force. - -A rune-covered portal bars passage to the north. -~ -0 3153929 0 -D0 -~ -~ -3 -1 31659 -D3 -~ -~ -0 -1 31652 -S -#31655 -A Darkened Hallway~ -The thick layer of dust that carpets this corridor indicates that no -living thing has passed this way in quite some time; and nor would they -have any pressing need to. This foul place is death, darkness and doom -at once, permeated with sickening amounts of evil and gloom, oppressing -even the darkest soul with its force. - -Rune covered portal lie to the north and south. -~ -0 3153929 0 -D0 -~ -~ -3 -1 31656 -D2 -~ -~ -3 -1 31657 -D3 -~ -~ -0 -1 31650 -S -#31656 -Unholy Sepulchre~ -Tainted shrouds cover corpses decades old, dessicated and drained of blood -by some fiend, then placed within this ancient crypt. The stale air is an -insult accompanying every nervous inhalation, while the clouds of dust -stirred up by the tread of your booted feet clouds your vision. Cobwebs as -thick as a human's wrist carpet the ceiling; what other ancient evils lie -in wait here? -~ -0 3153929 0 -D2 -~ -~ -3 -1 31655 -S -#31657 -Unholy Sepulchre~ -Tainted shrouds cover corpses decades old, dessicated and drained of blood -by some fiend, then placed within this ancient crypt. The stale air is an -insult accompanying every nervous inhalation, while the clouds of dust -stirred up by the tread of your booted feet clouds your vision. Cobwebs as -thick as a human's wrist carpet the ceiling; what other ancient evils lie -in wait here? -~ -0 3153929 0 -D0 -~ -~ -3 -1 31655 -S -#31658 -Unholy Sepulchre~ -Tainted shrouds cover corpses decades old, dessicated and drained of blood -by some fiend, then placed within this ancient crypt. The stale air is an -insult accompanying every nervous inhalation, while the clouds of dust -stirred up by the tread of your booted feet clouds your vision. Cobwebs as -thick as a human's wrist carpet the ceiling; what other ancient evils lie -in wait here? -~ -0 3153929 0 -D2 -~ -~ -3 -1 31653 -S -#31659 -Unholy Sepulchre~ -Tainted shrouds cover corpses decades old, dessicated and drained of blood -by some fiend, then placed within this ancient crypt. The stale air is an -insult accompanying every nervous inhalation, while the clouds of dust -stirred up by the tread of your booted feet clouds your vision. Cobwebs as -thick as a human's wrist carpet the ceiling; what other ancient evils lie -in wait here? -~ -0 3153929 0 -D2 -~ -~ -3 -1 31654 -S -#31660 -A Barren Desert~ -The door opens onto a sandy desert, albeit one with curiously defined -limits; in each direction it ends at a shimmering, translucent wall, -beyond which you can see the void of outer space. This flat world is -apparently artificial, created (or stolen) by Lolth to house special -"guests" in the bone cage that lies nearby. Some of the bones have fallen -from the cage, and appear to have formed a crude outline of a massive -humanoid... -~ -0 3153920 10 0 0 4 -D9 -~ -door~ -1027 -1 31577 -D10 -~ -cage~ -133120 -1 31661 -S -#31661 -The Cell of Trinax~ -The interior of this tiny cell barely has room for one, let alone two -occupants. Yet the skeleton that lies shackled to one wall indicates -that the cell once did in fact house two pitiful foes of Lolth, rather -than the single man who remains, apparently unconcerned by his woeful -predicament. -~ -0 3154441 0 0 0 2 -D10 -~ -~ -133120 -1 31660 -S -#31698 -Realm of Horrors~ -~ -0 3153929 0 -D0 -~ -~ -0 -1 31699 -S -#31699 -Realm of Horrors~ -~ -0 3153929 0 -D2 -~ -~ -0 -1 31698 -S -#0 - - -#RESETS -R 0 31580 3 -R 0 31581 3 -R 0 31582 3 -R 0 31583 3 -R 0 31584 3 -R 0 31585 3 -R 0 31586 3 -R 0 31587 3 -R 0 31591 3 -R 0 31592 3 -R 0 31593 3 -R 0 31594 3 -R 0 31595 3 -R 0 31596 3 -R 0 31597 3 -R 0 31598 3 -R 0 31599 3 -R 0 31600 3 -R 0 31601 3 -R 0 31602 3 -R 0 31603 3 -R 0 31604 3 -R 0 31605 3 -R 0 31606 3 -R 0 31607 3 -R 0 31608 3 -R 0 31610 3 -R 0 31612 3 -R 0 31613 3 -R 0 31614 3 -R 0 31615 3 -R 0 31616 3 -R 0 31617 3 -R 0 31618 3 -R 0 31619 3 -M 1 31507 4 31502 -M 1 31508 4 31503 -D 0 31505 7 1 -M 1 31509 2 31506 -D 0 31506 3 1 -M 1 31508 4 31507 -M 1 31510 2 31508 -M 1 31507 4 31510 -M 1 31507 4 31512 -M 1 31508 4 31513 -D 0 31513 7 1 -M 1 31510 2 31514 -M 1 31509 2 31516 -M 1 31508 4 31517 -M 1 31507 4 31518 -D 0 31519 0 1 -M 1 31501 4 31521 -M 1 31501 4 31521 -M 1 31501 4 31521 -M 1 31501 4 31521 -D 0 31521 8 1 -M 1 31502 1 31522 -E 1 31504 1 5 -E 1 31505 1 16 -G 1 31506 1 -D 0 31522 1 2 -D 0 31522 2 1 -M 1 31503 3 31523 -M 1 31503 3 31523 -M 1 31503 3 31523 -D 0 31523 3 2 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -M 1 31504 12 31524 -D 0 31524 1 1 -M 1 31505 3 31525 -E 1 31507 1 16 -M 1 31505 3 31525 -E 1 31507 1 16 -M 1 31505 3 31525 -E 1 31507 1 16 -M 1 31506 1 31526 -D 0 31526 8 1 -M 1 31566 2 31527 -M 1 31566 2 31527 -D 0 31529 9 1 -M 1 31569 2 31530 -M 1 31569 2 31530 -D 0 31532 6 1 -M 1 31567 2 31536 -M 1 31567 2 31536 -D 0 31537 7 1 -M 1 31568 2 31538 -M 1 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31561 -D 0 31561 1 2 -M 1 31522 4 31562 -M 1 31522 4 31562 -M 1 31522 4 31562 -M 1 31522 4 31562 -M 1 31518 1 31563 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31527 1 1 -E 1 31531 1 16 -G 1 31532 1 -M 1 31519 1 31563 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31529 1 16 -E 1 31533 1 12 -E 1 31534 1 17 -M 1 31516 1 31564 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31527 1 1 -E 1 31528 1 16 -M 1 31517 1 31564 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31527 1 1 -E 1 31529 1 16 -G 1 31530 1 -M 1 31520 1 31565 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31528 1 16 -E 1 31535 1 20 -M 1 31521 1 31565 -E 1 31525 1 5 -E 1 31526 1 11 -E 1 31529 1 16 -M 1 31523 4 31566 -M 1 31523 4 31566 -M 1 31523 4 31566 -M 1 31523 4 31566 -O 1 31539 1 31566 -D 0 31566 6 1 -M 1 31524 1 31567 -O 1 31540 1 31567 -D 0 31567 8 1 -D 0 31569 8 1 -D 0 31570 6 1 -D 0 31572 8 1 -D 0 31573 7 1 -D 0 31574 8 1 -D 0 31575 0 1 -D 0 31576 1 1 -D 0 31577 6 1 -D 0 31578 0 0 -M 1 31500 1 31579 -E 1 31501 1 6 -E 1 31502 1 19 -E 1 31503 1 5 -M 1 31528 1 31580 -E 1 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31637 -M 1 31556 12 31637 -M 1 31555 3 31637 -M 1 31554 1 31638 -D 0 31638 0 2 -M 1 31556 12 31639 -M 1 31556 12 31639 -M 1 31556 12 31639 -M 1 31555 3 31639 -M 1 31560 2 31640 -E 1 31560 1 5 -E 1 31561 1 16 -M 1 31560 2 31640 -E 1 31560 1 5 -E 1 31561 1 16 -D 0 31640 2 2 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31563 7 31643 -M 1 31561 3 31644 -E 1 31566 1 16 -E 1 31560 1 5 -O 1 31567 1 31644 -M 1 31561 3 31645 -E 1 31566 1 16 -E 1 31560 1 5 -O 1 31567 1 31645 -M 1 31561 3 31646 -E 1 31560 1 5 -E 1 31566 1 16 -O 1 31567 1 31646 -M 1 31559 2 31647 -M 1 31559 2 31647 -M 1 31558 1 31648 -M 1 31562 2 31649 -M 1 31562 2 31649 -D 0 31650 3 1 -D 0 31651 0 1 -D 0 31652 2 1 -D 0 31653 0 1 -D 0 31654 0 1 -D 0 31655 0 1 -D 0 31655 2 1 -M 1 31565 6 31656 -M 1 31565 6 31656 -D 0 31656 2 1 -M 1 31565 6 31657 -M 1 31565 6 31657 -D 0 31657 0 1 -M 1 31565 6 31658 -M 1 31565 6 31658 -D 0 31658 2 1 -M 1 31564 1 31659 -E 1 31568 1 12 -D 0 31659 2 1 -M 1 31574 1 31660 -E 1 31569 1 16 -D 0 31660 9 1 -M 1 31575 1 31661 -E 1 31571 1 3 -S - - -#SHOPS -0 - - -#REPAIRS - 31502 3 4 0 160 2 0 23 ; Trose -0 - - -#SPECIALS -M 31500 spec_cast_cleric -M 31501 spec_fido -M 31502 spec_cast_cleric -M 31503 spec_fido -M 31506 spec_cast_undead -M 31507 spec_janitor -M 31508 spec_fido -M 31509 spec_poison -M 31510 spec_janitor -M 31512 spec_cast_undead -M 31513 spec_cast_mage -M 31514 spec_breath_gas -M 31515 spec_cast_adept -M 31516 spec_cast_cleric -M 31517 spec_cast_mage -M 31518 spec_cast_cleric -M 31519 spec_cast_mage -M 31520 spec_cast_cleric -M 31521 spec_cast_mage -M 31524 spec_breath_fire -M 31530 spec_breath_any -M 31532 spec_fido -M 31533 spec_breath_frost -M 31534 spec_cast_mage -M 31535 spec_cast_cleric -M 31536 spec_fido -M 31537 spec_fido -M 31540 spec_breath_acid -M 31541 spec_fido -M 31542 spec_poison -M 31543 spec_fido -M 31544 spec_poison -M 31546 spec_fido -M 31547 spec_fido -M 31551 spec_breath_fire -M 31557 spec_fido -M 31558 spec_cast_mage -M 31562 spec_cast_cleric -M 31564 spec_cast_mage -M 31565 spec_thief -M 31566 spec_janitor -M 31567 spec_fido -M 31568 spec_poison -M 31569 spec_janitor -M 31570 spec_janitor -M 31571 spec_fido -M 31572 spec_poison -M 31573 spec_janitor -M 31574 spec_breath_gas -M 31575 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/donjon.are b/data/realm/areas_smaug1.4a/donjon.are deleted file mode 100644 index 790ce3d..0000000 --- a/data/realm/areas_smaug1.4a/donjon.are +++ /dev/null @@ -1,2699 +0,0 @@ -#AREA The Dungeon~ - -#VERSION 1 - -#AUTHOR Yaegar/Aurorix~ - -#RANGES -20 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#15100 -maniacal prisoner~ -a maniacal prisoner~ -A maniacal prisoner giggles insanely at you. -~ -This poor soul has been in here so long it has broken his mind. No one even -remembers why he is here. -~ -227 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15101 -turnkey~ -a drunken turnkey~ -The turnkey snores loudly as he sleeps off another binge. -~ -His job bores him to tears. No one ever tries to escape. His duties are -limited to escorting prisoners to and from their cells, and occasionally -beating a noisy or frightened prisoner into submission. So he spends most -(heck, ALL) of his time drinking. -~ -75 131200 -400 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15102 -inquisitor~ -the inquisitor~ -The inquisitor stands here, extracting "confessions". -~ -He seems somewhat puzzled by your presence, then shrugs and turns back to -his task. The world is full of sickos, and if you get your jollies watching -a man being tortured to death, well... that's how he gets his, too. -~ -203 168 -750 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15103 -master torturer~ -the master torturer~ -The master torturer grins wickedly and gives the rack another turn. -~ -This gap-toothed moron is quite adept at causing hapless prisoners exquisite -pain without any grave danger to their lives. And, what's more, he enjoys it! -Job satisfaction is SO important, really. I mean, if you don't enjoy your -job, what have you got? -~ -75 8192 -500 S -36 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15104 -noble prisoner~ -a noble prisoner~ -A noble prisoner is being kept here. -~ -This fellow was imprisoned by the Castellan for offensive behavior towards -the Castellan's daughter during the Castellan's Ball held recently. He is of -high status, however, and thus the Castellan afforded him a decent cell. For -a price, of course. -~ -195 0 400 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15105 -man iron mask~ -the man in the iron mask~ -The man in the iron mask prepares to dig another tunnel with a spoon. -~ -The man in the iron mask managed to escape his last cell, but ended up -digging into this jail. Thus he has to try and escape again. -~ -67 8192 500 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15106 -skeleton~ -an animated skeleton~ -A pile of bones comes to life before you! -~ -The former occupant of this cell died a slow, painful death of starvation, -and thus his spirit lingers still, animating his earthly remains to attack -anyone he can. -~ -99 9224 -400 S -24 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15107 -bat~ -a bat~ -A huge bat flies into your face! -~ -These massive bats are disturbed by your light. -~ -225 524288 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15108 -spider~ -a giant spider~ -A huge spider crawls toward you. -~ -These massive spiders are disturbed by your light. -~ -227 8192 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15109 -rat~ -a rat~ -A rat squeaks and runs away. -~ -This Dungeon is crawling with rats! -~ -225 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15110 -cockroach~ -a cockroach~ -A cockroach scuttles across the floor. -~ -This Dungeon is crawling with roaches! -~ -225 1146880 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15111 -wretched prisoner~ -a wretched prisoner~ -A wretched prisoner cries out for pity. -~ -These doomed souls will spend years rotting away in this hell hole. -~ -195 0 0 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15112 -wretched prisoner~ -a wretched prisoner~ -A wretched prisoner cries out for pity. -~ -These doomed souls will spend years rotting away in this hell hole. -~ -195 0 0 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15113 -political prisoner~ -a political prisoner~ -A political prisoner is on hunger strike. -~ -Hunger strike doesn't really work when no one gives a shit whether you live -or die... -~ -67 8192 500 S -27 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15114 -grubby child~ -a grubby child~ -A grubby child holds out his hands for food. -~ -He can't talk- the guards cut out his tongue to silence his incessant -whining. -~ -195 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15115 -cook~ -the Dungeon cook~ -The cook for the Dungeon grunts as you enter. -~ -He wasn't expecting anyone would want to eat yet. Actually, he wasn't -expecting anyone to EVER want to eat while he was cook... -~ -195 0 0 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15116 -guard~ -a Dungeon guard~ -A Dungeon guard stands wearily at his post. -~ -This fellow is bored beyond measure. He is itching for some action. -~ -73 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15117 -dog~ -a war dog~ -A war dog bares its fangs and growls menacingly. -~ -These dogs are huge, ferocious canines with teeth six inches long. Is that -foam coating their muzzles? -~ -99 0 -400 S -21 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15118 -escaped prisoner~ -an escaped prisoner~ -An escaped prisoner begs you to help her. -~ -She has been on the run for three days, but hasn't managed to get out of -this cell block. How unadmirable. Call a guard and claim the reward. -~ -195 0 0 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15119 -ghost~ -the ubiquitous Dungeon ghost~ -The ubiquitous Dungeon ghost is here doing its job. -~ -Every jail, Dungeon, prison etc has a ghost. This one is no exception. Harry -the ghost approaches and says "Boo" in a manner that makes Steve Wright seem -animated. He sure seems to love his job. -~ -195 1572994 0 S -39 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15120 -crypt walker~ -a crypt walker~ -A crypt walker shambles past you. -~ -This doomed soul is damned to wander here for eternity. -~ -4169 8200 0 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15121 -coffer corpse~ -a coffer corpse~ -A coffer corpse charges you! -~ -This evil undead wants to eat your spleen! -~ -105 8712 -1000 S -31 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15122 -lich ael~ -the lich Ael~ -The lich Ael screams at your intrusion. -~ -Ael was a powerful mage in life, and in death he remains so. -~ -4203 8840 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15123 -vampire baraga~ -the vampiure Baraga~ -The vampire Baraga sneers at you. -~ -Baraga was once a powerful noble. Now, Baraga lives only to suck blood. -~ -4203 533128 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15124 -spectre cas~ -the spectre Cas~ -The spectre Cas moves into combat. -~ -Cas was once a thief of some importance. Now he is a ruthless undead. -~ -107 1581704 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15125 -wraith deros~ -the wraith Deros~ -The wraith Deros snarls and attacks. -~ -Deros was once an evil cleric. Now he's an evil undead cleric. -~ -107 648 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15126 -wight emur~ -the wight emur~ -The wight Emur wearily rises to defend his tomb. -~ -Emur is not hostile, but is not good either. Emur was a cowardly autocrat -slain centuries ago and imprisoned down here by a holy cleric of Argh. -~ -195 8712 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#15100 -manacles~ -a pair of iron manacles~ -A pair of iron manacles lie here.~ -~ -9 4096 1 -0 0 0 0 -15 0 0 -A -2 -3 -A -14 -50 -#15101 -straw~ -some filthy straw~ -Some filthy straw is scattered about the floor of this cell.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15102 -bowl~ -a wooden bowl~ -A wooden bowl sits here.~ -~ -15 0 1 -2 1 0 0 -1 0 0 -#15103 -gruel~ -some watery gruel~ -Some watery gruel has been slopped here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#15104 -ball chain~ -a ball and chain~ -A ball and chain has been left here.~ -~ -9 4096 1 -0 0 0 0 -25 0 0 -A -2 -3 -A -14 -200 -#15105 -bones~ -some bones~ -Some bones are scattered about here.~ -~ -13 0 1 -0 0 0 0 -10 0 0 -#15106 -iron maiden~ -an iron maiden~ -An iron maiden stands in one corner.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15107 -rack~ -a rack~ -The rack is being used to stretch a dying prisoner.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15108 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell A" -~ -#15109 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell B" -~ -#15110 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell C" -~ -#15111 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell D" -~ -#15112 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell E" -~ -#15113 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell F" -~ -#15114 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell G" -~ -#15115 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell H" -~ -#15116 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell I" -~ -#15117 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell J" -~ -#15118 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell K" -~ -#15119 -key~ -a cell key~ -A cell key hangs here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -it is labelled "Cell L" -~ -#15120 -bottle grog~ -a bottle of grog~ -A bottle of grog sits here.~ -~ -17 0 1 -5 3 7 0 -2 0 0 -#15121 -axe~ -a sturdy axe~ -A sturdy hand axe lies here.~ -~ -5 0 1 -0 0 0 1 -10 0 0 -A -19 4 -#15122 -belt~ -a leather belt~ -A leather belt once held up someone's trousers.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -#15123 -trousers~ -a pair of stained trousers~ -A pair of stained trousers lie here.~ -~ -9 2 1 -0 0 0 0 -5 0 0 -#15124 -hairy chest~ -a hairy chest~ -A hairy chest lies here. Yes, someone's hairy chest.~ -~ -9 4096 1 -0 0 0 0 -2 0 0 -A -5 2 -#15125 -robes~ -the inquisitor's robes~ -The inquisitor's robes lie crumpled up here.~ -~ -9 0 1 -0 0 0 0 -4 0 0 -A -12 25 -#15126 -boots~ -the inquisitor's boots~ -The inquisitor's boots sit here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -14 150 -#15127 -hood~ -the inquisitor's hood~ -The inquisitor's hood has been left here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -3 2 -#15128 -hot iron~ -a hot iron~ -A hot iron lies here.~ -~ -1 1 1 -0 0 -1 0 -2 0 0 -#15129 -brazier~ -a metal brazier~ -A metal brazier sits on a tripod here.~ -~ -15 1 0 -10 1 0 0 -1 0 0 -#15130 -cabinet~ -a cabinet~ -A cabinet full of torture implements stands near one wall.~ -~ -15 0 0 -1000 1 0 0 -1 0 0 -#15131 -iron mask~ -an iron mask~ -The man's iron mask has been removed.~ -~ -9 4096 1 -0 0 0 0 -10 0 0 -A -17 -20 -#15132 -prison rags~ -prison rags~ -Some rags worn by a prisoner fester here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#15133 -bed~ -a narrow bed~ -A narrow bed sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15134 -bat shit~ -some bat shit~ -Some bat shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15135 -rat shit~ -some rat shit~ -Some rat shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15136 -roach shit~ -some cockroach shit~ -Some cockroach shit is scattered about here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#15137 -pot~ -a massive iron pot~ -A massive iron pot bubbles away over a hearth here.~ -~ -15 1 0 -10 1 0 0 -1 0 0 -#15138 -stew~ -a huge amount of stew~ -This stew is enough to feed a man for days.~ -~ -19 0 1 -96 0 0 0 -10 0 0 -#15139 -hearth~ -a hearth~ -A hearth burns away here.~ -~ -1 1 0 -0 0 -1 0 -1 0 0 -#15140 -sword~ -a broad sword~ -A broad sword rests here, gleaming dully.~ -~ -5 64 1 -0 0 0 3 -10 0 0 -A -18 3 -A -19 3 -#15141 -shield~ -a shield~ -A shield bearing the Coat of Arms of Anon rests here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -10 -#15142 -tunic~ -a black and gold tunic~ -A tunic bearing the Coat of Arms of Anon rests here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -5 1 -#15143 -coif~ -a metal coif~ -A metal coif lies here.~ -~ -9 0 1 -0 0 0 0 -4 0 0 -A -23 -2 -A -24 -2 -A -25 -1 -#15144 -leggings~ -some metal leggings~ -A pair of metal leggings lie here.~ -~ -9 0 1 -0 0 0 0 -7 0 0 -A -14 25 -#15145 -gloves~ -a pair of leather gloves~ -A pair of leather gloves lies here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -2 2 -#15146 -torch~ -a torch~ -A torch burns brightly here.~ -~ -1 0 1 -0 0 48 0 -1 0 0 -#15147 -bracer~ -a steel bracer~ -A steel bracer lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -1 1 -A -13 10 -#15148 -dog collar~ -a spiked dog collar~ -A spiked dog collar would make a good punching weapon.~ -~ -5 131072 1 -0 0 0 2 -5 0 0 -A -19 4 -#15149 -file~ -an iron file~ -An iron file lies here.~ -~ -5 0 1 -0 0 0 11 -3 0 0 -#15150 -spoon~ -a spoon~ -This spoon has done a LOT of digging.~ -~ -5 0 1 -0 1 4 7 -1 0 0 -#15151 -chains~ -some rattling chains~ -Some chains that could be rattled lie here.~ -~ -9 4096 1 -0 0 0 0 -15 0 0 -A -2 -2 -A -14 -25 -#15152 -saliva coated fangs~ -some saliva coated fangs~ -Some saliva coated fangs have been torn from a dog's maw.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -18 3 -A -19 3 -#15153 -thumbscrews~ -some thumbscrews~ -Some tumbscrews lie here.~ -~ -9 4096 1 -0 0 0 0 -1 0 0 -A -1 -1 -A -2 -1 -A -13 -10 -#15154 -pincers~ -a pair of pincers~ -A pair of pincers hang here.~ -~ -5 0 1 -0 0 0 10 -5 0 0 -#15155 -iron chair~ -an iron chair~ -An iron chair with leather straps sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15156 -flaming feather dulphur~ -a flaming feather dipped in sulphur~ -A flaming feather dipped in sulphur has been placed here.~ -~ -1 65536 1 -0 0 -1 0 -1 0 0 -#15157 -hot bath lime~ -a hot bath containing lime~ -A hot bath containing lime bubbles away here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15158 -a pulley~ -a pulley~ -A pulley with a hooked rope attached hangs from the ceiling.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15159 -heavy weights~ -a row of heavy weights~ -A row of heavy weights sit here.~ -~ -12 0 1 -0 0 0 0 -75 0 0 -#15160 -bellows~ -a bellows~ -A bellows used to fan the fires rests here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15161 -hot coals~ -some hot coals~ -Ouch! These coals will burn your fingers!~ -~ -1 65536 1 -0 0 -1 0 -5 0 0 -A -19 3 -#15162 -scourge~ -a scourge~ -A spiky scourge affixed to a wheel is used to beat victims.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15163 -sword ael~ -the sword of Ael~ -The sword of Ael glows evilly here.~ -~ -5 1 0 -0 0 0 11 -20 0 0 -A -1 2 -A -12 20 -A -13 15 -A -17 -15 -A -18 8 -A -19 8 -#15164 -necklace~ -a jewelled necklace~ -A jewelled necklace lies here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -A -12 25 -A -17 -5 -A -23 -2 -A -24 -2 -#15165 -boots~ -boots of quickness~ -A pair of nice boots rest here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 3 -A -14 100 -A -17 -15 -#15166 -helm~ -a platinum helm~ -A platinum helm rests here.~ -~ -9 2 0 -0 0 0 0 -5 0 0 -A -3 -3 -A -4 3 -A -12 50 -A -17 -25 -#15167 -cloak~ -a plain gray cloak~ -A plain gray cloak has been left here.~ -~ -9 0 1 -25 0 0 0 -2 0 0 -#0 - - -#ROOMS -#15100 -Inside the Gates~ -You are walking along a short corridor toward the yard. Torch brackets -line the stone walls on either side, but it still has a cold, merciless -feel to it. -~ -0 8 0 -D1 -~ -~ -1 31001 31075 -D3 -~ -~ -1 -1 15101 -S -#15101 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15102 -D1 -~ -~ -1 0 15100 -D2 -~ -~ -0 -1 15103 -D3 -~ -~ -0 -1 15105 -S -#15102 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D2 -~ -~ -0 -1 15101 -D3 -~ -~ -0 -1 15104 -S -#15103 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15101 -D3 -~ -~ -0 -1 15106 -S -#15104 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. - -North lie the Kitchens. -~ -0 0 0 -D0 -~ -~ -1 -1 15107 -D1 -~ -~ -0 0 15102 -D2 -~ -~ -0 -1 15105 -S -#15105 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. - -A gate to the west marks the entrance down the stairs to the cells below. -~ -0 0 0 -D0 -~ -~ -0 -1 15104 -D1 -~ -~ -0 -1 15101 -D2 -~ -~ -0 -1 15106 -D5 -~ -gate~ -1 -1 15108 -S -#15106 -The Yard~ -Here those few fortunate prisoners with privileges are allowed a short walk. -Guards stroll back and forth, keeping an eye on them. A chill wind blows -across this only open air space in the dungeons. -~ -0 0 0 -D0 -~ -~ -0 -1 15105 -D1 -~ -~ -0 0 15103 -S -#15107 -The Kitchens~ -Several surly wenches move slowly about here preparing the crap they serve -the prisoners below (as well as the guards). You see little you would like -(or be game to) take. -~ -0 8 0 -D2 -~ -~ -1 0 15104 -S -#15108 -The Dungeon~ -You are in a dank, dismal corridor, lined with dirty stone blocks into which -the occasional torch bracket has been wedged. A few stubs gutter feebly, -providing little illumination. Cries of woe and pain echo down this -depressing passageway. -~ -0 1 0 -D3 -~ -~ -0 -1 15109 -D4 -~ -gate~ -1 0 15105 -S -#15109 -The Dungeon~ -You are in a dank, dismal corridor, lined with dirty stone blocks into which -the occasional torch bracket has been wedged. A few stubs gutter feebly, -providing little illumination. Cries of woe and pain echo down this -depressing passageway. - -A door to the north marks the entrance to Cell Block One. -~ -0 1 0 -D0 -~ -~ -1 0 15110 -D1 -~ -~ -0 -1 15108 -D3 -~ -~ -0 -1 15118 -S -#15110 -Cell Block One~ -You are marching along a north south passageway lined with several cell -doors. Cries come from behind some of them, and form behind other comes only -silence. A guard room lies directly north of here. -~ -0 1 0 -D0 -~ -~ -0 -1 15113 -D1 -Cell D~ -cell~ -1 15111 15112 -D2 -~ -~ -1 0 15109 -D3 -Cell C~ -cell~ -1 15110 15111 -S -#15111 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D1 -~ -~ -1 15110 15110 -S -#15112 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D3 -~ -~ -1 15111 15110 -S -#15113 -Cell Block One~ -You are marching along a north south passageway lined with several cell -doors. Cries come from behind some of them, and form behind other comes only -silence. A guard room lies directly north of here. -~ -0 1 0 -D0 -~ -~ -1 -1 15116 -D1 -Cell B~ -cell~ -1 15109 15115 -D2 -~ -~ -0 0 15110 -D3 -Cell A~ -cell~ -1 15108 15114 -S -#15114 -A Well-Appointed Cell~ -This cell is clean and well-lit, and has some rather decent furnishings. -Doubtless someone of some means has managed to requisition this cell, to -spend their interrment in relative comfort. -~ -0 1 0 -D1 -~ -~ -1 15108 15113 -S -#15115 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D3 -~ -~ -1 15109 15113 -S -#15116 -A Guard Room~ -You have entered the quarters of the dungeon guards. There are usually a few -off duty guards here at any given time, playing cards, dice, etc. to while -away the time before their next shift. A door to the west is marked- DOGS! -KEEP OUT! - -A trapdoor leads upward to the city square, where prisoners who are -sentenced to death are led for their execution. -~ -0 8 0 -D2 -~ -~ -1 0 15113 -D3 -~ -~ -1 0 15117 -D4 -~ -~ -0 -1 -1 -S -#15117 -The Dog Kennels~ -The dungeon hounds are kept in here, ready to be released on rioting -prisoners in emergencies. They are rabid creatures, underfed and constantly -tormented to keep their anger at a peak. -~ -0 1 0 -D1 -~ -~ -1 0 15116 -S -#15118 -The Turnkey's Room~ -Here the Turnkey stands his post, managing and guarding the keys to all the -cells, and keeping an eye out for any trouble. He is a recalcitrant and lazy -sod, and not much use at either task. - -A door to the west leads to Cell Block Two. The torture chamber lies south. -~ -0 8 0 -D1 -~ -~ -0 -1 15109 -D2 -~ -~ -1 -1 15119 -D3 -~ -~ -1 0 15122 -S -#15119 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1 0 -D0 -~ -~ -1 -1 15118 -D1 -~ -~ -0 0 15120 -D2 -~ -~ -0 -1 15121 -S -#15120 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1 0 -D3 -~ -~ -0 -1 15119 -S -#15121 -The Torture Chamber~ -This is the most feared place in all the dungeon. Any and all prisoners who -end up here rarely leave in one piece. And even if they do, they are usually -driven quite insane by the weeks of torture. Long chains hanging from the -ceiling suspend dead or dying victims, while fresher ones are currently -being subjected to cruel tortures on the nightmarish devices below. -~ -0 1 0 -D0 -~ -~ -0 -1 15119 -S -#15122 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1 0 -D0 -Cell E~ -cell~ -1 15112 15123 -D1 -~ -~ -1 0 15118 -D2 -Cell F~ -cell~ -1 15113 15124 -D3 -~ -~ -0 -1 15125 -S -#15123 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D2 -~ -~ -1 15112 15122 -S -#15124 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D0 -~ -~ -1 15113 15122 -S -#15125 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1 0 -D0 -Cell G~ -cell~ -1 15114 15126 -D1 -~ -~ -1 0 15122 -D2 -Cell H~ -cell~ -1 15115 15127 -D3 -~ -~ -0 -1 15128 -S -#15126 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D2 -~ -~ -1 15114 15125 -S -#15127 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D0 -~ -~ -1 15115 15125 -S -#15128 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. -~ -0 1 0 -D0 -Cell I~ -cell~ -1 15116 15129 -D1 -~ -~ -1 0 15125 -D2 -Cell J~ -cell~ -1 15117 15130 -D3 -~ -~ -0 -1 15131 -S -#15129 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D2 -~ -~ -1 15116 15128 -S -#15130 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D0 -~ -~ -1 15117 15128 -S -#15131 -Cell Block One~ -You are marching along a east west passageway lined with several cell -doors. Cries come from behind some of them, and from behind others comes only -silence. The passage bends downwards to the west. -~ -0 1 0 -D0 -Cell K~ -cell~ -1 15118 15132 -D1 -~ -~ -1 0 15128 -D2 -Cell L~ -cell~ -1 15119 15133 -D3 -~ -~ -0 -1 15134 -S -#15132 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D2 -~ -~ -1 15118 15131 -S -#15133 -A Cell~ -This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, -mingling in the animal and human filth that litters the floor. The cell has -no windows or sources of ventilation, and the air is fetid and stale. You -gag and hold your breath in disgust. -~ -0 1 0 -D0 -~ -~ -1 15119 15131 -S -#15134 -The Lower Chambers~ -These chambers once held cells, but were long ago abandoned. Rotted doors -hang open to the north and south, while a hole in the floor gives rise to -an awful smell. You really don't want to go down there... really. -~ -0 1 0 -D0 -~ -~ -0 -1 15137 -D1 -~ -~ -0 -1 15131 -D2 -~ -~ -0 -1 15135 -D5 -~ -~ -0 -1 15136 -S -#15135 -A Ruined Cell~ -Naught remains of whoever once occupied this cell save for some bones. Rats -scurry away from your light, and you grimace at the stench in this hole. -~ -0 1 0 -D0 -~ -~ -0 -1 15134 -S -#15136 -The PIT~ -This foul hole is used for disposal of garbage and of unruly prisoners. You -land in this muck with a squelching noise, and you almost vomit when you -realize you are chest-deep in human and animal waste. A chill wind whips -eerily at you from nowhere, and you suddenly get the feeling you're not -alone down here... -~ -0 1 0 -D4 -~ -~ -0 -1 15134 -S -#15137 -A Ruined Cell~ -Naught remains of whoever once occupied this cell save for some bones. Rats -scurry away from your light, and you grimace at the stench in this hole. -A hole in the north wall allows passage into a cave. -~ -0 1 0 -D0 -~ -~ -0 -1 15138 -D2 -~ -~ -0 -1 15135 -S -#15138 -A Cavern~ -This natural cavern is home to variety of animals who have become trapped -down here after entering from the city above and losing their way back. -You smell guano everywhere, and see thick cobwebs. -~ -0 1 0 -D0 -~ -~ -0 -1 15139 -D2 -~ -~ -0 -1 15137 -S -#15139 -A Cavern~ -This natural cavern is home to variety of animals who have become trapped -down here after entering from the city above and losing their way back. -You smell guano everywhere, and see thick cobwebs. A passage running -westward leads into a dark maze. -~ -0 1 0 -D2 -~ -~ -0 -1 15138 -D3 -~ -~ -0 -1 15140 -S -#15140 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D1 -~ -~ -0 -1 15139 -D2 -~ -~ -0 -1 15141 -D3 -~ -~ -0 -1 15145 -S -#15141 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15140 -D2 -~ -~ -0 -1 15142 -D3 -~ -~ -0 -1 15146 -S -#15142 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15141 -D2 -~ -~ -0 -1 15143 -D3 -~ -~ -0 -1 15147 -S -#15143 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15142 -D2 -~ -~ -0 -1 15144 -D3 -~ -~ -0 -1 15148 -S -#15144 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15143 -D3 -~ -~ -0 -1 15149 -D5 -~ -~ -1 0 15169 -S -#15145 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D1 -~ -~ -0 -1 15140 -D2 -~ -~ -0 -1 15146 -D3 -~ -~ -0 -1 15150 -D5 -~ -~ -1 0 15168 -S -#15146 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15145 -D1 -~ -~ -0 -1 15141 -D2 -~ -~ -0 -1 15147 -D3 -~ -~ -0 -1 15151 -S -#15147 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15146 -D1 -~ -~ -0 -1 15142 -D2 -~ -~ -0 -1 15148 -D3 -~ -~ -0 -1 15152 -S -#15148 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15147 -D1 -~ -~ -0 -1 15143 -D2 -~ -~ -0 -1 15149 -D3 -~ -~ -0 -1 15153 -S -#15149 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15148 -D1 -~ -~ -0 -1 15144 -D3 -~ -~ -0 -1 15154 -S -#15150 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D1 -~ -~ -0 -1 15145 -D2 -~ -~ -0 -1 15151 -D3 -~ -~ -0 -1 15155 -S -#15151 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15150 -D1 -~ -~ -0 -1 15146 -D2 -~ -~ -0 -1 15152 -D3 -~ -~ -0 -1 15156 -S -#15152 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15151 -D1 -~ -~ -0 -1 15147 -D2 -~ -~ -0 -1 15153 -D3 -~ -~ -0 -1 15157 -S -#15153 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15152 -D1 -~ -~ -0 -1 15148 -D2 -~ -~ -0 -1 15154 -D3 -~ -~ -0 -1 15158 -D5 -~ -~ -1 0 15167 -S -#15154 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15153 -D1 -~ -~ -0 -1 15149 -D3 -~ -~ -0 -1 15159 -S -#15155 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D1 -~ -~ -0 -1 15150 -D2 -~ -~ -0 -1 15156 -D3 -~ -~ -0 -1 15160 -S -#15156 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15155 -D1 -~ -~ -0 -1 15151 -D2 -~ -~ -0 -1 15157 -D3 -~ -~ -0 -1 15161 -D5 -~ -~ -1 0 15166 -S -#15157 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15156 -D1 -~ -~ -0 -1 15152 -D2 -~ -~ -0 -1 15158 -D3 -~ -~ -0 -1 15162 -S -#15158 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15157 -D1 -~ -~ -0 -1 15153 -D2 -~ -~ -0 -1 15159 -D3 -~ -~ -0 -1 15163 -S -#15159 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15158 -D1 -~ -~ -0 -1 15154 -D3 -~ -~ -0 -1 15164 -S -#15160 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D1 -~ -~ -0 -1 15155 -D2 -~ -~ -0 -1 15161 -S -#15161 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15160 -D1 -~ -~ -0 -1 15156 -D2 -~ -~ -0 -1 15162 -S -#15162 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15161 -D1 -~ -~ -0 -1 15157 -D2 -~ -~ -0 -1 15163 -D5 -~ -~ -1 0 15165 -S -#15163 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15162 -D1 -~ -~ -0 -1 15158 -D2 -~ -~ -0 -1 15164 -S -#15164 -The Dark Maze~ -This hive of subterranean passageways was once a burial chamber. But the -priests long ago removed all the corpses, leaving the place vacant. Rumor -has it, however, that a few tombs still remain, undisturbed for centuries, -full of magnificent treasures. -~ -0 1 0 -D0 -~ -~ -0 -1 15163 -D1 -~ -~ -0 -1 15159 -S -#15165 -Tomb of Ael~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1 0 -D4 -~ -~ -0 -1 15162 -S -#15166 -Tomb of Baraga~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1 0 -D4 -~ -~ -0 -1 15156 -S -#15167 -Tomb of Cas~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1 0 -D4 -~ -~ -0 -1 15153 -S -#15168 -Tomb of Deros~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1 0 -D4 -~ -~ -0 -1 15145 -S -#15169 -Tomb of Emur~ -This dark tomb contains a sarcophagus and the mortal remains of a powerful -spellcaster of ancient times. Unfortunately this spellcaster was also -rather evil... You could be in trouble. -~ -0 1 0 -D4 -~ -~ -0 -1 15144 -S -#0 - - -#RESETS -M 1 15116 12 15101 -E 1 15140 1 16 -E 1 15141 1 11 -E 1 15142 1 5 -E 1 15143 1 6 -E 1 15144 1 7 -E 1 15145 1 8 -E 1 15146 1 0 -E 1 15147 1 14 -E 1 15148 1 15 -M 1 15115 1 15107 -E 1 15121 1 16 -O 1 15137 1 15107 -P 1 15128 1 15137 -O 1 15139 1 15107 -M 1 15116 12 15108 -E 1 15140 1 16 -E 1 15141 1 11 -E 1 15142 1 5 -E 1 15143 1 6 -E 1 15144 1 7 -E 1 15145 1 8 -E 1 15146 1 0 -E 1 15147 1 14 -E 1 15148 1 15 -M 1 15109 20 15109 -O 1 15135 1 15109 -M 1 15110 29 15109 -M 1 15110 29 15110 -O 1 15101 1 15111 -M 1 15110 29 15111 -M 1 15111 5 15111 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15112 5 15111 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -G 1 15102 0 -O 1 15101 1 15112 -M 1 15110 29 15112 -M 1 15111 5 15112 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15112 5 15112 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15110 29 15113 -O 1 15101 1 15114 -M 1 15104 1 15114 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -G 1 15102 0 -O 1 15133 1 15114 -M 1 15110 29 15114 -O 1 15101 1 15115 -M 1 15105 1 15115 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15131 1 6 -E 1 15150 1 16 -E 1 15104 1 7 -G 1 15102 0 -M 1 15110 29 15115 -O 1 15101 1 15116 -M 1 15110 29 15116 -M 1 15116 12 15116 -E 1 15140 1 16 -E 1 15141 1 11 -E 1 15142 1 5 -E 1 15143 1 6 -E 1 15144 1 7 -E 1 15145 1 8 -E 1 15146 1 0 -E 1 15147 1 14 -E 1 15148 1 15 -O 1 15101 1 15117 -O 1 15105 1 15117 -M 1 15110 29 15117 -M 1 15117 6 15117 -E 1 15152 1 6 -E 1 15148 1 16 -O 1 15103 1 15117 -M 1 15101 1 15118 -E 1 15121 1 16 -E 1 15122 1 13 -E 1 15123 1 7 -E 1 15124 1 5 -G 1 15120 0 -O 1 15108 1 15118 -O 1 15109 1 15118 -O 1 15110 1 15118 -O 1 15111 1 15118 -O 1 15112 1 15118 -O 1 15113 1 15118 -O 1 15114 1 15118 -O 1 15115 1 15118 -O 1 15116 1 15118 -O 1 15117 1 15118 -O 1 15118 1 15118 -O 1 15119 1 15118 -M 1 15110 29 15118 -O 1 15106 1 15119 -O 1 15130 1 15119 -P 1 15153 1 15130 -P 1 15154 1 15130 -P 1 15156 1 15130 -P 1 15159 1 15130 -M 1 15109 20 15119 -O 1 15135 1 15119 -M 1 15110 29 15119 -O 1 15162 1 15120 -O 1 15155 1 15120 -O 1 15157 1 15120 -O 1 15158 1 15120 -M 1 15102 1 15120 -E 1 15125 1 12 -E 1 15126 1 8 -E 1 15127 1 6 -M 1 15110 29 15120 -O 1 15107 1 15121 -O 1 15129 1 15121 -P 1 15128 1 15129 -P 1 15161 1 15129 -O 1 15160 1 15121 -M 1 15103 1 15121 -E 1 15121 1 16 -E 1 15128 1 0 -M 1 15110 29 15121 -M 1 15109 20 15122 -O 1 15135 1 15122 -M 1 15110 29 15122 -O 1 15101 1 15123 -M 1 15106 2 15123 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15110 29 15123 -M 1 15116 12 15123 -E 1 15140 1 16 -E 1 15141 1 11 -E 1 15142 1 5 -E 1 15143 1 6 -E 1 15144 1 7 -E 1 15145 1 8 -E 1 15146 1 0 -E 1 15147 1 14 -E 1 15148 1 15 -O 1 15101 1 15124 -M 1 15110 29 15124 -M 1 15111 5 15124 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15112 5 15124 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15110 29 15125 -O 1 15101 1 15126 -M 1 15110 29 15126 -M 1 15111 5 15126 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15112 5 15126 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -O 1 15101 1 15127 -M 1 15110 29 15127 -M 1 15113 1 15127 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15109 20 15128 -O 1 15135 1 15128 -M 1 15110 29 15128 -O 1 15101 1 15129 -M 1 15100 1 15129 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15110 29 15129 -O 1 15101 1 15130 -M 1 15106 2 15130 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -M 1 15110 29 15130 -M 1 15110 29 15131 -M 1 15116 12 15131 -E 1 15140 1 16 -E 1 15141 1 11 -E 1 15142 1 5 -E 1 15143 1 6 -E 1 15144 1 7 -E 1 15145 1 8 -E 1 15146 1 0 -E 1 15147 1 14 -E 1 15148 1 15 -O 1 15101 1 15132 -M 1 15110 29 15132 -M 1 15114 2 15132 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -G 1 15102 0 -O 1 15101 1 15133 -M 1 15110 29 15133 -M 1 15114 2 15133 -E 1 15132 1 5 -E 1 15100 1 10 -E 1 15104 1 7 -G 1 15102 0 -M 1 15109 20 15134 -O 1 15135 1 15134 -M 1 15110 29 15134 -O 1 15105 1 15135 -M 1 15108 4 15135 -M 1 15110 29 15135 -M 1 15118 1 15135 -E 1 15149 1 16 -E 1 15104 1 7 -O 1 15105 1 15136 -M 1 15110 29 15136 -O 1 15136 1 15136 -M 1 15119 1 15136 -E 1 15151 1 12 -E 1 15104 1 7 -O 1 15105 1 15137 -O 1 15105 1 15138 -M 1 15107 10 15138 -O 1 15134 1 15138 -O 1 15105 1 15139 -M 1 15107 10 15139 -O 1 15134 1 15139 -M 1 15108 4 15139 -R 1 15140 4 -O 1 15105 1 15140 -M 1 15107 10 15140 -O 1 15134 1 15140 -R 1 15141 4 -M 1 15120 5 15141 -E 1 15104 1 7 -R 1 15142 4 -R 1 15143 4 -R 1 15144 4 -M 1 15121 5 15144 -R 1 15145 4 -R 1 15146 4 -R 1 15147 4 -M 1 15120 5 15147 -E 1 15104 1 7 -R 1 15148 4 -R 1 15149 4 -M 1 15121 5 15149 -R 1 15150 4 -M 1 15121 5 15150 -R 1 15151 4 -R 1 15152 4 -O 1 15105 1 15152 -M 1 15120 5 15152 -E 1 15104 1 7 -R 1 15153 4 -R 1 15154 4 -R 1 15155 4 -M 1 15121 5 15155 -R 1 15156 4 -R 1 15157 4 -R 1 15158 4 -R 1 15159 4 -M 1 15120 5 15159 -E 1 15104 1 7 -R 1 15160 4 -R 1 15161 4 -M 1 15120 5 15161 -E 1 15104 1 7 -R 1 15162 4 -R 1 15163 4 -R 1 15164 4 -M 1 15121 5 15164 -O 1 15105 1 15165 -M 1 15122 1 15165 -E 1 15163 1 16 -O 1 15105 1 15166 -M 1 15123 1 15166 -E 1 15164 1 3 -O 1 15105 1 15167 -M 1 15124 1 15167 -E 1 15165 1 8 -O 1 15105 1 15168 -M 1 15125 1 15168 -E 1 15166 1 6 -O 1 15105 1 15169 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 15100 spec_poison -M 15101 spec_guard -M 15102 spec_cast_cleric -M 15103 spec_executioner -M 15107 spec_poison -M 15108 spec_poison -M 15109 spec_poison -M 15110 spec_poison -M 15114 spec_thief -M 15116 spec_guard -M 15117 spec_fido -M 15118 spec_fido -M 15119 spec_cast_undead -M 15120 spec_breath_frost -M 15121 spec_cast_undead -M 15122 spec_cast_undead -M 15123 spec_cast_undead -M 15124 spec_cast_undead -M 15125 spec_cast_undead -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/draconia.are b/data/realm/areas_smaug1.4a/draconia.are deleted file mode 100644 index 454dd35..0000000 --- a/data/realm/areas_smaug1.4a/draconia.are +++ /dev/null @@ -1,1583 +0,0 @@ -#AREA Dragon Tower~ - -#VERSION 1 - -#AUTHOR Wench~ - -#RANGES -5 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2200 -hatchling dragon baby~ -the dragon hatchling~ -A dragon hatchling is here, chewing on a bone. -~ -This small dragon hisses at you as you enter the room. Although it is only a -few feet long, its sharp teeth make you think twice about petting it. -~ -67 524288 -900 S -7 12 4 4d8+100 1d8+2 -2000 2250 -112 112 0 -#2201 -draconian~ -the Draconian~ -The Draconian is standing here. -~ -This horrible creature is a bizarre cross between a man and a dragon. He -has black scales and a seven foot wingspan. He scowls at you and hefts his -spear as you enter the room. -~ -39 8 -900 S -13 8 2 13d13+130 2d6+3 -2000 15000 -112 112 1 -#2202 -master~ -the dragon master~ -The lord of this crypt is here. -~ -He doesn't look happy to see you. -~ -39 524288 -1000 S -27 0 -2 27d27+270 3d6+8 -35000 60000 -112 112 1 -#2203 -man mage wizard~ -a powerful mage~ -A man is here, studying some books. -~ -A powerful looking mage is standing in this room studying his spells. You are -surprised at the fact that he is human, and realize that he must be very -powerful to have been accepted by the creatures which live here. -~ -3 138 -900 S -22 0 3 22d22+220 1d8+10 -600 45000 -112 112 1 -#2204 -cleric draconian~ -the holy Draconian~ -A Draconian is here, deep in thought. -~ -A Draconian stands here, dressed in simple robes. Around his neck you -notice a golden medallion in the shape of a five headed dragon. -~ -39 136 -900 S -22 1 0 22d22+220 3d5+6 -400 45000 -112 112 1 -#2205 -king draconian~ -the Draconian King~ -A Draconian wearing fine clothes is here, pondering his greatness. -~ -The king of the draconians sits here on a golden throne. He looks as -though he could crush your head with a single blow. Yet you sense that he -is controlled by a greater power. -~ -7 136 -900 S -26 0 1 26d26+260 2d8+12 -800 100000 -112 112 1 -#2206 -concubine draconian~ -a concubine~ -A concubine is resting here. -~ -This is a concubine of the king. She is lounging here, wearing nothing at -all. You find yourself strangely repulsed as she draws a knife and -prepares to defend herself. -~ -3 0 -500 S -6 16 5 6d10+50 2d3+1 -100 1000 -112 112 2 -#2207 -bodyguard draconian~ -A bodyguard~ -A bodyguard is here, staring at you menacingly. -~ -This creature has devoted its life to defending the king. Your intrusion has -not pleased it. -~ -35 44 -800 S -18 3 2 18d18+180 2d6+10 -5000 30000 -112 112 1 -#2220 -tiamat dragon~ -Tiamat~ -A five headed dragon hisses at you as you enter this room. -~ -You see before you the master of this Tower, Tiamat. She frowns at you as she -prepares to make you pay for your insolence ... with your lives! -~ -39 40 -1000 S -35 0 -10 35d35+1000 4d9+15 -50000 3500000 -112 112 2 -#2221 -dragon red~ -the Great Red Dragon~ -A red dragon is here, contemplating your existence. -~ -This huge red dragon dominates the chamber. As you turn to flee, he grins at -you and invites you to stay ... forever! -~ -39 40 -1000 S -27 0 -5 27d27+270 2d8+10 -10000 300000 -112 112 1 -#2222 -dragon black~ -the Great Black Dragon~ -A black dragon is here, laughing at your insolence. -~ -This huge black wyrm laughs at your puny weapons. You realize that he is not -going to roll over and die for you. -~ -39 40 -900 S -26 1 -3 26d26+260 3d8+4 -20000 250000 -112 112 1 -#2223 -dragon white~ -the Great White Dragon~ -A white dragon is here, waiting for you. -~ -This dragon towers over you. Recalling your previous experiences with white -dragons, you are not afraid. She smiles at you and says 'I think you will find -me a greater challenge than my offspring.' -~ -39 40 -1000 S -27 0 -3 27d27+270 3d8+4 -35000 200000 -112 112 2 -#2225 -dragon green~ -the Ancient Green Dragon~ -A green dragon is here, looking distraught. -~ -This huge beast appears to be the most directly related to the draconians. -She looks at you with sorrow in her eyes and says 'You have slaughtered my -children. Prepare to die.' -~ -39 40 -1000 S -31 0 -4 31d31+310 3d8+15 -20000 500000 -112 112 2 -#2226 -hydra~ -a large hydra~ -A hydra is here, blocking the doorway. -~ -A hydra is here, guarding the entrance to a sealed vault. You have the feeling -it isn't happy to see you. -~ -39 40 -800 S -18 3 1 18d18+180 2d8+7 -5000 35000 -112 112 0 -#2227 -slave human~ -A human slave~ -A Human slave is here, hard at work. -~ -He looks like he's under a lot of stress. He would probably like it if you -left him alone. -~ -3 0 0 S -5 16 6 1d10+50 1d6+4 -100 900 -112 112 1 -#2240 -zombie draconian~ -a Draconian zombie~ -A Draconian zombie is here, staring at nothing in particular. -~ -This used to be one of the warriors of this tribe. He was denied his final -rest, however, and now guards this corridor tirelessly as a zombie. -~ -39 40 -400 S -9 9 4 1d100+175 1d8+6 -1500 3000 -112 112 0 -#2241 -dragon phase~ -the phase dragon~ -A Phase Dragon is darting around the room. -~ -This small dragon looks like he's up to no good. -~ -229 40 -300 S -10 11 3 10d10+150 2d6+6 -5000 6000 -112 112 1 -#2242 -fool draconian~ -the draconian fool~ -A Fool is here, making fun of you. -~ -This dragon man looks VERY foolish, dressed in a green and blue striped -suit. As you enter the room, he points at you and laughs. -~ -193 0 0 S -5 16 5 1d10+50 3d3+4 -500 800 -112 112 1 -#2243 -queen draconian~ -the Draconian Queen~ -A Female Draconian sits, here, looking very important. -~ -This draconian looks VERY busy as she orders her slaves around. You think -it might be a good idea to leave her alone. -~ -7 168 -600 S -20 1 2 20d20+200 3d4+8 -10000 45000 -112 112 2 -#0 - - -#OBJECTS -#2200 -spear jagged~ -a jagged spear~ -A jagged spear has been left here.~ -~ -5 0 8193 -0 2 5 11 -15 4000 1500 -#2201 -dagger silver~ -a silver dagger~ -A silver dagger is lying here.~ -~ -5 0 8193 -0 2 4 11 -10 1000 200 -#2202 -knife tooth dragon~ -a dragon's tooth knife~ -A dangerous looking knife made from a dragon's tooth has been left here.~ -~ -5 0 8193 -0 3 5 11 -8 100000 50000 -A -2 1 -A -19 2 -#2203 -bracelet dragon~ -a dragon skin bracelet~ -A scaly bracelet lies on the ground.~ -~ -9 0 4097 -6 0 0 0 -10 40000 10000 -#2204 -belt silk black~ -a black silk belt~ -A black belt made of the finest silk is hanging here.~ -~ -9 0 2049 -6 0 0 0 -25 10000 4000 -A -5 2 -#2210 -belt silk white~ -a white silk belt.~ -A white belt made of the finest silk is hanging here.~ -~ -15 0 2049 -6 0 0 0 -25 10000 4000 -A -1 2 -#2211 -bracelet platinum~ -a platinum bracelet.~ -A tarnished platinum bracelet has been dropped here.~ -~ -9 1 4097 -7 0 0 0 -5 50000 25000 -#2220 -symbol holy~ -a holy symbol~ -A golden holy symbol is here.~ -~ -9 1 16389 -4 0 0 0 -2 50000 5000 -A -12 15 -#2221 -robe black~ -a plain black robe~ -A black robe is hanging on a hook on the wall.~ -~ -9 0 1025 -5 0 0 0 -3 50000 5000 -A -19 2 -#2222 -sword emerald~ -an emerald sword~ -An emerald long sword is leaning against the wall.~ -~ -5 0 8193 -0 3 6 3 -24 200000 100000 -#2223 -club stone~ -a stone club~ -A heavy looking stone club is here.~ -~ -5 0 8193 -0 3 5 8 -18 7500 5000 -#2224 -ring diamond~ -a diamond ring~ -A diamond ring lies gleaming on the ground.~ -~ -9 0 3 -4 0 0 0 -6 50000 10000 -A -18 3 -A -19 3 -#2230 -ring copper~ -a copper ring~ -A copper ring is here.~ -~ -9 0 3 -1 0 0 0 -1 100000 25000 -A -4 2 -#2231 -key steel~ -a steel key~ -A steel key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2232 -key ruby~ -A ruby key~ -A ruby key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2233 -key white~ -a white key~ -A white key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2234 -key grey~ -a grey key~ -A grey key is resting on the ground here.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2237 -key stone~ -a stone key~ -A stone key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2240 -key black~ -a black key~ -A black key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2241 -key platinum~ -a platinum key~ -A platinum key.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#2242 -shield crested~ -a crested shield~ -A large crested shield draws your attention.~ -~ -9 0 513 -8 0 0 0 -20 200000 100000 -A -5 1 -#2243 -wand golden~ -a golden wand~ -A golden wand has been dropped here.~ -~ -3 1 16385 -25 10 10 -1 -5 10000 5000 -'dispel magic' -#2244 -staff silver~ -a silver staff~ -A silver staff.~ -~ -4 65 16385 -25 20 20 -1 -5 10000 5000 -'faerie fog' -#2245 -staff dragon~ -the staff of the dragon~ -A powerful oak staff has been left here.~ -~ -4 65 16385 -25 10 10 -1 -5 10000 3000 -'call lightning' -#2246 -mail scale~ -scale mail~ -A set of scale mail has been abandoned here.~ -~ -9 1 9 -8 0 0 0 -20 100000 20000 -#2250 -staff black~ -a black staff~ -You notice the faint outline of a staff.~ -~ -4 1 0 -30 3 3 -1 -25 75000 5000 -'energy drain' -#2251 -potion cyan~ -a cyan potion~ -A small cyan potion has been left here.~ -~ -10 0 1 -30 -1 -1 -1 -1 40000 1000 -'blindness' 'harm' 'NONE' -#2252 -potion magenta~ -a magenta potion~ -A magenta potion.~ -~ -10 128 1 -30 -1 -1 -1 -1 2000 100 -'cure critical' 'protection' 'NONE' -#2254 -gauntlets spiked~ -a pair of spiked gauntlets~ -A pair of spiked gauntlets.~ -~ -9 65 129 -4 0 0 0 -10 50000 5000 -A -19 2 -A -1 1 -#2260 -scimitar golden~ -a golden scimitar~ -A golden scimitar.~ -~ -5 1 8193 -0 3 5 3 -10 40000 7000 -A -3 1 -A -4 1 -#2261 -brooch diamond~ -a diamond brooch~ -A diamond brooch.~ -~ -9 64 5 -4 0 0 0 -2 10000 4000 -A -12 25 -#2270 -scroll~ -a runed scroll~ -A runed scroll.~ -~ -2 64 16385 -30 -1 -1 -1 -1 5000 500 -'armor' 'protection' 'shield' -#2271 -gloves dragon~ -a pair of dragon skin gloves~ -A pair of dragon skin gloves are lying on the ground.~ -~ -9 0 129 -6 0 0 0 -5 40000 15000 -A -2 2 -#2275 -helm dragon~ -a helm of dragon kind~ -A helm made of a dragon's skull is lying on the ground.~ -~ -9 0 17 -5 0 0 0 -15 30000 6000 -A -13 15 -#2276 -fur cloak~ -a fur cloak~ -A large mound of fur is lying here.~ -~ -9 0 1025 -6 0 0 0 -10 25000 10000 -A -1 1 -A -13 10 -#2280 -leggings dragon scale~ -a pair of dragon scale leggings~ -A pair of dragon scale leggings is lying on the ground.~ -~ -9 0 33 -7 0 0 0 -15 35000 4000 -#2281 -sleeves dragon scale~ -a set of dragon scale sleeves~ -A set of dragon scale sleeves is lying on the ground.~ -~ -9 0 257 -7 0 0 0 -12 30000 3000 -#2285 -whip dragon tail~ -a dragon tailed whip~ -A dragon tailed whip is lying on the ground.~ -~ -5 2 0 -0 4 5 4 -14 40000 20500 -A -18 2 -A -19 2 -#2286 -hammer copper~ -a copper hammer~ -A copper hammer is lying on the ground.~ -~ -5 0 8193 -0 3 5 8 -12 30000 15000 -#2299 -key gold tarnished~ -a tarnished gold key~ -A tarnished gold key lies here.~ -~ -18 0 1 -0 0 0 0 -1 500 1000 -#0 - - -#ROOMS -#2201 -The Tower Gates~ -You are at the entrance to a tall tower. Lightning flashes periodically and -it is raining. You think it might be a good idea to turn back into the grove. -~ -0 1 1 -D0 -You see a large steel gate. Beyond is the Foyer of the Tower. -~ -gate steel~ -1 2231 2202 -D1 -The shadows cloud your vision. -~ -~ -0 0 1304 -E -gate~ -The gate is tall and secure. Whoever built it values privacy. -~ -S -#2202 -The Foyer~ -This is the entrance to the Tower. The hallway continues to the north, -leading towards a staircase. You notice a grim painting on the wall, and -quickly look away. -~ -0 12 0 -D0 -You see a long hallway. -~ -~ -0 -1 2203 -D2 -You see the gate. -~ -~ -0 -1 2201 -E -painting~ -This painting depicts the grisly death of a foolish human. You hope you do -not share his fate. -~ -S -#2203 -Hallway~ -This hallway seems to stretch on forever. You notice a stairway in -the distance. -~ -0 8 0 -D2 -You see the foyer. -~ -~ -0 -1 2202 -D0 -The hall continues. -~ -~ -0 -1 2204 -S -#2204 -Hallway~ -You trudge down the hallway. You notice doors to the east and west. -~ -0 8 0 -D0 -The hall continues. -~ -~ -0 -1 2207 -D1 -You see a door. You notice a sign. -~ -door~ -1 -1 2205 -D2 -The hall continues. -~ -~ -0 -1 2203 -D3 -You see an oak door. There is an inscription on it. -~ -oak~ -1 -1 2206 -E -sign~ -The sign says "NURSERY" in bold letters. -~ -E -inscription~ -It says "STORAGE" -~ -S -#2205 -Nursery~ -It looks like a tornado has been through here. Toys are scattered everywhere, -and a small group of dragon hatchlings are fighting over a bone. -~ -0 8 1 -D3 -You see the hallway. -~ -~ -1 -1 2204 -D1 -You see a large stone door. -~ -door stone~ -33 2297 2223 -S -#2206 -Storage Room~ -This room is covered with dust, it looks as if no one has been here in ages. -~ -0 8 1 -D1 -You see the hallway. -~ -~ -1 -1 2204 -D5 -You see nothing special. -~ -trapdoor~ -1 -1 2208 -E -dust~ -As you look closely at the dust, you notice the outline of a trapdoor! -~ -S -#2207 -End of the Hallway~ -You have finally reached the end of the hallway. A huge staircase leads up. -You see a sign at the base of the staircase. -~ -0 8 0 -D2 -The hall continues. -~ -~ -0 -1 2204 -D4 -The second floor. -~ -~ -0 -1 2210 -E -sign~ -The sign reads: - This area is kind of tough. You probably shouldn't go up these stairs - alone if you are under 18th level, or at all if you under 14th level. - Have fun! -- Wench -~ -S -#2208 -Guardian's Room~ -You climb down the rickety stairs and find yourself face to face with a -gargantuan hydra. How fast can you climb UP stairs? -~ -0 8 1 -D4 -You see the storage room. -~ -door trap trapdoor~ -1 -1 2206 -D2 -A large grey door. -~ -grey~ -1 2234 2209 -S -#2209 -The Treasure Room~ -You have made it past the hydra into the vault. You are astounded by -the treasure here. Not only are you now rich, you can probably rest here -safely. The west wall seems to have a large door made entirely of ruby. -~ -0 12 1 -D0 -You see nothing special. -~ -grey~ -33 2234 2208 -D3 -You see a ruby door! -~ -door ruby~ -33 2232 2218 -S -#2210 -The Second Floor~ -You have made it up to the second floor. You hear hissing and see several -dragon men rushing you. You wonder how long you will be staying here. -~ -0 8 1 -D5 -You see the first floor. -~ -~ -0 -1 2207 -D2 -You see the court. -~ -~ -0 1 2211 -S -#2211 -The Court~ -You have entered what seems to be a large court. The people guarding it -don't seem happy to see you ... -~ -0 8 1 -D0 -You see nothing special. -~ -~ -0 -1 2210 -D2 -You see the court. -~ -~ -0 -1 2213 -D1 -You see a wooden door. -~ -door wooden~ -1 -1 2212 -S -#2212 -Hall O' Pleasure~ -You stop dead in your tracks as you enter this ornately decorated room - it -is populated with the king's harem. -~ -0 8 1 -D3 -You see the Court. -~ -~ -0 -1 2211 -S -#2213 -The Court~ -You are continuing down the hall. To the east and west you see ornate doors. -~ -0 0 1 -D0 -You see the court. -~ -~ -0 -1 2211 -D1 -You see a black door. -~ -door black~ -1 2240 2214 -D2 -You see the court. -~ -~ -0 -1 2216 -D3 -You see a white door. -~ -door white~ -1 2233 2215 -S -#2214 -The Library~ -You have entered a huge room, filled with books. A peaceful man is -sitting at a table, studying. -~ -0 8 1 -D3 -You see the court. -~ -door black~ -1 2240 2213 -S -#2215 -The Sanctum~ -This small room is modestly decorated with small dragon icons. Its sole -occupant is deep in thought. -~ -0 8 1 -D1 -You see the Court. -~ -door white~ -1 2233 2213 -S -#2216 -The Court Ends~ -You have reached the end of the court. A huge Draconian is sitting in a -chair here. As you enter, he motions with his hand and you are rushed by three -of his bodyguards. -~ -0 8 1 -D0 -You see the court. -~ -~ -0 -1 2213 -D1 -You see a private chamber. -~ -~ -0 -1 2217 -S -#2217 -bedroom~ -This is the personal room of the draconian king. It is not empty. -~ -0 8 1 -D3 -You see Court. -~ -~ -0 -1 2216 -S -#2218 -Entrance to the Crypt~ -You have entered a large room which smells heavily of reptile. You wonder -what awaits you here. -~ -0 8 1 -D1 -You see the Treasure Vault. -~ -door ruby~ -33 2232 2209 -D3 -You see the Crypt. -~ -~ -0 -1 2219 -S -#2219 -Crypt~ -You are in a large room which continues to the west. You notice many -coffins here. Open coffins reveal remains of something other than man. -The smell of reptile is very strong here. -~ -0 8 1 -D1 -You see the entrance. -~ -~ -0 -1 2218 -D3 -You see nothing special. -~ -~ -0 -1 2222 -S -#2220 -The Lair~ -You have entered a large room dominated by a great white dragon. It growls -at you before it attacks. -~ -0 8 1 -D2 -You the cave opening. -~ -~ -0 0 2235 -S -#2221 -A Lair~ -You have entered a large room dominated by a great black dragon. It looks -as though it is amused by your presence. -~ -0 8 1 -D0 -You the cave opening. -~ -~ -0 0 2241 -S -#2222 -The Crypt Ends~ -You have come to the end of the Crypt. It seems deserted. There is a -strange coffin lying against the wall. -~ -0 8 1 -D1 -You see the Crypt. -~ -~ -0 -1 2219 -D3 -~ -coffin~ -1 0 2232 -E -coffin~ -A coffin lies a against the east wall. It is closed. -~ -S -#2223 -Entrance to the Great Hall~ -You have entered a huge hall. It has been carefully decorated with -beautiful tapestries depicting a great battle between dragons and men. The -dragons appear to be the victors. -~ -0 8 1 -D3 -You see the Nursery. -~ -door stone~ -1 2297 2205 -D1 -The Hall continues. -~ -~ -0 -1 2224 -S -#2224 -The Great Hall~ -You are working your way down the Hall. To the north, you notice a smaller -passageway, while the main hall continues to the east. -~ -0 8 1 -D0 -You see a narrow passageway. -~ -~ -0 -1 2225 -D1 -You see the Hall. -~ -~ -0 -1 2229 -S -#2225 -A Narrow Passageway~ -This Passageway branches off from the main hall and leads somewhere ... where? -~ -0 8 1 -D0 -You see a large Lair. It looks dangerous. -~ -~ -0 -1 2226 -D2 -You see the great hall. -~ -~ -0 -1 2224 -S -#2226 -Lair~ -You have entered a large lair with bones strewn about the ground. You -notice the source of these as you come face to face with a rather large red -dragon. You notice a trap door in the floor. -~ -0 8 1 -D2 -The narrow passageway. -~ -~ -0 -1 2225 -D5 -You see a trap door. -~ -door trap trapdoor~ -1 -1 2227 -S -#2227 -Underground Tunnel~ -You have entered an underground tunnel. It is dark and dirty, and you find -yourself wishing you were back in Midgaard. -~ -0 9 2 -D0 -You see the tunnel. -~ -~ -0 -1 2228 -D4 -You see the red dragon's lair. -~ -door trap trapdoor~ -1 -1 2226 -S -#2228 -Underground Tunnel~ -This tunnel has come to a dead end. You feel nervous about being trapped here. -~ -0 13 2 -D2 -You see the tunnel. -~ -~ -0 -1 2227 -S -#2229 -The Great Hall Ends.~ -You have come to the end of the great hall. You see before you a huge -golden door, it must be at least twenty feet tall! It has beautiful etchings -of dragons. You see a sign on the door. -~ -0 8 1 -D3 -You see the hall. -~ -~ -0 -1 2224 -D1 -You see a great golden door. -~ -door great golden~ -33 2299 2230 -E -sign~ -Congratulations on making it this far! Watch out, it gets a little - nasty here... :) - Wench -~ -S -#2230 -THE Lair~ -You have entered a huge lair. You feel that something big lives here or at least did. The golden door lies back to the west. -~ -0 8 2 -D3 -You see a great golden door. -~ -door golden great~ -33 2299 2229 -S -#2231 -The End...~ -You have reached the final lair. It is dominated by a huge five headed -dragon. You suddenly realize that you have SERIOUS problems... -~ -0 8 2 -D2 -You see the top of the mountain. -~ -~ -33 2241 2243 -S -#2232 -Stairwell~ -This is an old decrepit stairwell that leads to the wine cellar. It looks -like it hasn't been used for decades. Well, at least not by anything living. -~ -0 8 2 -D1 -The crypt~ -~ -0 0 2222 -D5 -A wine cellar~ -~ -0 0 2233 -S -#2233 -Wine cellar~ -This is the old wine cellar of the Dragon Tower. The shelves are empty. -Nothing living has been in here for a long time. You see a tunnel leading -off to the east and boy does it smell bad. Kinda of like rotting flesh. -~ -0 1 2 -D4 -The stairwell -~ -~ -0 0 2232 -D1 -A tunnel -~ -~ -0 0 2234 -S -#2234 -Tunnel~ -This tunnel seems to stretch for miles. You try to distinguish the end but -your eyes soon tire from the strain. The smell here has increased two fold. -The tunnel continues to go to the east. The wine cellar lies back to the -west. -~ -0 257 2 -D0 -A cave opening -~ -~ -0 0 2235 -D3 -A tunnel -~ -~ -0 0 2233 -D1 -A tunnel -~ -~ -0 0 2236 -S -#2235 -A cave opening~ -You stand at the opening of a giant cave. There are many bones strewn across -the room. Some human, some indistinguishable. It smells very bad in here. -You can hear movement in the cave to the north. The tunnel goes back to the -south. -~ -0 257 2 -D0 -The lair -~ -~ -0 0 2220 -D2 -The tunnel -~ -~ -0 0 2234 -S -#2236 -The End of the tunnel~ -You have finally come to the end of the tunnel. Back to the west lies -the miles of tunnels you have walked through. You see the faint outline of -a trapdoor above you. A bride over an underground river lies to the south. -~ -0 257 2 -D3 -The tunnel -~ -~ -0 0 2234 -D4 -trapdoor -~ -~ -0 0 2202 -D2 -bridge -~ -~ -0 0 2237 -S -#2237 -The Bridge~ -You are walking along an old wooden bridge. Its not that secure. You -might want to hurry along. To the south, on the other side of the bridge, -lies a small opening. -~ -0 9 2 -D0 -The tunnel end -~ -~ -0 0 2236 -D2 -A small opening -~ -~ -0 0 2238 -S -#2238 -A small opening~ -You are standing in a small opening. To the north lies the old wooden -bridge. To your south the you can see a clearing. You can see sunlight -again. What a welcome relief! -~ -0 9 2 -D0 -bridge -~ -~ -0 0 2237 -D2 -clearing -~ -~ -0 0 2239 -S -#2239 -Clearing~ -You stand out in a clearing. Mountains are all around you. There is a -well in the middle of the clearing. Lying against the well is a sign. A -path leads up the mountain. The small opening is back to the north. -~ -0 0 2 -D0 -the small opening -~ -~ -0 0 2238 -D4 -A path -~ -~ -0 0 2240 -D5 -The well -~ -~ -0 0 2244 -E -well~ -You peer over the side of the well. It looks VERY, VERY deep. It appears -to be ENDLESS. -~ -E -sign~ -The sign reads: - This is a bottomless pit cleverly disguised as a well. People have -fallen in and never been heard from again. Trust me, you don't want to go -down there. - The All Powerful Well Keeper -~ -S -#2240 -A path~ -This path leads up the side of the mountain. A clearing lies below you. -There is a cave opening to the west. The path continues up the mountain. -~ -0 0 2 -D3 -cave opening -~ -~ -0 0 2241 -D5 -clearing -~ -~ -0 0 2239 -D4 -the path continues -~ -~ -0 0 2242 -S -#2241 -A cave opening~ -You stand before a huge cave opening. You hearing heavy breathing from -within the cave. There are a few skeletons lying about. The cave lies to -the south. The path is back to the east. -~ -0 0 2 -D2 -A lair -~ -~ -0 0 2221 -D1 -the path -~ -~ -0 0 2240 -S -#2242 -The path continues~ -The path continues up the mountain to the top. The path also goes down. -Thats it, nothing more to see. -~ -0 0 2 -D4 -top of the mountain -~ -~ -0 0 2243 -D5 -path -~ -~ -0 0 2240 -S -#2243 -The top of the mountain~ -You are standing at the top of the mountain. It feels more like the top of -the world. To your north lies a huge platinum door. You hear very pronounced -grumbling from behind the doors. It sounds like something huge and hungry. -But if you don't have the key you don't have to worry because you can't get it. -If you do have the key I would suggest not going in. Some believe the Five -Headed dragon Tiamat was imprisoned here by the gods. But who believes in -fairy tales. Well, if you're scared, you can always go down the mountain. -~ -0 0 2 -D5 -The path continues -~ -~ -0 0 2242 -D0 -The platinum door -~ -door platinum~ -33 2241 2231 -E -door platinum~ -A huge platinum door separates you from harm~ -S -#2244 -Well~ -O - h - ! - - N - o - ! - - I warned you! You have fallen into the bottomless pit. You life flashes -right before your eyes. Pretty pathetic isn't it? Next time you'll know -to listen to the God of Laughs. -~ -0 2 0 -S -#0 - - -#RESETS -M 0 2200 5 2201 -G 1 2231 1 -D 0 2201 0 2 -M 0 2200 5 2202 -M 0 2200 5 2203 -M 0 2200 5 2203 -M 0 2201 7 2203 -E 1 2200 20 16 -M 0 2201 7 2204 -E 1 2200 20 16 -M 0 2201 7 2204 -E 1 2200 20 16 -M 0 2201 7 2204 -E 1 2200 20 16 -M 0 2200 5 2205 -M 0 2200 5 2205 -M 0 2200 5 2205 -M 0 2200 5 2205 -M 0 2200 5 2206 -M 0 2200 5 2207 -M 0 2227 5 2207 -M 0 2226 1 2208 -G 1 2234 1 -G 1 2243 9 -G 1 2223 20 -E 1 2244 5 17 -D 0 2209 3 2 -M 0 2201 7 2210 -E 1 2200 20 16 -M 0 2207 20 2210 -E 1 2286 20 16 -M 0 2207 10 2211 -E 1 2286 50 16 -M 0 2207 10 2211 -E 1 2260 50 16 -M 0 2206 5 2212 -E 1 2201 50 16 -M 0 2206 5 2212 -G 1 2233 2 -E 1 2201 50 16 -M 0 2206 5 2212 -G 1 2240 2 -E 1 2201 50 16 -M 0 2206 5 2212 -E 1 2201 50 16 -M 0 2203 1 2214 -E 1 2223 50 12 -E 1 2250 50 17 -G 1 2251 50 -E 1 2261 50 3 -M 0 2242 5 2214 -M 0 2204 1 2214 -E 1 2220 50 3 -E 1 2211 50 14 -E 1 2210 50 13 -G 1 2270 50 -G 1 2252 50 -M 0 2205 1 2216 -E 1 2222 8 16 -E 1 2276 50 12 -E 1 2242 50 11 -E 1 2254 50 9 -G 1 2232 2 -M 0 2207 5 2216 -M 0 2207 5 2216 -M 0 2207 5 2216 -M 0 2242 5 2216 -M 0 2242 5 2216 -M 0 2243 1 2217 -E 1 2203 50 14 -E 1 2204 50 13 -E 1 2201 50 16 -M 0 2227 5 2217 -M 0 2227 5 2217 -M 0 2241 5 2217 -M 0 2240 5 2218 -M 0 2240 5 2218 -D 0 2218 1 2 -M 0 2240 5 2219 -M 0 2240 5 2219 -M 0 2223 1 2220 -E 1 2246 50 5 -M 0 2222 1 2221 -E 1 2280 50 7 -M 0 2202 1 2222 -E 1 2202 50 16 -E 1 2281 50 10 -E 1 2271 50 9 -D 0 2222 3 2 -M 0 2221 1 2226 -E 1 2275 50 6 -E 1 2245 50 17 -G 1 2299 2 -D 0 2229 1 2 -M 0 2225 1 2230 -G 1 2241 2 -G 1 2285 50 -E 1 2261 50 3 -D 0 2230 3 2 -M 0 2240 5 2232 -M 0 2240 5 2233 -M 0 2240 5 2234 -M 0 2240 5 2236 -M 0 2200 5 2239 -M 0 2200 5 2241 -D 0 2243 0 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2200 spec_breath_any -M 2203 spec_cast_mage -M 2204 spec_cast_cleric -M 2205 spec_breath_any -M 2220 spec_breath_any -M 2221 spec_breath_fire -M 2222 spec_breath_acid -M 2223 spec_breath_frost -M 2225 spec_breath_gas -M 2226 spec_poison -M 2227 spec_thief -M 2240 spec_cast_undead -M 2241 spec_breath_gas -M 2242 spec_thief -M 2243 spec_breath_any -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/dread.are b/data/realm/areas_smaug1.4a/dread.are deleted file mode 100644 index 1ea163c..0000000 --- a/data/realm/areas_smaug1.4a/dread.are +++ /dev/null @@ -1,7383 +0,0 @@ -#AREA Fortress of the Dreadlord~ - - - -#VERSION 1 -#AUTHOR Dominus~ - -#RANGES -20 50 0 60 -$ - -#RESETMSG You hear a chaotic laughter echo throughout the fortress..~ - -#FLAGS -20 30 - -#ECONOMY 0 56310683 - -#CLIMATE 2 2 2 - -#MOBILES -#5600 -undead skeleton~ -An undead skeleton~ -An undead skeleton arises to protect its master's keep! -~ -Long ago having succumbed to mortal death, these skeletal remains have -arisen to do the bidding of the dread Lord Seth. -~ -7 66080 -1000 C -25 15 -10 14d15+100 3d4+4 -100 4000 -112 112 0 -18 13 13 18 13 13 13 -0 0 0 0 0 -60 3 0 0 356169 356169 0 -2 0 0 1048672 2053 0 48 1 -> speech_prog p I have come to pay homage to Lord Seth~ -bow $n -unlock north -open north -~ -| -#5601 -dirty rat~ -A dirty rat~ -A dirty rat scurries in the shadows here. -~ -It appears to be mundane, although there may be a tint of red in its eyes. -~ -69 98840 -200 C -6 3 30 2d4+30 2d2+1 -0 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -77 3 0 0 400407 400406 0 -0 0 0 0 0 0 0 0 -> rand_prog 9~ -mpasound A slight scratching noise can be heard from the shadows. -~ -| -#5602 -insane jester~ -an insane jester~ -With a jingle and a giggle, a jester clothed in gaudy colors attacks! -~ -The macabre Jester of Lord Seth's court leaps about with an insane glint -in his gleaming eyes. -~ -39 4203064 -1000 S -22 22 -35 22d10+65 2d5+11 -13666 4000 -112 112 1 -> fight_prog 10~ -say Perish you will when you confront my Lord! -emote flips and cackles with insane glee! -if rand(50) - c curse $n -else - c blind $n -endif -~ -| -#5603 -ghoul warrior~ -a ghoulish warrior~ -A ghoul warrior practices the dark battle skills of his master. -~ -One of Lord Seth's physical warriors, this ghoul has devoted its unlife -to the servitude of his Dark God. -~ -35 8720 -1000 C -20 18 -20 15d10+99 8d3+5 -100 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -36 3 0 0 400759 8192 0 -0 0 0 0 0 0 0 2 -> fight_prog 50 ~ -rescue ghoul -~ -| -#5604 -ghoul warrior leader~ -the ghoul warrior leader~ -The ghoul warrior leader resides here, engaged in weapon katas. -~ -Decaying flesh and the smell of rot are the most noticeable aspects of -this dark fiend of Seth's! -~ -7 8840 -1000 C -30 23 -40 20d10+150 3d12+5 -100 4000 -112 112 1 -16 13 13 15 13 13 13 -0 0 0 0 0 -36 3 0 0 400759 400758 0 -0 0 0 0 0 0 0 2 -> fight_prog 5~ -mpecho The Ghoul Leader mutters a few incantations and prays to his god, -mpecho Lord Seth. The ground beneath your feet heaves as ghoul warriors -mpecho heed their master's call! -mpmload 5603 -mpmload 5603 -~ -| -#5605 -spirit bartender~ -a spirit bartender~ -A spirit-formed bartender tends his very real bar. -~ -Serving his lord even after death, his wish is to please his master's guests. -~ -3 1049144 -1000 C -30 26 -50 30d12+120 13d3+2 -100 4000 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 395999 395999 0 -0 0 0 0 0 0 0 0 -> greet_prog 100 ~ -bow $n -say Greetings $n. How may I serve thee? -~ -> bribe_prog 1000000~ -say I hear there be two changing rooms in the maze of chaos. -~ -> rand_prog 3~ -, quickly wipes a spot from his bartop. -~ -> give_prog p gives you A bloodied Pikachu hide~ -say oooo i woder what i cant do with this... -mpecho The Bartender fiddles around with the hide -oinvoke 55006 -give breastplate $n -say here ya go~ -| -#5606 -ethereal hound~ -an ethereal hound~ -A hound from an ethereal plane lunges for your throat. -~ -This hound of the ethereal plane has apparently been summoned to serve -the guests of Lord Seth. -~ -97 107008 -1000 C -25 25 -33 12d20+20 2d7+9 -0 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -73 3 0 0 400855 1 0 -0 0 0 0 0 0 0 0 -> fight_prog 25~ -growl -mpecho A hound leaps for your throat with a savage growl! -~ -| -#5607 -phantom guest~ -a phantom guest~ -A phantom guest haunts this great dining hall. -~ -Obviously not of this plane, this phantom seems to be contained here by -some other power... -~ -3 65546 -500 C -22 23 -15 12d12+50 2d6+3 -0 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 395999 395999 0 -0 0 0 0 0 0 0 0 -> speech_prog Hello Greetings ~ -chuckle -snicker -~ -> all_greet_prog 100~ -if ispc($n) -if rand(30) -say Good evening, $n. Why not join us for a bit to eat? -else -if rand(40) -say I understand they are serving an absolutely splendid roast of deer! -em takes a sip from its wine glass. -else -if rand(45) -em shifts uncomfortably, displeased with your arrival. -endif -endif -endif -endif -~ -| -#5608 -golem cook~ -the flesh golem~ -A golem constructed from flesh attends to its kitchen. -~ -Constructed from mismatched parts of living humanoids, this flesh golem -goes about its duty of chef with great speed and celerity. -~ -7 512 -200 C -30 28 -80 33d14+180 4d3+7 -9999 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 3 0 0 400289 400289 0 -0 0 0 0 0 0 0 0 -> speech_prog food eat hungry supper diner~ -say Did I hear someone mention food?! -drool -~ -> rand_prog 7~ -emote sharpens his cooking blade. -~ -| -#5609 -spindle demon~ -a spindle demon~ -A spindle demon, black as the shadows, attacks as you enter its lair. -~ -An evil demon has taken its favorite form, that of a large black spider. -~ -39 532616 -1000 C -29 29 -90 22d16+200 5d4+8 -100 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 1 2 -> all_greet_prog 100~ -c 'faerie fire' $n -cackle -~ -| -#5610 -ghostly mist ghost~ -a ghost~ -A ghostly mist sweeps across the room and through you. -~ -A guest of Lord Seth in times long post, this creature lingers near to -its place of mortal death, forever distrustful of all it encounters. -A mistrust well-founded. -~ -71 1573384 -1000 C -26 26 -60 12d14+75 3d3+4 -0 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 395999 395999 0 -0 0 0 0 3072 0 0 0 -> fight_prog 75~ -moan -c 'chill touch' $n -~ -> act_prog p from the north.~ -north -east -east -north -~ -> rand_prog 8~ -mpasound A low wailing arises from the darkness... -~ -> rand_prog 8~ -mpasound A chill passes suddenly through you... -~ -> act_prog p from the south.~ -if rand(5) -else - if inroom($i) == 5616 - south - west - north - else - if inroom($i) == 5615 - south - west - south - else - if inroom($i) == 5634 - south - west - endif - endif - endif -endif -~ -> act_prog p from the east.~ -if rand(5) -else - if inroom($i) == 5633 - east - north - endif -endif -~ -| -#5611 -drooling beast~ -A hideous beast~ -A drooling, hideous beast bellows for a challenge and attacks! -~ -Formed from ... something, this dark creature oozes dark colored slime and -goo as it roams the hall, eternally seeking souls to feast upon. -~ -101 42628 -1000 C -50 32 -100 400d6+2600 25d5+10 -1000 4000 -112 112 0 -18 13 13 15 13 13 13 -0 0 0 0 -10 -0 3 0 0 1 1 0 -0 0 0 0 2100224 0 75 3 -> fight_prog 75~ -drool -c 'lightning breath' -~ -> speech_prog hello seth greetings pain~ -moan -mpecho The decrepit creatures mutters something about Lord Seth, -mpecho some torturer of his and the horrible experiments it was -mpecho forced to endure... -em wails in pain and anguish! -~ -> rand_prog 10~ -drool -if inroom($i) == 5716 - open e -endif -~ -| -#5612 -duke hell~ -The Duke of Hell~ -A visiting Demon Lord wanders the dark corridors. -~ -Mephesto, Duke of Hell, turns his head slowly as you come into view. As he -approaches, he conjures a dark scythe, obviously mistaking you for his meal. -~ -37 302523020 -1000 C -55 39 -220 1d1+12000 9d5+40 -100 4000 -112 112 1 -18 13 13 18 18 13 18 --10 -10 -10 -10 -10 -85 0 0 0 131073 131072 4 -80 0 8 1179827 3136 0 1375739906 525319 -> death_prog 100~ -if rand(90) -mpjunk all -mpe A dark pit opens under the corpse of the Duke of Hell. -mpsleep 2 -mpe A swarm of demons come forth from the depths of hell, and drag -mpe the corpse of the Duke of Hell, to its final resting place. -mpsleep 5 -mpe The pit closes, as if it were never there. -mppurge corpse -mppurge blood -~ -> fight_prog 100~ -if rand(1) -if isevil($n) -mea $n _lbl The Duke of Hell growls "You have yet to discover evel!' -mpsleep 5 -mea $n _lbl The Duke of Hell growls 'You want evil?!?' -mpsleep 2 -mea $n _lbl The Duke of Hell growls 'I will show you evil!' -mpstrew $n inventory 5720 5720 -mpdamage $n 300 -mea $n _ora The Duke of Hell hits you with a small piece of hell! -endif -else -if rand(20) -mpe The Duke of Hell calls forth a mighty demon from the depths of hell! -mpsleep 8 -mpe The mighty demon sinks his teeth and claws into your flesh. -mpdamage $n 200 -else -if rand(20) -mpe The Duke of Hell points his ringed hand in your direction. -mpsleep 4 -mpe _ora Flames burst from within the center of the ring and strike you dead -mpe _ora square in the chest! -mpdamage all 300 -else -if rand(20) -if isevil($n) -c 'dispel evil' $n -c 'dispel evil' $n -c 'dispel evil' $n -endif -else -if rand(18) -c gas -c acid -else -if rand(1) -mea $n _yel You catch a glimpse into the Duke of Hell's hollow eyes. -mea $n The lonesome feeling, from the realization of what comes after, -mea $n is more than you can take. -mpforce $n flee -mpat 0.$n mpforce 0.$n tremble -endif -endif -endif -endif -endif -endif -~ -| -#5613 -chaos hound~ -A guardian hound of Chaos~ -A Chaos Hound lurks here. -~ -Formed from the very stuff of creation this creature of chaos has been -molded by Dread Lord Seth to guard the only passage into His true domain. -~ -39 1672862 -1000 C -31 31 -280 33d33+850 4d9+18 -100 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 2100224 1048576 3 2 -> fight_prog 50~ -growl -~ -| -#5614 -chaos creature~ -A creature of chaos~ -A creature composed of pure chaos roams through this chaotic maze. -~ -Without any stable form this chaotic creature merely attacks anything -that moves... -~ -101 532488 -1000 S -28 28 -160 33d20+350 3d9+6 -100 4000 -112 112 0 -#5615 -divine protector~ -The divine protector~ -A divine minion of goodness guards this sanctuary. -~ -Obviously an outcast in this dark fortress it would appear that this divine -angel has been given the duty to guard this unholy Fount of Power. -~ -1073741827 335553192 1000 C -37 45 -300 40d40+4500 5d8+45 -100 4000 -112 112 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 5 0 -0 0 0 1048627 2166080 0 1073741824 524291 -> rand_prog 40~ -cast heal $r -cast 'restore mana' $r -~ -> speech_prog p How do~ -tell $n If you see the dreadlord, all you need to do is tell me. -~ -> act_prog p has entered the game.~ -mptransfer 0.$n 21000 -~ -> speech_prog I seek the dreadlord~ -mptransfer $n 5704 -~ -| -#5616 -Tascha~ -Tascha~ -Goddess of Passion and Pleasure, Tascha resides here. -~ -Natasha, born from Lord Seth and some nameless demon, is by far the most -exquisite creature you have ever laid eyes on. Yet, despite her obvious -physical beauty, there is a sinister aspect to her unblinking scrutiny... -~ -7 104866440 -1000 C -48 48 -290 1d1+15000 8d4+24 -100 4000 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 131073 7 0 -0 0 0 0 2100259 0 512 524291 -> greet_prog 100~ -if isimmort($n) -purr $n -say How may I be of, service, to you $n? -wink $n -else -purr -hug $n -say I can't wait to play with your soul...once I claim it for my own! -french $n -mpkill $n -endif -~ -> fight_prog 20~ -if rand(50) -c gas -else -c frost $r -c 'fire breath' $r -endif -~ -> death_prog 100~ -mplog I was killed by $n -~ -> speech_prog p dreadedone~ -mpat 5812 c quantum dread -~ -| -#5617 -Laura~ -Laura~ -Queen Laura has stopped by to pay her Grandfather tribute. -~ -Although not quite as beautiful as Natasha, this goddess' most striking -feauture is that, from head to toe, she is the color of deep jade. She -smiles upon your entrance but makes no hostile move against you...yet. -~ -7 100672136 -1000 C -55 46 -230 1d1+15000 4d6+24 -100 4000 -112 112 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 5 0 -100 100 0 112 2099331 0 33554944 524291 -> rand_prog 75~ -mpasound The refreshing sound of a rolling surf can be heard not far away. -~ -> greet_prog 100~ -smile $n -say Ah ... another mortal my grandfather has sent to amuse me... -emote laughs wickedly as she approaches you, intent upon your death! -mpkill $n -~ -> fight_prog 100~ -if isnpc($n) -mpslay $n -endif -if rand(15) -pout -say You're supposed to be dead by now.. -emote raises her arms and a giant wave crashes down on you! -mpdamage all 800 -else -if rand(25) -growl -emote emits a low rumbling sound, and raises a pale skinned hand.. -c necro $r -c necro $r -c necro $r -else -if rand(35) -c quantum -endif -endif -endif -~ -> death_prog 100~ -mplog I was killed by $n -if rand (30) -mpat 5719 mpmload 5612 -mpat 5719 mpoload 5898 -mpat 5719 drop hellfire -mpat 5719 mpforce duke get hellfire -mpat 5719 mpforce duke wear hellfire -mpecho With her last breath, Laura summons forth the Duke of Hell. -mpjunk strand -else -endif -~ -| -#5618 -jade golem~ -The jade golem~ -A jade golem sits upright here -~ -Seemingly carved from a single piece of onyx, this golem is a truly fearsome -construction. Golden armor covers much of its bulk. Upon this armor appear -squirming, dark red runes. Despite being carved from the single formation -of onyx, it moves with catlike grace as it descends upon you! -~ -39 339747512 -200 C -49 49 -290 1d1+11999 3d16+5 -100 4000 -112 112 0 -18 13 13 13 13 13 14 -0 0 0 0 -30 -3 0 0 0 131073 131073 0 -85 65 0 112 2099456 0 128 3 -> act_prog flees~ -mptrans 0.$n -c gas -~ -> death_prog 100~ -mpoload 5626 -mpoload 5625 - -~ -| -#5619 -golden golem~ -A golden golem~ -A golem forged from gold advances slowly upon you. -~ -Covered in the dust of ages the golem advances upon you, upset that you -have intruded upon its blissfull slumber. Standing twenty feet at the -at the shoulders it wears only a white rag which is largely decayed. -~ -39 373301896 -200 C -50 50 -320 99d12+8000 4d13+75 -100 4000 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 5 -40 30 0 14 2100321 0 16384 3 -> fight_prog 100~ -if rand(50) -c frost -c frost -else -disarm -disarm -gouge -get all -c 'fire breath' -endif -~ -| -#5620 -Doom~ -Doom~ -Eternally unsaited darkness attempts to devour your soul! -~ -Immortal Darkness roams his realm, the abyss. He is known for his need -to devour souls lest he himself be devoured by the infinite abyss. -~ -101 335585960 -400 C -52 52 -480 1d1+17999 20d5+50 -100 4000 -112 112 1 -13 13 13 13 13 13 0 --9 -9 -9 -9 -9 -3 0 0 0 131073 131073 0 -0 65 0 1056768 2100480 0 512 524291 -> death_prog 100~ -mpecho You stand atop the dead corpse of the essence of darkness, -mpecho your blade covered with his blood, and your teeth clenched -mpecho in fury. One of his hands reaches up towards you, grasping -mpecho your leg, and he whispers quietly as he breathes his last -mpecho breath..... -say You are doomed $n... now and forever... -if rand(30) -mpoload 5843 -else -if rand(31) -mpoload 5844 -else -mpoload 5669 -endif -endif -mplog I was killed by $n -~ -> fight_prog 100~ -if rand(5) -cackle -say Your soul shall be mine!!! My hunger temporarily appeased!!! -cast acid -bash -else -if rand(10) -snicker -say You foolish mortals acually think it is that easy to defeat me? -wield darkness -disarm -disarm -else -if rand(15) -wield darkness -say You are doomed now!! Forever mine!! -cackle $n -mpechoat $n Darkness circles around you! -mpechoaround $n Darkness circles around $n! -mpdamage $n 500 -disarm -disarm -else -if rand(20) -cackle $r -say Your soul belongs to me now! -c necro $n -c necro $n -else -if rand(25) -cackle $r -say Your blood is now mine!! -mpechoat $r Darkness' eyes narrow and glow red, cutting through your flesh. -mpechoar $r Darkness' eyes narrow and glow red, cutting through $r's flesh. -mpdamage $r 900 -endif -endif -endif -endif -endif -~ -| -#5621 -lord Pain~ -Lord Pain~ -Lord Pain, chief torturer of the Dreadlord, caresses his scalpel... -~ -Tall, thin, gangly and pale this greasy humanoid has an obvious aura of -insanity about him. Blood, both caked and wet covers much of his body. -With an insane cackle he advances, wishing perhaps to form you into -his next masterpiece... -~ -39 369107624 -1000 C -51 51 -20 1d1+12000 12d3+55 -100 4000 -112 112 1 -18 13 13 13 13 13 0 -0 0 0 0 -15 -0 0 0 0 131073 9 0 -2 1 0 80 2099201 0 96 3 -> all_greet_prog 100~ -if isimmort($n) - grin ($n) - say Greetings $n, I am honored by your presence. -else - cackle $n - say Greetings, $n, allow me to perform my art upon your physical being!! - c 'acid blast' $n - gouge -endif -~ -> fight_prog 50~ -, cackles with insane zeal! -c 'energy drain' $r -if rand(15) -emote slashes his scalpel across your face! -mpdamage $n 300 -gouge -endif -~ -> death_prog 100~ -mplog I was killed by $n -~ -| -#5622 -Dreadlord Fortress~ -The Dreadlord~ -The Dreadlord watches you impassionately from his throne of twisted metal. -~ -Even while resting in his throne, the Dreadlord is a very imposing god. Dressed -in black armor and resting a sword which seems to be moaning acros his lap, -he regards you with utter contempt. A aura of darkness seems to surround him -causing his image to waver, as if he were only an illusion. Finding yourself -at the heart of his fortress, doubts enter your mind, questioning the sanity -of confronting an entity as imposing as Lord Seth. -~ -71 374899388 -1000 C -55 55 -300 1d1+29999 10d10+100 -10000000 4000 -112 112 1 -18 18 18 18 18 18 18 --30 -30 -30 -30 -30 -3 0 0 0 147583 1 5 -30 50 0 2089080 2100480 0 1073746448 524291 -> all_greet_prog 100~ -if isimmort($n) -bow $n -say Welcome to my domain $n, how may I be of assistance. -else -if isnpc($n) -mpslay $n -else -say Foolish mortal!! Thou dare to enter my Throne Room!!! -cackle $n -say Prepare yourself, for I wish to feast upon your soul!! -mpe The Dreadlord arises from his throne and advances upon you. -mpe Drawing his great blade Soul Destroyer he cackles in glee as he attacks! -mpkill $n -endif -endif -~ -> act_prog brandishes~ -glare $n -cast 'acid blast' $n -~ -> act_prog flees~ -mpe The Dreadlords eyes burn with fiery rage, violet energy streaking after $n. -mpat 0.$n mpechoaround $n Violet energies streak into the room striking -mpat 0.$n mpechoaround $n $n squarely in the chest! -mpat 0.$n mpechoat $n Violet energies streak into the room striking you -mpat 0.$n mpechoat $n squarely in the chest! -mpat 0.$n mpdamage $n 400 -~ -> fight_prog 50~ -mpat 10 remove all -mpat 10 repair all -mpat 10 wear soul -mpat 10 wear shroud -mpat 10 wear serpentine -wear decay -~ -> fight_prog 80~ -if rand(40) -c heal -c heal -c 'acid blast' $r -c earthquake -else -if rand(50) -disarm -disarm -wield soul -wield soul -c gas $r -else -if rand(20) -mer $n The Dreadlord's hands glow cold blue as he works his fould magick. -mea $n As the Dreadlord's hands glow cold blue, a chill runs through you! -mpforce $n shiver -c 'chill touch' $n -c 'chill touch' $n -mpdamage $n 600 -else -if rand(30) -mpe Razor sharp talons extend from the Dreadlords hands as he rakes $n's eyes. -gouge -else -if rand(40) -mpe The Dreadlord draws upon $n's reserve of power stealing it for his own. -c 'dispel magic' $n -c 'energy drain' $n -else -if rand(10) -c heal -mpdamage $n 1000 -endif -endif -endif -endif -endif -endif -~ -> fight_prog 75~ -disarm -wield soul -wield soul -~ -> fight_prog 40~ -say As fun as this has been, it must end now! -mpe The Dreadlord raises his arms, summoning the powers of darkness! -mpdamage $n 400 -~ -> death_prog 10~ -mplog I was killed by $n -if rand(10) -mpe A brilliant white beam envelopes the Dreadlord's form. In a moment of -mpe judgement, the Dreadlord is granted absolution from a higher plane. As -mpe the Dreadlord's form begins to fade, a tear falls from his peaceful visage, -mpe striking his dread rune sword Soul Destroyer. A glowing white aura flows -mpe over the blade from the teardrop, leaving a tool whose purpose is to combat -mpe the Darkness of the Realm. -mpat 9 remove all -mpjunk all -mpe _whi Alpha glows briefly with a burst of light -mpoload 5701 50 -~ -> death_prog 5~ -mplog I was killed by $n *rare pop* -mpe A brilliant white beam envelopes the Dreadlord's form. In a moment of -mpe judgement, the Dreadlord is granted absolution from a higher plane. As -mpe the Dreadlord's form begins to fade, a tear falls from his peaceful visage, -mpe striking his dread rune sword Soul Destroyer. A glowing white aura flows -mpe over the blade from the teardrop, leaving a tool whose purpose is to combat -mpe the Darkness of the Realm. -mpat 9 remove all -mpjunk all -mpe _whi Alpha glows briefly with a burst of light -mpoload 5852 50 -~ -> death_prog 10~ -mplog I was killed by $n -mpe Dark tendrils snake forth from the throne of twisted metal, -mpe enveloping the Dreadlord. As they pierce his dismembered form, -mpe they lift his evil soul, dragging it back into the throne... -mpe The Dreadlord cackles with insane glee, saying "I have been granted -mpe rulership in another plane to serve a Force darker then even I. -mpe I shall, however, leave behind a small mark on this Realm." -mpe With a glance at his old runesword, Soul Destroyer goes under a -mpe frightening transformation. No longer is it a blade, but rather -mpe a shifting aura of darkness. It calls out telepathically, and -mpe you know it is named Lanthanesthai -mpat 9 remove all -mpoload 5702 50 -~ -> death_prog 5~ -mplog I was killed by $n. *rare pop* -mpe Dark tendrils snake forth from the throne of twisted metal, -mpe enveloping the Dreadlord. As they pierce his dismembered form, -mpe they lift his evil soul, dragging it back into the throne... -mpe The Dreadlord cackles with insane glee, saying "I have been granted -mpe rulership in another plane to serve a Force darker then even I. -mpe I shall, however, leave behind a small mark on this Realm." -mpe With a glance at his old runesword, Soul Destroyer goes under a -mpe frightening transformation. No longer is it a blade, but rather -mpe a shifting aura of darkness. It calls out telepathically, and -mpe you know it is named Lanthanesthai -mpat 9 remove all -mpoload 5851 50 -~ -| -#5623 -dracolich~ -Dracolich~ -Dracolich, the Dreadlord's undead dragon mount, ponders how it shall slay you. -~ -Standing forty feet at the shoulders, this great dracolich is the color -and texture of black ivory. With a majestic air he raises his long slender -neck and roars a challenge to any whom would count themselves his enemy. -His eyes seem to be smoldering rubies, glowing from within his great -skull. As he attacks, you take notice that his breath of flame -matches his eyes in color... -~ -39 105390728 -1000 C -55 50 -300 1d1+19999 22d2+9 -100 4000 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -31 0 0 0 131073 131073 3 -85 65 0 143 2100480 0 40967 3 -> greet_prog 100~ -say You were foolish to enter the house of my Lord! -say And even more foolish to dare test your might against mine! -mpkill $n -c gas -~ -> act_prog p circle~ -wince -say Such a cruel trick, $n.. -mea $n Dracolich takes a bite out of you! -mer $n Dracolich takes a bite out of $n! -mpdamage $n 400 -~ -> fight_prog 100~ -if rand(10) -stun -else -if rand(15) -c 'fire breath' $r -c 'fire breath' $r -else -if rand(20) -bash -bash -else -if rand(25) -endif -mer $n Dracolich hits $n with his massive tail! -mpdamage $n 700 -endif -endif -endif -~ -> death_prog 100~ -mpoload 5854 -if rand(20) -mpecho A pair of boots, dark as the blackest skies forms in the corpse.. -mpoload 5855 -else -if rand(65) -mpe Dracolich's claw is torn from his slain corpse... -if rand(33) -mpoload 5856 -else -if rand(34) -mpoload 5857 -else -mpoload 5858 -endif -endif -endif -endif -~ -| -#5624 -robert prisoner~ -The prisoner Robert~ -A worn, degraded prisoner of the Dreadlord is chained here. -~ -Mumbling to himself about his name being the Almighty James, he seems to -have lost all grasp on humanity. The question arises whether it would -be kinder to free this poor soul, or to slay him in the name of the -Sisters of Mercy... -~ -3 4195968 0 S -50 1 1 2d2+800 1d2+1 -100 4000 -112 112 1 -> greet_prog 100~ -if isgood($n) - bow $n - say Please help me $n, I have been imprisoned here for ages!! - say Free me and I shall be forever in your debt!! -else - grovel $n - say Plese don't hurt me!! I beg you!! I'll do whatever you want!!! - cry - grovel $n -endif -~ -> death_prog 100~ -mpecho Crying out in Pain at the monotonyof existence, Robert the -mpecho Almighty undergoes a startling transformation. His frame -mpecho beings to rapidly decay, until nothing remains but his two -mpecho skeletal hands...laying joined at the wrist upon the hard -mpecho stone floor. -mpoload 5629 40 -~ -| -#5625 -cleric~ -a cleric of the Dreadlord~ -A cleric to the dark Dreadlord worships here. -~ -Dressed in robes colored black and red, a fervent cleric of Lord Seth -prostrates himself here. -~ -5 512 -850 C -27 23 -28 30d9+55 2d7+3 -999 4000 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if isgood($n) -snicker $n -say You should not have entered the House of Seth!! -mpkill $n -else -smile $n -say Tell me $n, when was the last time you confessed before Lord Seth? -endif -~ -| -#5626 -priest~ -a priest of Lord Seth~ -A priest of Lord Seth in enraptured in his prayer to his dark God! -~ -Clothed in robes of black and red he wears a platinum amulet around his -neck. The amulet appears to be five great dragons circled around a large -dark pyramid. -~ -39 648 -1000 S -32 26 -50 30d14+80 3d6+5 -100 4000 -112 112 1 -#5627 -experiment~ -An experiment in darkness~ -Once humanoid, a mutated and disfigured creature lurks here. -~ -All sanity is gone from this wretched creature. Driven to pain and horror -this creature is a product of Lord Seth's experiments with dark powers. -~ -37 41472 -600 S -22 22 -35 33d7+45 4d4+2 -100 4000 -112 112 0 -#5628 -max maximillian~ -Maximillian~ -The junkie child god, Maximillian is tripping here. -~ -This god seems to enjoy the form of a small child. His eyes grow yellow from -the large amounts of drugs he takes. He seems to be in a state of euphoria -and takes no notice of your entry. -~ -39 369099400 -1000 C -50 43 -200 44d55+4000 4d8+45 -100 4000 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 6 -0 0 0 24 3555 0 0 0 -> all_greet_prog 100~ -moan -say Ooohh!!! The colors!!! The beautiful colors!!! -say Can you see the little butterflys playing with the imps too?!?! -emote stumbles and falls to the ground. -~ -> fight_prog 50~ -giggle -c 'faerie fire' -say See!!! The beautiful colors!!!! -cackle -~ -> death_prog 100~ -say No!!! Everything is growing dim!!! What are you doing?!!?!?! -whine -~ -> act_prog sethtwo~ -mpoload 5624 -mpat 5812 give green seth -mpat 5812 mpforce seth quaff green -mpat 5812 giggle -~ -| -#5629 -mage adept~ -An adept in evil~ -An adept in the powers of evil turns its attention upon you. -~ -~ -35 8328 0 C -35 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 18 0 17 14 0 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 32768 0 0 2097152 16384 -#5630 -sorcerer diablerie sethsorcerer~ -The Sorcerer of Diablerie~ -A frail reptilian humanoid coldly assaults you with its magical powers. -~ -~ -35 100663464 0 C -45 0 0 1d1+13333 0d0+0 -0 0 -112 112 0 -18 18 18 18 18 0 18 -0 0 0 0 0 -0 0 0 0 1 1 1 -0 0 0 763 3145728 0 0 67 -> all_greet_prog 100~ -cackle $n -if rand(15) -c 'acid blast' $n -endif -~ -> fight_prog 100~ -if rand(5) -c ill $n -c poison $n -c weaken $n -c curse $n -c 'faerie fire' $n -chortle -gouge -else -if rand(10) -mpe The Sorcerer quaffs one of his potions and looks much stronger... -mpat 9 c heal -mpat 9 c heal -mpat 9 c heal -mpat 9 c heal -mpat 9 c heal -else -if rand(25) -say Take this! -c 'acid blast' $r -c 'acid blast' $r -c 'acid blast' $r -if rand(40) -c quantum $r -c quantum $r -say ..and that! -endif -else -c fireball $r -endif -endif -endif -~ -> death_prog 100~ -mplog I was killed by $n -~ -| -#5631 -construct evil~ -A Construct in Evil~ -A Construct in Evil casts a shadow across the room. -~ -~ -262147 370974889 0 C -50 0 -300 1d10+10000 15d10+85 -0 0 -112 112 0 -18 13 13 18 18 18 0 -0 0 0 0 0 -3 0 0 0 131073 9 0 -85 65 0 1572976 65567 0 512 3 -> fight_prog 100~ -if rand(50) -cast 'acid blast' -else -if rand(50) -cast 'dispel magic' -else -cast fireball -endif -~ -| -#5632 -being purity light~ -A being of purity~ -A being of purity and light wanders the fortress. -~ -~ -3 128 1000 C -1 0 0 1d1+100 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 1056768 0 0 0 0 -> death_prog 100~ -mpecho The being of light is formed again by all that is good.. -mpmload 5632 -~ -| -#5633 -being purity light~ -A being of purity~ -A being of purity and light wanders the fortress. -~ -~ -3 128 1000 C -1 0 0 1d1+100 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 1056768 0 0 0 0 -> death_prog 100~ -mpecho The being of light is formed again by all that is good.. -mpmload 5633 -~ -| -#5635 -being purity light~ -A being of purity~ -A being of purity and light wanders the fortress. -~ -~ -3 128 1000 C -1 0 0 1d1+100 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 1056768 0 0 0 0 -> death_prog 100~ -mpecho The being of light is formed again by all that is good.. -mpmload 5635 -~ -| -#5636 -Tohk'vet~ -Tohk'vet~ -A giant worm is here, feeding on a decaying corpse. -~ -~ -35 37749416 -1000 C -55 0 0 1d1+14999 1d1+60 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -70 3 0 0 1 1 2 -80 80 0 174 2100480 1 129 2 -> all_greet_prog 100~ -if rand(25) -mpechoat $n Tev'khot sprays rocks into your face! -mpdamage $n 500 -endif -~ -> death_prog 100~ -mpecho Some skin from the giant worm is ripped off.. -mpoload 5802 -~ -> act_prog p grasp~ -mpecho Tohk'vet screams out in pain! -c 'fire breath' $n -~ -> fight_prog 100~ -if rand(10) -mpecho the castle guard goes into a fury -mpdamage all 600 -else -if rand(20) -bash -bash -disarm -disarm -bash -bash -else -if rand(30) -bash -stun -else -if rand(40) -mpechoat $n the guard sticks his fingers in your eyes -mpechoaround $n the guard has gouged out $n's eyes! -mpdamage $n 200 -gouge -gouge -gouge -gouge -endif -endif -endif -endif -~ -| -#5899 -last mob~ -a newly created last mob~ -Some god abandoned a newly created last mob here. -~ -~ -1073741825 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#5600 -rusted sword~ -a rusted sword~ -A rusted sword has been left here.~ -~ -5 0 8193 -0 0 0 1 -8 100 10 -#5601 -jester hat~ -a jester's hat~ -A gaudy looking jester's hat rests here.~ -~ -9 514 17 -12 0 0 0 -3 800 80 -A -5 1 -A -4 -1 -A -2 3 -A -18 4 -#5602 -dark longsword~ -a dark longsword~ -A longsword of darkest metal lies here.~ -~ -5 524292 8193 -0 0 0 1 -11 800 80 -A -1 1 -A -18 4 -A -19 2 -#5603 -longsword~ -a silvery longsword with black runes~ -A silvery longsword with black runes rests here.~ -~ -5 532 8193 -0 0 0 1 -9 1200 120 -A -1 1 -A -12 35 -A -19 5 -A -18 4 -#5604 -katana~ -a katana~ -A ivory hilted katana~ -~ -5 532 8193 -0 0 0 3 -15 1900 190 -A -1 3 -A -18 3 -#5605 -club~ -a wooden club~ -A slim and short club rests here.~ -~ -5 1 8193 -0 0 0 7 -15 1399 139 -#5606 -bracelet ruby~ -a bracelet of ruby~ -An astounding bracelet cut from a single ruby rests here.~ -~ -9 2 4097 -9 0 0 0 -6 488000 48800 -A -4 1 -A -31 1 -A -13 10 -A -25 1 -A -24 -1 -#5607 -cleaver~ -a fine cleaver~ -A finely made meat cleaver lies here.~ -~ -5 512 8193 -0 0 0 1 -15 2123 212 -A -1 3 -A -18 3 -A -19 3 -#5609 -collar~ -a fine mesh collar~ -A collar constructed from a finely meshed metal lies here.~ -~ -9 32 5 -13 0 0 0 -6 10233 1023 -A -17 -10 -A -18 3 -A -12 -15 -A -13 -10 -#5610 -vial potion vortex~ -a vial of chaos~ -A vial containing concentrated chaos lies here.~ -~ -10 3 1 -45 -1 -1 -1 -3 434 43 -'sanctuary' 'protection' 'stone skin' -#5611 -beam light~ -beam of Neutrality~ -A beam of black and white energy hovers here.~ -~ -5 3 8193 -0 0 0 11 -1 19333 1933 -A -18 4 -A -19 4 -A -17 -25 -#5612 -scythe~ -scythe of Eternal Damnation~ -A nine foot scythe with dark runes upon it rests here.~ -~ -5 532 8193 -0 0 0 1 -25 24933 2493 -A -13 40 -A -17 -25 -A -24 8 -A -19 6 -A -18 6 -A -26 4 -#5613 -thin dagger~ -a very thin dagger~ -A dagger with a jade handle rests here.~ -~ -5 2 8193 -0 0 0 11 -2 24000 2400 -A -18 4 -A -19 8 -A -2 4 -A -27 1 -A -17 -10 -#5614 -dagger~ -a dual bladed dagger~ -A dagger who's blade is divided into two lies here.~ -~ -5 6 8193 -0 0 0 11 -4 24044 2404 -A -18 3 -A -19 8 -A -2 3 -A -13 25 -#5615 -void darkness~ -darkness~ -A thin beam of darkness three feet long hovers here.~ -~ -5 517 8193 -0 0 0 11 -1 23434 2343 -A -12 50 -A -19 9 -A -18 9 -A -13 50 -> rand_prog 3~ -if ispc($r) - mpechoat $r Kill them All and you can possess My power! -endif -~ -| -#5616 -chain shirt~ -a fine meshed chainmail shirt~ -A chainmail shirt made of finely meshed mithril rests here.~ -~ -9 0 9 -13 13 0 0 -12 14144 1414 -A -17 -15 -A -3 3 -A -2 3 -A -26 8192 -A -18 4 -A -19 4 -A -12 100 -#5617 -shroud~ -a shroud of darkness~ -A shroud of darkness hovers in the air here.~ -~ -9 531 1025 -0 0 0 0 -1 43003 4300 -A -24 -7 -A -12 75 -A -13 75 -A -18 8 -A -19 8 -#5618 -soul destroyer~ -Soul Destroyer~ -A withering black runesword rests here, moaning in hunger for souls!~ -~ -5 540 8193 -0 0 0 11 -2 54494 5449 -A -24 -6 -A -17 -25 -A -12 100 -A -13 100 -A -18 11 -A -19 11 -#5619 -key~ -the Gate Key~ -The Gate Key lies here.~ -~ -18 4 16365 -0 0 0 0 -1 0 0 -#5620 -key inscribed~ -an inscribed key~ -A dark red key with inscriptions lies here.~ -~ -18 524292 1 -0 0 0 0 -1 0 0 -#5621 -razor scalpel~ -a razor sharp scalpel~ -A mithril scalpel lies here.~ -~ -5 534 8193 -0 12 3 1 -1 0 0 -A -18 10 -A -19 9 -A -13 80 -A -12 20 -> wear_prog 10~ -mpecho $n slips while wielding $O, gashing open a wrist as the -mpecho blood flows freely through this wicked wound. -mpdamage $n 200 -~ -| -#5622 -violet potion~ -a dark violet potion~ -A dark violet potion lies here~ -~ -10 2 1 -48 -1 -1 -1 -1 0 0 -'curse' 'blindness' 'poison' -#5623 -bubbling potion~ -a bubbling red potion~ -A bubbling red potion lies here.~ -~ -10 2 1 -48 -1 -1 -1 -1 0 0 -'create food' 'create spring' 'heal' -#5624 -green potion~ -a glowing green potion~ -A glowing green potion lies here.~ -~ -10 2 1 -48 -1 -1 -1 -1 0 0 -'heal' 'heal' 'heal' -#5625 -golden plate~ -Golden Plate~ -Gold plate mail armor with red runes upon its surface lies here.~ -~ -9 534 9 -15 15 0 0 -23 0 0 -A -13 100 -A -12 100 -A -2 2 -A -18 8 -A -19 8 -#5626 -golden shield~ -Golden Shield~ -A gold shield with red runes upon its surface lies here.~ -~ -9 534 513 -15 15 0 0 -16 0 0 -A -17 -15 -A -18 6 -A -12 55 -A -27 16 -A -19 5 -A -13 75 -#5627 -staff undeath~ -the Staff of the Four Horsemen~ -A dark rune staff floats here, emanating a black auro.~ -~ -4 528 16385 -55 12 12 -1 -10 0 0 -'acid blast' -A -1 2 -A -23 -30 -#5628 -platinum symbol holy~ -the holy symbol of Lord Seth~ -A platinum amulet shaped into five dragons circleing a dark pyramind lies here.~ -~ -9 2708 5 -12 0 0 0 -8 0 0 -A -3 2 -A -4 1 -A -12 30 -#5629 -chains binding eternal james~ -eternal Binding~ -Banded skeletal hands lay upon the ground here.~ -~ -9 3 5 -13 13 0 0 -1 0 0 -A -14 -500 -A -19 -60 -A -18 -60 -A -1 -20 -A -2 -20 -A -5 -20 -> get_prog 100~ -if name($n) == Dreadlord -mpecho _cya The Dreadlord lets loose a howl of unequaled anguish -mpecho _cya and sorrow as he wears eternal binding around his neck! -mpecho _red Eternal binding coils itself about the Dreadlord's neck, his -mpecho _red clawed hands tearing at it in vain as he screams curses -mpecho _red and begins to scream in frustration! -mpforce $n wear binding -else -mpforce $n wear binding -endif -~ -| -#5630 -mace~ -dark crystal mace~ -A mace of dark crystal rests here.~ -~ -5 532 8193 -0 5 0 0 -9 0 0 -A -4 2 -A -12 50 -A -24 -15 -#5631 -mace~ -an iron mace~ -A mace of cold iron lies here.~ -~ -5 0 8193 -10 5 0 0 -5 0 0 -#5632 -treasure pile piles coin gold~ -a pile of gold~ -Many piles of gold litter this room.~ -~ -20 0 1 -2345834 0 0 0 -1 2345834 234583 -#5634 -fount~ -the Fount of Power~ -The Fount of Power offers its life giving waters here.~ -~ -25 0 0 -90 90 0 0 -1 0 0 -#5635 -pentacle~ -the red pentacle~ -A glowing red pentacle floats in the nothingess of the abyss.~ -~ -37 0 0 -65536 5809 0 0 -1 0 0 -#5636 -key black obsidian~ -a black obsidian key~ -A black obsidian key lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#5650 -soul destroyer~ -Soul Destroyer~ -A withering black runesword rests here, moaning in hunger for souls!~ -~ -5 540 8193 -12 14 3 11 -1 100000 100000 -A -24 -6 -A -17 -25 -A -12 100 -A -13 100 -A -18 13 -A -19 13 -#5651 -shroud darkness~ -A shroud of darkness~ -A shroud of darkness hovers in the air here.~ -~ -9 532 1025 -14 14 0 0 -1 600000 60000 -A -18 9 -A -19 9 -A -13 90 -A -12 90 -A -26 32768 -#5669 -aura phantasm~ -Aura of the Phantasm~ -A shifting shadowy aura flits about.~ -~ -9 528 1025 -14 14 0 0 -1 200000 20000 -A -31 1 -A -19 6 -A -18 5 -A -13 75 -A -12 100 -> sac_prog 100~ -mpoload 5843 -mpat $n drop harness -~ -| -#5700 -glyph darkness cursedglyph~ -glyph of Darkness~ -A black metal coin inlaid with shimmering red runes lies here.~ -~ -2 0 16385 -50 -1 -1 -1 -1 0 0 -'blindness' 'curse' 'weaken' -#5701 -genesis~ -Genesis~ -A shimmering white runesword rests here, waiting for a Champion to claim it.~ -~ -5 1099 8193 -0 19 2 11 -1 1 0 -A -24 -7 -A -17 -20 -A -26 4 -A -13 125 -A -12 120 -A -18 18 -A -19 18 -> wear_prog 100~ -mpecho A chorus of angelic voices briefly sing out as $n wields $I! -~ -> remove_prog 100~ -mpecho The glowing aura of $I dims upon $n's decision it is not useful. -~ -> sac_prog 100~ -mplog Sacrificed by $n -if rand(66) -mpecho $n kneels down, in abject worship of the Gods of Good, invoking -mpecho an ancient prayer known only to the most holy of adventurers. -mpecho $I undergoes a startling transformation in response to $n's needs. -mpecho Its form softens and shrinks, slowly transforming itself into -mpecho A veil glowing with angelic power! -mpoload 5703 -mpat $n drop facade -mplog $n popped a Facade of Deific Fury -endif -~ -| -#5702 -oblivion~ -Oblivion~ -A shifting form of darkness and evil lies here.~ -~ -5 536 8193 -0 19 2 11 -1 1 0 -A -17 -25 -A -24 -10 -A -27 2 -A -32 85 -A -30 246 -A -13 130 -A -12 110 -A -18 17 -A -19 17 -> greet_prog 100~ -if isgood($n) -if rand(50) -mpecho $I howls a cry of dark desire as $n enters the room. -endif -endif -~ -> wear_prog 100~ -mpecho The skies darken as $n wields $I. -~ -> remove_prog 100~ -mpecho The aura of terror surrounding $n fades away. -~ -> sac_prog 100~ -mplog Sacrificed by $n -if rand(66) -mpecho Dark tendrils of energy flow from the dematerializing blade, seeping -mpecho $n's soul. $n's eyes grow dark as the Dreadlord gives a portion of his -mpecho evil essence to this host. -mpoload 5810 -mplog $n popped an Unhallowed Eminence -mpat $n drop unhallowed -endif -~ -| -#5703 -facade deific fury~ -Facade of Deific Fury~ -A veil formed from the love and blessings of the gods glows here.~ -~ -9 1025 17 -15 15 0 0 -1 1 0 -A -24 -8 -A -12 80 -A -13 80 -A -18 9 -A -19 9 -A -26 8192 -A -57 3 -> wear_prog 100~ -mpecho As $n dons the $I an aura of bright energy surrounds $m. -~ -> remove_prog 100~ -mpecho $n's quest to purge the land of evil ends as $e removes $I. -~ -| -#5750 -crystal pipe~ -a shimmering crystal pipe~ -A shimmering crystal pipe lies on the ground here.~ -~ -30 0 16385 -90 0 0 0 -1 0 0 -> drop_prog 100~ -opecho $n bows in homage as he presents $I to a trusted and honored friend. -~ -| -#5751 -kind bud~ -fresh kind bud~ -Some god dropped a newly created kind bud here.~ -~ -32 0 1 -30 30 0 0 -1 0 0 -#5775 -decay impropriety~ -Decay of Impropriety~ -A murky red aura hovers here.~ -~ -1 528 16385 -0 0 -1 0 -1 500000 50000 -A -18 4 -A -19 4 -A -13 50 -A -12 50 -> damage_prog 100~ -if ispc($n) -mpoload 5775 -mpat 0.$n drop decay -mpforce $n get decay -mpforce $n wear decay -endif -~ -| -#5776 -serpentine sussuration~ -Serpentine Sussuration~ -A whisper seems to float about on the wind here.~ -~ -9 528 65537 -15 15 0 0 -1 0 0 -A -18 6 -A -19 6 -A -13 50 -A -12 50 -#5777 -a dark black potion~ -a dark black potion~ -A dark black potion of clan Defiance~ -~ -10 8192 1 -65 -1 -1 -1 -1 0 0 -'protection' 'eldritch sphere' 'shockshield' -#5800 -vial black liquid~ -a vial of black liquid~ -A vial of black liquid lies here~ -~ -10 0 1 -0 -1 -1 -1 -1 0 0 -'sanctuary' 'fireshield' 'shockshield' -#5801 -potion violet~ -a violet potion~ -A violet potion lies here.~ -~ -10 0 1 -50 -1 -1 -1 -1 0 0 -'heal' 'heal' 'heal' -#5802 -twisted skin worm~ -Twisted Skin of the Worm~ -A tangled mass of worm skin lies here.~ -~ -9 393744 4097 -13 13 0 0 -3 300 30 -A -18 3 -A -19 4 -A -13 15 -A -20 -3 -#5810 -unhallowed eminence~ -Unhallowed Eminence~ -A dark cloud hovers in the air nearby, enticing you to examine further.~ -~ -9 512 17 -15 15 0 0 -1 1 0 -A -17 -25 -A -24 -10 -A -12 50 -A -13 100 -A -18 10 -A -19 10 -> wear_prog 100~ -mpecho $n is surrounded by a black aura as $e wears $I. -~ -> remove_prog 100~ -mpecho Light returns to the world as $n removes $I. -~ -| -#5837 -Matrix Desolution~ -Matrix of Desolution~ -A spirling black form of despair hovers here.~ -~ -9 532 16385 -15 15 0 0 -1 0 100000 -A -19 6 -A -18 6 -A -13 60 -A -24 -10 -A -27 1048576 -A -12 125 -#5839 -Inferno~ -Inferno~ -An elongated beam of pure darkness hovers before you.~ -~ -5 541 8193 -0 14 3 11 -1 686868 68686 -A -17 -30 -A -24 -8 -A -2 1 -A -12 70 -A -13 85 -A -18 9 -A -19 11 -A -27 2 -#5842 -strand jade polished~ -a strand of polished jade~ -Sleeves of made of a Deep Green Jade Lays here on the Floor.~ -~ -9 528 257 -14 14 0 0 -5 470000 47000 -A -18 5 -A -19 7 -A -27 1048576 -A -13 50 -A -2 -2 -A -26 -2147483648 -#5843 -harness infernal enslavement~ -Harness of Infernal Enslavement~ -A collar of the abyss, and eternal servitude lies here, gleaming brightly~ -~ -9 528 5 -15 15 0 0 -4 200000 50000 -A -18 4 -A -19 4 -A -31 2 -A -13 30 -A -27 8192 -> sac_prog 100~ -mpoload 5844 -mpat $n drop inevitable -~ -| -#5844 -inevitable death~ -Inevitable Death~ -The clawed hand of darkness lies here, glowing with an aura of terror and hatred~ -~ -9 528 129 -14 14 0 0 -4 200000 20000 -A -18 4 -A -19 7 -A -13 25 -A -31 -1 -A -17 -10 -> sac_prog 100~ -mpoload 5669 -mpat $n drop aura -~ -| -#5845 -stars helm ancient~ -helm of the stars~ -An ancient helm lies here.~ -~ -9 528 17 -20 20 0 0 -1 0 0 -A -18 4 -A -19 5 -A -13 25 -A -26 8 -#5851 -oblivion~ -Oblivion~ -A shifting form of darkness and evil lies here.~ -~ -5 536 8193 -12 20 2 6 -1 1 0 -A -17 -25 -A -24 -10 -A -27 2 -A -32 85 -A -30 246 -A -13 130 -A -12 110 -A -18 17 -A -19 17 -> greet_prog 100~ -if isgood($n) -if rand(50) -mpecho $I howls a cry of dark desire as $n enters the room. -endif -endif -~ -> wear_prog 100~ -mpe _cya The skies darken as $n wields $I. -~ -> remove_prog 100~ -mpecho The aura of terror surrounding $n fades away. -~ -> sac_prog 100~ -mplog Sacrificed by $n -if rand(88) -mpecho Dark tendrils of energy flow from the dematerializing blade, seeping -mpecho $n's soul. $n's eyes gro wdark as Seth gives a portion of his -mpecho evil essence to this host. -mpoload 5810 -mplog $n popped an Unhallowed Eminence -mpat $n drop unhallowed -endif -~ -| -#5852 -genesis~ -Genesis~ -A shimmering white runesword rests here, waiting for a Champion to claim it.~ -~ -5 1099 8193 -0 20 2 6 -1 1 0 -A -24 -7 -A -17 -20 -A -26 4 -A -13 125 -A -12 120 -A -18 18 -A -19 18 -> wear_prog 100~ -mpecho A chorus of angelic voices briefly sing out as $n wields $I! -~ -> remove_prog 100~ -mpecho The glowing aura of $I dims upon $n's decision it is not useful. -~ -> sac_prog 100~ -mplog Sacrificed by $n -if rand(88) -mpecho $n kneels down, in abject worship of the Gods of Good, invoking -mpecho an ancient prayer known only to the most holy of adventurers. -mpecho $I undergoes a startling transformation in response to $n's needs. -mpecho Its form softens and shrinks, slowly transforming itself into -mpecho A veil glowing with angelic power! -mpoload 5703 -mpat $n drop facade -mplog $n popped a Facade of Deific Fury -endif -~ -| -#5853 -brand forsaken blackened bracer~ -The brand of the Forsaken~ -A black bracer lies here, burning the ground it lays upon.~ -~ -9 6 4097 -15 15 0 0 -1 666 66 -A -18 4 -A -19 4 -A -13 25 -A -12 25 -A -1 1 -#5854 -blackhole~ -Blackhole~ -A empty void is here, black as the darkest part of space.~ -~ -15 84 1 -10000 0 0 0 -1 1 0 -#5855 -boots midnight~ -Boots of Midnight~ -A pair of boots, black as midnight lie here.~ -~ -9 1073873428 65 -13 13 0 0 -1 1 0 -A -18 1 -A -19 6 -A -13 25 -A -12 10 -A -1 -1 -A -31 -1 -#5856 -dracolich claw~ -Claw of Dracolich~ -A giant black claw lies here.~ -~ -5 2124 8193 -0 19 2 5 -1 0 0 -A -18 12 -A -19 12 -A -13 100 -A -12 120 -A -3 2 -A -31 1 -#5857 -claw dracolich~ -Claw of Dracolich~ -A giant black claw lies here.~ -~ -5 588 8193 -0 19 2 5 -1 0 0 -A -18 12 -A -19 12 -A -13 100 -A -12 120 -A -3 2 -A -31 1 -#5858 -claw dracolich~ -Claw of Dracolich~ -A giant black claw lies here.~ -~ -5 1100 8193 -0 19 2 5 -1 0 0 -A -18 12 -A -19 12 -A -13 100 -A -12 120 -A -3 2 -A -31 1 -#5898 -hellfire ring~ -Ring of Hellfire~ -A hole in the ground has opened, sending forth a ring of Hell fire.~ -~ -9 25298517 3 -12 12 0 0 -1 20000 2000 -A -12 60 -A -18 8 -A -26 33554432 -A -13 80 -A -25 -2 -A -1 1 -A -19 8 -> wear_prog 100~ -if ispc($n) -mea $n _red The flesh is burned away from your finger as the Hellfire slips -mea $n _red into place. -mer $n _red The flesh is burned away from $n's finger as the Hellfire slips -mer $n _red into place. -mpdamage $n 100 -mpdelay $n 7 -mpsleep 15 -mea $n The room starts to fade, as the pain increases. -mer $n $n looks pale and faint. -mpdamage $n 100 -mpsleep 15 -mea $n Your last waking moments are spent in shear agony. -mpdamage $n 100 -mpsleep 10 -mea $n You pass out from the pain. -mer $n $n slips into a light comma. -mpdamage $n 100 -mpsleep 40 -mea $n _whi A bright blinding light, awakens you, and you slowly climb to your -mea $n _whi feet. -mer $n $n slowly awakens and climbs to $s feet. -mpsleep 5 -mea $n As you slowly regain your senses, you realize that in all your life, -mea $n you have never felt such pain. -endif -~ -> remove_prog 100~ -mea $n The sheer heat of the Hellfire is more than you can handle. -mpdamage $n 100 -mpforce $n drop Hellfire -mpdelay $n 2 -mpe _ora A dark pit opens where the Hellfire landed. -mpsleep 2 -mpe A swarm of demons comes forth, and takes the Hellfire back into the -mpe depths of Hell. -mpsleep 2 -mpdamage all 100 -mpe As the pit starts to close, fire flares out, striking you. -mppurge hellfire -~ -| -#5899 -last object~ -a newly created last object~ -Some god dropped a newly created last object here.~ -~ -13 1073741824 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#5600 -A Mist-Covered Path in a Dark Forest~ -The thin dirt path runs through a dark, mist filled forest. A low moan -seems to accompany the wind as it passes through the shadowy tree tops. The -mist is causing a light film of water to rest upon your body, although there -seems to be a red tint to this liquid... -~ -0 1025 3 -D0 -The narrow path continues into the darkness... -~ -~ -0 -1 5601 -D2 -Inside the cave -~ -rock~ -1 -1 6022 -S -#5601 -A Mist-Covered Path in a Dark Forest~ -The thin dirt path runs through a dark, mist filled forest. A low moan -seems to accompany the wind as it passes through the shadowy tree tops. The -mist is causing a light film of water to rest upon your body, although there -seems to be a red tint to this liquid... -~ -0 1 3 -D1 -The narrow path continues into the darkness... -~ -~ -0 -1 5602 -D2 -The narrow path continues into the darkness... -~ -~ -0 -1 5600 -S -#5602 -A Mist-Covered Path in a Dark Forest~ -The thin dirt path runs through a dark, mist filled forest. A low moan -seems to accompany the wind as it passes through the shadowy tree tops. The -mist is causing a light film of water to rest upon your body, although there -seems to be a red tint to this liquid... -~ -0 1 3 -D2 -The narrow path continues into the darkness... -~ -~ -0 -1 5603 -D3 -The narrow path continues into the darkness... -~ -~ -0 -1 5601 -S -#5603 -A Mist-Covered Path in a Dark Forest~ -The thin dirt path runs through a dark, mist filled forest. A low moan -seems to accompany the wind as it passes through the shadowy tree tops. The -mist is causing a light film of water to rest upon your body, although there -seems to be a red tint to this liquid... -~ -0 1 3 -D0 -The narrow path continues into the darkness... -~ -~ -0 -1 5602 -D1 -The narrow path continues into the darkness... -~ -~ -0 -1 5604 -S -#5604 -A Mist-Covered Path in a Dark Forest~ -The thin dirt path runs through a dark, mist filled forest. A low moan -seems to accompany teh wind as it passes through the shadowy tree tops. The -mist is causing a light film of water to rest upon your body, although there -seems to be a red tint to this liquid... -~ -0 1 3 -D0 -The narrow path continues into the darknesss... -~ -~ -0 -1 5605 -D3 -The narrow path continues into the darkness... -~ -~ -0 -1 5603 -S -#5605 -A Clearing Cloaked in Shadows~ -You have come upon a clearing in this dreary forest. The edges seem to -be just barely lost in the flickering shadows. The ground is littered with -the twisted remains of countless mortals, slain in meaningless combat. The -evils seems to be almost tangible in this place, causing the hair on your -neck to rise. -~ -0 2097161 2 -D0 -A dark gate forms from the shadows... -~ -barrier~ -1031 5619 5606 -D2 -The narrow path continues into the darkness... -~ -~ -0 -1 5604 -S -#5606 -Dark Gate of the Dreadlord's Fortress~ -You stand before the keep of the Dreadlord. The entire structure is built -seemingly from black marble. Dark vines grow wild upon the walls, -climbing a full one-hundred feet to the battlements. An eerie silence -pervades the atmosphere, and flickering shadows seem to harbor menacing -creatures ... though from the history of this place, little is as it would -seem... -~ -0 2105344 2 -D0 -Through the dark gate. -~ -gate~ -1025 -1 5607 -> rand_prog 80~ -mpecho A cold breeze howls from around the battlements. -close n -~ -| -S -#5607 -Foyer of the Fortress of the Dreadlord~ -Blocks of a dark marble form square columns which tower into the blackness -overhead. Footsteps echo loudly with an unnerving distant resonance as you -move forward, and you notice that there oddly is no settled dust upon the -floor, something you would expect from an apparently deserted fortress... -Great archways lift the darkness along both the eastern and western walls, -while the howling wind of the courtyard brings chill air from the south. -~ -0 2105353 0 -D1 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5617 -D2 -Back through the dark gate -~ -gate~ -1025 -1 5606 -D3 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5608 -S -#5608 -A Hallway Within the Fortress~ -Constructed from the same dark marble seen elsewhere in the fortress, its -ends hidden in the shadows, the hallway stretches onward to both the east -and west. A thick wooden door is recessed into the northern wall, a low -moan emanating from behind its frame. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -3 -1 5616 -D1 -A hallway in Lord Seth's Fortresss -~ -~ -0 -1 5607 -D3 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5609 -S -#5609 -A Hallway Within the Fortress~ -Constructed from the same dark marble seen elsewhere in the fortress, its -ends hidden in the shadows, the hallway stretches onward to both the east -and west. A plain wooden door stands ajar on the northern wall. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -3 -1 5615 -D1 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5608 -D3 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5610 -S -#5610 -A Hallway Within the Fortress~ -The hallway continues onward, stretching far to the east while the dim -light to the west fades to total darkness. Thick yet plain wooden doors -lie on the northern and southern walls, and from behind the former can -be heard a faint giggle, as if some child were being amused. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -3 -1 5612 -D1 -A hallway in Lord Seth's Fortress -~ -~ -0 -1 5609 -D2 -Too dark to tell -~ -~ -3 -1 5613 -D3 -The end of the hallway -~ -~ -0 -1 5611 -S -#5611 -The Hallway's End~ -The hallway ends abruptly here. Covering the western wall is a mural of -dark legions marching through the countryside, while a great figure mounted -upon an undead dragon hovers above the expansive army composed entirely of -creatures of darkness and death. -~ -0 2105353 0 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5610 -S -#5612 -A Small Makeshift Bedroom~ -A small pile of stuffed animals and dolls is piled in the northwestern -corner of this room. Shredded stuffed bears and decapitated dolls along -with earless bunnies form a grisly, deeply disturbing scene. Upon closer -inspection one of the larger dolls seems to be moving. Indeed, this doll -in the form of a jester is licking a dagger, grinning icily at you... -~ -0 2105353 0 -D2 -A hallway in Lord Seth's fortress -~ -~ -3 -1 5610 -S -#5613 -A Barren Room~ -A smallish chamber, perhaps fifteen by fifteen and barren of any usable -furnishings. The only features of interest are a small door which hangs -half open and half off its hinges on the western wall. The cold air of -the main hallway comes through the larger wooden door to the north. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -3 -1 5610 -D3 -Too dark to tell -~ -~ -3 -1 5614 -S -#5614 -A Small Closet~ -This small closet is completely empty. -~ -0 2105353 0 -D1 -A small room -~ -~ -3 -1 5613 -> entry_prog 100~ -mpecho The door slams shut behind you! -close e -~ -| -S -#5615 -A Barren Chamber~ -Within the confines of the large fortress, beyond the empty hallways and -cold columns of black marble, you find a tucked away room. A disturbing, -eerie silence fills the air, broken only by your own hollow steps echoing -through this empty space once used as a resting chamber for some visitor -unfortunate enough to have been the Dreadlord's guest. -~ -0 2105353 0 -D2 -A hallway in Lord Seth's fortress -~ -~ -3 -1 5609 -S -#5616 -A Barren Chamber~ -Within the confines of the large fortress, beyond the empty hallways and -cold columns of black marble, you find a tucked away room. A disturbing, -eerie silence fills the air, broken only by your own hollow steps echoing -through this empty space once used as a resting chamber for some visitor -unfortunate enough to have been Seth's guest. -~ -0 2105353 0 -D2 -A hallway in Lord Seth's fortress -~ -~ -3 -1 5608 -S -#5617 -A Corner in the Hallway~ -Constructed from the same dark marble seen elsewhere in the fortress, -the hallway here turns quickly to the north. A large metal door juts -from the eastern wall, and from beyond can be heard the unmistakable -sounds of combat ... and unidentifiable shouts of unknown creatures. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5620 -D1 -Too dark to tell -~ -~ -1027 -1 5618 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5607 -S -#5618 -A Chamber of Training~ -As you step into the room, your confusion is swept away as the sights and -smells of a training chamber assault your senses. Rotting limbs lay along -the walls, and splatters of foul green blood criss-cross the walls. The -main hallway lies back to the west through a large metal door, while a -smaller such door is set into the northern wall. Either choice might be -acceptable should the ghouls commence a practice of their art upon you. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -1027 -1 5619 -D3 -A corner in the hallway -~ -~ -1027 -1 5617 -S -#5619 -The Leader's Quarters~ -A large wooden table fills the space in this room. As with the the walls -around you, much of the surface area of the table is dominated by quite -detailed maps of the Realms in their entirety. -~ -0 2105353 0 -D2 -Training grounds -~ -~ -1027 -1 5618 -S -#5620 -A Hallway Within the Fortress~ -The dark marble hallway continues on to the north and south, and from -somewhere up ahead to the north emanates a slight breeze. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5621 -D2 -A corner in the hallway -~ -~ -0 -1 5617 -S -#5621 -A Hallway Within the Fortress~ -The dark marble hallway drones onward to the north and back to the south. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5622 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5620 -S -#5622 -A Hallway Within the Fortress~ -The dark marble hallway drones onward to the north and back to the south. -~ -0 2105353 0 -D0 -A corner in the hallway -~ -~ -0 -1 5623 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5621 -S -#5623 -A Corner in the Hallway~ -Here your light reveals a sharp turn in the black stone, as the hallway -now travels either south or west. A high door plated in gold dominates -the eastern wall, and a set of of wide double doors leads to the north. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -1027 -1 5628 -D1 -Too dark to tell -~ -~ -1027 -1 5629 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5622 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5624 -S -#5624 -A Hall Within the Fortress~ -The dark marbled walls continue ever onward to both the east and west. -~ -0 2105353 0 -D1 -A corner in the hallway -~ -~ -0 -1 5623 -D3 -A corner in the hallway -~ -~ -0 -1 5625 -S -#5625 -A Corner in the Hallway~ -The dark stone turns here, continuing either east or south. Thick wooden -doors stand on both the northern and western walls, and from behind one -of these can be heard a low wail. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -3 -1 5634 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5624 -D2 -A corner in the hallway -~ -~ -0 -1 5626 -D3 -Too dark to tell -~ -~ -3 -1 5633 -S -#5626 -A Corner in the Hallway~ -The black marble blocks turn here, continuing to both the north and west. -In the eastern wall is a heavy wooden door, from behind which low growls -can clearly be heard despite the obvious density of the door. -~ -0 2105353 0 -D0 -A corner in the hallway -~ -~ -0 -1 5625 -D1 -Too dark to tell -~ -~ -1027 -1 5627 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5635 -S -#5627 -The Kennel~ -Bones caked with blood line the floor of this room. The edges of the -morbid chamber seem to be cloaked in shadows, with strange shapes -moving just beyond your range of vision. -~ -0 2105353 0 -D3 -Too dark to tell -~ -~ -1027 -1 5626 -S -#5628 -The Eastern End of the Bar~ -A long, well-polished bartop runs the northern length of this room, and -scattered tables lay about in no apparent order. At your entrance a -bottle floats off the shelf and begins filling a glass... -~ -0 2105353 0 -D2 -A corner in the hallway -~ -~ -1027 -1 5623 -D3 -Western end of the bar -~ -~ -0 -1 5632 -S -#5629 -The Center of the Art Gallery~ -Cracked sculptures and decayed paintings lay scattered about in this cold -room. Obviously a looted room, it must have once contained many beautiful -works of art. Now only wreckage remains. -~ -0 2105353 0 -D0 -Northern end of the gallery -~ -~ -0 -1 5630 -D2 -Southern end of the gallery -~ -~ -0 -1 5631 -D3 -A corner in the hallway -~ -~ -1027 -1 5623 -S -#5630 -Northern End of the Art Gallery~ -An area which once contained the great sculptures of the infiniverse now -lies in simple ruin and disarry. -~ -0 2105353 0 -D2 -Center of the art gallery -~ -~ -0 -1 5629 -S -#5631 -Southern End of the Art Gallery~ -An area which once contained the great paintings of the infiniverse now -lies in simple ruin and disarry. -~ -0 2105353 0 -D0 -Center of the art gallery -~ -~ -0 -1 5629 -S -#5632 -Western End of the Bar~ -The bar running along the north wall stretches off to the east. A thick -cloud of smoke prevents one from obtaining a clear view of the room. -Something in the distance causes the mist to swirl about... -~ -0 2105353 0 -D1 -Eastern end of the bar -~ -~ -0 -1 5628 -S -#5633 -A Small Room~ -Deeper inside the large fortress, beyond the cold hallways, you stumble -in to a tucked away room. A disturbing, eerie silence fills the air, -broken only by your own hollow steps echoing through this empty space -once used as a resting chamber for a visitor unfortunate enough to have -been a guest of the Dreadlord. -~ -0 2105353 0 -D1 -A corner in the hallway -~ -~ -3 -1 5625 -S -#5634 -A Small Room~ -Deeper inside the large fortress, beyond the cold hallways, you stumble -in to a tucked away room. A disturbing, eerie silence fills the air, -broken only by your own hollow steps echoing through this empty space -once used as a resting chamber for a visitor unfortunate enough to have -been a guest of the Dreadlord. -~ -0 2105353 0 -D2 -A corner in the hallway -~ -~ -3 -1 5625 -S -#5635 -A Hallway Within the Fortress~ -The black stone walls continue ever onward to both the east and west, -but of interest is a high, wide door of polished oak in the southern -wall from behind which emanate the clinks of dinnerware and the -murmur of strange converation. -~ -0 2105353 0 -D1 -A corner in the hallway -~ -~ -0 -1 5626 -D2 -Too dark to tell -~ -~ -1027 -1 5637 -D3 -A corner in the hallway -~ -~ -0 -1 5636 -S -#5636 -A Corner in the Hallway~ -The dark marble blocks turn here, continuing on to both the north and east. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5639 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5635 -S -#5637 -The Grand Dining Hall~ -A long, graceful oaken table rests in the middle of this grand hall, while -a warm hearth burns in the western wall. To the east is a door leading to -what sounds like a kitchen. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -1027 -1 5635 -D1 -Too dark to tell -~ -~ -3 -1 5638 -S -#5638 -The Kitchen~ -You are somewhat shocked to see that this large, clean kitchen is in -working order. Soup is boiling in pots and a roast is being cooked -over an open pit. It all seems out of place within this fortress. -~ -0 2105353 0 -D3 -The dining room -~ -~ -3 -1 5637 -S -#5639 -A Hallway Within the Fortress~ -The walls of dark marble continuing onward into the shadows to both the -north and south. The outline of a single large block can be seen flush -with the western wall. -~ -0 2105353 0 -D0 -A corner in the hallway -~ -~ -0 -1 5640 -D2 -A corner in the hallway -~ -~ -0 -1 5636 -D3 -~ -marble block~ -1035 -1 5642 -S -#5640 -A Corner in the Hallway~ -The hallway turns quickly here, the dark marble walls now heading either -east or south. From somewhere to the east you sense a faint breeze. -~ -0 2105353 0 -D1 -A corner in the hallway -~ -~ -0 -1 5641 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5639 -S -#5641 -A Corner in the Hallway~ -The hallway turns quickly here, the dark marble walls now heading either -north or west. A breeze comes from somewhere to the north. -~ -0 2105353 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5661 -D3 -A corner in the hallway -~ -~ -0 -1 5640 -S -#5642 -A Hallway in the Dreadlord's Fortress~ -The marble hallway suddenly comes to a stop here as the dark stone blocks -come solidly together. A single block of stone comprises the eastern wall. -~ -0 2105353 0 -D1 -~ -block marble~ -1035 -1 5639 -D3 -A corner in the hallway -~ -~ -0 -1 5643 -S -#5643 -A Corner in the Hallway~ -The hallway runs from this corner to the south and another to the east. A -large set of black doors lead to the north. -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -3 -1 5644 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5642 -D2 -A corner in the hallway -~ -~ -0 -1 5645 -S -#5644 -The Temple of Lord Seth~ -Gothic columns run up to a shadowy ceiling in this great cathedral. Dark -red and black candles, unlit, are placed upon bronze holders next to each -of the columns. A low hymn can be heard throughout this place of evil. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5646 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5657 -D2 -Too dark to tell -~ -~ -3 -1 5643 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5656 -S -#5645 -A Corner in the Hallway~ -The hallway leads to the north. To the east is a large, iron bound door. -Hysterical hoots and hollers can be heard from behind this door, as can a -faint scratching noise... -~ -0 2105353 0 -D0 -A corner in the hallway -~ -~ -0 -1 5643 -D1 -Too dark to tell -~ -~ -7 5620 5649 -S -#5646 -The Temple of Lord Seth~ -Gothic columns run up to a ceiling in this great cathedral. Dark red and -black candles, in bronze holders, are placed next to each of the expansive -columns. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5647 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5648 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5644 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5655 -S -#5647 -The Temple of Lord Seth~ -Gothic columns rise to the vaulted ceiling here. Candles in holders -of bronze making rest near each of the columns. The hymn has grown -stronger in volume. -~ -0 2105353 0 -D0 -The Altar -~ -~ -0 -1 5658 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5659 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5646 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5660 -S -#5648 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5659 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5657 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5646 -S -#5649 -Eternal Darkness~ -~ -0 2105353 0 -D2 -Too dark to tell -~ -~ -0 -1 5650 -D3 -Too dark to tell -~ -~ -7 5620 5645 -S -#5650 -Eternal Darkness~ -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -0 -1 5649 -D1 -Too dark to tell -~ -~ -0 -1 5651 -D2 -Too dark to tell -~ -~ -0 -1 5652 -D3 -Too dark to tell -~ -~ -0 -1 5653 -S -#5651 -Eternal Darkness~ -~ -0 2105353 0 -D3 -Too dark to tell -~ -~ -0 -1 5650 -S -#5652 -Eternal Darkness~ -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -0 -1 5650 -D3 -Too dark to tell -~ -~ -0 -1 5654 -S -#5653 -Eternal Darkness~ -~ -0 2105353 0 -D2 -Too dark to tell -~ -~ -0 -1 5654 -S -#5654 -Eternal Darkness~ -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -0 -1 5653 -D1 -Too dark to tell -~ -~ -0 -1 5652 -S -#5655 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5660 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5646 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5656 -S -#5656 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5655 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5644 -S -#5657 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D0 -The Temple of Lord Seth -~ -~ -0 -1 5648 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5644 -S -#5658 -The Altar~ -Here lies the altar to Lord Seth. Upon it are the grisly remains of -what could only have been a young virgin. The Carnage is spread all -over the altar and the surrounding walls. This room is fairly simple -in design, built for function rather then design. It would appear -that Lord Seth simply wishes his followers to perform a sacrifice -while in an act of passion... -~ -0 9 0 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5647 -S -#5659 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5648 -D3 -The Temple of Lord Seth -~ -~ -0 -1 5647 -S -#5660 -The Temple of Lord Seth~ -Rows of benches fill this part of the temple. Although empty a dark -presence seems to lurk over them. -~ -0 2105353 0 -D1 -The Temple of Lord Seth -~ -~ -0 -1 5647 -D2 -The Temple of Lord Seth -~ -~ -0 -1 5655 -S -#5661 -A Hallway Within the Fortress~ -The black walls continue onward to the north, or back to the south. -The air here has grown rather cold, and your skin has become damp. -~ -0 2105353 0 -D0 -An intersection in Lord Seth's fortress -~ -~ -0 -1 5662 -D2 -A corner in the hallway -~ -~ -0 -1 5641 -S -#5662 -An Intersection in the Fortress Hallways~ -The northbound hallway suddenly ends here as the dark blocks of marble -begining curving around to both the northeast and northwest. From both -directions flows a damp, chilling wind leaving a sheen of moisture upon -your exposed skin. -~ -0 2105353 0 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5661 -D6 -~ -~ -0 -1 5664 -D7 -~ -~ -0 -1 5666 -S -#5663 -Atop a Dark Shaft~ -A foul stench assaults your sense of smell as you enter this downward shaft. -Large black webbing takes up much of the wide space. So thick are these -strands that it would be possible to climb down the shaft. Whatever -foul creature made this place could not possibly be mundane... -~ -0 2105353 0 -D1 -A corner in the hallway -~ -~ -0 -1 5665 -D3 -A corner in the hallway -~ -~ -0 -1 5667 -D5 -Too dark to tell -~ -~ -0 -1 5668 -S -#5664 -A Curving Passage~ -The marble passage curves here from southwest to northwest, the narrow span -increasing the strength of the damp, chill wind coming from up ahead. -~ -0 2105353 0 -D7 -~ -~ -0 -1 5665 -D9 -An intersection in the fortress hallways -~ -~ -0 -1 5662 -S -#5665 -A Curving Passage~ -The narrow passage curves around to the southeast, and approaches an open -shaft to the west. From the shaft wafts an unbearably foul odor. -~ -0 2105353 0 -D3 -Too dark to tell -~ -~ -0 -1 5663 -D8 -A curving passage -~ -~ -0 -1 5664 -S -#5666 -A Curving Passage~ -The marble passage curves here from southeast to northeast, the narrow span -increasing the strength of the damp, chill wind coming from up ahead. -~ -0 2105353 0 -D6 -~ -~ -0 -1 5667 -D8 -An intersection in the fortress hallways -~ -~ -0 -1 5662 -S -#5667 -A Curving Passage~ -The narrow passage curves around to the southwest, and approaches an open -shaft to the east. From the shaft wafts an unbearably foul odor. -~ -0 2105353 0 -D1 -Too dark to tell -~ -~ -0 -1 5663 -D9 -A curving passage -~ -~ -0 -1 5666 -S -#5668 -Bottom of the Shaft~ -The bottom of the shaft is dark and windy. While the gale is always strong, -it alternates between hot and cold, and violently twists the thick strands -of webbing which anchor themselves to the corners of this chamber. -~ -0 2105353 0 -D0 -A storm front -~ -~ -0 -1 5669 -D4 -Too dark to tell -~ -~ -0 -1 5663 -S -#5669 -Standing Before the Chaos Maze~ -You stand at the edge of a raging maelstrom of chaos. -There is a twisted sign here, beaten down by the forceful wind of chaos. -~ -0 2105353 0 -D0 -The maze of chaos -~ -~ -0 -1 5670 -D2 -Bottom of the shaft -~ -~ -0 -1 5668 -E -sign twisted~ -Through the twisted charcoal semblance of metal, -blood red scrawl howls the warning: -"Fearful may the most intrepid traveler be, -for reality skewed is dangerous indeed!" - -*************************************** -Darkness and Despair brought to you by -Lord Dominus May 1994 -************************************** -~ -> act_prog p makes like xena and puffs out~ -mptransfer $n 5704 -mpat 0.$n mpechoat $n *BOOM* You have been guided through the chaos maze... -mpat 0.$n mpechoat $n Remember, $n , tell NO ONE about this secret! -~ -| -S -#5670 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5677 -D1 -The maze of chaos -~ -~ -0 -1 5696 -D2 -The maze of chaos -~ -~ -0 -1 5686 -D3 -The maze of chaos -~ -~ -0 -1 5674 -S -#5671 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5678 -D1 -The maze of chaos -~ -~ -0 -1 5672 -D2 -The maze of chaos -~ -~ -0 -1 5691 -D3 -The maze of chaos -~ -~ -0 -1 5670 -S -#5672 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5679 -D1 -The maze of chaos -~ -~ -0 -1 5678 -D2 -The maze of chaos -~ -~ -0 -1 5678 -D3 -The maze of chaos -~ -~ -0 -1 5671 -S -#5673 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5675 -D1 -The maze of chaos -~ -~ -0 -1 5674 -D2 -The maze of chaos -~ -~ -0 -1 5688 -D3 -The maze of chaos -~ -~ -0 -1 5683 -S -#5674 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5676 -D1 -The maze of chaos -~ -~ -0 -1 5670 -D2 -The maze of chaos -~ -~ -0 -1 5679 -D3 -The maze of chaos -~ -~ -0 -1 5673 -S -#5675 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5680 -D1 -The maze of chaos -~ -~ -0 -1 5676 -D2 -The maze of chaos -~ -~ -0 -1 5673 -D3 -The maze of chaos -~ -~ -0 -1 5679 -S -#5676 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5681 -D1 -The maze of chaos -~ -~ -0 -1 5677 -D2 -The maze of chaos -~ -~ -0 -1 5674 -D3 -The maze of chaos -~ -~ -0 -1 5675 -S -#5677 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5682 -D1 -The maze of chaos -~ -~ -0 -1 5678 -D2 -The maze of chaos -~ -~ -0 -1 5670 -D3 -The maze of chaos -~ -~ -0 -1 5676 -S -#5678 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5683 -D1 -The maze of chaos -~ -~ -0 -1 5679 -D2 -The maze of chaos -~ -~ -0 -1 5671 -D3 -The maze of chaos -~ -~ -0 -1 5677 -S -#5679 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5684 -D1 -The maze of chaos -~ -~ -0 -1 5689 -D2 -The maze of chaos -~ -~ -0 -1 5672 -D3 -The maze of chaos -~ -~ -0 -1 5678 -S -#5680 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5685 -D1 -The maze of chaos -~ -~ -0 -1 5681 -D2 -The maze of chaos -~ -~ -0 -1 5675 -D3 -The maze of chaos -~ -~ -0 -1 5682 -S -#5681 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5686 -D1 -The maze of chaos -~ -~ -0 -1 5683 -D2 -The maze of chaos -~ -~ -0 -1 5850 -D3 -The maze of chaos -~ -~ -0 -1 5680 -S -#5682 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5692 -D1 -The maze of chaos -~ -~ -0 -1 5683 -D2 -The maze of chaos -~ -~ -0 -1 5677 -D3 -The maze of chaos -~ -~ -0 -1 5681 -S -#5683 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 6553728 1 50 5673 0 -D0 -The maze of chaos -~ -~ -0 -1 5688 -D1 -The maze of chaos -~ -~ -0 -1 5684 -D2 -The maze of chaos -~ -~ -0 -1 5678 -D3 -The maze of chaos -~ -~ -0 -1 5682 -S -#5684 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359424 1 -D0 -The maze of chaos -~ -~ -0 -1 5689 -D1 -The maze of chaos -~ -~ -0 -1 5683 -D2 -The maze of chaos -~ -~ -0 -1 5679 -D3 -The maze of chaos -~ -~ -0 -1 5683 -S -#5685 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2105472 1 -D0 -The maze of chaos -~ -~ -0 -1 5690 -D1 -The maze of chaos -~ -~ -0 -1 5686 -D2 -The maze of chaos -~ -~ -0 -1 5680 -D3 -The maze of chaos -~ -~ -0 -1 5684 -S -#5686 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5691 -D1 -The maze of chaos -~ -~ -0 -1 5688 -D2 -The maze of chaos -~ -~ -0 -1 5681 -D3 -The maze of chaos -~ -~ -0 -1 5685 -S -#5687 -The Fount of Power~ -You have entered an island of calm in the sea of chaos. Upon this solid -platform of hard black marble rests a fountain. Its dark form is beautifully -simplistic, ands its aura of power strong. No water lies within this -fountain however, but rather a strange, shimmering violet liquid. -~ -0 3153928 1 -D0 -The maze of chaos -~ -~ -0 -1 5692 -D1 -The maze of chaos -~ -~ -0 -1 5688 -D2 -The maze of chaos -~ -~ -0 -1 5682 -D3 -The maze of chaos -~ -~ -0 -1 5686 -S -#5688 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5693 -D1 -The maze of chaos -~ -~ -0 -1 5689 -D2 -The maze of chaos -~ -~ -0 -1 5683 -D3 -The maze of chaos -~ -~ -0 -1 5686 -S -#5689 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2105472 1 -D0 -The maze of chaos -~ -~ -0 -1 5694 -D1 -The maze of chaos -~ -~ -0 -1 5693 -D2 -The maze of chaos -~ -~ -0 -1 5684 -D3 -The maze of chaos -~ -~ -0 -1 5688 -S -#5690 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2097152 1 -D0 -The maze of chaos -~ -~ -0 -1 5688 -D1 -The maze of chaos -~ -~ -0 -1 5691 -D2 -The maze of chaos -~ -~ -0 -1 5685 -D3 -The maze of chaos -~ -~ -0 -1 5693 -S -#5691 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2105472 1 -D0 -The maze of chaos -~ -~ -0 -1 5682 -D1 -The maze of chaos -~ -~ -0 -1 5692 -D2 -The maze of chaos -~ -~ -0 -1 5681 -D3 -The maze of chaos -~ -~ -0 -1 5690 -S -#5692 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2105472 1 -D0 -The maze of chaos -~ -~ -0 -1 5688 -D1 -The maze of chaos -~ -~ -0 -1 5693 -D2 -The maze of chaos -~ -~ -0 -1 5682 -D3 -The maze of chaos -~ -~ -0 -1 5691 -S -#5693 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5690 -D1 -The maze of chaos -~ -~ -0 -1 5694 -D2 -The maze of chaos -~ -~ -0 -1 5688 -D3 -The maze of chaos -~ -~ -0 -1 5692 -S -#5694 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5694 -D1 -The maze of chaos -~ -~ -0 -1 5691 -D2 -The maze of chaos -~ -~ -0 -1 5689 -D3 -The maze of chaos -~ -~ -0 -1 5693 -S -#5696 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5693 -D1 -The maze of chaos -~ -~ -0 -1 5684 -D2 -The maze of chaos -~ -~ -0 -1 5688 -D3 -The maze of chaos -~ -~ -0 -1 5677 -S -#5697 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5850 -D1 -The maze of chaos -~ -~ -0 -1 5698 -D2 -The maze of chaos -~ -~ -0 -1 5683 -D3 -The maze of chaos -~ -~ -0 -1 5692 -S -#5698 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5699 -D1 -The maze of chaos -~ -~ -0 -1 5671 -D2 -The maze of chaos -~ -~ -0 -1 5699 -D3 -The maze of chaos -~ -~ -0 -1 5692 -S -#5699 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5674 -D1 -The maze of chaos -~ -~ -0 -1 5680 -D2 -The maze of chaos -~ -~ -0 -1 5675 -D3 -The maze of chaos -~ -~ -0 -1 5700 -S -#5700 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367488 1 -D0 -The maze of chaos -~ -~ -0 -1 5671 -D1 -The maze of chaos -~ -~ -0 -1 5674 -D2 -The maze of chaos -~ -~ -0 -1 5701 -D3 -The maze of chaos -~ -~ -0 -1 5684 -> entry_prog 25~ -if rand(25) -mpforce $n east -else -if rand(25) -mpforce $n west -endif -endif -~ -| -S -#5701 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2367616 1 -D0 -The maze of chaos -~ -~ -0 -1 5694 -D1 -The maze of chaos -~ -~ -0 -1 5683 -D2 -The maze of chaos -~ -~ -0 -1 5702 -D3 -The maze of chaos -~ -~ -0 -1 5688 -> entry_prog 100~ -if rand(20) -mptransfer $n 5674 -else -if rand(25) - mptransfer all 5682 - endif -endif -~ -| -S -#5702 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2368000 1 20 5680 0 -D0 -The maze of chaos -~ -~ -0 -1 5682 -D1 -The maze of chaos -~ -~ -0 -1 5691 -D2 -The maze of chaos -~ -~ -0 -1 5691 -D3 -The maze of chaos -~ -~ -0 -1 5703 -> entry_prog 100~ -if rand(15) -mptransfer all 5685 -else -if rand(25) -mptransfer $n 5683 - endif -endif -~ -> rand_prog 35~ -mptransfer $r 5675 -~ -| -S -#5703 -The Chaos Maze~ -Swirling chaos assaaults your senses! -~ -0 7340036 1 100 5687 0 -D0 -The maze of chaos -~ -~ -0 -1 5671 -D1 -The maze of chaos -~ -~ -0 -1 5701 -D2 -The maze of chaos -~ -~ -0 -1 5681 -D3 -The maze of chaos -~ -~ -0 -1 5685 -S -#5704 -Top of the Stairs~ -You stand upon a platform outside of chaos, whose only exit that does -not lead back to the Chaos Maze is down. The stairs are dark, the stone -floor cold, and from below a mournful wail can be heard. Of course, it -may simply be the wind... -~ -0 3153929 0 -D2 -The end of the Chaos Maze -~ -~ -0 -1 5673 -D5 -Descending into... -~ -~ -0 -1 5705 -S -#5705 -The Stairway~ -As you begin to descend the stairs, the sad wail suddenly cuts off with -shocking abruptness. A chill runs down your spine as you realize the -wind is no more, that somehow this ancient place is a barrier even -to the unimaginable power of Chaos. -~ -0 3153928 0 -D4 -Too dark to tell -~ -~ -0 -1 5704 -D5 -~ -~ -0 -1 5706 -S -#5706 -Bottom of the Stairs~ -You have descended to the next level of the Dreadlord's fortress. The -stones here are cut from the same black marble as the rest of his -fortress, but an eerie, dark red whisper of smoke seems to slowly float -beyond the wall. Its movement is hypnotic, and you fear that if you were -to look at it too long it would draw your soul to join its restless -travel. -~ -0 3153933 0 -D2 -A corner in the hallway -~ -~ -0 -1 5707 -D4 -Too dark to tell -~ -~ -0 -1 5705 -S -#5707 -A Corner in the Hallway~ -The hallway continues to the north and east. -~ -0 3153929 0 -D0 -The bottom of the stairs -~ -~ -0 -1 5706 -D1 -A halway in Lord Seth's fortress -~ -~ -0 -1 5708 -S -#5708 -A Hallway in the Dreadlord's Fortress~ -The dark hallway continues to the east and west. To the south is a wooden -door. -~ -0 3153929 0 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5709 -D2 -Too dark to tell -~ -~ -3 -1 5722 -D3 -A corner in the hallway -~ -~ -0 -1 5707 -S -#5709 -A Hallway in the Dreadlord's Fortress~ -The hallway continues to the east and west. To the north lies a wooden -door. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -3 -1 5723 -D1 -A corner in the hallway -~ -~ -0 -1 5710 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5708 -S -#5710 -A Corner in the Hallway~ -The hallway continues to the south and west. Suspended from the wall -on strong chains is the corpse of a large demon. It has apparently been -tortured, for a look of absolute terror and fear still lingers on its -monstrous face. To the north and east are wooden doors. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -3 -1 5725 -D1 -Too dark to tell -~ -~ -3 -1 5724 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5711 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5709 -E -demon corpse~ -The mighty demon appears to have once been a Duke of Hell by the name of -Orcus. It has long been know that his chief rival, Mephesto, has been -imploring Lord Seth to step in and remove Orcus. It would seem that -no creature, however powerful, is beyond Lord Seth's power... -~ -S -#5711 -A Hallway in the Dreadlord's Fortress~ -The hallway leads to the north and south. To the east is a wooden door and -to the west lies a large steel door, inscribed with runes of containment... -~ -0 3153929 0 -D0 -A corner in the hallway -~ -~ -0 -1 5710 -D1 -Too dark to tell -~ -~ -3 -1 5826 -D2 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5712 -D3 -Too dark to tell -~ -~ -1 -1 5716 -S -#5712 -A Hallway in the Dreadlord's Fortress~ -The dark hallway leads to the north and south. A wooden door lies in the -east wall. From behind this door a slight moan can be heard... -~ -0 3145737 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5711 -D1 -Too dark to tell -~ -~ -3 -1 5824 -D2 -A corner in the hallway -~ -~ -0 -1 5713 -S -#5713 -A Corner in the Hallway~ -The hallway continues to the north and west. To the east is a wooden door, -and a large black stone door leads to the south. Runes of protection lie -upon its surface. -~ -0 3153933 0 -D0 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5712 -D1 -Too dark to tell -~ -~ -3 -1 5825 -D2 -Too dark to tell -~ -~ -3 -1 5717 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5714 -S -#5714 -A Hallway in the Dreadlord's Fortress~ -The hallway continues to the east and west. A jade stone door rests in the -north wall. Strangely alluring, it exudes a deep calm and the feeling that -you could sink within its depth for eternity... -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -3 -1 5715 -D1 -A corner in the hallway -~ -~ -0 -1 5713 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5719 -S -#5715 -Guest Bedroom~ -You have entered a plushly furnished bedroom. The walls, carpet and -furniture are strangely all the color of jade. To the west is a closet -door, and the hallway lies to the south. The feeling of being submerged -enters your mind, and the urge to leave this room is very compelling. -~ -0 3153929 8 -D2 -A hallway in Lord Seth's fortress -~ -~ -3 -1 5714 -S -#5716 -Containment Cell~ -This large room's interior walls are covered with runes. Their apparent -function is to ensure a specific creature does not have the ability to -leave this cell. The darkness here seems to be pushing against your -field of light. -~ -0 3153929 0 -D1 -A hallway in Lord Seth's fortress -~ -~ -1 -1 5711 -S -#5717 -Spell Yard~ -This large room is inlaid with dark runes. Their purpose is to ensure that -magical forces do not damage their structure. Even with this protectve magic -there are numerous burn marks upon the walls, hinting at the power of the mage -that controls such forces. -~ -0 3153929 0 -D0 -A corner in the hallway -~ -~ -3 -1 5713 -D3 -Too dark to tell -~ -~ -1063 5636 5718 -S -#5718 -Master Spellbinder's Chamber~ -You have entered what could only be a mage's study. Books and tomes lay -in a bookshelf covering the entire southern wall. Strange magical devices -lay about on the oaken desk and on numerous shelves. -~ -0 3153929 0 -D1 -Too dark to tell -~ -~ -1063 5636 5717 -S -#5719 -A Hallway in the Dreadlord's Fortress~ -The dark marble hallway continues to the east and west. The darkness here -seems to be almost sentient as needles of blackness attempt to pierce your -shield of light... -~ -0 3153929 0 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5714 -D2 -Too dark to tell -~ -~ -3 -1 5827 -D3 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5720 -S -#5720 -A Hallway in the Dreadlord's Fortress~ -The dark marble hallway continues to the east and west. -~ -0 3153929 0 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5719 -D3 -An intersection in the hallway -~ -~ -0 -1 5727 -S -#5721 -A closet~ -This is Jade's closet. -~ -0 2105353 0 -D1 -Too dark to tell -~ -~ -3 -1 5715 -S -#5722 -In the Air~ -~ -0 19931141 9 -D0 -~ -~ -1 -1 5708 -D5 -~ -~ -0 -1 5600 -S -#5723 -In the Air~ -~ -0 19931141 9 -D2 -~ -~ -1 -1 5709 -D5 -~ -~ -0 -1 5600 -S -#5724 -In the Air~ -~ -0 19931141 9 -D3 -~ -~ -1 -1 5710 -D5 -~ -~ -0 -1 5600 -S -#5725 -In the Air~ -~ -0 19931137 9 -D2 -~ -~ -1 -1 5710 -D5 -~ -~ -0 -1 5600 -S -#5726 -In the air~ -~ -0 19922949 0 -D3 -~ -~ -0 -1 5725 -D5 -~ -~ -0 -1 5604 -S -#5727 -An Intersection in the Hallway~ -The east to west hallway of dark marble ends here at a corridor which runs -to the north and south. -~ -0 3153933 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5728 -D1 -A hallway in Lord Seth's fortress -~ -~ -0 -1 5720 -D2 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5740 -S -#5728 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the north and south. -~ -0 3153929 0 -D0 -An intersection in the corridor -~ -~ -0 -1 5729 -D2 -An intersection in the corridor -~ -~ -0 -1 5727 -S -#5729 -An Intersection in the Corridor~ -The hallway continues to the north and south. Another corridor connects -here and leads to the west. A red ivory door leads to the east. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5776 -D1 -Too dark to tell -~ -~ -3 -1 5749 -D2 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5728 -D3 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5730 -S -#5730 -A Corridor in the Dreadlord's Fortress~ -The corridor leads to the east and west. -~ -0 3153929 0 -D1 -An intersection in Lord Seth's fortress -~ -~ -0 -1 5729 -D3 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5731 -S -#5731 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the east and west. -~ -0 3153929 0 -D0 -~ -~ -0 -1 5816 -D1 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5730 -D3 -A corner in the corridor -~ -~ -0 -1 5732 -S -#5732 -A Corner in the Corridor~ -The corridor continues east and south. -~ -0 3153929 0 -D1 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5731 -D2 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5733 -S -#5733 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the north and south. -~ -0 3153929 0 -D0 -A corner in the corridor -~ -~ -0 -1 5732 -D2 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5734 -S -#5734 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the north and south. A large back door leads -to the east. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5733 -D1 -Too dark to tell -~ -~ -3 -1 5741 -D2 -A corridor in Lord Seth's fortres -~ -~ -0 -1 5735 -S -#5735 -A Corridor in the Dreadlord's Fortress~ -The corridor runs north and south. A wooden jail door is set into the -west wall. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5734 -D2 -A corner in the corridor -~ -~ -0 -1 5736 -D3 -Too dark to tell -~ -~ -3 -1 5751 -S -#5736 -A Corner in the Corridor~ -The corridor leads to the north and east. A faint whimpering can be heard -from the north. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5735 -D1 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5737 -S -#5737 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the east and west. A red and blue banded door -leads to the south. A sound like that of a cat's purr can be heard from -behind it. -~ -0 3153929 0 -D1 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5738 -D2 -Too dark to tell -~ -~ -3 -1 5747 -D3 -A corner in the corridor -~ -~ -0 -1 5736 -S -#5738 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the east and west. A high pitched cackle suddenly -arises from the west. When you try to locate its source, it ends as abruptly -as it started. -~ -0 3153929 0 -D1 -C corner in the hallway -~ -~ -0 -1 5739 -D3 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5737 -S -#5739 -A Corner in the Corridor~ -The corridor continues to the north and west. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5740 -D3 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5738 -S -#5740 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the north and south. The east wall seems to -vibrate as if some large creature on the other side rubbed against it. -~ -0 3153929 0 -D0 -An intersection in Lord Seth's fortress -~ -~ -0 -1 5727 -D2 -A corner in the corridor -~ -~ -0 -1 5739 -S -#5741 -A Large Cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of -ash litter the ground, as if a large number of campfires once burned here. -The darkness continues to the north, east and south. A corrider lies to -the west. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -0 -1 5746 -D1 -Too dark to tell -~ -~ -0 -1 5744 -D2 -Too dark to tell -~ -~ -0 -1 5742 -D3 -A corridor in Lord Seth's fortress -~ -~ -3 -1 5734 -S -#5742 -A large cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of ash -litter the ground, as if a large number of campfires once burned here. The -darkness continues to the east and north. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -0 -1 5741 -D1 -Too dark to tell -~ -~ -0 -1 5743 -S -#5743 -A large cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of ash -litter the ground, as if a large number of campfires once burned here. The -darkness continues to the west and north. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -0 -1 5744 -D3 -Too dark to tell -~ -~ -0 -1 5742 -S -#5744 -A large cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of ash -litter the ground, as if a large number of campfires once burned here. The -darkness continues to the north, west and south. -~ -0 3153929 0 -D0 -Too dark to tell -~ -~ -0 -1 5745 -D2 -Too dark to tell -~ -~ -0 -1 5743 -D3 -Too dark to tell -~ -~ -0 -1 5741 -S -#5745 -A large cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of ash -litter the ground, as if a large number of campfires once burned here. The -darkness continues to the west and south. -~ -0 3153929 0 -D2 -Too dark to tell -~ -~ -0 -1 5744 -D3 -Too dark to tell -~ -~ -0 -1 5746 -S -#5746 -A large cavern~ -The ceiling of this expansive cavern is lost in darkness, and piles of ash -litter the ground, as if a large number of campfires once burned here. The -darkness continues to the east and south. -~ -0 3153929 0 -D1 -Too dark to tell -~ -~ -0 -1 5745 -D2 -Too dark to tell -~ -~ -0 -1 5741 -S -#5747 -Maximillian's Lair~ -The room you have just entered is completely barren of any furnishings. -However, all about on the floor are scattered hundreds of empty vials. -A door leads to the east, and the hallway lies to the north. -~ -0 3153929 0 -D0 -A corridor in Lord Seth's fortress -~ -~ -3 -1 5737 -D1 -A closet -~ -~ -3 -1 5748 -S -#5748 -Max's Closet~ -As barren as the other room, this closet has one feature which makes it -stand out from Maximillian's bedroom. Here there a number of full vials. -Who could guess as to what function they perform. -~ -0 3153929 0 -D3 -Maximillian's room -~ -~ -3 -1 5747 -S -#5749 -Natasha's Bedroom~ -You have entered an extremely plush bedroom. The dominant feature here -is a large, soft bed. Built for comfort and designed for pleasure, it -requires a full third of the floor space. To the south is a wooden -door and the door to the west leads to the corridor. -~ -0 3153929 0 -D2 -~ -~ -3 -1 5750 -D3 -A corridor in Lord Seth's fortress -~ -~ -3 -1 5729 -S -#5750 -A Closet~ -This closet is completely empty. Not surprising considering a god such -as Natasha can easily create anything she may need or desire. -~ -0 3153929 0 -D0 -Natasha's bedroom -~ -~ -3 -1 5749 -S -#5751 -Prisoner's Cell~ -This room is basically empty, except for the disgusting hole used -for a bathroom and a small wooden bench. It would be a miracle if -anyone could live long in these conditions. -~ -0 3153929 0 -D1 -Too dark to tell -~ -~ -3 -1 5735 -S -#5776 -A Corridor in the Dreadlord's Fortress~ -The corridor continues to the north and south. A complete lack of sound -can be sensed to the north, causing a shiver to run down your spine. -~ -0 3153929 0 -D0 -Before the Abyss -~ -~ -0 -1 5777 -D2 -An intersection in the corridor -~ -~ -0 -1 5729 -S -#5777 -Before the Abyss~ -You stand before the great Abyss. Before you all that is visible is the -unending blackness of eternity. It is rumored that the Dreadlord's Throne Room -lies beyond the Abyss, created by his will alone. Can the abyss be crossed -you wonder? Even if it can, what sort of guardian might the Dreadlord have -placed within it? -~ -0 3153933 0 -D0 -Eternal darkness -~ -~ -0 -1 5786 -D2 -A corridor in Lord Seth's fortress -~ -~ -0 -1 5776 -S -#5779 -Storage room~ -This room is stacked with various crates and bags containing all the -supplies needed to sustain a few mortal retainers. -~ -0 3153929 0 -D2 -Too dark to tell -~ -~ -3 -1 5732 -S -#5780 -Storage room~ -This room is stacked with various crates and bags containing all the -supplies needed to sustain a few mortal retainers. -~ -0 3153929 0 -D1 -Too dark to tell -~ -~ -3 -1 5733 -S -#5784 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5789 -D1 -The Abyss -~ -~ -0 -1 5789 -D2 -The Abyss -~ -~ -0 -1 5785 -D3 -The Abyss -~ -~ -0 -1 5804 -D4 -The Abyss -~ -~ -0 -1 5804 -D5 -The Abyss -~ -~ -0 -1 5788 -S -#5785 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5790 -D1 -The Abyss -~ -~ -0 -1 5790 -D2 -The Abyss -~ -~ -0 -1 5805 -D3 -The Abyss -~ -~ -0 -1 5805 -D4 -The Abyss -~ -~ -0 -1 5784 -D5 -The Abyss -~ -~ -0 -1 5786 -S -#5786 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5777 -D1 -The Abyss -~ -~ -0 -1 5787 -D2 -The Abyss -~ -~ -0 -1 5791 -D3 -The Abyss -~ -~ -0 -1 5806 -D4 -The Abyss -~ -~ -0 -1 5785 -D5 -The Abyss -~ -~ -0 -1 5791 -S -#5787 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5792 -D1 -The Abyss -~ -~ -0 -1 5792 -D2 -The Abyss -~ -~ -0 -1 5788 -D3 -The Abyss -~ -~ -0 -1 5807 -D4 -The Abyss -~ -~ -0 -1 5786 -D5 -The Abyss -~ -~ -0 -1 5807 -S -#5788 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5808 -D1 -The Abyss -~ -~ -0 -1 5787 -D2 -The Abyss -~ -~ -0 -1 5808 -D3 -The Abyss -~ -~ -0 -1 5793 -D4 -The Abyss -~ -~ -0 -1 5784 -D5 -The Abyss -~ -~ -0 -1 5793 -S -#5789 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5794 -D1 -The Abyss -~ -~ -0 -1 5793 -D2 -The Abyss -~ -~ -0 -1 5794 -D3 -The Abyss -~ -~ -0 -1 5784 -D4 -The Abyss -~ -~ -0 -1 5790 -D5 -The Abyss -~ -~ -0 -1 5784 -S -#5790 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5785 -D1 -The Abyss -~ -~ -0 -1 5789 -D2 -The Abyss -~ -~ -0 -1 5795 -D3 -The Abyss -~ -~ -0 -1 5791 -D4 -The Abyss -~ -~ -0 -1 5795 -D5 -The Abyss -~ -~ -0 -1 5785 -S -#5791 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5786 -D1 -The Abyss -~ -~ -0 -1 5792 -D2 -The Abyss -~ -~ -0 -1 5786 -D3 -The Abyss -~ -~ -0 -1 5796 -D4 -The Abyss -~ -~ -0 -1 5796 -D5 -The Abyss -~ -~ -0 -1 5790 -S -#5792 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5793 -D1 -The Abyss -~ -~ -0 -1 5787 -D2 -The Abyss -~ -~ -0 -1 5787 -D3 -The Abyss -~ -~ -0 -1 5791 -D4 -The Abyss -~ -~ -0 -1 5797 -D5 -The Abyss -~ -~ -0 -1 5797 -S -#5793 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5789 -D1 -The Abyss -~ -~ -0 -1 5788 -D2 -The Abyss -~ -~ -0 -1 5798 -D3 -The Abyss -~ -~ -0 -1 5798 -D4 -The Abyss -~ -~ -0 -1 5788 -D5 -The Abyss -~ -~ -0 -1 5792 -S -#5794 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5799 -D1 -The Abyss -~ -~ -0 -1 5798 -D2 -The Abyss -~ -~ -0 -1 5799 -D3 -The Abyss -~ -~ -0 -1 5789 -D4 -The Abyss -~ -~ -0 -1 5789 -D5 -The Abyss -~ -~ -0 -1 5795 -S -#5795 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5790 -D1 -The Abyss -~ -~ -0 -1 5790 -D2 -The Abyss -~ -~ -0 -1 5800 -D3 -The Abyss -~ -~ -0 -1 5800 -D4 -The Abyss -~ -~ -0 -1 5796 -D5 -The Abyss -~ -~ -0 -1 5794 -S -#5796 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5791 -D1 -The Abyss -~ -~ -0 -1 5801 -D2 -The Abyss -~ -~ -0 -1 5797 -D3 -The Abyss -~ -~ -0 -1 5791 -D4 -The Abyss -~ -~ -0 -1 5801 -D5 -The Abyss -~ -~ -0 -1 5795 -S -#5797 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5798 -D1 -The Abyss -~ -~ -0 -1 5802 -D2 -The Abyss -~ -~ -0 -1 5796 -D3 -The Abyss -~ -~ -0 -1 5802 -D4 -The Abyss -~ -~ -0 -1 5792 -D5 -The Abyss -~ -~ -0 -1 5792 -S -#5798 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5794 -D1 -The Abyss -~ -~ -0 -1 5793 -D2 -The Abyss -~ -~ -0 -1 5797 -D3 -The Abyss -~ -~ -0 -1 5803 -D4 -The Abyss -~ -~ -0 -1 5793 -D5 -The Abyss -~ -~ -0 -1 5803 -S -#5799 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5804 -D1 -The Abyss -~ -~ -0 -1 5803 -D2 -The Abyss -~ -~ -0 -1 5794 -D3 -The Abyss -~ -~ -0 -1 5800 -D4 -The Abyss -~ -~ -0 -1 5794 -D5 -The Abyss -~ -~ -0 -1 5804 -S -#5800 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5805 -D1 -The Abyss -~ -~ -0 -1 5799 -D2 -The Abyss -~ -~ -0 -1 5795 -D3 -The Abyss -~ -~ -0 -1 5795 -D4 -The Abyss -~ -~ -0 -1 5805 -D5 -The Abyss -~ -~ -0 -1 5801 -S -#5801 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5806 -D1 -The Abyss -~ -~ -0 -1 5796 -D2 -The Abyss -~ -~ -0 -1 5806 -D3 -The Abyss -~ -~ -0 -1 5800 -D4 -The Abyss -~ -~ -0 -1 5802 -D5 -The Abyss -~ -~ -0 -1 5796 -S -#5802 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5797 -D1 -The Abyss -~ -~ -0 -1 5803 -D2 -The Abyss -~ -~ -0 -1 5807 -D3 -The Abyss -~ -~ -0 -1 5798 -D4 -The Abyss -~ -~ -0 -1 5807 -D5 -The Abyss -~ -~ -0 -1 5801 -S -#5803 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5802 -D1 -The Abyss -~ -~ -0 -1 5808 -D2 -The Abyss -~ -~ -0 -1 5808 -D3 -The Abyss -~ -~ -0 -1 5798 -D4 -The Abyss -~ -~ -0 -1 5798 -D5 -The Abyss -~ -~ -0 -1 5800 -S -#5804 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5799 -D1 -The Abyss -~ -~ -0 -1 5784 -D2 -The Abyss -~ -~ -0 -1 5784 -D3 -The Abyss -~ -~ -0 -1 5799 -D4 -The Abyss -~ -~ -0 -1 5808 -D5 -The Abyss -~ -~ -0 -1 5805 -S -#5805 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5804 -D1 -The Abyss -~ -~ -0 -1 5785 -D2 -The Abyss -~ -~ -0 -1 5800 -D3 -The Abyss -~ -~ -0 -1 5800 -D4 -The Abyss -~ -~ -0 -1 5806 -D5 -The Abyss -~ -~ -0 -1 5785 -S -#5806 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5807 -D1 -The Abyss -~ -~ -0 -1 5786 -D2 -The Abyss -~ -~ -0 -1 5801 -D3 -The Abyss -~ -~ -0 -1 5801 -D4 -The Abyss -~ -~ -0 -1 5786 -D5 -The Abyss -~ -~ -0 -1 5805 -S -#5807 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5797 -D1 -The Abss -~ -~ -0 -1 5806 -D2 -The Abyss -~ -~ -0 -1 5802 -D3 -The Abyss -~ -~ -0 -1 5808 -D4 -The Abyss -~ -~ -0 -1 5802 -D5 -The Abyss -~ -~ -0 -1 5787 -S -#5808 -The Abyss~ -The eternal abyss surrounds you. -~ -0 2105345 9 -D0 -The Abyss -~ -~ -0 -1 5807 -D1 -The Abyss -~ -~ -0 -1 5803 -D3 -The Abyss -~ -~ -0 -1 5803 -D4 -The Abyss -~ -~ -0 -1 5804 -D5 -The Abyss -~ -~ -0 -1 5788 -S -#5809 -The Black Dais~ -Forming out of the infinite abyss is a dais made from black marble, its -steps leading to up to a platform before a huge double door. Upon this -dark red metal door are hundreds of molded faces, appearing to be -screaming out in pain. -~ -0 3153925 0 -D0 -Too dark to tell -~ -~ -1027 -1 5810 -D2 -The Abyss -~ -~ -0 -1 5808 -E -door doors double damned~ -Men and women, children and elders all lay upon this monstrousity. To your -horror, as you pear closer at the door, you notice that the faces are moving -very slowly and with great pain. It is now that you understand these are the -eternally doomed souls of those who have tested Lord Seth's fortress. Perhaps -you too will become one of these poor beings... -~ -S -#5810 -The Great Hall~ -You have entered a large vaulted hall. Gothic columns rise to the dark -ceiling. In many aspects this room reminds you of the temple in the -first level of this dark fortress. Here, however, are artifacts from -throughout history. Strange devices and beautiful works of art are -displayed in a well thought out format. All these objects seem to be -protected by nearly clear fields of force, preventing a closer look - -and theft. A large double door leads to the south, and the Great Hall -continues to the north. -~ -0 3153929 0 -D0 -The Great Hall -~ -~ -0 -1 5811 -D2 -Too dark to tell -~ -~ -1027 -1 5809 -S -#5811 -The Great Hall~ -You stand at the northern end of the great hall. Gothic colums rise to -the dark ceiling some one hundred feet high. Works of art and artifacts -of power are displayed here. From the north a dark chill can be felt, -seeping into your very bones. The door to the north, while large, is -completely plain. The Great Hall continues to the south. -To the east and west twin grey doors lead to unknown treasures, -or possibly dooms ... -~ -0 2105353 0 -D0 -Too dark to tell -~ -~ -1063 5837 5812 -D1 -~ -door~ -7 5837 5813 -D2 -The Great Hall -~ -~ -0 -1 5810 -D3 -~ -door~ -7 5837 5814 -S -#5812 -The Dreadlord's Throne Room~ -You have entered the Dreadlord's throne room. A three stepped dais leads up to -a great throne of twisted metal. Upon this framework tendrils of darkness -wither up and down the lengths of black metal. A sound akin to thousands of -voices speaking in a hushed tone begins as you enter the room, threatening -to drive you insane. -~ -0 2105353 0 -D2 -Too dark to tell -~ -~ -1057 5837 5811 -S -#5813 -The Vault~ -Piles of gold coins litter this room. Seemingly neglected for centuries, -large amounts of dust have settled upon them. As your light strikes them -the hall is illuminated with a golden light. -~ -0 2105353 0 0 0 3 -D3 -~ -door~ -7 5837 5811 -S -#5814 -Lord Pain's Domain~ -You have entered a room similar in appearance to the treasury, but instead -of gold littering the floor, hundreds of devices of pain and interrogation -rest here. Blood, both dry and wet, covers the equipment, sending a sudden -urge of nausea to your gut. The moans of those who have died here assault -your hearing. These voices are not understandable, however, in that all -intelligence has be driven from their minds from by pain they once -experienced here. -~ -0 2105353 0 -D1 -~ -door~ -7 5837 5811 -S -#5815 -Entrance to a Small Tunnel~ -This cave is dark and damp, the stench of rotting flesh fills the air. -~ -0 3153929 1 -D0 -~ -~ -0 -1 5816 -S -#5816 -Inside a Dark Tunnel~ -The tunnel gets darker and the stench gets worse. -~ -0 3153929 0 -D0 -~ -~ -0 -1 5817 -D2 -~ -~ -0 -1 5731 -S -#5817 -Inside a Dark Tunnel~ -The tunnel gets darker and the stench gets worse. -~ -0 3153929 0 -D2 -~ -~ -0 -1 5816 -D3 -~ -~ -0 -1 5818 -S -#5818 -Inside a Dark Tunnel~ -The tunnel gets darker and the stench gets worse. -~ -0 3153929 0 -D0 -~ -~ -0 -1 5819 -D1 -~ -~ -0 -1 5817 -S -#5819 -Inside a Dark Tunnel~ -The tunnel appears to end towards the north, although the walls here -are coated with a slimy substance, and loud noises are coming from -the north. -~ -0 3153929 0 -D0 -~ -~ -0 -1 5820 -D2 -~ -~ -0 -1 5818 -S -#5820 -The Worm's Lair~ -The walls and floor here are covered in a clear sticky goo, and the -smell of death is absolutely terrible. A few mangled corpses have -been piled in the corner, half-eaten. This is truly the home of a -horrific beast. -~ -0 3153929 0 -D2 -~ -~ -0 -1 5819 -S -#5824 -In the Air~ -~ -0 19931141 9 -D3 -~ -~ -1 -1 5712 -D5 -~ -~ -0 -1 5600 -S -#5825 -In the Air~ -~ -0 3153925 9 -D3 -~ -~ -1 -1 5713 -D5 -~ -~ -0 -1 5600 -S -#5826 -In the Air~ -~ -0 19931141 9 -D3 -~ -~ -1 -1 5711 -D5 -~ -~ -0 -1 5600 -S -#5827 -In the Air~ -~ -0 3153925 2 -D0 -~ -~ -0 -1 5719 -D5 -~ -~ -0 -1 5600 -S -#5828 -Drop storage, do not remain in this room~ -Do not take items from this room. --Dominus -~ -0 3154060 1 -S -#5850 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5672 -D1 -The maze of chaos -~ -~ -0 -1 5671 -D2 -The maze of chaos -~ -~ -0 -1 5681 -D3 -The maze of chaos -~ -~ -0 -1 5851 -S -#5851 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5852 -D1 -The maze of chaos -~ -~ -0 -1 5850 -D2 -The maze of chaos -~ -~ -0 -1 5675 -D3 -The maze of chaos -~ -~ -0 -1 5674 -S -#5852 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359424 1 -D0 -The maze of chaos -~ -~ -0 -1 5677 -D1 -The maze of chaos -~ -~ -0 -1 5853 -D2 -The maze of chaos -~ -~ -0 -1 5688 -D3 -The maze of chaos -~ -~ -0 -1 5851 -S -#5853 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5852 -D1 -The maze of chaos -~ -~ -0 -1 5693 -D2 -The maze of chaos -~ -~ -0 -1 5684 -D3 -The maze of chaos -~ -~ -0 -1 5854 -S -#5854 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359296 1 -D0 -The maze of chaos -~ -~ -0 -1 5855 -D1 -The maze of chaos -~ -~ -0 -1 5692 -D2 -The maze of chaos -~ -~ -0 -1 5853 -D3 -The maze of chaos -~ -~ -0 -1 5677 -S -#5855 -The Chaos Maze~ -Swirling chaos assaults your senses! -~ -0 2359424 1 -D0 -The maze of chaos -~ -~ -0 -1 5697 -D1 -The maze of chaos -~ -~ -0 -1 5688 -D2 -The maze of chaos -~ -~ -0 -1 5854 -D3 -The maze of chaos -~ -~ -0 -1 5678 -S -#5898 -Floating in a void~ -~ -0 1073741828 1 -S -#5899 -Nothing Important~ -Now get the hell out. -~ -0 1075838980 1 -S -#0 - - -#RESETS -R 0 5697 4 -R 0 5698 4 -R 0 5699 4 -R 0 5700 3 -R 0 5701 3 -R 0 5701 4 -R 0 5702 3 -R 0 5702 4 -R 0 5703 4 -R 0 5784 6 -R 0 5785 6 -R 0 5786 6 -R 0 5787 6 -R 0 5788 6 -R 0 5789 6 -R 0 5790 6 -R 0 5791 6 -R 0 5792 6 -R 0 5793 6 -R 0 5794 6 -R 0 5795 6 -R 0 5796 6 -R 0 5797 6 -R 0 5798 6 -R 0 5799 6 -R 0 5800 6 -R 0 5801 6 -R 0 5802 6 -R 0 5803 6 -R 0 5804 6 -R 0 5805 6 -R 0 5806 6 -R 0 5807 6 -R 0 5808 5 -R 0 5850 4 -R 0 5851 4 -R 0 5852 4 -R 0 5853 4 -R 0 5854 4 -R 0 5855 4 -D 0 5600 2 0 -M 1 5600 4 5605 -G 1 5619 1 -E 1 5600 1 16 -M 1 5600 4 5605 -G 1 5619 1 -E 1 5600 1 16 -M 1 5600 4 5605 -G 1 5619 1 -E 1 5600 1 16 -M 1 5600 4 5605 -G 1 5619 1 -E 1 5600 1 16 -D 0 5605 0 2 -D 0 5606 0 0 -D 0 5607 2 0 -D 0 5608 0 1 -M 1 5601 3 5609 -D 0 5609 0 1 -D 0 5610 0 1 -D 0 5610 2 1 -M 1 5602 1 5612 -G 1 5620 1 -E 1 5601 1 16 -D 0 5612 2 1 -D 0 5613 0 1 -D 0 5613 3 1 -D 0 5614 1 1 -D 0 5615 2 1 -M 1 5610 2 5616 -G 1 5606 1 -D 0 5616 2 1 -D 0 5617 1 1 -M 1 5603 3 5618 -E 1 5602 1 16 -M 1 5603 3 5618 -E 1 5602 1 16 -M 1 5603 3 5618 -E 1 5602 1 16 -D 0 5618 0 1 -D 0 5618 3 1 -M 1 5604 1 5619 -G 1 5604 1 -E 1 5603 1 16 -D 0 5619 2 1 -D 0 5623 0 1 -D 0 5623 1 1 -D 0 5625 0 1 -D 0 5625 3 1 -D 0 5626 1 1 -M 1 5606 3 5627 -M 1 5606 3 5627 -M 1 5606 3 5627 -D 0 5627 3 1 -M 1 5605 1 5628 -E 1 5605 1 16 -D 0 5628 2 1 -D 0 5629 3 1 -M 1 5610 2 5633 -G 1 5606 1 -D 0 5633 1 1 -D 0 5634 2 1 -D 0 5635 2 1 -M 1 5607 1 5637 -D 0 5637 0 1 -D 0 5637 1 1 -M 1 5608 1 5638 -E 1 5607 1 16 -D 0 5638 3 1 -D 0 5639 3 1 -D 0 5642 1 1 -D 0 5643 0 1 -M 1 5625 5 5644 -E 1 5631 1 16 -D 0 5644 2 1 -D 0 5645 1 2 -M 1 5625 5 5646 -E 1 5631 1 16 -M 1 5625 5 5646 -E 1 5631 1 16 -M 1 5625 5 5648 -E 1 5631 1 16 -D 0 5649 3 2 -M 1 5601 3 5650 -M 1 5627 1 5653 -M 1 5626 1 5658 -E 1 5628 1 3 -E 1 5630 1 16 -M 1 5625 5 5660 -E 1 5631 1 16 -M 1 5609 1 5663 -M 1 5613 1 5669 -E 1 5609 1 3 -M 1 5614 10 5671 -M 1 5614 10 5673 -M 1 5614 10 5676 -G 1 5610 1 -M 1 5614 10 5678 -G 1 5610 1 -M 1 5614 10 5680 -M 1 5601 3 5681 -M 1 5615 1 5687 -E 1 5611 1 16 -O 1 5634 1 5687 -M 1 5614 10 5690 -G 1 5610 1 -M 1 5614 10 5692 -M 1 5614 10 5693 -M 1 5614 10 5694 -G 1 5610 1 -T 5 6 6 5703 -D 0 5708 2 1 -D 0 5709 0 1 -D 0 5710 0 1 -D 0 5710 1 1 -D 0 5711 1 1 -D 0 5711 3 0 -D 0 5712 1 1 -D 0 5713 1 1 -D 0 5713 2 1 -D 0 5714 0 1 -M 1 5617 1 5715 -E 1 5842 1 10 -E 1 5616 1 5 -E 1 5613 1 16 -D 0 5715 2 1 -M 1 5611 1 5716 -D 0 5716 1 0 -M 1 5629 3 5717 -G 1 5636 1 -M 1 5629 3 5717 -G 1 5636 1 -M 1 5629 3 5717 -G 1 5636 1 -D 0 5717 0 1 -D 0 5717 3 2 -M 1 5630 1 5718 -G 1 5837 1 -D 0 5718 1 2 -D 0 5719 2 1 -D 0 5721 1 1 -D 0 5722 0 0 -D 0 5723 2 0 -D 0 5724 3 0 -D 0 5725 2 0 -M 1 5618 1 5727 -D 0 5729 1 1 -D 0 5734 1 1 -D 0 5735 3 1 -D 0 5737 2 1 -D 0 5741 3 1 -M 1 5623 1 5744 -M 1 5628 1 5747 -G 1 5624 1 -G 1 5623 1 -G 1 5622 1 -G 1 5751 1 -G 1 5750 1 -D 0 5747 0 1 -D 0 5747 1 1 -D 0 5748 3 1 -M 1 5616 1 5749 -E 1 5845 1 6 -E 1 5616 1 5 -E 1 5614 1 16 -D 0 5749 2 1 -D 0 5749 3 1 -D 0 5750 0 1 -M 1 5624 1 5751 -D 0 5751 1 1 -D 0 5779 2 1 -D 0 5780 1 1 -M 1 5620 1 5792 -G 1 5839 1 -O 1 5635 1 5808 -D 0 5809 0 1 -D 0 5810 2 1 -D 0 5811 0 2 -D 0 5811 1 2 -D 0 5811 3 2 -M 1 5619 1 5813 -O 1 5632 1 5813 -D 0 5813 3 2 -M 1 5621 1 5814 -E 1 5621 1 16 -D 0 5814 1 2 -M 1 5636 1 5820 -D 0 5824 3 0 -D 0 5825 3 0 -D 0 5826 3 0 -M 1 5614 10 5850 -G 1 5610 1 -M 1 5622 1 5812 -E 1 5651 1 12 -E 1 5776 1 19 -E 1 5618 1 16 -E 1 5775 1 0 -O 1 22 1 5812 -D 0 5812 2 0 -S - - -#SHOPS - 5623 0 0 0 0 0 120 90 0 23 ; Dracolich -0 - - -#REPAIRS - 5624 5 9 15 100 1 0 23 ; The prisoner Robert -0 - - -#SPECIALS -M 5601 spec_poison -M 5602 spec_cast_mage -M 5606 spec_breath_fire -M 5609 spec_poison -M 5611 spec_breath_fire -M 5612 spec_cast_mage -M 5613 spec_breath_any -M 5614 spec_breath_gas -M 5615 spec_cast_mage -M 5616 spec_breath_any -M 5617 spec_cast_mage -M 5618 spec_breath_gas -M 5619 spec_breath_any -M 5620 spec_breath_any -M 5621 spec_breath_any -M 5623 spec_breath_any -M 5625 spec_cast_cleric -M 5626 spec_cast_cleric -M 5627 spec_breath_any -M 5629 spec_cast_mage -M 5630 spec_breath_any -M 5631 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/dream.are b/data/realm/areas_smaug1.4a/dream.are deleted file mode 100644 index 986e38f..0000000 --- a/data/realm/areas_smaug1.4a/dream.are +++ /dev/null @@ -1,1323 +0,0 @@ -#AREA Machine Dreams~ - -#VERSION 1 - -#AUTHOR Furey~ - -#RANGES -1 5 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8600 -keeper~ -the keeper~ -The keeper of the Morris equipment is here. -~ -Her job is to set the level for this equipment. -~ -1 0 1000 S -8 1 -1 1d1+999 4d6+3 -100 100 -112 112 2 -#0 - - -#OBJECTS -#8600 -bells~ -morris bells~ -A set of leggings with a dozen brass bells sewn on has been left here.~ -~ -9 0 1 -3 0 0 0 -5 100 100 -E -bells morris~ -These are a set of sturdy leather leggings with small brass bells sewn on. -They look like the leggings worn by Morris dancers. There is a motto tooled -into the leather. -~ -E -motto~ -'Time on the ground is time wasted.' -~ -#8601 -handkerchief hankie kerchief~ -a morris handkerchief~ -A white handkerchief is here.~ -~ -9 0 1 -3 0 0 0 -5 100 100 -E -handkerchief hankie kerchief~ -This is a fine linen handkerchief used for ritual Morris dances. -~ -#8602 -sash~ -a morris sash~ -A white sash is here.~ -~ -9 0 1 -3 0 0 0 -5 100 100 -E -sash~ -This is a fine linen sash used for ritual Morris dances. -~ -#8603 -staff~ -a morris staff~ -A short, stout staff made of polished wood is here.~ -~ -4 0 1 -10 4 4 -1 -5 10000 10000 -'protection' -E -stick staff~ -Made from the wood of a Yule Tree, this staff is about one meter long and -highly polished. It looks more like a ritual device than a weapon. -~ -#0 - - -#ROOMS -#8600 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -S -#8601 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8604 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -S -#8602 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -S -#8603 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8604 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -S -#8604 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 4 0 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -D5 -You see an abandoned warehouse. -~ -~ -0 0 3050 -S -#8605 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8604 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -S -#8606 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -S -#8607 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8604 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -S -#8608 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -S -#8610 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -S -#8611 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see the Road to Newfane. -~ -~ -0 0 8630 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -S -#8612 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -S -#8613 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -D3 -You see a road by a pond. -~ -~ -0 0 8636 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -S -#8614 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8604 -S -#8615 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -D1 -You see a large dance hall. -~ -~ -0 0 8632 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -S -#8616 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -S -#8617 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -D2 -You see a small hall. -~ -~ -0 0 8634 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -S -#8618 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -S -#8620 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8600 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8610 -S -#8621 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8601 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -S -#8622 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8602 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8612 -S -#8623 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8603 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -S -#8624 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -D4 -You see a mountain ridge against the sky. -~ -~ -0 0 8638 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8614 -S -#8625 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8605 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -S -#8626 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8623 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8620 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8606 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8616 -S -#8627 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8628 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8621 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8607 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -S -#8628 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 8192 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8625 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8626 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8622 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8627 -D4 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8608 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8618 -S -#8630 -Road to Newfane~ -You are on a gently curving north-south road. On your east side a youthful -river sparkles blue and rushes in the sunlight. On the west, green leaves and -green ferns burst against the rich brown earth. You feel the heat of your -healthy muscles as you travel swiftly down the well-paved road. -You may recall now if you like. -~ -0 0 2 -D0 -You see a village square. -~ -~ -0 0 8631 -D2 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8611 -S -#8631 -Newfane Village Square~ -You are on the lawn of the village square of Newfane, resting against an oak -after your vigorous journey. The late spring breeze feels warm and sensuous -on your body. An Ale is in progress: you spy more than a dozen fiddlers and -hundreds of Morris Dancers dressed in white cotton and wearing colorful hats -and bells. -~ -0 0 2 -D2 -You see the Road to Newfane. -~ -~ -0 0 8630 -S -#8632 -A Large Dance Hall~ -You are inside a large dance hall with a very polished, very slippery wooden -floor. You see three long lines of dancers, alternating men and women, in -some sort of progressive country dance. Two fiddlers, a flautist, and a -harpsichord player provide the music. You hear scattered screams of joy -from the dancers. -You may recall now if you like. -~ -0 0 2 -D3 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8615 -E -dancer dancers~ -The dancers have been here all night and intend to dance until dawn. -~ -S -#8634 -A Small Hall~ -You are inside a small hall with a rough wooden floor. You see dozens of -people in the hall chasing one poor man who is yelling at the top of -his lungs. Wait a minute. These people are all holding hands and smiling! -The man in front is leading them in a spiral! They're DANCING! And you -thought people didn't dance like this any more! -You may recall now if you like. -~ -0 0 2 -D0 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8617 -S -#8636 -Road by a Pond~ -You are passing by a large pond, almost a small lake. You notice a small -wooden shack by the side of the road. -You may recall now if you like. -~ -0 0 2 -D1 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8613 -D3 -You see a wooden church set back among the trees. -~ -~ -0 0 8637 -E -shack~ -The shack looks hand-made by an amateur. -~ -S -#8637 -An Old Wooden Church~ -As you enter the hall, you see the largest crowd of people you've ever seen in -your life. They're also the noisiest crowd you've ever heard, and as they -press around you, the SWEATIEST crowd you've ever felt! At the front of the -hall, a group of musicians are playing 'Chorus Jig'. -~ -0 0 2 -D1 -You see a road by a pond. -~ -~ -0 0 8636 -S -#8638 -Mountain Road~ -You are following a road at the top of a mountain ridge with sky all around -you. Distant valleys are spread out below you on both sides. There are -many horsemen and horsewomen on this road, riding hell-for-leather out of -sheer exhilaration. You wish you had a horse! -You may recall now if you like. -~ -0 0 2 -D4 -You see several acres of thickly planted, very young Yule Trees. -~ -~ -0 0 8639 -D5 -You see machine dreams and taste violet phosphor. -~ -~ -0 0 8624 -S -#8639 -Yule Tree Farm~ -This is the Yule Tree Farm at the top of Mountain Road. All around you, -young Yule Trees saturate your senses with dark green needles and pine -essence. -~ -0 0 2 -D5 -You see a mountain ridge against the sky. -~ -~ -0 0 8638 -S -#8699 -The Void~ -You are suspended in cool electric space above a translucent plain. You feel -synesthesia invading your nerves and reshuffling your senses. The sky is the -same obsidian color as the ground and you can't find a horizon. -~ -0 2048 2 -S -#0 - - -#RESETS -R 0 8600 6 -R 0 8601 6 -R 0 8602 6 -R 0 8603 6 -R 0 8604 6 -R 0 8605 6 -R 0 8606 6 -R 0 8607 6 -R 0 8608 6 -R 0 8610 6 -R 0 8611 6 -R 0 8612 6 -R 0 8613 6 -R 0 8614 6 -R 0 8615 6 -R 0 8616 6 -R 0 8617 6 -R 0 8618 6 -R 0 8620 6 -R 0 8621 6 -R 0 8622 6 -R 0 8623 6 -R 0 8624 6 -R 0 8625 6 -R 0 8626 6 -R 0 8627 6 -R 0 8628 6 -O 0 8600 80 8631 -O 0 8601 80 8632 -O 0 8601 80 8634 -O 0 8602 80 8637 -O 0 8603 4 8639 -M 0 8600 1 8699 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/dregoria.are b/data/realm/areas_smaug1.4a/dregoria.are deleted file mode 100644 index 63f7fa5..0000000 --- a/data/realm/areas_smaug1.4a/dregoria.are +++ /dev/null @@ -1,5991 +0,0 @@ -#AREA Dregoria~ - - - -#VERSION 1 -#AUTHOR Uriel~ - -#RANGES -40 65 40 65 -$ - -#RESETMSG A cold wind brings the stench of death to your nose.~ - -#FLAGS -4 - -#ECONOMY 0 28770260 - -#CLIMATE 2 2 2 - -#MOBILES -#20000 -A Vengeful Shadow~ -A Vengeful Shadow~ -A shadowy figure floats here -~ -The shadows which surround the forest seem to meld into a spirit of -vengance, which manifests itself in pure darkness. Despite the lack -of distinguishing features, this mournful creature chills your heart. -~ -33 0 -1000 C -35 0 -200 3000d1+0 1d1+0 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -70 65 0 0 0 0 0 0 -#20001 -Arialla~ -Arialla~ -A mournful banshee floats here -~ -As you look upon the enraged spirit of this once beautiful woman, -you almost feel pity for her. Every wound she suffered in her death -seems to pain her into undeath. Her ghostly form is woeful indeed. -~ -131105 4194432 -1000 C -50 0 0 10000d1+1 1d1+100 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 65 67 0 0 0 1107689472 258 -> fight_prog 15~ -scream -say You FOOLS! -c necro $n -c 'black lightning' $n -~ -> greet_prog 100~ -say Oh, wonderful! Visitors! -grin -say It has been so long since I have tasted the souls of the living... -cackle -~ -> fight_prog 10~ -mpecho _red Arialla utters a mournful wail which tears your soul... (500) dmg -mpdamage $n 500 -~ -| -#20002 -The Dark Heart of the Forest~ -The Dark Heart of the Forest~ -A malevolant entity of pure hate floats here. -~ -~ -131105 4194432 -1000 C -55 0 0 20000d1+0 20d6+150 -0 0 -108 108 0 -13 13 13 20 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 50 0 8304 0 0 0 0 -> greet_prog 100~ -growl -say Blood, blood I seek -say Blood, blood so sweet. -say Your, your blood I hate. -say Your, your blood I take! -~ -> rand_prog 20~ -scream -say DIE!!!! -say I hunger! -c necro $n -~ -> hitprcnt_prog 20~ -say NOOOO!!!!! -say I cannot be slain!!! -~ -> fight_prog 10~ -say Feel my wrath! -mpforce $n scream -mea $n _red Chaos and hate course through you, tearing your soul. (600) dmg! -mer $n $n's body wracks as chaotic and hateful energies assail $m (600) dmg! -mpdamage $n 600 -cackle -~ -> fight_prog 5~ -say Oh, the hunger! -c necro $n -c necro $n -c necro $n -grin -~ -> death_prog 100~ -scream -if rand(30) - say NOOOOOO!!!!! - mpecho The malevolant spirit coalesces into an Essence of pure darkness - mpoload 20002 50 -else - say NOOOOOOOOOOO!!!!!! - say It cannot be!!! - mpecho The malevolant spirit explodes in a massive brilliance which - mpecho assaults you with destructive energies! (1000) dmg! - mpdamage $n 1000 -endif -~ -> fight_prog 15~ -say Oh, the hunger! -c necro $n -c necro $n -c necro $n -grin -~ -| -#20003 -Lieutenant Averan~ -Lieutenant Averan~ -A beautiful veteran soldier stands alert here. -~ -~ -131073 4194432 1000 C -50 0 0 20000d1+0 3d1+50 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 65 0 0 0 0 0 0 -> greet_prog 100~ -peer $n -say Welcome, strangers, to the village of Dregoria. -smile -say I am Lieutenant Averan, and I run the Guard. -say I don't put up with troublemakers, and I will kill you if thats -say your intent. -hmm -say After such a long journey, you should sit down, and relax a bit. -~ -> speech_prog "I wish to slay Aza'Thall"~ -eye -say Do you understand the weight of what you say? -nod -say Yes, I beleive you do. - -say All I can tell you is that Aza'Thall has made his lair under -say The Great Spire of Blacktalon. -shudder -say If you slay him, you will have done Dregoria a service that will - -say live in the annuls of history. -smile -say Bring his weapon as proof, of his death. -~ -> act_prog p sits~ -say Yes, you should sit for a while. -peer -say On your way through Bleak Forest, did you see any signs of an army? -say We've been at war with Aza'Thall for almost a year now. -say His minions are strong, and numerous. -frown -say I fear it will not be long before his forces break the Guard. -say It would take a strong and brave soul to slay Aza'Thall. -~ -> fight_prog 30~ -say How dare you challenge the GUARD! -mea $n _red Lieutenant Averan impales you with her mighty halberd! (500) dmg! -mer $n Lieutenant Averan impales $n with her mighty halberd! (500) dmg! -mpdamage $n 500 -~ -> act_prog p gives you The Hammer of Fury.~ -blink -say You... -say You have done it... -smile -y $n has slain Aza'Thall! Rejoyce! -say Your valor should be rewarded... -mpoload 20029 -take cape -give cape $n -say Please, take this as a gift, you are a true hero. -smile -mpjunk hammer -~ -| -#20004 -Chrys~ -Chrys~ -A beautiful woman hides in the corner of the room. -~ -~ -1 4259968 0 S -50 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -> act_prog p gives you a woven scarf.~ -if ovnuminv(20013) == 1 -eye $n -say My mother... -say I pray she is well... -shake -say I cannot worry about here now, my job is far too critical... -say I have found a way to seal the Realm of Aza'Thall from this world... -sigh -say But, I cannot defeat Aza'Thall. -say If only I had his heart, I could seal the rift that allows him entrance -say to this world. -else -say Yes, I know my mother loves me... -mpjunk scarf -endif -~ -> act_prog p gives you the heart of Aza'Thall.~ -if ovnuminv(20013) == 1 -if isgood($n) -gasp -say Hero of Light! You have done the whole world a service of great -say legend! -shake -say I cannot think how to repay you... -say I can only pray. -mpe _blu Chrys kneels down and expresses a devout prayer to the gods of light. -mpe _blu The ground rumbles and and a bolt of fire falls from the sky! -mpoload 20010 -endif -if isneutral($n) -gasp -say Warrior of Balance... -say You have restored Dregoria to its normality. -smile -say My gratitude is beyone expression -mpe _blu Chrys kneels and offers a prayer to the gods of fate. -mpe _blu The Gods of Fate answer Chrys's prayer, something coalesces from air! -mpoload 20011 -endif -if isevil($n) -eye -say Warrior of Darkness... -say I thank you, but I do not like you. -mpe _red Without warning, the ground cracks and fires from hell emerge! -mpoload 20012 -endif -mpjunk scarf -mpjunk heart -drop all -endif -~ -| -#20005 -Dregoria Guard~ -A Dregorian Guard~ -A hardened soldier stands alert here. -~ -~ -1 0 0 C -50 0 0 8000d1+0 5d10+12 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -30 30 1735 0 0 0 0 0 -#20006 -Mayor Delin~ -Mayor Delin~ -A opulent man wearing fine silks sits here. -~ -~ -1 4194304 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -> greet_prog 100~ -emote looks up from a book, with an open look of suprise. -cough -say Excuse me, we haven't many visitors in these parts. -smile -say I am Mayor Delin, and I am the Mayor of Dregoria. -say I run Dregoria under the watchful eye of Lord Aaron. -frown -say Lord Aaron hasn't come from his manor in days, I do worry about him. -chuckle -say But he is a busy man nonetheless. I am sure he is working on some -say project or something. -smile -say But, enough of that, welcome to Dregoria, make yourself at home. -~ -> speech_prog Aaron~ -emote strokes his chin pensivley. -say Well, Lord Aaron is an enigmatic man indeed. -say With the war and all, he hasn't been seen much. -chuckle -say He's probably been leading his personal guard against Aza'Thall -salute -say Lord Aaron will se us to victory! He will indeed. -smile -say I am sure he would enjoy meeting new visitors, perahps you should -say go to his manor. Here... -mpoload 20015 -take key -say This will allow you in the manor. -smile -give key $n -~ -| -#20007 -Eria Koras~ -Eria Koras~ -An elderly woman sits here, weeping. -~ -~ -1 4194304 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -> rand_prog 40~ -cry -~ -> rand_prog 20~ -weep -~ -> rand_prog 75~ -sniff -~ -> rand_prog 100~ -sigh -~ -> greet_prog 100~ -weep -~ -> act_prog p comforts you.~ -if ovnumhere(20013) >= 1 -say Thank you -else -hug 0.$n -say Thank you, so few people care now. -sigh -say My daughter wandered off into the forest... -sniff -say If you see her, would you please give her this...? -mpoload 20013 -take scarf -give scarf 0.$n -smile -endif -~ -| -#20008 -Nor Baalon~ -Nor Baalon~ -A wounded soldier lays here. -~ -~ -1 4194304 0 S -50 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -> greet_prog 100~ -moan -say NURSE! I need water! -emote looks up at you, startled. -say Oh my, visitors... -blush -say My apologies, I would stand to greet you, but I have taken a grave wound. -sigh -say Damn Aza'Thall and his minions! -groan -~ -> act_prog p traces a ring through the air, the flow of a mystical spring emerges.~ -blink -drink spring -say Thank you kind soul. -smile $n -say For your kindness, I shall tell you a secret. -peer -say I once saw this magical clay, it would change into all sorts of things. -say I think I know how to make it... -say I will need a Ring of Mourning, Blood-stained Gauntlets, Leather boots -say from Tyr, and a kiln to fire the clay. Bring me these things, and I -say shall make it for you. -~ -> act_prog p gives you~ -nod -if ovnuminv(8334) >= 1 -if ovnuminv(20001) >= 1 -if ovnuminv(8627) >= 1 -if ovnuminv(32636) >= 1 -blink -say These are what I need! -say I shall make the magical clay. -mpe _blu The old soldier fires up the kiln and begins working, the energies -mpe _blu from the gathered items sparkling. -say LOOK OUT! -mpe _ora With a loud roar, the kiln explodes, destroying the gathered items. -mpoload 20060 40 -drop clay -mpjunk kiln -mpjunk boots -mpjunk gau -mpjunk ring -endif -endif -endif -endif -~ -| -#20009 -Madim Krom~ -Madim Krom~ -An ancient sage sits here, lost in thought. -~ -~ -1 4194432 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 1 -> greet_prog 100~ -emote looks up, startled at your presence. -say Hello, hello visitors, what brings you to a place so vile as Dregoria? -frown -say If you wish to leave, say home, and I will send you home. -say Or, if you wish to hear of Dregoria, sit, and I will tell my tale. -~ -> speech_prog home~ -nod -say Very well, I shall take you home. -mptransfer 0.$n 8105 -~ -> act_prog p sits~ -say Yes, yes, gather around, and hear my tale. -sigh -say It all began years ago, when a man named Lord Aaron Dregoria was -say appointed to rule this area by a long forgotten king. This area -say had no real name, but was soon called the Dregos Mountains after -say Lord Aaron. Aaron was a kind and just ruler, but not only that, he -say was a powerful Magi. He enjoyed the solitude of his rule for the -say very reason that he could research his art. But, Aaron was a man, -say and time takes its toll on the mortal frame, and Aaron aged, grew -say feeble and weak. Aaron began to seek ways to cheat death, and in a -say stroke of madness, turned to the dark arts of Necromancy. Aaron -say soon uncovered an ancient rite, which created a potion that would -say bear a gruesome state of undeath upon the imbider. And thus, Aaron -say Dregoria became a lich, the dark ruler of the Dregos Mountains. But -say Aaron's exploits were unfinished, and his experimentation in the dark -say arts continued fervently. And, as fate would have it, Aaron found a -say young gold dragon named Kronia Gulga. Aaron befriended the dragon -say under the guise of illusion, and continued for many decades. Yet, one -say day, an experiment went awry, leaving the dragon mortally wounded. -say Aaron hastily created another potion, of the type he had already imbided -say years hence, and fed it to the dying dragon, curious to see the effect -say of the dark brew upon the dragon. The dragon writhed and died, its flesh -say flaying from its bones. And thus, Blacktalon was born. Filled with rage -say and self-awareness of its undeath, Blacktalon began a war upon Aaron -say which is still on going today, a lich and a dracolich locked in -say eternal hatred. -sigh -say That is my tale. -~ -| -#20010 -Aaron Dregoria~ -Aaron Dregoria~ -A young man wearing fine robes sits, reading a tome. -~ -~ -1 373817472 0 C -55 0 -300 20000d1+0 0d0+0 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 0 -0 0 207 0 2097408 0 536936449 524291 -> fight_prog 25~ -say INFIDELS! -say You will die at my hands! -c 'black lightning' $n -c 'black lightning' $n -c 'black lightning' $n -laugh -~ -> fight_prog 15~ -say Petty fool, I control the energies of life and death! -mea $n _red You feel your life energies be ripped from your body! (300) dmg! -mer $n _red $n recoils in pain as $e life energies are stolen! (300) dmg! -mpforce $n say HELP ME! -mprestore self 300 -mpdamage $n 300 -~ -> fight_prog 15~ -say You weaklings... discover the power of true magic! -mpecho _blu Aaron Dregoria utters the words, 'Hjib kobrdkeny' -mpecho _blu A blinding stroke of lightning flows from Aaron's hands! -mea $n _red Aaron's chain lightning strikes you! (800) dmg! -mer $n _red $n is stuck by Aaron's chain lightning! -mpdamage $n 800 -mea $r _red Aaron's chain lightning strikes you! (400) dmg! -mer $r _red $r is stuck by Aaron's chain lightning! -mpdamage $r 400 -mea $r _red Aaron's chain lightning strikes you! (200) dmg! -mer $r _red $r is stuck by Aaron's chain lightning! - mpdamage $r 200 -mea $r _red Aaron's chain lightning strikes you! (100) dmg! -mer $r _red $r is stuck by Aaron's chain lightning! - mpdamage $r 100 -~ -> fight_prog 15~ -if isgood($n) -say Warrior of light... experience pain beyond pain... -mea $n _red A mighty bolt of force strikes you! -mer $n _red A mighty bolt of force strikes $n! -mpforce $n remove all -c necro $n -c necro $n -c necro $n -else -if isneutral($n) -say Guardian of balance... taunt death no longer! -mea $n _red A great pillar of black fire erupts around you! -mer $n _red A great pillar of black fire erupts around $n! -mpdamage $n 150 -mpdamage $n 150 -mpdamage $n 150 -mpdamage $n 150 -else -if isevil($n) -say Follower of Darkness... betray not your master! -mpdamage $n 700 -endif -endif -endif -~ -> all_greet_prog 100~ -emote looks up from the tome that has his attention. -say Well, it seems the Mayor is worried about me again. -shake -say You realize, you are trespassing? -emote stands and gathers his robes -say You must pay a fine, to atone for this crime, unless... -grin -say Unless you will do a service for me? -tap -say Well, will you serve me? -~ -> speech_prog 'I will serve'~ -smile -say Good, good. I am glad we arrived at this. -chuckle -say I need you to perform a simple service. I need you to infiltrate -say the Spire of Blacktalon and destroy the fell beast. -grin -say Return to me the Phylactery of Life, and I will reward you, greatly... -say Fail, and die by my hands. -~ -> act_prog p gives you The Phylactery of Life.~ -laugh -say So, it is true, you have slain my mortal foe! -cackle -say Yes, I should reward you, should I not? -grin -mpoload 20051 -mpe _blu Aaron utters an incantation, and reaches into another dimension! -mpe _blu Aaron retreives a mighty looking gem from the shimmering portal! -give dimen $n -say Now, leave Dregoria, your work here is done. -mpjunk phylactery -~ -| -#20011 -matrim oria dregoria woman~ -Matrim Oria Dregoria~ -A beautiful woman with pale flesh stands here. -~ -~ -1073741857 272629888 0 C -50 0 0 12000d1+0 20d8+175 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 15 0 0 0 1073758208 3 -> fight_prog 20~ -scream -say You do not know my PAIN! -mpe _lbl Shards of freezing ice fly from Matrim Oria's fingers! -mea $n You are struck by shards of freezing ice! (400) dmg! -mer $n $n is struck by shards of freezing ice! (400) dmg! -mpdamage $n 400 -~ -> death_prog 100~ -emote screams, her final death enveloping her... -mpe Her body pulses breifly, the energies of her life forming two -mpe small crystals... -mpoload 20031 -mpjunk bones -~ -| -#20012 -servant elemental~ -An invisible servant~ -An invisible force hovers here -~ -~ -1073741825 65538 0 S -10 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#20013 -chaos troll~ -A Chaos Troll~ -A black, snarling beast lumbers here. -~ -~ -131105 128 -1000 C -45 0 0 9000d1+0 20d6+40 -0 0 -108 108 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -85 65 37 96 16 129 131843 2 -> fight_prog 100~ -mpecho You watch in horror as the Troll's wounds close! -mprestore self 150 -~ -| -#20014 -chaos spawn~ -A Chaos Spawn~ -A mass of shifting flesh, claws and tentacles writhes here. -~ -~ -35 4194432 0 C -48 0 0 15000d1+0 8d12+200 -0 0 -108 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 10 -85 0 0 0 2097152 0 0 0 -> fight_prog 15~ -mea $n _red The Chaos Spawn lashes at you with all its pseudopods! -mer $n _red The Chaos Spawn lashes at $n with all its pseudopods! -mpdamage $n 500 -~ -> death_prog 30~ -mpecho With a mighty gout of blood, the Chaos Spawn explodes! -mpecho Chaos Trolls beging to form from the blood of the spawn! -mpmload 20013 -mpmload 20013 -~ -| -#20015 -Armanties demon~ -Armanties~ -A huge warrior-demon snarls at you. -~ -~ -33 4194432 -1000 C -50 0 0 10000d1+0 10d20+100 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 0 0 -85 65 0 0 2097152 0 640 524291 -> fight_prog 100~ -wield spear -snarl -if rand(20) -mea $n _red Armanties impales you with his spear! (300) dmg! -mer $n _red Armanties impales $n with his spear! (300) dmg! -mpdamage $n 300 -endif -~ -> hitprcnt_prog 20~ -if rand(10) -mpecho _red Armanties's blood spills and begins to writhe, forming a troll! -mpmload 20013 -endif -~ -| -#20016 -aza'thall demon warlord~ -Aza'Thall~ -A hulking demon of immense proportions stands here. -~ -~ -35 105382016 0 C -55 0 0 25000d1+0 0d0+0 -0 0 -108 108 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 0 0 2097520 0 0 8579 3 -> all_greet_prog 100~ -sneer -say Foolish mortals... -say You dare disturb me? -laugh -say Prepare to die! -~ -> death_prog 100~ -if rand(5) -mpe As the Warlord dies, his eyes seek salvation... -y Father! What have I done!? -mpoload 20006 50 -endif -if rand(5) -mpe The Warlord screams his last breath, and dies. -mpe As his soul leaves his body, an eerie calm washes over you. -mpoload 20008 50 -endif -if rand(5) -mpe Thrashing, the Warlord crumples to the ground... -y I will see you in HELL! -mpoload 20007 50 -endif -if rand(30) -mpoload 20030 -emote sputters as his heart is exposed... -endif -~ -> fight_prog 10~ -mea $n Aza'Thall motions with his hand, and the floor swallows you! -mer $n Aza'Thall motions with his hand, and the floor swallows $n! -if rand(30) -mptrans $n 20126 -else -if rand(30) -mptrans $n 20138 -else -if rand(30) -mptrans $n 20139 -else -mptrans $n 20140 -endif -endif -endif -~ -> fight_prog 20~ -mpe _red Aza'Thall screams, entering a beserk rage! -mea $n _red Aza'Thall brings his hammer into your skull! -mer $n _red Aza'Thall brings his hammer into $n's skull! -mpdamage $n 500 -bash $n -bash $r -stun $n -stun $r -disarm -~ -> fight_prog 20~ -mpe _ora Aza'Thall slams the Hammer of Fury into the ground! -c earthquake -mpe _ora A raging ball of flame engulfs the room! -mea $n _red You are burnt by the raging fire! -mea $r _red You are burnt by the raging fire! -mpdamage $n 300 -mpdamage $n 300 -mpdamage $r 300 -mpdamage $r 300 -~ -> fight_prog 5~ -sneer -mpe Aza'Thall summons minions from his own blood! -mpmload 20013 -~ -> act_prog p flees head over heels!~ -y Fools! Do not flee me! -c life -c life -c life -c summon $n -~ -| -#20017 -caliguis demon~ -Caliguis~ -A mismatched tower of rotting flesh stands here. -~ -~ -131105 136 0 C -45 0 0 11000d1+0 8d8+75 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 0 -85 0 0 0 0 0 131073 3 -#20018 -flame fire salamander~ -A Salamander~ -An amphibious looking humanoid stands here. -~ -~ -131105 33554432 0 C -40 0 0 5000d1+0 9d8+50 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 65603 0 0 0 8709 3 -#20019 -shadow darkenbeast~ -The Darkenbeast~ -A creature formed of pure darkness floats here -~ -~ -131107 4718720 -1000 C -50 0 0 15000d1+0 20d10+175 -0 0 -108 108 0 -13 13 13 20 13 13 13 -0 0 0 0 0 -56 3 0 0 1851880007 1851880007 3 -85 0 0 0 0 0 131073 3 -> death_prog 100~ -mpe The Darkenbeast dissapates, its form slowly disintegrating... -mpe A small fraction of the Beast is left behind... -mpoload 20050 -~ -> fight_prog 20~ -mpe The Darkenbeast focuses its life draining energies! -c nec $n -c nec $n -c nec $n -c nec $r -c nec $r -~ -> fight_prog 10~ -mea $n _red The Darkenbeast assails you with a torrent of rapid strikes! -mer $n _red The Darkenbeast assails $n with a torrent of rapid strikes! -mpdamage $n 250 -~ -| -#20020 -blood elemental~ -A blood elemental~ -An elemental of blood oozes here -~ -~ -33 128 -1000 C -45 0 0 7000d1+0 3d100+150 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -85 0 0 0 0 0 384 2 -#20021 -Aver Cerin man~ -Aver Cerin~ -A hardy man with snow white hair sits here -~ -~ -1 4194304 0 S -50 0 0 0d0+0 0d0+0 -0 0 -108 108 1 -> act_prog p gives you a wisp of darkness.~ -blink -say Oh, wonderful! You found something I can use! -mpe _blu Mutters an incanation over the wisp and a suit of armor... -mpe _blu The wisp and the armor merge! -say Yes, it worked! -mpoload 20032 -mpjunk wisp -give armor $n -say Take this, as a gift. -smile -~ -> all_greet_prog 100~ -smile -say Hullo! -say Welcome to my humble home! -emote stands to greet you, but trips and falls on his ass! -blush -say Well, perhaps I should just sit... -mutter -say Normally I would be busy, you know, but I cannot work on my experiment. -sigh -say Well, make yourself at home. -~ -> speech_prog experiment~ -smile -say Oh, it is a most wonderful idea, let me tell you! -beam -say I once saw this monster of pure darkness around the Black Spire. -say It made me wonder, if I could merge pure darkness with steel... -say I could make light and strong armor... -sigh -say But, I've not seen it ever again, if only I had a sample to work with. -shrug -say But, what good is moping? -chuckle -~ -| -#20022 -blacktalon ghost spirit~ -The Spirit of Blacktalon~ -A mournful spirit of a long dead dragon drifts here. -~ -~ -33 273154176 -1000 C -50 0 0 10000d1+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 112 0 147456 3 -> fight_prog 10~ -say You cannot take my soul! -c 'acid breath' $n -c 'fire breath' $n -c gas -c 'frost breath' $n -c 'lightning breath' $n -~ -> death_prog 100~ -mpe The spirit shrieks, and begins to fade away. -mpe As it dies, its ethereal body coalesces into a gem... -mpoload 20199 -drop phy -~ -| -#20023 -handmaiden~ -A Handmaiden~ -A Beautiful Handmaiden stands here -~ -~ -1140850689 4194304 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -> act_prog p kisses you.~ -if sex($n) == 1 -say Ohhh, Master... -else -if sex($n) == 2 -say Ohhh, Mistress... -endif -kneel $n -caress $n -endif -~ -> act_prog p whispers to you 'Serve me'~ -if sex($n) == 1 -say Yes Sir. -else -if sex($n) == 2 -say Yes Ma'am -endif -endif -kneel $n -realkiss $n -grope self -moan -~ -> act_prog p rests her head against your shoulder.~ -say Poor Mistress, you seem tense... -massage $n -embrace $n -~ -> act_prog p rests his head against your shoulder.~ -say Poor Master, you seem tense... -massage $n -jawline $n -~ -> speech_prog 'dance for me'~ -mpe _cya The Handmaiden dances an erotic dance, running her hands up her body -smile -grin -flash -if sex($n) == 1 -say I wish to please you, Master -if sex($n) == 2 -say I wish to please you, Mistress -endif -endif -~ -> rand_prog 2~ -if rand(20) -say You look tired... -massage $r -else -if rand(20) -say How may I serve you? -kneel $r -else -if rand(20) -say Oh, how I love you! -tkiss $r -else -if rand(20) -say Mmm, I wish to serve you... -wink $r -else -say I am yours to command... -endif -endif -endif -endif -~ -| -#20150 -blacktalon dragon dracolich~ -Blacktalon~ -A massive skeletal dragon stands here, glowering at you -~ -The fell beast is truly hideous, some one hundred and fifty feet in -length, a pure bleached skeleton of an ancient dragon. Its maw opens -wide enough to swallow a cow whole, and its claws are each like great -swords. This beast is a true horror of necromancy. -~ -3 373817472 -1000 C -55 0 -300 30000d1+0 30d12+225 -59070 0 -108 108 1 -20 20 20 25 20 3 13 -0 0 0 0 0 -31 0 0 0 1 1 6 -85 65 327681 73923 32 16 139265 1283 -> fight_prog 5~ -mpe _red Blacktalon rears back, and spews forth a stream of boiling blood! -mea $n _red You are engulfed in the stream of boiling blood! (800) dmg! -mpe _red The blood coalesces and comes to life! -mpdamage $n 800 -mpmload 20020 -~ -> all_greet_prog 100~ -roar -say You are fools, venturing into my lair... -chuckle -say I bet that Aaron sent you, did he not? -sneer -say I will give you one chance to save you from my wrath -evil -say Bring me Aaron's crown, his precious symbol of office. -say Do this, and you will leave rewarded. -~ -> act_prog p gives you Circlet of Rubies.~ -laugh -say Well done. You have set right a crime commited many years ago. -chuckle -say I guess I should reward you... -say I must have something laying around here... -mpe Blacktalon rustles around in its horde, finding a beautiful tunic. -say Yes, I have no use for this... -mpoload 20052 -take tunic -give tunic $n -say Now, that you have completed the task I set for you... -mptrans $n 8105 -mpat $n say You have allowed my soul to rest, brave soul, thank you. -mpjunk circlet -~ -> fight_prog 15~ -mpe _red The mighty dracolich lashes out with its claws! -mea $n _red You are struck by Blacktalon! (200) dmg! -mea $r _red You are struck by Blacktalon! (200) dmg! -mpdamage $n 200 -mpdamage $r 200 -~ -> fight_prog 20~ -roar -c qua $n -c qua $n -c qua $n -say I know the ways of magic as well! -~ -> death_prog 100~ -mpe The great beast falters, then drops dead! -mpe _whi The spirit of the fell beast arises from the skeletal frame! -mpmload 20022 -mpe _whi The spirit shoots up, to the top of the mountain, crashing -mpe _whi through the roof, causing a cave in! -mpdamage $n 100 -mptrans spirit 20165 -mpoload 20199 -un up -open up -mpjunk phylactery -~ -| -#0 - - -#OBJECTS -#20001 -Ring of Mourning~ -Ring of Mourning~ -A golden ring set with onyx lies here~ -~ -9 513 3 -! 15 15 0 0 0 0 0 0 0 0 0 0 -1 20000 2000 -A -13 30 -A -12 30 -A -25 -2 -A -18 3 -A -19 3 -A -56 68 -> wear_prog 100~ -mpforce $n cry -mer $n $n seems to age as $e wears the bleak ring. -mea $n You seem to age as you slide the ring on your finger. -~ -| -#20002 -Essence of Darkness~ -Essence of Darkness~ -An aura of negative light hovers here.~ -~ -9 2643 1025 192 -! 20 20 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 75 -A -12 75 -A -18 16 -A -19 16 -A -1 -1 -A -3 3 -A -23 -12 -A -24 -12 -A -26 65536 -A -17 -25 -> wear_prog 100~ -mer $n The purest darkness forms around $n. -mea $n The world around you grows dim as you become one with the darkness. -~ -| -#20003 -Averan's Halberd~ -Averan's Halberd~ -A well fashioned halbred lies here.~ -~ -5 1282 8193 -! 0 50 5 3 0 0 0 0 0 0 0 0 -7 20000 2000 -A -13 100 -A -18 12 -A -19 15 -A -17 -50 -#20004 -Guard's Helmet~ -Guard's Helm~ -A well crafted steel helm lies here.~ -~ -9 1024 17 -! 20 20 0 0 0 0 0 0 0 0 0 0 -5 10000 1000 -A -13 50 -A -17 -50 -A -18 10 -A -19 10 -#20005 -Guard's Plate~ -Guard's Plate~ -A beautiful breastplate of fine steel lays here.~ -~ -9 525312 9 128 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -17 -50 -A -18 10 -A -19 10 -A -13 50 -#20006 -Love~ -Love~ -The essence of warmth and love gathers before you.~ -~ -1 3137 1 -! 0 0 -1 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 50 -A -18 3 -A -19 3 -A -25 5 -A -26 16777216 -> wear_prog 100~ -mea $n _whi Feelings of warmth and serenity flow through you. -mer $n _whi A halo of beauty forms around $n. -~ -> damage_prog 100~ -mpoload 20006 -mpforce $n take Love -mpforce $n wear Love -~ -| -#20007 -Hate~ -Hate~ -Malice and hatred seem to gather here.~ -~ -1 2641 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 50 -A -18 3 -A -19 3 -A -25 -5 -A -26 4194304 -> wear_prog 100~ -mea $n _red Rage obscures your vision and you hunger for blood. -mer $n _red Flames erupt from $n as $e is consumed with undying hate. -~ -> damage_prog 100~ -mpoload 20007 -mpforce $n take Hate -mpforce $n wear Hate -~ -| -#20008 -Balance~ -Balance~ -The forces of life and death struggle for balance here.~ -~ -1 1601 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 50 -A -18 3 -A -19 3 -A -26 2 -> wear_prog 100~ -mea $n _cha The forces of the universe balance upon you. -mer $n _cha $n fades from reality as $e now controls the forces of the world -~ -> damage_prog 100~ -mpoload 20008 -mpforce $n take balance -mpforce $n wear balance -~ -| -#20009 -An ancient statue~ -An ancient statue~ -An ancient statue~ -~ -13 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -E -statue~ -The statue is carved from pure marble, and from the signs of wear, -it was carved a very long time ago. An inscription at the base reads: - - - Aaron Dregoria -~ -#20010 -The Fire of Heaven~ -The Fire of Heaven~ -An eternal flame of pure white burns here.~ -~ -5 3337 8193 -! 50 20 4 6 0 0 0 0 0 0 0 0 -1 0 0 -A -13 150 -A -25 5 -A -4 2 -A -56 88 -A -12 150 -A -19 21 -A -18 21 -A -29 2 -A -48 -10 -> get_prog 100~ -if isevil($n) -mer $n $n is schorched by divine fire! -mea $n You are burned by divine energies as you gather the fire! -mpdamage $n 600 -endif -if isneutral($n) -mer $n $n is schorched by divine fire! -mea $n You are burned by divine energies as you gather the fire! -mpdamage $n 600 -endif -~ -> wear_prog 100~ -if isevil($n) -mea $n _red Your body is consumed by divine fire! -mer $n _red $n is engulfed as divine fire consumes $e body! -mpforce $n scream -mpslay $n -endif -if isneutral($n) -mea $n _red Your body is consumed by divine fire! -mer $n _red $n is engulfed as divine fire consumes $e body! -mpforce $n scream -mpslay $n -endif -if isgood($n) -mea $n _whi As you encase your hand in the fire, you feel heaven protect you! -mer $n _whi $n is enshrouded in divine fire as $s form grows angelic. -endif -~ -| -#20011 -The Force of Balance~ -The Force of Balance~ -Shadows of black and white find perfection in balance here.~ -~ -5 1801 8193 -! 0 20 4 6 0 0 0 0 0 0 0 0 -1 0 0 -A -13 150 -A -12 150 -A -18 21 -A -19 21 -A -29 512 -A -48 -10 -> get_prog 100~ -if isevil($n) -mer $n $n is dichotomized by the balancing energies! -mea $n You are dichotomized by the energies of Balance! -mpdamage $n 600 -endif -if isgood($n) -mer $n $n is dichotomized by the balancing energies! -mea $n You are dichotomized by the energies of Balance! -endif -~ -> wear_prog 100~ -if isneutral($n) -mea $n Your body aligns with the center of the universe! -mer $n $n becomes one with the essence of creation! -endif -if isevil($n) -mea $n Your mind and soul are not balanced enough to wield this weapon! -mer $n $n begins to dematerialize! -mpslay $n -endif -if isgood($n) -mea $n Your mind and soul are not balanced enough to wield this weapon! -mer $n $n begins to dematerialize! -mpslay $n -endif -~ -| -#20012 -Hellfire~ -Hellfire~ -Black and red flames dance here, emmiting pure darkness.~ -~ -5 2585 8193 -! 0 20 4 6 0 0 0 0 0 0 0 0 -1 0 0 -A -13 150 -A -12 150 -A -18 20 -A -19 20 -A -25 -5 -A -1 3 -A -26 33554432 -A -27 1 -A -29 2 -A -48 -10 -> wear_prog 100~ -if isevil($n) -mea 0.$n _red You are enshrouded in dark fire as you tap into the fire of hell! -mer 0.$n _red $n is enveloped in the dark fire of hell! -else -mea 0.$n _red Your body is consumed by raging hellfire! -mer 0.$n _red $n burns to ash as $e body is consumeb by hellfire! -mpforce 0.$n scream -mpslay 0.$n -endif -~ -> get_prog 100~ -if isevil($n) -else -mea $n _red You are burnt by the fires of hell as you reach into the flame! -mer $n _red $n is burnt by the fires of hell as $e reaches into the flame! -mpdamage $n 600 -endif -~ -| -#20013 -A woven scarf~ -a woven scarf~ -A woven scarf lays here~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20014 -dumb~ -a newly created dumb~ -Some god dropped a newly created dumb here.~ -~ -13 1073741824 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> speech_prog test~ -if isimmort($n) -mpdamage 0.$n 1000 -mer 0.$n $n is fucked! -mea 0.$n You feel fucked! -endif -~ -> sac_prog 66~ -mea $n WOOOOOOOOOO -mpoload 20007 51 -drop hate -drop all -mpoload 25707 -mpoload 20007 -~ -| -#20015 -Manor Key~ -Manor Key~ -An old, steel key lays here~ -~ -18 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20016 -fireplace~ -An Ancient Fireplace~ -An Ancient Fireplace rests against the wall.~ -~ -15 0 0 -! 1000 0 0 24 0 0 0 0 0 0 0 0 -1 0 0 -#20017 -bones human~ -the charred remains of a human.~ -The charred remains of someone lies here.~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> get_prog 100~ -if sex($n) == 2 -if inroom($n) == 20083 -mea $n _red You feel something trying to enter your body... -mpforce $n scream -mer $n _red $n's body begins to shake violently... -mpforce $n say NOOOOO!!!! I AM $n! -mpforce $n drop bones -mer $n _red $n's body explodes, spraying blood and gore throughout thr room... -mer $n _red From the violence, a woman coalesces from nothingness... -mpmload 20011 -mpslay $n -mpforce matrim take bones -mpforce matrim tell $n I am sorry, my lovely, but you have allowed my return. -mpforce matrim tell $n Please forgive me. -endif -endif -~ -| -#20018 -faded parchment~ -A faded parchment~ -A faded piece of parchment torn from a tome lies on the desk.~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -E -parchment paper~ -...and such was confirmed in the Tome of Transvissigation written in -the early era of the Morath Empire, by an unknown wizard. The elements -of ethereal and astral transit have only been recently confirmed in the -Erith Regime, as the conflicting theories coalesced into one general -theory on psychoportive and magical transportation. This theory reflects -a popular beleif held in the Dionosus Kingdom, that space and time are -full of discontinuituies which can be exploited with precise magical and -psychic talent. The standard chance of error in the old theories was and -still approaches 15% randomness. The new theory and philosophy has made -incredible advancements in this, with an error of randomness at only 1%. -It is also noted that in most of the rites of transit, the same words were -found to be used by the old cultures, "Ka'a'binu". Magia philosophers -tend to agree that this word has built an egregore of power, mostly used -in transit rites, and that its ....... -~ -#20019 -wooden dresser~ -A Wooden Dresser~ -A Wooden Dresser rests here.~ -~ -12 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20020 -note paper~ -A folded note~ -A folded note lays here~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -E -note paper~ -Arialla... - -Aaron has continued to fall within his own dementia, I am not sure what -has come over him. He rarely lets me see him, and when I do, he is pale -and sickly. He has been working in his laboratory for hours on end, and -he will not tell me what he intends. Arialla, I fear the worst. Please, -send for King Loran, send for help. - - Matrim Dregoria -~ -#20021 -book tome~ -an ancient tome~ -An ancient and faded tome lies here.~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -E -book tome~ -... the process is near completion. For the final steps of the ritual, -I require the sacrifice of a woman, and so to seal my dark pact, I -have chosen my own wife, Matrim. I shall slay her tomorrow night, in -the darkest hour of the night. He blood, I shall use for...... -~ -E -book tome~ -... the process is near completion. For the final steps of the ritual, -I require the sacrifice of a woman, and so to seal my dark pact, I -have chosen my own wife, Matrim. I shall slay her tomorrow night, in -the darkest hour of the night. Her blood, I shall use for...... -~ -#20022 -crimson dagger~ -The Crimson Dagger~ -A dagger lays here, dripping blood~ -~ -5 16974366&12 8193 -! 0 16 5 2 0 0 0 0 0 0 0 0 -1 0 0 -A -13 110 -A -18 10 -A -19 10 -A -66 3 -A -31 2 -A -2 2 -A -56 39 -#20023 -Robe Shadow~ -Robe of Shadows~ -A thin veil of material lies here, absorbing all light~ -~ -9 6 1025 8 -! 0 12 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 20 -A -18 6 -A -19 6 -A -12 100 -A -14 25 -A -17 -20 -A -24 -5 -A -26 1048576 -#20024 -circlet rubies ruby~ -Circlet of Rubies~ -A golden circlet set with rubies lies here~ -~ -9 98305&12 17 -! 0 15 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 75 -A -12 200 -A -18 10 -A -19 10 -A -27 1 -#20025 -lance spear armanties~ -The Lance of Armanties~ -A wicked spear lies here.~ -~ -5 16922&4 16777217 -! 0 51 7 2 0 0 0 0 0 0 0 0 -7 0 0 -A -13 100 -A -12 -100 -A -18 20 -A -19 25 -#20026 -shield rage~ -The Shield of Rage~ -A shield crafted of unearthly metal lies here.~ -~ -9 16794130&4 513 -! 0 25 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 125 -A -18 5 -A -19 20 -A -1 3 -A -5 3 -A -2 -2 -A -27 112 -#20027 -hammer fury~ -The Hammer of Fury~ -A menacing hammer glows with a pale red light.~ -~ -5 16921&4 8193 -! 0 50 5 8 0 0 0 0 0 0 0 0 -30 23000 2300 -A -13 150 -A -12 -50 -A -18 18 -A -19 23 -A -1 4 -A -2 -4 -A -27 1048576 -A -29 131072 -#20028 -rod caliguis~ -The Rod of Caliguis~ -A bar of obsidian lays here, twitching.~ -~ -5 197123 8193 -! 0 17 3 12 0 0 0 0 0 0 0 0 -1 20 2 -A -13 80 -A -12 150 -A -18 15 -A -19 5 -#20029 -cape honor~ -Cape of Honor~ -A cape sewn with gold lays here.~ -~ -9 1792 5 -! 0 30 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 100 -A -12 50 -A -31 3 -A -18 12 -A -19 12 -#20030 -heart aza'thall~ -the heart of Aza'Thall~ -The black heart of some mighty beast lays here.~ -~ -13 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> get_prog 100~ -mea $n As you grasp the unearthly heart, acid spews onto your hand! -mpdamage $n 100 -~ -| -#20031 -seals dregos crystals~ -The Seals of Dregos~ -Shimmering sigils imbued with strong magics lie here.~ -~ -8 64 8388609 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 50 -A -17 -10 -A -56 246 -A -18 7 -A -19 7 -#20032 -shadow steel armor~ -Shadow Steel Armor~ -A light but durable set of armor lays here~ -~ -9 524322&4 9 128 -! 0 30 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 100 -A -18 5 -A -19 5 -A -17 -60 -A -12 25 -A -2 2 -#20033 -bronze spear~ -a bronze spear~ -A smouldering bronze spear lies here.~ -~ -5 0 8193 -! 0 8 7 2 0 0 0 0 0 0 0 0 -1 0 0 -A -13 25 -A -27 1 -A -29 2 -#20034 -bottle handmaiden~ -A Handmaiden's bottle~ -A beautiful glass bottle sits here~ -~ -8 2097152 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> sac_prog 100~ -mpmload 20023 -mpe _lbl A Handmaiden says 'I live to serve you' -mpe _cya The Handmaiden giggles -~ -| -#20050 -wisp darkness~ -a wisp of darkness~ -A wisp of darkness floats here, slowly decaying~ -~ -13 32 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20051 -dimensional crystal~ -Dimensional Crystals~ -A pair of shimmering crystals lie here~ -~ -9 35 65537 -! 0 25 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -12 100 -A -18 7 -A -19 7 -A -17 -30 -A -26 2 -A -13 50 -> wear_prog 100~ -mea $n _whi As you attach the crystals to your ears, you shimmer slightly. -mer $n _whi As $n attach the crystals to $m ears, $e shimmers slightly. -~ -| -#20052 -tunic celestial~ -The Tunic of the Celestial Heroes~ -A tunic of divine metal lays here.~ -~ -9 524547 33 -! 0 40 0 0 0 0 0 0 0 0 0 0 -1 700000 70000 -A -12 75 -A -18 10 -A -19 10 -A -17 -60 -A -2 3 -A -31 1 -A -25 5 -A -24 -15 -A -21 -15 -A -27 1310849 -A -26 524308 -A -56 224 -A -13 50 -> wear_prog 100~ -mea $n _lbl Memories of long dead heroes shoot through you, honing your skills! -mer $n _lbl $n seems to grow taller as $e becomes one with the heroes of legend -~ -| -#20060 -clay molding~ -Clay of Molding~ -A magical lump of clay has fallen here.~ -~ -8 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> sac_prog 100~ -if rand(30) -mpe _whi The clay twitches and molds into a gleaming sword! -mpoload 20061 40 -else -if rand(30) -mpe _whi The clay twitches and molds into a powerful suit of armor! -mpoload 20062 40 -else -if rand(30) -mpe _whi The clay twitches and molds into a shimmering robe! -mpoload 20063 40 -else -if rand(30) -mpe _whi The clay twitches and molds into a gleaming shield! -mpoload 20064 40 -else -mpe _whi The clay twitches and molds into a shining helm! -mpoload 20065 40 -endif -endif -endif -endif -~ -| -#20061 -sword striking~ -a Sword of Striking~ -A gleaming blade has fallen here.~ -~ -5 147520 8193 -! 0 20 8 3 0 0 0 0 0 0 0 0 -1 0 0 -A -13 100 -A -12 50 -A -18 10 -A -19 10 -A -17 -20 -A -2 2 -> sac_prog 100~ -mpe _whi The sword twitches and returns to a lump of clay! -mpoload 20060 -~ -| -#20062 -armor resiliance~ -Armor of Resiliance~ -A power suit of armor has been discarded here.~ -~ -9 49152&2 9 -! 0 20 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -5 3 -A -56 206 -A -13 75 -A -18 5 -A -19 5 -> sac_prog 100~ -mpe _whi The armor returns to a lump of clay! -mpoload 20060 40 -~ -| -#20063 -robe robes luminessence~ -Robes of Luminessence~ -Luminent robes have fallen here.~ -~ -9 98304&4 1025 -! 0 10 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -13 50 -A -12 200 -A -18 6 -A -19 6 -A -56 205 -A -31 3 -> sac_prog 100~ -mpe _whi The robe returns to a lump of clay! -mpoload 20060 40 -~ -| -#20064 -shield defense~ -Shield of Defense~ -A powerful shield has fallen here.~ -~ -9 0 513 -! 0 20 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -12 20 -A -18 4 -A -19 4 -A -48 20 -A -13 50 -> sac_prog 100~ -mpe _whi The shield returns to a lump of clay! -mpoload 20060 40 -~ -| -#20065 -helm brilliance~ -Helm of Brilliance~ -A shining helm has fallen here.~ -~ -9 8388608 17 -! 0 15 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -12 200 -A -18 5 -A -19 5 -A -3 2 -A -56 228 -A -13 50 -> sac_prog 100~ -mpe _whi The helm returns to a lump of clay! -mpoload 20060 40 -~ -| -#20199 -gem phylactery aaron~ -The Phylactery of Life~ -A large white gem glows and pulses with energy~ -~ -9 8486915 16385 -! 0 40 0 0 0 0 0 0 0 0 0 0 -1 500000 50000 -A -13 250 -A -12 250 -A -18 20 -A -19 20 -A -4 3 -A -3 3 -A -24 -25 -A -20 -25 -A -17 -40 -A -27 8832 -A -26 184 -> wear_prog 100~ -mea $n _whi You feel your life instilled with new energy! -mer $n _whi The scars on $n's body fade away as $e holds the gem. -~ -| -#20200 -oak desk~ -An Oaken Desk~ -An Oaken Desk sits here~ -~ -12 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#20000 -The Dregos Mountains~ -Your legs pulse with relief as you approach the plateau you have been -walking towards for hours. The flat land looks larger now that you -can see it close up. The air here chills you to the bone, and you are -sure it's not just the altitude. An ancient guide sign stands not -twenty feet away, along the path leading to the east. Your eyes drift -beyond the sign to a large, black forest, to which the path leads. -You can barely find signs of use, but in comparison to the northern -path, this trail seems a highway. Your eyes follow the northern road -until a great black peak fills your vision. You feel your heart skip -a beat looking upon this fell mountain... -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20101 -D1 -~ -~ -0 -1 20001 -D2 -~ -~ -0 -1 20164 -S -#20001 -Approaching the Forest~ -The path approaching the forest slopes downward slightly, much to your -relief. Glancing at the foliage ahead of you, you notice that the -trees themselves look dead. Not a bird sings, no squirrels scamper -and no wildlife can be seen. Only the shrill wind makes any noise at -all. Shadows seem to dance about in the forest which lies to the East. -Perhaps the Western plateau would be a better place. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20002 -D3 -~ -~ -0 -1 20000 -S -#20002 -Within the Forest~ -Despite the apparent lack of leaves on the trees, the forest canopy -obscures all light. Shadows dance about the trees, in an all to -lifelike manner. The only light is the path to the West which exits -the forest. Before you, the trail forks. The Eastern path seems worn -when compared to the Northeastern and Southeastern paths. A biting -chill seems to pervade the Northeastern path, while the forest seems -to grow thicker to the Southeast. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20024 -D3 -~ -~ -0 -1 20001 -D6 -~ -~ -0 -1 20003 -D8 -~ -~ -0 -1 20014 -S -#20003 -An Ancient Path~ -The path upon which you walk seems ancient. Cobwebs obscure your -vision, as does the dust which stirrs from the unused trail. A chill -seems to penetrate your clothing the farther you traverse this path. -You begin to hear an eerie song, coming from the Northeast. The song -chills you more than the unnatural cold. Even the silent forest to -the Southwest would seem a haven. -~ -0 2097152 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20004 -D9 -~ -~ -0 -1 20002 -S -#20004 -Before the Ruins~ -Pushing through the layers of cobwebs, you find yourself on a decaying -cobblestone road. To the East, you can make out the ruins of an old -Villa. The haunting song is louder now, and obviously coming from the -Villa to the East. The road turns Southwest here, leading to the dark -forest. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20005 -D9 -~ -~ -0 -1 20003 -S -#20005 -An Ancient Causeway~ -The crumbling road leads into the center of the blasted community. It -looks like a war has been waged here in the street. Blackend rubble -is strewn about carelessly like some giant casually tossing toys. In -the stonework, great furrows can be seen, like a giant beast attacked -the buildings themselves. The haunting song is much louder now, almost -alluring, pulling you Eastward, towards the Villa itself. To the North, -the ruins of an ancient building stand, and you catch a glimpse of -movement inside. The road leads to the West, back towards the silent -forest. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20006 -D1 -~ -~ -0 -1 20007 -D3 -~ -~ -0 -1 20004 -S -#20006 -Within the Ruins~ -The savage destruction outside these ruins has not been carried into -this structure, much to your reprive. There is almost a welcoming -feel about this place. Stone tables carved from structures in the -floor is the only furniture present. Not even a door leads back to -the blasted street to the South. A hint of movement catches your eye -in the corner of the room. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20005 -S -#20007 -Approaching the Villa~ -The blasted road leads further into the ruined Villa. The forest seems -to incroach upon the ruins here, making the macabre seen even more -gruesome. The Villa itself can be seen to the Northeast, the location -of the haunting song which has tormented you this far. The road curves -to the West, leading back to the outskirts of the Villa and the forest. -~ -0 2097153 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20005 -D6 -~ -~ -0 -1 20008 -S -#20008 -Before the Villa~ -You stand before the decaying structure that once was a beautiful -Villa. You wonder how the structure still stands, as the damage -done to the surrounding area is truly awesome. An old oaken door -stands to the North, allowing passage into the building. An old -and crumbling cobblestone road leads back to the blasted ruins to -the Southwest. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -3 -1 20009 -D9 -~ -~ -0 -1 20007 -S -#20009 -Within the Villa~ -Stepping into this ruined building takes every element of bravery you -can muster. The reek of wooden decay fills your nostrils and the eerie -song echoes from the North, beating into your brain. The song seems -that it could drive you mad, if you stay too long. A heavy oaken door -stands to the South. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20010 -D2 -~ -~ -3 -1 20008 -S -#20010 -A Junction~ -As you step from the hallway, an eerie silence overcomes you... the -song has stopped. Has it been your imagination this whole time? You -force yourself to disregard such delusional thoughts, and back to -reality. A hallway branches East and West here, while a dark, and -strangely mornful room lies to the North. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20011 -D1 -~ -~ -0 -1 20012 -D2 -~ -~ -0 -1 20009 -D3 -~ -~ -0 -1 20013 -> entry_prog 100~ -if mobinarea(20001) == 1 -mea $n _whi A ghostly voice whispers to you 'So, you have come to lay with me -mea $n _whi in death?' -endif -~ -| -S -#20011 -A Mournful Rest~ -Upon entering this room, a feeling of cold malice envelopes you. To -your suprise, this room is pristene, well furnished, and strikingly -beautiful. A canopy bed rests against the wall, with a figure under -the blanket. A closer look reveals a skeleton stripped completley -of flesh. The doorway to the South seems welcoming now, as you -realize the source of the dreadful song... -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20010 -S -#20012 -A Crumbling Bedroom~ -As far as you can tell, this room used to be a bedchamber. Now, it -would appear if everything organic has entered a final state of -decay. The walls are cracked and crumbling, almost to a point of -caving in on themselves. A framless doorway lies on the Western -side of the room, leading into the heart of the Villa. -~ -0 2097153 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20010 -S -#20013 -A Ruined Foyer~ -The remnants of this rooms purpose have been strewn about in a very -violent manner. A fireplace rests on the East wall, unused for an -extended period of time. Decaying bits of wooden furniture lay here -and there. A hallway leads East, back into the Villa. -~ -0 2097153 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20010 -S -#20014 -Deeper in the Forest~ -The path you followed from the Northwest is quickly swallowed by the -forest. The trees have grown dense and impassable in most places, as -the shadows seem to encroach everywhere. The silence is deafening, -and the trees seem to have a hungry feeling to them, a hunger for -blood. A thorny thicket seems to be the only passable terrain, to the -South. -~ -0 2097153 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20015 -D7 -~ -~ -0 -1 20002 -S -#20015 -Entering the Tangle~ -The trees become obscured by a tangle of vines once you enter the -thicket. Much to your dismay, the vines are covered in viscious and -disturbingly long thorns. You doubt that you could even cut your -way through without getting pierced. The thicket grows less dense -to the North and the East. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20014 -D1 -~ -~ -0 -1 20016 -> entry_prog 100~ -mea $n Thorny spines pierce you as you move through the vines. -mpdamage $n 20 -~ -> rand_prog 40~ -mea $n A thorny vine lashes out, piercing your flesh! -mpdamage $n 20 -~ -| -S -#20016 -The End of the Tangle~ -Pushing your way through the thorny thicket is pure torture. You start -to wonder if there will be an end to it. You try not to think about -the first thorn that pricked you, how it sucked the blood which flowed -free. As you begin to drown yourself in hopeless thoughts, you can see -a clearing to the South. Something inside of you nags to keep moving -to the East, to find the end of the thicket, or to go back to where the -thicket started, to the West. -~ -0 2097153 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20018 -D2 -~ -~ -0 -1 20017 -D3 -~ -~ -0 -1 20015 -> entry_prog 100~ -mea $n Thorny spines pierce you as you move through the vines. -mpdamage $n 20 -~ -> rand_prog 40~ -mea $n A thorny vine lashes out, piercing your flesh! -mpdamage $n 20 -~ -| -S -#20017 -A Wrong Turn...~ -You lunge free of the tangle of thorns and twisted branches, untill -you look at your new surroundings. The ground explodes before you as -a tangle of roots grasps your legs. You hack and slice at them with -all the strength you can muster, but to no avail. You pray for a -quick death, but your god has forsaken you, as you are buried alive. -You are dead. -~ -0 2097158 1 0 0 0 0 0 -S -#20018 -Deeper in the Forest~ -The knotted tangle of thorny vines slowly gives way to the dense wood -of the silent forest. Taking a few moments to remove the numerous -thorns which have imbedded themselves in your flesh, you realize that -the forest has grown more dense, if that is possible. The darkness is -opressive, almost tangible. The thicket to the West, though painful, -felt more secure than this. Muttering to yourself as you wonder if -you have gotten lost in this God-forsaken forest, a movement catches -your eye. To your amazement, the trees have parted to the East. -~ -0 2097153 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20019 -D3 -~ -~ -0 -1 20016 -S -#20019 -The Shadows Path~ -As you walk into this strange path, shadows begin to creep over you. -The trees seem to be forcing you in a particular direction, and from -what you can tell, it is directly to the center of this dread forest. -The path leads back towards the thicket to the west, and into deeper -shadows to the South. -~ -0 2097153 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20018 -D8 -~ -~ -0 -1 20020 -> entry_prog 100~ -mea $n An eerie feeling creeps up your spine... -~ -| -S -#20020 -Nearing the Heart~ -Continuing down the path only makes your hopes for ever seeing the -light of day agin sink. The shadows grow more oppressive with every -step. You can feel a presence, something horrible, nearby. The path -splits here, leading North and East. Every nerve in your body cries -for you to turn back Northwest. -~ -0 2097153 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20021 -D1 -~ -~ -0 -1 20022 -D7 -~ -~ -0 -1 20019 -S -#20021 -Dense Wood~ -You have wandered into a dead end. The trees here form a cul de sac -which severs you from all directions save the way you have come. As -you consider your location, turning back may not be such a bad idea. -~ -0 2097153 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20020 -S -#20022 -Closer to the Heart~ -As you turn down this shadowy path, the presence of pure malice grows -stronger. Thoughts of murdering your family course through your mind -untill you force them away. Clearing your mind, you feel a need to -press on, but you remind yourself that the way back is to the West. -Whatever the source of this evil is, lies to the South. -~ -0 2097153 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20023 -D3 -~ -~ -0 -1 20020 -> entry_prog 100~ -if mobinarea(20002) == 1 -mea $n _blu A booming voice echoes... -mea $n _blu DOOM! DOOM! DOOM! -mpforce $n scream -endif -~ -| -S -#20023 -The Forest Heart~ -Your mind almost looses all holds on sanity as you step into this -clearing. The trees around here are warped and writhing, as if you -were viewing them through murky water. The energies here are nearly -unbearable, evil saturating every pore of your soul. You watch in -horror as the energies coalesce into a dark and malevolent entity... -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20022 -S -#20024 -A Well Worn Path~ -To your suprise, a well worn path runs East and West here. Regardless -of the hideous nature of the forest, people seemed to have settled in -this land. At least you hope its people... The silence of the forest -continues, almost maddening. You can only hope you encounter any form -of civilization soon. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20025 -D3 -~ -~ -0 -1 20002 -S -#20025 -A Well Worn Path~ -The well used path continues deeper through the forest. Far in the -distance, you can see the end of this dreary forest. It seems that the -people here have taken the shortest route through this place. The path -stretches West, towards the forest edge, and Northeast, towards a tiny -clearing. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20024 -D6 -~ -~ -0 -1 20026 -S -#20026 -A Small Clearing~ -The canopy breaks here slightly, allowing sunlight to shine through -the branches like a full moon. This cmall clearing in any other wood -would be overlooked for a better resting place, but in this dreary -forest, this clearing is a great reprive. It would appear that many -travelers have made camp here, over the years. Southwest leads back -towards the forest edge, while Southeast presses on. -~ -0 2097152 1 0 0 0 0 0 -D8 -~ -~ -0 -1 20027 -D9 -~ -~ -0 -1 20025 -S -#20027 -Nearing the Forest End~ -As you traverse the snaky path, you feel an overwhelming happiness, -you can see the forest's end. Quickening your pace, you hope to soon -be away from this maddening place. Sunlight breaks to the East, while -shadows obscure the Western path. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20028 -D7 -~ -~ -0 -1 20026 -S -#20028 -Exiting the Forest~ -Your pace quickens to a near run as you approach the cavernous opening -to the forest. As you draw closer to the clearing, you stop in wonder. -Before you lies a cliff which marks the edge of the plateau, and from -it, a hazy mist obscures the bottom. Yet looking across the horizion -is perhaps the most beautiful view you have ever seen. Finding it -difficult to pry your eyes away, you notice a narrow cliff which leads -to the Northeast. A small part of you remembers that the way back is to -the West. -~ -0 2097156 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20027 -D6 -~ -~ -0 -1 20029 -S -#20029 -A Narrow Cliff~ -You begin to traverse this narrow and slippery cliff. The fall below -you is obscured by a thick mist, you wonder if it might actually be -bottomless. The cliff itself is barely wide enough for you, let alone -anyone else. The ciff slopes upward sightly to the Northeast, and back -to a dark forest to the Southwest. -~ -0 2099204 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20030 -D9 -~ -~ -0 -1 20028 -S -#20030 -A Narrow Cliff~ -The Cliff begins to become steeper as you continue your ascent. The -overwhelming view grows only more magnificient. You feel that the trek -through the bleak forest was worth this. To the East, another plateau -can be seen, and the cliff slopes downward to the Southwest. -~ -0 2099200 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20031 -D9 -~ -~ -0 -1 20029 -S -#20031 -Another Plateau~ -The cliff finally widens to allow you to walk two abreast, as you take -in this new plateau. You are almost above the tree line at this point, -only the most rugged vegetation can be found. To your suprise, you can -make out the walls of a settlement to the Northeast. Any form of human -life might be favored over the path back down the mountain to the West. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20030 -D6 -~ -~ -0 -1 20032 -S -#20032 -Approaching Dregoria~ -Walking farther into the plateau, you come closer and closer to the -lone settlement in these mountains. You can make out details in the -gatehouse, which is well armed and armored. After traversing the dark -forest, you do not question the amount of precautions these people -take. The Gates lie to the East, while the Southwest leads off this -plateau. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20033 -D9 -~ -~ -0 -1 20031 -S -#20033 -The Gates of Dregoria~ -Because of the lack of vegetation on this plateau, your coming has been -seen from quite a distance. The Gatehouse itself, while in need of new -coats of paint, is a marvel in defensive architechture. Great ballistai -rest on the short towers, and numerous arrow slits can be seen. Great -butresses make the short guard towers almost impervious to any form of -structural damage. The Gates themselves are small and short, the opening -easily defended from large forces by only a few soldiers. Only three -soldiers stand on active duty as of now. East lies the streets of the -village of Dregoria, while West leads back to the plateau. North and South -lead into the well defended guard towers. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20034 -D1 -~ -~ -0 -1 20036 -D2 -~ -~ -0 -1 20035 -D3 -~ -~ -0 -1 20032 -S -#20034 -A Guardhouse~ -You have stepped inside the ingeniously built guard houses which hold -the village of Dregoria from forces unknown. An impressive number of -pikes line the walls here, as well as arrow slits that allow for the -archers to reign death on their opponents while staying defended. The -stone itself seems magically sown. Who built this place? To the South, -the Gates of Dregoria can be seen. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20033 -S -#20035 -A Guardhouse~ -You have stepped inside the ingeniously built guard houses which hold -the village of Dregoria from forces unknown. An impressive number of -pikes line the walls here, as well as arrow slits that allow for the -archers to reign death on their opponents while staying defended. The -stone itself seems magically sown. Who built this place? To the North, -the Gates of Dregoria can be seen. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20033 -S -#20036 -Intersection of Perimeter Road and Central Street~ -Once you clear the mighty gates, your eyes fall upon the village of -Dregoria. At first glance, you would not give this village a second -thought, but thats your first glance. The buildings here seem to be -a mixture of mindless apathy and a strong need to defend the home. A -few of the houses could hold out against small armies. Others look -completly ransacked. To the Northeast, a great manor can be seen, up -upon a cliff, perhaps a mile away. The East road leads towards the -village square. The Southeast seems to run a circuit of the village. -West leads to the gates. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20048 -D3 -~ -~ -0 -1 20033 -D6 -~ -~ -0 -1 20037 -D8 -~ -~ -0 -1 20047 -S -#20037 -Perimeter Road~ -This narrow road follows the defensive wall, which makes a circuit of -the village. The buildings of the village seem to make a second wall, -making a truly formidable defense. Little signs of activity can be -found here, it would appear that the Guard does not patrol very much. -The road leads Northeast and Southwest. -~ -0 2097152 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20038 -D9 -~ -~ -0 -1 20036 -S -#20038 -Perimeter Road~ -The narrow road curves here, and the defensive wall ends, running into -a natural mountainside. In years past, work had been done to the wall -of natural earth, remnants of murals can be found. Years of erosion has -obviously taken its toll on the aesthetics of these people. To the East, -an intersection can be seen, and the road continues to the Southwest. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20039 -D9 -~ -~ -0 -1 20037 -S -#20039 -Intersection of Perimeter Road and Manor Road~ -The natural mountain wall you have been following suddenly opens into -a large pass, leading Northward. Gazing to the North, you can make out -a large manor. The Manor Road continues South, into the mass of grey -buildings below. A road runs East and West here, following the natural -wall. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -gate~ -0 -1 20067 -D1 -~ -~ -0 -1 20040 -D2 -~ -~ -0 -1 20051 -D3 -~ -~ -0 -1 20038 -S -#20040 -Perimeter Road~ -The road continues in its lonely circuit of the village. As you near -the end of the natural mountain wall, you notice that the thick stone -wall surrounding the village continues. The road curves Southeast here, -and runs back to an intersection to the West. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20039 -D8 -~ -~ -0 -1 20041 -S -#20041 -Perimeter Road~ -The road here curves to follow the defensive wall which circles the -village. Hardley any signs of recent use can be found on this road, -which makes you think this village is truly deserted. The road circles -to the Northwest and continues to an intersection to the Southeast. -~ -0 2097152 1 0 0 0 0 0 -D7 -~ -~ -0 -1 20040 -D8 -~ -~ -0 -1 20042 -S -#20042 -Intersection of Perimeter Road and Central Street~ -You have come upon an intersection between the perimeter of the city -and the central road. This seems to be the very end of the village, -with all roads leading in some form of West. This area is beyond silent -and desolate. You wonder if anyone has been to this intersection in -the past 100 years. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20052 -D7 -~ -~ -0 -1 20041 -D9 -~ -~ -0 -1 20043 -S -#20043 -Perimeter Road~ -The road here follows the village wall, the only passage between the -wall and the grey stone buildings of the village. No signs of recent -use marks this road. To the Northeast, an intersection can be seen, -while the roads curves to the Southwest. -~ -0 2097152 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20042 -D9 -~ -~ -0 -1 20044 -S -#20044 -Perimeter Road~ -The road here is narrow, squeezed between the thick village wall and -a mass of grey stone buildings. No inhabitants can be seen, as if all -are afraid to wander in this area of the village. The road curves to -the Northeast, and leads to an intersection to the West. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20045 -D6 -~ -~ -0 -1 20043 -S -#20045 -Intersection of Perimeter Road and Manor Road~ -Two small roads intersect here. A small road leads North, towards a -small square, while the other seems to make a circuit of the village. -Grey stone buildings bar your passage save for the roads themselves. -One of the roads follows the village wall, leading East and West. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20054 -D1 -~ -~ -0 -1 20044 -D3 -~ -~ -0 -1 20046 -S -#20046 -Perimeter Road~ -The wall curves to follow what you must beleive to be the natural shape -of the plateau. Grey stone buildings bar your path in all directions -save the road itself. The road curves to the East, and heads back to -the gates to the Northwest -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20045 -D7 -~ -~ -0 -1 20047 -S -#20047 -Perimeter Road~ -This small road follows the village wall. From what you remeber of the -approach to Dregoria, only a steep cliff would lie on the otherside of -this wall. What reason would a village have to erect a wall of this -magnitude to defend a sheer drop? The road continues along the wall to -the Southeast and back to the gates to the Northwest. -~ -0 2097152 1 0 0 0 0 0 -D7 -~ -~ -0 -1 20036 -D8 -~ -~ -0 -1 20046 -S -#20048 -Central Street~ -Central Street seems to cut straight through the middle of the small -village. Houses stand all around you, and you notice a suprising lack -of stores and shops in the village. Each house you pass seems to have -been designed like a fortress rather than a place to live. Both to the -North and the South are grey colored houses. Central Street runs to the -East, to where you can see a small village square, and to the West, you -can see the village gates. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20055 -D1 -~ -~ -0 -1 20049 -D2 -~ -~ -0 -1 20056 -D3 -~ -~ -0 -1 20036 -S -#20049 -Central Street~ -The empty street continues towards the small village square in the East, -and you notice a disturbing lack of people outside. Everyone you have -encountered seems overly paranoid of your presence. To the North and -South lie grey houses, and the village gates lie to the West. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20058 -D1 -~ -~ -0 -1 20050 -D2 -~ -~ -0 -1 20057 -D3 -~ -~ -0 -1 20048 -S -#20050 -Dregoria Square~ -The village square almost seems quaint, at first glance. An ancient -statue of a handsome and well dressed man stands in the center of the -square. Very few people mill about here, which you find odd, as this -should be the center of commerce for Dregoria. Central Street runs -East and West here, and Manor Road runs North and South. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20051 -D1 -~ -~ -0 -1 20053 -D2 -~ -~ -0 -1 20054 -D3 -~ -~ -0 -1 20049 -S -#20051 -Manor Road~ -This narrow street cuts between grey stone buildings. You would almost -think that this village has been deserted from the number of people you -see walking about. The buildings look like replica of one another, the -same grey stone, the same fortress-like architecture. Openings lie to -the East and West of here, and the road runs North and South. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20039 -D1 -~ -~ -0 -1 20059 -D2 -~ -~ -0 -1 20050 -D3 -~ -~ -0 -1 20060 -S -#20052 -Central Street~ -You continue down the bleak road, as the wall to the East grows closer. -The buildings here are the same grey stone as the rest of the village, -which makes you wonder if this is the cause of the prevailing apathy -which seems to afflict the people here. The street runs East and West, -and houses are to the North and South. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20066 -D1 -~ -~ -0 -1 20042 -D2 -~ -~ -0 -1 20065 -D3 -~ -~ -0 -1 20053 -S -#20053 -Central Street~ -The lonely road continues East and West here. The same grey buildings -are everywhere you look. To the East, you can see a large wall in the -distance, presumably the end of the road you are on. The suprising -lack of activity in the village no longer suprises you. Houses lie to -the North and South. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20063 -D1 -~ -~ -0 -1 20052 -D2 -~ -~ -0 -1 20064 -D3 -~ -~ -0 -1 20050 -S -#20054 -Manor Road~ -The road narrows here, a sign of even less frequent use than you have -been privy too. The grey stone buildings all look alike here, barely -any distinction between aesthetic styles. A square lies to the North, -while a grey wall can be seen to the South. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20050 -D1 -~ -~ -0 -1 20062 -D2 -~ -~ -0 -1 20045 -D3 -~ -~ -0 -1 20061 -S -#20055 -An empty house~ -You step inside the grey stone building, perhaps hoping to find some -form of aesthetic taste among these people. To your suprise, even the -interior walls share the same bleak grey visage. Old dusty furniture -lays about here, obviously unused for some time. The door leads South -back to the road. -~ -0 2097156 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20048 -S -#20056 -House of Baalon~ -The interior of this home is quite quaint, with well kept furniture -and well swept floors. You immediatley notice that this room looks -more like an infirmiry than a house. A goose down mattress has been -laid in the floor. A door to the North leads to the street. -~ -0 2098176 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20048 -S -#20057 -House of Koras~ -Stepping within this house brings feelings of despair and lonliness to -your gut. The furniture shows signs of negligence and the house as a -whole is in a state of disarray. The stench of uncleaned meals fills -your nose, making you wonder what could cause such a state of apathy. -A door to the North leads to the street. -~ -0 2098176 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20049 -S -#20058 -House of Delin~ -Stepping within this house, you feel warm and welcome. A fireplace -burns brightly, taking the bite out of the cold air. Fine rugs adorn the -stone floor and woven tapestries cover the grey walls. Whoever resides -here has a great deal of wealth in comparison to the neighbors. A door -leads South to the street. -~ -0 2098176 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20049 -S -#20059 -An empty house~ -You step inside the grey stone building, perhaps hoping to find some -form of aesthetic taste among these people. To your suprise, even the -interior walls share the same bleak grey visage. Old dusty furniture -lays about here, obviously unused for some time. The door leads West -back to the road. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20051 -S -#20060 -House of Krom~ -Stepping within this house brings a sense of energy to your weary body -as you can feel magical energies at work in the air. From the looks of -this place, it would appear to be a neglected wizards laboratory. Old -tome line bookshelves, and long unused beakers sit upon tables. A door -to the East leads back to the street. -~ -0 2098176 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20051 -S -#20061 -A ruined house~ -Stepping within this house is like stepping into an ancient battle. -The furniture here is smashed and strewn, and the walls bear scored -marks of old fires. No signs of recent habitation can be found, nor -can signs of the previous occupants. A door leads back to the street -to the East. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20054 -S -#20062 -House of Cerin~ -This house offers an air of welcome and peace, with no apparent feigned -happiness. The tapestries that hang upon the wall are bright and warming -and the floor is clean and well swept. A well tended fireplace burns -brightly, taking the bite out of the cold mountain air. A door to the -West leads back to the street. -~ -0 2098176 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20054 -S -#20063 -House of Golim~ -This house is in a state of neglected dissaray. It would appear that -no form of cleaning has taken place in some months. It also seems that -this residence has been deserted for the same amount of time. A door -to the South leads back to the street. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20053 -S -#20064 -House of Crydos~ -This house appears to be more of a fortress than a home. Weapons line -the walls as decorations, alongside shields, suits of armor, and other -trophies. Every piece of furniture is strategically placed to be used -as defense during an assault. A door to the North leads back to the -street. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20053 -S -#20065 -An empty house~ -You step inside the grey stone building, perhaps hoping to find some -form of aesthetic taste among these people. To your suprise, even the -interior walls share the same bleak grey visage. Old dusty furniture -lays about here, obviously unused for some time. The door leads North -back to the road. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20052 -S -#20066 -An empty house~ -You step inside the grey stone building, perhaps hoping to find some -form of aesthetic taste among these people. To your suprise, even the -interior walls share the same bleak grey visage. Old dusty furniture -lays about here, obviously unused for some time. The door leads South -back to the road. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20052 -S -#20067 -Manor Road~ -This road cuts between two steep slopes, as if you were ascending a -mountain pass. Dregoria begins to grow smaller and smaller as distance -grows between you and the village. The road curves to the Northwest, -leading towards the old manor. The village of Dregoria lies to the South. -~ -0 2097156 1 0 0 0 0 0 -D2 -~ -gate~ -0 -1 20039 -D7 -~ -~ -0 -1 20068 -S -#20068 -Manor Road~ -The desolate road grows even more devoid of life as you continue to -ascend this path. Directly to the North, you can see the old manor, -perhaps some four hundred years old by the architecture. Feelings of -negative energy make goosebumps appear over your body, and you begin -to consider turning back to the Southeast, back to the village. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20069 -D8 -~ -~ -0 -1 20067 -S -#20069 -Before the Manor~ -The road suddenly stops sloping and dramatically levels off, placing -you in front of the old manor house. Years of negligence marr the walls -and the grounds, and no signs of recent footprings can be found. To the -North, an old, strong oaken door stands, and a hint of eletrical charge -in the air hints of magical warding. Who ever lives in this place surely -isn't fond of unexpected visitors. The road to the South leads back to -the village. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -8389671 20015 20070 -D2 -~ -~ -0 -1 20068 -S -#20070 -The Foyer~ -Stepping within this house is like stepping four hundred years into -the past. Layers of dust cover everything, the floors, the furniture. -At one time, this manor was perhaps a strikingly beautiful residence, -but decades of negligence has turned it into a macabre nightmare. No -sounds can be heard from the corridor which leads to the North, nor -can any sign of life be seen in the rooms to the East and West. A -sturdy oaken door lies to the South, leading outside the manor. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20073 -D1 -~ -~ -0 -1 20071 -D2 -~ -~ -7 20015 20069 -D3 -~ -~ -0 -1 20072 -S -#20071 -The East Study~ -A cloud of dust rises to obscure your vision as you step into this room. -This room appears to have been a study, small bookshelves line the wall, -but remain empty. A few books lie on old stools, their titles obscured -by an impressive layer of dust. A window upon the south wall allows a -view of the village below, and some of the forest as well. To the West, -a door leads to a foyer. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20070 -S -#20072 -The West Study~ -A cloud of dust rises to obscure your vision as you step into this room. -This room appears to have been a study, small bookshelves line the wall, -but remain empty. A few books lie on old stools, their titles obscured -by an impressive layer of dust. A window upon the south wall allows a -view of the village below, and some of the forest as well. To the East, -a door leads to a foyer. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20070 -S -#20073 -Entering the Manor~ -Walking into this wide hallway brings you within the manor proper. A -thick layer of dust coats everywhere it can cling, obscuring the walls -and accompanying paintings. Once, this hallway would have been a spectacle -to see, but now, its degenerated into this from years of neglect. To -the South, a foyer can be seen, and a landing to the North. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20074 -D2 -~ -~ -0 -1 20070 -S -#20074 -A Landing~ -A wide double staircase fills this room, and most of your sight along -with it. Made of polished marble, it perhaps cost a fortune in its own -right. Redwood walls and granite pillars adorn this chamber, and even -after the years of negligence, it still maintains its original beauty. -The stairs lead up to a balcony overlooking this room, and a passage can -be seen between them to the North. A hallway lies to the South, leading -to the main doors of the manor. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20075 -D2 -~ -~ -0 -1 20073 -D4 -~ -~ -0 -1 20091 -S -#20075 -A Junction of Hallways~ -Stepping through a small corridor brings you to a four way junction. -Redstone tiles adorn the floors in intricate and difficult to follow -patterns. The walls are made from the same redwood as the rest of the -manor appears to be. The hallway leading South leads to a landing, and -the Northern hallway leads to a large library. East and West lead into -the manor. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20076 -D1 -~ -~ -0 -1 20078 -D2 -~ -~ -0 -1 20074 -D3 -~ -~ -0 -1 20079 -S -#20076 -A Great Library~ -Bookshelves fill this spacious room, perhaps more books then anyone has -ever seen together at once. Suprisingly, this room seems to be in good -repair as opposed to the rest of the manor. Hardly a trace of dust can -be found. A doorway to the South leads to a hallway, and a small door -can be seen to the North. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -3 -1 20077 -D2 -~ -~ -0 -1 20075 -> speech_prog "ka'a'binu"~ -if rand(99) -mpecho _blu Magical energies begin to swirl and take form! -mer $n _blu $n is gone in a flash of light! -mea $n _blu You are blinded by a flash of light! -mptrans $n 20096 -mpat 20096 mea $n _blu You open your eyes to find you are in a new place... -else -endif -~ -| -S -#20077 -Aaron's Study~ -This room once appeared to be a spacious study, but now it is filled -with cluttered notes, maps and tomes. A reading desk sits in alone -in the corner, stacked high with scrawled notes. Maps of Dregoria and -the surrounding areas line the walls. A small door lies on the South -wall. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -3 -1 20076 -S -#20078 -A Small Hallway~ -This small hallway branches from the main hallway in the manor, and -seems to have been unused for years. Polished redstone tiles line the -floors and stained redwood constructs the walls. Dim spheres float in -the air, the apparent source of light in this small hallway. To the -West you can see the main hallway, and the East, a sitting room. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20088 -D3 -~ -~ -0 -1 20075 -S -#20079 -A Small Hallway~ -This small hallway branches from the main hallway in the manor, and -seems to have been unused for years. Polished redstone tiles line the -floors and stained redwood constructs the walls. Dim spheres float in -the air, the apparent source of light in this small hallway. To the -East you can see the main hallway, and the West, a sitting room. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20075 -D3 -~ -~ -0 -1 20080 -S -#20080 -A Sitting Room~ -A hint of mustiness fills your nostrils as you enter this old chamber, -awakening your senses to decaying velvet which once lined chairs and -couches. A large portrait of a man hangs on the West wall, which holds -your eye for a few moments. A door to the North leads to a long hallway, -and a door to the East leads back towards the heart of the manor. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20081 -D1 -~ -~ -0 -1 20079 -E -picture portrait~ -The picture before you is that of a handsome young man in his early -twenties. He is adorned in fine robes, and commands an air of dignity. -An inscription on the bottom of the frame reads: - - - AARON DREGORIA -~ -S -#20081 -A Long Hallway~ -This hallway is narrow and dark, with no windows or light sources to -be seen. Footsteps echo loudly on redstone tile, and each step rouses -years of dust. The walls are bare, and unadorned, making this a very -lonely place to be. A sitting room can be seen to the South, and to -the North, the hallway stretches on. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20082 -D2 -~ -~ -0 -1 20080 -S -#20082 -A Long Hallway~ -The hallway stretches on, long and narrow. Your footsteps echo off of -redstone tiles, and each step kicks up years of collected dust. The -walls are bare and greying, giving this place a very morose feel. To -the North, a room with musical instruments can be seen, and to the South -the hallway stretches on. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20083 -D2 -~ -~ -0 -1 20081 -S -#20083 -A Small Den~ -This room at one time would have been quaint and cozy. A long unlit -fireplace sits in the far wall and an old antque couch sits in front -of it. Two small bookshelves are against the wall, holding books which -ease the mind to read. A long hallway lies to the South, while a musty -smell comes from the East. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20084 -D2 -~ -~ -0 -1 20082 -S -#20084 -A Musty Hallway~ -The overbearing smell of aged water damaged wood and paper pervades -this hallway, making it difficult to breathe. The dust here has become -a thick layer of grime due to the excess of water. The floor cannot -be seen and the walls are showing signs of irreperable water damage. -To the East, a dim light shines, and a warm breeze can be felt from the -West. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20085 -D3 -~ -~ -0 -1 20083 -S -#20085 -Matrim's Study~ -A candle is burning upon a small desk, beside a smoky mirror, casting -dark light throughout this room. An eerie presence can be felt here, -as if you are being watched. A slight breeze stirrs, though you can -find no window or source. A velvet stool sits before the desk, and you -can see numerous books in shelves, all almost destroyed from the water. -Hallways lead to the East and West from here. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20086 -D3 -~ -~ -0 -1 20084 -> entry_prog 100~ -if sex($n) == 2 - if cha($n) > 15 - mpforce $n sit - mpforce $n braid - mer $n $n begins to take on a different appearence, more mature, older... -mea $n Who are you? I... I am Matrim Dregoria... no.. I am $n! - mpforce $n scream - mpforce $n stand - mpforce $n yell Aaron! Why my love? Why? - mpforce $n weep - mer $n $n slowly regains her senses... -mea $n You slowly remember who you are... -endif -endif -~ -| -S -#20086 -A Musty Hallway~ -The overbearing smell of aged water damaged wood and paper pervades -this hallway, making it difficult to breathe. The dust here has become -a thick layer of grime due to the excess of water. The floor cannot -be seen and the walls are showing signs of irreperable water damage. -To the West, a dim light shines, and music can be heard from the East. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20087 -D3 -~ -~ -0 -1 20085 -S -#20087 -A Music Room~ -A cursory glance brings your attention to the nature of this room, that -of a music room. Musical instruments are everywhere here, a large piano -rests in the corner, and a large harp stands in the middle of the room. -Most of the instruments appear to be in poor repair, strings corroded -or wood tarnished. A strange energy fills this room, almost haunting. -To the South, a long hallway can be seen, and to the West, a dank and -dusty hall. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20089 -D3 -~ -~ -0 -1 20086 -S -#20088 -A Sitting Room~ -A hint of must hits your nostrils as you enter this room, awakening -your senses to the state of decay of the furniture. Moisture has turned -wooden chairs here to pulp over the years, and etched the walls slightly. -A portrait of a beautiful woman catches your eye for a moment, barely -touched by the decay of the room. A door to the North leads to a long, -dusty hallway, and a door to the East leads back towards the heart of -the manor. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20090 -D3 -~ -~ -0 -1 20078 -E -picture portrait~ -As you look closer at this picture, you find yourself drawn into the -beauty of this woman. Everything about her is dazzeling. She appears -as if she could command royalty. -An inscription at the bottom of the frame reads: - - - MATRIM ORIA DREGORIA -~ -S -#20089 -A Long Hallway~ -The hallway stretches on, long and narrow. Your footsteps echo off of -redstone tiles, and each step kicks up years of collected dust. The -walls are bare and greying, giving this place a very morose feel. To -the North, a room with musical instruments can be seen, and to the South -the hallway stretches on. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20087 -D2 -~ -~ -0 -1 20090 -S -#20090 -A Long Hallway~ -This hallway is narrow and dark, with no windows or light sources to -be seen. Footsteps echo loudly on redstone tile, and each step rouses -years of dust. The walls are bare, and unadorned, making this a very -lonely place to be. A sitting room can be seen to the South, and to -the North, the hallway stretches on. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20089 -D2 -~ -~ -0 -1 20088 -S -#20091 -The Balcony~ -Looking below, a beautiful landing can be seen. The polished marble -stairs curve up to the balcony where you stand in a most beautiful -manner. The rails here are of polished cherrywood. An intricate design -of marble and redstone tiles is on the floor here. To the North, a -wide hallway opens up, and down leads to the landing. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20092 -D5 -~ -~ -0 -1 20074 -S -#20092 -A Wide Hallway~ -The balcony to the South opens up into this massive and spacious hall. -The floors are hardwood, and the walls are polished redwood, filled with -hanging pictures and tapestries. Your footsteps echo with each step you -take, filling this hall with a resounding sound, much like a mourner. -To the North, you can see the end of the hallway. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20093 -D2 -~ -~ -0 -1 20091 -S -#20093 -End of the Hallway~ -The massive hallway comes to a stop here, with two large doors on the -East and West sides. The doors are ornatley carved, to match the decor -in the rest of the hallway. The doors appear to have no locks, but are -closed. For all you can tell, no one has ventured up here in years. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -3 -1 20094 -D2 -~ -~ -0 -1 20092 -D3 -~ -~ -3 -1 20095 -S -#20094 -Aaron's Chambers~ -Horrific can be the only word used to describe this room... bloodstains -perhaps centuries old still line the walls. The furniture here is all -but demolished, stained with blood. The air here feels dark and very -unwelcoming. A door stands to the West, leading back towards the hall. -~ -0 2097156 1 0 0 0 0 0 -D3 -~ -~ -3 -1 20093 -S -#20095 -Matrim's Chambers~ -This chamber has survived well after the years of neglect. A beautiful -covered bed occupies the center of this room, and a dresser stands on -the opposite side of the room. A plush carpet covers the floor wall to -wall here. A door to the East leads back to the hallway. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -3 -1 20093 -S -#20096 -A Stone Walkway~ -A chill enters your body as soon as you set foot in this room, stone and -mortared walls, floors and ceiling bare. From the cold, you must assume -that this room has been contructed far underground. The smell of ozone -and a feeling of eletricity slowly becomes aparrent to human senses. A -dim light flickers from the North. What manner of place is this? -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20097 -> speech_prog "ka'a'binu"~ -mpecho _blu Magical energies begin to swirl and take form! -mer $n _blu $n is gone in a flash of light! -mea $n _blu You are blinded by a flash of light! -mptrans $n 20076 -mpat 20076 mea $n _blu You open your eyes to find you are in a new place... -~ -| -S -#20097 -A Wizard's Laboratory~ -The stone walls continue into this chamber, which is filled with all -sorts of strange and disturbing devices. At first guess, this could be -a wizards laboratory, but evidence of necromantic experimentation is -more than apparent. Devices made for vivasection and autopsy lay against -the walls, while jars of vile concoctions rest on shelves. To the South, -lies a stone hallway, and the laboratory continues to the North. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20098 -D2 -~ -~ -0 -1 20096 -S -#20098 -Within the Laboratory~ -The bizzare museum of torturous apparatus' continues into this large -chamber. The extent of horrific experimentation performed here has -coagulated into a feeling of painful hate. You find it difficult to -hold on to your former sanity, you hear screams that aren't really -there. To the East, you can make out a small passageway, leading to -a dark room. Southward, the laboratory continues, and flashes of light -can be seen to the North. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20099 -D1 -~ -~ -0 -1 20100 -D2 -~ -~ -0 -1 20097 -S -#20099 -A Room of Binding~ -Horror and hate coalesce into reality, swirling and warping the rest -of the mundane world, making the pale walls seem insubstantial. This -seems to be a focal point of negative and dark energies, summoned from -the Abyss itself. Images of horror beyond comprehension materalize for -a moment, then dissipate, but for all you know, they existed in this -reality for a short time. The energies are nearly unbearable, tearing -at your body, mind and soul. The exit to the South seems miles away, -even though the energies here cause you unberable pain, it is like a -putrid sweetness, a release of unbearble weight. You have visions of -yourself, a warlord pillaging kingdoms, burning the innocent alive. You -are a cannibal, eating the flesh from your still living and screaming -victim. You are a necromancer, causing undescribable pain upon innocents, -only to heal them and maim them again, you are a preist, abusing the -power of your position to perform unspeakable acts of human sacrifice, -you are a.... lost in an infinity of alternate personalities, lost in -the dark side of your soul... you dream on... hate... hate... -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20098 -> entry_prog 100~ -if rand(5) -mea $n _red The painful energies are too much for you to bear... -mpforce $n scream -mea $n _red You feel the sweet sleep of death roll over you... -mer $n _red $n falls, thrashing, screaming, to the ground. -mpslay $n -else -mea $n _red Your body contorts in this new reality, but you manage to live... -mpdamage $n 500 -endif -~ -> rand_prog 20~ -if rand(5) -mea $n _red The painful energies are too much for you to bear... -mpforce $n scream -mea $n _red You feel the sweet sleep of death roll over you... -mer $n _red $n falls, thrashing, screaming, to the ground. -mpslay $n -else -mea $n _red Your body contorts in this new reality, but you manage to live... -mpdamage $n 500 -mptransfer $n 20201 -endif -~ -> rand_prog 90~ -mptrans $n 20201 -~ -| -S -#20100 -A Private Library~ -The feelings of hate and pain subside as you enter this chamber, that -of a small, private library. The tomes and journals here are of a dark -and insidious nature, telling dark secrets of necromancy and other dark -forbidden arts. This must be Aaron's library. A small passageway leads -to a laboratory to the East. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20098 -S -#20101 -Entering a Pass~ -The path grows shadowed as it begins to pass between two steep cliffs -and becomes a pass, leading towards the ominous black spire. Because -of the curvature of the path, it is almost impossible to tell what -dangers lie ahead. The wind makes a low keening through the walls of -the mountains, making you wish you were elsewhere. To the South, you -can make out a plateau, and to the North, the pass deepens. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20000 -D7 -~ -~ -0 -1 20102 -S -#20102 -Inside the Pass~ -The shadows have grown to mimic night between these two steep inclines. -The ground is rocky and unstable, making those on foot stumble here -and there, causing small scrapes. To the North, the pass opens into -a small cliff, and to the South, the pass continues. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20103 -D8 -~ -~ -0 -1 20101 -> entry_prog 100~ -if isaffected($n) == flying -or isaffected($n) == floating -else -mpdamage $n 20 -mea $n You trip and scrape yourself. -mer $n $n trips and scrapes $mself. -endif -~ -| -S -#20103 -Before an Ancient Bridge~ -A large and once magnificent bridge lays before you to the North, its -frame now showing advanced signs of decay. It crosses a deep gorge, -some two hundred feet across. On the far side, you can see the black -spire in its entirety. Thunderheads swim around the spire in a cyclonic -dance, which should be impossible by all means. Shadows seem to sprint -to and fro around the peak of the spire. Encompassed by this sight, you -almost do not notice the old guard outpost to the East, and the pass -leading South. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20105 -D1 -~ -~ -0 -1 20104 -D2 -~ -~ -0 -1 20102 -S -#20104 -An Old Outpost~ -This old guard outpost once defended the bridge from anything that would -dare send forces South, but now, barely anything remains of this small -fortress. Black scorch marks marr the interior of this old post, and -bloodstains mark all parts of the room. The only exit lies to the West, -leading towards a small cliff. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20103 -S -#20105 -On an Ancient Bridge~ -The bridge is wider than it first appeared, holding the contents of -two carriages side by side. The decay looks bad, and some of it appears -unnatural, acidic and war-torn grooves in the stone structure. To the -North the bridge continues, and to the South, you see a small cliff. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20106 -D2 -~ -~ -0 -1 20103 -S -#20106 -On an Ancient Bridge~ -The bridge is wider than it first appeared, holding the contents of -two carriages side by side. The decay looks bad, and some of it appears -unnatural, acidic and war-torn grooves in the stone structure. To the -North and to the South the bridge continues. -~ -0 18874368 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20107 -D2 -~ -~ -0 -1 20105 -D5 -~ -~ -2048 -1 20108 -S -#20107 -On an Ancient Bridge~ -The bridge is wider than it first appeared, holding the contents of -two carriages side by side. The decay looks bad, and some of it appears -unnatural, acidic and war-torn grooves in the stone structure. To the -North lies a small cliff, and to the South, the bridge continues. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20127 -D2 -~ -~ -0 -1 20106 -S -#20108 -Falling!~ -The bridge has given way, and you are falling! -~ -0 18874368 1 0 0 0 0 0 -D5 -~ -~ -0 -1 20109 -S -#20109 -Falling!~ -The bridge has given way, and you are falling! -~ -0 18874372 1 0 0 0 0 0 -D5 -~ -~ -0 -1 20110 -S -#20110 -Falling!~ -The bridge has given way, and you are falling! -~ -0 18874372 1 0 0 0 0 0 -D5 -~ -~ -0 -1 20111 -S -#20111 -Within the Gorge~ -You look up, then shake your head, then look up again. That was some -fall, its a miracle you lived. The wall is truly unclimable, and the -intense winds would make flying up a one way trip to the grave. You -have landed upon a small cliff, something of a natural bridge. The -gorge of course, continues down. You cannot see the bottom. Looking -around, you notice a passageway to the South, an entrance to some form -of underground structure. It would appear to be your only option at -the moment. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20112 -S -#20112 -The Dark Temple~ -The walls here are smooth stone, the sign of expert masonry. Markings -have been carved into the stone, runes of some form, you must imagine. -It would appear that this is or was some form of a temple, and from the -looks of the runes, the diety in question is not a nice one. The darkness -deepens to the South, while to the North, a great gorge opens up. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20111 -D2 -~ -~ -0 -1 20113 -S -#20113 -Within the Temple~ -The runes here glow softly, a dull red pulsing, which your eyes strain -to see. You find no signs of inhabitation, which is probably a good -fortune. From the lack of dust, you could deduce that this temple is -visited often, but you shudder at what might come here. Exits East and -West lead to small rooms, while North and South leads to other areas -of the temple. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20112 -D1 -~ -~ -0 -1 20116 -D2 -~ -~ -0 -1 20114 -D3 -~ -~ -0 -1 20117 -> entry_prog 100~ -if mobcount(20116) == 0 -if ispc($n) -mpecho As you enter, you wince, as an alarm begins to sound... -mpat 20116 mpforce troll yell INTRUDERS! -mpforce $n wince -mpat 20116 mpforce troll w -mpat 20117 mpforce troll e -mpforce troll kill $n -endif -endif -~ -| -S -#20114 -Deeper within the Temple~ -The darkness grows deeper, almost opressive as the temple grows deeper -within the mountain. The glowing runes are more numerous here, seeming -to lead to a flickering chamber to the South. Chambers lie to the East and -West as well, and a faint light can be seen to the North. You get a bad -feeling about this place. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20113 -D1 -~ -~ -0 -1 20119 -D2 -~ -~ -0 -1 20115 -D3 -~ -~ -0 -1 20118 -> entry_prog 100~ -if mobcount(20119) == 0 -if ispc($n) -mpecho A snarl can be heard from the eastern chamber... -mpat 20118 mpforce spawn e -mpat 20119 mpforce demon w -endif -endif -~ -| -S -#20115 -A Flickering Chamber~ -Outside the fact that reddish grey lightning arcs throughout this room -periodically, this chamber resembles much of the rest of the temple. The -density of runes increases drastically here, the dull red glow now bright -by comparison to the rest of the temple. The lightning which arcs has no -obvious source, save the dull red runes which pulse with dark light. The -trace hints of ozone is noticable in the air. The longer you stay here, the -more you feel a strange pull... -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20114 -> rand_prog 75~ -mea $n You feel a strange pull! -mptransfer $n 20120 -mpecho $n dissapears! -~ -| -S -#20116 -Guard Station~ -Spartan would describe this room best, no decor, and only a straw bed -marks any signs of inhabitation. The stench here burns your nose. Deep -grooves which appear to be claw marks marr the walls. The only exit you -see is to the West, back into the temple. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20113 -S -#20117 -Guard Station~ -Spartan would describe this room best, no decor, and only a straw bed -marks any signs of inhabitation. The stench here burns your nose. Deep -grooves which appear to be claw marks marr the walls. The only exit you -see is to the East, back into the temple. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20113 -S -#20118 -A Pit of Chaos~ -A depression sinks in the middle of this chamber, holding all mannner -of waste products. The stench is vile, almost poisonous to your lungs. -No markings adorn this room, only the depression makes it any less a -plain cube. An opening to the East leads back to the temple. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20114 -S -#20119 -Priest's Quarters~ -The chamber here does not appear to support human occupants, or even -mortal ones for that matter. Runes cover the chamber, which glow dimly -with red light. A weapon rack has been built into the wall, holding -weapons of immense size. Whatever lives here isn't friendly. An opening -leads back into the temple to the West. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20114 -S -#20120 -A New Reality~ -Timeless washes over you, holding you for an infinite number of lives, -before rudely spitting you out here. The platform looks unstable, over -a sea of boiling... blood? Where is this place? To the North lies a -floating palace, which connects to the platform which you are on. The -palace doesn't seem to large, from here, anyway. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20121 -S -#20121 -Within the Stronghold~ -The walls of this palace seeom to be made of human flesh, piled upon -itself over and over again to give it a solid illusion. The feel of this -place is sickening. Low moans of anguished screams can be heard coming -from all directions. The Northern path leads deeper into this hellish -place, while the South leads to a sea of boiling blood. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20122 -D2 -~ -~ -0 -1 20120 -S -#20122 -A Final Stand~ -The design of this room looks as if it was constructed to guard against -both the Northern and Southern routes. Structural defenses stand and serve -as cover as well as support. A viscious sound can be heard to the North, -something rather unpleasant. To the South lies the exit to this place. A -close examination reveals arrow slits on the East and West walls. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20125 -D1 -~ -~ -0 -1 20124 -D2 -~ -~ -0 -1 20121 -D3 -~ -~ -0 -1 20123 -S -#20123 -A Guard's Outpost~ -This small guard room is designed for archers to fire a hail of arrows -safely at their targets. A large supply of arrows stand ready here, for -any possible invasion or attack. An arrow slit lies to the East, where -the main hallway can be observed. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -1 -1 20122 -S -#20124 -A Guard's Outpost~ -This small guard room is designed for archers to fire a hail of arrows -safely at their targets. A large supply of arrows stand ready here, for -any possible invasion or attack. An arrow slit lies to the West, where -the main hallway can be observed. -~ -0 2097156 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20122 -S -#20125 -Chambers of the Warlord~ -Painful displays of gruesome butchery line the walls of this chamber, -some as trophies, others as what the builders of this stronghold consider -art. But, the most notable feature of this room is the tall, smouldering -bronze throne which rises from the floor. The stench of burning flesh -arises where the throne and floor meet. The occupant of this chamber -must indeed be a twisted soul, if it even has a soul at all... -~ -0 2097156 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20122 -S -#20126 -Painful Oblivion~ -Pain washes over you... where are you? You feel yourself unmaking, your -memory in the real world fading. What is this place? A void between this -universe and your own? The pain is numbing... you know you will soon be -dead. -~ -0 2359424 10 0 0 0 0 0 -D0 -~ -~ -0 -1 20126 -D1 -~ -~ -0 -1 20126 -D2 -~ -~ -0 -1 20126 -D3 -~ -~ -0 -1 20126 -D4 -~ -~ -0 -1 20126 -D5 -~ -~ -0 -1 20126 -D6 -~ -~ -0 -1 20126 -D7 -~ -~ -0 -1 20126 -D8 -~ -~ -0 -1 20126 -D9 -~ -~ -0 -1 20125 -> entry_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -> rand_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -| -S -#20127 -Approaching the Spire~ -Leaving the ancient bridge would be a relief if it did not put you so -close to the black spire. The land on the North side of the bridge is -bleak and lifeless. Nothing seems to move in this land, not even the -wind seems to stir. Gazing upon the black spire, dread rolls down your -spine. The thunderheads swirl about at impossible speeds. The bridge -which leads away from this place lies to the South, while the path to -the spire is Northwest. -~ -0 2097156 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20107 -D7 -~ -~ -0 -1 20128 -S -#20128 -In the Shadow of the Spire~ -The view to the North slowly becomes obscured by the massive black spire, -its massive size shadowing the surrounding area. Nothing moves here, -not even a small breeze stirs. To the North, the path to the mountain -can be seen, and to the Southeast lies a small bridge. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20129 -D8 -~ -~ -0 -1 20127 -S -#20129 -The Gates of Darkness~ -The black spire now fills your entire vision as you draw closer to the -black stone mountain. The path ends at the slope of the spire at a great -and hideous gate. The gate is enscribed with an old dialect of the common -speech, and seems to be sealed with runes of binding. The gates stand -some thirty feet tall, and would be impossible to force open. To the -South, the path away from this spire lies. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20128 -E -gate gates~ -LET HE WHO WISHES TO PASS THESE GATES - SPEAK THE NAME OF THE MASTER OF THE SPIRE. -~ -> speech_prog blacktalon~ -mpopenpassage 20129 20130 0 -mpecho A ghostly voice cackles.... -mpopenpassage 20130 20129 2 -~ -| -S -#20130 -Within the Spire~ -Darkness obscures everything as the gates close behind you, leaving you -trapped within the Black Spire. An eerie silence overcomes any noise -that is made, and every shadow seems too real for comfort. The tunnel -here is carved from the stone itself with no care for aesthetic sense, -winding its way into the spire. Only darkness awaits... -~ -0 2097157 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20131 -> act_prog p arrives from the south.~ -mpclosepassage 20130 2 -mpat 20129 mpclosepassage 20129 0 -mpecho A groaning creak can be heard as the gate closes behind you... -~ -> act_prog p flies in from the south.~ -mpclosepassage 20130 2 -mpat 20129 mpclosepassage 20129 0 -mpecho A groaning creak can be heard as the gate closes behind you... -~ -> act_prog p floats in from the south.~ -mpclosepassage 20130 2 -mpat 20129 mpclosepassage 20129 0 -mpecho A groaning creak can be heard as the gate closes behind you... -~ -| -S -#20131 -Into the Darkness~ -The darkness envelopes you like a coccoon, light barely leaving your -vicinity before being absorbed by the inky blackness. The silence is -almost unbareable, maddening, deafining. This surreal pseudo-reality -tears at your mind like daggers, this place is not natural. The path -continues to wind into the mountain, leading onward to the Northeast, -and back to a sealed exit to the Southwest. -~ -0 2097157 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20132 -D9 -~ -~ -0 -1 20130 -S -#20132 -A Turn in the Dark~ -Feeling your way through the dark tunnel, it turns sharply to the North, -leading more directly now towards the heart of the mountain. Unbearable -silence beats at your brain, and the darkness is overwhelming, absorbing -all forms of light. How much longer does this tunnel go? The tunnel turns -to the Southwest, leading back towards the sealed exit. -~ -0 2097157 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20133 -D9 -~ -~ -0 -1 20131 -S -#20133 -Heated Tunnels~ -The darkness of these tunnels remains constant, though the walls have -begun to heat slightly. Perhaps this is a volcanoe, or perhaps some -magical form of fire awaits you. Either way, there is no turning back -now. The tunnel continues straight to the North and South. -~ -0 2097157 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20134 -D2 -~ -~ -0 -1 20132 -S -#20134 -Smoky Passage~ -Like passing through a veil, the passage is suddenly filled with bitter, -sulfuric smoke. Though not concentrated enough to pose an immediate -threat, the sooner this is passed, the better. The passage walls are -hot to the touch now, and feeling your way through this tunnel is now -becoming painful. The passage continues to the Northwest and the South. -~ -0 2097157 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20133 -D7 -~ -~ -0 -1 20135 -S -#20135 -Into the Mountain's Belly~ -The tunnel ends here, before a gaping hole which leads down into the -mountain's belly. Smoke pours out of the hole in abundance, and the -heat is noticable uncomfortable now. What ever lies down there is not -going to be friendly. The tunnel extends Southeast from here. -~ -0 2097157 1 0 0 0 0 0 -D5 -~ -~ -0 -1 20136 -D8 -~ -~ -0 -1 20134 -S -#20136 -Scalding Tunnels~ -The tunnel is now hot enough to boil standing water, causing pain to -anything unfortunate enough to live here. A dim light can be seen to -the North, as well as occasional waves of heat. Armor becomes heavier -by the moment, the heat sapping the strength of anything living. Up -leads to cooler tunnels. -~ -0 2097157 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20137 -D4 -~ -~ -0 -1 20135 -S -#20137 -Before the Gauntlet~ -The stone in this part of the passage is begining to glow, the immense -heat almost liquifying the solid granite. Minor blisters break out on -your flesh, and the air is thick and heavy. To the North, you can see -a raging inferno, carved from liquid elemental fire. South lies cooler -tunnels, which seems a positive option. -~ -0 2097156 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20146 -D2 -~ -~ -0 -1 20136 -S -#20138 -Painful Oblivion~ -Pain washes over you... where are you? You feel yourself unmaking, your -memory in the real world fading. What is this place? A void between this -universe and your own? The pain is numbing... you know you will soon be -dead. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20138 -D1 -~ -~ -0 -1 20138 -D2 -~ -~ -0 -1 20138 -D3 -~ -~ -0 -1 20138 -D4 -~ -~ -0 -1 20138 -D5 -~ -~ -0 -1 20125 -D6 -~ -~ -0 -1 20138 -D7 -~ -~ -0 -1 20138 -D8 -~ -~ -0 -1 20138 -D9 -~ -~ -0 -1 20138 -> entry_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -> rand_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -| -S -#20139 -Painful Oblivion~ -Pain washes over you... where are you? You feel yourself unmaking, your -memory in the real world fading. What is this place? A void between this -universe and your own? The pain is numbing... you know you will soon be -dead. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20139 -D1 -~ -~ -0 -1 20125 -D2 -~ -~ -0 -1 20139 -D3 -~ -~ -0 -1 20139 -D4 -~ -~ -0 -1 20139 -D5 -~ -~ -0 -1 20139 -D6 -~ -~ -0 -1 20139 -D7 -~ -~ -0 -1 20139 -D8 -~ -~ -0 -1 20139 -D9 -~ -~ -0 -1 20139 -> entry_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -> rand_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -| -S -#20140 -Painful Oblivion~ -Pain washes over you... where are you? You feel yourself unmaking, your -memory in the real world fading. What is this place? A void between this -universe and your own? The pain is numbing... you know you will soon be -dead. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20140 -D1 -~ -~ -0 -1 20140 -D2 -~ -~ -0 -1 20125 -D3 -~ -~ -0 -1 20140 -D4 -~ -~ -0 -1 20140 -D5 -~ -~ -0 -1 20140 -D6 -~ -~ -0 -1 20140 -D7 -~ -~ -0 -1 20140 -D8 -~ -~ -0 -1 20140 -D9 -~ -~ -0 -1 20140 -> entry_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -> rand_prog 100~ -mea $n _whi The sweetness of oblivion rolls over you, trying to unmake you! -mpdamage $n 300 -~ -| -S -#20141 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20142 -D1 -~ -~ -0 -1 20146 -D2 -~ -~ -0 -1 20145 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20142 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20145 -D1 -~ -~ -0 -1 20144 -D2 -~ -~ -0 -1 20147 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20143 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20141 -D1 -~ -~ -0 -1 20144 -D2 -~ -~ -0 -1 20146 -D3 -~ -~ -0 -1 20145 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20144 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20143 -D1 -~ -~ -0 -1 20148 -D2 -~ -~ -0 -1 20145 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20145 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20146 -D1 -~ -~ -0 -1 20141 -D2 -~ -~ -0 -1 20144 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Intense flames sear your flesh! (500) dmg! -mpdamage $n 500 -else -mea $n _ora The flames consume your body! -mpslay $n -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Intense flames sear your flesh! (500) dmg! -mpdamage $n 500 -else -mea $n _ora The flames consume your body! -mpslay $n -endif -~ -| -S -#20146 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20142 -D1 -~ -~ -0 -1 20145 -D2 -~ -~ -0 -1 20147 -D3 -~ -~ -0 -1 20141 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20147 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20142 -D1 -~ -~ -0 -1 20144 -D2 -~ -~ -0 -1 20141 -D3 -~ -~ -0 -1 20148 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20148 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20145 -D1 -~ -~ -0 -1 20144 -D2 -~ -~ -0 -1 20143 -D3 -~ -~ -0 -1 20149 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20149 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20145 -D1 -~ -~ -0 -1 20142 -D2 -~ -~ -0 -1 20150 -D3 -~ -~ -0 -1 20141 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20150 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097284 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20151 -D1 -~ -~ -0 -1 20142 -D2 -~ -~ -0 -1 20146 -D3 -~ -~ -0 -1 20143 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20151 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097280 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20146 -D1 -~ -~ -0 -1 20152 -D2 -~ -~ -0 -1 20145 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20152 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097280 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20153 -D1 -~ -~ -0 -1 20144 -D2 -~ -~ -0 -1 20141 -D3 -~ -~ -0 -1 20143 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20153 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097280 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20154 -D1 -~ -~ -0 -1 20141 -D2 -~ -~ -0 -1 20148 -D3 -~ -~ -0 -1 20142 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20154 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097280 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20145 -D1 -~ -~ -0 -1 20141 -D2 -~ -~ -0 -1 20155 -D3 -~ -~ -0 -1 20141 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20155 -Gauntlet of Fire~ -Fire dances all around you, burning at your flesh, the heat playing -tricks with your mind. Tunnels dance in and out of existance in this -realm, each one as real as a mirage, yet no other option presents itself. -Without any form of protection, you doubt you can survive long in this -realm of fire. -~ -0 2097280 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20156 -D1 -~ -~ -0 -1 20145 -D2 -~ -~ -0 -1 20142 -D3 -~ -~ -0 -1 20145 -> entry_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -> rand_prog 100~ -if isaffected($n) == fireshield -mea $n _ora Painful gouts of fire burn you... (150) dmg! -mpdamage $n 150 -else -mea $n _ora Painful gouts of fire burn you... (300) dmg! -mpdamage $n 300 -endif -~ -| -S -#20156 -Living Shadows~ -The torrents of fire quickly die down as you are thrust from the intense -heat. There does not seem to be any way back to the flames, which is not -immediatley bad, but here, the darkness is overwhelming. The shadows seem -to be piled on top of one another, thicker and thicker, untill you are -sure they are moving. A dim light shows an exit to the North. -~ -0 2097157 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20157 -S -#20157 -Nearing the Beast~ -The trial of fire recesses like a bad nightmare, almost like it was a -dream, which left you in a void of darkness. The shadows move here, and -some seem solid, sharp, and aggressive. You only have one way to go, -now, which is the path curving to the Northwest. The tunnel leading to -the South only dead ends, and the shadowbeast might not be dead. -~ -0 2097157 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20156 -D7 -~ -~ -0 -1 20158 -S -#20158 -Closer to the Darkness~ -You are no longer certain that you lie within the black spire, but the -darkness continues to grow and become thicker. To the West, a great -rumbling can be heard, something not associated with the natural sounds -of a mountain. Southeast leads to a dead end... -~ -0 2097153 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20159 -D8 -~ -~ -0 -1 20157 -S -#20159 -The Belly of the Beast~ -A great overpowering stench can be smelt here, worse than any refuse -imaginable. The smell of one thousand dead and decaying bodies fills -youe nose, burning your lungs. The tunnel to the East leads back to -a maze of liquid fire, though the way is most certanily closed by now. -Up, leads to the lord of the Spire... -~ -0 2097153 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20158 -D4 -~ -~ -0 -1 20160 -S -#20160 -The Lair of Blacktalon~ -This chamber is truly massive, some three hundred feet wide and across, -a natural cavern merged with the tunneling of some great beast. The -floor of this chamber is covered with treasure, priceless amounts of -treasure, gold, silver and platinum. The horde clould make the Gods -themselves jealous. -~ -0 2097153 1 0 0 0 0 0 -D4 -~ -wall~ -1063 20199 20165 -S -#20161 -A faint trail~ -The gates of the city slowly fade behind, leaving only a faint dirt -path through a sparse coniferous forest. To the North, a mountainous -reigon can be seen. The path is slowly ascending, heading towards the -bleak mountains. -~ -0 1075838976 1 0 0 0 0 0 -D1 -~ -~ -0 -1 32645 -D7 -~ -~ -0 -1 20162 -S -#20162 -Into the Mountains~ -The forest slowly gives way to the foothills of the bleak mountains, -slowly ascending into cold air. The snow capped peaks can be seen to -the Northeast, and the gates of Tyr to the Southeast. This is obviously -the path less traveled. -~ -0 1075838976 1 0 0 0 0 0 -D6 -~ -~ -0 -1 20163 -D8 -~ -~ -0 -1 20161 -S -#20163 -Lost in the Mountains~ -The foothills slowly give way to bluffs and gorges, and the cover of -the trees slowly draws away. The path grows so faint that it is impossible -to follow any longer, and only the contour of the land guides you. To -the Northwest lies a natural made path, and the Southwest leads back to -Tyr. -~ -0 1075838976 1 0 0 0 0 0 -D7 -~ -~ -0 -1 20164 -D9 -~ -~ -0 -1 20162 -S -#20164 -Nearing a Plateau~ -The ascent becomes steeper and steeper, nearing the halfway point of -the bleak mountains. The trees are all but non-existant, give no cover -to any eyes which might be about. A plateau lies to the North, while -a nature trail runs Southeast. -~ -0 1075838976 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20000 -D8 -~ -~ -0 -1 20163 -S -#20165 -The Top of the Spire~ -The top of the spire is precariously balanced, barely any room to move -without plumeting down the mountainside. The thunderheads are almost -within your grasp, blast of lightning striking too close for comfort. -The winds are strong, and the view would be awesome if not obscured by -the dark energies surrounding the spire. -~ -0 1073741828 1 0 0 0 0 0 -S -#20200 -end room~ -Dregoria is copyrighted to Jeff Tatum, 1999. - -Do not make use of this area without the express permission of the -Author. -~ -0 1075838980 1 0 0 0 0 0 -S -#0 - - -#RESETS -M 1 20000 1 20026 -M 1 20000 2 20002 -M 1 20000 3 20021 -M 1 20000 4 20018 -M 1 20000 5 20005 -M 1 20002 1 20023 -D 0 20008 0 1 -D 0 20009 2 1 -M 1 20001 1 20011 -E 1 20001 1 1 -M 1 20004 1 20006 -O 1 20009 1 20050 -M 1 20006 1 20058 -M 1 20007 1 20057 -D 0 20070 2 2 -D 0 20069 0 2 -M 1 20008 1 20056 -M 1 20009 1 20060 -M 1 20003 1 20033 -E 1 20003 1 16 -E 1 20004 1 6 -E 1 20005 1 5 -M 1 20005 2 20033 -E 1 20005 1 5 -E 1 20004 1 6 -M 1 20005 2 20033 -O 1 20016 1 20083 -P 0 20017 1 0 -O 1 20200 1 20076 -O 1 20018 1 20076 -D 0 20076 0 1 -D 0 20093 1 1 -D 0 20093 3 1 -O 1 20019 1 20095 -O 1 20020 1 20095 -D 0 20095 1 1 -O 1 20021 1 20094 -D 0 20094 3 1 -M 1 20010 1 20077 -E 1 20022 1 16 -E 1 20023 1 12 -E 1 20024 1 6 -D 0 20077 2 1 -M 1 20013 2 20117 -M 1 20013 2 20116 -M 1 20014 1 20118 -M 1 20015 1 20119 -E 1 20025 1 28 -M 1 20016 1 20125 -E 1 20026 1 11 -E 1 20027 1 16 -M 1 20017 1 20122 -E 1 20028 1 16 -M 1 20019 1 20156 -M 1 20021 1 20062 -M 1 20018 2 20137 -E 1 20033 1 16 -M 1 20018 2 20137 -E 1 20033 1 16 -M 1 20150 1 20160 -D 0 20160 4 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 20001 spec_cast_undead -M 20010 spec_cast_mage -M 20017 spec_cast_cleric -M 20022 spec_cast_undead -M 20150 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/dwarfmines.are b/data/realm/areas_smaug1.4a/dwarfmines.are deleted file mode 100644 index b028b3f..0000000 --- a/data/realm/areas_smaug1.4a/dwarfmines.are +++ /dev/null @@ -1,10145 +0,0 @@ -#AREA Dwarven Mines~ - -#AUTHOR Cianhydle~ - -#RANGES -50 70 0 615 -$ - -#RESETMSG The sound of combat echos through the mines...~ - -#FLAGS -0 15 - -#ECONOMY 0 4858412 - -#MOBILES -#27000 -young dwarf mine worker~ -a mine worker~ -A young dwarf is here carring supplies around. -~ -This young dwarf is too young to fight against orc and goblin hordes -so he is working here in the mines. After a few decades working hard -labor down here the dwarf will become strong and stout. If times are -good he will possibly become a craftsman if they have the skill, or if -times are bad, he will be most likely join the dwarven army and go off -to slay the mortal enemies of the dwarven race. -~ -16777281 0 300 C -40 0 0 0d0+0 0d0+0 -63 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Damn I am tired.~ -| -#27001 -youthfull dwarf mine worker~ -a mine worker~ -A youthfull dwarf is here working away at the stone. -~ -This young dwarf is too young to fight against orc and goblin hordes -so he is working here in the mines. After a few decades working hard -labor down here the dwarf will become strong and stout. If times are -good he will possibly become a craftsman if they have the skill, or if -times are bad, he will be most likely join the dwarven army and go off -to slay the mortal enemies of the dwarven race. -~ -16777283 0 300 C -41 0 0 0d0+0 0d0+0 -65 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpecho A dwarf raises his pick and brings it down upon the stone. -~ -| -#27002 -small dwarf stone cutter~ -a stone cutter~ -A small dwarf is here working on the walls. -~ -This dwarf has avoided having to battle the orcs and goblins by being -a stone cutter. It is quiet an honor to work the stone carefully with -your hands as opposed to hacking away at it with a mining pick. Maybe -if this stone cutter learns their trade well, they can work on a grand -project such as a Thain's burial tomb. -~ -16777281 0 300 C -42 0 0 0d0+0 0d0+0 -98 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpecho A dwarf patiently chips away at the smallest imperfection in the wall.~ -| -#27003 -scrappy dwarf stone cutter~ -a stone cutter~ -A scrappy dwarf is here detailing the walls. -~ -This dwarf has avoided having to battle the orcs and goblins by being -a stone cutter. It is quiet an honor to work the stone carefully with -your hands as opposed to hacking away at it with a mining pick. Maybe -if this stone cutter learns their trade well, they can work on a grand -project such as a Thain's burial tomb. -~ -16777283 0 300 C -43 0 0 0d0+0 0d0+0 -23 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpecho A dwarf hits their thumb with their hammer. -say Eeeoowww! I hate it when that happens. -grumble~ -| -#27004 -strong dwarf metal smith~ -a metal smith~ -A strong dwarf is here fetching some water. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Currently the -dwarf is fetching some water from the pool. -~ -67 0 300 C -44 0 0 0d0+0 0d0+0 -22 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 5~ -drink bucket -say Mmm... water is refreshing. -fill bucket~ -| -#27005 -large dwarf metal smith~ -a metal smith~ -A large dwarf is here working a item from metal. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Right now they -are just too busy working on this item to give you any notice. -~ -67 0 300 C -45 0 0 0d0+0 0d0+0 -12 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Where is in name of Hades is my water at? -grumble -mpecho The dwarf resumes his work on the item.~ -> rand_prog 1~ -mpsound The sound of hammering is heard from nearby.~ -| -#27006 -yhargaldar thin dwarf~ -Yhargaldar~ -A thin dwarf is here distributing the supplies. -~ -This is the dwarven quartermaster. He hands out the supplies for the -whole mine. You should try and barter with him for any goods you will -need if you decide to explore the deeper portions of the mine. This -fellows beard is quiet long and his face is aged from time, despite -the most-undwarven characteristic of being thin instead of stocky. You -think he might be conscience of this fact because he is wearing quiet -a few layers of clothing. -~ -16777283 4194304 300 C -46 0 0 0d0+0 0d0+0 -12312 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (25) -tell $n Needing some supplies? The name is Yhargaldar, I am the -tell $n Quartermast around here. I don't think the Thain would be -tell $n Upset if I did some trading with you. -else -if rand (33) -tell $n You are authorized to be here right? I thought so. Let's do -tell $n Some trading. -smile $n -else -if rand (50) -tell $n It seems I have lost my favorite emerald necklace. It is made -tell $n Of solid platinum. Have you seen it? There is a reward in it -tell $n For you if you can manage to find it. -sigh -else -smile $n -tell $n What can I do for you $n? -endif -endif -endif~ -> rand_prog 5~ -say Damn it, I wish I knew what happened to my emerald necklace. -grumble~ -> give_prog emerald platinum necklace~ -mpjunk necklace -tell $n Yes!!! Yes, this is my necklace. Thank you. -tell $n As a reward I will arrange a meeting with you -tell $n And someone in the Stone-Cutters Guild. I -tell $n Think there is some work to be done for them. -thank $n -mpoload 27156 -give key $n -mpjunk key~ -> speech_prog emerald necklace~ -say YES! Have you found it? -~ -| -#27007 -large dwarf guild guard~ -a guild guard~ -A large dwarf is here guarding the chambers. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -67 0 300 C -47 0 0 0d0+0 0d0+0 -333 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n We don't want any trouble around here. -else -mpechoat $n The dwarven guard watches your every move. -endif~ -| -#27008 -experienced dwarf storage guard~ -a storage guard~ -An experienced dwarf is here guarding the supplies. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -67 0 300 C -48 0 0 0d0+0 0d0+0 -312 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n Don't even think about stealing our supplies. -else -mpechoat $n The dwarven guard moves a bit closer to the supplies. -endif~ -| -#27009 -exhausted dwarf mine assistant~ -a mine assistant~ -An exhausted dwarf is here carring rocks around. -~ -This young dwarf is too young to fight against orc and goblin hordes -so he is working here in the mines. After a few decades working hard -labor down here the dwarf will become strong and stout. If times are -good he will possibly become a craftsman if they have the skill, or if -times are bad, he will be most likely join the dwarven army and go off -to slay the mortal enemies of the dwarven race. -~ -16777409 0 300 C -40 0 0 0d0+0 0d0+0 -12 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Arghh... these rocks are heavy. -~ -| -#27010 -female dwarf dehlara~ -Dehlara~ -A female dwarf is here trying to fix a broken cart. -~ -An older female dwarf is here trying her best to make a part for this -broken cart. She is not having much success. If someone could help -her out, she might be able to reward them with some information. -~ -67 4194304 300 C -50 0 0 0d0+0 0d0+0 -1232 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n This damned cart will never get fixed without a cart wheel. -tell $n Lhangard is SUPPOSED to be helping me. Damn him. If -tell $n You can find me a wheel for this cart, I could arrange for a -tell $n Meeting with one of the Master Stone-Cutters. Sound like -tell $n a deal $n? -else -tell $n I sure wish someone would find me a cart wheel. -endif~ -> give_prog small wheel~ -mpjunk wheel -tell $n Thank you $n! -tell $n As promised, here is a key that will allow you to meet with a -tell $n Master Stone-Cutter, Fhargald. He is my brother. Take this -tell $n Key, perhaps he has some work for you? -mpoload 27155 -give key $n -smile $n -tell $n Thanks again, I was just too busy to find one of these and -tell $n Wooden supplies are running a bit short. -mpecho The dwarf begins to repair the mine cart... -mpjunk key -~ -| -#27011 -grizzled dwarf mine boss~ -a mine boss~ -A grizzled dwarf is here talking about the mines. -~ -This dwarf looks very grizzled. He is wearing armor and weilding a -weapon, much like a soldier. He looks very upset at something and is -barking out orders to his subordinate here. Taking notice of you he -nods and continues talking to his crew chief. -~ -67 0 300 C -70 0 0 0d0+0 0d0+0 -12232 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 2~ -say What do you mean, LOST? -mpforce chief say Well... um, you see they... a... -frown -say Spit it out man, spit it out! -mpforce chief say We haven't heard from crew 13 yet. -say Send out a search party along with a squad of guards. -mpforce chief nod -~ -| -#27012 -dwarf drunk jherhom~ -Jherhom~ -A dwarf is here having deserted from the army. -~ -This dwarf has probably deserted from the army and is hiding here. He -notices you and immediately moves to attack. If he is caught down here -he will most likely be executed for being a traitor. Somehow you feel -sorry for this dwarf. -~ -99 40 -100 C -45 0 0 0d0+0 0d0+0 -12 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n I ain't going back to the surface! -mpechoat $n The dwarf has a certain, aggressive look to him. -scream -else -tell $n You are going to turn me in, aren't you? -mpechoat $n The dwarf draws his weapon and attacks! -cackle -endif~ -| -#27014 -weak dwarf engineer~ -an engineer~ -A weak dwarf is here surveying the mines. -~ -This dwarf is way to skinny and weak to have ever gone into battle. -However, he is using his mind to help the mine increase its production -with a reduced workforce. The battle above and below has forced most -of the miners to be conscripted. -~ -16777283 0 300 C -42 0 0 0d0+0 0d0+0 -321 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -ponder -say This passage passes inspection. -mpecho The dwarf nods his head.~ -| -#27015 -attentive dwarf crew chief~ -a crew chief~ -An attentive dwarf is here listening to the boss. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Currently he is being given orders by the -mine boss about todays operation. -~ -67 0 300 C -45 0 0 0d0+0 0d0+0 -3212 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Yes sir. -mpforce boss say What? -say Nothing sir.~ -| -#27016 -old dwarf ezraldar~ -Ezraldar~ -An old dwarf is here serving some drinks. -~ -Battle-scarred and missing a left, this old dwarf does not work hard. -That is the dwarven way. He was willing to sacrifice his life for the -stronghold, and he is repaided by getting a nice job here serving up a -few drinks to the smiths. From the look in his one remaining eye, you -think he'd much rather still be out there fighting the enemy. -~ -67 4194304 300 C -46 0 0 0d0+0 0d0+0 -3214 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> greet_prog 100~ -if rand (25) -tell $n What can I get for ya there friend? -else -if rand (33) -tell $n Needing something to drink bud? -else -if rand (50) -tell $n Hello $n, what can I do for you? -else -smile $n -tell $n Greetings. May I be of service friend? -endif -endif -endif~ -> speech_prog Ralonjger~ -say Ah... yes, she is a special dwarf. -smile -say Why didn't you ask for the special stuff or -say just tell me you were getting if for here? -smirk -mpoload 27182 1 -give special $n -drop special -~ -> speech_prog special stuff~ -say Ah... yes, yes, the special stuff. -smile -say Why didn't you ask for it? -smirk -mpoload 27182 1 -give special $n -drop special -~ -| -#27017 -dwarf veteran mine worker~ -a veteran mine worker~ -A veteran dwarf is here carring a large chunk of ore. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Although still a -strong dwarf, he has passed his prime and is now doing his duty down -here in the mines. -~ -65 40 300 C -50 0 0 0d0+0 0d0+0 -199 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Its a blast working down here, you should try it.~ -| -#27018 -dwarf veteran mine worker~ -a veteran mine worker~ -A veteran dwarf is hacking away at the stone here. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Although still a -strong dwarf, he has passed his prime and is now doing his duty down -here in the mines. -~ -67 40 300 C -52 0 0 0d0+0 0d0+0 -200 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpecho A dwarf raises his pick and brings it down upon the stone. -mpecho Something is chipped away from the wall... -mpoload 27000 -get rock -say Damnit, just a rock. -drop rock -mpjunk rock -~ -| -#27019 -old dwarf thurn~ -Thrun~ -An old dwarf is here putting the finishing touches on a blade. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -5435 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -tell $n Sorry, I am too busy making items to fight the off the warband. -shake -tell $n You should talk to my guildmaster. -~ -| -#27020 -old dwarf druhur~ -Druhur~ -An old dwarf is here sharpening the head of a battleaxe. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -6434 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -tell $n Sorry, I am too busy making items to fight the off the warband. -shake -tell $n You should talk to my guildmaster. -~ -| -#27021 -old dwarf belhdar~ -Belhdar~ -An old dwarf is here detailing a large warhammer. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -8674 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -tell $n Sorry, I am too busy making items to fight the off the warband. -shake -tell $n You should talk to my guildmaster. -~ -| -#27022 -old dwarf jnahndar~ -Jnahndar~ -An old dwarf is here fitting the links of a chainmail vest. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -5643 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -tell $n Sorry, I am too busy making items to fight the off the warband. -shake -tell $n You should talk to my guildmaster. -~ -| -#27023 -elderly dwarf dolinjhar~ -Dolinjhar~ -An elderly dwarf is here managing his guild. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -65 0 0 0d0+0 0d0+0 -5235 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -say Hmm... so my sister Ralonjger set you? -say Well, I suppose I might have a use for you. -say I loaded the axe to a friend who went to -say explore the lower levels of the mines. You -say can't miss this axe, its made of mithril and -say is huge, its a grandaxe. Bring it back to me -say and we'll see what we can do, deal? -~ -> give_prog mithril grandaxe~ -mpjunk axe -say Well, well, well. Was Braxx okay? -chuckle -say Oops, I forgot to mention Braxx was a bit -say loopy. It just slipped my mind. But thanks. -say Here, take this as a token of my gratitude. -mpoload 27181 -give battlehelm to $n -drop battlehelm -mpgoto 27299 -~ -> speech_prog braxx~ -say Uh, yeah, he's one of our "best" warriors. -smile~ -> speech_prog mithril grandaxe~ -say Yes, fetch it for me and I will give you -say a rare mithril battle-helm. I will need -say that axe if the orc break through the -say lower tunnels.~ -| -#27024 -old dwarf arnath~ -Arnath~ -An old dwarf is here carving a statue out granite. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -2323 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n Maybe you can help me? I am needing a nice sized chunk -tell $n Of granite. If you can find me this I can arrange a meeting -tell $n With my Guildmaster, what do you say $n? -else -tell $n I sure wish someone would find me some granite. -endif~ -> give_prog chunk granite~ -mpjunk granite -tell $n As promised, here is a key that will allow you to meet with -tell $n my guildmaster. Maybe he has something for you to do? -mpoload 27157 -give key $n -smile $n -say Thanks $n. -mpecho The dwarf starts to work on her statue again. -mpjunk key -~ -> speech_prog granite~ -say Yes you nitty wit, granite. Its what your damned -say skull is made of. -roll~ -| -#27025 -old dwarf fhargald~ -Fhargald~ -An old dwarf is here carving a miniture marble token. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -4324 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (50) -tell $n Maybe you can help me? I am needing a nice sized chunk -tell $n Of marble. If you can find me this I can arrange a meeting -tell $n With my Guildmaster, what do you say $n? -else -tell $n I sure wish someone would find me some marble. -endif~ -> give_prog chunk marble~ -mpjunk marble -tell $n As promised, here is a key that will allow you to meet with -tell $n my guildmaster. Maybe he has something for you to do? -mpoload 27157 -give key $n -smile $n -say Thanks $n. -mpecho The dwarf starts to work on another marble object. -mpjunk key -~ -| -#27026 -majestic dwarf ralonjger~ -Ralonjger~ -A majestic dwarf is here managing her guild. -~ -This elderly female dwarf is the head of the stone-cutting guild. She -is thought to be among the most skilled stone-cutters in all the land. -If you prove yourself to the guild she might be able to help you. -~ -67 4194304 300 C -70 0 0 0d0+0 0d0+0 -8642 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -ponder -say Hmm, well, yes. -say You help the stone-cutters guild yes? -say I'm afraid you wouldn't have much -say use for a marble statue would you? -shake -say No. -say Would you be as kind as fetching me -say a flask of spirits from old Ezra? -~ -> speech_prog yes~ -say Well, get moving then $n. -~ -> speech_prog no~ -say Well then, fine. Get out... -mpforce $n drop ornate -mpforce $n up -get key -close up -lock up -tell $n ...and stay out! -yell Hrmph!!! $n is about useless. -mpjunk key~ -> speech_prog flask spirits~ -say Yesss... what part didn't you understand? -say Gooo geeet meee spirits! -say Now get... -mpforce $n up~ -> give_prog flask dwarven spirits~ -drink spirits -say Damnit! -spit -say I wanted the special stuff. -say Go tell that old man I want the special stuff -say or tell him I sent you. He'll know what you -say are talking about. -mpjunk spirits -~ -> give_prog flask special dwarven spirits~ -drink spirits -say Ahhhh.... -smile -say Thank you $n. -say Here, take this key. -say Go speak with Dolinjhar the Smith Guildmaster. -mpoload 27180 -give key $n -drop key -mpjunk spirits~ -| -#27027 -dwarf mine assistant~ -a mine assistant~ -A tired dwarf is here unloading rocks from the cart. -~ -This young dwarf is too young to fight against orc and goblin hordes -so he is working here in the mines. After a few decades working hard -labor down here the dwarf will become strong and stout. If times are -good he will possibly become a craftsman if they have the skill, or if -times are bad, he will be most likely join the dwarven army and go off -to slay the mortal enemies of the dwarven race. This assistant looks -very tired of unloading these rocks. -~ -16777283 0 300 C -41 0 0 0d0+0 0d0+0 -23 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpoload 27002 -grunt -get rock -put rock cart -say These sure are heavy rock. -~ -> rand_prog 1~ -get rock cart -drop rock -say I wish I was on the surface fight the orcs. -sigh -~ -| -#27028 -lazy dwarf lhangard~ -Lhangard~ -A lazy dwarf is here hiding from the others. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. -~ -67 4194304 300 C -35 0 0 0d0+0 0d0+0 -2 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -tell $n Go Away. I don't want to be bothered.~ -> speech_prog dehlara~ -say Did she send you??? -say Well, I gave that damned cart wheel to Jherhom. -~ -| -#27029 -flames fire elemental~ -a fire elemental~ -The flames dance about you here as if they were alive. -~ -This beast is made of magical fire and is aggressive to all living -creatures. It is difficult to strike the beast from the flames that -are crackling all about its roughly humanoid form. -~ -99 40 -500 C -60 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mpechoat $n The flames burn your flesh and ignite your clothing! -mpdamage $n 100~ -| -#27030 -dwarf mine guard~ -a mine guard~ -A strong dwarf is here guarding the room. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -67 40 300 C -55 0 0 0d0+0 0d0+0 -42 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 100~ -if rand (25) -tell $n Do not steal anything from us or else... -else -if rand (33) -tell $n Stay away from the lower levels of the mines... -else -if rand (50) -tell $n I think Dehlara needs some assistance... -else -tell $n Jherhom was seen sneaking around here yesterday... -endif -endif -endif~ -| -#27031 -skilled dwarf stone cutter~ -a skilled stone cutter~ -A skilled dwarf is here perfecting her skills. -~ -This stone cutter is very adept for their age. They are helping some -of the less skilled student improve their abilities. Her beard is -kept a bit shorter than the males, but is never-the-less just as well -groomed as the others. -~ -16777283 0 300 C -50 0 0 0d0+0 0d0+0 -132 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27032 -unskilled dwarf stone cutter~ -an unskilled stone cutter~ -An unskilled dwarf is here learning from the others. -~ -This younger dwarf is unskilled at the art of stone cutting but is -trying to do the best they can. Perhaps they are afraid of being sent -to the surface to fight against the orcs and goblins? -~ -16777283 0 300 C -15 0 0 0d0+0 0d0+0 -1 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Watch this, I think I got the hang of it. -mpecho The unskilled dwarf starts to work on some stone... -mpecho ...and ends up breaking a chisel. -mpforce skilled say Well, maybe you need some more practice? -mpforce skilled smile unskilled -say Maybe you are right. -frown~ -| -#27033 -aged dwarf stone cutter~ -a master stone cutter~ -An aged dwarf is here instructing the stone cutters. -~ -Too old to fight in this battle, having most likely survived his own -war, this dwarf is here passing on his knowledge of working with stone -to the younger ones. He looks a bit sad, knowing if things do not go -better that all these young ones may have to be conscripted to drive -off the orcs and goblins. -~ -16777281 0 300 C -55 0 0 0d0+0 0d0+0 -4597 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> all_greet_prog 25~ -tell $n These young ones are too impatient. They will never be -tell $n As good as me. -flex~ -| -#27034 -dwarf hardened mine worker~ -a hardened mine worker~ -A hardened dwarf is here carring an armload of rocks. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Although still a -strong dwarf, he has passed his prime and is now doing his duty down -here in the mines. -~ -65 40 300 C -55 0 0 0d0+0 0d0+0 -643 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27035 -dwarf hardened mine worker~ -a hardened mine worker~ -A hardened dwarf is here chopping away at the stone. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Although still a -strong dwarf, he has passed his prime and is now doing his duty down -here in the mines. -~ -67 40 300 C -56 0 0 0d0+0 0d0+0 -523 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -mpecho A dwarf raises his pick and brings it down upon the stone. -mpecho Something is chipped away from the wall... -mpoload 27000 -get rock -grumble -say There has got to be something around here somewhere. -drop rock -mpjunk rock -~ -| -#27036 -wounded dwarf crew chief~ -a wounded crew chief~ -A wounded dwarf is here trying to find her men. -~ -This female dwarf obviously led her workers down into the lower levels -of the mine where something happened. She looks too wounded to move. -~ -67 0 300 C -35 0 0 0d0+0 0d0+0 -542 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> rand_prog 1~ -say Arghh... my leg... damned orcs, they'll never take mines! -mpecho emote bandages their leg the best they can.~ -| -#27037 -marble golem statue~ -a marble golem~ -A large marble statue is here. -~ -How interesting, a statue made of living marble. -~ -99 168 0 C -65 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 100~ -mpecho With the last blow the stone statue shatter into hundreds -mpecho Of fragments. There is one in particular that looks to be -mpecho Of some workable size. -~ -| -#27038 -dwarf searching mine worker~ -a searching mine worker~ -A dwarf is here searching for the lost crew. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which. Apparently this -dwarf is searching for something.~ -65 40 300 C -45 0 0 0d0+0 0d0+0 -156 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27039 -dwarf veteran sergeant~ -a veteran sergeant~ -A dwarf sergeant is here organizing his troops. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -67 40 300 C -55 0 0 0d0+0 0d0+0 -284 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27040 -dwarf veteran soldier~ -a veteran soldier~ -A dwarf soldier is here preparing to storm the mines. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -65 40 300 C -45 0 0 0d0+0 0d0+0 -267 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27041 -dwarf veteran fighter~ -a veteran fighter~ -A dwarf fighter is here holding her ground. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -67 40 300 C -58 0 0 0d0+0 0d0+0 -231 0 -8 8 2 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27042 -dwarf veteran warrior~ -a veteran warrior~ -A dwarf warrior is here retaking his mines. -~ -Even though a battle rages on somewhere above or even perhaps below, -it is still important to defend the mines. This guard represents but -a fraction of the that would be posted here under normal conditions. -~ -65 40 300 C -50 0 0 0d0+0 0d0+0 -167 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27043 -young dwarf messanger~ -a messanger~ -A young dwarf is here carring a message. -~ -This dwarf is a stout looking fellow who spends alot of time down here -in the mines. He is either enjoying his work way too much, or he is -being rude by ignoring you. Its hard to tell which.~ -16777281 0 300 C -40 0 0 0d0+0 0d0+0 -102 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27044 -wounded orc~ -a wounded orc~ -A wounded orc is here bleeding to death. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -99 0 -300 C -45 0 0 0d0+0 0d0+0 -27 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27045 -aggressive orc swordsman~ -an orc swordsman~ -An aggressive orc is here dismembering dwarves. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -55 0 0 0d0+0 0d0+0 -48 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27046 -aggressive orc footsoldier~ -an orc footsoldier~ -An aggressive orc footsoldier is here holding its position. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -50 0 0 0d0+0 0d0+0 -39 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27047 -aggressive orc pikeman~ -an orc pikeman~ -An aggressive orc is here holding its position with a pike. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -52 0 0 0d0+0 0d0+0 -23 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27048 -aggressive orc archer~ -an orc archer~ -An aggressive orc is here aiming his shortbow. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -53 0 0 0d0+0 0d0+0 -43 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27049 -granite golem statue~ -a granite golem~ -A large granite statue is standing here. -~ -How interesting, a statue made of living granite. -~ -99 168 0 C -65 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 100~ -mpecho With the last blow the stone statue shatter into hundreds -mpecho Of fragments. There is one in particular that looks to be -mpecho Of some workable size. -~ -| -#27050 -veteran orc swordsman~ -a veteran orc swordsman~ -A veteran swordsman is here organizing the orcs. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -99 0 -300 C -60 0 0 0d0+0 0d0+0 -51 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27051 -veteran orc spearmen~ -a veteran orc spearmen~ -A veteran orc is here guarding the passage. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -99 0 -300 C -58 0 0 0d0+0 0d0+0 -14 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27052 -goblin miner~ -a goblin miner~ -A goblin miner is here clearing the passage of rocks. -~ -This goblin is smaller than the orcs, but no less ugly or smelly. The -ugly little critter does not look very bright, or happy about having -to work in the mines. It spits at you when you turn your back, but it -is not overly aggressive. -~ -193 0 -300 C -38 0 0 0d0+0 0d0+0 -12 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -39 0 0 0 16385 16384 0 -0 0 7 0 0 0 0 0 -#27053 -hobgoblin miner~ -a hobgoblin miner~ -A hobgoblin miner is here bracing up this cavern. -~ -This goblin is smaller than the orcs, but no less ugly or smelly. The -ugly little critter does not look very bright, or happy about having -to work in the mines. It spits at you when you turn your back, but it -is not overly aggressive. -~ -67 0 -300 C -43 0 0 0d0+0 0d0+0 -31 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -43 0 0 0 16417 32 0 -0 0 7 0 0 0 0 0 -#27054 -hobgoblin taskmaster~ -a hobgoblin taskmaster~ -A hobgoblin is here shouting out orders to the workers. -~ -This goblin is smaller than the orcs, but no less ugly or smelly. The -ugly little critter does not look very bright, or happy about having -to work in the mines. It spits at you when you turn your back, but it -is not overly aggressive. -~ -67 0 -300 C -48 0 0 0d0+0 0d0+0 -55 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -43 0 0 0 16417 32 0 -0 0 7 0 0 0 0 0 -#27055 -goblin engineer~ -a goblin engineer~ -A goblin is here examining the tunnels. -~ -This goblin is smaller than the orcs, but no less ugly or smelly. The -ugly little critter does not look very bright, or happy about having -to work in the mines. It spits at you when you turn your back, but it -is not overly aggressive. -~ -67 0 -300 C -42 0 0 0d0+0 0d0+0 -22 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -39 0 0 0 16385 16384 0 -0 0 7 0 0 0 0 0 -#27056 -goblin miner~ -a goblin miner~ -A goblin is here making the tunnels wider. -~ -This goblin is smaller than the orcs, but no less ugly or smelly. The -ugly little critter does not look very bright, or happy about having -to work in the mines. It spits at you when you turn your back, but it -is not overly aggressive. -~ -193 0 -300 C -38 0 0 0d0+0 0d0+0 -21 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -39 0 0 0 16385 16384 0 -0 0 7 0 0 0 0 0 -#27057 -orc taskmaster~ -an orc taskmaster~ -An orc is here making the goblins work hard. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -99 0 -300 C -48 0 0 0d0+0 0d0+0 -41 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27058 -orc soldier~ -an orc soldier~ -An orc soldier is here moving down through the tunnel. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -57 0 0 0d0+0 0d0+0 -45 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27059 -veteran orc soldier~ -a veteran orc soldier~ -A orc soldier is here perparing for combat. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -61 0 0 0d0+0 0d0+0 -65 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27060 -elite orc swordsman~ -an elite orc swordsman~ -A orc swordsman is here waiting for the orders to march. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -97 0 -300 C -65 0 0 0d0+0 0d0+0 -66 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27061 -Zertog orc~ -Zertog~ -An orc is here overseeing the underground seige. -~ -This is one ugly orc. You should just attack him and put him out of -his misery. -~ -99 0 -500 C -65 0 0 0d0+0 0d0+0 -5983 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27062 -veteran orc archer~ -a veteran orc archer~ -A veteran orc is here guarding the passage. -~ -This orc has seen a few battles and is not worried about fighting you. -It smells, it drools, it spits on the ground and stamps its feet and -does a little orc dance. Its skin is a green color while it wears old -worn out armor and wield a poorly-crafted, but still deadly, weapon. -~ -99 0 -300 C -58 0 0 0d0+0 0d0+0 -12 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -53 0 0 0 33 32 0 -0 0 7 0 0 0 0 0 -#27063 -hobgoblin engineer~ -a hobgoblin engineer~ -A hobgoblin is here thinking about how to brace this chamber. -~ -This crude looking hobgoblin is probably one of the smartest of the -group. For one he has not attacked you, and for two he is trying to -keep close to the edge of this room in case it caves-in. About his -body are dirty rags, which you will never even think about wearing. -The rags are stained in several places by who knows what. The most -this creature ever says is, "Grrrnt." -~ -67 0 -300 C -45 0 0 0d0+0 0d0+0 -13 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -39 0 0 0 16385 16384 0 -0 0 7 0 0 0 0 0 -#27064 -dwarf mine worker~ -a mine worker~ -A dwarf is here loading rocks into the crate. -~ -This dwarf looks tired of loading rocks into the crate. He is dirty, -and smell rather bad. Moving rocks around is a very, very tiring job. -~ -67 40 300 C -48 0 0 0d0+0 0d0+0 -35 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -#27065 -xorn~ -a xorn~ -A xorn is here eating away at the stone. -~ -This three-legged creature sits low to the ground. Like its cousins, -this creature eats raw stone and minerals to exist. There is a mouth -at the bottom of the creature, and what look like eyes are positioned -between one pair of the legs. This creature is very different from -yourself. This creature appears to enjoy eating ore and steel. -~ -65 0 0 C -65 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#27066 -xaren~ -a xaren~ -A xaren is here chewing away at the stone. -~ -This three-legged creature sits low to the ground. Like its cousins, -this creature eats raw stone and minerals to exist. There is a mouth -at the bottom of the creature, and what look like eyes are positioned -between one pair of the legs. This creature is very different from -yourself. It looks like this one prefers to eat precious metals. You -wonder if there are any nuggets of gold inside this things stomach? -~ -67 0 0 C -70 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#27067 -xvart~ -a xvart~ -A xvart is here feeding on minerals. -~ -This three-legged creature sits low to the ground. Like its cousins, -this creature eats raw stone and minerals to exist. There is a mouth -at the bottom of the creature, and what look like eyes are positioned -between one pair of the legs. This creature is very different from -yourself. This creature is patiently searching for something very hard -to find in a dwarf mine, diamonds. Perhaps within its belly there are -some undigested gems? -~ -65 0 0 C -75 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#27068 -umber hulk~ -an umber hulk~ -An umber hulk is here lumbering about the passages. -~ -This beast is a foot or so taller than the average human. It has to -bend over to navigate some of the smaller tunnels. Dark-purple plates -cover this creature. They look hard. The beasts hands end in large, -sharp looking claws. It does not look happy to have visitors. -~ -97 8 0 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#27069 -greater umber hulk~ -a greater umber hulk~ -A huge umber hulk is here deep below the surface. -~ -This beast is a foot or so taller than the average human. It has to -bend over to navigate some of the smaller tunnels. Dark-purple plates -cover this creature. They look hard. The beasts hands end in large, -sharp looking claws. It does not look happy to have visitors. -~ -97 8 0 C -65 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#27071 -old dwarf braxx~ -Braxx~ -An old dwarf is here wondering how to get out of here. -~ -This dwarf has been lost down here for some time. He is typically -short like most dwarfs. Heis typically stout, again, like most of the -other dwarves you have seen. His beard hangs down to his waist, and -is somewhat tangled. Atop his head he is wearing a brilliant diamond -studded helmet, and in his stubby hands a great battleaxe is wielded -tightly. There is a look of determination in his aged eyes. While a -fearsome looking opponent, this guy is getting up in the years and has -passed his prime. You think you have seen this fellow somewhere else. -~ -99 4194304 500 C -70 0 0 0d0+0 0d0+0 -756 0 -8 8 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -2 0 0 0 5 4 0 -0 0 7 0 0 0 0 0 -> greet_prog 50~ -scream -say Damned orc! -point $n -say You die first. -~ -| -#27072 -castrated bard funilo dack~ -Dack Funilo~ -A castrated bard is here thinking he is all that and a... -~ -You cannot help being sorry for this pathetic creature. This mob is -representative of all the 'do nothing' immortals, who in the course of -their fun-time feel it is required of them to make laws that alienate -players and working immortals alike. We all agree rules are important -to the survival of any organized group of individuals, however, it is -usually the case that the ones making the rules actually contribute to -the greater good of the organization. This mob can't build, does not -know jack about coding, probably could even manage to make a social if -their life depended on it, and wouldn't have a clue about fucking with -skills. All they know is freeze, hell, siteban, and of course, balzhur -all of which they use to overcome their insecurities in real life. As -a player you will never see this mob, and consider yourself lucky. If -you are an immortal, take heed, there are words of wisdom to be found -here within this description. -~ -67 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -48 0 0 0 17 16 0 -0 0 68157442 0 0 0 0 0 -#27073 -earth elemental~ -an earth elemental~ -The stones here are moving as if there were alive. -~ -This creature has been made from the very earth iteself! -~ -97 40 -500 C -70 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 18 18 18 18 18 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mpechoat $n The ceiling overhead partially collapses!!! -mpdamage $n 100~ -| -#0 - - -#OBJECTS -#27000 -small rock~ -a small rock~ -A small rock is resting here.~ -~ -13 128 1 -0 0 0 0 -1 0 0 -E -small rock~ -This rock looks pretty damned much like every other rock you have seen -before. -~ -#27001 -medium rock~ -a medium-sized rock~ -A medium-sized rock is resting here.~ -~ -13 128 1 -0 0 0 0 -2 0 0 -E -medium rock~ -This rock looks pretty damned much like every other rock you have seen -before. It is a little larger than the small rocks, but still smaller -than the big ones. Understand what I mean by medium-sized? -~ -#27002 -large rock~ -a large rock~ -A large rock is resting here.~ -~ -13 128 1 -0 0 0 0 -10 0 0 -E -large rock~ -This is a large rock. Not a small or medium sized rock, but a large -one. It looks heavy too. There does not appear to be any ore or gold -in this sample. -~ -#27003 -mine cart~ -a mine cart~ -A mine cart is sitting here on the tracks.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -mine cart~ -This mine cart could probably hold fifty or so of the large rocks. It -is large enough to fit into, not comfortably though. You are suddenly -struck with a vision of racing along these mine tracks. Maybe you can -get a push from one of these dwarves? -~ -#27004 -mine cart~ -a mine cart~ -A mine cart is sitting here on the tracks.~ -~ -15 0 0 -500 0 0 0 -200 0 0 -E -mine cart~ -This mine cart could probably hold fifty or so of the large rocks. It -is large enough to fit into, not comfortably though. You are suddenly -struck with a vision of racing along these mine tracks. Maybe you can -get a push from one of these dwarves? -~ -#27005 -wooden bumper~ -a wooden bumper~ -A wooden bumper is here at the end of the tracks.~ -~ -12 0 0 -0 0 0 0 -300 0 0 -E -wooden bumper~ -This is a large wooden contraption used to stop the mine carts from -rolling off the edge of the tracks. Pretty simple huh? It is too big -to try walking away with, anyways the dwarves might not like that. -~ -#27006 -wheel barrow~ -a wheel barrow~ -A wheel barrow is resting on its side here.~ -~ -15 0 1 -50 0 0 0 -20 0 0 -E -wheel barrow~ -This is basically a wooden crate with two handles and a wheel. Maybe -if you started to look like you were working you could walk away with -this item? That is stealling you know. However you remind yourself -that these dwarves probably would not miss just one wheel barrow. -~ -#27007 -broken mine cart~ -a broken mine cart~ -A mine cart is standing on its end here being repaired.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -broken mine cart~ -This cart is missing one of its wheels. Won't work. -~ -#27008 -stone tables~ -several stone tables~ -Several stone tables are placed about the chamber here.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -E -stone tables~ -There does not appear to be anything on the tables worth stealing, but -you get an "A" for just looking. Way too heavy to sneak away with one -of these... now maybe that chair over there... -~ -E -chair~ -You ain't serious fucking thinking about stealing a chair are you? -Get the fuck out of my fucking area you klemptomaniac fuck!!!~ -#27009 -mining pick~ -a mining pick~ -A mining pick is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -mining pick~ -There just is not alot to say about this pick other than it is used in -the dwarven mines. It looks a little dull at one end, but the other -looks to be fairly sharp. Maybe this will be a useful item if you do -decide to go exploring the mines. -~ -#27010 -flathead shovel~ -a flathead shovel~ -A flathead shovel was placed here.~ -~ -59 0 16385 -0 0 0 0 -5 0 0 -E -flathead shovel~ -A sturdy design, this shovel is a little too small for you to use with -comfort. Just about everything these dwarves make is just a little too -small. Damn them to hell for being short anyways. -~ -#27011 -mining spike~ -a mining spike~ -A spike used in mining operations is here.~ -~ -50 0 16385 -0 0 0 0 -2 0 0 -E -mining spike~ -This spike is used to drike holes into the stone walls. No real miner -leaves home with one, or two, or a dozen. Highly useful for keeping -doors open, using to anchor a rope, grip holds, or for putting out the -eye of the first orc you see. -~ -#27012 -bronze lantern~ -a bronze lantern~ -A bronze lantern fit atop a pole is here.~ -~ -1 0 1 -0 0 50 0 -3 0 0 -E -bronze lantern~ -Maybe I should have made this lantern out of brass? I just don't know -man, dig it? -~ -#27013 -coil rope~ -a coil of rope~ -A coil of rope was dropped here.~ -~ -13 0 16385 -0 0 0 0 -3 0 0 -E -coil rope~ -A coil of rope... a coil of rope. Once upon a time there was a young -dwarf named Khergn. He only ventured outside the stronghold once, and -it was with a band of adventurers. After only a few months of travel -he returned with 13,000 gold pieces worth of rope. In turn he sold -the rope at a profit, and is one of the richest dwarves in the clan. -This is a true story, well, as true as one can be in this setting. I -had an ADnD character that retired and bought alot of rope once... -~ -#27014 -small hammer~ -a small hammer~ -A small hammer is resting here.~ -~ -5 0 8193 -0 0 0 7 -2 0 0 -E -small hammer~ -Not a great weapon, but it can be wielded. It is just a bit too small -for a human to wield correctly. Used for a variety of work. Driving -spikes. Stone-cutting. Sculpting. Etc, etc, etc. -~ -#27015 -stone cutters chisel~ -a stone-cutters chisel~ -A stone-cutters chisel is resting here.~ -~ -13 0 16385 -0 0 0 0 -1 0 0 -E -stone cutters chisel~ -Pretty damn simple man, its a stone cutters chisel. Not a wood chisel -not a metal file not a pick used to hack away at the stone... its a -s-t-o-n-e c-u-t-t-e-r-s c-h-i-s-e-l, got it?~ -#27016 -wooden mallet~ -a wooden mallet~ -A wooden mallet is resting here.~ -~ -5 0 8193 -0 0 0 7 -2 0 0 -E -wooden mallet~ -This mallet is used to fix all kinds of thinks. Not hard enough to -drive a nail or spike, it is used to beat around object like wooden -beams, and repairing mine-carts. -~ -#27017 -brass mallet~ -a brass mallet~ -A brass mallet is resting here.~ -~ -5 0 8193 -0 0 0 7 -2 0 0 -E -brass mallet~ -This mallet is used to work on metal objects. Any harder metal and it -is possible to dent or scar the item you are working on. This is not -the hammer used to pound raw, hot iron into blades, it is the one used -to fabricate the wonderful detailing on the hilts and pommels of dwarf -blades. -~ -#27018 -wooden bucket~ -a wooden bucket~ -A wooden bucket is resting here.~ -%s take%q a refreshing drink from $p.~ -17 0 1 -5 5 0 0 -3 0 0 -E -wooden bucket~ -Drink container made of wooden and held together with a riveted iron -strap. The wood appears to be treat oak to prevent warping. It has a -thick wire handle fitted with a leather hand grip. It looks slighty -smaller than most human-sized water pails. -~ -#27019 -oval pool~ -an oval pool~ -An oval pool is here in the center of this chamber.~ -%s take%q a long, refreshing drink from $p and look%q better.~ -25 0 0 -0 0 0 0 -1000 0 0 -E -oval pool~ -This pool look safe enough to drink from. You doubt that is is magical -being dwarves are a very anti-magic race. -~ -#27020 -odd mining pick~ -a mining pick~ -An odd looking mining pick has been placed here.~ -~ -5 64 8193 -0 0 0 3 -5 0 0 -E -odd mining pick~ -There is definately something different about this pick. It looks like -both ends are very sharp. In fact the item looks brand new, but you -just saw it being used, it should at least have a scratch. But it has -no scratches... -~ -A -19 2 -A -1 2 -A -18 2 -A -13 20 -#27021 -dwarven shortsword~ -a dwarven shortsword~ -A dwarven shortsword is resting here.~ -~ -5 0 8193 -0 0 0 3 -6 0 0 -E -dwarven shortsword~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27022 -dwarven handaxe~ -a dwarven handaxe~ -A dwarven handaxe is resting here.~ -~ -5 0 8193 -0 0 0 3 -6 0 0 -E -dwarven handaxe~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27023 -dwarven warhammer~ -a dwarven warhammer~ -A dwarven warhammer is resting here.~ -~ -5 0 8193 -0 0 0 3 -6 0 0 -E -dwarven warhammer~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27024 -dwarven battleaxe~ -a dwarven battleaxe~ -A dwarven battleaxe is resting here.~ -~ -5 0 8193 -0 0 0 3 -7 0 0 -E -dwarven battleaxe~ -This simple but well made item is typical of dwarven craftsmanship. -~ -A -19 4 -#27025 -dwarven broadsword~ -a dwarven broadsword~ -A dwarven broadsword is resting here.~ -~ -5 0 8193 -0 0 0 3 -7 0 0 -E -dwarven broadsword~ -This simple but well made item is typical of dwarven craftsmanship. -~ -A -19 2 -#27026 -dwarven buckler~ -a dwarven buckler~ -A dwarven buckler is resting here.~ -~ -9 0 513 -0 0 0 0 -6 0 0 -E -dwarven buckler~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27027 -dwarven ringmail~ -some dwarven ringmail~ -Some dwarven ringmail is resting here.~ -~ -9 0 9 -0 0 0 0 -10 0 0 -E -dwarven ringmail~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27028 -dwarven chainmail~ -some dwarven chainmail~ -Some dwarven chainmail is resting here.~ -~ -9 0 9 -0 0 0 0 -12 0 0 -E -dwarven chainmail~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27029 -dwarven spiked shield~ -a dwarven spiked shield~ -A dwarven spiked shield is resting here.~ -~ -9 0 513 -0 0 0 0 -8 0 0 -E -dwarven spiked shield~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27030 -small wheel~ -a small wheel~ -A small wheel to a mining cart has been lost here.~ -~ -13 0 1 -0 0 0 0 -2 0 0 -E -small wheel~ -Whoever is trying to repair the mine carts might like to see this. -~ -#27031 -stone worktable~ -a stone worktable~ -A stone worktable has been placed here.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -E -stone worktable~ -This table is used to work small pieces of stone into statues or other -stone items. There does not appear to be anything worth much here on -the table. -~ -#27032 -wooden toolbox~ -a wooden toolbox~ -A wooden toolbox is here next to the worktable.~ -~ -15 0 0 -500 0 0 0 -200 0 0 -E -wooden toolbox~ -Hmm... perhaps you can just walk in here and loot the dwarves toolbox? -Hell, go for it man, they won't ever catch you. -~ -#27033 -extra tracks~ -some extra tracks~ -Some extra mine track rails have been put into a pile here.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -extra tracks~ -There are some things which you just can't pick up Hulk. This is one -of them.~ -#27034 -mining vest~ -a mining vest~ -A mining vest has been left here.~ -~ -9 0 9 -0 0 0 0 -5 0 0 -E -mining vest~ -This leather vest has a harness fastened to it allowing its wearer to -be secured to an anchor if needed. Aside from its mining purposes, it -could also provide some degree of protection. -~ -#27035 -mining gloves~ -some mining gloves~ -Some mining gloves were left here.~ -~ -9 0 129 -0 0 0 0 -4 0 0 -E -mining gloves~ -These look like the kind of equipment worn by dwarven miners. -~ -#27036 -mining boots~ -some mining boots~ -Some boots used by a miner are left here.~ -~ -9 0 65 -0 0 0 0 -4 0 0 -E -mining boots~ -These look like the kind of equipment worn by dwarven miners. -~ -#27037 -dwarven dagger~ -a dwarven dagger~ -A dwarven dagger is gleaming here.~ -~ -5 0 8193 -0 0 0 3 -4 0 0 -E -dwarven dagger~ -This simple but well made item is typical of dwarven craftsmanship. -~ -A -18 4 -#27038 -dwarven spiked helm~ -a dwarven spiked helm~ -A dwarven spiked helm is resting here.~ -~ -9 0 17 -0 0 0 0 -5 0 0 -E -dwarven spiked helm~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27039 -dead orc~ -a dead orc~ -A dead orc is laying here in a pool of blood.~ -~ -15 0 0 -50 0 0 0 -50 0 0 -E -dead orc~ -Yep, its dead. Died a horrible death, but maybe it hasn't been looted -yet. Better search... -~ -#27040 -slain orc~ -a slain orc~ -A slain orc is here missing its head.~ -~ -15 0 0 -50 0 0 0 -50 0 0 -E -slain orc~ -Yep, its dead. Died a horrible death, but maybe it hasn't been looted -yet. Better search... -~ -#27041 -orc head~ -an orc head~ -An orc head is here severed from its body.~ -%s chomp$q on $p and spit$q out a maggot.~ -19 0 1 -1 0 0 0 -50 0 0 -E -orc head~ -It looks just as ugly as a living orc. Only difference is this one is -covered in blood and not grunting. Maybe it is edible? -~ -#27042 -wooden beams~ -some wooden beams~ -Some wooden beams have been stacked here.~ -~ -12 0 0 -0 0 0 0 -50 0 0 -E -wooden beams~ -They look heavy. It would take three people to move them. -~ -#27043 -decending ladder~ -a decending ladder~ -A ladder is here leading down.~ -~ -12 0 0 -0 0 0 0 -50 0 0 -E -decending ladder~ -The ladder is made of wood with steel plated steps for added footing. -~ -#27044 -ascending ladder~ -an ascending ladder~ -A ladder is here leading up.~ -~ -12 0 0 -0 0 0 0 -50 0 0 -E -ascending ladder~ -The ladder is made of wood with steel plated steps for added footing. -~ -#27045 -bronze mining bracer~ -a bronze mining bracer~ -A mining bracer has been left here.~ -~ -9 0 4097 -0 0 0 0 -3 0 0 -E -bronze mining bracer~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27046 -bronze dwarven ring~ -a bronze dwarven ring~ -A bronze ring has been left here.~ -~ -8 0 3 -0 0 0 0 -2 0 0 -E -bronze dwarven ring~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27047 -bronze dwarven earring~ -a bronze dwarven earring~ -A bronze earring has been left here.~ -~ -8 0 65537 -0 0 0 0 -2 0 0 -E -bronze dwarven earring~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27048 -dwarven scalemail~ -some dwarven scalemail~ -Some dwarven scalemail is resting here.~ -~ -9 0 9 -0 0 0 0 -10 0 0 -E -dwarven scalemail~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27049 -dwarven scalemail skirt~ -a dwarven scalemail skirt~ -A dwarven scalemail skirt is resting here.~ -~ -9 0 2049 -0 0 0 0 -9 0 0 -E -dwarven scalemail skirt~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27050 -dwarven gauntlets~ -some dwarven gauntlets~ -Some dwarven gauntlets are resting here.~ -~ -9 0 129 -0 0 0 0 -8 0 0 -E -dwarven gauntlets~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27051 -dwarven boots~ -some dwarven boots~ -Some dwarven boots are resting here.~ -~ -9 0 65 -0 0 0 0 -8 0 0 -E -dwarven boots~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27052 -dwarven war-axe~ -a dwarven war-axe~ -A dwarven war-axe is resting here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -dwarven war-axe~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27053 -dwarven battlespear~ -a dwarven battlespear~ -A dwarven battlespear is resting here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -dwarven battlespear~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27054 -dwarven halbard~ -a dwarven halbard~ -A dwarven halbard is resting here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -dwarven halbard~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27055 -dwarven longsword~ -a dwarven longsword~ -A dwarven longsword is resting here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -dwarven longsword~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27056 -dwarven pike~ -a dwarven pike~ -A dwarven pike is resting here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -dwarven pike~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27057 -dwarven warclub~ -a dwarven warclub~ -A dwarven warclub is resting here.~ -~ -5 0 8193 -0 0 0 3 -7 0 0 -E -dwarven warclub~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27058 -dwarven shield~ -a dwarven shield~ -A dwarven shield is resting here.~ -~ -9 0 513 -0 0 0 0 -7 0 0 -E -dwarven shield~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27059 -mangled orc~ -a mangled orc~ -A mangled orc has been hacked into pieces here.~ -~ -15 0 0 -50 0 0 0 -20 0 0 -E -mangled orc~ -Yep, its dead. Died a horrible death, but maybe it hasn't been looted -yet. Better search... -~ -#27060 -trashed orc~ -a trashed orc~ -A trashed orc has been butchered here.~ -~ -15 0 0 -50 0 0 0 -20 0 0 -E -trashed orc~ -Yep, its dead. Died a horrible death, but maybe it hasn't been looted -yet. Better search... -~ -#27061 -bloodied orc~ -a bloodied orc~ -A dead orc is here in a bloody mess.~ -~ -15 0 0 -50 0 0 0 -20 0 0 -E -bloodied orc~ -Yep, its dead. Died a horrible death, but maybe it hasn't been looted -yet. Better search... -~ -#27062 -broken spear~ -a broken spear~ -A broken spear is resting here.~ -~ -13 0 1 -0 0 0 0 -4 0 0 -E -broken spear~ -This was once a weapon, how its trash. Junk. Useless. You get the -picture, right Braniac? -~ -#27063 -copper dwarven ring~ -a copper dwarven ring~ -A copper ring has been left here.~ -~ -8 0 3 -0 0 0 0 -2 0 0 -E -copper dwarven ring~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27064 -silver dwarven ring~ -a silver dwarven ring~ -A silver ring has been left here.~ -~ -8 0 3 -0 0 0 0 -2 0 0 -E -silver dwarven ring~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27065 -dwarven battlehelm~ -a dwarven battlehelm~ -A dwarven battlehelm is resting here.~ -~ -9 0 17 -0 0 0 0 -4 0 0 -E -dwarven battlehelm~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27066 -dwarven battlevisor~ -a dwarven battlevisor~ -A dwarven battlevisor is resting here.~ -~ -9 0 131073 -0 0 0 0 -4 0 0 -E -dwarven battlevisor~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27067 -orc hand~ -an orc hand~ -The hand of an orc has been cut off here.~ -%s snack$q on $p and giggle$q.~ -19 0 1 -1 0 0 0 -2 0 0 -E -orc hand~ -This hand, more aptly a claw, has been cut from the arm of an orc. It -still twitches with life. The whole gruesome thing is covered in black -orc blood. -~ -#27068 -orc guts~ -some orc guts~ -Some guts of an orc have been spilled here.~ -%s pick$q up $p and begin$q to have lunch.~ -19 0 1 -2 0 0 0 -2 0 0 -E -orc guts~ -The guts of an orc have been spilled out here. They smell really bad, -and are slimey looking. The guts are soaked in black blood. -~ -#27070 -silver dwarven earring~ -a silver dwarven earring~ -A silver earring has been left here.~ -~ -8 0 65537 -0 0 0 0 -2 0 0 -E -silver dwarven earring~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27071 -crude shortsword~ -a crude shortsword~ -A crude shortsword is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -crude shortsword~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27072 -wooden club~ -a wooden club~ -A wooden club is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -wooden club~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27073 -rusted broadsword~ -a rusted broadsword~ -A rusted broadsword is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -rusted broadsword~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27074 -battered mace~ -a battered mace~ -A battered mace is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -battered mace~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27075 -simple shortbow~ -a simple shortbow~ -A simple shortbow is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -simple shortbow~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27076 -crude spear~ -a crude spear~ -A crude spear is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -crude spear~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27077 -spiked club~ -a spiked club~ -A spiked club is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -spiked club~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27078 -rusted longknife~ -a rusted longknife~ -A rusted longknife is resting here.~ -~ -5 0 8193 -0 0 0 3 -3 0 0 -E -rusted longknife~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27079 -battered handaxe~ -a battered handaxe~ -A battered handaxe is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -battered handaxe~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27080 -crude shortbow~ -a crude shortbow~ -A crude shortbow is resting here.~ -~ -5 0 8193 -0 0 0 3 -4 0 0 -E -crude shortbow~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27081 -slain dwarf~ -a slain dwarf~ -A slain dwarf is here with its limb torn off.~ -~ -15 0 0 -50 0 0 0 -20 0 0 -E -slain dwarf~ -This dwarf died a very, very painful death. One of its limbs has been -torn completely off. Perhaps the limb is around here somewhere. There -might still be something still in the corpse... -~ -#27082 -slaughtered dwarf~ -a slaughtered dwarf~ -A slaughtered dwarf is here hacked to pieces.~ -~ -15 0 0 -50 0 0 0 -20 0 0 -E -slaughtered dwarf~ -There is not much left of this dwarf. It looks to have been mutilated -after they died. You can not even tell what sex this dwarf was. Only -a bloodied beard indicated that this is a dwarf. -~ -#27083 -dwarf limb~ -a dwarf limb~ -The limb of a dwarf has been torn from its body and dropped here.~ -%s chomp$q on $p and smile$q.~ -19 0 1 -3 0 0 0 -3 0 0 -E -dwarf limb~ -Yuck! I suppose if you were really, really, really, hungery... -~ -#27084 -leather vest~ -a leather vest~ -A leather vest has been dropped on the ground here.~ -~ -9 0 9 -0 0 0 0 -6 0 0 -E -leather vest~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27085 -cracked orc helmet~ -a cracked orc helmet~ -A cracked orc helmet has been dropped here.~ -~ -9 0 17 -0 0 0 0 -5 0 0 -E -cracked orc helmet~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27086 -rusted chainmail armor~ -some rusted chainmail armor~ -Some rusted chainmail armor was left here.~ -~ -9 0 9 -0 0 0 0 -9 0 0 -E -rusted chainmail armor~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27087 -broken horned helm~ -a broken horned helm~ -A broken horned helm has been discarded here.~ -~ -9 0 17 -0 0 0 0 -7 0 0 -E -broken horned helm~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27088 -chunk marble~ -a large chunk of marble~ -A large chunk of marble is gathering dust here.~ -~ -13 0 16385 -0 0 0 0 -3 0 0 -E -chunk marble~ -This chunk of rock is all the remains of a golem. -~ -#27089 -chunk granite~ -a large chunk of granite~ -A large chunk of granite was dropped on the ground here.~ -~ -13 0 16385 -0 0 0 0 -3 0 0 -E -chunk granite~ -This chunk of rock is all the remains of a golem. -~ -#27090 -huge bastardsword~ -a huge bastardsword~ -A huge bastardsword is sitting here on the floor.~ -~ -5 0 8193 -0 0 0 3 -12 0 0 -E -huge bastardsword~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27091 -steel chainmail armor~ -some steel chainmail armor~ -Some steel chainmail armor was left here.~ -~ -9 0 9 -0 0 0 0 -9 0 0 -E -steel chainmail armor~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27092 -steel chainmail gloves~ -some steel chainmail gloves~ -Some steel chainmail gloves were left here.~ -~ -9 0 129 -0 0 0 0 -7 0 0 -E -steel chainmail gloves~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27093 -steel chainmail boots~ -some steel chainmail boots~ -Some steel chainmail boots were left here.~ -~ -9 0 65 -0 0 0 0 -7 0 0 -E -steel chainmail boots~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27094 -steel chainmail coif~ -a steel chainmail coif~ -A steel chainmail coif is resting here.~ -~ -9 0 17 -0 0 0 0 -7 0 0 -E -steel chainmail coif~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27095 -steel buckler~ -a steel buckler~ -A steel buckler is resting here.~ -~ -9 0 513 -0 0 0 0 -6 0 0 -E -steel buckler~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27096 -barbed longspear~ -a barbed longspear~ -A barbed longspear is sitting here on the floor.~ -~ -5 0 8193 -0 0 0 3 -7 0 0 -E -barbed longspear~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27097 -decending rope~ -a decending rope~ -A rope is here leading down into the the orc tunnels below.~ -~ -12 0 0 -0 0 0 0 -20 0 0 -E -decending rope~ -There is not much to say about this rope. It looks safe to use. -~ -#27098 -ascending rope~ -an ascending rope~ -A rope is here leading up to the dwarven mines.~ -~ -12 0 0 -0 0 0 0 -20 0 0 -E -ascending rope~ -There is not much to say about this rope. It looks safe to use. -~ -#27099 -rope pulley~ -a rope slung over a pulley~ -A rope hangs from the ceiling over a pulley here.~ -~ -12 0 0 -0 0 0 0 -20 0 0 -E -rope pulley~ -This pulley has a rope cast over it so heavy objects can be moved from -one level to the next. -~ -#27100 -huge wooden crate~ -a huge wooden crate~ -A huge wooden crate is sitting on the floor here.~ -~ -15 0 0 -100 0 0 0 -300 0 0 -E -huge wooden crate~ -This large wooden crate is used to move rocks up between the levels of -the mine. This crate could probably hold a hundred of so rocks. -~ -#27101 -pile rocks~ -a large pile of rocks~ -A large pile of rocks here lead up into the cavern above.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -pile rocks~ -There is not much to look at here except twenty or so rocks put into a -pile here. -~ -#27102 -crude mining pick~ -a crude mining pick~ -A crude mining pick is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -crude mining pick~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27103 -battered shovel~ -a battered shovel~ -A battered shovel was dumped here.~ -~ -59 0 16385 -0 0 0 0 -5 0 0 -E -battered shovel~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27104 -large sledgehammer~ -a large sledgehammer~ -A large sledgehammer is resting here.~ -~ -5 0 8193 -0 0 0 7 -4 0 0 -E -large sledgehammer~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27105 -rusted spike~ -a rusted spike~ -A rusted spike used in mining operations is here.~ -~ -50 0 16385 -0 0 0 0 -2 0 0 -E -rusted spike~ -Typical orc or goblin design, this item is likely to break soon. -~ -#27106 -heavy timber~ -a heavy timber~ -A heavy timber is here used for bracing a mine shaft.~ -~ -13 0 1 -0 0 0 0 -35 0 0 -E -heavy timber~ -This large wooden timber is used to brace up the weak parts of the -mine. The timber here does not look to heavy to take, and perhaps you -will need it elsewhere in the mine? -~ -#27107 -mining helmet~ -a mining helmet~ -A mining helmet has been dropped here.~ -~ -9 0 17 -0 0 0 0 -3 0 0 -E -mining helmet~ -This item reminds you of the kind used by miners. -~ -#27108 -sharpened mining pick~ -a sharpened mining pick~ -A sharpened mining pick is resting here.~ -~ -5 0 8193 -0 0 0 3 -6 0 0 -E -sharpened mining pick~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27109 -small mining pick~ -a small mining pick~ -A small mining pick is resting here.~ -~ -5 0 8193 -0 0 0 3 -5 0 0 -E -small mining pick~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27110 -iron prybar~ -an iron prybar~ -A iron prybar is resting here.~ -~ -5 0 8193 -0 0 0 7 -4 0 0 -E -iron prybar~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27111 -barbed bladed whip~ -a barbed and bladed whip~ -A whip with sharp barbs and blades is laying here.~ -~ -5 0 8193 -0 0 0 3 -3 0 0 -E -barbed bladed whip~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27112 -spiked platemail armor~ -some spiked platemail armor~ -Some spiked platemail armor was left here.~ -~ -9 0 9 -0 0 0 0 -15 0 0 -E -spiked platemail armor~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27113 -weathered black cloak~ -a weathered black cloak~ -A black cloak weathered from use is here on the ground.~ -~ -9 0 1025 -0 0 0 0 -5 0 0 -E -weathered black cloak~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27114 -crude battleaxe~ -a crude battleaxe~ -A crude battleaxe made by a orc or goblin is here.~ -~ -5 0 8193 -0 0 0 3 -8 0 0 -E -crude battleaxe~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27115 -battered longsword~ -a battered longsword~ -A battered longsword made by a goblin or orc is here.~ -~ -5 0 8193 -0 0 0 3 -8 0 0 -E -battered longsword~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27116 -barbed polearm~ -a barbed polearm~ -A barbed polearm made by a goblin or orc is here.~ -~ -5 0 8193 -0 0 0 3 -8 0 0 -E -barbed polearm~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27117 -crude longbow~ -a crude longbow~ -A crude longbow here, it looks like an orc or goblin design.~ -~ -5 0 8193 -0 0 0 3 -8 0 0 -E -crude longbow~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27118 -worn leather armor~ -some worn leather armor~ -Some worn leather armor was left here.~ -~ -9 0 9 -0 0 0 0 -7 0 0 -E -worn leather armor~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27119 -worn leather gloves~ -some worn leather gloves~ -Some worn leather gloves were left here.~ -~ -9 0 129 -0 0 0 0 -4 0 0 -E -worn leather gloves~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27120 -worn leather boots~ -some worn leather boots~ -Some worn leather boots were left here.~ -~ -9 0 65 -0 0 0 0 -4 0 0 -E -worn leather boots~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27121 -worn leather skullcap~ -a worn leather skullcap~ -A worn leather skullcap is resting here.~ -~ -9 0 17 -0 0 0 0 -3 0 0 -E -worn leather skullcap~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27122 -two-handed battleaxe~ -a two-handed battleaxe~ -A two-handed battleaxe was dropped here.~ -~ -5 0 8193 -0 0 0 3 -9 0 0 -E -two-handed battleaxe~ -This simple but well made item is typical of dwarven craftsmanship. -~ -#27123 -studded leather armor~ -some studded leather armor~ -Some studded leather armor was left here.~ -~ -9 0 9 -0 0 0 0 -5 0 0 -E -studded leather armor~ -This leather garmet is studded with thick iron discs. -~ -#27124 -studded leather gloves~ -some studded leather gloves~ -Some studded leather gloves were left here.~ -~ -9 0 129 -0 0 0 0 -4 0 0 -E -studded leather gloves~ -This leather garmet is studded with thick iron discs. -~ -#27125 -studded leather sleeves~ -some studded leather sleeves~ -Some studded leather sleeves were left here.~ -~ -9 0 257 -0 0 0 0 -4 0 0 -E -studded leather sleeves~ -This leather garmet is studded with thick iron discs. -~ -#27126 -studded skullcap~ -a studded skullcap~ -A studded skullcap is here gathering dust.~ -~ -9 0 17 -0 0 0 0 -3 0 0 -E -studded skullcap~ -This leather garmet is studded with thick iron discs. -~ -#27127 -studded leather skirt~ -a studded leather skirt~ -A studded leather skirt is here gathering dust.~ -~ -9 0 2049 -0 0 0 0 -4 0 0 -E -studded leather skirt~ -This leather garmet is studded with thick iron discs. -~ -#27128 -crude bronze torc~ -a crude bronze torc~ -A crude bronze torc has been left here.~ -~ -8 0 5 -0 0 0 0 -2 0 0 -E -crude bronze torc~ -This simple neckware item is made of copper, and made poorly at that! -It looks like something a goblin or orc would wear, how tacky. -~ -#27129 -mine pouch~ -a mine pouch~ -A mine pouch has been dropped here.~ -~ -15 0 1025 -25 0 0 0 -10 0 0 -E -mine pouch~ -This pouch reminds you of the kind used by dwarven miners. -~ -#27130 -miners backpack~ -a miners backpack~ -A miners backpack has been dropped here.~ -~ -15 0 1025 -25 0 0 0 -20 0 0 -E -miners backpack~ -This looks like the durable leather kind of backpack that is used down -in a mine. It looks like it could carry several items and still only -be half-full. -~ -#27131 -sharp dwarven handaxe~ -a sharp dwarven handaxe~ -A sharp dwarven handaxe is resting here.~ -~ -5 0 8193 -0 0 0 3 -7 0 0 -E -sharp dwarven handaxe~ -Judging from the sharpness of the blade, this item must have some rare -metal, like mithril or adamantite, mixed with the iron when it was -made by the dwarves. -~ -#27132 -silver dwarven necklace~ -a silver dwarven necklace~ -A silver necklace has been left here.~ -~ -8 0 5 -0 0 0 0 -2 0 0 -E -silver dwarven necklace~ -This is a fine example of what a skilled dwarven metalsmith can do. A -small marble locket dangles from the bottom of the item. -~ -E -marble locket~ -It does not appear to be any kind of secret compartment or anything. -~ -#27133 -umber hulk plates~ -some umber hulk plates~ -Some umber hulk plates were left here.~ -~ -9 0 9 -0 0 0 0 -10 0 0 -E -umber hulk plates~ -These purplish-black plates were once part of a giant umber hulk. -~ -A -1 3 -#27134 -umber hulk claws~ -some umber hulk claws~ -Some umber hulk claws were left here.~ -~ -9 0 129 -0 0 0 0 -8 0 0 -E -umber hulk claws~ -These purplish-black plates were once part of a giant umber hulk. -~ -A -1 3 -#27135 -rock formation~ -a rock formation~ -A rock formation is here in this cavern.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -rock formation~ -This rock formation is in the shape of a bell. Maybe it contains -something? -~ -#27136 -rock formation~ -a rock formation~ -A small rock formation is here in this cavern.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -rock formation~ -This rock formation is in the shape of a bell. Maybe it contains -something? -~ -#27137 -chunk iron ore~ -a large chunk of iron ore~ -A large chunk of iron ore is here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -E -chunk iron ore~ -This is the most common ore found in the mine. It is used in making -the bulk of the dwarven items, along with a small mix of bluesteel. -From mining picks to the mine-cart tracks, iron is used extensively. -~ -#27138 -chunk nickel~ -a small chunk of nickel~ -A small chunk of nickel is here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -E -chunk nickel~ -This is you basic chunk of nickel. Sometimes the nickel is traded to -another races, but it is not used for dwarven items. -~ -#27139 -chunk bluesteel~ -a large chunk of bluesteel~ -A large chunk of bluesteel is here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -E -chunk bluesteel~ -Bluesteel is a fairly common metal used in the fabrication of dwarven -weapons and armor. It is not a durable as redsteel or blacksteel, but -it is much more common. -~ -#27140 -chunk redsteel~ -a small chunk of redsteel~ -A small chunk of redsteel is here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -E -chunk redsteel~ -Redsteel is only slightly less desired that blacksteel for the purpose -of forging weapons or armor. It is also more common than blacksteel, -but less common that bluesteel. Perhaps you should put this away until -you find a use for it? -~ -#27141 -chunk blacksteel~ -a large chunk of blacksteel~ -A large chunk of blacksteel is here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -E -chunk blacksteel~ -This rare metal is called blacksteel by the dwarves. It is the choice -metal to mix with mithril or adamantite in making weapons of superior -quality. -~ -#27142 -nugget silver~ -a nugget of silver~ -A nugget of silver is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -nugget silver~ -This nugget can get you a gold coin or two, it is large enough to make -some small item or necklace. -~ -#27143 -nugget gold~ -a nugget of gold~ -A nugget of gold is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -nugget gold~ -This gold nugget might be worth a couple of gold coins. -~ -#27144 -nugget platinum~ -a small nugget of platinum~ -A small nugget of platinum is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -nugget platinum~ -This is a nice sized nugget of platinum. Platinum is a metal that can -be made into very expensive jewelery although it, like gold, its a -fairly soft metal. -~ -#27145 -nugget mithiril~ -a small nugget of mithiril~ -A small nugget of mithiril is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -nugget mithiril~ -Whoo! A nuggest of mithril! If you find enough of these nuggest you -might be able to get a dwarf to fabricate you a weapon. Mithirl is -reknown for its hardness. -~ -#27146 -nugget adamantite~ -a small nugget of adamantite~ -A small nugget of adamantite is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -nugget adamantite~ -This is a nugget of adamantite, perhaps the most desired ore that can -be found down here in these mines. You best had hold on to this until -you can find someone who can do something with it. Adamantite is very -hard to work with though, and only a master weaponsmith is able to -work with this metal. -~ -#27147 -small diamond~ -a small diamond~ -A small diamond is here.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -E -small diamond~ -This is a small diamond, about a 5 millimeters wide. Although it is -small, it might still fetch you a couple gold coins. Best not loose -it. -~ -#27148 -modest diamond~ -a modest diamond~ -A modest diamond is here.~ -~ -8 0 16385 -0 0 0 0 -2 0 0 -E -modest diamond~ -This is not a small diamond, just a modest one. It appears to be in -good condition and will probably net a get gold coins at the jewelers. -~ -#27149 -large diamond~ -a large diamond~ -A large diamond is here.~ -~ -8 0 16385 -0 0 0 0 -3 0 0 -E -large diamond~ -This is a large diamond. It sparkles in the torchlight. Perhaps you -can sell it and make a profit? -~ -#27150 -huge diamond~ -a huge diamond~ -A huge diamond is here.~ -~ -8 0 16385 -0 0 0 0 -4 0 0 -E -huge diamond~ -This is a very large diamond. You imagine it would fetch a good price -in the right markets. -~ -#27151 -sparkling diamond~ -a sparkling diamond~ -A sparkling diamond is here.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -E -sparkling diamond~ -This diamond is not the largest you have ever seen, but it sparkles -brighter than any. Something about the way the light hits the gem the -facets of the rough stone causes you to think it could be worth a good -deal to the right person. -~ -#27152 -mithril grandaxe~ -a mithril grandaxe~ -A mithril grandaxe is sitting here on the ground.~ -~ -5 0 8193 -0 0 0 3 -12 0 0 -E -mithril grandaxe~ -This grandaxe is made mostly of mithril and is able to retain its edge -even after years of use. A leather strap has been wrapped around the -handle of the weapon for added grip. -~ -#27153 -ornate platinum necklace~ -an ornate platinum necklace~ -An ornate platinum necklace has been left here.~ -~ -8 0 5 -0 0 0 0 -2 0 0 -E -ornate platinum necklace~ -This is a nice example of dwarven craftsmanship. The necklace is made -of platnium links and has a pendant set with a polish oval piece of -marble. -~ -#27154 -diamond studded helmet~ -a diamond studded helmet~ -There is a diamond studded helmet resting here.~ -~ -9 0 17 -0 0 0 0 -5 0 0 -E -diamond studded helmet~ -This helmet has been studded with 20 small diamonds and made of a blue -colored steel. Inside it is lined with a durable leather headband. -~ -#27155 -marble key~ -a marble key~ -A key made of solid marble is here.~ -~ -18 0 1 -0 0 0 0 -15 0 0 -E -marble key~ -This key is highly detailed and made of polished marble. -~ -#27156 -granite key~ -a granite key~ -A key made of granite is resting here.~ -~ -18 0 1 -0 0 0 0 -15 0 0 -E -granite key~ -This key is highly detailed and made of polished granite. -~ -#27157 -ornate stone key~ -a ornate stone key~ -A ornate key made of solid stone is resting here.~ -~ -18 0 1 -0 0 0 0 -15 0 0 -E -ornate stone key~ -This key is highly detailed and made of an unknown kind of stone. -~ -#27158 -crack wall~ -a crack in the wall~ -A crack is here in the wall.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -crack wall~ -Could something be inside the wall... -~ -#27159 -wall section~ -a wall section~ -Perhaps some ore or metal is hidden in the wall section here.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -wall section~ -Could something be inside the wall... -~ -#27160 -natural wall~ -a natural wall~ -Perhaps some gems are hiding beneath the natural cavern walls here.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -natural wall~ -Could something be inside the wall... -~ -#27161 -wooden support beam~ -a wooden support beam~ -A wooden support beam holds up the ceiling here.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -wooden support beam~ -This beam looks solid, but perhaps one of these beams if different? -~ -#27162 -one button~ -a one button~ -A button marked with the letter 'one' is here on the elevator.~ -~ -39 0 0 -0 0 0 0 -1 0 0 -E -one button~ -You are just not sure what this button is supposed to do. -~ -> push_prog 100~ -mppurge one -mpoload 27162 -if int($n) > 15 -mpechoat $n You push the button and floor beneath you starts to shake. -mpechoat $n Slowly the floor is moving and after a minute you find yourself -mpechoat $n Somewhere else... -mptransfer $n 27050 -else -mpechoat $n You just cannot figure this contraption out. Perhaps if you were -mpechoat $n just a bit smarter. You will have to find some otherway to get -mpechoat $n around the tunnels. -endif -~ -| -#27163 -two button~ -a two button~ -A button marked with the letter 'two' is here on the elevator.~ -~ -39 0 0 -0 0 0 0 -1 0 0 -E -two button~ -You are just not sure what this button is supposed to do. -~ -> push_prog 100~ -mppurge two -mpoload 27163 -if int($n) > 15 -mpechoat $n You push the button and floor beneath you starts to shake. -mpechoat $n Slowly the floor is moving and after a minute you find yourself -mpechoat $n Somewhere else... -mptransfer $n 27145 -else -mpechoat $n You just cannot figure this contraption out. Perhaps if you were -mpechoat $n just a bit smarter. You will have to find some otherway to get -mpechoat $n around the tunnels. -endif -~ -| -#27164 -three button~ -a three button~ -A button marked with the letter 'three' is here on the elevator.~ -~ -39 0 0 -0 0 0 0 -1 0 0 -E -three button~ -You are just not sure what this button is supposed to do. -~ -> push_prog 100~ -mppurge three -mpoload 27164 -if int($n) > 15 -mpechoat $n You push the button and floor beneath you starts to shake. -mpechoat $n Slowly the floor is moving and after a minute you find yourself -mpechoat $n Somewhere else... -mptransfer $n 27278 -else -mpechoat $n You just cannot figure this contraption out. Perhaps if you were -mpechoat $n just a bit smarter. You will have to find some otherway to get -mpechoat $n around the tunnels. -endif -~ -| -#27165 -large pile rocks~ -a large pile of rocks~ -A large pile of rocks is here.~ -~ -12 0 0 -0 0 0 0 -200 0 0 -E -large pile rocks~ -Just a bunch of rocks piled up, nothing special. -~ -#27166 -rock formation~ -the top of a rock formation~ -The top of a rock formation is here.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -rock formation~ -This rock formation is fairly interesting to look at. It is shaped in -a conical pattern, much like a large stalagmite, being larger at the -bottom than at the top. The top of the formation reaches the top of -the cavern while its base rests at the floor of the chamber. Perhaps -there is something inside the formation? -~ -#27167 -rock formation~ -the bottom of a rock formation~ -The bottom of a rock formation is here.~ -~ -15 0 0 -100 0 0 0 -200 0 0 -E -rock formation~ -This rock formation is fairly interesting to look at. It is shaped in -a conical pattern, much like a large stalagmite, being larger at the -bottom than at the top. The top of the formation reaches the top of -the cavern while its base rests at the floor of the chamber. Perhaps -there is something inside the formation? -~ -#27168 -copper nugget~ -a copper nugget~ -A nugget of copper has been dropped here.~ -~ -13 0 1 -0 0 0 0 -2 0 0 -E -copper nugget~ -This small nugget of copper is not very interesting. In fact, it is -probably worthless, well, unless you are wanting to make an item from -copper. It is not commonly used in dwarven items. -~ -#27169 -lead nugget~ -a lead nugget~ -A nugget of lead has been dropped here.~ -~ -13 0 1 -0 0 0 0 -2 0 0 -E -lead nugget~ -Lead. Often the dwarves use this material to make dinner plates and -to thicken their paints. -~ -#27170 -dwarven splintmail~ -some dwarven splintmail~ -Some dwarven splintmail is resting here.~ -~ -9 0 9 -0 0 0 0 -10 0 0 -#27171 -dwarven splintmail skirt~ -a dwarven splintmail skirt~ -A dwarven splintmail skirt is resting here.~ -~ -9 0 2049 -0 0 0 0 -9 0 0 -#27172 -dwarven-sized peg leg~ -a dwarven-sized peg leg~ -A dwarven-sized peg leg was discarded here.~ -~ -13 4224 33 -0 0 0 0 -25 0 0 -A -2 -5 -A -14 -100 -#27173 -keg dwarven beer~ -a keg of dwarven beer~ -A keg of dwarven beer is resting here.~ -~ -17 0 1 -16 16 0 0 -10 0 0 -#27174 -jug dwarven mead~ -a jug of dwarven mead~ -A jug of dwarven mead is resting here.~ -~ -17 0 1 -8 8 0 0 -2 0 0 -#27175 -bottle dwarven ale~ -a bottle of dwarven ale~ -A bottle of dwarven ale is resting here.~ -~ -17 0 1 -4 4 0 0 -1 0 0 -#27176 -flask dwarven spirits~ -a flask of dwarven spirits~ -A flask of dwarven spirits is resting here.~ -~ -17 0 1 -2 2 0 0 -1 0 0 -#27177 -emerald platinum necklace~ -an emerald and platinum necklace~ -An emerald and platinum necklace has been lost here.~ -~ -8 0 5 -0 0 0 0 -1 0 0 -E -emerald platinum necklace~ -This necklace probably belongs to someone important. Perhaps you need -to hold on to it for a while, that is, until you find its owner. Yeah -that is what you will do. But what if the person you just killed was -the rightful owner. You shrug off the question in a matter of seconds. -~ -#27178 -hand drill tool~ -a hand-drill~ -A hand-held dwarven tool is here.~ -~ -13 0 16385 -0 0 0 0 -1 0 0 -E -hand drill tool~ -You are not sure. Maybe it is a heavy duty drill of some sort. Dwarf -tools are made durable, but are usually also too complexe for many to -use. Like this one. -~ -#27179 -hand saw tool~ -a hand-saw~ -A hand-held dwarven tool is here.~ -~ -13 0 16385 -0 0 0 0 -1 0 0 -E -hand saw tool~ -You are not sure. Maybe it is a heavy duty saw of some sort. Dwarf -tools are made durable, but are usually also too complexe for many to -use. Like this one. -~ -#27180 -ornate metal key~ -a ornate metal key~ -A ornate key made of solid metal is resting here.~ -~ -18 0 1 -0 0 0 0 -15 0 0 -E -ornate metal key~ -Eh? Nothing special here. -~ -#27181 -mithril battlehelm battle helm~ -a mithril battle-helm~ -A mithril battle-helm is sitting here on the ground.~ -~ -5 64 8193 -0 0 0 3 -3 0 0 -E -mithril battlehelm~ -This battlehelm is quiet an attractive piece of armor. It has been -made by the most skilled dwarven craftsmen in the realm and is worth -several thousand gold coins. It appears to be enchanted with magic. -~ -A -18 10 -A -12 200 -A -17 -50 -#27182 -flask special dwarven spirits~ -a flask of special dwarven spirits~ -A special flask of dwarven spirits is resting here.~ -~ -17 0 1 -2 2 0 0 -1 0 0 -#0 - - -#ROOMS -#27000 -Before a Dwarven Archway~ -You are standing before a rather ornate archway of dwarven design. It -is tall enough for a human to pass through, although they might have -to duck a few inches. The archway is inscribed with all manners of -little runes and symbols, most being in dwarven. Looking north into -the mines you can see a short hallway leading deeper into the unknown. -~ -0 8 0 -D0 -~ -~ -0 -1 27001 -D4 -~ -~ -0 -1 28099 -S -#27001 -Entering the Dwarven Mines~ -This short hallway connects the entrance to the large main tunnel that -runs east and west along the first floor on the mine. This chamber is -at least wide enough to stand a dozen or so men side to side. Upon -observation, you note that there is a short mine-cart track ahead in -the large tunnel, but not here, leading out of the mine. Obviously -whatever is mined is also processed within the immediate area as well. -To the south through an archway you see the entrance to the mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27002 -D2 -~ -~ -0 -1 27000 -S -#27002 -Large Tunnel Intersection~ -This appears to be a fairly busy intersection within the mines. You -see a large tunnel leading east and west. This large tunnel has a -mine-cart track running down the center of the stone floor. South a -short hallway connects to the mine entrance. The walls are for the -most part stone while being supported by wooden beams every so often. -~ -0 8 0 -D1 -~ -~ -0 -1 27028 -D2 -~ -~ -0 -1 27001 -D3 -~ -~ -0 -1 27003 -S -#27003 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. To the north you can see a branching -passage while to the east there is an intersection. A mine-cart track -runs down the center of this tunnel. -~ -0 8 0 -D0 -~ -~ -0 -1 27020 -D1 -~ -~ -0 -1 27002 -D3 -~ -~ -0 -1 27004 -S -#27004 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. A mine-cart track runs down the center of -this tunnel while wooden beams support the weight overhead. -~ -0 8 0 -D1 -~ -~ -0 -1 27003 -D3 -~ -~ -0 -1 27005 -S -#27005 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. To the south you can see a small alcove. A -set of tracks used to push cartloads of ore run down the middle of the -floor here. -~ -0 8 0 -D1 -~ -~ -0 -1 27004 -D2 -~ -~ -0 -1 27019 -D3 -~ -~ -0 -1 27006 -S -#27006 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. A cramped passageway leads to the north. -Wooden beam are placed ever so often to give additional support to the -mines, not that dwarven mines would cave-in. Tracks run the length of -this tunnel. -~ -0 8 0 -D0 -~ -~ -0 -1 27013 -D1 -~ -~ -0 -1 27005 -D3 -~ -~ -0 -1 27007 -S -#27007 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. A mine-cart track runs down the center of -this tunnel while wooden beams support the weight overhead. -~ -0 8 0 -D1 -~ -~ -0 -1 27006 -D3 -~ -~ -0 -1 27008 -S -#27008 -West End of the Large Tunnel~ -The tunnel spits into passages to the north and south. The walls have -been chipped about to reveal precious metals and gems, not for -asthetical reasons but there is a certain degree of skill even in the -hurried swings of the dwarven miners. Even if you are uncomfortable -underground, you have little fear of this place falling in on itself. -That just does not happen in dwarf mines. The mine tracks end here. -The main tunnel leads back to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 27009 -D1 -~ -~ -0 -1 27007 -D2 -~ -~ -0 -1 27010 -S -#27009 -Dead End Passage~ -Obviously this passage did not lead to anything worth contining in -this direction because it comes to a dead end after only a few meters. -The only exit is to the south back to the west end of the main tunnel. -~ -0 8 0 -D2 -~ -~ -0 -1 27008 -S -#27010 -Wide Passage~ -This passage is wide, but only half as wide as the large tunnel that -runs east and west through the first floor of the tunnel. This path -might have looked promising, or contained large veins of ore, you just -are not able to tell. The passage continues to the south or leads back -to the west end of the large tunnel to the north. -~ -0 12 0 -D0 -~ -~ -0 -1 27008 -D2 -~ -~ -0 -1 27011 -S -#27011 -Wide Passage~ -The wide passage is easy enough to navigate, although it might not be -as tall as some might like. Ahead the passage comes to an abrupt end -to the south while it leads back towards the main east and west tunnel -a ways to the north. There is no sign of any treasure here. -~ -0 8 0 -D0 -~ -~ -0 -1 27010 -D2 -~ -~ -0 -1 27012 -S -#27012 -End of a Wide Passage~ -The wide passageway comes to an end here. From all indications it -appears as if the work had just suddenly stoped. A vien in the wall -might yet yeild something valuable. After you have examined this -chamber more carefully you can go back this wide passage to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 27011 -S -#27013 -Cramped Passage~ -This passage is very small, even for dwarf standards. Perhaps this -was only a lead that did not pay off, or perhaps it is a back entrance -to a secret chamber? Only exploring will tell. The cramped passage -leads on to the north and opens up into the large tunnel to the south. -~ -0 524 0 -D0 -~ -~ -0 -1 27014 -D2 -~ -~ -0 -1 27006 -S -#27014 -Cramped Passage~ -The cramped passage continues on both north and south. The tunnel is -only a meter and a half tall so you are most likely having a hard time -getting through it. There are no indications to what this passage -might be, except that it was made by dwarves. -~ -0 520 0 -D0 -~ -~ -0 -1 27015 -D2 -~ -~ -0 -1 27013 -S -#27015 -Cramped Passage~ -There is only room enough for a single person to manage to squeeze -through this cramped passageway. To the east there is a niche carved -into the wall, perhaps leading to someplace else? Reguardless the -cramped tunnel leads to the north and south also. -~ -0 520 0 -D0 -~ -~ -0 -1 27016 -D1 -~ -~ -0 -1 27018 -D2 -~ -~ -0 -1 27014 -S -#27016 -Cramped Passage~ -This small, cramped passage is beginning to annoy you. You hope that -there is something valuable at the end of the passage for all the -times you have hit your head against the stone ceiling. The passage -bends to the west and south. -~ -0 520 0 -D2 -~ -~ -0 -1 27015 -D3 -~ -~ -0 -1 27017 -S -#27017 -Small Natural Cavern~ -The cramped passage opens up into a small natural cavern. Perhaps -there was once something here, a vien of silver, nuggets of ore, maybe -even a diamond, but if anything was here, it has found by the dwarven -miners who seem to be able to smell out the goodies. But on the bright -side, at least this cave provides a place to turn instead of crawling -ass backwards through the cramped tunnel. -~ -0 8 0 -D1 -~ -~ -0 -1 27016 -S -#27018 -Small Niche~ -This small niche might have contained some ore or something, once, -that is until the dwarves found it. You were hoping to find something -but you should have know better. Certainly living centuries -underground and working with stone you would probably be able to find -treasures down here as easily as a dwarf. -~ -0 520 0 -D3 -~ -~ -0 -1 27015 -S -#27019 -Small Alcove~ -Obviously this passage did not lead to anything worth continuing in -this direction because it comes to a dead end after only a few meters. -The only exit is to the north back to the large tunnel. -~ -0 8 0 -D0 -~ -~ -0 -1 27005 -S -#27020 -Branching Passage~ -A branching passage leads to the north, obviously it was productive -for it extends to the north for a good distance. The walls are nearly -solid rock, and you have no idea how long it would take just a single -person to dig this passage. To the south is the large main tunnel. -~ -0 12 0 -D0 -~ -~ -0 -1 27021 -D2 -~ -~ -0 -1 27003 -S -#27021 -Branching Passage~ -This passage leads to the north and south. You are sure it must have -yielded something, why else would it be this long? Solid stone is all -around you, above, below, and to each side. The pathway leads deeper -into the mine to the north while leading back towards the main tunnel -to the south. -~ -0 8 0 -D0 -~ -~ -0 -1 27022 -D2 -~ -~ -0 -1 27020 -S -#27022 -Branching Passage~ -The branching passageway forks to the north, east, and south here. -All look safe directions to explore, after all this is the handiwork -of the dwarves, most skilled of all the races at digging through solid -stone. To the east the passage only goes a few meters then suddenly -stops. -~ -0 8 0 -D0 -~ -~ -0 -1 27023 -D1 -~ -~ -0 -1 27027 -D2 -~ -~ -0 -1 27021 -S -#27023 -Branching Passage~ -This passage leads to the north and south. You are sure it must have -yielded something, why else would it be this long? Solid stone is all -around you, above, below, and to each side. The pathway leads deeper -into the mine to the north while leading back towards the main tunnel -to the south. -~ -0 8 0 -D0 -~ -~ -0 -1 27024 -D2 -~ -~ -0 -1 27022 -S -#27024 -Branching Passage~ -Here the branching passage spits off to the east and west. In those -directions the passages only lead a few meters before ending. Perhaps -all the valuable goods have been mined out of this area, or maybe not. -To the south the branching passage leads back towards the large main -tunnel. -~ -0 8 0 -D1 -~ -~ -0 -1 27026 -D2 -~ -~ -0 -1 27023 -D3 -~ -~ -0 -1 27025 -S -#27025 -End of a Branch~ -The passage does lead any further than a few meters from the end of -the branching passageway to the east. Maybe the dwarves have found a -better place to search for gems and metal, or perhaps the stone is not -the right type. Maybe the dwarves overlooked something? You highly -doubt it. -~ -0 8 0 -D1 -~ -~ -0 -1 27024 -S -#27026 -End of a Branch~ -This branch just stops. Perhaps the stone is just too solid to go any -further, or perhaps it is not the right kind to find whatever they are -digging for. To the west is the end of the branching passage. -~ -0 8 0 -D3 -~ -~ -0 -1 27024 -S -#27027 -End of a Branch~ -This passage does not lead anywhere. It just ends. From the marks on -the solid stone wall you guess that this passage had stopped some time -ago, but you can not be positive about that, unless you are a dwarf. -The only exit is back to the branching passage, to the west. You could -only hope that something, maybe a small gem, perhaps a nugget of gold, -something. But no, nothing anything has been left. Damn dwarves. -~ -0 8 0 -D3 -~ -~ -0 -1 27022 -S -#27028 -Large Tunnel Outside a Smooth Passage~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. Perhaps in time, when the ores, precious -metals, and gems have been gathered these mines will someday be -abandoned. However the dwarves are known to dig deep, very deep. A -passage leads to the north. A set of tracks runs east and west here. -~ -0 8 0 -D0 -~ -~ -0 -1 27071 -D1 -~ -~ -0 -1 27029 -D3 -~ -~ -0 -1 27002 -S -#27029 -Large Tunnel Outside the Forge~ -There is not anything too elaborate about this large tunnel running -east and west. A pair of switches connect the main mine track to a -siding here near an archway to the south. Looking through the archway -a great forge can be seen. -~ -0 8 0 -D1 -~ -~ -0 -1 27030 -D2 -~ -~ -0 -1 27066 -D3 -~ -~ -0 -1 27028 -S -#27030 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. While walking along the mine tracks you -begin to count the wooden support beams out of boredom. -~ -0 8 0 -D1 -~ -~ -0 -1 27031 -D3 -~ -~ -0 -1 27029 -S -#27031 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. The mine tracks continue down this tunnel -while a passage leads to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 27032 -D2 -~ -~ -0 -1 27058 -D3 -~ -~ -0 -1 27030 -S -#27032 -Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. You have lost count of how the beams but -somehow that fact does not bother you much. -~ -0 8 0 -D1 -~ -~ -0 -1 27033 -D3 -~ -~ -0 -1 27031 -S -#27033 -Mine-Cart Junction in a Large Tunnel~ -There is not anything too elaborate about this large tunnel running -east and west. The walls have been cut with a degree of care but are -left unfinished and bare. The mine tracks come to a junction here, -with one line running east and west down the large tunnel and another -line going off to the north down another passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27035 -D1 -~ -~ -0 -1 27034 -D3 -~ -~ -0 -1 27032 -S -#27034 -East End of the Large Tunnel~ -The tunnel bends to the south here and becomes a smaller passage. -There is nothing too fancy about this tunnel or the passage beyond. -Perhaps in time, when the ores and precious metals are depleted these -tunnels and passages will become the abandoned, but that should not be -anytime soon. Here the mine tracks come to an end at a wooden bumper. -~ -0 12 0 -D2 -~ -~ -0 -1 27052 -D3 -~ -~ -0 -1 27033 -S -#27035 -Mine-Cart Passage Outside the Shop~ -This passageway runs north and south. o the south you can see a large -tunnel with where this set of tracks meets with another set of tracks. -To the east there is a workshop where the carts are repair. The sounds -of hammering comes from the shop. -~ -0 12 0 -D0 -~ -~ -0 -1 27036 -D1 -~ -~ -0 -1 27051 -D2 -~ -~ -0 -1 27033 -S -#27036 -Mine-Cart Passageway~ -This passage has a set of tracks running down the middle of it. South -there is a shop where the carts are repaired while to the north the -tracks take a turn to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 27037 -D2 -~ -~ -0 -1 27035 -S -#27037 -Mine-Cart Passageway~ -The tracks turn to the north and east while a well worn passage heads -to the north. To the south the tracks lead all the way back to the -main large tunnel. Perhaps you can take a cart ride later? -~ -0 8 0 -D0 -~ -~ -0 -1 27038 -D1 -~ -~ -0 -1 27046 -D2 -~ -~ -0 -1 27036 -S -#27038 -Well Worn Passage~ -This passage is very well worn for some reason. South the mine-cart -passage can be seen bending to the east. To the north the passage -continues where it appears to branch off to the east and west. -~ -0 8 0 -D0 -~ -~ -0 -1 27039 -D2 -~ -~ -0 -1 27037 -S -#27039 -Well Worn Passage~ -The well worn passage continues to the east and south. To the west -there is staircase leading down deeper into the mines. From the -direction of the stairs come the sounds for metal striking stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27041 -D2 -~ -~ -0 -1 27038 -D3 -~ -~ -0 -1 27040 -S -#27040 -Decending Ladder~ -Here a pair of guards defend a ladder leading down to another level of -the mines. They figure if you are already down in the mine you must -be a guest of the Thain. A rope is slung over a pulley set into the -ceiling of the chamber allowing large objects to be raised up from the -opening in the floor. To the east there is a well worn passage. -~ -0 12 0 -D1 -~ -~ -0 -1 27039 -D5 -~ -~ -0 -1 27100 -S -#27041 -Well Worn Passage~ -This passage is fairly ordinary, aside from being well worn. It runs -east and west. To the west a set of decending stairs can be see a -ways away. The ground is well worn in the middle, as if alot of dwarf -feet pass through this passage each and every day. -~ -0 8 0 -D1 -~ -~ -0 -1 27042 -D3 -~ -~ -0 -1 27039 -S -#27042 -Well Worn Passage~ -The well worn passage bends to the north and west here. From below -the sounds of the picks striking ore and viens of precious metal is -aluring. To the north there appear to be some chamber off to the sides -of this passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27043 -D3 -~ -~ -0 -1 27041 -S -#27043 -Well Worn Passage~ -The passage leads north and south here. South the passage bends to the -west, while directly to the west is a modest sized storage chamber. It -looks like the room is filled with all kinds of supplies. To the north -it looks like there might be another storage chamber. -~ -0 8 0 -D0 -~ -~ -0 -1 27044 -D2 -~ -~ -0 -1 27042 -D3 -~ -~ -0 -1 27045 -S -#27044 -Storage Chamber~ -This storage chamber is not a full as the other. Items like rope, -wood, and other basic goods are stored in crates and upon shelves. -Water and salted foods are here as well. To the south is a well worn -passage. -~ -0 12 0 -D2 -~ -~ -0 -1 27043 -S -#27045 -Quartermaster Chambers~ -If you are a miner you have found a true treasure, the storage -chambers of the dwarves. All manners of picks, shovels, lanterns, -grappling hooks, spikes, hammers, you name it, and it is here. -Unfortunately there is not a miner class on most muds, so you will -have to sift through this stuff you do not really know much about to -find out if there are any magical picks, or enchanted grappling hooks. -You realize these passages are travelled by the dwarves every day -before and after work returning their tools. Once you are done here -you can return to the well worn passage to the east, unless you could -get the quartermaster to do some trading with you. -~ -0 12 0 -D1 -~ -~ -0 -1 27043 -S -#27046 -Mine-Cart Passageway~ -This passageway leads east and west where a set of mine cart tracks -run along the center of the corridor. There is enough room to walk on -either side of the tracks, but that is about it. The ceilings are not -particularly tall either. No need, dwarves, go figure. -~ -0 8 0 -D1 -~ -~ -0 -1 27047 -D3 -~ -~ -0 -1 27037 -S -#27047 -Mine-Cart Passageway~ -This passage is pretty plain. No great care has been taken in the -construction of these halls, but they are clearly of dwarven make. A -set of tracks runs east and west here with enough room to walk on both -sides of the cart tracks. -~ -0 8 0 -D1 -~ -~ -0 -1 27048 -D3 -~ -~ -0 -1 27046 -S -#27048 -Mine-Cart Passageway~ -The mine tracks continue east and west. Looking east the end of the -tracks can be seen where a large wooden bumper is there to stop out of -control mine carts. Also there is some strange wooden, stone, and -metal device on the southern side of the passage a bit to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27049 -D3 -~ -~ -0 -1 27047 -S -#27049 -End of the Mine-Cart Passageway~ -At the end of this passage there is a large wooden bumper to stop the -mine carts. To the south a large contraption of rope, wood, stone, and -metal awaits to be played with beyond an archway. To tracks lead back -west and then south where it meets up with the main tunnel. -~ -0 8 0 -D2 -~ -~ -0 -1 27050 -D3 -~ -~ -0 -1 27048 -S -#27050 -Mine Shaft Elevator~ -This strange device, which the dwarves tell you is an elevator, can -levitate up and down upon command through a magical lever. The floor -of the thing is made of wood. A good dozen ropes run up and down and -connecting this device with the ceiling. Unless you are a clever sort -of fellow, this device is just too complex for you to understand. If -you can not figure out how it works you better turn around. -~ -0 2060 0 -D0 -~ -~ -0 -1 27049 -S -#27051 -Mine-Cart Repair Shop~ -This chamber is where the mine cart are repaired. An assortment of -tools are scattered about workbenches. A couple different projects -are in the works here, but there does not seem to be alot of spare -parts. The well worn passage is to the west through an archway. -~ -0 12 0 -D3 -~ -~ -0 -1 27035 -S -#27052 -Twisting Mine Branch~ -This passage twists and turn. North you can see the end of the mine -tracks at the east end of the large tunnel. To the east there is a -dead end. South the branch continues. -~ -0 8 0 -D0 -~ -~ -0 -1 27034 -D1 -~ -~ -0 -1 27057 -D2 -~ -~ -0 -1 27053 -S -#27053 -Twisting Mine Branch~ -There is little order to the way in which this passage was created. A -good guess was that they were following a trace of ore, or maybe the -miners were drunk. To the west a sub-branch comes to an end while the -main branch heads north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27052 -D2 -~ -~ -0 -1 27054 -D3 -~ -~ -0 -1 27056 -S -#27054 -Twisting Mine Branch~ -The main branch bends here to the north and east. To the east it looks -as if the branch comes to an end. North this branch leads past a few -sub-branches and towards the east end of the large tunnel with the -mine cart. From all the rocks on the ground it looks like there has -been some recent work done here. -~ -0 8 0 -D0 -~ -~ -0 -1 27053 -D1 -~ -~ -0 -1 27055 -S -#27055 -End of a Sub-Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27054 -S -#27056 -End of a Sub-Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27053 -S -#27057 -End of a Sub-Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27052 -S -#27058 -Decending Mine Branch~ -This branch slowly begins to decend. South a few side branches split -away from the main branch here. To the north is the main large tunnel. -You think that it might have been ore that was being mined from this -branch. The ground is littered with rocks of various sizes. -~ -0 12 0 -D0 -~ -~ -0 -1 27031 -D2 -~ -~ -0 -1 27059 -S -#27059 -Decending Mine Branch~ -Smaller branches split off to the east and west. The main branch runs -north towards the main tunnel or south at a slight decline. There are -several small rocks scattered about these branches. -~ -0 8 0 -D0 -~ -~ -0 -1 27058 -D1 -~ -~ -0 -1 27065 -D2 -~ -~ -0 -1 27060 -D3 -~ -~ -0 -1 27064 -S -#27060 -Decending Mine Branch~ -This branch is slowly decending. Ahead there are some side passages -that run out from this branch running north and south. A short ways -to the north is the large tunnel with the mine cart. -~ -0 8 0 -D0 -~ -~ -0 -1 27059 -D2 -~ -~ -0 -1 27061 -S -#27061 -Decending Mine Branch~ -The branch comes to a dead end here and splits of into two side -branches leading east and west. The side branches only extend for -another few meters. The mine branch leads back north through a passage -littered with small rocks. -~ -0 8 0 -D0 -~ -~ -0 -1 27060 -D1 -~ -~ -0 -1 27062 -D3 -~ -~ -0 -1 27063 -S -#27062 -End of a Mine Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27061 -S -#27063 -End of a Mine Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27061 -S -#27064 -End of a Mine Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27059 -S -#27065 -End of a Mine Branch~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The main -branch is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27059 -S -#27066 -Entering the Forge~ -Here a worked, although not ornate, stone archway of dwarven design -separates the mine from the forge in which the various ores mined are -fashioned into weapons and armor. The dwarves are reknown for their -ability to craft weapons of quality and make extremely durable armors. -To the south you can see the a chamber lighted by a great forge, while -to the north you can see a large tunnel running east and west. -~ -0 12 0 -D0 -~ -~ -0 -1 27029 -D2 -~ -~ -0 -1 27067 -S -#27067 -Center of the Massive Forge~ -You are standing in the middle of a massive forge. Here are the giant -bellows which fan the intense flames to the south in what is the large -furance you have ever seen. There are also anvils along with tools of -the trade found all about this chamber. To the south there are many -openings into the furnace, although it is not advisable to enter them. -To the west is a large pool in which water is fetched and then placed -in smaller troughs beside the anvils and workstations. East there is -what appears to be a storage area of some kind. From the looks of this -place, you figure that ten or so smiths could easily work here without -getting in each others way. To the north a stone archway leads back -into the mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27066 -D1 -~ -~ -0 -1 27069 -D2 -~ -~ -0 -1 27068 -D3 -~ -~ -0 -1 27070 -S -#27068 -Flames of the Forge~ -You moron! This is fire! You know. Fire... bad... arghh... turn -around and get back into the center of the forge before you are burnt -to a cinder when the fire is restarted. -~ -0 12 0 -D0 -~ -~ -0 -1 27067 -S -#27069 -Storage Above a Guild~ -This area is used to store some of the dwarven ore used to make items. -It should be noted that none of the rare and potientally magical ores -are stored here. Neither are the precious gems or nuggets of gold. -Even still, guards are posted to keep folk away from the ore and out -of the guildhall below. The central area of the forge is to the west. -~ -0 12 0 -D3 -~ -~ -0 -1 27067 -D5 -~ -~ -0 -1 27090 -S -#27070 -Huge Pool of Water~ -There is a huge pool of water here. The pool is filled with cool, -clear water. Possibly it is a natural undergound water supply, but -it could have also been carved and filled with water. Either way it -looks very deep. The edge of the pool has a half meter stonework lip -to contain the water. The pool is shaped like an oval and in the -center of this side chamber. To the east is the center of the forge. -~ -0 12 0 -D1 -~ -~ -0 -1 27067 -S -#27071 -Smooth Passage Above a Guild~ -This passage appears to have been worked over for some reason. The -walls are flat, as are the ceilings and the floors. In the floor here -there is a large set of stairs leading down into a chamber beneath the -passage. To the south a set of mine tracks can be seen in the large -tunnel, while to the north the smooth passage continues. -~ -0 12 0 -D0 -~ -~ -0 -1 27072 -D2 -~ -~ -0 -1 27028 -D5 -~ -~ -0 -1 27080 -S -#27072 -Smooth Passage~ -Perhaps this passage has something to do with the stone-cutters. It is -hard to understand the love these folk have for working with stone and -metal, or anything to do with the ground in general. It is something -in their blood you suppose. The smooth passage leads north or to the -south where a staircase can be seen decending to a deeper level. -~ -0 8 0 -D0 -~ -~ -0 -1 27073 -D2 -~ -~ -0 -1 27071 -S -#27073 -Smooth Passage~ -The smooth passage leads both north and south. Every so often there is -a stone archway giving support to the passage. Along the bottom of the -walls a stone footing runs the length of the passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27074 -D2 -~ -~ -0 -1 27072 -S -#27074 -Smooth Passage~ -You do not imagine that this part of the mine is being used for mining -purposes. The walls have been worked over to be smooth and archways of -stone have replaced the wooden beams. Perhaps there is something at -the end of this passage worth finding? -~ -0 8 0 -D1 -~ -~ -0 -1 27075 -D2 -~ -~ -0 -1 27073 -S -#27075 -Smooth Passage~ -The passage bends to the north and west here. The walls have been -sanded down and are completely smooth to the touch. You wonder if -this corridor has any importance, like maybe the mountains of gold -these greedy little dwarves have to be hiding around here somewhere? -~ -0 8 0 -D0 -~ -~ -0 -1 27076 -D3 -~ -~ -0 -1 27074 -S -#27076 -Smooth Passage~ -The passage turns sharply to the south and east. The precision of the -stone-work here is amazing. The floor, ceiling, and walls have all -been smoothed perfectly flat. Circular stone archways have replaced -the wooden beams here. It is obvious that this part of the mine is no -longer being mined anymore. -~ -0 8 0 -D1 -~ -~ -0 -1 27077 -D2 -~ -~ -0 -1 27075 -S -#27077 -Smooth Passage~ -Here and there young stone-cutters are working out the final details -of this passage. However, they are young by human standards only. A -dwarf after reaching maturity can figure at least spending fifty years -of working in the mines before they can even apply to being a true -stone-cutter. In addition to simply hacking away at the stone, it is -important to play very close attention to detail while working the -stone. The passage runs east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27078 -D3 -~ -~ -0 -1 27076 -S -#27078 -Smooth Passage~ -The passage takes a turn here. This part of the mine must have run -dry a very long time ago to have been worked over like this. Sharp -corners and perfectly smooth walls best describe this room. Along -the base of the floor there is a stone footing. Graceful archways have -now replaced the wooden beams here. Aspiring stone-cutters are given -the task of working these walls as part of their training. To the -south the passage appears to come to a dead end. -~ -0 8 0 -D2 -~ -~ -0 -1 27079 -D3 -~ -~ -0 -1 27077 -S -#27079 -End of the Smooth Passage~ -The smooth passage comes to an end here. The western side of the dead -end is still rough. It will most likely be expanded when a new group -of apprientance stone-cutters graduate. You figure it will take at -least another twenty years for that to happen so you best turn around -and explore something else in the mean time. -~ -0 8 0 -D0 -~ -~ -0 -1 27078 -S -#27080 -Guildhall of the Stone-Cutters~ -A staircase leads down into the guild of the stone-cutters. This open -area just beneath the main floor is supported by massive stone pillars -made of marble and granite. The chamber extends to the north and east -while doors are to the south and west. The stairs leads back up to -the main level of the mine here. -~ -0 8 0 -D0 -~ -~ -0 -1 27087 -D1 -~ -~ -0 -1 27081 -D2 -~ -~ -8389671 -1 27089 -D3 -~ -~ -8389671 -1 27089 -D4 -~ -~ -0 -1 27071 -S -#27081 -Guildhall of the Stone-Cutters~ -This open area just beneath the main floor is supported by the massive -stone pillars made of marble and granite. The chamber extends to the -north, east, and west. A large wooden door is to the south. -~ -0 8 0 -D0 -~ -~ -0 -1 27082 -D1 -~ -~ -0 -1 27084 -D2 -~ -~ -8389671 -1 27089 -D3 -~ -~ -0 -1 27080 -S -#27082 -Guildhall of the Stone-Cutters~ -This open area just beneath the main floor is supported by the massive -stone pillars made of marble and granite. The chamber extends to the -east, west, and south. To the north is a large marble door.. A heavy -stone trapdoor is set into the floor here -~ -0 8 0 -D0 -~ -~ -8389671 27155 27085 -D1 -~ -~ -0 -1 27083 -D2 -~ -~ -0 -1 27081 -D3 -~ -~ -0 -1 27087 -D5 -~ -~ -8389671 -1 27089 -S -#27083 -Guildhall of the Stone-Cutters~ -This open area just beneath the main floor is supported by the massive -stone pillars made of marble and granite. The chamber extends to the -south and west. A large granite trapdoor is set into the floor here, -while wooden doors are to the north and east. -~ -0 8 0 -D0 -~ -~ -8389671 -1 27089 -D1 -~ -~ -8389671 -1 27089 -D2 -~ -~ -0 -1 27084 -D3 -~ -~ -0 -1 27082 -D5 -~ -~ -8389671 27156 27086 -S -#27084 -Stone-Cutter Workshop~ -This open area just beneath the main floor is supported by the massive -stone pillars made of marble and granite. Here worktables have been -set up so that young dwarves can practice their stone-cutting ability. -The guild continues to the north and west while there are wooden doors -to the east and south. -~ -0 12 0 -D0 -~ -~ -0 -1 27083 -D1 -~ -~ -8389671 -1 27089 -D2 -~ -~ -8389671 -1 27089 -D3 -~ -~ -0 -1 27081 -S -#27085 -Chamber of the Master Marble-Cutter~ -This is the chamber of the Master Marble-Cutter. Various kinds of -marble form the archways and collumns. On the floor are tiles of -alternating colored marble. To the south, through a marble door you -can return to the guildhall once you are done here. -~ -0 12 0 -D2 -~ -~ -8389671 27155 27082 -S -#27086 -Chamber of the Master Granite-Cutter~ -This is the chamber of the Master Granite-Cutter. Various kinds of -granite form the archways and collumns. On the floor are tiles of -alternating colored granite. Above, through a granite trapdoor you -may return to the guildhall once you are done here. -~ -0 12 0 -D4 -~ -~ -8389671 27156 27083 -S -#27087 -Guildhall of the Stone-Cutters~ -This open area just beneath the main floor is supported by the massive -stone pillars made of marble and granite. The chamber extends to the -south and east. An ornate stone trapdoor is set into the floor here, -while wooden doors are to the north and west. -~ -0 8 0 -D0 -~ -~ -8389671 -1 27089 -D1 -~ -~ -0 -1 27082 -D2 -~ -~ -0 -1 27080 -D3 -~ -~ -8389671 -1 27089 -D5 -~ -~ -8389671 27157 27088 -S -#27088 -Chamber of the Stone-Cutter Guildmaster~ -This is the chamber of the leader of this guild. All around are works -of stone that are just dazzling. Behind a stone desk the guildmaster -is wondering why you are here. Once you have finished your business -with the guild you may return through the trapdoor to the guild above. -~ -0 12 0 -D4 -~ -~ -8389671 27157 27087 -S -#27089 -Dust Covered Chamber~ -This room is used to make this area have some extra doors. Sometimes -mobs will pop in here during certain points of the quest. Cianhydle -once stood in this very room while making this area. A message that -is scrawled in the dust might contain something useful... -~ -0 103809036 0 -E -message dust~ -Nope, just made ya look. I never have anything useful to say, BONK! -- Cianhydle -~ -S -#27090 -Guildhall of the Dwarven Smiths~ -This is the guildhall of the dwarven smiths, and it is quiet the sight -to see. The walls are decorated will all the wonders associated with -ability the dwarven smiths are know for. Weapons of the finest quality -hang on the walls for display along with other more common items of -the same caliber of quality. A staircase leads back up to the forges -here, while the hall continues to the south through an archway. -~ -0 8 0 -D2 -~ -~ -0 0 27092 -D4 -~ -~ -0 -1 27069 -S -#27091 -Gathering Chamber~ -This chamber is large enough to hold around fifty or so men. Stone -tables are surrounded by wooden chairs fitted with soft cushions. For -the most part this chamber is empty with a dwarf only occassionally -passing in to meet with a friend. An archway leads west into a hall -and a wooden door is to the north. -~ -0 8 0 -D0 -~ -~ -8389671 -1 27089 -D3 -~ -~ -0 0 27092 -S -#27092 -Guildhall of the Dwarven Smiths~ -You are continually impressed by the lavish items displayed along the -hallway here. To the east you see a gathering chamber where smiths -can come and relax while to the west is a large wooden door. Do not -let yourself be fooled into thinking that this is just some dwarven -marketplace, these are the master of their trade. Rarely is an -outsider allowed to visit these chambers, and then only a proven dwarf -friend. You wonder if any of these smiths would be interested in -crafting something for such a dwarf friend as yourself? To the south -you see the beginning of the hall of master smiths. -~ -0 8 0 -D0 -~ -~ -0 0 27090 -D1 -~ -~ -0 0 27091 -D2 -~ -~ -0 0 27093 -D3 -~ -~ -8389671 -1 27089 -E -wooden door~ -This door is locked. A dwarf who notices you examining the door comes -up and informs you that the door leads to the workshops where a young -dwarf might spend a century learning his trade. He adds that most of -the young dwarves are too busy to help you and that perhaps you should -fine the Masters or the Guildmaster himself. -~ -S -#27093 -Hall of the Master Smiths~ -Here is a smaller hallway that leads to the chambers of the master -smiths. Each has their own specialty, one item they are have spend -years and years crafting and perfecting. An item made by one of these -craftsmen would be a treasure indeed. Archways are to the east and -west, while the hall continues to the south. To the north an archway -leads back into the guildhall proper. -~ -0 8 0 -D0 -~ -~ -0 0 27092 -D1 -~ -~ -0 -1 27095 -D2 -~ -~ -0 0 27094 -D3 -~ -~ -0 -1 27096 -S -#27094 -Hall of the Master Smiths~ -Here is a smaller hallway that leads to the chambers of the master -smiths. Each has their own specialty, one item they are have spend -years and years crafting and perfecting. An item made by one of these -craftsmen would be a treasure indeed. Archways are to the east and -west while stairs lead down into the guildmasters chamber. -~ -0 8 0 -D0 -~ -~ -0 0 27093 -D1 -~ -~ -0 -1 27098 -D3 -~ -~ -0 -1 27097 -D5 -~ -~ -8389667 27180 27099 -S -#27095 -Chamber of the Master Blade-Smith~ -This lower chamber is adorned with all manners of weapons, armor, and -other metal works. There are several mundane items here and there, -the typical objects found in another subterranean dwarven quarters. A -door frame to the west leads back into the hall. -~ -0 12 0 -D3 -~ -~ -0 -1 27093 -S -#27096 -Chamber of the Master Axe-Smith~ -This lower chamber is adorned with all manners of weapons, armor, and -other metal works. There are several mundane items here and there, -the typical objects found in another subterranean dwarven quarters. A -door frame to the east leads back into the hall. -~ -0 12 0 -D1 -~ -~ -0 -1 27093 -S -#27097 -Chamber of the Master Hammer-Smith~ -This lower chamber is adorned with all manners of weapons, armor, and -other metal works. There are several mundane items here and there, -the typical objects found in another subterranean dwarven quarters. A -door frame to the east leads back into the hall. -~ -0 12 0 -D1 -~ -~ -0 -1 27094 -S -#27098 -Chamber of the Master Armor-Smith~ -This lower chamber is adorned with all manners of weapons, armor, and -other metal works. There are several mundane items here and there, -the typical objects found in another subterranean dwarven quarters. A -door frame to the west leads back into the hall. -~ -0 12 0 -D3 -~ -~ -0 -1 27094 -S -#27099 -Chamber of the Smith Guildmaster~ -This lower chamber is adorned with all manners of weapons, armor, and -other metal works. There are several mundane items here and there, -the typical objects found in another subterranean dwarven quarters. A -set of stairs lead back up into the a hall. -~ -0 12 0 -D4 -~ -~ -8389671 27180 27094 -S -#27100 -Wide Corridor Intersection~ -The two wide corridors intersect each other here while a wooden ladder -leads up to another level of the mines. The exits to the north, east, -south, and west all are braced with thick wooden beams. The walls are -hewn from solid stone and small little rocks are here and there on the -ground. You have little fear of this place caving in above you, it is -a dwarven mine after all. -~ -0 8 0 -D0 -~ -~ -0 -1 27101 -D1 -~ -~ -0 -1 27102 -D2 -~ -~ -0 -1 27103 -D3 -~ -~ -0 -1 27104 -D4 -~ -~ -0 -1 27040 -S -#27101 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. To the south you can see an intersection and a ladder. -~ -0 8 0 -D0 -~ -~ -0 -1 27105 -D2 -~ -~ -0 -1 27100 -S -#27102 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. To the west you can see an intersection and a ladder. -~ -0 8 0 -D1 -~ -~ -0 -1 27133 -D3 -~ -~ -0 -1 27100 -S -#27103 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. To the north you can see an intersection and a ladder. -~ -0 8 0 -D0 -~ -~ -0 -1 27100 -D2 -~ -~ -0 -1 27123 -S -#27104 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. To the east you can see an intersection and a ladder. -~ -0 8 0 -D1 -~ -~ -0 -1 27100 -D3 -~ -~ -0 -1 27116 -S -#27105 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27106 -D2 -~ -~ -0 -1 27101 -S -#27106 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27107 -D2 -~ -~ -0 -1 27105 -S -#27107 -End of the Wide Corridor~ -The wide passage comes to an end here. A long, fairly low ceiling, -leads to the west for a distance. To the south you may walk back -through the wide corridor. -~ -0 8 0 -D2 -~ -~ -0 -1 27106 -D3 -~ -~ -0 -1 27108 -S -#27108 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. East -this passage enters into a wider, and taller, corridor. -~ -0 12 0 -D1 -~ -~ -0 -1 27107 -D3 -~ -~ -0 -1 27109 -S -#27109 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27108 -D3 -~ -~ -0 -1 27110 -S -#27110 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27109 -D3 -~ -~ -0 -1 27111 -S -#27111 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27110 -D3 -~ -~ -0 -1 27112 -S -#27112 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27111 -D3 -~ -~ -0 -1 27113 -S -#27113 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. The passage leads east and west here. -~ -0 8 0 -D1 -~ -~ -0 -1 27112 -D3 -~ -~ -0 -1 27114 -S -#27114 -Long Tunnel~ -This long tunnel is just a little too short for your liking. The only -thing that makes this passage stand out are the frequent number of -support beams used here. To the west the long tunnel comes to an end -at a ladder leading down. -~ -0 8 0 -D1 -~ -~ -0 -1 27113 -D3 -~ -~ -0 -1 27115 -S -#27115 -End of a Long Tunnel~ -The long tunnel comes to an end here. There is a ladder leading down -to a deeper level of the mines, which looks more exciting that going -back to the long passage. From below you hear the sound of metal -striking stone. -~ -0 12 0 -D1 -~ -~ -0 -1 27114 -D5 -~ -~ -0 -1 27169 -S -#27116 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27104 -D3 -~ -~ -0 -1 27117 -S -#27117 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27116 -D3 -~ -~ -0 -1 27118 -S -#27118 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. You hear a scream from deeper inside the mines. -~ -0 8 0 -D1 -~ -~ -0 -1 27117 -D3 -~ -~ -0 -1 27119 -S -#27119 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27118 -D3 -~ -~ -0 -1 27120 -S -#27120 -End of the Wide Corridor~ -The wide passage comes to an end here. Small niches are to both the -north and south, while the wide tunnel heads back to the east. From -somewhere in the distance the sound of combat is heard. -~ -0 8 0 -D0 -~ -~ -0 -1 27121 -D1 -~ -~ -0 -1 27119 -D2 -~ -~ -0 -1 27122 -S -#27121 -Small Niche~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the south. -~ -0 8 0 -D2 -~ -~ -0 -1 27120 -S -#27122 -Small Niche~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 27120 -S -#27123 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27103 -D2 -~ -~ -0 -1 27124 -S -#27124 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27123 -D2 -~ -~ -0 -1 27125 -S -#27125 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27124 -D2 -~ -~ -0 -1 27126 -S -#27126 -End of the Wide Corridor~ -The wide passage come to and end here. To the west there is an alcove -or niche. To the east a low-ceiling passage continues after passing -under an archway. North the wide tunnel heads to the north into the -distance. -~ -0 8 0 -D0 -~ -~ -0 -1 27125 -D1 -~ -~ -0 -1 27128 -D3 -~ -~ -0 -1 27127 -S -#27127 -Small Niche~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27126 -S -#27128 -Low-Ceiling Passage~ -The low ceiling passage runs east and west here. Hunching down to get -through these tunnels is making your neck sore. The passages is held -up by heavy beams of wood. To the west is the end of a wide corridor. -~ -0 8 0 -D1 -~ -~ -0 -1 27129 -D3 -~ -~ -0 -1 27126 -S -#27129 -Low-Ceiling Passage~ -The low ceiling passage runs east and west here. Hunching down to get -through these tunnels is making your neck sore. The passages is held -up by heavy beams of wood. -~ -0 8 0 -D1 -~ -~ -0 -1 27130 -D3 -~ -~ -0 -1 27128 -S -#27130 -Low-Ceiling Passage~ -The low ceiling passage runs east and west here. Hunching down to get -through these tunnels is making your neck sore. The passages is held -up by heavy beams of wood. The sounds of combar are head nearby. -~ -0 8 0 -D1 -~ -~ -0 -1 27131 -D3 -~ -~ -0 -1 27129 -S -#27131 -Low-Ceiling Passage~ -This passage has an extremely low ceiling, for most people that is. If -you are a dwarf, gnome, or other small folk, you will not have much of -a problem here. The tunnel bends to the west and south. To the south -there looks like there has beena recent scirmish. -~ -0 12 0 -D2 -~ -~ -0 -1 27132 -D3 -~ -~ -0 -1 27130 -S -#27132 -End of the Low-Ceiling Passage~ -The low-ceiling passage has come to an end here. A ladder leads down -into the floor to another, deeper level of the mines. There appears to -have been a recent battle here. The stone floor is covered with a few -corpses, pools of blood, and broken weapons. To the north the passage -continues and bends to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 27131 -D5 -~ -~ -0 -1 27150 -S -#27133 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27134 -D3 -~ -~ -0 -1 27102 -S -#27134 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27135 -D3 -~ -~ -0 -1 27133 -S -#27135 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27136 -D3 -~ -~ -0 -1 27134 -S -#27136 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27137 -D3 -~ -~ -0 -1 27135 -S -#27137 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D1 -~ -~ -0 -1 27138 -D3 -~ -~ -0 -1 27136 -S -#27138 -Wide Corridor~ -The wide passage here runs east and west. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. From somewhere deeper in the mine you here the sound of -metal striking stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27139 -D3 -~ -~ -0 -1 27137 -S -#27139 -Bend in the Wide Corridor~ -Here the wide corridor bends to the north and west. A narrow passage -leads to the north here as well. The northern passage looks just wide -enough for a single person to pass through, but thats about it. This -corridor you are in now looks wide enought for a dozen men to walk -side by side. -~ -0 8 0 -D0 -~ -~ -0 -1 27146 -D2 -~ -~ -0 -1 27140 -D3 -~ -~ -0 -1 27138 -S -#27140 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27139 -D2 -~ -~ -0 -1 27141 -S -#27141 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27140 -D2 -~ -~ -0 -1 27142 -S -#27142 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27141 -D2 -~ -~ -0 -1 27143 -S -#27143 -Wide Corridor~ -The wide passage here runs north and south. There is not much to look -at here except the stone walls, wooden support beams, and the rocks on -the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27142 -D2 -~ -~ -0 -1 27144 -S -#27144 -Wide Corridor Outside the Elevator~ -The wide corridor comes to an end here. To the west there is a magical -device called an elevator. It is made of wood and stone tied together -with a dozen or so thick ropes. To the north the wide passage leads a -ways into this level of the mine and bends to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 27143 -D3 -~ -~ -0 -1 27145 -S -#27145 -Mine Shaft Elevator~ -This strange device, which the dwarves tell you is an elevator, can -levitate up and down upon command through a magical lever. The floor -of the thing is made of wood. A good dozen ropes run up and down and -connecting this device with the ceiling. Unless you are a clever sort -of fellow, this device is just too complex for you to understand. If -you can not figure out how it works you better turn around. -~ -0 2060 0 -D1 -~ -~ -0 -1 27144 -S -#27146 -Narrow Passage~ -This passage leads south back into a wide corridor or north leading -deeper into the mines. This passage is only wide enough for a single -person to navigate, so you better hope you do not run into anything -nasty here. -~ -0 524 0 -D0 -~ -~ -0 -1 27147 -D2 -~ -~ -0 -1 27139 -S -#27147 -Narrow Passage~ -It might just be you, but are these walls closing in on you? You have -to turn on your side to squeeze through the passage just ahead. Best -hope nothing is waiting just around the corner. To the south you can -make out the wide corridor a short distance away. -~ -0 520 0 -D0 -~ -~ -0 -1 27148 -D2 -~ -~ -0 -1 27146 -S -#27148 -Bend in a Narrow Passage~ -The narrow passage bends to the east and south here. To get around -the bend you have to really squeeze between the rocks. This obviously -is not the work of the dwarves. Probably a natural crack that was too -small for the bulky dwarves to pass through and they never bothered to -repair it. Perhaps once their problems have been solved they will fix -this crack? To the east you can just barely to make out a chamber. -~ -0 520 0 -D1 -~ -~ -0 -1 27149 -D2 -~ -~ -0 -1 27147 -S -#27149 -Abandoned Chamber~ -You think maybe this chamber is the cellar of a guild above. Perhaps -even the cellars to the rumor dwarven vault where they store their -mountains of gold and mithril blades? Either way that narrow passage -was not made by the dwarves, it looked too natural. You suspect that -you are not wanted here by the reaction of the guardian. The narrow -passage leads back to the west while an heavy stone trapdoor is set in -the ceiling above. -~ -0 8 0 -D3 -~ -~ -0 -1 27148 -D4 -~ -~ -8389671 -1 27089 -S -#27150 -Bend in the Rough Passage~ -A rough passage turns to the north and west here. A ladder leads up -through the ceiling to another level of the mines. This area of the -mines appears to have been taken over by a group of orcs. How in the -hell did they get in here? -~ -0 8 0 -D0 -~ -~ -0 -1 27189 -D3 -~ -~ -0 -1 27151 -D4 -~ -~ -0 -1 27132 -S -#27151 -Rough Passage~ -This passage heads east and west. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. To the east there is a ladder leading -up at a bend in the passage. -~ -0 8 0 -D1 -~ -~ -0 -1 27150 -D3 -~ -~ -0 -1 27152 -S -#27152 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads east and west. Something -other than the dwarves are currently occupy these tunnels. South there -is another alcove used to mine ore, gems, and metals. -~ -0 8 0 -D1 -~ -~ -0 -1 27151 -D2 -~ -~ -0 -1 27196 -D3 -~ -~ -0 -1 27153 -S -#27153 -Rough Passage~ -This passage heads east and west. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. -~ -0 8 0 -D1 -~ -~ -0 -1 27152 -D3 -~ -~ -0 -1 27154 -S -#27154 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads east and west. Something -other than the dwarves are currently occupy these tunnels. -~ -0 8 0 -D1 -~ -~ -0 -1 27153 -D3 -~ -~ -0 -1 27155 -S -#27155 -Rough Passage~ -This passage heads east and west. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. -~ -0 8 0 -D1 -~ -~ -0 -1 27154 -D3 -~ -~ -0 -1 27156 -S -#27156 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads east and west. Something -other than the dwarves are currently occupy these tunnels. -~ -0 8 0 -D1 -~ -~ -0 -1 27155 -D3 -~ -~ -0 -1 27157 -S -#27157 -Rough Passage~ -This passage heads east and west. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. A mining alcove is to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 27156 -D2 -~ -~ -0 -1 27197 -D3 -~ -~ -0 -1 27158 -S -#27158 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads east and west. Something -other than the dwarves are currently occupy these tunnels. To the west -the passage bends. -~ -0 8 0 -D1 -~ -~ -0 -1 27157 -D3 -~ -~ -0 -1 27159 -S -#27159 -Bend in the Rough Passage~ -A rough passage turns to the north and east here. There appears to be -some kind of conflict going on here between the dwarves and some orcs. -Now how did orcs get into these tunnels? -~ -0 12 0 -D0 -~ -~ -0 -1 27160 -D1 -~ -~ -0 -1 27158 -S -#27160 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. To the south there -is a bend in this corridor. -~ -0 8 0 -D0 -~ -~ -0 -1 27161 -D2 -~ -~ -0 -1 27159 -S -#27161 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. To the east there -is a small niche cut out of the passage. There looks like the niche -is some like of shaft. -~ -0 8 0 -D0 -~ -~ -0 -1 27162 -D2 -~ -~ -0 -1 27160 -D3 -~ -~ -0 -1 27198 -S -#27162 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27163 -D2 -~ -~ -0 -1 27161 -S -#27163 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27164 -D2 -~ -~ -0 -1 27162 -S -#27164 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27165 -D2 -~ -~ -0 -1 27163 -S -#27165 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. To the east there -is a small niche cut out of the passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27166 -D1 -~ -~ -0 -1 27199 -D2 -~ -~ -0 -1 27164 -S -#27166 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27167 -D2 -~ -~ -0 -1 27165 -S -#27167 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27168 -D2 -~ -~ -0 -1 27166 -S -#27168 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues north and south. To the north there -is a ladder leading out of these passageways. -~ -0 8 0 -D0 -~ -~ -0 -1 27169 -D2 -~ -~ -0 -1 27167 -S -#27169 -Bend in the Rough Passage~ -A rough passage turns to the south and east here. There appears to be -some kind of conflict going on here between the dwarves and orcs. It -appears as if the dwarves are still holding these tunnels. The sounds -of combat is heard nearby. A ladder is here leading up to the tunnels -above. -~ -0 8 0 -D1 -~ -~ -0 -1 27170 -D2 -~ -~ -0 -1 27168 -D4 -~ -~ -0 -1 27115 -S -#27170 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. To the west you can -see a ladder leading up and out of these rough passages. -~ -0 8 0 -D1 -~ -~ -0 -1 27171 -D3 -~ -~ -0 -1 27169 -S -#27171 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. Looking north there -is a small niche in the passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27190 -D1 -~ -~ -0 -1 27172 -D3 -~ -~ -0 -1 27170 -S -#27172 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. -~ -0 8 0 -D1 -~ -~ -0 -1 27173 -D3 -~ -~ -0 -1 27171 -S -#27173 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. Looking south there -is a small niche in the passage. -~ -0 8 0 -D1 -~ -~ -0 -1 27174 -D2 -~ -~ -0 -1 27191 -D3 -~ -~ -0 -1 27172 -S -#27174 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. -~ -0 8 0 -D1 -~ -~ -0 -1 27175 -D3 -~ -~ -0 -1 27173 -S -#27175 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. Looking south there -is a small niche in the passage. -~ -0 8 0 -D1 -~ -~ -0 -1 27176 -D2 -~ -~ -0 -1 27192 -D3 -~ -~ -0 -1 27174 -S -#27176 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. -~ -0 8 0 -D1 -~ -~ -0 -1 27177 -D3 -~ -~ -0 -1 27175 -S -#27177 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. -~ -0 8 0 -D1 -~ -~ -0 -1 27178 -D3 -~ -~ -0 -1 27176 -S -#27178 -Rough Passage~ -This roughly cut passage was crafted by the dwarves. Nearby the sound -of combat can be heard. Dwarves in the area appear to be nervous for -some reason. The tunnel continues east and west. To the east there -is a bend in the passage. -~ -0 8 0 -D1 -~ -~ -0 -1 27179 -D3 -~ -~ -0 -1 27177 -S -#27179 -Bend in the Rough Passage~ -A rough passage turns to the south and west here. There appears to be -some kind of conflict going on here between the dwarves and some orcs. -Now how did orcs get into these tunnels? -~ -0 12 0 -D2 -~ -~ -0 -1 27180 -D3 -~ -~ -0 -1 27178 -S -#27180 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads north and south. Something -other than the dwarves are currently occupy these tunnels. To the east -there is a small alcove. -~ -0 8 0 -D0 -~ -~ -0 -1 27179 -D1 -~ -~ -0 -1 27193 -D2 -~ -~ -0 -1 27181 -S -#27181 -Rough Passage~ -This passage heads north and south. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. -~ -0 8 0 -D0 -~ -~ -0 -1 27180 -D2 -~ -~ -0 -1 27182 -S -#27182 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads north and south. Something -other than the dwarves are currently occupy these tunnels. -~ -0 8 0 -D0 -~ -~ -0 -1 27181 -D2 -~ -~ -0 -1 27183 -S -#27183 -Rough Passage~ -This passage heads north and south. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. -~ -0 8 0 -D0 -~ -~ -0 -1 27182 -D2 -~ -~ -0 -1 27184 -S -#27184 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads north and south. Something -other than the dwarves are currently occupy these tunnels. To the west -is an alcove. -~ -0 8 0 -D0 -~ -~ -0 -1 27183 -D2 -~ -~ -0 -1 27185 -D3 -~ -~ -0 -1 27194 -S -#27185 -Rough Passage~ -This passage heads north and south. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. -~ -0 8 0 -D0 -~ -~ -0 -1 27184 -D2 -~ -~ -0 -1 27186 -S -#27186 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads north and south. Something -other than the dwarves are currently occupy these tunnels. -~ -0 8 0 -D0 -~ -~ -0 -1 27185 -D2 -~ -~ -0 -1 27187 -S -#27187 -Rough Passage~ -This passage heads north and south. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. To the east there is a large statue in -a small alcove. Several dead orcs litter the floor of the alcove. -~ -0 8 0 -D0 -~ -~ -0 -1 27186 -D1 -~ -~ -0 -1 27195 -D2 -~ -~ -0 -1 27188 -S -#27188 -Rough Passage~ -These halls have been roughly hewn from the stone to unviel gems and -precious metals. Here the passage leads north and south. Something -other than the dwarves are currently occupy these tunnels. -~ -0 8 0 -D0 -~ -~ -0 -1 27187 -D2 -~ -~ -0 -1 27189 -S -#27189 -Rough Passage~ -This passage heads north and south. The walls are still rough, and are -supported by heavy wooden beams. It seems that some orcs have taken -control of these tunnels here. South you can see a ladder leading up -to another level of the mines at a turn in the passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27188 -D2 -~ -~ -0 -1 27150 -S -#27190 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the south. -~ -0 8 0 -D2 -~ -~ -0 -1 27171 -S -#27191 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 27173 -S -#27192 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 27175 -S -#27193 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27180 -S -#27194 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 27184 -S -#27195 -Mining Alcove~ -This alcove has been the sight of a recent battle. A large statue of -granite, covered in the blood, is standing in the middle of the niche. -Scattered across the floor of the chamber are some crumpled orc bodies -and weapons which were most ineffective against this stone juggernaut. -To the west is a rough hewn passage. -~ -0 12 0 -D3 -~ -~ -0 -1 27187 -S -#27196 -Mining Alcove Above the Tunnels~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the north. A hole in the floor leads even deeper into the mines -here. You think that the orcs might have gotten in this way because -there are two large orcs guarding this niche. -~ -0 12 0 -D0 -~ -~ -0 -1 27152 -D5 -~ -~ -0 0 27200 -S -#27197 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 27157 -S -#27198 -Alcove Above an Old Mine Shaft~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the east. -~ -0 12 0 -D1 -~ -~ -0 -1 27161 -D5 -~ -~ -0 -1 27261 -S -#27199 -Mining Alcove~ -Obviously the dwarves have been getting some kind of ore from this -branch. Currently this branch is being mined and you feel that you are -getting in the way of the dwarves trying to do their work. The exit -is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 27165 -S -#27200 -Entering the Orc Tunnels~ -These tunnel are poorly made, but overall a bit taller than the dwarf -passageways. There do not appear to be very many support beams along -the walls, and when there is one it groans from the wieght above. You -think twice about continues to explore the tunnels to the south. -~ -0 12 0 -D2 -~ -~ -0 -1 27201 -D4 -~ -~ -0 0 27196 -S -#27201 -Crude Orc Tunnels~ -This crude tunnel leads north and east. To the north you can see the -tunnel start to climb a bit. To the east you hear grunts from the -goblins who are cleaning out this passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27200 -D1 -~ -~ -0 -1 27202 -S -#27202 -Crude Orc Tunnels~ -This crude passage runs east and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27203 -D3 -~ -~ -0 -1 27201 -S -#27203 -Crude Orc Tunnels~ -The tunnel heads to the south and west. From nearby the grunts of the -goblin miners are heard as they are clearing the passage of rocks. In -the distance you hear the sounds of metal striking stone. -~ -0 8 0 -D2 -~ -~ -0 -1 27204 -D3 -~ -~ -0 -1 27202 -S -#27204 -Crude Orc Tunnels~ -This crude passage runs north and east. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27203 -D1 -~ -~ -0 -1 27205 -S -#27205 -Crude Orc Tunnels~ -The tunnel heads to the south and west. From nearby the grunts of the -goblin miners are heard as they are clearing the passage of rocks. In -the distance you hear the sounds of metal striking stone. -~ -0 8 0 -D2 -~ -~ -0 -1 27206 -D3 -~ -~ -0 -1 27204 -S -#27206 -Crude Orc Tunnels~ -This crude passage runs north and south. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27205 -D2 -~ -~ -0 -1 27207 -S -#27207 -Crude Orc Tunnels~ -The tunnel heads to the north and east. From nearby the grunts of the -goblin miners are heard as they are clearing the passage of rocks. In -the distance you hear the sounds of metal striking stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27206 -D1 -~ -~ -0 -1 27208 -S -#27208 -Crude Orc Tunnels~ -This crude passage runs south and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D2 -~ -~ -0 -1 27209 -D3 -~ -~ -0 -1 27207 -S -#27209 -Orc Tunnels Above a Natural Passage~ -These tunnel are poorly made, but overall a bit taller than the dwarf -passageways. There do not appear to be very many support beams along -the walls, and when there is one it groans from the wieght above. You -think twice about continues to explore the tunnels to the north. Below -a natural passage leads even deeper into the ground. -~ -0 8 0 -D0 -~ -~ -0 -1 27208 -D5 -~ -~ -0 -1 27210 -S -#27210 -Twisting Natural Passage~ -This passage looks to have been made naturally. The orcs seem to have -stumbled upon this passage and used it to their advantage to catch the -dwarves off guard. Above the orcs have continued to tunnel closer and -closer to the mines. The natural passage to the south looks much more -safe than the dangerous tunnel above. -~ -0 12 0 -D2 -~ -~ -0 -1 27211 -D4 -~ -~ -0 -1 27209 -S -#27211 -Twisting Natural Passage~ -This natural passage heads north and east. Here and there goblins are -busy at work making this tunnel wider. From looking at the skill of -these humanoids you think that is was pure luck they ever stumbled -upon the dwarven mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27210 -D1 -~ -~ -0 -1 27212 -S -#27212 -Twisting Natural Passage~ -The passage is twisting back and forth. The ceiling and floor look to -be natural, but in places the walls have been widened to allow the -larger orcs to pass through them. From nearby you hear the cursing of -a goblin. -~ -0 8 0 -D2 -~ -~ -0 -1 27213 -D3 -~ -~ -0 -1 27211 -S -#27213 -Twisting Natural Passage~ -This natural passage heads north and west. Here and there goblins are -busy at work making this tunnel wider. From looking at the skill of -these humanoids you think that is was pure luck they ever stumbled -upon the dwarven mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27212 -D3 -~ -~ -0 -1 27214 -S -#27214 -Twisting Natural Passage~ -The passage is twisting back and forth. The ceiling and floor look to -be natural, but in places the walls have been widened to allow the -larger orcs to pass through them. From nearby you hear the sound of -metal striking stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27213 -D2 -~ -~ -0 -1 27215 -S -#27215 -Twisting Natural Passage~ -This natural passage heads north and west. Here and there goblins are -busy at work making this tunnel wider. From looking at the skill of -these humanoids you think that is was pure luck they ever stumbled -upon the dwarven mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27214 -D3 -~ -~ -0 -1 27216 -S -#27216 -Twisting Natural Passage~ -The passage is twisting back and forth. The ceiling and floor look to -be natural, but in places the walls have been widened to allow the -larger orcs to pass through them. From nearby you hear the cursing of -a goblin. -~ -0 8 0 -D1 -~ -~ -0 -1 27215 -D3 -~ -~ -0 -1 27217 -S -#27217 -Twisting Natural Passage~ -This natural passage heads north and east. Here and there goblins are -busy at work making this tunnel wider. From looking at the skill of -these humanoids you think that is was pure luck they ever stumbled -upon the dwarven mines. -~ -0 8 0 -D0 -~ -~ -0 -1 27218 -D1 -~ -~ -0 -1 27216 -S -#27218 -Twisting Natural Passage~ -The passage is twisting back and forth. The ceiling and floor look to -be natural, but in places the walls have been widened to allow the -larger orcs to pass through them. From nearby you hear the cursing of -a goblin. -~ -0 8 0 -D2 -~ -~ -0 -1 27217 -D3 -~ -~ -0 -1 27219 -S -#27219 -Passage Above a Cavern~ -What appears to be a natural passage leads to the east away from the -cavern below. Looking down the incline into the cavern it appears as -if someone is trying to install some additional supports. Perhaps the -orcs are not as stupid as you thought? Never-the-less, you still do -not trust their craftsmanship and have no plans of being down here any -longer than you must. -~ -0 12 0 -D1 -~ -~ -0 -1 27218 -D5 -~ -~ -0 -1 27220 -S -#27220 -Center of a Natural Cavern~ -In the center of this cavern you get a good look of the whole chamber. -It is fairly large, but along the edges there are large piles of rocks -and debris. Obviously this cave is not stable. These crude humanoids -are doing their best to brace the room up with wooden beams. H owever -their best might not be enough. A natural passage leads up and out of -this cave, while you can go just about any other direction from here. -~ -0 8 0 -D0 -~ -~ -0 -1 27221 -D1 -~ -~ -0 -1 27222 -D2 -~ -~ -0 -1 27223 -D3 -~ -~ -0 -1 27224 -D4 -~ -~ -0 -1 27219 -S -#27221 -Large Natural Cavern~ -This natural cavern extends to the south and west. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. -~ -0 8 0 -D2 -~ -~ -0 -1 27220 -D3 -~ -~ -0 -1 27225 -S -#27222 -Large Natural Cavern~ -This natural cavern extends to the south and west. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. -~ -0 8 0 -D2 -~ -~ -0 -1 27226 -D3 -~ -~ -0 -1 27220 -S -#27223 -Large Natural Cavern~ -This natural cavern extends to the east and north. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. -~ -0 8 0 -D0 -~ -~ -0 -1 27220 -D1 -~ -~ -0 -1 27226 -S -#27224 -Large Natural Cavern~ -This natural cavern extends to the east and north. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. -~ -0 8 0 -D0 -~ -~ -0 -1 27225 -D1 -~ -~ -0 -1 27220 -S -#27225 -Large Natural Cavern~ -This natural cavern extends to the east and south. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. -~ -0 8 0 -D1 -~ -~ -0 -1 27221 -D2 -~ -~ -0 -1 27224 -S -#27226 -Cavern Above an Old Mine Passage~ -This natural cavern extends to the west and north. Occassionally a -small rock falls from the ceiling stirring up some dust. It would be -a good idea to brace this chamber with some of these beams, however it -looks like these hobgoblins have orders to attack on sight. A passage -leads down into what appears to be some kind of old dwarven tunnel. -~ -0 8 0 -D0 -~ -~ -0 -1 27222 -D3 -~ -~ -0 -1 27223 -D5 -~ -~ -0 -1 27227 -S -#27227 -Old Passage Below a Cavern~ -This old passage looks like the handywork of the dwarves, not the orcs -or their goblin miners. A pile of rocks lead up into a large natural -cavern, while this passage heads off to the east. -~ -0 12 0 -D1 -~ -~ -0 -1 27228 -D4 -~ -~ -0 -1 27226 -S -#27228 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D1 -~ -~ -0 -1 27229 -D3 -~ -~ -0 -1 27227 -S -#27229 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D0 -~ -~ -0 -1 27230 -D3 -~ -~ -0 -1 27228 -S -#27230 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D1 -~ -~ -0 -1 27231 -D2 -~ -~ -0 -1 27229 -S -#27231 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D0 -~ -~ -0 -1 27232 -D3 -~ -~ -0 -1 27230 -S -#27232 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D1 -~ -~ -0 -1 27233 -D2 -~ -~ -0 -1 27231 -S -#27233 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D1 -~ -~ -0 -1 27234 -D3 -~ -~ -0 -1 27232 -S -#27234 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? -~ -0 8 0 -D0 -~ -~ -0 -1 27235 -D3 -~ -~ -0 -1 27233 -S -#27235 -Old Mine Passage~ -This old mine passage looks like the work of dwarves. The orcs and -goblins must have stumbled upon this passage. You begin to wonder why -the dwarves abandoned this passage? Perhaps there was something wrong -with it? To the north the tunnel opens up into a larger chamber. You -see various goblinoid creatures moving about these passageways. -~ -0 8 0 -D0 -~ -~ -0 -1 27236 -D2 -~ -~ -0 -1 27234 -S -#27236 -Abandoned Chamber~ -This chamber was abandoned long ago by the dwarves. Since it has been -infested by orcs and goblins. To the south there is a dwarven made -passage that leads off into the darkness. -~ -0 8 0 -D0 -~ -~ -0 -1 27239 -D2 -~ -~ -0 -1 27235 -D3 -~ -~ -0 -1 27237 -S -#27237 -Abandoned Chamber~ -This chamber was abandoned long ago by the dwarves. Since it has been -infested by orcs and goblins. Nearby the grunts of the goblin miners -is heard. How repulsive, unless you are a goblin. Are you a goblin? -~ -0 8 0 -D0 -~ -~ -0 -1 27238 -D1 -~ -~ -0 -1 27236 -S -#27238 -Abandoned Chamber Above an Orc Tunnel~ -This chamber was abandoned long ago by the dwarves. Since it has been -infested by orcs and goblins. Below the orc tunnels continue. There -are several hunched shapes moving to and fro about this chamber. Here -along the wall you notice that there are several stress cracks. Maybe -this place is more dangerous that it looks. -~ -0 8 0 -D1 -~ -~ -0 -1 27239 -D2 -~ -~ -0 -1 27237 -D5 -~ -~ -0 -1 27240 -S -#27239 -Abandoned Chamber~ -This chamber is not abandoned anymore. There are alot of goblinoids -moving about doing work to the area. To the west there is a hole in -the floor leading down into the orc tunnels. -~ -0 8 0 -D2 -~ -~ -0 -1 27236 -D3 -~ -~ -0 -1 27238 -S -#27240 -Crude Orc Tunnel~ -This crude passage runs up and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 12 0 -D3 -~ -~ -0 -1 27241 -D4 -~ -~ -0 -1 27238 -S -#27241 -Crude Orc Tunnel~ -The tunnel heads to the east and down. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D1 -~ -~ -0 -1 27240 -D5 -~ -~ -0 -1 27242 -S -#27242 -Crude Orc Tunnel~ -This crude passage runs north and up. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27243 -D4 -~ -~ -0 -1 27241 -S -#27243 -Crude Orc Tunnel~ -The tunnel heads to the east and south. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D1 -~ -~ -0 -1 27244 -D2 -~ -~ -0 -1 27242 -S -#27244 -Crude Orc Tunnel~ -This crude passage runs north and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D0 -~ -~ -0 -1 27245 -D3 -~ -~ -0 -1 27243 -S -#27245 -Crude Orc Tunnel~ -The tunnel heads to the up and west. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. A ladder leads up through the tunnels ceiling -into a small command post. -~ -0 8 0 -D1 -~ -~ -0 -1 27247 -D2 -~ -~ -0 -1 27244 -D4 -~ -~ -0 -1 27246 -S -#27246 -Orc Command Post~ -This is a smaller sized chamber used as a command post by a very large -orc. A large selection of crude weapons are stored on a rack here. -A ladder leads back down into the crude system of tunnels being dug by -the orcs and their allies. -~ -0 12 0 -D5 -~ -~ -0 -1 27245 -S -#27247 -Crude Orc Tunnel~ -The tunnel heads to the up and west. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D3 -~ -~ -0 -1 27245 -D4 -~ -~ -0 -1 27248 -S -#27248 -Crude Orc Tunnel~ -This crude passage runs down and east. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27249 -D5 -~ -~ -0 -1 27247 -S -#27249 -Crude Orc Tunnel~ -The tunnel heads to the up and west. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D3 -~ -~ -0 -1 27248 -D4 -~ -~ -0 -1 27250 -S -#27250 -Crude Orc Tunnel~ -This crude passage runs down and east. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27251 -D5 -~ -~ -0 -1 27249 -S -#27251 -Crude Orc Tunnel~ -The tunnel heads to the up and west. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D3 -~ -~ -0 -1 27250 -D4 -~ -~ -0 -1 27252 -S -#27252 -Crude Orc Tunnel~ -This crude passage runs up and down. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D4 -~ -~ -0 -1 27253 -D5 -~ -~ -0 -1 27251 -S -#27253 -Crude Orc Tunnel~ -The tunnel heads to the east and down. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D1 -~ -~ -0 -1 27254 -D5 -~ -~ -0 -1 27252 -S -#27254 -Crude Orc Tunnel~ -This crude passage runs up and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D3 -~ -~ -0 -1 27253 -D4 -~ -~ -0 -1 27255 -S -#27255 -Orc Guard Post~ -Here at a narrow point in the tunnel a pair of orcs are posted to keep -out any intruders or keep in any goblin that is trying to avoid doing -their work. The tunnel is supported in a few places by wooden beams, -but far too many of the beams do not look like they are going to last -much longer. There is something unsettling about exploring these orc -made tunnels. -~ -0 12 0 -D1 -~ -~ -0 -1 27256 -D5 -~ -~ -0 -1 27254 -S -#27256 -Crude Orc Tunnel~ -This crude passage runs east and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. -~ -0 8 0 -D1 -~ -~ -0 -1 27257 -D3 -~ -~ -0 -1 27255 -S -#27257 -Crude Orc Tunnel~ -The tunnel heads to the east and west. From nearby the grunts of the -orc soldiers are heard as they await the orders to attack their mortal -enemy, the dwarves. These beasts are smelly and very crude. -~ -0 8 0 -D1 -~ -~ -0 -1 27258 -D3 -~ -~ -0 -1 27256 -S -#27258 -Crude Orc Tunnel~ -This crude passage runs up and west. The support beams creak under -the wieght of the ceiling. You pray that this place does not collapse -burring you beneath 200 tons of stone. The air is much fresher above. -~ -0 8 0 -D3 -~ -~ -0 -1 27257 -D4 -~ -~ -0 -1 27259 -S -#27259 -Entering a Crude Orc Tunnel~ -This is definately the work of orcs or there allies. The ugly things -are just crawling the tunnels. After clearing the guards stationed at -this post, you take notice of the rotting timbers used to brace up the -earth and stone. Maybe exploring these tunnels is not such a good idea -after all? -~ -0 12 0 -D1 -~ -~ -0 -1 27260 -D5 -~ -~ -0 -1 27258 -S -#27260 -Outside a Crude Tunnel~ -To the west there is a crude tunnel leading down into the earth. From -the look of entrance, it is not a very sophisticated operation. After -getting a good whiff of the air coming from the tunnels you guess that -it is being made a crew of goblins or orcs. They must be digging this -tunnel for a reason, maybe you should explore it? -~ -0 12 0 -D3 -~ -~ -0 -1 27259 -S -#27261 -Old Mine Shaft~ -This old shaft has not been used in a long time. Above you can see a -small niche while below leads into darkness. Unfortunately this shaft -is almost vertical. If you do not have some way to suspend yourself, -you would fall. You are not falling are you? -~ -0 16777228 0 -D4 -~ -~ -0 -1 27198 -D5 -~ -~ -0 -1 27262 -S -#27262 -Old Mine Shaft~ -This old shaft has not been used in a long time. Below you can see the -bottom of the shaft. Unfortunately this shaft is almost vertical. If -you do not have some way to suspend yourself, you would fall. You are -not falling are you? -~ -0 16777228 0 -D4 -~ -~ -0 -1 27261 -D5 -~ -~ -0 -1 27263 -S -#27263 -Base of an Old Mine Shaft~ -There is a large pile or rocks here at the bottom of the old shaft. A -creature has been living here recently. A passage leads off the east, -into the darkness. These lower passages have not been used in a long -time you gather from all the dust on the ground. -~ -0 12 0 -D1 -~ -~ -0 -1 27264 -D4 -~ -~ -0 -1 27262 -S -#27264 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the east and west. To the west is the bottom of an old mine -shaft. -~ -0 8 0 -D1 -~ -~ -0 -1 27265 -D3 -~ -~ -0 -1 27263 -S -#27265 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the south and west. -~ -0 8 0 -D2 -~ -~ -0 -1 27266 -D3 -~ -~ -0 -1 27264 -S -#27266 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the north and east. What sounds like the grinding of stone -is heard nearby. -~ -0 8 0 -D0 -~ -~ -0 -1 27265 -D1 -~ -~ -0 -1 27267 -S -#27267 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the south and west. -~ -0 8 0 -D2 -~ -~ -0 -1 27268 -D3 -~ -~ -0 -1 27266 -S -#27268 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the north and east. What sounds like the grinding of stone -is heard nearby. -~ -0 8 0 -D0 -~ -~ -0 -1 27267 -D1 -~ -~ -0 -1 27269 -S -#27269 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the east and west. -~ -0 8 0 -D0 -~ -~ -0 -1 27279 -D1 -~ -~ -0 -1 27270 -D3 -~ -~ -0 -1 27268 -S -#27270 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the south and west. What sounds like the grinding of stone -is heard nearby. -~ -0 8 0 -D2 -~ -~ -0 -1 27271 -D3 -~ -~ -0 -1 27269 -S -#27271 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27270 -D2 -~ -~ -0 -1 27272 -S -#27272 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the north and east. What sounds like the grinding of stone -is heard nearby. -~ -0 8 0 -D0 -~ -~ -0 -1 27271 -D1 -~ -~ -0 -1 27273 -S -#27273 -Long Abandoned Tunnel~ -This place is not being used by the dwarves. The support braces are -old and rotting. The air down in these passages is stale. The tunnel -leads to the east and west. To the east there is a chamber than looks -to be abandoned as well. -~ -0 8 0 -D1 -~ -~ -0 -1 27274 -D3 -~ -~ -0 -1 27272 -S -#27274 -Large Abandoned Chamber~ -This chamber has not been used by the dwarves for some time. There is -however some new occupants to these passages. Old half-rotted timbers -are used to support the wieght of the ceiling. To chamber continues to -the north and east. To the west there is an old mine tunnel that also -looks abandoned. -~ -0 8 0 -D0 -~ -~ -0 -1 27275 -D1 -~ -~ -0 -1 27276 -D3 -~ -~ -0 -1 27273 -S -#27275 -Large Abandoned Chamber~ -This chamber has not been used by the dwarves for some time. There is -however some new occupants to these passages. Old half-rotted timbers -are used to support the wieght of the ceiling. To chamber continues to -the south and east. To the west there is some kind of dwarf device -called an elevator. -~ -0 8 0 -D1 -~ -~ -0 -1 27277 -D2 -~ -~ -0 -1 27274 -D3 -~ -~ -0 -1 27278 -S -#27276 -Large Abandoned Chamber~ -This chamber has not been used by the dwarves for some time. There is -however some new occupants to these passages. Old half-rotted timbers -are used to support the wieght of the ceiling. To chamber continues to -the north and west. -~ -0 8 0 -D0 -~ -~ -0 -1 27277 -D3 -~ -~ -0 -1 27274 -S -#27277 -Large Abandoned Chamber~ -This chamber has not been used by the dwarves for some time. There is -however some new occupants to these passages. Old half-rotted timbers -are used to support the wieght of the ceiling. To chamber continues to -the south and west. -~ -0 8 0 -D2 -~ -~ -0 -1 27276 -D3 -~ -~ -0 -1 27275 -S -#27278 -Mine Shaft Elevator~ -This strange device, which the dwarves tell you is an elevator, can -levitate up and down upon command through a magical lever. The floor -of the thing is made of wood. A good dozen ropes run up and down and -connecting this device with the ceiling. Unless you are a clever sort -of fellow, this device is just too complex for you to understand. If -you can not figure out how it works you better turn around. -~ -0 2060 0 -D1 -~ -~ -0 -1 27275 -S -#27279 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads north and south. To the south there is another slightly -safer tunnel. -~ -0 12 0 -D0 -~ -~ -0 -1 27280 -D2 -~ -~ -0 -1 27269 -S -#27280 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27281 -D2 -~ -~ -0 -1 27279 -S -#27281 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 27282 -D2 -~ -~ -0 -1 27280 -S -#27282 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads north and east. -~ -0 8 0 -D1 -~ -~ -0 -1 27283 -D2 -~ -~ -0 -1 27281 -S -#27283 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads east and west. -~ -0 8 0 -D1 -~ -~ -0 -1 27284 -D3 -~ -~ -0 -1 27282 -S -#27284 -Crumbling Mine Passage~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. This -passage leads north and west. -~ -0 8 0 -D0 -~ -~ -0 -1 27285 -D3 -~ -~ -0 -1 27283 -S -#27285 -Crumbling Mine Passage Above a Cavern~ -The walls of the passage are crumbling. The wooden support beams that -once supported the ceiling have long since rotted away. In places -parts of the tunnel have caved-in leaving large piles of rocks. There -is a large hole in the floor leading into a cavern. The unsafe tunnel -leads back to the south. -~ -0 12 0 -D2 -~ -~ -0 -1 27284 -D5 -~ -~ -0 -1 27286 -S -#27286 -Damp Cavern Below a Passage~ -This cavern is relatively damp. There are sign that perhaps this room -was once used by the dwarves, but that must have been a long time ago. -Stange creature have made these depths their lair, far away from the -pesky little dwarves. The cave extends to the north and east, while a -hole in the ceiling leads up to a dangerous looking passage. -~ -0 8 0 -D0 -~ -~ -0 -1 27287 -D1 -~ -~ -0 -1 27289 -D4 -~ -~ -0 -1 27285 -S -#27287 -Damp Cavern~ -This cavern is relatively damp. There are sign that perhaps this room -was once used by the dwarves, but that must have been a long time ago. -Stange creature have made these depths their lair, far away from the -pesky little dwarves. The cavern extends to the south and east here. -~ -0 8 0 -D1 -~ -~ -0 -1 27288 -D2 -~ -~ -0 -1 27286 -S -#27288 -Damp Cavern Above a Passage~ -This cavern is relatively damp. There are sign that perhaps this room -was once used by the dwarves, but that must have been a long time ago. -Stange creature have made these depths their lair, far away from the -pesky little dwarves. There is a large hole in the floor leading down -into a deeper area of the depths. -~ -0 8 0 -D2 -~ -~ -0 -1 27289 -D3 -~ -~ -0 -1 27287 -D5 -~ -~ -0 -1 27290 -S -#27289 -Damp Cavern~ -This cavern is relatively damp. There are sign that perhaps this room -was once used by the dwarves, but that must have been a long time ago. -Stange creature have made these depths their lair, far away from the -pesky little dwarves. To the north and west the cavern continues. -~ -0 8 0 -D0 -~ -~ -0 -1 27288 -D3 -~ -~ -0 -1 27286 -S -#27290 -Passage Below a Damp Cavern~ -This passage is very steep. If the passage was not twisting to the -left and right it would be impossible to navigate by natural means. -These tunnels where naturally made, along with the damp cavern above. -~ -0 8 0 -D4 -~ -~ -0 -1 27288 -D5 -~ -~ -0 -1 27291 -S -#27291 -Twisting Natural Passage~ -This passage is very steep. If the passage was not twisting to the -left and right it would be impossible to navigate by natural means. -These tunnels where naturally made. -~ -0 8 0 -D4 -~ -~ -0 -1 27290 -D5 -~ -~ -0 -1 27292 -S -#27292 -Twisting Natural Passage~ -This passage is very steep. If the passage was not twisting to the -left and right it would be impossible to navigate by natural means. -These tunnels where naturally made. -~ -0 8 0 -D4 -~ -~ -0 -1 27291 -D5 -~ -~ -0 -1 27293 -S -#27293 -Passage Above a Moderately Sized Cave~ -This passage is very steep. If the passage was not twisting to the -left and right it would be impossible to navigate by natural means. -These tunnels where naturally made, along with the caverns below. -~ -0 12 0 -D4 -~ -~ -0 -1 27292 -D5 -~ -~ -0 -1 27294 -S -#27294 -Moderately Sized Cave~ -This natural cavern is moderate in size, and at first appears natural. -However, the walls, ceiling, and floor, however strange it may be, -appear to have been eaten away. Above a passage leads away from this -cavern. -~ -0 8 0 -D1 -~ -~ -0 -1 27295 -D3 -~ -~ -0 -1 27296 -D4 -~ -~ -0 -1 27293 -S -#27295 -Corner of a Cavern~ -This natural cavern is moderate in size, and at first appears natural. -However, the walls, ceiling, and floor, however strange it may be, -appear to have been eaten away. In this far corner of the carvern, it -looks like the walls could still be holding something valuable. To the -west the cavern continues. -~ -0 8 0 -D3 -~ -~ -0 -1 27294 -S -#27296 -Moderately Sized Cave~ -This natural cavern is moderate in size, and at first appears natural. -However, the walls, ceiling, and floor, however strange it may be, -appear to have been eaten away. The cave extends to the north and the -east. -~ -0 8 0 -D0 -~ -~ -0 -1 27297 -D1 -~ -~ -0 -1 27294 -S -#27297 -Moderately Sized Cave~ -This natural cavern is moderate in size, and at first appears natural. -However, the walls, ceiling, and floor, however strange it may be, -appear to have been eaten away. The cave extends to the south and the -east. -~ -0 8 0 -D1 -~ -~ -0 -1 27298 -D2 -~ -~ -0 -1 27296 -S -#27298 -Top of a Rock Formation~ -This natural cavern is moderate in size, and at first appears natural. -However, the walls, ceiling, and floor, however strange it may be, -appear to have been eaten away. The cavern leads to the west as well -as leading down a rock formation here here. -~ -0 8 0 -D3 -~ -~ -0 -1 27297 -S -#27299 -Dwarven Mines Mobile Chamber~ -This is where I put the mobs when they've done their part of the quest. -Players should not be here. -~ -0 3145740 0 -S -#0 - - -#RESETS -M 0 27030 4 27001 -E 0 27025 0 16 -E 0 27026 0 11 -M 0 27030 4 27001 -E 0 27025 0 16 -E 0 27026 0 11 -M 0 27000 10 27003 -E 0 27034 0 5 -E 0 27009 0 16 -O 0 27003 0 27004 -M 0 27017 5 27004 -E 0 27036 0 8 -E 0 27009 0 16 -M 0 27000 10 27005 -E 0 27035 0 9 -E 0 27010 0 17 -M 0 27009 4 27006 -E 0 27034 0 5 -G 0 27001 0 -M 0 27000 10 27007 -E 0 27036 0 8 -E 0 27011 0 17 -O 0 27005 0 27008 -M 0 27000 10 27008 -E 0 27034 0 5 -G 0 27013 0 -O 0 27159 0 27008 -O 0 27158 0 27009 -M 0 27000 10 27010 -E 0 27035 0 9 -E 0 27011 0 16 -M 0 27017 5 27010 -G 0 27013 0 -E 0 27009 0 16 -O 0 27000 0 27011 -M 0 27001 8 27011 -E 0 27034 0 5 -E 0 27009 0 16 -M 0 27000 10 27012 -E 0 27036 0 8 -E 0 27010 0 17 -M 0 27001 8 27012 -E 0 27034 0 5 -E 0 27009 0 16 -M 0 27017 5 27012 -E 0 27034 0 5 -E 0 27020 0 16 -O 0 27159 0 27012 -O 0 27000 0 27013 -O 0 27000 0 27016 -O 0 27001 0 27017 -M 0 27012 1 27017 -E 0 27171 0 13 -E 0 27170 0 5 -E 0 27037 0 16 -G 0 27030 0 -E 0 27177 0 3 -O 0 27135 0 27017 -P 0 27169 0 27135 -O 0 27159 0 27018 -P 0 27168 0 27159 -M 0 27017 5 27019 -E 0 27014 0 16 -E 0 27012 0 0 -E 0 27011 0 17 -O 0 27158 0 27019 -P 0 27169 0 27158 -M 0 27009 4 27022 -G 0 27000 0 -G 0 27002 0 -O 0 27000 0 27025 -O 0 27158 0 27025 -M 0 27014 4 27026 -E 0 27012 0 0 -O 0 27159 0 27027 -M 0 27000 10 27028 -E 0 27035 0 9 -E 0 27010 0 16 -G 0 27009 0 -M 0 27000 10 27029 -E 0 27036 0 8 -E 0 27009 0 16 -M 0 27017 5 27030 -E 0 27034 0 5 -E 0 27009 0 16 -O 0 27168 0 27030 -O 0 27004 0 27031 -M 0 27000 10 27031 -E 0 27034 0 5 -G 0 27010 0 -M 0 27027 1 27031 -G 0 27001 0 -G 0 27002 0 -O 0 27010 0 27031 -M 0 27000 10 27032 -E 0 27034 0 5 -G 0 27011 0 -E 0 27010 0 17 -O 0 27005 0 27034 -O 0 27158 0 27034 -O 0 27003 0 27037 -M 0 27030 4 27040 -E 0 27025 0 16 -E 0 27026 0 11 -M 0 27030 4 27040 -E 0 27025 0 16 -E 0 27026 0 11 -O 0 27043 0 27040 -O 0 27099 0 27040 -M 0 27014 4 27042 -E 0 27012 0 0 -M 0 27008 3 27044 -E 0 27026 0 11 -E 0 27022 0 16 -M 0 27008 3 27045 -E 0 27026 0 11 -E 0 27023 0 16 -M 0 27006 1 27045 -G 0 27130 0 -G 0 27129 0 -G 0 27104 0 -G 0 27017 0 -G 0 27016 0 -G 0 27015 0 -G 0 27014 0 -G 0 27013 0 -G 0 27012 0 -G 0 27011 0 -G 0 27010 0 -G 0 27009 0 -M 0 27014 4 27048 -E 0 27012 0 0 -O 0 27005 0 27049 -M 0 27011 1 27049 -E 0 27038 0 6 -E 0 27024 0 16 -E 0 27028 0 5 -E 0 27029 0 11 -M 0 27015 1 27049 -E 0 27021 0 16 -E 0 27027 0 5 -E 0 27026 0 11 -O 0 27163 0 27050 -O 0 27164 0 27050 -M 0 27010 1 27051 -E 0 27016 0 16 -O 0 27007 0 27051 -O 0 27033 0 27051 -O 0 27168 0 27052 -M 0 27009 4 27053 -G 0 27000 0 -G 0 27000 0 -O 0 27002 0 27055 -M 0 27001 8 27055 -E 0 27035 0 9 -G 0 27000 0 -E 0 27009 0 16 -O 0 27159 0 27055 -O 0 27000 0 27056 -M 0 27001 8 27056 -E 0 27129 0 12 -M 0 27018 4 27056 -E 0 27034 0 5 -G 0 27000 0 -E 0 27009 0 16 -O 0 27159 0 27056 -O 0 27000 0 27057 -M 0 27001 8 27057 -E 0 27034 0 5 -E 0 27010 0 17 -G 0 27001 0 -O 0 27159 0 27057 -M 0 27009 4 27059 -G 0 27002 0 -G 0 27002 0 -M 0 27014 4 27061 -G 0 27000 0 -O 0 27000 0 27062 -M 0 27001 8 27062 -E 0 27034 0 5 -E 0 27009 0 16 -O 0 27159 0 27062 -M 0 27001 8 27063 -G 0 27013 0 -E 0 27009 0 16 -O 0 27158 0 27063 -P 0 27142 0 27158 -O 0 27001 0 27064 -M 0 27001 8 27064 -G 0 27018 0 -E 0 27009 0 16 -M 0 27018 4 27064 -E 0 27034 0 5 -G 0 27009 0 -O 0 27006 0 27064 -O 0 27158 0 27064 -O 0 27006 0 27065 -M 0 27018 4 27065 -E 0 27035 0 9 -E 0 27009 0 16 -M 0 27018 4 27065 -E 0 27035 0 9 -E 0 27009 0 16 -O 0 27158 0 27065 -P 0 27169 0 27158 -P 0 27001 0 27158 -M 0 27005 1 27067 -E 0 27017 0 16 -M 0 27029 1 27068 -M 0 27007 3 27069 -E 0 27027 0 5 -E 0 27021 0 16 -M 0 27008 3 27069 -E 0 27026 0 11 -E 0 27022 0 16 -M 0 27004 1 27070 -G 0 27018 0 -O 0 27019 0 27070 -O 0 27018 0 27070 -M 0 27007 3 27071 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27100 -P 0 27137 0 27100 -P 0 27001 0 27100 -P 0 27001 0 27100 -P 0 27000 0 27100 -M 0 27064 1 27100 -G 0 27001 0 -E 0 27130 0 12 -O 0 27001 0 27100 -O 0 27000 0 27100 -M 0 27034 8 27102 -M 0 27034 8 27105 -M 0 27034 8 27107 -E 0 27130 0 12 -O 0 27161 0 27108 -O 0 27006 0 27109 -O 0 27000 0 27109 -O 0 27161 0 27109 -O 0 27000 0 27110 -O 0 27161 0 27110 -O 0 27002 0 27111 -O 0 27161 0 27111 -M 0 27040 3 27112 -E 0 27052 0 13 -O 0 27161 0 27112 -M 0 27040 3 27113 -E 0 27055 0 16 -O 0 27000 0 27113 -O 0 27001 0 27113 -O 0 27161 0 27113 -M 0 27040 3 27114 -E 0 27054 0 16 -O 0 27000 0 27114 -O 0 27161 0 27114 -O 0 27043 0 27115 -M 0 27039 1 27115 -E 0 27131 0 16 -E 0 27048 0 5 -E 0 27058 0 11 -E 0 27132 0 3 -M 0 27034 8 27117 -E 0 27129 0 12 -M 0 27038 9 27118 -E 0 27130 0 12 -M 0 27038 9 27119 -E 0 27129 0 12 -E 0 27012 0 0 -O 0 27006 0 27120 -M 0 27035 6 27121 -E 0 27009 0 16 -E 0 27045 0 14 -M 0 27035 6 27121 -E 0 27009 0 16 -O 0 27001 0 27121 -O 0 27000 0 27121 -O 0 27159 0 27121 -P 0 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a/data/realm/areas_smaug1.4a/eastern.are +++ /dev/null @@ -1,1428 +0,0 @@ -#AREA Great Eastern Desert~ - -#VERSION 1 - -#AUTHOR Anon~ - -#RANGES -10 20 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#5000 -dervish raggity~ -The dervish~ -The raggity dervish walks on aimlessly. -~ -Dressed in loose fitting rags, this man looks like he could use -some rest. -~ -197 32768 900 S -5 15 5 5d5+50 2d4+0 -70 700 -112 112 1 -#5001 -dervish large~ -The dervish~ -The large dervish watches for signs of trouble. -~ -Dressed in loose fitting rags, this man looks like he could use -LOTS of rest. -~ -97 32768 650 S -8 11 1 8d8+80 2d6+1 -150 2000 -112 112 1 -#5002 -snake coral~ -The coral snake~ -A brightly colored snake slithers along the sands. -~ -This relatively harmless snake has bright alternating bands of red, yellow -and black. -~ -65 0 -10 S -4 17 4 4d4+40 1d9+0 -0 500 -112 112 0 -#5003 -scorpion small~ -The small scorpion~ -A small, red scorpion scuttles away at your approach. -~ -The little tail is mighty dangerous for such a small creature. -~ -65 0 -50 S -3 17 1 3d3+30 1d8+0 -0 500 -112 112 0 -#5004 -worm giant~ -The giant, purple sand worm~ -A giant, purple sand worm thrusts up out of the sand and attacks! -~ -He's big, mean, and purple. Watch out! -~ -35 0 -100 S -18 -1 0 18d18+180 3d6+4 -2540 50000 -112 112 0 -#5005 -dragon brass~ -the brass dragon~ -The brass dragon steps out of the darkness and says 'Hello'. -Then adds to it, 'Prepare to die, have a nice day!' -~ -~ -39 136 450 S -30 -10 -10 30d30+300 1d9+25 -5500 295000 -112 112 2 -#5006 -nomad leader~ -The nomad leader~ -The nomad leader sits silently in prayer. -~ -He is clad in silk robes lined with gold thread. At his side -is a large, engraved cutlass. He has an especially haughty air -about him. -~ -2241 0 950 S -14 7 0 14d14+140 3d8+2 -1000 17000 -108 108 1 -#5007 -nomad commander~ -The nomad commander~ -The nomad commander stands here staring suspiciously at you. -~ -This is the nomad leader's second in command. His clothes are richly -woven of silk and gold thread. A nasty cutlass hangs at his side. -~ -2051 0 900 S -12 8 1 12d12+120 3d5+1 -600 11000 -112 112 1 -#5008 -nomad warrior~ -The nomad warrior~ -A proud nomad warrior stands here. -~ -~ -3 0 700 S -10 10 0 10d10+100 4d3+0 -300 4000 -112 112 1 -#5009 -slave young~ -The slave~ -A young slave sits here staring at you with pleading eyes. -~ -~ -131 0 1000 S -3 18 9 3d3+30 1d5+0 -0 200 -106 106 2 -#5010 -dracolich lich~ -The dracolich~ -A pile of bones rises up to form a skeletal dracolich. -~ -The dracolich is now only bone with pieces of flesh hanging from it. -Obviously it no longer fears death. -~ -2083 136 -1000 S -20 1 -2 20d20+200 25d2+0 -75000 50000 -112 112 0 -#5011 -drider drow~ -The drider~ -The drider looks at you viciously while it draws its sword. -~ -This half-spider, half-drow creature is a formidable opponent. -~ -97 8 -1000 S -8 12 2 8d8+80 2d6+2 -200 2000 -112 112 2 -#5012 -duergar dwarf~ -The dark dwarf~ -A duergar is here mining precious stones with his pick. -~ -The duergar could crush your head as easily as it does those rocks. -~ -97 8 -850 S -5 16 3 5d5+50 2d5+1 -170 750 -112 112 1 -#5013 -myconoid~ -the myconoid~ -A myconoid lumbers along peacefully. -~ -The myconoid looks something like a giant mushroom (and probably -has the same effect). -~ -193 8 850 S -6 15 4 6d6+60 2d7+0 -50 700 -112 112 1 -#5014 -myconoid shaman~ -The myconoid shaman~ -A rather large myconoid stands here chanting in a strange tongue. -~ -The shaman shoots spores into the air. -~ -131 136 850 S -8 13 2 8d8+80 2d7+2 -1500 3000 -112 112 1 -#5015 -dustdigger~ -The dustdigger~ -A small oasis invites you to dive in.~ -~ -39 65536 -200 S -7 10 1 7d7+70 3d4+0 -450 1500 -112 112 0 -#5017 -camel~ -The rabid camel~ -A very dangerous rabid camel snorts at you. -~ -Don't mess with this animal. -~ -35 0 -351 S -5 12 6 6d6+60 2d4+3 -270 700 -112 112 0 -#0 - - -#OBJECTS -#5000 -pick~ -A small mining pick~ -A small mining pick made of what appears to be silver lies on the ground.~ -~ -5 512 8193 -0 1 9 11 -3 600 200 -#5001 -banded mail~ -A glowing suit of banded mail~ -A glowing suit of banded mail lies on the ground.~ -~ -9 65 9 -7 0 0 0 -1 75000 20000 -A -2 2 -A -17 -4 -#5002 -halberd~ -the halberd~ -A mighty halberd lies against the wall.~ -~ -5 320 8193 -0 3 7 2 -16 12000 4000 -A -18 2 -A -19 2 -#5003 -amulet~ -the amulet~ -A mushroom shaped amulet lies on the ground.~ -~ -9 64 5 -0 0 0 0 -2 1500 500 -A -5 2 -#5005 -bone~ -A large leg bone~ -A large leg bone rests on the ground.~ -~ -5 0 8193 -0 1 4 7 -5 300 60 -#5006 -cactus~ -a small cactus cup~ -A small cactus cup lies on the ground.~ -~ -17 0 1 -5 5 0 0 -6 30 5 -#5007 -basket~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 1 -100 5 -1 0 -50 5000 500 -#5008 -basket~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 1 -100 5 -1 0 -50 5000 500 -#5009 -basket~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 1 -100 5 -1 0 -50 5000 500 -#5010 -basket~ -a small wicker basket~ -A small wicker basket sits on the ground.~ -~ -15 0 0 -100 5 -1 0 -50 5000 500 -#5011 -rope~ -a coil of rope~ -A long coil of rope lies on the ground.~ -~ -12 0 1 -0 0 0 0 -12 450 45 -#5012 -stakes~ -a bunch of stakes~ -A small bundle of stakes lies here.~ -~ -12 0 1 -0 0 0 0 -6 250 30 -#5013 -map~ -an old, tattered map~ -An old, tattered, and much faded map lies here.~ -~ -12 0 1 -0 0 0 0 -1 300 20 -#5014 -turban~ -a thick padded turban~ -A thick padded turban lies here.~ -~ -9 192 17 -0 0 0 0 -15 4300 1200 -A -17 1 -#5015 -coins~ -a great pile of treasure~ -A great, gleaming pile of treasure lies at your feet.~ -~ -20 0 1 -46270 0 0 0 -1 0 0 -#5016 -sabre~ -a long, curved sabre~ -A long, curved sabre stands upright in the ground.~ -~ -5 2048 8193 -0 2 8 3 -7 1050 230 -A -18 2 -#5017 -scimitar~ -a curved scimitar~ -A curved scimitar lies at your feet.~ -~ -5 2048 8193 -0 2 7 3 -6 600 150 -A -18 1 -#5018 -cutlass~ -a long, pointed cutlass~ -A long, pointed cutlass lies here.~ -~ -5 2048 8193 -0 2 7 3 -5 550 120 -#5019 -potion pink~ -a pink potion~ -A pink potion stands here.~ -~ -10 0 1 -25 -1 -1 -1 -6 600 110 -'heal' 'remove curse' 'NONE' -#5020 -wand platinum~ -a platinum wand~ -A platinum wand lies here.~ -~ -3 2 16385 -30 10 10 -1 -8 1900 900 -'magic missile' -#5021 -bow energy strange~ -a strange energy bow~ -A strange energy bow lies here.~ -blast~ -5 1 0 -0 4 5 6 -20 150000 10000 -#5022 -scroll encrypted~ -An encrypted scroll~ -An encrypted scroll lies at your feet.~ -~ -2 0 1 -22 -1 -1 -1 -7 1500 540 -'cure blindness' 'remove curse' 'cure poison' -#5023 -chest~ -an iron bound chest~ -An iron bound chest with a shiny lock sits here.~ -~ -15 0 0 -200 13 5024 0 -200 1000 100 -#5024 -key golden~ -a golden key~ -A shiny golden key lies here.~ -~ -18 0 1 -10 0 0 0 -1 150 15 -#5025 -bracelet copper~ -a copper bracelet~ -A tarnished copper bracelet lies at your feet.~ -~ -9 192 4097 -5 0 0 0 -10 23000 2500 -A -13 10 -A -19 2 -#5026 -gem ruby~ -A large ruby~ -A large ruby lies on the ground collecting dust.~ -~ -8 64 1 -20 0 0 0 -9 4000 1500 -#5027 -gem diamond~ -A glittering diamond~ -A glittering diamond lies at your feet.~ -~ -8 64 1 -21 0 0 0 -10 9500 3200 -#5028 -gem sapphire~ -A brilliant sapphire~ -A brilliant sapphire lies here twinkling.~ -~ -8 64 1 -22 0 0 0 -7 3500 1100 -#5029 -gem lapis~ -a deep blue lapis lazuli~ -A deep blue lapis lazuli gem lies here.~ -~ -8 64 1 -24 0 0 0 -11 8500 2400 -#5030 -jewel tiger~ -the tiger jewel~ -The Tiger Jewel lies here blazing.~ -~ -8 256 16385 -0 0 0 0 -23 3000 4500 -A -2 1 -#5031 -jewel red-eyed~ -the red-eyed jewel~ -The red-eyed jewel glares at you greedily.~ -~ -8 0 16385 -0 0 0 0 -30 5000 2600 -A -3 2 -#5032 -gem emerald~ -a fiery green emerald~ -A fiery green emerald sits here.~ -~ -8 64 1 -23 0 0 0 -7 5500 1550 -#0 - - -#ROOMS -#5001 -A long tunnel~ -You encounter some rapids as you enter this tunnel cut out of -the mountains by the river. -~ -0 9 7 -D1 -~ -~ -0 0 5002 -D3 -~ -~ -0 0 3205 -S -#5002 -A long tunnel~ -The tunnel branches off north. -~ -0 9 7 -D0 -~ -~ -0 0 5008 -D1 -~ -~ -0 0 5003 -D3 -~ -~ -0 0 5001 -S -#5003 -A long tunnel~ -The tunnel branches off south. -~ -0 9 7 -D1 -~ -~ -0 0 5004 -D2 -~ -~ -0 0 5017 -D3 -~ -~ -0 0 5002 -S -#5004 -A long tunnel~ -The tunnel branches off to the south. -~ -0 9 7 -D1 -~ -~ -0 0 5005 -D2 -~ -~ -0 0 5018 -D3 -~ -~ -0 0 5003 -S -#5005 -An underground lake~ -You are floating on a jet-black underground lake fed by dripping -water and lime from above. The tunnel continues to the east and the river -leads back west. To the north is a roughly-hewn hallway. There is also -a tunnel south. -~ -0 9 7 -D0 -~ -~ -0 0 5016 -D1 -~ -~ -0 0 5006 -D2 -~ -~ -0 0 5023 -D3 -~ -~ -0 0 5004 -S -#5006 -A long narrow tunnel~ -The tunnel rises sharply to the east. -~ -0 9 5 -D1 -~ -~ -0 0 5007 -D3 -~ -~ -0 0 5005 -S -#5007 -A wide tunnel~ -The tunnel continues east and west. To the east the tunnel dives -down into a bright light. -~ -0 9 5 -D1 -~ -~ -0 0 5027 -D3 -~ -~ -0 0 5006 -S -#5008 -Cave-in~ -You stand at the edge of a large pile of rubble created from the last -rockslide. -~ -0 9 5 -D2 -~ -~ -0 0 5002 -D5 -You can easily slide down the rocks without getting hurt.~ -~ -0 0 5009 -S -#5009 -At the foot of the rubble~ -You are at the bottom of a large pile of rubble. A tunnel branches -off to the north and east. -~ -0 9 5 -D0 -~ -~ -0 0 5010 -D1 -~ -~ -0 0 5012 -D4 -~ -~ -0 0 5008 -S -#5010 -Cave entrance~ -You stand in the middle of a large and beautiful cave. A path leads -deeper into the darkness. -~ -0 9 5 -D2 -~ -~ -0 0 5009 -D5 -You look down into the cave. Bones are strewn about everywhere.~ -~ -0 0 5011 -S -#5011 -Giant cave~ -This cavern overwhelms you. The walls and ceiling seem miles away. -Bones of previous adventurers lie strewn on the cavern floor. -~ -0 9 5 -D4 -~ -~ -0 0 5010 -S -#5012 -Narrow bend~ -The tunnel turns to the south and west. -~ -0 9 5 -D2 -~ -~ -0 0 5013 -D3 -~ -~ -0 0 5009 -S -#5013 -Large cave~ -You are standing in a large cave. Many furs are spread out on the floor. -~ -0 9 5 -D0 -~ -~ -0 0 5012 -D1 -~ -~ -0 0 5014 -S -#5014 -Damp hallway~ -The walls here are extremely damp, as well as the floor. -~ -0 9 5 -D1 -You hear drops of water.~ -~ -0 0 5015 -D3 -~ -~ -0 0 5013 -S -#5015 -Underground pool~ -You are wading in a knee deep pool of lime-water. -~ -0 9 6 -D2 -~ -~ -0 0 5016 -D3 -~ -~ -0 0 5014 -S -#5016 -Damp hallway~ -The walls of the tunnel are extremely damp here. You hear the faint -sound of running water to the south. -~ -0 9 5 -D0 -You hear drops of water.~ -~ -0 0 5015 -D2 -~ -~ -0 0 5005 -S -#5017 -Narrow crawlway~ -This crawlway is just big enough for a human to crawl through or a -halfling to walk through. -~ -0 9 5 -D0 -~ -~ -0 0 5003 -D1 -~ -~ -0 0 5018 -D2 -You smell the fragrant odor of fungus.~ -~ -0 0 5019 -S -#5018 -Large cavern~ -You have entered a very large cavern. The rock formations would amaze -almost any dwarf. -~ -0 9 5 -D0 -~ -~ -0 0 5004 -D3 -~ -~ -0 0 5017 -S -#5019 -Fungus patch~ -As you walk through the fungus patch, you are shot at by many millions of -spores. You can hardly breathe. -~ -0 9 5 -D0 -~ -~ -0 0 5017 -D1 -The fragrant smell of fungus spores continues to the east~ -~ -0 0 5020 -S -#5020 -Fungus path~ -As you walk along the path, millions of spores are shot at you. You can -hardly breathe. -~ -0 9 5 -D2 -A giant mushroom temple stands to the south.~ -~ -0 0 5021 -D3 -The fragrant smell of spores continues to the west.~ -~ -0 0 5019 -S -#5021 -Fungus temple~ -You find yourself standing inside of a giant mushroom. The inside -is decorated in the fashion of a temple. -~ -0 9 5 -D0 -~ -~ -0 0 5020 -D1 -~ -~ -0 0 5022 -S -#5022 -Sloping passage~ -You follow a path sloping down from the fungus temple. -~ -0 9 5 -D3 -~ -~ -0 0 5021 -D5 -~ -~ -0 0 5023 -S -#5023 -Sloping passage~ -You are on a path that gently slopes up from the underground pool. -~ -0 9 5 -D0 -You hear sounds of trickling water.~ -~ -0 0 5005 -D4 -~ -~ -0 0 5022 -S -#5024 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5030 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5025 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5027 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5026 -S -#5025 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -You see a nomad camp by an oasis. -~ -~ -0 0 5056 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5026 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5028 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5024 -S -#5026 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5032 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5024 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5029 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5025 -S -#5027 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5024 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5028 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5030 -D3 -You see a river flowing into the mountain. -~ -~ -0 0 5007 -S -#5028 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5025 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5029 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5031 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5027 -S -#5029 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. To the east, you see a big mirage of a city! You MUST be -hallucinating! -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5026 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5062 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5032 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5028 -S -#5030 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5027 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5031 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5024 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5032 -S -#5031 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5028 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5032 -D2 -You see a tiny ledge. -~ -~ -0 0 5063 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5030 -S -#5032 -The Great Eastern Desert~ -A vast desert stretches for miles, the sand constantly shifting around you. -You feel lost. -~ -0 8192 10 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5029 -D1 -Sand as far as the eye can see. -~ -~ -0 0 5030 -D2 -You see a tiny ledge. -~ -~ -0 0 5026 -D3 -Sand as far as the eye can see. -~ -~ -0 0 5031 -S -#5056 -A nomad camp~ -This small group of desert nomads has stopped for the day to rest -and refresh themselves beside this beautiful oasis. Three tents and some -camels make up the party. From within two of the tents you hear muffled -voices, obviously surprised at your visit. -~ -0 0 2 -D0 -You see ill-tempered camels. -~ -~ -0 0 5058 -D1 -You see inside one of the tents a huddled mass of people, probably slaves. -~ -~ -0 0 5057 -D2 -Sand as far as the eye can see. -~ -~ -0 0 5025 -S -#5057 -Inside a small tent~ -This is a small and simple tent with few possessions in sight. Lying -here and there are young-looking men and women, possibly slaves to the -leader of this band. -~ -0 0 2 -D3 -You see the center of the nomad camp.~ -~ -0 0 5056 -S -#5058 -Beside the camels~ -Here stand about ten camels, all hitched to some stakes plugged into -the ground. To the east you see a small tent while to the north you see a -larger, fancier tent. -~ -0 0 2 -D0 -This tent seems to be the temporary abode of the nomad leader. You make a -mental note to visit it before you leave.~ -~ -0 0 5060 -D1 -In this tent there are very large men, all carrying weapons.~ -~ -0 0 5059 -D2 -You see the center of the nomad camp.~ -~ -0 0 5056 -S -#5059 -The warrior's tent.~ -This tent has a few furnishings, but mainly it holds the band's -protectors. They all stare at you coldly as you enter. -~ -0 128 2 -D3 -Outside you see some peaceful camels.~ -~ -0 0 5058 -S -#5060 -The main tent~ -This tent is as lavishly decorated on the inside as it is on the -outside. A fancy carpet lies on the sand and numerous baskets line the -walls. -~ -0 128 2 -D1 -~ -~ -0 0 5061 -D2 -You see some peaceful camels.~ -~ -0 0 5058 -S -#5061 -The main tent~ -This is where the leader of this band of nomads resides. He is -definitely rich as you inspect the tapestries, baskets, and a few -paintings as well. -~ -0 128 2 -D3 -You see the entrance to this tent.~ -~ -0 0 5060 -S -#5062 -Upon a small hill.~ -You crest a small hill, and to the south, you see some glowing sands, and more -of this mirage of a city! -~ -0 4 5 -D2 -You see some glowing sands to the south! -~ -~ -0 0 8001 -S -#5063 -The wind-swept ledge~ -Being very careful not to lose your balance, you look around and -find that this canyon is about a half a kilometer deep. To the west is -a dark cave leading under the desert sands. -~ -0 0 5 -D0 -Sand as far as the eye can see. -~ -~ -0 0 5031 -D3 -~ -~ -0 0 5064 -S -#5064 -The cave mouth~ -The air in here is MUCH cooler than outside. From the west you hear -strange sounds, but can see nothing. The cave slopes down into the -darkness. -~ -0 9 5 -D1 -Outside is lighter and very windy.~ -~ -0 0 5063 -D3 -~ -~ -0 0 5065 -S -#5065 -The mysterious lair.~ -You have stumbled upon the home of something. From the treasure -haphazardly strewn about and the rotting carcasses, you would guess that -this is a dragon's lair. As to what type, you can't really say. The cave -narrows out into a tunnel to the west. -~ -0 137 5 -D1 -~ -~ -0 0 5064 -D3 -~ -door~ -33 5024 5066 -S -#5066 -A wide tunnel~ -This tunnel seems to go on forever into the darkness. You carefully -feel your way along the walls. -~ -0 13 5 -D1 -~ -door~ -33 5024 5065 -D3 -~ -~ -0 0 5067 -S -#5067 -A narrower tunnel~ -The tunnel becomes very narrow and you fight to squeeze your way through. -The floor seems to level off a little. -~ -0 9 5 -D1 -~ -~ -0 0 5066 -D2 -~ -~ -0 0 5068 -S -#5068 -A narrow crack~ -This part of the tunnel is the hardest to move through as the walls -move in to meet you. -~ -0 9 5 -D0 -~ -~ -0 0 5067 -D3 -~ -~ -0 0 5069 -S -#5069 -A small cavern.~ -It is dark and damp and bats hang from the ceiling. A narrow crack is -in the east wall. The floor now slopes upwards. -~ -0 9 5 -D0 -~ -~ -0 0 5070 -D1 -~ -~ -0 0 5068 -S -#5070 -A small shaft~ -From within this shaft you can see a narrow hole in the roof just -large enough for one person. Back east is the cavern. -~ -0 9 5 -D2 -~ -~ -0 0 5069 -D4 -~ -~ -0 0 5009 -S -#0 - - -#RESETS -M 0 5011 3 5009 -M 0 5010 1 5011 -E 1 5002 8 16 -E 1 5001 8 5 -O 0 5005 1 5011 -M 0 5012 3 5014 -E 1 5000 15 16 -M 0 5013 4 5021 -M 0 5014 1 5021 -E 1 5003 5 3 -R 0 5024 4 -M 0 5015 4 5024 -R 0 5025 4 -M 0 5000 3 5025 -R 0 5026 4 -M 0 5015 4 5026 -R 0 5027 4 -M 0 5000 3 5027 -R 0 5028 4 -M 0 5003 5 5028 -M 0 5004 1 5028 -G 1 5021 1 -G 1 5020 5 -G 1 5019 10 -R 0 5029 4 -M 0 5000 3 5029 -R 0 5030 4 -M 0 5015 4 5030 -R 0 5031 4 -M 0 5001 1 5031 -M 0 5002 5 5031 -R 0 5032 4 -M 0 5015 4 5032 -M 0 5009 10 5057 -M 0 5017 1 5058 -M 0 5008 5 5059 -E 1 5018 25 16 -M 0 5007 1 5060 -E 1 5017 15 16 -O 0 5007 1 5060 -P 0 5011 1 5007 -P 0 5012 1 5007 -M 0 5006 1 5061 -E 1 5016 10 16 -O 0 5008 1 5061 -P 1 5014 5 5008 -O 0 5009 1 5061 -O 0 5010 1 5061 -P 1 5013 50 5010 -M 0 5005 1 5065 -G 1 5022 10 -G 1 5024 1 -D 0 5065 3 2 -D 0 5066 1 2 -O 0 5023 1 5070 -P 1 5032 3 5023 -P 1 5031 1 5023 -P 1 5030 1 5023 -P 1 5029 3 5023 -P 1 5028 3 5023 -P 1 5027 3 5023 -P 1 5026 3 5023 -P 1 5025 3 5023 -O 0 5015 1 5070 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 5005 spec_breath_any -M 5010 spec_breath_fire -M 5014 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/elderwood.are b/data/realm/areas_smaug1.4a/elderwood.are deleted file mode 100644 index 6993482..0000000 --- a/data/realm/areas_smaug1.4a/elderwood.are +++ /dev/null @@ -1,1306 +0,0 @@ -#AREA Elderwood Village~ - -#VERSION 1 - -#AUTHOR Forsaken~ - -#RANGES -0 215 0 215 -$ - -#RESETMSG You hear the sounds of the townsfolk as they go about thier daily business.~ - -#FLAGS -0 10 - -#ECONOMY 19999 999940600 - -#CLIMATE 2 2 2 - -#MOBILES -#10500 -the minter~ -the minter~ -The bank's Minter is here, tending to the needs of the customers. -~ -~ -11 8396840 0 C -20 0 0 10d10+100 5d2+5 -1000 500 -112 112 2 -15 18 18 15 15 15 15 -0 0 0 0 0 -0 1 65 185 3 1 0 -0 0 2047 0 0 0 128 0 -#10501 -strange man~ -a strange man~ -A strange man is here. -~ -You see a very odd looking man before you, his ice-cold gaze pierces into your -mind.~ -3 8388792 500 C -25 0 0 20d5+100 5d2+10 -200 300 -112 112 1 -12 18 15 13 14 14 12 -0 0 0 0 0 -0 0 62 178 1 1 10 -0 0 1791 0 0 0 33554432 512 -> greet_prog 30~ -if isimmort($n) -smile $n -say Greetings $n! How are you this fine day! -bow $n -else -if ispc($n) -smile -say Hello friend. -say I hope everything is going well with you. -else -endif -endif~ -| -#10502 -unther pendragon shopkeeper~ -Unther Pendragon~ -You see the store keeper here, tending to the needs of the shop. -~ -You see an elder man before you, smoking a pipe of herb. He seems to be -very pre-occupied with his duties.~ -3 4194344 500 C -15 0 0 5d5+300 2d10+1 -250 500 -112 112 1 -13 16 15 14 15 13 4 -0 0 0 0 0 -0 5 64 167 4099 1 0 -0 0 1791 2099200 0 0 192 4207840 -> greet_prog 100~ -if isimmort($n) -smile $n -say Greetings $n! I have truly missed your kind around these parts! -say Please feel free to take what you wish. I have no need for your money. -bow $n -else -if ispc($n) -smile -say Hello stranger, please feel free to browse my wares. -say I hope everything is going well with you. -else -endif -endif~ -> speech_prog p buy~ -say If you wish to buy something type 'list' to see a list of my goods. -smile~ -> act_prog p looks at you.~ -say I know, old I am, but my time has not come yet. -sigh -~ -| -#10503 -a dark man~ -a dark man~ -A dark man stands before you. -~ -You cannot make out his features.~ -2097155 128 0 C -40 0 -100 10d10+100 5d5+20 -100 1000 -112 112 0 -15 18 18 15 14 10 8 -0 0 0 0 0 -88 1 68 165 1048575 1 10 -5 5 1775 0 0 0 1107300352 1052902 -> greet_prog 100~ -if isimmort($n) -grin $n -say Hello $n. Welcome to the Blood room. -else -if ispc($n) -grin $n -say Hello. Welcome to the Blood room. This is the room -say in which you many sign your name in the book of blood. -say Type 'help book' for more information. -else -endif -endif~ -| -#10504 -elderwood citizen~ -an Elderwood citizen~ -An Elderwood citizen is here, wandering about taking care of chores. -~ -~ -1073741889 0 0 C -10 0 0 0d0+0 0d0+0 -100 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 190 0 0 0 16 0 -> all_greet_prog 10~ -say Well hello there! -smile -~ -| -#10505 -forgemaster Guilliam Noman~ -the Dwarven forgemaster~ -The Dwarven forgemaster is here, pounding at some hot steel. -~ -He appears to be a very strong Dwarven male, middle-aged looking for his race. -He is dressed in a large black apron to protect himself from the hot coals of -the forge.~ -3 1107296256 200 C -25 0 -50 10d61+416 5d6+15 -1500 2000 -112 112 1 -18 15 16 17 18 14 10 -0 0 0 0 0 -2 22 0 0 5 1 0 -0 0 2047 0 0 0 272 2623747 -> greet_prog 50~ -if isimmort($n) -smile $n -say 'ello there my friend! -bow $n -else -if ispc($n) -smirk $n -say Greetin's! I dont want to seem to ignore you... -say I just am a very busy man..feel free to look around... -cringe -else -endif -endif~ -> speech_prog p buy~ -say If you wish to buy something type 'list' to see a list of my goods. -smile~ -> act_prog p looks at you.~ -grin -say Well if your just going to stand there, get over here and help me forge some steel! -bah~ -| -#10506 -strange being~ -a strange being~ -A strange being is here, hidden in the &Bshadows&p. -~ -You cannot make out this 'man's features, or even if he is a man at all. -You are sure he is some sort of humanoid, because he does speak. You cannot -make out his features as he is cloaked in light colored clothing. -~ -1027 1048704 800 C -45 0 -200 0d0+0 0d0+0 -1000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -57 1 0 0 1 1 0 -0 0 319 0 0 0 16 4 -> greet_prog 100~ -if ispc ($n) -grin $n -say Hello friend. Please feel free to look, but don't touch. -endif -~ -> rand_prog 5~ -peer -~ -| -#10507 -graith darsicaus farmer~ -Graith Darsicaus~ -Graith Darsicaus the farmer is here, tending to the needs of the animals. -~ -Graith appears as a man of average height, and possesses -a strong, well muscled body tempered by a cat like grace & agility -developed through rigorous farming over the years. -His hair is long and reddish brown, his eyes are ice blue and are -narrow & slanted. His chisled face is usually adorned with faint -traces of stuble and he bears a narrow, hawklike nose. A rugged, -handsome man, his eyes show experience that is well beyond the years a -man of his age is entitled to. -~ -3 0 500 C -40 0 0 1d1+800 5d10+5 -300 0 -112 112 1 -16 14 14 16 16 15 14 -0 0 0 0 0 -0 6 0 0 1 1 0 -0 0 895 2050 0 0 400 36864 -> greet_prog 10~ -say Hello. -smile~ -> rand_prog 2~ -say Good Bessie. -pat cow - -~ -> rand_prog 3~ -say Come on Bessie... -mumble~ -> rand_prog 2~ -sigh~ -| -#10508 -cow~ -a cow~ -A large &Wcow&P is here, grazing on some hay. -~ -Yep, its a cow alright.~ -3 0 0 C -25 0 -100 1d1+500 5d5+5 -0 800 -112 112 2 -18 10 10 12 10 10 5 -0 0 0 0 0 -87 3 0 0 512 512 2 -0 0 335611453 0 0 0 36 2 -> rand_prog 5~ -The large cow lazily chomps on some hay.~ -| -#10509 -seelsa farmer cook~ -Seelsa the farmer~ -Seelsa the farmer appears to be very busy cooking here. -~ -Seelsa is a very beautiful lady, farmer by nature. Tall and slender, the years -have taken very little from her charisma. She is dressed in long and flowing -clothing, and wearing a small hand woven bonnet.~ -1073741827 0 400 C -28 0 0 1d1+800 1d10+35 -300 1000 -112 112 2 -13 17 16 15 16 18 12 -0 0 0 0 0 -0 20 0 0 1 1 0 -0 0 1787 2 0 0 32 36864 -> all_greet_prog 50~ -wave -~ -| -#0 - - -#OBJECTS -#10501 -fountain~ -a fountain~ -A fountain is here, supplying water to those in need.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#10502 -portal~ -a portal~ -A portal is here, calling all to enter.~ -~ -46 3 0 -0 0 0 0 -1 0 0 -#10503 -desk~ -an oaken desk~ -A large oaken desk rests firmly on the ground.~ -~ -12 0 0 -0 0 5 0 -55 800 80 -#10504 -chair~ -an old wooden chair~ -An old wooden chair rests here.~ -~ -12 0 0 -0 0 5 0 -10 0 0 -#10505 -ear corn~ -an ear of corn~ -An ear of corn lies here.~ -~ -19 0 1 -5 5 0 0 -5 10 1 -#10506 -tomato~ -a tomato~ -A tomato lies here.~ -~ -19 0 1 -5 5 0 0 -5 0 0 -#10507 -wooden shelf~ -a wooden shelf~ -An old wooden shelf lies in the corner here.~ -~ -15 0 0 -0 0 0 0 -50 500 50 -#10508 -jar jelly~ -a jar of jelly~ -A jar of jelly is here.~ -~ -19 0 16385 -3 2 0 0 -5 5 0 -#10509 -jar berries~ -a jar of berries~ -A jar of berries is here.~ -~ -19 0 16385 -3 3 0 0 -5 5 0 -#10510 -loaf bread~ -a loaf of bread~ -A loaf of fresh backed bread is here.~ -~ -19 0 16385 -5 5 0 0 -5 10 1 -#0 - - -#ROOMS -#10500 -The Village Square~ -This is the center of the village of Elderwood. Folks from all walks of life -gather here to tell the tales of the days events, and to trade stories -and ideas of the realms happenings. The square is surrounded by buildings -and shops of all types. -~ -0 32768 1 -D0 -You see the Traveller's Companion.~ -north~ -0 0 10501 -D2 -A small road lined with merchants lie in this direction.~ -south~ -0 0 10503 -D6 -The First Bank of Elderwood lies in this direction.~ -northeast~ -0 0 10502 -E -fountain~ -The fountain is made of a solid marble material, and appears to flow from -a well deep beneath the surface of this city.~ -> rand_prog 10~ -MPASOUND You hear a faint howl in the distance.~ -| -S -#10501 -The Traveller's Companion~ -Welcome to the Traveller's Companion! A swirling portal resides here, that -will take you to places no-so travelled in this realm of ours. The walls -of this room tells the tails of many visitors from around this world of ours. -~ -0 8 0 -D2 -You see the City Square.~ -south~ -0 0 10500 -E -portal~ -The portal glows with a strange aura.~ -> rand_prog 10~ -mpecho A cold wind emits from the portal.~ -| -S -#10502 -First Bank of Elderwood~ -Welcome to the First Bank of Elderwood. You see many townsfolk walking -about here, making day to day transactions. You notice the vault in the back, -where all the funds are stored for the town. Huge paintings hang on the walls -providing decor for the bank. -~ -0 8 0 -D9 -The City Square lies in this direction.~ -southwest~ -0 0 10500 -S -#10503 -Blackberry Avenue~ -You are on the northern section of Blackberry avenue. Merchant shops -line the streets on both sides the further south you walk. North is -the bustling activities of the village square. -~ -0 0 1 -D0 -You notice the city center.~ -north~ -0 0 10500 -D2 -~ -south~ -0 0 10504 -E -south~ -You notice that many merchant shops line the street to the south.~ -S -#10504 -Blackberry Avenue~ -You are on Blackberry Avenue. A short distance to the north lies -the village square, while to the south the streets are lined with -merchants of all types. -~ -0 0 1 -D0 -~ -north~ -0 0 10503 -D2 -~ -south~ -0 0 10505 -S -#10505 -Blackberry Avenue~ -You are on Blackberry Avenue, one of the main streets of the city. -The street is lined with merchants of all types, as the crowd of the -city passes all around you to try and purchase supplies and goods. -The amount of people are overwelming, one could easily get lost in -this area. -To your east, you notice a small shop with the name 'Herbal Splendors', -while to the west, you see a shop with the sign 'Mystical dreams'. -~ -0 0 1 -D0 -~ -north~ -0 0 10504 -D1 -You notice a small shop, with a sign in common reading "Herbal Splendors".~ -east~ -0 0 10506 -D2 -~ -south~ -0 0 10507 -D3 -~ -west~ -0 0 10512 -> rand_prog 10~ -mpe _ora An impatient man brushes past you, eager to get to his destination.~ -> rand_prog 15~ -mpe _cha Cityfolk dart in and out of the crowd, looking for bargain priced wares.~ -> rand_prog 33~ -mpe _lbl The sound of the busy crowd fills your ears.~ -> rand_prog 10~ -mpe _gre The smell the scent of incense burning nearby.~ -| -S -#10506 -Herbal Splendors~ -Welcome to Herbal Splendors. Herbs and other various plants and spices hang -from the walls and shelves here. The air is filled with the scent of incense, -and the shop is very clean and tidy.Small packages of herbs other products -seem to be available for sale here. -~ -0 8 0 -D3 -~ -west~ -0 0 10505 -E -herbs~ -You seem to think that the herbs are of fine quality.~ -> rand_prog 33~ -mpe _gre The smell of burning incense fills your nostrils.~ -| -S -#10507 -Blackberry Avenue~ -You are on Blackberry Avenue, one of the main streets of the village. -The street is lined with merchants of all types, as the crowd of the -village passes all around you to try to purchase supplies and other -various goods. The amount of people are overwhelming, one could easily -get lost in this area. -To your west, you notice a shop called 'Sulfur and Steel, while to your -east, a small pathway leads into the darkness of the village. -~ -0 4 1 -D0 -~ -north~ -0 0 10505 -D1 -~ -east~ -0 0 10508 -D2 -~ -south~ -0 0 10513 -D3 -~ -west~ -0 0 10511 -> rand_prog 10~ -mpe _gre The smell of incense burns nearby. -~ -| -S -#10508 -A dark alley~ -You are on a side street. The street winds to the east, while to the west -you see Blackberry Avenue, lined with many merchants selling their wares. -You can make out what appears to be a small shop further east. -~ -0 4 1 -D1 -~ -east~ -0 0 10509 -D3 -~ -west~ -0 0 10507 -E -shop~ -It is hard to make out from here, but it looks like a small building of sorts.~ -S -#10509 -A dark alley~ -You are on a side street. The street winds to the east, while a short ways -to the west,you can see Blackberry Avenue, lined with many merchants selling -their wares. Looking to your north, you notice a small building, what appears -to be a shop, although there is no sign out front. -~ -0 4 1 -D0 -~ -north~ -0 0 10510 -D3 -~ -west~ -0 0 10508 -E -shop~ -You see before you what appears to be an old building. No sign is out front, -making you wonder if this is a shop or not.~ -S -#10510 -A dark room~ -You stand before a dimly lit room. Looking before you, you notice a large book -engraved with odd markings laying open. Next to the book, is a pen and inkwell. -The inkwell appears to be filled with a red liquid. -~ -0 268435464 0 -D2 -~ -south~ -0 0 10509 -E -book~ -You see an old book on a pedastle here for signing, its cover engraved with -some odd markings.~ -S -#10511 -Sulfur and Steel~ -The shop smells just as the name entitles, the rising fumes from the burning -embers of the forge enter your nostrils quickly. Many weapons of all types hang -from the brick walls here, and the heat from the forge is borderline -unbearable. -~ -0 8 0 -D1 -~ -east~ -0 0 10507 -S -#10512 -Mystical Dreams~ -You are in a wonderous room full of strange glowing runes, magical -objects of all sorts, and items of which you have never seen before. -The shop appears to be much larger then the others you have visited, -as the old stone walls have faded from many years past. The scent of -some strange brew fills the air, which is very humid. -~ -0 8 1 -D1 -~ -east~ -0 0 10505 -> rand_prog 5~ -mpecho You hear the faint sound of bubbling liquid. -~ -> rand_prog 5~ -The strange man rummages through some boxes in the corner. -~ -| -S -#10513 -Blackberry Avenue~ -You are on the southern end of Blackberry avenue. The crowd from the -busy village is less evident here, and it is a bit more peaceful and -easier to move around. North you can see the busy market district, while -south youn notice the farms of the village. -~ -0 0 1 -D0 -~ -north~ -0 0 10507 -D2 -~ -south~ -0 0 10514 -> rand_prog 3~ -mpecho You hear the sound of farm animals in the distance. -~ -| -S -#10514 -On a small dirt path~ -You are on a small dirt path connecting the village to the north -to the village farmlands to the south. The path is well-worn showing -the signs of frequent usage by the farm and village-folk. Hoove marks -indicate frequent horse travel, and the farmers carrying goods to the -markets to put up for sale. The path is surrounded by impassable woods -on either side. -~ -0 0 1 -D0 -~ -north~ -0 0 10513 -D2 -~ -south~ -0 0 10515 -> rand_prog 5~ -MPASOUND You hear the sounds of farm animals nearby. -~ -| -S -#10515 -On a small dirt path~ -You are on a small dirt path connecting the village a short distance to -the north to the village farmlands nearby to the south. The path is well -worn showing the signs of frequent usage by the farm and village-folk. Hoove -marks indicate frequent horse travel, and the farmers carrying goods to the -markets to put up for sale. The path is surrounded by impassable woods on -either side. You can make out the market section of the village a short -distance to the north, while the roof-tops of the farmlands are to the -south. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10514 -D2 -~ -south~ -0 0 10516 -> rand_prog 5~ -MPASOUND You hear the sounds of farm animals nearby. -~ -| -S -#10516 -On the farm~ -You are on the farmlands of the village. Workers dart in and out of the -buildings here, tending to the needs of the animals and the crops. The smell -of hay, cattle, and food create a unique scent in the air. An open field -lies to your east, while to your west lies the building that probably houses -the cattle and other animals. To your south, lies a very large old farmhouse. -~ -0 0 1 -D0 -~ -north~ -0 0 10515 -D1 -~ -east~ -0 0 10522 -D2 -~ -south~ -0 0 10517 -D3 -~ -west~ -0 0 10541 -S -#10517 -Before the farmhouse~ -You are standing before a very large old farmhouse, probably built many -decades ago by the locals. The building is made of what appears to be -old wood and rock, with many makeshift windows abound. The smell of fresh -food grows stronger here. South lies the entrance to the farmhouse, but -you wonder if entering would be considered intruding... -~ -0 0 1 -D0 -~ -north~ -0 0 10516 -D2 -~ -south~ -0 0 10518 -S -#10518 -Inside the farmhouse~ -Inside the entrace to the farmhouse you notice many rooms in your view. -There appears to be a huge stairwell that goes up here, and to your west -there appears to be the main kitchen of the house. To your east appears -to be a storage area of sorts...perhaps a closet. The smell of cooking is -very strong here. -~ -0 8 1 -D0 -~ -north~ -0 0 10517 -D1 -~ -east~ -0 0 10521 -D3 -~ -west~ -0 0 10519 -D4 -~ -up~ -0 0 10520 -S -#10519 -The farmhouse kitchen~ -The odor of freshly cooked food is very strong here. A large brick oven appears -to be cooking some sort of bread, and many large tables are overrun with all -types of sliced vegetables and fruits. Jars of jam and berries are stacked in -a shelve in the corner, while another shelve appears to hold fresh baked bread -upon it. -~ -0 1073741824 0 -D1 -~ -east~ -0 0 10518 -E -oven~ -The large oven, made of solid brick and stone, churns with flame cooking what -appears to be bread.~ -E -bread~ -Fresh baked bread appears to be neatly stacked in the corner shelve.~ -E -jars~ -The old mason jars appear to hold some sort of preserve or jelly.~ -E -jam~ -The old mason jars appear to hold some sort of preserve or jelly.~ -E -berries~ -The old mason jars appear to hold some sort of preserve, jelly, and some hold -berries.~ -S -#10520 -A farmhouse bedroom~ -This appears to be the main bedroom of the farmhouse, in which the -resident owners sleep. Many peices of old furniture lie about, tattered -from age. Several old waxed candles provide light, and a few books lie -opened near the bed. The room smells that of cooking coming from the -downstairs kitchen. -~ -0 8 1 -D5 -~ -down~ -0 0 10518 -S -#10521 -A small storage area~ -~ -0 1073741824 1 -D3 -~ -west~ -0 0 10518 -S -#10522 -Before a great field~ -Before you lies a great field full of fruits and vegetables of all -sorts. The gentle breeze blows the tips of the stalks before you. You -notice a foot-path leading into the field to the north. -~ -0 0 1 -D0 -~ -north~ -0 0 10523 -D3 -~ -west~ -0 0 10516 -> rand_prog 6~ -MPASOUND You hear the sounds of farm animals nearby.~ -| -S -#10523 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 0 2 -D0 -~ -north~ -0 0 10524 -D2 -~ -south~ -0 0 10522 -D3 -~ -west~ -0 0 10533 -D6 -~ -northeast~ -0 0 10540 -D7 -~ -northwest~ -0 0 10534 -S -#10524 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10525 -D2 -~ -south~ -0 0 10523 -D3 -~ -west~ -0 0 10534 -S -#10525 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 0 2 -D0 -~ -north~ -0 0 10526 -D2 -~ -south~ -0 0 10524 -D9 -~ -southwest~ -0 0 10535 -S -#10526 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10527 -D2 -~ -south~ -0 0 10525 -D9 -~ -southwest~ -0 0 10536 -S -#10527 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10528 -D2 -~ -south~ -0 0 10526 -D3 -~ -west~ -0 0 10537 -S -#10528 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10529 -D2 -~ -south~ -0 0 10527 -D3 -~ -west~ -0 0 10538 -S -#10529 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10530 -D2 -~ -south~ -0 0 10528 -D3 -~ -west~ -0 0 10539 -S -#10530 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10531 -D2 -~ -south~ -0 0 10529 -S -#10531 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10532 -D2 -~ -south~ -0 0 10530 -S -#10532 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. A footpath leads south into -the field from here. -~ -0 1073741824 1 -D2 -~ -south~ -0 0 10531 -S -#10533 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10534 -D1 -~ -east~ -0 0 10523 -S -#10534 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10535 -D1 -~ -east~ -0 0 10524 -D2 -~ -south~ -0 0 10533 -D8 -~ -southeast~ -0 0 10523 -S -#10535 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10536 -D2 -~ -south~ -0 0 10534 -D6 -~ -northeast~ -0 0 10525 -S -#10536 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10537 -D2 -~ -south~ -0 0 10535 -D6 -~ -northeast~ -0 0 10526 -S -#10537 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10538 -D1 -~ -east~ -0 0 10527 -D2 -~ -south~ -0 0 10536 -S -#10538 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D0 -~ -north~ -0 0 10539 -D1 -~ -east~ -0 0 10528 -D2 -~ -south~ -0 0 10537 -S -#10539 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 1 -D1 -~ -east~ -0 0 10529 -D2 -~ -south~ -0 0 10538 -S -#10540 -Inside a great field~ -You are standing inside a vast field full of all sorts of fruits and -vegetables used for the farming community. Footpaths lead in many -directions. One could easily get lost in here if they do not know the -way around. -~ -0 1073741824 2 -D3 -~ -west~ -0 0 10524 -D9 -~ -southwest~ -0 0 10523 -S -#10541 -Before a large barn~ -You are standing before a large rustic barn probably built many decades -ago. The wood and stone of the barn are in remarkably good shape and -well maintained, and the entrance to the barn is very large to allow -easy movement of animals inside and out. -~ -0 1073741824 2 -D1 -~ -east~ -0 0 10516 -D3 -~ -west~ -0 0 10542 -S -#10542 -Inside a large barn~ -You are inside the entrace to a very large rustic barn. Many types of -animals are in stables here, and the farmer seems to keep this barn -very clean. Around the walls of the barn hangs many types of farm tools, -horseshoes, and other trade-related items. The smell of hay fills your -nostrils. -~ -0 8 2 -D1 -~ -east~ -0 0 10541 -S -#10800 -Forsaken's Private Chambers~ -You are in Forsaken's private chambers. The room is very clean -and organized, if you were a mad-man. Vials of unknown liquid -lay on shelving high above. Various tablets of scribbled writing -are tossed about his desk. -~ -0 8716 1 -S -#0 - - -#RESETS -O 0 10501 1 10500 -O 0 10502 1 10501 -M 0 10501 1 10501 -M 0 10500 1 10502 -M 0 10504 1 10504 -M 0 10502 1 10506 -M 0 10503 1 10510 -M 0 10505 1 10511 -M 0 10506 1 10512 -O 0 10507 0 10519 -P 0 10508 0 10507 -P 0 10508 0 10507 -P 0 10509 0 10507 -P 0 10510 0 10507 -P 0 10510 0 10507 -M 0 10509 1 10519 -O 0 10506 0 10525 -O 0 10505 0 10527 -O 0 10505 0 10533 -O 0 10505 0 10537 -O 0 10506 0 10538 -M 0 10507 1 10542 -M 0 10508 1 10542 -O 0 10503 0 10800 -O 0 10504 0 10800 -S - - -#SHOPS - 10502 32 52 0 0 0 25 20 7 18 ; Unther Pendragon - 10506 35 41 42 2 10 120 30 8 18 ; a strange being -0 - - -#REPAIRS -0 - - -#SPECIALS -M 10501 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/fantasia.are b/data/realm/areas_smaug1.4a/fantasia.are deleted file mode 100644 index f6a6fef..0000000 --- a/data/realm/areas_smaug1.4a/fantasia.are +++ /dev/null @@ -1,3130 +0,0 @@ -#AREA Fantasia~ - - - -#VERSION 1 -#AUTHOR &PTemptation&D ~ - -#RANGES -10 60 0 60 -$ - -#RESETMSG A voice in the back of your head whispers, 'Do what you wish'~ - -#FLAGS -20 20 - -#ECONOMY 0 30858 - -#CLIMATE 2 2 2 - -#MOBILES -#18400 -falkor~ -Falkor, the Luck Dragon~ -Falkor, the Luck Dragon is resting here. -~ -Falkor is a luck dragon. He is very large, extending almost the length of -a football field from his muzzle to the tip of his tail. He stands about -a story high, with confidence, yet with an aura of compassion about him. -His eyes are large as well, ruby red in color. However, they are not -piercing, they are more warm and kind looking. His scales are the purest -white you've ever seen, and shimer like the clearest ocean ever could. -~ -67502083 4194344 0 C -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 6 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> act_prog 'pets you.'~ -smile $n -itch -nuz $n -whis $n Can you reach an itch right behind my ear? -~ -> act_prog 'scratches you on your back.'~ -moan -'oh yeah.. that's it! -'Just say where you would like to go, and with a little luck I'll get you here! -mpforce $n mount falkor -~ -> speech_prog 'help me!'~ -mpforce $n mount falk -mpgoto 18440 -mpforce $n look -mpecho _whi Falkor gently lands with you mounted on his back. -mpforce $n dismount -mpecho _whi You suddenly feel very tired. -mpecho _red Everything fades to black... -mpforce $n sleep -~ -> speech_prog p darkhaven~ -if ismounted($n) -mea $n _dgr Falkor looks at you. -mpgoto 21000 -mpforce $n look -if sex($n) == 2 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off the fair maiden $n. -endif -if sex($n) == 1 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off the brave $n. -endif -if sex($n) == 0 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off $n. -mpforce $n dimount -endif -mpforce $n dismount -nuz $n -'Remember, you can do anything, $n, with a little luck! -chuck -stare -mpecho _whi The Luck Dragon once again takes flight, and is gone. -mpgoto 18440 -else -'I can't take you anywhere, I have this itch.... -nudge $n -endif -~ -> speech_prog p taliana~ -emote chuckles softly. -'I thought you might say that.. -grin -if ismounted($n) -mea $n _dgr Falkor looks at you. -mpgoto 9900 -mpforce $n look -if sex($n) == 2 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off the fair maiden $n. -endif -if sex($n) == 1 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off the brave $n. -endif -if sex($n) == 0 -mpecho _whi A beautiful Luck Dragon swoops in, dropping off $n. -mpforce $n dimount -endif -mpforce $n dismount -nuz $n -'Remember, you can do anything, $n, with a little luck! -chuck -stare -mpecho _whi The Luck Dragon once again takes flight, and is gone. -mpgoto 18440 -else -'I can't take you anywhere, I have this itch.... -nudge $n -endif -~ -> act_prog tells you 'possibilities'~ -nod oracle -~ -| -#18401 -morla~ -Morla~ -Morla sits here, staring you straight in the face, seemingly a little irritated by your presense. -~ -A very, very large turtle, Morla is better known as The Tortoise Shell -Mountain. He has been here in the heart of the Swamp of Sadness for -thousands of years. Morla has had very few visitors in his lifetime but -mysteriously knows almost everything about the Realm of Fantasia. -~ -67239939 524288 0 C -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mea $n _cya Morla looks at you. -mea $n _cya Morla gasps. -mea $n _lbl Morla says 'We haven't seen the Auryn in a long time.' -mea $n _lbl Morla says 'We haven't talked to anyone in thousands of years.' -mea $n _cya Morla looks at you. -mea $n _lbl Morla says 'Why have you disturbed my sleep?' -~ -> speech_prog p the empress is dying~ -if($n)ispc -mpecho _cya Morla sneezes on you. -hmm -sneeze -'We don't care. -mpecho _cya Morla looks at you. -'We must be allergic to you. -'We know how to save her though. -'Not that it matters. -mpecho _cya Morla looks at you. -sneez -'Why don't you just ask the Oracle? -sneez -'Now go away, and leave me in peace! -mpecho _cya Morla sneezes on you. -mpecho _lbl Morla says 'Take this with you, it might help you get out of here. -mpoload 18406 -drop cry -mpforce $n get cry -mpecho _cya Morla looks at you and says 'Shoo!' -mpforce $n e -~ -| -#18402 -correander man~ -Mr. Correander~ -Mr. Coreander is standing here, none to pleased with your presense. -~ -Mr. Correander stands near the door of his office. He seems to be in his -mid-50's to 60's. He has spindly white hair and a crotchety look to his -face full of wrinkles. He is somewhat hunched over, no doubt from reading -all the time. He's wearing a white dress shirt with a tan, cotton sweater- -vest over it. He is also wearing a pair of plain, brown tweed pants with -a pair of black dress shoes. -~ -131075 4194432 0 C -10 0 0 4d20+800 3d6+20 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 105 0 2100224 0 113 3 -> greet_prog 100~ -mea $n _cya Mr. Coreander growls at you. Hey, two can play it that way! -mea $n _lbl Mr. Coreander says 'Get out of here, I don't like kids.' -~ -| -#18403 -Atreyu~ -The Greenskin, Atreyu~ -Atreyu, a young Grassy Ocean warrior of the Greenskin Nation is standing here. -~ -Standing before you is a boy warrior from the Grassy Ocean. He is about ten -or twelve years old with green skin and blue-black hair. He comes from a -nation of purple buffalo hunters called the Greenskins. -~ -3 306708648 1000 C -55 0 0 1d1+19999 1d1+299 -1400200 0 -112 112 1 -18 13 13 18 18 13 13 --2 -2 -2 -2 -2 -0 3 0 0 1 1 2 -85 0 617 2100224 2108428 0 577 526343 -> fight_prog 30~ -mpe _lbl The Greenskin, Atreyu says 'I don't know why you're doing this.' -mpe _lbl The Greenskin, Atreyu says 'I was sent to help Fantasia!' -c q $r -c q $r -c q $r -mpdamage $r 700 -~ -> fight_prog 50~ -mpe _cya The Greenskin, Atreyu growls deeply. -bite $n -~ -> fight_prog 20~ -c acid -disarm $n -disarm $n -get all -~ -> act_prog p flees head over heals~ -mpat $n 'Can't take the heat? -mpat $n cackle -mpat $n mea $n _whi An arrow comes flying at you, and lodges in your chest. -mpat $n mpdamage $n 200 -~ -> act_prog p disarms you!~ -wear sikanda -~ -> death_prog 100~ -if rand(75) -mpjunk sikanda -'You have beaten me.. I can't believe it.. -cough -'however.. you're quest is not over... -mpecho _whi Atreyu takes on last gasping breath as he hits the ground. -mpecho _blu The earth trembles beneath your feet! -mpdamage all 300 -mpforce $n say FALKOR! -else -if rand(8) -mpjunk sikanda -'You have beaten me.. I can't believe it.. -cough -'however.. you're quest is not over... -mpecho _whi Atreyu takes on last gasping breath as he hits the ground. -mpecho _blu The earth trembles beneath your feet! -mpecho _pur A small piece of purple leather falls from Atreyu's ankle. -oi 18429 50 -mpforce $n say FALKOR! -else -'You have beaten me.. I can't believe it.. -cough -'You are truly.. a worthy warrior, and for that, I offer you this.. -give sikanda $n -mpecho _whi Atreyu takes on last gasping breath as he hits the ground. -mpecho _blu The earth trembles beneath your feet! -mpforce $n say FALKOR! -endif -endif -~ -| -#18404 -bully~ -A bully~ -A mean looking bully stands here, seemingly intending to want to do bodily harm to you. -~ -A tough looking fella, he seems to be someone you don't want to mess -with. He is a little bigger then you, and twice as thick. But the blank -dull stare of stupidity sets you at ease that in a match of wits, you would -surely overcome. However, I don't think there's time for that, he seems -much more interested in pounding your face in! -~ -7 4292610 -1000 C -50 0 0 1d1+8000 1d1+300 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 13 0 2100224 0 49 3 -> act_prog {p} boogies!~ -if level($n) >=45 -c q $n -else -mea $n _lbl A bully says 'Hey! What are you doing here? You better scram!' -endif -~ -| -#18405 -gmork~ -Gmork~ -Gmork sits here, crouched and waiting to attack you. -~ -Resting before you is the great, and vile Gmork. He has been pursueing -you since you first entered Fantasia. He is a large vampire-wolf. His fur -is thick and nearly stands straight up from his thick, muscular body. -His eyes are deep black, yet reflective. You can see yourself staring -back at you. His fangs are several inches long, and extremely sharp. -~ -3 0 -1000 C -50 0 0 1d1+29999 1d1+235 -500000 0 -112 112 1 -18 18 18 18 18 18 18 --2 -2 -2 -2 -2 -69 9 0 0 1 1 3 -85 0 66093 0 2100224 0 1074135617 526343 -> greet_prog 100~ -snarl -mea 0.$n _lbl Gmork says 'If you come any closer, I will rip you to shreds.' -growl 0.$n -mea 0.$n _lbl Gmork says 'I am Gmork, and you $n, have the honor of being my -mea 0.$n _lbl last victim. I am the one sent to destroy the only one who -mea 0.$n _lbl can stop The Nothing.' -snarl -c q $n -~ -> death_prog 100~ -if ispc($n) -if rand(50) -mpecho _lbl Gmork says 'I have failed.' -whimper -mpecho _lbl Gmork says 'But so have you, Bastian still does not believe.' -mpecho _lbl Gmork says 'All hope for Fantasia is lost.' -else -mpecho _lbl Gmork says 'I have failed.' -whimper -mpecho _lbl Gmork says 'But you have not....' -mpoload 18420 48 -mpecho _cya Gmork's chest rips open and Bastian's Dreams are revealed. -drop bastian -cough -endif -endif -~ -> act_prog circle~ -mpdamage $r 700 -mprestore self 500 -~ -> act_prog stun~ -say You cannot win. Accept that you will be my next meal! -cackle -mpdamage all 800 -c spiral -c earthquake -~ -> fight_prog 30~ -say You cannot win. Accept that you will be my next meal! -cackle -mpdamage all 800 -c spiral -c earthquake -muha -bash -bash -c quantum -~ -> act_prog backstab~ -say Ok that hurt! -c spiral -c spiral -c spiral -muha -~ -> fight_prog 30~ -say Ouch! hurts bad.... -c heal -c heal -c heal -~ -> fight_prog 5~ -c gas -c gas -~ -> act_prog p flees head over heals~ -mpat $n 'Can't take the heat? -mpat $n cackle -mpat $n mea $n _whi Gmork swipes you with his claws as you flee. -mpat $n mpdamage $n 200 -~ -| -#18406 -urgl~ -Urgl~ -Urgl stands here over a vat of Batwing Broth. -~ -A small, frail looking gnome, Urgl stands before you somewhat hunched -over. Her hair is wirey, but thick and curly. She has a bit of a long -nose, and crooked teeth. But yet her smile is warm, and friendly with -perhaps a touch of mischief in her eyes. She is clothed in a few layers -of clothing, mostly drab and dull looking. -~ -67108867 4194432 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -14 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mea 0.$n _gre Urgl looks at you. -mea $n _lbl Urgl says 'Ahh! You're awake!' -mea $n _cya Urgl smiles at you. -mea $n _lbl Urgl says 'I'm making a batch of my famous Batwing Broth.' -mea $n _lbl Urgl says 'If you would like to take some on your quest just' -mea $n _lbl Urgl says 'type list and that will tell you my prices.' -mea $n _cya Urgl smiles at you. -mea 0.$n _cya Urgl nods solemnly. -mea 0.$n _lbl Urgl says 'That's my old man over there.' -mea 0.$n _whi Urgl points at Engywook. -mea 0.$n _lbl Urgl says 'He's been going on and on about you, hoping you're' -mea 0.$n _lbl Urgl says 'the one.' -mea 0.$n _cya Urgl smiles at you. -mea 0.$n _whi Urgl goes back to making her batwing broth. -~ -| -#18407 -engywook~ -Engywook~ -Engywook sits here looking over his log of information on the Southern Oracle. -~ -A bit taller than his wife, Engy wook sits behind his desk full of books -and scientific drawings. His hair is white, and bushy like Urgl's. He -also is somewhat hunched over with a big toothy grin. He is wearing a -plain brown smock with a pair of white cotton pants and no shoes. -~ -67108867 4194432 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -14 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> act_prog p looks at you.~ -smile $n -mea $n _lbl Engywook says 'Have you come to see the Oracle? -mea $n _cya Engywook grins. -mea $n _lbl Engywook says 'It's my scientific speciality!' -mea 0.$n _whi Engywook whispers to you 'The most important hint I can offer' -mea 0.$n _whi Engywook whispers to you 'you is... if you are not pure of' -mea 0.$n _whi Engywook whispers to you 'heart, I would suggest not trying' -mea 0.$n _whi Engywook whispers to you 'to pass through the first gate.' -mea 0.$n _whi Engywook whispers to you 'You will not make it.' -~ -| -#18408 -great sphinx~ -The Great Sphinx~ -The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. -~ -Two large Sphinx stand to either side of the cavern, guarding the passage. -They are made of stone, with eyes that open when they prepare to zap an -unworthy questor. It would be suggested to answer the questions asked of -of you swiftly so that you might pass on to the next gate. -~ -1073741825 4194344 0 C -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -if ispc($n) -if isevil($n) -mea $n _cya The Great Sphinx's eyes open. -mea $n _lre A powerful beam shoots from the Sphinx's eyes... -mea $n _cya Everything fades to black... -mpslay $n -else -'If you answer incorrectly, you shall surely perish. -,looks at you. -'The first riddle.. -'I never was, am always to be, -'No one ever saw me, nor ever will -'And yet I am the confidence of all -'To live and breathe on this terrestrial ball. -'Choose your answer wisely. -endif -endif -~ -> speech_prog p tomorrow~ -nod -'Very good. -mptrans 0.$n 18451 -mpat 18451 'Now for the second riddle. -~ -> fight_prog 100~ -mpslay all -~ -| -#18409 -great sphinx2~ -The Great Sphinx~ -The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. -~ -Two large Sphinx stand to either side of the cavern, guarding the passage. -They are made of stone, with eyes that open when they prepare to zap an -unworthy questor. It would be suggested to answer the questions asked of -of you swiftly so that you might pass on to the next gate. -~ -1 4194344 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> speech_prog p Now for the second riddle.~ -, looks at you. -'The beginning of eternity -'The end of time and space -'The beginning of every end, -'And the end of every place. -, spends a few moments in thought. -~ -> speech_prog p the letter e~ -'Very good, one more riddle, and you shall be allowed to pass. -mptrans 0.$n 18452 -mpat 18452 'The third riddle is as follows: -~ -> fight_prog 100~ -mpslay all -~ -| -#18410 -great sphinx3~ -The Great Sphinx~ -The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. -~ -Two large Sphinx stand to either side of the cavern, guarding the passage. -They are made of stone, with eyes that open when they prepare to zap an -unworthy questor. It would be suggested to answer the questions asked of -of you swiftly so that you might pass on to the next gate. -~ -1 4194344 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> speech_prog p The third riddle is as follows:~ -, ponders a moment in thought. -'At night they come without being fetched, -'And by day they are lost without being stolen. -~ -> speech_prog p the stars~ -'Very good, $n. -'You are very wise, and have answered all my riddles correctly. -'You shall now move on to the second gate. -'Good luck, $n. -mea $n _yel The Great Sphinx's eyes close. -mea $n _yel The wind picks up behind you, nudging you forward. -mptrans 0.$n 18453 -~ -> fight_prog 100~ -mpslay all -~ -| -#18411 -southern oracle~ -The Southern Oracle~ -The Southern Oracle is sitting here, starting to decay and crumble. -~ -~ -67108867 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> all_greet_prog 100~ -mea $n _lbl The Southern Oracle says 'Do not be afraid, we will not harm you. -mea $n _lbl We have been waiting for you a long time. Fantasia needs a new -mea $n _lbl dream. No one from Fantasia can help us. Only the dreams of a -mea $n _lbl human child can save us. If you want to save our world, -mea $n _lbl you must hurry.' -mea $n _cya Another large piece of rock falls from the Southern Oracle. -mpdamage all 300 -mea $n _lbl The Southern Oracle says 'We're not sure how much longer we can -mea $n _lbl out last The Nothing.' -mea $n _cya Falkore pads out from behind The Southern Oracle. -mea $n _lbl The Southern Oracle says 'Hello, Falkor, I see that you are -mea $n _lbl accompaning $N on $S quest.' -mea $n _lbl The Southern Oracle says 'You must take $M to the boundries of -mea $n _lbl Fantasia.' -mea $n _cya Falkor nods solemnly. -mea $n _cya You mount Falkor. -mea $n _cya Falkor takes off into the night sky. -mea $n _whi The wind begins to pick up. -mea $n _whi A terrible storm blows in suddenly. -mea $n _lbl Falkor says 'I'm losing control!!' -mea $n }red You are falling!!! &D -mea $n _whi You hit the ground with a rousounding THUD!! -mpforce $n sleep -mptrans all 18481 -~ -| -#18418 -empress~ -the Empress~ -The Empress looks up at you with large child-like eyes. -~ -The Empress is sitting comfortably in the middle of the room. Her hair is -neatly combed back against her head. A thin, silver tiarra settles on the -top of her head, drawing to a "v" in the middle of her forehead. Her eyes -are a bright blue, surrounded by long, black lashes. Her cheeks are slightly -rouged and her lips are full, and red. She is wearing a long white gown -that hangs from her shoulders with silken sleeves that draw to a "v" at -the top of her hands. The dress it self is fit tightly across her torso -but blossoms out at her hips, coming to a full and extravagant drape -over her lower half. There are beads and diamonds strewn all throughout -the fabric, seemingly giving her a slight glow. -~ -67239939 128 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -> greet_prog 100~ -mea $n _dgr The Empress looks at you. -mea $n _cya The Empress smiles at you. -mea $n _lbl The Empress says 'Greetings, $n.' -if carryingvnum($n) 18420 -mea $n _lbl The Empress says 'You have done well, $n. You have saved all -mea $n _lbl of Fantasia.' -Mea $n _cya The Empress smiles at you. -mea $n _lbl The Empress says 'Please give me Bastian's Dreams.' -else -frown -mea $n _lbl The Empress says 'You have not completed your quest, $n' -mea $n _lbl The Empress says 'The fate of all Fantasia lies on your shoulders.' -mea $n _cya The Empress hugs you. -mea $n _lbl The Empress says 'Please don't give up, you're the only one who -mea $n _lbl can save us.' -mea $n _lbl The Empress says 'You're the only one that can save me...' -sniff -mea $n _lbl The Empress says 'Please hurry, $n. Time is running out..' -endif -~ -> act_prog p gives you bastian's dreams.~ -if ispc($n) -if rand(75) -thank $n -mpjunk bastian's dreams -hug $n -wave $n -mea $n _lbl The Empress says 'Now you must go back to the real world.' -mptrans all 21000 -else -thank $n -mea $n _lbl The Empress says 'Now you must go back to the real world.' -mea $n _lbl The Empress says 'But take this, so you don't forget us. -mpoload 18421 50 -get grain -give grain $n -wink $n -mea $n _lbl The Empress says 'Be sure to tell the others... -wave $n -mptrans all 21000 -endif -endif -~ -> all_greet_prog 100~ -savea -mea $n _dgr The Empress looks at you. -mea $n _cya The Empress smiles at you. -mea $n _lbl The Empress says 'Greetings, $n.' -if iscarrying($n) == 18420 -mea $n _lbl The Empress says 'You have done well, $n. You have saved all -mea $n _lbl of Fantasia.' -Mea $n _cya The Empress smiles at you. -mea $n _lbl The Empress says 'Please give me Bastian's Dreams.' -else -frown -mea $n _lbl The Empress says 'You have not completed your quest, $n' -mea $n _lbl The Empress says 'The fate of all Fantasia lies on your shoulders.' -mea $n _cya The Empress hugs you. -mea $n _lbl The Empress says 'Please don't give up, you're the only one who -mea $n _lbl can save us.' -mea $n _lbl The Empress says 'You're the only one that can save me...' -sniff -mea $n _lbl The Empress says 'Please hurry, $n. Time is running out..' -endif -~ -> act_prog p gives you bastian's dreams.~ -if ispc($n) -if rand(75) -thanks $n -mpjunk bastian's dreams -hug $n -wave $n -mea $n _lbl The Empress says 'Now you must go back to the real world.' -mptrans $n 21000 -else -thank $n -mea $n _lbl The Empress says 'Now you must go back to the real world.' -mea $n _lbl The Empress says 'But take this, so you don't forget us. -mpoload 18421 50 -get grain -give grain $n -wink $n -mea $n _lbl The Empress says 'Be sure to tell the others... -wave $n -mptrans $n 21000 -endif -endif -~ -| -#18419 -cairon~ -Cairon~ -Cairon stands here, addressing the concerned people of Fantasia. -~ -A tall, wise looking centaur stands before you. He is dark complected, -half-man, half-horse. His hair is white, and curly, extending beyond -his shoulders and cascading down his back. He is the most skilled, and -wisest physician in all of Fantasia, but is seemingly troubled greatly -by the Empress' illness. Even he can't seem to save her. -~ -131075 4194304 0 C -50 0 0 1d1+7000 1d1+200 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2048 0 2100480 0 113 3 -> all_greet_prog 100~ -mea $n _lbl Cairon says 'I know you have come to beseech the Empress for help.' -mea $n _lbl Cairon says 'But the Empress has fallen ill...' -mea $n _lbl Cairon says 'There seems to be a mysterious link between her -mea $n _lbl and the Nothing.' -mea $n _lbl Cairon says 'Our only hope is to find a brave warrior -mea $n _lbl willing to take on this almost impossible quest.' -~ -> speech_prog p I have come to save Fantasia.~ -mpecho _dgr Cairon looks at $n. -nod -'Then you will need this, fair warrior... -mpoload 18403 45 -mpecho _dgr Cairon removes the Auryn from around his neck. -give auryn $n -'If you can not wear that, you will not be able to complete -mpecho _lbl the quest, and should turn back now.' -'Goodluck, and remember, all of us are counting on you. -'Defeat the Nothing, $n, or we will all perish. -mptrans $n 18473 -~ -| -#18420 -blubb~ -Blubb~ -Blubb is hanging from a branch above you. -~ -Blubb is a large bat, and Vooshvazool's mode of travel. He is somewhat -furry and light pink in color. He has large black eyes that are closed -most of the time as he sleeps... a lot. -~ -131075 524416 -1000 C -50 0 0 1d1+8000 1d1+175 -250000 0 -112 112 1 -18 15 16 18 18 13 15 --2 -2 -2 -2 -2 -23 3 0 0 262145 262145 3 -85 0 65673 1048588 3149068 0 33554497 3 -> rand_prog 2~ -snore -~ -| -#18421 -gluckuk~ -Gluckuk~ -Gluckuk stands here tending to his racing snail. -~ -Gluckuk is a tiny, almost what a munchkin might look like. He has a round -face with rosey cheeks. He is dressed in a colorful tophat and a crimson -tuxedo with tails. -~ -131075 4194432 1000 C -45 0 0 1d1+9000 1d1+250 -250000 0 -112 112 1 -13 13 13 13 13 13 13 --1 -1 -1 -1 -1 -2 3 0 0 262145 262145 2 -0 0 201 8451 2100224 0 112 524291 -> rand_prog 1~ -'If the Empress can't save us, who can? -sigh -~ -| -#18422 -Vooshvazool~ -Vooshvazool~ -Vooshvazool sits here poking at his dinner over the fire. -~ -Vooshvazool, a Nytehob, is not a very attractive fellow. He has frizzy -light brown hair, and a long pointed nose. Several warts reside on his -wrinkly face. He is clothed in a simple brown tunic and a pair of worn -leather pants. -~ -131075 524416 0 C -48 0 0 1d1+9000 1d1+150 -250000 0 -112 112 1 -18 13 13 18 13 13 13 --1 -1 -1 -1 -1 -39 3 0 0 262145 262145 2 -84 0 201 1048588 3149068 0 33554497 3 -#18423 -rock biter~ -Rock Biter~ -Rock Biter sits here chomping on limestone. -~ -A large being stands before you, seemingly made of rock. He towers several -stories above you. He somehow manages to have some expression to his face -and you sence that he is greatly troubled. -~ -131075 524416 0 C -48 0 0 1d1+12000 1d1+190 -250000 0 -112 112 1 -18 13 13 18 18 13 13 --1 -1 -1 -1 -1 -40 3 0 0 1 1 3 -85 0 97 1048588 3149068 0 33554497 3 -> rand_prog 1~ -'There used to be a lake back home, and all the tasty limestone we needed. -'But then the Nothing came, and the lake dried up, and the rocks..were gone. -'I've come to seek the Empress and try to save what's left of my people. -~ -> fight_prog 10~ -'Why are you attacking me? Don't you know the Nothing is coming?? -sniff -~ -> death_prog 100~ -mer $n }whi Rock Biter hits the ground so hard, the ground shakes beneath you. -mea $n }whi Rock Biter hits the ground so hard, the ground shakes beneath you. -mpdamage all 200 -~ -| -#18424 -rock biter~ -Rock Biter~ -Rock Biter sits here chomping on limestone. -~ -A large being stands before you, seemingly made of rock. He towers several -stories above you. He somehow manages to have some expression to his face -and you sence that he is greatly troubled. -~ -3 524416 0 C -48 0 0 1d1+4999 1d1+190 -250000 0 -112 112 1 -18 13 13 18 18 13 13 -0 0 0 0 0 -40 3 0 0 1 1 3 -0 0 97 1048588 3149068 0 33554497 3 -> act_prog arises~ -'They look.. like big.. strong hands... don't they? -sigh -shake -sniff -'They were not strong enough to hold onto my friends, the Nothing took -'them away from me. So I'm going to sit here, and wait... and let it take -'me too. -sigh -~ -| -#18425 -johnston teacher math~ -Ms. Johnston~ -Your math teacher stands here, obviously perturbed you are late for her class again. -~ -~ -3 4718760 1000 C -40 0 0 1d1+1999 1d1+100 -50000 0 -112 112 2 -18 18 18 18 16 13 13 --1 -2 -1 -3 -1 -0 3 0 0 1 1 2 -50 0 196 0 2099200 0 49 524291 -> greet_prog 100~ -emote looks at you. -mea $n _cya Ms. Johnston rolls her eyes at you. -mea $n _lbl Your math teacher says 'Late again, $n?' -tsk -mea $n _lbl Your math teacher says 'What until your father hears, you are in -mea $n _lbl big trouble, $n!' -~ -> fight_prog 10~ -'You are soooo expelled! -growl -~ -| -#18426 -music teacher marmalade~ -Ms. Marmalade, your music teacher~ -Your music teacher sits here rubbing her temples in frustration. -~ -~ -3 4718760 1000 C -40 0 0 1d1+1999 1d1+100 -50000 0 -112 112 2 -18 18 18 18 16 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -50 0 196 0 2099200 0 49 524291 -> rand_prog 2~ -'Everybody now... -lala -~ -> act_prog p goes 'la la la'~ -growl $n -'On second thought, $n, why don't you go lunch? -~ -> fight_prog 20~ -,grabs a music stand and smashes it over your head. -'Take that! -growl -~ -| -#18427 -Ms. Shultz art teacher~ -Ms. Shultz, your art teacher~ -Your art teacher is sitting here, getting ready for her next class. -~ -~ -3 4718760 1000 C -40 0 0 1d1+1999 1d1+74 -50000 0 -112 112 2 -18 18 18 18 16 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -50 0 196 0 2099200 0 49 524291 -> greet_prog 100~ -'$n shouldn't you be in math class right now?' -mea $n _cya Ms. Shultz, your are teacher looks at you. -tsk 0.$n -~ -> fight_prog 20~ -thwap $r -mpdamage $r 200 -'Betcha wish you went and took that test..' -~ -| -#18428 -Mr. Turlington english teacher~ -Mr. Turlington, your math teacher~ -Your english teachers sits behind his desk, grading papers. -~ -~ -3 4718760 1000 C -40 0 0 1d1+1999 1d1+100 -50000 0 -112 112 1 -18 18 18 18 16 13 13 --1 -1 -1 -1 -1 -0 3 0 0 1 1 2 -50 0 196 0 2099200 0 49 524291 -> greet_prog 100~ -mea $n _cya Mr. Turlington, your math teacher looks at you. -smile -mea $n _lbl Mr. Turlington says 'Ah, welcome $n, you're just in time for your' -mea $n _lbl Mr. Turlington says 'essay examination. Please have a seat and' -mea $n _lbl Mr. Turlington says 'begin. This test will count as 50% of your' -mea $n _lbl Mr. Turlington says 'final grade.' -~ -> fight_prog 20~ -'You are in big trouble, $r! -mpdamage $r 100 -~ -| -#18429 -racing snail~ -A racing snail~ -A racing snail sits here, peering at you. -~ -A friendly looking snail, it's larger then then the Tiny that rides him. -A pinked body, his skin is thick and rubbery, with a large shell on his -back with a saddle on it for Gluckuk. -~ -131075 128 0 C -49 0 0 1d1+7000 1d1+100 -0 0 -112 112 0 -13 13 13 13 13 13 13 --1 0 0 -1 0 -0 3 0 0 1 1 0 -84 0 0 0 2100224 0 0 0 -> fight_prog 10~ -mpecho _Whi A racing snail slimes you! -mpdamage all 200 -~ -| -#18430 -bunny~ -a furry little bunny~ -A furry little bunny hops around merrily. -~ -~ -67239939 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> rand_prog 3~ -mpecho _whi The bunny sits back on its haunches and sniffs the air, then goes -mpecho _whi back to hopping around. -~ -> act_prog p gently pets you.~ -purr -wiggle -~ -> act_prog p nibbles on your ear.~ -giggle -flutter $n -~ -> act_prog p looks at you.~ -nose -semote $n wiggles it's nose. -~ -| -#18431 -falkor2~ -Falkor, the Luck Dragon~ -Falkor, the Luck Dragon is resting here. -~ -Falkor is a luck dragon. He is very large, extending almost the length of -a football field from his muzzle to the tip of his tail. He stands about -a story high, with confidence, yet with an aura of compassion about him. -His eyes are large as well, ruby red in color. However, they are not -piercing, they are more warm and kind looking. His scales are the purest -white you've ever seen, and shimer like the clearest ocean ever could. -~ -1141243907 4194344 0 C -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 6 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 10~ -'Let me see your equipment, it seems to have been damaged in the fight. -~ -| -#18499 -Legolas~ -Legolas~ -Legolas the Elven Archer stands here, ready to do his Mistress, Temptations, biddings. -~ -~ -262145 306184320 0 C -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 1 1 0 -0 0 1 0 0 0 0 0 -> act_prog p pets you.~ -purr -nuz tempt -~ -> act_prog p spanks you playfully. OUCH!~ -again temptation -beg temptation -~ -> act_prog p mounts you.~ -'Where may I take you Mistress? -nuz tempt -~ -> act_prog p dismounts you.~ -pout -'But Mistress, I love being ridden by you... -sniff -lap temptation -~ -> act_prog p nibbles on your ear.~ -swoon tempt -quiver tempt -lap tempt -~ -| -#0 - - -#OBJECTS -#18402 -neverending story book~ -The Neverending Story~ -The Neverending Story lies here collecting dust.~ -~ -8 8195 16385 -0 0 0 0 -1 0 0 -> exa_prog 100~ -if inroom($n) == 18417 -mpforce 0.$n drop book -mea $n _whi As you begin to read, you start to feel strange.. -mea $n _whi Your eyelids get heavy... and everything becomes surreal. -mpforce $n sleep -mptrans $n 18460 -endif -~ -| -#18403 -auryn~ -the Auryn~ -A small metallic symbol of two woven snakes lies here.~ -Also called "The Gem" or "The Glory". Auryn is the Childlike Empress's golden amulet. It consists of two snakes, one black, one white, each biting the other's tail. On the reverse side it reads, "Do What You Wish". ~ -9 65 5 -12 12 20 0 -1 10000 -31072 -E -auryn gem glory pendant~ -Also called "The Gem" or "The Glory". Auryn is the Childlike Empress's -golden amulet. It consists of two snakes, one black, one white, each biting -the other's tail. On the reverse side it reads, "Do What You Wish". -~ -A -1 2 -A -2 1 -A -19 6 -A -18 4 -A -13 50 -#18404 -Sikanda sword~ -Sikanda~ -A shimmering, magical sword lies here, seeming to create it's own light.~ -~ -5 689219 8193 -12 4 15 3 3 0 -8 100000 10000 -A -1 2 -A -2 1 -A -14 -50 -A -18 15 -A -19 18 -A -13 100 -A -56 3 -> wear_prog 100~ -mer $n _whi In a brilliant flash of light, $n brings Sikanda to hand. -mea $n _whi You feel magically more powerful as you bring Sikanda to hand. -~ -> remove_prog 100~ -mea $n _red You feel heavy hearted as you stop wielding Sikanda. -mer $n _red $n feels heavy hearted as $e stops wielding Sikanda. -~ -| -#18406 -cry~ -a cry for help~ -Someone's last hope lies here.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mea $n _cya You look up to the sky, for what you to believe is the last time. -mpforce $n 'What is that? -mpecho _cya As you look up you see a small white object coming closer. -mpecho _whi As it nears, you see that it is a magical Luck Dragon. -mpecho _whi Falkor swoops down. -mptrans falkor -mpforce $n drop cry -mpforce $n 'Help me! -~ -| -#18411 -batwing broth~ -batwing broth~ -A spindle of batwing broth lies here.~ -~ -10 0 16385 -35 -1 -1 -1 -2 30000 300 -'kindred strength' 'NONE' 'NONE' -#18412 -eye of newt~ -eye of newt~ -A disgusting looking eye lies here in the dirt.~ -~ -26 0 16385 -50 -1 -1 -1 -1 100000 350 -'true sight' 'NONE' 'NONE' -#18417 -key~ -a key to the attic~ -A key labeled "Attic" lies here in the cubbyhole.~ -~ -18 8192 1 -0 0 0 0 -1 0 0 -#18420 -bastians dreams~ -Bastian's Dreams~ -The heart of Fantasia lies here.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -> exa_prog 100~ -if ispc($n) -mpecho _whi Something is different... -mptrans all 18479 -endif -~ -| -#18421 -grain sand~ -a grain of sand~ -The stuff dreams are made of lies here.~ -~ -9 65601 16385 -17 17 0 0 -1 1000 100 -A -4 2 -A -13 40 -A -18 4 -A -19 3 -#18425 -leather vest~ -a light, leather vest~ -A small pile of leather lies here.~ -~ -9 8388608 9 4 -12 12 0 0 -3 12000 500 -A -17 -7 -A -5 2 -A -12 30 -A -18 3 -A -19 3 -#18426 -baggy leather pants~ -a pair of baggy, leather pants~ -Some god dropped a newly created baggy leather pants here.~ -~ -9 148736 33 -12 0 0 0 -1 21000 500 -A -17 4 -A -2 2 -A -3 1 -A -18 4 -A -19 7 -#18427 -leather jacket~ -a leather jacket~ -A leather jacket is laying here in a clump~ -~ -9 150016 9 32 -12 12 0 0 -3 140000 14000 -A -17 -10 -A -1 1 -A -18 3 -A -19 4 -#18428 -plaid skirt~ -a plaid cotton skirt~ -Some god dropped a newly created plaid skirt here.~ -~ -9 0 32 -0 0 0 0 -1 0 0 -#18429 -Mark purple buffalo hunter~ -&pthe mark of the purple buffalo hunter&D~ -&pA tribal mark set in deep purple lies here.&D~ -~ -9 16926977 2097153 -12 12 0 0 -1 0 0 -A -17 -8 -A -1 1 -A -18 1 -A -19 3 -A -13 20 -#18430 -limestone~ -a limestone~ -Some god dropped a newly created limestone here.~ -~ -26 1073741824 1 -50 -1 -1 -1 -1 1200 120 -'stone skin' 'grounding' 'NONE' -#18450 -stream~ -a newly created stream~ -A slow moving stream babbles here quietly.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#18460 -desk~ -a newly created desk~ -A large wooden desk sits here against the wall, covered with books and paperwork.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#18461 -bookshelf~ -a newly created bookshelf~ -Tall wooden bookshelves line the walls, filled with old, dusty books.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#18462 -goblin sword~ -a goblin sword~ -A small, poorly-made sword lies here.~ -~ -5 16925201 8193 -12 7 3 11 -1 2400 240 -#18463 -chalkboard~ -a chalkboard~ -A chalkboard sits here at the front of the class~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -chalkboard~ -A large green chalkboard, there are various math equations off to the -side of the board, but in the center you see large letters: -* * ****** ******* * * ******* ****** ******* ******* -* * * * * * * * * * * * * -* * * ****** * ******* * **** ******* * -* * * * * * * * * * * -* * * * * * * * ****** ******* * -~ -#18464 -instrument closet~ -an instrument closet~ -An instrument closet sits here along the wall.~ -~ -15 0 0 -30 5 18465 15 -1 0 0 -E -closet~ -A large wooden closet sits here against the wall. It seems to be made -of a thick, cheap wood. It is covered by a chipped, army green paint. -There are two large doors that sit above two lowers drawers. -~ -#18465 -music note key~ -a music note charm necklace~ -Someone left a small, silver music note on the ground here.~ -~ -18 65 5 -0 0 0 0 -1 10000 1000 -#18466 -guitar~ -a guitar~ -A small wooden guitar sits here perched against the wall.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -E -guitar~ -The guitar is small, but it seems to be made of the finest wood. It's -thickly coated with a fine liquer, and the strings are in fine shape. -~ -> wear_prog 100~ -mea $n _whi You strum across the strings as you hold the guitar in your hands. -mer $n _whi $n strums across the strings as $e holds the guitar in $s hands. -~ -| -#18467 -paintbrush~ -a paintbrush~ -A plain wooden paintbrush, still damn with paint, lies here.~ -~ -5 0 8193 -12 4 4 7 -1 2000 200 -> wear_prog 100~ -mea $n _red Your fingers wrap around the paintbrush as you grin evilly. -mer $n _red $n's fingers wrap around the paintbrush as $e grins evilly. -~ -| -#18468 -smock~ -a flimsy art smock~ -A flimsy art smock is lying here in a clump.~ -~ -9 0 9 128 -17 17 0 0 -1 2400 240 -A -17 -4 -A -2 1 -A -4 1 -A -18 5 -A -19 4 -#18469 -english chalkboard~ -a chalkboard~ -A chalkboard sits here at the front of the class~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -chalkboard~ -You see a large green chalkboard saying: - -***** ***** ***** ***** * * ******* ****** ******* ******* -* * * * * * * * * * * -*** ***** ***** ***** * * **** ******* * -* * * * * * * * * * -***** ***** ***** * * * * ****** ******* * -~ -#18470 -book childhood stories~ -a book of childhood stories~ -A book of childhood stories sits here collecting dust.~ -~ -4 33554432 16385 -60 5 5 -1 -2 24800 2480 -'true sight' -#18471 -temptation home skillet~ -Temptation's Home Skillet~ -Temptation's Home Skillet lies here, waiting to fry your ass!~ -~ -4 0 16385 -0 0 0 -1 -1 0 0 -'NONE' -A -1 20 -A -4 20 -A -3 20 -A -5 20 -A -2 20 -A -25 20 -A -31 20 -> wear_prog 100~ -mpe _whi $n wields $O and looks around for the next ass she gets to fry! -~ -> remove_prog 100~ -mpe _whi $n asks 'Did you smell, what the $n, was cookin'?' -~ -| -#0 - - -#ROOMS -#18400 -An Abandoned Warehouse~ -You've wandered into an abandoned warehouse. It's a rather large building -with cement walls, painted gray but chipping. There are wooden crates -lining the walls, and a various assundry of long tables and heavy machinery. -There is little light, even from the windows that are high upon the walls. -They appear to have been spray painted over with black paint. It's almost -as if someoene was trying to hide something in here. The air is thick and -musty, making it hard to breath. There are footprints on the dirty floor -that appear to be recent. -~ -0 12 0 -D0 -~ -~ -3 -1 18401 -S -#18401 -On The Street~ -Walking out from the warehouse, thank goodness you got past those bullies, -but it would probably be best to move along swiftly. They will be back with -reinforcements, no doubt. The street is busy, cars fill the street, either -parked or stuck in traffic. The exhaust is thick, and the noise is deffening. -There are several shops lining the street. There appears to be a bookstore -up ahead. -~ -0 0 1 -D0 -~ -~ -0 -1 18402 -D2 -~ -~ -33 -1 18400 -S -#18402 -On The Street~ -You are nearing the bookstore, and from here it appears to be empty. Most -likely it will provide a quiet refuge for the time being. There's something -mysterious about it, seemingly drawing you inside. You hear a commotion to -the south, it seems the bullies are coming up quick, better hurry inside. -~ -0 0 1 -D0 -~ -~ -3 -1 18403 -D1 -~ -~ -0 -1 18405 -D2 -~ -~ -0 -1 18401 -S -#18403 -Inside The Antique Bookstore~ -As the door opens, it creaks softly and a small bell jingles overhead. The -air is musty in here, smelling of all books, perhaps a hint of mildew as -well. It's not particularly well lit so one would have to strain to really -see the merchandise. It is quiet as you thought, although you can see the -bustling traffic outside through the front window. -~ -0 8 0 -D0 -~ -~ -0 -1 18404 -D2 -~ -~ -3 -1 18402 -S -#18404 -Inside The Antique Bookstore~ -Venturing further into the bookstore, a man rushes up from his seat in the -office ahead, to meet you. He was reading a book, which he quickly shut -before coming to greet you. He moves between you and the view of the office, -almost seeming to want to hide what was in there. He looks rather irritated -by your presense here. But the book is large, and you can't help but want to -get a closer look. -~ -0 8 0 -D0 -~ -~ -0 -1 18418 -D2 -~ -~ -0 -1 18403 -S -#18405 -Approaching The School~ -Moving east down the street from the bookstore, once again, the traffic and -sounds are deffening. People rush by you, not even seeming to see you. You -hear a clock striking, then look up to see the time. Uh oh, schools started -and you're not there. Wasn't today the day of the big math test? This day is -already looking disasterous. -~ -0 0 1 -D1 -~ -~ -0 -1 18406 -D3 -~ -~ -0 -1 18402 -S -#18406 -Before The School~ -You stand before a large brick building running the entire length of the -block. The windows are cloudy so you can't really see in. The grounds are -well-kept and clean. Seeing as there are no other kids standing outside or -running around, you know school has already started and you are late. -~ -0 0 1 -D0 -~ -~ -0 -1 18407 -D3 -~ -~ -0 -1 18405 -S -#18407 -Inside The School~ -As you enter the building, the halls are large and ominous. Not a sound as -you walk down the hallway. You struggle to see in the small window of the -dreaded math class, and you see they are taking a test. Maybe you should go -find a safe place to hide out for a while? -~ -0 8 0 -D0 -~ -~ -0 -1 18409 -D1 -~ -~ -3 -1 18408 -D2 -~ -~ -0 -1 18406 -S -#18408 -Math Class~ -As you enter class, your stomach begins to knot. You know you should -have just gone to the attic or something. Suddenly you're the center -of attention as your teacher begins to scold you for being late, again. -~ -0 0 0 -D3 -~ -~ -3 -1 18407 -S -#18409 -At The Base Of The Stairs~ -You walk down the long hallway toward a set of metal-grate stairs. A small -sign on the wall reads "The Attic." To the east and west are more hallways -with several classroom doors along the dingy walls. There is hardly any -sound to be heard here. The florescent lighting doesn't do much to pep up -the mediocre surroundings. -~ -0 8 0 -D1 -~ -~ -0 -1 18410 -D2 -~ -~ -0 -1 18407 -D3 -~ -~ -0 -1 18415 -D4 -~ -~ -0 -1 18414 -S -#18410 -Along The Eastwing Of The School~ -As you walk down the darkened hallway, the only sound heard are chairs being -scooted along the floor in the classrooms surrounding you. All the doors are -closed, so any sound is muffled. Most of the windows are to high to see -what's going on in them room. -~ -0 8 0 -D0 -~ -~ -3 -1 18411 -D2 -~ -~ -3 -1 18412 -D3 -~ -~ -0 -1 18409 -S -#18411 -Art Class~ -As you enter this room, you see the walls are covered with drawings -and paintings. There are several cabinets lining the walls all filled -with various art supplies. There are long tables arranged in a semi- -circle, still covered in wet paintings. -~ -0 8 0 -D2 -~ -~ -3 -1 18410 -S -#18412 -Music Class~ -This room is well-lit. There are several chairs spread out 3 half -circles around a small wooden podeum. Off to the side is a large closet -where the school's instruments are held and kept under lock for safe -keeping. There are large posters on the walls of various music scales -and encouraging words. You sense the teacher really likes her job. -~ -0 8 0 -D0 -~ -~ -3 -1 18410 -S -#18413 -English Class~ -Upon entering this room, it smells musty, and looks like no one has -bothered to dust for ages. The books that line the walls are old and -smell of mildew. The desks are aligned in four rows of eight, all -facing forward. There are papers on each desk, still upside down. Uh -oh, looks like another test. -~ -0 8 0 -D0 -~ -~ -3 -1 18415 -S -#18414 -At The Top Of The Stairs~ -You are now at the top of the stairs. Before you is the door to the -old attic. There is a small cubbyhole to the right of the door that -reads "Attic" above it. The glass is broken out, and you can see the -key sitting inside. Behind you are the stairs back to the main floor -of the school. It's rumored that mysterious things have happened in -the attic. Maybe it would be safer if you just went back to math class -and took the test... -~ -0 8 0 -D0 -~ -~ -8389671 18417 18416 -D5 -~ -~ -0 -1 18409 -> all_greet_prog 100~ -if ispc($n) -if level($n) <=45 -mea $n _Whi You are not ready to venture beyond the school yet. - -mpforce $n d -~ -| -S -#18415 -Along The Westwing Of The School~ -As you walk down the darkened hallway, the only sound heard are chairs being -scooted along the floor in the classrooms surrounding you. All the doors are -closed, so any sound is muffled. Most of the windows are to high to see -what's going on in them room. -~ -0 8 0 -D1 -~ -~ -0 -1 18409 -D2 -~ -~ -3 -1 18413 -S -#18416 -Just Inside The Attic~ -As you enter the attic, you are overwhelmed by the dust that lays -thickly on every surface in the room. There is just a ton of junk stored -here. Everything from old manakins, old, out-of-date schoolbooks, -globes, wooden desks, old gym equipment, to stuffed owls and school -supplies. -~ -0 8 0 -D0 -In The Middle Of The Attic -~ -~ -0 -1 18417 -D2 -~ -~ -7 18417 18414 -S -#18417 -In The Middle Of The Attic~ -Well, this seems to be as good'a place as any to do some light reading -and hide from the rest of the world for a while. There is a small lamp -in the corner of the room, once turned on, will shed some light for -you. Also, there is a gym mattress in the middle of the floor. A -little dusty, of course, but it still looks comfortable to sprawl out -on. The shadows cast against the walls, over all the junk in the room -makes for an erie ambiance. -~ -0 12 0 -D2 -Just Inside The Attic -~ -~ -0 -1 18416 -S -#18418 -The Backroom of the Bookstore~ -This is where Mr. Correander's office must be. There is a desk covered -with dusty books and various orderforms. Even though the books are old -and dusty, Mr. Correander certainly seems to be busy. One book on the -desk catches your eye. A thick, leatherbound book with a strange -insignia. The one that Mr. Correander had been reading just before you -entered. -~ -0 8 0 -D2 -~ -~ -0 -1 18404 -S -#18419 -Deadly Swamp of Sadness~ -You've entered the deadly swamp of sadness. The ground is murky, -and covered in muck and swamp. Small dead trees and mounds of gunk -are all that makes up this area. It is rumored that once you lose -hope, you will begin to sink, and the swamp will claim your very life. -Don't slow down, and don't give up. You're Fantasia's only hope. -~ -0 40902660 6 -S -#18420 -Deadly Swamp of Sadness~ -You've entered the deadly swamp of sadness. The ground is murky, and -covered in muck and swamp. Small dead trees and mounds of gunk are all -that make up this area. It is rumored that once you lose hope, you will -begin to sink, and the swamp will claim your very life. Don't slow down, -and don't give up. You're Fantasia's only hope. -~ -0 40902656 6 -D1 -~ -~ -0 -1 18421 -S -#18421 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164800 6 -D0 -~ -~ -0 -1 18422 -D1 -~ -~ -0 -1 18421 -D2 -~ -~ -0 -1 18421 -D3 -~ -~ -0 -1 18420 -D6 -~ -~ -0 -1 18421 -D7 -~ -~ -0 -1 18421 -D8 -~ -~ -0 -1 18421 -D9 -~ -~ -0 -1 18421 -S -#18422 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164804 0 -D0 -~ -~ -0 -1 18421 -D1 -~ -~ -0 -1 18421 -D2 -~ -~ -0 -1 18421 -D3 -~ -~ -0 -1 18423 -D6 -~ -~ -0 -1 18424 -D7 -~ -~ -0 -1 18421 -D8 -~ -~ -0 -1 18424 -D9 -~ -~ -0 -1 18424 -S -#18423 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164804 6 -D0 -~ -~ -0 -1 18421 -D1 -~ -~ -0 -1 18423 -D2 -~ -~ -0 -1 18425 -D3 -~ -~ -0 -1 18421 -D6 -~ -~ -0 -1 18422 -D7 -~ -~ -0 -1 18422 -D8 -~ -~ -0 -1 18423 -D9 -~ -~ -0 -1 18423 -S -#18424 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164804 6 -S -#18425 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164804 6 -D0 -~ -~ -0 -1 18423 -D1 -~ -~ -0 -1 18422 -D2 -~ -~ -0 -1 18423 -D3 -~ -~ -0 -1 18426 -D6 -~ -~ -0 -1 18422 -D7 -~ -~ -0 -1 18424 -D8 -~ -~ -0 -1 18421 -D9 -~ -~ -0 -1 18421 -S -#18426 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 41164804 6 -D0 -~ -~ -0 -1 18427 -D1 -~ -~ -0 -1 18422 -D2 -~ -~ -0 -1 18423 -D3 -~ -~ -0 -1 18421 -D6 -~ -~ -0 -1 18421 -D7 -~ -~ -0 -1 18422 -D8 -~ -~ -0 -1 18424 -D9 -~ -~ -0 -1 18426 -S -#18427 -Before the Great Shell Mountain~ -A huge mountain of swamp gunk lies before you. This has to be the -place. As you look around though, you don't see anyone. No one could -possible live in this place, could they? Maybe you should get on top -of the mountain and take a better look. -~ -0 40902656 6 -D4 -~ -~ -0 -1 18428 -S -#18428 -The Top Of Shell Mountain~ -There is a solitary twiggy little tree here. That's about all you -can sense as far as life in this swamp. Looking around you can see -for miles, but still all you see is swamp. No other people. You've -failed. Tired, and hopeless, you are not a victim of the swamp. But -wait, before you go back down, why don't you just try calling his -name? What could it hurt? -~ -0 40902660 0 -> speech_prog p morla~ -mea $n _whi The ground begins to shake... -mea $n *red You are falling!! -mpopenpassage 18428 18429 5 -mpat 18428 mpforce $n down -mpclosepassage 18428 5 -~ -| -S -#18429 -Standing Before The Wonderous Morla~ -The mountain rises, and you find Morla's giant turtle head staring -you straight in the face. His very eyes are three times as large as -you. Surely, he must be thousands of years old. It is rumored he is -the wisest, mortal creature in the world. It makes you wonder why -he lives here, in the middle of such despair. -~ -0 40902656 0 -D1 -~ -~ -0 -1 18430 -S -#18430 -Walking Through the Swamp~ -As you continue along your quest, the odor here only grows. Each step -harder than the last. How will you ever find Morla and the Shell -Mountain? Why were you chosen to save Fantasia? Where is Morla? Will -you ever find him? Probably not. You will probably die here, sucked -in by the sadness of the swamp. All of Fantasia will disappear. -Afterall, you're just a child.. what could you possibly do? -~ -0 40902660 0 -D3 -Standing Before The Wonderous Morla -~ -~ -0 -1 18429 -S -#18431 -Proceeding To The Mirror Gate~ -The sky is growing dim as the wind begins to pick up again. Perhaps it is -all the sand that is pelting your skin, that is dimming the starlight. Your -flesh is beginning to feel raw and weatherbeaten. It's hard to breathe, let -alone see. The sand at your feet is thick as well, making each step tougher -than the last. -~ -0 40902660 0 -D0 -~ -~ -0 -1 18432 -D8 -~ -~ -0 -1 18453 -S -#18432 -Before the Mirror Gate~ -Standing before what seems to be a large mirror, you see that the wind has -died down just the slightest bit. You are thankful that the sand is no longer -beating against your flesh. The gate is several feet higher than you, and -probably twenty feet wide. It seems to be set in a large rock. But you've -seen something like this before. It seems quite possible that this is some -sort of portal you must enter. But how? The answer lies within you. Look at -yourself honestly, and you may find a way to pass through. -~ -0 40903168 0 -D2 -~ -~ -0 -1 18431 -D10 -~ -~ -133120 -1 18459 -S -#18433 -The Southern Oracle~ -Here the sky is completely clear for a change. The stars in the sky burn -brightly and seem to twinkle at different moments. The air is still, yet -crisp, unlike most of the other places you've been thus far. The ground is -made of dirt, packed hard and smooth. There is no sound, except the sound -of your pounding heart, and your soft breathing. Directly before you is the -Southern Oracle. You can't help but be hopeful about what she might be able -to tell you about the cure for the Empress. Hopefully, she has the answer -you seek. She is made of thick stone, several stories high as the Great -Sphynx was, but there is a certain aura of magic about her, of hope and of -wisdom. -~ -0 40902660 0 -D7 -~ -~ -0 -1 18458 -S -#18440 -Falkor's Cave~ -A cold, and dark cave, this is Falkor's home. There is a small fire lit -in the center, shedding both light and warmth. The walls are cool and almost -wet, yet completely smooth and shimmery. He lies near the middle, resting -comfortably in his home. -~ -0 40902660 13 -D1 -~ -~ -16777216 -1 18448 -S -#18448 -Nearing the First Test~ -&Y * * * - * * - * * - * * * - - * * * * - - * * * - - * * * - * * - - * * * - -* * * * -&O_____________________________________________________________________ -~ -0 40902656 0 -D0 -~ -~ -0 -1 18450 -D1 -~ -~ -0 -1 18449 -D3 -~ -~ -0 -1 18440 -S -#18449 -Engywook's Hut~ -As you enter the hut, you see it is rather cluttered with various -scientific experiments. Some that work, some that don't. Urgl's in -the kitchen cooking up some dinner. A rather strange scent fills the -hut. Makes you wonder what exactly she is putting in her stew. -~ -0 40902656 0 -D3 -~ -~ -0 -1 18448 -S -#18450 -The First Gate~ -Before you stands the Riddle Gate. It is the first test toward finding the -cure for the Empress and saving all of Fantasia from the Nothing. A Great -Sphinx stands before you, surrounded by an aura of magic and power. Made of -stone, it's got the head of a human, but the body of a lion. It stands -several stories high, and is about 100 feet long. You get the idea that it -would be powerful enough to stop you if you do not do as it says. -~ -0 40903172 10 -> rand_prog 25~ -if ispc($n) -mea $n _whi You took too long. -mea $n _whi You're only way out is a prayer to your deity. -mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. -mpat 18454 mpecho _lbl Something is different... -mptrans 0.$n 18454 -endif -~ -| -S -#18451 -The First Gate~ -Before you stands the Riddle Gate. It is the first test toward finding the -cure for the Empress and saving all of Fantasia from the Nothing. A Great -Sphinx stands before you, surrounded by an aura of magic and power. Made of -stone, it's got the head of a human, but the body of a lion. It stands -several stories high, and is about 100 feet long. You get the idea that it -would be powerful enough to stop you if you do not do as it says. -~ -0 40903172 10 -> rand_prog 25~ -recho _whi You've taken to long. -recho _whi Now you will have to beg your deity for help. -if ispc($n) -mea $n _whi You took too long. -mea $n _whi You're only way out is a prayer to your deity. -mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. -mpat 18454 mpecho _lbl Something is different... -mptrans 0.$n 18454 -endif -~ -| -S -#18452 -The First Gate~ -Before you stands the Riddle Gate. It is the first test toward finding the -cure for the Empress and saving all of Fantasia from the Nothing. A Great -Sphinx stands before you, surrounded by an aura of magic and power. Made of -stone, it's got the head of a human, but the body of a lion. It stands -several stories high, and is about 100 feet long. You get the idea that it -would be powerful enough to stop you if you do not do as it says. -~ -0 40903172 10 -> rand_prog 25~ -recho _whi You've taken to long. -recho _whi Now you will have to beg your deity for help. -if ispc($n) -mea $n _whi You took too long. -mea $n _whi You're only way out is a prayer to your deity. -mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. -mpat 18454 mpecho _lbl Something is different... -mptrans 0.$n 18454 -endif -~ -| -S -#18453 -Beyond The First Gate~ -Well, you've made it through the first gate. That's definetly no easy feat. -The wind has died down once more, and things seem strangely calm. Almost, -too much so. The ground is still sand, which makes it somewhat difficult to -trudge through. Looking around, it seems to go on forever in all directions. -The sky is dark, but the stars are burning brightly, lighting the area -enough to ensure safe travels... at least for now. -~ -0 40903168 10 -D7 -~ -~ -0 -1 18431 -S -#18454 -A Dark Crevice~ -You look around, and notice you are in a different place. There is nothing -but a cold void surrounding you. There is no air movement, and a dead cold -silence. This is a deep crevice, the walls are tall and surround you. There -appears to be no way out. The walls are ridged, and slick, impossible -to climb. Perhaps you should call on your deity for help? -~ -0 4194308 10 -S -#18458 -Nearing the Southern Oracle~ -The air is thin again. The night is clear. Stars fill the open sky -shedding wonderous light upon any who are traveling this night. There is -a gentle breeze blowing, perhaps it's more of a calm before the storm. This -is no doubt a good place to rest if need be. Up ahead you can see two more -large stone statues. A slight glow is emitting from them. There almost -seems to be something magical about them. -~ -0 40902660 10 -D8 -~ -~ -0 -1 18433 -S -#18459 -Just Past The Mirror Gate~ -Once more, things are calm. The sky is clear and the stars are quite visible -as they shimmer in the sky. The moon is high above, and full. The air is -still, as it has been in the past, but something is different. It seems much -more fresh, and cool. There is however, no sound still. But you are not -alone. -~ -0 7348228 10 -> rand_prog 100~ -if mobinworld(18403) < 1 -mpsleep 10 -mpforce $n get all atreyu -mpforce $n sac corpse -mppurge -mpsleep 10 -mpecho _whi A strong wind blows and reveals a small opening to the north. -mpecho _whi Falkor appears in the sky, and swoops down, scooping you up. -mptrans all 18458 -endif -~ -| -S -#18460 -In The Beginning~ -You find yourself in a heavily wooded area. There are large rocks and -larger trees lining the path which you walk. The air is thick and moist -and there is are serious feelings of dread and darkness here. In the -distance you can make out a large white building. Keep going east to -make your way there. -~ -0 40902656 3 -D1 -~ -~ -0 -1 18461 -S -#18461 -Nearing The Ivory Tower~ -As you continue on, you can see the tower is quite large. However, you -can see that you are still a bit of a distance off. You begin to run -into other creatures that inhibit Fantasia. Everyone seems to be in a -hurry to get to the tower as well. -~ -0 40902656 3 -D1 -~ -~ -0 -1 18462 -D3 -~ -~ -0 -1 18460 -S -#18462 -A Small Glade~ -As you near the Ivory Tower, you begin to get a sense of it's magesty -and true beauty. It seemingly glows an aura of purity and light. A -true shining star amidst all the hopelessness and despair that the -Nothing is causing. -~ -0 40902656 3 -D1 -~ -~ -0 -1 18463 -D3 -~ -~ -0 -1 18461 -S -#18463 -Standing Before The Ivory Tower~ -A tall, magnificent building, the Ivory Tower stands 20 stories above -you. The building itself seems to glow, and the air around it is -much lighter then it has been so far along your travel. The walls are -shimmering and glass-like. There are stairs spiriling around it to -the top where the Empress resides. -~ -0 40902656 3 -D3 -~ -~ -0 -1 18462 -D4 -~ -~ -0 -1 18464 -S -#18464 -Climbing The Stairs Of The Tower~ -Climbing the stairs to the top of the tower, you notice the stairs -are made of the same ivory, glassy substance as the rest of the tower. -You can hear that many have already arrived. The noise from the top -of the tower pours down the stairs. Mostly fearful and some angry -voices, all talking of the Nothing... and hoping the Empress can help. -~ -0 40902656 1 -D4 -~ -~ -0 -1 18465 -D5 -~ -~ -0 -1 18463 -S -#18465 -The Top Of The Ivory Tower~ -As your reach the top, you stand in complete awe. The heart of Fantasia -is truly beyond your wildest dreams. There are representatives from -each of the different lands in Fantasia, standing about. They are all -here for the same reason. To find an answer and some hope for their -land from the Empress. There is a large building in the center, shaped -like a beautiful white rose. That is the home of the Empress. It -shimmers magically with the most beauty and life you've seen so far. -~ -0 40902656 1 -D0 -~ -~ -0 -1 18471 -D5 -~ -~ -0 -1 18464 -D6 -~ -~ -0 -1 18466 -D7 -~ -~ -0 -1 18470 -S -#18466 -The Main Floor Of The Tower~ -This space is completely open to the sky. The veiw from this high is -nothing less then amazing. You can see for miles across the beautiful -lands of Fantasia. The land around the tower remains untouched by the -Nothing, growing, healthy and peaceful. The floors here in this area are -made of the same substance as the stairs and walls, the shimery ivory -make. There is a small stage type area where the Empress would address -the people, had she been feeling up to it. There are stairs that lead -to the rose that houses Her Magesty. -~ -0 40902656 1 -D0 -~ -~ -0 -1 18469 -D3 -~ -~ -0 -1 18471 -D9 -~ -~ -0 -1 18465 -S -#18467 -The Main Floor Of The Tower~ -As your reach the top, you stand in complete awe. The heart of Fantasia -is truly beyond your wildest dreams. There are representatives from -each of the different lands in Fantasia, standing about. They are all -here for the same reason. To find an answer and some hope for their -land from the Empress. There is a large building in the center, shaped -like a beautiful white rose. That is the home of the Empress. It -shimmers magically with the most beauty and life you've seen so far. -~ -0 40902656 1 -D0 -~ -~ -0 -1 18468 -D1 -~ -~ -0 -1 18471 -D8 -~ -~ -0 -1 18465 -S -#18468 -The Main Floor Of The Tower~ -As your reach the top, you stand in complete awe. The heart of Fantasia -is truly beyond your wildest dreams. There are representatives from -each of the different lands in Fantasia, standing about. They are all -here for the same reason. To find an answer and some hope for their -land from the Empress. There is a large building in the center, shaped -like a beautiful white rose. That is the home of the Empress. It -shimmers magically with the most beauty and life you've seen so far. -~ -0 40902656 1 -D1 -~ -~ -0 -1 18470 -D2 -~ -~ -0 -1 18467 -S -#18469 -The Main Floor Of The Tower~ -As your reach the top, you stand in complete awe. The heart of Fantasia -is truly beyond your wildest dreams. There are representatives from -each of the different lands in Fantasia, standing about. They are all -here for the same reason. To find an answer and some hope for their -land from the Empress. There is a large building in the center, shaped -like a beautiful white rose. That is the home of the Empress. It -shimmers magically with the most beauty and life you've seen so far. -~ -0 40902656 1 -D2 -~ -~ -0 -1 18466 -D3 -~ -~ -0 -1 18470 -S -#18470 -The Center Of The Main Floor~ -This is the main stage area where the Empress would address the people -of Fantasia. The stage is made of ivory, there are bergundy velvet -ropes adorning the edges of the stages. A small podium is just off to -the right, made of the same ivory, with a strange symbol cut into it. -The symbol seems to be two intertwined snakes, one black, one white. -There is a small doorway toward the back of the area, it seems to be -the enterance to where the Empress resides. Above the doorway, carved -into the ivory is a phrase "Believe In Your Dreams." -~ -0 40902656 1 -D0 -~ -~ -0 -1 18472 -D1 -~ -~ -0 -1 18469 -D3 -~ -~ -0 -1 18468 -D5 -~ -~ -0 -1 18471 -S -#18471 -Standing Before The Empress' Lair~ -This space is completely open to the sky. The veiw from this high is -nothing less then amazing. You can see for miles across the beautiful -lands of Fantasia. The land around the tower remains untouched by the -Nothing, it's growing, healthy and peaceful. The floors here in this area -are made of the same substance as the stairs and walls, the shimery ivory -make. There is a small stage type area where the Empress would address -the people, had she been feeling up to it. There are stairs that lead -to the rose that houses Her Magesty. -~ -0 40902656 1 -D1 -~ -~ -0 -1 18466 -D2 -~ -~ -0 -1 18465 -D3 -~ -~ -0 -1 18467 -D4 -~ -~ -0 -1 18470 -S -#18472 -The Lair Of The Empress~ -This is the home of the Empress. She governs over all of Fantasia from -this very room. There is a large, white half-crescent bed in the center -of the room. The bed, made with same ivory everything else is, the -sheets are of white satin. Along one wall is a large desk, covered with -papers and books. The room itself is circular, the walls are sparkly, -but not decorated. In the middle of the wall, all the way around, is a -large window that runs the length of the room. It gives the Empress -the most magnificent view anyone could ever to have of Fantasia, as it -was meant to be. -~ -0 40902664 0 -D2 -~ -~ -0 -1 18470 -S -#18473 -The Beginning Of An Adventure~ -Well, you find yourself at the beginning of the quest. You got yourself -into this. But if you want to turn back, you can always just recite -a few magic words and find yourself in the safety of your home. But -if you choose to go on, you have the opportunity to save all of -Fantasia Make your choice wisely, because once you go northeast, there -is no turning back. -~ -0 4 1 -D6 -~ -~ -0 -1 18474 -S -#18474 -The Plains~ -You begin your quest to find a cure for the Empress, finding yourself -traveling across the plains. The grass is high and green, blowing gently -in the wind as you pass through. The breeze seems to take away some of -the heat from the sun that is beating down on you. You can see for miles -across the land. The view is rather breathtaking. -~ -0 40902656 2 -D1 -~ -~ -0 -1 18475 -S -#18475 -An Enchanted Forest~ -Here you find a safe place to rest. There is a small stream running -down through the center of the forest. Everything is quiet and peaceful -and the air smells fresh. You can hear the soft coos of the birds that -are perched in the trees above, calling this place their home. Almost -everything is so healthy and green. Flowers of every imaginable color -decorate the landscape as well. -~ -0 40902656 3 -D1 -~ -~ -0 -1 18476 -D3 -~ -~ -0 -1 18474 -D4 -~ -~ -2048 -1 18478 -S -#18476 -The Silver Mountains~ -Passing through the mountains, it's rather cool. But the scenery is -truly amazing. Snow capped mountains, yet green toward the bottom. The -mountains are huge, and seem to be perfect for climbing. But you're -on a quest, so you best make your way past, quickly. Remember, you're -the only hope Fantasia has. -~ -0 40902660 5 -D3 -~ -~ -0 -1 18475 -D6 -~ -~ -0 -1 18420 -S -#18478 -On A Tree Branch~ -You are very high up, you can see quite a bit from here. To the west are the -plains you just came through, to the east are the Silver Mountains which you -must travel through next. The foliage is thick however, it seems like this -might be a good place to leave something valuable. -~ -0 40902660 1 -D5 -~ -~ -0 -1 18475 -S -#18479 -The Lair Of The Empress~ -This is the home of the Empress. She governs over all of Fantasia from -this very room. There is a large, white half-crescent bed in the center -of the room. The bed, made with same ivory everything else is, the -sheets are of white satin. Along one wall is a large desk, covered with -papers and books. The room itself is circular, the walls are sparkly, -but not decorated. In the middle of the wall, all the way around, is a -large window that runs the length of the room. It gives the Empress -the most magnificent view anyone could ever to have of Fantasia, as it -was meant to be. -~ -0 40902668 1 -S -#18481 -By the Sea of Possibilities~ -Finding yourself on the beach, everything seems calm once more. Falkor -however, seems nowhere to be found. The waves roll in gently, and a -light mist from them tickles your skin. To the east a small abandoned -shelter of some type. It seems to be the only hint of civilization. -There is however, a dark sense of dread as you near it. But what choice -do you really have? -~ -0 40902660 1 -D1 -~ -~ -0 -1 18482 -S -#18482 -In The Ruins Of Spook City~ -&O --------> --------> --------> --------> --------> --------> --------> - - -&W .;''; ;`"'; ... - _( _( . ) (` ) - .-`` _( ) '`. ) - (_____.=( (_.:'-' (____') - - -&p _,(-) - `-(` \_( _,(-) - _,(-) //">\ `-(` \_( - `-(` \_( //"\> - //"\ > _,(-) - `-(` \_( - //">\ - -&O --------> --------> --------> --------> --------> --------> --------> - -&WThe Grassy Plains and the Purple Buffalo - -~ -0 40902660 1 -D1 -~ -~ -0 -1 18483 -D3 -~ -~ -0 -1 18481 -S -#18483 -In The Ruins Of Spook City~ -&x.&G ___-------___ - -'' ''-_ - _-' / '-_ - /' \ / \ - ____ / \_______________/ \ - ,-'___ '-, / / \ \ - ,'| | | \ / / \ \ - |o| |o__| | /_______/ \__________\ - | oo / / \ / \ - |____ | / \ / \ - \___) || \_______________/ _-_ //\__// - \___ ||------_-''-_ ------------- \ --/' '\ || __/ - '-----||----/' |-------------------\ |/'''' - (_(__/ ./ / \_\ \. - &O , &G (_(___/ \_____)_) -&OO/ -| -/> - -&WMorla In The Swamp of Sadness - -~ -0 40902660 1 -D1 -~ -~ -0 -1 18484 -D3 -~ -~ -0 -1 18482 -S -#18484 -In The Ruins Of Spook City~ -&W - ____ - ,.-''''-,__,..---'''``` ``''-. - // ' `. `, - / ) . - | \ / / \, - : \. \\| . ,` | `'. - ,.-' , \\``', ; ; ; `, - //`_),.\|\)_ .\ / ,\ ._,' \ - \\) ,+`[ e\ \.-`''--......-. ''''''' `\. ) - _,--` /\ )`.`, (_(____________ / )_.-' | - //,/`_)' `''-. `/ _,.......----------'"""'`` / - \\)\) &O@/&W`" +` ________ _,` - `` ` &O/U&W ,` ,'`` ```````'"""""""'`` - &O /> &W | / - \'_, - -Falkor - -~ -0 40902660 1 -D3 -~ -~ -0 -1 18483 -D6 -~ -~ -0 -1 18485 -S -#18485 -In The Ruins Of Spook City~ -&O - /\ - ( ;`-v/--- ;._ - ,/'"/ ' < o\ '".-'\\\--, - ,/",/W u '`. - >,._.., )' - ,/' w ,U'v ;//')/')/'\;-)' - ,/"'/ W` 'v W |; )/' - ;'' | v' v`" W } \\ - " .'\ v `v/-W,) '\)\.)\/) - `\ ,/,)' ''')/-;' - \ - '". _ - \ - -&WA Presense Yet Unseen - -~ -0 40902660 1 -D3 -~ -~ -0 -1 18486 -D9 -~ -~ -0 -1 18484 -S -#18486 -In The Ruins Of Spook City~ -* * * - * * - * * - * * * - &Y* &W , .-.-,_, &Y* * - * &W )`-.>'` ( &Y* - *&W / `\ | &Y* - * * &W | _ | | &Y * * - * &W \ | | / / &Y * * - * * &W `=|_|/.=` &Y * * -&W (_______`-;`.-'_______) - / / - / / - /_____/ - - -The Empress' Lair - -~ -0 40902660 1 -D0 -~ -~ -0 -1 18487 -D1 -~ -~ -0 -1 18485 -S -#18487 -Gmork's Lair~ -The air here is thick, almost putrid. The walks are black, and crumbling -in decay. There is little light, and absolutely no air movement. You can -see that the lair extends to the north, but it is suggested you turn -back the way you came, for only your demise awaits you ahead. -~ -0 40902668 0 -D0 -~ -~ -0 -1 18488 -D2 -~ -~ -0 -1 18486 -S -#18488 -Chaos and Indifference~ -And you entered, despite the warning. Here is Gmork, the servant of The -Nothing. There is nothing but darkness here. No light. The dark is -thick, and it seems to be entering your very veins, overcoming and -surging throughout your body. All hope seems to have disappeared, and -there is only emptiness and indifference remaining. What a terrible place -to die. Alone, and probably never to be found. -~ -0 7348236 0 -D2 -~ -~ -0 -1 18487 -S -#18489 -The Center of the Main Floor~ -This is the main stage area where the Empress would address the people -of Fantasia. The stage is made of ivory, there are bergundy velvet -ropes adorning the edges of the stages. A small podium is just off to -the right, made of the same ivory, with a strange symbol cut into it. -The symbol seems to be two intertwined snakes, one black, one white. -There is a small doorway toward the back of the area, it seems to be -the enterance to where the Empress resides. Above the doorway, carved -into the ivory is a phrase "Believe In Your Dreams." -~ -0 40902656 1 -D0 -~ -~ -0 -1 18472 -S -#18499 -&RT&re&Rm&rp&Rt&ra&Rt&ri&Ro&rn&Rs &rD&Ro&rm&Ra&ri&Rn &ro&Rf &rD&Ra&rr&Rk&rn&Re&rs&Rs~ -&x. - -&RPlain and simple, &Wif you weren't invited, }RGET OUT!&D &WIf you were -invited &Cwelcome. &WIf you were transed, &Rkiss your }Wass&D &Ggoodbye. - - -~ -0 4 0 -S -#0 - - -#RESETS -M 1 18400 1 18440 -O 1 30 1 18440 -D 0 18407 1 1 -D 0 18403 2 1 -D 0 18402 0 1 -D 0 18415 2 1 -D 0 18416 2 2 -M 1 18401 1 18429 -O 1 18460 1 18418 -O 1 18402 1 18418 -M 1 18402 1 18404 -O 1 18461 1 18404 -M 1 18419 1 18470 -M 1 18499 1 18499 -E 1 21068 1 21 -E 1 7538 1 8 -M 1 18408 1 18450 -M 1 18409 1 18451 -M 1 18410 1 18452 -M 1 18406 1 18449 -G 1 18412 1 -G 1 18411 1 -M 1 18407 1 18449 -M 1 18418 1 18472 -M 1 18423 1 18462 -M 1 18424 1 18481 -M 1 18425 1 18408 -O 1 18463 1 18408 -D 0 18408 3 1 -D 0 18410 0 1 -D 0 18410 2 1 -M 1 18427 1 18411 -E 1 18467 1 16 -E 1 18468 1 5 -D 0 18411 2 1 -M 1 18428 1 18413 -O 1 18469 1 18413 -D 0 18413 0 1 -O 1 18470 1 18478 -M 1 18411 1 18433 -M 1 18403 1 18459 -E 1 18404 1 16 -E 1 18425 1 5 -E 1 18426 1 7 -M 1 18420 1 18461 -M 1 18421 1 18461 -M 1 18422 1 18461 -E 1 18462 1 16 -M 1 18429 1 18461 -O 1 30 1 18461 -M 1 18430 1 18475 -O 1 18450 1 18475 -O 1 20 1 18475 -O 1 18417 1 18414 -D 0 18414 0 2 -M 1 18418 2 18479 -M 1 18405 1 18488 -M 1 18426 1 18412 -E 1 18465 1 3 -O 1 18464 1 18412 -D 0 18412 0 1 -M 1 18404 1 18400 -E 1 18427 1 12 -D 0 18400 0 1 -S - - -#SHOPS - 18406 0 0 0 0 0 120 90 0 23 ; Urgl -0 - - -#REPAIRS - 18431 5 9 15 100 1 0 23 ; Falkor, the Luck Dragon -0 - - -#SPECIALS -M 18403 spec_breath_acid -M 18420 spec_breath_acid -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/firehall.are b/data/realm/areas_smaug1.4a/firehall.are deleted file mode 100644 index ecc3988..0000000 --- a/data/realm/areas_smaug1.4a/firehall.are +++ /dev/null @@ -1,9793 +0,0 @@ -#AREA The Hall of the Fire Giant King~ - - - -#AUTHOR Rolindar~ - -#RANGES -40 50 30 65 -$ - -#RESETMSG Heavy footsteps herald the arrival of reinforcements...~ - -#FLAGS -0 20 - -#ECONOMY 0 38882400 - -#MOBILES -#32000 -fire giant guard~ -a fire giant~ -A red-haired giant clad in steel plate stands behind the curtain. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> greet_prog 100~ -if isnpc($n) -else -yell Intruders at the Gate! -mpe The giant hurriedly winds a long bronze horn. -mpasound The sound of a horn being winded echoes through the hall. -endif -~ -> fight_prog 20~ -grunt -if rand(33) -mea $n The giant swings a fist the size of a small steer at you. -mpdamage $n 33 -endif -~ -> fight_prog 25~ -wield greatsword -~ -> rand_prog 2~ -wield greatsword -peer -~ -| -#32001 -ettin guard~ -an ettin guard~ -A two headed giant keeps an eye on the different passages. -~ -Ettins are often found as mercenaries in the employ of other races, -useful for their ability to detect hidden foes with their keen senses -and wide range of vision. They are not terribly bright, but are hard -workers and good fighters, if a trifle disorganized. -~ -35 544 -600 C -40 0 0 60d10+2600 6d6+12 -5000 0 -8 8 0 -21 6 13 18 21 6 6 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 0 0 128 3 -> fight_prog 33~ -wield morningstar -grunt -~ -> greet_prog 100~ -if isnpc($n) -else -snarl -yell Intruders in the grand hall! Send reinforcements! -mpe The ettin advances to face you. -endif -~ -> death_prog 100~ -mpe The ettin's heads continue to snarl and gibber as it perishes. -~ -> rand_prog 2~ -mpe The ettin carefully scans the passages that enter the throne room. -~ -| -#32002 -king snurre fire giant king~ -King Snurre~ -A fire giant of titanic proportions rises from his throne in anger! -~ -Orange, tusklike teeth protrude from the grinning maw of this ugly -monarch, his face covered in bright red bristles as tough as iron. -Immensely powerful muscles ripple beneath the black iron plate that -covers his scarred torso, and his huge fists clench a flaming sword -as long as a tall man. Fabulous gems glitter in his iron crown, which -covers most of his massive head. This fellow appears powerful, but -hardly a tactical genius. Surely he cannot be the power behind the -troubles? -~ -35 33563304 -666 C -48 0 -200 22d100+22500 0d0+0 -500000 0 -8 8 1 -25 13 13 22 22 13 13 --5 -5 -5 -5 -5 -6 24 0 0 1 1 3 -0 0 2047 80 2100481 2 16 2097155 -> rand_prog 66~ -wield two-handed -mprestore self 50 -mpat 32199 c 'cure blindness' -~ -> fight_prog 45~ -if rand(20) -mprestore self 100 -endif -if rand(33) -snarl -gouge -disarm -mea $r Snurre lunges at you, catching you off guard! -mer $r Snurre lunges at $r, catching $m off guard! -mpdamage $r 200 -else -if rand(45) -mpe _red Snurre's eyes glow red with rage, and he bellows loudly! -blitz -mpdamage $n 500 -else -if rand(33) -mea $r Snurre grabs ahold of you and dashes you against the wall! -mer $r Snurre grabs ahold of $r and dashes $r against the wall! -mpdamage $r 400 -else -gouge -endif -endif -endif -~ -> fight_prog 66~ -wield two-handed -if ischarmed($n) -mpe King Snurre charges at the ensorcelled creature, breaking its trance! -mpforce $n scream -mpdamage $n 2000 -mpforce $n say We're doomed! -mpforce $n flee -endif -if rand(25) -mpe _lbl Snurre calls for his hounds; one comes bounding towards the throne! -mpmload 32003 -mpforce 'hell hound' murder $n -else -if rand(33) -mea $n Snurre bashes his mailed fist into you! -mpdamage $n 400 -else -if rand(25) -mpe _red Flames dance along the blade of Snurre's sword as he swings it! -c 'fire breath' $r -else -mprestore self 100 -endif -endif -endif -~ -> all_greet_prog 100~ -if isnpc($n) -else -if race($n) == dwarf -scream -say Cursed dwarf, mortal enemy of my people! You would trespass here? -snarl -mea $n You grin as you prepare to battle an ancient foe. -else -mpe King Snurre rises to his full height and regards you. -say Stranger, you have erred to trespass 'pon my throne room. -mpe _red Brushing his cloak aside, he draws a flaming sword! -say Prepare to face the wrath of a fire giant chieftain! -snarl -endif -endif -~ -| -#32003 -hell hound~ -a hell hound~ -A massive hound, its fur aflame, stalks through the hall. -~ -These foul predators are favored pets and guards of the fire giants, -complementing their ettin guards well, for while the ettins can see -hidden foes, the hounds can detect magically concealed ones. -~ -37 33587720 -600 C -38 0 0 120d5+800 3d8+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839253 0 1 2 268435457 2 -> rand_prog 2~ -mpe The hound sniffs at the air, alert for intruders. -~ -| -#32004 -king guard fire giant~ -a fire giant~ -A king's guard stands before the throne, alert for intruders. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3500 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> greet_prog 100~ -if isnpc($n) -else -yell Intruders have breached the throne room, majesty! -mpe The guard moves to block your passage. -endif -~ -> fight_prog 25~ -if race($n) == dwarf -say Dwarven peon, you will perish at my hands! -mpe _red The giant is infused with strength tinged with fear as he battles. -bash -else -bash -endif -~ -| -#32005 -hydra pyrohydra~ -a pyrohydra~ -A ten headed pyrohydra is roused by your entrance. -~ -~ -35 33554984 -300 C -46 0 -200 10d100+21000 1d10+20 -1000000 0 -8 8 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 5 -0 0 8716329 206 2100257 0 262145 2 -> fight_prog 33~ -mea $r _red A gout of flame from one of the heads strikes you! -mer $r _red A gout of flame from one of the heads strikes $r! -c 'fire breath' $r -mpdamage $r 400 -~ -> fight_prog 25~ -mpgoto $i -mpe _red With a roar, the hydra turns many of its heads to a new target. -c 'fire breath' $r -~ -> death_prog 100~ -mpe _yel Gold pours from the carving as the hydra perishes! -if rand(25) -mpe _whi As the hydra perishes, a glowing ring can be seen beneath it. -mpoload 32007 -else -mpe _whi A small explosion occurs as the hydra's thrashing bulk crushes an item -mpdamage $r 200 -endif -~ -| -#32006 -serving maid fire giant~ -a serving maid~ -One of the Queen's serving maids awaits her Queen's orders. -~ -This sour woman is one of the Queen's many maidservants, who wait on -her night and day, slavishly attending her every need. They are cautious -of intruders, but not immediately hostile, assuming that if the intrusion -was uninvited then the guards would have dealt with it by now. Arrogance -in their own ability is a failing of all giant races, most especially -those of fire. -~ -65 512 -500 C -38 0 0 50d10+1500 5d5+15 -2500 0 -8 8 2 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 1 2 96 2 -> rand_prog 2~ -if ispc($r) -frown $r -endif -~ -> greet_prog 100~ -if ispc($n) -if rand(33) -tsk -say What riff raff. And so near the Queen, too. -shake -endif -else -mpe The maid concentrates on her duties. -endif -~ -> fight_prog 18~ -scream -~ -| -#32007 -queen frupy queen fire giant~ -Queen Frupy~ -A massive, bloated fire giant of hideous mein squats on a broad stool. -~ -This loathsome creature looks like something out of a horrid nightmare. -Her garish makeup does little to conceal her hairy, bloated features, -topped by bright orange hair that appears to move with a life of its -own. Blubbery limbs threaten to suffocate furniture they rest upon, -enveloping it in layers of fat bristling with red hair that could cut -steel. -~ -7 33563304 -666 C -46 0 -120 25d50+15000 3d12+18 -275000 0 -8 8 2 -23 13 13 23 23 13 13 -0 0 0 0 0 -6 25 0 0 1 1 2 -0 0 2047 448 2100225 514 512 3 -> rand_prog 66~ -wield sceptre -mpat 32199 c 'cure blindness' -~ -> fight_prog 66~ -wield sceptre -if name($n) == serving maid fire giant -say You would attack your own Queen? Perish! -mpe Frupy smashes her sceptre into the servant's face! -mpdamage $n 500 -endif -if rand(33) -gouge -disarm -snicker -mpdamage $r 125 -else -if rand(45) -mpe _blu Frupy proves herself a master of arcane lore... -c 'faerie fire' $r -c blindness $r -c weaken $r -c 'energy drain' $r -else -if rand(33) -c fireball -c fireball -c fireball -else -mprestore self 100 -endif -endif -endif -~ -> all_greet_prog 100~ -if name($n) == serving maid fire giant -sniff -say I have no need of your services... leave. -mpforce $n eye -say LEAVE! -mpforce $n eep -mpforce $n s -roll -else -if ispc($n) -eye $n -say Adventurer, you come at a most inconvenient time... -frown -say But bow before me in respect, and I shall deal with your requests... -snicker -else -endif -endif -~ -> act_prog p bows before you.~ -snicker -mer $n While $n is foolishly grovelling, $I raises her sceptre... -mea $n _red You feel a sudden pain as a heavy metal object strikes your head! -mer $n _red With a swift motion, she brings it down on $n's head! -mpslay $n -chuckle -~ -> fight_prog 100~ -if mobinroom(32008) == 2 -mpforce 'giant weasel' murder $n -mpforce '2.giant weasel' murder $n -else -if mobinroom(32008) == 1 -mpforce 'giant weasel' murder $n -else -endif -endif -~ -> rand_prog 3~ -mpe The Queen's weasels flatten their ears as she attempts to sing. -mpasound An indescribably awful wailing assaults your ears! -mpforce weasel moan -~ -| -#32008 -giant weasel~ -a giant weasel~ -A giant weasel stares at its owner in adoration. -~ -These agile rodents are devoted to their Queen, their loyalty unswervable -even by magical means. Despite being only beasts, they seem possessed of -unnatural intelligence... -~ -7 552 -200 C -35 0 0 40d10+800 3d11+7 -0 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -77 3 0 0 512 512 2 -0 0 329273 0 2048 0 3 2 -#32009 -fire giant matron chef~ -the Matron~ -An immensely fat fire giant hurls orders and knives at her servants. -~ -This grossly overweight cook is in charge of the kitchens, and prepares -meals for the five hundred or so giants that reside here. She is a foul -tempered brute, vicious and merciless- more than one servant has been -hurled into the lava pit for an error. -~ -7 552 -700 C -44 0 0 50d20+5000 6d6+42 -25000 0 -8 8 2 -24 13 13 13 24 13 13 -0 0 0 0 0 -6 21 0 0 1 1 0 -0 0 2047 80 2100225 2 768 771 -> fight_prog 20~ -grunt -mea $n _red The cook hurls a pan of boiling oil into your face! -mer $n _red The cook hurls a pan of boiling oil into $n's face! -mpforce $n scream -mpdamage $n 200 -cackle -~ -> rand_prog 2~ -mutter -say Get on with it, louts! -, kicks a servant in the seat of the pants. He goes screaming down the chute! -grin -~ -> fight_prog 15~ -mea $n _red $I grabs ahold of you, and hurls you into the fire pit! -mer $n _red $I grabs ahold of $n, and hurls $m into the fire pit! -muhaha -mpforce $n scream -mpdamage $n 400 -mea $n _red You stagger out, your clothes aflame! -mer $n _red $n staggers out, $s clothes aflame! -if rand(25) -say Here... cool off! -mea $n _red The matron douses you with a bucket of cooking oil! -mer $n _red The matron douses $n with a bucket of cooking oil! -mea $n _red The flames double in size! -mpdamage $n 400 -say Wrong bucket... -wink $n -else -mpe $I whirls to face another target while $n is aflame. -mpgoto $i -murder $r -endif -~ -> fight_prog 22~ -mea $n _yel $I grabs a cooking pot and slams it into your face! -mer $n _yel $I grabs a cooking pot and slams it into $n's face! -mpdamage $n 200 -roar -~ -> fight_prog 45~ -disarm -disarm -~ -> all_greet_prog 100~ -if isnpc($n) -eye $n -else -if race($n) == dwarf -mpe $I's eyes narrow and she begins to growl. -say Dwarf... Dwarf!... DWARF!!! -cackle -mea $n You feel rough hands grab you, and you are dragged to the chopping block -mer $n Several servants grab $n and drag $m to the chopping block. -mea $n _red $I draws a long knife, and slits you open! Guts pour out... -mer $n _red $I draws a long knife, and slits $n open! Guts pour out... -mpslay $n -grin -say Right, truss 'em up and we'll feast! -lick -else -eye $n -say What do you want, mercenary? Dinner isn't on yet! -mutter -roll -endif -endif -~ -> act_prog p DISARMS you!~ -wield carving -wink $n -say You want my knife... have it! -mea $n _red $I buries the lethal weapon in your guts! -mer $n _red $I buries the lethal weapon in $n's guts! -mpdamage $n 666 -grin -~ -> rand_prog 2~ -say I've told you for the last time, peon! -scream -say THE POTS GO ON THE BOTTOM SHELVES! -thwap thrall -mutter -~ -| -#32010 -obmi dwarf ~ -Obmi~ -A fat little dwarf sits scrawling notes in a ledger. -~ -This mountain dwarf appeared quite at home making plans for the king -until you burst in... he also appears remarkably well fed for a so -called 'prisoner'. And why does he still have his arms and armor? -~ -135 8744 -400 C -47 0 0 20d20+12600 8d4+38 -135000 0 -8 8 0 -22 13 13 22 22 13 13 -0 0 0 0 0 -2 3 0 0 5 1 0 -0 0 2047 3146256 3328 0 624 524291 -> death_prog 10~ -mpe _red As the dwarf perishes, a ring slips from his grasp... -mpoload 32021 45 -drop signet -~ -> fight_prog 33~ -wield axe -wield hammer -mpdamage $n 222 -~ -> all_greet_prog 100~ -gasp -if isnpc($n) -else -say Adventurer, you have come in the nick of time! -, leaps up from the desk and prostrates himself. -say I am a slave of Snurre, and have been held here for decades. -say Today he had decided to execute me, but now I am free! -smile - if race($n) == dwarf - mea $n You sense something duplicitous about this renegade dwarf... - mea $n Suddenly you remember! - mpforce $n say Obmi! Treacherous blackheart, you are no prisoner! - mpforce $n snarl - mpforce $n say Obmi is a traitor to my people! He must perish! - cringe - else - mea $n You sense something odd about the dwarf's claims... - endif -endif -~ -> fight_prog 18~ -if race($n) == dwarf -snarl -say Ye'll not have me, dwarfling! I shall escape, or perish! -endif -~ -| -#32011 -king guard fire giant offduty~ -a fire giant~ -A fire giant guard rests between shifts. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -sigh -~ -> rand_prog 5~ -mpe The guard's eyes slowly close and he nods off. -snore -~ -> fight_prog 18~ -if race($n) == dwarf -say Dwarven scum! Perish at my hands for my glory! -punch -punch -punch -endif -~ -> greet_prog 100~ -if isnpc($n) -say Leave us be! -mpforce $n s -else -if race($n) == dwarf -grin -say Look, chums, some sport! Let's play! -mea $n The giant grabs you and hurls you at the wall! -mer $n The giant grabs $n and hurls $m at the wall! -mpdamage $n 50 -mpforce $n groan -else -yell Intruders in the residental wing! Send reinforcements! -mpe The guard leaps to his feet and draws his sword! -endif -endif -~ -| -#32012 -gnoll mercenary~ -a gnollish mercenary~ -A gnollish mercenary lounges around in this opulent chamber. -~ -This mercenary has been assigned the task of guarding whoever lies within -the closed chambers to the east and south. He has become lax and indolent -recently, however, and shouldn't prove to be a difficult foe. -~ -39 512 -500 C -33 0 0 10d10+800 3d8+13 -500 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 47 0 0 0 112 524291 -#32013 -rakshasa~ -a rakshasa~ -A tigerlike creature clad in oriental robes reclines on a divan. -~ -Treacherous masters of illusion, these deceitful rogues are seeking to -forge an alliance with Snurre, though he has them locked up here until -he decides whether to trust them. They are powerful, and deadly foes, -and should not be taken lightly. -~ -7 6300202 -400 C -42 0 0 11d100+1200 4d5+20 -35000 0 -8 8 1 -13 22 13 22 13 22 22 -0 0 0 0 0 -74 0 0 0 1 1 1 -0 0 329407 911 1051648 0 270532611 1060098 -> rand_prog 2~ -purr -mprestore self 100 -~ -> fight_prog 18~ -c weaken -c 'faerie fire' -~ -> fight_prog 20~ -if rand(25) -c 'magnetic thrust' -else -if rand(30) -c 'sonic resonance' -else -c 'caustic fount' -endif -endif -~ -> act_prog flees~ -mprestore self 125 -~ -| -#32014 -fire giant soldier~ -a fire giant~ -A fire giant sits polishing his weapons and boasting to his comrades. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -if rand(33) -say So then I goes.. well maybe Hjaller will like 'em! -, roars with laughter. -else -if rand(45) -, grins as he polishes his sword to a sheen. -grin -say Could shave with dat, 'ere. -nod -else -if rand(33) -mutter -say Bloody captain has us out EVERY day... no damn good... -shake -mutter -else -roll -say Bleedin' guard duty for me again... -endif -endif -endif -~ -> fight_prog 20~ -if race($n) == dwarf -snarl -say Foolish little runt! I'll squash ye like a bug! -roar -endif -~ -| -#32015 -chimera ~ -the Chimera~ -A hideous, leonine creature with several heads leaps about madly. -~ -Goat, lion and dragon heads sprout from a leonine body covered in razor -sharp scales, while clipped wings sprout from the broad back, that ends -in a snake headed tail, which snaps and bites of its own volition. This -horrid beast is feared by all who are instructed to guard it, and with -good reason; it could rend a giant in seconds. -~ -101 33563272 -666 C -49 0 -100 250d20+6000 11d5+70 -0 0 -8 8 0 -22 13 13 22 22 3 3 -0 0 0 0 0 -89 3 0 0 1024 1024 2 -0 0 177571477 334 2100385 0 7 2 -> fight_prog 33~ -mea $n _gre The Chimera's serpentine tail whips round and bites you! -mpdamage $n 100 -c poison $n -~ -> fight_prog 15~ -mpe _red A gout of fire surges forth from the Chimera's draconian head! -c 'fire breath' -~ -> fight_prog 20~ -mpe _yel The chimera lowers its goat head and charges! -bash -stun -~ -> rand_prog 2~ -roar -mpasound An earth shattering roar shakes the foundations! -~ -> greet_prog 100~ -mea $n _yel The chimera bounds towards you, death on its mind... -roar -~ -> death_prog 66~ -mpe _red As the beast perishes, it coughs, twice, and belches up a book! -mpforce $r eye -mpoload 32030 -~ -| -#32016 -pen giard fire giant~ -a pen guard~ -A burly fire giant watches the reinforced iron door with caution. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> act_prog p An earth shattering roar shakes the foundations!~ -wince -~ -> rand_prog 3~ -peer -mutter -~ -> greet_prog 100~ -if ispc($n) -say Ho, you're not supposed to be in here stripling! -poke $n -else -if name($n) == chimera -gasp -yell The chimera is loose! -mpkill $n -else -frown -endif -endif -~ -> fight_prog 18~ -mea $n The giant picks up a large boulder and hurls it at you! -mer $n The giant picks up a large boulder and hurls it at $n! -mpdamage $n 100 -~ -| -#32017 -fire giant soldier~ -a fire giant~ -A fire giant tosses a large boulder around with his comrades. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -mpe The giant grimaces and hurls the boulder to a comrade! -~ -> fight_prog 18~ -mea $n The giant grabs a boulder and hurls it at you! -mer $n The giant grabs a boulder and hurls it at $n! -mpdamage $n 100 -~ -> greet_prog 33~ -if ispc($n) -say Here... catch! -mea $n The giant hurls a boulder at you, barely missing your head! -grin -else -endif -~ -| -#32018 -fire giant guard captain~ -the guard captain~ -The fire giant guard captain polishes his axes lovingly. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 552 -500 C -46 0 0 60d10+6000 8d4+18 -50000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3072 1 2 16 515 -> act_prog p DISARMS you!~ -wield axe -wield axe -waggle $n -headbutt -headbutt -~ -> fight_prog 33~ -snarl -~ -> fight_prog 18~ -roar -say What impudence! Perish, adventurer! -~ -| -#32019 -fire giant sentry~ -a fire giant sentry~ -A fire giant sentry peers intently down each corridor. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -peer -~ -> fight_prog 18~ -yell Intruders! Near the children! Send help! -mpe The giant bangs a long iron cylinder several times. -mpasound The sound of metal against metal echoes down the hall. -~ -| -#32020 -fire giantess~ -a fire giant~ -A giantess awaits the return of her husband. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 2 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 512 3 -#32021 -fire giant child~ -a fire giant child~ -A fire giant child scuffles with his friends. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -34 0 0 60d10+600 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 0 3 -#32022 -hell hound~ -a hell hound~ -A hell hound bounds through the pens, eager for excitement. -~ -These foul predators are favored pets and guards of the fire giants, -complementing their ettin guards well, for while the ettins can see -hidden foes, the hounds can detect magically concealed ones. -~ -37 33587720 -600 C -38 0 0 120d5+800 3d8+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839253 0 1 2 268435457 2 -#32023 -fire giant hell hound keeper~ -the keeper of the hounds~ -A hairy, barrel chested fire giant watches over the hounds. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -45 0 0 60d10+4500 8d4+18 -66000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3072 1 2 16 3 -> fight_prog 20~ -mea $n The keeper snakes his whip around your neck with remarkable skill! -mer $n The keeper snakes his whip around $n's neck with remarkable skill! -mpdamage $n 200 -~ -> fight_prog 33~ -mea $n The Keeper strikes you in the eye with his barbed whip! -mer $n The Keeper strikes $n in the eye with his barbed whip! -gouge -mpdamage $n 66 -if rand(30) -mpe The keeper whistles for his hounds! -open tapestry -mpe A hound comes bounding in. -mpmload 32022 -mpforce hound murder $n -endif -~ -> fight_prog 25~ -mea $n The keeper curls his whip round your weapon and yanks! -disarm -disarm -~ -> fight_prog 75~ -wield whip -close tapestry -~ -> rand_prog 30~ -wield whip -~ -| -#32024 -fire giant smith blacksmith~ -the fire giant smith~ -A knotty-limbed giant hammers at a black steel mace. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -3 552 -500 C -46 0 0 60d10+6000 8d4+40 -66000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3072 1 2 16 524291 -> rand_prog 3~ -mpe The giant hammers carefully at the heavy weapon. -mpasound The ringing of metal being hammered against metal echoes from nearby. -~ -> all_greet_prog 100~ -if isnpc($n) -else -frown -mea $n The fire giant glares at you, but chooses not to speak. -endif -~ -> act_prog p DISARMS you!~ -mpe The weapon springs back to the smith's hand! -wield blacksteel -~ -> death_prog 100~ -if rand(25) -rem blacksteel -mpe As the giant dies, he hurls the mace with his last ounce of strength. -mpe _red It lands in the lava pit and is consumed in seconds! -grin -mpjunk blacksteel -else -mpe As the giant dies, his magical weapon slips from his grasp. -rem blacksteel -drop blacksteel -endif -~ -| -#32025 -fire giant torturer~ -the King's torturer~ -A scarred, twisted giant scowls as he concentrates on his game. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -3 552 -500 C -44 0 0 60d10+4000 8d4+40 -66000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3072 1 2 512 524291 -> fight_prog 18~ -mea $n The torturer grabs you and attempts to hurl you in the iron maiden! -mer $n The torturer grabs $n and attempts to hurl $m in the iron maiden! -if rand(66) -mea $n You manage to slip out of his grasp. -else -mea $n _red You land in the spiked coffin, and he slams it shut! -mer $n _red $n lands in the spiked coffin, and $I slams it shut! -mpdamage $n 500 -mpforce $n scream -laugh -endif -~ -> fight_prog 10~ -mea $n The torturer grabs you and attempts to hurl you down the well! -mer $n The torturer grabs $n and attempts to hurl $m down the well! -if rand(50) -mea $n You manage to wriggle free of his grasp. -else -mea $n You cry out as you go hurtling down the well! -mer $n $n cries out as $e goes hurtling down the well! -mptrans $n 32067 -mpat 0.$n mea 0.$n You hit the water at the bottom... HARD. -mpat 0.$n mpdamage 0.$n 400 -mpat 0.$n mer 0.$n $n comes hurtling in from above! -cackle -endif -~ -> rand_prog 2~ -mpe $I suddenly throws his hands up in disgust. Dice fly everywhere! -mpforce headsman chuckle -mpe The headsman sweeps all the gold on the table into his pouch. -~ -| -#32026 -fire giant headsman ~ -the King's headsman~ -A hooded giant watches his companion closely. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -3 552 -500 C -44 0 0 60d10+4000 8d4+40 -66000 0 -8 8 1 -25 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3072 1 2 16 524291 -> fight_prog 10~ -mea $n _red Visions of horror cloud your mind as $I's axe approaches! -mea $n _red You feel pain as it cuts deeply into you! -mpdamage $n 400 -mer $n _red $I's axe cuts deeply into $n! -~ -> fight_prog 18~ -mea $n $I grabs you and attempts to hurl you down the well! -mer $n $I grabs $n and attempts to hurl $m down the well! -if rand(66) -mea $n You manage to wriggle free of his grasp. -else -mea $n You cry out as you go hurtling down the well! -mer $n $n cries out as $e goes hurtling down the well! -mptrans $n 32067 -mpat 0.$n mea 0.$n You hit the water at the bottom... HARD. -mpat 0.$n mpdamage 0.$n 400 -mpat 0.$n mer 0.$n $n comes hurtling in from above! -cackle -endif -~ -> fight_prog 33~ -wield headsman -grin -~ -| -#32027 -boldo fire giant lieutenant~ -Boldo~ -A huge fire giant is chained to the far wall of this cell. -~ -Imprisoned for disrespect to his king, Boldo was once Snurre's trusted -lieutenant, and also the brains behind many of Snurre's actions, though -not the instigator- planning such an ambitious series of strikes that -the giant races have carried out recently is beyond any giant. He is -not to be trusted, naturally, but he may have some interesting tidbits -about his former employer. -~ -3 512 -765 C -46 0 -100 10d100+7000 7d6+28 -0 0 -8 8 1 -25 13 13 13 25 13 13 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 336 2100225 2 400 2 -> greet_prog 100~ -mpe $I looks up, disinterest evident on his face. -say Well, what do you want? -~ -> rand_prog 2~ -sigh -~ -> bribe_prog 100~ -say That's a tidy sum, $n... -say In return, I'll tell you a little about our 'king'... -, snorts in derision. -if rand(20) -say Snurre isn't behind these raids, the dark ones are. -nod -say They are swathed in black, and speak only to him. -say I don't trust 'em... -else -if rand(33) -say I hear the chimera ate the dragon book that Snurre was after. -snicker -say Pity, I hear that wyrm has inestimable wealth... -else -if rand(60) -say I'd watch out for that temple, whoever goes in doesn't come out. -nod -else -say The giants are the least of yer worries, $n. When the blackclad -say fellas find you, then you'll be in trouble. Even magic can't do -say much to em... -endif -endif -endif -~ -> fight_prog 25~ -mpe $I fights ferociously, despite being chained to the wall! -mpdamage $n 300 -snarl -~ -| -#32028 -eclavdra drow eph'ss cleric~ -Eclavdra~ -The drow Ehp'ss reclines here on a divan. -~ -The foul arbiter of the dark plans of the giantish races, Eclavdra is -the undisputed head of Eilservs, the most powerful in Erelhei Cinlu. -In an unprecedented display of cohesive organization, the drow have -managed to control and coerce the giants into their war on humanity, -and to reap the spoils of the victor. Eclavdra will be infuriated at -any who hinder her grand scheme. Such lawful planning is against the -chaotic nature of the Drow, and as such Lolth has abandoned them, so -they now worship an Elder Elemental Deity. -~ -7 105390760 -1000 C -50 0 -300 18d100+21820 8d10+48 -1000000 0 -8 8 2 -13 13 22 13 13 22 22 -0 0 0 0 0 -1 1 0 0 3 1 2 -0 0 2047 0 3149199 0 1252265984 135 -> hitprcnt_prog 10~ -if inroom($i) == 32077 -mpe _yel $I steps back from the fray and snarls. -say Cursed fools, you think you've won? This is but the beginning! -cackle -say Much as I'd love to see how this plays out, I have urgent business -say to attend to in Erelhei Cinlu... -mpe _gre A greenish mist suddenly surrounds the Ehp'ss... -mpe _yel When it clears she is gone! -mpforce $r curse -mpgoto 32196 -say Prepare, the enemy approaches! -else -if inroom($n) == 32196 -snarl -say I shall not perish easily, $n! -vom -gouge -c 'necromantic touch' -endif -~ -> rand_prog 33~ -mprestore self 200 -~ -> fight_prog 75~ -wield tentacle -if rand(25) -mprestore self 66 -endif -if rand(20) -mea $n _gre The teeth of $I's tentacle rod sink into your flesh! -c weaken -c lethargy -c poison -mpdamage $n 600 -else -if rand(45) -mpe _gre $I disappears in a cloud of greenish smoke... -mpgoto $i -mpe _gre She rematerializes behind $r! -grin $r -c 'necromantic touch' $r -cackle -else -if rand(33) -mpe _red Twin bolts of flame surge from $I's fingertips, striking $n! -mpdamage $n 800 -mpforce $n scream -else -c unravel $r -endif -endif -endif -~ -> fight_prog 33~ -c 'faerie fire' $r -c blindness $r -c curse $r -mpdamage $r 400 -~ -> act_prog flees~ -snicker -mpe _pur Twin bolts of purplish energy surge after $n! -mpat 0.$n mea 0.$n _pur Twin bolts of purplish energy surge after you! -mpat 0.$n mer 0.$n _pur Twin bolts of purplish energy strike $n! -mpat 0.$n mpdamage 0.$n 600 -~ -> all_greet_prog 100~ -if inroom($i) == 32077 -mpe The Ehp'ss smiles and rises to her feet, running a hand over her clothes. -say So... you have stumbled onto me, $n. You certainly took your time! -chuckle -hrm -say Tell me, $n, before I destroy you... what did you hope to achieve? -say The events that have been put in motion cannot be stopped now... -say The blessings of The Eye are 'pon us.. we are unstoppable! -cackle -lick -mpe _red $I calls upon her mistress to aid her in battle! -else -if inroom($i) == 32196 -snarl -say Still you hound me! When will you learn it is hopeless?? -say Guards! Finish $m off! -else -mpe $I looks confused at her surroundings. Without a word, she vanishes! -mpgoto 32077 -endif -endif -~ -> death_prog 5~ -mpe _ora A strange hue suffuses Eclavdra as she perishes. -mpe $I's features twist into a grimace of horror as Lolth punishes her. -mpe _lbl Lolth says 'You strayed from the flock, errant one...' -mpe _lbl Lolth says 'Go then, to the Eye, I shun thee!' -mpe _lbl Lolth's voice echoes through the chamber, drifting into laughter. -mpe $I's equipment falls from her as her form shrivels and withers. -rem all -mpjunk all -mpoload 32090 50 -~ -| -#32029 -drow curate~ -a drow curate~ -A beautiful drow priestess awaits orders from the Ehp'ss. -~ -This evil priest is a devotee of the Eye, serving her through her service -to her house, and Eclavdra, aiding the Eph'ss in her diabolical scheme -for world conquest. She is as cold and merciless as she is beautiful. -~ -35 8872 -1000 C -44 0 0 3d3+5000 5d5+25 -43000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 1 0 0 3 2 0 -0 0 2047 911 7168 16 1126436864 35 -> fight_prog 10~ -c 'faerie fire' -~ -> fight_prog 12~ -c feebleness -c 'energy drain' -~ -> fight_prog 15~ -c lethargy -~ -> fight_prog 18~ -c 'ill fortune' -~ -> fight_prog 22~ -c weaken -~ -| -#32030 -wall tentacles~ -a wall of tentacles~ -A writhing wall of tentacles blocks an exit to the south. -~ -~ -35 8872 -200 C -46 0 -222 50d50+4500 3d10+30 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 3 0 0 65536 65536 3 -0 0 8192 152 2109184 0 512 3 -> fight_prog 33~ -c gas -~ -> rand_prog 20~ -mprestore self 200 -~ -> fight_prog 45~ -mea $n _gre A tentacle strikes you in the face! -gouge -disarm -~ -> rand_prog 100~ -mpclosepassage 32075 2 -~ -> death_prog 100~ -mpe _gre As the wall dissolves in a pile of greenish gas, a passage opens... -mpopenpassage 32075 32076 2 -~ -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -mpe _yel The wall explodes into life as you approach! -c gas -else -endif -endif -~ -| -#32031 -gnoll thrall~ -a gnoll thrall~ -A cowering gnoll rushes about the kitchen. -~ -Normally competent opponents in their own right, these gnolls have been -cowed by the giants into servitude, and reduced to shadows of their -former selves. -~ -135 512 -500 C -30 0 0 10d10+500 3d8+13 -40 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 47 0 0 0 592 524291 -> rand_prog 2~ -cringe -~ -> rand_prog 2~ -, cowers away as the Matron glares at him. -~ -| -#32032 -fire giant door guard ~ -a fire giant guard~ -A fire giant guards the double doors to the east. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -peer -nod -~ -> rand_prog 75~ -close e -~ -> fight_prog 20~ -mpe The giant bangs loudly on the door, and cries for help! -mpasound The sound of someone hammering on a door comes from nearby. -mpe Disinterested grunts are his only reply. -mutter -say Fine, I'll take the alone! -~ -| -#32033 -troll guard~ -a troll guard~ -A hideous, bloodthirsty troll snarls and gnashes his teeth. -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -~ -39 552 -1000 C -40 0 0 20d20+1800 3d5+30 -1000 0 -8 8 0 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 3088 129 3 2 -> act_prog p pound misses you.~ -mea $n Your weapon glances harmlessly off its rubbery hide! -~ -> act_prog p crush misses you.~ -mea $n Your weapon glances harmlessly off its rubbery hide! -~ -> rand_prog 2~ -drool -~ -> all_greet_prog 100~ -if isnpc($n) -else -if rand(33) -cackle -say Fresh meat! -lick -else -if rand(45) -drool -say Dinner time! -else -if rand(20) -grin -say Come to your deaths, mortling! -else -muhaha -endif -endif -endif -endif -~ -> fight_prog 20~ -mpe The troll cries out for assistance from the slaves it guards! -if rand(20) -mpat 32090 mpforce thrall s -else -if rand(30) -mpat 32089 mpforce thrall n -else -c poison -endif -endif -~ -| -#32034 -gnoll thrall~ -a gnoll thrall~ -A gnollish thrall sits on a pile of straw, awaiting an assignment. -~ -Normally competent opponents in their own right, these gnolls have been -cowed by the giants into servitude, and reduced to shadows of their -former selves. -~ -39 512 -500 C -30 0 0 10d10+500 3d8+13 -40 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -39 3 0 0 1 1 0 -0 0 47 0 0 0 80 524291 -#32035 -fire giant mummy king terman~ -King Terman~ -The mummified remains of an ancient king rise from the grave! -~ -An ancestor of Snurre, Terman was awakened by wererat tomb raiders, and -now hungers for revenge! Having slain or scared away his defilers, he -now cannot rest until he is satisfied that his tomb is safe once more. -~ -39 4203180 -666 C -47 0 -111 400d1+17600 6d6+48 -750000 0 -8 8 0 -25 13 13 13 25 3 3 -0 0 0 0 0 -67 1 0 0 65537 1 4 -0 0 0 1056964 7169 0 80 536071 -> fight_prog 20~ -stun -mpdamage $n 500 -~ -> fight_prog 33~ -mea $n _gre $I's rotting touch strikes your exposed flesh! -mer $n _gre $I's rotting touch strikes $n's exposed flesh! -mpforce $n moan -mea $n _gre Tomb rot ravages your body! -mpdamage $n 333 -mpdamage $n 333 -~ -> fight_prog 66~ -disarm -get all -muhaha -~ -> act_prog flees~ -nod -say Yes, flee and begone, $n! But your companions will suffer! -cackle -c gas -~ -> death_prog 100~ -mpe _yel $I is suddenly abandoned by the spirits of his ancestors! -mpe _yel Their influence seeps from him, coalescing near his still form. -mpoload 32054 40 -~ -> all_greet_prog 100~ -mpe _yel A ghastly figure rises from the sacrophagus and turns to face you. -scream -say Can I not be left in peace? -moan -if isimmort($n) -else -murder $n -endif -~ -> rand_prog 100~ -close e -mprestore self 20 -~ -| -#32036 -fire giant wandering~ -a fire giant~ -A fire giant makes his way about the citadel. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -97 512 -500 C -41 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -#32037 -hell hound wandering~ -a hell hound~ -A hell hound stalks through the spacious halls. -~ -These foul predators are favored pets and guards of the fire giants, -complementing their ettin guards well, for while the ettins can see -hidden foes, the hounds can detect magically concealed ones. -~ -37 33587720 -600 C -38 0 0 120d5+800 3d8+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839253 0 1 2 268435457 2 -#32038 -stone giant engineer~ -a stone giant~ -A stone giant engineer inspects the stonework here. -~ -Made from the substance they are named after, stone giants can withstand -incredible amounts of damage, and are very difficult to injure in the -first place. They are not an evil race, but rather they work for whoever -pays them in much-loved gems and jewels. -~ -69 672 0 C -38 0 -300 1d1+4000 4d6+24 -10000 0 -8 8 1 -22 13 13 13 22 13 13 -0 0 0 0 0 -6 3 0 0 1 1 1 -0 0 0 3161551 32 16 256 8194 -> rand_prog 2~ -hrm -ponder -~ -> rand_prog 2~ -nod -say Ah yes, that's it... -, makes some notes on a clay tablet. -~ -> greet_prog 100~ -if name($n) == hell hound wandering -pat $n -smile -else -if isnpc($n) -bow $n -else -smile -say Hullo there. Enjoying your stay? -nod -endif -endif -~ -| -#32039 -ettin guard offduty~ -an offduty ettin~ -An offduty ettin sits resting with his companions. -~ -Ettins are often found as mercenaries in the employ of other races, -useful for their ability to detect hidden foes with their keen senses -and wide range of vision. They are not terribly bright, but are hard -workers and good fighters, if a trifle disorganized. -~ -35 544 -600 C -40 0 0 60d10+2600 6d6+12 -5000 0 -8 8 0 -21 6 13 18 21 6 6 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 0 0 128 3 -> rand_prog 2~ -mpe The ettin tears a chunk of flesh from a human thigh and devours it! -mmm -burp -~ -> rand_prog 3~ -puke -~ -> greet_prog 100~ -if ispc($n) -say H-h-hey... yyyou shhhouldn't b-be h-here! -burp -else -endif -~ -| -#32040 -stone giant engineer~ -a stone giant~ -A stone giant engineer makes plans for renovations to this level. -~ -Made from the substance they are named after, stone giants can withstand -incredible amounts of damage, and are very difficult to injure in the -first place. They are not an evil race, but rather they work for whoever -pays them in much-loved gems and jewels. -~ -7 672 0 C -38 0 -300 1d1+4000 4d6+24 -10000 0 -8 8 1 -22 13 13 13 22 13 13 -0 0 0 0 0 -6 3 0 0 1 1 1 -0 0 0 3161551 32 16 256 8194 -> greet_prog 100~ -if isnpc($n) -say I'm rather busy right now... -mpforce $n nod -mpforce $n s -close s -roll -else -eye $n - if sex($n) == 2 - say Can I help you, m'lady? - else - say Can I help you, sir? - endif -endif -~ -| -#32041 -hill giant refugee~ -a hill giant refugee~ -A giant who escaped the burning of the steading rests here. -~ -After adventurers on the same mission as you laid waste to his tribe, -this hill giant fled here, carrying news of the destruction of the -steading, and the mission of the adventurers to lay all three tribes -to rest. His spirit has beek broken and he is unlikely to offer more -than a token resistance. -~ -131 512 -400 C -34 0 0 20d30+1200 0d0+0 -1750 0 -8 8 1 -19 13 13 18 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 0 0 128 2 -#32042 -hill giant refugee female~ -a hill giant refugee~ -A hill giant refugee prepares a small meal. -~ -After adventurers on the same mission as you laid waste to his tribe, -this hill giant fled here, carrying news of the destruction of the -steading, and the mission of the adventurers to lay all three tribes -to rest. His spirit has beek broken and he is unlikely to offer more -than a token resistance. -~ -131 512 -400 C -34 0 0 20d30+1200 0d0+0 -1750 0 -8 8 2 -19 13 13 18 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 0 0 512 2 -#32043 -fire giant sergeant~ -the fire giant sergeant~ -A fire giant sergeant watches over the giants quartered here. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3500 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> greet_prog 100~ -if ispc($n) -say Protect the children! -snarl -else -endif -~ -> fight_prog 20~ -say Protect the children! -snarl -stun -~ -| -#32044 -fire giantess~ -a fire giant~ -A giantess hems several garments and keeps an eye on the young. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 2 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 512 3 -> rand_prog 2~ -sing -~ -| -#32045 -fire giant child~ -a fire giant child~ -A fire giant child dashes about the legs of the adults. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -34 0 0 60d10+600 8d4+18 -5000 0 -8 8 2 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 0 3 -> rand_prog 2~ -giggle -~ -> rand_prog 2~ -laugh -~ -| -#32046 -gnoll prisoner~ -a gnoll prisoner~ -An unruly gnollish thrall has been imprisoned until he calms down. -~ -Normally competent opponents in their own right, these gnolls have been -cowed by the giants into servitude, and reduced to shadows of their -former selves. -~ -7 512 -500 C -30 0 0 10d10+500 3d8+13 -40 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 47 0 0 0 80 524291 -> rand_prog 2~ -mutter -~ -> rand_prog 2~ -say RELEASE ME! -growl -mpasound Sounds of displeasure can be heard from behind a cell door. -~ -> greet_prog 33~ -if ispc($n) -say Who the hell are you? -else -roll -endif -~ -| -#32047 -troll prisoner~ -a troll prisoner~ -An insubordinate troll is being imprisoned and tortured. -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -This particular one was disliked and caused trouble, and so he is being -used for torture practice- his wounds regenerate rapidly, making him -ideal. -~ -39 552 -1000 C -40 0 0 20d20+1800 3d5+30 -1000 0 -8 8 0 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 3088 129 3 2 -> rand_prog 2~ -growl -~ -> rand_prog 33~ -mpe The troll's wounds close spontaneously! -mprestore self 50 -~ -> fight_prog 20~ -mpe The troll's wounds close spontaneously! -mprestore self 50 -grin -~ -| -#32048 -centaur~ -a centaur~ -A proud centaur defiantly awaits execution. -~ -This unfortunate creature was spirited from its home far away from here -by magic, and now awaits his fate, as a sacrifice to whatever dark gods -the giants worship. -~ -3 512 400 C -33 0 0 1d1+1000 3d8+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 513 512 0 -0 0 100730417 0 0 0 608 2 -#32049 -elven noble~ -an elven noble~ -A naked elven noble huddles in the straw. -~ -Members of a party sent to lay the enemy to rest, this unfortunate -woman and her companions were captured, tortured and flung into this -cell, to await their horrid fates as blood sacrifices. -~ -3 520 700 C -38 0 0 50d15+1200 0d0+0 -0 0 -8 8 2 -13 18 13 13 13 18 18 -0 0 0 0 0 -1 3 0 0 2 2 0 -0 0 2047 7936 2097152 0 576 2178 -#32050 -fire giant guard~ -a fire giant prison guard~ -A fire giant shares laughs and beers with his companions. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 17 16 2 -0 0 2047 3072 1 2 16 3 -> fight_prog 33 ~ -wield spear -wield greatsword -~ -> greet_prog 100~ -if ispc($n) -mpe The giant hurls his mug of ale down and draws his weapons! -snarl -else -mpe The guard bids the new arrival to join them. -endif -~ -> rand_prog 2~ -laugh -mpe The giant slaps one of his companions on the back. -mpforce wererat growl -hmm -~ -| -#32051 -wererat~ -a wererat~ -A wererat in man form sits on a stool, chatting. -~ -This evil creature serves other races as a scout and mercenary, valued -for their abilities in each area, as well as their immunity to conventional -arms. -~ -39 552 -750 C -35 0 0 20d25+900 4d4+14 -800 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -47 3 0 0 129 1 2 -0 0 33883833 3584 8448 0 3 2 -> fight_prog 20~ -mpe _yel The wereat becomes more bestial as the fight progresses! -~ -> rand_prog 33~ -wield drow -~ -| -#32052 -wererat ~ -a wererat~ -A wererat charges at you out of the darkness! -~ -Whiskers sprout from their rodent features as these creatures grow -fur and tails from their once-human skin. With a snarl and an insult, -they prepare to rend you to shreds! -~ -39 98856 -750 C -35 0 0 20d25+900 4d4+14 -800 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -47 3 0 0 129 128 2 -0 0 33883833 3584 8448 0 3 2 -> rand_prog 33~ -wield drow -sneak -hide -close wall -~ -> hitprcnt_prog 10~ -mpe _yel The wererat attempts to dash downstairs to summon help! -close wall -flee -~ -| -#32053 -titan~ -a titan~ -A mighty titan sits in a stupor near the door, bound by heavy chains. -~ -With powers likening him unto a god, only the most foolish would risk -the wrath of any titan. It seems amazing that Snurre has managed to -capture him, though perhaps the titan is merely playing along for his -own reasons... -~ -3 4207272 1000 C -52 0 -300 1d1+28000 12d12+48 -0 0 -8 8 1 -25 25 25 25 25 25 25 -0 0 0 0 0 -90 1 0 0 65537 1 5 -66 0 16 143 3153408 0 16 3 -> fight_prog 33~ -roar -mpe _whi Blinding white energy floods the chamber! -mpdamage all 400 -~ -> fight_prog 15~ -snarl -if isevil($n) -say Perish in the fires of hell, evil one! -mea $n _red The titan points a finger at you, and you are engulfed in flame! -mer $n _red The titan points a finger at $n, and $e is engulfed in flame! -c 'fire breath' $n -else -stun -bash -disarm -endif -~ -> fight_prog 45~ -c earthquake -c earthquake -c earthquake -if rand(33) -mpe _whi The titan's wounds are bathed in holy light. -mprestore self 50 -endif -~ -> fight_prog 66~ -disarm -get all -mea $r _yel The titan grabs you and hurls you against the wall! -mer $r _yel The titan grabs $r and hurls $m against the wall! -mpdamage $r 500 -~ -> rand_prog 2~ -mprestore self 1000 -~ -> act_prog circle~ -mea $n The titan whirls to face your cowardly attack! -mea $n Raising a fist, he smashes it into you! -mpdamage $n 200 -~ -> act_prog flees~ -shake -yell Come back $n, I'm not done with you yet! -cackle -~ -> rand_prog 100~ -close n -~ -> fight_prog 100~ -close n -~ -> all_greet_prog 100~ -if isimmort($n) -say Please free me $n! -else -if isevil($n) -mea $n Your arrival stirs the titan from his stupor! -say Spawn of evil! Do not seek to torment me! Perish! -murder $n -else -mpe The titan remains quiet, reluctant to converse with mortals. -endif -endif -~ -| -#32054 -thief~ -a captured thief~ -A comely half-elf is chained to the wall, awaiting execution. -~ -This clever thief proved to be a little too clever for her own good, -when she was caught trying to find the king's treasure room, and was -captured by his guards. Narrowly avoiding being slain on the spot, -she convinced Snurre to hold an official 'trial', and hopes to escape -while he ponders exactly how to go about this. -~ -135 33320 -500 C -44 0 0 11d11+2200 3d3+21 -0 0 -8 8 2 -15 15 8 18 16 17 17 -0 0 0 0 0 -9 2 0 0 3 1 2 -0 0 2047 288 3072 0 592 524291 -> bribe_prog 100~ -smile -say Why thank you... One favor deserves another... -say I was seeking the king's treasure room, and gleaned the -say following information- -say The entrance is behind the king's throne, and the room itself -say is guarded by a fearsome beast, beyond my ability to best. -~ -> fight_prog 18~ -disarm -gouge -wink -~ -> fight_prog 33~ -mpe The thief manages to dodge many of your blows! -wink -mpgoto $i -murder $r -snicker -~ -> all_greet_prog 100~ -if ispc($n) -wink $n - if sex($n) == 2 - say Hello dear... care to help me escape this place? - mea $n The thief stares enticingly at you. - else - say Hello handsome... care to help me escape this place? - mea $n The thief stares enticingly at you. - endif -else -roll -say Here we go... -endif -~ -| -#32055 -gnoll prisoner~ -a gnoll prisoner~ -A gnoll imprisoned for stealing sits quietly in the corner. -~ -Normally competent opponents in their own right, these gnolls have been -cowed by the giants into servitude, and reduced to shadows of their -former selves. -~ -7 512 -500 C -30 0 0 10d10+500 3d8+13 -40 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 47 0 0 0 80 524291 -#32056 -troll assistant~ -a trollish smith~ -A troll aids the smith in his work. -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -~ -7 552 -1000 C -40 0 0 20d20+1800 3d5+30 -1000 0 -8 8 0 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 3088 129 3 2 -> rand_prog 2~ -mpe The troll labors, endeavouring to stay well clear of the fires. -~ -> greet_prog 100~ -mpe The troll looks at you but says nothing. -~ -| -#32057 -drow warrior~ -a drow warrior~ -A lean dark elf clad in black watches out for intruders. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. -~ -35 98856 -1000 C -42 0 0 11d30+1800 2d8+18 -15000 0 -8 8 1 -14 18 13 18 13 18 18 -0 0 0 0 -10 -1 3 0 0 2 2 2 -0 0 2047 207 1056000 0 64 524291 -> fight_prog 10~ -c 'faerie fire' -~ -> fight_prog 33~ -wield shortsword -~ -> rand_prog 33~ -sneak -hide -~ -> greet_prog 45~ -if isimmort($n) -else -if ispc($n) -mpe The guard raises his crossbow and fires! -zap $n -else -endif -endif -~ -> fight_prog 10~ -mpe The guard raises his crossbow and fires! -zap $r -~ -| -#32058 -fire giant residental hall guard~ -a fire giant hall guard~ -A fire giant strolls through the residental halls. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -97 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> greet_prog 100~ -if ispc($n) -, grips his weapon and prepares to do battle! -else -endif -~ -> fight_prog 15~ -snarl -~ -| -#32059 -drow mage commander~ -a drow mage~ -A drow mage, the commander of these guards, awaits orders. -~ -This lean, cruel faced man is clad in drow armor, and in addition to -the latent magical abilities all drow possess he is also the commander -of potent magical attacks. The men who serve him do so under orders of -their house, which is of course headed by Eclavdra, as all drow are -commanded by females. -~ -35 552 -1000 C -43 0 0 2d2+2000 11d1+9 -50000 0 -8 8 1 -13 18 13 18 13 18 13 -0 0 0 0 0 -1 0 0 0 2 2 2 -0 0 2047 719 7424 0 268435456 10243 -> fight_prog 10~ -c 'faerie fire' -zap $r -~ -> fight_prog 33~ -snarl -c 'lightning bolt' $n -~ -> fight_prog 20~ -c 'dispel magic' $n -~ -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -say Soldiers assemble! Kill the intruders, in the name of the Eye! -c iceshield -c blindness $n -else -mpe $I waves $n on by. -endif -endif -~ -| -#32060 -troll warrior~ -a trollish warrior~ -A huge troll wanders through the caverns. -~ -These trolls are not hill trolls, as are commonly seen in and around -Darkhaven. These rubbery-skinned, black eyed terrors with claws that -can rip steel are dark trolls, used as guards and muscle by most -intelligent subterranean races. To see them here does not bode well. -~ -101 98856 -1000 C -40 0 0 20d20+1800 3d5+30 -1000 0 -8 8 0 -20 13 13 20 13 3 3 -0 0 0 0 0 -8 3 0 0 64 64 0 -0 0 262184 2097984 3088 129 3 2 -#32061 -hell hound guardian~ -a hell hound~ -A hell hound prowls about in this cave. -~ -These foul predators are favored pets and guards of the fire giants, -complementing their ettin guards well, for while the ettins can see -hidden foes, the hounds can detect magically concealed ones. -~ -39 33587720 -600 C -38 0 0 120d5+800 3d8+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839253 0 1 2 268435457 2 -> fight_prog 10~ -mpe _yel The hound yelps loudly as it battles! -~ -| -#32062 -drow warrior~ -a drow warrior~ -A drow warrior stands sentry near his commander. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. -~ -35 98856 -1000 C -42 0 0 11d30+1800 2d8+18 -15000 0 -8 8 1 -14 18 13 18 13 18 18 -0 0 0 0 0 -1 3 0 0 2 2 2 -0 0 2047 207 1056000 0 64 524291 -> rand_prog 33~ -sneak -hide -~ -> rand_prog 2~ -peer -~ -> fight_prog 10~ -mpe _yel The drow raises his crossbow and fires! -zap $n -~ -> greet_prog 25~ -if isimmort($n) -else -if isnpc($n) -else -mpe _yel The drow raises his crossbow and fires! -zap $n -endif -endif -~ -> fight_prog 10~ -c 'faerie fire' -~ -| -#32063 -fire giant sentry~ -a fire giant sentry~ -A fire giant sentry stands watch here, alert for intruders. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -peer -~ -> fight_prog 13~ -mea $n _yel The giant fetches a boulder and hurls it at you! -mpdamage $n 50 -~ -> fight_prog 20~ -if race($n) == dwarf - if rand(33) - say Cop this, you little runt! - snarl - bash - else - say You will perish at my hands, ancient foe! - grin - gouge - endif -endif -~ -> hitprcnt_prog 5~ -yell Help me! I am dying! -moan -~ -| -#32064 -roper~ -a roper~ -A stubby mound of flesh bristling with tentacles blocks your way! -~ -These foul creatures batter unwary victims with their tentacles before -dragging them to their snapping, biting maw, which can crush rock. They -are intelligent and evil, and seek to devour most other lifeforms. -~ -39 680 -765 C -44 0 -100 50d10+4500 4d4+12 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 65536 65536 4 -0 0 9216 614 1051920 1 0 1 -> fight_prog 60~ -if rand(40) -mea $n The roper bashes you with a tentacle! -mpdamage $n 50 - if rand(10) - bash - endif - if rand(45) - disarm - endif - if rand(20) - gouge - endif -endif -if rand(25) - if dex($r) < 16 - mea $r The roper manages to curl a tentacle around you and drag you closer! - mer $r The roper manages to curl a tentacle around $r and drag $m closer! - mpforce $r scream - mpdamage $r 200 - else - mea $r You manage to avoid the roper's groping tentacles. - endif -endif -if rand(12) -mpe The roper's rubbery hide begins to heal! -mprestore self 50 -endif -~ -| -#32065 -fire lizard false dragon~ -a fire lizard~ -A wyrmlike beast rears from a pile of rocks. -~ -The orange-red hide of this creature, along with its bulk and fiery -nature, lead many to often mistake them for red dragons, and they are -thusly known as false dragons, to those who have an interest in these -dangerous and deadly creatures, which have ferocious tempers. -~ -7 33554944 -200 C -42 0 0 40d20+3200 2d8+16 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 2 -0 0 43320837 2080 2097153 2 7 2 -> fight_prog 18~ -gouge -roar -c 'fire breath' $r -if rand(33) -mea $n The fire lizard snaps its jaws at you! -mpdamage $n 100 -endif -if rand(20) -mpe The fire lizard swings its barbed tail in a long, wide arc. -mpdamage $r 200 -endif -~ -> greet_prog 100~ -if isnpc($n) -mpe The lizard snaps up $n in one swift movement, crushing $m! -mpslay $n -lick -burp -else -if isimmort($n) -cringe $n -else -if race($n) == half-troll -mea $n The fire lizard cringes away from you, as if it fears you! -mer $n The fire lizard cringes away from $n, as if it fears $m! -else -snarl -mpe The lizard leaps forward with lighting speed and ferocity! -mpe _red Opening its jaws, it releases a gout of blistering flame! -c 'fire breath' $n -endif -endif -endif -~ -> rand_prog 2~ -grunt -if isimmort($r) -else -if ispc($r) - if race($r) == half-troll - cringe $r - else - mpe _red The fire lizard sees you, and acts accordingly! - c 'fire breath' $r - endif -else -endif -endif -~ -> death_prog 100~ -if rand(25) -mpe As the lizard perishes, it rolls over, crushing its eggs! -else -mpe As the lizard perishes, it rolls over, revealing a cluster of eggs. -mpe One has survived the melee! -mpoload 32098 -endif -~ -| -#32066 -beetle fire~ -a fire beetle~ -A giant beetle with a carapace of glowing scarlet scuttles by. -~ -These unusual insects are prized by subterranean races for the superb -lights their glowing glands in their abdomen make, serving well for an -indefinite period of time. The giants encourage them to nest here, as -they steal the young away to give as gifts to their allies. -~ -165 512 0 C -30 0 0 10d10+400 1d8+8 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -26 3 0 0 256 256 2 -0 0 32773 48 1 2 8 514 -> death_prog 100~ -mpe _red The beetle's gland is torn from it as it is dispatched! -mpoload 32097 1 -~ -| -#32067 -illithid mind flayer~ -an illithid mage~ -A mauve skinned creature with a tentacled maw emits a psionic shriek! -~ -These vile mind flayers are here to keep an eye on their sometime -allies, sometime rivals, the drow. They will not, however, pass up -the opportunity for some fresh brains- yours. -~ -39 4203048 -1000 C -43 0 0 32d32+3544 3d4+24 -6500 0 -8 8 0 -13 24 13 22 13 13 13 -0 0 0 0 0 -85 0 0 0 3 1 0 -0 0 270352 1049487 3072 0 3 1060610 -> fight_prog 22~ -mpe _blu The illithid releases a powerful psionic assault! -mpdamage $r 200 -mpforce $r scream -mpforce $r moan -~ -> fight_prog 33~ -mea $n _whi The Illithid snares you with its tentacles, and probes your skull! -mer $n _whi The Illithid snares $n with its tentacles, and probes $s skull! -c weaken -c 'energy drain' -c blindness -mpforce $n drool -mpdamage $n 200 -~ -> greet_prog 100~ -if isnpc($n) -lick -mpforce $n cringe -c 'quantum spike' $n -else -if isimmort($n) -bow $n -else -snarl -vom $n -endif -endif -~ -| -#32068 -drow guard female ~ -a drow warrior~ -A drow guard stands motionless near her charge. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. -~ -3 98856 -1000 C -44 0 0 11d30+2100 2d8+18 -15000 0 -8 8 2 -14 18 13 18 13 18 18 -0 0 0 0 0 -1 3 0 0 2 2 2 -0 0 2047 207 1056000 0 64 524291 -> fight_prog 10~ -c 'faerie fire' -~ -| -#32069 -drow cleric nedylene~ -Nedylene~ -A woman clad in flowing black garments regards you with curiosity. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. - -Nedylene is a sworn enemy of Eclavdra, though this does not mean she is -any less evil or cruel; it merely means she seeks to sabotage her rival's -schemes at every opportunity. -~ -3 98984 -1000 C -48 0 -166 11d30+8000 2d8+38 -15000 0 -8 8 2 -14 18 13 18 13 18 18 -0 0 0 0 -10 -1 1 0 0 2 2 2 -0 0 2047 207 3153152 0 134217792 529927 -> all_greet_prog 100~ -if ispc($n) -eye $n -say Well, I see we aren't the only intruders in this cesspit of giants. -snicker -say What business brings you to this hellhole, then? -else -mpe $I ignores the brutish intrusion. -endif -~ -> speech_prog eclavdra~ -mpe $I's suddenly peers intently at you. -say So, you know her do you? -hrm -say She is a sworn enemy of mine, and I seek to destroy her... -say I can give you information that will assist you, for a price. -wink $n -~ -> bribe_prog 50000~ -mpjunk coins -say That will suffice. -say Seek not to target her in her temple, for Ehp'ss can escape. -say Attack instead in her council chambers, north of here. -say Follow the path, avoid the illithids if you can... -hmm -say She will be well guarded, but unprepared for an assault. -say There you should strike if you wish to end her evil plans... -nod -~ -> fight_prog 18~ -say You do ill to tempt the wrath of a demon priestess! -snarl -mea $n _yel $I utters a few words, and points her staff at you! -mer $n _yel $I utters a few words, and points her staff at $n! -mea $n _yel Untold horrors fill your mind! -mpdamage $n 600 -mpforce $n flee -~ -> fight_prog 40~ -if rand(25) -c unravel $r -else -if rand(33) -c feebleness $r -else -if rand(45) -c 'ill fortune' $r -else -if rand(60) -c lethargy $r -else -c blindness $r -endif -endif -endif -endif -~ -> fight_prog 10~ -c 'faerie fire' $n -disarm -~ -> act_prog p DISARMS you!~ -mpe _yel The staff flies back to $I's hand! -wield demon -scream -mpe _red Waves of red heat emanate from the staff! -mpdamage all 300 -~ -> fight_prog 66~ -c 'necromantic touch' -~ -> death_prog 100~ -scream -mpe _red The staff in $I's hands begins to glow with a hellish light! -mpe _red With a horrid ripping sound, a clawed hand tears through $I! -mpe _red Her chest cavity explodes, showering you with gore. -mpe _red From the wound emerges a slavering demon, intent on slaughter! -mpmload 32078 -mpforce $r scream -mpforce 'demon foul summoned' lick -mpforce 'demon foul summoned' murder $r -mpe _red $I's mangled corpse collapses to the ground. -if rand(33) -rem demon -drop demon -else -rem demon -mpe _red The demon staff explodes, the ritual completed. -mpjunk demon -endif -~ -> rand_prog 2~ -mutter -say We must tarry awhile longer, T'chesa. -say The Ehp'ss may make a move... -mpe A drow guard shakes her head. -~ -| -#32070 -drow guard ~ -a drow warrior~ -A guard of the Ehp'ss stands ready to defend her mistress. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. -~ -3 98856 -1000 C -44 0 0 11d30+2100 2d8+18 -15000 0 -8 8 2 -14 18 13 18 13 18 18 -0 0 0 0 0 -1 3 0 0 2 2 2 -0 0 2047 207 1056000 0 64 524291 -> fight_prog 10~ -c 'faerie fire' -~ -> fight_prog 18~ -mpe _yel The drow raises her hand crossbow and fires! -zap $n -~ -> greet_prog 33~ -if isimmort($n) -else -if isnpc($n) -eye -else -say Defend the Ehp'ss! -zap $n -endif -endif -~ -> speech_prog p prepare, the enemy approaches!~ -nod -mpmset self affected sanctuary -mprestore self 600 -~ -| -#32071 -salamander~ -a salamander~ -A fiery reptile basks in the warmth of the lava. -~ -These salamanders are avoided by most of the other denizens of the -citadel, for they have foul tempers, and will engage anyone furiously -save for the drow. -~ -39 33554984 -400 C -45 0 0 50d10+4500 3d8+26 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 3601 1048672 1 2048 268435459 2 -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -c fireball $n -else -if race($n) == elf -or race($n) == drow -else -c fireball $n -endif -endif -endif -~ -| -#32072 -lurker above~ -a lurker above~ -A sheetlike reptile clings to the roof of the passage. -~ -This evil predator has been charmed by the drow and left here as a sentry, -to keep an eye on the passage and assault whoever attempts to follow them -back down into the underdark. -~ -35 98856 -643 C -44 0 0 3d3+4500 4d8+20 -0 0 -8 8 0 -13 13 13 23 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 262144 1049088 16 1 7 2 -> all_greet_prog 100~ -if race($n) == drow -mpe Sensing $n as drow, the lurker refrains from action. -else -if isnpc($n) -mpe The lurker drops from the ceiling and engulfs $n, suffocating $m! -mpslay $n -else -mea $n The lurker drops from the ceiling, attempting to engulf you! -endif -endif -~ -> fight_prog 15~ -mpe The lurker manages to wrap itself about $r! -mpdamage $r 200 -~ -| -#32073 -drow level guard~ -a drow warrior~ -A shadowy figure swathed in black guards the passage leading down. -~ -The masterminds behind the giant raids, these drow are, despite their -slender appearance, highly skilled warriors that could easily defeat -several of the doltish giants on their own. Only their small numbers, -and dislike of the surface, makes them rely on these oafs as shock -troops. They fight silently, expressing no pain when a blow lands. A -rather disturbing aspect of this foe is their near immunity to many of -your magical attacks- a product of the strange radiation of their home -land. -~ -35 98856 -1000 C -42 0 0 11d30+1800 2d8+18 -15000 0 -8 8 1 -14 18 13 18 13 18 18 -0 0 0 0 0 -1 3 0 0 2 2 2 -0 0 2047 207 1056000 0 64 524291 -> greet_prog 100~ -snarl -if ispc($n) -mea $n Drow! Here? The presence of this powerful race bodes ill... -say Stand down, intruders, and I shall slay thee quickly! -cackle -endif -~ -> rand_prog 2~ -peer -~ -| -#32074 -wererat guard~ -a wererat~ -A wererat scowls angrily at those who approach. -~ -This evil creature serves other races as a scout and mercenary, valued -for their abilities in each area, as well as their immunity to conventional -arms. -~ -39 552 -750 C -35 0 0 20d25+900 4d4+14 -800 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -47 3 0 0 1 1 0 -0 0 33883833 3584 8448 0 3 2 -> greet_prog 100~ -if ispc($n) -snarl -say We shall have your guts for garters, swine! -lick -endif -~ -> fight_prog 15~ -mpe The wererat grows more bestial as the fight progresses! -~ -> rand_prog 2~ -lick -~ -| -#32075 -cloud giant~ -a cloud giant ambassador~ -An emissary from the cloud giants of Ulsprue awaits audience with Snurre. -~ -Few in number, the cloud giants make up for this with incredible power -in combat, and considerable magical skills. Hence Snurre is keen to -sway them to his cause, though they have no quarrel with humanity, -and do not like Snurre's masters. -This ambassador has agreed to listen to Snurre, though she is dubious of -committing to any sort of treaty with the evil giant. -~ -3 648 0 C -45 0 0 24d20+5000 6d6+28 -50000 0 -8 8 2 -24 13 13 22 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 1048582 3072 0 256 524291 -> fight_prog 33~ -wield giant -mprestore self 66 -~ -> rand_prog 25~ -close w -mprestore self 66 -~ -> greet_prog 100~ -eye $n -say To what do I owe the pleasure of your visit... -ponder -~ -> rand_prog 2~ -if ispc($r) -poke $r -say Talk, fight or go. Your choice. -endif -~ -| -#32076 -frost giant~ -a frost giant~ -Messengers from the frost giant Jarl bear ill tidings for Snurre. -~ -Sent by the frost giants to inform Snurre of the destruction of their -glacial citadel, these giants are low in morale, and hold little hope -for their plans, as both they and the hill giants have already been -put to the sword by skilled adventurers, leaving only the fire giants -to carry out the schemes of their dark masters. -~ -163 512 -776 C -38 0 0 10d20+2300 3d8+16 -2500 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 3 -> greet_prog 50~ -if race($n) == dwarf -say Blood enemy of my people, perish! -snarl -else -say Prepare to die for this intrusion, fool! -endif -~ -> fight_prog 25~ -mpe _yel The giant hurls a boulder into the melee! -mpdamage $r 66 -~ -| -#32077 -glowing golden eye~ -a glowing golden eye~ -A glowing golden eye swims into view from the altar's writhing center. -~ -~ -3 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#32078 -demon foul summoned~ -a foul demon~ -A slavering mass of fangs, claw and hide leaps at you! -~ -This demon was summoned by the magic of Nedylene's staff, to avenge her -death at your hands! -~ -7 38281384 -1000 C -50 0 -250 1000d1+9000 10d8+40 -50000 0 -8 8 0 -18 18 18 18 18 17 -5 -0 0 0 0 0 -67 0 0 0 65536 65536 0 -0 0 7833591 1049220 2235649 2 805306983 535367 -#32198 -brazzemal ancient red dragon hellfire~ -Brazzemal~ -Clouds of flaming gases coalesce into a hellish vision of death... -~ -Hellfire from the lowest pits of Hell, Brazzemal, scourge of humanity, -was imprisoned here by an Ice Mage decades ago. To release him would -spell doom for most of the civilized world. The clouds of burning gas -that surround him make it difficult to judge just how big he is, though -he is certainly twice the size of any other dragon you have faced. Dark -eyes glare balefully at any who intrude upon him; even in this prison, -his arrogance remains undiminished. -~ -39 38281912 -1000 C -52 0 -200 22d100+24000 7d10+70 -1000000 0 -8 8 0 -25 25 25 25 25 25 25 -0 0 0 0 0 -31 0 0 0 2049 1 2 -0 0 42305045 616 3149057 2 268435527 3 -> all_greet_prog 100~ -if isnpc($n) -mpe _red A searing blast of $I's breath reduces $n to charred bone! -mpslay $n -else -if clan($n) == dragonslayer -chuckle -say Famed wyrmsbane, you have finally met your match... For I am $I, -say Hellfire incarnate, and I am your death! -cackle -else -glare -say Intruders in my prison, seeking to humilate me! -lick -say You shall prove to be the source of my release, swine! -endif -endif -~ -> fight_prog 18~ -if clan($r) == dragonslayer -yell Watch, $r Dragonsbane, as I sear the flesh from your bones! -mea $r _red A searing blast of flame strikes you, causing immense pain! -mer $r _red $r is scorched by a searing blast of $I's breath! -c 'fire breath' $r -cackle -else -say $r, you are not worth my time... -mea $r $I flicks you with his tail, sending you flying! -mer $r $I flicks $r with his tail, sending $r flying! -mptrans $r 32197 -mpat 0.$r mea 0.$r You land in a heap outside the chasm. -mpat 0.$r mer 0.$r $r comes sailing in from the northeast! -mpat 0.$r mpdamage 0.$r 600 -endif -~ -> fight_prog 33~ -snarl -disarm -disarm -if rand(66) -mpe _red $I attacks with claw, talon and tail! -mpdamage $n 500 -else -c 'fire breath' $n -endif -~ -> fight_prog 20~ -mpe _yel $I soars into the air, and dives back down.. -mpgoto $i -murder $r -scream -~ -> rand_prog 33~ -mprestore self 100 -~ -> act_prog flees~ -yell Flee, flee, cowardly $n! And do not return! -mpe _yel $I appears to gain in strength from this display of cowardice. -mprestore self 500 -~ -> fight_prog 75~ -if class($r) == cleric -say Priest, you are the coward, healing your comrades, but refusing -say to dirty your hands by battling! For that you shall pay! -roar -mpdamage $n 1000 -endif -~ -> death_prog 100~ -mpe _red Brazzemal shrieks in pain and rage as he is comsumed in his own fire! -mpe _lbl Brazzemal says 'No horror is greater to thy soul...' -if rand(33) -mpe _red As he perishes, a flaming blade shimmers into view by his side... -mpoload 32197 50 -endif -if rand(5) -mpe _whi A beam of pure energy smites the dying wyrm, and he screams in agony! -mpe _whi A ghostly voice whispers 'Return what you have taken, $I...' -mpe _yel A shining blade emerges from $I's twitching corpse! -mpoload 32198 50 -mpforce $r gasp -mpforce $r say 'Tis Dragonslayer itself! -endif -endif -~ -| -#32199 -final mob~ -a newly created final mob~ -Some god abandoned a newly created final mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#32000 -greatsword ~ -a greatsword~ -A sword nearly seven feet long lies on the ground.~ -~ -5 524288 8193 -0 0 0 3 -35 15000 1500 -E -greatsword~ -Only a creature of immense strength and size could manage this blade. -~ -A -18 6 -A -19 6 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-ogre -else -mea $n You cannot properly wield this weapon. -mpforce $n rem $o -endif -~ -| -#32001 -flaming red plate~ -flaming red plate~ -This armor is fashioned from bright red steel.~ -~ -9 524289 9 -22 0 0 0 -66 25000 2500 -E -flaming red plate~ -The metal of this heavy plate is warm to the touch. Only a creature of -great size could hope to wear it. -~ -A -17 -30 -A -5 2 -A -13 45 -A -18 4 -A -19 5 -A -27 1 -A -23 -3 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-ogre -else -mea $n You cannot fit into this armor, it is too large. -mpforce $n rem $o -endif -~ -| -#32002 -morningstar black metal morning star~ -a black metal morning star~ -A heavy spiked steel ball attached to a chain lies here.~ -~ -5 524352 8193 -0 0 0 8 -20 64000 6400 -E -black metal morningstar morning star~ -This cumbersome weapon can deal immense amounts of damage if it lands -a blow. -~ -A -2 -2 -A -18 3 -A -19 7 -#32003 -black iron armor~ -black iron armor~ -Armor forged from black iron hums loudly where it rests.~ -~ -9 16828946 9 -30 0 0 0 -66 125000 12500 -E -black iron armor~ -This heavy armor would only fit someone of at least ten feet in height, -and of equivalent girth. Lines of red flow across the surface, radiating -heat and a loud humming sound. -~ -A -1 1 -A -2 -1 -A -5 1 -A -13 100 -A -18 7 -A -19 7 -A -23 -8 -> wear_prog 100~ -if isevil($n) -if race($n) == half-ogre -or race($n) == half-troll -else -mea $n The armor is far too large for you. -mpforce $n rem $o -endif -else -endif -~ -| -#32004 -flaming two-handed sword~ -(Flaming) a two-handed sword~ -(Flaming) A two-handed sword scorches the ground.~ -~ -5 25870913 8193 -0 0 0 3 -45 75000 7500 -E -flaming two handed sword~ -Two-handed to a human, a giant or troll could clench it in one hand. -~ -A -1 2 -A -17 -10 -A -18 10 -A -19 10 -A -12 66 -A -13 66 -A -27 1 -A -29 2 -#32005 -iron crown snurre~ -Snurre's crown of iron~ -A heavy iron crown lies unwanted here.~ -~ -9 16796240 17 -18 0 0 0 -29 125000 12500 -E -iron crown ~ -The crown is set with several fabulous gems, of significant worth. -~ -A -31 1 -A -17 -22 -A -13 100 -A -18 5 -A -19 5 -A -27 2097152 -> wear_prog 100~ -if isevil($n) -mea $n The crown magically adjusts to fit your head. -mer $n The crown magically adjusts to fit $n's head. -endif -~ -> damage_prog 100~ -mea $n _whi Gems set in the crown shatter as blows rain down upon it. -mer $n _whi Gems set in $n's crown shatter as blows rain down upon it. -~ -| -#32006 -cloak white dragon hide~ -a cloak of white dragon hide~ -A massive piece of white dragon hide lies draped on the floor.~ -~ -9 297472 1025 -27 0 0 0 -22 356000 35600 -E -cloak white dragon hide~ -Taken from the back of an ice wyrm, this hide offers significant benefit -in the form of resistance to cold, which is the bane of fire giants of -all types. Thus it is highly prized by its former owner for these qualities. -~ -A -5 2 -A -13 75 -A -18 4 -A -19 7 -A -23 -3 -A -27 34 -A -14 66 -> wear_prog 100~ -if isevil($n) -if race($n) == pixie -or race($n) == halfling -mea $n This hide is just too big for you to move properly in. -mpforce $n rem $o -else -mea $n You adjust the hide to fit you properly. -mer $n $n adjusts the hide to fit $mself properly. -endif -else -endif -~ -| -#32007 -ring commanding presence~ -Commanding Presence~ -A magnificent ring designed to emphasize the qualities of the individual rests here.~ -~ -9 526403 3 -13 0 0 0 -1 1250000 125000 -E -commanding presence ring~ -This white gold ring glows with an inner light, captivating you. It -is an incredible object of great beauty, and may only be worn by -those who are committed to their goals and ideals, not undecided. -~ -A -25 3 -A -31 1 -A -13 50 -A -12 50 -A -18 5 -A -19 4 -> wear_prog 100~ -if isneutral($n) -else -mea $n _whi A confident aura surrounds you as you don the ring. -mer $n _whi A confident aura surrounds $n as $e dons the ring. -endif -~ -> remove_prog 100~ -if isneutral($n) -else -mea $n _whi The aura disappears as you remove the ring. -mer $n _whi The aura surrounding $n disappears as $n removes the ring. -endif -~ -| -#32008 -iron sceptre~ -an iron sceptre~ -A heavy iron sceptre has been dropped here.~ -~ -5 524288 8193 -0 0 0 7 -33 150000 15000 -E -iron sceptre~ -This token of office was borne by a fire giant queen; her greasy hands -have left a residue on the long metal shaft. -~ -A -19 6 -#32009 -black dragon hide cloak~ -a black dragon hide cloak~ -A long strip of black dragon hide, set with iron studs, is draped on the floor.~ -~ -9 19024 1025 -18 0 0 0 -18 245000 24500 -E -black dragon hide cloak~ -This heavy garment was fashioned from the cured hide of a swamp dwelling -wyrm, then granted to the queen for protection from her enemies. -~ -A -17 -22 -A -13 66 -A -12 66 -A -18 6 -A -19 6 -A -27 128 -#32010 -heavy iron chest~ -a heavy iron chest~ -A heavy iron chest rests in one corner of the room.~ -~ -15 524288 0 -12000 13 32011 0 -1 0 0 -E -heavy iron chest~ -This large storage container is securely locked. -~ -#32011 -chest key~ -the chest key~ -A heavy iron key lies here.~ -~ -18 524288 1 -0 0 0 0 -1 200 20 -E -chest key~ -This heavy key must fit a lock of significant size. -~ -#32012 -jeweled pendant~ -a jeweled pendant~ -The jewel set in this pendant is of the darkest black.~ -~ -4 80 16385 -40 3 3 235 -1 65000 6500 -E -jeweled pendant~ -As you stare into the jewel, you feel someone staring back at you... -~ -A -31 1 -#32013 -curtain wall hanging tapestry~ -a heavy curtain~ -A particularly garish wall hanging curtains off a section of wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -curtain wall hanging~ -Depicting a group of fire giants marauding through a human town, this -poorly woven tapestry is a testament to the lack of skill fire giants -possess as weavers or artisans. Closer inspection reveals several large -holes in the fabric. -~ -#32014 -massive throne onyx jet~ -a massive throne of onyx and jet~ -A massive throne of onyx and jet rests on the white veined marble.~ -~ -13 81 0 -0 0 0 0 -1 0 0 -E -massive throne jet onyx~ -This throne is set with a series of gems- sard, and fire opals, worth -a fortune to any jeweller or merchant. Waves of heat radiate from the -device, and you suspect enchantments at work. -~ -#32015 -tapestry wall hanging curtain~ -an ornate tapestry~ -A particularly garish wall hanging curtains off a section of wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -curtain wall hanging~ -Depicting a group of fire giants marauding through a human town, this -poorly woven tapestry is a testament to the lack of skill fire giants -possess as weavers or artisans. Closer inspection reveals several large -holes in the fabric. -~ -#32016 -carving knife~ -a carving knife~ -An incredibly sharp carving knife is buried in a chunk of meat.~ -~ -5 524816 8193 -0 0 0 1 -5 26500 2650 -E -carving knife~ -This deadly weapon can cut through flesh and bone in seconds, causing -immense pain and damage. -~ -A -2 3 -A -18 11 -A -19 7 -#32017 -blood soaked leggings~ -bloodsoaked leggings~ -A small puddle of blood has formed beneath these stained leggings.~ -~ -9 133648 33 -11 0 0 0 -16 1749 174 -E -blood soaked leggings~ -It appears that whoever was wearing these just slaughter a herd of -cattle. Or humans... -~ -A -1 1 -A -13 30 -A -18 4 -A -19 3 -#32018 -war hammer~ -a dwarven war hammer~ -A sturdy dwarven war hammer covered in runes lies here.~ -~ -5 66 8193 -0 0 0 8 -10 65000 6500 -E -war hammer~ -The runes on this hammer are ones of accuracy and speed, granting -increased combat ability to the wielder, but only if he or she is a -dwarf. -~ -A -2 1 -A -18 11 -A -13 65 -A -19 7 -A -24 -3 -A -21 -3 -> wear_prog 100~ -if race($n) == dwarf -mea $n The hammer fits snugly into your grasp. -else -mea $n You cannot use this weapon effectively. -mpforce $n rem $o -endif -~ -| -#32019 -blackened steel axe~ -a blackened steel axe~ -A single bladed axe of blackened steel is stuck in a piece of wood.~ -~ -5 705106 8193 -0 0 0 1 -10 74000 7400 -E -blackened steel axe~ -The power grafted into this axe makes it impractical for use by any -class that must needs rely on its wits for it hinders their intellectual -ability, and robs all but the mightiest of strength. -~ -A -1 -1 -A -3 -1 -A -4 -1 -A -13 120 -A -18 8 -A -19 8 -A -20 -2 -A -22 -2 -#32020 -gauntlets crushing blows~ -Crushing Blows~ -A pair of heavy steel gauntlets casts a shadow on the ground.~ -~ -9 540736 129 -13 0 0 0 -20 34500 3450 -E -gauntlets crushing blows~ -Crushing Blows is the name given these magical artifacts of dwarven -construct, for they add the strength of five dwarves to every blow -struck while they are worn. Only a dwarf may gain this benefit. -~ -A -1 2 -A -19 7 -A -2 -3 -A -14 -25 -> wear_prog 100~ -if race($n) == dwarf -else -mea $n You cannot gain any benefit from these items. -mpforce $n rem $o -endif -~ -| -#32021 -signet snurre~ -the signet of Snurre~ -A reddish ring scorches the earth beneath it.~ -~ -9 17482323 3 -8 0 0 0 -5 150000 15000 -E -signet snurre~ -A miniature flaming skull grins up from its setting on this band of -red steel, which radiates waves of heat. -~ -A -1 1 -A -2 1 -A -5 1 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -> wear_prog 100~ -if isgood($n) -else -mea $n _red The influence of the fire giants flows through you... - if rand(10) - c kin $n - else - if rand(33) - c trollish $n - else - if rand(25) - c valiance $n - else - c slink $n - endif - endif - endif -endif -~ -| -#32022 -chain mail vest~ -a chain mail vest~ -A thin chain vest, of dwarven make, lies here.~ -~ -9 17317952 9 -22 0 0 0 -18 75000 7500 -E -chain mail vest~ -Forged from mithril mined in the depths of Khazad-A-Kazak, this magical -armor infuses the wearer with great resistance to damage, both arcane -and mundane. -~ -A -17 -40 -A -13 60 -A -18 4 -A -19 4 -A -27 1048576 -#32023 -potion invulnerability~ -a potion of invulnerability~ -A humming flask of liquid rests here.~ -~ -10 66 1 -42 36 66 34 -2 100000 10000 -E -potion invulnerability~ -This mysterious liquid harbors unknown qualities... -~ -#32024 -potion extra healing~ -a potion of extra healing~ -A humming flask of liquid rests here.~ -~ -10 66 1 -42 15 15 15 -2 100000 10000 -E -potion extra healing~ -This mysterious liquid harbors unknown qualities... -~ -#32025 -potion divination~ -a potion of divination~ -A humming flask of liquid rests here.~ -~ -10 66 1 -42 19 20 44 -2 100000 10000 -E -potion invulnerability~ -This mysterious liquid harbors unknown qualities... -~ -E -potion divination~ -This mysterious liquid harbors unknown qualities... -~ -#32026 -scroll curative~ -a curative scroll~ -A rolled piece of vellum lies here.~ -~ -2 64 1 -42 61 43 35 -1 50000 5000 -E -scroll curative~ -This scroll contains arcane script geared to trigger a potent spell... -~ -#32027 -scroll visions~ -a scroll of visions~ -A rolled piece of vellum lies here.~ -~ -2 64 1 -42 235 18 86 -1 50000 5000 -E -scroll curative~ -This scroll contains arcane script geared to trigger a potent spell... -~ -#32028 -scroll persuasion~ -a scroll of persuasion~ -A rolled piece of vellum lies here.~ -~ -2 64 1 -42 7 57 12 -1 50000 5000 -E -scroll curative~ -This scroll contains arcane script geared to trigger a potent spell... -~ -#32029 -jewelled sceptre~ -a jewelled sceptre~ -A jewelled sceptre casts a dark shadow on the ground.~ -~ -4 98902 16385 -42 10 10 225 -10 100000 10000 -E -jewelled sceptre~ -As with any rakshashan artifact, you can never be too sure that an item -is truly what it appears on the surface to be. -~ -A -25 2 -A -31 2 -A -26 32768 -> use_prog 100~ -mpe _dch Dark shadows cloud your vision... -~ -| -#32030 -jewelled sceptre ~ -a jewelled sceptre~ -A jewelled sceptre casts a dark shadow on the ground.~ -~ -4 98902 16385 -42 10 10 17 -10 100000 10000 -E -jewelled sceptre~ -As with any rakshashan artifact, you can never be too sure that an item -is truly what it appears on the surface to be. -~ -A -25 2 -A -31 2 -A -26 32768 -#32031 -jewelled sceptre~ -a jewelled sceptre~ -A jewelled sceptre casts a dark shadow on the ground.~ -~ -4 98902 16385 -42 10 10 16 -10 100000 10000 -E -jewelled sceptre~ -As with any rakshashan artifact, you can never be too sure that an item -is truly what it appears on the surface to be. -~ -A -25 2 -A -31 2 -A -26 32768 -#32032 -tome brazzemal~ -the Tome of Brazzemal~ -A book bound in red dragonhide warms the air around it.~ -~ -9 2581 16385 -22 0 0 0 -40 75000 7500 -E -tome brazzemal~ -This tome is an overlong and overblown account of the supposed great -deeds of Brazzemal, the ancient red known also as Hellfire. His arrogance -shines through the pen of whoever scribed this ancient text, and quickly -becomes tiresome, as chapter after chapter of this impossibly thick book -drones on and on about his greatness. Just as you feel you may have to -prop your eyelids open to keep from falling asleep, your attention is -drawn to a carving in a hall, a hall that resembles many of the chambers -found in the citadel of the fire giants. Under the illustration is the -following inscription- - - I SEEK THE WYRM -~ -A -4 -3 -A -13 50 -A -12 50 -A -18 5 -A -19 5 -A -27 33 -> drop_prog 100~ -mea $n The book dissolves as it hits the ground. -mpforce $n sac $o -~ -| -#32033 -iron spear~ -a long iron spear~ -This iron spear would be too heavy to be a practical weapon.~ -~ -5 524288 8193 -0 0 0 2 -40 500 50 -E -iron spear~ -This heavy weapon must be eleven feet long at least; it is apparently -used to keep foes at bay more than to battle them. -~ -A -18 5 -A -19 5 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-ogre -mea $n You heft the weapon with some difficulty. -else -mea $n It's no use; its just too heavy for you to use. -mpforce $n rem $o -endif -~ -> drop_prog 100~ -mpe The spear hits the ground with a loud clang! -mpasound A loud clanging sound can be heard from nearby. -~ -| -#32034 -flaming axe~ -a flaming axe~ -This magical axe burns with an eldritch fire.~ -~ -5 17482305 8193 -0 0 0 3 -10 150000 15000 -A -1 1 -A -13 50 -A -18 5 -A -19 8 -#32035 -keeper whip~ -the keeper's whip~ -A leather whip lies coiled up on the ground.~ -~ -5 262144 8193 -0 0 0 4 -15 1200 120 -E -keeper whip~ -This heavy thonged leather weapon has pieces of metal embedded along its -length, making it particularly cruel in the damage it inflicts. -~ -A -2 2 -A -18 8 -A -19 5 -#32036 -blacksteel mace~ -mace of blacksteel~ -A heavy mace lies unwanted on the ground.~ -~ -5 574022 8193 -0 0 0 8 -1 345000 34500 -E -blacksteel mace~ -This large steel mace is heavy, but not to the point where it is unwieldy. -Magical dweomers woven into its construction enable the meekest of creatures -to wield it, should they wish. -~ -A -1 1 -A -2 1 -A -13 60 -A -12 60 -A -18 6 -A -19 8 -#32037 -headsman axe~ -the headsman's axe~ -A broad bladed two handed axe leans up against a wall.~ -~ -5 17482256 8193 -0 0 0 1 -45 555600 55560 -A -1 2 -A -18 10 -A -19 8 -#32038 -well~ -a well~ -A stone well fed by an underground spring is in the corner.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -well~ -This deep stone chute holds water, some ninety feet down, making drawing -it an exhaustive process. -~ -#32039 -great tentacle rod~ -the great tentacle rod~ -Six tentacles writhe independantly at the end of a wooden handle.~ -~ -5 363088 8193 -0 0 0 10 -6 600000 60000 -E -tentacle rod~ -This evil weapon consists of six writhing tentacles, that can snap and -bite at those the weapon is used against. Only a drow cleric can hope to -use this weapon to its full potential. -~ -A -4 2 -A -2 2 -A -17 -30 -A -30 68 -A -13 80 -A -12 150 -A -18 14 -A -19 14 -#32040 -drow buckler adamantium~ -an adamantium buckler~ -An adamantium buckler lies discarded on the ground.~ -~ -9 524354 513 -18 0 0 0 -10 25000 2500 -E -adamantium buckler~ -Drow weapons and armor are forged from a superhard alloy of adamantite, -and are superb in both form and function. -~ -A -17 -20 -A -13 20 -A -12 20 -A -18 3 -A -19 3 -A -24 -4 -#32041 -drow adamantium chain~ -adamantium chain~ -An adamantium buckler lies discarded on the ground.~ -~ -9 524354 9 -30 0 0 0 -10 50000 5000 -E -adamantium chain~ -This chain is forged from adamantite and is almost weightless, despite -offering protection equivalent to heavy plate. -~ -A -17 -30 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -A -14 50 -A -22 -2 -A -23 -2 -#32042 -black underrobe~ -a black underrobe~ -A black underrobe has been torn from a cleric's back.~ -~ -9 98832 1025 8 -11 0 0 0 -8 5000 500 -E -black underrobe~ -This plain garment has been woven from spiderweb, and died with demon's -blood, granting it properties beyond what you'd expect. -~ -A -13 25 -A -12 25 -A -18 4 -A -19 4 -A -2 2 -#32043 -mauve cassock~ -a mauve cassock~ -A ceremonial cassock has been discarded here.~ -~ -9 98836 5 -10 0 0 0 -5 6000 600 -E -mauve cassock~ -This dark ceremonial robe is stained with the blood of a score of virgins. -~ -A -12 75 -#32044 -clerical cap~ -a clerical cap~ -A simple cloth cap lies here.~ -~ -9 360980 17 -5 0 0 0 -2 7650 765 -E -clerical cap~ -This dark cloth cap enhances the mental acuity of the person who dons it. -~ -A -3 1 -A -4 1 -A -12 33 -A -13 33 -A -27 512 -#32045 -black sash~ -a black sash~ -This black sash umbrages whoever wears it.~ -~ -9 98898 2049 -12 0 0 0 -5 125000 12500 -E -black sash~ -Priests of this dark order wear many such badges of office, woven from -dark fabrics for darker purposes. -~ -A -31 1 -A -13 20 -A -12 20 -A -18 3 -A -19 3 -A -24 -5 -#32046 -drow adamantium chain~ -adamantium chain~ -An adamantium buckler lies discarded on the ground.~ -~ -9 524354 9 -20 0 0 0 -10 50000 5000 -E -adamantium chain~ -This chain is forged from adamantite and is almost weightless, despite -offering protection equivalent to heavy plate. -~ -A -17 -10 -A -13 25 -A -12 25 -A -18 5 -A -19 5 -#32047 -lesser tentacle rod~ -a lesser tentacle rod~ -Three tentacles writhe independantly at the end of a wooden handle~ -~ -5 363088 8193 -0 0 0 10 -6 300000 30000 -E -tentacle rod~ -This evil weapon consists of six writhing tentacles, that can snap and -bite at those the weapon is used against. Only a drow cleric can hope to -use this weapon to its full potential. -~ -A -2 1 -A -4 1 -A -13 30 -A -12 80 -A -18 5 -A -19 7 -#32048 -hammerhead ale cask barrel~ -a barrel of "Hammerhead" ale~ -An enormous cask of giantish ale rests near the door.~ -~ -17 22 16385 -10 10 4 0 -30 5000 500 -E -cask barrel hammerhead ale~ -This legendary brew has been said to be able to floor a giant after -three cups... The name comes from the effect it has on the head after -a heavy bout of consumption. -~ -A -5 4 -> get_prog 100~ -mea $n You fetch the cask, knowing full well you take your life into your hands -mea $n Only the most foolish would drink this potent brew. -~ -| -#32049 -scroll ~ -a vellum scroll~ -A vellum scroll covered in red writing lies curled up on a chair.~ -~ -2 20 1 -20 4 4 4 -1 400 40 -E -scroll~ -The scroll is a letter, addressed to King Snurre, instructing him to -gather as many giants as he can to lay siege to Darkhaven! The missive -promises aid from the Drow, and is signed Eclavdra... So the drow have -been manipulating the giants into these raids! The mystery deepens. -~ -> exa_prog 100~ -mea $n _red The scroll catches fire and burns to nothing as you read it! -mpforce $n drop $o -mpforce $n sac $o -~ -| -#32050 -wooden chest~ -a wooden chest~ -A heavy wooden chest rests near the bed.~ -~ -15 262144 1 -200 13 32051 2 -30 5000 500 -E -chest wooden~ -This heavy chest could hold quite a sizeable amount of equipment. -~ -#32051 -chest key obmi~ -obmi's chest key~ -A small silver key has been dropped here.~ -~ -18 524288 1 -0 0 0 0 -2 500 50 -E -chest key~ -This key opens the chest of Obmi. -~ -#32052 -silverware~ -a set of silverware~ -A set of silverware lies jumbled on the floor.~ -~ -8 524288 1 -0 0 0 0 -1 32500 3250 -E -silverware~ -Doubtless someone's heirloom, or wedding present, stolen by the -unscrupulous dwarf Obmi and secreted in his chest. -~ -#32053 -chimera hide shield~ -a shield of chimera hide~ -This shield was fashioned from the hide of a chimera.~ -~ -9 295444 513 -22 0 0 0 -13 6000 600 -E -chimera hide shield~ -Small for a giantish shield, this device was fashioned to protect the -guards from the chimera while feeding it. -~ -A -17 -28 -A -13 30 -A -18 3 -A -19 4 -A -23 -4 -A -27 1 -#32054 -influence ancient kings~ -Influence of the Ancient Kings~ -A dark influence clouds your mind...~ -~ -1 534 1 -0 0 -1 0 -1 0 0 -E -influence ancient kings~ -Terrible and ancient images cloud your mind as you gaze upon this -malevolent influence. -~ -A -1 -1 -A -18 4 -A -19 3 -A -13 20 -A -12 20 -A -24 -3 -> damage_prog 100~ -if rand(33) -mpe _yel As the influence is torn from you, it reforms! -mpoload 32054 43 -mpforce $n get influence -mpforce $n wear influence -else -mpe _yel The influence of the ancient kings is torn from you! -endif -~ -| -#32055 -stone club~ -a stone club~ -A heavy stone club lies here.~ -~ -5 0 8193 -0 0 0 8 -22 50 5 -E -stone club~ -This crude weapon could inflict serious damage if it connected. -~ -A -19 5 -#32056 -animal furs~ -thick animal furs~ -The pelts of several hairy beasts have been sewn into this garment.~ -~ -9 262144 1025 -17 0 0 0 -20 500 50 -E -animal furs~ -While these hides offer protection against blows in combat, as well as -the elements, the oil in them makes them extremely flammable. -~ -A -17 -10 -A -13 30 -A -18 3 -A -19 3 -A -29 1 -A -27 2 -#32057 -drow adamantium short sword shortsword~ -an adamantium short sword~ -A drow short sword forged from black metal hums quietly.~ -~ -5 524358 8193 -0 0 0 2 -4 15000 1500 -E -adamantium sword short~ -This weapon is incredibly sharp, and virtually unbreakable, crafted as -it is from adamantium by skilled drow smiths. -~ -A -2 2 -A -18 6 -A -19 4 -A -24 -2 -#32058 -hell hound hide~ -hide of the hell hound~ -A cured hell hound hide lies here.~ -~ -9 262672 5 -11 15 0 0 -15 17500 1750 -E -hell hound hide~ -This heavy hide imparts a portion of the bestial essence of its source -to its wearer. -~ -A -17 -10 -A -13 25 -A -18 3 -A -19 3 -A -27 1 -> wear_prog 100~ -if isgood($n) -else -mea $n _red Your mind is flooded with images of carnage. -endif -~ -| -#32059 -malachite pillar~ -a malachite pillar~ -A pillar of malachite covered in runes and symbols fills the corner.~ -~ -37 0 0 -0 0 0 0 -20000 0 0 -E -malachite pillar~ -This pillar is covered with indecipherable runes, although some of -them appear to be runes of transportation... -~ -> push_prog 100~ -mea $n _gre Your vision shimmers as your surroundings change. -mptrans $n 32145 -~ -> pull_prog 100~ -mea $n _gre Your vision shimmers as your surroundings change. -mptrans $n 32145 -~ -| -#32060 -drow hooded black cloak~ -a hooded black cloak~ -A hooded black cloak, woven from spiderweb, lies here.~ -~ -9 262212 5 -8 0 0 0 -1 10000 1000 -E -hooded black cloak~ -Woven from spider web and dyed black, this soft garment is, despite -its appearance, incredibly tough, and can even help deflect sword -blows, as well as enable the wearer to blend into shadows. It is sized -to fit an elf only, however. -~ -A -2 2 -A -17 -10 -A -18 3 -A -26 65536 -> wear_prog 100~ -if race($n) == elf -or race($n) == drow -else -mea $n You cannot fit into this garment properly. -endif -~ -| -#32061 -drow black boots~ -soft black boots~ -These boots are of supple black leather, and appear to be surprisingly light.~ -~ -9 262212 65 -7 0 0 0 -1 10000 1000 -E -black boots~ -These boots would fit only an elf or humanoid of similar build, and -only such a race could benefit from their properties. -~ -A -2 2 -A -13 20 -A -14 125 -A -18 3 -A -26 32768 -> wear_prog 100~ -if race($n) == elf -or race($n) == drow -else -mea $n You cannot fit into this garment properly. -mpforce $n rem $o -endif -~ -| -#32062 -drow adamantium chain guardwear~ -adamantium chain~ -An adamantium buckler lies discarded on the ground.~ -~ -9 524354 9 -12 0 0 0 -10 50000 5000 -E -adamantium chain~ -This chain is forged from adamantite and is almost weightless, despite -offering protection equivalent to heavy plate. -~ -A -17 -10 -A -13 30 -A -12 30 -A -18 5 -A -19 4 -A -24 -2 -#32063 -drow buckler guardwear~ -a guard's buckler~ -An adamantium buckler lies discarded on the ground.~ -~ -9 524354 513 -18 0 0 0 -10 25000 2500 -E -adamantium buckler~ -Drow weapons and armor are forged from a superhard alloy of adamantite, -and are superb in both form and function. -~ -A -17 -20 -A -13 20 -A -12 20 -A -18 3 -A -19 3 -A -24 -4 -#32064 -hand crossbow drow~ -a hand crossbow~ -This tiny crossbow fires poisoned darts at its target.~ -~ -3 20 16385 -40 9 9 33 -1 17500 1750 -E -hand crossbow ~ -These missile weapons do little damage in the conventional sense, but -if they manage to break the skin their bolts inject potent venoms, -that can cause madness, sickness or worse. -~ -A -18 5 -#32065 -wooden club~ -a wooden club~ -A sturdy wooden club rests on the ground.~ -~ -5 262144 8193 -0 0 0 8 -22 100 10 -E -wooden club~ -This club is of polished oak, and is set with metal studs, to increase -its propensity for damaging the skulls of opponents. -~ -A -18 3 -A -19 3 -A -13 38 -#32066 -sack large~ -a large sack~ -A large sack lies on the ground, filled with something.~ -~ -15 262144 1 -50 5 -1 0 -5 30 3 -E -large sack~ -This hessain sack is used to store various personal possessions of its -owner. -~ -#32067 -haunch meat~ -a haunch of meat~ -A large chunk of dried meat lies here, gathering flies.~ -%s tear$q into $p, devouring it hungrily.~ -19 0 1 -8 0 0 0 -2 25 2 -E -haunch meat~ -The meat looks tough, but edible. -~ -#32068 -iron maiden~ -an iron maiden~ -A large iron maiden decorated with grinning skulls rests near one wall.~ -~ -15 0 0 -10000 5 -1 0 -1 0 0 -E -iron maiden~ -This ghoulish device could pincushion even a giant, such are its -dimensions. -~ -#32069 -skeleton~ -a skeleton~ -The skeletal remains of a starved prisoner lie scattered about.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -skeleton~ -This poor devil was imprisoned here and left to die of starvation, -through malice or neglect is not certain. -~ -#32070 -iron chest~ -an iron chest~ -An iron chest rests near the stairs.~ -~ -15 524288 0 -1000 5 -1 0 -400 0 0 -E -iron chest~ -This heavy container is far too heavy to lift, though it appears to be -unlocked. -~ -#32071 -ring stars~ -ring of the stars~ -A shining metal ring catches your eye.~ -~ -9 623681 3 -7 0 0 0 -1 175600 17560 -E -ring stars~ -This ring contains the spark of lightning, and bestows this power -upon wearers of the appropriate background. -~ -A -1 1 -A -12 60 -A -18 4 -A -19 2 -A -27 4 -#32072 -potion vial~ -a small vial~ -The contents of this vial are dark and mysterious looking...~ -~ -10 16 1 -33 33 33 33 -1 6700 670 -E -potion vial~ -No label or other markings give any indication what the contents may -well do if imbibed... -~ -#32073 -potion vial2~ -a small vial~ -The contents of this vial are dark and mysterious looking...~ -~ -10 16 1 -33 16 16 16 -1 6700 670 -E -potion vial~ -No label or other markings give any indication what the contents may -well do if imbibed... -~ -#32074 -potion vial3~ -a small vial~ -The contents of this vial are dark and mysterious looking...~ -~ -10 16 1 -33 68 17 25 -1 6700 670 -E -potion vial~ -No label or other markings give any indication what the contents may -well do if imbibed... -~ -#32075 -potion vial4~ -a small vial~ -The contents of this vial are dark and mysterious looking...~ -~ -10 16 1 -33 21 86 20 -1 6700 670 -E -potion vial~ -No label or other markings give any indication what the contents may -well do if imbibed... -~ -#32076 -potion vial5~ -a small vial~ -The contents of this vial are dark and mysterious looking...~ -~ -10 16 1 -33 110 68 218 -1 6700 670 -E -potion vial~ -No label or other markings give any indication what the contents may -well do if imbibed... -~ -#32077 -scroll abjurative~ -an abjurative scroll~ -This scroll is enscribed with runes of protection.~ -~ -2 64 1 -40 36 34 208 -1 21500 2150 -E -scroll~ -This ancient scroll contains mystical runes to bolster your defenses. -~ -#32078 -rod cancellation~ -a rod of cancellation~ -A terrible and ancient device of immense power lies here.~ -~ -3 578 16385 -60 9 9 59 -20 150000 15000 -E -rod cancellation~ -This feared device can be used to drain the magical properties from its -target; its effects are hard to avoid. -~ -#32079 -slender black wand~ -a slender black wand~ -A slender black wand lies forgotten.~ -~ -3 98896 16385 -50 5 5 200 -1 17500 1750 -E -slender black wand~ -The function of this device is unclear... -~ -A -27 128 -> use_prog 100~ -mpe _yel A gout of acid inundates the room! -~ -| -#32080 -demon staff~ -the demon staff~ -A staff shod in demonhide exudes a powerful aura of evil.~ -~ -5 100946 8193 -0 0 0 6 -8 1000000 100000 -E -demon staff~ -This terrible weapon can, in the right hands, be a potent tool for -evil. Disgusting scenes are carved into the black leathery material -it is forged from. -~ -A -1 -2 -A -4 3 -A -12 150 -A -13 60 -A -18 8 -A -19 8 -A -27 32 -A -23 -4 -A -24 -4 -> wear_prog 100~ -if isevil($n) -mea $n _yel Power courses through your veins as you grip the staff! -mer $n _yel Power courses through $n's veins as $e grips the staff! -mpforce $n cackle -endif -~ -> damage_prog 100~ -mea $n _yel The staff emits a shriek as it is damaged. -mer $n _yel $n' staff shrieks as it is damaged! -~ -> get_prog 100~ -mea $n _yel Vile images fill your mind as you grab the staff. -mer $n _yel $n reels suddenly, confused. -~ -| -#32081 -low chest~ -a low chest~ -A low chest rests near the divan.~ -~ -15 524288 0 -1000 5 -1 0 -400 0 0 -E -iron chest~ -This heavy container is far too heavy to lift, though it appears to be -unlocked. -~ -#32082 -scroll~ -a dark scroll~ -A blackened scrap of parchment lies here.~ -~ -2 4 1 -50 83 83 83 -1 6000 600 -E -scroll~ -This scroll is covered with dark writings of a disgusting nature. -~ -#32083 -coffer silver~ -a silver coffer~ -A silver coffer rests on a piece of furniture.~ -~ -15 524288 1 -400 5 -1 0 -5 50000 5000 -E -silver coffer~ -This coffer is inlaid with carnelian, sapphire and aquamarines. -~ -#32084 -bar adamantium~ -a bar of adamantium~ -A bar of adamantium rests on the floor.~ -~ -8 0 1 -0 0 0 0 -5 35000 3500 -E -bar adamantium~ -This metal is prized by drow everywhere, for they forge their weapons -from it. -~ -#32085 -giant morning star~ -a giant's morning star~ -A massive metal morning star is imbedded in the earth.~ -~ -5 524288 8193 -0 0 0 8 -40 7600 760 -A -1 3 -A -18 3 -A -19 8 -> wear_prog 100~ -if race($n) == half-ogre -or race($n) == half-troll -mea $n You manage to heft the weapon with some difficulty. -else -mea $n It is far too cumbersome for you to wield. -mpforce $n rem $o -endif -~ -| -#32086 -ring mail coat~ -a ring mail coat~ -A coat of heavy metal rings lies draped here.~ -~ -9 524288 9 -18 0 0 0 -50 70435 7043 -E -ring mail coat~ -This metal coat is so large that only a troll or ogre could wear it, -at minimum. It covers the wearer from throat to groin, protecting from -slashing and bludgeoning attacks. -~ -A -17 -20 -A -13 75 -A -18 5 -A -19 6 -A -27 80 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-ogre -else -mea $n The armor is too big for you to function in. -mpforce $n rem $o -endif -~ -| -#32087 -heavy iron chains~ -heavy iron chains~ -Massive chains of iron lie piled on the grubby floor.~ -~ -9 524288 257 -17 0 0 0 -60 6500 650 -E -heavy iron chains~ -These chains are strong enough to bind even a giant. -~ -A -2 -3 -A -17 -20 -A -13 30 -A -12 -66 -A -18 -4 -A -19 6 -#32088 -altar stone dull black mineral~ -the unholy altar~ -A huge stone altar of rusty, dull black metal rests between two braziers.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -altar~ -This foul device is a nightmarish symbol of worship to the elder elemental -god, and as such has been the site of countless blood rituals. Its -porous surface absorbs the blood it is fed. -~ -> push_prog 100~ -mpe _pur The altar begins to fade in color, becoming translucent. -mpe _pur A writhing mass coalesces in the altar's center... -mpe _yel A glowing golden eye swims into view from the center! -mpmload 32077 -mpe _yel The eye turns to balefully regard those who disturb it. -mpe _pur Swollen veins of purple throb within the altar! -mpdamage all 200 -mpforce eye peer -mpforce eye mpslay $r -mpe _whi Satisfied with the sacrifice, the eye withdraws. -mpforce eye mpgoto 32199 -~ -> pull_prog 100~ -mpe _pur The altar begins to fade in color, becoming translucent. -mpe _pur A writhing mass coalesces in the altar's center... -mpe _yel A glowing golden eye swims into view from the center! -mpmload 32077 -mpe _yel The eye turns to balefully regard those who disturb it. -mpe _pur Swollen veins of purple throb within the altar! -mpdamage all 200 -mpforce eye peer -mpforce eye mpslay $r -mpe _whi Satisfied with the sacrifice, the eye withdraws. -mpforce eye mpgoto 32199 -~ -> exa_prog 100~ -mea $n _yel As you regard the void, so does the void regard you. -mer $n _yel $n is struck by some invisible force! -mpdamage $n 400 -~ -| -#32089 -malachite pillar~ -a malachite pillar~ -A pillar of malachite covered in runes and symbols fills the corner.~ -~ -12 0 0 -0 0 0 0 -20000 0 0 -E -malachite pillar~ -This pillar is deeply scored, and stained with blood... -~ -#32090 -blessing Lolth~ -the blessing of Lolth~ -A shimmering aura of darkness surrounds and confounds.~ -~ -9 2646 17 -21 0 0 0 -1 7543534 754353 -A -1 -1 -A -5 -1 -A -13 125 -A -12 125 -A -18 4 -A -19 4 -A -24 -3 -> wear_prog 100~ -if race($n) == elf -or race($n) == half-elf -mea $n _red You shriek as you behold the nature of your enemy's deity! -mer $n _red $n shrieks as $e beholds the nature of $s enemy's deity! -mpforce $n scream -mpdamage $n 200 -mpforce $n rem $o -endif -~ -| -#32091 -brooch drow house eilservs~ -the brooch of House Eilservs~ -A copper spider brooch, inlaid with runes, lies here.~ -~ -9 20 5 -7 0 0 0 -1 175000 17500 -E -brooch drow~ -The runes on this brooch mark the wearer as a member of the indicated -house. Priests and other women wear more ornate brooches than the less -important males. -~ -A -19 4 -#32092 -brooch drow house kilsek~ -the brooch of House Kilsek~ -A copper spider brooch, inlaid with runes, lies here.~ -~ -9 20 5 -7 0 0 0 -1 175000 17500 -E -brooch drow~ -The runes on this brooch mark the wearer as a member of the indicated -house. Priests and other women wear more ornate brooches than the less -important males. -~ -A -19 4 -#32093 -mauve robes~ -mauve robes~ -Robes of a sickly shade of mauve hover on their own accord.~ -~ -9 98900 1025 -11 0 0 0 -4 56400 5640 -E -mauve robes~ -These disgusting garments are worn by mind flayers; the interior is -still slick with the slime they exude from their purplish skin. -~ -A -3 3 -A -12 66 -A -13 33 -A -18 3 -A -19 5 -A -24 -2 -A -21 -2 -#32094 -amulet planes~ -Amulet of the Planes~ -This device transports the wearer randomly through time and space.~ -~ -4 524353 16385 -50 10 10 2 -43 543000 54300 -E -amulet planes~ -This device must be used with extreme care, for it may transport the -wielder to unknown and dangerous environs. -~ -A -3 3 -A -4 3 -#32095 -rock pool~ -a rock pool~ -A pool in the corner is fed by water constantly dripping from above.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#32096 -gold necklace gems~ -a gold necklace set with gems~ -The glint of gold can be seen on the ground.~ -~ -8 524289 5 -0 0 0 0 -1 50000 5000 -E -gold necklace gems~ -This item of jewelry is set with five lustrous gems, of significant -value, enhanced by their setting. -~ -#32097 -red gland~ -a red gland~ -A fire beetle's gland illuminates the area.~ -~ -1 1 1 -0 0 200 0 -2 500 50 -E -red gland~ -This gland, torn from the abdomen of a fire beetle, will serve as a -sturdy light for an indefinite period of time. -~ -#32098 -fire lizard egg~ -a fire lizard egg~ -A massive, bulbous egg glows with an inner fire.~ -~ -8 17 1 -0 0 0 0 -1 175000 17500 -E -fire lizard egg~ -This egg is far from hatching, though it could be sold for a princely -sum to a dealer. Alternatively, you could seek out an animal handler -who could perhaps tame the beast to serve as a pet for you... -~ -#32099 -scroll~ -a dark scroll~ -A curled piece of dark parchment lies on the ground.~ -~ -2 22 1 -50 36 -1 -1 -10 45231 4523 -E -dark scroll~ -fill in -~ -#32100 -silver coffer~ -a small silver coffer~ -A small silver coffer rests near the table.~ -~ -15 64 1 -300 5 -1 0 -2 43452 4345 -E -silver coffer~ -This coffer could hold substantially more items than its dimensions -would seem to indicate was possible. -~ -#32101 -vial blue liquid~ -a vial of blue liquid~ -A stoppered vial of blue liquid rolls about on the floor.~ -~ -10 64 1 -50 28 43 215 -1 500 50 -E -vial blue liquid~ -The liquid in this bottle possesses unknown qualities... -~ -#32197 -hellfire blade~ -Hellfire~ -A blade of hellish flame smolders as it scorches the ground beneath it.~ -~ -5 625243 8193 -0 0 0 6 -33 575600 57560 -E -hellfire blade~ -This ancient weapon is forged from fire taken from Hell, and kept in -check by powerful evil enchantments. Its touch inflicts terrible damage, -and only the most dark of heart can bear to grasp it. -~ -A -1 2 -A -13 66 -A -12 130 -A -18 12 -A -19 12 -A -27 1048576 -A -27 1 -A -24 -3 -A -23 -3 -#32198 -dragonslayer blade~ -Dragonslayer~ -A blade forged in blood and fire cries for a worthy owner!~ -~ -5 11 8193 -0 0 0 6 -1 1500000 150000 -E -dragonslayer blade~ -This ancient and powerful artifact was forged centuries ago by the elder -gods, and granted by them to the first Dragonslayer, who bore it in battle -until his life was ended by Brazzemal, the ancient red dragon that for -centuries kept this weapon from its rightful owners. Now it is once again -back in the hands of a Dragonslayer! -~ -A -1 1 -A -2 1 -A -31 2 -A -13 100 -A -12 75 -A -18 13 -A -19 13 -A -27 1 -A -23 -9 -> wear_prog 100~ -if clan($n) == dragonslayer -mea $n _whi Tears stream down your face as you grasp this wondrous blade! -mer $n _whi Tears stream down $n's face as $e grasps Dragonslayer! -else -mea $n _red You are not worthy! -mpforce $n rem $o -mpforce $n weep -endif -~ -> get_prog 100~ -if clan($n) == dragonslayer -mea $n _whi You hold the sword aloft in triumph! -mer $n _whi $n holds the sword aloft in triumph! -endif -~ -| -#32199 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#32000 -Slabs of Obsidian~ -A narrow ledge projects from this spire of black rock, near its summit. -Rivers of lava churn below, making it impossible to proceed there, even -with flight; the waves of heat would sear the skin of a dragon. A pair -of huge obsidian valves are set in the northeastern wall of the spire, -locked, barred and covered in intricate runes which are indeciperable. -Heat radiates from their surface, and a series of glowing red runes are -an indication that magical wards may be in place here too. What is most -disconcerting about these portals is that they are nearly thirty feet -in height- what manner of beasts must reside within...? -~ -0 0 5 -D6 -The valves open onto the Hall. -~ -valves~ -8389671 32215 32001 -E -valves~ -They bear a skull shaped depression near the lock... -~ -S -#32001 -An Obsidian Passage~ -This grand hall is of solid obsidian; walls, ceiling and floor are of -this black substance. Light from several smoldering brands set in iron -sconces plays and dances on the walls, where it is not covered by the -massive wall hangings and curtains that begin near the entrance to the -southwest. The ceiling must be at least forty feet high, the width of -the corridor doubly that. The entire hall dwarfs any visitors, save for -those of similar dimensions to its architects. -~ -0 3145736 0 -D0 -The curtain conceals unknown dangers. -~ -curtain~ -11 -1 32002 -D6 -A long, broad hallway runs northeast, deep into the center of the rocky spire. -~ -~ -0 -1 32003 -D9 -The valves open onto the outside world. -~ -valves~ -8389671 32215 32000 -S -#32002 -A Hidden Guardpost~ -A dark recess beckons beyond the wall hanging, housing a guard whose -duty it is to keep an eye on any intruders. A large bronze horn hangs -from a heavy iron chain set in the ceiling, doubtless winded to alert -the halls of an invasion. The furniture here is solid, made of rock, -and radiates unnatural warmth. The fire giants have a deathly hatred -of the cold. -~ -0 3145736 0 -D2 -The curtain conceals unknown dangers. -~ -~ -3 -1 32001 -S -#32003 -An Obsidian Passage~ -Towering sculptures of fire giants, carved from the same black rock as -the halls, rise to either side, flanking the cavernous corridor, their -bulk casting long shadows in the flickering torchlight. Long tapestries -depend from bronze rods, set in the wall between the monoliths, drawing -a grim picture of a world dominated by this evil, vicious race. There -can be little doubt that this place is a stronghold of these massive -foes. -~ -0 3145740 0 -D6 -The Hall runs deeper into the rock, towards a junction. -~ -~ -0 -1 32004 -D9 -The hall runs southwest towards the exit. -~ -~ -0 -1 32001 -S -#32004 -A Meeting of Halls~ -Several broad passages meet here, arriving from different sections of -the Hall. The floor here has been worn smooth by the passage of count -less pairs of giantish feet, an indication that this is a busy area -of the hall, and most likely an area where trouble is likely to erupt -were an intruder detected. The ceiling here is domed, and houses an -enormous chandelier of iron, brightly illuminating the chamber, bathing -it in a reddish light that is diffused slightly by the many large -creatures that wander past. -~ -0 3145736 0 -D1 -The grand hall of the king beckons... -~ -~ -0 -1 32005 -D7 -This hall is much narrower, and heads towards various chambers. -~ -~ -0 -1 32020 -D9 -The hall runs southwest towards the exit. -~ -~ -0 -1 32003 -S -#32005 -The Throne Room of the King~ -The floor changes here, from black obsidian to a reddish rock, which -seems to shimmer with heat. The highly polished walls are lined with -massive pillars, anthropomorphic representations of muscled dwarves, -seeming to strain under the weight of the ceiling they support. Gouts -of flame- ignited gases- burst from hidden spaces in the wall at -sporadic intervals, bathing the hall in a strange reddish glow. The -temperature is almost unbearable, heated as it is by the burning gases -and magical dweomer. -~ -0 3145736 0 -D1 -The throne room runs as far as you can see eastward. -~ -~ -0 -1 32006 -D3 -A meeting of passages can be seen. -~ -~ -0 -1 32004 -> rand_prog 33~ -mpe _red A gout of flame bursts from a gap in the wall! -if ispc($r) -mea $r _red The flame licks at you, igniting your cloak! -mer $r _red The flame licks at $r, igniting $s cloak! -mpdamage $r 50 -endif -~ -| -S -#32006 -The Throne Room of the King~ -The reddish hall continues, flanked by the tortured dwarven likenesses; -the giants revel in this depiction of suffering of their mortal enemies. -Wall hangings, poorly woven tapestries of inferior quality, line the -spaces between the statues, depicting the arrogance of the fire giants -in both work and play. Footsteps echo all around, as numerous giants -make their way about the hall. -~ -0 3145736 0 -D0 -A pillared hall runs north. -~ -~ -0 -1 32027 -D1 -The throne room runs as far as you can see eastward. -~ -~ -0 -1 32007 -D2 -A tapestry conceals unknown perils. -~ -tapestry~ -11 -1 32013 -D3 -The throne room runs as far as you can see westward. -~ -~ -0 -1 32005 -> entry_prog 100~ -if race($n) == dwarf -mea $n You are enraged by this insulting depiction of your proud race. -mer $n $n grips $s weapon firmly and glares grimly at the statues. -endif -~ -| -S -#32007 -The Throne Room of the King~ -A subtle change begins to become evident in the stonework as the hall -nears the throne of the king. The floor begins to rise slightly, and -the walls, rather than being covered in tapestries, are decorated with -colored stones, forming detailed mosaics of superior quality to the -garish wall hangings. The mosaics depict a giant of incredible strength -rending foes of various races, especially dwarves. Giants both hate and -fear this diminutive race, for they have battled ferociously in the past. -~ -0 3145736 0 -D1 -The hall rises to meet the audience chamber of Snurre. -~ -~ -0 -1 32008 -D3 -The throne room runs as far as you can see westward. -~ -~ -0 -1 32006 -E -mosaic~ -Several famous battles in fire giant history are recorded here, including -a biased retelling of the siege that wrested the dwarven mines of Ghaz- -Mac-killion from their rightful owners. There is a palpable sense of -cruelty in each mosaic, however; the fire giants are renowned for their -mistreatment of all races. -~ -> rand_prog 33~ -mpe _red A gout of flame bursts from a gap in the wall! -if ispc($r) -mea $r _red The flame licks at you, igniting your cloak! -mer $r _red The flame licks at $r, igniting $s cloak! -mpdamage $r 50 -endif -~ -| -S -#32008 -The Audience Chamber of King Snurre~ -Five iron statues flank the broad white-veined marble dais that the -hall rises to meet here. Mosaics cover each wall, as well as the high -ceiling, though these are obscured by two more iron chandeliers. A -flaming skull flanked by iron cressets hangs suspended behind a throne -of truly enormous proportions. Waves of heat radiate from this skull, -bathing the inhabitants of this chamber in its warmth. Several skeletons -are nailed to open spaces on the walls, scraps of flesh still hanging -from their bones. Flickering light from burning gases casts a ghastly -illumination on these rotting remains. -~ -0 3145736 0 -D3 -The throne room runs as far as you can see westward. -~ -~ -0 -1 32007 -D8 -~ -statue~ -1035 -1 32009 -S -#32009 -A Secret Passage~ -A narrow rough hewn tunnel has been carved through the rock, linking -several passages of importance to the King. He uses this narrow edit -to access them without being seen by his kind, or enemies. A narrow -stone shelf, devoid of contents, lines the north wall, while a dusty -statue of a fire giant leans against the southeastern wall. A dim -outline of a door can be made out in the northwestern wall. -~ -0 3145737 13 -D0 -A stone shelf may conceal an exit. -~ -shelf~ -1035 -1 32010 -D7 -A dim outline of a door can be seen. -~ -~ -33 -1 32008 -D8 -This statue could conceivably conceal an exit. -~ -statue~ -1035 -1 32012 -S -#32010 -A Small Cave~ -The secret door opens onto a small cave, boasting only a single exit- -a winding passage to the southwest- other than the shelf. There is no -light in this musty cavern, nor is there any sound. If anything lairs -in the rocky darkness, it is loathe to reveal its presence. Dried bones -crunch underfoot here, evidence of the fate of previous unfortunates. -~ -0 3145737 0 -D2 -~ -shelf~ -1035 -1 32009 -D9 -~ -~ -0 -1 32011 -S -#32011 -Lair of the Pyrohydra~ -Coiled sinuously around a large pile of shining metals is a mighty red -dragon, its scowling visage peering out at those who stumble into its -lair. For a split second you expect to be roasted where you stand, but -then you realize that the dragon is but a disturbingly lifelike carving, -cleverly fashioned from the reddish stone by a master artisan. The pile -of metal is quite real though, and includes gold, silver and jewelry. -Doubtless this booty is protected from becoming some greedy adventurer's -haul by some other guardian... After all, who was responsible for the -flayed and mutilated corpses that are now visible hanging from spikes -set into the walls? -~ -0 3145736 0 -D6 -Returning to the safety of the outer chamber holds considerable appeal. -~ -~ -0 -1 32010 -E -carving dragon~ -A small inscription in several languages has been carved into a plaque -beneath the disturbing rendition of wyrmkind- - -Brazzemal, known to his kind as Hellfire, the mightiest red dragon to -walk this plane. Imprisoned is he, and should ye seek to reach him, -you must seek out his book, and recite the chant therein... -~ -> speech_prog p I seek the wyrm~ -mea $n _red Visions of hellfire cloud your vision... -mptrans $n 32197 -~ -> rand_prog 20~ -mpe _dch The carving seems to shift ever so slightly... -~ -| -S -#32012 -The Bedchamber of the King~ -The furniture in this spacious chamber is all of ebony- even the large -bed that rests near the wall, flanked by smoldering brands rammed into -iron cressets. Shadows flicker and dance, cast by the torchlight and -small explosions of natural gas. A long shelf opposite the bed is lined -with the skulls of enemies slain in battle by the great king, and among -their number are skulls of creatures as mighty as giants and trolls, as -well as many dwarves, elves and mannish folk. Several giant iron weapons -hang from hooks set in the stonework, each of them bearing signs of heavy -usage. Several low tables covered with worthless junk surround the bed, -as do two ebony chairs, where the king prefers to sit when regarding his -treasures. An iron statue stands in the northwest corner, apparently -serving no purpose other than to fill this empty space. -~ -0 3145736 0 -D3 -West leads back to the beginning of the private quarters. -~ -~ -0 -1 32019 -D7 -A statue blocks the exit. -~ -statue~ -1035 -1 32009 -S -#32013 -Residental Halls~ -A broad stone hallway, well lit at regular intervals by smoking brands, -runs eastward from here, towards several doors, while to the west it -ends before an iron door, bearing a strange symbol that you have not -encountered before. It appears to be a crest, crudely carved, which -represents two rampant weasels flanking a dented iron crown. Perhaps -there are other nobility within this hall? -~ -0 3145740 0 -D0 -A tapestry blocks this exit. -~ -tapestry~ -11 -1 32006 -D1 -The passage runs east, towards more doors. -~ -~ -0 -1 32017 -D3 -A pair of iron doors bars entrance to this area. -~ -~ -3 -1 32014 -S -#32014 -Chambers of the Queen~ -The rooms that lay beyond the odd door house the Queen and her large -retinue, who wait on her hand and foot. The King apparently prefers -to quarter elsewhere, for there is no sign that he has had a hand in -the decor of this place, though it does share his taste for the vulgar -and garish. Lewd tapestries depicting giantesses coupling with a wide -variety of species decorate the walls, inducing queasiness in those -who regard them, though a troll may find some of the giantesses of -some interest. Open passages lead north and west. -~ -0 3145736 0 -D0 -The Queen herself awaits your arrival. -~ -~ -0 -1 32015 -D1 -A large iron door blocks the way! -~ -~ -3 -1 32013 -D3 -Servants are quartered here. -~ -~ -0 -1 32016 -S -#32015 -The Chamber of Frupy~ -The entirety of this large chamber is lit and heated by roaring blazes -in several bronze braziers, arranged haphazardly around large tapestries -of great lewdness but little material worth. It would be a fair call to -say that what fire giants lacked in artistic skill they more than make up -for in enthusiasm- this chamber alone boasts dozens of tapestries and wall -hangings of other materials, depicting every subject under the sun. A bed -that appears to be surprisingly soft and comfortable rests near an open -wardrobe filled with ugly red garments. A large mirror casts disconcerting -reflections of the rooms occupants, and a series of chests and caskets near -the mirror apparently contain the Queen's personal effects. -~ -0 3145736 0 -D2 -The main chamber of the Queen's Wing. -~ -~ -0 -1 32014 -S -#32016 -A Crowded Chamber~ -Frupy is a demanding, spoiled giant, and as such has a large retinue -of servants on hand at all times. The King prefers to keep his wife's -whims satisfied, for she is wont to terribly explosive bouts of rage. -This chamber is filled with piles of furs that serve as bedding for the -many maidservants, and the walls boast the garish wall hangings that by -now you have almost grown inured to, though an artisan would balk at -having to confront such an incompetent waste of material. -~ -0 3145736 0 -D1 -The main chamber of the Queen's Wing. -~ -~ -0 -1 32014 -S -#32017 -A Smoky Hallway~ -Much of this hall is hazy with smoke, produced by the many smoldering -brands set in cressets hammered into the obsidian walls. While such -smoke doesn't worry the giants, it causes great discomfort to those -unused to such conditions. Chambers that are overpoweringly warm are -considered 'chilly' by fire giants, and as such most of this hall is -unbearably hot, heated by burning gases or braziers stacked with coals. -Two iron doors reflect torchlight to the north and east. The eastern -portal bears the flaming skull motif of King Snurre. -~ -0 3145736 0 -D0 -This door conceals unknown peril. -~ -~ -3 -1 32018 -D1 -This door bears the flaming skull motif. -~ -~ -7 -1 32019 -D3 -The entrance to the residental halls. -~ -~ -0 -1 32013 -S -#32018 -The King's Royal Guard~ -This smoke filled chamber boasts four beds, arranged near burning fires -housed in large bronze braziers, the source of the choking smoke and -overpowering heat in this hellish chamber. A table stacked with platters -and flagons bears evidence of a recent repast, while several dogeared -playing cards lie scattered on the floor. -~ -0 3145736 0 -D2 -This door conceals unknown peril. -~ -~ -3 -1 32017 -S -#32019 -The King's Private Chambers~ -The doors open onto a trophy room of sorts, boasting a series of sets -of arms and armor, arranged about the standard lewd tapestries and -skulls. Low shelves are piled with assorted junk, of little worth -save to an avid collector of fire giant artifacts. The roof is covered -with the flayed hide of a chimera, slain for disobedience by the king -himself. More trophies surround a large bed to the east, while to the -west the iron doors bar travel to the rest of the hall. -~ -0 3145736 0 -D1 -The Bedchamber of the King. -~ -~ -0 -1 32012 -D3 -This door conceals unknown peril. -~ -~ -7 -1 32017 -S -#32020 -A Junction~ -Several broad passageways run from this point, heading in various -directions into the fire giant capital. Footsteps can be heard in -each direction- it will be hard to avoid detection in this crowded -place. The smell of cooking meat issues strong from the west, while -to the north and east shouted orders can be heard, accompanied by -the heavy tread of several pairs of giant feet. -~ -0 3145740 0 -D0 -This corridor is gloomy and poorly lit. -~ -~ -0 -1 32024 -D3 -A foul odour comes from this direction. -~ -~ -0 -1 32021 -D8 -Several halls meet here. -~ -~ -0 -1 32004 -S -#32021 -A Disturbing Odour~ -Wafting in from a large chamber to the south is a smell that you are -well accustomed to; the stench of burning flesh. This flesh, however, -is not burning on the funeral pyre, or the battlefield, but over a -hot fire, and is due to serve the giants as their next meal. Several -humanoid races are considered delicacies by this brutal race, most -especially halflings and of course their natural enemy dwarves. The -door to the north presumably leads to the pantry, though you balk at -what you may find in there. -~ -0 3145736 0 -D0 -The storage area for the kitchen. -~ -~ -3 -1 32023 -D1 -This corridor is gloomy and poorly lit. -~ -~ -0 -1 32020 -D2 -The source of the odor and the noises. -~ -~ -0 -1 32022 -S -#32022 -Hall of Giantish Culinary Delights~ -It's debatable which sight in this slaughterhouse that passes as a -kitchen is the most disturbing. The skinned halflings that have been -spitted alive and now slowly rotate, screaming, over a roaring blaze, -or the row of dwarven heads, the tops cf their skulls removed and their -brains scooped out, and laid in bowls beside them. The rows of razor -sharp knives lining the bloodstained walls are not a comforting sight, -and nor is the huge cooking pot that could boil four humans alive, if -there was the need. The stench is overpowering, though it may hold some -appeal to a troll. A chute near the cooking pot is used to dispose of -rubbish and misbehaving servants. It leads to a lava bed deep below. -~ -0 3145736 0 -D0 -Leaving the kitchen holds considerable appeal... -~ -~ -0 -1 32021 -D10 -~ -chute~ -133120 -1 32057 -> entry_prog 100~ -if race($n) == half-troll -mea $n The roasting meat appears oddly appetizing to your bestial side. -mpforce $n lick -mpforce $n grin -endif -~ -| -S -#32023 -A Storage Chamber~ -The entirety of this room is crammed with all manner of foodstuffs, -including smoked fish, cheese, sausages and ham, loaves of dried bread, -barrels of grain, and barrels of wine, mead, ale and beer, all for the -consumption of the fire giants. Freshly slain prey is usually cooked -and served immediately, so these supplies are rations for expeditions -or emergencies, save of course for the alcohol. -~ -0 3145736 0 -D2 -Closer towards the foul odor. -~ -~ -3 -1 32021 -S -#32024 -A Gloomy Corridor~ -This hall is poorly lit, illuminated only by the occasional smoldering -brand, indicating perhaps that it is more infrequently traversed than -the other corridors. No tapestries or murals decorate the plain black -walls, and few giants can be seen about. There is, however, a set of -double doors to the east of here. -~ -0 3145736 0 -D0 -This corridor is gloomy and poorly lit. -~ -~ -0 -1 32033 -D1 -A set of doors leads into a chamber. -~ -~ -3 -1 32025 -D2 -A junction lies here. -~ -~ -0 -1 32020 -S -#32025 -A Comfortable Lounge~ -Soft chairs, divans and footstools lie haphazardly arranged about several -low tables that fill most of this well lit chamber. Some of the furniture -is giant sized, while others are sized for smaller creatures. Tapestries -cover the walls, and dozens of torches cast light through the whole room. -Doors exit from this chamber in every direction, though two are wood, to -the east and south, while the other two are iron. -~ -0 3145736 0 -D0 -A door conceals hidden perils. -~ -~ -7 -1 32026 -D1 -A door conceals hidden perils. This one appears to be locked. -~ -~ -7 -1 32031 -D2 -A door conceals hidden perils. -~ -~ -7 -1 32032 -D3 -A door conceals hidden perils. -~ -~ -3 -1 32024 -S -#32026 -The King's Council Room~ -The majority of this chamber is dominated by a long table, covered in -crude maps and battle plans, and lined by six wooden chairs, each sized -to seat a giant, though not necessarily of the same type. Animal hides -cover the walls, trophies of the hunt, and several scroll racks in the -corners are laden down with maps and other documents. The operation of -the giants appears to be well planned and organized, more competently -than you would have thought possible. The maps, while scribed with an -unskilled hand, depict the major human settlements, from Shadowport to -Kusnir, and Darkhaven itself. Large Xs on the maps mark where raids have -been made, while question marks presumably mark potential targets. One -such mark lies above Starhaven, another above Qetag's Reach, a dwarven -settlement. -~ -0 3145736 0 -D1 -An iron door conceals hidden perils. -~ -~ -7 -1 32029 -D2 -A door conceals hidden perils. -~ -~ -7 -1 32025 -S -#32027 -A Pillered Hallway~ -This broad hall is divided in half by a row of pillars that runs down -the center; similar to those in the throne room, they depict dwarves -straining to support the black roof of the hall. Tapestries line each -wall, depicting various uninteresting giant legends, and past victories, -naturally embellished to the point of hopeless inaccuracy. Giants can -be seen in the distance in either direction, walking amongst the wide -pillars. -~ -0 3145740 0 -D0 -A pillared hall runs north. -~ -~ -0 -1 32028 -D2 -South leads to the Throne Room -~ -~ -0 -1 32006 -S -#32028 -A Pillered Hallway~ -The hall continues as far as you can see in either direction, heading -directly through the center of the citadel. Footsteps and shouts echo -down the hall at regular intervals, though the poor lighting combined -with the long shadows cast by the statues makes it reasonably easy to -avoid detection if adequate care is taken. -~ -0 3145736 0 -D0 -A pillared hall runs north. -~ -~ -0 -1 32029 -D2 -A pillared hall runs south. -~ -~ -0 -1 32027 -S -#32029 -A Pillered Hallway~ -The hall passes a pair of double doors here, of iron, set flush with -the western wall. They bear the by-now-familiar flaming skull motif -of Snurre, flanked by rampant hell hounds, their breath forming a -halo around the skull. Flickering torchlight makes the reddish metal -appear to be aflame. No sound can be detected from behind this large -and imposing portal, though it is so thick it would be hard to hear -an army marching through it. -~ -0 3145736 0 -D0 -A pillared hall runs north. -~ -~ -0 -1 32030 -D2 -A pillared hall runs south. -~ -~ -0 -1 32028 -D3 -The flaming skull makes you reluctant to intrude. -~ -~ -7 -1 32026 -S -#32030 -The End of the Hall~ -This point marks the end of the divided hallway that runs south through -the center of the citadel, linking most of the important areas. Traffic -is likely to be heavy here, and the guards observant; while intruders -are not common, Snurre is well aware that efforts will be made to stop -his schemes, and has taken appropriate cautionary measures as necessary. -A long iron cylinder hanging from the far wall appears to be an alarm of -some sort, to be struck if an intruder is sighted. The noise would most -likely bring any giants within earshot running, though the halls are so -massive that the sound could not hope to carry very far. -~ -0 3145736 0 -D1 -~ -~ -0 -1 32040 -D2 -~ -~ -0 -1 32029 -D3 -~ -~ -0 -1 32039 -S -#32031 -The Advisor's Study~ -This small chamber boasts a desk, covered in maps and papers, and a -high chair, enabling someone of lesser height than the table was -initially designed for the opportunity to reach what lies atop it. A -second chair, sized for a giant, rests near the desk, as if whoever -sat there wished to observe the work in progress on the desk. Cases -laden with giantish documents line the walls, while several plaques -in dwarven also can be seen, most of them carved with messages that -are meant to inspire effort and elicit greater results. These simple -motivational items would be of no use to a giant as few indeed know -the dwarven tongue. Who, then, works here? -~ -0 3145736 0 -D3 -~ -~ -7 -1 32025 -E -plaque plaques~ -The plaques read, variously- - -Do your best! - -Many Hands Make Light Work. - -You Want It When?!? - -~ -S -#32032 -The Advisor's Chambers~ -This simple room boasts a bed, a chest of drawers, piles of clothing -on the floor, several threadbare rugs and a rather faded tapestry, -stolen from an elven library many decades ago. The air is foul, as -it has been tainted by the odor of unwashed socks and sweaty boots. -Two chests rest near the bed, one lies open and empty. The other is -closed and locked. -~ -0 3145736 0 -D0 -~ -~ -7 -1 32025 -S -#32033 -A Torchlit Junction~ -Several of the halls that run through this citadel converge at this -point, which is marked by three torches, bound together about an iron -statue that rests in the middle of the intersection. Surprisingly -enough, no guards are stationed here, though there are numerous giants -making their way down each of the passages. The statue itself flickers -in the torchlight, giving the impression of animation. -~ -0 3145736 0 -D2 -The passage stretches into the distance. -~ -~ -0 -1 32024 -D6 -The passage stretches into the distance. -~ -~ -0 -1 32039 -D7 -The passage stretches into the distance. -~ -~ -0 -1 32034 -E -statue~ -An iron likeness of some forgotten giant hero, this statue stands -nearly twenty feet high, and has a seriously embellished physique. -The fearsome scowl that creases its toothy face is certainly -authentic, however. -~ -S -#32034 -A Quiet Wing~ -This passage is mostly devoid of traffic, despite boasting numerous -doors and passages on the western wall. Only guards can be seen, as -apparently some sort of guard room lies at the very end of this long -passage. It isn't difficult to avoid the notice of most of these dim -witted behemoths, as even a troll would only reach their chests in -height. A set of double doors to the southwest is marked with runes -of cointainment, and is securely locked... -~ -0 3145736 0 -D7 -The passage stretches into the distance. -~ -~ -0 -1 32036 -D8 -A junction marked by an iron statue lies in this direction. -~ -~ -0 -1 32033 -D9 -This door is marked with runes of containment. -~ -~ -1031 -1 32035 -S -#32035 -A Comfortable Lounge~ -This opulent chamber is the epitomy of comfort- plush chairs and sofas -with footstools of fine cloth surround low cedar tables piled high with -fresh fruit and sweetmeats in burnished metal bowls. The walls are lined -with elven tapestries, of fine quality, and the ceiling is obscured by -translucent cloths, through which a dim light is pleasantly diffused about -the chamber. The entire scene is quite relaxing, though there is also a -faint but definite feeling of something awry at work here. -~ -0 3145736 0 -D6 -~ -~ -1031 -1 32034 -S -#32036 -The End of the Corridor~ -The corridor ends here, at a point where a hall to the north is blocked -off by a curtain, and a second passage to the southwest descends to a -lower level of the citadel. The tapestry to the north is the single -decoration here; other than it, the black walls are bare. Shouts and -cries issue forth from behind this tapestry, heralding the location of -a barracks or mess hall. -~ -0 3145736 0 -D0 -A tapestry bars the entrance to a barracks hall. -~ -tapestry~ -11 -1 32037 -D8 -A long corridor stretches into the distance. -~ -~ -0 -1 32034 -D9 -A steeply sloping passage descends into darkness. -~ -~ -0 -1 32038 -S -#32037 -A Barracks Hall~ -The entrance to this broad chamber is blocked by a heavy, ugly tapestry -which is similar to most of the others in this place. Numerous unmade -beds line the black walls, which are devoid of any markings save for -the iron cressets that hold the torches that illuminate this chamber. -It is quite warm in here, though not overpowering. The floor is covered -in debris not uncommon to the barracks of soldiers of any number of races. -~ -0 3145736 0 -D2 -~ -tapestry~ -11 -1 32036 -S -#32038 -A Descent into Darkness~ -While the beginning of this passage is lit, the section where it dips -sharply downwards bears no lighting, though a dim flickering can be -seen at the very bottom. Footsteps echo from both sides, as various -creatures make their way about on each level. The king has his hall -here on the top level; what other dangers may yet lie in store further -down? -~ -0 3145736 0 -D5 -The passage slopes steeply downwards into the darkness. -~ -~ -0 -1 32052 -D6 -The passage slopes back upwards. -~ -~ -0 -1 32036 -S -#32039 -A Brightly Lit Junction~ -This is one of the major junctions in the hall, joining the broad -east-west passage that links the barracks to the residental halls to -the north, wherein the bulk of the giants and their families reside. -As such it is a well-travelled section of the hall, and it will be -substantially harder to avoid detection here, especially if the hounds -kept by the giants are loosed. -~ -0 3145736 0 -D0 -The residental halls. -~ -~ -0 -1 32045 -D1 -The passage extends into the distance. -~ -~ -0 -1 32030 -D9 -Another junction lies in this direction. -~ -~ -0 -1 32033 -S -#32040 -A Secure Chamber~ -The corridor passaes a single iron door, bound and locked, set flush -with the south wall. A single inscription in giantish marks the plain -surface; below it in common, reads- CHIMERA PEN. ACCESS PROHIBITED -EXCEPT BY ORDER OF KING SNURRE. This is accompanied by a long winded -warning about the perils of disobeying this edict, including death and -dismemberment by the creature contained within. Surely no beast could -be so bothersome as to warrant such caution? -~ -0 3145736 0 -D1 -The corridor ends in a bend. -~ -~ -0 -1 32043 -D2 -Only the foolish would enter. -~ -~ -8388615 -1 32041 -D3 -The corridor stretches into the distance. -~ -~ -0 -1 32030 -S -#32041 -The Chimera Guard~ -This small chamber contains enough weapons to arm a small army. Spears, -swords, axes, mattocks and pole arms line the walls, all giant sized of -course, and of little use to you. Shield of iron and cured hide rest -nearby, the smallest taller than a male human. Chests piled with smaller -hand weapons taken from opponents rest to either side of the twin iron -doors that bar the exits from this room to the north and south. Whoever -stocked this room has prepared for a serious confrontation indeed! -~ -0 3145736 0 -D0 -North leads to safety. -~ -~ -8388615 -1 32040 -D2 -Horrid noises come from this direction. -~ -~ -8388615 -1 32042 -S -#32042 -Chimera Pen~ -The floor of this room is covered in sand, hot sand, hot enough to -warm your feet through boots. The walls bear deep gouges and scorch -marks, while blood stains cover every available surface. Numerous -half-devoured corpses sit staked about the perimeter of the room, -while the roof is covered with heavy iron chains, from which depend -yet more corpses, missing arms, legs and heads. The smell is awful, -the sight worse; more than one visitor has been nauseated by being in -here, judging by stains near the door. -~ -0 3145736 0 -D0 -~ -~ -8388615 -1 32041 -S -#32043 -A Bend in the Corridor~ -The corridor bends here, heading north to a guard room, and west back -towards the center of the citadel. Shouts and cries of mirth and anger -echo all about you, the sound echoed and amplified by the odd acoustics -in these obsidian halls. Doubtless there is a large number of giants -quartered nearby, however, off duty soldiers resting in between stints -of guard duties or raids on human settlements. -~ -0 3145736 0 -D0 -The corridor ends in a guard room. -~ -~ -0 -1 32044 -D3 -The corridor stretches into the distance. -~ -~ -0 -1 32040 -S -#32044 -A Barracks Hall~ -This chamber quarters the elite guards, and their captain, a brutish -man who is feared and respected by those he commands. The beds here -are neatly made, and arranged in a consistent order, a testament to -the strength of his will, as giants are not neat creatures by nature. -Fire giants are orderly, for giantkind, however, and tend to respond -well to commands if they respect the person who is giving them. -~ -0 3145736 0 -D2 -South leads away from the barracks. -~ -~ -0 -1 32043 -S -#32045 -The Living Quarters~ -Doors in each direction save the south house the civilian population -of the hall, consisting mostly of giants too young or weak to take to -the field yet, as most giants are expected to serve in the army, and -are quartered in barracks. Those women who choose to bear children are -also granted exemption, though this should not be taken to infer that -they are any less capable of defending themselves; one need only ask -Snurre himself about the power the wife of a giant can command. -~ -0 3145736 0 -D0 -~ -~ -3 -1 32047 -D1 -~ -~ -3 -1 32048 -D2 -South leads away from the residental halls. -~ -~ -0 -1 32039 -D3 -~ -~ -3 -1 32046 -S -#32046 -A Residental Hall~ -This spacious hall is filled with beds, wardrobes and heavy curtains, -which can be drawn to afford the occupants a degree of privacy. Chests -piled with coarse giant clothing, as well as animal furs, rest at the -foot of each large bed, while the walls bear tapestries depicting -giants on the hunt, the prey usually consisting of dwarves and ogres. -There is a strong odor of sweat here, partially masked by animal scents. -~ -0 3145736 0 -D1 -The main area of the residental halls. -~ -~ -3 -1 32045 -S -#32047 -Fire Giant Creche~ -This chamber is where the bulk of the children are reared, a nursery -of sorts, scattered with toys as large as weapons, and most likely as -deadly if hurled at someone, as they are made of iron and stone. The -giants are raised hard; violence and strife are taught them from a -young age. Youngsters are actively encouraged to do battle with each -other, and even serious injuries are overlooked, as only the strongest -will prevail. -~ -0 3145736 0 -D2 -The main area of the residental halls. -~ -~ -3 -1 32045 -S -#32048 -The Hound Pens~ -Hell hounds are the beloved pets of the fire giants, and as such -enjoy living standards at least equal to most of the giants. These -spacious halls have been turned over to them, lined with straw and -freshly slain dwarves and gnolls to feast upon. The stench of blood -is strong in the air, as is a strong burning smell; the flaming -hides of the hellhounds ignites and chars the flesh of those they -feast upon. -~ -0 3145736 0 -D1 -The carnage continues... -~ -~ -0 -1 32050 -D3 -The main area of the residental halls. -~ -~ -3 -1 32045 -D6 -The carnage continues... -~ -~ -0 -1 32049 -S -#32049 -The Hound Pens~ -Decaying corpses lie scattered about the bloodstained straw that covers -the black floor. Most show signs of having been feasted upon, recently -too. The stench is almost unbearable, though the odor of sulfur is now -strong too. The air in here is unbearably hot, superheated as it is by -the inhabitants of these gruesome halls. -~ -0 3145736 0 -D2 -The carnage continues... -~ -~ -0 -1 32050 -D9 -The carnage continues... -~ -~ -0 -1 32048 -S -#32050 -The Hound Pens~ -The halls end here, before a single tapestry, that the hounds do not -venture near. Several large holes have been torn in it, enabling who -ever resides within to keep an eye on the hounds. There are also no -corpses strewn near this entrance; the hounds know better than to -feast near their masters. -~ -0 3145736 0 -D0 -The carnage continues... -~ -~ -0 -1 32049 -D1 -The master of these beasts awaits. -~ -tapestry~ -11 -1 32051 -D3 -The carnage continues... -~ -~ -0 -1 32048 -S -#32051 -The Keeper of the Hounds~ -Various items of furniture, including a bed, cabinets, chests and a -table covered in cheese and bread fill this chamber. It also boasts -the usual garish wall hangings, amd a rack filled with weapons used -to keep the hell hounds at bay. Seven hell hound skulls line a shelf -near the door, as do the hides of these beasts, which are tacked to -the walls. A crate full of meat for the hounds when fresh prey isn't -available rests near the door. -~ -0 3145736 0 -D3 -The carnage continues... -~ -tapestry~ -11 -1 32050 -S -#32052 -A Dimly Lit Corridor~ -This corridor is where the first level above is joined to this level, -by means of a sloping corridor that rises steeply to meet the upper -level. The corridor runs north and south through the second level, -while a locked iron door covered in ancient runes bars progress to -the west. There are few torches here; passage is infrequent, save for -guards and visitors. -~ -0 3145740 0 -D0 -The corridor stretches into the distance. -~ -~ -0 -1 32054 -D2 -The corridor stretches into the distance. -~ -~ -0 -1 32058 -D3 -~ -~ -1031 -1 32053 -D4 -The passage rises sharply to the upper level. -~ -~ -0 -1 32038 -S -#32053 -The Hall of Dead Kings~ -This dusty chamber is a mausoleum, filled with the mummified remains -of a dozen ancient fire giant kings, resting in heavy stone sarcophagii -that line the black, unadorned walls. Most of them lie open and empty; -graverobbers have managed to gain access over the decades and steal -anything of worth. One sarcophagus remains undisturbed, near the north -wall, and from it issues a hellish glow... -~ -0 3153929 0 -D1 -~ -~ -1031 -1 32052 -D5 -~ -sarcophagus~ -11 -1 32137 -S -#32054 -A Shadowy Junction~ -Travel through this level of the citadel is disturbed by howls and -wails, that echo up and down the halls, issuing from a series of -cells that line a long corridor stretching eastward from here. What -suffering must be visited upon those pour souls imprisoned here -defies imagination. Guards are few; even if a prisoner were to escape, -and someone avoid all the guards on the upper level, where would they -go? The entire spire that houses the citadel rests in a lake of lava. -~ -0 3145736 0 -D0 -The corridor continues into the distance. -~ -~ -0 -1 32055 -D1 -A long hall lined with cells runs east. -~ -~ -0 -1 32068 -D2 -The corridor continues into the distance. -~ -~ -0 -1 32052 -S -#32055 -A Shadowy Corridor~ -The corridor continues, heading north and south as far as you can see -in either direction. No tapestries adorn the walls; there is no one -to impress with them here. This whole level evokes a feeling of despair -that is unnaturally powerful even for the lair of such cruel and evil -monsters. Something incredibly malevolent is here, besides the giants, -though you can't quite quantify the feelings you have. -~ -0 3145736 0 -D0 -The corridor continues into the distance. -~ -~ -0 -1 32074 -D2 -The corridor continues into the distance. -~ -~ -0 -1 32054 -D3 -A fiery glow comes from this direction. -~ -~ -0 -1 32056 -S -#32056 -The Forge~ -A wave of overpowering heat almost drives you from the room as you -enter, accompanied by a blinding red glow from a small lava bed to -the west, a natural source of heat for this smithy. A huge iron anvil -rests near the lava, as does a rack filled with unfinished iron -weapon heads. Gas jets erupt from the walls at sporadic intervals, -though these seem to cause the smith's assistants more concern than -they cause you. -~ -0 3145736 0 -D1 -East leads back out into the corridor. -~ -~ -0 -1 32055 -D3 -It would be foolish indeed to enter the lava bed! -~ -~ -0 -1 32057 -> rand_prog 33~ -mpe _red A gas jet erupts from the wall! -if ispc($r) -mpdamage $r 50 -endif -~ -| -S -#32057 -The Lava Bed~ -That wasn't very bright. The second you hit the lava, you are vaporised, -though the heat rising in waves from the lava had seared the flesh from -your bones long before you actually made contact with the substance. - -Your belongings are reduced to slag in seconds. Way to go. -~ -0 3147790 0 -S -#32058 -A Torchlit Corridor~ -This corridor is reasonably well lit, and provides access to a series -of chambers to the east, where presumably more giants and their many -servants are quartered. There are few passers-by in this section of -the citadel, for the majority of the level contains little of interest -to the general population of the citadel. The walls here are also -unadorned, for there are few people to impress with them here. -~ -0 3145736 0 -D0 -A dimly lit corridor runs north. -~ -~ -0 -1 32052 -D1 -A corridor runs east towards living quarters. -~ -~ -0 -1 32059 -S -#32059 -A Broad Corridor~ -This corridor is lit by torches set in iron cressets at regular intervals -along each wall. The smoke fills the upper third of the corridor, as -there is nowhere for it to escape to. The smell almost disguises the odor -of raw meat, and excrement. While giants are not filthy creatures, many of -those who serve them are, some of whom evidently reside to the north in a -foul smelling chamber. -~ -0 3145736 0 -D0 -A foul smelling chamber lies to the north. -~ -~ -0 -1 32060 -D1 -A corridor runs east towards living quarters. -~ -~ -0 -1 32061 -D3 -A well lit corridor runs west. -~ -~ -16777216 -1 32058 -S -#32060 -A Foul Smelling Chamber~ -This polluted den serves as the residence of the ettins quartered in -the citadel, most of whom serve as guards upstairs, for they are able -to sense intruders that could easily slip past the giants. Piles of -stained furs cover the floor, along with smashed jugs of watered wine -and piles of meat, chunks of it torn from victims while they were yet -living. -~ -0 3145736 0 -D2 -An escape from the stench. -~ -~ -0 -1 32059 -S -#32061 -Two Doors~ -Doors to the north and south, flanked by long smoldering birch torches, -house giants that staff the upper level. The doors are of wood, and -don't appear to be locked. Noises to the east indicate that there are -more giants quartered there, in great numbers. An encounter with an -armed group could be fatal for an unprepared adventurer. -~ -0 3145736 0 -D0 -A door concealing more giants? -~ -~ -3 -1 32062 -D1 -The heart of the halls. -~ -~ -0 -1 32064 -D2 -A door concealing more giants? -~ -~ -3 -1 32063 -D3 -The corridor heads west. -~ -~ -0 -1 32059 -S -#32062 -The Engineers' Hall~ -This room is well furnished, with several cots, chests and a low table, -as well as a large number of boulders, stacked next to cases of wine -and barrels of giantish ale. Sacks filled with dried meat lie next to -the table, indicating that whoever lives here does not share the fire -giant's taste for fresh prey. Little of it, however, appears to have -been eaten. Most of the items in this chamber are far too heavy for a -human to even budge; a troll would have to strain to lift one of the -boulders. -~ -0 0 1 -D2 -A door opens onto a corridor. -~ -~ -3 -1 32061 -S -#32063 -A Crowded Chamber~ -This chamber is piled with hastily assembled supplies, including sacks -of dried meat, heaps of skins, rolled tapestries and broken wooden -furniture. It looks like someone has evacuated into this chamber from -their regular dwelling, which is precisely what happened, for when the -Steading of Nosnra was stormed by adventurers, the survivors fled here, -bringing word of the fall of their stronghold. -~ -0 3145736 0 -D0 -A door opens onto a corridor. -~ -~ -3 -1 32061 -S -#32064 -Community Quarters~ -The corridor ends in a spacious hall, filled with tall pillars that -support the smokestained roof, blackened even more than its natural -tone by centuries of torch smoke. Beds and furs line the walls, while -cooking fire burn in the center of the room, where numerous giants -feast. Buckets, boxes, cases, chests and barrels packed with various -mundane accessories lie about the room, as do bags filled with garb -and meat. -~ -0 3145736 0 -D3 -West leads back to the other quarters. -~ -~ -0 -1 32061 -S -#32065 -A World of Pain~ -Ducking under the flayed prisoners that hang from chains set in the -ceiling, you pass into a cluttered chamber filled with instruments of -pain of every conceivable sort. Large racks rest next to racks which -are stacked with rods, bats, whips, chains, pliers, tongs, branding -irons and the like, while a large iron maiden sits open in the far -corner, near a deep well that plummets far down to a natural spring. -A table and two chairs rests near the entrance, where the practitioners -of the bloody trade of torture that is carried out here may rest between -sessions in their hellish workshop. Cries and moans are elicited randomly -from those unfortunates suffering here, all of whom are damaged beyond -hope of healing. -~ -0 3145736 0 -D5 -The well passes out of sight into the darkness... -~ -well~ -133184 -1 32067 -D6 -A junction lies outside. -~ -~ -0 -1 32066 -S -#32066 -A Junction in the Cell Block~ -Three corridors meet here, each running past rows of cells, which -house various prisoners of the giants, held for punishment, ransom or -awaiting sacrifice. Howls and shrieks echo from all around, which is -not unusual in such a place of suffering. A set of steps descends a -few feet to the southwest into a dark chamber which is filled with -ominous devices that are engineered to inflict pain and suffering on -those taken therein. -~ -0 3145736 0 -D0 -The corridor is lined with cells. -~ -~ -0 -1 32078 -D1 -The corridor is lined with cells. -~ -~ -0 -1 32092 -D3 -The corridor is lined with cells. -~ -~ -0 -1 32071 -D9 -A world of pain awaits you... -~ -~ -0 -1 32065 -S -#32067 -The Bottom of the Well~ -You land with a splash in the water that fills the bottom of this well, -and are faced with the instant dilemma of how to escape. Climbing the -slick stone walls is out of the question, so magical means would seem -to be your only option to avoid drowning. -~ -0 3145736 7 -D4 -The top of the well is only a pinpoint of light... -~ -~ -64 -1 32065 -S -#32068 -The West Cell Block~ -Locked wooden doors to the north and south block the entrances to the -dingy cells where the many prisoners of the fire giants are housed, -awaiting their various fates, which almost always involve a great deal -of pain and discomfort. Howls, cries and shrieks issue forth from the -various doors, accompanied by a truly awful stench. -~ -0 3145736 0 -D0 -shadowy junction lies in this direction. -~ -~ -7 -1 32069 -D1 -More cells line the corridor. -~ -~ -0 -1 32071 -D2 -A cell door opens onto a cell. -~ -~ -7 -1 32070 -D3 -~ -~ -0 -1 32054 -S -#32069 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 4 -D2 -A locked door bars access to this cell. -~ -~ -7 -1 32068 -S -#32070 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 4 -D0 -A locked door bars access to this cell. -~ -~ -7 -1 32068 -S -#32071 -The West Cell Block~ -The inhumane conditions being visited upon those kept in the squalid -cells could almost be considered remarkable. Through inflicting such -squalor on those contained within, the giants can break their morale -without lifting a finger, though they still routinely flog and main -those kept within the cells to either side. -~ -0 3145736 0 -D0 -A cell door opens onto a cell. -~ -~ -7 -1 32072 -D1 -A junction lies here. -~ -~ -0 -1 32066 -D2 -A cell door opens onto a cell. -~ -~ -7 -1 32073 -D3 -More cells line the corridor. -~ -~ -0 -1 32068 -S -#32072 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 4 -D2 -A locked door bars access to this cell. -~ -~ -7 -1 32071 -S -#32073 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 4 -D0 -A locked door bars access to this cell. -~ -~ -7 -1 32071 -S -#32074 -A Bend in the Corridor~ -The corridor bends sharply here, ending suddenly at a black stone wall, -heading east and south. Footsteps echo all around, and the strange -acoustics of this hall make it difficult to tell where they are coming -from. The floor rises sharply to the north, forming a small raised -passage before ending suddenly at the ceiling, which is, unusually, -white instead of the usual obsidian black. -~ -0 3145736 0 -D1 -A shadowy corridor beckons. You think you can see some movement ahead. -~ -~ -0 -1 32075 -D2 -A shadowy corridor beckons. -~ -~ -0 -1 32055 -D4 -~ -~ -2048 -1 32104 -S -#32075 -A Horrid Encounter~ -At this point the corridor passes a strange section of wall to the south, -which appears to be crawling with writhing, snakelike tentacles, that -grope blindly at passers-by. Intrigued by this anomaly, you step closer -to investigate, noting also that the ceiling here is stark white, in -contrast to the rest of the citadel thus far. Strange sounds echo from -behind the wall, and the ceiling... -~ -0 3153928 0 -D1 -The corridor runs past a cell. -~ -~ -0 -1 32102 -D3 -The corridor bends sharply. -~ -~ -0 -1 32074 -D4 -~ -~ -2048 -1 32106 -S -#32076 -An Opulent Lounge~ -The entirety of this chamber is lit by smokeless black candles, set in -sconces of silver and gold on the obsidian walls. Purple cloth hangings -obscure most of the walls, while the floor is covered with a thick black -carpet. Two black couches flank an onyx table, laden with silver ewers -and pitchers, and platinum bowls of fresh fruit and sweetmeats. Incense -burns sweetly in a holder at either end of the table, while under the -table can be seen coffers enameled and inlaid with jasper, brimming over -with herbs and spices. Two cupboards piled with priestly robes rest to -either side of a brocaded wall hanging woven from a disgusting series of -colors, which, combined with the cloying smell of the incense, makes you -feel rather ill. More coffers piled with gems rest atop these wardrobes, -though the jewels are of little worth. -~ -0 3153928 0 0 0 6 -D0 -A wall of tentacles writhes of its own accord. -~ -~ -0 -1 32075 -D1 -The private quarters of the ehp'ss beckon. -~ -brocade~ -3 -1 32077 -S -#32077 -The Chamber of the Ehp'ss~ -This chamber is the private sanctum of the high priestess, and the -mastermind behind the giantish raids on the civilized races. Here is -the heart of the evil you have pursued! Smoky braziers exude a rather -foul, nauseating stench of decay, while lurid purplish tapestries of -demonic images cover the walls. A large bed rests near the far wall, -complete with hand and foot restraints; above this hangs a particular -tapestry of inestimable foulness. A large wardrobe takes up much of -the eastern wall, and it is stuffed with worthless ceremonial robes. -Coffers packed with spices and semi-precious stones rest on numerous -benches and tables, while a pair of divans flank a floor length mirror, -which reflects the entire room. A low chest rests underneath one of -the divans, and appears to be unlocked, as no locking mechanism is -visible. Jars of liquers and fine wines rest on another table, along -with jewelled earthenware plates, and burnished platinum decanters. -~ -0 3153928 0 0 0 6 -D1 -A wardrobe opens onto a secret passage. -~ -wardrobe~ -1035 -1 32079 -D3 -A brocaded hanging conceals what lies ahead. -~ -brocade~ -3 -1 32076 -> act_prog p has entered the game.~ -mea $n _pur A massive purple tentacle yanks you from the room! -mptrans $n 32075 -~ -| -S -#32078 -A Shadowy Corridor~ -This corridor is dimly lit by guttering torches set in cressets high -on the walls; perhaps the giants consider that sufficient lighting, -as they do not have to stumble through the shadows like smaller folk. -Doors lead onto cells on either side of the corridor, though no noise -issues forth from either. A faint chanting can be heard, however, -echoing down the corridor. -~ -0 3145736 0 -D0 -The corridor continues... -~ -~ -0 -1 32081 -D1 -A door blocks an entrance to a cell. -~ -~ -7 -1 32080 -D2 -The corridor continues... -~ -~ -0 -1 32066 -D3 -A door blocks an entrance to a cell. -~ -~ -7 -1 32079 -S -#32079 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. A loose stone set in the west wall looks -set to fall out. -~ -0 3153928 0 -D1 -A door blocks the exit from the cell. -~ -~ -7 -1 32078 -D3 -~ -stone~ -1035 -1 32077 -S -#32080 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 -D3 -A door blocks the exit from the cell. -~ -~ -7 -1 32078 -S -#32081 -A Major Junction~ -This meeting of corridors is the most important on this level, for it -marks the point where the cells to the south and west are joined to -the guard chambers to the north, from which a foul, foul smell exudes. -Additionally, a corridor slopes steeply downwards to the lowest level -of the citadel, where a range of malevolent beasts undoubtedly lurk. -Various creatures can be made out to the north, prowling about in the -gloom. -~ -0 3145736 0 -D0 -~ -~ -0 -1 32082 -D2 -~ -~ -0 -1 32078 -D3 -~ -~ -0 -1 32102 -D5 -~ -~ -0 -1 32110 -S -#32082 -A Simple Junction~ -This unadorned corridor runs north to a junction, where it forks to -the northeast and northwest, heading deeper into the mountain. There -are a variety of sounds and smells issuing from the northeast, none -of them particularly pleasant. Included in this mixture is the very -unmistakable stench of troll. No tapestries can be seen in any of the -directions. -~ -0 3145736 0 -D2 -A major junction beckons. -~ -~ -0 -1 32081 -D6 -The stench of trolls is strong here. -~ -~ -0 -1 32087 -D7 -A quiet corridor. -~ -~ -0 -1 32083 -> entry_prog 100~ -if race($n) == half-troll -mea $n The stink of dark trolls, your subterranean cousins, is strong. -endif -~ -| -S -#32083 -A Long Corridor~ -This corridor runs due north, towards two doors, made of oak and bound -with iron, which presumably house various guests of the citadel, as -the bulk of the fire giants are quartered elsewhere. A few smoldering -torches issue light and smoke, though little of the former and quite a -lot more of the latter than is pleasant. -~ -0 3145736 0 -D0 -A pair of doors flank the end of the corridor. -~ -~ -0 -1 32084 -D8 -A simple junction. -~ -~ -0 -1 32082 -S -#32084 -The Guest Wing~ -The corridor ends, before two banded doors, neither of which bear any -locking mechanism. Evidently whoever resides in is not considered to -be important enough to warrant such measures of privacy and security. -The corridor is quiet, noticeably so, and its likely that whoever is -beyond the doors may well hear the approach of anyone outside their -quarters. -~ -0 3145736 0 -D0 -A door conceals a room. -~ -~ -3 -1 32085 -D1 -A door conceals a room. -~ -~ -3 -1 32086 -D2 -A long corridor runs south. -~ -~ -0 -1 32083 -S -#32085 -Quarters of the Jarl's Men~ -The temperature in this room is noticeably lower than the rest of the -citadel; after the oppressive heat it is a welcome change, though a -fire giant would consider it all but unbearable. Pelts, furs and rugs -cover the floor, while barrels of meat, wine and spirits line the walls. -Benches rest about a table laden with poor quantities of dried meat, -evidently all that Snurre has bothered to provide those who fled the -destruction of the Glacial Rift. -~ -0 3145736 0 -D2 -A door conceals a room. -~ -~ -3 -1 32084 -S -#32086 -Chambers of the Ambassador~ -A large double bed covered in thick furs rests opposite the door of -this chamber, flanked by tall wardrobes stuffed with cloaks and furs. -Various items of furniture, including 2 tables surrounded by chairs, -an empty chest and several stools complete the picture. The walls are -decorated with simple tapestries depicting pastoral scenes; evidently -stolen from some human settlement. Smoky torches cast shadowy light -through the chamber. -~ -0 3145736 0 -D3 -A door conceals a room. -~ -~ -3 -1 32084 -S -#32087 -A Stinking Hall~ -The strong smell of decay mingled with the naturally offensive odor -of trolls is almost overpowering here, and is a strong motivation to -not continue. Trolls are used as strongarms and thugs by a variety of -races, for the very good reason that they can rend most other foes to -pieces with little effort, their powerful bodies possessing unearthly -strength and ferocity. -~ -0 3145736 0 -D1 -The stench grows stronger... -~ -~ -0 -1 32088 -D9 -A simple junction. -~ -~ -0 -1 32082 -S -#32088 -A Guard Post~ -Stationed here are the ferocious trolls whose duty it is to keep the -gnolls penned to the north and south from escaping; not a difficult -task for these beasts as the gnolls are terrified of them. A pile of -stinking meat adds to their nauseating odor, as do various other bits -and scraps of creatures. A pile of weapons of little worth is used to -arm the gnolls in times of emergency, though if the truth be known their -natural weaponry are far more effective. -~ -0 3145736 0 -D0 -Gnollish quarters. -~ -~ -0 -1 32090 -D2 -Gnollish quarters. -~ -~ -0 -1 32089 -D3 -An escape from the horror. -~ -~ -0 -1 32087 -S -#32089 -A Thrall Pen~ -Piles of straw covered with hide serve as beds for the gnoll slaves -that are quartered here, kept as servants of the giants. They are -unwilling servants, but are terrified of the trolls and thus most -are obedient. The odor here, while bad, is nowhere near as awful as -the odor of their guardians. -~ -0 3145736 0 -D0 -The horrid captors await. -~ -~ -0 -1 32088 -S -#32090 -A Thrall Pen~ -This long corridor is lined with piles of straw and stained animal -hides, stretching into the distance to the northwest. The bulk of -the gnolls who serve the fire giants are quartered here, in these -filthy conditions, though they are terrified into submission by -the horrid guards that the giants employ. -~ -0 3145736 0 -D2 -The horrid captors await. -~ -~ -0 -1 32088 -D7 -The pens continue. -~ -~ -0 -1 32091 -S -#32091 -A Thrall Pen~ -Piles of straw covered with hide serve as beds for the gnoll slaves -that are quartered here, kept as servants of the giants. They are -unwilling servants, but are terrified of the trolls and thus most -are obedient. The odor here, while bad, is nowhere near as awful as -the odor of their guardians. -~ -0 3145736 0 -D8 -The pens continue. -~ -~ -0 -1 32090 -S -#32092 -The Cells~ -The cells along this section of the corridor appear to be larger than -those to the west, though not by much. The smell is still unbearable, -and the cries for help equally loud. The floor here bears pools of -blood; a prisoner was recently bludgeoned to death when refusing to -enter his cell peacefully. -~ -0 0 1 -D0 -~ -~ -7 -1 32093 -D1 -~ -~ -0 -1 32095 -D2 -~ -~ -7 -1 32094 -D3 -~ -~ -0 -1 32066 -S -#32093 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 6 -D2 -Blocked freedom! -~ -~ -7 -1 32092 -S -#32094 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 6 -D0 -Blocked freedom! -~ -~ -7 -1 32092 -S -#32095 -The Cells~ -The dark corridor continues, passing more dens of misery and despair. -It is hard to decide what is worse- the abominable smells or the -unearthly cries of agony and wails of terror, that assault the ears -of those who pass. Those kept here cannot possibly hope to ever be -free; the best they can expect is a quick death. An unlikely fate in -the company of giants... -~ -0 3145736 0 -D0 -A cell door. -~ -~ -7 -1 32096 -D1 -The corridor continues. -~ -~ -0 -1 32098 -D2 -A cell door. -~ -~ -7 -1 32097 -D3 -The corridor continues. -~ -~ -0 -1 32092 -S -#32096 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 6 -D2 -A locked door prevents escape. -~ -~ -7 -1 32095 -S -#32097 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153932 0 0 0 6 -D0 -A locked door prevents escape. -~ -~ -7 -1 32095 -S -#32098 -The End of the Corridor~ -The corridor ends here, before two doors that are, unlike most of the -cell doors, crafted from metal; in this case a black alloy of a type -that is not familiar to most races, for it is forged only in the dark -lairs of subterranean races such as the Duergar and Drow. This super -hard adamantium is also used in the manufacture of weapons and armor -by the dark folk. -~ -0 3145736 0 -D0 -Adamantium valves block entry. -~ -~ -3 -1 32100 -D2 -Adamantium valves block entry. -~ -~ -8389639 -1 32099 -D3 -The Cell Block. -~ -~ -0 -1 32095 -S -#32099 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 0 0 6 -D0 -~ -~ -16778247 -1 32098 -S -#32100 -A Guard Room~ -This dimly lit chamber houses the guards that are assigned to keep an -eye on those interred without. Several stools surround a table laden -with dice, small change and food, while hooks and pegs set into the -wall between smoldering brands support cloaks, capes, satchels, vests -and furs. Kegs of wine, mead and spirits lie scattered about the floor, -evidence of the ample amounts of free time these fellows have. A loose -stone on the floor near the east wall appears to have been dislodged -by a careless giant. -~ -0 3145736 0 -D1 -It is hard to make anything out... -~ -stone~ -1035 -1 32101 -D2 -The Cell Block. -~ -~ -3 -1 32098 -S -#32101 -A Blackened Chamber~ -Not a single whisper of illumination penetrates the darkness that cloaks -this room in shadow; it is impossible to proceed without moving very -slowly so as to avoid barking one's shins on the many items of furniture -that clutter the chamber. A foul smell, of vermin, fills the chamber, -adding to the unease created by the darkness. -~ -0 3153929 0 -D3 -It is hard to make anything out... -~ -stone~ -1035 -1 32100 -D5 -It is hard to make anything out... -~ -~ -0 -1 32126 -S -#32102 -A Narrow Corridor~ -Howls and shrieks echo from the west, sending shivers up and down your -spine as you proceed through this corridor that links whatever foul -fate lurks there with a junction to the east. A single cell door lies -to the north, containing those who are due to be sacrificed to the dark -gods soonest. Shadows flicker and dance on the wall, made by the mass -of tentacles to the west that shifts in the flickering torchlight. -~ -0 3145736 0 -D0 -A cell door. -~ -~ -7 -1 32103 -D1 -A junction beckons. -~ -~ -0 -1 32081 -D3 -A shifting, writhing mass of tentacles fills the corridor. -~ -~ -0 -1 32075 -S -#32103 -A Filthy Cell~ -This claustrophobic chamber would be cramped for more than a couple of -humans, and must be considered unbearably small for any giants who are -ever imprisoned here. Chains set in the wall are used to secure those -interred within, while dirty straw covering the floor bears the signs -of the lack of adequate toilet facilities in this filthy cell. Food -scraps hurled in through a space in the door litters the floor, barely -edible scraps from the kitchens. -~ -0 3153928 0 -D2 -Freedom! -~ -~ -7 -1 32102 -S -#32104 -The Temple of the Eye~ -Shifting, swirling patterns of light, of purple, mauve, violet and -lavender shades, all coruscate throughout this chamber, making it -impossible to accurately determine its function or dimensions. The -ground and walls appear to shift as you pass, morphing into several -strange and curious shapes. Globs of purplish substance run down the -walls, plopping onto the floor, where they are quickly absorbed. A -massive mural covers the western wall. -~ -0 3219464 0 -D0 -~ -~ -0 -1 32107 -D1 -~ -~ -0 -1 32105 -D5 -~ -~ -0 -1 32074 -E -mural~ -The mural depicts giants worshipping an amorphous golden eye, offering -to it sacrifices of elves, dwarves and even fellow giants. -~ -S -#32105 -The Temple of the Eye~ -The floor here is of red and black, writhing in a nauseating mixture -that appears to be flowing from the bases of a ring of obsidian -pillars, arranged about this area. The walls bear murals depicting -a horrid tentacular beast, feeding on a writhing, screaming mass of -humanoids, mostly gnolls and trolls. A foul odor issues from around -the pillars, which are caked with blood. -~ -0 3219464 0 -D0 -~ -~ -0 -1 32108 -D1 -~ -~ -0 -1 32106 -D3 -~ -~ -0 -1 32104 -S -#32106 -The Temple of the Eye~ -Shifting, swirling patterns of light, of purple, mauve, violet and -lavender shades, all coruscate throughout this chamber, making it -impossible to accurately determine its function or dimensions. The -ground and walls appear to shift as you pass, morphing into several -strange and curious shapes. Globs of purplish substance run down the -walls, plopping onto the floor, where they are quickly absorbed. A -massive mural covers the eastern wall. -~ -0 3219464 0 -D0 -~ -~ -0 -1 32109 -D3 -~ -~ -0 -1 32105 -D5 -~ -~ -0 -1 32075 -S -#32107 -The Temple of the Eye~ -Splotched stone steps rise slightly to this area, which is walled by -a cloudy substance that coalesces to the north and west, preventing -passage. An altar rises to the east, on a black step covered in red -and purple veins. Foul images cover the walls, depicting unspeakable -acts performed to please the god that is worshipped herein. Whatever -god it is, it must be a terrible and cruel deity indeed, to demand -such acts. -~ -0 3153928 0 -D1 -~ -~ -0 -1 32108 -D2 -~ -~ -0 -1 32104 -S -#32108 -The Altar of the Elder Elemental God~ -Resting here, on the top stair, is a stone altar block of a dull stone, -that appears to absorb the light from all around. It is flanked by two -braziers, corroded bronze, and filled with smoldering incense, which -emanates a sicky sweet stench. Fat black candles burn with lavender -flame atop the altar, while a series of hollow cylinders hang from a -long rod behind the altar, evidently to be struck during some obscene -ritual. Howls and shrieks can be heard at frequent intervals, their -source unclear. -~ -0 3219464 0 -D1 -~ -~ -0 -1 32109 -D2 -~ -~ -0 -1 32105 -D3 -~ -~ -0 -1 32107 -> entry_prog 100~ -mea $n _pur Your mind is filled with visions of ghastly horrors! -mpdamage $n 50 -~ -| -S -#32109 -The Temple of the Eye~ -Splotched stone steps rise slightly to this area, which is walled by -a cloudy substance that coalesces to the north and west, preventing -passage. An altar rises to the east, on a black step covered in red -and purple veins. Foul images cover the walls, depicting unspeakable -acts performed to please the god that is worshipped herein. Whatever -god it is, it must be a terrible and cruel deity indeed, to demand -such acts. -~ -0 3219464 0 -D2 -~ -~ -0 -1 32106 -D3 -~ -~ -0 -1 32108 -S -#32110 -A Rough Hewn Tunnel~ -The stairs descend to a rough hewn tunnel, that worms its way through -the rock of the volcano to the northeast. This is the lowest level of -the citadel, closest to the lava bed, and the heat even here is almost -unbearable. It is amazing that the giant's allies can stand to be in -this lair. The walls here are deeply scored, doubtless by the claws of -trolls, en route to various assignments. No light sources are present -here; there are not even sconces set in the walls. -~ -0 3145737 0 -D4 -A junction lies above. -~ -~ -0 -1 32081 -D6 -A pair of doors block the passage. -~ -~ -3 -1 32111 -S -#32111 -A Cavernous Hall~ -Numerous passages meet here, stretching into the distance of the truly -mammoth natural cave system that exists beneath the citadel. Clumps -of stalagmites and stalagtites obscure vision, making it hard to see -what may lurk in the shadows ahead. No sounds can be heard, though -this is not a comfort as most subterranean denizens move very quietly -through the underdark. - -A great door is set in the southwestern wall. -~ -0 3145737 0 -D6 -A dull red glow suffuses this chamber. -~ -~ -0 -1 32112 -D7 -Darkness beckons. -~ -~ -0 -1 32131 -D8 -The faint sound of water dripping can now be heard. -~ -~ -0 -1 32113 -D9 -A door blocks the passage. -~ -~ -3 -1 32110 -S -#32112 -The Crimson Portal~ -This section of the caverns is dominated by a massive red portal, set -in the northern rock face, and covered in runes and symbols. Thick red -chains criss cross its glowing surface, which radiates intense heat, -making it impossible to approach without suffering injury. There does -not appear to be a way to open it, nor does there seem to be a really -compelling reason to do so; the door radiates evil as well as heat. A -roasted corpse, a gnoll perhaps, lies next to the door, burned to a -crisp when it attempted to broach the valve. A faint whispering, as of -a thousand voices, echoes about the door, its source unclear. -~ -0 3145737 0 -D0 -The crimson portal. -~ -portal~ -8389671 -1 32197 -D6 -A narrow passage leads into darkness. -~ -~ -0 -1 32126 -D8 -The caverns continue. -~ -~ -0 -1 32114 -D9 -The caverns continue. -~ -~ -0 -1 32111 -E -crimson portal~ -The door cannot be opened by conventional means. An inscription, -however, reads- - -The hydra holds the entrance, the chimera holds the tome -~ -> act_prog p bashes against the portal, but it holds strong.~ -mea $n _red Twin bolts of fire lance from the door, striking you! -mer $n _red Twin bolts of fire lance from the door, striking $n! -mpdamage $n 400 -mea $n _red The heat from the door dehydrates and scorches you! -mer $n _red The heat from the door dehydrates and scorches $n! -mpdamage $n 200 -mpforce $n moan -~ -| -S -#32113 -A Rock Pool~ -At this point a rock pool fills most of the corner of this cave, fed -from above by water, that drips down from some hidden source. The -acoustics in the cavern are superb, and the simple sound of a water -drop hitting the pool tinkles like the music of a skilled elven bard. -The water is dark, and has a strong mineral odor, but is probably -quite palatable. Doubtless numerous denizens of the dark come here to -drink. -~ -0 3145737 0 -D6 -~ -~ -0 -1 32114 -D7 -~ -~ -0 -1 32111 -S -#32114 -The Great Caverns~ -Looming rocky spires have burst forth from the ground over the centuries -like the teeth of some behemoth intent on devouring you. The air is hot -and still, and little noise is carried. The hard rocky ground underfoot -holds little impression of previous travellers, making it hard to guess -what may lurk down here. Passages stretch into the distance, further in -to the darkness. -~ -0 3145737 0 -D6 -The caverns narrow to a passage. -~ -~ -0 -1 32124 -D7 -A red glow suffuses the cavern. -~ -~ -0 -1 32112 -D8 -The caverns narrow to a passage. -~ -~ -0 -1 32115 -D9 -A rock pool can be made out. -~ -~ -0 -1 32113 -S -#32115 -A Meeting of Tunnels~ -Three passages meet here, each leading into larger caverns in three -directions. A foul smell, of trolls no doubt, can be detected to the -southwest, while only silence reigns to the southeast. Markings on -the floor indicate passage to and from the caverns to the southwest -is frequent, and consists largely of trolls and other large humanoids. -The presence of these horrid foes bodes ill for further progress in -that direction. -~ -0 3145741 0 -D7 -A great cavern beckons. -~ -~ -0 -1 32114 -D8 -The tunnel ends in a small cave. -~ -~ -0 -1 32116 -D9 -A foul odor exudes from this direction. -~ -~ -0 -1 32117 -S -#32116 -A Dead End~ -Shattered skulls and splintered bones litter the floor of this small -cave, which apparently has been the last thing many previous visitors -have seen in their shortened lives. Stalagmites and stalactites are -profusely scattered through the area, making it difficult to discern -what hidden foe may lie in wait, ready to pounce on an unsuspecting -victim. -~ -0 3145737 0 -D7 -Safety! -~ -~ -0 -1 32115 -> entry_prog 100~ -if rand(25) -mea $n _yel A large piercer drops from the ceiling, impaling you! -mer $n _yel A large piercer drops from the ceiling, impaling $n! -mpforce $n scream -mpslay $n -else -mea $n _yel A large piercer drops from the ceiling, barely missing you! -mer $n _yel A large piercer drops from the ceiling, barely missing $n! -endif -~ -| -S -#32117 -The Troll Caverns~ -The stench that assails your nostrils as you advance down this corpse -strewn tunnel is literally unbearable. Violent retching and nausea -sieze you; even a full blood orc would balk at braving such a foul -odor. It is said no creature save the troglodyte can produce such a -vile stench as the dark trolls that reside far underground. Were they -to ever venture en masse to the surface, they would doubtlessly be put -to the sword without delay by the offended surface dwellers. No light -penetrates the gloom here, save for your own source. -~ -0 3145737 0 -D2 -The caves continue. -~ -~ -0 -1 32118 -D3 -The caves continue. -~ -~ -0 -1 32119 -D6 -Safety! -~ -~ -0 -1 32115 -D8 -The caves continue. -~ -~ -0 -1 32121 -S -#32118 -The Troll Caves~ -Huge mounts of rotting flesh and stinking hides rise from the rubble -strewn floor of the cavern, interspersed with piles of skulls, arranged -in macabre cairns as trophies of the hunt. Trolls slip through the dark -shadowy corners of the chamber with stealth that their bulk would not -indicate was possible. Dozens of the beasts must lair in these caves. -~ -0 3145737 0 -D0 -The caves continue. -~ -~ -0 -1 32117 -D3 -The caves continue. -~ -~ -0 -1 32120 -S -#32119 -The Troll Caves~ -This chamber serves as some sort of horrid trophy room. Gutted corpses -in various stages of decomposition hang from rocky spires on the walls, -while large hides of numerous beasts cover the floor and ceiling, for -they are suspended by the sinew of fallen trolls and giants. The smell -is quite disgusting, as the trolls know (or care) little about the long -process of curing hides. -~ -0 3145737 0 -D1 -The caves continue. -~ -~ -0 -1 32117 -D9 -The caves continue. -~ -~ -0 -1 32120 -S -#32120 -The Troll Caves~ -This cave contains more mounds, presumably where the trolls rest in -between kills. The mounds are crawling with lice, rats and vermin of -unidentifiable types, disturbed and sent scurrying by your unexpected -entrance. Piles of skulls and femurs are arranged next to each mound -as a mark of the prowess of each troll in battle. -~ -0 3145737 0 -D1 -The caves continue. -~ -~ -0 -1 32118 -D6 -The caves continue. -~ -~ -0 -1 32119 -S -#32121 -The Troll Caves~ -The larger trolls dwell in this section of the caves, enjoying greater -comforts, including most of the tribe's supply of alcohol and other -substances. Several large mounds of furs serve as bedding, while the -walls bear skeletal remains of numerous foes bested in battle- pray -that yours doesn't join them. -~ -0 3145737 0 -D0 -The caves narrow to a small passage. -~ -~ -0 -1 32122 -D7 -The caves continue. -~ -~ -0 -1 32117 -S -#32122 -A Narrow Cavern~ -The cavern walls here are striated with layers of teal and green, which -sparkle in your light source as you proceed. Deposits of rare minerals -can be seen near the surface of the near-translucent rock, as well as -unidentifiable greenish deposits. The sound of water dripping echoes in -from the north. -~ -0 3145737 0 -D0 -A rock pool. -~ -~ -0 -1 32123 -D2 -Trolls! -~ -~ -0 -1 32121 -S -#32123 -A Rock Pool~ -Water drips in from a hidden source above the large pool that fills -a corner of this culdesac. Brilliant metals embedded in the walls, -along with many gems and jewels, shine in your torchlight- ah for a -pick to mine here, and the time and resources to extract your yield. -Undoubtedly the giants are well aware of this fabulous natural deposit -here in the heart of their volcano. -~ -0 0 1 -D2 -Trolls! -~ -~ -0 -1 32122 -S -#32124 -A Narrow Passage~ -The first in a series of winding passages begins here, leading away -from the central caves that begin this level of the citadel housed in -the volcano. No light or sound can be detected, apart from those made -by yourself. The hard ground underfoot shows little trace of passage, -nor of habitation. Absent are the tapestries and other artwork so very -prevalent in the upper levels. Instead, the cold grey stone walls lay -bare and undecorated. -~ -0 3145737 0 -D0 -~ -~ -0 -1 32126 -D3 -~ -~ -0 -1 32125 -D9 -~ -~ -0 -1 32114 -S -#32125 -A Guard Post~ -The entirety of this room is swathed in darkness- magical darkness -that even your light cannot penetrate. Whispered commands can be -heard, in the shadows, and you can sense numerous shapes moving -towards you, with weapons drawn! Several bedrolls on the rubbble- -strewn floor serve as obstacles as you prepare to meet whatever -foes reside here. -~ -0 3145737 0 -D1 -The darkness continues. -~ -~ -0 -1 32124 -S -#32126 -A Command Post~ -This chamber is dimly lit by luminescent fungi that sprout from small -crevices in the rocky walls, and similar growths that cover the rocks -scattered about the floor. A broad pillar to the east partially hides -a small stairway that winds upward to the upper level, while a series -of bedrolls and blankets are neatly arranged near the center of this -chamber, enabling those who reside within to keep a lookout in every -direction for any intrustion. Piles of supplies indicate that whoever -does reside here is preparing for a long journey, or has just arrived -from one. -~ -0 3145736 0 -D2 -Further into the darkness. -~ -~ -0 -1 32124 -D3 -A giant sentry post. -~ -~ -0 -1 32127 -D4 -A stairway ascends into the darkness. -~ -~ -2048 -1 32101 -D7 -Further into the darkness. -~ -~ -0 -1 32138 -D9 -A red glow suffuses the chamber. -~ -~ -0 -1 32112 -S -#32127 -A Giant Sentry Post~ -Up till this point, it had seemed that this level was all but devoid -of any giantish inhabitants, populated instead by fecund subterranean -races. However, the familiar iron cressets are seen here, supporting -smoldering brands, which cast a pale illumination on this, which is -a guard post for the giant barracks to the northwest. A pile of rocks -serves as a supply of impromptu missile weapons, arranged near a large -wooden stool. -~ -0 3145736 0 -D1 -A drow command post. -~ -~ -0 -1 32126 -D7 -A barracks chamber. -~ -~ -0 -1 32128 -S -#32128 -A Giant Barracks Chamber~ -Several smoking brands light up most of this cavernous chamber, which -contains several piles of cured hides and furs, as well as barrels of -wine, ale and spirits, arranged haphazardly next to an array of dried -meats and various other foodstuffs. Little of it looks very edible to -your eyes. Hanging from the far wall is a long bronze horn, doubtless -intended to be winded during times of strife, though the keen hearing -of the giants' allies would not necessitate such a loud warning. -~ -0 3145736 0 -D8 -A sentry post. -~ -~ -0 -1 32127 -D9 -A sentry post. -~ -~ -0 -1 32129 -S -#32129 -A Giant Sentry Post~ -Up till this point, it had seemed that this level was all but devoid -of any giantish inhabitants, populated instead by fecund subterranean -races. However, the familiar iron cressets are seen here, supporting -smoldering brands, which cast a pale illumination on this, which is -a guard post for the giant barracks to the northeast. A pile of rocks -serves as a supply of impromptu missile weapons, arranged near a large -wooden stool. -~ -0 3145736 0 -D0 -A hound pit. -~ -~ -0 -1 32130 -D6 -A barracks chamber. -~ -~ -0 -1 32128 -D9 -A dark junction. -~ -~ -0 -1 32131 -S -#32130 -A Hound Pit~ -This foul hellhole is literally that- several hell hounds are housed -here, kenneled to serve the giants in times of war or on the hunt, -which is usually a hunt for errant adventurers. Their keen sense of -smell makes them invaluable for detecting magically concealed foes. -Piles of rotting meat, the remains of a recent meal, stink the room -up, left here for the hell hounds to dispose of as they see fit. It -appears the smell doesn't disturb these feral beasts. -~ -0 3145737 0 -D2 -A giant sentry post. -~ -~ -0 -1 32129 -S -#32131 -A Dark Junction~ -Various passages branch off into the darkness here, penetrating the -gloom like the hollow bones of some lithic beast. Various sounds -echo all around the caverns; the acoustics of this place carry the -smallest scratching and make it sound like the claws of a sizeable -creature, eager to rend flesh. Those who are native to this rather -harsh and unusual environment are well used to these and many other -factors involved in surviving down here. -~ -0 3145737 0 -D2 -The passage ends in a dead end. -~ -~ -0 -1 32132 -D3 -More choices... -~ -~ -0 -1 32133 -D6 -A giant stands at his post. -~ -~ -0 -1 32129 -D8 -A great door leads to the upper levels. -~ -~ -0 -1 32111 -S -#32132 -A Dead End~ -The floor of this culdesac is littered with bones and scraps of old -clothing, some of which have been here for decades. Whatever dark -creature of the underdark that resides here, it apparently has an -appetite for adventurers, and giants too if the profusion of larger -skeletons is any indication. The walls are striated with bluish hues -that betray the valuable minerals hidden not far beneath the surface. -~ -0 3145737 0 -D0 -A dark junction offers safety. -~ -~ -0 -1 32131 -S -#32133 -A Long Tunnel~ -The passage passes into a monstrous tunnel, that stretches away to the -south as far as you can see. It looks much like the tunnels made by -the great worms of the old deserts, save that it has been bored through -solid volcanic rock, encountering the occasional natural space in the -stone. It is far too large to be a lava tube, and shows no sign of any -tooling. It ends at a cave to the northeast. -~ -0 3145737 0 -D1 -A dark junction. -~ -~ -16777216 -1 32131 -D2 -The tunnel extends into the darkness. -~ -~ -0 -1 32135 -D6 -The air is warmer than usual in this direction. -~ -~ -0 -1 32134 -S -#32134 -Lair of the False Dragon~ -The tunnel ends here, in this cavern, which is filled with numerous -jagged outcroppings of rock, obscuring vision and hindering travel. -The ground crunches underfoot- the scorched bones of previous foes -that have entered this lair are the source. The air reeks of sulfur -and cordite, and something else... -~ -0 3145737 0 -D9 -~ -~ -0 -1 32133 -S -#32135 -A Long Tunnel~ -The tunnel continues, stretching out of sight in either direction, its -sheer size dwarfing even a fire giant. Bones and assorted debris litter -the floor, while thick stalactites depend from the ceiling, barely -visible in the gloom. A hush has fallen over the entire tunnel, as few -creatures indeed venture into its depths; its eerie appearance and size -combined with its probable source serve as sufficient deterrent to all -but the most dedicated of explorers. -~ -0 3145737 0 -D0 -The tunnel extends into the darkness. -~ -~ -0 -1 32133 -D2 -The tunnel extends into the darkness. -~ -~ -0 -1 32136 -S -#32136 -A Long Tunnel~ -The collection of bones grow more common now, and are covered here -with a dimly luminescent fungus; another curious native of the gloomy -subterranean world that lies beneath Snurre's Spire. The air is humid -and uncomfortable; more than once you pause to scratch at itches that -have been caused by your sweat soaked clothing clinging to you. It -would almost be preferable to be back in the freezing wastes of the -Jarl's Rift. -~ -0 3145737 0 -D0 -The tunnel extends into the darkness. -~ -~ -0 -1 32135 -D8 -The tunnel extends into the darkness. -~ -~ -0 -1 32137 -S -#32137 -The End of the Journey~ -At long last the tunnel ends, the final few metres filled by a huge -skeleton, the remains of the clawed reptile that burrowed through -the solid rock so many centuries ago. In life, the beast must have -been at least one hundred feet long, perhaps more, with claws large -enough to tear down fortifications with a casual swipe. Zoologists -from Maritshome may well marvel at such a specimen, but to you it -holds little value. -~ -0 3145737 0 -D4 -~ -boulder~ -11 -1 32053 -D7 -~ -~ -0 -1 32136 -S -#32138 -Further into the Darkness~ -Northwards you plunge, deeper underground, and further into the ever- -present gloom that by now bothers you less than the thought of what -really does crawl about down here in the darkness. Drow, trolls, giants -and even worse creatures you have seen; what else remains down here? -Voices from up ahead may well herald the arrival of a new threat... It -seems every being that lives down here is intent on destroying you! -~ -0 3145737 0 -D0 -A side passage beckons. -~ -~ -0 -1 32139 -D8 -A command post. -~ -~ -0 -1 32126 -S -#32139 -A Choice of Passages~ -At this point a narrow, twisting tunnel winds into the darkness to the -west, and from this direction voices raised in argument can be heard. -No noise can be detected to the north or south, however, and light is -absent in each direction, not surprisingly. Large black bats swoop -high above you, through the maze of outcroppings that decorate these -cavern roofs, disturbed by your arrival. -~ -0 3145737 0 -D0 -A sharp bend. -~ -~ -0 -1 32142 -D2 -Further into the darkness. -~ -~ -0 -1 32138 -D3 -It is too dark to see! -~ -~ -0 -1 32140 -S -#32140 -A Winding Passage~ -This tunnel is cramped and narrow, allowing no more than two or three -creatures to move through at any one time. Strange growths cover the -jagged walls, which tear at clothing and skin when you accidentally -bump into them during this difficult journey. Whomever lairs within -these tunnels is certainly unlikely to receive many unexpected guests! -~ -0 3145737 0 0 0 2 -D1 -It is too dark to see! -~ -~ -0 -1 32139 -D3 -It is too dark to see! -~ -~ -0 -1 32141 -> entry_prog 100~ -mea $n _yel As you enter you trip an alarm! -mpe _whi A loud clattering noise is heard as dozens of iron balls roll by. -mpe _lbl A voice says 'We have guests!' -~ -| -S -#32141 -A Secret Base~ -The cramped tunnel ends suddenly, opening onto a broad cavern, which -is filled for the most part with supplies and sleeping gear for at -least six people. Weapons and armor lie neatly arranged on flat rocks, -while a table surrounded by six chairs rests in the middle of this -chamber. Plans and maps cover the table, while several hastily hung -tapestries on the walls depict the surrounding terrain. Whoever lives -here is certainly planning for something, but whether it is in concert -with or opposition to the drow without is another matter entirely. -~ -0 3145737 0 -D1 -It is too dark to see! -~ -~ -0 -1 32140 -S -#32142 -A Jeweled Cavern~ -The illumination from your light strikes hidden formations set in the -walls of this cavern, and as you enter further it is bathed in a -glittering, sparkling light, as of a stream of gems cascading down -the walls. The spectacle is stunning in its beauty, and in what it -indicates about the tremendous amounts of natural resources that may -one day be plumbed from the depths of this volcano. Dwarves or even -orcs could easily mine most of this cavern in a few weeks, and make -a staggering profit, if they could get past the dozens of sentries -and wild beasts that prowl the darkness. -~ -0 3145737 0 -D2 -The passage heads into darkness. -~ -~ -0 -1 32139 -D3 -The passage heads into darkness. -~ -~ -0 -1 32143 -S -#32143 -A Short Passage~ -This passage, while not equal to the finished corridors of the upper -levels, is nonetheless better formed than the rough hewn chambers or -natural tunnels to the south. There has been a notable attempt to -eventually make this a proper passageway; cressets have been set in -the walls, though they lack torches. Warm air comes in waves from -the west, indicating perhaps that you are nearing the heart of the -volcano. -~ -0 3145737 0 -D1 -A jeweled cavern -~ -~ -0 -1 32142 -D3 -The temperature begins to increase markedly in this direction. -~ -~ -0 -1 32144 -S -#32144 -Approaching the River~ -Wiping sweat from your hot face, you begin to pant slightly as you -near the source of the red glow that is now visible to the southwest. -The walls here are suffused in the reddish glow, and you find it much -easier to see without relying on your light source. A narrow cavern -lies to the northeast; it appears deserted, and filled with barrels of -supplies. -~ -0 3145736 0 -D1 -A short passage. -~ -~ -0 -1 32143 -D6 -A safe chamber. -~ -~ -0 -1 32145 -D9 -The heat intensifies. -~ -~ -0 -1 32146 -S -#32145 -A Curious Chamber~ -This circular cave is lined with barrels of supplies, that surround -a glowing pentacle in the center of the floor; evidently a component -in some sort of transportation spell. Perhaps here you may be able -to effect magical transport between yourself and the outside world? -Evidently someone, undoubtedly the drow, uses this room for a similar -purpose, though their aid undoubtedly comes from somewhere further -below... -~ -0 12 0 -D9 -Heat and warmth in overwhelming doses await. -~ -~ -0 -1 32144 -S -#32146 -The River of Lava~ -Waves of heat issue forth from the flowing, churning river of red hot -lava that chugs past to the northeast, cutting through this passage -and seperating it from the far side, where you can see it continues. -A rope bridge has been strung high above the lava, the magical strands -treated so as not to catch fire from the heat or the occasional burst -bubble in the river below. The entire chamber is bathed in a hellish -glow; this surely must be what the underworld looks like; when people -perish and are sent hither, they would be advised to take some sort of -protection against the heat. The ledge you are on continues a short -distance to the south. -~ -0 3145736 0 -D2 -The end of the ledge. -~ -~ -0 -1 32147 -D6 -An escape from the heat. -~ -~ -0 -1 32144 -D7 -The only way across... -~ -~ -0 -1 32148 -S -#32147 -A Hot Reception~ -The ledge ends here, where it slopes down to enter the river. The -heat radiating from river is almost overwhelming. In fact it IS -overwhelming; it requires a great deal of stamina to withstand the -furnace temperatures you are being subjected to. What manner of -creature could withstand such an environment? -~ -0 3145736 0 -D0 -~ -~ -0 -1 32146 -S -#32148 -The Rope Bridge~ -Teetering dangerously on the narrow strands of the bridge, you curse -as you realize that this bridge is not as sturdy as it seemed from -the ground. While it can support the weight of a lightly clad drow -scout, an armored adventurer bearing loot is another matter entirely. -It bucks and sways as you stagger back and forth, endeavouring to -maintain your balance. The far side of the river beckons, almost in -a mocking fashion, as if intimating you will plunge into the roaring -torrent of lava below before you will ever reach the far side. Even -here the heat is almost killing you; you cannot imagine what would -happen were you to plunge into the fiery molten rock that flows past -below you. -~ -0 3145736 0 -D5 -Death! Death! Death! -~ -~ -0 -1 32149 -D7 -The far side. -~ -~ -0 -1 32150 -D8 -The near side. -~ -~ -0 -1 32146 -S -#32149 -Instantly Vaporized~ -Why? -~ -0 3145742 0 -S -#32150 -The Far Side~ -It is with a palpable sense of relief that you finally achieve the -far side, and can turn your back on the precarious bridge that almost -spilled you into the river that warms you even from here. A dark tunnel -beckons to the west, while a short distance to the north you can see a -cavern filled with tables, chairs and maps. Voices echo all around you; -you apparently have passed into some sort of private headquarters, and -will not be welcome! -~ -0 3145736 0 -D0 -A council chamber. -~ -~ -0 -1 32196 -D3 -A dark passage awaits... -~ -~ -0 -1 32151 -D8 -Jeopardy! -~ -~ -0 -1 32148 -S -#32151 -A Dark Passage~ -As the tunnel moves away from the lava, it descends sharply, and the -air becomes cooler, to the point where for the first time in ages -you once again feel the need for a cloak. No light permeates the area; -it is pitch black. Even your light cannot penetrate very far, managing -only to illuminate strange rocky formations, certainly not volcanic, -and you realize you are passing beneath the volcano, and away from it, -and further into the mysterious realm of the Underdark, the home of -the drow. This must be where they arrived from, and drew reinforcements. -To proceed further will mean encountering more of this dangerous and -unpredictable foe, and their strange allies. And while Eclavdra and her -minions worship the Elder Elemental God, the bulk of the drow houses yet -adhere to the tenets of Lolth, the terrible demoness who is their deity. -And she will certainly not be pleased that not only has Eclavdra deserted -her, but has also caused foreign surface elements to pervade her realm. -~ -0 3145737 0 -D1 -The dim glow of the lava can be seen. -~ -~ -0 -1 32150 -D7 -Who knows? -~ -~ -16777216 -1 32152 -S -#32152 -Approaching the Underdark.~ -Through a tunnel crowded with stony formations you pass, heading ever -deeper into the depths of the earth, towards whatever may lie in wait -for you. It seems unusual that you have totally passed the workings -of Eclavdra and Eilservs; perhaps they have one more surprise yet in -store for you...? -~ -0 3145737 0 -D8 -~ -~ -0 -1 32151 -S -#32196 -Council Chamber~ -Dim light from several magical globes that bob about the ceiling cast -sufficient illumination through this small cavern, which is dominated -by a large slab of obsidian, flanked by several high backed chairs. -Several drow could meet here, in safety and seclusion, for even a giant -would be vaporized by the river of lava, and would have no hope of -effecting a crossing. Maps on the wall reveal the full scale of the -drow's efforts to incite the giant races to violence against humanity -and other races, and there can now be no doubt as to who the true -mastermind is- Eclavdra. She and her house have been set back in their -plans, however, by your meddlings, and will not be pleased by this new -development. But to truly lay this threat to civilization to rest, will -simply slaying Eclavdra be sufficient...? -~ -0 3145736 0 -D2 -The red glow of the lava is visible. -~ -~ -0 -1 32150 -S -#32197 -A Fiery Cavern~ -You find yourself suddenly standing in a large cavern, assaulted by -waves of blistering heat and blinding red light. Shrieks and howls -echo in from the northeast, while a fiery portal to the south opens -onto a barely visible cavern, somewhere in the spire. Wrenching pain -stabs at you, and you find it impossible to speak or concentrate -enough for spellcraft. Your mind is reeling, you cannot stand up as -you'd like, and you can barely even remember who you are. All that -is clear is that you are near the heart of an ancient evil, and it -knows you are here... -~ -0 3219593 0 -D2 -~ -~ -0 -1 32112 -D6 -~ -~ -0 -1 32198 -> act_prog p has entered the game.~ -mea $n _red Magical forces hurl you through the portal! -mptrans $n 32112 -~ -| -S -#32198 -A Yawning Chasm~ -A deafening roar assaults your ears as you pass into this windswept -area, and with horror you suddenly notice that you are standing in -mid air, hovering above a yawning chasm, from which unearthly cries -and shrieks echo, causing you pain and confusion. Despite your panic -you do not plummet as expected to your death; some magical force is -apparently preventing it. The howling almost distracted you from the -true evil in this unearthly dimension you have passed into, the vile -beast responsible for the scores of scorched bodies that are staked -to the walls, some still wriggling or moaning as maggots devour the -exposed organs that dangle from their rended abdomens. -~ -0 3145740 0 -D9 -~ -~ -0 -1 32197 -> act_prog p has entered the game.~ -mea $n You hurtle downwards into the chasm, plummeting to your death! -mpslay $n -~ -| -S -#32199 -Floating in a void~ -~ -0 3145741 0 -S -#0 - - -#RESETS -D 0 32000 6 2 -O 1 32013 1 32001 -D 0 32001 0 1 -D 0 32001 9 2 -M 1 32000 1 32002 -E 1 32000 1 16 -E 1 32001 1 5 -D 0 32002 2 1 -M 1 32001 2 32004 -E 1 32002 1 16 -M 1 32001 2 32006 -E 1 32002 1 16 -O 1 32015 1 32006 -D 0 32006 2 1 -M 1 32003 5 32007 -M 1 32003 5 32007 -M 1 32004 1 32007 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32002 1 32008 -E 1 32003 1 5 -E 1 32004 1 16 -E 1 32005 1 6 -E 1 32006 1 12 -O 1 32014 1 32008 -D 0 32008 8 1 -D 0 32009 0 1 -D 0 32009 7 0 -D 0 32009 8 1 -D 0 32010 2 1 -M 1 32005 1 32011 -M 1 32003 5 32012 -M 1 32003 5 32012 -D 0 32012 7 1 -O 1 32015 1 32013 -D 0 32013 0 1 -D 0 32013 3 1 -M 1 32006 3 32014 -D 0 32014 1 1 -M 1 32008 2 32015 -M 1 32008 2 32015 -M 1 32007 1 32015 -E 1 32008 1 16 -E 1 32009 1 12 -G 1 32011 1 -O 1 32010 1 32015 -P 0 32012 1 0 -M 1 32006 3 32016 -M 1 32006 3 32016 -M 1 32003 5 32017 -D 0 32017 0 1 -D 0 32017 1 2 -M 1 32011 2 32018 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32011 2 32018 -E 1 32000 1 16 -E 1 32001 1 5 -D 0 32018 2 1 -D 0 32019 3 2 -D 0 32021 0 1 -M 1 32009 1 32022 -E 1 32016 1 16 -E 1 32017 1 7 -M 1 32031 3 32022 -M 1 32031 3 32022 -M 1 32031 3 32022 -O 1 32048 1 32023 -D 0 32023 2 1 -M 1 32032 1 32024 -E 1 32000 1 16 -E 1 32001 1 5 -D 0 32024 1 1 -M 1 32012 4 32025 -M 1 32012 4 32025 -M 1 32012 4 32025 -M 1 32012 4 32025 -D 0 32025 0 2 -D 0 32025 1 2 -D 0 32025 2 2 -D 0 32025 3 1 -O 1 32049 1 32026 -D 0 32026 1 2 -D 0 32026 2 2 -M 1 32036 4 32029 -M 1 32036 4 32029 -D 0 32029 3 2 -M 1 32019 2 32030 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32019 2 32030 -E 1 32001 1 5 -E 1 32000 1 16 -M 1 32037 3 32030 -M 1 32037 3 32030 -M 1 32010 1 32031 -E 1 32018 1 16 -E 1 32019 1 18 -E 1 32020 1 9 -E 1 32022 1 5 -G 1 32051 1 -D 0 32031 3 2 -O 1 32050 1 32032 -P 0 32052 1 0 -D 0 32032 0 2 -M 1 32038 1 32033 -E 1 32055 1 16 -M 1 32037 3 32033 -D 0 32034 9 2 -M 1 32013 3 32035 -G 1 32023 1 -G 1 32026 1 -E 1 32029 1 17 -M 1 32013 3 32035 -G 1 32024 1 -G 1 32027 1 -E 1 32030 1 17 -M 1 32013 3 32035 -G 1 32025 1 -G 1 32028 1 -E 1 32031 1 17 -D 0 32035 6 2 -O 1 32013 1 32036 -D 0 32036 0 1 -M 1 32014 3 32037 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32014 3 32037 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32014 3 32037 -E 1 32000 1 16 -E 1 32001 1 5 -O 1 32013 1 32037 -O 1 32066 1 32037 -P 0 32067 1 0 -D 0 32037 2 1 -M 1 32036 4 32039 -M 1 32036 4 32039 -D 0 32040 2 2 -M 1 32016 2 32041 -E 1 32033 1 16 -E 1 32001 1 5 -E 1 32053 1 11 -M 1 32016 2 32041 -E 1 32033 1 16 -E 1 32001 1 5 -E 1 32053 1 11 -D 0 32041 0 2 -D 0 32041 2 2 -M 1 32015 1 32042 -D 0 32042 0 2 -M 1 32017 2 32044 -E 1 32001 1 5 -E 1 32000 1 16 -M 1 32017 2 32044 -E 1 32001 1 5 -E 1 32000 1 16 -M 1 32018 1 32044 -E 1 32001 1 5 -E 1 32034 1 16 -E 1 32034 1 18 -O 1 32066 1 32044 -P 0 32067 1 0 -D 0 32045 0 1 -D 0 32045 1 1 -D 0 32045 3 1 -M 1 32020 2 32046 -M 1 32020 2 32046 -O 1 32066 1 32046 -P 0 32067 1 0 -D 0 32046 1 1 -M 1 32021 3 32047 -M 1 32021 3 32047 -M 1 32021 3 32047 -D 0 32047 2 1 -M 1 32022 5 32048 -M 1 32022 5 32048 -D 0 32048 3 1 -M 1 32022 5 32049 -M 1 32022 5 32049 -M 1 32022 5 32050 -O 1 32013 1 32050 -D 0 32050 1 1 -M 1 32023 1 32051 -E 1 32035 1 16 -O 1 32013 1 32051 -O 1 32048 1 32051 -O 1 32058 1 32051 -D 0 32051 3 1 -D 0 32052 3 2 -M 1 32035 1 32053 -D 0 32053 1 2 -D 0 32053 5 1 -M 1 32024 1 32056 -E 1 32036 1 16 -M 1 32056 2 32056 -M 1 32056 2 32056 -M 1 32039 2 32060 -E 1 32002 1 16 -M 1 32039 2 32060 -E 1 32002 1 16 -O 1 32066 1 32060 -M 1 32058 1 32061 -E 1 32000 1 16 -E 1 32001 1 5 -D 0 32061 0 1 -D 0 32061 2 1 -M 1 32040 1 32062 -G 1 32048 1 -E 1 32055 1 16 -G 1 32066 1 -P 0 32067 1 0 -D 0 32062 2 1 -M 1 32041 1 32063 -E 1 32056 1 12 -E 1 32065 1 16 -M 1 32042 1 32063 -E 1 32056 1 12 -E 1 32065 1 16 -O 1 32056 1 32063 -O 1 32066 1 32063 -D 0 32063 0 1 -M 1 32043 1 32064 -E 1 32000 1 16 -E 1 32001 1 5 -M 1 32044 2 32064 -E 1 32000 1 16 -M 1 32044 2 32064 -E 1 32000 1 16 -M 1 32045 3 32064 -M 1 32045 3 32064 -M 1 32045 3 32064 -O 1 32066 1 32064 -M 1 32026 1 32065 -E 1 32037 1 16 -M 1 32025 1 32065 -O 1 32038 1 32065 -O 1 32068 1 32065 -D 0 32068 0 2 -D 0 32068 2 2 -D 0 32069 2 2 -M 1 32046 3 32070 -M 1 32046 3 32070 -M 1 32046 3 32070 -D 0 32070 0 2 -D 0 32071 0 2 -D 0 32071 2 2 -D 0 32072 2 2 -M 1 32047 1 32073 -D 0 32073 0 2 -M 1 32030 1 32075 -M 1 32029 2 32076 -E 1 32044 1 6 -E 1 32045 1 13 -E 1 32042 1 12 -E 1 32043 1 3 -E 1 32046 1 5 -E 1 32047 1 16 -M 1 32029 2 32076 -E 1 32042 1 12 -E 1 32043 1 3 -E 1 32044 1 6 -E 1 32045 1 13 -E 1 32046 1 5 -E 1 32047 1 16 -O 1 32083 1 32076 -P 0 32084 1 0 -D 0 32076 1 1 -M 1 32028 1 32077 -E 1 32039 1 16 -E 1 32040 1 11 -E 1 32041 1 5 -E 1 32042 1 12 -E 1 32043 1 3 -E 1 32044 1 6 -E 1 32045 1 13 -E 1 32091 1 4 -O 1 32081 1 32077 -P 0 32082 1 0 -O 1 32083 1 32077 -P 0 32084 1 0 -D 0 32077 1 1 -D 0 32077 3 1 -D 0 32078 1 2 -D 0 32078 3 2 -D 0 32079 1 2 -D 0 32079 3 1 -M 1 32048 2 32080 -M 1 32048 2 32080 -D 0 32080 3 2 -M 1 32073 1 32081 -E 1 32057 1 16 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32064 1 17 -M 1 32074 2 32081 -E 1 32057 1 16 -M 1 32074 2 32081 -E 1 32057 1 16 -D 0 32084 0 1 -D 0 32084 1 1 -M 1 32076 4 32085 -M 1 32076 4 32085 -M 1 32076 4 32085 -M 1 32076 4 32085 -D 0 32085 2 1 -M 1 32075 1 32086 -E 1 32085 1 16 -E 1 32086 1 5 -D 0 32086 3 1 -M 1 32033 2 32088 -M 1 32033 2 32088 -M 1 32034 10 32089 -M 1 32034 10 32089 -M 1 32034 10 32089 -M 1 32034 10 32089 -M 1 32034 10 32089 -M 1 32034 10 32090 -M 1 32034 10 32090 -M 1 32034 10 32090 -M 1 32034 10 32090 -M 1 32034 10 32090 -D 0 32092 0 2 -D 0 32092 2 2 -M 1 32055 4 32093 -M 1 32055 4 32093 -M 1 32055 4 32093 -M 1 32055 4 32093 -D 0 32093 2 2 -O 1 32069 1 32094 -D 0 32094 0 2 -D 0 32095 0 2 -D 0 32095 2 2 -M 1 32054 1 32096 -D 0 32096 2 2 -M 1 32027 1 32097 -E 1 32087 1 10 -D 0 32097 0 2 -D 0 32098 0 1 -D 0 32098 2 2 -M 1 32053 1 32099 -E 1 32087 1 10 -D 0 32099 0 2 -M 1 32050 1 32100 -E 1 32033 1 16 -E 1 32001 1 5 -G 1 32000 1 -M 1 32051 3 32100 -E 1 32057 1 16 -M 1 32051 3 32100 -E 1 32057 1 16 -M 1 32051 3 32100 -E 1 32057 1 16 -D 0 32100 1 1 -D 0 32100 2 1 -M 1 32052 5 32101 -E 1 32057 1 16 -G 1 32072 1 -G 1 32077 1 -E 1 32078 1 17 -M 1 32052 5 32101 -E 1 32057 1 16 -G 1 32073 1 -M 1 32052 5 32101 -E 1 32057 1 16 -G 1 32074 1 -M 1 32052 5 32101 -E 1 32057 1 16 -G 1 32075 1 -M 1 32052 5 32101 -E 1 32057 1 16 -G 1 32076 1 -O 1 32070 1 32101 -P 0 32071 1 0 -D 0 32101 3 1 -D 0 32102 0 2 -M 1 32049 3 32103 -M 1 32049 3 32103 -M 1 32049 3 32103 -D 0 32103 2 2 -O 1 32089 1 32107 -O 1 32059 1 32109 -D 0 32110 6 1 -D 0 32111 9 1 -D 0 32112 0 2 -O 1 32095 1 32113 -O 1 32096 1 32116 -M 1 32060 7 32118 -M 1 32060 7 32118 -M 1 32060 7 32119 -M 1 32060 7 32120 -M 1 32060 7 32120 -M 1 32060 7 32121 -M 1 32060 7 32121 -G 1 32048 1 -O 1 32095 1 32123 -M 1 32057 3 32125 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32057 1 16 -E 1 32064 1 17 -M 1 32057 3 32125 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32064 1 17 -E 1 32057 1 16 -E 1 32062 1 5 -E 1 32063 1 11 -M 1 32057 3 32125 -E 1 32057 1 16 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32064 1 17 -E 1 32062 1 5 -E 1 32063 1 11 -M 1 32062 4 32126 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32057 1 16 -E 1 32064 1 17 -E 1 32061 1 8 -E 1 32060 1 3 -M 1 32062 4 32126 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32057 1 16 -E 1 32064 1 17 -E 1 32061 1 8 -E 1 32060 1 3 -M 1 32062 4 32126 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32057 1 16 -E 1 32064 1 17 -E 1 32061 1 8 -E 1 32060 1 3 -M 1 32062 4 32126 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32057 1 16 -E 1 32064 1 17 -E 1 32061 1 8 -E 1 32060 1 3 -M 1 32059 1 32126 -E 1 32057 1 16 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32079 1 17 -E 1 32091 1 4 -M 1 32063 4 32127 -E 1 32033 1 16 -E 1 32001 1 5 -O 1 32066 1 32127 -M 1 32063 4 32128 -E 1 32001 1 5 -E 1 32033 1 16 -M 1 32063 4 32128 -E 1 32001 1 5 -E 1 32033 1 16 -M 1 32063 4 32129 -E 1 32001 1 5 -E 1 32033 1 16 -M 1 32061 3 32130 -M 1 32061 3 32130 -M 1 32061 3 32130 -M 1 32064 1 32132 -M 1 32065 1 32134 -M 1 32066 4 32137 -M 1 32066 4 32137 -M 1 32066 4 32137 -M 1 32066 4 32137 -D 0 32137 4 1 -M 1 32068 4 32141 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -E 1 32057 1 16 -M 1 32068 4 32141 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -E 1 32057 1 16 -M 1 32068 4 32141 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -E 1 32057 1 16 -M 1 32068 4 32141 -E 1 32062 1 5 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -E 1 32057 1 16 -M 1 32069 1 32141 -E 1 32080 1 16 -E 1 32060 1 3 -E 1 32061 1 8 -E 1 32040 1 11 -E 1 32041 1 5 -E 1 32044 1 6 -E 1 32092 1 4 -M 1 32067 2 32142 -E 1 32093 1 12 -E 1 32094 1 17 -M 1 32067 2 32142 -E 1 32093 1 12 -M 1 32071 2 32147 -M 1 32071 2 32147 -M 1 32072 1 32152 -O 1 32099 1 32152 -M 1 32070 3 32196 -E 1 32062 1 5 -E 1 32057 1 16 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -M 1 32070 3 32196 -E 1 32062 1 5 -E 1 32057 1 16 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -M 1 32070 3 32196 -E 1 32062 1 5 -E 1 32057 1 16 -E 1 32063 1 11 -E 1 32061 1 8 -E 1 32060 1 3 -E 1 32064 1 17 -O 1 32100 1 32196 -M 1 32198 1 32198 -O 1 32088 1 32108 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 32003 spec_breath_fire -M 32005 spec_fido -M 32007 spec_cast_mage -M 32008 spec_thief -M 32009 spec_fido -M 32010 spec_thief -M 32013 spec_cast_mage -M 32015 spec_fido -M 32022 spec_breath_fire -M 32028 spec_cast_cleric -M 32029 spec_cast_cleric -M 32030 spec_breath_gas -M 32033 spec_fido -M 32035 spec_cast_undead -M 32037 spec_breath_fire -M 32047 spec_fido -M 32049 spec_cast_mage -M 32051 spec_poison -M 32052 spec_poison -M 32053 spec_cast_cleric -M 32054 spec_thief -M 32056 spec_fido -M 32060 spec_fido -M 32061 spec_breath_fire -M 32064 spec_fido -M 32065 spec_breath_fire -M 32066 spec_fido -M 32067 spec_cast_mage -M 32069 spec_cast_cleric -M 32071 spec_breath_fire -M 32074 spec_poison -M 32075 spec_cast_mage -M 32078 spec_cast_mage -M 32198 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/firenewt.are b/data/realm/areas_smaug1.4a/firenewt.are deleted file mode 100644 index c61933c..0000000 --- a/data/realm/areas_smaug1.4a/firenewt.are +++ /dev/null @@ -1,1000 +0,0 @@ -#AREA Land of the Fire Newts~ - -#VERSION 1 - -#AUTHOR Nirrad~ - -#RANGES -5 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2901 -black mountain goat~ -a mountain goat~ -A mountain goat is standing here. -~ -It looks hungry and searches for food. -~ -3 0 -100 S -2 18 10 2d2+30 1d4+2 -14 150 -112 112 1 -#2902 -black mountain ewe~ -a mountain ewe~ -A mountain ewe is standing here. -~ -The ewe is watching her young. -~ -3 0 -100 S -2 19 10 2d2+30 1d4+1 -10 125 -112 112 2 -#2903 -black mountain kid~ -a mountain kid~ -A mountain kid is standing here. -~ -The kid is playing with its siblings. -~ -3 0 -100 S -1 20 10 3d6+1 1d3+1 -6 100 -112 112 0 -#2904 -fire newt worker~ -a fire newt worker~ -A fire newt worker is standing here. -~ -The fire newt worker looks hot and sweaty. -~ -101 0 -400 S -2 18 8 3d12+8 1d6+2 -23 200 -112 112 1 -#2905 -fire newt guard~ -a fire newt guard~ -A fire newt guard is standing here. -~ -The fire newt guard thinks you would be better dead. -~ -35 0 -450 S -3 17 7 3d3+35 1d10+2 -30 300 -112 112 1 -#2906 -fire newt worker~ -a fire newt worker~ -A fire newt worker is standing here. -~ -The fire newt worker looks hot and sweaty. -~ -3 8 -400 S -2 18 8 3d12+8 1d6+2 -23 200 -112 112 2 -#2907 -fire newt guard~ -fire newt guard~ -A fire newt guard is standing here. -~ -The fire newt guard wants to kill you! -~ -97 0 -450 S -3 17 7 3d3+35 1d10+2 -30 300 -112 112 2 -#2908 -fire newt mother~ -a fire newt mother~ -A fire newt mother is standing here. -~ -The fire newt mother is watching her kids. -~ -3 0 -355 S -2 18 8 3d10+8 1d6+2 -26 200 -112 112 2 -#2909 -fire newt baby~ -a fire newt baby~ -A fire newt baby is crawling here. -~ -The fire newt baby is crawling and drooling here. -~ -7 0 -350 S -0 20 10 3d2+1 1d3+0 -6 50 -112 112 0 -#2910 -fire newt sergeant~ -a fire newt sergeant~ -A fire newt sergeant patrols this area. -~ -He's just found something that doesn't belong here! -~ -35 0 -500 S -5 15 4 12d10+20 1d12+4 -200 700 -112 112 1 -#2911 -fire newt general~ -a fire newt general~ -A fire newt general is standing here. -~ -The fire newt general grins evilly at you. -~ -35 0 -700 S -8 13 3 8d8+100 1d15+4 -400 2000 -112 112 1 -#2912 -fire newt leader~ -a fire newt leader~ -A fire newt leader is standing here. -~ -The fire newt leader screams, 'I'm going to hose you!' -~ -35 136 -1000 S -13 9 1 13d13+150 1d5+12 -1000 8000 -112 112 1 -#2913 -fire newt priest~ -a fire newt priest~ -A fire newt priest is standing here. -~ -The fire newt priest is preparing for worship. -~ -35 8 -1000 S -10 11 2 10d10+100 1d4+8 -700 3500 -112 112 1 -#2914 -fire lizard~ -a fire lizard~ -A fire lizard is crawling here. -~ -The fire lizard flicks its tongue at you. -~ -35 8 -100 S -11 10 2 11d11+110 2d12+8 -1000 5000 -112 112 0 -#0 - - -#OBJECTS -#2901 -horns~ -horns~ -A set of horns lies here.~ -~ -5 0 1 -0 1 6 7 -2 10 3 -#2902 -bladder milk~ -milk bladder~ -A milk bladder lies here.~ -~ -17 0 1 -20 20 10 0 -1 2 2 -#2903 -shovel~ -shovel~ -A shovel lies here.~ -~ -5 0 1 -0 1 6 7 -2 10 3 -#2904 -short sword~ -short sword~ -A short sword lies here.~ -~ -5 0 1 -0 1 6 11 -3 30 3 -#2905 -hand axe~ -hand axe~ -A hand axe lies here.~ -~ -5 0 1 -0 1 6 3 -3 30 3 -#2906 -chainmail~ -chainmail~ -A chainmail shirt lies here.~ -~ -9 0 1 -4 0 0 0 -10 1000 10 -#2907 -pick~ -pick~ -A pick lies here.~ -~ -5 0 1 -0 1 9 11 -2 1000 10 -#2911 -broad axe~ -broad axe~ -A broad axe lies here.~ -~ -5 64 0 -0 2 8 3 -15 600 100 -A -18 1 -A -19 2 -#2912 -leather suit~ -leather suit~ -A leather suit lies here.~ -~ -9 1 0 -4 0 0 0 -3 1000 100 -A -2 1 -#2913 -mace~ -mace~ -A mace lies here.~ -~ -5 2 0 -0 2 6 6 -10 300 20 -A -18 2 -A -19 2 -#2914 -potion~ -orange potion~ -An orange potion lies here.~ -~ -10 64 1 -10 -1 -1 -1 -1 100 10 -'dispel evil' 'curse' 'heal' -#2915 -egg newt~ -a newt egg~ -A newt egg lies here.~ -~ -19 0 1 -10 0 0 0 -1 1 1 -#0 - - -#ROOMS -#2900 -Obsidian hills~ -You see before you some shiny black hills. There is very little vegetation -here. The hills appear to lead to a high mountain to the south east -~ -0 4 3 -D0 -You see a path leading back towards the Turning Point. -~ -~ -0 0 4785 -D2 -You see some more hills. They continue south. -~ -~ -0 0 2901 -E -hills~ -The hills are a very shiny black color. -~ -S -#2901 -Obsidian hills~ -You see before you some shiny black hills. There is very little vegetation -here. The hills appear to lead to a high mountain to the south east -~ -0 4 3 -D2 -You see some more hills to the south. -~ -~ -0 0 2902 -D0 -You see some hills to the north. -~ -~ -0 0 2900 -E -hills~ -The hills are a very shiny black color. -~ -S -#2902 -Obsidian hills~ -You see before you some shiny black hills. There is very little vegetation -here. The hills appear to lead to a high mountain to the south east -~ -0 4 3 -D1 -You see the side of the mountain to the east. -~ -~ -0 0 2903 -D0 -You see some hills to the north. -~ -~ -0 0 2901 -E -hills~ -They are a very shiny black color. -~ -S -#2903 -Mountain side~ -The mountain is very high and looks to be quite old. There are a few cracks -in the side of the mountain -~ -0 0 4 -D2 -The mountain continues. -~ -~ -0 0 2904 -D3 -You see some hills to the west. -~ -~ -0 0 2902 -E -mountain~ -The mountain looks like it was formed from something sliding down and stopping. -~ -S -#2904 -Mountain side~ -The mountain is very high and looks to be quite old. There is smoke coming -from the top of the mountain. -~ -0 0 4 -D2 -The mountain continues. -~ -~ -0 0 2905 -D0 -You see mountains to the north. -~ -~ -0 0 2903 -E -smoke~ -The smoke is grey and puffs out of the top of the mountain. -~ -S -#2905 -Mountain top~ -You've reached the top of the mountain. You can see more smoke from up here. -The smoke seems to come from a hole to the south. -~ -0 4 4 -D2 -You see a hole to the south. It looks like an entrance. -~ -~ -0 0 2906 -D0 -You see the side of the mountain to the north. -~ -~ -0 0 2904 -E -top of mountain~ -The top of the mountain is a large area with a hole in the middle. -~ -E -smoke~ -The smoke is grey and is coming from the hole. -~ -S -#2906 -Entrance to the mountain~ -The smoke comes from inside the hole. It also looks like there is a path -that leads down. -~ -0 4 4 -D5 -You can see down inside the mountain. -~ -~ -0 0 2910 -D0 -You see the top of the mountain to the north. -~ -~ -0 0 2905 -D1 -You see the top of the mountain to the east. -~ -~ -0 0 2907 -D2 -You see the top of the mountain to the south. -~ -~ -0 0 2909 -D3 -You see the top of the mountain to the west. -~ -~ -0 0 2908 -S -#2907 -Mountain top~ -You are standing at the top of the mountain. The mountain looks like it has -been ravaged by something. -~ -0 4 4 -D3 -You see the entrance to the mountain to the west. -~ -~ -0 0 2906 -S -#2908 -Mountain top~ -You are standing at the top of the mountain. There are several cracks in the -ground and you don't feel safe! -~ -0 4 4 -D1 -You see the entrance to the mountain to the north. -~ -~ -0 0 2906 -S -#2909 -Mountain top~ -You are standing on the top of the mountain and think you should move north. -~ -0 4 4 -D0 -You see the entrance to the mountain to the north. -~ -~ -0 0 2906 -S -#2910 -Inside the mountain~ -You are standing inside the mountain. -~ -0 9 2 -D5 -The shaft continues down. -~ -~ -0 0 2913 -D4 -Entrance to the mountain. -~ -~ -0 0 2906 -D1 -You see guard barracks. -~ -~ -0 0 2911 -D3 -You see guard barracks. -~ -~ -0 0 2912 -S -#2911 -Guard room~ -You are standing in a room with beds, tables, and fire newts! -There are paintings on the wall. They show battle scenes. -~ -0 9 2 -D3 -You see the dark tunnel shaft. -~ -~ -0 0 2910 -E -beds~ -The beds are made of metal and rock. -~ -E -chairs~ -The chairs are made of stone and look very heavy. -~ -E -tables~ -The tables are long and wide. They are made of stone and obviously too heavy -to move. -~ -S -#2912 -Guard room~ -You are standing in a room with beds, chairs, tables, and fire newts! -There are paintings on the wall that show great leaders. -~ -0 9 2 -D1 -You see the shaft in the mountain. -~ -~ -0 0 2910 -E -beds~ -The beds are made of metal and rock. -~ -E -chairs~ -The chairs are made of stone and look very heavy. -~ -E -tables~ -The tables are long and wide. They are made of stone and are obviously to -heavy to move. -~ -S -#2913 -Inside the mountain~ -You are standing inside the mountain. -~ -0 9 2 -D5 -The shaft continues down. -~ -~ -0 0 2916 -D4 -You see the dark mountain shaft. -~ -~ -0 0 2910 -D0 -You see a large storage room. -~ -~ -0 0 2914 -D2 -You see workers' quarters. -~ -~ -0 0 2915 -S -#2914 -Store room~ -You see nothing special in this room. There are some boxes and fire newt -workers here. There is also some trash piled up in the room. -~ -0 9 2 -D2 -You see the dark mountain shaft. -~ -~ -0 0 2913 -S -#2915 -Workers' quarters~ -You are standing in the workers' quarters. There are several workers here. -The room is messy and has nothing of value in it. The party the night before -must have destroyed everything. -~ -0 9 2 -D0 -You see the dark mountain shaft. -~ -~ -0 0 2913 -S -#2916 -Bottom of the mountain~ -You are standing at the bottom of the shaft. -~ -0 9 2 -D0 -You see the dark tunnel. -~ -~ -0 0 2917 -D4 -You see the mountain shaft. -~ -~ -0 0 2913 -S -#2917 -The tunnel~ -You are standing in a dry, dark tunnel. -~ -0 9 2 -D0 -You see a bend in the tunnel. -~ -~ -0 0 2918 -D2 -You see the bottom of the shaft. -~ -~ -0 0 2916 -S -#2918 -Bend in the tunnel~ -You are standing in a dark tunnel. -~ -0 9 2 -D1 -The tunnel continues into the dark. -~ -~ -0 0 2919 -D2 -You see that the tunnel leads back. -~ -~ -0 0 2917 -S -#2919 -The tunnel~ -You are standing in a dark tunnel. -~ -0 9 2 -D0 -The tunnel continues into the dark. -~ -~ -0 0 2921 -D3 -You see a bend in the tunnel. -~ -~ -0 0 2918 -D1 -You see a small fire newt house. -~ -~ -0 0 2920 -S -#2920 -Fire Newt House~ -You are standing in a fire newt house. There is a mother fire newt here -playing with her children. The room is full of newt toys- they look very -boring. -~ -0 9 2 -D3 -You see the dark tunnel. -~ -~ -0 0 2919 -S -#2921 -The tunnel~ -You are standing in a dark tunnel. -~ -0 9 2 -D3 -You see a fire newt house. -~ -~ -0 0 2922 -D2 -The dark tunnel. -~ -~ -0 0 2919 -D0 -The tunnel continues on. -~ -~ -0 0 2923 -S -#2922 -Fire Newt House~ -You are standing in a fire newt house. There is a fire newt mother here -playing with her children. The room has several torn baby newt diapers here -... how disgusting! -~ -0 9 2 -D1 -You see the dark tunnel. -~ -~ -0 0 2921 -S -#2923 -The tunnel~ -You are standing in the dark tunnel. -~ -0 9 2 -D3 -You see the entrance to the town hall. -~ -~ -0 0 2924 -D2 -You see the dark tunnel. -~ -~ -0 0 2921 -D1 -You see a fire newt temple. -~ -~ -0 0 2927 -S -#2924 -Entrance to the town hall~ -You are standing in the entrance to the town hall. The room is large and -ornate. -~ -0 9 2 -D3 -You see a waiting room. -~ -~ -0 0 2925 -D1 -You see the dark tunnel. -~ -~ -0 0 2923 -S -#2925 -The Waiting Room~ -You are standing in the waiting room of the town hall. There is a big door -to the west. The room has pictures of the villages history. -~ -0 9 2 -D3 -You see a large office. -~ -~ -0 0 2926 -D1 -You see the entrance to the town hall. -~ -~ -0 0 2924 -S -#2926 -The Leader's Office~ -You are standing in the fire newt leader's office. -~ -0 9 2 -D1 -You see the waiting room. -~ -~ -0 0 2925 -S -#2927 -Outside the temple~ -You are standing outside the fire newt temple. The temple has some very -large arches and towers. -~ -0 9 2 -D1 -You see the entrance to the fire newt temple. -~ -~ -0 0 2928 -D3 -You see the dark tunnel. -~ -~ -0 0 2923 -S -#2928 -Entrance to the temple~ -You are standing at the entrance to the temple. The temple is very neat. -The sates are set in straight rows and the alter is very large. -~ -0 9 2 -D1 -You see the door, that leads to the inside of the temple. -~ -door~ -1 -1 2929 -D3 -You see the outside of the temple. -~ -~ -0 0 2927 -S -#2929 -Inside the Temple~ -You are standing inside the fire newt temple. -~ -0 9 2 -D3 -You see the door that leads to the temple entrance. -~ -door~ -1 -1 2928 -D5 -You see a large trap door. -~ -~ -0 0 2930 -S -#2930 -The room before the doors~ -You are standing before a pair of huge doors. -~ -0 9 2 -D1 -You see two large doors. -~ -doors~ -1 -1 2931 -D4 -You see the inside of the temple. -~ -~ -0 0 2929 -S -#2931 -The Egg Room~ -You are standing in a room that has several dozen piles of eggs. There is -a chest on the floor also. -~ -0 13 2 -D3 -You see two large doors. -~ -doors~ -1 -1 2930 -S -#0 - - -#RESETS -M 0 2901 2 2903 -E 1 2901 500 16 -M 0 2901 2 2904 -E 1 2901 500 16 -M 0 2902 2 2904 -G 1 2902 100 -M 0 2902 2 2904 -G 1 2902 100 -M 0 2903 6 2904 -M 0 2903 6 2904 -M 0 2903 6 2904 -M 0 2903 6 2904 -M 0 2903 6 2904 -M 0 2903 6 2904 -M 0 2904 10 2910 -E 1 2903 100 16 -M 0 2905 6 2911 -E 1 2904 100 16 -M 0 2905 6 2911 -E 1 2904 100 16 -M 0 2905 6 2911 -E 1 2904 100 16 -M 0 2905 6 2912 -E 1 2905 100 16 -M 0 2905 6 2912 -E 1 2904 100 16 -M 0 2905 6 2912 -E 1 2905 100 16 -M 0 2904 10 2914 -M 0 2904 10 2914 -E 1 2903 100 16 -M 0 2906 4 2915 -E 1 2903 100 16 -M 0 2906 4 2915 -E 1 2903 100 16 -M 0 2906 4 2915 -M 0 2906 4 2915 -O 0 2906 20 2915 -M 0 2904 10 2916 -E 1 2903 100 16 -M 0 2904 10 2917 -M 0 2907 6 2917 -E 1 2904 100 16 -M 0 2904 10 2918 -E 1 2903 100 16 -M 0 2907 6 2918 -E 1 2904 100 16 -M 0 2904 10 2919 -E 1 2903 100 16 -M 0 2907 6 2919 -E 1 2905 100 16 -M 0 2908 2 2920 -M 0 2909 12 2920 -M 0 2909 12 2920 -M 0 2909 12 2920 -M 0 2909 12 2920 -M 0 2909 12 2920 -M 0 2909 12 2920 -M 0 2904 10 2921 -M 0 2904 10 2921 -M 0 2907 6 2921 -E 1 2905 100 16 -M 0 2908 2 2922 -M 0 2909 12 2922 -M 0 2909 12 2922 -M 0 2909 12 2922 -M 0 2909 12 2922 -M 0 2909 12 2922 -M 0 2909 12 2922 -M 0 2904 10 2923 -E 1 2903 100 16 -M 0 2907 6 2923 -E 1 2904 100 16 -M 0 2907 6 2923 -M 0 2910 2 2924 -E 1 2906 20 5 -E 1 2907 20 16 -M 0 2911 4 2925 -E 1 2906 20 5 -E 1 2907 20 16 -M 0 2911 4 2925 -E 1 2906 20 5 -E 1 2907 20 16 -M 0 2912 1 2926 -E 1 2911 10 16 -E 1 2912 10 5 -M 0 2910 2 2927 -E 1 2906 20 5 -E 1 2907 20 16 -M 0 2911 4 2928 -E 1 2906 20 5 -E 1 2907 20 16 -M 0 2911 4 2928 -E 1 2906 20 5 -E 1 2907 20 16 -D 0 2928 1 1 -M 0 2913 1 2929 -E 1 2913 10 16 -D 0 2929 3 1 -M 0 2914 2 2930 -G 1 2914 10 -M 0 2914 2 2930 -G 1 2914 10 -O 0 2915 100 2931 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2913 spec_cast_cleric -M 2914 spec_breath_fire -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/forestpath.are b/data/realm/areas_smaug1.4a/forestpath.are deleted file mode 100644 index 393e5a0..0000000 --- a/data/realm/areas_smaug1.4a/forestpath.are +++ /dev/null @@ -1,3465 +0,0 @@ -#AREA Along the Forest Path~ - - - -#VERSION 1 -#AUTHOR Lycorlyntras~ - -#RANGES -5 25 0 65 -$ - -#RESETMSG With a slow creak, the trees move in the wind.~ - -#FLAGS -0 - -#ECONOMY 0 1957076 - -#CLIMATE 2 2 2 - -#MOBILES -#400 -effects mob one~ -a forest spirit~ -The number one effects mob stands here. -~ -He should always be Mobinvis at 51. He wanders around and generates -atmosphere effects, rather than having stacks of Rprogs laying around. -~ -58720257 32768 -550 C -55 0 -2 1d1+5000 1d1+1 -100 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -37 3 0 0 278529 16384 0 -20 0 2047 0 1056768 0 16 2 -> rand_prog 100~ -if ismobinvis($i) -else -mpinvis 51 -endif -if mobinvislevel($i)<51 -mpinvis 51 -endif -if isaffected($i) == sneak -else -sneak -endif -~ -> rand_prog 3~ -mpecho With a slowly creaking, the trees move in the wind. -~ -> rand_prog 2~ -mpecho You jump as a branch snaps nearby with a *crack!* -~ -> rand_prog 1~ -mpecho A single leaf floats down from the trees to the forest floor in front of -you. -~ -> fight_prog 100~ -mpecho Your fighting has quickened the anger of the spirits. -if inroom($i)==417 -mpgoto 403 -else -mpgoto 417 -endif -~ -| -#401 -effects mob two~ -a forest spirit~ -The number two effects mob stands here. -~ -He should always be Mobinvis at 51. He wanders around and generates -atmosphere effects, rather than having stacks of Rprogs laying around. -~ -58720257 32768 0 C -55 0 -3 10d30+5000 1d1+0 -500 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -37 3 0 0 278529 16384 0 -20 0 2047 0 1056768 0 32 3 -> rand_prog 100~ -if ismobinvis($i) -else -mpinvis 51 -endif -if mobinvislevel($i)<51 -mpinvis 51 -endif -if isaffected($i) == sneak -else -sneak -endif -~ -> fight_prog 100~ -mpecho Your fighting has quickened the anger of the spirits. -if inroom($i)==421 -mpgoto 429 -else -mpgoto 421 -endif -~ -> rand_prog 1~ -mpecho You hear a crash in the distance. -~ -> rand_prog 2~ -mpecho A small animal moves through a nearby bush, with barely a sound. -~ -> rand_prog 2~ -mpecho The waft of something that died sometime ago reaches your nose. -~ -| -#402 -effects mob three~ -a forest spirit~ -The number three effects mob stands here. -~ -He should always be Mobinvis at 51. He wanders around and generates -atmosphere effects, rather than having stacks of Rprogs laying around. -~ -60817409 32768 0 C -55 0 -3 10d30+5000 1d1+0 -500 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -37 3 0 0 278529 16384 0 -20 0 2047 0 1056768 0 32 3 -> rand_prog 100~ -if ismobinvis($i) -else -mpinvis 51 -endif -if mobinvislevel($i)<51 -mpinvis 51 -endif -if isaffected($i) == sneak -else -sneak -endif -~ -> fight_prog 100~ -mpecho Your fighting has quickened the anger of the spirits. -if inroom($i)==435 -mpgoto 404 -else -mpgoto 435 -endif -~ -> rand_prog 3~ -mpecho Something rustles in the bushes. -~ -> rand_prog 2~ -mpecho A small yipping sound is heard nearby, then is gone. -~ -> rand_prog 2~ -mpecho You sight a deer in the distance, it also spots you then bounds off. -~ -| -#403 -gray female she wolf~ -the she-wolf~ -A thin, and desperate she-wolf, climbs this part of the forest for hunting. -~ -A vicious carnivore. Times look fairly lean for this mother, and maybe -the pups don't help. Her matted gray fur is limp against her body. -~ -33 33280 0 C -10 0 -3 2d7+121 2d4+2 -0 0 -112 112 2 -16 7 10 15 20 5 14 -0 0 0 0 0 -71 3 0 0 262145 1 0 -0 0 2047 0 0 0 1 2 -> rand_prog 13~ -snarl -~ -> rand_prog 17~ -emote sniffs at the air, as though looking for something. -~ -> fight_prog 50~ -if mobinroom(404) >= 1 -mpecho The she-wolf goes berserk in the defense of her young. -bite -bite -bite -endif -~ -> rand_prog 50~ -if mobinroom(419)>=1 -mpecho Seeing a free meal the wolf attacks the deer! -mpslay fallow -get all corpse -endif -if mobinroom(404)>=1 -if ovnumcarry(420)>=1 -mpecho The wolf drops part of the remains of a deer for her cub. -drop venison -mpecho The cub hungrily picks up the bloodied meat. -mpforce cub get venison -mpforce cub eat venison -endif -endif -~ -| -#404 -wolf cub~ -the wolf cub~ -A small furry wolf cub looks at you, small teeth bared. -~ -A small wolf, its coat still more fuzzy than furry. It doesn't look -ready to be around on its own. -~ -3 512 0 C -5 0 -3 2d6+60 1d6+1 -500 0 -112 112 1 -13 7 10 15 15 5 14 -0 0 0 0 0 -75 3 0 0 278529 16384 2 -0 0 2047 0 0 0 1 2 -#405 -theggory knight tall man~ -Theggory the knight~ -A tall man, clad in heraldic branded armor imposes his presence here. -~ -A tall man of mighty thews and stronger ideals. Theggory seeks to be the -perfect knight, enhancing the honor of his house, the griffin. -~ -3 0 0 C -15 0 -3 3d9+208 1d6+3 -500 0 -112 112 1 -20 14 13 15 13 14 14 -0 0 0 0 0 -0 3 0 0 278529 16385 1 -0 0 2047 0 0 0 16 3 -> greet_prog 100~ -if ispc($n) -emote bows from the saddle. -if sex($n) == 2 -say Greetings my Lady. -else -say Greeting my Lord. -endif -say I am upon a great quest, mayhaps you could provide assistance? -endif -~ -> speech_prog quest~ -say Yes! I quest to find Acwellan, the Druid. Have you seen him? -~ -> speech_prog Druid Acwellan~ -say Yes. The Druid Acwellan, a tall man. Dresses in Druidic garb, -say is supposed to be here some where. Tales have come to mine ears -say he needs help. You know where he is? -~ -> speech_prog No~ -nod -say I will continue my search then. If you see him please mention -say that I seek him. -~ -> speech_prog yes~ -say Great! Thank you for the aid in my quest. Where may I find him? -~ -> speech_prog south north east west~ -say Great thanks for your aid. -emote bows from the saddle. -say I shall proceed forth with after my horse is watered. -~ -> rand_prog 20~ -if position($i) == 8 -mount destrier -endif -~ -> speech_prog p a small camp~ -say Yes! I thank you greatly for your aid traveller! -emote bounces in the saddle -say As soon as my mightly stead is refreshed again for travel I will -say proceed post-haste. -~ -| -#406 -sturdy destrier horse~ -sturdy destrier~ -A large destrier paws the ground. -~ -A massive horse, bred and trained for war. With out a doubt one of the largest -pieces of equine flesh you have ever seen. It looks combat ready and not easily -panicked. -~ -262147 0 0 C -10 0 -3 2d7+121 2d4+2 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -88 3 0 0 278529 16384 0 -0 0 2047 0 0 0 32 0 -> rand_prog 1~ -snort -~ -> rand_prog 1~ -emote stamps a foot on the ground in impatience. -~ -| -#407 -druid Acwellan tall man~ -Acwellan the druid~ -A tall skinny man, serenity fills his weather-lined face. -~ -This nature priest has seen many seasons pass. His lives work is the -furthering of the cycles of nature. -~ -3 0 0 C -9 0 -3 2d6+110 1d6+2 -500 0 -112 112 1 -14 14 17 10 10 16 14 -0 0 0 0 0 -0 5 0 0 393227 1 0 -0 0 2047 0 0 0 0 0 -> greet_prog 90~ -if ispc($n) -if class($n) == druid -say Welcome my fellow guardian of nature. This forest is in trouble -say mayhaps you could help? -else -say Welcome traveler. -endif -endif -~ -> speech_prog Theggory knight~ -say Yes, I sent out a message for aid to help me, help this forest. -say All is not as healthy as it seems. Could you help? -~ -> speech_prog yes~ -say The forest, and Nature herself thanks you. The guardian of these -say woods, a dryad has been driven from her tree. She has since sought -say refuge somewhere in the forest. The problem is that she left the -say symbol of her guardianship in her old home. She needs to be found -say and the symbol returned to her for the forest to regain its full -say health. Call her by her name - Semlina - to summon her from her tree. -say Then tell her you wish to help. -~ -> speech_prog no~ -say I am sorry then for this whole forest. -Emote hangs his head in silent contemplation. -~ -| -#408 -bandersnatch ball fur~ -the bandersnatch~ -A heaving, bouncing ball of fur. -~ -A ball of fur, about five feet around, bearing four clawed limbs and a huge mouth. -A veracious predator it wants to make a meal of you. -~ -33554465 0 -400 C -10 0 -3 2d7+121 2d4+2 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -91 3 0 0 278529 16384 1 -0 0 263935 0 0 0 1 3 -> fight_prog 12~ -scream -~ -> rand_prog 50~ -if inroom($i) == 497 -else -mpgoto 497 -endif -~ -> fight_prog 3~ -scream $n -bite $n -~ -| -#409 -bandit Eric halfelf~ -Eric the Bandit~ -A powerfully build half-elf, in hunting leathers sneers at you. -~ -The master of the band of outlaws, Eric betrays his elven heritage. -Gathering a following of rough characters he plaques the surrounding -forest, allowing no safe passage if he thinks he can earn some money. -~ -1 0 -300 C -22 0 -5 5d10+400 2d4+2 -3430 0 -112 112 1 -19 18 10 15 15 16 14 -0 0 0 0 0 -9 3 0 0 262147 1 2 -0 0 2047 0 0 0 48 3 -#410 -bandit lucellia lucky petite woman~ -Lucellia the Lucky~ -A petite woman looks you over, her raggedness not despoiling her beauty. -~ -Lieutenant of the band under Eric. The real reason for her being here is -unknown. None of her equipment shows much maintenance or value. -~ -1 0 0 C -16 0 -3 3d9+233 1d6+2 -23 0 -112 112 2 -12 15 10 12 12 5 17 -0 0 0 0 0 -0 3 0 0 278529 1 1 -0 0 2047 0 0 0 32 2 -> rand_prog 50~ -if isnpc($r) -or isimmort($r) -else -say Hey! You don't belong here! -mpkill $r -endif -invis -~ -> rand_prog 5~ -whistle self -~ -| -#411 -bandit fnord quick tall thin man~ -Fnord the Quick~ -A very tall, thin man looks around nervously. -~ -An ex-hunter who got caught poaching. Now he has found refuge from -the law and a place to make more money both in the same place. -~ -1 0 -400 C -14 0 -3 2d10+190 1d6+2 -1240 0 -112 112 1 -10 14 11 20 10 5 14 -0 0 0 0 0 -0 2 0 0 278529 1 0 -0 0 2047 0 0 0 512 3 -> rand_prog 50~ -if isnpc($r) -or isimmort($r) -else -yell Intruders! Arggh! Attack! -mpkill $r -endif -~ -> fight_prog 10~ -mea $n Fnord tries to knee you in the groin! -mer $n Fnord tries to knee $n in the groin! -if rand(25) -mpecho And scores a hit! -mpdamage $n 15 -else -mpecho And misses! -mpforce $n emote sighs in relief. -endif -~ -> rand_prog 5~ -emote pulls out a rough stick and begins whittling. -~ -| -#412 -bandit ogre brute short man~ -Ogre the Brute~ -A short man, almost as wide as he is tall stands here, bristling weaponry. -~ -A man of vile moods and manners, he moved out here where he would be appreciated. -A the vile smells coming from his body not complained about as much. -~ -35 0 -500 C -15 0 -3 3d9+208 1d8+4 -77 0 -112 112 1 -22 7 10 15 20 9 14 -0 0 0 0 0 -0 3 0 0 262144 1 1 -0 0 2047 0 0 0 144 1 -> fight_prog 10~ -scream -mea $n Ogre headbutts you! -mer $r Ogre headbutts $n! -mpdamage $n 20 -~ -> fight_prog 10~ -emote bellows with rage! -~ -> fight_prog 10~ -scream $n -~ -| -#413 -forest bandit man outdoor~ -The forest bandit~ -A man in dirty forest leathers skulks here -~ -Ill times or bad fortune, has driven this rather unwashed man into seeking a life -of banditry. -~ -33554465 0 -200 C -8 0 3 2d6+85 1d5+1 -18 0 -112 112 1 -16 12 10 15 12 12 14 -0 0 0 0 0 -0 3 0 0 278529 1 0 -0 0 2047 0 0 0 0 2 -> rand_prog 2~ -emote gumbles something about the weather under his breath. -~ -> rand_prog 1~ -emote looks around, making sure that no-one sneaks up on him. -~ -> fight_prog 5~ -say Argh! Die! -kick $n -~ -> fight_prog 5~ -say Give me all yer money or die! -trip $n -~ -> fight_prog 5~ -say Hand over yer valuables and we will let ya live... Maybe! -muhaha -~ -| -#414 -blood hawk large~ -The Blood Hawk~ -A large hawk with razor claws arcs through the trees. -~ -A massive brown bird, the blood hawks are renowned for their for the fact that they -are untamable. The name is derived from the fact that blood tends to spray from -creatures they attack, so swift do they fly and so sharp are their talons. -~ -1 524288 -200 C -10 0 -3 2d7+121 2d4+2 -0 0 -112 112 1 -16 7 10 22 20 5 14 -0 0 0 0 0 -89 3 0 0 278529 16384 0 -0 0 553944189 0 0 0 2 2 -> rand_prog 70~ -if isimmort($r) -or isnpc($n) -else -mpecho Spying a future meal, the huge hawk swoops down. -mpkill ($r) -endif -~ -> rand_prog 1~ -mpecho With a swish the hawk swoops down into some bushes and rises again -mpecho carrying some small mammal impaled on its claws. -~ -> fight_prog 10~ -emote shreaks loudly! -~ -| -#415 -giant boar beast~ -A giant boar~ -A true massive beast. Its huge tusks threaten the lives of all nearby. -~ -One of the most massive pieces of porcine flesh you have ever observed. -With blood shot eyes and razor sharp tusks the boar will deny any who -seek pork as meal, and gives the distinct possibility that the tables -may even be turned. -~ -1 32 0 C -12 0 -3 2d10+150 1d10+3 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -29 3 0 0 278529 16384 0 -5 0 2047 0 0 0 128 2 -> rand_prog 33~ -if isimmort($r) -or isnpc($r) -else -mpecho With a wild look in its eyes, the boar charges! -mpkill $r -endif -~ -> rand_prog 3~ -emote snorts in the dirt, looking for something. -~ -> rand_prog 1~ -emote raises its head and sniffs loudly at the air. -~ -> fight_prog 3~ -emote with a loud squeal of rage, the boar at gores you! -mpdamage $n 10 -~ -| -#416 -willum halfling thief~ -Willum~ -A short halfling creeps around, looking for an easy score. -~ -A quick and larcenous halfling, he prowls around seeking an easy victim carrying -anything of value. His furred feet carry him silently over the forest floor and -his size and skill makes him almost invisible. -~ -2097281 98816 0 C -10 0 -3 2d7+121 1d5+1 -297 0 -112 112 1 -10 15 10 19 14 14 16 -0 0 0 0 0 -3 2 0 0 393217 131072 0 -0 0 2047 0 0 0 64 3 -> rand_prog 75~ -if inroom($i) == 416 -open tree -n -drop all -s -close tree -e -sw -e -endif -~ -> rand_prog 25~ -if isimmort($r) -else -steal bag $r -steal potion $r -steal key $r -ne -e -s -sw -endif -~ -> fight_prog 20~ -say Oh Woah is me! You wouldn't want to let a poor halfling go? -~ -> fight_prog 3~ -if race($n) == halfling -or race($n) == pixie -say Why would you, a fellow short person hurt me? -emote sniffs to himself. -else -yell Go away and pick on someone your own size! -punch $n -endif -~ -| -#417 -choke creeper vine creeper~ -the choke creeper~ -A series of vines and creepers infest the local flora. -~ -The this series of creepers looks to more than a parasite, the plants -underneath this creeper seem to be definitely dying. -~ -3 0 0 C -8 0 -3 2d7+96 1d7+2 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -91 3 0 0 278529 16384 1 -0 0 8352 0 0 0 0 1 -> rand_prog 33~ -if isimmort($r) -or isnpc($r) -else -mpecho With lashing vines, the creeper attacks! -mpkill $r -endif -~ -| -#418 -young wyvern reptile~ -the young wyvern~ -A large winged reptile with wings instead of forearms, its scales bright with youth. -~ -This young wyvern is a close kin of dragons and is almost as fierce. It looks hungry. -Green scales gleam with brightness of youth and its battle strategies are sure to be -uncomplex. -~ -129 524288 0 C -16 0 -3 3d9+208 2d6+3 -500 0 -112 112 1 -17 7 10 15 14 5 14 -0 0 0 0 0 -33 3 0 0 263169 1024 0 -0 0 427709 0 0 0 262146 0 -> rand_prog 75~ -if isnpc($r) -or isimmort($r) -else -mpecho The wyverns head swivels at is notices you. -scream $r -mpecho The wyvern lauches itself in attack! -mpkill $r -endif -~ -| -#419 -fallow deer~ -fallow deer~ -A nervous fallow deer stands here looking at you. -~ -A small nervous mammal. It obviously thinks you are a threat and it looks -of an opportunity to escape. The thin flanks move very quickly showing the -poor things agitation. -~ -262145 0 0 C -5 0 5 2d6+60 1d6+1 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -37 3 0 0 278529 16384 0 -0 0 2047 0 0 0 32 3 -> rand_prog 10~ -if inroom($i)>= 446 -emote bounds away from you quickly -mpgoto 435 -else -mpecho The fallow deer, shies then bounds away from you. -ne -n -e -s -sw -endif -~ -> rand_prog 15~ -emote looks at you with soft, brown doeful eyes. -~ -> death_prog 100~ -mpoload 420 1 -~ -| -#420 -black crow bird~ -the crow~ -A black bird sits here up a tree. The raven looks at you intently. -~ -A large example of its species. It sits what it hopes is a safe distance -from you. Perhaps it knows that death follows your tracks, which could provide -a nice meal for the carrion eater. -~ -262145 524288 0 C -4 0 8 2d7+46 1d5+1 -0 0 -112 112 1 -22 7 10 15 20 5 14 -0 0 0 0 0 -89 3 0 0 278529 16384 0 -0 0 553944125 0 0 0 2 0 -> rand_prog 1~ -emote caws softly. -~ -> rand_prog 1~ -emote looks around for something, what you do not know. -~ -> rand_prog 1~ -if isnpc($r) -or isimmort($r) -else -emote swoops down in an atempt for something shiney. -steal 100 coins $r -endif -~ -| -#421 -porcupine~ -the small porcupine~ -A small heavily quilled porcupine waddles through here. -~ -A small mammal whose defensive relies on predators finding out that it as not -as easy a victim as it looks. The large sharp quills are already half raised -from you presence. -~ -16777345 0 0 C -3 0 -3 2d6+35 1d6+0 -0 0 -112 112 1 -10 10 10 15 10 10 14 -0 0 0 0 0 -89 3 0 0 278529 16384 0 -0 0 1085 0 0 0 0 2 -> rand_prog 5~ -emote snuffles around through the bushes. -~ -> rand_prog 5~ -emote freezes for a minute as if sensing a threat. -~ -| -#422 -sylvan dryad guardian spirit semlina~ -the dryad~ -A thin pale forest spirit is here, the dryad is at one with her sylvan environment. -~ -This nature spirit appears to be a beautiful female when applied to the human -standard. Vanities such as this are not her reason for being, she is the guardian -of the forest around her. Her unity with the sylvan land is unmatched even by -the druids. -~ -37748739 0 0 C -20 0 -3 3d9+333 2d8+5 -0 0 -112 112 1 -20 17 19 18 20 15 19 -0 0 0 0 0 -86 3 0 0 5379722 5379721 1 -0 0 2047 0 3072 0 0 7 -> rand_prog 15~ -if inroom($i) == 497 -else -mpecho With a quick look around the pale spirit slips back into the tree. -Mpgoto 497 -endif -~ -> fight_prog 100~ -mpecho With a scream the spirit flees into the tree. -mpjunk all -Mpgoto 497 -~ -> act_prog p gives you The Heart of the Forest.~ -if ovnumcarry(499)<1 -say Oh, thank you mighty adventurer. Perhaps now the forest can be saved! -Say Here, please be granted the blessing of the forest. -Kiss $n -Cast heal $n -Cast bless $n -Cast 'cure poison' $n -Bow $n -Mpecho Looking fondly at you the dryad steps back into her tree. -Mpgoto 497 -mpjunk heart -mpoload 499 -else -say Thank but I have already recovered the heart, you must have a false one. -Say I am sorry thank you for your effort. -Smile $n -Cast bless $n -Mpecho The dryad turns and enters back into her tree. -Mpgoto 497 -mpjunk heart -endif -~ -> time_prog 0~ -mpjunk all -~ -> speech_prog help~ -if ovnumcarry(499)>=1 -say I have recovered the heart already and am starting to work on repairing -say the forest. Thank you for your offer, friend. -Bow -Mpecho The dryad slips back into her tree. -Mpgoto 497 -Else -Say Thank you mighty Adventurer. The hope of this forest may rest in your -say hands. I have been driven from my tree by a group of foul and destructive -say people. Because I am the guardian of these woods I was able to shelter -say here in a child of my own tree. While the loss of the hurts me most -say direly, it is the loss of the Heart of the Forest that matters more. -say I need you to recover the Heart for in my weakened state I can only leave -say this tree here for extremely short amounts of time. -say Will you please help me? -endif -~ -> speech_prog yes~ -say Oh thank you for your generous offer of aid. The tree is the huge tree to -say the east. I know that the vile ones have sheltered under the roots in my -say precious tree. Look for a secret door of bones in the pit at the trees base. -say Once you are in the lair you need to make your way one of the rooms at the -say end of the complex. I know that the one of the band has a hidden room. -say In that room there is a secret unknown to the despoiler. Open the branch -say of roots to discover where the heart itself sits. Then simply return the -say Heart to me. -emote Looks at you hopefully before fading slowly back into her adopted tree. -Mpgoto 497 -~ -> speech_prog no~ -sigh -say I understand some things are too hard in the judgment of mortals. -Mpecho Quietly the spirit reenters her tree. -Mpgoto 497 -~ -| -#423 -forest bandit man indoor~ -The forest bandit~ -A man in dirty forest leathers. -~ -Ill times or bad fortune, has driven this rather unwashed man into seeking a life -of banditry. -~ -33 0 -200 C -7 0 3 2d6+85 1d5+1 -18 0 -112 112 1 -16 12 10 15 12 12 14 -0 0 0 0 0 -0 3 0 0 1834976 1 0 -0 0 2047 0 0 0 0 2 -> rand_prog 4~ -emote mutters something about not being stuck outside. -grin -~ -> rand_prog 1~ -if mobinroom(423)>=2 -emote looks at one of his fellows accusingly. -emote But quickly looks away again before he is noticed. -endif -~ -> rand_prog 1~ -emote mumbles '..mutter..bigger......treasure..mumble...share...' -~ -| -#498 -zombie2 mob~ -a zombie mob~ -A zombie mob to do tasks namely mpat because it can't be done by rooms :) -~ -Basic slave labour. -~ -1126170625 0 0 S -50 0 0 1d1+5000 0d0+0 -0 0 -112 112 0 -> speech_prog one~ -if mobinroom(413)>=1 -mptrans outdoor 405 -mpat 405 mpecho A lone bandit leaps from the covering bushes -mpat 405 mpecho to seperate you from your money and life. -endif -~ -| -#499 -zombie1 mob~ -a zombie mob~ -A zombie mob to do tasks namely mpat because it can't be done by rooms :) -~ -Basic slave labour. -~ -52428803 0 0 S -50 0 0 1d1+5000 0d0+0 -0 0 -112 112 0 -> rand_prog 100~ -if ismobinvis($i) -else -mpinvis 51 -endif -if mobinvislevel($i)< 51 -mpinvis 51 -endif -~ -> speech_prog 4bandits~ -mpgoto 497 -if mobinroom(413)>=3 -mpat 405 mpecho Bandits leap from the bushes after your money or your life! -else -if mobinroom(413)>=2 -mpat 405 mpecho A pair of bandits leap from the bushes in an attempted ambush. -else -if mobinroom(413)>=1 -mpat 405 mpecho A lone bandit leaps from the bushes threatening you. -endif -endif -endif -say bandit -say bandit -say bandit -say bandit -mpgoto 498 -~ -> speech_prog 2bandits~ -mpgoto 497 -if mobinroom(413)>=2 -mpat 405 mpecho A pair of bandits leap from the bushes in an attempted ambush. -else -if mobinroom(413)>=1 -mpat 405 mpecho A lone bandit leaps from the bushes threatening you. -endif -endif -say bandit -say bandit -mpgoto 498 -~ -> speech_prog 1bandits~ -mpgoto 497 -if mobinroom(413)>=1 -mpat 405 mpecho A lone bandit leaps from the bushes threatening you. -endif -say bandit -mpgoto 498 -~ -> speech_prog bander1~ -mpgoto 497 -if mobinroom(408)>=1 -mpat 418 mpecho With a ferocious growl a long furred beast jumps out at you! -endif -say bandersnatch -mpgoto 498 -~ -> speech_prog dryad1943~ -mpgoto 497 -if mobinroom(422)>=1 -mpat 445 mpecho A thin and pale forest spirit steps from the center of the tree -endif -say dryad -mpgoto 498 -~ -| -#0 - - -#OBJECTS -#400 -ash bow~ -a huge ash bow~ -A large ash wood bow lays here waiting to be used.~ -~ -56 0 262145 -12 0 0 14 2 0 -5 400 40 -E -ash bow~ -A finely crafted ash long bow, powerful is its power and sure its aim. -~ -A -18 3 -#401 -leather archers bracer~ -a leather archer's bracer~ -A leather archer's bracer sits here.~ -~ -9 0 4097 -2 2 0 0 -2 200 20 -E -leather archers bracers~ -A pair of thick, but pliable leather bracers. These will prevent self-inflicted -wounds through the use of a bow. -~ -A -18 1 -A -19 1 -#402 -stream water~ -stream water~ -A small creek winds its way amongst the bushes and trees.~ -~ -25 0 0 -0 0 0 0 -1500 0 0 -E -stream water~ -The stream bubbles merrily along through the large rocks and occasional -fallen branch or log. The air is a little damper and the moss and lichen is -more prevalent. -~ -#403 -stream fordwater~ -ford of the stream~ -A small creek winds spreads out through large rocks creating a small ford.~ -~ -25 0 0 -0 0 0 0 -1500 0 0 -E -stream water ford~ -The stream here is very wide and shallow. The water level doesn't even pass -over the top of a lot of the rocks of this constructed ford. The stream -emanates a soothing sound as finds its way downstream. -~ -#404 -hunters cap leather~ -a leather hunters cap~ -A finely made leather hunters cap, has been placed on the ground.~ -~ -9 0 17 -3 3 0 0 -2 100 10 -E -hunters cap leather~ -This soft leather cap has been made more for warding the affects of the -weather than blows, but the softness of the leather also belies that it -is quite thick and will act as a cushion against blows. -~ -A -14 10 -#405 -guards arm heraldic griffin~ -Heraldic arm guards~ -A set of arm guards, heavily ornamented with the heraldry of a griffin.~ -~ -9 525312 257 -4 4 0 0 -5 200 20 -E -guards arm heraldic griffin~ -These well-crafted arm guards are made more for functionality in war than -the parade ground. Even the proud griffin house engravings are of -variable depth, not as poor crafting, but to help drive the blows away from -the wearer. -~ -#406 -breast plate heraldic griffin~ -Heraldic breast plate~ -A fine breast plate, the heraldic symbol of a griffin stands proudly in the centre.~ -~ -9 525312 9 -6 6 0 0 -8 1500 150 -E -breast plate heraldic griffin~ -This magnificent breast plate is made more for functionality in war than -the parade ground. Even the proud griffin engraving stamped over the -center of the chest is of variable depth, not as poor crafting, but to -help drive the blows away from the wearer. -~ -A -17 -4 -#407 -leggings heraldic griffin~ -Heraldic leggings~ -A set of leggings heraldicly embossed with griffins has been left here.~ -~ -9 525312 33 -6 6 0 0 -8 500 50 -E -leggings heraldic griffin~ -These well-crafted leggings are made more for functionality in war than -the parade ground. Even the proud griffin house engravings are of -variable depth, not as poor crafting, but to help drive the blows away from -the wearer. -~ -#408 -pair huge vicious cestus~ -a pair of huge cestus~ -A pair of vicious cestus lay here, waiting to be worn.~ -~ -5 0 8193 -15 0 0 11 -9 400 40 -E -Huge cestus~ -These nasty over gloves are sturdily built of leather and steel. Sharp -bands of metal protrude from the cestus promising a very bloody wound upon -impact. -~ -A -2 -1 -A -19 3 -#409 -sturdy shined boots~ -a pair of sturdy, shined boots~ -A pair of highly shined, sturdy boots wait here.~ -~ -9 525312 65 -5 5 0 0 -7 500 50 -E -sturdy shined boots~ -These fine boots have metal reinforcing right around the base of the -boots in several sections to provide flexibility. But still enough -to protect the feet significantly and weigh less than a solid metal -footwear. -~ -A -1 1 -#410 -shield heraldic griffin~ -the griffin heraldic shield.~ -A shield bearing the heraldic symbol of the griffin rests on the ground.~ -~ -9 525312 513 -4 4 0 0 -2 500 50 -E -shield heraldic griffin~ -This finely made shield is more for functionality in war than -the parade ground. Even the proud griffin house engravings are of -variable depth, not as poor crafting, but to help drive the blows away from -the wearer. -~ -A -5 1 -#411 -elven rune sword~ -an elven rune sword~ -A sword bearing glowing elven runes lays here.~ -~ -5 524608 8193 -12 0 0 6 -5 3000 300 -E -elven rune sword~ -This fine blade was made by the elven nation for one of their wars with evil -in the distant past. Time has weathered the blade and it is not what it once -was, but it is still functional. Very light even patterns only just be made -out along the length of the weapon. -~ -A -56 3 -> wear_prog 4~ -mea $n The ancient magic of the sword backfires through you! -mpdamage $n 40 -~ -| -#412 -leather leggings green~ -the leather leggings~ -A set of greenish dyed leather leggings has been dropped here.~ -~ -9 0 33 -4 4 0 0 -6 100 10 -E -leather leggings green~ -These leggings look like any pair of thick work pants. The greenish dye is -so weak that it could almost have been caused by brushing the leather against -plants. Of a plain and simple construction with thickened hems and reinforced -knees it would serve anyone well for a number of years yet. -~ -#413 -leather jerkin green~ -a leather jerkin~ -A greenish colored leather jerkin is crumpled in a corner.~ -~ -9 0 9 -5 5 0 0 -6 200 20 -E -leather jerkin green~ -A garment of plain construction and sturdy materials, created for use in harsh -weather conditions. A few scratches and tears show that this has also seen use -as a thing to ward of the blows of men as well as nature. It is only very pale -green, perhaps a weak dye. -~ -#414 -leather sleeves reinforced~ -leather sleeves~ -A pair of thick reinforced leather sleeves has been left on the ground.~ -~ -9 0 257 -4 4 0 0 -5 350 35 -E -leather sleeves reinforced~ -Multiple layers of thick leather have gone into the construction of this -pair of sleeves. Heavy stitching and padded elbows mean this piece of -leather armor was made to last battle, weather and time. -~ -A -1 1 -A -18 1 -#415 -thick leather boots~ -a pair of thick leather boots~ -A pair of thick leather boots wait here.~ -~ -9 0 65 -4 4 0 0 -4 150 15 -E -thick leather boots~ -A pair of weathered, but still sturdy boots. The leather shows the stretch -marks of heavy wear and you judge them to be a few years old but still in -serviceable condition. -~ -A -14 15 -#416 -long hunters knife~ -A long, hunter's knife~ -A large knife, its curved blade has been slightly rusted by the elements.~ -~ -5 524288 8193 -12 0 0 6 -5 200 20 -E -long hunters knife~ -This long curved blade has a slight amount of surface rust resulting from -abuse by the owner who lived outdoors. Never the less it is still a serviceable -blade that could easily turn a wound inflicted by it tainted. -~ -A -19 1 -A -18 -1 -#417 -ironshod quarterstaff bronzewood wood~ -an ironshod quarterstaff~ -A large ironshod quarterstaff made from bronzewood lays here.~ -~ -5 0 8193 -12 0 0 6 -5 100 10 -E -ironshod quarterstaff bronzewood wood~ -This is only really a carved branch. What makes it into a worthy weapon is the -fact that the wood is made from a very hard wood and simple iron bands have been -welded on each end. Showing some dents and scratches from battle you judge it -could even turn aside a sword blade. -~ -#418 -false creeper~ -A series of vines and creeper infest the local flora~ -A series of vines and creeper infest the local flora.~ -~ -9 0 0 -3 3 0 0 -2 0 0 -E -creeper vines~ -The this series of creepers looks to more than a parasite, the plants -underneath this creeper seem to be definitely dying. -~ -#419 -heart forest~ -The Heart of the Forest~ -A large knot of highly polished wood sits here, it almost seems to pulse.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -heart forest~ -This almost appears to be only a very large and highly polished knot of wood. -Then it moves slightly. It pulses as if it has some magical connection. You can -feel a slight buzz in your hand from holding it. -~ -#420 -deer side meat venison~ -the bloodied side of a deer~ -The side of a deer lays here amongst a small pool of blood~ -~ -19 0 1 -10 0 0 0 -30 50 10 -E -deer corpse meat venison~ -This is the bloodied remains of a once fine and beautiful animal. Now it -just looks like a very fine dinner. -~ -#421 -mushroom pale gray~ -a pale gray mushroom~ -A pale gray mushroom grows here~ -~ -26 0 1 -36 -1 204 -1 5 0 -1 200 20 -'kindred strength' 'poison' 'NONE' -E -mushroom pale gray~ -This piece of fungi is quite large, with a large cap and a short stem it -will break apart easily in your hand if your not careful. Looking at it -carefully it seams to be a fairly uniform light gray color. Whether it is -edible is something you can only determine with magical aid. -~ -#422 -mushroom sickly red~ -a sickly red mushroom~ -A sickly red mushroom protrudes from the ground.~ -~ -26 0 1 -20 -1 65 -1 5 0 -1 200 20 -'lethargy' 'cure critical' 'NONE' -E -mushroom sickly red~ -This small fungus definitely looks unappetizing. The blotchy reddish -sheen that covers it makes you think consumption is a very bad idea. -Even the idea of putting something such as this in your mouth makes -your gorge rise. -~ -#423 -short battle spear~ -a short battle spear~ -A short, wide bladed spear sits here waiting for someone to use it.~ -~ -5 525632 8193 -5 0 0 0 -5 1000 100 -E -short battle spear~ -This fine weapon has sharp and wide blade at its end is metal shod for -more than half of its length. You are sure that wielded in battle it -would be a fearsome implement of destruction. -~ -A -31 1 -A -19 1 -A -1 1 -#424 -sword thick wide heavy broad~ -a very thick and heavy broad sword~ -A black iron sword the seems almost ridiculously wide and thick lays here.~ -~ -5 524288 8193 -12 0 0 6 -5 700 70 -E -sword thick wide heavy broad~ -This blade is nothing but a crude implement of destruction. Made to cleave -and batter the foes of its wielder you feel this could batter its way through -any normal armor scoring grievous wounds. -~ -A -5 2 -A -19 4 -#425 -boar leg roast~ -a roasted boar leg~ -A leg of roasted boar sits here filling the air with the smell of cooked meat.~ -~ -19 0 1 -5 0 0 0 -5 100 10 -E -boar leg roast~ -The leg of a large boar this leg has been very well prepared and even cold -is a delight to the senses, both smell and taste. -~ -#426 -large pile treasure mixed~ -a large pile of mixed treasure~ -A large pile of mixed treasures lays here in a rough jumble.~ -~ -20 0 1 -3328 0 0 0 -30 0 0 -E -treasure pile mixed large~ -This is a large mass of valuable and semi-valuable items, its contains -everything from nobles braclets to copper tins stolen from tinkers. -The whole mass of this is probably worth quite a bit of money and -it shows Eric is successful at his chosen profession. -~ -#427 -quiver arrows~ -a quiver of arrows~ -A quiver has been left here.~ -~ -58 0 1 -12 0 -1 12 -1 0 0 -E -quiver arrows~ -A rough leather quiver, made to hold arrows for ease of use in combat. -It is thick based and the round casing has been laced together with -strips leather. -~ -#428 -arrow~ -an arrow~ -An arrow has fallen here~ -~ -57 0 1 -0 0 0 14 -1 0 0 -E -arrow~ -A rough, wooden arrow with a simple steel head, this has been made -quickly by a competant fletcher for reliable use in combat, -but no time spent on making the arrow anthing more than a simple -instrument of death. -~ -#498 -regen token~ -~ -~ -~ -9 0 0 -3 3 0 0 -2 0 0 -#499 -last item~ -~ -A token for the dryad as give an item checked seems to stuff Ovnumcarry check.~ -~ -9 0 1 -3 3 0 0 -2 0 0 -#0 - - -#ROOMS -#400 -Surrounded by bushes~ -You are amongst the foliage. Thick bushes press in from all sides -a sticky sap from the leaves of one of the kinds of bushes deposits -itself on your clothing, tinting it green. The trees here are relatively -sparse, but the thick brush itself stops most progress. -~ -0 0 3 -D8 -Back onto the path -~ -~ -0 -1 409 -S -#401 -A corner of the Forest~ -A thickened area of the woods. You haven't traveled far off the path -and already the trees have formed a cordon around you preventing most -further travel. A large moss covered rock sits here, mostly hidden -by the underbrush. -~ -0 0 3 -D2 -Back onto the path -~ -~ -0 -1 409 -D8 -Back onto the path -~ -~ -0 -1 410 -S -#402 -Inside the woods~ -This small corner of the forest is lined by a grove of trees forming a -symetrical wall of green and brown around you, blocking progress in -all directions except back the way you came. The grass in the centre -of the grove has grown out of the shade of the trees and looks like -an inviting place to rest. -~ -0 0 3 -D2 -Back onto the path -~ -~ -0 -1 410 -S -#403 -A small ford~ -The sylvan wildness is broken here by a small stream passing through. -The trees loom just away from the bubbling water, and the sounds do -much to soothe you. This looks like a good place to rest amongst the -greens. -~ -0 0 3 -D1 -Along the Path -~ -~ -0 -1 404 -D9 -Along the Path -~ -~ -0 -1 410 -S -#404 -Along the path~ -The forest continues along either side, again you notice a few patches of -brown in the mass of green. A few bushes creep near the trail itself -providing an ideal ambush site here. The trees also provide much cover -to an unsavory lurkers. -~ -0 0 3 -D1 -Along the Path -~ -~ -0 -1 405 -D3 -Along the Path -~ -~ -0 -1 403 -S -#405 -Along the Forest Path~ -The main path turns here from, continuing west and south. The brush rises up -sharply at the sides of the trail and trees loom over even the path itself. -Many large trees also loom nearby, creating an almost solid wall -of cover on each side of the path. -~ -0 67108864 3 -D2 -Along the Path -~ -~ -0 -1 413 -D3 -Along the Path -~ -~ -0 -1 404 -> entry_prog 20~ -if isnpc($n) -or isimmort($n) -or mobinroom(413)>=1 -else -mpmload 499 -if rand(33) -tell zombie1 4bandits -else -if rand(50) -tell zombie1 2bandits -else -tell zombie1 1bandits -endif -endif -endif -~ -| -S -#406 -An underground grotto~ -The sound of dripping water greets you as you enter. The slick moss -the covers the walls of this small cave looks healthy. A few small -bones line part of the caves floor. A dank smell permeates the area -from being too enclosed with some unknown substances. -~ -0 4 3 -D8 -A natural depression -~ -~ -0 -1 415 -E -small bones~ -The scattered remains of a small animal or bird eaten by a small -sharp toothed carnivore. They have been here for some time and -the carpet of moss has already begun to encroach over them. -~ -S -#407 -A small cave~ -This is a small natural cave. Thick hanging moss covers the walls and -ceiling and the sound of dripping water is almost constant. The slime -covered rocks of the floor offer somewhat treacherous footing. -~ -0 0 3 -D2 -A natural depression -~ -~ -0 -1 415 -S -#408 -Inside a large tree~ -This small room is setup to be a home. The wood has been polished into a -sheen with the wood grain showing prominently. The furniture is all of good -quality wood construction. Although the furniture is sized for someone in -the vicinity of three feet tall. -~ -0 0 3 -D2 -Back onto the path -~ -tree~ -11 -1 416 -S -#409 -Along the Forest Path~ -The path continues along here through the sylvan forest. Thick -brush gives way in many directions. The sky is visible as a long -band through the middle of the path, here it seems to wind its -way like a river in the air. -~ -0 0 3 -D0 -Into the trees -~ -~ -0 -1 401 -D1 -Along the path -~ -~ -0 -1 410 -D7 -Thick shrouded undergrowth -~ -~ -0 -1 400 -D9 -Along the path -~ -~ -0 -1 416 -S -#410 -Along the Forest Path~ -The path continues along here through the sylvan forest. Thick -brush gives way in many directions. The sky is visible as a long -band through the middle of the path, here it seems to wind its -way like a river in the air. -~ -0 0 3 -D0 -Into the forest -~ -~ -0 -1 402 -D2 -Thick brush amongst the trees -~ -~ -0 -1 418 -D3 -Along the path -~ -~ -0 -1 409 -D6 -Along the path -~ -~ -0 -1 403 -D7 -Into the forest -~ -~ -0 -1 401 -S -#411 -Larger trees~ -This part of the forest is definitely old growth. The huge trees loom overhead -and their distance apart is quite large. The floor is littered with the -remains of trees which fell, branches, leaves and other debris from from -the forest. A pungent smell come from something nearby. -~ -0 0 3 -D1 -Among larger trees -~ -~ -0 -1 412 -D2 -Among larger trees -~ -~ -0 -1 419 -D4 -Up the large tree -~ -~ -0 -1 448 -S -#412 -Larger trees~ -This area of the forest contains larger trees than the rest you have seen, -here the tree cover is almost complete and the undercover is sparse. -A few mottled steams of moss climb the trees to near the canopy. -~ -0 0 3 -D3 -Among the larger trees -~ -~ -0 -1 411 -D9 -Among the larger trees -~ -~ -0 -1 419 -S -#413 -Along the Forest Path~ -The path continues along through the forest. Directly alongside the trail -brush grows almost five feet tall in places and the trees long high overhead. -There are a few patches of brown amongst the strong greens but they remain -sparse. -~ -0 0 3 -D0 -Along the path -~ -~ -0 -1 405 -D9 -Along the path -~ -~ -0 -1 420 -S -#414 -A forested gully~ -This lightly wooded area, contains a few moss covered rocks and small -shrubs. The area exudes peace, tranquillity and being one with nature. -The ground gently slopes down towards the west. -~ -0 0 3 -D1 -Down to a hollow depression -~ -~ -0 -1 415 -D2 -Back onto the path -~ -~ -0 -1 422 -> entry_prog 6~ -mpecho A bird song is heard faintly from the east. -~ -| -S -#415 -A hollow depression~ -The ground has sloped down into a depression, a rough rock wall juts -from the earth. The ground has large amounts of covering low -shrubs and creepers that could conceal almost any amount of small -creatures. -~ -0 0 3 -D0 -Into a small cave -~ -~ -0 -1 407 -D3 -The gully -~ -~ -0 -1 414 -D7 -A grotto -~ -~ -0 -1 406 -> entry_prog 6~ -mpecho Something scuttles through the creepers. -~ -| -S -#416 -Along the Forest Path~ -The path here enters a small glade. The trees that are scattered -around the edges of the path are all old and large, stunting the -growth of other plants with their canopy. A carpet of soft -grass spreads out before you for a short distance before reaching -the edge of the trees. -~ -0 0 3 -D0 -Inside a tree -~ -tree~ -1035 -1 408 -D1 -Along the path -~ -~ -0 -1 417 -D6 -Further along the path -~ -~ -0 -1 409 -S -#417 -Along the Forest Path~ -This area has show some use of late, a few of the bushes alongside the trail -proper have been ripped from the ground. Also a few of the huge trees in the -area show signs of abuse and have brown blotches amongst them. -~ -0 0 3 -D1 -An overgrown area -~ -~ -0 -1 418 -D3 -Along the trade route -~ -~ -0 -1 416 -D9 -Along the path -~ -~ -0 -1 424 -S -#418 -Deep in the bushes~ -Standing deep in the bushes you can barely see patches of the ground. -Forcing your way deeper, you hear the sounds of bushes moving around -you. You stop, but the sounds don't. -~ -0 4 3 -D0 -Back to the path -~ -~ -0 -1 410 -D3 -To the path -~ -~ -0 -1 417 -> entry_prog 66~ -if isnpc($n) -or isimmort($n) -or mobinroom(408)>=1 -else -mpmload 499 -tell zombie1 bander1 -endif -~ -| -S -#419 -Amongst the forest~ -You have entered an area where the trees are slightly larger. -This simply means that the trees now loom right out of sight -amongst the mass of foliage. The brush is a little lighter -maybe because of the lack of natural light down here. -~ -0 4 3 -D0 -Large trees -~ -~ -0 -1 411 -D1 -Back to the path -~ -~ -0 -1 420 -D6 -Into the forest -~ -~ -0 -1 412 -S -#420 -A corner in the forest path~ -The wide forest trail takes a sharp corner here around a large, thick stand -of bushes. The vegetation is thick on either side of the trail. -The sylvan vegitation is a healthy green which fills your soul with -soothing feelings of harmony, or maybe there is just something in the -air. -~ -0 0 3 -D1 -Into the woods -~ -~ -0 -1 421 -D3 -Along the route -~ -~ -0 -1 419 -D6 -Along the trade path -~ -~ -0 -1 413 -S -#421 -Along the Forest Path~ -Proceeding along the wide path, apparently not many wagons have traveled -this track recently. Patches of green already attempt to regain the path -in the name of the woods. -~ -0 0 3 -D1 -The trade path -~ -~ -0 -1 422 -D3 -The trade path -~ -~ -0 -1 420 -S -#422 -Along start of the Forest Path~ ->From here you can still see the signs of gnomish habitation to the east. The -main path continues wide and strong through east to west. A small trail, not -much more than a game trail heads south from here. The trees rise up above you -blocking any sign of the sky. -~ -0 0 3 -D0 -Down a slope -~ -~ -0 -1 414 -D1 -Towards the forest exit -~ -~ -0 -1 423 -D2 -Down the ill-used path -~ -~ -0 -1 430 -D3 -Along the main trail -~ -~ -0 -1 421 -S -#423 -East end of the Forest Path~ -This is the entrance to a patch of the forest. A sign has been plunged -into the earth here, providing some type of warning. Thick brush hems you -onto the path in most places. -~ -0 4 3 -D1 -~ -~ -0 -1 1501 -D3 -Along the wide path. -~ -~ -0 -1 422 -E -sign~ -By decree of the Gnome Council of Leaders, the old trade path, commonly -known as the Forest Path, is declared an unsafe area. It is outside -the protection of the Gnome Guards, enter at your own risk. -~ -S -#424 -West end of the Forest Path~ -Stopping at the entrance to the forest, the trees and undergrowth go up -like a wall before you. A sign has been hammered into the ground here, -obviously providing some information for those who wish to travel the -depths of the forest. A path wide enough for a small wagon proceeds -into the sylvan gloom. -~ -0 4 3 -D1 -Into the forest. -~ -~ -0 -1 425 -D3 -~ -~ -0 -1 21119 -D6 -Along the path. -~ -~ -0 -1 417 -E -sign~ -By decree of the Lords of Darkhaven, the old trade path, commonly -known as the Forest Path, is declared an unsafe area. It is outside -the protection of the City of Darkhaven, enter at your own risk. -~ -S -#425 -Amongst the trees~ -A small creek passes through here not that far from the trade route. -Were the route a true long distance path and not a simple short cut for -trades this idyllic watering hole would have seen more use. -~ -0 0 3 -D2 -Onto a slope -~ -~ -0 -1 433 -D3 -Back to start of the path -~ -~ -0 -1 424 -D9 -Following the creek through the bushes -~ -~ -0 -1 432 -S -#426 -Along a slope~ -Standing on the north west corner of the slope with trees surrounding you -invokes a feeling of peace and nature, to the east, you can now see a huge -tree raising above the forest. -~ -0 0 3 -D1 -To the huge tree -~ -~ -0 -1 427 -D2 -Up on top of the hill -~ -~ -0 -1 434 -D9 -Bottom of the hill -~ -~ -0 -1 433 -S -#427 -A massive tree~ -Standing before you is an embodiment of the power of nature. This -tree is so large that the curve in the trunk seems almost flat. -Great funnels of moss and lichen run in strands along and up the -trunk. This is one of the oldest living things in the world. -Standing as you are on the south side of the trunk you can see the -slope of the hill curving around to the east and west. -~ -0 0 3 -D2 -On top of the hill -~ -~ -0 -1 435 -D3 -Along the slope -~ -~ -0 -1 426 -D5 -Down into the roots -~ -~ -0 -1 453 -D8 -At the base of the hill -~ -~ -0 -1 436 -S -#428 -End of the faint path~ -The trees seem to move in and get closer and the underbrush covers the ground. -The faint path comes to an end here. It disappears completely amongst -the underbrush. A row of broad leaved bushes stands along the path, then -helps to obscure it. -~ -0 0 3 -D1 -Back along the faint trail -~ -~ -0 -1 429 -D2 -Onto a slope -~ -~ -0 -1 436 -D8 -Into the trees -~ -~ -0 -1 437 -S -#429 -Along the faint path~ -The path along this tranquil area of the forest is almost non-existent. -Trees and bushes crowd along the sides of the trail. -~ -0 0 3 -D3 -Along the faint trail -~ -~ -0 -1 428 -D8 -On the path -~ -~ -0 -1 438 -S -#430 -Along the faint path~ -You are just south of the main path, the faint path you traverse quickly -decreases from the main trade route into a disused game trail. Green -foliage quickly rises close on either side of you. -~ -0 0 3 -D0 -The main trail -~ -~ -0 -1 422 -D1 -Into the vegetation -~ -~ -0 -1 431 -D8 -Along the trail -~ -~ -0 -1 439 -S -#431 -In among the trees~ -The trees stand like sentinels around you. Heavy creepers try to choke the -life from these sentinels in the natural fight for survival. Patches of -brown are quite prevelant in amongst the green. -~ -0 0 3 -D2 -Back to the trail -~ -~ -0 -1 439 -D3 -A small game trail -~ -~ -0 -1 430 -S -#432 -In among the trees~ -The brush here is thick, showing that nothing of any real size has passed -here. The trees project upwards into the almost seamless canopy. Moss -and creepers grow here with great profusion in the damp conditions. -~ -0 0 3 -D1 -The base of the hill -~ -~ -0 -1 433 -D2 -A small clearing -~ -~ -0 -1 440 -D6 -Following the creek -~ -~ -0 -1 425 -S -#433 -Bottom of the hill~ -The trees rise in a gentle slope to the east. The canopy above seems never -to loose its almost seamless hold on the sight of the sky, the underbrush -here suffers as a result, making passage somewhat easy. -~ -0 0 3 -D0 -Into the forest -~ -~ -0 -1 425 -D2 -Trees -~ -~ -0 -1 441 -D3 -Among the bushes -~ -~ -0 -1 432 -D6 -The northern slope -~ -~ -0 -1 426 -D8 -The southern slope -~ -~ -0 -1 442 -S -#434 -West side of the hill~ -Here at the top of the hill you can get part of an overview of the forest, but -only part. The canopy is still fairly complete. This area is fairly flat -and bare of shrubbery, leaving a long bladed grass to cower the ground. -~ -0 0 3 -D0 -Down the slope -~ -~ -0 -1 426 -D1 -Across to the east side of the hill -~ -~ -0 -1 435 -D2 -Down the slope -~ -~ -0 -1 442 -S -#435 -East side of the hill~ -Here at the top of the hill you can get part of an overview of the forest, but -only part. The canopy is still fairly complete. Very noticeable to the north -is a massive tree rising far above its fellows. -~ -0 0 3 -D0 -Down to the huge tree -~ -~ -0 -1 427 -D2 -Down the slope -~ -~ -0 -1 443 -D3 -Across to the west side of the hill -~ -~ -0 -1 434 -S -#436 -Bottom of the hill~ -Here at the bottom of the hill you see the canopy arching up and across to the -west. The foliage blocks path directly up the hill, but you can make passage -to the southern slope. Upon the northern slope stands one of the greatest trees -you have every laid eyes upon. -~ -0 0 3 -D0 -Into the foliage -~ -~ -0 -1 428 -D1 -Among the woods -~ -~ -0 -1 437 -D7 -To the great tree -~ -~ -0 -1 427 -D9 -Along the southern slope -~ -~ -0 -1 443 -S -#437 -In the forest~ -Admiring you sylvan surroundings you look around through the trees -and shrubs you realize that almost any creature could sneak up on -you in this situation. -~ -0 0 3 -D3 -Through the forest. -~ -~ -0 -1 436 -D7 -An faint path. -~ -~ -0 -1 428 -D8 -Deep in the forest. -~ -~ -0 -1 446 -D9 -Further into the trees. -~ -~ -0 -1 444 -S -#438 -Along the faint path~ -Shoving the aside light underbrush is needed to follow this trail. The -smell of broken plants assails your nose. The mass of vegetation continues -to loom up and around you, seemingly continuing forever. -~ -0 0 3 -D1 -The faint trail -~ -~ -0 -1 439 -D7 -The narrow path -~ -~ -0 -1 429 -D8 -A small glade -~ -~ -0 -1 447 -S -#439 -Along the faint path~ -The forest here seems a little greener. Although most of the rest of the -forest seems healthy this place along the faint path seems even more healthy -and abundant. The path itself is almost less than a game trail now. -~ -0 0 3 -D0 -Into the forest -~ -~ -0 -1 431 -D2 -A small glade -~ -~ -0 -1 447 -D3 -Along the trail -~ -~ -0 -1 438 -D7 -The faint path -~ -~ -0 -1 430 -S -#440 -A small clearing~ -This small clearing is heavily shielded by the surrounding bushes. Judging -by the amount of tracks, the smell of dank fur and occasional bones this -is the lair of at least one carnivore. The bushes themselves are thick -with leaves, some of which are mottled. -~ -0 0 3 -D0 -A creek amongst the vegetation -~ -~ -0 -1 432 -D1 -Amongst the forest -~ -~ -0 -1 441 -S -#441 -In the forest~ -The trees grow thick slowing progress down to a crawl. Few bushes -grow here as the sun has difficulty reaching down into here. There -is a faint smell of decay here as decomposed vegetation covers the -forest floor and a few pieces of fungi are growing around. -The smell seems to be stronger the closer you get to a hole in the -ground. You might think twice before going down there. -~ -0 0 3 -D0 -The base of the slope -~ -~ -0 -1 433 -D3 -A small clearing -~ -~ -0 -1 440 -D5 -~ -~ -0 -1 469 -S -#442 -Along the forested slope~ -The forest continues unabated along the slope here, travel to the south -is blocked by the dense vegetation, but the hill itself is passable. To -the north and east you can see a massive tree rising far above the rest of -the forest. -~ -0 0 3 -D0 -The top of the hill -~ -~ -0 -1 434 -D1 -Along the base of the slope -~ -~ -0 -1 443 -D7 -Along the base of the slope -~ -~ -0 -1 433 -S -#443 -On the slope~ -The slope continues along here, the brush confines your progress along -the south. The top of the hill stops your view to the north. Trees -gather in clumps here almost as if purposely planted as such. -~ -0 0 3 -D0 -Up to the top of the hill -~ -~ -0 -1 435 -D3 -Along the slope -~ -~ -0 -1 442 -D6 -Down to the bottom of the hill -~ -~ -0 -1 436 -S -#444 -Amongst the trees~ -Wading deep through the underbrush, moving the smaller trees and -going around the larger trees. All manner of leaves and twigs stick to -your clothing as you press forth. -~ -0 0 3 -D1 -A sylvan glade. -~ -~ -0 -1 445 -D6 -Deep in the forest. -~ -~ -0 -1 437 -S -#445 -A small glade~ -The simplicity of this glade exudes an almost magical aura of peace -and harmony, even your most aggressive urges are suppressed in this -place. The vegetation seems to be in the epitome of life and vitality. -~ -0 0 3 -D1 -Into the forest -~ -~ -0 -1 446 -D3 -Into the woods -~ -~ -0 -1 444 -> speech_prog semlina~ -mpmload 499 -tell zombie1 dryad1943 -~ -| -S -#446 -In the forest~ -The forest here seems greener and more alive. Any unhealthy spots you -have seen elsewhere are banished from you mind. All the plants and -trees seem almost cared for, but wilder at the same time. -~ -0 0 3 -D3 -A sylvan glade -~ -~ -0 -1 445 -D7 -Into the forest -~ -~ -0 -1 437 -S -#447 -A small camp~ -This small clearing seems to be two things at once. An idyllic sylvan glade -mixes perfectly with a small encampment. A moss-covered log seems to have -become a seat and a tiny fire burns in the middle of the opening, far from -threatening any of the vegetation. -~ -0 0 3 -D0 -Back to the path -~ -~ -0 -1 439 -D7 -Onto the trail -~ -~ -0 -1 438 -S -#448 -Half way up a tree~ -You have ascended half way up the massive tree, a little foliage is here -to grab a hold of and some depressions in the tree allow you to stop your -ascent here for a rest. You view is mostly stopped by the dense leaves of -this and surrounding trees. -~ -0 4 3 -D4 -Up onto a small platform -~ -~ -0 -1 451 -D5 -Back down to the forest floor -~ -~ -0 -1 411 -S -#449 -The top of the tree~ -Having managed to get to the top of this massive tree you now reap the -benefits. A breathtaking view is spread around you. The carpet of the -forest is almost complete around you as you sit in the tall clump of trees. -Off to the south you notice a hill, indicated by the gentle rise of the tree -tops in that area. Standing out predominately, just before the hill is a -huge tree, such as that the rest of the forest looks like saplings. -~ -0 0 3 -D5 -Down to the platform -~ -~ -0 -1 451 -S -#450 -Out on the limb~ -You stand out over the forest floor, any further progress is unattainable -simply because the limb you are on becomes too thin. The ground seems a -long way making a fall inadvisable. There is the remains of a large -nest here, its state of decay suggest it has not been used for some time. -~ -0 0 3 -D1 -Back to the platform -~ -~ -0 -1 451 -S -#451 -A platform nestled in the tree~ -This platform seems to be made out of the tree itself, some nature magic -has shaped it into a usable structure. It is large enough for a small -group of people to rest and shelter away from the dangers of the forest -below. Looking down you see that the surrounding foliage provides -almost perfect cover to anyone below and the smell of the forest wafts -gently past you encouraging you to rest in this seemingly safe, haven. -~ -0 0 3 -D1 -A small cavity in the tree -~ -bark~ -1035 -1 452 -D3 -Out on a limb -~ -~ -0 -1 450 -D4 -Further up the tree -~ -~ -0 -1 449 -D5 -Starting back down the tree -~ -~ -0 -1 448 -> entry_prog 25~ -if race($n) == elf -mea $n Your knowledge of these platforms tells you that there should be -mea $n a cache here, maybe behind a bark wall. -endif -~ -| -S -#452 -Inside the hollow~ -This small cubby in the tree is a seemingly natural space hidden into the -tree itself with a hidden opening stopping easy location of this place. -The trees inside surface is a smooth, almost polished finish, the -wood grain and swirls makes entrancing patterns around you. -~ -0 0 1 -D3 -Back onto the platform -~ -bark~ -11 -1 451 -S -#453 -A pit amongst the roots~ -You have descended deep into a natural crevasse in the roots. This pit is -fairly large and has been smoothed down by the passage of water and -animals as a few bones lay on the bottom. Perhaps some poor beasts have -fallen to their doom here. -~ -0 3145740 1 -D2 -In among the roots -~ -bones ~ -1035 -1 457 -D4 -Up to the base of tree -~ -~ -0 -1 427 -E -bones bone~ -The bones are of perhaps a wolf or some other canine. You can really -identify as the bones have worn into the dirt and are bleached of all -flesh. -~ -S -#454 -The end of the feast hall~ -This enlarged area of the root tunnels has a soot lined roof, showing that -the cooking utensils that lay here are used. The stench of smoke and soot -further brings this feeling home. -~ -0 3145736 1 -D2 -~ -~ -0 -1 458 -E -utensils cooking~ -A few large pots, a much beaten kettle and some malformed spoons and -ladles make up the cooks equipment here. As elsewhere in here everything -is of differing quality, with the bandits using what they find -thats is useful but not valuable enough to fence for some quick -profit. -~ -S -#455 -Heart of the tree~ -This a very small and cramped crack in the center of the tree. Deeper inside -through the split caused by the damage to the great trees roots is a small -open section about two feet around. -~ -0 3145736 1 -D1 -Erics treasure room. -~ -branch ~ -11 -1 456 -S -#456 -A hidden room~ -This room seems to be used for storage. A lining of roots and dirt have provided -a stable roof and wall, along the east wall a rough hession blanket has been attached -to the wall, obviously to prevent anything falling upon the bench along that wall. -On the been are several items that gleam with the luster of precious metals and gems. -~ -0 3145740 1 -D2 -Eric's bedroom. -~ -board~ -11 -1 460 -D3 -A narrow crack in the trees heart -~ -branch ~ -1035 -1 455 -E -hession blanket~ -The large coarse weave blanket seems to have been attached to the wall with large -iron nails sticking into the thick roots. A quick look behind the covering -reveals only more wall. -~ -S -#457 -A root lined tunnel~ -A small narrow passage further under the tree. With the natural substance along -roof, floor and walls only the relatively flat floor gives away the fact that -this passage sees use. -~ -0 3145740 1 -D0 -Bottom of the pit -~ -bones ~ -9 -1 453 -D2 -An enlargement of the passage -~ -~ -0 -1 461 -S -#458 -The feast hall~ -The largest room you have seen here under the tree, the roots almost seem -to have been cut back too savagely. The safety of the room does not seem -to be too bad as the purpose of this room seems to be to provide the bandit -group a place to eat their meals. A large table and simple benches provide -seating and the plain silver and steel cutlery and plates you feel must have -been stolen. -~ -0 3145736 1 -D0 -A rough kitchen -~ -~ -0 -1 454 -D2 -The armory -~ -~ -0 -1 462 -E -silver steel cutlery plates~ -All of the eating utensils are now showing the signs of heavy and -abusive use. Even though some of them were quite fine and -expensive items, harsh use has devalued all of the items to -next to nothing. Perhaps with the lack of merchants travelling -through the bandit group is starting to feel a degrading lifestyle. -~ -S -#459 -Fnords Room~ -This rooms walls are lined with cured deer hides. Even the roof is covered -by a canvas covering, perhaps the owner of room does not like being underground. -The floor is covered by a series of thick fur pelts, they would be worth money -except for the fact they are dirty, stained and damaged. The plush bed seems -out of place in the surroundings, perhaps it fell of the back of a cart. -~ -0 3145736 1 -D2 -The root lined hallway -~ -~ -0 -1 463 -S -#460 -Erics Room~ -The most fancy room in the place this is obviously the leaders quarters. -Someone has even gone to the trouble of nailing wooden boards to all sides -of the room, thus this appears to be any normal room. Well any normal room -without any windows and a musty dirt smell pervading it. A few pieces of -fine furniture are in place, including a bed, dresser and a couple of fine -chairs. -~ -0 3145736 1 -D0 -A hidden room -~ -board~ -11 -1 456 -D2 -The root lined hall -~ -door~ -3 -1 464 -E -board wall wood~ -A cursory look over the room shows that boards from many sourses -have been tacked here to make the walls. There is a general mottled -effect caused by the very different grains and sizes of boards used. -Little furniture is directly against the walls, perhaps for safety. -A quick search of the rough walls reveals that one large board in -the north wall is actually a hidden door. -~ -S -#461 -The guard room~ -A simple utility is filled by this room. This is a guardroom, the occupants -will try their best to stop any unwelcome intruders from passing any further. -When the guards are not fighting invaders to the death they are playing some -simple game of cards on the table here. -~ -0 3145736 1 -D0 -A narrow tunnel -~ -~ -0 -1 457 -D1 -A room under the tree -~ -~ -0 -1 462 -E -table cards~ -Redit the table looks to be of very strong and thick construction -perhaps the inhabitants use the table as a makeshift barricade -when they are attacked. The set of cards upon the table show -some heavy use and there are multiple layers of grime pressed -into each of them. -~ -S -#462 -The armory~ -A large cross roads type room with many apparent exits, this place serves -as a storage place for weapons and armor while not in use. Bare roots and -dirt make up the construction of this room. The roots of the roof have been -cut back to allow an increase in the overall height of the room. -~ -0 3145740 1 -D0 -A large long room. -~ -~ -0 -1 458 -D1 -A hallway. -~ -~ -0 -1 463 -D2 -A room filled with chairs and tables. -~ -~ -0 -1 466 -D3 -The guard room. -~ -~ -0 -1 461 -D9 -A very large room. -~ -~ -0 -1 465 -S -#463 -A musty hallway~ -A large hallway, the dirt making the floor, roof and walls is lined with -roots of all shapes and sizes. The hallway is almost circular in shape -suggesting a mostly natural origin, although the floor is flattened down -to an almost smooth surface by the passage of booted feet. -~ -0 3145740 1 -D0 -A bedroom -~ -~ -0 -1 459 -D1 -The end of the hallway -~ -~ -0 -1 464 -D2 -A large room -~ -~ -0 -1 467 -D3 -The armory -~ -~ -0 -1 462 -S -#464 -End of the hallway~ -The roof rapidly descends meeting the floor, roots are almost solid -over head. Roots have been torn away to the north and south and -now doors stand in holes. -~ -0 3145740 1 -D0 -A large bedroom. -~ -door~ -3 -1 460 -D2 -A small cozy room. -~ -door~ -3 -1 468 -D3 -Along the hallway. -~ -~ -0 -1 463 -S -#465 -Common room~ -A very large root lined room, rough boards make up the floor. Most of -the area is filled with numerous bunks and pallets. Many people seem -to use this place as sleeping room as the combined smell of many unwashed -bodies combines into an almost palpable aura. -~ -0 3145736 1 -D6 -The armory -~ -~ -0 -1 462 -E -bunk pallet~ -You do not approach the either the bunks or the pallets as the -smell is not good, and their appearance is worse. All are stained -to some degree and you swear that something moves in at least -some of them proclaiming pestial infestation. -~ -S -#466 -Game room~ -A rest room for the troops. A few tables stand with cards and dice -upon them. A target board with several knives sticking from it has been -hung upon the wall and the room is finished off by the smells of stale -beer and spilled wine. -~ -0 3145736 1 -D0 -The armory -~ -~ -0 -1 462 -E -table cards dice~ -The tables are fairly primitive wood construction, maybe the kind -that a peasant would use. They are all fairly stained with pools -and residue of various types of spilled alcohol. The cards -and dice are of a poor quality and some of the cards sport -rather large stains making gaming against those who know -the splotches on the back of the cards inadvisable. -The dice look as they are made from somethings bone. -~ -E -target~ -The target is a large fairly circular tree cross-section. With -prominent bands in its ring variation. Apparently these are use for -scoring the game. The whole front of the target is a mass of wood -pulp from being repeatedly hit by knives and daggers. -~ -S -#467 -Ogres room~ -The owner of this room goes for the simple things in life. A large -plain pallet serves as a simple bed, a piece of cut off wood is a stool. -An old barrel seems be a simple table. -~ -0 3145736 1 -D0 -The hallway. -~ -~ -0 -1 463 -E -barrel table~ -The ball come table is very basic and only contains an empty -beer mug. Tapping on the barrel itself sounds like it is hollow -and probably contains nothing. -~ -S -#468 -Lucellias room~ -A fair simple room, the owner doesn't seem to that worried with emphereal things -in life. The basic simplicity of the bed, closet and table makes you wonder why -the occupant has taken up the life of a bandit. Even the bare roots and dirt that -make up this underground complex are not covered. -~ -0 3145736 1 -D0 -The root lined hallway. -~ -door~ -3 -1 464 -S -#469 -Into the cave~ -The stench is almost overpowering now as you go further into the cave. -Pieces of rotting flesh and decaying bone are strewn about the ground. -Something really disgusting must live down here. There are scratches -on the wall. -~ -0 1073741828 1 -D2 -~ -~ -0 -1 251 -D4 -~ -~ -0 -1 441 -E -scratches~ -Long grooves have been cut into the rock here. It had to take something -powerful to make these marks. Whatever lives down here probably does -not want to be disturbed. Make sure you're up to the challenge before -you go any further. -~ -S -#470 -Floating in a void~ -~ -0 1073741828 1 -S -#497 -The mob closet~ -This room stores the bandits that go to different places to -ambush the player characters. This is so MpMload isn't used and -creating an infinite supply of them. -~ -0 3145732 1 -> speech_prog bandit~ -if mobinroom(413)>=1 -mptrans outdoor 405 -endif -~ -> speech_prog bandersnatch~ -if mobinroom(408)>=1 -mptrans bandersnatch 418 -endif -~ -> speech_prog dryad~ -if mobinroom(422)>=1 -mptrans dryad 445 -endif -~ -| -S -#498 -Trash Room~ -Purges mobs that so that purge self isn't needed. -~ -0 3145732 1 -> rand_prog 33~ -mppurge -~ -| -S -#499 -Last Room~ -An Information room for Immortals. -Examine the following: -"Plots" for an overview of the plots. -"Area" for general information. -"Info" for Placement and integration into the world. -~ -0 4 1 -E -Info~ -Make sure mobs 400,401 and 402 have mpinvis settings correct -for what your level your mud goes to, players should never -see them. -In Black Aria is is place from the start of the gnomes -Shattered Refuge(Vnum 1501) to the south east corner of -the trail around Darkhaven (Vnum 21119). -~ -E -area~ -Originally from Black Aria: - - aria.tander.com 4000 - -Okay here is my second area. This Area represents more of a -'realistic fantasy' rather than an 'epic fantasy' setting. - -This area is a path to go from one area to another, but is a -bit too dangerous to probably be considered a linkage area. - -Note that some of the mobs have Rand_progs for them attacking -rather than being outright aggressive, both to suprise -experienced players and give newbies more a chance to -determine combat. -~ -E -plot plots~ -This represents an old trade route, made unusable by the -Bandit Eric and his group. - -Along the main path the players meet the Knight Theggory. -He tells of seeking a druid. -The Druid tells of needing to help the forest as it isn't as -healthy as it seems, so he seeks the guardian of the forest a -dryad. -The Dryad says that she has been driven from her tree by -humans, she needs the Heart of the Tree to regain her home. -The Tree is the base Erics Band and entry is hard to find -without talking to the Dryad, deep in the tree is the -heart for which the dryad will reward the return of. -~ -S -#0 - - -#RESETS -M 1 403 1 440 -M 1 404 1 440 -M 1 401 1 422 -M 1 402 1 436 -O 1 402 1 418 -O 1 402 1 432 -M 1 414 2 400 -M 1 417 1 437 -O 1 418 1 439 -O 1 418 1 429 -M 1 415 1 434 -O 1 418 1 434 -M 1 417 4 414 -M 1 417 4 412 -O 1 418 1 419 -M 1 418 1 411 -M 1 414 2 443 -M 1 417 4 441 -O 1 421 1 441 -O 1 422 1 441 -M 1 411 1 459 -E 1 416 1 16 -E 1 416 1 18 -E 1 404 1 6 -E 1 412 1 7 -E 1 413 1 5 -E 1 414 1 10 -E 1 415 1 8 -M 1 412 1 467 -E 1 408 1 16 -G 1 416 1 -G 1 400 1 -E 1 412 1 7 -E 1 415 1 8 -M 1 421 1 421 -M 1 400 1 425 -M 1 421 2 425 -O 1 402 1 425 -M 1 421 3 402 -O 1 418 1 402 -M 1 416 1 409 -M 1 419 2 438 -M 1 420 1 428 -M 1 420 2 417 -D 0 451 1 1 -O 1 411 1 452 -D 0 452 3 1 -D 0 453 2 1 -O 1 419 1 455 -D 0 455 1 1 -D 0 464 0 1 -D 0 464 2 1 -M 1 410 1 468 -E 1 415 1 8 -E 1 413 1 5 -E 1 412 1 7 -E 1 404 1 6 -E 1 400 1 16 -E 1 401 1 14 -E 1 401 1 15 -D 0 468 0 1 -O 1 425 1 454 -O 1 418 1 416 -D 0 416 0 1 -D 0 408 2 1 -M 1 423 3 466 -E 1 413 1 5 -E 1 414 1 10 -E 1 412 1 7 -E 1 415 1 8 -E 1 417 1 16 -M 1 423 3 466 -E 1 413 1 5 -E 1 414 1 10 -E 1 412 1 7 -E 1 415 1 8 -E 1 416 1 16 -M 1 423 3 466 -E 1 413 1 5 -E 1 414 1 10 -E 1 412 1 7 -E 1 415 1 8 -E 1 400 1 16 -M 1 423 5 458 -E 1 412 1 7 -E 1 414 1 10 -E 1 413 1 5 -E 1 416 1 16 -E 1 415 1 8 -M 1 423 5 458 -E 1 412 1 7 -E 1 414 1 10 -E 1 413 1 5 -E 1 415 1 8 -E 1 416 1 16 -M 1 423 8 465 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 415 1 8 -E 1 417 1 16 -M 1 423 8 465 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 415 1 8 -E 1 416 1 16 -M 1 423 8 465 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 415 1 8 -E 1 400 1 16 -M 1 423 13 461 -E 1 414 1 10 -E 1 412 1 7 -E 1 413 1 5 -E 1 415 1 8 -E 1 417 1 16 -M 1 423 13 461 -E 1 414 1 10 -E 1 412 1 7 -E 1 413 1 5 -E 1 415 1 8 -E 1 416 1 16 -M 1 423 13 461 -E 1 412 1 7 -E 1 413 1 5 -E 1 415 1 8 -E 1 400 1 16 -E 1 414 1 10 -M 1 423 13 461 -E 1 414 1 10 -E 1 412 1 7 -E 1 413 1 5 -E 1 415 1 8 -E 1 417 1 16 -M 1 423 13 461 -G 1 414 1 -G 1 412 1 -G 1 413 1 -G 1 415 1 -G 1 416 1 -M 1 409 1 460 -E 1 415 1 8 -E 1 414 1 10 -E 1 413 1 5 -E 1 412 1 7 -E 1 424 1 16 -D 0 460 0 1 -D 0 460 2 1 -O 1 426 1 456 -D 0 456 2 1 -D 0 456 3 1 -M 1 406 1 403 -M 1 405 1 403 -E 1 410 1 11 -E 1 406 1 5 -E 1 405 1 10 -E 1 409 1 8 -E 1 407 1 7 -E 1 423 1 16 -O 1 403 1 403 -M 1 407 1 447 -E 1 417 1 16 -E 1 413 1 5 -E 1 412 1 7 -M 1 422 1 497 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 400 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 416 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 400 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 400 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 400 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 400 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 416 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 417 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 415 1 8 -E 1 413 1 5 -E 1 412 1 7 -E 1 416 1 16 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 417 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 416 1 16 -E 1 415 1 8 -M 1 413 12 497 -E 1 413 1 5 -E 1 412 1 7 -E 1 414 1 10 -E 1 417 1 16 -E 1 415 1 8 -M 1 408 1 497 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 407 spec_cast_cleric -M 422 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/freaq.are b/data/realm/areas_smaug1.4a/freaq.are deleted file mode 100644 index 66de8f3..0000000 --- a/data/realm/areas_smaug1.4a/freaq.are +++ /dev/null @@ -1,3437 +0,0 @@ -#AREA Freaq's Area~ - - - -#VERSION 1 -#AUTHOR Quetzalqoatl~ - -#RANGES -0 0 0 0 -$ - -#FLAGS -0 - -#ECONOMY 0 31250000 - -#CLIMATE 2 2 2 - -#MOBILES -#1600 -Thrall warlord orc~ -Thrall~ -The gigantic orcish warlord stands before you. -~ -The great Warlord is the leader during the first war when the orcs -won the total dominance over the realm. Under the guidance of the -Warlord, the mighty orcish Army swept to the lands and destroying -anything that stands in their way. -~ -7 34078752 0 C -45 0 0 1d1+30000 1d1+500 -0 0 -108 108 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 4 -50 50 0 0 0 0 432 524291 -> all_greet_prog 100~ -if isimmort($n) -grin $n -. $n dares to intrude my privacy! -laugh $n -say Hail, $n, Thou now face a being of greater power -say than yours... Stay and get your life taken from you or -say go and get to live another day! -else -if ispc($n) -hmm -say Weak mortal called $n, You face powers beyond your comprehension -say Usually, I would slay you with a wink of an eye... -snicker -say You have proven yourself worthy by passing my guardians, -say Your life is spared for the meantime. -else -endif -endif -~ -> act_prog p grovels in the dirt before you.~ -laugh $n -say Such a pathetic little creature. -~ -> death_prog 100~ -mpe Thrall is dying before your eyes. But with his last ounce of -mpe strength, bashes you and forcing you back to the wall. -mpdamage $r 500 -mpe When you get back up to your feet. The warlord lies down breathless. -~ -> act_prog p looks at you.~ -say You dare look upon the warlock, $n. -mea $n Thrall punches you on the guts! -mpechoaround $n $n cries of pain as the warlord hits $m! -mpdamage $n 350 -~ -> act_prog p laugh at Thrall mercilessly~ -if isimmort($n) -laugn $n -else -mpslay $n -endif -~ -> hitprcnt_prog 25~ -if inroom($i) == 1695 -mpe Sensing his imminent defeat, $I hurls himself towards you and runs! -mpdamage $n 500 -say Thou are a challenge. -mpgoto 1699 -say They're coming after me! Prepare to do battle... -mprestore self 10000 -else -if inroom($i) == 32299 -say You have me cornered, $n. -say But victory won't be that easily achieved! -bash -gouge -else -mpgoto 32295 -endif -endif -~ -> fight_prog 20~ -bash -flex -~ -> fight_prog 30~ -snarl -stun -~ -| -#1601 -Grisham warlock healer~ -Grisham~ -A warlock of extreme power stands before you. -~ -One of mastermind behind the planning of the first war against the -weak humans. Trained by a master warlock, Knollcrest, in the arcane -arts, he is perhaps one of the most powerful warlock to ever walk -in this realm. He would only stop when his quest to become omnipotent -is achieved. -~ -7 369098920 0 C -44 0 0 1d1+20000 1d1+500 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 0 0 0 32 17 5 -0 0 0 0 1050880 0 1579417632 6150 -> rand_prog 10~ -hum -~ -| -#1602 -Ragar sergeant orc~ -Ragar~ -The sergeant of the warlord stands here. -~ -A former chieftain before the war, he lost his entire army. The warlord -took pity on him and saw that he has great potential so he placed him -second in command to him. Now, Ragar is one of the grimmest and most -respected leaders within the orcish army. -~ -7 40 0 C -42 0 -100 1d1+10000 1d1+100 -0 0 -108 108 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 5 -0 0 6 0 0 0 176 524291 -> greet_prog 100~ -if isimmort($n) -bow $n -else -if race($n) != half-orc -or race($i) != orc -say You are not worthy to be here $n. -say Now be ready to face my blades. -mpkill $n -else -endif -endif -~ -| -#1603 -teron trainer orc~ -Teron~ -An Orcish trainer is here practicing -~ -~ -1027 168 0 C -40 0 -200 1d1+10000 1d1+100 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 32 17 5 -50 50 2 0 0 0 176 524291 -#1604 -orc wandering~ -an orc~ -An orc wandering around the caves of Thralldom -~ -Greenskinned creatures with knotted, muscular limbs and flowing white -beards, orcs are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -97 0 0 C -35 0 0 60d5+2000 6d4+25 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -0 0 0 0 0 0 48 3 -> greet_prog 100~ -if isimmort($n) -else -if isnpc($n) -else -say Intruder! What business do you have in the halls of the Warlord? -mea $n The orc reaches for a hefty chunk of ice and hurls it at you! -if rand(40) - if dex($n) > 18 - mea $n You nimbly dodge the missile! - else - mea $n The ice crashes into you! - mpdamage $n 200 - endif -else -mea $n The ice sails over your head! -curse -endif -endif -endif -~ -| -#1605 -WarHammer blacksmith~ -WarHammer~ -A large Orc blacksmith is here fixing weapons. -~ -The Orcs that live and work in the Blacksmith shops are veteran warriors -themselves. Understanding the value of strong steel, they are always -developing new techniques and methods to improve their weapons or upgrade -the quality of thier armor. The steel that they forge is essential in the -manufacture of the devastating catapaults, and their skills aslo in aid -in the crafting of the strange mechanical workings that are used to -improve the accuracy and strength of these great machines. Their expertise -is often required fo the construction of advanced structures and the -repairs of worn out equipments. -~ -3 0 0 C -45 0 -200 1d1+15000 1d1+100 -0 0 -108 108 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -53 22 0 0 32 17 4 -50 50 2 0 0 0 496 3 -#1606 -Alexstranza dragon~ -Alexstranza~ -The dragon of white scales is here watching over the boulder -~ -Although white dragons are the weakest and most cowardly of the realm, -Alexstrasza is a dangerous and unpredictable foe. She has survived for -centuries, by currying the favor of the orcs (most notably Thrall), -and won't give up her cushy life easily. -~ -7 8744 0 C -40 0 0 1d1+15000 1d1+125 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 3 0 0 2048 17 4 -0 0 0 0 0 0 268443654 2 -> all_greet_prog 100~ -if isimmort($n) -grovel $n -say Please don't hurt me... I'm just a weak old dragon. -cower $n -else -if isnpc($n) -growl $n -mpforce $n eep -mptrans $n 32269 -else -if clan($n) == dragonslayer -sneer -say You don't scare me, $n of the clan Dragonslayer. -mpe $I attempts to look powerful, but his fear is evident. -else -mpforce $n cringe -else -if race($n) != half-orc -mpe $I flexes his mighty wingspan and rises to his full height. -say Mortals, you err by interrupting the sleep of $I... -say But it is too late... now you must pay for your misdeed! -mpkill $n -else -endif -endif -endif -endif -~ -> fight_prog 50~ -close boulder -mprestore self 500 -~ -> rand_prog 25~ -mprestore self 500 -~ -| -#1608 -Balzuk chef orc~ -Balzuk~ -A busy orc chef is here cooking something. -~ -While not as large as a fire orc male, this cook is burlier than most -orcs of either gender, and as such her cooking is rarely, if ever, -criticized; one such opponent of her culinary adventures was last week's -feast. -~ -3 0 0 C -35 0 0 0d0+30 0d0+30 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 21 0 0 32 17 2 -30 30 3 0 0 0 48 3 -> time_prog 12~ -Yell It's lunch time everyone. -~ -> rand_prog 10~ -Yell Anyone hungry? My place is open of you are. -~ -| -#1609 -Crum alchemist orc~ -Crum~ -An orc alchemist is mixing some potions here. -~ -The alchemist is strong in the mind, yet weak in body. She has -the arcane ability to mix potions of all sorts. From mana restoration to -powerful protections. But they also cost much for the equipments -needed to contain them. -~ -3 0 0 C -35 0 0 1d1+5000 100d100+100 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 0 0 0 32 17 2 -30 30 1102 0 0 0 1377828880 6 -#1612 -Sentinel guard orc~ -Sentinel~ -A large Sentinel guard watches over the fortess. -~ -This gigantic orc creature guards a key area of the fortress of -the warlord. He may not be very intelligent but they are excellent -tacticians and battle masters. -~ -3 40 0 C -40 0 -100 1d1+10000 1d1+50 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 3 -35 35 0 0 0 0 176 3 -> time_prog 9~ -say The Warlock can see you know, $n -unlock gate -open gate -~ -> time_prog 17~ -say Even the mighty Thrall needs rest. -close gate -lock gate -~ -> greet_prog 100~ -if isimmort($n) -say $n, how goes it? -else -if race($n) != half-orc -smile $n -mpkill $n -else -endif -endif -~ -| -#1613 -protector guard~ -Protector~ -The Protector of the city stands here. -~ -A soldier that has proven himself in battle have been given -a new order, they are to protect the city streets and keep peace -and order from any trouble makers. -~ -69 0 0 C -35 0 0 1d1+7500 1d1+75 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -35 35 0 0 0 0 48 3 -> greet_prog 100~ -if isimmort($n) - say Welcome to our city, Enjoy your stay! -else -if ispc($n) -and race($n) != half-orc -or race($i) != orc - laugh $n - mpkill $n -else -endif -endif -~ -| -#1614 -Lady Kilborn language~ -Lady Kilborn~ -A foreign language interpreter stands here. -~ -An aura of beauty can be seen from the young lady. She speaks -in the tongues of different lands. She is here to help adventures -the ways of different languages for thier journeys. -~ -1048579 184 0 C -38 0 -100 1d1+10000 1d1+100 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 0 0 0 17 17 2 -25 25 1024 0 0 0 1912635424 68 -#1615 -Grunt guard orc~ -Grunt~ -A grunt watches over the gates of the village -~ -Those Orcs who distinguish themselves enough in the arts of war to be -trained as Grunts epitomize the merciless spirit of the Horde. Equipped with -mighty axes and battle-worn armor, they are prepared to fight to the death. -Devoted to Thrall and to thier village, the Grunt lust for battle. Wanting -nothing more than to wade into the field of carnage and die a bloody death -surrounded by the bodies of his fallen enemies. -~ -67 0 0 C -35 0 0 0d0+30 0d0+30 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -30 30 0 0 0 0 48 3 -> time_prog 6~ -say Another day starts, I hope we go to war now. -unlock gate -open gate -~ -> time_prog 20~ -say Darkness covers the land. -close gate -lock gate -~ -| -#1616 -Peasant~ -Peasant~ -Peasant -~ -This fellow was unfortunate enough to be made of sterner stuff than -most of his neighbours, and resisted the enthrallment of the evil -powers who subverted Hochenyana. Thus he has been imprisoned here, and -decreed to serve as their next meal... -~ -3 0 0 C -35 0 0 0d0+0 0d0+0 -0 0 -101 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -0 0 0 0 0 0 48 1 -#1617 -Brigand sneak thief~ -Brigand~ -A very sneaky man waits in the shadows. -~ -This poorly armed ruffian has seen his fair share of brawls, but hasn't -up till now been foolish enough to trouble a well armed adventurer. But -the guards have caused travel along this road to dwindle to almost nothing, -and he is desperate. -~ -18874501 98304 0 C -35 0 0 0d0+30 0d0+30 -0 0 -108 108 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -53 2 0 0 32 17 3 -30 30 0 0 0 0 1632 524291 -#1618 -trollop wench~ -wench~ -A trollop stands here waiting to make new "friends." -~ -She stands here waiting to provide "services" to anyone looking -for it. She is ready to do whatever pleases you, in one way -or another. -~ -1 0 0 C -34 0 0 0d0+10 0d0+10 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -10 10 4 0 0 0 35651616 2 -> greet_prog 25~ -wave $n -tell $n Want to have a little company? -~ -> rand_prog 30~ -tell $n Looking for some fun? -wink $n -~ -| -#1619 -Magus innkeeper~ -Magus~ -A large innkeeper stands here waiting for customers. -~ -The innkeeper appears to be far too busy to serve you; in fact you -rather fancy that he is ignoring you, on account of you not being -a local. Perhaps a bag of gold would draw his attention...? -~ -3 0 0 C -35 0 0 0d0+30 0d0+30 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 17 2 -30 30 0 0 0 0 48 3 -> bribe_prog 500~ -mptransfer $n 1659 -tell $n Enjoy your stay. If you want to leave, just head west. -mpjunk coins -~ -> greet_prog 100~ -say Welcome traveller to this humble lodging. -say For a small fee of 500 coins, you can stay in a room. -smile $n -~ -| -#1621 -Lady Mistress Tiana orc~ -Lady Tiana~ -The mistress of the warlock lays down here. -~ -A female of great beauty, even for an orc. She almost glows from the magic -that she possess, her hypnotizing eyes looks like it has fire within. -She tries to seduce anyone that comes here, since her mate seems -to be more interested in battle rather than her. -~ -3 0 0 C -40 0 0 1d1+15000 1d1+200 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 0 0 0 32 17 2 -25 25 0 0 0 0 1912897568 324 -> rand_prog 25~ -wave $n -~ -> rand_prog 20~ -wink $n -~ -> rand_prog 30~ -brush self -~ -> rand_prog 80~ -close s -~ -| -#1622 -wolf pack~ -a wolf~ -A large bloodthirsty wolf is here munching on something -~ -Faithful pets of the orcs, these wolves serve as both hunting -and guard beasts, and are intelligent enough to understand a series of -spoken commands. Their fur exudes a chill that causes discomfort to -their foes, while their icy breath can smite a lesser foe. -~ -459041 0 0 C -30 0 0 1d1+2000 1d1+25 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 1936617321 2 -0 0 65582 0 0 0 129 2 -> rand_prog 20~ -growl -~ -| -#1623 -archer orc~ -an archer~ -An orcish archer is here patroling the outsides. -~ -~ -65601 32800 0 C -35 0 0 0d0+35 0d0+35 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 7 0 0 32 17 2 -25 25 0 0 0 0 608 82 -#1624 -bandit~ -a bandit~ -Something is lurking in the shadows of the forest -~ -~ -19005505 98344 0 C -35 0 0 1d1+2500 1d1+30 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 2 0 0 32 17 2 -0 0 0 0 0 0 1632 524290 -> rand_prog 5~ -if isimmort($n) -else -if ispc($n) -backstab $n -else -endif -endif -~ -| -#1626 -Chloe Sevigny treasurer~ -Chloe~ -A gorgeous treasurer is here counting some gold coins -~ -This willowy blonde has such a killer body. She have travelled from -the lands of the humans to set up a bank here to help the economy -of the village and help the villagers in their finacial problems. -~ -16777287 369098936 0 C -1 0 -300 1d1+30000 1d1+1000 -0 0 -108 108 2 -20 20 20 20 20 25 20 -0 0 0 0 0 -0 3 0 0 1 1 5 -0 65 0 0 3162111 0 1601442801 538695 -#1627 -Torturer orc~ -Torturer~ -A large orcish man stands here holding a whip -~ -~ -103 56 0 C -40 0 0 1d1+20000 1d1+500 -0 0 -108 108 0 -25 13 13 13 13 13 13 --30 0 0 0 0 -53 3 0 0 32 17 4 -0 0 0 0 2100943 0 1879053296 524294 -> greet_prog 100~ -if isimmort($n) -say $n, I am honored that you are here! -else -is ispc($n) -mpkill $n -endif -endif -~ -| -#1699 -final mob~ -a newly created final mobile~ -Some god abandoned a newly created final mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#0 - - -#OBJECTS -#1600 -Crown warlord orc~ -The Crown of the Orcs~ -A crown of the warlord lays here.~ -~ -9 4 17 -0 0 0 0 -10 100000 10000 -A -1 2 -A -3 -2 -A -4 -1 -A -18 10 -A -19 10 -A -17 -50 -A -14 -25 -A -12 -50 -A -56 88 -#1601 -battle axe destroyer~ -an Orcish Destroyer~ -A large battle axe is here.~ -~ -5 524548 8193 -12 50 10 8 -25 100000 10000 -A -1 2 -A -2 -1 -A -13 100 -A -19 50 -A -18 50 -A -17 -100 -#1602 -Juggernaut sword~ -The Juggernaut~ -A large orcish sword lays down here.~ -~ -5 524364 8193 -12 50 15 3 -10 100000 10000 -A -13 100 -A -19 50 -A -18 50 -A -12 100 -A -17 -100 -#1603 -Unholy armor plate~ -Unholy Armor~ -A dark plate of orcish origin is here.~ -~ -9 524548 9 -0 0 0 0 -25 500000 50000 -A -17 -100 -A -13 150 -A -18 10 -A -19 10 -#1604 -bin ransack~ -a large bin~ -A bin of the ransacked is lying down here~ -~ -15 -2147483580 16385 -1000 1 0 12 -10 100000 10000 -#1605 -empyrean band ring~ -Empyrean Bands~ -A huge ring of orcish origin lays here.~ -~ -9 524548 3 -15 0 0 0 -2 50000 5000 -A -17 -20 -A -13 25 -A -18 5 -A -19 5 -A -12 50 -A -56 1 -A -13 50 -A -3 2 -A -4 1 -#1606 -ring power warlock~ -Ring of Power~ -A ring of the warlock lays here.~ -~ -9 524609 3 -15 0 0 0 -2 10000 1000 -A -12 250 -A -17 -25 -A -18 5 -A -19 5 -#1607 -optic amulet~ -Optic Amulet~ -An amulet glows in the darkness.~ -~ -9 262481 5 -0 0 0 0 -5 10000 1000 -A -12 100 -A -13 100 -A -18 5 -A -19 5 -A -17 -20 -#1608 -Demonspike cape~ -Demonspike Cape~ -A cape of pure evil lies here.~ -~ -9 17 1025 -0 0 0 0 -5 50000 5000 -A -56 56 -A -13 50 -A -12 100 -A -18 5 -A -19 5 -#1609 -Revenge sword~ -Revenge~ -A sword with the word, Revenge, carved on it is here.~ -~ -5 524544 8193 -100 50 4 1 -10 250000 25000 -A -18 15 -A -19 15 -A -13 100 -A -17 -25 -A -12 20 -#1610 -Throne warlord~ -Throne of the Warlord~ -Throne of the Warlord~ -~ -12 134221824 0 -0 0 0 0 -2500 5000 500 -#1611 -redwood bed warlord~ -The bed of the Warlord carved from the last Redwood tree.~ -The bed of the Warlord carved from the last Redwood tree.~ -~ -12 262464 0 -0 0 0 0 -10000 10000 1000 -#1612 -bracer marble~ -Marble Bracer~ -A bracer formed from marble is here~ -~ -9 -1577057916 4097 -12 -50 0 0 -1 500000 50000 -A -1 2 -A -2 2 -A -12 50 -A -13 100 -A -17 -25 -A -18 5 -A -19 5 -A -26 524288 -#1613 -tail comet light~ -a Comet's tail~ -The tail of the comet is here.~ -~ -1 65 16385 -0 0 -1 0 -1 10000 1000 -A -13 10 -A -18 2 -A -19 1 -A -12 25 -#1614 -bed wooden~ -a wooden bed~ -A wooden bed stands here.~ -~ -12 0 0 -0 0 0 0 -5000 1000 100 -#1615 -keg alcohol liquor~ -a keg of liquor~ -A keg of liquor lies here~ -~ -17 0 16385 -100 100 4 0 -2 500 50 -#1616 -anvil~ -An extremely large anvil.~ -An extremely large anvil.~ -~ -12 524288 0 -0 0 0 0 -10000 0 0 -#1617 -warhammer hammer~ -WarHammer~ -A large hammer is here.~ -~ -5 524544 8193 -12 10 10 8 -30 50000 5000 -#1619 -Warbanner~ -Warbanner~ -Warbanner~ -~ -1 524561 16385 -0 0 -1 0 -1 10000 1000 -A -13 10 -A -18 2 -A -19 1 -A -12 10 -#1620 -Thrall statue~ -Statue of Thrall~ -Statue of Thrall~ -~ -12 524288 0 -0 0 0 0 -1000 10000 1000 -E -statue~ -The magnificent statue of the warlord that is carved in pure -gold. Showing him killing the lord of the ogres. -~ -#1621 -battle axe~ -battle axe~ -A large axe covered in blood lies here.~ -~ -5 524352 8193 -9 10 5 0 -10 10000 1000 -A -13 50 -A -18 5 -A -19 5 -A -14 -30 -#1622 -wrath gauntlets~ -Gauntlets of Wrath~ -A large pair of gauntlets are here~ -~ -9 524560 129 -13 -50 0 0 -1 50000 5000 -A -17 -25 -A -1 2 -A -13 50 -A -18 10 -A -19 10 -A -12 100 -#1623 -orcish shroud cloak~ -Orcish Shroud~ -A dark orcish shroud is here~ -~ -9 0 1025 --50 -50 0 0 -1 50000 5000 -A -17 -30 -A -18 5 -A -19 5 -A -13 50 -#1624 -farm bracer~ -farm bracers~ -An old dirty bracer is here collecting more dust~ -~ -9 524288 4097 -8 8 0 0 -1 500 50 -A -14 200 -A -13 2 -#1625 -key west gate~ -key of the western gate~ -A key of the village is here~ -~ -18 0 16385 -1625 0 0 0 -2 5 0 -#1626 -dagger thief~ -thief's dagger~ -A dagger of the glinting eye~ -~ -5 524544 8193 -8 5 15 11 -1 100 10 -#1627 -boots battle~ -Boots of Battle~ -A pair of large combat boots are here~ -~ -9 262400 65 -13 -30 0 0 -10 10000 1000 -A -14 200 -A -17 -25 -A -13 50 -#1628 -armlet war~ -Armlet of War~ -A large bracer of orcish design is here~ -~ -9 0 4097 -13 -40 0 0 -1 50000 5000 -A -13 50 -A -17 -25 -A -18 5 -A -19 5 -#1629 -waistband battle~ -Battle Waistband~ -A large waistband that seems to belong to an orc~ -~ -9 0 2049 -13 -25 0 0 -1 10000 1000 -A -17 -50 -A -13 50 -A -18 5 -A -19 5 -#1632 -key west gate~ -key to the eastern gate~ -A key of the village is here~ -~ -18 0 16385 -1632 0 0 0 -1 5 0 -#1633 -tooth wither~ -Tooth of the Wither~ -A withering tooth is lying here~ -~ -5 -2147479284 8193 -100 5000 9 11 -1 0 0 -A -30 26 -A -30 310 -A -30 301 -A -30 303 -#1640 -Sword destruction~ -Sword of Destruction~ -A large sword is lying here~ -~ -5 524552 8193 -12 50 3 1 -10 1000000 100000 -A -18 10 -A -13 50 -A -19 5 -A -30 26 -#1645 -key south gate~ -key of the southern gate~ -A key of village is here.~ -~ -18 0 16385 -1645 0 0 0 -2 5 0 -#1699 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#1600 -A Ledge to the Unknown~ -The moment you materialize on this ledge you are almost swept off it -by a strong gust of icy wind, that almost sends you hurtling down the -sheer slope of the mountain that this tiny section of level stone is -set into. A yawning abyss beckons there, you cannot even see to the -bottom through the blizzard that is raging through the region. Other -snow-covered spires loom all around, while gale force winds buffet you -mercilessly. The wind howls and shrieks as it blows through the gaps -between the peaks; the effect is quite disturbing. The only apparent -escape from this torment is a small hole in the ground, that leads on -down into the darkness within the mountain. An old sign is lying on the -ground with somekind of carving. -~ -0 32772 1 -D5 -~ -~ -0 -1 1601 -E -sign~ -.ed"""" """$$$$be. - -" ^""**$$$e. - ." '$$$c - / "4$$b - d 3 $$$$ - $ * .$$$$$$ - .$ 'c $$$$$e$$$$$$$$. - d$L 4. 4$$$$$$$$$$$$$$b - $$$$b 'ceeeee. 4$$ECL.F*$$$$$$$ - e$""=. $$$$P d$$$$F $ $$$$$$$$$- $$$$$$ - z$$b. 'c 3$$$F "$$$$b $"$$$$$$$ $$$$*" .=""$c - 4$$$$L \ $$P" "$$b .$ $$$$$...e$$ .= e$$$. - '*$$$$$c %.. *c .. $$ 3$$$$$$$$$$eF zP d$$$$$ - "**$$$ec "\ %ce"" $$$ $$$$$$$$$$* .r" =$$$$P"" - "*$b. "c *$e. *** d$$$$$"L$$ .d" e$$***" - '*$$c '$c $$$ 4J$$$$$% $$$ .e*".eeP" - "$$$$$$"'$=e....$*$$**$cz$$" "..d$*" - "*$$$ *=%4.$ L L$ P3$$$F $$$P" - "$ "%*ebJLzb$e$$$$$b $P" - Warning: %.. 4$$$$$$$$$$ " - $$$e z$$$$$$$$$$% - "*$c "$$$$$$$P" - ."""*$$$$$$$$bc - .-" .$***$$$"""*e. -~ -S -#1601 -A Dark Passage~ -A tunnel descends steeply from the ledge, heading down to whatever is -within the bowels of the peak you arrived on. No torches light the -area, at least not here, though a dim light is visible far, far below. -Snow drifts formed by snow that has come in the hole above pile high to -either side, and are marked with the tracks of various creatures, some -of whom are rather large; orcish in fact. The howling wind above is -nerve wracking, and it takes little incentive to proceed downwards to -where it is quieter. -~ -0 40969 0 -D4 -~ -~ -0 -1 1600 -D5 -~ -~ -0 -1 1602 -S -#1602 -A Divided Tunnel~ -At this point the tunnel splits, with two branches heading further down -into the depths of the mountain, though at a noticeably flatter gradient; -gone is the steep descent you have up till now endured. A dim glow can -be seen to the southeast, where the majority of the tracks seem to pass -to and from. The walls are of crevice-ridden granite, covered with thin -layers of ice and frost, frozen by the chilly temperatures here, though -they are at least bearable with adequate clothing, unlike outside. -~ -0 2139145 0 -D4 -~ -~ -0 -1 1601 -D8 -~ -~ -0 -1 1603 -D9 -~ -~ -0 -1 1633 -S -#1603 -The Rift~ -After roughly one hundred yards, the path emerges onto another ledge, -though this one is inside instead of outside. To your surprise, it -runs for a short distance along the eastern edge of a truly massive -rift, which yawns to the west, stretching into the distance to the far -south. Gusts of wind whistle up and down the rift, the floor of which -is not visible from this vantage. The ledge continues to the south, -disappearing around a bend to the southwest, as it circles the rift. -An opening in the wall just south of here offers an alternate route, -however, and it is to here that most of the tracks run. -~ -0 2138120 0 -D2 -~ -~ -33 -1 1604 -D7 -~ -~ -0 -1 1602 -S -#1604 -An Opening in the Rift Wall~ -The ledge continues its course along the eastern rim of the rift, -narrowing a little as it nears a bend to the southwest. An opening in -the eastern wall looms up ahead, opening onto a darkened tunnel that -heads away from the rift, towards whatever else lies down here. A -faint greenish glow provides a little light here and there, though the -conditions are still gloomy, to your eyes at least. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1603 -D1 -~ -~ -0 -1 1605 -D9 -~ -~ -0 -1 1614 -S -#1605 -A Junction~ -Two passages lead away from this narrow accessway, which ends in a dead -end a short distance to the north of here. The floor underfoot is slick, -though not dangerously so, at least not yet. The walls are covered in -ice, which has been worn away in portions due to contact with the bodies -of passing creatures, who where apparently of considerable stature. The -faint greenish glow is still present, illuminating fresh tracks in the -thin layer of powdery snow that layers the floor at random intervals. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1607 -D2 -~ -~ -0 -1 1604 -D3 -~ -~ -0 -1 1604 -S -#1606 -An Icy Cave~ -Several piles of sleeping skins cover the floor of this cave, which -is for the most part covered in layers of ice, save for where the -sleeping area is. Piles of boulders and blocks of ice lay near the -entrance, presumably to serve as primitive missile weapons for the -monsters that lair here, who are undoubtedly sentient, and more than -likely of malevolent mein. No other exit umbrages the icy walls; the -cave is isolated from the rest of the complex save for the opening -to the north. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1605 -S -#1607 -An Icy Cavern~ -This natural cavern was hollowed out by centuries of erosion from the -movement of ice through the bowels of the mountain, and as such could -escape notice as being the residence of orcs, save for the four fur -covered mounds that serve as their beds. Large icy stalactites depend -from the high roof; excessive heat or noise could bring them tumbling -down, so caution would be advised. A broad passage, leading further -into the icy home of the orcs, can be detected to the east. -~ -0 40969 0 -D1 -~ -~ -0 -1 1608 -D2 -~ -~ -0 -1 1605 -S -#1608 -An Icy Passage~ -This broad passage runs east for a short distance, before turning to -the south, heading directly towards the center of the mountain, and -running parallel to the rift to the west, beyond the guard rooms. It -appears that this passage sees frequent usage; fresh footprints mark -small patches of snow, while several of the icy protrusions have also -been snapped off as clumsy orcs stumble into them, especially when -they are intoxicated. -~ -0 2105353 0 -D0 -~ -closet~ -3 -1 1603 -D2 -~ -~ -0 -1 1609 -D3 -~ -~ -0 -1 1607 -S -#1609 -An Icy Passage~ -The passage continues, stretching into the distance as far as one can -see under the current lighting conditions. The air is cold, though -not unbearably so, and the walls covered with ice, some of which has -melted and formed dangerous semi-frozen puddles on the floor in the -numerous potholes that mar the tunnel. A larger creature, such as a -orc or troll, may well stumble and fall upon these hazards, though -the injury would do more damage to their pride than their rears. -~ -0 2138120 0 -D0 -~ -~ -0 -1 1608 -D2 -~ -~ -0 -1 1610 -> entry_prog 100~ -if isimmort($n) -else -if ispc($n) -if race($n) == half-troll -or race($n) == half-ogre - if dex($n) < 18 - mea $n You slip and fall on one of the icy puddles! - mer $n $n loses his footing and goes sailing into the air! - mpforce $n sit - mpdamage $n 50 - mpforce $n mutter - else - mea $n Your heavy feet are almost swept away, but you recover. - mer $n $n waves $s arms about as $e almost slips on the ice. - mpforce $n whew - endif -else -endif -else -endif -endif -~ -| -S -#1610 -An Icy Passage~ -Onwards and downwards the passage runs, continuing deeper into this -haven of orcs. The footprints are just as frequent, and just as -fresh; it appears dozens of orcs have been on the move recently. -This is no surprise; you are here because of their 'movements' that -have taken them into conflict with the peaceful races of the south. -The orcs are a violent and bloodthirsty lot, far tougher and -braver than their brutish hill orc cousins. -~ -0 40969 0 -D0 -~ -~ -0 -1 1609 -D2 -~ -~ -0 -1 1611 -S -#1611 -An Icy Passage~ -At this point the passage begins to bend to the southwest, changing its -course for the first time in several hundred yards. An opening in the -west wall is the first side passage the tunnel has boasted for nearly -its entire length, though judging by the tracks it is not a popular -section of the rift. Your sense of direction tells you that heading -around the bend to the west will take you back out towards the ledges -that line the rift, though there appears to be little choice but to -return and skirt that ominous feature. -~ -0 3186697 0 -D0 -~ -~ -35 -1 1607 -D3 -~ -~ -0 -1 1613 -D9 -~ -~ -0 -1 1612 -S -#1612 -An Icy Passage~ -The tunnel narrows slighty here, as it bends, though only a score of -orcs would notice any inconvenience. To the west, it narrows to an -opening back onto the sections of ledge that line the great rift at -random intervals, while to the northeast it winds around a bend and -heads back north towards the entrance to this monstrous subterranean -lair. Stomping and shouting echo all about, as orcs make their way -through their glacial home. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1619 -D6 -~ -~ -0 -1 1611 -S -#1613 -A Storage Cave~ -This small cavern is filled at periodic intervals with all manner of -supplies for the orc raiding parties before they set out to do -harm to humanity. Currently, it is almost empty, a sure sign that in -fact such a raid is taking place right now. Deep marks in the ice on -the floor show where heavy barrels and casks once rested. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1611 -S -#1614 -A Narrow Ledge~ -The ledge hugs the rift wall here, allowing scant purchase for anyone -to travel; at times you have to hug the wall as well, grabbing what -handholds you can to avoid being swept off the icy ledge, which affords -precious little purchase, by the winds that gust through the rift. A -lone wolf howls somewhere in the distance; a warning, perhaps, or a cry -of distress? -~ -0 2138121 0 -D2 -~ -~ -0 -1 1615 -D6 -~ -~ -0 -1 1604 -S -#1615 -A Rocky Platform~ -The ledge ends here, at a rubble strewn ledge that boasts a broad -cave entrance to the east, within which lies the gods-know-what... -it is far too dark to see far, despite the greenish glow given off -at sporadic intervals by the unusual lithic anomalies that are so -common in this subterranean rift. Tracks in the thin layer of snow -that carpets the rubble appear to be canine, or more accurately, -lupine in origin. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1614 -D1 -~ -~ -0 -1 1616 -S -#1616 -An Icy Cave~ -This gloomy cavern does not contain the luminescent stone found in -other sections of the caves, and thus it is quite difficult to see -and navigate. Large chunks of ice litter the floor, having fallen -from the roof above; apparently the ceiling of icicles is extremely -unstable. Dark openings beckon to the east and south; the wolf tracks -pass to and from the opening to the east. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1617 -D2 -~ -~ -0 -1 1618 -D3 -~ -~ -0 -1 1615 -> rand_prog 50~ -if ispc($r) -mea $r _lbl A large chunk of ice falls from the ceiling, striking you! -mer $r _lbl A large chunk of ice falls from the ceiling, striking $r! -mpdamage $r 100 -endif -~ -> entry_prog 25~ -if isimmort($n) -else -if ispc($n) -mea $n _lbl A sudden vibration sends chunks of ice tumbling downwards! - if dex($n) < 18 - mea $n You are struck by several small chunks! - mpdamage $n 50 - else - mea $n You nimbly avoid the larger pieces. - endif -else -endif -endif -~ -| -S -#1617 -Wolf Pack~ -This small cave is devoid of rubble; instead it boasts piles of frozen -corpses, in various stages of consumption, and piles of bones, covered -in bite marks. Whatever beast tore these people apart, it must have a -set of powerful jaws. An awful smell, of wet canine, permeates all of -this cave, insulting your nostrils with its stench. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1616 -S -#1618 -Some Kind of Burial Chamber~ -Several hacked and mutilated bodies have been frozen upright into the -icy walls of this chamber, to intimidate intruders, as these are the -remains of previous trespassers, displaying the fate they met. Many -of them still appear to be wearing their equipment; perhaps some of -it is still in reasonable condition. The corpses are of elves, dwarves -and humans, doubtless previous adventurers who sought to put down the -leadership that has inspired the orcs to war against humanity. Most of -them were slain by blows to the head, then savaged by wolves, or perhaps -even trolls. Frozen blood still carpets most of their forms, which stand -with mouths agape, captured in the shock of death. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1616 -S -#1619 -A Ledge of Ice~ -The tunnel opens onto another icy ledge, this one marginally wider -than the one near the entrance to the north, which is dimly visible -from here, bending sharply away to the northeast some 300 feet away, -in between lying one of the deep gorges opening into the rift, which -runs north and south parallel to the ledge as far as you can see. A -fierce wind whistles eerily through the rift, chilling you even in -your warm clothing. The floor of the rift is some 200 feet below, a -fall that would kill the stoutest of men; flying down is also out of -the question as the fierce winds would smash you against the rift wall. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1612 -D2 -~ -~ -0 -1 1620 -S -#1620 -An Ledge of Ice~ -The ledge ends abruptly just south of here, the only choice of route -to proceed being another opening in the eastern wall. The wind howls -and screams, while flecks of snow from a blizzard raging in the very -center of the rift strike you in the face. Visibility is poor; you -are effectively snowblinded, able to see only a short distance by the -aid of the greenish glow that suffuses this place. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1619 -D1 -~ -~ -0 -1 1621 -S -#1621 -A Junction~ -Several passages branch off into the icy depths of the caverns that -surround the glacial rift, most of them heading to the south, and -thus deeper into the complex maze of passages. It is south that you -must go, for it is there that you will surely encounter Thrall, but -the possibility of gathering loot from those along the way should not -be ignored either. Numerous orcs can be seen moving about in the -distance, though a careful adventurer shouldn't find them terribly hard -to avoid. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1622 -D2 -~ -~ -0 -1 1624 -D3 -~ -~ -0 -1 1620 -D9 -~ -~ -0 -1 1627 -S -#1622 -The Ogre Caverns~ -Heaps of furry hides cover the floor of this cavern, which is not lit -by the greenish glow so common in most of the rift. Instead, the walls -are a dull grey, visible through the thin translucent layer of frost -that coats them. This cavern is the quarters for some of the many non- -orcish mercenaries that serve Thrall, their stature indicated by the -quality of their bedding, which could best be described as inadequate. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1623 -D3 -~ -~ -0 -1 1621 -S -#1623 -The Ogre Caverns~ -The bedding here is little better than that to the north, and the same -can be said for the lighting, which is also poor/nonexistant. A vile -smell, of unwashed ogre combined with excrement and stale food, is -noticeable from even a dozen yards away. How a creature could live like -this is beyond you, though the chill does mean that the spoiled food and -waste is usually frozen before disease afflicts the occupants, who seem -to not mind the stench. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1622 -S -#1624 -A Major Passage~ -The volume of footprints in the thin layer of snow that carpets this -tunnel, having blown in from the rift to the north, indicates that -this is a busy thoroughfare, and undoubtedly proceeds to chambers of -some import. Whether that is a good thing or not remains to be seen. -A great deal of noise- bragging, laughing, shouting and swearing- is -audible south of here, its source a brightly lit cavern that appears -to be filled with orcs. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1621 -D2 -~ -~ -0 -1 1625 -S -#1625 -Caverns of the Elite~ -A series of ledges at various heights in this broad chamber bear piles -of furs and hides, and serve as the bunks for the guards garrisoned in -here. A small campfire sheds illumination through most of the cavern, -the heat enough to keep its occupants a good distance away while their -meal cooks, though generous amounts of alcohol have dulled their innate -fear of fire. The cavern continues to the southeast, where more orcs -are stationed. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1624 -D8 -~ -~ -0 -1 1626 -S -#1626 -Caverns of the Elite~ -Piles of rumpled furs bearing numerous stains of an unidentifiable -nature abound here, spread on the floor, the ledges and some even -nailed to the walls, to cover the bare rock and make the place seem -more comfortable. Tankards of foul ale and (literally) ice cold beer -litter the floor, as do haunches of half-cooked (and half-eaten) meat. -A broad, well-travelled passageway runs due west of here, towards a -visible junction lit by smoldering torches. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1627 -D7 -~ -~ -0 -1 1625 -S -#1627 -A Little-Used Passage~ -This corridor is knee-deep in snow, that has blown in from the west, -where it opens onto an icy ledge that overlooks the blizzard-ridden -glacial rift. No tracks mar the white powder, as it slowly turns to -slush; it would appear the orcs have no need, or desire, to travel -down this section of their lair. It is cold here, colder even than -usual in this chilly place, and you find it hard to keep moving. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1626 -D3 -~ -~ -0 -1 1628 -D6 -~ -~ -0 -1 1621 -S -#1628 -A Blizzard-Ridden Ledge~ -This section of the ledges that surround in part the glacial rift is -the most exposed to the raging blizzard that continually assaults the -center of the rift. Snow is whipped into your face by winds of terrific -speed, which threaten to send you sailing off the icy ledge to the icy -ground far, far below. Even if the fall didn't kill you, the howling -wind would most likely dash you against the rocks long before you did -in fact impact with the ground. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1627 -D2 -~ -~ -1 -1 1629 -S -#1629 -A Blizzard-Ridden Ledge~ -The blizzard continues its relentless assault, chilling you to the bone -as it batters you and the ledge you fight to stay on. The ledge ends -before another opening in the wall, but it is blocked by a huge boulder -of solid stone, which is immovable except by great strength. Desperation -can drive a person to feats of incredible strength and stamina, however, -and the desire to get out of this blizzard is certainly an incentive! -~ -0 2138121 0 -D0 -~ -~ -0 -1 1628 -D1 -~ -~ -0 -1 1630 -S -#1630 -Cave of Bones~ -You stumble into a small cavern littered with literally hundreds of -skeletons, of orcs, ogres and other creatures; yetis, most likely. -This chamber evidently serves as a burial ground for these creatures, -though judging by the unceremonious way the bodies have been thrown in -here they place little value in the afterlife. Some frozen corpses, -the latest addition, lie propped up against the far wall, staring at -you with dead eyes. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1631 -D3 -~ -~ -0 -1 1629 -S -#1631 -The Toad's Cave~ -Past the macabre graveyard lies an even odder sight; a single stone -ledge rises up in the center of the cave, surrounded by low-hanging -stalactites of ice, bearing a curious object that appears to be the -object of worship of the foul inhabitants of this glacial cave. The -wind howls outside, audible through an opening in the western wall. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1630 -D3 -~ -~ -0 -1 1632 -S -#1632 -An Ledge of Ice~ -Stepping out takes you back into the full force of the blizzard, and -you reel momentarily, almost plummeting straight over the edge to the -hidden fates that await any unlucky enough to be swept into the dark -rift. The superstitious could be forgiven for believing that the rift -was possessed of some malevolent intelligence, bent on causing others -suffering and pain, through its treacherous paths and foul tempests. -At any rate, there is no way to continue here, save for back into the -toads' temple. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1631 -S -#1633 -A Long, Narrow Ledge~ -The sloping tunnel suddenly evens out, passing onto a long, narrow -ledge that skirts a massive glacial rift, gaping like an open wound -to the east. This amazing natual phenomenon runs through the center -of the cave system that honeycombs the icy peak you arrived upon. A -raging blizzard fills the center of the rift; the force of the wind -can be felt even here; it almost disguises the awful stench that is -detectable to the west. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1634 -D6 -~ -~ -0 -1 1602 -D9 -~ -~ -0 -1 1636 -S -#1634 -The Camp of Yetis~ -This rubble-strewn cave is filled with piles of frozen bodies, slain -by the inhabitants of this foul den, to be saved for later meals. A -series of freshly slain humanoids hang from the ceiling, their feet -frozen into the ice that coats this surface. Deep gouges and slashes -mar their blood-drained bodies, evidence of the power of the beasts -that slew them. The cave continues to the northeast, around a bend. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1633 -D6 -~ -~ -0 -1 1635 -S -#1635 -The Camp of Yetis~ -This smallish section of the cave is devoid of corpses, or rubble; -instead it sports a pile of furs and hides, that serve as the bed -for the creature quartered here. Apparently a leader of those to -the southwest, he enjoys special privileges accorded to his rank as -leader of the band. -~ -0 2138121 0 -D9 -~ -~ -0 -1 1634 -S -#1636 -A Narrow, Ledge Surrounded With a Mist~ -This section of the icy ledge is shrouded in mist that surges in great -volumes from a cave to the northwest, its source apparently a change in -temperature that is melting the frost laid over the centuries. A light -layer of snow, from the blizzard, covers the ledge, and shows numerous -tracks, though none head into the misty cave. Either it serves no major -purpose, or it is considered dangerous. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1638 -D6 -~ -~ -0 -1 1633 -D7 -~ -~ -0 -1 1637 -S -#1637 -A Cave of Mists~ -As you pass into the cave, you are engulfed in mist, and find it hard -to see further than the tip of your nose. Stumbling blindly through -the interior, you are surprised to suddenly find the floor disappear -beneath your feet! The hidden heat source has melted the icy floor of -the cave, exposing a gaping hole that plummets many scores of yards -downwards through the center of the mountain, and it is down this hole -you plummet; even a fly spell couldn't save you as strong currents of -wind grab ahold of you and dash you against jagged protrusions as you -fall. You are dead long before your battered form is impaled on the -sharp icicles that line the bottom of this gorge, where it will remain, -undiscovered for, most likely, all eternity. -~ -0 3186703 0 -S -#1638 -The Edge of the Rift~ -The ledge continues, illuminated, albeit dimly, by a strange stone, -possessed of luminescent properties and found naturally in the dark -stone that lies beneath much of the icy formations of the rift. The -tracks in the light powder continue; at this point several sets of -feline pawprints head northwest into a small cave. Larger orcish -prints proceed in either direction. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1636 -D3 -~ -~ -0 -1 1640 -D7 -~ -~ -0 -1 1639 -S -#1639 -Lair of the Wolves~ -This small cave serves as home to the snow wolves kept by the orcs -as companions on the hunt or on guard, for they are silent, deadly -killers who are loyal to their owners (feeders). The floor is littered -with gnawed bones, and scraps of bloodstained clothing. It wouldn't -be a good idea to linger in this lair. -~ -0 2138121 0 -D8 -~ -~ -0 -1 1638 -S -#1640 -A Sharp Bend in the Ledge~ -The ledge bends sharply here, heading east and south, with two large -openings in the corner leading into cave systems. Traffic is heavy -here, and frequent; orcs and their dark allies heading to and from -these caves on missions of evil. Voices raised in excitement and also -anger echo all around, booming laughter shaking small chunks of ice -loose from the roof. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1641 -D1 -~ -~ -0 -1 1638 -D2 -~ -~ -0 -1 1645 -D3 -~ -~ -0 -1 1643 -S -#1641 -The Barracks~ -The orcs housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the orcs and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim orcs. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1640 -D3 -~ -~ -0 -1 1642 -S -#1642 -The Barracks ~ -The orcs housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the orcs and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim orcs. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1641 -D2 -~ -~ -0 -1 1643 -S -#1643 -The Barracks~ -The orcs housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the orcs and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim orcs. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1642 -D1 -~ -~ -0 -1 1640 -D9 -~ -~ -0 -1 1644 -S -#1644 -The Barracks~ -The orcs housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the orcs and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim orcs. -~ -0 2138121 0 -D6 -~ -~ -0 -1 1643 -S -#1645 -The Ledge of Ice~ -The ledge runs north and south here, parallel to the great rift that -gapes to the east, as if it were eager to devour you. A large boulder -blocks a passage to the west; sheer strength is the only force that -can budge these massive makeshift doors. A chilling wind blows through -the rift at random intervals, freezing you even through your armor. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1640 -D2 -~ -~ -0 -1 1647 -D9 -~ -~ -0 -1 1646 -S -#1646 -A Storage Cave~ -This unremarkable cavern contains a pile of frozen meat, to be taken -by the raiding party gathering to the north on their raids against -the southern lands. Barrels filled with ale line the walls, though -most of it could most politely be described as undrinkable. The floor -is soft, powdered snow and crushed ice, and comes up to your knees -when you enter. -~ -0 3203081 0 -D6 -~ -~ -0 -1 1645 -S -#1647 -The Edge of the Ledge~ -The ledge ends here, stopping sharply before a tunnel that runs west -into the bedrock, away from the rift. To the far south another ledge -can be seen, doubtlessly accessible through more tunnels in that same -direction. Footprints cover the light layer of snow, made by the many -orcs that use this passageway. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1645 -D9 -~ -~ -0 -1 1648 -S -#1648 -A Junction~ -Several tunnels branch off into the depths of the mountain here, each -showing some sign of traffic, save for the western passage, where no -footprints lead. Voices echo through the tunnels, from the south where -presumably more orcs are quartered. The orcs make little effort to -be quiet, despite the effect vibrations can have on the ice that their -lair is composed of. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1651 -D3 -~ -~ -0 -1 1649 -D6 -~ -~ -0 -1 1647 -S -#1649 -A Dead End~ -The most striking feature at the end of this passage is a glowing rune, -set in the rocky floor, which has melted all the nearby ice so as to -be visible. Although it is orcish, its function is obvious; it is a -dire warning against proceeding south down the narrow passage that is -visible here. A dim glow reveals the tunnel is low-ceilinged, and the -roof is lined with large chunks of ice which fall off as you watch at -frequent intervals. The smallest could crush the skull of an ogre; it -would be foolish to proceed in this direction. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1648 -D2 -~ -~ -0 -1 1650 -S -#1650 -A Terrible Fate~ -It would be unfair of you to be upset at the fate you befell, after -ignoring both the warning and the evidence seen by your own two eyes. -Seconds before several large chunks of ice reduce you to a smear, you -wonder if your ancestors were as stupid as you, and if so how did they -survive long enough to breed? Your body will remain here, entombed -beneath hundreds of tons of rubble, never to be seen again. -~ -0 3186831 0 -S -#1651 -A Dimly Lit Tunnel~ -This long tunnel runs directly south, deeper into the lair of the dark -orcs and their allies. Laughter and shouts can be heard to the -south, their source a dimly lit cavern to the south, the light spewing -out into this tunnel, though it also possesses the strangely glowing -rock that fills much of the cavern system surrounding the rift. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1648 -D2 -~ -boulder~ -33 -1 1652 -> time_prog 9~ -open doorway -~ -> time_prog 5~ -close doorway -~ -| -S -#1652 -A Guard Chamber~ -This guard chamber is of significant importance, as it guards the -only way on this side of the rift to pass through to the chambers of -the important orcs, including numerous ambassadors and of course -Thrall himself. As such, it is constantly manned, the piles of furs -and foodstuffs evidence of this. Deep gouges in the wall mark places -where yetis used to take out their aggression when stationed here with -the orcs. -~ -0 2138121 0 -D0 -~ -boulder~ -1 -1 1651 -D6 -~ -~ -0 -1 1653 -S -#1653 -Back Out on the Ledge~ -Once again you find yourself back on one of the many sections of ledge -that circle most of the rift. This ledge is much closer to the raging -blizzard that fills the center of the rift, and thus you find it quite -difficult to maintain your position on the icy ground. Flight more than -a few inches off the ground is both inadvisable and stupid; the fierce -winds would pick you up and dash you against the rock walls. The ledge -runs south, past several openings in the western wall. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1654 -D9 -~ -~ -0 -1 1652 -S -#1654 -The Ledge of Ice~ -Violent winds rip at you as you struggle along the icy ledge, passing -several small niches that offer small comfort when you need to rest. -Larger openings crop up occasionally, such as the one to the southwest -that opens onto a long tunnel winding back away from the ledge. To the -southeast, the ledge heads towards several cave openings, though it will -be hazardous to proceed in these conditions. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1653 -D8 -~ -~ -0 -1 1655 -D9 -~ -~ -0 -1 1660 -S -#1655 -The Ledge of Ice~ -The wind ravages this section of the ledge, as it passes closest to -the raging storm visible from here as a whirling maelstrom of snow -and debris, battering all within its considerable reach. Scuff marks -near the edge of the ledge show where previous victims have plummeted -to their deaths, though orcs are strong enough to resist such a fate. -A cave of said beasts lies to the southwest; guests of Thrall, here on -official business. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1657 -D7 -~ -~ -0 -1 1654 -D9 -~ -~ -0 -1 1656 -> entry_prog 100~ -if dex($n) > 20 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl You manage to maintain your grip and continue. -else -if str($n) > 20 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl You rely on your strength to keep you on the ledge. -else -if lck($n) > 16 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl Luckily, you manage to avoid being swept off. -else -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl Devoid of dexterity, strength or luck, you fail to hang on! -mea $n _lbl You are lifted up and away from the ledge, only to be hurled -mea $n _lbl back down with astonishing force! -mer $n _lbl $n is lifted from the ledge, and hurled back with great force! -mpslay $n -endif -endif -endif -~ -| -S -#1656 -The Office of The Hill Orc~ -This cave quarters the representatives of the hill orcs, who keep -Thrall informed of the progress of their people, and keep Nosnra -equally informed of Thrall's plans, as ordained by Snurre of the -fire orcs, the leaders of the alliance. However, this has changed -recently with the destruction of the Steading at the hands of mighty -adventurers, and now the hill orcs have the unenviable task here -of informing Thrall of this occurence. Thrall has a reputation -for blaming the bearer of ill tidings, and these three know for sure -that their heads will soon decorate Thrall's trophy room. -~ -0 2138121 0 -D6 -~ -~ -0 -1 1655 -S -#1657 -The Ledge of Ice~ -Although this section of ledge is still assaulted by driving snow and -gusts of wind, it is not as difficult to keep your footing, though -progress is slow. Another cave opening offers shelter from the storm, -though it is undoubtedly inhabited, as Thrall keeps most of the many -visitors to the rift quartered here, to discourage random roamings. A -snarl from far below, in the rift, is the first indication that there -is life down there, undoubtedly of the unfriendly variety. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1655 -D8 -~ -~ -0 -1 1658 -D9 -~ -~ -0 -1 1659 -S -#1658 -The End of the Journey~ -The ledge ends here, abruptly, at the souternmost end of the rift; the -wall south of here is also the southern wall of the rift. Bones lie -scattered about the ledge here, near a gaping hole in the wall, which -appears to be the home of some glacial horror; perhaps one not allied -with the orcs, but undoubtedly still no friend of yours. The tunnel -is large enough to enter, though there is no point; the back wall is -visible from here and the whole cave is obviously empty. -~ -0 2138121 0 -D7 -~ -~ -0 -1 1657 -S -#1659 -The Stone Orc Quarters~ -This chamber houses several stone orcs, whom Thrall is trying to -woo into working for him; stone orcs are revered by all other races -of orcs for their immense strength, resistance to damage and most of -all their unparalleled ability to work stone and metal. Extraordinary -smiths, some even work in the employ of the Emperor; stone orcs have -no real scruples as to the nature of their employer as long as the pay -is good and the hours reasonable. -~ -0 2138121 0 -D6 -~ -~ -0 -1 1657 -S -#1660 -A Busy Passage~ -This tunnel runs deeper into the mountain, descending as it does so, -an indication that perhaps you are approaching a lower level of the -rift. Traffic is heavy here, and harder to avoid as the tunnel is well -lit and the occupants alert. More voices echo on either side, from -groups of orcs heading to or from duty. Bloodstains mark the snow -next to two drag marks where dinner was dragged along earlier. -~ -0 2138121 0 -D6 -~ -~ -0 -1 1654 -D9 -~ -~ -0 -1 1661 -S -#1661 -A Bend in the Tunnel~ -The wind howls and shrieks at regular intervals to the northeast, though -at this distance down the tunnel you are safe from the brunt of it. But -despite the distance, snow drifts have still managed to form, piling in -the corners to chest height on a orc. Booted feet have trampled down -the snow nearest the center of the passage. The air is chill, more than -usual, and you feel you are approaching the lower levels. -~ -0 2129929 0 -D2 -~ -~ -0 -1 1662 -D6 -~ -~ -0 -1 1660 -S -#1662 -A Strange Sensation~ -At this point in the corridor you are assaulted by a blast of heat, -totally unexpected in this icy domain. The tracks in the snow skirt -wide of its source- a large opening in the southeastern wall. A dim -reddish glow, like that of embers, is visible, and the heat has all -but melted the ice in the vicinity, leaving bare the rock underneath. -Evidently this chamber has been customised to suit the needs of some -visitors. -~ -0 2129929 0 -D0 -~ -~ -0 -1 1661 -D2 -~ -~ -0 -1 1664 -D8 -~ -~ -0 -1 1663 -S -#1663 -The Fire Orc Embassy~ -Plumes of flame leap forth from hidden openings in the rock, flickering -and dancing as their source- natural gas- fluctuates in the pressure it -comes out with. The entire cavern is devoid of ice; instead it contains -some unusual (for a orc lair) furniture of obsidian- a table, a -chair and several benches, plus several braziers stacked with burning -coals. If the cold is so unpleasant for one of your race, you cannot -imagine how discomforting it must be for a fire orc. -~ -0 2129929 0 -D7 -~ -~ -0 -1 1662 -S -#1664 -The End of the Tunnel~ -The tunnel ends abruptly here, where it meets another running in a -perpindicular course to it. Tracks are heavy in the thin layer of ice -and snow underfoot, most of them heading east, where the passage slopes -downward, towards a new level of the rift. The corridor is more even -and better illuminated than the upper ones; torches set in cressets on -the smooth stone walls light the way. -~ -0 2129929 0 -D0 -~ -~ -0 -1 1662 -D1 -~ -~ -0 -1 1665 -S -#1665 -A Sloping Passage~ -The passage slopes downward to the east, a gentle but definite angle -of descent. Traffic is heavy here; at all times you can see various -creatures moving about on business of their own, most of them orcs. -Other races are pretty much restricted to quarters, save for several -wolves, that roam the tunnels in search of magically concealed foes. -~ -0 2129929 0 -D1 -~ -~ -0 -1 1666 -D3 -~ -~ -0 -1 1664 -S -#1666 -A Sloping Passage~ -The passage continues, the walls here of even, though undressed, stone. -The icy layer is thinner here than earlier, and no longer forms the -bulk of the architecture. Thus it is safe for the orcs to place some -torches here, set in cressets on the walls, to cast ample light to see -by, without fear of the tunnel collapsing. Howls and shrieks, from one -of several monsters rather than the wind for a change, echo all around -you. -~ -0 2129929 0 -D1 -~ -~ -0 -1 1667 -D3 -~ -~ -0 -1 1665 -S -#1667 -A Sloping Passage~ -At this point the passage is met by another, much older tunnel that -runs south as far as is visible in the light cast by several brands, -smoldering from rusted iron cressets set in the walls. An eerie calm -exists in this direction- no orcs can be seen or heard moving in -there, nor any other beasts. Perhaps they are expected to keep well -clear of the older tunnels. -~ -0 2129929 0 -D2 -~ -~ -0 -1 1668 -D3 -~ -~ -0 -1 1666 -S -#1668 -The Lower Levels~ -This section of tunnel marks the beginning of the lower levels of the -Thrall's capital. No snow or ice coats the walls here; instead they are -of smooth, though unworked, stone, which bear small tapestries and a -torch or three. The hard stony ground underfoot cannot betray signs of -passage, though the stone worn smooth along the walls by encounters -with orcish shoulders show that some creatures do frequent this area. -Although there are no markings or indicators, you feel certain that you -are nearing Thrall's own chambers, or at least his palace. -~ -0 2129929 0 -D0 -~ -~ -0 -1 1667 -D1 -~ -~ -3 -1 1667 -D2 -~ -~ -0 -1 1669 -D7 -~ -~ -0 -1 1663 -S -#1669 -An Open Cavern~ -The passage exits into a high, open cavern, that stretches away in all -three directions. The starry sky is visible far, far above, over 300 -yards away; the effect is quite enthralling. The cavern is eerily quiet -save for the sound of water dripping onto stone somewhere far away. A -grim sense of foreboding comes over you as you consider your options; -there is a definite evil at work somewhere here, its source not obvious -immediately, but definitely present. Large boulders block two passages -to the east and west, movable only by a stout warrior, while the cavern -continues to the south. -~ -0 2129929 0 -D1 -A boulder bars the exit -~ -boulder~ -39 -1 1670 -D2 -~ -~ -0 -1 1672 -D3 -~ -~ -0 -1 1673 -S -#1670 -A Vaulted Cavern~ -The boulder opens onto a chamber of breathtaking beauty. Instead of rocky, -unhewn walls, this cavern is actually a chamber proper; the stone has been -carefully worked into a series of doric columns, that support a vaulted -roof heavily decorated with art that appears elvish in origin, though it -is unlike any you have ever seen. Evidently this place was fashioned by -creatures centuries older than the orcs, and abandoned some time ago. The -floor is of polished marble, its lustre adding a glorious shine as your -light reflects off of it and onto all the jewelled statues that ring the -hall. It continues to the northeast, the floor raising slightly to match -the terrain. A legion of dwarves would take decades to match this marvel; -even stone orcs would be left gasping in awe at the work that went into -bending the natural stone to the will of the master artisans. -~ -0 2129929 0 -D3 -A boulder bars the exit -~ -boulder~ -39 -1 1669 -D6 -~ -~ -0 -1 1671 -S -#1671 -Mistress of the Portal~ -The floor rises here, to a set of marble steps that, flanked by columns -carved to resemble vase-bearing maidens, rise to a ledge lined with many -statues of bronze, surprisingly free of corrosion, surrounding a dais, -upon which the Queen of this ancient race once reclined. A different kind -of queen now resides here, though she has similar vanities and taste in -furnishings. A jewelled box filled with priceless metals has been almost -casually crushed beneath the weight of an apparently worthless alabaster -statue that would require 6 people to shift. A priceless tapestry has -been sliced to ribbons to bind together a frail, and unappealing, wooden -carving of a orc. Whatever creatures are now masters of this domain, -they have curious values. -~ -0 2129929 0 -D9 -~ -~ -0 -1 1670 -S -#1672 -A Dead End~ -The cave narrows to a small tunnel here, which runs south for a short -distance before ending in a dead end. Snow from some recent blizzard -has blown in through the hole in the cavern to the north, and piled -high here, blocking the passage. Large tracks of an unusual type mark -the presence of other perils besides hypothermia and frostbite... -~ -0 2129929 0 -D0 -~ -~ -0 -1 1669 -S -#1673 -Thrall's Complex~ -A guard post behind the boulder marks the beginning of Thrall's -complex, where he and the elite of orc society reside. Thrall -has poor taste in decor, if the tacky tapestries that line the -walls here are any indication; they are cheaply made, and of poor -quality and worksmanship. A long bronze horn, to be winded by the -guards in emergencies, hangs between two of these insulting works -of 'art'. -~ -0 2129929 0 -D1 -~ -~ -0 -1 1669 -D3 -~ -~ -0 -1 1675 -S -#1674 -Ogre Pens~ -The ogres that serve Thrall as mercenaries and servants are quartered -here, on piles of fur next to which rest small chests for the ogres' -meagre personal possessions. A campfire burns in the center, between -the bedding, where the ogres prepare their humble meals. The conditions -are poor, but doubtless better than they'd be used to, especially when -most of them are undoubtedly natives of the Grum or the Grim Batol. -~ -0 2129929 0 -D0 -~ -~ -0 -1 1675 -S -#1675 -A Junction~ -Numerous openings beckon to either side from this widening in the cave -passage. A large cavern lies to the northeast, and a second to the south. -A heavy boulder blocks the entrance to the north, while to the west the -passage continues, towards a bend. orcs move about on all sides, but -few leave the caves they are in. -~ -0 2097281 3 -D0 -~ -~ -0 -1 1677 -D1 -~ -~ -0 -1 1673 -D2 -~ -~ -0 -1 1674 -D3 -~ -~ -0 -1 1679 -D6 -~ -~ -0 -1 1676 -S -#1676 -Emissaries' Cavern~ -A group of Ogre Magi, ogres from the mystical realms to the east, are -currently quartered here, privileged guests of Thrall, and are now -considering whether to commit their forces to Thrall's cause. They -have been bribed with numerous gifts and many promises, which they of -course place little stock in. Ogre Magi, unlike regular ogres or even -orcs, are highly intelligent and cunning, and recognize a situation -where they are in danger far more readily. -~ -0 2138121 0 -D9 -~ -~ -0 -1 1675 -S -#1677 -A Guest Chamber~ -This small cavern houses a single orc- a cloud orc from the far -away realms of his kind, here to listen to Thrall's spiel. He has -been convinced that Thrall has a very good chance of making a tidy -sum of money from his raids, and has signed on as a mercenary. Other -orcs, not as easily impressed by Thrall's speeches, have declined -an alliance, and returned home; many of the cloud orcs have stayed -here, and subsequently left in disgust- not all cloud orcs are evil. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1675 -S -#1678 -An Abundant Prison~ -a large lines of tress protecting the village from intruder's attacks -the strategically placed saplings makes it possible for some archers -hide in its shadings and ambush travellers. The wall-like saplings -was one of the warlord's brilliant plan. -This room is elaborately furnished, in a strikingly subtle manner for -orcs. Fine silverware and gold platters laden with sweetmeats rest -on a table of polished oak, covered with satin cloth. Wall hangings -of elvish manufacture cover the bleak grey stone walls, and thick rugs -protect your feet from the cold floor. Thrall has gone to great pains -to make the occupant of this cell as comfortable as possible, though it -is still a cell, despite its trappings. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1679 -S -#1679 -The Great Southern Passage~ -At this point a broad cavern runs due south, lined by an impressive -array of stalagmites carved to resemble heroic orcs. Tapestries -hang between these natural formations, most of them espousing the -virtues of orc kind in glorious exaggeration. Torches set in -iron cressets at chest height (to a orc) cast long shadows on the -stone floor, obscuring whatever may lurk in the corners. This cavern -runs due south to the throne of Thrall himself. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1678 -D1 -~ -~ -0 -1 1675 -D2 -~ -~ -0 -1 1680 -S -#1680 -The Great Southern Passage~ -Onwards the cavern continues, almost striking in its stark majesty. -It is apparent that the orcs have lived and labored in the -caves surrounding the dark rift for centuries, slowly bending the -rock to suit their needs, until they had carved from the rock this -system of caves to house their people. It would be an admirable feat -were it not achieved by a vile, cruel race using slave labor without -concern for the well being of those so abused. -~ -0 2138125 0 -D0 -~ -~ -0 -1 1679 -D2 -~ -~ -0 -1 1681 -S -#1681 -Thrall's Antechamber~ -A group of orcs stand guard in this chamber at all times, keeping -an eye on all who come and go, refusing any past this point who do -against unruly visitors lies stacked near the entrance, while several -heavy weapons lie leaned up against the walls, ready to be used. -~ -0 2138125 0 -D0 -~ -~ -0 -1 1680 -D2 -~ -~ -0 -1 1682 -S -#1682 -The Great Cavern of Thrall~ -At last the passage emerges into a huge cavern, easily two hundred -yards long, stretching away to the south. Eerie lighting casts long -distorted shadows that disturb and confound visitors, while several -orcs stationed about the place also intimidate, purposely, those -who come to visit Thrall for whatever purpose. Thrall must be -close by now, surely. -~ -0 2138125 0 -D0 -~ -~ -0 -1 1681 -D1 -~ -~ -0 -1 1683 -D2 -~ -~ -0 -1 1689 -S -#1683 -The Great Cavern of Thrall~ -At this point two passages lead away from the cavern, one heading to -the north towards a bright red glow, the other east into a darkened, -deserted chamber. Shadows flicker and dance on the walls, cast from -you and the many orcs in the region by both the wooden torches and -the strangely glowing stone so common around the rift. -~ -0 2138125 0 -D0 -~ -~ -0 -1 1684 -D1 -~ -~ -0 -1 1685 -D2 -~ -~ -0 -1 1691 -D3 -~ -~ -0 -1 1682 -S -#1684 -The Kitchen~ -The reddish glow visible from this place is cast from several firepits, -above which several spitted humans slowly rotate, basting over the -open flame. Several orcs and ogres are here at all times, preparing -feasts for the orcs and ogres in the cave system. The stench of -burning human meat would repulse most races, though orcs apparently -relish in human meat, as well as halfling, naturally, which is generally -considered the most succulent meat. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1683 -S -#1685 -The Armory~ -This chamber is devoid of orcs, but boasts piles of rocks, shields, -spears, clubs and helmets, made for orcs and far too large -for smaller races. They are also of poor quality, and bespeak hasty -manufacture by unskilled hands. A boulder blocks an opening in the -east wall, while passages exit to the north and west. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1686 -D1 -~ -~ -0 -1 1687 -D3 -~ -~ -0 -1 1683 -S -#1686 -Common Quarters~ -The families of the orc soldiers quartered in the barracks all -reside here, performing various mundane tasks to contribute to the war -effort. Piles of sleeping hides lie all about the chamber, arranged -next to chests and baskets containing various goods of little value. A -strong smell, of oil, used on the clothing of orcs, fills the room. -~ -0 2138121 0 -D2 -~ -~ -0 -1 1685 -S -#1687 -The Kennels~ -This cavern is totally devoid of furnishings or decorations; the reason -for this becomes readily apparent when you deduce the nature of its -occupants. Several chunks of meat litter the floor, bearing bite marks -as big as your head. A vile smell, of animal fur and blood, fills the -air, and makes you even more eager to leave; even a vampire would have -difficulty stomaching blood this putrid. -~ -0 2138121 0 -D3 -~ -~ -0 -1 1685 -D8 -~ -~ -0 -1 1688 -S -#1688 -Chamber of the Stormreaver~ -Those orcs who are of higher status in the caverns reside here, near -the quarters of Thrall himself. They have proper beds, not piles of -hides, and considerable amounts of furnishings, stolen from races they -have raided or conquered. Evidently those quartered here are also of -considerable means. -~ -0 2138120 0 -D3 -~ -~ -0 -1 1698 -D7 -~ -~ -0 -1 1687 -S -#1689 -The Great Cavern of Thrall~ -At this point a narrow stair runs up to a ledge shrouded in shadow, from -which someone could establish a good view of most of the cave. The throne -lies further south, flanked by Thrall's personal guard naturally; Thrall -must have many enemies, to protect himself so. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1682 -D1 -~ -~ -0 -1 1691 -D2 -~ -~ -0 -1 1693 -D4 -~ -~ -0 -1 1690 -S -#1690 -A High Ledge~ -This high ledge affords an excellent view of the throne room below, and -thus is a perfect vantage point for guards of Thrall to keep an eye -out for intruders. Intruders, however, have yet to penetrate this far, -and thus the guards are less than alert. A large iron post marks the -point where the great giantish ballista is mounted, to fire its eighteen -foot bolts at whatever unfortunate may pass below. -~ -0 2138125 0 -D5 -~ -~ -0 -1 1689 -S -#1691 -The Great Cavern of the Thrall~ -At this point a narrow stair runs up to a ledge shrouded in shadow, from -which someone could establish a good view of most of the cave. The throne -lies further south, flanked by Thrall's personal guard naturally; Thrall -must have many enemies, to protect himself so. -~ -0 2138125 0 -D0 -~ -~ -0 -1 1683 -D2 -~ -~ -0 -1 1694 -D3 -~ -~ -0 -1 1689 -D4 -~ -~ -0 -1 1692 -S -#1692 -A High Ledge~ -This high ledge affords an excellent view of the throne room below, and -thus is a perfect vantage point for guards of Thrall to keep an eye -out for intruders. Intruders, however, have yet to penetrate this far, -and thus the guards are less than alert. A large iron post marks the -point where the great giantish ballista is mounted, to fire its eighteen -foot bolts at whatever unfortunate may pass below. -~ -0 2138121 0 -D5 -~ -~ -0 -1 1691 -S -#1693 -The Great Cavern of Thrall~ -The cavern narrows here, the throne resting within an alcove to the -southeast, flanked by numerous carvings, reliefs and of course guards. -Thou feel as if dozens of pairs of eyes were watching your movement -even when you cannot see anyone immediately near you. The end of this -sortie against the frost giants is at hand; perhaps you should take a -moment to prepare. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1689 -D1 -~ -~ -0 -1 1694 -D8 -~ -~ -0 -1 1695 -S -#1694 -The Great Cavern of the Thrall~ -The cavern narrows here, to a point to the southwest where a stone dais -holds the throne of Thrall. Guttering torches cast ample light here, -though the long shadows they cast are disconcerting. Voices raised in -anger and excitement can be heard at random intervals from various parts -of the caverns. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1691 -D3 -~ -~ -0 -1 1693 -D9 -~ -~ -0 -1 1695 -S -#1695 -The Seat of Power~ -Here rests the Thrall's throne of bone and ivory; silvered skulls supported -by ivory tusks, bearing a seat made from mammoth rib cages. Two torches -flank the monstrous seat, casting long shadows with its bulk, obscuring -most of the steps that approach the dais, covered by bearskin rugs and -the hides of other, unidentifiable creatures. More hides decorate the walls -and ceiling, while a bear hide almost obscures a narrow passage that runs -east, presumably to the private quarters of Thrall. -~ -0 2138120 0 -D1 -~ -~ -0 -1 1696 -D6 -~ -~ -0 -1 1694 -D7 -~ -~ -0 -1 1693 -S -#1696 -A Short Passage~ -The tunnel ends after a short distance before another boulder, these -rocks that serve as doors to this burly people. Scuff marks mark where -it has been shoved casually aside in the past by the mighty giant Thrall -on the way to or from his private quarters. A crude rune carved into -the rock, of orc and giantish origin, spells one word- Death. -~ -0 2138121 0 -D1 -~ -~ -0 -1 1697 -D3 -~ -~ -0 -1 1695 -S -#1697 -A Trophy Chamber of the Grim and Horrible~ -This spacious chamber is filled with all manner of trophies. The skins -and hides of a score of different creatures cover the walls and floor, -and even the ceiling. Shelves lined with skulls- human, giant, elven, -dwarven, ogre and even gnomish- are placed in front of the hides, while -a fireplace supports a row of mastodon tusks, flanked by the mighty -tusks of an Red Giant. The skins of the creatures range from mundane -(boars, bears, snakes and birds) to the exotic (wyverns, dragons, sabre -tooth tigers and even a shedu). Arms and armor taken from foes from many -parts of the world are also present, each bearing the scars from blows of -Thrall that were the end of their former owners. A lynx pelt hangs over -an exit in the eastern wall, where presumably Thrall rests, while a hide -of a giant lizard flanked by a pair of eagle's wings hang above the exit -to the north. -~ -0 2138121 0 -D0 -~ -~ -0 -1 1698 -D1 -~ -~ -3 -1 1699 -D3 -~ -~ -0 -1 1696 -S -#1698 -Chamber of the Stormreaver~ -Those orcs who are of higher status in the caverns reside here, near -the quarters of the Thrall himself. They have proper beds, not piles of -hides, and considerable amounts of furnishings, stolen from races they -have raided or conquered. Evidently those quartered here are also of -considerable means. -~ -0 2138120 0 -D1 -~ -~ -0 -1 1688 -D2 -~ -~ -0 -1 1697 -S -#1699 -Thrall's Private Chamber~ -In comparison to Thrall's grisly trophy lounge, this chamber is -strikingly bare. Only a few sparse decorative features are present; -the most notable is a large bear skin, a beloved pet of the Thrall and -his wife, that covers the floor. A large table littered with jacks -of ale and goblets of wine is ample evidence of the tastes these two -have for alcohol, and the fine foods from a dozen different cultures -is a result of the many raids made by the Thrall; he has developed a -taste for foreign cuisine. Several boxes and chests stuffed with a -range of worthless clothing and similar line the walls. -~ -0 2138248 0 -D3 -~ -~ -3 -1 1697 -S -#0 - - -#RESETS -M 1 1600 1 1695 -E 1 1619 1 0 -E 1 1605 1 1 -E 1 1607 1 3 -E 1 1602 1 16 -E 1 1605 1 2 -E 1 1607 1 4 -E 1 1602 1 18 -E 1 1600 1 6 -E 1 1628 1 14 -E 1 1608 1 12 -E 1 1627 1 8 -E 1 1603 1 5 -E 1 1622 1 9 -E 1 1629 1 13 -E 1 1628 1 15 -O 1 1610 1 1695 -M 1 1621 1 1699 -O 1 1611 1 1699 -M 1 1614 1 1671 -M 1 1603 1 1676 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1622 10 1617 -M 1 1604 4 1609 -M 1 1604 4 1610 -M 1 1604 4 1620 -M 1 1604 4 1622 -M 1 1604 5 1632 -M 1 1604 8 1648 -M 1 1604 10 1665 -M 1 1604 10 1668 -D 0 1668 1 1 -M 1 1615 2 1607 -E 1 1621 1 16 -M 1 1615 2 1607 -E 1 1621 1 16 -M 1 1615 4 1606 -E 1 1621 1 16 -M 1 1615 4 1606 -E 1 1621 1 16 -M 1 1613 2 1625 -E 1 1621 1 16 -G 1 1621 1 -M 1 1613 2 1625 -E 1 1621 1 16 -M 1 1613 4 1652 -E 1 1621 1 16 -M 1 1613 4 1652 -E 1 1621 1 16 -M 1 1606 1 1670 -D 0 1670 3 2 -M 1 1622 11 1602 -M 1 1613 5 1602 -E 1 1621 1 16 -E 1 1640 1 16 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1622 21 1639 -M 1 1604 10 1641 -M 1 1604 10 1641 -O 1 1614 1 1641 -O 1 1614 1 1643 -O 1 1614 1 1644 -M 1 1605 1 1685 -E 1 1617 1 16 -O 1 1616 1 1685 -M 1 1608 1 1684 -O 1 1615 1 1684 -M 1 1601 1 1688 -E 1 1613 1 0 -E 1 1609 1 16 -E 1 1606 1 1 -E 1 1606 1 2 -M 1 1612 2 1681 -E 1 1640 1 16 -M 1 1612 2 1681 -E 1 1640 1 16 -M 1 1602 1 1681 -E 1 1601 1 16 -O 1 1604 1 1646 -M 1 1617 1 1653 -E 1 1626 1 16 -M 1 1618 1 1642 -O 1 1614 1 1642 -S - - -#SHOPS - 1608 17 19 0 0 0 100 50 6 23 ; Balzuk - 1609 1 2 10 26 8 120 90 0 23 ; Crum -0 - - -#REPAIRS - 1605 9 5 15 100 1 0 23 ; WarHammer -0 - - -#SPECIALS -M 1601 spec_cast_adept -M 1606 spec_breath_fire -M 1609 spec_breath_acid -M 1614 spec_cast_cleric -M 1617 spec_thief -M 1622 spec_fido -M 1623 spec_guard -M 1624 spec_thief -M 1626 spec_janitor -M 1627 spec_breath_acid -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/frstdead.are b/data/realm/areas_smaug1.4a/frstdead.are deleted file mode 100644 index acffab7..0000000 --- a/data/realm/areas_smaug1.4a/frstdead.are +++ /dev/null @@ -1,4851 +0,0 @@ -#AREA Forest of the Dead~ - - - -#AUTHOR Rolindar~ - -#RANGES -20 40 0 65 -$ - -#RESETMSG A sudden death cry breaks the silence of the dead...~ - -#FLAGS -0 8 - -#ECONOMY 0 43378420 - -#MOBILES -#2800 -maschel duAngnain paladin undead slayer~ -Maschel duAngnain~ -An armored elf clad in the raiments of a paladin sworn to destroy undead stands here. -~ -A tall, striking nobleman, Maschel duAngnain is a knight of both Malathar -and Maritshome, and is a sworn enemy of undead everywhere. He is currently -preparing to enter the Forest of the Dead once more, in another attempt to -lay low the evil that fester here, a sore blight on the Elven holdings. -If asked politely, he may be able to shed some light on some of the evil -forces that control the forest, and where they may be found. -~ -3 4727468 1000 C -40 0 -300 0d0+0 0d0+0 -75000 0 -8 8 1 -22 22 22 22 22 22 22 -0 0 0 0 0 -1 3 0 0 3 1 2 -0 0 1791 48 3149570 0 1084227920 2635783 -> fight_prog 100~ -if rand(30) -say Forces of Light unite to drive this evil being from here! -stun -disarm -gouge -else -if rand(10) -c heal -c 'cure blindness' -c 'dispel evil' -c 'dispel magic' -else -if rand(25) -wield avenger -disarm -bash -punch -else -c 'faerie fire' $r -endif -endif -endif -~ -> greet_prog 100~ -if class($n) == vampire -scream -say Undead! I should destroy thee, vile filth! -, fingers his sword in obvious irritation. -c protect -say Begone from my sight, vermin, afore I change my mind! -snarl -else -if ispc($n) -frown -say Well met, stranger. Take care in these lands. Peril is rife, -say and a plague to the unwary... -else -endif -endif -~ -> rand_prog 2~ -c heal $r -c 'restore mana' $r -nod -mpat 3 c heal -~ -> speech_prog p cresslix~ -say Cresslix! That accursed fiend! He has taken everything -say from me, including my lovely Angelique... I will not -say rest until his dying corpse lies at my feet! -mutter -say Should you wish to aid me, tell me so, and I will -say aid you. -~ -> speech_prog p i wish to aid you~ -say Excellent. You are of noble and stout heart, $n. -say The vile lich lives, if that is the appropriate word, in -say a diabolical tower known as T'kemp, famous for its -say shifting hallways, which no one has ever managed to penetrate -say to find his hidden lair. I myself know not the precise -say location of T'kemp, nor the secret of passing its halls, -say but I do know this- magic will fail you in that place, -say so do not rely upon it. -nod -~ -> speech_prog p t'kemp~ -say As I stated, it is the residence of Cresslix, the vile -say lich that is the bane of my existence. I intend to become -say the bane of his! -say T'Kemp has three guardians, in addition to the shifting halls. -say Each is a potent foe, and guards a key needed to access the -say final sanctum of the vile lord of Darkness. -~ -| -#2801 -cresslix lich~ -Cresslix~ -A diabolical creature of the undead cackles hideously. -~ -Utterly evil, Cresslix the damned is a vile creature, in life a necromancer -of incredible power who has become an even greater threat in undeath. He -sits within his blackened tower of twisted metal, plotting the eventual -destruction of the Elven kingdom of Malathar, and many fear that he may well -one day succeed. -~ -35 358097576 -1000 C -51 0 -300 100d10+11000 10d10+30 -1000000 0 -8 8 1 -13 22 13 13 23 13 13 --22 -22 -22 -22 -22 -67 0 0 0 4097 1 2 -0 0 262207 32 3153678 0 16899 524291 -> fight_prog 80~ -if rand(30) -c chill $r -c 'winter mist' #r -c feebleness $r -else -if rand(40) -c necro $r -c 'energy drain' $r -wield wraithblade -else -if rand(10) -mprestore self 100 -c unravel $r -c razorbait $r -else -if rand(15) -c 'acetum primus' $r -c poison $r -c 'dispel magic' $n -else -c 'faerie fire' $r -endif -endif -endif -endif -if rand(20) -mpgoto $i -mprestore self 100 -c 'chill touch' $r -endif -~ -> greet_prog 100~ -if ispc($n) -scream -say No! This cannot be! How did you manage to find me! -sneer -say That accursed elf snot Maschel aided you, didn't he? -say No matter, I shall destroy you just as I destroyed his wife! -cackle -c shadowform -c blazeward -c resilience -else -say No! I will not tolerate any more intrusions! -mpe $n screams as unholy energies tear at $s soul! -mpslay $n -muhaha -endif -~ -> rand_prog 33~ -wield wraithblade -mpat 3 c heal -~ -> death_prog 100~ -mpe _blu As the lich perishes, the sphere you saw below appears. -mpe _blu Hovering in mid air, it allows you access back to the caverns. -mpe _blu It appears to be the only possible exit from this chamber. -mpopenpassage 2899 2889 0 -~ -| -#2802 -evil treant~ -an evil treant~ -A treant, warped and corrupted by the evil here, looms before you. -~ -This tainted woodland being now exists only to slay and devour the -living, whatever race or class they may be. The antithesis of its kindly -cousins of the southern woods, this creature is a hated and feared menace -to travellers here. -~ -35 512 -765 C -24 0 -88 0d0+0 0d0+0 -157560 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 0 16 2104320 1 960 2 -> greet_prog 100~ -, waves its spiny branches menacingly. -~ -| -#2803 -ghost robert ascerguin~ -the ghost of Robert Ascerguin~ -A shimmering, translucent figure hovers here. -~ -A paladin of Maritshome who was slain horribly by a wraith, Robert's -ghost now remains, seeking to avenge his death. The experience has driven -him quite mad, and he cannot differentiate between friend and foe. -~ -35 2171562 400 C -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 0 -0 0 0 0 2113286 0 1249906688 3 -> greet_prog 100~ -scream -say More accursed foes! You must all die, in the name of good! -snarl -c 'frost breath' $n -~ -> act_prog flees~ -yell NO! YOU CANNOT ESCAPE ME! -mpat $n mea $n A ghostly hand clutches at you, dragging you back! -mptrans $n -c 'frost breath' $n -~ -> death_prog 100~ -mpe A peaceful smile graces Robert's pained features as he is granted peace. -~ -| -#2804 -shambling mound~ -a shambling mound~ -A pile of rotting garbage and plant matter rises in the clearing. -~ -This semi-intelligent, malevolent creature destroys any and all in its -path. An overgrown plant, it can nevertheless inflict considerable -damage on its victims. -~ -35 512 -400 C -26 0 -50 0d0+0 0d0+0 -12500 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 8232 3145776 3334 1 192 2 -> death_prog 100~ -mpe As the shambling mound perishes, a ring falls from its body. -mpoload 2812 20 -drop band -~ -| -#2805 -skeleton ~ -a skeleton warrior~ -A skeleton clad in moldering armor stumbles through the trees. -~ -This is the remains of one of the many soldiers who died in the bloody -wars fought in these parts in centuries past. Now it is condemned to -wander eternally, in search of something it can never find- peace. -~ -97 512 -500 C -22 0 0 0d0+0 0d0+0 -300 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 4096 4096 0 -0 0 0 64 3366 17 3 3 -> death_prog 100~ -mpe Your final blow reduces the undead to a pile of broken bones. -~ -| -#2806 -forest ghoul~ -a forest ghoul~ -A rotting corpse covered in twigs and other debris crawls out of the pit. -~ -Unlike its more urban cousins, the forest ghoul is not the reanimated -corpse of a slain human, but the remains of a human whose spirit was stolen -by evil forces and replaced by vile spirits of the dark forests, thus -making it resistant to many of the conventional weapons used against -"true" undead. -~ -39 544 -656 C -25 0 0 0d0+0 0d0+0 -7500 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 4096 4096 0 -0 0 263743 64 3846 1 262723 2 -> rand_prog 2~ -cackle -mpasound A hideous cackling comes from somewhere nearby. -~ -> greet_prog 100~ -howl -drool -lick -~ -| -#2807 -tangle thorn~ -a tanglethorn~ -A thick, spiky plant with long thorny tendrils waves in the wind. -~ -This is one of the many evil, semi-intelligent plants that thrives -in this cursed wood. It subsists on the flesh of creatures it incapacitates -and kills with its potent acidic venom. -~ -35 552 -400 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 8192 8192 2 -0 0 8224 2097184 2432 1 262658 2 -> greet_prog 100~ -mpe A section of the undergrowth springs to life as you enter! -mpe Probing tentacles and keen sensitivity to vibrations enable it to -mpe detect even hidden or invisible trespassers. -~ -> fight_prog 10~ -mpe Acidic venom squirts from the plant's thorny protrusions! -c 'acid breath' -c poison -~ -| -#2808 -leshy~ -a leshy~ -A treelike humanoid with backwards feet charges towards you. -~ -An evil forest creature, the Leshy resembles a humanoid tree, save -that its feet are inverted, so that tracks that appear to head away -from you are actually heading towards you... -~ -35 98848 -600 C -25 0 -50 0d0+0 0d0+0 -15000 0 -8 8 0 -13 13 13 18 13 13 13 --3 -3 -3 -6 -3 -84 3 0 0 8192 8192 0 -6 0 2047 1052512 0 1 593 2 -> rand_prog 2~ -snort -~ -> greet_prog 100~ -cackle -say Die, creatures of the outside world! -mpe The leshy clumsily charges towards you. -~ -| -#2809 -zombie~ -a zombie warrior~ -A zombie spearman shambles through the dark woods. -~ -This is the remains of one of the many soldiers who died in the bloody -wars fought in these parts in centuries past. Now it is condemned to -wander eternally, in search of something it can never find- peace. -~ -97 512 -500 C -22 0 0 0d0+0 0d0+0 -300 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 1 1 0 -0 0 2047 32 3350 1 3 3 -> fight_prog 15~ -say GAAAAAAAHHHHHH -mpe Your flailing blows send chunks of flesh flying from $I's body. -if rand(60) -mea $n A large chunk of the zombie's arm barely misses your head -else -mea $n A large chunk of flesh strikes you in the face! -mpdamage $n 20 -endif -~ -| -#2810 -slime beast~ -the slime beast~ -A gruesome, slimecovered thing rises from the mire. -~ -~ -35 552 -887 C -28 0 -100 0d0+0 0d0+0 -15645 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 0 1048814 2100496 1 592 2 -> act_prog p pound misses you.~ -mea $n Your weapon bounces off the slime beast's slippery hide! -~ -> act_prog p crush misses you.~ -mea $n Your weapon bounces off the slime beast's slippery hide! -~ -> fight_prog 10~ -mpe The slime beast roars and releases a volume of swamp gas! -c gas -~ -| -#2811 -wight~ -a barrow wight~ -A shimmering, translucent figure rises from the tomb. -~ -The undead result of a semi-successful bid by an ancient necromancer -for immortality, this undead is immortal, but at the price of being -trapped in a partially-corporeal form, and unable to leave its tomb. -Enraged at this situation, it vents its anger on those unfortunate fools -that disturb it. -~ -35 271581864 -1000 C -32 0 -100 0d0+0 0d0+0 -100000 0 -8 8 0 -13 22 13 13 13 13 13 -0 0 0 0 0 -68 0 0 0 4097 1 0 -0 0 0 1048576 2108678 0 1243615232 3 -> greet_prog 100~ -if ispc($n) -, hisses menacingly. -say Fool! You know not what forces you interfere with! -say You were stupid indeed to venture into my tomb, but through -say your idiocy I may yet be able to escape. So I suppose I -say should be grateful that you have the brains of an Aldenramian -say stoat, eh? -cackle -say Ironic, is it not? -giggle -else -endif -~ -> fight_prog 20~ -snarl -wield broadsword -if rand(60) -mea $n The wight lashes out at you, seeking to touch you with freezing hands. -c chill $n -c chill $n -c chill $n -else -disarm -gouge -snarl -say Fool, you will perish in the fires of perdition afore I do! -endif -~ -> death_prog 100~ -mpe As the wight perishes, its form dissipates, leaving only a few -mpe fragments of bone and its unearthly cold equipment. -~ -| -#2812 -unholy spirit~ -an unholy spirit~ -A snarling, drooling clawed creature flies screaming at you! -~ -~ -97 336167464 0 C -46 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 8192 8192 0 -0 0 362431 0 0 0 4099 2 -#2813 -wood golem statue~ -a wood golem~ -A twisted, gnarled wooden statue rises from a carpet of moss. -~ -This statue has been here for centuries, judging by the thick moss that -covers it. A grim smile has been hacked into its face, making it look at -once both ludicrous and disturbingly macabre. -~ -3 512 -200 C -27 0 -100 0d0+0 0d0+0 -0 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -40 3 0 0 8192 8192 0 -0 0 199 2097168 7456 65 960 2 -> act_prog p pierce misses you.~ -mea $n Your weapon sinks into the wood, causing little damage. -~ -> act_prog p stab misses you.~ -mea $n Your weapon sinks into the wood, causing little damage. -~ -> rand_prog 2~ -mpe The statue appears to shift slightly... -~ -> fight_prog 20~ -mpe The golem uproots a small tree and hurls it at its foe! -if rand(50) -mea $n The tree sails overhead, narrowly missing you! -else -mea $n The tree slams into you, winding you! -mpdamage $n 100 -mpechoar $n $n is staggered as the tree slams into $m. -endif -~ -| -#2814 -druid shenaria~ -She'naria~ -A rather homely elf, clad in simple brown robes, sits meditating. -~ -An island of purity in a sea of corruption, She'naria resides in the -dark heart of this foul wood in the hopes of one day finding a way to -reverse the evil this place contains. She is curt, abrupt and distrustful, -as she has an annoying habit of seeing the worst in people. -~ -3 107176 200 C -35 0 -200 11d10+1500 1d22+40 -500000 0 -8 8 2 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -9 5 0 0 2 1 0 -0 0 2047 1048583 3840 0 1243611712 199 -> fight_prog 33~ -smile -say I am master of all things forest-like, $n! -, taps her head knowingly... hmmm. -mpe With a shriek and a wave, She'naria utters an invocation! -say Creatures of the forest, aid me! -if rand(40) -mpe A rather confused rabbit suddenly appears in a puff of smoke! -mpmload 2815 -blink -mutter -say Attack, my...err.. ferocious rabbit! -mpforce rabbit cringe -mpforce $n cackle druid -else -if rand(60) -mpe A rabid boar suddenly appears, snorting and foaming at the mouth! -grin -mpmload 2817 -say Ahh, attack my enemies, savage boar! -mpe The boar grunts, looks around, and charges at She'naria! -, eeps! -mpforce $n cackle druid -mpforce boar mpkill druid -else -if rand(80) -mpe A faun appears, blinking innocently. -curse -mpmload 2816 -say I don't believe this... -roll -mpe The deer gazes about for a few minutes, then drops down for a nap. -mpforce deer sleep -mpforce $n cackle druid -else -mpe Absolutely nothing happens! -mutter -endif -endif -endif -~ -> greet_prog 100~ -if ispc($n) -mutter -roll -say What do you want, $n? Can't you see I'm busy? -say Evidently not, stupid question really... If you knew I -say was busy, you wouldn't DISTURB me, WOULD YOU? Not if you -say had any MANNERS, that is... Which you obviously DON'T! -shriek -else -endif -~ -> rand_prog 2~ -say Why are you still here, eh? Begone! -mutter -meditate -, meditates peacefully, collecting mana from the cosmos. -~ -> act_prog p sits down.~ -say What are you doing! Don't make yourself at home! Leave! -mea $n $I yanks you to your feet. -mpforce $n stand -say Out! Out! OUT! -mea $n $I is trying to push you out the door, but isn't strong enough. -~ -> act_prog p sprawls out haphazardly.~ -say What are you doing! Don't make yourself at home! Leave! -mea $n $I yanks you to your feet. -mpforce $n stand -say Out! Out! OUT! -mea $n $I is trying to push you out the door, but isn't strong enough. -~ -> act_prog p collapses into a deep sleep.~ -mpe Words fail She'naria, who is speechless with rage at $n. -wake $n -say $n, perhaps I did not make myself clear... -mpe She'naria is so angry, she looks like she will shake herself apart. -say LEAVE! -scream $n -mea $n Your ears ringing, you dash wildly from the hut! -mea $n What a rude awakening! -mpechoar $n Startled suddenly from $s sleep, $n panics and dashes outside! -mptrans $n 2840 -mpat 2840 mpechoar $n comes bolting out of the hut, obviously terrified! -~ -> act_prog p looks at you.~ -gasp -say How dare you look at me in such a lascivious fashion! -slap $n -if cha($n) >= 16 -say On the other hand, you aren't bad looking... -wink $n -else -endif -~ -| -#2815 -rabbit~ -a rabbit~ -A rather confused rabbit sits here. -~ -~ -193 512 0 C -5 18 8 1d1+30 1d4+1 -2 100 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 512 512 0 -0 0 33621545 0 0 0 0 0 -#2816 -deer~ -a deer~ -A deer blinks in confusion at its surrounds. -~ -She is a graceful creature on long, slender legs, and with large, brown eyes -looking back at you with an air of watchful interest. -~ -83 8 350 C -8 19 0 2d8+33 1d6+0 -0 200 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 1 -0 0 1581 0 0 0 32 0 -#2817 -boar~ -a boar~ -A ferocious boar grunts and lowers its head. -~ -~ -1 0 -200 C -12 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -27 3 0 0 512 512 0 -0 0 69273257 0 0 0 128 2 -#2818 -giant spider~ -a giant spider~ -A spider the size of a small pony scuttles across the webs. -~ -Loathsome arachnids infest most of the forests of Brythunia, a constant -hazard to locals and visitors alike. -~ -35 33312 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 3 0 0 256 256 0 -0 0 1068 0 256 17 262145 2 -> death_prog 100~ -mpe A clump of webbing is torn down by the spider as it thrashes about. -mpe Peering at the webbing, you find a usable piece and twist it into -mpe a usable item. -if rand(66) -mpoload 2836 -else -mpoload 2835 -endif -~ -| -#2819 -harpy~ -a harpy~ -A cackling harpy pecks at bits of flesh. -~ -One of the many evil creatures that took over the stockade, it now -returns frequently to assault curious adventurers. -~ -163 524808 -750 C -32 0 -50 0d0+0 0d0+0 -25000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -42 3 0 0 512 512 0 -0 0 296505 1050624 0 0 579 2 -> rand_prog 2~ -, screeches loudly and angrily! -mpasound A beautiful voice raised in song comes from somewhere nearby. -~ -> fight_prog 15~ -mpe The harpy begins to sing, attempting to charm you! -mpasound A beautiful voice raised in song comes from somewhere nearby. -if wis($n) < 13 -mea $n Being weak willed, you fall prey to the soothing song. -mea $n You lower your guard and smile blissfully. The harpy strikes! -mpdamage $n 75 -else -mea $n You resist the effects of the song and redouble your efforts! -curse -endif -~ -| -#2820 -elven wraith~ -an elven wraith~ -An elvish soldier slain in the battle has returned as a wraith. -~ -Unable to rest after its violent death, this elf has returned to a -semblance of existence as a wraith, doomed to haunt this place until -it is laid to rest. -~ -3 270574120 400 C -34 0 -100 0d0+0 0d0+0 -35000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 2 2 0 -0 0 0 1056768 2100998 1 1109397504 524291 -> fight_prog 20~ -mea $n The icy cold touch of the wraith chills you to the bone. -c chill -c weaken -~ -> greet_prog 100~ -if ispc($n) -say Flee, corporeal one. Flee, while ye yet may! -moan -else -moan -endif -~ -> rand_prog 2~ -moan -mpasound A loud moaning echoes around the stockade. -~ -> act_prog p DISARMS you!~ -cackle -say You think removing my weapon reduces my power! -say Such trappings are only a dim indication of a prior -say existence. I have powers, unwanted perhaps, but nevertheless... -mpe $I utters a few incantations... Strange energy suffuses its form. -mpat 3 c shadowform -mpat 3 c heal -mpat 3 c 'eldritch sphere' -~ -| -#2821 -vampire commander~ -the commander~ -The commander of the fort welcomes you to his office. -~ -What? Impossible. How could the commander have survived the slaughter -outside? You shake your head, suspending disbelief to consider the -facts. The commander certainly is an odd fellow, all tall and gaunt. -Frowning, you peer closer; are those FANGS? -~ -7 8872 -1000 C -38 0 -100 20d10+2080 8d4+32 -100000 0 -8 8 0 -18 18 13 18 13 13 13 --4 -4 -4 -4 -4 -1 4 0 0 2 2 0 -0 0 2047 1048584 2109188 1 1107302912 524291 -> fight_prog 25~ -c chill -feed -lick -if rand(60) -gouge -cackle -else -disarm -wield fang -mmm -endif -~ -> act_prog p from the south.~ -if ispc($n) -chuckle -say What a pleasant surprise! Fellow adventurers, like myself. -smile -say Oh, ignore the bureaucratic surrounds, i was once a brave -say adventurer, just like you, long ago. -sigh -shrug -say That is in the past now. How may I help you? -, stares at you strangely. -else -say I'm sorry, I don't have time for your sort right now. -say Good day. -op s -mpe The commander escorts $n outside. -mpforce $n s -close s -sigh -endif -~ -> rand_prog 100~ -wield claw -mpat 3 c heal -close s -~ -> rand_prog 2~ -sing -, is staring at you strangely... -~ -> speech_prog p vampire~ -say Vampire? Moi? -, looks astonished. -chuckle -say Damnit, you're right. Good for you. -say I took the form of the foolish commander of this place. -say You should have seen the looks on his guards' faces... -say Slaughtered by their own boss! -cackle -say Heh, guess you had to be there. -shrug -say Die. -c gas -~ -> act_prog p opens a closet.~ -mpe $I rushes over and quickly shuts the closet! -close closet -say Er leave that alone please. -smile -~ -| -#2822 -behemoth~ -the behemoth~ -A mammoth creature lies here, deep in slumber. -~ -The sleeping behemoth is a pet of Cresslix, which he releases to feed -at a point in the forest at regular intervals. It is rumored to be -unkillable, save by the Gods themselves. But if it is slain, its hide -is of considerable value... -~ -3 512 0 C -48 0 -300 11d22+22320 11d11+60 -1000000 0 -8 8 0 -25 13 13 13 13 13 13 --30 -30 -30 -30 -30 -89 3 0 0 512 512 0 -0 0 42010301 8895 3153216 0 832 2 -> rand_prog 2~ -snore -mpasound The snoring of some gargantuan sleeper shakes the walls. -~ -> act_prog p slash misses you.~ -mea $n Your blade fails to cut through the thick hide. -~ -> fight_prog 66~ -if rand(15) -mpe The behemoth stamps hard on the ground, causing it to tremble violently! -c earthquake -endif -if rand(45) -mpat 3 c 'cure blindness' -mpat 3 c heal -mpat 3 c heal -mea $r The behemoth smashes its mighty foot into you! -mpdamage $r 400 -else -if rand(60) -mpe The behemoth tires of battling, $n, and decides to beat someone new! -mpgoto $i -grin -wink $r -murder $r -mpdamage $r 400 -else -if rand(70) -mprestore self 300 -mpe The wounds you inflict seem to fade even as they are inflicted. -else -mea $r The behemoth slams its tail into you. -mpdamage $r 600 -endif -endif -endif -~ -> rand_prog 2~ -mpe The behemoth stirs and lets rip with a massive fart. -fart -smile -if rand(10) -c gas -else -endif -~ -> death_prog 100~ -mpe The beast is slain! Blinking in surprise, it staggers a bit while -mpe the message finally reaches its tiny brain. With a final cough -mpe and spasm, the beast dies, falling remarkably softly to the ground -mpe As it perishes. $n screams madly and leaps atop the corpse, tearing -mpe A chunk of flesh from its mottled hide. Grinning evilly, $e leaps -mpe back down and sports $s prize proudly. -mpoload 2853 -~ -> act_prog p charges at you screaming, but you dodge out of the way.~ -rofl -mpe Clearly, the thought of you trying to stun a ten thousand tonne -mpe creature amuses the behemoth immensely. In its mirth, it thrashes -mpe around, belching, farting and scattering opponents about. -c gas -c earthquake -mpdamage $r 125 -~ -| -#2823 -manifestation chaos~ -a chaotic manifestation~ -A glowing black sphere of evil energy hovers here. -~ -This sphere of energy has only a dim consciousness, and will do -nothing except feed off the ambient evil in the air, unless it is -provoked or molested. -~ -3 268435968 -1000 C -45 0 -200 100d10+4500 11d4+44 -0 0 -8 8 0 -13 13 13 13 13 13 13 --30 -30 -30 -30 -30 -90 3 0 0 32768 32768 0 -0 0 16 80 3153666 0 20480 6 -> fight_prog 50~ -c 'energy drain' -c weaken -c chill -~ -> death_prog 100~ -mpe A piece of the sphere floats free as it perishes. -mpoload 2858 -~ -| -#2824 -haunt~ -a haunt~ -A ghostly apparition weeps silently. -~ -This is the cursed spirit of a former noble of this once fair city, -doomed to remain and watch it slowly decay into nothing, helpless to -leave or prevent this or its own suffering. Coupled with this is the -fact that anyone who could speak her language died milennia ago. -~ -3 270533288 750 C -46 0 -300 0d0+0 0d0+0 -450000 0 -8 8 2 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -84 1 0 0 65536 65536 0 -0 0 0 1048576 2109190 0 1243615232 6 -> greet_prog 100~ -if ispc($n) -sigh -say Adventurer, I know you cannot understand what I say. -say But nevertheless, I must warn you of Cresslix, the former -say leader of this place. He has turned evil, and resides in -say a tower of shifting halls north of the entrance to this -say city. Slay him, and end this dreadful curse. -mpe Upset by your inability to understand her, the haunt weeps again. -else -endif -~ -> rand_prog 2~ -c heal -c heal $r -c 'restore mana' $r -~ -| -#2827 -goblin spy~ -a goblin spy~ -A small goblin creeps furtively through the woods. -~ -Sent by tribes from the south, this creature's mission is to locate -any possible allies in this fell wood, and maybe even find the legendary -Cresslix, the mad necromancer that is rumored to reside here, in the shifting -halls of T'kemp. -~ -197 98856 -400 C -18 0 0 0d0+0 0d0+0 -500 0 -8 8 1 -13 13 13 20 13 13 13 -0 0 0 0 0 -39 2 0 0 16384 16384 0 -0 0 264191 0 0 0 1601 2 -#2828 -clay golem~ -a clay golem~ -A berserk clay golem is smashing marble and stone. -~ -Once a faithful and loyal guardian of the owner of this home, this creature -and its brethren now runs amuck, smashing all in its path. -~ -97 552 0 C -40 0 -123 0d0+0 0d0+0 -100000 0 -8 8 0 -25 13 13 13 13 13 13 --10 -10 -10 -10 -10 -40 3 0 0 8192 8192 0 -0 0 199 8425 2104598 0 8388880 6 -#2829 -mad mage aczeal~ -Aczeal~ -A gibbering, drooling mage casts spells at everything. -~ -An adventurer like yourself, Aczael became trapped by the golems in -this ruined tower, and, being unable to leave, slowly went mad. -~ -3 33288 -200 C -42 0 -109 0d0+0 0d0+0 -575000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 -30 -0 0 0 0 1 1 0 -0 0 2047 1048576 3072 0 1075843649 1050114 -> rand_prog 2~ -if rand(30) -giggle -mpe $I points at a large rock, and it explodes into tiny fragments! -else -if rand(40) -cackle -c 'create food' -ooo -snicker -else -if rand(60) -wince -say Miscast! -c gas -cringe -else -if rand(80) -c fly -c invis -say Awesome! I'm flying inviso man! -drool -else -snap -c shadowform -ooo -endif -endif -endif -endif -~ -> greet_prog 100~ -mea $n $I peers at you quizzically. -say Who are YOU....? -boggle -shrug -say Hey, watch this! -mpe $I makes an arcane gesture with his hands... -if rand(60) -mpe A rock appears! -, smiles proudly. -mea $n You try to look impressed. This fellow could be dangerous. -else -mpe Nothing happens! -curse -stamp -say No fair! -sniff -endif -~ -> fight_prog 45~ -if rand(30) -c 'fire breath' $n -mpe $I jumps up and down in glee. -say Burn baby burn! -else -if rand(60) -mpe $I grabs his spellbook and hastily leafs through it. -mpe Failing to find a spell, he resorts to physical violence. -gouge -bash -cackle -else -if rand(45) -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -else -c 'faerie fire' -c weaken -c blindness -endif -endif -endif -~ -| -#2830 -gargoyle~ -a gargoyle~ -As you enter, one of the visages breaks free from the wall and comes to life! -~ -This bestial creature is one of the many twisted magical creations of -the lich cresslix, left to guard his domain. -~ -35 524968 -400 C -44 0 -200 1d1+2500 4d10+20 -320000 0 -8 8 0 -17 8 3 17 17 3 6 --10 -10 -10 0 -10 -85 3 0 0 1 1 0 -0 0 329407 0 11552 0 7 8194 -#2831 -pennig vampyr~ -the Vampyr Pennig~ -A slim, nubile young girl, scarcely in her teens, steps out of the shadows. -~ -The kidnapped daughter of Maschel, Cresslix's minions brought her here -to be used by the lich, and he corrupted her into another member of his -legion of undead. Despite her appearance, she is vile, conniving and -utterly twisted and evil, her mind permanently warped by the trauma her -body and soul has been subjected to. -~ -3 268444328 -1000 C -48 0 -200 1d1+5500 0d0+0 -500000 0 -8 8 2 -22 22 13 22 22 22 13 --10 -10 -10 0 -10 -67 4 0 0 1 1 0 -0 0 263871 3145736 3846 1 1107302914 10259 -> greet_prog 100~ -if ispc($n) -smile -curtsey -say Greetings, noble adventurer. Have you come... to rescue me? -cackle -say Or to slay Cresslix, my father, my mentor, my... love? -, licks her lips in a grossly lascivious fashion. -say Well you had best be rid of that concept, $n! -mpe A dangerous gleam creeps into Pennig's dead eyes. -else -endif -~ -| -#2832 -marshal klein~ -Marshal Klein~ -A battered, beaten man sits in a corner of the chamber. -~ -A friend of Maschel who sought to rescue Pennig, Klein has been reduced -to being Pennig's plaything to relieve her boredom, and now awaits only -his death, or possible rescue by Maschel. -~ -3 8872 700 C -46 0 -200 1d1+4000 25d2+10 -0 0 -8 8 1 -17 13 13 17 13 13 13 -0 0 0 0 -15 -0 2 0 0 1 1 0 -0 0 2047 270487 2165760 0 560 524291 -> greet_prog 100~ -if ispc($n) -say If you want more pain, Pennig, then... -, sees who you are and leaps to his feet, drawing a long dagger. -wield dagger -glare $n -say Who the hell are you? -else -endif -~ -> fight_prog 33~ -wield dagger -circle $n -gouge -disarm -~ -| -#2833 -zombie chopper~ -Chopper zombie~ -A zombie with a slight gleam of intelligence in his eyes stands here. -~ -A former servant of Cresslix, this chef-turned-mercenary-turned-undead -has been punished by being turned into a living zombie and placed here -to guard the lower chambers. -~ -3 552 -555 C -45 0 0 0d0+0 0d0+0 -100000 0 -8 8 0 -22 8 13 15 13 13 13 -0 0 0 0 0 -71 3 0 0 1 1 0 -0 0 2047 16 3846 1 513 524291 -> rand_prog 66~ -wield chopper -~ -> rand_prog 2~ -lick -grin -~ -> fight_prog 66~ -wield chopper -if rand(25) -disarm -grin -endif -if rand(40) -gouge -mea $r Chopper runs his tongue along his cleaver and buries it in your chest! -mpechoar $r $I runs his tongue along his cleaver and slashes $r! -mpdamage $r 200 -lick -else -if rand(60) -stun -mpe An evil gleam creeps into Chopper's eyes and he slashes wildly! -mpdamage $r 100 -mpdamage $r 100 -cackle -else -if rand(80) -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -mpe Wounds close on $I's body as you inflict them! -muhaha -say Hardy flesh, eh? -wink -scream -else -mmm -endif -endif -endif -~ -> greet_prog 100~ -say 'Ere's one boyz! Get 'em! -cackle -drool -murder $n -~ -| -#2834 -zombie~ -a living zombie~ -A former associate of Chopper staggers to his boss' aid. -~ -A former servant of Cresslix, this chef-turned-mercenary-turned-undead -has been punished by being turned into a living zombie and placed here -to guard the lower chambers. -~ -3 552 -555 C -45 0 0 0d0+0 0d0+0 -100000 0 -8 8 0 -22 8 13 15 13 13 13 -0 0 0 0 0 -71 3 0 0 1936552545 1936552545 0 -0 0 2047 16 3846 1 513 524291 -> greet_prog 100~ -say GAAAAAAAAHHH! -murder $r -~ -| -#0 - - -#OBJECTS -#2800 -holy avenger~ -a Holy Avenger~ -A glowing sword of brilliant white illuminates the area.~ -~ -5 8963401 8193 -0 0 0 3 -18 175000 17500 -A -1 2 -A -5 2 -A -13 75 -A -18 8 -A -19 8 -A -24 -4 -A -27 512 -#2801 -amulet elven realms~ -the Amulet of the Elven Realms~ -A shiny mithril amulet glows brightly.~ -~ -9 8947008 5 -8 0 0 0 -3 56000 5600 -A -3 1 -A -4 2 -A -12 35 -A -21 -2 -A -22 -2 -A -18 2 -A -19 3 -#2802 -sunburst shield~ -a sunburst shield~ -A shield emblazoned with a sunburst image fills the room with light.~ -~ -9 8947008 513 -22 0 0 0 -5 19999 1999 -A -25 3 -A -31 1 -A -12 20 -A -13 20 -A -18 2 -A -19 2 -A -23 -3 -A -24 -3 -#2803 -plate undead slayer~ -the Plate of the Undead Slayer~ -A suit of fantastically bright metal armor glows with a brilliant hue.~ -~ -9 25740608 9 -13 0 0 0 -1 50000 5000 -A -17 -30 -A -13 60 -A -18 6 -A -19 6 -A -27 32 -A -27 2560 -#2804 -brand brilliance~ -Fiery Brand of Brilliance~ -A flaming rod of white metal is scorching the ground beneath it.~ -~ -1 8949057 1 -0 0 -1 0 -1 150646 15064 -A -18 2 -A -19 2 -A -24 -3 -> damage_prog 33~ -mpoload 2804 -drop brand -mpforce $n get brilliance -mea $n The brand magically reforms from the broken scraps! -mpforce $n hold brilliance -~ -| -#2805 -wraithblade~ -Wraithblade~ -A shimmering sword of evil energy shifts in and out of existence here.~ -~ -5 624 8193 -0 0 0 6 -1 0 0 -A -1 -1 -A -5 -1 -A -12 130 -A -18 9 -A -19 9 -A -26 1048576 -A -22 -2 -A -20 -2 -A -24 -2 -A -30 25 -#2806 -claws of the damned~ -Claws of the Damned~ -A pair of twisted metal claws sour the ground they taint.~ -~ -9 627410 129 -11 0 0 0 -22 3675000 367500 -A -1 1 -A -2 1 -A -17 -15 -A -12 25 -A -18 4 -A -19 6 -#2807 -black cowl cresslix~ -the Black Cowl of Cresslix~ -A cowl of black cloth is draped on the floor.~ -~ -9 98896 17 -12 0 0 0 -1 4500 450 -A -3 2 -A -4 2 -A -12 125 -A -19 4 -A -26 16777216 -> wear_prog 1~ -c sanc $n -~ -| -#2808 -tears saint~ -Tears of the Saint~ -A blackened shard of crystal lies here.~ -~ -9 229984 65537 -8 0 0 0 -1 15000 1500 -A -25 -2 -A -31 -2 -A -13 25 -A -12 25 -A -18 3 -A -19 3 -#2809 -falchion~ -a shining falchion~ -A magical falchion shimmers here.~ -~ -5 524353 8193 -0 0 0 3 -8 50900 5090 -A -18 5 -A -19 5 -#2810 -tattered cloak ~ -a tattered cloak~ -A tattered cloak is draped on the ground.~ -~ -9 64 1025 -7 0 0 0 -3 100000 10000 -A -1 1 -A -4 1 -A -13 20 -A -12 20 -A -18 2 -A -19 3 -A -24 -2 -#2811 -weatherbeaten sign~ -a weatherbeaten sign~ -A weatherbeaten sign is nailed to a tree.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -The Forest of the Dead is a dangerous place, and not for novice adventurers, -or those who are weak of heart. Certainly one should be no less than level 20, -even those much higher than this should still show care. -~ -#2812 -band ring jewelled~ -a jewelled band~ -A gold band encrusted with tiny gems gleams brightly.~ -~ -9 65 3 -4 0 0 0 -1 50000 5000 -A -3 1 -A -4 1 -A -12 20 -A -18 2 -#2813 -iron torc~ -an iron torc~ -A circular piece of iron lies here.~ -~ -9 557568 5 -6 0 0 0 -24 100 10 -A -17 -10 -A -13 10 -A -18 1 -A -19 2 -A -24 2 -#2814 -battered mace~ -a battered mace~ -This mace has seen more battles than you...~ -~ -5 524288 8193 -0 0 0 7 -5 75 7 -A -19 3 -#2815 -iron buckler~ -an iron buckler~ -An iron buckler has been dropped here.~ -~ -9 524288 513 -7 0 0 0 -10 50 5 -A -17 -10 -A -13 30 -A -19 2 -A -22 -1 -A -21 -1 -A -23 -1 -#2816 -gaping pit~ -a gaping pit~ -A gaping pit serves as a lair for some horrid beast.~ -~ -15 0 0 -10000 1 0 0 -1 0 0 -#2817 -splint mail~ -splint mail~ -A suit of splint mail has been tossed aside here.~ -~ -9 16793600 9 -17 0 0 0 -10 5750 575 -A -17 -13 -A -1 1 -A -5 2 -A -18 -3 -A -19 4 -#2818 -circlet thorns~ -circlet of thorns~ -Someone has fashioned a wreath from sharp thorn and thistle.~ -~ -9 262144 17 -5 0 0 0 -1 0 0 -A -13 -20 -A -4 2 -A -12 50 -A -29 32 -A -20 -1 -> wear_prog 100~ -mea $n Spiny thorns dig into your head as you don the circlet. -mpdamage $n 10 -~ -> remove_prog 100~ -mea $n The thorns tear at your flesh as you remove the circlet. -mpdamage $n 10 -mpforce $n wince -~ -| -#2819 -bark leggings~ -bark leggings~ -A pair of leggings crafted from tree bark has been left here.~ -~ -13 262164 33 -6 0 0 0 -4 50 5 -A -1 1 -A -2 1 -A -17 -5 -A -18 2 -A -19 1 -A -23 3 -#2820 -spear~ -an ironshod spear~ -An iornshod spear is thrust into the ground.~ -~ -5 524288 8193 -0 0 0 2 -8 100 10 -A -18 2 -A -19 2 -#2821 -leather girdle~ -a leather girdle~ -A leather girdle studded with rusted iron studs hangs from a hook.~ -~ -9 573440 2049 -10 0 0 0 -10 500 50 -A -5 1 -A -1 1 -A -3 -1 -A -4 -1 -A -13 10 -A -17 -10 -#2822 -mildewed sandals~ -mildewed sandals~ -A pair of sandals covered in mold and other substances lies here.~ -~ -9 262144 65 -3 0 0 0 -1 5 0 -#2823 -cold steel broadsword~ -Cold Steel Broadsword~ -A broadsword forged in cold instead of heat glows strangely.~ -~ -5 623169 8193 -0 0 0 6 -3 50000 5000 -A -1 -1 -A -5 -1 -A -3 2 -A -12 50 -A -18 6 -A -19 8 -A -27 2 -A -21 -5 -#2824 -cold steel gauntlets~ -Cold Steel Gauntlets~ -A pair of icy cold blue steel gauntlets chill the surrounding air.~ -~ -9 623169 129 -7 0 0 0 -2 5670 567 -A -1 -1 -A -5 -1 -A -12 20 -A -18 4 -A -19 4 -A -27 2 -A -29 1 -#2825 -sapphire bracelet~ -sapphire bracelet~ -A delicate sapphire bracelet has been carelessly tossed aside.~ -~ -9 98881 4097 -3 0 0 0 -1 75000 7500 -A -2 1 -A -18 3 -A -12 5 -A -13 5 -A -24 -3 -#2826 -glassy panel~ -a glassy panel~ -A glassy panel is set into one of the grimy stone walls.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpe With a soft sigh, the panel moves inwards, revealing a chamber. -mpopenpassage 2898 2899 4 -~ -> pull_prog 100~ -mpe The panel slides silently shut, sealing the exit. -mpclosepassage 2898 4 -~ -| -#2827 -goblin spy~ -a newly created goblin spy~ -Some god dropped a newly created goblin spy here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#2828 -spyglass~ -a spyglass~ -A small brass spyglass has been left behind.~ -~ -9 524288 131073 -4 0 0 0 -1 3000 300 -A -3 1 -A -18 2 -A -26 32 -#2829 -map~ -a faded and torn map~ -A faded and torn map of the Forest lies here, unwanted.~ -~ -13 262144 1 -0 0 0 0 -1 0 0 -E -map~ -Goblins aren't renowned navigators at the best of times, and this fact, -coupled with the exceptionally poor condition of the map, makes most of -it illegible and highly suspect. However, several of the markings seem to -fit with what little you know of local geography, and doubtless some of -the landmarks are general knowledge to the locals. - - Cresslix? - - - Stair Thingy - - Tower - - - - R -HEre bE ------------- -sLime... - I - G? -Ruins n V -stuff | - | - Startz E -~ -#2830 -moss sleeves~ -sleeves of moss~ -Sleeves covered with damp moss cover the ground.~ -~ -9 1600 257 -8 0 0 0 -1 45000 4500 -A -1 1 -A -4 1 -A -5 1 -A -12 25 -A -13 25 -A -18 2 -A -19 2 -A -27 1 -#2831 -perfect maple leaf~ -a perfect maple leaf~ -A perfectly formed maple leaf lies on the floor.~ -~ -9 8634432 16385 -12 0 0 0 -1 0 0 -A -4 2 -A -12 50 -A -18 4 -A -19 4 -A -24 -5 -A -26 32768 -#2832 -amber earring~ -amber earrings~ -A pair of drops of hardened tree sap lie here.~ -~ -9 1089 65537 -5 0 0 0 -1 4000 400 -A -3 2 -A -2 1 -A -12 10 -A -20 -2 -#2833 -staff~ -a stout wooden staff~ -A piece of oak six feet long lies here.~ -~ -5 8650816 8193 -0 0 0 7 -1 44 4 -A -4 1 -A -12 20 -A -18 4 -A -19 4 -#2834 -robes~ -plain brown robes~ -A pile of brown cloth has been dumped here.~ -~ -9 262144 9 -5 0 0 0 -5 100 10 -#2835 -spider silk belt~ -a spider silk belt~ -A belt fashioned from spider web can barely be seen.~ -~ -9 262208 2049 -6 0 0 0 -1 7500 750 -A -2 2 -A -18 3 -#2836 -spider silk leggings~ -spider silk leggings~ -A pair of silken leggings lies here.~ -~ -9 262208 33 -6 0 0 0 -1 7500 750 -A -2 1 -A -14 100 -A -19 2 -#2837 -battered wooden sign~ -a battered wooden sign~ -A battered wooden sign marks the trails.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -To the North lies the Elven Outpost, barracks of the contingent -assigned to guard these forests from harm. Show the proper respect to -these authorities of the Elven Kingdoms. - -Do not enter if you are below level 30... -~ -#2838 -skeleton~ -an elven skeleton~ -The skeletal remains of an elven sentry are slumped over the edge.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#2839 -moldering cloak~ -moldering boots~ -Elven boots covered in white mold lie here.~ -~ -9 262144 5 -1 0 0 0 -1 0 0 -#2840 -moldering boots~ -a moldering cloak~ -A rotting brown cloak covered in white mold lies here.~ -~ -9 262144 65 -1 0 0 0 -1 0 0 -#2841 -elven mail~ -a suit of elven mail~ -A suit of finely wrought elven chain has been carefully placed here.~ -~ -9 8389696 9 -11 0 0 0 -1 10000 1000 -A -17 -20 -A -2 1 -A -12 50 -A -24 -5 -#2842 -elven longsword~ -an elven longsword~ -An ornately-fashioned sword lies here.~ -~ -5 8389697 8193 -0 0 0 3 -10 4000 400 -A -3 1 -A -2 1 -A -13 22 -A -12 33 -A -18 7 -A -19 6 -#2843 -closet~ -a closet~ -A wooden closet rests near the door.~ -~ -15 0 0 -10000 13 2844 0 -500 0 0 -E -closet~ -Used to store weapons and other items, this closet has not been opened -in some time. -~ -#2844 -closet key~ -the closet key~ -A small key has been dropped here~ -~ -18 0 1 -0 0 0 0 -1 10 1 -#2845 -sword gerold~ -Gerold's sword~ -A finely wrought elven longsword has been dropped here.~ -~ -5 8422729 8193 -0 0 0 3 -30 750000 75000 -A -1 1 -A -5 1 -A -31 2 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -24 -3 -#2846 -closet key~ -the closet key~ -A small key has been dropped here~ -~ -18 0 1 -0 0 0 0 -1 10 1 -#2847 -finn shield~ -Finn's shield~ -A brilliantly glowing white shield has been left here.~ -~ -9 8422720 513 -12 0 0 0 -30 500000 50000 -A -4 1 -A -5 1 -A -31 2 -A -13 10 -A -12 20 -A -18 2 -A -19 2 -A -27 2097152 -#2848 -closet~ -a closet~ -A wooden closet rests near the door.~ -~ -15 0 0 -10000 13 2846 0 -500 0 0 -E -closet~ -Used to store weapons and other items, this closet has not been opened -in some time. -~ -#2849 -closet~ -a closet~ -A wooden closet rests near the door.~ -~ -15 0 0 -10000 5 -1 0 -500 0 0 -E -closet~ -Used to store weapons and other items, this closet has not been opened -in some time. -~ -#2850 -claw nightbeast~ -Claw of the Nightbeast~ -A twisted, mangled claw drips blood onto the floor.~ -~ -5 16908882 8193 -0 0 0 5 -20 100 10 -A -1 -1 -A -5 -1 -A -13 60 -A -18 7 -A -19 7 -#2851 -skeleton~ -the commander's skeleton~ -The skeletal remains of the commander lie scattered here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -skeleton~ -Everyone has a skeleton in their closet... -~ -> exa_prog 100~ -mpforce $n laugh -mpforce $n frown -mpforce $n say Wait, that's not funny... -~ -| -#2852 -moss moccasins~ -moss covered moccasins~ -A pair of moccasions fashioned from moss lies here.~ -~ -9 262144 65 -4 0 0 0 -1 0 0 -A -27 1 -A -26 32768 -A -14 75 -A -31 2 -#2853 -hide behemoth~ -behemoth hide~ -A strip of thick leathery skin lies here.~ -~ -13 262144 1 -0 0 0 0 -1 0 0 -#2854 -behemoth plate~ -Behemoth Plate~ -A suit of armor crafted from the hide of Cresslix's behemoth hums loudly.~ -~ -9 16826434 9 -60 0 0 0 -75 0 0 -A -17 -40 -A -1 2 -A -5 2 -A -13 125 -A -22 -3 -A -20 -3 -A -23 -3 -A -27 2228544 -A -18 8 -A -19 8 -#2855 -sign~ -a rusted metal sign~ -A sheet of rusted metal has been nailed to a dead tree.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -"Behold ye the ruins of Taraitiga, city of the ancients. Once a prosperous -place of learning, it fell to the forest, and is now inhabited by even worse -foes than undead. Travel cautiously! - -None of less than level 35 should venture further... -~ -#2856 -insane look~ -an insane look~ -A glowing object hovers close to the floor.~ -~ -9 25395264 131073 -8 0 0 0 -1 0 0 -A -3 1 -A -4 1 -A -12 60 -A -18 3 -A -19 2 -> exa_prog 100~ -mea $n The madness of mages is actually a boost to their power, if not -mea $n their social skills, and actually can manifest itself after the -mea $n mage's demise. -~ -> rand_prog 2~ -if class($r) == mage -mpforce $r gibber -mpforce $r drool -else -endif -~ -| -#2857 -red robes~ -robes of crimson~ -A set of crimson robes lies on the floor.~ -~ -9 25395264 1025 -20 0 0 0 -4 7550 755 -A -13 50 -A -12 50 -A -24 -5 -A -19 5 -#2858 -manifestation evil~ -a manifestation of evil~ -A glowing black sphere floats here.~ -~ -1 535 1 -0 0 -1 0 -1 0 0 -A -26 2097152 -A -12 50 -A -13 50 -A -18 4 -A -19 4 -A -27 512 -A -24 -4 -#2859 -white robes~ -white robes~ -A pile of white cloth is bundled up here.~ -~ -9 1089 9 64 -14 0 0 0 -1 423423 42342 -A -25 3 -A -31 1 -A -4 2 -A -12 75 -A -13 25 -A -18 4 -A -19 4 -A -21 -4 -#2860 -bracer marshal~ -The Marshal's Bracer~ -A glint of metal alerts you to the presence of a tarnished bracer.~ -~ -9 525376 4097 -13 0 0 0 -1 15000 1500 -A -17 -10 -A -1 1 -A -18 2 -A -19 3 -#2861 -mithril dagger~ -a mithril dagger~ -A long mithril dagger has been left here.~ -~ -5 721984 8193 -0 0 0 11 -1 100000 10000 -A -1 1 -A -2 1 -A -13 60 -A -18 10 -A -19 10 -A -24 -5 -> wear_prog 100~ -if isevil($n) -else -mea $n The dagger slips comfortably into your grasp. -endif -~ -| -#2862 -chopper~ -Chopper~ -A bloodied meat chopper lies buried in a slab of meat.~ -~ -5 524820 8193 -0 0 0 3 -10 12000 1200 -A -1 3 -A -13 40 -A -18 8 -A -19 6 -#0 - - -#ROOMS -#2800 -Les Foret d'Mort~ -Twisted, gnarled trees hang low over the rutted path, becoming increasingly -decayed and blackened as the path heads deeper into what is known as -the Forest of the Dead. Few have ventured into this fell wood, and even -fewer have returned to tell about it. Birds and forest animals shun this -place, as if they could not stand to be too close less they become cursed -or infected with the evil contained within. The sun cannot be seen overhead, -obscured as it is by the dark, gnarled branches of the nearby trees, which -are so obscured and mutated by evil that not even a druid would be able to -determine their original species. A weatherbeaten sign has been nailed to one -of these trees, to the left of the path. -~ -0 69 3 -D0 -~ -~ -0 -1 2801 -S -#2801 -A Dark Junction~ -A short way into the cursed wood, the rutted path splits, with a new -fork cutting into the thick undergrowth to the east, while the original -path continues north. The forest is utterly still, no animal cries or -bird calls fill the air, nor even the movement of anything through the -undergrowth, save for the noise your own feet make as you slowly progress -into the forest. Caution is the keyword here, for any turn in the path -could conceal unknown horrors. -~ -0 65 3 -D0 -~ -~ -0 -1 2804 -D1 -~ -~ -0 -1 2802 -D2 -~ -~ -0 -1 2800 -S -#2802 -An Overgrown Path~ -Progress is difficult here, as the rampant undergrowth almost totally -obscures the path, the spiny fronds and spiky thorns tearing at flesh -and clothing, leaving you a bleeding, cursing wreck after only twenty -paces. It appears that no one has come this way in years, though something -had to clear the once-broad path in the first place. -~ -0 65 3 -D1 -~ -~ -0 -1 2803 -D3 -~ -~ -0 -1 2801 -S -#2803 -A Dead(!) End...~ -The path ends suddenly, in a small clearing, which is stained with dried -blood and white bones, showing through a pile of garbage and decaying -plant matter. Peering closely, you are astonished when the pile appears to -move towards you, ever so slightly. Shaking your heard, you shrug and attribute -it to an optical illusion engendered by stress and fatigue. seconds before you -feel a leafy frond grope at your ankles... -~ -0 69 3 -D3 -~ -~ -0 -1 2802 -S -#2804 -A Convergence of Trails~ -At this point two narrow paths converge, offering a choice of three -directions, proceeding deeper into the forest to the east and west, -and to the outside world to the south. Tracks in the dirt, made by -heavy footed humanoids, lead east and west. Some of them have been -made by rather narrow feet, as of skeletons or such. -~ -0 65 3 -D1 -~ -~ -0 -1 2807 -D2 -~ -~ -0 -1 2801 -D3 -~ -~ -0 -1 2805 -S -#2805 -Side Paths~ -At this point, narrow paths branch off to the north and south, though -neither appears to penetrate far into the depths of the forest. A low -moaning issues forth from the north, while to the south silence reigns, -as in most parts of this dark place. No tracks can be seen heading in -either direction. -~ -0 65 3 -D0 -~ -~ -0 -1 2819 -D1 -~ -~ -0 -1 2804 -D2 -~ -~ -0 -1 2806 -D3 -~ -~ -0 -1 2818 -S -#2806 -A Sticky End~ -The path ends here at a wall of sticky spiderwebs, in which you see -a variety of dessicated corpses, trapped and drained of their blood -over the years by the presumably huge spiders that constructed this -macabre lair. Ranging from small hobbits to towering half-trolls, you -marvel at the potency of the venom of a spider that could incapacitate -such beasts. -~ -0 69 3 -D0 -~ -~ -0 -1 2805 -S -#2807 -A Variety of Paths~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. -~ -0 65 3 -D0 -~ -~ -0 -1 2813 -D3 -~ -~ -0 -1 2804 -D6 -~ -~ -0 -1 2808 -S -#2808 -A Shadowy Trail~ -Progress is slow here, made difficult by thick, protruding roots that -threaten to catch at the feet of passers-by. Compounded by the poor -visibility caused by the thick canopy of black branches, it is impossible -to travel faster than a cautious walk. Blood stains can be seen at -frequent intervals, as well as the occasional dented shield and snapped -spear haft. -~ -0 65 3 -D6 -~ -~ -0 -1 2809 -D9 -~ -~ -0 -1 2807 -S -#2809 -Another Meeting of Paths~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. -~ -0 65 3 -D0 -~ -~ -0 -1 2810 -D3 -~ -~ -0 -1 2811 -D9 -~ -~ -0 -1 2808 -> rand_prog 33~ -mpe _lbl The sound of running water reaches your ears. -~ -| -S -#2810 -Another Dead End~ -So many of the paths and trails in this depressing forest seem to end -in dead ends, or worse, so you aren't terribly surprised when this one -does too. And most of the time these dead ends contain numerous threats -to your continued existence on this plane; you doubt this one will be any -different... -~ -0 69 3 -D2 -~ -~ -0 -1 2809 -S -#2811 -Frequent Slaughter~ -As you duck and weave around more and more common piles of broken -weapons and slaughtered humanoids, the legends of this forest begin -to come back to mind. Centuries ago, during the Dark Ages when Chaos -threatened the very existence of Brythunia and the Estroglian Empire, -a massive battle, one of many such battles, was fought on the grounds -now covered by this forest. The armies of Law marshalled here to defend -the Elven Kingdoms to the south from the hordes from the north. Hundreds -of thousands of lives were lost during the Dark Ages, but no battle -claimed more in a single day than the slaughter that occured here, in -the lands that the Elves enchanted to blossom with flower and tree to -cover the stain on their lands. The deaths that occured here carried strong -necromantic magicks, however, and the forest quickly became corrupted and -reduced to the state you now behold. -~ -0 65 3 -D1 -~ -~ -0 -1 2809 -D3 -~ -~ -0 -1 2812 -S -#2812 -A Crossroads~ -At this point several paths converge, allowing one to head in any -of the cardinal directions. The path to the north ends at the wooden -gates of a stockade, which has become badly overgrown as the garrison -that was stationed there has long since fallen to the evil that roams -unhindered in this dark wood. Despite having fallen prey to the forces -of nature, much of the stockade still stands, a testament to the sturdiness -of Elven fortifications. -~ -0 65 3 -D0 -~ -~ -0 -1 2847 -D1 -~ -~ -0 -1 2811 -D2 -~ -~ -0 -1 2813 -D3 -~ -~ -0 -1 2814 -S -#2813 -Dark Trails~ -The path winds and twists around the bases of mighty oaks, blackened by -fire and evil magics. Dark growths stain the bark of the trees, as well -as the leafy carpet underfoot. Some of the stains are blood, some are more -unusual, and disgusting, substances that are probably best left -uninvestigated. -~ -0 65 3 -D0 -~ -~ -0 -1 2812 -D2 -~ -~ -0 -1 2807 -S -#2814 -A Solemn Statue~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. At this point, however, a wooden statue has been constructed, -for whatever reason, differentiating it from the others. -~ -0 65 3 -D1 -~ -~ -0 -1 2812 -D3 -~ -~ -0 -1 2815 -D6 -~ -~ -0 -1 2834 -D7 -~ -~ -0 -1 2833 -S -#2815 -A Narrow Trail~ -Plunging deeper into the forest, you cannot help but pause and wonder -if this is such a great idea; serious threat for little perceived -financial gain, and the possibility of losing what you already own -to boot. Ah well, 'tis good that you are made of sterner stuff, and -bravely enter where others fear to tread... what's the bit about fools -and rushing? No matter, it couldn't be important to the proverb. -~ -0 65 3 -D1 -~ -~ -0 -1 2814 -D3 -~ -~ -0 -1 2816 -S -#2816 -A Fork in the Trail~ -Once again, you reach a point where you are offered a variety of -paths to choose from, each of which could lead to perils greater than -you could imagine. Or they could lead to yet more junctions, each choice -taking you further towards being totally lost. You wonder how many of -the many adventurers who never returned weren't actually slain but ran -out of food after becoming hopelessly lost in this dark place? -~ -0 65 3 -D1 -~ -~ -0 -1 2815 -D2 -~ -~ -0 -1 2817 -D3 -~ -~ -0 -1 2821 -S -#2817 -Dark Trails~ -The path winds and twists around the bases of mighty oaks, blackened by -fire and evil magics. Dark growths stain the bark of the trees, as well -as the leafy carpet underfoot. Some of the stains are blood, some are more -unusual, and disgusting, substances that are probably best left -uninvestigated. -~ -0 65 3 -D0 -~ -~ -0 -1 2816 -D2 -~ -~ -0 -1 2818 -S -#2818 -Further in the Forest~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. -~ -0 65 3 -D0 -~ -~ -0 -1 2817 -D1 -~ -~ -0 -1 2805 -D9 -~ -~ -0 -1 2820 -S -#2819 -A Grisly Fate~ -This trail ends at what was evidently the site of a furious battle. -Two corpses lie on the ground, one of an armored knight, the other an -indistinct black mass, with no coherent form that you can easily -identify. Thick grey mist obscures your vision, and you quickly sense -that some presence still lingers on here, though you cannot guess at -its motives. -~ -0 69 3 -D2 -~ -~ -0 -1 2805 -S -#2820 -A Bend in the Trail~ -At this point the bath broadens, and twists to the west, heading towards -a different section of the forest; an older section, it appears, that -existed before the newer forest was planted after the battles that occured -here. Who knows what ancient foes may lie in this direction? And who knows -what fantastic treasures they may have accumulated in this time? -~ -0 65 3 -D3 -~ -~ -0 -1 2822 -D6 -~ -~ -0 -1 2818 -S -#2821 -The End of the Path~ -The path ends a short distance to the west, at a thick, impenetrable -wall of vines and spiky plants, laden with thorns that will tear your -thick breeches and skin like paper. A thick, viscous substance drips -from the larger thorns, sizzling when it strikes the leafy ground. You -are certain that even a scratch from one of these plants would not do -you much good... -~ -0 69 3 -D1 -~ -~ -0 -1 2816 -S -#2822 -A Second Bend~ -The path bends again, heading north into darker, thicker trees, though -the path is still broader than near the entrance. No bodies litter -the trail here; few people indeed have dared (or been able) to venture -this deep into the forest. A foul stench, of rotting vegetable matter, -fills the air; blocked perpetually from the sun as this area is, the -dying vegetation is allowed to fester indefinitely with nothing to dry -it out and dispel the odors. -~ -0 65 3 -D0 -~ -~ -0 -1 2823 -D1 -~ -~ -0 -1 2820 -S -#2823 -Footprints in the Dirt~ -At this point, the trail is marked by large footprints, of some -unindentifiable humanoid heading away from a clearing to the north. -The tracks head into the undergrowth nearby, and don't appear to -have returned, indicating that the clearing ahead is most likely -deserted, and may well be a good place to rest for a while. Gazing at -the footprints reminds you of how tired your own aching feet are, and -you long to sit down and take off your boots, at least for a few minutes. -~ -0 65 3 -D0 -~ -~ -0 -1 2824 -D2 -~ -~ -0 -1 2822 -D3 -~ -~ -0 -1 2825 -S -#2824 -A Dark Clearing~ -The path ends in a small clearing overshadowed by several menacing -oaks, their bark blackened and mangled by fire and sword blows. Several -corpses, stripped of any valuables, litter the scorched earth, along with -numerous pools of dried blood and intestines, from which issues a strong -stench. Looking about, you wonder where the perpetrator of these dark deeds -might be lurking, and if you are the next intended member of this gruesome -cavalcade of death. -~ -0 69 3 -D2 -~ -~ -0 -1 2823 -S -#2825 -The Twisting, Turning Path~ -Deep holes in the trail here, made by the impact of blows made by -some mammoth creature, contain the mangled remains of unfortunate -creatures, including goblins, zombies, elves and humans. Peering -around, you see no sign of whatever made these marks; perhaps it has -been slain or driven off...? -~ -0 65 3 -D1 -~ -~ -0 -1 2823 -D7 -~ -~ -0 -1 2826 -S -#2826 -Deep in the Forest~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. -~ -0 65 3 -D0 -~ -~ -0 -1 2829 -D3 -~ -~ -0 -1 2827 -D8 -~ -~ -0 -1 2825 -S -#2827 -An Older Section of the Forest~ -At this point the path beneath your feet slowly changes from dirt to -broken, cracked masonry. Crumbling statues line the path, almost totally -overgrown by the thick black vines you are now so familiar with. A lingering -musty odor fills the air, and you realize that you have stumbled upon the -remains of some ancient city, long since devoured by the forest and its -evil inhabitants. To the southwest, you can now make out a series of ruined -dwellings, crumbling stone structures almost totally overgrown by the forest. -Small creatures scurry about, in search of food or shiny objects. A rusted -metal sign has been nailed to a tree near the statues. -~ -0 65 3 -D1 -~ -~ -0 -1 2826 -D9 -~ -~ -0 -1 2828 -E -statues~ -Of marble and plaster, these statues appear to have once resembled -nude women and men in classic poses, the type of architecture that you -have seen in history texts detailing Brythunia's rich history. -~ -S -#2828 -Taraitiga~ -Stepping onto the stone road, you almost feel that you have been -transported back in time. Despite the ruin and overgrowth, many of -the structures still display the remarkable architectural features -endemic to this period of history, and are actually in quite good -condition considering the surroundings. It was rumored that the ancients -used magical beings as servants and guards, and that their cities fell -when these beings threw off the shackles of servitude and slew their -former masters. You are not an expert in Brythunian history, but you'd -be willing to bet some of these unruly automatons were responsible for -much of the damage done to this once-fair city, and then the evil forest -did the rest. -~ -0 8261 1 -D2 -~ -~ -0 -1 2856 -D3 -~ -~ -0 -1 2864 -D6 -~ -~ -0 -1 2827 -S -#2829 -Rivers of Slime~ -The path here is interrupted by the occurence of a slowly flowing river -of what appears to be green slime, flowing from a large pool to the -northwest, across the path, disappearing into the undergrowth to the -southeast; the plants and trees glow with a strange hue where the slime -has made contact with them. A vile, putrid odor, too strong to bear at -times, wafts in from the northwest and accompanies the foul stream on its -course. Nothing could live in such water, surely? -~ -0 65 3 -D1 -~ -~ -0 -1 2831 -D2 -~ -~ -0 -1 2826 -D7 -~ -~ -0 -1 2830 -S -#2830 -A Pool of Slime~ -The stench arising from this mini quagmire is almost unbearable. -Bubbles, created by some unknown source, rise to the surface at random -intervals, bursting with a soft pop and filling the air with more noxious -odors. In the midst of this foul pool resides some terrible beast, doubtless -responsible for the remains of several humanoids dangling from the thick -canopy of trees overhead. Occasionally a chunk of decayed flesh will fall -from one of the corpses and sink in the pool without trace. -~ -0 69 3 -D8 -~ -~ -0 -1 2829 -S -#2831 -An Ancient Path~ -At this point, the forest trail is met by a broad, stone paved road -running due north, lined on each side by glowing marble statues in -pristine condition. The statues look vaguely familiar to you, and -as you approach you realize that they are similar to the ones found -in many of the cities of the ancients across Brythunia, save that -instead of showing considerable signs of age and neglect, they appear to -be brand new. This curious occurence is compounded by the fact that not -a single branch or leaf touches the road at any point; some magical force -prevents any growth from obscuring it. -~ -0 65 3 -D0 -~ -~ -0 -1 2871 -D3 -~ -~ -0 -1 2829 -D6 -You have a bad feeling about the clearing up ahead... -~ -~ -0 -1 2832 -S -#2832 -Ambush!~ -You don't know what it was. Maybe you slept in a little too late. Maybe -last night's drinking bout at the Hammer and Anvil left your wits a little -fuddled. Or maybe you just weren't paying attention. At any rate, your -normally alert adventurer's sixth sense was definitely not operating up to -acceptable standards; you failed to notice the birds fleeing nearby trees, -as if some hidden monster lurked within, you failed to notice the loop of -vine carefully concealed beneath a pile of uncharacteristically dry leaves, -and you failed to notice the dull gleam of drawn swords. Before you knew -it, you had stepped on the trap, been yanked upside down into the air, and -left dangling as several giggling forest goblins emerged, and slowly stabbed -and slashed you until naught remained but a bleeding, screaming mass of -flesh, looted and left for the vultures to pick clean. -~ -0 3153991 3 -S -#2833 -A Gloomy Path~ -Twisted, gnarled oaks seem to reach out at you as you progress, -clawing and scratching with blackened, mangled limbs slick with moss -and rotting pulp. A sickly sweet stench fills the air, making you feel -slightly queasy and reluctant to proceed in this direction. However, -there appears to be little more appealing in any other part of the -forest either. -~ -0 65 3 -D0 -~ -~ -0 -1 2842 -D8 -~ -~ -0 -1 2814 -S -#2834 -A Bloodstained Trail~ -The path winds and twists around the bases of mighty oaks, blackened by -fire and evil magics. Dark growths stain the bark of the trees, as well -as the leafy carpet underfoot. Some of the stains are blood, some are more -unusual, and disgusting, substances that are probably best left -uninvestigated. -~ -0 65 3 -D0 -~ -~ -0 -1 2835 -D9 -~ -~ -0 -1 2814 -S -#2835 -Gloom Shrouded Foliage~ -Shadows creep across the path, reducing visibility to virtually nil, -forcing you to slow your pace to a crawl to avoid the many treacherous -roots and potholes that litter the trail. Small creatures slither through -the undergrowth nearby, the first sign you have seen of any inhabitants -in great numbers other than undead. Rats, undoubtedly, but at least they -are living and breathing creatures, and not soulless undead. -~ -0 65 3 -D1 -~ -~ -0 -1 2836 -D2 -~ -~ -0 -1 2834 -D7 -~ -~ -0 -1 2841 -S -#2836 -Crumbling Remains~ -At one stage a stone watch tower stood here, though the elements, -the forest and its fell inhabitants have long since reduced it to a -pile of moss-covered stones, entwined in thick black vines and smeared -with dried blood. Bones and broken weapons litter the ground around the -base of the tower, the remains of the unfortunate souls who once -garrisoned this outpost, and some of their enemies they managed to -slay before they fell. A chill wind blows over the ruins, and a keening -wail from somewhere far away can be heard. The spirits of those slain -here do not rest easily, you can be certain, and are making themselves -heard as best they can in their non-corporeal states. Shivering, you -cast one last glance at this ruin, and decide which way to proceed. -~ -0 65 3 -D3 -~ -~ -0 -1 2835 -D6 -~ -~ -0 -1 2837 -> rand_prog 33~ -if ispc($r) -mea $r Ghostly hands brush and tug at you, sending shivers up your spine... -mpdamage $r 50 -else -endif -~ -| -S -#2837 -A Rare Sight Indeed~ -Stumbling through the forest, you stop suddenly when you see a -large stone tower, in good condition and of strong foundation, rising -to the north. After a moment's confusion, you suddenly realize that -you have reached the easternmost extend of the Walls of Defiance, -the massive stone structure that protects the northern plains of -Estroglian from the Hordes of the north. The sound of running water -reaches your ears, and you realise that the Phlugistrum flows by -close to the east of here, though a thick wall of vegetation prevents -you from reaching it. -~ -0 65 3 -D7 -~ -~ -0 -1 2838 -D9 -~ -~ -0 -1 2836 -> rand_prog 33~ -mpe _lbl The sound of running water reaches your ears. -~ -| -S -#2838 -The Twisting Forest Path~ -The path here is as twisted and warped as the gnarled blackened branches -that the dark trees on either side have given issue to. Frequently it -feels as if they are almost attempting to grab you, and drag you into -their evil domain. Roots protruding from the ground catch at your feet, -and more than once you almost end up face down on the ground. -~ -0 65 3 -D3 -~ -~ -0 -1 2839 -D8 -~ -~ -0 -1 2837 -S -#2839 -More Branches of the Path~ -More twists and bends in the sinuous forest trail beckon before you, -allowing various choices as to where to proceed in this dark wood. -You occasionally catch glimpses of creatures scurrying through the -dark undergrowth to either side, accompanied by faint shrieks and -high pitched giggling; the effect is rather unnerving and you are -happy to press on. -~ -0 65 3 -D0 -~ -~ -0 -1 2840 -D1 -~ -~ -0 -1 2838 -D9 -~ -~ -0 -1 2841 -S -#2840 -A Thatched Cottage Deep in the Woods~ -Suddenly, literally out of nowhere, the trail ends at a small thatch -hut, buried in the forest, not visible from more than a few yards away -due to the thick, heavy undergrowth and the shadows of surrounding trees. -Smoke billowing from the chimney indicates at least some form of -occupation, be it friendly or malign. The front door is closed, but doesn't -appear to be locked (not that a locked door has ever stopped you from -barging in unwanted before). No windows are present on this side, and -the dense clusters of trees make it impossible to work your way around -the sides. -~ -0 65 3 -D0 -~ -~ -3 -1 2846 -D2 -~ -~ -0 -1 2839 -> rand_prog 33~ -mpe A sweet aroma, of herbs and fine foods, drifts in from the north. -~ -| -S -#2841 -Several Choices~ -Literally hundreds of trails twist and wend their way through the -dark forest, proceeding to various fates, most best left unspoken of. -Each bears at least small traces of progress by adventurers before you, -though you see very few sets of tracks indeed heading back to the -outside. - -A small hillock rises to the west at the end of the path in that -direction. -~ -0 0 1 -D3 -~ -~ -0 -1 2843 -D6 -~ -~ -0 -1 2839 -D8 -~ -~ -0 -1 2835 -D9 -~ -~ -0 -1 2842 -S -#2842 -Sinister Vegetation~ -The path here is as twisted and warped as the gnarled blackened branches -that the dark trees on either side have given issue to. Frequently it -feels as if they are almost attempting to grab you, and drag you into -their evil domain. Roots protruding from the ground catch at your feet, -and more than once you almost end up face down on the ground. -~ -0 0 3 -D2 -~ -~ -0 -1 2833 -D6 -~ -~ -0 -1 2841 -S -#2843 -A Stone Arch~ -The path ends here, before a stone arch set into the side of a small -hillock. Peering in between the stone supports, you see a narrow -stairway descending into the darkness below, towards a tomb, perhaps, -or the lair of some intelligent underground-dwelling species. Either -way, you suspect that they wouldn't be partial to visitors. -~ -0 69 3 -D1 -~ -~ -0 -1 2841 -D5 -~ -~ -0 -1 2844 -S -#2844 -The Base of the Stair~ -The steps end before a rusted iron door, set in the earth of the west -wall. A keyhole is present, but nature has rendered it unusuable over -the centuries, so even if you had the correct key it would serve no -purpose. A single rune, the rune of Death, has been carved into the door, -visible even through the heavy corrosion. A thin layer of moisture can -also be perceived, the type of condensation common to metal exposed to -cold temperatures for extended periods, the water forming a sheath as -a result. -~ -0 3153929 0 0 0 4 -D3 -~ -~ -39 -1 2845 -D4 -~ -~ -0 -1 2843 -S -#2845 -A Chilly Crypt~ -The interior of the cramped crypt contains a single stone tomb, a -sarcophagus bearing an inlaid image of the necromancer it houses. Runes -and sigils cover the walls, traced in luminiscent silver, gold and platinum. -Images, vile images, of death, dismemberment and other evil acts cover the -ceiling, as if it was created for the dead body to take pleasure in during -its eternal rest. An unnatural cold fills the room, from an unknown source; -icicles have formed in parts of the damp chamber as a result. -~ -0 3153929 0 0 0 4 -D1 -~ -~ -39 -1 2844 -S -#2846 -A Messy Dwelling~ -You haven't been inside such a messy dwelling since you visited an orcish -village in your youth, and even then they at least had the benefit of not -knowing any better. The cranky elf who lives here, however, should and -indeed does know better; she is simply too lazy and disorganized to clean -the dirty pots, piles of paper and animal stains from the walls and floor. -~ -0 1048584 0 -D2 -~ -~ -3 -1 2840 -S -#2847 -Outside the Stockade~ -Upon closer examination, you are surprised to see that much of the -stockade is still intact; the tactician in you says that someone managed -to sneak in and unlock the gates, allowing the enemy outside to pour in -virtually unhindered, slaughtering the surprised inhabitants before they -could be called to arms. A devilish, but gruesomely effective, tactic. -You wonder also what forces yet remain within these wooden walls? -~ -0 65 3 -D0 -~ -stockade~ -3 -1 2848 -D2 -~ -~ -0 -1 2812 -S -#2848 -The Stockade~ -Stepping through the gate, you are greeted by a visage of death and -destruction. Half-devoured corpses in various stages of decay lie -everywhere, surrounded by their broken weapons and smashed armor. -Hardly any corpses appear to be of any race but elven; only one or -two badly rotted corpse appear to be remains of the enemy that took -this place. Whatever overran this place was swift, efficient and deadly. -The elves didn't stand a chance. A set of steps leads up to a watchtower, -while open doorways to the east and west lead into quarters of the -garrison. A second door lies to the north, leading to the officers' -area. It doesn't appear to have been disturbed... -~ -0 0 1 -D0 -~ -~ -3 -1 2850 -D1 -~ -~ -0 -1 2855 -D2 -~ -~ -3 -1 2847 -D3 -~ -~ -0 -1 2854 -D4 -~ -~ -0 -1 2849 -S -#2849 -The Watchtower~ -Once the lookout tower for the stockade garrison, this position was -safe from the ground, but quite vulnerable to aerial attacks, which -was the fate of the unfortunate soul stationed here when the garrison -was finally crushed by the evil forces of the forest. Huge gouges mar -the wooden structure, as of the claws of some powerful creature. Blood -is spattered on the roof and the floor, the result of deep slashes made -by these same claws in elven flesh. -~ -0 0 1 -D5 -~ -~ -0 -1 2848 -S -#2850 -Commanders' Quarters~ -Surprised at the lack of obvious effort made by the invaders to -break ino this area, you are even more surprised by the sight that -greets you when you pass easily through the unlocked door. Bodies -lie sprawled on the floor, bearing no obvious injuries but with -grimaces of horror and pain contorting their faces into terrible -ritcuses of unpleasant death. Some being managed to pass through the -walls and slay the defenders of the commander, with little effort. -You grip your weapon firmly and wonder if it still remains nearby... -~ -0 8 0 -D0 -~ -~ -3 -1 2852 -D1 -~ -~ -3 -1 2851 -D2 -~ -~ -3 -1 2848 -D3 -~ -~ -3 -1 2853 -S -#2851 -Lieutenant's Quarters~ -Once the quarters of an officer of the stockade, this room is now devoid -of inhabitants; whoever was quartered here met his end with the others in -the foyer outside. A few papers are scattered about the room, as if blown -there some time ago by a sudden breeze. -~ -0 8 0 -D3 -~ -~ -3 -1 2850 -S -#2852 -The Commander's Office~ -This room is simple in accoutrements, boasting a small desk, several -maps and charts of the surrounding region, and a small military cot -near a window looking out onto dense forest. You frown, knowing that -the woodlands you see are certainly not the ones that surround this -place, and quickly deduce that this is an optical illusion, cleverly -designed to remind the commander of his home. -~ -0 0 1 -D2 -~ -~ -3 -1 2850 -S -#2853 -Lieutenant's Office~ -Once the quarters of an officer of the stockade, this room is now devoid -of inhabitants; whoever was quartered here met his end with the others in -the foyer outside. A few papers are scattered about the room, as if blown -there some time ago by a sudden breeze. -~ -0 8 0 -D1 -~ -~ -3 -1 2850 -S -#2854 -Ruined Barracks~ -A terrific battle took place in here; it would be nice to think that the -elves gave as good as they got, but the overwhelming number of elven corpses -in comparison to those of the enemy shows that this clearly was not the -case. The elves were decimated, slaughtered by powerful foes from the evil -forest, a force they were evidently totally unprepared for. Shaking your head, -you turn your mind to more practical matters and begin to search for anything -of value. -~ -0 8 0 -D1 -~ -~ -0 -1 2848 -S -#2855 -Ruined Barracks~ -A terrific battle took place in here; it would be nice to think that the -elves gave as good as they got, but the overwhelming number of elven corpses -in comparison to those of the enemy shows that this clearly was not the -case. The elves were decimated, slaughtered by powerful foes from the evil -forest, a force they were evidently totally unprepared for. Shaking your head, -you turn your mind to more practical matters and begin to search for anything -of value. -~ -0 8 0 -D3 -~ -~ -0 -1 2848 -S -#2856 -The Rubble Strewn Streets~ -Little save the stone of this place survived the onslaught of the golems -as they rampaged over the dwellings of their former masters; shards of -broken glass, pottery and other debris litters the road everywhere you -go, making this rubble-strewn causeway a precarious path to follow. -The sounds of stone meeting with stone from nearby indicates that they -haven't finished yet, either! -~ -0 8257 1 -D0 -~ -~ -0 -1 2828 -D2 -~ -~ -0 -1 2858 -D3 -~ -~ -0 -1 2857 -S -#2857 -A Ruined Structure~ -The interior of this structure is in total ruin, destroyed and abandoned -centuries before even the rise of Estroglia. Nothing of value remains; it -has long since been looted or ruined. There are signs, however, that something -has recently been rummaging through the rubble, for whatever purpose. -~ -0 8265 0 -D1 -~ -~ -0 -1 2856 -S -#2858 -The Rubble Strewn Streets~ -As you proceed, you arfe struck by the fact that there are no bodies -scattered amongst the debris; then you realize that whoever the golems -slew, their remains would have long since moldered away by now. Yet the -golems still exist, the magical entities that they are, continuing to -blindly smash and tear asunder all that was once their city. -~ -0 8257 1 -D0 -~ -~ -0 -1 2856 -D1 -~ -~ -0 -1 2859 -D9 -~ -~ -0 -1 2860 -S -#2859 -A Ruined Structure~ -The interior of this structure is in total ruin, destroyed and abandoned -centuries before even the rise of Estroglia. Nothing of value remains; it -has long since been looted or ruined. There are signs, however, that something -has recently been rummaging through the rubble, for whatever purpose. -~ -0 8265 0 -D3 -~ -~ -0 -1 2858 -S -#2860 -The Rubble Strewn Streets~ -This street is actually one of only two remaining in the city that is -still traversable; the rest have been buried entirely in rubble or torn -up and crushed to dust by the enraged golems. It is amazing that they -haven't managed to destroy the city entirely by now; perhaps some structures -are too hardy for even their mighty strengh to utterly demolish. -~ -0 8257 1 -D3 -~ -~ -0 -1 2861 -D6 -~ -~ -0 -1 2858 -S -#2861 -The End of the Concourse~ -The path ends here, outside several ruined dwellings, only one of which -is accessible. Several mangled corpses, of adventurers, litter the ground -here, showing evidence of having been smashed to a pulp by the rampaging -golems. Cringing, you step around the mess and peer into the dwelling. -~ -0 3153992 0 -D1 -~ -~ -0 -1 2860 -D2 -~ -~ -0 -1 2862 -S -#2862 -A Ruined Structure~ -The interior of this structure is in total ruin, destroyed and abandoned -centuries before even the rise of Estroglia. Nothing of value remains; it -has long since been looted or ruined. There are signs, however, that something -has recently been rummaging through the rubble, for whatever purpose. - -A gaping hole in the roof leads to a partially intact second level. -~ -0 3153992 0 -D0 -~ -~ -0 -1 2861 -D4 -~ -~ -64 -1 2863 -S -#2863 -The Second Floor~ -Some creature has turned this area into a home, of sorts, filling it -with all manner of items scavenged from the ruined dwelling below. -Partially demolished tables support cracked and chipped urns and plates, -while armless and legless statues are propped up against the crumbling -walls. Plaster coats the floor, having long since crumbled and fallen -from the walls. -~ -0 3153993 0 -D5 -~ -~ -64 -1 2862 -S -#2864 -The Western Boulevard~ -Once an idyllic lane lined with tall trees and marble statues, this -road is now naught but piles of rubble and potholes, the result of the -rampaging golems. Several ruined buildings have collapsed onto the road, -making progress slow and difficult as you circumvent the ruined dwellings. -Whatever wealth this city once contained has long since been demolished, or -looted by brave (and lucky) adventurers. -~ -0 8257 1 -D0 -~ -~ -0 -1 2865 -D1 -~ -~ -0 -1 2828 -D3 -~ -~ -0 -1 2866 -S -#2865 -A Ruined Structure~ -The interior of this structure is in total ruin, destroyed and abandoned -centuries before even the rise of Estroglia. Nothing of value remains; it -has long since been looted or ruined. There are signs, however, that something -has recently been rummaging through the rubble, for whatever purpose. -~ -0 8265 0 -D2 -~ -~ -0 -1 2864 -S -#2866 -The Rubble Strewn Streets~ -Gaping holes in the road the size of a giant's fist at frequent -intervals are a firm testament to the strengh and fury of the mighty -magical servants that now rampage unchecked through this ancient city. -You shudder as you imagine your head being the focus of one of these -sledgehammer blows. -~ -0 8257 1 -D1 -~ -~ -0 -1 2864 -D3 -~ -~ -0 -1 2867 -S -#2867 -The Rubble Strewn Streets~ -The street ends here, with several buildings in various states of -demolition lying to the northwest and the south. These two appear to -be the only ones reasonably intact; the rest have already been torn down -and reduced to rubble. A faint glow issues forth from the northwestern -structure, which by what remains of its facade appears to have once been -a place of worship, but now is just another ruin. -~ -0 8257 1 -D1 -~ -~ -0 -1 2866 -D2 -~ -~ -0 -1 2869 -D7 -~ -~ -0 -1 2868 -S -#2868 -A Ruined Chapel~ -When the temple was violated and the priests slain by the golems, the -blessings that once held sway here began to falter, then as the populace -lost faith in the gods who had failed to protect them in their hour of -need it manifested itself in a representation of dark and malicious -thoughts, compounded with fear and betrayal, and all the emotions that -only worsen a person coalesced into an immortal entity that now inhabits -this once-sacred ground, a bitter irony as the temple was once that of a -god of love, light and life. -~ -0 3153993 0 -D8 -~ -~ -0 -1 2867 -S -#2869 -An Ancient Dwelling~ -Judging by the size of this structure, or what remains of it, this -must once have been the residence of someone of significant importance -in the city; the mayor, perhaps, or the high priest of the temple. At -any rate, it appears to have survived better than most of the other -structures, a statement of either its structural integrity or the -result of some latent programming of the golems that still prevents them -from levelling it. -~ -0 8265 0 -D0 -~ -~ -0 -1 2867 -D2 -~ -~ -0 -1 2870 -S -#2870 -An Ignoble Fate~ -The noble that once ruled this city resided here, in what was once an -opulent palace. Now only moldering scraps of cloth and broken furniture -remain, a dim legacy of a glorious past. So stricken with grief was the -noble at the fate of her city (she has been dead so long all have now -forgotten her name, including herself), that she took her own life, and -now haunts this place. -~ -0 3153989 0 -D0 -~ -~ -0 -1 2869 -S -#2871 -The Stone Causeway~ -The clear stone causeway runs north, lined by the statues, heading -towards a low set building, of white stone but crisscrossed with deep -red lines, that glow faintly. The door is of mithril, and sits open, -and you fancy you can hear a faint humming coming from within. It seems -innocuous enough, but if this is indeed the lair of a person of import -or power, you are fairly certain that they wouldn't make their home in -this dark wood if they were not of evil mein. -~ -0 8261 1 -D0 -~ -~ -1 -1 2872 -D2 -~ -~ -0 -1 2831 -S -#2872 -A Dark Corridor~ -The second you pass through the doors you are plunged into darkness. -Some magical force prohibits light here, and you cannot see where you -are proceeding. Reaching out with your hands, you can feel stone walls, -roughly twelve feet apart, and the bases of massive pillars that -presumably support the unseen ceiling of this place. You cannot find the -entrance behind you; it would seem you just took the first few steps of -a one way trip. -~ -0 3219529 0 -D0 -~ -~ -0 -1 2873 -S -#2873 -Travelling Blindly~ -Feeling worse than helpless, you grope blindly through the darkness, -reaching out with your hands for any obstacle. More than once your -groping touch encounters warm, soft flesh covered in fur that moves -under your grasp, and you withdraw your hand in revulsion. The floor -is slippery with some unknown substance that has the odor of fresh -blood. -~ -0 3219529 0 -D0 -~ -~ -0 -1 2874 -D2 -~ -~ -0 -1 2872 -S -#2874 -The Darkness Continues~ -This is quickly becoming unbearable. Your mind, unnerved by the sensory -deprivation, is screaming for release, but neither sight nor sound is -detected, and you yearn in vain for anything to break this silent darkness. -You realize now that you cannot make a noise, even if you wanted to; it is -as if your voice were locked inside your throat. -~ -0 3219529 0 -D0 -~ -~ -0 -1 2877 -D2 -~ -~ -0 -1 2873 -S -#2875 -A Damp Cell~ -This cramped, damp cell serves as a holding place for those few people -that are not slain by Chopper, and are kept until Cresslix decides what -to do with them. -~ -0 3153993 0 -D3 -~ -~ -7 -1 2877 -S -#2876 -A Damp Cell~ -This cramped, damp cell serves as a holding place for those few people -that are not slain by Chopper, and are kept until Cresslix decides what -to do with them. -~ -0 3153993 0 -D1 -~ -~ -7 -1 2877 -S -#2877 -An Unpleasant Greeting~ -Suddenly your light source flares into full light, as you step past -some limit of the magical field, and you find yourself in a large -black chamber, the walls of which writhe and moan as if they were alive. -The floor is slick with blood and gore, and you notice to your horror -that so are your hands and booted feet. Blood covers most of you, in -fact, thick clumps matting your hair and staining your armor. Shrieking, -you scarcely notice the other horrors this chamber conceals. The only -other feature your slightly unhinged mind detects is the presence of two -doors, in the east and west walls, and a staircase to the north. -~ -0 3153993 0 -D0 -~ -~ -0 -1 2878 -D1 -~ -~ -7 -1 2875 -D2 -~ -~ -0 -1 2874 -D3 -~ -~ -7 -1 2876 -S -#2878 -The Base of the Stairs~ -A set of steps rises up out of the gore here, heading up to a landing -adorned with gothic architectural features. The stairs are broad, and -of marble, and covered with a blood red carpet, that lines the exact -center. Grinning gargoyles stand at either end of the balustrades, -beckoning lewdly at visitors to this section. You wonder what new threats -you can expect. -~ -0 3153993 0 -D2 -~ -~ -0 -1 2877 -D4 -~ -~ -0 -1 2879 -S -#2879 -The Second Tier~ -The stairs end here, at a small landing lined with a carved wooden -balustrade. The walls bear gothic murals, and the arched exit to the -north is carved with visages of grinning gargoyles and leering demons. -A shiver runs up and down your spine, and you realize that the master -of this fell domain, Cresslix, is aware of your presence in his sanctum, -though you cannot explain how you know this. -~ -0 3153993 0 -D0 -~ -~ -0 -1 2880 -D5 -~ -~ -0 -1 2878 -S -#2880 -Gallery of the Macabre~ -Before you is a large, arched hall, the vaulted ceilings over sixty feet in -height. Several iron wrought chandeliers, laden with unlit candles, depend -from hooks set in the supports, while the grey stone walls bear elaborate -murals of pain, death and mutilation. Several items are displayed here, as -grotesque museum exhibits, including an iron maiden, a rack, several tables -laden with manacles and iron masks, and an iron chair. The air is musty, and -carries the faint taint of putrescent flesh; apparently not all of this -equipment was cleaned before being placed here. Flickering light can be seen -to the west. -~ -0 3153993 0 -D2 -~ -~ -0 -1 2879 -D3 -~ -~ -0 -1 2881 -S -#2881 -A Grim Sight~ -The hall continues, widening slightly here, where the entire northern -wall is made of a series of panes of glass, framed with iron bars. -Peering through the glass, you peer out onto a desolate landscape, the -forest below shrouded in mist caused by a perpetual rain. Dark stormclouds -hover menacingly overhead, broken only by the black metal spire of a tower -that rises northwest of here, framed in lightning at random intervals. -Deep, booming laughter reverberates through the hall, though it could just -be thunder. Ghostly spectral shapes flicker back and forth outside, pelted -by the incessant rain and scattered by the occasional lightning strike. -Sometimes one will flit closer to you, and stare with empty eyesockets at -you, imploring you to help release it from its undead state. -~ -0 0 1 -D1 -~ -~ -0 -1 2880 -D3 -~ -~ -0 -1 2882 -S -#2882 -The Mausoleum~ -The hall narrows again here, to the dimensions of the museum of torture, -and is very similar in appearance, save that this chamber is filled with -large stone sarcophagii, all open, revealing the perfectly preserved -remains of unknown mages and priests from times forgotten. Peering closer, -you are relieved to note that they appear to be quite dead, and not about -to leap forth and attack you, unlike the other "corpses" you have encountered -in the forest of the walking dead. The hall continues for a short distance -to the west, where it ends at an arched entranceway. -~ -0 3153993 0 -D1 -~ -~ -0 -1 2881 -D3 -~ -~ -0 -1 2883 -S -#2883 -Approaching the High Tower~ -The passage ends here, before an arched entrance into the tower. -Peering into the gloom, you note that there is no floor in the room -to the north; instead the tower appears to be completely hollow! A -staircase ascends, winding around the inside wall of the tower, heading -to the top. Dreading having to make such a trip, you wonder to yourself -yet again- is this really worth it? -~ -0 3153993 0 -D0 -~ -~ -0 -1 2884 -D1 -~ -~ -0 -1 2882 -S -#2884 -The Base of the Stair~ -Spiralling upwards, as far as you can see, is a narrow, crumbling stair, -clinging precariously to the edges of the circular stairwell it inhabits. -A gaping blackness lies below, in the space the stairs circle as they -ascend; a false step could mean plummeting far down into whatever foul -depths the tower plumbs. -~ -0 3153993 0 0 0 4 -D2 -~ -~ -0 -1 2883 -D4 -~ -~ -0 -1 2885 -S -#2885 -The Ancient Stair~ -Small chunks of masonry break away from the stairs under your feet as -you ascend, causing you to cling tenaciously to the wall as you edge your -way upwards. The stair is barely wide enough for one person, let alone -more, and you realize that you will be a sitting duck for any foe that -might fly up the chute that the staircase circles as it winds its way -around the inner wall of the tower. -~ -0 3156041 0 -D4 -~ -~ -0 -1 2886 -D5 -~ -~ -0 -1 2884 -S -#2886 -The Ancient Star~ -The stair continues, for what seems like forever, winding around and -around, soaring higher into the tower, which is obviously much larger -than it appeared from the view you glimpsed through the window earlier. -Either that, or some fell enchantment is at work ...WHOA! You shriek as -your concentration slips during your musings, and you lose your footing. -Scrabbling furiously, you manage to leap to the next step, and glance -back at the pile of debris that was once supporting your foot as it -plummets into the inky darkness below. Wiping your brow with relief, you -collect yourself and continue. -~ -0 3156041 0 -D4 -~ -~ -0 -1 2887 -D5 -~ -~ -0 -1 2885 -S -#2887 -The Ancient Star~ -At this point you surmise that you are almost near the top; the stairs -show considerably less signs of wear (indicating that few adventurers -made it this far) and you fancy you can hear loud breathing coming -from a dark chamber that is now coming into view at the top of the stair. -Smiling with relief, you hasten your pace, and ready yourself for the -next challenge Cresslix' domain will hurl at you. -~ -0 3156041 0 -D4 -~ -~ -0 -1 2888 -D5 -~ -~ -0 -1 2886 -S -#2888 -A Massive Chamber~ -The staircase ends here, at the southern end of a massive stone chamber, -the walls and floor of which are covered in deep, savage claw marks, as -of some gargantuan beast sharpening its claws, perhaps in preparation for -battle or feasting? Piles of skulls, as high as your waist, have been -arranged at regular intervals around the perimeter of the area, a grim -reminder of the killing power of whatever beast resides here. -~ -0 3153993 0 -D0 -~ -~ -0 -1 2889 -D5 -~ -~ -0 -1 2887 -S -#2889 -The Glowing Sphere~ -The chamber ends here, before a gaping hole in the ceiling, which is -filled with a glowing translucent sphere. Although it crackles and -shimmers with powerful magicks, the energy surging from it doesn't do -you any noticeable harm. There doesn't appear to be any other way onwards -except through whatever this sphere keeps in place. -~ -0 3145801 0 -D2 -~ -~ -0 -1 2888 -D4 -~ -sphere~ -67 -1 2890 -S -#2890 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2890 -D1 -~ -~ -0 -1 2890 -D2 -~ -~ -0 -1 2890 -D3 -~ -~ -0 -1 2890 -D6 -~ -~ -0 -1 2894 -D7 -~ -~ -0 -1 2890 -D8 -~ -~ -0 -1 2890 -D9 -~ -~ -0 -1 2890 -> act_prog p from below.~ -mpe The sphere slides shut behind you, barring the entrance. -mpe You appear to have entered the uppermost sanctum of Cresslix! -mpe Now, where could he be... -~ -| -S -#2891 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2894 -D1 -~ -~ -0 -1 2891 -D2 -~ -~ -0 -1 2891 -D3 -~ -~ -0 -1 2893 -D6 -~ -~ -0 -1 2891 -D7 -~ -~ -0 -1 2891 -D8 -~ -~ -0 -1 2891 -D9 -~ -~ -0 -1 2891 -S -#2892 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2893 -D1 -~ -~ -0 -1 2892 -D2 -~ -~ -0 -1 2892 -D3 -~ -~ -0 -1 2892 -D6 -~ -~ -0 -1 2892 -D7 -~ -~ -0 -1 2892 -D8 -~ -~ -0 -1 2892 -D9 -~ -~ -0 -1 2895 -S -#2893 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2893 -D1 -~ -~ -0 -1 2891 -D2 -~ -~ -0 -1 2892 -D3 -~ -~ -0 -1 2893 -D6 -~ -~ -0 -1 2893 -D7 -~ -~ -0 -1 2893 -D8 -~ -~ -0 -1 2893 -D9 -~ -~ -0 -1 2893 -S -#2894 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2894 -D1 -~ -~ -0 -1 2894 -D2 -~ -~ -0 -1 2891 -D3 -~ -~ -0 -1 2894 -D6 -~ -~ -0 -1 2894 -D7 -~ -~ -0 -1 2894 -D8 -~ -~ -0 -1 2894 -D9 -~ -~ -0 -1 2890 -S -#2895 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2896 -D1 -~ -~ -0 -1 2895 -D2 -~ -~ -0 -1 2895 -D3 -~ -~ -0 -1 2895 -D6 -~ -~ -0 -1 2892 -D7 -~ -~ -0 -1 2895 -D8 -~ -~ -0 -1 2895 -D9 -~ -~ -0 -1 2895 -S -#2896 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2896 -D1 -~ -~ -0 -1 2896 -D2 -~ -~ -0 -1 2895 -D3 -~ -~ -0 -1 2897 -D6 -~ -~ -0 -1 2896 -D7 -~ -~ -0 -1 2896 -D8 -~ -~ -0 -1 2896 -D9 -~ -~ -0 -1 2896 -S -#2897 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2897 -D1 -~ -~ -0 -1 2897 -D2 -~ -~ -0 -1 2897 -D6 -~ -~ -0 -1 2897 -D7 -~ -~ -0 -1 2898 -D8 -~ -~ -0 -1 2897 -D9 -~ -~ -0 -1 2897 -S -#2898 -Halls of Peril~ -Dark, shifting walls press in on all sides of you here, threatening to -engulf you. Not a sound permeates the dizzying, moving dark shapes, nor -does your light source penetrate far into the gloom. Shapes move about on -all sides of you, adding to your confusion. Panic sets in as you also realize -that in this evil place your magic will not function either. -~ -0 3481737 0 0 0 6 -D0 -~ -~ -0 -1 2898 -D1 -~ -~ -0 -1 2898 -D2 -~ -~ -0 -1 2898 -D3 -~ -~ -0 -1 2898 -D6 -~ -~ -0 -1 2898 -D7 -~ -~ -0 -1 2898 -D8 -~ -~ -0 -1 2897 -D9 -~ -~ -0 -1 2898 -S -#2899 -The Sanctum of Evil~ -The panel opens onto a small chamber, no more than a dozen feet on -each side, which contains naught but a small slab of obsidian, set in -the middle of a blazing pentagram of fire. Smoke fills the room, causing -you to choke and gag, while the heat from the pentagram is quickly becoming -unbearable. What manner of being would reside in such a fell domain? -~ -0 3153933 0 0 0 9 -> rand_prog 33~ -if ispc($r) -mea $r Smoke fills your lungs and fire scorches your legs! -mpdamage $r 100 -mforce $r cough -else -endif -~ -| -S -#0 - - -#RESETS -M 1 2800 1 2800 -E 1 2800 1 16 -E 1 2801 1 3 -E 1 2802 1 11 -E 1 2803 1 5 -E 1 2804 1 0 -O 1 2811 1 2800 -M 1 2804 1 2803 -M 1 2802 3 2805 -M 1 2818 3 2806 -M 1 2818 3 2806 -M 1 2818 3 2806 -M 1 2805 7 2807 -E 1 2813 1 3 -E 1 2814 1 16 -E 1 2815 1 11 -M 1 2805 7 2809 -E 1 2814 1 16 -E 1 2815 1 11 -E 1 2813 1 3 -M 1 2806 1 2810 -E 1 2818 1 6 -O 1 2816 1 2810 -P 0 2817 1 0 -M 1 2805 7 2812 -E 1 2814 1 16 -E 1 2815 1 11 -E 1 2813 1 3 -O 1 2837 1 2812 -M 1 2827 5 2813 -E 1 2828 1 20 -G 1 2829 1 -M 1 2813 1 2814 -E 1 2830 1 10 -M 1 2805 7 2816 -E 1 2813 1 3 -E 1 2814 1 16 -E 1 2815 1 11 -M 1 2827 5 2817 -E 1 2828 1 20 -G 1 2829 1 -M 1 2805 7 2818 -E 1 2813 1 3 -E 1 2814 1 16 -E 1 2815 1 11 -M 1 2803 1 2819 -E 1 2809 1 16 -E 1 2810 1 12 -M 1 2807 1 2821 -M 1 2809 6 2822 -E 1 2820 1 16 -E 1 2821 1 13 -E 1 2822 1 8 -M 1 2808 1 2824 -E 1 2819 1 7 -E 1 2852 1 8 -M 1 2809 6 2826 -E 1 2820 1 16 -E 1 2821 1 13 -E 1 2822 1 8 -O 1 2855 1 2827 -M 1 2809 6 2829 -E 1 2820 1 16 -E 1 2821 1 13 -E 1 2822 1 8 -M 1 2810 1 2830 -M 1 2805 7 2833 -E 1 2813 1 3 -E 1 2814 1 16 -E 1 2815 1 11 -M 1 2809 6 2834 -E 1 2820 1 16 -E 1 2821 1 13 -E 1 2822 1 8 -M 1 2809 6 2836 -E 1 2820 1 16 -E 1 2822 1 8 -E 1 2821 1 13 -M 1 2809 6 2838 -E 1 2820 1 16 -E 1 2821 1 13 -E 1 2822 1 8 -M 1 2802 3 2838 -M 1 2827 5 2839 -E 1 2828 1 20 -G 1 2829 1 -M 1 2827 5 2839 -E 1 2828 1 20 -G 1 2829 1 -M 1 2827 5 2839 -E 1 2828 1 20 -G 1 2829 1 -D 0 2840 0 1 -M 1 2805 7 2841 -E 1 2813 1 3 -E 1 2814 1 16 -E 1 2815 1 11 -M 1 2802 3 2842 -D 0 2844 3 2 -M 1 2811 1 2845 -E 1 2823 1 16 -E 1 2824 1 9 -E 1 2825 1 14 -D 0 2845 1 2 -M 1 2814 1 2846 -E 1 2831 1 17 -E 1 2832 1 19 -E 1 2833 1 16 -E 1 2834 1 5 -D 0 2846 2 1 -D 0 2847 0 1 -D 0 2848 0 1 -D 0 2848 2 1 -M 1 2819 1 2849 -O 1 2838 1 2849 -O 1 2839 1 2849 -O 1 2840 1 2849 -D 0 2850 0 1 -D 0 2850 1 1 -D 0 2850 2 1 -D 0 2850 3 1 -O 1 2848 1 2851 -P 0 2847 1 0 -D 0 2851 3 1 -M 1 2821 1 2852 -G 1 2844 1 -G 1 2846 1 -E 1 2850 1 16 -O 1 2849 1 2852 -P 0 2851 1 0 -D 0 2852 2 1 -O 1 2843 1 2853 -P 0 2845 1 0 -D 0 2853 1 1 -M 1 2820 2 2854 -E 1 2841 1 5 -E 1 2842 1 16 -M 1 2820 2 2855 -E 1 2841 1 5 -E 1 2842 1 16 -M 1 2828 5 2857 -M 1 2828 5 2859 -M 1 2829 1 2863 -E 1 2856 1 20 -E 1 2857 1 12 -O 1 20 1 2863 -O 1 20 1 2863 -M 1 2828 5 2865 -M 1 2828 5 2866 -M 1 2823 1 2868 -M 1 2828 5 2869 -M 1 2824 1 2870 -E 1 2859 1 5 -D 0 2871 0 0 -M 1 2832 1 2875 -E 1 2860 1 14 -E 1 2861 1 16 -D 0 2875 3 2 -M 1 2831 1 2876 -D 0 2876 1 2 -M 1 2833 1 2877 -E 1 2862 1 16 -M 1 2834 2 2877 -M 1 2834 2 2877 -D 0 2877 1 2 -D 0 2877 3 2 -M 1 2830 2 2879 -M 1 2830 2 2879 -M 1 2822 1 2888 -D 0 2889 4 1 -M 1 2812 4 2890 -M 1 2812 4 2892 -M 1 2812 4 2895 -M 1 2812 4 2897 -O 1 2826 1 2898 -M 1 2801 1 2899 -E 1 2805 1 16 -E 1 2806 1 9 -E 1 2807 1 6 -E 1 2808 1 19 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2800 spec_cast_cleric -M 2801 spec_fido -M 2803 spec_breath_frost -M 2806 spec_fido -M 2807 spec_poison -M 2810 spec_breath_gas -M 2811 spec_cast_undead -M 2812 spec_fido -M 2814 spec_cast_cleric -M 2818 spec_fido -M 2820 spec_breath_frost -M 2821 spec_cast_mage -M 2822 spec_fido -M 2823 spec_breath_frost -M 2824 spec_cast_adept -M 2829 spec_cast_mage -M 2831 spec_breath_frost -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/galaxy.are b/data/realm/areas_smaug1.4a/galaxy.are deleted file mode 100644 index c86d1ba..0000000 --- a/data/realm/areas_smaug1.4a/galaxy.are +++ /dev/null @@ -1,1937 +0,0 @@ -#AREA Galaxy~ - -#VERSION 1 - -#AUTHOR Doctor~ - -#RANGES -20 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#9301 -poor mudder~ -a poor mudder~ -A poor mudder, lost in this place. -~ -You will become him if you are not careful. -~ -69 0 0 S -4 16 8 10d5+20 1d6+3 -100 600 -112 112 1 -#9302 -star~ -a beautiful star~ -A beautiful white star smiles at you. -~ -You can't tell what the star looks like, she is too bright! -~ -67 0 500 S -8 15 4 4d5+80 2d3+3 -500 2000 -112 112 2 -#9303 -nebula young~ -a young nebula~ -A young nebula, waiting to become a star. -~ -It hasn't got a definite shape, it is just a cloud of mist. -~ -65 0 200 S -10 10 2 3d6+240 2d4+4 -1000 5000 -112 112 2 -#9304 -comet speedy~ -a speedy comet~ -A speedy comet is waiting to crush your head in. -~ -You see the offspring of Halley's comet, here just to wipe everything out. -~ -101 0 -500 S -10 9 2 4d6+160 2d6+4 -1500 5000 -112 112 1 -#9305 -red supergiant~ -a red supergiant~ -An enormous, red supergiant is forced to protect the galaxy. -~ -You notice the giant is not as tough as his name sounds ... -Still he can be very powerful. -~ -195 0 0 S -15 3 6 5d5+200 6d3+2 -2000 12000 -104 104 1 -#9306 -white dwarf~ -a white dwarf~ -A tiny white dwarf is trying to sneak away from duty. -~ -Like the red giant, he is also appointed to stand guard for the galaxy. -But somehow he manages to escape. Though tiny, it can take a lot of hits! -~ -69 0 0 S -15 8 3 8d5+280 4d2+10 -2000 19000 -112 112 1 -#9307 -horsehead nebula~ -a horsehead nebula~ -A huge nebula is here, resembling a horsehead. -~ -You can only make out its shape from the darkness. He was cursed to stay in -here and his face may never be seen by anyone again. -~ -67 98304 -1000 S -18 0 0 8d5+300 4d5+1 -6000 30000 -108 108 1 -#9308 -andromeda~ -poor Andromeda~ -The poor Andromeda is chained to the wall, suffering ... -~ -She was once a princess of beauty. However, her beauty has led to a Goddess's -jealousy and she has to suffer here endlessly until Perseus comes. -~ -83 128 1000 S -18 0 0 8d5+300 4d4+0 -7500 30000 -112 112 2 -#9309 -hercules~ -the mighty Hercules~ -The Mighty Hercules is working hard on his extra Labours for the Gods. -~ -He has been put to do the Ten Labours -- ten impossible tasks, by Hera, the -queen goddess, who disliked him. But he finished them all and at the end was -granted immortality. He is a very brave and strong fighter. -~ -67 128 1000 S -19 0 -3 6d5+400 5d4+10 -7500 60000 -112 112 1 -#9310 -pegasus~ -the wild Pegasus~ -The wild pegasus is grazing peacefully. -~ -It is the legendary horse with wings on its back. -~ -195 0 300 S -17 3 2 5d4+170 2d7+0 -5000 20000 -112 112 0 -#9311 -orion~ -Orion the hunter~ -Orion is still hunting for Scorpio. -~ -He is the legendary hunter who almost defeated Taurus the bull, but got -killed by Scorpio. The gods put them both up as constellations but one -appears on one side of the sky and the other the other side so they will -never meet. -~ -67 128 300 S -19 0 0 6d3+400 4d4+2 -7500 40000 -112 112 1 -#9312 -pleiades~ -the Pleiades~ -The Pleiades are here, weeping for the loss of their sisters. -~ -These are the seven sisters of the Myths, and as for why they are here, no -one knows; even the Gods themselves have forgotten. -~ -67 0 300 S -11 5 3 3d4+120 2d7+0 -3000 7000 -112 112 2 -#9313 -draco head~ -the Head of Draco~ -The gigantic Head of Draco lurks out from beneath and prepares to roast you. -~ -This evil-looking head is even larger than a giant. He is the last guardian -before entering the inner galaxy. His neck is flexing in a random fashion so -hitting the head is certainly not easy. -~ -99 136 -1000 S -25 0 -5 4d4+600 5d5+3 -15000 100000 -112 112 0 -#9314 -draco baby~ -a baby draco~ -A baby draco is crawling on the Draco's body. -~ -You see a tiny creature which looks like a dragon except that its body -resembles a snake. Gosh, is this a draco, you wonder, is this the thing -we are on now? -~ -197 0 -700 S -9 6 3 3d3+100 2d5+0 -4000 6000 -112 112 0 -#9315 -aries~ -Aries~ -Aries is sitting here, welcoming you. -~ -You see a white goat here, the first guardian of the Zodiac, -also the ruler of Spring. He looks as if he is expecting you. -~ -67 128 700 S -22 0 -5 6d4+500 4d5+3 -10000 80000 -108 108 1 -#9316 -taurus~ -Taurus~ -Taurus wants to leave, but has been forced to stay as a guardian here. -~ -You see a wild-looking bull with a bad temper. He is well-built and looks like -he can fight well ... indeed he has fought with Orion before and survived. -~ -99 136 -100 S -22 0 0 5d3+500 4d6+1 -10000 80000 -112 112 1 -#9317 -gemini~ -Gemini~ -Gemini is looking for his brother; have you seen him? -~ -As soon as you see him you know that he is the most perfect man you have seen. -You can't find any imperfections on him. -~ -67 128 1000 S -22 0 -5 7d3+400 5d4+2 -10000 80000 -112 112 1 -#9318 -gemini~ -Gemini~ -Gemini is hiding from his brother, grinning evilly at you. -~ -As soon as you see him you see the most imperfect man you have ever seen. -How can there be such a contrast? You wonder ... -~ -231 1048712 -1000 S -15 5 5 3d4+200 3d4+2 -5000 20000 -112 112 1 -#9319 -cancer~ -Cancer~ -Cancer the crab is here, hoarding the treasure away from you. -~ -You see a gigantic crab (YES, it is bigger than you!) with a crushed shell. -Legend is that he was crushed by Hercules when he was sent by Hera to kill him. -So Hera made Cancer a constellation for his work. -~ -67 128 0 S -22 0 -5 2d10+500 4d4+3 -12000 80000 -112 112 1 -#9320 -leo~ -Leo~ -Leo the lion is roaring at you, ready for a strike! -~ -His metallic skin means that he could be the one which was killed by Hercules -during his first Labour. His skin is so weapon-proof that Hercules had to use -his bare hands to tear the lion into two from its mouth! -~ -99 136 -100 S -22 0 -7 2d20+500 5d3+3 -10000 80000 -112 112 1 -#9321 -virgo~ -Virgo~ -Virgo is sitting here, winking at you suggestively ... you are alarmed! -~ -From what you have seen, you now realize that legends are legends, and Virgo -may not be the maid of chastity and purity at all! But still she looks -gorgeous and is waiting for your first move, whatever it is ... -~ -67 128 1000 S -22 0 -5 3d8+450 4d5+1 -10000 80000 -108 108 2 -#9322 -libra~ -Libra~ -Libra, the fair and just, is staring at you, weighing up the sins of your past. -~ -He is a wise old man and can see people's thoughts through their eyes.... -Now all he can see from you is greed and bloodshed. -~ -67 128 1000 S -22 0 -5 4d5+500 5d4+2 -10000 80000 -112 112 1 -#9323 -scorpio~ -Scorpio~ -Scorpio is moving his tail towards you, waiting to put an end to some mortals. -~ -Ever since he killed Orion in the myths, he has been punished by having -Sagittarius' arrow aimed at his heart forever. -~ -99 136 -200 S -22 0 -5 4d3+470 3d7+1 -10000 80000 -112 112 1 -#9324 -sagittarius~ -Sagittarius~ -Sagittarius the centaur is waiting to let go of his well aimed arrow ... -~ -He is a centaur and a well trained archer. No one can escape his arrows. -~ -67 128 1000 S -22 0 -5 5d6+500 3d9+2 -10000 80000 -112 112 1 -#9325 -capricon~ -Capricon~ -Capricon is here, feeling bored ... he wants a fight! -~ -You see a mean-looking ram here. He used to be a fierce fighter in the ancient -war but now the gods have decided to put him here, to live out the rest of his -days in peace. -~ -67 128 700 S -22 0 -5 4d7+520 3d10+0 -10000 80000 -112 112 1 -#9326 -aquarius~ -Aquarius~ -The beautiful Aquarius is standing here, holding THE vessel. -~ -The pretty Water Bearer is smiling at you, you think you'd better give her a -hand with holding the vessel. -~ -67 128 1000 S -22 0 -5 3d5+500 2d10+1 -10000 80000 -112 112 2 -#9327 -pisces mermaid~ -Pisces the mermaid~ -Pisces the mermaid is sitting here, waiting for your help. -~ -She has been forced to serve her husband, who had been cursed to turn into a -fish and she deserves your pity. -~ -67 128 1000 S -22 0 -5 4d5+500 3d7+0 -10000 80000 -108 108 2 -#9328 -pisces fish~ -Pisces the fish~ -Pisces the fish, is jealous of your approach... -~ -He was once a very handsome man but now has turned into an ugly big fish. -So he becomes jealous of any living thing which is more handsome than him. -~ -99 128 -1000 S -22 4 0 3d3+400 3d6+2 -10000 80000 -112 112 1 -#9329 -bear ursa major~ -Ursa Major the bear~ -Ursa Major the bear is the last defense against any intruders. -~ -The Huge Bear which resides in the northern skies is here. -You think you'd better turn back. At least you have got a chance of survival. -~ -99 136 0 S -27 0 -7 2d4+800 5d5+3 -15000 120000 -112 112 0 -#9330 -cassiopeia queen~ -Cassiopeia the Queen~ -Cassiopeia, the queen of the Universe, is sitting on her throne. -~ -She is the Queen of Dignity; facing her you feel all your dignity has gone. -~ -67 128 700 S -26 0 -6 10d3+700 4d7+2 -12000 110000 -108 108 2 -#9331 -cepheus king~ -Cepheus the King~ -Cepheus, the king of the Universe, is sitting on his throne. -~ -He is the King of Might as well as of the Universe. You suddenly feel very -weak and useless in front of him. -~ -67 128 700 S -26 0 -6 10d4+700 4d8+1 -12000 110000 -108 108 1 -#9332 -polaris polar star~ -Polaris, the polar star~ -Polaris, the polar star, who commands the whole Universe, stands before you! -~ -He is the Master of the Universe, (NOT He-Man!), the most powerful! -Even the King and the Queen obey him. As you look at him you notice he is -actually a STAR, with dazzling bright light ... maybe you shouldn't have come -here at all? -~ -67 138 1000 S -30 0 -10 0d0+1500 6d6+3 -20000 200000 -112 112 1 -#0 - - -#OBJECTS -#9301 -comet's tail~ -a comet's tail~ -A long, slender whip lies here.~ -~ -5 3 1 -0 2 6 4 -9 1000 1000 -#9302 -arm hercules~ -the Titanic Arm plates of Hercules~ -Arm plates of the Zodiac lie here.~ -~ -9 1089 1 -6 0 0 0 -10 10000 5000 -E -arm~ -These mighty armors have been worn by this immortal, since the ancient time. -~ -A -1 1 -A -19 2 -#9304 -belt orion~ -the Titanic Belt of Orion~ -A belt of the Zodiac lies here.~ -~ -9 1089 1 -9 0 0 0 -7 10000 5000 -E -belt~ -You can immediately see that it belongs to Orion, from the three stars -engraved on it. -~ -A -5 2 -#9305 -skull draco~ -An ugly skull of Draco~ -A massive skull of a dead Draco lies here.~ -~ -4 194 1 -15 5 5 -1 -20 10000 3000 -'call lightning' -#9306 -fleece aries~ -the Titanic Fleece of Aries~ -A fleece of the Zodiac lies here.~ -~ -9 1089 1 -9 0 0 0 -9 10000 5000 -E -fleece~ -From a look it resembles the Golden Fleece that exists in the Greek myths. -~ -A -17 -2 -#9307 -hoof taurus~ -the Titanic Hoof of Taurus~ -A hoof of the Zodiac lies here.~ -~ -9 1089 1 -3 0 0 0 -10 10000 5000 -E -hoof~ -It is with these hooves that Taurus can stand against Orion's attacks. -~ -A -14 50 -A -19 1 -#9308 -mask gemini~ -the Titanic Mask of Gemini~ -A mask of the Zodiac lies here.~ -~ -9 1217 1 -2 0 0 0 -7 10000 5000 -E -mask~ -You notice the mask has got two faces, one smiling and the other crying. -You don't know which way you should wear it. -~ -A -1 1 -A -2 2 -#9309 -shell cancer~ -the Titanic Shell of Cancer~ -A shell of the Zodiac lies here.~ -~ -9 1089 1 -10 0 0 0 -15 10000 5000 -E -shell~ -A shell which is dented in the middle, resulting from the Hercules' mighty -pound when the Crab was still an enemy of Hercules in ancient times. -~ -A -17 -2 -#9310 -skin leo~ -the Titanic Skin of Leo~ -A skin of the Zodiac lies here.~ -~ -9 1089 1 -11 0 0 0 -15 10000 5000 -E -skin~ -A skin made of metal, which was worn by Hercules during his Ten Labours. -~ -#9311 -bracelet virgo~ -the Titanic Bracelet of Virgo~ -A bracelet of the Zodiac lies here.~ -~ -9 1089 1 -4 0 0 0 -4 10000 5000 -E -bracelet~ -A bracelet of purity and youth, only worn by selected virgins. -~ -A -4 2 -#9312 -scale libra~ -the Titanic Scale of Libra~ -A shield of the Zodiac lies here.~ -~ -9 1089 1 -8 0 0 0 -15 10000 5000 -E -scale~ -It is a shield of justice, used in the ancient battle against injustice. -~ -A -17 -3 -A -13 5 -#9313 -scale libra~ -the Titanic Scale of Libra~ -A shield of the Zodiac lies here.~ -~ -9 194 1 -0 0 0 0 -15 10000 5000 -E -scale~ -It is a shield of injustice, it picks on the innocent. -~ -A -17 6 -A -13 -30 -#9314 -sting scorpio~ -the Sting of Scorpio~ -Sting of the Zodiac lies here.~ -~ -5 1089 1 -0 4 4 11 -7 10000 5000 -E -sting~ -This dreadful weapon put a lot of mortals to death before Scorpio was banished. -~ -A -18 3 -A -19 1 -#9315 -arrow sagittarius~ -the Arrow of Sagittarius~ -The Arrow of Sagittarius lies here.~ -~ -3 1089 1 -10 10 10 -1 -7 5000 5000 -'lightning bolt' -E -arrow~ -It's an arrow of lightning; it will never miss any target. -~ -#9316 -bow sagittarius~ -the Titanic Bow of Sagittarius~ -The Titanic Bow of Sagittarius lies here.~ -~ -5 1089 1 -0 2 9 6 -20 10000 5000 -E -bow~ -The gigantic bow used by the Archer; it is a very powerful weapon. -~ -A -18 1 -A -19 3 -#9317 -horns capricon~ -the Titanic Horns of Capricon~ -A pair of horns of the Zodiac lies here.~ -~ -9 1089 1 -4 0 0 0 -6 10000 5000 -E -horn~ -These strange horns are the work of gods, shaped to fit on hands. -They look powerful indeed. -~ -A -18 3 -A -19 2 -#9318 -vessel aquarius~ -the Ancient Vessel of Aquarius~ -A vessel of the Zodiac lies here.~ -~ -4 1089 1 -10 10 10 -1 -12 10000 5000 -'create spring' -E -vessel~ -This vessel has been carried by the Water Bearer ever since she came to the -Zodiac. -~ -#9319 -tail pisces~ -the Titanic Tail of Pisces~ -A fish tail of the Zodiac lies here.~ -~ -9 1089 1 -10 0 0 0 -10 10000 5000 -E -tail~ -This tail can actually be worn by mortals somehow as leggings ... another -work of the gods. -~ -A -17 -2 -A -2 -2 -#9320 -ring dignity~ -the Ring of Dignity~ -A ring of specialty lies here.~ -~ -9 1123 1 -0 0 0 0 -3 20000 10000 -E -ring~ -This ring belongs to Cassiopeia, queen of the Universe. -Mortals, do not touch! -~ -A -12 25 -A -3 2 -#9321 -sceptre might~ -the Sceptre of Might~ -A sceptre of interest lies here.~ -~ -1 1123 1 -0 0 -1 0 -4 20000 10000 -E -sceptre~ -You'd better give it back, or the king of the Universe will punish you. -~ -A -18 2 -A -19 2 -#9322 -ring universe~ -the ring of the universe~ -Here lies a fortune ... a small ring of power.~ -~ -9 355 1 -4 0 0 0 -3 40000 20000 -E -ring~ -It conceals the power of the universe. -~ -A -12 10 -A -13 30 -#9323 -great dipper~ -the Great Dipper of the Skies~ -A dazzling white object lies on the ground.~ -~ -5 355 1 -0 4 6 6 -20 30000 20000 -A -18 2 -A -19 2 -#9324 -spring shoot~ -a spring shoot~ -A shoot grows here, covered with dew.~ -~ -18 3 1 -0 0 0 0 -2 0 100000 -#9325 -summer flower~ -a summer flower~ -A flower grows here, waiting to be picked up.~ -~ -18 3 1 -0 0 0 0 -2 0 100000 -#9326 -autumn leaf~ -an autumn leaf~ -A leaf lies here, as if just fallen from a tree.~ -~ -18 3 1 -0 0 0 0 -2 0 100000 -#9327 -winter branch~ -a winter branch~ -A branch lies here, still covered with snow.~ -~ -18 3 1 -0 0 0 0 -2 0 100000 -#9328 -chains andromeda~ -chains of Andromeda~ -Some chains lie on the floor.~ -~ -13 1 0 -0 0 0 0 -50 0 0 -E -chains~ -They certainly look important! -~ -#0 - - -#ROOMS -#9301 -Inside a Tavern~ -You are inside a dimly-lit room. The atmosphere makes you feel uncomfortable. -In front of you stands a mysterious gypsy. She whispers 'Your fate and -destiny lie beyond this world.' You are still wondering what she means when -you suddenly notice the crystal ball ... it glows fiercely and displays the -Universe! -~ -0 8 0 -D5 -~ -~ -0 -1 9302 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1306 -S -#9302 -Inside the Crystal Ball~ -You have touched the crystal ball and find that you have gone inside it: -a world of stars and wonders! As you look back you figure out there is no -choice but to go forward. -~ -0 0 2 -D0 -~ -~ -0 -1 9303 -S -#9303 -Inside the Galaxy~ -You are now inside the galaxy, around you you see stars and nebulae smiling -at your presence, and comets and meteors wandering around you. You realize -that this world may not be the true galaxy after all, but just another -fantasy zone. Exits lie virtually in all directions. -~ -0 0 1 -D0 -~ -~ -0 -1 9304 -D1 -~ -~ -0 -1 9308 -D2 -~ -~ -0 -1 9302 -D3 -~ -~ -0 -1 9321 -S -#9304 -On an InterGalactic Walkway~ -You are on a well-paved path which seems that it was made deliberately for -visitors like you. The walkway continues north and a small exit lies west. -~ -0 0 1 -D0 -~ -~ -0 -1 9305 -D2 -~ -~ -0 -1 9303 -D3 -~ -~ -0 -1 9322 -S -#9305 -End of the InterGalactic Walkway~ -You notice the walkway has come to an abrupt end and you wonder why. You see -that there is still a small path which leads north and one to the west. -To the east lies a bridge. -~ -0 0 1 -D0 -~ -~ -0 -1 9306 -D1 -~ -~ -0 -1 9309 -D2 -~ -~ -0 -1 9304 -D3 -~ -~ -0 -1 9323 -S -#9306 -At the Undeveloped Part of the Galaxy~ -This place looks deserted, covered with space debris. Not a sign of life -is around. -~ -0 0 1 -D2 -~ -~ -0 -1 9305 -D3 -~ -~ -0 -1 9324 -S -#9308 -On the Bridge of Stars~ -This bridge has been made by the stars to honour their ancestors. The -bridge itself shines brightly and makes you feel that you are walking on -a path of light. An entrance to an ancient building lies north and to -the east lies the Milky Way. -~ -0 0 1 -D0 -~ -~ -0 -1 9331 -D1 -~ -~ -0 -1 9312 -D3 -~ -~ -0 -1 9303 -S -#9309 -On the Bridge of Nebulae~ -This bridge, like the other, was made as a memorial. The nebulae had to -make one just to show that they are as capable as the stars. North lies -a throne room. -~ -0 1 1 -D0 -~ -~ -0 -1 9310 -D1 -~ -~ -0 -1 9314 -D3 -~ -~ -0 -1 9305 -S -#9310 -The Throne Room of the Nebula King~ -You can only faintly make out that it is a throne room as it is too -dark in here. In the middle is an empty throne. You wonder where -the King has gone, maybe he is hiding from you? -~ -0 9 0 -D2 -~ -~ -0 -1 9309 -S -#9312 -At the Start of the Milky Way~ -It is here that the famous old Milky Way starts flowing. You are surrounded -by streams of mist the moment you tread on it. You can't see well in -here ... luckily you haven't fallen yet! -~ -0 0 4 -D0 -~ -~ -0 -1 9313 -D3 -~ -~ -0 -1 9308 -S -#9313 -Along the Milky Way~ -You are still travelling inside this path of mist. You notice a small -opening to the east. -~ -0 0 4 -D0 -~ -~ -0 -1 9314 -D1 -~ -~ -0 -1 9317 -D2 -~ -~ -0 -1 9312 -S -#9314 -At the End of the Milky Way~ -Just as you started enjoying this journey inside the mist, you have come to -the end of it. West leads to a bridge and east leads to somewhere else. -~ -0 0 4 -D1 -~ -~ -0 -1 9318 -D2 -~ -~ -0 -1 9313 -D3 -~ -~ -0 -1 9309 -S -#9317 -A Small Clearing~ -You are inside a small clearing. You can see that there are signs of a -living creature nearby. -~ -0 0 2 -D0 -~ -~ -0 -1 9318 -D3 -~ -~ -0 -1 9313 -S -#9318 -An Edge of the Galaxy~ -You are on the very edge of the galaxy. Nothing is here except that there -is a path which leads down. -~ -0 0 1 -D2 -~ -~ -0 -1 9317 -D3 -~ -~ -0 -1 9314 -D5 -~ -~ -0 -1 9319 -S -#9319 -Very Near to a Gigantic Star~ -You are very near to a gigantic red star. While you are still fascinated -by its beauty, the star keeps on growing ... suddenly you realize that you'd -better leave. -~ -0 4 1 -D0 -~ -~ -0 -1 9320 -D1 -~ -~ -0 -1 9320 -D2 -~ -~ -0 -1 9320 -D3 -~ -~ -0 -1 9320 -S -#9320 -Too Bright to Tell~ -Indeed it is too bright to tell. Because what you are witnessing is the -rare event of a Supernova, how a star explodes itself into galactic dust. -You may find yourself lucky to witness this rare event but even luckier, -you have finally got out of this galaxy as your body turns into dust. -That really HURTS! -~ -0 6 0 -S -#9321 -The Star Cluster~ -You are inside the home of the stars. All you can see around you are stars -and nothing else. You eyes become pretty hurt as you look at them. -~ -0 8 1 -D0 -~ -~ -0 -1 9322 -D1 -~ -~ -0 -1 9303 -S -#9322 -Another Edge of the Galaxy~ -This is another uninhabited place. Exits lie north, east and south. -~ -0 0 2 -D0 -~ -~ -0 -1 9323 -D1 -~ -~ -0 -1 9304 -D2 -~ -~ -0 -1 9321 -S -#9323 -Corner of the Galaxy~ -You wonder why the galaxy is limited. All you have done in Astronomy -courses now prove worthless. Well who told you to take one at the start? -~ -0 0 1 -D0 -~ -~ -0 -1 9324 -D1 -~ -~ -0 -1 9305 -D2 -~ -~ -0 -1 9322 -S -#9324 -Lost in Space~ -You are now lost in space. Compasses don't work here, sorry. What's more -you can sense darkness engulfing you. You'd better get out quick. -~ -0 1 2 -D0 -~ -~ -0 -1 9325 -D1 -~ -~ -0 -1 9306 -D2 -~ -~ -0 -1 9323 -S -#9325 -Black Hole~ -Well you have chosen the wrong path, sorry. Nothing can escape from this -monster, not even light. -PANIC! You can't escape! -~ -0 1 0 -S -#9326 -The Homes of the Pleiades~ -This is where the famous Seven Sisters live. You'd better not disturb them. -~ -0 0 1 -D1 -~ -~ -0 -1 9329 -D2 -~ -~ -0 -1 9327 -S -#9327 -Western Side of the Temple~ -You are still wandering around this temple. You notice exits lie in all -directions except west. -~ -0 0 1 -D0 -~ -~ -0 -1 9326 -D1 -~ -~ -0 -1 9330 -D2 -~ -~ -0 -1 9328 -S -#9328 -Orion's Hunting Lodge~ -This is dedicated to the Great Hunter of all time -- Orion. -Scattered on the floor is the famous hunting equipment used by him. -~ -0 0 1 -D0 -~ -~ -0 -1 9327 -D1 -~ -~ -0 -1 9331 -S -#9329 -Northern Side of the Temple~ -You are still wandering around this temple. You notice exits lie in all -directions except north. -~ -0 0 1 -D1 -~ -~ -0 -1 9332 -D2 -~ -~ -0 -1 9330 -D3 -~ -~ -0 -1 9326 -S -#9330 -The Offering Chamber~ -This is the sacred offering chamber in which sacrifices are made. You see a -young girl here, chained to the wall, as if she is waiting for execution. -You look up and realize the chains are sent down directly from above. -Below you recognize the temple of Thalos. -~ -0 0 1 -D0 -~ -~ -0 -1 9329 -D1 -~ -~ -0 -1 9333 -D2 -~ -~ -0 -1 9331 -D3 -~ -~ -0 -1 9327 -D4 -~ -~ -0 -1 9339 -D5 -~ -~ -0 -1 5250 -S -#9331 -The Entrance of the Ancient Temple~ -You have entered into this old temple, which was built originally for the gods -in Mount Olympia, but it is now deserted as someone took over this part of the -Universe. -~ -0 0 1 -D0 -~ -~ -0 -1 9330 -D1 -~ -~ -0 -1 9334 -D2 -~ -~ -0 -1 9308 -D3 -~ -~ -0 -1 9328 -S -#9332 -Hercules' Mighty Throne~ -You stand before the throne of a long-forgotten hero. It is full of bounty -that he got from the Ten Labours. -~ -0 0 1 -D2 -~ -~ -0 -1 9333 -D3 -~ -~ -0 -1 9329 -S -#9333 -Eastern Side of the Temple~ -You are still wandering around this temple. You notice exits lie in all -directions except east. -~ -0 0 1 -D0 -~ -~ -0 -1 9332 -D2 -~ -~ -0 -1 9334 -D3 -~ -~ -0 -1 9330 -S -#9334 -Perseus' Chamber~ -It is the chamber of the prince, Perseus. However, he seems not to be here. -Maybe he has gone to get Pegasus to save Andromeda? -~ -0 0 1 -D0 -~ -~ -0 -1 9333 -D3 -~ -~ -0 -1 9331 -S -#9339 -On the Mystic Chains~ -You are dangling on the chains. You notice exits lie in all directions. -Up above you see the chains continue upwards. But a forcefield prevents -you from going further upwards. -~ -0 0 5 -D0 -~ -~ -0 -1 9348 -D1 -~ -~ -0 -1 9351 -D2 -~ -~ -0 -1 9342 -D3 -~ -~ -0 -1 9345 -D4 -You see the forcefield of Spring. -~ -forcefield~ -33 9324 9354 -D5 -~ -~ -0 -1 9330 -S -#9342 -On a Hill~ -Suddenly you find yourself on a hillside. As you look around, you notice -that Spring has descended upon you. -~ -0 0 4 -D0 -~ -~ -0 -1 9339 -D1 -~ -~ -0 -1 9353 -D3 -~ -~ -0 -1 9343 -S -#9343 -Inside a Spanish Bull-Ring~ -You are inside what used to be a ground for bull fighting. But you notice -there are no Matadors around. Maybe they are all dead? -~ -0 0 2 -D1 -~ -~ -0 -1 9342 -D3 -~ -~ -0 -1 9344 -S -#9344 -Inside a study~ -This is a strange study. Besides the desks and chairs you also see a large -mirror in the middle. So, you wonder, is this how you make a Gemini into -two Gemini? -~ -0 0 0 -D1 -~ -~ -0 -1 9343 -S -#9345 -Along the seashore~ -You start to feel the heat of Summer. Amongst the rocky beach you notice -hidden forms which could be camouflaged crabs. -~ -0 0 2 -D1 -~ -~ -0 -1 9339 -D3 -~ -~ -0 -1 9346 -S -#9346 -Within the Deep Jungle~ -Nearby you can hear the roar of an animal. Peering through the dense -overgrowth you think you glimpse a pair of menacing eyes. -~ -0 0 3 -D1 -~ -~ -0 -1 9345 -S -#9347 -Inside a Luxurious Bedroom~ -A peaceful feeling overtakes you. You see a magnificent four-poster bed. -It's a double bed and there is only room for one more! Well, what now ... ? -~ -0 8 1 -D3 -~ -~ -0 -1 9348 -S -#9348 -The Supreme Court~ -You are standing inside the dock of a court. You feel an overwhelming -sense of guilt and you want to protest your innocence! You fear retribution -and feel yourself exposed, just like the trees in Autumn. -~ -0 8 1 -D2 -~ -~ -0 -1 9339 -D3 -~ -~ -0 -1 9349 -S -#9349 -In the Dry Desert~ -You are confused by the shifting sands around you. Through the shimmering -heat you see the hazy outline of a giant scorpion ... is this a mirage? -~ -0 0 2 -D1 -~ -~ -0 -1 9348 -D3 -~ -~ -0 -1 9350 -S -#9350 -In the Woods~ -You find yourself in the center of a Centaurion hunting party. You'd better -hide yourself before you become the 'center attraction'! -~ -0 0 3 -D1 -~ -~ -0 -1 9349 -S -#9351 -On a Mountain Peak~ -You are on the highest peak of the Universe. You look around and notice -clouds below you. One of the clouds resembles a goat-like form. -~ -0 0 5 -D1 -~ -~ -0 -1 9352 -D3 -~ -~ -0 -1 9339 -S -#9352 -Inside a Waterfall~ -The noise is deafening. You are about to take a drink when you realize -that the water is being poured out of a vessel of mind-boggling proportions! -~ -0 0 5 -D3 -~ -~ -0 -1 9351 -S -#9353 -Inside a Gigantic Clam~ -You feel uneasy here as if some evil magic is being cast on you. -You suspect something fishy is going on in here. -~ -0 0 5 -D3 -~ -~ -0 -1 9342 -S -#9354 -End of the Mystic Chains~ -You have reached the end of the mystic chains. Looking up, you notice a -small landing on which you can climb. However, there seems to be another -forcefield blocking your way. -~ -0 0 5 -D4 -You see the forcefield of Summer. -~ -forcefield~ -33 9325 9355 -D5 -You see the forcefield of Spring. -~ -~ -33 9324 9339 -S -#9355 -On the Draco~ -You realize you are standing on scaly ground. As you wonder what the ground -is made of, you feel the ground move. -~ -0 1 4 -D0 -~ -~ -0 -1 9356 -D5 -~ -~ -33 9325 9354 -S -#9356 -Tail of the Draco~ -At last you realize that you are on a giant snake-like dragon called the -Draco, the guardian of the inner galaxy. You realize that the Draco is -actually flying now! -~ -0 1 4 -D2 -~ -~ -0 -1 9355 -D0 -~ -~ -0 -1 9357 -S -#9357 -Path of the Draco~ -As you struggle along this scaly creature you realize that the only way -you can reach to the inner galaxy is by going all the way to the head. -~ -0 1 4 -D0 -~ -~ -0 -1 9358 -D2 -~ -~ -0 -1 9356 -S -#9358 -Near the Legs of Draco~ -You are approaching the leg part of this creature. You look around and see -that the surrounding is all dark except for some faint lights from the -distant stars. -~ -0 1 4 -D0 -~ -~ -0 -1 9359 -D2 -~ -~ -0 -1 9357 -S -#9359 -On the Back of Draco~ -At last you are half way through this long, weary journey. You can see -the wings are to the east but it seems that another forcefield is in the way. -~ -0 1 4 -D1 -You see the forcefield of Autumn. -~ -forcefield~ -33 9326 9360 -D2 -~ -~ -0 -1 9358 -S -#9360 -Between the Wings of Draco~ -You hear some giant flapping sounds nearby. You desperately try to get hold -of something as the forceful gusts sweep you away. -~ -0 1 4 -D1 -~ -~ -0 -1 9361 -D3 -~ -~ -33 9326 9359 -S -#9361 -Near the Arms of Draco~ -From above you can faintly make out the gigantic arms which extend far -beyond into the darkness. -~ -0 1 4 -D2 -~ -~ -0 -1 9362 -D3 -~ -~ -0 -1 9360 -S -#9362 -On the Neck of Draco~ -Your journey is now approaching the end. However, this neck seems to be -endless. -~ -0 1 4 -D0 -~ -~ -0 -1 9361 -D3 -~ -~ -0 -1 9363 -S -#9363 -Approaching the Head of Draco~ -You have come to the end of Draco, but you can't find the head! -You see a forcefield to the south, some distance away, beyond reach. -If only the head were here ... -~ -0 1 4 -D1 -~ -~ -0 -1 9362 -D2 -You see the forcefield of Winter.~ -forcefield~ -33 9327 9364 -S -#9364 -At the Entrance of the Great Dipper~ -Now you are in the innermost part of the galaxy. What you are walking on now -is the path of the Great Dipper or the Plough. You notice that there are -seven rooms in this zone, representing the seven stars of the Dipper. -~ -0 0 1 -D0 -You see the forcefield of Winter.~ -forcefield~ -33 9327 9363 -D2 -~ -~ -0 -1 9365 -D3 -~ -~ -0 -1 9366 -S -#9365 -Cassiopeia's Throne~ -This is the Throne room of the Queen of the Universe. From here you can see -every star and constellation in the Universe. -~ -0 0 1 -D0 -~ -~ -0 -1 9364 -D3 -~ -~ -0 -1 9367 -S -#9366 -Along the Path of the Dipper~ -You see stars around you but nothing of special interest. -~ -0 0 1 -D1 -~ -~ -0 -1 9364 -D2 -~ -~ -0 -1 9367 -S -#9367 -Cepheus' Throne~ -This is the Throne room of the King of the Universe. From here you can see -every star and constellation in the Universe. -~ -0 0 1 -D0 -~ -~ -0 -1 9366 -D1 -~ -~ -0 -1 9365 -D2 -~ -~ -0 -1 9368 -S -#9368 -Along the path of the Dipper~ -You see stars around you but nothing of special interest. -~ -0 0 1 -D0 -~ -~ -0 -1 9367 -D3 -~ -~ -0 -1 9369 -S -#9369 -Along the path of the Dipper~ -You see stars around you but nothing of special interest. -~ -0 0 1 -D1 -~ -~ -0 -1 9368 -D2 -~ -~ -0 -1 9370 -S -#9370 -End of the Dipper~ -You have finished the path of the Dipper. Here, the most prominent feature -is a set of claw-marks. You also notice a room to the south; it looks as -if Polaris could lie here. -~ -0 0 1 -D0 -~ -~ -0 -1 9369 -D2 -~ -~ -0 -1 9371 -S -#9371 -The Polar Star~ -You have entered the private chamber of Polaris. This is a room of great -significance. You can see a powerful telescope pointing down towards the -Universe (SNOOPING!). It is from here that Polaris commands the Universe. -You feel you have come to end of your search in this galaxy ... -~ -0 0 1 -D0 -~ -~ -0 0 9370 -S -#0 - - -#RESETS -M 0 9302 1 9304 -M 0 9305 1 9304 -M 0 9306 1 9306 -M 0 9302 1 9308 -M 0 9305 1 9308 -M 0 9305 1 9309 -M 0 9303 4 9310 -M 0 9303 4 9310 -M 0 9303 4 9310 -M 0 9307 1 9310 -M 0 9302 1 9312 -M 0 9301 1 9313 -M 0 9305 1 9313 -M 0 9306 1 9314 -M 0 9304 2 9317 -E 1 9301 50 16 -M 0 9304 2 9317 -E 1 9301 50 16 -M 0 9310 1 9317 -M 0 9303 1 9318 -M 0 9302 7 9321 -M 0 9302 7 9321 -M 0 9302 7 9321 -M 0 9302 7 9321 -M 0 9301 1 9322 -M 0 9303 1 9322 -M 0 9304 3 9322 -E 1 9301 50 16 -M 0 9304 3 9322 -E 1 9301 50 16 -M 0 9306 1 9322 -M 0 9301 1 9323 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9312 7 9326 -M 0 9311 1 9328 -E 1 9304 1 13 -M 0 9308 1 9330 -E 1 9328 1 17 -M 0 9309 1 9332 -E 1 9302 1 10 -M 0 9302 1 9333 -D 0 9339 4 2 -M 0 9315 1 9342 -G 1 9324 1 -E 1 9306 1 3 -M 0 9316 1 9343 -E 1 9307 1 8 -M 0 9317 1 9344 -E 1 9308 1 6 -M 0 9318 1 9344 -M 0 9319 1 9345 -G 1 9325 1 -E 1 9309 1 5 -M 0 9320 1 9346 -E 1 9310 1 12 -M 0 9321 1 9347 -E 1 9311 1 14 -M 0 9322 1 9348 -G 1 9326 1 -G 1 9312 1 -E 1 9313 1 11 -M 0 9323 1 9349 -E 1 9314 1 16 -M 0 9324 1 9350 -E 1 9315 1 17 -E 1 9316 1 16 -M 0 9325 1 9351 -G 1 9327 1 -E 1 9317 1 9 -M 0 9326 1 9352 -E 1 9318 1 17 -M 0 9327 1 9353 -E 1 9319 1 7 -M 0 9328 1 9353 -D 0 9354 4 2 -M 0 9302 1 9355 -M 0 9314 1 9358 -D 0 9359 1 2 -M 0 9314 2 9360 -M 0 9313 1 9363 -G 1 9305 1 -D 0 9363 2 2 -M 0 9330 1 9365 -E 1 9320 1 1 -M 0 9331 1 9367 -E 1 9321 1 0 -M 0 9329 1 9370 -M 0 9332 1 9371 -E 1 9322 1 2 -E 1 9323 1 16 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 9301 spec_thief -M 9313 spec_breath_fire -M 9314 spec_breath_fire -M 9315 spec_cast_cleric -M 9316 spec_cast_cleric -M 9317 spec_cast_cleric -M 9318 spec_cast_cleric -M 9319 spec_cast_cleric -M 9320 spec_cast_cleric -M 9321 spec_cast_cleric -M 9322 spec_cast_cleric -M 9323 spec_cast_cleric -M 9324 spec_cast_cleric -M 9325 spec_cast_cleric -M 9326 spec_cast_cleric -M 9327 spec_cast_cleric -M 9328 spec_cast_cleric -M 9329 spec_cast_cleric -M 9330 spec_cast_mage -M 9331 spec_cast_mage -M 9332 spec_breath_acid -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/gallant.are b/data/realm/areas_smaug1.4a/gallant.are deleted file mode 100644 index 632ad4c..0000000 --- a/data/realm/areas_smaug1.4a/gallant.are +++ /dev/null @@ -1,7239 +0,0 @@ -#AREA the Most Gallant Castle~ - - -#VERSION 1 -#AUTHOR Erdos~ -#RANGES -50 50 2 65 -$ -#RESETMSG The call to arms sounds throughout the halls of the castle!~ -#FLAGS -0 20 -#ECONOMY 29999999 633383738 -#CLIMATE 2 2 2 -#MOBILES -#2800 -cougar cat mother~ -a mother cougar~ -A mother cougar relaxes in the shade afforded by the cave. -~ -The cougar's eyes sparkle with wisdom and intelligence. She chooses to -take the pacifist path, probably in hopes of sparing her nearby cubs the -hassle involved. Of course, if you choose otherwise, she will by all -means fight to the death to protect those cubs. -~ -67 4194848 150 C -10 0 -8 0d0+0 0d0+0 -0 0 -112 112 2 -15 15 17 16 14 15 15 --3 -3 -3 -3 -3 -29 3 0 0 1 1 0 -0 0 134284304 0 0 0 0 0 -> rand_prog 1~ -yawn -~ -> death_prog 100~ -mpe _gre The mother falls over her cubs, her body burying them in a final -mpe _gre sacrificial effort to keep them safe. -~ -| -#2801 -cougar cub~ -a newly born cub~ -A newly born cub stares at you with wide eyes, like you're the most fascinating thing on earth. -~ -Without a doubt, this is one of the cutest little creatures under the -light of the sun. Freshly born, he is still very curious about everything -he sees, including you. At first cautious, he gradually musters up some -courage and tentatively smells your boots. Liking the smell of them, he -proceeds to lick them. -~ -131201 0 500 C -5 0 -3 0d0+0 0d0+0 -0 0 -112 112 1 -10 12 13 15 13 19 18 -4 4 4 4 4 -29 3 0 0 1 1 0 -3 0 134284308 2099200 0 256 1 0 -> rand_prog 1~ -bounce -~ -> death_prog 100~ -mpe _lbl The cub's eyes look very sad and hurt, because he was so quickly -mpe _lbl forced back out of a world he where he still had so much to explore. -~ -| -#2802 -knight errant~ -a Knight Errant~ -A knight seeking adventures stands in the middle of the path, blocking your way. -~ -Young, this knight is rash and haughty. But, if his arrogance doesn't -get him an early grave, he may grow to be a fine knight of great worship. -But not if you kill him, of course. -~ -67 4194856 450 C -45 0 -45 1d1+3499 0d0+0 -500 0 -112 112 1 -20 11 11 14 18 15 13 --15 -15 -15 -15 -15 -0 11 0 0 1 1 5 -85 0 1 224 2116864 4 176 2097155 -> greet_prog 100~ -if isaffected($i) == detect_traps -mpmset self affected detect_traps -mpmset self flags pacifist -endif -if wasinroom($n) > 2812 -break -endif -mpe _cya Greetings $n. To prove myself in battle I must joust with all manner -mpe _cya of folk who pass this way. If you do not wish to joust with me, then -mpe _cya please turn back, for as long as my limbs draw breath, I shall -mpe _cya not let you pass. -if ispassage($i) == east -mpclose 2812 1 -endif -mprestore $i 32000 -~ -> act_prog backstab~ -'Loathe am I to do battle with such a traitorous, wretched creature. -'You are a sorely unfair knight, to stab me in the back like that! -,lunges at you repeatedly with his sword, snarling menacingly. -lunge -lunge -lunge -lunge -lunge -lunge -~ -> act_prog circle~ -,spins around suddenly to face you, catching you off guard. -'So you see, your wretched tactics are not always lucrative! -punt $n -knee $n -elbow $n -shoulder $n -headbutt $n -~ -> act_prog p grasp suspira~ -'Perish, bloodsucking demon! -roundhouse -leap -cuff -~ -> fight_prog 100~ -if isaffected($i) == detect_traps -break -endif -if isaffected($i) == detect_magic -,charges at you, his sword slashing about wildly! -mpdamage $n 100 -else -,draws his weapon, jumping into a fighting stance. -'Touch'e! En guard! -,swipes his sword through the air a few times, showing he means business. -'Say you yield, and I will not kill you! -mpmset self affected detect_magic -wield sword -endif -~ -> speech_prog yield yield. yield!~ -if isfight($i) -mppeace $i -,nods, sheathing his sword. -'Let it be known that this day, I bested you in fair combat! -'Now turn back, for you are too weak to adventure in Castle Gallant. -if isaffected($i) == detect_magic -mpmset self affected detect_magic -endif -else -'You yield? But we aren't even fighting! -'If you're THAT much of a chicken, why are you here at Castle Gallant? -mad $n -endif -~ -> act_prog flees~ -yell Let it be known that this day, $n was beaten by myself! -mpat 0.$n mpforce $n yell 'Tis true! I was forced to flee like a dog! -mpmset self affected detect_magic -~ -> hitprcnt_prog 15~ -mppeace $i -'Argh! I yield! I yield!! -grovel $n -yell $n is the most worshipful knight I have ever seen! -yell I yield myself to $m! -,rolls on the floor pathetically grovelling to you. -'Please don't kill me! You may pass, you may pass! -mpmset $i flags pacifist -mpmset $i affected detect_traps -if isopen($i) == east -else -mpopen 2812 2814 1 -endif -if isaffected($i) == detect_magic -mpmset $i affected detect_magic -endif -~ -> rand_prog 1~ -if isaffected($i) == detect_traps -grovel $r -'I beg of you! I am too young to die... -'Please... pass in peace, I yield fully. -else -loom $r -'What's wrong, afraid to draw your weapon? -'I'll even let you take the first blow. -endif -~ -> death_prog 100~ -'I yield! I yield!!!! -,drops to his knees frantically, begging for mercy. -mpe _gre Grinning, you slice his head off cruelly. -mpe _cya You step on the bloodied corpse. Obviously the knight cannot -mpe _cya stand in your way any longer! -if isopen($i) == east -else -mpopen 2812 2814 1 -endif -~ -| -#2803 -strong warhorse war horse~ -a strong warhorse~ -A strong warhorse, all set up for a long ride, is tethered to a tree. -~ -This horse's muscles ripple as it moves. It's eyes sparkle with intelligence. -It is white, with a few brown splotches. It has been all set up for -riding, which is quite convenient for any horse thieves who happen to be -passing by... -~ -17039363 4194816 0 C -30 0 -5 0d0+0 0d0+0 -0 0 -112 112 1 -25 13 13 15 15 20 13 -0 0 0 0 0 -86 3 0 0 1 1 0 -65 0 67175431 2 2097152 1 417 6 -> act_prog p mounts you.~ -mpe _cya The strong warhorse throws back it's head proudly and neighs. -~ -> act_prog p dismounts you.~ -mpe _cya The strong warhorse relaxes and starts idly eating grass. -~ -| -#2804 -patrolman archer patrol man~ -a Gallant patrolman~ -An archer patrolman of Castle Gallant casts a judgemental glance at you. -~ -This fellow is honored to be given the critical task of patrolling the -fields surrounding Castle Gallant. If any enemy is trying to surprise -attack the castle, this archer will really throw a gear in their plans. -He returns your look with a sneer. -~ -65601 4719144 400 C -45 0 -50 1d1500+2655 0d0+0 -100 0 -112 112 1 -17 14 12 15 15 13 13 -0 0 0 0 0 -0 11 0 0 1 1 4 -85 0 7 8192 2100480 1048576 192 2621507 -> rand_prog 4~ -put all.bolt quiver -~ -> fight_prog 25~ -get magnetized quiver -if ovnuminv(2809) == 0 -'Curses!! I'm out of arrows! -flee -else -mppeace $i -mpe _gre $I jumps a few feet back, levels his crossbow, and fires! -wield crossbow -fire $n -if isfight($i) -else -mpkill $n -endif -endif -~ -> fight_prog 50~ -,mutters some words of healing. -c heal -c heal -c heal -~ -> entry_prog 100~ -,walks in, his crossbow levelled at you. -'Don't try anything funny while you're in the Gallant jurisdiction... -~ -> greet_prog 100~ -yell $n is approaching the castle! -~ -| -#2805 -tough warrior guard~ -a tough warrior guard~ -A tough warrior guard sternly blocks your path. Your journey ends here. -~ -This fellow is a giant of a man. You doubt you can defeat him and still -have enough fight left in you to take on his friends who will surely come -to avenge him... -~ -33554499 373293736 500 C -2 0 -300 1d1+20000 0d0+0 -1 0 -112 112 1 -25 15 15 25 25 15 20 --30 -30 -30 -30 -30 -19 11 0 0 1 1 6 -85 0 1551 1056768 2116864 0 896 524291 -> fight_prog 30~ -yell $n is trying to invade the castle! -stun -stun -~ -> fight_prog 25~ -'I won't let you through!! -blitz -pumm -swipe -spurn -~ -> fight_prog 15~ -mea $n _red $I slams his fist into your face hard, and you are dazed... -mer $n _red $I slams his fist into $n's face hard, and $n is dazed... -if level($n) < 51 -mpdelay $n 2 -endif -~ -> death_prog 100~ -gasp -,coughs blood, and promises: "My brothers will avenge me..." -mpe _yel And he is correct: the instant he slumps over, another guard just -mpe _yel like him comes running over in to attack you! -mpmload 2805 -mpforce 2.tough mpkill $n -~ -> greet_prog 100~ -shake $n -'You're too weak and scrawny to enter! -egrin -smirk -taunt $n -~ -| -#2806 -starved piranha~ -a starved piranha~ -A starved piranha chomps on your flesh! -~ -This little thing is all over you, eating you alive! -~ -65569 0 -1000 C -1 0 -50 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 4 -15 0 212992 0 2099456 0 6657 2 -> fight_prog 100~ -feed -feed -feed -~ -> death_prog 100~ -if rand(25) -mpe _red As the piranha dies, a new one swims into the room to take it's -mpe _red place... -mpmload 2806 -endif -~ -| -#2807 -crazy prisoner man old~ -a crazy old prisoner~ -A crazy old prisoner, dressed in rags, wakes up and stares at you. -~ -An old man who has apparently been living in these horrible conditions -for quite some years now. His clothes are rags, they stink badly. On -his ankle, a chain attached to a ball prevents him any hope of a future -escape. -~ -99 4194856 -100 C -20 0 5 0d0+0 0d0+0 -0 0 -112 112 0 -9 13 13 10 10 13 13 -5 5 5 5 5 -0 3 0 0 1 1 0 -10 0 1039 0 0 0 0 0 -> greet_prog 100~ -'Eh? Is that you? -'Did our escape plan work? -peer $n -'You aren't my partner! Why, I oughta tear you to shreds... -~ -| -#2808 -dread ghost~ -a dread ghost~ -A shimmering apparition exists here. -~ -It looks like it's been dead for a long time ... -~ -33554467 74974760 0 C -50 0 -300 1d1+10000 0d0+0 -0 0 -112 112 2 -25 20 20 25 3 13 10 --30 -30 -30 -30 -30 -67 3 0 0 1 1 3 -85 0 0 0 3157760 1056777 1107296256 11 -> fight_prog 100~ -if race($i) == monster -if rand(40) -break -endif -mpe _pur With a sigh of exhaustion, the rotting body collapses. -mpmset self race undead -mpmset self short the dread ghost -mpmset self immune magic nonmagic -mpmset self name dread ghost -else -if rand(48) -mpe _whi The ghost channels it's hatred and anger into a ferocious attack... -mpdamage all 125 -break -endif -mpe _pin The spiritual energy descends into a half-rotted body which lies on -mpe _pin the floor. With a groan, the maimed body arises ... -mpmset self race monster -mpmset self short the half-decayed body -mpmset self immune magic nonmagic -mpmset self name half decayed half-decayed body -endif -~ -> death_prog 100~ -mpe _dch The ghost finally makes it's pilgrimage to the world of the dead. -if race($i) == undead -mpe _whi A swirling, benevolent whisp of ghostly energy remains... -mpmset self flags secretive -mpoload 2815 -drop all.whisp -endif -mpgoto 2832 -~ -| -#2809 -violent lunatic~ -a violent lunatic~ -A violent lunatic rages here, chained but untamed. -~ -Having horrible body habits, this lunatic is a total mess. But that -doesn't mean she can't fight. Though she is chained securely, she still -manages to fight pretty well, and every lunge she takes at you threatens -to break her chains. -~ -99 37749288 -300 C -50 0 -200 1d1000+6000 0d0+0 -1000000 0 -112 112 2 -25 10 10 20 20 15 15 --30 -8 -30 -8 -8 -2 3 0 0 1 1 5 -85 0 1040 2105370 3328 4 1008 524291 -> greet_prog 100~ -if isaffected($i) == detect_traps -mpe _ora Oh no! Somehow, $I has been freed of her chains! She runs at you -mpe _ora screaming, flailing her chains like deadly whips! -else -mpe _yel Though chained, $I kicks and lunges at you! -endif -~ -> fight_prog 10~ -if isaffected($i) == detect_traps -mea $n _gre $I flails at you mercilessly with her chains! -mer $n _gre $I flails at $n mercilessly with her chains! -mppeace $i -lunge $n -else -mpe _dch There is a great cracking sound... -mpe _gre $I rips her chains out of the wall! Grinning menacingly, she is -mpe _gre now free! Oh no! -mpmset self affected detect_traps -mpmset self affected sanctuary -mpoload 2818 -wield chains -endif -~ -> fight_prog 45~ -if isaffected($i) == detect_magic -mpe _whi $I flails her arms about madly, attacking everyone in sight! -mpdamage all 200 -else -,struggles against the chains which bind her. -endif -~ -> fight_prog 30~ -mpe _red $I screams furiously as adrenaline pumps through her veins! -mprestore self 300 -~ -> hitprcnt_prog 25~ -if isaffected($i) == detect_magic -,pants hard, trying to catch her breath... -if rand(10) -mpe _gre $I suddenly ups the pace of the attack! -mpmset self affected detect_magic -endif -else -mpe _bro $I goes berzerk as adrenaline pumps madly through her veins! -blitz -pumm -headbutt -stun -mppeace $i -mpkill $r -if rand(33) -mpmset self affected detect_magic -,is suddenly out of breath... -endif -endif -~ -> act_prog p chaotic smash~ -,shakes her head fiercely trying to recover from the Chaotic Smash. -if rand(33) -,growls loudly and returns the attack with equal skill and strength! -chaotic -endif -~ -> death_prog 100~ -,thrashes about violently in the last moments of her life... -~ -| -#2810 -starving thief halfling~ -a starving thief~ -A starving thief huddles in the corner, shielding his eyes from your lightsource. -~ -This halfling glances around with shifty eyes. It would seem he hasn't -had a square meal in a long time, nor any drink. His ribs are clearly -visible, like he is nothing more than a bag of dry skin and bones. -~ -16777283 4194856 1000 C -1 0 5 0d0+0 0d0+0 -0 0 -112 112 0 -3 13 13 3 3 13 13 -15 15 15 15 15 -3 3 0 0 1 1 20 -1 0 1110 0 2100480 1056768 0 0 -> greet_prog 100~ -if isaffected($i) == detect_traps -if isaffected($i) == detect_magic -'Hello... -else -gasp -'Please... need food.... -endif -else -,tries hard to say something, but he is much too thirsty to talk. -endif -~ -> act_prog p gives you~ -if objtype($o) == 19 -if isaffected($i) == detect_traps -if objval3($o) == 0 -eat $o -grovel $n -thank $n -'Thank you... you might just have saved my life! -else -eat $o -cough -'P... Poison!! -,starts writhing about in agony... -mpmset self name starving thief dyingthief -endif -else -drop $o -shake -moan -,is too thirsty to eat... -endif -else -if objtype($o) == 17 -if objval5($o) == 0 -drink $o -mpjunk all -'Thank you kindly... Now if only I had some food... -mpmset self affected detect_traps -else -drink $o -gasp -'P... Poison!! -,starts writhing about in agony... -mpmset self name starving thief dyingthief -endif -else -drop $o -cough -,doesn't care about $O right now, he just wants food and water... -endif -endif -~ -| -#2811 -gallant swordsman~ -a Gallant swordsman~ -A Gallant swordsman stands gallantly by the stairway, guarding. -~ -Being quite strong, this is a guard you'd rather not mess with. He -wields a nasty looking bastard sword and you have to cringe imagining -him in physical combat with one of the starving, bone-thin prisoners -west of here. -~ -99 520 1000 C -49 0 -266 0d0+0 0d0+0 -10000 0 -112 112 1 -23 14 13 14 15 15 15 --5 -5 -5 -5 -5 -0 3 0 0 1 1 4 -85 0 15 80 3328 4 704 524291 -#2812 -gallant bowman~ -a Gallant bowman~ -A Gallant bowman stands at the base of the stairs, guarding them gallantly. -~ -A tall elf with pointy ears and chiselled features, this elite bowman -is quite dedicated to keeping the prisoners of Castle Gallant in the -dungeons where they belong. -~ -99 520 1000 C -50 0 -50 0d0+0 0d0+0 -10000 0 -112 112 1 -18 17 14 16 15 13 13 --8 -8 -8 -8 -8 -1 3 0 0 1 1 0 -85 0 262 2097152 3328 100 0 2 -#2813 -gallant battlemage battle mage~ -a Gallant battlemage~ -A Gallant battlemage is surrounded by a glimmering shield of lightning. -~ -This wizard has devoted many years into the study of arcane magicks. -Now his studies have paid off, for he is incredibly powerful at battle- -oriented magics. -~ -33554531 67109384 1000 C -50 0 -29 0d0+0 0d0+0 -20000 0 -112 112 1 -11 24 19 12 13 13 15 --20 -20 -20 -20 -20 -0 3 0 0 1 1 4 -40 0 16 1049231 3328 24576 2057826304 198 -> greet_prog 100~ -c 'faerie fire' $n -~ -> fight_prog 30~ -z $n -~ -> fight_prog 15~ -c quant -~ -> act_prog someone~ -'Halt! Who goes there? -c 'faerie fog -mpforce all vis -~ -| -#2814 -shadows~ -the flickering shadows~ -Shadows flicker on the walls forebodingly... -~ -Too dark to tell. -~ -99 4194984 -1000 C -2 0 -300 1d1+999 0d0+0 -0 0 -112 112 0 -3 13 13 13 13 13 13 --30 -30 -30 -30 -30 -85 3 0 0 1 1 0 -0 0 0 1056768 2100480 0 131072 3 -> fight_prog 100~ -mprestore self 500 -~ -> hitprcnt_prog 50~ -mppeace $i -mpkill $r -~ -| -#2815 -gallant executioner~ -the Gallant Executioner~ -The executioner of Castle Gallant holds his executioner's axe proudly. -~ -The Executioner of Castle Gallant is quite a deranged fellow. He can't -be blamed really, in his life he has seen quite a few weird cases. And -more often then not, he's been the one responsible for putting them out -of their misery. Now he will put you out of yours. -~ -1107296323 6816424 -1000 C -55 0 -300 1d100+12825 1d1+200 -3000000 0 -112 112 1 -25 16 16 20 25 13 15 --30 -30 -30 -30 -30 -90 3 0 0 1 1 3 -85 0 1 59 2116992 1049088 48 524291 -> rand_prog 20~ -,swings his axe in a wide arc! -lunge $r -~ -> fight_prog 25~ -mprestore self 300 -~ -> fight_prog 30~ -wield bloodsoaked -chaotic -,reverses the momentum of his axe... -mppeace $i -mpkill $r -ready crocodile -blitz -~ -> act_prog circle~ -if rand(15) -mer $n $I spins around and smashes the flat side of his axeblade into $n's face -mea $n $I spins around and smashes the flat side of his axeblade into your face -mea $n _cya You suddenly feel very dizzy... -mer $n _cya $n stumbles back, dazed... -headbutt $n -endif -~ -> fight_prog 10~ -t $n Die! Die! Die!! -swipe -t $n Die!!!!! -~ -> act_prog p chaotic smash~ -if rand(20) -mea $n _gre $I trips you and you go down! -mer $n _gre $I trips $n and $e goes down! -mpdelay $n 1 -endif -~ -> act_prog p quantum spike~ -if rand(10) -mer $n _cya $I's axeblade reflects part of the spell back at $n! -mea $n _cya $I's axeblade reflects part of the spell back at you! -mpdamage $n 300 -endif -~ -> death_prog 100~ -mpat 2832 rem all -mpat 2832 drop all.head -mpjunk all -mpat 2832 get all.head -mpoload 2831 -mpoload 2832 -if isaffected($i) == detect_traps -mpe _red $I screams in agony as his soul descends into Hell! -mpe _red Upon his hands is the spilt blood of innocent people. -if rand(10) -mpe _ora The blood upon the Executioner's hands glistens malevolently! -mposet innocent affect grip 5 -endif -else -whisper $n Fool: You still do not know the secret; of innocent blood. -mpe _whi $I struggles to whisper a final prayer in his dying breath. -mpe _lbl As he finds forgiveness from Heaven, the blood upon his hands is -mpe _lbl washed clean. -endif -if rand(10) -mpoload 2819 -endif -mpechozone _red The horrible deathcry of $I echos through the castle! -~ -> act_prog p With a smile of satisfaction, the Executioner~ -if isaffected($i) == detect_traps -else -mpmset self affected detect_traps -endif -~ -> rand_prog 100~ -if ovnuminv(2834) > 0 -if ovnuminv(2834) > 1 -if ovnuminv(2834) > 2 -mpecho _red The Gallant Executioner begins to go completely INSANE! He -mpecho _red swings his axe violently about, cutting everyone in reach! -mpdamage all 1000 -endif -mpecho _ora The Gallant Executioner gets a strange gleam in his eye. He begins -mpecho _ora making well placed blows against everyone. -mpdamage all 800 -endif -mpecho _cya The Executioner becomes more intense now that he has slayed an -mpecho _cya enemy. He begins moving more swiftly than ever before, blurring -mpecho _cya your vision as he moves amongst you. -mpdamage all 600 -mprestore $n 200 -endif -~ -| -#2816 -pet crocodile~ -the pet crocodile~ -The executioner's pet crocodile follows him everywhere. -~ -This crocodile romps through the room untamed, a malevolent gleam in it's -eyes... -~ -33554531 272630312 -1000 C -30 0 -150 1d1+32000 0d0+0 -2 0 -112 112 2 -25 13 13 25 13 13 13 --30 -30 -30 -30 -30 -87 3 0 0 1 1 0 -85 0 196608 96 3328 0 0 0 -> act_prog p The Gallant Executioner nods, signaling you that your foe must now die miserably.~ -spurn $r -feed -feed -feed -feed -feed -~ -> fight_prog 100~ -mprestore self 25 -if isnpc($n) -mppeace $i -break -endif -~ -> hitprcnt_prog 99~ -feed -feed -feed -feed -~ -| -#2817 -gallant torturer~ -the Gallant Torturer~ -The Gallant torturer reclines in the shadows, defiantly. -~ -A rather scrawny figure in dark clothing, his eyes red and weary, his -fingers and his hands long and bony. He loosely resembles a sick fish. -~ -33554531 37749416 -1000 C -55 0 -290 1d1+11999 0d0+0 -1000000 0 -112 112 1 -17 17 12 15 16 15 15 --30 -30 -30 -30 -30 -0 4 0 0 1 1 4 -85 0 8 0 2100480 0 560 524291 -> greet_prog 100~ -grin $n -'Allow me to test my torturous skills on you! -mea $n _gre $I leaps upon you, knocking you to the floor! -mer $n _gre $I leaps upon $n, knocking $m to the floor! -mpforce $n rest -~ -> fight_prog 20~ -mpe _blu $I utters the words, 'Magnetic Thrust!' -mea $n _ora A surge of magnetic power thrusts you to the north! -mer $n _ora A surge of magnetic power thrusts $n to the north! -mpat 2842 mpe _ora $n comes flying in from the south! -mptrans $n 2842 -mpat 2842 mpforce $n rest -mpat 2842 c 'magnetic thrust' $n -,claps his hands several times, summoning a powerful Guardian Vampire! -c gate -~ -> fight_prog 10~ -'Let me show you true pain! -grin -swipe -swipe -mpforce $n wince -c quantum $n -if rand(33) -c 'caustic fount' $n -endif -if rand(33) -c 'magnetic thrust' $n -endif -if rand(20) -mea $n _bro $I grabs a beaker of strange glowing fluid and throws it at you... -mer $n _bro $I grabs a beaker of strange glowing fluid and throws it at $n... -c 'acid breath' $n -endif -~ -> fight_prog 5~ -,summons forth a strange double-pointed Quantum Spike... -c quant $r -c quant $r -~ -> fight_prog 98~ -if rand(8) -'You shall never defeat me! -endif -if mortinroom(0) == 4 -mprestore self 100 -break -endif -if mortinroom(0) == 3 -mprestore self 250 -break -endif -if mortinroom(0) == 2 -mprestore self 350 -break -endif -if mortinroom(0) == 1 -mprestore self 425 -break -endif -~ -> act_prog rescues~ -roll -'I'm still busy interrogating $t... -mppeace $i -mpkill $t -~ -> act_prog quaffs~ -mpdelay $n 1 -~ -> act_prog eats~ -mpdelay $n 1 -~ -> death_prog 100~ -mpoload 2881 45 -mpe _lbl The Vicehold says 'Ahh, a stronger master to wear me...' -mpe _cya The Vicehold throws back it's head and cackles with insane glee! -mpoload 2835 50 -mpechozone _red The horrible deathcry of $I echos through the castle! -if rand(10) -mpoload 2819 -endif -if isnpc($n) -mpjunk all -endif -~ -> act_prog circle~ -if mobinroom(80) == 0 -mppeace $n -endif -~ -| -#2818 -lazsigma gallant mage mirror magi wizard magicuser spellcaster~ -Lazsigma~ -Lazsigma, the Mage within the Mirror, studies your reflection. -~ -It is difficult to get a good glimpse at the shimmering spectral figure who -exists before you. Clearly he has attained some sort of symbiosis with the -mirrors which surround you. A being of light, perhaps that explains why -this maze is so bright. Upon his wrist, Lazsigma wears a circlet of the -finest silver mist. In his hand, he clutches a powerful weapon forged of -pure condensed light particals. -~ -33555523 375915048 1000 C -55 0 -200 1d1+6889 0d0+0 -2145777 0 -112 112 1 -25 25 25 20 25 25 25 --30 -30 -30 -30 -30 -85 0 0 0 1 1 5 -85 0 16 16527 2108672 0 1342177792 2621447 -> rand_prog 5~ -if rand(50) -mpe _whi $I shimmers luminously... -else -mpe _whi $I shimmers radiantly... -endif -~ -> fight_prog 20~ -mpe _blu $I utters the words 'Hasten'. -mpe _dgr $I's eyes flash menacingly as his mind begins to rush... -if rand(33) -c quant -c acetum -c unravel -else -if rand(50) -c quant -c quant -c quant -else -c acetum -c acetum -c acetum -endif -endif -~ -> fight_prog 15~ -mprestore self 222 -mpe _whi Brilliant light seeps into the room as $I uses the Recaptured Sunrise! -wield sunrise -mppeace $i -mpkill $r -mppeace $i -mpkill $r -lunge $r -if rand(10) -mer $n _pin The relentless bombardment of Light has left $r dazed and stunned.. -mpdelay $r 1 -endif -~ -> act_prog quaffs~ -if rand(5) -c 'cure light -endif -~ -> time_prog 6~ -if isfight($i) -mpe _yel The Recaptured Sunrise fills the room with blinding light! -mpdamage all 3000 -endif -mpdamage all 1600 -~ -> hitprcnt_prog 33~ -swipe -cuff -spurn -~ -> fight_prog 20~ -if isnpc($n) -mpslay $n -break -endif -mppeace $i -mpe _whi $I dives into a nearby mirror! -mpscatter self 2849 2854 -lunge $n -lunge $n -if isfight($i) -mppeace $i -mpscatter self 2849 2854 -lunge $n -lunge $n -if isfight($i) -mppeace $i -mpscatter self 2849 2854 -endif -endif -mpat 0.$n mer $n _pin $I drags $n in with him! -mpat 0.$n mea $n _pin $I drags you in with him! -mpat 0.$n mpforce $n scream -mpe _whi $I suddenly emerges from a mirror, followed by $n! -mptrans 0.$n -mpforce $n look -if multi($n) > 1 -whisper $n Let's see your alts get you out of this one... -murder $n -c 'gas breath -c 'frost breath -c 'fire breath -c 'lightning breath -c 'acid breath -else -'Now, a one on one battle, just you and I! -if rand(20) -mpe _cya You shall never defeat me! You are weak! -endif -c mag $n -c 'black lightning' $n -endif -~ -> death_prog 100~ -mpe _whi Beams of light shoot out from $I in all directions! -mpdamage all 2000 -scream -'I won't let you take the Mystile! -rem mystile -if rand(25) -mpe _blu $I utters the words 'Curse Relic'. -mpe _dch the Mystile wavers and trembles as it is ruined by a horrible curse. -mposet mystile flags deathrot -,hurls the Mystile to the ground! -drop mystile -'May you perish a slow and painful death... -else -mpe _blu $I utters the words 'Curse Re... Curse Reli... Curs...'. -mpe _cya $I doubles over in agony, unable to complete the curse. -whimper -endif -mpechozone _whi The final deathcries of the gallant wizard $I echo through the -mpechozone _whi land! -if isnpc($n) -mpjunk all -sac mystile -endif -~ -| -#2819 -gallant wardancer~ -a Gallant Wardancer~ -A Gallant Wardancer guards the steps vigilantly. -~ -A stern man with solemn features and strong muscles. He wears the standard -clothes of a proud member of Castle Gallant, and seems somewhat bored with -his job. -~ -99 520 1000 C -50 0 -300 1d1+7249 0d0+0 -100000 0 -112 112 1 -25 13 13 25 25 13 13 -0 0 0 0 0 -0 3 0 0 1 1 6 -85 0 6 112 2100608 4 384 2621443 -> act_prog wields~ -if isnpc($n) -break -endif -'Put down your weapon and surrender! -mppeace $i -mpkill $n -disarm -disarm -disarm -disarm -disarm -disarm -cuff -~ -| -#2820 -gallant magician~ -a Gallant Magician~ -A Gallant Magician idly studies a spellbook while guarding. -~ -A very wise and powerful looking sorcerer. Not everyone is lucky enough -to be a sorcerer in Castle Gallant! -~ -99 520 1000 C -50 0 -25 1d1+5000 0d0+0 -200000 0 -112 112 2 -11 25 25 13 13 13 25 -0 0 0 0 0 -1 3 0 0 1 1 0 -25 0 22 1048712 2116864 8192 0 0 -> fight_prog 50~ -c fireball $r -c blind $r -c weaken $r -c 'lightning bolt' $r -c 'blazebane -c 'winter mist -c 'charged beacon -c razorbait -c swordbait -c lethargy -c unravel -c quant $r -c acetum $n -c 'caustic fount -c 'spectral furor' $r -~ -| -#2821 -gallant healer~ -a Gallant healer~ -A Gallant Healer is serving guard duty here. -~ -~ -99 520 1000 C -50 0 -30 1d1+4849 0d0+0 -150000 0 -112 112 1 -13 25 25 13 13 13 25 --20 -20 -20 -20 -20 -0 3 0 0 1 1 0 -30 0 22 0 2100480 0 301989888 199 -> fight_prog 100~ -c necro -,summons a powerful healing spell to aid himself and his allies. -c heal 'gallant rogue' -c heal 'gallant rogue' -c heal 'gallant wardancer' -c heal 'gallant wardancer' -c heal 'gallant magician' -c heal 'gallant magician' -c heal -c heal -~ -| -#2822 -gallant rogue~ -A Gallant Rogue~ -A Gallant Rogue hides in the shadows, watching for prisoners. -~ -A sneaky halfling dives in and out of shadows, staying well out of sight... -~ -99 66056 1000 C -50 0 -300 5d5+8000 0d0+0 -100000 0 -112 112 1 -13 13 13 25 13 13 25 --10 -10 -10 -10 -10 -3 2 0 0 1 1 0 -85 0 326 96 3328 0 512 2621443 -> greet_prog 100~ -backstab $n -~ -> fight_prog 100~ -mppeace $i -wield dagger -backstab $r -if isfight($i) -else -mpkill $r -circle $r -endif -~ -| -#2823 -young apprentice~ -a young apprentice~ -A young apprentice is practicing the "detect hidden" spell. -~ -He seems to be practicing the "detect hidden" spell. You wonder if he -has it mastered yet. -~ -67 4194856 1000 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1 0 2100480 0 0 3 -> act_prog p magic missile misses you.~ -if isfight($i) -break -endif -yell What in the nine hells was that?! -yell I'm going to go investigate! -d -~ -> rand_prog 1~ -if inroom($i) < 2858 -u -endif -~ -| -#2824 -elite knight~ -a very elite knight~ -A very elite knight challenges you to a duel to the death! -~ -Rarely have you seen such a worthy opponent. This worshipful knight has -slain many men greater than you! -~ -67 272630440 1000 C -55 0 -300 1d1+1500 0d0+0 -10000 0 -112 112 1 -25 25 13 25 25 13 20 -0 0 0 0 0 -0 3 0 0 1 1 4 -85 0 1 0 2100480 0 624 3 -> greet_prog 100~ -'Touche! -mpforce $n kill $i -lunge $n -'En guard! -swipe $n -'Have at thee! -charge -headbutt $n -~ -> fight_prog 10~ -roar -blitz -~ -> fight_prog 20~ -snarl -headbutt -knee -~ -> fight_prog 10~ -,leaps into the air and jumpkicks you! -leap $r -~ -> hitprcnt_prog 20~ -'Ack! I yield! -mpgoto 2860 -mptrans $n 2860 -mprestore self 4000 -yell Let it be known that this day I have been bested by $n! -grovel $n -~ -> death_prog 100~ -'Ack! I yield! -mea $n _ora Ignoring the knight's pleas, you chop off his head. -mer $n _ora Ignoring the knight's pleas, $n chops off his head. -~ -| -#2825 -wise old knight~ -a wise old knight~ -A wise old knight leans on a well-kept polearm. -~ -Wizened by many years of hard battle, this is a true force of nature among -the Gallant knights. Rarely does he find a match for his muscles which have -been tempered by practice and tested by time. -~ -33554531 4194856 1000 C -55 0 -250 1d1+1999 0d0+0 -352345 0 -112 112 1 -23 13 13 23 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 5 -85 0 1 1048576 2100480 0 268435505 524295 -> hitprcnt_prog 50~ -if inroom($i) > 2861 -break -endif -'Let's go get help from the Captain! -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -~ -> speech_prog p Let's go get help from the Captain!~ -if isnpc($n) -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -endif -~ -| -#2826 -middle aged knight~ -a middle aged knight~ -A middle aged knight swipes his longsword about for practice. -~ -Though past his prime, this knight still has quite a ways to go before -he's worn out. He's eyes sparkle with intelligence and you realize he -is still more than prepared to handle any invaders in Castle Gallant. -~ -33554531 4194856 1000 C -55 0 -200 1d1+1999 0d0+0 -34521 0 -112 112 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -85 0 1 0 2100480 0 1073741936 3 -> hitprcnt_prog 50~ -if inroom($i) > 2861 -break -endif -'Let's go get help from the Captain! -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -~ -> speech_prog p Let's go get help from the Captain!~ -if isnpc($n) -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -endif -~ -| -#2827 -young knight~ -a young knight~ -A young knight flexes as he wields a large stone club. -~ -Barely out of pimples, this knight is nevertheless quite skilled. Something -of a child prodigy in his youth, he has acquired an amazing skill at -pugilism. He looks forward to a foe to test it on. -~ -33554531 71303720 1000 C -55 0 -250 1d1+999 0d0+0 -4353 0 -112 112 1 -25 13 13 13 13 13 25 -0 0 0 0 0 -0 3 0 0 1 1 5 -85 0 1 0 2100480 0 48 524291 -> hitprcnt_prog 50~ -if inroom($i) > 2861 -break -endif -'Let's go get help from the Captain! -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -~ -> speech_prog p Let's go get help from the Captain!~ -if isnpc($n) -mppeace $i -ne -mpat 2861 mpe _yel $I flees head over heels! -mpe _yel $I glances around for signs of pursuit. -endif -~ -| -#2828 -captain gallant knights~ -the Captain of the Gallant Knights~ -The Captain of the Gallant Knights sees right through your pathetic attempts to hide. -~ -~ -99 306184744 1000 C -55 0 -300 1d1+8999 0d0+0 -1000000 0 -112 112 1 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 3 0 0 1 1 1 -85 0 1 1048576 2100480 0 256 524288 -> fight_prog 30~ -,heals his men... -c heal young -c heal middle -c heal old -~ -> fight_prog 50~ -,spins around in a flurry, scoring blows right and left! -lunge $r -swipe $r -leap $r -knee $r -bash -headbutt $r -mpdamage all 70 -~ -| -#2829 -king gallant~ -King Gallant~ -King Gallant leaps up from his throne to address you! -~ -A tall and very charismatic man, King Gallant is worthy of his status. -His long hair is shoulder length, and his piercing eyes are a deep brown. -His features are calm but not innocent; it seems like he is unbothered -by your presence. Well, maybe annoyed; but by no means threatened. With -a chuckle, he places a hand on the hilt of his sword and draws it. The -sword, known throughout legends as the Valinspiraller. -~ -67110979 373293736 1000 C -46 0 -300 1d1+17999 0d0+0 -3000000 0 -108 108 1 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 0 9 8736 2100610 16 512 0 -> rand_prog 100~ -if isaffected($i) == detect_traps -else -'So, you have invaded Castle Gallant? -chuckle -mpmset self affected detect_traps -break -endif -if isaffected($i) == detect_magic -else -'I will dispose with you myself. Life as a king has been boring lately. -,draws his sword... the Valinspiraller. -wield valinspiraller -mpmset self affected detect_magic -break -endif -'Well then, have at thee! -mpmset self flags pacifist -mpmset self flags aggressive -~ -> greet_prog 100~ -stand -~ -> hitprcnt_prog 98~ -mpat 2865 mpforce 3.utilitymob shriek -if hps($i) < 5000 -if rand(25) -if rand(33) -roar -else -if rand(50) -snarl -else -growl -endif -endif -if rand(10) -tell $n May you never again see the light of day!! -endif -,slashes to and fro, right and left, with the Valinspiraller... -mpdamage all 200 -else -if rand(25) -,summons a mighty volley of acaustic acids! -c 'caustic fount -c 'acetum primus -else -if rand(35) -mea $n _yel $I tries to smite you with lightning and holy powers! -mer $n _yel $I tries to smite $n with lightning and holy powers! -c 'lightning bolt -c necro -endif -endif -endif -endif -if hps($i) < 2500 -if race($i) == dragon -mpe _red $I bellows forth a burning inferno, accosting the entire room! -mpdamage $n 110 -mpdamage all 220 -c 'scorching surge -else -mpe _dgr From the King's shoulders, wings suddenly appear... -mpe _dgr His eyes glow red... his hair transforms into horns... -mpe _dgr His teeth become the horrible fangs of wyrms... -mpe *whi With a roar, the king becomes a DRAGON! -mpmset self race dragon -mpmset self short Neo King Gallant, the Red Dragon -roar -endif -endif -~ -> speech_prog 1~ -if race($i) == human -,takes a heal potion from an extradimensional portal. -,quaffs a heal potion. -mprestore self 100 -'How foolish of you to dare invade Castle Gallant! -cackle -else -mpe _pur The Dragon opens his mouth and draws in energy from the Astral Plane! -mprestore self 200 -endif -mpat 2865 rem all -mpat 2865 repair all -mpat 2865 wear all.'infinite royal majesty' -mpat 2865 wear valinspiraller -mpat 2865 wear orbit -mpat 2865 wear crown -~ -> speech_prog 2~ -if race($i) == human -,takes a restore mana potion from an extradimensional portal. -,quaffs a restore mana potion. -c quant -c 'colour spray -c 'energy drain -c fireball -c 'sulfurous spray -c 'black fist -c 'hand of chaos -else -mpe _ora The Dragon breathes a solid blast of fire! -c 'fire breath -endif -~ -> speech_prog 3~ -if isfight($i) -,takes a refresh potion from an extradimensional portal. -,quaffs a refresh potion. -stun -else -sit -mpat 2865 mppeace all -endif -~ -> speech_prog 4~ -if race($i) == human -'Prepare to feel the wrath of my entire kingdom! -,takes a fly potion from an extradimensional portal. -,quaffs a fly potion. -c earthquake -mpechozone _pur The entire land trembles as $I summons an earthquake! -else -mpe _pin Sulfurous fumes emerge from $I's mouth, choking you! -c gas -endif -~ -> fight_prog 100~ -mprestore self 300 -if rand(15) -if race($i) == human -,runs back and forth across the throneroom, Valinspiral slashing everyone! -c spiral -else -,sucks up all the heat out of the room! Brrrrrr, that's cold! -c frost $n -c frost $r -endif -endif -if rand(15) -mpe _dgr Solemnly, $I utters some magic incantations... -mpe _whi The Valinspiraller glows intensely bright! -mpe _dgr From the sharp blade's edge, 3 black lightning bolts emerge... -c 'black lightning' $r -c 'black lightning' $r -c 'black lightning' $r -endif -if rand(15) -,launches a fiersome barrage of physical attacks! -spurn -swipe -blitz -leap -knee -elbow -shoulder -pummel -else -if rand(20) -mpe _red $I's body glows red for a moment and his movements accellerate... -mppeace $i -mpkill $n -mppeace $i -mpkill $n -mppeace $i -mpkill $n -mppeace $i -mpkill $n -endif -endif -if rand(5) -c 'acid blast' $r -shriek -endif -~ -> act_prog p DISARMS you!~ -wield valinspiraller -wield 'infinite majesty' -if ovnumwear(2846) == 0 -rem all -mpjunk all -mpoload 2845 -mpoload 2846 -wear valinspiraller -wear 'infinite majesty -endif -~ -> death_prog 100~ -rem all.majesty -mpjunk all.majesty -if rand(20) -mpe _gre (The Valinspiraller gets damaged.) -mpe _gre The Valinspiraller falls to the ground in scraps! -mpat 2865 rem all.valinspiraller -mpat 2865 mpjunk all.valinspiraller -mpoload 2853 -endif -if race($i) == human -mpe _yel The king struggles to keep on his feet to attack again.. but fails. -yell My knights.. avenge my death. -break -endif -mpe _dgr The dragon swoops up and down in pain as more damage is inflicted! -mpe _dgr The fires in the dragon's eyes seem to dim and pale, and the room -mpe _dgr begins to fill with the dragon's spilt blood. -'The Valinsp... the Valinspi... the spiraller ... -mpe _lbl $I rasps, 'hidden forever... safe!' -if isgood($n) -mea $n _red As the evil deed is done, your soul fills with shame... -mer $n _red As the evil deed is done, $n looks down in shame... -mpmset $n align -1000 -else -if isneutral($n) -if rand(50) -mpmset $n align 1000 -else -mpmset $n align -1000 -endif -else -mea $n _dbl As you slay the evil king, your soul is redeemed... -mer $n _dbl As $n slays the evil king, $s soul is redeemed... -mpmset $n align 1000 -endif -endif -if isnpc($n) -mpjunk all -endif -~ -> act_prog grasp~ -if isnpc($t) -bite $n -vbite $n -endif -~ -> act_prog p quantum spike~ -if rand(15) -c quant $r -mprestore self 100 -endif -~ -> time_prog 5~ -c 'spectral furor -c 'spectral furor -c 'spectral furor -c 'spectral furor -~ -> time_prog 16~ -c harm -c harm -c 'shocking grasp -c 'burning hand -c 'chill touch -~ -> time_prog 20~ -c disruption -c disruption -~ -> act_prog p chaotic smash~ -c 'ethereal fist -c 'ethereal fist -~ -| -#2830 -utilitymob~ -mob2830~ -Some god abandoned a newly created utilitymob here. -~ -~ -67108865 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> act_prog bites~ -if rand(80) -break -endif -if rand(25) -mpat 2864 tell king 1 -else -if rand(33) -mpat 2864 tell king 2 -else -if rand(50) -mpat 2864 tell king 3 -else -mpat 2864 tell king 4 -endif -endif -endif -~ -> speech_prog p stop fighting~ -mppeace utilitymob -mppeace 2.utilitymob -mppeace 3.utilitymob -mppeace 4.utilitymob -mppeace 5.utilitymob -~ -| -#2831 -utilitymob1 utilitymob~ -mob2831~ -Some god abandoned a newly created utilitymob here. -~ -~ -1 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> hitprcnt_prog 90~ -mprestore self 32000 -~ -> speech_prog p stop fighting!~ -mppeace $i -~ -| -#2832 -utilitymob2 utilitymob~ -mob2832~ -Some god abandoned a newly created utilitymob here. -~ -~ -1 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> hitprcnt_prog 90~ -mprestore self 32000 -~ -> speech_prog p stop fighting!~ -mppeace $i -~ -| -#2833 -utilitymob3 utilitymob~ -mob2833~ -Some god abandoned a newly created utilitymob here. -~ -~ -1 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> hitprcnt_prog 90~ -mprestore self 32000 -~ -> speech_prog p stop fighting!~ -mppeace $i -~ -| -#2834 -utilitymob4 utilitymob~ -mob2834~ -Some god abandoned a newly created utilitymob here. -~ -~ -1 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> hitprcnt_prog 90~ -mprestore self 32000 -~ -> speech_prog p stop fighting!~ -mppeace $i -~ -| -#2835 -utilitymob5 utilitymob~ -mob2835~ -Some god abandoned a newly created utilitymob here. -~ -~ -1 0 0 S -55 0 0 1d1+32000 0d0+0 -0 0 -112 112 0 -> hitprcnt_prog 90~ -mprestore self 32000 -~ -> speech_prog p stop fighting!~ -mppeace $i -~ -| -#2836 -ice sorceress queen~ -the ice sorceress~ -The Queen of Castle Gallant stands comfortably within her shield of ice. -~ -A slender and beautiful woman, the Queen is dressed in little but ice. -Though beautiful, she is very strong too. Her eyes are piercing light -blue, like the sky or like a cold lake. -~ -2097219 271057024 1000 C -55 0 -300 1d1+7999 1d1+299 -1000000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -85 0 8 0 3149663 0 16384 3 -> fight_prog 100~ -mprestore self 50 -if mortinroom(0) > 3 -mpslay $n -break -endif -if rand(50) -if rand(33) -mea $n _whi A tumult of freezing ice and snow assaults you! -mer $n _whi A tumult of freezing ice and snow assaults $n! -else -if rand(50) -mea $n _lbl A chilling tornado swirls around you, slashing through your armor -mer $n _lbl A chilling tornado swirls around $n, slashing through armor! -else -mea $n _pur A horrible blast of ice freezes you to the bone... -mer $n _pur A horrible blast of ice freezes $n to the bone... -endif -endif -mpdamage $n 400 -if rand(10) -mpe _blu $I utters the words 'Cone of Cold'! -mpe _whi A visciously cold aura fills the room... -mpforce all shiver -mpdamage all 800 -endif -else -mea $n _lbl $I conjures a solid barrier of ice around you... -mer $n _lbl $I conjures a solid barrier of ice around $n... -mpforce $n wimpy 0 -mpforce $n follow self -mppeace $n -mpdelay $n 2 -mea $n _blu You can't move! -mea $r _dgr Gusts of winds materialize into a solid blast of ice... -mer $r _dgr Gusts of winds around $r solidify into a blast of ice... -mpmset self flags secretive -c 'frost breath' $r -mpmset self flags secretive -endif -~ -> greet_prog 100~ -mpe _dgr Little gusts of wind begin to swirl through the bedchambers... -mpe _dgr At length, they solidify into a mighty blast of ice! -mea $n _lbl The mighty blast of ice slams into you with all the force of -mea $n _lbl a freight train, momentarily stunning you. -mer $n _lbl The mighty blast of ice slams into $n with all the force of -mer $n _lbl a freight train, momentarily stunning $m. -c 'frost breath' $n -stun -stun -stun -~ -> death_prog 100~ -if isnpc($n) -mpjunk all -endif -~ -| -#2837 -advisor~ -the King's advisor~ -The King's advisor is busily repairing stuff for the King. -~ -This short fellow is the king's advisor. Since the king is very wise and -intelligent, this fellow has little purpose. To make himself more useful, -he has taken to helping the king by repairing things for him. -~ -67 4196136 1000 C -55 0 300 1d1+499 0d0+0 -100000 0 -112 112 1 -25 13 13 3 3 13 13 -30 30 30 30 30 -0 3 0 0 1 1 20 -85 0 1024 0 3072 3171327 512 64 -> greet_prog 100~ -if race($i) == human -peer -'You come seeking advice?? -'My advice to you is not to invade places like Castle Gallant! -roar -mpkill $n -else -cower -'Alright, alright! I will repair your things, just.. don't hurt me! -endif -~ -> fight_prog 100~ -if race($i) == human -shriek -c spiral -c gas -c earthquake -endif -~ -> hitprcnt_prog 15~ -if race($i) == human -mppeace $i -'Oi! Please, enough! I yield! -mea $n _ora Narrowing your eyes, you prepare to finish the fool off... -'No, wait! If you keep me alive... I'll repair your armors! -'Please dont kill me... -mpmset self race dwarf -else -'Augh! So this is how I die eh! -endif -~ -> rand_prog 15~ -if race($i) == human -c spiral -c gas -shriek -endif -~ -| -#2838 -gallant bard~ -the Gallant Bard~ -The Gallant Bard strums his harp and sings the glories of Gallant. -~ -The bard feels your eyes come to a rest upon him and he looks up from his -harping briefly to offer you a Gallant smile. He does not know that you -busted in here through the dungeons and that the whole castle is trying to -kill you. As you listen, he plays a sad, mellow tune, reminding you of things -which once were... -~ -67108931 4719144 1000 C -55 0 -150 1d1+2999 0d0+0 -1000 0 -112 112 1 -15 18 25 15 15 19 20 --5 -5 -5 -5 -5 -0 3 0 0 1 1 6 -85 0 256 1048576 2100481 0 560 67 -> fight_prog 85~ -yell Hey! Um, can a knight help me? -yell I'm DYING here!!! -mpmload 2839 -mpforce worthy yell I will help you! -mpe _dgr A knight runs through the courtyard and into the room. -mpe _gre A worthy knight rescues $I! -mppeace self -mpforce worthy roar -mpmset self flags pacifist -~ -> speech_prog idtag~ -if ispc($n) -break -endif -mptrans worthy 2865 -mpat 2865 mpmset worthy flags pacifist -mpat 2865 mpforce worthy sleep -mpmset self flags pacifist -mpkill $r -~ -> death_prog 100~ -,touches the strings of his harp once more... -mpe _lbl In his last moments of life, the bard's music rings more clear, -mpe _lbl more beautiful, than ever before, as though the angels of Heaven -mpe _lbl themselves were singing through his fingers, through his harp... -mpe _lbl Through his Harp, divine... -mpoload 2854 -~ -| -#2839 -worthy knight~ -a worthy knight~ -A worthy knight stands by the fountain, blood-covered sword drawn! -~ -A rather large, noble knight eyes you with something less than friendship. -~ -99 4194856 1000 C -55 0 -300 1d1+6999 0d0+0 -342 0 -112 112 1 -25 25 25 25 25 25 25 --8 -8 -8 -8 -8 -0 3 0 0 1 1 3 -85 0 6 0 2108672 0 384 524291 -> fight_prog 100~ -if race($i) == dwarf -break -endif -lunge -mprestore self 50 -if rand(15) -'In the name of King Gallant, throw down your weapon! -disarm -endif -if rand(20) -,launches a fierce set of attacks against $n! -mppeace $i -mpkill $n -mppeace $i -mpkill $n -endif -if rand(70) -mpe _lbl The Gallant Bard sings a soft song, healing $I's wounds... -thank bard -mprestore self 66 -endif -if rand(15) -,jumps in the air and executes a perfect double-kick before his feet even touch the ground! -leap -leap -endif -~ -> hitprcnt_prog 10~ -'I am sorry my friend... I am too weak to continue! -apologize bard -,limps weakly into the courtyard, leaving the bard to fend for himself. -mppeace $i -tell bard idtag -~ -> death_prog 100~ -'My friend... Live forever, may your music never die. -cry bard -mpmset bard flags pacifist -mpforce bard 'Your death will not go unavenged... -mpforce bard c indig -mpforce bard mpkill $r -~ -| -#2840 -high priest castle~ -the High Priest of the Castle~ -The High Priest of the Castle meditates in front of the altar... -~ -This powerful man looks quite devout and holy. It is really doubtful -that he would be as simple a battle as he might appear at first glance, -because it goes without saying that he has the full favor and protection -of a whole number of powerful deities. -~ -99 4194856 1000 C -55 0 -300 1d1+31999 1d1+100 -1 0 -112 112 1 -13 13 25 13 25 13 13 --30 -30 -30 -30 -30 -0 3 0 0 1 1 3 -85 0 8 0 3157775 0 1375731712 3 -> fight_prog 30~ -c necro -c necro -c acetum -~ -> fight_prog 55~ -if isdevoted($n) -else -laugh -'You fool. You do not even have a deity to aid your battles. -,brushes you aside with a silent gesture, ignoring you. -mea $n _yel A thunderbolt from the Heavens themselves strikes you dead... -mer $n _yel A thunderbolt from the Heavens themselves strikes $n dead... -mpdamage $n 32000 -break -endif -if favor($n) < 2499 -,screams "You are a FOOL to challenge a high priest without even the full favor of your own deity!" -laugh -if favor($n) < 0 -'Your deity has failed to protect you $n. Now I may destroy you... -c acetum -c 'lightning breath -c necro -c 'black lightning -c quant -c 'hand of chaos -c necro -else -mea $n _lbl You feel your tentative favor with your deity waning... -mpfavor $n -50 -endif -endif -~ -> death_prog 100~ -if isnpc($n) -mpjunk all -break -endif -,utters a final prayer to $n's deity... -mpe _dbl The heavens have frowned upon $n and $n is suddenly forsaken! -mpforce $n weep -mpforce $n grovel -mpforce $n devote none -mpe _whi A tear falls to the floor from the dying priest's eyes. -mpe _lbl The tear shimmers and solidifies ... -mpoload 2855 -~ -| -#2841 -valinspirallermob valinspiraller spiral blast~ -the Valinspiraller~ -Hidden away safely within this ancient cavern, the spirit of the sword Valinspiraller wanders restlessly. -~ -A blur! -~ -1073741923 4194856 0 C -55 0 -50 1d1+13999 1d50+15 -0 0 -112 112 0 -25 20 25 25 20 13 20 --30 -30 -30 -30 -30 -85 3 0 0 1 1 10 -85 0 15990784 0 2100488 0 0 64 -> fight_prog 100~ -mprestore self 1320 -if race($i) == magical -mpe _whi Five... -mpmset self race god -break -endif -if race($i) == god -mpe _whi Four... -mpmset self race animal -break -endif -if race($i) == animal -mpe _whi Three... -mpmset self race shapeshifter -break -endif -if race($i) == shapeshifter -mpe _whi Two... -mpmset self race dwarf -break -endif -if race($i) == dwarf -mpe _whi One... -mpmset self race elf -break -endif -c spiral -mpe _pin A swirling blur of death fills the cavern, and accellerates, -mpe _pin until it is impossible to comprehend, and then further. -mpdamage all 8100 -mprestore self 32000 -mpmset self race magical -~ -> death_prog 100~ -mpe _whi As the Spiral Blast calms down, an ancient secret becomes clear. -mpe _lbl This spiritual energy is the source of a powerful spell woven -mpe _lbl by the denizens of Castle Gallant, one which granted them eternal -mpe _lbl life. With the spirit vanquished, the spell can exist no more... -mpechozone _pur The ground begins to tremble as a powerful spell is -mpechozone _pur shattered. Though at first it seems like a harmless -mpechozone _pur earthquake, the afteraffects of this spell become quite -mpechozone _pur violent. -mpechozone _ora Your body begins to feel very hot. As you gaze at -mpechozone _ora yourself, you see your body wrinkling, withering, as -mpechozone _ora the spell of Eternal Youth which once blessed this land -mpechozone _ora fades... -if mobinworld(2829) == 1 -mpechozone _lbl King Gallant yells 'This is the end!' -endif -if mobinworld(2818) == 1 -mpechozone _lbl Lazsigma yells 'The spell is shattered, alas!' -endif -mpjunk all -mpmset self flags secretive -mpat 3832 get ball id123454321 -if ovnuminv(21) == 0 -mpe _whi The spirit shimmers and disintegrates before your very eyes! -mpgoto 2879 -else -mpe _blu As your body ages exponentially, a sudden tingling feeling overwhelms -mpe _blu you. In your last moments, you attain a temporary enlightenment, -mpe _blu a heightened wisdom and knowledge. As the spiral blast which -mpe _blu surrounds you calms down, you become aware of a rare remnant -mpe _blu of the spell which has been shattered... -mpoload 2861 -mpoload 2862 -mpat 3832 put ball id123454321 -endif -mpmset self flags secretive -mpechozone _gre You feel as though your body is on fire. The intense heat -mpechozone _gre eventually leaves you unconscious, never to reawaken... -mpdamage all 32000 -mpat 2877 mpdamage all 32000 -mpat 2877 say destroy -mpat 2829 say The spell has ended! -mpat 2843 mpdamage all 32000 -mpat 2864 mpdamage all 32000 -mpat 2812 mpdamage all 32000 -~ -| -#2842 -utilityx~ -a newly created utilityx~ -Some god abandoned a newly created utilityx here. -~ -~ -8388609 0 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> rand_prog 100~ -mpat 2878 mpmload 2841 -sleep -~ -| -#2899 -topmob~ -a newly created topmob~ -Some god abandoned a newly created topmob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - -#OBJECTS -#2800 -thorns~ -the thorns~ -Scattered thorns scrape your flesh and tear at your armour.~ -~ -12 262144 0 -0 0 0 0 -1 0 0 -E -thorn thorns~ -Each individual thorn is capable of taking someone's eye out! It is -clear that Castle Gallant does not go out of it's way to ensure safe -travel to it's doorstep... -~ -#2801 -small spring~ -a small spring~ -A small spring gurgles down the side of the canyon, serenading the wildlife.~ -~ -25 2 0 -0 0 0 0 -1 0 0 -E -small spring~ -The spring seems to be minding it's own business; surely a gallant -explorer like yourself has more important things to worry about- although -the spring CAN provide a rather refreshing sip of water. -~ -> use_prog 100~ -mea $n _lbl As you take a drink from $O, a little wave wets your face. -mer $n _lbl As $n takes a drink from $O, a little wave wets $s face. -~ -| -#2802 -broad sword~ -a broad sword~ -A huge two-handed broad sword takes up a large part of the floor.~ -~ -5 688128 8193 -13 5 4 3 -20 100 10 -E -broad sword~ -This is a very hefty sword. Only a true knight could wield it. -~ -#2803 -errant armour~ -errant armour~ -An adventurous knight has left a complete suit of armour here!~ -~ -9 688128 9 -20 20 0 0 -50 1200 120 -E -errant armour armor~ -Medium quality armour for an adventurer. Perfect for jousts and sword- -fights, making it a necessity for errant knights. -~ -A -17 -25 -A -2 -2 -A -22 5 -#2804 -riding saddle~ -a riding saddle~ -A riding saddle, still sweaty from a horse's back, is lying here.~ -~ -9 262144 9 -1 1 0 0 -1 56 5 -E -riding saddle~ -This is a very useful tool for anyone who uses horses routinely. -~ -> wear_prog 100~ -if race($n) == horse -break -endif -mea $n _bro You aren't a horse! -mer $n _bro $n isn't a horse! -mpforce $n rem saddle -~ -| -#2805 -day's rations~ -a day's rations~ -A days rations of meager, cheap food is bundled up here.~ -~ -19 262144 1 -9 0 0 0 -1 9 0 -E -day's rations~ -A rather bland meal. The kind of food which preserves well. Good for an -errant knight on a tight budget, but not exactly good tasting. -~ -#2806 -horseshoes~ -four horseshoes~ -Two pairs of horseshoes lie here, one atop the other.~ -~ -9 524288 65 -10 10 0 0 -10 47 4 -E -horseshoes~ -These horseshoes will help a horse walk further. They are crucial for -errant knights who plan on travelling long distances. -~ -A -14 250 -> wear_prog 100~ -if race($i) == horse -else -mea $n _bro You aren't a horse! -mer $n _bro $n isn't a horse! -mpforce $n rem horseshoes -endif -~ -| -#2807 -well-polished well polished cross bow crossbow~ -a well-polished crossbow~ -A very nicely made, high quality crossbow glistens in the muted sunlight.~ -~ -56 524288 262145 -12 0 35 13 1 0 -20 1600 160 -E -well polished well-polished cross bow crossbow~ -This cross bow is very high quality, it must have been purchased originally -by someone quite wealthy. Someone who took pride in his work as an -archer. -~ -#2808 -arrow quiver~ -an arrow quiver~ -A quiver for storing arrows is here; alas, it looks empty.~ -~ -58 0 5 -20 0 0 20 -5 64 6 -E -quiver~ -A rather nice quiver, apparently tailor made for it's original owner. -~ -#2809 -magnetized crossbow bolt~ -a magnetized crossbow bolt~ -A small metal crossbow bolt lies here, attracting metal.~ -~ -57 524288 1 -0 0 0 13 -2 3 0 -E -magnetized crossbow bolt~ -This crossbow bolt is different than most because it seems to be magnetized. -You have a little bit of trouble getting it not to stick to your metal -gauntlets. -~ -#2810 -first moat~ -the first moat~ -The Outer Moat rushes past. Good thing there's a bridge!~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -first moat outer~ -This moat is full of piranhae and other mean things, you aren't certain that -you want to go in there... -~ -> use_prog 100~ -mea $n You take a long, thirst quenching drink. -mer $n $n takes a long, thirst quenching drink. -mea $n _ora You recoil frantically as piranhae bite into your lips!! -mer $n _ora $n recoils frantically as piranhae bite into $s lips!! -mpdamage $n 100 -~ -| -#2811 -giant doublehanded sword~ -a giant doublehanded sword~ -An enormous sword lies here; you'll have to use both hands to pick it up.~ -~ -5 704512 8193 -3 1 23 1 -35 100 10 -E -giant doublehanded sword~ -It is extremely large and unwieldy... -~ -#2812 -suit very heavy platemail~ -a suit of very heavy platemail~ -A very heavy suit of platemail is being stored here.~ -~ -9 17481728 9 -15 15 0 0 -70 100 10 -E -heavy suit platemail~ -You can barely pick it up, it's so heavy and cumbersome... -~ -A -2 -4 -#2813 -utilitydigitem~ -some sort of strange hole leading into darkness~ -(This item can't be seen by players)~ -~ -12 536870976 1 -0 0 0 0 -1 0 0 -#2814 -smelly decaying rags~ -smelly, decaying rags~ -Some smelly, half-decayed rags lie here, too shabby even for a beggar.~ -~ -9 262144 1025 -1 1 0 0 -1 0 0 -E -smelly decaying rags~ -Old... grimy... smelly... not what you'd want to wear to church. -~ -A -25 -3 -#2815 -whisp ghostly energy~ -a whisp of ghostly energy~ -A beautiful whisp of ghostly energy flickers rhythmically.~ -~ -4 32 16385 -69 1 10 -1 -1 1000 100 -'shockshield' -E -whisp ghostly energy~ -Crackling energy cascades and swirls within your hands, a small remnant of -the ghost of a martyr. The incredible power almost causes your hair to -stand on end, and as your hand glances across the metal hilt of your trusty -weapon, you feel a spark of static electricity which you have gathered by -merely touching this wondrous relic. -~ -> use_prog 100~ -mea $n _yel You hold the swirl aloft, and a glimmering shield of electricity -mer $n _yel $n holds the swirl aloft, and a glimmering shield of electricity -mpe _yel slowly encompasses the room, surrounding you and becoming one with you -~ -> wear_prog 80~ -mea $n _whi The whisp of energy crackles with incredible energy! -mer $n _whi You hear a crackle of ominous energy, and notice $n's hair begin to stand up on end... -~ -| -#2816 -decaying corpse~ -the decaying corpse~ -A decaying corpse is little more than bones.~ -~ -13 134479872 1 -0 0 0 0 -200 0 0 -E -decaying corpse~ -this body has been dead for quite a long time, wasting away deep in these -dungeons. -~ -> get_prog 100~ -mea $n _cya The corpse slips out of your hands... -mer $n _cya The corpse slips out of $n's hands... -mpforce $n drop $o -~ -| -#2817 -thin band silver~ -a thin band of silver~ -A thin band of silver sparkles in the dirt, reflecting the sun's rays.~ -~ -9 525312 3 -5 5 0 0 -1 250 25 -E -thin band silver~ -At first it appears to be real silver, but upon closer inspection it -becomes clear that it is just copper with silver painting. Nevertheless, -this ring looks pretty. -~ -A -25 1 -#2818 -chains torn wall~ -chains torn from a wall~ -A partially broken chain is coiled up in a corner.~ -~ -5 524288 8193 -10 5 7 4 -3 100 10 -E -chain torn~ -It would seem that at some time this chain was attached to a wall. some -very strong force ripped it unceremoniously out of that wall... -~ -#2819 -gallant dungeon key~ -a Gallant dungeon key~ -A small key of great worship and renown sparkles on the floor.~ -~ -57 524288 1 -12 18 55 13 -10 1 0 -E -gallant dungeon key~ -A shiny little key with the crest of Castle Gallant boldly emblazoned on -the side. -~ -#2820 -nasty bastard sword~ -a nasty looking bastard sword~ -A bastard sword has been discarded here; it looks rather nasty.~ -~ -5 655360 8193 -10 3 6 0 -17 1000 100 -E -nasty bastard sword~ -You shudder at the thought of fighting someone equipped with this awesome -weapon. -~ -A -19 1 -A -13 5 -#2821 -cold steel visor~ -a cold steel visor~ -A cold steel visor, the likes of which a knight might wear.~ -~ -9 524288 1179649 -9 9 0 0 -3 250 25 -E -cold steel visor~ -Although unenchanted, this visor seems malevolent and somehow evil. -~ -A -17 -5 -#2822 -dungeon platemail plate mail~ -dungeon platemail~ -A suit of platemail for use by a dungeon guard lies here.~ -~ -9 704512 9 -10 10 0 0 -20 0 0 -E -dungeon platemail plate mail~ -Not the best platemail you've seen, this was never intended to be used in -battle against serious challenges, but just against escaped prisoners. -~ -A -17 -5 -#2823 -oak-hewn oak hewn longbow long bow~ -an oak-hewn longbow~ -A longbow hewn from the branches of an oak tree.~ -~ -56 262144 262145 -11 0 30 14 3 0 -5 2000 200 -E -oak-hewn oak longbow long bow~ -Hewn from the branch of a strong oak tree, this bow is worth quite a -large sum of money. It is clearly no toy. -~ -#2824 -tough brown leather jerkin~ -a tough brown leather jerkin~ -A tough brown leather jerkin lies here, ready to be worn.~ -~ -9 262144 525321 -13 13 0 0 -2 100 10 -E -tough brown leather jerkin~ -The leather has been soaked in a special oil to make it tougher. Only -the Gallant armourors know how to apply that technique, making this jerkin -somewhat unique and rare. -~ -A -2 2 -A -17 -10 -A -13 5 -#2825 -pale yellow robes~ -pale yellow robes~ -Some pale yellow robes are strewn about here, in need of a good ironing.~ -~ -9 64 1025 -6 6 0 0 -1 5000 500 -E -pale yellow robes~ -These pale robes are of a yellow color, making them especially helpful -in the casting of yellow magicks. -~ -A -12 65 -A -24 -5 -#2826 -silver lined dagger~ -a silver lined dagger~ -A small magical dagger, whose blade is lined with silver.~ -~ -5 589888 8193 -12 1 28 11 -2 4000 400 -E -silver lined dagger~ -Lined with silver, this dagger is heavily enchanted. It is a good weapon -for a battlemage. -~ -A -18 2 -A -19 1 -A -12 35 -#2827 -wand caustic fount~ -a wand of caustic fount~ -A powerful magic wand drips caustic acid onto the ground.~ -~ -3 64 16385 -35 4 4 -1 -3 8000 800 -'caustic fount' -E -wand caustic fount~ -This elongated glass wand is heavily enchanted, and just touching it makes -your fingers tingle. The far end is coated in some sort of strong acid, -and it is not a good idea to tough it. -~ -#2828 -pile decapitated heads~ -the pile of decapitated heads~ -A pile of rotting, decapitated heads has collected in the corner.~ -~ -12 262144 0 -0 0 0 0 -1 0 0 -E -pile decapitated heads~ -There are male heads, female heads, heads of all manner of people. the -justice system of Castle Gallant is unprejudiced, alright. It kills -everyone. -~ -#2829 -recently slain body~ -a recently slain body~ -A recently slain body, it's head chopped off cleanly, still leaks hot blood.~ -~ -23 262144 0 -0 0 0 0 -1 0 0 -E -recently slain body corpse~ -A horrible sight. Killed by decapitation. The head is presumably just -another addition to the pile in the corner. -~ -#2830 -huge puddle blood~ -a huge puddle of blood~ -A huge puddle of blood pours from the recently slain body.~ -~ -27 32 0 -5 32000 0 1 -1 0 0 -E -huge puddle blood~ -The mortal wound of the poor prisoner who was recently decapitated is -really more than your stomach can take. -~ -#2831 -heavy bloodsoaked axe~ -a heavy bloodsoaked axe~ -An ancient, malevolent weapon of death soaks in a pool of blood.~ -~ -5 705044 8193 -12 5 8 6 -1 10000 1000 -E -heavy bloodsoaked axe~ -A giant weapon which has sliced many heads clean off of their shoulders. -The wooden handle is wrapped in thin, filthy strands of rope, and the -blade is chipped in many places, and stained many times over with crimson. -~ -A -17 -20 -A -19 10 -A -18 10 -A -25 -2 -A -2 -1 -A -1 1 -#2832 -mask shadows~ -a mask of shadows~ -The shadow of an executioner's mask.~ -~ -9 2612 1179649 -10 10 0 0 -15 1000 100 -E -mask shadows~ -This strange mask seems to become invisible as you shed your lightsource -upon it's darkened, umbrageous surface, yet it is very real and clear. -~ -A -26 99328 -> use_prog 100~ -mea $n _dch Dark, cold shadows are suddenly cast over your face... -mer $n _dch Dark, cold shadows are suddenly cast over $n's face... -~ -| -#2834 -nonamehead~ -someone's decapitated head~ -Someone's decapitated head lies here...~ -~ -8 262144 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -if ispc($n) -break -endif -if inroom($n) == 2843 -if isaffected($n) == detect_traps -else -mpmset $n affected detect_traps -endif -endif -~ -| -#2835 -vicehold~ -the Vicehold~ -A gauntlet hewn of ice cold adamantium freezes the ground beneath it.~ -~ -9 25871024 129 -15 15 0 0 -8 5 0 -E -vicehold~ -A powerful gauntlet hewn of cold adamantium. It is as cold as ice, -and the fingers on it are as sharp as needles. -~ -A -29 1 -A -1 1 -A -53 5 -A -46 6 -A -26 512 -A -19 7 -A -18 4 -A -21 -1 -> use_prog 100~ -mea $n _dbl The Vicehold freezes itself onto your wrist... -mer $n _dbl The Vicehold freezes itself onto $n's wrist... -mea $n _cya You drop to your knees and grovel to the Vicehold. -mer $n _cya $n drops to $s knees and grovels to the Vicehold. -~ -> wear_prog 100~ -if class($n) == wardancer -or class($n) == knight -or class($n) == warrior -or class($n) == paladin -break -endif -mea $n _dch Only Wardancers and Knights can use the Vicehold ... -mpforce $n rem $o -~ -| -#2836 -key~ -a newly created key~ -Some god dropped a newly created key here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#2837 -recaptured sunrise dagger~ -the Recaptured Sunrise~ -A beam of light shines intensely upon the ground, forming a shimmering dagger.~ -~ -5 8424513 8193 -12 12 3 11 -3 2453452 245345 -E -recaptured sunrise dagger~ -Constructed of silver, Recaptured Sunrise is especially effective against -the undead. It is a shimmering weapon, with an oak-carved hilt. The rays -of the sun are reflected off of it, piercing painfully into your unfortunate -foe as you do battle. -~ -A -19 5 -A -18 14 -A -24 -10 -A -12 35 -> use_prog 10~ -mea $n _whi You wield $O. -mer $n _whi As $n wields $O, the reflection of the sunrise appears in $s eyes. -~ -| -#2838 -blinding dazzling aura~ -a blinding, dazzling aura~ -A blinding, dazzling aura exists within the darkness.~ -~ -9 1082166337 1033 -1 1 0 0 -1 10000 1000 -A -12 25 -#2839 -mystile mystical mist~ -the Mystile~ -A mystical relic of legends long forgotten- the Mystile.~ -~ -9 524384 4097 -15 15 0 0 -1 1 0 -E -mystile~ -A whisp of mist twists and writhes like a serpent, encircling your wrist. -The outter mist is constantly disippating into the air, and it would seem -that in just a few minutes the Mystile will have completely evaporated, -yet inside new mist spawns from seemingly nothing. Occasionally the -Mystile shifts colors, but only for an instant, before returning to it's -normal, brilliant white state. -~ -A -1 1 -A -4 2 -A -3 1 -A -31 1 -A -19 2 -A -40 9 -> use_prog 10~ -mea $n _blu As you wear $O, it shimmers a beautiful shade of blue for a brief instant. -mer $n _blu As $n wears $O, it shimmers a beautiful shade of blue for a brief instant. -~ -> use_prog 13~ -mea $n _pur Crackling with energy, the mists become purple for an instant. -mer $n _pur $n wears $O on $s wrist. Crackling with energy, the mists become purple for an instant. -~ -> use_prog 16~ -mea $n _whi $O shimmers intensely white as you wear it on your wrist. -mer $n _whi $O shines intensly white as $n wears it on $s wrist. -~ -> damage_prog 10~ -mea $n _lbl The mists writhe and slither up and down your arm, as if alive. -~ -> remove_prog 10~ -mpe _dch $O pulsates a soft dark gray for a fleeting instant. -~ -> remove_prog 5~ -mpe _gre The mists churn green for a moment before resuming their normal state of calmness. -~ -> exa_prog 20~ -mea $n _whi The mists part slightly, as if struggling not to be seen. -~ -| -#2840 -large blunt heavy club~ -a large blunt heavy club~ -A large, blunt, heavy club makes it's mark on the carpet below.~ -~ -5 524352 8193 -8 3 6 8 -20 352 35 -E -large heavy blunt club~ -A rather large weapon capable of crushing a full grown man with a good blow. -~ -#2841 -thin silver rogues dagger~ -a thin silver rogue's dagger~ -A thin silver dagger, used by a rogue, reflects sunrays off it's blade.~ -~ -5 524352 8193 -13 5 6 2 -1 1000 100 -E -thin silver dagger rogues~ -A rather nice dagger, hewn from the rarest silver. -~ -A -19 6 -#2842 -well kept spear well-kept~ -a well-kept spear~ -A well-kept spear, it's wooden handle recently rebuffed, reclines against a wall.~ -~ -5 557056 8193 -10 5 5 2 -20 10000 1000 -E -well-kept well kept spear polearm~ -Though very old, this weapon is still in excellent condition. It must be -maintained very well. Clearly, it's user is very wise. -~ -A -4 3 -A -18 3 -#2843 -long longsword sword~ -a long longsword~ -A rather long longsword rests here on a rock.~ -~ -5 557056 8193 -10 5 5 3 -15 12455 1245 -E -long longsword sword~ -Even for a longsword, this weapon is remarkably long. You imagine that it -would be quite useful in battle against foes with smaller weapons, since -it could easily inflict blows from a longer range, giving the unfortunate -victim no chance to retort. -~ -A -18 1 -A -17 -10 -A -10 1 -#2844 -unwieldy stone bludgeon~ -an unwieldy bludgeon~ -A rather enormous bludgeon looks like it could prove quite heavy.~ -~ -5 32768 8193 -13 5 5 8 -35 342 34 -E -bludgeon~ -This large stone looks like it would kill you instantly if someone bashed -your head with it. It would crush your brain to mush. -~ -A -1 1 -A -19 2 -#2845 -valinspiraller~ -the Valinspiraller~ -Imbedded within an embankment of stone, the Valinspiraller reflects the sun's rays.~ -~ -5 559168 8193 -13 6 8 3 -2 15 1 -E -valinspiraller~ -A long, thin sword, the Valinspiraller is a mix between a longsword and -a katana. Runes have been ensorcelled into the surface of the blade, which -seems to be constructed of perfect diamond. The tip is perfectly sharp, -enough so to rival the extremity of the finest needle. The edge is no -worse, making even the finest razor seem bludgeonous. The name -"Valinspiraller" is inscribed into the handle, which is bound of tough -but very soft leather. -~ -A -17 -20 -A -2 1 -A -24 -5 -A -23 -2 -A -20 -9 -A -14 61 -A -10 12 -A -13 60 -A -12 30 -A -18 14 -A -19 14 -> use_prog 50~ -if isgood($n) -if rand(33) -mea $n _whi $O's blade divides the spectrum into a spiral of gorgeous colors, illuminating the room. -mer $n _whi As $n wields $O, the blade divides the spectrum into a spiral of gorgeous colors, illuminating the room. -else -if rand(50) -mea $n _pin $O's blade divides the spectrum into a spiral of gorgeous colors, illuminating the room. -mer $n _pin $O's blade divides the spectrum into a spiral of gorgeous colors as $n brings the weapon to bear. -else -mea $n _lbl $O's blade divides the spectrum into a spiral of gorgeous colors, illuminating the room. -mer $n _lbl As $n wields $O, the blade divides the spectrum into a spiral of gorgeous colors, illuminating the room. -endif -endif -break -endif -if rand(33) -mea $n _cya $O's sharp blade writhes like a serpent as you wield it! -mer $n _cya $O's sharp blade writhes like a serpent as $e wields it! -else -if rand(50) -mea $n _dbl $O's sharp blade writhes like a serpent as you wield it! -mer $n _dbl $O's sharp blade writhes like a serpent as $e wields it! -else -mea $n _dgr $O's sharp blade writhes like a snake as you wield it! -mer $n _dgr $O's sharp blade writhes like a serpent as $e wields it! -endif -endif -~ -| -#2846 -infinite royal majesty~ -the infinite royal majesty~ -The infinite royal majesty.~ -~ -5 524288 8193 -15 8 8 12 -1 0 0 -A -18 100 -A -17 -100 -A -19 30 -A -30 72 -A -30 209 -A -30 216 -A -30 218 -A -30 109 -A -30 68 -A -30 105 -A -30 17 -A -30 211 -A -30 110 -A -30 103 -#2847 -mandate land~ -the Mandate of the Land~ -A golden key with the Gallant Crest shimmers in the light.~ -~ -4 524608 16385 -100 1 1 -1 -1 1000000 100000 -'charm person' -E -mandate land key~ -The Mandate of the Land is a shimmering, magical key owned by only the -highest monarchs in the land. It sparkles and glimmers, and you realize -that it just might offer passage to many wondrous lands. -~ -A -33 15 -A -26 3670016 -#2848 -crown blue diamond~ -a crown of blue diamond~ -A thousand blue diamonds have been joined in the making of this royal crown.~ -~ -9 25871617 17 -20 20 0 0 -10 0 0 -E -crown blue diamond~ -The most beautiful of crowns ever imagined, pure diamond is used in the -creation of this crown. And no ordinary diamond, either, but rare blue -diamond. The entire crown is made of blue diamond! -~ -A -17 -40 -A -27 530 -A -22 -10 -A -20 -10 -A -25 4 -> use_prog 100~ -mea $n _lbl As you don the gorgeous crown, it begins to glimmer with light. -mer $n _lbl As $n dons $O, it begins to glimmer with light. -~ -| -#2849 -limited orbit~ -the Limited Orbit~ -A convoluted model of the solar solar system displays the orbits of the planets.~ -~ -9 623872 2101253 -10 10 0 0 -10 2566420 256642 -E -limited orbit~ -A strange cantrip, made permanent by powerful spells, the Limited Orbit -is a model of the solar system, but the sun is missing, allowing the -planets themselves to be worn. They are suspended in their orbits, and -they revolve perfectly, with an accuracy which would belittle the efforts -of the most advanced astrologists in this world. Clearly this relic is -very powerful. -~ -A -26 16777216 -A -56 67 -A -13 15 -A -12 15 -A -14 15 -#2850 -north wind winds~ -the North Winds~ -A freezing gust of powerful wind blows in from the north.~ -~ -5 625984 8193 -15 1 70 4 -5 0 0 -E -north winds dagger~ -This long dagger seems inconsistend with the average shortblade, as it -swirls and writhes, like the winds themselves. Only the handle, which -seems almost like a solidified cloud, remains semi stable, the blade -whips and rushes all over the place. It would take alot of skill to -wield such an unpredictable weapon, but the simplest commoner can see it -is clearly very powerfully enchanted. A magical relic the likes of which -would make a gnomish inventor quit his job. -~ -A -18 9 -A -19 9 -A -27 3 -A -30 214 -> use_prog 100~ -if rand(33) -mea $n _lbl Tentatively, you lift the Winds themselves and conform them to your will. -mer $n _lbl Tentatively, $n lifts the Winds themselves and conforms them to $s will. -else -if rand(50) -mea $n _dbl Your hands freeze over as you wield the North Winds... -mer $n _dbl $n's hands freeze over as $e wields the North Winds... -else -mea $n _whi A swirling blizzard accompanies you as you wield $O! -mer $n _whi A swirling blizzard accompanies $n as $e wields $O! -endif -endif -if ispassage($i) == south -mea $n _pur The powerful blast of wind pushes you south! -mer $n _pur The powerful blast of wind pushes $n south... -mpforce $n s -else -mea $n _pur The powerful blast of wind throws you against the southern wall! -mer $n _pur The powerful blast of wind throws $n against the southern wall... -endif -~ -| -#2851 -orb ice~ -the Orb of Ice~ -A compact icestorm swirls within a freezing orb.~ -~ -8 64 16385 -0 0 0 0 -15 0 0 -E -orb ice~ -The elements of cold dance within this powerful key, swirling and -whirling chaotically... -~ -> sac_prog 100~ -if inroom($i) == 2875 -else -break -endif -/* Commented out because it leads to an area which requires special */ -/* factors in order to work right */ -break -mpe _lbl The alcove shivers as the floor yawns wide open... -if ispassage($i) == down -break -endif -mpopen 2875 2876 5 -~ -| -#2852 -gallant fountain~ -the Gallant Fountain~ -The Gallant Fountain spills a tumultuous flow of delicious water.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -gallant fountain~ -The fountain is hewn of marble and filled with soft, cold, delicious -waters from deep within the earth. -~ -#2853 -remnants valinspiraller~ -the remnants of the Valinspiraller~ -The remnants of the Valinspiraller are strewn about.~ -~ -60 1 1 -50 1 1 1 -1 -1 -1 100 10 -'indignation' 'true sight' -#2854 -harp divine~ -the Harp, divine~ -An instrument worthy of the ears of the gods attracts the sun's gorgeous rays.~ -~ -4 66 16385 -64 5 5 -1 -5 1000000 100000 -'bless' -E -harp divine~ -A beautiful instrument construed of jade seems somehow only semi -corporeal, as though it is only partially real, a remnant of some -prematurely awakened dream. With even the lightest touch of it's -strings, from the hand of the worst novice, the Harp Divine gushes -forth an infinitude of gorgeous music. -~ -> use_prog 100~ -mea $n _blu You brandish $O. -mer $n _blu $n brandishes $O. -mpe _lbl Beautiful strains of music flow through the air... -~ -| -#2855 -blind faith tear~ -blind faith~ -The dying tears of a martyr, red as blood, stain the virgin earth.~ -~ -9 4352 131073 -25 25 0 0 -10 0 0 -E -blind faith~ -~ -A -26 1 -A -27 2097152 -A -19 7 -A -18 7 -A -12 50 -#2856 -steps~ -the steps~ -A set of dusty, neglected steps lead downward into the unknown.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -steps~ -Fashioned of cheap wood, it is difficult to ascertain who put these -steps here. Now they creak horribly, at least they would if this room -weren't so heavy with silence. What unknowns might be below?! These -steps are your key to find out. -~ -#2857 -torches~ -the torches~ -Some humble torches adorn the sides of the tunnel, shedding dim light.~ -~ -34 1 0 -0 0 0 0 -1 0 0 -E -torches~ -Though theyve been here for what seems like forever, these torches -dont seem to burn down. Clearly some powerful enchantment has been -cast upon them. It must be a permanent enchantment because nobody has -been down here in a long while. -~ -#2858 -dark rune~ -the dark rune~ -A dark rune has been inscribed in the wall of the tunnel.~ -~ -12 52 0 -0 0 0 0 -1 0 0 -E -dark rune~ -A strange and very dark rune flickers and glimmers in the shadows. Could -this rune be the source of the magic which places a globe of silence over -this strange place? It is impossible to discern for sure. As you gaze -upon it, the rune flickers faster, as though it is aware of your -judgemental appraisal. -~ -> exa_prog 100~ -mpe _lbl "What wizard dares to invoke my power?" -~ -| -#2859 -altar ice~ -the Altar of Ice~ -The Altar of Ice, a half-frozen, twisted silver altar.~ -~ -15 16 0 -10000 13 0 0 -1 0 0 -E -altar ice~ -This strange altar is almost completely frozen. Hewn of ice cold silver, -it hums softly, casting an eerie chill through the whole alcove, causing -you to freeze horribly. Frozen puddles surround it... some are water, -some are blood. All are ice cold. -~ -#2860 -skeleton child~ -the skeleton~ -The skeleton of a child, dead since ancient times, is strewn across the altar's icy surface.~ -~ -23 262144 0 -0 0 0 0 -1 0 0 -E -skeleton~ -A young girl, doubtless a virgin, her life stolen from her, sacrificed -to the cold and to the ice. -~ -#2861 -spiral blast~ -the Spiral Blast~ -A blur of violent energies fills the room, blasting it!~ -~ -5 262144 8193 -1 0 1 1 6 0 -20 1000000 100000 -E -spiral blast~ -A perpetually spinning nexus of purely violent energies, the Spiral -Blast is somewhat like a river stuck behind a dam, building up pressure -and waiting to BLAST everything in sight. -~ -A -13 -1200 -A -30 295 -#2862 -aura life eternal~ -an aura Life Eternal~ -A tingling sensation overwhelms you as you witness a fantastic aura in which visions of springtime and life can be seen.~ -~ -9 8424448 1025 -1 1 0 0 -100 0 0 -E -aura life eternal~ -This is the last remnant of a powerful spell woven over a kingdom to -give it's denizens eternal life. Susceptible only to murder, no other -cause of death could prevail against the citizens thereof, nor could -they ever age, but rather stay young forever. The spell broken, now -that land is in ruins. Even this remnant is a temporary thing, and there -is no way to preserve it indefinitely. -~ -A -19 7 -A -18 7 -A -27 2097928 -A -20 -10 -A -22 -10 -A -9 100 -A -4 3 -A -5 3 -A -12 150 -A -1 1 -A -26 -2147475456 -A -24 -5 -A -13 100 -> get_prog 100~ -mpat 3832 get ball id123454321 -mpjunk all.ball -~ -> damage_prog 100~ -mpe _whi $O vanishes for a brief moment, but reappears in $n's hands. -mpoload 2863 -drop aura -mpforce $n get aura -give aura $n -~ -| -#2863 -aura life eternal~ -an aura Life Eternal~ -A tingling sensation overwhelms you as you witness a fantastic aura in which visions of springtime and life can be seen.~ -~ -9 8424448 1025 -1 1 0 0 -100 0 0 -E -aura life eternal~ -This is the last remnant of a powerful spell woven over a kingdom to -give it's denizens eternal life. Susceptible only to murder, no other -cause of death could prevail against the citizens thereof, nor could -they ever age, but rather stay young forever. The spell broken, now -that land is in ruins. Even this remnant is a temporary thing, and there -is no way to preserve it indefinitely. -~ -A -19 7 -A -18 7 -A -27 2097928 -A -20 -10 -A -22 -10 -A -9 100 -A -4 3 -A -5 3 -A -12 150 -A -1 1 -A -26 -2147475456 -A -24 -5 -A -13 100 -> damage_prog 100~ -mpe _whi $O vanishes for a brief moment, but reappears in $n's hands. -mpoload 2864 -drop aura -mpforce $n get aura -give aura $n -~ -| -#2864 -aura life eternal~ -an aura Life Eternal~ -A tingling sensation overwhelms you as you witness a fantastic aura in which visions of springtime and life can be seen.~ -~ -9 8424448 1025 -1 1 0 0 -100 0 0 -E -aura life eternal~ -This is the last remnant of a powerful spell woven over a kingdom to -give it's denizens eternal life. Susceptible only to murder, no other -cause of death could prevail against the citizens thereof, nor could -they ever age, but rather stay young forever. The spell broken, now -that land is in ruins. Even this remnant is a temporary thing, and there -is no way to preserve it indefinitely. -~ -A -19 7 -A -18 7 -A -27 2097928 -A -20 -10 -A -22 -10 -A -9 100 -A -4 3 -A -5 3 -A -12 150 -A -1 1 -A -26 -2147475456 -A -24 -5 -A -13 100 -> damage_prog 100~ -mpe _whi $O vanishes for a brief moment, but reappears in $n's hands. -mpoload 2865 -drop aura -mpforce $n get aura -give aura $n -~ -| -#2865 -aura life eternal~ -an aura Life Eternal~ -A tingling sensation overwhelms you as you witness a fantastic aura in which visions of springtime and life can be seen.~ -~ -9 8424448 1025 -1 1 0 0 -100 0 0 -E -aura life eternal~ -This is the last remnant of a powerful spell woven over a kingdom to -give it's denizens eternal life. Susceptible only to murder, no other -cause of death could prevail against the citizens thereof, nor could -they ever age, but rather stay young forever. The spell broken, now -that land is in ruins. Even this remnant is a temporary thing, and there -is no way to preserve it indefinitely. -~ -A -19 7 -A -18 7 -A -27 2097928 -A -20 -10 -A -22 -10 -A -9 100 -A -4 3 -A -5 3 -A -12 150 -A -1 1 -A -26 -2147475456 -A -24 -5 -A -13 100 -> damage_prog 100~ -mer $n _pin As the aura Life Eternal crumbles, $n's features wither and wrinkle -mea $n _pin As the aura Life Eternal crumbles, your features wither and wrinkle -mpe _lbl The life energies seep into the ground, to return from whence they -mpe _lbl came. -mpe _cya The ground begins to tremble slightly as the remnants of $O -mpe _cya bring to life an omnipotent spell which has been shattered for -mpe _cya ages... -mpat 2800 mpechozone _gre Life blossoms in these lands anew, as the spell -mpat 2800 mpechozone _gre of Eternal Life is restored! -if mobinworld(2818) == 1 -mpat 2800 mpechozone _lbl Lazsigma yells 'The spell is rewoven!' -endif -mpoload 21 -mpat 3832 put ball id123454321 -~ -| -#2866 -id123454321~ -the sign~ -There is a sign on the wall.~ -~ -15 0 0 -10000 0 0 0 -1 0 0 -#2878 -crack of thunder~ -Crack of Thunder~ -A loud clap of thunder echoes through the land, silencing the din of battles.~ -~ -5 272 8193 -13 17 3 4 -5 0 0 -A -13 100 -A -23 -5 -A -26 -2147483648 -A -26 1048576 -A -18 17 -A -19 16 -A -12 45 -> sac_prog 100~ -mea $n _whi Tyrael held his hand aloft, swiping at the air before him. -mea $n _whi A magical mist began to swirl and move, creating a strong -mea $n _whi breeze to do his bidding. And so began...the Winds of Change. -mpoload 2884 50 -drop 'winds change' -mpforce $n get 'winds change' -~ -> wear_prog 100~ -if rand(10) -c sanc 0.$n -endif -~ -| -#2879 -eye of the storm~ -Eye of the Storm~ -The turbulence around you reaches a lull as you enter the eye of the storm.~ -~ -5 272 8193 -13 17 3 6 -5 0 0 -A -13 100 -A -23 -5 -A -26 -2147483648 -A -26 1048576 -A -18 17 -A -19 16 -A -12 45 -> wear_prog 100~ -if rand(10) -c sanc 0.$n -endif -~ -> sac_prog 100~ -mea $n _cha As the storm continued its rage, the ship began to rip apart -mea $n _cha and sink to the depths below. Seeing this, Tyrael became pleased, -mea $n _cha and laughed as a clap roared through the skies...a Crack of Thunder -mpoload 2878 50 -drop 'crack of thunder' -mpforce $n get 'crack of thunder' -~ -| -#2880 -innocent blood~ -innocent Blood~ -The ground is forever stained with the blood of innocents...~ -~ -9 17025536 129 -15 15 0 0 -1 0 0 -A -21 4 -A -19 7 -A -18 5 -A -13 25 -A -2 1 -A -3 1 -> wear_prog 100~ -if class($n) == vastigen -or isnpc($n) -or class($n) == vampire -else -mpe _ora Only the Vastigen have any use for this hellish taint... -mpforce $n rem 'innocent blood -endif -~ -| -#2881 -belt human sinew~ -a belt of human sinew~ -A disgusting belt of flesh rots and reeks, stinking up the room...~ -~ -9 263680 2049 -23 23 0 0 -1 0 0 -E -belt human sinews~ -It is disgusting just to touch this grotesque item. It is, as it's name -suggests, a belt sewn together of the sinews of unfortunate humans! -~ -A -19 4 -A -18 4 -A -17 -30 -A -5 3 -A -2 1 -A -1 1 -A -53 5 -A -13 15 -#2882 -crown mole queen~ -the Crown of the Mole Queen~ -A gorgeous, but rather small crown reflects the light from your lightsource.~ -~ -9 1 17 -10 10 0 0 -20 100000 10000 -E -crown~ -The crown is formed of priceless gems mined in the Mole's Haven. -~ -A -25 3 -A -3 2 -A -5 1 -A -13 5 -A -12 10 -A -19 1 -> use_prog 100~ -mea $n _lbl As you place $O on your head, you feel more powerful and beautiful. -mer $n _lbl $n smiles as $e dons $O upon $s head. -~ -| -#2883 -damnation~ -&RD&ra&Rm&rn&Ra&rt&Ri&ro&Rn&w~ -A red steel blade glows with a hellish light.~ -~ -5 2587 8193 -0 12 4 11 -5 0 0 -A -25 -5 -A -27 1049120 -A -26 524296 -A -24 -5 -A -20 -5 -A -22 -3 -A -23 -3 -A -19 13 -A -18 15 -A -13 100 -> wear_prog 100~ -if isevil($n) -mea $n The blade crackles and pulses with unholy energy as you grip it! -c fireshield $n -c kin $n -c troll $n -else -endif -~ -> sac_prog 66~ -mpe Waves of dark energy shift and dance about the ruined blade. -mpe Eventually they coalesce into a dark, formless void, humming evilly. -mpoload 12601 -drop visions -~ -| -#2884 -winds change~ -Winds of Change~ -A chaotic wind drifts through the area, causing all things to shift...~ -~ -5 272 8193 -13 17 3 5 -5 0 0 -A -13 100 -A -23 -5 -A -26 -2147483648 -A -26 1048576 -A -18 17 -A -19 16 -A -12 45 -> sac_prog 100~ -mea $n _blu As the winds of change swirled about them, a hurricane of -mea $n _blu epic proportions arose and surrounded them, trapping them -mea $n _blu within...the Eye of the storm. -mpoload 2879 50 -drop 'eye of the storm' -mpforce $n get 'eye of the storm' -~ -> wear_prog 100~ -if rand(10) -c sanc 0.$n -endif -~ -| -#2885 -spite~ -everyone's spite~ -The spiteful bile of a thousand misfits...~ -~ -5 262152 8193 -10000 12 4 11 -2 100000000 10000000 -A -19 14 -A -13 120 -A -12 125 -A -12 50 -> sac_prog 100~ -mea $n _whi You invoke Everyone's Grudge... -mer $n _whi $n invokes Everyone's Grudge... -mpoload 2890 -dro grudge -~ -| -#2887 -fragment gates paradise gift meteor~ -a fragment of the gates of Paradise~ -Here lies a tiny meteor from the Heavens, shining with divine power...~ -~ -9 8424704 513 -25 25 0 0 -10 1000000 100000 -A -17 -100 -A -27 16772 -A -24 -8 -A -23 -9 -A -22 -5 -A -48 10 -A -56 66 -A -13 25 -A -12 30 -> damage_prog 100~ -c 'cure blind' $n -c 'cure poison' $n -c 'remove curse' $n -c 'cure light' $n -c refresh $n -c 'restore mana' $n -~ -| -#2888 -symphony blood gift echos~ -symphony of blood~ -Echos from the depths of your bloodiest nightmare continue to haunt you...~ -~ -9 528896 65537 -13 13 0 0 -1 0 0 -A -66 5 -A -19 4 -A -3 3 -#2889 -sphere holylight gift~ -a sphere of holylight~ -A tiny fragment of the sun itself blazes here...~ -~ -1 8487936 1 -0 0 0 0 -1 0 0 -A -26 8389180 -A -41 100 -A -4 2 -A -5 2 -A -27 512 -#2890 -grudge~ -Everyone's Grudge~ -The blood and tears of every martyr gather here, for a final chance at vengeance.~ -~ -5 524552 8193 -10000 12 4 11 -1 0 0 -E -grudge~ -&CA martyr says 'Let them experience what we have experienced...' -&gAs you look more closely, you notice that it is INDESTRUCTABLE!&x -~ -A -26 524300 -A -30 68 -A -13 50 -A -12 50 -A -19 3 -A -18 5 -A -27 1049120 -A -56 95 -> sac_prog 100~ -mea $n _dch You invoke everyone's spite... -mer $n _dch $n invokes everyone's spite... -mpoload 2885 -dro all.spite -~ -| -#2891 -pact runes~ -Devilish Pact~ -A set of savage Runes exude a demonic aura, scorching the earth beneath.~ -~ -9 117264 5 -9 9 0 0 -1 60606 6060 -A -18 3 -A -56 25 -A -57 22 -A -1 1 -A -2 1 -A -25 3 -A -19 5 -A -27 1 -A -13 20 -A -12 20 -#2892 -oppressive weight Power~ -the oppressive weight of Power~ -A curse of the most horrible nature awaits some soul to drag down into Hell.~ -~ -9 659456 2097153 -9 9 0 0 -200 0 0 -A -18 4 -A -14 -200 -A -52 -30 -A -11 100 -A -20 3 -A -2 -1 -A -1 3 -A -19 4 -> use_prog 33~ -mea $n _dgr The grudge of the Innocent materializes upon your ankles as an unbreakable chain. -mer $n _dgr The grudge of the Innocent materializes upon $n's ankles as an unbreakable chain! -~ -> use_prog 50~ -mea $n _cya The grudge of the Innocent materializes upon your ankles as an unbreakable chain. -mer $n _cya The grudge of the Innocent materizalizes upon $n's ankles as an unbreakable chain! -~ -> use_prog 99~ -mea $n _red The grudge of the Innocent materializes upon your ankles as an unbreakable chain. -mer $n _red The grudge of the Innocent materializes upon $n's ankles as an unbreakable chain! -~ -| -#2893 -lifeblood marrow fog mists~ -scarlet, bloody Mists~ -Above a horrible battlefield, cold Mist and Fog hover, red with blood.~ -~ -9 528660 9 -0 0 0 0 -175 0 0 -A -2 2 -A -18 5 -A -19 8 -A -13 60 -A -12 50 -A -23 -3 -A -29 4 -#2894 -failure curse suicide~ -a blood-drenched suicidal katana~ -Within a darkened trench, a humble katana lays in a pool of spilt blood.~ -~ -5 526420 8193 -12 1 62 2 -15 0 0 -A -18 1 -A -12 -15 -A -22 -9 -A -31 -1 -A -1 1 -A -5 -3 -A -29 514 -A -19 12 -A -13 70 -> wear_prog 80~ -mpdamage $n 75 -mpforce $n style evasive -~ -| -#2895 -sorcery's mark stain wound~ -sorcery's darkened Mark~ -A horrible stain, a wound in the Earth itself, which can never be healed...~ -~ -9 25266708 257 -9 9 0 0 -75 666 66 -A -19 6 -A -18 6 -A -13 25 -A -24 -9 -A -27 1048576 -A -31 -1 -A -3 1 -A -26 2097152 -A -2 -1 -A -54 10 -A -55 10 -A -12 20 -#2897 -illusions grandeur veil mist smoke~ -illusions of Grandeur~ -A veil of the most elusive, yet most deceptive smoke shimmers here like a mirage in a desert.~ -~ -9 393233 131073 -9 9 0 0 -75 1 0 -A -19 4 -A -13 10 -A -26 552 -A -24 9 -A -17 -20 -A -4 -3 -A -3 -1 -A -12 15 -#2898 -augmentation dominion breastplate~ -Augmentation of Dominion~ -Poisonous smoke issues forth from a charred, blackened breastplate.~ -~ -9 672276 1033 -50 50 0 0 -30 5000 500 -A -17 -70 -A -27 132 -A -24 -5 -A -31 -1 -A -18 8 -A -19 9 -A -13 130 -A -12 90 -A -56 225 -> wear_prog 80~ -if rand(50) -mea $n _dch Horrible black smoke surrounds you as you wear the Breastplate. -mer $n _dch A cloud of blackest smoke and soot surrounds $n briefly. -else -mea $n _whi Mist and smoke swirl around you, almost suffocating you. -mer $n _whi Mist and smoke issue forth from $n, almost suffocating you. -if rand(1) -c trollish $n -endif -endif -~ -| -#2899 -topitem~ -a newly created topitem~ -Some god dropped a newly created topitem here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - -#ROOMS -#2800 -Castle Gallant Becomes Visible~ -As though the earth were opening its mouth to yawn, a small canyon exists -here, full of untamed wildlife and vegetation. The valley provides a -strategic placement for a great castle, which can be seen to the southeast, -in the distance. That is Castle Gallant, a castle of elite knights and -heros of the land. Famed for its exclusive membership of only the top -notch knights and wardancers, you feel almost certain that the guards at -the front gates would shake their heads and turn you down. -~ -0 12 1 -d5 -Traversing into the canyon. -~ -~ -~ -~ -~ -128 -1 2801 -S -#2801 -A Slope Too Steep~ -The side of the canyon, overgrown with all manner of vegetation, is far -too steeply sloped to climb straight down, so that it is necessary to -take a zigzagging path down into the canyon's bottom. There is no real -path, so the walk is treacherous and dangerous. In times of battle, it -is virtually impossible for large forces to navigate through this canyon, -and while they doddle, they can be attacked grievously by all manner of -projectiles from Castle Gallant. The air here is alive with the songs of -birds, idly complaining about the weather and trying to woo mates. -~ -0 8 1 -d4 -A reasonably difficult climb. -~ -~ -~ -~ -~ -65664 -1 2800 -d7 -Treading along carefully. -~ -~ -~ -~ -~ -0 -1 2802 -S -#2802 -The Mouth of a Cave~ -A natural cave exists here, worn into the wall of the canyon by various -conflicting elements and by time. Darkness and shadows are all that can -be seen within the cave from this point of view, making it's contents an -unknown mystery. The wind buffets the area consistenly, and can be very -chilly. The climb along the canyon continues. -~ -0 12 1 -d0 -The darkness of the cave... -~ -~ -~ -~ -~ -0 -1 2803 -d5 -Tread with care, there are thorns. -~ -~ -~ -~ -~ -0 -1 2804 -d8 -The slope continues... -~ -~ -~ -~ -~ -0 -1 2801 -S -#2803 -A Rather Small Cave~ -Stones and bones are strewn about the interior of the rather small cave. -It takes surprisingly little time for one's eyes to adjust to the darkness -in the cave, and it is clear that it is a dead end. The bones along the -floor indicate that something lives here. But they are all the remains of -small rodents and occasionally birds, nothing indicates a genuine danger -to humanoid beings. Could the creatures who apparently inhabit this cave -still be around? -~ -0 264 1 0 0 7 -d2 -The bright light of the sky... -~ -~ -~ -~ -~ -0 -1 2802 -S -#2804 -Scattered Thorns~ -Suddenly the indifferent vegetation is replaced by wicked thorns which seem -to reach out and grab at all passerbies. One has to wonder if these weeds -sprung up naturally or if they were planted here to increase Castle Gallant's -defenses. In any case, it is all but impossible to traverse the rest -of the climb without adding another scar, this time from the thorns. -~ -0 8 1 -d2 -The slope continues, always downward... -~ -~ -~ -~ -~ -0 -1 2805 -d4 -A short climb leads to the mouth of a small cave. -~ -~ -~ -~ -~ -128 -1 2802 -d5 -~ -~ -~ -~ -thorns~ -8392239 2847 2871 -> act_prog p unlocks the thorns with~ -mpe _blu The Mandate of the Land shimmers and vanishes... -~ -| -S -#2805 -A Small Spring~ -A small spring gurgles down the side of the canyon, and there is no bridge -across it so one will have to get their feet wet. It's okay though, the -spring is less than an inch deep and even a halfling would have trouble -drowning in it. Here, the atmosphere is so tranquil, one almost expects -to find a peaceful hamlet around the corner- rather than a massive military -castle. -~ -0 8 1 -d0 -Scattered thorns could be painful to walk through... -~ -~ -~ -~ -~ -0 -1 2804 -d8 -A steep climb awaits, a true test of your skills. -~ -~ -~ -~ -~ -0 -1 2806 -> leave_prog 100~ -mea $n _lbl Treading over the small spring, your boots get all wet. -~ -> rest_prog 100~ -mea $n _lbl You take off your boots and let the cool spring water rush over -mea $n _lbl your feet as you lie back and relaxe. -~ -| -S -#2806 -Gazing Upwards~ -This place initially seems very much like a dead end. The massive stone -wall of the canyon rises up, an impassable obstacle which has thwarted many -would-be invasions against Castle Gallant. Upon further inspection, the -clifface is not perfectly smooth, but has jags and niches all along it's -surface, so it would be possible to climb it. However, a task of that -magnitude is one to be left to a master climber, not some novice. -~ -0 8 1 -d4 -It is a very treacherous climb, you'd better know what you're doing... -~ -~ -~ -~ -~ -128 -1 2807 -d7 -A small spring sings songs to the surrounding wildlife. -~ -~ -~ -~ -~ -0 -1 2805 -S -#2807 -A Difficult Climb~ -This is a truly difficult climb. The wall is not vertical, but actually -slanted outward just slightly. Indeed it takes a true master of climbing -to make progress. And from this point of view it is impossible to tell -just how much further up the top of the clifface is. It could be miles... -Of course, if you ARE a master climber, you understand the importance of -concentrating on one perilous inch at a time, rather than think about the -entire clifface at once. -~ -0 2097416 1 0 0 1 -d4 ->From this angle, it is impossible to tell how much further you must climb. It could be miles... -~ -~ -~ -~ -~ -128 -1 2808 -d5 -Solid footing looks appealing... -~ -~ -~ -~ -~ -128 -1 2806 -> entry_prog 90~ -mea $n _cya It is a very long climb, and you have to take it VERY slowly, -mea $n _cya one inch at a time. Progress seems to take forever... -if level($n) < 51 -mpdelay $n 2 -endif -~ -| -S -#2808 -Hugging the Clifface~ -The climb continues, and gets none the easier. Without proper climbing -gear, this ascent is mighty taxing on one's fingers and arms. Each inch -of vertical movement is a battle, and this is quite literally a very -uphill battle. In times of war, it would be even worse because knights -from Castle Gallant would be pouring down such nice things as boiling -water, large boulders, and of course arrows. -The wind here is quite fierce, making the climb even more treacherous, -and worse, making flight out of the question. If one were to try to -fly up here, the wind would toss them about like a twig, and it cannot be -doubted that they would plummet to their certain death below. -A little to the east, a small shelf of rock juts out, probably disaligned -from the rest of the clifface in an earthquake or similar natural disaster. -It would be possible to go there to catch your breath. -~ -0 2097160 1 -d1 -A small ledge where you can stop and rest for a few moments. -~ -~ -~ -~ -~ -0 -1 2809 -d4 -The long climb continues... -~ -~ -~ -~ -~ -128 -1 2810 -d5 -Rule 1 of climbing: don't look down!! -~ -~ -~ -~ -~ -128 -1 2807 -d10 -~ -~ -~ -~ -fall~ -526336 -1 2806 -> entry_prog 100~ -if race($n) == pixie -break -endif -if isaffected($n) == flying -mea $n _lbl You try to fly, but the strong winds catch you and toss you -mea $n _lbl about like a twig... -mea $n *whi You are falling... -mpforce $n fall -mpat 2807 mpe _yel $n falls from above, screaming frantically... -mpat 2807 mpe _yel $e falls far below, you dare not look... -mpat 2806 mer $n _yel $n falls from above, flailing $s arms and screaming. -endif -~ -| -S -#2809 -A Windswept Ledge~ -The ledge is small and tentative, but it is a welcome relief from the -seemingly endless climb. Here you can rest if you so choose, and catch -your breath. The nearest foothold, should you ever decide to leave this -ledge and go on with your life, is just to the west. -~ -0 2097160 1 -d3 -The nearest foothold. -~ -~ -~ -~ -~ -0 -1 2808 -S -#2810 -Clinging to the Clifftop~ -Just a few inches above, the clifface ends, being replaced by a grassy -field which surrounds Castle Gallant. The climb below is perilous and -difficult, so it would be in one's best interests to quickly take the final -few inches of this climb and be on level ground again. In the distance -below, the ground is a blur; in cardinal directions, though, the view -is quite awesome. -~ -0 2097160 1 -d4 -At last, solid ground. -~ -~ -~ -~ -~ -0 -1 2811 -d5 -You should never look down while climbing... -~ -~ -~ -~ -~ -128 -1 2808 -> entry_prog 100~ -mea $n _lbl You climb the cliff slowly, each inch is a battle... -if level($n) < 51 -mpdelay $n 1 -endif -~ -| -S -#2811 -Gazing at Castle Gallant~ -The climb finally completed, Castle Gallant is just a few yards away. -The castle is wondrous and large, with great towers and parapets, and a -moat the size of a medium sized river. The castle is a steadfast sentinel, -a fortress which cannot be penetrated by most any army in these lands. It -looks as though it comes right out of a faerie tale. Only the most powerful -of knights and wizards and wardancers dwell within that castle, so proceed -with caution. -~ -0 2097160 1 -d5 -The ground is a blur in the far distance... do not attempt to climb unless you are a very good climber. -~ -~ -~ -~ -~ -0 -1 2810 -d8 -Following a small trail toward Castle Gallant... -~ -~ -~ -~ -~ -0 -1 2812 -S -#2812 -A Knight Errant~ -Along the side of the path, a small pavilion has been set up. It would seem -that some knight has come adventuring, questing for a seat at the table of -Castle Gallant. Turned down, he seeks to prove his metal by jousting with -passerbies. A nearby tree serves well as a stake to which his steed can -be tethered, for it would appear that this knight is better at footcombat -than on horseback. -~ -0 2097548 1 0 0 2 -d1 -~ -~ -~ -~ -~ -4096 -1 2814 -d3 -The knight's worshipful pavilion... -~ -~ -~ -~ -~ -1048576 -1 2813 -d7 -Approaching the edge of a clifface... -~ -~ -~ -~ -~ -0 -1 2811 -> leave_prog 100~ -if mobinroom(2802) == 0 -break -endif -if isopen($i) == east -mpclose 2812 1 -endif -~ -> death_prog 100~ -if ispc($n) -if mobinroom(2802) == 1 -mpforce errant yell Let it be known that this day $n has perished by my blade! -mpdream $n You say 'I yield! I yield!' -mpdream $n The Knight Errant shrugs, and says, 'Good, then this'll be easy.' -mpdream $n As the knight slices your head off, death comes painlessly... -endif -endif -~ -| -S -#2813 -Outside A Pavilion~ -A colourful pavilion of a knight errant has been set up here, in the shadow -of one of Castle Gallant's high towers. The half-open flap of the tent -flutters idly in the breeze, and nearby, a small dead tree provides a -perfect opportunity to tether up a horse. To the east, a small path leads -toward Castle Gallant, but the knight who dwells in this pavilion is waiting -there to challenge you. -~ -0 2097160 1 -d1 -The knight waits to challenge you... -~ -~ -~ -~ -~ -0 -1 2812 -d3 -It is possible to walk through the flap and into the knight's pavilion. -~ -~ -~ -~ -flap~ -3 -1 2815 -S -#2814 -Walking Towards the Castle~ -The path is not very well kept; it is falling apart in many places, and -somewhat difficult to traverse. Of course, that is not necessarily a bad -thing, for in times of war it only adds to the incredible defenses of the -Castle Gallant. The castle is not far away now, the journey is almost at -it's end ... or is it just beginning? -~ -0 2097160 1 -d3 -The test of the Errant Knight... -~ -~ -~ -~ -~ -16777216 -1 2812 -d8 -Nearing the castle... -~ -~ -~ -~ -~ -0 -1 2816 -S -#2815 -Inside A Pavilion~ -There is not much to see in this pavilion. The life of an errant knight -is not one of glamour or luxury. A sleeping bag, some meager provisions, -and some horse food; this knight is wise and has left none of his -valuables in his tent, probably to prevent people like you from stealing -them. -~ -0 2097160 1 -d1 -Outside the pavilion. -~ -~ -~ -~ -flap~ -3 -1 2813 -S -#2816 -Approaching the Outer Moat~ -The sounds of the outer of the two moats of Castle Gallant can be heard -from here. Actually, only the outer moat is filled with water. While the -outer moat is the size of a medium sized river, the inner moat is considerably -less wide; however, in times of war, the inner moat is filled not with water, -but with lower echelon soldiers! And it takes a really good swimmer to swim -through THAT kind of moat. From here, you can see that the castle's gate is -closed. -~ -0 2097160 1 -d7 -Retracing your steps... -~ -~ -~ -~ -~ -0 -1 2814 -d8 -A drawbridge spans the moat... -~ -~ -~ -~ -~ -0 -1 2817 -S -#2817 -Before the First Bridge~ -The wide Outer Moat rushes past. Filled with viscious piranhae, it would -most likely not be a good idea to leap into the moat. Fortunately, a -thin drawbridge spans the moat. It is a very thin bridge, so that only -one person can cross it at a time; it is engineered so that the guards -on the other side of the bridge can raise it at a moment's notice. -~ -0 2097160 1 -d7 -Walking away from Castle Gallant... -~ -~ -~ -~ -~ -0 -1 2816 -d8 -Treading across the bridge... -~ -~ -~ -~ -~ -0 -1 2818 -S -#2818 -The First Bridge~ -Watch your balance! The long, wide Outer Moat rushes by below. If you -aren't careful, you might end up 'fall'ing. And with all the piranhae and -other nasty things below, you do not really want to 'fall'. That is how -very many would-be invaders have perished... this moat is an excellent -shield around the castle, and although it costs alot to maintain, it is -well worth it. Beyond the bridge, several guards wait. -~ -0 2097420 1 0 0 1 -d7 -Back beyond the moat... -~ -~ -~ -~ -~ -0 -1 2817 -d8 -A small island... -~ -~ -~ -~ -~ -0 -1 2819 -d10 -The water looks intimidating... -~ -~ -~ -~ -fall~ -526336 -1 2820 -S -#2819 -An Island Between the Moats~ -A small island exists betwixt the two moats. Actually, the second moat is -not filled with water at all; in times of war, actual soldiers fill the -second moat! Though costly in manpower, it is an unbelievably effective -defensive measure. Rarely has an invasive force even reached the castle -gates. Speaking of the castle gates, it is clear to see that those gates -are closed tight right now. Perhaps the castle does not wish to let you -in; indeed, Castle Gallant is known for discrimination against all but the -very most elite. Perhaps you should turn back. -~ -0 2097160 1 -d7 -The drawbridge can be raised at a moment's notice... -~ -~ -~ -~ -~ -0 -1 2818 -S -#2820 -Plunging Into the Moat~ -The first thing you notice about the murky waters is that they are very -cold. The second thing you notice is that they are full of piranhae. The -little fish are capable of tearing apart a whole cow or a whole horse within -instants. This is a truly perilous situation; there is very little -chance of escape indeed. -~ -0 2097160 1 -d4 -It is possible to try and climb back up... -~ -~ -~ -~ -~ -1114240 -1 2818 -d6 -The moat continues... -~ -~ -~ -~ -~ -0 -1 2821 -d9 -The moat continues... -~ -~ -~ -~ -~ -0 -1 2823 -> rand_prog 100~ -mpe _yel A piranha swims in from nowhere! -mpmload 2806 -~ -| -S -#2821 -The Bottom of the Moat~ -The floor of the moat is littered with half-buried bones and old armour, -too rusty to be used any more. These poor fellows must have tried to invade -Castle Gallant. Unfortunately, it is very likely that you will join them. -Somehow, a sixth sense warns you that going northeast would mean certain -death. -You can't help but wonder if there isn't something special hidden here... -~ -0 2097160 1 -d6 -Certain DEATH !!! -~ -~ -~ -~ -~ -0 -1 2822 -d9 -The moat continues... -~ -~ -~ -~ -~ -0 -1 2820 -S -#2822 -Poison!!~ -Here, the water of the moat is poisoned. Piles of half-eaten corpses -are strewn all about, still rotting from attempts to invade Castle Gallant. -Some of the corpses are very fresh. One in particular looks like it can't -have died more than a minute ago. In fact, it can't have died more than a -second ago. Looking closer, you realize it's you! -~ -0 2097160 1 -d6 -~ -~ -~ -~ -~ -2048 -1 2823 -d9 -~ -~ -~ -~ -~ -2048 -1 2821 -> entry_prog 100~ -if isnpc($n) -break -endif -mea $n _whi As you gaze into the eyes of your own corpse, it strikes you -mea $n _whi like profound philosophy: you're dead. -mpslay $n -~ -| -S -#2823 -The Bottom of the Moat~ -The floor of the moat is littered with half-buried bones and old armour, -too rusty to be used any more. These poor fellows must have tried to invade -Castle Gallant. Unfortunately, it is very likely that you will join them. -Somehow, a sixth sense warns you that going southwest would mean certain -death. -You can't help but wonder if there isn't something special hidden here... -~ -0 2097160 12 -d5 -~ -~ -~ -~ -~ -4096 -1 2824 -d6 -The moat continues... -~ -~ -~ -~ -~ -0 -1 2820 -d9 -~ -~ -~ -~ -~ -0 -1 2822 -> act_prog p strange hole leading into~ -get utilitydigitem -mpjunk all -if ispassage($i) == down -break -endif -mpopen 2823 2824 5 -~ -> rand_prog 40~ -mea $n _bro The ground beneath your feet feels somewhat unsolid... -~ -| -S -#2824 -Descending into Darkness~ -Some sort of strange shaft full of dark water leads down into the unknown. -There is no floor below. Nor is there any light. Where might this strange -hidden passage lead? And what caused it? It's irregular shape indicates -that it is not manmade. -~ -0 18874636 1 0 0 1 -d4 -Escape from this strange place... -~ -~ -~ -~ -~ -0 -1 2823 -d5 -Only darkness can be seen. -~ -~ -~ -~ -~ -0 -1 2825 -S -#2825 -Swimming Deep in the Moat~ -Dark, cold waters are all around. There are no piranhae here, and that's -a good thing. What was a tightly cramped tunnel has become a wide dark -chasm, but it is too dark to see anything for certain. There is still no -floor below; the water currents seem somewhat odd, especially to the north. -~ -0 18874376 1 -d0 -Nothing special there. -~ -~ -~ -~ -~ -2048 -1 2827 -d4 -A strange vertical tunnel full of dark shadowy water. -~ -~ -~ -~ -~ -0 -1 2824 -d5 -Still only darkness... -~ -~ -~ -~ -~ -0 -1 2826 -S -#2826 -A Dead End~ -The hidden tunnel finally ends here. The ground is muddy and slippery, -again indicating that this tunnel was not made by men. Maybe the knights -of Castle Gallant don't even realize that it exists! -There is an old corpse lying here, nothing more than skeletal remains by now. -~ -0 2097160 1 -d4 -Swimming back upwards... -~ -~ -~ -~ -~ -0 -1 2825 -E -corpse~ -The corpse is mostly buried, and in the darkness it is difficult to see -any details about it. Attached to the anklebone there seems to be a chain... -on the end of the chain, a great heavy ball. Was this man a prisoner? -~ -S -#2827 -Chest Deep in Water~ -The water level seems to drop a little as the ground level rises. The -roof is getting closer, so that it is more difficult to progress. -Surprisingly, there seems to be a very faint light coming from the north, -but there is no way to discover what it's source might be, without further -exploration. -~ -0 2097416 1 0 0 5 -d0 -The water gets less deep... -~ -~ -~ -~ -~ -0 -1 2828 -d2 -Lots of water... -~ -~ -~ -~ -~ -0 -1 2825 -S -#2828 -Waist Deep in Water~ -The water is now only up to your knees; however, the roof of this -chamber is now even lower, and you can't go much further without having -to stoop. The light to the north is brighter though, and it is definitely -no trick of the imagination... -~ -0 2097416 1 0 0 3 -d0 -The water gets less deep... -~ -~ -~ -~ -~ -0 -1 2829 -d2 -The water gets deeper... -~ -~ -~ -~ -~ -0 -1 2827 -S -#2829 -Knee Deep in Water~ -At last, the tunnel is almost totally dry. Eventually, it seems to become -a dead-end; however, light still streams in through a small opening in -the floor. It would be a very difficult climb, but it is nevertheless -possible to crawl onto the other side of this ...wall? -~ -0 2097160 1 -d2 -The water gets deeper... -~ -~ -~ -~ -~ -0 -1 2828 -d10 -crawl It is possible to crawl through, but one can only wonder where it leads... -~ -~ -~ -~ -crawl~ -524288 -1 2830 -> speech_prog p The spell has ended!~ -mpat 2828 mpdamage all 32000 -mpat 2827 mpdamage all 32000 -mpat 2826 mpdamage all 32000 -mpat 2825 mpdamage all 32000 -mpat 2824 mpdamage all 32000 -mpat 2823 mpdamage all 32000 -mpat 2822 mpdamage all 32000 -mpat 2821 mpdamage all 32000 -mpat 2820 mpdamage all 32000 -mpat 2819 mpdamage all 32000 -mpat 2818 mpdamage all 32000 -mpat 2817 mpdamage all 32000 -mpat 2816 mpdamage all 32000 -mpat 2815 mpdamage all 32000 -mpat 2814 mpdamage all 32000 -mpat 2813 mpdamage all 32000 -mpat 2811 mpdamage all 32000 -mpat 2810 mpdamage all 32000 -mpat 2809 mpdamage all 32000 -mpat 2808 mpdamage all 32000 -mpat 2807 mpdamage all 32000 -mpat 2806 mpdamage all 32000 -mpat 2805 mpdamage all 32000 -mpat 2804 mpdamage all 32000 -mpat 2803 mpdamage all 32000 -mpat 2802 mpdamage all 32000 -mpat 2801 mpdamage all 32000 -mpat 2800 mpdamage all 32000 -~ -| -S -#2830 -A Dank Prison Cell~ -A very small cell of cold stone, with hay on the floor, stinks horribly. -All along the base of the southern wall, there are signs of attempted -digging, and in one spot there is even a small crack large enough for you -to crawl through. The straw on the floor is dampened by an occasional -drip dropping of water from the roof above. The living conditions here are -utterly intolerable, yet life goes on. -The cell is enclosed by vertical bars. A single steel door is to the north, -but the lock is on the other side and the door is magically enchanted to -resist the passdoor spell. -~ -0 2097544 1 0 0 2 -d0 -~ -~ -~ -~ -~ -8389671 -1 2839 -d1 -~ -~ -~ -~ -~ -15 -1 2837 -d3 -~ -~ -~ -~ -~ -15 -1 2831 -d10 -It is possible to crawl back into the water... -~ -~ -~ -~ -crawl~ -524288 -1 2829 -> act_prog bashes~ -mpe _whi The door cannot be bashed, but perhaps you can walk through the walls. -~ -| -S -#2831 -A Haunted Cell~ -Like the other prison cells, this one is enclosed by bars, and is adjacent -to it's own neighboring cells. This cell appears to have been uninhabited -for some time, but then again, looks can be decieving. There is a bulge -under the bedding of hay on the floor... upon further inspection, a half- -rotted body is discovered, filling the cell with a putrid horrible smell, -in fact filling the whole dungeon with it. This was a grisly fate if ever -there were such a thing. There is a door to the northeast, but the lock is -on the other side, and it has been enchanted to resist the pass door spell. -~ -0 2097416 1 0 0 3 -d0 -~ -~ -~ -~ -~ -15 -1 2833 -d1 -~ -~ -~ -~ -~ -15 -1 2830 -d6 -A hall in the dungeon... -~ -~ -~ -~ -~ -8389671 -1 2839 -S -#2832 -Floating in a void~ -~ -0 2097164 1 -S -#2833 -Little More than Bones~ -The room is filled with the unmistakable smell of death. Though every -cell in these dungeons bears this odor, it is particularly pungent here, -where a prisoner has apparently starved to death. The corpse is still -rotting, but it won't be for long, because already it is little more than -bones. You feel that it could decay into nothing at any time. -~ -0 2163080 1 0 0 2 -d0 -~ -~ -~ -~ -~ -15 -1 2834 -d1 -A hallway leads out of the gloom... -~ -~ -~ -~ -~ -8389671 -1 2839 -d2 -~ -~ -~ -~ -~ -15 -1 2831 -S -#2834 -The Chains that bind Madness~ -Here in this room, there are a large number of chains attached to the wall, -for the purpose of restraining a total lunatic whose fate has led her to -this dungeon. Being uncontrollably violent, it is very difficult for her -to remain restrained, and she attacks anything which draws close. It -is a pity that such a strone warrior should meet such a grisly end to -life. But hey, everyone has their faults. -~ -0 2162952 1 0 0 4 -d1 -~ -~ -~ -~ -~ -15 -1 2835 -d2 -~ -~ -~ -~ -~ -15 -1 2833 -d8 -A means of escape, at last! -~ -~ -~ -~ -~ -8389671 -1 2839 -> speech_prog test~ -c heal $n -~ -| -S -#2835 -A Desolate Cell~ -This cell is in a state of neglect and disrepair. Probably because it's -empty. A quick search of the premis for any corpse or other remains -yields nothing. Faint shafts of light filter in through the bars on -all sides, yet you have no way of getting out. -~ -0 2162824 1 -d1 -~ -~ -~ -~ -~ -15 -1 2836 -d2 -Salvation from this accursed dungeon! -~ -~ -~ -~ -~ -8389671 -1 2839 -d3 -~ -~ -~ -~ -~ -11 -1 2834 -S -#2836 -Cruel Hunger~ -The whitewashed walls of this cell reflect the small amounts of light which -manage to filter through the steel bars. A nearby bed shows strange marks -as if to indicate that the prisoner who dwells here has been trying to -actually eat his bed. A window very high up on the wall, out of reach and -barred anyway, lets in a faint sunbeam, and a tiny glimpse at the sky -outside, as if to offer hope to the hopeless. -~ -0 2097288 1 -d2 -~ -~ -~ -~ -~ -8389671 -1 2838 -d3 -~ -~ -~ -~ -~ -15 -1 2835 -> rand_prog 100~ -c quant dyingthief -~ -> speech_prog p Thank you... you might just have saved my life!~ -mpe _yel A sunbeam filters in through the window above. A sign of good omen? -mpoload 2819 -mpat 2838 unl s -mpjunk all -~ -| -S -#2837 -An Uninhabited Cell~ -This cell is rather boring. It is in about as good condition as any of -the cells in Castle Gallant, which isn't very good. There is a door to -the north, but it is to solid to bash open, and the lock is on the other -side, and it has been enchanted to resist pass door. Glimmering light -filters in from outside, but it would not seem there is any way for you -to escape. -~ -0 2162696 1 -d0 -A mundane hall with a cold stone floor... -~ -~ -~ -~ -~ -8389671 -1 2838 -d3 -~ -~ -~ -~ -~ -15 -1 2830 -S -#2838 -A Hallway in the Dungeon~ -A cold stone hallway passes through the various cells of the Gallant -Dungeon. Cobwebs are everywhere, and the ground is at least a half a -centimeter thick in dust. These living conditions do not really make the -castle's justice system look very "gallant" at all. It is difficult to -gauge just how deep underground these dungeons really are. In any case, -the only option available is to move on, for there is nothing here worth -exploring. -~ -0 2097416 1 0 0 3 -d0 -A cell from which moans of hunger flow... -~ -~ -~ -~ -cell~ -8389639 2819 2836 -d1 -A cold stone stairway... -~ -~ -~ -~ -~ -0 -1 2840 -d2 -An empty-looking cell... -~ -~ -~ -~ -cell~ -8389639 2819 2837 -d3 -The hallway ends briefly hereafter... -~ -~ -~ -~ -~ -0 -1 2839 -S -#2839 -Surrounded by Prison Cells~ -To the north, south, west, and everywhere in between, there are dark and -tightly cramped prison cells. None look appealing. It's a very good thing -that you aren't trapped in one of them like the unfortunate prisoners here. -If you had the dungeon key, it would be possible to unlock the cells, but -without it there really isn't much to do in this portion of the castle -except try and comfort the prisoners. -~ -0 2097416 1 0 0 4 -d0 -A cell which appears to be empty... -~ -~ -~ -~ -cell~ -8389639 2819 2835 -d1 -The hallway leads out of this accursed dungeon... -~ -~ -~ -~ -~ -0 -1 2838 -d2 -A rather wet prison cell... -~ -~ -~ -~ -cell~ -8389639 2819 2830 -d3 -A corpse can be seen in the cell ahead... -~ -~ -~ -~ -cell~ -8389639 2819 2833 -d7 -A cell with an inhabitant you'd rather not meet... -~ -~ -~ -~ -cell~ -8389639 2819 2834 -d9 -An eerie cell... -~ -~ -~ -~ -cell~ -8389639 2819 2831 -S -#2840 -A Guarded Stairway~ -The stairway, hewn of cold stone, leads up into darkness, and down into -even more darkness. This section of the castle is not as dusty as the -prisons, probably because it is regularly inhabited by a host of gallant -soldiers posted to make sure no prisoners escape. Rare is the prisoner -adept enough to sneak past these alert guards. -~ -0 2097416 1 0 0 8 -d3 -A dark hallway leads into the dungeon... -~ -~ -~ -~ -~ -0 -1 2838 -d4 -Shafts of light struggle to filter in from above, a battle of light against darkness... -~ -~ -~ -~ -~ -0 -1 2845 -d5 -The steps lead down, into darkness... -~ -~ -~ -~ -~ -1048576 -1 2841 -S -#2841 -Descending into Darkness~ -The stairs are cold and the air is full of darkness. It seems as if fate -itself is below, beckoning and calling. You feel as though you are following -a path which many righteous people have followed but never retraced, as though -this is most certainly a one-way journey. What could be hidden below, cloaked -in all this darkness? In the flickering light which manages to filter it's -way in from far above, the shadows seem to dance about forebodingly. -~ -0 2162952 1 0 0 7 -d4 -The stairs continue... -~ -~ -~ -~ -~ -0 -1 2840 -d5 -Foreboding darkness... -~ -~ -~ -~ -~ -1048576 -1 2842 -S -#2842 -Below the Dungeons~ -This dark room is scarcely lit at all. Whatever people dwell herein, -have been adjusting to the darkness for a very long time, and to you, -used to the light above, it is quite difficult to see at all. Indeed, -it is all but impossible to even discern an exit from this room, except -back up the stairs. But there must be some exit, else what would be -this room's purpose? -~ -0 2097288 1 0 0 3 -d0 -Too dark to tell... -~ -~ -~ -~ -~ -16779264 -1 2843 -d2 -Too dark to tell... -~ -~ -~ -~ -~ -2048 -1 2844 -d4 -A shadowy flight of stairs... -~ -~ -~ -~ -~ -0 -1 2841 -> entry_prog 100~ -if wasinroom($n) < 2844 -break -endif -if mobinworld(2817) == 1 -mpat 2844 mpforce torturer mpat 2842 lunge $n -mppeace $n -mpforce $n scream -mpforce $n rest -mea $n _gre You collapse as the Torturer slashes your legs! -mer $n _gre $n collapses as the Torturer slashes $s legs! -endif -~ -| -S -#2843 -The Blade of Justice~ -Implements of death and destruction are strewn all about this room. All -have seen quite alot of use, as is evidenced by all the decapitated heads -piled up in one corner. The stench here is almost unbearable, a stench -familiar from the dungeons above. The stench of dead, decaying flesh. -One headless body is sprawled along the floor, still quite fresh and warm. ->From it's hewn neck, blood still gushes, indicating that this kill was made -only minutes ago. -~ -0 2097416 1 0 0 6 -d2 -Too dark to tell... -~ -~ -~ -~ -~ -0 -1 2842 -> act_prog headbutt~ -if isnpc($n) -mpmset $t mentalstate -33 -endif -~ -> act_prog p has entered the game.~ -mptrans $n 2842 -~ -> act_prog p has returned from the void.~ -mptrans $n 2842 -~ -> death_prog 100~ -if isnpc($n) -if race($n) == animal -if mobinroom(2815) > 0 -mpforce executioner say My pet!! -mpforce executioner chaotic $r -mpforce executioner chaotic $r -mpforce executioner chaotic $r -endif -endif -break -endif -if mobinroom(2815) == 0 -break -endif -mpdream $n With a smile of satisfaction, the Executioner chops your head off. -mer $n _red With a smile of satisfaction, the Executioner chops $n's head off. -mpoload 2834 -mposet nonamehead name $n decapitated head -mposet $n short $n's decapitated head -mposet $n long $n's decapitated head rolls around on the floor. -drop $n -mpjunk all -mpforce executioner get '$n decapitated head -mpmset gallant-executioner affected detect_traps -~ -> leave_prog 100~ -if mobinroom(2815) == 1 -mea $n _red $I clips your legs with his axe as you flee! -mer $n _red $I clips $n's legs with his axe as $e flees! -mea $n _lbl No real damage is taken but you are pretty slowed down. -mpdelay $n 3 -endif -~ -| -S -#2844 -The Interrogation Room~ -This room, surprisingly, contains no diabolic instruments of death. -Instead, it is filled with instruments which are known to make people -wish for the relief of death. This is the Gallant torture chamber, where -many a soul has betrayed secrets sworn to be protected. Few can survive -the rigours of the Gallant Torturer. He uses strange unorthodox methods -of "interrogation" and has a great success rate at making people speak. -~ -0 2097416 1 0 0 5 -d0 -Too dark to tell... -~ -~ -~ -~ -~ -0 -1 2842 -> leave_prog 100~ -if mobinroom(2817) == 1 -mea $n _pin As you flee, the Torturer slashes at your legs! -mer $n _pin As $n flees, the Torturer slashes at $s legs! -endif -~ -> act_prog p has entered the game.~ -mptrans $n 2842 -~ -> act_prog p has returned from the void.~ -mptrans $n 2842 -~ -| -S -#2845 -Climbing Up from the Depths~ -The stairs continue upward into the higher levels of the castle for what -seems like forever. It is clear that the dungeons are very deep down -under the castle, as though the inhabitants of Castle Gallant want to totally -disassociate themselves from the criminals of their populace. The stairs -continue still, but now they are not nearly as dark. A small side -passage to the west leads into some unknown place. -~ -0 2097160 1 -d3 -A strange side passage... -~ -~ -~ -~ -~ -0 -1 2846 -d4 -More guards! -~ -~ -~ -~ -~ -0 -1 2858 -d5 -An infinite number of infinitely dark steps leads down into a dismal fate... -~ -~ -~ -~ -~ -0 -1 2840 -S -#2846 -A Side Passage~ -A very narrow side passage leads through part of the castle, into unknown -peril. A dim glimmer of light seeps from under a doorway to the west. -A darkened flight of stairs can be seen to the east. A single unlit torch -adorns the wall, indicating that this side passage is rarely traversed. -The floor, uncarpeted, is cold and dusty, with only an occasional light -footprint to indicate that anyone else ever traverses this place. -~ -0 2097416 1 0 0 1 -d1 -Darkened stairs... -~ -~ -~ -~ -~ -0 -1 2845 -d3 -A simple, empty laboratory... -~ -~ -~ -~ -~ -3 -1 2847 -S -#2847 -A Wizard's Laboratory~ -A simple study which belittles it's sorcerous inhabitant. There is a -solid oak desk with some simple papers on it. Glancing at it, hoping to -see some arcane spells or enchantments, you are disappointed to see only -some mathematical equations. The room is lit by several torches, and there -is a simple unassuming chair in front of the desk. All in all, this room -is quite a let down as far as wizards' laboratories go. -Also, there is a simple, somewhat dirty mirror set in the west wall. -~ -0 2097416 1 0 0 2 -d1 -A dark hallway... -~ -~ -~ -~ -~ -3 -1 2846 -d3 -~ -~ -~ -~ -mirror~ -3111 2836 2832 -> act_prog p bashes open the mirror!~ -mea $n _lbl You plunge into the mirror and vanish! -mer $n _lbl $n plunges into the mirror and vanishes! -mpat 2848 mpe _lbl $n plunges in from nowhere! -mptrans $n 2848 -close w -mpoload 2836 -lock w -mpjunk all -~ -| -S -#2848 -The Wizard's Mirror~ -The light in here is dazzling and blinding both at once, being reflected -an infinite number of times by an infinite number of phantom mirrors. -Clearly the dirty mirror on the wall of the wizard's laboratory was no -mere decoration, but the component of a powerful spell, a massive illusionary -battlefield, which obviously serves the wizard quite well for defense. -An unexplainable force of bouyance prevents one from falling into the -bottomless emptiness below... at least it seems bottomless, for if there -is any floor below, it is well out of sight. It is quite hard to figure out -exactly which way to go in this place... the light which is reflected so -brilliantly makes every exit just a blur. -~ -0 2097164 1 -d0 -~ -~ -~ -~ -~ -0 -1 2855 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2855 -d3 -~ -~ -~ -~ -~ -0 -1 2855 -S -#2849 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2849 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2850 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2850 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2851 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2851 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2852 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2852 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2853 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2853 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2854 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 2097160 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2854 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -S -#2855 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 136314888 1 -d0 -~ -~ -~ -~ -~ -0 -1 2855 -d1 -~ -~ -~ -~ -~ -0 -1 2855 -d2 -~ -~ -~ -~ -~ -0 -1 2855 -d3 -~ -~ -~ -~ -~ -0 -1 2855 -> entry_prog 100~ -if wasinroom($n) == 2848 -mptrans $n 2849 -break -endif -if wasinroom($n) == 2849 -mptrans $n 2850 -endif -if wasinroom($n) == 2850 -mptrans $n 2854 -break -endif -if wasinroom($n) == 2851 -mptrans $n 2853 -break -endif -if wasinroom($n) == 2852 -mptrans $n 2849 -break -endif -if wasinroom($n) == 2853 -mptrans $n 2854 -break -endif -mptrans $n 2849 -~ -| -S -#2856 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 136314888 1 -d0 -~ -~ -~ -~ -~ -0 -1 2856 -d1 -~ -~ -~ -~ -~ -0 -1 2856 -d2 -~ -~ -~ -~ -~ -0 -1 2856 -d3 -~ -~ -~ -~ -~ -0 -1 2856 -> entry_prog 100~ -if wasinroom($n) == 2849 -mptrans $n 2851 -break -endif -if wasinroom($n) == 2850 -mptrans $n 2853 -break -endif -if wasinroom($n) == 2851 -mptrans $n 2852 -break -endif -if wasinroom($n) == 2852 -mptrans $n 2853 -break -endif -if wasinroom($n) == 2853 -mptrans $n 2850 -break -endif -mptrans $n 2851 -~ -| -S -#2857 -The Wizard's Mirror~ -Dazzling, shimmering colors are created by the prismatic mirrors which -fill this maze. Vague shadows flit and dance across the smooth surfaces -of the mirrors, assuming terrifying form and shape. Your own reflection -seems twisted and distorted by the crystalline mirrors. Every direction is -an indistinguishable blur, and defeaning noises originate from nowhere, -threatening to drive you mad! -~ -0 136314888 1 -d0 -~ -~ -~ -~ -~ -0 -1 2857 -d1 -~ -~ -~ -~ -~ -0 -1 2857 -d2 -~ -~ -~ -~ -~ -0 -1 2857 -d3 -~ -~ -~ -~ -~ -0 -1 2857 -> entry_prog 100~ -if wasinroom($n) == 2849 -mptrans $n 2852 -break -endif -if wasinroom($n) == 2850 -mptrans $n 2851 -break -endif -if wasinroom($n) == 2851 -mptrans $n 2854 -break -endif -if wasinroom($n) == 2852 -mptrans $n 2851 -break -endif -if wasinroom($n) == 2853 -mptrans $n 2852 -break -endif -mptrans $n 2854 -~ -> speech_prog 3~ -mpgoto 0.rebecca -mea rebecca _lbl Suddenly Erdos runs up from nowhere and tackles you to the ground! -mea rebecca _ora * OOF! * -mea rebecca _cya Erdos slurrrrrrrrrrps you affectionately over and over. -mea rebecca _pin mmMMmmMMmm! -~ -| -S -#2858 -Shadows Among the Light~ -Natural light flows in from above, yet shadows still prevail here. A sort -of guard post has been set up, a final defense against escaping prisoners. -Clearly Castle Gallant places a high amount of emphasis upon the security -of it's prison. There is no need for torches here, because of the light -streaming in from the open courtyard. The courtyard which is so close, -yet still so difficult to reach, thanks to the elite guards who exist here. -One has to wonder, is this a necessary battle? -~ -0 2097160 1 -d4 -Faint light manages to stream in through a grate... -~ -~ -~ -~ -grate~ -1048579 -1 2859 -d5 -The stairs lead down toward the dungeons... -~ -~ -~ -~ -~ -0 -1 2845 -S -#2859 -The Castle Courtyard~ -A beautiful courtyard, decorated wondrously with many exotic plants. -Ferns of every color of the rainbow can be seen, growing from between -cracks in the marble floor. There is a small grate on the floor, and -walls all around, preventing travel in any direction except forward, -into the courtyard proper. -~ -0 2097160 1 -d0 -Into the courtyard proper... -~ -~ -~ -~ -~ -0 -1 2860 -d5 -A dark grate leads into the castle dungeons... -~ -~ -~ -~ -grate~ -1 -1 2858 -S -#2860 -The Castle Courtyard~ -A castle courtyard is well maintained by the denizens of Castle Gallant. -Weaponry can be seen leaning against the walls of various houses and shops -built within the safety of the castle walls. Knights of Castle Gallant -can be seen wandering the grounds, discussing battles together and going -over field plans. To the northeast, a great open door can be seen leading -to the throneroom, but that is still a ways away. -~ -0 2097160 1 0 0 3 -d2 -Into an uncrowded corner of the courtyard... -~ -~ -~ -~ -~ -0 -1 2859 -d6 -Traversing the courtyard... -~ -~ -~ -~ -~ -1048576 -1 2861 -d7 -A small chapel in the castle... -~ -~ -~ -~ -~ -1048576 -1 2870 -S -#2861 -The Center of the Courtyard~ -A crumbling fountain exists in the center of the throne, providing water -for the knights who wander the area. Inscribed on the walkway of the -courtyard are recountings of the honor and glory of these knights. Lush -greenery is abundant here, giving the castle a very pleasant aire to it. -Healthy trees can be seen all about, growing tall and strong. -~ -0 2097160 1 -d6 -The doors before the throneroom... -~ -~ -~ -~ -~ -0 -1 2862 -d7 -A long-needed drink... -~ -~ -~ -~ -~ -0 -1 2869 -d9 -Fleeing from the Throne... -~ -~ -~ -~ -~ -0 -1 2860 -S -#2862 -Nearing the Royal Throne~ -The large doors ahead prelude the awesome throneroom of King Gallant. -On either side of the doors, statues of the king give a preview of the -king's awesome splendor and majesty. A looming, powerful figure, it -is little wonder that he has done so successfully in the politics of these -lands; he is clearly quite charismatic. But it is uncertain whether he -would be very hospitable to a bunch of intruders. -~ -0 2097160 1 -d6 -Entering the throneroom... -~ -~ -~ -~ -~ -1048576 -1 2863 -d9 -The Center of the Courtyard... -~ -~ -~ -~ -~ -0 -1 2861 -S -#2863 -The King's Shadow~ -Just ahead, the massive throne of King Gallant can be seen, filling the -whole huge room with a great sense of prestige and honor and judgement. -Many a man has had his fate decided for him before this almighty throne. -Men have been made, and lives have been shattered here. With the majestic -history of this realm, the lives of a few ragtag adventurers does not seem -that significant. If it is in the king's will that you perish, then you -will surely perish; that is the power of this monarchy. When the king -makes a decision, it is carved in stone and solid. There is no escape, -nor will there ever be. -~ -0 2097160 1 0 0 6 -d6 -Your fate awaits! -~ -~ -~ -~ -~ -0 -1 2864 -S -#2864 -The Gallant Throne~ -Awe and majesty are the defining characteristics of this incredibly large -room. An aura of surpreme power seems to emanate from the throne, and -it is difficult to determine whether that is by enchantment or simply -by intimidation; most likely it is both. Every tile in the floor has -been individually created, and each portrays a great battle which King -Gallant has fought. Powerful runes cover the walls, offering this -incredible monarch protection from almost all concievable attacks. -The throne itself is created of pure diamond, and must have taken a -century to carve into the perfect shape which it is in. Golden figurines -of bears and great cats and other beasts of battle adorn the room, -and each wall is an incredible breathtaking mural of war. The roof is -opened strategically so as to allow light to stream in in just such a -way as to land upon the commanding features of King Gallant. The shine -which thus reflects from his incredible crown is almost blinding. -~ -0 2097160 1 -d1 -A somewhat cold bedroom... -~ -~ -~ -~ -~ -1 -1 2867 -d7 -The advisor of His Majesty... -~ -~ -~ -~ -~ -1 -1 2868 -d9 -To flee or not to flee... -~ -~ -~ -~ -~ -0 -1 2863 -d10 -You fall for a long, long time... -~ -~ -~ -~ -gehtyoijllki543~ -33554432 -1 2866 -> rand_prog 30~ -if isfight($n) -else -break -endif -if rand(33) -mea $n _gre Colours dance through the room as the king hacks you with Valinspiraller! -mer $n _gre Colours dance through the room as the king hacks $n with Valinspiraller! -else -if rand(50) -mea $n _whi Colours dance through the room as the king hacks you with Valinspiraller! -mer $n _whi Colours dance through the room as the king hacks $n with Valinspiraller! -else -mea $n _lbl Colours dance through the room as the king hacks you with Valinspiraller! -mer $n _lbl Colours dance through the room as the king hacks $n with Valinspiraller! -endif -endif -if rand(10) -mpforce $n wince -endif -if rand(15) -mpforce king whisper $n Die! Die! Diiiieeeeeeeee!!! -endif -mpdamage $n 600 -if rand(12) -mpforce king c magnetic $n -mpforce king c sonic $n -endif -~ -> act_prog p King Gallant's earthquake~ -if ispc($t) -mpe _lbl In the chaos of the earthquake, the floor cracks open! -mea $t _pin With a scream, you fall into the darkness below!! -mer $t _pin With a scream, $t falls into the darkness below!! -mpforce $t look gehtyoijllki543 -mpat 2866 mpe _pin $t falls in from above with a horrible scream! -mptrans $t 2866 -endif -~ -> death_prog 100~ -if isnpc($n) -break -endif -if mobinworld(2829) == 0 -break -endif -mpdream $n One final thrust from the Valinspiraller chops your head clean off. -mer $n _pin With one final thrust with the Valinspiraller, the king easily chops off $n's head. -mpforce king yell Let $n be an example of what happens to those who invade us! -mptrans $n 2866 -mpforce king mpforce all yell Alas! The king is invincible! -mpe _lbl $n's corpse and head fall through a crack in the floor, far below... -mpat 2866 mpe _lbl The corpse and decapitated head of $n fall into the room. -~ -> speech_prog heal~ -c heal $n -~ -| -S -#2865 -utility room!~ -~ -0 2097164 1 -> act_prog p sits down.~ -mpforce $n stand -~ -> time_prog 5~ -if mobinroom(2839) > 0 -mpdamage worthy-knight 32000 -endif -~ -> time_prog 18~ -if mobinroom(2839) > 0 -mpdamage worthy-knight 32000 -endif -~ -| -S -#2866 -Forsaken Below the Throne~ -A cold, damp cell has been created beneath the Gallant Throne. There is -no exit from this forsaken place, for it is only intended for those unfortunate -enough to fall prey to the earthquakes summoned by the king. Runes inscribed -in the walls are engineered to prevent any possibility of escape by magical -means, so that you are now horribly resigned to the fate of starvation, -unless perchance your deity can rescue you. -~ -0 2097164 1 -> rand_prog 100~ -if level($r)<50 -break -endif -if ispc($r) -mea $r _bro You are DYING of hunger! -mea $r _blu You are DYING of thirst! -mer $r _bro $r is DYING of hunger! -mer $r _blu $r is DYING of thirst! -mpdamage $r 100 -endif -~ -| -S -#2867 -The Queen's Bedchambers~ -The Queen of the kingdom of Gallant, it stands to reason, is as fine a -sorceress as any woman in the realms. Her bedchambers are small and not -very remarkable, with a simple closet, a simple bookcase, and a simple -but nice blue carpet. The only item which really stands out here is the -massive bed, surrounded by velvetty red curtains. It is here that the -queen entertains the king... it stands to reason that it is not good to -enter this room unless you yourself are the king! -~ -0 2097416 1 0 0 5 -d3 -A magnificent throneroom! -~ -~ -~ -~ -~ -0 -1 2864 -> speech_prog heal~ -c heal $n -~ -| -S -#2868 -Workplace of the King's Advisor~ -A small office exists here, filled with plaques and papers stating how -the person who dwells here has graduated from so many institutions of -learning. It is clear that such a learn'ed man can be none other than -King Gallant's personal advisor. It is an honor to be in the presence -of such a wise individual, and perhaps he can even advise the likes of -you. It would seem that the King himself has little need for advice, -already being quite intelligent and wise... so to make himself more -useful, the advisor runs a small repair business here, exclusively for -the royal family. -~ -0 2097160 1 -d8 -The largest throneroom you've ever seen! -~ -~ -~ -~ -~ -0 -1 2864 -S -#2869 -The Fount Most Gallant~ -You stand by the side of the crumbling fountain. Soft tendrils of music -stream through the air from the strings of a masterful harper who reclines -by the fountain's side, singing of the infinite glory of Castle Gallant's -many worshipful knights. A rather timid looking man, he probably would not -survive long in battle against the likes of you. It's a good thing for him -that he's surrounded by strong knights who love him and cherish his music, -or he would surely be done for, and his golden harp stolen. -~ -0 2097160 1 -d8 -The center of the courtyard... -~ -~ -~ -~ -~ -0 -1 2861 -S -#2870 -A Humble Castle Chapel~ -A humble chapel has been constructed within the Castle. It would seem -that the roudy knights make little allowance in their busy fighting -schedules for the mundane discipline of worship and supplication. -There are stain glass windows, the beautiful glass portraying battles -important in the theologies of the major gods and goddesses in these -lands. The floor is dark black, but not an evil sort of black, but -rather a comfortable and holy type. There is a very simple altar, but -it is not really too impressive. -~ -0 2097160 1 -d8 -The courtyard of the castle... -~ -~ -~ -~ -~ -0 -1 2860 -S -#2871 -A Dusty Stairway into Silence~ -As fast as they arose to please your ears, the sounds of the canyon and -of the softly running spring all die down into a strange hush which -hangs in the air like a reaper. A very small manmade tunnel leads down -into a dim cavern below, illuminated only faintly by a few humble -torches. It is difficult not to cough here, for the air is filled with -dust which has been collecting for ages and which is just now disturbed -by the presence of explorers. But upon coughing, very little sound is -made... it is clear that some powerful magic is present here, making -the entire tunnel silent. There is nothing but unforgiving earth above, -as though this were to be your tomb. Mayhaps it shall be, that can -only be guessed at. -~ -0 2097160 1 -d4 -~ -~ -~ -~ -earth~ -8391215 -1 2804 -d5 -Gloom and silence... -~ -~ -~ -~ -~ -0 -1 2872 -> leave_prog 100~ -mea $n _lbl As you withdraw, the steps' creaking is muted by a powerful spell. -~ -| -S -#2872 -Descent Unbounded~ -The steps which you have been traversing continue here, with little sign -of coming to an end. It is difficult to gauge just how far down they -go, the gloom creating an illusion which makes it seem as though the bottom -of the steps is always just a few strides below. The steps quiver and -quake with every move, and one can only wonder how much weight they can -withstand... -~ -0 2097160 1 -d4 -Ascending the steps... -~ -~ -~ -~ -~ -0 -1 2871 -> entry_prog 100~ -mea $n _gre -Crack!- The steps below your feet give way! -mea $n *whi You are falling... -mea $n _whi An Infinite Fall -mea $n _yel You open your mouth to scream, but no noise comes out. You -mea $n _yel flail your arms about madly, but there is nothing to catch -mea $n _yel hold of. You fall for what seems like forever, then after -mea $n _yel a very long time, you manage to catch hold of a ledge in the -mea $n _yel side of the tunnel wall. You are hanging there precariously, -mea $n _yel with nothing below your feet but empty space and an infinite -mea $n _yel fall... -mea $n _whi Exits: uncertain. -mer $n _dgr $n falls far below. -mpat 2873 mpe _dgr $n falls from far above, and barely manages to grab -mpat 2873 mpe _dgr hold of this ledge. -mptrans $n 2873 -~ -| -S -#2873 -A Precarious Ledge~ -It is ironic, really, how sometimes the grandest feats of architecture -are belittled by the simplest natural common objects. This ledge is one -of those things, seeming insignificant from afar, up close it is your -lifestring and your lifeblood. Below, there is naught but a transfinite -fall, an endless agonizing death. This ledge is your only hope at life. -~ -0 2097160 1 -d5 -Your heart almost leaps out of your mouth as you gaze into the infinite emptiness below your feet... -~ -~ -~ -~ -~ -0 -1 2874 -> speech_prog lazsigma~ -if ispassage($i) == north -break -endif -mpe _lbl The rune shimmers slightly brighter, and a secret passage opens... -mpopen 2873 2875 0 -~ -| -S -#2874 -A Truly Horrible Death~ -Alas, this is a truly horrible way to die. As you fall and fall and fall -and fall, you eventually grow accustomed to the sensation of falling, and -after a few days it even seems normal. But there is no way to stop falling. -Alas, you are doomed to starve and thirst to death before you ever hit -the ground, a ground which does not exist for this is a bottomless drop. -~ -0 2105486 1 -> rand_prog 100~ -mea $n _ora You continue to fall... -mpdamage $n 400 -~ -| -S -#2875 -An Alcove Afrozen~ -This is a small alcove in the stone, lit only by your own lightsource -and by nothing else. If one were to look back, it would become clear -that the tunnel wall was an illusion here, made to protect whatever -secrets lie within. There is a simple silver altar here, and laid across -it is the skeleton of a human child. -~ -0 18874636 1 0 0 1 -d2 -Peril! Monsters! Demons! Horrors! -~ -~ -~ -~ -~ -0 -1 2874 -d5 -~ -~ -~ -~ -~ -4096 -1 2876 -S -#2876 -A Spiral Blast~ -A blast of chaotic energy swirls around madly! -A defeaning whine fills the air! -The ground trembles and shivers! -~ -0 2097160 1 -d0 -A blur! -~ -~ -~ -~ -~ -0 -1 2877 -> entry_prog 100~ -if mobinworld(2841) == 0 -break -endif -mpat valinspirallermob mpforce valinspirallermob mpat 2876 c spiral -~ -| -S -#2877 -A Spiral Blast~ -A blast of chaotic energy swirls around madly! -A defeaning whine fills the air! -The ground trembles and shivers! -~ -0 2097160 1 -d0 -A blur! -~ -~ -~ -~ -~ -0 -1 2878 -d2 -A blur! -~ -~ -~ -~ -~ -0 -1 2876 -> entry_prog 100~ -if mobinworld(2841) == 0 -break -endif -mpat valinspiraller mpforce valinspiraller mpat 2877 c spiral -~ -> speech_prog destroy~ -if ispc($n) -break -endif -mpat 2876 mpdamage all 32000 -mpat 2875 mpdamage all 32000 -mpat 2874 mpdamage all 32000 -mpat 2873 mpdamage all 32000 -mpat 2872 mpdamage all 32000 -mpat 2871 mpdamage all 32000 -mpat 2870 mpdamage all 32000 -mpat 2869 mpdamage all 32000 -mpat 2868 mpdamage all 32000 -mpat 2867 mpdamage all 32000 -mpat 2866 mpdamage all 32000 -mpat 2863 mpdamage all 32000 -mpat 2862 mpdamage all 32000 -mpat 2861 mpdamage all 32000 -mpat 2860 mpdamage all 32000 -mpat 2859 mpdamage all 32000 -mpat 2858 mpdamage all 32000 -mpat 2857 mpdamage all 32000 -mpat 2856 mpdamage all 32000 -mpat 2855 mpdamage all 32000 -mpat 2854 mpdamage all 32000 -mpat 2853 mpdamage all 32000 -mpat 2852 mpdamage all 32000 -mpat 2851 mpdamage all 32000 -mpat 2850 mpdamage all 32000 -mpat 2849 mpdamage all 32000 -mpat 2848 mpdamage all 32000 -mpat 2847 mpdamage all 32000 -mpat 2846 mpdamage all 32000 -mpat 2845 mpdamage all 32000 -mpat 2844 mpdamage all 32000 -mpat 2842 mpdamage all 32000 -mpat 2841 mpdamage all 32000 -mpat 2840 mpdamage all 32000 -mpat 2839 mpdamage all 32000 -mpat 2838 mpdamage all 32000 -mpat 2837 mpdamage all 32000 -mpat 2836 mpdamage all 32000 -mpat 2835 mpdamage all 32000 -mpat 2834 mpdamage all 32000 -mpat 2833 mpdamage all 32000 -mpat 2832 mpdamage all 32000 -mpat 2831 mpdamage all 32000 -mpat 2830 mpdamage all 32000 -mpat 2829 mpdamage all 32000 -~ -| -S -#2878 -A Spiral Blast~ -A blast of chaotic energy swirls around madly! -A defeaning whine fills the air! -The ground trembles and shivers! -~ -0 2097416 1 0 0 9 -d2 -A blur! -~ -~ -~ -~ -~ -0 -1 2877 -> act_prog p has entered the game.~ -mpforce valinspiraller c spiral -mptrans 0.$n 2877 -~ -| -S -#2879 -Floating in a void~ -~ -0 2097164 1 -S -#2880 -Floating in a void~ -~ -0 1073741828 1 -S -#2881 -Floating in a void~ -~ -0 1073741828 1 -S -#2899 -Floating in a void~ -~ -0 2097164 1 -S -#0 - -#RESETS -O 0 2816 1 2833 -P 0 2817 0 2816 -D 0 2833 0 2 -D 0 2834 2 2 -M 0 2809 1 2834 -D 0 2835 3 1 -D 0 2834 1 2 -M 0 2800 1 2803 -M 0 2801 5 2803 -O 0 2800 1 2804 -O 0 2801 1 2805 -M 0 2802 1 2812 -E 1 2802 1 16 -E 1 2803 1 5 -M 0 2803 1 2813 -E 1 2804 1 22 -E 1 2806 1 8 -D 0 2813 3 1 -D 0 2815 1 1 -O 0 2805 1 2815 -M 0 2804 1 2816 -G 1 2809 1 -G 1 2809 1 -G 1 2809 1 -G 1 2809 1 -G 1 2809 1 -E 1 2807 1 21 -E 1 2808 1 3 -O 0 2810 1 2817 -M 0 2805 1 2819 -E 1 2812 1 5 -E 1 2811 1 16 -O 0 2813 1 2823 -M 0 2807 1 2830 -E 1 2814 1 12 -M 0 2808 1 2831 -D 0 2835 1 2 -D 0 2836 3 2 -M 0 2810 1 2836 -E 1 2814 1 12 -D 0 2830 1 2 -D 0 2837 3 2 -D 0 2837 0 2 -D 0 2838 2 2 -D 0 2836 2 2 -D 0 2838 0 2 -D 0 2831 0 2 -D 0 2833 2 2 -D 0 2830 3 2 -D 0 2831 1 2 -D 0 2839 2 2 -D 0 2830 0 2 -D 0 2839 9 2 -D 0 2839 3 2 -D 0 2833 1 2 -D 0 2839 7 2 -D 0 2834 8 2 -D 0 2839 0 2 -D 0 2835 2 2 -M 0 2811 1 2840 -E 1 2820 1 16 -E 1 2821 1 20 -E 1 2822 1 5 -M 0 2812 1 2840 -E 1 2823 1 21 -E 1 2824 1 5 -M 0 2813 1 2840 -E 1 2825 1 12 -E 1 2826 1 16 -E 1 2827 1 17 -M 0 2814 1 2841 -M 0 2817 1 2844 -D 0 2846 3 1 -D 0 2847 1 1 -D 0 2847 3 2 -M 0 2818 1 2854 -E 1 2837 1 16 -E 1 2838 1 5 -E 1 2838 1 12 -E 1 2839 1 14 -M 0 2819 1 2858 -E 1 2840 1 16 -M 0 2820 1 2858 -M 0 2821 1 2858 -M 0 2822 1 2858 -E 1 2841 1 16 -M 0 2823 1 2858 -D 0 2858 4 1 -M 0 2824 1 2860 -E 1 2820 1 16 -M 0 2825 1 2861 -E 1 2842 1 16 -E 1 2842 1 18 -E 1 2842 1 21 -M 0 2826 1 2861 -E 1 2843 1 16 -M 0 2827 1 2861 -E 1 2844 1 16 -M 0 2828 1 2862 -E 1 2842 1 16 -E 1 2843 1 18 -E 1 2844 1 21 -M 0 2830 1 2865 -M 0 2831 1 2865 -M 0 2832 1 2865 -M 0 2833 1 2865 -M 0 2834 1 2865 -M 0 2835 1 2865 -M 0 2829 1 2864 -G 1 2845 1 -E 1 2846 1 16 -G 1 2847 1 -E 1 2848 1 6 -E 1 2849 1 14 -M 0 2836 1 2867 -E 1 2850 1 16 -M 0 2837 1 2868 -O 0 2852 1 2869 -M 0 2838 1 2869 -M 0 2840 1 2870 -M 0 2806 5 2820 -D 0 2804 5 2 -D 0 2871 4 2 -O 0 2856 1 2871 -O 0 2857 1 2871 -O 0 2858 1 2873 -O 0 2859 1 2875 -O 0 2860 1 2875 -M 0 2842 1 2879 -M 1 2815 1 2843 -E 1 2831 1 16 -E 1 2832 1 20 -E 1 2880 1 9 -M 1 2816 1 2843 -O 1 2828 1 2843 -O 1 2829 1 2843 -D 0 2831 6 2 -S - -#SHOPS -0 - -#REPAIRS -2830 5 9 0 100 1 0 23 ; mob2830 -2837 9 0 0 100 1 0 23 ; the King's advisor -0 - -#SPECIALS -M 2800 spec_fido -M 2801 spec_thief -M 2802 spec_guard -M 2803 spec_fido -M 2804 spec_guard -M 2806 spec_poison -M 2807 spec_poison -M 2809 spec_breath_lightning -M 2810 spec_thief -M 2811 spec_guard -M 2812 spec_guard -M 2813 spec_cast_mage -M 2818 spec_cast_mage -M 2822 spec_thief -M 2830 spec_poison -M 2831 spec_poison -M 2832 spec_poison -M 2833 spec_poison -M 2834 spec_poison -M 2835 spec_poison -S - -#$ diff --git a/data/realm/areas_smaug1.4a/garden.are b/data/realm/areas_smaug1.4a/garden.are deleted file mode 100644 index 65270ba..0000000 --- a/data/realm/areas_smaug1.4a/garden.are +++ /dev/null @@ -1,6364 +0,0 @@ -#AREA Garden, The~ - - - -#VERSION 1 -#AUTHOR Tyrael~ - -#RANGES -80 100 1 115 -$ - -#RESETMSG The winds of change swirl about you.~ - -#FLAGS -0 15 - -#ECONOMY 0 31276979 - -#CLIMATE 2 2 2 - -#HELPS -51 Garden~ - -Centuries ago, the evil mage Arokal, whose power rivals the gods themselves -built a massive citadel hidden within an enchanted forest. The insane wizard -was corrupted by his power, which made him go mad...causing him to do things -unheard of, even amassing an army and waging war on the deities of the realms. - -This would disrupt the balance of all creation... - -A small group of heros combined their power and managed to seal him away -in his citadel. Many generations later, the citadel crumbled, but the magic -imbued within the land caused a beautiful garden to spring up in it's place. -Many patrons of the lost eden reside there now, however they cannot leave the -cursed grounds. They pray that one day, another hero might find them and banish -the evil spirit of Arokal that still haunts his old palace and save them from -thier immortal prison. -~ -0 $~ - -#MOBILES -#5500 -dark knight mhzentul warrior~ -Mhzentul~ -A dark warrior kneels here, praying to his god. -~ -Angered for being trapped in this accursed place, he devoted his time and -energy to the dark arts. Immortality has caused him to stray towards insanity -and he has become a ruthless killer. -~ -35 272736384 -1000 C -101 0 -300 50d10+30500 8d6+112 -1560 0 -105 112 1 -18 18 18 18 18 15 18 --5 -5 -5 -5 -5 -90 0 0 0 374879 1 5 -54 4 1999 1057312 2100506 0 1258559488 532736 -> all_greet_prog 100~ -if isnpc($n) -mpecho _whi $I draws his dark runeblade from it's sheath, and swings the mighty -mpecho _whi blade at $N and cuts $M deeply! &RBlood splatters everywhere! -else -endif -~ -> rand_prog 10~ -c heal -~ -> rand_prog 1~ -mpecho $I gets a strange look in his eyes... -c necro $r -mprestore self 150 -laugh -say Ahh..the souls of the innocent... -lick -~ -> all_greet_prog 100~ -mpat 5799 c kindred -mpat 5799 c slink -mpat 5799 c troll -mpat 5799 c sag -mpat 5799 c elven -mpat 5799 c 'dragon wit -if deity($n) == Ibiredan -mpechoat $n $I stares into your kind soul and grimaces with disgust! -c 'feebleness' $n -c necro -else -endif -~ -> act_prog DISARMS~ -wear blade -~ -> act_prog gives you~ -drop all -thwap $n -~ -> death_prog 100~ -mpjunk sigil -if rand(50) -rem plate -drop plate -mpjunk all -else -if rand(40) -rem gaunt -drop gaunt -mpjunk all -else -if rand(30) -rem blade -drop blade -mpjunk all -endif -endif -endif -~ -| -#5501 -keeper garden~ -the Keeper of the Garden~ -The keeper of the garden looks fairly busy. -~ -He beams a smile at you as you walk past, never straying from his busy -work of maintaining peace and hope throughout the garden. He welcomes -the travellers such as yourself who have been stranded here by the -terrible curse afflicting this place, and protection them from the spirits -of the long dead souls that plague it constantly. -~ -83886083 4202496 800 C -101 0 -112 50d10+30500 8d6+112 -0 0 -112 112 1 -12 18 18 13 9 16 15 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 0 2048 0 0 3 -> rand_prog 5~ -if rand(10) -mpecho _whi $I pauses briefly and sets his work aside to admire the fountain. -say You know, I've always loved this fountain. -smile -say I've heard it's actually a key to something... -em examines the fountain. -say I could never figure out that inscription either. -shrug -mpecho _whi $I resumes his work, whistling a cheerful tune. -endif -~ -> all_greet_prog 100~ -greet $n -say Welcome to my garden. -smile -say Would you like to hear the story of this place? -~ -> speech_prog yes~ -cough -mpsleep 3 -nod -say Long ago, this garden used to be a grand palace owned by a powerful -say wizard named Arokal. He spent many centuries weaving his magic -say into this palace, making it the envy of all who beheld it. -mpsleep 3 -say Soon, after he had finished, he realized that time had taken it's -say toll on his body, and he was dying. This was very troubling, so he -say spent his last few days preparing a ritual to invoke an evil spirit, -say which he could bond his life force with, thus, becoming immortal. -ponder -mpsleep 5 -say The ritual went awry at some point, and although he became immortal, -say his soul became tainted by evil. Soon after, his corruption spread -say throughout the land, causing much pain and suffering. -stare -say Several years later, three heros stepped forward, and attempted -say to stop Arokal. The gathered many warriors from around the realm to -say take up arms against this evil menace. The war waged on for -say a year and a day, causing much of the great palace to be destroyed. -sigh -mpsleep 3 -say The heros were losing the battle very quickly, and decided to -say forfeit their lives to save the others. With the help of a local -say mage, they trapped their sould within three stones representing -say the main aspects of life : Creation, Chaos, and Balance. -hmm -mpsleep 3 -say The mage also created 10 seals, each imbued with a special power. -say When combined with the seals, the stones can be used to create -say a powerful rune, which was used to utterly destroy Arokal for all -say eternity. Sadly, he was murdered by the evil mage's assassins before -say he could give the warriors the last rune...they succeeded in -say destroying Arokal...or so they thought, but he is back now. Without -say the last seal, the ritual cannot be completed properly and the -say evil will keep returning. All has been peaceful until now. -say The magic imbued within these grounds caused this beautiful garden -say to appear. It has been peaceful for a long time, but now the -say great evil has returned. Please, search these lands and find the -say seals, along with the stones, so we can destroy him forever! -em look solemn for a moment. -mpsleep 3 -say He is causing the weather to turn bad, and this garden is dying because -say of it. Ask the people here about it. They are a friendly lot, just -say ask them about the "strange weather", or the "stones". Please find them -mpsleep 10 -mpforce 0.$n say Strange weather, eh? -~ -> speech_prog Strange weather, eh?~ -say Aye, we've been having awful weather lately, sometimes good in some parts -say of the garden, and sometimes bad in other parts. -tell 0.$n Listen, I'll give you this, if you promise to help rid this garden -tell 0.$n of whatever it is that's been plaguing it. -smile -mpoload 5524 1 -give seal $n -tell $n You know what to do with this, right? -tell $n These seals are supposedly used to create something that can -tell $n seal the evil for all eternity. I know not how they can be made -tell $n to do this, but I do know something that was told to me -tell $n as a child: Find the seals of all apects of life, and with -tell $n the power of the 3 stones, the power to destroy all evil will be yours. -tell $n Here, you'll need this as well. -mpoload 5542 1 -give silver $n -tell $n Put the seals in there, as well as any of the legendary stones -tell $n you might find in there, and bring them back to me and I'll -tell $n see what I can do. -mpforce 0.$n put seal silver -smile -~ -> speech_prog no~ -frown -~ -> give_prog silver bag dark~ -ponder -mpgoto 5799 -get all bag -mpgoto 5504 -if iscarrying($i) == 5523 -if iscarrying($i) == 5524 -if iscarrying($i) == 5525 -if iscarrying($i) == 5526 -if iscarrying($i) == 5527 -if iscarrying($i) == 5528 -if iscarrying($i) == 5529 -if iscarrying($i) == 5544 -if iscarrying($i) == 5547 -if iscarrying($i) == 5558 -if iscarrying($i) == 5543 -if iscarrying($i) == 5545 -if iscarrying($i) == 5546 -mpsleep 10 -say Well done $n! -mpecho _blu $I utters the words, '&Wugcandicuazsper&B'. -mpecho _whi The seals glow brightly for a split second and come together, -mpecho _whi forming a a perfect sphere. It glows with a soft white light. -mpjunk all -mpsleep 5 -mpoload 5531 1 -give seal 0.$n -say If that seal so much as touches Arokal, he will be banished from this world -say forever. You must not be afraid, $n. Give him what he deserves! -mpsleep 3 -say Ah..by the way, I found this while I was planting a tree...perhaps you -say use it? I looks like some sort of key. -mpoload 5530 1 -give rune 0.$n -say Oh yes, I figured out the riddle as well. -say IUDICIUM -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -~ -> speech_prog stones~ -say There are three stones somewhere in this garden: -say The stone of creation. -say The stone of Balance. -say The stone of Chaos. -say I've heard they are all guarded by ancient spirits... -shrug -em continues his work. -~ -| -#5502 -priest figure robed~ -a dark priest~ -A black robed figure mutters to himself. -~ -You see a dark priest who serves an even darker master. -~ -65 0 -825 C -96 0 -67 50d10+28000 8d6+102 -0 0 -112 112 1 -12 17 18 15 10 8 10 --5 0 0 -5 0 -0 0 0 0 374879 1 0 -0 0 2047 0 3072 0 2561 8195 -> act_prog flees~ -yell Coward! -~ -| -#5503 -high priest mordian~ -the high priest~ -The high priest chants a silent mantra to himself. -~ -~ -67 0 -1000 C -99 0 -70 50d10+29500 8d6+108 -500 0 -112 112 1 -10 18 18 12 9 5 11 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 26 3840 0 1241518593 3 -> greet_prog 100~ -tell $n If you wish to speak with my lord, just say so. -snicker self -if name($n) == Xander -thwap $n -tell $n What are YOU doing here? Your a nuisance, go away. -mpecho _red $i points his finger, and Xander explodes in a burst of flames! -mptrans 0.$n 5504 -mpat 0.$n thwap $n -endif -~ -> speech_prog speak~ -nod -~ -| -#5504 -archangel angel~ -the Angel of Death~ -&zThe angel of death hovers over you. -~ -It is the angel of death, and he doesn't look all that scary... -~ -94502985 4202624 1000 C -105 0 -300 50d10+31000 8d6+102 -0 0 -112 112 1 -18 18 18 18 18 18 18 --20 -20 -20 -20 -20 -90 0 0 0 1 1 0 -50 50 0 3162111 4194303 0 0 3 -> fight_prog 100~ -mprestore self 30000 -~ -> rand_prog 100~ -mprestore self 30000 -~ -> all_greet_prog 100~ -mpat 5507 mpclosepassage 5507 0 -~ -> speech_prog IUDICIUM~ -mpasound A large rumbling is heard. -mpat 5507 mpopenpassage 5507 5525 0 -mpecho _whi The wall to the north opens as the word is spoken. -~ -> death_prog 100~ -if isimmort($n) -sigh -say Coward... -mpmload 5504 105 -else -say Foolish mortal... -sigh -mpslay $n -mpmload 5504 105 -endif -~ -| -#5505 -girl small frail~ -a frail girl~ -A small, frail girl has been imprisioned here. -~ -She's small and afraid, cowering at your slightest movement. -~ -67 73728 500 C -1 0 9 2d6+10 1d4+0 -0 0 -112 112 2 -5 8 4 6 5 14 4 -0 0 0 0 0 -0 0 0 0 1 1 5 -0 0 2047 0 0 0 0 0 -#5506 -demon imp~ -a demonic-looking imp~ -A demonic-looking imp looks up at you, blood dripping from it's jaws. -~ -He looks MEAN.., -~ -1 33563304 -1000 C -100 0 -71 50d10+30000 8d6+110 -100 0 -112 112 0 -18 12 10 18 18 4 7 -0 0 0 0 0 -88 0 0 0 1 1 0 -85 0 786484 0 0 0 2563 8194 -> all_greet_prog 100~ -if mobinroom(5505) == 1 -mpkill girl -else -mpmload 5505 95 -mpkill girl -endif -~ -> fight_prog 100~ -if isnpc($n) -mpecho _re $I savagely tears at $n's throat! -mpdamage $n 1000 -endif -~ -| -#5507 -demon summoned~ -a greater demon~ -A beastly creature has been summoned to do evils deeds. -~ -It snarls at and roars trying to break free of it's magical restraints. -~ -3 8320 -1000 C -101 0 -220 50d10+30500 8d6+110 -1323 0 -112 112 0 -18 15 14 13 18 10 5 --1 -1 -1 -1 -2 -16 0 0 0 1 1 0 -0 0 61 0 3106 0 2627 2 -> all_greet_prog 100~ -if mobinroom(5502) < 3 -mpkill $n -endif -~ -> rand_prog 90~ -if mobinroom(5502) < 3 -mpecho With the circle broken, and the demon no longer under the acolyte's -mpecho control, it savagely attacks you! -c 'gas breath' -endif -~ -| -#5508 -spirit evil darkness chaos~ -the spirit of chaos~ -The lord of darkness resides here, contemplating your existance. -~ -This being is the cause of all disorder throughout the realm. -~ -67108867 339746944 -1000 C -105 0 -300 1d1+31000 1d1+1000 -0 0 -112 112 1 -18 18 18 18 18 18 18 --20 -20 -20 -20 -20 -90 0 0 0 1 1 0 -0 0 0 0 1056768 0 0 0 -> all_greet_prog 100~ -em gazes down upon your soul and grins malevolently. -tell 0.$n Welcome mortal...although you would be destroyed for being in -tell 0.$n my presence, there is a matter at hand that must be attended to. -em looks solemn. -tell 0.$n Destroy this creature who's power rivals the gods. The balances -tell 0.$n of all creation will be disturbed if another war were to break out. -if iscarrying($n) == 5523 -mpechoat 0.$n _re A voice says, 'Bring the seal to the gatekeeper...' -else -mpoload 5523 100 -give seal $n -tell 0.$n Take this to the Gatekeeper. He will show you the path.... -endif -~ -> speech_prog strange weather, eh?~ -tell $n Ahh, so you've noticed it too..it is a result of Arokal, -tell $n the evil one that you've been hearing about. His very -tell $n presence in this realm disrupts the cosmos. He must be -tell $n destroyed. You're quite perceptive, for a mortal.. -tell $n Take this to the keeper as well. He will know what to do. -mpoload 5543 1 -give stone $n -if iscarrying($n) == 5542 -mpforce 0.$n put stone silver -else -tell $n Keep the stone safe, $n. -endif -~ -| -#5509 -acolyte dark lord~ -an acolyte~ -A small robed figure chants to himself. -~ -This is an acolyte who serves under the spirit of chaos. -~ -65 8232 -500 C -91 0 -61 50d10+25000 8d6+90 -340 0 -112 112 1 -12 15 13 16 13 13 9 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 2 3072 0 67109376 802 -#5510 -gatekeeper woman ~ -the gatekeeper~ -An dark-haired woman, radiant with timeless beauty stands here. -~ -She is quite beutiful for her age. -~ -67108867 552 0 C -105 0 -232 50d10+31000 8d6+120 -0 0 -112 112 2 -10 18 18 13 8 7 7 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 1056768 0 0 0 -> all_greet_prog 100~ -em looks up as you walk in. -tell 0.$n I have seen no living person in many centuries. What a delight! -smile -ponder -tell 0.$n You wouldn't happen to have the key to this portal, would you? -tell 0.$n If you do, give it to me, so that I may rest in peace. -~ -> speech_prog yes~ -tell 0.$n Then give it here, and I will use my power to unlock the portal. -~ -> give_prog entrance rune power glowing~ -mpjunk all -mpopenpassage 5525 5798 0 -mpecho $I begins to chant, causing powerful magic to activate the portal. -mpecho _lbl The portal swirls and glows brightly, beckoning you to it. -say Hurry, I cannot keep it open for long! Go north and destroy the evil! -~ -| -#5511 -doorman ~ -a doorman~ -A doorman is here. -~ -~ -77594627 0 0 C -105 0 -75 50d10+31000 8d6+120 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mpclosepassage 5525 0 -mpat 5507 mpclosepassage 5507 0 -~ -| -#5512 -warlord general~ -a warlord~ -The leader of the great army is here, commanding the soldiers. -~ -~ -77594627 4194856 0 C -105 0 -76 50d10+31000 8d6+120 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mpechoat 0.$n _red As you enter the encampment, hundreds of soldiers, angered -mpechoat 0.$n _red your invasion, charge at you, fiercely slashing at you! -if isimmort($n) -mpechoat 0.$n You shrug off the glancing blows and laugh. -else -mpdamage 0.$n 350 -endif -~ -| -#5513 -man old~ -an old man~ -An old man sits here, awaiting the coming of a hero. -~ -~ -77594627 4202496 0 C -105 0 -255 50d10+31000 8d6+120 -0 0 -112 112 1 -10 15 18 15 9 17 8 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> time_prog 22~ -mpecho _blu The air becomes very still... -~ -> time_prog 23~ -mpecho _blu A beam of moonlight shines down on the center of the clearing. -mpecho _whi As the air stretches and crackles, a figure steps fourth, -mpecho _w constantly shifting forms, sometimes humanoid, sometimes far from it. -mpecho _lbl This must be the great hero of legend, cursed with immortality. -mpmload 5514 -mpechoat hero shiftone -~ -> time_prog 24~ -if mortcount(5795) >= 1 -else -mpechoat hero shifttwo -mppurge hero -endif -~ -> time_prog 0~ -if mortcount(5795) >= 1 -else -mpechoat hero shifttwo -mppurge hero -endif -~ -> all_greet_prog 10~ -mpecho A voice echos in your mind... -mpechoat $n _whi "It is said that a hero from ancient times appears here -mpechoat $n _whi during the darkest time of the night..." -~ -| -#5514 -hero ancient unknown~ -the ancient hero~ -An ancient hero stands here, cursed with a constantly shifting form, completely oblivious to all. -~ -~ -75 398467772 0 C -102 0 -300 1d1+30000 1d1+800 -8700 0 -112 112 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -0 0 0 0 1 1 0 -50 50 1359 0 4194303 0 526385840 2621475 -> act_prog shiftone~ -bow -say Forgive me traveller...but I am not myself. -em winces slightly as his form grows much larger, assuming that of a giant. -say Please leave...I cannot control myself! -em falls to his knees, wracked with pain. -mpecho $I booms, 'Leave...NOW!' -mpecho _re $I screams as his body contorts..sprouting wings, claws..teeth. -em returns to his original form briefly, and you gaze into his eyes. -mpecho You can tell he is pleading with you. Help him end this! -~ -> act_prog shifttwo~ -mpecho $I writhes in pain as the fading reality surrounding him, wrenches -mpecho him from existance. Poor soul. -~ -> act_prog blast~ -laugh -say Thy magic is weak, you cannot harm me! -mprestore self 5000 -~ -> act_prog psychic~ -mpecho _whi $I channels the negative energies into his mind. -mprestore self 5000 -snicker -~ -> fight_prog 25~ -if rand(25) -rem all -mpjunk all -mpoload 5507 -mpecho _red $I sheds his former aspects, to assume a more demonic form. -roar -mpmset self class 9 -mpmset self align -1000 -wear reach -else -if rand(30) -rem all -mpjunk all -mpoload 5504 -mpecho _whi $I glows with a radiant light, his features become smoother, -mpecho _whi his eyes glow bright white, and he assumes an angelic form. -mpmset self class 11 -mpmset self align 1000 -laugh -wear divine -else -if rand(35) -rem all -mpjunk all -mpoload 5506 -mpecho _gre $I grows much larger, becoming well over 10 feet tall, -mpecho _gre his muscles bulge and he becomes a giant of a man! -mpmset self class 6 -mpmset self align 0 -flex -wear wrath -else -if rand(40) -rem all -mpjunk all -mpoload 5509 -mpecho _lbl Swirling magicks engulf $I, and he becomes a powerful wizard, -mpecho _lbl rivaling the great Hilorex himself! -mpmset self class 0 -mpmset self align 0 -smirk -wear nightfall -endif -endif -endif -endif -~ -> act_prog backstab~ -mpecho _red $I turns around as your backstab hits, causing you to -mpecho _red drop your weapon and fall to the ground! OUCH! -disarm $n -mprestore self 5000 -mpdamage 0.$n 100 -~ -> act_prog circle~ -laugh -say Your skills are worthless compared to mine! -mpforce 0.$n bah -~ -| -#5515 -immortal evil great arokal~ -Arokal~ -A being of immense power hovers before you, so evil, he repels the very air itself. -~ -This is the great evil you have heard so much about. -The malevolance and hatred eminating from him is overpowering. -~ -67108931 373825664 -1000 C -105 0 -76 1d1+31500 1d1+112 -0 0 -112 112 1 -18 18 18 13 18 18 18 -0 0 0 0 0 -90 0 0 0 1 1 4 -0 0 0 0 1059840 0 0 0 -> all_greet_prog 100~ -em stares at you coldly. -l $n -if iscarrying($n) == 5531 -gasp -say GET THAT THING AWAY FROM ME! -cring -mpecho $I doesn't look so benevolant as he realizes your power. -else -muha -say Pitiful mortal! You think you can destroy me? -endif -~ -> give_prog seal great~ -if quests($n) == 262144 -mpquests $n 262144 -shout NO! THIS CANNOT BE! -mpecho The once powerful immortal falls to his knees. -if sex($n) == 1 -say I'll not forget this you bastard! -mpecho $I writhes in agony and blinks from existance, -mpecho his power sealed for all eternity. -mpecho _lbl You are in such awe, you find yourself unable to move. -mpgoto 5790 -mpjunk all -mpechoat shifterone killone -else -say I'll not forget this witch! -mpecho $I writhes in agony and blinks from existance, -mpecho his power sealed for all eternity. -mpecho _lbl You are in such awe, you find yourself unable to move. -mpgoto 5790 -mpjunk all -mpechoat shifterone killone -endif -endif -~ -| -#5516 -patron garden~ -a garden patron~ -A garden patron stands here, admiring his surroundings. -~ -Another traveller like yourself, trapped here by some powerful curse. -~ -67108931 4202536 0 C -90 0 -60 50d10+24500 8d6+88 -0 0 -112 112 2 -10 19 10 14 19 15 15 -0 0 0 0 0 -1 0 0 0 1 1 0 -0 0 0 0 1059840 0 0 0 -> all_greet_prog 100~ -em looks at the statue. -say I really admire this statue..Order and balance are two -say of the most important things in life. -smile -whisper 0.$n You know, I've heard that if you ask for it, you can -whisper 0.$n be granted an audiance with the spirit of order... -shrug -~ -> speech_prog Strange weather, eh?~ -Tell $n Yes, I've noticed that the weather has been much different -tell $n lately. Haven't the slightest clue why. I have been hearing -tell $n a rumor going around lately...a myth of sorts. -tell $n Would you like to hear it? -~ -> speech_prog yes~ -smile -tell $n Glad that someone's finally interested in what I have to say! -cough -tell $n Well, rumor has it, that a great evil has been biding it's -tell $n power somewhere here in the garden. It disrupts the balance -tell $n of the cosmos, which is why the weather has been so foul. -tell $n That's all I know, but ask around, I'm sure you'll find out more. -smile -~ -> speech_prog no~ -frown $n -~ -| -#5517 -shopkeeper woman lyanis~ -Lyanis~ -A woman stands behind a stone counter. -~ -You see a middle aged woman who smiles back at you. After being trapped -here, she set up a small shop in this crumbling building, and is content -with her life, despite the fact that she may never escape. -~ -67108939 4203048 0 C -100 0 -71 50d10+30000 8d6+110 -160 0 -112 112 2 -20 15 17 20 14 15 15 -0 0 0 0 0 -1 0 0 0 1 1 0 -0 0 0 0 1059840 0 0 0 -> all_greet_prog 100~ -smile $n -sigh -say You wouldn't want to buy anything, would you? -say I used to be a travelling merchant, but when I came here I found that -say I couldn't leave because this place is cursed. -if iscarrying($n) == 5538 -tell $n Ahh, you've returned! Do you have all that I asked for? -endif -~ -> speech_prog Strange weather, eh?~ -tell $n Oh, yes, it has been rather odd lately. I wonder what's causing it? -ponder -mpsleep 1 -tell $n You know, it's really quite a nuisance too. One of my friends -tell $n was caught in a blizzard and froze to death! Such a shame. -mpsleep 1 -tell $n Hmm, would you do me a small favor? -~ -> speech_prog yes~ -smile -tell $n Well, I haven't been able to get much work done around here, since -tell $n my friend was killed. She was my apprentice and helped me -tell $n with this shop. I am in need of a few things, would you mind -tell $n retrieving them for me? I would be very grateful. -em writes something down on a piece of paper. -mpsleep 2 -mpoload 5537 1 -em gets a bag from beneath the counter. -mpoload 5538 1 -put list dragonskin -give dragonskin $n -tell $n Find the items on that list, put them in that bag, and bring it -tell $n back to me. Farewell, and good luck! -smile -mpjunk all -mpoload 5535 85 -mpoload 5536 85 -mpoload 5548 90 -~ -> speech_prog no~ -hrm -tell $n Well, it guess it doesn't hurt to ask. -~ -> give_prog dragonskin bag~ -mpgoto 5799 -get all dragonskin -mpgoto 5567 -if iscarrying($i) == 5501 -if iscarrying($i) == 5502 -if iscarrying($i) == 5503 -if iscarrying($i) == 5539 -if iscarrying($i) == 5540 -tell $n Thank you, $n! Finally I can finish my plans.. -em goes into the back room and hammers away on something. -mpsleep 5 -em returns shortly with smile on her face. -tell $n I've finally finished my work. -smile -tell $n Here, as a reward, let me give you this... -em gets a shiny curiass from beneath the counter. -mpoload 5541 100 -give myrmidon 0.$n -tell $n Please, take care of it. -mpjunk all -mpoload 5535 85 -mpoload 5536 85 -mpoload 5548 90 -endif -endif -endif -endif -endif -~ -| -#5518 -spirit balance~ -the spirit of order~ -A mighty being stands before you, maintaining the balance between good and evil. -~ -~ -67108939 373301376 0 C -105 0 -76 50d10+31000 8d6+120 -0 0 -112 112 0 -20 20 20 20 20 20 20 -0 0 0 0 0 -90 0 0 0 1 1 0 -0 0 0 0 1059840 0 0 0 -> all_greet_prog 100~ -mpecho _whi $I looks up as you walk in. -if iscarrying($n) == 5542 -greet $n -mpsleep 3 -tell $n I have been waiting for you, $n. -em concentrates for a moment. -mpslee 5 -tell $n I have been observing you...and you are worthy to complete -tell $n task of saving the garden and destroying that infernal creature. -mpecho _whi $I stares at you... -mpsleep 3 -tell $n Do you accept the challenge? -else -em looks at you. -mpsleep 3 -tell $n Bah! Do not waste my time. Go see the keeper of the garden. -tell $n He can explain the task at hand. He should be at the -tell $n center of the garden square. If you wish for me to take you -tell $n there, just say, 'Take me there.' -mpsleep 5 -tap -endif -~ -> speech_prog Take me there.~ -mpecho _whi $I's eyes flare brightly! -mpsleep 5 -mpechoat $n _cya The winds of change swirl about you, lifting you high -mpechoat $n _cya into the sky, and set you down in the garden square. -mptrans 0.$n 5501 -mpsleep 3 -mpat 0.$n mpforce 0.$n north -~ -> speech_prog yes~ -if iscarrying($n) == 5542 -nod -tell $n Indeed you are worthy, so I shall give you this... -mpecho _whi Swirling energies collide to form a small glowing rune. -mpoload 5547 1 -give seal $n -tell $n Guard that well, $n. Give it to the keeper when you have them all. -else -mpechoat $n $I appears to be ignoring you. -endif -~ -> speech_prog no~ -if iscarrying($n) == 5542 -tell $n Our fate is sealed then. -em looks very disturbed by your actions. -else -bonk $n -say Are you feeling all right? -endif -~ -> act_prog slaps ~ -mpechoat $n _cya $I rears back and slaps you so hard, you sail into -mpechoat $n _cya the next room! Mabye that was a mistake... -mpforce 0.$n south -mpat 0.$n mpdamage 0.$n 1 -mpat 0.$n mpechoat $n _red That really did HURT! -mpat 0.$n mpechoar $n $n flies in from the north and lands at your feet. -~ -> speech_prog stones~ -say You must think you are the hero that will end this curse... -say I wish you luck -mpoload 5546 1 -give stone $n -say Go now... -~ -| -#5519 -feraasel dragon elder deep~ -Feraasel, the Deep Dragon~ -The elder dragon, Feraasel is in a deep slumber. -~ -~ -33554499 340271236 -750 C -100 0 71 50d10+30000 8d6+150 -0 0 -112 112 1 -20 18 17 20 20 4 13 --7 -5 -10 -8 -1 -31 0 0 0 228469 1 2 -50 0 270500925 726 3072 0 7 524370 -> act_prog disturbgreet~ -mpecho _whi $I lazily opens one eye to see who has distubed his rest. -blink -mpecho _whi $I rises quickly to his full height, staring blankly at you. -roar -mpecho _lbl Appearing angry by your rude entrance, $I inhales deeply, and -mpecho _lbl spews fourth a stream of molten lava, which narrowly misses you! -mpecho _red $I booms, "&wYOU WILL DIE FOR YOUR INSOLENCE!&r" -em poises over you, ready to attack at any moment... -~ -> fight_prog 85~ -if rand(65) -mea $n _red $I picks you up and slams you against a nearby wall! -mer $n _red $I picks up $n and slams $m into a nearby wall! -mpdamage 0.$n 200 -else -if rand(60) -disarm -get sword -wear sword -laugh $n -say Dragonslayer...you're pathetic! -else -if rand(55) -mpechoat $n $I gives you a mighty headbutt! -mpechoar $n $I gives $n a mighty headbutt, leaving $m dazed! -stun -else -if rand(50) -mpecho _red $I spits several fireballs around the room! -c fireball $r -c fireball $r -c fireball $r -endif -endif -endif -endif -~ -> act_prog DISARMS~ -c 'energy drain' $n -~ -> act_prog You disarm~ -mprestore self 250 -~ -> fight_prog 25~ -roar -if rand(30) -c 'frost breath' $n -else -if rand(25) -c 'lightning breath' $n -else -if rand(20) -c 'fire breath' $n -else -if rand(15) -c 'acid breath' $n -else -if rand(10) -c gas -endif -endif -endif -endif -endif -~ -| -#5520 -assassin master ~ -a master assassin~ -A dark figure lurks in the shadows. -~ -~ -65 268968616 -1000 C -100 0 -268 1d1+27000 1d1+235 -0 0 -112 112 1 -20 18 15 25 17 16 16 --4 -1 -5 -3 -7 -0 0 0 0 1 1 0 -0 0 2047 127 3072 0 263184 3 -#5521 -celene daughter star~ -Celene~ -&bA child born from the stars weeps here. -~ -~ -67 8872 0 C -94 0 -64 50d10+28000 8d6+102 -0 0 -112 112 2 -12 20 20 14 11 13 14 -0 0 0 0 0 -85 0 0 0 636939 1 0 -0 0 0 1048656 3080 0 1073750064 4359 -> all_greet_prog 100~ -curt $n -if isgood($n) -tell $n Pray thee kind soul, would thou help me? -else -if isevil($n) -tell $n I shant expect help from a vile being such as thyself... -em pauses for a moment and wipes a tear from the corner of her eye. -tell $n But I shall ask thee anyhow. Will thou help me? -endif -endif -~ -> speech_prog yes~ -smile $n -mpecho _whi $I stares up at the heavens. -tell $n I come here every few centuries, to see how things fare for the patrons -tell $n that live here, amongst the chaos. This visit has been different, as I -tell $n have come here in only to find everything destroyed. Being distraught -tell $n over this, I went to the chapel to pray for the lives of the people. -mpecho _whi $I looks as if she is about to burst into tears at any moment. -mpsleep 10 -tell $n I was shocked to find the ancient church gone. The kind keeper told me -tell $n of a great earthquake that swallowed it beneath the ground. -sniff -mpsleep 5 -tell $n I ventured beneath the square to find the sacred church, but my -tell $n place is among the stars, not in the earth. I was forced to leave, but -tell $n in my rush to egress, I lost my pendant. Without it, I cannot return -tell $n to the heavens. I would greatly appriciate it's return. -mpecho _whi $I looks at you with a glint of hope in her eyes. -mpsleep 7 -tell $n Please find it, and return it to me.... -~ -> speech_prog no~ -cry -~ -> give_prog star celene pendant~ -mpecho _whi $I's eye light up! -mpsleep 1 -tell $n Thank you so much! -bounce -mpsleep 3 -tell $n Now I can finally return home. -msleep 3 -mpecho _cya A myriad of colors surround Celene, as she slowly floats away. -mpsleep 5 -mpecho _whi $I pauses for a moment, in mid-air. -mpecho _blu $I reaches up and plucks a star from the heavens! -tell $n Please, take this as a gift. -mpoload 5556 1 -give falling 0.$n -wave -mpsleep 3 -mpecho _yel $I disappears in a bright flash of light! -mpjunk all -mpgoto 5790 -mpechoat shifterone killtwo -~ -> death_prog 100~ -mpecho _whi $I falls to her knees, staring blankly at you... -say My father...never...see...again... -if rand(40) -mpecho _whi As $I dies, a single crystalline tear rolls down her cheek.. -mpoload 5564 90 -drop tear -mpecho _blu A mystical vortex opens up before you and rips you through -mpecho _blu time and space! You appear before a large throne... -mpechoar $n $n dissapears into a rift! -mptrans 0.$n 5660 -mpat 0.$n mpforce 0.$n north -else -mpecho _blu A mystical vortex opens up before you and rips you through -mpecho _blu time and space! You appear before a large throne... -mptrans 0.$n 5660 -mpat 0.$n mpforce 0.$n north -endif -~ -> act_prog fooddrink~ -mpat 5661 say Truly sorry father, I was in the tower. -mpoload 5565 1 -mpat 5661 give wine ashura -~ -> speech_prog weather~ -nod -say There is a great evil here...it corrupts everything around it with -say it's cruelty...which is why I must give you this. -mpoload 5525 1 -give seal $n -say Go $n, end this curse. -~ -| -#5522 -warrior ancient~ -an ancient warrior~ -An ancient warrior goes into battle for the last time. -~ -He gives you a weak smile as he wipes the black-green blood of the shades -from his armor.Cursed to fight forever until the great evil is destroyed. -~ -1 8232 0 C -85 0 -55 50d10+22000 8d6+78 -100 0 -112 112 1 -15 13 12 14 13 10 11 -0 0 0 0 0 -0 0 0 0 655382 1 0 -0 0 1071 18 3072 2097664 752 524295 -#5523 -minion shadow evil shade~ -a shade~ -A dark shadow hovers here, looking for it's next victim. -~ -You see a fleeting shadow from the corner of your eye. -This is one of Arokal's fiendish warriors, fighting to regain their -former home. -~ -33 0 -750 C -93 0 -67 50d10+28000 8d6+102 -110 0 -112 112 0 -15 14 13 14 12 9 10 -0 0 0 0 0 -0 0 0 0 604231 1 0 -0 0 0 384 3072 0 6674 34 -#5525 -arcanus annoyed mage wizard~ -Arcanus~ -A robed figure is hard at work trying to figure a way to escape the curse and seems annoyed by your rude entrance. -~ -He is researching and studying an endless amount of books and scrolls -that were left here, trying desperately to find a way to escape the curse. -~ -131139 -1773133696 -450 C -100 0 -71 50d10+30000 8d6+110 -0 0 -112 112 1 -13 25 20 15 12 10 8 -0 0 0 0 0 -1 0 0 0 1 1 0 -0 0 2047 1057315 3080 0 2170896 9282 -> all_greet_prog 100~ -yell ARRGGGHH! Doesn't anyone know how to knock!? -mpsleep 3 -glare $n -if rand(50) -c cosmos -mptrans $n 5658 -mpsleep 3 -mpat $n mpechoat $n The mage shoves you out the door! -else -say I am VERY busy, what do you want? -endif -~ -> speech_prog weather~ -em seems to be in an incredible rush to be somewhere... -tell $n Oh, yes very odd..any clue what's causing it? Silly me, of couse you -tell $n don't...just an adventurer... -mpsleep 3 -ponder -mpoload 5544 1 -give seal $n -tell $n That should help, now leave! -mpecho _red $I disappers! -mpgoto 5790 -mpechoat shifter killmage -~ -> act_prog backstab~ -say OUCH! -c 'demonskin -thwap $n -mpsleep 3 -~ -> act_prog circle~ -c 'demonskin -growl $n -c 'fire spike' $n -~ -> fight_prog 40~ -if rand(25) -c winter $n -c chill $n -c 'freezing sphere' $n -else -if rand(35) -c 'blazebane' $n -c fireball $n -c 'fire spike' $n -c 'flamestrike' $n -else -if rand(50) -c 'ethereal funnel' $n -c quan $n -c 'magnetic thrust' $n -endif -endif -endif -~ -> act_prog psychic~ -roar -c 'life force' $r -c 'control weather' windier -c 'ice storm' -c 'black lightning' $r -c 'wind shear' $r -c earthquake -~ -> death_prog 1~ -mpecho swirling magic envelops the mage's dead body and transforms it into -mpecho a shimmering blade of immense power. -mpjunk all -mpoload 5509 100 -drop nightfall -~ -> speech_prog stones~ -say Oh, yes I know all about those, but I won't tell YOU anything! -cackle -~ -| -#5526 -angel myria woman~ -Myria~ -A beautiful angel hovers above you. -~ -~ -67 273162368 1000 C -100 0 -71 1d1+31000 8d6+110 -0 0 -112 112 2 -25 20 20 15 10 20 13 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 2047 0 3080 0 704 7 -> act_prog necromantic~ -say How dare you use your foul magic on me! -c 'frost breath' $n -~ -> rand_prog 5 ~ -pray -c heal -c heal -~ -> fight_prog 33~ -if rand(10) -c armageddon -else -if rand(25) -c 'frost breath' $n -else -if rand(50) -c 'lightbolt' $n -endif -endif -endif -~ -> act_prog circle~ -wince -say You fight like a coward! -c 'angelic fury' $n -~ -> act_prog backstab~ -scream -mpecho _whi $I points her sword at $n, and a blinding light springs outward! -c 'prismatic light' $n -~ -> all_greet_prog 100~ -if class($n) == demon -gasp -say I will slay thee, O vile creature! -c 'holy word' $n -endif -~ -> death_prog 50~ -if class($n) == demon -c spiral -c gas -mpecho Through the chaos, a pair of feathery black wings float slowly down -mpecho from the heavens, and land at your feet. -mpjunk all -mpoload 5561 80 -drop wings -else -mpecho _cya A mystical aura hovers over the corpse of the fallen angel. -mpecho _cya The protection of the weak is yours, $n -mpjunk all -mpoload 5533 2 -drop aegis -endif -~ -> speech_prog weather~ -say You've noticed it too? I had thought it was from the dark knight, -say but I've heard rumors that some great evil resides here and is causing -say all this chaos. Are you here to stop it? -~ -> speech_prog yes~ -say Good -mpecho _whi The luminous form of the Seal of Life appears in $I's delicate hand -mpoload 5527 1 -give seal $n -say Guard this well, $n. It will help you end this curse. -~ -> speech_prog stones ~ -say Stones? I don't know anything about those. -pray -~ -> all_greet_prog 100~ -sigh -say Will this curse never end... -~ -| -#5527 -Zukor druid forest man~ -Zukor~ -A muscular druid sits here, admiring his surroundings. -~ -He is probably the only being here that does not feel trapped. -Perfectly content with sitting in this circle and enjoying nature, he -doesn't even seem to notice you. -~ -67 38281344 0 C -103 0 -300 1d1+31350 1d1+86 -0 0 -112 112 1 -25 15 14 13 19 17 15 -0 0 0 0 0 -1 0 0 0 1 1 0 -0 0 111 0 3072 0 1073742064 532491 -> fight_prog 50~ -if rand(25) -c 'dispel magic' $n -c fae $n -c blindness $n -c poison $n -else -if rand(35) -c 'fire spike' $n -c 'ice bolt' $n -else -if rand(50) -kick -swipe -cuff -elbow -punt -shoulder -roundhouse -punch -roar -else -if rand(75) -disarm -endif -endif -endif -endif -~ -> rand_prog 5~ -c 'cure light -c 'cure serious -c 'cure critical -~ -> death_prog 1~ -mea $n _red Zukor explodes into a fit of rage! -say I can't believe i've been beaten! -scream -mea $n As his body crumbles away, you find a shimmering blade that is yours -mea $n to do with as you wish. Take care of it, $n. -mpoload 5506 100 -drop wrath -~ -> all_greet_prog 100~ -if name($n) == Xander -war Xander is a worthless toad! -murder xander -endif -~ -> speech_prog weather~ -say Yes, it has been fairly strange as of late. That's why I've been -say staying here in this circle of trees for so long..the weather doesn't -say seem to change much here. -~ -> speech_prog stones~ -say You say you're looking for stones? Here... -em picks up a rock off the ground and hands it to you. -~ -| -#5528 -dragon mist fog~ -a mist dragon~ -A large misty shape engulfs you! -~ -~ -8388713 533152 0 C -95 0 -65 12d48+25000 10d6+35 -0 0 -112 112 0 -18 12 13 16 15 7 10 -0 0 0 0 0 -31 0 0 0 1 1 0 -0 0 0 0 11264 0 6 3 -> fight_prog 100~ -if rand(45) -mpat 5799 c 'dispel magic' self -mpecho _cya $I spits a ball of crackling energy at $n -c 'black lightning' $n -c 'torrent' $n -c 'black lightning' $n -c 'torrent' $n -c 'black lightning' $n -c 'torrent' $n -else -if rand(10) -c gas -endif -endif -~ -> death_prog 100~ -if rand(85) -roar -c gas -else -mpecho _cya $I's lucent form dissapates, revealing a silvery piece of metal. -mpoload 5563 85 -drop mist -off -mpgoto 5799 -endif -~ -> rand_prog 10~ -if mobinvislevel($i) == 5 -mpecho _cya A fog swirls about you. -mpinvis 101 -else -if mobinvislevel($i) == 101 -mpecho _cya A mist appears from the cracks in the ground. -mpinvis 5 -else -mpinvis 5 -endif -endif -~ -| -#5529 -god ashura father~ -Ashura~ -A benevolent man stands here, engulfed in cosmic energy. -~ -~ -67 -1806163800 750 C -105 0 -250 1d1+23600 34d8+40 -0 0 -112 112 1 -20 18 17 15 12 18 20 -0 0 0 0 0 -90 0 0 0 1 1 0 -0 0 0 0 195 0 1149239872 524295 -> all_greet_prog 100~ -smile -say Ahh..finally, you've come. -say We must talk, come, sit and have a drink. -say Daughter! Bring some wine, for my guest and I. -mpsleep 10 -tap -mpsleep 10 -say Pardon me... -mpecho _whi $I dissapears in a bright flash of light! -mpgoto 5623 -mpgoto 5661 -mpsleep 10 -if mobinarea(5521) == 1 -mpecho _whi $I appears suddenly, along with his daughter. -mpsleep 3 -mpat 5623 mpechoat celene fooddrink -mpsleep 5 -nod -say Do not worry my dear, we will soon be freed. You may go now. -mpecho _cya Celene disappears in a puff of smoke! -em sets the wine on the table beside him. -say Now, what did you wish to talk about? -else -yell AAHHHRRRRRRRGH!! -mpecho _whi $I appears suddenly...&Renraged &Wbeyond rational thought. -say Y..YOU K-K-KILLED HER D-DIDN'T YOU! -say My beutiful daughter... -say YOU WILL PAY FOR THIS! -em pulls a small lever on the side of the throne. -mpecho Several grates open in the lower portions of the walls and you notice -mpecho your feet are starting to get wet... -cackle -mpecho _whi $I dissapears in the blink of an eye! -mpopenpassage 5661 5666 0 -mpforce all north -mpclosepassage 5661 0 -endif -~ -> speech_prog weather~ -say Ahh..yes, the weather. -hrm -say I've been stuck here so long it's hard to remember the last time -say I was actually outside...anyhow, I can tell you are here to end -say this terrible curse and free our souls, so I will give you this... -em produces a shiny rune from thin air! -mpoload 5558 -give seal $n -~ -> speech_prog stones~ -nod -say I wasn't you knew about them or not. You will need the power of the -say three stones to create the great seal that will destroy the evil -say that has cursed this place and free us all. -mpoload 5545 1 -give stone $n -say You must go now, Save us! -~ -| -#5530 -spirit spectre asireth form man~ -Asireth~ -The lucent form of a long dead man hovers here. -~ -~ -67108929 341311488 0 C -102 0 -73 23d10+20000 1d1+97 -0 0 -112 112 0 -5 20 21 12 9 3 7 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 8192 0 200282112 3 -> rand_prog 20~ -if rand(20) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5518 -mpecho _cya $I's form fades into reality. -else -if rand(25) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5528 -mpecho _cya $I's form fades into reality. -else -if rand(30) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5530 -mpecho _cya $I's form fades into reality. -else -if rand(35) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5568 -mpecho _cya $I's form fades into reality. -endif -endif -endif -endif -~ -| -#5531 -imp helper familiar~ -an imp~ -A small creature hovers about your head mumbling under it's breath. -~ -~ -8193 557056 0 C -102 0 -73 50d10+30000 8d6+110 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 787519 0 0 0 98 3 -#5799 -shifterone~ -shifter~ -The shifter is here... -~ -~ -2097219 0 0 C -105 0 -71 50d10+31000 8d6+120 -0 0 -112 112 1 -18 18 18 18 18 18 18 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 1056768 0 1207963648 3 -> act_prog killone~ -mppurge arokal -~ -> act_prog killtwo~ -mppurge celene -~ -> act_prog killmage~ -mppurge mage -~ -| -#0 - - -#OBJECTS -#5500 -plate spiked full~ -a set of spiked black full-plate~ -A set of spiked black full-plate lie here.~ -~ -9 16925012 9 -15 15 0 12 -17 1140 114 -A -13 110 -A -17 -25 -A -23 -2 -A -22 -3 -A -2 -2 -A -18 9 -A -19 7 -#5501 -scale red~ -&ra &rr&re&rd &rs&rc&ra&rl&re~ -&rA &rr&re&rd &rs&rc&ra&rl&re &Gl&Gi&Ge&Gs here.~ -~ -8 33554432 16385 -0 0 0 0 -1 75 7 -#5502 -scale blue~ -&ba &bb&bl&bu&be &bs&bc&ba&bl&be~ -&bA &bb&bl&bu&be &bs&bc&ba&bl&be &Glies here.~ -~ -8 33554432 16385 -0 0 0 0 -1 75 7 -#5503 -scale white~ -&Wa &Ww&Wh&Wi&Wt&We &Ws&Wc&Wa&Wl&We~ -&WA &Ww&Wh&Wi&Wt&We &Ws&Wc&Wa&Wl&We &Glies here.~ -~ -8 33554432 16385 -0 0 0 0 -1 75 7 -#5504 -divine retribution runesword angelic~ -&W|&z///\\\ &WDivine Retribution &z///\\\&W|~ -The wrath of god hovers here, ready to punish evil.~ -~ -5 25283915 8193 -12 15 6 6 -30 2393 239 -A -13 125 -A -12 200 -A -4 2 -A -3 1 -A -17 -30 -A -24 -8 -A -23 -8 -A -20 -8 -A -19 9 -A -18 10 -A -77 350 -> wear_prog 100~ -mpechoat $n _whi As you wield this great artifact, the heavens themselves -mpechoat $n _whi part and a holy blessing is laid upon you from above. -mpechoar $n _whi A brilliant beam of light from the heavens engulfs $n, -mpechoar $n _whi and heavenly music can be heard. -c bless $n -c resilience $n -c armor $n -~ -> remove_prog 100~ -mpechoat $n _whi Angels weep as you forsake your god -mpechoar $n _whi The divine radiance that eminated from $n slowly fades away... -if is immort($n) -else -c 'dispel magic' $n -endif -~ -> sac_prog 100~ -mpecho _whi A dark shadow is hurled from the heavens, as the angel of death -mpecho _whi speeds towards you, it draws the angelic runeblade and -mpecho _whi strikes $n with all of it's might! They are Truly forsaken. -mpdamage $n 1000 -~ -> damage_prog 100~ -&wmpecho The holy artifact glows with a silver light, and is whole once again. -fix self -~ -| -#5505 -fountain angel death~ -a white marble fountain~ -A large fountain made of white marble sits in the center of the garden.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#5506 -wrath gaea runesword~ -@===={{&g/&b/&g\&b\&g\&b/&wGaea's Wrath&g\&b/&g/&b/&g\&b\&g>~ -The timeless anger of the earth lies here.~ -~ -5 8569167 8193 -12 10 10 3 -30 2530 253 -A -13 150 -A -12 150 -A -17 -30 -A -26 73728 -A -23 -3 -A -24 -3 -A -20 -3 -A -1 2 -A -5 2 -A -18 10 -A -19 10 -A -77 350 -> wear_prog 100~ -mea $n *re The timeless fury of the earth empowers you. -mpechoar $n *r howls with bestial rage! -c kin $n -c troll $n -c fireshield $n -~ -> remove_prog 100~ -mpechoat $n Your rage subsides, but with it, your strength as well. -mpechoar $n $n seems to grow smaller in stature as $e calms down. -c 'dispel magic' $n -~ -| -#5507 -dagger demonic spirit reach~ -&z<<- -^^\/^^((&rSpirit's Reach&z))^^\/^^- ->>~ -A shimmering ebony dagger, forged from pure chaos hovers here~ -~ -5 17514591 8193 -12 24 4 11 -15 2050 205 -A -13 150 -A -12 100 -A -17 -25 -A -2 2 -A -23 -7 -A -20 -7 -A -21 -7 -A -18 10 -A -19 9 -A -77 250 -> wear_prog 100~ -mpechoat $n &wDark thoughts invade your mind as the fury of hell -mpechoat $n emopowers you and bids you to perform unspeakable evils -mpechoat $n &w The dark voice of your new master echos in your mind: -mpechoat $n "&rYes, go forth and destroy life and order....&w" -mpechoat $n &wThe dark privilege of the unholy is bestowed upon you... -cast 'metallic skin' $n -c 'stone skin' $n -c kin $n -mpechoar $n $n's &reyes &wlose all color and begin to glow with dark energy. -mpforce $n muha -~ -> remove_prog 100~ -mpechoat $n You forsake your ungodly ways...but at a cost to your life. -mpdamage $n 500 -mpforce $n wince -mpechoar $n The darkness encompassing $n slowly dissapates... -~ -> sac_prog 100~ -mpechoat $n _red As you sacrifice the dark runeblade, a gaping pit opens -mpechoat $n _red up beneath you, and a firey deinzen from the deepest part -mpechoat $n _red of hell emerges, blasting you with searing HELLFIRE! -c 'fire breath' $n -mpechoar $n _red A fiery deinzen from the deepset pit of hell emerges from the -mpechoar $n _red the dark runeblade! Inhaling a massive breath, it belches -mpechoar $n _red a stream of searing HELLFIRE at $n! -mpecho A demonic voice sounds through the still air... -mpecho _red "Do not forsake the dark privileges you have been given $n..." -mpforce $n emote falls to the ground..charred and traumatized. -~ -| -#5508 -sigil mhzentul~ -the sigil of Mhzentul~ -A powerful rune lies here, emanating evil.~ -~ -1 323 1 -0 0 0 0 -2 820 82 -A -31 1 -A -13 50 -A -17 -50 -A -14 50 -A -18 8 -A -19 7 -#5509 -omega blade nightfall night~ -&zoxxxxxxx|&b/&z/&b\&z\&b/&z/&b\&z\&WNightFall&b\&z/&b/&z\&b\&z/&b/&z\&z&b\>~ -The embodiment of the night lies here, radiating magic.~ -~ -5 25395535 8193 -12 17 5 11 -30 2518 251 -A -13 90 -A -12 335 -A -3 2 -A -4 1 -A -17 -30 -A -24 -8 -A -23 -8 -A -21 -8 -A -20 -8 -A -18 11 -A -19 9 -A -77 100 -> wear_prog 100~ -mpechoat $n _dbl A multitude of powerful magicks encompass you, and -mpechoat $n _dbl the symbol of "&rOmega&b" appears upon your brow. -c 'dragon wit' $n -c sagacity $n -c fireshield $n -mpechoar $n $n seems to draw power from the very cosmos itself. -~ -> remove_prog 100~ -mpechoat $n The power of the cosmos leaves you...as does your life. -c necro $n -c necro $n -c 'dispel magic' $n -mpechar $n $n's lifeforce seems to dwindle as $e casts the blade aside. -~ -| -#5510 -altar black~ -a black altar~ -An altar to an evil deinzen resides here.~ -~ -12 0 0 -0 0 0 0 -1 1 0 -#5511 -vial liquid sunset~ -a vial of liquid sunset~ -Brilliant colors radiate from a vial on the ground.~ -~ -10 33554432 1 -80 -1 -1 -1 -1 87 70 -'resilience' 'NONE' 'NONE' -#5512 -gauntlets studded black leather~ -a pair of studded black leather gauntlets~ -A pair of studded black leather gauntlets radiate dark energy.~ -~ -9 133972 129 2 -15 15 0 12 -4 893 89 -A -18 7 -A -19 7 -A -13 75 -A -53 20 -A -1 1 -> wear_prog 100~ -if iswearing($n) == 5513 -if class($n) == warrior -if isevil($n) -mpechoat $n _lbl As the dark gauntlets touch the shimmering platinum encasing -mpechoat $n _lbl your hands, crackling energy engulfs your hands and searing -mpechoat $n _lbl &rPAIN &Cshoots up your arms, making you black out -mpechoat $n _lbl momentarily. When you come to, you find a pair of hardened -mpechoat $n _lbl metal gloves hovering before you. Consider yourself blessed. -mpdamage 0.$n 100 -mpechoar 0.$n $n screams in agony as $s hands are burnt by raw energy! -mpforce 0.$n remove gauntlet -mpforce 0.$n remove fist -mpoload 5515 -mpforce 0.$n drop studded -mpforce 0.$n drop fist -mpforce 0.$n sac fist -mpforce 0.$n sac gauntlet -endif -endif -endif -~ -| -#5513 -fist platinum~ -a platinum fist~ -A ball of liquid platinum hovers here.~ -~ -9 16828741 129 1 -16 16 0 12 -1 944 200 -A -18 7 -A -19 7 -A -13 75 -A -53 30 -A -1 2 -#5514 -short blade mhzentul sword~ -Mhzentul's Blade~ -A short sword fashioned from obsidian crackles with black energy.~ -~ -5 655957 8193 -12 10 10 11 -3 975 26 -A -13 25 -A -12 15 -A -18 9 -A -19 8 -A -23 2 -A -30 301 -> sac_prog 1~ -if isgood($n) -else -if isevil($n) -mea $n You are given a dark blessing for your sacrifice, which takes the -mea $n form of a wicked blade known only as the Spirit's Reach! -mpforce $n cackle -mpoload 5507 100 -~ -| -#5515 -glove ineffable damnation~ -&rGloves of Ineffable Damnation~ -Gloves inscribed with the unspeakable word hover here, absorbing all light.~ -~ -9 16925506 129 -17 17 0 12 -5 1332 132 -A -18 9 -A -19 9 -A -13 90 -A -1 3 -A -5 1 -A -27 16 -A -53 20 -#5516 -dagger spring load~ -a small, thin throwing dagger~ -A throwing dagger that looks like it could be fired from something lies here.~ -~ -57 0 1 -12 0 25 2 2 0 -1 300 30 -A -18 7 -A -19 2 -#5517 -spring load fire mechanism~ -a spring-loaded mechanism~ -A spring-loaded mechanism was discarded here.~ -~ -56 0 262145 -0 0 0 2 -1 5 0 -#5518 -leather strap hold~ -a leather strap ~ -A leather strap lies forgotten.~ -~ -58 0 4097 1 -6 0 5516 12 -1 6 0 -#5519 -key jail cell~ -an onyx key~ -An onyx key lies here.~ -~ -18 0 16385 -0 0 0 0 -1 0 0 -#5520 -dagger sacrificial~ -a jewel-encrusted sacrificial dagger~ -A dagger adorned with expensive looking gems lies here.~ -~ -5 65620 8193 -0 12 8 2 -3 1187 120 -A -13 45 -A -12 60 -A -18 8 -A -19 9 -A -17 -24 -A -2 2 -A -22 3 -#5521 -manacles iron~ -a set of iron manacles~ -A set of rusted iron manacles lie here.~ -~ -13 4180 4097 -10 10 0 0 -14 0 1 -A -13 50 -A -14 -300 -#5522 -flame black pillar~ -a pillar of black flame~ -&zA huge pillar of black flame roars here.~ -~ -13 20 0 -0 0 0 0 -1 0 0 -#5523 -seal evil~ -&rthe seal of evil~ -&rThe seal of evil hovers here.~ -~ -8 8214 1 -0 0 0 0 -1 80 8 -#5524 -seal keeper~ -&wSeal of the Keeper~ -The &wSeal of the Keeper floats here&x.~ -~ -8 8192 1 -0 0 0 0 -1 80 8 -#5525 -seal kindness~ -the seal of kindness~ -The seal of kindness lies here.~ -~ -8 0 1 -0 0 0 0 -1 80 8 -#5526 -seal death~ -the seal of death~ -The seal of death lies here.~ -~ -8 33554432 1 -0 0 0 0 -1 80 8 -#5527 -seal life~ -&wthe seal of life&x~ -&wThe seal of life&x lies here.~ -~ -8 0 1 -0 0 0 0 -1 80 8 -#5528 -seal war~ -&rthe seal of war&x~ -&rThe seal of war&x lies here.~ -~ -8 33554432 1 -0 0 0 0 -1 80 8 -> get_prog 100~ -mpechoat $n Perhaps this is why Mhzentul became so bloodthirsty... -~ -| -#5529 -seal nature~ ->he seal of nature&x~ -&gThe seal of nature&x lies here.~ -~ -8 33554432 1 -0 0 0 0 -1 80 8 -> get_prog 100~ -mpechoat $n No wonder this place isn't affected by the curse very much.. -mpechoat $n the seal was protecting it. -~ -| -#5530 -entrance rune power glowing~ -a glowing rune~ -A glowing rune hovers here, radiating power.~ -~ -8 0 1 -0 0 0 0 -2 85 8 -#5531 -seal great~ -&rthe &bgreat &wseal~ -&rThe &bgreat &wseal hovers here.~ -~ -8 0 1 -0 0 0 0 -10 90 9 -#5532 -statue scale ~ -a white marble statue~ -A statue stands as a tribute to order and balance.~ -~ -12 0 0 -0 0 0 0 -1000 0 0 -#5533 -protection aegis meek~ -&WAegis of the Meek~ -&WA magical aura of protection hovers here.~ -~ -9 65 1025 -17 17 0 12 -25 682 100 -A -3 2 -A -1 2 -A -4 2 -A -5 2 -A -2 2 -A -25 2 -A -31 1 -#5534 -voices angelic earring~ -angelic voices~ -The sound of heavenly music can be heard from these earrings.~ -~ -9 8424768 65537 -17 17 0 0 -1 1207 120 -A -13 65 -A -12 75 -A -18 7 -A -19 7 -A -24 -4 -A -23 -3 -A -56 3 -#5535 -blood martyr vial~ -&rBlood of the Martyr~ -A vial filled with the blood of an innocent man lies here.~ -~ -17 8192 1 -1 1 2 0 -1 1 21 -> use_prog 100~ -mpechoat 0.$n _red You spit out the blood and drop the vial! -mpechoat $n &bThe second it touches the ground, a demon springs fourth! -mpechoar $n $n drops the vial on the ground, causing a demon to appear! -c gate -mpforce vampire grin -~ -| -#5536 -scroll hindrance~ -a scroll of hindrance~ -A troublesome scroll lies on the ground... people seem to be avoiding it.~ -~ -2 8192 1 -40 -1 82 124 -1 1 32 -'weaken' 'fatigue' 'lethargy' -#5537 -list paper~ -a shopping list~ -Someone seems to have lost their shopping list.~ -~ -8 0 1 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mpechoat $n _cya It looks like a shopping list: -mpechoat $n _red A red dragon scale -mpechoat $n _blu A blue dragon scale -mpechoat $n _whi A white dragon scale -mpechoat $n _lbl A metal plate -mpechoat $n _dbl The blessing of the deep dragon. -mpechoat $n Find me these things, and I can finish my work. -~ -| -#5538 -dragonskin bag~ -a dragonskin bag~ -A thick leathery bag lies here.~ -~ -15 0 16385 -100 0 0 12 -2 13 1 -#5539 -plate metal~ -a metal plate~ -A large piece of metal inscribed with many strange runes.~ -~ -8 0 1 -0 0 0 0 -25 50 5 -#5540 -essence dragon blessing~ -a dragon's blessing~ -The essence of dragonkind is contained within this stone.~ -~ -8 33554432 1 -0 0 0 0 -1 75 7 -#5541 -plate myrmidon ~ -the plate of the myrmidon~ -A shimmering, multi-colored curiass catches your eye.~ -~ -9 8963137 9 -17 17 0 12 -35 1017 10 -A -13 75 -A -12 25 -A -18 8 -A -19 7 -A -23 -6 -A -1 1 -> wear_prog 100~ -mpechoat $n _yel The gems on the front of the plate flare brightly! -mpechoat $n _red Mystical flames rise to enshroud you. -mpechoat $n _lbl A glistening hail of ice encompasses you. -mpechoat $n _blu Torrents of castcading energy form around you. -c fireshield 0.$n -c iceshield 0.$n -c shockshield 0.$n -mpechoar $n _yel The gems on the plate flare brightly for a moment. -~ -| -#5542 -silver bag dark~ -a silver-lined bag~ -A bag lined with pure silver glows here.~ -~ -15 1 1 -900 0 0 0 -1 113 1 -#5543 -stone chaos~ -the stone of chaos~ -A chunk of rock writhing with chaos lies here.~ -~ -8 0 1 -0 0 0 0 -5 65 6 -#5544 -seal magic~ -&bthe seal of magic~ -&bThe seal of magic hovers here.~ -~ -8 0 1 -0 0 0 0 -1 65 6 -#5545 -stone creation~ -&Wthe stone of creation~ -&WA stone imbued with the power of creation lies here, glowing.~ -~ -8 1 1 -0 0 0 0 -1 65 6 -#5546 -stone balance~ -the stone of balance~ -A perfectly proportioned stone rests here.~ -~ -8 1 1 -0 0 0 0 -1 65 6 -#5547 -seal equality~ -the seal of equality~ -The seal of eqaulity hovers here.~ -~ -8 1 1 -0 0 0 0 -1 65 6 -#5548 -scroll harrowing~ -a scroll of harrowing~ -You get a bad feeling from a tattered scroll lying on the ground.~ -~ -2 8192 1 -25 -1 189 83 -1 1 32 -'razorbait' 'swordbait' 'feebleness' -#5549 -podium~ -a podium~ -A dusty podium stands here.~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#5550 -drift snow~ -&Wa snow drift~ -&WA large amount of snow has been piled here.~ -~ -15 0 0 -500 0 0 0 -1 0 0 -#5551 -star celene pendant~ -&Ythe star of Celene~ -A golden medallion set on a silver necklace shines brightly.~ -~ -9 8454208 5 -17 17 0 0 -2 254 11 -A -19 1 -A -18 6 -A -17 -22 -> wear_prog 100~ -if race($n) == Halfling -c bless 0.$n -c 'inner warmth' 0.$n -mpechoat $n You are imbued with a strange glow as you wear the pendant. -mpechoar $n $n glows with a strange power as $e wears $O -if rand(40) -c 'obscurement' 0.$n -mpechoat $n The amulet hums slightly as you fade from reality. -mpechoar $n $n slowly fades from view. -endif -endif -~ -| -#5552 -key wizard wizardkey~ -a wizard's key~ -Some wizard seems to have lost a key.~ -~ -18 66 16385 -0 0 0 0 -1 0 12 -> wear_prog 100~ -mpechoat $n _cya As you hold the key in your hands, it begins to vibrate... -c 'knock' north -c 'knock' east -c 'knock' south -c 'knock' west -c 'knock' northeast -c 'knock' northwest -c 'knock' southeast -c 'knock' southwest -c 'knock' up -c 'knock' down -mpsleep 10 -mpecho _whi All locked doors surrounding the key seem to unlock themselves. -mpforce 0.$n remove wizardkey -mpforce 0.$n drop wizardkey -mpforce 0.$n sac wizardkey -~ -| -#5553 -helm authority blazing~ -the helm of authority~ -A blazing helm that commands the respect of all beckons you.~ -~ -9 -2122219453 17 -16 16 0 12 -10 1056 50 -A -18 2 -A -19 2 -A -3 3 -A -4 2 -A -77 250 -A -12 100 -A -17 -15 -A -24 -5 -> wear_prog 100~ -mea $n _whi As you wear the helm, a great responsibility is bestowed upon you. -say It is the right divine of kings to govern wrong...do with me as you wish. -~ -> remove_prog 100~ -mea $n _cya The power to command slowly leaves you upon removing the artifact. -say A wise choice. The burden is too great. -~ -| -#5554 -pool crystal water~ -a pool of water~ -A crystal clear pool of water.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#5555 -battlestar battle star enchanted~ -an enchanted battle star~ -A powerful looking battle star glows brightly.~ -~ -5 25166145 8193 -12 14 6 6 -27 1100 110 -A -19 11 -A -18 11 -A -13 30 -A -1 1 -A -27 1 -#5556 -star falling glowing~ -a glowing star~ -A star has fallen from the heavens and landed before you.~ -~ -8 321 16385 -0 0 0 0 -1 55 5 -#5557 -shaft light glowing~ -a glowing shaft of light~ -A glowing shaft of light lies on the ground.~ -~ -8 0 16385 -0 0 0 0 -7 60 6 -#5558 -seal grey~ -a grey seal~ -A grey colored rune floats above you.~ -~ -8 0 1 -0 0 0 0 -1 75 7 -#5559 -aura murky white~ -a murky white aura~ -&WA murky white aura hovers in the air.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mpechoat $n _whi The cloud engulfs you! -mpechoar $n _whi The cloud engulfs $n and $e disappers! -mptrans 0.$n 5657 -mpsleep 5 -mpat 0.$n mpforce 0.$n north -~ -| -#5560 -void heaven angelic blade~ -Void of the Heavens~ -A blade fashioned from the gates of heaven itself beckons you.~ -~ -5 8424771 8193 -12 24 4 3 -27 1000 45 -A -13 40 -A -12 50 -A -18 9 -A -19 8 -A -24 -3 -> sac_prog 1~ -if isevil($n) -mea $n You blasphemous fiend! How dare you mock the path of the devout! -mpdamage 0.$n 100 -else -if isneutral($n) -mea $n You care only for yourself, $n. You are not worthy of such an honor. -else -if isgood($n) -mea $n _whi As you sacrifice this blade to your deity, a bright beam -mea $n _whi of white light shines down from the heavens, transforming it -mea $n _whi into an object of great power. Go fourth and destroy evil $n! -mpoload 5504 100 -endif -endif -endif -~ -| -#5561 -wings angel black~ -a pair of feathery black angel wings~ -Wings torn from the back of a fallen angel lie here.~ -~ -9 133717 1025 32 -16 16 0 0 -3 944 50 -A -13 15 -A -12 10 -A -18 9 -A -19 9 -A -77 75 -A -56 56 -#5562 -talons warped mage claws~ -&RTalons of the warped mage&g~ -The flaming talons of an insane wizard beckon you to wield them.~ -~ -5 723267 8193 -12 12 8 5 -12 1988 198 -A -13 80 -A -12 135 -A -18 8 -A -19 12 -A -1 1 -A -3 1 -A -24 -3 -A -23 -1 -A -26 16 -A -30 65 -A -27 2 -#5563 -mist armor silver plate~ -&cMist Armor&G~ -A misty aura hovers above the ground.~ -~ -9 67653 9 -16 16 0 0 -2 319 31 -A -17 -40 -A -13 5 -A -18 2 -A -19 1 -A -26 1048576 -> wear_prog 100~ -mpechoat $n You assume a lucent form... -mpechoar $n $n's body disperses into a fine mist... -~ -> remove_prog 100~ -mpechoat $n Your form becomes solid once again. -mpechoar $n $n's misty form solidifies. -~ -| -#5564 -tears moon~ -tears moon~ -A pool of tears moon lie here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#5565 -bottle wine small~ -a small bottle of red wine~ -A small bottle of red wine sits on the table.~ -~ -17 0 1 -5 4 2 0 -1 1 0 -#5566 -spring fountain youth~ -the fountain of youth~ -&BA small spring bubbles up from somwhere deep in the earth.~ -~ -25 0 0 -0 0 0 0 -500 0 0 -> use_prog 100~ -mpechoat $n You take a long thirst quenching drink. -mpechoar $n $n drinks from the fountain. -mprestore $n 1 -~ -| -#0 - - -#ROOMS -#5500 -The Garden Square~ -Continuing on the path, you arrive in the southwest portion of the garden -square. The small grove of trees surrounding it are extremely dense, -and act as a barrier between the fields and hills. Several stones -lay scattered about here, some quite large, and one in particular catches -your eye. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5505 -D1 -~ -~ -0 -1 5501 -D5 -~ -stone~ -8391715 -1 5583 -E -stone~ -&WIt's quite large, but with some effort, it looks like it can be moved. -~ -S -#5501 -The entrance to the garden square~ -You stand at the southern entrance to the garden square. Your eyes light -up, looking around you see flowers, trees, and various plants, who's beauty -is rivaled by no other. The dirt path that you have been following leads -in all directions, west and east taking you to the larger sections, -while north goes toward the center. -~ -0 3153924 1 -D0 -~ -~ -0 -1 5504 -D1 -~ -~ -0 -1 5502 -D2 -~ -~ -0 -1 5510 -D3 -~ -~ -0 -1 5500 -S -#5502 -The Garden Square~ -As you follow the dirt path eastward, you come much closer to the ring of -large vallenwood trees surrounding the square. You smile as you watch -a gardener planting smaller trees beside the large ones. This place is -peaceful, and you consider staying for awhile longer. The dirt path leads -north and south. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5503 -D3 -~ -~ -0 -1 5501 -S -#5503 -The Garden Square~ -The dirt path switches to a cobbled stone walkway at this point. It leads -off to the west towards a small hill, and as you scan the horizon, you notice -a dark cloud hovering over the western portion of the garden. What could -cause that on such a beautiful day? -~ -0 3153924 1 -D0 -~ -~ -0 -1 5508 -D1 -~ -~ -0 -1 5515 -D2 -~ -~ -0 -1 5502 -D3 -~ -~ -0 -1 5504 -S -#5504 -The garden center~ -You have reached the garden center. An illustrious fountain towers several -feet above you. Birds fly high above and the sun's radiance shines pleasantly. -There are many ancient stone pillars and crumbled statues strewn about, this -garden may have once been a large palace. Who would have lived in such splendor -and wealth? You notice several paths that lead to various parts of the garden. -Scanning the horizon, you notice that the weather is much different in -the other areas... -~ -0 3154948 1 -D0 -~ -~ -0 -1 5507 -D1 -~ -~ -0 -1 5503 -D2 -~ -~ -0 -1 5501 -D3 -~ -~ -0 -1 5505 -E -fountain~ -This fountain is made of white marble, and seems to have been here -for ages. It is cracked and weathered, but still holds great beauty. -Atop the fountain, an ageless statue of an angel praying to the heavens -resides, tears streaming down it's face..the artist was truely gifted. -You notice an inscription on the base of the statue. -~ -E -inscription~ -******************************************************** - *Speaketh the word of retribution in the ancient tongue* - * And thy path shall be revealed * - ******************************************************** -~ -S -#5505 -The Garden Square~ -You come to a small intersection of paths. A wide dirt trail leads off -westward, while east takes you back to the garden center. To the north and -south, you only see more of the garden square. -~ -0 3153924 1 -D0 -~ -~ -0 -1 5506 -D1 -~ -~ -0 -1 5504 -D2 -~ -~ -0 -1 5500 -D3 -~ -~ -0 -1 5519 -S -#5506 -A Large Sinkhole~ -As you walk towards the northwestern corner of the garden square, -you stumble across a VERY large sinkhole. It's at least 20 feet across. -You see parts of a crumbled foundation, but nothing stands on it. The -ground is water-logged, and your boots get stuck several times as you walk -around it. You decide it isn't very safe here, and you continue on, not -wanting to fall in...although an unlucky person might do just that. -~ -0 3153920 1 -D1 -~ -~ -0 -1 5507 -D2 -~ -~ -0 -1 5505 -> entry_prog 100~ -if lck($n) < 10 -mea $n _cya As you near the sinkhole, you trip on a rock and fall in! -mer $n _cya $n clumsily trips on a rock and falls in the sinkhole! -mptrans 0.$n 5585 -mpat 0.$n mer $n $n slides through the muddy ceiling. -mpsleep 5 -mpat 0.$n mea $n _re YOU HIT THE GROUND! -mpat 0.$n mpdamage $n 250 -mpsleep 5 -mpat 0.$n mpforce 0.$n look -else -mpechoat $n _cya You narrowly avoid falling into the sinkhole. -endif -~ -| -S -#5507 -The Garden Square~ -In northern garden square, you stand before a large platinum gate. -Runes adorn the sides and an inscription inlaid with gold is written -across the impervious metal. Ther are exits to the east and west, which -lead to other portions of the garden, while far south, you can see the center. -~ -0 3153924 1 -D1 -~ -~ -0 -1 5508 -D2 -~ -~ -0 -1 5504 -D3 -~ -~ -0 -1 5506 -E -gate~ -It looks absolutely inpervious to any attempt to pass through it. -~ -S -#5508 -The Garden Square~ -As you enter the northeastern corner of the garden square, you notice -a small, unkept man sitting on a stone bench. He looks up at you, with a -toothless grin, and asks for a few spare coins. To the west, you -see a large door imbedded within a stone wall in the side of the -mountain, and to the south, you see a small path leading further east. -~ -0 3154944 1 -D2 -~ -~ -0 -1 5503 -D3 -~ -~ -0 -1 5507 -S -#5509 -A Small Garden~ -~ -0 3153932 1 -> act_prog 95 p drinks from the fountain~ -if is immort($n) -else -mpechoat $n Shadows eminate from the statue, enveloping you. -mptransfer 0.$n 5510 -mpat 0.$n mpechoat $n You look around to find yourself somewhere else... -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar $n $n appears from nowhere! -mpecho $n suddenly disappears! -endif -~ -| -S -#5510 -The Grove~ -As you make your way further down the path, you come to a small -grove of trees surrounding the garden square. Continuing -northward, you will find the main part of the garden, while east -takes you to a small shop. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5501 -D1 -~ -~ -0 -1 5567 -D2 -~ -~ -0 -1 5511 -S -#5511 -The Balancing Force~ -A large statue stands here, holding the scales of balance. A pool -of water surrounds it, gently moving, but not flowing in any -direction. You notice that this place seems to be the center -of two large areas to the east and west. -~ -0 3154944 1 -D0 -~ -~ -0 -1 5510 -D2 -~ -~ -0 -1 5514 -D3 -~ -~ -0 -1 5512 -E -statue~ -It's a statue of a young woman, blindfolded, carrying scales in one hand, -and raising her sword high into the air with the other. -~ -> speech_prog order~ -if isimmort($n) -mpechoat $n Man, you immortals are kind of lazy...(goto 5568) -else -if name($n) == Xander -mpecho _whi The statue totters for a moment.. -mpforce Xander eep -mpecho _red The statue's base gives way and falls over on Xander! -mptrans xander 5568 -else -mpechoat $n _whi The scales that the statue is holding tilt to one side, and -mpechoat $n _whi you disappear in a bright flash of light! -mpechoar $n _whi The scales that the statue is holding tilt to one side, and -mpechoar $n _whi $n disappears in a bright flash of light! -mptrans 0.$n 5568 -mpat 0.$n mpforce $n look -mpat 0.$n mpechoar $n $n appears suddenly! -endif -endif -~ -| -S -#5512 -A Grassy Knoll~ -You come to a grassy knoll, which is for some reason, very windy. -The winds swirl about you, and knock you back..you feel different. -These are the winds of change, and they will take you anywhere..even -through time itself. -~ -0 3153924 1 -D1 -~ -~ -0 -1 5511 -> entry_prog 100~ -mpsleep 3 -mpechoat $n _cya The winds of change swirl about you, -mpechoat $n _cya and you find yourself in an ancient battlefield. -mptrans 0.$n 5656 -mpsleep 5 -mpat 0.$n mpforce 0.$n west -~ -| -S -#5513 -Descending into the Valley~ -You are walking on a small trail leading down into the valley. -The scenery is quite beautiful and everything would be peaceful, -except for that faint sense of foreboding you feel coming from somewhere. -~ -0 3153920 1 -D1 -~ -~ -0 -1 5531 -D3 -~ -~ -0 -1 5528 -S -#5514 -Path to the Garden~ -Further down the steep path into the valley, you notice how quiet it is. -The songbirds have settled down and the wind has become a calm breeze. -Strange how things change so quickly here. -~ -0 8192 1 -D0 -~ -~ -0 -1 5511 -D2 -~ -~ -0 -1 5528 -S -#5515 -A Cobbled Path~ -The cobbled path bends here, heading northward. The sky is getting much -cloudier as you approach a small hill, and you begin to quicken your pace. -It would be a bad idea to get caught in a storm so far away from civilization. -~ -0 8200 1 -D0 -~ -~ -0 -1 5516 -D3 -~ -~ -0 -1 5503 -S -#5516 -A Bend in the Path~ -The bends yet again, now heading east. The weather is becoming frightfully -worse, and it begins to rain, soon after beginning to hail, then back to rain -again. You find it very odd that there would be a storm over your head, and -bright sunlight only a few hundred yards away. -~ -0 8192 1 -D1 -~ -~ -0 -1 5517 -D2 -~ -~ -0 -1 5515 -S -#5517 -The Path Splits~ -As you come to a fork in the path, you notice that the bad weather has suddenly -disappeared. It boggles the mind, but you try not to think about it. Two -small hills can be seen off in the distance, the one to the northeast seems -to be shrouded in nightfall, the other having constant sunlight pour down upon -it. -~ -0 8196 1 -D3 -~ -~ -0 -1 5516 -D6 -~ -~ -0 -1 5518 -D7 -~ -~ -0 -1 5523 -S -#5518 -Atop a Hill~ -As you reach the top of the hill, the sun has almost set. Strange how the -weather in this garden changes so quickly. You notice several dark robed -figures kneeling in silent prayer by a large black alter. Maybe you -should join them? -~ -0 3153929 1 -D9 -~ -~ -0 -1 5517 -E -alter~ -The alter is covered in many strange runes..one in particular catches your -attention, the letter "C". The alter is radiating dark energy, which makes -you wonder what it was used for... -~ -> act_prog kneels~ -if isimmort($n) -mpechoat $n Please use the other door :) [room 5530] -else -mea $n As you kneel down, swirling shadows eminate from the alter, -mea $n engulfing you, and suddenly, you are somewhere else... -mer $n Swirling shadows eminate from the alter and engulf $n! -mptrans 0.$n 5530 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mer $n $n appears amidst the shadows. -endif -~ -> entry_prog 100~ -mea $n As you reach the top of the hill, you notice that everyone is kneeling. -~ -| -S -#5519 -Along a Dirt Path~ -This western path leads turns north towards another small hill. -This section seems peaceful, but the weather is constantly changing. -~ -0 3145732 1 -D0 -~ -~ -0 -1 5520 -D1 -~ -~ -0 -1 5505 -S -#5520 -The Path Turns~ -The small dirt path curves sharply to the west. High overhead you notice the -the weather making a turn for the worse. It might be a good idea to seek -shelter soon. -~ -0 3145732 1 -D2 -~ -~ -0 -1 5519 -D3 -~ -~ -0 -1 5521 -S -#5521 -A Split in the Path~ -The path splits here, heading northwest towards a sunny hilltop, and -northeast towards a deathly silent hilltop. Perhaps you should use some -caution before you choose which path you will take. It could mean life or death -~ -0 3145732 1 -D1 -~ -~ -0 -1 5520 -D6 -~ -~ -0 -1 5526 -D7 -~ -~ -0 -1 5522 -S -#5522 -Atop a Hill~ -You come across yet another small hilltop, but this one, seemingly different -from the others sends a sense of well-being throughout your entire body. -By the time you realize you're not alone, a figure has already snuck up -behind you. You feel no malice towards it, and examining closely, you see -the figure to be a beutiful woman, with feathery angelic wings gently folded -behind her. The only exit is to the southeast. -~ -0 3145732 1 -D8 -~ -~ -0 -1 5521 -S -#5523 -A Path through the Forest~ -A small path leads north towards a circle of trees. The wind carries -the faint tune of a cheerful melody, familiar sounding, yet you can't -quite place it. -~ -0 3153924 1 -D0 -~ -~ -0 -1 5524 -D8 -~ -~ -0 -1 5517 -S -#5524 -Atop a Hill~ -A small circle of trees spreads out before you. A faint light peeks -through several of the openings, and the faint music you heard earlier -has become much louder. It is quite pleasant, and brings a smile to your lips. -~ -0 3145736 1 -D0 -~ -~ -0 -1 5662 -D2 -~ -~ -0 -1 5523 -D6 -~ -~ -0 -1 5663 -D7 -~ -~ -0 -1 5665 -S -#5525 -The Gatekeeper~ -You stand before yet another door, but this one is guarded carefully. -A woman stands in the center of the room, watching you silently. -From the corner of your eye, you think the door shimmers for a second, -but it must be your imagination. Something fills you with dread as you stare -at the locked door... some things should probably be left alone. -~ -0 3146752 1 -D2 -~ -~ -0 -1 5507 -E -door~ -&wA faintly shimmering portal of dark enery stands frozen in time. -&bA faintly shimmering portal of dark enery stands frozen in time. -~ -S -#5526 -Along an Unused Path~ -This path has obviously not been used for quite a long time. Most everything -is either dead or decaying. The eerie silence that hangs in the air -is unsettling. The path continues north. -~ -0 12 1 -D0 -~ -~ -0 -1 5527 -D9 -~ -~ -0 -1 5521 -S -#5527 -A Crumbled Shrine~ -Before you is an ancient monument. A shrine long forgotten and -crumbling. As you approach it, a chill runs up your spine. -You find it odd that no plants grow here. Unlike the rest of the -garden, this place is dead. -~ -0 3153924 1 -D2 -~ -~ -0 -1 5526 -> rand_prog 50~ -mpecho Pain courses through you as your life slowly drains away! -c necro $r -~ -| -S -#5528 -The Entrance~ -The garden is by far the largest you've ever seen. The path leads on to the -north for quite a long way, passing through beautiful scenery and you stretch -and relax in the sunlight and take in the fresh, sweet-smelling air. -As you look over the edge of the small cliff, you get a glimpse -of the valley below, and the view is breathtaking. This ancient garden -is truely a magical place. The path splits in two directions, north -leading into the garden in the smaller part of the valley, and east -heading all the way down to the bottom and through the valley. -~ -0 8200 1 -D0 -~ -~ -0 -1 5514 -D1 -~ -~ -0 -1 5513 -D2 -~ -~ -0 -1 5667 -> rand_prog 30~ -mpechoat $n You are in awe of the beauty of this place. -mpechoar $n $n gazes down into the valley and smiles. -~ -| -S -#5529 -Floating in a void~ -~ -0 3153924 1 -S -#5530 -Entrance to the Dark Temple~ -You find yourself at the entrance to a dark and foreboding temple. -Evil seems to eminate from the very walls, making the idea to come here -not such a good one anymore. Unearthly howls pierce the silence, causing -you to be more alert. -~ -0 8200 1 -D0 -~ -~ -0 -1 5542 -D2 -You see a glowing portal that lead back to the hilltop -~ -~ -0 -1 5518 -S -#5531 -Almost to the Valley~ -You're nearly at the foot of the mountain, and it's a good thing -that you are, because the trail is getting extremely steep at this point. -~ -0 3153920 1 -D3 -~ -~ -0 -1 5513 -D5 -~ -~ -0 -1 5532 -S -#5532 -The Valley Floor~ -Upon reaching the valley floor, you see lush greenery and massive trees -that tower above you. They really didn't look so large from up there. -Towards the northeast, you see Keslan plains, which stretch out for many miles -with the one prominant feature in the center: The Black Forest. -~ -0 3153920 1 -D4 -~ -~ -0 -1 5531 -D6 -~ -~ -0 -1 5533 -S -#5533 -A Crooked Path~ -The path through this wooded area curves in a half circle towards the Keslan -plains. The path is rough, but you're pretty sure you can make it. -~ -0 3153920 1 -D8 -~ -~ -0 -1 5534 -D9 -~ -~ -0 -1 5532 -S -#5534 -A Path through the Woods~ -The path turns southward now, and you're getting closer to open ground. -~ -0 3153920 1 -D2 -~ -~ -0 -1 5535 -D7 -~ -~ -0 -1 5533 -> entry_prog 100~ -mpecho _blu *SNAP* -~ -| -S -#5535 -A Path through the Woods~ -What was that noise? Something must have snapped a twig nearby. -Mabye its a hungry animal that's stalking you? -~ -0 3153920 1 -D0 -~ -~ -0 -1 5534 -D9 -~ -~ -0 -1 5536 -S -#5536 -A Path through the Woods~ -It must have been your imagination. You haven't heard anything for -several minutes now. If something was following you, it's probably -gone now. -~ -0 3153920 1 -D2 -~ -~ -0 -1 5537 -D6 -~ -~ -0 -1 5535 -S -#5537 -Rocky Trail~ -Or mabye not...to the east, you see a small cave. It looks to be the den -of wolves, but again you're not sure. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5536 -D1 -~ -~ -0 -1 5538 -S -#5538 -Rocky Trail~ -You stand before the small cave, which you thought to be the a wolf den, but -turned out to be empty, except for a small spring. -~ -0 3153920 1 -D1 -~ -~ -0 -1 5540 -D2 -~ -~ -0 -1 5539 -D3 -~ -~ -0 -1 5537 -S -#5539 -A Small Cave~ -The cave is barren and empty, save for a small spring that spouts up -from somewhere deep in the earth. It seems like a good time to rest up and -have a drink. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5538 -S -#5540 -The End of the Forest~ -You reach the end of the forest, and it's a small open path -from here to the plains. -~ -0 3153920 1 -D3 -~ -~ -0 -1 5538 -D8 -~ -~ -0 -1 5541 -S -#5541 -The Plains of Keslan~ -You stand at the beginning of the Plains of Keslan. It stretches out as -far as you can see..probably farther. - - (Plains of Keslan/Black forest area coming soon) -~ -0 3153920 1 -D7 -~ -~ -0 -1 5540 -S -#5542 -Empty Corridor~ -At the start of the hallway, you see it stretches far northward, with exits -leading east, west, and back south to the entrance. You hear low chanting -coming from seemingly everywhere. Ice crystals begin to form as you sweat. -Why is it so cold here? The answer can only be found if you continue. -~ -0 8200 1 -D0 -~ -~ -0 -1 5545 -D1 -~ -~ -0 -1 5544 -D2 -~ -~ -0 -1 5530 -D3 -~ -~ -0 -1 5543 -S -#5543 -A Large Chamber~ -You have come across what is apparently the meditation chamber for whoever -"lives" here. Mats are lined in rows across the walls, while incense burns -with a putrid stench. You wonder how anyone could concentrate in here. -~ -0 8200 1 -D1 -~ -~ -33 -1 5542 -S -#5544 -A Storage Room~ -Sacks of grain and barrels of water and mead are strewn about this room. -You notice several corpses of large rats as well, although they seem to be -moving slightly. Upon closer examination, you find large grotesque maggots -devouring the insides. -~ -0 8200 1 -D3 -~ -~ -0 -1 5542 -S -#5545 -The Hallway~ -The low chanting is becoming much louder now. Scanning northward you -see an intersection, and a lighted room. East and west lead to some -sort of jail cells. Mabye it's best that you stick to your current path. -~ -0 8200 1 -D0 -~ -~ -0 -1 5548 -D1 -A barred steel door blocks your view -~ -door~ -8389671 5519 5547 -D2 -~ -~ -0 -1 5542 -D3 -~ -door~ -8389671 5519 5546 -S -#5546 -A Cell~ -This must be some sort of feeding chamber for the imprisioned demons -that are summoned by the priests. Blood soaked straw and claw marks are all -around you. -~ -0 8200 1 -D1 -~ -door~ -8389671 5519 5545 -S -#5547 -A Cell~ -As you enter this cell, you are overwhelmed by how unbearably hot it is. -There is no source of water, food, or light anywhere to be found. -Apparently this is where sacrificial victims are kept until the proper -ceremony can be prepared. -~ -0 8201 1 -D3 -~ -door~ -8389671 5519 5545 -S -#5548 -An Intersection~ -At the end of the long corridor, an intersection branches out to other -parts of the temple. The lighted room that you had seen further down the -hall is directly ahead of you, while the chanting echos from the northwest, -and the freezing cold from the northeast. -~ -0 8204 1 -D0 -~ -~ -0 -1 5551 -D2 -~ -~ -0 -1 5545 -D6 -~ -~ -0 -1 5549 -D7 -~ -~ -0 -1 5550 -S -#5549 -An Icy Corridor~ -It's becoming increasingly cold as you continue northward. You can -almost feel the icy grip of death on your shoulder as the wind blows. -~ -0 8200 1 -D0 -~ -~ -0 -1 5552 -D9 -~ -~ -0 -1 5548 -S -#5550 -A Dark Circle~ -You have come upon a chamber of summoning. Several priests stand here -chanting and mumbling around a large pillar of flame that spurts up -from a pool of blood. Gazing closer into the flame, you see a dark figure. -The priests look as if they're concentrating hard to control the demon... -Better not disturb them. -~ -0 8200 1 -D8 -~ -~ -0 -1 5548 -S -#5551 -The Alter~ -At the end of the long hallway, you come to a barren room with a large -alter made of obsidian. It resembles the one on the hilltop in the garden, -but this one is much larger and stained with blood. This is where the high -priest practices the unholy ways of the dark lord. The only objects in this -room are a pair of demonic-looking figures carved into the north wall. -~ -0 8200 1 -D2 -~ -~ -0 -1 5548 -E -figures~ -The north wall has a mural carved from the stone, depicting a large being -sitting atop a throne made of human skulls. Two demons are underneath every -corner of it, holding up the great weight. -~ -E -alter~ -This is a much large version of the alter atop the hill in the garden. There -are as many rubies as there are bloodstains covering it as well. You wonder -if you could pry one of them off... -~ -> speech_prog speak~ -if isimmort($n) -mpechoat $n You have the GOTO command...use it :p (room 5564) -else -mpechoat $n As you grovel to the powers that be, swirling shadows eminate -mpechoat $n from the alter, englufing you, and suddenly you are somewhere else. -mpechoar $n $n is engulfed in dark energy, then disappears! -mptrans 0.$n 5564 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar 0.$n $n appears amdist the shadows... -endif -~ -| -S -#5552 -An Icy Corridor~ -At the end of the corridor, you finally find the cause of the cold wind. -Before you is a courtyard of sorts, frozen and enveloped in a blanket -of ice and snow. A few trees are scattered about, but they are withered -and lifeless. Strangely though, something compels you forward. -~ -0 8204 1 -D0 -~ -~ -0 -1 5553 -D2 -~ -~ -0 -1 5549 -S -#5553 -Snowy Field~ -&WThis southern portion of the courtyard has seemingly been covered in snow and -ice for ages. For some reason, a blinding blizzard has caused life to wither -and die. -~ -0 8200 1 -D0 -~ -~ -0 -1 5557 -D1 -~ -~ -0 -1 5554 -D2 -~ -~ -0 -1 5552 -D3 -~ -~ -0 -1 5555 -S -#5554 -Snowy Field~ -&WThe Blizzard died down a little as you moved toward the easter corner -of the courtyard. The biting wind is gone as well, causing -dead silence. -~ -0 8200 1 -D0 -~ -~ -0 -1 5558 -D3 -~ -~ -0 -1 5553 -S -#5555 -Snowy Field~ -&WThere is nothing of interest anywhere here...nothing but snow..snow as far as -the eye can see. Although there's a slight feeling of dread as you stare -northward. You can almost make out the sounds of a battle over the howl -of the wind. -~ -0 8200 1 -D0 -~ -~ -0 -1 5556 -D1 -~ -~ -0 -1 5553 -S -#5556 -Snowy Field~ -&WThe snow here is stained with blood. Frozen corpses lie half-buried by the -relentless blizzard. It reeks of death and destruction. What kind of being -slaughters the innocent for pleasure? Your answer is the man standing -several feet away. Looks like you'll soon join them. -~ -0 8200 1 -D0 -~ -~ -0 -1 5561 -D1 -~ -~ -0 -1 5557 -D2 -~ -~ -0 -1 5555 -S -#5557 -Snowy Field~ -&WThe biting wind stings your face as you enter the center of the -courtyard. The chillling mists the envelope the area seem to be -following you. -~ -0 8200 1 -D0 -~ -~ -0 -1 5560 -D1 -~ -~ -0 -1 5558 -D2 -~ -~ -0 -1 5553 -D3 -~ -~ -0 -1 5556 -S -#5558 -Snowy Field~ -&WThe ground can be seen through the snow, large portions of the icy -cover have been thrown about, as if a battle had taken place -recently. The is a pool of blood beneath the eastern wall, -and you notice that somone has written a message on it. -~ -0 8200 1 -D0 -~ -~ -0 -1 5559 -D2 -~ -~ -0 -1 5554 -D3 -~ -~ -0 -1 5557 -E -message~ -It seems to be written in blood... -&RI hid it in the snow drift..he didn't find it..fights like a demon...nothing -&Rbut a ruthless m u r - d - e - r - e - r -&GIt trails off..whoever wrote it probably used their last ounce -of strength to write it. -~ -S -#5559 -Snowy Field~ -&WA pool of &Rblood &Wlies in the snow, sill steaming. Footprints -can be seen all over, and they lead west. -~ -0 8200 1 -D2 -~ -~ -0 -1 5558 -D3 -~ -~ -0 -1 5560 -S -#5560 -Snowy Field~ -&WThe snow begins to fall lightly on your shoulders. The wind -blows gently and a chilling mist caresses your face. The only -thing that seems out of place here, is the trail of bloody footprints -leading west. -~ -0 8200 1 -D1 -~ -~ -0 -1 5559 -D2 -~ -~ -0 -1 5557 -D3 -~ -~ -0 -1 5561 -S -#5561 -Snowy Field~ -&WThe blizzard rages on once again, it seems to become fiercer -as you near the center of the western wall. The blood trail leads -southward, and you can hear a faint scream over the howl of -the wind. -~ -0 8200 1 -D1 -~ -~ -0 -1 5560 -D2 -~ -~ -0 -1 5556 -S -#5562 -Floating in a void~ -~ -0 3153924 1 -S -#5563 -Floating in a void~ -~ -0 3153924 1 -S -#5564 -Before a Great Void~ -You are standing in total darkness. Even though you're not sure where you -are, something compels you to go northward... -~ -0 8205 1 -D0 -~ -~ -0 -1 5565 -D2 -A glowing portal leads back to the entrance. -~ -~ -0 -1 5528 -S -#5565 -&wEternal Darkness~ -You suddenly find yourself before a great void, devoid of all light, save -for your own. Knees quaking and utter fear in your heart, you realize -that you are not alone. -~ -0 9225 1 -D2 -~ -~ -0 -1 5564 -S -#5566 -Floating in a void~ -~ -0 3153924 1 -S -#5567 -A Small Shop~ -You enter a small crumbling building. The walls are falling -down, and a slight breeze wafts through the open roof. -A stone counter stands in the center of the room, with a smiling -woman standing behind it. -~ -0 3154944 1 -D3 -~ -~ -0 -1 5510 -S -#5568 -In the Temple of Balance~ -You find yourself in a large temple, seemingly made entirely of -a strange black stone..almost marble-like in appearance. Venturing -down the hallway may be dangerous still, as you have no clue where -this place is, or what lurks in the shadows. You notice a staricase -leading upwards, and another staircase further to the north. Strange -architecture... -~ -0 3153928 1 -D0 -~ -~ -0 -1 5569 -D2 -A glowing portal takes you back to the garden. -~ -~ -0 -1 5528 -D4 -~ -~ -0 -1 5630 -D8 -~ -~ -0 -1 5572 -D9 -~ -~ -0 -1 5571 -S -#5569 -The Center of the Universe~ -This room has an eerie glow eminating from the walls. The flowing -shadow and light plays tricks on your eyes, making things appear -not as they truly are. In the center of the room, you meet the gaze -of a powerful entity. At first you disbelieve your senses, but you -oon realize that this being commands the respect of all who behold it. -~ -0 3153928 1 -D0 -~ -~ -0 -1 5570 -D1 -~ -~ -0 -1 5575 -D2 -~ -~ -0 -1 5568 -D3 -~ -~ -0 -1 5579 -S -#5570 -Beneath the Northern Tower~ -You stand beneath the northern tower. It is strange how this place -has these towers in each direction, but they must serve some purpose. -To the northeast is a storage room, and to the northwest, there is -nothing but darkness. -~ -0 3153928 1 -D2 -~ -~ -0 -1 5569 -D4 -~ -~ -0 -1 5627 -D6 -~ -~ -0 -1 5574 -D7 -~ -~ -0 -1 5573 -S -#5571 -Destruction~ -This room has been utterly destroyed by the fallen tower. -Large chunks of stone lie everywhere, crumbled statues are -strewn about, and broken marble benches are shattered. This -once may have been quite an impressive room, but it is gone forever. -~ -0 3153928 1 -D6 -~ -~ -0 -1 5568 -S -#5572 -The Fallen Tower~ -The walls have been knocked down, and you can clearly see most of the -southern part of the temple which has been destroyed. The fallen tower -lies before you, massive and mysterious. Age has rendered it brittle -and it crumbles to the touch. Such a shame that a marvelous work like -this is no more. -~ -0 3153928 1 -D7 -~ -~ -0 -1 5568 -S -#5573 -A Dark Room~ -This room is incredibly dark. The only source of light is a glowing -shaft in the center of the room. Straining your eyes, you can barely -make out what looks to be some sort of mural on the wall. -~ -0 3153928 1 -D8 -~ -~ -0 -1 5570 -E -mural~ -It is too dark to make it out clearly... -~ -S -#5574 -A Storage Room~ -There is nothing of interest here, except a few cobwebs, and a lot of dust. -The only visible exit from this room is a small door to the southwest. -~ -0 3153928 1 -D9 -~ -~ -0 -1 5570 -S -#5575 -A Marble Hallway~ -Continuing eastward from the main chamber, you come arcross another -tower. Staring blankly upward, you decide that it must be several -hundred feet high, touching the heavens themselves. I would be quite -an effort to make such a climb. Looking eastward, you see an intersection -in the hallway. -~ -0 3153928 1 -D1 -~ -~ -0 -1 5576 -D3 -~ -~ -0 -1 5569 -D4 -~ -~ -0 -1 5624 -S -#5576 -A Marble Hallway~ -The first thing you notice when you enter the room is a strange -force pulling at you. Upon investigating further, you find it seems -to come from the northeast and southeast, but you eyes cannot -penetrate the darkness shrouding the rooms. -~ -0 3153928 1 -D3 -~ -~ -0 -1 5575 -D6 -&bYou see nothing but darkness... -~ -~ -0 -1 5577 -D8 -&bYou see nothing but darkness... -~ -~ -0 -1 5578 -S -#5577 -A Dark Void~ -Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -0 3153928 1 -D9 -~ -~ -0 -1 5576 -> entry_prog 5~ -if isimmort($n) -GOTO 5522 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5522 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -| -S -#5578 -A Dark Void~ -Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -0 3153932 1 -D7 -~ -~ -0 -1 5576 -> entry_prog 5~ -if isimmort($n) -GOTO 5504 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5504 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -| -S -#5579 -A Marble Hallway~ -Continuing west from the main chamber, you come arcross another -tower. Staring blankly upward, you decide that it must be several -hundred feet high, almost touching the heavens themselves. I would -be quite an effort to make such a climb. Looking further to the west, -you see an intersection in the hallway. -~ -0 3153928 1 -D1 -~ -~ -0 -1 5569 -D3 -~ -~ -0 -1 5580 -D4 -~ -~ -0 -1 5621 -S -#5580 -A Marble Hallway~ -The first thing you notice when you enter the room is a strange -force pulling at you. Upon investigating further, you find it seems -to come frmo the northwest and southwest, but your eyes cannot -penetrate the darkness shrouding the rooms. -~ -0 3153928 1 -D1 -~ -~ -0 -1 5579 -D7 -~ -~ -0 -1 5581 -D9 -~ -~ -0 -1 5582 -S -#5581 -A Dark Void~ -Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -0 3153928 1 -D8 -~ -~ -0 -1 5580 -> entry_prog 5~ -if isimmort($n) -mpechoat $n You want me to trans an immortal? I hate my job..(goto 5528) -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5528 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -| -S -#5582 -A Dark Void~ -Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -0 3153928 1 -D6 -~ -~ -0 -1 5580 -> entry_prog 5~ -if isimmort($n) -GOTO 5518 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5518 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -| -S -#5583 -A Stone Passageway~ -You find yourself in a a small stone passageway. The air is musty and dank, -and you find it hard to breathe. Examining your surroundings, you notice -that the ceiling is falling down, and could cave in any moment, it might be -a good idea to not make any noise, or you might be in trouble... -~ -0 3145736 1 -D4 -~ -stone~ -8391715 -1 5500 -D6 -~ -~ -0 -1 5584 -> entry_prog 50~ -mpecho _red Your loud footsteps cause several large rocks to fall from above! -mpdamage all 200 -~ -| -S -#5584 -Sacred Ground~ -This small cavern is dark and musty. It's devoid of any features, save -for a spiral staircase in the center that descends into the darkness -below, and some strange markings on the walls. -~ -0 3211272 1 -D5 -The staircase leads down. -~ -~ -0 -1 5585 -D9 -~ -~ -0 -1 5583 -E -markings~ -You can't seem to decipher them... -~ -S -#5585 -The Sanctuary~ -You stand before a the entrance to a large church, smashed into the stone of -the cavern walls. This place is eerily silent, but you sense no malice -in your surroundings. -~ -0 3153932 1 -D0 -~ -doors~ -1027 -1 5586 -D4 -The staircase leads up. -~ -~ -0 -1 5584 -S -#5586 -Down the Aisle~ -Traversing down the aisle, you notice that this chuch hasn't been used -for a very long time. The pews are falling apart, and dust covers -everything. The walls are crumbling, and it looks like this church has sunken -beneath the ground from above somewhere. Further north you can see the alter. -~ -0 3153928 1 -D0 -~ -~ -0 -1 5587 -D2 -~ -doors~ -3 -1 5585 -S -#5587 -The Alter~ -You stand at at the front of the church. This sacred place was once -used as a place of worship, but has long since been forgotten. -There is a podium here, which was most likely used for sermons, but there -is something odd about it... -~ -0 3153928 1 -D2 -~ -~ -0 -1 5586 -D5 -~ -trapdoor~ -8389667 -1 5588 -E -podium~ -You notice that it has been recently moved..seemingly to cover something. -~ -S -#5588 -The Caverns~ -You find yourself in a small cavern, far beneath the garden. Tunnels lead -in all directions, and this place is filled with strange mist which makes -you cough and gag. You notice several skeletons on the ground, covered -in muck. This is not a safe place to be. -~ -0 3145992 1 0 0 5 -D0 -~ -~ -0 -1 5589 -D1 -~ -~ -0 -1 5590 -D2 -~ -~ -0 -1 5591 -D3 -~ -~ -0 -1 5592 -D4 -~ -trapdoor~ -8389667 -1 5587 -D6 -~ -~ -0 -1 5593 -D7 -~ -~ -0 -1 5594 -D8 -~ -~ -0 -1 5596 -D9 -~ -~ -0 -1 5595 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5589 -The Caverns~ -Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5601 -D1 -~ -~ -0 -1 5595 -D2 -~ -~ -0 -1 5588 -D3 -~ -~ -0 -1 5599 -D6 -~ -~ -0 -1 5596 -D7 -~ -~ -0 -1 5600 -D8 -~ -~ -0 -1 5597 -D9 -~ -~ -0 -1 5598 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5590 -The Caverns~ -The tunnel ends abruptly here. Not a single sound, save for the faint hiss -of the escaping gas can be heard. It's becoming very difficult to breath, and -you're not sure that you'll make it out alive.... -~ -0 3145996 1 0 0 3 -D3 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5591 -The Caverns~ -Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5588 -D1 -~ -~ -0 -1 5608 -D2 -~ -~ -0 -1 5606 -D3 -~ -~ -0 -1 5607 -D6 -~ -~ -0 -1 5609 -D7 -~ -~ -0 -1 5610 -D8 -~ -~ -0 -1 5612 -D9 -~ -~ -0 -1 5611 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5592 -The Caverns~ -The tunnel bends, leading north and east. You get the feeling that -you've been here before. The gas seeping from the ground makes it difficult -to breath, and you're not sure that you'll make it out alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5601 -D1 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5593 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the southwest. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D9 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5594 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the southeast. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D8 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5595 -The Caverns~ -The tunnel bends here, heading north and northeast. The thick cloud of gas -that hovers above the ground makes it difficult to breath, and you're not -sure that you'll make it out alive. -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5591 -D6 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5596 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northwest. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D7 -~ -~ -0 -1 5588 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5597 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northwest. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D7 -~ -~ -0 -1 5589 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5598 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northeast. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D6 -~ -~ -0 -1 5589 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5599 -The Caverns~ -You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the east. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D1 -~ -~ -0 -1 5589 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5600 -The Caverns~ -You come to yet another dead end. Through the thick cloud of gas, the -only visible exit is to the southeast. There is a strange quality to -the fog in this part of the cavern..it seems almost..alive... -~ -0 3145996 1 0 0 3 -D8 -~ -~ -0 -1 5589 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5601 -The Caverns~ -Tunnels lead in many directions, making nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5590 -D2 -~ -~ -0 -1 5589 -D6 -~ -~ -0 -1 5589 -D7 -~ -~ -0 -1 5592 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5602 -The Caverns~ -~ -0 3145996 1 0 0 3 -> entry_prog 10~ -mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5603 -The Caverns~ -~ -0 3145996 1 0 0 3 -S -#5604 -The Caverns~ -~ -0 3145996 1 0 0 3 -S -#5605 -The Caverns~ -~ -0 3145996 1 0 0 3 -S -#5606 -The Caverns~ -You come to yet another dead end. Through the thick cloud of gas, the -only visible exit is back to the north. It may have been a mistake to -venture down here.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5591 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5607 -The Caverns~ -The tunnel bends here, heading north and east. The thick cloud of gas -makes it difficult to breath, and you're not sure that you'll make it out -alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5591 -D1 -~ -~ -0 -1 5606 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5608 -The Caverns~ -The tunnel bends here, heading north and west. The thick cloud of gas -makes it difficult to breath, and you're not sure that you'll make it out -alive.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5589 -D3 -~ -~ -0 -1 5591 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5609 -The Caverns~ -Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure you'll make it out alive.... -You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. It may have been a mistake to venture down here.... -~ -0 3145996 1 0 0 3 -D9 -~ -~ -0 -1 5591 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5610 -The Caverns~ -You come to one of many dead ends. These caverns are difficult to navigate -and the gas seeping from the ground makes it difficult to breath...you're not -sure you'll make it out alive. -~ -0 3145996 1 0 0 3 -D8 -~ -~ -0 -1 5591 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5611 -The Caverns~ -You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. It may have been a mistake to venture down here.... -~ -0 3145992 1 0 0 3 -D6 -~ -~ -0 -1 5591 -> entry_prog 10~ -mea $n _cya A large sinkhole opens up and you are sucked beneath the ground! -mer $n _cya A large sinkhole opens up and $n is sucked beneath the ground! -mptrans 0.$n 5613 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar $n _cya $n falls from above, and land at your feet. -~ -| -S -#5612 -The Caverns~ -You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. The only visible exit is to the northwest. It may have been -a mistake to venture down here. -~ -0 3145992 1 0 0 3 -D7 -~ -~ -0 -1 5591 -> entry_prog 10~ -mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -| -S -#5613 -The Caverns~ -Your lucky to be alive after falling through that sinkhole...and now you have -muck in places unmentionable. Perhaps it would be a good idea to use some -caution from now on. -~ -0 3145992 1 0 0 3 -D0 -~ -~ -0 -1 5614 -S -#5614 -A Narrow Tunnel~ -The tunnel gets extremely narrow at this point, but opens up to an east-west -junction. It's a one way ticket however, unless you can move 10 tons of -solid rock.... -~ -0 3145996 1 0 0 3 -D0 -~ -~ -0 -1 5615 -D2 -~ -~ -0 -1 5613 -S -#5615 -East-West Junction~ -To the west, you see a large gaping hole in the center of a cavern -which doesn't look too inviting, and looking eastward, you see that the tunnel -loops back to this room. Guess the only way out is to go down the hole... -~ -0 3145992 1 0 0 3 -D1 -~ -~ -0 -1 5615 -D3 -~ -~ -0 -1 5616 -S -#5616 -A Large, Gaping Hole in the Ground.~ -You slide down the passageway and fall right into a very large hole in -ground. A strong wind is blowing up from the bowls of the earth, making -the fly spell useless. You hope there's something soft below... -~ -0 19922952 1 0 0 3 -D5 -Nothing but darkness... -~ -~ -0 -1 5617 -S -#5617 -Falling~ -F - A - L - L - I - N - G -~ -0 19922952 1 0 0 3 -D5 -Nothing but darkness... -~ -~ -0 -1 5618 -S -#5618 -FALLING~ -You are still - - F - A - L - L - I - N - G -~ -0 19922952 1 0 0 3 -D5 -Nothing but darkness... -~ -~ -0 -1 5619 -S -#5619 -Floating in a Void~ -After falling for several minutes, you give up all hope of surviving. -Surely, no one could walk away after plummeting to certain death. -~ -0 19922956 1 0 0 3 -> entry_prog 100~ -mea $n _dbl Suddenly you see the ground race towards you! Muttering -mea $n _dbl a silent prayer t your deity, you brace for impact, but the -mea $n _dbl brittle stone floor shatters as you hit, causing hundreds -mea $n _dbl stone splinters to tear at your skin. Quickly moving to your -mea $n _dbl feet, you realize that you landed on something surprisingly soft... -mpsleep 15 -mptrans 0.$n 5620 -mpat 5620 mpechoat Feraasel disturbgreet -~ -| -S -#5620 -The Lair~ -The fist thing you notice as you regain your senses, is the horrible smell of -some large beast. It's absolutely foul, and you see the reason why -bones..scattered everywhere. Some are cracked and they look as if they have -been gnawed upon by powerful jaws. This cavern is quite dim, and it is -difficult to see..all you can manage to make out is the large form of something -inhuman. Gold as well as other various treasures are scattered about, but -the thing that's most important to you right now is a single thought running -through your mind: &WYou hope the soft thing you landed on, wasn't a dragon... -~ -0 3153932 1 0 0 3 -S -#5621 -Climbing the Tower~ -A spiral staircase winds up far above you, and climbing it would be -quite a task. You begin you wonder what purpose such a large tower -would serve in a temple, but it must have some function. The room -practically featureless, save for the staircase, and a large waterfall -pouring into a pool in the center of the room. - - -&WA large waterfall tumbles down into a large pool here. -~ -0 3153928 1 -D4 -~ -~ -0 -1 5622 -D5 -~ -~ -0 -1 5579 -S -#5622 -Climbing the Tower~ -You have been climbing for several minutes now, and fatuige starts -to set in. As you reach this point, you come to a dead end. -As you search around, nothing seems to look like an exit, yet the waterfall -that cascades down through the center of the tower has to come from -somewhere up higher... -&WA waterfall tumbles down through the center of the tower. -~ -0 3153928 1 -D4 -~ -trapdoor~ -3 -1 5623 -D5 -~ -~ -0 -1 5621 -S -#5623 -The Sanctuary of the Stars~ -Ater coming up through the trapdoor, you find yourself in the open night air. -The top of the tower is seemingly incomplete, several large pillars stand -around the edges, but other than that, there are no visible walls. You begin to -realize that mabye this was planned, as the tower has no roof as well. The -large pool of crystal water in the center seems to slowly drain down below, -creating the magnificent waterfall you saw below. The stars shine brightly on -one particular spot, as you follow the beam downward, your eyes meet with those -of a celestial being. -~ -0 2105356 1 -D5 -~ -trapdoor~ -3 -1 5622 -S -#5624 -Climbing the Tower~ -This tower is just like the western tower. As you climb up the spiral staircase -you hope there is something of value at the top, and you're not just climbing -these stairs for nothing. -~ -0 8192 1 -D4 -~ -~ -0 -1 5625 -D5 -~ -~ -0 -1 5575 -S -#5625 -Climbing the Tower~ -You are beginning to run out of breath and consider stopping several times -on the way up. Why did they have to build these things so tall? -The stairs continue upward still to the top of the tower. -~ -0 8192 1 -D4 -~ -~ -0 -1 5626 -D5 -~ -~ -0 -1 5624 -S -#5626 -The Top of the Tower~ -You've finally reached the top of the tower and you're nearly exhausted. -Looking around, you can see that the roof and most of the northwestern corner -of the wall has crumbled away, exposing this room to the elements. -~ -0 8192 1 -D5 -~ -~ -0 -1 5625 -S -#5627 -Climbing the Tower~ -The stairwell leading upward winds tightly in a spire, and it -would be nearly impossible to fit more than one person at a time here. -This tower is much higher than the others, but no where near as wide. -You have a long climb ahead of you. -~ -0 8448 1 0 0 1 -D4 -~ -~ -0 -1 5628 -D5 -~ -~ -0 -1 5570 -S -#5628 -Climbing the Tower~ -This tower is not as wide as the others, and it's difficult to -get more than one person through at a time. Looking above you, -a small amount of light filters into a cramped room. -~ -0 8448 1 0 0 1 -D4 -~ -~ -0 -1 5629 -D5 -~ -~ -0 -1 5627 -S -#5629 -A Small Room~ -You enter a small room at the top of the stairs. It is practically -featureless, save for a small window on the north wall. -~ -0 8448 1 0 0 1 -D5 -~ -~ -0 -1 5628 -E -window~ -The window is small, and doesn't let much light into the room. -There is just enough room to peek your head out and look around, -and doing so, you see the entire valley that surrounds the garden. -It is quite a beautiful sight. Scanning the scenery, you notice a large -field in the southwestern portion... -~ -S -#5630 -A Collapsed Tower~ -This tower has obviously been rendered usless and brittle over time, -and has fallen over, creating an incredible amount of destruction to -the southern portion of the temple. -~ -0 3153928 1 -D5 -~ -~ -0 -1 5568 -S -#5631 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D1 -~ -~ -0 -1 5656 -D2 -~ -~ -0 -1 5640 -D3 -~ -~ -0 -1 5632 -S -#5632 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D1 -~ -~ -0 -1 5631 -D2 -~ -~ -0 -1 5639 -D3 -~ -~ -0 -1 5633 -S -#5633 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D1 -~ -~ -0 -1 5632 -D2 -~ -~ -0 -1 5638 -D3 -~ -~ -0 -1 5634 -S -#5634 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D1 -~ -~ -0 -1 5633 -D2 -~ -~ -0 -1 5637 -D3 -~ -~ -0 -1 5635 -S -#5635 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D1 -~ -~ -0 -1 5634 -D2 -~ -~ -0 -1 5636 -S -#5636 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5635 -D1 -~ -~ -0 -1 5637 -D2 -~ -~ -0 -1 5645 -S -#5637 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5634 -D1 -~ -~ -0 -1 5638 -D2 -~ -~ -0 -1 5644 -D3 -~ -~ -0 -1 5636 -S -#5638 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5633 -D1 -~ -~ -0 -1 5639 -D2 -~ -~ -0 -1 5643 -D3 -~ -~ -0 -1 5637 -S -#5639 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5632 -D1 -~ -~ -0 -1 5640 -D2 -~ -~ -0 -1 5642 -D3 -~ -~ -0 -1 5638 -S -#5640 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5631 -D2 -~ -~ -0 -1 5641 -D3 -~ -~ -0 -1 5639 -S -#5641 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5640 -D2 -~ -~ -0 -1 5650 -D3 -~ -~ -0 -1 5642 -S -#5642 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5639 -D1 -~ -~ -0 -1 5641 -D2 -~ -~ -0 -1 5649 -D3 -~ -~ -0 -1 5643 -S -#5643 -A Small Hill~ -This small hill seems to be the center of the battlefield. -Several broken sword lay strewn about, the sticky black colored -blood of the vile shadows is everywhere. There is a murky -white aura hovering in the air...beckoning you to look at it. -~ -0 3153920 1 -D0 -~ -~ -0 -1 5638 -D1 -~ -~ -0 -1 5642 -D2 -~ -~ -0 -1 5648 -D3 -~ -~ -0 -1 5644 -S -#5644 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5637 -D1 -~ -~ -0 -1 5643 -D2 -~ -~ -0 -1 5647 -D3 -~ -~ -0 -1 5645 -S -#5645 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5636 -D1 -~ -~ -0 -1 5644 -D2 -~ -~ -0 -1 5646 -S -#5646 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5645 -D1 -~ -~ -0 -1 5647 -D2 -~ -~ -0 -1 5655 -S -#5647 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5644 -D1 -~ -~ -0 -1 5648 -D2 -~ -~ -0 -1 5654 -D3 -~ -~ -0 -1 5646 -S -#5648 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5643 -D1 -~ -~ -0 -1 5649 -D2 -~ -~ -0 -1 5653 -D3 -~ -~ -0 -1 5647 -S -#5649 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5642 -D1 -~ -~ -0 -1 5650 -D2 -~ -~ -0 -1 5652 -D3 -~ -~ -0 -1 5648 -S -#5650 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5641 -D2 -~ -~ -0 -1 5651 -D3 -~ -~ -0 -1 5649 -S -#5651 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5650 -D3 -~ -~ -0 -1 5652 -S -#5652 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5649 -D1 -~ -~ -0 -1 5651 -D3 -~ -~ -0 -1 5653 -S -#5653 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5648 -D1 -~ -~ -0 -1 5652 -D3 -~ -~ -0 -1 5654 -S -#5654 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5647 -D1 -~ -~ -0 -1 5653 -D3 -~ -~ -0 -1 5655 -S -#5655 -The Fields of the Jihad~ -You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -0 3219456 1 -D0 -~ -~ -0 -1 5646 -D1 -~ -~ -0 -1 5654 -S -#5656 -A Grassy Knoll~ -You come to a grassy knoll, which is for some reason, very windy. -The winds swirl about you, and knock you back..you feel different. -These are the winds of change, and they will take you anywhere..even -through time itself. -~ -0 3153924 1 -D3 -~ -~ -0 -1 5631 -> entry_prog 100~ -~ -> entry_prog 100~ -mpechoat $n _cya The winds of change swirl about you, and -mpechoat $n _cya take you safely back to the garden. -mptrans 0.$n 5512 -mpsleep 5 -mpat 0.$n mpforce 0.$n east -~ -| -S -#5657 -A Crumbling Hallway~ -Having been magically transported here, you are somewhat disorented as -you examine your surroundings, finding yourself against the far -wall of an ancient crumbling hallway. -The only obvious exit is to the north. -~ -0 3153932 1 -D0 -~ -~ -0 -1 5658 -D2 -~ -~ -0 -1 5528 -S -#5658 -A Carpeted Hallway~ -You've passed through the broken, crumbling section of the hall, and -come to a thin red carpet the leads northward. Much to your surprise, -this section is very well-kept and seems to have been recently used. -You can see a light to the north, and it reflects of the wester wall, -causing it to shimmer slightly. -~ -0 3153932 1 -D0 -~ -~ -0 -1 5660 -D2 -~ -~ -0 -1 5657 -D3 -~ -door~ -3 -1 5659 -S -#5659 -A Study~ -As you enter the room, the first things you see are books. Bookshelves -line every wall. Ancient tomes are stacked upon a desk in a disorderly -manner, and behind the desk... a robed figure is studying every line of text. -He seems annoyed that you barged in unannounced. -~ -0 3153924 1 -D1 -~ -door~ -3 -1 5658 -S -#5660 -A Carpeted Hallway~ -You're right outside a small room at the end of the hallway. Light flickers -through the doorway, so someone must be in there or have been in there -recently, so you decide to check it out. -~ -0 3153932 1 -D0 -~ -~ -0 -1 5661 -D2 -~ -~ -0 -1 5658 -S -#5661 -A Throne Room~ -A massive throne stands before you. Nearly 15 feet high, it seems out of -place in this small room. Whoever is large enough to sit there, must be -powerful indeed. Perhaps it would be a good idea to be cautious. -The hallway is back to the south. -~ -0 3153932 0 -D2 -~ -~ -0 -1 5660 -S -#5662 -A Small Circle of Trees~ -As you enter the small circle of trees, your eyes meet with those -of a friendly druid. He sits cross-legged on the groud speaking with -nature, and strumming on a lute. It is quite peaceful here. -~ -0 8196 1 -D0 -~ -~ -0 -1 5664 -D1 -~ -~ -0 -1 5663 -D2 -~ -~ -0 -1 5524 -D3 -~ -~ -0 -1 5665 -S -#5663 -A Path around the Clearing~ -You are walking on a small path that circles around the clearing to the west. -In the distance you can hear the faint sound of a lute... -~ -0 8196 1 -D3 -~ -~ -0 -1 5662 -D7 -~ -~ -0 -1 5664 -D9 -~ -~ -0 -1 5524 -S -#5664 -A Path around the Clearing~ -This must be the part of the garden with the good weather. You hear birds -singing and the gentle breeze blows across your face, carrying a faint -tune from a lute. -~ -0 8196 1 -D2 -~ -~ -0 -1 5662 -D8 -~ -~ -0 -1 5663 -D9 -~ -~ -0 -1 5665 -S -#5665 -A Path around the Clearing~ -You are walking along a small path along side the clearing to the east. -The tall circle of trees surrounding it don't look at all natural, and -your surroundings give you an odd feeling...the type that you get when -someone unseen is watching you... -~ -0 8196 1 -D1 -~ -~ -0 -1 5662 -D6 -~ -~ -0 -1 5664 -D8 -~ -~ -0 -1 5524 -S -#5666 -A Throne Room~ -You've done it now! Upon finding his daughter missing, Ashura flooded the -throne room with water. The doors have sealed themselves shut and there is -no obvious escape. Only death awaits you. -~ -0 3211278 8 -S -#5667 -Before the Valley~ -Walking down a long sloping hillside, you leave the Southern Plains -of Tyrith and come upon a large valley that's hidden away in the mountains -surrounding the plains. -~ -0 8196 1 -D0 -~ -~ -0 -1 5528 -D2 -~ -~ -0 -1 10572 -S -#5678 -Floating in a void~ -~ -0 3153924 1 -S -#5680 -Floating in a void~ -~ -0 3153924 1 -S -#5685 -Floating in a void~ -~ -0 3153924 1 -S -#5687 -Floating in a void~ -~ -0 3154948 1 -S -#5698 -Floating in a void~ -~ -0 3153924 1 -S -#5699 -Floating in a void~ -~ -0 3153924 1 -S -#5700 -Floating in a void~ -~ -0 3153924 1 -S -#5701 -Floating in a void~ -~ -0 1073741828 1 -S -#5702 -Floating in a void~ -~ -0 1073741828 1 -S -#5706 -Floating in a void~ -~ -0 1073741828 1 -S -#5777 -Floating in a void~ -~ -0 3153924 1 -S -#5778 -Floating in a void~ -~ -0 3153924 1 -S -#5779 -Floating in a void~ -~ -0 3153924 1 -S -#5790 -A formless void~ -YOU SHOULDN'T BE IN HERE! - - -~ -0 3145740 1 -S -#5795 -A Moon-Lighted Clearing~ -Upon entering the clearing, you pause and take in the veiw, which -is quite breathtaking. This moonlit grassy gnoll is peaceful and quiet. -You just want lie down and sleep. The only thing out of the ordinary, is -the fact that the moonlight seems to shine brightly in one particular spot... -~ -0 8200 1 -D2 -~ -~ -0 -1 5796 -S -#5796 -Further Down the Hill~ -Travelling further down the hill, you see a clearing in the distance. -The sun has set by the time you reach the bottom, and the full moon -shines brightly overhead. Crickets chirp in the distance, but suddenly -the air becomes still, and an eerie silence falls over you. -~ -0 8192 1 -D0 -~ -~ -0 -1 5795 -D8 -~ -~ -0 -1 5798 -S -#5797 -A Destructive Force~ -A further down the steep hill, you find a massive army preparing for war. -They don't look happy to see you. -~ -0 8196 1 -S -#5798 -The Cause~ -You finally find the cause of the bad weather and strife within the garden. -A powerful being towers over you, staring deep into your soul. He is the one -which the gods themselves fear. Destroy him and end this before war breaks out -and the balance of all creation is disturbed. -~ -0 9224 1 -D0 -~ -~ -0 -1 5797 -D1 -~ -~ -0 -1 5797 -D2 -~ -~ -0 -1 5797 -D3 -~ -~ -0 -1 5797 -D6 -~ -~ -0 -1 5797 -D7 -~ -~ -0 -1 5796 -D8 -~ -~ -0 -1 5797 -D9 -~ -~ -0 -1 5797 -S -#5799 -The Infinite Power~ -It is all and nothing. Neither living, nor dead. Good, evil and neutral -have no meaning. The essence of thought. The color of sound. The touch -of the unseen. It is timeless, with no beginning or end. - - Thus is the Infinite -~ -0 170917959 1 -S -#0 - - -#RESETS -D 0 5500 5 1 -M 1 5501 1 5504 -M 1 5504 1 5504 -O 1 5505 1 5504 -M 1 5516 1 5511 -O 1 5532 1 5511 -M 1 5509 2 5518 -O 1 5510 1 5518 -M 1 5526 1 5522 -E 1 5560 1 16 -E 1 5534 1 19 -M 1 5510 1 5525 -M 1 5511 1 5525 -O 1 5526 1 5527 -O 1 5511 1 5528 -O 1 5566 1 5539 -M 1 5509 2 5543 -D 0 5543 1 0 -D 0 5545 1 2 -D 0 5545 3 2 -M 1 5506 1 5546 -D 0 5546 1 2 -M 1 5505 4 5547 -M 1 5505 4 5547 -M 1 5505 4 5547 -M 1 5505 4 5547 -O 1 5521 1 5547 -D 0 5547 3 2 -M 1 5507 1 5550 -M 1 5502 3 5550 -E 1 5517 1 22 -E 1 5518 1 14 -M 1 5502 3 5550 -E 1 5517 1 22 -E 1 5518 1 14 -M 1 5502 3 5550 -E 1 5518 1 14 -E 1 5517 1 22 -O 1 5522 1 5550 -M 1 5503 1 5551 -E 1 5519 1 17 -E 1 5520 1 16 -O 1 5510 1 5551 -O 1 5503 1 5555 -M 1 5500 1 5556 -E 1 5508 1 0 -E 1 5514 1 16 -E 1 5500 1 5 -E 1 5512 1 9 -O 1 5528 1 5556 -O 1 5550 1 5558 -P 0 5539 0 5550 -M 1 5508 1 5565 -M 1 5517 1 5567 -G 1 5535 1 -G 1 5548 1 -G 1 5536 1 -M 1 5518 1 5569 -O 1 5557 1 5573 -O 1 5502 1 5574 -D 0 5583 4 1 -D 0 5585 0 1 -D 0 5586 2 1 -O 1 5549 1 5587 -D 0 5587 5 1 -D 0 5588 4 1 -M 1 5528 1 5600 -O 1 5551 1 5615 -M 1 5519 1 5620 -O 1 5501 1 5620 -O 1 5540 1 5620 -D 0 5622 4 1 -M 1 5521 1 5623 -O 1 5554 1 5623 -D 0 5623 5 1 -M 1 5523 5 5633 -M 1 5522 5 5635 -M 1 5522 5 5637 -M 1 5522 5 5637 -M 1 5523 5 5641 -O 1 5559 1 5643 -M 1 5523 5 5644 -M 1 5522 5 5648 -M 1 5523 5 5651 -M 1 5523 5 5652 -M 1 5522 5 5655 -D 0 5658 3 1 -M 1 5529 1 5661 -E 1 5513 1 9 -G 1 5565 1 -M 1 5527 1 5662 -O 1 5529 1 5662 -M 1 5799 1 5790 -M 1 5513 1 5795 -M 1 5512 1 5797 -M 1 5515 1 5798 -M 1 5525 1 5659 -E 1 5553 1 6 -E 1 5562 1 16 -D 0 5659 1 1 -S - - -#SHOPS - 5517 0 0 0 0 0 110 90 0 23 ; Lyanis -0 - - -#REPAIRS -0 - - -#SPECIALS -M 5500 spec_cast_undead -M 5506 spec_fido -M 5525 spec_cast_mage -M 5528 spec_breath_frost -M 5530 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/gardenillusion.are b/data/realm/areas_smaug1.4a/gardenillusion.are deleted file mode 100644 index bb794d7..0000000 --- a/data/realm/areas_smaug1.4a/gardenillusion.are +++ /dev/null @@ -1,2217 +0,0 @@ -#AREA Garden of Illusions ~ - -#VERSION 1 - -#CLIMATE 2 2 2 - -#AUTHOR Cheeta~ - -#RANGES -35 50 30 50 -$ - -#RESETMSG &rImages of a running cheetah fill you mind, then disperse into nothing~ - -#FLAGS -0 20 - -#ECONOMY 0 169569 - -#MOBILES -#6750 -Illustria~ -Illustria~ -The beautiful Illustria rests on her bed -~ -~ -3 37748904 0 C -55 0 0 8500d3+3000 5d35+10 -1500000 0 -8 8 2 -20 20 13 22 20 22 20 -0 0 0 0 0 -17 10 64 110 1 1 4 -85 65 0 34611304 2100224 4 524609 1073741827 -> all_greet_prog 100~ -if sex($n) == 2 -say Leave my presence, $n, or I kill you like the wench you are! -slap $n -endif -if sex($n) == 1 -say You finally made it, $n. Well, now what do we have here? -mea $n Illustria walks over to you and examines your crotch area. -say A little excited, eh? -giggle $n -say Well, $n, would you like me to please you? -eyebrow $n -say All you have to do is say please me -wink -endif -~ -> speech_prog p please me~ -if sex($n) == 2 -say Stupid wench! I told you to leave, now you want me to please you? -mea $n Illustria slaps you in the face HARD! -mpdamage $n 600 -say LEAVE, $n! -endif -if sex($n) == 1 -say Mmmmm, okay big boy, you know the routine -pants $n -mea $n Illustria walks over to you and begins undoing your pants. She draws -mea $n you towards the bed, then sits you down on it. As your pants are pulled -mea $n down to your ankles, Illustria looks you in the eye. Lust overcomes -mea $n you and you beg her to kiss you. She does just that, but not on your -mea $n lips. Illustria begins to lick your manhood, ever so slowly, which -mea $n makes you hornier than ever. She puts it in her mouth, and begins to -mea $n suck. Suddenly she bites down HARD! Excruciating pain flows through -mea $n your body, and you scream at the top of your lungs! Blackness overcomes -mea $n you, and your life is over. -mer $n Illustria calmy sits $n down on the bed, pulls down his pants, and -mer $n begins to orally please him. Suddenly, Illustria bites down hard! -mer $n A piercing scream erupts from $n, and he passes out cold. Illustria -mer $n swallows her mouthful, then picks up $n and eats him! -mpslay $n -purge corpse -endif -~ -> fight_prog 20~ -mea $n Illustria swings her dagger and slices through your cheek! -mpdamage $n 300 -~ -> fight_prog 25~ -if hitprcnt($i) >= (65) -mprestore Illustria 4000 -else -endif -~ -> fight_prog 23~ -c mindwrench $n -c mindwrench $n -c mindwrench $n -c mindwrench $n -c bliss $n -cackle -~ -> act_prog CIRCLE~ -mea $n Illustria grabs your wrist and twists it around, then impales you with -mea $n your own weapon! -mpdamage $n 300 -mpechoaround $n Illustria grabs $n 's wrist and forces $m to stab $s self! -~ -> death_prog 100~ -me $n As you strike the deathblow to the beautiful Illustria, her dagger -me $n drops to the ground with a soft tinking sound. -if rand(7) -me $n As the dagger hits the ground, a small hatch opens and an even -me $n smaller dagger pops out from inside. -mpoload 6752 50 -else -endif -~ -| -#6751 -Illustrian~ -Illustrian~ -The handsome Illustrian rests on his bed, awaiting you. -~ -~ -3 272629928 0 C -55 0 0 8760d3+3000 40d4+40 -2000000 0 -8 8 1 -25 25 13 25 20 25 15 -0 0 0 0 0 -17 10 75 205 1 1 6 -0 0 0 34611260 2100288 0 4199233 1059 -> all_greet_prog 100~ -if sex($n) == 2 -mea $n So, you've finally found me, $n. Well, beautiful, would you like to -mea $n be pleased? All you have to do is say "please me" and I'm all yours. -else -endif -if sex($n) == 1 -mea $n Leave my realm, $n . I'm not into guys, and should you fail to be -mea $n ridden from my presence, I shall have to kill you. -else -endif -~ -> speech_prog p please me~ -if sex($n) == 1 -mea $n Fool! I warned you! I do NOT like guys, now scram! -mea $n Illustrian punches you in the face HARD! -mpdamage $n 1000 -mer $n Illustrian screams at $n and punchest him in the face with all his might -else -endif -if sex($n) == 2 -mea $n "Well, love, come to me, then, and on my bed let us make love." -mea $n You walk over to Illustrian's bed and remove your clothes. -mer $n $n walks over to Illustrian's bed and removes her clothes. -mea $n Illustrian climbs on top of you and begins to passionately kiss you. -mer $n Illustrian gets on top of $n and they start kissing. -mea $n Illustrian begins to make love to you, pleasing your every want and need -mer $n $n and Illustrian begin making love as if you don't exist in the room. -mer $n Suddenly, Illustrian morphs into a demon over 4 times his own size! -mer $n The change in the size of his manhood rips $n in half! -mea $n YOu close youre eyes and suddenly a pain like no other literally RIPS -mea $n through your body. You scream in agony, then everything fades to black. -mer $n Illustrian signs a sign of relief and completion, then picks up the -mer $n ripped corpse and eats it whole before morphing back to original size. -mpslay $n -purge corpse -else -endif -~ -> fight_prog 15~ -c mindwrench $n -c mindwrench $n -c mindwrench $n -c mindwrench $n -~ -> fight_prog 25~ -if hitprcnt($i) >= (55) -mprestore Illustrian 5000 -else -endif -~ -> act_prog CIRCLE~ -mea $n Illustrian grabs your wrist and twists it around, then impales you with -mea $n your own weapon! -mpdamage $n 300 -mer $n Illustria grabs $n 's wrist and forces $m to stab $s self! -~ -> fight_prog 25~ -mea $n Illustrian swings his shortblade and slices your neck! -mpdamage $n 400 -~ -> fight_prog 20~ -mea $n Illustrian lunges for you and stabs you in the stomach! -mpdamage $n 340 -~ -> death_prog 100~ -mea $n As you slay Illustrian, his dagger drops to the ground with a hollow -mea $n tinking sound. -mer $n As $n kills Illustrian, his dagger falls to the ground. -if rand(10) -mea $n As the dagger hits the ground, a small hatch opens up and another -mea $n dagger comes out from within! -mer $n As the dagger hits the ground, a small hatch opens up and another -mer $n dagger comes out from within! -mpoload 6754 50 -endif -~ -| -#6752 -white horse~ -a white horse~ -A beautiful white horse feeds on the bank. -~ -~ -67 4194440 0 C -50 0 0 20d286+0 0d0+0 -0 0 -8 8 0 -20 24 25 15 13 13 24 -0 0 0 0 0 -11 10 68 400 1 1 3 -0 0 0 1024 2059 0 33 524291 -> death_prog 100~ -mea $n As you deal the final blow to the majestic white horse, all but it's -mea $n femur dissolve into nothing -mpoload 6756 35 -~ -| -#6753 -rose mage~ -The Rose Mage~ -A red clad figure crouches on the mound -~ -~ -67 272629928 0 C -52 0 0 10d1000+1000 20d2+0 -0 0 -8 8 0 -25 25 13 25 13 13 13 -0 0 0 0 0 -0 10 71 185 1 1 0 -0 0 0 1048584 96 2097152 33 0 -> all_greet_prog 100~ -glare $n -~ -> fight_prog 25~ -mea $n The Rose Mage stabs you with a poisoned rose thorn! -mpdamage $n 150 -c poison $n -~ -| -#6754 -black dragon~ -A black dragon~ -A large, black dragon shakes the ground with snores -~ -~ -67 37748904 0 C -52 0 0 5000d3+350 30d3+20 -500000 0 -8 8 0 -25 20 25 15 25 25 13 -0 0 0 0 0 -0 13 240 3000 1 1 3 -0 0 0 32 2097224 1024 561 1073741827 -> death_prog 100~ -mpoload 6761 40 -mpoload 6762 40 -~ -| -#6755 -Jack blacksmith~ -Jack~ -An elven blacksmith stands before you. -~ -~ -67 306184360&4 0 C -55 0 0 10000d1+2000 50d1+10 -0 0 -8 8 1 -25 25 25 13 25 13 10 -0 0 -30 0 -30 -1 10 74 215 1 1 6 -0 0 0 3153920 12 96 112 524323 -> all_greet_prog 100~ -say Woah there! No need to go startling people!. I'm Jack, a simple -say Blacksmith. I don't have anything for sale, but if you being me some -say metals or other stuff I can surely make you something from it... -if sex($n) == 1 -mea $n Illustria looks around Jack's "Forge" and chuckles slightly, then leaves -mea $n &WJack tells you, "I really don't like her" -else -endif -if sex($n) == 2 -mea $n Illustrian looks around Jacks "forge" and chuckles, then leaves. -mea $n &WJack tells you, "I really don't like him" -else -endif -~ -> act_prog p gives~ -if ovnuminv(6754) == 1 -mpoload 6768 50 -mea $n Jack grins as you hand him the infamous DemonBlade, and then begins -mea $n pounding away at it. Finally he mutters a few words, and the fire -mea $n surrounding the damned blade disperses and it glows with a bright light. -give angelblade $n -mpjunk demonblade -else -endif -if ovnuminv(6752) == 1 -mpoload 6769 50 -mea $n Jack grins as you hand him the infamous WitchBlade, and then begins -mea $n pounding away at it. He then mutters a few words, and the magical fire -mea $n surrounding the damned blade disperses and it glows with angelic energy -give witchslayer $n -mpjunk witchblade -else -endif -if ovnuminv(6756) == 1 -mpoload 6757 25 -mea $n Jack takes a femur and hoof out of the pile of bones, then carefully -mea $n pieces them together and ties them with a strong twine. -give club $n -mpjunk bones -else -endif -if ovnuminv(6759) == 1 -mpoload 6760 50 -mea $n Jack takes a handfull of petals from the bucket and carefully begins -mea $n sewing them together, forming a beautiful red cloak as the end result. -mea $n He utters a few words of magic and the cape shines brightly while the -mea $n petals mold together so that the sewing doesn't come undone. -give cape $n -mpjunk bucket -else -endif -~ -| -#6756 -meastro~ -The Meastro~ -A meastro in a tailcoat leads his orchestra -~ -~ -67 272629888 0 C -51 0 0 875d15+1000 0d0+45 -0 0 -8 8 0 -15 13 13 25 20 13 20 -0 0 0 0 0 -0 10 70 170 1 1 4 -0 0 1025 0 3179 2097152 1072 33 -#6757 -red demon~ -The Red Demon~ -A large red demon tortures captive souls -~ -~ -1 37748904 0 C -55 0 0 1d10000+3000 2d30+30 -0 0 -8 8 0 -25 25 14 20 13 2 12 -0 0 0 0 0 -0 10 96 400 1 1 0 -0 0 1040 0 2100239 0 5718 1073741827 -> fight_prog 25~ -mea $n The demon ROARS mightily, then punches you in the face! -mpdamage $n 400 -~ -> fight_prog 15~ -mea $n The Red Demon claws at your throat! -mpdamage $n 250 -~ -> fight_prog 25~ -c refresh -c 'acid breath' $n -~ -> act_prog CIRCLE~ -cackle $n -mea $n The demon deflects your blow, which numbs your arm! -mpdamage $n 200 -~ -| -#6758 -snow demon~ -A Snow-Demon~ -An albino demon is here, feasting on deer -~ -~ -67 272629928 0 C -52 0 0 1d8900+1643 20d20+10 -0 0 -8 8 0 -25 25 13 20 13 13 13 -0 0 0 0 0 -17 10 110 600 1 1 0 -0 0 129 0 2100266 65 32818 19 -> all_greet_prog 100~ -mea $n As you enter the room, an albino demon lunges on one of the bucks and -mea $n bites its head off! It then rips off the buck's hide and wears it -mea $n about its body like a cloak of some sort -~ -| -#6759 -Pixie~ -A pixie~ -A water pixie flutters above the pond -~ -~ -67 4194472 0 C -53 0 0 1d7000+2000 1d40+45 -0 0 -8 8 0 -15 25 25 25 13 25 13 -0 0 0 0 0 -4 10 48 80 1 1 0 -0 0 32768 0 2100224 0 68159056 33554439 -> fight_prog 25~ -c bliss $n -c mindwrench $n -~ -> death_prog 100~ -mea $n As the pixie is slain, her wings separate from her body -mpoload 6767 25 -~ -| -#6760 -phoenix~ -A Phoenix~ -A mythical phoenix spreads its flaming wings -~ -~ -67 4194440 0 C -55 0 0 2d15000+1000 1d100+10 -0 0 -8 8 0 -25 10 10 13 13 25 13 -0 0 0 0 0 -15 10 120 650 1 1 7 -0 0 32769 0 2100225 0 671106050 1342177315 -> fight_prog 12~ -mea $n The phoenix bites you with its humungous beak! -mpdamage $n 1000 -~ -| -#0 - -#OBJECTS -#6750 -fountain~ -a black fountain~ -A fountain of crumbling black rock is filled with a dark, foul smelling liquid~ -~ -25 0 0 0 -0 0 0 0 -1 0 0 -> use_prog 100~ -mea $n You drink from the fountain and the vile taste makes you want to puke. -mea $n As you try to vomit, your throat begins to swell and you can no longer -mea $n breath. You drop to the ground and die slowly and painfully. -mpechoaround $n $n drinks from the fountain and begins gagging. $e clutches -mpechoaround $n $s throat and drops to the ground, no longer breathing. -mpslay $n -~ -| -#6751 -slim dagger~ -a slim dagger~ -A slim dagger lies on the floor~ -~ -5 8 8193 0 -0 20 4 11 -1 0 0 -A -18 9 -A -19 7 -#6752 -witchblade~ -WitchBlade~ -Some god dropped a newly created witchblade here.~ -~ -5 526856&2568 8193 0 -0 10 6 11 -1 0 0 -A -18 7 -A -19 10 -A -13 50 -A -28 399 -> sac_prog 33~ -me $n As you sacrifice the dagger, a small ring falls off of the hilt. -mpoload 6753 50 -~ -| -#6753 -witch ring~ -Ring of the Witch~ -A flaming ring lies on the ground~ -~ -9 0 3 0 -0 0 0 0 -1 0 0 -A -17 -10 -A -18 14 -A -19 14 -A -22 -7 -A -21 -7 -A -20 -7 -A -23 -7 -A -24 -7 -A -13 115 -#6754 -demonblade~ -DemonBlade~ -A double-bladed dagger glows with energy~ -~ -5 541192&2568 8193 0 -2 55 2 2 -1 0 0 -A -18 15 -A -19 15 -A -13 225 -A -25 -4 -A -1 4 -A -17 -25 -A -27 50331680 -A -23 -10 -A -24 -10 -> sac_prog 35~ -mea $n As you sacrifice the blade, the hilt unravels to form a black collar. -mpoload 6755 50 -~ -| -#6755 -collar~ -demonblade~ -A black leather collar lies on the ground, in a puddle of blood.~ -~ -9 512&528 5 0 -15 15 0 0 -1 0 0 -A -13 65 -A -17 -15 -A -18 8 -A -19 7 -A -25 -1 -A -66 1 -#6756 -horse bones~ -horse bones~ -The femur and hoof or a horse lie on the ground~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -#6757 -horsehoof club~ -A horsehoof club~ -The femur and hoof or a horse attacked together lies on the ground~ -~ -5 0 8193 0 -0 10 7 8 -1 0 0 -A -19 6 -A -18 6 -A -13 25 -A -25 2 -A -1 2 -#6758 -thorn~ -An overgrown rose thorn~ -A large red thorn lies on the ground~ -~ -5 64 8193 0 -0 10 8 2 -1 0 0 -A -19 9 -A -18 3 -A -13 75 -A -1 2 -A -5 2 -#6759 -bucket petals~ -A bucket of rose petals~ -A large bucket is filled with red rose petals.~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -#6760 -cape rose~ -Cape of Roses~ -Some god dropped a newly created cape rose here.~ -~ -9 96 524289 0 -12 12 0 0 -1 0 0 -A -18 8 -A -19 8 -A -13 125 -A -12 100 -A -17 -65 -A -56 67 -#6761 -scale~ -A large, black dragonscale~ -A large, black dragon scale lies on the floor~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -#6762 -talon~ -A large, black talon~ -A large, black talon lies on the floor~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -#6763 -iron mask~ -an iron mask~ -An iron plate lies on the ground.~ -~ -9 524352 1048577 0 -5 5 0 0 -1 0 0 -A -18 2 -A -19 2 -A -13 50 -A -25 5 -A -3 2 -#6764 -wand meastro~ -The Meastro's wand~ -A small black meastro's wand lies on the ground~ -~ -5 524352 8193 0 -0 10 5 6 -1 0 0 -A -19 5 -A -18 5 -A -25 1 -A -3 2 -A -5 2 -#6765 -soul~ -A captivated soul~ -A small orb on a necklace screams for mercy~ -~ -9 0 5 0 -10 10 0 0 -1 0 0 -A -18 3 -A -19 3 -A -13 50 -A -5 2 -A -25 -2 -A -3 1 -#6766 -buck hide~ -A bucks hide~ -A large bucks hide lies on the ground~ -~ -9 96 1025 0 -14 14 0 0 -23 0 0 -A -4 3 -A -5 2 -A -13 75 -A -18 3 -A -19 3 -A -27 16 -#6767 -cape pixies~ -Cape of Pixies~ -A cape made from pixie wings glitters in the light~ -~ -9 96 524289 0 -6 6 0 0 -1 0 0 -A -18 3 -A -19 3 -A -13 50 -A -2 2 -#6768 -angelblade~ -Angelblade~ -A blindling light surrounds a double-bladed dagger~ -~ -5 8915976&268 8193 0 -0 45 3 2 -1 0 0 -A -13 225 -A -18 15 -A -19 15 -A -25 -4 -A -1 4 -A -17 -25 -A -27 50331648 -A -23 -10 -A -24 -10 -#6769 -witchslayer~ -WitchSlayer~ -A small dagger lies on the ground, engulfed in a divine aura~ -~ -5 8965128&4 8193 0 -0 10 7 11 -8 0 400000 -A -18 7 -A -19 10 -A -13 50 -A -28 399 -#0 - -#ROOMS -#6750 -The Gates of a Garden~ -As you enter the dwelling, the first thing you notice is the gates of glass -that appear to be shimmering into existance and back out of it. Behind the -gates you see what appears to be a garden, with flowers and plants of all -kinds blooming. Beside the glass gates there is a glowing plaque, which -somehow captivates your attention over the images that surround you. -~ -0 0 1 0 0 0 -D0 -~ -gates ~ -3 -1 6751 0 -E -plaque~ -Welcome to my Garden, Fool, or perhaps should I say beware of it? ---Cheeta -~ -S -#6751 -Entrance to the Garden of Illusions~ -You walk through the glass gates, and they seem to vanish into the very air -which you breath, turning into green and red vines, covered with thorns. -Visions of odd creatures pop up all around you, then fade from view. Many -different flowers, all different colors, grow here, yet when you attempt to -pick one, your hand passes through it as if it's not really there. Atleast -two of the things here are not illusions, however. A sign posted next to a -fountain catches your eye. The fountain itself is made of crumbling black -stone, and the water within is foul smelling, the fumes themselves make you -dizzy. Drinking from it may not be the brightest idea. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6752 0 -D3 -~ -~ -0 -1 6771 0 -E -sign~ -Welcome, once again. I thought I'd be something of a gentelman and tell you -a few things you may need to know to survive within my garden. The first -thing is simple--do NOT drink from this fountain. To do so means Instant -death, for it was created by a force greated than I and I have not the power -to remove it.--The second thing will not be so easy to avoid. Located within -my garden there are several demons which have tried to overthrow me, yet -failed. They are imprisoned here, and like to work with the magic I allow -them to use. Some are rather hostile, but all of them are great illusionary -artists. There are two main demons which you must worry about. They are the -ones who were smart enough to group together and nearly slay me, yet I managed -to capture them both. They will do with you what they will, should you allow -them to captivate your attention. Beware of the demons, they can create no -good things in this world, thats why they're locked inside the garden. The -third thing I wish for you to know is also somewhat simple. Should you -become frightened of scared of something you see, it is more than likely an -illusion. I have left the demons with very little power, but what they have -is not an illusion, so this will not work on them. However, for all the -illusions, there is a way to avoid them. Simply state what they are, by saying -'This is just an Illusion!', and it will be gone from your mind. -Enjoy my garden, return often if you wish to discover new things ---Cheeta -~ -> entry_prog 100~ -if sex($n) == 1 -mea $n As you enter the garden, a female figure of unimaginable beauty -mea $n walks out from what you thought was a wall of tangles vines. -mea $n The woman cold very well be a goddess, her beauty captivates you as -mea $n you examine ever perfect curve on her nude body. Primal lust wells -mea $n up inside you, throbbing in your groin. Never did you imagine you -mea $n could want something so bad. The female notices your examination -mea $n and giggles softly. Your gaze meets her eyes and you freeze. -mea $n "Good-Day, $n, I'm Illustria. You like what you see, yes?" -mea $n You can only lick your lips and nod while examining her breasts, -mea $n noticing that her nipples are slightly erect. -mea $n Illustria smiles at you and says, "Well, follow me, and I'll lead -mea $n you to Ecstacy." With that she leaves east, swaying her hips and -mea $n displaying the nicest ass you've ever seen. -else -endif -if sex($n) == 2 -mea $n Up entering, you screen the area for inhabitants, or signs of them -mea $n yet you find none. You cautiously approach the black fountain and -mea $n when you're only a few steps away, a large hand pushes vines to the -mea $n side only a few spans to your north. From behind those vines steps -mea $n forth a tall, godlike man, clad only in his skin. He approaches you -mea $n casually while you examine his muscular body, noticing everything -mea $n from his bulging shoulders, chest, and rock-hard abs, down to his -mea $n well built calves. You take note of everything, and you begin to -mea $n yearn for this godly figure to please you. He notices the glimmer -mea $n in your eyes and speaks. -mea $n "You like what you see, yes M'Lady?" -mea $n He winks before you can nod, then continues. -mea $n "My name is Illustrian, and if you follow me, I'll lead you to bliss. -mea $n My dwelling is that way." As he points west, his bicep muscle bulges -mea $n erousing you further. Illustrain calmly walks west, awaiting you. -endif -~ -| -S -#6752 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6753 0 -D3 -~ -~ -0 -1 6751 0 -> entry_prog 100~ -if sex($n) == 1 -mea $n Illustria giggles at you. -mea $n "This way, hun, if you want me. You'll have to find me though. All -mea $n I can say is that you're heading in the right direction" -mea $n Illustra beckons you to follow, but you're eyes are too diverted -mea $n on her body to take too much notice. She leaves east. -endif -if sex($n) == 2 -mea $n Illustrian arrives from the west. -mea $n "You're going the wrong way, sweetheart, I'm over there" -mea $n Illustrian points west while you admire his arm, then he walks west. -endif -~ -| -S -#6753 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6790 0 -D1 -~ -~ -0 -1 6754 0 -D3 -~ -~ -0 -1 6752 0 -S -#6754 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6755 0 -D3 -~ -~ -0 -1 6753 0 -S -#6755 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D2 -~ -~ -0 -1 6754 0 -D3 -~ -~ -0 -1 6784 0 -S -#6756 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6784 0 -D3 -~ -~ -0 -1 6757 0 -S -#6757 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6758 0 -D1 -~ -~ -0 -1 6756 0 -S -#6758 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6790 0 -D1 -~ -~ -0 -1 6783 0 -D2 -~ -~ -0 -1 6757 0 -S -#6759 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6760 0 -D2 -~ -~ -0 -1 6783 0 -S -#6760 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6761 0 -D1 -~ -~ -0 -1 6750 0 -D2 -~ -~ -0 -1 6759 0 -S -#6761 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D2 -~ -~ -0 -1 6760 0 -D3 -~ -~ -0 -1 6785 0 -S -#6762 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6763 0 -D2 -~ -~ -0 -1 6785 0 -S -#6763 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6764 0 -D3 -~ -~ -0 -1 6762 0 -S -#6764 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D2 -~ -~ -0 -1 6765 0 -D3 -~ -~ -0 -1 6763 0 -S -#6765 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6764 0 -D2 -~ -~ -0 -1 6766 0 -S -#6766 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6765 0 -D2 -~ -~ -0 -1 6786 0 -S -#6767 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6786 0 -D1 -~ -~ -0 -1 6768 0 -D2 -~ -~ -0 -1 6750 0 -S -#6768 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6769 0 -D3 -~ -~ -0 -1 6767 0 -S -#6769 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6787 0 -D2 -~ -~ -0 -1 6768 0 -S -#6770 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 132 1 0 0 0 -D0 -~ -~ -0 -1 6779 0 -S -#6771 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6772 0 -D1 -~ -~ -0 -1 6751 0 -> entry_prog 100~ -if sex($n) == 2 -mea $n "Hey there, doll, I see you're following. Well, you'll have to find -mea $n me, if you're wanting the best pleasures life can offer, of course. -mea $n You're heading in the right direction, love." -mea $n With that Illustrian jogs north. -endif -if sex($n) == 1 -mea $n "Wrong way, loverboy. I'm over there." Illustria points to the east -mea $n as she says that, then walks towards the east, swaying her hips ever -mea $n so slowly. -endif -~ -| -S -#6772 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D2 -~ -~ -0 -1 6771 0 -D3 -~ -~ -0 -1 6773 0 -S -#6773 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6772 0 -D2 -~ -~ -0 -1 6782 0 -D3 -~ -~ -0 -1 6750 0 -S -#6774 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6775 0 -D1 -~ -~ -0 -1 6782 0 -S -#6775 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6776 0 -D2 -~ -~ -0 -1 6774 0 -S -#6776 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6790 0 -D1 -~ -~ -0 -1 6777 0 -D2 -~ -~ -0 -1 6775 0 -S -#6777 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D1 -~ -~ -0 -1 6778 0 -D3 -~ -~ -0 -1 6776 0 -S -#6778 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 4 1 0 0 0 -D0 -~ -~ -0 -1 6791 0 -D2 -~ -~ -0 -1 6790 0 -D3 -~ -~ -0 -1 6777 0 -S -#6779 -Ecstacy~ -As you walk into the room, images and illusions spawned by the primal lust -that dwells deep within your soul flash up all around you. Women, fully naked -perform erotic dances, and for your own pleasure it seems. They have what you -consider the perfect bodies, and their dancing erouses you to your fullest. -It's as if the room has read your mind and captured your thoughts, then threw -them into illusions, too real ones at that, made to tease and entice you. -In the center of the room, lying on a large, silk-sheeted bed, Illustria lies -on her stomach, waiting for you to come over to her. -~ -0 2097164 0 0 0 0 -D2 -~ -~ -0 -1 6770 0 -S -#6780 -Bliss~ -As you walk into the room, images and illusions spawned by the primal lust -that lives within flash before your eyes. Nude male figures with what you -consider perfect bodies dance all around you, erousing you to your fullest. -Its as if the room has read your mind, and ripped your fantasies out of it so -it could form them into life and place them here. These images tease and -entice you. In the center of the room, on an extremely large bed, lies the -man of your dreams, Illustrian. -~ -0 12 0 0 0 0 -D1 -~ -~ -0 -1 6800 0 -S -#6781 -A Spectral Waterfall~ -As you walk down the center of the path, your surroundings warp into something -different. The path is now a small stream in which you are swimming. The -coolness of the stream seems to refresh you, and the light current helps you -float downstream. White horses graze on the plush grass and flowers on the -bank, but they don't seem to notice you. Ahead of you, however, you begin -to hear a roaring sound. you look forwards and see before you a tall and -enchanting waterfall. The cascading water casts crystalline flecks of light -all around you and the scenario, and seems to be hypnotic. -~ -0 4 6 0 0 0 -D0 -~ -~ -0 -1 6792 0 -D3 -~ -~ -0 -1 6791 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6782 -A Room of Roses~ -Upon your entrance, the world around you twists and deforms, your surroundings -are wrenched about. After a while they settle, but you find yourself indoors -in a room where the walls and ceiling are overgrown with roses. Bowls of water -atop columnar pedastals are filled with rose petals, which float like water -lilies. The smell of roses floods your nostrils, and you can hear a slight -trickling of water, yet you see no source. In the center of the room is an -upraised portion of the ground. No roses touch this part of the ground, but -atop the mound is a figure clad in dark red robes. -~ -0 12 0 0 0 0 -D0 -~ -~ -0 -1 6773 0 -D3 -~ -~ -0 -1 6774 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6783 -The Lair of a Dragon~ -As you enter, blacknes clogs your view. Your eyes begin to adjust to the -darkness, and you take note of your surroundings. You appear to be in a cave. -Upheavals of stone create wicked-looking spires, leading to the ceiling over -100 feet above your head. The ground suddenly rumbles, and you hear what you -think is a snore. Skeletons and a few mangled corpses litter the room. As -you make your way around the spirs, you come across a HUGE black-scaled -dragon. Luckily, though, it appears to be sleeping. -~ -0 13 13 0 0 0 -D0 -~ -~ -0 -1 6759 0 -D3 -~ -~ -0 -1 6758 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6784 -An Illusion of a Smithy~ -Illusions flicker in and out of existance, making you dizzy. The illusions -are just too much for you, and you drop to the ground and puke. You squeeze -your eyes shut, and when you open them again, you're in a ghostlike setting. -Translucent images of a forge are all around you. Behind the images you can -see the garden you were just walking in, but apparently you're no longer there. -You hear a scraping of metal and spin around to see what it is. A largely -built elf jumps back a few steps at your intrusion. -~ -0 12 0 0 0 0 -D1 -~ -~ -0 -1 6755 0 -D2 -~ -~ -0 -1 6790 0 -D3 -~ -~ -0 -1 6756 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6785 -A forested Orchestra~ -Before you, in a forested opening that appeared out of nowhere, plays a -well trained and organized orchestra. The meastro waves his arms through the -air like an idiot trying to shoo away a dog, but the orchestra seems to comply -and continues to perform piece after piece with perfection. The stage on -which the orchestra plays appears to have grown out of the ground, with flowers -and small vines sprouting under their feet -~ -0 4 3 0 0 0 -D0 -~ -~ -0 -1 6762 0 -D1 -~ -~ -0 -1 6761 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6786 -Purgatory~ -You suddenly find yourself floating in a fiery void. Pillars of flame erupt -all around you, then disperse into nothing. Several people are burning at -the stake, begging for their deaths, only they never seem to die as their -bodies are burnt to a crips. In the center of your vision you see a large, -red-scaled demon, which is ceremoniously crucifying a nude female figure. -~ -0 8205 13 0 0 0 -D0 -~ -~ -0 -1 6766 0 -D2 -~ -~ -0 -1 6767 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6787 -Scenario of Snow~ -A cold, silent breeze flows past you and you realize you're in a different -place. White snow blankets the ground around you. Evergreen branches sag -with the weight of snow on them. A small band of deer, led by a large buck, -dig through the snow to nibble on the ground beneath. In the distance you see -a large, snow-capped mountain range. The remnants of a snow fort also can -be found here. The beauty of this snow-filled land enchants you. -~ -0 4 0 0 0 0 -D0 -~ -~ -0 -1 6770 0 -D2 -~ -~ -0 -1 6769 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6788 -Waterlilly Pond~ -Mud squishes into your boots as a swampy scene fades into view. Small -streams riddle the landscape, and the rest is mudfilled or overgrown with -marchy plants. You begin walking in no apparent direction, and suddenly -find yourself before a large pond. Reeds and small swamptrees emerge near -the shore of the pond, but out past that the pond is full of water lillies, -clouding your vision as to what lies beneath the surface. Above the pond -flutters an extremely overgrown pixie, around 4 feet tall. The pixie is -obviously female, and a very beautiful and naked female at that. Her wings -contain delicate patters of various colors, covering the entire emmense span. -~ -0 0 7 0 0 0 -D2 -~ -~ -0 -1 6799 0 -D3 -~ -~ -0 -1 6800 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6789 -A flower-filled Mountainside~ -As you walk through the garden, you close your eyes and deeply inhale the -flowerful aroma, but when you open your eyes, you notice you've entered -an entirely different realm. You're now in the lower portion of a mountain, -which is covered with numerous types of wildflowers. A sharp, cool breeze -blows the flowerful smell closer to you, which you inhale with glee. You -scan around yourself and see a large cliff, atop it overhands the side of -a large next. At the base of the cliff stands a huge, flame-feathered bird. -It's wingspan is over 20 feet wide, and the talons on it's feet appear to be -razor-sharp and a foot long apiece. You could only fit this bird into the -category of a legendary, yet genuine pheonix. -~ -0 0 5 0 0 0 -D1 -~ -~ -0 -1 6798 0 -D2 -~ -~ -0 -1 6797 0 -> leave_prog 100~ -mea $n The illusion pops out of view and you nearly stumble to the ground -~ -| -S -#6790 -The Eternal Pit~ -You step into the room and your whole world turns black. You try to scream, -but it does no good. You get the feeling of weightlessness, and you begin -falling. As you look around, you can see nothing but blackness, and it seems -there is no end to your fall. Images suddenly begin pouring into your head. -Lights flash all around you as the blackness is abolished by the images that -flood through your mind. You are utterly hopeless... -~ -0 36708485 13 0 0 0 -> rand_prog 10~ -mea $n A pillar of flame erupts and engulfs you in the inferno! -mpechoaround $n $n is engulfed in a pillar of flame! -mpdamage $n 400 -~ -> speech_prog p This is just an illusion!~ -mea $n A cackling erupts all around you as you speak those words. -mea $n A deep, rumbling voice says "So it is, $n" and the cackling continues. -mea $n Your surroundings vanish and you find yourself back at the fountain. -mptrans $n 6751 -~ -> rand_prog 20~ -mea $n Brutal images begin to fill your view. A large, muscular demon -mea $n walks through a field, slaughtering masses of pixies -mea $n as he passes. As he lifts up a child pixie and coldly -mea $n rips off it's head, the demon appears to notice you. He -mea $n drops the cropse, draws one of his massive swords, and -mea $n points it at you. After a moment of dead silence, he -mea $n begins to laugh a dry, cackling laugh. It becomes a howl -mea $n and the scene begins to fade from view. You find -mea $n Yourself eternally falling again, yet the images of slaughter -mea $n remain in your subconcious -~ -> rand_prog 12~ -mea $n A depressing scene forms before you. Two angels, a male and female, -mea $n warmly greet a younger one--their son it seems--yet they have a sad -mea $n look on their faces. The mother and father suddenly burst into a -mea $n furious attack against their son. The son, with a look of sorrow and -mea $n hurt on his face, draws a gleaming white sword and beheads his father. -mea $n He looks at his mother, and with a look of deep regret, mutters a few -mea $n words, opening a portal from which demons spring. The demons grab -mea $n his mother and drag her back through the portal they came from as -mea $n she screams in terror. The lone angel takes one last look at his -mea $n father's corpse and walks away, clutching a mortal wound in his chest. -mea $n The scene fades slowly -~ -> rand_prog 25~ -mea $n Agonizing pain shoots throughout your head. -mpmset $n mentalstate 35 -~ -> rand_prog 20~ -mea $n Before you appears a fallen angel, facing the other direction. It -mea $n breathes heavily, in a rage it seems. Your viewpoint rotates, and -mea $n you can see before him the corpse of another angel, a wound in its chest -mea $n thats burnt as if by magic. The living angel suddenly draws his sword -mea $n and roars mightily, a sphere of bright light forming around him. The -mea $n light's intensity forces you to close your eyes, and when you open them -mea $n everything is gone.....blackness clouds your vision. -~ -> rand_prog 15~ -mea $n Suddenly you find yourself looking upon a women in childbirth. She's -mea $n delirious with pain, yet there's no one there to help her. After a -mea $n long struggle, her child is born. She looks down at her baby, and her -mea $n eyes widen and pupils dialate. A deafening scream comes from her -mea $n lips and her heart paces so fast that it explodes insider her chest. -mea $n A small, demonlike creature crawls up onto its dead mother, tears -mea $n shedding from its newborn, yet knowledgeable eyes. The scene fades. -~ -> rand_prog 18~ -mea $n A peaceful scene slowly fades into view. A female dragon and male -mea $n demon walk alongside a river, hold each others' differently formed -mea $n hands. On the demon's muscular shoulder you notice a tattoo of a heart -mea $n with the name "Shalinor" inscripted inside. They scene disappears as -mea $n the two make an approach to kiss. -~ -> rand_prog 13~ -mea $n An extremely large demon drops down in front of you. It laughs -mea $n mercilessly and speaks. -mea $n "You're in my world, fool, BEWARE!" -mea $n With that it clenches its fist, then smashes it into your face. -mpdamage $n 500 -~ -| -S -#6791 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D1 -~ -~ -0 -1 6781 0 -D2 -~ -~ -0 -1 6778 0 -S -#6792 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 6790 0 -D2 -~ -~ -0 -1 6781 0 -D3 -~ -~ -0 -1 6793 0 -S -#6793 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D1 -~ -~ -0 -1 6792 0 -D3 -~ -~ -0 -1 6794 0 -S -#6794 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D1 -~ -~ -0 -1 6793 0 -D2 -~ -~ -0 -1 6795 0 -S -#6795 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 6794 0 -D2 -~ -~ -0 -1 6790 0 -D3 -~ -~ -0 -1 6796 0 -S -#6796 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 6797 0 -D1 -~ -~ -0 -1 6795 0 -S -#6797 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 6789 0 -D2 -~ -~ -0 -1 6796 0 -S -#6798 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D1 -~ -~ -0 -1 6799 0 -D3 -~ -~ -0 -1 6789 0 -S -#6799 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 6788 0 -D3 -~ -~ -0 -1 6798 0 -S -#6800 -The Garden of Illusions~ -As you walk through the rows of plants, the hairs on the -back of your neck stand on end. Powerful magic is being -used, no doubt, but that really doesn't seem to matter -much to you anymore. You cannot help but be marvelled -at the beauty surrounding you. Mass varieties of plants -(mostly flowers) grow in organized groups, with not a -weed in sight. The mixed fragrances flowing through the -air tickle your nose, yet it seems to relax you. The -garden is a pleasant place, it seems, though some of the -illusions may disturb you. You continue your walk, -inhaling the aroma provided by the flowers of all kinds. -~ -0 128 1 0 0 0 -D3 -~ -~ -0 -1 6780 0 -S -#0 - -#RESETS -D 0 6750 0 1 ; Door: #6750 The Gates of a Garden/North => closed -O 1 6750 1 6751 ; Object: #6750 a black fountain => #6751 Entrance to the Garden of Illusions -M 1 6750 1 6779 ; Mob: #6750 Illustria => #6779 Ecstacy -E 1 6751 1 16 ; -- Equip: #6751 a slim dagger (Wield) -M 1 6751 1 6780 ; Mob: #6751 Illustrian => #6780 Bliss -E 1 6751 1 16 ; -- Equip: #6751 a slim dagger (Wield) -M 1 6752 1 6781 ; Mob: #6752 a white horse => #6781 A Spectral Waterfall -M 1 6753 1 6782 ; Mob: #6753 The Rose Mage => #6782 A Room of Roses -G 1 6759 1 ; -- Give: #6759 A bucket of rose petals -E 1 6758 1 16 ; -- Equip: #6758 An overgrown rose thorn (Wield) -M 1 6754 1 6783 ; Mob: #6754 A black dragon => #6783 The Lair of a Dragon -M 1 6755 1 6784 ; Mob: #6755 Jack => #6784 An Illusion of a Smithy -E 1 6763 1 23 ; -- Equip: #6763 an iron mask (Face) -M 1 6756 1 6785 ; Mob: #6756 The Meastro => #6785 A forested Orchestra -E 1 6764 1 16 ; -- Equip: #6764 The Meastro's wand (Wield) -M 1 6757 1 6786 ; Mob: #6757 The Red Demon => #6786 Purgatory -E 1 6765 1 3 ; -- Equip: #6765 A captivated soul (Neck-1) -M 1 6758 1 6787 ; Mob: #6758 A Snow-Demon => #6787 Scenario of Snow -E 1 6766 1 12 ; -- Equip: #6766 A bucks hide (About) -M 0 6759 1 6788 ; Mob: #6759 A pixie => #6788 Waterlilly Pond -M 0 6760 1 6789 ; Mob: #6760 A Phoenix => #6789 A flower-filled Mountainside -S - -#SPECIALS -M 6753 spec_cast_mage ; The Rose Mage -M 6754 spec_breath_fire ; A black dragon -M 6757 spec_breath_fire ; The Red Demon -M 6758 spec_cast_undead ; A Snow-Demon -S - -#$ diff --git a/data/realm/areas_smaug1.4a/gauntlet.are b/data/realm/areas_smaug1.4a/gauntlet.are deleted file mode 100644 index 6139709..0000000 --- a/data/realm/areas_smaug1.4a/gauntlet.are +++ /dev/null @@ -1,3989 +0,0 @@ -#AREA The Gauntlet~ - - - -#VERSION 1 -#AUTHOR Rolindar~ - -#RANGES -10 15 1 20 -$ - -#RESETMSG A hoarse battlecry echoes over the hills.~ - -#FLAGS -0 - -#ECONOMY 0 27085 - -#CLIMATE 2 2 2 - -#MOBILES -#2500 -giant leech~ -a giant leech~ -A leech the size of your forearm rises from the fetid waters. -~ -These foul bloodsucking creatures can drain a small animal entirely of -blood in minutes; you shudder to think of the damage a pack of them -may do. -~ -35 512 0 C -5 0 0 1d1+39 1d1+1 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -61 3 0 0 256 256 0 -0 0 65568 0 0 1 2049 0 -#2501 -blood hawk~ -a blood hawk~ -A lean hawk with red splotches dives down at you! -~ -These vicious avian predators are bold and aggressive enough to attack -even humanoid travellers, despite being only marginally larger than -normal hawks. -~ -35 524840 -200 C -8 0 0 2d1+80 2d3+6 -0 0 -112 112 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -89 3 0 0 512 512 0 -0 0 17138729 0 0 0 514 2 -#2502 -war dog~ -a war dog~ -A war dog remains faithfully by its master's side. -~ -Gnolls are very close to all canines, as they share a distant ancestor, -and bands of gnolls on the warpath are always accompanied by dogs bred -for battle, which remain fiercely loyal to their brutal owners. -~ -3 552 0 C -10 0 0 1d1+100 2d3+4 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -30 3 0 0 16896 512 0 -0 0 134284861 0 0 0 3 2 -> rand_prog 2~ -growl -~ -> rand_prog 2~ -bark -mpasound The sound of a dog barking issues from one of the ruined buildings. -~ -| -#2503 -gnoll chieftain~ -a wounded gnoll chieftain~ -A badly wounded gnoll chieftain leans against the wall. -~ -This fellow, evidently one of the leaders of the band that ravaged this -place, doesn't have long to live; deep slashes have incapacitated his -right leg and left arm, and he has bled copious amounts onto the ground. -There would be little honor in slaying such a foe, despite his role in -the destruction of this place. Perhaps he has some useful information? -~ -3 552 -400 C -14 0 0 1d1+66 1d4+10 -750 0 -112 112 0 -18 13 13 18 18 13 13 -0 0 0 0 0 -89 3 0 0 16385 1 0 -0 0 2047 0 0 0 64 3 -> greet_prog 100~ -if ispc($n) -mpe The gnoll looks up, bleary eyed, and tenses suddenly. -say Adventurer! It would seem you have the advantage. -mpe The gnoll gestures at his broken and torn limbs. -say I am done for, wounded as I was my clan abandoned me. -sigh -say I am now no use to anyone... -endif -~ -> rand_prog 2~ -mpe The gnoll chieftain is slipping into the grip of delirium. -mpe Random muttering escape his lips as he trembles from pain and exhaustion. -if rand(20) -say ...raid the lowlands... many gnolls... we are strong! yes... -else -if rand(30) -say The Ogrillon will lead us, yes, with his Gauntlet.... -else -if rand(40) -smile -say The Keep... to the south... a good lair... -nod -say Now that the humies have gone... a good lair... -else -if rand(50) -say Must watch out for... the giant... strong, and cruel, aye... -mutter -else -say The fire gods will strike! Destroy us all with fire and ash... -drool -endif -endif -endif -endif -~ -| -#2504 -giant worker ant~ -a giant worker ant~ -A giant worker ant hauls rubble away from a hole in the floor. -~ -Insects the size of hunting dogs, these ants are quite aggressive and -their carniverous appetite makes them mark most humanoids as potential -meals. -~ -35 512 0 C -8 0 0 1d1+80 2d2+4 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 37 0 0 0 1 2 -#2505 -giant soldier ant~ -a giant soldier ant~ -A giant soldier ant moves to protect his Queen. -~ -The guards of the nest and its Queen, these armored insects have a dim, -but malevolent, intelligence, and view all creatures not of its nest -(including other ants) as deadly foes. -~ -35 512 -200 C -10 0 0 1d1+140 3d3+6 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 45 0 0 0 9 2 -#2506 -giant ant queen~ -the queen ant~ -A bloated, massive ant lies sprawled in the center of the room. -~ -This bloated insect is so grossly fat that it can barely move to defend -itself from intruders, hence the presence of its soldier guards. You -sense a dim malevolent intelligence from the creature, and wonder at -how much these insects truly understand. -~ -3 512 -300 C -16 0 -100 1d1+299 1d1+1 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 25 0 0 256 256 0 -0 0 0 1048662 0 1 0 0 -#2507 -gnoll ~ -a gnoll~ -A drunk gnoll is snoring loudly on the floor. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -3 512 -400 C -12 0 0 1d1+149 2d4+4 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 2047 2097168 0 0 0 3 -> rand_prog 2~ -snore -~ -> rand_prog 1~ -if rand(50) -mpasound The sound of loud snoring can be heard nearby. -else -mpasound A loud retching sound can be heard. -endif -~ -| -#2508 -gnoll~ -a gnoll~ -A gnoll sentry snorts and takes a swig of his jack of ale. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -3 512 -400 C -12 0 0 1d1+149 2d4+4 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 2047 2097168 0 0 0 3 -> rand_prog 1~ -mpasound The sound of raucous singing can be heard nearby. -puke -~ -> greet_prog 20~ -if rand(25) -snarl $n -else -if rand(45) -growl $n -else -lick -endif -endif -~ -| -#2509 -magical guardian~ -a magical guardian~ -A magical guardian sits on a large wooden chair. -~ -This guardian has sat here for decades, unaware of the chaos that has -wrought such damage on other sections of the keep, continuing to hold -steadfast vigil over this area. It appears to be ignoring you, and does -not appear to be a threat in any way; perhaps it would be best if you -left it be? -~ -3 6292138 200 C -20 0 -100 1d1+499 7d4+6 -0 0 -112 112 0 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -85 3 0 0 8192 8192 2 -0 0 0 0 11266 0 1109397504 524291 -#2510 -gnoll sentry~ -a gnoll sentry~ -An alert gnoll sentry watches over the upper gate. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -35 512 -400 C -12 0 0 0d0+0 0d0+0 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 16384 16384 0 -0 0 2047 2097168 0 0 0 3 -> greet_prog 100~ -if rand(25) -yell Intruders by the upper gate! Send reinforcements! -, leaps into action! -else -if rand(45) -snarl -, grips his axe firmly. -else -if rand(65) -say Humanoids of Law! Strike them down, brothers! -grin -else -sneer $n -pummel -endif -endif -endif -~ -| -#2511 -malnourished warhorse~ -the warhorse~ -A mighty black warhorse beats angrily at the ground here. -~ -This poor brute has not been fed or brushed properly in weeks, and is now -awaiting his fate as the next course for the gnoll's dinner. -~ -262147 512 0 C -14 0 80 3d3+30 3d3+10 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -86 3 0 0 512 512 2 -0 0 67261 2 0 2048 33 2 -> rand_prog 1~ -mpasound A feeble whinney, as of an injured horse, can be heard. -~ -| -#2512 -gnoll shaman~ -the gnoll shaman~ -An elderly gnoll female sits smoking a smelly pipe. -~ -This vile woman is one of the tribal leaders, and despite her apparent -age and frailty is quite a threat. Strange visions twist and whirl in -front of you as you gaze at the pipe, and you suspect sorcery is at -work here. -~ -35 520 -700 C -14 0 0 1d1+220 2d4+4 -1200 0 -112 112 2 -16 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 262191 0 0 0 262147 524371 -> greet_prog 100~ -cackle -if ispc($n) -say Well, what have we here, my pets? Visitors! -snicker -say Or... lunch! Feast, my pets, feast! -lick -else -endif -~ -> fight_prog 15~ -mpe _yel Strange smoke pours from the pipe, affecting your vision! -mpdamage $r 25 -c blindness $r -wink $r -~ -| -#2513 -hyena~ -a hyena~ -A hyena snarls and bites as it circles its mistress' chair. -~ -These cowardly creatures are normally only dangerous in packs, though -the gnoll shaman appears to have some sort of hold on them that makes -them even more aggressive than normal, and unnaturally bold. -~ -35 520 -200 C -8 0 0 1d1+100 2d2+4 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -30 3 0 0 512 512 0 -0 0 134284861 0 0 0 1 2 -#2514 -gnoll~ -a gnoll~ -A gnoll female lays plates of food on the table. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -3 512 -400 C -10 0 0 1d1+149 2d4+4 -200 0 -112 112 2 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 16384 16384 0 -0 0 2047 2097168 0 0 1 3 -#2515 -man at arms~ -a man-at-arms~ -A badly bruised human sits on the stone floor. -~ -This unfortunate soul is one of the survivors of the original garrison, -kept now to be devoured at an upcoming feast. While he is grateful to -see a face other than gnollish, he is still suspicious of your motives; -he has known too many adventurers... -~ -131 512 400 C -12 0 0 8d8+120 1d4+4 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 32 3 -> rand_prog 2~ -moan -mpasound Muffled cries for help can be heard from somewhere nearby. -~ -> greet_prog 100~ -if rand(50) -say Release us, stranger, free us from this horrid fate! -moan -else -say They intend to devour us, stranger, pray, free us! -shiver -endif -~ -| -#2516 -gnoll sentry~ -a gnoll sentry~ -A gnoll stares intently out the crossletted arrowslits. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -3 512 -400 C -12 0 0 1d1+149 2d4+4 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 16384 16384 0 -0 0 2047 2097168 0 0 0 3 -#2517 -drunken gnoll sentry~ -a drunken gnoll~ -A drunken gnoll sentry staggers to his feet. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -35 512 -400 C -12 0 0 1d1+149 2d4+4 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 16384 16384 0 -0 0 2047 2097168 0 0 0 3 -> rand_prog 2~ -burp -~ -> rand_prog 2~ -drool -~ -| -#2518 -gnoll archer~ -a gnoll archer~ -A gnollish archer patrols the battlements, keeping an eye out. -~ -The foul humanoids that have taken over the Keep, these doglike beasts -wield their weapons with great strength and precision, when they are not -rolling drunk, which is fortunately rare. -~ -33 512 -400 C -12 0 0 1d1+149 2d4+4 -500 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -89 3 0 0 16384 16384 0 -0 0 2047 2097168 0 0 0 3 -> rand_prog 2~ -mutter -~ -> rand_prog 2~ -yawn -~ -> greet_prog 100~ -yell Intruder on the lower battlements! -snarl -mpe The gnoll hastily nocks an arrow to his bow and fires! -if dex($n) < 16 -mea $n An arrow strikes you in the thigh! -mpdamage $n 25 -else -mea $n You nimbly avoid the arrow. -endif -~ -| -#2519 -half ogre mercenary~ -a half-ogre mercenary~ -A burly half-ogre cracks his knuckles as he stalks about the room. -~ -Hired on by the new master of the keep some weeks ago, the half-ogre is -going crazy with boredom, as there has not been much call for his -particular 'skills' since the keep fell. -~ -35 512 -786 C -13 0 0 1d1+250 1d10+6 -5000 0 -112 112 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 3148032 0 0 80 524291 -> greet_prog 100~ -mpe The half-ogre lets out a hoarse cry as he spies you. -~ -> rand_prog 2~ -mutter -say A siege, an ambush, a knifing... ANYTHING! -~ -> fight_prog 10~ -pummel -~ -| -#2520 -prisonone ogrillon~ -the ogrillon~ -A ferocious hybrid of ogre and some other unknown race gibbers and drools. -~ -Once the powerful ruler of the forces that took the keep, the ogrillon's -weak intellect was unable to withstand the mental assault of the Gauntlet -it wore, and when the gauntlet had achieved its goal (the taking of the -Keep), it slowly drove the brute mad, and now awaits a new owner... -~ -3 552 -1000 C -18 0 0 1d1+10 1d1+100 -15000 0 -112 112 1 -13 13 22 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 0 0 0 0 0 -> all_greet_prog 100~ -if ispc($n) -mea $n At last! You have found the power behind the forces that have -mea $n conquered the Keep of Alderweg, the fell mastermind of the plan. -mea $n But wait, an Ogrillon? How could such a creature organize and -mea $n execute such a conquest? Wait, what is that he wears on his hand? - if wearingvnum($n) == 8743 - mea $n _whi The Sentinel suddenly speaks, its voice trembling with rage. - mea $n _lbl The Sentinel says ''Ware, fell Gauntlet, Judgement is at hand!' - sneer - mea $n _lbl The Gauntlet says 'Foolish Sentinel, I shall escape thee!' - else - mea The ogrillon speaks, in a deep booming human voice. - say Well, it would seem you have found me... - say But don't expect me to linger for long! - cackle - endif -mpe _blu The ogrillion crushes a gem in its gauntleted fist, and is gone! - if wearingvnum($n) == 8743 - mea $n _lbl The Sentinel says 'No! It cannot be! Where has he gone?' - mea $n _lbl The Sentinel says 'He must have escaped to the magical prison.' - mea $n _lbl The Sentinel says 'Quickly, make haste there and stop him!' - endif -mpe All that remains of the ogrillon is a small leather bound book... -mpoload 2543 -mpmset self flags secretive -drop ledger -mpmset self flags secretive -mpgoto 2560 -remove gauntlet -mpat 2563 drop gauntlet - if mobinarea(2521) == 1 - mpat 2563 mpforce lorganarch get gauntlet - mpat 2563 mpforce lorganarch wear gauntlet - mpat 2563 mpforce lorganarch yell The power is mine! - endif -endif -~ -| -#2521 -lorganarch giant two headed troll~ -Lorganarch~ -A giant, two-headed troll scowls as it is released from its confinement. -~ -This foul creature was once lord of a tribe of local brigands, brought -to justice by the Duke of Alderweg and imprisoned in the magical cell. -He has remained in a state of suspended animation for nigh on 50 years, -and thus will emerge with the same anger he had seconds before the Duke -cast him here... -~ -37 552 -800 C -18 0 0 1d1+500 3d8+8 -0 0 -112 112 0 -20 13 13 20 20 3 3 --10 -10 -10 -10 -10 -0 3 0 0 64 64 2 -0 0 264127 86 3584 161 643 524291 -> rand_prog 33~ -get all -wear all -lick -~ -> fight_prog 15~ -pummel -~ -> fight_prog 15~ -blitz -~ -| -#2522 -tunnel giant ant~ -a giant soldier ant~ -A giant soldier ant bursts through the earthen wall. -~ -The guards of the nest and its Queen, these armored insects have a dim, -but malevolent, intelligence, and view all creatures not of its nest -(including other ants) as deadly foes. -~ -35 512 -200 C -12 0 0 1d1+140 3d3+6 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1634038369 1634038369 0 -0 0 45 0 0 0 9 2 -#2525 -fire giant chief~ -the fire giant chieftain~ -A massive, redskinned man glowers menacingly at all who enter. -~ -The head of a large band of mercenaries, this menacing figure is both -respected and feared by those he commands. Despite his malevolent -appearance (and nature) the giant is not a criminal or a bandit, and is -merely here to fetch back what is rightfully his from the Ogrillon. -~ -3 552 -400 C -18 0 -100 10d10+600 2d8+14 -50000 0 -112 112 1 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 3408 2097153 2 80 524291 -> greet_prog 100~ -if isimmort($n) -grovel $n -else -if ispc($n) -glare $n -say Ho, weakling humanoid, what business have ye in my camp? -hmm -say If ye wish to sign on, then forget it! You are far too scrawny... -say Although my hounds do hunger, perhaps you could feed them! -cackle -mpe The tent reverberates with laughter. -mpasound A deep, booming laugh resounds from within the tent. -else -if name($n) == hobgoblin -frown -say Get back outside, peon! -mpforce $n e -else -if name($n) == hell hound -pat $n -smile -else -blink -say What could YOU possibly want HERE? -bog $n -endif -endif -endif -endif -~ -> act_prog flees~ -cackle -yell Run, run $n, back to ye mother's teat! -snicker -~ -> fight_prog 20~ -stun -roar -mutter -~ -> bribe_prog 1000~ -eye $n -say What's this for? Surely you cannot hope to purchase my services... -say Gods, I have a daughter to rescue! -mutter -say But, I'll keep the gold, methinks! -cackle -mpjunk coins -~ -> speech_prog ogrillon~ -gasp -Say The Ogrillon!?! You know of that beast? Speak, then, tell me! -, paces the floor, musing. -say Wait, don't tell me, do for me! Find where he has kept my daughter. -say If you do, I will agree to pay you a handsome reward! -nod -~ -> speech_prog daughter~ -say Yes, my daughter, taken from me by that accursed Ogrillon. -mutter -say By Surtur's beard, the hurting I shall inflict upon him -say when I find him... -, slams his balled right hand into his left palm. -~ -> rand_prog 2~ -, paces the floor, musing. -if ispc($r) -mpe Noticing you, he turns, obviously irritated. -say Well!?! What do you want, $n??? -scowl -endif -~ -> speech_prog gauntlet~ -say Gauntlet? What gauntlet? I am not concerned with gauntlets. -say I am concerned with two things- my daughter, and that accursed -say ogrillon, who has taken her from me! -growl -~ -| -#2526 -hell hound~ -a hell hound~ -A red hound, its fur aflame, stalks about the camp. -~ -Fearful pets of the fire giants, these hounds are surrounded at all -times by flickering flames, that burn just above their blood red pelts. -The heat is sufficiently intense that to be even within a dozen yards -causes discomfort. Normally aggressive, you sense some greater force is -holding these naturally ferocious beasts at bay. -~ -65 33554984 -400 C -13 0 0 1d1+250 4d4+4 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 -5 -5 -30 3 0 0 512 512 0 -0 0 134284861 0 1 2 1 2 -> greet_prog 100~ -mea $n The beast growls but does not attack. -~ -| -#2527 -hobgoblin mercenary~ -a hobgoblin mercenary~ -A lean, battle-scarred hobgoblin leans on his polearm. -~ -This scarred veteran of countless campaigns is a ruthless killer, its -natural instinct for carnage reined in by a code of conduct imposed by -its kind as well as the tyrannical fire giant. His armor and weapons are -in good condition, and reflect this same discipline. -~ -65 512 -400 C -12 0 0 1d1+200 1d8+1 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 16384 16384 2 -0 0 47 0 0 0 576 3 -> greet_prog 100~ -mea $n The mercenary ignores you as he makes his way about the camp. -~ -| -#2528 -hobgoblin sentry~ -the hobgoblin sentry~ -An alert hobgoblin sentry stands here. -~ -This scarred veteran of countless campaigns is a ruthless killer, its -natural instinct for carnage reined in by a code of conduct imposed by -its kind as well as the tyrannical fire giant. His armor and weapons are -in good condition, and reflect this same discipline. -~ -3 512 -400 C -12 0 0 1d1+200 1d8+1 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 16384 16384 2 -0 0 47 0 0 0 576 3 -> greet_prog 100~ -if ispc($n) -say Halt! Who goes there! -peer -mea $n Seeing you, the sentry relaxes noticeably, and waves you on. -tell $n New recruits to the end, that's where the Boss' tent lies -else -nod -endif -~ -> fight_prog 10~ -yell Trouble at the east entrance! -mpe The hobgoblin is joined by some comrades, to aid in defending the camp! -mpmload 2529 -mpmload 2529 -~ -| -#2529 -hobgoblin berserker~ -a hobgoblin berserker~ -A hobgoblin berserker snarls and gnashes his sharpened teeth. -~ -This scarred veteran of countless campaigns is a ruthless killer, its -natural instinct for carnage reined in by a code of conduct imposed by -its kind as well as the tyrannical fire giant. His armor and weapons are -in good condition, and reflect this same discipline. -~ -35 552 -400 C -12 0 0 1d1+200 1d8+1 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 10 0 0 16385 16384 2 -0 0 47 0 2100480 0 262723 3 -> rand_prog 2~ -drool -~ -> rand_prog 2~ -snarl -~ -| -#2530 -chieftain guard~ -the chieftain's guard~ -A hobgoblin stands before the large red tent. -~ -This scarred veteran of countless campaigns is a ruthless killer, its -natural instinct for carnage reined in by a code of conduct imposed by -its kind as well as the tyrannical fire giant. His armor and weapons are -in good condition, and reflect this same discipline. -~ -3 512 -400 C -12 0 0 1d1+200 1d8+1 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 16384 16384 2 -0 0 47 0 0 0 576 3 -> greet_prog 100~ -if isnpc($n) -else -if wasinroom($n) == 2577 -eye $n -say Your audience go well? -else -say Seeing the chief, are we? Very well, go on in... -, jerks a thumb over his shoulder. -snicker -endif -endif -~ -> fight_prog 10~ -snarl -say Ye'll be sorry ye did that! -yell Send the berserkers! -mpe Several snarling hobgoblins emerge from nearby tents... -mpmload 2529 -mpmload 2529 -mpmload 2529 -~ -| -#2531 -resting mercenary hobgoblin~ -a hobgoblin mercenary~ -A hobgoblin mercenary rests by the campfire. -~ -This scarred veteran of countless campaigns is a ruthless killer, its -natural instinct for carnage reined in by a code of conduct imposed by -its kind as well as the tyrannical fire giant. His armor and weapons are -in good condition, and reflect this same discipline. -~ -3 512 -400 C -12 0 0 1d1+200 1d8+1 -1000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 16384 16384 2 -0 0 47 0 0 0 64 3 -#2532 -screaming devilkin~ -a screaming devilkin~ -A tiny, demonic creature darts about the tent. -~ -Standing at no more than two feet high, these creatures are deceptive -in their appearance, for while one imagines they'd be an easy foe to best, -one can be suddenly, and lethally surprised by their ferocity. In addition, -the high pitched shriek that issues forth in combat can fell mighty opponents. -~ -39 524840 -400 C -10 0 0 1d1+120 1d4+6 -0 0 -112 112 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 3 -0 0 362041 0 0 0 7 2 -> fight_prog 25~ -mpasound An ear-piercing shriek echoes around the camp. -mpe The devilkin opens its mouth wide and screams loudly! -shriek -~ -| -#2533 -fire giant chieftain daughter~ -the fire chieftain's daughter~ -A formidable fire giant glares around her. -~ -Captured by the despicable Ogrillon and held to ransom, this woman is -far from devout, but will not attack her rescuers outright; the lawful -nature of fire giants means that they know when to restrain their natural -urges to slay hereditary enemies. -~ -3 512 -400 C -16 0 0 1d1+600 2d8+4 -5600 0 -112 112 2 -22 13 13 22 22 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 2097232 1 2 144 2 -> rand_prog 2~ -glare -~ -| -#2534 -prisonsac volt beastie~ -a volt~ -A flying serpent sparkling with electricity lashes its tail out. -~ -A magical creature that resembles a flying serpent, a volt is charged -with lethal doses of electricity; lethal, that is, save to itself. The -discharge can fell an elephant, however. -~ -33 67633664 -500 C -13 0 -50 8d10+88 2d2+4 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 65569 0 4 0 9 2 -#2535 -revenant~ -a revenant~ -The ghostly form of a man slain unjustly refuses to rest. -~ -Decades ago, the Duke of Alderweg accidentally slew a young knight on -a hunting trip. Although it was an accident, the spirit of the knight -lingered, as a revenant, stalking the Duke endlessly. Eventually the -duke managed to trap it in this tower, where it has remained. It ignores -the gnolls, and thus they are free to store their items here, but the -arrival of an intelligent being will certainly stir it. -~ -3 335553192 200 C -21 0 -100 1d1+1000 11d2+18 -0 0 -112 112 0 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -67 0 0 0 1 1 0 -0 0 0 1056880 2100998 0 4099 524419 -> greet_prog 100~ -if race($n) == human - if class($n) == mage - say Van Arthog... you are MINE! - mea $n The creature has mistaken you for its old enemy! - moan - murder $n - else - say Van Arthog... wait, no, you are not he... - moan - endif -else -say Stranger, seek me Van Arthog, his soul is mine... -moan -endif -~ -> fight_prog 20~ -mea $n _lbl The revenant's cold hands encircle your neck, and squeeze! -mer $n _lbl The revenant grabs ahold of $n's neck with freezing hands! -c 'chill touch' -c 'energy drain' -mpdamage $n 25 -~ -> hitprcnt_prog 20~ -howl -~ -| -#2599 -final mob~ -a newly created final mob~ -Some god abandoned a newly created final mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#2500 -rowboat~ -a rowboat~ -A long wooden rowboat hangs from two ropes on the roof.~ -~ -22 0 1 -0 0 0 0 -100 4000 400 -E -rowboat~ -Small, but sturdy, this craft would be capable of traversing small bodies -of water after a little soaking to expand the planks. -~ -#2501 -splint mail~ -A suit of splint mail~ -A suit of crude, but functional, splint mail lies here.~ -~ -9 17481728 9 -10 0 0 0 -20 500 50 -E -splint mail~ -Heavy armor shunned by the spellcasting classes, this mail affords -a variety of benefits to those trained in its use. -~ -A -1 1 -A -5 1 -A -13 10 -A -18 2 -A -19 2 -A -22 -2 -A -24 2 -#2502 -heavy crossbow~ -a heavy crossbow~ -This crossbow has seen better days...~ -~ -5 262144 8193 -0 0 0 7 -8 250 25 -E -crossbow~ -Once a fine missile weapon, this crossbow is missing its string and -can no longer be loaded, and thus it serves only as a simple bludgeoning -weapon. -~ -#2503 -spiked collar~ -a spiked dog collar~ -A spiked dog collar is curled up on the floor.~ -~ -9 524288 5 -5 0 0 0 -2 330 33 -E -spiked dog collar~ -A rather vicious item of apparel, this collar could inflict significant -damage, tearing at the flesh of whoever the wearer was biting, assuming -the wearer was a canine (or an orc...) -~ -A -2 -1 -A -18 -2 -A -19 2 -#2504 -jade bracelet~ -a jade bracelet~ -A string threaded through several pieces of jade is here.~ -~ -9 8488000 4097 -5 0 0 0 -1 5000 500 -E -jade bracelet~ -You sense strange properties in this neglected piece of jewelry. Jade -is the most powerful semi-precious stone in the Realms in magical -rituals, and this bracelet has undoubtedly been infused with certain -enchantments. -~ -A -3 1 -A -4 1 -A -12 10 -A -18 2 -#2505 -battle axe~ -a battle axe~ -A metal battle axe is buried in a chunk of wood.~ -~ -5 524288 8193 -0 0 0 3 -25 350 35 -E -battle axe~ -A simple, sturdy double bladed broad axe, used with two hands, though -the gnolls are burly enough to wield it single handed. -~ -A -19 2 -A -18 -2 -#2506 -leather bracer~ -a leather bracer~ -A thick leahter bracer lies here.~ -~ -9 262144 4097 -4 0 0 0 -1 200 20 -E -leather bracer~ -The type worn by archers and crossbowmen, this wrist guard affords -little protection, but it steadies the wrist, allowing for greater -accuracy and distance. -~ -A -18 3 -#2507 -battered iron helmet~ -a battered iron helmet~ -A rather battered iron helmet has been discarded here.~ -~ -9 0 17 -5 0 0 0 -2 150 15 -E -battered iron helmet~ -Large dents and holes in the helmet seem to indicate that it did its -previous wearer much good, though you sense somehow that there is a -bit of life left in it yet... -~ -A -5 1 -A -4 -2 -A -12 -10 -A -13 20 -#2508 -leather belt~ -a leather belt~ -This thin strip of leather would serve as a crude belt.~ -~ -9 262144 4097 -4 0 0 0 -1 40 4 -E -leather belt~ -This belt is unremarkable in every way, save that there are twelve -notches in a section near the buckle. -~ -A -2 2 -A -12 10 -#2509 -leather leggings~ -leather leggings~ -These leggings are covered in unmentionable stains.~ -~ -9 262144 33 -4 0 0 0 -3 75 7 -E -leather leggings~ -A pair of leather trousers, thickened and lined with strips of boiled -leather, these makeshift greaves afford some protection for the legs, -and are far less cumbersome than their metal counterparts. -~ -A -1 1 -A -22 -1 -A -14 25 -#2510 -bearskin cloak~ -a bearskin cloak~ -A bearskin has been slung on the floor.~ -~ -9 262144 5 -8 0 0 0 -10 750 75 -E -bearskin cloak~ -A cloak in the loosest sense of the word, this uncured hide has literally -been torn from the back of some unfortunate grizzly and slung about the -slayer's shoulders. -~ -A -5 1 -A -13 20 -A -23 -2 -#2511 -hard leather boots~ -hard leather boots~ -These scuffed boots are made of durable cowhide.~ -~ -9 0 65 -6 0 0 0 -2 500 50 -E -leather boots~ -These boots have metal rivets on the sides, and caps on the toes, that -make them good makeshift weapons, though they make walking great -distances in them rather tiring and painful on the toes. -~ -A -14 -25 -A -13 10 -A -19 2 -#2512 -sword cold~ -cold sword~ -This sword glistens with a sheen of ice.~ -~ -5 1345 8193 -0 0 0 6 -8 175000 17500 -E -cold sword~ -A powerful weapon, this magical blade was forged in cold fire, and has -unique properties. Inscribed on its blade are a series of runes... -~ -E -runes~ -The runes appear to be written in an ancient language; you aren't sure -what they say or do. -~ -A -18 6 -A -19 4 -A -23 -2 -> exa_prog 100~ -if rand(33) -mpe _lbl The air suddenly grows cold... -mea $n The runes on the sword glow briefly, and you feel rather odd... -c inner $n -else -endif -~ -| -#2513 -studded leather armor~ -studded leather armor~ -This armor is stained with food and ale.~ -~ -9 0 9 -5 0 0 0 -13 250 25 -E -leather armor~ -Several strips of leather bound with wire and lined with heavy metal -studs comprise this armor, which is lighter than chain or splint and -affords almost equivalent protection. -~ -A -17 -5 -A -13 10 -#2514 -wooden shield~ -an old wooden shield~ -This shield bears the marks of many battles.~ -~ -9 262144 513 -7 0 0 0 -5 150 15 -E -shield~ -This shield is so battered and old that it is all but useless. -~ -A -17 1 -A -2 -1 -#2515 -loop gold earring~ -a gold earring~ -A small gold earring has been forgotten.~ -~ -9 524288 65537 -3 0 0 0 -1 1200 120 -E -loop gold earring~ -A plain band of gold fashioned into an earring. -~ -A -18 1 -A -19 1 -#2516 -oaken club~ -an oaken club~ -An oaken club covered in runes hums ominously.~ -~ -5 262210 8193 -0 0 0 7 -10 2000 200 -E -club~ -A heavy, but impressive weapon that is capable of caving in the skulls -of smaller humanoids. -~ -A -12 30 -A -19 3 -#2517 -plain wooden pipe~ -a plain wooden pipe~ -Despite appearances, you suspect there is more to this pipe than meets the eye...~ -~ -3 64 16385 -15 3 2 -1 -1 5000 500 -'blindness' -E -pipe~ -An unremarkable pipe, though it does seem to glint in the light ever -so slightly... -~ -> use_prog 100~ -mea $n _yel Smoke billows from the pipe into the eyes of your foes! -~ -| -#2518 -studded leather gauntlets~ -studded leather gauntlets~ -A pair of studded leather gauntlets lie on the floor, wanting for hands.~ -~ -9 0 129 -4 0 0 0 -3 400 40 -E -gauntlets~ -Simple in form, but durable and efficient, these gauntlets were doubtless -stolen by their current user from a dwarf or gnome. -~ -A -1 1 -A -18 2 -#2519 -wolf pelt~ -a wolf's pelt~ -This wolf pelt can be wrapped about the body.~ -~ -9 262144 1025 -6 0 0 0 -1 500 50 -E -pelt~ -Torn from the back of a Timber Wolf, this pelt will both protect the -wearer from the cold, and afford them some armor against weapon blows. -~ -A -17 -10 -A -13 20 -#2520 -splinted sleeves~ -splinted sleeves~ -These heavy sleeves would seriously encumber the arms.~ -~ -9 49152 257 -7 0 0 0 -12 1000 100 -E -sleeves~ -Heavy and rather restrictive on arm movement, these devices nevertheless -afford great protection and add a bit of weight to your weapon strikes. -~ -A -2 -2 -A -13 15 -A -19 2 -#2521 -gnollish longbow bow~ -a heavy gnollish longbow~ -A heavy gnollish longbow lies unwanted here.~ -~ -56 262144 262145 -8 0 2 14 2 0 -10 500 50 -E -longbow~ -This simple weapon can propel arrows a good 200 yards or more with -some degree of accuracy. -~ -#2522 -spell book cover~ -a spell book cover~ -This cover has been torn from a spellbook and fashioned into an adornment.~ -~ -9 262208 5 -4 0 0 0 -1 0 0 -E -spell book cover~ -Torn by the ignorant ogrekin from a spellbook because it was inlaid -with semi-precious stones, it has had a hole punched through one corner -and a thin strip of leather fed through it, so it can be worn about -the neck. -~ -A -12 15 -A -24 -2 -#2523 -castellan longsword~ -the Castellan's longsword~ -A magical longsword lies here, unwanted and forgotten.~ -~ -5 524352 8193 -0 0 0 3 -20 150000 15000 -E -longsword sword~ -This fine blade was once wielded by the Castellan of Alderweg, though -it didn't do him much good when he was cut down by gnolls. -~ -A -18 4 -A -19 4 -A -24 -2 -#2524 -weapon rack~ -the weapon rack~ -A weapon rack lines the west wall.~ -~ -15 0 0 -10000 1 0 0 -1 0 0 -E -weapon rack~ -This weapon rack, like many others in the keep, has long since been -stripped of any useful weapons, though the odd sword or shield may have -been overlooked. -~ -#2525 -gauntlet~ -The Gauntlet~ -A gauntlet of tough black leather has been discarded here.~ -~ -9 524882 129 -17 0 0 0 -10 225600 22560 -A -13 25 -A -18 3 -A -19 3 -> get_prog 100~ -if isgood($n) -else -mea $n _blu A deep, booming voice speaks in your mind as you grasp $o. -mea $n _whi The Gauntlet tells you 'Wear me, $n, feel my power!' -mpforce $n shiver -mpforce $n grin -endif -~ -> wear_prog 100~ -if isgood($n) -else -mea $n You feel a surge of power flow through your arm. -mer $n $n grins confidently as power flows through $m. -mpforce $n flex -if rand(10) -c kindred $n -endif -endif -~ -> remove_prog 100~ -if isgood($n) -else -mea $n You find yourself somehow reluctant to remove the device. -if wis($n) < 15 -mea $n Struggling, you find that you cannot resist the urge! -mpforce $n wear $o -else -mea $n You resist the urge to don it immediately. -endif -endif -~ -> sac_prog 100~ -if isgood($n) -mea $n _whi A brilliant light shines from the heavens, bathing you in its glow. -mer $n _whi A brilliant light shines from the heavens, bathing $n in its glow. -c sanc $n -else -mea $n _whi The Gauntlet tells you 'NNNNNNNOOOOOOO!!!!!!!' -mpe _blu Sparks of electricity fly from the ruined artifact. -mpdamage $n 50 -endif -~ -> exa_prog 100~ -mea $n Peering closely at the worn leather material, you notice several -mea $n large metal protuberences, similar to the studs and rivets found -mea $n on certain types of leather armor. -if isevil($n) -mea $n _whi A voice whispers to you 'Wear me, $n, tarry not!' -mpforce $n ponder -else -mea $n You sense, somehow, that this is a device of war, of bloodshed. -mea $n _red Images of violent conflict arise unbidden in your mind. -mea $n _whi Through them all, however, you notice a white gloved hand... -endif -~ -| -#2526 -duke robes~ -the Duke's robes~ -A silk robe with gold brocade and sable trim has been piled here.~ -~ -9 64 1025 -11 0 0 0 -4 15000 1500 -E -duke robes~ -These robes were once of fine quality and repair, but their new owner -has been less than gentle with them, resulting in considerable damage -to the weave. Nevertheless, they still appear to be functional. -~ -A -3 1 -A -18 2 -A -19 2 -A -24 -2 -A -13 15 -A -12 15 -#2527 -scroll protection~ -a scroll of protection~ -A piece of vellum bound with a red ribbon lies here.~ -~ -2 0 1 -15 -1 -1 -1 -1 5000 500 -'protection' 'sanctuary' 'NONE' -E -scroll~ -This piece of vellum is inscribed with various magical runes and symbols -which, when invoked, will call forth magical effects of unknown power and -type. -~ -#2528 -prison gem sac~ -a prison gem~ -A brilliant gemstone, of contrasting white and black, lies here.~ -~ -8 0 16385 -0 0 0 0 -1 80000 8000 -E -prison gem gemstone~ -This is a fine piece of jewelry, though you somehow suspect its true -value is something greater than that... -~ -> sac_prog 100~ -if inroom($i) == 2527 - if mobinarea(2520) == 1 - mpe _dbl The cell's occupant appears in a puff of smoke. - mptrans 'prisonone ogrillon' - mpe It is the dread Ogrillon! - if wearingvnum($n) == 8743 - mpe _lbl The Sentinel says 'The Ogrillon! But no Gauntlet?' - mpe _lbl The Sentinel says 'The device has fled to another prison...' - else - endif - else - mpe _whi Nothing appears... that cell is apparently empty now. - endif -else -mea $n You must be in the special release chamber behind the pillar. -endif -~ -| -#2529 -prison gem sac2~ -a prison gem~ -A brilliant gemstone, of contrasting white and black, lies here.~ -~ -8 0 16385 -0 0 0 0 -1 80000 8000 -E -prison gem gemstone~ -This is a fine piece of jewelry, though you somehow suspect its true -value is something greater than that... -~ -> sac_prog 100~ -if inroom($i) == 2527 - if mobinarea(2533) == 1 - mpe _dbl The cell's occupant appears in a puff of smoke. - mptrans 'fire giant chieftain daughter' - mpe It is the daughter of a local fire giant chieftain! - if wearingvnum($n) == 8743 - mpe _lbl The Sentinel says 'This isn't what we're after!' - mpe _lbl The Sentinel says 'Quickly, $n, try another prison...' - else - endif - mpforce daughter say 'Ha! Father sent you to rescue me, I'll wager.' - mpforce daughter say 'Well, I'm not going back, I shan't! - tantrum - else - mpe _whi Nothing appears... that cell is apparently empty now. - endif -else -mea $n You must be in the special release chamber behind the pillar. -endif -~ -| -#2530 -prison gem sac3~ -a prison gem~ -A brilliant gemstone, of contrasting white and black, lies here.~ -~ -8 0 16385 -0 0 0 0 -1 80000 8000 -E -prison gem gemstone~ -This is a fine piece of jewelry, though you somehow suspect its true -value is something greater than that... -~ -> sac_prog 100~ -if inroom($i) == 2527 - if mobinarea(2534) == 1 - mpe _dbl The cell's occupant appears in a puff of smoke. - mptrans 'prisonsac volt beastie' - mpe It is a strange flying serpent, enshrouded in sparking energy! - if wearingvnum($n) == 8743 - mpe _lbl The Sentinel says 'This isn't what we're after!' - mpe _lbl The Sentinel says 'Quickly, $n, try another prison...' - else - endif - mpforce 'prisonsac volt beastie' c 'charged beacon' $n - else - mpe _whi Nothing appears... that cell is apparently empty now. - endif -else -mea $n You must be in the special release chamber behind the pillar. -endif -~ -| -#2531 -prison gem sac4~ -a prison gem~ -A brilliant gemstone, of contrasting white and black, lies here.~ -~ -8 0 16385 -0 0 0 0 -1 80000 8000 -E -prison gem gemstone~ -This is a fine piece of jewelry, though you somehow suspect its true -value is something greater than that... -~ -> sac_prog 100~ -if inroom($i) == 2527 - if mobinarea(2521) == 1 - mpe _dbl The cell's occupant appears in a puff of smoke. - mptrans 'lorganarch giant two headed troll' - mpe It is a monstrous, giant two-headed troll! - if wearingvnum($n) == 8743 - mpe _lbl The Sentinel says 'Yes! This will be the owner of it!' - mpe _lbl The Sentinel says 'Pray, $n, that he has the Gauntlet!' - else - endif - mpforce 'lorganarch giant two headed troll' flex - mpforce 'lorganarch giant two headed troll' say Hello lunch! - mpforce 'lorganarch giant two headed troll' grin - mpforce 'lorganarch giant two headed troll' murder $n - else - mpe _whi Nothing appears... that cell is apparently empty now. - endif -else -mea $n You must be in the special release chamber behind the pillar. -endif -~ -| -#2532 -red plate mail~ -red plate mail~ -A suit of giant-sized red plate lies spread out here.~ -~ -9 524818 9 -12 0 0 0 -50 57560 5756 -A -17 -20 -A -18 3 -A -19 3 -A -27 1 -A -29 2 -A -13 15 -A -12 15 -> wear_prog 100~ -if race($n) == half-ogre -or race($n) == half-troll -else -mea $n The armor is far too big for you. -mpforce $n remove $o. -endif -~ -| -#2533 -flaming sword~ -a flaming sword~ -The edge of this blade is limned with bluish flame.~ -~ -5 65 8193 -0 0 0 6 -18 75000 7500 -E -sword~ -This sword is swathed in magical flame. -~ -A -18 4 -A -19 4 -#2534 -voulge~ -a voulge~ -A long pole arm, known as a voulge, is thrust into the dirt.~ -~ -5 524288 8193 -0 0 0 3 -12 1200 120 -E -voulge~ -A simple, but sturdy weapon, this pole arm is favored by footmen from -many races. -~ -A -18 3 -#2535 -leather cuirass~ -a leather cuirass~ -A leather cuirass lies abandoned in the mud.~ -~ -9 262144 9 -7 0 0 0 -1 500 50 -E -leather cuirass~ -Showing considerable signs of wear, the armor is nevertheless still in -quite acceptable working order. -~ -#2536 -camp fire~ -the camp fire~ -A large camp fire blazes here, between the tents.~ -~ -34 0 0 -0 0 0 0 -1 0 0 -#2537 -prison gem sac5~ -a prison gem~ -A brilliant gemstone, of contrasting white and black, lies here.~ -~ -8 0 16385 -0 0 0 0 -1 80000 8000 -E -prison gem gemstone~ -This is a fine piece of jewelry, though you somehow suspect its true -value is something greater than that... -~ -> sac_prog 100~ -if inroom($i) == 2527 -mpe _whi Nothing appears... that cell is apparently empty now. -else -mea $n You must be in the special release chamber behind the pillar. -endif -~ -| -#2538 -gaping hole~ -a gaping hole~ -A gaping hole leads down into a tunnel.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#2539 -cooking fire~ -a cooking fire~ -A cooking fire blazes in the hearth.~ -~ -34 0 0 -0 0 0 0 -1 0 0 -#2540 -cauldron oil~ -a cauldron of oil~ -A cauldron of oil sits here, ready to be heated.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -cauldron~ -This metal pot is filled with a highly flammable liquid. -~ -#2541 -arrow~ -a black arrow~ -A black fletched arrow is buried in the ground.~ -~ -57 0 1 -0 0 2 14 -1 20 2 -E -arrow~ -Shot straight and true, this arrow could travel 200 yards or more. -~ -#2542 -quiver~ -a quiver~ -A small green case filled with arrows spills its contents everywhere.~ -~ -58 0 1 -20 1 -1 0 -1 54 5 -E -quiver~ -This device is used to store arrows or quarrels. -~ -#2543 -prison ledger~ -the prison ledger~ -A small, leather bound ledger rests on the floor.~ -~ -35 0 1 -0 0 0 0 -1 0 0 -E -prison ledger~ -The ledger is filled with a neat, flowing script, that details prisoners -held in a magical goal, presumably located somewhere in the Keep. It -mentions that gems are needed to contain and release those kept in the 5 -cells; presumably, these have been scattered about the Keep. If the -actions of the Ogrillon were any indication, then these gems must be -crushed, in the appropriate chamber of release. There is a list of those -stored in these cells, though its upkeep since the arrival of the gnolls -has been sporadic at best- - -Cell #1 - Empty - -Cell #2 - (indecipherable) - -Cell #3 - (indecipherable) - -Cell #4 - Lorganarch - -Cell #5 - Empty - -The Ogrillon, and more importantly the Gauntlet, must be in one of these cells! -~ -#2544 -skeleton~ -a skeleton~ -A skeleton lies slumped over a weapon rack.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -skeleton~ -It is the skeleton of a small human, or an elf perhaps. There is no -sign of how the creature met its end. -~ -#2545 -silver earring~ -a silver earring~ -An earring of shining silver glimmers faintly.~ -~ -9 8914017 65537 -3 0 0 0 -1 37560 3756 -E -silver earring~ -A pretty bauble, perhaps enow to curry the favor of a pretty noble. -~ -A -31 1 -A -25 1 -A -12 22 -A -22 -2 -#2546 -bone necklace~ -a goblin bone necklace~ -A series of goblin finger bones have been threaded on a loop of leather.~ -~ -9 0 5 -5 0 0 0 -2 600 60 -E -bone necklace~ -Doubtless a grim trophy of past victories against that fecund race. -~ -A -18 2 -A -19 1 -A -24 -3 -#2599 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#2500 -The Underground Harbor~ -The stairs end at the eastern end of a narrow ledge that runs around -three sides of the dark, water filled chamber that lies to the west. -Lack of light makes it difficult to determine the depth of the water, or -what may lurk within, though you suspect the thick, albeit corroded, -iron gates visible to the far west would keep out most unwanted marine -life. In days of old the Duke and his family would come down here, and -row out onto the lake. A series of ropes attached to straining pulleys -in the roof support the family boat, which has not been used in years. -~ -0 1048585 0 -D3 -The waters flow in from the end of the harbor. -~ -~ -0 -1 2501 -D4 -~ -~ -0 -1 8767 -S -#2501 -The Harbor Entrance~ -The end of this flooded chamber is barred by thick rusted iron gates, -set in the southwestern wall of the cavern. Through gaps in the metal -you can peer out onto the choppy waters of the Lake, stirred by the -winds accompanying an approaching stormfront. Eager to be out of these -damp subterranean caves, you prepare to open the gate and head out onto -the lake, away from the fetid waters here. -~ -0 9 7 -D1 -A staircase can be seen heading up from the waters. -~ -~ -0 -1 2500 -D9 -The open waters of the lake beckon. -~ -~ -3 -1 2502 -S -#2502 -Sailing the Lake~ -You emerge from the subterranean dock and out onto the windswept waters -of Lake Spendlowe. The strong gusts of wind drive you southwards; travel -back north along the lake towards Kusnir is impossible. Dark stormclouds -hover menacingly above that fishing village; you wonder if they will call -off the competition in light of these adverse weather conditions. The -villa is visible from here, to the east, at the top of the bank that rises -in this direction. The lake stretches southwards, branching off into -various tributaries. No other vessels can be seen from here; this section -of the lake must be devoid of fish. -~ -0 0 7 -D2 -The lake flows southward into the Gann. -~ -~ -0 -1 2503 -D6 -A small harbor lies underneath the hillside. -~ -~ -3 -1 2501 -S -#2503 -The Source of the Gann~ -Here the waters of the lake flow out, forming the Gann river, an escape -for much of the immense volume of water poured into Spendlowe by the -Lewyn to the northeast. The muddy banks of the river are unsuitable for -mooring, and progress further south along the lake appears to serve no -purpose; the village of Gannaway can be reached along the Gann, it seems -to be the best destination to head for. -~ -0 0 7 -D0 -The open waters of the lake beckon. -~ -~ -0 -1 2502 -D8 -The Gann flows swiftly southeast. -~ -~ -0 -1 2504 -S -#2504 -Sailing Along the Gann~ -The Gann flows swiftly southeast, away from the lake that feeds it. -Flowing with the current, you cast an occasional glance back northward, -gazing warily at the looming stormclouds. It would be dangerous to be caught -in a thunderstorm out here, on the waters of the river. Small fish dart -here and there in the rushing waters, irritated by your intrusion. -~ -0 1048576 7 -D7 -The lake flows southward into the Gann. -~ -~ -0 -1 2503 -D8 -The Gann flows swiftly southeast. -~ -~ -0 -1 2505 -S -#2505 -Sailing Along the Gann~ -The river continues, winding its way through lightly wooded hills, -heading eastward up ahead past the docks of Gannaway. Smoke rises to -the southeast, great plumes of it; certainly more than you would normally -expect from chimneys. Perhaps they are burning refuse? Frowning, you feel -that familiar unease that creeps over you when trouble is imminent. -~ -0 0 7 -D1 -A collection of wooden jetties lies in this direction. -~ -~ -0 -1 2506 -D7 -Upstream, the waters narrow. -~ -~ -0 -1 2504 -S -#2506 -Gannaway Docks~ -Here the river flows east past the docks of the village of Gannaway, -which lies due south of here. Well, it used to lie south of here. To -your astonishment, all that remains of the once-thriving settlement is -the smoldering remains of burnt out houses. Scores of human corpses, -including women and children, litter the streets, left where they were -cut down by whoever did this. The stench of burning wood and death mingles -in the fouled air, stinging your eyes and nostrils. -~ -0 0 7 -D1 -The river becomes clogged with thick rivergrasses. -~ -~ -0 -1 2507 -D2 -The smoldering remains of the village of Gannaway indicate trouble... -~ -~ -0 -1 2508 -D3 -Upstream, the waters narrow. -~ -~ -0 -1 2505 -S -#2507 -Thick Rivergrass~ -Progress past this point is impossible; masses of thick rivergrass grow -wildly through the river, barring passage, while thick vines hang from -the trees to either side, increasing the inaccessibility further downstream. -~ -0 0 7 -D3 -A collection of wooden jetties lies in this direction. -~ -~ -0 -1 2506 -S -#2508 -The Ruins of Gannaway~ -The village lies before you, existing not as the peaceful, thriving -river community you expected (and indeed looked forward to), but as -a fire ravaged shambles, a mess of stone structures scorched and smashed. -The remains of the stockade lie smoldering in heaps around the perimeter -of the collection of ruined dwellings. Corpses lie strewn everywhere, -barely visible in the thick black smoke that stings your eyes as it is -blown through the rubble strewn street. Only two houses appear to have -survived to any extent; even they are roofless and bear gaping holes. -~ -0 1048576 1 -D0 -A collection of wooden jetties lies in this direction. -~ -~ -0 -1 2506 -D1 -A burnt-out structure. -~ -~ -0 -1 2510 -D2 -A road leads south, away from the village. -~ -~ -0 -1 2511 -D3 -A burnt-out structure. -~ -~ -0 -1 2509 -S -#2509 -A Ruined Dwelling~ -You wander slowly through the remains of the village, shaking your head -at the senseless slaughter. Some 200 corpses litter the street, most of -them humans, although a few yellowskinned gnoll corpses are a sign that -the villagers did not perish without some measure of resistance. But humans -against the eight foot tall gnolls is hardly what you would call a fair -fight! Your blood boils as you think of those foul beasts rampaging unchecked -across these civilized lands. But what could have prompted such a bold and -daring raid? Surely even gnolls realize retaliation will be forthcoming, and -merciless in its execution? -~ -0 0 1 -D1 -The smoldering remains of the village of Gannaway indicate trouble... -~ -~ -0 -1 2508 -S -#2510 -A Ruined Dwelling~ -You wander slowly through the remains of the village, shaking your head -at the senseless slaughter. Some 200 corpses litter the street, most of -them humans, although a few yellowskinned gnoll corpses are a sign that -the villagers did not perish without some measure of resistance. But humans -against the eight foot tall gnolls is hardly what you would call a fair -fight! Your blood boils as you think of those foul beasts rampaging unchecked -across these civilized lands. But what could have prompted such a bold and -daring raid? Surely even gnolls realize retaliation will be forthcoming, and -merciless in its execution? -~ -0 1048576 1 -D3 -The smoldering remains of the village of Gannaway indicate trouble... -~ -~ -0 -1 2508 -S -#2511 -The Outskirts of Gannaway~ -Despite a terrible sadness at the fate of these hapless humans, you -are glad to be away from the site of slaughter and doom, and eager to -press onwards, further south, towards the source of the gnoll raids, -evident by the many pairs of gnollish feet that have pounded the earth -here, heading north and back south into the foothills of a mountain -range in that direction. Perhaps you will find both the source of the -gnoll raids as well as the mystery surrounding the Sentinel and the -Gauntlet in that direction? -~ -0 0 2 -D0 -The smoldering remains of the village of Gannaway indicate trouble... -~ -~ -0 -1 2508 -D8 -A path winds its way into the mouhtains. -~ -~ -0 -1 2512 -S -#2512 -A Mountain Trail~ -The dirt path quickly turns from packed earth to rubble strewn stone, -as it wends its way into the mountains. Small pebbles crunch beneath -your feet as you progress southwards and steadily upwards, affording -you an excellent view of the ruins of Gannaway, the Gann flowing away -from Lake Spendlowe, and the thick forest that surrounds it all. To -the southeast, the path continues its ascent. -~ -0 1048576 4 -D7 -The smoldering remains of a village are visible from here. -~ -~ -0 -1 2511 -D8 -A path winds it way into the mountains. -~ -~ -0 -1 2513 -S -#2513 -A Mountain Trail~ -The path continues, winding southwards up the slopes of this low range, -heading towards, presumably, the site of the legendary Keep of Alderweg. -The stormfront you spied earlier appears to be moving away eastward, -meaning you will be spared the brunt of the thunderstorm, a thankful -occurence considering the lack of cover available on this barren rocky -path. -~ -0 1048576 5 -D2 -A path winds it way into the mountains. -~ -~ -0 -1 2514 -D7 -The smoldering remains of a village are visible from here. -~ -~ -0 -1 2512 -S -#2514 -A Bend in the Trail~ -At this point the path doglegs back to the southwest, and widens, to -the point where three horsemen could comfortably ride abreast. The hard -ground is too stony to gather imprints of tracks or horsesign, but the -abundance of litter, including several human bones, is sufficient sign -that large bands of raiding humanoids use this trail to pass back and -forth from their lair. Two tall towers can be seen peeking over the top -of a ridge to the south, presumably the uppermost levels of the Keep. -You are close now, and you begin to slow your advance to a more cautious -pace as you near the Keep. -~ -0 0 5 -D0 -The path heads back down towards the village. -~ -~ -0 -1 2513 -D9 -Ahead, the path splits in two. -~ -~ -0 -1 2515 -S -#2515 -The Path Divides~ -At this point the mountain trail divides, with a narrow branch twisting -downwards to the southwest, while the second heads due south, towards -the walls of the Keep, which come into view as you round the bend. The -Keep is smaller than you expected, set in the side of a mountain and -positioned so that travellers of this area must pass beneath its view. -The southern path runs towards a large, iron bound door, set in the high -stone wall, which is undoubtedly under observation from the crenelated -battlements twenty feet above. The lower path winds around the lowest level -of the Keep; perhaps a less obvious entrance may present itself in that -direction? Certainly a direct approach southwards would mean certain death -at the hands of those that guard this gate. -~ -0 0 5 -D2 -To proceed directly south would be sheer folly indeed! -~ -~ -0 -1 2516 -D6 -The path heads back, winding down sharply to the lowlands. -~ -~ -0 -1 2514 -D9 -This approach would certainly appear to be the more preferable of the two... -~ -~ -0 -1 2517 -S -#2516 -Death at the Upper Gate~ -The short path ends before a small gateway. Long shadows are cast across -the path by the Keep's towers. The walls around the gate are dotted with -crossletted arrowslits, from which dozens of guards could easily pepper -whoever approached with arrows and other missiles. Larger openings, for -the pouring of boiling oil, also gape near the entrance, and it is from -these that you receive a sudden gout of that horrid weapon of siege warfare. -The boiling oil is quickly followed by several volleys of arrows, pincushioning -your screaming, burning form, and you shriek and shudder quite spectacularly -before expiring. -~ -0 3155974 5 -S -#2517 -The Lower Path~ -This path swiftly descends along the side of the mountain that holds the -Keep, heading towards whatever lies at the base (hopefully another, more -approachable, entrance). Heading down here means passing out of view of -the towers, which is also good. The path shows signs of significant usage -in times past, by heavy wagons laden with cargo. No such vehicle has passed -this way in recent times, however; with the protection of the Keep and its -garrison gone, the route is considered too perilous. -~ -0 0 5 -D5 -The path is lined by thick hillscrub. -~ -~ -0 -1 2518 -D6 -Ahead, the path splits in two. -~ -~ -0 -1 2515 -S -#2518 -The Lower Path~ -Thick scrub grows along the path where it descends steeply, eventually -levelling out at the lowest level of the Keep, the walls of which lie -to the southwest, partially barring the trail. By sticking close to -the mountain side of the trail, you can remain hidden from any observers -on the battlements, and approach the lower level unnoticed. If gnolls do -indeed now occupy this place, then you can expect their security to be -more lax than it should be. -~ -0 0 5 -D4 -The path ascends sharply, heading back to the main trail. -~ -~ -0 -1 2517 -D8 -The path ends before the Grand Gates of the Keep. -~ -~ -0 -1 2519 -> entry_prog 100~ -if ispc($n) -mea $n _gre Thorny shrubs tear at your skin and clothing as you pass. -mpdamage $n 5 -endif -~ -| -S -#2519 -Lower Gates of the Keep~ -At this point the path passes close by the walls of the Keep, at a -buttressed section of the battlements, which contains a heavy gate, -studded with iron and firmly barred by both physical and magical forces. -Impervious to mundane means of entrance, it can only be broached by those -who bear the Sentinel, the artifact created to help defend this place. -The Sentinel failed, however, not being present during the conquest of -this place due to the lax actions of its wearer, the last Duke of Alderweg. -Now, perhaps, it may be given a chance to help in the recapture of this -once-hallowed outpost. -~ -0 1048576 5 -D6 -~ -gate~ -8389671 8743 2520 -D7 -Scotch thistle and other growth provide a nasty threat to travellers. -~ -~ -1 -1 2518 -> rand_prog 100~ -if ispc($r) -mea $r _lbl You sense that this gate is safe from watching eyes above... -endif -~ -> entry_prog 100~ -if wearingvnum($n) == 8743 -mea $n As you approach the gates the Sentinel speaks to you. -mea $n _whi My friend, we are close to our goal. Within the gates of this -mea $n _whi mighty fortress lies the Gauntlet, a force of impossible evil -mea $n _whi that must be stopped at all costs! I was created to prevent this -mea $n _whi item from bringing down the keep, and I failed. But it may yet -mea $n _whi not be too late to lay to rest the evil within! -endif -~ -| -S -#2520 -The Gateway of Berghof~ -The doors of the Keep open onto what was in days gone by a thriving -gateway, where tolls were excised on goods travelling north and south -along the road the Keep intercepts. Deep red stone forms the walls on -each side, while the floor is of grey stone, inlaid with the coat of arms -of the Duke of Alderweg. Doors lead off in various directions to other -parts of the Keep; it would seem thought that whatever force conquered -this place has yet to broach these chambers. -~ -0 1048585 0 -D0 -A long hallway, brightly decorated, heads north. -~ -~ -3 -1 2522 -D1 -A toll room lies in this direction. -~ -~ -3 -1 2521 -D9 -~ -gate~ -8389671 1543 2519 -S -#2521 -The Toll Room~ -This smaller chamber contains little of interest save for a pan-balance -set on a large wooden table near the entrance, used when tolls were -excised here so many years ago. Whatever else once stood here has long -since vanished, slain or fled the incursion of the upper levels. The air -is dry and musty, and it seems unlikely many have been here in more recent -times. -~ -0 1048585 0 -D3 -The entrance chamber of the Keep beckons. -~ -~ -3 -1 2520 -S -#2522 -A Long Hallway~ -The door opens onto a long, narrow hallway, the floor of which is -formed of hexagonal tiles of varying shades and hues. The decor is -quite pleasant, and manages to capture well the feel of the ancestral -home of the Berghofs on the shores of Lake Spendlowe. The marine decor -is interrupted by a thin screen of what appears to be thin cloth or -paper to the north. This screen certainly wasn't constructed by those -who built the keep... -~ -0 1048585 0 -D0 -A long hallway, brightly decorated, heads north. -~ -screen~ -3 -1 2523 -D2 -The entrance chamber of the Keep beckons. -~ -~ -3 -1 2520 -S -#2523 -A Long Hallway~ -The hall continues here, interrupted by screens of the same material -to the north and south. There is a door set in the east wall, though -to reach it you will have to cross piles of rubbish which have been -deposited here by some newer tenants of the keep. Several coccooned -bundles, which you soon realize are dessicated corpses bound in the same -papery substance, hang from the ceiling; apparently this chamber is some -sort of gruesome larder. -~ -0 1048585 0 -D0 -A long hallway, brightly decorated, heads north. -~ -screen~ -3 -1 2524 -D1 -Little can be made out in the gloom... -~ -~ -3 -1 2525 -D2 -A long hallway, brightly decorated, heads south. -~ -screen~ -3 -1 2522 -S -#2524 -A Long Hallway~ -The hall ends here, in a section where it widens slightly, to accomodate -a large mosaic on the north wall, depicting a very familiar looking glove- -The Sentinel. More evidence of insectoid intruders abounds here, including -a pile of eggs, next to which lie more corpses, ready to be devoured as -these carniverous insects hatch. A large nest of rubbish has been piled near -the mosaic, evidently the resting place of the master of these intruders. -~ -0 1048585 0 -D2 -A long hallway, brightly decorated, heads south. -~ -screen~ -3 -1 2523 -D10 -~ -hole~ -133120 -1 2565 -E -hole~ -This hole is only three or four feet across, but you think you would be -able to squeeze in should you wish to. -~ -E -rubbish~ -All manner of rubble is piled here, the byproduct of recent excavation. -~ -S -#2525 -A Dusty Passage~ -The door opens onto a narrow, dusty corridor, which has not been used -in ages, judging by the lack of tracks in the dirt. Only two or three -humanoids could walk abreast in here at any one time; apparently this -passage wasn't intended for regular usage by large volumes of people. -The passage bends sharply to the southeast up ahead, heading into the -bowels of the mountain that houses the Keep. You may be able to find a -way to secretly enter the Keep proper here, and surprise the intruders -within! -~ -0 1048585 0 0 0 3 -D3 -Little can be made out in the gloom... -~ -~ -35 -1 2523 -D8 -Little can be made out in the gloom... -~ -~ -0 -1 2526 -S -#2526 -The Painted Room~ -If the previous hall was meant to capture the aquatic region surrounding -the Van Arthog Manor, then this chamber equally superbly captures the -regional flora. The circular chamber could easily be an arboretum, or a -pagoda in a grassy field, surrounded on all sides by lush grass and tall -trees. Overhead, a bright sun fills a clear spring sky. Eight marble pillars -support a domed ceiling, with a space which the 'sky' can be seen through. -Amazed, you wonder at the architectural skill required to construct such a -place. You cannot see any exits other than the one that runs back to the -northwest. -~ -0 1048584 0 -D4 -Little can be made out in the gloom... -~ -dome~ -2059 -1 2528 -D7 -Little can be made out in the gloom... -~ -~ -0 -1 2525 -D8 -Little can be made out in the gloom... -~ -pillar~ -2063 -1 2527 -E -pillar~ -You notice a faint fracture in one of the pillars and deduce that it -is in fact a doorway, which may lead to other sections of the Keep. -~ -E -dome~ -The dome contains a small, barely noticeable door, which appears to -open onto a staircase of sorts, leading up into the Keep. -~ -S -#2527 -The Dungeons~ -A featureless stone room lies beyond the pillar, devoid of any features -of note or particular interest. You cannot see any cell doors, or markings -where prisoners may be chained, yet this is indeed the dungeons of the Keep. -Perhaps, seeing as the Dukes of the Keep were mages, the prisoners were kept -in some magical stasis field. You wonder if any yet remain, entrapped within -these fields somewhere, and how they would be called back if they were...... -Rumors abound of such magical prisons, where if a gem is smashed, an occupant -of the mystical cells may be released here. But where are the gems? -~ -0 3145737 0 -D7 -Little can be made out in the gloom... -~ -~ -7 1543 2526 -S -#2528 -Ascending the Spiral Stair~ -A narrow stair winds upward through the center of the Keep here, terminating -far above in one of the keep's many turrets. Numerous landings lead off the -stair at various stages above; there is an approximate distance of twelve -feet between storeys. The stairs here don't appear to have been used in -quite some time, judging by the layer of dust on the stone. -~ -0 9 0 -D4 -Little can be made out in the gloom... -~ -~ -0 -1 2529 -D5 -Little can be made out in the gloom... -~ -~ -3 -1 2526 -S -#2529 -Ascending the Spiral Stair~ -The stairs pass a landing here, off of which leads a large wooden door, -which presumably opens onto some of the major chambers of the Keep to -the south. Various noises can be heard through the wood; evidently whoever -now controls this place is leader of a boisterous garrison! Perhaps caution -would be prudent in this place, as the Gods only know what manner of evil -may now lurk within these stone walls. -~ -0 9 0 -D2 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2530 -D4 -The staircase continues its ascent. -~ -~ -0 -1 2537 -D5 -Little can be made out in the gloom... -~ -~ -0 -1 2528 -S -#2530 -A Small Guard Room~ -The stench of sweat, alcohol and vomit assaults you as you enter this -room, the floor of which is covered in straw, ostensibly placed to absorb -stains and odors... Broken wooden furniture, used by the former human -garrison and now considered useless by the new inhabitants, lies strewn -across the floor, the result of many nights of drunken debauchery. Peering -about, you can see two obvious exits- doors set in the north and west walls. -To the south, narrow arrowslits allow you brief glimpses of the surrounding -countryside. -~ -0 1048584 0 -D0 -A solid door opens onto a stair. -~ -~ -3 -1 2529 -D3 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2531 -S -#2531 -The Defense Room~ -This large chamber is filled with weapon racks, most of which have been -stripped and smashed, and the walls are lined with crossletted arrowslits; -evidently this chamber plays (or played) an important role in the Keep's -defense, though whoever once defended this place failed to hold off the -assault of the usurpers despite these tactical advantages. Like other rooms -in the keep, the smell of alcohol is strong, and the presence of broken -furniture prevalent. What manner of barbaric creatures now lurk here? -~ -0 1048584 0 -D0 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2532 -D1 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2530 -D3 -The guard chamber continues. -~ -~ -0 -1 2535 -S -#2532 -The Upper Gate of Berghof~ -This is, strategically speaking, one of the most important chambers in -the Keep, for it is from here that guards can look out for intruders -advancing along the upper path that you had the choice of taking earlier. -It is apparent now that to follow that path would have been sheer suicide, -for alert guards armed with bows await such an approach, and would be able -to cut down a score of armored footmen before the unfortunate soldiers -knew what hit them. The door bears numerous bars and locks, far too heavy -for even 2 or 3 sturdy adventurers to budge; this gate is not a good choice -to enter or exit the keep by. However, there are other alternatives. - -A second door, of more conventional proportions and thickness, bars an exit -to the east. -~ -0 1048584 0 -D1 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2533 -D2 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2531 -S -#2533 -The Keep Stables~ -The five stalls that line the eastern wall of this long chamber indicate -immediately the function of this place. While most of the garrison had -little need of horses, being for the most part crossbowmen and pikemen, -occasionally scouts or messengers would have need of horses, and fine steeds -were stabled here for such a purpose. What fate has befallen these fair -creatures has yet to be determined. A small door is set in the north wall. -~ -0 1048585 0 -D0 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2534 -D3 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2532 -S -#2534 -Tack Room~ -The center of this room is piled high with all manner of objects -associated with horseriding; torn from the hooks and pegs set in the walls -and hurled onto the floor by the new inhabitants of the keep, they appear -to be of little more than nominal value. -~ -0 9 0 -D2 -A solid door opens onto one of the many rooms of the Keep. -~ -~ -3 -1 2533 -S -#2535 -The Defense Room~ -More smashed weapon racks and piles of weapons litter this section of the -chamber, accompanied by alcohol and blood stains, the inevitable result of -countless hours of carousing. Crossletted arrowslits allow a limited view -of the surrounding terrain; certainly an astute and skilful archer could -pick off many dozens of foes from such a vantage point. A series of murder -holes set in the floor enable defenders to pour cauldrons of boiling oil -on any who manage to breach the battlements and approach from this direction. -~ -0 1048576 1 -D0 -A staircase can be seen to the north, leading down. -~ -~ -0 -1 2536 -D1 -The defense room continues to the east. -~ -~ -0 -1 2531 -E -murder hole holes~ -Peering through the metal grate, you see a chamber below, which would -become a death trap to any who attacked from that direction. -~ -S -#2536 -Another Stair~ -This narrow corridor ends at a staircase, which leads down to a section -of the Keep not accessible by any other point, where in turn one can -access the sole battlement encircling the Keep. Thus any assault would -have to fight past numerous guard rooms under heavy fire to reach more -important positions within the structure; you marvel at how these filthy -gnolls managed to overcome such an easily defendable position. -~ -0 8 0 -D2 -The defense room continues to the south. -~ -~ -0 -1 2535 -D5 -The stairs descend to a darkened chamber... -~ -~ -0 -1 2546 -S -#2537 -Ascending the Spiral Stair~ -The staircase ends here, at a landing bearing a single door. It does -continue for a short distance upward to a trapdoor, set in the ceiling, -which presumably leads into the turret of one of the keep's many towers. -There are signs of frequent passage here, including food scraps and -pieces of a ceramic container that once contained an expensive liquer. -~ -0 9 0 -D2 -A door opens onto unknown perils. -~ -~ -3 -1 2538 -D4 -A door opens onto unknown perils. -~ -trapdoor~ -3 -1 2551 -D5 -A staircase winds back down to the lower levels. -~ -~ -0 -1 2529 -> rand_prog 50~ -mpe The tromping of booted feet on flagstones echoes up and down the stair. -mpasound The tromping of booted feet on flagstones echoes up and down the stair -~ -| -S -#2538 -The Kitchens~ -This cramped chamber evokes memories of a ship's galley more than a -kitchen created to provide food for a garrion of five hundred; space -is at a premium in the small keep, however, and the lack of amenities -and space is overcome by a clever roster system. The keep's current -occupants have little need of the services provided by the kitchen, -however; they prefer their meat fresh and raw. Thus the chamber has -been stripped of pots and pans, and converted into the quarters of a -particularly unsavory gnoll. -~ -0 1048584 0 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2537 -D3 -A narrow corridor runs outside the kitchen. -~ -~ -0 -1 2539 -S -#2539 -A Narrow Corridor~ -This narrow stone corridor is no more than eight feet high and not -much longer; it serves as an accessway between the chambers on this -level. Sounds and smells fill the area, emanating from behind various -doors. -~ -0 8 0 -D0 -The corridor contines north. -~ -~ -0 -1 2541 -D1 -A smelly kitchen lies in this direction. -~ -~ -0 -1 2538 -D3 -A door opens onto unknown perils. -~ -~ -3 -1 2540 -S -#2540 -The Mess Hall~ -In days of old, the off duty soldiers of the keep would gather here -to eat, and discuss various issues of the day. The function of this -room has not changed since the arrival of the usurpers, but the decor -has. Significantly. Where once there lay a wooden table laden with -steaming plates of roast beef and vegetables there now lies a battered, -scarred trestle overladen with piles of raw meat, stripped from freshly -slain humans and elves, ready to be devoured. The smell is, naturally, -quite abominable. -~ -0 1048584 0 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2544 -D1 -A door opens onto unknown perils. -~ -~ -3 -1 2539 -S -#2541 -The End of the Corridor~ -The corridor ends before two wooden doors, which lead to chambers of -importance in the keep- the pantry and the dungeon. The function of -each is proclaimed by a brass plaque affixed to the wooden surface. -This area appears to be deserted; no gnoll sentries have been posted -before these doors. -~ -0 8 0 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2543 -D1 -A door opens onto unknown perils. -~ -~ -7 -1 2542 -D2 -The corridor runs south towards the center of this level. -~ -~ -0 -1 2539 -S -#2542 -A Makeshift Gaol~ -Bloodstained piles of straw cover the cold stone floor of this depressing -chamber; once a storeroom, it has been hastily converted into a gaol, -to house what few humans from the original garrison remain alive. Gnolls -have little use for prisoners that do not guarantee handsome ransoms, -however, so it would be equally appropriate to label this room the gnoll's -pantry... -~ -0 1048585 0 -D3 -An exit to freedom! -~ -~ -7 -1 2541 -S -#2543 -The Pantry~ -Rotting foodstuffs and moldering sacks of grain fill the creaking wooden -shelves that line the walls of this room. Undesirable to gnoll appetites, -the food here has simply been abandonded; in fact, scarcely anyone has -bothered coming here since the occupation, due partly to the unwholesome -nature of the food (to gnolls, at least) and partly to the stench that -arises from the spoiled remains. -~ -0 9 0 -D2 -A door opens onto unknown perils. -~ -~ -3 -1 2541 -S -#2544 -An Empty Guard Room~ -One of many guard posts in the keep, this one has been stripped of -furnishings and abandoned for unknown reasons, though it would be fair -to assume that it wouldn't be a rational one; gnollish minds are too -chaotic for cohesive planning. Then again, the very chaotic nature of -the gnolls would also indicate that such an organized take over of the -keep in the first place was quite beyond them. The evidence for a higher -power dominating the gnolls becomes stronger. -~ -0 9 0 -D2 -A door opens onto unknown perils. -~ -~ -3 -1 2540 -D3 -A door opens onto unknown perils. -~ -~ -3 -1 2545 -> entry_prog 100~ -if wearingvnum($n) == 8743 -mea $n As you enter the chamber the Sentinel speaks to you. -mea $n _whi "My friend, we draw ever nearer the true source of this evil. -mea $n _whi As we gain, our enemy becomes aware of us, and will send agents -mea $n to prevent us reaching him. Be alert!" -endif -~ -| -S -#2545 -A Guard Room~ -This chamber lies on the northwest corner of the keep, and affords an -excellent view, through the crossletted arrowslits, of the path approaching -the upper gate. Once again the futility of an assault from this direction -is apparent; the archers here could easily pick the attackers off long -before they reached the gate itself. -~ -0 1048584 0 -D1 -A door opens onto unknown perils. -~ -~ -3 -1 2544 -S -#2546 -The Death Room~ -The stairs enter a room directly below the murder holes in the defense -room. Boiling oil could be poured on any who ascended to the battlements -to the south and attempted to enter the keep this way. The floor bears -no stains; apparently no enemy has yet been powerful, brave or stupid -enough to attack from this point. -~ -0 1048585 0 -D2 -~ -~ -3 -1 2547 -D4 -~ -~ -0 -1 2536 -> entry_prog 100~ -if ispc($n) - if ovnumroom(2528) >= 1 - else - mpoload 2528 1 - drop prison - endif -endif -~ -| -S -#2547 -A Sentry Hall~ -A guard chamber where offduty guards from the battlements may rest -between shifts, this chamber contains a series of beds arranged around -a large wooden table. The furniture here is in surprisingly good -condition; this room has escaped the attention of the bulk of the gnoll -forces, and those that quarter here appear to appreciate the small -comforts. -~ -0 1048584 0 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2546 -D2 -A door opens onto unknown perils. -~ -~ -3 -1 2548 -S -#2548 -Patrolling the Battlements~ -These battlements circle the keep at the second level, affording an -excellent view of the southern and western aspects of the lands -surrounding the keep. A stiff breeze assaults those who patrol here, -carrying a chill from the southern lands. There are bound to be several -sentries patrolling the battlements; caution would be advisable. -~ -0 1048576 1 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2547 -D3 -The battlements circle this level of the keep. -~ -~ -0 -1 2549 -S -#2549 -Patrolling the Battlements~ -The walls of the keep tower to the northeast; as the battlements wind -around the southwestern corner it is impossible to even see the highest -level. Arrowslits, crossletted to allow a variety of missile weapons, -overlook the crenelated battlements, bastioned by supports of stone, -visible over the edge to the west. These supports are anchored in the -bedrock of the mountain; the architectural skill involved in the creation -of this keep is evident as it appears the keep is growing from the roots -of the mountain. -~ -0 0 1 -D0 -The battlements circle this level of the keep. -~ -~ -0 -1 2550 -D1 -The battlements circle this level of the keep. -~ -~ -0 -1 2548 -S -#2550 -Patrolling the Battlements~ -The battlements end here, where the keep merges into the mountainside. -Progress further north is blocked by the mountain itself; solid, -impenetrable granite, a superb natural defense. It also leaves a blind -spot, where those on these battlements cannot view the upper road that -approaches the keep to the north, but that vantage is covered by the -guards in the defense rooms on the upper levels. -~ -0 0 1 -D2 -The battlements circle this level of the keep. -~ -~ -0 -1 2549 -S -#2551 -The Eastern Turret~ -Narrow windows line the walls of this circular turret, allowing a -360 degree view of the surrounding terrain. No sentry has been posted -here; the range is too great for even a longbow to hit approaching -enemies with any accuracy, and the guard rooms on the lower levels -afford a better view of the critical locations in the castle's defense. -However, the view from up here is nonetheless absolutely outstanding; -the waters of the Lewyn, flowing from Lake Spendlowe, shimmer in the -light to the north, while the vast plains of the north stretch away -as far as you can see to the east. To the south lie the badlands, -inhabited by various creatures that the keep was originally constructed -to guard against. -~ -0 8 0 -D5 -A door opens onto unknown perils. -~ -trapdoor~ -3 -1 2537 -S -#2552 -The Upper Levels of the Keep of Alderweg~ -Guttering torchlight dimly illuminates this chamber, which contains -two doors, leading into the quarters of the most important residents -of the keep. No doubt the heart of the evil that has taken over this -former bastion of law resides nearby, and no doubt it is aware of any -intrustion into its new domain. -~ -0 8 0 -D1 -A door opens onto unknown perils. -~ -~ -3 -1 2554 -D3 -A door opens onto unknown perils. -~ -~ -3 -1 2553 -S -#2553 -A Reception Area~ -Once a chamber where the Castellan would carry out various day-to-day -administrative tasks, this chamber has been turned upside down in -searches for booty, and in its current demolished state serves as -quarters for one of the keep's new guardians. A narrow set of stairs -leads up to a trapdoor in the northwestern corner, which presumably -leads into one of the keep's turrets. A door set in the south wall -leads into the quarters of the Castellan himself. -~ -0 8 0 -D1 -A door opens onto unknown perils. -~ -~ -3 -1 2552 -D2 -A door opens onto unknown perils. -~ -~ -3 -1 2555 -D4 -A door opens onto unknown perils. -~ -trapdoor~ -7 -1 2556 -S -#2554 -The Lieutenant's Quarters~ -Before the occupation, the lieutenant of the keep resided here, in -a simple bed, which now lies smashed to flinders next to his desk, -which is in a similar state. The lieutenant met his end defending the -Keep on the lower levels, and did not live to see the ignomious end -what little he owned met. -~ -0 9 0 -D3 -A door opens onto unknown perils. -~ -~ -3 -1 2552 -> entry_prog 100~ -if ispc($n) - if ovnumroom(2528) >= 1 - else - mpoload 2528 1 - drop prison - endif -endif -~ -| -S -#2555 -Chambers of the Castellan~ -The chambers of the Castellan are but a former shade of their once- -impressive condition. Fine tapestries depicting Alderweg have been torn -to ribbons, and lie piled on the floor. Antique furniture lies smashed -to smithereens, near pools of dried blood. Torn cloth and broken weapons -fill the corners, as do numerous corpses in various stages of decay. The -smell is awful, but the horrid, lurking dread caused only by the presence -of something truly evil is far, far worse. -~ -0 3145736 0 -D0 -A door opens onto unknown perils. -~ -~ -3 -1 2553 -D4 -A door opens onto unknown perils. -~ -trapdoor~ -3 -1 2557 -S -#2556 -The Northern Turret~ -The windows of this turret have been boarded up for some unknown reason, -thus eliminating the majestic view. Weapons and armor of all sorts, mostly -far inferior to your own, have been stockpiled here, including recently -added longbows of gnollish manufacture; crude, but powerful weapons. A -skeleton lies in one corner, slumped over a weapon rack, apparently much -older than the duration of the gnollish occupation. Yet who was its slayer, -and why did the previous garrison not remove it...? -~ -0 0 1 -D5 -A door opens onto unknown perils. -~ -trapdoor~ -7 -1 2553 -> entry_prog 100~ -if ispc($n) - if ovnumroom(2528) >= 1 - else - mpoload 2528 1 - drop prison - endif -endif -~ -| -S -#2557 -The Western Turret~ -Of all the turrets of the keep, this one affords the best view; from -here, one can peer far over the surrounding countryside with little -restrictions. The remains of Gannaway are visible far to the northwest, -while beyond that the Lewyn flows from Lake Spendlowe, upon which rests -the village of Kusnir, the hamlet where you first began this quest. To -the south, rolling hills fade into the distance, far further than you -can see. -~ -0 8 0 -D5 -A door opens onto unknown perils. -~ -trapdoor~ -3 -1 2555 -> entry_prog 100~ -if ispc($n) - if ovnumroom(2528) >= 1 - else - mpoload 2528 1 - drop prison - endif -endif -~ -| -S -#2560 -Cell #1~ -~ -0 3153924 1 -S -#2561 -Cell #2~ -~ -0 3153924 1 -S -#2562 -Cell #3~ -~ -0 3153924 1 -S -#2563 -Cell #4~ -~ -0 3153924 1 -S -#2564 -Cell #5~ -~ -0 3153924 1 -S -#2565 -A Cramped Tunnel~ -The hole opens onto a narrow tunnel, created by some burrowing creature -with powerful appendages. It runs beneath the walls of the Keep, heading -presumably to the lowlands beyond the hills. The air here is stale, and -stifling; it is also uncomfortably hot. Various dead animals, mostly -squirrels and foxes, lie about the hole, drained of their blood and stripped -of much of their meat. -~ -0 1048585 1 0 0 3 -D3 -It is too dark to see very far... -~ -~ -0 -1 2566 -D4 -Up lies a broad stone chamber. -~ -~ -128 -1 2524 -> entry_prog 100~ -if ispc($n) - if ovnumroom(2528) >= 1 - else - mpoload 2528 1 - drop prison - endif -endif -~ -| -S -#2566 -A Cramped Tunnel~ -Progress is difficult through this earthen passage, hampered by both -the cramped conditions and the uncomfortable temperature. Fresh air -filters in only barely from the entrance, and is barely sufficient for -the needs of any creature unused to such an environment. The walls are -deeply gouged, as if by the carapaces of large creatures had marked -them in passing. -~ -0 9 1 0 0 1 -D1 -It is too dark to see very far... -~ -~ -0 -1 2565 -D3 -It is too dark to see very far... -~ -~ -0 -1 2567 -S -#2567 -A Cramped Tunnel~ -The tunnel is beginning to slope slightly, heading upwards as it heads -east, and downwards to the west, where it disappears in the darkness with -no hint of an escape. Surely whatever creature constructed this earthen -edit must be well used to cramped, humid and claustrophobic conditions; -it evokes memories of an anthill. -~ -0 9 1 0 0 1 -D1 -It is too dark to see very far... -~ -~ -0 -1 2566 -D3 -It is too dark to see very far... -~ -~ -0 -1 2568 -S -#2568 -A Cramped Tunnel~ -At last there is a noticeable change in the tunnel's direction, and some -hope of escape from this tomblike passage. Light filters in from somewhere -to the north, indicating a possible exit from the tunnel, though it also -means a possible encounter with this tunnel's engineers... -~ -0 9 1 0 0 1 -D0 -Light filters in from the north. -~ -~ -0 -1 2569 -D1 -It is too dark to see very far... -~ -~ -0 -1 2567 -S -#2569 -A Cramped Tunnel~ -The tunnel ends here, at a gaping hole that presumably marks where the -creatures that construced this passage began their work. The tunnel itself -is an admirable feat, despite the considerable discomfort it causes non- -insectoid travellers; to be able to accurately gauge the distance and -lay of the land towards the keep has been beyond engineers from intelligent -races seeking to conquer the keep for decades. -~ -0 9 1 0 0 3 -D2 -It is too dark to see very far... -~ -~ -0 -1 2568 -D4 -Up leads to fresh air and sunlight! -~ -~ -0 -1 2570 -> entry_prog 100~ -if ispc($n) -mpe Two ants burst forth from the earth as you approach! -mpmload 2522 -mpmload 2522 -endif -~ -| -S -#2570 -The Lowlands~ -The tunnel opens onto rolling plains, which lie a fair distance- 500 -yards at least- from the walls of the keep, which tower to the east. -The grass here has been gouged and churned by the mandibles of the -giant ants that burrowed into the keep. This, however, isn't as gripping -a feature as the large encampment visible to the west... -~ -0 1048576 2 -D3 -A large army lies encamped to the west. -~ -~ -0 -1 2571 -D10 -~ -hole~ -133120 -1 2569 -S -#2571 -Approaching a Camp~ -A dirt path has been worn into the earth here by the passing of countless -pairs of booted feet, recently too. Dozens of tents have been pitched to -the west, centered around a roaring blaze. Shouts and cries echo from the -camp; voices raised in the guttural goblin tongue can be heard in the -mingled noises. Piles of staked and pitted gnoll corpses near the tents -seem to indicate, though, that they may also be out of sorts with the -current inhabitants of the keep. -~ -0 1048580 2 -D1 -A gaping hole has been gouged in the earth. -~ -~ -0 -1 2570 -D3 -Further into the camp, scores of mercenaries await. -~ -~ -0 -1 2572 -E -pile gnoll corpses~ -These gnolls have been but recently slain; stripped of anything of -worth, they have been impaled on blackened spears around the camp. -~ -S -#2572 -The Mercenary Camp~ -Starting here is a row of tents, of varying sizes and hues, housing -what appears to be a mercenary army of considerable size, doubtless -amassed with the intention of taking the Keep of Alderweg. Large crimson -banners flutter from stakes placed before the tents, evidently the -pennant of whatever general commands this organized army. To begin any -confrontation here would be tantamount to suicide; the garrison must -number in the hundreds. -~ -0 1048576 1 -D0 -A tent housing many mercenaries lies here. -~ -~ -0 -1 2573 -D1 -A path leads away from the camp. -~ -~ -0 -1 2571 -D2 -A tent housing many mercenaries lies here. -~ -~ -0 -1 2574 -D3 -West leads further into this dark camp. -~ -~ -0 -1 2575 -E -banner banners~ -The banner bears a motif of a clenched red fist on a green field. -~ -S -#2573 -A Barracks Tent~ -The interior of this tent is filled with simple bunks, on which the -hobgoblins sleep when they are not on duty or fighting for their -employer. There is little else of interest in here; hobgoblins are -vicious and cruel, but quite orderly in their domestic environment. -~ -0 1048584 0 -D2 -The camp bustles with activity. -~ -~ -0 -1 2572 -S -#2574 -A Barracks Tent~ -The interior of this tent is filled with simple bunks, on which the -hobgoblins sleep when they are not on duty or fighting for their -employer. There is little else of interest in here; hobgoblins are -vicious and cruel, but quite orderly in their domestic environment. -~ -0 1048584 0 -D0 -The camp bustles with activity. -~ -~ -0 -1 2572 -S -#2575 -A Large Campfire~ -Scores of hobgoblin mercenaries lie resting or eating around the fire, -obviously eager for battle. They ignore any new arrivals; being a -mercenary army, they are well-used to strange individuals wandering into -camp. It would be a mistake to start a fight here; anyone who challenged -these creatures in their camp would be severly outnumbered, and would -face the risk of reinforcements being called. -~ -0 1048576 1 -D1 -East leads back out of camp. -~ -~ -0 -1 2572 -D3 -West leads further into this dark camp. -~ -~ -0 -1 2576 -S -#2576 -The Chieftain's Pavilion~ -The end of the camp is dominated by three large tents, each the color -of a blazing fire. The air here is uncomfortably warm, heated by -numerous iron braziers, within which piles of charcoal smolder. Numerous -mercenaries saunter past, glancing only occasionally at new visitors to -their camp. The tent to the west is extremely large, over eighteen feet -high; what manner of creature would require such accommodation? -~ -0 1048576 1 -D0 -This tent houses the chieftain's hounds. -~ -~ -0 -1 2578 -D1 -A campfire blazes, surrounded by scores of hobgoblins. -~ -~ -0 -1 2575 -D2 -This tent houses the chieftain's scouts. -~ -~ -0 -1 2579 -D3 -West lies the chieftain of this army. -~ -~ -0 -1 2577 -S -#2577 -The Chieftain's Tent~ -This tent could house a score of hobgoblins, but instead houses but -one man- the fire giant that leads this organized fighting force. He -rests in a bunk the size of a drawbridge, next to which sits the chair -in which he sits while holding meetings with his officers; the chair -towers over even a troll. Maps and other papers lie neatly arranged on -a smaller table, next to which a blazing fire burns in a brazier. -~ -0 1048584 0 -D1 -The camp bustles with activity. -~ -~ -0 -1 2576 -S -#2578 -The Hound Pen~ -Within this tent lie several beds of a strange cloth, soaked in -chemicals that prevent it from being incinerated by the forms of those -that rest upon them. The air in here is even hotter than outside, warmed -to an almost unbearable temperature by several blazing fires, and the -warmth generated by the inhabitants. -~ -0 8 0 -D2 -The camp bustles with activity. -~ -~ -0 -1 2576 -S -#2579 -A Small Tent~ -This tent is empty, devoid of any furniture or even traces of habitation. -All that can be seen is a small pile of bones, evidently the remains of -a meal recently devoured by the creatures that live here. The air stinks -of fire and brimstone, mingled with the odor of spilled blood... -~ -0 1048584 0 -D0 -The camp bustles with activity. -~ -~ -0 -1 2576 -S -#2599 -Final Room~ -~ -0 1048580 1 -S -#0 - - -#RESETS -O 1 2500 1 2500 -M 1 2500 3 2501 -M 1 2500 3 2501 -M 1 2500 3 2501 -D 0 2501 9 1 -D 0 2502 6 1 -M 1 2501 2 2504 -M 1 2501 2 2504 -M 1 2502 1 2510 -E 1 2503 1 3 -M 1 2503 1 2510 -E 1 2501 1 5 -E 1 2502 1 16 -D 0 2519 6 2 -M 1 2509 1 2520 -E 1 2512 1 16 -D 0 2520 0 1 -D 0 2520 1 1 -D 0 2520 9 2 -D 0 2521 3 1 -D 0 2522 0 1 -D 0 2522 2 1 -M 1 2504 5 2523 -M 1 2504 5 2523 -M 1 2504 5 2523 -O 1 2504 1 2523 -D 0 2523 0 1 -D 0 2523 1 1 -D 0 2523 2 1 -M 1 2505 2 2524 -M 1 2505 2 2524 -M 1 2504 5 2524 -M 1 2504 5 2524 -M 1 2506 1 2524 -O 1 2538 1 2524 -D 0 2524 2 1 -D 0 2525 3 1 -D 0 2526 4 1 -D 0 2526 8 2 -D 0 2527 7 2 -D 0 2528 5 1 -D 0 2529 2 1 -M 1 2507 3 2530 -E 1 2505 1 16 -E 1 2506 1 14 -E 1 2507 1 6 -E 1 2508 1 15 -M 1 2507 3 2530 -E 1 2507 1 6 -E 1 2505 1 16 -E 1 2508 1 14 -E 1 2506 1 15 -M 1 2507 3 2530 -E 1 2508 1 14 -E 1 2506 1 15 -E 1 2507 1 6 -E 1 2505 1 16 -D 0 2530 0 1 -D 0 2530 3 1 -M 1 2508 7 2531 -E 1 2509 1 7 -E 1 2510 1 3 -E 1 2511 1 8 -E 1 2505 1 16 -M 1 2508 7 2531 -E 1 2509 1 7 -E 1 2510 1 3 -E 1 2511 1 8 -E 1 2505 1 16 -M 1 2508 7 2531 -E 1 2509 1 7 -E 1 2510 1 3 -E 1 2511 1 8 -E 1 2505 1 16 -M 1 2508 7 2531 -E 1 2509 1 7 -E 1 2510 1 3 -E 1 2511 1 8 -E 1 2505 1 16 -D 0 2531 0 1 -D 0 2531 1 1 -M 1 2510 3 2532 -E 1 2513 1 5 -E 1 2505 1 16 -E 1 2514 1 11 -E 1 2515 1 19 -M 1 2510 3 2532 -E 1 2513 1 5 -E 1 2505 1 16 -E 1 2514 1 11 -E 1 2515 1 19 -M 1 2510 3 2532 -E 1 2513 1 5 -E 1 2505 1 16 -E 1 2514 1 11 -E 1 2515 1 19 -D 0 2532 1 1 -D 0 2532 2 1 -M 1 2511 3 2533 -M 1 2511 3 2533 -M 1 2511 3 2533 -D 0 2533 0 1 -D 0 2533 3 1 -D 0 2534 2 1 -M 1 2508 7 2535 -E 1 2511 1 8 -E 1 2509 1 7 -E 1 2505 1 16 -E 1 2510 1 3 -M 1 2508 7 2535 -E 1 2510 1 3 -E 1 2511 1 8 -E 1 2509 1 7 -E 1 2505 1 16 -M 1 2508 7 2535 -E 1 2510 1 3 -E 1 2509 1 7 -E 1 2505 1 16 -E 1 2511 1 8 -O 1 2540 1 2535 -D 0 2537 2 1 -D 0 2537 4 1 -M 1 2512 1 2538 -E 1 2516 1 16 -E 1 2517 1 17 -M 1 2513 3 2538 -M 1 2513 3 2538 -M 1 2513 3 2538 -O 1 2539 1 2538 -D 0 2538 0 1 -D 0 2539 3 1 -M 1 2514 3 2540 -M 1 2514 3 2540 -M 1 2514 3 2540 -D 0 2540 0 1 -D 0 2540 1 1 -D 0 2541 0 1 -D 0 2541 1 2 -M 1 2515 3 2542 -M 1 2515 3 2542 -M 1 2515 3 2542 -D 0 2542 3 2 -D 0 2543 2 1 -D 0 2544 2 1 -D 0 2544 3 1 -M 1 2516 4 2545 -E 1 2505 1 16 -E 1 2518 1 9 -E 1 2519 1 12 -E 1 2520 1 10 -G 1 2521 1 -M 1 2516 4 2545 -E 1 2505 1 16 -E 1 2518 1 9 -E 1 2519 1 12 -E 1 2520 1 10 -G 1 2521 1 -M 1 2516 4 2545 -E 1 2505 1 16 -E 1 2518 1 9 -E 1 2519 1 12 -E 1 2520 1 10 -G 1 2521 1 -M 1 2516 4 2545 -E 1 2505 1 16 -E 1 2518 1 9 -E 1 2519 1 12 -E 1 2520 1 10 -G 1 2521 1 -D 0 2545 1 1 -M 1 2517 3 2547 -E 1 2513 1 5 -E 1 2514 1 11 -E 1 2507 1 6 -E 1 2505 1 16 -M 1 2517 3 2547 -E 1 2507 1 6 -E 1 2514 1 11 -E 1 2513 1 5 -E 1 2505 1 16 -M 1 2517 3 2547 -E 1 2505 1 16 -E 1 2507 1 6 -E 1 2514 1 11 -E 1 2513 1 5 -D 0 2547 0 1 -D 0 2547 2 1 -M 1 2518 2 2548 -E 1 2506 1 14 -E 1 2509 1 7 -E 1 2513 1 5 -G 1 2521 1 -D 0 2548 0 1 -M 1 2518 2 2549 -E 1 2513 1 5 -E 1 2506 1 14 -E 1 2509 1 7 -G 1 2521 1 -D 0 2551 5 1 -D 0 2552 1 1 -D 0 2552 3 1 -M 1 2519 1 2553 -E 1 2522 1 3 -D 0 2553 1 1 -D 0 2553 2 1 -D 0 2553 4 2 -M 1 2535 1 2556 -E 1 2545 1 19 -O 1 2521 1 2556 -O 1 2541 1 2556 -O 1 2542 1 2556 -O 1 2544 1 2556 -O 1 2531 1 2556 -D 0 2556 5 2 -O 1 2530 1 2557 -D 0 2557 5 1 -M 1 2533 1 2561 -E 1 2546 1 3 -M 1 2534 1 2562 -O 1 2529 1 2565 -O 1 2538 1 2570 -M 1 2528 1 2572 -E 1 2534 1 16 -E 1 2535 1 5 -M 1 2526 2 2574 -M 1 2531 6 2575 -M 1 2531 6 2575 -M 1 2531 6 2575 -M 1 2531 6 2575 -M 1 2531 6 2575 -M 1 2531 6 2575 -M 1 2527 4 2575 -E 1 2534 1 16 -E 1 2535 1 5 -M 1 2527 4 2575 -E 1 2534 1 16 -E 1 2535 1 5 -M 1 2526 2 2575 -O 1 2536 1 2575 -M 1 2530 1 2576 -E 1 2535 1 5 -E 1 2534 1 16 -M 1 2525 1 2577 -E 1 2532 1 5 -E 1 2533 1 16 -M 1 2527 4 2577 -E 1 2534 1 16 -E 1 2535 1 5 -M 1 2527 4 2577 -E 1 2534 1 16 -E 1 2535 1 5 -M 1 2532 2 2579 -M 1 2532 2 2579 -M 1 2521 1 2563 -M 1 2520 1 2555 -E 1 2525 1 9 -E 1 2526 1 12 -G 1 2527 1 -O 1 2524 1 2555 -D 0 2555 0 1 -D 0 2555 4 1 -O 1 2537 1 2554 -D 0 2554 3 1 -O 1 2528 1 2546 -D 0 2546 2 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2505 spec_poison -M 2509 spec_breath_frost -M 2512 spec_cast_cleric -M 2522 spec_poison -M 2526 spec_breath_fire -M 2527 spec_guard -M 2528 spec_guard -M 2529 spec_fido -M 2530 spec_guard -M 2531 spec_guard -M 2534 spec_breath_lightning -M 2535 spec_cast_mage -S - - -#$ - - diff --git a/data/realm/areas_smaug1.4a/goblins.are b/data/realm/areas_smaug1.4a/goblins.are deleted file mode 100644 index ae4f1f3..0000000 --- a/data/realm/areas_smaug1.4a/goblins.are +++ /dev/null @@ -1,912 +0,0 @@ -#AREA Goblin Caves~ - -#VERSION 1 - -#AUTHOR Manx~ - -#RANGES -10 26 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#20000 -sentry~ -The Sentry to the Goblin Caves~ -The Sentry to the Goblin Caves stands at attention here. -~ -He looks like a powerful man that could easily defeat an opponent. -The Sentry to the Goblin Caves tells you, 'Abandon all hope ye who enter here' -~ -3 128 500 S -19 3 0 10d10+100 10d10+100 -1000 0 -112 112 1 -#20001 -wizard~ -An Ancient Wizard~ -An Ancient Wizard stands here as to prevent you from entering the caves. -~ -You realize as you look upon this wizened Wizard, that you must defeat him in -combat before you can enter the caves. Why waste the effort, you should really -take the easy way out and leave.. -~ -3 8192 0 S -10 3 0 10d9+50 10d9+70 -1000 0 -112 112 1 -#20002 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -35 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20003 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -35 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20004 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20005 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20006 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20007 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20008 -goblin~ -Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -10 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20009 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -12 3 20 3d11+5 3d17+9 -1000 0 -112 112 1 -#20010 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -12 3 20 3d11+5 3d17+9 -1000 0 -112 112 1 -#20011 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -13 3 20 3d11+5 3d17+9 -1000 0 -112 112 1 -#20012 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -13 3 20 3d11+5 3d17+9 -1000 0 -112 112 1 -#20013 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -13 3 0 6d9+11 6d9+15 -1000 0 -112 112 1 -#20014 -goblin~ -A Goblin Soldier~ -A Loyal soldier to the Goblin King stands at attention here. -~ -You have never in your life seen anything so ugly!!! -~ -33 8192 0 S -13 3 0 6d9+11 6d9+15 -1000 0 -112 112 1 -#20015 -goblin king~ -Goblin King~ -The Goblin King is here ordering you to kneel. -~ -As you bow toward this king you end up falling over in a fit of laughter. -~ -3 8192 0 S -23 3 40 9d17+11 9d17+15 -1000 0 -112 112 1 -#20016 -goblin captain~ -Captain of the Goblin Soldiers~ -The Captain of the Goblin Soldiers stands here. -~ -The Captain of the Goblin Guard appears to be drunk... -~ -33 8192 0 S -17 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#20017 -captive creature~ -Captive of the Goblins~ -A poor defenseless creature is here, urging you to look at it. -~ -The Creature tells you, 'Please kill me, my life is over and i can't take the -torture anymore. In return i shall give you the key to a secret doorway that -leads to the king. This door is .....'. The poor creature faints. -~ -3 8192 0 S -1 3 40 2d7+1 2d7+5 -1000 0 -112 112 1 -#0 - - -#OBJECTS -#20000 -key granite~ -a granite key~ -The key to the Goblin Caves lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#20001 -key stone~ -a stone key~ -A strange stone key is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#20002 -key~ -a Jailor's key~ -The key to some horrible place of torture is here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#20003 -key dust~ -a secret looking key~ -There is some dust on the ground here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#20004 -sword goblin~ -a Goblin Sword~ -A plain but affective Goblin Sword lies here.~ -~ -5 512 1 -0 10 25 3 -20 100 10 -A -19 1 -#20005 -plate~ -a Goblin Breast Plate~ -Some plain looking armor lies here.~ -~ -9 512 1 -0 0 0 0 -20 100 10 -#20006 -sword~ -a Goblin Sentry's Sword~ -A deadly looking Goblin Sentry'sword~ -~ -5 1024 1 -0 10 25 3 -20 100 10 -A -19 3 -#0 - - -#ROOMS -#20000 -Base of the Mountain~ -You are standing at the base of the Imfamous Goblin Caves. -~ -0 1024 4 -D2 -~ -~ -0 0 5278 -D4 -~ -~ -0 0 20001 -S -#20001 -On the Mountain Path~ -You are walking along an old and dusty path. -~ -0 0 4 -D4 -~ -~ -0 0 20002 -D5 -~ -~ -0 0 20000 -S -#20002 -On the Mountain Path~ -You are walking along an old and dusty path. -~ -0 0 4 -D4 -~ -~ -0 0 20003 -D5 -~ -~ -0 0 20001 -S -#20003 -On the Mountain Path~ -You are walking along an old and dusty path. -~ -0 0 4 -D4 -~ -~ -0 0 20004 -D5 -~ -~ -0 0 20002 -S -#20004 -Path to the Caves~ -After your long climb you notice that there appears to be a door to North -~ -0 0 4 -D0 -~ -~ -0 0 20005 -D5 -~ -~ -0 0 20003 -S -#20005 -Atop the mountain and before the caves~ -You appear to be halfway to the Cave entrance. -~ -0 0 0 -D1 -~ -~ -0 0 20006 -D2 -~ -~ -0 0 20004 -S -#20006 -At the entrance~ -Before you stands the entrance to the Imfamous Goblin Caves. Legend has it -that many a brave adventurer has set foot within, but few have ever returned. -However, you think to yourself "Yeah as if!!"... -~ -0 0 0 -D3 -~ -~ -0 0 20005 -D5 -A huge granite door is here daring you to enter. -~ -door~ -33 20000 20007 -E -door~ -A huge granite door is here daring you to enter. -~ -S -#20007 -Within the Entrance~ -You stand inside the entrance to some very dank, dark and smelly caves. -~ -0 1 0 -D0 -~ -~ -0 0 20008 -D4 -A huge granite door is here daring you to enter. -~ -Door~ -33 20000 20006 -E -door~ -A huge granite door is here providing your only escape out, until you finish -off the Goblin King. -~ -S -#20008 -Hallway~ -You stand in one of the many hallways that traverse the caves. -~ -0 1 0 -D0 -~ -~ -0 0 20012 -D1 -~ -~ -0 0 20009 -D2 -~ -~ -0 0 20007 -S -#20009 -Hallway~ -You come to a turn in the hall, it goes in a southward direction to what -appears to be a door. -In the distance you hear a mumbling that sounds very much like voices...... -~ -0 1 0 -D2 -~ -~ -0 0 20010 -D3 -~ -~ -0 0 20008 -S -#20010 -End of the Hallway~ -You have finally reached the end of the hallway. And although it appears to -be a dead end, there seems to be something very odd about the east wall... -Also there are sounds coming from that direction as well. -~ -0 1 0 -D0 -~ -~ -0 0 20009 -D1 -A strange looking wall. -~ -wall~ -1 20001 20011 -S -#20011 -Armory~ -I don't know how you did it, but you have reached the armory of the Goblins, -there are several useful (albeit basic) pieces of armor on the floor. Against -the east wall there is a huge fire burning steadily, obviously for the -ironworking. -~ -0 1 0 -D3 -A strange looking wall. -~ -wall~ -1 20001 20010 -S -#20012 -Intersection~ -You have reached an intersection in the hallway. To the west, you can just -make out a door at the end of the hallway. To the north, you can hear moans -and voices talking. You also hear the footsteps of several creatures walking -about, grunting to each other. -~ -0 1 0 -D0 -~ -~ -0 0 20017 -D2 -~ -~ -0 0 20008 -D3 -~ -~ -0 0 20013 -S -#20013 -Hallway~ -You are walking down a narrow hallway made of stone. Slime coats the walls, -as well as blood stains. Some of the blood on the walls is very fresh! As -if someone had been through here today! To the west you see a cell door, and -to the east, you can see an intersection. -~ -0 1 0 -D1 -~ -~ -0 0 20012 -D3 -~ -~ -0 0 20014 -S -#20014 -End of the Hallway~ -You have reached the end of the hallway. Rooms lie to the north, and to the -west, the room to the west is barred by a door. Very faintly, you can hear -grunts, and mumbling from all around, as if the walls were alive! -~ -0 1 0 -D0 -~ -~ -0 0 20015 -D1 -~ -~ -0 0 20013 -D3 -A dark, metal cell door lies upon the west wall. -~ -cell door~ -1 20002 20016 -S -#20015 -Guard Room~ -You have entered a guard room. Its furnishings are crude, and unimpressive. -In general, there are a few tables, a couple chairs but nothing much else that -seems important. There is a large pile of dung in the corner of the room, -which smells particularly bad. Rusted swords lay about, and it seems that a -strange game involving sticks had been played upon the table. -~ -0 1 0 -D2 -~ -~ -0 0 20014 -S -#20016 -Dark Cell~ -You are standing in a dark, and dank cell. There is barely any light coming -from the hallway. Slime covers everything in sight, and there is a small and -rotted bench on the far wall. Rats scurry back and forth, and almost attack -you as you walk through the sludge. A hallway leads east from this cell. -~ -0 1 0 -D1 -A dark, metal cell door lies upon the west wall. -~ -cell door~ -1 20002 20014 -S -#20017 -Hallway~ -You have come to another intersection in the dungeon. Hallways lead off to -the east, and to the south. Mumbling and footsteps can be heard in the far -distance, as well as the very faint sound of water rushing. You cannot tell -exactly where it is coming from, but it is a definite sound. -~ -0 1 0 -D1 -~ -~ -0 0 20018 -D2 -~ -~ -0 0 20012 -S -#20018 -Alcove~ -You have reached a small alcove in the dungeon. There is nothing interesting -to be said here. It's a small, oddly-carved niche in the wall, which has been -smoothed out, and used as storage. There is a small bench against the north -wall, and a few strange rocks, but other than that, there is nothing strange. -~ -0 1 0 -D1 -Secret Doorway -~ -secret~ -1 20003 20019 -D3 -~ -~ -0 0 20017 -S -#20019 -Stairway~ -You have entered a newer part of the dungeon, made only recently! A dark, and -twisting stairway leads downwards into darkness. From below, you can hear the -sounds of voices, and rushing water. A passage leads back to the west. -~ -0 1 0 -D3 -Secret Doorway -~ -secret~ -1 20003 20018 -D5 -~ -~ -0 0 20020 -S -#20020 -Lower caves~ -You have reached the bottom of the stairway. The walls here are made of very -smooth stone, almost as if it had been eroded away by large amounts of quickly -moving water. In the distance, you can hear footsteps, but they are almost -covered by the incessant roar of a waterfall nearby! -~ -0 1 0 -D2 -~ -~ -0 0 20021 -D4 -~ -~ -0 0 20019 -S -#20021 -Eroded Hallway~ -You have reached a very smooth hallway, which is also caused by erosion, or at -you believe this to be so. To the east, there is a narrow passage, and to the -south you can make out a cave-like entrance. The sound of the waterfall is -quite loud here, and seems to be coming from all around. -~ -0 1 0 -D0 -~ -~ -0 0 20020 -D1 -~ -~ -0 0 20026 -D2 -~ -~ -0 0 20022 -S -#20022 -Cavern Entrance~ -You have come to the entrance of a very large cavern. Inside, you can hear -the sound of water rushing quickly. The walls of the cavern are extrordinarily -smooth, due to the effects of erosion. This cavern sends a chill through your -spine, and you can feel evil within it. A passage leads south into the dark -cavern, and north to a hallway. -~ -0 1 0 -D0 -~ -~ -0 0 20021 -D2 -~ -~ -0 0 20023 -S -#20023 -Dark Tunnel~ -You are walking through a dark tunnel running north, and east. Pools of water -lie at your feet, and a heavy dampness lies in the air. The cool spray of -water seems to be coming from the far east, as does the roaring sound of the -waterfall. To the north, lies the entrance to this cavern underground. -~ -0 1 0 -D0 -~ -~ -0 0 20022 -D1 -~ -~ -0 0 20024 -S -#20024 -Cavern Opening~ -You are crawling along a dark tunnel, and to the east you see an immense -cavern, and the sounds of the waterfall are deafening. Vapor and dampness -cover the walls, and the rocks are slippery. To the west, there is another -dark tunnel, which looks considerably drier. -~ -0 1 0 -D1 -~ -~ -0 0 20025 -D3 -~ -~ -0 0 20023 -S -#20025 -Great Waterfall~ -You are standing on a large rock, which looks over the cliff. Gallons of water -flow over the edge, falling hundreds of feet to the bottom of the cavern below. -The sound of the waterfall is deafening, and you clench your ears to cut the -noise down. You notice a series of rocks, following the cliff downwards. -To the north, the river continues. -~ -0 1 0 -D0 -~ -~ -0 0 20028 -D3 -~ -~ -0 0 20024 -D5 -~ -~ -0 0 20029 -S -#20026 -Underground River~ -You have come to a very large, underground river. The water is quite deep in -places, and is moving rather quickly to the south. From the south, a fresh -cloud of water vapor covers your body in a cool dampness. The river is at a -dangerously wild state. A passage leads back to the west. -~ -0 1 0 -D2 -~ -~ -0 0 20027 -D3 -~ -~ -0 0 20021 -S -#20027 -Underground Pool~ -You are standing on a small ledge of rock, which follows it's way along these -cavern walls. Before you lies the largest pool of water you have ever seen. -It seems to span the entire cavern, and the waters splash back and forth, as -a mighty river from the north pours into the room. As you look east, you see -that a larger river seems to be flowing eastwards, very quickly. -~ -0 1 0 -D0 -~ -~ -0 0 20026 -D1 -~ -~ -0 0 20028 -S -#20028 -Underground River~ -You have come to a large river, spanning the cavern. To the south, the river -seems to soar off of the cliff, forming a large waterfall, over a drop of at -least a hundred feet. The swirling river waters are extremely swift, and deep -even near the edge. To the west you see a large pool, from which this river -seems to originate. -~ -0 1 0 -D2 -~ -~ -0 0 20025 -D3 -~ -~ -0 0 20027 -S -#20029 -Below Waterfall~ -You have arrived on the cavern floor, just near the waterfall. From here, you -notice that there is a small path, leading into a large cavern to the south, -just behind the waterfall. You can hear the strange noises of grunts, and -screaming coming from within the cave. A set of rocks lies against the wall -of the cliffside here. -~ -0 1 0 -D2 -~ -~ -0 0 20030 -D4 -~ -~ -0 0 20025 -S -#20030 -Large Cave~ -You have reached a large, smooth cave, behind the waterfall. A small fire -burns in the center of the room. The walls are very smooth, and there is no -water to be found. Bones litter the floor, and there are several tables set -up in the room. Against the northern wall, there is a large, stone throne, -and against the western wall, you see a rather large chest. Also, you notice -a smaller cave to the east. -~ -0 1 0 -D0 -~ -~ -0 0 20029 -D1 -~ -~ -0 0 20031 -S -#20031 -Storage Cave~ -You have entered a large, storage cave of some kind. Rocks, rusted weaponry, -and all other kinds of junk litter the floor. There is really nothing of great -value here. This cave is completely dry, and it almost feels warm. A larger -cave opens up to the west. -~ -0 1 0 -D2 -A large, glowing portal lies against the south wall. -~ -portal~ -1 0 20000 -D3 -~ -~ -0 0 20030 -S -#0 - - -#RESETS -M 1 20000 1 20000 -E 1 20006 0 16 -M 1 20001 1 20006 -G 1 20000 100 -D 1 20006 5 2 -M 1 20002 1 20007 -E 1 20004 0 16 -G 1 20001 100 -M 1 20003 1 20007 -E 1 20004 0 16 -D 1 20007 4 2 -M 1 20004 1 20009 -E 1 20004 0 16 -D 1 20010 1 2 -O 1 20005 0 20011 -O 1 20004 0 20011 -M 1 20005 1 20011 -E 1 20004 0 16 -D 1 20011 3 2 -M 1 20006 1 20012 -E 1 20004 0 16 -M 1 20008 1 20014 -E 1 20004 0 16 -D 1 20014 3 2 -M 1 20016 1 20015 -E 1 20004 0 16 -E 1 20005 0 5 -G 1 20002 100 -M 1 20017 1 20016 -G 1 20003 100 -D 1 20016 1 2 -M 1 20007 1 20018 -E 1 20004 0 16 -D 1 20018 1 2 -D 1 20019 3 2 -M 1 20009 1 20021 -E 1 20004 0 16 -M 1 20010 1 20023 -E 1 20004 0 16 -M 1 20011 1 20025 -E 1 20004 0 16 -M 1 20012 1 20027 -E 1 20004 0 16 -M 1 20013 1 20029 -E 1 20004 0 16 -M 1 20015 1 20030 -E 1 20004 0 16 -M 1 20014 1 20031 -E 1 20004 0 16 -E 1 20005 0 5 -D 1 20031 2 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/gtown.are b/data/realm/areas_smaug1.4a/gtown.are deleted file mode 100644 index 18079d9..0000000 --- a/data/realm/areas_smaug1.4a/gtown.are +++ /dev/null @@ -1,2816 +0,0 @@ -#AREA Ghost Town~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -45 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8100 -spectre~ -a spectre~ -A Spectre screams at you and attacks! -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -97 524456 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8101 -wraith~ -a wraith~ -A Wraith strides silently toward you, death in its glowing red eyes. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -97 524968 -1000 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8102 -wight~ -a wight~ -A ghastly wight, still clad in the armor it wore in life, strikes at you. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -97 680 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8103 -ghost~ -a ghost~ -The ghost of some long-dead adventurer howls maniacally at you. -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -97 1573032 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8104 -vampire~ -a vampire~ -An evil vampire rises from the sarcophagus, bares its fangs and attacks! -~ -The Evil Baron and his two brothers were vampires imprisoned here by Xanan -centuries ago, who had not the power to slay them utterly, and now thanks -to your disturbance they have risen again! -~ -4195 8872 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8105 -lich~ -a lich~ -An insane Lich cackles hideously and unleashes a volley of spells. -~ -This powerful Undead is actually Xantharus' former master, whom he betrayed -and slew. But he underestimated his master's power, and now he as returned -as a Lich, seeking revenge! -~ -4195 524456 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8106 -demon~ -a lesser demon~ -A Lesser Demon slobbers, drools and cackles insanely! -~ -This grotesque is a minion of the lower planes drawn here by the intense -concentration of negative material energy. -~ -225 680 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8107 -spirit revenant~ -a revenant~ -The spirit of a mortal horribly wronged has returned as a Revenant. -~ -This poor soul was once a powerful, good priest of Soleil who was betrayed -by agents of the evil Gomez and tortured and slain by them. His spirit has -returned here, seeking out the long-dead fellows who slew him. He will -ignore all else in his quest, but will not hesitate to attack you if you -interfere. -~ -4169 8872 0 S -57 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8108 -spirit haunt~ -a haunt~ -The spirit of an adventurer slain here long ago is now bound here as a Haunt. -~ -This spirit was once a powerful warrior who, on a wager, entered Ghost Town. -He was quickly slain by the inhabitants, but such was his distress at his -death, his spirit remained behind to haunt the area where he met his end. -~ -75 1573032 0 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8109 -crypt thing~ -a crypt thing~ -A Crypt Thing cackles evilly and taunts you. -~ -This fell creature will not attack you, despite its evil- it will merely -taunt you, though it will not hesitate to defend itself. -~ -4171 8872 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8110 -greater demon~ -a greater demon~ -A Greater demon spews forth fire and gas! -~ -This grotesque is a minion of the lower planes drawn here by the intense -concentration of negative material energy. -~ -99 533160 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8111 -undead dragon~ -an undead dragon~ -An Undead Dragon belches forth poisonous fumes! -~ -This foul Dracolich is the undead spirit of a dragon that served Xantharus -so well in life that he animated it to continue serving him after its -death. -~ -99 524968 -1000 S -62 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8112 -undead monster~ -an undead monster~ -An undead monster shambles forth and attacks! -~ -The spirit of some former minion of this place, this foul Undead creature -will do its best you meet the same fate as all previous intruders in this -fell domain- DEATH. -~ -97 40 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8113 -giant rat~ -a giant rat~ -A GIANT Rat savagely charges you! -~ -When I say GIANT, I am talking ten feet high... -~ -229 65576 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8114 -giant spider~ -a giant spider~ -A GIANT Spider drops down on you! -~ -When I say GIANT, I am talking ten feet high... -~ -229 65576 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8115 -lurker above~ -a lurker above~ -A Lurker Above seeks to enfold and suffocate you! -~ -This foul abberration feeds on any and all that enter its lair- even the -corporeal undead avoid it... -~ -227 524800 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8116 -succubus~ -a succubus~ -A beautiful female smiles charmingly at you, revealing sharp fangs... -~ -OUCH! Its a Succubus. She will charm you, then waste you. FIGHT! -~ -75 524968 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#8117 -necromancer xantharus~ -Xantharus~ -A timid-looking Necromancer begs to be freed. -~ -This pathetic wretch is none other than Xantharus, the evil mage that brought -the Undead to this town, destroying it, before losing control of them. He -has fled here, in the hopes that they won't find him before he finds a way -to escape his terrible mistake. -~ -4291 1024 -400 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#8118 -rotting corpse~ -a rotting corpse~ -A Rotting Corpse staggers clumsily toward you. -~ -This thing and its fellows are what remains of the citizens of this once- -fine town, reduced to a horrid state of undeath. Slaying them would be the -best thing you could do for them... -~ -97 512 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8119 -master~ -the master~ -The Master surveys his domain and laughs evilly. -~ -Little is known of this mysterious stranger who came here and took control -after the weak Xantharus lost control of his creations. He is a powerful, -diabolically evil mage, and will not hesitate to destroy you. -~ -4331 8380 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#8120 -shambling mound~ -a shambling mound~ -A Shambling Mound... well... shambles toward you. -~ -RUN! A twelve-foot high pile of garbage is attacking you! -~ -97 8192 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8121 -kampflut~ -a kampflut~ -A Kampflut attacks! -~ -This hideous, animated tree resembles an ancient oak with tentacle-like -branches and a huge toothed maw. Despite its nasty demeanour, it is not -evil- it is simply hungry. -~ -97 8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8122 -black pudding~ -a black pudding~ -A Black Pudding slowly rolls toward you. -~ -This huge black blob will dissolve weapons and armor it gets the chance, -then it will devour you! -~ -97 8192 0 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8123 -green slime~ -green slime~ -A patch of Green Slime drips on you, burning your skin! -~ -Green Slime can dissolve even metal, so imagine what it would do to your -skin... -~ -99 0 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8124 -gray ooze~ -a gray ooze~ -A pile of gray liquid oozes toward you. -~ -"Oh," I hear you say. "How threatening". Well, just you wait! -~ -97 8832 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8125 -animated tree~ -an animated tree~ -An Animated Tree bashes you with its branches. -~ -This tree is bad and evil- it is an anti-treant :) -~ -97 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8126 -tree spirit~ -a tree spirit~ -A Tree Spirit offers you shelter in this place of evil. -~ -This spirit is the only good creature in this place. She can guard you -while you rest, and perhaps heal your wounds if you pay her enough... -~ -2123 8878 400 S -65 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#8127 -death knight~ -a death knight~ -A Death Knight salutes you then attacks! -~ -This is the spirit of a Paladin corrupted by the evil of the Master, doomed -to an eternity as an undead servant. Clad in ornate, ancient armor and -wielding a shiny silver sword, he would look as he did in life save for his -rotting face... -~ -107 680 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8128 -nightmare~ -a nightmare~ -A Nightmare, loyal steed of the denizens of the Lower Planes, rests here. -~ -This black, winged equine hell-steed waits patiently for its master to finish -its business here before bearing it to its next destination. -~ -67 524832 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8129 -retriever~ -a retriever~ -A retriever rears on four of its legs and strikes. -~ -This demonic steed resembles a huge spider with razor sharp blades for legs -and glowing gems for eyes. -~ -99 680 -1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8130 -cambion scout~ -a cambion scout~ -A Cambion Scout eyes you cautiously. -~ -This half-man, half-demon creature is a scout for Orcus, Prince of the -Undead. He is here on a covert mission, and thus will avoid trouble if at -all possible. He is attempting to ascertain the degree of power of the -master, and inform his master if the strange man poses a significant threat -to his domination of all things Undead. -~ -205 66232 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#8131 -orcus~ -Orcus~ -Orcus, Prince of the Undead, glowers menacingly at you. -~ -Whoa. You are standing before Orcus. He resembles a bloated man twenty -feet tall with a bull's nose and eyes, and goat's horns and hooves. He -grips a rod with a goat's head in one hoof, and glares suspiciously at you. -He is not really meant to be here, and thus will avoid attracting attention -of the powers of the Prime Material Plane by avoiding combat. -~ -203 8894 -1000 S -65 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8132 -water weird~ -a water weird~ -A Water Weird lunges at you! -~ -This watery snake resides in the well, which it will fight to defend. -~ -99 8320 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8133 -giant spider~ -a giant spider~ -A GIANT Spider drops down on you! -~ -When I say GIANT, I am talking ten feet high... -~ -231 65576 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#8134 -baron vampire~ -a baron vampire~ -The Baron vampire rises from the sarcophagus, bares its fangs and attacks! -~ -The Evil Baron and his two brothers were vampires imprisoned here by Xanan -centuries ago, who had not the power to slay them utterly, and now thanks -to your disturbance they have risen again! -~ -4195 8872 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#8100 -rod orcus~ -the Rod of Orcus~ -The Rod of Orcus glows evilly here. -~ -~ -4 2 0 -60 100 100 -1 -500 0 0 -'invis' -A -1 2 -A -2 2 -A -3 2 -A -4 2 -A -5 2 -A -12 250 -A -17 -50 -A -18 25 -A -19 25 -A -23 -10 -A -24 -10 -#8101 -hand vecna~ -the Hand of Vecna~ -The Hand of Vecna lies here. -~ -~ -9 16 0 -0 0 0 0 -5 0 0 -A -2 3 -A -3 3 -A -12 100 -A -18 3 -A -19 3 -A -24 -3 -A -25 -5 -#8102 -eye vecna~ -the Eye of Vecna~ -The Eye of Vecna glows evilly here. -~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -3 3 -A -4 3 -A -12 50 -A -25 -5 -#8103 -sword kas~ -the Sword of Kas~ -The Sword of Kas beckons to you! -~ -~ -5 2 0 -0 0 0 11 -20 0 0 -A -17 20 -A -18 25 -A -19 25 -#8104 -circlet~ -a circlet~ -A Circlet lies here, gathering dust. -~ -~ -9 64 0 -0 0 0 0 -25 0 0 -A -3 -3 -A -4 -3 -#8105 -hoard~ -a treasure hoard~ -A treasure hoard is scattered here. -~ -~ -8 0 1 -0 0 0 0 -150 0 0 -#8106 -chest~ -a chest~ -A chest sits here. -~ -~ -15 0 1 -150 8 8120 0 -100 0 0 -#8107 -robes flesh~ -robes of Flesh~ -Robes made of human flesh are piled here. -~ -~ -9 16 0 -0 0 0 0 -25 0 0 -A -12 150 -A -13 25 -A -24 -3 -A -25 -2 -#8108 -rod bone~ -a Rod of Bone~ -A Rod fashioned from a human femur lies here. -~ -~ -5 16 0 -0 0 0 8 -25 0 0 -A -12 15 -A -17 -10 -A -18 4 -A -19 4 -#8109 -bones~ -a pile of bones~ -A pile of bones lies here. -~ -~ -13 0 1 -0 0 0 0 -50 0 0 -#8110 -gem~ -a Power Gem~ -A Mana Power Gem pulses strongly here. -~ -~ -4 1 0 -50 20 20 -1 -10 0 0 -'sanctuary' -A -12 50 -#8111 -cloak~ -a black cloak~ -A black cloak is piled here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -#8112 -sword~ -(Diabolical) a Dark Sword~ -A Dark Sword hums evilly here. -~ -~ -5 2 0 -0 0 0 0 -35 0 0 -A -1 1 -A -5 1 -A -17 -20 -A -18 2 -A -19 4 -#8113 -armor~ -a Suit of Dark Armor~ -A Suit of Dark Armor lies here. -~ -~ -9 4 0 -0 0 0 0 -25 0 0 -A -17 -10 -A -18 6 -A -19 6 -#8114 -helm~ -a Dark Helm~ -A Dark Helm seeks to possess you! -~ -~ -9 4 0 -0 0 0 0 -75 0 0 -A -3 -3 -A -4 -3 -A -25 -3 -#8115 -jar~ -a jar~ -A glass jar sits here. -~ -~ -15 0 1 -25 1 0 0 -10 0 0 -#8116 -poison~ -some poison~ -Some poison lies here. -~ -~ -19 0 1 -1 0 0 1 -1 0 0 -#8117 -unholy symbol~ -an Unholy Symbol~ -The Unholy Symbol of some priest devoted to evil lies here. -~ -~ -1 16 0 -0 0 -1 0 -5 0 0 -A -2 3 -A -25 -2 -#8118 -holy symbol~ -a holy Symbol~ -The Holy Symbol of some priest devoted to good lies here. -~ -~ -1 1 0 -0 0 -1 0 -5 0 0 -A -5 3 -A -25 -2 -#8119 -corpse~ -a corpse~ -The corpse of some unfortunate adventurer is lying here. -~ -~ -13 0 1 -0 0 0 0 -75 0 0 -#8120 -key~ -a key~ -A black key is here. -~ -~ -18 2 1 -0 0 0 0 -5 0 0 -#8121 -jar blood~ -a jar of human blood~ -A jar of human blood sits here. -~ -~ -10 2 0 -50 -1 -1 -1 -5 0 0 -'poison' 'weaken' 'curse' -#8122 -portal~ -a shimmering portal~ -A shimmering portal rests here.~ -~ -33 1 0 -10412 0 0 0 -1 0 0 -#0 - - -#ROOMS -#8100 -A Dusty Trail~ -You are heading along a dusty trail that runs toward the town ahead. There -is a horrid stench detectable even here. You see a sign up ahead. -~ -0 4 2 -D0 -~ -~ -0 -1 8101 -D2 -~ -~ -0 -1 9584 -S -#8101 -The Town~ -You have reached the Ghost Town, a place rumored to be inhabited by the -most ghastly of undead, as well as their fell minions. Should you proceed, -you may find yourself unable to return home by conventional means, and -instead have to travel through until you find another means of escape. Your -choice. -~ -0 4 1 -D0 -~ -~ -0 -1 8102 -D2 -~ -~ -0 -1 8100 -S -#8102 -The Main Street~ -Stepping onto this street, you immediately feel a wave of fear and dread -wash over you. Shaking, you collect yourself and prepare to advance into -this literally god-forsaken area. Houses line the street to the left and -right. Up ahead lies a small town square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8106 -D1 -~ -~ -1 0 8104 -D3 -~ -~ -1 0 8103 -S -#8103 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D1 -~ -~ -1 0 8102 -S -#8104 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D3 -~ -~ -1 0 8102 -S -#8105 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8108 -D1 -~ -~ -0 -1 8106 -S -#8106 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8109 -D1 -~ -~ -0 -1 8107 -D2 -~ -~ -0 -1 8102 -D3 -~ -~ -0 -1 8105 -S -#8107 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8110 -D3 -~ -~ -0 -1 8106 -S -#8108 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8111 -D1 -~ -~ -0 -1 8109 -D2 -~ -~ -0 -1 8105 -D3 -~ -~ -0 -1 8114 -S -#8109 -The Well in the Town Square~ -You are standing in the middle of the town square, at the well. Paths stretch -past houses and shops in every direction. There must still be some water in -the well, as a small amount of grass has managed to grow around it. -~ -0 8192 1 -D0 -~ -~ -0 -1 8112 -D1 -~ -~ -0 -1 8110 -D2 -~ -~ -0 -1 8106 -D3 -~ -~ -0 -1 8108 -S -#8110 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8113 -D1 -~ -~ -0 -1 8124 -D2 -~ -~ -0 -1 8107 -D3 -~ -~ -0 -1 8109 -S -#8111 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D1 -~ -~ -0 -1 8112 -D2 -~ -~ -0 -1 8108 -S -#8112 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D0 -~ -~ -0 -1 8134 -D1 -~ -~ -0 -1 8113 -D2 -~ -~ -0 -1 8109 -D3 -~ -~ -0 -1 8111 -S -#8113 -The Town Square~ -You have come to the Town Square. You can proceed in several directions from -here across the square, which is now nothing more than a flat square of -scorched earth and decimated vegetation, or down one of the side streets. -There is a well in the middle of the square. -~ -0 8192 1 -D2 -~ -~ -0 -1 8110 -D3 -~ -~ -0 -1 8112 -S -#8114 -A Side Street~ -You are advancing along a side street that runs west away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8115 -D1 -~ -~ -0 -1 8108 -D2 -~ -~ -1 0 8116 -D3 -~ -~ -0 -1 8117 -S -#8115 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8114 -S -#8116 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8114 -S -#8117 -A Side Street~ -You are advancing along a side street that runs west away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8118 -D1 -~ -~ -0 -1 8114 -D2 -~ -~ -1 0 8119 -D3 -~ -~ -0 -1 8120 -S -#8118 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8117 -S -#8119 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8117 -S -#8120 -A Side Street~ -You have reached the end of a side street that runs west away from the Town -Square. Houses lie to the north, west and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8121 -D1 -~ -~ -0 -1 8117 -D2 -~ -~ -1 0 8122 -D3 -~ -~ -1 0 8123 -S -#8121 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8120 -S -#8122 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8120 -S -#8123 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D1 -~ -~ -1 0 8120 -S -#8124 -A Side Street~ -You are advancing along a side street that runs east away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8125 -D1 -~ -~ -0 -1 8127 -D2 -~ -~ -1 0 8126 -D3 -~ -~ -0 -1 8110 -S -#8125 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8124 -S -#8126 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8124 -S -#8127 -A Side Street~ -You are advancing along a side street that runs east away from the Town -Square. Houses lie to the north and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8128 -D1 -~ -~ -0 -1 8130 -D2 -~ -~ -1 0 8129 -D3 -~ -~ -0 -1 8124 -S -#8128 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8127 -S -#8129 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8127 -S -#8130 -A Side Street~ -You have reached the end of a side street that runs east away from the Town -Square. Houses lie to the north, east and south. -~ -0 8192 1 -D0 -~ -~ -1 0 8131 -D1 -~ -~ -1 0 8133 -D2 -~ -~ -1 0 8132 -D3 -~ -~ -0 -1 8127 -S -#8131 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D2 -~ -~ -1 0 8130 -S -#8132 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D0 -~ -~ -1 0 8130 -S -#8133 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D3 -~ -~ -1 0 8130 -S -#8134 -Main Street~ -You are heading along Main Street, which heads south to the Town Square and -North toward an intersection. Houses line the street. -~ -0 8192 1 -D0 -~ -~ -0 -1 8137 -D1 -~ -~ -1 0 8136 -D2 -~ -~ -0 -1 8112 -D3 -~ -~ -1 0 8135 -S -#8135 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D1 -~ -~ -1 0 8134 -S -#8136 -A Ruined House~ -The interior of this house reeks of death. The dried blood smeared on the -walls and the piles of bones on the floor bespeak of the fate of the former -inhabitants of this residence. The current inhabitants may not be so easy -to kill... -~ -0 8 0 -D3 -~ -~ -1 0 8134 -S -#8137 -An Intersection~ -You are standing at an intersection devoid of houses. A park looms to the -northwest of here, while the former residences of the Mayor lie directly -west. You aren't sure where the northern path goes, as that area is -enshrouded in dark fog... -~ -0 8192 1 -D0 -~ -~ -0 -1 8155 -D2 -~ -~ -0 -1 8134 -D3 -~ -~ -0 -1 8138 -S -#8138 -The Road to the Mayor's House~ -This road was at one time spacious and beautiful, but is now cluttered with -debris and overgrown with tough, gray weeds that have sprouted through the -carefully-laid cobblestones. There are junctions to the east and west of -here. -~ -0 8192 1 -D1 -~ -~ -0 -1 8137 -D3 -~ -~ -0 -1 8139 -S -#8139 -A Junction~ -At this point, a dirt track runs north toward a dismal-looking garden that -once flourished with the most beautiful flora on the continent, but is now -home to the same sickly-gray weeds that sprout through the footpath, as well -as some very tall, sinister-looking trees. -~ -0 8192 1 -D0 -~ -~ -0 -1 8171 -D1 -~ -~ -0 -1 8138 -D3 -~ -~ -0 -1 8140 -S -#8140 -Outside the Mayor's House~ -The path ends at a decrepit manse that once served as home for the Mayor -of this town. Since the incursion of the undead, it has fallen into -disrepair, though not to the state that the other dwellings have, leading -you to suspect that perhaps someone (or thing) important now resides here... -~ -0 8192 1 -D1 -~ -~ -0 -1 8139 -D3 -~ -~ -1 0 8141 -S -#8141 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. To the west lies -a crooked stairway that leads up to the next level. Doors lie to the north and -south of here. -~ -0 1 0 -D0 -~ -~ -1 0 8143 -D1 -~ -~ -1 0 8140 -D2 -~ -~ -1 0 8142 -D3 -~ -~ -0 -1 8144 -S -#8142 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D0 -~ -~ -1 0 8141 -S -#8143 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D2 -~ -~ -1 0 8141 -S -#8144 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. To the west lies -a crooked stairway that leads up to the next level. Doors lie to the north and -south of here. -~ -0 1 0 -D0 -~ -~ -1 0 8146 -D1 -~ -~ -0 0 8141 -D2 -~ -~ -1 0 8145 -D3 -~ -~ -0 -1 8147 -S -#8145 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D0 -~ -~ -1 0 8144 -S -#8146 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D2 -~ -~ -1 0 8144 -S -#8147 -The Stairway~ -This crooked staircase looks very unstable, and this, coupled with the -dreadful stench emanating from upstairs, makes you reluctant to proceed... -~ -0 1 0 -D1 -~ -~ -0 -1 8144 -D4 -~ -~ -0 -1 8148 -S -#8148 -The Stairway~ -At the top of the stairs you pause to catch your breath, and are immediately -sorry as horrid-smelling air fills your lungs. Coughing, you fight to -breathe, and steel yourself to continue. -~ -0 1 0 -D1 -~ -~ -0 -1 8149 -D5 -~ -~ -0 -1 8147 -S -#8149 -The Hallway~ -You are advancing along a dimly-lit hall lined with garish paintings depicting -rather macabre-looking members of some decadent family. Doors lie to the north -and south of here. The hall ends at an impressive portal to the east. -~ -0 1 0 -D0 -~ -~ -1 0 8150 -D1 -~ -~ -1 0 8152 -D2 -~ -~ -1 0 8151 -D3 -~ -~ -0 -1 8148 -S -#8150 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D2 -~ -~ -1 0 8149 -S -#8151 -A Room in the Mayor's Manse~ -This room reeks of decay, perhaps mainly due to the decaying corpses lying -about. Blood has been smeared all over the walls, and a sickly-looking vine -has crawled in through the broken panes of the windows. You gag and try -not to vomit. -~ -0 1 0 -D0 -~ -~ -1 0 8149 -S -#8152 -The Mayor's Study~ -As you enter this room, you are amazed to notice a complete absence of the -stench you detected earlier. In addition, you are further amazed to notice -the surprisingly good condition of this study, a comfortable den lined with -shelves full of ancient texts. A large oak desk dominates the room, and -behind this sits a plush leather chair. Wonder whose domain this is...? -~ -0 8 0 -D0 -~ -~ -1 0 8153 -D2 -~ -~ -1 0 8154 -D3 -~ -~ -1 0 8149 -S -#8153 -A Bedroom~ -In this room lies an ornately-carved four poster bed with satin sheets. -Opposite it lies a comfortable divan, upon which the maidens of the master -of this domain usually recline. A painting on one wall catches your eye. -~ -0 1 0 -D2 -~ -~ -1 0 8152 -E -painting~ -It is a painting of one Count Philippe Gaspar duGascoigne, a handsome but -evil-looking gentleman of middle years. -~ -S -#8154 -A Bedroom~ -This bedroom is as ruinous as its northern counterpart was lavish, as -decayed and despoiled as it was well-presented and comfortable. The furniture, -while obviously once fine, is now ruined beyond repair. Blood stains coat -the walls, and a corpse hangs by a rope from the chandelier in the center -of the room. Whoever lives here must have a disagreeable personality to say -the very least... -~ -0 1 0 -D0 -~ -~ -1 0 8152 -S -#8155 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1 0 -D1 -~ -~ -0 -1 8156 -D2 -~ -~ -0 -1 8137 -S -#8156 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1 0 -D0 -~ -~ -0 -1 8159 -D2 -~ -~ -0 -1 8157 -D3 -~ -~ -0 -1 8155 -S -#8157 -A Small House~ -The mist clears suddenly, and you find yourself standing outside a rather -creepy little stone dwelling, with no windows, but a stout oak door -directly to the east. -~ -0 8192 1 -D0 -~ -~ -0 -1 8156 -D1 -~ -~ -1 0 8158 -S -#8158 -Temporary Residence of a Demon~ -OH NO! - -You have inadvertently stumbled upon the temporary Prime Material Plane lair -of ORCUS! If he isn't here, leave quickly. If he is... - -There is a shimmering portal to his home dimension to the east. -~ -0 8 0 -D3 -~ -~ -1 0 8157 -S -#8159 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1 0 -D0 -~ -~ -0 -1 8163 -D1 -~ -~ -0 -1 8160 -D2 -~ -~ -0 -1 8156 -S -#8160 -A Clearing~ -You have reached an area devoid of mist, the front yard of a ruined cottage -whose door lies to the east. Peering through the windows, you imagine you -can see shapes moving about. -~ -0 8192 1 -D1 -~ -~ -1 0 8161 -D3 -~ -~ -0 -1 8159 -S -#8161 -The Interior of the Cottage~ -This cottage is, as all the other residences of this place, a ruined mess. -Broken furniture and decaying corpses litter the floor. To the east, you -can see a staircase leading down. -~ -0 1 0 -D1 -~ -~ -0 -1 8162 -D3 -~ -~ -1 0 8160 -S -#8162 -A Staircase~ -This staircase is an ancient stone structure that looks far older than the -other structures in the village. You peer down in an attempt to ascertain -what may below, but can see only darkness. -~ -0 1 0 -D3 -~ -~ -0 -1 8161 -D5 -~ -~ -0 -1 -1 -S -#8163 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. -~ -0 1 0 -D0 -~ -~ -0 -1 8164 -D2 -~ -~ -0 -1 8159 -S -#8164 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. -~ -0 1 0 -D0 -~ -~ -0 -1 8195 -D1 -~ -~ -0 -1 8165 -D2 -~ -~ -0 -1 8163 -S -#8165 -Outside The Crypt~ -The small stone building is actually a crypt, which is in good condition, -not surprising considering the nature of the current inhabitants of this -ghoulish town. A large iron door looms to the east, and you notice runes -inscribed into its surface in silver. -~ -0 4 0 -D1 -~ -~ -1 0 8166 -D3 -~ -~ -0 -1 8164 -E -runes door~ -The runes on the door read- - - "Here is the final resting place of the Evil Baron Shereck, former - tyrant of the Barony of Palem, and his two foul brothers. Imprisoned - here by the powerful magic of Xanad, the ArchMage of Anon, their - rest may not be disturbed by their undead allies. Pray, whoever reads - this, do not breach this portal, for you will once again unleash their - undead madness upon the world." -~ -S -#8166 -Inside The Crypt~ -The interior of the crypt is dark, damp and cramped. It looks as though -no-one has been here in centuries. A layer of dust ankle-deep makes progress -difficult, as do the hanging cobwebs, with strands as thick as your wrist. -You hope you don't run into the spinner of these webs. -~ -0 1 0 -D3 -~ -~ -1 0 8165 -D5 -~ -~ -0 -1 8167 -S -#8167 -The Crypt Proper~ -Three doors and a staircase allow escape from this area, and that is a -prominent urge you have right now as you glance about the hellish murals -on the walls, and the rotting corpses hanging in metal frames from the -arched ceiling. -~ -0 1 0 -D0 -~ -~ -1 0 8168 -D1 -~ -~ -1 0 8170 -D2 -~ -~ -1 0 8169 -D4 -~ -~ -0 -1 8166 -S -#8168 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1 0 -D2 -~ -~ -1 0 8167 -S -#8169 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1 0 -D0 -~ -~ -1 0 8167 -S -#8170 -A Room In the Crypt~ -These three resting places that lead off the Crypt's main chamber are all -identical- a raised stone sarcophagus with a bas-relief of the image of its -occupant in life embossed on the lid. Other than that, the place is bare. Or -is it...? -~ -0 1 0 -D3 -~ -~ -1 0 8167 -S -#8171 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth... -~ -0 8192 3 -D0 -~ -~ -0 -1 8172 -D2 -~ -~ -0 -1 8139 -S -#8172 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth. You suddenly curse as you nearly fall into a -small hole in the center of the path which was partially covered by a nest -of branches. -~ -0 4 0 -D0 -~ -~ -0 -1 8173 -D2 -~ -~ -0 -1 8171 -D5 -~ -~ -0 -1 8174 -S -#8173 -The Path To The Garden~ -This path runs past some very ugly, dead plants that look like they've had -the life drained from them by some disturbingly healthy looking plants with -thorns that look like teeth. The garden gates are directly ahead... Peering -through, you become reluctant to enter. It looks like a virtual maze... -~ -0 4 0 -D0 -~ -~ -1 0 8177 -D2 -~ -~ -0 -1 8172 -S -#8174 -A Bolthole~ -Here the cowardly necromancer Xantharus lurks, terrified of the evil he -brought to his village. He would do anything to escape, but is currently -too petrified to leave his hole. -~ -0 1 0 -D4 -~ -~ -0 -1 8172 -S -#8175 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8180 -D1 -~ -~ -0 -1 8176 -S -#8176 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8181 -D1 -~ -~ -0 -1 8177 -D3 -~ -~ -0 -1 8175 -S -#8177 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8182 -D1 -~ -~ -0 -1 8178 -D3 -~ -~ -0 -1 8176 -S -#8178 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8183 -D1 -~ -~ -0 -1 8179 -D3 -~ -~ -0 -1 8177 -S -#8179 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8184 -D3 -~ -~ -0 -1 8178 -S -#8180 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8185 -D1 -~ -~ -0 -1 8181 -D2 -~ -~ -0 -1 8175 -S -#8181 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8186 -D1 -~ -~ -0 -1 8182 -D2 -~ -~ -0 -1 8176 -D3 -~ -~ -0 -1 8180 -S -#8182 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8187 -D1 -~ -~ -0 -1 8183 -D2 -~ -~ -0 -1 8177 -D3 -~ -~ -0 -1 8181 -S -#8183 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8188 -D1 -~ -~ -0 -1 8184 -D2 -~ -~ -0 -1 8178 -D3 -~ -~ -0 -1 8182 -S -#8184 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8189 -D2 -~ -~ -0 -1 8179 -D3 -~ -~ -0 -1 8183 -S -#8185 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8190 -D1 -~ -~ -0 -1 8186 -D2 -~ -~ -0 -1 8180 -S -#8186 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8191 -D1 -~ -~ -0 -1 8187 -D2 -~ -~ -0 -1 8181 -D3 -~ -~ -0 -1 8185 -S -#8187 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8192 -D1 -~ -~ -0 -1 8188 -D2 -~ -~ -0 -1 8182 -D3 -~ -~ -0 -1 8186 -S -#8188 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8193 -D1 -~ -~ -0 -1 8189 -D2 -~ -~ -0 -1 8183 -D3 -~ -~ -0 -1 8187 -S -#8189 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D0 -~ -~ -0 -1 8194 -D2 -~ -~ -0 -1 8184 -D3 -~ -~ -0 -1 8188 -S -#8190 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D1 -~ -~ -0 -1 8191 -D2 -~ -~ -0 -1 8185 -S -#8191 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D1 -~ -~ -0 -1 8192 -D2 -~ -~ -0 -1 8186 -D3 -~ -~ -0 -1 8190 -S -#8192 -The Garden~ -You suddenly enter a brightly-lit glade full of towering oaks and fresh, -green grass. Here the powers of good have managed to create a foothold in -this realm of darkness, to aid those stranded or trapped here. You may rest -in peace (if you'll pardon the inappropriate euphemism) for as long as you -wish here. -~ -0 4 0 -D1 -~ -~ -0 -1 8193 -D2 -~ -~ -0 -1 8187 -D3 -~ -~ -0 -1 8191 -S -#8193 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D1 -~ -~ -0 -1 8194 -D2 -~ -~ -0 -1 8188 -D3 -~ -~ -0 -1 8192 -S -#8194 -The Garden~ -You find yourself lost in a tangled maze of thorny bushes and rotted trees -that all seem to move as if with a life of their own. Howls and screams of -pain and delight occasionally rent the still air- otherwise you are engulfed -by a silent dimness that only exaggerates the already-eerie quality of -your surroundings. -~ -0 1 0 -D2 -~ -~ -0 -1 8189 -D3 -~ -~ -0 -1 8193 -S -#8195 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. A gaping hole looms out of the fog in the ground to the right. -~ -0 1 0 -D0 -~ -~ -0 -1 8197 -D2 -~ -~ -0 -1 8164 -D5 -~ -~ -0 -1 8196 -S -#8196 -The Dragon's Lair~ -Dragons of all types, alive or undead, keep certain habits, and one of them -is how they decorate their lair. So when you enter and see treasure splashed -everywhere, along with a generous helping of blood and fried corpses, you are -at least 90% sure you have entered the lair of one... -~ -0 1 0 -D4 -~ -~ -0 -1 8195 -S -#8197 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. -~ -0 1 0 -D0 -~ -~ -0 -1 8198 -D2 -~ -~ -0 -1 8195 -S -#8198 -A Murky Mist~ -You are plowing through a thick mist that has suddenly enshrouded the trail. -You can still make it out beneath your feet, but only barely. Howls, screams -and shouts of anger and terror ring out on all sides, and you feel fear -clutching at your heart. You think you can make out a small stone building -to the east. You aren't sure, but you think you can see a dark tunnel up -ahead. -~ -0 1 0 -D0 -~ -~ -0 -1 8199 -D2 -~ -~ -0 -1 8197 -S -#8199 -A Dark Tunnel~ -Can it be? YES! An escape route! From this tunnel emanates the sweet smell -of green grass and fresh air. You can clamber through and escape, though -the tunnel is so narrow you doubt you'd be able to return through it. -~ -0 1 0 -D0 -~ -~ -0 -1 8812 -D2 -~ -~ -0 -1 8198 -S -#0 - - -#RESETS -M 1 8126 1 8192 -M 1 8111 1 8196 -O 1 8105 0 8196 -D 1 8102 1 1 -D 1 8102 3 1 -O 1 8109 0 8103 -D 1 8103 1 1 -O 1 8109 0 8104 -M 1 8102 1 8104 -D 1 8104 3 1 -M 1 8118 8 8106 -M 1 8132 1 8109 -M 1 8112 8 8112 -D 1 8114 0 1 -D 1 8114 2 1 -O 1 8109 0 8115 -M 1 8114 3 8115 -D 1 8115 2 1 -O 1 8109 0 8116 -M 1 8113 3 8116 -D 1 8116 0 1 -D 1 8117 0 1 -D 1 8117 2 1 -O 1 8109 0 8118 -M 1 8113 3 8118 -D 1 8118 2 1 -O 1 8109 0 8119 -M 1 8102 1 8119 -D 1 8119 0 1 -D 1 8120 0 1 -D 1 8120 2 1 -D 1 8120 3 1 -O 1 8109 0 8121 -M 1 8102 1 8121 -D 1 8121 2 1 -O 1 8109 0 8122 -M 1 8114 3 8122 -D 1 8122 0 1 -O 1 8109 0 8123 -M 1 8106 2 8123 -D 1 8123 1 1 -D 1 8124 0 1 -D 1 8124 2 1 -O 1 8109 0 8125 -M 1 8113 3 8125 -D 1 8125 2 1 -O 1 8109 0 8126 -M 1 8101 2 8126 -D 1 8126 0 1 -D 1 8127 0 1 -D 1 8127 2 1 -O 1 8109 0 8128 -M 1 8101 2 8128 -D 1 8128 2 1 -O 1 8109 0 8129 -M 1 8114 3 8129 -D 1 8129 0 1 -D 1 8130 0 1 -D 1 8130 2 1 -D 1 8130 1 1 -O 1 8109 0 8131 -M 1 8108 1 8131 -O 1 8119 0 8131 -D 1 8131 2 1 -O 1 8109 0 8132 -M 1 8101 2 8132 -D 1 8132 0 1 -O 1 8109 0 8133 -M 1 8106 2 8133 -D 1 8133 3 1 -M 1 8103 1 8134 -D 1 8134 1 1 -D 1 8134 3 1 -M 1 8100 1 8135 -D 1 8135 1 1 -M 1 8100 1 8136 -D 1 8136 3 1 -M 1 8130 1 8139 -E 1 8103 0 16 -E 1 8117 0 17 -D 1 8140 3 1 -D 1 8141 0 1 -D 1 8141 1 1 -D 1 8141 2 1 -M 1 8128 1 8142 -D 1 8142 0 1 -M 1 8129 1 8143 -D 1 8143 2 1 -D 1 8144 0 1 -D 1 8144 2 1 -M 1 8127 1 8145 -E 1 8112 0 16 -E 1 8113 0 5 -E 1 8114 0 6 -D 1 8145 0 1 -M 1 8115 1 8146 -D 1 8146 2 1 -D 1 8149 0 1 -D 1 8149 1 1 -D 1 8149 2 1 -M 1 8109 1 8150 -E 1 8104 0 6 -D 1 8150 2 1 -M 1 8110 1 8151 -D 1 8151 0 1 -M 1 8119 1 8152 -E 1 8107 0 12 -E 1 8108 0 16 -E 1 8110 0 17 -G 1 8120 0 -D 1 8152 0 1 -D 1 8152 2 1 -D 1 8152 3 1 -M 1 8116 1 8153 -O 1 8115 0 8153 -P 1 8116 0 8115 -O 1 8106 0 8153 -P 1 8105 0 8106 -D 1 8153 2 1 -M 1 8105 1 8154 -E 1 8101 0 9 -E 1 8102 0 6 -D 1 8154 0 1 -D 1 8157 1 1 -O 1 8122 1 8158 -M 1 8131 1 8158 -E 1 8100 0 17 -D 1 8158 3 1 -D 1 8160 1 1 -D 1 8161 3 1 -M 1 8123 2 8165 -D 1 8165 1 1 -M 1 8133 2 8166 -D 1 8166 3 1 -M 1 8123 2 8167 -D 1 8167 0 1 -D 1 8167 1 1 -D 1 8167 2 1 -M 1 8104 2 8168 -E 1 8111 0 12 -G 1 8121 0 -M 1 8104 2 8168 -E 1 8111 0 12 -G 1 8121 0 -D 1 8168 2 1 -D 1 8169 0 1 -M 1 8134 1 8170 -E 1 8111 0 12 -G 1 8121 0 -D 1 8170 3 1 -M 1 8117 1 8174 -G 1 8118 0 -M 1 8120 4 8175 -R 1 8175 4 -R 1 8176 4 -R 1 8177 4 -M 1 8121 4 8178 -R 1 8178 4 -R 1 8179 4 -R 1 8180 4 -M 1 8122 2 8181 -R 1 8181 4 -R 1 8182 4 -R 1 8183 4 -M 1 8124 2 8184 -R 1 8184 4 -R 1 8185 4 -R 1 8186 4 -M 1 8125 8 8187 -R 1 8187 4 -R 1 8188 4 -R 1 8189 4 -M 1 8107 1 8190 -R 1 8190 4 -R 1 8191 4 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/haven.are b/data/realm/areas_smaug1.4a/haven.are deleted file mode 100644 index 144cf23..0000000 --- a/data/realm/areas_smaug1.4a/haven.are +++ /dev/null @@ -1,908 +0,0 @@ -#AREA Little Haven/Glass Fortress~ - -#VERSION 1 - -#AUTHOR Mahatma~ - -#RANGES -10 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#1801 -gnome busy~ -the busy gnome~ -The busy gome shuffles past you. -~ -The weather does not phase him in the least. She is ready -to defend himself to the death. There is a glazed look -about her eyes. -~ -69 32768 100 S -16 17 8 5d4+260 3d6+1 -3000 4500 -112 112 2 -#1802 -gnome guard~ -the gnome guard~ -The gnome guard stands at attention. -~ -There is a glazed look about her eyes. -~ -3 32768 100 S -20 8 0 6d6+440 4d4+2 -5000 40000 -112 112 2 -#1803 -bear giant polar~ -the giant polar bear~ -The giant polar bear doesn't like you disturbing her sleep. -~ -She blends with the snow. -~ -35 65544 0 S -24 8 3 6d10+400 20d2+1 -10000 75000 -112 112 2 -#1804 -dragon white~ -the white dragon~ -The white dragon glares at you. -~ -He is an enormous, mature dragon, ready to freeze you. -~ -3 128 -1000 S -25 -5 -100 25d4+550 5d4+5 -50000 450000 -112 112 1 -#1805 -dragon blue~ -the blue dragon~ -The blue dragon dislikes being here. -~ -She is an enormous, mature dragon, with an attitude -to match her electric blue scales. -~ -33 136 -1000 S -26 -5 -100 25d4+600 4d10+10 -75000 500000 -112 112 2 -#1806 -queen snow~ -the Snow Queen~ -The Queen of Snows did not invite you to be here. -~ -Dressed in all white, she almost charms you with her placidness. -~ -3 128 0 S -32 -10 -100 3d10+2000 15d3+15 -50000 600000 -112 112 2 -#1807 -giant frost guard~ -the cold frost giant~ -The frost giant guard is ready for intruders. -~ -He's blue, and he doesn't really like gnomes -but they keep him fed. -~ -5 8 0 S -20 0 -65 6d4+370 3d8+1 -3000 75000 -112 112 1 -#1808 -mistress white~ -the white mistress~ -The white mistress leaps and shouts "Intruder!" -~ -She is a fanatical servant to the Snow Queen. -~ -39 40 -500 S -20 5 -66 100d4+50 5d4+10 -14000 70000 -112 112 2 -#1809 -master herbal~ -the master herbal~ -The master herbal is playing with her mints. -~ -She is too busy to consider you. -~ -3 32 0 S -20 0 -66 4d100+75 3d6+3 -10000 65000 -112 112 2 -#1810 -thief~ -the thief~ -A thief is here, sneaking between the shadows. -~ -He REALLY likes your money! -~ -129 32768 -500 S -7 13 3 7d7+77 2d3+3 -10 1000 -112 112 1 -#0 - - -#OBJECTS -#1801 -staff ice~ -an ice staff~ -A frozen branch lies on the ground.~ -~ -4 1 16385 -21 3 3 -1 -7 1900 200 -'frost breath' -#1802 -wand fire~ -a wand of fire~ -A glowing ember of wood melts the snow beneath it.~ -~ -3 1 16385 -15 3 3 -1 -7 1900 200 -'fireball' -#1803 -flaming axe~ -a flaming axe~ -An axe of blue flame boils the water beneath it.~ -~ -5 1 8193 -0 2 15 3 -14 5000 500 -A -13 2 -A -18 2 -#1804 -shield southwind~ -the Shield of the South Wind~ -A beautiful shield lies at your feet.~ -~ -9 1 513 -10 0 0 0 -8 1000000 2000 -A -1 1 -A -5 1 -A -2 3 -#1805 -mint sprig~ -a sprig of mints~ -A sprig of mint sprouts at your feet.~ -~ -1 65 16385 -0 0 0 0 -1 20 10 -A -14 100 -A -13 1 -#1806 -fuchsia potion~ -a fuchsia potion~ -A pinkish purple potion is on the floor.~ -~ -10 0 1 -15 -1 -1 -1 -1 100 100 -'shield' 'remove curse' 'NONE' -#0 - - -#ROOMS -#1801 -The Big, Blue Ocean~ -WHOOSH! A whirlpool sucks you down and spits you out! -You see the city to the east, with Redferne's castle above, -teeming with all sorts of life. The ocean is alive! -You wonder about the creatures below. -~ -0 0 7 -D1 -~ -~ -0 -1 3200 -D3 -~ -~ -0 -1 1802 -S -#1802 -The Big, Blue Ocean~ -The currents are strong here, guiding you south. They whisk -you off in a most magical nature. -~ -0 0 7 -D2 -~ -~ -0 -1 1803 -S -#1803 -The Big, Blue Ocean~ -The currents are even stronger, as if your boat -has a mind of its own. The fish bob there heads -up at you, mouthing words half-intelligible. It seems -you cannot go back but must follow the current. -~ -0 0 7 -D2 -~ -~ -0 -1 1804 -S -#1804 -The Icy Waters~ -Brrr! It's cold. You see floes of white ice -masses moving slowly across the see. The one -up ahead looks like you could get a footing -on it and not slip off. -~ -0 0 7 -D2 -~ -~ -0 -1 1805 -S -#1805 -The Hardpack~ -You don't see any footprints in the snow. The wind -bites through your magical armor like teeth on bare skin. -Off in the distance you see a high mountain -and the seemings of a castle turret. -~ -0 0 2 -D0 -~ -~ -0 -1 1804 -D2 -~ -~ -0 -1 1806 -S -#1806 -The Snow-filled Land~ -You could get lost in the snow, you know. -The snow is cold, white, and deep. -It seems you have miles to go... -~ -0 0 2 -D0 -~ -~ -0 -1 1805 -D1 -~ -~ -0 -1 1831 -D2 -~ -~ -0 -1 1832 -D3 -~ -~ -0 -1 1831 -S -#1807 -The Gnome Outpost~ -You see a well-built outpost made of snow -that actually seems cozy with a small fire -in the middle keeping the place warm. The walls while -undecorated are clean and well-kempt, though you think -to yourself "Who'd want to live out here?" -The only exist you see is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 1833 -D5 -You see a poorly-camouflaged door.~ -secret-door~ -33 -1 1808 -S -#1808 -The Tight Passage~ -This is place is very cozy for someone under four feet, -but not for you. You find that the passage goes -down further, with bits of droppings forming -snug places for you to hang on too. Yuck! -~ -0 9 1 -D4 -You see a poorly-camouflaged door.~ -secret-door~ -33 -1 1807 -D5 -~ -~ -0 -1 1809 -S -#1809 -The Even Tighter Passage~ -It's a bit of a squeeze here and you think that -last pot pie you ate a while back is getting -revenge on you now. The walls are smooth, -with finger holes for you to hang on to. -Down there seems to be flooring to stand on to, -with the passage to return to the surface. -~ -0 9 1 -D4 -~ -~ -0 -1 1808 -D5 -~ -~ -0 -1 1810 -S -#1810 -The Center Chamber~ -Before you is the gnome city called Little Haven. -It's bustling, with cheery little folk who seem -dwarven in ancestry and yet look upon you with -a little suspicion. The tunnels are vast, and from this -vantage point you can see the huge fortress way -in the distance. You have a long way to go. -~ -0 8 1 -D1 -~ -~ -0 -1 1811 -D3 -~ -~ -0 -1 1813 -S -#1811 -A Passageway~ -Gnomes left, gnomes right, all busy and unminding -of you. Their faces seem too happy, their manners -predictable. The passage is human-sized, not gnome, -with unidentifiable inscriptions on the walls. -~ -0 8 1 -D1 -~ -~ -0 -1 1812 -D3 -~ -~ -0 -1 1810 -S -#1812 -The Cold Passageway~ -You are reminded of the biting winds outside, -as the tunnel suddenly drops in temperature. -You feel chilling breezes from the north. -~ -0 8 1 -D0 -~ -~ -0 -1 1821 -D3 -~ -~ -0 -1 1811 -S -#1813 -The Warm Passageway~ -It's even warmer in here than you could imagine. -The walls are glowing, not from magic, but -from the heat of some furnace on the other -side of the wall. To the west you hear chanting. -~ -0 8 1 -D1 -~ -~ -0 -1 1810 -D3 -~ -~ -0 -1 1816 -S -#1814 -The Little Temple~ -You wonder how these gnomes could pray in this -temple with all the screaming outside, -but they do. It is very immaculate with -bits of fruit and food offered here, -precious commodities in a barren place. -~ -0 8 1 -D0 -~ -~ -0 -1 1817 -D2 -~ -~ -0 -1 1815 -S -#1815 -The Vestibule~ -The door above you shuts and vanishes. -Lots of herbs and spices are here, though with -the climate outside you wonder how they could -exisit in such abundance. There's a hint of mint -here. There are exits to the south and north. -~ -0 8 1 -D0 -~ -~ -0 -1 1814 -D2 -~ -~ -0 -1 1818 -S -#1816 -The Chanting Room~ -Icons of a blue deity abound in this room, -with seats outlining a large circle in the -middle. The herbal scent is stronger here -than anywhere else, with torches at each -column giving the room an air of dancing. -You hear the hideous songs of "la LA la ..." -~ -0 8 1 -D0 -~ -~ -0 -1 1818 -D1 -~ -~ -0 -1 1813 -S -#1817 -The Furnace~ -The air is dusty, with the stench of burnt -carcasses of various animals and meager bits -of wood. The heat here is almost unbearable. -~ -0 8 1 -D0 -~ -~ -0 -1 1827 -D2 -~ -~ -0 -1 1814 -S -#1818 -The Arboretum~ -This is where the gnomes seem to grow their plants. -There is a room to the east, while the well paved -path you walk on goes north. To the south, there -is a small room where you can hear chanting. -There is a sign here. -~ -0 8 1 -D0 -~ -~ -0 -1 1815 -D1 -The door reads "KEEP OUT!" -~ -door east~ -33 -1 1820 -D2 -You see the Chanting Room south of here. -~ -~ -0 0 1816 -E -sign~ -The sign reads "Woe to the unwelcomed of -this place!"~ -S -#1819 -The Snow Queen's Chamber~ -Tall, white, with columns that blend with the walls -like water in water. There is a quiet, almost solemn, -almost saddening calm that envelops you, as if -some great loss had taken place here. -There is no physical escape from here. -~ -0 8 1 -S -#1820 -The Master Herbal's Room~ -Maps of Midgaard and Asgard abound in this room -with each forest marked for its herbal plant -growing seasons. The scent of parsley, sage, -rosemary and thyme permeate the air. -~ -0 8 1 -D3 -~ -door west~ -33 -1 1818 -D5 -~ -secret-door down~ -33 -1 1815 -S -#1821 -The Guard's Dining Hall~ -Statues of Odin and Thor decorate this -lavish hall complete with benches and dining -tables for a thousand warriors. You hear -sounds of song and cheer and begin to understand -how the alliance of Frost Giants and gnomes came -about. There are exits to the south and north and a -room to the east. -~ -0 8 1 -D0 -~ -~ -0 -1 1823 -D1 -~ -~ -0 -1 1822 -D2 -~ -~ -0 -1 1812 -S -#1822 -The Vat Room~ -MMMmmmmmmmmmm. Smells real good in here. -You see a big vat in the middle of the room. -~ -0 8 1 -D3 -~ -~ -0 -1 1821 -E -vat~ -You see a black vat, melted into the ground.~ -S -#1823 -The Frost Giant Guard Quarters~ -The beds are unmade, unkempt, with typical -male noises of drunkeness coming from behind -the door to the east. You smell brewed hops -and remnants of mead soaking through your -belongings. Bits of chewed bones lie about. -The only visible exit is to the south. -~ -0 8 1 -D0 -The wall surface looks uneven here.~ -sliding-door north~ -33 -1 1826 -D2 -~ -~ -0 -1 1821 -S -#1824 -The White Dragon's Lair~ -Dark and cold, and very dreary, with stalactites -hanging from the ceiling like teeth. The Snow Queen -has furnished her pet with corpses of lost -adventurers. Perhaps yours is next! -You see a door to the south. -~ -0 8 1 -D2 -They must keep it locked for a reason.~ -door south~ -33 -1 1826 -D0 -The nothern wall seems to give way.~ -secret-door north~ -33 -1 1825 -S -#1825 -The Blue Dragon's Lair~ -What's this? Another dragon's lair? Just how powerful -is this Snow Queen you wonder? The air in here -is cold, dry, desert evening-like with a few -eggs cracked open, as if a hatching just occured. -The only exit is the crawlway down. -~ -0 8 1 -D5 -~ -~ -0 -1 1822 -S -#1826 -The connecting tunnel~ -This tunnel is very wide, as if any huge beast -could trample through it in a second. Great -howling abounds from behind the great door -to the north. -~ -0 9 2 -D0 -They must keep it locked for a reason. -~ -door north~ -1 -1 1824 -D2 -The wall surface looks uneven here. -~ -sliding-door south~ -1 -1 1823 -S -#1827 -The Great Door~ -You see before you a huge oaken door with adamantite -trim that reads "LITTLE HAVEN." The rest of this place -seems to be made of glass, giving it an almost mirror-like -quality. The gnomish runes are inscribed as well -as a few you understand: that of the Snow Queen. -There is a giant key hole here, but it looks well -worn by the snow and wind. You feel the heat -of the furnace room to the south. -~ -0 8 1 -D0 -It must be locked to keep you out. -~ -door north~ -1 -1 1828 -D2 -~ -~ -0 -1 1817 -S -#1828 -The Snow Queen's Entry Hall~ -A veritable hall of mirrors, all twisty -and confusing. You're not sure what is real -and what isn't. The ceiling and the floor -seem far away and you get dizzy from the -reflections. - -The white mistress leaps and shouts "Intruder!" -~ -0 8 1 -D0 -~ -~ -0 -1 1829 -D1 -~ -~ -0 -1 1829 -D2 -~ -door south~ -33 -1 1827 -D3 -~ -~ -0 -1 1829 -S -#1829 -Another Mirrored Room~ -Walls of mirrors adorn this room. You see many -rooms leading into many directions, making -you completely dizzy! There is -a big plaque on the wall. - -The white mistress leaps and shouts "Intruder!" -~ -0 1032 1 -D0 -~ -~ -0 0 1830 -D1 -~ -~ -0 0 1828 -D2 -~ -~ -0 0 1828 -D3 -~ -~ -0 -1 1828 -E -plaque~ -The plaque reads, "Created by Mahatma 5/24/90 -with thanks to Alander, Hatchet, & Little. -Thanks to Savaki & Drustan for starting me on -this junk. & the sprig of mints are for Andersen." -~ -S -#1830 -Another Mirrored Room~ -Yet another mirrored room, same as before. - -The white mistress leaps and shouts "Intruder!" -~ -0 1032 1 -D0 -~ -~ -0 -1 1819 -D1 -~ -~ -0 -1 1830 -D2 -~ -~ -0 -1 1829 -D3 -~ -~ -0 -1 1830 -S -#1831 -The Snow-filled Land~ -You could get lost in the snow, you know. -The snow is cold, white, and deep. -It seems you have miles to go before you sleep. -~ -0 0 2 -D0 -~ -~ -0 -1 1832 -D1 -~ -~ -0 -1 1806 -D2 -~ -~ -0 -1 1833 -D3 -~ -~ -0 -1 1806 -S -#1832 -The Snow-filled Land~ -You could get lost in the snow, you know. -The snow is cold, white, and deep. -It seems you have miles to go before you sleep. -~ -0 0 2 -D0 -~ -~ -0 -1 1806 -D1 -~ -~ -0 -1 1833 -D2 -~ -~ -0 -1 1831 -D3 -~ -~ -0 -1 1833 -S -#1833 -The Snow-filled Land~ -You could get lost in the snow, you know. -The snow is cold, white, and deep. -It seems you have miles to go before you sleep, -...miles to go before you sleep. -You see an outpost to the south. -~ -0 0 2 -D0 -~ -~ -0 -1 1831 -D1 -~ -~ -0 0 1832 -D2 -~ -~ -0 -1 1807 -D3 -~ -~ -0 0 1832 -S -#0 - - -#RESETS -M 0 1803 4 1805 -R 0 1806 4 -M 0 1802 4 1807 -M 0 1802 4 1807 -M 0 1801 10 1810 -M 0 1801 10 1811 -M 0 1801 10 1812 -M 0 1810 10 1812 -M 0 1801 10 1813 -M 0 1801 10 1814 -M 0 1807 5 1814 -G 1 1806 10 -M 0 1807 5 1818 -G 1 1806 10 -M 0 1806 1 1819 -E 1 1804 1 11 -E 1 1804 4 17 -M 0 1809 1 1820 -G 1 1805 10 -M 0 1807 5 1821 -G 1 1806 10 -M 0 1804 1 1824 -E 1 1802 2 17 -M 0 1805 1 1825 -E 1 1803 2 16 -M 0 1807 5 1827 -G 1 1806 10 -M 0 1807 5 1827 -M 0 1808 4 1828 -M 0 1808 4 1828 -E 1 1803 2 16 -R 0 1828 4 -R 0 1829 4 -M 0 1808 4 1830 -E 1 1802 2 17 -R 0 1830 4 -M 0 1803 4 1831 -R 0 1831 4 -M 0 1803 4 1832 -R 0 1832 4 -M 0 1803 4 1833 -R 0 1833 4 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1804 spec_cast_mage -M 1805 spec_cast_mage -M 1806 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/highcliff.are b/data/realm/areas_smaug1.4a/highcliff.are deleted file mode 100644 index b6cef3a..0000000 --- a/data/realm/areas_smaug1.4a/highcliff.are +++ /dev/null @@ -1,4734 +0,0 @@ -#AREA Highcliff Ruins~ - -#AUTHOR Cianhydle~ - -#RANGES -15 35 0 65 -$ - -#RESETMSG A mournful wailing is heard in the distance...~ - -#FLAGS -0 15 - -#ECONOMY 0 5213750 - -#MOBILES -#30000 -rotting corpse zombie~ -a zombie~ -A rotting corpse is collecting flies here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -99 98816 -1000 C -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 25~ -if ispc($n) -say Brains... -endif -~ -> speech_prog brains~ -say Are you mocking me? Huh? -mpechoat $n A zombie bitchslaps you! -mpechoarround $n A zombie smacks $n. -mpdamage $n ~ -| -#30001 -walking corpse zombie~ -a zombie~ -A walking corpse is wanding about here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -97 98816 -1000 C -2 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 25~ -if ispc($n) -say More brains... -endif -~ -> speech_prog brains~ -say Are you mocking me? Huh? -mpechoat $n A zombie bitchslaps you! -mpechoarround $n A zombie smacks $n. -mpdamage $n ~ -| -#30002 -headless corpse zombie~ -a headless zombie~ -A headless corpse is standing here. -~ -This ghoul is missing its head, and is appears to be searching for -its, or someone elses, head to wear. Around its body the thing is -wearing whatever tattered clothing it had on when it died. A dark -liquid substance is spurting up from the corpses neck as it moves. -~ -99 98304 -1000 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -mpechoat $n The headless corpse seems to want your head!!! -endif -~ -| -#30003 -floating head~ -a floating head~ -A decapitated head is floating about here. -~ -The head is dripping a rather large ammount of blood on to the floor, -and upon its face is an expression of pain. The floating head moves -about with great speed and agility, lashing out and biting. -~ -99 98816 -1000 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 15~ -if ispc($n) -say I'm gonna bite your nose off!!! -mpecho The floating head starts to quickly dart around the room. -endif -~ -| -#30004 -corpse ghast~ -a ghast~ -A corpse is wearing a blood soaked apron here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing an apron soaking in -blood. The ghasts face is twisted into a diabolic expression of joy. -Perhaps this monster has something planned for you? -~ -99 98848 -1000 C -6 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 50~ -if ispc($n) -say Me cut you up! Me eat you! -endif -~ -> fight_prog 5~ -cackle -say Come on baby eat the rich... -say Bite down of the son of a... -mpechoar $n A ghast takes a swip at you. -mpechoarround $n A ghast takes a swipe at $n. -mpdamage $n ~ -| -#30005 -translucent spirit appirition~ -an appirition~ -A translucent spirit floats off the ground here. -~ -This spirit is of a translucent woman wearing a flowing white gown. -She does not appear to be a malicious spirit. Perhaps she can aid -you on your travels? -~ -67 5276200 1000 C -65 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n Stand back! I mean you no harm! Beware! -tell $n Turn back $n, this is no place for the living. -tell $n Least you suffer a fate worse than mine... -endif -~ -> greet_prog 100~ -tell $n Journey in the ruins and your death will be ~ -> rand_prog 1~ -say Journey in the ruins and your death will be ~ -> speech_prog ruins~ -nod -tell $n The ruins are the lair of a master necromancer. She -tell $n holds a powerful artifact, a circlet of pure darkness. -tell $n From the keep she creates more undead by luring groups -tell $n of adventurers to their death, or rather, undeath. -~ -> speech_prog necromancer~ -nod -tell $n Yes, she controls the ruins and has created all the undead. -tell $n Her lair is deep within the catacombs, protect by all manner -tell $n of ghouls and spirits. A magical mist hides her sanctuary -tell $n from all but the most observant eyes. In addition she has -tell $n recently began training would-be necromancer in her dark -tell $n arts. -sigh -tell $n I emplore you to put an end to her evil! -~ -> speech_prog undead~ -nod -tell $n Yes, she controls them with a powerful circlet. -sigh -tell $n I knew many of them. We lived here in peace -tell $n a century ago. Then came the necromancer. -tell $n Most of the older ones are natives, while the -tell $n ones with flesh are adventurers who came here -tell $n looking for treasure. -~ -> speech_prog circlet~ -tell $n I know little of it except it is her source of power. -tell $n She first came to us over a century ago, so the -tell $n circlet most likely gives extends her life. Unless -tell $n she has transformed herself into an undead. -sigh -tell $n If there was only someone who could stop her. -tell $n Then I could sleep once again. -sigh -tell $n We could all sleep again... -~ -> speech_prog keep~ -tell $n Yes. Her lair is in the catacombs beneath the keep. -tell $n Inside the keep you will encounter many kinds of un- -tell $n dead whos willpower is not strong enough to resist, -tell $n or were evil in life and willingly do her bidding. -~ -> speech_prog catacombs~ -tell $n They are beneath the keep. I suspect you will need -tell $n to fight many obstacles on your way there. -sigh -tell $n So many have died within searching for treasure or -tell $n trying to put an end to her terror. -~ -| -#30006 -burnt corpse zombie~ -a zombie~ -A burnt corpse is siting on a couch here. -~ -The is the corpse of a young child who was burnt in the building. The -poor thing is shrivelled up and burnt to a crisp. You are not afraid -of the thing, instead feeling a bit sorry for it. Right now the thing -does not appear to be aggressive. -~ -67 98816 -1000 C -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 50~ -if ispc($n) -say Fire! Fire! Fire! -endif -~ -> speech_prog fuck~ -say Shut up ~ -> speech_prog beavis~ -say I am cornholio! -say I have no ~ -> speech_prog assmunch~ -say Fire! Fire! ~ -> speech_prog fire~ -say Breaking the law! Breaking the ~ -> speech_prog law~ -say Yeah! Yeah! Yeah! -say Breaking the ~ -> speech_prog butthead~ -say That asswipe is around here ~ -> speech_prog cornholio~ -say NO! I AM ~ -| -#30007 -collapsing building~ -a collapsing building~ -A little girl is weeping in this building here. -~ -The stones and timbers of this building seem to be alive and filled -with hate. -~ -99 4293160 -1000 C -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 5~ -mpasound You can hear a child crying somewhere ~ -> greet_prog 100~ -if ispc($n) -mpechoat $n The girl disappears as the building collapses! -mpechoat $n A falling timber strikes you over the head and you take damage. -mpdamage $n 50 -endif -~ -> fight_prog 5~ -if ispc($n) -mpechoat $n A large stone strikes you in the chest and you take damage! -mpdamage $n 50 -endif -~ -| -#30008 -animated corpse gatekeeper~ -a gatekeeper~ -An animated corpse stands ready for battle here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -67 33320 -1000 C -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -36 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n None shall enter the keep... alive! Yet I am a -tell $n reasonable man, well, I was a man. Answer my -tell $n question, before it is asked, I shall grant to you -tell $n access to the keep. Can you do it? Killing me -tell $n shall get you nowhere, the key is hidden away -tell $n where you shall never find it. -snicker -endif -~ -> rand_prog 1~ -say Answer my question and you shall pass. -~ -> speech_prog question~ -tell $n First you must give me the answer. -~ -> speech_prog answer~ -tell $n No, no, sorry, that is incorrect. You may try again. -snicker -tell $n But you're not even on the right track. Perhaps you -tell $n should search for the answer. Perhaps you should -tell $n go back somewhere and look into your soul for it? -~ -> give_prog answer~ -tell $n Ah, well done. You shall be allowed to enter the keep. -tell $n Take this key and be gone from my sight flesh-face, -tell $n before I change my mind. -mpoload 30013 -give key ~ -| -#30009 -animated corpse skeleton~ -a skeleton~ -An animated corpse wanders up and down the path here. -~ -The animated corpse is missing all of its skin. Beneath the rags it -was wearing when it died, bleached bones move about with an unsettling -tell-tale rattle. The empty eye sockets burn with a dim red light. -~ -97 32768 -1000 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -60 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 25~ -if ispc($n) -tell $n Pretty soft flesh... -tell $n Now give it to me!!! -endif -~ -| -#30010 -rotting corpse ghoul~ -a ghoul~ -A rotting corpse is huddled up here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. The ghouls teeth have elongated and become sharp, while -its nails have extended and have become claw-like. -~ -99 33280 -1000 C -6 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -36 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30011 -mound flesh abomination~ -an abomination~ -A mound of flesh is stuck to the wall here. -~ -This abomination is a lump of writhing flesh that is clinging to the -wall. Sores continually ooze out a thick yellow mucus that is exuding -a noxious odor. The mass of skin is studded with twenty or more odd -sized eyes. -~ -99 98816 -1000 C -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -52 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -mpechoat $n The mound of living flesh becomes aggitated... -endif -~ -| -#30012 -animated corpse zombie~ -a zombie~ -An animated corpse is defending the keep here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -99 33280 -1000 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30013 -animated corpse zombie~ -a zombie~ -An animated corpse is defending the keep here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -99 4227624 -1000 C -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -71 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30014 -animated corpse skeleton~ -a skeleton~ -An animated corpse is searching through the bookcase here. -~ -The animated corpse is missing all of its skin. Beneath the rags it -was wearing when it died, bleached bones move about with an unsettling -tell-tale rattle. There is something very, very pathetic about this -undead skeleton. Most of its teeth are missing, and some of its bones -are held together is glue or rope. In addition, it only has about a -third of its ribs, half its fingers, and most of a left leg. In one -of its hands it is grasping a key. -~ -99 4227752 -1000 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -60 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n I wish I still had my flesh... -tell $n Let me borrow yours... -endif -~ -| -#30015 -dark shape wraith~ -a wraith~ -A dark shape drift about the chamber here. -~ -The spectre is nothing more than a dark shadow with a vaguely human -form. It moves quickly and easily shifts in and out of the shadows -here within the keep. A pair of dull red points of light shine where -eyes should be. -~ -97 98856 -1000 C -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 5~ -if ispc($n) -tell $n Diiieeee.... -endif -~ -| -#30016 -decomposing cadaver wight~ -a wight~ -A decomposing cadaver is looking out the window here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a black-gray flesh that is almost burnt. Around its -body the thing is wearing whatever tattered clothing it had on when it -departed the realm of the living. -~ -99 98856 -1000 C -14 0 0 0d0+0 0d0+0 -100 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -68 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n Wrrrong place, wrrrong time. -lick $n -endif -~ -| -#30017 -deformed statue gargoyle~ -a gargoyle~ -A deformed statue of a winged-dog stands motionless here. -~ -This creature appears to be a statue, and nothing more, at first. But -once it has detected you it activates and immediately attacks. -~ -67 33288 0 C -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -34 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -mpecho The eyes of the statue begin to glow red... -endif -~ -| -#30018 -translucent spirit spectre~ -a spectre~ -A translucent spirit of a man is here. -~ -The spectre is nothing more than a dark shadow with a vaguely human -form. It moves quickly and easily shifts in and out of the shadows -here within the keep. A pair of dull red points of light shine where -eyes should be. -~ -99 552 -1000 C -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30019 -translucent spirit spectre~ -a spectre~ -A translucent spirit of a woman is here. -~ -The spectre is nothing more than a dark shadow with a vaguely human -form. It moves quickly and easily shifts in and out of the shadows -here within the keep. A pair of dull red points of light shine where -eyes should be. -~ -99 552 -1000 C -16 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30020 -horned statue gargoyle man~ -a gargoyle~ -A horned statue of a winged-man stands motionless here. -~ -This creature appears to be a statue, and nothing more, at first. But -once it has detected you it activates and immediately attacks. -~ -99 520 0 C -14 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -34 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -mpecho The eyes of the statue begin to glow red... -endif -~ -| -#30021 -decomposing corpse horde maggots~ -a horde of maggots~ -A decomposing corpse is being eaten by maggots here. -~ -There must be thousands of these disgusting little white maggots here -crawling over this corpse. The things do not appear to be sentient, -but rather are driven by hunger. -~ -99 512 -1000 C -15 0 0 0d0+0 0d0+0 -50 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -70 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -mpecho The churning horde of maggots begins to move your way... -endif -~ -| -#30022 -malformed ghoul vampire~ -a vampire~ -A malformed ghoul is feasting on maggots here. -~ -This undead fiend is deformed, having a twisted, evil look. On its -body it is wearing a dusty wardrobe that has been out of style for -ages. Its hair is matted, and its fingernails long and black. From -its grin mouth two elongated, pointed canine teeth are visible. -~ -99 554 -1000 C -20 0 0 0d0+0 0d0+0 -100 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 50~ -if ispc($n) -tell $n You killed Marco!!! -endif -~ -| -#30023 -twisted woman vampire~ -a vampire~ -A twisted woman is hanging from the ceiling here. -~ -This undead fiend is deformed, having a twisted, evil look. On its -body it is wearing a dusty wardrobe that has been out of style for -ages. Its hair is matted, and its fingernails long and black. From -its grin mouth two elongated, pointed canine teeth are visible. -~ -99 554 -1000 C -22 0 0 0d0+0 0d0+0 -500 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 25~ -if ispc($n) -mpecho A ghoul drops from the ceiling... -say Let's dance. -smile -endif -~ -| -#30024 -bloated ghoul vampire~ -a vampire~ -A bloated ghoul is curled up in the corner here. -~ -This undead fiend is deformed, having a twisted, evil look. On its -body it is wearing a dusty wardrobe that has been out of style for -ages. Its hair is matted, and its fingernails long and black. From -its grin mouth two elongated, pointed canine teeth are visible. -~ -99 554 -1000 C -21 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30025 -pale man vampire~ -a vampire~ -A pale man is closing the lid to a coffin here. -~ -This undead fiend is deformed, having a twisted, evil look. On its -body it is wearing a dusty wardrobe that has been out of style for -ages. Its hair is matted, and its fingernails long and black. From -its grin mouth two elongated, pointed canine teeth are visible. -~ -99 554 -1000 C -23 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30026 -deformed ghoul elder vampire~ -a vampire~ -A deformed ghoul has waken from his slumber here. -~ -This mans have has been warped and twisted into a vertical oval. His -ears are somewhat pointed, and his hair is thin and sparce. His teeth -are more like fangs. He is wearing a long, faded black trenchcoat and -he smells very bad. His hands are more like claws, and he stares back -at you with large, bulbous eyes. -~ -99 554 -1000 C -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30027 -pale woman ancient vampire~ -an ancient vampire~ -A pale woman is closing the lid to her coffin here. -~ -This woman has a very pale, unhealthy look to her skin. Her nails and -teeth are long, sharp, and stained with blood. Her clothing has been -out of style for a very long time. Aside from these things, she has a -very shapely figure and would be an excellent... -~ -99 4194858 -1000 C -25 0 0 0d0+0 0d0+0 -2000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -5 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 10~ -mpoload 30038 -drop bracer -mpecho A single bracer falls from the fiends wrist! -~ -| -#30028 -shrouded woman banshee~ -a banshee~ -A shrouded woman is wailing for her sins here. -~ -From behind this womans shround a mournful wailing echoes throughout -the circular tower. About her form she is wearing a soft, flowing -white robe that covers most of her body. It is only her exposed boney -fingers, skeletal face, and wailing reveal her true, evil nature. -~ -99 4194984 -1000 C -25 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 10~ -mpoload 30039 -drop shroud -mpecho The garmets of the banshee drift gently to the ground! -~ -> rand_prog 1~ -mpasound From above the you hear a mournful ~ -| -#30029 -animated corpse skeleton~ -a skeleton~ -An animated corpse is standing here. -~ -The animated corpse is missing all of its skin. Beneath the rags it -was wearing when it died, bleached bones move about with an unsettling -tell-tale rattle. The empty eye sockets burn with a dim red light. -~ -99 0 -1000 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -60 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30030 -dark shape wraith~ -a wraith~ -A dark shape drift about the chamber here. -~ -The spectre is nothing more than a dark shadow with a vaguely human -form. It moves quickly and easily shifts in and out of the shadows -here within the keep. A pair of dull red points of light shine where -eyes should be. -~ -97 98856 -1000 C -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -68 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 25~ -mpoload 30038 -drop bracer -mpecho A bracer slips from the spirit before it disappears! -~ -> greet_prog 100~ -if ispc($n) -tell $n You will diess... -cackle $n -endif -~ -| -#30031 -hideous corpse ghoul~ -a ghoul~ -A hideous corpse is gnawling on some bones here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. Around its body the thing is wearing whatever tattered -clothing it had on when it died. -~ -99 33320 -1000 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -36 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#30032 -skeletal abomination~ -an abomination~ -An abomination made of various human bones is lurking here. -~ -This abomination is made of several bones place together in a miss- -match fashion. Each abonimation varies from the next one, some move -about on four or six legs, while other have multiple skulls. Like -their normal skeleton counterparts, these abonimation move about with -an ominous rattle. -~ -97 33320 -1000 C -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -60 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 5~ -mpoload 30040 -drop flute -mpecho The abomination shatters into hundreds of pieces! -~ -| -#30033 -giant corpse ghoul lord~ -a ghoul lord~ -A giant corpse is gnawling on some bones here. -~ -The animated corpse is missing several large patches of its skin. The -remaining skin is a green-gray, puss-oozing, flesh that is doubling as -maggot food. The ghouls teeth have elongated and become sharp, while -its nails have extended and have become claw-like. This thing might -have been an ogre when it was still alive because it is about eight or -so feet tall. -~ -99 4227624 -1000 C -20 0 0 0d0+0 0d0+0 -1000 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -36 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> death_prog 15~ -mpoload 30041 -drop claws -mpecho The final blow rends the fiends claws from its body! -~ -> greet_prog 50~ -if ispc($n) -tell $n My clawsss will sssink deep into your flesssh! -endif -~ -| -#30034 -black robed necromancer woman~ -a necromancer~ -A silent, black-robed woman is preparing a spell here. -~ -This woman is shrouded in black robes. From what little you can see -of her she is thin, pale, and resembles, to a degree, the undead that -you encountered in the upper parts of the ruins. -~ -99 32808 -1000 C -20 0 0 0d0+0 0d0+0 -500 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 80~ -if ispc($n) -shake -point $n -endif -~ -| -#30035 -black robed necromancer man~ -a necromancer~ -A large black-robed man is resting here. -~ -This man is dressed in a black robe that hides almost all of his -features except his hands and a bit of his face. From what you can -see of his face, he is pale and gaunt looking. You can only image -what the dark arts of necromancy have done to this fellow. -~ -67 32808 250 C -21 0 0 0d0+0 0d0+0 -500 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n You should not have came here. We will have to -tell $n kill you. You understand this, yes? -tell $n I don't really enjoy this part of being a necromancer. -endif -~ -> speech_prog necromancer~ -nod -tell $n Yes. I practice the dark arts. I have been training -tell $n for twelve years now and still have much to learn. -tell $n Our master is very old and very powerful. Yet, she -tell $n has been acting strange as of late. I think it she is -tell $n being controlled by someone, or something, ~ -> rand_prog 1~ -yawn -tell $n Hey, like why don't you go bother one of the -tell $n other mobiles, I don't want to fight you. Ok? -~ -| -#30036 -black robed necromancer woman~ -a necromancer~ -A black-robed woman is guarding the door here. -~ -This woman is shrouded in black robes. From what little you can see -of her she is thin, pale, and resembles, to a degree, the undead that -you encountered in the upper parts of the ruins. She is guarding the -door here, allowing nobody through. -~ -99 32808 -1000 C -22 0 0 0d0+0 0d0+0 -500 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -glare $n -tell $n None shall pass! -endif -~ -| -#30037 -black robed necromancer man~ -a necromancer~ -A black-robed man is summoning the undead here. -~ -This man is dressed in a black robe that hides almost all of his -features except his hands and a bit of his face. From what you can -see of his face, he is pale and gaunt looking. You can only image -what the dark arts of necromancy have done to this fellow. -~ -99 4227112 -1000 C -23 0 0 0d0+0 0d0+0 -5000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -tell $n Fooolish moortal. Noow yoou die. -endif -~ -> hitprcnt_prog 80~ -mpecho The necromancers eyes are glowing ~ -> hitprcnt_prog 60~ -mpecho Bat-like wings have started to grow from the necromancers ~ -> hitprcnt_prog 40~ -mpecho The necromancer hands have turned in sharp ~ -> hitprcnt_prog 20~ -mpecho Curved horns sprout from the necromancers ~ -> death_prog 100~ -mpecho From the corpse of the necromancer a strange dark shadow -mpecho starts to flow out into the room. In the matter of seconds you -mpecho are face to face with a demon! -mpmload 30039~ -| -#30038 -powerful necromancer woman~ -a necromancer~ -A powerful woman is here, wearing a circlet of gold. -~ -This woman is shrouded in black robes. From what little you can see -of her she is thin, pale, and resembles, to a degree, the undead that -you encountered in the upper parts of the ruins. Upon her head she is -wearing a circlet made of gold. -~ -99 4235432 -1000 C -35 0 0 0d0+0 0d0+0 -10000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if ispc($n) -smirk $n -tell $n You have got to be kidding me! You made it all -tell $n this way? You? Ha! -chuckle $n -tell $n You will be an excellent addition to my undead. -tell $n Perhaps in twenty years I will transform you into -tell $n a wraith? Hmm... I don't suppose you are just -tell $n joing to give yourself up, are you? -smile $n -tell $n Shall we begin? -c 'dispel magic' $n -endif -~ -| -#30039 -winged lesser demon~ -a lesser demon~ -A winged demon is laughing at you here. -~ -This demon is slightly scratched, and looks really pissed off. He has -bat-like wings, sharp taloned fingers, and curved horns sticking out -from his forehead. He is stand about eight feet tall and is having to -duck in order to keep his head from hitting the ceiling. -~ -99 4194984 -1000 C -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 1310782 1048576 0 0 0 0 -#0 - - -#OBJECTS -#30000 -rotting corpse~ -a rotting corpse~ -A rotting corpse is collecting flies here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -rotting corpse~ -This corpse has been left here to rot. The corpse is attracting many -carrion insects like beetles, maggots, and flies. -~ -#30001 -bloated corpse~ -a bloated corpse~ -A bloated corpse is here in the ravine.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -bloated corpse~ -This corpse has been left here to rot. The corpse is attracting many -carrion insects like beetles, maggots, and flies. The skin has become -bloated and is oozing puss. There might however be something here... -~ -#30002 -pile rubble~ -a pile of rubble~ -A pile of rubble is here on the ground.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -pile rubble~ -This is just an assortment of stones, bricks, wooden timbers, and some -bones. There does not appear to be anything hidden away here. -~ -#30003 -pile bricks~ -a pile of bricks~ -A pile of bricks is scattered here on the ground.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -pile bricks~ -This pile of rubble is mostly bricks, but there are other things here, -like stones and timbers, but nothing else of value. -~ -#30004 -pile stones~ -a pile of stones~ -A bunch of stones of various sizes and shapes are piled here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -pile stones~ -This pile of rubble is mostly stones, but there are other things here, -like bricks and timbers, but nothing else of value. -~ -#30005 -intersection debris~ -a pile of debris~ -Various debris is scattered about here.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -intersection debris~ -This pile of crap consists of stone rubble, a few cracked bricks, and -some rotting wood. Also there are a large number of bones scattered -about, and perhaps something else... -~ -#30006 -few bones~ -a few bones~ -A few bones are scattered about here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -few bones~ -There are a few bones here. Thankfully they are not moving to attack. -~ -#30007 -lot bones~ -a lot of bones~ -A lot of bones are here on the ground.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -lot bones~ -There are a few bones here. Thankfully they are not moving to attack. -~ -#30008 -old table~ -an old table~ -An old table is here in this building.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -old table~ -This old table does not contain anything of value, except a few pieces -of shattered pottery and some rusted forks and spoons. -~ -#30009 -wooden crate~ -a wooden crate~ -A wooden crate is rotting away here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -wooden crate~ -Naw, this crate does not contain anything. The whole bottom half has -rotted away. -~ -#30010 -wooden crate~ -a wooden crate~ -A wooden crate sits on its end here.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -wooden crate~ -Naw, this crate does not contain anything. The whole bottom half has -rotted away. Hmm, then again, there might be something here. -~ -#30011 -pile rubble~ -a pile of rubble~ -A pile of rubble is here on the ground.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -pile rubble~ -Just your basic assorted fluff item that might contain something... -~ -#30012 -lot bones~ -a lot of bones~ -A lot of bones are here piled up outside the gatehouse.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -lot bones~ -Lots of bones, luckily they are not animated into some diabolic giant -skeleton. Best search them quickly before they start to attack... -~ -#30013 -gate key~ -a gate key~ -A gate key has been tossed away here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -gate key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. You sit for hours and -hours trying to figure out what the hell it unlocks. Maybe it should -have been called the GATEHOUSE key. -~ -#30014 -scrap paper~ -a scrap of paper~ -A scrap of paper has been cast away here.~ -~ -13 0 1 -0 0 0 0 -1 1 1 -E -scrap paper~ -This scrap of paper is in relatively good condition, compared to the -corpse it was found on. Aside from a small bloodstain, most of it is -still legible. It appears to be a page from a book of artifacts. It -reads: - -Baalzebul's Skull: - - In fact there were several skulls made by cult of Baalzebul. The -process in which the skulls were made is unknown, but the powers have -been well documented. Each skull has a number of healing spells cast -upon them, much like a staff or orb. However to activate the magical -powers one must hold the item, causing the user to be teleported to a -random location. The charges are limited and when completely used, it -explodes sending shards of crystal everywhere. Caution should be used -when handling one of these skulls. - -Note: Users have complained of a physical and mental burden while they -are carring this object. Most users either are never heard from again -or are maimed in the skulls explosion. - -History of the Skulls: -(The rest of the document if covered in blood and unreadable.) -~ -#30015 -rubble broken timber~ -a broken timber~ -A large pile of broken timbers is here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -rubble broken timber~ -There is little of interest here in this pile of rubble and timbers. -~ -#30016 -old bookcase~ -an old bookcase~ -An old bookcase sits here in the corner of the chamber.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -old bookcase~ -This shelving unit has seen its better day, and that was probably a -very, very long time ago. Perhaps there is still something of value -here. -~ -#30017 -ordinary key~ -an ordinary key~ -An ordinary key has been thrown aside here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -ordinary key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. -~ -#30018 -average key~ -an average key~ -An average key has been thrown aside here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -average key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. -~ -#30019 -trapdoor key~ -a trapdoor key~ -A trapdoor key has been cast away here.~ -~ -18 0 16385 -0 0 0 0 -35 1 1 -E -trapdoor key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. During your days of -adventuring you have seen alot of keys, and this one is probably the -heaviest one you have been forced to carry in a long time. Damn the -author. -~ -#30020 -catacomb key maggots~ -a catacomb key~ -A couple maggots are here stuck on something.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -catacomb key maggots~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. There is slime all -over it from these maggots. -~ -#30021 -cracked human skull~ -a cracked skull~ -A cracked human skull is here.~ -~ -13 128 16385 -0 0 0 0 -2 1 1 -E -cracked human skull~ -This person might have died from a blunt object smashing into its -head, or it could have been damaged afterward. You do not really -give a damn, you would just like to drop it. -~ -#30022 -small bronze key~ -a small bronze key~ -A small bronze key is here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -small bronze key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. -~ -#30023 -tower key~ -a tower key~ -A key used to access the tower is here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -tower key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. -~ -#30024 -crypt key~ -a crypt key~ -A key used to access the crypt is here.~ -~ -18 0 16385 -0 0 0 0 -1 1 1 -E -crypt key~ -There is nothing really important about this key, other than it will -probably be used to unlock some door or chest. -~ -#30025 -door propt~ -a coffin~ -An ancient coffin is here, placed upon catacomb floor.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -#30026 -simple coffin~ -a simple coffin~ -A simple coffin is here set against the wall on its end.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -simple coffin~ -Its a simple wooden coffin used by some bloodsucker. Hopefully there -is not anymore inside the coffin. -~ -#30027 -wide coffin~ -a wide coffin~ -A wide coffin sits here in the center of this chamber.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -wide coffin~ -This is a wide coffin probably used for a big-boned vampire. -~ -#30028 -handful earth black soil~ -a handful of earth~ -A handful of black soil has been thrown down here.~ -~ -13 144 1 -0 0 0 0 -10 1 1 -E -handful earth black soil~ -This tainted soil was taken from the grave of a vampire. Perhaps it -has some kind of magical power? No matter where you put this dirt, it -always feels like a heavy burden, physically and spiritually. If you -could only ditch it or find some way to harness the power. -~ -#30029 -handful earth black soil~ -a handful of earth~ -A handful of black soil has been thrown down here.~ -~ -26 208 1 -20 224 233 65 -20 1 1 -E -handful earth black soil~ -This tainted soil was taken from the grave of a vampire. Perhaps it -has some kind of magical power? No matter where you put this dirt, it -always feels like a heavy burden, physically and spiritually. If you -could only ditch it or find some way to harness the power. -~ -#30030 -bronze candleabra ~ -a bronze candleabra ~ -A standing candleabra made of bronze is placed here in a niche.~ -~ -1 0 0 -0 0 -1 0 -1 1 1 -E -bronze candleabra ~ -This candle holder stands about four feet high and is securely bolted -to the ground, sorry, no chance in stealing it. Hell, if it was not -already bolted down then some other adventurer would have come, taken -it, and then pawned it off at the nearest town. -~ -#30031 -human femur~ -a human femur~ -A human femur is half buried in the ground here.~ -~ -13 128 16385 -0 0 0 0 -2 1 1 -E -human femur~ -This looks almost exactly the size of a human femur bone. It could be -an orcs or half-elves femur. Actually its hard for you to tell, might -you have a degree in forensic science? No? Then I guess you will not -get a very damned precise description. Now if only you could get rid -of the thing! -~ -#30032 -human rib~ -a human rib~ -A human rib is stuck into the ground here.~ -~ -13 128 16385 -0 0 0 0 -2 1 1 -E -human rib~ -This was part of somebody at one time. The thought of it makes you -want to throw it away, but you can not seem to do it. -~ -#30033 -writhing maggot~ -a writhing maggot~ -A small writhing maggot is on the floor here.~ -%s chomp$q on $p savoring the taste.~ -19 0 1 -1 1 0 0 -1 1 1 -E -writhing maggot~ -Its small, its white, its high in protien, but pretty damn disgusting. -~ -#30034 -writhing maggot~ -a writhing maggot~ -A small writhing maggot is on the floor here.~ -%s chomp$q on $p savoring the taste.~ -26 0 1 -20 -1 -1 -1 1 0 -1 1 1 -E -writhing maggot~ -Its small, its white, its high in protien, but pretty damn disgusting. -~ -#30035 -brown dung beetle~ -a dung beetle~ -A little brown beetle is crawling about here.~ -%s eat$q $p and spits out the hard shell.~ -19 0 1 -1 1 0 0 -10 1 1 -E -brown dung beetle~ -This little bug likes to crawl around in... -~ -#30036 -brown dung beetle~ -a dung beetle~ -A little brown beetle is crawling about here.~ -%s eat$q $p and spits out the hard shell.~ -26 0 1 -20 -1 -1 -1 1 0 -1 1 1 -E -brown dung beetle~ -This little bug likes to crawl around in... -~ -#30037 -wraith black cloak~ -a wraith cloak~ -A black cloak is resting on the ground here.~ -~ -9 4820 1025 -1 1 0 0 -5 2000 1 -E -wraith black cloak~ -This cloak have an evil look to it. It is faded, and weathered around -the edges. The material is very thin, almost sheer. -~ -A -37 3 -A -36 3 -A -18 2 -A -5 -2 -A -1 -2 -#30038 -obsidian black bracer~ -an obsidian bracer~ -A black bracer was placed on the ground here.~ -~ -9 4820 4097 -1 1 0 0 -3 2000 1 -E -obsidian black bracer~ -This bracer is made of obsidian and accented with bone. On its face -there is a single rune made also of bone. The rune symbolizes death -in the form of a skull. -~ -A -19 -1 -A -13 30 -#30039 -banshee black death shroud~ -a banshee shroud~ -A black death-shroud is resting on the ground here.~ -~ -9 4820 131073 -1 1 0 0 -5 2000 1 -E -banshee black death shroud~ -This shroud is made of a dull-grey-brown mottled color. It smells of -the dead and is spun from wool. This item radiates an aura of evil, -even without magical detection. -~ -A -13 -10 -A -18 2 -A -19 2 -#30040 -instrument bone flute~ -a bone flute~ -A diabolic musical instrument has been discarded here.~ -~ -8 4820 16385 -0 0 0 0 -5 2000 1 -E -instrument bone flute~ -This musical instrument has been made out of a human femur. Somehow -you think there is something sinister about this thing, you sure has -hell do not want to keep it. -~ -A -13 50 -A -12 -25 -#30041 -ghoul claws hands~ -a pair of ghoul claws~ -A pair of clawed hands have been dropped here.~ -~ -9 4820 129 -1 1 0 0 -5 2000 1 -E -ghoul claws hands~ -These hands are somehow enchanted with an evil magical. You could -fit them on to your hands something like gloves, but do you really -want to do that? Only if you could discard these wretched things! -~ -A -19 3 -A -13 -30 -#30042 -black necromancer robe~ -a necromancer robe~ -A black robe has been dropped on the ground here.~ -~ -9 576 9 -1 1 0 0 -5 500 1 -E -black necromancer robe~ -This robe is made of a black material and covers almost all of the -body. It smells like a death shroud. -~ -A -12 10 -#30043 -black necromancer robe~ -a necromancer robe~ -A black robe has been dropped on the ground here.~ -~ -9 576 9 -1 1 0 0 -5 2000 1 -E -black necromancer robe~ -This robe is made of a black material and covers almost all of the -body. It smells like a death shroud. A silver colored thread has -been woven into the edges of the garment for ornamentation. -~ -A -3 2 -A -12 25 -#30044 -black necromancer robe~ -a necromancer robe~ -A black robe has been dropped on the ground here.~ -~ -9 576 9 -1 1 0 0 -5 2000 1 -E -black necromancer robe~ -This robe is made of a black material and covers almost all of the -body. It smells like a death shroud. A silver colored thread has -been woven into the edges of the garment for ornamentation. -~ -A -12 35 -#30045 -tcod circlet darkness powerful~ -Circlet of Darkness~ -A mysterious circlet of dark metal has been discarded here.~ -~ -9 2644 17 -1 1 0 0 -1 25000 1 -E -tcod circlet darkness powerful~ -Pray to whatever Gods you wish, for you behold a vile artifact of -tremendous power! Legends holds that this circlet was once worn by -the Dark One, Venificis. An aura of powerful magic, and great evil -comes from the jet black circlet. The more you gaze at this item, -the more you either want to put it on your head or forget you ever -saw it. There are many stories of this item, so say it hold infinate -power, while other stories tell of the circlet destroying its master. - -A small inscription is on the back of the circlet: - -HANDLE THIS ITEM WITH EXTREME CAUTION: IT CAN KILL YOU. -~ -A -12 100 -A -13 100 -A -14 100 -> drop_prog 95~ -if ispc($n) -if level ($n) < 51 -mpechoat $n Something tells you, "No. You don't want to drop me $n." -mpechoat $n Something tells you, "Just remember who is in control." -mpechoat $n Something inside your head begins to hurt, ALOT! -mpdamage $n 100 -mpforce $n get tcod -endif -~ -> get_prog 95~ -if ispc($n) -if level ($n) < 51 -mpechoat $n Something tells you, "Put me on! Put me on!" -mpechoat $n <<<(The Circlet of Darkness)>>> GLOWS! -mpforce $n emote shakes uncontrollably. -endif -~ -> remove_prog 95~ -if ispc($n) -if level ($n) <51 -mpechoat $n Something tells you, "I don't think we should part yet $n" -mpforce $n wear tcod -endif -~ -> wear_prog 95~ -if ispc($n) -if level ($n) < 51 -mpechoat $n You place the Circlet atop your head. -mpechoarround $n $n places the Circlet atop their head. -mpforce $n scream -mpforce $n yell Arghhhhhhh!!! My head! Someone help me!!! -mpforce $n say MY BRAINS!!!!! -mpechoat $n Arghhh! Something inside your head is burning... -mpechoarround $n $n's head begins to smoke... -mpforce $n emote collapses, either dead or near death. -if rand (10) -mpslay $n -else -if rand (25) -mpdamage $n 250 -else -if rand (33) -mpdamage $n 500 -else -if rand (50) -mpdamage $n 1000 -else -mpdamage $n 2000 -endif -endif -endif -endif -endif -~ -| -#30046 -magical skull~ -a magical skull~ -A magical skull has been left here.~ -~ -13 128 16385 -0 0 0 0 -75 25000 1 -E -magical skull~ -This skull appears to be a magical item. Perhaps this is not the best -item to have in your inventory. -~ -A -56 2 -> wear_prog 100~ -if level ($n) < 51 -mpechoat $n You hold the skull in your hands... -mpechoarround $n $n holds a skull in their hands... -if rand (75) -mprestore $n 100 -mpechoat $n The skull heals your wounds. -else -mpechoat $n The skull begins to vibrate viciously... -mpforce $n remove skull -mpforce $n drop skull -mpjunk skull -mpechoat $n The skull shatters into tiny shards of bone! -mpechoarround $n The skull shatters into tiny shards of bone! -mpdamage $n 100 -endif -endif -~ -| -#30047 -wooden barrel~ -a wooden barrel~ -A wooden barrel is against the wall here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -#30048 -wooden crate~ -a wooden crate~ -A wooden crate is against the wall here.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -#30049 -soul~ -your soul~ -A obelisk has been set here as some kind of marker.~ -~ -15 0 0 -100 0 0 0 -1 1 1 -E -soul~ -Yes... yes indeed! There might just be something inside your soul to -be found. Perhaps it seems like nothing, but then again, maybe not. -~ -#30050 -answer~ -the answer to the question~ -The answer to a question not yet asked is here.~ -~ -13 0 16385 -0 0 0 0 -1 1 1 -E -answer~ -You know just what the answer to any question you could ever be asked! -The answer does not make much sense, but then again, you have not yet -heard the question. -~ -#30051 -fried corpse~ -a fried corpse~ -A fried corpse is here on the floor, dead.~ -~ -12 0 0 -0 0 0 0 -1 1 1 -E -fried corpse~ -This guy was fried, nothing left but a few ashes and charred bones. -~ -#0 - - -#ROOMS -#30000 -Bottom of a Rugged Path~ -Standing here at the bottom of some jagged cliffs, a trail is visible -leading east and up into the rugged terrain. High above, on the top -of the cliff, the crumbling towers of some long forgotten keep can be -seen. A thick, annoying mist hugs the uneven, rocky ground along the -path. -~ -0 4 5 -D1 -~ -~ -0 0 30001 -E -cliffs terrain~ -The cliffs rise at least a hundred feet, maybe more. The terrain is a -bit difficult to make your way through, but not impossible. For some -reason there is an unusually large number of bones scattered about. -~ -E -crumbling towers keep~ -The keep and its towers are nothing more than crumbling ruins. You -doubt that anyone is living there. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -S -#30001 -Climbing up the Path~ -The path leads up higher into the cliffs, and back down to the bottom -of the path to the west. Some decrepit defensive fortifications are -visible high above atop the cliffs. Clearly the walls and watchtower -are no longer used. The mist swirls about, almost playing off your -fears of the unknown and unexplained. -~ -0 0 5 -D3 -~ -~ -0 0 30000 -D4 -~ -~ -0 0 30002 -E -cliffs terrain~ -The cliffs rise at least a hundred feet, maybe more. The terrain is a -bit difficult to make your way through, but not impossible. For some -reason there is an unusually large number of bones scattered about. -~ -E -wall watchtower fortifications~ -The walls, watchtower, and other fortifications are all in ruin. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -S -#30002 -Bend near an Obelisk~ -The pathway winds its way up towards the ruins to the south, or back -down towards the bottom of the cliffs. The ruins are not visible from -here due to mist which is appears thicker than ever. The path is hard -to travel because of the mist and uneven rocky ground. Off the side -of the path is an black obelisk. -~ -0 0 5 -D2 -~ -~ -0 0 30003 -D5 -~ -~ -0 0 30001 -E -cliff cliffs~ -The cliffs rise at least a hundred feet, maybe more. The terrain is a -bit difficult to make your way through, but not impossible. For some -reason there is an unusually large number of bones scattered about. -~ -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -black obelisk~ -The obelisk is only three feet tall, made of a black colored stone, -and has cryptic runes scrawled about. A few words written in common -can be read along its eastern side. They read: - -If one EXAMINEs their SOUL. They might, might just have a chance. - -This area made by Cianhydle (1999).~ -S -#30003 -Narrowing in the Path~ -The path leads north and south along a rock surface to the west and a -sheer drop of some twenty feet to to the east. The trail was wider at -one time, but erosion has eaten away over half path. There is a mist -hanging in the air, making this section of the path dangerous. -~ -0 512 5 -D0 -~ -~ -0 0 30002 -D2 -~ -~ -0 0 30004 -D3 -~ -~ -2120 0 30027 -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. The path was once larger, but since -erosion has withered the path down to half of its original size. -~ -E -rock surface~ -Ahead, the rocks above the cliff look as if they could tumble down on -to the pathway at any time. -~ -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -S -#30004 -Tavelling along the Path~ -The path leads up higher into the cliffs, and decending to the north. -The top of the cliffs is at least another sixty feet above. It is odd -that there are no plants growing along this path, not even the sturdy, -mountain type plants. The air is filled with a particulary thick and -annoying mist. -~ -0 4 5 -D0 -~ -~ -0 0 30003 -D4 -~ -~ -0 0 30005 -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -> act_prog p arrives from the north.~ -if ispc($n) -mpechoat $n A large rock falls from above... -if isgood($n) -mpdamage $n 150 -else -if isneutral($n) -mpdamage $n 100 -else -if isevil($n) -mpdamage $n 50 -endif -endif -endif -endif -~ -| -S -#30005 -Bend in the Path~ -The path makes its way up towards the clifftops to the west, or back -down towards the bottom of the cliff. The ruins emerge again out from -behind the rocks. From here, crumbling keep can be seen rising up -above a small ruined settlement. -~ -0 0 5 -D3 -~ -~ -0 0 30006 -D5 -~ -~ -0 0 30004 -E -ruined settlement~ -The ruins appear to have been long deserted by anything living. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -S -#30006 -Walking down through a Ravine~ -The pathway runs down along a washed out ravine cut into the side of -the cliffs, hiding the ruins from view. Various debris has collected -in this gully. The ravine decends to the east where the path bends. -The path itself is along the northern side of the ravine and about a -wagons width wide. -~ -0 0 5 -D1 -~ -~ -0 0 30005 -D3 -~ -~ -0 0 30007 -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. The ravine is three or four feet -deep. -~ -E -ravive~ -There is alot of small stones falled down from above, as well as a -corpse. -~ -S -#30007 -Climbing up the Path~ -To the east a ravine cuts down through the cliffs and the path follows -it along the northern side. Above the path begins to ascend closer to -the ruins above which are again blocked by the terrain and thick mist. -~ -0 0 5 -D1 -~ -~ -0 0 30006 -D4 -~ -~ -0 0 30008 -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -terrain~ -Rocks, bluffs, crags, that kind of stuff. -~ -S -#30008 -Bend along the Path~ -Here the path decends down the cliffs, while leading north higher and -higher through the rough terrain. To the west a gorge decends fourty -or more feet and is filled with all sizes and shapes of boulders. A -small ammount of debris is along the edges of the path here as well as -the strange mist. -~ -0 0 5 -D0 -~ -~ -0 0 30009 -D5 -~ -~ -0 0 30007 -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -gorge~ -Better be careful or you will fall down and not be able to get up. -~ -S -#30009 -Ascending a Steep Grade~ -The path climbs a steep grade here, while also bending to the south, -leading down towards the base of the cliffs. Here the ground is dry -and cracked, barren of any signs of life. The air is thick with the -strange mist. -~ -0 0 5 -D2 -~ -~ -0 0 30008 -D4 -~ -~ -0 0 30010 -E -mist~ -The mist is strange, surreal, and down right annoying. -~ -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. The grade along the path is quiet -steep. -~ -E -steep grade~ -The grade is slightly hard to travelled, especially if you are used to -just sitting in front of a computer all day. -~ -S -#30010 -Nearing the Ruins~ -The path is drawing closer to the cliff top ruins. Ascending from the -steep grade the tops of the few remaining structures are seen peeking -out from behind the rocks to the north. To the west the pathway bends -to the north, appearing to head into the ruins. -~ -0 0 5 -D3 -~ -~ -0 0 30011 -D5 -~ -~ -0 0 30009 -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. The path becomes a bit wider the -closer you come to the ruins. -~ -E -tops structures~ -The tops of the structures are badly damaged. Clearly nobody can be -living in the keep. Just remember the definition of living. -~ -S -#30011 -Overlooking the Ruins~ -Here the path overlooks the ruins, and shows a ruined town surrounding -a lone keep. A handful of buildings and parts of the keep, can be -seen through the mist. Most of the structures have collapsed, or have -caught on fire, and in any case uninhabitable. -~ -0 1028 5 -D0 -~ -~ -0 0 30012 -D1 -~ -~ -0 0 30010 -E -path pathway~ -The path is not travelled often, and there are an unusual number of -human-like bones scattered about. -~ -E -buildings keep~ -The tops of the structures are badly damaged. Clearly nobody can be -living in the keep. Just remember the definition of living. -~ -S -#30012 -Admist the Ruins~ -Abmist the ruins of this place you are instantly surround with an -overwhelming feeling of dread and dispair. From behind the ruined -walls of old buildings things move about remaining just out of sight. -Ahead two buildings flank both sides of a debris filled road. Neither -building looks safe enough to explore. The mist is beginning to drift -away as you enter the ruins. -~ -0 0 1 -D0 -~ -~ -0 0 30013 -D2 -~ -~ -0 0 30011 -E -buildings~ -The two buildings that are flanking the road are two stories tall and -are leaning just a bit out over the street. Looking more closely, you -think that they could come crashing down at any minute. Maybe going -north is not just a groovy idea Fred. -~ -E -mist~ -The mist is thicker inside the ruins. -~ -S -#30013 -Trapped within the Ruins~ -Throwing caution to the wind, you travel deeper into the ruins. South -the remains of two buildings block any hopes of leaving though the way -you entered this place. No matter how much rubble you remove, another -heavier stone appears behind it to take its place. Something foul and -evil is afoot here. -~ -0 3153924 1 -D0 -~ -~ -0 0 30014 -E -rubble~ -Damnit, you knew something like this was going to happen. You will -just have to find some other way out of this forsaken place. -~ -> act_prog p arrives from the south.~ -if ispc($n) -mpechoat $n The two buildings to the south collapse! -mpechoat $n You have a bad feeling about this... -endif -~ -| -S -#30014 -Debris-Strewn Intersection~ -This was probably the main intersection of the town, now its littered -with debris and a corpse or two. In each direction paths lead of into -the ruins, roughly following the old roads. To the northeast the keep -rises above all the other remaining structures. -~ -0 3153924 1 -D0 -~ -~ -0 0 30028 -D1 -~ -~ -0 0 30023 -D2 -~ -~ -0 0 30013 -D3 -~ -~ -0 0 30015 -E -roads~ -Well, they are not actually roads anymore. They are paths admist the -rubble. -~ -E -keep~ -The keep looks particularly dark and spooky. If there is any treasure -to be found, sure as flies on corpses, that's where it will be. All -advenurers know these sorts of things. -~ -S -#30015 -Shifting through the Rubble~ -A path runs east and west down the middle of a road. Along the edges -of the road, rubble in the form of stones, bricks, timbers, and the -occassional corpse, is piled. To the east is the main intersection, -while the west are a few remaining buildings. Whatever structures -that might have been to the north and south have long since collapsed. -~ -0 3153920 1 -D1 -~ -~ -0 0 30014 -D3 -~ -~ -0 0 30016 -E -roads~ -Well, they are not actually roads anymore. They are paths admist the -rubble. -~ -E -buildings~ -Many have been destroyed, but there are a few to the west that are in -good shape. The ones to the north and south have collapsed. -~ -S -#30016 -Pathway between the Rubble~ -A path runs east and west down the middle of a road. To the north is -a burnt out shell of a building, while to the south is a sturdy, but -still ruined, looking building. To the east the path leads through a -bit of rubble, while to the west are a few more buildings. -~ -0 3153920 1 -D0 -~ -~ -0 0 30020 -D1 -~ -~ -0 0 30015 -D2 -~ -~ -3 0 30022 -D3 -~ -~ -0 0 30017 -E -road~ -Well, they are not actually roads anymore. They are paths admist the -rubble. -~ -S -#30017 -Navigating past the Rubble~ -A path heads east towards the intersection. To the north is a half- -demolished building, missing its entire rooftop and a wall, and a -partially collapsed building is to the south. An arched doorway -leads into a darkened building to the west. None of these buildings -look very safe. -~ -0 3153920 1 -D0 -~ -~ -0 0 30019 -D1 -~ -~ -0 0 30016 -D2 -~ -~ -0 0 30021 -D3 -~ -~ -0 0 30018 -E -demolished building~ -That place does not even look safe to explore. -~ -E -arched doorway~ -It leads into a dark building where things are moving. -~ -S -#30018 -Abandoned Stone House~ -This house has been abandoned for some time. Some battered furniture -are placed about the items as if someone, or something, is living, if -you want to call it that, here. Bones, which looking alot like those -of a human, are scattered across the floor. An arched doorway is to -the east leading out into the street. -~ -0 3153932 0 -D1 -~ -~ -0 0 30017 -E -battered furniture~ -Junk! Junk! Junk! Junk! Junk! Junk! Junk! Junk! Junk! Junk! Junk! -~ -E -street~ -Yeah, sorta, more like a another through the rubble. All kinds of -crap is in the streets. Aluminum cans, dirty diapers, shepard crooks, -sticky pacifiers, etc. -~ -S -#30019 -Half-Demolished Brick Building~ -This building is missing its entire roof and its southern wall. Stone -and other debris are scattered about along with a rather large ammount -of human bones. -~ -0 3153924 0 -D2 -~ -~ -0 0 30017 -E -roof~ -Yeah, its missing. What else do you want? You sure are looking at -alot of crap if you are reading this. -~ -S -#30020 -Burnt Dwelling~ -This building is charred from a fire that burnt here long ago. There -is nothing left here that is not burnt to a crisp, including the two -occupants and a sofa. A doorframe is to the south, leading back out -into the ruins. -~ -0 3153932 0 -D2 -~ -~ -0 0 30016 -E -building doorframe~ -Everything in here is burnt to a crisp. -~ -E -occupants~ -Yes, both of them are burnt to a crisp. One is still alive, well, -sorta alive. The other is on the floor. -~ -E -sofa~ -The is missing all of its cushions and fabric. The charred wooden -frame is basically all that remains. -~ -S -#30021 -Partially-Collapsed Building~ -There is something dark and sinister about this building. There is no -sign of any little girl, or that anyone has lived here for a very long -time. All that remains of the building are a couple of walls and some -broken timbers. A sagging doorframe is to the north, leading back on -to a road. -~ -0 3153924 0 -D0 -~ -~ -1048576 0 30017 -E -little girl~ -There WAS a little girl here, where did she go? -~ -E -building~ -There was something definately evil about this place, you will try and -avoid this place if possible. -~ -S -#30022 -Ruined Stone Building~ -This stone building is missing its windows, along with its entire -second floor. Anything that might have once been of value has either -been already stolen or destroyed. A door is to the north and appears -to be the only exit. -~ -0 3153932 0 -D0 -~ -~ -3 0 30016 -E -windows~ -They are gone, busted out a long time ago. -~ -S -#30023 -Abandoned Plaza~ -Once the brown, grey, and white ceramic tiles of this plaza were set -straight and replaced if broken. Now most of the tiles are broken or -covered with the rubble of nearby buildings that have collapsed. The -plaza continues to the north and east, while an intersection is to the -west. -~ -0 3153920 1 -D0 -~ -~ -0 0 30024 -D1 -~ -~ -0 0 30026 -D3 -~ -~ -0 0 30014 -E -ceramic tiles~ -Maybe the tiles had some ornate design when the living dwelled here, -now they are broken. -~ -S -#30024 -Abandoned Plaza~ -Rubble covers most of this section of the plaza. To the west there is -a large pile of stones and bricks. North and east are relative sturdy -walls which are still partially covered in a white plaster. Beneath -the plaster stone bricks and wooden beams are visibile. To the south -is the rest of the plaza. -~ -0 3153920 1 -D2 -~ -~ -0 0 30023 -E -plaza~ -Mostly ceramic tiles of brown, grey, and white formed the plaza, but -like the rest of this settlement it has been trashed by the monsters -that are dwelling here. -~ -E -plaster~ -The plaster is cracked and falling from the walls. -~ -S -#30025 -Butcher Market~ -This building was probably once a butcher market in the conventional -sense of the term. Now it servers a more ghastly purpose. A variety -of corpses hang from the ceiling on large hooks, some still moving. -Blood covers almost everything, including a door to the south that -leads back into the plaza. -~ -0 3145740 0 -D2 -~ -~ -3 0 30026 -E -corpse hooks blood~ -Quite a ghastly scene, but you are an adventurer not just some mere -commoner, so you can handle this kind of horrific sight without just -turning tail and running back to the nearest village. -~ -S -#30026 -Abandoned Plaza~ -Once the brown, grey, and white ceramic tiles of this plaza were set -straight and replaced if broken. Now most of the tiles are broken or -covered with the rubble of nearby buildings that have collapsed. To -the north is a relatively sturdy looking building, which still has an -operational door. To the west and south the plaza continues. To the -east is a massive pile of rubble near the edge of the settlement. -~ -0 3153920 1 -D0 -~ -~ -3 0 30025 -D2 -~ -~ -0 0 30027 -D3 -~ -~ -0 0 30023 -E -ceramic tiles~ -Maybe the tiles had some ornate design when the living dwelled here, -now they are broken. -~ -S -#30027 -Abandoned Plaza~ -Rubble covers most of this section of the plaza. Sticking out of the -rubble is part of an old fountain. The plaza continues to the north, -while collapsed buildings block the other directions. To the east the -rest of the plaza has collapsed. Although you doubt you could climb -back up, you might be able to escape this wretched place. -~ -0 3153920 1 -D0 -~ -~ -0 0 30026 -D1 -~ -~ -0 0 30003 -E -east cliff~ -Yes, yes, you could escape this way. Perhaps with the right spells, -even return this way. -~ -S -#30028 -Stumbling over the Rubble~ -A path runs north and south down the middle of a road. On each side -of the road, whatever structures that might have been to the north and -south have long since collapsed in on themselves creating huge piles -of rubble. To the south is the main intersection of the ruins. -~ -0 3153920 1 -D0 -~ -~ -0 0 30029 -D2 -~ -~ -0 0 30014 -E -road~ -Path through rubble is more like it. You've stumbled quite a number -of times trying to make your way over stones and bricks, timbers and -corpse, and who knows what else. -~ -> act_prog p arrives from the south.~ -if ispc($n) -mpechoat $n You stumble over a loose stone and sprain your ankle. -mpdamage $n 25 -endif -~ -| -S -#30029 -Climbing across the Rubble~ -A path runs north and south down the middle of a road. Another path -leads through the rubble to the east towards a fairly solid looking -building made of stone with a functional door. To the northeast the -towers of the ruined keep rise above all the remaining buildings. -~ -0 3153920 1 -D0 -~ -~ -0 0 30032 -D1 -~ -~ -3 0 30030 -D2 -~ -~ -0 0 30028 -E -keep~ -The keep looks like it is in a little better shape than the rest of -the settlement. That is probably where all the treasure is located. -Now if you could only find a way inside. -~ -E -building~ -The building looks solid enough to explore, but you should probably -use caution while exploring anything here. There seem to be alot of -these undead things running about causing problems. -~ -S -#30030 -Ruined Stone Building~ -This stone building is missing its windows, along with its entire -second floor. Anything that might have once been of value has either -been already stolen or destroyed. There is a door to the west that -leads back into the streets. -~ -0 3153932 0 -D3 -~ -~ -3 0 30029 -E -windows~ -Guru meditation error! -~ -E -door~ -The wood is battered, but still operation. There is no lock. -~ -S -#30031 -Crumbling Stone Home~ -This house has been abandoned for some time. Some battered furniture -are placed about the items as if someone, or something, is living, if -you want to call it that, here. Bones, which looking alot like those -of a human, are scattered across the floor. A door to the east leads -back into the ruins. -~ -0 3153932 0 -D1 -~ -~ -3 0 30032 -E -door~ -The wood is battered, but still operation. There is no lock. -~ -E -battered furniture~ -Broken down, useless junk. You could not even give these chairs and -tables away. -~ -S -#30032 -Shifting through the Rubble~ -The path bends to the east and south along this stretch of the ruins. -Almost all of the buildings in this area are nothing more than piles -of stone rubble. The except is a stone building to the west, where -there is still a working door in that building. East the path leads -closer to the keep. -~ -0 3153920 1 -D1 -~ -~ -0 0 30033 -D2 -~ -~ -0 0 30029 -D3 -~ -~ -3 0 30031 -E -path~ -The path looks safe to travel on. There are plenty of places for -amushes however. -~ -E -keep~ -The keep rises up above the toppled building. The keep is to the -north, a dozen or so buildings away. You might have to climb over -some rubble to get there though. -~ -S -#30033 -Pathway through the Rubble~ -A path runs east and west down the middle of a road. Along the edges -of the road, rubble in the form of stones, bricks, timbers, and the -occassional corpse, is piled. Whatever structures that might have -lined this road have since collapsed in on themselves. -~ -0 3153920 1 -D1 -~ -~ -0 0 30034 -D3 -~ -~ -0 0 30032 -E -road~ -More like a path through the rubble. -~ -E -structures~ -Collapsed, destroyed, no longer exist, get the picture? -~ -S -#30034 -Moving across the Rubble~ -A path runs east and west down the middle of a road. Along the edges -of the road, rubble in the form of stones, bricks, timbers, and the -occassional corpse, is piled. To the south is a wooden shack that -looks like it could fall over at any moment. The keep grows closer -to the east. -~ -0 3153920 1 -D1 -~ -~ -0 0 30036 -D2 -~ -~ -3 0 30035 -D3 -~ -~ -0 0 30033 -E -wooden shack~ -The shack is in really bad shape. I'd be careful if I were you. You -don't wanna have it fall in on you, do you? -~ -E -keep~ -The keep has three major parts, a tall watchtower that rises around -four levels, a two story guardtower, and a one story central building. -Parts of all three areas are crubbling. -~ -S -#30035 -Delapidated Wooden Shack~ -This shack is made of old rotting timbers. The whole building slants -at an steep angle, exploring could be dangerous. There is nothing of -any value here. A door is in the northern wall back into the ruins. -~ -0 3153932 0 -D0 -~ -~ -3 0 30034 -E -rotting timbers walls~ -The walls are made of rotting wood. The building creaks as if it was -alive or something. You feel like you are being watched. -~ -E -door~ -Yeah, that looks like a good way to go... -~ -S -#30036 -Nearing the Gatehouse~ -A path runs east and west down the middle of a road. Along the edges -of the road, rubble in the form of stones, bricks, timbers, and the -occassional corpse, is piled. Whatever structures that might have -lined this road have since collapsed in on themselves. Just a bit to -the east is the gatehouse of the keep. -~ -0 3153924 1 -D1 -~ -~ -0 0 30037 -D3 -~ -~ -0 0 30034 -E -gatehouse~ -The gatehouse looks like it is good enough condition. What catches -your is the door leading into a smaller wooden building just outside -of the gatehouse. -~ -S -#30037 -Standing before the Gatehouse~ -A path runs east and west down the middle of a road. North a large -gatehouse allow access to the crumbling keep. The keep itself is in -as bad of shape as most of the other buildings. Only a small portion -of its original form remains. Part of the keep and a tower remain to -be explored. Similiar to when you first enter the ruins, you begin to -feel a bit uneasy looking upon the keep. East there is a small wooden -building with an operational door. -~ -0 3153920 1 -D0 -~ -~ -0 0 30039 -D1 -~ -~ -3 0 30038 -D3 -~ -~ -0 0 30036 -E -gatehouse~ -The gatehouse is to the north and is probably guarded. A rusty gate -is open, rusted in place. Beyond are two doors, which look rather -solid, leading into the keep itself. -~ -E -keep~ -Parts of it have collapsed, other parts are in ruin, and still other -parts are in relatively good condition. -~ -E -small wooden building~ -The building is built right alongside the gatehouse. It has a working -door. It is small and made of wooden logs. -~ -S -#30038 -Gatekeepers Abode~ -This building is made mostly of wood and is only a single, rectangular -room. The logs used to form the walls are rotting away, while pieces -of the ceiling have caved-in. The air inside this building is stale, -dusty, and smells like decaying flesh. There is a door to the west. -~ -0 3145740 0 -D3 -~ -~ -3 0 30037 -S -#30039 -Inside the Gatehouse~ -The interior of the keep is accessed through a large gate, which is -open to the south, and small set of iron doors, which are closed to -the north. The ceiling is vaulted, and while a few stones have fell -from their place, overall the gatehouse is in fairly good condition, -although not completely functional. Along the sides of the walls are -brackets holding torches. -~ -0 3153932 0 -D0 -~ -~ -8388647 30013 30040 -D2 -~ -~ -0 0 30037 -E -iron doors~ -The iron doors leading into the keep are very thick and appear could -be locked. The lock mechanisms themself look relatively complicated. -~ -S -#30040 -Entering the Crumbling Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. In the walls, wide cracks run where mortar once held the -stones together, allowing the odd-sized stones to fall into piles near -the edges of the chamber. A pair of iron doors are in the south wall, -leading into the gatehouse. -~ -0 3153932 0 -D0 -~ -~ -0 0 30045 -D1 -~ -~ -0 0 30041 -D2 -~ -~ -8388647 30013 30039 -E -iron doors~ -The iron doors leading into the keep are very thick and appear could -be locked. The lock mechanisms themself look relatively complicated. -~ -S -#30041 -Large Chamber within the Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. For the most part, there is nothing to be found in this -chamber, and what little is here is of little or no value. A shredded -painting hangs here off-center on the southern wall. -~ -0 3153928 0 -D0 -~ -~ -0 0 30044 -D1 -~ -~ -0 0 30042 -D3 -~ -~ -0 0 30040 -E -shredded painting~ -The painting, or more aptly the picture frame and some shreds of the -canvas, hangs at an angle. You have no idea what it might have been. -~ -S -#30042 -Large Chamber within the Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. In the walls, wide cracks run where mortar once held the -stones together, allowing the odd-sized stones to fall into piles near -the corners of the chamber. -~ -0 3153928 0 -D0 -~ -~ -0 0 30043 -D3 -~ -~ -0 0 30041 -S -#30043 -Large Chamber within the Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. For the most part, there is nothing to be found in this -chamber, and what little is here is of little or no value. -~ -0 3153928 0 -D2 -~ -~ -0 0 30042 -D3 -~ -~ -0 0 30044 -S -#30044 -Large Chamber within the Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. In the walls, wide cracks run where mortar once held the -stones together, allowing the odd-sized stones to fall into piles near -the edges of the chamber. -~ -0 3153928 0 -D1 -~ -~ -0 0 30043 -D2 -~ -~ -0 0 30041 -D3 -~ -~ -0 0 30045 -S -#30045 -Large Chamber within the Keep~ -The inside of the keep looks better than the outside. But that is not -saying alot. In the walls, wide cracks run where mortar once held the -stones together, allowing the odd-sized stones to fall into piles near -the edges of the chamber. A heavy wooden door is in the western wall. -~ -0 3153932 0 -D1 -~ -~ -0 0 30044 -D2 -~ -~ -0 0 30040 -D3 -~ -~ -8388643 30017 30046 -E -heavy wooden door~ -This door is made of wood and very solid. It might be locked. -~ -S -#30046 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. In -the middle of the eastern wall is a heavy wooden door. -~ -0 3153929 0 -D0 -~ -~ -0 0 30049 -D1 -~ -~ -8388647 30017 30045 -D2 -~ -~ -0 0 30051 -D3 -~ -~ -0 0 30053 -E -heavy wooden door~ -This door is made of wood and very solid. It might be locked. -~ -S -#30047 -Middle of the Hall~ -In the middle of this hallway there is an archway to the north leading -out on to a small porch that overlooks the cliffs. The hall continues -to the east and west. In an alcove on the southern wall there is room -for a standing candelabra. -~ -0 3153928 0 -D0 -~ -~ -0 0 30059 -D1 -~ -~ -0 0 30050 -D3 -~ -~ -0 0 30048 -S -#30048 -Beginning of the Hall~ -This hall could have once contained artwork or relics, now it is empty -and bare. The hall continues to the east, past an archway, to a heavy -wooden door and broken window at the far end. A sinister room filled -with un-natural shadows is to the west. -~ -0 3153932 0 -D1 -~ -~ -0 0 30047 -D3 -~ -~ -0 0 30049 -S -#30049 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. To -the east is a narrow hallway that is connected to a couple of smaller -chambers. -~ -0 3153929 0 -D1 -~ -~ -0 0 30048 -D2 -~ -~ -0 0 30046 -D3 -~ -~ -0 0 30054 -S -#30050 -End of the Hall~ -The hall comes to an end here. In the eastern wall there was once a -grand window, now all the remains are portions of the frame and a few -broken pieces of glass. Tattered curtains sway from a breeze blowing -in from outside. A large wooden door is to the north, while the hall -heads back west. -~ -0 3153928 0 -D0 -~ -~ -8389671 30023 30060 -D3 -~ -~ -0 0 30047 -E -large wooden door~ -The door looks very solid and could be locked. -~ -S -#30051 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. In -the shadows lurks something sinister and evil. -~ -0 3153929 0 -D0 -~ -~ -0 0 30046 -D3 -~ -~ -0 0 30052 -S -#30052 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. In -the shadows lurks something sinister and evil. To the west there is a -door leading, as you can tell from the missing roof-section, into a -large, square tower. -~ -0 3153929 0 -D0 -~ -~ -0 0 30053 -D1 -~ -~ -0 0 30051 -D3 -~ -~ -8389671 30018 30056 -S -#30053 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. In -the shadows lurks something sinister and evil. -~ -0 3153929 0 -D0 -~ -~ -0 0 30054 -D1 -~ -~ -0 0 30046 -D2 -~ -~ -0 0 30052 -S -#30054 -Interior of the Keep~ -This rectangular chamber is un-naturally dark. Vaguely human shadows -writhe in the far corners here, as you realize you are not alone. In -the shadows lurks something sinister and evil. -~ -0 3153929 0 -D1 -~ -~ -0 0 30049 -D2 -~ -~ -0 0 30053 -S -#30055 -Base Level of the Sqare Tower~ -The square tower is not going to fall in anytime soon but, like the -rest of this place, anything of any value has been smash or destroyed. -To the west there is a stair-case leading up. South there is a door -that leads out of the tower. -~ -0 3153928 0 -D2 -~ -~ -0 0 30056 -D3 -~ -~ -0 0 30058 -S -#30056 -Entering a Sqare Tower~ -The square tower is not going to fall in anytime soon but, like the -rest of this place, anything of any value has been smash or destroyed. -There is a door to the east leading into a sinister room filled with -the un-natural shadows. The tower continues to the north and west. -~ -0 3153932 0 -D0 -~ -~ -0 0 30055 -D1 -~ -~ -8389671 30018 30052 -D3 -~ -~ -0 0 30057 -S -#30057 -Base Level of the Sqare Tower~ -The square tower is not going to fall in anytime soon but, like the -rest of this place, anything of any value has been smash or destroyed. -To the north is a stair-case leading up in the tower, while east there -is a door heading back into the rest of the keep. Here there is a -trapdoor set flush into the floor of the tower here. -~ -0 3153928 0 -D0 -~ -~ -0 0 30058 -D1 -~ -~ -0 0 30056 -D5 -~ -~ -8389671 30020 30071 -E -trapdoor ~ -This trapdoor could very easily be locked. -~ -S -#30058 -Bottom of a Stair-Case~ -The square tower is not going to fall in anytime soon but, like the -rest of this place, anything of any value has been smash or destroyed. -The tower continues to the south and east. There is a stone stair- -case leading up to a trapdoor in the ceiling. -~ -0 3153928 0 -D1 -~ -~ -0 0 30055 -D2 -~ -~ -0 0 30057 -D4 -~ -~ -1063 30019 30063 -E -stone staircase stairs~ -The stairs lead up to the upper level of the tower. There you can see -that there are huge holes in the upper floors ceiling. The stair look -safe enough to walk on, although they are in slight disrepair. -~ -E -trapdoor~ -The trapdoor does appear to have a lock of some sort. The trapdoor is -made out wood. -~ -S -#30059 -Looking down from the Porch~ -Standing here upon this small porch overlooking the the trail leading -up the the cliffs, a sentry could easily spot any visitors if not for -the thick mist below. You wished you had turned back somewhere along -that trail, for now you have no choice but to continue. An archway to -the south leads back into the hall. -~ -0 3153920 1 -D2 -~ -~ -0 0 30047 -E -archway~ -The archway is cracked but safe enough to pass under. -~ -S -#30060 -Base of the Circular Tower~ -Here inside the base of the circular tower, a flight of small steps -up to a platform where a door can be seen. To the south is a large -wooden door, leading back into the narrow hall. The tower is bare of -any ornamentation. -~ -0 3153928 0 -D2 -~ -~ -8389671 30023 30050 -D4 -~ -~ -0 0 30061 -E -large wooden door~ -The door looks very solid and could be locked. -~ -S -#30061 -Base of the Circular Tower~ -Upon this platform a small flight of stairs lead down to a lower level -where a door is visible leading into the hall. Another door is to the -east. To the north is a window looking out over the area. Everything -of value in the tower has been looted or destroyed. -~ -0 3153928 0 -D1 -~ -~ -3 0 30062 -D5 -~ -~ -0 0 30060 -E -spiral staircase~ -The staircase rises up to the top level of this tower, some four or -five stories above. Something is moving about high above. -~ -E -window~ -The window looks out upon the bleak and dreary path leading up the -cliffs. -~ -S -#30062 -Base of the Circular Tower~ -Here a set of circular stairs lead up to the next level of the tower. -There is a wooden door to the west. This area appears to have been -picked over long ago by some other adventuring group, however, you can -sense the presense of something evil waiting for you at the top of the -spiral staircase. -~ -0 3153928 0 -D3 -~ -~ -3 0 30061 -D4 -~ -~ -0 0 30076 -E -spiral staircase~ -The spiral staircase runs the entire height of the circular tower. -~ -S -#30063 -Top of a Stair-Case~ -The second level of this tower remained largely intact except for many -holes in the ceiling above. Only the southeast corner is shrouded in -complete darkness, somewhat refreshing to be out in the open once more. -A staircase leads back down to the ground floor through a trapdoor. -~ -0 3153928 0 -D1 -~ -~ -0 0 30064 -D2 -~ -~ -0 0 30065 -D5 -~ -~ -1063 30019 30058 -E -darkness corner~ -The southeastern corner of the tower still has most of its roof, and -from here you cannot tell what is there. -~ -E -staircase~ -The stairs lead down into a very dark part of the keep. Within the -darkness shapes are moving about. -~ -E -trapdoor~ -The trapdoor does appear to have a lock of some sort. The trapdoor is -made out wood. On this side of the trapdoor there is a brass ring to -lift with. -~ -S -#30064 -Beneath a Large Hole~ -The second level of this tower remained largely intact except for many -holes in the ceiling above. Only the southeast corner is shrouded in -complete darkness, somewhat refreshing to be out in the open once more. -To the south there is something in the darkness, while above is a large -hole in the ceiling. -~ -0 3153928 0 -D2 -~ -~ -0 0 30066 -D3 -~ -~ -0 0 30063 -E -hole ceiling~ -There are some large holes in the ceiling, allowing a little light to -shed this tower. -~ -E -darkness corner~ -The southeastern corner of the tower still has most of its roof, and -from here you cannot tell what is there. -~ -S -#30065 -Corner of the Square Tower~ -The second level of this tower remained largely intact except for many -holes in the ceiling above. Only the southeast corner is shrouded in -darkness, somewhat refreshing to be out in the open once more. To the -east there is something in the darkness. -~ -0 3153928 0 -D0 -~ -~ -0 0 30063 -D1 -~ -~ -0 0 30066 -E -darkness corner~ -The southeastern corner of the tower still has most of its roof, and -from here you cannot tell what is there. -~ -E -ceiling~ -There are some large holes in the ceiling, allowing a little light to -shed this tower. -~ -S -#30066 -Flow of Maggots~ -Here, in the darkest recess of the tower, a horde of writhing maggots -are feeding upon whatever unlucky being wanders into the area. While -individually harmless, when encountered in numbers they can prove to -be quite deadly. They do not seem to have a preferance for living or -undead flesh. Various bones and trinkets are scattered about here. -~ -0 3153929 0 -D0 -~ -~ -0 0 30064 -D3 -~ -~ -0 0 30065 -E -bones trinkets~ -Ah, just baubles, nothing of real value. -~ -S -#30067 -Well Keep Niche~ -This niche of the catacombs was probably a holding cell at one time, -now it has been renovated by the current occupant. Unlike almost all -the other places you have come across here, this chamber borders on -being called habitable. The rest of the catacombs are to the east. -~ -0 3153929 0 -D1 -~ -~ -0 0 30068 -S -#30068 -Dungeon Catacombs~ -The catacombs lead off in many directions, with each alcove being dark -and moist. A whispy mist hangs just a few inches above the floor all -through-out these chambers. -~ -0 3153929 0 -D0 -~ -~ -0 0 30075 -D1 -~ -~ -0 0 30069 -D2 -~ -~ -0 0 30074 -D3 -~ -~ -0 0 30067 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30069 -Dungeon Catacombs~ -The catacombs lead off in many directions, with each alcove being dark -and moist. A whispy mist hangs just a few inches above the floor all -through-out these chambers. -~ -0 3153929 0 -D1 -~ -~ -0 0 30070 -D3 -~ -~ -0 0 30068 -D5 -~ -~ -8389671 30024 30081 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30070 -Dungeon Catacombs~ -The catacombs lead off in many directions, with each alcove being dark -and moist. A whispy mist hangs just a few inches above the floor all -through-out these chambers. -~ -0 3153929 0 -D0 -~ -~ -0 0 30072 -D1 -~ -~ -0 0 30071 -D2 -~ -~ -0 0 30073 -D3 -~ -~ -0 0 30069 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30071 -Entering the Catacombs~ -Here a ladder leads back up into the square tower. An underground -labrynth made from the former dungeons of this keep sprawl are to the -west. A swirling mist hangs just above the ground, and creates a most -disturbing and unholy atmosphere. Above there is a trapdoor in the -ceiling. -~ -0 3153929 0 -D3 -~ -~ -0 0 30070 -D4 -~ -~ -8389671 30020 30057 -E -trapdoor~ -This trapdoor could very easily be locked. -~ -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30072 -Catacomb Niche~ -This chamber was probably the general holding cell, but is now the -lair of a most horrible creature. There is a coffin placed roughly -in the center of this room, and from which the wispy mist which fills -these catacombs is steadily streaming. -~ -0 3153929 0 -D2 -~ -~ -0 0 30070 -D5 -~ -coffin~ -3 0 30079 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30073 -Catacomb Niche~ -The cell has been modified to the tastes of the fiend occuping it. A -variety of bones and bits of flesh have been discarded or tucked away -for later. An un-natural mist floats covers the floor, making you a -bit worried about pit traps. -~ -0 3153929 0 -D0 -~ -~ -0 0 30070 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30074 -Catacomb Niche~ -The cell has been modified to the tastes of the fiend occuping it. A -variety of bones and bits of flesh have been discarded or tucked away -for later. The strange mist dances about the ground here is a chaotic -fashion. -~ -0 3153929 0 -D0 -~ -~ -0 0 30068 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30075 -Catacomb Niche~ -The cell has been modified to the tastes of the fiend occuping it. A -variety of bones and bits of flesh have been discarded or tucked away -for later. The white, wispy mist circles around your ankles in this -niche. -~ -0 3153929 0 -D2 -~ -~ -0 0 30068 -E -mist~ -The mist move almost as if it was alive. The stuff is giving you the -creeps. Luckily, you do not hear any organ music, although you think -you are being watched by someone or something. -~ -S -#30076 -Studychamber in the Tower~ -From here the spiral staircase leads up and down. Below there is a -large chamber at the base of the tower. A few items of furniture are -still here waiting to be explored, while a non-animated skeleton is -laying near the staircase. It appears both the furniture and skeleton -have been here for some time. -~ -0 3153928 0 -D4 -~ -~ -0 0 30077 -D5 -~ -~ -0 0 30062 -E -spiral staircase~ -The spiral staircase runs the entire height of the circular tower. -~ -E -furniture~ -This stuff is old, dusty, and needs to be thrown out. Some furniture -has sheets drapped over them. -~ -E -skeleton~ -The skeleton is curled up next to the wall near the staircase. It has -been here for a very, very long time. Thankfully, it is not animated -and attacking you. -~ -S -#30077 -Bedchamber in the Tower~ -The staircase leads both up and down, while the rest of the room was -probably used as a bedchamber. A semi-circular set of rings are set -around the stairs where a curtain probably once hung. There could be -a few items hidden away here. For some reason, going back down sounds -alot better than going up. -~ -0 3153928 0 -D4 -~ -~ -0 0 30078 -D5 -~ -~ -0 0 30076 -E -spiral staircase~ -The spiral staircase runs the entire height of the circular tower. -~ -E -rings~ -The rings once had a curtain attached to them to provide some privacy -for the occupants. There has not been any living occupants for quiet -some time now. -~ -S -#30078 -Lair of the Banshee~ -Here, at the top most chamber in the tower, a dark soul resides. The -furniture here has not been used in ages, a think layer of dust and -alot of cobwebs are found over everything. There are several windows -here looking out in each direction. Below a spiral staircase decends -all the way to the base of the tower. -~ -0 3145736 0 -D5 -~ -~ -0 0 30077 -E -spiral staircase~ -The spiral staircase runs the entire height of the circular tower. -~ -S -#30079 -Earthen Tunnel~ -An earthen tunnel leads deeper down into the earth. The walls of this -passage are bare soil, giving the area a musty, earth smell. Above is -a secret trapdoor that is set into the bottom of a coffin. Put in the -center of this chamber is yet another coffin, from which the all this -mist has been coming. -~ -0 3153929 0 -D4 -~ -coffin~ -3 0 30072 -D5 -The coffin appears to be locked by a tiny bronze mechanism at the top -and bottom. There are small holes in the sides of the coffin to allow -mist to escape. -~ -coffin~ -8389639 30022 30080 -S -#30080 -Dark Recesses of the Catacombs~ -Here at the bottom of the earthen catacombs is the lair of a powerful -undead fiend. A few items that the creature had collected are placed -about the chamber, center most is its coffin. An passage leads up to -the rest of the dungeon catacombs through a false coffin. -~ -0 3145737 0 -D4 -~ -coffin~ -8389671 30022 30079 -S -#30081 -Entering the Crypts~ -Entering the crypts below the tall, circular tower, the atmosphere of -the area turns even more sinister and evil. Stairs lead up through a -trapdoor into the tower, while the crypts continue to the west. -~ -0 3153933 0 -D3 -~ -~ -0 0 30082 -D4 -~ -~ -8389671 30024 30069 -E -stairs~ -These stairs look safe enough to climb or decend. -~ -> greet_prog p arrives from above.~ -mpechoat $n To the west the sound of bones rattling is ~ -| -S -#30082 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. To the east is a staircase -leading back up the small, circular tower. -~ -0 3153929 0 -D0 -~ -~ -0 0 30083 -D1 -~ -~ -0 0 30081 -D2 -~ -~ -0 0 30087 -D3 -~ -~ -0 0 30085 -S -#30083 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. The walls are made of earthen -walls and supported by stone collumns. -~ -0 3153929 0 -D2 -~ -~ -0 0 30082 -D3 -~ -~ -0 0 30084 -E -earthen walls~ -The walls are made of moist earth. They are supported by collumns and -archways of wood. -~ -S -#30084 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. The walls are made of earthen -walls and supported by stone collumns. -~ -0 3153929 0 -D1 -~ -~ -0 0 30083 -D2 -~ -~ -0 0 30085 -E -earthen walls~ -The walls are made of moist earth. They are supported by collumns and -archways of wood. -~ -S -#30085 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. To the south there are stairs -leading down deeper into the crypt. -~ -0 3153929 0 -D0 -~ -~ -0 0 30084 -D1 -~ -~ -0 0 30082 -D2 -~ -~ -0 0 30086 -E -staircase stairs~ -The staircase is made of stone, thats about all that can be said about -them. Pretty ordinary looking, aside from a few bones that are on the -steps. -~ -S -#30086 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. Below a staircase leads down -into a lower section of the crypts. -~ -0 3153929 0 -D0 -~ -~ -0 0 30085 -D1 -~ -~ -0 0 30087 -D5 -~ -~ -0 0 30088 -E -staircase stairs~ -The staircase is made of stone, thats about all that can be said about -them. Pretty ordinary looking, aside from a few bones that are on the -steps. -~ -S -#30087 -Crypts beneath the Keep~ -The floor of this crypt is literred with all manner of bones, some are -however, animated and quiet aggressive. To the west there are stairs -leading down. -~ -0 3153929 0 -D0 -~ -~ -0 0 30082 -D3 -~ -~ -0 0 30086 -S -#30088 -Decending into the Lower Crypts~ -The stairs leading down into the lower crypts are steep, while the -passages are very narrow, and the ceiling is just a bit too low. To -the south there is a small wooden door set into the damp earthen wall. -~ -0 3153933 0 -D2 -~ -~ -3 0 30089 -D4 -~ -~ -0 0 30086 -E -small wooden door~ -The door does not appear to have form of lock or magical protection. -~ -E -earthen wall~ -The walls are made of moist earth. They are supported by collumns and -archways of wood. -~ -S -#30089 -Narrow Passage in the Crypts~ -To the north is a simple wooden door, and beyond a staircase leading -out of this place. To the south there is a narrow passage that passes -beneath a stone archway. -~ -0 3153929 0 -D0 -~ -~ -3 0 30088 -D2 -~ -~ -0 0 30090 -E -stone archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -E -staircase~ -The stairs are made of stone blocks, they do not appear to have any -secret compartment or traps. -~ -S -#30090 -Lower Depths of the Crypt~ -Here in the lower depths of the crypt the walls are made of bare earth -and reinforced with stone collumns and archways. There is an archway -to the north, leading into a passage. To the south there is another -archway opening into a small chamber. A foul stench comes drifts in -from the east, from where animated corpse move about. -~ -0 3153929 0 -D0 -~ -~ -0 0 30089 -D1 -~ -~ -0 0 30091 -D2 -~ -~ -0 0 30095 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -E -collumn~ -The collumns are about a foot wide and made of stone. Around some of -them are piles of skulls and bones. -~ -E -wall earth~ -The walls are made of moist earth. They are supported by collumns and -archways of wood. -~ -S -#30091 -Lair of the Ghouls~ -This chamber has archways leading north, east, south, and west. North -and south lead to different parts of some kind of undead processing -plant, while to the east and west the crypt continues. The air down -here in the crypts smells like rotting flesh, only worse. -~ -0 3153933 0 -D0 -~ -~ -16777216 0 30093 -D1 -~ -~ -1048576 0 30092 -D2 -~ -~ -16777216 0 30096 -D3 -~ -~ -1048576 0 30090 -E -archways~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -S -#30092 -Lair of the Ghoul Lord~ -This lair if filled with bits of flesh, meat, and bones. The air is -enough to make someone nausious. There are archways leading to the -north and south into smaller chambers. A few human skins have been -tacked to the earthen walls here as decoration. -~ -0 3145737 0 -D0 -~ -~ -1048576 0 30094 -D2 -~ -~ -1048576 0 30097 -D3 -~ -~ -1048576 0 30091 -E -archways~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -E -human skins~ -These skins are stretched out on the eastern wall and held in place -with iron spikes. -~ -E -flesh meat bone~ -How disgusting! -~ -S -#30093 -Below the Skeletal Transformer~ -At the base of the skeletal transformer the recently departed are then -raised into skeletons. Quiet an efficent operation actually. In one -of the corners there is a pile of bones that have been rejected for -one reason or another. A hole in the ceiling leads up to the upper -part of the transformer. An archway to the south heads back into the -crypts. -~ -0 3153929 0 -D2 -~ -~ -0 0 30091 -D4 -~ -~ -0 0 30096 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -S -#30094 -Necromancer Living Quarters~ -This corner of the crypt has been converted into living quarters for -the necromancers that have been animating all these corpses and have -been causing all the problems. For the most part these folk who live -amongst the dead do not care for material wealth. An archway to the -south leads back into the crypt. -~ -0 3153929 0 -D2 -~ -~ -0 0 30092 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -S -#30095 -Spell Preparation Chamber~ -The earthen walled chamber is reinforced with stone collumns and an -archway to the north that leads back into the crypt. Upon the earth -floor a pentagram has been scrawled and various candles luminate this -chamber. Various symbols have been scrawled in blood upon the walls. -~ -0 3153929 0 -D0 -~ -~ -0 0 30090 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -E -collumn~ -These collumns are made of stone and support the earthen walls. -~ -E -pentagram~ -The pentagram has been scrawled in the dirt and is about five feet -wide in diameter. Inside the grooves of the pentagram a white, power- -like substance you guess is bone. -~ -E -candles~ -The candles are white, and most are over half-way melted. They are -place upon spikes driven into the ground just outside of the penta- -gram. -~ -E -symbol blood~ -The symbols are strange to you, and no doubt have some part in the -animating the dead. Many are skull-like or contain pentagrams. -~ -S -#30096 -Above the Skeletal Transformer~ -This room is housed by a pack of ghasts who feast upon whatever living -creature wanders, or is placed, in this chamber. The flesh is quickly -devoured in a matter of seconds and the body is through into a hole in -the center of the chamber. An archway leads back to the crypt to the -north. -~ -0 3153929 0 -D0 -~ -~ -0 0 30091 -D5 -~ -~ -0 0 30093 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -S -#30097 -Necromancer Living Quarters~ -This corner of the crypt has been converted into living quarters for -the necromancers that have been animating all these corpses and have -been causing all the problems. For the most part these folk who live -amongst the dead do not care for material wealth. An archway to the -north leads back into the crypt, while a staircase leads down into a -storage room. -~ -0 3153929 0 -D0 -~ -~ -0 0 30092 -D5 -~ -~ -0 0 30098 -E -archway~ -The archway is made of stone and helps support the earthen walls. On -the top of the archway is a human skull. -~ -S -#30098 -Ill-Stocked Storage Chamber~ -This room is used for storage by the cult of necromancers living in -the ruins. Crates of dried food and barrels of water, along with a -couple of spools of black cloth are all stacked orderly against the -walls. A staircase leads up into the crypt, while there is a wooden -door in the south wall. -~ -0 3153929 0 -D2 -~ -~ -1048579 0 30099 -D4 -~ -~ -0 0 30097 -E -wooden door~ -The door looks pretty simple and does not have a lock. -~ -E -staircase~ -These stairs are made of large stone blocks. They do not appear to be -trapped or contain any hidden compartments. -~ -E -spool black cloth~ -The spool is about four feet tall, and contains probably hundreds of -yards of a durable black cloth. Obviously whoever is living down here -does not have expensive tastes. -~ -S -#30099 -Lair of the Master Necromancer~ -This chamber is lined with wooden panels, and is furnished with some -basic items. A dim glow radiates from a globe of light placed in the -center of the room. Along the walls are several bookshelves that are -filled with all kinds of manuals, tomes, and grimoires. To the north -is a door leading back into the crypt. -~ -0 3145737 0 -D0 -~ -~ -1048579 0 30098 -E -wooden panels~ -The wooden panels are fitted along the walls to give this chamber a -bit more 'lived in' look. -~ -E -globe light~ -This item looks alot like the product of a continual light spell put -into a harness and hung from the ceiling. -~ -E -door~ -The door looks pretty simple and does not have a lock. -~ -S -#0 - - -#RESETS -O 0 30000 0 30001 -O 0 30049 0 30002 -P 0 30050 0 30049 -O 0 30006 0 30003 -M 0 30009 2 30004 -G 0 30032 0 -O 0 30004 0 30004 -O 0 30032 0 30005 -O 0 30001 0 30006 -O 0 30031 0 30007 -M 0 30009 2 30009 -G 0 30021 0 -O 0 30006 0 30010 -M 0 30005 1 30011 -M 0 30000 3 30012 -O 0 30002 0 30013 -O 0 30005 0 30014 -O 0 30000 0 30014 -M 0 30001 4 30015 -M 0 30001 4 30016 -O 0 30002 0 30016 -D 0 30016 2 1 -M 0 30001 4 30017 -M 0 30000 3 30018 -O 0 30006 0 30018 -O 0 30008 0 30018 -M 0 30001 4 30019 -O 0 30003 0 30019 -O 0 30007 0 30019 -M 0 30006 1 30020 -O 0 30051 0 30020 -M 0 30007 1 30021 -M 0 30000 3 30022 -D 0 30022 0 1 -O 0 30002 0 30023 -M 0 30002 1 30024 -O 0 30003 0 30024 -M 0 30004 1 30025 -D 0 30025 2 1 -D 0 30026 0 1 -M 0 30003 1 30027 -O 0 30004 0 30027 -O 0 30002 0 30028 -O 0 30004 0 30029 -D 0 30029 1 1 -M 0 30010 9 30030 -M 0 30010 9 30030 -M 0 30010 9 30030 -D 0 30030 3 1 -O 0 30006 0 30031 -M 0 30011 1 30031 -D 0 30031 1 1 -O 0 30011 0 30032 -P 0 30006 0 30011 -D 0 30032 3 1 -O 0 30002 0 30033 -O 0 30003 0 30034 -O 0 30000 0 30034 -D 0 30034 2 1 -O 0 30015 0 30035 -D 0 30035 0 1 -O 0 30006 0 30036 -O 0 30012 0 30037 -D 0 30037 1 1 -O 0 30010 0 30038 -M 0 30008 1 30038 -D 0 30038 3 1 -M 0 30012 2 30039 -M 0 30012 2 30039 -D 0 30039 0 2 -M 0 30013 2 30040 -M 0 30013 2 30040 -D 0 30040 2 2 -M 0 30029 12 30041 -G 0 30021 0 -O 0 30004 0 30042 -M 0 30029 12 30042 -G 0 30032 0 -M 0 30014 1 30043 -G 0 30017 0 -O 0 30016 0 30043 -P 0 30014 0 30016 -O 0 30011 0 30044 -M 0 30029 12 30044 -G 0 30031 0 -D 0 30045 3 1 -M 0 30015 8 30046 -M 0 30015 8 30046 -D 0 30046 1 2 -O 0 30030 0 30047 -M 0 30015 8 30049 -M 0 30015 8 30049 -M 0 30016 1 30050 -G 0 30018 0 -D 0 30050 0 2 -M 0 30015 8 30051 -M 0 30015 8 30052 -M 0 30030 1 30052 -D 0 30052 3 2 -M 0 30015 8 30053 -M 0 30015 8 30054 -M 0 30018 1 30055 -D 0 30056 1 2 -M 0 30019 1 30057 -D 0 30057 5 2 -O 0 30033 0 30058 -D 0 30058 4 2 -M 0 30017 1 30059 -G 0 30019 0 -D 0 30060 2 2 -D 0 30061 1 1 -D 0 30062 3 1 -M 0 30020 1 30063 -D 0 30063 5 2 -O 0 30004 0 30064 -O 0 30015 0 30065 -O 0 30033 0 30065 -M 0 30021 1 30066 -G 0 30020 0 -O 0 30012 0 30066 -P 0 30021 0 30012 -P 0 30033 0 30012 -O 0 30033 0 30066 -O 0 30033 0 30066 -M 0 30026 1 30067 -G 0 30022 0 -O 0 30026 0 30067 -P 0 30029 0 30026 -D 0 30069 5 2 -D 0 30071 4 2 -M 0 30025 1 30072 -O 0 30025 0 30072 -P 0 30028 0 30025 -O 0 30035 0 30072 -D 0 30072 5 1 -M 0 30023 1 30073 -O 0 30026 0 30073 -P 0 30028 0 30026 -O 0 30021 0 30073 -O 0 30006 0 30073 -M 0 30024 1 30074 -O 0 30026 0 30074 -P 0 30028 0 30026 -P 0 30036 0 30026 -O 0 30035 0 30074 -M 0 30022 1 30075 -G 0 30034 0 -O 0 30026 0 30075 -P 0 30028 0 30026 -P 0 30033 0 30026 -O 0 30033 0 30075 -M 0 30028 1 30078 -G 0 30024 0 -O 0 30025 0 30079 -D 0 30079 5 2 -D 0 30079 4 1 -M 0 30027 1 30080 -G 0 30023 0 -O 0 30027 0 30080 -P 0 30028 0 30027 -D 0 30080 4 2 -D 0 30081 4 2 -M 0 30032 6 30082 -G 0 30021 0 -G 0 30032 0 -O 0 30006 0 30082 -M 0 30032 6 30083 -G 0 30031 0 -G 0 30031 0 -O 0 30007 0 30083 -M 0 30032 6 30084 -G 0 30021 0 -G 0 30032 0 -O 0 30006 0 30084 -M 0 30032 6 30085 -G 0 30032 0 -G 0 30031 0 -O 0 30007 0 30085 -M 0 30032 6 30086 -G 0 30021 0 -G 0 30031 0 -O 0 30006 0 30086 -M 0 30032 6 30087 -G 0 30021 0 -G 0 30032 0 -O 0 30007 0 30087 -O 0 30007 0 30088 -D 0 30088 2 1 -O 0 30006 0 30089 -D 0 30089 0 1 -M 0 30031 3 30091 -M 0 30031 3 30091 -M 0 30031 3 30091 -M 0 30033 1 30092 -O 0 30006 0 30092 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -M 0 30029 12 30093 -O 0 30007 0 30093 -M 0 30035 1 30094 -E 0 30042 0 5 -M 0 30034 1 30095 -E 0 30042 0 5 -M 0 30010 9 30096 -M 0 30010 9 30096 -M 0 30010 9 30096 -M 0 30010 9 30096 -M 0 30010 9 30096 -M 0 30010 9 30096 -O 0 30006 0 30096 -M 0 30036 1 30097 -E 0 30042 0 5 -M 0 30037 1 30098 -E 0 30043 0 5 -O 0 30047 0 30098 -O 0 30048 0 30098 -D 0 30098 2 1 -M 0 30038 1 30099 -E 0 30045 0 6 -E 0 30044 0 5 -O 0 30016 0 30099 -P 0 30046 0 30016 -D 0 30099 0 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/hitower.are b/data/realm/areas_smaug1.4a/hitower.are deleted file mode 100644 index b1c5ac3..0000000 --- a/data/realm/areas_smaug1.4a/hitower.are +++ /dev/null @@ -1,5358 +0,0 @@ -#AREA High Tower of Sorcery~ - -#VERSION 1 - -#AUTHOR Anon~ - -#RANGES -10 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#1300 -shadow guardian~ -a shadow guardian~ -A shadow guardian screams a challenge and attacks. -~ -It seems to be made of nothing more than darkness ... -~ -101 33290 -350 S -9 10 1 9d9+90 2d5+5 -100 4000 -112 112 0 -#1301 -adventurer~ -a lost adventurer~ -An emaciated adventurer is here looking lost and hopeless. -~ -He looks haggard and sickly; no doubt he's been lost here for quite some time. -~ -135 0 400 S -8 12 6 10d10+10 2d4+4 -286 1500 -108 112 1 -#1302 -edgar~ -Edgar~ -Edgar the Human Swordpupil -~ -Edgar says 'pardon me, can you tell me where to buy cups?' - -You see before you, one of Midgaard's finest fighting elite, the mighty -bunny slayer himself, Edgar the Horrible! -~ -149 0 1000 S -1 20 10 3d9+10 1d8+1 -23 100 -112 112 1 -#1303 -diamond golem~ -the golem~ -A huge diamond golem is standing guard here. -~ -It looks quite strong. -~ -67 8 500 S -23 5 -10 23d23+230 3d6+15 -985 15000 -112 112 0 -#1304 -mage young~ -a mage~ -A young mage wanders about, oblivious to all. -~ -He seems to be contemplating life, love and the mysteries of the universe. -Then again, he may just have a headache. -~ -193 8 450 S -10 10 -1 10d10+100 1d8+8 -436 3500 -112 112 1 -#1305 -strick bartender~ -Strick the bartender~ -Strick is here levitating drinks to his customers. -~ -He looks rather harmless, but then again so does a sleeping dragon. -~ -67 8 750 S -25 1 -6 1d1+30000 3d7+20 -2000 20000 -112 112 1 -#1306 -tatorious wizard~ -Tatorious~ -Tatorious the wizard is here counting his earnings. -~ -Tatorious winks at you mischievously. -~ -67 8 900 S -25 0 -8 1d1+3000 3d7+21 -5000 24000 -112 112 1 -#1307 -ezmerelda cook~ -Ezmerelda~ -Ezmerelda the cook is here stirring a large pot of something. -~ -~ -67 8 -500 S -20 6 -1 20d20+200 3d4+8 -1092 31300 -112 112 2 -#1308 -assistant mage~ -The cook's assistant~ -The cook's assistant is here assisting the cook. -~ -~ -195 8 -200 S -11 8 1 11d11+110 3d4+4 -116 4600 -112 112 1 -#1309 -prisoner~ -The prisoner~ -A prisoner is chained to the wall here. -~ -Though his clothes are all in rags, you can see that at one time they must -have been fine garments. A metal muzzle has been fitted over the poor -wretch's mouth, whether to keep him from screaming, or to silence his spell -casting you cannot tell. - -He looks quite mad, no doubt he's been mistreated horribly. -~ -231 0 100 S -16 6 2 3d30+30 2d4+9 -0 1800 -112 112 1 -#1310 -jailor mage~ -the Jailor~ -The Jailor is here enjoying a comfortable nap. -~ -He looks rather dirty. -~ -67 8 100 S -17 5 -3 17d17+170 3d5+10 -1326 12000 -104 104 1 -#1311 -broom~ -a broom~ -A straw broom is here leaning against the wall. -~ -The broom screams 'Take that you lout!' -~ -103 8 50 S -7 10 2 7d7+70 2d4+4 -0 1600 -112 112 0 -#1312 -lesser guardian hands~ -a pair of disembodied hands~ -A pair of disembodied hands floats in the air here. -~ -The hands twitch with anticipation of strangling someone. -~ -97 0 -400 S -9 7 -5 9d9+90 2d4+5 -0 3100 -112 112 0 -#1313 -guardian greater eyes~ -a pair of disembodied eyes~ -A pair of disembodied eyes floats here glaring at you. -~ -The eyes smolder with hatred. -~ -97 8 -600 S -15 5 -9 15d15+150 3d4+8 -0 9100 -112 112 0 -#1314 -mage visitor~ -the mage~ -A visiting mage is here snoring away in peaceful slumber. -~ -He looks quite sleepy. -~ -199 8 250 S -12 8 -2 12d12+120 2d4+5 -726 6200 -104 104 1 -#1315 -apprentice young~ -a young apprentice magic user~ -A young apprentice magic user is here doing magical studies. -~ -She looks quite intent on her studies. -~ -195 0 400 S -7 7 2 7d6+25 2d4+5 -369 2950 -108 108 2 -#1316 -apprentice young~ -a young apprentice~ -A young apprentice is here mumbling words of magic to himself. -~ -He looks to be oblivious to all but the spell he is memorizing. -~ -195 0 380 S -7 6 2 7d6+25 2d4+5 -487 2750 -112 112 1 -#1317 -apprentice young~ -a young apprentice~ -A young apprentice is sleeping here. -~ -He seems to be dreaming. -~ -195 0 350 S -7 7 2 7d6+25 2d4+4 -211 2650 -104 104 1 -#1318 -apprentice young~ -A young apprentice~ -A young apprentice is here teasing a cornered kitten. -~ -He looks like a mischievous youth. -~ -195 0 -200 S -7 7 1 7d6+25 2d4+5 -382 2300 -112 112 1 -#1319 -kitten~ -a small kitten~ -A small kitten is here meowing in terror. -~ -The little ball of fur looks very unhappy. Singed fur and a few minor burns -mark its mottled coat. -~ -195 0 500 S -1 20 1 1d1+10 1d4+1 -0 11 -112 112 2 -#1320 -student~ -a student~ -A student of spells is here looking quite bored -~ -The student yawns. -~ -195 0 350 S -8 9 1 8d8+80 2d4+6 -263 3000 -108 108 1 -#1321 -instructor teacher mage~ -an instructor of magic~ -The instructor screams at your interruption and attacks you. -~ -He looks quite angry at your interruption. -~ -99 8 300 S -14 6 -2 14d14+140 3d4+8 -880 18500 -112 112 1 -#1322 -student~ -a student of spells~ -A student of spells is here trying to master invisibility. -~ -He blinks in and out of existence, trying to master the spell. -~ -195 10 400 S -8 8 -2 8d8+80 2d4+6 -198 2200 -112 112 1 -#1323 -teacher mage~ -a spell teacher~ -A spell teacher screams at your interruption and attacks. -~ -~ -99 10 300 S -15 5 -4 15d15+150 3d4+9 -1256 20500 -112 112 1 -#1324 -student~ -a student of spells~ -A student of spells has fallen asleep at her desk here. -~ -She looks to have collapsed from sheer boredom. -~ -195 8 400 S -9 11 -2 9d9+90 2d4+7 -567 3800 -104 104 2 -#1325 -wizard speaker mage~ -a wizard~ -An old wizard is here making a speech -~ -~ -195 8 400 S -18 4 -5 18d18+180 3d4+8 -2468 31000 -112 112 1 -#1326 -mage young~ -a young mage~ -A young mage is here learning hand to hand combat. -~ -~ -195 8 300 S -9 11 -1 9d9+90 2d4+8 -695 3800 -112 112 1 -#1327 -mistress battle~ -the battle mistress~ -The battle mistress is here teaching the fine uses of a dagger. -~ -She looks quite rugged. In fact, she more resembles a warrior than a magic -user. -~ -99 8 200 S -17 2 -2 17d17+170 3d5+8 -3211 23050 -112 112 2 -#1328 -mage teacher~ -a spell teacher~ -A spell teacher is here relaxing. -~ -~ -67 8 200 S -15 5 1 15d15+150 3d4+4 -1002 15800 -106 106 1 -#1329 -wizard~ -an aged wizard~ -An aged wizard is sleeping here. -~ -~ -227 8 350 S -20 5 -5 20d20+200 3d4+9 -1567 37500 -104 104 1 -#1330 -scribe mage~ -a scribe~ -A scribe is here working on some manuscripts. -~ -~ -199 8 400 S -14 6 -1 14d14+140 3d4+4 -312 14850 -112 112 1 -#1331 -scribe mage~ -a scribe~ -A scribe is here working diligently on some translations. -~ -She's quite cute. Too bad her only interest seems to be the words of -lore she is translating. -~ -195 8 500 S -15 6 -1 15d15+150 2d4+10 -684 16550 -112 112 2 -#1332 -master scribe~ -the master scribe~ -The master scribe is here looking a little upset -~ -He seems to be so old, his skin has become nothing but a giant wrinkle. -The master scribe screams 'How dare you interrupt my important work???' -~ -227 8 100 S -22 4 -5 22d22+220 3d5+8 -5634 29500 -112 112 1 -#1333 -assistant scribe~ -the scribe's assistant~ -The scribe's assistant is here folding parchments. -~ -~ -227 8 100 S -16 6 -2 16d16+160 3d4+6 -1050 21300 -112 112 1 -#1334 -master enchanter mage~ -the Enchanter~ -The Enchanter is here placing a dweomer upon well made sword. -~ -~ -99 8 -200 S -23 4 -5 23d23+230 3d5+6 -6812 30500 -112 112 1 -#1335 -sword dancing~ -a dancing sword~ -A well crafted sword lies on the work table here. -~ -It looks quite sharp. -~ -99 0 -500 S -10 1 -10 10d10+100 3d5+5 -0 4000 -112 112 0 -#1336 -alchemist~ -the Mad Alchemist~ -The Mad Alchemist babbles something incomprehensible and attacks. -~ -He looks like he's been quaffing too many potions. His eyes dart around -wildly, and he starts to drool. - -The Mad Alchemist throws back his head and cackles with insane glee! -~ -231 8 150 S -24 4 -4 24d24+240 3d5+10 -2346 31500 -112 112 1 -#1337 -master summoner~ -the master summoner~ -The master summoner is here holding gateways open to other planes. -~ -~ -227 8 -200 S -22 5 -2 22d22+220 3d5+6 -1019 27050 -112 112 1 -#1338 -master charmer~ -the master charmer~ -The master charmer utters the words, 'uuuzzldctz'. -~ -The master charmer sizes you up, always looking for a new pet. -~ -35 8 -400 S -23 4 -4 23d23+230 3d5+10 -4672 31050 -112 112 1 -#1339 -golem wooden~ -a wooden golem~ -A wooden golem stands a silent vigil here, guarding the stairs. -~ -He looks flammable. -~ -99 8 100 S -16 7 -5 16d16+160 1d10+10 -1000 17500 -112 112 0 -#1340 -master binder~ -the master spell binder~ -The master spell binder is here re-charging a blackened wand. -~ -The master spell binder snarls at you and attacks. -~ -231 8 -500 S -23 5 -4 23d23+230 3d5+8 -2315 30500 -112 112 1 -#1341 -master maker~ -the golem maker~ -The golem maker is here chiseling some stone. -~ -~ -99 8 300 S -21 6 -2 21d21+210 3d5+5 -2678 26850 -112 112 1 -#1342 -golem granite~ -a granite golem~ -A granite golem stands here waiting to do its master's bidding. -~ -It looks like a statue, until you see it shamble towards you. -~ -99 0 300 S -20 7 -6 20d20+200 4d5+10 -0 25600 -112 112 0 -#1343 -golem bronze~ -a bronze golem~ -A bronze golem stands here shining in the light. -~ -He looks rather dim witted. -~ -67 0 350 S -18 8 -3 18d18+180 4d5+5 -0 22350 -112 112 0 -#1344 -golem flesh~ -a flesh golem~ -A flesh golem stands guard here -~ -It looks to be made of a potpourri of different body parts; some don't even -resemble anything human. -~ -99 0 200 S -12 9 -1 12d12+120 4d4+4 -0 8520 -112 112 0 -#1345 -golem cloth~ -a cloth golem~ -A cloth golem wanders around here. -~ -It looks like a bunch of old rags, quite surprising it can actually walk. -~ -71 0 350 S -8 10 1 8d8+80 3d4+1 -0 2100 -112 112 0 -#1346 -golem adamantite~ -an adamantite golem~ -An adamantite golem stands here looking very dangerous. -~ -It seems to be forged of dark metal. It looks strong and durable, -but somewhat un-intelligent. -~ -71 0 350 S -25 0 -10 25d25+250 3d7+3 -10000 35650 -112 112 0 -#1347 -golem clay~ -a clay golem~ -A clay golem stands guard here. -~ -~ -103 8 200 S -15 5 -1 15d15+150 4d5+3 -0 18320 -112 112 0 -#1348 -master illusionist mage~ -the master of illusions~ -An enormous multi-colored three-headed dragon growls at you. -~ -The image of an ugly dragon flickers slightly, and where the dragon was -now stands a small harmless looking old man. -~ -199 8 150 S -21 6 -4 21d21+210 3d5+5 -2345 26450 -112 112 1 -#1349 -necromancer master~ -the Necromancer~ -The Necromancer is here raising undead servants -~ -Attired all in black, the Necromancer is tall and gangly, but still quite -an imposing figure. A dark cowl shrouds most of his face, but two blazing -embers which serve as eyes can be seen through the shadow. -The Necromancer shrieks some obscenities and orders his minions to attack. -~ -231 8 -950 S -25 0 -8 25d25+250 3d7+7 -11684 35250 -112 112 1 -#1350 -skeleton undead~ -an animated skeleton~ -An animated skeleton screams silently and attacks. -~ -It feels no pain, and hacks at you ruthlessly. -~ -99 8 -500 S -15 5 -2 15d15+150 3d4+10 -0 16500 -112 112 0 -#1351 -undead giant~ -an undead giant~ -An undead giant lumbers towards you. -~ -~ -103 8 -500 S -18 5 -4 18d18+180 3d5+10 -0 22000 -112 112 0 -#1352 -witch hag~ -an ugly witch~ -An ugly witch is here scrying out secrets. -~ -She has no face at all, just blank skin, rather disturbing. From about where -her mouth should be, comes a disgusting giggling sound that makes your skin -crawl with revulsion. -~ -103 8 -450 S -20 5 -2 20d20+200 3d6+5 -2150 26850 -112 112 2 -#1353 -librarian mage~ -the Librarian~ -The Librarian has fallen asleep at his desk here. -~ -He looks like a rather peaceful old man. -~ -227 8 450 S -23 3 -6 23d23+230 3d6+5 -1287 29500 -104 104 1 -#1354 -apprentice~ -the master's apprentice~ -The master's apprentice leaps to halt your passage. -~ -A powerful wizard in his own right, the apprentice of the master of balance -has given up his station in the mage guild hierarchy in order to serve the -great master in hopes of gleaning secrets one could never hope to uncover -alone. -~ -103 8 0 S -24 -3 -12 24d24+240 3d6+6 -6723 30750 -112 112 1 -#1355 -cat grey familiar~ -a grey cat~ -A grey cat is lounging lazily here. -~ -The grey cat cocks an ear towards you, sensing your scrutiny, then purrs -contentedly. It looks rather harmless, until you notice its very large claws. -~ -67 32770 0 S -15 5 -5 15d15+150 5d5+5 -0 18750 -112 112 2 -#1356 -master guildmaster grey~ -the master of Neutrality~ -The master of Neutrality stands here contemplating the balance of the universe. -~ -He looks quite peaceful. -~ -67 136 0 S -30 -10 -20 30d30+300 2d5+20 -15350 150000 -112 112 1 -#1357 -apprentice black~ -a black robed apprentice~ -A black robed apprentice jumps from the shadows and attacks. -~ -She bears a wicked looking scar down the side of her face, though once she -must have been beautiful, now the scar combined with what seems to be a -permanent scowl make her looks quite fearsome. -~ -103 32776 -750 S -20 2 -6 20d20+200 3d6+6 -13876 27800 -112 112 2 -#1358 -cat black familiar~ -a black cat~ -A black cat with its fur up hisses at you. -~ -It looks both mean and dangerous. Petting seems to be completely out of -the question. -~ -67 32776 -800 S -16 5 -4 16d16+160 3d7+3 -0 19950 -112 112 0 -#1359 -master guildmaster black~ -the master of the black robes~ -The master of the black robes is here plotting vile deeds. -~ -The master glares at you. -~ -71 136 -1000 S -30 -10 -20 30d30+300 2d5+20 -22100 150000 -112 112 1 -#1360 -apprentice white~ -a white robed apprentice~ -A white robed apprentice screams at your desecration of goodness. -~ -He looks like a fanatic. -The apprentice screams 'Thou art unworthy of this honor!' -~ -99 8 750 S -20 2 -6 20d20+200 3d6+6 -7400 27850 -112 112 1 -#1361 -cat white familiar~ -a white cat~ -A white cat is here preening its fur. -~ -It seems to be nothing more than a large ball of fluff with claws. -~ -67 32776 800 S -15 4 -4 15d8+10 3d7+3 -0 7950 -112 112 0 -#1362 -master guildmaster white~ -The master of goodness~ -The master of goodness is here frowning at your intrusion. -~ -He looks like a self-righteous bastard. -~ -67 136 1000 S -30 -10 -20 30d30+300 2d5+20 -21900 150000 -112 112 1 -#1363 -cat calico familiar~ -A calico cat~ -A large calico cat is here -~ -It looks incredibly large for a cat, no doubt a giant of its species. -A beautiful jewel encrusted collar about its neck is its only adornment. -~ -67 32776 800 S -25 1 -9 25d25+250 5d5+10 -0 30000 -112 112 0 -#1364 -guildmaster grand mistress~ -The Grand Mistress~ -The Grand Mistress of Magic is sitting here. -~ -She looks quite comfortable on her emerald throne. Amazingly young and -pretty for one of such stature in the guild, no doubt she has kept her -youthful appearance through the use of strong magics. -The Grand Master pets her familiar and smiles at you in confidence. -~ -67 136 0 S -50 -20 -30 50d50+500 3d4+20 -50000 500000 -112 112 2 -#1365 -wizard~ -a wizard~ -A wandering wizard is here mumbling to himself. -~ -~ -69 32776 350 S -17 5 -3 17d17+170 3d5+5 -3210 20500 -112 112 1 -#0 - - -#OBJECTS -#1301 -oven black~ -an oven~ -A huge black oven is here.~ -~ -15 1 0 -1000 5 -1 0 -1000 1000 1000 -#1302 -locker~ -a meat locker~ -An enormous meat locker is here.~ -~ -15 0 0 -1000 5 -1 0 -1000 1000 1000 -E -locker~ -You just had the horrid thought that a cadaver might be in there. -~ -#1304 -pizza slice~ -A slice of pizza~ -A slice of pizza is here looking very tasty.~ -~ -19 0 1 -15 0 0 0 -1 12 3 -E -pizza slice~ -Ahh! Round Table pizza! How appropriate. Any root beer? -~ -#1305 -chunk meat~ -a large chunk of meat~ -A large chunk of meat is here.~ -~ -19 0 1 -24 0 0 1 -2 20 5 -#1306 -sandwich~ -a finger sandwich~ -A finger sandwich is here.~ -~ -19 0 1 -20 0 0 0 -2 15 5 -E -sandwich finger~ -It would look quite tasty if someone had first removed the fingernails! -~ -#1307 -broom straw~ -a straw broom~ -A straw broom is here leaning against the wall.~ -~ -13 0 16385 -0 0 0 0 -5 5 1 -E -broom straw~ -A magical flying broomstick? Nah! Not here. -~ -#1308 -machine coffee~ -a coffee machine~ -A coffee machine is here.~ -~ -15 2 0 -10000 0 -1 0 -10000 10 10 -#1309 -cabinet~ -a cabinet~ -A cabinet is here.~ -~ -15 0 0 -5000 5 -1 0 -10000 10 10 -#1310 -bar silver~ -a bar of silver~ -A bar of silver has been left here.~ -~ -8 0 1 -0 0 0 0 -10 1000 500 -#1311 -bar gold~ -a bar of gold~ -A bar of gold has been left here.~ -~ -8 0 1 -0 0 0 0 -11 2000 750 -#1312 -bar mithril~ -a bar of mithril~ -A bar of mithril has been left here.~ -~ -8 0 1 -0 0 0 0 -12 3000 950 -#1313 -bar adamantite~ -a bar of adamantite~ -A bar of adamantite has been left here.~ -~ -8 0 1 -0 0 0 0 -15 5000 1000 -#1314 -hammer mithril~ -a mithril hammer~ -A mithril hammer has been left here~ -~ -5 64 8193 -0 2 6 7 -19 10000 1000 -A -18 2 -A -1 1 -#1315 -chest~ -a chest~ -A chest is here.~ -~ -15 1 0 -5000 15 1316 0 -1000 1000 1000 -#1316 -key~ -a small key~ -A small key has been left here.~ -~ -18 0 1 -1315 0 0 0 -1 1 1000000 -#1317 -long sword~ -a long sword~ -A long sword has been left here.~ -~ -5 0 8193 -0 1 8 3 -8 10000 1000 -A -18 1 -A -19 2 -#1318 -dagger silver~ -a silver dagger~ -A finely crafted dagger made of silver is on the ground here.~ -~ -5 0 8193 -0 3 3 11 -5 15000 1200 -A -18 2 -A -19 2 -#1319 -scimitar~ -a curved scimitar~ -A curved scimitar is here in a jewel-covered sheath.~ -~ -5 0 8193 -0 2 7 3 -10 17500 1950 -A -13 3 -#1320 -staff wooden~ -a wooden staff~ -A wooden staff is against the wall here.~ -~ -5 0 8193 -0 1 4 8 -6 10 5 -#1321 -cabinet silver~ -a silver chased cabinet~ -A large cabinet with a silver finish is here.~ -~ -15 0 0 -5000 15 1325 0 -10000 1 1 -#1322 -cabinet silver~ -a silver chased cabinet~ -A large cabinet with a silver finish is here.~ -~ -15 0 0 -5000 15 1325 0 -10000 1 1 -#1323 -key old~ -an old key~ -An old key is here~ -~ -18 0 1 -0 0 0 0 -1 1 1000000 -#1324 -silvery key~ -a silvery key~ -A silvery key has been left here.~ -~ -18 0 1 -1321 0 0 0 -1 10000 10000000 -#1325 -silvery key~ -a silvery key~ -A silvery key has been left here.~ -~ -18 0 1 -1322 0 0 0 -1 10000 10000000 -#1326 -staff red white~ -a red and white staff~ -A red and white staff is leaning against the wall here~ -~ -4 0 16385 -20 3 3 -1 -8 5500 500 -'heal' -#1327 -staff burnt~ -a burnt staff~ -A burnt staff is leaning against the wall here.~ -~ -4 0 16385 -20 4 4 -1 -6 1100 600 -'blindness' -#1328 -rod black~ -a black rod~ -A black rod has been left here.~ -~ -3 0 16385 -20 3 3 -1 -4 1200 200 -'dispel evil' -#1329 -wand wooden~ -a wooden stick~ -A wooden stick is here~ -~ -3 0 16385 -20 10 10 -1 -4 600 60 -'bless' -#1330 -wand metal~ -a metal wand~ -A metal wand is here.~ -~ -3 0 16385 -20 20 4 -1 -5 2000 350 -'energy drain' -#1331 -cauldron black~ -a black cauldron~ -A large black cauldron is here bubbling.~ -~ -15 0 0 -1000 0 -1 0 -5000 5000 500000 -#1332 -wings~ -a small pair of bat wings~ -A small pair of bat wings is here.~ -~ -13 0 1 -0 0 0 0 -2 1 1 -#1333 -eye eyeball~ -an eyeball~ -An eyeball has been left here~ -~ -13 0 16385 -0 0 0 0 -1 1 1 -#1334 -book tome~ -the book of magic~ -An enormous book is lying open here~ -~ -15 1 1 -500 0 -1 0 -5000 500000 500000 -#1335 -spectacles glasses~ -a pair of spectacles~ -A pair of wire-rimmed spectacles has been left here.~ -~ -9 64 17 -0 0 0 0 -4 10000 5000 -A -3 1 -A -4 1 -#1336 -altar~ -a golden altar~ -~ -~ -15 0 0 -1000 5 -1 0 -5000 1 1 -#1337 -medallion heart~ -a heart shaped medallion~ -A heart shaped medallion is here.~ -~ -9 320 5 -0 0 0 0 -3 10000 1000 -A -4 2 -A -5 -1 -#1338 -chest~ -a large chest~ -A large chest is here.~ -~ -15 65 0 -2000 15 1339 0 -5000 500000 5000000 -#1339 -key intricate~ -an intricately carved key~ -An intricately carved key has been left here.~ -~ -18 65 16385 -1338 0 0 0 -1 10000 1000000 -A -24 -1 -#1340 -a pile of coins~ -a pile of coins is here~ -A pile of coins is here.~ -~ -20 0 1 -23574 0 0 0 -1 0 0 -#1341 -cloak brown~ -a brown cloak~ -A travel worn cloak has carelessly been left here.~ -~ -9 0 5 -0 0 0 0 -5 2000 250 -A -17 -5 -A -24 -3 -#1342 -chameleon poncho~ -a chameleon poncho~ -Some multicolored cloth is on the ground here~ -~ -9 64 1025 -0 0 0 0 -4 15000 5000 -A -2 2 -A -17 -3 -#1343 -boots worn~ -a pair of old boots~ -A pair of old boots is here, they look very comfortable.~ -~ -9 64 65 -0 0 0 0 -2 3500 900 -A -14 15 -#1344 -ring seashell~ -a seashell ring~ -A small seashell has been left here.~ -~ -22 64 3 -0 0 0 0 -2 6500 1100 -#1345 -backpack leather~ -a leather backpack~ -A leather backpack is here.~ -~ -15 0 17409 -750 0 -1 0 -9 750 50 -#1351 -cup brew herbal~ -a herbal brew~ -A herbal brew is here.~ -~ -17 0 1 -5 5 11 1 -2 11 5 -#1352 -waybread~ -a waybread~ -A loaf of waybread has been left here.~ -~ -19 0 1 -32 0 0 0 -3 65 5 -#1355 -cleaver~ -a meat cleaver~ -A meat cleaver is sticking in the wall here.~ -~ -5 0 8193 -0 3 4 1 -8 600 100 -#1356 -shackles chain~ -some chain shackles~ -Some chain shackles have been discarded here~ -~ -13 192 1 -0 0 0 0 -15 750 1000 -A -12 -100 -A -14 -82 -#1357 -dagger silvery~ -a silvery dagger~ -A long dagger that seems to be made of silver is here.~ -~ -5 64 8193 -0 2 4 11 -5 1200 500 -A -18 1 -#1359 -scroll~ -a scroll~ -A scroll is here.~ -~ -2 0 1 -21 -1 -1 -1 -5 3000 1000 -'blindness' 'curse' 'sleep' -#1360 -scroll bound~ -a bound scroll~ -A bound scroll is here blowing in the breeze.~ -~ -2 64 16385 -16 -1 -1 -1 -3 9500 3000 -'armor' 'teleport' 'protection' -A -17 -6 -#1361 -tube~ -a long cylindrical tube~ -A long cylindrical tube is rolling around here.~ -~ -15 64 1 -100 5 -1 0 -8 500 50 -#1362 -scroll old~ -an old scroll~ -An old scroll has been left here.~ -~ -2 0 1 -10 -1 -1 -1 -2 500 100 -'create food' 'NONE' 'NONE' -#1363 -scroll blue~ -a scroll written on blue paper~ -A blue scroll has been left here.~ -~ -2 64 1 -54 -1 -1 -1 -5 20000 15000 -'enchant weapon' 'NONE' 'NONE' -#1364 -pouch leather~ -a leather pouch~ -A leather pouch is on the ground here.~ -~ -15 64 16385 -150 0 -1 0 -2 1750 50 -#1365 -spoon silver~ -a silver stirring spoon~ -A silver stirring spoon has been left here.~ -~ -12 64 16385 -0 0 0 0 -1 5650 900 -A -24 -1 -#1366 -potion blue~ -a blue potion~ -A blue potion is here.~ -~ -10 64 1 -24 -1 -1 -1 -2 9000 500 -'harm' 'harm' 'harm' -#1367 -potion red~ -a bright red potion~ -A bright red potion is here.~ -~ -10 64 1 -15 -1 -1 -1 -2 1500 500 -'cure critical' 'NONE' 'NONE' -#1368 -potion green~ -a green potion~ -A green potion is here.~ -~ -10 64 1 -20 -1 -1 -1 -2 1500 150 -'blindness' 'teleport' 'cure blindness' -#1369 -potion effervescent~ -an efervecent potion~ -An efervecent potion is bubbling away here~ -~ -10 64 1 -16 -1 -1 -1 -2 1000 150 -'detect evil' 'detect invis' 'detect magic' -E -potion efervecent~ -Ahh! Schwepes Sparkling Soda a refreshing drink. -~ -#1370 -white milky potion~ -a milky white potion~ -A milky white potion is here.~ -~ -10 0 1 -14 -1 -1 -1 -2 750 50 -'word of recall' 'NONE' 'NONE' -#1371 -staff black~ -a black staff~ -A black staff is leaning against the wall here.~ -~ -4 64 16385 -18 2 2 -1 -5 500 50 -'teleport' -#1372 -flute golden~ -a golden flute~ -A golden flute has been left here.~ -~ -4 96 16385 -22 1 1 -1 -4 15000 5000 -'charm person' -A -3 -6 -#1373 -figurine~ -a small figurine~ -A small figurine in the shape of a humanoid is standing here.~ -~ -4 64 16385 -21 15 15 -1 -4 6000 650 -'cure serious' -#1374 -belt holster~ -a holstered belt~ -A holstered belt is here.~ -~ -15 0 2049 -20 0 -1 0 -4 290 29 -#1375 -wand~ -a blackened wand~ -A blackened wand is here.~ -~ -3 64 16385 -17 5 1 -1 -4 2500 500 -'fireball' -#1376 -chisel runed~ -a runed chisel~ -A runed chisel is here.~ -~ -5 65 8193 -0 2 3 11 -6 1500 500 -A -2 1 -#1377 -pouch belt beltpouch~ -a beltpouch~ -A beltpouch is here.~ -~ -15 0 2049 -50 0 -1 0 -5 750 50 -#1378 -dust~ -some sparkling dust~ -Some sparkling dust is in a pile here.~ -~ -4 0 16385 -20 1 1 -1 -2 1000 150 -'sleep' -#1379 -cowl dark~ -a dark cowl~ -A dark cowl is here.~ -~ -9 576 5 -0 0 0 0 -5 1200 400 -A -17 -8 -A -24 -3 -#1380 -wand ashen~ -an ashen wand~ -An ashen wand is here~ -~ -3 512 1 -20 4 4 -1 -4 2000 600 -'cause critical' -#1381 -club~ -a huge spiked club~ -A huge spiked club has been left here.~ -~ -5 0 8193 -0 3 5 8 -29 750 200 -#1382 -robe grey~ -a grey robe~ -A pile of grey cloth has been left here.~ -~ -15 1600 1025 -50 0 -1 0 -8 5000 750 -A -17 -9 -A -24 -2 -#1383 -cloak grey~ -a long grey cloak~ -A pile of grey cloth has been left here.~ -~ -9 1600 5 -0 0 0 0 -7 12000 1200 -A -17 -12 -A -24 -3 -#1384 -bracelet silver~ -a glinting silver bracelet~ -A glinting hoop of silvery metal is here.~ -~ -9 64 4097 -0 0 0 0 -5 5000 500 -A -17 -5 -#1385 -staff~ -an iron shod staff~ -A grey piece of wood shod in iron has been left here.~ -~ -5 64 8193 -0 2 7 8 -7 9000 3000 -A -18 3 -#1386 -minor ward cube clear~ -a ward minor~ -A small clear cube is sitting here.~ -~ -9 65 16385 -0 0 0 0 -5 5000 1000 -A -17 -5 -#1387 -robe black~ -a black robe~ -A pile of black cloth is on the ground here.~ -~ -15 2624 1025 -50 0 -1 0 -8 5000 750 -A -17 -9 -A -24 -2 -#1388 -bracelet onyx~ -an onyx bracelet~ -A hoop of black onyx is here.~ -~ -9 64 4097 -0 0 0 0 -6 8500 850 -A -19 2 -#1389 -cloak black dark~ -a dark black cloak~ -A pile of black cloth is on the ground here.~ -~ -9 2624 5 -0 0 0 0 -8 9000 950 -A -17 -12 -A -24 -3 -#1390 -shard black obsidian~ -a sharp shard of obsidian~ -A piece of black glass is here.~ -~ -5 512 8193 -0 2 7 1 -8 12000 2000 -A -19 3 -#1391 -robe white~ -a white robe~ -A pile of white cloth is on the ground here.~ -~ -15 3136 1025 -50 0 -1 0 -7 7500 750 -A -17 -9 -A -24 -2 -#1392 -bracelet white gold~ -a white gold bracelet~ -A hoop of silvery metal is here.~ -~ -9 64 4097 -0 0 0 0 -5 5000 1000 -A -18 2 -#1393 -cloak white~ -a white cloak~ -A pile of white cloth is on the ground here.~ -~ -9 3392 5 -0 0 0 0 -7 9000 1500 -A -17 -12 -A -24 -3 -#1394 -ivory dagger~ -an ivory hilted dagger~ -An ivory hilted dagger has been left here~ -~ -5 1344 8193 -0 2 6 11 -8 12000 1500 -A -18 1 -A -19 2 -#1395 -collar spiked~ -a spiked collar~ -A small spiked collar is here.~ -~ -9 64 5 -0 0 0 0 -9 10000 5000 -A -17 -2 -A -19 3 -#1396 -cloak shimmering~ -a shimmering cloak of many colors~ -A multi-colored pile of cloth is here.~ -~ -15 65 5 -100 0 -1 0 -8 25000 5500 -A -17 -15 -A -24 -5 -#1397 -emerald ring~ -a small emerald ring~ -A small ring with a green gemstone is here.~ -~ -9 64 3 -0 0 0 0 -5 50000 10000 -A -12 20 -#1398 -bracelet emerald~ -an emerald bracelet~ -A beautifully crafted hoop of emerald is here.~ -~ -9 64 4097 -0 0 0 0 -5 30000 3500 -A -17 -5 -A -3 1 -#1399 -ward major clear crystal~ -a ward major~ -A large clear crystal cube is here.~ -~ -9 65 16385 -0 0 0 0 -6 20000 2000 -A -17 -10 -A -24 -2 -#1400 -ebony kris~ -the ebony kris~ -A wavy bladed knife made of ebony is here.~ -~ -5 64 8193 -0 3 4 11 -9 60000 5000 -A -2 2 -A -19 5 -#1401 -green scale shirt~ -a tight fitting green dragon scale shirt~ -Some green dragon scales which have been sewn together are here.~ -~ -9 64 9 -10 0 0 0 -9 10000 1000 -E -green scale shirt~ -Green dragon scale shirt was made from a poor unfortunate green dragon. -~ -A -2 3 -A -17 -5 -#1402 -fridge refrigerator~ -a fridge~ -A small refrigerator.~ -~ -15 2 0 -500 5 -1 0 -5000 1 1 -#1403 -bottle vodka~ -a bottle of Absolut vodka~ -A bottle of Absolut vodka is here to drink.~ -~ -17 0 16385 -25 25 5 0 -25 1 1 -#1404 -juice bottle~ -a bottle of cranberry juice~ -A bottle of cranberry juice is here.~ -~ -17 0 16385 -25 25 2 0 -25 1 1 -#0 - - -#ROOMS -#1200 -The Chat Room~ -You are lounging in a quiet cosy parlour, warmed by a gentle magical fire -which twinkles happily in a warm fireplace. There are no doors out. Clearly -the owner of this room needs none. -~ -0 8 0 -S -#1300 -Entrance to the Shadow Grove~ -Before you, the grove of shadows lies. Giant grey trees are all that -can be seen through the thick shadows. A great sense of both power and -menace permeates the surrounding area. You have a strange urge to turn -back and go back the way you've come. - A small path leads north into the shadows and back south to the road. -~ -0 4 3 -D2 -~ -~ -0 -1 6137 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1308 -S -#1301 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1307 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1302 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1304 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1303 -S -#1302 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -You see a small clearing in the shadows. -~ -~ -0 -1 1311 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1303 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1305 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1301 -S -#1303 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem the glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1309 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1301 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1306 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1302 -S -#1304 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1301 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1305 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1307 -D3 -Dark gates loom in the mist. -~ -~ -0 -1 2201 -S -#1305 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1302 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1306 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1308 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1304 -S -#1306 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1303 -D1 -You see a shadowy tavern. -~ -~ -0 -1 9301 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1309 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1305 -S -#1307 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1304 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1308 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1301 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1309 -S -#1308 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All exits lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1305 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1309 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1300 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1307 -S -#1309 -The Shadow Grove~ -You are inside the shadow grove. Giant trees seem to glare at you -from all sides. The shadowy mist obscures most of your vision. Strange -sounds of moaning and growling come from all directions. - All directions lead into shadows, you are very confused. -~ -0 1 0 -D0 -The shadows cloud your vision. -~ -~ -0 -1 1306 -D1 -The shadows cloud your vision. -~ -~ -0 -1 1307 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1303 -D3 -The shadows cloud your vision. -~ -~ -0 -1 1308 -S -#1311 -A small clearing~ -You are in a small clearing in the shadow grove. There is charred grass -underfoot, and the signs of fire here and there. It is almost as if the -plant life shuns this spot. The shadowy mist hovers all around, obscuring -your view into the grove. - A small path leads north to some shadowy structure. All other exits are -shrouded in shadowy mist. -~ -0 1 3 -D0 -You can barely make out some sort of building to the north. -~ -~ -0 -1 1312 -D2 -The shadows cloud your vision. -~ -~ -0 -1 1302 -S -#1312 -Entrance to the High Tower~ -You have reached the entrance to the high tower of sorcerery. The -tower looms above you at an incredible height. It seems to disappear -into the storm clouds above. - A diamond gate is to the north, guarded by a huge golem. The trail -back south has disappeared behind you. -~ -0 8 0 -D0 -The diamond gate looks incredibly strong. -~ -gate diamond~ -0 -1 1313 -S -#1313 -Inside the High Tower of Sorcerery~ -You are inside the high tower of sorcery. The sight is truly amazing. -From here, it is obvious that somehow, the tower is much larger on the -inside than it is on the outside. Young mages walk about, completely -oblivious to your presence. - Exits lead north to the common room, west to the dinning room, east to -a plain hallway and back south through the gate. -~ -0 8 0 -D0 -The common room looks quite busy and noisy. -~ -~ -0 -1 1314 -D1 -~ -~ -0 -1 1315 -D2 -~ -diamond gate~ -0 -1 1312 -D3 -~ -~ -0 -1 1316 -S -#1314 -Common Room~ -You are in the common room. There are many apprentice warlocks here -talking and resting, playing games, comparing notes. Obviously they -are taking a break from their rigorous studies. There are benches, -tables and a small water fountain here, otherwise the room is quite -unremarkable. - Exits lead off in all directions. -~ -0 8 0 -D0 -~ -~ -0 -1 1317 -D1 -The mages bar can be seen to the east. -~ -~ -0 -1 1318 -D2 -~ -~ -0 -1 1313 -D3 -~ -~ -0 -1 1319 -S -#1315 -The Hallway~ -You are in a long hallway, it seems rather unremarkable. - The hallway continues east and back west. -~ -0 8 0 -D1 -~ -~ -0 -1 1330 -D3 -~ -~ -0 -1 1313 -S -#1316 -Dining Room~ -You are in the dining area of the student mages. From the number of -tables and chairs here, you can see that this room could easily seat -several hundred people. It is oddly deserted here, obviously not meal time. - Exits lead west to the kitchen, and back east. -~ -0 8 0 -D1 -~ -~ -0 -1 1313 -D3 -~ -door wooden~ -1 -1 1320 -S -#1317 -Dark Hallway~ -You are in a dark hallway. It is apparent that this area is seldom -used by the regular occupants of the tower. Dust covers the floors -here. - The faint outline of a trapdoor can be seen in the dust. -~ -0 9 0 -D2 -~ -~ -0 -1 1314 -D5 -~ -trapdoor~ -1 -1 1321 -S -#1318 -Mages Tavern~ -You are in mages tavern. The air is smokey and filled with the smells -of foreign food and drink. The other patrons pay you little heed, as -they obviously have more interesting things to contemplate. Strick the -bartender is here waiting to take your order. - The only exit leads back west. -~ -0 8 0 -D3 -~ -~ -0 -1 1314 -S -#1319 -The Magic Shop~ -You are in the High Tower's store of magic. Tatorious stands behind -the counter, selling all sorts of herbs, parchment and other reagents -used in magical studies. - The only exit leads back east to the common room. -~ -0 8 0 -D1 -~ -~ -0 -1 1314 -S -#1320 -the kitchen~ -You are in a small kitchen. All the usual kitchen type utensils and -equipment is here, including some not so usual ones. Among the later, -a huge black oven against one wall, it must be at least 12 feet high. -Opposite the oven is an equally enormous meat locker, large enough to -comfortably store several hapless adventurers no doubt. In the middle of -the room, hanging in mid-air is a spice rack. -~ -0 8 0 -D1 -~ -door wooden~ -1 -1 1316 -S -#1321 -Below the trapdoor~ -You are below the trapdoor. It is very dark and dusty here, very little -light filters through from above. A faint sound of dripping water can be -heard in the distance below. - A rope ladder leads down. -~ -0 9 0 -D4 -~ -trapdoor~ -1 -1 1317 -D5 -~ -~ -0 -1 1322 -S -#1322 -A damp intersection~ -You are in a damp intersection of what seems to be the basement of the -tower. The sound of running water can be heard coming from the south, -other than that, an almost tangible stillness fills the air. - Passages lead off in all directions, and a ladder leads up. -~ -0 9 0 -D0 -~ -~ -0 -1 1323 -D1 -A faint light can be seen in the distance up the east passage. -~ -~ -0 -1 1324 -D2 -~ -~ -0 -1 1325 -D3 -~ -~ -0 -1 1326 -D4 -~ -~ -0 -1 1321 -S -#1323 -A dark passage~ -You are at the end of a dark passage which ends in a stout wooden door. -Other then through the door, the only apparent exit is back the way you -came. -~ -0 9 0 -D0 -~ -oak door~ -1 1323 1327 -D2 -~ -~ -0 -1 1322 -S -#1324 -A dark passage~ -You are at the end of a dark passage. A half opened door is to the east, -shedding soft light around the edges. Faint snoring sounds can be heard -behind the door. - Exits lead east through the door, or back west. -~ -0 9 0 -D1 -~ -door~ -1 -1 1328 -D3 -~ -~ -0 -1 1322 -S -#1325 -The stagnant pool~ -You are at the edge of a stagnant pool of water. The smell here is quite -nauseating. This is apparently where the denizens of the tower dispose of -their garbage. Faint gurgling can be heard from beneath the surface of the -pool. - Exits lead back north, or perhaps for the very adventurous, down into the -pool. -~ -0 9 0 -D0 -~ -~ -0 -1 1322 -D5 -No light penetrates the gloom of the stagnant pool. -~ -~ -0 -1 1329 -S -#1326 -A dark passage~ -You are in a dark passage, which comes to an abrupt stop at what appears -to be a cave-in to the west. It is certainly unpassable, and perhaps quite -dangerous just being this close. - The only exit leads back east. -~ -0 9 0 -D1 -~ -~ -0 -1 1322 -S -#1327 -A dark cell~ -You are in a dark cell. Straw and dirt cover the floors here, it is -very dark. Someone, or something seems to be chained to the far wall. - The only exit is back south. -~ -0 9 0 -D2 -~ -oak door~ -1 -1 1323 -S -#1328 -The Jailor's office~ -You are in the Jailor's office. It is rather messy here. Judging by the -sleeping form of the Jailor on duty, you can surmise that very few, if any -prisoners survive long enough to spend much time in these dank dungeons. - The only exit leads back west. -~ -0 8 0 -D3 -~ -door~ -1 -1 1324 -S -#1329 -Below the stagnant pool~ -As you dive beneath the putrid waters, you feel a strong tug and a whirlpool -drags you under. You are sucked into blackness. You feel your lungs burst -from lack of oxygen. Just as you feel your life fading, you notice a change in -direction ... and are sucked under by a rip tide. -~ -0 9 0 -S -#1330 -The hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -~ -0 -1 1331 -D3 -~ -~ -0 -1 1315 -D0 -~ -door wooden~ -1 -1 1332 -D2 -~ -door wooden~ -1 -1 1333 -S -#1331 -A bend in the hallway~ -You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. -~ -0 8 0 -D0 -~ -door wooden~ -1 -1 1334 -D1 -~ -door wooden~ -1 -1 1336 -D2 -~ -door wooden~ -1 -1 1335 -D3 -~ -~ -0 -1 1330 -S -#1332 -A store room~ -You are in a small store room. Assorted junk is piled on shelves or -leaning against walls. - The only apparent exit it back south. -~ -0 9 0 -D2 -~ -door wooden~ -1 -1 1330 -S -#1333 -A broom closet~ -You are in a dark broom closet. Many straw brooms and other cleaning -instruments have been left here, apparently unused (perhaps the maid quit?). - The only exit leads back north to the hallway. -~ -0 9 0 -D0 -~ -door wooden~ -1 -1 1330 -S -#1334 -A hallway~ -You are in a long hallway leading north and south. The walls emit a -faint magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -door wooden~ -1 -1 1337 -D0 -~ -~ -0 -1 1338 -D2 -~ -door wooden~ -1 -1 1331 -E -walls wall~ -The walls shed a warm light -~ -S -#1335 -Guardians chamber~ -You are in the chamber of the tower guardians. It is rather sparsely -furnished, but then again the odd occupants don't look to need furniture. -Here and there a disembodied pair of hands or eyes flits about. -~ -0 8 0 -D0 -~ -door wooden~ -1 -1 1331 -S -#1336 -A guest bedroom~ -You are in a small guest bedroom. A small cot is in one corner, and a -dusty mirror on one wall, other than that the room looks quite bare, and -unused. - The only apparent exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -door wooden~ -1 -1 1331 -E -mirror~ -Why, someone seems to be looking back at you from the other side! -~ -S -#1337 -A guest bedroom~ -You are in a comfortable looking bedroom. A small globe of magical energy -floats overhead, providing light. A small cot is in one corner looking -ever so comfortable, so comfortable in fact ...someone is sleeping in it. - The only apparent exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -door wooden~ -1 -1 1334 -S -#1338 -A hallway~ -You are in a long hallway leading from the south. The walls emit a faint -magical glow which provides enough light to see by. - Stairs lead up to the next level and the hallway leads back south. -~ -0 8 0 -D1 -~ -door wooden~ -1 -1 1339 -D2 -~ -~ -0 -1 1334 -D4 -~ -~ -0 -1 1340 -S -#1339 -The burnt room~ -You are in what looks to have once been a guest bed room. The walls are -blackened and burnt by what you could only imagine to be magical fire. -There is no sign of the previous occupant, undoubtedly he left in a hurry. - The only exit leads back west to the hallway. -~ -0 9 0 -D3 -~ -door charred~ -1 -1 1338 -S -#1340 -A hallway~ -You are in a long hallway leading west from here. The walls emit a faint -magical glow which provides enough light to see by. Some faint moonlight -can be seen in the culdesac to the east. - The hallway continues west and stairs lead down to the level below. -~ -0 8 0 -D0 -~ -door oak~ -1 -1 1342 -D1 -Faint moonlight can be seen to the east -~ -~ -0 -1 1341 -D3 -~ -~ -0 -1 1343 -D5 -~ -~ -0 -1 1338 -S -#1341 -A culdesac~ -You are in a small culdesac. A window to the east is letting in moonlight -and a pleasant breeze. Through it, the surrounding country side can be seen. - The only apparent exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -~ -0 -1 1340 -E -window east~ -Stretching out as far as the eye can see is a canopy of dark tree tops -which can only be the Haon-Dor-Dark Forest. A faint light in the distance -to the northeast marks what is probably the city of midgaard. -~ -S -#1342 -The Apprentice's Barracks~ -You are in the barracks of the apprentice magic users. Here and there, a -young apprentice sits engrossed in magical study, or practicing a feeble -cantrip. Cots line the walls, and the room continues west. -~ -0 8 0 -D2 -~ -door oak~ -1 -1 1340 -D3 -~ -~ -0 -1 1344 -S -#1343 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - There is a door to the north, and the hallway continues west or back east. -~ -0 8 0 -D0 -~ -door oak~ -1 -1 1344 -D1 -~ -~ -0 -1 1340 -D3 -~ -~ -0 -1 1345 -S -#1344 -The Apprentice's barracks~ -You are in the barracks of the apprentice magic users. Here and there, a -young apprentice sits engrossed in magical study, or practicing a feeble -cantrip. Cots line the walls, and the room continues east. -~ -0 8 0 -D1 -~ -~ -0 -1 1342 -D2 -~ -door oak~ -1 -1 1343 -S -#1345 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. Flashes of light can -be seen under the doorway to the north. -~ -0 8 0 -D0 -A flash of blue light momentarily lights up the doors outline -~ -door oak~ -1 -1 1346 -D1 -~ -~ -0 -1 1343 -D3 -~ -~ -0 -1 1347 -S -#1346 -The apprentice's workshop~ -You are in a small workshop. Writing implements and parchment are strewn -about on a few worktables. In the far corner several young mages have a -small kitten cornered and seem to be testing spells upon it. - The only apparent exit leads back south to the hallway. -~ -0 8 0 -D2 -~ -door oak~ -1 -1 1345 -S -#1347 -A bend in the hallway~ -You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues south and back east. -~ -0 8 0 -D1 -~ -~ -0 -1 1345 -D2 -~ -~ -0 -1 1348 -S -#1348 -The hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - There is a closed metal door to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 1347 -D2 -~ -~ -0 -1 1350 -D3 -~ -door metal~ -1 -1 1349 -S -#1349 -A classroom~ -You are in a large classroom filled with bored looking students of the -art. The instructor stops in his lecture on the fine uses of magic missile -at your entry and lunges to attack you. - The only apparent exit is back east to the hallway. -~ -0 8 0 -D1 -~ -door metal~ -1 -1 1348 -S -#1350 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1348 -D2 -~ -~ -0 -1 1351 -D3 -~ -door metal~ -1 -1 1352 -S -#1351 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1350 -D2 -~ -~ -0 -1 1353 -D3 -~ -door metal~ -1 -1 1354 -S -#1352 -An empty classroom~ -You are in an empty classroom. Some strange sigils are written on a -blackboard which is floating in the air here. Other than a few desks, -it is bare of furnishings. - The only apparent exit leads back east to the hallway. -~ -0 8 0 -D1 -~ -door metal~ -1 -1 1350 -S -#1353 -A bend in the hallway~ -You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues east and north. -~ -0 8 0 -D0 -~ -~ -0 -1 1351 -D1 -~ -~ -0 -1 1355 -S -#1354 -An empty classroom~ -You are in an apparently empty classroom. A strange feeling of being -watched comes over you, and you hear the faint rustle of robes. - The only apparent exit is back east to the hallway. -~ -0 8 0 -D1 -~ -door metal~ -1 -1 1351 -S -#1355 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A sturdy iron door can be seen to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1356 -D2 -~ -door sturdy iron~ -1 -1 1357 -D3 -~ -~ -0 -1 1353 -S -#1356 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - There is a large oaken door to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1358 -D2 -~ -door large oaken~ -1 -1 1359 -D3 -~ -~ -0 -1 1355 -S -#1357 -The Amphitheater~ -You are in a small amphitheater. Rows of comfortable looking chairs circle -a large podium. The echos of your footsteps seem very loud here. - The only apparent exit leads north to the hallway. -~ -0 8 0 -D0 -~ -door sturdy iron~ -1 -1 1355 -S -#1358 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow providing enough light to see by. - A small door can be seen to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1360 -D2 -~ -door small~ -1 -1 1361 -D3 -~ -~ -0 -1 1356 -S -#1359 -The training room~ -You are in a large training room. It is filled with battle scared manikins -, and many other devices used in the practice of fighting. -~ -0 8 0 -D0 -~ -door~ -1 -1 1356 -S -#1360 -A bend in the hallway~ -You are at a bend in the hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues north and west. -~ -0 8 0 -D0 -~ -~ -0 -1 1362 -D3 -~ -~ -0 -1 1358 -S -#1361 -A dueling room~ -You are in a large room used for duals arcane. The walls, ceiling and -floor all bare the scars of many fiery spells, but still look quite strong -and hold fast. - The only exit leads north to the hallway. -~ -0 8 0 -D0 -~ -door small~ -1 -1 1358 -S -#1362 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A doorway can be seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1363 -D1 -~ -door~ -1 -1 1364 -D2 -~ -~ -0 -1 1360 -S -#1363 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A wooden door can been seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1366 -D1 -~ -door wooden~ -1 -1 1365 -D2 -~ -~ -0 -1 1362 -S -#1364 -The spellmaster's lounge~ -You are in a large comfortable looking lounge. Off duty spell teachers -are here relaxing in their idle time. A large coffee machine is against -the far wall. - The only apparent exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -door wooden~ -1 -1 1362 -S -#1365 -A bedroom~ -You are in a large, plush bedroom. The owner is obviously someone of high -standing in the magical community here. An ice mirror is on one wall, and -a scrying globe sit on a stand in the middle of the room. An enormous bed -can be seen floating about a meter above the floor. - The only exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -door wooden~ -1 -1 1363 -S -#1366 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow providing enough light to see by. - A glass door can be seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1368 -D1 -~ -door glass~ -1 -1 1367 -D2 -~ -~ -0 -1 1363 -S -#1367 -The study~ -You are in a small, well kept study. Ancient tomes are on shelves on the -walls, A huge table sits in the middle of the room, with maps weighted -down upon it. The only light source here comes from an interestingly non- -magical oil lamp. - The only apparent exit leads back west to the hallway. -~ -0 8 0 -D3 -~ -door glass~ -1 -1 1366 -S -#1368 -Below the stairs~ -You are at the end of a long hallway. The walls emit a faint magical glow -which provides enough light to see by. A lesser guardian is here keeping -silent watch on the entrance to the levels above. - Stairs lead up and the hallway continues back south. -~ -0 8 0 -D2 -~ -~ -0 -1 1366 -D4 -~ -~ -0 -1 1369 -S -#1369 -Atop the stairway~ -You are atop a stairway. The halls here look quite a bit less used than -those below. Obviously access to these magic filled corridors is limited -to those of the upper echelon of mages. The walls here emit a faint blue -magical aura which provides some light. - The hallway leads west from here and the stairs go down. -~ -0 8 0 -D3 -~ -~ -0 -1 1370 -D5 -~ -~ -0 -1 1368 -S -#1370 -A hallway~ -You are in a long hallway stretching east and west. The walls here emit -a faint magical energy providing enough light to see by. - There is a thick looking wooden door to the north. -~ -0 8 0 -D0 -~ -door wooden~ -1 -1 1371 -D1 -~ -~ -0 -1 1369 -D3 -~ -~ -0 -1 1372 -S -#1371 -A small office~ -You are in a small office. It looks like a calligrapher's study, there -are quills, inkpots and parchments all about on desks and worktables. -A section to the west seems to be curtained off, but the flicker of a -candle can be seen through the curtain. -~ -0 8 0 -D2 -~ -door wooden~ -1 -1 1370 -D3 -~ -curtain~ -1 -1 1373 -S -#1372 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -~ -0 -1 1370 -D3 -~ -~ -0 -1 1374 -S -#1373 -The master scribe's workshop~ -You are in the workshop of the tower's master scribe. Many half finished -scrolls lay on the writing table in the center of the room. A giant candle -flickering with soft blue flames provides the only light here. - The only apparent exit is the way you came in. -~ -0 8 0 -D1 -~ -curtain~ -1 -1 1371 -S -#1374 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A half closed door can be seen to the north. -~ -0 8 0 -D0 -A dark room can be seen through the half opened door -~ -door wooden~ -1 -1 1375 -D1 -~ -~ -0 -1 1372 -D3 -~ -~ -0 -1 1376 -S -#1375 -A store room~ -You are in a small dark store room. A few common items are stacked upon -the shelves here, but very little looks interesting. -~ -0 9 0 -D2 -~ -door wooden~ -1 -1 1374 -S -#1376 -A bend in the hallway~ -You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues south and east from here. -~ -0 8 0 -D1 -~ -~ -0 -1 1374 -D2 -~ -~ -0 -1 1377 -S -#1377 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - An iron bound door can be seen to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 1376 -D2 -~ -~ -0 -1 1378 -D3 -~ -door iron~ -1 -1 1379 -S -#1378 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - The sharp sound of metal on metal can be heard to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 1377 -D2 -~ -~ -0 -1 1380 -D3 -~ -door iron~ -1 -1 1381 -S -#1379 -A store room~ -You are in a large store room. Bins of ores, minerals and other rare -materials are here along with many neatly stacked piles of precious metals. -A large cabinet with sigils of warding is bolted to one wall. - The ring of metal on metal can be heard to the south. -~ -0 8 0 -D1 -~ -door iron~ -1 -1 1377 -D2 -~ -~ -0 -1 1381 -S -#1380 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1378 -D2 -~ -~ -0 -1 1383 -S -#1381 -A very hot room~ -You are in a very hot room. Against one wall is a large forge, magical -fires crackle within and heavy blue smoke pours into a vent in the ceiling. -A rune-encrusted mithril anvil is in the center of the room, looking well -used. Other tools of metallurgy hang on a rack which floats about three -meters in the air of its own force. -~ -0 8 0 -D0 -~ -~ -1 -1 1379 -D1 -~ -door iron~ -1 -1 1378 -D2 -~ -door ~ -1 -1 1382 -D4 -~ -vent~ -1 -1 1412 -S -#1382 -The master Enchanter's chamber~ -You have entered the master enchanter's chamber. Upon all the walls here -are racks of finely crafted weapons. A huge chest with a glowing lock is -set to one side. Several unfinished looking blades rest atop a small work -table. -~ -0 8 0 -D0 -~ -door~ -1 -1 1381 -S -#1383 -A bend in the hallway~ -You are at a bend in a long hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues north and east. -~ -0 8 0 -D0 -~ -~ -0 -1 1380 -D1 -~ -~ -0 -1 1384 -S -#1384 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A steel door can be seen to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1385 -D2 -~ -door steel~ -1 -1 1386 -D3 -~ -~ -0 -1 1383 -S -#1385 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -~ -0 -1 1387 -D3 -~ -~ -0 -1 1384 -S -#1386 -A laboratory~ -You are in a small laboratory. Many strange instruments, vials, bottles -and some scrawled notes are piled about a workbench. This room is very -untidy, looking almost abandoned, or used by a madman. - The only apparent exits are east and north. -~ -0 8 0 -D0 -~ -door steel~ -1 -1 1384 -D1 -~ -~ -0 -1 1388 -S -#1387 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - You can see a steel door to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1389 -D2 -~ -door steel~ -1 -1 1390 -D3 -~ -~ -0 -1 1385 -S -#1388 -The Mad Alchemist's workroom~ -You are in the workroom of The Mad Alchemist. Bubbling braziers, long -glass tubes and scores of oddly shaped vials and bottles are everywhere. -It is incredibly messy here, crushed glass and other trash litter the floor. - The only apparent exit is the one you entered by. -~ -0 8 0 -D3 -~ -~ -0 -1 1386 -S -#1389 -A bend in the hallway~ -You are at a bend in a long hallway. The walls emit a faint magical glow -which provides enough light to see by. - The hallway continues north and west. -~ -0 8 0 -D0 -~ -~ -0 -1 1391 -D3 -~ -~ -0 -1 1387 -S -#1390 -The pentagram chamber~ -You are in a large room with a five pointed star etched into the floor. -A crackling energy field can be seen to the south, it looks quite dangerous. -~ -0 8 0 -D0 -~ -door steel~ -1 -1 1387 -D2 -The energy field crackles and glows, nothing seems to be beyond. -~ -~ -0 -1 1392 -S -#1391 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A bronze door can be seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1393 -D1 -~ -door bronze~ -1 -1 1394 -D2 -~ -~ -0 -1 1389 -S -#1392 -Inside the Energy Field~ -You feel a stomach twisting sensation as you enter the energy field. -Nice going! You might as well wait here until the wizard who built this -trap comes back to imprison your soul as well as your body. -~ -0 8 0 -D1 -~ -~ -0 0 5113 -D2 -~ -~ -0 0 9141 -D3 -~ -~ -0 0 7428 -D4 -~ -~ -0 0 938 -D5 -~ -~ -0 0 3460 -S -#1393 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A bronze door can be seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1396 -D1 -~ -door bronze~ -1 -1 1395 -D2 -~ -~ -0 -1 1391 -S -#1394 -An empty room~ -You are in an empty room. It is both quiet and comfortable here, it looks -like a safe place to rest. -~ -0 12 0 -D3 -~ -door bronze~ -1 -1 1391 -S -#1395 -The charm master's chamber~ -You are in the chambers of the tower's master of charm. Some straw and -dirt litters the floor here, it looks to have been recently used by wild -animals. - Strange sounds can be heard through the bars to the north. -~ -0 8 0 -D0 -~ -cage bars~ -1 -1 1397 -D3 -~ -door bronze~ -1 -1 1393 -S -#1396 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1398 -D2 -~ -~ -0 -1 1393 -S -#1397 -The animal pens~ -You are in the animal pens. Many caged animals are here looking unhappy. -Obviously they are destined to be enslaved, or used in some cruel magical -experimentation. -~ -0 8 0 -D2 -~ -cage bars~ -1 -1 1395 -S -#1398 -The end of the hallway~ -You are at the end of a long north-south hallway. The walls emit a faint -magical glow which provides enough light to see by. - Stairs here lead up to the next level, and the hallway continues south. -~ -0 8 0 -D2 -~ -~ -0 -1 1396 -D4 -~ -~ -0 -1 1399 -S -#1399 -Atop the stairway~ -You are atop the stairway to the upper levels of the high tower. The walls -emit a faint magical glow which provides enough light to see by. - A hallway leads west from here, and the stairs lead down. -~ -0 8 0 -D3 -~ -~ -0 -1 1400 -D5 -~ -~ -0 -1 1398 -S -#1400 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A silver door can be seen to the north. -~ -0 8 0 -D0 -~ -door silver~ -1 -1 1401 -D1 -~ -~ -0 -1 1399 -D3 -~ -~ -0 -1 1404 -S -#1401 -A store room~ -You are in a large store room. Raw materials are neatly bundled and piled -here and here. Many freshly cut staves rods and wands of different sizes -are here. - You can see a silver door to the west. -~ -0 8 0 -D2 -~ -door silver~ -1 -1 1400 -D3 -~ -door silver~ -1 -1 1402 -S -#1402 -The master spellbinder's chamber~ -You are in the chambers of the master spell binder. Unlike other work -shops of similar nature, this one is without furnishings or tools. The -spell binder obviously needs none for the working of his art. - A silver door can be seen to the west. -~ -0 8 0 -D1 -~ -door silver~ -1 -1 1401 -D3 -~ -door silver~ -1 -1 1403 -S -#1403 -The spellbinder's cache~ -You have discovered the cache of the master spell binder. There are three -very large silver chased cabinets here, other than that, the room is bare. - A silver door can be seen to the south. -~ -0 8 0 -D1 -~ -door silver~ -1 -1 1402 -D2 -~ -door silver~ -1 -1 1405 -S -#1404 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -~ -0 -1 1400 -D3 -~ -~ -0 -1 1405 -S -#1405 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A silver door can be seen to the north. -~ -0 8 0 -D0 -~ -door silver~ -1 -1 1403 -D1 -~ -~ -0 -1 1404 -D3 -~ -~ -0 -1 1406 -S -#1406 -A bend in the hallway~ -You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues east and south. -~ -0 8 0 -D1 -~ -~ -0 -1 1405 -D2 -~ -~ -0 -1 1407 -S -#1407 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1406 -D2 -~ -~ -0 -1 1408 -S -#1408 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A rusty old door can be seen to the west. -~ -0 8 0 -D0 -~ -~ -0 -1 1407 -D2 -~ -~ -0 -1 1413 -D3 -~ -door rusty~ -1 -1 1409 -S -#1409 -The golem master's workshop~ -You are in the golem master's workshop. A few unfinished looking humanoid -forms of different make are here, some moving, some not. The animated forms -lunge to attack you. -~ -0 8 0 -D0 -~ -~ -0 -1 1410 -D1 -~ -door rusty~ -1 -1 1408 -D2 -~ -~ -0 -1 1411 -D5 -~ -trapdoor~ -1 -1 1412 -S -#1410 -A store room~ -You are in a small store room. Large chunks of clay, stone, wood and many -other raw materials are here. -~ -0 8 0 -D2 -~ -~ -0 -1 1409 -S -#1411 -The golem chamber~ -You are in the golem chamber. Golems made of every imaginable material -are here, ranging in size from a hand-span to nearly the ceiling. They all -seem to be sleeping. -~ -0 8 0 -D0 -~ -~ -0 -1 1409 -S -#1412 -It is very dark here...~ -It is very dark here... -~ -0 9 0 -D4 -~ -trapdoor~ -1 -1 1409 -D5 -~ -vent~ -1 -1 1381 -S -#1413 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1408 -D2 -~ -~ -0 -1 1414 -S -#1414 -A bend in the hallway~ -You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues north and east from here. -~ -0 8 0 -D0 -~ -~ -0 -1 1413 -D1 -~ -~ -0 -1 1415 -S -#1415 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D1 -~ -~ -0 -1 1416 -D3 -~ -~ -0 -1 1414 -S -#1416 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - An emerald door can be seen to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1419 -D2 -~ -door emerald~ -1 -1 1417 -D3 -~ -~ -0 -1 1415 -S -#1417 -The master of illusion's chamber~ -You are in the chamber of the master of illusions. The walls here are -every changing in color and texture, as if they were reforming before your -very eyes. Many splendorous treasures lie all around in heaps and piles, or -at least they seem to be treasures... -~ -0 8 0 -D0 -~ -door emerald~ -1 -1 1416 -D3 -~ -~ -0 -1 1418 -S -#1418 -A bedroom~ -You are in the bedroom of the master of illusions. Strange looking items -and artifacts float here and there in the air. The ripples of strong magic -can be felt everywhere. - The room seems much larger than it looks... -~ -0 8 0 -D0 -~ -~ -0 -1 -1 -D1 -~ -~ -0 -1 1417 -D3 -~ -~ -0 -1 -1 -D2 -~ -~ -0 -1 -1 -S -#1419 -A hallway~ -You are in a long hallway leading east and west. The walls emit a faint -magical glow which provides enough light to see by. - A glass door can be seen to the south. -~ -0 8 0 -D1 -~ -~ -0 -1 1421 -D2 -~ -door glass~ -1 -1 1420 -D3 -~ -~ -0 -1 1416 -S -#1420 -The meditation chamber~ -You are in a meditation chamber. It is very silent here, in fact you -can not even hear your own footsteps. - You feel very peaceful. -~ -0 524 0 -D0 -~ -door glass~ -1 -1 1419 -S -#1421 -A bend in the hallway~ -You are at a bend in the long hallway. The walls emit a faint magical -glow which provides enough light to see by. - The hallway continues north and west from here. -~ -0 8 0 -D0 -~ -~ -0 -1 1422 -D3 -~ -~ -0 -1 1419 -S -#1422 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. - A blackened door can be seen to the east. -~ -0 8 0 -D0 -~ -~ -0 -1 1426 -D1 -~ -door black~ -1 -1 1423 -D2 -~ -~ -0 -1 1421 -S -#1423 -A dark room~ -You are in a large dark room. The air here seems quite stale, and a sense -of extreme dread comes over you. The stench of rotten flesh seems to be -wafting in from the open doorway to the north. -~ -0 9 0 -D0 -~ -~ -0 -1 1424 -D3 -~ -door black~ -1 -1 1422 -S -#1424 -A dark room~ -You are in a large dark room. The stench here makes you gag and wretch. -There are body parts and half rotted corpses strewn about with complete -abandon. Several operating tables with still forms that resemble nothing -you've ever seen alive are here. - Tortured screams can be heard from the north. -~ -0 9 0 -D0 -Upon gazing northwards, you are filled with deep dread -~ -~ -0 -1 1425 -D2 -~ -~ -0 -1 1423 -S -#1425 -The Necromancer's Lair~ -You are in the lair of the evil Necromancer. Undead minions of all types, -human and otherwise stand here waiting to do their master's bidding. Some -glowing arcane sigils have been etched into walls and floor, no doubt to -protect the evil master from his own ungodly creations. -~ -0 9 0 -D2 -~ -~ -0 -1 1424 -S -#1426 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1427 -D2 -~ -~ -0 -1 1422 -S -#1427 -A hallway~ -You are in a long hallway leading north and south. The walls emit a faint -magical glow which provides enough light to see by. -~ -0 8 0 -D0 -~ -~ -0 -1 1428 -D2 -~ -~ -0 -1 1426 -S -#1428 -The end of the hallway~ -You are at the end of a long hallway. The walls here glow with a faint -magical energy which provides plenty of light. - Stairs lead up to the next level here and the hallway continues south. -~ -0 8 0 -D2 -~ -~ -0 -1 1427 -D4 -~ -~ -0 -1 1429 -S -#1429 -A corridor~ -You are at the east end of a long corridor. Obsidian walls engraved with -ancient runes of power stretch out before you. Magical energies seem to -crackle with power all around and whisper in tongues long forgotten, almost -as if the corridor it self were alive. -~ -0 8 0 -D3 -~ -~ -0 -1 1430 -D5 -~ -~ -0 -1 1428 -S -#1430 -A corridor~ -You are in a long corridor. Obsidian walls engraved with ancient runes -of power stretch out before you. Magical energies seem to crackle with -power all around and whisper in tongues long forgotten, almost as if the -corridor itself were alive. -~ -0 8 0 -D1 -~ -~ -0 -1 1429 -D3 -~ -~ -0 -1 1431 -S -#1431 -A bend in the corridor~ -You are at a bend in the long corridor. Obsidian walls engraved with -ancient runes of power stretch out before you. Magical energies seem to -crackle with power all around and whisper in tongues long forgotten, almost -as if the corridor itself were alive. -~ -0 8 0 -D1 -~ -~ -0 -1 1430 -D2 -~ -~ -0 -1 1432 -S -#1432 -A corridor~ -You are in a long corridor leading north and south. Obsidian walls -engraved with ancient runes of power stretch out before you. Magical -energies seem to crackle with power all around and whisper in tongues -long forgotten, almost as if the corridor itself were alive. -~ -0 8 0 -D0 -~ -~ -0 -1 1431 -D2 -~ -~ -0 -1 1433 -S -#1433 -An intersection~ -You are at an intersection in the corridor. The obsidian walled halls -lead off in every direction from here, pulsing with the power of their -ancient runes. -~ -0 8 0 -D0 -~ -~ -0 -1 1432 -D1 -~ -~ -0 -1 1434 -D2 -~ -~ -0 -1 1446 -D3 -~ -~ -0 -1 1436 -S -#1434 -A corridor~ -You are at the end of a long corridor. Obsidian walls engraved with -ancient runes of power stretch out before you. A darkened door is to the -east. Tendrils of mist cling to the floor here, they seem to be seeping -from under the door. -~ -0 8 0 -D1 -~ -door black~ -1 -1 1435 -D3 -~ -~ -0 -1 1433 -S -#1435 -The scrying chamber~ -You are in the scrying chamber of the high tower of sorcerery. It is here -that arcane rituals are performed to enable those of the art to look in -upon denizens throughout the world and spy out their darkest secrets. - A huge black cauldron is in the center of the room, bubbling and gurgling, -it pours forth a constant stream of smokey fog into the air about you. Here -and there on stands of different sizes are crystal balls and oddly shaped -mirrors. -~ -0 9 0 -D3 -~ -door black~ -1 -1 1434 -S -#1436 -A corridor~ -You have reached an end in the long corridor. Obsidian walls engraved -with ancient runes of power stretch out before you. The sound of snoring -can barely be heard through the door to the west. -~ -0 8 0 -D1 -~ -~ -0 -1 1433 -D3 -~ -door wooden~ -1 -1 1437 -S -#1437 -The entrance to the library~ -You are in the entrance to the great library of magic. A giant desk is -here, covered with books parchments and scrolls. Long shelves loaded with -row upon row of books stretch out in every direction as far as the eye can -see. -~ -0 8 0 -D0 -~ -~ -0 -1 1439 -D1 -~ -~ -0 -1 1436 -D2 -All you can see are books -~ -~ -0 -1 1440 -D3 -All you can see are books -~ -~ -0 -1 1438 -S -#1438 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D0 -~ -~ -0 -1 1441 -D1 -~ -~ -0 -1 1437 -D2 -~ -~ -0 -1 1442 -D3 -~ -~ -0 -1 1443 -S -#1439 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D0 -~ -~ -0 -1 1440 -D1 -~ -~ -0 -1 1442 -D2 -~ -~ -0 -1 1437 -D3 -~ -~ -0 -1 1441 -S -#1440 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D0 -~ -~ -0 -1 1437 -D1 -~ -~ -0 -1 1441 -D2 -~ -~ -0 -1 1439 -D3 -~ -~ -0 -1 1442 -S -#1441 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D0 -~ -~ -0 -1 1442 -D1 -~ -~ -0 -1 1439 -D2 -~ -~ -0 -1 1438 -D3 -~ -~ -0 -1 1440 -S -#1442 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D0 -~ -~ -0 -1 1438 -D1 -~ -~ -0 -1 1440 -D2 -~ -~ -0 -1 1441 -D3 -~ -~ -0 -1 1439 -S -#1443 -In the library~ -You are in the great library of magic. A strong musty smell permeates the -entire area. Upon shelves which float just out of reach are hundreds of -books, tomes and scrolls of every possible shape size and color. The elusive -books seem to wink in and out of existence before your untrained eyes. - It is very quiet here. -~ -0 8 0 -D1 -~ -~ -0 -1 1438 -D3 -~ -~ -0 -1 1444 -S -#1444 -Between the shelves~ -You are in the great library of magic. The shelves seem uncomfortably -close here, you can barely maneuver between them. The musty smell is still -strong, and the elusive books still hover just out of reach. - A faint flicker of light can barely be made out to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 1445 -D1 -~ -~ -0 -1 1443 -S -#1445 -The reading room~ -You are in a small room completely devoid of furnishings. The only thing -here is an enormous tome, lying face open on the floor. The great book looks -both heavy and ancient. Its jewel encrusted bindings are well worn as the -bark of a tree. Spidery writings seem to crawls across the pages, totally -incomprehensible to your mortal eye. Something seems to be wedged between -the pages. -~ -0 8 0 -D2 -~ -~ -0 -1 1444 -S -#1446 -A corridor~ -You are in a long corridor leading north and south. Obsidian walls -engraved with ancient runes of power stretch out before you. Magical -energies seem to crackle with power all around and whisper in tongues -long forgotten, almost as if the corridor itself were alive. -~ -0 8 0 -D0 -~ -~ -0 -1 1433 -D2 -~ -~ -0 -1 1447 -S -#1447 -The end of the corridor~ -You are at the end of a long corridor. The obsidian walls come to an -abrupt halt at the edge of a golden archway here. The hum of power is so -strong it nearly numbs your body. - The archway lies before you, glowing and pulsing with energy. -~ -0 8 0 -D0 -~ -~ -0 -1 1446 -D2 -~ -~ -0 -1 1448 -S -#1448 -The arched entrance~ -You feel a slight tingle as you pass through the archway, as if the living -magical energies here had infused your body, found it wanting and left. The -intense glow from the arch above you is almost blinding. Through the light -you can barely make out a stairway leading up. -~ -0 8 0 -D0 -~ -~ -0 -1 1447 -D4 -~ -~ -0 -1 1449 -S -#1449 -The landing~ -You are on a small landing in the middle of a long stairway leading up. -Your senses seem dulled here, no sound or smell can be detected at all, and -the only thing you can see in any direction is endless stairway. -~ -0 8 0 -D5 -~ -~ -0 -1 1448 -D4 -~ -~ -0 -1 1450 -S -#1450 -An intersection~ -You are at an intersection of several hallways. You feel as if strange -mystical forces are pushing and pulling at each other from all around you. -The sensation of being trapped, in the middle is almost tangible in the air -here. - A grey tiled hallway leads south, black tiled east, white tiled west, and -a multi-colored hallway swirling with patterns that remain just barely -unrecognizable is to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 1473 -D1 -~ -~ -0 -1 1458 -D2 -~ -~ -0 -1 1451 -D3 -~ -~ -0 -1 1465 -D5 -~ -~ -0 -1 1449 -S -#1451 -A grey tiled hallway~ -You are in a grey tiled hallway leading north and south. Dim balls of -energy float here and there shedding a warm light, and showing the way. -A feeling of peace and balance comes over you. -~ -0 8 0 -D0 -~ -~ -0 -1 1450 -D2 -~ -~ -0 -1 1452 -S -#1452 -A grey tiled hallway~ -You are in a grey tiled hallway leading north and south. Dim balls of -energy float here and there shedding a warm light, and showing the way. -A feeling of peace and balance comes over you. - Large grey metal double doors can be seen to the south. -~ -0 8 0 -D0 -~ -~ -0 -1 1451 -D2 -~ -door grey~ -1 -1 1453 -S -#1453 -The antechamber~ -You are in the antechamber of the master magician of the grey light. A -feeling of strong magic floats in the air about you, almost as if you could -taste the power held within these walls. - Once your eyes adjust to the semi-light, you can make out a larger room -to the south. -~ -0 8 0 -D0 -~ -door grey~ -1 -1 1452 -D2 -~ -~ -0 -1 1454 -S -#1454 -The main chamber~ -A feeling of tranquility comes over you as you enter the main chamber of -neutrality. Some artifacts are hung on the walls here, or set on stands. -The room in general looks both comfortable and official. Probably where the -master of neutrality holds audience. -~ -0 8 0 -D0 -~ -~ -0 -1 1453 -D1 -~ -~ -0 -1 1456 -D2 -~ -~ -0 -1 1457 -D3 -~ -~ -0 -1 1455 -S -#1455 -The study~ -You are in a large study. Shelves filled with many books or arcane -knowledge are on every wall. A large oaken desk is in the center, with -many parchments and scrolls on it. The most notable thing in the room is -a small set of scales, which floats about eye level. In perfect balance, -the scales are no doubt a sign of the master's neutrality. -~ -0 8 0 -D1 -~ -~ -0 -1 1454 -S -#1456 -A closet~ -You are in a small closet. It is filled with many cloaks, and some other -apparel. -~ -0 9 0 -D3 -~ -~ -0 -1 1454 -S -#1457 -A bedroom~ -You are in the bedroom of the master magician of neutrality. Curtained -windows can be seen on the south wall. A large comfortable looking bed -takes up most of the room. -~ -0 8 0 -D0 -~ -~ -0 -1 1454 -S -#1458 -A dark hallway~ -You are in a long dark hallway leading east and west. Not much can be -seen in the unnatural darkness here, but you get a deep sense of dread -the further you go. -~ -0 9 0 -D3 -~ -~ -0 -1 1450 -D1 -~ -~ -0 -1 1459 -S -#1459 -A dark hallway~ -You are in a long dark hallway leading east and west. Not much can be -seen in the unnatural darkness here, but you get a deep sense of dread -the further you go. -~ -0 9 0 -D1 -~ -~ -0 -1 1460 -D3 -~ -~ -0 -1 1458 -S -#1460 -The end of the hallway~ -You are at the end of a long dark hallway. The darkness here is almost -tangible in its thickness. A deep sense of fear and loathing comes over -you. - A pair of obsidian doors can be seen to the east. -~ -0 9 0 -D1 -~ -door obsidian~ -1 -1 1461 -D3 -~ -~ -0 -1 1459 -S -#1461 -The chamber of darkness~ -You are in a vast chamber. The walls fade into darkness, leaving you -with a very vague idea of the actual size of the room. Swirling here and -there in the dark, are patches of pure black which seem to suck in your -light and leave it that much darker here. -~ -0 9 0 -D0 -~ -~ -0 -1 1462 -D2 -~ -~ -0 -1 1463 -D1 -~ -~ -0 -1 1464 -D3 -~ -door obsidian~ -1 -1 1460 -S -#1462 -It is very dark here...~ -It is very dark here... -~ -0 9 0 -D2 -~ -~ -0 -1 1461 -S -#1463 -Torture chamber~ -You are in an ill lit chamber. Instruments of torture hang from a rack -on the wall, they seem to quiver with anticipation of a victim as if they -had a mind of their own. An operating table is here, though it is bare. - An extreme feeling of evil permeates the entire area. -~ -0 9 0 -D0 -~ -~ -0 -1 1461 -S -#1464 -The inner chamber~ -You are in a small dark chamber. Upon the walls are glowing sigils of -dark power, scrawled and traced in an evil language no longer known to most -of this plane of existence. There is an obsidian altar here which seems to -glow, but does not shed any light, in fact it seems to be taking light in. -~ -0 9 0 -D3 -~ -~ -0 -1 1461 -S -#1465 -A bright hallway~ -You are in a long well lit hallway leading east and west. The walls here -are a milky white color, and glow with a warm luminescence, as does the -floor. A feeling of goodness permeates the area, and you feel unworthy to -tread upon these sacred floors. -~ -0 8 0 -D1 -~ -~ -0 -1 1450 -D3 -~ -~ -0 -1 1466 -S -#1466 -A bright hallway~ -You are in a long well lit hallway leading east and west. The walls here -are a milky white color, and glow with a warm luminescence, as does the -floor. A feeling of goodness permeates the area, and you feel unworthy to -tread upon these sacred floors. - A huge set of double doors in finely worked ivory can be seen to the west. -~ -0 8 0 -D1 -~ -~ -0 -1 1465 -D3 -~ -door ivory~ -1 -1 1467 -S -#1467 -An antechamber~ -You are in a small antechamber. It is well lit here, though the source -of light cannot be seen. It is almost as if the room itself exudes a warm -glow of goodness. A larger chamber can be seen to the west, but you do not -feel worthy to pass into it. -~ -0 8 0 -D1 -~ -door ivory~ -1 -1 1466 -D3 -~ -~ -0 -1 1469 -S -#1469 -The chamber of the white light~ -You are in a vast chamber, its walls floor and ceiling are of an unknown -metallic material, the brightest white, almost blindingly stark. A flickering -flame is in the center of the room, seeming to feed off of darkness and -cleansing the room of any evil. You feel a slight tug at your being as the -flame flickers towards you. -~ -0 0 0 -D0 -~ -~ -0 -1 1470 -D2 -~ -~ -0 -1 1471 -D1 -~ -~ -0 -1 1467 -D3 -~ -~ -0 -1 1472 -S -#1470 -The meditation chamber~ -You are in a small meditation chamber. White silk cushions are everywhere, -looking very comfortable. You get an easy peaceful feeling of relaxation -here, almost making you want to lie down and fall asleep. -~ -0 8 0 -D2 -~ -~ -0 -1 1469 -S -#1471 -A study~ -You are in a spacious study. It is extremely tidy here, to an almost -antiseptic nature. One would wonder how anyone could study without a -mess all around them, the master of this chamber obviously can. -~ -0 8 0 -D0 -~ -~ -0 -1 1469 -S -#1472 -A closet~ -You are in a small closet. Cloaks and vests hang from hooks in the wall, -and a few old boots are all that can be seen here. Rather featureless. -~ -0 9 0 -D1 -~ -~ -0 -1 1469 -S -#1473 -A wide hallway~ -You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge grey metal door blocks the way north, it looks quite sturdy. -~ -0 8 0 -D0 -~ -door metal grey~ -33 1473 1474 -D2 -~ -~ -0 -1 1450 -S -#1474 -A wide hallway~ -You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge black obsidian door blocks the way north, it looks quite sturdy. -~ -0 8 0 -D0 -~ -door obsidian black~ -33 1474 1475 -D2 -~ -door metal grey~ -33 1473 1473 -S -#1475 -A wide hallway~ -You are in a large hallway, wide enough to accommodate several people -standing abreast. The floor here is a swirl of multicolored patterns, in -constant motion. - A huge white ivory door blocks the way north, it looks quite sturdy. -~ -0 8 0 -D0 -~ -door ivory white~ -33 1475 1476 -D2 -~ -door obsidian black~ -33 1474 1474 -S -#1476 -The entranceway~ -You are at the entrance to the audience chamber of the grand master of -magic. Beautiful tapestries displaying the ancient masters of lore are on -the walls, and the floor is covered with a plush multicolored carpet, which -seems to rustle and move at the touch of your boots. -~ -0 8 0 -D0 -~ -~ -0 -1 1477 -D2 -~ -door white ivory~ -33 1475 1475 -S -#1477 -The audience chamber~ -You are in a large chamber. Small bolts of energy leap from wall to wall, -crackling with power. The floor is a swirl of indeterminable colors and -patterns ever changing. Bright bursts of color seem to explode into the air -and fade again at random times. All this splendor plays about and draws -attention to a large throne in the center of the room, it seems to be cut -from a single enormous emerald. -~ -0 8 0 -D0 -~ -~ -0 -1 1480 -D1 -~ -~ -0 -1 1478 -D2 -~ -~ -0 -1 1476 -D3 -~ -~ -0 -1 1479 -E -throne~ -The giant emerald is flawless, and must be incredibly valuable. -~ -S -#1478 -A dressing room~ -You are in a plush dressing room. Fine garments of many styles and some -outlandish colors hang from a rack suspended in mid air at eye level. The -only other interesting feature in the room is a large silver mirror on a -finely crafted gold stand. -~ -0 8 0 -D3 -~ -~ -0 -1 1477 -S -#1479 -The library~ -You are in a small cozy looking library. A few well made books sit atop -shelves which span every wall. A large oaken writing table is in the center -of the room with odd papers and parchments on it. The illumination here, -to your surprise is a quite un-magical oil lamp. -~ -0 8 0 -D1 -~ -~ -0 -1 1477 -S -#1480 -The altar~ -You are in a small chapel designed around a beautifully crafted golden -altar. Many icons to lesser deities line the room, but it is obvious by one -glance at the symbols on the altar, that this room was designed for the -worship of Mystra, the goddess of magic. -~ -0 8 0 -D1 -~ -door secret~ -1 -1 1481 -D2 -~ -~ -0 -1 1477 -D3 -~ -door secret~ -1 -1 1482 -S -#1481 -The treasury~ -You are in a small chamber, the stale air here is testament to the fact -that it has gone undisturbed for many years. -~ -0 8 0 -D3 -~ -door secret~ -1 -1 1480 -S -#1482 -A passage~ -You are in a small dark passage, which would be unremarkable if not for -the fact that it ends in a blinding blue light to the west. On hooks set -into the wall here there hang several travel worthy cloaks, and a small -leather backpack. It looks as if someone has prepared this room to be used -in the event speedy of a evacuation. -~ -0 9 0 -D3 -~ -~ -0 -1 1483 -S -#1483 -In the light~ -You seem to be floating in a magical energy field, though you cannot see -the source of the energy, you can feel its power pushing at you from all -sides, completely negating the effects of gravity. - An imperfection in the uniform blue can be seen overhead, it might be an -exit. -~ -0 8 0 -D4 -~ -~ -0 -1 3001 -S -#1499 -Skylar's Hideout~ -You are in a small, very messy room. An unmade bed is against one wall, and -books and papers cover every available flat surface. Empty beer cans lie here -and there, discarded with total abandon. A few over full ashtrays can be seen -on a desk. -~ -0 524 0 -D5 -You can see mortals pitifully begging for help below. -~ -~ -0 -1 -1 -S -#0 - - -#RESETS -R 0 1301 4 -R 0 1302 4 -M 0 1300 6 1302 -R 0 1303 4 -R 0 1304 4 -M 0 1300 6 1304 -R 0 1305 4 -R 0 1306 4 -M 0 1300 6 1306 -R 0 1307 4 -M 0 1302 1 1307 -R 0 1308 4 -M 0 1300 6 1308 -R 0 1309 4 -M 0 1300 6 1311 -M 0 1301 1 1311 -M 0 1303 1 1312 -M 0 1304 7 1313 -M 0 1304 7 1314 -M 0 1304 7 1314 -M 0 1304 7 1315 -M 0 1304 7 1316 -D 0 1316 3 1 -D 0 1317 5 1 -M 0 1304 7 1318 -M 0 1305 1 1318 -G 1 1351 100 -G 1 1352 100 -M 0 1304 7 1319 -M 0 1306 1 1319 -O 0 1301 1 1320 -P 1 1304 20 1301 -O 0 1302 1 1320 -P 1 1305 1 1302 -P 1 1306 1 1302 -M 0 1307 1 1320 -E 1 1355 2 16 -M 0 1308 1 1320 -D 0 1320 1 1 -D 0 1321 4 1 -D 0 1323 0 2 -M 0 1309 1 1327 -E 1 1356 1 14 -D 0 1327 2 2 -M 0 1310 1 1328 -E 1 1323 1 17 -D 0 1330 0 1 -D 0 1330 2 1 -D 0 1331 0 1 -D 0 1331 1 1 -D 0 1331 2 1 -D 0 1332 2 1 -M 0 1311 2 1333 -M 0 1311 2 1333 -O 0 1307 2 1333 -O 0 1307 2 1333 -D 0 1333 0 1 -D 0 1334 1 1 -D 0 1334 2 1 -M 0 1312 10 1335 -M 0 1312 10 1335 -M 0 1312 10 1335 -M 0 1312 10 1335 -M 0 1313 7 1335 -D 0 1335 0 1 -D 0 1336 3 1 -M 0 1314 1 1337 -D 0 1337 3 1 -D 0 1338 1 1 -D 0 1339 3 1 -M 0 1312 10 1340 -D 0 1340 0 1 -M 0 1315 3 1342 -M 0 1316 3 1342 -M 0 1317 3 1342 -D 0 1342 2 1 -D 0 1343 0 1 -M 0 1315 3 1344 -M 0 1316 3 1344 -M 0 1317 3 1344 -D 0 1344 2 1 -M 0 1318 3 1345 -M 0 1318 3 1345 -M 0 1318 3 1345 -M 0 1319 1 1345 -D 0 1345 0 1 -D 0 1346 2 1 -D 0 1348 3 1 -M 0 1320 4 1349 -M 0 1320 4 1349 -M 0 1320 4 1349 -M 0 1320 4 1349 -M 0 1321 1 1349 -D 0 1349 1 1 -D 0 1350 3 1 -D 0 1351 3 1 -D 0 1352 1 1 -M 0 1322 4 1354 -M 0 1322 4 1354 -M 0 1322 4 1354 -M 0 1322 4 1354 -M 0 1323 1 1354 -D 0 1354 1 1 -D 0 1355 2 1 -D 0 1356 2 1 -M 0 1324 3 1357 -M 0 1324 3 1357 -M 0 1324 3 1357 -M 0 1325 1 1357 -D 0 1357 0 1 -D 0 1358 2 1 -M 0 1326 3 1359 -E 1 1357 6 16 -M 0 1326 3 1359 -E 1 1357 6 16 -M 0 1326 3 1359 -E 1 1357 6 16 -M 0 1327 1 1359 -E 1 1357 6 17 -D 0 1359 0 1 -D 0 1361 0 1 -D 0 1362 1 1 -D 0 1363 1 1 -M 0 1328 2 1364 -D 0 1364 3 1 -M 0 1329 1 1365 -D 0 1365 3 1 -D 0 1366 1 1 -M 0 1330 1 1367 -D 0 1367 3 1 -M 0 1312 10 1368 -M 0 1339 4 1368 -D 0 1370 0 1 -M 0 1331 2 1371 -M 0 1331 2 1371 -D 0 1371 2 1 -D 0 1371 3 1 -M 0 1332 1 1373 -G 1 1359 2 -G 1 1360 2 -G 1 1361 1 -M 0 1333 1 1373 -G 1 1362 3 -D 0 1373 1 1 -D 0 1374 0 1 -M 0 1313 5 1375 -D 0 1375 2 1 -D 0 1377 3 1 -D 0 1378 3 1 -O 0 1310 1 1379 -O 0 1311 1 1379 -O 0 1312 1 1379 -O 0 1313 1 1379 -D 0 1379 1 1 -O 0 1314 1 1381 -D 0 1381 2 1 -D 0 1381 1 1 -D 0 1381 4 1 -O 0 1315 1 1382 -P 1 1317 1 1315 -P 1 1318 1 1315 -P 1 1319 1 1315 -M 0 1334 1 1382 -E 1 1316 1 17 -G 1 1363 1 -M 0 1335 1 1382 -D 0 1382 0 1 -D 0 1384 2 1 -D 0 1386 0 1 -D 0 1387 2 1 -M 0 1336 1 1388 -E 1 1364 5 17 -M 0 1337 1 1390 -E 1 1371 2 17 -D 0 1390 0 1 -D 0 1391 1 1 -R 0 1392 6 -D 0 1394 3 1 -M 0 1338 1 1395 -E 1 1372 1 17 -G 1 1373 1 -D 0 1395 0 1 -D 0 1395 3 1 -D 0 1397 2 1 -M 0 1339 4 1398 -M 0 1339 4 1398 -M 0 1313 4 1400 -D 0 1400 0 1 -O 0 1320 1 1401 -D 0 1401 2 1 -D 0 1401 3 1 -M 0 1340 1 1402 -E 1 1325 1 17 -E 1 1374 2 13 -D 0 1402 1 1 -D 0 1402 3 1 -O 0 1321 1 1403 -P 1 1326 1 1321 -P 1 1327 1 1321 -O 0 1322 1 1403 -P 1 1328 1 1322 -P 1 1329 1 1322 -P 1 1330 1 1322 -D 0 1403 1 1 -D 0 1403 2 1 -D 0 1405 0 1 -D 0 1408 3 1 -M 0 1341 1 1409 -E 1 1376 2 17 -M 0 1342 1 1409 -M 0 1345 2 1409 -D 0 1409 1 1 -D 0 1409 5 1 -M 0 1343 1 1411 -M 0 1344 1 1411 -M 0 1346 1 1411 -M 0 1347 1 1411 -D 0 1412 4 1 -D 0 1412 5 1 -D 0 1416 2 1 -M 0 1348 1 1417 -E 1 1377 3 13 -D 0 1417 0 1 -D 0 1419 2 1 -D 0 1420 0 1 -D 0 1422 1 1 -D 0 1423 3 1 -M 0 1349 1 1425 -E 1 1379 2 3 -E 1 1380 2 17 -M 0 1350 4 1425 -M 0 1350 4 1425 -M 0 1351 1 1425 -E 1 1381 1 16 -M 0 1339 5 1428 -M 0 1339 5 1428 -M 0 1312 10 1430 -M 0 1313 5 1433 -D 0 1434 1 1 -M 0 1352 3 1435 -M 0 1352 3 1435 -M 0 1352 3 1435 -O 0 1331 1 1435 -P 1 1332 1 1331 -P 1 1333 1 1331 -D 0 1435 3 1 -M 0 1353 1 1437 -O 0 1334 1 1445 -P 1 1335 1 1334 -M 0 1313 5 1449 -D 0 1452 2 1 -M 0 1354 1 1453 -E 1 1382 1 12 -E 1 1384 1 14 -D 0 1453 0 1 -M 0 1355 1 1454 -M 0 1356 1 1454 -E 1 1383 1 3 -E 1 1385 1 16 -E 1 1386 1 17 -D 0 1460 1 1 -M 0 1357 1 1461 -E 1 1387 1 12 -E 1 1388 1 14 -D 0 1461 3 1 -M 0 1358 1 1464 -M 0 1359 1 1464 -E 1 1389 1 3 -E 1 1390 1 16 -E 1 1386 1 17 -D 0 1466 3 1 -M 0 1360 1 1467 -E 1 1391 1 12 -E 1 1392 1 14 -D 0 1467 1 1 -M 0 1361 1 1469 -M 0 1362 1 1469 -E 1 1393 1 3 -E 1 1394 1 16 -E 1 1386 1 17 -D 0 1473 0 1 -D 0 1474 0 1 -D 0 1474 2 1 -D 0 1475 0 1 -D 0 1475 2 1 -D 0 1476 2 1 -M 0 1363 1 1477 -E 1 1395 1 3 -M 0 1364 1 1477 -E 1 1401 2 5 -E 1 1397 1 1 -E 1 1398 1 14 -E 1 1399 1 17 -E 1 1400 1 16 -G 1 1339 1 -O 0 1336 1 1480 -P 1 1337 1 1336 -D 0 1480 1 1 -D 0 1480 3 1 -O 0 1338 1 1481 -P 1 1340 1 1338 -D 0 1481 3 1 -O 0 1341 1 1482 -O 0 1342 1 1482 -O 0 1343 1 1482 -O 0 1345 1 1482 -P 1 1344 1 1345 -O 0 1401 2 1499 -O 0 1402 1 1499 -P 1 1403 1 1402 -P 1 1404 1 1402 -S - - -#SHOPS - 1305 17 19 0 0 0 210 50 0 23 ; Strick the bartender - 1306 2 3 4 10 21 250 30 0 23 ; Tatorious -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1300 spec_cast_undead -M 1301 spec_cast_cleric -M 1304 spec_cast_mage -M 1306 spec_cast_mage -M 1307 spec_cast_mage -M 1308 spec_cast_mage -M 1309 spec_cast_mage -M 1310 spec_cast_mage -M 1311 spec_thief -M 1312 spec_cast_undead -M 1313 spec_cast_undead -M 1314 spec_cast_mage -M 1315 spec_cast_mage -M 1316 spec_cast_mage -M 1317 spec_cast_mage -M 1318 spec_cast_mage -M 1320 spec_cast_mage -M 1321 spec_cast_mage -M 1322 spec_cast_mage -M 1323 spec_cast_mage -M 1324 spec_cast_mage -M 1325 spec_cast_mage -M 1326 spec_cast_mage -M 1327 spec_cast_mage -M 1328 spec_cast_mage -M 1329 spec_cast_mage -M 1330 spec_cast_mage -M 1331 spec_cast_mage -M 1332 spec_cast_mage -M 1333 spec_cast_mage -M 1334 spec_cast_mage -M 1336 spec_cast_mage -M 1337 spec_cast_mage -M 1338 spec_cast_mage -M 1340 spec_cast_mage -M 1341 spec_cast_mage -M 1348 spec_cast_mage -M 1349 spec_cast_mage -M 1350 spec_cast_undead -M 1351 spec_cast_undead -M 1352 spec_cast_mage -M 1353 spec_cast_mage -M 1354 spec_cast_mage -M 1355 spec_cast_mage -M 1356 spec_cast_mage -M 1357 spec_cast_mage -M 1358 spec_cast_mage -M 1359 spec_cast_mage -M 1360 spec_cast_mage -M 1361 spec_cast_mage -M 1362 spec_cast_mage -M 1363 spec_cast_mage -M 1364 spec_cast_mage -M 1365 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/hochenya.are b/data/realm/areas_smaug1.4a/hochenya.are deleted file mode 100644 index 3360507..0000000 --- a/data/realm/areas_smaug1.4a/hochenya.are +++ /dev/null @@ -1,5197 +0,0 @@ -#AREA The Usurpers of Hochenyana~ - - - -#AUTHOR Rolindar~ - -#RANGES -20 35 0 65 -$ - -#RESETMSG The silence of this normally bustling village is unnerving...~ - -#FLAGS -0 10 - -#ECONOMY 0 19607534 - -#MOBILES -#11201 -umber hulk~ -an umber hulk~ -A massive, purple skinned beast with multiple eyes and huge tusks lurks here. -~ -These powerfully built creatures are feared foes of any subterranean -dwellers, for their muscular arms and huge tusks are capable of rending -many creatures in seconds. To find them so boldly outside their natural -habitat is bad for two reasons; one, it means all regular methods of -monster control have collapsed, making this a perilous place indeed to -be. And secondly, umber hulks are usually found outside of their lairs -only as lackeys of more powerful evil creatures such as Illithids and -Beholders. And if either of those fell creatures is about you could be -in serious trouble indeed... -~ -35 552 -600 C -28 0 -50 0d0+0 0d0+0 -1000 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 2 -0 0 2360366 3150096 0 0 1048707 2 -#11202 -illithid mage~ -an illithid mage~ -A purple skinned illithid clad in the robes of a mage stands here. -~ -Three illithid mages assist the beholder mage xyrtog in his insidious -schemes. One of them is usually away, recruiting new slaves or similar, -while the other two work here on ways to increase the sphere of the -ensorcellment's influence. And they are in a state of excitement, as -they have finally succeeded. -~ -99 6300200 -600 C -30 0 0 0d0+0 0d0+0 -125000 0 -8 8 1 -13 25 13 22 13 3 3 -0 0 0 0 -20 -10 0 0 0 8193 8192 0 -0 0 271935 16 1055759 0 1107296259 10242 -> greet_prog 50~ -if isimmort($n) -else -mea $n As you enter, you feel an alien presence enter your mind! -mea $n A voice speaks inside your head, telling you it is futile to continue. -if wis($n) < 14 -mea $n Being a creature of little willpower, you readily agree. -mpforce $n say It's hopeless. I must surrender... -mpforce $n remove all -mpforce $n say I YIELD! -cackle -else -mea $n But you are made of sterner stuff than the weak willed fools of -mea $n Hochenyana! Grinning, you marshal your mental reserves and prepare -mea $n to do battle with these alien foes. -endif -endif -~ -> fight_prog 20~ -mea $n The illithid launches a devastating psionic assault! -mpdamage $n 125 -mpforce $n scream -if rand(10) -mpechoaround $n $n's will has been broken! $n attempts to flee! -mpforce $n flee -mpforce $n yell LET ME OUT OF HERE!!!! -mpforce $n scream -else -endif -~ -> hitprcnt_prog 20~ -mpe The illithid is sorely injured. Closing its eyes, it summons its -mpe Considerable psionic power to heal itself. -mprestore self 100 -~ -| -#11203 -giant two headed troll ~ -a giant two-headed troll~ -A giant two headed troll stares slackjawed into space. -~ -~ -99 544 -400 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -22 13 13 13 22 13 13 -0 0 0 0 0 -8 3 0 0 64 64 2 -0 0 47 7488 2097170 129 400 3 -> greet_prog 100~ -if ispc($n) -mpe The troll suddenly notices you, and lurches forward. -mpe Its movements are jerky, and uncoordinated (even for a troll); -mpe Some sort of enchantment is at work here! -, roars in anger, but doesn't seem to have his heart in it. -else -endif -~ -| -#11204 -half-ogre warrior gaoler~ -the gaoler~ -A half-ogre of immense size lumbers about. -~ -Truly a warrior of formidable strength and skill, the gaoler is not -a foe to be easily dismissed. However, his movements are jerky, and -sluggish, as if he were doing this against his will, and this lack -of co-ordination can only benefit people who would do battle with him. -~ -99 512 -500 C -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -22 13 13 8 22 13 13 -0 0 0 0 0 -6 3 0 0 16 16 1 -0 0 2047 2104576 0 0 144 524291 -> fight_prog 33~ -bash -~ -> rand_prog 2~ -grunt -~ -| -#11205 -elven noble~ -an elven noble~ -An elven male attempts to remain dignified amidst the squalor. -~ -~ -3 33280 750 C -30 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 18 13 18 13 -0 0 0 0 0 -1 0 0 0 2 2 0 -0 0 2031 7168 2097152 0 16 2 -> greet_prog 100~ -if race($n) == elf -say Fellow elf, or friend of the elves, if you can understand, you must aid me. -say i am on a mission of great importance, sent by Allethandra of -say Malathar. I was sent here to investigate claims of an insurgence -say of Chaos. However, what I found was much worse. Please, you must -say travel to Malathar, and give this missive to Allethandra. He -say will know what to do. I shall remain here and attempt to glean -say more information from my captors. For some reason they are most -say reluctant to do me any harm, save for their blasted mental probes. -say In the name of the Elven nation I beseech thee, go! -mpoload 11208 -give missive $n -else -say Stranger, tarry not in this dreadful place of evil... -endif -~ -> death_prog 100~ -mpe As the elf dies, a letter slips from his hand, and floats to the ground. -mpoload 11208 -~ -| -#11206 -crazed merchant~ -a crazed merchant~ -A crazed merchant begs to be freed. -~ -This filthy, rag clad human has been imprisoned here for almost a year, -after ignorantly attempting to trade with the town. He is being held -in the hopes that his wealthy guild will pay a ransom, but it now -looks as if that is not going to happen. -~ -3 512 -200 C -22 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -0 0 47 0 0 0 513 2 -> greet_prog 100~ -scream -if ispc($n) -say Oh... I thought you were one of THEM... -say You aren't.. are you? -mpforce $n shake -say Thank the Gods! Please, free me from this fell place! -say You will be richly rewarded if you do! Will you free me? -else -faint -endif -~ -> speech_prog p yes~ -if ispc($n) -say You are a saint! -grovel $n -say Here, take this token to the merchant's guild in Irilian. -say They will reward you for rescuing me! -mpoload 11207 1 -give token $n -wink -mpe With that, the merchant slips out the door and is away! -mpgoto 2 -else -sigh -say You cannot rescue me... -endif -~ -> speech_prog p no~ -if ispc($n) -and isgood($n) -say Alas! How could a noble adventurer of good heart abandon me?? -cry -else -sigh -say I am not surprised. What else should one expect from amoral -say characters such as yourself? -endif -~ -| -#11207 -peasant~ -a peasant~ -A peasant grimly awaits his fate. -~ -This fellow was unfortunate enough to be made of sterner stuff than -most of his neighbours, and resisted the enthrallment of the evil -powers who subverted Hochenyana. Thus he has been imprisoned here, and -decreed to serve as their next meal... -~ -67 512 400 C -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 16 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 3072 0 0 0 2 -> rand_prog 2~ -sigh -~ -> rand_prog 2~ -mutter -~ -> rand_prog 2~ -roll -~ -| -#11208 -dog~ -a village dog~ -A sinewy hunting dog wanders the streets in a daze. -~ -~ -65 512 0 C -18 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -30 3 0 0 513 512 0 -0 0 167839277 0 0 0 1 2 -#11209 -dazed villager~ -a dazed villager~ -A dazed villager stumbles along. -~ -This poor soul appears to have no willpower left. He shuffles along -oblivious to his surroundings. -~ -65 512 -200 C -21 0 0 0d0+0 0d0+0 -100 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 0 0 16 2 -#11210 -dazed villager~ -a dazed villager~ -A dazed villager stares blankly into space. -~ -This poor woman has no willpower left; she appears to be in a trance, -or a zombie like state. -~ -65 512 -200 C -20 0 0 0d0+0 0d0+0 -100 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 0 0 16 2 -#11211 -guard~ -a village guard~ -A stout human clad in mismatched armor stares into space. -~ -This stout, dependable chap was once one of Hochenyana's famed -militia, a sturdy guard who have fended off countless orcish raids. -But now he seems more interested in studying a passing fly than in -well armed intruders in his village... -~ -67 512 -200 C -24 0 0 0d0+0 0d0+0 -200 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 2048 0 128 3 -> rand_prog 2~ -say Look at the pretty insects... -drool -~ -> greet_prog 100~ -mpe The guard doesn't even appear to register your presence. -~ -> fight_prog 25~ -say Gaaaaahhhh... -mea $n The guard lurches awkwardly at you, striking clumsily but hard! -bash -mpdamage $n 25 -~ -| -#11212 -mayor geoffrey hiln doppleganger~ -Geoffrey Hiln~ -A heavy-set, bearded man welcomes you into his office. -~ -Geoffrey Hiln, veteran of countless battles against Chaos, is by -repute a loud spoken bear of a man, who is just as likely to deck -someone who insults him as try to talk them down. He is abrupt, curt -and rude, but loved and respected by his villagers, whom he would give -his life to protect. However, the obsequious panderer who is addressing -you now does not exactly fit the bill, even if he is the spitting image -of Geoffrey Hiln physically. -~ -67 552 -200 C -32 0 0 0d0+0 0d0+0 -17500 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 23 0 0 1 1 1 -0 0 2047 1048576 2100480 0 672 3 -> act_prog p from the east.~ -if ispc($n) -say Ah, $n. Well met! Word reached me that you had entered -say my humble village, and i was hoping you would stop by here. -say We seldom receive visitors of your repute; we are honored. -bow $n -mea $n Noting the expression on your face, he sighs and continues. -say Ah I suppose you are wondering what ails the simple townsfolk? -hmm -say Well, its a simple... malady, an infection that causes -say drowsiness and lethargy... Oh don't worry, it isn't contagious. -say Clerics from the Cathedral of St. Pietre are in fact en route -say to administer a cure. -smile -say Now, if that is all, I must return to my work. Good day! -else -tap -say What do you want, $n? -endif -~ -> rand_prog 2~ -hum -twiddle -~ -> fight_prog 20~ -say Attack the mayor in his own office would you? -snarl -gouge -stun -disarm -cackle -wield broadsword -~ -> hitprcnt_prog 25~ -mpe As the injuries mount upon the mayor, a curious change takes place. -mpe Sporadic flashes of light flicker across his body, and occasionally -mpe his appearance will shift and distort, as if it were being morphed. -growl -~ -> death_prog 100~ -mpe As the death blow lands, the mayor's appearance changes radically. -mpe Where once lay the dying body of the mayor now lies the corpse of -mpe a strange creature with pale white skin, devoid of any physical -mpe features. Revolted, you turn away, and realize the awful truth. -mpe Someone has replaced the good mayor of Hochenyana with a vile -mpe shapeshifter! -mpforce $n say Alas! What treachery is afoot here? -~ -> act_prog p leaves up.~ -mpat 0.$n t $n Ahem! -mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. -mpe The Mayor grabs $n and escorts $m back down. -mpat 0.$n mpforce $n d -~ -> act_prog p floats up.~ -mpat 0.$n t $n Ahem! -mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. -mpe The Mayor grabs $n and escorts $m back down. -mpat 0.$n mpforce $n d -~ -> act_prog p flys up.~ -mpat 0.$n t $n Ahem! -mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. -mpe The Mayor grabs $n and escorts $m back down. -mpat 0.$n mpforce $n d -~ -| -#11213 -mayor secretary~ -the mayor's secretary~ -A plump, middle aged woman sits here behind a huge desk. -~ -This woman appears to be unusually bright and cheerful, for this place; -you wonder for a second if she somehow resisted the malediction plaguing -her peers, then you notice that her smile is forced, her eyes emotionless, -and realize it is almost as if she is just acting out a preprogrammed -series of activities and responses. -~ -3 512 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 2100224 0 656 2 -> greet_prog 100~ -smile -say Greetings, $n, I am sorry, you cannot see the mayor today. -say He is very busy you know! -, busies herself arranging blank sheets of paper. -~ -| -#11214 -giant spider~ -a giant spider~ -A spider of immense size scuttles across the dusty floor. -~ -You cannot believe that such a hideous beast has managed to lurk here -undetected for so long; perhaps it has been placed here as a guardian? -~ -97 98816 -400 C -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 3 0 0 256 256 0 -0 0 0 32 0 17 1074003969 2 -> fight_prog 20~ -mea $n The spider sinks its fangs into your calf! -mea $n You feel the venom course through your veins. -mpdamage $n 75 -~ -| -#11215 -true mayor geoffrey hiln~ -Geoffrey Hiln~ -A heavy-set, bearded man sits on a chair, fuming. -~ -Geoffrey Hiln, veteran of countless battles against Chaos, is by -repute a loud spoken bear of a man, who is just as likely to deck -someone who insults him as try to talk them down. He is abrupt, curt -and rude, but loved and respected by his villagers, whom he would give -his life to protect. His imprisonment has done little to dull his senses, -or his temper. -~ -67 552 500 C -32 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -0 23 0 0 1 1 1 -0 0 2047 0 2048 0 672 2 -> greet_prog 100~ -if isnpc($n) -snarl -else -say At last! Someone not under the spell of those accursed illithids! -mutter -say Come on.. we have a village to save! -mpe As Geoffrey Hiln leaps to his feet, he cries out and grasps his leg. -wince -say The bastards... broke my leg... in my excitement I... -curse -say You will have to go without me. Will you help stop the evil? -endif -~ -> speech_prog p yes~ -if ispc($n) -say Good! Knew you would, you look the sort. -say Let me fill you in- as you probably noticed the villagers -say are acting all weird and like... well they are under a spell! -nod -say Yes, they tried to work their sorceries on me too, but it -say didn't work. Being the smart fellow I am, I decided to play -say along, pretend it worked and such. THAT was how I found out -say some purple skinned muck swilling mind flayers have invaded -say MY village! -, fumes for a second, then continues. -say I sent a call to my friends in Malathar and Maritshome, I know -say not whether they received my pleas for aid. I have many friends -say in Malathar, I had hoped they would aid me. But now it falls upon -say you, and whatever allies you can muster. Seek out the illithids, -say and whoever they serve, and destroy them! I know not where they -say may lurk, but I overheard them mentioning old Badwick the tailor... -say Go now! Hurry! -, grimaces and collapses into a half-faint, delirious from pain. -else -endif -~ -> give_prog missive~ -gasp -say So Allethandra DID send help! -smile -say The old dog! Quickly, return this note to him with all due -say haste. Even if you manage to destroy the evil here, only he can -say help you find the higher enemy at work here. -give missive $n -~ -> speech_prog p no~ -if ispc($n) -growl -say You cowardly vermin! I should tear your guts out! -say How can you stand by while evil forces destroy your homes? -say Leave, then, and to hell with you! -else -endif -~ -> fight_prog 33~ -stun -scream -~ -> rand_prog 5~ -mpasound Muffled cries for help come from behind the door to the north. -~ -| -#11216 -zombie badwick~ -the zombie of Badwick~ -A decaying corpse lurches across the dusty workshop! -~ -Poor Badwick has certainly seen better days; such was the anguish and -unnatural nature of his death that the body refused to die, and cannot -now rest. -~ -99 552 0 C -28 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 1 1 0 -0 0 47 1048592 2105094 1 144 3 -> greet_prog 100~ -drool -say Gaaaaaahhh.... no more paiiiiiinnnn.... killllll.... -mpe The zombie lurches forward at a good clip, stabbing wildly! -~ -| -#11217 -insane butcher clegg~ -Clegg~ -An insane butcher foams at the mouth as he hacks into a slab of meat. -~ -The butcher was never the most stable of people, having a rather -unhealthy attraction to hacking up carcasses, but something has now -quite broken what mind he has, and he has become a homicidal maniac. -~ -99 512 -400 C -28 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -18 13 13 18 18 13 13 -0 0 0 0 0 -0 21 0 0 1 1 2 -0 0 2031 64 3072 0 704 2621443 -> rand_prog 2~ -say CHOP! CHOP! CHOP! -drool -cackle -~ -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -yell FRESH MEAT! I LIKE 'EM FRESH! COME AND GET CHOPPED $n! -muhaha -cackle -mea $n The butcher hurls a cleaver at you, striking you in the chest! -mpdamage $n 75 -else -mpforce $n e -endif -endif -~ -> fight_prog 20~ -say CHOP CHOP CHOP! CHOP TILL YOU DROP! -cackle -disarm -punch -~ -> fight_prog 33~ -bash -gouge -, howls with maniacal glee! -mpforce $n say This is surely a most trying foe! -~ -> fight_prog 5~ -mea $n Clegg slashes you deep across the chest, striking bone! -mpdamage $n 50 -cackle -~ -| -#11218 -mariah~ -Mariah~ -A young woman is seated here, singing softly to herself. -~ -Despite your best efforts to attract her attention, the pretty -shopkeeper ignores you, staring into space and singing softly. As you -watch, tears begin to flow down her face, as if something was upsetting -her greatly, and her voice wavers. -~ -3 512 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 3072 0 0 2 -#11219 -bear~ -a brown bear~ -A brown bear lumbers out from behind a table, blood on its fur. -~ -This bear wandered into town a few days ago, and was astonished at the -lack of resistance it met. It decided to devour the family that once lived -here, and has laired here since, enjoying the easy meals. -~ -35 512 0 C -26 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -24 3 0 0 512 512 0 -0 0 33818157 16 0 1 3 2 -> rand_prog 5~ -, rumbles deep in its chest. -mpasound A low growl can be heard from a house to the north... -~ -| -#11220 -patron~ -a patron~ -A sober patron sits silently at one of the long tables. -~ -This fellow is seated, as was his wont for years, in the pub, but is -not drinking or eating; he just stares into space, as if waiting for -something. -~ -67 512 -200 C -21 0 0 0d0+0 0d0+0 -100 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 0 0 16 2 -#11221 -silus bartender~ -Silus~ -A slender elf, the proprieter of this establishment, stares blankly at you. -~ -Silus is the proprieter of what was once a happy and prosperous pub, -but now being here makes you depressed and uneasy. He and his patrons -just sit and stare into space, no expression gracing their faces. Even -slapping and shaking them provokes only the briefest response. -~ -3 512 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -9 3 0 0 3 1 0 -0 0 1791 0 3072 0 0 2 -#11222 -maddax ~ -Maddax~ -An elderly man clad in wizard's robes hawks his wares. -~ -Two things strike you as unusual about this fellow; firstly, he is -talking, and no one else in the village you have met has actually -addressed you in a polite manner. Secondly, his eyes do not appear to -be glazed over as the others are. -~ -3 2105864 760 C -25 0 -76 0d0+0 0d0+0 -15750 0 -8 8 1 -13 20 20 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 1791 0 7168 0 1107296768 2 -> greet_prog 100~ -if ispc($n) -smile -say Welcome, welcome, feel free to browse, or buy! -wink -, stops suddenly and peers closely. -say Psst! You aren't affected either, are you? C'mere! -mea $n As you move closer the wizard begins to whisper to you. -say I believe some supernatural entity has possessed the souls -say of these poor folks. My tower was infested by goblins, and so -say I fled, and disguised myself as the alchemist Potrax, the -say poor devil who disappeared first. You must help me rid the -say village of this evil! Will you? Yes or no will do! -else -mpe $I stares blankly at $n. -endif -~ -> speech_prog p yes~ -if ispc($n) -say Excellent! Knew you would! Now listen closely... -say Through magical divination I was able to determine that the -say mayor is not what he appears! I fear something evil has taken -say his place, and may be behind the fell enchantment placed 'pon -say Hochenyana, or at least may know who is. Seek out the mayor, the -say true mayor, and he may be able to tell you more. Hurry! -, digs into his robes and produces a couple of wands. -say Here, take these! They may help you... -mpoload 11230 -mpoload 11231 -give wand $n -give wand $n -else -endif -~ -> speech_prog p no~ -if ispc($n) -sigh -say Then, we are all doomed... -else -endif -~ -| -#11223 -skeleton horse~ -a skeletal horse~ -The skeleton of a dead horse rises from the ground! -~ -Although its physical form is long dead, the remains of the horse -arise by the dint of some foul necromancy to assault any who intrude -upon its place of death! -~ -35 512 -400 C -26 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 8192 8192 0 -0 0 0 0 3874 16 33 2 -> greet_prog 100~ -mpe The bones of a warhorse arise from the ground and form a skeleton! -~ -| -#11224 -insane merchant~ -an insane merchant~ -A ragged, dishevelled old man sits weeping on the dirty floor. -~ -This poor fellow appears to have suffered mightily at the hands of -whatever has taken over this town; his mind has been broken by what -he has been subjected to. -~ -3 512 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 3072 0 513 2 -> rand_prog 2~ -say They took her, took my wife... and slew her... NOOOO!!! -scream -drool -~ -> greet_prog 100~ -mpe The poor fellow is so engulfed in his grief he doesn't notice you. -~ -> fight_prog 12~ -say NO! You have taken enough! You shan't take me! -scream -gouge -stun -~ -| -#11225 -edmund armorer~ -Edmund~ -A short, stocky man is lying on the floor, stunned. -~ -Someone or something large has smashed into the armorer, and he lies on -the floor, struggling back to consciousness. As you enter, you notice the -dazed look that fills the eyes of most of the people here disappearing... -~ -3 512 0 C -26 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -16 13 13 16 16 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 3072 0 128 2 -> greet_prog 100~ -if ispc($n) -mpe As you enter $I slowly stands up. -say Huh? Who? What? Where am I? Gods, my HEAD! -wince -peer -say Hoi, you there! What date is it? -mutter -else -endif -~ -> speech_prog day~ -gasp -say I ...it cannot be... I cannot remember the last 4 months! -say All I can remember is the robed strangers coming to town... -frown -~ -> speech_prog p robed strangers~ -say Yes, three of them, didn't say much, not as there is much to -say for a stranger in a foreign town. -shrug -say Wore purple robes, covered their faces and hands too. One of -say them didn't seem to have any legs, he just kinda -floated-... -boggle -say That's about all I can remember... -, scratches his head in puzzlement. -~ -| -#11226 -otyugh~ -an otyugh~ -A horrid, tentacled blob arises from the muck. -~ -Lurking in this sewer is a horrid otyugh, not at all common to this -region, and undoubtledly released here by the infiltrators of the city -to dispose of unwanted waste. This foul mobile garbage devouring monster -has ultra keen senses, with which it can detect hidden or concealed foes, -though magical invisibility still confounds it. -~ -39 544 -400 C -28 0 -50 0d0+0 0d0+0 -36570 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 9260 2100240 256 0 1074008705 2 -> fight_prog 15~ -mea $n The otyugh's tentacle catches you in the chest. You begin to feel ill. -bash -c poison $n -mpdamage $n 50 -~ -| -#11227 -englebert~ -Englebert~ -A balding middle aged man is seated by a blazing fire. -~ -This harmless old coot sits by his fire, mumbling about the bitter cold, -despite it being hotter than the inside of a smith's forge in his cramped -shop. -~ -3 512 0 C -24 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 3072 0 0 2 -> rand_prog 2~ -say So cold... cold.... -shiver -~ -| -#11228 -giant frog~ -a giant frog~ -A massive frog croaks angrily. -~ -This massive amphibian is the size of an alsatian, and has a tongue -long enough to wrap three times around you, its favorite method of -snaring prey. -~ -35 512 -225 C -25 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -16 13 13 13 13 13 13 -0 0 0 0 0 -80 3 0 0 512 512 0 -0 0 3116 18 0 1 262273 2 -> fight_prog 100~ -if rand(10) -mea $n $I's tongue lashes out, snaring you and constricting! -disarm -mpdamage $n 33 -else -endif -~ -> rand_prog 2~ -, croaks loudly. -mpasound A loud croaking, as of a massive amphibian, can be heard. -~ -| -#11229 -thief~ -a thief~ -A thief cautiously searches the room for any valuables. -~ -This amoral rogue is taking advantage of the senseless townsfolk to -search for loot; he is a little perturbed by their unusual behaviour, -but his greed is overriding his uneasiness, which may be to his regret... -~ -3 98856 -400 C -24 0 0 0d0+0 0d0+0 -13000 0 -8 8 1 -13 13 13 20 13 13 13 -0 0 0 0 0 -10 2 0 0 524289 1 0 -0 0 1791 3328 0 0 1632 524291 -> fight_prog 10~ -say No, you won't cut in on my action! -snarl -mea $n The thief slips in under your guard and delivers a serious blow! -mpdamage $n 40 -wield dirk -~ -> rand_prog 2~ -mutter -~ -| -#11230 -wild boar~ -a wild boar~ -A wild boar grunts in displeasure. -~ -This aggressive brute wandered into town one day, and was surprised at -the lack of resistance and decided to stay to enjoy the easy pickings. -Estroglian boars are by nature quite carniverious, and their bloodlust -is exacerbated by easy prey. -~ -35 512 -209 C -25 0 -33 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 18 13 13 -0 0 0 0 0 -27 3 0 0 512 512 0 -0 0 2164285 0 0 0 128 2 -> rand_prog 2~ -grunt -~ -> fight_prog 15~ -mea $n The boar charges at you, and gores you with its tusks! -gouge -bash -~ -| -#11231 -holst brecker~ -Holst Brecker~ -A stern, middle aged man stands rigidly at attention here. -~ -The constable of Hochenyana, Holst was ironically one of the first to -fall under the influence of the foul enchantments placed 'pon this place. -Now he stands here, as if nothing was amiss, awaiting further orders. -~ -3 8704 0 C -28 0 -60 0d0+0 0d0+0 -0 0 -8 8 1 -16 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 3153152 0 0 544 3 -> greet_prog 100~ -bow $n -Say Greetings, citizen. Nothing is amiss. Carry on with your business. -, stares into space. -~ -| -#11232 -goblin shaman~ -a goblin shaman~ -A rather mangy, bedragged goblin covered in white paint screams at the sky. -~ -This cunning shaman took advantage of the helplessness of the townsfolk -to move his tribe into the mage's tower; accomodations he has long desired. -He is dimly aware that something is seriously wrong with the villagers, and -that some sort of enchantment is in affect, but ignores it as it has yet ot -affect him. -~ -35 680 -800 C -30 0 -100 0d0+0 0d0+0 -17500 0 -8 8 1 -13 16 16 16 13 3 6 -0 0 0 0 0 -39 0 0 0 16384 16384 0 -0 0 263871 1051904 0 0 1107300867 2 -> fight_prog 66~ -if rand(40) -c chill $r -c weaken $r -c 'faerie fire' $r -say Ooga Booga! -else -if rand(15) -gouge -wink -c blindness $n -else -if rand(25) -c galvanic $n -c curse $r -c poison $r -else -endif -endif -endif -~ -> rand_prog 2~ -snarl -drool -~ -> greet_prog 100~ -if ispc($n) -scream -mea $n The shaman hisses menacingly at you. -say Gah wa jeri 'nlingreru! -cackle -else -endif -~ -| -#11233 -guard~ -a town guard~ -A town guard wanders past in a daze. -~ -This stout, dependable chap was once one of Hochenyana's famed -militia, a sturdy guard who have fended off countless orcish raids. -But now he seems more interested in studying a passing fly than in -well armed intruders in his village... -~ -67 512 -200 C -24 0 0 0d0+0 0d0+0 -200 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 0 2048 0 128 3 -#11234 -grinning goblin~ -a grinning goblin~ -A grinning goblin cackles maniacally. -~ -This fecund member of the Gutripper Clan is here under the auspices of -the clan shaman, who took it upon himself to invade the mage's tower -when the town came under the influence of whatever malady besets them. -Ferocious even by goblin standards, this sinewy foe is quite capable of -rending strong adventurers in two. -~ -35 512 -500 C -25 0 0 0d0+0 0d0+0 -10000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 2 -> rand_prog 2~ -cackle -~ -> greet_prog 33~ -cackle -say Die die, goodie goodie! -snarl -~ -| -#11235 -goblin~ -a small goblin~ -A small, but strong, goblin creeps through the hovels. -~ -This fecund member of the Gutripper Clan is here under the auspices of -the clan shaman, who took it upon himself to invade the mage's tower -when the town came under the influence of whatever malady besets them. -Ferocious even by goblin standards, this sinewy foe is quite capable of -rending strong adventurers in two. -~ -35 512 -500 C -21 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 2 -> greet_prog 25~ -snarl -say Humantypes! Die! Shaman commands! -cackle -~ -> fight_prog 5~ -yell Humantypes in the clan place! Die! -~ -| -#11236 -brass golem~ -a brass golem~ -A brass golem stands before the two doors. -~ -Lacking many of the powers and immunities of its more powerful cousins, -the brass golem is nevertheless a competent and hardy defender of any -mage's chambers. -~ -3 8744 0 C -34 0 -45 0d0+0 0d0+0 -0 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -40 0 0 0 8193 1 0 -0 0 0 1048672 2104586 17 528 2 -> act_prog p from the north.~ -if ispc($n) -say My master prohibits any from disturbing his chambers! -c gas -else -say Intruder! -mpe $n flees from the golem! -mpforce $n n -chuckle -endif -~ -| -#11237 -fire elemental~ -a fire elemental~ -A towering pillar of flame fills this chamber with heat. -~ -This semi intelligent being from the plane of fire seeks only to destroy -by fire all it encounters. -~ -33 34079232 -400 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 0 0 2108673 2 335552640 2 -#11238 -minion nool~ -a minion of No'ol~ -A winged demon hovers above the bloodstained altar. -~ -Sent by the Chaotic Lord to observe the goings-on in this temple, -the minion was pleased to note the extent to which chaos had taken -advantage of the evil enchantments placed upon the town. No'ol is aware -of who is behind the enchantment, and his priests have hammered out a -pact of mutual benefit, though Chaos does not always co operate with -forces of purer Evil. -~ -35 268436136 -1000 C -35 0 -100 0d0+0 0d0+0 -564000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 2 0 0 1 1 0 -0 0 1410623 16 2112906 33 1109660167 3 -> fight_prog 75~ -if rand(30) -c winter $r -c 'frost breath' $r -cackle -else -if rand(10) -c chill $r -c chill $r -c chill $r -c weaken $r -else -if rand(25) -gouge -bash -kick -punch -else -endif -endif -endif -~ -> rand_prog 2~ -mpe The minion infuses its weapon with demonic power. -rem whip -c enchant whip -wield whip -cackle -~ -> rand_prog 5~ -mpasound Horrid shrieks and howls come from all around you. -~ -> greet_prog 100~ -if isimmort($n) -sneer -say Pawn of the higher powers, you may defeat me, but not NO'OL! -cackle -else -if ispc($n) -chuckle -say Poor, poor pitiful $n. Tell me, how do you wish to die??? -cackle -mpe _red A hellish glow suffuses $I as $e rises to $s full height. -else -mpforce $n n -endif -endif -~ -| -#11239 -wraith~ -a wraith~ -The enraged spirit of a man who starved to death has returned! -~ -This poor soul was doomed to a slow death by starvation, and it now -cannot rest due to the indignity of such a death. -~ -35 268968488 -200 C -28 0 -75 0d0+0 0d0+0 -45000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 0 -0 0 0 152 2104582 0 1107300352 2 -> fight_prog 20~ -c chill $r -c blindness $r -c weaken $r -~ -> death_prog 100~ -mpe _lbl As the death blow is struck, the wrait dissipates, aggrieved. -mpgoto 3 -~ -> death_prog 50~ -mpoload 11263 -~ -| -#11240 -illithid disguised librarian~ -an illithid scientist~ -A tall figure shrouded completely in dark robes stands reading a book. -~ -This scholar appears to be totally engrossed in his work. As you approach, -however, you see a long blue clawed hand protrude from the robe, and a slimy -tentacle inches out of the cowled robe... -~ -3 73400872 -800 C -30 0 -50 0d0+0 0d0+0 -15750 0 -8 8 1 -13 22 13 22 13 13 13 -0 0 0 0 0 -10 0 0 0 524288 524288 0 -0 0 0 143 1055744 0 1109398019 1049618 -> greet_prog 100~ -if ispc($n) -, hisses angrily! -say Intrudersssss! Monks! Repel this creature of Law! -mpe $I throws back his cowl, and reveals the hideous features of an illithid! -cackle -else -endif -~ -> fight_prog 33~ -mea $n $I attacks you with a psionic assault! -mpdamage $n 50 -mpforce $n scream -c blindness $n -c weaken $n -c 'energy drain' $n -~ -| -#11241 -dark monk~ -a dark monk~ -A wizened old man shambles through the aisles, searching. -~ -The forces behind the conquest of Hochenyana have brought in the infamous -dark monks, collectors and translators of ancient unholy texts, some of -which they hope to find in this old library. -~ -97 512 -800 C -28 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 1791 2105088 0 0 592 3 -#11242 -rogue~ -a rogue~ -A svelte elven woman clad in a black catsuit slinks out of the shadows. -~ -This evil woman was hired by the powers in control to keep an eye on -the library and destroy any unwanted intruders, a task she relishes in. -~ -39 4293162 -675 C -28 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 22 13 22 13 22 22 -0 0 0 0 0 -0 2 0 0 2 2 0 -0 0 1791 2104576 0 0 1600 524291 -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -snarl -mpe $I steps out of the shadows, and strikes! -backstab $n -cackle -else -endif -endif -~ -> fight_prog 20~ -circle $n -gouge -~ -> rand_prog 33~ -sneak -hide -mpat 3 c invis -~ -| -#11243 -Xeratzl~ -Xeratzl~ -A short, grumpy demon squats in the middle of null-space. -~ -Xeratzl was imprisoned here by an old mage centuries ago, who desired -her tome but had not the strength to wrest it from her grasp. He has -since entrusted the beast to the library, and the new owners have yet -to discover her little prison. -~ -99 390636200 -666 C -50 0 -210 1d1+8500 0d0+0 -1000000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 -10 -85 0 0 0 1 1 0 -0 0 68519487 1048720 2113285 0 266823 2 -> greet_prog 100~ -if ispc($n) -mea $n A shimmering mass of energy coalesces into a hunched demon. -mea $n When it speaks, its voice seems to come from everywhere all at once. -say wElcOmE tO mY pRiSoN, mOrTaL... -chuckle -mpe The air shifts subtly, and the demon arises. -say dO uS bOtH a FaVoR aNd SlAy Me... -mpe Torrents of energy arc and sizzle about $I's form. -mpe $I suddenly moves, and with a mighty effort rips her own hand off! -mea $n Your eyes widen as another claw grows to replace it. Smiling she turns. -mpoload 11273 48 -wield claw -mpforce $n faint -else -endif -~ -> death_prog 100~ -mpe A hole is torn in the fabric of this place as $I dies. -mpopenpassage 11282 1056 4 -~ -> rand_prog 33~ -rem claw -drop claw -sac claw -c gas -~ -> fight_prog 25~ -c chill $r -c weaken $r -gouge -c 'energy drain' $r -~ -> fight_prog 33~ -disarm -wield claw -gouge -~ -> fight_prog 100~ -if isnpc($n) -mpslay $n -cackle -else -endif -~ -> act_prog circle~ -mprestore self 300 -say tHe aTtAcK oF a ThIeF iNfUsEs Me WiTh StReNgTh... -~ -> fight_prog 10~ -mpe Cracks appear in the void, and gas seeps through them! -c earth -c gas -mpgoto $i -c 'frost breath' $r -~ -| -#11244 -devrel paladin~ -Devrel~ -A naked man has been tossed into a corner of this room like so much garbage. -~ -Once the finest Paladin of Asteh, Devrel is now a quivering wreck, his -mind destroyed by the usurpers. However, the rigors did not affect his -physical form, and he can still defend himself on an animal like -instinctive level. -~ -3 8736 1000 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -16 16 16 16 16 16 16 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 1791 3146496 3072 0 608 2 -> greet_prog 100~ -if ispc($n) -drool -say Gaaaahhhh..... -shiver -mpe $I's mind has been destroyed by psychic assault. -mpe The poor bastard cannot even form a simple sentence... -else -endif -~ -> fight_prog 20~ -say GAAAAAAAHHHHH! -stun -~ -> rand_prog 2~ -drool -~ -| -#11245 -shadow~ -a shadow~ -An indistinct form coalesces from the shadows before you. -~ -~ -35 623144 -670 C -25 0 0 0d0+0 0d0+0 -15756 0 -8 8 0 -13 13 13 25 13 13 13 --5 -5 -5 -5 -5 -67 2 0 0 8192 8192 0 -0 0 0 1048584 2113286 1 1075843072 2 -> fight_prog 33~ -mpe The shadow's icy hands grasp you! -c chill -c weaken -c 'energy drain' -~ -> death_prog ~ -mpe As the shadow perishes, its form dissipates, disappearing into the gloom. -mpgoto 2 -~ -| -#11246 -priest no'ol~ -A Priest of No'ol~ -A naked, screaming female prostrates herself before her god. -~ -Utterly evil, inutterably insane, this vile she-witch is a priest of -No'ol, and she works herself into unholy frenzies in worship of her -deity. -~ -1 33554984 -1000 C -28 0 0 0d0+0 0d0+0 -120000 0 -8 8 2 -17 13 13 22 22 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 263871 1049487 7168 0 1308889091 4 -> greet_prog 100~ -if ispc($n) -, gibbers madly. -say Come witness the power of No'ol! -drool -faint -else -endif -~ -> fight_prog 100~ -if isnpc($n) -mpe $I shrieks a horrible incantation, causing $n to flee in panic! -mpforce $n flee -else -if rand(20) -bite -kick -gouge -else -endif -~ -| -#11247 -avatar asteh~ -an avatar of Asteh~ -A glowing humanoid stands trapped behind a shimmering force field. -~ -The avatar was summoned during the taking of the temple by the clergy -in a last ditch effort to save their church. However the avatar was -overcome and entrapped here, where the faithful of No'ol can scorn and -deride it. The force field bars only it from moving; all others may pass -freely. Her armor bears many dents, and her skin is burned badly in several -places, punishment from her captors. -~ -3 533160 450 C -40 0 -100 22d10+3800 0d0+0 -0 0 -8 8 2 -16 16 16 16 16 25 16 --10 -10 -10 -10 -10 -0 1 0 0 1 1 0 -0 0 1791 0 2105088 0 1207959968 524423 -> fight_prog 25~ -say Stepping inside my prison was foolish, $n! -say Now I shall destroy you for your cowardly attack! -stun -c 'frost breath' -if rand(25) -mpat 3 c heal -disarm -wield mace -else -endif -~ -> greet_prog 100~ -say if you have come to torment me, save your breath. -say Nothing you can say or do can hurt me anymore... -stare -~ -> rand_prog 5~ -mpat 3 c heal -wield mace -sigh -~ -| -#11248 -ghost bishop~ -the ghost of the bishop~ -The ghost of the bishop of Asteh haunts this place. -~ -This poor soul was slain here, and his enraged spirit refuses to rest; -indeed it cannot until the evil here has been laid to rest. -~ -3 274735784 1000 C -33 0 -200 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 1 0 0 1 1 0 -0 0 0 1048825 2113286 0 1243615232 210 -> greet_prog 100~ -if isgood($n) -say Lawful creature, flee this place of evil! -, moans loudly. -else -say Alas, more pawns of evil and darkness... -endif -~ -| -#11249 -mud man~ -a mud man~ -A humanoid form arises from the muck. -~ -This magical creature is only semi-intelligent, but it is imbued with -a strong desire to destroy anything not like itself. -~ -35 512 -200 C -24 0 0 0d0+0 0d0+0 -1000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 32 1048642 2100512 1 144 8194 -#11250 -giant leech~ -a giant leech~ -A massive leech rises from the smelly waters. -~ -~ -35 -2145287680 0 C -27 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -81 3 0 0 512 512 0 -0 0 66609 2097424 128 1 6145 2 -#11251 -beholder mage xyrtog~ -Xyrtog~ -A beholder of immense size utters an incantation. -~ -This foul creature of evil is the ringleader of the evil influence that -has taken over the peaceful town of Hochenyana. A mage of considerable -power, Xyrtog is also a highly influential force in the Beholder City -of Qu'gphtek M'gyhr. With his illithid allies, he intends to expand -the range of his ensorcellment, and achieve what chaos has failed to -do for centuries, and without even having to spill a drop of blood, though -that does not worry the evil tyrant. -~ -99 6300328 -875 C -35 0 -192 10d1+4000 10d2+20 -175000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 0 0 0 8193 1 2 -0 0 5176 16 3153039 32 1127223297 10242 -> greet_prog 100~ -if ispc($n) -grin -say So, you have caught on to our little ruse, eh? Found us out, -say so to speak. Weeeeell, its too late to stop me now, adventurer! -cackle -say When this latest incantation is finished, I shall have every -say soldier along the Walls of Defiance under my sway! And then... -muhaha -say Guards! Destroy the intruders! -mpe Two large Umber Hulks emerge from the shadows, and stride forth. -mpmload 11201 -mpmload 11201 -mpforce umber c poison $n -mpforce 2.umber c weaken $n -c shadowform -c 'eldritch sphere' -c blazeward -c inner -c dragonskin -c demonskin -else -endif -~ -> death_prog 100~ -mpe As the great beholder shrieks and dies, a strip of its skin is torn loose. -mpoload 11201 30 -~ -> fight_prog 100~ -if rand(20) -cackle -say Taste my magical powers, $n! -c blazebane -c fireball -c winter -c chill -c 'ethereal funnel' -c 'black fist' -else -if rand(25) -mpe Beams of energy surge forth from $I's eyestalks, striking randomly! -mpdamage $r 50 -else -if rand(40) -c blindness -muhaha -else -c 'colour spray' -endif -endif -endif -~ -| -#0 - - -#OBJECTS -#11201 -beholder skin shield~ -beholder skin shield~ -A strip of ridged red skin lies here.~ -~ -9 98880 513 -15 0 0 0 -5 5000 500 -A -5 1 -A -13 25 -A -12 25 -A -19 3 -A -27 1048592 -#11202 -illithid purple robes~ -purple robes~ -Some long purple robes have been tossed here.~ -~ -9 98880 9 -8 0 0 0 -2 750 75 -A -3 3 -A -12 30 -A -24 -3 -A -19 2 -#11203 -adamantium rod~ -an adamantium rod~ -This rod is used to channel ambient magical energies.~ -~ -9 622658 16385 -10 0 0 0 -1 0 0 -A -12 50 -#11204 -barbed whip~ -a barbed whip~ -A barbed whip is coiled up on the floor.~ -~ -5 0 8193 -0 0 0 4 -3 45 4 -A -18 4 -A -19 3 -A -2 1 -#11205 -stained leather armor~ -stained leather armor~ -This armor has seen better days. And years.~ -~ -9 262144 9 -8 0 0 0 -5 5 0 -A -17 -10 -A -13 20 -#11206 -gaol key~ -a gaol key~ -This key opens a gaol cell.~ -~ -18 524288 1 -0 0 0 0 -4 423 42 -#11207 -guild token~ -a guild token~ -This token marks the bearer as a friend in high standing of the guild.~ -~ -8 524288 16385 -0 0 0 0 -1 50 5 -#11208 -missive~ -a missive~ -A letter addressed to Captain Allethandra lies in the dirt.~ -~ -35 262208 1 -0 0 0 0 -1 0 0 -E -missive~ -The letter is written in a clear, flowing script, stained in parts by -what appears to be blood. It is of course written in elvish. -~ -> exa_prog 100~ -if race($n) == elf -mea $n The letter reads- -mea $n My dear friend Allethandra, -mea $n The Situation is even worse than we predicted. A vile -mea $n beholder, with Illithid help, has ensorcelled the villagers -mea $n of Hochenyana with some sort of ancient artifact, the power -mea $n of which is greatly enhanced by the mental abilities of the -mea $n Illithids. I am not sure who, or what, may be behind these -mea $n creatures; whether they are renegades or agents of a greater -mea $n power is as yet unclear. I would advise we notify the -mea $n Estroglian mage council immediately, and... -mea $n The letter suddenly stops here. Hmm... -else -mea $n You cannot make heads or tails of the elaborate elven script. -endif -~ -| -#11209 -sturdy oak club~ -a sturdy oak club~ -A wooden cudgel lies on the ground.~ -~ -5 262144 8193 -0 0 0 7 -7 100 10 -A -19 2 -#11210 -battered iron helmet~ -a battered iron helmet~ -This helmet has seen better days.~ -~ -9 524288 17 -8 0 0 0 -10 0 0 -#11211 -ring mail coat~ -a ring mail coat~ -A suit of ring mail armor has been spread out on the floor.~ -~ -9 524288 9 -10 0 0 0 -18 500 50 -A -5 1 -A -31 1 -A -13 20 -A -19 1 -A -22 -2 -#11212 -wooden shield~ -a wooden shield~ -A shield made of strips of wood lashed together has been left here.~ -~ -9 262144 513 -5 0 0 0 -4 120 12 -A -17 -5 -A -21 -3 -A -23 3 -#11213 -robes mayor~ -the mayor's robes~ -A full set of the mayor's official robes lie here.~ -~ -9 8389952 1025 -12 0 0 0 -12 15000 1500 -A -3 1 -A -4 1 -A -12 25 -A -13 25 -A -19 3 -#11214 -broadsword~ -a broadsword~ -A fine broadsword lies on the ground.~ -~ -13 525376 8193 -0 0 0 3 -5 5000 500 -A -1 1 -A -18 3 -A -19 5 -A -24 -2 -#11215 -fine chain mail~ -fine chain mail~ -This chain mail was a gift from the elves to their friend Mayor Hiln.~ -~ -9 8946752 9 -8 0 0 0 -1 25000 2500 -A -5 1 -A -13 25 -A -17 -20 -A -12 30 -A -18 3 -A -19 3 -#11216 -study key~ -the study key~ -A key to the mayor's private office lies here.~ -~ -18 524288 1 -0 0 0 0 -1 50 5 -#11217 -shop counter~ -the shop counter~ -A wooden shop counter covered in deep gouge marks blocks one corner.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -counter~ -You notice that the counter is not set flush with the floor, and with -a little effort could be pushed aside... -~ -> push_prog 100~ -mpe As the shop counter is pushed aside, a hidden trapdoor is revealed. -mpopenpassage 11229 11288 5 -mpopenpassage 11288 11229 4 -~ -> pull_prog 100~ -mpe As the shop counter is pulled back into place, it bars a trapdoor. -mpclosepassage 11229 5 -mpclosepassage 11288 4 -~ -| -#11218 -barrel~ -a wine barrel~ -A large wine barrel rests in one corner.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -barrel~ -As you peer closely, you note that the lid is loose, and could be -easily pried off. -The barrel looks large enough to clamber into... -~ -#11219 -copper lantern~ -a copper lantern~ -A copper lantern hangs from a wooden beam.~ -~ -1 524289 1 -0 0 120 0 -1 500 50 -A -12 22 -A -21 -2 -#11220 -shelf~ -a shelf laden with empty cans~ -A shelf laden with empty cans lines the north wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -shelf~ -The shelf is only a think piece of wood, mounted on a couple of nails. -Peering closer, you notice that the shelving actually blocks a door -set in the north wall, set so flush that the edges are but barely -visible in the poor light. -~ -#11221 -pinking shears~ -pinking shears~ -A pair of sharp tailor's shears rest on the dusty floor.~ -~ -5 524288 8193 -0 0 0 2 -4 150 15 -A -2 1 -A -18 3 -A -19 4 -#11222 -embroidered belt~ -an embroidered belt~ -This belt bears the inscription- 'Seven in one blow'.~ -~ -9 64 2049 -12 0 0 0 -3 5000 500 -A -5 2 -A -31 2 -A -13 10 -A -12 10 -A -19 2 -> wear_prog 100~ -c elven $n -~ -| -#11223 -bloodstained cleaver~ -a bloodstained cleaver~ -A bloodstained butcher's cleaver is buried in the floor.~ -~ -5 524800 8193 -0 0 0 1 -10 500 50 -A -1 1 -A -18 3 -A -19 5 -A -13 35 -> wear_prog 100~ -mea $n Visions of blood and mutilation flood your mind. -mpforce $n evilgrin -mpforce $n cackle -~ -| -#11224 -butcher chain mail glove~ -a butcher's glove~ -A chain mail glove covered in blood lies on the ground.~ -~ -9 524304 129 -5 0 0 0 -3 1500 150 -A -1 1 -A -17 -10 -A -19 3 -A -27 64 -A -25 -3 -#11225 -butcher apron~ -a butcher's apron~ -A long leather apron spattered with blood hangs from a hook.~ -~ -9 0 9 -8 0 0 0 -7 120 12 -A -1 1 -A -5 1 -A -13 20 -A -17 -10 -#11226 -cupboard~ -a cupboard~ -A large cupboard rests against one wall.~ -~ -15 0 0 -500 13 11227 0 -1 0 0 -#11227 -key tiny brass~ -a tiny brass key~ -A tiny brass key lies on the floor.~ -~ -18 524288 16385 -0 0 0 0 -1 100 10 -#11228 -tea pot~ -a tea pot~ -An empty tea pot rests on the oak table.~ -~ -15 0 16385 -11 1 -1 0 -1 150 15 -#11229 -diamond earring~ -a diamond earring~ -A diamond earring with a gold clasp lies here.~ -~ -9 65 65537 -5 0 0 0 -1 150000 15000 -A -3 1 -A -4 1 -A -12 15 -A -13 15 -A -24 -3 -#11230 -wand~ -a wand of silver~ -A silver wand has been dropped here.~ -~ -3 524352 16385 -20 1 1 58 -1 1500 150 -#11231 -wand~ -a wand of gold~ -A gold wand has been dropped here.~ -~ -3 524352 16385 -20 1 1 18 -1 1500 150 -#11232 -fountain~ -a fountain~ -A small stone fountain bubbles with fresh water.~ -~ -25 0 0 -50 50 0 0 -500 3000 300 -E -fountain~ -It is very nice. Made from fine white marble. -~ -#11233 -corpse smith~ -the corpse of the smith~ -A decaying corpse is slumped over the anvil.~ -~ -15 0 0 -1000 1 -1 0 -1 0 0 -#11234 -silver hammer~ -a silver hammer~ -A large silver hammer lies on the ground.~ -~ -5 8946752 8193 -0 0 0 0 -24 15750 1575 -A -1 2 -A -12 30 -A -18 4 -A -19 4 -#11235 -signet ring merchant guild maritshome~ -A Merchant's Guild Signet Ring~ -A signet ring lies in the dust.~ -~ -9 524352 3 -3 0 0 0 -1 45000 4500 -A -2 1 -A -3 1 -A -12 25 -A -19 1 -#11236 -pile rubbish~ -a pile of rubbish~ -A large pile of rubbish fills most of the street here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -pile rubbish~ -As you poke through the debris, you notice an iron grate half buried -in the muck, which leads down into a sewer. Evidently at some stage -someone must empty this rubbish into the sewers below. But who..? -~ -#11237 -shiny steel leggings~ -shiny steel leggings~ -A pair of shiny steel leggings lies half-buried in the muck.~ -~ -9 524352 33 -11 0 0 0 -10 500 50 -A -1 1 -A -2 1 -A -5 1 -A -17 -20 -A -19 2 -#11238 -silver greaves~ -silver greaves~ -A pair of silver greaves lies in a puddle of water.~ -~ -9 524352 33 -6 0 0 0 -10 15000 1500 -A -2 2 -A -12 20 -A -18 1 -A -19 2 -A -24 -1 -#11239 -thieves dirk~ -a thieves' dirk~ -A sharp narrow blade has been dropped here.~ -~ -5 524288 8193 -0 0 0 2 -1 450 45 -A -18 2 -A -19 3 -#11240 -bladed boots~ -bladed boots~ -A pair of boots with daggers imbedded in the toes rests here.~ -~ -9 0 65 -5 0 0 0 -4 1000 100 -A -19 3 -A -47 5 -A -14 -45 -#11241 -camoflagued cape~ -a camoflagued cape~ -A camoflague cape has been dropped here. You can hardly see it.~ -~ -9 96 1025 -4 0 0 0 -4 15400 1540 -A -2 1 -A -36 5 -A -37 5 -A -22 -2 -> wear_prog 2~ -c invis $n -~ -| -#11242 -weatherbeaten sign~ -a weatherbeaten sign~ -A weatherbeaten sign bearing a name and a symbol swings in the breeze.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -The sign reads, in an ornate script- - -Badwick the Tailor, purveyor of fine clothing and repair of the same - -Below that is a picture of a coiled belt embossed with the words- -FIVE IN ONE BLOW. -~ -#11243 -a foul nest~ -a foul nest~ -A foul nest fills most of this burnt out pub.~ -~ -15 0 0 -1000 0 -1 0 -1 0 0 -#11244 -leather wristband~ -a leather wristband~ -This simple wristband is covered in druidic runes.~ -~ -9 8684608 4097 -4 0 0 0 -1 1503 150 -A -1 1 -A -4 1 -A -12 10 -A -24 -3 -#11245 -mace~ -a mithril mace~ -A sturdy mithril headed mace lies here.~ -~ -5 8946752 8193 -0 0 0 8 -14 25000 2500 -A -3 1 -A -4 1 -A -12 30 -A -18 5 -A -19 5 -A -24 -2 -#11246 -leather jerkin~ -a leather jerkin~ -A stout leather jerkin lies here.~ -~ -9 262144 9 -8 0 0 0 -5 5 0 -A -17 -10 -A -13 20 -#11247 -goblin totem~ -a goblin totem~ -A miniature totem of skulls and feathers lies here.~ -~ -9 262226 16385 -8 0 0 0 -1 100 10 -A -1 1 -A -3 2 -A -12 40 -A -18 3 -A -19 3 -A -24 -3 -> wear_prog 100~ -c sagacity $n -~ -| -#11248 -evil eye~ -the evil eye~ -A bloody eye stares up at you from the ground.~ -~ -9 4692 131073 -4 0 0 0 -1 500 50 -A -25 -3 -A -3 1 -A -4 1 -A -12 20 -A -18 2 -A -19 2 -A -26 24 -A -31 -3 -> wear_prog 100~ -mea $n As you wear the eye, it sinks into your own eye, absorbing it! -~ -| -#11249 -head stag~ -a stag's head~ -A massive stag's head is mounted on the west wall.~ -~ -15 0 0 -1000 5 -1 0 -1 0 0 -E -head~ -You think you can see a small panel near the Stag's thick neck. -~ -#11250 -key mayor bedroom~ -the key to the mayor's bedroom~ -A small key has been dropped here.~ -~ -18 0 1 -0 0 0 0 -1 10 1 -#11251 -iron bound chest~ -an iron bound chest~ -A heavy iron bound chest rests near the bed.~ -~ -15 524354 0 -275 13 11250 0 -1 0 0 -#11252 -shield douglas~ -the Shield of Douglas~ -The shield of Geoffrey's grandfather rests here.~ -~ -9 3392 513 -11 0 0 0 -22 175000 17500 -A -17 -20 -A -5 2 -A -4 2 -A -12 45 -A -19 2 -A -22 -2 -A -23 -2 -A -24 -2 -#11253 -bethesda almanac book~ -A volume of Bethesda's Almanac~ -A volume of Bethesda's Almanac has fallen from its shelf.~ -~ -2 64 16385 -40 213 215 104 -5 400 40 -E -almanac~ -Leafing through a few pages, you note that the volume details the -history and culture of a place known as "Daggerfall"; from what little -you peruse, you decide that it must be a very colorful and interesting -place! You make a vow to one day venture to this strange world. -~ -#11254 -spell book~ -the mage's spell book~ -A torn, stained tome lies on the floor.~ -~ -2 98371 16385 -33 67 66 74 -20 15000 1500 -A -12 50 -A -24 -5 -A -3 2 -A -4 2 -> exa_prog 100~ -if class($n) == mage -mea $n As you scan the runes enscribed within, you trigger them! -mpforce $n recite spell -chuckle -say Silly me...;) -else -mea $n You cannot make heads or tails of the cryptic runes. -endif -~ -| -#11255 -crate~ -a long metal crate~ -A long metal crate rests on one of the benches.~ -~ -15 524352 0 -10000 5 -1 0 -1000 0 0 -#11256 -wand good health~ -a wand of good health~ -A slender wooden wand lies here.~ -~ -3 64 16385 -30 5 5 28 -1 5750 575 -#11257 -wand poor health~ -a wand of poor health~ -A slender wooden wand lies here.~ -~ -3 64 16385 -30 5 5 33 -1 5750 575 -#11258 -wand perception~ -a wand of perception~ -A slender wooden wand lies here.~ -~ -3 64 16385 -30 1 1 235 -1 5750 575 -#11259 -sigil no'ol nool~ -the Sigil of No'ol~ -A glowing sigil hovers in mid-air.~ -~ -1 627 1 -0 0 -1 0 -1 157500 15750 -A -26 2097160 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -A -25 -3 -A -31 -3 -> damage_prog 50~ -mpe The sigil reforms even as it is damaged! -mpoload 11259 -drop nool -mpforce $n get nool -mpforce $n wear nool -~ -| -#11260 -razor whip~ -razor whip~ -A leather cat-o-nine tails set with razor blades lies here.~ -~ -5 17433088 8193 -0 0 0 4 -1 1540 154 -A -2 1 -A -18 5 -A -19 5 -#11261 -cell key~ -cell keys~ -A ring of metal keys lies here.~ -~ -18 524288 16385 -0 0 0 0 -10 100 10 -#11263 -wraith light~ -a wraith light~ -A shimmering sphere of energy hovers here.~ -~ -1 609 1 -0 0 -1 0 -1 0 0 -A -18 2 -A -19 2 -A -12 30 -A -24 -3 -A -31 -3 -#11264 -dark robes~ -dark robes~ -These magical robes seem to absorb all light.~ -~ -9 98880 1025 -6 0 0 0 -3 15000 1500 -A -3 1 -A -12 60 -A -13 10 -A -24 -5 -#11265 -dark cowl~ -a dark cowl~ -This dark cowl appears to absorb all the light in the room.~ -~ -9 98880 17 -5 0 0 0 -1 15500 1550 -A -3 2 -A -4 2 -A -12 25 -A -19 3 -A -27 2048 -#11266 -iron shod staff~ -an iron shod staff~ -An iron shod staff lies on the floor.~ -~ -5 623104 8193 -0 0 0 6 -4 5000 500 -A -1 1 -A -5 1 -A -12 50 -A -18 2 -A -19 2 -A -29 4 -#11267 -unholy tome~ -an unholy tome~ -A blackened book covered in glowing red runes lies here.~ -~ -9 100864 16385 -11 0 0 0 -12 17500 1750 -A -4 2 -A -12 60 -A -19 2 -A -21 -3 -#11268 -ebony dagger~ -an ebony dagger~ -A short ebony blade with an adamantium handle lies here.~ -~ -5 16974358 8193 -0 0 0 11 -2 175000 17500 -A -2 1 -A -13 25 -A -12 25 -A -18 4 -A -19 4 -> wear_prog 100~ -c slink $n -~ -| -#11269 -desk~ -a desk~ -A desk piled high with books fills most of this room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -desk~ -There is at least six months of paperwork and cataloguing to be done -just on this desk alone. If everything ever does return to normal here, -someone is going to have one hell of a job before them in here! -~ -#11270 -torn page~ -a paeg torn from a book~ -A page torn from some old book lies on the floor.~ -~ -2 64 16385 -30 88 89 221 -1 100 10 -#11271 -hat stand~ -a hat stand ~ -A hat stand sits near the encumbered desk.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -stand~ -This hat stand is curiously unencumbered by hats. It doesn't appear too -sturdy, a good shove would send it tumbling over, it seems... -~ -> pull_prog 100~ -mea $n A panel slides shut in the north wall. -mpclosepassage 11272 0 -~ -> push_prog 100~ -mea $n As you shove the hatstand around, a secret panel opens! -mpechoar $n A panel suddenly opens in the north wall! -mpopenpassage 11272 11282 0 -~ -| -#11272 -necronomicon~ -the Necronomicon~ -A black book filled with vile text stains the air around it.~ -~ -9 16878163 16385 -12 0 0 0 -22 137500 13750 -A -3 2 -A -12 125 -A -25 -5 -A -24 -5 -A -21 -5 -A -20 -5 -A -19 7 -A -13 80 -A -27 1048576 -#11273 -twisted claw ~ -the twisted claw of Xeratzl~ -A claw torn from a demon's arm lies here.~ -~ -5 2576 8193 -0 0 0 5 -1 0 0 -E -claw~ -Xeratzl regenerates missing limbs, and one day decided to hack her own -claw off and use it as a weapon. -~ -A -1 1 -A -2 1 -A -13 88 -A -18 8 -A -19 8 -#11274 -gloves thievery~ -gloves of thievery~ -Some black silk gloves lie here.~ -~ -9 25378880 129 -5 0 0 0 -1 50000 5000 -A -2 2 -A -18 6 -A -19 2 -A -35 5 -A -33 5 -A -32 5 -#11275 -book knowledge~ -the Book of Knowledge~ -A tome of inestimable knowledge lies here.~ -~ -9 33652800 16385 -4 0 0 0 -12 750000 75000 -A -3 2 -A -4 2 -A -12 100 -A -24 -3 -A -21 -3 -A -27 1024 -#11276 -shadow ring~ -a shadow ring~ -An indistinct loop of black energy hums quietly.~ -~ -9 16974432 3 -4 0 0 0 -1 12750 1275 -A -3 1 -A -2 1 -A -5 1 -#11277 -portal shadow cache~ -shadow cache~ -A shimmering portal, three feet by three feet, hovers here.~ -~ -15 112 0 -10000 1 -1 0 -1 0 0 -#11278 -mound garbage~ -a towering mound of garbage~ -A towering mound of garbage, both organic and inorganic, fills the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -garbage~ -Yuck. Piles and piles of splintered wood and mutilated corpses. The -stench is almost as bad as an orc latrine. Almost. -~ -> exa_prog 100~ -mea $n As you stick your head in to have a look around, a rather large -mea $n rat leaps out and bites you on the nose, then scurries away! -mpforce $n say OUCH! Damn rats! -mpdamage $n 10 -mpechoar $n $n rubs $s nose ruefully. -~ -| -#11279 -necklace bones~ -a necklace of bones~ -This necklace has been designed to rend the flesh of its wearer.~ -~ -9 262160 5 -6 0 0 0 -4 100 10 -A -12 25 -A -13 25 -A -19 2 -A -29 32 -A -27 1 -#11280 -black opal stud~ -black opal stud~ -A tiny black opal earring lies here.~ -~ -9 534 65537 -3 0 0 0 -1 25000 2500 -A -17 -13 -A -12 33 -A -13 -10 -A -14 -25 -A -19 2 -A -29 1024 -#11281 -mace asteh~ -the Mace of Asteh~ -A white metal mace lies abandoned here.~ -~ -5 527616 8193 -0 0 0 7 -10 56750 5675 -A -4 2 -A -12 30 -A -18 5 -A -19 5 -#11282 -plate air~ -Plate of the Air~ -A suit of shimmering white metal armor rests here.~ -~ -9 8963392 9 -22 0 0 0 -2 500000 50000 -A -17 -30 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -A -24 -5 -> wear_prog 100~ -if deity($n) == asteh -mea $n The power of your god fills you with strength! -c kin $n -c troll $n -else -endif -~ -| -#11283 -rosary beads~ -rosary beads~ -A priest's rosary beads have been dropped here.~ -~ -9 8422720 5 -5 0 0 0 -2 1230 123 -A -12 50 -A -24 -6 -#11284 -boulder~ -a boulder~ -A large boulder blocks a hole in the south wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#11285 -potion black~ -a black potion~ -A vial of thick black liquid lies on the floor.~ -~ -10 68 1 -30 66 16 16 -2 1500 150 -#11286 -staff ensorcellment~ -the staff of ensorcellment~ -A long metal staff is leaned up against a wall.~ -~ -4 590402 16385 -50 20 13 7 -7 150000 15000 -A -25 5 -#0 - - -#ROOMS -#11201 -The Village of Hochenyana~ -As you cross the bridge and enter Hochenyana, you are immediately struck -by the lack of activity in the traditionally bustling village. Certainly -there are citizens about, walking slowly up and down the clean streets, but -there is a jerkiness about their movements, and a dazed expression in their -glazed eyes. Even the wildlife seems wistless and dull. Something is amiss -here, by Anagar, and you determine to find out what! -~ -0 4 1 -D2 -~ -~ -0 -1 11202 -S -#11202 -Main Street~ -You pass into Hochenyana, and arrive at Main Street, the quadrangle -of avenues off of which all of the principal businesses and residences -of the thriving community rest. Normally the street would be abuzz with -activity, but today you see only a few emaciated townsfolk, staggering in -a daze up and down the street. Turning to greet some of them, you are taken -aback when they utterly ignore you. -~ -0 0 1 -D0 -~ -~ -0 -1 11201 -D1 -~ -~ -0 -1 11219 -D3 -~ -~ -0 -1 11203 -S -#11203 -Main Street ~ -Main Street runs west here, past several shops and houses. The street -is clean, and free of any debris or even a cracked cobblestone. Everything -seems to be in order, except for the zombie like villagers of course. A -foul smell wafts in from the north, while to the south you can hear someone -singing. -~ -0 0 1 -D0 -~ -~ -0 -1 11204 -D1 -~ -~ -0 -1 11202 -D2 -~ -~ -0 -1 11205 -D3 -~ -~ -0 -1 11206 -S -#11204 -The Butchery~ -A nauseating smell, one of dead meat left to rot, assaults your nostrils -as you enter, almost (but not quite) distracting you from the horrid -spectacle of dozens of mutilated corpses littering the bloodstained floor -and shop counter. The walls drip with gore and blood; even the ceiling has -been splattered with the stuff. You feel fairly certain that this is not -a healthy place to be... -~ -0 8 0 -D2 -~ -~ -0 -1 11203 -S -#11205 -A General Store~ -The shelves in this little shop are filled, but as you peer closer you -notice that the items that fill them are rubbish, odds and ends no one would -ever want to buy. Confused, you wonder who in hades would be able to prosper -with such a business? Odd business is afoot in Hochenyana, to be sure. -~ -0 8 0 -D0 -~ -~ -0 -1 11203 -S -#11206 -Main Street~ -You have reached a corner of the rectangular street of Hochenyana, where -it heads east and south. Shops and houses line each direction, though there -is little evidence of activity in them. Several lie nearby, their doors open -or missing entirely... - -A weatherbeaten sign hangs over a small business to the west, marking it as -an inn or tavern of some sort. -~ -0 0 1 -D0 -~ -~ -0 -1 11207 -D1 -~ -~ -0 -1 11203 -D2 -~ -~ -0 -1 11209 -D3 -~ -~ -0 -1 11208 -S -#11207 -Animal Attack~ -The furniture in this dwelling has been smashed to flinders, the blood -stained remains a testament to the strength and ferocity of whatever -slew the hapless townsfolk who once resided here. The smell of rotting -meat is strong here, as is the fecund odor of a wild animal. Little -of use seems to have survived the assault. -~ -0 8 0 -D2 -~ -~ -0 -1 11206 -S -#11208 -The Laughing Eagle~ -The interior of this town pub has been recently swept clean, and the -tables are all neatly arranged and free from empty mugs, plates of -half eaten food or the like. The entire place is fresh and clear of any -mess; in other words it's damned unusual for a pub... The patrons just -sit at the tables, reacting to little. The proprieter stands behind the -bar, absently wiping the counter top repeatedly, heedless of what he is -doing. -~ -0 8 0 -D1 -~ -~ -0 -1 11206 -S -#11209 -Main Street~ -Main street runs south here, past several neatly manicured gardens and -more spacious, comfortable dwellings, while to the north it bends -eastward, heading towards the entrance to the town. You notice a dog, -sitting listlessly in the gutter, ignoring your attempts to provoke him -into playing with stick or ball. The air here is still, and the ambient -noise level is contributed to only by you or the noise of shuffling -villagers' feet. -~ -0 0 1 -D0 -~ -~ -0 -1 11206 -D1 -~ -~ -0 -1 11211 -D2 -~ -~ -0 -1 11212 -D3 -~ -~ -0 -1 11210 -S -#11210 -Potrax's Potions~ -This is a well appointed alchemist's shop; the shelves are overburdened -with all manner of elixirs, potions, flasks and philters. Essential oils -fill jars and containers near the counter, upon which a smoky oil lamp -casts a smoky luminescence. Heaven to mages, the aroma and surrounds tend -to make others feel rather claustrophobic and uncomfortable. -~ -0 8 0 -D1 -~ -~ -0 -1 11209 -S -#11211 -An Empty House~ -This comfortable little dwelling boasts several plush easy chairs, a -small table covered in trinkets, a cupboard stacked with all manner of -cups and saucers, and a hearth, which has been packed for a cheery blaze. -There is no sign of any occupants, however, nor does anyone come running -when you yell out. Shrugging, you settle down in one of the chairs to -rest for a short while. -~ -0 8 0 -D3 -~ -~ -0 -1 11209 -S -#11212 -Main Street~ -Main Street bends here again, branching to the north and east, past -yet more houses and shops. The monotony of the lifeless townsfolk and -the empty houses is beginning to tell on you; it is with a heavy heart -that you continue into the depressing place. Nary a smile or a wave from -any of the cheerless folk; something terrible is indeed amiss... -~ -0 0 1 -D0 -~ -~ -0 -1 11209 -D1 -~ -~ -0 -1 11215 -D2 -~ -~ -0 -1 11214 -D3 -~ -~ -0 -1 11213 -S -#11213 -An Abandoned Smithy~ -Where once there was a fine smithy, a place of the purchasing and -repairing of items of war, now there is only a cold forge, some rusted -tools and a couple of suits of shoddy armor. Bloodstains carpet the -straw floor, and the walls bear deep gouges, as if a terrific battle -took place here. -~ -0 8 0 -D1 -~ -~ -0 -1 11212 -S -#11214 -The Stables~ -The poor beasts that were stabled here have not been fed in months, and -abandoned thusly they slowly died of starvation. A foul occurence, and -undoubtedly will result in the lingering of some malevolent manifestation -of misfortune and doom. The rancid air carries the stench of death, as -well as something more sinister. -~ -0 8 0 -D0 -~ -~ -0 -1 11212 -S -#11215 -Main Street~ -Main Street runs east and west here, past more deserted dwellings and -shops fallen into states of disrepair and ruination. A lingering stench -of decaying foodstuffs wafts in from the north, while to the south you -can hear someone gibbering, in fear or madness, or both. -~ -0 0 1 -D0 -~ -~ -0 -1 11216 -D1 -~ -~ -0 -1 11218 -D2 -~ -~ -0 -1 11217 -D3 -~ -~ -0 -1 11212 -S -#11216 -The Ruined Fruit Stand~ -Piles of rotting fruit and vegetables are piled waist high in moldering -sacks and broken wooden crates, creating the sickly sweet aroma of -decay you detected earlier. No one is present here; perhaps the sight and -smell of such decay was too much even for the ensorcelled townsfolk. -~ -0 8 0 -D2 -~ -~ -0 -1 11215 -S -#11217 -An Abandoned Tenement~ -Smashed furniture covered in dust and cobwebs litters the floor of this -house, accompanied by bloodstains and scraps of cloth. It would appear that -not all of the residents of Hochenyana succumbed easily to the evil sorcery -worked upon this place, and paid for their willpower with their lives. The -senselessness of all of this angers you; when will it stop? -~ -0 8 0 -D0 -~ -~ -0 -1 11215 -S -#11218 -A Junction~ -Here, Main Street is met by another street, Heroes' Walk, which runs -south towards some larger structures in the town. Named for the annual -march which used to traditionally take place here to celebrate the -defeat of the Chaos Hordes at this point by the townsfolk, it has not -seen such a parade in some time. -~ -0 0 1 -D1 -~ -~ -0 -1 11231 -D2 -~ -~ -0 -1 11234 -D3 -~ -~ -0 -1 11215 -S -#11219 -Main Street~ -You advance cautiously along this stretch of Main Street, wary of the -eerie silence of the town, and the shuffling zombie like citizens who -occasionally pass soundlessly by. Something is amiss here, be it malady -or curse. Shops to the north and south boast little signs of trade; -no one seems interested in anything here. -~ -0 0 1 -D0 -~ -~ -0 -1 11220 -D1 -~ -~ -0 -1 11222 -D2 -~ -~ -0 -1 11221 -D3 -~ -~ -0 -1 11202 -S -#11220 -Edmund's Armory~ -Someone or something large has recently given this shop the once-over, -taking anything of value and smashing the rest to flinders. Fist marks -the size of your torso scar the stone walls, while the floor is stained -with blood, some of it fresh. A pile of smoldering rags in one corner -marks the point where an oil lamp fell and shattered during the fracas, -igniting a pile of cleaning cloths. -~ -0 8 0 -D2 -~ -~ -0 -1 11219 -S -#11221 -The Footman's Pike~ -This weaponsmith has been thoroughly looted and trashed, whatever force -that did it taking advantage of the poor mental state of the townsfolk and -the absence of any obvious security. Broken and smashed weapons of all -sorts litter the bloodsoaked floor, along with several corpses of giant -rats, goblins and even a large toad. What odd findings in a suburban -residental area! -~ -0 8 0 -D0 -~ -~ -0 -1 11219 -S -#11222 -Main Street~ -Main Street ends at a corner here, where it bends sharply to the west -and south, the two roads meeting at right angles forming one corner -of the quadrangle street that most of Hochenyana depends on. Piles of -debris are all about here, in stark contrast to the clean swept street -west of here. It is as if someone or something had swept all of the rubbish -into this one section of road. -~ -0 0 1 -D0 -~ -~ -0 -1 11223 -D1 -~ -~ -0 -1 11224 -D2 -~ -~ -0 -1 11225 -D3 -~ -~ -0 -1 11219 -D5 -~ -grate~ -11 -1 11281 -S -#11223 -The Flawed Diamond~ -Once a propserous jewellery store, this empty building now only contains -smashed and broken cases, the valuable gemstones long since stolen by -many rampagers and monsters. With no one to defend them, they were easy -pickings. The jeweller himself remains oblivious to all of this, seeming -intent only on how awful the weather is... -~ -0 8 0 -D2 -~ -~ -0 -1 11222 -S -#11224 -An Empty Building~ -This abandoned tenement shows signs of a recent battle, blood stains -and broken weapons littering the dirty floor. A couple of decaying -corpses add an unwholesome odor to this unpleasant scene, and a hint -that whoever died here did so battling fecund goblins and orcs. Strange -indeed, as you have noticed no other sign of the evil humanoids thus -far. -~ -0 8 0 -D3 -~ -~ -0 -1 11222 -S -#11225 -Main Street~ -The shops and houses along this section of Main Street appear for the -most part to be deserted and in serious need of repair. Unpleasant -odors waft in occasionally from several of these structures, hinting at -death and decay. None of the shambling villagers seem to notice this -unusual state of affairs. -~ -0 0 1 -D0 -~ -~ -0 -1 11222 -D1 -~ -~ -0 -1 11227 -D2 -~ -~ -0 -1 11228 -D3 -~ -~ -0 -1 11226 -S -#11226 -A Ruined Dwelling~ -The roof of this house has collapsed, allowing the elements to wreak -havoc on the interior. Waterlogged furniture sits in a knee deep pool -of dirty water covered in insect larvae, and you begin to feel -mosquitoes biting you through your clothes almost as soon as you enter. -Swatting at yourself, you are suddenly aware of something much larger -that lives in here as well... -~ -0 8 0 -D1 -~ -~ -0 -1 11225 -S -#11227 -A Ruined Dwelling~ -Little of value has survived unscathed whatever has ravaged this town. -Piles of moldering cloth crawling with large insects fill the corners, -while huge spiderwebs cover the cracked and peeling ceiling. Pools of -dried blood mark the floor, and a foul odor taints your nostrils, making -you want to leave. -~ -0 8 0 -D3 -~ -~ -0 -1 11225 -S -#11228 -Main Street~ -You have reached a bend in Main Street, where it heads north and west. -None of the houses nearby show any signs of occupation, save one to -the east, the door to which is shut, unlike the rest of the dwellings -you have passed. A weatherbeaten wooden sign hangs above the door, -signifying the purpose of this structure. -~ -0 0 1 -D0 -~ -~ -0 -1 11225 -D1 -~ -~ -7 -1 11229 -D2 -~ -~ -0 -1 11230 -D3 -~ -~ -0 -1 11231 -S -#11229 -The Old Tailor Shop~ -The interior of this boarded up structure is filled with smashed -furniture and long strips of torn cloth, covered in blood stains. -The walls and floors are covered in deep gouges, as if someone had gone -spare with a knife, hacking and stabbing wildly. Once a tailor shop, -it used to be an inn before that, until the owner went broke and sold it -to its current occupant (who was at the time a little healthier). -~ -0 13 0 -D3 -~ -~ -7 -1 11228 -S -#11230 -A Foul Nest~ -Some wild animal has constructed a nest in the ruined remains of this -burnt out pub, furnishing its accomodations with the bones of its many -victims and various other objects. Blood and scraps of flesh litter the -floor, interspersed with the tattered remnants of the unfortunate victims' -possessions. -~ -0 8 0 -D0 -~ -~ -0 -1 11228 -S -#11231 -Main Street~ -This section of Main Street appears to have been the scene of a mighty -battle, between humans and whatever huge creatures possessed the strength -to tear them limb from limb and deposit the remains haphazardly about the -bloodstained cobblestone street. Not one of the foes they fought appears to -have perished in the struggle, making you wonder what sort of creatures now -lurk in this accursed town. -~ -0 0 1 -D0 -~ -~ -0 -1 11232 -D1 -~ -~ -0 -1 11228 -D2 -~ -~ -0 -1 11233 -D3 -~ -~ -0 -1 11218 -S -#11232 -The Source of the Carnage~ -As you enter this corpse-strewn dwelling you realize that whatever it -was that lay waste to the villagers who resisted the ensorcellment of their -home now dwells here, occasionally dragging in bodies from outside to feast -upon. The walls are deeply scored, as by the claws of some mammoth beast, -doubtless the one that now lives here. -~ -0 8 0 -D2 -~ -~ -0 -1 11231 -S -#11233 -The Constable's Office~ -Slaughter without, order within; what sort of constable could just sit -here while his fellow guards and the citizens were being senselessly -slaughtered outside? Strange indeed, considering that by all accounts -Holst Brecker is a fine upstanding man with a deep seated sense of honor -and justice. But he stands here, behind his desk, staring outside at -apparently nothing. -~ -0 8 0 -D0 -~ -~ -0 -1 11231 -S -#11234 -Heroes' Walk~ -Normally this broad tree-lined thoroughfare would be abuzz with activity; -the townsfolk rushing to and fro on various errands. But now nary a soul -stirs, and those that do seem to be in a deep trance, from which even harsh -words and strong blows cannot awaken them. The buildings to either side -appear to be ones of importance, especially the residence of the Mayor to -the southwest of here. To the southeast, a large white tower rises from the -huddle of dwellings. -~ -0 0 1 -D0 -~ -~ -0 -1 11218 -D2 -~ -~ -0 -1 11235 -S -#11235 -A Choice of Directions~ -Small side roads branch off of Heroes' Walk here, heading east and -west towards the major structures in the town of Hochenyana- the mage's -tower and the mayor's house, respectively. Few townsfolk can be seen here, -and there is no sign of any sort of guard near either residence. To the -south Heroes' Walk continues towards the Temple of Asteh, deity of this -town. -~ -0 0 1 -D0 -~ -~ -0 -1 11234 -D1 -~ -~ -0 -1 11243 -D2 -~ -~ -0 -1 11249 -D3 -~ -~ -0 -1 11236 -S -#11236 -Outside the Mayoral Residence~ -The side road ends before a sturdy oak door that marks the entrance to -an imposing two storey brick structure, with stained glass windows and -a tiled roof. Expensive in construction, its design signifies the importance -of its resident, as well as marks him as a man of power and respect. It -shows no sign of deterioration like many of the other structures in this -place, but you do still feel very uneasy, as if something were seriously -amiss. -~ -0 4 1 -D1 -~ -~ -0 -1 11235 -D2 -~ -~ -3 -1 11237 -S -#11237 -A Hallway~ -You pass through the doorway into a long narrow hallway, lined with -bookshelves, portraits and various other paraphenalia of the Mayors of -this fine town. A thick rug covers most of the floor, and a neat -doormat has been discreetly positioned near the entrance to allow visitors -to clean their boots and save the quality of the doubtlessly expensive -rug. The ceiling is supported by thick exposed beams of oak, from which -chandeliers depend, affixed to sturdy iron chains as thick as your forearm. -~ -0 8 0 -D0 -~ -~ -3 -1 11236 -D3 -~ -~ -0 -1 11238 -S -#11238 -The Reception Area~ -The hall ends in a spacious office, dominated by a massive cedar table, -which serves as a desk for the Mayor's busy secretary. It is covered with -piles of official documents, but from here it looks as if most of them are -either blank or covered in meaningless scribbles. A plush chair rests behind -the desk, for the convenience of the Mayor's secretary, as does a large -lantern, which burns continuously, the result of a minor but strong dweomer. -A stout wooden door to the west leads into the Mayor's office. -~ -0 8 0 -D1 -~ -~ -0 -1 11237 -D3 -~ -~ -3 -1 11239 -S -#11239 -The Office of the Mayor~ -The Mayor's office is a well-appointed study, the walls of which are -panelled with expensive wood, which is mostly obscured by the many -shelves of heavy books and trophies, including some fine hunting trophies; -the head of a massive stag hangs above the polished wooden desk that is -the Mayor's. A narrow staircase heads up to the second level, and whatever -is contained there; most likely the private rooms of the Mayor. -~ -0 8 0 -D1 -~ -~ -3 -1 11238 -D4 -~ -~ -0 -1 11240 -S -#11240 -A Landing~ -The stairs end at a landing from which two wooden doors, both locked, -lead. The door to the north appears to have been damaged somehow, and -a makeshift lock has been affixed to it. The door to the west shows signs -of an attempted forced entry, which obviously failed, as it still holds. -~ -0 8 0 -D0 -~ -~ -7 11216 11242 -D3 -~ -~ -8388647 11250 11241 -D5 -~ -~ -0 -1 11239 -S -#11241 -The Mayor's Bedroom~ -This room has yet to be tampered with by whatever has taken over the -town. For whatever reason, the door was securely locked with a pickproof -device that is both rare and expensive. Evidently not much more force -was brought to bear by the villains, for the interior remains undamaged, -including a fine iron chest which bears one word- Grandfather's. -~ -0 8 0 -D1 -~ -~ -8388647 11250 11240 -S -#11242 -The Real Mayor of Hochenyana~ -This room is the Mayor's private study, not an office to receive -visitors like the one downstairs. As such it is far less cluttered, -boasting only a few slim volumes of "Bethesda's Almanac", dating from -458-467, and a small reading chair, which has been damaged during a -melee. -~ -0 9 0 -D2 -~ -~ -7 11216 11240 -S -#11243 -Carnage~ -The path here is littered with the corpses of small animals, vermin and -the occasional humanoid, including humans, elves and goblins. Bloodstains -mar the cobblestones, as well as piles of flyblown decaying guts. A foul -odor assaults your nostrils, and you do not doubt that serious evil is -afoot here. -~ -0 4 1 -D2 -~ -~ -0 -1 11244 -D3 -~ -~ -0 -1 11235 -S -#11244 -A Haphazard Encampment~ -Rows of small lean-tos and shanties have been built here, by some filthy -tribe of humanoids that has taken over this area. The vile smell you were -hit with earlier is even more prevalent here, and you find yourself wishing -that you were in a cleaner place than this; even an abbatoir would be easier -on the eyes and nose. -~ -0 0 1 -D0 -~ -~ -0 -1 11243 -D1 -~ -~ -0 -1 11245 -S -#11245 -The Entrance to the Tower~ -The shanties and hovels end before the doors to the white tower, above -which a crude grinning skull has been carved, scarring the fine marble of -this towering edifice. You utter an oath and vow to destroy the vermin -who have infested this region. The tower itself is nearly thirty feet tall, -and boasts no windows or other visible entrances; simply sheer walls of -white marble. -~ -0 0 1 -D1 -~ -~ -3 -1 11246 -D3 -~ -~ -0 -1 11244 -S -#11246 -Inside the Tower~ -The first notion that strikes you as you enter the tower is that whoever -originally constructed it would not have intended it to be in the state it -is now. Smashed furniture and shredded books cover the grimy floor, and -piles of mangled tapestries have been built into large nests for a variety -of vermin. The stench is unbearable, and unmistakably goblin. Your hatred -for these savage brutes grows as you continue through the carnage. To the -east, a stone staircase continues to the next level, while to the south -a long corridor heads to other chambers. -~ -0 12 0 -D2 -~ -~ -0 -1 11276 -D3 -~ -~ -3 -1 11245 -D4 -~ -~ -0 -1 11247 -S -#11247 -A Summoning Circle~ -The stairs pass through a large circular chamber here, originally some -sort of summoning area, which has been converted to sleeping quarters for -more goblins, bodyguards no doubt for whatever has taken over the mage's -private chambers at the top of the tower, which lies at the end of the stair. -~ -0 8 0 -D4 -~ -~ -0 -1 11248 -D5 -~ -~ -0 -1 11246 -S -#11248 -The Mage's Study~ -The stairs end in a small, cramped laboratory, the majority of which -remains in relatively good condition, as the shaman who has taken over -this place wishes to learn more magical secrets from the mage's work. -Two long tables crammed with a variety of alchemical equipment line -the walls, while a small cot has been sandwiched in between tall shelves -overburdened with books to the north. Some of these books have been scattered -on the floor in disgust by the shaman, who was not intelligent enough to -decipher their secrets. -~ -0 3153928 0 0 0 4 -D5 -~ -~ -0 -1 11247 -S -#11249 -Heroes' Walk~ -Each side of this broad street is lined with small hedges that have -grown wild during these recent times of neglect. Occasionally one will -rustle, and a frightened animal will come scampering out, its rest disturbed -by your approach. Blood stains can be seen occasionally on the stones, as -well as the occasional broken weapon. -~ -0 0 1 -D0 -~ -~ -0 -1 11235 -D2 -~ -~ -0 -1 11250 -S -#11250 -The Town Gaol~ -To the west rests a small but imposing stone structure with barred windows -and thick steel doors. The town prison, you surmise, and you instantly -wonder what state the prisoners must be in, considering the neglect the -enchantment has caused the townsfolk to exhibit. No noise comes from within, -though that in itself is far from a good sign. -~ -0 0 1 -D0 -~ -~ -0 -1 11249 -D2 -~ -~ -0 -1 11255 -D3 -~ -~ -8388615 -1 11251 -> act_prog p bashes against the door, but it holds strong.~ -mea $n Are you crazy? That door is solid iron! -mpechoar $n Someone better stop $n before $e injures $mself... -~ -| -S -#11251 -The Gaol ~ -The iron door opens onto a small guard room, filled with shelves bearing -manacles, leg irons, guard rosters and other paraphenalia. Three cell doors -lead off from this room, to the north, west and south, and a large desk -marks the place where the duty guard usually sits. -~ -0 12 0 -D0 -~ -~ -8388615 11261 11253 -D1 -~ -~ -8388615 -1 11250 -D2 -~ -~ -8388615 11261 11254 -D3 -~ -~ -8388615 11261 11252 -S -#11252 -A Cell~ -This cell is small, simple and relatively clean. A huddled body in one corner -is all that remains of the unfortunate soul trapped in here and left to die -of starvation after the townsfolk fell under the sway of the evil spell. Now -their enraged spirits linger, however, thirsting for revenge! -~ -0 77 0 -D1 -~ -~ -8388615 11261 11251 -S -#11253 -A Cell~ -This cell is small, simple and relatively clean. A huddled body in one corner -is all that remains of the unfortunate soul trapped in here and left to die -of starvation after the townsfolk fell under the sway of the evil spell. Now -their enraged spirits linger, however, thirsting for revenge! -~ -0 76 0 -D2 -~ -~ -8388615 11261 11251 -S -#11254 -A Cell~ -This cell is small, simple and relatively clean. A huddled body in one corner -is all that remains of the unfortunate soul trapped in here and left to die -of starvation after the townsfolk fell under the sway of the evil spell. Now -their enraged spirits linger, however, thirsting for revenge! -~ -0 77 0 -D0 -~ -~ -8388615 11261 11251 -S -#11255 -Heroes' Walk~ -The walk continues south towards the temple of Asteh, to the south, -past the great Library of Hochenyana, a famed mage's retreat in the -empire. You shudder to think what will have happened to this once great -center of learning in these times of neglect. -~ -0 0 1 -D0 -~ -~ -0 -1 11250 -D2 -~ -~ -0 -1 11256 -S -#11256 -The Library of Hochenyana~ -To the east looms the impressive marble building that houses the -repository of knowledge that is the Library of Hochenyana, renowned -the world over as a fine example of achievement in the Arts. Scholars -from across the Empire used to travel here to study at this place, but -these days none come, for word of the strange goings-on has begun to -spread among the academic community. -~ -0 0 1 -D0 -~ -~ -0 -1 11255 -D1 -~ -~ -0 -1 11266 -D2 -~ -~ -0 -1 11257 -S -#11257 -Before the Temple of Asteh~ -Rising to the south, like a great marble beast emerging from an ocean -of homes, is the impressive two tiered temple of Asteh, patron deity of -Hochenyana. Long wings of stone lead off of the main structure, which is -a large hemispherical marble building, supported by thick doric columns -spaced evenly about the perimeter. Elegant murals cover the walls within -these pillars, which protect the interior from the elements, though the -orginial architects protested, intending to have the central worship area -exposed, as a deity of the winds and air would wish. However, common sense -and the typically wet Estroglian weather prevailed. -~ -0 0 1 -D0 -~ -~ -0 -1 11256 -D2 -~ -~ -0 -1 11258 -S -#11258 -The Antechamber~ -Nary a whisper can be heard as you pass into the vaulted halls of -Asteh; it takes a while for you to realize that some sort of magical -enchantment is in place, cast here by the clerics of old to subdue -boisterous worshippers as they entered. You must admit one soon loses -the desire to be noisy when one cannot hear the result! The walls are -bare here, starkly white with faint traces of silvery runes, which mark -two barely visible doors to the east and west. To the south lies the -central worship area, while the open entrance of the temple lies to the -north. -~ -0 98312 0 -D0 -~ -~ -0 -1 11257 -D1 -~ -~ -3 -1 11260 -D2 -~ -~ -0 -1 11261 -D3 -~ -~ -3 -1 11259 -S -#11259 -A Guard Room~ -Even temples have need of security, in these times of trouble, and -the Temple of Asteh is not staffed by naive fools. Here they quarter a -stout guardian, whose purpose is to repel unwanted invaders. Unfortunately -he was easily overcome by the magical powers of the usurpers of Hochenyana, -and stuffed in here until they decide what to do with him. -~ -0 8 0 -D1 -~ -~ -3 -1 11258 -S -#11260 -An Empty Chamber~ -The interior of this small room is dark, unnaturally so; even your -strong light cannot penetrate far into the gloom. You are able to make -out vague shapes of abandoned furniture and something small moving -furtively amongst them. The effect is eerie, and you unconsciously tighten -your grip on your weapon. -~ -0 9 0 -D3 -~ -~ -3 -1 11258 -S -#11261 -The Central Worship Area~ -The passage opens onto the center of the hemispherical chamber, the -ceiling of which is elaborately decorated with murals depicting an open -sky, filled with birds and other creatures. A slight breeze blows continually -around the chamber, reminding you of a fresh spring morning. All of the pews -that normally rest on the blue stone floor here have been smashed to flinders, -however, and piled in the center of the room. Rats and maggots crawl about the -furniture, and the corpses of the clergy interred within. -~ -0 8 0 -D0 -~ -~ -0 -1 11258 -D1 -~ -~ -0 -1 11265 -D2 -~ -~ -0 -1 11273 -D3 -~ -~ -0 -1 11262 -S -#11262 -A Ravaged Corridor~ -Once the site of beautiful paintings and elegantly carved sculptures, -this wing of the temple is now a scene of carnage and destruction. Dead -priests, some of whom appear to have been partially devoured, litter -the floor, as well as the corpses of rats, goblins and other fecund -creatures. A vile smell, the unmistakable stench of death, fills the -air. - -To the west lies the offices of the clergy. -~ -0 8 0 -D1 -~ -~ -0 -1 11261 -D3 -~ -~ -3 -1 11263 -S -#11263 -Offices of the Clergy~ -The desks and chairs in this area remain untouched by the ravages that -beset the rest of the temple; the reason for this is readily apparent -in the form of a shimmering force field, which imprisons a magical being -in the room where it was summoned, as a last ditch effort to defeat the -evil forces that beset this place. -~ -0 8 0 -D1 -~ -~ -3 -1 11262 -S -#11264 -The Ruined Confessionary~ -A horrid fate befell the kindly bishop of Asteh in this place, evidenced -by the mutilated body slumped over a badly damaged oak chair. Several arrows -and daggers protrude from the corpse, further indication of the poor soul's -violent and messy fate. -~ -0 8 0 -D3 -~ -~ -3 -1 11265 -S -#11265 -A Ravaged Corridor~ -Once the site of beautiful paintings and elegantly carved sculptures, -this wing of the temple is now a scene of carnage and destruction. Dead -priests, some of whom appear to have been partially devoured, litter -the floor, as well as the corpses of rats, goblins and other fecund -creatures. A vile smell, the unmistakable stench of death, fills the -air. - -What used to be the confessionary lies to the east. -~ -0 8 0 -D1 -~ -~ -3 -1 11264 -D3 -~ -~ -0 -1 11261 -S -#11266 -The Steps of the Library~ -A flight of broad marble steps leads up to the towering oak portals that -mark the entrance to the library. Flanked by massive Corinthian columns -which support a splendid marble plinth, the doors are nearly twenty feet -tall and almost as wide. The frieze above the plinth depicts scholars and -artisans entering a hall similar to this one, flanked by symbols of learning -and knowledge, such as the ruler, the compass, a thick book, quills and jars -of ink. -~ -0 4 1 -D0 -~ -~ -3 -1 11267 -D3 -~ -~ -0 -1 11256 -S -#11267 -The Entrance Hall~ -A long corridor flanked by statues and shelves full of dusty tomes -runs north here, towards the many shelves of books that stretch up to -the domed ceiling, which is decorated with beautifully rendered murals. -To the south beckon the doors that lead out of the library, though with -such knowledge before you to peruse you find yourself reluctant to leave -quickly. - -A small door to the east is marked "Staff Only". -~ -0 8 0 -D0 -~ -~ -0 -1 11268 -D1 -~ -~ -3 -1 11272 -D2 -~ -~ -3 -1 11266 -S -#11268 -The Central Storage Area~ -Dozens of high shelves crammed with texts in every language conceivable -fill this long hall, reaching up to the high domed ceiling on all sides, -making you feel as if you were within a fortress of books. The air is thick -and musty, and smells strongly of old leather and crumbling parchment. Dog -eared manuscripts lie scattered all across the floor, tossed aside by someone -engaged in a frenetic search for a particular tome. The wealth of knowledge -concentrated here is beyond quanitifiable measure; you have no doubt that, if -you searched long and hard enough, you would find information on just about -any subject under the sun. -~ -0 8 0 -D0 -~ -~ -0 -1 11270 -D1 -~ -~ -0 -1 11269 -D2 -~ -~ -0 -1 11267 -D3 -~ -~ -0 -1 11271 -S -#11269 -Browsing the Shelves~ -Shelves filled with dusty tomes dealing with every imaginable subject, from -Algebra to Zoology, line the walls, restricting your vision to the point where -it is hard to truly appreciate the size of the library. You can hear other -people moving about within the shelves, and realize that you are definitely -not alone here... -~ -0 8 0 -D3 -~ -~ -0 -1 11268 -S -#11270 -Browsing the Shelves~ -Shelves filled with dusty tomes dealing with every imaginable subject, from -Algebra to Zoology, line the walls, restricting your vision to the point where -it is hard to truly appreciate the size of the library. You can hear other -people moving about within the shelves, and realize that you are definitely -not alone here... -~ -0 8 0 -D2 -~ -~ -0 -1 11268 -S -#11271 -Browsing the Shelves~ -Shelves filled with dusty tomes dealing with every imaginable subject, from -Algebra to Zoology, line the walls, restricting your vision to the point where -it is hard to truly appreciate the size of the library. You can hear other -people moving about within the shelves, and realize that you are definitely -not alone here... -~ -0 8 0 -D1 -~ -~ -0 -1 11268 -S -#11272 -The Librarian's Office~ -This small office is cluttered with shelves full of books awaiting -cataloguing and/or reshelving, and since the strange events that started -recently in the town these tasks have remained unfinished. There is no -sign of the head librarian, or any librarians for that matter, which is -indeed strange. -~ -0 8 0 -D3 -~ -~ -3 -1 11267 -S -#11273 -Before the Altar~ -A shimmering field of black energy suffuses this section of the temple, -its source the new towering black monolith that serves an altar to the -vile demon No'ol and also suffices in a role as a sacrifical table. You -feel ill at ease here, and realize that the magical forces here will make -escape difficult from whatever may lie ahead, behind the massive bloodsoaked -altar. You dodge around mangled corpses dangling from barbed hooks attached -to long rusted metal chains depending from the arched ceiling, which has been -blackened by fire. -~ -0 3153928 0 -D0 -~ -~ -0 -1 11261 -D2 -~ -~ -0 -1 11274 -S -#11274 -The Gaping Pit~ -Here, an evil block of black stone rises from a gaping hole in the -earth, which leads into some netherworld from which the vile beast that -conducts operations here was spawned. To enter it would mean no return, -and you are certain that not even you could survive long when exposed to -the pure chaos that surely lurks at the bottom of this void. A shrill shrieking -emanates from all sides; its source hundreds of faces that press against the -walls, as if they belonged to people imprisoned within the shifting surface of -the stone. You had heard that all structures of Chaos were formed from the -unwilling souls of sacrifical victims, bound to eternal excruciating pain as -building blocks for Chaos. -~ -0 3153993 0 -D0 -~ -~ -0 -1 11273 -D5 -~ -~ -0 -1 11275 -> act_prog p from the north.~ -mea $n You feel a slight tugging, as if something was seeking to drag -mea $n You down into the gaping pit at your feet. -~ -| -S -#11275 -A Gruesome Death~ -As you descend into the sacrificial pit that has been gouged into the -temple, thousands of pairs of scabby, claws arms reach out and grab at -you, dragging you down into the inky blackness of the bottomless pit, -and subjecting you to thousands of interesting new sensations of pain -as they slowly slay and devour you... -~ -0 3153935 0 -S -#11276 -A Shadowy Corridor~ -This corridor extends southwards towards two doors set at the end. -There is little evidence of goblin occupation in this place; indeed -it doesn't appear that they have ventured very far at all down this -passageway, as goblins have a habit of making it rather obvious with -their debris where they have been. -~ -0 3153928 0 -D0 -~ -~ -0 -1 11246 -D2 -~ -~ -0 -1 11277 -S -#11277 -A Shadowy Corridor~ -Presently you find the reason for the conspicuous absence of the goblins; -a massive pedestal rests here, upon which stands a guardian, placed here -by the mage some time ago to guard his most treasured possessions. It -has unfortunately been away from the guidance of its creator for too long, -however, and now berserkly attacks anything that enters here, which thus -far has only been many goblins, the corpses of which litter the floor. -~ -0 3153928 0 -D0 -~ -~ -0 -1 11276 -D2 -~ -~ -0 -1 11279 -S -#11278 -The Arsenel~ -The mage constructed this chamber to bear an impressive array of -magical devices he one day hoped to acquire; unfortunately for any -avaricious visitors his collection thus far is rather small. Two plain -benches support long metal crates, which the mage planned to fill with -his items. Perhaps, however, there are one or two lying around... -~ -0 3153928 0 -D1 -~ -~ -3 -1 11279 -S -#11279 -Two Doors~ -The corridor ends here, before two plain metal doors, bearing no -obvious locks or bars; evidently the mage had sufficient confidence in -his golem as to consider such precautions superfluous and unnecessary, -not to mention a hindrance should he need to frequent these chambers. -Runes are carved into each door, denoting its purpose and contents. -~ -0 3153928 0 -D0 -~ -~ -0 -1 11277 -D2 -The runes read "The Dungeon" -~ -~ -3 -1 11280 -D3 -The runes read- "Arsenel" -~ -~ -3 -1 11278 -S -#11280 -The Dungeon~ -The mage used this chamber to house a rather irascible elemental he -inadvertently summoned one day while experimenting on a faster way to -brew coffee. It is unhappy, tremendously so, at its enforced imprisonment, -and this leaves it in a state of mind you can no doubt expect to be at the -least rather poor... -~ -0 3153928 1 -D0 -~ -~ -3 -1 11279 -S -#11281 -A Stinking Sewer~ -The grate opens onto a stinking sewer, the place where residents of the -town deposit their waste. Why in the seven hells would you want to venture -forth into here? You shake your head in amazement at your avarice, which -drives you to such insane places. -~ -0 3153933 13 -D0 -~ -~ -0 -1 11283 -D2 -~ -~ -0 -1 11285 -D4 -~ -grate~ -3 -1 11222 -S -#11282 -An Extradimensional Space~ -The panel opens onto a hole in the space-time continuum, much like those -used by magical containers and the like to store the items placed within -them. You have never been INSIDE one of those items before; it is a curious -experience, being outside of all normal space and time. It seems rather... -empty. -~ -0 3145741 1 -S -#11283 -A Bend in the Tunnel~ -Trudging through the disgusting sludge, you find yourself having to stop -several times to retch, the stench being literally unbearable. You don't -want to think about what you may be inhaling down here. Turning back seems -very attractive now, but you aren't entirely convinced that there is nothing -of value down here. -~ -0 3153929 13 -D2 -~ -~ -0 -1 11281 -D3 -~ -~ -0 -1 11284 -S -#11284 -A Dead(?) End~ -The tunnel ends abruptly here, at a large pool of thick black muck, -even thicker and more disgusting than the sludge elsewhere. You think you -can see something moving about in the mess... -~ -0 3153929 13 -D1 -~ -~ -0 -1 11283 -S -#11285 -A Narrow Tunnel~ -You have been in more pleasant latrines than this cesspit of humanoid -waste. You wince at the various ...things... that brush against you in -the water, which is thick with excrement and other, even more disgusting, -objects. You see, to your abject horror, human hands and feet drift past, -as well as stinking entrails. -~ -0 3153929 13 -D0 -~ -~ -0 -1 11281 -D2 -~ -~ -0 -1 11286 -S -#11286 -Deep Waters~ -The sludge grows suddenly deeper here, wuickly rising to your chest, and -you find yourself incapable of continuing without a boat or magical means. -Something large, and slimy, is moving around in the fetid waters beneath -your feet, and you panic, not knowing what to expect. -~ -0 3153929 7 -D0 -~ -~ -0 -1 11285 -D2 -~ -~ -0 -1 11287 -S -#11287 -The End~ -The sludge stops here, as the ground rises sharply, and the tunnel ends -at a large boulder, which is wedged into a hole in the south wall, which -leads into the basement of one of the many houses on Main Street. No sound -comes from the far side. -~ -0 3153933 13 -D0 -~ -~ -0 -1 11286 -D2 -~ -boulder~ -2059 -1 11288 -S -#11288 -A Dusty Storeroom~ -Beneath the old inn lies a storeroom, used to store items such as -casks of wine, barrels of ale and mead, and dried meats. Judging by -the thick layer of dust and cobwebs, it has not been frequented -recently. Some of those cobwebs look pretty big; you wonder what sort -of spider spun webs with strands as thick as an ogre's wrist... -~ -0 9 0 -D0 -~ -~ -2059 -1 11287 -D5 -~ -barrel~ -134155 -1 11294 -S -#11289 -A Filthy Cell~ -The stone walls of this dank and miserable cell are covered with -innumerable stains of various disgusting origins. The floor is of -packed earth, and is littered with bones and scraps of cloth. Whatever -is kept here is evidently not cared for very well. A foul odor not -surprisingly fills the room. -~ -0 9 13 -D3 -~ -~ -7 11206 11292 -S -#11290 -A Filthy Cell~ -The stone walls of this dank and miserable cell are covered with -innumerable stains of various disgusting origins. The floor is of -packed earth, and is littered with bones and scraps of cloth. Whatever -is kept here is evidently not cared for very well. A foul odor not -surprisingly fills the room. -~ -0 9 13 -D0 -~ -~ -7 11206 11292 -S -#11291 -A Filthy Cell~ -The stone walls of this dank and miserable cell are covered with -innumerable stains of various disgusting origins. The floor is of -packed earth, and is littered with bones and scraps of cloth. Whatever -is kept here is evidently not cared for very well. A foul odor not -surprisingly fills the room. -~ -0 9 13 -D2 -~ -~ -7 11206 11292 -S -#11292 -A Miserable Dungeon~ -It is here that whatever powers hold Hochenyana in thrall keep those -who resisted their magic or otherwise proved intractable. Normally -they would be slain; but perhaps they are worth a sizeable ransom, or -hold valuable information? Barred doors lead to the north, east and -south, behind which can be heard people moaning and weeping. -~ -0 8 0 -D0 -~ -~ -7 11206 11291 -D1 -~ -~ -7 11206 11289 -D2 -~ -~ -7 11206 11290 -D3 -~ -~ -0 -1 11293 -S -#11293 -A Stone Corridor~ -The door opens onto a long stone corridor, dimly lit by smoldering -brands supported on each wall by rusted iron sconces. The moans and -cries are much louder here, and appear to be coming from a large -chamber to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 11292 -D3 -~ -~ -3 -1 11294 -S -#11294 -A Secret Chamber~ -The floor of this secret chamber is hard, packed earth, which is -stained with blood and other substances. A trapdoor is set in the -ceiling; presumably it opens onto the storeroom of one of the shops -of Hochenyana. A door lies in the wall to the east; from behind it -emerge moans and cries for help. -~ -0 9 13 -D0 -The shelf appears to bar a door in the north wall. -~ -shelf~ -1035 -1 11295 -D1 -~ -~ -3 -1 11293 -D4 -~ -trapdoor~ -3 -1 11288 -S -#11295 -A Secret Tunnel~ -The secret door opens onto a rough tunnel, carved from the rock beneath -Hochenyana by something with powerful claws; the rock appears to have been -rended as if it were butter. The floor of the tunnel is composed of fresh -soil, either a product of the excavation or a deliberate covering, you know -not. It bears a number of tracks, some humanoid, some unrecognizable. It -runs at an angle away from the secret door, to the northeast. -~ -0 3153929 13 -D2 -~ -~ -3 -1 11294 -D6 -~ -~ -0 -1 11296 -S -#11296 -A Bend in the Tunnel~ -The tunnel twists sharply here, heading due north, towards what you know -not, but one thing is certain- somewhere down here lurks the cause of the -problems besetting the good citizens of Hochenyana, and stop it you must! -Besides, what manner of magical artifacts may a being capable of such -enchantments be in possession of? An avaricious gleam comes to your eyes -as you peer about the rough walled tunnels. -~ -0 3153929 13 -D0 -~ -~ -0 -1 11298 -D9 -~ -~ -0 -1 11295 -S -#11297 -Research Center~ -The tunnel ends in a large cave, which is filled end to end with long -wooden benches that strain under the weight of magical apparatus of all -sorts, ranging from bubbling beakers and hissing alembics of fluid to heavy -bronze bound tomes resting on iron bookstands. A vile smell fills the air, one -that is not unfamiliar to a seasoned adventurer who has trespassed into many -an alchemical laboratory. -~ -0 3153929 13 -D3 -~ -~ -0 -1 11298 -S -#11298 -The Final Battle~ -As you continue through the twisting caverns, you grow more and more -confident that the end of your quest is near. Reaching a junction, you -pause to decide where to proceed. A low chanting can be heard to the east, -while to the north you hear someone shouting orders, though you cannot for -the life of you understand what language they are using. However, this room -contains something that draws your attention back to your immediate -surrounds... -~ -0 3153929 13 -D0 -~ -~ -0 -1 11299 -D1 -~ -~ -0 -1 11297 -D2 -~ -~ -0 -1 11296 -S -#11299 -The Root of all Evil~ -At last! A grim smile of triumph twists your battle weary face as you -stride boldly into the lair of the evil behind the madness that has taken -ahold of Hochenyana. For it is here, in this bare, unremarkable chamber, -that the foul tyrant plots his diabolical schemes, and came extremely -close to subjugating half the empire! Now you have arrived to thwart his -evil schemes! A surge of elation courses through your veins and you grip -your weapon firmly. -~ -0 3153929 13 -D2 -~ -~ -0 -1 11298 -S -#0 - - -#RESETS -M 1 11211 1 11201 -E 1 11209 1 16 -E 1 11210 1 6 -E 1 11211 1 5 -E 1 11212 1 11 -M 1 11209 11 11202 -M 1 11210 11 11202 -M 1 11233 5 11202 -E 1 11209 1 16 -E 1 11210 1 6 -E 1 11211 1 5 -E 1 11212 1 11 -M 1 11233 5 11202 -E 1 11209 1 16 -E 1 11210 1 6 -E 1 11211 1 5 -E 1 11212 1 11 -M 1 11217 1 11204 -E 1 11223 1 16 -E 1 11224 1 9 -E 1 11225 1 5 -M 1 11218 1 11205 -M 1 11209 11 11206 -M 1 11210 11 11206 -M 1 11219 1 11207 -M 1 11220 1 11208 -M 1 11221 1 11208 -M 1 11208 6 11209 -M 1 11208 6 11209 -M 1 11222 1 11210 -O 1 11226 1 11211 -P 0 11229 1 0 -O 1 11228 1 11211 -P 0 11227 1 0 -M 1 11209 11 11212 -M 1 11210 11 11212 -M 1 11209 11 11212 -O 1 11232 1 11212 -O 1 11233 1 11213 -P 0 11234 1 0 -M 1 11223 1 11214 -M 1 11224 1 11217 -E 1 11235 1 1 -M 1 11209 11 11218 -M 1 11210 11 11218 -M 1 11209 11 11218 -M 1 11210 11 11218 -M 1 11233 5 11218 -E 1 11209 1 16 -E 1 11210 1 6 -E 1 11211 1 5 -E 1 11212 1 11 -M 1 11233 5 11218 -E 1 11209 1 16 -E 1 11210 1 6 -E 1 11211 1 5 -E 1 11212 1 11 -M 1 11225 1 11220 -M 1 11209 11 11222 -M 1 11210 11 11222 -M 1 11208 6 11222 -M 1 11208 6 11222 -O 1 11236 1 11222 -D 0 11222 5 1 -M 1 11227 1 11223 -M 1 11228 1 11226 -O 1 11238 1 11226 -M 1 11229 1 11227 -E 1 11239 1 16 -E 1 11240 1 8 -E 1 11241 1 12 -M 1 11209 11 11228 -M 1 11209 11 11228 -M 1 11210 11 11228 -M 1 11210 11 11228 -M 1 11208 6 11228 -O 1 11242 1 11228 -D 0 11228 1 2 -M 1 11216 1 11229 -E 1 11221 1 16 -E 1 11222 1 13 -O 1 11217 1 11229 -D 0 11229 3 2 -M 1 11230 1 11230 -O 1 11243 1 11230 -P 0 11244 1 0 -M 1 11201 1 11232 -M 1 11231 1 11233 -E 1 11245 1 16 -E 1 11246 1 5 -M 1 11209 11 11235 -M 1 11210 11 11235 -M 1 11233 5 11235 -E 1 11210 1 6 -E 1 11212 1 11 -E 1 11211 1 5 -E 1 11209 1 16 -D 0 11236 2 1 -D 0 11237 0 1 -M 1 11213 1 11238 -D 0 11238 3 1 -M 1 11212 1 11239 -E 1 11213 1 12 -E 1 11214 1 16 -E 1 11215 1 5 -G 1 11216 1 -O 1 11249 1 11239 -P 0 11250 1 0 -D 0 11239 1 1 -D 0 11240 0 2 -D 0 11240 3 2 -O 1 11251 1 11241 -P 0 11252 1 0 -D 0 11241 1 2 -M 1 11215 1 11242 -O 1 11253 1 11242 -D 0 11242 2 2 -M 1 11235 6 11244 -M 1 11235 6 11244 -M 1 11235 6 11244 -M 1 11235 6 11245 -M 1 11235 6 11245 -M 1 11235 6 11245 -D 0 11245 1 1 -D 0 11246 3 1 -M 1 11234 3 11247 -M 1 11234 3 11247 -M 1 11234 3 11247 -M 1 11232 1 11248 -E 1 11247 1 17 -E 1 11248 1 20 -O 1 11254 1 11248 -D 0 11250 3 2 -O 1 11261 1 11251 -D 0 11251 0 2 -D 0 11251 1 2 -D 0 11251 2 2 -D 0 11251 3 2 -M 1 11239 3 11252 -D 0 11252 1 2 -M 1 11239 3 11253 -D 0 11253 2 2 -M 1 11239 3 11254 -D 0 11254 0 2 -M 1 11208 6 11255 -M 1 11209 11 11255 -M 1 11210 11 11255 -M 1 11210 11 11255 -D 0 11258 1 1 -D 0 11258 3 1 -M 1 11244 1 11259 -D 0 11259 1 1 -M 1 11245 1 11260 -O 1 11277 1 11260 -P 0 11276 1 0 -D 0 11260 3 1 -O 1 11278 1 11261 -M 1 11246 5 11262 -E 1 11279 1 3 -E 1 11280 1 19 -D 0 11262 3 1 -M 1 11247 1 11263 -E 1 11282 1 5 -E 1 11281 1 16 -D 0 11263 1 1 -M 1 11248 1 11264 -E 1 11283 1 3 -D 0 11264 3 1 -M 1 11246 5 11265 -E 1 11279 1 3 -E 1 11280 1 19 -D 0 11265 1 1 -D 0 11266 0 1 -M 1 11242 1 11267 -E 1 11268 1 16 -E 1 11274 1 9 -D 0 11267 1 1 -D 0 11267 2 1 -M 1 11240 1 11268 -E 1 11264 1 12 -E 1 11265 1 6 -O 1 11275 1 11268 -M 1 11241 3 11269 -E 1 11266 1 16 -E 1 11267 1 17 -M 1 11241 3 11270 -E 1 11266 1 16 -E 1 11267 1 17 -M 1 11241 3 11271 -E 1 11266 1 16 -E 1 11267 1 17 -O 1 11269 1 11272 -O 1 11270 1 11272 -O 1 11271 1 11272 -D 0 11272 3 1 -M 1 11246 5 11273 -E 1 11279 1 3 -E 1 11280 1 19 -M 1 11246 5 11273 -E 1 11280 1 19 -E 1 11279 1 3 -M 1 11246 5 11273 -E 1 11280 1 19 -E 1 11279 1 3 -M 1 11238 1 11274 -E 1 11259 1 0 -E 1 11260 1 16 -M 1 11236 1 11277 -O 1 11255 1 11278 -P 0 11256 1 0 -P 1 11257 1 0 -P 2 11258 1 0 -D 0 11278 1 1 -D 0 11279 2 1 -D 0 11279 3 1 -M 1 11237 1 11280 -D 0 11280 0 1 -M 1 11226 1 11281 -G 1 11237 1 -D 0 11281 4 1 -M 1 11243 1 11282 -E 1 11272 1 17 -M 1 11249 3 11284 -G 1 11285 1 -M 1 11249 3 11284 -G 1 11285 1 -M 1 11249 3 11284 -G 1 11285 1 -M 1 11250 1 11286 -O 1 11284 1 11287 -D 0 11287 2 1 -M 1 11214 1 11288 -O 1 11218 1 11288 -O 1 11219 1 11288 -D 0 11288 0 1 -D 0 11288 5 1 -M 1 11206 1 11289 -D 0 11289 3 2 -M 1 11207 3 11290 -M 1 11207 3 11290 -M 1 11207 3 11290 -D 0 11290 0 2 -M 1 11205 1 11291 -D 0 11291 2 2 -M 1 11204 1 11292 -E 1 11204 1 16 -E 1 11205 1 5 -G 1 11206 1 -D 0 11292 0 2 -D 0 11292 1 2 -D 0 11292 2 2 -D 0 11293 3 1 -O 1 11220 1 11294 -D 0 11294 0 1 -D 0 11294 1 1 -D 0 11294 4 1 -D 0 11295 2 1 -M 1 11202 2 11297 -E 1 11202 1 5 -E 1 11203 1 17 -M 1 11202 2 11297 -E 1 11202 1 5 -E 1 11203 1 17 -M 1 11203 1 11298 -M 1 11251 1 11299 -G 1 11286 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 11202 spec_cast_mage -M 11205 spec_cast_mage -M 11214 spec_fido -M 11222 spec_cast_mage -M 11226 spec_breath_gas -M 11229 spec_thief -M 11232 spec_cast_mage -M 11236 spec_breath_gas -M 11237 spec_breath_fire -M 11238 spec_breath_frost -M 11239 spec_breath_frost -M 11240 spec_cast_mage -M 11242 spec_cast_mage -M 11243 spec_breath_gas -M 11245 spec_thief -M 11246 spec_cast_cleric -M 11247 spec_cast_cleric -M 11248 spec_breath_frost -M 11251 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/hollywd.are b/data/realm/areas_smaug1.4a/hollywd.are deleted file mode 100644 index e1e781a..0000000 --- a/data/realm/areas_smaug1.4a/hollywd.are +++ /dev/null @@ -1,5952 +0,0 @@ -#AREA Movie Land~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -40 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#17600 -james bond 007~ -James Bond 007~ -James Bond 007 cocks an eyebrow apprasingly as he stares at you. -~ -Dedicated, efficient, loyal and courageous, James Bond is the pride of MI6. -Pity he's such a mysoginist, sexist pig :). Mind you, he does have some good -lines and some very neat gadgets. -~ -75 8736 400 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17601 -indiana jones~ -Indiana Jones~ -Doctor Indiana Jones grins crookedly at you. -~ -Indy is the quintessential "Boy's Own"-style hero. Indefatigable, -indestructable and constantly cracking bad jokes as he fights Nazis, goons -and evil priests to obtain priceless atrifacts, destroying lesser priceless -artifacts as he goes. -~ -131139 128 500 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17602 -luke skywalker~ -Luke Skywalker~ -Luke Skywalker solemnly says "May the Force be with you". -~ -A rather dorky fellow clad in a weird 70s-looking loose-fitting white tunic, -and carrying a wicked-looking light saber. He is so good that you really -want to kill him. -~ -67 8192 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17603 -darth vader~ -Darth Vader~ -Darth Vader waves his red lightsaber menacingly. -~ -With that distinctive asthma-type breathing pattern and his black life support -suit, who could NOT know what Darth Vader looks like? He sounds uncannily like -James Earl Jones... -~ -75 8832 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17604 -detective john maclean~ -Detective John Maclean~ -Detective John Maclean sighs resignedly, lights a cigarette and asks for aspirin. -~ -This guy has been shot, stabbed, blown out of a building, thrown off an -aeroplane, caught in at least three major explosions and accidents, fallen -from a bridge onto the deck of a cargo ship, crashed several vehicles and -emerged alive, and you think YOU have a chance of killing him? -~ -75 8832 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17605 -warrant officer ellen ripley~ -Warrant Officer Ellen Ripley~ -Warrant Officer Ellen Ripley grimly reloads her pulse rifle. -~ -Face set in a determined scowl, Ripley prepares to once again fight off a -wave of killer aliens. Want to help her? -~ -75 8704 800 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17606 -alien~ -an alien~ -An alien screeches and attacks! -~ -You mean you don't know what they look like? Too bad they're too hard to -describe. -~ -99 512 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17607 -terminator~ -the Terminator~ -The Terminator glares at you. -~ -This killer cyborg from the future can withstand an atomic blast at ground -zero. And you're gonna attack him, huh? -~ -67 8892 0 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17608 -sarah conner~ -Sarah Conner~ -Sarah Conner screams as she spies the Terminator. -~ -What bad luck. One minute you're working in a burger joint wearing cheap -80s clothes, the next you're being chased by a killer cyborg from the future -and your only ally is a smelly, half-crazed veteran from the future with a -sawn-off shotgun. -~ -195 0 0 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17609 -conner macleod~ -Conner Macleod~ -Conner Macleod of the clan Macleod laughs bitterly. -~ -Conner Macleod is an immortal- the only way you can kill him is to decapitate -him. Mind you, once you get his hit points down, that shouldn't be hard to -do... -~ -75 8192 500 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17610 -kurgan~ -the Kurgan~ -The Kurgan cackles maniacally and screams "There can be only ONE, Highlander!" -~ -Hefting a construction-kit broadsword, and sporting some rather dated punk -regalia, the Kurgan looks like something out of a Freddy Krueger movie. -~ -75 128 -1000 S -62 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17611 -predator~ -the Predator~ -The Predator snarls and prepares to remove your spine. -~ -You barely see this camouflaged alien hunter before he springs down and -attacks you with a variety of wicked-looking instruments. -~ -227 106660 0 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17612 -detective sergeant martin riggs~ -Detective Sergeant Martin Riggs~ -Detective Sergeant Martin Riggs screams as he relocates his dislocated shoulder. -~ -Normally a rather happy-go-lucky guy, Riggs is not one to be messed with when -he dislocates his shoulder, or when one of his female companions is injured -or dies, which happens on a VERY frequent basis. -~ -75 8192 400 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17613 -detective sergeant roger murtagh~ -Detective Sergeant Roger Murtagh~ -Detective Sergeant Roger Murtagh mutters "I'm getting too old for this shit". -~ -Murtagh is an ageing cop who keeps talking about retirement but never does it, -no matter how often he, his family and his friends are beaten and terrorised. -~ -75 8192 800 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17614 -captain james tiberius kirk~ -Captain James T. Kirk~ -Captain James T. Kirk says "Let's get the hell out of here". -~ -The indomitable Captain of the NCC-1701 and NCC-1701A, Kirk is the greatest -officer Star Fleet has ever known, and also the greatest chauvinist. He HAS -saved the universe as we know it an awful lot, though... -~ -67 8320 1000 S -59 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17615 -captain spock~ -Captain Spock~ -Captain Spock eyes you dispassionately, one eyebrow raised skeptically. -~ -Spock is the ever-enduring first officer of the Enterprise, even though he -is a Captain now. Heck he even survived death, only to remain a first officer. -~ -67 168 0 S -57 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17616 -inspector harry callaghan~ -Inspector Harry Callaghan~ -Inspector Harry Callaghan says "Go ahead, punk, make my day". -~ -They call Callaghan Dirty Harry because he gets every dirty job that comes up. -He also has a bad reputation for getting his partners shot or killed. -~ -75 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17617 -peter venkman~ -Peter Venkman~ -Peter Venkman prepares to zap another ghost. -~ -A renowned parapsychologist, Peter Venkman is also an incurable womaniser, a -trait that often interferes with his job. -~ -195 0 400 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17618 -ghost spirit spook~ -a Ghost~ -A greedy ghost gobbles down some sausages. -~ -You've seen the film. -~ -67 1572992 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17619 -lieutenant frank drebin~ -Lieutenant Frank Drebin~ -Lieutenant Frank Drebin of "Police Squad" looks confused. -~ -Despite his idiocy and incompetence, Drebin somehow manages to solve all his -cases, slavishly apeing Maxwell Smart's M.O. as he goes... -~ -75 0 400 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17620 -clarice starling~ -Clarice Starling~ -Clarice Starling whines about something to do with crying lambs. -~ -Almost as hopelessly neurotic as her case subjects, Clarice Starling is an -FBI trainee who has very unrealistically been assigned to a major league -case involving a transvestite serial killer. -~ -67 0 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17621 -doctor hannibal lecter~ -Doctor Hannibal Lecter~ -Doctor Hannibal Lecter smacks his lips and comments on your liver... -~ -This repulsive psychopath is one of the most renowned serial killers of all -time, and if you were dumb enough to come into his cell, then you're probably -dead by now. -~ -99 8192 -1000 S -63 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17622 -ash bruce campbell~ -Ash~ -Ash brandishes his chainsaw and shotgun, and prepares to kill more undead. -~ -Ash was a clerk from a supermarket who inadvertently became a hero and slayer -of undead in three time lines. He sawed off his own left hand when it went -bad, and replaced it with a chainsaw... -~ -75 8332 400 S -64 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17623 -undead hideous demon~ -a Hideous Demon~ -A Hideous Demon snarls and lunges at you! -~ -This mostrous grotesque was once a living, breathing human being until it was -slain, infused with evil and brought to life as a hideous member of the undead. -~ -227 524424 -1000 S -61 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17624 -batman~ -Batman~ -Batman says "I'm Batman", in case you didn't recognize him... -~ -Batman is wearing a ridiculous latex suit that restricts his movement to the -extent that it would be physically impossible to move, let alone fight. But -this is a movie. -~ -75 8192 400 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17625 -joker~ -the Joker~ -The Joker flashes a macabre grin at you. -~ -He looks like Jack Nicholson with bad pancake makeup applied liberally. -~ -195 128 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17626 -bruce lee~ -Bruce Lee~ -Bruce Lee makes catlike sounds and leaps about. -~ -The greatest proponent of the martial arts ever captured on celluloid, Bruce -Lee can and will kick your ass without even trying. -~ -75 8352 400 C -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#17627 -barbarella~ -Barbarella~ -Barbarella begins a seductive striptease. -~ -Its Jane Fonda, and she looks *** HOT ***. -~ -195 0 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17628 -tarzan~ -Tarzan~ -Tarzan beats his hands upon his chest and roars out his name. -~ -"Ugh. Me Tarzan". He looks like Johnny Weismuller. Funny that. -~ -75 8224 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17629 -hunter~ -a big game hunter~ -A big game hunter creeps about trying to avoid Tarzan. -~ -This creepy fellow is here to exploit the natives and kill animals for -personal gain. Kill him. -~ -195 98304 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17630 -robin hood~ -Robin Hood~ -Robin Hood grins cheekily at you. -~ -This robust fellow, clad in green tights and wearing a ridiculous hat, is the -champion of the Saxon peasantry. -~ -67 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17631 -norman sheriff nottingham~ -the Sheriff of Nottingham~ -The Sheriff of Nottingham demands to know your business. -~ -This rude fellow is the evil arch-enemy of Robin Hood. He is almost a likeable -villain at times, however, and you almost feel sorry that Robin is going to -kill him soon (and get the xp you could be getting! Stop him!). -~ -195 0 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17632 -sherlock holmes~ -Sherlock Holmes~ -That great detective, Sherlock Holmes, puffs contemplatively on his pipe. -~ -"Elementary dear Watson. This person here is an adventurer seeking to kill -us for xp, and take our gold and equipment. Since I am the more powerful, -they may attempt to take me first, thus using their best spells and relying -on lesser means to dispatch a lesser foe such as yourself. However, they may -wish to take you first, figuring on a quick kill". -~ -579 8380 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17633 -doctor watson~ -Dr. Watson~ -The ever-confused Dr. Watson asks Holmes what they should do next. -~ -"Who the deuce is that, Holmes. I say, do you think they are dangerous? That -person has a dashed big sword there, and some nasty-looking armaments". -~ -195 8192 1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17634 -dracula~ -Dracula~ -Vlad Dracul, the Rumanian lord also known as Dracula, glares at you. -~ -"I vant to suck yer blood!" Look, its Christopher Lee. -~ -4203 648 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17635 -doctor van helsing~ -Van Helsing~ -Van Helsing brandishes a sharpened stake. -~ -"Your evil shall not prevail!" Look, its Peter Cushing. -~ -75 8232 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17636 -jaws~ -Jaws~ -Jaws! -~ -That evil predator of the deep is going to have you for lunch! -~ -99 8192 -1000 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17637 -casey rybeck~ -Casey Rybeck~ -Casey Rybeck offers to cook you a meal. -~ -"I'm just a cook". Yeah RIGHT. This guy has successfully rescued a captured -submarine and a captured train, slaying dozens of terrorists in the process. -PLUS he scored Erika Eleniak. -~ -75 0 400 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17638 -et e.t.~ -E.T.~ -E.T. is here attempting to communicate, pathetic wretch he is. -~ -"ET phone home". Kill him, for gawd's sake, KILL HIM! -~ -195 40 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#17639 -man with no name~ -the Man With No Name~ -The Man With No Name casually lights a cigarello and stares grimly at you. -~ -He doesn't speak much. He doesn't need to. Everyone he meets usually ends -up dead within thirty seconds. He has a kewl poncho however. Perhaps you'd -like to fight him for it??? -~ -75 8192 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17640 -butch cassidy~ -Butch Cassidy~ -Butch Cassidy grins at you. -~ -One half of the famous outlaw duo that ended up dead in South America. Great -film, terrible ending. -~ -67 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17641 -sundance kid~ -the Sundance Kid~ -The Sundance Kid grins at you. -~ -One half of the famous outlaw duo that ended up dead in South America. Great -film, terrible ending. -~ -67 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17642 -elliot ness~ -Elliot Ness~ -Elliot Ness is here vowing to get Capone. -~ -Elliot Ness is a Law Enforcement Officer who has vowed to bring down the -King of Crime, Al Capone. -~ -75 140 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17643 -al capone~ -Al Capone~ -Al Capone is here vowing to get Ness. -~ -Al capone is a Kingpin of crime who has vowed to bring down Elliot Ness. -~ -203 8192 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17644 -vincent vega vinnie~ -Vincent Vega~ -Vincent Vega smiles and rolls a cigarette. -~ -Vincent Vega has been asked by Marsellus Wallace to take his VERY attractive -wife out for a good time while he's out of town. Vincent Vega has heard what -happened to previous persons assigned this task and is being VERY careful -not to show any interest in his boss' wife at all. -~ -203 8224 0 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17645 -mia wallace~ -Mia Wallace~ -Mia Wallace takes another hit of coke and asks you to do the twist with her. -~ -Mrs. Mia Wallace is the wife of Marsellus Wallace, Vinnie's boss. She is -extremely attractive and extremely addicted to drugs. -~ -195 0 0 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17646 -rambo~ -Rambo~ -Rambo is here, bleeding profusely but invincible as ever. -~ -And you thought YOU were tough! NOTHING can kill this guy... Well, maybe -you can, but he's pretty damn mean... -~ -75 8832 400 S -64 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17647 -scarlett~ -Scarlett O'Hara~ -Scarlett O'Hara swoons in ecstacy. -~ -Scarlett pretends to love every man she comes across but she's bad news. Just -ask poor Ashley. -~ -195 0 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17648 -rhett butler~ -Rhett Butler~ -Rhett Butler smiles winningly at you. -~ -Rhett won't be suckered in like Ashley by Scarlett's charms. -~ -75 128 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17649 -thelma~ -Thelma~ -Thelma laughs merrily. -~ -Thelma is having a great time, even if she does die in the end. -~ -67 0 400 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17650 -louise~ -Louise~ -Louise laughs merrily. -~ -Louise is having a great time, even if she does die in the end. -~ -67 0 400 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17651 -freddy krueger~ -Freddy Krueger~ -1... 2... Freddy's Coming For You... -~ -You'd think that if he was so powerful he'd do something about his skin... -~ -235 8200 -1000 S -64 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17652 -nazi officer~ -A Nazi Officer~ -A Nazi Officer stares curiously at you. -~ -"Vat are you doink? Vere ist dat Doktor Jones? Speak! Spreche! Achtung! Hans! -Interrogate this prizoner!" - -A Nazi Officer is in poor mental health. -~ -75 8224 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17653 -ben hur~ -Ben Hur~ -Ben Hur is set to win the chariot race. -~ -You all know about Ben Hur. -~ -75 8320 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17654 -samson~ -Samson~ -Samson is here telling everybody how strong he is. -~ -He is awfully strong. And he looks like Victor Mature. Poor bastard. -~ -75 128 1000 S -63 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17655 -delilah~ -Delilah~ -Delilah is here seducing Samson. -~ -She is going to cut off his hair, the source of his strength. Hey, if long -hair makes you so tough, why do all the guys in these Heavy Metal bands -look so weedy?:) -~ -195 0 0 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17656 -cleopatra~ -Cleopatra~ -The Queen of the Nile relaxes in her boat. -~ -Cleopatra stole the hearts of many Romans, though it was more the fact that -Egypt was the center of grain supply in the middle east, rather than her -beauty, which drew them. -~ -195 128 400 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17657 -spartacus~ -Spartacus~ -Spartacus is here attempting to stir up a revolt against the Roman Empire. -~ -Shyeah right. Good way to get yourself crucified, bucko. -~ -75 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17658 -moses~ -Moses~ -Moses is standing here waiting for the Commandments. -~ -"Dum de dum dum... hmmm" "err... look... are you going to be -long? I mean... my missus is expecting me home by 7... and the footy grand -final starts at 8... Look... Oh DO hurry up!" -~ -75 8380 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17659 -emperor nero~ -the Emperor Nero~ -Nero sighs and gives the thumbs down. -~ -~ -195 128 0 S -61 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17660 -joliet jake blues~ -"Joliet" Jake Blues~ -"Joliet" Jake Blues stands here. -~ -A guy in a black suit and shades. He is constantly fleeing the Law and his -ex-fiance. -~ -195 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17661 -elmore blues~ -Elmore Blues~ -Elmore Blues stands here. -~ -A guy in a black suit and shades. -~ -195 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17662 -axel foley~ -Axel Foley~ -Axel Foley grins broadly at you. -~ -"Hey, I bet you're one of them- umm- what you call it- Here Krishnas. Yeah, -that's it. I can see you got all those beads and shit an' necklaces an boots -an' shit- huh huh huh- yeah." -~ -75 128 400 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17663 -fletch~ -Fletch~ -Fletch dons one cunning disguise after another. -~ -Hardy to say what he looks like he keeps changing so much. But he is a big -Lakers fan. -~ -195 0 400 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17664 -rocky~ -Rocky~ -Rocky is here running up and down steps. -~ -This guy even drinks raw eggs. -~ -75 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17665 -michael corleone~ -Michael Corleone~ -Michael Corleone says "Every time I try to get out they PULL me back in!!!" -~ -Michael is the son of Vito Corleone, the recently-deceased Godfather, and he -is even more ruthless than his dad, if that is possible. -~ -75 128 -400 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17666 -gilda~ -Gilda~ -An alluring redhead sits on a table playing a guitar. -~ -"Hello Johnny". -"Put the blame on Mame, boys, put the blame on Mame". -~ -195 0 400 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17667 -rick bogie~ -Rick~ -Rick welcomes you to his cafe. -~ -"Play it Sam, you played it for her, you can play it for me". -~ -75 8320 500 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17668 -elvis~ -Elvis Presley~ -Elvis sings "Little Sister". -~ -"Little Sister don't you, - Little Sister don't you, - Little Sister don't you kiss me once or twice say it's very nice and - then you run... - Little Sister don't you do what your big sister done". -~ -75 8892 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17669 -groucho marx~ -Groucho Marx~ -Groucho Marx says "Either he's dead or my watch has stopped". -~ -Groucho is... well... Groucho. Who doesn't know Groucho??? -~ -195 8320 500 S -64 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17670 -larry~ -Larry~ -Larry bonks you on the head! That will show you. -~ -Larry is bald. -~ -195 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17671 -curly~ -curly~ -Curly pokes you in the eye! That will show you. -~ -Curly is curly. -~ -195 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17672 -moe~ -Moe~ -Moe grabs your nose painfully! That will show you. -~ -Moe has a Beatles haircut. -~ -195 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17673 -dorothy~ -Dorothy~ -Dorothy says "I don't think we're in Kansas anymore..." -~ -Dorothy is an adolsescent girl in a checked dress and pigtails who should -be thinking about sex by now but isn't. If you look very carefully you can -see her breasts have been strapped down to make her look younger. -~ -195 0 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17674 -toto~ -Toto~ -Toto barks at you. -~ -"Woof!" -~ -195 0 0 S -39 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17675 -inspector clouseau~ -Inspector Clouseau~ -Inspector Clouseau asks you if your durg bites. -~ -Ya, but that isn't your dog. -~ -203 8192 500 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17676 -lawrence arabia~ -Lawrence of Arabia~ -Lawrence of Arabia screams "NO PRISONERS! NO PRISONERS!" -~ -Lawrence is a rather feveish looking British army officer with watery blue -eyes, doubtless from too much Gin. -~ -75 8232 1000 S -66 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17677 -norman bates~ -Norman Bates~ -Norman Bates babbles incoherently about his mother. -~ -I don't trust him. Do you? -~ -235 8200 -1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17678 -mister smith~ -Mister Smith~ -Mister Smith has held the floor for hours. He sure can talk. -~ -Taking advantage of the fact that one can talk for an unlimited period of time -in the senate as long as one is physically able, Mr. Smith has managed to talk -for an incredibly long time. -~ -67 8320 1000 S -62 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17679 -beau geste~ -Beau Geste~ -Beau Geste sighs wistfully as he yearns for home. -~ -Looks like Gary Cooper. -~ -75 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17680 -lola lola-lola marlene dietrich~ -Lola-Lola~ -Lola-Lola sings "Fallink in Luv again". -~ -"Never vanted to... Vat am I to do? I can't help it". -~ -195 8192 500 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17681 -citizen kane~ -Citizen Kane~ -Citizen Kane croaks "Rosebud..." -~ -You're not sure if its Orson Welles or William Randolph Hearst. -~ -75 8320 0 S -63 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17682 -baby jane hudson~ -Baby Jane Hudson~ -Baby Jane Hudson sings "I've written a letter to daddy, saying I love you". -~ -You see a macabre-looking sixty-year-old slathered in pancake makeup. -She's 60 but she dresses like she is eight. -~ -107 8192 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17683 -addicus finch~ -Addicus Finch~ -Addicus Finch pleas passionately with the jury -~ -Gregory Peck is a great actor. A legend. -~ -75 8360 1000 S -57 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17684 -ronnie reagan~ -Ronnie Reagan~ -President Reagan delivers yet another mediocre performance. -~ -Is he acting, or is he actually the president now? Nah... -~ -195 0 0 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17685 -jake gittes~ -Jake Gittes~ -Jake Gittes nurses his mauled nose. -~ -Maybe he shoulda minded his own business. -~ -99 0 400 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17686 -lorelei lee~ -Lorelei Lee~ -Lorelei Lee is on the prowl for a husband. -~ -Golddigger. -~ -195 32 400 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17687 -dino dean martin~ -Dean Martin~ -Dean Martin swigs his drink and cracks a joke. -~ -"When the moon hits the sky - like a big piece of pie - Thats Amore". -~ -195 128 400 S -64 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17688 -jerry lewis~ -Jerry Lewis~ -(Nasal) Jerry Lewis makes a funny face and screams for no particular reason. -~ -"LAYYYYYYDEEEEEEE!" -~ -195 128 400 S -62 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17689 -forrest gump~ -Forrest Gump~ -(Dumb Aura) Forrest Gump says "Life's like a box of chocolates". -~ -I could recite a boxload of Gumpisms but you don't deserve that. -~ -195 8320 1000 S -72 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17690 -popeye doyle~ -Popeye Doyle~ -Popeye Doyle looks puzzled. -~ -Hackman's best role. -~ -75 0 500 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17691 -genghis khan~ -Genghis Khan~ -Genghis Khan says "Woman, thou art beautiful in thy wrath" in an awful accent. -~ -John Wayne could not act. -~ -75 8192 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17692 -ratso rizzo~ -Ratso Rizzo~ -Ratso Rizzo checks payphones for dimes. -~ -"Hey! I'm WALKING HERE!" -~ -195 4096 400 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17693 -danny kaye court jester~ -the Court Jester~ -The Court Jester tries to figure out which cup is poisoned. -~ -"The pellet with the poison's in the vessel with the pestle..." -~ -195 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17694 -gene kelly~ -Gene Kelly~ -Gene Kelly is here choreographing the whole show. -~ -Gene Kelly swings from lamp-post to lamp-post, then leaps from girder to -girder. Athletic bugger. -~ -195 8192 1000 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17695 -fred astaire~ -Fred Astaire~ -Fred Astaire cuts a rug with Ginger Rogers. -~ -He is a dapper figure, all in evening dress. -~ -195 128 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17696 -ginger rogers~ -Ginger Rogers~ -Ginger Rogers cuts a rug with Fred Astaire. -~ -She is a dapper figure, all in evening dress. -~ -195 128 1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17697 -cooler king~ -the Cooler King~ -The Cooler King plots another escape. -~ -Steve McQueen must have become very proficient throwing his baseball, -judging by all the time he spent in the cooler. -~ -67 128 500 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17698 -frank sinatra maggio~ -Maggio~ -Maggio cracks a joke and smiles winningly. -~ -Maggio is kewl. Pity he didn't keep his mouth shut. -Then Borgnine wouldn't have killed him. -~ -75 8192 400 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17699 -cave girl racquel welch~ -a cave girl~ -This cave girl looks like Racquel Welch. -~ -Gawd she's a babe. -~ -75 8192 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17700 -cool hand luke~ -Cool Hand Luke~ -Cool Hand Luke is cool. -~ -He is preparing to eat a LOT of eggs. -~ -67 128 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17701 -hawkeye pierce~ -Hawkeye Pierce~ -Hawkeye Pierce offers to make you a martini. -~ -This is the movie Hawkeye, a US surgeon with a Canadian accent. Yes, its that -tall thin chap Donald Sutherland. -~ -195 8192 500 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#17702 -heidi~ -Heidi~ -Heidi is frolicking through the hills. -~ -Looks like that irritating child Shirley Temple. -~ -195 0 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#17703 -sheik~ -the Sheik~ -The Sheik is here in his tent. -~ -Look! Its Rudolph Valentino! -"Cos Im the Sheik...of Ar-aby". -~ -75 128 400 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#17600 -vodka martini~ -a Vodka Martini~ -A Vodka Martini, shaken not stirred, rests here. -~ -~ -17 0 1 -1 1 24 0 -1 0 0 -#17601 -walther ppk~ -a Walther PPK~ -A Walther PPK lies here, empty of bullets. -~ -~ -13 0 1 -0 0 0 0 -2 0 0 -#17602 -bullwhip~ -a bullwhip~ -A bullwhip is coiled neatly on the ground here. -~ -~ -5 0 1 -0 0 0 4 -10 0 0 -#17603 -fedora~ -a Fedora~ -A rather battered Fedora lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -3 1 -A -5 1 -A -12 50 -A -17 -5 -#17604 -leather jacket~ -a Leather Jacket~ -A Leather Jacket lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 20 -A -17 -10 -A -19 2 -#17605 -light saber~ -a Blue Lightsaber~ -A Blue Lightsaber rests here. -~ -~ -5 1 0 -0 0 0 1 -15 0 0 -A -18 4 -A -19 2 -#17606 -black helm helmet~ -a Black Helmet~ -Darth Vader's distinctive black helmet, which allows him to breathe, lies here. -~ -~ -27 0 1 -0 0 200 0 -5 0 0 -A -13 50 -A -17 -25 -A -25 -3 -#17607 -light saber~ -a Red Lightsaber~ -A Red Lightsaber glows evilly here. -~ -~ -5 1 0 -0 0 0 1 -20 0 0 -A -18 2 -A -19 4 -#17608 -police badge~ -a Police Badge~ -A Police Badge that can be hung on a chain around your neck lies here. -~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -12 5 -A -14 25 -A -17 -10 -A -18 2 -A -19 2 -#17609 -dirty white singlet~ -a Dirty White Singlet~ -This remarkable singlet has survived some pretty hairy adventures unscathed. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 25 -A -17 -25 -#17610 -pulse rifle~ -a Pulse Rifle~ -A Pulse Rifle lies here. -~ -~ -3 0 1 -40 8 8 -1 -5 0 0 -'lightning bolt' -#17611 -reeboks~ -a Pair of Reeboks~ -A Pair of Reeboks sit here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 2 -A -14 250 -#17612 -katana~ -a finely crafted Katana~ -A finely crafted Katana rests here. -~ -~ -5 64 1 -0 0 0 3 -20 0 0 -A -18 4 -A -19 4 -#17613 -broadsword~ -a Broadsword~ -A Broadsword that can be disassembled lies here. -~ -~ -5 64 1 -0 0 0 3 -25 0 0 -A -18 -2 -A -19 8 -#17614 -safety pin~ -a Safety Pin~ -This Safety Pin has been stuck through someone's next. Eeyew! -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 -25 -A -18 2 -A -19 2 -A -25 -3 -#17615 -throwing disc~ -a Throwing Disc~ -This Throwing Disc is incredibly sharp. -~ -~ -30 0 1 -0 0 0 0 -20 0 0 -A -18 4 -A -19 4 -#17616 -spear~ -a Predator Spear~ -The Predator's Spear is here. Where is the Predator? -~ -~ -5 0 1 -0 0 0 11 -20 0 0 -A -18 2 -A -19 2 -#17617 -rocket launcher~ -a Rocket Launcher~ -This Rocket Launcher is small but VERY powerful. -~ -~ -3 0 1 -60 12 12 -1 -15 0 0 -'fire breath' -#17618 -beretta~ -a Beretta~ -Martin Rigg's Beretta lies here; empty, as usual. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#17619 -flannel shirt~ -a Flannel Shirt~ -Martin Rigg's Flannel Shirt lies here; dirty, as usual. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -1 1 -A -13 10 -A -17 -15 -A -19 2 -#17620 -bullet proof vest~ -a Bullet Proof Vest~ -Roger Murtagh's Bullet Proof Vest is here. -~ -~ -9 0 1 -0 0 0 0 -25 0 0 -A -13 20 -A -17 -15 -A -23 -3 -A -24 -3 -#17621 -girdle~ -a men's Girdle~ -Roger Murtagh's Girdle is an embarrassment to all. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17622 -pack cigarettes~ -a Pack of Cigarettes~ -A pack of Martin Rigg's Cigarettes is here; empty, as usual. -~ -~ -15 0 1 -1 1 0 0 -1 0 0 -#17623 -phaser~ -a Star Fleet issue Phaser~ -A Star Fleet issue Phaser is here. -~ -~ -3 1 0 -50 10 10 -1 -1 0 0 -'cause critical' -#17624 -communicator~ -a Star Fleet issue Communicator~ -A Star Fleet issue Communicator is here. -~ -~ -13 2 1 -0 0 0 0 -1 0 0 -#17625 -blazer~ -a Star Fleet Officer's Blazer~ -A smart-looking Star Fleet Officer's Blazer with Captain's insignia is here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -12 45 -A -23 -5 -A -24 -5 -A -25 2 -#17626 -.44 magnum gun~ -a .44 Magnum~ -Dirty Harry's .44 Magnum is here. -~ -~ -3 0 1 -40 8 8 -1 -5 0 0 -'harm' -#17627 -powerpack~ -a Powerpack for Ghostbusting equipment~ -A Powerpack for Ghostbusting equipment lies here. -~ -~ -9 2 1 -0 0 0 0 -25 0 0 -A -12 50 -#17628 -jumpsuit~ -a Gray Jumpsuit~ -A Gray Jumpsuit with a nametag that reads "Venkman" lies crumpled here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -5 3 -#17629 -sausage~ -a Sausage~ -Yum! A sizzling sausage! -~ -~ -19 0 1 -3 0 0 0 -1 0 0 -#17630 -ectoplasm~ -ectoplasm~ -Eeyew! Sticky Ectoplasm! -~ -~ -13 4096 1 -0 0 0 0 -10 0 0 -A -25 -5 -#17631 -fbi id card~ -an official FBI ID card~ -An official FBI ID card is here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 1 -A -4 1 -A -18 2 -A -19 2 -A -23 -2 -A -24 -2 -A -25 1 -#17632 -scalpel~ -a blunt scalpel~ -A blunt scalpel is here. -~ -~ -5 0 1 -0 0 0 3 -10 0 0 -A -18 -4 -A -19 -4 -#17633 -wagner album record~ -a Wagner record~ -A Wagner Record lies here. -~ -~ -13 2 1 -0 0 0 0 -1 0 0 -#17634 -chainsaw~ -a Chainsaw!~ -*>RRRRRRRR<*! A Chainsaw buzzes here. -~ -~ -5 2 1 -0 0 0 3 -25 0 0 -A -1 1 -A -18 -2 -A -19 8 -#17635 -shotgun~ -a Shotgun~ -A Shotgun lies here. -~ -~ -5 0 1 -0 0 0 6 -25 0 0 -A -5 1 -A -18 -4 -A -19 10 -#17636 -batarang~ -a Batarang~ -Batman has left his trusty Batarang here. -~ -~ -30 0 1 -0 0 0 0 -10 0 0 -A -18 2 -A -19 2 -#17637 -latex suit~ -a Latex Suit~ -This suit looks like it would be impossible to move around in. -~ -~ -9 4096 1 -0 0 0 0 -10 0 0 -A -2 -3 -A -14 -250 -#17638 -smile~ -a wicked smile~ -The Joker's wicked smile has been wiped off his face and left here. -~ -~ -9 128 0 -0 0 0 0 -1 0 0 -A -12 25 -A -17 -10 -A -25 -2 -#17639 -laser watch~ -james Bond's laser watch~ -James Bond has left his watch here. -~ -~ -3 2 1 -40 8 8 -1 -1 0 0 -'acid blast' -#17640 -utility belt~ -batman's Utility Belt~ -Batman has dropped his belt. -~ -~ -15 0 1 -150 1 0 0 -5 0 0 -#17641 -nunchakas~ -a pair of nunchakas~ -A pair of nunchakas lies here. -~ -~ -5 0 1 -0 0 0 4 -15 0 0 -#17642 -bikini~ -barbarella's Bikini~ -This bikini sure doesn't cover much... -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 10 -A -25 3 -#17643 -loincloth~ -tarzan's Loincloth~ -This loincloth sure doesn't cover much... -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 10 -#17644 -knife~ -a knife~ -A knife has been left here. -~ -~ -5 0 1 -0 0 0 11 -20 0 0 -A -18 2 -A -19 2 -#17645 -gun~ -a gun~ -A hunter's thunderstick has been left here. -~ -~ -4 0 1 -40 8 8 -1 -5 0 0 -'call lightning' -#17646 -safari suit~ -a safari suit~ -A safari suit lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17647 -pith helmet~ -a pith helmet~ -A pith helmet lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17648 -tights~ -some green tights~ -These are VERY tight tights! -~ -~ -9 4096 1 -0 0 0 0 -5 0 0 -A -2 -1 -A -14 -50 -#17649 -bow~ -a sturdy yew longbow~ -A sturdy yew longbow rests here. -~ -~ -5 0 1 -0 0 0 2 -20 0 0 -A -18 5 -#17650 -sword~ -the Sheriff's sword~ -The Sheriff of Nottingham's sword glimmers here. -~ -~ -5 1 0 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#17651 -tweed coat~ -sherlock Holmes' tweed coat~ -Sherlock Holmes has left his tweed coat here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -3 2 -A -4 2 -A -17 -20 -#17652 -pipe~ -sherlock Holmes' pipe~ -Sherlock Holmes has left his pipe here. How forgetful. -~ -~ -4 0 1 -50 10 10 -1 -1 0 0 -'faerie fog' -#17653 -glasses~ -doctor Watson's glasses~ -Doctor Watson is very myopic. Probably due to these thick glasses. -~ -~ -9 4096 1 -0 0 0 0 -1 0 0 -A -3 -2 -A -4 -2 -#17654 -fangs~ -dracula's fangs~ -Someone has torn out Dracula's fangs. -~ -~ -5 0 1 -0 0 0 11 -20 0 0 -A -18 -2 -A -19 -2 -#17655 -black cape~ -dracula's black cape~ -Someone has stolen Dracula's black cape and left it here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -E -cape~ -You suddenly find yourself overcome with an insane urge to cackle maniacally -and intone " I vant to suck your blood!" -~ -#17656 -stake~ -a wooden stake~ -A wooden stake is lying here. -~ -~ -5 0 1 -0 0 0 11 -15 0 0 -#17657 -crucifix~ -a silver crucifix~ -A silver crucifix lies here. -~ -~ -1 1 1 -0 0 -1 0 -5 0 0 -A -23 -3 -A -24 -3 -#17658 -fin~ -jaws' fin~ -Someone has hacked the fin off a *** HUGE *** shark and left it here. -~ -~ -9 0 1 -0 0 0 0 -150 0 0 -A -19 8 -#17659 -knife~ -a throwing knife~ -A throwing knife lies here. -~ -~ -30 0 1 -0 0 0 0 -10 0 0 -A -18 4 -#17660 -glowing finger~ -eT's glowing finger~ -ET won't be phoning home without his finger. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 3 -#17661 -poncho~ -a comfortable poncho~ -A well-used, comfortable-looking poncho lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 20 -A -17 -20 -#17662 -cigarello~ -a cigarello~ -A half-smoked cigarello smolders away here. Looks kinda like a spliff. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -18 2 -A -19 2 -A -25 1 -#17663 -tommy gun~ -a tommy gun~ -A tommy gun is lying here. -~ -~ -4 2 1 -48 12 12 -1 -10 0 0 -'cause serious' -#17664 -baseball bat~ -a baseball bat~ -A baseball bat lies here. -~ -~ -5 0 1 -0 0 0 8 -25 0 0 -A -19 5 -#17665 -cigar~ -a cigar~ -A smelly cigar is smoldering away here. -~ -~ -4 1 1 -44 8 8 -1 -1 0 0 -'poison' -#17666 -cigarette~ -a cigarette~ -A roll-your-own cigarette lies here. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#17667 -milkshake~ -a $5 milkshake~ -A $5 milkshake sits here. And it doesn't even have bourbon in it. -~ -~ -17 0 1 -2 2 10 0 -1 0 0 -E -milkshake~ -That's a pretty fucking good milkshake. I wouldn't say its worth $5, but its -pretty fucking good. -~ -#17668 -vial cocaine coke~ -a vial of cocaine~ -A vial of Mia's coke lies here. -~ -~ -10 1 1 -40 -1 -1 -1 -1 0 0 -'bless' 'refresh' 'remove curse' -#17669 -black suit~ -vinnie Vega's black suit~ -Wear this and you'll look like an extra from a Tarantino film. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -25 -A -25 2 -#17670 -m60~ -rambo's M60~ -This is a very fine M60. Unfortunately it doesn't work in this world too well. -~ -~ -5 0 1 -0 0 0 7 -30 0 0 -A -18 -2 -#17671 -headband~ -rambo's headband~ -This is the headband Sly wears in Rambo. -~ -~ -9 4096 1 -0 0 0 0 -1 0 0 -A -3 -3 -A -4 -3 -#17672 -striped shirt~ -freddy Krueger's shirt~ -An ugly red and black striped shirt lies decaying here. -~ -~ -9 2 1 -0 0 0 0 -5 0 0 -A -5 3 -A -13 25 -A -17 -30 -A -23 3 -A -24 3 -A -25 -3 -#17673 -clawed glove~ -freddy's glove~ -Freddy's clawed glove lies here. -~ -~ -5 2 0 -0 0 0 0 -25 0 0 -A -18 2 -A -19 4 -#17674 -pass~ -a security pass~ -This pass gives you permission to enter Lecter's room. As if. -~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#17675 -coffin~ -dracula's coffin~ -This open coffin contains soil that Vlad was buried in... -~ -~ -12 2 0 -0 0 0 0 -500 0 0 -#17676 -stradivarius violin~ -a stradivarius~ -You see a VERY expensive violin lying here. -~ -~ -8 2 1 -0 0 0 0 -5 0 0 -#17677 -brandy decanter~ -a decanter of brandy~ -A decanter of fine brandy rests on a sideboard here. -~ -~ -17 0 1 -5 5 5 0 -5 0 0 -#17678 -cap~ -a peaked SS officer's cap~ -A peaked SS officer's cap lies here. -~ -~ -9 16 1 -0 0 0 0 -1 0 0 -A -1 1 -A -2 2 -A -13 15 -A -17 -10 -#17679 -boots~ -a pair of shiny black boots~ -A pair of shiny black boots lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 -1 -A -18 3 -A -19 3 -#17680 -riding crop~ -a riding crop~ -A riding crop lies here. -~ -~ -5 0 1 -0 0 0 0 -15 0 0 -A -18 -2 -A -19 2 -#17681 -chariot~ -ben Hur's chariot~ -Ben Hur's chariot is racing along here. -~ -~ -12 0 1 -0 0 0 0 -500 0 0 -#17682 -hair~ -samson's hair~ -*>WOW<* Samson's hair! -~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -1 4 -A -18 4 -A -19 4 -#17683 -scissors~ -a pair of scissors~ -A pair of scissors rests here. -~ -~ -5 0 1 -0 0 0 11 -20 0 0 -#17684 -circlet~ -a circlet~ -An Egyptian circlet lies here. -~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -#17685 -gladius~ -a gladius~ -A stout Roman short sword lies here. -~ -~ -5 0 1 -0 0 0 11 -20 0 0 -A -18 2 -A -19 4 -#17686 -tablet ten commanments~ -the Ten Commandments~ -OooOOOooo. You have found the tablet bearing the Ten Commandments! -~ -~ -2 1 0 -60 -1 -1 -1 -50 0 0 -'call lightning' 'control weather' 'cure critical' -A -4 5 -A -25 5 -#17687 -golden cow~ -a golden cow~ -A golden cow is here. -~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -cow~ -This golden cow represents the rather pathetic attempts of the Israelites to -make a substitute God. -~ -#17688 -laurel wreath~ -a laurel wreath~ -This wreath is a sign of the Emperor's power. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 1 -A -4 1 -A -12 30 -A -13 10 -A -17 -15 -A -18 2 -A -19 2 -A -23 -2 -A -24 -2 -A -25 2 -#17689 -suit~ -a black suit~ -One suit, BLACK. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17690 -hat~ -a black hat~ -One hat, BLACK. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#17691 -sunglasses~ -a pair of black sunglasses~ -One pair of sunglasses, BLACK. -~ -~ -5 0 1 -0 0 0 0 -1 0 0 -A -18 2 -A -19 2 -A -25 1 -#17692 -prophylactic condom~ -a prophylactic~ -One prophylactic, unused. -~ -~ -26 2 1 -50 -1 -1 -1 -1 0 0 -'cure blindness' 'cure critical' 'cure poison' -#17693 -prophylactic condom~ -a prophylactic~ -One prophylactic, SOILED. -~ -~ -26 2 0 -50 -1 -1 -1 -1 0 0 -'poison' 'weaken' 'harm' -#17694 -lakers cap~ -a Lakers Cap~ -Someone must be a big Lakers fan. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 3 -#17695 -guitar~ -a guitar~ -A guitar sits here. -~ -~ -15 0 1 -50 1 0 0 -5 0 0 -#17696 -red hair~ -red hair~ -Rita Hayworth's red hair lies here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -12 25 -A -13 10 -A -17 -20 -#17697 -drink whiskey~ -a drink~ -A drink, probably whiskey, sits here. -~ -~ -17 0 1 -1 1 5 0 -1 0 0 -#17698 -piano~ -a piano~ -A piano sits near the bar. -~ -~ -12 0 1 -2500 1 0 0 -100 0 0 -#17699 -cigarette~ -a smelly cigarette~ -A Turkish cigarette smolders away here. -~ -~ -1 0 1 -0 0 -1 0 -1 0 0 -A -5 -3 -#17700 -raw egg milkshake~ -a raw egg milkshake~ -A raw egg milkshake? Eeyew! -~ -~ -17 0 1 -2 2 10 1 -2 0 0 -#17701 -tracksuit~ -a sweaty tracksuit~ -What a smelly tracksuit! Mind you its owner sure runs a lot in it. -~ -~ -9 2 1 -0 0 0 0 -5 0 0 -A -5 4 -A -25 -2 -#17702 -hair haircut~ -elvis' haircut~ -Elvis has left his hair here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 -40 -#17703 -pelvis~ -elvis' pelvis~ -*CENSORED* You see Elvis' pelvis, sorta. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 4 -A -14 100 -A -25 3 -#17704 -groucho glasses~ -a pair of groucho glasses~ -Groucho Marx's distinctive glasses lie here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -12 100 -A -17 -20 -A -23 -2 -A -24 -2 -#17705 -dress~ -a checked blue dress~ -Dorothy's checked blue dress is here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17706 -trenchcoat~ -a trenchcoat~ -Inspector Clouseau has left his trenchcoat here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -10 -#17707 -hat~ -a hat~ -Inspector Clouseau's hat is here. -~ -~ -9 4096 1 -0 0 0 0 -10 0 0 -A -3 -3 -A -4 -3 -#17708 -ruby slippers~ -a pair of ruby slippers~ -Dorothy's ruby slippers are here. -~ -~ -4 1 0 -40 8 8 -1 -5 0 0 -'NONE' -#17709 -keffiyeh~ -lawrence's keffiyeh~ -An arab keffiyeh is here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17710 -gin~ -a bottle of Gilbey's~ -A bottle of Gilbey's lies here. -~ -~ -17 0 1 -5 5 24 0 -1 0 0 -#17711 -knife~ -a rather sharp knife~ -A rather sharp knife lies here covered in Janet Leigh's blood. -~ -~ -5 0 1 -0 0 0 11 -25 0 0 -A -18 4 -A -19 6 -#17712 -hat~ -a foreign legion hat~ -A French foreign legion hat lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17713 -stockings~ -a pair of nylon stockings~ -A pair of nylon stockings lies here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 1 -A -14 50 -A -17 -20 -#17714 -tophat~ -a tophat~ -A tophat rests here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17715 -voice~ -a cat being strangled~ -Someone has lost their voice. Good thing too, sounds awful. -~ -~ -13 4096 1 -0 0 0 0 -1 0 0 -A -25 -3 -#17716 -sled~ -a sled~ -A sled called "Rosebud" is here. -~ -~ -12 0 1 -0 0 0 0 -20 0 0 -#17717 -newspaper~ -a newspaper~ -A newspaper is rolled up here. -~ -~ -2 0 1 -40 -1 -1 -1 -1 0 0 -'continual light' 'blindness' 'call lightning' -#17718 -law book~ -a law book~ -A law book lies here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -3 2 -A -4 2 -#17719 -bible~ -a bible~ -A bible lies here. -~ -~ -2 1 0 -50 -1 -1 -1 -1 0 0 -'continual light' 'call lightning' 'burning hands' -#17720 -scarred nose~ -j.J. Gittes' scarred nose~ -J.J. Gittes' scarred nose has come off. -~ -~ -9 4096 1 -0 0 0 0 -1 0 0 -A -25 -2 -#17721 -cheap suit~ -a cheap suit~ -A cheap suit lies here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -#17722 -blonde wig~ -a blonde wig~ -Gentlemen Prefer Blondes. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -3 -2 -A -4 -2 -A -25 4 -#17723 -diamonds~ -diamonds~ -Diamonds are a Girl's Best Friend. -~ -~ -8 1 1 -0 0 0 0 -5 0 0 -#17724 -whiskey~ -a shot of whiskey~ -A shot of whiskey sits here. -~ -~ -17 0 1 -1 1 5 0 -1 0 0 -#17725 -pair sneakers~ -a pair of clean sneakers~ -A pair of clean sneakers is here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 5 -A -14 250 -A -17 -20 -#17726 -box chocolates~ -a box of chocolates~ -These chocolates look so good you wanna eat the box too! -~ -~ -19 0 1 -200 0 0 0 -5 0 0 -#17727 -briefcase~ -a leather briefcase~ -A leather briefcase lies here. -~ -~ -15 0 1 -50 1 0 0 -5 0 0 -#17728 -forbes magazine~ -forbes magazine~ -An issue of Forbes with Gump on the cover. -~ -~ -2 1 1 -60 -1 -1 -1 -1 0 0 -'cure critical' 'cure critical' 'cure critical' -#17729 -feather~ -a feather~ -A feather has blown here. -~ -~ -1 1 0 -0 0 -1 0 -1 0 0 -A -23 -5 -A -24 -5 -#17730 -white suit~ -a white suit~ -A white suit lies here, neatly ironed. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -5 5 -#17731 -sword~ -khan's sword~ -Khan's sword is here. -~ -~ -5 0 1 -0 0 0 3 -30 0 0 -A -13 25 -A -19 6 -#17732 -charity shop clothes~ -some charity shop clothes~ -Some charity shop clothes stained with urine are bundled here. -~ -~ -13 2 0 -0 0 0 0 -25 0 0 -A -1 -2 -A -5 -2 -#17733 -jester hat~ -a court jester's hat~ -A court jester's hat lies here. -~ -~ -9 2 1 -0 0 0 0 -5 0 0 -A -3 -1 -A -4 -1 -#17734 -wine~ -a cup of wine~ -A cup of wine sits here. -~ -~ -17 0 1 -2 1 2 0 -5 0 0 -#17735 -wine~ -a cup of wine~ -A cup of wine sits here. -~ -~ -17 0 1 -2 1 2 1 -5 0 0 -E -cup~ -This is a vessel with a pestle... -~ -#17736 -shoes~ -some dancing shoes~ -You could sure cut a rug with these numbers. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 4 -#17737 -evening clothes~ -some evening clothes~ -Some evening clothes lie here. -~ -~ -9 1 1 -0 0 0 0 -5 0 0 -#17738 -baseball~ -a baseball~ -A baseball lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 3 -A -17 -20 -A -18 2 -A -19 2 -#17739 -dogtags~ -dogtags~ -Some dogtags lie here. -~ -~ -9 1 1 -0 0 0 0 -1 0 0 -A -12 25 -A -13 25 -A -17 -25 -A -18 2 -A -19 2 -#17740 -bikini~ -a fur bikini~ -This bikini sure doesn't cover much... -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 10 -#17741 -eggs~ -some boiled eggs~ -There are a LOT of boiled eggs here. -~ -~ -19 0 1 -48 0 0 0 -5 0 0 -#17742 -prison fatigues~ -some prison fatigues~ -Some prison fatigues lie here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -1 2 -#17743 -martini~ -a martini~ -A martini is here. -~ -~ -17 0 1 -5 3 24 0 -5 0 0 -#17744 -ringlets~ -shirley Temple's ringlets~ -Shirley Temple's ringlets are here. -~ -~ -1 1 1 -0 0 -1 0 -1 0 0 -A -13 10 -#17745 -tent~ -a tent~ -An arab tent is here. -~ -~ -12 0 1 -0 0 0 0 -50 0 0 -#17746 -keffiyeh~ -rudolph Valentino's keffiyeh~ -An arab keffiyeh is here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#17747 -dirdnl~ -heidi's dirdnl~ -Heidi's dirdnl is here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -17 20 -#0 - - -#ROOMS -#17600 -The Road to Movie Land~ -You are walking north along a road that leads toward a rather bizarre place -called a Film Studio. You have heard that here they capture people's actions -on celluloid and sell it to the public at ludicrous prices. When you think -of some of the pretty incredible adventures you have had yourself, you decide -it is time to buy a 35mm and cash in on them. -~ -0 4 1 -D0 -~ -~ -0 -1 17601 -D2 -~ -~ -0 -1 22161 -S -#17601 -Entrance to Movie Land~ -You have entered the grounds of the movie studio, and are moving between the -sets on the various sound stages. The sets are so stunningly real that you -have to stop and remind yourself they aren't real. Or aren't they? Funny how -the place seems curiously absent of film crews... Exits lead in all directions -past many interesting locations. -~ -0 4 1 -D0 -~ -~ -0 -1 17608 -D1 -~ -~ -0 -1 17602 -D2 -~ -~ -0 -1 17600 -D3 -~ -~ -0 -1 17604 -E -sign~ -This area created by Yaegar in January 1996. It is a collage of scenes from -his favorite (and not-so-favorite) films. The sets are thrown together semi- -randomly, as it is on a film studio lot, where you can walk from a scene of -polar exploration into a roaring inferno. There are lots of high level aggies, -so be careful, but they are sentinel, so you need only use scan (and common -sense) to detect them. - -Have fun! - --- Yaegar -~ -S -#17602 -Monte Carlo~ -You have entered the luxurious surrounds of a casino in Monte Carlo. Handsome -gentlemen and glamorous ladies mill about playing blackjack, baccarat or -roulette. A waiter serves drinks to these rich and famous jetsetters while -they laugh, play and lose money. -~ -0 8 0 -D1 -~ -~ -0 -1 17603 -D3 -~ -~ -0 -1 17601 -S -#17603 -The Bank of Monte Carlo~ -Here you may transfer funds if you should need to. However, you will not -be permitted to gamble- you are far too scruffy-looking. -~ -0 8 0 -D3 -~ -~ -0 -1 17602 -S -#17604 -Science Fiction Sets~ -You have entered a studio where various high budget, high sfx, low plot -films are currently being filmed. The shrieks of laser blasts and the -whine of starfighter engines assault your eardrums. -~ -0 8 0 -D0 -~ -~ -0 -1 17606 -D1 -~ -~ -0 -1 17601 -D2 -~ -~ -0 -1 17605 -D3 -~ -~ -0 -1 17609 -S -#17605 -The Bridge of the NCC-1701A~ -You have entered the bridge of the most famous starship in Star Fleet -history, the Constitution-Class USS Enterprise. Crewed by an intrepid band -of Star Fleet Officers, it has seen more of the galaxy than any other vessel -before it. You feel awestruck standing on its bridge. -~ -0 8 0 -D0 -~ -~ -0 -1 17604 -S -#17606 -A Desert Landscape~ -You emerge from the soundstage entrance into a section of yellow sand, -featureless except for a small dwelling in the near distance. Several suns -and moons are visible in the sky. There is a black passageway leading west -from here. -~ -0 0 10 -D2 -~ -~ -0 -1 17604 -D3 -~ -~ -0 -1 17607 -S -#17607 -The Interior of the Death Star~ -You have entered a long corridor that runs through the center of the Death -Star. To the west you see that the passage ends in a dead end, while to the -east you see a blinding white haze. -~ -0 8 0 -D1 -~ -~ -0 -1 17606 -S -#17608 -Avenue Through Movie Land~ -You are strolling along a broad, tree-lined boulevard that runs through the -center of Movie Land. Billboards advertising the latest films and the latest -beers greet you every twenty feet. -~ -0 0 1 -D0 -~ -~ -0 -1 17611 -D2 -~ -~ -0 -1 17601 -S -#17609 -The Abandoned Colony~ -You are wandering through the remains of an abandoned colony on some remote -rock in space. Water drips from busted mains, and the sound, combined with -the flickering lights and the creak of the metal supports creates a very -eerie effect. -~ -0 1 0 -D1 -~ -~ -0 -1 17604 -D2 -~ -~ -0 -1 17610 -D3 -~ -door~ -1 0 17652 -S -#17610 -The Science Labs~ -This area was once some sort of research area. Various tools and electronic -devices line the walls, along with several dead parasite-looking creatures -about two feet long suspended in some fluid in glassteel jars. Far away, a -siren sounds, and only too late do you notice the acid eating through the -ceiling above you... -~ -0 1 0 -D0 -~ -~ -0 -1 17609 -S -#17611 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17618 -D1 -~ -~ -0 -1 17613 -D2 -~ -~ -0 -1 17608 -D3 -~ -~ -0 -1 17612 -S -#17612 -San Francisco~ -You are walking along a quiet street that passes by a bank. Suddenly shots -ring out and three bank robbers emerge from the nearby bank. Then, just as -suddenly, more shots ring out and the robbers fall dead. Must be Clint -Eastwood reliving his spaghetti western days... - -You can head west into Chinatown if you want. -~ -0 0 1 -D1 -~ -~ -0 -1 17611 -D3 -~ -~ -0 -1 17709 -S -#17613 -Action Set~ -Various action films are occuring around you. It is almost like real life! -To the north you can hear terrific explosions and the screams of dying men, -and to the south you can hear, well, much the same thing. - -A door to the east allows you to enter a more peaceful building full of -journalists. -~ -0 8 0 -D0 -~ -~ -0 -1 17614 -D1 -~ -~ -1 0 17706 -D2 -~ -~ -0 -1 17616 -D3 -~ -~ -0 -1 17611 -S -#17614 -Los Angeles~ -Whoa! You have just emerged in the middle of a car chase! An armored car is -being chased by another armored car, down a busy city street. Suddenly there -is a tremendous crash, and the first armored car grounds to a halt as its -driver catapults through the windscreen. Wow. - -If you want, you can escape to Beverly Hills by heading north. -~ -0 0 1 -D0 -~ -~ -0 -1 17707 -D1 -~ -~ -0 -1 17615 -D2 -~ -~ -0 -1 17613 -S -#17615 -Roger Murtagh's House~ -You have entered what is quite possibly the unluckiest house in movie history. -This house has been broken into by South African criminals, had maniac drug -dealers plow through it in their cars, had people killed with nailguns in the -boat house, and it even has termites. -~ -0 8 0 -D3 -~ -~ -0 -1 17614 -S -#17616 -New York~ -You are walking along, minding your own business, when suddenly an explosion -of gargantuan force blasts through a storefront, carrying into the street -beyond, lifting a bus high into the air, and killing dozens of people. Gee, -and they said LA was rough! -~ -0 0 1 -D0 -~ -~ -0 -1 17613 -D1 -~ -~ -0 -1 17617 -D2 -~ -~ -0 -1 17721 -S -#17617 -On the Deck of a Cargo Ship~ -You suddenly find yourself out of the city and on the deck of a ship moving -down the Hudson River. Armed terrorists are being blown away by a very -scruffy-looking cop in a dirty white t-shirt, along with a rather bemused- -looking electrician. -~ -0 0 1 -D3 -~ -~ -0 -1 17616 -S -#17618 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17626 -D1 -~ -~ -0 -1 17624 -D2 -~ -~ -0 -1 17611 -D3 -~ -~ -0 -1 17619 -S -#17619 -Action Set~ -Various action films are occuring around you. It is almost like real life! -To the north you can hear terrific explosions and the screams of dying men, -and to the south you can hear, well, much the same thing. -~ -0 8 0 -D0 -~ -~ -0 -1 17620 -D1 -~ -~ -0 -1 17618 -D3 -~ -~ -0 -1 17622 -S -#17620 -Police Squad HQ~ -You have entered the grounds of Police Squad HQ. A beat up Chrysler has -rear-ended the car in front, and gas and water pour out onto the street as -people stroll past, unconcerned. A door to the west leads inside. - -There is a park to the east. -~ -0 0 1 -D1 -~ -~ -0 -1 17695 -D2 -~ -~ -0 -1 17619 -D3 -~ -door~ -1 0 17621 -S -#17621 -Inside Police Squad HQ~ -You have entered HQ. Several rather zany looking cops rush about playing tag, -while a half-blind scientist chats with a cop who is so tall you can't even -see his face. Nordberg comes staggering in after being dragged to Chicago under -a Greyhound Bus. What a kooky place. -~ -0 8 0 -D1 -~ -door~ -1 0 17620 -S -#17622 -A Typical Suburban Street~ -All is quiet along this peaceful street until a car pulls up, squashing some -childrens' toys, and a rather large cyborg gets out, walks to the nearest -house, and starts plugging the occupants. You had heard LA was weird, but... -~ -0 0 1 -D1 -~ -~ -0 -1 17619 -D2 -~ -~ -0 -1 17623 -S -#17623 -A Nightclub~ -You are in a typical low-class 80's bar playing typical 80's music. Badly -dressed try-hards jiggle about on a crowded dance floor while New Age mods -stand at the bar trying to act cool. -~ -0 1 0 -D0 -~ -~ -0 -1 17622 -S -#17624 -A New York Alleyway~ -You are cautiously making your way along this alley when suddenly you hear -a sound that brings tears of joy to your eyes- the familiar old sound of -steel against steel! At last! Back to reality! Wait a sec. These guys are -hacking the crap out of each other and it doesn't seem to be worrying them -too much. That is until one of them lops the other's head off (musta been at -LEAST a *** THWAP *** ), and the whole place is bathed in electrical energy. -Maybe you'd better leave. -~ -0 1 0 -D0 -~ -~ -0 -1 17625 -D1 -~ -~ -0 -1 17700 -D3 -~ -~ -0 -1 17618 -S -#17625 -A New York Antique Shop~ -You have entered a rather nice shop loaded with expensive antiques, and -managed by a long-haired gentleman who has more wisdom in his eyes than his -physical age would suggest he possesses. He politely informs you that all his -goods are for sale, but when he has to help you recover from a dead faint -after you hear the prices, he says that perhaps you need a different shop. -~ -0 8 0 -D2 -~ -~ -0 -1 17624 -S -#17626 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17627 -D2 -~ -~ -0 -1 17618 -S -#17627 -Typical Downtown Street Scene~ -Angry cabbies honk at irritated, abuse-spewing jaywalkers; paperboys scream -themselves hoarse advertising the latest slander; busy businessmen brush -past destitute beggars clamoring for a dime; painted hookers attempt to -entice goggle-eyed college students. Must be another typical police movie. -~ -0 0 1 -D0 -~ -~ -0 -1 17654 -D1 -~ -~ -0 -1 17628 -D2 -~ -~ -0 -1 17626 -D3 -~ -~ -0 -1 17631 -S -#17628 -New York~ -Busy street hustlers try to scam a buck off you as you push your way past an -assorted crowd of tourists, pimps, drug dealers, cops, journalists, cab -drivers, aliens from outer space and Dave Letterman fans. - -A comedy club lies to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 17630 -D1 -~ -~ -1 0 17690 -D2 -~ -~ -0 -1 17629 -D3 -~ -~ -0 -1 17627 -S -#17629 -A Ritzy Hotel~ -You are almost trampled to death by a horde of screaming hotel guests who -come charging out as you attempt to enter. Close behind them comes a hideous -looking spectre being chased by a man in a grey jumpsuit. Ahh, the Big Apple. -~ -0 0 1 -D0 -~ -~ -0 -1 17628 -S -#17630 -A Deserted Warehouse~ -You have entered a deserted meat locker. The chill numbs your bones as you -move about, and your teeth chatter and your breath steams up as you attempt -to cast some sort of elemental resistance spell. Suddenly you hear a strange -clicking sound, as of cicadas on valium, and you get the uneasy feeling -that you're being watched... -~ -0 1 0 -D2 -~ -~ -0 -1 17628 -S -#17631 -Gotham City~ -You have entered the bleak metropolitan surrounds of Gotham City, the gothic -masterpiece sprung from the mind of Bob Kane, and brought to cinematic life -by that surreal master, Tim Burton. Main street leads through here toward -a more livelier-looking area to the west. -~ -0 1 1 -D0 -~ -~ -0 -1 17633 -D1 -~ -~ -0 -1 17627 -D2 -~ -~ -0 -1 17632 -D3 -~ -~ -0 -1 17634 -S -#17632 -A Warehouse~ -You arrive just in time to see a latex-clad superhero quickly beat two muggers -to a pulp, saving their potential victim some cash (and probably his life). -The figure turns to face you and (predictably) utters "I'm Batman". Its -commendable how he can do that without bursting into laughter. -~ -0 1 1 -D0 -~ -~ -0 -1 17631 -S -#17633 -A Parade~ -A massive parade of macabre-looking clowns bearing massive balloons filled -with poisonous gas is making its way down Main street, accompanied by that -master DC Comics fiend, the Joker. He doesn't look pleased to see you- his -intense paranoia has led him to believe that every strangely-garbed visitor -(which you most definitely are) is an ally of the Bat Fiend. -~ -0 1 1 -D2 -~ -~ -0 -1 17631 -S -#17634 -A Quiet Street~ -You are walking along a seemingly peaceful suburban street, but there is a -tangible aura of fear and evil barely perceptible. A sign pointing north -reads "Elm Street". - -A strange road runs south of here. -~ -0 0 1 -D0 -~ -~ -0 -1 17635 -D1 -~ -~ -0 -1 17631 -D2 -~ -~ -0 -1 17736 -D3 -~ -~ -0 -1 17636 -S -#17635 -Elm Street~ -Welcome to Freddy's Nightmare. Boy are YOU in trouble! -~ -0 1 0 -S -#17636 -An Intersection~ -You have reached an intersection in Movie Land. You may proceed north along -a strange path toward an iron bridge, south toward what looks like a -sanitarium, or continue west. -~ -0 0 1 -D0 -~ -~ -0 -1 17641 -D1 -~ -~ -0 -1 17634 -D2 -~ -~ -0 -1 17637 -D3 -~ -~ -0 -1 17639 -S -#17637 -A Sanitarium~ -You have entered a scene where people are interviewing someone standing behind -a locked glass door to the west. A single chair has been placed here for the -benefit of the interviewer, who must do their best to ignore the maniacal -screams of the other "patients". -~ -0 8 0 -D0 -~ -~ -0 -1 17636 -D3 -~ -cell door~ -1 17674 17638 -S -#17638 -Lecter's Cell~ -This is Hannibal Lecter's private cell. It has a television, a stereo (playing -wagner), some marvelous sketches (done by Lecter, who has a genius intellect, -a photographic memory and a great hand for art), and a neatly-made bed. It also -has Lecter, who reacts- strangely- towards visitors... -~ -0 8 0 -D1 -~ -cell door~ -1 17674 17637 -S -#17639 -A Grassy Field~ -The road here turns into grassy fields that extend as far as you can see. -Houses rise in the distance, and a soft breeze of fresh air refreshes you. -This may be a good place to rest for a while. - -A yellow brick road runs north of here. -~ -0 1024 2 -D0 -~ -~ -0 -1 17735 -D1 -~ -~ -0 -1 17636 -D3 -~ -~ -0 -1 17640 -S -#17640 -A Grassy Field~ -The road here turns into grassy fields that extend as far as you can see. -Houses rise in the distance, and a soft breeze of fresh air refreshes you. -This may be a good place to rest for a while. You fance you can see a jungle -to the south, while houses are now closer to the north. A bar lies to the -west. -~ -0 1024 2 -D0 -~ -~ -0 -1 17645 -D1 -~ -~ -0 -1 17639 -D2 -~ -~ -0 -1 17647 -D3 -~ -~ -0 -1 17649 -S -#17641 -An Iron Girder Bridge~ -This bridge spans an infinitely deep chasm. On the other side you can see a -rather spooky-looking house buried in the midst of a pine forest. -~ -0 1 1 -D0 -~ -~ -0 -1 17642 -D2 -~ -~ -0 -1 17636 -S -#17642 -Outside the House~ -Ack! As you cross the bridge, it is suddenly torn up and twisted beyond repair -by some invisible force. You scream in terror and bash on the door, demanding -to be let in. Then you notice the handle... -~ -0 1 3 -D0 -~ -door~ -1 0 17643 -S -#17643 -Inside the House~ -You enter a well-furnished cabin lined with full bookshelves and small paintings. -There is a kitchen nearby- it is a mess! Smashed crockery everywhere. There -is a pleasant-looking rockingchair moving by itself in the centre of the room, -just near a trapdoor leading down, from which terrible sounds emerge... -~ -0 1 0 -D2 -~ -door~ -1 0 17642 -D5 -~ -trapdoor door~ -1 0 17644 -S -#17644 -The Cellar~ -Auaagh! You have entered the cellar where a horrible demon is being held! You -IDIOT! If she doesn't kill you, you will want to leave this foul-smelling -place VERY quickly. -~ -0 1 0 -D4 -~ -trapdoor door~ -1 0 17643 -S -#17645 -Outside Tara~ -You are standing outside the once-great southern mansion known as Tara. Now it -has fallen partially in ruin due to the ravages of the Civil War, and its -owner is struggling to make ends meet. -~ -0 0 2 -D0 -~ -door~ -1 0 17646 -D2 -~ -~ -0 -1 17640 -D3 -~ -~ -0 -1 17738 -S -#17646 -Inside Tara~ -You are standing inside the once-great southern mansion known as Tara. Now it -has fallen partially in ruin due to the ravages of the Civil War, and its -owner is struggling to make ends meet. -~ -0 1 0 -D2 -~ -door~ -1 0 17645 -S -#17647 -The Deep, Dark Jungle~ -You are creeping slowly through the jungle. You hear shouts, screams and the -howls of animals in the throes of victory or defeat. There is a rope leading -up to a treehouse here. - -To the west the jungle turns into a thick English wood. -~ -0 1 3 -D0 -~ -~ -0 -1 17640 -D2 -~ -~ -0 -1 17653 -D3 -~ -~ -0 -1 17650 -D4 -~ -~ -0 -1 17648 -S -#17648 -Tarzan's Treehouse~ -You are in the Lord of the Jungle's residence. Copies of "Better Homes and -Gardens" and "Sports Illustrated" are strewn across a coffee table covered in -banana peels and monkey dung. -~ -0 8 0 -D5 -~ -~ -0 -1 17647 -S -#17649 -A Seedy Dive~ -You are in a seedy dive frequented by seedy people. You see a guy that looks -a lot like Brad Pitt. -~ -0 8 0 -D1 -~ -~ -0 -1 17640 -S -#17650 -Sherwood Forest~ -You have entered the home of Robin Hood and His Merry Men. Towering oaks, -aspen and pine block out the feeble English sun, and the shadows seem to hide -many secrets. A castle looms to the south. - -A path to the west leads to another sound stage. -~ -0 1 3 -D1 -~ -~ -0 -1 17647 -D2 -~ -~ -0 -1 17651 -D3 -~ -~ -0 -1 17723 -S -#17651 -A Castle~ -This is the residence of Robin Hood's arch enemies Sir Guy of Gisbourne and -of course the villainous Sheriff of Nottingham. It is a very elaborate set- -you almost find yourself believing you could actually be KILLED here ... -~ -0 8 0 -D0 -~ -~ -0 -1 17650 -D4 -~ -~ -1 0 17722 -S -#17652 -Barbarella Psychedela~ -You have stumbled across an old 60s Sci Fi set! Here Barbarella awaits, -willing to experiment with any sexual fantasy you may have. Good job Duran -Duran is nowhere around :) -~ -0 8 0 -D1 -~ -door~ -1 0 17609 -S -#17653 -Deepest Enemy Territory~ -You are creeping slowly through the jungle. You hear shouts, screams and the -howls of animals in the throes of victory or defeat. You also hear the sound -of gunfire and grenades exploding. Blood is splattered across the thick -carpet of moss and decaying leaves that cover the earth beneath your feet. -~ -0 1 3 -D0 -~ -~ -0 -1 17647 -S -#17654 -A Narrow Street~ -You are heading along a narrow street past tall, weatherbeaten tenements. -Ragged people stare miserably at you, and you feel pity for them (but -not enough to give up any of your hard-earned gold!). -~ -0 1 1 -D0 -~ -~ -0 -1 17655 -D2 -~ -~ -0 -1 17627 -S -#17655 -A Narrow Street~ -You are heading along a narrow street past tall, weatherbeaten tenements. -Ragged people stare miserably at you, and you feel pity for them (but -not enough to give up any of your hard-earned gold!). Here it meets a broad -double laned road running east west. -~ -0 1 1 -D1 -~ -~ -0 -1 17656 -D2 -~ -~ -0 -1 17654 -D3 -~ -~ -0 -1 17667 -S -#17656 -Outside Jack Rabbit Slim's~ -You are in the parking lot of a 50's-themed diner standing next to a red -Malibu that someone has just recently keyed. Loud Ricky Nelson music emanates -from within, and your foot starts tapping unconsciously. -~ -0 0 1 -D0 -~ -door~ -1 0 17657 -D1 -~ -~ -0 -1 17658 -D3 -~ -~ -0 -1 17655 -S -#17657 -Inside Jack Rabbit Slim's~ -As you enter, the Maitre-de, who looks a lot like Ed Sullivan, announces the -Jack Rabbit Slim's *** TWIST *** Contest has begun. Waiters that resemble -Buddy Holly, Marilyn Monroe, Zorro and Mamie Van Doren serve customers seated -at tables inside Cadillacs. -~ -0 8 0 -D2 -~ -door~ -1 0 17656 -S -#17658 -The Outskirts of Town~ -You have reached the city limits. From here you may head north across the -desert, or continue east toward a junction. -~ -0 0 2 -D0 -~ -~ -0 -1 17659 -D1 -~ -~ -0 -1 17662 -D3 -~ -~ -0 -1 17656 -S -#17659 -A Desert~ -"You see I went through the desert on a Horse with no name, - ain't it good to be out of the rain. - In the city, no-one remembers your name, - 'cos there ain't no-one there to..." aww shut up! -~ -0 0 10 -D0 -~ -~ -0 -1 17660 -D2 -~ -~ -0 -1 17658 -S -#17660 -A Deserted Town~ -This town was once ruled by two rival families, the Rojos and the Baxters, -until the Man With No Name stirred up a war, and the Rojos wiped out the -Baxters, and were subsequently wiped out by the Man With No Name... -~ -0 0 1 -D0 -~ -~ -0 -1 17679 -D1 -~ -~ -0 -1 17661 -D2 -~ -~ -0 -1 17659 -S -#17661 -A Homestead~ -You reach a peaceful homestead where two unlikely-looking cowboys are -attempting to tame a horse, while a group of onlookers cheer and jeer. -~ -0 0 2 -D3 -~ -~ -0 -1 17660 -S -#17662 -A Junction~ -You have reached a point where you can head east toward a small Shaolin -temple, south toward the sea, or back west toward the city. -~ -0 0 2 -D1 -~ -~ -0 -1 17663 -D2 -~ -~ -0 -1 17664 -D3 -~ -~ -0 -1 17658 -S -#17663 -Shaolin Temple~ -Here Bruce Lee, greatest of the cinematic martial artists, relaxes and -meditates in preparation for his upcoming struggles. -~ -0 8 0 -D3 -~ -~ -0 -1 17662 -S -#17664 -At Sea~ -You are floating on the sea, either in a boat or by magical means. There is -a huge battleship to the south, while to the west you see a HUGE fin -slicing through the water. A deep DA DUM DA DUM echoes in your ears and you -fight down a wave of panic. -~ -0 4 7 -D0 -~ -~ -0 -1 17662 -D1 -~ -~ -0 -1 17665 -D2 -~ -~ -0 -1 17666 -S -#17665 -Death from the Depths~ -Awww Hell. You didn't, did you? Too late. Haven't you seen Jaws...? -~ -0 0 7 -D3 -~ -~ -0 -1 17664 -S -#17666 -The USS Missouri~ -Terrorists are running everywhere shooting at sailors and stealing nuclear -weapons as you board. Another normal day in movie land. You calmly dodge -a few bullets and grenades that come your way, and look out for any serious -threat. - -You can continue sailing to the east if you wish. -~ -0 0 1 -D0 -~ -~ -0 -1 17664 -D1 -~ -~ -0 -1 17696 -S -#17667 -A Nicer Part of Town~ -You have entered a more upmarket area than the one you were just in. Small, -quiet suburban houses line a small, quiet suburban street. -~ -0 0 1 -D0 -~ -~ -0 -1 17668 -D1 -~ -~ -0 -1 17655 -S -#17668 -A T-Junction~ -Here you may proceed north toward a downtown area, south toward the burbs, -or west into a gloomy, fog-shrouded area of town. Some of the doors to the -houses nearby seem to be open... -~ -0 0 1 -D0 -~ -~ -0 -1 17670 -D1 -~ -door~ -1 0 17669 -D2 -~ -~ -0 -1 17667 -D3 -~ -~ -0 -1 17673 -S -#17669 -A Quiet Suburban Home~ -You have entered the home of a failry affluent family with several kids. Several -plastic dolls are strewn across the floor along with several hardcover AD&D -tomes. There is a strange glow emanating from the center of the room... -~ -0 8 0 -D3 -~ -door~ -1 0 17668 -S -#17670 -My Kind of Town...~ -You have entered busy downtown Chicago. Irish cops nod politely as they stroll -their beat, while well-dressed ladies and gentlemen stroll past on errands of -their own. Cars move swiftly in either direction, their occupants preoccupied -with the weather, the lack of booze, or the Sox. There is a police station up -ahead to the east, while there is a tremendous traffic jam to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 17693 -D1 -~ -~ -0 -1 17671 -D2 -~ -~ -0 -1 17668 -S -#17671 -A Police Station~ -You push your way past a crowd of derelicts, cops, FBI agents, journalists and -paper boys hawking the latest news about the bootleggers and enter an equally -crowded police station. Several tough-looking cops are gathered around an -office of one Eliot Ness. -~ -0 8 0 -D0 -~ -~ -0 -1 17672 -D3 -~ -~ -0 -1 17670 -S -#17672 -A Luxurious Hotel~ -You have entered the lobby of a luxurious hotel, and though there seem to be -some legitimate customers, most of the people gathered here appear to be -mobsters... -~ -0 8 0 -D2 -~ -~ -0 -1 17671 -S -#17673 -London~ -You are cautiously advancing through a sudden peas soup fog that has -descended on the streets of London. Horses tug at their bits nervously as -they pull buggies full of well-dressed ladies and gentlemen through the -chill night to the Opera. A lonely nightwatchman attempts to coax some life -from the feeble street lanterns he is tending. Far away in the distance, a -dog howls, and a woman screams. -~ -0 1 1 -D0 -~ -~ -0 -1 17674 -D1 -~ -~ -0 -1 17668 -D3 -~ -~ -0 -1 17677 -S -#17674 -The Gates of a Cemetary~ -You are standing outside the wrought-iron gates of a huge, decrepit cemetary. -Howls and shrieks emanate from within. You SURE you wanna go in there? -~ -0 1 1 -D0 -~ -gate~ -1 0 17675 -D2 -~ -~ -0 -1 17673 -S -#17675 -Outside a Tomb~ -Wow! What's been going on here? You see a wide array of holy symbols scattered -across the ground, as well as some garlic, wolfsbane, belladonna and vials of -holy water. Ahh, Dracula must be in London again, and canny old Van Helsing -has cornered him in this tomb with his religious paraphenalia. Good. No need -to worry about old Drac then. You're safe now. WHAT? You're not going IN there, -are you??? -~ -0 1 1 -D2 -~ -gate~ -1 0 17674 -D3 -~ -door~ -1 0 17676 -S -#17676 -An Abandoned Tomb~ -Dracula uses this tomb to rest in during his many sorties into Greater London. -However, this time Van Helsing has trapped him, and Dracula sure is mad about -it! -~ -0 1 0 -D1 -~ -door~ -1 0 17675 -S -#17677 -Baker Street~ -You have entered Baker Street, home of the famous detective, Sherlock Holmes. -The door to 222b lies directly to the north of you. -~ -0 1 1 -D0 -~ -~ -1 0 17678 -D1 -~ -~ -0 -1 17673 -D3 -~ -~ -0 -1 17716 -S -#17678 -222B Baker Street~ -You have entered the residence of Sherlock Holmes. Perhaps he is in right now, -playing his violin, or perhaps reading one of his many books? Or perhaps -sharing a brandy with his faithful companion Doctor Watson? -~ -0 8 0 -D2 -~ -~ -1 0 17677 -S -#17679 -Egypt (Giza to be precise)~ -You are making your away across a sandy plain toward the Pyramids. The Great -Pyramid of Kheops towers above all others, and about its base you see a large -contingent of Nazi soldiers and native diggers. -~ -0 0 10 -D0 -~ -~ -0 -1 17680 -D1 -~ -~ -0 -1 17681 -D2 -~ -~ -0 -1 17660 -S -#17680 -The Great Pyramid~ -Built by the Vizier Hemon for the pharaoh Kheops, at the beginning of the -third milennium B.C., the Great Pyramid was constructed from over 2 million -limestone blocks, the largest weighing in at 15 tons. And you thought mowing -the lawn was hard work. And now it seems the Nazis have once again set their -eyes on some ancient treasure in Egypt. Wonder what it is they want now? -~ -0 0 10 -D0 -~ -~ -0 -1 17710 -D2 -~ -~ -0 -1 17679 -S -#17681 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. -~ -0 0 7 -D0 -~ -~ -0 -1 17682 -D2 -~ -~ -0 -1 17685 -D3 -~ -~ -0 -1 17679 -S -#17682 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. A roayl barge floats here with some very -important occupants. -~ -0 0 7 -D1 -~ -~ -0 -1 17683 -D2 -~ -~ -0 -1 17681 -S -#17683 -The Base of the Mountain~ -The set has switched from historical drama to biblical epic. You are at the -base of the mountain where Moses ascended to receive the 10 Commandments. He -has been up there an awfully long time, and the Israelites down below are -getting pretty restless. They urge you to go on up and see if you can't -hurry him up. -~ -0 0 5 -D3 -~ -~ -0 -1 17682 -D4 -~ -~ -0 -1 17684 -S -#17684 -The Summit~ -Thunder booms and Lightning strikes everywhere. A fierce wind howls and tears -at your clothing. You have reached the summit. Now, where's that Moses guy? -~ -0 0 5 -D5 -~ -~ -0 -1 17683 -S -#17685 -The Nile~ -You are heading along the mighty Nile river, one of the longest rivers in -the world. Boats full of fisherman and priests pass by you, and brightly -coloured fish frolic below you. -~ -0 0 7 -D0 -~ -~ -0 -1 17681 -D1 -~ -~ -0 -1 17686 -S -#17686 -A Sanctuary~ -You enter a pleasant garden full of well-dresses Romans and their slaves, and -a wide variety of pleasure girls (and boys). Wine is being poured liberally. -A huge man with a haircut like Trent Reznor is enjoying the attention of a -particularly attractive woman. -~ -0 8 0 -D2 -~ -~ -0 -1 17687 -D3 -~ -~ -0 -1 17685 -S -#17687 -The Coliseum~ -Wow! Real life chariot racing and gladiatorial combat! Lets go! Where's the -emperor? Oh, he's right next to you, frowning at your sudden intrusion, as -are his 500 Praetorian Guards. Perhaps you'd better sit down. Or you could -go join in the action on the ground floor. -~ -0 0 1 -D0 -~ -~ -0 -1 17686 -D1 -~ -~ -0 -1 17688 -D5 -~ -~ -0 -1 17689 -S -#17688 -The Chariot Races~ -Here a group of rather insane men are racing about in flimsy wooden -contraptions being drawn by sweating horses. You find it rather ridiculous -(and painful to watch, as you see an unfortunate rider fall out and get -mashed beneath the wheels of the next chariot), but the crowd seem to love -it. Ah well Pax Romana. -~ -0 0 2 -D3 -~ -~ -0 -1 17687 -S -#17689 -The Gladiatorial Arena~ -Here warriors of all different nationalities battle it out on the bloodied -sands of the arena. The crowd cheers and jeers as a favorite warrior wins or -falls to the blade of another. Looks good! -~ -0 0 10 -D1 -~ -~ -1 0 17746 -D4 -~ -~ -0 -1 17687 -S -#17690 -Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. -~ -0 8 0 -D1 -~ -~ -0 -1 17691 -D3 -~ -~ -1 0 17628 -S -#17691 -Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. Laughing patrons surround a stage with some comics -and a musician who hits a snare drum and cymbal at each punchline. - -You hear Henny Youngman utter "Take my Wife, Please!" -*Boom* *Boom* *Ching* -~ -0 8 0 -D0 -~ -~ -0 -1 17692 -D3 -~ -~ -0 -1 17690 -S -#17692 -The Stage in Chuckles Comedy Club~ -Here the many famous comedians who visit the Big Apple come to entertain the -public. Photographs of famous comics such as Jack Benny, Bob Hope, George -Burns and Gracie Allen, Bud Abbot and Lou Costello, Dennis Leary and Robin -Williams line the walls. - -There sure are some big names here this evening! -~ -0 8 0 -D2 -~ -~ -0 -1 17691 -S -#17693 -A Traffic Jam~ -You have reached the source of the traffic jam, and also seemed to have -fast forwarded 50 years into the future. Over one hundred police cars have -piled up here, atop one another, while chasing an ex-police car driven by -two men in dark suits, who headed north toward a tax building. -~ -0 0 1 -D0 -~ -~ -0 -1 17694 -D2 -~ -~ -0 -1 17670 -S -#17694 -A Tax Building~ -You have entered a taxation office, and you see the two men racing toward a -guy who looks like Steven Spielberg. The cops couldn't stop them- perhaps -you can? -~ -0 8 0 -D2 -~ -~ -0 -1 17693 -S -#17695 -A Park~ -You have entered a quaint park, near a bus stop, where several people wait -on a bench patiently for the next bus. -~ -0 0 2 -D3 -~ -~ -0 -1 17620 -S -#17696 -The Seas~ -You are saling over a calm sea toward the coast of a desert continent. You -can see a port in the distance. -~ -0 0 7 -D1 -~ -~ -0 -1 17697 -D3 -~ -~ -0 -1 17666 -S -#17697 -The Seas~ -You are saling over a calm sea toward the coast of a desert continent. You -can see a port in the distance. -~ -0 0 7 -D2 -~ -~ -0 -1 17698 -D3 -~ -~ -0 -1 17696 -S -#17698 -Casablanca~ -You have entered the city of Casablanca, known as Dar-El-Beida to the locals, -on the coast of Morocco. Rick's Cafe lies to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 17697 -D2 -~ -~ -1 0 17699 -S -#17699 -Rick's Cafe~ -You have entered the legendary "Rick's Cafe", haven for all sorts of human -detritus. Dooley Wilson plays a few tunes on a piano, while Ingrid Bergman -and Claude Rains wander about, looking depressed. Rick is at the bar serving -drinks. - -A newer section of the nightclub to the east seems to be devoted to other -films... -~ -0 8 0 -D0 -~ -~ -1 0 17698 -D1 -~ -~ -0 -1 17730 -S -#17700 -Little Italy~ -You have emerged into a street scene from the late-1940s, in that area of -New York known as Little Italy. Goodfellas stroll with casual arrogance past -Irish cops, while small boys sell newspapers and fresh fruit from barrows by -the side of the cobbled street. Far above, a hefty Italian woman calls -frantically for her son. -~ -0 0 1 -D1 -~ -~ -0 -1 17701 -D2 -~ -~ -0 -1 17742 -D3 -~ -~ -0 -1 17624 -S -#17701 -Outside the Corleone House~ -You are standing outside the residence of the Corleones, a powerful crime -family who are officially traders in Genco Olive Oil, but unofficially are -the power behind practically all prostitution, gambling and sly grog in the -city. To the east lies a different scene, should you wish to leave. -~ -0 0 1 -D0 -~ -~ -1 0 17702 -D1 -~ -~ -0 -1 17703 -D3 -~ -~ -0 -1 17700 -S -#17702 -Inside the Corleone Household~ -Numerous gun-toting mobsters shoulder past you, heading to and from the -current Godfather, who is holding "court" in the next room, but is far too -busy to see you. However, you may get to meet one of his sons, Sonny, -Michael or Alfredo. -~ -0 8 0 -D2 -~ -~ -1 0 17701 -S -#17703 -A Park~ -You are heading through a park toward a comfortable-looking bench that sits -near a steep set of stairs, which a small but muscular man clad in a sweaty -tracksuit is furiously sprinting up and down. How dull. - -The steps appear to head up to a different building entirely. -~ -0 0 2 -D1 -~ -~ -0 -1 17734 -D3 -~ -~ -0 -1 17701 -D4 -~ -~ -0 -1 17704 -S -#17704 -Capitol Hill~ -Wow. You are standing at the core of the US Government. Busy politicians and -public servants busily rush to and fro, most of them heading toward the -rooms where the senate meet. You can go too if you'd like (*yawn*). - -The offices of a Publisher lie to the east of here. -~ -0 0 1 -D0 -~ -~ -1 0 17705 -D1 -~ -~ -1 0 17741 -D5 -~ -~ -0 -1 17703 -S -#17705 -The Senate~ -You make your way past a few old men who lie sprawled half-asleep in their -chairs while an energetic young man speaks effusely and well on a broad range -of topics in the center of the room. Judging by the sweat on his brow and the -rather manic gleam in his eyes, you judge that he's been at it for some time. -~ -0 8 0 -D0 -~ -~ -1 0 17740 -D2 -~ -~ -1 0 17704 -S -#17706 -The Offices of a Major Newspaper~ -Journalists swarm left and right around you as you attempt to force your way -toward a water cooler. A desk at the far end of the room is covered with -Lakers memorabilia- whoever sits there must be quite a fan. -~ -0 8 0 -D3 -~ -~ -1 0 17613 -S -#17707 -Beverly Hills~ -You are strolling along a tree-lined boulevard, passing bikini-clad roller -skaters, rich ladies in mink coats dragging small poodles along by their -diamond-studded leashes, big-time wheeler-dealers cruising in their Maseratis -and the occasional bum looking for a quarter who ended up in the last place -he's likely to get one. -~ -0 0 1 -D0 -~ -~ -0 -1 17708 -D2 -~ -~ -0 -1 17614 -S -#17708 -Beverly Hills~ -You are strolling along a tree-lined boulevard, passing bikini-clad roller -skaters, rich ladies in mink coats dragging small poodles along by their -diamond-studded leashes, big-time wheeler-dealers cruising in their Maseratis -and the occasional bum looking for a quarter who ended up in the last place -he's likely to get one. -~ -0 0 1 -D2 -~ -~ -0 -1 17707 -S -#17709 -Chinatown~ -You are heading through Chinatown, amazed by the stunning variety of food, -clothes and people you encounter. A deserted parking lot up ahead is currently -occupied by a few nasty-looking men, who quickly leave as you enter. -~ -0 0 1 -D1 -~ -~ -0 -1 17612 -S -#17710 -Heading Towards a Crossroads in the Desert~ -Hmmm. Lost in the desert. Never a good thing. Hope you have a lot of water. -~ -0 0 10 -D0 -~ -~ -0 -1 17711 -D2 -~ -~ -0 -1 17680 -S -#17711 -A Crossroads in the Desert~ -Hmmm. Lost in the desert. Never a good thing. Hope you have a lot of water. - -A tent looms to the east, while a fort lies to the distant west. To the -north you can hear what sounds like a locomotive. -~ -0 0 10 -D0 -~ -~ -0 -1 17713 -D1 -~ -~ -0 -1 17712 -D2 -~ -~ -0 -1 17710 -D3 -~ -~ -0 -1 17714 -S -#17712 -The Tent of the Sheik~ -You have entered the tent of the Sheik. Fortunately for you he's a friendly -soul, and if you happen to be female, perhaps a little too friendly. -~ -0 8 0 -D3 -~ -~ -0 -1 17711 -S -#17713 -A Derailed Train~ -You have emerged in the midst of a raging battle between Arab cavalry and -Turkish soldiers in a derailed train. A blond-haired British army officer -charges insanely among them all, spurring the Arabs onto greater levels of -slaughter. -~ -0 0 10 -D0 -~ -~ -0 -1 17729 -D2 -~ -~ -0 -1 17711 -S -#17714 -Approaching the Fort~ -You are heading west toward a fort in Algeria flying the French flag. -Legionaires stroll the battlements, keeping their eyes out for Bedouin raiders. -The gate is almost directly in front of you. -~ -0 0 10 -D1 -~ -~ -0 -1 17711 -D3 -~ -gate~ -1 0 17715 -S -#17715 -Inside the Fort~ -Legionaires gaze at you curiously as you enter, but since you are not clad -in traditional 19th century Bedouin garments (at least its likely you're not) -the don't attempt to attack you. -~ -0 8 0 -D1 -~ -gate~ -1 0 17714 -S -#17716 -Gay Paris~ -How odd. One minute you were in gloomy, fog-bound 19th century London, the -next you emerge into gay Paris in the 1960s. Men wearing funny striped shirts -and black berets, and wielding long sticks of bread cycle past you, heading -to and fro in front of the Eiffel Tower. Even as you watch, the Tower suddenly -shimmers and disappears altogether. A voice yells "Look for it in Pepperland". -How odd. -~ -0 0 1 -D1 -~ -~ -0 -1 17677 -D3 -~ -~ -0 -1 17717 -S -#17717 -The Police Station~ -You are standing outside a rather large building, which has been firmly -barricaded to keep people out, or rather, a particular person out. This person -is standing outside, on the footpath next to you, frantically calling out -in French to a police inspector huddled inside, who is gibbering madly. -~ -0 0 1 -D1 -~ -~ -0 -1 17716 -D3 -~ -~ -0 -1 17718 -S -#17718 -The End of the Road~ -You are standing outside a dance hall, from which music, laughter and the -sounds of merriment emerge. You may enter if you wish, or stand out here in -the cold. -~ -0 1 0 -D0 -~ -~ -1 0 17719 -D1 -~ -~ -0 -1 17717 -S -#17719 -A Dance Hall~ -You are inside what looks like a rehearsal room for some big name Hollywood -musical. Famous stars glide past you without giving you a second glance. -You gape in awe at the magnificent scenery, the brilliant costumes, and the -music! Oh the MUSIC! Dance! Dance! -~ -0 8 0 -D0 -~ -~ -0 -1 17720 -D2 -~ -~ -1 0 17718 -S -#17720 -The End of a Dance Hall~ -You are inside what looks like a rehearsal room for some big name Hollywood -musical. Famous stars glide past you without giving you a second glance. -You gape in awe at the magnificent scenery, the brilliant costumes, and the -music! Oh the MUSIC! Dance! Dance! -~ -0 8 0 -D2 -~ -~ -0 -1 17719 -S -#17721 -A Drug Bust~ -You have stumbled onto a NY drug bust. Cops run everywhere, shooting and -screaming at a group of French drug dealers. You see Sipowicz and Simone -strolling away with a felon in tow, but the action is dominated by the -indefatigable Popeye Doyle. -~ -0 1 1 -D0 -~ -~ -0 -1 17616 -S -#17722 -The Battlements~ -You have emerged onto the battlements, where an actor is rehearsing for a -role he is soon to perform in the courtyard below. Best not disturb him. -~ -0 0 1 -D5 -~ -~ -1 0 17651 -S -#17723 -A Path Through a Warzone~ -Bullets, grenades and artillery shells scream past all around you, and as you -deftly dodge the falling bodies of the dead and the dying, you deduce that -you have entered some sort of war movie. Suddenly you yelp as a piece of -shrapnel imbeds itself in your calf, and you suddenly realize- You could be -KILLED in here! -~ -0 0 2 -D1 -~ -~ -0 -1 17650 -D3 -~ -~ -0 -1 17724 -S -#17724 -Rolling Hills~ -You are heading across rolling hills, through which dozens of Nazis suddenly -pour, hot in pursuit of a lean American air force officer riding a motorcycle -toward a barbed wire fence to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 17723 -D2 -~ -~ -0 -1 17725 -D3 -~ -~ -0 -1 17726 -S -#17725 -A Barbed Wire Fence~ -Oops. The officer couldn't make it past the fence, and neither can you. Looks -like he's going to be captured- AGAIN. Better hope he has his baseball handy. -Unless you plan to help him escape... -~ -0 0 2 -D0 -~ -~ -0 -1 17724 -S -#17726 -A Path Through a Warzone~ -Bullets, grenades and artillery shells scream past all around you, and as you -deftly dodge the falling bodies of the dead and the dying, you deduce that -you have entered some sort of war movie. Suddenly you yelp as a piece of -shrapnel imbeds itself in your calf, and you suddenly realize- You could be -KILLED in here! -~ -0 0 2 -D0 -~ -~ -0 -1 17727 -D1 -~ -~ -0 -1 17724 -D3 -~ -~ -0 -1 17728 -S -#17727 -M*A*S*H~ -You have entered an Army hospital base in Korea. Wounded men are rushed to -and fro in stretchers by harried army personell, while a couple of doctors -idly sip at martinis as they sit in their tents and watch the passing parade, -preparing to once again do another twelve hours in the surgery fixing these -wounded up. -~ -0 0 2 -D2 -~ -~ -0 -1 17726 -S -#17728 -Pearl Harbour~ -You are walking past military barracks in Pearl Harbour. Soldiers, naval -personell and airmen all stroll past, unaware of the danger lurking only -a few hours away over the horizon. -~ -0 0 1 -D1 -~ -~ -0 -1 17726 -S -#17729 -The Gobi Desert~ -You see hordes of Mongol warriors galloping insanely toward you across what -they think is the Gobi Desert, but actually looks more like Nevada or New -Mexico. -~ -0 0 10 -D2 -~ -~ -0 -1 17713 -S -#17730 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D2 -~ -~ -0 -1 17731 -D3 -~ -~ -0 -1 17699 -S -#17731 -The Main Floor of a Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D0 -~ -~ -0 -1 17730 -D1 -~ -~ -0 -1 17732 -D2 -~ -~ -0 -1 17733 -S -#17732 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D3 -~ -~ -0 -1 17731 -S -#17733 -A Nightclub~ -Various famous performers are entertaining audiences of celebrities in this -area, re-enacting scenes from their most famous movies. You gasp as you -recognise some of the big-name producers in the audience, and you groom -yourself, hoping to impress them into offering you a five film contract. -~ -0 8 0 -D0 -~ -~ -0 -1 17731 -S -#17734 -An Abandoned Tenement~ -You are treading warily through an abandoned tenement, home now for a variety -of bums, beggars, vagrants and other itinerants. You should really try and -help them. -~ -0 1 0 -D3 -~ -~ -0 -1 17703 -S -#17735 -The Yellow Brick Road~ -You are heading along a garish yellow road heading toward a bright green -city. You start to feel nauseous, and you are not sure if its the sudden -rush of color, or that awful, sickening singing- - -"We're OFF to see the Wizard, the Wonderful Wizard of Oz!" Bleech. - -You better head back- this place isn't right for you. -~ -0 0 2 -D2 -~ -~ -0 -1 17639 -S -#17736 -Bates Motel~ -You are standing outside a rather sinister building named "Bates Motel". Looks -like a GREAT place to spend the night. Yeah, right. - -You see a sign near the door. -~ -0 0 1 -D0 -~ -~ -0 -1 17634 -D2 -~ -~ -1 0 17737 -E -sign~ -The sign reads- - - "WELCOME TO BATES MOTEL- 12 rooms, 12 vacancies... 12 showers" -~ -S -#17737 -Inside the Motel~ -You entered? Ack! Norman is going to kill you in the shower! Run! The door's -locked?!? Aggh! You see Martin Balsam heading toward the motel... watch out! -Ugh. Too late. Looks like you're next... -~ -0 1 0 -S -#17738 -A Quaint Souther Town~ -You have entered a quaint southern town, where everyone seems peaceful and -nice, but there is a malevolent edge to them too. - -A court room looms to the west, while a prison lies to the north. -~ -0 0 1 -D0 -~ -~ -1 0 17745 -D1 -~ -~ -0 -1 17645 -D3 -~ -~ -1 0 17739 -S -#17739 -Inside the Courtroom~ -Here, Addicus Finch is doing his best to defend an innocent man framed for a -horrid crime that he did not commit. Gregory Peck is in fine form in this -1962 adaptation of the best-selling novel- oops I'm turning into Leonard -Maltin. -~ -0 8 0 -D1 -~ -~ -1 0 17738 -E -sign~ -The sign says- - -"If you are a racist- Get a life you pathetic KKK LOSER!" - -ps Hitler Bites! -~ -S -#17740 -The Oval Office~ -You have stumbled into the office of the President. Or a former president. -Not that he seems to have noticed. He thinks its just another role, with a -VERY long production run... -~ -0 8 0 -D2 -~ -~ -1 0 17705 -S -#17741 -An Office~ -You have suddenly switched scenes, going from a political film to a- well, a -Wellesian film. You are in a comfortable office occupied by an important- -looking young man. -~ -0 8 0 -D3 -~ -~ -1 0 17704 -S -#17742 -Manhattan~ -You are walking through a stylish section of New York. Well dressed guys and -dolls file past, including some fabulously rich and beautiful women on the -arms of some incredibly rich and handsome men. -~ -0 0 1 -D0 -~ -~ -0 -1 17700 -D2 -~ -~ -0 -1 17743 -S -#17743 -Upstate New York~ -You are walking past several mansions that line a clean, wide road that runs -through this area of the state. A House to the east looks particularly -interesting. -~ -0 0 1 -D0 -~ -~ -0 -1 17742 -D1 -~ -~ -1 0 17744 -S -#17744 -A Creepy House~ -You have entered a strange house that looks strangely familiar. You hear the -choked screams for help of the crippled Joan Crawford, and suddenly realize -where you are. Quickly you steel yourself and prepare to face Baby Jane... -~ -0 8 0 -D3 -~ -~ -1 0 17743 -S -#17745 -A Prison~ -You are in the grounds of a hard labour camp, for the rehabilitation of felons. -You look around at the dispirited inmates and wonder if the "rehabilitation" -process is a bit too harsh here. -~ -0 1 0 -D2 -~ -~ -1 0 17738 -S -#17746 -Outside in the Mountains~ -You have suddenly gone from a Coliseum to the rocky mountains of southern -Europe. You see goats hopping from peak to peak in the distance, and far off -a yodeller lets loose with a deafening yodel, bringing an avalanche down on -your head. You're gonna kill that guy if you get your hands on him. -~ -0 0 5 -D1 -~ -~ -0 -1 17747 -D3 -~ -~ -1 0 17689 -S -#17747 -A Crossroads in the Mountains~ -You have suddenly gone from a coliseum to the rocky mountains of southern -Europe. You see goats hopping from peak to peak in the distance, and far off -a yodeller lets loose with a deafening yodel, bringing an avalanche down on -your head. You're gonna kill that guy if you get your hands on him. -~ -0 0 5 -D4 -~ -~ -0 -1 17748 -D5 -~ -~ -0 -1 17749 -S -#17748 -Heidi's Cabin~ -You have reached the source of the yodelling- Heidi's uncle. With a swift -stroke you decapitate him, and you then turn with a wicked grin to face his -trembling niece, blood from your victim covering you from head to foot... -~ -0 0 5 -D5 -~ -~ -0 -1 17747 -S -#17749 -1,000,000 Years BC~ -You have gone through some sort of timewarp, and are now in prehistoric times. -Suddenly a huge Tyrannosaurus stomps toward you, and you quickly flee, only -to find yourself face to face with one very attractive cavewoman... -~ -0 0 5 -D4 -~ -~ -0 -1 17747 -S -#0 - - -#RESETS -M 1 17600 1 17602 -E 1 17600 0 17 -E 1 17639 0 14 -G 1 17601 0 -M 1 17614 1 17605 -E 1 17625 0 12 -E 1 17623 0 17 -G 1 17624 0 -M 1 17615 1 17605 -E 1 17625 0 12 -E 1 17624 0 17 -G 1 17623 0 -M 1 17602 1 17606 -E 1 17605 0 16 -M 1 17603 1 17607 -E 1 17607 0 16 -E 1 17606 0 6 -M 1 17605 1 17609 -E 1 17610 0 17 -E 1 17611 0 8 -D 1 17609 3 1 -M 1 17606 1 17610 -M 1 17616 1 17612 -E 1 17626 0 17 -D 1 17613 1 1 -M 1 17612 1 17614 -E 1 17608 0 3 -E 1 17619 0 12 -E 1 17622 0 17 -G 1 17618 0 -M 1 17613 1 17615 -E 1 17620 0 5 -E 1 17621 0 13 -M 1 17604 1 17617 -E 1 17608 0 3 -E 1 17609 0 5 -D 1 17620 3 1 -M 1 17619 1 17621 -G 1 17608 0 -D 1 17621 1 1 -M 1 17607 1 17622 -M 1 17608 1 17623 -M 1 17610 1 17624 -E 1 17613 0 16 -E 1 17614 0 3 -M 1 17609 1 17625 -E 1 17612 0 16 -D 1 17628 1 1 -M 1 17617 1 17629 -E 1 17627 0 5 -E 1 17628 0 12 -M 1 17618 1 17629 -E 1 17630 0 12 -G 1 17629 0 -M 1 17611 1 17630 -E 1 17616 0 16 -E 1 17617 0 17 -G 1 17615 0 -M 1 17624 1 17632 -E 1 17636 0 17 -E 1 17637 0 12 -E 1 17640 0 13 -M 1 17625 1 17633 -E 1 17638 0 6 -M 1 17651 1 17635 -E 1 17603 0 6 -E 1 17672 0 5 -E 1 17673 0 9 -M 1 17620 1 17637 -G 1 17631 0 -G 1 17674 0 -D 1 17637 3 2 -M 1 17621 1 17638 -E 1 17632 0 16 -O 1 17633 0 17638 -D 1 17638 1 2 -D 1 17642 0 1 -M 1 17622 1 17643 -E 1 17634 0 18 -E 1 17635 0 16 -D 1 17643 2 1 -D 1 17643 5 1 -M 1 17623 1 17644 -D 1 17644 4 2 -M 1 17648 1 17645 -D 1 17645 0 1 -M 1 17647 1 17646 -D 1 17646 2 1 -M 1 17629 1 17647 -E 1 17646 0 5 -E 1 17647 0 6 -E 1 17643 0 7 -E 1 17644 0 16 -G 1 17645 0 -M 1 17628 1 17648 -M 1 17649 1 17649 -M 1 17650 1 17649 -M 1 17630 1 17650 -E 1 17648 0 7 -E 1 17649 0 16 -M 1 17631 1 17651 -E 1 17650 1 16 -D 1 17651 4 1 -M 1 17627 1 17652 -E 1 17642 0 5 -D 1 17652 1 1 -M 1 17646 1 17653 -E 1 17670 0 16 -E 1 17671 0 6 -D 1 17656 0 1 -M 1 17644 1 17657 -E 1 17669 0 5 -E 1 17666 0 17 -M 1 17645 1 17657 -E 1 17667 0 17 -G 1 17668 0 -D 1 17657 2 1 -M 1 17639 1 17660 -E 1 17661 0 5 -E 1 17662 0 17 -M 1 17640 1 17661 -M 1 17641 1 17661 -M 1 17626 1 17663 -E 1 17641 0 16 -M 1 17636 1 17665 -E 1 17658 0 5 -M 1 17637 1 17666 -E 1 17659 0 17 -D 1 17668 1 1 -M 1 17638 1 17669 -G 1 17660 0 -D 1 17669 3 1 -M 1 17642 1 17671 -E 1 17663 1 17 -G 1 17608 0 -M 1 17643 1 17672 -E 1 17664 1 16 -E 1 17665 1 17 -D 1 17674 0 1 -M 1 17635 1 17675 -E 1 17656 1 16 -G 1 17657 0 -O 1 17657 0 17675 -D 1 17675 2 1 -D 1 17675 3 1 -M 1 17634 1 17676 -E 1 17654 1 6 -E 1 17655 1 12 -O 1 17675 0 17676 -D 1 17676 1 2 -D 1 17677 0 1 -M 1 17632 1 17678 -E 1 17651 1 12 -E 1 17652 1 17 -M 1 17633 1 17678 -E 1 17653 1 6 -O 1 17676 0 17678 -O 1 17677 0 17678 -D 1 17678 2 1 -M 1 17601 1 17679 -E 1 17602 1 16 -E 1 17603 1 6 -E 1 17604 1 12 -M 1 17652 2 17680 -E 1 17678 1 6 -E 1 17679 1 8 -E 1 17680 1 16 -M 1 17656 1 17682 -E 1 17684 1 6 -O 1 17687 0 17683 -M 1 17658 1 17684 -E 1 17686 1 17 -M 1 17654 1 17686 -E 1 17682 1 6 -M 1 17655 1 17686 -E 1 17683 1 16 -M 1 17659 1 17687 -E 1 17688 1 6 -M 1 17653 1 17688 -O 1 17681 0 17688 -O 1 17681 0 17688 -M 1 17657 1 17689 -E 1 17685 1 16 -D 1 17689 1 1 -M 1 17669 1 17690 -E 1 17704 1 6 -D 1 17690 3 1 -M 1 17670 1 17691 -M 1 17671 1 17691 -M 1 17672 1 17691 -M 1 17687 1 17692 -E 1 17724 1 17 -M 1 17688 1 17692 -M 1 17660 1 17694 -E 1 17689 1 5 -E 1 17690 1 6 -E 1 17691 1 17 -G 1 17692 0 -G 1 17693 0 -M 1 17661 1 17694 -E 1 17689 1 5 -E 1 17690 1 6 -E 1 17691 1 17 -M 1 17689 1 17695 -E 1 17725 1 8 -E 1 17727 1 17 -E 1 17730 1 5 -G 1 17726 0 -G 1 17729 0 -D 1 17698 2 1 -M 1 17667 1 17699 -G 1 17697 0 -G 1 17699 0 -O 1 17698 9 17699 -D 1 17699 0 1 -D 1 17701 0 1 -M 1 17665 1 17702 -D 1 17702 2 1 -M 1 17664 1 17703 -E 1 17701 1 5 -G 1 17700 0 -D 1 17704 0 1 -D 1 17704 1 1 -M 1 17678 1 17705 -D 1 17705 2 1 -D 1 17705 0 1 -M 1 17663 1 17706 -E 1 17694 1 6 -D 1 17706 3 1 -M 1 17662 1 17708 -M 1 17685 1 17709 -E 1 17720 1 6 -E 1 17721 1 5 -M 1 17703 1 17712 -E 1 17746 1 6 -O 1 17745 0 17712 -M 1 17676 1 17713 -E 1 17709 1 6 -G 1 17710 0 -D 1 17714 3 1 -M 1 17679 1 17715 -E 1 17712 1 6 -D 1 17715 1 1 -M 1 17675 1 17717 -E 1 17706 1 5 -E 1 17707 1 6 -D 1 17718 0 1 -M 1 17695 1 17719 -E 1 17737 1 5 -M 1 17696 1 17719 -E 1 17737 1 5 -D 1 17719 2 1 -M 1 17694 1 17720 -E 1 17736 1 8 -M 1 17690 1 17721 -G 1 17609 0 -M 1 17693 1 17722 -E 1 17733 1 6 -O 1 17734 0 17722 -O 1 17735 0 17722 -D 1 17722 5 2 -M 1 17697 1 17725 -E 1 17738 1 17 -M 1 17701 1 17727 -E 1 17743 1 17 -E 1 17739 1 3 -M 1 17698 1 17728 -E 1 17739 1 3 -M 1 17691 1 17729 -E 1 17731 1 16 -M 1 17680 1 17731 -E 1 17713 1 7 -E 1 17714 1 6 -G 1 17715 0 -M 1 17666 1 17732 -E 1 17695 1 17 -E 1 17696 1 6 -M 1 17668 1 17733 -E 1 17695 1 17 -E 1 17702 1 6 -E 1 17703 1 7 -M 1 17692 1 17734 -E 1 17732 1 5 -M 1 17673 1 17735 -E 1 17705 1 5 -E 1 17708 1 8 -M 1 17674 1 17735 -D 1 17736 2 1 -M 1 17677 1 17737 -E 1 17711 1 16 -D 1 17738 3 1 -D 1 17738 0 1 -M 1 17683 1 17739 -E 1 17718 1 17 -G 1 17719 0 -D 1 17739 1 1 -M 1 17684 1 17740 -D 1 17740 2 1 -M 1 17681 1 17741 -G 1 17716 0 -G 1 17717 0 -D 1 17741 3 1 -M 1 17686 1 17742 -E 1 17722 1 6 -G 1 17723 0 -D 1 17743 1 1 -M 1 17682 1 17744 -D 1 17744 3 2 -M 1 17700 1 17745 -E 1 17742 1 5 -G 1 17741 0 -G 1 17695 0 -D 1 17745 2 2 -D 1 17746 3 1 -M 1 17702 1 17748 -E 1 17744 1 6 -E 1 17747 1 5 -M 1 17699 1 17749 -E 1 17740 1 5 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 17600 spec_cast_judge -M 17601 spec_cast_judge -M 17602 spec_cast_cleric -M 17603 spec_cast_mage -M 17604 spec_cast_judge -M 17605 spec_cast_judge -M 17606 spec_breath_acid -M 17607 spec_cast_judge -M 17609 spec_cast_mage -M 17610 spec_cast_mage -M 17611 spec_cast_judge -M 17612 spec_cast_judge -M 17613 spec_cast_judge -M 17614 spec_guard -M 17616 spec_cast_judge -M 17618 spec_fido -M 17619 spec_cast_judge -M 17620 spec_cast_judge -M 17622 spec_cast_judge -M 17623 spec_cast_undead -M 17624 spec_guard -M 17629 spec_cast_judge -M 17634 spec_cast_undead -M 17635 spec_cast_cleric -M 17638 spec_cast_adept -M 17639 spec_cast_judge -M 17640 spec_cast_judge -M 17641 spec_cast_judge -M 17642 spec_cast_judge -M 17644 spec_cast_judge -M 17646 spec_cast_judge -M 17651 spec_cast_undead -M 17652 spec_cast_mage -M 17656 spec_cast_mage -M 17658 spec_cast_cleric -M 17659 spec_executioner -M 17662 spec_cast_judge -M 17665 spec_cast_cleric -M 17668 spec_cast_mage -M 17669 spec_cast_mage -M 17675 spec_guard -M 17676 spec_executioner -M 17677 spec_poison -M 17678 spec_cast_cleric -M 17679 spec_cast_judge -M 17680 spec_breath_any -M 17682 spec_poison -M 17683 spec_guard -M 17685 spec_cast_judge -M 17687 spec_breath_fire -M 17689 spec_executioner -M 17690 spec_cast_judge -M 17692 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/hood.are b/data/realm/areas_smaug1.4a/hood.are deleted file mode 100644 index c17529b..0000000 --- a/data/realm/areas_smaug1.4a/hood.are +++ /dev/null @@ -1,1721 +0,0 @@ -#AREA Dangerous Neighborhood~ - -#VERSION 1 - -#AUTHOR Raff~ - -#RANGES -5 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2101 -ogre gang member~ -a gang member~ -A member of the Ogres wanders about here. -~ -He's lived a life of violence ever since he was little. -~ -85 0 -100 S -5 15 5 5d5+50 1d5+5 -200 600 -112 112 1 -#2102 -troll gang member~ -a gang member~ -A member of the Trolls wanders about here. -~ -He wants to rid the world of every last Ogre gang member. -~ -85 0 100 S -5 15 5 5d5+50 1d7+5 -210 700 -112 112 1 -#2103 -gang leader~ -the gang leader~ -The gang leader is not pleased you found his hideout! -~ -He's risen to be leader through brute force and cunning leadership. -~ -99 0 0 S -13 8 2 13d13+130 1d10+12 -2000 10000 -112 112 1 -#2104 -bruiser~ -a bruiser~ -A big, mean bruiser is looking for limbs to break. -~ -He's 6'6" 245 pounds and enough muscle to bash your head in. -~ -229 8 -333 S -10 9 -1 10d10+100 1d6+10 -1500 4500 -112 112 1 -#2105 -doll~ -a doll~ -A gang doll looks naughty and nice. -~ -She's a beauty (ok in RELATIVE terms) but you better not touch! -~ -213 0 0 S -7 8 3 7d7+70 1d6+4 -1000 1500 -112 112 2 -#2106 -patrolman patrol man~ -a patrolman~ -A patrolman is trying to keep the peace. -~ -He'd rather be at the local pub then out here with these nasty kids. -~ -65 0 700 S -8 13 4 8d8+80 1d6+8 -7000 2000 -112 112 1 -#2107 -vandal~ -a vandal~ -A vandal is spray painting pro-gang slogans on the wall here. -~ -He has a wary eye and a fine hand for art. -~ -129 32768 -400 S -10 10 1 10d10+100 1d6+6 -500 3800 -112 112 1 -#2108 -dog pit bull pitbull~ -a pitbull~ -A vicious pitbull is foaming at the mouth in rabid anticipation. -~ -You get a nice close look at him while he's tearing at your throat. -His fangs are blood-stained from hearty meals of ... steak?! -~ -99 65544 -100 S -5 10 2 5d5+50 1d6+3 -10 700 -112 112 1 -#0 - - -#OBJECTS -#2101 -ogre jacket~ -an Ogre gang jacket~ -An Ogre gang jacket has been carelessly tossed here.~ -~ -9 0 9 -5 0 0 0 -2 100 10 -#2102 -troll jacket~ -a Troll gang jacket~ -A Troll gang jacket has been carelessly tossed here.~ -~ -9 0 9 -5 0 0 0 -2 100 10 -#2103 -chain~ -a hefty length of chain~ -A hefty length of chain lies in a heap here on the floor.~ -~ -5 1 8193 -0 2 7 4 -10 900 30 -A -17 -5 -A -18 1 -#2104 -metal cover shield~ -a metal shield~ -A garbage can lid has been dropped on the floor.~ -~ -9 0 513 -3 0 0 0 -3 125 1 -#2105 -spray paint can~ -a spray paint can~ -A can of spray paint has been discarded here.~ -~ -3 2 16385 -11 2 2 -1 -1 1000 20 -'colour spray' -#2106 -stiletto~ -a stiletto~ -A killer stiletto has been forgotten here.~ -~ -5 0 8193 -0 7 2 11 -2 600 165 -A -18 4 -A -17 20 -#2107 -spiked heel boots~ -spiked heeled boots~ -A pair of black leather boots with 6 inch spikes have been left here.~ -~ -9 0 65 -3 0 0 0 -4 2000 150 -A -2 -1 -A -19 1 -#2108 -mirror~ -a mirror~ -A small mirror has been left here.~ -~ -3 65 16385 -20 10 10 -1 -1 1000 1 -'blindness' -#2109 -gloves~ -comfortable leather gloves~ -A pair of soft lined leather gloves lie here.~ -~ -9 0 129 -2 0 0 0 -2 500 50 -A -1 1 -#2110 -patrol club~ -a patrol club~ -A patrolman's club has carelessly been forgotten here.~ -~ -5 0 8193 -0 1 12 7 -1 200 30 -A -18 3 -A -14 10 -#2111 -signet ring~ -a troll signet ring~ -A signet ring bearing the crest of a troll lies in the dust here.~ -~ -9 0 3 -4 0 0 0 -1 10000 100 -A -1 1 -#2112 -knuckles brass~ -brass knuckles~ -A set of brass knuckles left from a fight are here on the ground.~ -~ -9 2 129 --15 0 0 0 -1 2000 100 -A -13 -15 -A -18 5 -#0 - - -#ROOMS -#2101 -A Dark Alleyway~ -The walls of the alleyway have been spray-painted over many times -over the years. One section of graffiti actually looks legible, -it says: This section has been designed for levels 5 through 10 - If you are above level 15 please don't expect much fun. - If you are below level 5 enter at your own risk. -Another section of graffiti says "Raff Rules!" -There is a boulevard to the east and Wall Road East is to the west. -~ -0 5 1 -D3 -~ -~ -0 -1 2172 -D1 -~ -~ -0 -1 2102 -S -#2102 -Beginning of White Dragon Boulevard~ -This section of town has been overrun by the Troll gang. Even the -police stay out of here for fear of being brutalized. This was once -a nice lower-middleclass neighborhood, but know the gangs run the -streets. All the shops and homes have been boarded up and abandoned. -An alleyway is to the west and the street continues east. An over- -grown lot is to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 2103 -D2 -~ -~ -0 -1 2109 -D3 -~ -~ -0 -1 2101 -S -#2103 -Along White Dragon Boulevard~ -Everywhere you look you see signs of recent violence. Patches of blood -lie everywhere and broken sticks and abandoned knifes are strewn here -and there. An over-grown lot is to the south. White Dragon Boulevard leads -east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2104 -D2 -~ -~ -0 -1 2110 -D3 -~ -~ -0 -1 2102 -S -#2104 -White Dragon Boulevard at Armory~ -Only gang members dare wander the streets here. -What used to be the armory lies to the south. White Dragon Boulevard -leads east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2105 -D2 -~ -~ -0 -1 2111 -D3 -~ -~ -0 -1 2103 -S -#2105 -White Dragon Blvd.~ -Black Dragon Avenue used to run south from here but the way has been -blocked by the toppling of a building into the street. White Dragon -boulevard continues east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2106 -D3 -~ -~ -0 -1 2104 -S -#2106 -Corner of Ice and White Dragon~ -Ice Dragon Way leads south from here. It used to run the whole length -of the neighborhood and way lined with beautiful crystal sculptures. -White Dragon boulevard leads east and west from here. -~ -0 0 1 -D1 -~ -~ -0 -1 2107 -D2 -~ -~ -0 -1 2113 -D3 -~ -~ -0 -1 2105 -S -#2107 -White Dragon Boulevard~ -A once majestic inn with a white marble facade lies to the south. -Unfortunately, it has fallen into disrepair and decay. You can continue -east or west. -~ -0 0 1 -D1 -~ -~ -0 -1 2108 -D3 -~ -~ -0 -1 2106 -S -#2108 -Corner of Bronze and White Dragon~ -This is the north-east corner of the neighborhood. White Dragon -boulevard heads west and Bronze Dragon street heads south. -~ -0 0 1 -D2 -~ -~ -0 -1 2115 -D3 -~ -~ -0 -1 2107 -S -#2109 -An over-grown lot~ -A huge building was going to be built here, but they gave the -project up when violence took over the town. Now it is just a -weed-strewn plot of land. The lot continues east and there is a road north. -~ -0 0 2 -D0 -~ -~ -0 -1 2102 -D1 -~ -~ -0 -1 2110 -S -#2110 -East end of an over-grown plot of land~ -This was planned to be a park, but the developer was scared out -of town by the gang. Now it is just a dusty square of land. The -park was started to the south. The lot continues west and there -is a street to the north. -~ -0 0 2 -D0 -~ -~ -0 -1 2103 -D2 -~ -~ -0 -1 2116 -D3 -~ -~ -0 -1 2109 -S -#2111 -Armory~ -Well actually, this is what USED to be the armory. The equipment has -all been stolen or broken beyond repair. The back wall of the -building has been bashed down, allowing you to go south. White -Dragon Boulevard is north. -~ -0 8 1 -D0 -~ -~ -0 -1 2104 -D2 -~ -~ -0 -1 2117 -S -#2112 -A Bend in the Way~ -Ice Dragon Way bends east and south from here. You notice a lot of -blood dried into the dirt here. -~ -0 0 1 -D1 -~ -~ -0 -1 2113 -D2 -~ -~ -0 -1 2118 -S -#2113 -Ice Dragon Bend~ -Ice Dragon Way bends to the north and west here. There are footprints -here. They seem to indicate a large struggle took place here -recently. What used to be the town Magic shop is to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 2106 -D1 -~ -~ -0 -1 2114 -D3 -~ -~ -0 -1 2112 -S -#2114 -The remains of the magic shop~ -The wizard was tough but he couldn't take on 50 of them at once. So he -died and they took all his stuff and used it on their fellowmen. -The front door leads west back out to the street. There is a back -door leading to another street to the east. -~ -0 8 1 -D1 -~ -~ -0 -1 2115 -D3 -~ -~ -0 -1 2113 -S -#2115 -Bronze Dragon Street at wizard's back door~ -Bronze Dragon street goes north and south. The back door to what -remains of the magic shop is west. -~ -0 0 1 -D0 -~ -~ -0 -1 2108 -D2 -~ -~ -0 -1 2120 -D3 -~ -~ -0 -1 2114 -S -#2116 -Dracolich Plaza~ -They began construction of a pleasant plaza here. You wouldn't have -known it though if i hadn't told you. It has been renamed in honor -of the Dragon gang's idol, the Dracolich. It has become sort of a -training ground. There is a short cut to the east and an overgrown -lot of land to the north. -~ -0 0 2 -D0 -~ -~ -0 -1 2110 -D1 -~ -~ -0 -1 2117 -S -#2117 -Shortcut~ -This is a shortcut between Dracolich Plaza and the center of town. -Dracolich Plaza is to the west and the shortcut continues south. -~ -0 0 1 -D0 -~ -~ -0 -1 2111 -D2 -~ -~ -0 -1 2121 -D3 -~ -~ -0 -1 2116 -S -#2118 -Ice Dragon Way~ -Several smashed crystal statues line the Way here. You begin to wonder -who smashed them, and with what. The Way bends out of sight to the north -and continues south. To the east is a courtyard. -~ -0 0 1 -D0 -~ -~ -0 -1 2112 -D1 -~ -~ -0 -1 2119 -D2 -~ -~ -0 -1 2122 -S -#2119 -Courtyard North~ -Once it was the courtyard of a beautiful building complex. But alas, -someone forgot to water the plants and they all died. Then again, -you wonder how many people have died here too. The courtyard extends -to the south and there is a road to the west. -~ -0 8 1 -D2 -~ -~ -0 -1 2123 -D3 -~ -~ -0 -1 2118 -S -#2120 -Bronze Dragon Street~ -There used to be a gate out to the east here which led to distant lands. -The gate has rusted permanently shut. The street goes north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 2115 -D2 -~ -~ -0 -1 2125 -S -#2121 -Shortcut~ -The shortcut extends north. There is a street to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 2117 -D1 -~ -~ -0 -1 2122 -S -#2122 -Ice Dragon Way~ -The Way continues north and intersects with Yellow Dragon Avenue -to the south. For some reason, you somehow realize that there is a -shortcut to the west that leads to Dracolich Plaza. -~ -0 0 1 -D0 -~ -~ -0 -1 2118 -D2 -~ -~ -0 -1 2127 -D3 -~ -~ -0 -1 2121 -S -#2123 -Courtyard South~ -Once full of lush green plants, it is now barren of growth. A set of -stairs used to extend up to a suite of rooms but the set is missing -stairs 3-15. The courtyard extends north and there is a street to -the south. -~ -0 8 1 -D0 -~ -~ -0 -1 2119 -D2 -~ -~ -0 -1 2128 -S -#2124 -Old Abandoned Warehouse~ -Once the center of a lucrative storage business, it has fallen to -disrepair like everything else. It is now the hideout of the -Dragon gang. The gang leader runs his reign of terror from here. -There is a wooden door barely on the hinges to the east. -~ -0 9 1 -D1 -~ -wooden door east~ -1 -1 2125 -S -#2125 -Bronze Dragon Street at Warehouse~ -The street runs north and south. There is an old wooden door leading -to a warehouse to the west. The warehouse LOOKS abandoned. . . -~ -0 0 1 -D0 -~ -~ -0 -1 2120 -D2 -~ -~ -0 -1 2130 -D3 -~ -wooden door west~ -1 -1 2124 -S -#2126 -Yellow Dragon Road~ -Yellow Dragon Road is the southern boundary of Troll Territory. The -road extends east. You enter "no-man's land" to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 2127 -D2 -~ -~ -0 -1 2131 -S -#2127 -Yellow Dragon Road~ -The road runs east and west. Ice Dragon Way leads north from here. -~ -0 0 1 -D0 -~ -~ -0 -1 2122 -D1 -~ -~ -0 -1 2128 -D3 -~ -~ -0 -1 2126 -S -#2128 -Yellow Dragon Road~ -The roads continues east and west. There is a courtyard to the north. -You enter "no man's land" to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 2123 -D1 -~ -~ -0 -1 2129 -D2 -~ -~ -0 -1 2133 -D3 -~ -~ -0 -1 2127 -S -#2129 -Yellow Dragon Road~ -There is a barred window to the north. There appears to be a light -coming from the cracks around it. The road extends east and west -from here. Or you can enter "no man's land" south from here. -~ -0 0 1 -D1 -~ -~ -0 -1 2130 -D2 -~ -~ -0 -1 2134 -D3 -~ -~ -0 -1 2128 -S -#2130 -Yellow Dragon Road~ -Bronze Dragon Street intersects here and runs north. Yellow Dragon ends -here but continues to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 2125 -D3 -~ -~ -0 -1 2129 -S -#2131 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south -and east; or there is a street to the north. -~ -0 0 5 -D0 -~ -~ -0 -1 2126 -D1 -~ -~ -0 -1 2132 -D2 -~ -~ -0 -1 2136 -S -#2132 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south -east and west. -~ -0 0 5 -D1 -~ -~ -0 -1 2133 -D2 -~ -~ -0 -1 2137 -D3 -~ -~ -0 -1 2131 -S -#2133 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south, -east and west; or there is a street to the north. -~ -0 0 5 -D0 -~ -~ -0 -1 2128 -D1 -~ -~ -0 -1 2134 -D2 -~ -~ -0 -1 2138 -D3 -~ -~ -0 -1 2132 -S -#2134 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south, -east, and west; or there is a street to the north. -~ -0 0 5 -D0 -~ -~ -0 -1 2129 -D1 -~ -~ -0 -1 2135 -D2 -~ -~ -0 -1 2139 -D3 -~ -~ -0 -1 2133 -S -#2135 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south -and west. -~ -0 0 5 -D2 -~ -~ -0 -1 2140 -D3 -~ -~ -0 -1 2134 -S -#2136 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues north -and east; or there is a street to the south. -~ -0 0 5 -D0 -~ -~ -0 -1 2131 -D1 -~ -~ -0 -1 2137 -D2 -~ -~ -0 -1 2141 -S -#2137 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues north, -east and west. -~ -0 0 5 -D0 -~ -~ -0 -1 2132 -D1 -~ -~ -0 -1 2138 -D3 -~ -~ -0 -1 2136 -S -#2138 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues north, -east, and west; or there is a street to the south. -~ -0 0 5 -D0 -~ -~ -0 -1 2133 -D1 -~ -~ -0 -1 2139 -D2 -~ -~ -0 -1 2143 -D3 -~ -~ -0 -1 2137 -S -#2139 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues north, -east, and west. -~ -0 0 5 -D0 -~ -~ -0 -1 2134 -D1 -~ -~ -0 -1 2140 -D3 -~ -~ -0 -1 2138 -S -#2140 -NO MAN'S LAND~ -This is the section of town between the two gang's territories. This -is usually where the violence starts. No Man's land continues south -and west; or there is a street to the south. -~ -0 0 5 -D0 -~ -~ -0 -1 2135 -D2 -~ -~ -0 -1 2145 -D3 -~ -~ -0 -1 2139 -S -#2141 -Bend in Hector Street~ -Hector street bends to the east and the south here. "No Man's Land" -entrance is to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2136 -D1 -~ -~ -0 -1 2142 -D2 -~ -~ -0 -1 2146 -S -#2142 -Hector Street at Bakery~ -Hector street runs east and west. The Bakery used to be to the south -but the entrance is sealed off. Probably just a bunch of stale pies in -there anyways. -~ -0 0 1 -D1 -~ -~ -0 -1 2143 -D3 -~ -~ -0 -1 2141 -S -#2143 -Another corner of Hector and Achilles streets~ -Achilles street heads to the south and Hector runs east and west. -There is an entrance to "No Man's Land" to the north. On the -southwest corner of this intersection, it looks like a building -was recently burned down. -~ -0 0 1 -D0 -~ -~ -0 -1 2138 -D1 -~ -~ -0 -1 2144 -D2 -~ -~ -0 -1 2147 -D3 -~ -~ -0 -1 2142 -S -#2144 -Hector Street at Jeweler~ -Once a bright spot in the town, it now looks like one of the -hardest hit by the violence. The building could collapse at any -moment. The street continues east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2145 -D3 -~ -~ -0 -1 2143 -S -#2145 -Corner of Ajax and Hector~ -There is a grand fountain to the east but the water doesn't -look good to drink. Ajax street heads south and Hector -goes back west. "No Man's Land" is to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2140 -D2 -~ -~ -0 -1 2149 -D3 -~ -~ -0 -1 2144 -S -#2146 -Hector Street~ -The street is full of garbage here. An odd building lies to the west, -but you don't seem to be able to find a way into it. The street -runs north and south here. -~ -0 0 1 -D0 -~ -~ -0 -1 2141 -D2 -~ -~ -0 -1 2150 -S -#2147 -Achilles Avenue~ -The town bards sang of the victory parades that used to pass along this -route. It was once a major way through the center of town. The street -goes south to a bend and north to an intersection. -~ -0 0 1 -D0 -~ -~ -0 -1 2143 -D2 -~ -~ -0 -1 2152 -S -#2148 -A small ruined chapel~ -This was a small temple built to honor the minor gods and goddesses. -It is now desecrated by graffiti and vandalism. Perhaps its worst -defilement is that it is the hangout of the Ogre gang. There is a street to -the east through a rusty metal door. -~ -0 9 1 -D1 -~ -rusted door metal~ -1 -1 2149 -S -#2149 -Ajax Avenue at chapel~ -The temple to honor the minor gods is through a rusty metal door -to the west. The street continues north and south. You hear the -muffled sounds of screams coming from the chapel. -~ -0 0 1 -D0 -~ -~ -0 -1 2145 -D2 -~ -~ -0 -1 2154 -D3 -~ -rusted door metal~ -1 -1 2148 -S -#2150 -First intersection of Hector and Achilles~ -There is a large statue here depicting a battle between two -great warriors. You think it's odd that it has not been defiled, -but then you sense a aura protecting it. Achilles runs east -and south, while Hector heads out to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2146 -D1 -~ -~ -0 -1 2151 -D2 -~ -~ -0 -1 2156 -S -#2151 -Hector street~ -A large open space, possibly a cemetery, lies to the south. -There is a large wrought-iron fence with spikes on top -which prevents you from entering the area. The street -continues east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2152 -D3 -~ -~ -0 -1 2150 -S -#2152 -A bend in the road~ -Achilles Avenue bends to the north and west here. There -is also a narrow alley to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 2147 -D2 -~ -~ -0 -1 2157 -D3 -~ -~ -0 -1 2151 -S -#2153 -What is left of the weaponshop~ -It doesn't even look like those punks gave the weaponsmith a -proper burial. But what a going away present he seems to have -received! Blood is splattered and dried all over the walls here. -It looks like a great deal of carnage happened here. The way -out to the east leads out onto a street. -~ -0 8 0 -D1 -~ -~ -0 -1 2154 -S -#2154 -Ajax street at Weaponshop (or whats left of it)~ -The street goes north and south. The stables used to be to the -east, but I bet all the horses are dead or gone. -~ -0 0 1 -D0 -~ -~ -0 -1 2149 -D2 -~ -~ -0 -1 2159 -D3 -~ -~ -0 -1 2153 -S -#2155 -Khan Park~ -Not really a "park" as you and i would think of it but -it seems queerly peaceful here in comparison to the rest of -the area. There seems to be some kind of memorial to the -great Mongol warrior Khan being crudely constructed here. -There is a street to the east and another to the south. -~ -0 0 2 -D1 -~ -~ -0 -1 2156 -D2 -~ -~ -0 -1 2162 -S -#2156 -Achilles avenue at entrance to park~ -A ... park?! lies to the west. The street runs south to an -intersection and curves to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2150 -D2 -~ -~ -0 -1 2163 -D3 -~ -~ -0 -1 2155 -S -#2157 -A bend in Ajax~ -The roads bends south and east here. You barely notice -a small alley leading north. Some kind of tunnel entrance -is to the west but it has been crushed under its own weight. -~ -0 0 1 -D0 -~ -~ -0 -1 2152 -D1 -~ -~ -0 -1 2158 -D2 -~ -~ -0 -1 2164 -S -#2158 -Ajax street~ -A once prideful guildhouse was on the northeast corner of -this intersection. Most of the walls and ceiling have long since -been demolished. An inn/pub is to the south. The street bends -to the east or west. -~ -0 0 1 -D1 -~ -~ -0 -1 2159 -D2 -~ -~ -0 -1 2165 -D3 -~ -~ -0 -1 2157 -S -#2159 -Curve in the road~ -The street goes north or west from here. A narrow street once -headed southeast from here. -~ -0 0 1 -D0 -~ -~ -0 -1 2154 -D3 -~ -~ -0 -1 2158 -S -#2160 -A wide alleyway~ -The sides of the alleyway have been vandalized many times. -One patch of graffiti actually looks readable: - This section has been designed for levels 5 through 10 - If you are above level 10 please don't expect much. - If you are below level 5 enter at your own risk. -In another spot it says "now entering Ogre territory..." -A street lies to the west and a major road to the east. -~ -0 5 1 -D1 -~ -~ -0 -1 2161 -S -#2161 -Alexander Road~ -You see many gang members walking around looking for -fights to pick and things to break. It seems as if all of the -other citizens have been run out of town. All the former -homes are boarded up and uninhabitable. The road continues -east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2162 -D3 -~ -~ -0 -1 2160 -S -#2162 -Alexander Street at park entrance~ -A park-looking area lies to the north and a passage between -two buildings leads to another street to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 2155 -D2 -~ -~ -0 -1 2166 -D3 -~ -~ -0 -1 2161 -S -#2163 -Achilles Avenue~ -The Avenue Runs north and south. You sense you are deep within -Ogre gang territory, and a chill goes up your spine. -~ -0 0 1 -D0 -~ -~ -0 -1 2156 -D2 -~ -~ -0 -1 2167 -S -#2164 -Ajax Street~ -You can see a sinister black wrought-iron fence to the west. -You wonder if it's keeping you out, or the ghouls in? -~ -0 0 1 -D0 -~ -~ -0 -1 2157 -D2 -~ -~ -0 -1 2169 -S -#2165 -The inn/pub~ -The inn actually looks fairly functional despite its lack -of repair. The boys come here to hoot it up and drink them selves -into oblivion sometimes. It looks as if the beer is still on tap!!! -A hallway leads south and you spy a street through the doorway -to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 2158 -D2 -~ -~ -0 -1 2170 -S -#2166 -Solomon Street~ -This street forms the southern boundary of Ogre territory. The -street extends far to the east. There is also a pathway between -buildings which leads to another street to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2162 -D1 -~ -~ -0 -1 2167 -S -#2167 -Intersection of Achilles and Solomon~ -Solomon street is to the east and west. The other part of the -T is Achilles Avenue, starting here and winding to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2163 -D1 -~ -~ -0 -1 2168 -D3 -~ -~ -0 -1 2166 -S -#2168 -Solomon Street~ -A wrought-iron fence blocks off what used to be an entrance to the -cemetery here to the north. The evil just seems too strong to -to consider entering. You feel you should stick with the "lesser" -evils along the road to the east and west. -~ -0 0 1 -D1 -~ -~ -0 -1 2169 -D3 -~ -~ -0 -1 2167 -S -#2169 -Intersection of Ajax and Solomon~ -The two roads meet at a corner here. Ajax runs north and -Solomon heads west. An inn/pub is through a back doorway -to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 2164 -D1 -~ -~ -0 -1 2170 -D3 -~ -~ -0 -1 2168 -S -#2170 -Hallway~ -The hallway heads back north to the main part of the inn/pub. -The stairs leading up to the guest rooms here do not seem -advisable to climb. A doorway empties out into Solomon -street to the west. -~ -0 9 0 -D0 -~ -~ -0 -1 2165 -D3 -~ -~ -0 -1 2169 -S -#2171 -Wall Road~ -The road extends south along the inside of the wall surrounding -the city. You spy a city gate to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 3041 -D2 -~ -~ -0 -1 2172 -S -#2172 -Wall Road~ -Wall road extends north along the inside of the city wall. A dark -alley lies to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 2171 -D1 -~ -~ -0 -1 2101 -S -#0 - - -#RESETS -M 0 2107 4 2102 -E 1 2105 8 17 -M 0 2101 25 2102 -E 1 2101 30 5 -M 0 2101 25 2103 -E 1 2101 30 5 -M 0 2101 25 2104 -E 1 2101 30 5 -M 0 2101 25 2105 -M 0 2101 25 2106 -E 1 2101 30 5 -M 0 2101 25 2107 -E 1 2101 30 5 -M 0 2104 10 2108 -E 1 2109 2 9 -M 0 2101 25 2108 -M 0 2101 25 2109 -E 1 2101 30 5 -M 0 2101 25 2110 -E 1 2101 30 5 -M 0 2101 25 2111 -M 0 2101 25 2112 -E 1 2101 30 5 -M 0 2101 25 2113 -E 1 2101 30 5 -M 0 2104 10 2114 -E 1 2103 10 16 -M 0 2107 4 2114 -E 1 2105 8 17 -M 0 2101 25 2114 -M 0 2101 25 2115 -E 1 2101 30 5 -M 0 2104 10 2116 -E 1 2104 10 11 -E 1 2103 10 16 -M 0 2101 25 2116 -E 1 2101 30 5 -M 0 2101 25 2117 -E 1 2101 30 5 -M 0 2101 25 2118 -E 1 2101 30 5 -M 0 2101 25 2119 -M 0 2101 25 2120 -M 0 2101 25 2121 -E 1 2101 30 5 -M 0 2101 25 2122 -E 1 2101 30 5 -M 0 2105 10 2123 -E 1 2108 20 17 -M 0 2103 2 2124 -E 1 2111 5 1 -M 0 2108 12 2124 -M 0 2108 12 2124 -M 0 2108 12 2124 -M 0 2108 12 2124 -D 0 2124 1 1 -M 0 2105 10 2125 -E 1 2108 20 17 -E 1 2107 10 8 -D 0 2125 3 1 -M 0 2101 25 2128 -M 0 2101 25 2130 -E 1 2101 30 5 -M 0 2106 15 2131 -E 1 2110 15 16 -M 0 2106 15 2132 -E 1 2110 15 16 -M 0 2106 15 2133 -E 1 2110 15 16 -M 0 2106 15 2134 -E 1 2110 15 16 -M 0 2106 15 2135 -E 1 2110 15 16 -M 0 2106 15 2136 -E 1 2110 15 16 -M 0 2106 15 2137 -E 1 2110 15 16 -M 0 2106 15 2138 -E 1 2110 15 16 -M 0 2106 15 2139 -E 1 2110 15 16 -M 0 2106 15 2140 -E 1 2110 15 16 -M 0 2102 25 2142 -E 1 2102 30 5 -M 0 2102 25 2145 -E 1 2102 30 5 -M 0 2102 25 2146 -E 1 2102 30 5 -M 0 2103 2 2148 -E 1 2106 5 16 -E 1 2112 6 17 -M 0 2108 12 2148 -M 0 2108 12 2148 -M 0 2108 12 2148 -M 0 2108 12 2148 -D 0 2148 1 1 -M 0 2105 10 2149 -E 1 2107 10 8 -E 1 2108 20 17 -D 0 2149 3 1 -M 0 2102 25 2150 -M 0 2102 25 2151 -E 1 2102 30 5 -M 0 2105 10 2152 -E 1 2108 20 17 -M 0 2102 25 2152 -E 1 2102 30 5 -M 0 2102 25 2153 -E 1 2102 30 5 -M 0 2102 25 2154 -M 0 2104 10 2155 -E 1 2104 10 11 -E 1 2109 2 9 -M 0 2102 25 2155 -M 0 2102 25 2156 -E 1 2102 30 5 -M 0 2102 25 2157 -M 0 2102 25 2158 -E 1 2102 30 5 -M 0 2102 25 2159 -E 1 2102 30 5 -M 0 2102 25 2160 -M 0 2107 4 2161 -E 1 2105 8 17 -M 0 2102 25 2161 -E 1 2102 30 5 -M 0 2102 25 2162 -E 1 2102 30 5 -M 0 2102 25 2163 -M 0 2102 25 2164 -E 1 2102 30 5 -M 0 2107 4 2165 -E 1 2105 8 17 -M 0 2102 25 2165 -M 0 2102 25 2165 -E 1 2102 30 5 -M 0 2102 25 2165 -E 1 2102 30 5 -M 0 2102 25 2165 -E 1 2102 30 5 -M 0 2102 25 2166 -E 1 2102 30 5 -M 0 2102 25 2167 -E 1 2102 30 5 -M 0 2102 25 2169 -E 1 2102 30 5 -M 0 2104 10 2170 -E 1 2111 5 1 -E 1 2104 10 11 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/iscariot.are b/data/realm/areas_smaug1.4a/iscariot.are deleted file mode 100644 index f8df465..0000000 --- a/data/realm/areas_smaug1.4a/iscariot.are +++ /dev/null @@ -1,1596 +0,0 @@ -#AREA Chantry of the Iscariot~ - - - -#AUTHOR Joaquim~ - -#RANGES -30 65 30 65 -$ - -#RESETMSG A chill breeze wafts through the cloistered halls.~ - -#FLAGS -0 - -#ECONOMY 0 0 - -#MOBILES -#4000 -Judas~ -Judas~ -A grinning, malevolent man stands in the middle of the room. -~ -The master of betrayal, this man has existed in a thousand time periods -on a thousand worlds, and betrayed billions. He is the epitomy of the -art of deceit, none can surpass him. There is not a culture that does -not have their own incarnation of this seemingly frail man. -~ -3 373301928 -1000 C -55 0 -300 1d1+30000 20d20+400 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -90 1 0 0 1 1 4 -66 0 1791 8441 3153670 0 512 524291 -> act_prog p appears in the room.~ -grin $n -if rand(25) -say Welcome back, $n, I trust your schemes achieved fruition? -else -if rand(45) -say Greetings, $n, betray well. -else -if rand(25) -cackle -say Ah yes, here is $n, a known blackheart! -pat $n -else -endif -endif -endif -~ -> all_greet_prog 100~ -if isimmort($n) - if clan($n) == iscariot - bow $n - say Deity of betrayal, I welcome thee. - else - say I welcome you to our halls, Immortal $n. - grin - endif -else -if clan($n) == iscariot - if rand(25) - say Betray well, $n. - endif -else -frown -say You are not of Iscariot, heathen. LEAVE! -mea $n _pur Violent energies hurl you from the halls! -mptrans $n 4000 -endif -endif -~ -| -#4001 -merghedian guardian~ -Merg'hedian the Damned~ -An armored giant stands before the steel gates. -~ -The cursed betrayer of the Gods, Merg'hedian the Damned was cast down -from the heavens, and sought refuge with his brethren, those who follow -the path of Iscariot, the betrayer. He is immortal, and has never been -vanquished in physical combat, despite many efforts. -~ -3 373826216 -400 C -55 0 -300 1d1+30000 10d10+400 -0 0 -8 8 0 -25 13 13 25 25 13 13 -0 0 0 0 0 -0 3 0 0 1 1 6 -0 0 0 532735 3153152 0 960 2621443 -> all_greet_prog 100~ -if isnpc($n) -mpe _red Twin bursts of flame spew forth from $I's eyes, charring $n! -mpforce $n scream -mpslay $n -say None may enter this chantry without permission! -cackle -else -if isimmort($n) -bow $n -say Greetings and well met, immortal... -mea $n Although his manner is obsequious, you sense conceit... -else -if clan($n) == Iscariot -grin -say Well met, betrayer, enter the chantry and be at ease. -nod -mea $n $I awaits your command. -else -frown -say You are not welcome here, $n, nor are those of your ilk. -say Remove thy presence from here. It offends me. -endif -endif -endif -~ -> speech_prog p I live to betray~ -if clan($n) == Iscariot -chuckle -say 'Tis well known that you do, $n. -mea $n _red A red haze obscures your vision as you pass through the gate. -mer $n _red A red haze suffuses $n as $e passes through the gate. -mptrans $n 4002 -mpat 0.$n mpforce 0.$n look -else -say It is doubtful that you do, $n. Perhaps you'd feel safer elsewhere? -mea $n _red Red mists drag you away! -mer $n _red Red mists drag $n away! -mptrans $n talus -endif -~ -| -#4002 -de'nas heretic denas~ -De'nas the Heretic~ -A wild-eyed man spouts the prophecies of evil. -~ -Foul priest of the evil gods of treachery and deceit, De'nas is as -damnable an individual as you could ever hope to meet. Residing here to -grant strength to those who follow in the footsteps of his deities, he -finds joy in the succor of this collective of betrayers. -~ -3 8872 -1000 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 10~ -if ispc($r) -c heal $r -c 'restore mana' $r -endif -~ -> all_greet_prog 100~ -say Arise, arise, servant of all that is evil! -cackle -drool -mpe $I's eyes roll in his head, and he begins to spout gibberish. -~ -| -#4003 -ptechuweyan smith~ -P'techuweyan~ -A horrid, scaled creature hammers at a sheet of blackened steel. -~ -This brutal killing machine is one of the races that, along with the -drow, truly embraces the spirit of treachery and deceit. Thus lizardmen -form a large portion of those who worship the Dark Gods, those deities -that protect and nurture those who follow the path of shadow and darkness. -P'techuweyan is possessed of incredible strength and agility, though few -would dare challenge him to test their limits. -~ -3 8872 -1000 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mea $n $I eyes you with a mixture of curiosity and contempt. -say So, $n, you have need of my services once more... -say I shall repair your items, so that you may do battle once more. -frown -say For a price, of course... -snicker -~ -> speech_prog p Grant me the vision of deceit~ -if goldamt($n) < 50000000 -snarl -say You have not enough money, fool! Do not seek to bother me! -scowl -else -nod -say I shall craft this for you... -mpe _red Sparks fly as $I begins his dark work... -mpe $I returns a short time later with the item you requested. -mpforce $n give 50000000 coins ptechuweyan -mpjunk coins -if level($n) < 50 -mpoload 4000 30 -give gaze $n -else -mpoload 4000 48 -give gaze $n -endif -endif -~ -> speech_prog p I wish to grasp my foes with betrayal~ -if goldamt($n) < 50000000 -snarl -say You have not enough money, fool! Do not seek to bother me! -scowl -else -nod -say I shall craft this for you... -mpe _red Sparks fly as $I begins his dark work... -mpe $I returns a short time later with the item you requested. -mpforce $n give 50000000 coins ptechuweyan -mpjunk coins -if level($n) < 50 -mpoload 4001 30 -give grasp $n -else -mpoload 4001 48 -give grasp $n -endif -endif -~ -> speech_prog p grant me the heart of betrayal~ -if goldamt($n) < 50000000 -snarl -say You have not enough money, fool! Do not seek to bother me! -scowl -else -nod -say I shall craft this for you... -mpe _red Sparks fly as $I begins his dark work... -mpe $I returns a short time later with the item you requested. -mpforce $n give 50000000 coins ptechuweyan -mpjunk coins -if level($n) < 50 -mpoload 4002 30 -give heart $n -else -mpoload 4002 48 -give heart $n -endif -endif -~ -| -#4004 -metheria ~ -Metheria~ -A darkskinned elven woman glances up at you. -~ -A young drow acolyte of the dark gods of treachery, Metheria seeks to -advance her powers through the manufacture of items to aid her fellow -Iscariot, the only people she would never willingly betray. She is as -evil as she is fair to look upon. -~ -3 8872 -1000 C -20 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 25 13 13 13 -0 0 0 0 0 -1 1 0 0 3 1 0 -0 0 0 0 1051648 0 0 0 -> speech_prog p grant me the skin of the innocents~ -if goldamt($n) < 50000 -say Grant me gold first, beggar! -chuckle -else -if clan($n) == Iscariot -say Very well, I shall craft this for you... -mpe $I disappears into a back room, taking a large knife with her. -mpe _red Anguished screams, accompanied by a horrid hacking sound, issue forth! -mpe Some time later, $I emerges, clutching a squirming package in her arms. -mpoload 4008 1 -mpforce $n give 50000 coins metheria -give iscariotbag $n -say There you are, may it serve you well, when tamed! -grin -mpjunk coins -else -endif -endif -~ -> speech_prog p I seek the wisdom of the elders~ -nod -mpoload 4018 1 -give handbook $n -say Consider the wisdom in these pages well, $n. -~ -| -#4005 -gingbergzt~ -a betrayed soul~ -Some god abandoned a newly created betrayer here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#4006 -cletheral fallen seeker~ -Cletheral~ -A fallen Seeker imparts learning to those who are interested. -~ -Once a follower of those who value knowledge as the absolute goal, this -frail old man lost faith in the ways of this order, and betrayed them -during a crucial battle, earning both their enmity and acceptance by -Iscariot at once. Iscariot now shields him here, in return for sharing -in his knowledge. -~ -1027 8872 -200 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 1051648 0 0 0 -> all_greet_prog 100~ -mpe $I looks up tiredly as you approach. -say Do you seek to learn the wisdom of an elder, $n? -mpe $I opens his arms wide, as if you embrace you. -~ -| -#4007 -halakyn ~ -Halakyn~ -A horned, winged demon stands before the three portals. -~ -Summoned by the deities to serve their representatives, Halakyn watches -over the three portals, ready to transport the leaders to their havens or -announce visitors to them. A malicious cackle accompanies each response, -an indication of the anger and pain that accompanies the beast's service. -~ -3 33555112 -1000 C -50 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 0 0 1051648 0 0 0 -> all_greet_prog 100~ -if isimmort($n) -say Greetings. Dost thou wish to visit with my masters? -eye $n -else -if name($n) == alpha -bow $n -say Well met, master of deceit. How may I serve thee? -grin -else -if name($n) == beta -grin $n -say Lieutenant of Iscariot, your presence honors me... -mpe The demon's conceit is almost noticeable sometimes... -else -if name($n) == gamma -nod -say Well met, second of the order. What do you wish from me? -else -say I assume you wish to impose upon the leaders, $n? -grin -say Who do you wish me to inform of your arrival? -endif -endif -endif -endif -~ -> speech_prog p Open my portal, demon!~ -if isimmort($n) -chuckle -say You can easily visit by more powerful means, immortal. -t $n Goto 4025, 4026 or 4027... -else -if name($n) == alpha -say As you wish... -mpe The field blocking the portal to the east blinks out of existence. -mptrans $n 4026 -else -if name($n) == beta -say As you wish... -mpe The field blocking the portal to the north blinks out of existence. -mptrans $n 4025 -else -if name($n) == gamma -say As you wish... -mpe The field blocking the portal to the south blinks out of existence. -mptrans $n 4027 -else -endif -endif -endif -endif -~ -> speech_prog p I seek the leader.~ -say I will inform them... -mpat 4026 say $n seeks audience... -~ -> speech_prog p I seek the first.~ -say I will inform them... -mpat 4025 say $n seeks audience... -~ -> speech_prog p I seek the second.~ -say I will inform them... -mpat 4027 say $n seeks audience... -~ -| -#4099 -final mob~ -a newly created final mob~ -Some god abandoned a newly created final mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#4000 -gaze betrayer~ -Gaze of the Betrayer~ -A black malevolence fills the room...~ -~ -9 2097684 131073 -24 0 0 0 -1 0 0 -A -25 -2 -A -13 50 -A -12 50 -A -18 5 -A -19 5 -> wear_prog 100~ -if clan($n) == iscariot -else -mea $n You are not of iscariot! You may not wear this! -mpforce $n moan -mpforce $n rem $o -shout A heretic attempted to wear me! -endif -~ -| -#4001 -grasp vengeance~ -the Grasp of Vengeance~ -A hazy pair of metallic gauntlets hover in mid air.~ -~ -9 2621974 129 -11 0 0 0 -10 0 0 -A -2 2 -A -1 2 -A -13 25 -A -18 8 -A -19 8 -> wear_prog 100~ -if clan($n) == iscariot -else -mea $n You are not of iscariot! You may not wear this! -mpforce $n moan -mpforce $n rem $o -shout A heretic attempted to wear me! -endif -~ -| -#4002 -fell heart betrayer~ -Fell Heart of the Betrayer~ -A pulsing, throbbing, blackened heart spews forth an aura of black blood.~ -~ -9 2097686 3 -15 0 0 0 -1 0 0 -A -13 50 -A -12 50 -A -18 5 -A -19 5 -> wear_prog 100~ -if clan($n) == iscariot -else -mea $n You are not of iscariot! You may not wear this! -mpforce $n moan -mpforce $n rem $o -shout A heretic attempted to wear me! -endif -~ -| -#4003 -rune return~ -a rune of return~ -A piece of dark parchment is covered in runes.~ -~ -2 2097232 1 -1 35 42 -1 -1 200 20 -#4004 -philter revival~ -philter of revival~ -A dark potion brewed by the mages of Iscariot shimmers here.~ -~ -10 2097173 1 -35 28 81 -1 -1 20000 2000 -#4005 -arcane carafe~ -an arcane carafe~ -This dark brew restores the mana of Iscariots.~ -~ -10 2097174 1 -35 84 84 -1 -1 5000 500 -#4006 -cup warm blood~ -a cup of warm blood~ -The blood of innocents is as water to the Iscariots.~ -~ -17 2097172 1 -3 3 0 0 -1 30 3 -#4007 -raw meat~ -a hunk of raw meat~ -Iscariots eat their meat raw and bloody.~ -%s gnaw$q hungrily into $p.~ -19 0 1 -24 0 0 0 -2 50 5 -#4008 -skin innocents iscariotbag~ -Skin of the Innocents~ -A bag crafted from human flesh for an Iscariot sits here.~ -~ -15 0 1 -500 5 4009 2 -10 50000 5000 -#4009 -key~ -the darkened steel key~ -A darkened steel key shimmers evilly.~ -~ -18 2621462 16385 -0 0 0 0 -1 0 0 -#4010 -obsidian chest~ -an obsidian chest~ -A chest carved from obsidian holds items for use by the Iscariots.~ -~ -15 0 0 -100000 1 -1 0 -1 0 0 -#4011 -iscariot artifact soul judas~ -the tortured soul of Judas~ -A shimmering, whirling vortex hovers before you.~ -~ -5 2097734 8193 -0 0 0 6 -1 0 0 -A -13 150 -A -12 150 -A -18 18 -A -19 18 -A -24 -10 -A -23 -10 -A -26 83886120 -#4012 -visions darkness~ -visions of darkness~ -A blackened vial filled with some dark substance spills onto the ground.~ -~ -10 2097172 1 -30 44 19 77 -1 2000 200 -#4013 -iscariot main board scrawlings wall~ -scrawlings on the wall~ -The wall here is covered with scrawlings and scraps of parchment.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#4014 -black demonflesh tome~ -a black tome bound in demonflesh~ -A black tome bound in demonflesh rests on a bronze lectern.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#4015 -unholy scripture iscariot~ -the unholy scripture of the Iscariot~ -A shimmering black tome contains the unholy scripture of the Iscariot.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#4016 -charred flesh plate~ -a steaming plate of charred flesh~ -A steaming plate of charred flesh rests on the slab.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#4017 -blood red wine goblet~ -a goblet of blood red wine~ -A dark goblet of blood red wine rests on the slab.~ -~ -17 4 1 -5 5 2 0 -1 0 0 -#4018 -handbook betrayal~ -the handbook of betrayal~ -A blackened tome lies smoldering on the ground.~ -~ -35 0 1 -0 0 0 0 -1 0 0 -E -handbook betrayal~ -Within the covers of this fire-blackened book, bound in the flayed flesh -of a dozen virgins, you will find the rules of the order known only as -Iscariot. Simply type 'look chapter#' where # is the chapter number, to -peruse sections of interest. All potential recruits are expected to have -read this book from cover to cover, and will be expected to demonstrate -this knowledge during interrogation. - -- Joaquim Doomstryfe. - -This version drafted December, 1998. -~ -E -index~ - Table of Contents -Chapter 1- What is Iscariot?- a brief summary of the Order, its aims and - goals, and its origins. - -Chapter 2- How does one join Iscariot?- self explanatory. - -Chapter 3- The Rules and Regulations of Iscariot- The many rules that members - of Iscariot must follow, 'pon pain of death (or worse). - -Chapter 4- The current administration of Iscariot- Who runs the place. - -Appendix 1- Programs throughout the HQ. -Appendix 2- Equipment available to the Order. -~ -E -chapter1~ -Iscariot is a collection of individuals, and their other characters, who -have in common one trait- they hate the world. The world has betrayed them, -they have, through fate or misfortune, lost something, someone or similar -to a force, good or evil, and they hold the world to blame. They see the -world as having wronged them, or perhaps they see it as imperfect. At any -rate, they have, through banding together, vowed to end the world one day, -through an alliance they have forged with Marangarder the ancient daemon, -child of Choak Niglim himself. Marangarder, through his allies and agents, -influences the course of action Iscariot takes, discouraging them from a -premature armageddon- the daemon can see things those in the order cannot, -most notably the wrath of the other gods that would befall him should he -reveal his hand too soon. - -All Iscariot members hold this code of betrayal and deceit dear to them- -selves. They believe the world is faulty, and in dire need of repair. To -them this repair comes in the form of conquest by the powers of the lower -planes, who find it easy to manipulate those who have truly lost faith. -Iscariot will gladly embrace those who have lost faith with all the other -orders, clans and guilds, and will offer them a haven. However, it should -be noted that once someone has been in Iscariot, there is no turning back. -No other organization may ever embrace those who have turned their backs on -the world; they will be forever shunned. But within Iscariot, they may find -companionship. -~ -E -chapter2~ -To join Iscariot, you must seek out a member of the Legion of the Betrayed. -Such individuals will bear the mark of the Legion in their title and in -their personal bios and descriptions. This may be, variously- -LB, LotB, Legion, Betrayed, LoB, Legion of the Betrayed, Legion. etc - -This member will take you through the steps of becoming Iscariot. However, -there are some ground rules to consider before wasting a LoB's time. -1. You must be evil or neutral alignment, as must any other of your characters -you see to induct. -2. You may not be a member of any other organization. This includes guilds and -councils, save for immortal councils. -3. You must be at least level 30. -4. If you are a cleric, you must be devoted to one of the following deities- - -5. If you are any other class, you must be devoted to one of the following -deities- - -The LotB member will most likely take the following steps. -1. Give you a brief interview, and a copy of the guide, which you will read. -2. After a week or so, they will contact you again, and interrogate you as -to the contents of this manuscript. They will also inform you if you have -been spoked against by the Order, and for what reason. There are no grounds -for appeal here- any member of the LotB carries the word of Iscariot, and he -or she speaks for the whole when they speak to you. -~ -E -chapter2a~ -3. If you satisfy this stage, you will be sent on three quests, to prove -your knowledge, ability and trustworthiness. The specific rules of this -quest will be set by the LotB, but a few ground rules do apply- No asking -for help from anyone, especially immortals, and no buying or selling of -items you must seek. -4. If you pass this stage, a leader will contact you and request that you -write a letter of no less than two notes, to the order, detailing why you -feel you are worthy, and why you feel the need to betray others as you have -been betrayed. This will be a roleplaying format note, and will be posted -on a board in HQ for all to read. -5. When this is written you will be inducted, on a 3 month probationary -period. Three months may seem overlong, but if you abide by the rules, you -needn't worry. -~ -E -chapter3~ -1. All members of Iscariot must be neutral or evil in alignment. - -2. Any alts you have may only be in Iscariot, or no affiliation at all. - -3. No order equipment is to ever be given or loaned to non-Iscariot. - -4. Runs with non-Iscariot are permitted, but you must give precedence to -your fellow Iscariot, and if another Iscariot on the mud behaves in an -improper manner so as to embarrass his order, you are to report it. - -5. You must post regular notes of an rp nature to the board, explaining -how you have progressed in your schemes, and what other achievements you -have made. Get into it, it can be fun writing such notes. If you need a -hand, feel free to ask the veteran backstabbers. - -6. Although you are a betrayer, you MUST remain loyal to your peers. Those -here have come here because all else has shunned them, if they can't even -trust you, they have no one. This is the most important rules. - -7. Donations is to help the underequipped, not to make you a fat profit or -popular with your friends. Iscariot has many rare items in their chest, if -the chest is abused, it will be removed, as will you. -~ -#4099 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#4000 -Chantry of the Iscariot~ -Rising out of the swamp is a ruined structure, overgrown with thick -black vines and greenish molds. Scum covered steps rise out of the -thick, sucking mire, emerging on a weed-strewn ledge of yellowing, -crumbling stone, damaged by centuries of neglect. A volley of howls -emerges from the swamp behind you, urging you forward. A dark archway -to the north is the only entrance into this ancient and ruined place. -~ -0 4 1 -D0 -~ -~ -0 -1 4001 -D2 -~ -~ -0 -1 4035 -S -#4001 -Gates of Treachery~ -The archway opens onto a short tunnel, which runs north towards a pair -of rusted metal gates, set into the yellowed stone by heavy hinges that -are designed to resemble grinning skulls, which hold the hinges with -their grinning teeth. A chill washes over you as you regard this ruined -and ancient edifice, inhabited by the truly forsaken, who have sought -refuge in this oldest of structures in the known world. Deep claw marks -mar the surface of the stone, and the heavy chains holding the gates -closed show signs of attempted forced entry. Apparently those that are -within have many enemies, of a bestial nature. -~ -0 3145736 0 -D2 -~ -~ -0 -1 4000 -S -#4002 -The Dark Halls~ -This corridor that runs north from the gates is almost entirely devoid -of light; only a reddish glow from a series of stones set in the floor -offer any illumination. Your own light is useless; its glow was snuffed -the moment you passed into this dark cryptlike place. The air is almost -unbearably cold, and reeks of death and decay. The fouled air has been -circulating in this place for thousands of years, and has not been able -to escape; it is a miracle that it does not kill you. Horrid grotesques -line the walls, grinning gargoyles depicted hunting helpless humans and -elves, or feasting on crippled dwarves and gnomes. The floor beneath -your feet trembles occasionally, as some gargantuan beast far beneath -the surface of the earth moves about. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4003 -D2 -~ -~ -0 -1 4001 -S -#4003 -The Dark Halls~ -Onwards runs the hall, past more gargoyles and murals depicting all manner -of crimes against various individuals. The scenes are heartening to those -who follow the path of Iscariot- the depicted events are their history, -their life's work enshrined for all eternity in stone. Pools of blood form -at the base of the walls, its source gaping holes in the walls, wounds in -the stone that have been incorporated into the murals, as the wounds of -the fallen. The blood is fresh, and carries a sickly sweet smell that is -almost pleasing. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4020 -D2 -~ -~ -0 -1 4002 -S -#4004 -Captured in Gloom~ -This hall is captured in gloom; it is impossible to clearly discern what -may lie ahead, though those used to the halls know what to expect. No -indication as to the function of the chambers that lie before you is -apparent; evidently one is expected to know, or to plunge on ahead and -confront what they may encounter. It is said that demons occasionally -wander these halls, caution may be well-advised. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4005 -D3 -~ -~ -0 -1 4006 -D8 -~ -~ -0 -1 4020 -S -#4005 -An Unholy Sanctum~ -A dark chapel, containing a bloodstained altar devoted to the deities -of darkness and despair, lies here, staffed by the one they call the -Heretic. The walls bear murals depicting human and animal sacrifice, -unholy rituals to the gods and other enjoyable perversities, including -blasphemous parodies of the worship of the gods of light and law. Pools -of blood coalesce at the base of the walls, their source various gaping -holes in the walls. Above the altar hangs a grim portrait of a howling -daemon ravishing the population of a damned village. -~ -0 3145736 0 -D2 -~ -~ -0 -1 4004 -S -#4006 -A Dark Library~ -The wealth of knowledge accumulated by the Iscariot is gathered here, -and watched over by their scholar, the fallen Seeker Cletheral. He is -willing to impart some of the knowledge gathered here, in the rows of -dusty shelves laden with dark texts, to those that are willing and -worthy of it. Though the Iscariot do not prize knowledge like others, -they do recognize that to further their plans they must become adept -in all the skills they are capable of. -~ -0 3145736 0 -D1 -~ -~ -0 -1 4004 -S -#4007 -Captured in Gloom~ -This hall is captured in gloom; it is impossible to clearly discern what -may lie ahead, though those used to the halls know what to expect. No -indication as to the function of the chambers that lie before you is -apparent; evidently one is expected to know, or to plunge on ahead and -confront what they may encounter. It is said that demons occasionally -wander these halls, caution may be well-advised. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4008 -D1 -~ -~ -0 -1 4009 -D9 -~ -~ -0 -1 4020 -S -#4008 -A Dark Forge~ -A hellish glow suffuses this chamber- its source a glowing forge that -the smith who toils here uses to both repair existing arms and forge -new ones. Bound to the service of the order, P'techuweyan will gladly -mend items broken during dark missions, for a price of course; the -first lesson an Iscariot must learn is that everything comes with a -price. Those who are informed may also obtain items crafted for usage -by the order from this creature. -~ -0 3145736 0 -D2 -~ -~ -0 -1 4007 -S -#4009 -Supplies of Necessities~ -Goods of all types surround you as you enter this dusty chamber; piles -of moldering scrolls lie next to racks filled with dark potions, that -bubble ominously as you regard them. Bags and sacks filled with more -goods, some of which squirm about, lay piled behind a small counter, -where the keeper of this chamber receives gold for the goods that she -provides. Only an Iscariot is permitted to handle these goods; to ever -grant them to a heretic is to invite death and dismemberment, at the -least. -~ -0 3145736 0 -D3 -~ -~ -0 -1 4007 -S -#4010 -Floating in a void~ -~ -0 0 1 -D1 -~ -~ -0 -1 4020 -S -#4011 -Floating in a void~ -~ -0 0 1 -D3 -~ -~ -0 -1 4020 -S -#4012 -Captured in Gloom~ -This hall is captured in gloom; it is impossible to clearly discern what -may lie ahead, though those used to the halls know what to expect. No -indication as to the function of the chambers that lie before you is -apparent; evidently one is expected to know, or to plunge on ahead and -confront what they may encounter. It is said that demons occasionally -wander these halls, caution may be well-advised. -~ -0 3145736 0 -D2 -~ -~ -0 -1 4013 -D3 -~ -~ -0 -1 4014 -D6 -~ -~ -0 -1 4020 -S -#4013 -Chamber of Bounty~ -This chamber contains a chest of obsidian, where members of the order -may place items to be used by their comrades. The order may not be a -benign or lawful one, but it recognizes that aiding your fellow order -members may in fact benefit you in the long run as they become strong -through these items and can in turn aid you. Wanton stealing from the -chest, or the taking of items to sell or give to non Iscariot carry -very heavy penalties; at the least an official outcast and execution. -~ -0 573440 1 -D0 -~ -~ -0 -1 4012 -S -#4014 -News of Betrayals~ -Upon these walls are scribed messages to the order by the Iscariot; -you can always find news of import to the order as a whole posted here. -Calls to join in battles against the many foes of the order are also -welcome, as is news of new lands uncovered, or new foes vanquished. It -should be noted that while the order recognizes the need to acquire new -equipment to better do battle in, it does not condone or accept trading -on this wall. Additionally, items of a personal nature, such as your -mandatory explanations of betrayals you have committed or are planning -to avenge should be posted on one of the other places. -~ -0 3145736 0 -D1 -~ -~ -0 -1 4012 -S -#4015 -Captured in Gloom~ -This hall is captured in gloom; it is impossible to clearly discern what -may lie ahead, though those used to the halls know what to expect. No -indication as to the function of the chambers that lie before you is -apparent; evidently one is expected to know, or to plunge on ahead and -confront what they may encounter. It is said that demons occasionally -wander these halls, caution may be well-advised. -~ -0 3145736 0 -D1 -~ -~ -0 -1 4017 -D2 -~ -~ -0 -1 4016 -D7 -~ -~ -0 -1 4020 -S -#4016 -Debaucherous Halls~ -Even the Iscariot still have the capacity for some enjoyment, and when -they tire of their crusade against all that is lawful, they come here -to partake in debaucherous revelry, engaging in nights of unbridled -passion, endless feasting and bouts of drinking that would shame armies -of orcs. Several cushions lay scattered about a lowset obsidian table, -which is always laden with food and wine. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4015 -> speech_prog p i wish to feast~ -mpe A steaming plate of charred flesh appears before you. -mpoload 4016 1 -drop charred -~ -> speech_prog p I wish to drink~ -mpe A goblet of blood red wine appears on the slab. -mpoload 4017 1 -drop wine -~ -| -S -#4017 -Tales of Deceit~ -Those that come to Iscariot because they wish to betray the world they -feel has betrayed them, and avenge wrongs they feel they have been -done by doing the unspeakable- siding with demons and other, various -foul beasts in order to destroy the world they once loved. This tome -is where the reasoning behind the actions of the betrayed is explained; -here they may chronicle the wrongs done to them, and how they mean to -avenge them. News of new betrayals is also welcome; indeed it is a rule -that all Iscariot must make regular postings here to keep their fellows -up to date. -~ -0 3145736 0 -D3 -~ -~ -0 -1 4015 -S -#4018 -The Dark Stair~ -This creaking wooden staircase ascends to the upper levels of the ruins, -where those that lead the order quarter, in their own private offices. -Most members of the order will normally have little cause to venture up -here, unless they seek an audience with these individuals. A chill air -wafts up and down the stair, and shrieks of tortured souls can be heard. -~ -0 3145736 0 -D4 -~ -~ -0 -1 4019 -D5 -~ -~ -0 -1 4020 -S -#4019 -The Upper Level~ -A guttering torch lights a narrow passage that runs north here, towards -a dark junction which branches to the northeast and northwest. A sign -planted near the stair indicates the location of the leaders' offices to -the north, as well as the office of the Legion of Betrayers, the select -few in the order whose task it is to seek out new recruits. -~ -0 3145736 0 -D0 -~ -~ -0 -1 4021 -D5 -~ -~ -0 -1 4018 -S -#4020 -Heart of the Lair~ -The hall you were following emerges into a vast, pillared chamber, -hexagonal in design, boasting dark openings in five of its six sides. -The sixth bears a mural nearly forty feet high, which depicts a scene -in glorious exaggeration of the hordes of demons and undead that will -finally consume the world when those of Iscariot manage to make their -dark plans come to fruition. Iscariot has betrayed the world they knew -for a darker, evil world, a world of nightmares, which they one day -intend to unleash on the world they have turned their backs on and now -only wish to see reduced to ruin. Four massive pillars, carved in such -a way as to resemble grinning demons, support the domed ceiling, which -is devoid of decoration. A pentacle fills the center of the chamber, and -marks the point where Iscariot return from their dark missions. -~ -0 3145740 0 -D1 -~ -~ -0 -1 4011 -D2 -~ -~ -0 -1 4003 -D3 -~ -~ -0 -1 4010 -D4 -~ -~ -0 -1 4018 -D6 -~ -~ -0 -1 4007 -D7 -~ -~ -0 -1 4004 -D8 -~ -~ -0 -1 4015 -D9 -~ -~ -0 -1 4012 -S -#4021 -A Dark Junction~ -There is almost no illumination in this section of corridor; even the -black candles that do burn at sporadic intervals cast little light. It -is as if this place rejects light itself, as it should; this place is -the haven of the powers of darkness, and despair. Betrayal and deceit -could never been seen as good acts, and as such Iscariot have never -sought to embrace law and goodness; these are the systems that they -feel betrayed by, and seek to destroy. -~ -0 3145736 0 -D2 -~ -~ -0 -1 4019 -D6 -~ -~ -0 -1 4024 -D7 -~ -~ -0 -1 4022 -S -#4022 -An Unholy Sanctum~ -The corridor ends a short distance beyond the intersection, at a gaping -hole in the wall that opens onto a seemingly endless void, within which -floats a stone platform, where the Legion of Betrayers meet, to discuss -the goings on in their order, and to discuss new recruits, whose names -are cast into discussion and hotly debated. Only those who are truly of -dark heart and motives may seek solace within Iscariot, where their dark -plans may one day achieve fruition. -~ -0 3145736 0 -D3 -~ -~ -0 -1 4023 -D8 -~ -~ -0 -1 4021 -S -#4023 -The Void~ -The stone platform that floats here contains a bronze lectern, flanked -by six chairs, for the six of Legion- the leaders, and the three most -senior members of the Order. None else may enter this place, save for -the dark gods of Iscariot themselves. To tarry within this place, even -if you are immortal, without the blessings of the leaders and deity is -to invite harsh penalties. -~ -0 3145736 0 -D1 -~ -~ -0 -1 4022 -> entry_prog 100~ -if name($n) == blah -or name($n) == blah -or name($n) == blah -or name($n) == blah -or name($n) == blah -or name($n) == blah -else -mea $n Only the leaders and High Betrayers may enter this office. -mpforce $n e -endif -~ -| -S -#4024 -The Three Portals~ -Here lie three shimmering portals, to the north, east and south; the -temporal gates to the otherplanar havens of the leaders of Iscariot. -A demon has been placed by the gods themselves, standing in a field -of flame, to keep those who are unwanted away from the offices. It -would be foolish indeed to provoke this mighty and ancient being's -wrath. The walls, where they are not marred by the portals, are all -but covered by thick, moldering tapestries that in their decrepitude -only add to the ambient atmosphere of gloom and decay. -~ -0 3145736 0 -D9 -~ -~ -0 -1 4021 -> speech_prog p Open my haven to all.~ -if name($n) == alpha -mpopenpassage 4024 4026 1 -else -if name($n) == beta -mpopenpassage 4024 4025 0 -else -if name($n) == gamma -mpopenpassage 4024 4027 2 -else -chuckle -say Now now, you have no haven here, fledgling betrayer. -endif -endif -endif -~ -| -S -#4025 -First's Room~ -~ -0 0 1 -> speech_prog p I wish to depart~ -mptrans $n 4024 -~ -| -S -#4026 -Leader's Room~ -~ -0 0 1 -> speech_prog p I wish to depart~ -mptrans $n 4024 -~ -| -S -#4027 -Second's Room~ -~ -0 0 1 -> speech_prog p I wish to depart~ -mptrans $n 4024 -~ -| -S -#4028 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4031 -D1 -~ -~ -0 -1 4029 -S -#4029 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4032 -D1 -~ -~ -0 -1 4030 -D3 -~ -~ -0 -1 4028 -S -#4030 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4033 -D3 -~ -~ -0 -1 4029 -S -#4031 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4034 -D1 -~ -~ -0 -1 4032 -D2 -~ -~ -0 -1 4028 -S -#4032 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4035 -D1 -~ -~ -0 -1 4033 -D2 -~ -~ -0 -1 4029 -D3 -~ -~ -0 -1 4031 -S -#4033 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4036 -D2 -~ -~ -0 -1 4030 -D3 -~ -~ -0 -1 4032 -S -#4034 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D1 -~ -~ -0 -1 4035 -D2 -~ -~ -0 -1 4031 -S -#4035 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D0 -~ -~ -0 -1 4000 -D1 -~ -~ -0 -1 4036 -D2 -~ -~ -0 -1 4032 -D3 -~ -~ -0 -1 4034 -S -#4036 -A Mist-Shrouded Fen~ -The boggy ground underfoot threatens to suck you under as you struggle -through it, heading deeper into the tangled mess of vines, decaying -vegetation and rotting bodies. Howls and shrieks assault you from all -directions, sending shivers up your spine. What creature could ever be -at home in such a mire? -~ -0 3416193 6 -D2 -~ -~ -0 -1 4033 -D3 -~ -~ -0 -1 4035 -S -#4099 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 4001 1 4001 -M 1 4002 1 4005 -M 1 4006 1 4006 -M 1 4003 1 4008 -M 1 4004 1 4009 -G 1 4003 1 -G 1 4004 1 -G 1 4005 1 -G 1 36 1 -G 1 37 1 -G 1 4006 1 -G 1 4007 1 -G 1 4012 1 -G 1 34 1 -G 1 35 1 -O 1 4010 1 4013 -O 1 4013 1 4014 -O 1 4016 1 4016 -O 1 4017 1 4016 -O 1 4015 1 4017 -M 1 4000 1 4020 -O 1 4014 1 4023 -M 1 4007 1 4024 -M 1 4005 1 4099 -G 1 4009 1 -S - - -#SHOPS - 4004 0 0 0 0 0 100 90 0 23 ; Metheria -0 - - -#REPAIRS - 4002 0 0 0 100 1 0 23 ; De'nas the Heretic - 4003 5 9 15 80 1 0 23 ; P'techuweyan -0 - - -#SPECIALS -M 4001 spec_breath_any -M 4002 spec_cast_adept -M 4004 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/isledead.are b/data/realm/areas_smaug1.4a/isledead.are deleted file mode 100644 index 87beb6c..0000000 --- a/data/realm/areas_smaug1.4a/isledead.are +++ /dev/null @@ -1,3908 +0,0 @@ -#AREA Island of the Dead~ - - - -#AUTHOR Rolindar~ - -#RANGES -15 30 0 65 -$ - -#RESETMSG A shrill cry in a strange tongue cuts the air like a knife.~ - -#FLAGS -0 - -#ECONOMY 0 4728000 - -#MOBILES -#1800 -maddened knight~ -a maddened knight~ -A ragged figure clad in the remnants of Imperial armor leaps at you! -~ -This pitiable wretch is the sole survivor of an Imperial expedition to -the island, who has been hiding here since his fellows were all slain. -The horrors he has witnessed have broken his mind; he is clearly beyond -any help you could offer. -~ -35 552 200 C -18 0 0 19d2+200 7d2+14 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16 0 2048 0 1 2 -> all_greet_prog 100~ -scream -if isimmort($n) -else -yell You'll never take me alive, fiends! -murder $n -endif -~ -> rand_prog 2~ -drool -~ -| -#1801 -zombie native~ -a zombie~ -A native stares at you, slackjawed, mumbling incoherently. -~ -This poor fellow appears to have been drained of all life and will; he -is but an empty shell, wandering aimlessly, awaiting orders from his -dark controller, to whom he now belongs, body and soul. -~ -65 0 0 C -16 0 0 9d9+100 3d3+6 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 4096 4096 0 -0 0 0 784 3074 0 144 0 -> rand_prog 2~ -say Powers of darkness will conquer the light... -say Powers of darkness will conquer the light... -~ -> rand_prog 2~ -drool -~ -> rand_prog 5~ -moan -if isimmort($r) -else -if ispc($r) -mpe _red A gleam suddenly comes into the zombie's eyes! -say Master says you must die! -murder $r -else -endif -endif -~ -| -#1802 -captain vega wight~ -Captain Vega~ -The rotting corpse of the captain of the Esperanza rises to greet you! -~ -Never a nice man in life, Vega has become thrice the devil he ever was -in the mortal realm in undeath. Brought to life by the dark workings of -the masters of this isle, he is bound to this rotting hulk, and now he -exists only to slay those foolish enough to embark. -~ -35 4194984 -750 C -24 0 -50 10d10+400 2d5+18 -5000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -68 3 0 0 1 1 2 -0 0 0 8704 3078 0 515 1572867 -> all_greet_prog 100~ -if ispc($n) -snicker -say So nice to have visitors... except when they are unwelcome! -yell STOWAWAYS! Let's have them walk the plank! -cackle -grin -say No, I shall slay you now! Prepare to die, scurvy dog! -endif -~ -> fight_prog 20~ -lick -feed -~ -> fight_prog 20~ -snarl -c 'energy drain' -~ -> fight_prog 45~ -cackle -c 'chill touch' -~ -| -#1803 -first mate sanchez~ -Sanchez~ -The first mate stands here, a death grin on his pale lips. -~ -Once a healthy, experienced sailor, Sanchez is now a member of the dark -powers of the island's growing legion of undead. He reacts violently to -any who disturb him at his post. -~ -35 520 -400 C -20 0 0 100d1+350 5d2+10 -500 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -71 3 0 0 1 1 0 -0 0 16 260 3074 0 16 2 -> greet_prog 100~ -if ispc($n) -mpe $I's gleam with hatred as he turns to face you. -say Perish, intruders, perish...! -cackle -endif -~ -> fight_prog 20~ -cackle -say Die, die die! -mpe $I attacks with unparalleled ferocity! -gouge -~ -| -#1804 -zombie crewman~ -a zombie crewman~ -A slackjawed crewman shambles across the deck. -~ -Once a burly sailor, this emaciated wretch is now a mindless slave of -Captain Vega, and in turn his masters, the dark masters of the isle, -to whom the souls of all who arrive here eventually succumb. -~ -97 0 -200 C -18 0 0 10d3+300 2d4+8 -200 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16 128 3074 0 128 0 -> rand_prog 2~ -say Gaaaahhhh... -~ -> rand_prog 5~ -puke -~ -> fight_prog 20~ -puke -mea $n _gre The vomit is acidic... it burns your skin! -mpdamage $n 10 -~ -| -#1805 -zombie crewman~ -a zombie crewman~ -A vacant-eyed crewman stumbles about belowdecks. -~ -Once a burly sailor, this emaciated wretch is now a mindless slave of -Captain Vega, and in turn his masters, the dark masters of the isle, -to whom the souls of all who arrive here eventually succumb. -~ -97 -2147483648 -200 C -18 0 0 10d3+300 2d4+8 -200 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16 128 3074 0 128 0 -> rand_prog 2~ -groan -~ -> fight_prog 20~ -mpe _red Bits of rotting flesh fly from the zombie as it battles! -moan -~ -> hitprcnt_prog 20~ -mpe _red Large chunks of the zombie's flesh are sent flying by your blows! -if rand(50) -mpoload 1825 1 -drop arm -else -mpoload 1826 1 -drop leg -endif -~ -| -#1806 -enrique revenant~ -Enrique~ -A petty noble, slain by the crew, has returned intent on vengeance. -~ -This young nobleman was slain and dumped in here before the shipwreck, -having been duped and robbed by the crew of the merchantman, and killed -for having the audacity to object. His thirst for vengeance combined -with the workings of the isle have caused him to be returned as a dire -revenant, intent on revenge! -~ -7 8872 200 C -22 0 -100 40d3+400 2d8+12 -0 0 -8 8 0 -18 18 13 18 18 3 3 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 262144 2097924 11298 0 4098 524291 -> all_greet_prog 100~ -snarl -if ispc($n) -mpe $I relaxes, and stares long and hard at you. -say No... you are not him. Bring me the one they call Vega. -mpe The revenant is not to be taken lightly, he is immune to many weapons. -endif -~ -> fight_prog 15~ -vom -~ -> rand_prog 2~ -say Soon... soon revenge shall be mine! -cackle -~ -> fight_prog 45~ -if ispc($n) -say I do not wish to do battle with you... you are not Vega! -mutter -endif -~ -| -#1807 -esmerelda captive~ -Esmerelda~ -A mutilated woman moans in anger and pain! -~ -Captured and held for ransom by the unscrupulous Vega, this poor woman -suffered an ungodly fate, devoured alive by rats, and then what was left -was animated by the magic of the isle. -~ -3 0 0 C -20 0 0 30d4+300 5d2+12 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 1 1 0 -0 0 262144 0 3074 0 514 2 -> rand_prog 2~ -say Rats... stop the rats... -moan -~ -> all_greet_prog 100~ -mpe $I's eyes roll in what's left of her head. -~ -> rand_prog 5~ -if ispc($r) -mpe $I grabs you with surprising strength! -say Stop... the... pain! -endif -~ -| -#1808 -black rat~ -a black rat~ -A large black rat gnaws at the mutilated woman. -~ -These foul rodents remained unaffected by the magic that claimed the -rest of the crew; the dark masters of the isle have little need for -rats, dead or alive. -~ -229 512 0 C -8 0 0 1d1+80 1d3+3 -0 0 -8 8 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -54 3 0 0 128 128 0 -0 0 65536 0 0 0 262145 2 -> rand_prog 2~ -mpe The rat tears a chunk of flesh from the woman! -~ -| -#1809 -giant sand crab~ -a giant sand crab~ -A giant sand crab rises up from the ground! -~ -Driven inland by the wandering zombies, which it fears, the crab has -sought refuge near the pools of quicksand, where the natives will not -dare go near. -~ -39 512 0 C -20 0 -100 8d5+300 2d4+9 -0 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -82 3 0 0 1024 1024 0 -0 0 32 0 32 17 128 2 -> act_prog p pierce misses you.~ -mea $n Your weapon glances off the crab's shell. -~ -> act_prog p stab misses you.~ -mea $n Your weapon glances off the crab's shell. -~ -> death_prog 100~ -mpe As the crab dies, a chunk of its broken shell is torn loose. -mpoload 1815 -~ -| -#1810 -bo'sun botswain esteban ~ -Esteban~ -The Bo'sun stands here, clutching the remnants of the wheel. -~ -The bo'sun seems oblivious to the destruction and decay all around him, -even though he too is now a zombie. He stares straight ahead, out to -sea, watching the horizon, singing softly. -~ -3 512 -400 C -20 0 0 100d1+350 5d2+10 -300 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 1 1 0 -0 0 16 260 3074 0 16 2 -> rand_prog 2~ -mpe $I sings softly in a foreign tongue. -mpasound From nearby comes the sound of someone singing. -~ -> rand_prog 5~ -mpe $I moves the wheel slightly, as if adjusting the ship's course. -~ -| -#1811 -fierce native zombie~ -a fierce native~ -A fierce native, his face covered in scars and tattoos, stands near the bodies. -~ -This zombie appears to have retained a fair portion of the wit he once -possessed in life, though judging from his expression and attitude only -all the unruly, aggressive elements. Blood drips from his sharpened -teeth, where he has gnawed his own lips in frustration. -~ -35 4203040 -500 C -20 0 0 10d5+500 3d3+11 -0 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 2 -0 0 16 0 2048 0 512 524291 -> greet_prog 100~ -say The masters say none may approach! You will die for this! -cackle -lick -~ -> rand_prog 2~ -drool -lick -~ -> rand_prog 2~ -twitch -~ -> fight_prog 33~ -feed -lick -mmm -~ -| -#1812 -spirit volcano~ -the spirit of the volcano~ -A flickering, dancing flame surges into a roaring blaze! -~ -~ -39 38273704 -1000 C -30 0 -100 1d1+2999 3d6+20 -100000 100000 -8 8 0 -18 18 18 18 18 18 18 --5 -5 -5 -5 -5 -84 0 0 0 65537 1 0 -0 0 0 0 3149057 2 335552512 2 -> fight_prog 25~ -c 'faerie fire' $r -~ -> fight_prog 25~ -c blazebane $r -~ -> fight_prog 25~ -gouge -~ -> fight_prog 25~ -stun -~ -> death_prog 100~ -mpe _red As the spirit is defeated, it cries out, and explodes! -mpe _red Its remaining portions are hurled eastward! -mpgoto 1857 -mpe _red Only a small token of its power remains... -if rand(30) -mpoload 1823 -else -if rand(70) -mpoload 1824 -else -mpoload 1822 -endif -endif -~ -| -#1813 -octopus giant~ -a giant octopus~ -A giant octopus fills most of the cargo hold. -~ -This undersea horror managed to pass through the cracks in the hull, -squeezing its rubbery body to a remarkably narrow shape, then it had -at the easy pickings, feeding on all that came near. The zombies now -avoid this section of the ship. -~ -39 512 0 C -22 0 0 22d8+300 1d6+6 -0 0 -8 8 0 -22 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1024 1024 8 -0 0 0 18 0 0 0 2 -> fight_prog 20~ -mpe The octopus flails at you with its many tentacles! -~ -| -#1814 -warrior fire cult~ -a warrior of the fire cult~ -A burly human clad in black armor strides down the lava tunnel. -~ -These fanatical humans obey the dark masters of the fire cult with -undying loyalty; they exist in a state of half-life, not alive, but -not undead, and will (they are promised) attain immortality if they -serve well. With their tattooed faces and flaming red hair, spiked -and filled with bones and blood, they are truly terrifying to behold. -~ -101 512 -400 C -24 0 0 10d10+400 3d3+11 -0 0 -8 8 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 1051648 1 2 128 524289 -> greet_prog 100~ -if ispc($n) -scream -mpe The warrior gurgles in fanatical bloodrage! -endif -~ -| -#1815 -priestess fire cult~ -a fire cult priestess~ -A naked priestess covered in flaming oil chants an unholy litany. -~ -This young woman is totally devoid of clothing or even body hair, the -fire she is perpetually enshrouded in has scorched it all away. Although -the heat is intense, she remains unharmed, due to her devotion to this -ancient and primitive deity. Her eyes roll about in her head, as she -loses herself in the dark ritual she is performing. -~ -35 33563176 -1000 C -26 0 0 20d5+600 5d5+12 -12000 0 -8 8 2 -13 13 13 18 13 18 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 2047 0 3073 0 268443649 2 -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -cackle -say Come, come relish in the touch of fire! -mpe _red The woman opens her mouth, and releases a gout of flame! -c 'fire breath' $n -else -endif -endif -~ -> fight_prog 18~ -c blazebane $r -~ -> fight_prog 33~ -c 'faerie fire' $r -~ -> fight_prog 45~ -c 'cure serious' -~ -| -#1816 -envoy flame~ -the envoy of flame~ -A fiery denizen of the elemental plane of fire stands here. -~ -This minor efreet has been sent by his dark masters to observe the -worship of fire taking place here, as well as the subjugation of -the local population. While they do not approve of the connection -with the powers of necromancy, they are happy to see a cult dedicated -to worship of their native element flourishing on this plane. -~ -3 33563304 -200 C -28 0 0 1d1+1999 0d0+0 -50000 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 262144 0 2049 2 268435968 524291 -> all_greet_prog 100~ -if isnpc($n) -else -bow $n -say Well met, mortal. I take it you are not of this cult... -frown -say You probably shouldn't be here, you know... -wink $n -endif -~ -> fight_prog 45~ -wield shamsheer -~ -| -#1817 -djinn genie imprisoned~ -a chained djinn~ -A blue-skinned, muscular man sits in the corner, a downcast expression on his face. -~ -Mighty sorcerers from the elemental plane of air, Djinni are a benevolent -race, who mostly keep out of human affairs. Sometimes one may be bound -into the service of a mortal master, though the duration of this servitude -will normally be brief, especially if the master is not benign. This poor -fellow was trapped by the efreet, who are his race's mortal enemies, along -with the treacherous Dao and cruel Marid. -~ -3 524968 600 C -28 0 0 1d1+2200 3d8+24 -0 0 -8 8 1 -22 22 13 22 13 13 22 -0 0 0 0 0 -84 0 0 0 1 1 1 -0 0 2047 3145728 3078 0 81936 1051843 -> rand_prog 25~ -if ispc($r) - if isgood($r) - smile $r - c fly $r - c heal $r - c 'restore mana' $r - else - t $r Leave me, dark one! - frown $r - endif -endif -~ -> all_greet_prog 100~ -if isimmort($n) -bow $n -else -if ispc($n) - if isgood($n) - if sex($n) == 2 - mea $n The Djinn leaps to his feet and bows deeply. - say M'lady, you honor me with your presence. - hand $n - else - mea $n The Djinn slowly rises to his feet and regards you. - say Well met, stranger... - mpe The Djinn is cordial, but cautious. - endif - else - scream - say Dark one, you insult me with your presence! - say Although imprisoned here, I can still destroy your evil spirit! - c 'winter mist' $n - c 'frost breath' $n - cackle - endif -else -endif -endif -~ -| -#1818 -flame fiend~ -a flame fiend~ -A hideous reptile swathed in fire frolicks and cackles in glee! -~ -This ugly lizardlike creature capers and frolicks playfully with its -fellows, but this jovial exterior conceals a dark heart. These fiends -are used to routinely rend prisoners to shreds, and whoever else is -unfortunate enough to fall foul of their claws and scorching breath. -~ -39 33554944 -500 C -22 0 0 20d5+400 2d4+4 -0 0 -8 8 0 -18 13 13 22 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 34932287 0 33 2 7 2 -#1819 -dwarf enslaved smith~ -an enslaved dwarven smith~ -A tired old dwarf hammers at a piece of damaged armor. -~ -Despite his haggard appearance, this old dwarf is still a formidable -opponent; his will to escape has been sapped, but his animal instinct -of survival is still functioning, and he will battle to defend himself -ferociously! -~ -3 520 450 C -25 0 -100 1d1+2000 5d5+20 -0 0 -8 8 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -2 22 0 0 5 1 3 -0 0 47 0 3149568 0 992 524290 -> fight_prog 75~ -mpdamage $n 100 -~ -> all_greet_prog 100~ -mea $n The dwarf looks up at you with only mild curiosity. -t $n You need somethin' repaired? -sigh -~ -> rand_prog 5~ -mprestore self 200 -sigh -~ -| -#1820 -arbalaxus fire mage~ -A'rbalax'us~ -A cackling fire mage weaves a scorching series of spells! -~ -This insane pyromaniac is a mercenary in the employ of the cult; fire -mages are rare indeed, for it is considered near-suicidal to try and -master the unpredictable element, and shape it to cohesive uses. -~ -167 35652104 -860 C -26 0 0 20d5+500 4d4+12 -10000 0 -8 8 0 -13 18 13 18 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 0 2049 0 268435456 10242 -> fight_prog 25~ -c blazebane $r -~ -> fight_prog 25~ -c 'faerie fire' $r -cackle -~ -> fight_prog 40~ -c fireball -c fireball -~ -> rand_prog 2~ -cackle -mpe _red A table suddenly explodes into flame! -gasp -mpe $I quickly douses the fire with a bucket of water. -shrug -snicker -~ -| -#1821 -brass golem~ -a brass golem~ -An eight foot tall statue of brass stands before the three doors. -~ -This mindless automaton has been charged with protecting those who -live beyond these three doors from any harm. It cannot be bargained -or reasoned with; it is merely a barely sentient construct bound to -the will of its masters, the priestesses of flame. -~ -39 552 0 C -26 0 0 20d20+800 2d5+12 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -40 3 0 0 8192 8192 0 -0 0 0 3146336 7424 0 128 2 -> all_greet_prog 100~ -if isimmort($n) -or isnpc($n) -else -mpe _yel The mighty golem grinds into life! -c gas -endif -~ -> fight_prog 33~ -gouge -~ -| -#1822 -high priest~ -the high priest of flame~ -A skullfaced human, the flesh seared from his head, utters unholy phrases. -~ -A master of powers of necromancy as well as fire, this diabolical fiend -is one of the masterminds of this unholy alliance between the masters -of fire and death, and in effect the ringleader of this dark cult. He -has overseen the collection of zombies, and the sacrifice to his fiery -deities, while placating the gods of death and disease. -~ -7 34087592 -1000 C -28 0 0 22d22+2200 4d2+8 -0 0 -8 8 1 -18 18 13 18 13 3 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 3146496 3073 0 268440064 524291 -> fight_prog 18~ -c feebleness $r -~ -> fight_prog 25~ -c 'faerie fire' $r -~ -> fight_prog 15~ -c 'sulfurous spray' $n -~ -> hitprcnt_prog 25~ -mpe Sensing his imminent defeat, the priest tries to use his dark staff! -hold doomstaff -brandish doomstaff -cackle -~ -> all_greet_prog 100~ -mea $n The priest cackles joyfully as he spies you. -say Ah, come, come heathens, come and witness the power I have -say unleashed, embrace it, join me in celebrating it! -mpe The priest is too engrossed in his arcane rituals to pay much attention. -drool -~ -> rand_prog 2~ -say Powers of fire and darkness, take my offering! -mpe The priest draws a serrated blade, and cuts his arm open! -scream -moan -mpe Blood seeps from the wound, sizzling when it strikes the altar. -mpe _red A low rumbling issues from the volcano, and the flame dances higher. -~ -| -#1823 -zombie savage~ -a zombie savage~ -A savage zombie snarls and scowls in pain and rage! -~ -This zombie appears to have retained a fair portion of the wit he once -possessed in life, though judging from his expression and attitude only -all the unruly, aggressive elements. Blood drips from his sharpened -teeth, where he has gnawed his own lips in frustration. -~ -97 4203040 -500 C -20 0 0 10d5+500 3d3+11 -0 0 -8 8 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 16 0 2048 0 512 524291 -> rand_prog 5~ -drool -~ -| -#1824 -g'nurra beast~ -G'nurra~ -A hideous, hairy, mutated beast leaps at your throat! -~ -This fould mutant was once human; what is left of its mind understands -only violence and death. Huge gnashing fangs tear through flesh of its -hapless victims in seconds; pray you're not next. -~ -39 98856 -750 C -25 0 0 1d1+800 2d3+17 -0 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -0 3 0 0 512 512 0 -0 0 34932415 576 2304 0 515 2 -> all_greet_prog 100~ -mpe With a roar, $I attacks! -shriek -~ -> fight_prog 33~ -shriek -~ -| -#1825 -ereig assassin dwarf~ -Ereig~ -A hairless, stocky female dwarf clad in black sits at the table. -~ -This assassin was hired by the cult to seek out their enemies and -despatch them; she has done so with ruthless efficiency, engineering -the zombie attack on the knights on the beach, and the shipwreck of -the Esperanza, through co-operation with a native shaman. Now she -will be charged with dealing with you; by coming here you have saved -her the time. -~ -3 98856 -600 C -25 0 0 10d10+700 4d4+14 -25000 0 -8 8 2 -20 13 13 22 13 13 20 -0 0 0 0 0 -2 2 0 0 4 4 0 -0 0 2047 0 3328 0 1536 524291 -> fight_prog 25~ -wield fang -mpgoto $i -bs $r -circle $r -lick -~ -> all_greet_prog 100~ -if isnpc($n) -chuckle -else -chuckle -say Well, it's $n. Your arrival has been noted, and will be dealt with. -say But... not before I finish my ale... -mpe $I sips at her mug of ale, never taking her eyes off of you. -endif -~ -| -#1826 -x'ora death lich~ -X'ora~ -The death lich X'ora cackles at your pathetic show of strength. -~ -This horrid, skeletal being is a foul agent of the dark powers of death -and damnation, and has forged an unholy alliance with the evil cult of -fire. Together they will attempt to bring Chaos to order, anarchy to -Law. -~ -39 8872 -1000 C -28 0 0 20d20+1500 3d3+11 -50000 0 -8 8 0 -13 25 25 20 13 3 3 --5 -5 -5 -5 -5 -67 0 0 0 4097 1 2 -0 0 262168 2105736 3590 1 1107300864 1051651 -> fight_prog 10~ -vom -~ -> fight_prog 25~ -c 'chill touch' $r -c 'chill touch' $r -~ -> fight_prog 25~ -c 'energy drain' $r -c 'energy drain' $r -~ -> all_greet_prog 100~ -if isnpc($n) -say Interloper! Begone from my realm! -mpe _lbl A blast of cold smites $n, freezing $s flesh! -c 'frost breath' $n -c 'frost breath' $n -else -if isimmort($n) -say I will not attempt to defeat you, godling. -bow $n -else -chuckle -say Well, well, well. I have expected your arrival $n. -hmm -say I suppose congratulations are in order for surviving the tunnels. -shrug -say Die. -mea $n _lbl A blast of cold streaks from the necromancer's bony hands! -c 'frost breath' $n -endif -endif -~ -> death_prog 30~ -mpe _red As the foul being perishes, its hand is severed, at the wrist. -mpoload 1861 -~ -| -#1827 -treeman savage~ -a savage treeman~ -A greenskinned human wearing clumps of vegetation stands near the rope. -~ -These primitive humans have co-existed with their environment for so -long that they have adopted certain vegetative properties, the most -noticeable being a green hue to their skin, though the effect is in -fact exaggerated by their bark armor and grassy clothing. Despite the -rather savage appearance of these people, they are benign, though the -latest evil on their island has made them guarded and aggressive to all -foreigners. -~ -35 8736 400 C -18 0 0 5d12+400 3d3+9 -0 0 -8 8 1 -13 13 13 22 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -0 0 2047 0 0 1 576 2 -> greet_prog 100~ -if name($n) == treeman savage -else -if isnpc($n) -say M'ach'up a'weya H'chupa! -scream -else -if ispc($n) -say M'ach'up a'weya H'chupa! -mea $n The treeman pokes you with his long spear. -else -endif -endif -endif -~ -> fight_prog 18~ -say T'chey! U'grnapt t'chey wampa! -snarl -~ -| -#1828 -treeman savage~ -a savage treeman~ -A treeman leaps agilely through the boughs. -~ -These primitive humans have co-existed with their environment for so -long that they have adopted certain vegetative properties, the most -noticeable being a green hue to their skin, though the effect is in -fact exaggerated by their bark armor and grassy clothing. Despite the -rather savage appearance of these people, they are benign, though the -latest evil on their island has made them guarded and aggressive to all -foreigners. -~ -97 8736 400 C -18 0 0 5d12+400 3d3+9 -0 0 -8 8 1 -13 13 13 22 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -0 0 2047 0 0 1 576 2 -#1829 -treeman shaman~ -a treeman shaman~ -An old, wiry treeman scowls and shrieks! -~ -These primitive humans have co-existed with their environment for so -long that they have adopted certain vegetative properties, the most -noticeable being a green hue to their skin, though the effect is in -fact exaggerated by their bark armor and grassy clothing. Despite the -rather savage appearance of these people, they are benign, though the -latest evil on their island has made them guarded and aggressive to all -foreigners. -~ -97 8864 400 C -20 0 0 5d12+400 3d3+9 -0 0 -8 8 1 -13 13 13 22 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -0 0 2047 0 0 1 167772736 2 -> greet_prog 100~ -scowl -c heal -~ -> fight_prog 10~ -mpgoto $i -c unravel $r -~ -> rand_prog 2~ -c 'detect invis' -c heal -~ -| -#0 - - -#OBJECTS -#1800 -chest~ -a wooden chest~ -A wooden chest sticks out from under the bunk.~ -~ -15 262144 0 -500 13 1801 0 -1 0 0 -#1801 -rusted key~ -a rusted key~ -A rusted metal key lies on the floor.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#1802 -journal dusty~ -a dusty old journal~ -An old book, covered in dust and mold, has been discarded here.~ -~ -35 0 1 -0 0 0 0 -1 0 0 -E -journal~ -This ancient book is so badly damaged that the pages crumble away as you -turn them... -~ -> exa_prog 100~ -mea $n _lbl A section of the text is legible, barely- -mer $n _lbl $n reads aloud what little $e can decipher of the journal. -mpe _whi "... we came across the dark priest, horrid he was, and cruel. -mpe _whi Gunnarson suggested we do battle, and we... but... too many; -mpe _whi the zombies... everywhere... top of the cliff, which we hadn't -mpe _whi discovered for quite a while due to... ship, thought lost some -mpe _whi time ago... do now, for we are outnumbered, and scared... keep -mpe _whi hiding here, in the hopes that the Empire will..." -mea $n _dch The book bears the Imperial Coat of Arms. -~ -| -#1803 -dead sailor corpse~ -the sailor~ -The corpse of a dead sailor has been washed up on the shore.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -corpse sailor~ -The fellow apparently died from fright, judging by the terrified -expression frozen on his face. -~ -> exa_prog 100~ -mea $n As you poke the corpse, it shrieks and stares at you! -mer $n As $n pokes the corpse, it shrieks and stares at $m! -say The natives! They're all DEAD! DEAD! -mpe The sailor's eyes roll back in his head and he slumps back down. -~ -| -#1804 -platinum wristband~ -a dull platinum wristband~ -This wristband could do with a polish.~ -~ -9 524288 4097 -6 0 0 0 -1 7500 750 -A -1 1 -A -18 1 -A -19 2 -#1805 -rotting cloak~ -a rotting cloak~ -Only scraps remain of what was once a fine cloak.~ -~ -9 262144 5 -2 7 0 0 -1 5 0 -A -12 25 -#1806 -captain vega sabre~ -Captain Vega's sabre~ -A shining steel sabre lies next to its scabbard.~ -~ -5 524352 8193 -0 0 0 3 -7 5000 500 -A -18 2 -A -19 3 -#1807 -stained cloth pantaloons~ -stained cloth pantaloons~ -A pair of badly stained sailor's pantaloons have been strewn here.~ -~ -9 0 33 -5 0 0 0 -2 50 5 -A -2 1 -A -13 15 -A -14 35 -#1808 -rope belt~ -a rope belt~ -A piece of rope has been fashioned into a crude belt.~ -~ -9 0 2049 -2 0 0 0 -1 10 1 -#1809 -silver stud~ -a silver stud~ -A silver stud has fallen from someone's ear.~ -~ -9 524288 65537 -3 0 0 0 -1 500 50 -A -31 1 -A -18 2 -A -19 1 -#1810 -silver locket~ -a silver locket~ -A silver locket hangs from a silver chain.~ -~ -9 8913920 5 -5 0 0 0 -1 750 75 -E -silver locket~ -It contains a picture of a rather frumpy looking middle aged woman, -below which an unintelligable name is engraved. -~ -A -3 2 -A -12 10 -A -13 10 -#1811 -white lace gloves~ -a pair of white lace gloves~ -A woman of gentle birth has dropped her gloves.~ -~ -9 0 129 -3 0 0 0 -1 750 75 -A -2 2 -#1812 -remnants wheel~ -the remnants of the ship's wheel~ -The top third of a ship's wheel has been discarded here.~ -~ -9 262144 513 -3 7 0 0 -5 75 7 -A -17 -10 -A -19 1 -#1813 -red bandana~ -a red bandana~ -A red bandana lies on the floor like a pool of blood.~ -~ -9 0 17 -4 0 0 0 -1 172 17 -A -5 1 -A -13 25 -A -19 2 -#1814 -grass skirt~ -a grass skirt~ -A skirt made of woven grass and rope lies here.~ -~ -9 262144 33 -3 0 0 0 -5 215 21 -A -17 -10 -A -13 10 -A -18 2 -A -19 2 -#1815 -crab shell~ -a giant crab shell~ -This chunk of giant crab shell makes a servicable shield.~ -~ -9 0 513 -9 0 0 0 -12 760 76 -A -17 -10 -A -27 32 -#1816 -human bone earring~ -a humanbone earring~ -This earring is made from human bone.~ -~ -9 530 65537 -5 0 0 0 -1 650 65 -A -19 2 -#1817 -belt skulls~ -a belt of skulls~ -A belt of snake skulls hangs from a branch.~ -~ -9 528 2049 -6 0 0 0 -10 50 5 -A -13 15 -A -12 25 -A -18 2 -A -19 1 -#1818 -nose bone~ -a nose bone~ -A long bone covered in mucous and blood lies here.~ -~ -9 528 17 -4 0 0 0 -1 25 2 -A -1 2 -A -19 2 -> wear_prog 100~ -if isgood($n) -else -mea $n With great difficulty, you shove the sharpened bone through your nose! -mer $n With great difficulty, $n shoves the sharpened bone through $s nose! -mpforce $n grunt -endif -~ -> remove_prog 100~ -if isgood($n) -else -mea $n You grab ahold of the bone and rip it out of your nose! -mer $n $n grabs ahold of the bone and rips it out of $s nose! -mea $n _red Blood showers from your mutilated nose! -mer $n _red Blood showers from $n's mutilated nose! -mpforce $n moan -endif -~ -| -#1819 -bone club~ -a bone club~ -A club fashioned from a human femur lies here.~ -~ -5 0 8193 -0 0 0 7 -5 50 5 -#1820 -bone knife~ -a bone knife~ -A knife carved from bone is thrust into a crack in the ground.~ -~ -5 0 8193 -0 0 0 2 -1 120 12 -A -19 2 -#1821 -blade don de la vega~ -the blade of Don de la Vega~ -A shining silver rapier lies in its jewelled scabbard.~ -~ -5 8948801 8193 -0 0 0 1 -10 50000 5000 -E -blade ~ -Forged in fire and ice, this blade is of the purest silver, strengthened -by magical enchantment. It is an heirloom of the de la Vegas, and they -would dearly love for it to be returned. -~ -A -1 1 -A -4 1 -A -13 10 -A -12 25 -A -18 6 -A -19 5 -A -24 -1 -> wear_prog 100~ -if isgood($n) -mea $n _whi You feel a surge of confidence as you wield the blade. -mer $n _whi $n swells with pride as $e hefts the blade. -endif -~ -> remove_prog 100~ -if isgood($n) -mea $n _blu You sigh as you remove the blade. -mer $n _blu $n sighs with regret as $e returns the blade to its scabbard. -endif -~ -| -#1822 -gauntlets fire~ -gauntlets of fire~ -A pair of gauntlets blazes with eldritch flame.~ -~ -9 623107 129 -7 0 0 0 -8 50000 5000 -A -2 1 -A -12 60 -A -18 4 -A -19 3 -A -27 1 -#1823 -bracer flame~ -a bracer of flame~ -A bronze bracer dances with eldritch flame.~ -~ -9 98835 4097 -6 0 0 0 -3 50000 5000 -A -12 40 -A -27 1 -#1824 -fiery torque~ -a fiery torque~ -A flaming circlet scorches the ground.~ -~ -9 98835 5 -6 0 0 0 -10 50000 5000 -A -13 10 -A -12 50 -A -27 1 -#1825 -rotting arm~ -a rotting arm~ -A rotting arm floats in a pool of water.~ -~ -19 262144 1 -4 0 0 1 -1 0 0 -#1826 -rotting leg~ -a rotting leg~ -A rotting leg floats in a pool of water.~ -~ -19 262144 1 -4 0 0 1 -1 0 0 -#1827 -casket metal~ -a metal casket~ -A gleaming metal casket rests on the ground.~ -~ -15 524288 0 -666 13 1828 0 -56 600 60 -#1828 -casket key~ -the casket key~ -A shining metal key lies abandoned.~ -~ -18 0 1 -0 0 0 0 -1 50 5 -#1829 -snakeskin boots~ -snakeskin boots~ -A pair of snakeskin boots with silver inlays await an owner.~ -~ -9 262144 65 -6 0 0 0 -5 1200 120 -A -2 1 -A -1 1 -A -19 2 -#1830 -rusty cutlass~ -a rusty cutlass~ -This cutlass is badly corroded.~ -~ -5 0 8193 -0 0 0 1 -3 75 7 -A -18 -2 -A -19 2 -#1831 -plate fire~ -black fire plate~ -This blackened steel armor bears an embossed flaming sun.~ -~ -9 524817 9 -12 0 0 0 -10 5000 500 -A -1 1 -A -13 20 -A -18 3 -A -19 3 -#1832 -blackened greaves~ -blackened greaves~ -A pair of blackened metal greaves lie like a stain on the ground.~ -~ -9 524816 33 -9 0 0 0 -4 2800 280 -A -2 -1 -A -17 -10 -A -14 -100 -A -18 2 -A -19 2 -#1833 -visions rage~ -visions of rage~ -A hazy, indistinct, reddish aura fills the air.~ -~ -9 528 131073 -5 0 0 0 -1 4000 400 -A -1 2 -A -18 4 -A -26 16777224 -#1834 -flail bloodstained ~ -a bloodstained flail~ -A spiked flail covered in blood and ash lies here.~ -~ -5 524886 8193 -0 0 0 8 -18 5000 500 -A -19 4 -#1835 -efreeti shamsheer~ -a great shamsheer~ -A powerful efreeti weapon lies on the ground, flickering with flame.~ -~ -5 524867 8193 -0 0 0 6 -20 17500 1750 -A -18 5 -A -19 5 -#1836 -flaming baton~ -the flaming baton~ -A narrow brass cylinder lies on the ground.~ -~ -9 524867 16385 -12 0 0 0 -5 15000 1500 -A -3 2 -A -12 45 -A -19 3 -#1837 -torn parchment~ -a torn piece of parchment~ -A torn piece of parchment lies curled up on the ground.~ -~ -2 20 1 -40 4 107 110 -1 0 0 -#1838 -armory key~ -the armory key~ -A small bronze key lies here.~ -~ -18 0 16385 -0 0 0 0 -2 50 5 -#1839 -bracer air~ -bracer of air~ -This shimmering blue band is empowered with the strength of the four winds.~ -~ -9 3393 4097 -7 0 0 0 -1 50000 5000 -A -2 2 -A -31 1 -A -12 20 -A -19 2 -> wear_prog 10~ -if isgood($n) -c fly $n -endif -~ -| -#1840 -bindings fire~ -bindings of fire~ -A pair of flaming leg irons scorches the ground.~ -~ -9 528401 65 -11 0 0 0 -50 5000 500 -A -2 -3 -A -12 -20 -A -14 -200 -A -18 -2 -A -19 4 -#1841 -tapestry city brass~ -a tapestry~ -A tapestry on the south wall depicts the City of Brass, in a sea of fire.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -tapestry city brass~ -The entire city is fashioned from the alloy that is its namesake; it -reflects the heat of the flames with an almost eerie beauty. -~ -#1842 -tapestry city brass~ -a tapestry~ -A tapestry on the north wall bars exit from this room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -tapestry city brass~ -The entire city is fashioned from the alloy that is its namesake; it -reflects the heat of the flames with an almost eerie beauty. -~ -#1843 -wand fire baton~ -a wand of fire~ -A metal baton has been dropped here.~ -~ -3 524353 16385 -30 12 12 26 -1 25000 2500 -A -12 75 -#1844 -robe flame~ -flame robe~ -A fiery garment burns the very air around it.~ -~ -9 8487425 1025 -11 0 0 0 -8 75000 7500 -A -12 100 -A -27 1 -> wear_prog 5~ -if isgood($n) -else -c fireshield $n -endif -~ -| -#1845 -bag holding~ -a bag of holding~ -A magical pouch stuffed with all manner of items lies here.~ -~ -15 64 1 -150 5 -1 0 -4 15000 1500 -#1846 -elixir fire~ -elixir of fire~ -A smoldering brew bubbles ominously...~ -~ -10 67 1 -40 26 88 215 -3 5000 500 -> use_prog 100~ -mea $n _red You are engulfed in flame! -~ -| -#1847 -brass gauntlets~ -brass gauntlets~ -A pair of gauntlets made from a shiny yellowish alloy glint in the light.~ -~ -9 524288 129 -7 0 0 0 -5 15000 1500 -A -19 4 -#1848 -brass leggings~ -brass leggings~ -A pair of leggings made from a shiny yellowish alloy glint in the light.~ -~ -9 524288 33 -7 0 0 0 -5 15000 1500 -A -18 1 -A -19 1 -#1849 -brass plate~ -brass plate~ -A sheet of brass plate lies on the ground.~ -~ -9 524288 9 -7 0 0 0 -20 24300 2430 -A -18 4 -A -12 60 -#1850 -brass boots~ -brass boots~ -A pair of shiny brass boots sits here.~ -~ -9 524288 65 -7 0 0 0 -5 15000 1500 -A -14 75 -A -21 -3 -#1851 -brass helmet~ -brass helmet~ -A visorless brass helmet rolls about on the ground.~ -~ -9 524288 17 -7 0 0 0 -5 15000 1500 -A -17 -10 -A -4 2 -A -12 33 -#1852 -brass sleeves~ -brass sleeves~ -A pair of shining brass sleeves hangs from their leather ties.~ -~ -9 524288 257 -7 0 0 0 -5 15000 1500 -A -2 2 -A -31 1 -#1853 -ember malice~ -ember of malice~ -A glowing ember radiates an unnatural heat.~ -~ -1 593 1 -0 0 120 0 -1 500 50 -A -23 -5 -A -24 -5 -#1854 -robes fiery doom~ -dark robes of fiery doom~ -A set of dark robes embroidered with images of fire and grinning skulls lies here.~ -~ -9 16878100 1025 16 -11 0 0 0 -1 157500 15750 -A -1 1 -A -2 1 -A -13 25 -A -12 45 -A -19 2 -A -23 -3 -A -20 -3 -#1855 -doomstaff staff doom~ -Doomstaff~ -A blackened metal rod covered in dark runes hums with a dim malevolence.~ -~ -4 17402455 16385 -40 10 10 203 -5 750000 75000 -A -13 50 -A -12 50 -#1856 -serrated knife~ -a serrated knife~ -This short, but nasty blade is stained with blood.~ -~ -5 0 8193 -0 0 0 1 -1 500 50 -#1857 -fang dagger~ -Fang~ -A wicked dagger roughly eighteen inches long drips blood and venom.~ -~ -5 526928 8193 -0 0 0 11 -3 56400 5640 -A -2 2 -A -13 25 -A -18 7 -A -19 5 -#1858 -studded leather armor~ -studded leather armor~ -A suit of studded leather armor stained with blood lies here.~ -~ -9 0 9 -7 0 0 0 -10 500 50 -#1859 -boots stealth~ -boots of stealth~ -These black boots are of unknown origin.~ -~ -9 36 65 -5 0 0 0 -1 1500 150 -A -2 1 -A -26 32768 -#1860 -mug ale~ -a mug of ale~ -This steel tankard would make a powerful bludgeoning weapon.~ -~ -5 524288 8193 -0 0 0 8 -4 50 5 -A -19 5 -#1861 -death touch x'ora~ -the death touch of X'ora~ -A skeletal hand lies clawed on the ground.~ -~ -5 2646 8193 -0 0 0 5 -1 7500 750 -A -1 1 -A -5 -1 -A -13 40 -A -12 40 -A -18 7 -A -19 7 -A -24 -3 -#1862 -cowl x'ora black~ -the cowl of X'ora~ -A black pile of fabric covered with silvery runes lies here.~ -~ -9 16878160 17 -9 0 0 0 -1 15033 1503 -A -3 2 -A -12 75 -A -13 25 -A -19 2 -#1863 -spear long~ -a long spear~ -This sharpened piece of wood is nearly eleven feet long.~ -~ -5 262144 8193 -0 0 0 2 -6 60 6 -#1864 -bark armor~ -armor of bark~ -A suit of bark armor crafted by treemen lies here.~ -~ -9 262144 9 -8 0 0 0 -10 60 6 -A -17 -12 -A -13 20 -A -18 2 -A -19 2 -A -29 1 -#1865 -wood brooch~ -wood brooch~ -A strangely significant scrap of timber shimmers into view.~ -~ -9 8896608 5 -9 0 0 0 -1 0 0 -A -4 2 -A -12 35 -A -27 1 -#0 - - -#ROOMS -#1800 -A Narrow Inlet~ -Finding a gap in the reef that surrounds the isle is difficult but not -impossible; presently you are able to negotiate through a small inlet, -and enter the shallow waters that lie between the sandy shores of the -jungle-covered island and the reef. A large smoking volcano soars up -from the center of the isle, spewing black smoke and ash. Most of it -does not land on the island, and is instead carried far out to sea. A -definite sense of foreboding is gripping you, as you near the isle, as -if something were horribly wrong. -~ -0 0 7 -D2 -~ -~ -0 -1 1880 -D3 -~ -~ -0 -1 1801 -S -#1801 -Approaching the Shore~ -You cruise along the coast, searching for an appropriate place to set -ashore. As you do, your mind wanders, and you recall the many rumors -spoken in hushed whispers in taverns from Freeport to Irilian, of the -dark and mysterious Island of the Dead, where strange magicks cast by -dark priests have transformed a peaceful isle of natives to a haven -of zombies, who aid the priests in gaining new victims for their dark -rituals. Previously you had dismissed such rumors as irrational and -superstitious, but as you approach this volcanic island, you begin to -harbor doubts. -~ -0 0 7 -D1 -~ -~ -0 -1 1800 -D3 -~ -~ -0 -1 1802 -S -#1802 -Preparing to Set Ashore~ -At last you find an even stretch of black volcanic sand, where you may -safely set ashore. You see natives wandering the beaches, strangely -enough they don't appear to have noticed your arrival. In fact, they -don't appear to be noticing much of anything. Plumes of smoke obscure -your vision upwards, rising from the volcano to the north. Something -is definitely amiss here; despite the crystal clear waters and all the -lush green vegetation, you feel as if you are approaching a graveyard. -~ -0 0 7 -D0 -~ -~ -0 -1 1803 -D1 -~ -~ -0 -1 1801 -S -#1803 -The Lonely Shore~ -The black sand is warm underfoot, even through your boots, and sweat -beads on your brow as you stride up onto the beach. A series of white -skulls, bleached by the sun, sit on wooden posts to either side, as -a grim warning of some sort. You had heard that the natives of these -waters were friendly; evidently this particular group doesn't appear -to fall under that classification. Shrieking birds of prey circle far -overhead, as if expecting an imminent feast. The shore stretches far -to the east and west, circling the small island. -~ -0 0 2 -D1 -~ -~ -0 -1 1810 -D2 -~ -~ -0 -1 1802 -D3 -~ -~ -0 -1 1804 -S -#1804 -The Sandy Shore~ -The soft sand crunches underfoot, laden as it is with tiny chunks of -pumice and crushed seashell, plus what you suspect is bone; fragments -left behind as if after the feast of some animal capable of rending -and crushing a soul's body to pulp. Natives can be seen to either side -though they for the most part ignore you. Despite the vacant stares of -the natives, they are not silent; strange mumblings and the sound of -jungle drums can be heard all around. The effect is disconcerting, to -say the least. -~ -0 4 2 -D1 -~ -~ -0 -1 1803 -D7 -~ -~ -0 -1 1805 -S -#1805 -A Small Path Presents Itself...~ -At this point a small path has been hacked into the undergrowth to -the north, the only one you have seen along this side of the beach -from the landing point. Footprints, some even booted, lead both to -and from this hut; perhaps there you will find some answers. Would -it have been that someone had visited this isle before you, they may -well have established a base of operations, for trade or exploration. -~ -0 0 2 -D0 -~ -~ -0 -1 1806 -D3 -~ -~ -0 -1 1808 -D8 -~ -~ -0 -1 1804 -> rand_prog 33~ -mpe _gre Jungle drums beat a rhythmic tattoo. -~ -| -S -#1806 -Outside a Small Hut~ -Plunging into the jungle, you have to constantly pause to swat at the -hordes of stinging, biting insects that swarm about you, disturbed -and subsequently excited by your unexpected arrival. Evidently those -native to this island provide little blood, for they seem incredibly -eager to feed on yours. Stumbling northward, you suddenly spot a hut -of wood to the east, its door closed, and overgrown with weeds, which -also cover the single window. The ground underfoot is soggy, and you -notice with a slight degree of alarm that you have sunk ankle deep in -the marshy ground. -~ -0 0 3 -D1 -~ -~ -3 -1 1807 -D2 -~ -~ -0 -1 1805 -S -#1807 -A Bloody Scene~ -An absolutely disgusting stench is unleashed as you force your way -into the hut. Piled around the smashed and broken furniture are a -number of corpses, clad in the tattered remains of the unmistakable -colors of the Emperor. An Imperial party here, on business of trade -or exploration, or perhaps something else? At any rate, most of the -bodies bear horrid bite marks, wounds inflicted by ravenous carnivore -in a fit of bloodlust. Someone dragged them here, then neglected to -bury them, hence the stench. Gagging, you attempt to see what else is -in this death pit, noticing only a single bed has escaped the damage. -~ -0 9 0 -D3 -~ -~ -3 -1 1806 -S -#1808 -The Shoreline~ -The sand here, as in many other parts, is marked by footprints, human -tracks made by barefoot natives for the most part, though their gait -appears unusually dragging, as if they shuffled everywhere. Certainly -not a practical way to travel. More skulls on stakes decorate this -section of the shore, grinning out to sea. Flies and mosquitoes swarm -about them, seeking the flesh that has long since been stripped away. -Disappointed, they settle instead on you. -~ -0 0 2 -D1 -~ -~ -0 -1 1805 -D7 -~ -~ -0 -1 1809 -> entry_prog 100~ -mea $n _red Swarms of biting insects fly all around you! -~ -| -S -#1809 -An Impassable Cliff~ -The beach ends suddenly as it rounds the bend, ending at an impassable -wall of black stone, that stretches upwards as far as you can see, -disappearing into the perpetual cloud of black volcanic smoke that -covers the island. The cliff face is sheer and devoid of any sort of -hand or footholds whatsoever; scaling it is out of the question. At this -point, you would rather not risk flying upwards either, who knows what may -lurk up there. -~ -0 0 2 -D4 -~ -~ -64 -1 1838 -D8 -~ -~ -0 -1 1808 -S -#1810 -The Sandy Shore~ -Proceeding eastward, you skirt the beach, looking for any gaps in the -thick jungle to the north which may allow you to proceed inland. All -these natives must live somewhere, surely. You see no canoes, on the -shore or in the water, yet you had heard that fishing was the center -of the village economies of this region. Another curiosity revealed, -though the rather disturbing look in the eyes of the locals is proving -to be rather distracting. -~ -0 0 2 -D1 -~ -~ -0 -1 1811 -D3 -~ -~ -0 -1 1803 -S -#1811 -A Break in the Jungle~ -At this point you notice a break in the trees, to the north, where you -could head inland should you wish to. No tracks approach this small gap; -it appears the locals deliberately steer well clear, even in their near -death states. The coastline bends to the northeast, you cannot see around -the bend and don't know what to expect. -~ -0 0 2 -D0 -~ -~ -16777216 -1 1812 -D3 -~ -~ -0 -1 1810 -D6 -~ -~ -0 -1 1813 -S -#1812 -A Small Clearing~ -The opening marks the start of a path, that proceeds for a short distance -to the north, where it ends in a small clearing. The sand here has been -disturbed recently, marked by the claws of some large beast, which has -evidently then burrowed into the sand nearby. The clearing itself shows -no other signs of recent intrusion; perhaps the giant pools of quicksand -that surround it are part of the reason it is avoided... -~ -0 0 2 -D0 -It would mean certain death to continue. -~ -~ -0 -1 1820 -D1 -It would mean certain death to continue. -~ -~ -0 -1 1820 -D2 -~ -~ -0 -1 1811 -D3 -It would mean certain death to continue. -~ -~ -0 -1 1820 -S -#1813 -The Sandy Shore~ -The beach continues, boasting only the occasional zombie native, who -only barely seem to register your presence. Far to the northeast, a -short distance out to sea, you think you can see the broken hull of -a ship, wrecked on the reef you found so difficult to negotiate. This -vessel does not bear imperial markings, at least none visible from this -point; it is probably a merchantman, or a pirate ship, shipwrecked as -they attempted to reach (or escape) this volcanic isle. -~ -0 0 2 -D0 -~ -~ -0 -1 1814 -D9 -~ -~ -0 -1 1811 -S -#1814 -The Sandy Shore~ -As you proceed along the beach, the wreck on the reef to the northeast -becomes more visible. A gaping hole can be made out in the hull, which -is half-sunken in the salty water, as high as the tide reaches at this -point on the reef. It appears to be deserted, though for a second you -swore you could see someone moving about on deck, though this could be -just a trick of the light. -~ -0 0 2 -D0 -~ -~ -0 -1 1815 -D2 -~ -~ -0 -1 1813 -S -#1815 -Another Break in the Jungle~ -The foilage to the west boasts another break at this stage, opening -onto a relatively broad and even path that runs due west towards the -base of the great volcano that forms the basis of this island. Blood -stains the ground here, and you see signs of numerous bodies having -been dragged westward, and recently too. The branches near the trail -entrance have all been broken back, as if by the passage of a beast -much larger than the locals. A thick, ropelike vine dangles from one -of the trees, disappearing into the leafy foliage. -~ -0 0 2 -D0 -~ -~ -0 -1 1816 -D2 -~ -~ -0 -1 1814 -D3 -~ -~ -16777216 -1 1818 -D4 -~ -~ -2176 -1 1871 -> rand_prog 50~ -mpe Strange animal cries cut through the humid air. -~ -| -S -#1816 -A Sandbar~ -At this point the beach boasts a new feature; a sandbar, visible just -beneath the surface of the water, heading east towards the reef, and -incidentally offering a safe way to approach the wreck that sits on -the reef like a giant wooden skeleton. To enter the water at any of -the other points invites the possibility of shark attack; here they -are unlikely to bother you, for they avoid shallow water. -~ -0 0 2 -D1 -~ -~ -0 -1 1836 -D2 -~ -~ -0 -1 1815 -D7 -~ -~ -0 -1 1817 -S -#1817 -The Cliff Face~ -The beach ends suddenly here, at an impassable sheer cliff face, which -boasts no gaps or spaces to facilitate climbing. It soars as high as -you can see, before disappearing into the black clouds that cover the -island near the peak of the volcano, and spread outwards, like a dark -influence shadowing the island. It would be foolhardy to risk flying up -without knowing what may lie in wait. -~ -0 0 2 -D4 -~ -~ -64 -1 1838 -D8 -~ -~ -0 -1 1816 -S -#1818 -Heading Inland~ -The path runs west, heading directly towards the center of this dark -and evil island. Grinning skulls dangle from vines looped around low -hanging tree branches, some of them still covered in a layer of blood -red skin, to which flies swarm. Rotting eyeballs glare at all who pass -by; the effect is quite disturbing. Low growls and strange cries echo -all around you, as you push forwards, made by unseen creatures. Their -motives cannot be benign, though none have as yet moved against you. -~ -0 0 2 -D1 -~ -~ -0 -1 1815 -D3 -~ -~ -0 -1 1819 -S -#1819 -Approaching the Volcano~ -The path opens onto a rocky trail here, devoid of vegetation; it has -recently been burned back, and replaced by a series of wooden stakes, -from which skinned humans dangle, suspended by their ankles, which -have had holes bored through them, so as to allow for leather thongs -to be passed through, to support the body while it was skinned. From -the pained expressions on what is left of their faces, it seems this -was all carried out while these men and women were still alive. Vile -odors mingle here, of sweat, blood and urine, as well as the distinct -stench of fear. You aren't sure that doesn't issue from you. -~ -0 0 4 -D0 -Do not proceed if you are under level 20! -~ -~ -0 -1 1858 -D1 -~ -~ -0 -1 1818 -D4 -Do not proceed if you are under level 25! -~ -~ -128 -1 1821 -S -#1820 -Quicksand!~ -As you take your first few steps into the quicksand, you quickly realize -your mistake. Struggling, you attempt to reverse your course, only to -find yourself further mired, and sinking deeper. As the quicksand begins -to rise above your waist, you start to wonder if anyone will ever find -your body, as it sinks without a trace into this deadly trap. -~ -0 3153927 2 -S -#1821 -Ascending the Volcano~ -Clambering up the steep slope of the black mountain, you stumble more -than once, barking your shins painfully on the outcroppings of rock -that sprout randomly from the volcano. Deep grooves in the rock mark -where the lava has melted softer rock, after countless eruptions. Above, -the sky is filled with dark clouds of ash, which even here chokes you as -you inadvertently inhale some. The rock is warm underfoot, though as yet -not uncomfortably so. -~ -0 1056768 5 -D4 -~ -~ -128 -1 1839 -D5 -~ -~ -128 -1 1819 -S -#1822 -On Board the Esperanza~ -Water has poured in through the hole, partially flooding the cargo -hold of this merchantman, ruining what little cargo was stored here. -Sodden sacks of grain lie split open by rats, while splintered wood -floats on the surface, along with a slick of alcohol from shattered -tuns of rum and ale. The air stinks of mold and dampness, as well as -death. You can proceed north or south into the belowdecks section. A -large hole in the roof here opens onto the deck above; the rope ladder -that once allowed crew to pass up and down lies in the corner. -~ -0 3153929 6 -D0 -~ -~ -0 -1 1823 -D2 -~ -~ -0 -1 1827 -D3 -~ -~ -16777216 -1 1837 -D4 -~ -~ -64 -1 1829 -S -#1823 -Approaching the Bow~ -A corridor runs north here, rising slightly as it leaves the water and -waste behind. Light filters in dimly from the south, though it is quite -insufficient to see by. The ship creaks as you move forward, shifting -slightly on the reef, though from what you saw outside there is little -risk of it sliding off; it is well wedged on the source of its doom. -~ -0 3153929 6 -D0 -~ -~ -0 -1 1824 -D2 -~ -~ -0 -1 1822 -S -#1824 -The Staterooms~ -The corridor ends here, before two doors to the east and west, sealed -shut by moisture, as well as corroded locks, on the outside; it seems -that whoever was quartered within wasn't staying willingly. Perhaps -this ship was a vessel of piracy after all. The water here is only up -to your ankles, and provides little impediment to travel. It now seems -likely that this ship specialized in kidnapping for ransom, and thus its -fate seems less of a tragedy. -~ -0 3153929 6 -D1 -~ -~ -39 -1 1826 -D2 -~ -~ -0 -1 1823 -D3 -~ -~ -39 -1 1825 -S -#1825 -An Ungodly Fate~ -This squalid room quartered a naive young nobleman, duped and robbed -by the dark captain of this vessel; as you proceed into the ship you -become gladder and gladder that this vermin was destroyed... or was -he? Already it has become evident that the evil magicks of the isle -have worked their foulness on those on this doomed vessel. -~ -0 3153929 0 -D1 -~ -~ -39 -1 1824 -S -#1826 -A Stateroom~ -The inhabitant of this room was a pretty young woman named Esmerelda, -who had booked passage with the villainous Vega, unaware of his scam, -which was to take on board wealthy passengers and then rob them or -hold them for ransom, and usually killing them in the most painful way -possible. Esmerelda never did get to her mother, but Vega shared her fate -here on the Esperanza. -~ -0 3153929 0 -D3 -~ -~ -39 -1 1824 -S -#1827 -The Cargo Hold~ -The ship slopes downwards here, due to the angle of the ship on the -reef, and you find yourself thigh deep in sea water, which has passed -into the merchantman through a series of breaches where the coral has -torn the wood like flimsy cloth. The ship creaks as the waves splash -against it. Various debris litters the water, flotsam and jetsam from -the merchantman, consisting mostly of splintered wood and sailcloth. -~ -0 3153929 7 -D0 -~ -~ -0 -1 1822 -D2 -~ -~ -16777216 -1 1828 -> rand_prog 33~ -mpe _lbl Water seeps in through cracks in the hull. -~ -| -S -#1828 -The Cargo Hold~ -The stern of the ship is almost completely submerged; here it is not -possible to continue without immersing yourself in the water. The -gloom makes it hard to see very far in the hold, and you hope that -some marine predator has not managed to pass into the ship and make -a nest here, feeding on the senseless zombie crew. -~ -0 3153929 8 -D0 -~ -~ -0 -1 1827 -> rand_prog 33~ -mpe _lbl Water seeps in through cracks in the hull. -~ -| -S -#1829 -On the Deck of the Esperanza~ -The deck of the Esperanza is in poor condition indeed; listing to one -side, most of the items stored here have slid to the port side, near -the gaping hole in the keel, and the decks, badly in need of swabbing, -are difficult to walk upon. The mainmast was brought down by a storm -during the wreck, and washed out to see. Only a splintered stump is -left of this integral nautical device. The ship creaks as waves drive -it further onto the unforgiving reef. -~ -0 3153920 1 -D0 -~ -~ -0 -1 1830 -D2 -~ -~ -0 -1 1832 -D5 -~ -~ -16777280 -1 1822 -S -#1830 -The Wheel~ -A splintered strip of wood once held the wheel of the merchantman, it -too having been destroyed during the wreck. Piles of rope lie around -the foredeck, left uncoiled by the undead crew. A living captain would -be livid at the poor state of this ship, which while holed would still -be salvageable. The crew should have applied canvas and tar to the hole -and escaped; instead the island's dark sorcery enthralled them. -~ -0 3153920 1 -D0 -~ -~ -0 -1 1831 -D2 -~ -~ -0 -1 1829 -D5 -~ -~ -16777280 -1 1837 -S -#1831 -The Bow of the Esperanza~ -The bowsprit was torn from the merchantman during the wreck, and now -a gaping hole in the rail lies to the west, through which you can see -the surf churn about the treacherous reef. The Esperanza certainly is -not the first ship to run afoul of a reef, which are common hazards to -shipping. But it is certainly one of the first to sport a crew composed -entirely of undead after the event. -~ -0 3153920 1 -D2 -~ -~ -0 -1 1830 -S -#1832 -Amidships~ -At this point a set of steps leads to the upper deck that fills the -stern, while directly to the south a door leads to, presumably, the -captain's quarters and ready room. Shattered bone and wood litter -the decks, which are thickly encrusted with salt. The air is fouled -despite the bracing sea breeze; a perpetual stench of decay haunts -this cursed ship like its undead crew. -~ -0 3153920 1 -D0 -~ -~ -0 -1 1829 -D2 -~ -~ -16777219 -1 1833 -D4 -~ -~ -0 -1 1834 -S -#1833 -The Fate of Captain Vega~ -A flickering lantern casts sporadic light on the messy interior of this -room. A table littered with food and maps rests near the port side, -where it slid to when the ship listed. An unmade bed covered in bloody -prints marks where recent 'guests' of the captain attempted to flee to -as he cut them down, for a porthole sits ajar above the bed. Not even a -halfling could hope to fit through that tiny gap, though. The floor is -covered with broken glass, which crunches underfoot as you proceed quite -cautiously into this realm of the ship's dark master. -~ -0 3153928 0 -D0 -~ -~ -3 -1 1832 -S -#1834 -The Poop Deck~ -The stairs end a short distance upwards, at the poop deck, most of which -was demolished by the falling mizzenmast. The deck is strewn with torn -sailcloth and splintered wood, soaked with liberal amounts of blood and -gore. A mighty battle took place here, between those few crew who had -managed to resist the transformation, and those who had become zombies. -The outcome of this battle is obvious. -~ -0 3153920 1 -D2 -~ -~ -0 -1 1835 -D5 -~ -~ -0 -1 1832 -S -#1835 -The Poop Deck~ -The stern of the ship is here, where the poop deck ends; peering over -the edge you can see the waves washing around the wreck and over the -reef, which is barely visible in the churning brine. Splinters of wood -are torn from the ship at random intervals, and washed onto the shore -some distance away. You can see far across the island from here, and -note a path near the sandbar which heads inland to the base of the ash -spewing volcano. -~ -0 3153920 1 -D0 -~ -~ -0 -1 1834 -S -#1836 -The Sandbar~ -Splashing through the surf, you head out to sea, walking along the -sandbar, which is narrower than you thought. Dark shapes move like -shadows through the water on either side; occasionally one will come -to the surface, and a great fin will break the water, creating a wake -as it carves the salty ocean like a knife. Small currents tug at you -as if the ocean itself sought to sweep you to your doom. To the east, -the hulk looms, like a black stain on the pristine beauty of the reef. -~ -0 0 6 -D1 -~ -~ -0 -1 1837 -D3 -~ -~ -0 -1 1816 -S -#1837 -A Gaping Hole~ -The sandbar ends here, at the reef, where the ship was swept sideways -by the cruel sea to its fate, holed and stranded here. A large chunk -of coral gouged a gaping hole, which affords the only plausible way -to enter the ship; the deck is too high to reach from here, by normal -means at any rate. Large black rats can be seen scurrying about inside -even from here. Peeled paint near the bowsprit reads- "Esperanza". -~ -0 0 6 -D1 -~ -~ -0 -1 1822 -D3 -~ -~ -0 -1 1836 -D4 -~ -~ -64 -1 1830 -S -#1838 -Into the Darkness~ -As you fly upwards, you disappear into the black clouds of ash that -pour from the gaping wound that is the volcano. Once within the dark -clouds, your visibility is reduced to almost nothing, as is your air; -you cannot possibly breathe this ash. Flailing about, you attempt to -clear the ash clouds, but are saved from a death from asphyxiation by -a taloned claw, that reaches out of the darkness and snares your form -and flings it into a waiting maw, where it is quickly devoured. -~ -0 3153927 9 -S -#1839 -An Opening in the Volcano~ -At this point in your ascent you spy a cave opening in the face of the -black volcanic mountain. This gap has been carved from the layers of -dried lava, and opens onto a natural lava tunnel, which disappears in -the distance, lit sporadically by burning torches. The air reeks of -sulfur and brimstone, and other substances, volcanic gases. -~ -0 0 5 -D3 -~ -~ -0 -1 1840 -D4 -~ -~ -128 -1 1855 -D5 -~ -~ -128 -1 1821 -S -#1840 -A Lava Tunnel~ -This natural formation in the porous volcano has been modified by -unknown engineers to suit the needs of the foul forces that now -reside in this peak. While the shape of the tunnel has been left -largely unmodified, several bronze doors have been added, visible -on both sides to the west, which presumably open onto chambers that -have been carved from the soft rock. -~ -0 8 0 -D1 -~ -~ -16777216 -1 1839 -D3 -~ -~ -0 -1 1841 -S -#1841 -A Lava Tunnel~ -Guttering torches cast looming shadows of you as you pass, the shadows -seeming to move of their own will in the flickering light. The air is -hot and still, and soon you are sweating profusely and begin to feel -dehydrated. How could living creatures stand to live in such a largely -inhospitable environment? At this point a bronze door is set north of -the tunnel. -~ -0 8 0 -D0 -~ -~ -3 -1 1842 -D1 -~ -~ -0 -1 1840 -D3 -~ -~ -0 -1 1843 -S -#1842 -A Storage Room~ -Sacks of grain and barrels of water and wine fill this chamber, doubtless -stolen from shipwrecked merchants or pirates. These supplies are being -stockpiled as if to provide provisions for a large force on the march; it -would seem the dark masters of this domain have imminent plans to expand -their malevolent magical operations. Zombies would have little need of -food or drink; apparently they have many henchmen that still live. -~ -0 8 0 -D2 -~ -~ -3 -1 1841 -S -#1843 -A Lava Tunnel~ -Onwards the tunnel continues, heading steadily deeper into the volcano's -fiery heart, though the tunnel does not ascend or descend noticeably. A -junction is visible west of here, and you can also see several armored men -moving about; this place is heavily guarded, almost as if those in command -were fully expecting intruders. A second bronze portal draws your eye; this -one is set in the south wall. -~ -0 8 0 -D1 -~ -~ -0 -1 1841 -D2 -~ -~ -7 -1 1844 -D3 -~ -~ -0 -1 1845 -S -#1844 -The Armory~ -This room is filled with wooden racks, from which several rather vicious -looking weapons and sturdy suits of metal armor hang. The guards that -you encountered must draw their attire from this place; the large gaps -in the racks show where such items have been removed recently. Most of -them have been newly forged; they must have the services of a skilled -smith. -~ -0 8 0 -D0 -~ -~ -7 -1 1843 -S -#1845 -A Junction~ -Several tunnels converge here, the ones to the north and east running -past numerous doors as far as you can see, while the one to the west -ends a short distance at a bronze door covered in indistinguishable -runes, although they do appear to be a dire warning! The air is thick -with smoke, and the stench of sulfur is strong. Most of it appears to -issue forth from behind the door to the west... -~ -0 8 0 -D0 -~ -~ -0 -1 1848 -D1 -~ -~ -0 -1 1843 -D3 -~ -~ -3 -1 1846 -S -#1846 -Chambers of the Envoy~ -This room has been decorated to resemble a fiery pit; in hell itself -perhaps, or more likely the elemental plane of fire, the home plane -of the primeval forces the dark priests of this island worship. Bronze -fittings shimmer in the heat from blazing fires in braziers, while the -walls are covered with long tapestries, many depicting the legendary -City of Brass, capital of the efreet. -~ -0 8 0 -D1 -~ -~ -3 -1 1845 -D2 -~ -tapestry~ -1035 -1 1847 -S -#1847 -A Solitary Cell~ -Behind the tapestry is secreted a tiny chamber, with barely enough room -for the inhabitant and his gaoler, the efreet. The walls are bare stone -and devoid of decorations, save for the tapestry to the north which is -the door to this room. The air is hot, and still, and must be unpleasant -to its unwilling inhabitant. -~ -0 3153929 0 -D0 -~ -~ -1035 -1 1846 -S -#1848 -The Lava Tunnel~ -This section of tunnel runs between two bends in the passages that run -through the top third of the volcano. Shadowy shapes can be made out -at the periphery of your vision, disappearing from sight when you spin -round to confront them. Only the aggressive guards, screaming curses -and drooling insanely, appear to be real. The walls are lined with a -large number of iron cressets, the light and heat from the torches at -times overpowering. -~ -0 8 0 -D0 -~ -~ -0 -1 1849 -D2 -~ -~ -0 -1 1845 -S -#1849 -A Bend in the Tunnel~ -The tunnel bends sharply to the west here, at a point where a large -bronze trapdoor is set in the floor. No markings can be seen, so it -is impossible to guess at what may lie below. It would be fair for -one to assume prudence would be the best choice, for if the hordes -of zombies and savages that inhabit this fell lair are any indication, -whatever lies below will most likely not be benign. -~ -0 8 0 -D2 -~ -~ -0 -1 1848 -D3 -~ -~ -0 -1 1851 -D5 -~ -trapdoor~ -3 -1 1850 -S -#1850 -A Fiery Pit~ -A wave of heat greets you as you shove the trapdoor open. A set of -stone steps descends into a pit that is for the most part aflame; -the floor is covered with glowing embers, while jets of flame burst -from holes in the walls at sporadic intervals. But this deathly hot -pit is not a torture chamber; it is the home of creatures who find -this environment as pleasing as your own home is to you. -~ -0 3153928 0 -D4 -~ -trapdoor~ -3 -1 1849 -> entry_prog 100~ -mea $n _red Flames lick at you as you enter! -mpdamage $n 20 -~ -> rand_prog 100~ -if ispc($r) -mea $r _red Flames lick at you! -mpdamage $r 20 -endif -~ -| -S -#1851 -The End of the Tunnel~ -The tunnel ends here, before three bronze doors, each bearing the rune -for fire, flanked by an unrecognizable series of runes unique to this -cult, which mark the function of those who reside beyond the portals. -At a guess, you would say the runes to the west seemed to be the most -dire, while those to the south resemble runes found on dwarven armor. -The runes to the north are totally unrecognizable. -~ -0 8 0 -D0 -~ -~ -3 -1 1852 -D1 -~ -~ -0 -1 1849 -D2 -~ -~ -3 -1 1853 -D3 -~ -~ -3 -1 1854 -S -#1852 -Haven of Flame~ -This chamber is well furnished, remarkable for this grim lair, sporting -a table, several chairs and a sumptuous divan, flanked by low tables -laden with bowls of lapis-lazuli, which are filled with sweetmeats, and -crystal decanters of fine wines accompany the lavish spread. The roof -boasts an impressive chandelier, doubtless stolen from some shipwrecked -noble's vessel, and the walls are covered in expensive tapestries. The -occupant of this chamber certainly enjoys his creature comforts. -~ -0 8 0 -D2 -~ -~ -3 -1 1851 -S -#1853 -The Smithy~ -Normally the heat of a smithy would be unbearable compared to the -climate without, especially in the northern regions of the Empire -from whence you hail. But in this place the fiery forge seems to -be almost cool; in a volcano where the ambient temperature can -soar to several thousand degrees, a bed of coals is nothing. What -smith works here is skilled, but doesn't seem to take care of what -he does; weapons lie strewn across the floor, many of them similar -to those used by the cult guardians. -~ -0 8 0 -D0 -~ -~ -3 -1 1851 -S -#1854 -A Fiery Altar~ -This chamber is bare, totally devoid of furnishings save for a small -stone altar, which is wreathed in a bluish flame that radiates not -heat but cold, a result of the merging between the cult of fire and -their dark allies in the death cult of X'ora. The entire room is as -cold as the grave, yet at the same time you do not shiver; it is as -if some internal heat warmed you from within, uncomfortably so. The -whole experience is quite unpleasant. -~ -0 8 0 -D1 -~ -~ -3 -1 1851 -S -#1855 -Ascending the Volcano~ -Onwards you climb, sweating profusely as you pass the cave entrance -below, the last refuge before you reach the summit, which still seems -to be far, far away. Birds of prey circle far above you, awaiting the -opportunity to peck at your corpse should you fall from the mountain -and strike the rocks below, as so many before you have done. Cawing, -they are yet another unpleasant element in what is already a rather -dispiriting adventure. -~ -0 0 5 -D4 -~ -~ -128 -1 1856 -D5 -~ -~ -128 -1 1839 -S -#1856 -Ascending the Volcano~ -Clambering over the skeleton of a deceased adventurer whose bones were -picked clean by the carrion birds, you find yourself at the base of a -stair, of obsidian, cut from the side of the volcano. Burning torches -are set every few feet, perched atop grinning human and orcish skulls, -the protruding tusks of the latter appearing more gruesome in death -than they were in life. The air is still, and hot, and waves of fiery -heat are accompanied by a growing premonition of dread. Your head is -aching unbearably, and you suspect it has little to do with the heat. -~ -0 0 5 -D4 -~ -~ -128 -1 1857 -D5 -~ -~ -128 -1 1855 -S -#1857 -The Peak of the Fiery Mountain~ -The stairs end at the lip of the volcano. A large obsidian altar rests -here, on a broad ledge, from which sacrificial victims are hurled into -the fiery heart of the volcano, which lies to the west. Clouds of ash -and smoke billow from the cone, choking you as you struggle in fierce -winds that threaten to sweep you from this rocky aerie. The torches of -skulls that surround you somehow manage to stay lit, despite the smoke -and wind, and burn fiercely. Howls and shrieks echo around the mouth -of the volcano, and you think you can see some sort of flickering flame -dancing high above the volcano, cavorting in the waves of heat. -~ -0 0 5 -D3 -~ -~ -0 -1 1899 -D5 -~ -~ -128 -1 1856 -S -#1858 -Circling the Volcano~ -Shards of bone litter this path, which is composed for the most part of -pumice of varying sizes, which crunch underfoot as you progress. Staked -heads gape from the stakes they have been impaled upon at various parts -of the route. A vile stench fills the air, mingling with the unpleasant -ash and dust that already assails your nostrils. Despite the tropical -heat, you can feel a definite chill about you. -~ -0 73856 5 -D2 -~ -~ -0 -1 1819 -D7 -~ -~ -0 -1 1859 -> entry_prog 50~ -mea $n _lbl A chill passes through you, causing you to shudder. -~ -| -S -#1859 -Circling the Volcano~ -The sense of unease grows as the mounds of human remains pile higher -to either side, obscene cairns to the slain, who perished at the hands -of the dark powers of the island when they failed to co-operate with -the sinister efforts to transform them into mindless undead. Doubtless -the source of the necromantic evils lies near here; this whole place -reeks of decay. It is not possible to further circle the volcano at -this point, as a huge mound of rock bars the way. However, the path -has diverted, heading due north into the jungle, which has been burnt -back either side. -~ -0 73856 5 -D0 -~ -~ -0 -1 1860 -D8 -~ -~ -0 -1 1858 -S -#1860 -A Gaping Hole~ -The path ends here, a short distance into the burnt back jungle, before -a gaping hole, the sides of which are slick with blood and gore. The -silence is almost deafening in its absoluteness; you try to talk, to -shout, to scream, but not a word passes your lips. Powerful, malignant -magicks are at work here, the powers of the dark gods of all the vile -evils of this world hold sway on this isle. -~ -0 73856 2 -D2 -~ -~ -0 -1 1859 -D5 -~ -~ -128 -1 1861 -> entry_prog 100~ -mea $n _red A flaming skull materializes before you! -mea $n _red Opening its mouth wide, it begins a horrid chant... -mea $n _lbl The flaming skull yells 'DEATH AWAITS THEE!' -mea $n _red With a roaring flash, the skull explodes! -~ -| -S -#1861 -The Pit of Decay~ -Gagging, you descend into the pit, the blood smearing your armor as -you pass. Skinned heads hang in bunches from stakes thrust into the -walls of the pit, while the surface below is knee deep in rotting -flesh and splintered bone. Yet still not a sound can be heard, but -this could be a blessing, for it spares you the horrified scream that -at times threatens to erupt from you. Even the darkest of souls could -not help but blanch at this total assault on all that is not dead. -~ -0 1122440 0 -D2 -~ -~ -0 -1 1862 -D4 -~ -~ -16777344 -1 1860 -S -#1862 -A Dank Tunnel~ -Creeping along the earthen tunnel, you have to consciously contort your -body to avoid the clusters of skinned body parts that sway before you -as if caught in some breeze, though the air is still. Sweat beads on -your brow as the intense humidity of this foul den begins to take its -toll, though you still feel as if icy hands were grasping your throat. -What vile manner of beast could possibly lurk in such a place, especially -of its own free will? -~ -0 73865 0 -D0 -~ -~ -0 -1 1861 -D8 -~ -~ -0 -1 1863 -S -#1863 -A Bend in the Passage~ -The passage bends sharply here, heading north, while to the south a -stout wooden door has been erected, barring passage in that direction. -Evidently whoever is the fell master of this domain is not entirely -certain of their position of power, or such security measures would be -unnecessary. The door bears no markings or visible locking mechanism. -~ -0 73865 0 -D0 -~ -~ -0 -1 1864 -D2 -~ -~ -39 -1 1870 -D7 -~ -~ -0 -1 1862 -S -#1864 -The Tunnel Continues~ -The tunnel bends again here, and again a door is set in the nearby -wall. It would appear not all of the occupants are mindless in this -lair; perhaps not all of them are willing either, though it would be -premature to hope for allies in this literally godsforsaken place. A -shiver runs up and down your spine as you sense the approach of yet -another mindless minion. -~ -0 73865 0 -D0 -~ -~ -7 -1 1865 -D1 -~ -~ -0 -1 1866 -D2 -~ -~ -0 -1 1863 -S -#1865 -A Dark Chamber~ -The sound of your own sharp inhalation as you enter the first room -devoid of body parts is the first indication that you have exited -the pervasive aura of silence that suffuses most of the tunnels in -this lair. The second indication is a gasp as you see a tripwire -running in front of the door, connected to a crossbow set directly -opposite the doorway. -~ -0 1056777 0 -D2 -~ -~ -7 -1 1864 -> entry_prog 100~ -if class($n) == thief -mea $n _lbl Your keenly honed senses and skills allow you to avoid the trap. -else -mea $n _lbl A crossbow shoots across the room, slamming into you! -mpdamage $n 25 -endif -~ -| -S -#1866 -A Perilious Intersection~ -Three tunnels converge at this point, marked by three naked human -females that have been crucified to the walls. Each is still barely -alive, their eyes rolling about in their heads, large chunks of skin -torn from their bodies where the zombies have feasted. A dull, deep -throbbing sound, much like a pulsing heart, is audible even in this -field of magical silence, and the victims spasm with each beat. All -three victims have been arranged so that they face the southeast. -Waves of heat and evil are both noticeable from this glowing passage. -~ -0 73865 0 -D3 -~ -~ -0 -1 1864 -D6 -~ -~ -0 -1 1868 -D8 -It would be inadvisable to progress there! -~ -~ -16777216 -1 1867 -> entry_prog 100~ -mea $n _lbl Your instincts scream at you to stay clear of the southeast. -~ -| -S -#1867 -A Grim Fate~ -Stepping into this tunnel is like stepping into a furnace. A blistering -heat issues from the redhot walls, searing the flesh from your bones, -though not before the booming pulse becomes loud enough to rupture your -fragile eardrums. Blood spurts from every orifice as an intense pressure -is brought to bear on your burning flesh, and as your head explodes your -limbs are crushed to jelly. -~ -0 2171023 0 -S -#1868 -Before the Portal of Bone~ -The tunnel ends here, before a door fashioned from the bones of a dozen -victims, of various races. A grinning skull set in the center serves as -the handle, while ribs and femurs form the frame. Flayed hide has been -stretched over parts of the door, and it trembles as you approach, as if -it senses your presence. This would appear to be the core of this grim -lair of the undead. -~ -0 73865 0 -D0 -~ -~ -16777217 -1 1869 -D9 -~ -~ -0 -1 1866 -> entry_prog 100~ -if isimmort($n) -else -if level($n) > 30 -mea $n _lbl A ghostly voice speaks inside your head. -mea $n _lbl "You have greater challenges to face than this, $n!" -mea $n _whi A blinding flash of light dazzles you, and you are hurled away! -mptrans $n 21001 -mpat 0.$n mer 0.$n _whi $n appears suddenly, looking confused. -else -endif -endif -~ -| -S -#1869 -The Heart of Evil~ -Stepping into this fell chamber is like stepping into a beating, -pulsing human heart. The walls shudder and spasm, dripping a dark -red ichor that resembles blood, but is something else, something -much fouler. The lairs of the great Lords of Chaos, from the Priest -King of Xchantharus, to the Necromancer and the legendary Choak -Niglim, all possess a singular trait- their strongholds are often -crafted from living flesh, and writhe disgustingly of their own -accord, bound against their will by the power of Chaos. The death -lich is a mere apprentice to their lofty heights of power, but he -nevertheless is a tough opponent. -~ -0 3153993 0 -D2 -~ -~ -1 -1 1868 -S -#1870 -Chamber of Mutation~ -The first realization you have upon entering this room is relief that -the veil clouding both your magic and your vocal chords appears to -have lifted. Unfortunately, this revelation came about as you shrieked -and prepared your magical defenses upon spying the horrid, twisted -occupant of this dark chamber. -~ -0 1056777 1 -D0 -~ -~ -39 -1 1863 -S -#1871 -Climbing the Tree~ -Clambering up the thick vine, you are instantly aware of several pairs -of eyes watching you, from the dense, impenetrable foliage. A high -pitched chattering begins nearby; a monkey, perhaps, or one of those -indigenous to this place communicating with his or her fellows? At any -rate, you are certain that this vine has been placed here by design -rather than accident, and that it leads to the lair of some of those -same indigenous peoples. -~ -0 0 3 -D4 -~ -~ -128 -1 1872 -D5 -~ -~ -128 -1 1815 -S -#1872 -Assault from Above~ -Nearing the top of the vine, you can make out a wooden platform, that -was not visible from even five feet away, so well-camoflagued it is. -A soft hooting noise, not unlike the owls of your homeland, starts up -now, and you are certain that your progress is being carefully watched, -even prepared for. Feeling increasingly vulnerable hanging from this -vine, you hasten your ascent. -~ -0 0 3 -D4 -~ -~ -128 -1 1873 -D5 -~ -~ -128 -1 1871 -> entry_prog 50~ -mea $n _yel A sharp whistling noise marks the approach of a hurled projectile! -if dex($n) > 15 - if rand(75) - mea $n You manage to swing to the left, and the wooden spear hurtles past. - else - mea $n Despite your swift reactions, the spear glances off your shoulder! - mpdamage $n 25 - if str($n) > 16 - mea $n Fortunately you do not lose your grip. - else - mea $n You cry out, and lose your grip! You plummet downwards... - mptrans $n 1815 - mpat 0.$n mea 0.$n You smash into the ground, hard! - mpat 0.$n mer 0.$n $n comes hurtling in from above! - mpat 0.$n mpdamage 0.$n 50 - endif - endif -else -if lck($n) > 15 - if rand(75) - mea $n Luck shines on you, and the spear misses you by a long shot. - mpforce $n whew - else - mea $n Fortune abandons you; the spear sinks into your chest! - mpdamage $n 50 - mea $n You cry out, and lose your grip! You plummet downwards... -mptrans $n 1815 -mpat 0.$n mea 0.$n You smash into the ground, hard! -mpat 0.$n mer 0.$n $n comes hurtling in from above! -mpat 0.$n mpdamage 0.$n 50 -endif -else -mea $n The spear slams into you, killing you instantly! -mpslay $n -endif -endif -~ -| -S -#1873 -A Wooden Platform~ -The vine terminates at a wooden platform, upon which rest several beds -of moss. A small wooden table, crudely made, bears an earthenware -bowl loaded with berries, an obvious sign of sentient, albeit rather -primitive, habitation. The air is humid, and uncomfortably warm, as -you would expect in this jungle-covered isle. -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D0 -~ -~ -0 -1 1874 -D1 -~ -~ -0 -1 1877 -D5 -~ -~ -16777344 -1 1872 -S -#1874 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D2 -~ -~ -0 -1 1873 -D3 -~ -~ -0 -1 1875 -S -#1875 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D0 -~ -~ -0 -1 1876 -D1 -~ -~ -0 -1 1874 -S -#1876 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D2 -~ -~ -0 -1 1875 -S -#1877 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D2 -~ -~ -0 -1 1878 -D3 -~ -~ -0 -1 1873 -S -#1878 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D0 -~ -~ -0 -1 1877 -D1 -~ -~ -0 -1 1879 -S -#1879 -A Wooden Platform~ -The platform continues all around, a confusing maze of twisting rope -bridges and tangled vines. Creatures scurry about on all sides of you, -some venturing forth to make contact. The sole possessions you spy -are rude and barely functional; it doesn't appear that you will have -the opportunity to loot much here. -~ -0 8 0 -D3 -~ -~ -0 -1 1878 -S -#1880 -Connx Room~ -Connect this room to an ocean, mention in the connx room desc that -players can see an island surrounded by a reef. -~ -0 0 1 -D0 -~ -~ -0 -1 1800 -S -#1898 -A Fiery Death~ -The incredible heat rising from the molten core of the firemountain -sears the flesh from your bones long before your very dead body sinks -into the lava, melting along with every earthly possession you owned. -~ -0 3153935 0 -S -#1899 -Hovering Above a Volcano~ -You find yourself in a highly undesirable position. Hovering only a -hair-singeing short distance above the maw of the volcano, you can -even here feel the heat rapidly dehydrating you and scalding your -skin. Every metal object in your possession begins to glow as it is -heated, and blisters form on your skin. A howling, shrieking wind -gusts up out of the fiery mountain, assaulting you at sporadic and -untimely intervals. To fall here would mean a horrible death, beyond -redemption. -~ -0 19931149 0 -D1 -~ -~ -0 -1 1857 -D5 -Death by fire! -~ -~ -0 -1 1898 -S -#0 - - -#RESETS -R 0 1873 3 -R 0 1874 3 -R 0 1875 3 -R 0 1876 3 -R 0 1877 3 -R 0 1878 3 -R 0 1879 3 -D 0 1806 1 1 -M 1 1800 1 1807 -G 1 1801 1 -O 1 1800 1 1807 -P 0 1802 1 0 -D 0 1807 3 1 -M 1 1801 7 1809 -E 1 1814 1 7 -M 1 1801 7 1809 -E 1 1814 1 7 -M 1 1801 7 1810 -E 1 1814 1 7 -M 1 1809 1 1812 -M 1 1801 7 1813 -E 1 1814 1 7 -M 1 1801 7 1813 -E 1 1814 1 7 -O 1 1803 1 1814 -M 1 1801 7 1817 -E 1 1814 1 7 -M 1 1801 7 1817 -E 1 1814 1 7 -M 1 1811 1 1819 -E 1 1816 1 19 -E 1 1817 1 13 -E 1 1818 1 6 -E 1 1819 1 16 -E 1 1820 1 18 -D 0 1824 1 2 -D 0 1824 3 2 -M 1 1806 1 1825 -E 1 1809 1 19 -D 0 1825 1 2 -M 1 1807 1 1826 -E 1 1810 1 3 -E 1 1811 1 9 -M 1 1808 3 1826 -M 1 1808 3 1826 -M 1 1808 3 1826 -D 0 1826 3 2 -M 1 1805 3 1827 -M 1 1805 3 1827 -M 1 1805 3 1827 -M 1 1813 1 1828 -G 1 1828 1 -O 1 1827 1 1828 -P 0 1829 1 0 -M 1 1804 3 1829 -M 1 1804 3 1829 -M 1 1804 3 1829 -M 1 1810 1 1830 -E 1 1812 1 11 -E 1 1813 1 6 -D 0 1832 2 1 -M 1 1802 1 1833 -E 1 1804 1 14 -E 1 1805 1 3 -E 1 1806 1 16 -D 0 1833 0 1 -M 1 1803 1 1835 -E 1 1807 1 7 -E 1 1808 1 13 -E 1 1830 1 16 -M 1 1814 3 1841 -E 1 1831 1 5 -E 1 1832 1 7 -E 1 1833 1 20 -E 1 1834 1 16 -E 1 1838 1 17 -E 1 1853 1 0 -D 0 1841 0 1 -O 1 1837 1 1842 -D 0 1842 2 1 -D 0 1843 2 2 -O 1 1831 1 1844 -O 1 1832 1 1844 -O 1 1834 1 1844 -D 0 1844 0 2 -M 1 1814 3 1845 -E 1 1831 1 5 -E 1 1832 1 7 -E 1 1833 1 20 -E 1 1834 1 16 -E 1 1838 1 17 -E 1 1853 1 0 -D 0 1845 3 1 -M 1 1816 1 1846 -E 1 1835 1 16 -E 1 1836 1 17 -E 1 1853 1 0 -O 1 1841 1 1846 -D 0 1846 1 1 -D 0 1846 2 1 -M 1 1817 1 1847 -E 1 1839 1 14 -E 1 1839 1 15 -E 1 1840 1 8 -O 1 1842 1 1847 -D 0 1847 0 1 -M 1 1814 3 1849 -E 1 1831 1 5 -E 1 1832 1 7 -E 1 1833 1 20 -E 1 1834 1 16 -E 1 1838 1 17 -E 1 1853 1 0 -D 0 1849 5 1 -M 1 1818 3 1850 -M 1 1818 3 1850 -M 1 1818 3 1850 -D 0 1850 4 1 -M 1 1821 1 1851 -E 1 1849 1 5 -E 1 1847 1 9 -E 1 1848 1 7 -E 1 1850 1 8 -E 1 1851 1 6 -E 1 1852 1 10 -D 0 1851 0 1 -D 0 1851 2 1 -D 0 1851 3 1 -M 1 1820 1 1852 -E 1 1843 1 17 -E 1 1844 1 12 -G 1 1845 1 -P 0 1846 1 0 -D 0 1852 2 1 -M 1 1819 1 1853 -D 0 1853 0 1 -M 1 1815 1 1854 -D 0 1854 1 1 -M 1 1822 1 1857 -E 1 1854 1 12 -G 1 1855 1 -E 1 1853 1 0 -G 1 1846 1 -E 1 1856 1 16 -M 1 1823 4 1862 -E 1 1819 1 16 -E 1 1818 1 6 -E 1 1816 1 19 -E 1 1817 1 13 -M 1 1823 4 1863 -E 1 1819 1 16 -E 1 1818 1 6 -E 1 1817 1 13 -E 1 1816 1 19 -M 1 1823 4 1863 -E 1 1819 1 16 -E 1 1818 1 6 -E 1 1817 1 13 -E 1 1816 1 19 -D 0 1863 2 2 -D 0 1864 0 2 -M 1 1825 1 1865 -E 1 1857 1 16 -E 1 1858 1 5 -E 1 1859 1 8 -E 1 1860 1 18 -D 0 1865 2 2 -M 1 1823 4 1866 -E 1 1818 1 6 -E 1 1819 1 16 -E 1 1817 1 13 -E 1 1816 1 19 -D 0 1868 0 0 -M 1 1826 1 1869 -E 1 1862 1 6 -E 1 1820 1 16 -D 0 1869 2 0 -M 1 1824 1 1870 -D 0 1870 0 2 -M 1 1827 1 1873 -E 1 1863 1 16 -E 1 1864 1 5 -M 1 1828 4 1875 -E 1 1863 1 16 -E 1 1864 1 5 -M 1 1828 4 1875 -E 1 1863 1 16 -E 1 1864 1 5 -M 1 1829 2 1876 -E 1 1864 1 5 -E 1 1865 1 3 -M 1 1828 4 1878 -E 1 1863 1 16 -E 1 1864 1 5 -M 1 1828 4 1878 -E 1 1863 1 16 -E 1 1864 1 5 -M 1 1829 2 1879 -E 1 1865 1 3 -E 1 1864 1 5 -M 1 1812 1 1899 -S - - -#SHOPS -0 - - -#REPAIRS - 1819 9 5 0 200 1 0 23 ; an enslaved dwarven smith -0 - - -#SPECIALS -M 1800 spec_fido -M 1804 spec_fido -M 1805 spec_fido -M 1808 spec_fido -M 1812 spec_breath_fire -M 1815 spec_cast_cleric -M 1816 spec_breath_fire -M 1817 spec_cast_mage -M 1818 spec_breath_fire -M 1820 spec_cast_mage -M 1821 spec_breath_gas -M 1822 spec_cast_cleric -M 1824 spec_fido -M 1826 spec_cast_undead -M 1827 spec_cast_cleric -M 1828 spec_cast_cleric -M 1829 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/jher.are b/data/realm/areas_smaug1.4a/jher.are deleted file mode 100644 index eec26c7..0000000 --- a/data/realm/areas_smaug1.4a/jher.are +++ /dev/null @@ -1,858 +0,0 @@ -#AREA Lair of Jher~ - -#VERSION 1 - -#AUTHOR Garth~ - -#RANGES -35 55 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#32700 -Jher~ -Jher~ -Jher looks into your eyes, and freezes you with his stare. -~ -You feel incredibly overwhelmed by the power in this evil man's eyes. -~ -79 8872 0 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32701 -warg young~ -a young warg~ -A young warg notices you and grins evilly. -~ -He has been waiting for you to practice his newly learned skill of thievery. -~ -197 33320 0 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32702 -knanath~ -Knanath~ -Knanath, Jher's pet, bares his fangs as he lunges at your throat. -~ -If Knanath hasn't ripped your throat out by now, he must not be hungry. -~ -103 554 0 S -43 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32703 -adult mother warg~ -warg mother~ -An adult warg stands here surrounded by small warg children. -~ -Stay away from her children or she will protect them more viciously than you -could imagine. -~ -69 552 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#32704 -warg father~ -warg father~ -A large warg stands here looking for anything to attack for fun. -~ -Don't mess with this beast, he will kill you before you can scream. -~ -69 33320 0 S -42 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32705 -young hungry warg~ -the young hungry warg~ -A young warg huddles under the light of the torch and sucks on a bone. -~ -He looks at you and licks his chops. Obviously he would rather suck on you. -~ -199 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32706 -snake~ -the snake~ -A snake senses your fear with his tongue as he wraps himself around your legs. -~ -You see venom dripping off its fangs. -~ -99 552 0 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32707 -beorn~ -Beorn~ -A huge black bear is hidden in the shadows. -~ -Beorn looks at you and says 'will you help me kill Jher?' -~ -65 1155752 0 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32708 -bat~ -the bat~ -A bat swoops down at your face. -~ -You can see his black eyes, and hear his sonic screech as he judges the -distance between it and you. -~ -97 524840 0 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32709 -Htrag warg breeder~ -Htrag~ -Htrag is here tending to the newly born warg litter. -~ -Htrag looks back at you and flashes his fangs because he knows what he and -these new pups will feast on. -~ -67 680 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32710 -female warg breeder~ -the female warg~ -A female warg shies against the far wall of the cage. -~ -She growls at you and screams for help. -~ -71 552 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#32711 -male warg breeder~ -the male warg~ -The male breeder warg jumps to rip your throat out. -~ -You see a creature with huge fangs dripping drool. He is covered in matted -brown hair and his eyes glow. -~ -103 552 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32712 -Sapth slave~ -Sapth~ -Sapth, Jher's slave, looks to you for help. -~ -His eyes are pleading for someone to free him from Jher's bondage. -~ -197 808 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32713 -left huge warg guard~ -the guard~ -A huge warg stands to the left of the door guarding whatever is inside. -~ -Obviously a warrior, this beast was bred to fight and kill. -~ -71 552 0 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32714 -right huge warg guard~ -the guard~ -A huge warg stands to the right of the door guarding whatever is inside. -~ -Obviously a warrior, this beast was bred to fight and kill. -~ -71 552 0 S -42 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32715 -shaanh~ -Shaanh~ -Shaanh, Jher's love slave, cowers in the corner. -~ -She is wearing close to nothing and she has marks and slashes all over her -body from some unthinkable torture. -~ -193 66344 0 S -37 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#32716 -fish hideous one-eyed~ -the hideous one-eyed fish~ -A hideous creature with one blind eye and a huge mouth swims between your legs. -~ -The fish is disgusting. It has one clouded eye, but it can sense you're there -because of your distinct smell. -~ -193 552 0 S -38 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#32700 -pile of gold~ -a pile of gold~ -A small glistening pile of gold catches your eye.~ -~ -20 1 1 -10000 0 0 0 -1 0 0 -#32701 -bone key~ -a key made of bone~ -A hard white key was left on the floor.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#32702 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1 -35 -1 -1 -1 -1 0 0 -'kindred strength' 'heal' 'heal' -#32703 -curved dagger jher's~ -Jher's curved dagger~ -Jher's evil curved dagger is here glowing.~ -~ -5 1 0 -0 0 0 11 -3 0 0 -A -12 120 -A -19 10 -A -13 100 -A -4 2 -A -1 -1 -#32704 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1 -35 -1 -1 -1 -1 0 0 -'armor' 'heal' 'create food' -#32705 -breeding formula~ -breeding formula~ -Special warg breeding formula was left here.~ -~ -10 64 1 -35 -1 -1 -1 -1 0 0 -'word of recall' 'blindness' 'sleep' -A -19 5 -A -13 25 -#32706 -beorn's fury~ -Beorn's fury~ -A huge set of teeth are rotting like a skull in the desert.~ -~ -5 64 0 -0 0 0 10 -2 0 0 -A -18 5 -A -19 8 -#32707 -key~ -large brass key~ -A large brass key shimmers here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#32708 -throne~ -the throne~ -A huge golden throne covered in jewels.~ -~ -12 1 0 -0 0 0 0 -5 0 0 -#32709 -key jewel topaz~ -a key made of topaz~ -A key made of some fine cut amber colored jewell is on the floor.~ -~ -18 1 0 -0 0 0 0 -5 0 0 -#32710 -carved ebony figurine~ -a carved ebony figurine~ -You can barely make out a small black rock under all the dust.~ -~ -18 32 1 -0 0 0 0 -1 0 0 -#32711 -dusty golden trunk chest~ -the golden chest~ -A large dusty trunk was left in the corner, looks like a good place to sit.~ -~ -15 64 0 -100 15 9910 0 -5 0 0 -#32712 -diamond bracelet~ -a diamond bracelet~ -A diamond bracelet sparkles here.~ -~ -9 1 0 -5 0 0 0 -5 0 0 -A -12 50 -#32713 -broken scroll~ -a broken scroll~ -A bound roll of paper is hidden here.~ -~ -2 2 1 -50 -1 -1 -1 -5 0 0 -'heal' 'word of recall' 'refresh' -#32714 -glowing zapath necklace~ -a glowing zapath necklace~ -A necklace carved from a blood red stone was left here.~ -~ -9 1 0 -7 0 0 0 -1 0 0 -A -14 100 -A -19 4 -#32715 -gold pill coin~ -a gold coin~ -A small gold coin catches your eye here.~ -~ -26 1 1 -0 -1 -1 -1 -5 0 0 -'detect invis' 'NONE' 'NONE' -#0 - - -#ROOMS -#32700 -Descent into the Lair of Jher~ -As you descend deeper into the lair, you hear the sound of howling -wargs. You feel a tingling in your back, and the hair on the back of your -neck stands on end. -~ -0 1 3 -D1 -~ -~ -0 -1 32702 -D2 -~ -~ -0 -1 32701 -D4 -~ -~ -0 -1 14791 -S -#32701 -Mouth of a Cave~ -You see an eerie crack in the mountain face. Some strange power -creates an urge to explore further. -~ -0 1 3 -D0 -~ -~ -0 -1 32700 -S -#32702 -Descent into the Lair of Jher~ -As you descend deeper into this realm of unknown, you sense an -impending danger and reconsider your travel into the darkness. Only if you -are among the strong will you continue. -~ -0 1 2 -D3 -~ -~ -0 -1 32700 -D5 -~ -~ -0 -1 32703 -S -#32703 -A Room in the Cave~ -This room is lit by torches, but even brighter are the eyes of the -wargs that come to this room to feast. These creatures are unique because -they are continuously hungry. This is not a good place to be. Your gaze -passes from a young warg's glowing eyes to his drooling mouth. -~ -0 8 2 -D2 -~ -~ -0 -1 32704 -D3 -~ -~ -0 -1 32706 -D4 -~ -~ -0 -1 32702 -S -#32704 -A Room in the Cave~ -This room stinks of warg defecation. The room is also scattered about -with bones from old kills. One dim torch in the corner provides the only -light. You feel very frightened. As you look in disgust at the bones, you can -see the traces of a trapdoor underneath. -~ -0 8 2 -D0 -~ -~ -0 -1 32703 -D5 -A trapdoor is buried under a pile of bones.~ -trapdoor~ -1 -1 32705 -S -#32705 -Small Treasure Room~ -Before you came along this room had not seen light since Jher was only -a young man studying the ways of taming the wild. Your eyes are stunned by a -glistening pile of gold at your feet. Once you can pry your eyes away from -the pile of gold, you notice the snakes slithering up and around your legs. -~ -0 1 0 -D4 -~ -~ -1 -1 32704 -S -#32706 -An Unlit Hallway~ -As you journey deeper into the cave, the sounds of howling get louder. -However, the only thing you can hear is the sound of your pounding heart. The -hallway continues west, but you also see a crack you may be able to pass -through to the south. You hear the sound of bats flapping overhead. -~ -0 1 0 -D1 -~ -~ -0 -1 32703 -D2 -~ -~ -0 -1 32707 -D3 -~ -~ -0 -1 32712 -S -#32707 -A Crack in the Wall~ -For some unknown reason, you have decided to explore this crack. The -thing you never know about caves is when you might fall into a bottomless pit. -You hear the dripping of an underground stream, and think about the horrible -things that may be swimming or growing in it. -~ -0 1 0 -D0 -~ -~ -0 -1 32706 -D3 -~ -~ -0 -1 32708 -S -#32708 -The Disgusting Underground Pool~ -You find youself up to your waist in muck. The stench is overwhelming -and you have the urge to vomit, but are afraid what creatures that might -attract. -~ -0 1 0 -D1 -~ -~ -0 -1 32707 -D2 -~ -~ -0 -1 32709 -D3 -~ -~ -0 -1 32711 -S -#32709 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1 0 -D0 -~ -~ -0 -1 32708 -D3 -~ -~ -0 -1 32710 -S -#32710 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1 0 -D0 -~ -~ -0 -1 32711 -D1 -~ -~ -0 -1 32709 -S -#32711 -The Disgusting Underground Pool~ -You are waist deep in muck. The stench is overwhelming. -~ -0 1 0 -D1 -~ -~ -0 -1 32708 -D2 -~ -~ -0 -1 32710 -S -#32712 -An Unlit Hallway~ -The celing of this hall is getting higher. You do not have to be in a -crouch as you walk. As you straighten your back and look ahead you see the -most hideous thing you have ever seen. -~ -0 4 0 -D1 -~ -~ -0 -1 32706 -D3 -~ -~ -0 -1 32713 -S -#32713 -Breeding Room~ -You see two cages, one to the north, and one to the south. The -screaming and howling from the two cages blend together into a terrifying -sound which brings you to the border of insanity. -~ -0 8 2 -D0 -~ -~ -1 32701 32715 -D1 -~ -~ -0 -1 32712 -D2 -~ -~ -1 32701 32714 -D3 -~ -~ -0 -1 32716 -S -#32714 -The Male Warg Holding Cage~ -The animals in this cage, jump at you as you open the cage door. The -door you just opened provides the fastest route to the female cage across the -room. These disgusting wargs never get enough of two things, food and female -wargs. You may have just provided them with both. -~ -0 1 0 -D0 -~ -~ -1 32701 32713 -S -#32715 -The Female Warg Holding Cage~ -These female wargs are in absolute terror of the males in the cage -across the room. As you entered this cage, they mistake you for a male sent -in to proliferate the dirty warg race. However once they realize it is only -you, they try to remember when the last time they ate was. -~ -0 1 0 -D2 -~ -~ -1 -1 32713 -S -#32716 -A Further Descent~ -This path is totally devoid of light. As you keep walking west you -bump into a slimy wall and by feeling determine that the tunnel now turns -southward. -~ -0 1 0 -D1 -~ -~ -0 -1 32713 -D2 -~ -~ -0 -1 32717 -S -#32717 -A Further Descent~ -After making the turn southwards, you are dismayed to discover that -once again the tunnel goes down. But you are comforted because you know that -you have at least made it this far alive. -~ -0 1 0 -D0 -~ -~ -0 -1 32716 -D5 -~ -~ -0 -1 32718 -S -#32718 -The Passage to the Throne Room~ -As you reach the bottom of your climb you straighten up and look -northwards. There is a huge wood and iron door, with a round brass handle. -There are two large warg warriors standing guard at either side of this door. -To get by, you will either have to kill them or sneak by and pick the lock. -~ -0 1 0 -D0 -~ -~ -1 32707 32719 -D4 -~ -~ -0 -1 32717 -S -#32719 -Southern end of the Throne Room~ -This must be a throne room. The ruler of these wargs must be very -wealthy, but he also must be cruel to live in such luxury while all his slaves -suffer. -~ -0 8 2 -D0 -~ -~ -0 -1 32720 -D2 -~ -~ -1 -1 32718 -S -#32720 -Northern End of the Throne Room~ -There is a huge throne made of the finest gold and glistening with the -finest jewels. Even with all this brightness, you are overwhelmed by darkness, -for Jher sits on the throne. -~ -0 8 2 -D0 -~ -~ -33 32709 32721 -D2 -~ -~ -0 -1 32719 -S -#32721 -Jher's Bedroom~ -This is where Jher sleeps. To avoid the chance of the wargs attacking -him in anger while he sleeps, he specially bred Knanath to protect him. The -bedroom is dark, for Jher loves the darkness. Above the bed you see a hole to -another tunnel. This was to be his escape route if was ever trapped in his -room. -~ -0 1 0 -D2 -~ -~ -33 -1 32720 -D4 -~ -~ -0 -1 32722 -S -#32722 -Tunnel Above Jher's Bedroom~ -This tunnel has never been used because Jher never had the need. -After the climb up here, it levels off and turns south. -~ -0 1 0 -D2 -~ -~ -0 -1 32723 -D5 -~ -~ -0 -1 32721 -S -#32723 -A Small Tunnel~ -Since Jher had never used this tunnel, he never paid any attention to -its upkeep. You have to crawl now, and as you crawl, you seem to be ascending. -~ -0 1 0 -D0 -~ -~ -0 -1 32722 -D2 -~ -~ -0 -1 32724 -S -#32724 -The Secret Room~ -When you finally make it to this room, you are incredibly exhausted. -You sit down to rest on an old trunk. As you sit, you brush aside some dust -on the trunk. The shine from your light off the golden chest is blinding. As -you try to open it, you realize in disappointment that it is locked. -However -if you look around, you may find something hidden that will open it. -~ -0 1 0 -S -#0 - - -#RESETS -M 1 32703 1 32703 -M 1 32701 2 32703 -M 1 32704 1 32703 -M 1 32705 1 32704 -D 1 32704 5 1 -M 1 32706 2 32705 -O 1 32700 100 32705 -D 1 32705 4 1 -M 1 32708 2 32706 -M 1 32708 1 32708 -M 1 32716 1 32709 -M 1 32708 1 32710 -M 1 32716 1 32711 -M 1 32709 1 32713 -E 1 32701 1 17 -D 1 32713 0 2 -D 1 32713 2 2 -M 1 32711 2 32714 -D 1 32714 0 1 -M 1 32710 2 32715 -D 1 32715 2 1 -M 1 32712 1 32717 -M 1 32714 1 32718 -M 1 32713 1 32718 -D 1 32718 0 2 -D 1 32719 2 1 -M 1 32700 1 32720 -E 1 32703 100 16 -G 1 32709 100 -O 1 32708 100 32720 -D 1 32720 0 2 -M 1 32702 1 32721 -M 1 32715 1 32721 -E 1 32712 100 14 -E 1 32712 100 15 -D 1 32721 2 1 -O 1 32711 100 32724 -O 1 32714 100 32724 -O 1 32715 100 32724 -S - - -#SHOPS - 32709 10 10 10 10 10 105 100 0 23 ; Htrag -0 - - -#REPAIRS -0 - - -#SPECIALS -M 32700 spec_breath_lightning -M 32701 spec_thief -M 32702 spec_guard -M 32703 spec_poison -M 32704 spec_fido -M 32705 spec_fido -M 32706 spec_poison -M 32707 spec_breath_lightning -M 32708 spec_poison -M 32709 spec_guard -M 32710 spec_poison -M 32711 spec_thief -M 32712 spec_janitor -M 32713 spec_guard -M 32714 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/juargan.are b/data/realm/areas_smaug1.4a/juargan.are deleted file mode 100644 index 086c285..0000000 --- a/data/realm/areas_smaug1.4a/juargan.are +++ /dev/null @@ -1,1726 +0,0 @@ -#AREA Kingdom of Juargan~ - -#VERSION 1 - -#AUTHOR Anon~ - -#RANGES -10 25 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#4700 -dwarf~ -the small dwarf~ -A small dwarf is here mining at the tunnel walls. -~ -The small dwarf is dirty and dressed only in a small tunic and leggings. His -beard is encrusted with cracked rock and dust from the tunnel walls. -~ -5 0 500 S -7 13 3 1d10+150 1d8+0 -50 1600 -112 112 1 -#4701 -dwarf~ -the small dwarf~ -A small dwarf is here, on the watch for Duergar. -~ -The small dwarf is dressed in colorful clothing and has a full and long beard. -His eyes are keen and sharp, well suited for sight in the dark tunnels of the -mines. -~ -5 0 500 S -5 18 5 1d12+60 1d8+0 -100 900 -112 112 1 -#4702 -dwarf guard~ -the dwarf guard~ -A small dwarf is here, dressed in a makeshift suit of armor. -~ -This small dwarf is the militia of the Dwarven Kingdom it watches over. The -small body is strong which makes him a match for any foe. The armor of the -dwarf is of no use to anyone but him, but provides adequate defense. -~ -3 0 700 S -10 10 0 1d12+170 1d8+6 -150 3500 -112 112 1 -#4703 -dwarf yentle~ -Yentle the dwarf~ -A small dwarf sits here trying to grow a new rock. -~ -The insane little dwarf who thinks he can grow a rock. He is dressed in many -yellows and oranges, and seems to have a happy look about him despite his years -of failure at growing rocks. -~ -5 8 1000 S -10 11 2 10d10+100 2d6+1 -300 9000 -108 108 1 -#4704 -juargan dwarf king~ -Juargan the Dwarven King~ -Juargan the Dwarven King sits here upon his throne, looking out over his gardens. -~ -The small king is bulging at the seems with muscle. He is dressed in nothing -but a noble robe made of a grey silk. His face has a visage of stone like his -surroundings, as if his burden has become to much for him. -~ -3 8 1000 S -27 -1 -10 27d27+270 3d6+9 -1000 90000 -108 108 1 -#4705 -duergar dwarf~ -the duergar dwarf~ -A repulsive Duergar is here, biting at its own arm. -~ -The Duergar are the outcast dark dwarves. They have grown insane through -their isolation from the rest of the dwarven population and have become bitter -enemies with them. -~ -37 8 -1000 S -8 13 3 2d10+150 2d4+0 -100 2900 -112 112 1 -#4706 -grimdale king dwarf~ -Grimdale the ancient king~ -A ancient and partially decayed dwarf lies here ever so silent. -~ -The ancient king of the dwarves lies here. Forgotten over the past decades -his once cherished body has fallen into utter decay. His once cheery face has -turned into a crude scowl as you can feel that his soul is not at ease. -~ -35 40 -999 S -27 -1 -10 27d27+270 2d10+9 -0 100000 -112 112 1 -#4707 -rock worm dreaded~ -The dreaded rock worm~ -The dreaded rock worm has blasted through the rock wall, its jaws open wide! -~ -The jaws of this strange beast are large enough to fit at lease two dwarves -into. Judging by the size you can see that is has been eating quite a few too -many dwarves as it's body is at least five feet in diameter. -~ -35 8 0 S -20 10 5 4d10+250 3d4+6 -4000 28000 -112 112 0 -#4708 -spirit dwarf~ -a dwarven spirit~ -A small dwarven spirit is at unrest here. -~ -The small spirit screams in agony as it is bound to this wretched existence. -The soul of some unfortunate dwarf now has to fly aimlessly through this chamber -of eternal pain. -~ -35 168 -999 S -15 6 1 5d10+150 2d6+3 -0 28000 -112 112 0 -#0 - - -#OBJECTS -#4700 -key small~ -a small key~ -A small key of red rock lies here on the ground.~ -~ -18 0 1 -2 0 0 0 -1 10 1 -#4701 -pick mining~ -a mining pick~ -A small pick lies here on the ground.~ -~ -5 0 8193 -0 1 6 11 -10 100 20 -#4702 -helm dwarven~ -a dwarven helm~ -A large dwarven helm lies here on the ground.~ -~ -9 0 17 -6 0 0 0 -10 1000 100 -#4703 -plate dwarven breast~ -a dwarven breast plate~ -A dwarven breast plate lies here on the ground.~ -~ -9 0 9 -10 0 0 0 -15 1500 150 -#4704 -shield large dwarven~ -a large dwarven shield~ -A large dwarven shield lies here on the ground.~ -~ -9 1 513 -4 0 0 0 -7 2000 200 -A -17 -2 -A -24 4 -#4705 -coins large pile~ -a large pile of coins~ -A large pile of coins are piled here.~ -~ -20 0 1 -30000 0 0 0 -1 0 0 -#4706 -dwarven battle axe~ -a large dwarven battle axe~ -A large battle axe lies here on the ground.~ -~ -5 320 8193 -0 2 12 1 -5 10000 100 -E -dwarven battle axe~ -It is engraved with beautiful dwarven runes.~ -A -18 1 -A -19 1 -#4707 -large stone sarcophagus~ -a large stone sarcophagus~ -A large stone sarcophagus lies here, the lid fallen on the floor.~ -~ -15 0 0 -1000 1 -1 0 -1000 0 0 -#4708 -staff ruling large~ -the staff of ruling~ -A large and intricate staff rests here.~ -~ -4 2 16385 -25 5 5 -1 -10 10000 100 -'charm person' -#0 - - -#ROOMS -#4700 -The Spiral Stair~ -A spiral stone stair leads up higher in the mountain, spiraling into the -spine of the Dra-Korrin. A small glint of light can be seen far up the -stair shaft. -~ -0 0 1 -D3 -~ -~ -0 -1 4701 -D4 -~ -stone~ -1 -1 4772 -S -#4701 -Mines~ -A small glint of the burning torches is all that lights the way here. Spots -along the jagged wall show that these mines are rich as gold and silver glitters -all around you. -~ -0 0 1 -D1 -~ -~ -0 -1 4700 -D3 -~ -~ -0 -1 4702 -S -#4702 -Mines~ -This small dark tunnel continues to the north where to light no longer allows -normal sight. To the east the small mine leads a a better lit area and you can -smell a brisk fresh air. -~ -0 0 1 -D0 -~ -~ -0 -1 4703 -D1 -~ -~ -0 -1 4701 -S -#4703 -Mines~ -This small tunnel is only five to six feet high and possibly the same -dimensions wide. It travels on a slight downslope to the west and to the south -some light can be seen. -~ -0 9 1 -D2 -~ -~ -0 -1 4702 -D3 -~ -~ -0 -1 4704 -S -#4704 -Mines~ -The small mine continues east and west here, small rocks and precious jewels -scattered about. There is a small tunnel that leads to the south here. -~ -0 9 1 -D1 -~ -~ -0 -1 4703 -D2 -~ -~ -0 -1 4705 -D3 -~ -~ -0 -1 4706 -S -#4705 -Unfinished Mine~ -This is a small area that has been left unfinished at the moment. It would -have continued south from the main shaft that is to the north of here. -~ -0 9 1 -D0 -~ -~ -0 -1 4704 -S -#4706 -Mines~ -This small shaft of the mines continues its tunneling east and west. Small -glints of metal can be seen within the walls. -~ -0 9 1 -D1 -~ -~ -0 -1 4704 -D3 -~ -~ -0 -1 4707 -S -#4707 -Turn in the Mine~ -The small shaft travels east and south here, the masterful mining skills that -made this turn possible are evidently by the smooth cuts in the walls. Almost -as if a hot knife made its way through some warm butter. -~ -0 9 1 -D1 -~ -~ -0 -1 4706 -D2 -~ -~ -0 -1 4708 -S -#4708 -Mines~ -This is a three-way intersection in these mazes of mines with directions -going north, west, and south which travels further down into the heart of the -mountain itself. -~ -0 9 1 -D0 -~ -~ -0 -1 4707 -D2 -~ -~ -0 -1 4709 -D3 -~ -~ -0 -1 4736 -S -#4709 -Dwarven mine~ -The walls of this mine are chipped and cut to perfection. Workmanship of -this type could only have been done by the masterful Dwarven race. Tunnels -continue to the south and east, and the tunnel travels upward to the north. -~ -0 9 1 -D0 -~ -~ -0 -1 4708 -D1 -~ -~ -0 -1 4724 -D2 -~ -~ -0 -1 4710 -S -#4710 -Dwarven mine~ -Tunnels spread off in all directions except to the west where the wall is made -of a dark and bleak stone. A small glow emanates from the walls of the mines, -but not enough to see by. -~ -0 9 1 -D0 -~ -~ -0 -1 4709 -D1 -~ -~ -0 -1 4712 -D2 -~ -~ -0 -1 4711 -S -#4711 -Dwarven mine~ -The small shaft ends abruptly at a jewel encrusted wall. To the north the -small shaft continues some past some small rocks. -~ -0 9 1 -D0 -~ -~ -0 -1 4710 -S -#4712 -Dwarven mine~ -This section of small shaft is a turning point and continues to the west and to -the south. Small glints of gold and silver can be seen in the walls. -~ -0 9 1 -D2 -~ -~ -0 -1 4713 -D3 -~ -~ -0 -1 4710 -S -#4713 -Dwarven mine~ -The small shaft continues north and south deep inside this large mountain. A -light glow can be seen in the walls, but not enough to see by. -~ -0 9 1 -D0 -~ -~ -0 -1 4712 -D2 -~ -~ -0 -1 4714 -S -#4714 -Dwarven mines~ -This section of the small shafts is a intersection of three separate tunnels. -They lead north, east, and west. A faint glow is within the walls of this -small intersection. -~ -0 9 1 -D0 -~ -~ -0 -1 4713 -D1 -~ -~ -0 -1 4719 -D3 -~ -~ -0 -1 4715 -S -#4715 -Dwarven mines~ -The small shaft of glittering gold and silver travels east and south here. -The faint glow from within the walls give you a sense of safety. -~ -0 9 1 -D1 -~ -~ -0 -1 4714 -D2 -~ -~ -0 -1 4716 -S -#4716 -Dwarven mines~ -The small Dwarven carved shaft continues to the north and to the east here. -Small clumps of precious metals can be seen within the rocky walls. -~ -0 9 1 -D0 -~ -~ -0 -1 4715 -D1 -~ -~ -0 -1 4717 -S -#4717 -Dwarven mines~ -The small shaft of the mine continues to the west and to the south here. A -small amount of light can be seen to the south. -~ -0 9 1 -D2 -~ -~ -0 -1 4718 -D3 -~ -~ -0 -1 4716 -S -#4718 -End of the mine~ -The south section of the small tunnel is covered in a blue light, and also -radiating a aura of heat. The eastern and western walls also glow but not as -fierce as the southern section. -~ -0 12 1 -D0 -~ -~ -0 -1 4717 -S -#4719 -Dwarven mines~ -Small shafts lead off in all directions except northerly, where the wall seems -to have a tinted blue color to it. The southern tunnel seems to end a small -ways down. -~ -0 9 1 -D1 -~ -~ -0 -1 4721 -D2 -~ -~ -0 -1 4720 -D3 -~ -~ -0 -1 4714 -S -#4720 -Unfinished shaft~ -The walls here are jagged and unfinished in there cuts, leaving sharp and -jagged edges at every turn. The only exit appears to be to the north. -~ -0 9 1 -D0 -~ -~ -0 -1 4719 -S -#4721 -Dwarven mines~ -This small shaft travels to the west and to the south, sporting small clumps -of precious metals as they go. -~ -0 9 1 -D2 -~ -~ -0 -1 4722 -D3 -~ -~ -0 -1 4719 -S -#4722 -Dwarven mines~ -A slight downslope is present as this tunnel continues to the south and to the -north. To the south is where the small slope is present, traveling slightly -further down into the depths of the mountain. -~ -0 9 1 -D0 -~ -~ -0 -1 4721 -D2 -~ -~ -0 -1 4723 -S -#4723 -Unfinished mine~ -The southern wall of this mine has been left uncarved and unfinished as you -can see that the amount of metals in the walls have decreased slightly here. -The tunnel leads to the north out of this dead end. -~ -0 9 1 -D0 -~ -~ -0 -1 4722 -S -#4724 -Dwarven mine~ -This small shaft travels to the east and west while along the way several -spots of precious metal and rock jut forth from the red rock. -~ -0 9 1 -D1 -~ -~ -0 -1 4725 -D3 -~ -~ -0 -1 4709 -S -#4725 -Dwarven mine~ -The small tunnel continues to the west and to the south from this turning -point. Small spots of gold and silver can be seen in the walls. -~ -0 9 1 -D2 -~ -~ -0 -1 4726 -D3 -~ -~ -0 -1 4724 -S -#4726 -Dwarven mines~ -This is a north and south shaft that has been carved to perfection. The walls -are almost square here, giving it a hall like appearance. -~ -0 9 1 -D0 -~ -~ -0 -1 4725 -D2 -~ -~ -0 -1 4727 -S -#4727 -Dwarven mines~ -The small shaft here continues to the north and to the east. As it slopes -slightly downward to the east, the walls have a more unfinished look to them. -~ -0 9 1 -D0 -~ -~ -0 -1 4726 -D1 -~ -~ -0 -1 4728 -S -#4728 -Dwarven mines~ -This small east-west shaft, which travels slightly downward to the east, has -a distinct smell to it. The smell is revolting, coming close to that of rotting -flesh. -~ -0 9 1 -D1 -~ -~ -0 -1 4729 -D3 -~ -~ -0 -1 4727 -S -#4729 -Dwarven mines~ -This intersection combines three tunnels, the western tunnel leading up. To -the south is darkness, but there is a disgusting stench emanating from a very -large cavern. -~ -0 9 1 -D0 -~ -~ -0 -1 4732 -D2 -~ -~ -0 -1 4730 -D3 -~ -~ -0 -1 4728 -S -#4730 -Dwarven mines~ -This is a small north and south passage that is bleak and void of any gold or -silver in the walls. It continues into darkness to the south. -~ -0 9 1 -D0 -~ -~ -0 -1 4729 -D2 -~ -~ -0 -1 4731 -S -#4731 -Dwarven mines~ -This small shaft ends abruptly at the southern wall. There is a faint blue -glow to the southern wall but no metals of jewels are present. -~ -0 9 1 -D0 -~ -~ -0 -1 4730 -S -#4732 -Duergar Outcamp~ -This is a large cavern that stinks of decay and death. To the north there is -a rather large hut, while to the west there is a small fire and several big -boulders. -~ -0 8 1 -D0 -~ -~ -0 -1 4733 -D2 -~ -~ -0 -1 4729 -D3 -~ -~ -0 -1 4735 -S -#4733 -Duergar Barracks~ -Several small cots line the walls here inside this large thatched hut. Small -scraps of food and several small disfigured bodies lie about, no doubt the -remains of some unfortunate dwarf. -~ -0 8 1 -D2 -~ -~ -0 -1 4732 -S -#4734 -Small cave~ -Many small and disfigured bodies have been piled up here stinking up the whole -cavern. Blood stains line the walls and entrails are strewn about the floor. -~ -0 8 1 -D2 -~ -~ -0 -1 4735 -S -#4735 -By a small fire~ -Several large rocks surround a petty little fire that has formed a cloud in -the ceiling of this large cavern. A window of the hut looks out over this small -meeting area. To the north a small dark cave can be seen. -~ -0 8 1 -D1 -~ -~ -0 -1 4732 -D0 -~ -~ -0 -1 4734 -S -#4736 -Carved Tunnel~ -This small tunnel has been carved to perfection, the walls are smooth and the -floor has been worn soft through years of passage. The red coloring of the -rock gives this small tunnel a soft glow. -~ -0 9 1 -D0 -~ -~ -0 -1 4737 -D1 -~ -~ -0 -1 4708 -S -#4737 -Carved Tunnel~ -The walls of the small tunnel have been carved to perfection as well as the -floor that has been worn smooth. It travels south and west leading off into -darkness. -~ -0 9 1 -D2 -~ -~ -0 -1 4736 -D3 -~ -~ -0 -1 4738 -S -#4738 -Carved Tunnel~ -The walls here are red and smooth as they have been carved into perfection. -The floor has been worm smooth with use and clear of any rubble. -~ -0 9 1 -D1 -~ -~ -0 -1 4737 -D2 -~ -~ -0 -1 4739 -S -#4739 -Stone Gates~ -Two monstrous pillars of stone support a great stone gate that leads south -into a gigantic cavern with a small city inside. The redden rock of the of -mountain gives this small gate and cavern within a slight reddish glow. -~ -0 8 1 -D0 -~ -~ -0 -1 4738 -D2 -~ -~ -0 -1 4740 -S -#4740 -Walkway~ -A small stone walkway leads its way through the immense cavern and all of its -scattered boulders and misplaced stalagmites. To the south you can see a large -area of many multicolored rock, rising up in the center of which is a small -building. -~ -0 8 1 -D0 -~ -~ -0 -1 4739 -D2 -~ -~ -0 -1 4741 -D3 -~ -~ -0 -1 4750 -S -#4741 -Rock Garden~ -A small path works its way through all types of multicolored boulders of all -sizes and shapes. Despite it's hardness and great size it has a certain -beauty to it. -~ -0 8 1 -D0 -~ -~ -0 -1 4740 -D1 -~ -~ -0 -1 4742 -D3 -~ -~ -0 -1 4748 -S -#4742 -Rock Garden~ -A small path works its way south and west from this section of a enormously -large, yet beautiful conglomeration of rocks and boulders. -~ -0 8 1 -D2 -~ -~ -0 -1 4743 -D3 -~ -~ -0 -1 4741 -S -#4743 -Rock Garden~ -A small path works its way north and south through this large display of many -different colored boulders and rocks. A large building can be seen rising above -the boulders directly to the west. -~ -0 8 1 -D0 -~ -~ -0 -1 4742 -D2 -~ -~ -0 -1 4744 -S -#4744 -Rock Garden~ -A small path works its way to the north and to the west as the many different -colored boulders and rocks perform a array of beauty before you. -~ -0 8 1 -D0 -~ -~ -0 -1 4743 -D3 -~ -~ -0 -1 4745 -S -#4745 -Rock Garden~ -A small path works its way west and east through this array of multicolored -boulders and rocks. To the north a smooth path leads to a large and immaculate -stone building. -~ -0 8 1 -D0 -~ -~ -0 -1 4749 -D1 -~ -~ -0 -1 4744 -D3 -~ -~ -0 -1 4746 -S -#4746 -Rock Garden~ -A small path works its way east and north through this small section of the -large array of boulders and rocks of all different colors. -~ -0 8 1 -D0 -~ -~ -0 -1 4747 -D1 -~ -~ -0 -1 4745 -S -#4747 -Rock Garden~ -A small path works its way north and south through this small section of the -large garden of multicolored boulders. Directly to the east a large building -can be seen rising above the piles of boulders. -~ -0 8 1 -D0 -~ -~ -0 -1 4748 -D2 -~ -~ -0 -1 4746 -S -#4748 -Rock Garden~ -A small path works its way east and south through this section of the great -multicolored array of boulders and rock formations. -~ -0 8 1 -D1 -~ -~ -0 -1 4741 -D2 -~ -~ -0 -1 4747 -S -#4749 -Temple of Juargan~ -This large building is circular in shape and open on all sides, as the ceiling -is supported by pillars made of the deep red stone from the heart of the -Dra-Korrin. - In the center there is rests a large throne, formed of red rock. -~ -0 8 1 -D2 -~ -~ -0 -1 4745 -E -throne~ -The throne is made of deep red rock from the core of the Dra-Korrin.~ -S -#4750 -Walkway~ -A small stone walkway travels east and west through the many stalagmites and -stray boulders that scatter the floor of the great cavern. -~ -0 8 1 -D1 -~ -~ -0 -1 4740 -D3 -~ -~ -0 -1 4751 -S -#4751 -Walkway~ -A small stone walkway travels east and south through the debris of many -boulders and stalagmites. Another small walkway leads west to a small building -pushing a black smoke from its roof. -~ -0 8 1 -D1 -~ -~ -0 -1 4750 -D2 -~ -~ -0 -1 4753 -D3 -~ -~ -0 -1 4752 -S -#4752 -Blacksmith's Home~ -A large black forge lies in the center of this small house pushing waves of -heat into your face, barley allowing you to stand within the entranceway. A -large trough of water and several anvils are resting here as well. -~ -0 8 1 -D1 -~ -~ -0 -1 4751 -S -#4753 -Walkway~ -A small walkway travels north and south through the many scattered boulders -and stalagmites. A separate, less used path leads to the west. -~ -0 8 1 -D0 -~ -~ -0 -1 4751 -D2 -~ -~ -0 -1 4759 -D3 -~ -~ -0 -1 4754 -S -#4754 -Path in the Rock~ -A small path leads west further into the less carved rock while to the east -the larger walkway can be seen. -~ -0 8 1 -D1 -~ -~ -0 -1 4753 -D3 -~ -~ -0 -1 4755 -S -#4755 -Path in the Rock~ -This small uncarved path travels south and east as the edge of the cavern -blocks any travel further west. The wall of the cavern has a deep red color to -it and with the many stalactites parts resemble dripping blood. -~ -0 8 1 -D1 -~ -~ -0 -1 4754 -D2 -~ -~ -0 -1 4756 -S -#4756 -Path in the Rock~ -This small, uncarved path leads north and south along the cavern wall, over -many boulders at points. To the east you can see a path leading up to a small -hole in a large boulder. -~ -0 8 1 -D0 -~ -~ -0 -1 4755 -D1 -~ -~ -0 -1 4771 -D2 -~ -~ -0 -1 4757 -S -#4757 -Path in the Rock~ -A small path travels over boulders and crevices to the north and east. The -edge of the cavern lies to the west while mounds of boulders are heaped to the -south. -~ -0 8 1 -D0 -~ -~ -0 -1 4756 -D1 -~ -~ -0 -1 4758 -S -#4758 -Path in the Rock~ -A small and unused path travels over boulders and by many large hole as it -makes its way to the west. To the east the small path ends in the larger walk- -way of the city. To the south a path leads to a small hut perched on top of a -large boulder. -~ -0 8 1 -D1 -~ -~ -0 -1 4760 -D2 -~ -~ -0 -1 4761 -D3 -~ -~ -0 -1 4757 -S -#4759 -Walkway~ -A stone walkway travels north and south through this section of this rocky -city. To the west you can see a uncarved and hug mound of rock and boulder. -~ -0 8 1 -D0 -~ -~ -0 -1 4753 -D2 -~ -~ -0 -1 4760 -S -#4760 -Walkway~ -A stone walkway travels north and south through this section of the city. A -small and unused path can be seen traveling west into the uncut and jagged rock. -~ -0 8 1 -D0 -~ -~ -0 -1 4759 -D2 -~ -~ -0 -1 4762 -D3 -~ -~ -0 -1 4758 -S -#4761 -Pasty's Dwelling~ -This is a small stone dwelling with a large oven on the south wall. There are -many tables and chairs placed about the place and by the oven there is a table -piled with grains and a small bowl of dough. -~ -0 8 1 -D0 -~ -~ -0 -1 4758 -S -#4762 -Walkway~ -A stone walkway travels north and east through this section of the stone city. -A small path leads south to a small rock dwelling. -~ -0 8 1 -D0 -~ -~ -0 -1 4760 -D1 -~ -~ -0 -1 4763 -D2 -~ -~ -0 -1 4764 -S -#4763 -Walkway~ -A stone walkway leads west from here. To the east the small walkway ends in a -large building, and to the south a small path leads to a small stone dwelling. -~ -0 8 1 -D1 -~ -~ -0 -1 4766 -D2 -~ -~ -0 -1 4765 -D3 -~ -~ -0 -1 4762 -S -#4764 -Leatherbies Home~ -This is a small stone dwelling with many sizes of leather strewn about the -place. A small table with a few chairs sits in the center of the house. -~ -0 8 1 -D0 -~ -~ -0 -1 4762 -S -#4765 -The Stone Jewel~ -Many different colors and sizes of jewels hang from the walls of this well -kept dwelling. A small counter sits on the far wall with other small tables -lining the walls. -~ -0 8 1 -D0 -~ -~ -0 -1 4763 -S -#4766 -Guard Barrack~ -Many small cots line the walls of this large building as it serves for the -homes of many brave Dwarven men who pledge their lives to the suppression of -their Duergar enemies. A small archway leads south to a lower level. -~ -0 8 1 -D3 -~ -~ -0 -1 4763 -D2 -~ -~ -0 -1 4767 -S -#4767 -Alcove~ -A small alcove serves as a turning point for this small, dark tunnel that goes -north and west from here. -~ -0 13 1 -D0 -~ -~ -0 -1 4766 -D3 -~ -~ -0 -1 4768 -S -#4768 -Entrance to Tomb~ -A large archway leads north to a dark vault. An old stench emanates from it, -as dust seems to continually flow from the old arch. There is a small tunnel -that travels east into a darkness. -~ -0 13 1 -D0 -~ -~ -0 -1 4769 -D1 -~ -~ -0 -1 4767 -S -#4769 -Ancients Tomb~ -Two large stone sarcophagus's lie stagnant in the center of this small tomb. -The walls are lined with holes that contain many coffers containing, no doubt, -the remains of some ancient dwarf. - A great stone door leads to the west, it has many inscriptions upon it. -~ -0 13 1 -D2 -~ -~ -0 -1 4768 -D3 -~ -tomb vault door~ -33 4700 4770 -S -#4770 -Ancients Vault~ -This is more of a small alcove than anything else. The ceiling is covered -with many descriptive carvings, as are the walls and floor. Where it not for -the years of decay and no upkeep, this would be a glamorous chamber. -~ -0 9 1 -D1 -~ -tomb vault door~ -33 4700 4769 -S -#4771 -Siven's Stone~ -A small and dark little room entombed within a large boulder, a very strange -place to want to live. There is a small table in the center, but the room is -void of any other objects. -~ -0 8 1 -D3 -~ -~ -0 -1 4756 -S -#4772 -The small cave~ -You barely squeeze through into this cave, and you don't see much to it -either. All you see are piles of stones. At least none of the stones has -fallen over your exit north. -~ -0 8 4 -D0 -You see a sparkling light north. -~ -~ -0 -1 4773 -D5 -You see rocks and stones. -~ -stone stones rock rocks~ -1 -1 4700 -S -#4773 -Beneath the waterfall~ -As you wring your clothes, you see sunlight reflect beautifully off the -waterfall, forming at rainbow. With the sparkling illumination, you think you -see a cave to the south. -~ -0 12 4 -D2 -You think you hear a small noise coming from there too. -~ -~ -0 -1 4772 -D3 -You see fish falling down the waterfall. -~ -~ -0 -1 4774 -S -#4774 -By the beautiful waterfall~ -You see a VERY beautiful waterfall here. It looks almost as if diamonds are -falling down the mountain. (You reach out and grab and no, it IS only water.) -It looks so nice here, you feel like taking a nap. -The trail leads north and south. -~ -0 0 4 -D0 -You see the trail leading north. -~ -~ -0 0 5279 -D1 -You see fish falling down the waterfall. -~ -~ -0 0 4773 -D2 -You see the trail leading back to the valley. -~ -~ -0 0 4775 -S -#4775 -A valley~ -You see a fresh green valley. Flowers blossom everywhere around you, and you -have a big urge to giggle. To the north, you can see the source of this -greenness, a waterfall. To the west, you see the trail along the valley. -~ -0 0 2 -D0 -You hear the rush of a waterfall. -~ -~ -0 0 4774 -D3 -You see the valley. -~ -~ -0 0 4776 -S -#4776 -A valley~ -You see a fresh green valley. Flowers blossom everywhere around you, and you -have a big urge to giggle. The valley continues to the east, or you can take -a steep trail up. -~ -0 0 2 -D1 -You see the valley. -~ -~ -0 0 4775 -D4 -You see the trail up to the uncomfortable hills. -~ -~ -0 0 4777 -S -#4777 -At the end of the hills~ -What a view! From here, you can see a waterfall toward the east, and lush -green forests south-east. To the north, you see the Mountains of Moria. To -the west, you see the dirty trail again. A trail leads down to the valley -below. -~ -0 4 2 -D5 -You see the valley. -~ -~ -0 0 4776 -D3 -You see the trail continue west. -~ -~ -0 0 4778 -S -#4778 -A trail along the hills~ -The dirt road you are treading on is as gentle as you can believe. Rocks -catch on you as you try to keep your balance. The trail continues east and -back west to relative safety. -~ -0 0 4 -D1 -You see the trail. -~ -~ -0 0 4777 -D3 -You see the trail. -~ -~ -0 0 4779 -S -#4779 -A trail along the hills~ -The trail flattens out a bit, giving you time to breathe. You don't see much -water and don't think the sun is going to help your thirst. The closest shade -appears to be the dwarf forest, which is VERY far away. -~ -0 0 4 -D1 -You see the trail. -~ -~ -0 0 4778 -D5 -You see the scary cliff down, but at least you know you can climb it. -~ -~ -0 0 4780 -S -#4780 -Up the hill~ -You continue to climb this hill as sweat breaks out upon your forehead. It -looks like you are close to the plateau. Down is the relative comfort of -ground again, but you are SO close to the top! -~ -0 0 5 -D4 -You see rocks. -~ -~ -0 0 4779 -D5 -You see rocks. -~ -~ -0 0 4781 -S -#4781 -Up the hill~ -You continue to climb this hill as sweat breaks out upon your forehead. It -looks like you are close to the plateau. Down is the relative comfort of -ground again, but you are SO close to the top! -~ -0 0 5 -D4 -You see rocks. -~ -~ -0 0 4780 -D5 -You see rocks. -~ -~ -0 0 4782 -S -#4782 -Up the hill~ -You continue to climb this hill as sweat breaks out upon your forehead. It -looks like you are close to the plateau. Down is the relative comfort of -ground again, but you are SO close to the top! -~ -0 0 5 -D4 -You see rocks. -~ -~ -0 0 4781 -D5 -You see rocks. -~ -~ -0 0 4783 -S -#4783 -Up the hill~ -You continue to climb this hill as sweat breaks out upon your forehead. It -looks like you are close to the plateau. Down is the relative comfort of -ground again, but you are SO close to the top! -~ -0 0 5 -D4 -You see rocks. -~ -~ -0 0 4782 -D5 -You see the floor again! -~ -~ -0 0 4784 -S -#4784 -The hills~ -You sigh as the trail continues straight up into the mountain. West leads -back to the more stable ground, but you wonder what's on the other side of this -little hill..... -~ -0 0 4 -D3 -You see the trail back. -~ -~ -0 0 4785 -D4 -You see rocks. -~ -~ -0 0 4783 -S -#4785 -The hills~ -You see all around you ... hills. You're lucky you get to get so much -exercise today! You wonder if you should save your breath and go back west or -continue east toward the hills. There is a trail leading south towards -a black glassy mountain range. A small plaque is on the rock. -~ -0 0 4 -D1 -You see the trail along the hills. -~ -~ -0 0 4784 -D3 -You see the dirty hills still. -~ -~ -0 0 4000 -D2 -You see a black glassy mountain range. -~ -~ -0 0 2900 -E -plaque~ -This extension (hills and dwarf forest) is made my Hatchet for any Merc Mud. -copyright 1992 -~ -S -#0 - - -#RESETS -D 0 4700 4 1 -M 0 4700 10 4705 -E 1 4701 100 16 -M 0 4700 10 4709 -E 1 4701 100 16 -M 0 4700 10 4713 -E 1 4701 100 16 -M 0 4705 10 4715 -M 0 4700 10 4716 -E 1 4701 100 16 -M 0 4700 10 4720 -E 1 4701 100 16 -M 0 4707 1 4720 -M 0 4700 10 4723 -E 1 4701 100 16 -M 0 4700 10 4725 -E 1 4701 100 16 -M 0 4700 10 4727 -E 1 4701 100 16 -M 0 4700 10 4729 -E 1 4701 100 16 -M 0 4705 10 4729 -M 0 4705 10 4729 -M 0 4705 10 4732 -M 0 4705 10 4733 -M 0 4705 10 4733 -M 0 4705 10 4733 -M 0 4705 10 4733 -M 0 4705 10 4735 -M 0 4705 10 4735 -M 0 4700 10 4738 -E 1 4701 100 16 -M 0 4702 11 4739 -M 0 4702 11 4739 -M 0 4701 6 4740 -M 0 4701 6 4740 -M 0 4703 1 4743 -M 0 4702 11 4749 -E 1 4702 100 6 -E 1 4703 100 5 -M 0 4702 11 4749 -E 1 4702 100 6 -E 1 4703 100 5 -M 0 4704 1 4749 -G 1 4700 1 -M 0 4702 11 4757 -M 0 4702 11 4757 -M 0 4701 6 4759 -M 0 4701 6 4759 -M 0 4701 6 4763 -M 0 4701 6 4763 -M 0 4702 11 4766 -M 0 4702 11 4766 -M 0 4702 11 4766 -M 0 4702 11 4766 -M 0 4702 11 4766 -M 0 4706 1 4769 -E 1 4706 1 16 -M 0 4708 3 4769 -M 0 4708 3 4769 -M 0 4708 3 4769 -O 0 4707 1 4769 -P 1 4708 1 4707 -D 0 4769 3 2 -O 0 4704 1 4770 -O 0 4705 1 4770 -D 0 4770 1 2 -D 0 4772 5 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/karnay.are b/data/realm/areas_smaug1.4a/karnay.are deleted file mode 100644 index a26fe97..0000000 --- a/data/realm/areas_smaug1.4a/karnay.are +++ /dev/null @@ -1,5063 +0,0 @@ -#AREA Karnay's Reconciliation~ - - - -#VERSION 1 -#AUTHOR Frostflower~ - -#RANGES -30 65 30 65 -$ - -#RESETMSG Echoes of dreams forgotten reverberate through the vaults.~ - -#FLAGS -4 30 - -#ECONOMY 0 1563244 - -#CLIMATE 2 2 2 - -#MOBILES -#12000 -whisp~ -The Whisp~ -The Whisp of a forgotten hero flutters around. -~ -An indescript spirit the whisp is so far gone from this -world that it is impossible to say what sex or even race -the original person was. A sad thing wailing for just -one person to remember envying those who got a plaque -on the walls. -~ -16777409 256 0 C -20 0 0 0d0+0 0d0+0 -1 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 4097 0 -0 0 0 0 0 0 0 0 -#12001 -Karnay god glowing figure~ -The God Karnay~ -A glowing figure sits on the throne awaiting. -~ -As far as one can tell from the glow, the man on the throne -looks quite ordinary, even dull. -His smile is friendly enough though. Maybe you should say 'hello'. -~ -16777283 4203136 0 C -55 0 0 0d0+0 0d0+0 -300000 0 -112 112 1 -25 25 25 25 25 13 13 -0 0 0 0 0 -90 24 0 0 1 1 5 -0 0 8 1048616 3072 2097152 34607872 14404 -> speech_prog hello~ -say Ahh, I was wondering when you would find the courage to speak. -smile $n -if level($n)<40 -say My troubles are great, but to sacrifice a little one like you $n... -shake -say would not be right. Return once you are of the sufficient experience. -mptransfer $n 12000 -else -say I have insulted, quite unwittingly, my beloved spouse. -sigh -say I know she wants to forgive me, as much as I want to be forgiven. -say But she is a goddess, and as such her pride prevents it. -sigh -say To avoid having to go back on her word, she has deviced a dream. -say A Champion is needed to travel the planes of Dreams to her Realm. -whi $n If you are the one I have been waiting, say her name 'Ciellan Skylana'. -say If you should not want it say 'I want out of here' -endif -~ -> speech_prog p Ciellan Skylana~ -thank $n -say You are truly brave. Your name will not be forgotten. -say I will personally see that you get a plaque in the Chamber. -hmm -say While you are at it, bring me back the Golden Horn of the Unicorn. -say and now...good journey! -mpforce $n sleep -mptransfer $n 12013 -~ -> speech_prog p I want out of here~ -nod -say So be it. -mptransfer $n 12000 -~ -> speech_prog p Lord Karnay, you champion has returned.~ -nod -say I am grateful for your attempt. -say I hope you were successful and have brought back what was requested? -~ -> give_prog kuningatar nightqueen blossom~ -smile -say We are both grateful to you. You have indeed been true and brave. -mpoload 12000 50 -give cloak $n -say I hope this is of use to you good $n. Bear it with pride. -say Or if you have chosen the path of evil, sell it for the gold. -~ -> give_prog Shirlamin golden unicorn horn~ -say Excellent! Thank you $n. -say You may want to say a prayer to your deity that this succeeds... -emote seems to concentrate hard on something. -mpe Beads of sweat fall from the god's forehead to the ground. -if favor($n)>=2200 -smile -say Aahh..there we go. -mea $n You watch in wonder as the Unicorn horn changes shape. -mea $n It gets a hilt added to it as if by magic and the weapon -mpoload 12027 50 -give blessing $n -say Have my blessing $n. -else -sigh -say The prayers were not heard. Even I can not do this on my own. -mea $n You watch in horror as the horn shatters into tiny fragments. -endif -say There is nothing more I can do. Thank you once more $n. -wave $n -mptransfer $n 12000 -~ -> fight_prog 100~ -if isimmort($n) -smile $n -else -say Foolish mortal! What gave you the idea you can fight a god? -say You are dead $n. -mpslay $n -endif -~ -| -#12002 -storm harpy~ -The Storm Harpy~ -A filthy screeching harpy attacks!!! -~ -Not a pretty sight! The feathers of the creature look -somewhat oily and ungroomed. The face of the chick is -among the least attractive anyone ever saw. And the -expression of deranged fury does nothing for it. -~ -99 524288 -350 C -44 0 0 0d0+0 0d0+0 -3000 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -42 3 0 0 1 1 3 -0 0 32781 0 0 0 3 0 -#12003 -alicorn flying~ -The Alicorn~ -A beautiful flying Unicorn plays in the clouds. -~ -A fair joyous creature frolicking in the clouds. -Unlike its landbound cousins who tend to be white -the Alicorn has the softest slivery coat. As pretty -as it is, the ebony hooves and horn look quite sharp -and formidable. -~ -16842945 589824 -1 C -48 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 13 25 13 13 25 13 -0 0 0 0 0 -76 1 0 0 1 1 4 -0 0 8 1048584 0 513 33 4102 -#12004 -unicorn one-horned~ -The Unicorn~ -A breath-takingly beautiful one-horned animal stands on the lawn. -~ -Majestic is the first word to come into the mind when looking -at the Unicorn. Beautiful would be the second. Soft pure -white coat that almost gloams like the full moon, dark -liquid eyes like pools in a forest and the golden horn -that crowns the head of the creature rend a magical air -to the magnificent creature. -Beautiful and deadly, yet perhaps not unfriendly... -~ -16777283 4194306 -1 C -50 0 0 0d0+0 0d0+0 -10000 0 -112 112 1 -20 20 13 13 22 25 24 -0 0 0 0 0 -76 0 0 0 1 1 4 -0 0 8 416 1049096 18 353 454 -> all_greet_prog 100~ -emote finishes his song and looks up. -say I love Enya. Especially the song 'China Roses'. -say did you enjoy my song? -~ -> speech_prog p yes~ -if position($i)==9 -shake -say Always fighting, never know a peace. How I pity your kind! -else -emote looks pleased. -if sex($n)==2 -say Thank you Fair Maiden. It is kind of you to say so. -else -say Thank you. Good of you to say so. -endif -say I have lost my golden bell. If you can find it for me, I will reward you. -endif -~ -> speech_prog p no~ -if position($i)==9 -sigh -say Not only are you impolite, but aggressive. -say You will suffer for this. -else -sigh -say Well, you may not be overly polite, but honest at least. -look $n -say I hope you have more bravery than taste in music. -say I have lost my golden bell. If you can find it for me, I will reward you. -endif -~ -> speech_prog p golden bell~ -nod -say Yes, it has a red silk ribbon on it. -emote clears his throat and begins to sing a new. -~ -> death_prog 100~ -mpe The Unicorn heaves his last sigh. -mpe The luminescence of the eyes dim. -mpe What was once beautiful and pure is now a pile of bloody meat. -if rand(20) -mpe The horn of the Unicorn comes off of his head and falls on the ground. -mpoload 12003 35 -drop blood-stained -else -mpe The Unicorn's Horn shatters as the carcass hits the ground. -endif -~ -> give_prog heatherbell golden unicorn bell~ -say Oh $n! You found my bell. I am ever so grateful. -emote holds the bell in his mouth and chimes it thrice. -mea $n The form of the Unicorn starts to change. -mea $n It starts to look much younger. -mea $n The beautiful golden horn comes off and another grows -mea $n in its place. The silvery fur looks like plush never -mea $n touched by a hand, neither mortal nor immortal. -mpoload 12004 50 -give shirlamin $n -say Please take my old horn as a token of my gratitude. -say I have no further use for it, but it retains some of my magic. -say Fare well, $n. -mpe The Unicorn suddenly disappears without a trace. -mptransfer unicorn 12131 -mpjunk all -~ -| -#12005 -major domo servant~ -The Major Domo~ -A venerable looking male servant hurries to greet you. -~ -Gaunt and lanky the Head Servant of the Household has an aura -of dignity about him. He gives the impression of a man who knows -what he is doing. -~ -83886147 128 0 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -12 17 20 14 13 10 13 -0 0 0 0 0 -10 1 0 0 1 1 3 -0 0 527 0 0 0 0 0 -> act_prog p from the east.~ -mpechoat $n The elderly man bows to your general direction. -mea $n _lbl The Major Domo says, 'Welcome $n. If you look in the West... -mea $n _lbl The Major Domo says, 'you can see the Garden of the Mistress.' -mea $n _lbl 'However, to reach it you must pass the tests. And I must warn you. -mea $n The Major Domo's face grows somber. -mea $n _lbl The Major Domo says, 'Many have perished trying and though their -mea $n _lbl souls have escaped to the Lands of the Living, they have woken -mea $n _lbl completely naked and unable to reclaim their equipment. -mea $n The old man peers at you quizzically. -mea $n _lbl The Major Domo asks, ' Are you up to the task, $n? -mea $n _lbl If you are ready to risk your life and all you have -mea $n _lbl say 'I bow to the will of the Mistress.' -mea $n The old man pats you on your back. -mea $n _lbl The Major Domo says, 'If you do not feel up to it, -mea $n _lbl none will think the worse of you. Greater Heroes have -mea $n _lbl failed or forfeitted. If you want to go home, all -mea $n _lbl you need to do is say so. -mea $n The Major Domo looks at you. -mea $n _lbl The Major Domo says, 'I shall wait for your decision.' -bow $n -~ -> speech_prog p I want to go home~ -nod -say Very well. Perhaps you will return later. When you have grown a bit. -say Have a good journey. -mptransfer $n 12000 -~ -> speech_prog p I want to go home.~ -nod -say Very well. Perhaps you will return later. When you have grown a bit. -say Have a good journey. -mptransfer $n 12000 -~ -> speech_prog p I bow to the will of the Mistress.~ -say This way $n. We all hope you make it. -whi $n especially the Mistress. -say Good luck! -mptransfer $n 12068 -~ -> speech_prog p Escort me to Karnay, please.~ -bow -say certainly $n. It will be but a blink of the eye. -mptransfer $n 12012 -mpat 12012 say Lord Karnay, you champion has returned. -~ -> act_prog p from the west.~ -bow $n -mea $n _lbl The Major Domo says 'Greetings brave soul. I trust the Mistress -mea $n _lbl told you that the grounds are at your disposal still. -smile -mea $n _lbl The Major Domo says 'We are all very happy that you took -mea $n _lbl this time to help us out. -mea $n _lbl The Major Domo says 'When you are done here, return to me.' -mea $n _lbl The Major Domo says 'I will escort you to Karnay at request.' -bow -~ -| -#12006 -goddess skylana ciellan~ -The Goddess of Dreams~ -The Lady on the divan is by far the fairest sight ever seen by mortal eyes. -~ -The beauty of the Lady of the Dreams is otherworldly. It is also -ever changing, reflecting the ideals of the beholder. Such is -her beauty that it is easy to overlook that she is also Mistress -of Nightmares and the Deity of the Deranged. -~ -83888195 4202656 0 C -54 0 0 0d0+0 0d0+0 -30000 0 -112 112 2 -13 25 25 13 20 25 22 -0 0 0 0 0 -90 25 0 0 1 1 0 -0 0 8 0 3156991 1024 1048576 14791 -> speech_prog p The One has arrived, My Lady Ciellan.~ -say Thank you, Tay'el. -mpe The goddess Ciellan looks to be in a happy mood. -mpe Knowing the fickle nature of Immmortals showing some -mpe respect might be wise. -~ -> act_prog p believes you are all powerful.~ -smile -say Ahh $n, you have brought me so much happiness. -say Our reconciliation is near complete. I have but one more boon to ask... -mpoload 12025 50 -emote takes a beautiful flower from her hair. -say Take this to my husband Karnay that he knows all is well. -give kuningatar $n -say He will reward you for it. -smile -say Please take a moment to relax in my garden. It could be worth your while. -say then come back to me. -say A word of warning. If you leave the yard, you can not come back. -~ -> act_prog p bows before you.~ -smile -say Ahh $n, you have brought me so much happiness. -say Our reconciliation is near complete. I have but one more boon to ask... -mpoload 12025 50 -emote takes a beautiful flower from her hair. -say Take this to my husband Karnay that he knows all is well. -give kuningatar $n -say He will reward you for it. -smile -say Please take a moment to relax in my garden. It could be worth your while. -say then come back to me. -say A word of warning. If you leave the yard, you can not come back. -~ -> act_prog p from the east.~ -say If you feel refreshed enough and are content that my yard -say offers nothing more to you, you may freely walk out to east. -smile -say Once you enter the house, you cannot return here. But the -say Orchard is yours to explore freely. -emote smiles at you. -say And when you are ready to leave my realms go to my loyal -say Major Domo and say to him 'Escort me to Karnay, please.' -c bless $n -say Take my blessing with you. -~ -| -#12007 -Arthos major domo head servant~ -Arthos, the Major Domo,~ -A venerable looking male servant hurries to greet you. -~ -Gaunt and lanky the Head Servant of the Household has an aura -of dignity about him. He gives the impression of a man who knows -what he is doing. -~ -67 128 -1 C -48 0 0 0d0+0 0d0+0 -20000 0 -112 112 1 -24 23 23 14 16 10 13 -0 0 0 0 0 -10 3 0 0 524289 524289 3 -0 0 527 0 0 0 0 0 -> all_greet_prog 100~ -if isnpc($n) -emote nods approvingly -else -if sex($n)==2 -mpechoat $n _lbl Arthos says 'Greetings Young Lady! I hope you found -mpechoat $n _lbl Arthos says 'the accomodations satisfactory? Good. -mpechoat $n Arthos smiles at you. -mpechoat $n _lbl Arthos says 'Maybe you would care for a walk in the Garden. -mpechoat $n Without further ado, or asking you, Arthos escorts you out. -mptransfer $n 12075 -else -mpechoat $n _lbl Arthos says 'Young Master Karn! What a joyous day! -mpechoat $n _lbl Arthos says 'We have all waited for this glorious day' -mpechoat $n Arthos smiles at you. -mpechoat $n _lbl Arthos says 'Not only will the strife between the Clans end,' -mpechoat $n Arthos winks suggestively. -mpechoat $n _lbl Arthos says 'but the bride is the prettiest lass in the Land!' -endif -endif -~ -> death_prog 100~ -mea $n _lbl Someone shouts 'Put him out in the Garden to cool off!' -mea $n Ouch! -mea $n Something hit you over the head! -mpforce $n sleep -mptransfer $n 12077 -~ -> hitprcnt_prog 30~ -yell 'Help! The Young Master has gone insane! -yell He is attacking his own people! -~ -| -#12008 -houseslave~ -The houseslave~ -A houseslave tries to look more busy than he really is. -~ -No-one pays attention to these almost invisible slaves, unless -they need a beating. -~ -16777281 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 0 0 -#12009 -slavegirl~ -The slavegirl~ -The slavegirl runs around helping the best she can. -~ -These girls look all the same. They'll do, if nothing better -is available. -~ -16842817 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 47 0 0 0 0 0 -#12010 -Nalika cook ~ -Nalika~ -The cook commands the slaves. -~ -Never would have one thought a gith could get so...round. -Nevertheless Nali is a jolly happy soul, and an excellent cook. -~ -67 0 200 C -50 0 0 0d0+0 0d0+0 -10000 0 -112 112 2 -20 20 20 13 13 10 18 -0 0 0 0 0 -10 0 0 0 524289 1 0 -0 0 1 0 0 0 0 0 -> all_greet_prog 100~ -if isnpc($n) -emote humms the traditional wedding air -else -if sex($n)==2 -mpechoat $n _lbl The Cook says 'Morning Milady. Everything is prepared here.' -mpechoat $n _lbl The Cook says 'You just go take a stroll in the Garden.' -mpechoat $n Nalika ushers you to the back door and out in to the Garden. -mptransfer $n 12075 -else -mpechoat $n Nalika slaps you on the fingers. -mpechoat $n _lbl The Cook says 'Wait until the Celebrations' -mpechoat $n Nalika shakes her head fondly. -mpechoat $n _lbl The Cook says 'You young men, always hungry' -mpechoat $n Nalika gives you a peck on the cheek and escorts you out. -mpechoat $n _lbl The Cook says 'Eat fruit from the Garden Young Master Karn.' -mptransfer $n 12077 -endif -endif -~ -| -#12011 -Runner~ -The clan runner~ -A man almost out of breath in Harnon colors tries to tell you something. -~ -The man has run fast. Sweat is trickling from his brow and he -is panting. His message must be important. -~ -67 0 0 C -40 0 0 0d0+0 0d0+0 -300 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -9 3 0 0 3 2 5 -0 0 0 0 0 0 96 524288 -> all_greet_prog 100~ -if sex($n)==2 -pant -say You better get back inside... or... -yell 'Guards...take this girl to the Garden!' -mea $n Strong hands escort you out to the Garden. -mptransfer $n 12075 -else -pant -say it is your Father... -pant -mpsleep 10 -pant -say the Dergnay... -mpsleep 10 -pant -say he called... -mea $n Rage takes over you. They have hurt your father... -mea $n they shall pay...NOW! -mptransfer $n 12079 -endif -~ -| -#12012 -houseslave~ -The houseslave~ -A houseslave tries to look more busy than he really is. -~ -No-one pays attention to these almost invisible slaves, unless -they need a beating. -~ -65 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 0 0 -#12013 -slavegirl~ -The slavegirl~ -The slavegirl runs around helping the best she can. -~ -These girls look all the same. They'll do, if nothing better -is available. -~ -65601 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 47 0 0 0 0 0 -#12014 -Karn young man plain ~ -Karn~ -A rather plain looking young man has found shade here. -~ -Nothing to attract attention in this young man. He is the -kind you'd easily pass on the street without a second look. -But it changes as soon as he smiles. The gray eyes sparkle -and the smile infects all in the room. -Say 'hello' to him. -~ -83886147 0 -1 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> speech_prog p hello~ -smile $n -mpechoat $n What a smile! It makes you feel all warm inside. -mpforce $n smile -mpsleep 15 -say Would you...care for some grapes? -mea $n The young man stutters a bit. Maybe he is shy? -blush -mpsleep 20 -mea $n You sit down next to the charmingly smiling Karn. -mea $n Minutes become an hour then two hours... -mea $n Having talked about everything between Celestial Realms and the Abyss -mea $n only the reason for your visit has not been discussed. -mpsleep 20 -mea $n Never did you feel so comfortable around anyone. -mea $n Comfortable even with the growing urge to get closer to him... -mpsleep 10 -mea $n You look at him and the light in his eyes captivates you... -mea $n ...and then it suddenly happens... -kiss $n -mea $n The kiss deepens. New spheres open to you. You suddenly know. -mea $n This was written in the stars. This is the one you were fated to love. -mpsleep 20 -mea $n Suddenly things go wrong. -mea $n _lbl An angry voice says 'what the...? My brother and my bride? -mea $n _lbl The angry voice yells 'Guards! Take them away!' -mea $n Rough hands tear you apart from your love and drag you away. -mptransfer $n 12082 -~ -> all_greet_prog 100~ -emote smiles shyly. -mea $n _lbl The young man says 'Hello. My name is Karn.' -~ -| -#12015 -Cilla young pretty girl~ -Cilla~ -A very pretty girl smiles to you shyly. -~ -A pair of amazingly blue eyes captivates you. The delicate -features of this young lady bespeak of Elvis blood. Very -pretty and very young, yet there is an air of sadness or -near desperation about her. -~ -83886147 0 -1 C -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -9 3 0 0 3 1 0 -0 0 9 0 0 0 0 0 -> all_greet_prog 100~ -say Oh hello. The cook said I should come here... -emote blushes and looks demurely down. -say it is such a beautiful garden, isn't it? -mea $n Suddenly you feel very flustered and words blurt out of your mouth... -mpforce $n say Not near as beautiful as you. -~ -> speech_prog p Not near as beautiful as you.~ -mpsleep 10 -smile $n -mea $n Such a beautiful smile! -mea $n Maybe you didn't botch everything with your clumsy compliment after all. -mpforce $n smile -mpsleep 15 -say Please, sit down. The grapes are really good, better than Bo's even... -mea $n Memories of your days in the Academia come back. -mpforce $n say Bo's? You had Bo in Weapons too? Did you hear how he... -mea $n You sit next to the girl and common memories make talk easy. -mpsleep 10 -mea $n Minutes become an hour then two hours... -mea $n Having talked about everything between Celestial Realms and the Abyss -mea $n the only thing you haven't discussed is your families. -mpsleep 20 -mea $n Never did you feel so comfortable around a young girl. -mea $n Comfortable, yet excited... -mpsleep 10 -mea $n You look at her and the light in her eyes captivates you... -mea $n ...and then it suddenly happens... -mea $n Unable to resist anymore you kiss Cilla. And she kisses you. -mea $n The kiss deepens. New spheres open to you. You suddenly know. -mea $n This was written in the stars. This is the one you were fated to love. -mpsleep 20 -mea $n Suddenly things go wrong. -mea $n _lbl An angry voice says 'what the...? My brother and my bride? -mea $n _lbl The angry voice yells 'Guards! Take them away!' -mea $n Rough hands tear you apart from your love and drag you away. -mptransfer $n 12082 -~ -| -#12016 -family~ -The Chief's family~ -The Chief's family is having breakfast. -~ -The family is composed of the Chief, his wife, the second oldest -daughter and four wee bairns. -The youngest is just a few months old sleeping at his mother's arms. -~ -67 4194304 100 C -30 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 5 -0 0 55 0 0 0 33 0 -> all_greet_prog 100~ -emote looks at your face with a puzzled expression. -mpforce $n yell Harnon no Garenah! -mpforce $n kill family -~ -> death_prog 100~ -mea $n As the last of the Dergnay in the room dies the door opens. -mea $n Your father steps in and looks horrified. -mea $n _ora Your father swears 'The peace was almost sure and you, you...' -mea $n _ora Your father swears 'You are no longer my son.' -mea $n _lbl He yells, 'Guards, deal with this murderer!' -mea $n _whi Your father tells you 'This will break your mother's heart' -mea $n Rough hands drag you away and throw you in a cell. -mer $n The Guard escorts the crazed youth out. -mptransfer $n 12083 -~ -| -#12017 -Idoiot giant slug~ -the slug~ -An Idoiot scavenges the ground for edibles. -~ -The Idoiot resembles a slug, but is gargantuan. It is hard to -say in the dim light, but it must be at least 9 feet long and -3 high. Its body is striped purple and pink and is partially -translucent. -~ -1 33280 0 C -35 0 0 1d1+30000 2d5+70 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -35 3 0 0 256 256 0 -0 0 0 1049184 392 22 537137152 14336 -> fight_prog 33~ -mpechoat $n _pin The slug oozes acid slime on you. -mpechoaround $n _pin The Idoiot oozes acid slime on $n . -mpdamage $n 70 -~ -| -#12018 -nightmare demon lich~ -The Lich Demon~ -A nightmarish lich rises from behind the pile of bones. -~ -The thing has all the makings of a demon, except a mummified -one. It is really just skin and bones. Wings like a bat's -attached to its shoulders with sharp claws on the mid-joint -rise from the apparitions shoulders. Its fleshless lips are -frosen in an eternal mocking grin as it looks down upon the -lesser beings with eyeless sockets that should not see, but -still miss nothing. -~ -103 71828098 -1000 C -55 0 0 1d1+32000 8d10+20 -45000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 0 0 0 73729 8192 4 -0 0 1409031 1048636 3712 2097408 4102 2051 -> fight_prog 20~ -say Not that easy fleshy thing... -cackle -mprestore self 500 -mpechoat $n The creature suddenly looks much less damaged. -~ -> fight_prog 2~ -mpechoat $n The lich swipes you of your feet and sends you flying. -mptransfer $n 12093 -~ -> all_greet_prog 100~ -if isimmort($n) -say Your power I acknowledge. What do you want here $n? -say Do what you came to do and depart. This hole is mine. -cackle -else -say Ahh, dinner arrives! I was growing hungry. -yell Praise the Lord of Darkness! Who claims he does not provide? -say let us see if you can provide entertainment for a few minutes as well... -mpkill $n -endif -~ -> hitprcnt_prog 2~ -say You think you have won. Perhaps so. But Consolation will never be yours! -emote starts to chant... -~ -> death_prog 100~ -if rand(6) -emote gets the last words garbled as it perishes. -mea $n The Pearl Glows softly begging to be taken out of the darkness. -else -emote finishes the chant just in time. -mea $n _ora A surprising amount of blood spills from the drained corpse. -emote seems to grin mischeviously one more time. -mpjunk pearl -mea $n You watch in horror as everything the lich held vaporizes in the air. -endif -~ -| -#12019 -ghoul noble~ -a ghoul noble~ -A ghoul dressed in tatters of noble attire appraises you over his teacup. -~ -This is the leader of the alliance. The other ghouls -clearly look up to him. The common belief of ghouls -being just slobbering idiots does not seem to hold quite -true with this one. Cunning he is and the air of confidence -about him only comes to those of high birth. -~ -67 40 -1000 C -43 0 -100 1200d1+7000 0d0+0 -20000 0 -112 112 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -67 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#12020 -ghastly ghoul~ -the ghastly ghoul~ -A ghastly ghoul slobbers in its tea-cup. -~ -The yellow eyes of the walking corpse alight when it looks -at its master. They also alight when it looks at you, though -in a different manner. -~ -3 512 -750 C -30 15 4 1d1+6000 1d8+60 -20 1500 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 1 -0 0 1769 0 0 0 4096 524290 -#12021 -ghastly ghoul~ -the ghastly ghoul~ -A ghastly ghoul munches on something. -~ -The yellow eyes of the walking corpse alight when it looks -at its master. They also alight when it looks at you, though -in a different manner. -Is that a finger in its mouth? -~ -3 512 -750 C -30 15 4 1d1+6000 1d8+60 -20 1500 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 1 -0 0 1769 0 0 0 4096 524290 -#12022 -Dungeon Guard~ -The Grim Guard~ -A grim looking Dungeon Guard holds duty above all. -~ -The guard looks very solemn, even grim. Not like she could -be moved by any pleas. All duty, trying to bribe her would -unlikely do any good. -~ -67 4727336 900 C -54 0 0 1d1+30000 1d1+10 -60 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 4095 0 0 14339 -#12023 -figure glowing avatar~ -the glowing figure~ -A glowing figure howers silently. -~ -The Avatar of Imagination is hidden in the glowing shields leaving -his true appearance up to your imagination. A messanger of the -greatest force ever to traverse any realm, he has something to -tell those who have made it this far. But only if you ask nicely. -~ -83888195 373825708 0 C -55 0 0 1d1+20000 1d1+500 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 1 0 0 1 1 0 -0 0 0 0 3158015 0 0 0 -> speech_prog please~ -mea $n The voice of Imagination echoes inside your head. -mea $n _lbl It says 'The power of imagination can do many a thing... -mea $n _lbl It can help you get home. For if you imagine hard enough -mea $n _lbl that your deity can hear you, your prayers will be heard. -mea $n The figure examines you carefully. -mea $n The figure nods solemnly. -mea $n _lbl It says ' But you $n, you have the potential to be more -mea $n _lbl It says 'than a mere mortal, if you take up the challenge. -mea $n _lbl It asks 'Are you willing?' -~ -> speech_prog willing~ -mea $n _lbl The Voice of Imagination says ' Excellent.' -mea $n _lbl It continues 'Remember that the fine line between -mea $n _lbl imagination and insanity goes where imaginary becomes -mea $n _lbl reality. -smile $n -mea $n _lbl It says 'Rest here until you are healed. And once you -mea $n _lbl feel ready to go onto the last and hardest test I shall -mea $n _lbl open the way for you. The key that opens the gate is -mea $n _lbl Imagination. -frown -mea $n _lbl The Voice says 'But remember, even as this far, once you -mea $n _lbl enter the Domain of Delusions, you will be on your own. -mea $n _lbl No deity will hear your pleas and you will either conquer -mea $n _lbl or perish. Perhaps you are lucky enough to have companions -mea $n _lbl or find some on the way. But in the end it is you alone. -emote shimmers and pulsates as a sign of having spoken. -~ -> all_greet_prog 100~ -if level($n)<50 -shake -say 'You are yet too young and inexperienced to face this $n.' -say 'Go back home to grow.' -mea $n The figure shimmers and pulsates and a strange whirling -mea $n vortex grabs you, transporting you out of the Lands of Dreams. -mer $n A whirling vortex carries your companion away. -mptransfer $n 12000 -else -if isimmort($n) -say Greetings Great $n. You no longer need to be tested. -say But you may naturally enter if you so will. -bow $n -else -peer $n -say You have come far $n. -emote nods at you approvingly. -endif -endif -say I have been given permission to advice you further, if you know how to ask. -~ -> speech_prog Imagination~ -mea $n The Voice of Imagination echos 'Good luck.' -mer $n The glowing figure waves goodbye to the brave $n. -mptransfer $n 12121 -~ -| -#12024 -vampire bat~ -the vampire bat~ -A flying mouse flaps around. -~ -The bat is like a mouse on leathery wings, but it has needle sharp -fangs and it is the size of an average cat. -~ -16777281 537395200 0 C -15 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -23 4 0 0 512 512 5 -0 0 0 0 0 0 1 2 -> death_prog 100~ -mea $n From the corpse of the little bat rises a flaming horror. -mpmload 12025 -~ -| -#12025 -soul fiend vampire~ -the soul fiend~ -A flaming apparition rises from the slain corpse. -~ ->From what can be seen through the flames this creature is very -unattractive. It feeds on the evil thoughts as much as on the -blood it sucks from its victims. -~ -16777313 1078461096 -1000 C -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -18 18 18 18 18 5 18 -0 0 0 0 0 -89 4 0 0 1 1 0 -0 0 0 1049096 129 66 1054720 4100 -> death_prog 100~ -if rand(75) -mpoload 12023 -mea $n A piece of twisted wire gleams on the finger of the soul fiend. -else -emote bursts in flames and melting all its possessions. -mpdamage $n 30 -mea $n Ouch! That had to hurt! -endif -~ -| -#12026 -vampire bat~ -the vampire bat~ -A flying mouse flaps around. -~ -The bat is like a mouse on leathery wings, but it has needle sharp -fangs and it is the size of an average cat. -~ -16777281 524288 0 C -15 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -23 4 0 0 1 1 5 -0 0 0 0 0 0 1 2 -#12027 -kurimus demon doubt~ -the doubt demon~ -A demon from the Kurimus tortures you. -~ -All your fears, feelings of inadequacy, illaudable deeds gathered -to form this creature. Things you had forgotten come back to haunt -you. It is relentless and unforgiving. Many have succumbed to these -creatures. -~ -65633 39944874 0 C -50 0 0 1d1+25000 4d5+60 -0 0 -112 112 0 -23 23 23 20 25 3 10 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 0 0 1049362 40 3072 1073741888 8199 -> fight_prog 100~ -if rand(6) -say Even your mother knows that you will never amount to anything. -say Loser! -cackle -else -if rand(8) -emote snickers at you looks. -say You know your fellow students bet that you'd never be kissed? -say You sure aren't much to look at. -else -if rand(10) -emote giggles annoyingly. -say They all think you are a moron. And laugh behind your back. -else -if rand(12) -mea $n Your doubts of your prowess increase. -mea $n The doubt demon seems a lot healthier. -mprestore self 150 -else -if rand(15) -smirk -say No-one can ever be doubtfree. No matter what, we'll always win in the end. -endif -endif -endif -endif -endif -~ -> death_prog 100~ -mea $n As the demon's material form turns into a pile of quivering flesh -mea $n _whi A voice whispers in your ear 'I am always close by.' -mea $n _whi 'have no doubt.' -mea $n An insane cackle ensues, but deep inside you know that -mea $n Doubt Demons will always haunt you. -mer $n A gleeful cackle fades into the distance. -~ -| -#12028 -kurimus demon doubt~ -the doubt demon~ -A demon from the Kurimus tortures you. -~ -All your fears, feelings of inadequacy, illaudable deeds gathered -to form this creature. Things you had forgotten come back to haunt -you. It is relentless and unforgiving. Many have succumbed to these -creatures. -~ -65635 39944874 0 C -50 0 0 1d1+25000 4d5+60 -0 0 -112 112 0 -23 23 23 20 25 3 10 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 0 0 1049362 40 3072 1073741888 8199 -> all_greet_prog 100~ -cackle -mea $n _lbl the doubt demon says ' So you made it this far $n?' -mer $n _lbl the doubt demon says 'and $n too made it here?' -say Pure luck. It won't last long. -~ -> fight_prog 100~ -if rand(5) -giggle -say You really are something. Fighting windmills. -say you have no hope. Look at me. -mprestore self 300 -else -if rand(7) -say You can scratch me, but I get healed by the doubts you have. -mprestore self 200 -else -if rand(33) -cackle -endif -endif -endif -~ -> death_prog 100~ -mea $n _lbl the doubt demon says 'Against all odds you win. You may continue -mea $n _lbl the testing. Though undoubtedly you will fail.' -muha -mea $n _lbl the doubt demon says 'And even if you succeed, once this -mea $n _lbl is all over, we will always lurk in the shadows of your mind. -~ -| -#12029 -meditating statue~ -the statue~ -A statue looking to be in deep concentration stands on a pedestal. -~ -As far as one can tell from the glow, the man on the throne -looks quite ordinary, even dull. -As you look closer, you realize that it is a statue of YOU! -And that you are Karnay. Or will be if you can defeat yourself... -~ -16777283 4203136 0 C -50 0 0 1d1+32000 1d1+200 -300000 0 -112 112 1 -25 25 25 25 25 13 13 -0 0 0 0 0 -90 24 0 0 1 1 5 -0 0 8 1048616 3072 2097152 34607872 14404 -> fight_prog 100~ -if rand(3) -mea $n Memories of home and childhood fill your mind. -mea $n Are they yours? Or Karn's? Impossible to say. -mea $n Tears fill your eyes almost blinding you. -say Ouch, that hurt. What was it, teargas? -mprestore self 500 -mpdamage $n 50 -else -if rand(5) -mea $n You remember one you loved once, but hurt wittingly or unwittingly. -mprestore self 300 -tsk -say You should not have done that. -else -if rand(7) -mea $n A face floats in your memories. But you cannot name the person. -mea $n You really should know... -else -if rand(9) -mea $n It is all so confusing. -mpforce $n sigh -endif -endif -endif -endif -~ -> all_greet_prog 100~ -mea $n *blu The worst enemy anyone can face is oneself. -mea $n _dgr . -mpforce $n look statue -say Are you ready, my other self? Let us find out who stays and who goes. -yell There can be only one! -~ -> death_prog 100~ -if rand(25) -mea $n The hand holding the sceptre reluctantly hands it to you. -give sceptre $n -else -mea $n The hand holding the sceptre tightens to a clenched fist. -mea $n The delicate Sceptre of Balance shatters. -mpjunk all -endif -mea $n _lbl ..Everything begins to fade to black. -mea $n _dbl . -mea $n _lbl You feel yourself leaving your body... rising up into the air, you -mea $n _lbl feel indeed much more free than you have ever felt before... -mea $n _dbl . -mea $n _lbl You float high into the heavens... a vortex of ever-changing curved -mea $n _lbl beams of colored light swirling around you faster and faster... -mea $n _dbl . -mea $n _lbl Your soul is bursting with emotions you can barely conceive... -mea $n _lbl You feel a burning inside... both cold and hot... a tingle of -mea $n _lbl electricity grows into a powerful buzzing surge jolting through -mea $n _lbl every inch of your body. -mea $n _dbl . -mea $n _lbl A strange chorus of voices begins to sing indecipherable and long -mea $n _lbl forgotten words... the singing grows louder and louder... -mea $n _lbl a million voices as one. -mea $n _dbl . -mea $n _lbl You feel yourself losing touch with reality... and all goes quiet. -mea $n _dbl . -mea $n _dbl . -mpforce $n shout I am the incarnation of Karnay! I AM A GOD!!! -mptransfer $n 12130 -~ -| -#12030 -ethereal being~ -the ethereal being~ -A breathtakingly beautiful ethereal being has come to help you. -~ -The almost translucent being shimmers under her aura. Very petite -and feminine, much like a fairy from old tales. These beings live -among the gods acting as their messangers. -~ -83888195 4194984 0 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -> act_prog p looks at you.~ -mea $n _lbl the ethereal being says 'say Greetings, O'Brave One. -mea $n _lbl You have done well. My Mistress has sent me to escort you to her. -mea $n _lbl Take one last look here, and follow me please.' -mpforce $n look -mea $n You follow the ethereal being through an otherworldly landscape. -mea $n The ethereal being shows you into a pavillion and disappears silently. -mptrans $n 12067 -mpat 12067 say The One has arrived, My Lady Ciellan. -~ -| -#0 - - -#OBJECTS -#12000 -cloak rainbow shimmering~ -Rainbow Cloak~ -A shimmering pile of rainbow colored material lies on the ground.~ -~ -9 525667 1025 64 -25 25 0 0 -1 1000000 100000 -E -rainbow shimmerin cloak~ -Like a living rainbow the cloak drapes about its wearer, -protecting and keeping the elements at bay. -~ -A -12 100 -A -66 3 -A -13 120 -A -18 12 -A -19 12 -A -24 -10 -A -21 -10 -A -27 1048584 -A -29 256 -A -26 1638400 -#12001 -sceptre balance~ -Sceptre of Balance~ -A pulsating sceptre stands by itself.~ -~ -5 526120 24577 -0 19 7 8 -4 200000 20000 -E -sceptre balance~ -The sceptre emanates a strange light from the rainbow -crystal on the top. It seems almost alive. -~ -A -26 2 -A -1 1 -A -3 1 -A -4 2 -A -18 20 -A -19 20 -#12003 -blood-stained unicorn horn~ -Blood-stained Unicorn Horn~ -A golden horn with rusty stains on it lies here.~ -~ -5 262144 8193 -0 6 12 11 -4 50000 5000 -E -Blood-stained unicorn horn~ -About a foot long sharp horn. Unfortunately marred by -the blood of the slain Unicorn it has lost it's magic. -~ -A -18 3 -A -19 2 -#12004 -Shirlamin golden unicorn horn~ -Golden Unicorn Horn~ -A beautifully spiralling golden horn lies here.~ -~ -5 -2147221431 8193 -0 7 12 11 -4 500000 50000 -E -golden unicorn horn~ -Beautiful and deadly. A sharp golden spiral makes an -effective weapon for the right bearer. -~ -A -3 2 -A -4 1 -A -20 -10 -A -21 -5 -A -13 120 -A -12 100 -A -66 2 -A -19 6 -A -18 6 -#12005 -spring~ -spring~ -A spring gurgles happily turning into a small brook flowing away~ -~ -25 0 0 -5000 5000 0 0 -1 0 0 -#12006 -brook~ -brook~ -A little brook appears from under one fence and disappears under the other.~ -~ -25 0 0 -5000 5000 0 0 -1 0 0 -#12007 -rose~ -rose~ -~ -~ -39 0 0 -2627 12964 0 0 -1 0 0 -#12008 -fountain~ -fountain~ -An ugly looking sculpture spits out clear water.~ -~ -25 134217728 0 -5000 5000 0 0 -1 0 0 -#12009 -bench~ -bench~ -A bench offers a rest for the weary.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -bench~ -The bench looks quite comforable. -~ -#12010 -pavillion~ -pavillion~ -A pavillion is erected in the middle of the yard.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -pavillion ~ -The door seems to invite you to enter. -~ -#12011 -fireplace~ -fireplace~ -The fireplace provides warmth and light to the Hall.~ -~ -34 0 0 -0 0 0 0 -1 0 0 -E -firplace~ -The semi-circular fireplace is typical in these parts. The -smoke goes up the chimney that is shared by a similar fireplace -on the other side of the wall. -~ -#12012 -pavillion~ -pavillion~ -A pavillion offers shade from the sun.~ -~ -46 0 0 -0 0 0 0 -1 0 0 -E -pavillion ~ -The door seems to invite you to enter. -~ -#12013 -stone hieroglyph~ -stone hieroglyph~ -A stone with a strange hieroglyph protrudes from the wall.~ -~ -37 0 0 -2568 12108 0 0 -1 0 0 -#12014 -pearl Solean~ -The Pearl of Solean~ -A softly shimmering pearl radiates gentle light.~ -~ -1 1345 16385 -0 0 0 0 -1 2000000 200000 -E -pearl shimmering solean~ -There is no doubt. This is one of the pearls that fell in the -ocean when the Goddess Solean broke her necklace. A truly -blessed object. -~ -A -26 8192 -A -26 4 -A -13 100 -A -12 100 -A -17 -50 -A -4 3 -A -25 3 -A -19 6 -A -18 6 -#12015 -puddle~ -puddle~ -Dripping water has formed a puddle on the ground. ~ -~ -25 0 0 -200 200 14 0 -1 0 0 -#12016 -water~ -water~ -A shallow layer of water drains towards the deeper part of the cave.~ -~ -25 0 0 -200 200 14 0 -1 0 0 -#12017 -lake~ -lake~ -A small lake fills the cavern completely.~ -~ -25 0 0 -200 200 14 0 -1 0 0 -#12018 -altar~ -Altar~ -A primitive altar has been erected by the wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -altar~ -To your surprise you realize that this altar was set here -to honour your deity. Bow your head in prayer and you may -be heard. -~ -#12019 -chest old~ -old chest~ -An old chest looks like it could fall apart any moment.~ -~ -15 0 0 -1000 0 0 0 -1 0 0 -E -chest~ -Looks like no-one touched this chest in ages. And probably -better so, for otherwise it might have fallen apart long ago. -~ -#12020 -rusty shovel~ -rusty shovel~ -A rusty shovel lies here forsaken.~ -~ -13 0 16385 -0 0 0 0 -1 0 0 -E -rusty shovel~ -An old shovel has rusted for the lack of care, but still -looks strong enough for digging. -~ -#12021 -alegar coin~ -coin~ -An old coin.~ -~ -8 1 1 -0 0 0 0 -100 670000 67000 -#12022 -cell key~ -a cell key~ -A key with the Dungeon Guard symbol lies on the ground.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -cell key dungeon guard~ -A rather ordinary looking key with the DG insignia. -One might guess it opens some cell. -~ -#12023 -Amuraghim ring black white~ -a black and white ring~ -A ring made by twisting black and white metal together awaits to be worn. - ~ -~ -9 -2146957120 3 -15 15 0 0 -1 9 0 -E -Amuraghin ring black white~ -As you examine the ring closer you see the inscription -' Amuraghim naedra meris' -The only recognizable word is Amuraghim, the ancient spirit -of absolutes and prejudice. -~ -A -28 128 -A -4 -5 -A -17 -50 -A -29 256 -A -19 7 -A -18 7 -A -12 75 -A -66 5 -> wear_prog 100~ -if isneutral($n) -mpforce $n shake -else -mpforce $n yell My kind are far superior to the rest of the races. -mea $n You feel foolish inside, but try to hide it. -mer $n $n looks annoyingly smug. -endif -~ -> zap_prog 100~ -mea $n You are ashamed of your thoughts. -mer $n $n looks bewildered and abashed. -mpforce $n say The ring made me do it! Get away from me twisted thing! -~ -> remove_prog 100~ -mea $n You suddenly realize that your prejudices have hurt your friends. -mer $n $n seems to finally get what an idiot $m has been lately. -mpforce $n yell The ring made me do it! Honest! It wasn't me! -~ -| -#12024 -claws doubt~ -claws of doubt~ -Sharp gleaming claws lie in the dust.~ -~ -5 -2147479408 129 -0 0 0 0 -100 1 0 -E -claws doubt~ -These could easily rend you apart if you don't watch it. -~ -A -1 -5 -A -2 -5 -A -25 -10 -A -17 150 -A -26 256 -A -26 536870912 -#12025 -kuningatar nightqueen blossom~ -a Nightqueen blossom~ -A sweetly scented exquisite blossom is slowly wilting on the ground.~ -~ -8 64 1 -0 0 0 0 -1 0 0 -E -blossom nightqueen exquisite~ -Cream and pink flower comes from a plant that only blooms -once a year and only for one night. Come morning its flowers -are gone...like a sweet dream. It's scent is slightly intoxicating -and it is said that dreams dreamt in the same room with a blooming -Nightqueen come true. The plant is dedicated to Ciellan Skylana, -the Goddess of Dreams. -~ -#12026 -heatherbell golden unicorn bell~ -a golden bell~ -A golden bell in a severed ribbon catches your eye.~ -~ -8 0 1 -0 0 0 0 -1 0 0 -E -golden bell~ -Looks like the ribbon got caught in something and was torn in half -causing the bell to fall off. It is shaped like a heather and bears -the image of an unicorn on it. -~ -#12027 -karnay blessing~ -Karnay's Blessing~ -A long slim dagger made of a golden horn should not be abandoned.~ -~ -5 -2146959031 8193 -0 7 12 11 -4 500000 50000 -E -karnay blessing horn golden dagger~ -Beautiful and deadly. A sharp golden spiral makes an -effective weapon for the right bearer. -The hilt bears the twelve pointed star emblem fashioned of -precious stones, and runes of good fortune and blessing -decorate the blade. -~ -A -3 2 -A -4 1 -A -20 -10 -A -21 -5 -A -13 120 -A -12 100 -A -66 2 -A -19 12 -A -18 12 -A -31 3 -A -26 8192 -#0 - - -#ROOMS -#12000 -A Cavern in the Mound~ -The spacious cavern is empty, save for shelves lining the walls.Urns of various -shapes and sizes fill the shelves, at a glance they could be estimated to -number in over a thousand. In the middle of the room a sepulchre of an armoured -knight draws attention to itself. -~ -0 8 0 -D4 -The way back up to the world. -~ -~ -1025 -1 11189 -D5 -A dark opening. -~ -slate~ -11 -1 12001 -E -Sepulchre~ -On a pedestal lies a statue of a Knight dressed in full -armour, except for the helm which is placed by his left hand. -The stone sword is in its hilt and in his hand the dead -knight holds a white marble rose. -A stone replica of his great shield lies on the floor next to him. -A gilded plate at his feet has something scribed on it. -~ -E -shield~ -The shield has a Dragon rampant with a lance through its -chest spitting blood and fire depicted on it. -Looking closer you start to wonder if the slate is covering something. -~ -E -plaque~ -SAINT SORLAN LIES HERE. - - So be it - Friend no more - To secure peace is prepare for war. - - - 'Don't Tread on Me' by Metallica. -~ -E -notice~ -The named characters and the plot of this area are based on the -works of Marty Pelletier. I would like to thank Zaknafein, the -creator of the area Darkhaven Art Gallery for the giving much joy -to players all over. In one of the rooms of this area is a statue -that resembles the famous Phunbaba, but only resembles. The picnic -of the ghouls was also inspired by my visit to the famous Art Gallery. - -Further, I would like to credit the creators of the smaug codebase. -Not only has it made possible for me to create this area, but also -offered certain embellishments to it. The names of them can be seen -by typing 'help greeting'. - -and now to the tips ... - -Look around carefully. Running too fast may cause you to pass by -a vital clue, and often there is no return. - -This area is not meant to be easy. A lot is done by programs and -a great portion of it is nosuplicate and almost all norecall. - -And one more thing. I hope you can experience the same emotions -I did when writing this. Be angry, frustrated or giggle at my silly -ideas, but most of all, have fun! - Frostflower * -~ -> entry_prog 100~ -mpecho _whi Welcome traveller! Please take time to look at the notice. -~ -| -S -#12001 -Chamber of the Remembered~ -This chamber is vast. The ceiling arches so high above you can not even see it -from here. There are splinters of wooden ladder on the ground, so ancient that -they have fallen apart on their own. The stone slate that granted you entry has -closed again, and is too heavy to push open without firm ground under the feet. ->From the center of the chamber you can barely see the walls even with a light on. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12002 -D1 -Chamber of the Remembered -~ -~ -0 -1 12004 -D2 -Chamber of the Remembered -~ -~ -0 -1 12006 -D3 -Chamber of the Remembered -~ -~ -0 -1 12008 -D6 -Chamber of the Remembered -~ -~ -0 -1 12003 -D7 -Chamber of the Remembered -~ -~ -0 -1 12009 -D8 -Chamber of the Remembered -~ -~ -0 -1 12005 -D9 -Chamber of the Remembered -~ -~ -0 -1 12007 -S -#12002 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D1 -Chamber of the Remembered -~ -~ -0 0 12003 -D2 -Chamber of the Remembered -~ -~ -0 -1 12001 -D3 -Chamber of the Remembered -~ -~ -0 -1 12009 -S -#12003 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D2 -Chamber of the Remembered -~ -~ -0 -1 12004 -D3 -Chamber of the Remembered -~ -~ -0 -1 12002 -D9 -Chamber of the Remembered -~ -~ -0 -1 12001 -S -#12004 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12003 -D2 -Chamber of the Remembered -~ -~ -0 -1 12005 -D3 -Chamber of the Remembered -~ -~ -0 -1 12001 -S -#12005 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12004 -D3 -Chamber of the Remembered -~ -~ -0 -1 12006 -D7 -Chamber of the Remembered -~ -~ -0 -1 12001 -S -#12006 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12001 -D1 -Chamber of the Remembered -~ -~ -0 -1 12005 -D2 -Steps carved in stone -~ -stone~ -27266059 -1 12010 -D3 -Chamber of the Remembered -~ -~ -0 -1 12007 -E -plaques~ -One says: In memoriam Inflictor. - Another. Here sleeps the greatest of Angels. - -The third plaque is illegible and hangs loosely from -just on pin covering partially a crack. -~ -E -crack~ -Tracing the crack you see it is surprisingly rectangular in shape. -It is indeed a stone that covers a doorvay. -~ -S -#12007 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12008 -D1 -Chamber of the Remembered -~ -~ -0 -1 12006 -D6 -Chamber of the Remembered -~ -~ -0 -1 12001 -S -#12008 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D0 -Chamber of the Remembered -~ -~ -0 -1 12009 -D1 -Chamber of the Remembered -~ -~ -0 -1 12001 -D2 -Chamber of the Remembered -~ -~ -0 -1 12007 -S -#12009 -Chamber of the Remembered~ -The wall is filled with plaques. Some barely legible others have as if by some -magic retained their original shape. Some of the names would be familiar to any -student in the Academy from dusty history scrolls. Others belong to tales and -legends no-one really believes in anymore. -~ -0 3145737 0 -D1 -Chamber of the Remembered -~ -~ -0 -1 12002 -D2 -Chamber of the Remembered -~ -~ -0 -1 12008 -D8 -Chamber of the Remembered -~ -~ -0 -1 12001 -S -#12010 -Stairs Carved in Stone~ -The polished stairs lead down to the depths of the tomb. The walls proudly show -the intricate mural carved in them. Traces of paint can still be seen on the -figures. A muted silence reigns this dust covered corridor. A rectangular stone -closes the exit north. -~ -0 3211528 0 0 0 3 -D0 -Chamber of the Remembered -~ -stone~ -16778241 -1 12006 -D5 -Bottom of the Stairs -~ -~ -0 -1 12011 -S -#12011 -A Painted Door~ -At the bottom of the stairs a single door painted in bright colors now faded. -The paint is cracked, but the symbol on the door is undoubtedly a twelve pointed -star. The door looks like it has not been opened in aeons. -~ -0 3153928 0 -D0 -A painted door -~ -painted~ -3 -1 12012 -D4 -Steps carved in stone -~ -~ -0 -1 12010 -S -#12012 -A Redwood Throne~ -The room is decorated with the treasures of times long past, and some quite -contemporary art as well. As the only way in is the door to the North this is -rather mystical. In the center of the chamber a beautiful throne carved of bone -and redwood stands on a pedestal. In spite of the feeling of antiquity in the -room it is spotlessly clean and clearly inhabited. This is no tomb, but a throne -room of a mighty being. -~ -0 36970504 0 -D2 -A painted door -~ -painted~ -3 -1 12011 -S -#12013 -Corridor of Dreams~ -Darkness. Only a slight glow from west intrudes in the black velvet of dreams. -Mist swirls around reaching out its cold damp fingers as if to grasp anyone, -wanting to swallow everything or anyone it can. An eerie silence hangs about -like a heavy cloak. -~ -0 3153920 1 -D3 -A corridor -~ -~ -0 -1 12014 -S -#12014 -Corridor of Dreams~ -Rainbow mists swirls in the corridor. The air is warm and humid. Dim light is -is soothing, but it only adds to the unreal feeling of these corridors. The -walls grow velvet smooth emerald moss striped by tiny vines with pink -blossoms. -~ -0 3153920 1 -D0 -A corridor -~ -~ -0 -1 12015 -D1 -A corridor -~ -~ -0 -1 12013 -S -#12015 -Corridor of Dreams~ -Rainbow mists swirls in the corridor. The air is warm and humid. Dim light is -is soothing, but it only adds to the unreal feeling of these corridors. The -walls grow velvet smooth emerald moss striped by tiny vines with pink -blossoms. -~ -0 3153928 0 -D2 -A corridor -~ -~ -0 -1 12014 -D3 -A corridor -~ -~ -0 -1 12016 -S -#12016 -Corridor of Dreams~ -Rainbow mists swirls in the corridor. The air is warm and humid. Dim light is -is soothing, but it only adds to the unreal feeling of these corridors. The -walls grow velvet smooth emerald moss striped by tiny vines with pink -blossoms. -~ -0 3153928 0 -D1 -A corridor -~ -~ -0 -1 12015 -D3 -A corridor -~ -~ -0 -1 12017 -S -#12017 -Corridor of Dreams~ -Rainbow mists swirls in the corridor. The air is warm and humid. Dim light is -is soothing, but it only adds to the unreal feeling of these corridors. The -walls grow velvet smooth emerald moss striped by tiny vines with pink blossoms. -A slight breeze comes in from the west making the mist swirl faster. -~ -0 3153928 0 -D1 -A corridor -~ -~ -0 -1 12016 -D3 -An opening -~ -~ -0 -1 12018 -S -#12018 -A Ledge Above the Clouds~ -Standing on a narrow ledge the entry to the corridor behind the view is one to -take the breath away. The soft blue hue of the sky in perpetual twilight, stars -just coming out for the the first time, a sea of clouds streching as far as they eye can -see. How high up must this place to be, and how steep is the rockface. No-one -can climb down there, it takes ability to fly to continue from here. -~ -0 3145736 0 -D1 -A corridor -~ -~ -16777216 -1 12017 -D2 -Clouds -~ -~ -0 -1 12021 -D5 -DEATH -~ -~ -0 -1 12019 -S -#12019 -A sudden and Immediate Death~ -SPLAT!!! -~ -0 14 0 -S -#12020 -A Barren Hole~ -A barren crater in a barren land. Nothing worth seeing. Just sand and high -vertical walls surrounding it. No life, no water. Nothing. -A wasted effort. -~ -0 3145740 0 -S -#12021 -Stepping on the Clouds~ -The cloud feels cool and moist. Wading ankle deep in the white fluff that really -turned out to be just condensed mist the sensation is unusual. Whoever spoke of -clouds as woolly lambs was either not well informed, joking or trying to be -poetic,with little success. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12018 -D1 -Clouds -~ -~ -0 -1 12022 -D2 -Clouds -~ -~ -0 -1 12023 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12022 -The Edge of Clouds~ -Peeking over the edge a barren, desolate land streches down below. Why this -should be while there are all these clouds hanging about is a mystery. It must -be one of those god things. -~ -0 19931148 0 -D3 -Clouds -~ -~ -0 -1 12021 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12023 -Deeper in the Clouds~ -Wading deeper in the cool moist whiteness. Further from the terra firma of the -ledge and deeper into the cloud the mist now hangs about your waist. High above -the ground standing on what in truth is just fog could cause a lesser being -tremble. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12021 -D3 -Clouds -~ -~ -0 -1 12024 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12024 -In the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you up to you armpits. The view is the same in -all directions. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12027 -D1 -Clouds -~ -~ -0 -1 12023 -D2 -Clouds -~ -~ -0 -1 12028 -D3 -Clouds -~ -~ -0 -1 12025 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12025 -Gray Cloud~ -The fluffy whiteness transforms into a hue of gray. The fog that makes the cloud -is heavier, more wet. Rain is not far from here that can be felt in the marrow -of one's bones. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12026 -D1 -Clouds -~ -~ -0 -1 12024 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12026 -Rain Cloud~ -It starts to rain. The cloud around you weeps shedding thousands of teardrops. -A refreshing rain in this land of perpetual Summer never hurt anyone. Unless -one is made of sugar or frail frost. -~ -0 19931148 0 -D1 -Clouds -~ -~ -0 -1 12027 -D2 -Clouds -~ -~ -0 -1 12025 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12027 -A Grumbling Cloud~ -The dark cloud below you is making grumbling noises and the air around you -sizzles making your hair stand up. It seems that a thunderstorm is brewing. -Gazing to the Northeast you see what appears to be a floating fortress. -~ -0 19931148 0 -D2 -Clouds -~ -~ -0 -1 12024 -D3 -Clouds -~ -~ -0 -1 12026 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12028 -In the Clouds~ -Wading in the clouds sinking down the fog hugs the knees. Whiteness streches -out everywhere. In the distance hues of gray and even some singular flashes -of lightning. Above the sky is studded with topaz stars and the slight breeze -caresses the clouds with gentle fingers. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12024 -D1 -Clouds -~ -~ -0 -1 12029 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12029 -Further in the Clouds~ -Mid-tigh the mists rise. The plane of fluffy whiteness continues all over. The -uniformity of the cloudscape becomes soon boring. Some dream of living on the -clouds, poor fools. There is nothing worth seeing here. -~ -0 19931148 0 -D1 -Clouds -~ -~ -0 -1 12031 -D2 -Clouds -~ -~ -0 -1 12030 -D3 -Clouds -~ -~ -0 -1 12028 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12030 -Edge of the Clouds~ -Peeking over the edge a barren, desolate land streches down below. Why this -should be while there are all these clouds hanging about is a mystery. It must -be one of those god things. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12029 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12031 -Deeper in the Clouds~ -Deeper into the clouds goes the path. Both further from the safety of the ledge -and sinking deeper in the mist. The cloud clings to the waistline now with an -occasional tendril reaching higher. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12032 -D3 -Clouds -~ -~ -0 -1 12029 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12032 -Path between the Clouds~ -It almost seems like there is a winding path making its way between the clouds. -Sinking deeper the mist now raise up to the armpits now and the path seems to -lead deeper towards the East. -~ -0 19931144 0 -D1 -Clouds -~ -~ -0 -1 12033 -D2 -Clouds -~ -~ -0 -1 12031 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12033 -Sinking in the Clouds~ -The whispy tendrils reach up to the chin, if sinking continues even a little the -visibility will be threatend. For now the view is much as it has been for a long -time. Fluffy. White. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12034 -D3 -Clouds -~ -~ -0 -1 12032 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12034 -In the Cloud~ -The cloud rises above. Only thick white fog that makes up the clouds can be -seen. It swirls and heaves like it were alive. The mist seems to thin to the -South and the East. -~ -0 19931148 0 -D1 -Clouds -~ -~ -0 -1 12035 -D2 -Clouds -~ -~ -0 -1 12033 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12035 -In the Cloud~ -The cloud rises above. Only thick white fog that makes up the clouds can be seen. -It swirls and heaves like it were alive. The mist seems to thin to the West and -change color to the South. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12039 -D2 -Clouds -~ -~ -0 -1 12036 -D3 -Clouds -~ -~ -0 -1 12034 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12036 -A Darkening Cloud~ -The Cloud turns gray here, a change to the everpresent whiteness. The mist turns -into heavy fog and a few little droplets condense and fall down. There seems to -be more rain ahead to the East and brighter skyes to the North. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12035 -D1 -Clouds -~ -~ -0 -1 12037 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12037 -Rain Cloud~ -It starts to rain harder. Raindrops appear from the surface of the cloud and -fall down. The cloud is dark gray and a low threatening grumble comes from the -South.To the West things look a bit brighter. -~ -0 19931148 0 -D2 -Clouds -~ -~ -16777216 -1 12038 -D3 -Clouds -~ -~ -0 -1 12036 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12038 -The Thunder Rolls~ -And the lightning strikes. Flashes as wide as the red carpet in a king's castle -split the cloud. Electricity in the air crackles and makes hair stand up. -Staying here is not recommendable. -~ -0 19931148 0 -D0 -Clouds -~ -~ -0 -1 12037 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12039 -A Fluffy White Cloud~ -The cloud does look like a sheep. But it certainly does not feel like one. It is -cold and damp, even if it is wery fluffy and white. Embedded in the mist one -might get lost or despair. -~ -0 19931148 0 -D1 -Clouds -~ -~ -0 -1 12041 -D2 -Clouds -~ -~ -0 -1 12035 -D3 -Clouds -~ -~ -0 -1 12040 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12040 -Climbing the Cloud~ -Whether the traveller climbs higher or the clouds retreat down is impossible to -say. The sky is back up there wearing her finest twilight-blue cloak studded -with precious jewels. Gazing up to the West a Gate rises from the mists. -~ -0 19931148 0 -D1 -Clouds -~ -~ -0 -1 12039 -D3 -Clouds -~ -~ -0 -1 12042 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12041 -At the Edge of a Cloud~ -Peeking over the edge a barren, desolate land streches down below. Why this -should be while there are all these clouds hanging about is a mystery. It must -be one of those god things. -~ -0 19931144 0 -D3 -Clouds -~ -~ -0 -1 12039 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12042 -The Gate to The Flying Fortress~ -The Gate looks like it was made to withstand any force. It is very heavy and -even plated with gold to prevent acid attack. None will pass this gate uninvited. -~ -0 19931144 0 -D1 -Clouds -~ -~ -0 -1 12040 -D3 -A Gate -~ -gate~ -8389667 -1 12052 -D5 -Clouds -~ -~ -0 -1 12043 -S -#12043 -Sunken in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12044 -D1 -Clouds -~ -~ -0 -1 12045 -D2 -Clouds -~ -~ -0 -1 12046 -D3 -Clouds -~ -~ -0 -1 12047 -D4 -Clouds -~ -~ -16777216 -1 12021 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12044 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick, fluffy and white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12045 -D1 -Clouds -~ -~ -0 -1 12046 -D2 -Clouds -~ -~ -0 -1 12048 -D3 -Clouds -~ -~ -0 -1 12047 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12045 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12046 -D1 -Clouds -~ -~ -0 -1 12047 -D2 -Clouds -~ -~ -0 -1 12051 -D3 -Clouds -~ -~ -0 -1 12049 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12046 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12047 -D1 -Clouds -~ -~ -0 -1 12048 -D2 -Clouds -~ -~ -0 -1 12049 -D3 -Clouds -~ -~ -0 -1 12051 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12047 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12051 -D1 -Clouds -~ -~ -0 -1 12049 -D2 -Clouds -~ -~ -0 -1 12050 -D3 -Clouds -~ -~ -0 -1 12051 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12048 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12049 -D1 -Clouds -~ -~ -0 -1 12051 -D2 -Clouds -~ -~ -0 -1 12051 -D3 -Clouds -~ -~ -0 -1 12043 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12049 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12050 -D1 -Clouds -~ -~ -0 -1 12051 -D2 -Clouds -~ -~ -0 -1 12043 -D3 -Clouds -~ -~ -0 -1 12044 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12050 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12051 -D1 -Clouds -~ -~ -0 -1 12044 -D2 -Clouds -~ -~ -0 -1 12045 -D3 -Clouds -~ -~ -0 -1 12046 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12051 -Lost in the Clouds~ -Clouds all around. Fluffy clouds, puffy clouds, clouds that resemble animals or -faces. The white mist envelopes you completely. In all directions the view is -the same. Thick white mist. -~ -0 19931144 0 -D0 -Clouds -~ -~ -0 -1 12045 -D1 -Clouds -~ -~ -0 -1 12046 -D2 -Clouds -~ -~ -0 -1 12047 -D3 -Clouds -~ -~ -0 -1 12048 -D5 -A barren hole -~ -~ -0 -1 12020 -S -#12052 -Entryway through the Garden~ -A copplestone path leads through the flowerbeds towards the entrance into the -Fortress itself. Unlike outside the gate where twilight reign, here it seems to -always be an early Summer morning. A multitude of colorful flowers are in bloom, -butterflies flutter around and birds sing about the glory of the new day. -~ -0 3153928 0 -D1 -~ -gate~ -8389667 -1 12042 -D3 -A Garden path -~ -~ -0 -1 12053 -S -#12053 -Garden Path~ -The path continues towards the impressive mahogany door to the Fortress. On the -North side a hedge with tiny silvery flowers lines the path while to the South -an orchard in full bloom spreads a perfume of Spring to the air. Birds sing, -butterflies flutter and bees buzz. Air is clear and all is peacefull. -~ -0 3153928 0 -D0 -An opening in the hedge -~ -hedge~ -16910345 -1 12055 -D1 -~ -~ -0 -1 12052 -D3 -Steps to the Door -~ -~ -0 -1 12054 -S -#12054 -At the Steps~ -Wide steps of rose marble lead to the huge double doors framed by rows -of Corinthian pillars. There is no-one in sight. Only the sounds of the -surrounding garden echo faintly to the stairs. -~ -0 3153932 0 -D1 -~ -~ -0 -1 12053 -D4 -Rosewood Doors -~ -~ -0 -1 12064 -S -#12055 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12056 -D1 -a maze -~ -~ -0 -1 12057 -D2 -An opening in the hedge -~ -hedge~ -133120 -1 12053 -D3 -a maze -~ -~ -0 -1 12056 -S -#12056 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12056 -D1 -a maze -~ -~ -0 -1 12055 -D2 -a maze -~ -~ -0 -1 12056 -D3 -a maze -~ -~ -0 -1 12056 -S -#12057 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. A holly with blossoms -like moonlight has sparkling dewdrop like tears of an angel -on its leaves. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12058 -D1 -a maze -~ -~ -0 -1 12056 -D2 -a maze -~ -~ -0 -1 12056 -D3 -a maze -~ -~ -0 -1 12055 -> entry_prog 100~ -mea $n A silvery voice sings ... -mea $n Who can tell me if we have heaven, -mea $n 'Who can say the way it should be?' -mea $n Moonlight holly, the Sappho Comet, -mea $n Angel's tears below a tree. -~ -| -S -#12058 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. The crimson light -of the new dawn caresses the acajou planted in the corner. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12059 -D1 -a maze -~ -~ -0 -1 12055 -D2 -a maze -~ -~ -0 -1 12056 -D3 -a maze -~ -~ -0 -1 12057 -E -acajou~ -Almost faded from sigh a carving on the trunk says - -Frost loves Killy - -Did the love fade like the desolate carving? -~ -> entry_prog 100~ -mea $n The silvery voice sings... -mea $n You talk of the break of morning, -mea $n as you view the new aurora, -mea $n Cloud in crimson, the key of heaven, -mea $n One love carved in acajou. -~ -| -S -#12059 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. A bush with ivory -roses that almost look sculpted scents the air. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12056 -D1 -a maze -~ -~ -0 -1 12058 -D2 -a maze -~ -~ -0 -1 12060 -D3 -a maze -~ -~ -0 -1 12055 -> entry_prog 100~ -mea $n The silvery voice sings... -mea $n One told me of China Roses, -mea $n One of Thousand Nights and one night, -mea $n Earth's last picture, the end of Evening, -mea $n hue of indigo and blue. -~ -| -S -#12060 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. The narrow path -leads through the dream like maze into new territories. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12059 -D1 -a maze -~ -~ -0 -1 12056 -D2 -a maze -~ -~ -0 -1 12056 -D3 -a maze -~ -~ -0 -1 12061 -> entry_prog 100~ -mea $n The silvery voice sings... -mea $n A new moon leads me to -mea $n Woods of Dreams and I follow, -mea $n A new world waits for me, -mea $n my dream, my way. -~ -| -S -#12061 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. The narrow path -crosses a little babbling brook. -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12062 -D1 -a maze -~ -~ -0 -1 12055 -D2 -a maze -~ -~ -0 -1 12060 -D3 -a maze -~ -~ -0 -1 12056 -> entry_prog 100~ -mea $n The silvery voice sings... -mea $n I know that if I have heaven -mea $n there is nothing to desire, -mea $n Rain and river a world of wonder -mea $n may be paradise to me. -~ -| -S -#12062 -Amazing Maze~ -Between the high fences a narrow path travels in the maze. -The silvery flowers scent the air unbelieveably sweet yet -fresh. Insects buzz a lullaby for the early hours of the -morn. Dewdrops slowly dissipate in the air as the rising -sun warms the soft grass on the ground. Three ways the -path splits, which is the right one? -~ -0 3416076 0 -D0 -a maze -~ -~ -0 -1 12063 -D1 -a maze -~ -~ -0 -1 12061 -D2 -a maze -~ -~ -0 -1 12056 -> entry_prog 100~ -mea $n A silvery voice whispers... -mea $n I see the sun... -mea $n I see the the stars... -~ -| -S -#12063 -Amazing Maze~ -Sun shines on a small clearing in the center of the maze -playing joyfully on the little spring and the last of the -dewdrops. Soft green grass covers the ground around the -gazebo. The air is filled with tranquility and floral scent. -~ -0 3416076 0 -D3 -a maze -~ -~ -0 -1 12062 -S -#12064 -Rosewood Doors~ -Tall and strong the doors were made to withstand attacks, but whoever made them -did not forget aesthetic values. Stylisized wild roses protrude from the reddish -polished wood surface. Enhanced with gold the flowers match perfectly the golden -handlebars and the keyhole. -~ -0 3153932 0 -D3 -The Rosewood Doors -~ -rosewood~ -7 -1 12065 -D5 -~ -~ -0 -1 12054 -E -handlebars keyhole~ -The handlebar refuses to budge. The door is locked... - -There is no key in the keyhole...or anywhere in sight. -In fact, looking closer, the keyhole is welded shut. - -Your eyes shift over the surface of the door looking -at the roses in the panels. -~ -E -roses panels~ -Something about the second rose to the left on the -center panel is different. It almost looks like it -could be moved. -~ -S -#12065 -The Atrium~ ->From the inside the Fortress turns out to be more like a grand villa or a small -palace instead of a fortification. The entrance hall is spacious lined with -marble and decorated by paintings of dreamlike scenes. To the West opens a view -to a beauteous yard but the entry is watched by two stone gargoyles weaving a -magical field. -~ -0 3153928 0 -D1 -The Rosewood Doors -~ -rosewood~ -3 -1 12064 -D3 -A view to the Yard -~ -~ -100663296 -1 12066 -S -#12066 -The Inner Yard~ -The little yard is indescribable. Somehow it combines order and chaos. Beauty -and cruelty. Flowers bloom enticing the buzzing insects to sample their wares, -but some of them are not what they seem. Flytraps bask in the sun while melting -their latest catch. Roses have thorns as long as fingernails and a scent straight -from heavens. A clear fountain springs happily out of the mouth of a sculpture -that greatly resembles the famous Phunbaba. Tracks of hooves circle the fountain -and a rose lies crushed on one of the marks. -~ -0 36708364 0 -D1 -One way exit -~ -~ -0 -1 12065 -D3 -a silk pavillion -~ -~ -0 -1 12067 -E -phunbaba~ -The Original Phunbaba is seen in the Dark Haven Art Gallery by -Zaknafein. -~ -E -ugly sculpture fountain~ -It resembles the famous or infamous statue of Phunbaba. - -The Original Phunbaba is seen in the Dark Haven Art Gallery by -Zaknafein. -~ -S -#12067 -The Pavillion~ -The white silk walls of the Pavillion shift sunlight softening it to a warm glow. -Plush silk rugs cover the ground displaying a rainbow of colors and a variety of -patterns. On a little table a big dish of fruit whets the appetite and a silvery -jug probably holds nothing but the best of wines. A white divan embroided in -silver hosts some colorful silk cushions. -~ -0 36970508 0 -D1 -The Inner Yard -~ -~ -0 -1 12066 -S -#12068 -Only in Your Dreams~ -The door that gave entry to this room has mysteriously vanished. -There is only one way to go. Unless you pray to your Deity to -rescue you right now. Once past the next door, you will not be -heard. -~ -0 3153928 0 -D0 -One way exit -~ -~ -0 -1 12069 -S -#12069 -A Dream Come True~ -The room is opulent. Whoever lives here is wealthy beyond imagination. -Every single thing in here is of the finest quality. The furniture bears -the unmistakeable brand of the finest carpenters of the past three or four -centuries. The art would be envy of any museum if they knew of it. Perhaps -it is a bit garish, but otherwise impressive. -~ -0 36708364 0 -D0 -a door -~ -door~ -3 -1 12070 -S -#12070 -Hallway~ -A thick red carpet covers the floor of this hallway. It is as soft but warmer -than the clouds. Artwork decorate the walls and softly glowing lanterns shed -light on the two doorways one leading South and the other North. East is a -window to the garden and from the West come sounds of life. -~ -0 36708364 0 -D0 -a bedroom door -~ -~ -3 -1 12071 -D2 -a bedroom door -~ -~ -3 -1 12069 -D3 -The Hall -~ -~ -0 -1 12072 -S -#12071 -A Bedroom~ -In the center of the room a large canopied bed rules the view like a queen on -her throne. Dressed in white and draped with lace the bed looks like a bride -on her wedding day. The lilies tied to the bedposts complete the impression. -On the bed there is a piece of parchment. -~ -0 36708364 0 -D2 -~ -~ -33 -1 12070 -E -parchment~ -Dear Harn and Lana, - - Our best wishes to you on your - Wedding Day! - - Live long and happy. - Papa and Mama Harnon -~ -S -#12072 -The Hall of Harnon~ -The central hall of the house is impressive in its size. Decorated with taste, -but with noticably less valuable objects than the private quarters it serves as -the gathering place for the whole clan. Warm fire crackles in the semi-circular -fireplace in the far corner next to the High Table. The tables of the squires -line the walls left and right of the High Table and the rest of the household -has seats on long tables close to the entrance. The door to the kitchens is to -the North and the Oaken doors to the West lead out of the Keep. -~ -0 36708360 0 -D0 -The Kitchen -~ -~ -0 -1 12073 -D1 -A hallway -~ -~ -0 -1 12070 -D3 -The Oaken Doors -~ -Oaken~ -3 -1 12074 -S -#12073 -Harnon Kitchens~ -Spacious and orderly, this is the domain of the cook and her helpers. Delicious -scents rise from the pots on the stowe and the counters are decked with local -delicacies. Everything looks ready for a big celebration. -~ -0 36708360 0 -D2 -~ -~ -0 -1 12072 -S -#12074 -Entrance Hall~ -The walls are draped with tapestries depicting famous battles won by the clan -Harnon. From the ceiling hang the banners of vanguished foes and their shields -are nailed on the redwood logs that support the ceiling. None can compete with -the Harnons in riches and fame except perhaps the Dergnay. -~ -0 36708364 0 -S -#12075 -Harnon Garden~ -The Garden is every bit as beautiful as rumours have it, but having been shoved -out in such a patronizing manner is no fun. The scents and the sounds of the -Garden soon sooth your ruffled feathers. Sun is shining, flowers bloom, birds -sing, the peaches are almost ripe and ready for plocking. It is a glorious -Summer day. -~ -0 36708356 2 -D0 -a silk pavillion -~ -~ -131073 -1 12076 -S -#12076 -The Pavillion~ -The white silk walls of the Pavillion shift sunlight softening it to a warm -glow. Plush silk rugs cover the ground displaying a rainbow of colors and a -variety of patterns. On a little table a big dish of fruit whets the appetite -and the ornate jug probably holds nothing but the best of wines. A white divan -embroided in silver hosts some colorful silk cushions. -~ -0 36709388 0 -S -#12077 -Harnon Garden~ -The Garden is indeed beauteous. It is the pride and joy of your old mother. In -addition to her children, of course. Sun is shining, flowers birds sing, the -peaches are almost ripe and ready for plocking. It is a glorious Summer day. -~ -0 36708356 2 -D0 -a silk pavillion -~ -~ -0 -1 12078 -S -#12078 -The Pavillion~ -The white silk walls of the Pavillion shift sunlight softening it to a warm -glow. Plush silk rugs cover the ground displaying a rainbow of colors and a -variety of patterns. On a little table a big dish of fruit whets the appetite -and the ornate jug probably holds nothing but the best of wines. A white divan -embroided in silver hosts some colorful silk cushions. -~ -0 36709388 0 -S -#12079 -In a Bloody Hurry~ -The familiar views flash by you... - -The Bridge, the Guard Tower...Bridge Street...The Square... -Nothing registers normally...everything is draped in crimson -fog of rage and revenge...Those Dirty Bastards will pay! - -Another Bridge...the Moors...and finally their Accursed Hall! -~ -0 36708356 1 -> rand_prog 100~ -mea $r You scurry past people greeting you, too enraged to pay attention. -mea $r _lbl You shout 'Bloody murderers, your end is near!' -mptransfer $r 12080 -~ -| -S -#12080 -The Hall of Dergnay~ -Past the trophies hung on the walls you practically fly to the -lair of those deceitful snakes. They will pay for dearly. - -In blood. -~ -0 36708364 0 -> rand_prog 100~ -mea $r Only blood will cool your rage now. -mea $r Where this rage that clouds all reason came you know not... -mea $r or care. The cursed Dergnay must die! -mpopenpassage 12080 12081 3 -mpforce $n west -mpclosepassage 12080 3 -~ -| -S -#12081 -The Main Hall~ -It really is much like your home, but you don't have the time or the will to -see. All you see is the Lair of Vipers. They must all be abolished! Not one -must live to pollute these lands. For a second you stand there wild-eyed but -as soon as you catch your breath the Warcry of Harnon rings from your chapped -lips. -~ -0 36708364 0 -S -#12082 -A Cell~ -The slow dripping of water in the far corner is the only sound in this cold, -damp room. No, not a room, a cell carved in the Mound. The pile of straw you -woke up on is relatively clean, only a few roaches and a big Kuirgah spider -scurry about. On the little shelf below the peephole in the door a dented mug -and a cracked bowl have atracted a little mouse. The only light comes from the -hole on the door. -The floor is covered with graystone slates and is surprisingly -clean. But then the City always prided itself for 'taking care of -the criminals'. -~ -0 36970508 0 -D3 -~ -cell_door~ -8389671 -1 12083 -D5 -~ -slate~ -3083 -1 12084 -E -floor~ -Looking closer the floor is not so clean. It may have been -sweeped, but it certainly has not been washed in... -Well, probably never. In the far corner, by the dripping -water a slate looks different from others. -~ -E -slate~ -The slate in the corner is different. It rests slightly higher -than all the other slates. Looks like it has been moved... -~ -E -mug bowl~ -Empty! The feeding time must be passed. No clue when the next -meal will come in. If ever. -~ -S -#12083 -A Cell~ -The slow dripping of water in the far corner is the only sound in this cold, -damp room. No, not a room, a cell carved in the Mound. The pile of straw you -woke up on is relatively clean, only a few roaches and a big Kuirgah spider -scurry about. On the little shelf below the peephole in the door a dented mug -and a cracked bowl have atracted a little mouse. The only light comes from the -hole on the door. -The floor is covered with graystone slates and is surprisingly -clean. But then the City always prided itself for 'taking care of -the criminals'. -~ -0 36970508 0 -D1 -a cell door -~ -cell_door~ -8389671 -1 12082 -D5 -a loose slate -~ -slate~ -3083 -1 12084 -E -floor ~ -Looking closer the floor is not so clean. It may have been -sweeped, but it certainly has not been washed in... -well, probably never. In the far corner, by the dripping -water a slate looks different from others. -~ -E -slate~ -The slate in the corner is different. It rests slightly higher -than all the other slates. Looks like it has been moved... -~ -E -mug bowl~ -Empty! The feeding time must be passed. No clue when the next -meal will come in. If ever. -~ -S -#12084 -The Catacombs!~ -So they were not just a tale. The catacombs in the Mound. Legend has it they -existed here before the first inhabitants sailed to these shores and no-one -knows who made them or to what purpose. For a century no foot has been known -to tread here as the entryway to the caverns was sealed by the command of the -High Council. -~ -0 36708357 13 -D0 -catacombs -~ -~ -0 -1 12086 -> entry_prog 100~ -mpechoat $n _ora Oopsie...you are dead! -~ -| -S -#12085 -The Catacombs of Nightmares~ -So they were not just a tale. The catacombs in the Mound. Legend has it they -existed here before the first inhabitants sailed to these shores and no-one -knows who made them or to what purpose. For a century no foot has been known -to tread here as the entryway to the caverns was sealed by the command of the -High Council. It is not possible to reach the slate up above to return to the -Cell. This could also be the explanation for disappearing prisoners, something -only whispered on the streets as the elders want it hushed. -~ -0 36708357 13 -D0 -catacombs -~ -~ -0 -1 12086 -S -#12086 -The Catacombs of Nightmares~ -Musty dark corridor. Looks the same whichever direction you look. Water -trickles down somewhere causing eerie echos. Phosphorescent lichen or -algae luminate the passage weakly with sickly red and yellow gloam. -~ -0 36708356 13 -D2 -catacombs -~ -~ -0 -1 12085 -D9 -catacombs -~ -~ -0 -1 12087 -S -#12087 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere -causing eerie echos and leaves tiny dirty looking puddles on the ground. -The lichen or algae luminate the passage weakly with sickly red and yellow -gloam. -~ -0 36708352 13 -D6 -catacombs -~ -~ -0 -1 12086 -D9 -catacombs -~ -~ -0 -1 12088 -S -#12088 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere -causing eerie echos and leaves tiny dirty looking puddles on the ground. -The lichen or algae luminate the passage weakly with sickly red and yellow -gloam. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12089 -D6 -catacombs -~ -~ -0 -1 12087 -S -#12089 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere causing -causing eerie echos and leaves tiny dirty looking puddles on the ground. The -lichen or algae luminate the passage weakly with sickly red and yellow gloam. -~ -0 36708352 13 -D1 -catacombs -~ -~ -0 -1 12088 -D9 -catacombs -~ -~ -0 -1 12090 -S -#12090 -The Catacombs of Nightmares~ -The dimly lighted corridors stretch in three directions. Nonelooks better than -another. One could easily get lost in these passages. The water oozing down -from the ceiling feeds growths of lichen and algae on the walls. The floors -are strangely devoid of anything living. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12095 -D6 -catacombs -~ -~ -0 -1 12089 -D8 -catacombs -~ -~ -0 -1 12091 -S -#12091 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere causing -causing eerie echos and leaves tiny dirty looking puddles on the ground. The -lichen or algae luminate the passage weakly with sickly red and yellow gloam. -~ -0 36708352 13 -D1 -catacombs -~ -~ -0 -1 12092 -D7 -catacombs -~ -~ -0 -1 12090 -S -#12092 -The Catacombs of Nightmares~ -The passage rises slightly to the Southeast. The walls are not as wet here as -they were lower, but still moist enough to support the phosphorous lichen. The -floor is clean apart from a few scattered bone splinters and some rubble. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12091 -D8 -catacombs -~ -~ -0 -1 12093 -S -#12093 -The Catacombs of Nightmares~ -The passage rises to the East. The walls are bare and lifeless, the floor is -covered with splintered bones and a few old copper coins. The dark splotches -on the floor look suspiciously like blood. -~ -0 36708356 13 -D1 -danger -~ -~ -0 -1 12094 -D7 -catacombs -~ -~ -0 -1 12092 -S -#12094 -A Nightmare in the Catacombs~ -The passage ends in a cavern. The floor is rust colored where it can be seen -from the bones and rags. Few coins and some old, nearly disintegrated swords -lie in a pile in the corner. On the far wall a stone with a hieroglyph catches -the eye of the experienced adventurer. Apart from the one ornament the only -decorations on these bare walls is splashed blood... -~ -0 36708864 13 -D3 -catacombs -~ -~ -0 -1 12093 -S -#12095 -The Catacombs of Nightmares~ -The slow dripping of water echoes in the crossing of musty corridors. A little -puddle of suspicious looking water drains to the Southwest. Lichen and algae -dot the walls giving the cavern a gloomy light. All directions look the same, -none better than the others. -~ -0 36708352 13 -D1 -catacombs -~ -~ -0 -1 12090 -D7 -catacombs -~ -~ -0 -1 12097 -D9 -catacombs -~ -~ -0 -1 12096 -S -#12096 -The Catacombs of Nightmares~ -The floor is covered with water that looks disgustingly yellow and suspiciosly -deep. It appears that the water deepens towards Northwest while the floor rises -slightly to the Northeast. -~ -0 36708356 13 -D6 -catacombs -~ -~ -0 -1 12095 -D7 -water -~ -~ -0 -1 12098 -S -#12097 -The Catacombs of Nightmares~ -The lichen and the algae shed their pale yellow light on the small cavern. -The trickling water takes a melodious tone here as it forms tiny rivulets -flowing towards the opening to the Southwest. One might almost imagine -hearing waves lapping against the rocks. At the southern end of the cave -there is a construction of pebbles and sticks. -~ -0 3153924 13 -D8 -catacombs -~ -~ -0 -1 12095 -D9 -water -~ -~ -0 -1 12098 -S -#12098 -An Underground Lake~ -There is no foothold anywhere. The lake reaches all the way to the walls. Its -musty waters do not look inviting, but there seems little choice. Swim across -or stay where you are forever. -~ -0 36708356 6 -D5 -DEATH -~ -~ -0 -1 12099 -D6 -catacombs -~ -~ -0 -1 12097 -D8 -catacombs -~ -~ -0 -1 12096 -D9 -catacombs -~ -~ -0 -1 12100 -S -#12099 -Swirling Death~ -A current grabs you dragging you into a maelstrom. Twisting and swirling -the water tears your body in all directions until what is left resembles -an old dishrag. This is your end. -~ -0 6 8 -S -#12100 -The Catacombs of Nightmares~ -Algae and lichen dot the walls of the cavern giving out a weak sickly light. -To the Northeast the underground lake licks the floor. Nortwest and Southwest -openings lead to tunnels not unlike all the others. The ground has some -leftovers of a meal. It might be wiser not to look too closely. -~ -0 36708352 13 -D6 -water -~ -~ -0 -1 12098 -D7 -catacombs -~ -~ -0 -1 12101 -D9 -catacombs -~ -~ -0 -1 12105 -S -#12101 -The Catacombs of Nightmares~ -The underground passages all look the same. Water percorates through the -ceiling dribbling down the walls feeding the red and yellow algae and -lichen that light the way in phosporesque glow. The floor looks almost -newly swept, only a few pebbles line the walls. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12102 -D8 -catacombs -~ -~ -0 -1 12100 -S -#12102 -The Catacombs of Nightmares~ -Lichen and algae dot the walls of the winding passage sheddinga sickly -yellow glow on the surprisingly clean floor. The sound of dripping water -creates strange echoes, it could even be mistaken for ...slurping. -~ -0 36708356 13 -D1 -catacombs -~ -~ -0 -1 12101 -D6 -catacombs -~ -~ -0 -1 12103 -S -#12103 -The Catacombs of Nightmares~ -Dark passage continues both ways. The dim light of the growths of algae and -lichen reveals nothing that would guide one on choosing the direction. The -slow trickle of water concentrates into tiny pools on the floor splashing -under the foot. -~ -0 36708356 13 -D3 -catacombs -~ -~ -0 -1 12104 -D9 -catacombs -~ -~ -0 -1 12102 -S -#12104 -The Catacombs of Nightmares~ -Dark musty corridors all look the same. How easy it would be to get lost -here. Only the sickly yellow glow from the lichen and algae light the -utter darkness of the underground passages. Fed by the water oozing down -from somewhere above they in turn provide for creatures of the dark. -Though sometimes they welcome a change of diet. -~ -0 36708352 13 -D1 -catacombs -~ -~ -0 -1 12103 -D6 -catacombs -~ -~ -0 -1 12086 -S -#12105 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere -causing eerie echos and leaves tiny dirty looking puddles on the ground. The -lichen or algae luminate the passage weakly with sickly red and yellow gloam. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12106 -D6 -catacombs -~ -~ -0 -1 12100 -S -#12106 -The Catacombs of Nightmares~ -Musty dark corridors continue both ways. Water trickles down somewhere -making slurping sounds and leaveind tiny dirty looking puddles on the ground. -The lichen or algae luminate the passage weakly with sickly sulphuric gloam. -~ -0 36708356 13 -D1 -catacombs -~ -~ -0 -1 12105 -D9 -catacombs -~ -~ -0 -1 12107 -S -#12107 -The Catacombs of Nightmares~ -Musty dark corridor. Looks the same whichever direction you look. Water -trickles down somewhere causing eerie echos. Phosphorescent lichen or -algae luminate the passage weakly with sickly red and yellow gloam. -~ -0 36708356 13 -D6 -catacombs -~ -~ -0 -1 12106 -D9 -catacombs -~ -~ -0 -1 12108 -S -#12108 -The Catacombs of Nightmares~ -Water trickles down somewhere causing eerie echos. Phosphorescent lichen -or algae luminate the passage weakly with sickly red and yellow gloam. -The floor is dry of any puddles even though the walls are moist. -~ -0 36708356 13 -D0 -an alcove -~ -lgotropet~ -16778251 -1 12109 -D6 -catacombs -~ -~ -0 -1 12107 -D7 -catacombs -~ -~ -0 -1 12110 -S -#12109 -The Catacombs of Nightmares~ -A little alcove that could easily have been missed. Little to see here anyway, -just a few forgotten bones and an old chest. -~ -0 36710405 13 -D4 -catacombs -~ -~ -0 -1 12108 -S -#12110 -The Catacombs of Nightmares~ -Dark passage continues both ways. The dim light of the growths of algae or -lichen reveals nothing that would guide one on choosing the direction. -The slow trickle of water concentrates into tiny pools on the floor -splashing under the foot. -~ -0 36708352 13 -D3 -catacombs -~ -~ -0 -1 12110 -D8 -catacombs -~ -~ -0 -1 12108 -> entry_prog 100~ -mpechoat $n _blu You feel yourself falling suddenly... -mpechoat $n You open your eyes and when you look around you see... -mptransfer $n 12111 -~ -| -S -#12111 -A Cell~ -The slow dripping of water in the far corner is the only sound in this cold, -damp room. No, not a room, a cell carved in the Mound. The pile of straw you -woke up on is relatively clean, only a few roaches and a big Kuirgah spider -scurry about. On the little shelf below the peephole in the door a dented mug -and a cracked bowl have atracted a little mouse. The only light comes from the -hole on the door. -The floor is covered with graystone slates and is surprisingly -clean. But then the City always prided itself for 'taking care of -the criminals'. -~ -0 36971532 0 -D3 -cell door -~ -door~ -8389671 -1 12112 -E -mug bowl~ -Empty! The feeding time must be passed. No clue when the next -meal will come in. If ever. The dishes sit by themselves -on the shelf below the peephole on the celldoor that is -on the western wall. -~ -E -door cell celldoor~ -Would it be worth a try? Could the door be unlocked? -Or will someone laugh at you if you try to open it? -~ -> rand_prog 80~ -wake $r -mea $r Sounds from behind the door drift in your ears. -mea $r _lbl A voice says 'That one there is going to the Pit. Shame.' -mea $r _lbl Another one says 'Aye. But it is deserved. The peace destroyed...' -mea $r _lbl The first voice says 'but so young...' -mea $r the voices fade away leaving you in silence, but not for long. -mea $r _cha *Click* -mea $r _lbl The Grim Guard says 'Time to go $r. The Pit awaits. -mea $r _lbl Come peacefully now.' -mer $r The guard takes $r out and locks the door again. -mea $r The guard takes you out and locks the door again. -mptransfer $r 12112 -~ -| -S -#12112 -Dungeon Corridor~ -The corridor is clean. Locked doors line it on both sides. -As the Guard 'escorts' you toward the Southern end fables -of the horrors of the Pit of the Doomed rage through your -mind...There ahead of you it awaits... -~ -0 36970504 0 -D1 -~ -~ -8389671 12022 12111 -> rand_prog 100~ -mea $r The Grim Guard pushes you over the edge of the pit. -mea $r You are falling... -mptransfer $r 12113 -~ -| -S -#12113 -Falling in the Void~ -It is cold and empty. There is no sound to be heard. Darkness prevails -in this eternal hole. Further away other souls can be seen to float -in their personal agony. Unable to call for help except in gestures. -Some have been here for a very long time that can be seen from the -archaic gear they wear. Yet others are clothed in things you cannot -name. The bottom of the Pit is far below looking ominous. Only the -brave or the fool dare throw themselves to the fate down below. -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12114 -S -#12114 -Falling to the Darkness~ -Floating down it becomes evident that there is no return. Remaining -stationary is possible. Quite a few fellow convicts have chosen the -stasis instead of venturing to the unknown darkness. It is cold -and the the total silence is unnerving. -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12115 -> entry_prog 100~ -mea $n _whi As you move a layer down you see stars for a second. -mea $n _whi Thousands of tiny needless prick your defenseless being. -mpdamage $n 100 -~ -> rand_prog 40~ -mea $r _bro You feel a mite peckish. -mea $r _blu You could use a sip of something refreshing. -~ -| -S -#12115 -Deeper in the Dark~ -Further down or maybe up to the darkness. Impossible to tell for -all sense of direction is gone. In this void all directions are -both one and none at the same time. Time? Time too is of no matter -here. Frozen in a split second or speeding through aeons, makes no -no difference. Souls float by each in their personal torment. -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12116 -> rand_prog 40~ -mea $r _bro You feel a mite peckish. -mea $r _blu You are really thirsty. -~ -| -S -#12116 -In the Clutches of Famine.~ -Into the darknes you plunge. Thirst and hunger nothing can satisfy -torture you giving you something other to think than the surrounding -emptiness. All alone yet accompanied by figures of others doomed to -this neverending silence where each move it torture one has only two -options. To remain stationary or to brave the unknown. -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12117 -> rand_prog 95~ -mea $n _bro You are really hungry. -mea $n _blu You are really thirsty. -~ -> entry_prog 100~ -mea $n _bro You are hungry. -mea $n _blu You are thirsty. -~ -| -S -#12117 -A Moment of Peace~ -Only a few souls have descended or ascended this far. They have the -look of much tortured beings about them. Though they seem to be at -peace right now, a desperation or fear can be read on their faces. -Trapped between the comparatively good situation and the fear of -unknown they have remained here for a time only known to them and -to their deities. If they still have any. -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12118 -> entry_prog 100~ -mea $n _bro You are STARVING! -mea $n _blu You are DYING of THIRST! -mpdamage $n 100 -mea $n _red A pain sears through you as your intestines shrivel. -~ -| -S -#12118 -The Heart of Darkness~ -. It is pitch black... - - - - - -~ -0 36773901 0 -D5 -The Pit -~ -~ -0 -1 12118 -> rand_prog 100~ -mea $r *whi . * -mptransfer $r 12119 -~ -| -S -#12119 -A light in the Darkness~ -Suddenly the Darkness is gives way to a twinkling light in the -end of the tunnel. Why should there be light in the Eternal void -is an enigma. A danger or some new torture perhaps. Only one way -to find out. -~ -0 36773900 0 -D2 -The Pit -~ -~ -0 -1 12120 -S -#12120 -A Surprising Proposition~ -In the darkness floats a glowing figure. From a distance it is -impossible to determine what awaits. The intense glow blinds the eye -accustomed to continual darkness cloaking the true nature of the -being within. -~ -0 3145732 0 -S -#12121 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003276 0 -D0 -it is all the same -~ -~ -0 -1 12121 -D1 -it is all the same -~ -~ -0 -1 12122 -D2 -it is all the same -~ -~ -0 -1 12121 -D3 -it is all the same -~ -~ -0 -1 12121 -D4 -it is all the same -~ -~ -0 -1 12121 -D5 -it is all the same -~ -~ -0 -1 12121 -S -#12122 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003276 0 -D0 -it is all the same -~ -~ -0 -1 12121 -D1 -it is all the same -~ -~ -0 -1 12122 -D2 -it is all the same -~ -~ -0 -1 12122 -D3 -it is all the same -~ -~ -0 -1 12122 -D4 -it is all the same -~ -~ -0 -1 12122 -D5 -it is all the same -~ -~ -0 -1 12123 -S -#12123 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003268 0 -D0 -it is all the same -~ -~ -0 -1 12121 -D1 -it is all the same -~ -~ -0 -1 12123 -D2 -it is all the same -~ -~ -0 -1 12124 -D3 -it is all the same -~ -~ -0 -1 12123 -D4 -it is all the same -~ -~ -0 -1 12123 -D5 -it is all the same -~ -~ -0 -1 12123 -S -#12124 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003264 0 -D0 -it is all the same -~ -~ -0 -1 12124 -D1 -it is all the same -~ -~ -0 -1 12121 -D2 -it is all the same -~ -~ -0 -1 12124 -D3 -it is all the same -~ -~ -0 -1 12125 -D4 -it is all the same -~ -~ -0 -1 12124 -D5 -it is all the same -~ -~ -0 -1 12124 -S -#12125 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003268 0 -D0 -it is all the same -~ -~ -0 -1 12125 -D1 -it is all the same -~ -~ -0 -1 12121 -D2 -it is all the same -~ -~ -0 -1 12125 -D3 -it is all the same -~ -~ -0 -1 12125 -D4 -it is all the same -~ -~ -0 -1 12126 -D5 -it is all the same -~ -~ -0 -1 12125 -S -#12126 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003264 0 -D0 -it is all the same -~ -~ -0 -1 12126 -D1 -it is all the same -~ -~ -0 -1 12126 -D2 -it is all the same -~ -~ -0 -1 12121 -D3 -it is all the same -~ -~ -0 -1 12127 -D4 -it is all the same -~ -~ -0 -1 12126 -D5 -it is all the same -~ -~ -0 -1 12126 -S -#12127 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 3448836 0 -D0 -it is all the same -~ -~ -0 -1 12121 -D1 -it is all the same -~ -~ -0 -1 12127 -D2 -it is all the same -~ -~ -16777216 -1 12128 -D3 -it is all the same -~ -~ -0 -1 12127 -D4 -it is all the same -~ -~ -0 -1 12127 -D5 -it is all the same -~ -~ -0 -1 12127 -S -#12128 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003268 0 -D0 -it is all the same -~ -~ -0 -1 12128 -D1 -it is all the same -~ -~ -0 -1 12128 -D2 -it is all the same -~ -~ -0 -1 12128 -D3 -it is all the same -~ -~ -0 -1 12128 -D4 -it is all the same -~ -~ -0 -1 12121 -D5 -it is all the same -~ -~ -16777216 -1 12129 -S -#12129 -Domain of Delusions~ -All is clouded in a disorienting haze. Nothing looks the same very -long, everything shifts and changes. Very little is real in this -domain, but no less dangerous. -~ -0 37003780 1 -D0 -it is all the same -~ -~ -0 -1 12126 -D1 -it is all the same -~ -~ -0 -1 12125 -D2 -it is all the same -~ -~ -0 -1 12124 -D3 -it is all the same -~ -~ -0 -1 12128 -D4 -it is all the same -~ -~ -0 -1 12122 -D5 -it is all the same -~ -~ -0 -1 12123 -S -#12130 -Heavenly Light~ -A golden light surronds everything. As far as the eye can see everything -is bathed in soft warm glow. Marble columns support an ornate roof, yet -something gives the impression that it does not rain here often and never -without permission. Flowers bloom on vines encircling the support pillars. -The air smells of flowers and spice and of something indefinable. It seems -like the air is thicker than elsewhere, more invigorating and satisfying. -Those who reside here need no other sustenance. The Air is enough. -~ -0 37004292 5 -S -#12131 -Unicorn storage~ -This is the place for a unicorn only. You should not be in here. -~ -0 7643140 1 -S -#0 - - -#RESETS -D 0 12000 5 1 -M 1 12000 6 12001 -M 1 12000 4 12003 -M 1 12000 4 12003 -M 1 12000 5 12005 -M 1 12000 2 12008 -M 1 12000 2 12008 -D 0 12011 0 1 -M 1 12001 1 12012 -E 1 12001 1 16 -E 1 12000 1 12 -D 0 12012 2 1 -M 1 12002 4 12022 -M 1 12003 1 12025 -M 1 12002 3 12027 -M 1 12002 3 12027 -M 1 12002 3 12027 -M 1 12003 2 12030 -M 1 12002 6 12037 -M 1 12002 6 12037 -M 1 12003 3 12039 -D 0 12042 3 1 -M 1 12002 8 12045 -M 1 12002 8 12045 -M 1 12002 10 12047 -M 1 12002 10 12047 -M 1 12003 4 12049 -M 1 12002 13 12050 -M 1 12002 13 12050 -M 1 12002 13 12050 -M 1 12003 5 12051 -D 0 12052 1 1 -R 0 12055 1 -R 0 12056 3 -R 0 12057 3 -R 0 12058 3 -R 0 12059 3 -R 0 12060 3 -R 0 12061 3 -O 1 12006 1 12061 -R 0 12062 2 -M 1 12004 1 12063 -O 1 12005 1 12063 -O 1 12007 1 12064 -D 0 12064 3 2 -M 1 12005 1 12065 -D 0 12065 1 1 -O 1 12008 1 12066 -P 0 12026 0 12008 -O 1 12009 1 12066 -O 1 12010 1 12066 -M 1 12006 1 12067 -D 0 12069 0 1 -M 1 12008 3 12070 -D 0 12070 0 1 -D 0 12070 2 1 -M 1 12007 1 12072 -M 1 12008 3 12072 -M 1 12009 2 12072 -M 1 12009 2 12072 -O 1 12011 1 12072 -D 0 12072 3 1 -M 1 12008 3 12073 -M 1 12009 4 12073 -M 1 12009 4 12073 -M 1 12010 1 12073 -M 1 12011 1 12074 -O 1 12012 1 12075 -M 1 12014 1 12076 -O 1 12012 1 12077 -M 1 12015 1 12078 -M 1 12012 2 12081 -M 1 12013 1 12081 -M 1 12012 2 12081 -M 1 12016 1 12081 -D 0 12082 3 2 -D 0 12082 5 1 -D 0 12083 1 2 -D 0 12083 5 1 -M 1 12017 1 12088 -M 1 12017 2 12091 -M 1 12018 1 12094 -G 1 12014 1 -O 1 12013 1 12094 -O 1 12015 1 12095 -O 1 12016 1 12096 -O 1 12018 1 12097 -O 1 12017 1 12098 -M 1 12020 1 12100 -M 1 12021 1 12100 -M 1 12019 1 12100 -M 1 12017 3 12102 -M 1 12017 4 12106 -D 0 12108 0 1 -O 1 12019 1 12109 -P 0 12021 0 12019 -P 0 12020 0 12019 -D 0 12111 3 2 -M 1 12022 1 12112 -G 1 12022 1 -D 0 12112 1 2 -M 1 12023 1 12120 -M 1 12027 1 12121 -E 1 12024 1 9 -M 1 12026 4 12122 -R 0 12122 5 -M 1 12024 1 12124 -R 0 12124 5 -R 0 12126 5 -M 1 12026 3 12127 -M 1 12028 1 12128 -E 1 12024 1 9 -M 1 12029 1 12129 -E 1 12001 1 16 -M 1 12030 1 12130 -D 0 12006 2 1 -M 0 12026 4 12126 -M 0 12026 4 12126 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 12002 spec_fido -M 12004 spec_cast_mage -M 12005 spec_fido -M 12007 spec_janitor -M 12010 spec_janitor -M 12017 spec_fido -M 12018 spec_cast_mage -M 12019 spec_cast_mage -M 12020 spec_poison -M 12021 spec_poison -M 12022 spec_guard -M 12023 spec_cast_adept -M 12025 spec_breath_acid -M 12027 spec_cast_mage -M 12028 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/keepvalor.are b/data/realm/areas_smaug1.4a/keepvalor.are deleted file mode 100644 index f3bb5df..0000000 --- a/data/realm/areas_smaug1.4a/keepvalor.are +++ /dev/null @@ -1,3205 +0,0 @@ -#AREA The Keep of Valor~ - - - -#VERSION 1 -#AUTHOR Uriel~ - -#RANGES -2 25 2 65 -$ - -#RESETMSG A bell sounds across the land.~ - -#FLAGS -0 - -#ECONOMY 0 7447600 - -#CLIMATE 2 2 2 - -#MOBILES -#22000 -master lugard blacksmith~ -Master Lugard~ -A soot coverd man with arms like trees stands here. -~ -~ -3 4194432 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22001 -Ariad the Baker~ -Ariad the Baker~ -A dark skinned baker stands here, smiling. -~ -~ -3 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22002 -guard guard1 gate man~ -the Gate Guard~ -A jovial guard stands here, greeting you. -~ -~ -1 0 1000 C -15 0 0 0d0+0 10d4+20 -10000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 231 0 0 0 0 1 -> all_greet_prog 100~ -smile -say Welcome to Keep Valor, my friends! -chuckle -say Enjoy your visit here. -say And remember, respect others at all times. -~ -| -#22003 -man merchant jewler~ -the Jewler~ -An opulant buisnessman wearing fine silks stands here. -~ -~ -3 0 0 S -1 0 0 0d0+0 0d0+0 -50000 0 -108 108 1 -#22004 -guard guard2 man~ -the Gate Guard~ -A stoic guard stands at the palace gates, greeting visitors. -~ -~ -1 0 0 C -15 0 0 0d0+0 10d4+20 -10000 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 195 0 0 0 0 3 -> fight_prog 100~ -if level($n) > 25 -say Fool, you are too experienced for this place! -mpslay $n -endif -~ -> all_greet_prog 100~ -smile -say Welcome to Palace Valor. -say I'm sure that King Roland would love to meet you... -frown -say But seems some ill fortune has befallen him. -say But, if you'd like to try the Arena of Valor, just say ARENA. -smile -~ -> speech_prog arena~ -say Oh, brave one, eh? -wink $n -say Well, of it is, then. -mptrans $n 22017 -tell $n If you wish to leave the arena, just say HOME and I'll pull you out. -tell $n I'll see you no matter where you are in the arena. -~ -| -#22005 -champion arena gladiator~ -the Champion of the Arena~ -The Champion of the Arena stands here proudly. -~ -~ -3 4194432 0 C -15 0 -50 0d0+0 10d5+30 -10000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 1731 0 0 0 0 3 -#22006 -gladiator weak~ -a young gladiator~ -A young gladiator wanders here. -~ -~ -65 0 1000 C -3 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 7 0 2048 0 0 0 -#22007 -gladiator medium learned~ -an experienced gladiator~ -An experienced gladiator looks for glory. -~ -~ -65 0 1000 S -6 0 0 0d0+0 5d4+10 -0 0 -112 112 1 -#22008 -gladiator veteran~ -a veteran gladiator~ -A veteran gladiator wanders the arena, looking for battle. -~ -~ -1 0 1000 C -10 0 0 0d0+0 10d4+20 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 75 0 0 0 0 0 -#22009 -king roland~ -King Roland~ -A kindly man sits upon the Throne of Valor. -~ -~ -1 4194432 1000 C -25 0 0 1000d1+0 10d6+45 -20000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 24 0 0 1 1 3 -0 0 719 0 0 0 0 3 -> greet_prog 100~ -if level($n) < 26 -say Oh, woe is me, my crown has been stolen. -weep -say Oh, visitors... -mpe _cya King Roland smiles weakley -say Greetings, newcomers, I fear I am not in a visiting mood. -sigh -say My crown has been stolen from me. -say Would you help me recover it? -say Say YES if you would help me. -else -say You are too experienced for this job. -endif -~ -> rand_prog 10~ -weep -say My precious crown... -~ -> speech_prog yes~ -if level($n) < 26 -if mobinworld(22011) == 0 -mpat 22075 mpmload 22011 -say Well met, my friends. -smile -say You have offered your services, and made me very happy. -say The Grand Knight is leading the investigation. -hmm -say He is quite suspicious, here give him these. -mpoload 22014 -give orders $n -say Good luck, my friends -endif -else -endif -~ -> fight_prog 100~ -if level($n) > 30 -say This fight is not fair! -mpslay $n -mprestore self 1000 -else -if rand(20) -say Fools, attacking the King? -kick -elbow -disarm -endif -endif -~ -> death_prog 100~ -if level($n) > 30 -say You shall not have my sword! -remove all -mpjunk all -endif -~ -> act_prog p gives you The Crown of Valor.~ -gasp -say You found it! -blink -if level($n) < 26 -if rand(50) -mpoload 22035 20 -say Brave warrior, take this as your reward. -give armor $n -smile $n -else -mpoload 22036 20 -say Brave warrior, take this as your reward. -give helm $n -smile $n -endif -endif -mpat 22075 mppurge switch -mpat 22075 mppurge switch -mpat 22075 mppurge switch -mpat 22075 mppurge switch -mpat 22075 mppurge switch -mpat 22075 mppurge switch -mpat 22075 mppurge switch -~ -| -#22010 -knight grand~ -the Grand Knight~ -The Grand Knight stands here, peering about. -~ -~ -1 168 1000 S -24 0 0 0d0+0 0d0+0 -0 0 -108 108 1 -> act_prog p gives you Orders from King Roland.~ -if level($n) < 26 -if mobinworld(22012) == 0 -mpe _cya The Grand Knight harrumphs loudly. -say Well, if King Roland wishes to hire riff raff, so be it. -mpjunk orders -say Well, here's how it is. I have some suspects to the theft. -say I want you to investigate them, and bring me proof that they are innocent. -say Or guilty, if the case may be. -mpat 22075 mpmload 22012 -say Well, go talk to the jester. -say I'll be waiting here. -endif -else -say Bah, get out of my sight, ye ain't no newbie. -endif -~ -> act_prog p gives you a Note from the Mistress of the Harem.~ -if mobinworld(22031) == 0 -if mobinworld(22025) == 1 -mpe _cya The Grand Knight peruses the note. -say Well, it would appear that this is not our culprit. -mpjunk note -hmm -say Very well, the next suspect would be the court mage. -mpat 22075 mpmload 22031 -say Go talk with him. -endif -endif -~ -> fight_prog 100~ -if level($n) > 30 -say Pick on someone your own size. -mpslay $n -endif -~ -> death_prog 100~ -if level($n) > 30 -say You'll not have my EQ, bully. -remove all -mpjunk all -endif -~ -> act_prog p gives you The Mage's Potion.~ -if mobinworld(22032) == 1 -if level($n) < 26 -if mobinworld(22033) == 0 -mpat 22075 mpmload 22033 -say Well, it would look as if the Mage is innocent. -mpe _cya As the Knight shake the potion, the potion grows unstable... -say Uh oh... -mpe _ora The potion explodes in a purple flash! -cough -say Damn Mage! -cough -mpjunk potion -say Go talk to the Queen... she has to be the one -endif -endif -endif -~ -> act_prog p gives you The Crown of Valor.~ -blink -say Give this to the King! -give crown $n -~ -| -#22011 -switch1 king~ -a newly created switch1 king~ -Some god abandoned a newly created switch1 king here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22012 -switch2 grandknight~ -a newly created switch2 grandknight~ -Some god abandoned a newly created switch2 grandknight here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22013 -maid washroom maid1~ -a washmaid~ -A young maid stands here, toiling over dishes. -~ -~ -3 0 500 C -10 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 167 0 0 0 0 0 -> rand_prog 5~ -say Harrumph -say We'll never get done. -~ -> rand_prog 5~ -say I saw the Jester in here the other day... -sigh -say He's so dreamy. -~ -> rand_prog 5~ -grimace -say That Jester, always in the Harem's rooms... -mpe _cya The washmaid drops a dish and it shatters... -say Bloody... -~ -| -#22014 -maid washroom maid2~ -an elderly washmaid~ -An elderly maid washes dishes, muttering occasionaly. -~ -~ -1 0 0 C -15 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 103 0 0 0 0 0 -> rand_prog 5~ -say Will these dishes ever get clean? -mutter -~ -| -#22015 -cook kitchen~ -the cook~ -A grimy cook stands here, manning the ovens. -~ -~ -1 0 0 C -15 0 0 0d0+0 0d0+0 -0 0 -108 108 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 167 0 0 0 0 0 -#22016 -harem girl woman~ -a harem girl~ -A young harem girl sits here, primming herself. -~ -~ -1 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#22017 -harem girl woman2~ -a mature harem girl~ -A mature harem girl lounges here. -~ -~ -1 0 0 C -15 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if sex($n) == 1 -laugh -say Well, read the sign... NO MEN! -shake -mpe _cya The harem girl tosses your hair a bit. -say But... I can help you in the process... -c 'change sex' $n -c elven $n -giggle -say Now, you look beautiful... -mpforce $n e -clo e -mpat $n mpe _cya Giggling can be heard from the West. -else -wink $n -say You're a pretty one, aren't you? -endif -~ -| -#22018 -jester~ -the Jester~ -A man in a silly hat with bells juggles wooden balls boredly. -~ -~ -3 4194432 0 C -20 0 0 500d1+0 4d6+20 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 135 0 0 0 0 0 -> greet_prog 100~ -if level($n) < 26 -if mobinworld(22012) == 1 -if mobinworld(22025) == 0 -mpat 22075 mpmload 22025 -say Well, well, if it isn't the private investigators of the Knight. -sigh -say Well, I fear I must dissapoint you, I did not take the fool King's crown. -eye $n -say Would you like proof? -frown -say Very well, proof you shall have. I was in the Harem's chambers that night. -mpoload 22030 -give note $n -say This note will explain everything. -endif -endif -endif -~ -> fight_prog 100~ -if level($n) > 30 -say And I thought I was a fool... -chuckle -mpslay $n -endif -~ -> death_prog 100~ -if level($n) > 30 -say Nope, can't have it. -rem all -mpjunk all -endif -~ -| -#22019 -man merchant weapons~ -a merchant~ -A burly merchant stands here, examining the quality of a sword. -~ -~ -3 0 0 S -1 0 0 0d0+0 0d0+0 -50000 0 -108 108 0 -#22020 -maid laundry~ -a laundry maid~ -A maid stands here, washing clothes. -~ -~ -1 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 167 0 0 0 0 0 -#22021 -mage court~ -The Court Mage~ -A bumbling wizard paces in a dazed state. -~ -~ -3 4194432 1000 C -20 0 0 750d1+0 10d3+25 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 135 0 0 0 0 0 -> greet_prog 100~ -mumble -say Now where did I put that wand... -boggle -~ -> act_prog p gives you Wand of Wonder.~ -if mobinworld(22032) == 0 -if mobinworld(22031) == 1 -if level($n) < 26 -blink -say That is the wand I was looking for... -mpjunk wand -say Well, I guess you want something to prove my innocence, eh? -mpoload 22028 -give potion $n -say Take that to the Knight. -smile -say It was what I was working on at the time. -mpat 22075 mpmload 22032 -endif -endif -endif -~ -> rand_prog 2~ -hmm -say E is equal to M C..... doh -boggle -~ -> speech_prog squared~ -say Thats it! -smile $n -if level($n) < 26 -c sanc $n -say Thank you -endif -~ -> fight_prog 100~ -if level($n) > 30 -say Go pick on something your own size... -mpslay $n -endif -~ -> death_prog 100~ -if level($n) > 30 -say Heh, try again, sucker. -rem all -mpjunk all -endif -~ -| -#22025 -switch3 jester~ -a newly created switch3 jester~ -Some god abandoned a newly created switch3 jester here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22026 -queen victoria~ -Queen Victoria~ -A beautiful woman in fine silks sits here. -~ -~ -1 4194432 0 C -25 0 0 1000d1+0 10d4+25 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 25 0 0 1 1 3 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if mobinworld(22033) == 1 -if level($n) < 26 -say Well, did the grand knight send you? -eye $n -say Yes or no? -endif -endif -~ -> fight_prog 100~ -if level($n) > 30 -say Pick on someone your own size. -mpslay $n -endif -~ -> death_prog 100~ -if level($n) > 30 -snicker -rem all -mpjunk all -endif -~ -> speech_prog yes~ -if mobinworld(22033) == 1 -sigh -say Well, what have you come for then? -mpat 22075 mpmload 22034 -endif -~ -> speech_prog no~ -if mobinworld(22033) == 1 -if level($n) < 26 -grin -say Well now, you are a LIAR! -c magic $n -endif -endif -~ -> speech_prog crown~ -if mobinworld(22035) == 0 -if mobinworld(22034) == 1 -sigh -say Very well... I did steal the crown. -mpoload 22034 -mpat 22075 mpmload 22035 -say Take it, I do not want it any longer. -weep -give crown $n -endif -endif -~ -| -#22030 -note jester~ -a newly created note jester~ -Some god abandoned a newly created note jester here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22031 -switch4 grandknight~ -a newly created switch4 grandknight~ -Some god abandoned a newly created switch4 grandknight here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22032 -switch5 mage~ -a newly created switch5 mage~ -Some god abandoned a newly created switch5 mage here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22033 -switch6 knight~ -a newly created switch6 knight~ -Some god abandoned a newly created switch6 knight here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#22034 -switch7 queen~ -a newly created switch7 queen~ -Some god abandoned a newly created switch7 queen here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#0 - - -#OBJECTS -#22000 -new sign~ -A New Sign~ -A well tended sign stands here~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -KEEP VALOR: 2 MILES - - - ENJOY YOUR VISIT! -~ -#22001 -fountain market~ -a newly created fountain market~ -A beautiful marble fountain stands here.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#22002 -mutton~ -A mutton leg~ -A leg of lamb has fallen here.~ -~ -19 8192 1 -20 0 0 0 -1 100 10 -#22003 -carrot vegetable~ -a bright orange carrot~ -A bright orange carrot lies here.~ -~ -26 8192 1 -15 -1 97 47 -1 1000 100 -'detect invis' 'infravision' 'detect hidden' -#22004 -lettuce head vegetable~ -a head of lettuce~ -A head of lettuce lies here.~ -~ -26 8192 1 -15 -1 42 126 -1 1000 100 -'cure light' 'cure poison' 'remove curse' -#22005 -loaf bread~ -a loaf of bread~ -A loaf of bread lies here.~ -~ -19 8192 1 -10 0 0 0 -1 100 10 -#22006 -sword valor guard~ -a Sword of Valor~ -A blade of shining metal lies here.~ -~ -5 0 8193 -0 10 5 1 -7 50000 5000 -A -18 3 -A -19 3 -#22007 -chainmail breastplate~ -a chainmail breastplate~ -A chainmail brestplate has fallen here.~ -~ -9 0 9 -0 7 0 0 -5 6000 600 -A -17 -10 -A -18 3 -#22008 -helm steel~ -a steel helm~ -A steel helm has fallen here~ -~ -9 0 17 -0 7 0 0 -1 5000 500 -A -3 1 -A -4 2 -#22009 -chainmail leggings~ -chainmail leggings~ -A set of chainmail leggings has fallen here.~ -~ -9 0 33 -0 7 0 0 -1 10000 1000 -A -17 -10 -A -2 2 -#22010 -leather boots~ -soft leather boots~ -A pair of soft leather boots lies here.~ -~ -9 0 65 -0 7 0 0 -1 1000 100 -A -17 -5 -A -47 10 -#22011 -gladius champion~ -the Champion's Gladius~ -A beautiful short sword lies here.~ -~ -5 16924993 8193 -0 15 3 2 -1 10000 1000 -A -13 10 -A -18 2 -A -19 2 -#22012 -ring mail gladiator~ -Gladiator's Ring Mail~ -A fine set of ring mail has fallen here.~ -~ -9 0 9 -0 7 0 0 -1 30000 3000 -A -17 -20 -A -2 2 -A -18 3 -A -19 2 -A -13 10 -#22013 -throne valor~ -The Throne of Valor~ -A Throne of aged oak and worked gold sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#22014 -parchment orders~ -Orders from King Roland~ -A rolled sheet of parchment with the King's seal lies here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#22015 -sword roland~ -Roland's Sword~ -A king's sword has fallen here.~ -~ -5 8389896 8193 -0 20 6 3 -6 30000 2000 -A -13 15 -A -18 4 -A -19 3 -A -4 2 -A -12 25 -#22016 -crest valor~ -The Crest of Valor~ -A breastplate of white steel lies here.~ -~ -9 0 9 -0 10 0 0 -1 30000 3000 -A -17 -15 -A -13 30 -A -12 30 -A -18 3 -A -19 3 -A -31 2 -#22017 -velvet robe robes~ -velvet robes~ -A wonderful velvet robe has fallen here.~ -~ -9 0 1025 -0 5 0 0 -1 0 0 -A -2 3 -#22018 -ring signet king~ -Signet of Valor~ -A king's signet has fallen here.~ -~ -9 0 3 -0 7 0 0 -1 20000 2000 -A -13 20 -A -18 2 -A -19 2 -A -12 50 -#22019 -maid apron wash~ -a wash apron~ -A heavy linen apron has fallen here.~ -~ -9 0 9 -0 6 0 0 -1 50 5 -A -3 1 -A -4 1 -#22020 -apron cook cook's~ -a cook's apron~ -A heavy leather apron has fallen here.~ -~ -9 0 9 -0 10 0 0 -1 50 5 -A -13 5 -A -1 1 -A -5 1 -A -67 10 -#22021 -silk stockings~ -silk stockings~ -A pair of violet silk stockings has fallen here.~ -~ -9 0 33 -0 3 0 0 -1 500 50 -A -25 3 -#22022 -halter top shirt~ -a see-through halter top~ -A violet see-through halter top has been discarded here.~ -~ -9 0 9 -0 3 0 0 -1 500 50 -A -25 1 -A -2 1 -A -56 226 -#22023 -veil thin~ -a thin veil~ -A paper thin veil lies here.~ -~ -9 0 131073 -0 1 0 0 -1 500 50 -A -25 1 -A -56 91 -#22024 -hat jester~ -The Jester's Hat~ -A silly hat with bells attached lies here.~ -~ -9 0 17 -0 10 0 0 -1 4000 400 -A -4 -1 -A -3 -1 -A -2 1 -A -31 2 -#22025 -bed large canopy~ -a large canopy bed~ -A large canopy bed stands here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#22026 -robes magus~ -Robes of the Magus~ -A sparkling robe has fallen here.~ -~ -9 8486977 9 -0 10 0 0 -1 10000 1000 -A -12 100 -A -18 2 -A -19 2 -A -56 20 -#22027 -wand wonder~ -Wand of Wonder~ -A very interesting wand lies here.~ -~ -3 0 16385 -20 10 10 -1 -1 0 0 -'teleport' -> wear_prog 100~ -mea $n _blu As you hold the wand, reality shifts! -mpforce $n zap self -~ -| -#22028 -potion mage~ -The Mage's Potion~ -A glowing potion sits here.~ -~ -8 0 1 -0 0 0 0 -1 0 0 -#22029 -queen dress queen's~ -The Queen's Dress~ -A dress of fine silks lies here.~ -~ -9 0 9 -0 4 0 0 -1 0 0 -A -13 30 -A -18 2 -A -19 2 -#22030 -note jester~ -a Note from the Mistress of the Harem~ -A note has ben discarded here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#22034 -crown roland valor~ -The Crown of Valor~ -A beautiful golden crown has been discarded here.~ -~ -8 0 1 -0 0 0 0 -1 0 0 -#22035 -armor valor~ -The Armor of Valor~ -A beautiful set of polished steel plate has fallen here.~ -~ -9 0 9 -0 15 0 0 -1 0 0 -A -13 20 -A -18 3 -A -19 3 -A -31 1 -A -4 1 -A -1 1 -#22036 -helm valor~ -The Helm of Valor~ -A beautiful steel helmet has fallen here.~ -~ -9 0 17 -0 10 0 0 -1 0 0 -A -13 15 -A -18 2 -A -19 2 -A -3 1 -A -4 1 -#0 - - -#ROOMS -#22000 -The Path to Keep Valor~ -Hilly ground dominates this reigon, with numerous copses of trees and -clusters of wildflowers to be seen everywhere. A road cuts through the -hills, and seems to be well tended and the bearer of heavy traffic. A -songbird chimes in the distance, and the wind brings the scent of well -cooked meals. The road curves to the Northeast, leading into the hills, -and a sign stands here, informing all of the destination of the road. -~ -0 0 1 -D6 -~ -~ -0 -1 22001 -S -#22001 -Approaching Keep Valor~ -The road cuts through the hilly ground, pleasantly passing a copse of -trees and verdant wildflower growth. Cottages can be seen here and there -and the people wave and smile to each other. This land seems to command -a presence of peace and relaxation. The road curves to the North and -to the Southwest. -~ -0 0 1 -D0 -~ -~ -0 -1 22002 -D9 -~ -~ -0 -1 22000 -S -#22002 -Nearing the Keep~ -The road continues cutting through the hilly terrain, passing beautiful -gardens and houses. The cottages now growing in size, some approaching -the size of Lord's manors. The people, though more opulent, are no less -friendly to visitors. To the Northeast, a great white wall can be seen, -reflecting the sunlight in all its glory. -~ -0 0 1 -D2 -~ -~ -0 -1 22001 -D6 -~ -~ -0 -1 22003 -S -#22003 -Before the Gates of Valor~ -The walls of the massive keep shine to the North, and the mighty and -impressive gatehouse stands welcoming all visitors. The keep bustles -with activity, trade and the march of the guard both. The people here -hold friendly attitudes and jovial natures. The road to the Southwest -leads away from the keep, while the gates stand open to the North. -~ -0 0 1 -D0 -~ -~ -0 -1 22004 -D9 -~ -~ -0 -1 22002 -S -#22004 -Within the Gatehouse~ -Entering the gatehouse reveals how mighty the keep truly is. The walls -must be over ten feet thick, with arrow slits to defend against seiges. -The gates themselves are thick oak, reinforced with steel beams and studs. -Guards muster about here, waving to merchants and nobles, even helping -to lead a horse now and then. Small doors lead to chambers within the -gatehouse to the East and Weat, while to the North, the Keep grounds can -be seen. -~ -0 0 1 -D0 -~ -~ -0 -1 22007 -D1 -~ -~ -0 -1 22006 -D2 -~ -~ -0 -1 22003 -D3 -~ -~ -0 -1 22005 -S -#22005 -A Guard Room~ -This chamber holds all manner of weapons and defensive devices in the -event of an attack. The South wall is lined with arrow slits to allow -archers to rain death upon attacking forces without exposing themselves. -This also seems to be a chamber to allow the guards of Keep Valor to -kick back and relax. A small door on the East wall leads to the main -floor of the Gatehouse. -~ -0 0 1 -D1 -~ -~ -0 -1 22004 -S -#22006 -A Guard Room~ -This chamber holds all manner of weapons and defensive devices in the -event of an attack. The South wall is lined with arrow slits to allow -archers to rain death upon attacking forces without exposing themselves. -This also seems to be a chamber to allow the guards of Keep Valor to -kick back and relax. A small door on the West wall leads to the main -floor of the Gatehouse. -~ -0 0 1 -D3 -~ -~ -0 -1 22004 -S -#22007 -The Market Place~ -The impressive gatehouse and castle walls quickly give way to a busy -and bustling marketplace. The cobblestone road is filled with all manner -of people, each one seems friendly and laughing. Shops lie to the East -and West, and all manner of goods can be found. The road runs North and -South, towards the Palace and the Gatehouse respectivley. -~ -0 0 1 -D0 -~ -~ -0 -1 22010 -D1 -~ -~ -0 -1 22009 -D2 -~ -~ -0 -1 22004 -D3 -~ -~ -0 -1 22008 -S -#22008 -Player Shop~ -Reserved for player shops if available -~ -0 0 1 -D1 -~ -~ -0 -1 22007 -S -#22009 -Player Shop~ -Reserved for player shops if available -~ -0 0 1 -D3 -~ -~ -0 -1 22007 -S -#22010 -The Market Place~ -The cobblestobe road continues, passing merchant's tents and the many -patrons seeking goods. The smell of baked goods and the smoke from a -forge drift together, creating a strange scent, though not offensive -to the people who smell it. To the North, the palace can be seen, and -a mighty gatehouse stands to the South. -~ -0 0 1 -D0 -~ -~ -0 -1 22013 -D1 -~ -~ -0 -1 22011 -D2 -~ -~ -0 -1 22007 -D3 -~ -~ -0 -1 22012 -S -#22011 -The Anvil's Pound~ -Entering this tent is like entering an oven, the heat is unbearable. -A heavy forge stands in the center of this tent, the coals which heat -it glow bright red. The constant ring of a hammer marks this as the -blacksmith's tent, as do the soot covered patrons. The tent opens to -the West, leading back to the market place. -~ -0 1024 1 -D3 -~ -~ -0 -1 22010 -S -#22012 -Meats and Treats~ -The scent of wonderful bakery hangs in the air, as this tent is filled -with all manner of baked goods. Patrons bustle in and out, stopping here -to escape the heat of midday and to relax with a snack or two. The tent -exits to the East, leading back to the market place. -~ -0 1024 1 -D1 -~ -~ -0 -1 22010 -S -#22013 -The Market Place~ -The Market Place stretches on, passing more tents and patrons in the -process. The tent to the West seems to hold the interest of the merchant's -guards, while the tent to the East seems to attract a more opulent crowd. -To the North, the beautiful Palace Valor stands in all its glory, its -golden banners waving proudly for all to see. -~ -0 0 1 -D0 -~ -~ -0 -1 22016 -D1 -~ -~ -0 -1 22014 -D2 -~ -~ -0 -1 22010 -D3 -~ -~ -0 -1 22015 -S -#22014 -The Glittering Diamond~ -This tent is almost deserted, save for a few rich merchants who seem -to be perusing the goods. Glass cases have been assembled to display -many fine gems and pieces of jewlery. The scent of fine perfume hangs -in the air, as many nobles and ladies visit this shop often. The tent -exits to the West, leading back to the marketplace. -~ -0 1024 1 -D3 -~ -~ -0 -1 22013 -S -#22015 -The Arms Merchant~ -The smell of sweat and unwashed men hangs in the air in this tent, as -many merchant's guards and mercenaries frequent this buisness. Weapons -and armor are on display here, most of poor quality, but some pieces do -seem worth a glance. The tent exits to the East, leading back to the -Market Place. -~ -0 1024 1 -D1 -~ -~ -0 -1 22013 -S -#22016 -The Palace Gates~ -The great gates of Valor stand to the North, which allows passage in -the mighty palace which looms ahead. Visitors are welcomed here, and -many peasants and nobles can be seen entering, to give their blessings -to the kindly King Roland. The palace, while well defended and is quite -the military fortress, holds a pleasant air, which is welcoming to all. -A marketplace spans to the South, where many items of necessity can be -found. -~ -0 0 1 -D0 -~ -~ -0 -1 22042 -D2 -~ -~ -0 -1 22013 -S -#22017 -Northwest corner of the Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D1 -~ -~ -0 -1 22022 -D2 -~ -~ -0 -1 22018 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22018 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22017 -D1 -~ -~ -0 -1 22023 -D2 -~ -~ -0 -1 22019 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22019 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22018 -D1 -~ -~ -0 -1 22024 -D2 -~ -~ -0 -1 22020 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22020 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22019 -D1 -~ -~ -0 -1 22025 -D2 -~ -~ -0 -1 22021 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22021 -Southwest corner of the Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22020 -D1 -~ -~ -0 -1 22026 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22022 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D1 -~ -~ -0 -1 22027 -D2 -~ -~ -0 -1 22023 -D3 -~ -~ -0 -1 22017 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22023 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22022 -D1 -~ -~ -0 -1 22028 -D2 -~ -~ -0 -1 22024 -D3 -~ -~ -0 -1 22018 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22024 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22023 -D1 -~ -~ -0 -1 22029 -D2 -~ -~ -0 -1 22025 -D3 -~ -~ -0 -1 22019 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22025 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22024 -D1 -~ -~ -0 -1 22030 -D2 -~ -~ -0 -1 22026 -D3 -~ -~ -0 -1 22020 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22026 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22025 -D1 -~ -~ -0 -1 22031 -D3 -~ -~ -0 -1 22021 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22027 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D1 -~ -~ -0 -1 22032 -D2 -~ -~ -0 -1 22028 -D3 -~ -~ -0 -1 22022 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22028 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22027 -D1 -~ -~ -0 -1 22033 -D2 -~ -~ -0 -1 22029 -D3 -~ -~ -0 -1 22023 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22029 -Center of the Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22028 -D1 -~ -~ -0 -1 22034 -D2 -~ -~ -0 -1 22030 -D3 -~ -~ -0 -1 22024 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22030 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22029 -D1 -~ -~ -0 -1 22035 -D2 -~ -~ -0 -1 22031 -D3 -~ -~ -0 -1 22025 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22031 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22030 -D1 -~ -~ -0 -1 22036 -D3 -~ -~ -0 -1 22026 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22032 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D1 -~ -~ -0 -1 22037 -D2 -~ -~ -0 -1 22033 -D3 -~ -~ -0 -1 22027 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22033 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22032 -D1 -~ -~ -0 -1 22038 -D2 -~ -~ -0 -1 22034 -D3 -~ -~ -0 -1 22028 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22034 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22033 -D1 -~ -~ -0 -1 22039 -D2 -~ -~ -0 -1 22035 -D3 -~ -~ -0 -1 22029 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22035 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22034 -D1 -~ -~ -0 -1 22040 -D2 -~ -~ -0 -1 22036 -D3 -~ -~ -0 -1 22030 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22036 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22035 -D1 -~ -~ -0 -1 22041 -D3 -~ -~ -0 -1 22031 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22037 -Northeast corner of the Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D2 -~ -~ -0 -1 22038 -D3 -~ -~ -0 -1 22032 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22038 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22037 -D2 -~ -~ -0 -1 22039 -D3 -~ -~ -0 -1 22033 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22039 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22038 -D2 -~ -~ -0 -1 22040 -D3 -~ -~ -0 -1 22034 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22040 -The Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22039 -D2 -~ -~ -0 -1 22041 -D3 -~ -~ -0 -1 22035 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22041 -Southeast corner of the Arena of Valor~ -The sounds of battle ring all around, and the patter of feet upon the -sandy floor draw nearer and nearer. Gladiators and mercenaries battle -here for favor and glory. Cheers from the audience deafen all sound -when a warrior is knocked unconscious. The combat is fast and furious -and takes demanding skill of all the warriors. -~ -0 0 1 -D0 -~ -~ -0 -1 22040 -D3 -~ -~ -0 -1 22036 -> speech_prog home~ -mer $n _whi $n has been whisked from the Arena! -mptrans $n 22016 -~ -| -S -#22042 -Within the Palace of Valor~ -This is the main hall of the Palace of Valor, and its beauty is quite -impressive to say the least. Marble columns line the wall, and the floor -is polished marble tile. Between the columns, fantastic portraits can -be seen, adding to the beauty of this palace. The hallway continues to -the North, leading deeper into the palace, and to the South, to where -the palace gates stand. -~ -0 0 0 -D0 -~ -~ -0 -1 22043 -D2 -~ -~ -0 -1 22016 -S -#22043 -An Intersection of Hallways~ -The main hall of the Palace intersects another, smaller hallway here, -in this massive and busy foyer. A stairway leads up to a glorious and -intricate landing, which overlooks this room and with the use of large -windows, overlooks the marketplace as well. The hallway running East and -West seems to lead to servants quarters and other mundane functions of -the Palace. To the North lies the glorious Throne of Valor. -~ -0 0 0 -D0 -~ -~ -0 -1 22046 -D1 -~ -~ -0 -1 22044 -D2 -~ -~ -0 -1 22042 -D3 -~ -~ -0 -1 22045 -D4 -~ -~ -0 -1 22048 -S -#22044 -Entering the East Wing~ -The East wing of the Palace is where many of the mundane activities of -the palace are accomplished. The halls here are no less impressive, if -somewhat smaller. Polished marble tiles line the floor and small granite -columns run along the walls. Servants can be seen bustling about, setting -to chores and tasks of necessity. To the West, the main hall of the Palace -can be seen. To the East lies the servant's quarters and other such things. -~ -0 0 0 -D1 -~ -~ -0 -1 22049 -D3 -~ -~ -0 -1 22043 -S -#22045 -Entering the West Wing~ -The West wing of the Palace is where many of the mundane activities of -the palace are accomplished. The halls here are no less impressive, if -somewhat smaller. Polished marble tiles line the floor and small granite -columns run along the walls. Servants can be seen bustling about, setting -to chores and tasks of necessity. To the East, the main hall of the Palace -can be seen. To the West lies the servant's quarters and other such things. -~ -0 0 0 -D1 -~ -~ -0 -1 22043 -D3 -~ -~ -0 -1 22058 -S -#22046 -Before the Throne of Valor~ -The main hallway ends here, in this large sitting room where people of -all kinds wait to meet King Roland. The advisors of the King bustle in -and out, politley greeting the peasants and the noblemen alike. A plush -velvet carpet adorns the floor, and beautiful tapestries line the wall. -To the North, King Roland himself oversees the daily events of his loyal -servants. -~ -0 0 0 -D0 -~ -~ -0 -1 22047 -D2 -~ -~ -0 -1 22043 -S -#22047 -The Throne of Valor~ -The Throneroom of Valor is quite breathtaking in its beauty. The Throne -itself sits upon a small dias, carved of pure marble and polished to a -smoothness which makes it seem slick. The tapestries which hang to the -South are like dirty rags compared to those which hang in the Throneroom. -King Roland rules his kingdom justly and fairly from this place. -~ -0 0 0 -D2 -~ -~ -0 -1 22046 -S -#22048 -The Balcony~ -A double stairway slopes up to this balcony, enhancing its grandiose -appearance. Marble railing and polished marble tiles add to the utter -brilliance of this Palace. A large sun window lies to the South, which -allows nobles and royalty to observe the market place from here. A strip -of plush carpet leads North, to an immense banquet hall. -~ -0 0 0 -D0 -~ -~ -0 -1 22066 -D5 -~ -~ -0 -1 22043 -S -#22049 -A Bend in the Corridor~ -The shining halls of the servants turns to the North here, and scents -of cooking are thick. Servants bustle about, setting to tasks, bowing -or dropping a curtsey to newcomers or nobles. Most of the servants are -focusing their attention to the North, and a few run off to the West, -to where the Grand Hall of the Palace lies. -~ -0 4 0 -D0 -~ -~ -0 -1 22050 -D3 -~ -~ -0 -1 22044 -S -#22050 -The East Wing~ -The halls of the East Wing shimmer with a determined shine, displaying -the servants pride in their work and their King. Marble columns line -the walls at even spaces, displaying the grandeur of the Palace as a -whole. The East Wing runs North and South, with occasional doors that -lead East or West. -~ -0 4 0 -D0 -~ -~ -0 -1 22051 -D1 -~ -~ -1 -1 22052 -D2 -~ -~ -0 -1 22049 -S -#22051 -The East Wing~ -The halls of the East Wing shimmer with a determined shine, displaying -the servants pride in their work and their King. Marble columns line -the walls at even spaces, displaying the grandeur of the Palace as a -whole. The East Wing runs North and South, with occasional doors that -lead East or West. -~ -0 0 0 -D0 -~ -~ -0 -1 22054 -D1 -~ -~ -1 -1 22053 -D2 -~ -~ -0 -1 22050 -S -#22052 -The Washroom~ -Sinks and large copper tubs fill this room, each filled with filthy -dishes and cooking utensils. Piles of clean dishes lay in stacks to -be arranged by other servants. A few maids toil away at the dishes, -gossiping among themselves. A door to the North leads to the kitchens, -while a door to the West leads back to the East Wing. -~ -0 0 0 -D0 -~ -~ -1 -1 22053 -D3 -~ -~ -1 -1 22050 -S -#22053 -The Kitchens~ -A wave of heat lingers in this brightly lit room, coupled with smells -of freshly cooked food. Three large ovens stand against the East wall, -each one in service. Pantrys and sinks stand against the North wall, a -testament to the activity of this chamber. A door on the South wall -leads to the washroom, and a door to the West leads back to the East -wing. -~ -0 0 0 -D2 -~ -~ -1 -1 22052 -D3 -~ -~ -1 -1 22051 -S -#22054 -The East Wing~ -The halls of the East Wing shimmer with a determined shine, displaying -the servants pride in their work and their King. Marble columns line -the walls at even spaces, displaying the grandeur of the Palace as a -whole. The East Wing runs North and South, with occasional doors that -lead East or West. -~ -0 0 0 -D0 -~ -~ -0 -1 22055 -D2 -~ -~ -0 -1 22051 -S -#22055 -The East Wing~ -The halls of the East Wing shimmer with a determined shine, displaying -the servants pride in their work and their King. Marble columns line -the walls at even spaces, displaying the grandeur of the Palace as a -whole. The East Wing runs North and South, with occasional doors that -lead East or West. A large door lies to the North. -~ -0 0 0 -D0 -~ -~ -3 -1 22071 -D2 -~ -~ -0 -1 22054 -D3 -~ -~ -3 -1 22056 -S -#22056 -The Harem's Lounge~ -Plush carpet adorns the floor, in a deep shade of violet, to match the -other liveries of this chamber. Intricate furniture sits around the room, -tall stools and high backed chairs stand out. A tall mirror and a desk -stand agains the South wall, holding various make-ups and other feminine -necessities. A thin veil to the West leads into another chamber, while -a solid door stands to the East. A sign above the viel reads NO MEN. -~ -0 0 0 -D1 -~ -~ -1 -1 22055 -D3 -~ -~ -0 -1 22057 -S -#22057 -The Harem's Studio~ -Thin silk tapestries and hangings decorate this room in a very petite -fashion. The whole atosphere is sultry, and to hammer that point home, -many circular beds lay about the chamber. A large copper tub sits at -the center of the room, capable of holding many people at once. A thin -veil leads to the East. -~ -0 0 0 -D1 -~ -~ -0 -1 22056 -S -#22058 -The West Wing~ -The West Wing, while smaller than the main hall of the Palace, is no -less glorious. Polished marble tiles line the floor in intriate and -dazzeling patterns. The walls are flanked with marble columns and a -few expensive tapestries. The air here smells very clean, and smells -of soap and polish hang in the air. Doors occasionaly can be seen to -the East or West. -~ -0 4 0 -D0 -~ -~ -0 -1 22059 -D1 -~ -~ -0 -1 22045 -S -#22059 -The West Wing~ -The West Wing, while smaller than the main hall of the Palace, is no -less glorious. Polished marble tiles line the floor in intriate and -dazzeling patterns. The walls are flanked with marble columns and a -few expensive tapestries. The air here smells very clean, and smells -of soap and polish hang in the air. Doors occasionaly can be seen to -the East or West. -~ -0 4 0 -D0 -~ -~ -0 -1 22060 -D2 -~ -~ -0 -1 22058 -D3 -~ -~ -1 -1 22065 -S -#22060 -The West Wing~ -The West Wing, while smaller than the main hall of the Palace, is no -less glorious. Polished marble tiles line the floor in intriate and -dazzeling patterns. The walls are flanked with marble columns and a -few expensive tapestries. The air here smells very clean, and smells -of soap and polish hang in the air. Doors occasionaly can be seen to -the East or West. -~ -0 4 0 -D0 -~ -~ -0 -1 22061 -D2 -~ -~ -0 -1 22059 -D3 -~ -~ -1 -1 22064 -S -#22061 -The West Wing~ -The West Wing, while smaller than the main hall of the Palace, is no -less glorious. Polished marble tiles line the floor in intriate and -dazzeling patterns. The walls are flanked with marble columns and a -few expensive tapestries. The air here smells very clean, and smells -of soap and polish hang in the air. Doors occasionaly can be seen to -the East or West. -~ -0 0 0 -D0 -~ -~ -0 -1 22062 -D2 -~ -~ -0 -1 22060 -S -#22062 -The West Wing~ -The West Wing, while smaller than the main hall of the Palace, is no -less glorious. Polished marble tiles line the floor in intriate and -dazzeling patterns. The walls are flanked with marble columns and a -few expensive tapestries. The air here smells very clean, and smells -of soap and polish hang in the air. Doors occasionaly can be seen to -the East or West. A large door lies to the North. -~ -0 0 0 -D0 -~ -~ -3 -1 22082 -D1 -~ -~ -1 -1 22063 -D2 -~ -~ -0 -1 22061 -S -#22063 -A Storeroom~ -Shelves line the walls in this dark chamber, storing all manner of goods -for the running of the Keep. Even here, the floors are polished tiles and -are kept very clean. Most of the things in this chamber are cleaning and -washing supplies, though other trinkets can be found here and there. A -door stands to the West, leading back to the West Wing. -~ -0 0 0 -D3 -~ -~ -1 -1 22062 -S -#22064 -A Storeroom~ -Shelves line the walls in this dark chamber, storing all manner of goods -for the running of the Keep. Even here, the floors are polished tiles and -are kept very clean. Most of the things in this chamber are cleaning and -washing supplies, though other trinkets can be found here and there. A -door stands to the East, leading back to the West Wing. -~ -0 0 0 -D1 -~ -~ -1 -1 22060 -S -#22065 -The Laundry Room~ -An overpowering smell of soap lingers in the air, making the rest of -the Keep seem dirty by comparison. Several wash basins line the walls, -and piles of dirty laundry are strewn about. The clean linen is hustled -out by maids and new loads of dirty laundry is dropped off. The activity -here never seems to end. A door stands to the East, leading back to the -West Wing. -~ -0 0 0 -D1 -~ -~ -1 -1 22059 -S -#22066 -The Banquet Hall~ -As beautiful as the rest of the Palace is, it is no comparison to this -large chamber. A large cherrywood banquet table stands in the center, -polished and aged. Twenty chairs surround it, with a large high backed -chair for the King. Plush velvet carpet covers the floor, and tapestries -of untold worth adorn the walls. Trophies of battle can also be seen upon -the walls, marking great victories of the Keep of Valor. A large double -door stands to the North. -~ -0 0 0 -D0 -~ -~ -3 -1 22067 -D2 -~ -~ -0 -1 22048 -S -#22067 -Entering the Royal Apartments~ -Velvet carpet covers the floor here, leading to the hallway to the North. -The walls are polish oak, aged beyond the span of a human's life. This -small waiting room is the entrance to the Royal Apartments, where the King -himself resides. A set of double doors lies to the South. -~ -0 0 0 -D0 -~ -~ -0 -1 22068 -D2 -~ -~ -3 -1 22066 -S -#22068 -A Magnificient Hallway~ -This hallway embodies the essence of royalty. A plush velvet carpet runs -the length alongside polished oak walls. Portraits of past kings and other -members of the royal family can be seen at spaced intervals. Chandeliers -provide light, and crystal vases stand in small alcoves holding rare and -beautiful plants. Doors can be seen to the East and West. -~ -0 0 0 -D0 -~ -~ -0 -1 22069 -D1 -~ -~ -3 -1 22073 -D2 -~ -~ -0 -1 22067 -D3 -~ -~ -3 -1 22072 -S -#22069 -A Magnificient Hallway~ -This hallway embodies the essence of royalty. A plush velvet carpet runs -the length alongside polished oak walls. Portraits of past kings and other -members of the royal family can be seen at spaced intervals. Chandeliers -provide light, and crystal vases stand in small alcoves holding rare and -beautiful plants. Doors can be seen to the East and West. -~ -0 0 0 -D0 -~ -~ -0 -1 22070 -D1 -~ -~ -3 -1 22074 -D2 -~ -~ -0 -1 22068 -D3 -~ -~ -3 -1 22076 -S -#22070 -A Magnificient Hallway~ -This hallway embodies the essence of royalty. A plush velvet carpet runs -the length alongside polished oak walls. Portraits of past kings and other -members of the royal family can be seen at spaced intervals. Chandeliers -provide light, and crystal vases stand in small alcoves holding rare and -beautiful plants. Doors can be seen to the East and West. -~ -0 0 0 -D1 -~ -~ -3 -1 22078 -D2 -~ -~ -0 -1 22069 -D3 -~ -~ -3 -1 22077 -S -#22071 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. A small door stands to the South -~ -0 0 1 -D0 -~ -~ -0 -1 22087 -D2 -~ -~ -3 -1 22055 -D3 -~ -~ -0 -1 22079 -S -#22072 -Guest Apartments~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the East, leading back towards -the Royal Apartments. -~ -0 4 1 -D1 -~ -~ -1 -1 22068 -S -#22073 -Guest Apartments~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the West, leading back towards -the Royal Apartments. -~ -0 4 1 -D3 -~ -~ -1 -1 22068 -S -#22074 -Guest Apartments~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the West, leading back towards -the Royal Apartments. -~ -0 4 1 -D3 -~ -~ -3 -1 22069 -S -#22075 -Control room~ -Do not toy with any of the mobs that invoke here, they are used as -switches and triggers. -~ -0 4 1 -S -#22076 -Guest Apartments~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the East, leading back towards -the Royal Apartments. -~ -0 4 1 -D1 -~ -~ -1 -1 22069 -S -#22077 -The King's Chambers~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the East, leading back towards -the Royal Apartments. -~ -0 4 1 -D1 -~ -~ -1 -1 22070 -S -#22078 -The Queen's Chambers~ -This room is perhaps the size of a small house. Hardwood floors and a -seamless polished oak wall give a great aesthetic sense to this chamber. -A wash basin and a full mirror stand in one corner, and a large canopy -bed stands in the center of the room. Windows overlook the countryside -for miles. A large oaken door stands to the West, leading back towards -the Royal Apartments. -~ -0 4 1 -D3 -~ -~ -1 -1 22070 -S -#22079 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 4 1 -D0 -~ -~ -0 -1 22086 -D1 -~ -~ -0 -1 22071 -D3 -~ -~ -0 -1 22080 -S -#22080 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D0 -~ -~ -0 -1 22085 -D1 -~ -~ -0 -1 22079 -D3 -~ -~ -0 -1 22081 -S -#22081 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D0 -~ -~ -0 -1 22084 -D1 -~ -~ -0 -1 22080 -D3 -~ -~ -0 -1 22082 -S -#22082 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. A small door stands to the South. -~ -0 0 1 -D0 -~ -~ -0 -1 22083 -D1 -~ -~ -0 -1 22081 -D2 -~ -~ -1 -1 22062 -S -#22083 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D1 -~ -~ -0 -1 22084 -D2 -~ -~ -0 -1 22082 -S -#22084 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D1 -~ -~ -0 -1 22085 -D2 -~ -~ -0 -1 22081 -D3 -~ -~ -0 -1 22083 -S -#22085 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. A mages tower stands -to the North. -~ -0 0 1 -D0 -~ -~ -3 -1 22088 -D1 -~ -~ -0 -1 22086 -D2 -~ -~ -0 -1 22080 -D3 -~ -~ -0 -1 22084 -S -#22086 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D1 -~ -~ -0 -1 22087 -D2 -~ -~ -0 -1 22079 -D3 -~ -~ -0 -1 22085 -S -#22087 -The Back Courtyard~ -Well tended grass and intricate hedge statues mark this courtyard as -well kept. The walls of the Keep can be seen in the distance, brilliant -and awestriking. This small courtyard is much like a park, a place for -servants and nobles alike to rest and relax. The distance of the walls -allows for nice sunbeams and cool breezes. -~ -0 0 1 -D2 -~ -~ -0 -1 22071 -D3 -~ -~ -0 -1 22086 -S -#22088 -The Mage's Tower~ -The bottom room of this squat, circular tower is quite large, but very -cluttered. Tables and desks are covered in notes and books, shelves are -filled to bursting. Balls of light hover about, with seeming minds of -their own, lighting the room and its arcane clutter. An obsure door lies -to the South, and a spiral stariway leads up to the top of the tower. -~ -0 0 1 -D2 -~ -~ -1 -1 22085 -D4 -~ -~ -0 -1 22089 -S -#22089 -The Mage's Study~ -This large circular chamber is almost thirty paces across. Laboratory -tables stand to one side, with glowing liquids coursing through glass -tubing. Strewn notes and books litter the floor and failed attempts at -making magical items lay in one pile, some of the myriad items sparking -occassionaly. A spiral stairway leads down to the base of the tower. -~ -0 0 1 -D5 -~ -~ -0 -1 22088 -S -#22090 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -O 1 22000 1 22000 -O 1 22001 1 22010 -M 1 22000 1 22011 -M 1 22001 1 22012 -G 1 22002 1 -G 1 22003 1 -G 1 22004 1 -G 1 22005 1 -M 1 22003 1 22014 -M 1 22002 1 22004 -E 1 22010 1 8 -E 1 22006 1 16 -E 1 22009 1 7 -E 1 22007 1 5 -E 1 22008 1 6 -M 1 22004 1 22016 -E 1 22010 1 8 -E 1 22009 1 7 -E 1 22007 1 5 -E 1 22006 1 16 -E 1 22008 1 6 -M 1 22005 1 22029 -E 1 22011 1 16 -E 1 22012 1 5 -M 1 22006 1 22017 -M 1 22006 2 22019 -M 1 22007 1 22025 -M 1 22007 2 22035 -M 1 22006 3 22038 -M 1 22006 4 22032 -M 1 22008 1 22033 -M 1 22008 2 22041 -M 1 22007 3 22024 -M 1 22006 5 22021 -M 1 22010 1 22046 -M 1 22009 1 22047 -E 1 22015 1 16 -E 1 22016 1 5 -E 1 22017 1 12 -E 1 22018 1 1 -O 1 22013 1 22047 -M 1 22013 1 22052 -E 1 22019 1 5 -M 1 22014 1 22052 -E 1 22019 1 5 -D 0 22052 0 0 -D 0 22052 3 0 -M 1 22015 1 22053 -E 1 22020 1 5 -D 0 22053 2 0 -D 0 22053 3 0 -M 1 22016 1 22056 -E 1 22021 1 7 -E 1 22022 1 5 -E 1 22023 1 20 -M 1 22017 1 22056 -E 1 22021 1 7 -E 1 22022 1 5 -E 1 22023 1 20 -D 0 22056 1 0 -M 1 22018 1 22057 -E 1 22024 1 6 -D 0 22055 0 1 -D 0 22055 3 1 -M 1 22020 1 22065 -E 1 22019 1 5 -D 0 22065 1 0 -D 0 22066 0 1 -D 0 22067 2 1 -D 0 22070 1 1 -D 0 22070 3 1 -D 0 22069 1 1 -D 0 22069 3 1 -D 0 22068 1 1 -D 0 22068 3 1 -O 1 22025 1 22072 -D 0 22072 1 0 -O 1 22025 1 22073 -D 0 22073 3 0 -O 1 22025 1 22076 -D 0 22076 1 0 -O 1 22025 1 22077 -D 0 22077 1 0 -D 0 22062 0 1 -D 0 22062 1 0 -D 0 22085 0 1 -D 0 22071 2 1 -M 1 22021 1 22089 -E 1 22026 1 5 -O 1 22027 1 22063 -D 0 22063 3 0 -M 1 22026 1 22074 -E 1 22029 1 5 -O 1 22025 1 22074 -D 0 22074 3 1 -M 1 22026 2 22078 -E 1 22029 1 5 -O 1 22025 1 22078 -D 0 22078 3 0 -M 1 22019 1 22015 -S - - -#SHOPS - 22001 0 0 0 0 0 120 90 0 23 ; Ariad the Baker - 22003 8 0 0 0 0 120 90 0 23 ; the Jewler - 22019 5 9 0 0 0 120 90 0 23 ; a merchant -0 - - -#REPAIRS - 22000 5 9 0 15 1 0 23 ; Master Lugard -0 - - -#SPECIALS -M 22009 spec_cast_cleric -M 22021 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/kender.are b/data/realm/areas_smaug1.4a/kender.are deleted file mode 100644 index b711373..0000000 --- a/data/realm/areas_smaug1.4a/kender.are +++ /dev/null @@ -1,1844 +0,0 @@ -#AREA Kendermore~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#14900 -kender scout~ -a kender scout~ -A kender scout patrols for enemies. -~ -Kender scouts are respected by the whole community for their role in -detecting potential threats to their village. They are rather serious by -Kender standards, as recent attacks have made them constantly alert for -any invaders. They thus glare at you VERY suspiciously. -~ -8388673 544 400 S -14 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14901 -kender adult male~ -an adult male kender~ -An adult male kender rushes past you, topknot bobbing madly. -~ -He sure seemed to be in a hurry. Doubtless he'd just discovered something -curious he wanted to examine as soon as possible... Hey! Didn't you have -TWO of those silver bracelets??? -~ -8388801 512 400 S -9 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14902 -kender adult female~ -an adult female kender~ -An adult female kender smiles at you and curtseys. -~ -She seems friendly enough. In fact she seems quite nice. Imagine people -thinking such sweet people could be THIEVES... You smile as you reach for -a trinket to give to her, only to notice that your trinkets are all gone... -~ -8388801 512 400 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14903 -kender child~ -a kender child~ -A small kender child gazes at you curiously. -~ -Younger kender, unused to the outside world, find strangers and the strange -items they bear of GREAT interest... -~ -8388801 512 400 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14904 -kender healer~ -the kender healer~ -An ancient kender smiles benevolently at you. -~ -This fellow cures the ailments of the locals and travellers alike. He seems -to be a sweet old fellow... WAIT! Did you just see him steal a loaf of bread -off an elderly woman? No, that's ok... he just BORROWED it. -~ -2115 8892 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14905 -kender warrior~ -a kender warrior~ -A kender warrior swaggers past you, chased by a flock of young girls. -~ -Kender warriors as a scary lot, scary in the way that it's scary to trust -nuclear weapons in the hands of people with the minds of eight year olds- -WAIT! We do that anyway! Ah well... Kender warriors, indeed all Kender, are -most feared (to them, other races consider it avoiding) for their taunt -ability, with which they can stoke the temper of the most placid of foes into -a raging fury. -~ -8388681 512 400 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14906 -kender storyteller~ -the kender storyteller~ -The kender storyteller is amusing a horde of children with his tales. -~ -Kender fairytales are quite fascinating and very humorous. Unfortunately, -you don't have time to sit and listen to one (and I don't have the time to -sit here and write one :P). -~ -8388803 640 500 S -39 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14907 -kender chief~ -the kender chief~ -The chief of Kendermore greets you. -~ -The chief is a cheery fellow, full of energy and humor. He grabs your hand -and shakes it rapidly, then pounds you on the back (or more likely your -buttocks if you are over four feet tall) and invites you to the tavern for -a drink and a chat. What a splendid fellow! You find yourself suddenly -reaching for your wallet. You could have SWORN you had it in your back -pocket... -~ -8388681 640 400 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14908 -kender tas tasslehoff burrfoot~ -Tasslehoff Burrfoot~ -A particularly inquisitive kender introduces himself as Tas. -~ -Everyone knows Tas, that most famous of Kender. Guard your possessions -carefully. -~ -8388675 640 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14909 -kender drunk~ -a drunk kender~ -A drunk kender staggers into you. -~ -Watch your wallet! -~ -8388801 512 400 S -11 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14910 -kender baker~ -the kender baker~ -A kender baker greets you. -~ -This fellow stocks a wide variety of goods. -~ -67 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14911 -kender grocer~ -the kender grocer~ -A kender grocer greets you. -~ -This woman stocks a wide variety of goods. -~ -67 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14912 -kender armorer~ -the kender armorer~ -A kender armorer greets you. -~ -This fellow stocks a wide variety of goods. -~ -67 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14913 -kender herbalist~ -the kender herbalist~ -A kender herbalist greets you. -~ -This woman stocks a wide variety of goods. -~ -67 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14914 -kender bartender~ -the kender bartender~ -The bartender smiles and offers you a drink. -~ -This rotund fellow was once an adventurer like yourself. As he pours your -beers he recounts a tale of a time when he slew two dragons. -~ -67 0 1000 S -109 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14915 -wild boar~ -a wild boar~ -A wild boar charges at you! -~ -These boar are hunted by the Kender. They deserve it. -~ -8388705 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14916 -hunting dog~ -a hunting dog~ -A hunting dog barks at you. -~ -Don't kill it- it's a natural reaction ;) -~ -193 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#14900 -hoopak~ -a hoopak~ -A hoopak lies here.~ -~ -5 0 1 -0 0 0 0 -5 0 0 -E -hoopak~ -A hoopak is a staff-sling, that can be used to bash your opponent or hurl -a rock at it. Not being familiar with such a weapon, you can only use it -to bash. -~ -A -18 2 -#14901 -topknot~ -a kender's topknot~ -Kender topknots are a source of pride and status.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -2 1 -A -4 -1 -A -14 10 -#14902 -breeches~ -a pair of breeches~ -A pair of blue breeches lie here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14903 -fur jacket~ -a fur jacket~ -This fur jacket will help keep the chill november wind out.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -17 -10 -#14904 -cloak~ -a brown cloak~ -A brown cloak is crumpled up on the floor here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -5 2 -#14905 -toy~ -a child's toy~ -This toy could do you an injury if you stood on it.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#14906 -pouch~ -a pouch~ -This pouch would hang well at your belt.~ -~ -15 0 1 -25 1 0 0 -1 0 0 -#14907 -spear~ -a short spear~ -These spear are ideal for hunting boar.~ -~ -30 0 1 -0 0 0 0 -1 0 0 -#14908 -short sword~ -a magic short sword~ -A magical short sword is here.~ -~ -5 1 0 -0 0 0 11 -10 0 0 -A -18 4 -A -19 4 -#14909 -gem~ -a gem~ -A pretty emerald lies here.~ -~ -8 0 1 -0 0 0 0 -1 1000 100 -#14910 -potion~ -a dark potion~ -A dark potion rests here.~ -~ -10 2 1 -10 -1 -1 -1 -1 0 0 -'cure light' 'cure light' 'cure poison' -#14911 -loaf wheat bread~ -a loaf of wheat bread~ -A loaf of freshly-baked wheat bread sits here.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14912 -sweet roll~ -a sweet roll~ -*>MMM<* a sweet roll that looks DELICIOUS!~ -~ -19 0 1 -3 0 0 0 -1 0 0 -#14913 -sponge cake~ -a sponge cake~ -A sponge cake sits neglected here.~ -~ -19 0 1 -6 0 0 0 -1 0 0 -#14914 -black currant pie~ -a black currant pie~ -(Steaming) A black currant pie steams away here.~ -~ -19 0 1 -5 0 0 0 -1 0 0 -#14915 -backpack~ -a small backpack~ -A small backpack lies on its side here.~ -~ -15 0 1 -50 1 0 0 -1 0 0 -#14916 -torch~ -a torch~ -A torch sits here.~ -~ -1 0 1 -0 0 24 0 -1 0 0 -#14917 -tent~ -a camping tent~ -A camping tent has been pitched here.~ -~ -15 262144 1 -1000 1 0 0 -10 1000 100 -#14918 -blanket~ -a coarse blanket~ -A coarse blanket lies here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -#14919 -waterskin water skin~ -a waterskin~ -A full waterskin is here.~ -~ -17 0 1 -5 5 0 0 -1 0 0 -#14920 -leather jerkin~ -a stout leather jerkin~ -A stout leather jerkin can be seen here.~ -~ -9 0 1 -0 0 0 0 -4 0 0 -A -5 1 -#14921 -hoopak~ -a hoopak~ -A hoopak lies here.~ -~ -5 0 1 -0 0 0 0 -5 0 0 -E -hoopak~ -A hoopak is a staff-sling, that can be used to bash your opponent or hurl -a rock at it. Not being familiar with such a weapon, you can only use it -to bash. -~ -A -18 1 -A -19 1 -#14922 -sling~ -a sling~ -A sling has been left here.~ -~ -5 0 1 -0 0 0 7 -1 0 0 -A -18 3 -A -19 -3 -#14923 -boots~ -a pair of hiking boots~ -A pair of hiking boots sit here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -14 50 -#14924 -yellow herb~ -a yellow herb~ -A yellow herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'armor' 'bless' 'NONE' -E -yellow herb~ -This herb will increase your defenses and engender the blessing of the Gods. -~ -#14925 -red herb~ -a red herb~ -A red herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'infravision' 'detect invis' 'detect hidden' -E -red herb~ -This herb will greatly increase your powers of perception. -~ -#14926 -green herb~ -a green herb~ -A green herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'invis' 'protection' 'NONE' -E -green herb~ -This herb will conceal and protect you. -~ -#14927 -white herb~ -a white herb~ -A white herb is here.~ -~ -26 64 1 -10 -1 -1 -1 -1 500 50 -'cure serious' 'refresh' 'NONE' -E -white herb~ -This herb will heal and refresh you. -~ -#14928 -pint beer~ -a pint of beer~ -A pint of beer foams here.~ -~ -17 0 1 -2 2 1 0 -1 0 0 -#14929 -glass whiskey~ -a glass of whiskey~ -A glass of whiskey sits here.~ -~ -17 0 1 -1 1 5 0 -1 0 0 -#14930 -glass wine~ -a glass of wine~ -A glass of wine is here. Nice head.~ -~ -17 0 1 -1 1 2 0 -1 0 0 -#14931 -pint ale~ -a pint of ale~ -A pint of ale is here.~ -~ -17 0 1 -2 2 3 0 -1 0 0 -#14932 -counter~ -a shop counter~ -A shop counter rests here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14933 -chair~ -a comfy chair~ -A comfy chair rests near a fireplace here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -comfy chair~ -It is indeed a very comfortable-looking chair. -~ -#14934 -hearth fireplace~ -a fireplace~ -A fire crackles merrily away in the hearth.~ -~ -12 1 0 -0 0 0 0 -1 0 0 -E -hearth fireplace~ -You feel all toasty and warm! -~ -#14935 -keg ale~ -a keg of ale~ -A keg of ale rests here.~ -~ -17 0 1 -25 25 3 0 -25 0 0 -E -keg ale~ -It has BASS in gold letters on one side... -~ -#14936 -keg beer~ -a keg of beer~ -A keg of beer rests here.~ -~ -17 0 1 -25 25 1 0 -25 0 0 -E -keg beer~ -It has Kilkenny in gold letters on one side... -~ -#14937 -keg spirits~ -a keg of spirits~ -A keg of spirits rests here.~ -~ -17 0 1 -25 25 5 0 -25 0 0 -E -ale~ -It has Johnny Walker in gold letters on one side... -~ -#14938 -bottle white wine~ -a bottle of white wine~ -A bottle of white wine is in a rack here.~ -~ -17 0 1 -5 5 2 0 -5 0 0 -E -bottle white wine~ -Mmm! A good year! -~ -#14939 -bottle red wine~ -a bottle of red wine~ -A bottle of red wine is in a rack here.~ -~ -17 0 1 -5 5 2 0 -5 0 0 -E -bottle red wine~ -Mmm! A good year! -~ -#14940 -desk~ -an ornate desk~ -An ornate desk sits in the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -desk~ -It looks to be very old and expensive. You wonder who it was borrowed from... -~ -#14941 -papers~ -some papers~ -Some papers are scattered about here.~ -~ -2 0 1 -20 -1 -1 -1 -1 0 0 -'sleep' 'NONE' 'NONE' -E -papers~ -All figures and other accounting stuff... very dull. -~ -#14942 -chair~ -an office chair~ -An office chair rests near a desk here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -chair~ -It is indeed a very comfortable-looking chair. -~ -#14943 -bed~ -a four poster bed~ -A four poster bed sits near the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -bed~ -It is very comfortale looking, made with silk sheets and all. -~ -#0 - - -#ROOMS -#14900 -The Path Leading to Kendermore~ -You are skipping along a narrow trail lined with white stones toward a small -village in a light wood. From here, all you can see is the wooden barricade -surrounding the hamlet, and the smoke of many fires coming from the chimneys -of the houses. There is, of course, a sign here. -~ -0 4 2 -D1 -~ -~ -0 -1 10020 -D3 -~ -~ -0 -1 14901 -E -sign~ -The sign says- - -Hi! Welcome to the Village of Kendermore. Please don't be aggressive or we'll -set the dogs on you. - - Regards, - The Chief - -PS Type Help Kendermore for more info. -~ -S -#14901 -The Path Leading to Kendermore~ -You are skipping along a narrow trail lined with white stones toward a small -village in a light wood. From here, you think you can see signs of activity -in the wood, which is directly to the east of hear. Listening carefully, you -hear grunts and squeals, followed by triumphant cries. -~ -0 0 2 -D1 -~ -~ -0 -1 14900 -D3 -~ -~ -0 -1 14902 -S -#14902 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14903 -D1 -~ -~ -0 -1 14901 -D2 -~ -~ -0 -1 14907 -D3 -~ -~ -0 -1 14905 -S -#14903 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D2 -~ -~ -0 -1 14902 -D3 -~ -~ -0 -1 14904 -S -#14904 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D1 -~ -~ -0 -1 14903 -D2 -~ -~ -0 -1 14905 -S -#14905 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. - -The entrance to the village is directly west of here. -~ -0 0 3 -D0 -~ -~ -0 -1 14904 -D1 -~ -~ -0 -1 14902 -D2 -~ -~ -0 -1 14906 -D3 -~ -~ -0 -1 14908 -S -#14906 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14905 -D1 -~ -~ -0 -1 14907 -S -#14907 -A Light Wood~ -You are passing through a lightly forested area that lies before the kender -village. You see shapes moving through the trees on either side of you, and -you feel rather uneasy, as if you were being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 14902 -D3 -~ -~ -0 -1 14906 -S -#14908 -Out of the Woods~ -You emerge once more onto a narrow, stone-lined path. The gates of the kender -village are directly before you. From here you can peer down the main street -of the village. You see elderly kender seated upon porches watching their -grandchildren play, while older kender youths stride about with their hoopaks, -showing off to a group of giggling kender schoolgirls. -~ -0 0 1 -D1 -~ -~ -0 -1 14905 -D3 -~ -~ -1 0 14909 -S -#14909 -Main Street~ -Streets head off in all directions from here; north and south toward private -residences, west toward the village square, and east back out of town. -~ -0 0 1 -D0 -~ -~ -0 -1 14910 -D1 -~ -~ -1 0 14908 -D2 -~ -~ -0 -1 14914 -D3 -~ -~ -0 -1 14918 -S -#14910 -A Side Street~ -You are walking along a side street, past the doors of several private -residences. You can enter them if you want- trespassing is rude (not to -mention illegal) but what do you care? -~ -0 0 1 -D0 -~ -~ -1 0 14912 -D1 -~ -~ -1 0 14913 -D2 -~ -~ -0 -1 14909 -D3 -~ -~ -1 0 14911 -S -#14911 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D1 -~ -~ -1 0 14910 -S -#14912 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D2 -~ -~ -1 0 14910 -S -#14913 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D3 -~ -~ -1 0 14910 -S -#14914 -A Side Street~ -You are walking along a side street, past the doors of several private -residences. You can enter them if you want- trespassing is rude (not to -mention illegal) but what do you care? -~ -0 0 1 -D0 -~ -~ -1 0 14909 -D1 -~ -~ -1 0 14915 -D2 -~ -~ -1 0 14916 -D3 -~ -~ -1 0 14917 -S -#14915 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D3 -~ -~ -1 0 14914 -S -#14916 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D0 -~ -~ -1 0 14914 -S -#14917 -A Private Residence~ -You have entered the home of some kender family. Not surprisingly it is -crammed full of useless junk that the family has "acquired" over the years, -then cast aside in boredom a few days later. Other than that the home looks -quite comfortable. -~ -0 8 0 -D1 -~ -~ -1 0 14914 -S -#14918 -Main Street~ -You are heading along a cobbled path that runs through the center of the -kender village. The town square lies to the west of here, while the village -gates lie east. -~ -0 0 1 -D1 -~ -~ -0 -1 14909 -D3 -~ -~ -0 -1 14919 -S -#14919 -The Village Square~ -Here, the kender gather for meetings, festivals, markets and general -entertainment. There is always something happening here. You gaze admiringly -at the neatly pruned hedges that line the stone floored area, and at the -intricately carved fountain that sits in the center of the square (a "gift" -from the elves; doubtless the elves didn't give it consciously). -~ -0 0 1 -D0 -~ -~ -0 -1 14920 -D1 -~ -~ -0 -1 14918 -D2 -~ -~ -0 -1 14921 -D3 -~ -~ -0 -1 14922 -S -#14920 -The Healer's Lodge~ -Here the kender cleric heals the injuries of his god's flock as well as any -ailments visitors such as yourself may have. He stands behind a carved stone -altar, grinning impishly (kender are NEVER truly serious) at you. -~ -0 8 0 -D2 -~ -~ -0 -1 14919 -S -#14921 -The Chief's Lodge~ -The Chief of the village resides here. He is a cheerful fellow who is very -fond of his drink, and can more often than not be found at the pub. -~ -0 8 0 -D0 -~ -~ -0 -1 14919 -S -#14922 -Main Street~ -You are heading along a cobbled path that runs through the center of the -kender village. The town square lies to the east of here, while the Grande -Pub lies to the east. Shops lie to the north of here, and there are some -barracks to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 14926 -D1 -~ -~ -0 -1 14919 -D2 -~ -~ -0 -1 14923 -D3 -~ -~ -1 0 14932 -S -#14923 -Kender Barracks~ -Here the standing militia of the village reside. This militia constitutes all -able bodied males over the age of majority for one year of their lives. The -presence of such a force is necessitated by the constant raids by hobgoblins -and goblins recently. -~ -0 0 1 -D0 -~ -~ -0 -1 14922 -D2 -~ -~ -1 0 14924 -D3 -~ -~ -1 0 14925 -S -#14924 -Barracks~ -This room is piled high with unwashed clothing and loads of stuff filched -from passing merchant caravans. Evidently the militia don't take their job -too seriously, but then again when has a kender ever been known to take -things seriously...? -~ -0 8 0 -D0 -~ -~ -1 0 14923 -S -#14925 -Barracks~ -This room is piled high with unwashed clothing and loads of stuff filched -from passing merchant caravans. Evidently the militia don't take their job -too seriously, but then again when has a kender ever been known to take -things seriously...? -~ -0 8 0 -D1 -~ -~ -1 0 14923 -S -#14926 -Shopper's Row~ -This lane is lined with quaint little shops that cater largely to outsiders -(kender aren't known for paying for their possessions). You will be able -to buy and sell a variety of items here. -~ -0 0 1 -D0 -~ -~ -0 -1 14928 -D2 -~ -~ -0 -1 14922 -D3 -~ -~ -0 -1 14927 -S -#14927 -A Grocery Store~ -The shelves of this establishment are piled high with goodies of all sorts. -Kender passing by each stop to stare longingly for a few seconds before they -are shooed on by the good-natured proprietor. -~ -0 8 0 -D1 -~ -~ -0 -1 14926 -S -#14928 -Shopper's Row~ -This lane is lined with quaint little shops that cater largely to outsiders -(kender aren't known for paying for their possessions). You will be able -to buy and sell a variety of items here. -~ -0 0 1 -D0 -~ -~ -0 -1 14930 -D1 -~ -~ -0 -1 14931 -D2 -~ -~ -0 -1 14926 -D3 -~ -~ -0 -1 14929 -S -#14929 -The Bakery~ -The mouth-watering aroma emanating from this place of business is enough -to drive you mad! You suddenly realize how hungry you are, and decide to -sample a few locally-baked items (or maybe more...:P). -~ -0 8 0 -D1 -~ -~ -0 -1 14928 -S -#14930 -The Herbalist~ -This store is crammed with sacks, jars, bags and baskets of freshly-picked -herbs. Grown by the proprietor herself, these herbs have a wide variety of -magical effects, though you won't know what until you buy and examine them. -~ -0 8 0 -D2 -~ -~ -0 -1 14928 -S -#14931 -The Armory~ -Not a very popular destination for the locals, being as kender aren't the -most aggressive of races, but perhaps it will be of interest to you. -~ -0 8 0 -D3 -~ -~ -0 -1 14928 -S -#14932 -The Grande Pub~ -At last! The place you were searching for all along (well, if you weren't, -you are now ;P). This magnificent pub is over 500 years old. Fashioned from -the finest cedar, its shining floors, massive benches, long, stein-covered -bars and intricately-carved stools make you just want to drink yourself to -death. You elbow your way through the crowd that always fills this pub, and -have a good look around. Tapestries adorn the walls, as do massive portraits -of kender of bygone years. A huge iron chandelier hangs from the massive -crossbeams that support the 20' high roof, and you estimate that at least -500 candles are currently burning in it. -~ -0 8 0 -D1 -~ -~ -1 0 14922 -D3 -~ -~ -0 -1 14933 -E -floors~ -These polished wooden floors have been painstakingly waxed every morning for -centuries now, and they look as new as they did the day they were laid. -~ -E -benches~ -Long, polished wooden benches line the walls, serving as support for the -food and drink (and usually inebriated bodies) of the many patrons here. -~ -E -bar bars~ -There are several bars in this place, all crowded with drunk patrons, though -the main bar lies further in, near the central hall. -~ -E -stools~ -These stools were hand-carved by Thessala the patient nearly 200 years ago -to replace the original stools, which were lost in the Great Brawl of '96. -~ -E -tapestries portraits~ -These depict many famous kender, as well as scenes of nature and village life. -The tapestries are all quite rustic and atypical for kender, and you surmise -that they were "borrowed" from some poor hobbit community. -~ -E -chandelier~ -This iron behemoth originally hung in the hall of Lord Garrison, commander of -the Human armies at the Battle of the Blood Plains, but he "gave it to the -kender as a reward for their services in the war" (it was actually to make -them bugger off). -~ -S -#14933 -The Central Hall~ -Dozens of patrons gather here day in and day out to drink, sing loud songs -and swap tall stories. You see denizens of practically every known race (and -a few unknown) standing arm in arm singing "Auld Lang Syne", or challenging -each other to arm wrestles, games of darts or cards, or drinking contests. -A HUGE bar lies to the north of here, staffed by a very busy bartender. -~ -0 8 0 -D0 -~ -~ -0 -1 14934 -D1 -~ -~ -0 -1 14932 -D3 -~ -~ -0 -1 14935 -S -#14934 -The Bar~ -The main bar of the pub lies here. It is at least forty feet long, perhaps -more, and though it is only 3 feet high (on account of the little folk), it -is still impressive. A burly kender is busy serving drinks, and though he -is being practically run off his feet, he still manages to find time for -a quick chat with every patron. Such is the way of the Grande Pub. -~ -0 8 0 -D2 -~ -~ -0 -1 14933 -D5 -~ -~ -1 0 14942 -S -#14935 -The Dance Hall~ -In this part of the Pub, the Kender and their guests gather for dances, -accompanied by a 7 piece band seated upon a dais in the corner of this huge -room. It is currently deserted, but when the moment is right, it will be -flooded with inebriated customers enthusiastically throwing each other about -to the tune of kender and dwarven reels, or swaying softly to the -accompaniment of an elven waltz. An elegantly carved staircase winds its -way up to the next level in another corner here. -~ -0 8 0 -D1 -~ -~ -0 -1 14933 -D4 -The staircase is quite beautiful. It goes UP.~ -staircase~ -0 -1 14936 -S -#14936 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14937 -D2 -~ -~ -1 0 14945 -D3 -~ -~ -0 -1 14938 -S -#14937 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14936 -S -#14938 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14939 -D1 -~ -~ -0 -1 14936 -D2 -~ -~ -1 0 14944 -D3 -~ -~ -0 -1 14940 -S -#14939 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14938 -S -#14940 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14941 -D1 -~ -~ -0 -1 14938 -D2 -~ -~ -1 0 14943 -D3 -~ -~ -0 -1 14946 -S -#14941 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D2 -~ -~ -1 0 14940 -S -#14942 -The Cellar~ -This cramped room is stuffed with keg after keg full of every type of -alcohol known to sentient life. You are sorely tempted to attempt to steal -all of it, but you know you could never hope to carry it all. Perhaps you -could manage a couple of kegs, though...? ;) -~ -0 1 0 -D4 -~ -~ -1 0 14934 -S -#14943 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14940 -S -#14944 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14938 -S -#14945 -A Guest Room~ -You have barged into a guest room, a quaint affair nicely furnished with a -well-carved bed, several comfortable chairs, a fireplace and a four poster -bed. Better hope no one is in here... -~ -0 8 0 -D0 -~ -~ -1 0 14936 -S -#14946 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D0 -~ -~ -1 0 14947 -D1 -~ -~ -0 -1 14940 -S -#14947 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. -~ -0 8 0 -D1 -~ -~ -1 0 14948 -D2 -~ -~ -0 -1 14946 -S -#14948 -Guest Rooms and Function Rooms~ -Several doors line this corridor, leading to the various guest rooms, -function rooms and offices of the pub. - -The door to the north reads- "OWNER" -~ -0 8 0 -D0 -It says "Owner"~ -door~ -1 0 14950 -D1 -~ -~ -1 0 14949 -D3 -~ -~ -0 -1 14947 -S -#14949 -A Function Room~ -This room is used by clubs and societies to hold functions. It is strewn with -balloons, streamers, ashtrays full of butts and half empty beers. It also -smells pretty bad. No wonder the cleaner didn't show up for work today. -~ -0 1 0 -D3 -~ -~ -1 0 14948 -S -#14950 -The Owner's Office~ -You have entered the office of the owner of the Grande Pub. He is currently -downstairs living it up with the rest of the town, so you can rifle through -his office at will. -~ -0 1 0 -D2 -~ -~ -1 0 14948 -S -#0 - - -#RESETS -M 1 14900 4 14902 -E 1 14900 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14906 1 13 -E 1 14907 1 17 -M 1 14915 2 14904 -M 1 14900 4 14905 -E 1 14900 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14906 1 13 -E 1 14907 1 17 -M 1 14915 2 14906 -D 1 14910 0 1 -D 1 14910 1 1 -D 1 14910 3 1 -M 1 14902 8 14911 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -D 1 14911 1 1 -M 1 14901 8 14912 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -D 1 14912 2 1 -M 1 14902 8 14913 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -D 1 14913 3 1 -D 1 14914 1 1 -D 1 14914 2 1 -D 1 14914 3 1 -D 1 14915 3 1 -M 1 14901 8 14916 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -D 1 14916 0 1 -M 1 14902 8 14917 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -D 1 14917 1 1 -M 1 14901 8 14918 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -M 1 14903 6 14918 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14905 1 17 -M 1 14906 1 14919 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14906 1 13 -G 1 14910 0 -M 1 14901 8 14919 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -M 1 14902 8 14919 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -M 1 14903 6 14919 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14905 1 17 -M 1 14916 4 14919 -M 1 14904 1 14920 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14906 1 13 -M 1 14907 1 14921 -E 1 14908 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14906 1 13 -G 1 14910 0 -M 1 14901 8 14922 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -M 1 14902 8 14922 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -M 1 14903 6 14922 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14905 1 17 -D 1 14923 2 1 -D 1 14923 3 1 -M 1 14905 4 14924 -E 1 14900 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14907 1 17 -D 1 14924 0 1 -M 1 14905 4 14925 -E 1 14900 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14907 1 17 -D 1 14925 1 1 -O 1 14932 1 14927 -M 1 14911 1 14927 -G 1 14915 0 -G 1 14916 0 -G 1 14917 0 -G 1 14918 0 -G 1 14919 0 -O 1 14932 1 14929 -M 1 14910 1 14929 -G 1 14911 0 -G 1 14912 0 -G 1 14913 0 -G 1 14914 0 -O 1 14932 1 14930 -M 1 14913 1 14930 -G 1 14924 0 -G 1 14925 0 -G 1 14926 0 -G 1 14927 0 -O 1 14932 1 14931 -M 1 14912 1 14931 -G 1 14920 0 -G 1 14921 0 -G 1 14922 0 -G 1 14923 0 -M 1 14909 10 14933 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14906 1 13 -M 1 14914 1 14934 -G 1 14928 0 -G 1 14929 0 -G 1 14930 0 -G 1 14931 0 -D 1 14934 5 1 -D 1 14936 0 1 -D 1 14936 2 1 -O 1 14933 1 14937 -O 1 14934 1 14937 -O 1 14943 1 14937 -D 1 14937 2 1 -D 1 14938 0 1 -D 1 14938 2 1 -O 1 14933 1 14939 -O 1 14934 1 14939 -O 1 14943 1 14939 -D 1 14939 2 1 -D 1 14940 0 1 -D 1 14940 2 1 -O 1 14933 1 14941 -O 1 14934 1 14941 -O 1 14943 1 14941 -M 1 14908 1 14941 -E 1 14900 1 16 -E 1 14901 1 6 -E 1 14902 1 7 -E 1 14903 1 5 -E 1 14904 1 3 -E 1 14906 1 13 -G 1 14909 0 -G 1 14910 0 -D 1 14941 2 1 -O 1 14935 1 14942 -O 1 14936 1 14942 -O 1 14937 1 14942 -O 1 14938 1 14942 -O 1 14939 1 14942 -D 1 14942 4 2 -O 1 14933 1 14943 -O 1 14934 1 14943 -O 1 14943 1 14943 -D 1 14943 0 1 -O 1 14933 1 14944 -O 1 14934 1 14944 -O 1 14943 1 14944 -D 1 14944 0 1 -O 1 14933 1 14945 -O 1 14934 1 14945 -O 1 14943 1 14945 -D 1 14945 0 1 -D 1 14948 0 1 -D 1 14948 1 1 -O 1 14933 1 14949 -O 1 14934 1 14949 -D 1 14949 3 1 -O 1 14934 1 14950 -O 1 14940 1 14950 -O 1 14941 1 14950 -O 1 14942 1 14950 -D 1 14950 2 1 -S - - -#SHOPS - 14910 19 0 0 0 0 180 20 0 23 ; the kender baker - 14911 1 15 17 18 22 150 50 0 23 ; the kender grocer - 14912 5 9 0 0 0 150 50 0 23 ; the kender armorer - 14913 10 26 0 0 0 180 20 0 23 ; the kender herbalist - 14914 17 8 0 0 0 190 10 0 23 ; the kender bartender -0 - - -#REPAIRS -0 - - -#SPECIALS -M 14900 spec_guard -M 14901 spec_thief -M 14902 spec_thief -M 14903 spec_thief -M 14904 spec_cast_adept -M 14905 spec_guard -M 14906 spec_cast_mage -M 14907 spec_thief -M 14908 spec_thief -M 14909 spec_thief -M 14915 spec_fido -M 14916 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/keraptis.are b/data/realm/areas_smaug1.4a/keraptis.are deleted file mode 100644 index f206337..0000000 --- a/data/realm/areas_smaug1.4a/keraptis.are +++ /dev/null @@ -1,4130 +0,0 @@ -#AREA The Plottings of Keraptis~ - - - -#AUTHOR Rolindar~ - -#RANGES -40 50 0 65 -$ - -#RESETMSG You suddenly feel as if are being watched...~ - -#FLAGS -0 25 - -#ECONOMY 0 123574919 - -#MOBILES -#8800 -ctenmiir vampire~ -Ctenmiir~ -A pale faced man clad all in black steps out of the shadows. -~ -Compelled by a curse to remain here, Ctenmiir will fanatically attack -any who enter his tomb and/or attempt to steal the treasures he guards, -including, perhaps, one of the three fabled artifacts stolen by -Keraptis. -~ -35 6300328 -800 C -50 0 -200 1d1+8000 22d3+33 -1000000 0 -8 8 1 -18 18 13 18 13 18 5 --5 -5 -10 10 -10 -0 4 0 0 1 1 0 -0 0 264191 1048584 2109190 17 1107302466 10242 -> death_prog 100~ -if rand(60) -mpe As Ctenmiir collapses to the floor, he grabs a hammer from his robes. -mpe Uttering a single word, he hurls the hammer out the door, and into -mpe the mud! Horrified, you leap to the door and watch as it melts into -mpe the boiling mud. Curses! -mpe Ctenmiir snickers softly, then expires. -else -mpe As Ctenmiir collapses to the floor, he grabs a hammer from his robes. -mpe Raising it, he attempts to hurl it out into the mud, but is too weak. -mpe With a final curse on your house, he perishes. -mpoload 8802 -drop whelm -endif -~ -> fight_prog 66~ -if rand(25) -mea $n $I rakes his clawed hand across your face! -gouge -mpdamage $n 200 -else -if rand(40) -mea $r $I stares deep into your eyes... you lose the will to fight! -t $r Flee, flee, while you may! -mpechoar $r A glazed look fills $r' eyes... -mpforce $r scream -mpdamage $r 400 -else -if rand(60) -mpe $I unleashes a volley of vampiric magicks. -c chill $r -c curse $r -c weaken $r -c 'faerie fire' $r -c 'energy drain $r -else -c blindness $n -c blindness $r -endif -endif -endif -~ -> greet_prog 100~ -if class($n) == cleric -say Priests! Holy sanctimonious killjoy that you are, perish by -say my touch! And may your soul be damned for all eternity! -mea $n Ctenmiir drives his hand through your chest! -mpechoar $n $I drives his hand through $n's chest! -mea $n With a dreadful wrenching sound, he yanks your heart free. -mea $n The last thing you see as you die is Ctenmiir devouring the organ. -mpechoar $n With a dreadful sound, $I rips $n's heart from $s chest! -mpslay $n -mpe Grinning evilly, $I devours the still beating organ in a single gulp! -lick -else -if ispc($n) -say Foolish creature of light and life, you have entered the domain -say of the dead, and shall pay the consequences as is appropriate -say for your foolish misdemeanour- DEATH! -mpe His cape billowing about him, $I leaps forward and begins the battle! -murder $n -cackle -else -say MmmMMMmmm tasty, an after-dinner snack! -mpslay $n -sac $n -lick -endif -endif -~ -> rand_prog 25~ -c heal -glare -~ -| -#8801 -giant crab~ -a giant crab~ -A gargantuan crustacean, over forty feet long, rears before you. -~ -This crustacean is by far the largest you have ever seen. Truly a -fitting guardian for one of the stolen artifacts, this mighty beast -would make gumbo for thousands if you could find a pot big enough. -~ -35 552 0 C -50 0 -300 1d1+15000 10d12+20 -1000000 0 -8 8 0 -25 13 13 13 13 13 13 -0 0 0 -20 -20 -0 3 0 0 1 1 0 -0 0 263212 1048783 2100512 16 2 8192 -> fight_prog 75~ -if rand(20) -gouge -stun -endif -if rand(25) -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -mpe The crab's thick shell repels many fo your blows. -else -if rand(45) -disarm -poke $n -bash -else -if rand(60) -mpe The crab turns suddenly, directing its anger at $r! -mpgoto 8825 -murder $r -else -mea $n The crab closes a giant pincer about you and squeezes! -mpdamage $n 400 -endif -endif -endif -~ -> death_prog 100~ -if rand(40) -mpe As the great crab perishes, it stumbles to one side, having lost -mpe its balance due to many of its legs having been hewn off. As it -mpe does so, it bumps into the forcefield, rupturing it! The chamber -mpe begins to fill with boiling water! Quickly you head back to the doorway, -mpe but in the process fail to retrieve Wave, which is swept into the lake. -else -mpe The crab dies, collapsing forward, landing on top of its slayers! -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpe When the dust settles, you see a glint of metal beneath its corpse. -mpoload 8801 -endif -~ -> act_prog p pierce misses you.~ -mea $n Your weapon fails to penetrate the thick shell of the crustacean. -~ -> act_prog p stab misses you.~ -mea $n Your weapon fails to penetrate the thick shell of the crustacean. -~ -| -#8802 -gynosphinx~ -the Gynosphinx~ -A rather wet and bedraggled sphinx squats in the water before you. -~ -This sodden sentinel has been placed here by Keraptis to deter casual -intruders; its riddle is easy and it is not a serious threat to more -experienced adventurers. -~ -3 552 -200 C -42 0 -200 11d11+5678 0d0+0 -122500 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 -10 -10 -85 3 0 0 1 1 0 -0 0 33915049 3145728 3072 0 515 1064900 -> act_prog p from the south.~ -if isnpc($n) -bow $n -else -say Stranger, you have invaded the haven of my master, Keraptis. -say But he is a fair man... -snicker -say And you have a choice; to proceed you must answer my riddle, -say else defeat me in battle. What do you choose, riddle or battle? -, raises an eyebrow expectantly. -endif -~ -> speech_prog p riddle~ -lick -say Very well, here 'tis- -cough -say Round she is, yet flat as a board. -say Altar of the Lupine Lords. -say Jewel on black velvet, pearl in the sea. -say Unchanged but e'erchanging, eternally. -nod -say Speak your answer, and ye may pass. -~ -> speech_prog p moon~ -smile -say Well done! You may pass! -mpe The sphinx steps aside, and the forcefield disappears. -mpopenpassage 8802 8826 0 -bow -~ -> speech_prog p the moon~ -smile -say Well done! You may pass! -mpe The sphinx steps aside, and the forcefield disappears. -mpopenpassage 8802 8826 0 -bow -~ -> speech_prog p battle~ -frown -say How did I know you would say that... -say Rather use your fists than think your way out of a situation eh? -snicker -say Well, have it your way then! -, roars with a ferocity that shakes the earth! -c 'fire breath' $n -~ -> fight_prog 18~ -c 'fire breath' -stun -~ -> death_prog 100~ -mpe As the sphinx dies, the forcefield flickers then disappears. -mpopenpassage 8802 8826 0 -~ -| -#8803 -air elemental~ -an air elemental~ -The air in a section of the room coalesces into a translucent humanoid form. -~ -Summoned by Keraptis, this confused and angry elemental was thrown in -here and kept within by a series of magical wards until the demented -mage could make up his mind what to do with it. It is quite mindless, -and will lash out at anything it perceives to be alien. -~ -35 269058602 -222 C -44 0 -200 0d0+0 0d0+0 -250000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 -20 -20 -85 3 0 0 8192 8192 0 -0 0 0 528 11526 0 80 2 -> greet_prog 100~ -close n -lock n -c gas -~ -| -#8804 -flesh golem~ -a flesh golem~ -A crude amalgamation of mismatched body parts comes to life! -~ -Another of Keraptis' half finished projects, this semi intelligent -brute has been left to wander the halls aimlessly, with no further -instructions than to kill any intruders it perceives with its dim -senses. -~ -35 512 0 C -45 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 1056798 3840 0 400 0 -> greet_prog 100~ -say GAAAAAAAHHHH! -, stumbles clumsily towards you, fists raised! -~ -> death_prog 100~ -mpe A look of peace and relief crosses the brute's features as it dies. -~ -| -#8805 -burket~ -Burket~ -A well-armored man-at-arms raises his crossbow to fire at you. -~ -A former adventurer who has become trapped here, Burket has decided to -eke out a living by preying on adventurers who wander in here in search -of treasure. -~ -3 552 -400 C -43 0 -222 2d2+2200 0d0+0 -135000 0 -8 8 0 -18 13 13 18 18 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 608 2621443 -> all_greet_prog 100~ -if inroom($i) == 8835 -mpe As you enter, a stout man at arms drops a burning rag on the oil! -mpe Cackling, he bolts to the east, leaving you in the blaze! -mpe _red Fires crackle and lick at the spinning cylinder, and at you! -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -mpgoto 8827 -else -if inroom($i) == 8827 -mpe Angered at your escape from the tube, Burket fires a crossbow at you! -mea $r The bolt thuds into your chest! -mpechoar $r A crossbow bolt slams into $r's chest, piercing flesh and bone. -mpdamage $r 250 -mpe Flinging open the northern door, Burket dashes through and slams it shut. -mpgoto 8828 -else -if inroom($i) == 8828 -say You still follow me!?! Begone, knaves! -mpe $I grabs ahold of the bookshelf and heaves, sending it tumbling down! -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -mpe Turning about, he dashes through a door in the far wall. -mpgoto 8829 -else -if inroom($i) ==8829 -mpe Cornered, Burket turns to face his pursuers in one last battle. -snarl -else -endif -endif -endif -endif -~ -| -#8806 -snarla werewolf mage~ -Snarla~ -An attractive woman clad in gossamer undergoes a startling transformation! -~ -Burket's lover and accomplice, Snarla is a mage who suffered an -unfortunate encounter with a werewolf some time ago, and is now a fully -fledged member of the lycanthrope species. She is brave, but not stupid, -and will attempt to flee if the odds go against her. -~ -163 680 -760 C -44 0 -150 0d0+0 0d0+0 -200000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 -10 -47 0 0 0 513 1 0 -0 0 264127 0 11264 0 515 2 -> hitprcnt_prog 20~ -op s -flee -op s -s -flee -~ -> all_greet_prog 100~ -snarl -say Fools! You dare threaten my love and invade my sanctum! -c fireball $r -c fireball $r -c fireball $r -~ -> fight_prog 20~ -mpe As Snarla becomes more bestial, the strength of her attacks intensifies! -mpat 3 c kin -mpat 3 c slink -mpat 3 c antimagic -mpdamage $r 150 -~ -> fight_prog 45~ -disarm -get all -wear all -wink -~ -| -#8807 -kelpie~ -a kelpie~ -An alluring naked woman swims gracefully through the water. -~ -At first glance this woman is quite stunning, but upon -ahem- closer -examination, you see that her skin is mottled and green. Almost like -seaweed, clumped together in a humanoid form. Something is amiss here... -~ -39 -2145385944 -555 C -42 0 0 0d0+0 0d0+0 -137500 0 -8 8 0 -13 13 13 22 13 22 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 0 0 3842 1 515 2 -> greet_prog 100~ -if wis($n) < 15 -mea $n You feel utterly smitten by this beautiful creature! -mea $n Lacking willpower, you strip off your clothing and prepare for -mea $n exquisite pleasure! -mpforce $n remove all -mpforce $n drop all -cackle -murder $n -get all -mpat 8834 drop all -get all -mpat 8834 drop all -get all -mpat 8834 drop all -else -mea $n You see the vile creature in its true form, and prepare to fight! -snarl -endif -~ -> fight_prog 25~ -disarm -get all -mpat 8834 drop all -~ -> rand_prog 25~ -mpat 8834 drop all -~ -| -#8808 -keraptis mad mage~ -Keraptis~ -A deranged mage screams and gibbers madly. -~ -Once an evil warlock and ruler of a kingdom that he held in sway with -his legions of fanatical gnomes, Keraptis was overthrown, and fled -to this mountain retreat, where he has slowly gone quite mad, to the -point where much of his evil nature has been replaced by a simply crazy -one. He stole the three artifacts in a fit of pique, and is unlikely -to return them; having people perish in search of them amuses him to -no end. -~ -35 386400956 -200 C -55 0 0 1d1+22500 11d4+66 -7654321 0 -8 8 1 -13 18 13 18 18 13 13 --10 -10 -10 -10 -30 -0 0 0 0 1 1 0 -0 0 2047 7 2100224 0 1073742336 10247 -> rand_prog 66~ -c heal -c heal -c heal -wield blackrazor -~ -> greet_prog 100~ -if ispc($n) -chuckle -t $n Well, well well. You made it! Took your time, didn't you? -snicker -t $n No matter. You found me, you found the 'razor, you made it. -t $n Now, you only have one final task remaining- you must try and -t $n defeat me! -cackle -else -endif -~ -> hitprcnt_prog 20~ -say No! This cannot be! I cannot be defeated! Not like this! -scream -mpe Keraptis' manic gleam intensifies, and bolts of energy shoot forth! -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpat 8898 mpforce efreet e -~ -> fight_prog 75~ -wield blackrazor -disarm -if rand(25) -mpat 3 c heal -wink -gouge -feed -lick -endif -if rand(33) -disarm -say Ha! Try to fight without your weapons, fools! -chuckle -else -if rand(66) -c weaken $r -c blindness $r -c 'dispel magic' $r -c 'faerie fire' $r -c poison $r -else -if rand(99) -say Pretty magic, pretty magic, burn my foes! -c fireball $r -c fireball $r -c fireball $r -else -c q -endif -endif -endif -~ -> death_prog 100~ -mpe _lbl Keraptis says 'NNNNNNNNOOOOOOOOO......' -mpe With a final indignant splutter, the mag mage perishes, collapsing -mpe into a slowly spreading pool of his own blood, guts and urine. -mea $n Jubilant at striking the killing blow, you scream wildly! -mpechoar $n $n screams jubilantly at the victory over the mad mage! -~ -| -#8809 -qesnef ogre mage~ -Qesnef~ -A doughty halfling warrior stands in the center of the room. -~ -As you peer closely at this halfling, his image shimmers and distorts. -No longer a halfling, he has transformed back to his true form- an ogre -mage, a servant of Keraptis and perhaps the arbiter of your fate! -~ -35 335545000 -800 C -50 0 -150 1d1+6000 0d0+0 -1000000 0 -8 8 1 -18 18 13 22 13 13 13 --6 -6 -6 0 -6 -6 0 0 0 16 16 0 -0 0 1050623 1049428 2100224 0 514 524291 -> fight_prog 66~ -wield glaive -disarm -if rand(25) -mpe _lbl A wave of intense cold radiates from the ogre mage. -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -else -if rand(40) -mea $n The ogre mage strikes you with a blast of frost! -mpdamage $n 400 -else -if rand(60) -mpe The ogre mage shimmers out of existence, then reappears elsewhere! -mpgoto 8896 -murder $r -cackle -else -if rand(80) -c 'frost breath' $r -else -endif -endif -endif -endif -~ -> greet_prog 100~ -if ispc($n) -t $n Oh, good, adventurers! You are just in time to rescue me! -mea $n $I runs forward, hoping that you will rescue him from the mad mage. -mea $n At the last second, he undergoes a startling transformation! -mea $n No longer a halfling, he is now a hulking ogre mage, intent on -mea $n slaying you! -else -endif -~ -> rand_prog 25~ -sneak -hide -c invis -close curtain -close s -lock s -~ -| -#8810 -ghoul~ -a fiendish ghoul~ -A horrid, slavering ghoul leaps out at you! -~ -This vile undead creature exists only to slay and devour those who -are lured this far into the lair of its master, Keraptis. -~ -35 73898 -800 C -47 0 0 0d0+0 0d0+0 -200000 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -36 2 0 0 1 1 0 -0 0 985343 82 3328 131073 403440167 524291 -> speech_prog p BANZAI!~ -scream -nw -murder $r -cackle -drool -mpat 8841 mpmload 8810 -~ -> fight_prog 20~ -c poison -stun -~ -| -#8811 -giant crayfish~ -a giant crayfish~ -A crayfish the size of a bull swims towards you. -~ -~ -33 -2145287640 0 C -45 0 -100 1d1+6000 4d15+55 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -82 3 0 0 1024 1024 0 -0 0 263212 3145824 0 0 514 1 -#8812 -sea lion~ -a sea lion~ -A fish with the forequarters of a large lion snarls in anger. -~ -~ -101 -2145287512 0 C -50 0 -300 1d1+8500 5d20+65 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -80 3 0 0 512 512 0 -0 0 345657 1044 2100480 33 0 524291 -#8813 -giant scorpion~ -A Giant Scorpion~ -A heavily armored scorpion the size of a mule scuttles along the corridor. -~ -~ -97 98856 0 C -20 0 -300 20d22+6000 11d6+10 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -83 0 0 0 256 256 0 -0 0 327725 96 2099457 0 786442 3 -#8814 -henchman~ -a henchman~ -A burly henchman stands ready with net and club. -~ -Nothing more than common thugs, these foul tempered brutes serve Bluto -in his plottings and schemings, and thoroughly enjoy pummeling people -for him. -~ -35 512 -400 C -44 0 0 0d0+0 0d0+0 -50000 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 80 3 -#8815 -water elemental~ -an angry water elemental~ -An angry water elemental rises from the pool! -~ -~ -99 -1876950360 0 C -50 0 -200 11d11+4000 0d0+0 -225001 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 3153920 3858 5 336 6 -#8820 -efreet~ -an efreet~ -A fanatical efreet servant of Keraptis is waiting for you! -~ -~ -35 34079272 -750 C -48 0 -100 0d0+0 0d0+0 -750000 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 3154464 1 2 268435968 2 -#8821 -manticore~ -manticore~ -A human-headed lion with a massive pair of wings stalks through its lair. -~ -A human head on a lion's body, the manticore is a savage, cruel beast -and is thus popular as a bodyguard for various evil types. Huge black -wings sprout from its back, and its long tail is barbed with spikes -dripping with venom. -~ -35 552 -200 C -45 0 0 1d1+3500 0d0+0 -100000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 33916477 0 0 0 262159 2 -> greet_prog 100~ -mpe The manticore releases a volley of spikes from its tail! -mpdamage $n 50 -~ -> fight_prog 20~ -mpe The manticore releases a volley of spikes from its tail! -mpdamage $r 50 -~ -| -#8822 -sir bluto sans pite~ -Sir Bluto Sans Pite~ -A burly, hirsute man with a full black beard roars in anger. -~ -A former knight of the realm, Bluto is now a disgraced murderer, and -has fallen in with bad company, most notably the company of the vile -Keraptis and his fell minions. -~ -35 8872 -666 C -48 0 -300 1d1000+10000 0d0+0 -500000 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 2097264 3148800 32768 272 2621443 -> fight_prog 20~ -if rand(50) -mea $n Bluto smashes his large fist into your abdomen! -mpechoar $n $n doubles up in pain as Bluto slams his fist into $s gut! -mpdamage $n 250 -else -mpe _lbl Sir Bluto Sans Pite roars 'Stitch this Jimmy!' -mea $n With a cackle, he rams his forehead into your face, HARD. -mpechoar $n Bluto headbutts $n with such force that teeth are sent flying! -mpdamage $n 400 -stun -cackle -endif -~ -> fight_prog 45~ -mea $n Bluto jabs two stubby digits into your eyes! -gouge -mpdamage $n 100 -mpforce $n say Ugh, I can't see! -snicker -~ -> fight_prog 65~ -wield sword -disarm -sac sword -sac axe -sac mace -sac club -sac spear -sac dagger -mpat 3 c heal -~ -> greet_prog 100~ -if ispc($n) -cackle -say Ho! Fresh victims of my watery trap! Couldn't resist seeing -say where the river led to eh? Predictable adventurer swine! -, coughs up a glob of phlegm and expectorates on the greasy stone. -mea $n Reaching forward, $I drags you out of the stream and draws his sword! -say Pay attention, swine, and prepare to die! -else -mpe $I yanks $N out of the stream and smashes $m into the stone! -mpslay $n -mutter -endif -~ -| -#8823 -Tetnaobylgus~ -Tetnaobylgus~ -A rather deranged looking vampire screams incoherently. -~ -A former employee of Keraptis, leader of his fanatic gnomes, Tet has -fallen on hard times, and gone as insane as his master (not like they -were ever exactly stable people in the first place...). He now wanders -the halls of his master's lair, aimlessly and with great anger at the -world that he sees as having betrayed him. Still, he cries out his old -battlecry, even now; the haunting sound of 'STONE!' rings in your ears. -~ -147493 302097066 -666 C -52 0 -300 22d10+22500 20d10+20 -1750933 0 -8 8 1 -25 13 13 25 13 3 3 --22 -22 -22 -22 -22 -38 4 0 0 1 1 0 -0 0 264191 0 3149574 0 4611 524291 -> rand_prog 2~ -say STONE! -mutter -~ -> fight_prog 20~ -yell STONE! -mpe $I charges maniacally forward, assaulting $r! -mpgoto $r -murder $r -cackle -~ -> fight_prog 33~ -mea $n $I sinks his clawed fingers into your eyes! -gouge -mpdamage $n 400 -muhaha -~ -> fight_prog 50~ -if rand(25) -mmm -feed -feed -lick -mpe Refreshed by $n's blood, $I leaps forward with renewed vigor! -endif -if rand(40) -mpe $I utters an incantation, and releases a volley of spells! -c chill $r -c weaken $r -c curse $r -c 'energy drain' $r -else -if rand(60) -disarm -get all -snicker -ooo -say STONE! You will all perish by STONE! -cackle -stun -else -if rand(80) -c 'faerie fire' $r -c blazebane $r -c winter $r -c blindness $r -stun -else -c nec $r -endif -endif -endif -~ -| -#0 - - -#OBJECTS -#8800 -blackrazor~ -Blackrazor~ -A sword with a blade that resembles the night sky hums quietly.~ -~ -5 538 8193 -0 0 0 6 -8 1200000 120000 -A -3 3 -A -17 -30 -A -13 100 -A -12 100 -A -18 15 -A -19 15 -A -26 16777228 -A -28 2048 -A -27 1049088 -A -24 -25 -A -21 -25 -> wear_prog 100~ -if isevil($n) -mea $n You feel power course through your veins as you heft Blackrazor. -say Yes, wield me, take arms against all living things! -mea $n Blackrazor exists for the sole purpose of draining life! -mpforce $n cackle -mpforce $n grin -else -if isneutral ($n) -mea $n You feel power course through your veins as you heft Blackrazor. -say Yes, wield me, take arms against all living things! -mea $n Blackrazor exists for the sole purpose of draining life! -mpforce $n cackle -mpforce $n grin -else -mea $n As you grasp the sword, it sucks your soul from your body! -mpslay $n -endif -endif -~ -| -#8801 -trident wave~ -Wave~ -A bronze trident has been thrust into the ground.~ -~ -5 525824 8193 -0 0 0 6 -6 750000 75000 -A -1 1 -A -4 2 -A -17 -30 -A -13 75 -A -12 150 -A -18 14 -A -19 14 -A -24 -5 -A -27 2 -A -26 -2147483648 -> wear_prog 100~ -if isneutral($n) -mea $n The purity of impartiality flows through your body and mind. -mpechoar $n A peaceful look crosses $n's face as $e grasps Wave. -c shield $n -c armor $n -else -endif -~ -| -#8802 -whelm hammer~ -Whelm~ -A finely made dwarven hammer awaits a wielder.~ -~ -5 25739273 8193 -0 0 0 8 -55 500000 50000 -A -1 2 -A -5 2 -A -13 200 -A -18 12 -A -19 12 -A -24 -5 -A -23 -5 -A -27 2097152 -A -26 8389152 -> wear_prog 100~ -if race($n) == dwarf -mea $n Tears of joy stream down your face as you grasp this fabled relic! -mpechoar $n $n weeps with joy as $e grasps this relic of $s people. -else -mea $n You cannot wield this, only a Dwarf may lay hands 'pon it! -mpdamage $n 800 -mpforce $n remove whelm -mpforce $n drop whelm -endif -~ -> get_prog 100~ -if race($n) -mea $n Praise the Gods! 'Tis the fabled dwarven hammer of legend! -mpechoar $n A reverent look comes over $n as $e handles Whelm. -else -endif -~ -| -#8803 -potion clear~ -a clear potion~ -A potion bottle filled with clear fluid lies here.~ -~ -10 64 1 -50 44 91 19 -1 4000 400 -#8804 -black potion~ -a black potion~ -A potion bottle filled with a murky black liquid is here.~ -~ -10 64 1 -50 66 28 208 -1 4000 400 -#8805 -spell scroll~ -a spell scroll~ -A scroll covered in magical runes lies here, unwanted.~ -~ -2 262208 1 -50 59 22 4 -1 5000 500 -#8806 -robes vampire~ -robes of the vampire~ -Flowing black robes billow about the room.~ -~ -9 17023572 1025 -40 0 0 0 -1 50000 5000 -A -3 1 -A -2 1 -A -18 7 -A -19 7 -A -24 -3 -A -27 2560 -A -26 32770 -A -13 75 -#8807 -key chest~ -the chest key~ -A large key lies here.~ -~ -18 0 1 -0 0 0 0 -1 400 40 -#8808 -large metal chest~ -a large metal chest~ -This large metal chest appears to be waterproof.~ -~ -15 524288 0 -10000 13 8807 0 -1 0 0 -#8809 -ring infravision~ -a ring of infravision~ -With this ring, the wearer has the vision of an elf or dwarf.~ -~ -9 524352 3 -5 0 0 0 -1 10000 1000 -A -18 2 -A -26 512 -#8810 -luckstone~ -luckstone~ -An innocuous looking rock has been dropped here.~ -~ -9 64 16385 -7 0 0 0 -1 10000 1000 -A -31 3 -A -20 -3 -A -22 -3 -A -21 -3 -A -23 -3 -A -24 -3 -#8811 -wand frost~ -a wand of frost~ -A slim black metal wand is covered with a thin film of ice.~ -~ -3 65 16385 -40 7 7 221 -1 76500 7650 -A -27 2 -#8812 -silver potion~ -a silver potion~ -A potion of silvery fluid lies here.~ -~ -10 96 1 -60 225 36 207 -1 15740 1574 -#8813 -heavy crossbow~ -a heavy crossbow~ -A heavy wooden crossbow rests against one wall.~ -~ -5 311296 8193 -0 0 0 6 -25 1570 157 -A -1 1 -A -2 2 -A -13 50 -A -18 7 -A -19 6 -#8814 -splint mail~ -splint mail~ -A suit of well used splint mail lies here.~ -~ -9 17317888 9 -12 0 0 0 -17 3500 350 -A -17 -20 -A -13 30 -A -18 5 -A -19 5 -A -22 -5 -#8815 -metal bracer~ -a metal bracer~ -A shiny metal bracer was dropped by a warrior in a hurry.~ -~ -9 17351168 4097 -9 0 0 0 -1 500 50 -A -2 -1 -A -13 10 -A -18 2 -A -19 2 -#8816 -mail coif~ -a mail coif~ -A pile of tightly linked chain meant to be worn on the head is here.~ -~ -9 17350656 17 -9 0 0 0 -3 2550 255 -A -13 25 -A -18 4 -A -19 4 -#8817 -brass bound chest~ -a brass bound chest~ -A magical brass chest lies in the corner.~ -~ -15 524352 16385 -600 5 -1 2 -1 75000 150 -#8818 -jewelry~ -expensive jewelry~ -A pile of expensive jewelry is heaped on the floor.~ -~ -8 0 5 -0 0 0 0 -1 26000 2600 -#8819 -silvered mail~ -silvered mail~ -A suit of silvered mail has been carefully placed here.~ -~ -9 525633 9 -22 0 0 0 -4 172599 17500 -A -2 2 -A -3 1 -A -12 100 -A -18 6 -A -19 6 -A -24 -3 -A -22 -3 -#8820 -door key~ -the door key~ -This key unlocks the cell door.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#8821 -robes of the magi~ -Robes of the Magi~ -Scarlet robes embroidered with gold billow in some magical wind.~ -~ -9 25395264 1025 128 -32 0 0 0 -1 175000 17500 -A -3 3 -A -12 125 -A -13 75 -A -18 8 -A -19 8 -A -17 -28 -A -24 -5 -A -21 -5 -A -26 524304 -> wear_prog 100~ -if class($n) == mage -mea $n You smile with confidence as you don these fabled robes. -mpechoar $n A confident beam crosses the mage $n's features. -c 'dragon wit' $n -else -endif -~ -> remove_prog 100~ -if class($n) == mage -mea $n You sigh with disappointment as you reluctantly remove the robes. -mpechoar $n $n looks downcast as $e reluctantly removes $s robes. -else -endif -~ -> sac_prog 100~ -mpe _blu Wild magical energies fill the air, seeping into people nearby. -c 'restore mana' $r -c 'restore mana' $r -c 'restore mana' $r -c 'restore mana' $r -c 'restore mana' $r -~ -> damage_prog 100~ -mpe _blu Portions of the magical weave of the robe break free. -c 'restore mana' $r -~ -> repair_prog 100~ -mpe _whi A brilliant luminescense surrounds the robe as it is mended. -~ -| -#8822 -bracers magical prowess~ -Bracers of Magical Prowess~ -A pair of shiny metal bracers lies here.~ -~ -9 9011265 257 -15 0 0 0 -2 17500 1750 -A -3 3 -A -4 3 -A -12 75 -A -24 -10 -A -27 1048576 -#8823 -twisted nails fate~ -Twisted Nails of Fate~ -A pile of twisted, blackened fingernails is heaped here.~ -~ -9 1604 129 -17 0 0 0 -1 0 0 -A -1 1 -A -2 1 -A -17 -10 -A -13 25 -A -12 25 -A -18 7 -A -19 7 -A -27 64 -#8824 -glaive~ -a glaive~ -A wickedly sharp pole arm gleams evilly.~ -~ -5 524818 8193 -0 0 0 1 -20 34600 3460 -A -13 50 -A -12 50 -A -18 8 -A -19 6 -#8825 -ring shielding~ -ring of shielding~ -A small band of metal has lodged in a crack in the floor.~ -~ -9 524352 3 -9 0 0 0 -1 6000 600 -A -17 -20 -A -12 10 -A -13 10 -A -18 2 -A -19 2 -> wear_prog 100~ -c shield $n -~ -| -#8826 -ring illusions~ -ring of illusions~ -A translucent band of metal can barely be seen.~ -~ -9 524384 3 -5 0 0 0 -1 17500 1750 -A -2 1 -A -12 45 -A -18 4 -A -24 -3 -> wear_prog 100~ -c invis $n -~ -| -#8827 -armor vulnerability~ -armor of vulnerability~ -A suit of shining steel plate looks capable of affording remarkable protection.~ -~ -9 17354944 9 -22 0 0 0 -66 0 0 -A -17 30 -A -2 -3 -A -14 -200 -A -23 3 -A -24 3 -A -21 3 -A -22 3 -A -20 3 -A -56 17 -> get_prog 100~ -mea $n You snatch up the valuable looking armor, and try it on! -mpforce $n wear vulnerability -~ -> drop_prog 100~ -mea $n You try to rid yourself of the item, but can't quite do it. -mpforce $n get vulnerability -mpforce $n wear vulnerability -~ -> remove_prog 100~ -mea $n You can't stand to remove the unusual armor. -mpforce $n wear vulnerability -~ -| -#8828 -potion healing~ -potion of super healing~ -This mightly elixir will heal the most horrific of injuries.~ -~ -10 66 1 -50 28 28 28 -2 10000 1000 -#8829 -scroll protection~ -a scroll of protection~ -A blindingly white sheet of parchment gleams here.~ -~ -2 321 1 -66 34 36 208 -1 15750 1575 -#8830 -knight shield~ -the knight's shield~ -A solid metal shield rests against one wall.~ -~ -9 524352 513 -30 0 0 0 -5 50000 5000 -A -17 -20 -A -13 20 -A -12 20 -A -18 4 -A -19 4 -A -22 -5 -#8831 -knight plate~ -the knight's plate~ -A suit of polished metal plate armor is laid out on the floor.~ -~ -9 524352 9 -30 0 0 0 -30 75000 7500 -A -17 -20 -A -13 100 -A -18 6 -A -19 6 -A -23 -3 -#8832 -hard leather boots~ -hard leather boots~ -These hard leather boots have trod more trails than a legion of pikemen.~ -~ -9 262208 65 -11 0 0 0 -5 500 50 -A -1 1 -A -2 1 -A -13 20 -A -18 4 -A -19 2 -A -14 222 -#8833 -knight sword~ -the knight's sword~ -A shining steel broadsword has been dropped here.~ -~ -5 524352 8193 -0 0 0 3 -7 50000 5000 -A -21 -3 -A -17 -22 -A -12 50 -A -13 50 -A -18 8 -A -19 8 -#8834 -silver key~ -the silver key~ -A rather small key has been dropped on the ground.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#8835 -rune covered copper band~ -a rune covered copper band~ -This copper band is ensorcelled with ancient magicks.~ -~ -9 524866 257 -11 0 0 0 -1 157500 15750 -#8836 -amulet dead~ -amulet of the dead~ -A black steel amulet bearing red glyphs hums evilly.~ -~ -9 655890 5 -8 0 0 0 -1 27000 2700 -A -5 2 -A -12 25 -A -13 25 -A -18 2 -A -26 8196 -A -19 2 -#8837 -leggings fanatic~ -Leggings of the Fanatic~ -A pair of black leggings, fashioned from human skin, lies here.~ -~ -9 598 33 -22 0 0 0 -4 98000 9800 -E -leggings fanatic~ -Fashioned from the skin flayed from the backs of a score of fanatics, -these items are of great benefit to those obsessive enough to wear them, -but many find that the mental aggravation that accompanies them is not -worth bearing, even for the great powers the leggings bestow. -~ -A -1 1 -A -2 1 -A -13 25 -A -12 25 -A -18 5 -A -19 5 -A -22 -5 -A -4 -3 -> wear_prog 100~ -if isgood($n) -else -mea $n A manic gleam creeps into your eyes as you don the leggings. -mpechoar $n A manic gleam creeps into $n's eyes as $e dons the leggings. -mpforce $n cackle -endif -~ -> remove_prog 100~ -if isgood($r) -else -mea $r You recover from your fanatic state as you remove the leggings. -mpechoar $r $r calms down and loses the manic look as $e removes the leggings. -endif -~ -> sac_prog 100~ -mpe The leggings cackle frightfully as the are destroyed! -mpdamage $r 333 -mpdamage $r 666 -mpdamage $r 333 -mpdamage $r 666 -~ -> damage_prog 100~ -mpe A frightful cackling echoes all around you! -mpdamage $r 66 -~ -> exa_prog 100~ -mea $n A bolt of energy smites you, as you gaze into the heart of fanaticism. -mpdamage $n 250 -~ -> get_prog 100~ -mea $n The second you grasp the fleshlike leggings, you scowl menacingly. -mpechoar $n $n scowls menacingly as $e grabs ahold of the leggings. -~ -> drop_prog 100~ -say Pick me up! Pick me up! -mpe The leggings cackle in insane glee! -~ -> speech_prog p fanatic~ -say Am not! -mpe The leggings appear to be sulking, and slink off of their own accord! -mpe Someone better grab them before the escape! -mpforce $r get fanatic -~ -| -#8838 -key keraptis~ -the key to Keraptis~ -A dull iron key lies on the floor.~ -~ -18 524288 1 -0 0 0 0 -25 100 10 -#8839 -widowmaker~ -Widowmaker~ -Yes, it is the Widowmaker.~ -~ -5 524818 8193 -0 0 0 3 -1 2147483647 214748364 -A -1 8 -A -3 8 -A -4 8 -A -2 8 -A -5 8 -A -25 8 -A -31 8 -A -17 -300 -A -13 1000 -A -12 1000 -A -14 1000 -A -18 100 -A -19 100 -A -21 -100 -A -22 -100 -A -20 -100 -A -23 -100 -A -24 -100 -A -26 4825276 -A -28 1575942 -A -27 2097768 -A -32 100 -A -48 100 -A -30 314 -A -40 100 -A -53 100 -#8840 -mist manic gleam~ -a manic gleam~ -A strange sense of insanity pervades this swirling mist.~ -~ -9 16916 131073 -8 0 0 0 -1 0 0 -A -4 -3 -A -1 1 -A -13 50 -A -18 3 -A -19 3 -A -24 -5 -A -29 1024 -> wear_prog 100~ -if isgood($n) -else -mea $n A crazed look graces your twisted features! -mpechoar $n A crazed look graces $n's twisted features! -mpforce $n drool -endif -~ -> remove_prog 100~ -if isgood($n) -else -mea $n A semblance of normalcy returns to your deranged mind. -mpechoar $n A semblance of normalcy returns to $n's deranged mind. -endif -~ -| -#8841 -portal~ -a shimmering portal~ -A shimmering portal covers the ceiling of this chamber.~ -~ -12 65 0 -0 0 0 0 -1 0 0 -#8842 -bronze bracer~ -bronze bracer~ -A heavy bronze bracer gleams dully.~ -~ -9 576064 4097 -11 0 0 0 -10 5000 500 -A -2 -2 -A -13 10 -A -12 10 -A -18 4 -A -19 2 -A -27 1 -A -29 2 -A -56 67 -#8843 -shamsheer~ -a shamsheer~ -A long, broad bladed two handed scimitar rests here.~ -~ -5 576066 8193 -0 0 0 3 -25 18000 1800 -A -1 2 -A -18 -2 -A -13 50 -A -19 8 -A -22 -3 -#8844 -kayak~ -a kayak~ -A small kayak has been left here.~ -~ -22 0 1 -0 0 0 0 -33 1750 175 -#8845 -club~ -a henchman's club~ -This metal studded shaft of oak serves as an excellent bludgeon.~ -~ -5 262144 8193 -0 0 0 7 -20 50 5 -A -1 1 -A -2 -2 -A -13 50 -A -18 5 -A -19 5 -#8846 -wooden shield~ -a wooden shield~ -A sturdy wooden shield with a metal boss has been dropped.~ -~ -9 0 513 -10 0 0 0 -5 300 30 -A -17 -10 -A -22 -3 -A -13 10 -A -23 2 -A -24 2 -#8847 -leather jack~ -a leather jack~ -A suit of hardened leather fashioned into armor lies here.~ -~ -9 0 9 -13 0 0 0 -10 500 50 -A -1 1 -A -13 35 -A -18 5 -A -19 3 -A -22 -2 -#0 - - -#ROOMS -#8800 -Base of the Rusted Stair~ -The staircase descends about thirty or forty yards into the depths -of the mountain, arriving finally in a small stone chamber, knee deep -in scum-coated water. The air is damp, humid and reeks of various odors. -A variety of fungi and molds thrive in this damp atmosphere coating -the stone walls with their slick growth. Your feet sink into ankle deep -mud that covers the floor, causing you to check for purchase with each -step lest you lose your footing and slip on the muck. White algae gives -off a dim luminescense, insufficient to see by, but enough to distract -you when viewed from the corner of your eye. A narrow passage heads east -from here. -~ -0 3153933 0 -D1 -~ -~ -0 -1 8801 -S -#8801 -Scummy Water~ -You progress, with a small degree of difficulty, down the wet passage, -sloshing through mud and water in irritation; besides the awful smell -and the disgusting growths, this has to be the most disgusting part of -this expedition. The passage continues north into the darkness, and -whatever it contains. Surely a mage, even an insane one, such as Keraptis -could find a better place to lair? -~ -0 3153929 0 -D0 -~ -~ -0 -1 8802 -D3 -~ -~ -0 -1 8800 -S -#8802 -Barred Passage~ -The passage ends abruptly here, at a shimmering force field, which -blocks the tunnel northwards. Beyond it you can see a junction, with -several passages leading deeper into the mountain, though you cannot -see any way past this particular obstacle. Deep claw marks on the wall -indicate that something else is here, however, perhaps a guardian or -a creature trapped and confused like you? -~ -0 3153929 0 -D2 -~ -~ -0 -1 8801 -S -#8803 -An Unpleasant Surprise~ -You trudge sullenly along the northeast branch, sloshing through the -water, which gradually rises to waist height as the passage descends -slightly. Terrific. The slime is only a foot or two away from your -face now, as is the horrid odor. You try to ignore the feeling that -strange things are brushing against your feet in the water, and put -the tingling sensation down to nerves. But when the tingling sensation -intensifies to a burning pain, you wrench a leg from the water, and are -horrified to see green slime eating through the sole of your boot! -Fortunately you react in time, scraping it off with a spare dagger, -and the damage to you (or your equipment) is not as great as it could -have been. -~ -0 3153929 0 -D6 -~ -~ -0 -1 8804 -D9 -~ -~ -0 -1 8826 -> act_prog p from the south-west.~ -if ispc($n) -mea $n Green slime eats at clothing and flesh! -mpdamage $n 50 -else -endif -~ -> act_prog p from the north-east.~ -if ispc($n) -mea $n Green slime eats at clothing and flesh! -mpdamage $n 50 -else -endif -~ -| -S -#8804 -A Turn in the Passage~ -The passage turns here, and rises slightly, lowering the water back -to your knees, which is a tremendous blessing in and of itself. Bones -and rotting corpses protrude from the water at random intervals, the -remnants of past adventurers fallen pray to various foes. Bits of flesh -bob on the water, slowly putrefying and releasing a horrendous stench. -Gagging, you put one sleeve over your mouth and continue. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8805 -D9 -~ -~ -0 -1 8803 -S -#8805 -A Dark Junction~ -The passage branches here, affording the traveller three choices of -direction- north, west and south. The northern and western branches -disappear into the darkness, while the southern passage ends after -a short distance before a wooden door. Curious that you have not thus -far encountered terribly many guardians; surely a wizard's domicile would -have tighter security measures? -~ -0 3153929 0 -D0 -~ -~ -0 -1 8808 -D2 -~ -~ -0 -1 8806 -D3 -~ -~ -0 -1 8804 -S -#8806 -A Water Swollen Door~ -The door to the south is soaked and damp, and has swollen in its frame, -making it difficult to open. The water level may not even be constant -inside the room, meaning you take the risk of engulfing whatever may -lie within in a deluge of filthy water. But you see no other alternative -should you wish to examine the interior of this chamber. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8805 -D2 -~ -~ -8389667 -1 8807 -S -#8807 -A Damp Cell~ -Giving the door a good shove, you force it open enough to squeeze -into the room within. A small gush of water accompanies you, but the -water level inside is only slightly lower than without and the effect -is not dramatic. The water bobs with broken glass spheres, smashed by -some unknown intruder, and the contents float about alongside them -on the muck-covered surface. Most of it appears to be junk, though -you think you see the glint of gold in one of the spheres. You also -think you detect movement within and around this particular object... -~ -0 3153929 0 -D0 -~ -~ -8389671 8820 8806 -S -#8808 -A Wooden Door~ -The passage north is barred by a thick wooden door bound with rusted -iron. Slight swelling has occured in the wood, causing it to bulge -unnaturally in the frame, which will make it difficult to open. There -is no way of knowing what may lie behind this portal; as with all areas -of the deranged mage's refuge, there is a surprise around every corner. -~ -0 3153929 0 -D0 -~ -~ -3 -1 8809 -D2 -~ -~ -0 -1 8805 -S -#8809 -Another Failed Experiment~ -The door opens onto what was once a laboratory of some sort. Empty -wooden boxed and glass jars bob on the knee deep water, in and around -several tables and benches that protrude from the scummy water. Jars -of body parts, on shelves set high along the barren stone walls, and -the remnants of a badly burned corpse laden with electrodes is strapped -to a wooden rack near the far wall, partially obscuring a second door -in the far wall. Obviously the site of some failed experiment to create -artificial life, this place has not been used in some time, save by -whatever deranged beast still lives here to rampage in abandon through. -Anything of value that once existed here has long since been demolished. -~ -0 3153929 0 -D0 -~ -~ -3 -1 8810 -D2 -~ -~ -3 -1 8808 -S -#8810 -A Turnstile~ -At this point, a narrow set of stairs leads up about three feet, to a -section of floor that is dry and relatively clean. Eager to be free of -the muck, you jump up the stairs and are happy when the sound of leather -meeting hard, solid stone greets your ears instead of the soft squishy -sound you had grown accustomed to as they sunk into the muck. Pausing to -gather your bearings, you note that the passage bends sharply, heading -east. This way is barred by a solid steel turnstile, remarkably devoid of -rust. Some wag has jammed the turnstile, welding several iron bars at odd -angles, which prevents it from turning. The onyl way past would be to -use brute force, or magic. -~ -0 3153929 0 -D1 -~ -turnstile~ -39 -1 8811 -D2 -~ -~ -3 -1 8809 -S -#8811 -Another Bend~ -The passage beyond the turnstile bends again, heading south. The dry -stone floor is covered in dust, dust which shows no recent tracks. -Either most adventurers were stopped by the turnstile, or whatever lurks -to the south of here was considered too difficult to handle! No matter, -press on you must, for the thrill of adventure is in your blood, and be -damned if you will be dissuaded by simple fears and superstitions! A -slight red glow can be seen to the south, emanating around the edges and -between the panels of an oaken door. -~ -0 3153929 0 -D2 -~ -~ -3 -1 8812 -D3 -~ -turnstile~ -39 -1 8810 -S -#8812 -A Slippery Ledge~ -The door opens onto a narrow ledge, slick with moisture. Perched -rather precariously at the northwestern end of a long, narrow chasm, -you reel back as you stride in, almost toppling over the edge into the -river of bubbling mud that fills the bottom of the chasm. Even from here -the heat is intense, and you don't like to think of what might befall you -should you topple down into the muck below. Bubbles of air rise through the -mud, exploding with loud squishy pops, and occasionally a gout of boiling -water and mud will erupt from the surface, a few stray drops of water -stinging you as they land on your arms. There doesn't appear to be any way -across, unless you can fly, in which case you could head for a similar ledge -to the southeast. -~ -0 3153929 0 -D0 -~ -~ -3 -1 8811 -D8 -~ -~ -0 -1 8813 -S -#8813 -Soaring Above the Mud~ -It is with great trepidation that you begin your journey across the -chasm, ever aware of the possibility of a geyser erupting and catching -you fair in the chest, slamming you into the ceiling, and then your -stunned form plummeting into the boiling mud far, far below. Pushing -such thoughts from your mind, you concentrate on the far platform, some -eighty yards away, pushing yourself to get there as quickly as possible. -~ -0 19931145 9 -D5 -~ -~ -0 -1 8836 -D7 -~ -~ -0 -1 8812 -D8 -~ -~ -0 -1 8814 -> rand_prog 100~ -if ispc($r) -mea $r A geyser suddenly erupts, spraying you with boiling mud and water! -mpechoar $r $r screams as $e is struck by a geyser of boiling mud and water! -mpdamage $r 400 -mea $r Stunned, you collapse into the mud below... -mpechoar $r Stunned, $r plummets down into the boiling mud below. -mpforce $r down -mpe Bye Bye... -else -endif -~ -| -S -#8814 -Safety?~ -The ledge on the far side of the river of mud is much wider than its -neighbor to the northwest. It is with a sigh of relief that you set down -on this stony precipice, and consider your options. Safe for the moment -from the boiling geysers, you turn to examine your surroundings and notice -a stone colored door set in the south wall, barely noticeable from more -than a few feet away. A small handle is set into the center, which turns -easily at your touch. A strange chill, noticeable even in the vicinity -of the heat radiating from below, emanates from the door; or more accurately -from around the door. -~ -0 3153929 0 -D2 -~ -~ -3 -1 8815 -D7 -~ -~ -0 -1 8813 -S -#8815 -A Cramped Crawlspace~ -The door opens onto a narrow crawlspace, no wider than a few feet, -which would make even a dwarf feel a little claustrophobic. The gloom -is resistant to the penetration of your light, and you cannot see further -than a foot or two in any direction within the crawlspace. A second door, -similar to the first, lies at the far end. Creeping cautiously through -the darkness, you press on. -~ -0 3154569 0 -D0 -~ -~ -3 -1 8814 -D2 -~ -~ -1031 -1 8816 -S -#8816 -The Tomb of Ctenmiir~ -Inky blackness beckons at the end of the crawlspace, cold, loathsome -darkness that envelops and threatens to engulf you; you shudder at the -imagined deathly cold touch. Then you realize that the touch was not -imagined. Something lives here, in this room filled with darkness that -no light may dispel. Something vile, something dark and wicked, older -and more evil than the passing of countless centuries can measure or -compare. And you have no doubt that the primary goal of this heinous -unseen foe is to extinguish all light and life. -~ -0 3153929 0 0 0 6 -D0 -~ -~ -1031 -1 8815 -> act_prog p has entered the game.~ -mea $n You stagger blindly northwards from the tomb. -mptrans $n 8815 -~ -| -S -#8817 -A Water Filled Passageway~ -The water here rises to waist depth as the passage descends slightly, -heading north towards a place where it ends in a large water filled room. -The scum floating on the surface of the water exudes a powerful, rotting -odor that makes you feel rather ill and dizzy. Various other objects bob -in the water or brush against your legs. The whole journey is extremely -unpleasant, and you find yourself fervently hoping for dry ground soon. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8818 -D2 -~ -~ -0 -1 8826 -S -#8818 -The Water-Filled Chamber~ -The passage ends here, on a ledge that circles the edge of a large -water filled chamber. The stone of the ledge can be seen beneath your -feet, even through this murky water, and the point where it disappears, -giving way to the depth of the chamber is clearly visible. It would be -possible to circle the chamber, sticking to the ledge that heads around -the western edge, and reach the exit on the northern wall, or you could -brave a trip across the deeper section to the north, significantly -reducing the time the journey would take, but also meaning you would have -to brave whatever perils may lurk here. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8830 -D2 -~ -~ -0 -1 8817 -D3 -~ -~ -0 -1 8819 -S -#8819 -A Slippery Ledge~ -Various growths on the walls and floor make progress, when combined -with the fact you have to wade through filthy thigh deep water, rather -difficult. You fancy you can see strange shapes moving about in the -depths of the pool, and feel glad that you decided to stick to the -ledge. To the north, the ledge narrows significantly, enabling but one -person to make their way through at a time. -~ -0 3153929 0 0 0 2 -D0 -~ -~ -0 -1 8820 -D1 -~ -~ -0 -1 8818 -S -#8820 -The Narrow Section~ -The ledge narrows to less than one foot here, making it quite difficult -to continue without slipping and sinking into the depths of the pool -below, where thousands of imagined fates may lie. The glint of gold -is visible below, attracting your ever-avaricious eye. Perhaps where -there is great peril there is also great treasure to be found? You are -halfway through the room, and are reluctant to give that up, but the -thought of treasure and magical items is a strong lure to explore deeper. -~ -0 3153929 0 0 0 1 -D0 -~ -~ -0 -1 8821 -D1 -~ -~ -0 -1 8830 -D2 -~ -~ -0 -1 8819 -D5 -~ -~ -0 -1 8832 -S -#8821 -The Northwestern Corner~ -The ledge bends here again, and to the east it ends before the northern -exit, an open passage containing several steps that head up to dry -corridor! Breathing a sigh of relief, you gather yourself and prepare -to edge along the last few feet to the ledge that leads out of this -dirty waterlogged chamber. Strange cries can suddenly be heard, cries -of frustration and anger; they appear to be coming from below the surface -of the murky waters... -~ -0 0 1 0 0 2 -D1 -~ -~ -0 -1 8822 -D2 -~ -~ -0 -1 8820 -S -#8822 -The Far Side~ -You made it! Reaching the far side, you bound up the short flight of -steps and turn to stare back over the waters and the hidden dangers -they contain. Another perilous situation survived; the familiar rush -of adrenalin still unused causes you to tremble. Cries of frustration -arise from the murky waters, sending shivers up your spine. To the -north, the dry stone passage continues into the darkness. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8823 -D2 -~ -~ -0 -1 8830 -D3 -~ -~ -0 -1 8821 -S -#8823 -Dry at Last~ -It is a welcome relief to be away from the dark and murky wetness of -the passages to the south, and back on dry, solid ground. Whatever -perils may lie ahead, you feel safer facing them on more familiar -terrain. Sniffing at the air, you catch the smell of oil, lantern oil -to be precise, from somewhere nearby. A solid wooden door is set in -the eastern wall, and from behind it you can detect a low rumbling -sound. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8824 -D1 -~ -~ -3 -1 8835 -D2 -~ -~ -0 -1 8822 -S -#8824 -The End of the Passage~ -The corridor ends here, before a thick metal door to the north, which -has been designed with an overlapping metal edge on the northern side, -flanging it so that it can only open to the north, i.e, it must be -pushed from this side; any attempt to pull it or to push it from the -far side would be futile. You can hear a loud scraping sound to the -north, even through the door, as of some large creature dragging itself -across a stone floor. At least the area beyond doesn't appear to be -filled with water. -~ -0 0 1 -D0 -~ -~ -1027 -1 8825 -D2 -~ -~ -0 -1 8823 -S -#8825 -A Curious Lair~ -The metal door opens onto a rather strange sight. A narrow stone -platform protrudes to the north, heading into the depths of a lake -of boiling water! Panicking, you turn to flee, when you realize that -a translucent field of soft, resilient material, of a magical nature, -is keeping the water out. You cautiously proceed further, heading into -a large dome shaped area, a circular "clearing" in the lake, protected -from the volcano-heated waters by the elastic material of the magical -field. The attraction of this anomaly as the prime feature of this area -is overridden by the profusion of bones and broken weapons that lie -scattered across the floor. Some fell beast lairs here, experienced in -fighting without damaging the dome, and intent on adding to its grisly -collection! -~ -0 3153929 0 -D2 -~ -~ -1027 -1 8824 -S -#8826 -A Watersoaked Junction~ -Several paths meet here, beyond the forcefield, which shimmers back -into place as you pass through. Knee deep muck sloshes around your feet -and splashes onto your body, leaving a slimy residue that smells awful. -Passages head away in three directions, heading deeper into the dark, -murky undermountain. Wherever Keraptis lurks, or the stolen artifacts, -you will find him! -~ -0 3153929 0 -D0 -~ -~ -0 -1 8817 -D6 -~ -~ -0 -1 8803 -D7 -~ -~ -0 -1 8837 -S -#8827 -The End of the Tunnel~ -The dizzying tunnel ends here, spitting the reeling travellers into this -small chamber, which boasts only a single wooden door, set in the north -wall, as a feature of interest. But knowing this dungeon, anything may -lie beyond that seeminly innocuous portal. -~ -0 3153929 0 -D0 -~ -~ -7 -1 8828 -D3 -~ -~ -0 -1 8835 -S -#8828 -A Well-Appointed Apartment~ -This small chamber is remarkly clean and well furnished for this dungeon. -It seems some of Keraptis' minions have kept their wits sufficiently to -maintain a reasonable standard of living. Several chairs surround a small -dining table, behind which rests a massive bookshelf overburdened with -heavy books of little value. Incense smolders in a small clay pot resting -on the table, near which the remains of a half-eaten meal are arranged. It -seems the diners here were interrupted, recently too for the meals are still -warm. -~ -0 3153928 0 -D0 -~ -~ -7 -1 8829 -D2 -~ -~ -7 -1 8827 -S -#8829 -Inner Sanctum~ -This room is a luxurious boudoir, the domain of some rich noble, surely, -or an opulent merchant. Lewd tapestries depicting scenes of explicit -sexual congress between woman and demon, or woman and animal, cover the -walls, while the floor is lined with thick, intricately woven rugs of -oriental make. Low tables are arranged near sumptuous divans and couches, -and soft pillows of silk abound. A fire crackles in a small, low hearth, -and next to it rests a solid wooden chest, bound in brass. -~ -0 3153928 0 -D2 -~ -~ -7 -1 8828 -S -#8830 -Floating in a void~ -The murky waters beneath you ripple, disturbed by your passage, and -you imagine you can see humanoid shapes moving beneath the surface, -beckoning to you. Also present is the familiar glint of gold; a significant -amount of wealth has undoubtedly fallen into these waters, perhaps you -might be able to acquire some for yourself? To the north, you can see -the far side, another ledge, this one containing a short flight of steps -that heads up to a dry passage, a tempting destination indeed. To the -west lies a narrower section of the ledge, where you might head instead -of continuing in this direction. -~ -0 3153929 7 -D0 -~ -~ -0 -1 8822 -D2 -~ -~ -0 -1 8818 -D3 -~ -~ -0 -1 8820 -D5 -~ -~ -0 -1 8831 -S -#8831 -Plunging into the Depths~ -Your first thought as you plunge deep into the water is that it is a -lot deeper than you imagined; your ears ache as you head deeper, reaching -an eventual depth of fifteen feet, worried that you can no longer see -the glint of gold, or much else in the murky waters for that matter. A -dark opening leads into an underwater chamber to the east, but the shadowy -figures you glimpsed from the surface may be of a more immediate concern... -~ -0 3153929 8 -D1 -~ -~ -0 -1 8833 -D3 -~ -~ -0 -1 8832 -D4 -~ -~ -0 -1 8830 -S -#8832 -Plunging into the Depths~ -The pool is much deeper than you imagined from the narrow ledge above, -and your ears ache as you dive down to a depth of fifteen feet, weighed -down by your heavy equipment. It is impossible to see terribly far in -these filthy waters, and you find yourself eager to be out of this murky -water. Shapes move about in the water to the east, seeming to beckon -to you. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8831 -D4 -~ -~ -0 -1 8820 -S -#8833 -An Underwater Chamber~ -Piles of vegetation float in the water here, making it impossible to -move quickly without becoming entangled. You feel as if the weeds are -almost groping at you, attempting to drag you down and drown you. -Shuddering, you cast off the thought and try to press for another dark -entrance in the north wall, where you presume whatever lurks in these -waters stores their loot. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8834 -D3 -~ -~ -0 -1 8831 -S -#8834 -The Hidden Lair~ -This tiny chamber contains the accumulated loot of the Kelpies, those -vile, sentient creatures that lurk in the waters, luring travellers -to a watery grave, and storing their belongings here. Who knows what -treasures may lie here, taken from past adventurers who met their fates -here? Truly this is a prime opportunity to acquire significant wealth! -~ -0 3154441 8 -D2 -~ -~ -0 -1 8833 -S -#8835 -A Spinning Cylinder~ -The door opens onto a strange passage; a spinning cylinder, approximately -thirty feet long, decorated with a nausea-inducing spiral pattern, spins -rapidly, confusing and dizzying travellers. A slick substance, most likely -oil, coats the surface of the cylinder, making travel even more awkward. -You cannot take three steps without falling to the ground, nauseated and -sick, unable to concentrate properly. -~ -0 0 1 -D1 -~ -~ -0 -1 8827 -D3 -~ -~ -3 -1 8823 -> act_prog p from the west.~ -if ispc($n) -mea $n You fall to the ground, unable to keep your feet in this cylinder. -mpforce $n sit -mpdamage $n 75 -else -endif -~ -> act_prog p from the east.~ -if ispc($n) -mea $n You fall to the ground, unable to keep your feet in this cylinder. -mpforce $n sit -mpdamage $n 75 -else -endif -~ -> rand_prog 100~ -if ispc($r) -mpe _red The ignited oil burns fiercely, flames licking at you! -mpdamage $r 100 -else -endif -~ -| -S -#8836 -A Painful Death~ -Screaming in horror, you plummet downwards into the boiling mud, -the flesh being boiled from your bones in seconds, an agonizing and -particularly messy fate. Your death cry echoes around the cavern for -several more seconds, the final act of your now destroyed body. What -little remains sinks into the mud, to join the hundreds of others -who have perished in a similar fashion. -~ -0 3153935 0 -S -#8837 -A Dreary Journey~ -Trudging through the thigh deep muck that has half flooded this dank -dungeon is far from one of the most pleasant things you have done, and -the tedium of splashing laboriously through several hundred yards of -waterlogged passageways is not helped by the uniformly grey stone walls, -mottled with unpleasant growths, offering no features of interest -whatsoever. Not a single inhabitant seems to reside in this long stretch -of passage. -~ -0 3153929 0 -D7 -~ -~ -0 -1 8838 -D8 -~ -~ -0 -1 8826 -S -#8838 -The End of the Tunnel~ -At this point the dreary passage ends, at the southern end of a regular -stone corridor, measuring ten by eight feet, heading north as far as you -can see (admittedly not a great distance in these corridors). The walls -of this corridor are lined with a series of copper plates, for whatever -purpose, that dimly reflect the illumination from your light source. -Steam can be seen rising from the water in the distance; not a good sign. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8839 -D8 -~ -~ -0 -1 8837 -S -#8839 -The Induction Field~ -As you proceed warily down the corridor, you notice a slight, but -definite, increase in the air temperature. At first a welcome relief -from the damp chill, it quickly becomes unpleasant enough that you pause -to wipe beads of sweat from your face, and cringe at contact with the -metal in your equipment. Small blisters are beginning to form on the -areas of skin closest to the metal, and you realize that proceeding -further will only mean suffering even greater temperatures. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8840 -D2 -~ -~ -0 -1 8838 -> rand_prog 100~ -if ispc($r) -mea $r The heat is becoming unbearable! -mpdamage $r 50 -else -endif -~ -| -S -#8840 -The Induction Field~ -You proceed, sweating and swearing as the temperature soars. Water -steams around your feet, and you tear at the items of equipment scalding -your skin. Damn its hot! Finally it becomes too much; fuming, you -tear the equipment from your back and dash north, eager to be out of -this accursed heat trap as quickly as possible! -~ -0 3153929 0 -D0 -~ -~ -0 -1 8841 -D2 -~ -~ -0 -1 8839 -> rand_prog 100~ -if ispc($r) -mea $r The heat is becoming unbearable! -mpdamage $r 100 -else -endif -~ -> act_prog p from the south.~ -mea $n You can't stand it! Roaring, you tear off your equipment! -mpforce $n rem all -mea $n Blinded by anger and pain, you dash forwards, to the end! -mpforce $n n -~ -> act_prog p from the north.~ -mea $n You can't stand it! Roaring, you tear off your equipment! -mpforce $n rem all -mea $n Blinded by anger and pain, you dash forwards, to the end! -mpforce $n n -~ -| -S -#8841 -The End?~ -At last! Free from the blistering heat, you pause in the water, which -is only ankle deep here, and collect your wits. But your rest is to be -very short-lived; many predators are eager to strike at unwary adventurers -when they are least prepared, and in your exhausted and naked condition -you are a prime target! A possible escape route to the north, up a set -of stairs to a dry corridor, is your only other option. -~ -0 3153929 0 -D2 -~ -~ -0 -1 8840 -D4 -~ -~ -0 -1 8843 -> act_prog p from the south.~ -mea $n As you dash into the room, several assailants pour out of a secret -mea $n panel in the east wall, eager to rend your exposed flesh! -mpat 8842 say BANZAI! -~ -| -S -#8842 -Ghoul Lair~ -~ -0 3153929 0 -D7 -~ -~ -0 -1 8841 -S -#8843 -A Dry Corridor~ -The stairs end in a small corridor, which runs south for a short distance -to a point where it ends at a wooden door, devoid of markings or trappings. -Its metal handle is free of corrosion, and it appears as if it will open -easily, though your frayed nerves and suspicious nature lead you to imagine -all sorts of hidden threats behind its seemingly innocuous surface. -~ -0 3153929 0 -D2 -~ -~ -3 -1 8844 -D5 -~ -~ -0 -1 8841 -S -#8844 -An Empty Hall~ -Flinging the door open, you leap in with weapons drawn, expecting (and -fearing) the very worst. But all that greets you is an empty hall, the -walls and floor of which are lined with shiny metal. Not a speck of dust -nor trace of any markings mars the surface; it shines with an unrivaled -sheen that would make the most devoted dwarven metalsmith jealous. To -the west it ends in a dead end, with no obvious exits, though that is a -good thirty yards away; a lot can happen in thirty yards... -~ -0 3153929 0 -D0 -~ -~ -3 -1 8843 -D3 -~ -~ -0 -1 8845 -S -#8845 -The Frictionless Room~ -Relaxing slightly when a thorough examination from the entrance revealed -no potential threat, you are taken totally by surprise when on your first -step you slip and land on your behind, bruising it badly! But you don't -stop there; as you connect you begin to slide, bouncing into one of the -walls, then rebounding into another, skidding across the floor with no -control over your movements whatsoever. Confused and a little frightened, -you put your hands out in an attempt to slow your movement, but to no avail. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8844 -D3 -~ -~ -2048 -1 8846 -> act_prog p from the west.~ -mpdamage $n 50 -~ -> act_prog p from the east.~ -mpdamage $n 50 -~ -> act_prog p leaves east.~ -if rand(50) -mpat $n mea $n Your feet slip on the frictionless surface and you slide back. -mptrans $n -mpdamage $n 50 -else -mpat $n mea $n You manage to slide out of the room. -endif -~ -| -S -#8846 -Safety?~ -You slide through the illusory wall that barred the end of the eastern -corridor, and land in a room with a more conventional surface- that of -cold, hard grey stone. The walls, floor and ceiling are uniform in their -similarity and their lack of interesting features. Only a plain wooden -door, set in the north wall, affords any variety. -~ -0 3153929 0 -D0 -~ -~ -3 -1 8847 -D1 -~ -~ -2048 -1 8845 -S -#8847 -A Short Corridor~ -This short, even corridor runs west a short distance from the door to -a junction. The air here is still, and musty; not many intruders make -it this far into the dungeons of Keraptis. You can sense, even here, -the eyes of the mad mage upon you, watching your every move with mild -(but growing) interest. You do not doubt that he will be totally prepared -for your arrival when you do finally find him. And find him you will! -~ -0 3153929 0 -D2 -~ -~ -3 -1 8846 -D3 -~ -~ -0 -1 8848 -S -#8848 -A Dark Junction~ -Gloomy stone passageways head into the darkness to the north, east and -south, none of them standing out from the others in any way, visually -at least; the sound of running water can be distinctly heard to the -north. The floor here is covered in muddy footprints, heading from the -north southwards, along the passageway towards whatever may lie in -that direction. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8849 -D1 -~ -~ -0 -1 8847 -D2 -~ -~ -0 -1 8861 -S -#8849 -A Curious Anomaly~ -Reaching the end of the corridor, you stop short in the large chamber -that lies at the northern end, staring in wonder at the fascinating -feature it contains. Running through the center of the room, with no -visible means of support, is a small river, complete with fish and various -other forms of marine life, flowing swiftly from a hole in the east wall, -through the center of the chamber, and into a hole in the west wall. It is -possible to walk underneath the river, which "flows" about three feet off -the floor, and is approximately five feet wide. Surely this is one of the -most unusual sights you have seen yet! The hole that admits the water is -large enough that it could well accomodate a brave mariner in a small -watercraft, though the strength of the current is such that travel would -only be possible in one direction, i.e, to the east. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8850 -D2 -~ -~ -0 -1 8848 -S -#8850 -The Swiftly Flowing Stream~ -The stream disappears into the darkness ahead of you, rushing swiftly along -its winding route, through the rough hewn tunnel. At no time does the water -actually rest on the rocks; it is as if it is held in place by some magical -field. Blind subterranean fish dash here and there, disturbed by your -presence. You have no choice but to continue with the current. -~ -0 3153929 7 0 0 2 -D6 -~ -~ -0 -1 8851 -S -#8851 -The Swiftly Flowing Stream~ -Further into the bedrock of the mountain the stream takes you, dashing down -this rough hewn tunnel of volcanic rock. Occasionally you bruise an arm or -your head as the boat takes a corner unexpectedly fast, bashing you against -the rocky wall. Wincing, yuo hold onto your helmet and keep your head down, -eager for this rocky ride to be over. -~ -0 3153929 7 0 0 2 -D7 -~ -~ -0 -1 8852 -S -#8852 -The Swiftly Flowing Stream~ -Onwards and onwards the stream continues, rushing around sharp corners and -sudden bends, dipping and swaying as it gushes on its magically predetermined -course. You realize now that the stream is shaped into a roughly circular -circuit, ploughing through several chambers and corridors joined by the -waterfilled tunnel. The purpose of it is beyond you; you ascribe it as yet -another sign of the truly insane mind of Keraptis. -~ -0 3153929 7 0 0 2 -D3 -~ -~ -0 -1 8853 -S -#8853 -The Swiftly Flowing Stream~ -The stream disappears into the darkness ahead of you, rushing swiftly along -its winding route, through the rough hewn tunnel. At no time does the water -actually rest on the rocks; it is as if it is held in place by some magical -field. Blind subterranean fish dash here and there, disturbed by your -presence. You have no choice but to continue with the current. -~ -0 3153929 7 0 0 2 -D3 -~ -~ -0 -1 8854 -S -#8854 -The Swiftly Flowing Stream~ -Further into the bedrock of the mountain the stream takes you, dashing down -this rough hewn tunnel of volcanic rock. Occasionally you bruise an arm or -your head as the boat takes a corner unexpectedly fast, bashing you against -the rocky wall. Wincing, yuo hold onto your helmet and keep your head down, -eager for this rocky ride to be over. -~ -0 3153929 7 0 0 2 -D9 -~ -~ -0 -1 8855 -S -#8855 -The Swiftly Flowing Stream~ -Onwards and onwards the stream continues, rushing around sharp corners and -sudden bends, dipping and swaying as it gushes on its magically predetermined -course. You realize now that the stream is shaped into a roughly circular -circuit, ploughing through several chambers and corridors joined by the -waterfilled tunnel. The purpose of it is beyond you; you ascribe it as yet -another sign of the truly insane mind of Keraptis. - -Light shines from an opening to the south. -~ -0 3153929 7 0 0 2 -D2 -~ -~ -0 -1 8856 -S -#8856 -Ambush!~ -The stream pours into and through another stone chamber, this one dully -lit and boasting greasy stone walls and floor. The ceiling is caked with -thick red paint, some of which has peeled off, revealing the original grey -stone beneath. The river bends in the center, heading through another hole -in the east wall, which the current drags you irresistably towards. There -is little else of interest in the chamber, save a faded mural on the -southern wall. -~ -0 3153933 0 -D1 -~ -~ -0 -1 8857 -D2 -~ -mural~ -8389679 8834 8858 -E -mural~ -The mural depicts the gnomes of Keraptis constructing this fell lair for -their master, in days of old, using all manner of beasts as slave labor. -In the center of the diagram rises a ziggurat, shaped much like the -mountain of White Plume! Perhaps some magical force has covered this old -structure with stone, to deter unwanted visitors. A keyhole can be seen in -the center of the Ziggurat. -~ -S -#8857 -The Swiftly Flowing Stream~ -The stream disappears into the darkness ahead of you, rushing swiftly along -its winding route, through the rough hewn tunnel. At no time does the water -actually rest on the rocks; it is as if it is held in place by some magical -field. Blind subterranean fish dash here and there, disturbed by your -presence. You have no choice but to continue with the current. - -You think you can see an opening to the east. -~ -0 3153929 7 0 0 2 -D1 -~ -~ -0 -1 8849 -S -#8858 -A Dark Tunnel~ -Floundering through a sudden wave of darkness that fills the area, you -shake your light source fervently, wondering why you cannot see far in -the gloom even with its aid. Peering intently around you, you cannot see -more than a few inches, barely able to even see your own hands in front -of your face. Small, unknown creatures brush against your legs, causing -you to cringe in revulsion. It is impossible to see what directions you -can head in. -~ -0 3153929 0 -D0 -~ -~ -8391719 8834 8856 -D2 -~ -~ -2048 -1 8859 -S -#8859 -A Dark Tunnel~ -Floundering through a sudden wave of darkness that fills the area, you -shake your light source fervently, wondering why you cannot see far in -the gloom even with its aid. Peering intently around you, you cannot see -more than a few inches, barely able to even see your own hands in front -of your face. Small, unknown creatures brush against your legs, causing -you to cringe in revulsion. It is impossible to see what directions you -can head in. -~ -0 3153929 0 -D0 -~ -~ -2048 -1 8858 -D1 -~ -~ -2048 -1 8860 -S -#8860 -A Dark Tunnel~ -Floundering through a sudden wave of darkness that fills the area, you -shake your light source fervently, wondering why you cannot see far in -the gloom even with its aid. Peering intently around you, you cannot see -more than a few inches, barely able to even see your own hands in front -of your face. Small, unknown creatures brush against your legs, causing -you to cringe in revulsion. It is impossible to see what directions you -can head in. -~ -0 3153929 0 -D1 -~ -~ -8391719 8834 8861 -D3 -~ -~ -2048 -1 8859 -S -#8861 -The Southern Corridor~ -This plain grey stone corridor heads due south, sloping downwards as -it goes. Presently you find yourself once more wading in knee deep water -as it passes below the water table. As you splash noisily southwards, -your eyes catch sight of a faded mural on the western wall. To the south -you can see a heavy wooden door, swollen by moisture, barring the end of -the passage. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8848 -D2 -~ -~ -39 -1 8862 -D3 -~ -mural~ -8389679 8834 8860 -E -mural~ -The mural depicts the gnomes of Keraptis constructing this fell lair for -their master, in days of old, using all manner of beasts as slave labor. -In the center of the diagram rises a ziggurat, shaped much like the -mountain of White Plume! Perhaps some magical force has covered this old -structure with stone, to deter unwanted visitors. A keyhole can be seen in -the center of the Ziggurat. -~ -> act_prog p bashes open the door!~ -mpe As $n smashes the door asunder, water pours in from the south! -mpe A large pool forms, and from it arises an angry water elemental! -mpmload 8815 -~ -| -S -#8862 -Undersea Community~ -The door opens onto a lower corridor, totally submerged in salt water, -which splashes around the doorway as you enter. Thriving with all manner -of aquatic life, you are given the distinct impression that you just arrived -at the bottom of the ocean. Breathing could be a problem, without magical -means of sustaining yourself. The passage winds away eastward. -~ -0 3153933 8 -D0 -~ -~ -39 -1 8861 -D1 -~ -~ -0 -1 8863 -S -#8863 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8864 -D3 -~ -~ -0 -1 8862 -S -#8864 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. -~ -0 3153929 8 -D2 -~ -~ -0 -1 8865 -D3 -~ -~ -0 -1 8863 -S -#8865 -An Underwater Passage~ -Marine life virtually abounds in this waterlogged section of the dungeon. -The water is quite clear and extremely salty, unlike the dirty, murky fresh -water that filled the entrance tunnels. The growths on the walls are more -like those you would expect at the bottom of the ocean, not in a stone walled -dungeon passageway. Deep claw marks scar the walls at intervals, near piles -of skulls and other debris. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8864 -D2 -~ -~ -0 -1 8866 -S -#8866 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8865 -D2 -~ -~ -0 -1 8867 -S -#8867 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8866 -D2 -~ -~ -0 -1 8868 -S -#8868 -An Underwater Passage~ -Marine life virtually abounds in this waterlogged section of the dungeon. -The water is quite clear and extremely salty, unlike the dirty, murky fresh -water that filled the entrance tunnels. The growths on the walls are more -like those you would expect at the bottom of the ocean, not in a stone walled -dungeon passageway. Deep claw marks scar the walls at intervals, near piles -of skulls and other debris. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8867 -D2 -~ -~ -0 -1 8869 -S -#8869 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8868 -D3 -~ -~ -0 -1 8870 -S -#8870 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8869 -D3 -~ -~ -0 -1 8871 -S -#8871 -An Underwater Passage~ -Marine life virtually abounds in this waterlogged section of the dungeon. -The water is quite clear and extremely salty, unlike the dirty, murky fresh -water that filled the entrance tunnels. The growths on the walls are more -like those you would expect at the bottom of the ocean, not in a stone walled -dungeon passageway. Deep claw marks scar the walls at intervals, near piles -of skulls and other debris. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8870 -D3 -~ -~ -0 -1 8872 -S -#8872 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8871 -D3 -~ -~ -0 -1 8873 -S -#8873 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8874 -D1 -~ -~ -0 -1 8872 -S -#8874 -An Underwater Passage~ -Marine life virtually abounds in this waterlogged section of the dungeon. -The water is quite clear and extremely salty, unlike the dirty, murky fresh -water that filled the entrance tunnels. The growths on the walls are more -like those you would expect at the bottom of the ocean, not in a stone walled -dungeon passageway. Deep claw marks scar the walls at intervals, near piles -of skulls and other debris. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8875 -D2 -~ -~ -0 -1 8873 -S -#8875 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8876 -D2 -~ -~ -0 -1 8874 -S -#8876 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8877 -D2 -~ -~ -0 -1 8875 -S -#8877 -An Underwater Passage~ -Marine life virtually abounds in this waterlogged section of the dungeon. -The water is quite clear and extremely salty, unlike the dirty, murky fresh -water that filled the entrance tunnels. The growths on the walls are more -like those you would expect at the bottom of the ocean, not in a stone walled -dungeon passageway. Deep claw marks scar the walls at intervals, near piles -of skulls and other debris. -~ -0 3153929 8 -D0 -~ -~ -0 -1 8878 -D2 -~ -~ -0 -1 8876 -S -#8878 -An Underwater Passage~ -The walls of the corridor are slick with various underwater growths, such -as algae and clumps of seaweed; not only has this section of the dungeon -been submerged, it has also been filled with items indigenous to maritime -regions. None of these growths, nor the clam shells that litter the floor, -could have made their way here naturally. Unless of course you have passed -through some invisible barrier unknowingly and are actually in some under- -water ruin. -~ -0 3153929 8 -D1 -~ -~ -0 -1 8879 -D2 -~ -~ -0 -1 8877 -S -#8879 -An Underwater Passage~ -The waterfilled corridor continues, a slight current tugging you forwards, -and away from the entrance. Various small fish and other creatures swim past -you, seemingly oblivious to your rather unusual presence. Evidence of larger -inhabitants is also present, most notably in the form of partially devoured -corpses, lying in various states of decomposition at random intervals along -the corridor. - -The passage bends here, heading to the base of a stairwell that heads -up out of the water. -~ -0 3153929 8 -D2 -~ -~ -0 -1 8880 -D3 -~ -~ -0 -1 8878 -S -#8880 -A Way Out...?~ -The waterfilled passageway ends here, at the base of a corroded iron -stairwell, mostly overgrown with mold and other marine growths. Peering -upwards, you can see a yellow stone chamber, apparently dry, which lies -above the water level, and forms the second tier of this section of the -dungeon. Proceeding here will take you one step closer to the summit of -the mountain, and presumably one step closer to Keraptis. -~ -0 3153933 8 -D0 -~ -~ -0 -1 8879 -D4 -~ -~ -0 -1 8881 -S -#8881 -A Sandy Passage~ -The floor of this dry stone passage is covered in sand, stained at various -intervals with blood and other substances. The air is hot and dry, and you -find yourself wishing for a bit of water, even so shortly after having been -immersed in it. A faint scuttling sound can be heard, as of spiny, bony -legs scraping on the floor, scratching at the yellow stone beneath the sand. -Accompanying this is a deep, booming laughter that reverberates through the -passage, which is beginning to feel like a tomb. You are close to the source -of the madness now, close to Keraptis himself. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8882 -D5 -~ -~ -0 -1 8880 -S -#8882 -A Sandy Passage~ -The walls here are of a yellow stone, not dissimilar to the color of the -sand, which looks out of place here, in this damp subterranean lair. But -you find it hard, despite knowing full well where you are, to dispel the -feeling that you have been magically transported to some ancient ruin in -the Western Desert, there to be entombed with the rotting remains of the -ancient pharaohs of that wasteland. -~ -0 3153929 0 -D2 -~ -~ -0 -1 8883 -D3 -~ -~ -0 -1 8881 -S -#8883 -A Sandy Passage~ -The walls in this section bear simple murals, two dimensional representations -of women being ravaged by jackal-headed men of immense proportions, and -giving issue to vile half-human half-canine hybrids that rampage wantonly -through the streets of some unknown city. Keraptis is a wicked man, and has -many wicked deeds in his past. He is also apparently much older than you at -first realized; several images of a laughing man clad in robes of crimson -dominate many of the murals, a figure you can only assume to be the mad mage -himself. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8882 -D2 -~ -~ -0 -1 8884 -S -#8884 -A Sandy Passage~ -The floor of this dry stone passage is covered in sand, stained at various -intervals with blood and other substances. The air is hot and dry, and you -find yourself wishing for a bit of water, even so shortly after having been -immersed in it. A faint scuttling sound can be heard, as of spiny, bony -legs scraping on the floor, scratching at the yellow stone beneath the sand. -Accompanying this is a deep, booming laughter that reverberates through the -passage, which is beginning to feel like a tomb. You are close to the source -of the madness now, close to Keraptis himself. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8883 -D2 -~ -~ -0 -1 8885 -S -#8885 -A Sandy Passage~ -The walls here are of a yellow stone, not dissimilar to the color of the -sand, which looks out of place here, in this damp subterranean lair. But -you find it hard, despite knowing full well where you are, to dispel the -feeling that you have been magically transported to some ancient ruin in -the Western Desert, there to be entombed with the rotting remains of the -ancient pharaohs of that wasteland. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8884 -D2 -~ -~ -0 -1 8886 -S -#8886 -A Sandy Passage~ -The walls in this section bear simple murals, two dimensional representations -of women being ravaged by jackal-headed men of immense proportions, and -giving issue to vile half-human half-canine hybrids that rampage wantonly -through the streets of some unknown city. Keraptis is a wicked man, and has -many wicked deeds in his past. He is also apparently much older than you at -first realized; several images of a laughing man clad in robes of crimson -dominate many of the murals, a figure you can only assume to be the mad mage -himself. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8885 -D3 -~ -~ -0 -1 8887 -S -#8887 -A Sandy Passage~ -The floor of this dry stone passage is covered in sand, stained at various -intervals with blood and other substances. The air is hot and dry, and you -find yourself wishing for a bit of water, even so shortly after having been -immersed in it. A faint scuttling sound can be heard, as of spiny, bony -legs scraping on the floor, scratching at the yellow stone beneath the sand. -Accompanying this is a deep, booming laughter that reverberates through the -passage, which is beginning to feel like a tomb. You are close to the source -of the madness now, close to Keraptis himself. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8886 -D3 -~ -~ -0 -1 8888 -S -#8888 -A Sandy Passage~ -The walls here are of a yellow stone, not dissimilar to the color of the -sand, which looks out of place here, in this damp subterranean lair. But -you find it hard, despite knowing full well where you are, to dispel the -feeling that you have been magically transported to some ancient ruin in -the Western Desert, there to be entombed with the rotting remains of the -ancient pharaohs of that wasteland. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8889 -D1 -~ -~ -0 -1 8887 -S -#8889 -A Sandy Passage~ -The walls in this section bear simple murals, two dimensional representations -of women being ravaged by jackal-headed men of immense proportions, and -giving issue to vile half-human half-canine hybrids that rampage wantonly -through the streets of some unknown city. Keraptis is a wicked man, and has -many wicked deeds in his past. He is also apparently much older than you at -first realized; several images of a laughing man clad in robes of crimson -dominate many of the murals, a figure you can only assume to be the mad mage -himself. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8890 -D2 -~ -~ -0 -1 8888 -S -#8890 -A Sandy Passage~ -The floor of this dry stone passage is covered in sand, stained at various -intervals with blood and other substances. The air is hot and dry, and you -find yourself wishing for a bit of water, even so shortly after having been -immersed in it. A faint scuttling sound can be heard, as of spiny, bony -legs scraping on the floor, scratching at the yellow stone beneath the sand. -Accompanying this is a deep, booming laughter that reverberates through the -passage, which is beginning to feel like a tomb. You are close to the source -of the madness now, close to Keraptis himself. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8891 -D2 -~ -~ -0 -1 8889 -S -#8891 -A Sandy Passage~ -The walls here are of a yellow stone, not dissimilar to the color of the -sand, which looks out of place here, in this damp subterranean lair. But -you find it hard, despite knowing full well where you are, to dispel the -feeling that you have been magically transported to some ancient ruin in -the Western Desert, there to be entombed with the rotting remains of the -ancient pharaohs of that wasteland. -~ -0 3153929 0 -D0 -~ -~ -0 -1 8892 -D2 -~ -~ -0 -1 8890 -S -#8892 -The End of the Passage~ -The passage bends here, ending at a small set of stairs, that winds -upward into the darkness, towards the highest tier of this series of -spirtalling corridors. You presume that you have gradually worked your -way up into the mountain, and must be near the peak now; yet there is -no real way of telling just exactly where you are, or how far you have -travelled. All that remains is the next step, each time seeming to be -the end, but in reality only an entrance to a series of new trials. -~ -0 3153933 0 -D2 -~ -~ -0 -1 8891 -D4 -~ -~ -0 -1 8893 -S -#8893 -A Sandy Arena~ -The stairs open onto a large chamber, a yellow stone affair with a -high domed roof supported by iron statues of jackal, ibis and leopard, -standing on their hind legs and supporting the roof with upraised arms -or their heads. Strange black tendrils of magical energy writhe around -and between the statues, radiating cold and evil. Only the southern wall -is devoid of trappings or tendrils. The sand on the floor is stained -crimson with blood, and is littered with dozens of half devoured corpses -in various states of decomposition. What manner of vile beast would lair -here? -~ -0 3153929 0 -D2 -~ -wall~ -1035 0 8894 -> act_prog p from below.~ -mea $n A sliding panel closes the stairway behind you as you enter! -~ -| -S -#8894 -Corridor of Peril~ -You pass from the dry heat of the arena into the damp chill of a -narrow tunnel, the likes of which you had grown accustomed to in the -earlier sections of the dungeon. The walls are of black stone, slick with -moisture and various growths. A dull, booming sound reverberates through -this section of the corridor, and you begin to detect the unmistakable -stench of Chaos in all of this. -~ -0 3220105 0 -D0 -~ -wall~ -1035 -1 8893 -D2 -~ -~ -0 -1 8895 -S -#8895 -The Final Curtain?~ -The tunnel ends here, suddenly and without warning, in a dead end. -Only a thick purple curtain is of note; the rest of the area is without -interesting features. The booming sound is louder now, and the laughter -has returned, high-pitched and maniacal. Waves of nausea pass over you as -you stand here, and you double over, clutching at your stomach, hoping -the sensation will pass. It doesn't. Gritting your teeth, you look for a -way to continue. -~ -0 3220105 0 -D0 -~ -~ -0 -1 8894 -D2 -~ -curtain~ -1035 -1 8896 -S -#8896 -An Opulent Gaol~ -Flinging open the curtain, you stride forth not into the dismal -lair you expected, but rather into a very well apportioned chamber, -replete with lavish furnishings, ornate sculptures, intricately woven -tapestries, and a sumptuous divan, upon which the "prisoner" of this -chamber reclines. A pile of treasure has been shoved underneath the -divan, and the glint of gold is an irresistible lure to investigate -this place further. A large metal door, with an ugly iron lock, is -subtlely concealed by gossamer veils and strips of soft cloths. -~ -0 0 1 -D0 -~ -curtain~ -1035 -1 8895 -D2 -~ -~ -8389671 8838 8897 -S -#8897 -A Filthy Den~ -You had no idea what to expect, as you journeyed here in search of the -mad mage, at the end of your quest, but you are certain that you certainly -didn't expect Keraptis to be living in such abject squalor as this. Ruined -furniture, draped with the shredded remains of moldering tapestries, fills -the small, damp chamber, which drips constantly with water. Torn, stained -carpet crunches underfoot as you crush broken glass into it. Torn spellbooks -lie on the scorched remains of wooden bookshelves, lining each wall. A -gaping hole in the west wall leads to another section of the study, while -a similar wound in the stonework of the ceiling reveals a crumbling stair -leading up- a possible escape from this lair if needed. Somewhere within -this mess lurks the mad mage himself, living up to his name at least. -~ -0 3153929 0 -D0 -~ -~ -8389671 -1 8896 -D3 -~ -~ -0 -1 8898 -D4 -~ -~ -0 -1 8899 -S -#8898 -A Fiery Chamber~ -The rubble strewn chamber revealed by the hole in the wall contains -very little of interest, save for several small smoldering braziers, -arranged at the points of a pentacle graven into the black stone floor. -The air here is dry, and hot, hurting your throat as you gasp for breath. -The unmistakable stench of sulfur compounds your breathing difficulties. -~ -0 3153929 0 -D1 -~ -~ -0 -1 8897 -S -#8899 -The Crumbling Stair~ -A narrow, partially ruined staircase wends its way up here, through -the hole and up towards a glowing, shimmering portal, through which -you see a very familiar sight. The air is dry here, and rather hot, -causing pain when you gasp for breath. The stench of sulfur is strong, -and you occasionally feel waves of heat, similar to those you felt in -the heart of the volcano while battling the Crab. -~ -0 3153933 0 -D5 -~ -~ -0 -1 8897 -S -#0 - - -#RESETS -M 1 8802 1 8802 -D 0 8806 2 1 -M 1 8803 1 8807 -G 1 8812 1 -G 1 8820 1 -D 0 8807 0 2 -D 0 8808 0 1 -M 1 8804 1 8809 -D 0 8809 0 1 -D 0 8809 2 1 -D 0 8810 1 2 -D 0 8810 2 1 -D 0 8811 2 1 -D 0 8811 3 2 -D 0 8812 0 1 -D 0 8814 2 1 -D 0 8815 0 1 -D 0 8815 2 2 -M 1 8800 1 8816 -G 1 8803 1 -G 1 8804 1 -G 1 8805 1 -E 1 8806 1 12 -D 0 8816 0 2 -D 0 8823 1 1 -D 0 8824 0 1 -M 1 8801 1 8825 -G 1 8807 1 -O 1 8808 1 8825 -P 1 8809 1 8808 -P 1 8810 1 8808 -P 1 8811 1 8808 -P 1 8812 1 8808 -D 0 8825 2 1 -D 0 8827 0 2 -D 0 8828 0 2 -D 0 8828 2 2 -M 1 8806 1 8829 -O 1 8817 1 8829 -D 0 8829 2 2 -M 1 8807 2 8831 -M 1 8807 2 8833 -O 1 8819 1 8834 -O 1 8818 1 8834 -M 1 8805 1 8835 -E 1 8813 1 16 -E 1 8814 1 5 -E 1 8815 1 14 -E 1 8815 1 15 -E 1 8816 1 6 -D 0 8835 3 1 -M 1 8810 3 8842 -M 1 8810 3 8842 -M 1 8810 3 8842 -D 0 8843 2 1 -D 0 8844 0 1 -D 0 8846 0 1 -D 0 8847 2 1 -O 1 8844 1 8849 -M 1 8822 1 8856 -E 1 8830 1 11 -E 1 8831 1 5 -E 1 8832 1 8 -E 1 8833 1 16 -G 1 8834 1 -M 1 8814 2 8856 -E 1 8845 1 16 -E 1 8846 1 11 -E 1 8847 1 5 -M 1 8814 2 8856 -E 1 8845 1 16 -E 1 8846 1 11 -E 1 8847 1 5 -D 0 8856 2 2 -D 0 8858 0 2 -M 1 8823 1 8859 -E 1 8837 1 7 -E 1 8840 1 20 -D 0 8860 1 2 -M 1 8815 1 8861 -D 0 8861 2 2 -D 0 8861 3 2 -D 0 8862 0 2 -M 1 8811 6 8863 -M 1 8812 4 8864 -M 1 8811 6 8866 -M 1 8812 4 8869 -M 1 8811 6 8870 -M 1 8811 6 8873 -M 1 8812 4 8873 -M 1 8811 6 8875 -M 1 8811 6 8878 -M 1 8812 4 8878 -M 1 8813 6 8881 -M 1 8813 6 8883 -M 1 8813 6 8885 -M 1 8813 6 8887 -M 1 8813 6 8889 -M 1 8813 6 8891 -M 1 8821 3 8893 -M 1 8821 3 8893 -M 1 8821 3 8893 -D 0 8893 2 1 -D 0 8894 0 1 -D 0 8895 2 1 -M 1 8809 1 8896 -E 1 8824 1 16 -E 1 8825 1 1 -E 1 8826 1 2 -E 1 8827 1 5 -G 1 8828 1 -G 1 8829 1 -G 1 8838 1 -D 0 8896 0 1 -D 0 8896 2 2 -M 1 8808 1 8897 -E 1 8822 1 10 -E 1 8821 1 12 -E 1 8800 1 16 -E 1 8823 1 9 -D 0 8897 0 2 -M 1 8820 4 8898 -E 1 8842 1 14 -E 1 8843 1 16 -M 1 8820 4 8898 -E 1 8842 1 14 -E 1 8843 1 16 -M 1 8820 4 8899 -E 1 8842 1 14 -E 1 8843 1 16 -M 1 8820 4 8899 -E 1 8842 1 14 -E 1 8843 1 16 -O 1 8841 1 8899 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 8800 spec_poison -M 8801 spec_fido -M 8802 spec_breath_fire -M 8803 spec_breath_gas -M 8806 spec_cast_mage -M 8807 spec_poison -M 8808 spec_cast_mage -M 8809 spec_cast_mage -M 8810 spec_poison -M 8813 spec_poison -M 8815 spec_cast_mage -M 8820 spec_breath_fire -M 8821 spec_poison -M 8823 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/kheltower.are b/data/realm/areas_smaug1.4a/kheltower.are deleted file mode 100644 index 838c410..0000000 --- a/data/realm/areas_smaug1.4a/kheltower.are +++ /dev/null @@ -1,1157 +0,0 @@ -#AREA The Tower Of Khellendros~ - - - -#VERSION 1 -#AUTHOR Xzarr~ - -#RANGES -40 60 0 60 -$ - -#RESETMSG A hideous shriek echoes from the tower's upper levels...~ - -#FLAGS -0 20 - -#ECONOMY 0 7577056 - -#CLIMATE 2 2 2 - -#MOBILES -#27000 -undead warrior~ -An undead warrior~ -An undead warrior floats here. -~ -~ -67 2162856 -500 C -40 0 -5 10d10+1500 4d4+30 -500 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 3 -0 0 0 514 2104320 0 0 0 -#27001 -spectral guardian~ -A spectral guardian~ -A spectral guardian floats here defending the tower. -~ -~ -97 6291626 -500 C -48 0 -20 20d20+1800 6d6+20 -1 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 4 -0 0 0 0 2112528 0 0 0 -#27002 -spectral librarian~ -A spectral librarian~ -A spectral librarian floats here remembering his past. -~ -This spirit used to be one of Khellendros' librarians, now with his master -gone and his body destroyed he continues to watch over the library -that was once his home. -~ -67 2162728 100 C -42 0 -5 4d4+2000 3d3+10 -3000 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 0 2104322 16 0 576 532486 -> rand_prog 5~ -say QUIET! Too much chatter! -mutter -~ -> death_prog 100~ -hiss -~ -| -#27003 -guardian vampire~ -A guardian vampire~ -A guardian vampire floats here guarding the laboratory. -~ -~ -67 274793128 -600 C -48 0 -100 50d50+15000 20d2+20 -1000000 0 -112 112 0 -13 13 13 13 13 13 13 --4 -4 -4 -4 -4 -5 0 0 0 1 1 6 -0 0 262144 786 2104320 0 33560579 526338 -#27004 -khellendros archmage mage~ -Khellendros~ -Khellendros, The Archmage floats here cursing the gods. -~ -~ -71 375390760 -1000 C -50 0 -160 1d1+29999 10d10+100 -3000000 0 -112 112 1 -15 20 15 16 15 12 16 --3 -3 -3 -3 -3 -88 0 0 0 1 1 6 -0 0 2047 8592 2104320 0 805703682 524291 -> death_prog 100~ -if rand (40) -mpecho $I screams as a dark vortex engulfs his body. -mpecho With his final breath, he calls down destruction on you all... -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpecho When the vortex finally disappears, you see Khellendro's -mpecho items scattered on the ground. -else -mpecho $I screams as a dark vortex engulfs his body. -mpecho With his final breath, he calls down destruction on you all... -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpecho When the vortex finally disappears, you see Khellendro's items -mpecho on the ground along with a mysterious glowing staff. -mpoload 27008 50 -endif -~ -> act_prog p disarms you!~ -yell You would dare disarm me $n? -yell So be it then, none here will ever use this weapon again! -mpecho $I shatters his weapon with a bolt of dark energy. -mpjunk 27008 -~ -> fight_prog 100~ -if rand(12) -say Seek not to test my power, mortal! -mpechoat $n Seering flame engulfs you burning your flesh. -mpechoar $n Seering flames engulf $n burning his flesh -mpforce $n scream -mpdamge $n 300 -else -if rand(5) -mpecho $I summons spirits to aid him against his foes. -mpmload 27001 -mpmload 27001 -mpforce 1.spectral murder $r -mpforce 2.spectral murder $r -else -if rand(3) -say Let's make this fight more intresting, lets make you fight -say without your weapons... -disarm -disarm -sneer -get all -mpjunk all -endif -endif -endif -~ -> hitprcnt_prog 10~ -say How can this be happening, I..am...dying... -mpechoar Khellendros howls with unholy rage causing your eardrums to burst. -mpdamage $r 100 -~ -> speech_prog arshena~ -say My beloved... -mpechoar $n A tear rolls down Khellendros' cheek. -mpechoat $n A tear rolls down Khellendros' cheek. -say She showed me kindness when others would not, to repay her acts -say of kindness I shall grant you this boon. Say that you -say wish to leave and I will send you from this place. -~ -> act_prog p believes you are all powerful.~ -laugh $n -say You really are a worthless creature, aren't you $n. -say However your act amuses me, so I will not destroy you where you stand. -~ -> act_prog p grovels in the dirt before you.~ -sneer $n -say Truely you are a worthless creature, $n. -~ -> act_prog p looks at you.~ -say How dare you lay your gaze upon me, $n! -mpechoat $n A bolt of dark archaic power strikes you in the chest! -mpechoar $n A bolt of dark archaic power strikes $n in the chest! -mpdamage $n 250 -~ -> greet_prog 100~ -if isnpc ($n) -else -if isimmort($n) -sneer $n -say Hark, so-called 'immortal', your power is feeble compared -say to mine, leave this place before I devour your soul and eat -say your remains to feed my hunger... -else -if sex ($n) == 0 -mpechoat $n $I stares at you with piercing red eyes. -mpechoar $n $I stares at $n with piercing red eyes. -say What breed of unholy creature are you?!?! -else -if sex ($n) == 1 -say Another foolish mortal come to try and end my life. -else -if sex ($n) == 2 -grin $n -say Hmmm...A female... -say I could make use of you to pass the time here. -endif -endif -endif -endif -endif -~ -> speech_prog 'wish to leave'~ -nod $n -say So be it, begone from this place. -mpechoat $n Khellendros points at you and you suddenly find yourself falling... -mpechoar $n Khellendros points at $n and they disappear in a swirling vortex... -mpat 21001 mpecho $n suddenly comes hurtling down from the heavens and smashes -mpat 21001 mpecho into the street sending stone shards in all directions. -mptrans $n 21001 -mpat 21001 mpechoat $n You slam into the ground...HARD. -mpat 21001 mpdamage $n 500 -mpat 21001 mpforce harakiem say By the Gods! What an entrance! -~ -| -#0 - - -#OBJECTS -#27000 -key mithril glowing~ -a glowing mithril key~ -A key rests here glowing with an inner light.~ -~ -18 1 1 -0 0 0 0 -1 10 1 -#27001 -humming obsidian key~ -a humming obsidian key~ -A black key rests here humming omniously.~ -~ -18 2 1 -0 0 0 0 -2 20 2 -#27002 -obsidian statue~ -glowing obsidian statues~ -Statues of various monstrous beasts.~ -~ -12 1 0 -0 0 0 0 -1000 10000 1000 -> exa_prog 100~ -mpecho The eyes of the statues glow with an eerie light. -mea $n A bolt of black energy strikes you in the chest! -mpechoaround $n $n cries out as a blast of energy strikes $m! -mpdamage $n 100 -~ -| -#27003 -bookcase~ -An oaken bookcase~ -A large oaken bookcase stands against the wall.~ -~ -15 0 0 -20000 1 0 0 -10000 10 1 -#27004 -desk~ -A granite desk~ -A solid granite desk sits in the middle of the room.~ -~ -12 0 0 -1000 0 0 12 -1000 10 1 -#27005 -rune stone~ -a runestone~ -A runestone lays here pulsing with power.~ -~ -41 0 16385 -0 12 0 0 -1 2 0 -> exa_prog 100~ -mpechoat $n As you look upon the rune, a magical voice echoes around the room. -mpechoar $n As $n looks upon the rune, a magical voice echoes around the room. -mpecho ... -mpecho I fear for my life as I write this, were my master to catch -mpecho me writing this missive it would surely mean my death. -mpecho Know this, the dark archmage known as Khellendros has angered -mpecho the gods with his dark magic and for this he has been banished -mpecho to the lowest level of the abyss, there he will stay until such -mpecho time as the gods deem he has learnt respect for their wishes. -mpecho I have heard rumours that there is a portal in his laboratory -mpecho that leads to his prison, but that it only allows access one way, -mpecho I know not if this is true or not, but if it is, it can only be -mpecho a matter of time before he can make it accessible from both sides -mpecho and once again be free upon this earth. Also, it should be known -mpecho that his only love on this earth was his mate Arshena, if anyone -mpecho who reads this missive ever encounters Khellendros they may find -mpecho their lot in live improved if they mention her name. -mpecho ... -mpecho As the final words are spoken, the voice sighs and is gone... -~ -| -#27006 -tome knowledge~ -Tome Of Knowledge~ -A glowing book lies here.~ -~ -3 257 16385 -60 10 10 -1 -2 50000 5000 -'dragon wit' -A -3 3 -A -12 180 -A -26 16 -#27007 -shadowbane sword blade~ -Shadowbane~ -A glowing runesword lays here pusling with evil.~ -~ -5 17435157 8193 -10 10 5 0 -1 0 0 -A -18 9 -A -19 9 -A -17 -25 -A -26 65536 -A -24 -6 -A -27 2 -#27008 -staff stave khellendros~ -Staff Of Khellendros~ -A humming staff lays here radiating awesome dark power.~ -~ -5 68438 8193 -12 12 5 0 -1 50000 5000 -A -13 120 -A -12 150 -A -19 18 -A -18 18 -A -24 -8 -A -17 -40 -A -3 2 -A -26 268435456 -> wear_prog 100~ -mpechoat $n Crackling bolts of dark energy ripple along the staff -mpechoat $n as it fuses with your flesh in an unholy bond. -mpechoar $n As $n wields the staff, bolts of dark energy ripple -mpechoar $n along its length as if fuses with their flesh. -mpdamage $n 100 -~ -> remove_prog 100~ -mpechoat $n As you tear the staff from your flesh seering bolts -mpechoat $n of dark energy burn the skin on your arm. -mpechoar $n As $n tears the staff from his flesh seering bolts -mpechoar $n of dark energy burn the skin from their arms. -mpdamage $n 60 -~ -> damage_prog 100~ -mpechoat $n As the staff is damaged an unholy sound emits from within... -scream -~ -| -#27009 -cloak damnation~ -Cloak Of Damnation~ -A black cloak lays here in an eternal patch of snow.~ -~ -9 2580 5 -30 30 0 12 -3 100000 10000 -A -18 4 -A -19 6 -A -13 80 -A -17 -30 -A -20 -6 -#0 - - -#ROOMS -#27000 -Before The Shokien Void~ -You stand before the infamous Shokien Void. What is contained -within its depths is only known by rumour. It is said to hold -the ancient tower of the archmage Khellendros within its grasp, -but nobody has yet entered and survived to prove this rumour. -~ -0 5 3 -D0 -~ -~ -0 -1 27001 -S -#27001 -Lost In The Shokien Void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it, it is as if it defies existence itself. -~ -0 3153921 9 -D0 -~ -~ -0 -1 27001 -D1 -~ -~ -0 -1 27002 -D2 -~ -~ -0 -1 27000 -D3 -~ -~ -0 -1 27002 -D4 -~ -~ -0 -1 27001 -D5 -~ -~ -0 -1 27001 -S -#27002 -Lost In The Shokien Void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it, it is as if it defies existence itself. -~ -0 3153925 9 -D0 -~ -~ -0 -1 27003 -D1 -~ -~ -0 -1 27001 -D2 -~ -~ -0 -1 27002 -D3 -~ -~ -0 -1 27002 -D4 -~ -~ -0 -1 27001 -D5 -~ -~ -0 -1 27002 -S -#27003 -Lost In The Shokien Void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it, it is as if it defies existence itself. -~ -0 3153921 9 -D0 -~ -~ -0 -1 27003 -D1 -~ -~ -0 -1 27001 -D2 -~ -~ -0 -1 27002 -D3 -~ -~ -0 -1 27001 -D4 -~ -~ -0 -1 27004 -D5 -~ -~ -0 -1 27001 -S -#27004 -Lost In The Shokien Void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it, it is as if it defies existence itself. -~ -0 3153921 9 -D0 -~ -void~ -1027 -1 27005 -D1 -~ -~ -0 -1 27002 -D2 -~ -~ -0 -1 27001 -D3 -~ -~ -0 -1 27002 -D4 -~ -~ -0 -1 27001 -D5 -~ -~ -0 -1 27003 -S -#27005 -Before The Tower Gates~ -Rising up out of the void is a ghostly gate encased in shimmering spheres -of magic. The gates stand about 10 feet tall and they shimmer with an -un-earthly glow. A large ornate lock bars you from opening the gates -and you see no sign of a key nearby. -~ -0 3153925 3 -D0 -~ -gate~ -1063 27000 27006 -D2 -~ -void~ -1027 -1 27004 -S -#27006 -Beyond The Gates~ -You pass through the gates and emerge in a long passageway, the walls of -which are fashioned from a dull grey stone, devoid of architectural -features or any specific design. They stretch high on either side, as -far as you can see, and rise up into a formless void some 15 feet up. -To the north, a hallway stretches into the darkness, while a locked -gate leads south back into the void. -~ -0 0 1 -D0 -~ -~ -0 -1 27015 -D1 -~ -~ -0 -1 27007 -D2 -~ -gate~ -1063 27000 27005 -D3 -~ -~ -0 -1 27014 -S -#27007 -Inside The Southern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D3 -~ -~ -0 -1 27006 -D6 -~ -~ -0 -1 27008 -S -#27008 -Inside The Eastern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D0 -~ -~ -0 -1 27009 -D9 -~ -~ -0 -1 27007 -S -#27009 -Inside The Eastern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D2 -~ -~ -0 -1 27008 -D7 -~ -~ -0 -1 27010 -S -#27010 -Inside The Northern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D3 -~ -~ -0 -1 27011 -D8 -~ -~ -0 -1 27009 -S -#27011 -Inside The Northern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D1 -~ -~ -0 -1 27010 -D9 -~ -~ -0 -1 27012 -S -#27012 -Inside The Western Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 4 1 -D2 -~ -~ -0 -1 27013 -D6 -~ -~ -0 -1 27011 -S -#27013 -Inside The Western Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D0 -~ -~ -0 -1 27012 -D8 -~ -~ -0 -1 27014 -S -#27014 -Inside The Southern Curtain Wall~ -You stand within the outer curtain wall of the tower, the walls are -devoid of even the slightest hint of decoration and it becomes hard -to judge distances due to the unchanging form of your surroundings. -Overhead the walls disappear into a shadowy void from where strange -sounds emenate and the occasional flicker of lightning that provides -illumination for your surroundings. -~ -0 0 1 -D1 -~ -~ -0 -1 27006 -D7 -~ -~ -0 -1 27013 -S -#27015 -Entrance To The Tower~ -You stand within the entrance to the tower itself, a rune covered -corridor stretches ahead of you into darkness and dull, eeries -moaning can be heard from the depths. To the south, is the exit -to this place and the formidable gates of the outer wall. -~ -0 3153920 0 -D0 -~ -~ -0 -1 27016 -D2 -~ -~ -0 -1 27006 -S -#27016 -Within The Tower~ -You now stand at the heart of the lower level of the tower, at this point -the hallway splits with forks heading off east and west. The runes on the -walls seem brighter her, but this may be an illusion caused by the absense -of daylight within these walls. You feel a presence behind you, but when -you turn there is nothing but the passage back to the entrance... -~ -0 3153920 0 -D1 -~ -~ -0 -1 27017 -D2 -~ -~ -0 -1 27015 -D3 -~ -~ -0 -1 27021 -S -#27017 -A Rune-Carved Passage~ -This section of passage is lined with statues of various creatures -ranging from pegasi to hydra. These statues are carved out of glistening -obsisidan and glow with an inner light. The only other exit from this -section of passage is back the way you came or north, deeper into the -darkness. -~ -0 3153920 0 -D0 -~ -~ -0 -1 27018 -D3 -~ -~ -0 -1 27016 -S -#27018 -A Somber Corridor~ -You enter a narrow section of hallway, the walls of which are absent -of the runic markings carved into the previous passages. As you look up -you see that illumination is provided by glowing red orbs that cast a -hideous crimson light over the area staining everything with blood. -~ -0 3153920 0 -D2 -~ -~ -0 -1 27017 -D7 -~ -~ -0 -1 27019 -S -#27019 -Stairwell Into Darkness~ -At this point a stone staircase ascends to a second, presumably more -interesting, level, leaving the darkened corridors behind. You are -unsure as to whether to proceed as you hear no sounds within this -hallway and every step you take echoes a thousand times. About halfway -up the stairwell a small gate blocks your way, but as it is almost broken -from its hinges opening it should be no problem. -~ -0 3153920 0 -D4 -~ -stairwell~ -3 -1 27022 -D8 -~ -~ -0 -1 27018 -D9 -~ -~ -0 -1 27020 -S -#27020 -A Somber Corridor~ -You enter a narrow section of hallway, the walls of which are absent -of the runic markings carved into the previous passages. As you look up -you see that illumination is provided by glowing red orbs that cast a -hideous crimson light over the area staining everything with blood. -~ -0 3153920 0 -D2 -~ -~ -0 -1 27021 -D6 -~ -~ -0 -1 27019 -S -#27021 -A Rune-Carved Passage~ -This section of passage is lined with statues of various creatures -ranging from pegasi to hydra. These statues are carved out of glistening -obsisidan and glow with an inner light. The only other exit from this -section of passage is back the way you came or north, deeper into the -darkness. -~ -0 3153920 0 -D0 -~ -~ -0 -1 27020 -D1 -~ -~ -0 -1 27016 -S -#27022 -At The Top Of The Stairwell~ -The stairwell leads into another passageway devoid of any decoration -except a single orb suspended from the ceiling providing some -illumination over the passage. An archway south leads into a passage -that leads off into the darkness. -~ -0 3153920 0 -D2 -~ -~ -0 -1 27023 -D5 -~ -stairwell~ -3 -1 27019 -S -#27023 -A Darkened Junction~ -The corridor ends at a t-junction, with passages leading east, west -and north. A small window allows you to get a glimpse of the outside -world, after looking out you begin to regret that you did, all that -is visible is a swirling malestorm with an almost constant flash of -lightning flickering in the distance. -~ -0 3153924 0 -D0 -~ -~ -0 -1 27022 -D1 -~ -~ -0 -1 27024 -D3 -~ -~ -0 -1 27026 -S -#27024 -A Rubble Strewn Passage~ -This section of corridor is littered with chunks of masonry, the -origin of which is unknown as the walls and ceiling have narry a -scratch on them. The air here is thick and still and you doubt any -living creature has breathed it in quite some time. A flickering -light issues forth from a chamber to the north. -~ -0 3153924 0 -D0 -~ -~ -0 -1 27025 -D3 -~ -~ -0 -1 27023 -S -#27025 -The Library Of Khellendros~ -Its is rumored that Khellendros has managed to acquire pratically every -scrap of knowledge of the various cultures of this realm. Powerful -sorcerors often travelled here to glean some valuable information from -the tomes within. Now the bookcases are empty, there is an occasional -dusty tome in one the the alcoves or a torn scroll on a desk, but aside -from that there is no evidence of the knowledge that was once stored here. -To the back of the room you can make out a stairwell leading upwards to -the next level. -~ -0 3153924 0 -D2 -~ -~ -0 -1 27024 -D4 -~ -stairwell~ -3 -1 27029 -S -#27026 -A Statue Lined Hallway~ -This section of hallway is lined with statues similar to those found on -the previous level, save that in this case they are made out of marble -with streaks of black running through them. To the north is a chamber -with its contents lost in shadow. -~ -0 3153924 0 -D0 -~ -~ -0 -1 27027 -D1 -~ -~ -0 -1 27023 -S -#27027 -An Abandoned Study Chamber~ -This area was once used by students of Khellendros to rest and research -the archmage's impressive collection of arcane lore, now it is nothing -but a darkened room covered in a thick layer of dust and with cobwebs -hanging from the ceiling. A small stairwell at the back of the room -leads upwards to the third floor. -~ -0 3153924 0 -D2 -~ -~ -0 -1 27026 -D4 -~ -stairwell~ -3 -1 27028 -S -#27028 -A Wreckage Strewn Chamber~ -You stand within a small chamber filled with the splinters of broken -furniture, every single object in this room has been ripped apart. -Whoever, or whatever, did this also added the tattered remains of -tapestries to the debris and left scorch marks along -the walls and floor. -~ -0 3153920 0 -D5 -~ -stairwell~ -3 -1 27027 -D8 -~ -~ -0 -1 27030 -S -#27029 -A Spartan Chamber~ -Little effort has been put into decorating this bare chamber, the plain -grey stone walls bear no decorations, nor does the floor bear any rug. -The only item of intrest in the entire room is the archway leading to -the southwest. -~ -0 3153920 0 -D5 -~ -stairwell~ -3 -1 27025 -D9 -~ -~ -0 -1 27030 -S -#27030 -Base Of A Stairwell~ -You stand at the base of yet another stairwell leading upwards -towards the top of the tower. Hanging from the walls around you -are hideous tapestries depicting the conquests of Khellendros -at the height of his power. Two large pillars stand to either side -of the stairwell covered with sigils that glow with an inner light. -~ -0 3153920 0 -D4 -~ -stairwell~ -3 -1 27031 -D6 -~ -~ -0 -1 27029 -D7 -~ -~ -0 -1 27028 -S -#27031 -The Laboratory Of Khellendros~ -You have finally reached the top of the tower and emerge into what -appears to be a laboratory used by the archmage to practise his -foul sorceries, a plush rug covers the floor and expensive, intricatly -woven tapestries hang from the ceiling. A fireplace set in the eastern -wall seems to give off heat even though it isn't lit, the only thing -that seems out of the ordinary is a swirling portal inset in the northern -wall, bars of energy cover it stopping any attempt to step through, a small -lock is carved from the wall to the side of the portal, though no key is -visible. -~ -0 3153920 0 -D0 -~ -portal~ -1063 27001 27032 -D5 -~ -stairwell~ -3 -1 27030 -S -#27032 -The Lowest Level Of The Abyss~ -After a harrowing journey through the portal it spits you out into a void -not unlike that which guarded the entrance to this tower, although this -time the surrounding vista is lit be fiery explosions and sparks of -lightning flashing in the distance. Howls, cries and screams of pain -and despair echo all around you, the noise assulting your senses. Images -of death and decay assult your mind and with horror you realise you have -entered the very depths of the abyss where Khellendros was sent to pay -for his inhumane crimes, unfortunatly for you, he is still here... -~ -0 3153924 5 -S -#0 - - -#RESETS -M 1 27000 3 27001 -M 1 27000 3 27003 -G 1 27000 1 -M 1 27000 3 27004 -D 0 27004 0 1 -D 0 27005 0 2 -D 0 27005 2 1 -D 0 27006 2 2 -M 1 27001 10 27007 -M 1 27001 10 27008 -M 1 27001 10 27012 -M 1 27001 10 27016 -O 1 27002 1 27017 -M 1 27001 10 27018 -D 0 27019 4 1 -M 1 27001 10 27021 -O 1 27002 1 27021 -D 0 27022 5 1 -M 1 27001 10 27023 -M 1 27002 1 27025 -E 1 27006 1 17 -O 1 27003 1 27025 -P 0 27005 1 0 -O 1 27004 1 27025 -D 0 27025 4 1 -M 1 27001 10 27026 -O 1 27002 1 27026 -D 0 27027 4 1 -M 1 27001 10 27028 -D 0 27028 5 1 -D 0 27029 5 1 -M 1 27001 10 27030 -D 0 27030 4 1 -M 1 27003 1 27031 -G 1 27001 1 -E 1 27007 1 16 -D 0 27031 0 2 -D 0 27031 5 1 -M 1 27004 1 27032 -E 1 27009 1 3 -E 1 27009 1 4 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 27002 spec_cast_mage -M 27003 spec_cast_undead -M 27004 spec_cast_undead -S - - -#$ - diff --git a/data/realm/areas_smaug1.4a/land.are b/data/realm/areas_smaug1.4a/land.are deleted file mode 100644 index 3622317..0000000 --- a/data/realm/areas_smaug1.4a/land.are +++ /dev/null @@ -1,4815 +0,0 @@ -#AREA Land of the Cult~ - -#VERSION 1 - -#AUTHOR Xanax~ - -#RANGES -30 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#31800 -hewlitt twang~ -Hewlitt Twang~ -Hewlitt Twang stands here obviously upset with your intrusion. -~ -He stands about 6'4" and weighs about 250 pounds. He is covered from head -to toe with dust. He is obviously some type of farmer. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31801 -ladaksur revorg~ -Ladaksur Revorg~ -Ladaksur Revorg stands here with a glazed look in his eye. -~ -As you look at him you can't help but feel something is wrong with him. VERY -wrong. -~ -3 188 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31802 -dralla navanod~ -Dralla Navanod~ -Dralla Navanod stands here mumbling something to his friends. -~ -He appears to have the same far away look in his eyes as Ladaksur. As you -sit and stare at him you start to wonder if it is this city that is making -them act so strangely. -~ -3 188 -1000 S -34 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31803 -erfno rabluh~ -Erfno Rabluh~ -Erfno Rabluh stands here in complete silence. -~ -Just as the other two in this room, Erfno also has a look that says his mind -is not completely with him. -~ -3 188 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31804 -nevarg lewon~ -Nevarg Lewon~ -Nevarg Lewon stands here with a smile on his face. -~ -He is a short, chubby, jolly looking man. You start to feel at ease again as -you look at him. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31805 -nelag revan~ -Nelag Revan~ -Nelag Revan is here working at his loom. -~ -He is a young man standing about 6'1" and weighing about 180 pounds. He looks -quite happy about what he is weaving. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31806 -lu laksah~ -Lu Laksah~ -Lu Laksah is here counting his money. -~ -He is older man with greying hair and a wrinkled face. He does not look very -happy...maybe business is not so good these days. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31807 -erin rockell~ -Erin Rockell~ -Erin Rockell is here gaurding the jeweller. -~ -He stands about 6'8" and weighs atleast 300 pounds. No wonder the jeweller -has chosen him as a guard. -~ -3 168 1000 S -32 0 0 0d0+0 0d0+0 -50 0 -100 100 1 -#31808 -nud elyw~ -Nud Elyw~ -Nud Elyw is here suspiciously eyeing the jewels. -~ -Unlike the other guard, he is quite short and a little on the scrawny side. -He does not look much like a guard at all. -~ -3 168 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31809 -edag nallik~ -Edag Nallik~ -Edag Nallik is here petting a horse. -~ -He greets you with a smile that says, 'Welcome to my stable.' Although he -is dressed rather homely, he looks as if he has been making quite a bit -of money at the stables. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -5000 0 -100 100 1 -#31810 -nairod~ -Nairod~ -Nairod is here reading a note. -~ -He only stands about 5'2" and weighs only about 105 pounds. Along with that -height, weight, and the fact that he has pointy ears; you decide he has -got to be an elf. -~ -3 700 1000 S -33 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31811 -nalliw~ -Nalliw~ -Nalliw is here trying to look over Nairod's shoulder at the note. -~ -He also is quite short and skinny, standing only 5' and weighing no more -that 100 pounds. He also has the pointy ears. You deduct he is also an -elf. -~ -3 700 1000 S -32 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31812 -zachius ormo~ -Zachius Ormo~ -Zachius Ormo is here doing some paperwork. -~ -He looks like a wealthy man, dressed in a 3 piece suit, silk tie, and some -nice leather shoes. He has a distinguished aura about him, he must be the -mayor of this city. -~ -3 8356 1000 S -34 0 0 0d0+0 0d0+0 -10000 0 -100 100 1 -#31813 -trevor soulheart~ -Trevor Soulheart~ -Trevor Soulheart is here guarding the mayor. -~ -He stands about 6'8 and weighs about 350 pounds. He is not a guy you want to -mess with. -~ -3 8332 1000 S -35 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31814 -dewt norym~ -Dewt Norym~ -Dewt Norym is here looking at some fabric. -~ -He is an elderly man with graying hair and a wrinkled face. He looks quite -content with his work. -~ -3 40 1000 S -30 0 0 0d0+0 0d0+0 -1000 0 -100 100 1 -#31815 -storekeeper man~ -the storekeeper~ -The storekeeper stands behind his counter waiting for you to buy something. -~ -He smiles at you, but you can't help but feel that there is something very -evil about him. -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31816 -storekeeper wife woman~ -the storekeeper's wife~ -The storekeepers wife stands silently behind her husband. -~ -As you look at her she stares blankly back at you. you begin to seriously -wonder what is wrong with these people. -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 2 -#31817 -storekeeper son man~ -the storekeeper's son~ -The storekeeper's son is here watching you closely as you enter. -~ -You see a young man in his early twenties. He glares at you with a look that -says, 'Get out before you get hurt.' -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31818 -farmer man~ -the farmer~ -The farmer is here smoking his pipe. -~ -He is covered with dust from head to toe. He does not even notice you are -there. Now you are quite sure something odd is going on. -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31819 -farmer son man~ -the farmer's son~ -The farmer's son is here cooking a meal. -~ -He is also covered in a lot of dust. He glances your way but then turns -around quite quickly. Maybe this is your cue to leave. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31820 -carpenter man~ -the carpenter~ -The carpenter is here sawing some wood. -~ -He stops his sawing and picks up a large piece of wood when he sees you -looking at him. Maybe you should leave. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31821 -carpenter wife woman~ -the carpenter's wife~ -The carpenter's wife is standing here watching her husband's work. -~ -She turns around as you look at her. Perhaps she is hiding something from -you. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 2 -#31822 -blacksmith man~ -the blacksmith~ -The blacksmith is here hammering on a horseshoes. -~ -He glances at you, wipes his brow, and quickly turns around to get back to -his work. Maybe he does not feel like talking to you. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31823 -blacksmith wife woman~ -the blacksmith's wife~ -The blacksmith's wife is here sweeping the floor. -~ -She briefly glances at you, then turns around to get back to her work. These -sure aren't very friendly people. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 2 -#31824 -blacksmith son man~ -the blacksmith's son~ -The blacksmith's son is here helping his father. -~ -As he sees you looking at him, he quickly grabs a large piece of metal. Maybe -you are not welcome here. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 1 -#31825 -blacksmith daughter woman~ -the blacksmith's daughter~ -The blacksmith's daughter is here helping her mother. -~ -As she notices you looking at her, she quickly runs and hides behind her -father. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -100 0 -100 100 2 -#31826 -troglodyte~ -a troglodyte~ -A troglodyte is here eating something. -~ -It stands about 6 foot tall and looks part human, but more like just a -walking lizard. -~ -35 552 -1000 S -31 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31827 -woman~ -a woman~ -A woman is here cleaning her house. -~ -She has the same dazed look as some of the other people of this city. You -begin to wonder if this look is normal. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31828 -son~ -the woman's son~ -The woman's son is here helping her clean. -~ -Just as you expected, yet another citizen with the dazed look in his eyes. You -must find out what is going on. -~ -3 40 -1000 S -31 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31829 -man~ -a man~ -A man is standing here with his arms crossed. -~ -The man motions you to the door as you look at him. He wants nothing to do -with strangers. -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31830 -woman~ -a woman~ -A woman is here hiding behind her husband. -~ -She glances back at you and then quickly looks at her husband to see his -reaction to your presence. -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31831 -son~ -the woman's son~ -The woman's son is here hiding from all intruders. -~ -He scurries behind his mother as you try to take a look at him. -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31832 -wilma mirred~ -Wilma Mirred~ -Wilma Mirred is here mending some neighbor's clothes. -~ -She is an elderly woman with grey hair, wrinkled face, and drooping eyes. -She seems like a nice woman; maybe you should rest and talk with her a -while. -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -500 0 -100 100 2 -#31833 -man~ -a man~ -A man is here guarding his house. -~ -As most of the other citizens of this city, he has a dazed look in his eyes. -Maybe it is in the water. -~ -3 40 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31834 -woman~ -a woman~ -A woman is here guarding the house with her husband. -~ -Who would have guessed it, she has the exact same look in her eyes as did her -husband. -~ -3 40 -1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31835 -son~ -the man's son~ -The man's son is here to protect his father should he get into a battle. -~ -As he notices you looking at him, he reaches for his weapon. He has sworn -to protect his family until death. -~ -3 40 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31836 -daughter~ -the man's daughter~ -The man's daughter is here eyeing you suspiciously. -~ -She reaches for her weapon and quickly runs to stand beside her brother. She -too has sworn to protect her mother and father. -~ -3 40 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31837 -nala clay~ -Nala Clay~ -Nala Clay is here talking with his wife. -~ -On the outside he appears to just be a normal farmer, but something about him -makes you think otherwise. -~ -3 40 1000 S -33 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31838 -eleka clay~ -Eleka Clay~ -Eleka Clay is here talking with her husband. -~ -As did her husband, outwardly she looks like a farmer, but something about her -says there is more too her. -~ -3 40 1000 S -33 0 0 0d0+0 0d0+0 -500 0 -100 100 2 -#31839 -elba crall~ -Elba Crall~ -Elba Crall is here minding her inn. -~ -As you look at her, she motions you to have a seat and have a quick drink -before journeying further. -~ -3 40 1000 S -34 0 0 0d0+0 0d0+0 -1000 0 -100 100 2 -#31840 -niwlo crall~ -Niwlo Crall~ -Niwlo Crall is here sitting at the bar. -~ -He motions you to come have a seat with him at the bar. He looks as if he has -had a few too many drinks as he is now falling off his stool. -~ -3 40 1000 S -33 0 0 0d0+0 0d0+0 -1000 0 -100 100 1 -#31841 -notnek rellim~ -Notnek Rellim~ -Notnek Rellim is here watching his waterwheel. -~ -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -1000 0 -100 100 1 -#31842 -enmar~ -Enmar~ -Enmar is here hiding from humanity. -~ -He is a wizened old man, his long flowing robes suggest he might be a dabbler -in the magical arts. -~ -3 40 1000 S -35 0 0 0d0+0 0d0+0 -500 0 -100 100 1 -#31843 -seaman~ -Seaman~ -Seaman the friendly weasel is here. -~ -He is about 1 foot long with short dark brown fur. He notices you looking at -him, so he starts to do a couple of tricks hoping for some tidbits of food. -~ -3 40 1000 S -32 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31844 -beecham swell~ -Beecham Swell~ -Beecham Swell is here staring at his beer. -~ -He looks kind of out of it. You wonder if he is like the others with the blank -look you have seen or if he is just drunk. -~ -3 40 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31845 -kered treigh~ -Kered Treigh~ -Kered is here with a drink in his hand. -~ -He extends his hand and offers you a beer. From the look of the other patrons -you are not sure if you should take it or not. -~ -3 40 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31846 -snagroot dogger~ -Snagroot Dogger~ -Snagroot Dogger is here cooking some food. -~ -He yells, 'Get out of my kitchen!, as soon as you come in. Maybe you should -leave. -~ -3 40 -1000 S -34 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31847 -ziggy olethros~ -Ziggy Olethros~ -Ziggy Olethros is here resting on the bed. -~ -When he sees that he has your attention, he brings out a large suitcase filled -with various items and proceeds to give you a demonstration of them all. -~ -3 40 -1000 S -34 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31848 -cult member~ -a cult member~ -A cult member is here waiting for his next victim. -~ -He has the glazed over look you have become accustomed to. Now that you know -he is a cult member maybe the others were too. -~ -3 40 -1000 S -33 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31849 -wolf~ -a wolf~ -A wolf is here smelling the air. -~ -He is about three foot long and about one and a half foot high and has dingy -white fur. Uh oh, he is starting to bear his teeth. Maybe it is time to leave. -~ -35 552 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31850 -servant~ -a servant~ -A servant is here waiting to do her master's bidding. -~ -She stands about five foot six inches tall, but does not look to weigh more -than one hundred pounds. Perhaps her master starves her into submission. -~ -131 40 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31851 -ashim ived~ -Ashim Ived~ -Ashim is here trying to stop intruders. -~ -She is a tall, slender woman with long flowing hair. She is quite beautiful, -but something about her tells you she is not to be trusted. -~ -3 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31852 -monk~ -a monk~ -A monk is here watching your actions. -~ -He is a short man only standing about five foot tall. His eyes are quite -bloodshot leading you to believe he has not slept in days. -~ -3 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31853 -skeleton~ -a skeleton~ -A skeleton is here, hiding in the shadows. -~ -You see nothing but bones. What exactly did you expect? -~ -4131 552 -1000 S -37 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31854 -goblin~ -a goblin~ -A goblin is here waiting to attack YOU! -~ -It looks like a ghost. A REAL mean ghost. Maybe you should flee while you -still can. -~ -4131 552 -1000 S -37 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31855 -omarba~ -Omarba~ -Omarba is here cowering behind a door. -~ -He looks quite terrified, like he has had some great shock. You wonder what -happened to him. -~ -4131 40 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31856 -illric alnif~ -Illric Alnif~ -Illric Alnif is here waiting to be rescued. -~ -She was once a beautiful girl, but now she is covered from head to toe with -dirt. She has also been visibly beaten. -~ -3 40 1000 S -39 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31857 -ogre~ -an ogre~ -An ogre is here stomping around. -~ -He stands close to seven foot tall and weighs atleast three hundred pounds. -Maybe you shouldn't mess with him. -~ -3 552 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31858 -shrieker~ -a shrieker~ -A shrieker is here . . . shrieking. -~ -It looks like a three foot tall mushroom. You had better kill it before it -wakes up the whole temple. -~ -3 552 -1000 S -36 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31859 -troglodyte~ -a troglodyte~ -A troglodyte is here waiting for someone to eat. -~ -He looks kind of like he could be part human, but he more just looks like a -six foot tall lizard. -~ -35 552 -1000 S -39 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31860 -rat~ -a rat~ -A rat is here gnawing on something. -~ -It is close to one foot long, not counting its tail, and about three inches -high. Its teeth look very sharp. I wouldn't wanna mess with him. -~ -65 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31861 -lizard~ -a lizard~ -A lizard is crawling around here. -~ -It is a small lizard, only about six inches long. It reminds you of a lizard -you had as a child. He can be that mean can he? -~ -65 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31862 -snake~ -a snake~ -A snake is slithering here. -~ -He is about four foot long. He coils up as if he is about to strike. Maybe -you should leave. -~ -65 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31863 -constrictor~ -a constrictor~ -A constrictor is here waiting to wrap around YOU! -~ -He is close to seven foot long and about nine inches in diameter. It might -hurt if he gets ahold of you. -~ -65 40 -1000 S -41 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31864 -troglodyte~ -a troglodyte~ -A troglodyte is here looking for something to eat. -~ -He looks like something descended from a human, but he more looks like a seven -foot tall lizard. -~ -65 40 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31865 -weasel~ -a weasel~ -A small weasel is scurrying about here. -~ -He looks like a cute little squirrel. How could you even consider harming such -a creature. -~ -65 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31866 -spider~ -a spider~ -A spider is weaving a web here. -~ -You might not wanna get to close, you never know when it might decide to bite -you. -~ -65 40 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31867 -zombie~ -a zombie~ -A zombie is stumbling around here. -~ -He looks to have once been human. You are not quite sure what he is now. All -you know is that whatever he is, he is beginning to show signs of rot. -~ -65 40 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31868 -ghoul~ -a ghoul~ -A ghoul is floating around here. -~ -It looks exactly like a ghost since that is exactly what it is. -~ -65 40 -1000 S -41 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31869 -carrion crawler~ -a carrion crawler~ -A carrion crawler is here munching on a deat rat. -~ -It is a small worm, about three inches long. It usually only feeds on that -which is dead, so you need not worry. . . or should you? -~ -65 40 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31870 -frog~ -a frog~ -A frog is hopping here. -~ -It is a normal size frog. Just the right size to fit in your pocket. Perhaps -you should take it home with you. -~ -3 168 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31871 -green slime~ -some green slime~ -Some green slime is oozing here. -~ -It is green. It is slime. What more do you want? -~ -3 40 -1000 S -41 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31872 -cult member~ -a cult member~ -A cult member is here doing his master's work. -~ -He has that strange dazed look in his eyes that you have become so accustomed -to. Atleast now you know why he has it. -~ -3 40 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31873 -cult spearman~ -a cult spearman~ -A cult spearman is here guarding against intruders. -~ -He stands a little over six foot tall, but does not look to weigh more than -one hundred fifty pounds. Maybe he has better things to do than eat. -~ -3 168 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31874 -sivrag ragini~ -sivrag ragini~ -Sivrag Ragini is here talking with his fellow cult members. -~ -He stands about six and a half foot tall and weighs close to two hundred fifty -pounds. Sure you wanna mess with him? -~ -3 40 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31875 -ezyalb robbag~ -ezyalb robbag~ -Ezyalb Robbag is here conversing with his fellow cult members. -~ -He stands a little shorter than Sivrag, about six foot tall and weighs a -little less, about two hundred pounds. He would still prove a formidable -opponent. -~ -3 168 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31876 -neb firg~ -Neb Firg~ -Neb Firg is here waiting to speak with his fellow clan members. -~ -The smallest of the three, he only stands about five and a half foor tall and -weighs no more than one hundred fifty pounds. He could still be fierce. -~ -3 168 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31877 -crocodile~ -a crocodile~ -A crocodile is here waiting for something to eat. -~ -He is about eight foot long. His teeth look VERY sharp. All you can think to -yourself is RUN AWAY RUN AWAY! -~ -3 40 -1000 S -41 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31878 -harpy~ -a harpy~ -A harpy is flying here. -~ -It has the head of a lion, the face of a human, and the body of a bird. It is -something you might wanna think twice about messing with. -~ -3 168 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31879 -giant weasel~ -a giant weasel~ -A giant weasel is here foraging for you. -~ -It is an exact duplicate of the weasel you saw earlier, only much much larger. -This one might not be so friendly. -~ -3 168 -1000 S -44 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31880 -huge spider~ -a huge spider~ -A huge spider is here weaving a. . .huge web. -~ -It looks like your ordinary, everyday spider except the fact that it is two -foot across not even counting its legs. I would get out of here. -~ -3 168 -1000 S -44 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31881 -corpse~ -a corpse~ -A corpse is lying here. -~ -It's a corpse. What exactly did you expect? -~ -3 168 -1000 S -43 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31882 -prisoner~ -a prisoner~ -A prisoner is here looking for an escape. -~ -He is covered from head to toe with dirt. He does not look like he has eaten -in weeks. Maybe you should give him a piece of food. -~ -3 168 1000 S -44 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31883 -arag omarp~ -Arag Omarp~ -Arag Omarp is here practicing his spells. -~ -He is tall, skinny, and evil looking. You are not quite sure what spells he -was practicing, but you are sure you don't want to fall victim to any of -them. -~ -3 168 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31884 -wight~ -a wight~ -A wight is roaming here. -~ -It looks very similar to the zombie you saw ealier. Perhaps they are related -in some way or another. -~ -3 168 -1000 S -44 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31885 -centipede~ -a centipede~ -A centipede is crawling here. -~ -It is about one inch long and has one hundred legs. Doesn't look very harmful, -but things are not always as they seem. -~ -3 40 -1000 S -41 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31886 -zombie~ -a zombie~ -A zombie is walking around here. -~ -It looks exactly like the zombie you saw earlier, only this one looks meaner, -much much meaner. -~ -3 168 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31887 -bonesnapper~ -a bonesnapper~ -A bonesnapper is here looking for. . .someone's bones to snap. -~ -He looks almost exactly like a T-Rex, just a bit smaller. If he can bite like -a T-Rex, I would not mess with him if I were you. -~ -3 168 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31888 -explicta defilus~ -Explicta Defilus~ -Explicta Defilus is here waiting for your arrival. -~ -Well, she is it. She is the one responsible for charming all the villagers -you have come across during your journey. You better kill her before she -charms you too. -~ -3 168 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#0 - - -#OBJECTS -#31800 -overalls~ -some overalls~ -A crumpled pair of overalls is here.~ -~ -9 1024 1 -10 0 0 0 -5 0 0 -#31801 -work boots~ -some work boots~ -A pair of work boots is lying here.~ -~ -9 1024 1 -5 0 0 0 -5 0 0 -#31802 -banded mail~ -a suit of banded mail~ -A suit of banded mail has been left here.~ -~ -9 512 1 -6 0 0 0 -10 0 0 -#31803 -shield~ -a shield~ -A shield is lying here.~ -~ -9 512 1 -1 0 0 0 -5 0 0 -#31804 -longsword~ -a longsword~ -A longsword is lying here.~ -~ -5 1 0 -0 20 30 3 -10 0 0 -#31805 -crossbow~ -a crossbow~ -A crossbow is lying here.~ -~ -5 1 0 -0 15 25 6 -10 0 0 -#31806 -plate mail platemail~ -a suit of platemail~ -A suit of platemail is lying here.~ -~ -9 512 9 -5 0 0 0 -20 100 1 -A -18 7 -A -19 7 -#31807 -spear~ -a spear~ -A spear is lying here.~ -~ -5 512 8193 -0 25 35 11 -10 100 1 -A -18 7 -A -19 7 -#31808 -longsword~ -a longsword~ -A longsword is lying here.~ -~ -5 512 8193 -0 20 25 3 -10 100 1 -#31809 -shield~ -a shield~ -A shield is lying here.~ -~ -9 1024 513 -5 0 0 0 -5 100 1 -A -18 3 -A -19 3 -#31810 -bottle milk~ -a bottle of milk~ -A bottle of milk is here.~ -~ -17 0 1 -10 10 10 0 -5 1 1 -#31811 -loom~ -a loom~ -A loom is resting on the floor here.~ -~ -13 0 1 -0 0 0 0 -30 500 1 -#31812 -diamond~ -a brilliant diamond~ -A beautiful stone is lying here.~ -~ -8 0 1 -0 0 0 0 -1 1000 1 -#31813 -ruby~ -a ruby~ -A red stone is lying here.~ -~ -8 0 1 -0 0 0 0 -1 1000 1 -#31814 -emerald~ -an emerald~ -A green stone is lying here.~ -~ -8 0 1 -0 0 0 0 -1 1 1 -#31815 -sapphire~ -a sapphire~ -A bluish stone is lying here.~ -~ -8 0 1 -0 0 0 0 -1 1 1 -#31816 -leather armor~ -a leather armor~ -A leather armor is lying here.~ -~ -9 1024 9 -5 0 0 0 -5 100 1 -#31817 -short sword shortsword~ -a shortsword~ -A shortsword is lying here.~ -~ -5 1024 8193 -0 20 30 3 -5 100 1 -#31818 -saddle~ -a saddle~ -A saddle is here waiting to be picked up.~ -~ -13 1024 16385 -0 0 0 0 -20 500 1 -A -1 2 -#31819 -chain mail chainmail~ -a chainmail~ -A suit of chainmail lies here.~ -~ -9 0 9 -5 0 0 0 -15 100 1 -A -18 6 -A -19 6 -#31820 -long bow longbow~ -a longbow~ -A longbow is lying here.~ -~ -5 1024 8193 -0 20 30 11 -15 100 1 -#31821 -long sword longsword~ -a longsword~ -A longsword is lying here.~ -~ -5 1024 8193 -0 20 30 3 -10 100 1 -A -18 7 -A -19 7 -#31822 -note~ -a note~ -A note is lying here.~ -~ -13 0 1 -0 0 0 0 -1 1 1 -E -note~ -Nairod and Nalliw - -Much has happend in my life since we fought side by side in the troll war. -I hope, sometime, to have a chance to talk with you about the many pleasant -things. - -My purpose now,sadly, is to ask my corageous comrades to aid my people in a -time of dire need. I cannot even describe to you the danger that threatens -Enalro, for I know not its true nature. I do know that unless it can be -stopped, this evil will consume my village and its families. We will vanish -without trace into the dust of history. - -A sinister force is at work here, and it is made the more frightening by -the fact that its true nature is concealed in a web of fear and suspicion. -I plead with you, come to Enalro, lend your skills to revealing this menace, -that it may finally be destroyed. - - Your comrade, - Zachius Ormo -~ -#31823 -chain mail chainmail~ -a chainmail~ -A chainmail is lying here.~ -~ -9 1024 9 -5 0 0 0 -10 100 1 -#31824 -broad sword broadsword~ -a broadsword~ -A broadsword is lying here.~ -~ -5 1024 8193 -0 20 30 3 -20 100 1 -#31825 -cloth~ -a cloth~ -A piece of cloth is lying here.~ -~ -13 0 1 -0 0 0 0 -1 1 1 -#31826 -short sword shortsword~ -a shortsword~ -A shortsword is lying here.~ -~ -5 512 8193 -0 20 30 3 -5 100 1 -#31827 -crossbow~ -a crossbow~ -A crossbow is lying here.~ -~ -5 512 8193 -0 20 30 2 -20 100 1 -#31828 -overalls~ -some overalls~ -A pair of overalls is lying here.~ -~ -9 512 9 -5 0 0 0 -5 100 1 -#31829 -work boots workboots~ -some workboots~ -A pair of workboots is lying here.~ -~ -9 0 65 -5 0 0 0 -5 100 1 -#31830 -hammer~ -a hammer~ -A hammer is lying here.~ -~ -5 512 8193 -0 20 30 7 -5 100 1 -#31831 -metal hammer~ -a metal hammer~ -A metal hammer is lying here.~ -~ -5 512 8193 -0 20 30 7 -5 100 10 -#31832 -dress~ -a dress~ -A dress is lying here.~ -~ -9 512 9 -5 0 0 0 -5 100 1 -#31833 -dress~ -a dress~ -A dress is lying here.~ -~ -9 1024 9 -5 0 0 0 -5 100 1 -#31834 -diamond ring~ -a diamond ring~ -A diamond ring is lying here.~ -~ -9 1024 3 -5 0 0 0 -5 500 1 -#31835 -emerald ring~ -an emerald ring~ -An emerald ring is lying here.~ -~ -9 1024 3 -5 0 0 0 -5 500 1 -#31836 -chain mail chainmail~ -a suit of chainmail~ -A suit of chainmail is lying here.~ -~ -9 1024 9 -5 0 0 0 -15 100 1 -A -18 3 -A -19 3 -#31837 -sword~ -a sword~ -A sword is lying here.~ -~ -5 1024 8193 -0 20 30 3 -10 100 1 -A -18 6 -A -19 6 -#31838 -beer~ -a beer~ -A glass of beer is here.~ -~ -17 0 16385 -10 10 1 0 -1 1 1 -A -3 -1 -A -1 -1 -#31839 -gold ring~ -a gold ring~ -A gold ring is lying here in the dirt.~ -~ -9 1024 3 -5 0 0 0 -100 1 1 -#31840 -ring protection~ -a ring of protection~ -A ring is lying here.~ -~ -9 1024 3 -5 0 0 0 -1 1 1 -A -23 -10 -A -24 -10 -#31841 -gnarled staff~ -a gnarled staff~ -A staff is lying here.~ -~ -5 1024 8193 -0 20 30 7 -15 100 1 -#31842 -elven cloak~ -an elven cloak~ -A cloak is lying here.~ -~ -9 1024 1025 -5 0 0 0 -5 100 1 -#31843 -potion healing~ -a potion of healing~ -A potion of healing is lying here.~ -~ -10 0 1 -10 -1 -1 -1 -1 1 1 -'heal' 'heal' 'NONE' -#31844 -apron~ -an apron~ -An apron is hanging here.~ -~ -9 512 3073 -5 0 0 0 -5 100 1 -#31845 -dagger~ -a dagger~ -A dagger is lying here.~ -~ -5 512 8193 -0 20 30 11 -5 100 1 -#31846 -breakfast~ -a breakfast~ -A nice breakfast is on a table here.~ -~ -19 0 1 -10 0 0 0 -100 1 1 -#31847 -beer~ -a beer~ -A bottle of beer is here.~ -~ -17 0 1 -50 10 1 0 -10 1 1 -#31848 -dinner~ -a dinner~ -A fine dinner is spread out here.~ -~ -19 0 1 -150 0 0 0 -10 1 1 -#31849 -wine~ -a wine glass~ -A glass of wine is here.~ -~ -17 0 1 -2 2 2 0 -75 1 1 -#31850 -dagger~ -a dagger~ -A shiny dagger is lying here.~ -~ -5 512 8193 -0 20 30 11 -5 100 1 -A -18 3 -A -19 3 -#31851 -leather armor~ -a leather armor~ -A fine leather armor is lying here.~ -~ -9 512 9 -5 0 0 0 -10 100 1 -A -18 3 -A -19 3 -#31852 -poison potion~ -a poison potion~ -A potion with a skull and crossbones is here.~ -~ -10 0 1 -10 -1 -1 -1 -1 1 1 -'poison' 'NONE' 'NONE' -#31853 -heal potion~ -a heal potion~ -A potion with a cross is lying here.~ -~ -10 0 1 -10 -1 -1 -1 -1 1 1 -'heal' 'NONE' 'NONE' -#31854 -invis potion~ -an invis potion~ -A potion is lying here.~ -~ -10 0 1 -10 -1 -1 -1 -1 1 1 -'invis' 'NONE' 'NONE' -#31855 -studded leather armor~ -a studded leather armor~ -A nice studded armor is lying here.~ -~ -9 512 9 -5 0 0 0 -20 100 1 -#31856 -robe~ -a robe~ -A pretty blue robe is lying here.~ -~ -9 512 1 -5 0 0 0 -5 100 1 -#31857 -keg beer~ -a keg of beer~ -A keg of beer is lying here.~ -~ -17 0 1 -20 20 1 0 -20 1 1 -#31858 -cask wine~ -a cask of wine~ -A cask of wine is resting against the wall.~ -~ -17 0 1 -20 20 2 0 -20 1 1 -#31859 -shovel~ -a shovel~ -A shovel is lying here.~ -~ -5 512 8193 -0 20 30 7 -20 100 10 -#31860 -lantern~ -a lantern~ -A lantern is hanging here.~ -~ -1 512 16385 -0 0 0 0 -5 0 0 -#31861 -serving tray~ -a serving tray~ -A serving tray is lying here.~ -~ -5 512 1 -0 25 35 7 -5 100 10 -#31862 -ring protection~ -a ring of protection~ -A beautiful ring is lying here.~ -~ -9 512 1 -10 0 0 0 -5 100 10 -A -18 3 -A -19 3 -#31863 -snakeshead amulet~ -a snakeshead amulet~ -An amulet depicting a snake is lying here.~ -~ -9 512 1 -10 0 0 0 -10 100 10 -#31864 -chainmail~ -a chainmail~ -A nice suit of chainmail is lying here.~ -~ -9 512 1 -15 0 0 0 -10 100 10 -#31865 -shield~ -a shield~ -A shield is lying here.~ -~ -9 512 1 -5 0 0 0 -5 100 10 -#31866 -mace~ -a mace~ -A skull-headed mace is lying here exuding evil.~ -~ -5 512 1 -0 25 35 8 -20 100 10 -A -18 5 -A -19 5 -#31867 -chainmail~ -a chainmail~ -A well constructed suit of chainmail is lying here.~ -~ -9 512 1 -10 0 0 0 -10 100 10 -A -18 6 -A -19 6 -#31868 -stone axe~ -a stone axe~ -A nice axe is lying here.~ -~ -5 512 1 -0 25 35 8 -20 100 10 -#31869 -brooch shielding~ -a brooch of shielding~ -A nice brooch is lying here.~ -~ -9 512 1 -40 0 0 0 -5 100 10 -#31870 -coins~ -coins~ -A pile of coins is lying here.~ -~ -20 0 1 -10000 0 0 0 -1 1 1 -#31871 -diamond~ -a diamond~ -A shiny diamond is lying here.~ -~ -8 0 1 -0 0 0 0 -10 500 1 -#31872 -sapphire~ -a sapphire~ -A beautiful sapphire is lying here.~ -~ -8 0 1 -0 0 0 0 -10 500 1 -#31873 -ruby~ -a ruby~ -A brilliant ruby is lying here.~ -~ -8 0 1 -0 0 0 0 -10 500 1 -#31874 -emerald~ -an emerald~ -A sparkling emerald is lying here.~ -~ -8 0 1 -0 0 0 0 -10 500 1 -#31875 -scale mail armor~ -a scale mail armor~ -A nice scale mail armor is lying here.~ -~ -9 512 9 -15 0 0 0 -10 100 1 -#31876 -shield~ -a shield~ -A nice shield is lying here.~ -~ -9 512 1 -15 0 0 0 -5 100 1 -A -18 3 -A -19 3 -#31877 -longsword~ -a longsword~ -A longsword is lying here.~ -~ -5 512 8193 -0 40 45 3 -10 100 1 -#31878 -leather armor~ -a leather armor~ -A nice leather armor is lying here.~ -~ -9 512 9 -10 0 0 0 -5 100 1 -#31879 -shield~ -a shield~ -A nice shield is lying here.~ -~ -9 512 513 -10 0 0 0 -5 100 1 -#31880 -short sword shortsword~ -a shortsword~ -A nice shortsword is lying here.~ -~ -5 512 8193 -0 40 45 3 -10 100 1 -#31881 -short sword shortsword~ -a shortsword~ -A beautiful shortsword is lying here.~ -~ -5 512 8193 -0 40 45 3 -10 100 1 -A -18 6 -A -19 6 -#31882 -battle axe battleaxe~ -a battleaxe~ -A sharp looking battleaxe is lying here.~ -~ -5 512 8193 -0 40 45 3 -15 100 1 -#31883 -chain mail chainmail~ -a chainmail~ -A shiny suit of chainmail is lying here.~ -~ -9 512 9 -15 0 0 0 -10 100 1 -#31884 -wicked hammer~ -a wicked hammer~ -A wicked looking hammer is lying here.~ -~ -5 512 8193 -0 40 45 7 -20 100 1 -#0 - - -#ROOMS -#31800 -Entrance to the City~ -You are at the entrance to the city. North takes you to Danbury Road and south -takes you out of the city. -~ -0 4 1 -D0 -~ -~ -0 0 31801 -D1 -~ -~ -0 0 3901 -S -#31801 -Danbury Road~ -This is the main road in the city. To the east you see a farmhouse, to the -south you see the entrance to the city, and to the north Danbury Road -continues. -~ -0 4 1 -D0 -~ -~ -0 0 31803 -D1 -~ -~ -0 0 31802 -D2 -~ -~ -0 0 31800 -S -#31802 -Farmhouse~ -This wooden house is surrounded by attractive flower gardens, with a small -barn beyond. West goes back to Danbury Road. -~ -0 8 0 -D3 -~ -~ -0 0 31801 -S -#31803 -Danbury Road~ -This is the main road in the city. To the north and south Danbury Road -continues. To the east you see the constable's quarters and to the west -you see a dairy farm. -~ -0 4 1 -D1 -~ -~ -0 0 31804 -D2 -~ -~ -0 0 31801 -D3 -~ -~ -0 0 31805 -D0 -~ -~ -0 0 31806 -S -#31804 -Constable's Quarters~ -This nondescript square wooden building has heavy shutters closed over the -windows. The door looks stout, but stands open. West takes you back to -Danbury Road. -~ -0 8 0 -D3 -~ -~ -0 0 31803 -S -#31805 -Dairy Farm~ -This house is a clean whitewashed wooden building. Several cows, chew their -cud just outside the barn. East takes you back to Danbury Road. -~ -0 8 0 -D1 -~ -~ -0 0 31803 -S -#31806 -Intersection of Danbury and Grisham Roads~ -You are at the intersection of the roads. Danbury continues to the north and -south while Grisham trails off to the west. -~ -0 4 1 -D3 -~ -~ -0 0 31807 -D0 -~ -~ -0 0 31861 -D2 -~ -~ -0 0 31803 -S -#31807 -Grisham Road~ -This is one of the lesser travelled roads in the city. Therefore not much -occupies it. To the west you see a small bridge over a creek, to the north -you see the Golden Grain Inn and east leads back to the intersection with -Danbury Road. -~ -0 4 1 -D0 -~ -~ -0 0 31808 -D1 -~ -~ -0 0 31806 -D3 -~ -~ -0 0 31835 -S -#31808 -Golden Grain Inn~ -This is a large wooden inn. It is decorated with carvings of sheaves of -wheat along the eaves of the roof. The inn was whitewashed at one time, but -much of the pain has pealed. A sign picturing a cluster of wheat and a -pitcher of beer or ale hangs over the door. -~ -0 8 0 -D0 -~ -~ -0 0 31809 -D2 -~ -~ -0 0 31807 -S -#31809 -Common Room~ -This room seems like a pleasant place, but the people are subdued, generally -sitting alone. Those sitting together are not talking and no fires are in -the fireplaces. Several barrels of light and dark beer are tapped behind the -bar. -~ -0 8 0 -D1 -~ -~ -0 0 31810 -D3 -~ -~ -0 0 31811 -D2 -~ -~ -0 0 31808 -S -#31810 -Den~ -Four large and comfortable chairs face a huge fireplace in the east wall, -while are bare wooden table has four hard chairs places around it. Crates of -plates and mugs are stacked in the southeast corner. -~ -0 8 0 -D0 -~ -~ -0 0 31812 -D3 -~ -~ -0 0 31809 -S -#31811 -Kitchen~ -This room is obviously a kitchen. Jars of beans, bread, flour and dried meat -can be seen stored in several open cupboards. -~ -0 8 0 -D1 -~ -~ -0 0 31809 -D2 -~ -~ -0 0 31813 -D3 -~ -~ -0 0 31814 -S -#31812 -Bedroom~ -A huge soft bed is the major feature of this room. A desk strewn with papers -and a hard wooden chair sit next to the bed. -~ -0 8 0 -D2 -~ -~ -0 0 31810 -S -#31813 -Downward Staircase~ -This is the staircase down to the cellar. You smell something horrid, rotten -perhaps, coming from the cellar. -~ -0 8 0 -D0 -~ -~ -0 0 31811 -D5 -~ -~ -0 0 31815 -S -#31814 -Upwards Staircase~ -This is the staircase leading up to the second level of the inn. There are -probably a few bedrooms up there. Maybe you should go up and have a nap. -~ -0 8 0 -D1 -~ -~ -0 0 31811 -D4 -~ -~ -0 0 31820 -S -#31815 -Bottom of the Stairs~ -You have reached the bottom of the stairs leading to the cellar. To the east -is the drygoods storage and to the west is the wetgoods storage. Up takes you -back to the main floor of the inn. -~ -0 8 0 -D1 -~ -~ -0 0 31816 -D3 -~ -~ -0 0 31817 -D4 -~ -~ -0 0 31813 -S -#31816 -Drygoods Storage~ -This room has a wooden floor, upon which are stacked a number of crates and -boxes. West takes you back to the bottom of the stairs. You see a room to -the north. -~ -0 8 0 -D3 -~ -~ -0 0 31815 -D0 -~ -~ -0 0 31818 -S -#31817 -Wetgoods Storage~ -A dozen kegs and casks of various sizes are kept here. The room has a dirt -floor and the air here is damp and chilled. East takes you back to the bottom -of the stairs and north takes you to the main cellar room. -~ -0 8 0 -D1 -~ -~ -0 0 31815 -D0 -~ -~ -0 0 31819 -S -#31818 -Secret Meeting Room~ -This room is furnished rather sparsely. It has a round table in the center -and 16 wooden chairs around it. South takes you back to drygoods storage. -~ -0 8 0 -D2 -~ -~ -0 0 31816 -S -#31819 -Main Cellar Room~ -This is a dark musty room with no windows. Many tables and chairs, some -broken, are stacked along the north wall. South takes you back to wetgoods -storage. -~ -0 8 0 -D2 -~ -~ -0 0 31817 -S -#31820 -Top of the Stairs~ -The is the top of the stairs leading to the second floor of the inn. North -will take you to a turn in the hallway, west will take you to a large guest -room, and down will take you back to the first floor of the inn. -~ -0 8 0 -D0 -~ -~ -0 0 31822 -D3 -~ -~ -0 0 31821 -D5 -~ -~ -0 0 31814 -S -#31821 -Large Guest Room~ -This room contains a bed, a storage chest, a table and four chairs. A rough -rug covers the center of the floor. East will take you back to the stairs. -~ -0 8 0 -D1 -~ -~ -0 0 31820 -S -#31822 -Turn in Hallway~ -This is where the hallway turns to take you to the guest rooms. South will -take you back to the stairs and going west you will continue down the -hallway. -~ -0 8 0 -D2 -~ -~ -0 0 31820 -D3 -~ -~ -0 0 31823 -S -#31823 -Hallway of Rooms~ -This is the hallway that will take you to all the guest rooms. Rooms are north -and south of here. Going west will let you continue along the hallway and east -will take you back to the turn in the hallway. -~ -0 8 0 -D0 -~ -~ -0 0 31824 -D2 -~ -~ -0 0 31825 -D1 -~ -~ -0 0 31822 -D3 -~ -~ -0 0 31826 -S -#31824 -Dormitory Room~ -This was a popular and inexpensive room before the owner's conversion, -though now it is used but rarely. South will take you back to the hallway. -~ -0 8 0 -D2 -~ -~ -0 0 31823 -S -#31825 -Small Guest Room~ -This room is sparsely furnished. It only contains two large beds and a desk. -North will take you back to the hallway. -~ -0 8 0 -D0 -~ -~ -0 0 31823 -S -#31826 -Hallway of Rooms~ -The hallway continues. North and south will take you to more rooms. Eastward -and westward, the hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 31827 -D2 -~ -~ -0 0 31828 -D1 -~ -~ -0 0 31823 -D3 -~ -~ -0 0 31829 -S -#31827 -Small Guest Room~ -This room is sparsely furnished. It only contains two large beds and a desk. -Going south will take you back to the hallway. -~ -0 8 0 -D2 -~ -~ -0 0 31826 -S -#31828 -Small Guest Room~ -This room is sparsely furnished. It only contains three beds and a desk. Going -north will take you back to the hallway. -~ -0 8 0 -D0 -~ -~ -0 0 31826 -S -#31829 -Hallway of Rooms~ -You continue down the hallway of rooms. To your north and south are more -rooms. To the east and west the hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 31830 -D2 -~ -~ -0 0 31831 -D1 -~ -~ -0 0 31826 -D3 -~ -~ -0 0 31832 -S -#31830 -Cult Utility and Dining Room~ -Two tables and eight chairs occupy this otherwise bare room. A tray with six -dirty plates and mugs on it sits on one of the tables. To the south you see -the hallway. -~ -0 8 0 -D2 -~ -~ -0 0 31829 -S -#31831 -Crowded Guest Room~ -This small room has four beds crowded into it, with a plain table and four -chairs in the center. To the north you see the hallway. -~ -0 8 0 -D0 -~ -~ -0 0 31829 -S -#31832 -End of the Hallway~ -This is the end of the hallway. To the north and south are more rooms and -the hall continues to the east. -~ -0 8 0 -D0 -~ -~ -0 0 31833 -D2 -~ -~ -0 0 31834 -D1 -~ -~ -0 0 31829 -S -#31833 -Cult Member's Room~ -This room looks like a common sleeping quarters. To the south is the end of -the hallway. -~ -0 8 0 -D2 -~ -~ -0 0 31832 -S -#31834 -Posh Guest Room~ -This large room has a luxuriously soft bed, a small closet, and a nicely -constructed table and chairs. Its fireplace is topped with an orate mantle, -carved wth detailed images of sprites and dryads. To the north is the end -of the hallway. -~ -0 8 0 -D0 -~ -~ -0 0 31832 -S -#31835 -Bridge Over the Creek~ -This is a bridge over a small creek. To the east and west Grisham Road -continues. -~ -0 4 1 -D1 -~ -~ -0 0 31807 -D3 -~ -~ -0 0 31836 -S -#31836 -Grisham Road~ -You are continuing on Grisham Road. To the north you see The Inn of the -Slumbering Serpant and to the south you see a grove of stately elms. To -the east and west Grisham Road continues. -~ -0 4 1 -D2 -~ -~ -0 0 31837 -D0 -~ -~ -0 0 31838 -D1 -~ -~ -0 0 31835 -D3 -~ -~ -0 0 31858 -S -#31837 -Grove of Stately Elms~ -The narrow trail winds among majestic elms, at times disappearing into thick -shrubbery. The bushes between the trees are dense, rising to a height of -eight or ten feet. The elms themselves average about 75 feet tall, and they -are the only trees here. They are widely spaced, allowing much sunlight to -pour between their ancient boughs. -~ -0 4 1 -D0 -~ -~ -0 0 31836 -S -#31838 -Inn of the Slumbering Serpant~ -A large colorful sign pictures a red dragon with its head resting contentedly -on its paws. A plume of smoke rises from the serpant's nose and its eyes are -closed. The inn is smaller and older than the Golden Grain. Several beds of -flowers brighten the front, however. -~ -0 8 0 -D2 -~ -~ -0 0 31836 -D0 -~ -~ -0 0 31839 -S -#31839 -Common Room~ -This is the common room of the inn. On one wall are three large fireplaces -and upon another wall are horns and heads of many a large deer. On the eastern -side of the room there are two staircases, one leading up and one leading -down. South will take you to the entrance to the inn and west will take you -to other rooms of the inn. -~ -0 4 1 -D2 -~ -~ -0 0 31838 -D3 -~ -~ -0 0 31840 -D4 -~ -~ -0 0 31844 -D5 -~ -~ -0 0 31843 -S -#31840 -Kitchen~ -It is a neat, well-ordered cooking area. Anyone venturing here is likely to be -put to work washing dishes, peeling potatoes, or the like. East leads to the -common room and west leads to parlor. -~ -0 4 1 -D1 -~ -~ -0 0 31839 -D3 -~ -~ -0 0 31841 -S -#31841 -Parlor~ -This room has several comfortable chairs, a large fireplace, a solid wooden -table, and several shelves holding many varieties of potted plants. To the -east is the kitchen and to the west is a bedroom. -~ -0 4 1 -D1 -~ -~ -0 0 31840 -D3 -~ -~ -0 0 31842 -S -#31842 -Bedroom~ -The Crall's bedroom has a bed with a soft feather mattress, a desk, and -several bookshelves supporting the business records of the inn. To the east -is the parlor. -~ -0 4 1 -D1 -~ -~ -0 0 31841 -S -#31843 -Cellar~ -This is a large oen room supported by two central columns. Between the columns -are many crates containing supplies for the inn. The stairs lead back up to -the common room. -~ -0 4 1 -D4 -~ -~ -0 0 31839 -S -#31844 -Top of the stairs~ -This is the top of the staircast to the second floor of the inn. Down will -take you back to the coomon room and south takes you to a hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31845 -D5 -~ -~ -0 0 31839 -S -#31845 -Hallway~ -This is the hallway leading to the upstairs rooms. To the north is the top of -the stairs and to the west to hallway continues. -~ -0 4 1 -D0 -~ -~ -0 0 31844 -D3 -~ -~ -0 0 31846 -S -#31846 -Hallway~ -You are on the hallway leading to the upstairs rooms. To the north and south -are rooms and the hallway continues east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31847 -D2 -~ -~ -0 0 31848 -D3 -~ -~ -0 0 31849 -D1 -~ -~ -0 0 31845 -S -#31847 -Storage Closet~ -In this closet are extra sheets, pillows, and blankets for the bedrooms of the -inn. To the south is the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31846 -S -#31848 -Lavish Guest Room~ -This room has a luxurious featherbed, a closet, desk, and a table with chairs. -To the north is the hallway. -~ -0 4 1 -D0 -~ -~ -0 0 31846 -S -#31849 -Hallway~ -You are on the hallway that leads to upstairs room. You see rooms to the north -and south and east and west the hallway continues. -~ -0 4 1 -D0 -~ -~ -0 0 31850 -D2 -~ -~ -0 0 31851 -D1 -~ -~ -0 0 31846 -D3 -~ -~ -0 0 31852 -S -#31850 -Private Guest Room~ -This room has a fluffy featherbed, a desk, and three chairs. To the south is -the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31849 -S -#31851 -Double Guest Room~ -This room contains two beds, a desk, and a chair. To the north the hallway -continues. -~ -0 4 1 -D0 -~ -~ -0 0 31849 -S -#31852 -Hallway~ -This is the hallway leading to the upstairs rooms. To the north and south are -rooms. The hall continues to the east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31853 -D2 -~ -~ -0 0 31854 -D1 -~ -~ -0 0 31849 -D3 -~ -~ -0 0 31855 -S -#31853 -Multiple Guest Room~ -This room contains several beds. Going south will take you back to the -hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31852 -S -#31854 -Double Guest Room~ -This room contains two beds, a desk, and a chair. Going north will take you -back to the hallway. -~ -0 4 1 -D0 -~ -~ -0 0 31852 -S -#31855 -End of the Hallway~ -This is the end of the hallway connecting the upstairs rooms. To the north and -south are rooms and the hallway continues to the east. -~ -0 4 1 -D0 -~ -~ -0 0 31856 -D2 -~ -~ -0 0 31857 -D1 -~ -~ -0 0 31852 -S -#31856 -Multiple Guest Room~ -This room contains several beds. Heading back to the south will take you back -to the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31855 -S -#31857 -Double Guest Room~ -This room contains two beds, a desk, and a chair. To the north the hallway -continues. -~ -0 4 1 -D0 -~ -~ -0 0 31855 -S -#31858 -Grisham Road~ -You are continuing on Grisham Road. To the north you see a farmhouse and to -the south you see an abandoned farm. Grisham Road continues to the east. -~ -0 8 0 -D1 -~ -~ -0 0 31836 -D0 -~ -~ -0 0 31859 -D2 -~ -~ -0 0 31860 -S -#31859 -Prosperous Farmhouse~ -This building looks solidly constructed and has been recently whitewashed. To -the south is Grisham Road. -~ -0 4 1 -D2 -~ -~ -0 0 31858 -S -#31860 -Abandoned Farm~ -This is a fairly well-built house that has had all of its windows and doors -boarded over securely. To the north is Grisham Road. -~ -0 4 1 -D0 -~ -~ -0 0 31858 -S -#31861 -Danbury Road~ -You are continuing on Danbury Road. To the east you see the weaver's shop. To -the north and south Danbury Road continues. -~ -0 8 0 -D1 -~ -~ -0 0 31862 -D2 -~ -~ -0 0 31806 -D0 -~ -~ -0 0 31863 -S -#31862 -Weaver's Shop~ -A sign with a spinning wheel and a loom hangs outsied the new building. -Several bales of wool are stacked on the wide porch. West takes you back to -Danbury Road. -~ -0 4 1 -D3 -~ -~ -0 0 31861 -S -#31863 -Danbury Road~ -You are continuing on Danbury Road. To the east you see the Jeweler's Shop and -Danbury Road continues north and south. -~ -0 8 0 -D1 -~ -~ -0 0 31864 -D0 -~ -~ -0 0 31865 -D2 -~ -~ -0 0 31861 -S -#31864 -Jeweler's Shop~ -A gem-encrusted ring is pictured on a sign outside the establishment. The -doors and windows are open. The building is small, but looks extremely sturdy: -the shutters are doors of heavy wood reinforced with iron bands. West leads -back to Danbury Road. -~ -0 4 1 -D3 -~ -~ -0 0 31863 -S -#31865 -Danbury Road~ -You are continuing along Danbury Road. To the east you see the village store -and to the west you see the livery stable. Danbury Road continues north and -south. -~ -0 8 0 -D2 -~ -~ -0 0 31863 -D1 -~ -~ -0 0 31866 -D3 -~ -~ -0 0 31867 -D0 -~ -~ -0 0 31868 -S -#31866 -Village Store~ -This is a fairly well-kept establishment with an assortment of farm implements -and cooking utensils on the wide porch. A well-painted sign depicting a plow, -a sack, and a lantern hangs over the door. -~ -0 4 1 -D3 -~ -~ -0 0 31865 -S -#31867 -Livery Stable~ -This is an exceedingly run-down structure of wood. Faint traces of a former -paint job cling to small parts of the walls, but in some places the bare -wood has started to rot. -~ -0 4 1 -D1 -~ -~ -0 0 31865 -S -#31868 -Intersection of Danbury and Sanders Road~ -You are at the intersection of Danbury and Sander's Roads Sander's trails off -to the west and Danbury continues north and south. -~ -0 8 0 -D2 -~ -~ -0 0 31865 -D3 -~ -~ -0 0 31869 -D0 -~ -~ -0 0 31875 -S -#31869 -Sanders Road~ -You are now on Sanders Road. To the south you see a large watermill with a -river behind it of course and to the north you see the mayor's house. Sanders -continues to the west and east takes you back to the intersection. -~ -0 8 0 -D1 -~ -~ -0 0 31868 -D0 -~ -~ -0 0 31870 -D2 -~ -~ -0 0 31871 -D3 -~ -~ -0 0 31872 -S -#31870 -Mayor's House~ -This is by far the mst imposing house in the village. The walls have been -regularly whitewashed and the roof gleams with new wooden shingles. A wide -porch crosses the entire front of the house, and columns of wood support the -overhanging roof. The columns have been carved into leafy patterns by a -skilled craftsman. -~ -0 4 1 -D2 -~ -~ -0 0 31869 -S -#31871 -Watermill~ -Around this large mill is scattered much in the way of children's toys, tools, -and farm implements. It is obvious that a family lives in another wing of the -building. -~ -0 4 1 -D0 -~ -~ -0 0 31869 -S -#31872 -Sanders Road~ -You are at the end of Sanders Road. To the north you see a small cottage and -to the south you see a shabby farmhouse. Sanders Road continues back to the -east. -~ -0 8 0 -D0 -~ -~ -0 0 31873 -D2 -~ -~ -0 0 31874 -D1 -~ -~ -0 0 31869 -S -#31873 -Small, Neatly Kept Cottage~ -Brilliant flower gardens surround this quaint little home. Clean shudders -flank several large windows, and fancy curtains are visible inside. The -building is shadowed by several large elm trees. -~ -0 4 1 -D2 -~ -~ -0 0 31872 -S -#31874 -Shabby Farmhouse~ -This residence gives the impression that is has seen much use and that its -owners have had little time for improving its appearance. -~ -0 4 1 -D0 -~ -~ -0 0 31872 -S -#31875 -Danbury Road~ -You are continuing along Danbury Road. To the east you see a small cottage -and Danbury Road continues to the north and south. -~ -0 8 0 -D2 -~ -~ -0 0 31868 -D1 -~ -~ -0 0 31876 -D0 -~ -~ -0 0 31877 -S -#31876 -Small Cottage~ -This small square building has been freshly whitewashed. Heavy curtains hang -over the windows. West takes you back to Danbury Road. -~ -0 4 1 -D3 -~ -~ -0 0 31875 -S -#31877 -Danbury Road~ -You are continuing along Danbury Road. To the east you see a rundown farmhouse -and to the west you see the tailor's shop. Danbury Road continues to the north -and south. -~ -0 8 0 -D2 -~ -~ -0 0 31875 -D1 -~ -~ -0 0 31878 -D3 -~ -~ -0 0 31879 -D0 -~ -~ -0 0 31880 -S -#31878 -Rundown Farmhouse~ -This house is in desperate need of repair. The front door, porch steps and -visible roof supports are missing. West leads back to Danbury Road. -~ -0 4 1 -D3 -~ -~ -0 0 31877 -S -#31879 -Tailor Shop~ -A sign crudely depicting a needle piercing the seat of a pair of pants hangs -before this establishment, a small ramshackle building in need of considerable -repair. A shutter hangs loosely, shingles are missing from the roof, and the -walls show signs of rot in several places. East leads back to Danbury Road. -~ -0 4 1 -D1 -~ -~ -0 0 31877 -S -#31880 -Danbury Road~ -You are continuing along Danbury Road. To the west you see the blacksmith's -shop and Danbury Road continues north and south. -~ -0 8 0 -D2 -~ -~ -0 0 31877 -D3 -~ -~ -0 0 31881 -D0 -~ -~ -0 0 31882 -S -#31881 -Blacksmith's Shop~ -This is obviously a smith, though no sign hangs here. The shop part of the -building is unwalled. Soot and smoke abound. To the east Danbury Road -continues. -~ -0 4 1 -D1 -~ -~ -0 0 31880 -S -#31882 -Danbury Road~ -You are continuing along Danbury Road. To the east you see the carpenter's -shop and to the west you see a battered structure. Danbury Road continues -to the north and south. -~ -0 8 0 -D2 -~ -~ -0 0 31880 -D1 -~ -~ -0 0 31883 -D3 -~ -~ -0 0 31884 -D0 -~ -~ -0 0 31885 -S -#31883 -Carpenter's Shop~ -A wooden board in the shape of a saw hangs before the well-constructed -building. The front part of the structure is unwalled, and inside of this -breezy area the carpenter is busy at work. West leads back to Danbury Road. -~ -0 4 1 -D3 -~ -~ -0 0 31882 -S -#31884 -Battered and Weatherbeaten Stucture~ -The doors and windows of this large building are partly boarde up. A sign lays -face-down in the weeds before the porch. The roof has several gaping holes, -and the general appearance of this place suggests that it has been long -abandoned. East leads back to Danbury Road. -~ -0 4 1 -D1 -~ -~ -0 0 31882 -S -#31885 -Intersection of Danbury and Macon Roads~ -This is the intersection of Danbury and Macon Roads. Macon trains off to the -west and Danbury continues north and south. -~ -0 8 0 -D2 -~ -~ -0 0 31882 -D3 -~ -~ -0 0 31886 -D0 -~ -~ -0 0 31889 -S -#31886 -Macon Road~ -You are walking along Macon Road. To the north and south you see farmhouses. -East will take you back to the intersection and west takes you to the temple. -~ -0 8 0 -D0 -~ -~ -0 0 31887 -D2 -~ -~ -0 0 31888 -D1 -~ -~ -0 0 31885 -D3 -~ -~ -0 0 31891 -S -#31887 -Farmhouse~ -This farm looks moderately prosperous. The house is in good repair, although -several flower gardens that used to bloom in the yard have become choked with -weeds. South leads back to Macon Road. -~ -0 4 1 -D2 -~ -~ -0 0 31886 -S -#31888 -Farmhouse~ -The smell of this area identifies it as a hog farm. In addition to the swine, -many chickens scratch about the yard, while a rooster and several turkeys -strut regally. North leads back to Macon Road. -~ -0 4 1 -D0 -~ -~ -0 0 31886 -S -#31889 -Danbury Road~ -You are at the end of Danbury Road. To the east you see a decrepit farmhouse. -Danbury Road continues to the south. -~ -0 8 0 -D2 -~ -~ -0 0 31885 -D1 -~ -~ -0 0 31890 -S -#31890 -Decrepit Farmhouse~ -Doors and shutters swing freely here. The whole appearance is one of abandoned -desolation. Weeds choke the yard before the house. West goes back to Danbury -Road. -~ -0 4 1 -D3 -~ -~ -0 0 31889 -S -#31891 -Courtyard~ -A broad path leads to the doors of the temple. The courtyard itself is empty, -and its grounds are not well tended. To the north you see the temple doors -and to the west you see Macon Road. -~ -0 8 0 -D0 -~ -~ -0 0 31892 -D1 -~ -~ -0 0 31886 -S -#31892 -Temple Doors~ -You are at the entrance to to temple. To the north you see a large room and -to the south you see the courtyard. -~ -0 8 0 -D0 -~ -~ -0 0 31893 -D2 -~ -~ -0 0 31891 -S -#31893 -Central Sanctuary~ -This large room has a tile floor decorated with an abstract mosaic pattern in -orange, tan, brown, and blue. Sevral tapestries decorate the walls, depicting -scenes of lush farmland and crops in various stages of maturity. To the south -you see the temple doors, to the east you see another large room and to the -west you see a smaller room. -~ -0 4 1 -D3 -~ -~ -0 0 31894 -D1 -~ -~ -0 0 31895 -D2 -~ -~ -0 0 31892 -S -#31894 -Meeting Room~ -This is apparently a larger room, divided by a rich blue drapery just west of -the door. The area that you see is empty except for three plain wooden -benches. To th north you see a kitchen and to the south you see the central -sanctuary. -~ -0 4 1 -D0 -~ -~ -0 0 31896 -D1 -~ -~ -0 0 31893 -S -#31895 -Ashim's Outer Chamber~ -This room is bare except for three wooden benches. To the north you see a -larger room and to the west you see the central sanctuary. -~ -0 4 1 -D0 -~ -~ -0 0 31897 -D3 -~ -~ -0 0 31893 -S -#31896 -Kitchen~ -Three medium-sized ovens occupy the south wall, while cupboards take up most -of the storage space. A small table is in the center of the room. To the north -you see the dining hall and to the south you see the meeting room. -~ -0 4 1 -D0 -~ -~ -0 0 31898 -D2 -~ -~ -0 0 31894 -S -#31897 -Ashim's Quarters~ -A small bed and a desk is all that occupies this room. To the north you see -the hall of statues and to the south you see Ashim's outer chamber. -~ -0 4 1 -D0 -~ -~ -0 0 31899 -D2 -~ -~ -0 0 31895 -S -#31898 -Dining Hall~ -This is the room where the clerics, monks, and servants all take their meals -together. The pretense of goodness is maintained in a handsome display case, -which contains examples of some of the finer harvests to come from the Enalro -area. To the south you see the kitchen and to the north you see a hallway. -~ -0 4 1 -D1 -~ -~ -0 0 31900 -D2 -~ -~ -0 0 31896 -S -#31899 -Hall of Statues~ -This hall has a gleaming white floor and a series of alcoves along the east -wall. Each alcove is lined with black velvet to highlight the beautiful -golden items there. To the south you see Ashim's quarters. -~ -0 4 1 -D2 -~ -~ -0 0 31897 -S -#31900 -Hallway to Rooms~ -This is the hallway leading to the meditation chambers. To the north you see a -meditation chamber, to the west you see the dining hall, and to the east the -hallway continues. -~ -0 4 1 -D0 -~ -~ -0 0 31901 -D3 -~ -~ -0 0 31898 -D1 -~ -~ -0 0 31902 -S -#31901 -Meditation Chamber~ -These were formally used as places for clerics to pray to the gentle Kerim, -but now that use is long forgotten. Now each contains only a simple reed -prayer mat. South leads back to the hall. -~ -0 4 1 -D2 -~ -~ -0 0 31900 -S -#31902 -Hallway to Rooms~ -This is the hallway leading to the meditation chambers. To the north you see -a chamber and the hallway leads east and west. -~ -0 4 1 -D3 -~ -~ -0 0 31900 -D0 -~ -~ -0 0 31903 -D1 -~ -~ -0 0 31904 -S -#31903 -Meditation Chamber~ -These were formally used as places for clerics to pray to the gentle Kerim, -but now that use is long forgotten. Now each contains only a simple reed -prayer mat. South leads back to the hall. -~ -0 4 1 -D2 -~ -~ -0 0 31902 -S -#31904 -Hallway to Rooms~ -This is the hallway leading to the meditation chambers. To the north you see -a chamber and the hallway continues east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31905 -D3 -~ -~ -0 0 31902 -D1 -~ -~ -0 0 31906 -S -#31905 -Meditation Chamber~ -These were formally used as places for clerics to pray to the gentle Kerim, -but now that use is long forgotten. Now each contains only a simple reed -prayer mat. South leads back to the hall. -~ -0 4 1 -D2 -~ -~ -0 0 31904 -S -#31906 -Hallway to Rooms~ -This is the hallway leading to the meditation chambers. To the north you see -a chamber and the hallway continues east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31907 -D3 -~ -~ -0 0 31904 -D1 -~ -~ -0 0 31908 -S -#31907 -Meditation Chamber~ -These were formally used as places for clerics to pray to the gentle Kerim, -but now that use is long forgotten. Now each contains only a simple reed -prayer mat. South leads back to the hall. -~ -0 4 1 -D2 -~ -~ -0 0 31906 -S -#31908 -Hallway of Rooms~ -This is the hallway leading to the meditation chambers. To the north you see -a chamber and the hallway continues to the east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31909 -D3 -~ -~ -0 0 31906 -D1 -~ -~ -0 0 31910 -S -#31909 -Meditation Chamber~ -These were formally used as places for clerics to pray to the gentle Kerim, -but now that use is long forgotten. Now each contains only a simple reed -prayer mat. South leads back to the hall. -~ -0 4 1 -D2 -~ -~ -0 0 31908 -S -#31910 -End of the Hallway~ -This is the end of the hallway leading to the meditation chambers. To the -north you see a staircase and the hallway continues back to the east. Down -takes you to the dungeon. -~ -0 4 1 -D0 -~ -~ -0 0 31911 -D3 -~ -~ -0 0 31908 -D5 -~ -~ -0 0 31921 -S -#31911 -Staircase Up~ -This is the staircase leading up to the second floor of the temple to the -south you see the hallway leading to the meditation chambers. -~ -0 4 1 -D2 -~ -~ -0 0 31910 -D4 -~ -~ -0 0 31912 -S -#31912 -Top of the Stairs~ -You are at the top of the stairs leading to the second floor of the temple. -Going down will take you back to the main floor and south will take you to -the torture chamber. -~ -0 4 1 -D5 -~ -~ -0 0 31911 -D2 -~ -~ -0 0 31913 -S -#31913 -Torture Chamber~ -A rack and a table with heavy straps attached to it occupy the center of the -room, and and iron maiden stands in the corner. Several empty pine boxes, -about 6x2x3, are stacked against the west wall. North leads back to the -staircase and south leads to the antechamber. -~ -0 4 1 -D0 -~ -~ -0 0 31912 -D2 -~ -~ -0 0 31914 -S -#31914 -Antechamber~ -The walls of this chamber are scratched, stained, and covered with strange -markings. Loose chips of stone lie scattered on the floor. North leads back -to the torture chamber and east leads to Omarba's chambers. -~ -0 4 1 -D0 -~ -~ -0 0 31913 -D1 -~ -~ -0 0 31915 -S -#31915 -Omarba's Chamber~ -This room is decorated in a bizarre fashion. There is a dirty straw pallet on -the floor, yet two soft and expensive armchairs rest at a low table. West -leads back to the antechamber, north leads to the goblins quarters, and east -leads to the altar room. -~ -0 4 1 -D3 -~ -~ -0 0 31914 -D0 -~ -~ -0 0 31916 -D1 -~ -~ -0 0 31917 -S -#31916 -Goblin Quarters~ -This room is barren, except for nine straw mats and a low, crudely built -table. South leads back to Omarba's chamber. -~ -0 4 1 -D2 -~ -~ -0 0 31915 -S -#31917 -Altar Room~ -The large room is dirty and unkempt, with shards of rock lying around four -crude granite statues standing about the room in haphazard locations. West -leads back to the goblin quarters and north leads to the library. -~ -0 4 1 -D3 -~ -~ -0 0 31915 -D0 -~ -~ -0 0 31918 -S -#31918 -Library~ -This room contains many shelves of books and two small tables. North leads to -the guardroom, south leads back to the altar room and west leads to a small -room. -~ -0 4 1 -D0 -~ -~ -0 0 31919 -D2 -~ -~ -0 0 31917 -D3 -~ -~ -0 0 31920 -S -#31919 -Guardroom of the Undead~ -This bare room contains only some wooden benches. To the south you see the -library. -~ -0 4 1 -D2 -~ -~ -0 0 31918 -S -#31920 -Small Meeting Room~ -This chamber contains a small table and two comfortable chairs. East leads -back to the library. -~ -0 4 1 -D1 -~ -~ -0 0 31918 -S -#31921 -Stairs to Dungeon~ -These or the stairs leading to the first floor of the dungeon. The stairs are -quite slick, so you had better be careful or you might slip and fall. -~ -0 4 1 -D4 -~ -~ -0 0 31910 -D5 -~ -~ -0 0 31922 -S -#31922 -Entry Room~ -This is the entrance room to the dungeon. To the east you see a hallway, to -the west you see a room, and to the south you see another room. -~ -0 4 1 -D1 -~ -~ -0 0 31927 -D2 -~ -~ -0 0 31936 -D3 -~ -~ -0 0 31923 -D4 -~ -~ -0 0 31921 -S -#31923 -Chamber of the Frogs~ -This room is almost totally filled with a murky brown pool of water. The smell -of swamp gas is very strong here. A thick, slime-covered column rises from -the center of the pool to support the sagging timbers of the ceiling. To the -south you see a room and to the east you see the entrance room. -~ -0 4 1 -D1 -~ -~ -0 0 31922 -D2 -~ -~ -0 0 31924 -S -#31924 -Cult Treasure Chamber~ -The ceiling of this chamber is eight foot from the floor. A five foot by five -foot wooden platform extends across the muddy floor. To the north you see the -chamber and to the south you see a cave-in. -~ -0 4 1 -D0 -~ -~ -0 0 31923 -D2 -~ -~ -0 0 31925 -S -#31925 -Cave-In~ -The west wall of this tunnel has collapsed here, burying the supporting -timbers under tons of mud. The widened cavern has a layer of mud atleast -three feet deep over the entire floor. To the north you see the treasure -chamber and to the south you see a pool. -~ -0 4 1 -D0 -~ -~ -0 0 31924 -D2 -~ -~ -0 0 31926 -S -#31926 -Burial Pool~ -The pool here has been the final resting spot for many a skeleton, after the -slimy creatures of the lower level have picked it clean. Two mossy columns -support a low ceiling. The floor is entirely covered with clear water, sloping -to a depth of six feet in the center. To the north you see the cave in. -~ -0 4 1 -D0 -~ -~ -0 0 31925 -S -#31927 -Hallway~ -This is the hallway leading to the cult members rooms. To the north and south -you see rooms. To the east the hallway continues, and to the west you see the -entry room. -~ -0 4 1 -D0 -~ -~ -0 0 31928 -D1 -~ -~ -0 0 31930 -D2 -~ -~ -0 0 31929 -D3 -~ -~ -0 0 31922 -S -#31928 -Green Slime's Room~ -There nothing in this room. Nothing at all. Just four walls a ceiling and a -floor. South leads back to the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31927 -S -#31929 -Cult Member's Room~ -This room is sparsely furnished, in fact it is not really furnished at all. -All that is here is one wooden bunk. North leads back to the hallway. -~ -0 4 1 -D0 -~ -~ -0 0 31927 -S -#31930 -Hallway~ -This is the hallway that leads to the cult members rooms. To the north and -south you see rooms and the hallway continues east and west. -~ -0 4 1 -D0 -~ -~ -0 0 31931 -D1 -~ -~ -0 0 31933 -D2 -~ -~ -0 0 31932 -D3 -~ -~ -0 0 31927 -S -#31931 -Cult Member's Room~ -This room is sparsely furnished, in fact it is not really furnished at all. -All you see is one wooden bunk. South leads back to the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31930 -S -#31932 -Cult Member's Room~ -This room is sparsely furnished, in fact it is not really furnished at all. -All you see is one wooden bunk. North leads back to the hallway. -~ -0 4 1 -D0 -~ -~ -0 0 31930 -S -#31933 -Hallway~ -This is the hallway leading to the cult members rooms. To the north and south -you see rooms. The hallway continues west. -~ -0 4 1 -D1 -~ -~ -0 0 31934 -D2 -~ -~ -0 0 31935 -D3 -~ -~ -0 0 31930 -S -#31934 -Cult Member's Room~ -This room is sparsley furnished, in fact it is not really furnished at all. -To the south you see the hallway. -~ -0 4 1 -D2 -~ -~ -0 0 31933 -S -#31935 -Cult Member's Room~ -This room is sparsley furnished, in fact it is not really furnished at all. -To the north you see the hallway. -~ -0 4 1 -D0 -~ -~ -0 0 31933 -S -#31936 -Storage Room~ -This room contains several large crates. They probably store the food for the -prisoners. To the north you see the entry room, to the east you see an empty -room and to the south you see a room. -~ -0 4 1 -D0 -~ -~ -0 0 31922 -D1 -~ -~ -0 0 31947 -D2 -~ -~ -0 0 31937 -S -#31937 -Lieutenant's Quarters~ -This room is nicely furnished. It contains two nice feather beds, a large desk -and a chair. Along one wall is a large fireplace. To the north you see the -storage room, to the south you see a pool, and to the west you see another -room. -~ -0 4 1 -D0 -~ -~ -0 0 31936 -D2 -~ -~ -0 0 31940 -D3 -~ -~ -0 0 31938 -S -#31938 -Lieutenant's Quarters~ -This room is nicely furnished. It contains two nice feather beds, a large desk -and a chair. Along one wall is a large fireplace. To the east and west you see -rooms like this. -~ -0 4 1 -D1 -~ -~ -0 0 31937 -D3 -~ -~ -0 0 31939 -S -#31939 -Lieutenant's Quarter's~ -This room is nicely furnished. It contains two nice feather beds, a large desk -and a chair. Along one wall is a large fireplace. To the east you see a room -exactly like this. -~ -0 4 1 -D1 -~ -~ -0 0 31938 -S -#31940 -Crocodile Pool~ -The corridors leading to this room simly end at the water's edge. While very -shallow around is perimeter, the pool reaches a depth of four feet in the -center. To the north you see the lieutenant's quarters and to the south you -see a large room. -~ -0 4 1 -D0 -~ -~ -0 0 31937 -D2 -~ -~ -0 0 31941 -S -#31941 -Den of the Giant Weasel~ -This room like most of the dungeon caked with mud. The mud on the floor is -about three foot deep. There are holes all over the place. Obviously something -has been burrying here. To the north you see the crocodile pool and to the -south you see a corridor. -~ -0 4 1 -D0 -~ -~ -0 0 31940 -D2 -~ -~ -0 0 31942 -S -#31942 -Corridor~ -This is the corridor leading to the guardrooms. You sure you want to continue? -To the north you see the weasel's lair and to the east you see a guardroom. -~ -0 4 1 -D0 -~ -~ -0 0 31941 -D1 -~ -~ -0 0 31943 -S -#31943 -Troglodyte Guardroom~ -There is not much in this room. Just a plain wooden desk and a few chairs. To -the east you see another guardroom and to the west you see the corridor. -~ -0 4 1 -D1 -~ -~ -0 0 31944 -D3 -~ -~ -0 0 31942 -S -#31944 -Troglodyte Guardroom~ -There is not much in this room. Just a plain wooden desk and a few chairs. To -the east and west you see guardrooms. -~ -0 4 1 -D1 -~ -~ -0 0 31945 -D3 -~ -~ -0 0 31943 -S -#31945 -Troglodyte Guardroom~ -There is not much in this room. Just a plain wooden desk and a few chairs. To -the south you see a set of stairs and to the west you see one of the -gaurdrooms. -~ -0 4 1 -D2 -~ -~ -0 0 31946 -D3 -~ -~ -0 0 31944 -S -#31946 -Stairs Down~ -These are stairs leading to the lower part of the dungeon. North you see a -guardroom and down you see the bottom of the staircase. -~ -0 4 1 -D0 -~ -~ -0 0 31945 -D5 -~ -~ -0 0 31953 -S -#31947 -Empty Room~ -As the name states, this is an empty room. To the east you see another empty -room, to the south you see the storage room and to the west you see an empty -pool. -~ -0 4 1 -D1 -~ -~ -0 0 31948 -D3 -~ -~ -0 0 31936 -D2 -~ -~ -0 0 31950 -S -#31948 -Empty Room~ -As the name states, this is an empty room. To the south you see the wine -storages and to the west you see the other empty room. -~ -0 4 1 -D2 -~ -~ -0 0 31949 -D3 -~ -~ -0 0 31947 -S -#31949 -Wine Storage~ -The room has nothing in it except kegs for beer and casks for wine. To the -north you see an empty room, to the south you see an arched entrance, and -to the west you see an empty pool. -~ -0 4 1 -D0 -~ -~ -0 0 31948 -D2 -~ -~ -0 0 31951 -D3 -~ -~ -0 0 31950 -S -#31950 -Empty Pool~ -This shallow pool of clear, still water was revealed when a section of the -tunnel wall caved in. To the north you see you see an empty room and to the -east you see wine storage. -~ -0 4 1 -D0 -~ -~ -0 0 31947 -D1 -~ -~ -0 0 31949 -S -#31951 -Arched Chamber~ -This room stands about twenty-five foot tall. Four large columns support the -ceiling. To the north you see an empty room and to the south you see the -den of the harpy. -~ -0 4 1 -D0 -~ -~ -0 0 31949 -D2 -~ -~ -0 0 31952 -S -#31952 -Den of the Harpy~ -Just like the arched chamber, this room stands about twenty-five foot tall. -It also has four columns, but this time they are connected to each other to -make perches. To the north you see the arched entrance. -~ -0 4 1 -D0 -~ -~ -0 0 31951 -S -#31953 -Bottom of the Staircase~ -This is the bottom of the staircase leading to the lower level of the dungeon. -To the norht you see a mud cavern and up you see the top of the staircase. -~ -0 4 1 -D0 -~ -~ -0 0 31954 -D4 -~ -~ -0 0 31946 -S -#31954 -Mud Cavern~ -Two large columns support the roof in this large room and the floor is covered -in mud. To the east you see another treasure room. to the south you see a -spider's lair, and to the north you see a giant centipede colony. -~ -0 4 1 -D0 -~ -~ -0 0 31957 -D1 -~ -~ -0 0 31956 -D2 -~ -~ -0 0 31953 -D3 -~ -~ -0 0 31955 -S -#31955 -Huge Spider's Lair~ -This appears at first glance to be nothing more than empty, dirt-walled room. -You wil find out otherwise soon. To the north you see an empty cave and to -the east you see the mud cavern. -~ -0 4 1 -D0 -~ -~ -0 0 31958 -D1 -~ -~ -0 0 31954 -S -#31956 -Second Treasure Room~ -This large room is filled with a pool of murky brown water. Oh well, so much -for getting that treasure. To the south you see the chamber of the dead and to -the west you see the mud cavern. -~ -0 4 1 -D0 -~ -~ -0 0 31969 -D3 -~ -~ -0 0 31954 -S -#31957 -Giant Centipede Colony~ -There is nothing of interest in this room. All you see is mud. To the south -you see the mud cavern. -~ -0 4 1 -D2 -~ -~ -0 0 31954 -S -#31958 -Empty Cave~ -The walls of this cave drip and glisten with moisture, but the area is -apparently empty. To the north you see another empty cave and to the south -you see the huge spider lair. -~ -0 4 1 -D0 -~ -~ -0 0 31959 -D2 -~ -~ -0 0 31955 -S -#31959 -Empty Cave~ -The walls of this cave drip and glisten with moisture, but the area is -apparently empty. To the north you see a troglodyte lair and to the south -you see the other empty cave. -~ -0 4 1 -D0 -~ -~ -0 0 31960 -D2 -~ -~ -0 0 31958 -S -#31960 -Troglodyte Lair~ -The room is decorated with a few crude wooden furnishings. To the east you see -the troglodyte hatchery and to the south you see and empty cave. -~ -0 4 1 -D1 -~ -~ -0 0 31961 -D2 -~ -~ -0 0 31959 -S -#31961 -Troglodyte Hatchery~ -This chamber contains nearly one thousand troglodyte eggs, with a few of them -beginning to crack open. None of the little monsters has totally emerged from -its shell yet, but obviously they will be swarming forth in a short time. To -the west you see the troglodyte lair and to the north you see the mudviper -hatchery. -~ -0 4 1 -D3 -~ -~ -0 0 31960 -D0 -~ -~ -0 0 31962 -S -#31962 -Mudviper Hatchery~ -This room contains several thousand poisonous snake eggs, and quite a few of -these have broken to reveal their squiggly contents. To the north you see -bonesnapper's lair and to the south you see the troglodyte hatchery. -~ -0 4 1 -D0 -~ -~ -0 0 31963 -D2 -~ -~ -0 0 31961 -S -#31963 -Bonesnapper's Lair~ -Several disturbingly human bones are scattered about, and fout jaw bones have -been driven into the dirt walls of the chamber. To the east you see the throne -room and to the south you see the mudviper hatchery. -~ -0 4 1 -D1 -~ -~ -0 0 31964 -D2 -~ -~ -0 0 31962 -S -#31964 -Throne Room~ -This room is lit by a ghostly green gloem emanating from the eight columns -supporting the vaulted ceiling. To the west you see the bonesnapper's lair -and to the south you see the altar of evil. -~ -0 4 1 -D2 -~ -~ -0 0 31965 -D3 -~ -~ -0 0 31963 -S -#31965 -Altar of Evil~ -This is a long room whose walls are covered by wooden panels. At the far end -is a raised wooden dais with an altar supporting a statue of the reptile god. -To the west you see a mud trap and to the south you see the zombie factory. -~ -0 4 1 -D2 -~ -~ -0 0 31967 -D3 -~ -~ -0 0 31966 -S -#31966 -Mud Trap~ -This is a dank and dingy chamber containing nothing but a raised wooden -platform. To the east you see the altar of evil and to the south you see the -cells of the damned. -~ -0 4 1 -D1 -~ -~ -0 0 31965 -D2 -~ -~ -0 0 31968 -S -#31967 -Zombie Factory~ -This room is bare, except for five wooden benches about three foot off the -floor. To the north you see the altar of evil, to the south you see the -chamber of the dead, and to the west you see the cells of the damned. -~ -0 4 1 -D0 -~ -~ -0 0 31965 -D2 -~ -~ -0 0 31969 -D3 -~ -~ -0 0 31968 -S -#31968 -Cells of the Damned~ -There is nothing in this room but a small wooden bench. This is what the -prisoners must sleep on. To the north you see the mud trap and to the east -you see the chamber of the dead. -~ -0 4 1 -D0 -~ -~ -0 0 31966 -D1 -~ -~ -0 0 31967 -S -#31969 -Chamber of the Dead~ -There are no furnishings in this room. None at all. To the north you see the -zombie factory and to the south you see the second treasure chamber. -~ -0 4 1 -D0 -~ -~ -0 0 31967 -D2 -~ -~ -0 0 31956 -S -#0 - - -#RESETS -M 0 31800 1 31802 -E 0 31800 0 5 -E 0 31801 0 8 -M 0 31801 1 31804 -E 0 31802 0 5 -E 0 31803 0 11 -E 0 31804 0 16 -E 0 31805 0 17 -M 0 31802 1 31804 -E 0 31806 0 5 -E 0 31807 0 16 -E 0 31808 0 17 -E 0 31803 0 11 -M 0 31803 1 31804 -E 0 31809 0 11 -E 0 31808 0 16 -E 0 31805 0 17 -M 0 31804 1 31805 -G 0 31810 0 -M 0 31844 1 31808 -M 0 31845 1 31809 -M 0 31846 1 31811 -E 0 31850 0 16 -O 0 31857 0 31817 -O 0 31858 0 31817 -O 0 31851 0 31821 -O 0 31852 0 31821 -O 0 31853 0 31821 -O 0 31854 0 31821 -O 0 31855 0 31821 -M 0 31847 1 31828 -E 0 31856 0 12 -M 0 31848 5 31833 -M 0 31848 5 31833 -M 0 31848 5 31833 -M 0 31848 5 31833 -M 0 31848 5 31833 -M 0 31842 1 31837 -E 0 31840 0 1 -E 0 31841 0 16 -G 0 31842 0 -G 0 31843 0 -M 0 31843 1 31837 -M 0 31839 1 31838 -G 0 31846 0 -G 0 31847 0 -G 0 31848 0 -G 0 31849 0 -M 0 31840 1 31838 -E 0 31838 0 17 -M 0 31837 1 31859 -E 0 31836 0 5 -E 0 31837 0 16 -E 0 31803 0 11 -M 0 31838 1 31859 -E 0 31806 0 5 -E 0 31804 0 16 -E 0 31803 0 11 -E 0 31807 0 17 -M 0 31805 1 31862 -G 0 31811 0 -M 0 31806 1 31864 -G 0 31812 0 -G 0 31813 0 -G 0 31814 0 -G 0 31815 0 -M 0 31807 1 31864 -E 0 31816 0 5 -E 0 31805 0 11 -E 0 31804 0 16 -M 0 31808 1 31864 -E 0 31816 0 5 -E 0 31804 0 16 -M 0 31815 1 31866 -G 0 31860 0 -G 0 31859 0 -M 0 31816 1 31866 -M 0 31817 1 31866 -M 0 31809 1 31867 -G 0 31818 100 -M 0 31812 1 31870 -E 0 31823 0 5 -E 0 31809 0 11 -E 0 31821 0 16 -M 0 31813 1 31870 -E 0 31802 0 5 -E 0 31803 0 11 -E 0 31824 0 16 -M 0 31841 1 31871 -G 0 31839 0 -M 0 31832 1 31873 -E 0 31834 0 1 -E 0 31835 0 2 -M 0 31833 1 31874 -M 0 31834 1 31874 -M 0 31835 1 31874 -M 0 31836 1 31874 -M 0 31810 1 31876 -E 0 31819 0 5 -E 0 31803 0 11 -E 0 31804 0 16 -E 0 31820 0 17 -G 0 31822 0 -M 0 31811 1 31876 -E 0 31816 0 5 -E 0 31808 0 16 -E 0 31820 0 17 -M 0 31818 1 31878 -E 0 31828 0 5 -E 0 31829 0 8 -M 0 31819 1 31878 -M 0 31814 1 31879 -G 0 31825 0 -M 0 31822 1 31881 -E 0 31831 0 16 -M 0 31823 1 31881 -E 0 31833 0 5 -M 0 31824 1 31881 -M 0 31825 1 31881 -M 0 31820 1 31883 -E 0 31830 0 16 -M 0 31821 1 31883 -E 0 31833 0 5 -M 0 31826 1 31884 -M 0 31827 1 31887 -M 0 31828 1 31887 -M 0 31829 1 31888 -M 0 31830 1 31888 -M 0 31831 1 31888 -M 0 31849 1 31891 -M 0 31850 1 31891 -E 0 31861 0 16 -M 0 31851 1 31893 -E 0 31862 0 1 -E 0 31863 0 3 -E 0 31864 0 5 -E 0 31865 0 11 -E 0 31866 0 16 -M 0 31852 3 31903 -M 0 31852 3 31905 -M 0 31852 3 31907 -M 0 31857 1 31913 -M 0 31855 1 31914 -E 0 31865 0 11 -E 0 31866 0 16 -E 0 31867 0 5 -M 0 31856 1 31917 -M 0 31858 1 31918 -M 0 31859 1 31918 -E 0 31868 0 16 -E 0 31869 0 3 -M 0 31853 3 31919 -M 0 31853 3 31919 -M 0 31853 3 31919 -M 0 31854 3 31920 -M 0 31854 3 31920 -M 0 31854 3 31920 -M 0 31861 2 31922 -M 0 31862 3 31922 -M 0 31870 2 31923 -M 0 31870 2 31923 -M 0 31866 3 31924 -M 0 31866 3 31924 -M 0 31866 3 31924 -M 0 31860 1 31925 -M 0 31861 2 31926 -O 0 31870 100 31926 -O 0 31871 100 31926 -O 0 31872 100 31926 -O 0 31873 100 31926 -O 0 31874 100 31926 -M 0 31862 3 31927 -M 0 31867 3 31928 -M 0 31867 3 31928 -M 0 31871 1 31928 -M 0 31862 3 31929 -M 0 31872 4 31929 -M 0 31872 4 31929 -M 0 31872 4 31931 -M 0 31872 4 31931 -M 0 31873 2 31932 -M 0 31873 2 31932 -M 0 31869 3 31935 -M 0 31869 3 31935 -M 0 31869 3 31935 -M 0 31868 3 31936 -M 0 31868 3 31936 -M 0 31868 3 31936 -M 0 31874 1 31937 -E 0 31875 0 5 -E 0 31876 0 11 -E 0 31877 0 16 -M 0 31875 1 31938 -E 0 31878 0 5 -E 0 31879 0 11 -E 0 31880 0 16 -M 0 31876 1 31939 -E 0 31878 0 5 -E 0 31879 0 11 -E 0 31881 0 16 -M 0 31863 1 31940 -M 0 31877 1 31940 -M 0 31879 1 31941 -M 0 31864 5 31943 -E 0 31882 0 16 -M 0 31864 5 31944 -E 0 31882 0 16 -M 0 31864 4 31945 -E 0 31882 0 16 -M 0 31878 1 31952 -M 0 31880 1 31955 -M 0 31885 3 31957 -M 0 31885 3 31957 -M 0 31885 3 31957 -M 0 31864 5 31960 -E 0 31882 0 16 -M 0 31864 5 31960 -E 0 31882 0 16 -M 0 31887 1 31963 -M 0 31888 1 31964 -M 0 31865 1 31965 -M 0 31883 1 31965 -E 0 31883 0 5 -E 0 31884 0 16 -M 0 31884 1 31965 -M 0 31886 3 31967 -M 0 31886 3 31967 -M 0 31886 3 31967 -M 0 31882 1 31968 -M 0 31881 1 31969 -S - - -#SHOPS - 31806 8 0 0 0 0 115 75 0 23 ; Lu Laksah - 31815 1 5 0 0 0 115 75 0 23 ; the storekeeper - 31839 19 17 0 0 0 115 75 0 23 ; Elba Crall -0 - - -#REPAIRS -0 - - -#SPECIALS -M 31842 spec_cast_mage -M 31851 spec_cast_cleric -M 31855 spec_cast_cleric -M 31883 spec_cast_mage -M 31888 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/lanfear.are b/data/realm/areas_smaug1.4a/lanfear.are deleted file mode 100644 index 46a3a3b..0000000 --- a/data/realm/areas_smaug1.4a/lanfear.are +++ /dev/null @@ -1,5906 +0,0 @@ -#AREA Lanfear~ - -#VERSION 1 - -#AUTHOR Reardon~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#15000 -charla shopkeeper~ -Charla~ -Charla is here to help you make your purchases. -~ -Charla, a beautiful, ex-langerie model, is here to help you pick out the most -fitting langerie for any occasion. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 2 -#15001 -marguarita shopkeeper~ -Marguarita~ -Marguarita is here to help you with your purchases. -~ -A beautiful young woman, with brown hair and eyes, Maguarita is here to help -you with your langerie choices. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 2 -#15002 -dorie shopkeeper~ -Dorie~ -Dorie is here waiting to help you with your shopping selctions. -~ -A pretty young woman with a thick southern accent ,Dorrie is here to help you -with your shopping. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 2 -#15003 -serge shopkeeper~ -Serge~ -Serge is here to help you plan your wedding. -~ -Serge is a short,thin man with a happy smile and a twinkle in his eye. He loves -making wedding dreams happen. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 1 -#15004 -shopkeeper hormel~ -Hormel~ -Hormel is here is here stirring a can of chili with a wand. -~ -Hormel is a hefty mage, who has relegated himself to sitting in a nice -stuffed chair all day eating chili and performing parlor tricks while -he plays the middleman for the mages and the townsfolk. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 1 -#15005 -toymaiden~ -Toymaiden~ -The Toymaiden is here waiting to sell you some nice toys. -~ -A tall slender woman with bright red hair and glowing pink cheeks over a -smile that seems to go from ear to ear. -~ -2359363 8 0 S -60 0 0 50d10+9500 8d6+28 -0 0 -112 112 1 -#15006 -goddess statue~ -the Statue of the Goddess~ -The Statue of the Goddess of your guild stands here radiating light. -~ -You are amazed at the beauty of the goddess statue, with features so -perfect they could never be equalled by a mortal. Her expression is -austere yet filled with warmth, and you know you will do your best to -never fail her. -~ -136380483 33554620 0 S -120 0 0 50d10+10000 10d10+10 -100000 0 -112 112 2 -#15007 -redbeard dwarf~ -Redbeard the Dwarf~ -Redbeard the Dwarf is here guarding the guild from outsiders. -~ -Redbeard is a stocky little dwarf, who is so think with muscle he is -almost as wide as he is tall. He sits with his back to the wall dozing -off, but never with his giant battle-axe far from the reach of his hand. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 1 -#15008 -snatchy thief~ -Snatchy the Thief~ -Snatchy the Thief is here picking your pocket as you enter the guild. -~ -Snatchy is one of the upcoming master thieves of the clan, relegated to -guard duty for not turning over a share of his take to the guild after -relieving a small child selling lemonade of her profits. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 1 -#15009 -gretch gnome~ -Gretch the Gnome~ -Gretch the Gnome is here guarding the cathedral from the heathens. -~ -Gretch is a typical gnome, small and wiry with a proficience of body -hair. He stands here in the traditional white robe of the Clerics, -practicing healing spells while keeping an eye out for heathens. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 1 -#15010 -amberle~ -Amberle~ -Amberle the Sorceress is here creating illusions to scare away intruders. -~ -Amberle is here moving here hands about in odd patterns and whispering -strange words as she creates illsuions to scare any brave prowlers from -getting too close to the tower. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 2 -#15011 -jhessail~ -Jhessail~ -Jhessail is here reciting the code of valor as she watches over the guild. -~ -Jhessail is a strikingly beautiful woman, with a hardened look about her -and eyes betraying a will of iron. You would not want to cross this -woman. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 2 -#15012 -hiato samurai~ -Hiato the Samurai~ -Hiato the Samurai is here sitting indian-style before the door meditating. -~ -Hiato is one of most courageous and most powerful samurai in all of the -guild. His reputation in battle is well-known amongst the members, and -few would are challenge him in combat. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 1 -#15013 -kane shaolin priest~ -Kane the Shaolin Priest~ -Kane, the Shaolin Priest, is here preparing food while guarding the guild. -~ -Kane is a wizened old fellow, who nods to you as you enter the room. He -seems to be a decent enough guy, but it is awful irritating to talk to -him as he pauses after almost every word and always speaks in metaphors. -~ -2621507 40 800 S -30 10 0 1d1+999 11d4+10 -2000 0 -112 112 1 -#15014 -guild master~ -guild master~ -Your guild master is here ready to help you prepare for more adventuring. -~ -The guild master is a busy person, and would most likely be quite thankful -if you told him your business and moved on so he could continue working -on his daily clan duties. -~ -2622979 40 1000 S -36 0 0 1d1+999 3d8+24 -0 0 -112 112 0 -#15015 -captain eager~ -Captain Eager~ -Captain Eager of the Lanfear Police Corps is staring at you angrily. -~ -Captain Eager, while on the good side of the law, looks to be a dangerous -man indeed. Criminals throughout Lanfear dread few things, but a -confrontation with Captain Eager is definitely high on that list. -~ -524327 8 1000 S -17 4 0 15d16+190 1d1+199 -500 0 -112 112 1 -#15016 -sergeant mcswain~ -Sergeant McSwain~ -Sergeant McSwain is here busily shuffling through paperwork. -~ -Sergeant McSwain is a large man, his uniform appearing on the verge of -bursting as it attempts to contain his giant body. He doesnt't seem -to be pleased at your interruption of his duty. -~ -524327 8 1000 S -15 3 0 15d16+150 1d1+199 -200 0 -112 112 1 -#15017 -warden kogar~ -Warden Kogar~ -Warden Kogar is here supervising the beatings of the prisoners. -~ -Warden Kogar is a gaunt little woman, who takes pleasure in her control -over violent felons which she would never have outside the walls of -this prison. -~ -524327 8 1000 S -12 6 0 5d6+80 1d1+199 -600 0 -112 112 2 -#15018 -police officer~ -a police officer~ -An officer of the Lanfear Police Corps is here maintaining the peace. -~ -The officer looks smiles at you as you walk by, content to leave even -dangerous looking adventurers as yourself alone just as long as you -don't cause any trouble. -~ -524357 0 1000 S -15 3 0 15d15+175 2d8+18 -200 0 -112 112 1 -#15019 -police officer~ -a police officer~ -An officer of the Lanfear Police Corps is here maintaining the peace. -~ -The officer looks smiles at you as you walk by, content to leave even -dangerous looking adventurers as yourself alone just as long as you -don't cause any trouble. -~ -524357 0 1000 S -15 3 0 15d15+175 2d8+18 -200 0 -112 112 2 -#15020 -kins knight marshal~ -Kins, Knight-Marshal of Lanfear~ -Kins, Knight-Marshal of Lanfear, is here guarding the palace. -~ -Kins is one of the hugest women you have ever seen, standing well over -7 feet tall and as wide as an oak tree. Every inch of her body is -solid muscle, and you are not fooled by the customary palace uniform -into thinking this is a woman you could get away with taunting. -~ -2883651 36175932 1000 S -120 20 0 50d50+10000 20d10+20 -10000 0 -112 112 2 -#15021 -court page~ -a court page~ -A court page runs by, carrying messages throughout the island. -~ -The court page is a young boy, no older than 16, who runs by quickly -in an effort to deliver messages as fast as possible, hoping to -earn the gratitude of someone in the court who could arrange for a -promotion. -~ -1048769 0 100 S -6 0 0 1d6+60 1d4+0 -0 0 -112 112 2 -#15022 -court page~ -a court page~ -A court page runs by, carrying messages throughout the island. -~ -The court page is a young girl, no older than 16, who runs by quickly -in an effort to deliver messages as fast as possible, hoping to -earn the gratitude of someone in the court who could arrange for a -promotion. -~ -1048769 0 100 S -6 0 0 1d6+60 1d4+0 -0 0 -112 112 2 -#15023 -lord lanfear~ -a lord of Lanfear~ -A lord of Lanfear is here walking his pet llama. -~ -The lord is a handsome man, enjoying his time off from work and taking -a leisurely stroll in the sun. He smiles at you as you walk by, then -continues on his way. -~ -1048769 0 100 S -8 0 0 1d6+100 1d4+0 -0 0 -112 112 2 -#15024 -lady lanfear~ -a lady of Lanfear~ -A lady of Lanfear is here in her best sunday dress. -~ -The citizen is a nice looking woman, wearing a long dress and elbow -length gloves. She gives you a big smile, then continues down the -street on her way to the local shopping area. -~ -1048769 0 100 S -8 0 0 1d6+100 1d4+0 -0 0 -112 112 2 -#15025 -healer mccoy~ -Dr. McCoy~ -Dr. McCoy exclaims 'Damnit, I'm a doctor, not a fire hydrant!' -~ -Dr. McCoy stands here dealing out speedy check-ups for a high price. -He seems extremely annoyed that you have gone and gotten yourself plagued -yet again as he gives you yet another shot. -~ -69271555 168 1000 S -120 0 0 50d10+9500 8d6+28 -0 0 -112 112 1 -#15026 -sebastian pharmacist~ -Sebastian the Pharmacist~ -Sebastian is here filling your prescriptions in under an hour. -~ -Sebastian is a frail little man, who almost annoying handles his pills -with a ridiculous amount of caution. He slowly counts off the same -bunch of pills 3 times before dropping them in a bottle, making sure -there isnt one too many or one too few. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15027 -black jack mulligan~ -Black Jack Mulligan~ -Black Jack Mulligan looks you over warily with his one eye. -~ -Mulligan is a retired thief, who is spending his latter years as the -go-between for the public and their recently stolen items. For a high -price, people are able to reclaim those objects lost which have a high -senitmental or personal value. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15028 -radagast pet shop worker~ -Radagast~ -Radagast is here making the animals do tricks for their food. -~ -Radagast is a elderly man, who has a silly tendecy to make the animals do -all sorts of tricks for their food. From beneath his red robes he pulls -out a large leg of mutton, which he holds above a tiger's head making it -jump into the air to grab it. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15029 -armourer~ -the Armourer~ -The Village Armourer sits here busily shining his wares. -~ -The Armourer is a muscular man who has spent his life at a craft reliant -on stamina and tireless use of muscle. He is known throughout the nearby -lands as the best armourer around, offering a vast assortment of fine -goods at a reasonable price. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15030 -dolgan smith~ -Dolgan the Weapon Smith~ -Dolgan steps through a curtain into the room and winks at you happily. -~ -Dolgan is the perfect dwarf, which a weathered craggy face, thick broad -shoulders, and a long red neatly-trimmed beard which spills from his -chin. He claps his hands abruptly, sending a cloud of soot into the air, -then smiles at you in a helpful manner. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15031 -magellan map shop worker~ -Magellan the Master Mapsmith~ -Magellan the Master Mapsmith is here spinning a globe on his finger. -~ -Magellan is one of the most famous adventurers in all of Lanfear, said -to have travelled to lands so foreign none but he have ever layed eyes -on them. His adventures lent him a great knowledge of geography, which -he uses to keep himself in a comfortable lifestyle in his days of retirement. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15032 -todd boat worker~ -Todd the Shipwright~ -Todd, the "Shipwright", thinks making surfboards is totally rad. -~ -Todd is a cute guy, with curly blonde hair and bright blue eyes. And yes, -he probably has the best tan in all of Lanfear. But beyond that, he is -one annoying guy, every other word coming out of his mouth being 'dude' -or 'like'. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15033 -crown jeweler brother~ -the Crown brother~ -One of the Crown brothers is here watching nervously for thieves. -~ -The Crown brother sits on a wide stool behind a display case, smiling -at customers as they walk by but always with one eye surveying the room. -He wipes his forhead continously with a handkerchief, and seems sadly -on the verge of a nervous breakdown. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15034 -Candy coffee shop worker~ -Candy~ -Candy is here giggling as she shovels coffee into small bags. -~ -Candy is a rather attractive girl, and this is not hidden by the uniform -her employer has provided, consisting of a rather tight white t-shirt and -a skirt. She walks around acting as if she doesn't know the eyes of -every guy in the room are on her. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 2 -#15035 -mel deli worker~ -Mel the Delimaster~ -Mel the Delimaster is here flexing beneath his tight jerkin. -~ -Mel is a tall handsome man, who fills the room with a booming laugh as -he hears the punchline to a woman's joke. Many of the women in town -call him the most eligible bachelor in all of Lanfear. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15036 -beren clothes worker clothier~ -Beren the Clothier~ -Beren sees you and exclaims 'Oh boy, a hijacking is all we need!'. -~ -Beren is one of the mysterious race of half-human half-ape people who -come from a land far over the sea to the west. He has managed to earn -citizenship as a citizen of Lanfear through his masterful tailoring skills. -However, more than one royalty has complained about the smell of his -foul self-made cigars. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 1 -#15037 -roxia flower worker florist~ -Roxia the Florist~ -Roxia is here happily making beautiful flower arrangements. -~ -Roxia is a pleasant looking woman, but you are not fooled by that wig -for an insant. Above her black eyes and eyebrows, he long blonde hair -falls to her waist, making her look silly if anything. -~ -2097155 0 900 S -23 0 0 1d1+999 1d8+20 -50000 0 -112 112 2 -#15038 -travelling adventurer~ -a travelling adventurer~ -A weary adventurer strolls down the street looking for an inn. -~ -The adventurer looks very tired, and maybe a little intoxicated after -a long night of drinking ale and singing songs. -~ -1048769 0 100 S -7 0 0 1d6+100 1d4+0 -0 0 -112 112 2 -#15039 -Tom store keeper~ -Tom the store keeper~ -Tom the store keeper is here ready to sell you some things to help -you on your adventures. -~ -The store keeper is a young man in his middle twenties. He has long blond -hair, sapphire blue eyes and lightly tanned skin. He is a very friendly -looking man, eager to help you however he can. -~ -2097155 0 1000 S -70 50 0 50d20+9000 10d10+30 -0 0 -112 112 1 -#15040 -lanfear national guardsman~ -the Lanfear national guardsman~ -A Lanfear National Guardsman is here protecting the island from invaders. -~ -The Guardsman is a strong and experienced fighter, who served many years -in the border wars before returning to the island and taking on this -highly respectable job with the Lanfear National Guard. -~ -524291 0 1000 S -15 3 0 15d16+160 2d4+4 -150 0 -112 112 1 -#15041 -lanfear national guardswoman~ -the Lanfear national guardswoman~ -A Lanfear National Guardswoman is here protecting the island from invaders. -~ -The Guardswoman is a strong and experienced fighter, who served many years -in the border wars before returning to the island and taking on this -highly respectable job with the Lanfear National Guard. -~ -524291 0 1000 S -15 3 0 15d16+160 2d4+4 -150 0 -112 112 2 -#15042 -beagle pet~ -the beagle~ -A small loyal beagle licks your leg. -~ -The beagle is a cute little puppy who will do its best to protect you. -~ -1048579 0 400 S -1 2 0 3d12+60 1d6+0 -0 0 -112 112 3 -#15043 -fox pet~ -the fox~ -A small red fox scurries about at your feet. -~ -The fox is a cute little animal who will do its best to protect you. -~ -1048579 32 400 S -3 2 0 4d6+25 1d6+0 -0 0 -112 112 3 -#15044 -spitz pet~ -the spitz~ -A small muscular spitz bares its teeth at you. -~ -The spitz is a fierce fighter who will protect its master with its life. -~ -1048579 32 400 S -5 3 0 3d12+50 1d6+0 -0 0 -112 112 3 -#15045 -giraffe pet~ -the giraffe~ -A giraffe is here eating a tree. -~ -The giraffe isnt a very good fighter, but its neck is a fun slide. -~ -1048579 32 400 S -7 3 0 6d10+60 2d4+1 -0 0 -112 112 3 -#15046 -parrot pet~ -the parrot~ -A red-feathered parrot is here repeating everything you say. -~ -The parrot is a loyal enough creature, but you shouldnt count on it to -help much in a fight. -~ -1048579 32 0 S -9 3 0 6d10+80 2d5+1 -0 0 -112 112 3 -#15047 -baby elephant pet~ -the baby elephant~ -A baby elephant spits water at you through its trunk. -~ -The baby elephant is not fast, but very sturdy in combat, always placing -itself between you and danger. -~ -1048579 32 0 S -10 4 0 6d10+100 2d5+5 -0 0 -112 112 3 -#15048 -guard~ -portal guard~ -The portal guard is here showing you to your destiny. -~ -The portal guard, skinny little man, with big glasses is here helping -you get to your Clan home. -~ -2621443 40 800 S -60 10 0 1d1+9999 1d4+10 -2000 0 -112 112 1 -#15049 -Kevin Banker~ -Kevin the Banker~ -Kevin the Banker is here waiting to take all your money. -~ -~ -2752515 33554988 1000 S -60 27 0 50d10+9500 18d6+28 -0 0 -112 112 2 -#15050 -violent felon~ -a violent felon~ -A violent felon is here eyeing you coldly. -~ -The felon is undernourished and sickly looking, obviously a result of -Warden Kogar's sytem of distributing justice. -~ -195 0 -800 S -12 0 0 10d10+20 2d2+2 -10 0 -112 112 0 -#0 - - -#OBJECTS -#15000 -silk tigger boxers~ -silk Tigger Boxers~ -Lying here is a pair of rumpled boxers with tigger on them.~ -~ -9 0 1 -0 0 0 0 -3 35 3 -#15001 -red plaid flannel boxers~ -red Plaid Flannel Boxers~ -Lying here is a pair of rumpled red plaid flannel boxers.~ -~ -9 0 1 -0 0 0 0 -3 15 1 -#15002 -blue silk boxers~ -blue Silk Boxers~ -A pair of rumpledd blue silk boxers lies here.~ -~ -9 0 1 -0 0 0 0 -3 26 2 -#15003 -blue plaid flannel boxers~ -blue Plaid Flannel Boxers~ -A soft pair of blue plaid flannel boxers has benn discarded here.~ -~ -9 0 1 -0 0 0 0 -3 15 1 -#15004 -black silk boxers~ -black Silk Boxers~ -A pair of rumpled black silk boxers lies here.~ -~ -9 0 1 -0 0 0 0 -3 26 2 -#15005 -silk valentine boxers~ -silk Valentine Boxers~ -A pair of white silk boxers with red hearts all over them lies here.~ -~ -9 0 1 -0 0 0 0 -3 26 2 -#15006 -green plaid flannel boxers~ -green Plaid Flannel Boxers~ -A pair of green plaid flannel boxers with Mickey Mouse embroidered on them is -here.~ -~ -9 0 1 -0 0 0 0 -3 23 2 -#15007 -black velvet bodysuit~ -black Flocked Velvet Bodysuit~ -A beautiful Black flocked velvet bodysuit with a lace up bodice is here.~ -~ -9 0 1 -0 0 0 0 -3 35 3 -#15008 -green jacquard gown~ -green Jacquard Gown~ -Lying here is a green jacquard gown with lace edging the neckline and a thigh -high side split.~ -~ -9 0 1 -0 0 0 0 -3 45 4 -#15009 -gold silk gown~ -gold Silk Charmeuse Gown~ -Lying here you see a gold, silk charmeuse gown with spaghetti straps and a -thigh high side split.~ -~ -9 0 1 -0 0 0 0 -3 45 4 -#15010 -black lace merrywidow~ -black Lace Merrywidow~ -Lying here you see a black lace and mesh merrywidow.~ -~ -9 0 1 -0 0 0 0 -3 35 3 -#15011 -red satin teddy~ -red Satin and Lace Teddy~ -Lying here you see a red satin and black lace teddy.~ -~ -9 0 1 -0 0 0 0 -3 25 2 -#15012 -purple teddy~ -purple Jacquard Teddy~ -Lying here is a pretty much see through purple jacquard teddy.~ -~ -9 0 1 -0 0 0 0 -3 27 2 -#15013 -red satin gown~ -red Satin Gown~ -Lying here you see a red satin full length gown with a thigh high side split.~ -~ -9 0 1 -0 0 0 0 -3 47 4 -#15014 -black bodystocking~ -black Lace Bodystocking~ -Lying here is a black lace bodystocking.~ -~ -9 0 1 -0 0 0 0 -3 23 2 -#15015 -sage silk gown~ -sage Silk Charmeuse Gown~ -Lying here is a sage colored silk gown with a thigh high side split.~ -~ -9 0 1 -0 0 0 0 -3 53 5 -#15016 -green teddy~ -green Velvet Teddy~ -Lying here is a green velvet teddy.~ -~ -9 0 1 -0 0 0 0 -3 27 2 -#15017 -white teddy~ -white Lace Teddy~ -Lying here is a white lace teddy.~ -~ -9 0 1 -0 0 0 0 -3 23 2 -#15018 -black teddy~ -black Lace Teddy~ -Lying here is a black lace teddy.~ -~ -9 0 1 -0 0 0 0 -3 23 2 -#15019 -potion see invis~ -a potion of invisible sight~ -A swirling potion sits on the ground evaporating.~ -~ -10 1 1 -25 -1 -1 -1 -5 400 40 -'detect invis' 'NONE' 'NONE' -#15020 -scroll recall~ -a scroll of recall~ -A scroll with magic runes upon it rolls about on the ground.~ -~ -2 2 1 -25 -1 -1 -1 -5 2000 200 -'NONE' 'NONE' 'NONE' -#15021 -scroll identify~ -a scroll of identify~ -A scroll with magic runes upon it flutters in the breeze.~ -~ -2 2 1 -25 -1 -1 -1 -5 2000 200 -'identify' 'NONE' 'NONE' -#15022 -mana potion~ -a potion of magical force~ -A potion sits upon the floor radiating power throughout the room.~ -~ -10 1 0 -30 -1 -1 -1 -5 3000 300 -'NONE' 'NONE' 'NONE' -#15023 -scroll cancellation~ -a scroll of cancellation~ -A scroll rolls along thr floor, cancelling all magic in its way.~ -~ -2 2 1 -25 -1 -1 -1 -5 2500 250 -'NONE' 'NONE' 'NONE' -#15024 -potion cure blindness~ -a potion of cure blindness~ -A bright white potion is here humming so the blind can find it.~ -~ -10 1 0 -35 -1 -1 -1 -5 2000 200 -'cure blindness' 'NONE' 'NONE' -#15025 -box~ -a box~ -Hey, look, someone left a box here!~ -~ -15 0 1 -50 1 0 0 -5 50 5 -#15026 -wool lined backpack~ -a backpack lined with wool~ -A backpack lined with a think layer of wool sits here.~ -~ -15 0 1 -100 1 0 0 -8 150 15 -#15027 -water skin~ -a water skin~ -A discarded water skin lies on the ground.~ -~ -17 0 1 -25 25 6 0 -10 25 2 -#15028 -lantern~ -a lantern~ -A small lantern is rusting away on the floor.~ -~ -1 1 1 -0 0 100 0 -5 30 3 -#15029 -torch~ -a torch~ -A long torch of dry pine stands embedded in the earth.~ -~ -1 1 1 -0 0 40 0 -3 15 1 -#15030 -cheese cake mara cheesecake~ -mara's special cheesecake~ -A slice of Mara's special cheesecake sits here looking delicious.~ -~ -19 0 1 -50 0 0 0 -2 100 10 -#15031 -rosemary rolls~ -a bag of rosemary rolls~ -A bag of fresh-baked rosemary rolls is here cooling off.~ -~ -19 0 1 -15 0 0 0 -4 20 2 -#15032 -cinnamon bread~ -a loaf of cinammon bread~ -A loaf of fresh-baked cinammon bread fills the room with its scent.~ -~ -19 0 1 -20 0 0 0 -3 30 3 -#15033 -crossiant~ -a croissant~ -A croissant is gathering dirt on the floor.~ -~ -19 0 1 -10 0 0 0 -1 5 0 -#15034 -turnip tart~ -a turnip tart~ -A turnip tart is here...yeah thats right, a turnip tart.~ -~ -19 0 1 -30 0 0 0 -5 28 2 -#15035 -chicken noodle soup~ -a bowl of chicken noodle soup~ -A bowl of chicken noodle soup is here cooling off.~ -~ -19 0 1 -15 0 0 0 -5 20 2 -#15036 -beef barley soup~ -a bowl of beef barley soup~ -A bowl of beef barley soup is here cooling off.~ -~ -19 0 1 -20 0 0 0 -5 30 3 -#15037 -wonton soup~ -a bowl of wonton soup~ -A bowl of oriental-style soup with large noodles sits here.~ -~ -19 0 1 -28 0 0 0 -5 45 4 -#15038 -5 alarm chili~ -a bowl of 5-alarm chili~ -YeeeeeeeeeeHawwww!!! That chili wasn't made in New York City!!!~ -~ -19 0 1 -45 0 0 0 -5 80 8 -#15039 -spam stew~ -a bowl of spam stew~ -SPAMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM!!!!! (stew)~ -~ -19 0 1 -30 0 0 0 -5 40 4 -#15040 -cafe latte~ -cafe latte~ -A steaming cup of cafe latte sits here.~ -~ -17 0 1 -25 25 12 0 -2 35 3 -#15041 -creme cocoa~ -creme cocoa~ -A steaming cup of creme cocoa sits here.~ -~ -17 0 1 -20 20 12 0 -2 25 2 -#15042 -plain mug of joe~ -plain mug of joe~ -A steaming cup of joe is cooling off on the ground.~ -~ -17 0 1 -15 15 12 0 -2 15 1 -#15043 -decaf double expresso~ -decaf double espresso~ -A large decaf double espresso is waiting to be sipped.~ -~ -17 0 1 -10 10 12 0 -2 15 1 -#15044 -vanilla mint coffee~ -vanilla mint coffee~ -A small coffee cup filed with vanilla mint coffee steams on the ground.~ -~ -17 0 1 -6 6 12 0 -2 10 1 -#15045 -wedding dress~ -white Jacquard Wedding Dress~ -A pile of white satin is here.~ -~ -11 0 1 -0 0 0 0 -1 1000 100 -#15046 -veil~ -white Lace Veil~ -A pile of white lace is here.~ -~ -11 0 1 -0 0 0 0 -1 45 4 -#15047 -lace garter~ -blue Lace Garter~ -A blue lace garter is here.~ -~ -11 0 1 -0 0 0 0 -1 20 2 -#15048 -gloves~ -white Satin Gloves~ -A pair of elegant gloves is here.~ -~ -11 0 1 -0 0 0 0 -1 25 2 -#15049 -heels~ -white Satin Heels~ -A pair of white satin heels is here.~ -~ -11 0 1 -0 0 0 0 -1 40 4 -#15050 -choker~ -white Lace and Pearl Choker~ -A scrap of lace with pearls dangling from it is here.~ -~ -8 0 1 -0 0 0 0 -1 150 15 -#15051 -bouquet~ -a Bouquet of Multi-Colored Roses~ -A bouquet has been dropped here.~ -~ -11 0 1 -0 0 0 0 -1 75 7 -#15052 -tuxedo~ -a Tuxedo~ -A tuxedo is here.~ -~ -11 0 1 -0 0 0 0 -1 200 20 -#15053 -tuxedo shirt~ -a White Tuxedo Shirt~ -A white tux shirt is here.~ -~ -11 0 1 -0 0 0 0 -1 50 5 -#15054 -tuxedo pants~ -black Tuxedo Pants~ -A pair of tux pants has been left here.~ -~ -11 0 1 -0 0 0 0 -1 75 7 -#15055 -tuxedo jacket~ -black Tuxedo Jacket~ -A rumpled tux jacket has been left here.~ -~ -11 0 1 -0 0 0 0 -1 125 12 -#15056 -tie~ -bow Tie~ -A bow tie is here.~ -~ -11 0 1 -0 0 0 0 -1 20 2 -#15057 -vest~ -a Light Grey Vest~ -A formal looking vest is here.~ -~ -11 0 1 -0 0 0 0 -1 45 4 -#15058 -cumberbund~ -a Cumberbund~ -A cumberbund has been left here.~ -~ -11 0 1 -0 0 0 0 -1 45 4 -#15059 -dress shoes~ -dress Shoes~ -A pair of dress shoes is here.~ -~ -11 0 1 -0 0 0 0 -1 50 5 -#15060 -cake~ -wedding Cake~ -A piece of wedding cake is here.~ -~ -19 0 1 -50 0 0 0 -1 100 10 -#15061 -Champagne glass~ -glass of Champagne~ -A glass of champagne is here.~ -~ -17 0 1 -50 50 2 0 -1 20 2 -#15062 -dress~ -satin Bridesmaid Dress~ -A bridesmaid dress is here.~ -~ -11 0 1 -0 0 0 0 -1 150 15 -#15063 -heels~ -satin Heels~ -A pair of satin heels is here.~ -~ -11 0 1 -0 0 0 0 -1 45 4 -#15064 -low cost wedding~ -low Cost Wedding~ -A box with everything you need for a wedding is here.~ -~ -15 0 1 -200 0 0 0 -1 1500 150 -#15065 -middle wedding~ -mid-Cost Wedding~ -A box with everything you need for a wedding in it is here.~ -~ -15 0 1 -350 0 0 0 -1 7500 750 -#15066 -extravagent wedding~ -extravagent Wedding~ -A box with everything you need for a wedding is here.~ -~ -15 0 1 -550 0 0 0 -1 15000 1500 -#15067 -map rome~ -a map of Rome~ -A rolled up map is here.~ -~ -28 0 1 -0 0 0 0 -1 1500 150 -E -map rome~ -. Map of Rome - Untangled by Auros - - NorthGate (See)--Clay--Clay--Clay--Sands - | (Below) | of - PeanutHeaven Bakery--NeroDr Abandoned Sorrow -Judging \ | Highway - Booth Noble's--Common | | - / Box Seats | ENTRANCE -Caesar's | | (From River) - Box z-->---Common | - / / Seats | Waiting -Common Practice--Race | | Room--Court -Seats \ | | | | | - | Joust | | Foyer Cells--Torture - | | | / Chamber - | East | General Capitol - | Entrance--NeroDr Store / - | | | | / East -Common FirstAid South Ticket Town--Clay--Clay--Gate--(SeeAbove) - Seats--Station---Entrance---Booth Square | - | | Aqueduct(MAZE) -Aband Dirt | | - Gate---Road---MainHighway---Paved---NeroDr--Observation - | | | | Platform -Sword Common--Outhouse +---Estate--NeroDr -Shop House | | | - | Slave Opulent South--Froboz Magic - Bedchamber Quarters House Gate Mage Shop :) - | [ZORK RULES] - V - RECALL -~ -#15068 -map new thalos~ -a map of New Thalos ~ -A rolled up map is here.~ -~ -28 0 1 -1 0 0 0 -1 2500 250 -E -map new thalos~ -. - * * * **************** New Thalos ***************** * * * - "Not Thalos or Old Thalos but New Thalos" - = = =============================================== = = - (C) ROM - This place is HUGE! by Ezra - - Plains - | -Northwest--West Casbah-------------North-----------------Casbah--------Northeast - Tower | Gate | Tower - Alley | | | - | Guard Sultan's | Library----Kali - Alley House Walk | Row - | | Dancing | | - Sultan's----Grand----Palace--Sultan's--Daemon | Dance-----Kali - Palace Entrance Gate Walk Inn | Hall Row - | | | - Guard | Bowyer--Guildsman's--Mason's - House | Guild Row Guild - High | | -Priest | Weaver--Guildsman's--Craftsman -Chamber Altar Sultan's Guild Row Guild - | | Walk | -Inside--Inside--Donation | Tanner--Guildsman's--Museum -Temple Temple Room | Guild Row of the - | | | | Greater -Cleric | | Guildsman's---Gods -Guild / | Row - / | | - Temple Ahkeem's Sultan's Vera's Guildsman's Mage - Gates Stuff Walk Veggies Row Tower - | Alley--Alley | | | | | - Temple | Market--Market--Market | Witch's Magic | - Square Alley Bank--Square Square Square--Butchery | Brew Shop | - | | | | | | | | | -West--West---West---West---Market--Center--Market---East--East--East--East--East -Gate Main Main Main Square Square Square Main Main Main Main Gate - | | | | | | | | - | Repair Alley Store--Market--Market--Market--Abdul's | Mercenary--Thieves - | Shop | Square Square Sqaure Armor | Guild Guild - | Alley--Alley | | | Alley -Warrior's Bread Medina Igor's Leather | Smuggler - Guild Stand | Weapons Shop---Alley--Alley---Inn - Medina / - Warehouse Shipwright | Forge Stables / Cass's Dump - | | | Common | | | | | - +-----West Ishtar Drive-----Square----+---East Ishtar Drive----+------+ - | | - Boat Ramp | - | South -===================Ishtar River====Bridge======================> To Dragon Sea - | - South - Gate -~ -#15069 -map dread~ -a map of the Castle Dread~ -Filled with holes and burn marks, you can barely read this map. -~ -~ -28 0 1 -1 0 0 0 -1 3500 350 -E -map dread~ -. - The City - - City Street - ----------------------------------------- N - | | W+E - |C C| S - |i i| - |t t| - |y See Below y| - | | | - |S | S| - |t | t| - |r Palace Gates r| - |e | e| - |e | e| - |t City Street t| - ------------------------------------------ - | - | - Guards Room-------Guards Room - | - | - Entrance - | -The Palace - ----------------------------------------Stables - | | | - | | | - |--room | room--| - | Throne area | - | | - |--room room--| - | | - | Prince Dungeon | - | \ / | - | Stairs Stairs | - | | | | - ---------------|----------------- - The Palace Gates - - -~ -#15070 -map gimp gimpville one~ -the first map of Gimpville~ -A mis-folded piece of paper is here.~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(Gimpville)~ -. - GimpVille Map 1 - -------------------- - On The Dark River - -~ -#15071 -map two 2 gimp gimpville~ -the second map of gimpville~ -A folded map has been dropped here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(Gimpville2)~ -. - - The Upper Deck - | - | - The Back Stage - | The Back Stage - | | - The Stage -- The Stage -- The Stage - | | | - | | | - The Stands -- Mosh Pit -- Mosh Pit -- Mosh Pit -- The Stands - | | | | | - | | | | | - The Stands -- Mosh Pit -- Mosh Pit -- Mosh Pit -- The Stands - | - | - Gimpville Arena - The Refreshment Stand - | - | - Look --- The End of Market Place ---- Big Y - at | - Gimp4 | -~ -#15072 -gimpville map 3 three gimp~ -the third map of Gimpville~ -A balled up map has been tossed here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(Gimpville3)~ -. - The Exit Room -- Doom Extension -- End of Extension - | - | - Near The - End - | - | - The Center - of The - Hanger - | - | - Another - Large - Room - | - A Room | The -- The Palace -- Ganon's - With A -- Doom Palace Lair - View | | - Look | | - at -- The -- The Backroom -- The Legend -- A -- The Hills - Map Arcade | of Zelda Field - 2 | - The -- Centipede -- The - Mushroom | Mushroom - Patch | Patch - | | | - | | | - The The The - Mushroom -- Mushroom -- Mushroom - Patch Patch Patch -~ -#15073 -gimp gimpville map 4 four~ -the fourth map of Gimpville~ -A rolled up map is here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(Gimpville4)~ -Gideon's - Fun Pawn shop - Boy's | - Apartment | The North -- The North - | | Theater Theater - | | | | -A A A Dark | | -Grave- Dark -- Alley --- The Crow | -Yard Street | | - | | | - | Hot Dog | -Church -- The Church Stand | - Roof | - | - | Look - The | at - Backroom | Map 2 - | | | - | A | | Look - The -- Store Gimpville __ The End of -- at - Basement | Cinemas Market Place Map 2 - | | | - Tarantio | | - Ave -- Aisle 1 -- A South Look - | | Theater at - | | | Map 2 - Coffee | | - Shop Aisle 2 -- The Back - Theater - -~ -#15074 -map elemental canyon~ -a map of Elemental Canyon~ -A map is rolled up on the ground.~ -~ -28 0 1 -1 0 0 0 -1 2000 200 -E -map Elemental Canyon~ -. ///Elemental Canyon\\\ - Mapped by Reardon - - - Lightning - Chamber - / - Electric----Electric---Lightning Floating---Floating---Windy-----Air - Playground Playground Causeway In Air In Air Tunnel Chamber - | | | | - Electric----Electric Floating---Floating - Playground Playground In Air In Air - | | - Electric--Mesa------------Mesa - Pathway West East - | | - Floor---Floor---Floor - | | - Fiery---Floor---Floor---Floor - Pathway | | - | Floor---Floor---Floor - Fire--Burning--Fiery | | | - Chamber Gardens Pathway Floor--Gateway--Floor--Dark--Darker---Darker - | Cave Caves Caves - | | | - Overlook | Darker---Darker - | \ | Caves Caves - Vista Entrance | | - / Darkest--Darkest--Earth - Blind Caves Caves Chamber - Curve - / - Mountainside - Tombs - / - Mountain - Path - / - *Mounatin - Path -~ -#15075 -first holo deck map~ -first Map of Holo Deck~ -A Map of Holo Deck is lying here.~ -~ -28 0 1 -1 0 0 0 -1 1000 100 -E -map~ -. - **************************** - Holo Decks - **************************** - - Map 1 - - Throne Tropical - Room Jungle - | | - Wemic - Tropical - Village Jungle - | | - Marshy - Tropical -- Dark - Grasslands Jungle Cave - | | | - Marshy - Tropical - Inside - Entrance - Grasslands Jungle Cave of a Cave -Cargo | - | Hallway -Hallway - Hallway | - | Hallway - Crews | - Mess Hallway - Look - | | At -Look - Hallway -------------- Hallway --------- Hallway Map 3 - at | | -Map2 Beverly Energize | Potion - Hills - Back Me Hallway 'R Us - Mansion Woods | | | - | Western - Central - Eastern - Outside Promenade Promenade Promenade - The - Reception | | - Bank | Honey's Hallway - Office Lounge | - Portal to Space - Western end => - Station Andromeda of Grassy - Fields - There is 1 Secret Entrance that you must find. -~ -#15076 -Second holo deck map~ -second Map of Holo Deck ~ -A map of Holo Decks is here.~ -~ -28 0 1 -1 0 0 0 -1 1000 100 -E -map(holodeck2)~ -. - ************************* - Holo Deck - ************************* - - Map 2 of 3 - - Parade - in - Parade in - Chicago Chicago - | - Office - Chicago - Street - | - House - Hallway - Hallway - | | - Yellow Hallway - Look at - Brick Map 1 - Road - Yellow - Brick - Road - | - Yellow Yellow - Brick - Brick - Road Road - | - Castle - | - Inside - Castle -~ -#15077 -third map holo deck~ -third map of holo decks~ -The map of the Holo Deck is lying here.~ -~ -28 0 1 -1 0 0 0 -1 1000 100 -E -map(holodeck3)~ -. - *************************** - Holo Deck - *************************** - - Map 3 - - - Living - Small - Room Den Laboratory - Reception - | | - | | - | City | - Entry - Hallway - Street -- Foyer - Way | - | Streets Streets Streets - | of -- Of ------ Of - | London London London - Look | | | - at - Hallway -- Hallway --- Hallway London Alleyway - Map 1 | | - | Outside Gambling - Prehistoric - Entrance a -- Room - Landscape Cave Saloon - | | - Swamp Tiger - Den - - -~ -#15078 -map music street~ -a map of Music Street~ -A tourist has dropped a wrinkled map here.~ -~ -28 0 1 -1 0 0 0 -1 1000 100 -E -map Music Street~ -. /////Music Street\\\\\ - A Reardon(tm) Production - Mapped by Reardon - - - stage - | - | - Killian's Rock Cafe - | - | - The Brass----Music----The----stage - Mug Street Hoss - | - | - Office--Xanadu--entry--Music---Shady---stage - Street Tavern - | - | - stage---Carmine's---Music---A Bar---stage - Street - | - | Small Small Small Small - | Alcove Alcove Alcove Alcove - Music | | | | - Dead-----Street---Dark----T.V.----T.V.----T.V.----T.V.----Small - End Square Alley Avenue Avenue Avenue Avenue Alcove - | | | | | - | Small Small Small Small - | Alcove Alcove Alcove Alcove - | - T-Shirt----Music----Spanky's---restrooms - Shop Street Pizza - | - | - stage-----City----Music----Disco----stage - Lights Street Dave's - | - | - Big------Big-----Music----Hammerjax----stage - Daddy's Daddy's Street - | | - Office---Bar | - | - *Foggy--------Music - Avenue Street - | - | - stage---Frankie's---Music----Stone - Patio Street Lounge - | - | - stage---Green-----Music-----Club----stage - Iguana Street Detroit - | - | - stage----Billy----Music----Masquerade's----stage - Bob's Street - | - | - stage---Arturo's---Music----Todd's - Street - | - | - Bart's -~ -#15079 -map mega city~ -a map of Mega City~ -A rolled up map is lying on the floor.~ -~ -28 0 1 -1 0 0 0 -1 2500 250 -E -map Mega City~ -. - ///Mega City\\\ - Mapped by Reardon - - *Entrance - | Vault - | | - Megway D - | | - Pustule | Stockroom - Palace---Intersection---Junket---Corner | - Cafe | Way | D - | | | - Megway Threep--D--Megger - | Lane Store - Rietzik's | | - Shuggy------Megway-----Davies----Threep - Hall | Alley Lane - | | - Bazza's-----Central---Max Jaffa---Corner - Home Plaza Boulevard | - | | - Nu | | - Phisog------Corner--Ed Hildreth--Corner - Parlor | Parkway - | - Megway - | - Ziggi | - Piggi's-----Megway----Harold Finkelbaum - Home | Construction Site - | - Brit-Cit One - Construction Site -~ -#15080 -map shire~ -a map of the Shire~ -A tramples map is fluttering around on the ground.~ -~ -28 0 1 -1 0 0 0 -1 500 50 -E -map the Shire~ -. ///The Shire\\\ - Mapped by Reardon - - The Lower Shire - --------------- - Bedroom---Bag End---Pantry Pantry - | \ \ - Coop | Lower Tunnel - | Delving Shire Halfling | - Barn Lane Hole---Tunnel - | | | Halfling - Gamgee Grassy---Delving--Shiriff Shiriff Post---|---Hole - Residence Field Lane Post Inn | - | | | / Watermill | Recall - Stony---Pig Pen Delving---Green/ / | / - Path Lane Dragon tunnel-------tunnel--tunnel - | - Brandywine General House - Bridge Store of Arms - | | | - Bywater Road |Bywater| Bend - Western--Grassy--Took---------------Shire----------------in--Shiriff--Thain's - End Field Hill | | |Entrance Road | Road Post Office - | Grocer's | | | | - | Delight | path Kid'n Bywater---Training - entry Shiriff | Keep Road Grounds - | Post path | - watermill | smial--Bywater--smial - | path Road - rear | - \ Ivy Bush - Lower - Shire -~ -#15081 -prom map prometheus's castle~ -a map of Prometheus's Castle~ -A dark map lies on the ground radiating with evil.~ -~ -28 0 1 -1 0 0 0 -1 2500 250 -E -map Prometheus's Castle~ -. ///Prometheus's Castle\\\ - Mapped by Reardon - - First Level - ----------- *entry - | - entryway - | - hallway---hallway---entrance hall---hallway---hallway - | | | - hallway stairs 2nd Level hallway - | / / | - hallway Lower staircase hallway - | Level | | - hallway---hallway------hallway------hallway---hallway - - Lower Level - ----------- 1st Level - / - Dungeon - Entrance - | - cell-!-hallway-!-cell - | - cell-!-hallway - | - cell-!-hallway-!-cell - | - cell - 2nd Level - -------- - hallway--------hallway------------landing----------hallway---------hallway - | / | - | 1st Level | - hallway Prom's hallway - | Parlor | - | Lord's | Lord's | - hallway-!-Room hallway Room-!-hallway - | Pyro's Flame's | Blaze's Torch's | - | Lady's Playhouse Room hallway Room Room Lady's | - hallway-!-Room ! ! | ! ! Room-!-hallway - | ---------------hallway--------------- | - | | | - hallway--------hallway------------hallway-----------hallway--------hallway - - -!- = Doorway -~ -#15082 -map one of two of dragon dungeon~ -map one of dragon dungeon~ -A map of the dragon dungeon is lying here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(dragon)~ -************************ - Dragon Dungeon - ************************ - - Map 1 - - Lair - | - Second Floor Narrow - / Passage - / | The The - Storage - The End of - Nursery - Entrance to - Great - Great - Lair - Room the Hallway Great Hall Hall Hall - / | Ends - Guardian's Hallway - Room | -Look | Hallway -at - Treasure | -Map Room The Foyer -2 | - The Tower - Gates - - - - Second Floor - | - The Court - Hall O'Pleasure - | - The Sanctum - The Court - The Library - | - The Court Ends - Bed Room -~ -#15083 -map 2 of 1 dragon dungeon~ -map two of Dragon Dungeon~ -A map of the dragon dungeon is lying here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(dragon2)~ -. ************************ - Dragon Dungeon - ************************ - - Map 2 - - - Look -Stairwell - The Crypt - Crypt - Entrace - Map 1 - \ Ends to the The End - \ Crypt | - \ The Lair Top of the - \ | The Foyer Mountain - \ A Cave Opening / / - \ | The End of Path Continues - Wine Cellar - Tunnel - the Tunnel / - | Cave opening - A Path - The | / - Bridge A Lair / - | / - A Small / - Opening / - | / - Clearing - / - A Well -~ -#15084 -map one of two of dragon tower~ -map one of Dragon Tower~ -A map of the dragon tower is lying here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(dragontower)~ -************************ - Dragon Tower - ************************ - - Map 1 - - Lair - | - Second Floor Narrow - / Passage - / | The The - Storage - The End of - Nursery - Entrance to - Great - Great - Lair - Room the Hallway Great Hall Hall Hall - / | Ends - Guardian's Hallway - Room | -Look | Hallway -at - Treasure | -Map Room The Foyer -2 | - The Tower - Gates - - - - Second Floor - | - The Court - Hall O'Pleasure - | - The Sanctum - The Court - The Library - | - The Court Ends - Bed Room -~ -#15085 -map 2 of dragon tower~ -map two of Dragon Tower~ -A map of the dragon tower is lying here~ -~ -28 0 1 -1 0 0 0 -1 1500 150 -E -map(dtower2)~ -************************ - Dragon Tower - ************************ - - Map 2 - - - Look -Stairwell - The Crypt - Crypt - Entrace - Map 1 - \ Ends to the The End - \ Crypt | - \ The Lair Top of the - \ | The Foyer Mountain - \ A Cave Opening / / - \ | The End of Path Continues - Wine Cellar - Tunnel - the Tunnel / - | Cave opening - A Path - The | / - Bridge A Lair / - | / - A Small / - Opening / - | / - Clearing - / - A Well -~ -#15086 -roses dozen~ -a dozen roses~ -A dozen long-stemmed roses are in a bouquet here.~ -~ -8 0 1 -0 0 0 0 -2 50 5 -#15087 -tulips bouquet~ -a bouquet of tulips~ -A large bouquet of red and yellow spring tulips are here.~ -~ -8 0 1 -0 0 0 0 -2 50 5 -#15088 -orchid white corsage~ -a white orchid corsage~ -A beautiful white orchid corsage is here.~ -~ -8 1 1 -0 0 0 0 -2 100 10 -#15089 -yellow rose boutoneer~ -a yellow rose boutoneer~ -A small yellow rose boutoneer looks very handsome here.~ -~ -8 1 1 -0 0 0 0 -2 100 10 -#15090 -space roses wellsau~ -space Roses from Wellsau~ -Oh look!!! It's space roses from Wellsau!!! For your sister perhaps??~ -~ -8 1 1 -0 0 0 0 -2 100 10 -#15091 -beer bottle~ -a bottle of Mudweiser beer~ -A bottle of Mudweiser beer is sitting here.~ -~ -17 0 1 -5 5 1 0 -2 10 1 -#15092 -turkey club~ -a turkey club~ -A delicious looking sandwich with turkey, cheese and bacon lies here.~ -~ -19 0 1 -15 0 0 0 -3 15 1 -#15093 -kielbasa~ -kielbasa~ -A thick piece of kielbasa is rolling around on the floor.~ -~ -19 0 1 -25 0 0 0 -5 30 3 -#15094 -bag sourdough rolls~ -a bag of sourdough rolls~ -A large bag filled with freshly-baked sourdough rolls is here cooling off.~ -~ -19 0 1 -20 0 0 0 -5 25 2 -#15095 -potato salad~ -a tub of potato salad~ -A large tub crammed full of potato salad sits here.~ -~ -19 0 1 -45 0 0 0 -10 60 6 -#15096 -iron visor~ -an iron visor~ -A helm of iron fitted with a visor lies here.~ -~ -9 0 1 -3 3 3 1 -8 100 10 -#15097 -ring mail tabard~ -a ring-mail tabard~ -A tabard crafted from rings of iron lies on the ground.~ -~ -9 0 1 -4 4 4 2 -12 150 15 -#15098 -alligator skin hiking boots~ -a pair of alligator-skin hiking boots~ -A pair of boots made from the skin of an alligator sits here.~ -~ -9 0 1 -3 3 3 1 -3 180 18 -A -2 2 -#15099 -rawhide gloves~ -a pair of rawhide gloves~ -A pair of tough-looking rawhide gloves flop around in the wind.~ -~ -9 0 1 -2 2 2 0 -2 75 7 -A -18 1 -#15100 -oak shield~ -an oaken shield~ -A heavy shield of thick oak has been cast aside here.~ -~ -19 0 1 -4 4 4 2 -8 120 12 -#15101 -mahogany pole~ -a mahogany pole~ -A long pole cut from the heart of a tree rolls about on the floor.~ -~ -5 0 1 -8 4 2 31 -5 250 25 -#15102 -brass lance~ -a brass lance~ -A lance of solid blass has been embedded into the ground here.~ -~ -5 0 1 -3 4 2 11 -5 250 25 -#15103 -yew bow~ -a yew bow and quiver of arrows~ -A longbow crafted of yew lies here beside a quiver of arrows.~ -~ -5 0 1 -0 4 2 11 -5 250 25 -#15104 -iron ball and chain~ -an iron ball and chain~ -A ball and chain of solid iron lies disheveled on the ground.~ -~ -5 0 1 -4 4 2 8 -10 250 25 -#15105 -hunting knife~ -a serrated hunting knife~ -The preferred knife of Lanfear's hunters has been dropped here.~ -~ -5 0 1 -2 4 2 2 -5 250 25 -#15106 -nickle plated longsword~ -a nickel-plated longsword~ -A fine longsword with nickel plating has been cast aside here.~ -~ -5 0 1 -1 4 2 1 -5 250 25 -#15107 -gilded gold bracelet~ -a gilded gold bracelet~ -A bracelet carefully crafted from pure gold shines on the ground.~ -~ -8 1 1 -2 2 2 2 -3 800 80 -#15108 -platinum wedding ring~ -a platinum wedding ring~ -A ring shaped from platinum lies here glittering.~ -~ -8 1 1 -2 2 2 2 -1 5000 500 -A -3 1 -#15109 -diamond nosering~ -a diamond nosering~ -A small diamond for those with their nose pierced sparkles in the light.~ -~ -8 1 1 -2 2 2 2 -1 1250 125 -#15110 -silver necklace medallion~ -a silver necklace medallion~ -A silver necklace and medallion appear to have fallen from someone's neck.~ -~ -8 1 1 -2 2 2 2 -5 500 50 -#15111 -emerald ankle bracelet~ -an emerald ankle bracelet~ -An ankle bracelet linked with small emerald lies here shimmering.~ -~ -8 1 1 -2 2 2 2 -3 1800 180 -#15112 -canoe~ -a wooden canoe~ -A long wooden canoe sits upside down on the ground.~ -~ -22 0 1 -0 0 0 0 -40 200 20 -#15113 -surfboard~ -a surfboard~ -A fiberglass surfboard has been stuck in the ground nose first.~ -~ -22 0 1 -0 0 0 0 -25 500 50 -#15114 -blow up raft~ -a blow-up raft~ -A blow-up raft made from cheeseskin sits here deflated.~ -~ -22 0 1 -0 0 0 0 -5 800 80 -#15115 -rowboat and paddles~ -a rowboat and paddles~ -A small rowboat with cheap pine paddles lies here decaying.~ -~ -22 0 1 -0 0 0 0 -70 200 20 -#15116 -imported cigar~ -an imported cigar from Beren's personal cache~ -A fine cigar from a distant country lies wasted on the floor.~ -~ -3 1 1 -15 33 33 -1 -1 500 50 -'poison' -#15117 -white silk shirt~ -a white silk shirt~ -An expensive shirt of white silk lies crumpled on the floor.~ -~ -11 0 1 -2 2 2 2 -3 300 30 -#15118 -wide felt hat~ -a wide-brimmed felt hat~ -A fine-looking hat made of felt is getting dirty on the ground.~ -~ -11 0 1 -2 2 2 2 -2 180 18 -#15119 -leopard skin overcoat~ -a leopard-skin overcoat~ -A long overcoat of leopard-skin has been discarded here.~ -~ -11 0 1 -4 4 4 4 -8 750 75 -A -5 2 -#15120 -white silk pants~ -a pair of white silk pants~ -An expensive looking pair of pants made from silk lies crumpled here.~ -~ -11 0 1 -2 2 2 2 -5 300 30 -#15121 -aqua cumberbund~ -a long aqua cumberbund~ -It appears someone has lost their cumberbund!! Oh no!!!!~ -~ -11 0 1 -2 2 2 2 -3 250 25 -#15122 -police whistle~ -a police whistle~ -A whistle attatched to a silver chain lay crumpled on the floor.~ -~ -9 0 1 -4 4 4 2 -3 50 5 -#15123 -cap badge~ -a policeman's cap and badge~ -A policeman's cap with a badge on the front lays here upside down.~ -~ -9 0 1 -4 4 4 2 -5 50 5 -#15124 -white policeman gloves~ -white policeman's gloves~ -A pair of white policeman's gloves have been dropped here.~ -~ -9 0 1 -4 4 4 2 -3 50 5 -#15125 -police baton~ -a police baton~ -A police baton has been dropped here.~ -~ -5 0 1 -4 4 3 7 -8 50 5 -#15126 -guardsman bowed shield~ -a guardsman's bowed shield~ -A bowed shield of the type used by Lanfear Guardsmen sits here.~ -~ -9 0 1 -5 5 5 3 -10 75 7 -#15127 -leather guardsman shirt~ -a leather guardsman's shirt~ -A leather shirt bearing the initials L.N.G. lies crumpled on the floor.~ -~ -9 0 1 -5 5 5 3 -5 75 7 -#15128 -guardsman hiking boots~ -a pair of guardsman's hiking boots~ -A pair of hardened rawhide boots sits neatly on the floor.~ -~ -9 0 1 -5 5 5 3 -8 75 7 -#15129 -guardsman rapier~ -a guardsman's rapier~ -The standard issue weapon of the Lanfear National Guard lies here.~ -~ -5 0 1 -1 4 3 2 -8 75 7 -#15130 -legendary pike heroes~ -the Legendary Pike of Heroes~ -A GIGANTIC pike covered with mystical runes lies on the floor.~ -~ -5 1 0 -6 20 20 20 -40 1000000 100000 -#15131 -sergeant stripes~ -sergeant's stripes~ -The stripes of a police sergeant have been throw away here.~ -~ -9 0 1 -4 4 4 2 -5 60 6 -#15132 -lanfear police insignia~ -the Lanfear Police insignia~ -A ring bearing the insignia of the Lanfear Police Corps lies here.~ -~ -9 0 1 -4 4 4 2 -2 100 10 -#15133 -policeman overcoat~ -a policeman's overcoat~ -A long deep blue overcoat lies crumpled on the floor.~ -~ -9 0 1 -4 4 4 2 -10 150 15 -#15134 -belt and keyrings~ -a belt and keyrings~ -The warden has dropped his belt and keyrings on the ground.~ -~ -15 0 1 -20 1 0 0 -5 50 5 -#15135 -warden whip~ -the Warden's whip~ -A whip belonging to the prison warden has been dropped here.~ -~ -5 0 1 -7 5 2 4 -5 50 5 -#15136 -warden key ring~ -the warden's key ring~ -The keys to the Lanfear Federal Prison have been dropped here.~ -~ -18 0 1 -0 0 0 0 -1 1 0 -#15137 -captain key ring~ -the captain's key ring~ -The keys of the Captain of the Lanfear Police Corps are here.~ -~ -18 0 1 -0 0 0 0 -1 1 0 -#15138 -payroll cabinet~ -the payroll cabinet~ -A large cabinet stands in the back corner of the room.~ -~ -15 0 0 -20 13 15136 0 -100 1000 100 -#15139 -starched white shirt~ -a starched white shirt~ -A heavily starched white shirt lies on the ground.~ -~ -9 0 1 -3 3 3 1 -5 20 2 -#15140 -starched brown pants~ -a pair of starched brown pants~ -A heavily starched pair of pants lies crumpled on the ground.~ -~ -9 0 1 -3 3 3 1 -5 20 2 -#15141 -white silk blouse~ -a white silk blouse~ -A fine white blouse of silk lays on the ground.~ -~ -9 0 1 -3 3 3 1 -5 20 2 -#15142 -long flower skirt~ -a long flower skirt~ -A long flower skirt has been discarded here.~ -~ -9 0 1 -3 3 3 1 -5 20 2 -#15143 -police payroll~ -the police payroll~ -A pile of bank notes wrapped in a rubber band sits here.~ -~ -20 0 1 -25000 0 0 0 -1 25000 2500 -#15144 -map aesir~ -a map of Aesir ~ -A rolled up map is here.~ -~ -28 0 1 -1 0 0 0 -1 6500 650 -E -map Aesir~ -. ////Aesir\\\\ - Mapped by Reardon - - Valley of Olympus /Muscle Beach - Elves / | Ofcol---New Ofcol - | river | | | - Castle Camelot |""""""|"""""""""""""""""|""""| Rome - Dread""""""" | | | | | river | - | |r --------|---------| """""""""""|"""""""""| - | river |i | | | | | - """"""""""|v | | |"" """|""| Prom - |e | Stones | | | - Canyon |r Plains of of G'harne | Old"""| """""| J - Lough | the North | Thalos | | A - Dergh"""""" | """" | | | P - Chaos | Holodeck | Holy---- |-A - | | | | Mother Grove | N - |----- | ---Shire |Music Goose | Abyss | - | | | | | | | | New---Gulf - ---------Haon|Dor----------Ragnarok---------------------------Thalos | - | | | | | | | | | - | | | | | | | Monastery | - | | |river | |r Statue | | - |Troll----| """""| | |i Museum | Elemental| - | Den Old | Gimpville | |v | Canyon | - | Marsh |Star Wars | | |e Thalos---Dwarf--\ / | - Shadow | \ |""""""|"|r Forest \------- | - Grove--- |""""| \| | | | | - | Dragon |Lake| Galaxy | | Mahn | - Mage Tower-| of | | |-Sands of--Mega -Tor |"""" - Tower | Sky| | Sorrow City | - """""" | /"""| | - | | | river | - | | |"""""""""" - Drow--| river | river |-Great Pyramid - N City """""""""""""|"""""""""""""""""""""""" - W+E | |-DethKeep - S Miden'nir | - | """"| - Hell """"Mortal Kombat - -* Please remember this is just a map to show you the general directions - on how to get to areas, it is not precise * - -~ -#0 - - -#ROOMS -#15001 -A Path Through the Forest~ -You are walking along a path through a dense forest. Beautiful trees of -numerous variety stands on either side, their boughs casting a comfortable -shade over your head. It appears the ground here was razed long ago, and -nature has still failed to reclaim it for herself. As you walk along you -hear the scamper of tiny feet into the brush at your approach, along with -the happy chirping of the many birds that call this place home. The path -continues east and west. -~ -0 0 0 -D1 -A path through the Haon Dor. -~ -~ -0 -1 6103 -D3 -The edge of the forest. -~ -~ -0 -1 15002 -S -#15002 -The Edge of the Forest~ -You are standing at the edge of a great ancient forest which stretches -off to the east. The trees are grown thinkly together, but you can see -the path you are standing on continue east as it winds its way through -the ancient elms and oaks. West the path winds gently down to a beach, -where the base of a brilliant golden bridge glimmers in the sunlight over -a shimmering sea of blue. -~ -0 0 0 -D1 -A path through the forest. -~ -~ -0 -1 15001 -D3 -The beach. -~ -~ -0 -1 15003 -S -#15003 -The Beach~ -You are standing on the white sandy shore of a long beach. The coastline -stretches to the horizon north and south of you, and west a shimmering sea -of blue sparkles as it reflects the sun's rays. A path leading down from -a dense forest off to the east meets the base of a giant golden bridge here, -which spans the sea as it crosses to an island kingdom to the west. The -bridge is of beautiful construction, arcing up smoothly into the air then -down at the shore of the island. The bridge gleams brightly against the -shining sun, and you wonder if there is a place as beautiful as where you -are now in all of Aesir. -~ -0 0 0 -D1 -The edge of the forest. -~ -~ -0 -1 15002 -D3 -Atop the golden bridge. -~ -~ -0 -1 15004 -S -#15004 -The Top of the Golden Bridge~ -You are standing atop a might golden bridge which spans the sparkling sea -beneath you. To the west, the bridge descends to meet the gates of a large -island, upon which sits a city encircled by a giant wall of white stone. -Above the wall you can see many gleaming turrets, and a small flag fluttering -in the wind. The bridge lands on the shore right before a set of tall -silver gates in the stone wall, which are now open to all travellers who -seek refuge from the wild. East the bridge meets the mainland, and in the -distance you see a massive forest stretch into the distance. -~ -0 0 0 -D1 -The beach. -~ -~ -0 -1 15003 -D3 -Outside the gates of Lanfear. -~ -~ -0 -1 15005 -S -#15005 -Outside the Gates of Lanfear~ -You are standing just outside the walls of the beautiful island city of -Lanfear. Towering walls of solid white stone stretch up above your head, -following the shore around the edge of the island. Where the wall breaks, -two mighty gates of solid silver stand thrown open, offering entrance to -you and any other adventurers who pass this way. The end of a mighty golden -bridge meets the shore here, and arcs off to the east above a glimmering -sea to meet the mainland. Overhead seagulls soar through the air, crying out -occasionally as they speed over the surf. -~ -0 0 0 -D1 -Atop the brudge. -~ -~ -0 -1 15004 -D3 -Inside the city gates. -~ -~ -0 -1 15006 -S -#15006 -Inside the City Gates~ -You are standing inside the walls of Lanfear, the beautiful island kingdom -which is home to the free people of Aesir. You are filled with a sense -of peace, as if this place has alwys been your home and always will be. -A small station sits to the north, with a sign above the door marking it -as the gatekeeper's post. A clean smooth cobblestone road runs east outside -the gates or west further into town. A small general store stands with -open doors to the north. -~ -0 0 0 -D0 -Tom's Convenience Mart. -~ -~ -0 -1 15126 -D1 -Outside the gates. -~ -~ -0 -1 15005 -D3 -East Lanfear Way. -~ -~ -0 -1 15007 -S -#15007 -East Lanfear Way~ -You are standing on the smooth cobblestone road called Lanfear Way, the main -throughfare of this beautiful city. Around you citizens mill around, the -wealthy leisurely shopping while the working folk hurry about on their tasks. -This wide avenue contines west toward a towering palace, and the intersecting -Avenue du Blanc runs north and south. -~ -0 0 0 -D0 -The Avenue de Blanc. -~ -~ -0 -1 15045 -D1 -Inside the city gates. -~ -~ -0 -1 15006 -D2 -The Avenue de Blanc. -~ -~ -0 -1 15046 -D3 -East Lanfear Way. -~ -~ -0 -1 15008 -S -#15008 -East Lanfear Way~ -You are walking down Lanfear Way, the central road of this glorious city, -which cross from one side of the island to the other. People move about -performing their tasks for the day, presenting the image of a flourishing -economy. Most of the stores here seem to deal in clothing and outdoor gear, -and cater to travellers just entering town or on the way out for some great -adventure. A building with a silver globe over the door sits to the north, -with the name Maps Express etched into a glass window. South, large plate -glass windows reveal fresh meats and breads ready for your picking at -the Lanfear St. Deli. -~ -0 0 0 -D0 -Maps Express. -~ -~ -0 -1 15101 -D1 -East Lanfear Way. -~ -~ -0 -1 15007 -D2 -The Lanfear St. Deli. -~ -~ -0 -1 15009 -D3 -East Lanfear Way. -~ -~ -0 -1 15010 -S -#15009 -The Lanfear St. Deli~ -As you walk into this classy little store, your nose is assaulted by an -assortment of smells which make your mouth water. Small cases filled with -ice hold a variety of fine meats wrapped in cheeseskin, and freshly baked -breads rest in bins or hang from the ceiling. A skinny man wearing a stark -white apron with a pencil on his ear stands behind a counter placing items -in large paper bags for other customers. -~ -0 0 0 -D0 -East Lanfear Way. -~ -~ -0 -1 15008 -S -#15010 -East Lanfear Way~ -You are standing on the wide avenue called Lanfear Way, which here crosses -between a variety of fine shops selling high-class goods to those who can -meet the price. Through a large plate glass window in a shop to the north, -small wooden mannequins wear glimmering suits of silver armor, shining -brightly in the noon sun. South stands a large building with a picture of -an anvil hanging over the door, with the words "Dolgan's Forge" painted -across it. -~ -0 0 0 -D0 -The village armoury. -~ -~ -0 -1 15011 -D1 -East Lanfear Way. -~ -~ -0 -1 15008 -D2 -Dolgan's Forge. -~ -~ -0 -1 15012 -D3 -The palace gardens. -~ -~ -0 -1 15013 -S -#15011 -The Village Armoury~ -You are standing in the Village Armoury, the largest armor store in all of -Lanfear and offering almost every type of armor you can think of. Anything -you desire can be found here, from cheap leather tunics to outrageously -expensive tabards of solid gold. A hefty muscled figure, probably a retired -warrior, sits on a stool in the rear of the shop whistling as he rubs a -silver shield with a polished cloth. -~ -0 0 0 -D2 -East Lanfear Way. -~ -~ -0 -1 15010 -S -#15012 -Dolgan's Forge~ -You are standing in a large room filled a every weapon a warrior could -desire. Swords, daggers, maces, pikes, and lances fill the room, the more -expensive ones in cases or hanging on the wall, with the less valuable -weapons standing in large barrels. Behind a thick black curtain in the rear -you can hear the 'ding!' of metal against metal, as the owner busies himself -crafting yet more weaponry. Sensing a customer, the black curtain parts and -Dolgan enters the room, coughing slightly then winking at you with a smile. -~ -0 0 0 -D0 -East Lanfear Way. -~ -~ -0 -1 15010 -S -#15013 -The Palace Gardens~ -You are standing at the edge of a beautiful garden filled with a vast -assortment of colorful flowers and trees stretching up to catch the sun's -rays. Small streams wander through the plants, and you can see goldfish -swim by in schools on a neverending quest for food. The garden circles -the shining silver palace which stands close by to the west, with gates open -and pennants flying. Lanfear Way continues east and west, and a small path -wanders north and south through the garden. -~ -0 0 0 -D0 -A path through the palace gardens. -~ -~ -0 -1 15014 -D1 -East Lanfear Way. -~ -~ -0 -1 15010 -D2 -A path through the palace gardens. -~ -~ -0 -1 15015 -D3 -Before the palace gates. -~ -~ -0 -1 15017 -S -#15014 -The Palace Gardens~ -You are standing in the most beautiful garden you have ever seen. The air -is filled with the scents of the many fresh flowers here, blooming brightly -in the sun. Water trickles about in small streams, shimmering in the light, -bringing life to the flora around you. The small path you are on is made of -tightly packed cobblestones, and appears to be maintained quite well. A -small wooden bench sits here alongside the path, offering a peaceful rest -stop for any tired adventurers or perhaps a couple wanting some privacy. -The path continues west and south. -~ -0 0 0 -D2 -The palace gardens. -~ -~ -0 -1 15013 -D3 -The palace gardens. -~ -~ -0 -1 15016 -S -#15015 -The Palace Gardens~ -You are standing in the most beautiful garden you have ever seen. The air -is filled with the scents of the many fresh flowers here, blooming brightly -in the sun. Water trickles about in small streams, shimmering in the light, -bringing life to the flora around you. The small path you are on is made of -tightly packed cobblestones, and appears to be maintained quite well. A -small wooden bench sits here alongside the path, offering a peaceful rest -stop for any tired adventurers or perhaps a couple wanting some privacy. -The path continues west and north. -~ -0 0 0 -D0 -The palace gardens. -~ -~ -0 -1 15013 -D3 -The palace gardens. -~ -~ -0 -1 15018 -S -#15016 -The Palace Gardens~ -You are standing at the edge of a beautiful garden filled with a vast -assortment of colorful flowers and trees stretching up to catch the sun's -rays. Small streams wander through the plants, and you can see goldfish -swim by in schools on a neverending quest for food. The garden circles -the shining silver palace which stands close by to the south, the walls -rising above the nearby plantlife. Sunnyvale Lane runs north, and a path -through the garden winds east and west. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15061 -D1 -A path through the palace gardens. -~ -~ -0 -1 15014 -D3 -A path through the palace gardens. -~ -~ -0 -1 15021 -S -#15017 -The Palace Gates~ -You are standing before the gimmering walls of the most beautiful palace in -all of Aesir. Towering ramparts stretch into the sky, and the highest towers -are lost on the low-hangning clouds. The whole building seems to shimmer in -the overhead sun, and you are filled with a feeling of peace and warmth. -Pennants bearing the crests of the clans of Lanfear flutter in the gentle -winds off the sea, and gulls cry out into the air as they circle overhead. -The portcullis is now open, welcoming all visitors whose journeys take them -this way. -~ -0 0 0 -D1 -The palace gardens. -~ -~ -0 -1 15013 -D3 -Inside the palace. -~ -~ -0 -1 15114 -S -#15018 -The Palace Gardens~ -You are standing at the edge of a beautiful garden filled with a vast -assortment of colorful flowers and trees stretching up to catch the sun's -rays. Small streams wander through the plants, and you can see goldfish -swim by in schools on a neverending quest for food. The garden circles -the shining silver palace which stands close by to the north, the walls -rising above the nearby plantlife. From here, Sunnyvale Lane runs south -and a small path through the harden winds east and west. -~ -0 0 0 -D1 -A path through the palace gardens. -~ -~ -0 -1 15015 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15064 -D3 -A path through the palace gardens. -~ -~ -0 -1 15022 -S -#15019 -The Palace Chapel~ -You are standing in a small quaint chapel, here to serve the residents of -Lanfear Palace. Small wooden pews line either side of the room, and high -wooden beams cross over your head. A small altar stands at the back of -the room, where those who wish may come to give offerings to Odin. -A peaceful music emanates from an organ in one corner of the room, filling -you with a sense of safety and hope for the future. -~ -0 8 0 -D2 -The Palace Square. -~ -~ -0 -1 15114 -S -#15020 -The Hall of Clans~ -You are standing in a vast auditorium filled with an assortment of clan -advertisements and symbols. A large seating area lies in the middle of -the room, where the rival clans come to argue their opinions in the -future of the city. Across the walls are hung tapestries and pennants -bearing the marks of the 7 major clans of Lanfear. The portal guard -is here making sure no rival clans sneak in to commit heinous acts of -grafitti upon the tabards of their enemy. -~ -0 8 0 -D0 -The Palace Square. -~ -~ -0 -1 15114 -S -#15021 -The Palace Gardens~ -You are standing in the most beautiful garden you have ever seen. The air -is filled with the scents of the many fresh flowers here, blooming brightly -in the sun. Water trickles about in small streams, shimmering in the light, -bringing life to the flora around you. The small path you are on is made of -tightly packed cobblestones, and appears to be maintained quite well. A -small wooden bench sits here alongside the path, offering a peaceful rest -stop for any tired adventurers or perhaps a couple wanting some privacy. -The path continues east and south. -~ -0 0 0 -D1 -The palace gardens. -~ -~ -0 -1 15016 -D2 -The palace gardens. -~ -~ -0 -1 15024 -S -#15022 -The Palace Gardens~ -You are standing in the most beautiful garden you have ever seen. The air -is filled with the scents of the many fresh flowers here, blooming brightly -in the sun. Water trickles about in small streams, shimmering in the light, -bringing life to the flora around you. The small path you are on is made of -tightly packed cobblestones, and appears to be maintained quite well. A -small wooden bench sits here alongside the path, offering a peaceful rest -stop for any tired adventurers or perhaps a couple wanting some privacy. -The path continues east and north. -~ -0 0 0 -D0 -The palace gardens. -~ -~ -0 -1 15024 -D1 -The palace gardens. -~ -~ -0 -1 15018 -S -#15023 -The Lanfear National Treasury~ -You are standing before a large counter in the Lanfear Treasury, where -the vast wealth collected by the city in taxes is stored and protected. -Armed guards line the walls of the room, smiling but alert and watchful -for any sign of trouble. Kevin the Banker is here, ready to place your -money in the vault, or perhaps retrieve some for you...less a token -amount of interest of course. -~ -0 8 0 -D1 -Inside the palace. -~ -~ -0 -1 15114 -S -#15024 -The Palace Gardens~ -You are standing at the edge of a beautiful garden filled with a vast -assortment of colorful flowers and trees stretching up to catch the sun's -rays. Small streams wander through the plants, and you can see goldfish -swim by in schools on a neverending quest for food. The garden circles -the shining silver palace which stands close by to the east, the walls -shimmering in the sun through the vines of ivy climbing to the ramparts. -Lanfear Way continues west, and a small path wanders north and south -through the garden. -~ -0 0 0 -D0 -A path through the palace gardens. -~ -~ -0 -1 15021 -D2 -A path through the palace gardens. -~ -~ -0 -1 15022 -D3 -West Lanfear Way. -~ -~ -0 -1 15025 -S -#15025 -West Lanfear Way~ -You are standing on the broad cobblestone road known as Lanfear Way, the -main throughfare of this beautiful island city. The streets here are filled -with an assortment of people, mostly the wealthier citizens of Lanfear, out -seeing what is new in the local shops. From the north you hear the cawing -of many birds, and several dogs barking at once, and reading the sign by -the door you see there lies the local pet shop. South sits a small cozy -looking bulding, with people sitting at tables outside drinking coffee and -discussing the events of the day. -~ -0 0 0 -D0 -Radagasts's Pet Emporium. -~ -~ -0 -1 15026 -D1 -The palace gardens. -~ -~ -0 -1 15024 -D2 -A cozy looking coffee shop. -~ -~ -0 -1 15027 -D3 -West Lanfear Way. -~ -~ -0 -1 15028 -S -#15026 -Radagast's Pet Emporium~ -You are standing in a large one-room building filled with a huge assortment -of pets, many you have never seen before. One whole wall of the room is -covered with row upon row of bird cages, from which the residents cry out -endlessly for their freedom. You see in another corner of the room, two dogs -are fighting to get out of their cages and go after one another. More exotic -and dangerous animals such as leopards and tigers are kept in large cages in -the rear of the room, where Radagast stands with a bucket in his hand, -dishing out the meals for the day. -~ -0 0 0 -D2 -West Lanfear Way. -~ -~ -0 -1 15025 -S -#15027 -Coffee, Tea, or Me~ -You are standing in a quaint little building called Coffee, Tea, or Me. Here -they offer a huge variety of coffees to choose from, many from foreign lands -you have never even heard of. People sit inside at small round wooden -tables, sipping their newly purchased drinks, and through the open doorway -you can see other sitting outside enjoying the cool breeze. A girl behind -a counter is busily shovelling coffee into small bags for those who are -just stopping by to grab a pound or two for home. -~ -0 0 0 -D0 -West Lanfear Way. -~ -~ -0 -1 15025 -S -#15028 -West Lanfear Way~ -You are making your way down Lanfear Way, which here runs through a posh -little shopping area for the wealthier citizens of the town. You feel -out of place in your dusty cloak and dirt-caked boots. You see a small -child point at you and laugh, then run away. However, none of the adults -seem to be too eager to cause you any trouble at all. -~ -0 0 0 -D0 -Victoria's Secret. -~ -~ -0 -1 15122 -D1 -West Lanfear Way. -~ -~ -0 -1 15025 -D2 -Crown Jewelers. -~ -~ -0 -1 15029 -D3 -East Lanfear Way. -~ -~ -0 -1 15030 -S -#15029 -Crown Jewelers~ -You are standing inside a quaint little jewelery shop, with expensive glass -cases filled with an assortment of glittering valuables. Diamond necklaces -rest on black velvet stands alongside ruby rings and emerald bracelets. A -rather large man, one of the Crown brothers, sits behind a counter looking -around nervously, masking sure no one sneaks a hand into one of his cases. -Lanfear Way lies through a door to the north. -~ -0 0 0 -D0 -West Lanfear Way. -~ -~ -0 -1 15028 -S -#15030 -West Lanfear Way~ -You are standing at the western end of lanfear Way, which here intersects -Valhalla Boulevard. A giant builidng made of enormous granite blocks -stands to the west, with it's 10-feet-high bronze double doors thrown open -to the world. The title "People's Museum of Lanfear" has been etched into -the solid stone archway over the entrance. Behind the museum far to the west -you see the stark white outer wall of the town rise up between the island -and the sea outside. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15031 -D1 -West Lanfear Way. -~ -~ -0 -1 15028 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15060 -D3 -The People's Museum of Lanfear. -~ -~ -0 -1 130 -S -#15031 -Valhalla Boulevard~ -You are walking along Valhalla Boulevard, which cross the western edge of -the island between the outer wall to the west and the heart of town to -the east. A light breeze blows over the wall and knocks your hair into -your face, causing you to brush it back indignantly. Valhalla Boulevard -continues north and intersects with Lanfear Way to the south. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15032 -D2 -West Lanfear Way. -~ -~ -0 -1 15030 -S -#15032 -Valhalla Boulevard~ -You are walking along Valhalla Boulevard near the western shore on the -island of Lanfear. The cool salty air of the sea blows against your -face from the west. Valhalla Boulevard continues north and south. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15033 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15031 -S -#15033 -Valhalla Boulevard~ -You are standing on the white bricks of Valhalla Boulevard, here intersecting -with Solace Way which heads off to the east. South Valhalla runs the length -of the island to the southern wall, and north you see the Boulevard head -toward the northern wall in the distance. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15034 -D1 -Solace Way. -~ -~ -0 -1 15071 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15032 -S -#15034 -Valhalla Boulevard~ -You are walking along the white brick stones of Valhalla Boulevard, which -is surrounded on either side by the small residences of the people of -Lanfear. Children runs around in the street playing kickball with a ball -made of tightly bound rags. North, Valhalla Boulevard ends as it meets -the northern wall. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15035 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15033 -S -#15035 -The Northwest Corner of Town~ -You are standing at the northwest corner of Lanfear, which is also the -intersection of Valhalla Boulevard which runs to the south and Shorecrest -Avenue which heads east. This area is mostly populated by the middle class -of Lanfear, small quaint homes with well tended lawns and children playing -in the street. You see someone has attatched a bucket to the outer wall -and some children attempt to shoot a small ball into it. -~ -0 0 0 -D1 -Shorecrest Avenue. -~ -~ -0 -1 15036 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15034 -S -#15036 -Shorecrest Avenue~ -You are walking along Shorecrest Avenue, which runs beneath the shadow of -the towering white outer wall to the north. To the east the houses gradually -become larger and more luxurious as they head into the posh section of -town where the wealthy reside. West lies the middle class neighborhoods, -filled with children out playing in the streets with fake wooden swords. -To the south sits a large beautiful church covered with beautiful stained- -glass windows which sparkle in the sun, home for the local Clerics. -~ -0 0 0 -D1 -Shorecrest Way. -~ -~ -0 -1 15037 -D2 -~ -~ -0 -1 15089 -D3 -Shorecrest Way. -~ -~ -0 -1 15035 -S -#15037 -Shorecrest Way~ -You are walking along the clean manicured lawns which border Shorecrest -Way, here running along the edge of the upper-class neighborhoods of Lanfear. -Austere mansions with long drives and private carriages sit well back from -the street, and workers bustle about doing their daily maintanance jobs. -Shorecrest continues east and west. -~ -0 0 0 -D1 -Swan Circle. -~ -~ -0 -1 15038 -D3 -Shorecrest Way. -~ -~ -0 -1 15036 -S -#15038 -Swan Circle~ -You are standing at a large intersection, the center of which is covered -by a beautiful pond of crystal-clear water, filled with gorgeous white swans -floating about lazily as they stretch their long graceful necks toward -the sun. Families walk about here, and children reach into small bags and -throw food to the swans. To the east and west, Shorecrest Avenue runs -through the nicer neighborhoods of town, and Sunnyvale Lane heads south -toward the glitterings spires of the palace in the distance. The -towering gold doors of Aesir University are thrown open to the north, -offering entrance to all who seek to enhance their education. -~ -0 0 0 -D0 -Aesir University. -~ -~ -0 -1 3700 -D1 -Shorcrest Avenue. -~ -~ -0 -1 15039 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15063 -D3 -Shorecrest Avenue. -~ -~ -0 -1 15037 -S -#15039 -Shorecrest Avenue~ -You are standing between the estates of hugh mansions on the spartan blocks -of Shorecrest Avenue, which here runs along the upper-class neighborhood -oh Lanfear. Acres of rolling grassy lawn surround huge mansions on either -side, and beautiful horses walk down the street pulling the wealthy behind -them in quaint little carraiges. -~ -0 0 0 -D1 -Shorecrest Avenue. -~ -~ -0 -1 15040 -D3 -Swan Circle. -~ -~ -0 -1 15038 -S -#15040 -Shorecrest Avenue~ -You are walking along Shorecrest Avenue which here runs along the edge of -the nicer neighborhoods of this idyllic island town. Mansions and giant -estates lay to the west, and east the houses gradually become smaller and -more contemporary as the avenue approaches more middle-class areas. -~ -0 0 0 -D1 -Shorecrest Avenue. -~ -~ -0 -1 15041 -D3 -Shorecrest Avenue. -~ -~ -0 -1 15039 -S -#15041 -The Northeast Corner of Town~ -You are standing in the northeastern corner of Lanfear, amid the quaint -little homes of the average famililies of the city. Children ride around -on ponies with glee, pretending they are knights on some great adventure. -Shorecrest Avenue runs west along the north wall from here, and the Avenue -du Blanc leads south. -~ -0 0 0 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15042 -D3 -Shorecrest Avenue. -~ -~ -0 -1 15040 -S -#15042 -The Avenue du Blanc~ -You are standing on the white cobblestones of the Avenue du Blanc, which -shine brightly as they reflect the bright rays of the sun. This street is -relatively quiet, with few people around and a diitinct sense of peace about -it. A short wooden fence lies to the west, surrounding a tall solitary -tower which rises up into the sky, peaking well above the wall around town, -known to citizen of Lanfear only as the Mages' Tower. -~ -0 0 0 -D0 -Shorecrest Avenue. -~ -~ -0 -1 15041 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15043 -D3 -The Mages' Tower. -~ -~ -0 -1 15086 -S -#15043 -The Avenue du Blanc~ -You are walking along a peaceful street of bright white cobblestones known -as the Avenue du Blanc. Everything here is peaceful and quiet, and you feel -very safe. Their is a distinct feeling of power here, which seems to emanate -from a tower nearby to the north. The neighborhood here seems to be home to -the elder citizens of Lanfear, who are happy with the peace and quiet of -the area tospend their later years in. The Avenue du Blanc intersects with -Solace Way here, which heads due west. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15042 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15044 -D3 -Solace Way. -~ -~ -0 -1 15068 -S -#15044 -The Avenue du Blanc~ -You are walking along the Avenue du Blanc, which here runs along a nice -quiet neighborhood populated mostly by the elder citizens of Lanfear who -want some peace to live out the rest of their lives in. The homes here are -well tended, some with beautiful well-crafted gardens. The Avenue continues -to the north and south. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15043 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15045 -S -#15045 -The Avenue du Blanc~ -You are standing on the Avenue du Blanc, named so for the dominance of color -white in this area, from the clean stone cobblestones on the road to the -towering white outer wall of the city nearby to the east. The area here -is very peaceful and quiet, with few people out on the street, most staying -on their porches or working in their gardens. The Avenue continues north -and the cities gates lie nearby to the south on Lanfear Way. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15044 -D2 -East Lanfear Way. -~ -~ -0 -1 15007 -S -#15046 -The Avenue du Blanc~ -You are walking along the Avenue du Blanc, a clean and peaceful avenue -transversing the eastern side of this beautiful island. The road runs -along a well populated neighborhood here, filled with many small houses -clustered together and crisscrossed by small gravel paths. It seems the -residents of this area don't wish to spend as much time maintaining their -surroundings as the city does maintaining this beautiful lane. -~ -0 0 0 -D0 -East Lanfear Way. -~ -~ -0 -1 15007 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15047 -S -#15047 -The Avenue du Blanc~ -You are walking along the white cobblestones of the Avenue du Blanc, which -runs along the eastern wall of the island from one edge to the other. The -neighborhood here seems to gradually become more populated with less space -as it runs south, and you feel the need to go pick all the weeds in an effort -to keep the surroundings as clean as the avenue. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15046 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15048 -S -#15048 -The Avenue du Blanc~ -You are standing on the Avenue du Blanc, which here intersects Banbury -Street. Banbury Street through a neighborhood packed thick with houses, -not really a bad neighborhood but far from the upper-class homes on the -north side of town. The Avenue continues north and south. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15047 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15049 -D3 -Banbury Street. -~ -~ -0 -1 15072 -S -#15049 -The Avenue du Blanc~ -You are walking on the Avenue du Blanc, which here borders a quite seedy -section of town. People walk along the road, glancing at you suspiciously, -and you see an old man riding a unicycle shake his fist at you as he -rides by. A small child comes up to you and tries to sell you a glass of -lemonade, and you charitably give her 10 times the price she named. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15048 -D2 -The Avenue du Blanc. -~ -~ -0 -1 15050 -S -#15050 -The Avenue du Blanc~ -You are at the southern end of the Avenue du Blanc, which lies near the heart -of the poor quarter of Lanfear. The people glance at you, wondering who -you are and what you are doing here, but no one makes an effort to confront -you. You notice a city work crew busily working on the stones of the avenue, -wiping them down and sweeping them clean. Too bad they can't clean up the -rest of the neighborhood. The Avenue heads back north, and Smuggler's Way -runs to the west along the southern wall of the island. -~ -0 0 0 -D0 -The Avenue du Blanc. -~ -~ -0 -1 15049 -D3 -Smuggler's Way. -~ -~ -0 -1 15051 -S -#15051 -Smuggler's Way~ -You are standing on Smuggler's Way, which here runs through the poor section -of Lanfear, filled with houses jumbled together and too many people living -in them. Broken bottle line the street, and pieces of paper flutter in -the wind. The only break in the dreariness is to the north, where a well -tended wall surround the grounds of the Lanfear Abbey, home for the monks -of the city, who spend their time and effort educating and taking care of -the less fortunate citizens of the town. -~ -0 0 0 -D0 -Lanfear Abbey. -~ -~ -0 -1 15098 -D1 -The Avenue du Blanc. -~ -~ -0 -1 15050 -D3 -The Avenue du Blanc. -~ -~ -0 -1 15052 -S -#15052 -Smuggler's Way~ -You are walking along Smuggler's Way, which here crosses through a -neighborhood of small homes with small lots built closely together, home -for the blue*collar workers of Lanfear. Looking around, you see the -surroundings gradually grow worse heading east, but the area seems to be -fairly decent if modest as it nears Sunnyvale Lane to the west. -~ -0 0 0 -D1 -Smuggler's Way. -~ -~ -0 -1 15051 -D3 -Sunnyvale Lane. -~ -~ -0 -1 15053 -S -#15053 -Sunnyvale Lane~ -You are standing at the southern end of Sunnyvale Lane, which crosses -north through the heart of the island. A wide, well-tended grassy -median lined with palm trees heads north toward the glimmering spires -of the palace far in the distance to the north. The houses around here -are modest, homes for hard working families who are just able to make -decent lives for themselves. The area here is well policed, as many -of the upper class families head down Sunnyvale on the weekends for -the Lanfear Beach, which lies through an opening in the city wall to -the south. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15066 -D1 -Smuggler's Way. -~ -~ -0 -1 15052 -D2 -Lanfear Beach. -~ -~ -0 -1 15075 -D3 -Smuggler's Way. -~ -~ -0 -1 15054 -S -#15054 -Smuggler's Way~ -You are standing on Smuggler's Way, a narrow throughfar running east and -west along the southern wall of the island. The surroundings here are -about average, a community of the hard working middle-clas families of -town. The houses here seem to be a little nicer and more expensive than -those to the west, probably because of their proximity to Sunnyvale Lane -and the beaches nearby to the south. -~ -0 0 0 -D1 -Sunnyvale Lane. -~ -~ -0 -1 15053 -D3 -Smuggler's Way. -~ -~ -0 -1 15055 -S -#15055 -Smuggler's Way~ -You are on Smuggler's Way, which in old days was used by pirates to carry -their loot onto the island to be buried in hidden spots. In modern times -the area has been cleaned up and turned into a modest middle-class -neighborhood, home to many hard-working families. Smuggler's Way meets -Valhalla Boulevard nearby to the west. -~ -0 0 0 -D1 -Smuggler's Way. -~ -~ -0 -1 15054 -D3 -Valhalla Boulevard. -~ -~ -0 -1 15056 -S -#15056 -The Southwest Corner of Town~ -You are standing at the the southwest corner of town, where Valhalla -Boulevard meets Smuggler's Way. Nice little homes line the streets, -and children can be seen playing with each other in their lawns. -From here you can go north or south. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15057 -D1 -Smuggler's Way. -~ -~ -0 -1 15055 -S -#15057 -Valhalla Boulevard~ -You are walking along Valhalla Boulevard, the main throughfare of western -Lanfear. You see children running up and down the street, playing tag -and other games. A mother stands on the front lawn of her house, yelling -to her kids to come get their lunch. Valhalla continues north and south. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15058 -D2 -valhalla Boulevard. -~ -~ -0 -1 15056 -S -#15058 -Valhalla Boulevard~ -You are walking along the bricks of Valhalla Boulevard, which runs beside -a nice middle-class neighborhood here. The road intersects with Banbury -Street at this point, which runs east into a commercial part of the area -where the locals cando their shopping. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15059 -D1 -Banbury Street. -~ -~ -0 -1 15074 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15057 -S -#15059 -Valhalla Boulevard~ -You are walking along Valhalla Boulevard, which runs through a nice -neighborhood filled with old two-story homes with nice broad lawns and -well tended walkways. Many of the small-time merchants and their families -live in this area, which while nicer than that to the south still isn't -immune to the denizens of the thieve's guild who are known to sneak -through the area like ghosts in the night. West lies a structure set -apart from the rest with a crest with two crossed swords above the door. -~ -0 0 0 -D0 -Valhalla Boulevard. -~ -~ -0 -1 15060 -D1 -~ -~ -0 -1 15080 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15058 -S -#15060 -Valhalla Boulevard~ -You are standing in a nice neighborhood of town, filled with colonial -style two-story homes and well-tended grassy lawns. A young man from -the north side of town has ridden here on his pony, and is standing -outside a house throwing pebble's at a lucky girl's window. Valhalla -intersects with lanfear Way nearby to the north. -~ -0 0 0 -D0 -West Lanfear Way. -~ -~ -0 -1 15030 -D2 -Valhalla Boulevard. -~ -~ -0 -1 15059 -S -#15061 -Sunnyvale Lane~ -You are standing on Sunnyvale Lane, a wide beautiful avenue crossing through -the heart of Lanfear. A grassy median sits in the middle of the lane, with -arow of tall palm tress in the middle spaced evenly up and down the way -as far as the eye can see. Sunnyvale continues north toward the wealthy -section of town, and runs back south toward the palace gardens. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15062 -D2 -The palace gardens. -~ -~ -0 -1 15016 -S -#15062 -Sunnyvale Lane~ -You are walking through a nice section of northern Lanfear, filled with -large contemporary homes with personal swimming pools and iron lampposts -which flicker bright with candlelight at night. Sunnyvale intersects -Solace Way here, which heads east and west deeper into the residential -areas. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15063 -D1 -Solace Way. -~ -~ -0 -1 15067 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15061 -D3 -Solace Way. -~ -~ -0 -1 15069 -S -#15063 -Sunnyvale Lane~ -You are standing on Sunnyvale Lane, which is surrounded on either side -by grand old mansions, set well back from the avenue on giant tracts of -land and connected by long winding driveways. A large carriage pulled -by a team of beautiful white steeds heads out of a driveway and turns -south for the palace. North, you see the shimmering of the sun on water -and can see people walking around a small pond. -~ -0 0 0 -D0 -Swan Circle. -~ -~ -0 -1 15038 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15062 -S -#15064 -Sunnyvale Lane~ -You are standing on Sunnyvale Lane, which runs from the palace gardens -nearby to the north all the way to the town beaches at the southern end -of the island. People stroll up and down the street leisurely, enjoying -the sun and walking their pet llamas and anteaters. -~ -0 0 0 -D0 -The palace gardens. -~ -~ -0 -1 15018 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15065 -S -#15065 -Sunnyvale Lane~ -You are walking alongside the tall row of palm trees which lines Sunnyvale -Lane, here crossing through a middle-class neighborhood with decent homes -filled mostly with families of four. Children play in the street, and you -see a policeman gently instructing a child to climb down out of one of the -palm trees. Sunnyvale crosses through Banbury Street here, which heads -east into the poorer section of town and west toward the local shops. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15064 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15066 -S -#15066 -Sunnyvale Lane~ -You are standing near the southern end of Sunnyvale Lane, which crosses -through rows of houses built closely together, housing a large part of -the city's population. The palm trees in the middle of the street -continue north toward the palace in the distance and south toward the -popular city beaches. -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15065 -D2 -Sunnyvale Lane. -~ -~ -0 -1 15053 -S -#15067 -Solace Way~ -You are on Solace Way, which crosses through the posh neighborhoods of -northern Lanfear. A small area of shops begins here, quaint little -structures which are well kept and built in the image of the houses -around them, as the people are very worrisome about their property -values. A quaint inn sits to the north in a large colonial-type -mansion, and south stands Renaldo's House of Toys. -~ -0 0 0 -D0 -The Lanfear Inn. -~ -~ -0 -1 15015 -D1 -Solace Way. -~ -~ -0 -1 15068 -D2 -Renaldo's House of Toys. -~ -~ -0 -1 15112 -D3 -Sunnyvale Lane. -~ -~ -0 -1 15062 -S -#15068 -Solace Way~ -You are walking along Solace Way, a small cobblestone street winding here -through a peaceful quiet neighborhood, the preferred area for the retired -citizens of Lanfear. To the northeast, you can make out the top of a single -spire stabbing up into the sky, home of the local mages. North stands a -small magic shop, probably where the mages pick up new supplies and sell -their wares to the public. -~ -0 0 0 -D0 -Hormel's House of Magic. -~ -~ -0 -1 15104 -D1 -The Avenue du Blanc. -~ -~ -0 -1 15043 -D3 -Solace Way. -~ -~ -0 -1 15067 -S -#15069 -Solace Way~ -You are standing on Solace Way, which here cross near the most expensive -houses in all of Lanfear. Carriages move up and down the cobblestone -street, stopping before shops to let their passengers out to do the -daily shopping. North of here lies a small floral shop, and south you see -a large mansion which has been donated to the Crusaders, who in turn -make sure the area is kept free of trouble. -~ -0 0 0 -D0 -Roxia's Flower Heaven. -~ -~ -0 -1 15102 -D1 -Sunnyvale Lane. -~ -~ -0 -1 15062 -D2 -The Crusaders' Guild. -~ -~ -0 -1 15092 -D3 -Solace Way. -~ -~ -0 -1 15070 -S -#15070 -Solace Way~ -You are walking among the richest people of Lanfear, and feel somewhat -out of place with your dusty cloak and muddy boots. However, no one -bothers you, seeming to be content with minging their own business. -North of here lies an expensive clothing shop, and south stands -Sebsatian's Pharmacy. -~ -0 0 0 -D0 -Beren's Clothiers. -~ -~ -0 -1 15003 -D1 -Solace Way. -~ -~ -0 -1 15069 -D2 -Sebastians's Pharmacy. -~ -~ -0 -1 15113 -D3 -Valhalla Boulevard. -~ -~ -0 -1 15033 -S -#15071 -Banbury Street~ -You are standing on the dirty road known as Banbury Street. This is the -main route of travel through the poor quarter of town, and if you werent -such a great and powerful adventurer, you might be worried about walking -here alone. To the north lies an island in this sea of shambles, the -samurai guild, home of the Samurai, who don't care much for money, but -aren't afraid to live amongst those who don't have it either. -~ -0 0 0 -D1 -Banbury Street. -~ -~ -0 -1 15072 -D3 -Sunnyvale Lane. -~ -~ -0 -1 15065 -S -#15072 -Banbury Street~ -You are walking along Banbury Street in the middle of the poor quarter. -There is heavily policing here, as the Lanfear Police HQ lies to the north -and the iron walls and gates of Lanfear Prison rise amidst the clutter -to the south, Banbury continues east and west. -~ -0 0 0 -D0 -Lanfear Police Headquarters. -~ -~ -0 -1 15107 -D1 -The Avenue du Blanc. -~ -~ -0 -1 15048 -D2 -Lanfear Prison. -~ -~ -0 -1 15109 -D3 -Banbury Street. -~ -~ -0 -1 15071 -S -#15073 -Banbury Street~ -You are standing on Banbury Street, which here crosses through the -small homes of the middle-class section of town. People walk up and -down the street hurrying to and from their jobs, and children chase -each other around playufully. A small house coverted into a boat shop -lies to the north, and south sits a small rather unremarkable house. -~ -0 0 0 -D0 -Todd's Boat Farm. -~ -~ -0 -1 15105 -D1 -Sunnyvale Lane. -~ -~ -0 -1 15065 -D2 -The Thieves Guild. -~ -~ -0 -1 15083 -D3 -Banbury Street. -~ -~ -0 -1 15074 -S -#15074 -Banbury Street~ -You are standing on Banbury Street, which leads through a modest section -of Lanfear at this point. The road is surrounded by averages houses which -all look alike. One of these houses stands north of you, exactly the same -except for a few hard-looking men who sit out front eyeing those who walk by. -~ -0 0 0 -D0 -The Black Market. -~ -~ -0 -1 15106 -D1 -Banbury Street. -~ -~ -0 -1 15073 -D3 -Valhalla Boulevard. -~ -~ -0 -1 15058 -S -#15075 -Lanfear Beach~ -You are standing in the white sand of the most beautiful beach you have ever -seen. A row of sea oats lines the sand near Sunnyvale lane, then a long -exspanse of soft white sand leads down to the blue-green waters of the sea. -The sun glimmers on the cresting waves, inviting you to go dive in. A man -in cheesy beach shorts stands near where the water is breaking, offering -rides on a huge floating wooden horse. You really cant go very far out -without some sort of boat though.... -~ -0 0 0 -D0 -Sunnyvale Lane. -~ -~ -0 -1 15053 -D2 -The Kingdom Sea. -~ -~ -0 -1 15076 -S -#15076 -The Kingdom Sea~ -You are floating in the middle of a large glittering sea, which shimmers -beautifully beneath the high sun overhead. Seagulls cry out into the air -above you, forever hunting fish in the waters below. -~ -0 0 7 -D0 -The beach. -~ -~ -0 -1 15075 -D2 -The Kingdon Sea. -~ -~ -0 -1 15077 -S -#15077 -The Kingdom Sea~ -You are now quite far from shore, deep into the Kingdom Sea. Squinting, -you can barely make out the top of the island palace far in the distance -to the north. You can continue deeper oin or head back north for shore. -~ -0 0 7 -D0 -The Kingdom Sea. -~ -~ -0 -1 15076 -D3 -The Kingdom Sea. -~ -~ -0 -1 15078 -S -#15078 -Kingdom Sea~ -You are now VERY deep into the Kingdom Sea, and you wonder if you will -ever be able to find your way home. The waters roll gently about you, -and you feel like taking off your armor and relaxing in the sun to get -a tan. -~ -0 0 7 -D1 -The Kingdom Sea. -~ -~ -0 -1 15077 -D3 -The Kingdom Sea. -~ -~ -0 -1 15079 -S -#15079 -The Kingdom Sea~ -You are now floating in the Kingdom Sea, leagues from the beack back at -Lanfear. Covering your eyes with your hand to keep the glare of the sun -away, you scan around and are able to make out the shore of a tiny island -to the west, covered with a thin layer of mist. You wonder what sort of -magic could create sucha mist on a day as clear as this one.... -~ -0 0 7 -D1 -The Kingdom Sea. -~ -~ -0 -1 15078 -D3 -Mother Goose's Island. -~ -~ -0 -1 2900 -S -#15080 -The Warriors Guild~ -You are standing in the main room of the Warrior's Guild, filled with -massive oaken tables and an array of weaponry. Rotted mutton bones -with the meat already sucked off them lay on the floor, and mounds of -blankets have been strewn around as makeshift beds. An open door leads -east into the boss's office, and a white light emanates from a door to -the north. -~ -0 0 0 -D0 -The Altar of War. -~ -~ -0 -1 15081 -D1 -The boss's office. -~ -~ -0 -1 15082 -D3 -Valhalla Boulevard. -~ -~ -0 -1 15059 -S -#15081 -The Altar of War~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the warrior goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D2 -The main room of the guild. -~ -~ -0 -1 15080 -S -#15082 -The Boss's Office~ -You are in the office of the head of the Warrior's Guild. He sneers as -you enter the room, displeased at the interruption of his consumption of -a hot bowl of mutton stew. Better go ahead and get what you need and -get out of here. -~ -0 0 0 -D3 -The main room of the guild. -~ -~ -0 -1 15080 -S -#15083 -The Thieves' Guild~ -You are standing in the main room of the Thieve's Guild, a room cloaked in -dark except for some sparse candlelight. An assortment of stolen -merchandise almost completely fills the room, taken from the residents of -nearby homes who have no idea they live right next door to the thieves. -The boss's office is to the south, and a bright white ligth emanates from -a room to the east. -~ -0 0 0 -D0 -Banbury Street. -~ -~ -0 -1 15073 -D1 -The Altar of Beguiling. -~ -~ -0 -1 15084 -D2 -The boss's office. -~ -~ -0 -1 15085 -S -#15084 -The Altar of Beguiling~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the beguiling goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D3 -The main room of the guild. -~ -~ -0 -1 15080 -S -#15085 -The Boss's Office~ -You are in the office of the head of the thieves' guild, who looks up from -a diamond she has been examining upon your entrance and looks at you coldly, -waiting to find out why you are bothering her. -~ -0 0 0 -D0 -The main room of the guild. -~ -~ -0 -1 15083 -S -#15086 -The Mages' Guild~ -You are standing in the main room of the Mages' Guild, which is filled -with an assortment of magical objects, from smoking beakers filled with -mysterious fluids to mattresses floating above the ground on their own. -A bright white light emanates from a door to the north, and the boss's -office lies to the west. -~ -0 0 0 -D0 -The Altar of Sorcery. -~ -~ -0 -1 15087 -D1 -The Avenue du Blanc. -~ -~ -0 -1 15042 -D3 -The boss's office. -~ -~ -0 -1 15088 -S -#15087 -The Altar of Sorcery~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the sorcery goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D2 -The main room of the guild. -~ -~ -0 -1 15086 -S -#15088 -The Boss's Office~ -You are in the office of the master mage, who is too preoccupied with -floating 5 small balls in a circle to notice youe entrance. You clear -your voice, distracting him enough to make him lose control of the balls -which fall to the floor. He looks to you gruffly, waiting to hear what -you need. -~ -0 0 0 -D1 -The main room of the guild. -~ -~ -0 -1 15086 -S -#15089 -The Clerics' Guild~ -You are standing in the main room of a beautiful church, home of the -Clerics, who do their best to keep the citizens of town healthy. Your -breath is taken away by the beauty of the abundant stained-glass windows, -which rise high above your head to the roof above. A bright white light -emanates from a room to the east, and the boss's office lies south. -~ -0 0 0 -D0 -Shorecrest Avenue. -~ -~ -0 -1 15036 -D1 -The Altar of Healing. -~ -~ -0 -1 15090 -D2 -The boss's office. -~ -~ -0 -1 15091 -S -#15090 -The Altar of Healing~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the healing goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D3 -The main room of the guild. -~ -~ -0 -1 15089 -S -#15091 -The Boss's Office~ -You are standing in the office of the head cleric, who has his face so buried -in some ancient text he is completely unaware of your presence. You -casually stimp your foot, and his bearded face rises with a smile as he -closes the book, waiting to help you with whatever your request may be. -~ -0 0 0 -D0 -The main room of the guild. -~ -~ -0 -1 15089 -S -#15092 -The Crusaders' Guild~ -You are inside the Crusaders Guild, a society dedicated to honor and -courage through valor in their adventuring. The Crusaders are a -mightly clan, with members spending many many years working to further -themself within the guild. A bright white light emanates from a room -to the west, and the boss's office lies to the south. -~ -0 0 0 -D0 -Solace Way. -~ -~ -0 -1 15069 -D2 -The boss's office. -~ -~ -0 -1 15094 -D3 -The Altar of Valor. -~ -~ -0 -1 15093 -S -#15093 -The Altar of Valor~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the valor goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D1 -The main room of the guild. -~ -~ -0 -1 15080 -S -#15094 -The Boss's Office~ -You are in the office of the leader of the crusaders' who stands before -a statue of the valor goddess with sword in hand and her other hand upon -her breast, forever pleding her loyalty to the cause. Hearing you enter, -she spins around and salutes to you, then waits for your request. -~ -0 0 0 -D0 -The main room of the guild. -~ -~ -0 -1 15092 -S -#15095 -The Samurai Guild~ -You are in a neat and orderly room, obviously maintained in the strict -discipline of the Samurai. Small beds made neatly and cupboards with -clean dishes fill the room. A rack of oiled weaponry sits neatly -against a wall. A bright white light emanates from a room to the -east, and the boss's office lies to the north. -~ -0 0 0 -D0 -The boss's office. -~ -~ -0 -1 15097 -D1 -The Altar of Honor. -~ -~ -0 -1 15096 -D2 -Banbury Street. -~ -~ -0 -1 15071 -S -#15096 -The Altar of Honor~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the honor goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D3 -The main room of the guild. -~ -~ -0 -1 15095 -S -#15097 -The Boss's Office~ -You are in the office of the leader of the Samurai Guild, who sits upon -a mat in the center of the room with his sword laying upon his knees, his -face a mask of stone as he stays in a state of deep meditation. You bow -deeply, disturbing the air around him enough that he senses your presence -and rises, bowing in return and awaiting your request. -~ -0 0 0 -D2 -The main room of the guild. -~ -~ -0 -1 15095 -S -#15098 -Lanfear Abbey~ -You are inside the Lanfear Abbey, home of the Monks, who are dedicated to -educating and assisting those with the greatest need. A large table -filled with bowls of stew rests in the center of the room, waiting to be -dispensed to the homeless people of this poor section of town. A bright -white light emanates from a room to the west, and the boss's office lies -to the north. -~ -0 0 0 -D0 -The boss's office. -~ -~ -0 -1 15100 -D2 -Smuggler's Way. -~ -~ -0 -1 15051 -D3 -The Altar of Benevolence. -~ -~ -0 -1 15099 -S -#15099 -The Altar of Benevolence~ -You are standing in a peaceful room filled with an essence of power. In -the center of the room, a large white statue of the benevolence goddess -stands alone, radiating a bright white light throughout the room. For -a donation, she would be more than willing to heal your wounds. -~ -0 0 0 -D1 -The main room of the guild. -~ -~ -0 -1 15098 -S -#15100 -The Boss's Office~ -You are in the office of the head monk, who is busy shelving yet another -tomb into the myriad bookshelves in this room, his own personal library -perhaps greater than any other in town. He smiles and nods his head to -you at youe entrance, waiting to help you in whatever way he can. -~ -0 0 0 -D2 -The main room of the guild. -~ -~ -0 -1 15098 -S -#15101 -Maps Express~ -You are in a cozy little map shop, with walls lined with bookcases filled -with the hugest library of maps you have ever seen. A small fireplace -crackles in the wall, spreading warmth through the room and casting light -on a circle of comfortable looking stuffed chairs in the center of the room. -Magellan, the Master Mapsmith, walks along the shelves with a duster brushing -at his productsin an effort to keep them clean. -~ -0 0 0 -D2 -East Lanfear Way. -~ -~ -0 -1 15008 -S -#15102 -Roxia's Flower Heaven~ -You are standing in a quaint little flower shop, and your nose is overcome -with the myriad scents of the huge variety of flora filling the room. You -see everything from roses to dandelions to ferns. Roxia stands behind a -small counter, smiling at you goofily and eager to help you pick something -out for your 'special person'. You notice some odd looking flowers.... -looking at the tag, u see they are Space Roses from Wellsau. -~ -0 0 0 -D2 -Solace Way. -~ -~ -0 -1 15069 -S -#15103 -Beren's Clothiers~ -You are standing in Beren's Clothier's, an extremely classy tailoring shop -catering to the wealthy citizens of Lanfear. Expensive full length -mirrors fill the room, along with large stuffed leather chairs for the -customers to relax in. Beren himself is here today, smoking a cigar and -drinking a banana daiquiri. He appears to be one of the monkey people -you have heard about, almost completely human except for his distinctly -ape-like features. Beren looks at you and exclaims 'Well I'll be a -monkey's uncle, what are you doing here?' -~ -0 0 0 -D2 -Solace Way. -~ -~ -0 -1 15070 -S -#15104 -Hormel's House of Magic~ -You are inside the local magic shop, almost exclusively catering to the -magicians in the tower across the way. However, Hormel, the retired -mage who runs this shop, had worked out a deal with the mages so he can -make some of their brews available to the public. Hormel is sitting -on a stool in the back of the room now, using his magical talents to heat -up a can of chili. Maybe all that chili is why the other mages made him -retire so early... -~ -0 0 0 -D0 -Solace Way. -~ -~ -0 -1 15068 -S -#15105 -Todd's Boat Farm~ -You are in a large rambled structure, which shake as if ready to crash -down the moment you step inside. Long canoes and other watercraft lie -up against the walls and throughout the room. You can make out the -figure of Todd coming at you between the boats, and he gives you a big -thumbs up as he comes close, saying 'Yo dood, like, buy a canoe.' -~ -0 0 0 -D2 -Banbury Street. -~ -~ -0 -1 15074 -S -#15106 -The Black Market~ -You are in a shady little room, which on the outside appeared to be just -another house on Banbury Street, but in fact is the place for the Thieve's -guild to unload whatever items they want to exchange for a hefty price. -Dangerous looking men sit in the shadows and near the door, ready to take -out any troublemakers or blow the whistle if the cops come snooping around. -Black Jack Mulligan, the one-eyed master thief of yore, is here ready to -bargain with anyone and make sure he gets the highest price possible. -~ -0 0 0 -D2 -Banbury Street. -~ -~ -0 -1 15074 -S -#15107 -Lanfear Police Headquarters~ -You are in the headquarters of the Lanfear Police Corps, a well-funded -organization commited to keeping the city free of crime and as safe as -possible. They have set up HQ in the shadiest part of town, in an effort -to keep crime from spreading to other parts of the city. A desk sergeant -sits behind a desk, and looks up as if annoyed by your presence here. -A closed door ebhind him leads to the Captain's office. -~ -0 0 0 -D0 -The captain's office. -~ -~ -0 -1 15108 -D2 -Banbury Street. -~ -~ -0 -1 15072 -S -#15108 -The Captain's Office~ -You are in the office of the Captain of the Lanfear Police Corps, a -tough-looking man who could put fear in the heart of the most ruthless -criminal. He stands up as you enter, maddened at your presence, and -plants his thick hands upon his desk, staring you right in the eye. -~ -0 0 0 -D2 -The entrance to Police HQ. -~ -~ -0 -1 15107 -S -#15109 -Lanfear Prison~ -You are standing in the entrance to Lanfear Prison, home to the most -dangerous felons within the city, and a place spoken of secretly by -the criminal's of the town with fear and loathing. Many who have -entered these walls have never made it out alive. The warden is here -supervising the daily operations of the prison, and doesn't even -take the time to look at you or acknowledge your presence. The -jail wings run east and west. -~ -0 0 0 -D0 -Banbury Street. -~ -~ -0 -1 15072 -D1 -Jail Block A. -~ -~ -0 -1 15110 -D3 -Jail Block B. -~ -~ -0 -1 15111 -S -#15110 -Jail Block A~ -You are standing on the cold damp stone floor of the first jail block. -Countless cells fill the place, and crazed felons swing their arms -through the bars ats you walk by, begging for a cigarette or some -mutton stew. If you had they key, you could enter one of the cells -to the north south or east. -~ -0 0 0 -D0 -A jail cell. -~ -~ -33 15135 15129 -D1 -A jail cell. -~ -~ -33 15135 15128 -D2 -A jail cell. -~ -~ -33 15135 15127 -D3 -The prison entrance. -~ -~ -0 -1 15109 -S -#15111 -Jail Block B~ -You are standing on the cold damp stone floor of the first jail block. -Countless cells fill the place, and crazed felons swing their arms -through the bars ats you walk by, begging for a cigarette or some -mutton stew. If you had they key, you could enter one of the cells -to the north south or west. -~ -0 0 0 -D0 -A jail cell. -~ -~ -33 15135 15132 -D1 -The prison entrance. -~ -~ -0 -1 15109 -D2 -A jail cell. -~ -~ -33 15135 15130 -D3 -A jail cell. -~ -~ -33 15135 15131 -S -#15112 -Renaldo's House of Toys~ -You are standing in Renaldo's House of Toys, the premier toy shop on all -of the island, offering toys made locally and from exotic foreign lands. -Renaldo is currently dressed up in a clown suit, jumping on a trampoline -while smoking a cigarette. Seeing you enter, he bounces from the -trampoline and crashes at your feet, amazingly without losing his cigarette. -As he greets you, you get a huge whiff of vodka from his red rubber nose. -His assistant, the toy maiden, waits patiently behind the counter to help -you with your purchases. -~ -0 0 0 -D0 -~ -~ -0 -1 15067 -S -#15113 -Sebastian's Pharmacy~ -You are standing in a clean little pharmacy, offering a wide selection of -pharmacopoeia for the wealthier folks of Lanfear, those who needs a little -escape from the pressure of life or perhaps a little sanctuary to tone down -the hurt when out fighting wildebeests on hunting trips. Sebastian stands -behind a counter at the rear of the store in a white suit, setting pills -out on little velvet displays. -~ -0 0 0 -D0 -Solace Way. -~ -~ -0 -1 15070 -S -#15114 -Palace Square~ -You are standing in the austere Lanfear Palace, the most luxurious palace -in all of Aesir. Solid silver walls rise around you, shimmering in the -mix of sun rays and torchlight. The Knight-Marshal of Lanfear, Kins, is -here making sure no one gets out of hand while on the royal grounds, and -running the day to day affairs of the island in the absence of Neutopia. -Fortunately, Neutopia has instituted some social programs, such as the -Citywide Donation Fund through which unwanted items can be distributed -to the needier citizens of Lanfear. The storage rooms for these items -are located down from here in the cellar, and are open to the public. -Lanfear Chapel is north, the national treasury is west, and a single -winding staircase leads up from here to the top of the castle. -~ -0 8 0 -D0 -Lanfear Chapel. -~ -~ -0 -1 15019 -D1 -Outside the palace gates. -~ -~ -0 -1 15017 -D2 -The Hall of Clans. -~ -~ -0 -1 15020 -D3 -Lanfear National Treasury. -~ -~ -0 -1 15023 -D4 -In the tower. -~ -~ -0 -1 15115 -D5 -The donation rooms. -~ -~ -0 -1 15117 -S -#15115 -In the Tower~ -You are standing on a staircase about halfway up the main tower of -Lanfear Palace. The stairway winds by many oaken doors, but unfortunately -these areas are closed off to the public, reserved for more important -guests than you. Above you, the staircase levels out at the top of the -tower, and below stands Kins, Knight-Marshal of Lanfear. -~ -0 8 0 -D4 -The Top of the Tower. -~ -~ -0 -1 15116 -D5 -Palace Square. -~ -~ -0 -1 15114 -S -#15116 -The Top of Lanfear Palace~ -You are standing at the top of the uppermost tower in all of Lanfear, and -the view is breathtaking: - - ____________ - / \ - / \ -^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^/^\^^^^^^^^^^^^^^^^^ - ^^^ ^^^^ ^^ ^^^ ^^ / \ ^^^ ^^ - ^^^ ^^ ^^^ ^^^^ /_____\ ^^ ^^^ - ^^ ^^ ^^ ^^^^ ^^ ^^ | | ^^^ ^^ -----------------------------------------------------| () |-------------- - |_____|_____|_____|_____|_____|_____|_____|_____|_| |_|_____|_____| - | | | | | | | | | | () | | | | -----------------------------------------------------| |-------------- -~ -0 8 0 -D5 -Inside the tower. -~ -~ -0 -1 15115 -S -#15117 -The Donation Rooms~ -You are standing in the cellar of Lanfear Palace, which has been converted -into a storage area for the Citywide Donation Fund. Here, travelling -adventurers may discard items they no longer have use for but which some -less fortunate soul might need despertely. More donation rooms lie north, -south, east, and west, and the Palace is back up the stairs. -~ -0 8 0 -D0 -Donation Room. -~ -~ -0 -1 15118 -D1 -Donation Room. -~ -~ -0 -1 15119 -D2 -Donation Room. -~ -~ -0 -1 15120 -D3 -Donation Room. -~ -~ -0 -1 15121 -S -#15118 -The Donation Rooms~ -You are standing in the cellar of Lanfear Palace, which has been converted -into a storage area for the Citywide Donation Fund. Here, travelling -adventurers may discard items they no longer have use for but which some -less fortunate soul might need despertely. -~ -0 8 0 -D2 -The Donation Rooms. -~ -~ -0 -1 15117 -S -#15119 -The Donation Rooms~ -You are standing in the cellar of Lanfear Palace, which has been converted -into a storage area for the Citywide Donation Fund. Here, travelling -adventurers may discard items they no longer have use for but which some -less fortunate soul might need despertely. -~ -0 8 0 -D3 -The Donation Rooms. -~ -~ -0 -1 15117 -S -#15120 -The Donation Rooms~ -You are standing in the cellar of Lanfear Palace, which has been converted -into a storage area for the Citywide Donation Fund. Here, travelling -adventurers may discard items they no longer have use for but which some -less fortunate soul might need despertely. -~ -0 8 0 -D0 -The Donation Rooms. -~ -~ -0 -1 15117 -S -#15121 -The Donation Rooms~ -You are standing in the cellar of Lanfear Palace, which has been converted -into a storage area for the Citywide Donation Fund. Here, travelling -adventurers may discard items they no longer have use for but which some -less fortunate soul might need despertely. -~ -0 8 0 -D1 -The Donation Rooms. -~ -~ -0 -1 15117 -S -#15122 -Victoria Secret Store~ -You have entered the Ragnorak Victoria Secret Store. Here you can buy Langerie -and Boxers for friends and loved ones. To your north is the second room of the -Women's Dept. To your east is the Men's Dept. and to the west is the Wedding -Shop. Enjoy your shopping. -~ -0 8 0 -D0 -~ -~ -0 -1 15123 -D1 -~ -~ -0 -1 15124 -D2 -~ -~ -0 -1 15028 -D3 -~ -~ -0 -1 15125 -S -#15123 -Victoria Secret Store~ -You are in the second room of the Women's Dept. in the Ragnorak Victoria -Secret. There is lingerie of many types, fabrics, and colors here. Enjoy -your shopping experiance. -~ -0 8 0 -D2 -~ -~ -0 -1 15122 -S -#15124 -Victoria Secret Store~ -You are in the Men's Dept. of the Ragnorak Victoria Secret. Here you can buy -boxers of many kinds for the men of Aesir. Enjoy. -~ -0 8 0 -D3 -~ -~ -0 -1 15122 -S -#15125 -Wedding Shop~ -You have entered the Ragnorak wedding store. Here you can buy everything -except rings for your wedding. Enjoy. -~ -0 8 0 -D1 -~ -~ -0 -1 15122 -S -#15126 -Tom's Convenience Mart~ -You are in Tom's Trading Post, a quaint little shop near the gates of -town. Here traveller just on their way out of town can stop to pick -up last minute items, or those coming in can drop by to sell whatever -items Tom believe he can turn a profit on. -~ -0 0 0 -D2 -Lanfear Way. -~ -~ -0 -1 15006 -S -#15127 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D0 -The jail block. -~ -~ -33 15135 15110 -S -#15128 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D1 -The jail block. -~ -~ -33 15135 15110 -S -#15129 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D2 -The jail block. -~ -~ -33 15135 15110 -S -#15130 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D0 -The jail block. -~ -~ -33 15135 15111 -S -#15131 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D3 -The jail block. -~ -~ -33 15135 15111 -S -#15132 -A Jail Cell~ -You are standing in a cramped jail cell. Small insects scurry away at -your approach, and you hear someone stir from their sleep. From a small -cot at the rear of the room, a felon wakes from a deep slumber and stares -at you suspiciously. -~ -0 0 0 -D2 -The jail block. -~ -~ -33 15135 15110 -S -#15133 -Pet Storage~ -What a smelly room, someone needs to change the litter. -~ -0 4 0 -S -#0 - - -#RESETS -M 1 15040 3 15003 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15041 3 15003 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15040 3 15004 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15041 3 15004 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15038 8 15005 -M 1 15040 3 15005 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15041 3 15005 -E 1 15126 -1 11 -E 1 15127 -1 5 -E 1 15128 -1 8 -E 1 15129 -1 16 -M 1 15018 14 15007 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15007 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15023 10 15008 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15008 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15035 1 15009 -G 1 15035 -1 -G 1 15036 -1 -G 1 15037 -1 -G 1 15038 -1 -G 1 15039 -1 -G 1 15091 -1 -G 1 15092 -1 -G 1 15093 -1 -G 1 15094 -1 -G 1 15095 -1 -M 1 15023 10 15010 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15010 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15029 1 15011 -G 1 15096 -1 -G 1 15097 -1 -G 1 15098 -1 -G 1 15099 -1 -G 1 15100 -1 -M 1 15030 1 15012 -G 1 15101 -1 -G 1 15102 -1 -G 1 15103 -1 -G 1 15104 -1 -G 1 15105 -1 -G 1 15106 -1 -M 1 15018 14 15013 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15013 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15021 4 15013 -M 1 15038 8 15013 -M 1 15020 1 15017 -E 1 15130 -1 16 -M 1 15048 1 15020 -M 1 15038 8 15023 -M 1 15049 1 15023 -M 1 15018 14 15024 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15024 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15021 4 15024 -M 1 15023 10 15024 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15023 10 15025 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15025 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15034 1 15027 -G 1 15030 -1 -G 1 15031 -1 -G 1 15032 -1 -G 1 15033 -1 -G 1 15034 -1 -G 1 15040 -1 -G 1 15041 -1 -G 1 15042 -1 -G 1 15043 -1 -G 1 15044 -1 -M 1 15024 10 15028 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15033 1 15029 -G 1 15107 -1 -G 1 15108 -1 -G 1 15109 -1 -G 1 15110 -1 -G 1 15111 -1 -M 1 15018 14 15030 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15030 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15038 8 15030 -M 1 15018 14 15033 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15033 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15021 4 15035 -M 1 15018 14 15036 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15036 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15038 8 15038 -M 1 15018 14 15040 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15040 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15021 4 15041 -M 1 15018 14 15043 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15043 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15018 14 15048 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15048 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15022 4 15050 -M 1 15018 14 15051 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15051 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15018 14 15055 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15055 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15022 4 15056 -M 1 15018 14 15058 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15058 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15018 14 15062 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15062 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15023 10 15062 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15062 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15022 4 15063 -M 1 15018 14 15065 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15019 14 15065 -E 1 15122 -1 3 -E 1 15123 -1 6 -E 1 15124 -1 9 -E 1 15125 -1 16 -M 1 15023 10 15065 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15065 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15022 4 15066 -M 1 15023 10 15068 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15068 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15023 10 15070 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15070 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15038 8 15071 -M 1 15023 10 15072 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15072 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15023 10 15073 -E 1 15139 -1 5 -E 1 15140 -1 7 -M 1 15024 10 15073 -E 1 15141 -1 5 -E 1 15142 -1 7 -M 1 15038 8 15073 -M 1 15038 8 15075 -M 1 15007 1 15080 -M 1 15006 7 15081 -M 1 15014 7 15081 -M 1 15008 1 15083 -M 1 15006 7 15084 -M 1 15014 7 15085 -M 1 15010 1 15086 -M 1 15006 7 15087 -M 1 15014 7 15088 -M 1 15009 1 15089 -M 1 15006 7 15090 -M 1 15014 7 15091 -M 1 15011 1 15092 -M 1 15006 7 15093 -M 1 15014 7 15094 -M 1 15012 1 15095 -M 1 15006 7 15096 -M 1 15014 7 15097 -M 1 15013 1 15098 -M 1 15006 7 15099 -M 1 15014 7 15100 -M 1 15031 1 15101 -G 1 15067 -1 -G 1 15068 -1 -G 1 15069 -1 -G 1 15070 -1 -G 1 15071 -1 -G 1 15072 -1 -G 1 15073 -1 -G 1 15074 -1 -G 1 15075 -1 -G 1 15076 -1 -G 1 15077 -1 -G 1 15078 -1 -G 1 15079 -1 -G 1 15080 -1 -G 1 15081 -1 -G 1 15082 -1 -G 1 15083 -1 -G 1 15084 -1 -G 1 15085 -1 -M 1 15037 1 15102 -G 1 15086 -1 -G 1 15087 -1 -G 1 15088 -1 -G 1 15089 -1 -G 1 15090 -1 -M 1 15036 1 15103 -G 1 15116 -1 -G 1 15117 -1 -G 1 15118 -1 -G 1 15119 -1 -G 1 15120 -1 -G 1 15121 -1 -M 1 15004 1 15104 -G 1 15019 -1 -G 1 15020 -1 -G 1 15021 -1 -G 1 15022 -1 -G 1 15023 -1 -G 1 15024 -1 -M 1 15032 1 15105 -G 1 15112 -1 -G 1 15113 -1 -G 1 15114 -1 -G 1 15115 -1 -M 1 15027 1 15106 -M 1 15028 1 15106 -M 1 15016 1 15107 -E 1 15125 -1 16 -E 1 15131 -1 10 -M 1 15015 1 15108 -E 1 15125 -1 16 -E 1 15132 -1 1 -E 1 15133 -1 12 -G 1 15137 -1 -M 1 15017 1 15109 -E 1 15134 -1 13 -E 1 15135 -1 16 -M 1 15005 1 15112 -M 1 15026 1 15113 -M 1 15025 1 15114 -M 1 15000 1 15122 -G 1 15000 -1 -G 1 15001 -1 -G 1 15002 -1 -G 1 15003 -1 -G 1 15004 -1 -G 1 15005 -1 -G 1 15006 -1 -M 1 15001 1 15123 -G 1 15007 -1 -G 1 15008 -1 -G 1 15009 -1 -G 1 15010 -1 -G 1 15011 -1 -G 1 15012 -1 -M 1 15002 1 15124 -G 1 15013 -1 -G 1 15014 -1 -G 1 15015 -1 -G 1 15016 -1 -G 1 15017 -1 -G 1 15018 -1 -M 1 15003 1 15125 -G 1 15045 -1 -G 1 15046 -1 -G 1 15047 -1 -G 1 15048 -1 -G 1 15049 -1 -G 1 15050 -1 -G 1 15051 -1 -G 1 15052 -1 -G 1 15053 -1 -G 1 15054 -1 -G 1 15055 -1 -G 1 15056 -1 -G 1 15057 -1 -G 1 15058 -1 -G 1 15059 -1 -G 1 15060 -1 -G 1 15061 -1 -G 1 15062 -1 -G 1 15063 -1 -G 1 15064 -1 -G 1 15065 -1 -G 1 15066 -1 -M 1 15039 1 15126 -G 1 15025 -1 -G 1 15026 -1 -G 1 15027 -1 -G 1 15028 -1 -G 1 15029 -1 -M 1 15050 6 15127 -M 1 15050 6 15128 -M 1 15050 6 15129 -M 1 15050 6 15130 -M 1 15050 6 15131 -M 1 15050 6 15132 -M 1 15042 1 15133 -M 1 15043 1 15133 -M 1 15044 1 15133 -M 1 15045 1 15133 -M 1 15046 1 15133 -M 1 15047 1 15133 -S - - -#SHOPS - 15000 0 0 0 0 0 105 100 0 23 ; Charla - 15001 0 0 0 0 0 105 100 0 23 ; Marguarita - 15002 0 0 0 0 0 105 100 0 23 ; Dorie - 15003 0 0 0 0 0 105 100 0 23 ; Serge - 15004 2 3 4 10 0 105 100 0 23 ; Hormel - 15005 0 0 0 0 0 105 100 0 23 ; Toymaiden - 15026 0 0 0 0 0 105 100 0 23 ; Sebastian the Pharmacist - 15027 0 0 0 0 0 105 100 0 23 ; Black Jack Mulligan - 15028 0 0 0 0 0 105 100 0 23 ; Radagast - 15029 9 0 0 0 0 105 100 0 23 ; the Armourer - 15030 5 6 7 0 0 105 100 0 23 ; Dolgan the Weapon Smith - 15031 0 0 0 0 0 105 100 0 23 ; Magellan the Master Mapsmith - 15032 0 0 0 0 0 105 100 0 23 ; Todd the Shipwright - 15033 8 0 0 0 0 105 100 0 23 ; the Crown brother - 15034 0 0 0 0 0 105 100 0 23 ; Candy - 15035 0 0 0 0 0 105 100 0 23 ; Mel the Delimaster - 15036 0 0 0 0 0 105 100 0 23 ; Beren the Clothier - 15037 0 0 0 0 0 105 100 0 23 ; Roxia the Florist - 15041 1 18 13 15 19 105 100 0 23 ; the Lanfear national guardswoman -0 - - -#REPAIRS -0 - - -#SPECIALS -M 15006 spec_cast_adept -M 15014 spec_guard -M 15015 spec_guard -M 15016 spec_guard -M 15018 spec_guard -M 15019 spec_guard -M 15020 spec_executioner -M 15025 spec_cast_adept -M 15042 spec_guard -M 15043 spec_guard -M 15050 spec_portal -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/lilith.are b/data/realm/areas_smaug1.4a/lilith.are deleted file mode 100644 index 55edbe2..0000000 --- a/data/realm/areas_smaug1.4a/lilith.are +++ /dev/null @@ -1,5560 +0,0 @@ -#AREA The Keep of Lilith~ - - - -#AUTHOR Rolindar~ - -#RANGES -40 50 0 65 -$ - -#RESETMSG An eerie cry echoes through the night.~ - -#FLAGS -0 18 - -#ECONOMY 0 0 - -#MOBILES -#25500 -lilith vampire slut succubus demon~ -Lilith~ -A tall, scantily clad women of impressive stature stands before you. -~ -Known as the Slut of the Abyss, the succubus, the Demon Whore, and -other pleasant names, Lilith is the eldest of all vampires, and by -far the most deadly. Purely evil, Lilith exists only to devour the flesh -and blood of mortal men. Women she takes as mates and slaves, making them -thralls of her powerful will. -~ -67 392700584 -1000 C -55 0 -200 10d40+15600 7d12+60 -1000000 0 -8 8 2 -22 22 11 22 22 25 3 --20 -20 -20 -20 -20 -67 4 0 0 36865 1 6 -0 0 263871 1059985 3153678 0 1109399555 3 -> fight_prog 10~ -c gas -c eldritch -~ -> fight_prog 15~ -c antimagic -c 'frost breath' $n -~ -> fight_prog 20~ -c unravel $r -c feebleness $r -c blazebane $r -c winter $r -c weaken $r -c blindness $r -~ -> fight_prog 25~ -c necro -c necro -c necro -cackle -gouge -stun -~ -> fight_prog 75~ -disarm -sac sword -sac axe -sac club -sac mace -sac staff -~ -> hitprcnt_prog 20~ -ooo -say You are truly a potent opponent, $n... -giggle -say But... not ...potent...ENOUGH! -mpe _red Lilith screams maniacally, and begins to transform! -mpe _red Huge tusks sprout from her distended head and long spines erupt! -mpe _red Scraps of her flesh go flying about the chamber, and she roars! -mea $r Lilith grabs ahold of you, and hurls you into a stone wall! -mpforce $n yell AAAAAGGGHHHHHHHH! -mpdamage $n 750 -mpechoaround $n Lilith grabs ahold of $n and hurls $m into a stone wall! -~ -> all_greet_prog 100~ -if isnpc($n) -say Cretinous $n, you are a fool to invade my sanctum! -mpslay $n -else -if sex($n) == 2 -smile -say Ahh, what a beauteous beast you are, $n! -mea $n Lilith smiles seductively, and runs a hand along your face. -say So soft, and smooth, and... oh my what a delicious figure you have! -gasp -say All of that running around slaying creatures does wonders for you dear. -grin -say Come, lie with me, enjoy the company of a master of love... -else -snarl -say Bah! What a disgusting interloper you are $n! -mutter -say Begone else I be forced to remove thy genitals and devour them! -mea $n Lilith is clearly angered by your presence. -mea $n Only the thought of defiling her boudoir stops her form destroying you. -endif -endif -~ -> act_prog p from the south.~ -if sex($n) == 2 -and if wis($n) < 14 -mea $n Your mind is weak; you foolishly remove your clothing and leap into bed! -mpforce $n remove all -mpforce $n drop all -mpforce $n say Take me, Lilith! Show me the TRUE ways of Love! -cackle -else -if sex($n) == 2 -mea $n You resist the allure of the stunning Lilith, and grip your weapons. -snarl -say Foolish slut! I shall have you yet bitch! -cackle -endif -endif -~ -> act_prog p grovels before you.~ -cac -say Crying won't help ya, praying won't do you no good! -~ -> fight_prog 100~ -wield touch -~ -> rand_prog 33~ -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -~ -> fight_prog 33~ -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -~ -> death_prog 100~ -if rand(10) -mpe _red As Lilith perishes, her heart explodes from her chest and lands, -mpe _red still beating, on the floor, pulsing its owner's foul blood. -mpoload 25502 50 -drop evilheart -else -mpe _red As Lilith perishes, her body explodes into flames, reducing it -mpe _red to a charred pile of stinking flesh, putrescent and vile. -endif -~ -| -#25501 -handmaiden lilith~ -a handmaiden of Lilith~ -A comely woman clad in naught but a loincloth smiles seductively. -~ -Lilith's handmaidens tend slavishly to their mistress' every need and -desire; they are former prisoners who Lilith granted the "gift" of -undeath to, for they took her fancy. -~ -3 680 -1000 C -48 0 -155 0d0+0 0d0+0 -125000 0 -8 8 2 -20 13 13 20 13 25 13 --10 -10 -10 -10 -10 -67 4 0 0 1 1 0 -0 0 263871 1056768 2104582 0 1109398019 2 -> greet_prog 100~ -if ispc($n) -mea $n $I smiles seductively at you. -say Come, $n, rest awhile, forget your troubles... -mpe In one swift move, the handmaiden gestures, and a couch appears. -say Believe it or not, I will not attack you without provocation. -, sits down, smiling sweetly at you. -else -say Poohey! Be gone, smelly beast! -mpforce $n e -endif -~ -> act_prog p sits down.~ -nod -smile -say See? All is well! -mea $n $I begins to gently massage your shoulders. It is quite relaxing! -c refresh $n -say We are trained only to serve, $n, and will not destroy you. -~ -> fight_prog 45~ -if rand(25) -say Ungrateful whelp! I offer you paradise and you thank me -say with violence! You shall perish horribly, $n! -mpe Huge fangs burst from the Handmaiden's maw, stained with blood! -feed -feed -feed -gouge -stun -else -if rand(40) -c chill $r -c 'faerie fire' $r -c unravel $r -c weaken $r -c blindness $r -else -endif -endif -~ -| -#25502 -eunuch~ -the Eunuch~ -A broad chested man stands before the doors. -~ -A former adventurer who found out how genuine Lilith's threat of -castration she imposed on intruders was, he is now sworn to do her -unholy bidding, protecting her handmaiden/concubines from harm. -~ -35 33596072 -1000 C -50 0 -200 1200d1+3800 0d0+0 -475600 0 -8 8 0 -25 13 13 13 13 13 13 --10 -10 -10 -10 -10 -0 3 0 0 1 1 0 -0 0 1791 3145984 3072 0 8397328 524291 -> rand_prog 33~ -mpat 3 c kin -mpat 3 c troll -mpat 3 c heal -close e -close w -~ -> greet_prog 100~ -if ispc($n) -snarl -say Inruders! You shall not disturb the handmaidens! -mpe The eunuch's voice is pitched uncomfortably high... -mpforce $n snicker -say Do you find my emasculated state AMUSING??? -scream -c gas -disarm -stun -else -say You are a fool, $n, to venture here. But on your head be it! -cackle -endif -~ -> act_prog flees~ -yell Oh no you don't, $n! -mpat $n mea $n A large hand grabs you and hauls you back! -mpat $n mpechoar $n A meaty hand drags $n back! -mptrans $n -cackle -mea $n The eunuch slams his fist into your stomach! -mpdamage $n 250 -~ -> fight_prog 50~ -if rand(40) -wield club -disarm -get all -stun -gouge -else -if rand(20) -mpat 3 c heal -mpat 3 c 'cure blindness' -mpat 3 c 'cure poison' -else -if rand(30) -punch -kick -bash -gouge -else -endif -endif -endif -~ -| -#25503 -darke knight~ -a Darke Knight~ -A Knight of the Darke stands motionless here. -~ -Pledged to stand before the doors of his master Lilith's keep, this loyal -guardian will not raise his weapon against those who approach; rather he will -seek to warn them of the certain death they will meet should they proceed. -Swathed in flowing black robes that conceal gleaming black chain, he stands -with his hands resting upon his greatsword. -~ -3 524968 -500 C -38 0 0 0d0+0 0d0+0 -25000 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 3146496 3072 0 608 524291 -> fight_prog 33~ -wield great -mpe With a mighty sweep, the knight smashes his blade into yours! -disarm -disarm -disarm -mpdamage $n 75 -stun -~ -> greet_prog 100~ -if ispc($n) -chuckle -say Adventurer, dost thou know where thou doth venture? -say Leave now, afore 'tis too late! -cackle -else -if name($n) == marsh viper -snarl -say Verminbeast! Begone! -mpslay $n -else -endif -endif -~ -| -#25504 -spectral guardian~ -a spectral guardian~ -A translucent shape steps forth from the shadows... -~ -This fell undead has been given the task of protecting the First Level, and -will attack any and all who attempt to proceed forward to the next level. While -it is ferocious and evil, it is not very perceptive, and should be easy to -slip past. It resembles nothing so much as a translucent warrior, bearing no -weapon save for its glowing hands, from which radiates a chill that is cold -enough to make you shiver at 10 yards. -~ -35 271581696 0 C -40 0 -200 22d10+2000 9d7+22 -0 0 -8 8 0 -18 18 18 18 18 18 18 --10 -10 -10 -10 -10 -67 0 0 0 1 1 0 -0 0 0 1048576 2113286 33 1107300352 2 -> death_prog 100~ -mpe _whi The spirit dissipates into nothingness as it dies... -mpgoto 25500 -~ -> fight_prog 25~ -c chill $r -c chill $r -c chill $r -~ -> greet_prog 100~ -if ispc($n) -mea $n As soon as it sees you, the guardian strikes! -YELL NONE...... SHALL...... PASS......! -c 'frost breath' $n -cackle -else -endif -~ -| -#25505 -witch~ -a Chaos witch~ -A hideous, wizened old crone mutters vile incantations under her fetid breath. -~ -This grotesque woman is a witch, who has sold her soul to Chaos in return for -power unimaginable, with which she aids her infernal master in her unspeakable -plans. -~ -35 2097672 -666 C -38 0 -50 0d0+0 0d0+0 -100000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 1791 3146383 7424 0 1109398080 131 -> hitprcnt_prog 20~ -if rand(60) -say Powers of Chaos, aid me in my hour of direst need! -mpe _red The witch slashes her wrists with a sharp nail, and a demon appears! -mpmload 25506 -mpforce xered cackle -mpforce xered say I shall aid thee, witch, but you know the price! -cringe -say I...I accept, just rescue me! -else -endif -~ -> greet_prog 100~ -if ispc($n) -say What? Living, breathing things of Law, here? -mutter -say Unglaublich! You must die! -mpe Black smoke plumes from smoldering urns, and shadows fill the room! -c shadowform -say Powers of Chaos, aid me! -else -endif -~ -| -#25506 -xered demon~ -Xered~ -A tall, almost emaciated demon with razor sharp claws stands here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#25507 -marsh viper~ -a marsh viper~ -A sinewy snake rushes through the waters. -~ -Marsh vipers are common and deadly threats to those who brave these -waters, striking with speed and lethal volleys of poisonous bites. -~ -97 -2145287680 -400 C -35 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -62 3 0 0 1024 1024 0 -0 0 8455209 32 0 0 262149 2 -#25508 -ghastly apparition~ -a ghastly apparition~ -A shimmering apparition rises from the waters before you. -~ -The soul of a paladin who met his grisly end in this place, the -apparition now seeks to warn others, but due to a curse finds it -impossible to communicate properly. -~ -65 270041730 400 C -38 0 -200 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 4096 4096 0 -0 0 0 0 2109190 0 1109397504 2 -> fight_prog 25~ -c chill $r -mea $n Fear grips your heart! -if rand(40) -mpforce $n flee -else -endif -~ -> greet_prog 100~ -if ispc($n) -say Flee! Flee this evil place! -mpe The apparition is frustrated by his inability to make himself understood. -else -endif -~ -> death_prog 100~ -mpe The apparition dissolves into the murky waters of the lake. -mpgoto 25500 -~ -| -#25509 -ab'yshai~ -Ab'yshai~ -A black dragon of immense size is curled up before the gates. -~ -Glaring at you with one half-closed eye, Ab'yshai makes it abundantly -clear that she doesn't consider you to be worth more than even a cursory -sideways glance. She makes a big show of returning to sleep in your presence, -hoping to convey the contempt she holds for those she perceives to be -less than her. -~ -3 557736 -1000 C -50 0 -222 100d4+9860 11d6+66 -2000000 0 -8 8 2 -22 13 13 22 22 13 13 --20 -20 -20 -20 -20 -31 3 0 0 2048 2048 0 -0 0 33883711 1049423 2104480 0 299333 524291 -> fight_prog 40~ -if rand(40) -c 'acid breath' $r -stun -gouge -else -if rand(20) -mpe $I snaps with her jaws and sweeps with her tail, scattering everyone! -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -mpgoto 25555 -murder $r -evilgrin -else -endif -endif -~ -> greet_prog 100~ -if ispc($n) -mpe $I raises her head and lazily stares around. -say Oh, adventurers. Joy. Mistress will be SO pleased. -say She LOVES entertaining, $n. -wink $n -mpe With a snort and a belch, $I returns to her rest. -else -growl $n -mpforce $n say Eep! -snicker -endif -~ -> death_prog 100~ -mpe With a final indignant roar, the mount of Lilith collapses, dead. -mpat lilith mpforce lilith yell NNNNNNOOOOOOOO! $n, you shall pay dearly! -mpe A bolt of energy surges forth from the gates, striking the corpse. -mpe The corpse of the wyrm explodes, showering the room with acid! -mpdamage $r 125 -mpdamage $r 125 -mpdamage $r 125 -mpdamage $r 125 -mpe When the dust settles, only a small token of the dragon's existence remains -if rand(70) -mpoload 25510 -else -mpoload 25511 -endif -~ -> act_prog p pierce misses you.~ -chuckle -say Such a weapon cannot damage me, $n. -wink $n -~ -> act_prog p looks at you.~ -slap $n -say Stare not 'pon my beauteous form, snivelling whelp! -growl -mea $n A second after her blow, you feel you whole body tremble. -mea $n Acid was injected into your skin, and before it dissipated it -mea $n managed to wreak considerable damage! -mpdamage $n 125 -mpechoar $n $n trembles as the acidic touch of $I infects $m. -~ -| -#25510 -dark minotaur~ -a dark minotaur~ -A minotaur clad in black steel plate snorts and charges! -~ -These burly humanoids are the guardians of Lilith's court, and will -violently assault any who dare trespass here without authority! Imposing -beasts, standing at well over eight feet tall and clad in black steel plate, -you find yourself quite intimidated by their ferocity and skill. -~ -97 8744 -700 C -44 0 0 0d0+0 0d0+0 -120000 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -48 3 0 0 65536 65536 0 -0 0 68159359 32 6144 0 848 3 -> fight_prog 20~ -mpe The minotaur lowers its head and charges at you. -mpe It intends to impale you on its horns! -stun -mpdamage $n 50 -~ -| -#25511 -courtier~ -a courtier~ -A female noble clad in fine clothing gossips with her peers. -~ -These are the chaotic nobles who pay homage to Lilith, filling her -court for days on end eagerly awaiting an appearance. Occasionally one -of Lilith's minions will select a few of them to meet with Lilith; none -return, but that does not deter the remainder. -~ -129 512 -500 C -40 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 0 0 0 576 6 -> rand_prog 100~ -mpat 3 c 'detect invis' -get all -wear all -~ -> rand_prog 2~ -say Did you hear about Lord Krothgar? -ooo -smirk -~ -> rand_prog 2~ -say That Lord Raintresset is SOOOO sexy. Pity he's of Law... -sniff -shrug -smile -~ -> greet_prog 50~ -if ispc($n) -smile -curtsey $n -else -, sniffs in disdain. -say Out of my way, $n. -endif -~ -> death_prog 100~ -mpforce $n chuckle -mea $n This should impress the disgruntled imp. Perhaps you should -mea $n give him the ring to show him you slew his hated masters? -~ -| -#25512 -imp~ -an imp~ -An imp rushes about, serving drinks to the noblewomen. -~ -This minor demon has been assigned the task of serving the needs of -the nobles gathered here. Considering that they are pampered, privileged -nobles, he has a hard task indeed. -~ -2241 524840 0 C -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 0 -0 0 1410751 0 7811 0 2363911 3 -> greet_prog 100~ -say Greetings, would you care for a drink? -if ispc($n) -say Oh, you're new. Why are you here, $n, with these types? -mpe The imp pokes a gnarled digit at the assembled nobles. -say Do me a favor, and loot them or something. -else -endif -~ -> rand_prog 2~ -roll -sigh -say I am SO tired of this task! -grumble -~ -> give_prog silver ring~ -grin -ooo -say I hope it HURT! -wink -mpe The imp pockets the ring. -say Here's a little something in return, $n. -mpoload 25542 -say Give it to the Crystal Golem, he don't like it too much... -cackle -mpat 2 drop silver -give littlehammer $n -bow $n -~ -> bribe_prog 100~ -mpe The imp carefully counts the money before pocketing it. -say Ignore Ab'yshai and his stupid door; its a trap. -say To truly seek Lilith, you must travel below... -wink -~ -| -#25513 -crocodile~ -a crocodile~ -A massive crocodile is disturbed by your entrance! -~ -~ -35 -2145353176 0 C -40 0 -100 100d10+2350 8d8+36 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 328765 32 0 0 197 2 -#25514 -cook troll helfga~ -Helf'ga~ -A burly troll whistles merrily as she carves up an elf carcass. -~ -You have seen more attractive piles of fungus-covered phlegm than the -bloody horror that stands before you. She keeps muttering about her -friend Francois... -~ -3 552 -1000 C -46 0 -300 100d10+6600 8d5+40 -750000 0 -8 8 2 -20 13 13 13 13 13 13 --15 -15 -15 -15 -15 -8 3 0 0 65 1 2 -0 0 264191 1048686 2104576 129 835 2621443 -> fight_prog 33~ -wield cleaver -wield cleaver -cackle -if rand(30) -say Bloodshed! Hack, hack, chop and dice! I'll eat ye like a skunk! -lick -mea $r $I chops deeply into your chest! -mpforce $r scream -mpforce $r say OH MY GOD! -mpechoar $r $I chops deeply into $r's chest! -mpdamage $r 600 -else -if rand(20) -disarm -stun -gouge -bash -chuckle -say Clumsy oafs! The weapons stay in your hand, not on the ground! -say Here, let me clean that up for you! -mpe $I grabs up the items on the ground and dumps them in the crate. -get all -wield cleaver -wield cleaver -mpat 25533 $I appears and drops several items into the crate. -mpat 25532 drop all -else -if rand(30) -mpgoto 25534 -else -endif -endif -endif -~ -> greet_prog 100~ -if isnpc($n) -say Excellent! Fresh meat! C'mere $n! -mpe $n cringes as $I grabs them, and tosses them onto the carving block. -mpslay $n -mpe In short order, $I reduces their kicking screaming body to bloody meat! -mmm -else -if isimmort($n) -gasp -grovel $n -else -lick -mmm -say Fresh meat for the stewpots 'ere! C'mere, $n! -mea $n $I tries to grab you and drag you to the block! -mea $n She seems truly surprised when you resist... -say Bah, you must be one o' the mistress' new playthings. -say Well don't expect supper for another three hours! -mutter -endif -endif -~ -> rand_prog 2~ -, whistles merrily as she carves up another carcass. -mpasound You hear the sound of a heavy cleaver rending flesh and bone. -~ -| -#25515 -leper~ -a leper~ -A disease ridden man shrouded in rags awaits scraps from above. -~ -~ -7 512 -200 C -42 0 0 73d4+1260 4d4+40 -10 0 -8 8 1 -13 13 13 22 13 13 13 --5 -5 -5 -5 -5 -0 3 0 0 1 1 0 -0 0 2047 2100992 0 0 262721 2 -> fight_prog 20~ -if rand(60) -mpe As the battle progresses, chunks of the leper's body fall off! -mpoload 25529 -drop chunk -lick -say Tasty, innit? -grin -else -mea $n The leper leaps forward and grabs you with scabby, infested hands! -mea $n You suddenly do not feel terribly well at all.... -c poison $n -mpdamage $n 125 -c weaken $n -c leth $n -endif -~ -> death_prog 100~ -mpoload 25531 -drop leprous -~ -| -#25516 -dying elf~ -a dying elf~ -A half-decayed elf is still barely alive. -~ -Intended for a meal, this elf was beaten badly and tossed in here to die. -He has lasted longer than the cook expected, and she is worried that he -now may be too tough to cook properly. -~ -3 512 0 C -30 0 0 2d2+2 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 2 2 0 -0 0 2047 0 0 0 0 0 -> greet_prog 33~ -if ispc($n) -mea $n As you enter the elf's eyes flutter open, and he croaks feebly. -say Kill..... me..... -drool -else -endif -~ -> death_prog 33~ -mpe As the elf crumples to the floor a ring falls from one of his fingers. -mpoload 25516 -drop ring -~ -| -#25517 -two headed troll~ -a two headed troll~ -A burly two headed troll clad in black plate strides past. -~ -One of the many minions in service to Lilith, this unintelligent brute -is used as a shock trooper when Lilith feels it necessary to flex her -muscle with the neighboring nobility. -~ -97 512 -750 C -42 0 -100 22d10+4000 0d0+0 -12500 0 -8 8 1 -20 13 13 13 20 13 13 --6 -6 -6 -6 -6 -8 3 0 0 64 64 0 -0 0 2047 3153168 0 129 592 3 -> greet_prog 33~ -grunt -if ispc($n) -murder $n -else -endif -~ -> fight_prog 20~ -disarm -stun -wield morning -~ -| -#25518 -xogra~ -a Xogra~ -A hideous hound whose pelt is shot through with razors growls at you. -~ -Mutant hounds captured and modified by Lilith's scientists, these -beasts have been driven insane by the pain of having their skeletons -fused with rows of razor blades and now exist only to kill. Respecting -only the trolls, they are used by them as guard dogs. -~ -97 98856 -400 C -40 0 -80 0d0+0 0d0+0 -0 0 -8 8 0 -22 13 13 13 13 13 13 --10 -10 -10 -10 -10 -85 3 0 0 512 512 0 -0 0 42010173 2100480 64 4 262215 3 -> fight_prog 10~ -mea $n The hound leaps past you, slashing your side with razors! -mpdamage $n 75 -bash -~ -> death_prog 100~ -mpe The hide is torn from the Xogra's back by the death blow. -mpoload 25536 -~ -| -#25519 -crystal golem~ -a crystal golem~ -A crystal statue nearly seven feet high stands before the door. -~ -~ -3 6333096 0 C -44 0 -200 0d0+0 0d0+0 -175000 0 -8 8 0 -22 13 13 13 13 13 13 --20 -20 -20 -20 -20 -40 3 0 0 1 1 0 -0 0 0 1048652 2112802 16 8520656 2 -> greet_prog 100~ -if ispc($n) -chuckle -say Well, you have done well to survive the Troll pens, $n. -smile -say Mistress will be SO pleased! I am glad the false door didn't -say deceive you; walking through there would be rather bad... -frown -say It DIDN'T deceive you, did it? -grin -say At any rate, your crusade ends here, unless you spot some way to -say get past me... -flex -else -endif -~ -> rand_prog 2~ -peer -nod -mpat 3 c heal -mpat 3 c heal -mpat 3 c heal -~ -> fight_prog 33~ -c gas -cackle -~ -> fight_prog 25~ -lick -if rand(30) -mpat 3 c heal -else -if rand(10) -c earthquke -c blindness -c harm -else -endif -endif -~ -> death_prog 100~ -mpe The golem topples over, smashing a hole through the north wall. -mpopenpassage 25547 25548 0 -~ -> give_prog littlehammer~ -gasp -say How... -faint -mpe As the golem collapses, he smashes through the north wall. -mpopenpassage 25547 25548 0 -mpat 25500 drop littlehammer -sleep -~ -> act_prog p wakes you.~ -say Huh? Who? What? -frown -say THE HAMMER! -scream -c gas -c gas -c gas -c gas -c gas -c gas -mpclosepassage 25547 0 -mpe Satisfied at the carnage he has wrought, the golem grins. -~ -| -#25520 -giant leech~ -a giant leech~ -A giant leech slips silently through the muck. -~ -These loathsome bloodsuckers are at least six feet long. -~ -97 -2145288192 0 C -38 0 -50 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 66601 2097424 128 1 262145 2 -> fight_prog 10~ -mea $n The leech sinks in its teeth and sucks blood from you! -mpdamage $n 75 -~ -| -#25521 -giant toad~ -a giant toad~ -A gargantuan toad has fallen into the sewers. -~ -This monstrous amphibian is twice the size of a warhorse, and thrice -as powerful. It can bite an armored knight in twain, and squirts acid -and swamp gas from its pores and maw. -~ -35 -2145385984 -400 C -42 0 -200 12d10+3750 0d0+0 -0 0 -8 8 0 -22 13 13 13 13 13 13 --12 -12 -12 -12 -12 -81 3 0 0 1024 1024 0 -0 0 33557565 1048656 2100480 1 961 2 -> fight_prog 20~ -if rand(60) -mpe Acid squirts from the Toad's eyes! -c 'acid breath' $r -c 'acid breath' $r -else -mpe The toad opens its maw and breathes a volume of swamp gas! -c gas -endif -~ -> rand_prog 2~ -mpe RIBBIT! -mpasound A monstrous croaking sound can be heard to the north. -~ -> death_prog 100~ -mpe As the beast dies, a strip of skin is torn loose. -mpoload 25537 -~ -| -#25522 -troll sergeant~ -the troll sergeant~ -A snarling, sneering troll, fully two feet taller than the others, grunts. -~ -One of the many minions in service to Lilith, this unintelligent brute -is used as a shock trooper when Lilith feels it necessary to flex her -muscle with the neighboring nobility. -~ -99 552 -750 C -46 0 -100 22d10+5760 0d0+0 -12500 0 -8 8 1 -22 13 13 13 20 13 13 -0 0 0 0 0 -8 3 0 0 65 1 0 -0 0 2047 1052752 2100480 129 592 3 -> act_prog p from the east.~ -if name($n) == two headed troll -snarl -say Get back to the barracks, swine! -mpforce $n e -else -if ispc($n) -say Intruders in the Barracks! You shall pay for this! -yell Guards! We got an intruder here! Come 'elp bash their 'eads in! -cackle -mpkill $n -else -if isimmort($n) -bow $n -else -endif -endif -endif -~ -> fight_prog 33~ -wield mighty -disarm -cackle -~ -| -#25523 -keeper pernaglia~ -the Keeper of Pernaglia~ -A stout, balding middle aged man clad in black robes smiles confidently. -~ -A bitter rival of Lilith, the Keeper chose voluntary exile in this -chamber rather than face the wrath of Lilith after he attempted to slay -her. Because she cannot enter this area, he is safe as long as he remains -here. However, the boredom is beginning to tire him, and he is attempting -to think of ways to escape. -~ -3 340370090 -1000 C -48 0 -300 3d100+5600 0d0+0 -1000000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 0 0 0 1 1 0 -0 0 2047 96 3153670 0 1518342720 3 -> fight_prog 50~ -if rand(30) -cackle -say You risk the wrath of a Keeper? Impressive! -grunt -say You will pay, though! -c 'acid breath' $n -c chill $n -else -if rand(20) -c unravel $n -c feebleness $n -c blindness $n -c weaken $n -endif -if rand(50) -c 'energy drain' -c 'energy drain' -c 'energy drain' -else -c 'cause critical' -endif -~ -> rand_prog 2~ -mpat 3 c heal -~ -> greet_prog 100~ -if class($n) == mage -mea $n You feel a wave of nausea overwhelm you as you enter here. -mea $n Without knowing how, you become aware that a Keeper lurks nearby. -mpforce $n shiver -else -if class($n) == vampire -mea $n Something about this room makes you feel decidedly uneasy. -else -endif -endif -~ -> speech_prog lilith~ -sneer -visible -say You have my attention. What knowst you of Lilith, $n? -mea $n $I grabs ahold of you and stares intently into your eyes. -mpechoar $n $I grabs ahold of $n and stares intently into $s eyes. -mea $n You feel a presence invade your mind... -mutter -say Bah. As I expected, nothing that I already did not know. -say Begone, $n, and leave me to my meditations. -~ -> rand_prog 33~ -sneak -hide -mpat 3 c invis -~ -| -#25524 -smirnick halfling thief~ -Smirnick~ -A rather dishevelled looking halfling creeps cautiously around. -~ -Smirnick infiltrated the keep months ago, in search of treasure. He -got trapped in here some time ago, and hasn't been able to sneak past -the vaunted sentinel yet. -~ -193 98856 200 C -47 0 -200 21d10+3100 0d0+0 -120000 0 -8 8 1 -13 13 13 25 13 13 13 --5 -5 -5 -5 -5 -3 2 0 0 131073 1 0 -0 0 2047 3153184 0 0 1632 524291 -> rand_prog 33~ -sneak -hide -~ -> greet_prog 100~ -if ispc($n) -say Shhh! Don't make any noise. The sentinel will hear us! -shiver -else -cringe -endif -~ -| -#25525 -peasant~ -a peasant~ -A terrified peasant huddles in one corner of the pit. -~ -This unfortunate soul will end up on the torturer's rack or the scientist's -operation table... -~ -131 512 0 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 17 2 -#25526 -vaunted sentinel~ -the vaunted sentinel~ -A powerfully built golem strides swiftly and silently along the hall. -~ -This nigh-invulnerable terror stalks the dungeons, hunting down -intruders and escapees mercilessly. -~ -97 67207850 0 C -49 0 -200 75d10+5670 12d8+40 -0 0 -8 8 0 -20 13 13 20 20 13 13 --20 -20 -20 -20 -20 -40 3 0 0 8192 8192 2 -0 0 239 1048583 2103584 0 8389600 524295 -> fight_prog 20~ -stun -c gas -bash -gouge -c earthquake -kick -~ -> hitprcnt_prog 20~ -mpe $I pauses in its relentless assault, momentarily puzzled. -mpe Then, recovering from the shock of the injuries it bears, it charges! -stun -bash -gouge -kick -c gas -~ -> greet_prog 100~ -murder $n -mpe $I flexes immensely powerful muscles and releases a burst of energy! -c q -~ -> entry_prog 100~ -c gas -~ -| -#25527 -torturer naggamantech~ -Naggamantech~ -A crazed hunchback grinds glass into the eyes of a bound elf. -~ -This sadistic freak is a favorite employee of Lilith, for she has yet -to meet a torturer who takes more enjoyment out of their work than this -fellow. He keeps muttering about having to outdo his brother, one -Naggamanteth. -~ -3 552 -1000 C -47 0 -125 12d20+5500 8d8+44 -875000 0 -8 8 1 -22 13 13 13 13 13 13 -0 0 0 0 -30 -6 3 0 0 1 1 0 -0 0 2044 3146832 2304 0 592 524291 -> rand_prog 2~ -mpe The elf on the rack lets out a blood curdling scream! -cackle -drool -say Yesssss..... More..... -mpe With a mighty heave, $I gives the rack another full turn. -mpe A horrid snapping sound reverberates throughout the chamber. -~ -> death_prog 33~ -mpe Your weapon tears a chunk of skin off the torturer's tattooed arms. -mpoload 25555 -~ -> greet_prog 100~ -mpe The half-ogre is too engrossed in his work to notice you... -cackle -say Pain... appreciate it, elfling, savor it... -say It is the last sensation you will ever experience.... -nod -lick -~ -> fight_prog 75~ -if rand(60) -disarm -wield whip -gouge -else -if rand(30) -snarl -mea $n $I grabs ahold of you and hurls you into the iron maiden! -mpechoar $n $I grabs ahold of $n and hurls $m into the iron maiden! -mpforce $n scream -mpe With a mighty heave, $I slams the door shut! Muffled screams are heard. -mpdamage $n 400 -cackle -say That ROCKS! -else -if rand(40) -stun -cackle -mpat 3 c heal -lick -else -endif -endif -endif -~ -> hitprcnt_prog 20~ -mpe Sensing imminent defeat, $I spurs himself on to greater efforts. -stun -bash -kick -punch -gouge -disarm -~ -> rand_prog 2~ -mpasound Horrid shrieks of pain, accompanied by evil cackling, can be heard. -~ -| -#25528 -manticore~ -a manticore~ -A human headed lion with the wings of a dragon bounds across the sand. -~ -This savage beast is used to slaughter hapless prisoners cast into the -arena by the servants of Lilith for her enjoyment. It is a mindless -killing machine, devoid of reason. -~ -35 524840 -500 C -46 0 -100 9d100+3800 11d5+45 -0 0 -8 8 1 -18 13 13 18 13 13 13 --5 -5 -5 -5 -5 -85 3 0 0 8192 8192 2 -0 0 33916477 3147520 0 0 262155 2 -> fight_prog 25~ -mea $n The manticore leaps back and releases a volley of spikes from its tail! -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -~ -> greet_prog 100~ -if ispc($n) -mpe The manticore snarls and releases a volley of razor sharp spikes! -mpdamage $n 100 -else -, roars with earth-shaking ferocity! -mpforce $n cringe -endif -~ -| -#25529 -trainer~ -the trainer~ -A smiling dwarf bows and greets you. -~ -This cocky dwarf can afford to be smug; no one may raise a weapon -against him here, an enchantment added by Lilith to assist him in -taming beasts for the arena. -~ -3 552 -600 C -38 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 5 4 0 -0 0 0 0 0 0 0 0 -> act_prog p from the east.~ -if ispc($n) -smile -bow -say Welcome, welcome. New contestants are always welcome! -chuckle -say Well, come on then, mistress awaits her fun. Through the -say trapdoor and up, easy does it. -open trapdoor -mpe $I waits patiently for you to proceed to the Arena... -else -endif -~ -> rand_prog 2~ -mutter -close u -say When yer ready, coward, you can open it yerself! -roll -~ -> act_prog p glances around for signs of pursuit.~ -chuck -say Oh no you don't, $n! -mea $n The dwarf grabs ahold of you and hurls you back up! -mpechoar $n $I grabs $n and hurls $m back up into the arena! -mpforce $n u -nod -grin -~ -| -#25530 -lilith simulacrum~ -Lilith~ -A tall, scantily clad women of impressive stature stands before you. -~ -Known as the Slut of the Abyss, the succubus, the Demon Whore, and -other pleasant names, Lilith is the eldest of all vampires, and by -far the most deadly. Purely evil, Lilith exists only to devour the flesh -and blood of mortal men. Women she takes as mates and slaves, making them -thralls of her powerful will. -~ -35 369099432 -1000 C -45 0 -200 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 4 0 0 1 1 0 -0 0 2047 0 0 0 1509954048 2 -> greet_prog 100~ -if ispc($n) -, shrieks in surprise and anger! -say Foolish mortal! You dare disturb me! -snarl -say You will feel the wrath of an elder demon, knave! -mpe $I makes a motion with her hands, and points at you! -mpdamage $n 100 -else -endif -~ -> death_prog 100~ -mpe As Lilith dies, a dread chuckle fills the chamber. -mpe Suspicious, you prod at the corpse of the vampire, which is quite dead. -mpe That was a little easy... perhaps Lilith was all bluff and bluster? -mpe _red Suddenly a reddish glow suffuses the chamber! -mpe _red A glowing figure steps forth from a wreath of flame. -mpe _lbl The figure says 'You have slain the demoness Lilith, truly a' -mpe _lbl The figure says 'marvellous and impressive feat. You have won, and' -mpe _lbl The figure says 'deserve rest and rewards. Simply enter the portal' -mpe _lbl The figure says 'and you will be transported home, and rewarded.' -mpe Smiling, the figure steps back and makes a gesture, then disappears. -mpopenpassage 25575 25582 0 -~ -> rand_prog 100~ -mpclosepassage 25575 0 -~ -| -#25531 -mist walker~ -a mist walker~ -A shadowy figure creeps through the mist. -~ -These cowardly spirits wander in swamps and marshes, scavenging and -stealing wherever they can. -~ -197 623146 -222 C -43 0 -300 0d0+0 0d0+0 -100000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 2 0 0 4096 4096 0 -0 0 0 11264 0 0 1108611648 66 -> death_prog 100~ -mpe As the mist walker perishes, its corpse dissipates into nothingness. -mpgoto 25500 -~ -| -#25532 -librarian~ -the librarian~ -A sullen elven mage stares hard at a book before her. -~ -This comely mage is the keeper of Lilith's considerable repository of -knowledge. Books, tomes and librams, many of them several centuries old, -line the dusty shelves, all catalogued by her, and kept up to date and -in good condition. -~ -3 301990568 -765 C -1 0 -200 20d100+2500 0d0+0 -1200000 0 -8 8 2 -13 20 13 20 13 20 20 --10 -10 -10 -10 -10 -1 0 0 0 3 1 0 -0 0 2047 2097152 1056000 0 1250169344 70 -> fight_prog 66~ -if rand(60) -c blindness $n -c chill $r -c chill $r -c chill $r -c weaken $n -mpdamage $n 125 -else -if rand(40) -c 'frost breath' -c 'acid breath' -else -if rand(70) -gouge -c heal -disarm -wield staff -else -endif -endif -endif -~ -> greet_prog 100~ -if ispc($n) -mutter -say You can't come in here, mercenary. Only I, or Lilith may -say browse these shelves. Leave now, or face my wrath... -mpe $I's eyes gleam dangerously. -else -mpforce $n s -roll -endif -~ -> rand_prog 33~ -say I warned you! Now face the wrath of a Keeper! -c gas -cackle -scream -c shadowform -c eldritch -~ -| -#25533 -quelzar scientist~ -Quel'zar~ -A bony, sharp featured gith works on a dying human. -~ -He he. Ha Ha. Ho Ho. Quel'zar spends more time giggling maniacally than -he does dismembering...err OPERATING ON his poor victims err... PATIENTS. -Blood and guts fly here and there, as he whistles and sniggers merrily whilst -swishing about his ensorcelled scalpel. -~ -3 339739176 -1000 C -49 0 -200 0d0+0 0d0+0 -956750 0 -8 8 1 -18 18 13 18 18 13 13 --22 -10 -22 -22 -10 -10 0 0 0 524288 524288 0 -0 0 2047 2097504 3584 0 1075839552 524291 -> fight_prog 33~ -c 'ethereal funnel' -c q -cackle -drool -if rand(66) -wield scalpel -disarm -else -mpat 3 c heal -mpe $I grabs a potion and quaffs it hurriedly. A wave of health suffuses $I. -endif -~ -> fight_prog 10~ -say Go say hello to my other patients, $n... -snicker -mea $n $I grabs you with surprising strength, and hurls you down the shaft! -mpechoar $n $I grabs ahold of $n and hurls $m down the shaft! -mpforce $n scream -mptrans $n 25586 -cackle -say I LOVE my work! -mpat gxx mpforce gxx c gas -~ -| -#25534 -gloom~ -Gloom~ -A shimmering dark apparition hovers here. -~ -Once a mage of considerable power, Gloom challenged Lilith to a battle, -and managed to fight her to a draw. However, the effort so taxed him that -he was reduced to a non corporeal entity, capable of great magic but no -longer able to exist normally on the Prime Material Plane. Thus he now -lurks here, invisible to Lilith, plotting revenge. -~ -3 340361898 -1000 C -52 0 -300 77d10+12500 12d5+80 -7500000 0 -8 8 0 -13 13 13 13 13 13 13 --30 -30 -30 -30 -30 -84 0 0 0 1 1 2 -0 0 0 1048785 2109198 0 1244664576 2 -> death_prog 100~ -mpe As Gloom perishes, pieces of his shadowy equipment phase back. -if rand(70) -mpoload 25568 -endif -if rand(50) -mpoload 25570 -endif -if rand(30) -mpoload 25569 -endif -if rand(10) -mpoload 25571 -endif -if rand(5) -mpoload 25567 -endif -~ -> fight_prog 75~ -if rand(30) -c gas -c earthquake -mpe $I cackles as he wreaks havoc with his magicks! -endif -if rand(40) -gouge -c blindness -c weaken -mpgoto 25589 -c 'frost breath' $r -cackle -else -if rand(60) -kick -punch -feed -lick -else -endif -endif -~ -| -#25535 -crucified saint~ -the crucified saint~ -A bleeding, beaten man hangs crucified from a metal cross. -~ -Despite the condition of his body, the saint is quite capable of -defending himself against any who would hasten his martyrdom. -~ -3 4727464 1000 C -51 0 -300 12d10+4750 0d0+0 -0 0 -8 8 1 -20 20 20 20 20 20 20 --30 -30 -30 -30 -30 -90 3 0 0 1 1 0 -0 0 2047 0 3153152 0 8389200 198 -> greet_prog 100~ -if ispc($n) -mpe As you approach the saint looks up and eyes you coldly. -say Stranger, I wish that your intentions for ridding the world -say of this evil were purer; but I sense that your aim is simply -say to sequester her power and items for yourself, which makes you -say as heinous as she is... I curse you, adventurers, and your ilk. -spit $n -else -endif -~ -| -#25536 -Drake wyrmkin dragon~ -an angry drake~ -An angry drake howls and snorts in frustration. -~ -This wyrmkin was a continual annoyance to its masters, and as punishment -it has had its tail severed and been incarcerated in this chamber. -~ -35 34079232 -500 C -44 0 -200 0d0+0 0d0+0 -150000 0 -8 8 0 -16 13 13 13 13 13 13 -0 0 0 -10 0 -31 3 0 0 2048 2048 0 -0 0 33850941 32 1 2 8707 2 -> fight_prog 20~ -mpe _red A gout of scalding flame and steam surges from $I's maw! -c 'fire breath' -c gas -if rand(40) -mpe The Drake tries to lash out with its tail, having forgotten its injury. -mpe Thrown off balance, it crashes into a wall and is momentarily stunned. -mpgoto 25584 -sit -shake -else -feed -lick -endif -~ -| -#25537 -gxx mutant~ -Mutant Gxx~ -One of the more "successful" results of Quel'zar's operations lurks here. -~ -~ -1 98856 -500 C -46 0 -100 11d100+3750 12d12+20 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 512 512 0 -0 0 42214975 1051744 2101524 0 262927 0 -> act_prog p pound misses you.~ -mpe The weapon bounces ineffectively off Gxx's hide. -~ -> act_prog p crush misses you.~ -mpe The weapon bounces ineffectively off Gxx's hide. -~ -> greet_prog 100~ -mpe With a horrid snarl, $I leaps upon you! -murder $n -gouge -stun -~ -| -#0 - - -#OBJECTS -#25500 -touch lilith~ -the Touch of Lilith~ -An incredibly sharp dagger forged from black metal hums loudly.~ -~ -5 17498682 8193 -0 0 0 11 -5 4362411 436241 -A -1 1 -A -2 1 -A -13 50 -A -12 80 -A -18 11 -A -19 11 -A -25 5 -A -27 1051648 -#25501 -shroud lust~ -the Shroud of Lust~ -A translucent black shroud lies here.~ -~ -9 16974336 1025 64 -22 0 0 0 -33 5243131 524313 -A -12 100 -A -13 100 -A -18 7 -A -19 7 -A -24 -10 -> wear_prog 100~ -if sex($n) == 2 -mea $n You smile seductively as you slip the object of lust on. -mpechoaround $n $n smiles seductively and glows with an aura of sin. -else -tell $n You do not understand the true nature of desire! -mpforce $n say Oh no... -mpslay $n -endif -~ -| -#25502 -evilheart heart evil~ -the Heart of Evil~ -A blackened heart, still beating, pumps blood onto the floor.~ -~ -1 2579 1 -0 0 -1 0 -50 5634254 563425 -A -1 1 -A -5 1 -A -12 50 -A -13 50 -A -19 6 -A -25 -5 -> wear_prog 100~ -mea $n As you grasp the heart a hellish light suffuses you. -mpechoaround $n A hellish light fills the area as $n grasps the heart. -c fireshield $n -~ -> remove_prog 100~ -mea $n The hellish light dims to nothing as you release the heart. -~ -> damage_prog 100~ -mpoload 25502 -drop heart -mpforce $n get evilheart -mpforce $n wear evilheart -mpechoaround $n $n's heart spontaneously regenerates into $s hand! -mpforce $n cackle -~ -| -#25503 -loincloth handmaiden~ -loincloth of the handmaiden~ -This loincloth is all the handmaidens of Lilith are permitted to wear.~ -~ -9 80 2049 -8 0 0 0 -1 0 0 -A -17 -20 -A -2 2 -A -25 2 -A -31 2 -A -18 2 -A -19 2 -A -27 32 -#25504 -iron club~ -an iron club~ -A heavy iron shod club rests on the floor.~ -~ -5 524824 8193 -0 0 0 8 -45 75000 7500 -A -1 2 -A -2 -2 -A -4 -2 -A -13 100 -A -18 8 -A -19 8 -A -29 4 -#25505 -iron ring~ -an iron ring~ -A thick heavy iron ring lies here.~ -~ -9 17449474 3 -8 0 0 0 -10 50000 5000 -A -1 1 -A -5 1 -A -17 -20 -A -13 20 -A -18 2 -A -19 3 -#25506 -great sword~ -a greatsword~ -A sword nearly seven feet long has been dropped here.~ -~ -5 705106 8193 -0 0 0 3 -20 500 50 -A -1 1 -A -5 1 -A -13 25 -A -18 4 -A -19 7 -#25507 -flowing black robes~ -flowing black robes~ -A pile of black cloth fills one corner of the room.~ -~ -9 596 1025 -11 0 0 0 -3 7645 764 -A -13 75 -A -17 -20 -A -19 3 -A -24 -2 -#25508 -gleaming black chain chainmail~ -gleaming black chainmail~ -This chain gleams as if an invisible moon were shining upon it.~ -~ -9 33365 9 -20 0 0 0 -12 57500 5750 -A -13 50 -A -12 50 -A -14 50 -A -18 4 -A -19 4 -A -23 -5 -#25509 -black rune covered staff~ -a black rune-covered staff~ -A twisted length of blackwood covered in silvery runes lies here.~ -~ -5 100946 8193 -0 0 0 6 -4 75000 7500 -A -3 1 -A -4 1 -A -12 75 -A -18 6 -A -19 6 -> wear_prog 100~ -if isevil($n) -mea $n Power courses through your veins as you grasp the staff. -mpechar $n $n shivers in delight as $e grasps the staff. -c 'dragon wit' $r -c kin $r -mea $n Power of body and mind is infused in you. -else -endif -~ -| -#25510 -sleeves wyrm~ -Sleeves of the Wyrm~ -A pair of shimmering black dragonscale sleeves lies here.~ -~ -9 17334866 257 -30 0 0 0 -22 754000 75400 -A -13 25 -A -12 25 -A -18 4 -A -19 7 -A -27 128 -A -23 -5 -A -24 -5 -#25511 -claw ab'yshai~ -The Claw of Ab'yshai~ -A black dragon claw of enormous size lies torn from its owner.~ -~ -5 17334864 8193 -0 0 0 5 -1 0 0 -A -1 1 -A -3 1 -A -2 1 -A -13 50 -A -12 130 -A -18 9 -A -19 9 -A -27 32 -#25512 -black steel plate~ -black steel plate~ -A suit of black steel plate glows dimly.~ -~ -9 524880 9 -25 0 0 0 -40 10000 1000 -A -17 -30 -A -13 40 -A -18 5 -A -19 5 -A -22 -3 -#25513 -black metal gauntlets~ -black steel gauntlets~ -A pair of black steel gauntlets lies here.~ -~ -9 524880 129 -12 0 0 0 -4 10000 1000 -A -17 -10 -A -13 10 -A -18 3 -A -19 4 -A -21 -3 -#25514 -black steel leggings~ -black steel leggings~ -A pair of heavy black leggings lies here.~ -~ -9 524880 33 -20 0 0 0 -12 10000 1000 -A -14 64 -A -13 10 -A -12 10 -A -18 3 -A -19 3 -A -23 -3 -#25515 -black steel helm~ -a black steel helm~ -A black steel helm, with two large holes atop it, lies here.~ -~ -9 524880 17 -17 0 0 0 -4 10000 1000 -A -3 -2 -A -13 50 -A -18 4 -A -19 4 -A -24 -3 -#25516 -black steel shield~ -a black steel shield~ -A black steel shield with a grinning skull boss lies here.~ -~ -9 524880 513 -30 0 0 0 -20 10000 1000 -A -18 3 -A -19 3 -A -17 -30 -A -23 -3 -#25517 -black steel mattock~ -a black steel war mattock~ -A short-handled war mattock lies here.~ -~ -5 557648 8193 -0 0 0 8 -22 10000 1000 -A -1 2 -A -13 80 -A -19 6 -A -27 16 -#25518 -purple cloak~ -a purple cloak~ -A pile of cloth hums evilly.~ -~ -9 262738 1025 -12 0 0 0 -4 125000 12500 -A -2 2 -A -13 75 -A -18 5 -A -19 5 -A -27 1 -#25519 -silver ring~ -a silver ring~ -A band of silver lies here, unwanted.~ -~ -9 622656 3 -3 0 0 0 -1 12000 1200 -A -12 75 -A -24 -8 -#25520 -choker jewelled~ -a jewelled choker~ -A piece of expensive jewellry lies here.~ -~ -9 622656 5 -10 0 0 0 -1 75000 7500 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -#25521 -courtier's robes~ -courtier's robes~ -These robes have been fashioned to display the wearer to her best advantage.~ -~ -9 96 9 -5 0 0 0 -1 40000 4000 -A -12 50 -A -18 4 -A -19 4 -A -23 5 -> wear_prog 100~ -if sex($n) == 2 -mea $n You feel wonderfully attractive in these robes. -c 'elven beauty' $n -else -mea $n Try as you might, you cannot get the robes to fit properly. -mpforce $n remove courtier's -mpforce $n sigh -endif -~ -| -#25522 -glass white wine~ -a glass of white wine~ -A glass of white wine sits here.~ -~ -17 0 1 -1 1 0 2 -1 200 20 -#25523 -glass red wine~ -a glass of red wine~ -A glass of red wine sits here.~ -~ -17 0 1 -1 1 0 2 -1 200 20 -#25524 -plug~ -a plug~ -A massive metal plug is set into the base of the pit.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> pull_prog 100~ -if str($n) < 20 -mea $n Try as you might, you cannot budge the plug. -else -mea $n As you yank at the plug, you are sucked down, along with a -mea $n considerable volume of water, into a sluice pipe. The plug -mea $n is yanked behind you, sealing off the pipe, and you plummet -mea $n downwards, to wherever the pipe terminates. -mpechoar $n As $n pulls the plug loose, $e is sucked down the hole -mpechoar $n it revealed, the plug settling back into the hole as -mpechoar $n $n disappears! -mpopenpassage 25522 25557 5 -mpforce $n down -endif -~ -| -#25525 -metal crate~ -a metal crate~ -A heavy metal crate smeared with grease and muck sits here.~ -~ -15 0 0 -10000 0 -1 0 -1 0 0 -#25526 -meat cleaver~ -(Bloody) a meat cleaver~ -A bloocstained meat cleaver awaits another bout of bloodshed.~ -~ -5 17484304 8193 -0 0 0 1 -10 175400 17540 -A -1 1 -A -2 1 -A -13 125 -A -18 8 -A -19 8 -#25527 -bloody apron~ -a bloody apron~ -A blood soaked apron has been tossed aside here.~ -~ -9 16908882 1025 -11 0 0 0 -11 0 0 -A -27 64 -A -17 -10 -A -13 45 -A -18 5 -A -19 5 -A -23 -2 -#25528 -bloodstained carving block~ -a bloodstained carving block~ -A massive stone block caked with dried blood rests here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mea $n Your head swims with visions of slaughter and death. -mea $n Gazing at what lies here makes you want to become a vegan... -~ -| -#25529 -chunk leprous flesh~ -a chunk of leprous flesh~ -A chunk of leprous flesh festers here.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -#25530 -rags leper~ -rags of the leper~ -These once-white linen strips are stained with pus and blood.~ -~ -9 262160 1025 -7 0 0 0 -1 0 0 -A -5 -3 -A -25 -3 -A -13 50 -A -12 50 -A -19 4 -A -27 256 -#25531 -leprous touch~ -Leprous Touch~ -A rotting, disembodied hand lies here.~ -~ -5 17170960 8193 -1 0 0 5 -4 0 0 -A -1 1 -A -2 1 -A -5 -2 -A -25 -2 -A -18 7 -A -19 7 -A -26 4096 -A -30 33 -#25532 -shitstained hole~ -a gaping shit stained hole~ -A gaping hole stained with shit lies before you.~ -~ -9 0 0 -0 0 0 0 -1 0 0 -#25533 -ring elf friend~ -Elf Friend Ring~ -This ring marks the wearer as a friend of the elves.~ -~ -9 8913984 3 -5 0 0 0 -1 15750 1575 -A -25 2 -A -31 2 -A -12 30 -A -18 2 -A -19 2 -A -26 32768 -#25534 -black plate~ -black plate ~ -A suit of battered black plate mail lies here.~ -~ -9 524288 9 -22 0 0 0 -30 320 32 -A -17 -30 -A -13 75 -A -18 3 -A -19 5 -A -27 64 -#25535 -morning star~ -a morning star of doom~ -A huge black, bloodstained morning star lies on the ground in a pool of gore.~ -~ -5 17351248 8193 -0 0 0 7 -22 5000 500 -A -1 2 -A -2 -2 -A -13 45 -A -18 2 -A -19 7 -A -27 32 -#25536 -xogra hide~ -Xogra Hide~ -A dog skin sewn through with razors lies here covered in blood.~ -~ -9 524352 1025 -0 0 0 0 -22 47500 4750 -A -27 64 -A -13 30 -A -18 5 -A -19 5 -A -24 3 -A -29 4 -> wear_prog 100~ -mea $n As you wrap the hide around you, you are slashed by razors! -mpdamage $n 100 -~ -| -#25537 -toad hide~ -Hide of the Toad~ -A strip of thick green hide lies here.~ -~ -9 262144 1025 128 -22 0 0 0 -20 0 0 -A -17 -30 -A -5 2 -A -13 45 -A -18 5 -A -19 5 -A -27 128 -A -20 -2 -A -22 -2 -A -23 -2 -#25538 -studded leather wristguard~ -a studded leather wristguard~ -A strip of leather covered in metal rivets lies here.~ -~ -9 524800 4097 -12 0 0 0 -3 21000 2100 -A -1 1 -A -5 1 -A -18 2 -A -19 2 -#25539 -wyvern skull helm~ -Wyvernskull helm~ -The skull of a Wyvern rests on the ground.~ -~ -9 2576 17 -10 0 0 0 -12 22500 2250 -A -3 -1 -A -4 -1 -A -13 100 -A -18 4 -A -19 5 -A -27 256 -A -29 2048 -#25540 -mighty war mattock~ -Mighty War Mattock~ -A war mattock nearly eleven feet long lies here.~ -~ -5 49746 8193 -0 0 0 8 -33 223000 22300 -A -1 2 -A -13 50 -A -18 9 -A -19 9 -> wear_prog 10~ -if isgood($n) -else -c kin $n -endif -~ -| -#25541 -giant tooth earring~ -a giant tooth earring~ -This tooth was torn from the maw of a giant.~ -~ -9 262144 65537 -4 0 0 0 -1 0 0 -A -1 2 -A -18 2 -A -19 2 -#25542 -littlehammer~ -a little hammer~ -A miniature steel hammer lies on the floor.~ -~ -8 524288 1 -1000 0 0 0 -1 0 0 -#25543 -sign~ -a small sign~ -A small sign has been nailed to a wall here.~ -~ -12 64 0 -0 0 0 0 -1 0 0 -E -sign~ -The sign reads- - -A little favor paid in advance, can save much trouble later -Give the imp a hundred gold, else prepare to meet your maker - - -~ -> exa_prog 100~ -mea $n From far away, you feel someone watching you. -mea $n Spinning round, you see an imp bearing a drinks tray, -mea $n disappearing into the crowd. -~ -| -#25544 -snakeskin breeches~ -snakeskin breeches~ -A pair of breeches fashioned from the skin of a snake lies here.~ -~ -9 459344 33 -16 0 0 0 -3 432432 43243 -A -1 -1 -A -2 1 -A -3 1 -A -13 10 -A -12 25 -A -18 1 -A -19 4 -A -27 32 -#25545 -belt black shimmering~ -shimmering black belt~ -A belt of shimmering black cloth is coiled up on the floor.~ -~ -9 8489489 2049 -11 0 0 0 -10 233400 23340 -A -3 2 -A -4 1 -A -12 60 -A -18 3 -A -19 3 -A -24 -3 -A -21 -3 -#25546 -knife keeper~ -Knife of the Keepers~ -A black metal knife gleams dully.~ -~ -5 623152 8193 -0 0 0 11 -4 400000 40000 -A -2 2 -A -3 2 -A -12 88 -A -13 66 -A -18 8 -A -19 8 -A -27 1048576 -#25547 -black robes~ -Robes of the Night~ -A pile of heavy black cloth covers the floor.~ -~ -9 25395792 1025 -30 0 0 0 -45 124000 12400 -A -17 -30 -A -12 100 -A -18 5 -A -19 5 -A -22 -2 -A -21 -2 -A -20 -2 -A -24 -2 -A -23 3 -#25548 -lens perception~ -Lens of Perception~ -A glowing amber lens lies here.~ -~ -9 1089 131073 -9 0 0 0 -1 50000 5000 -A -26 8 -A -26 32 -A -3 3 -A -18 3 -A -27 2048 -#25549 -viper~ -Viper~ -A dangerous looking short sword gleams in the light.~ -~ -5 17498208 8193 -0 0 0 11 -4 175000 17500 -A -2 3 -A -13 30 -A -18 11 -A -19 8 -#25550 -soft leather shoes~ -soft leather shoes~ -A pair of doeskin shoes has been left here.~ -~ -9 8455264 65 -9 0 0 0 -1 75600 7560 -A -2 2 -A -13 20 -A -12 45 -A -18 4 -A -19 4 -A -26 98304 -#25551 -fur lined cloak~ -fur lined cloak~ -A well fashioned furlined cloak hangs from a hook.~ -~ -9 262144 5 -7 0 0 0 -4 650 65 -A -17 -20 -A -13 45 -A -18 2 -A -19 2 -A -27 2 -#25552 -torturer whip~ -the Torturer's Whip~ -A whip with razor blades sewn into the thongs hangs here.~ -~ -5 17220112 8193 -0 0 0 4 -25 300 30 -A -1 1 -A -2 1 -A -13 125 -A -18 9 -A -19 7 -#25553 -black leathers~ -black leathers~ -A set of studded black leathers makes you think of pain and misery.~ -~ -9 17187344 9 -18 0 0 0 -20 500 50 -A -17 -22 -A -13 50 -A -18 5 -A -19 5 -A -23 -4 -A -22 -3 -#25554 -black leather hood~ -a black leather hood~ -A black sack with eye and mouth slits lies on the floor.~ -~ -9 262736 17 -5 0 0 0 -1 20 2 -A -3 1 -A -4 1 -A -12 75 -A -19 3 -A -18 3 -#25555 -tattooed hide~ -tattooed hide~ -A strip of ogre hide covered in evil tats lies here.~ -~ -9 262144 257 -12 0 0 0 -10 0 0 -A -17 -30 -A -5 2 -A -13 50 -A -18 4 -A -19 7 -A -27 2097152 -A -23 -5 -A -20 -5 -> wear_prog 100~ -if race($n) == half-ogre -mea $n As you drape the skin around your arms it melds with your skin. -grin -mpforce $n say Nice tattoos. Make me feel strong. -mpforce $n nod -else -mea $n The skin slips off when you try to wear it. -mpforce $n remove tattooed -endif -~ -| -#25556 -rack elf~ -the rack~ -A dying, flayed elf is strapped to the rack.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mpe _lbl The elf says 'Kill me... please....' -~ -> rand_prog 2~ -The elf screams in excrutiating agony and despair. -~ -| -#25557 -hot poker~ -a hot poker~ -A red hot poker lies burning the floor.~ -~ -3 65 16385 -50 5 5 88 -5 500 50 -A -12 25 -#25558 -whip~ -a whip~ -A whip is curled up on the floor here.~ -~ -5 0 8193 -0 0 0 4 -10 20 2 -#25559 -helm vigilance~ -Helm of Vigilance~ -A shining steel helm lies here.~ -~ -9 25198656 17 -20 0 0 0 -11 57600 5760 -A -3 2 -A -4 2 -A -5 2 -A -13 30 -A -12 50 -A -18 3 -A -19 3 -A -27 1024 -A -26 40 -> wear_prog 100~ -if class($n) == cleric -c sagacity $n -else -if class($n) == mage -c 'dragon wit' $n -else -if class($n) == warrior -c troll $n -c kin $n -else -endif -endif -endif -~ -> damage_prog 100~ -mpe _whi Beams of light issue forth from the Helm as it is damaged! -~ -> sac_prog 100~ -mpe The helm bestows one final blessing as it is consigned to oblivion. -c sanc $n -~ -| -#25560 -gauntlets power~ -Gauntlets of Power~ -A pair of heavy metal gauntlets has been dropped here.~ -~ -9 17481794 129 -13 0 0 0 -22 40000 4000 -A -1 2 -A -13 25 -A -18 2 -A -19 6 -#25561 -iron key~ -the iron key~ -An iron key lies on the ground.~ -~ -18 524288 1 -0 0 0 0 -10 50 5 -#25562 -iron maiden~ -the iron maiden~ -A bloodstained iron maiden dominates the chamber.~ -~ -12 524288 0 -0 0 0 0 -1 0 0 -> act_prog p bashes against the wall, but it holds strong.~ -mea $n You are trying to bash open an open metal casket filled with spikes. -mea $n O...u...c....h.... -mpechoar $n $n hurls $mself into the iron maiden. Yahoo. -mpdamage $n 600 -mpechoar $n Crazy idiot... -~ -| -#25563 -staff knowledge~ -Staff of Knowledge~ -A plain piece of polished oak serves as a makeshift staff.~ -~ -5 360448 8193 -0 0 0 7 -6 225000 22500 -A -3 2 -A -4 2 -A -1 -2 -A -12 150 -A -18 6 -A -19 6 -#25564 -tome thought~ -Tome of Thought~ -A slim volume of arcane lore has been left here.~ -~ -9 25395264 16385 -22 0 0 0 -22 56400 5640 -A -3 2 -A -12 125 -A -13 33 -A -18 5 -A -19 5 -A -24 -10 -#25565 -scalpel~ -the surgeon's scalpel~ -A long, slender scalpel lies here.~ -~ -5 98896 8193 -0 0 0 1 -1 75000 7500 -A -2 2 -A -12 66 -A -13 30 -A -18 12 -A -19 10 -#25566 -white lab coat~ -a white coat~ -A coat spattered with gore hands from a hook.~ -~ -9 98880 1025 -11 0 0 0 -7 5750 575 -A -17 -66 -A -12 100 -A -18 7 -A -19 4 -A -27 64 -#25567 -visions darkness~ -Visions of Darkness~ -A shimmering black aura of energy fills the room.~ -~ -9 100980 131073 -27 0 0 0 -1 0 0 -A -1 -1 -A -3 2 -A -12 125 -A -13 75 -A -18 4 -A -19 4 -A -26 544 -> wear_prog 100~ -if isevil($n) -mea $n Dark thoughts invade your mind, thrilling you with their intensity. -mpechoar $n $n cackles in glee as $e is exposed to horrid fantasies of evil. -mpforce $n cackle -else -endif -~ -> remove_prog 100~ -if isevil($n) -mea $n You sigh with regret as you remove the visions from your mind. -mpechoar $n $n looks disappointed as $e returns to reality. -else -endif -~ -> get_prog 100~ -if isevil($n) -mea $n You are instantly tempted by the evil magics! -mpforce $n wear visions -else -endif -~ -> drop_prog 100~ -if isevil($n) -mea $n You cast away the visions, but instantly regret it. -mpechoar $n $n hurls the visions away, but with obvious reluctance. -else -endif -~ -| -#25568 -darkened plate armor~ -Darkened Plate Armor~ -A suit of battered metal armor lies in the shadows.~ -~ -9 16826902 9 -40 0 0 0 -33 0 0 -A -1 1 -A -2 1 -A -17 -66 -A -13 50 -A -12 100 -A -18 6 -A -19 6 -A -22 -5 -#25569 -onyx dagger~ -an onyx dagger~ -A dagger carved from onyx is embedded in the ground.~ -~ -5 16878102 8193 -0 0 0 2 -12 0 0 -A -5 -2 -A -13 30 -A -12 125 -A -18 8 -A -19 5 -A -34 25 -#25570 -bracer pain~ -Bracer of Pain~ -A bracer lined with spikes (inside!) sits unwanted here.~ -~ -9 623126 4097 -7 0 0 0 -5 0 0 -A -2 -2 -A -13 -25 -A -12 40 -A -18 -2 -A -19 3 -> wear_prog 100~ -if isgood($n) -else -mea $n You wince as the spikes dig into your wrist! -mpdamage $n 50 -endif -~ -| -#25571 -doom leggings~ -Leggings of Doom~ -A pair of tarnished bronze leggings lies here.~ -~ -9 17400326 33 -22 0 0 0 -45 0 0 -A -2 1 -A -13 25 -A -12 30 -A -18 4 -A -19 4 -#25572 -blackened nails~ -blackened nails~ -A pair of bloodstained nails lie on the ground, torn from someone's hands.~ -~ -9 525569 129 -11 0 0 0 -10 100 10 -A -1 -1 -A -2 -1 -A -13 30 -A -18 -4 -A -19 6 -> wear_prog 100~ -if isevil($n) -else -mea $n With a grunt and a sudden howl, you drive the nail into your palm! -mpechoar $n You watch wide eyed with horror as $n drives the nail into $s hand. -mpdamage $n 50 -endif -~ -> remove_prog 100~ -if isevil($n) -else -mea $n With a cry of pain you tear the nails from your hands. -mpechoar $n You almost vomit when you see $n tear the nails from $s hands. -endif -~ -| -#25573 -blackened nails~ -blackened nails~ -A pair of bloodstained nails lie on the ground, torn from someone's hands.~ -~ -9 525569 65 -11 0 0 0 -10 100 10 -A -2 -2 -A -5 -2 -A -13 40 -A -19 5 -> wear_prog 100~ -if isevil($n) -else -mea $n You drop the nail, and stamp your foot down on it, driving it home! -mpforce $n scream -mpforce $n drool -mpechoar $n $n rams $s foot down on a nail, driving it through bone and flesh. -mpdamage $n 50 -endif -~ -> remove_prog 100~ -if isevil($n) -else -mea $n You grab ahold of the nail and wrench it free from your foot. -mpechoar $n You almost pass out as $n wrenches the nails from $s feet. -endif -~ -| -#0 - - -#ROOMS -#25500 -Spare Special Room~ -~ -0 4 1 -S -#25501 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25504 -D1 -~ -~ -0 -1 25502 -D6 -~ -~ -0 -1 25505 -S -#25502 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25505 -D1 -~ -~ -0 -1 25503 -D3 -~ -~ -0 -1 25501 -D6 -~ -~ -0 -1 25506 -D7 -~ -~ -0 -1 25504 -S -#25503 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25506 -D3 -~ -~ -0 -1 25502 -D7 -~ -~ -0 -1 25505 -S -#25504 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25507 -D1 -~ -~ -0 -1 25505 -D2 -~ -~ -0 -1 25501 -D6 -~ -~ -0 -1 25508 -D8 -~ -~ -0 -1 25502 -S -#25505 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25508 -D1 -~ -~ -0 -1 25506 -D2 -~ -~ -0 -1 25502 -D3 -~ -~ -0 -1 25504 -D6 -~ -~ -0 -1 25509 -D7 -~ -~ -0 -1 25507 -D8 -~ -~ -0 -1 25503 -D9 -~ -~ -0 -1 25501 -S -#25506 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25509 -D2 -~ -~ -0 -1 25503 -D3 -~ -~ -0 -1 25505 -D7 -~ -~ -0 -1 25508 -D9 -~ -~ -0 -1 25502 -S -#25507 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D1 -~ -~ -0 -1 25508 -D2 -~ -~ -0 -1 25504 -D8 -~ -~ -0 -1 25505 -S -#25508 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D0 -~ -~ -0 -1 25510 -D1 -~ -~ -0 -1 25509 -D2 -~ -~ -0 -1 25505 -D3 -~ -~ -0 -1 25507 -D8 -~ -~ -0 -1 25506 -D9 -~ -~ -0 -1 25504 -S -#25509 -A Mist-Shrouded Lake~ -Thick mist clouds your vision on all sides as you traverse the murky waters -of the lake. Strange howls and cries echo across the water, accompanied by -the occasional scream and gurgle of some unseen victim to the many predators -that infest these waters. You cannot perceive how deep these waters may be, -or what may lurk beneath the scum-coated surface. Twisted, gnarled trees, -their decayed limbs coated in thick growths of fungus, sprout at random -intervals from the lake, are frequent hazards, as you cannot seem them until -you are almost on top of them. -~ -0 3416065 7 -D2 -~ -~ -0 -1 25506 -D3 -~ -~ -0 -1 25508 -D9 -~ -~ -0 -1 25505 -S -#25510 -The Gates of the Castle~ -Rising out of the murky waters here is a small island that boasts a -rusted iron gate, which leads into a looming structure to the west. -Despite its size, it is not visible from more than a few feet away, -being as its walls are covered in marsh muck and assorted other -substances. It is not surprising that you found it hard to locate. The -gate doesn't appear to be locked; peering between the bars you see a -long stone corridor beckoning... -~ -0 3145733 1 -D3 -~ -gate~ -11 -1 25511 -S -#25511 -A Dark Corridor~ -Wet, slimy stone presses in all sides; you shiver as you pass through -the iron gate, and wince as it clangs shut suddenly behind you, the -noise echoing down the dank corridor. No torches illuminate the hall, -nor are there any signs of provision for such items. The floor is slick -underfoot, suggesting mold and other substances that grow in a place -that has most probably not felt the touch of sunlight in centuries, if -ever. -~ -0 3153929 0 -D3 -~ -~ -0 -1 25512 -S -#25512 -A Junction~ -The damp corridor terminates here, at a junction, marked by several -decaying corpses staked to the slimy walls. Several more corpses, of -elves and goblins, sit skewered about a small unlit brazier at the -junction; the purpose of this is unclear, but you think it wisest not -to meddle. A strong odor wafts in from the northern corridor, while -a keeing wail echoes from the west. Neither sound nor noise can be -detected to the southwest, however, just dark, impenetrable dark, and -silence. Truly this is indeed a lair of Chaos, and you do not doubt that -whatever is the master of this domain will be a potent adversary indeed! -~ -0 3153929 0 -D0 -~ -~ -0 -1 25515 -D1 -~ -~ -0 -1 25511 -D3 -~ -~ -0 -1 25513 -D9 -~ -~ -0 -1 25518 -S -#25513 -Rivers of Blood~ -The walls of this section of corridor have been cunningly decorated to -give the impression that they are flowing rivers of blood, gushing in -torrents back and forth along the walls, like the cargo of some inhuman -vein of gargantuan proportions. A dull throbbing, pulsing sound, as of a -heart beat magnified in intensity a hundredfold, echoes back and forth -along the corridor. A chill wind blows in from the east, accompanied by -a fell howling; the resulting cacophony of sound is almost enough to send -you mad. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25512 -D3 -~ -~ -0 -1 25514 -S -#25514 -The Gates to the Court of Lilith~ -As the heartbeat reaches a crescendo, it suddenly halts when you pass -before the gates to the west. Ornately crafted from platinum and onyx, -the unique combination of the two substances gives an impression of age -and grandeur, while the naked, writhing women carved into the frame preserve -Lilith's taste for decadence and wanton excess, especially in her chosen -gender. It is rumored that only a woman may pass safely before Lilith, and -that any man foolish enough to cross her path will be dealt with in -unimaginable ways. No keyhole mars the gate, nor bar, yet it does not yield to -a gentle push or even a firm nudge. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25513 -D3 -~ -gate~ -1031 -1 25549 -S -#25515 -The End of the Corridor~ -The corridor ends before two doors, set in the north and eastern walls. -A high pitched cackling accompanies the stench that emanates from the -north, while the eastern door boasts no unusual sensory assaults. As -you ponder which way to go, a small plaque on the wall opposite the -east door catches your eye... -~ -0 3153929 0 -D0 -~ -~ -3 -1 25516 -D1 -~ -~ -3 -1 25517 -D2 -~ -~ -0 -1 25512 -E -plaque~ -The Darkness shall claim you. - - - - - - -~ -S -#25516 -Vile Incantations~ -Shadows flicker and dance about this small chamber, which is dimly -illuminated by small fires blazing in clay urns set in each corner of -the room. A pungent, acrid odor fills the area, assaulting your nostrils, -and making your eyes water. The gutted and flayed elf staked to one wall -doesn't excactly improve the atmosphere either... -~ -0 3153929 0 -D2 -~ -~ -3 -1 25515 -S -#25517 -A Storeroom~ -This room is filled to the roof with dusty barrels, bound with iron -and bearing the seal of Westport. Either alcohol or oil, they appear to -have not been touched since they were brought here. You wonder at their -function, but try as you might you cannot budge the lids, nor stave in -the sides. -~ -0 3153929 0 -D3 -~ -~ -3 -1 25515 -S -#25518 -Silent Passage~ -Not a sound can be heard here, even from your booted feet striking the -damp stone... it is as if some field of silence was muffling this area, -for what reason though is unclear. The walls and ceiling are featureless, -save for the ever present slime that coats the surface everywhere. A -slightly unpleasant odor wafts in from the south, snapping you back from -your contemplation. -~ -0 3219465 0 -D2 -~ -~ -0 -1 25519 -D6 -~ -~ -0 -1 25512 -S -#25519 -Proceeding Slowly...~ -Marching through these silent halls, you find that you are becoming -unconsciously more nervous with each step. Your hands are slick with -sweat, and the hairs on the back of your neck are standing straight up. -Something is not right here, even not counting the eerie silence. The smell -from the south is getting stronger; an odor of decaying foodstuffs and other -waste materials. -~ -0 3219465 0 -D0 -~ -~ -0 -1 25518 -D2 -~ -~ -0 -1 25520 -S -#25520 -The Gaping Pit~ -The corridor ends here, in a dead end. Surprised and mildly disappointed, -you allow yourself to pause for a moment and collect yourself. It is then -that the floor beneath your feet opens up, depositing ankle deep pools of -scummy water into a long deep shaft! You scramble for safety, hoping you -can avoid joining them in plummeting down to whatever horror the vile smells -wafting in from below emanate from! -~ -0 19996681 0 -D0 -~ -~ -0 -1 25519 -D5 -~ -~ -1 -1 25521 -> act_prog p from the north.~ -mpe As you enter, a trapdoor opens beneath your feet! -op d -~ -| -S -#25521 -Plummeting Down the Pit~ -The first clue you have that you have escaped the field of silence is -the fact that you can hear yourself crying out in surprise and fear as -you hurtle downwards to whatever fate awaits you below. Staring wide-eyed -downwards as you fall, you see a deep pool of water, in which various -shapes can be seen moving about. -~ -0 19931145 0 -D4 -~ -~ -65 -1 25520 -D5 -~ -~ -0 -1 25522 -S -#25522 -The Crocodile Pit~ -You land with a splash in a neck deep pool of fetid black water. Almost -immediately you feel various creatures brushing against you, and you fight -down a rising wave of panic, in an attempt to work out what the hell to do -next. A thick wall of stone slides soundlessly into place above your head, -preventing return in that direction, and leaving you trapped in this horrible -chamber. More water is pouring in through a grate set in the east wall. -~ -0 3153929 7 -D1 -You see a small grate set in the wall. -~ -grate~ -11 -1 25523 -S -#25523 -A Water-Filled Tunnel~ -The grate opens onto a small sewer tunnel, no more than three feet -across, limiting progress to one person at a time. Various disgusting -objects drift past with the current, and you quickly realize that -whatever lives in the upper levels uses this as a waste disposal sewer, -presumably it empties into the swamp outside. -~ -0 3153929 8 -D1 -~ -~ -0 -1 25524 -D3 -~ -grate~ -11 -1 25522 -S -#25524 -A Junction~ -You emerge from the narrow tunnel with a gush of water into a massive -tunnel that runs north and south, filled to chest height with filthy -water. Swimming would be impossible in this muck; you need some other -way to stay afloat. To the north you can hear the sound of rushing water, -while to the south you can hear nothing. -~ -0 3153929 7 -D0 -~ -~ -0 -1 25525 -D2 -~ -~ -0 -1 25527 -D3 -~ -~ -0 -1 25523 -S -#25525 -A Disgusting Sewer~ -Piles of debris float past you on the scummy water, drifting with a -current stirred up by turbulence ahead. Water is pouring in from some -above ground source, causing a considerable stench to fill the place as -the debris is disturbed and releases various gasses, as of a dead animal -carcass when it is disturbed. -~ -0 3153929 7 -D0 -~ -~ -0 -1 25526 -D2 -~ -~ -0 -1 25524 -S -#25526 -The End of the Sewer~ -At this point water gushes in from the swamps above, pounding down on -the sewerage and driving it through some hidden grates below. The flow -is strong, and much of the water is forced southwards rather than being -able to escape down the tiny drain, thus keeping a decent volume of water -in the sewer so that the refuse may eventually be carried away. Unspeakable -horrors undoubtedly lurk below the grate, and you make no effort to -investigate further. -~ -0 3153929 7 -D2 -~ -~ -0 -1 25525 -D4 -~ -~ -128 -1 25529 -S -#25527 -A Second Junction~ -At this point a narrow tunnel slopes downwards to the southwest, -heading under the water to some unknown destination. To the south, -an island of refuse rises out of the muck, providing a temporary -sanctuary from the disgusting sludge. -~ -0 3153929 7 -D0 -~ -~ -0 -1 25524 -D2 -~ -~ -0 -1 25528 -D9 -~ -~ -0 -1 25530 -S -#25528 -A Sea of Muck~ -The island of refuse you spied earlier is further away than you thought, -and each move in this dreadful mire threatens to overwhelm you, nausea -and dizziness being the least of your worries in the disease carrying -waters. You feel... things... brushing against your legs in the water, -and you feel horribly exposed. What horrors lurk in these murky depths? -~ -0 3153929 7 -D0 -~ -~ -0 -1 25527 -D2 -~ -~ -0 -1 25532 -S -#25529 -A Natural Hole~ -Erosion at a gap in the bedrock beneath the marsh that the castle rests -on has caused a previously tiny crack to widen, over the centuries, to -this gaping hole, which several people could ascend travelling abreast. -The water slops over your head and face, but is not distracting enough -to prevent travel. Above, it emerges into the swamps surrounding this place. -~ -0 3153933 7 -D4 -~ -~ -128 -1 25507 -D5 -~ -~ -128 -1 25526 -S -#25530 -An Underwater Tunnel~ -This tunnel is completely submerged, but is very narrow, necessitating -you to walk on the very slippery floor, which is coated with all manner -of slime. A slight current is pushing from the northeast, threatening -at times to disturb your balance. To the west, the tunnel disappears into -the dark, making you reluctant to continue without being able to accurately -determine what may lie in that direction. -~ -0 3153929 8 -D3 -~ -~ -0 -1 25531 -D6 -~ -~ -0 -1 25527 -S -#25531 -A Gruesome End~ -As you proceed down the steeply sloping tunnel, you lose your footing -in the muck, and before you know it you are sliding on your back down -the chute, gradually increasing speed, until you reach a point where -the tunnel slopes almost vertically, and you plummet downwards many -thousands of feet, hurtling towards some unknown fate, from which you -will never return... -~ -0 3153935 0 -S -#25532 -An Island of Muck~ -At this point you can suddenly feel ground beneath your flailing feet, -and it is with a great deal of relief that you stagger onto the mound -of refuse that has formed here, creating a surprisingly stable island -in the disgusting sewers. A large hole gapes in the roof of the cavern, -leading to whatever dropped all of the rotting vegetables and meat down -here. -~ -0 3153933 13 -D0 -~ -~ -0 -1 25528 -D3 -~ -~ -0 -1 25535 -D4 -~ -~ -64 -1 25533 -S -#25533 -A Filthy Section~ -Waste material from the kitchens is dumped into the heavy iron container -at your feet, and judging by the thick crust of material around the edges -no one bothers cleaning up anything that misses its target. Bits of meat -fly over your head and land in the container at random intervals. Presumably, -this container empties into some hidden sewer. -~ -0 3153933 0 -D2 -~ -~ -0 -1 25534 -D10 -~ -crate~ -133184 -1 25532 -S -#25534 -The Kitchens~ -Blood soaked countertops splattered with piles of stinking entrails -line this greasy room, causing an overwhelming stench to assault your -nostrils. Heavy, sharp hooks and knives hang from rusted nails hammered -into the stone walls, along with iron pots and pans, and a couple of -filthy aprons. Only one cook works in here; she prefers solitude, and -more than one potential servant has ended up in the soup, so to speak. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25533 -D2 -~ -~ -3 -1 25539 -D3 -~ -~ -3 -1 25538 -S -#25535 -Slimy Floors~ -The sewer ends here, in a dead end waist deep in filth that has been -injected into the sewers from some source at the top of a narrow chute -in the ceiling. You aren't the most imaginative of adventurers sometimes, -but even you can easily guess at the designated function of such a hole, -and your theory is evidenced by the substances surrounding you as you -progress through the much. At least you can touch bottom here. -~ -0 3153929 13 -D1 -~ -~ -0 -1 25532 -D4 -~ -~ -128 -1 25536 -E -hole~ -You think that you would be able to slither up the hole if you desired. -~ -S -#25536 -A Slimy Tunnel~ -What in the name of the gods are you doing? Haven't you any idea what -this tunnel IS? These are the questions you fire at yourself as you -slither along this narrow chute, the indescribable substances coating -the walls providing sufficient lubrication for your journey. Trips to -the Abyss would be more pleasant than this. The whole time, you are -terrified that someone may decide to come in and avail themselves of the -facilities while you are jammed in the pipe. Down below, it empties into -a sewer, while above it terminates in the keep latrines. -~ -0 3153933 0 0 0 1 -D4 -~ -~ -128 -1 25537 -D5 -~ -~ -128 -1 25535 -> act_prog p from below.~ -if race($n) == half-ogre -or race($n) == half-troll -mea $n You are too big! Try as you might, you cannot fit into the pipe. -mea $n Most would consider that a blessing... -mpforce $n d -else -mea $n Horrid substances coat your body as you slither upwards. -endif -~ -> act_prog p from above.~ -if race($n) == half-ogre -or race($n) == half-troll -mea $n You are too big! Try as you might, you cannot fit into the pipe. -mea $n Most would consider that a blessing... -mpforce $n u -else -mea $n Horrid substances coat your body as you slither downwards. -endif -~ -> act_prog p from somewhere.~ -if race($n) == half-ogre -or race($n) == half-troll -mea $n You are too big! Try as you might, you cannot fit into the pipe. -mea $n Most would consider that a blessing... -mpforce $n u -else -mea $n Horrid substances coat your body as you slither downwards. -endif -~ -| -S -#25537 -The Latrine~ -A wise man in your home town once said that "A prudent and clever soldier -will never venture into the heart of his enemies toilet facilities". At -the time you failed to grasp the meaning of his rhetoric, but now you -suddenly realize, as you stare in horror at the filthy chamber before you, -the source of his dire edict. Unfathomable odors arise from a gaping hole -in the floor, which winds down into the sewers below. You think you can see, -shortly before the visage makes you lose your lunch on the floor, small -creatures feasting on the encrusted remains scattered about this hole. -~ -0 3153929 0 -D2 -~ -~ -3 -1 25540 -D10 -~ -hole~ -133248 -1 25536 -S -#25538 -Outside the Kitchens~ -The sound of meat cleavers rending flesh and shattering bone emanates -from behind a splintery wooden door to the east; behind which you surmise -lies what passes as a kitchen in this hellhole. To the northwest, the -twisting corridor heads deep into the heart of the fortress. You are -stuck for choices; "Which fate is worse," you wonder aloud."The food or -the guards?". Strengthening your discomfort is an occasional high pitched -cackle as some maniacal butcher revels with glee in their grisly task. -~ -0 3153929 0 -D1 -~ -~ -3 -1 25534 -D7 -~ -~ -0 -1 25540 -S -#25539 -The Larder~ -This room is used to store the "food" eaten by the garrison of the keep. -Much of it has been here much longer than is healthy, and the odor is -almost as bad as the preparation area to the north. Many of the items -in here are the corpses of expired adventurers who stumbled upon -Helf'ga by accident, much to their dismay. -~ -0 3153929 0 -D0 -~ -~ -3 -1 25534 -S -#25540 -Assault by Odor~ -This section of the corridor is plagued by an almost unbearable stench, -one that threatens to overwhelm you and send you into a coma. It appears -to be coming from behind a door to the north. Through watering eyes, you -make out a rather stained sign that reads - "Latrines". Gagging, you stagger -away, hoping that a fell demon may slay you this instant and spare you further -anguish at the mercy of this vile stench. -~ -0 3153929 0 -D0 -~ -~ -3 -1 25537 -D3 -~ -~ -0 -1 25541 -D8 -~ -~ -0 -1 25538 -S -#25541 -A Sturdy Door~ -The passage ends at an oaken portal bound with heavy iron, and lined -with sharp spikes to prevent any attempts to bash it open. It appears -that such an action will be unnecessary, though, as it stands slightly -ajar. Peering through the crack, you can see large shapes moving about -in the darkened interior. The odor of trolls is unmistakably strong -here. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25540 -D3 -~ -~ -8388611 -1 25542 -S -#25542 -Troll Barracks~ -Lilith favors all manner of barbarous creatures as soldiers, guards and -thugs, but none are as impressive to her as the simple, but strong trolls. -Where the minotaurs have cunning and guile, and question orders frequently, -the trolls slavishly obey. Where the ogres and orcs may balk at vastly -superior numbers, the trolls will merely grunt and charge, without any fear. -Clad in rough black plate, and bearing vicious weapons in addition to their -fearsome natural armaments, the trolls are ideal shock troops. Their barracks -are surprisingly clean, since Lilith imposed a death sentence on any who failed -to use the latrines instead of their quarters for any and all waste disposal. -There is a strong odor in the air, however, of animal fur long left unbathed. -The barracks stretch to the north and south, while a stairwell lies to the -west. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25543 -D1 -~ -~ -3 -1 25541 -D2 -~ -~ -0 -1 25545 -D3 -~ -~ -0 -1 25544 -S -#25543 -Troll Barracks~ -Piles of dirty cloth fill the corners of the room, as well as most of -the middle, providing bedding for a half dozen trolls or more. There is -in addition provision for a small fire for heat in winter, though it never -gives off more than a feeble glow as trolls loathe and fear the touch of -the naked flame, one of the few known ways to truly scar their resilient -hides. Smoky torches illuminate the stained ceiling, which once bore murals -depicting scenes of sacrifice and mayhem, a "sport" to the followers of -Lilith. -~ -0 3153929 0 -D2 -~ -~ -0 -1 25542 -S -#25544 -The Dark Stairwell~ -A set of greasy stone steps ascends to the next level of the keep here, -guarded by a rather large and singularly ugly troll, bearing even more -vicious implements of destruction. Every ship has its captain, and around -this section of the keep this troll is the master. While mere mention of -Lilith's name can cause her minions to tremble in fear, it is nowhere near -as imposing as the mailed fist of the sergeant bearing down on them to -enforce discipline. Lilith recognizes and encourages the ego of this fellow, -and likes to see him hold her troops in thrall. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25542 -D4 -~ -~ -0 -1 25546 -S -#25545 -Troll Barracks~ -Piles of dirty cloth fill the corners of the room, as well as most of -the middle, providing bedding for a half dozen trolls or more. There is -in addition provision for a small fire for heat in winter, though it never -gives off more than a feeble glow as trolls loathe and fear the touch of -the naked flame, one of the few known ways to truly scar their resilient -hides. Smoky torches illuminate the stained ceiling, which once bore murals -depicting scenes of sacrifice and mayhem, a sport to the followers of -Lilith. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25542 -S -#25546 -A Cavernous Hall~ -The stairs end in a feebly lit hall of gigantic proportions, which -stretches far to the west. The pillared walls are lined with gloomy -portraits of past rulers of the keep, all female of course, and all -displaying obvious signs of their vampiric lineage. The ceiling far -above you bears murals depicting cannibalism, torture and human sacrifice -before the grinning visages of the gods of chaos. Every few seconds the -walls seem to shift slightly; a sure sign that they are composed of the -stuff of chaos, bound together by the will of the ruler of this fell domain. -The floor is slippery underfoot; gazing down you realize it is coated in -blood... -~ -0 3153929 0 -D3 -~ -~ -0 -1 25547 -S -#25547 -The End of the Hall~ -Death. Destruction. Chaos. These are the themes of the images that -assault you as you enter this section of the hall. Faces appear in the -stonework, screaming soundlessly as they endure a nightmare of endless -agony, bound into the structure of Lilith's domain. Blood seeps from the -walls and floor, making travel difficult without slipping and crashing to -the floor. The sound of stone grating on stone echoes about here, as of -some monolithic guardian working its way towards you. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25546 -S -#25548 -A Quiet Alcove~ -Stepping through the hole in the wall, you enter a dusty chamber, no -bigger than a closet, the only feature of note being a large hole in -the ceiling, partially obscured by cobwebs. No footprints mar the dust -on the floor; evidently few people have come this way indeed. -~ -0 3153933 0 -D4 -~ -~ -64 -1 25558 -S -#25549 -The Hellish Court~ -The court of Lilith is a surprisingly colorful affair, for a prominent -figure among the undead, boasting brightly colored banners hanging from -gilded beams set in the whitewashed ceiling. Giggling noblewomen, enticingly -clad, mingle about here, in the hopes of an audience with Lilith. Evidently -this area has been designed to impress and beguile them, obfuscating the -true nature of Lilith from those who foolishly seek her help and affection; -they will find only servitude and death. Several burly minotaurs prowl the -court, keeping a close eye on the proceedings in case anyone manages to -realize the fate that is in store for them. A massive set of banded metal -doors lies to the west, guarded at all times by Lilith's wyrm. Surely these -doors must lead into the haven of Lilith herself! -~ -0 3153929 0 -D0 -~ -~ -0 -1 25553 -D1 -~ -~ -3 -1 25514 -D2 -~ -~ -0 -1 25554 -D3 -~ -~ -0 -1 25550 -S -#25550 -The Hellish Court~ -The court of Lilith is a surprisingly colorful affair, for a prominent -figure among the undead, boasting brightly colored banners hanging from -gilded beams set in the whitewashed ceiling. Giggling noblewomen, enticingly -clad, mingle about here, in the hopes of an audience with Lilith. Evidently -this area has been designed to impress and beguile them, obfuscating the -true nature of Lilith from those who foolishly seek her help and affection; -they will find only servitude and death. Several burly minotaurs prowl the -court, keeping a close eye on the proceedings in case anyone manages to -realize the fate that is in store for them. A massive set of banded metal -doors lies to the west, guarded at all times by Lilith's wyrm. Surely these -doors must lead into the haven of Lilith herself! -~ -0 3153929 0 -D0 -~ -~ -0 -1 25551 -D1 -~ -~ -0 -1 25549 -D2 -~ -~ -0 -1 25552 -D3 -~ -~ -0 -1 25555 -S -#25551 -The Hellish Court~ -The court of Lilith is a surprisingly colorful affair, for a prominent -figure among the undead, boasting brightly colored banners hanging from -gilded beams set in the whitewashed ceiling. Giggling noblewomen, enticingly -clad, mingle about here, in the hopes of an audience with Lilith. Evidently -this area has been designed to impress and beguile them, obfuscating the -true nature of Lilith from those who foolishly seek her help and affection; -they will find only servitude and death. Several burly minotaurs prowl the -court, keeping a close eye on the proceedings in case anyone manages to -realize the fate that is in store for them. A massive set of banded metal -doors lies to the west, guarded at all times by Lilith's wyrm. Surely these -doors must lead into the haven of Lilith herself! -~ -0 3153929 0 -D1 -~ -~ -0 -1 25553 -D2 -~ -~ -0 -1 25550 -S -#25552 -The Hellish Court~ -The court of Lilith is a surprisingly colorful affair, for a prominent -figure among the undead, boasting brightly colored banners hanging from -gilded beams set in the whitewashed ceiling. Giggling noblewomen, enticingly -clad, mingle about here, in the hopes of an audience with Lilith. Evidently -this area has been designed to impress and beguile them, obfuscating the -true nature of Lilith from those who foolishly seek her help and affection; -they will find only servitude and death. Several burly minotaurs prowl the -court, keeping a close eye on the proceedings in case anyone manages to -realize the fate that is in store for them. A massive set of banded metal -doors lies to the west, guarded at all times by Lilith's wyrm. Surely these -doors must lead into the haven of Lilith herself! -~ -0 3153929 0 -D0 -~ -~ -0 -1 25550 -D1 -~ -~ -0 -1 25554 -S -#25553 -The Hellish Court~ -The court of Lilith is a surprisingly colorful affair, for a prominent -figure among the undead, boasting brightly colored banners hanging from -gilded beams set in the whitewashed ceiling. Giggling noblewomen, enticingly -clad, mingle about here, in the hopes of an audience with Lilith. Evidently -this area has been designed to impress and beguile them, obfuscating the -true nature of Lilith from those who foolishly seek her help and affection; -they will find only servitude and death. Several burly minotaurs prowl the -court, keeping a close eye on the proceedings in case anyone manages to -realize the fate that is in store for them. A massive set of banded metal -doors lies to the west, guarded at all times by Lilith's wyrm. Surely these -doors must lead into the haven of Lilith herself! -~ -0 3153929 0 -D2 -~ -~ -0 -1 25549 -D3 -~ -~ -0 -1 25551 -S -#25554 -The Hellish Court~ -~ -0 3153929 0 -D0 -~ -~ -0 -1 25549 -D3 -~ -~ -0 -1 25552 -S -#25555 -The Grand Gates ~ -Upon closer inspection, you realize that the banded metal gates you -spied from across the court are in fact composed of some shifting, -shimmering substance; the souls of those slain within the walls of -this keep. Occasionally a face will arise from the seething mass, -staring in horror outwards, beseeching you for help; help that you -cannot give. Only when all Chaos is removed from the universe will these -souls be freed. -~ -0 3153933 0 -D1 -~ -~ -0 -1 25550 -D3 -~ -gate~ -1031 -1 25556 -S -#25556 -The Yawning Abyss~ -Steeling yourself, you stride through the gates, into the throne room -of Lilith. Suddenly, you feel the ground disappear beneath your feet! -Panicking, you try to grab for the doors, but instead you watch them -disappear as some unseen force drags you kicking and screaming down into -the abyss. Foolish of you, to assume Lilith would be so easy to approach! -~ -0 3153935 0 -S -#25557 -Destination Nowhere~ -You come screaming out of the pipe, falling into a waist deep pool of -dirty water, and badly bruising your body. But that is the least of -your worries; the second you land, the slimy walls begin to close, -moving rapidly inwards and crushing you and all your equipment... -~ -0 3153935 8 -S -#25558 -A Mist Shrouded Corridor~ -The entirety of the passage you are in is shrouded in thick, greenish -mist, making it virtually impossible to make out what lies in any -direction. Only an exit to the north is clearly visible, delineated by -glowing stones set in the floor that make it possible to see it. Strange -cries and howls echo through the mist, sending shivers up your spine. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25561 -D1 -~ -~ -3 -1 25559 -S -#25559 -A Short Corridor~ -This short, narrow corridor is framed by a plain wooden door at each -end, leading to unknown destinations. The walls here are white, plain -and without any marks or flaws. A strange energy emanates from them, -making you feel tired and lethargic. Shaking your head, you gather -yourself and prepare to continue. -~ -0 3153933 0 -D1 -~ -~ -3 -1 25560 -D3 -~ -~ -3 -1 25558 -> rand_prog 50~ -if ispc($r) -mpe Strange energies sap your strength... -mpdamage $r 50 -else -endif -~ -| -S -#25560 -The Keeper of Pernaglia~ -A plain, white walled chamber lies here, dominated by a heavy metal -chair, upon which the sole occupant of this place spends most of his -time. Due to one of the many unpredictable variables that accompanies -any chaotic magic, Lilith is unable to enter this room, nor even to -look within here, even involuntarily. This causes her some small amount -of concern, for enemies of hers may find sanctum here, though she accepts -this as one of the many prices for the power that comes with serving Chaos. -~ -0 3153929 0 -D3 -~ -~ -3 -1 25559 -S -#25561 -A Mist Shrouded Corridor~ -The entirety of the passage you are in is shrouded in thick, greenish -mist, making it virtually impossible to make out what lies in any -direction. Only an exit to the northwest is clearly visible, delineated by -glowing stones set in the floor that make it possible to see it. Strange -cries and howls echo through the mist, sending shivers up your spine. -~ -0 3153929 0 -D2 -~ -~ -0 -1 25558 -D7 -~ -~ -0 -1 25562 -S -#25562 -A Mist Shrouded Corridor~ -The entirety of the passage you are in is shrouded in thick, greenish -mist, making it virtually impossible to make out what lies in any -direction. Only an exit to the northwest is clearly visible, delineated by -glowing stones set in the floor that make it possible to see it. Strange -cries and howls echo through the mist, sending shivers up your spine. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25563 -D8 -~ -~ -0 -1 25561 -S -#25563 -A Choice of Perils~ -Four dark stone corridors meet here, at this crossroads, marked by -a massive statue of polished obsidian. The construct- a massive, muscular -minotaur rending some indefinable humanoid in two- stands at good eleven -feet tall, reaching nearly to the arched ceiling, which is engulfed in -gloom. Shrieks and howls of pain echo in from the east, while to the -west you rather fancy you can hear a crowd cheering. No sound issues forth -from the north or south. -~ -0 3153933 0 -D0 -~ -~ -0 -1 25566 -D1 -~ -~ -0 -1 25565 -D2 -~ -~ -0 -1 25562 -D3 -~ -~ -0 -1 25564 -S -#25564 -A Dark Corridor~ -A corridor of shifting stone heads south here, bending away from the -passage that heads east to an intersection. Howls, shrieks and the sound -of flesh being rended echo from down this southern edit, and it is with -great reluctance that you prepare to continue. Who knows what horrors lurk -within the walls of this vile citadel? -~ -0 3153929 0 -D1 -~ -~ -0 -1 25563 -D2 -~ -~ -0 -1 25572 -S -#25565 -Chamber of Unspeakable Pain~ -This foul chamber is a torture chamber, the same as dozens of other -torture chambers that you have been in during your long career. The -usual devices- rack, iron maiden, hot coals, pokers and whips- are -present, but so are several new, wicked implements; the purpose of each -is not clear to you at this time, which is perhaps fortunate. If you remain -long enough, you will undoubtedly see their function demonstrated by the -maniacs that staff this foul chamber. Several mangled corpses, hanging from -large meat hooks that dangle from the ceiling, occasionally swing in front -of you, causing you to duck reflexively and gag. -~ -0 3153929 0 -D3 -~ -~ -0 -1 25563 -D6 -~ -maiden~ -8391727 25561 25577 -S -#25566 -Pit of Despair~ -The corridor ends here, at a steeply sloping staircase that descends -into a stinking, gloomy chamber below, presumably a dungeon of some -sort. You occasionally catch glimpses below, as of some massive stone -beast charging silently up and down through the corridor, but when the -image passes you shake your head and decide you must be seeing things. -Nothing that large could move so swiftly and soundlessly, surely? A -tingle of fear causes you to twitch involuntarily, and you wonder if -proceeding in this direction is such a good idea... -~ -0 3153933 0 -D2 -~ -~ -0 -1 25563 -D5 -~ -~ -0 -1 25567 -S -#25567 -The Dungeons~ -Filthy walls line this miserable, damp corridor, stained with various -substances, including more than one crushed corpse. Whatever dashed these -unfortunates to pieces must be possessed of enormous strength; on one -wall you see an armored knight that was smashed with such force that his -body was imbedded in the stone wall. The corridor continues north, twisting -to the east in that direction. To the south a stairway offers escape from -this dreadful place. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25568 -D4 -~ -~ -0 -1 25566 -S -#25568 -Floating in a void~ -The corridor continues, bearing still more signs of destruction. Smashed -weapons and armor litter the floor, the possessions of other adventurers, -escaped prisoners and even a few unfortunate guards of the keep that -strayed down here. Evidently the guardian that lurks here is not particular -in who he pummels. To the east you can see several grates set in the floor, -evidently pens where prisoners are kept. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25569 -D2 -~ -~ -0 -1 25567 -S -#25569 -The Prison Pits~ -Grates set in the floor open onto dank, dirty cells, where the prisoners -of the keep are quartered. There are no locks on the grates; to emerge -would mean certain death at the hands of the roving sentinel. Some prisoners -have, however, voluntarily chosen this fate, preferring it to what Lilith's -torturers and scientists have in store for them... -~ -0 3153929 0 -D2 -~ -~ -0 -1 25571 -D3 -~ -~ -0 -1 25568 -D5 -~ -grate~ -131 -1 25570 -S -#25570 -A Filthy Cell~ -Dirty straw covers the cold stone floor, providing scant comfort for -those quartered here. No food, drink or toilet amenities are provided -for those kept here; they rarely live long enough to require any of -these things. The manic scrawlings of countless dozens of prisoners covers -the walls, carved with whatever implement comes to hand; prisoners seem -to have an urge to leave some quantifiable legacy of their existence, even -if no one will ever read these scrawlings, or even care. -~ -0 3153929 0 -D4 -~ -grate~ -131 -1 25569 -E -scrawlings~ -A variety of graffiti covers the walls, most of it meaningless. -However, you do note one interesting piece of scripture- - -The Torturer holds the key, he can access the upper levels. But you -have to find the door, within the metal woman... -~ -S -#25571 -The Prison Pits~ -Grates set in the floor open onto dank, dirty cells, where the prisoners -of the keep are quartered. There are no locks on the grates; to emerge -would mean certain death at the hands of the roving sentinel. Some prisoners -have, however, voluntarily chosen this fate, preferring it to what Lilith's -torturers and scientists have in store for them... -~ -0 3153929 0 -D0 -~ -~ -0 -1 25569 -D5 -~ -grate~ -131 -1 25576 -S -#25572 -Approaching the Arena~ -Like most despots of her ilk, Lilith greatly enjoys bloodsports, which -are conducted in her private arena to the west of here, with combatants -selected by her trainer battling to the death on the bloodsoaked sands -for her enjoyment. Perhaps this will give you a chance to strike at her, -outside of her sanctum? Or perhaps it will give you a chance to be -senselessly slaughtered for her enjoyment... -~ -0 3153929 0 -D0 -~ -~ -0 -1 25564 -D3 -~ -~ -0 -1 25573 -S -#25573 -A Chamber of Corpses~ -The floor of this room is covered in blood stained straw, which has -yet to be swept away by whomever is responsible for such tasks. Judging -by the large carcasses lying nearby, someone or something upstairs is -having a grand time ripping all contenders to shreds before dropping the -remains down here. You aren't sure if you want to be next... -~ -0 3155081 0 -D1 -~ -~ -0 -1 25572 -D4 -~ -trapdoor~ -3 -1 25574 -S -#25574 -The Arena~ -The roar of an excited, bloodthirsty crowd echoes in your ears as you -step out onto the sands of the arena. A hot sun burns down upon you, -causing you to be soaked in sweat in a manner of seconds. Hordes of -cheering, screaming creatures of all races fill the stands, lustily -awaiting your demise. An illusion, undoubtedly, but an effective one, -and you find yourself impressed almost despite yourself by the power of -Lilith's magic; though you do find it curious that such a spectacle would -mean so much to her. Evidently even the Queen of Vampires desires the -thrill of a packed arena. Bounding across the sand towards you is a -creature that is definitely quite real, and you grit your teeth and prepare -to do battle, all too aware that Lilith is somewhere nearby, very close -nearby, watching you... -~ -0 3153929 0 -D3 -~ -~ -2051 -1 25575 -D5 -~ -trapdoor~ -3 -1 25573 -S -#25575 -A Private Booth~ -You plunge through the door concealed by the illusion, and enter an -opulent chamber, a booth where Lilith and her chosen lackeys recline -and watch the proceedings in the arena without. Soft silk cushions cover -the floor, and intricately woven tapestries hang on the walls. A shimmering -mirror to the east, the point of your entrance, allows her to view the -battles in the arena. -~ -0 3153929 0 -D1 -~ -~ -3 -1 25574 -S -#25576 -A Dreary Fate~ -Dirty straw covers the cold stone floor, providing scant comfort for -those quartered here. No food, drink or toilet amenities are provided -for those kept here; they rarely live long enough to require any of -these things. The manic scrawlings of countless dozens of prisoners covers -the walls, carved with whatever implement comes to hand; prisoners seem -to have an urge to leave some quantifiable legacy of their existence, even -if no one will ever read these scrawlings, or even care. -~ -0 3153929 0 -D4 -~ -grate~ -131 -1 25571 -E -scrawlings~ -A variety of graffiti covers the walls, most of it meaningless. -However, you do note one interesting piece of scripture- - -Lilith loves to fool her hunters with her simulacrum. Trust not her -appearance, nor her words for they are lies and trickery. -~ -S -#25577 -A Plain Stone Chamber~ -Your vision blurs momentarily as you pass through the maiden, then -clears again. When it does, you find yourself standing in a bleak stone -chamber, devoid of any trappings or furnishings. The walls gleam with -fresh whitewash, and the floor has been polished to a sheen. You feel cold -and uncomfortable in this strange place. You can still hear sounds from the -torture chamber, but cannot see any way back to that place, which is probably -fortunate. - -A door is set in the west wall, while the chamber stretches to the north. -~ -0 3153933 0 -D0 -~ -~ -0 -1 25580 -D3 -~ -~ -3 -1 25578 -S -#25578 -A Crowded Annex~ -Moldering tomes dealing with a variety of subjects line the creaking -shelves in this foyer, the shelves covering each wall, from the dusty -floor to the shifting surface of the roof, in which you can see visages -of terror and damnation. Occasionally a book will float gently off one -of the shelves of its own accord, and disappear into the ceiling, to be -returned some time later, read by the unseen summoner of the work. Curious, -you poke at the ceiling, but it remains firm to the touch. -~ -0 3153929 0 -D0 -~ -~ -3 -1 25579 -D1 -~ -~ -3 -1 25577 -S -#25579 -Dark Knowledge~ -This small chamber is crammed with books of all manner, many of them -bound in humanskin, and enscribed with runes of power, drawn with the -blood of virgins and babes. A musty odor fills the still air, an odor -all too familiar to stuffy mages used to researching ancient texts in -even more ancient libraries. -~ -0 3153929 0 -D2 -~ -~ -3 -1 25578 -S -#25580 -A Convergence of Paths~ -Dark stone corridors snake away into the darkness to the north, east -and south, heading towards fates unknown. A foul smell fills the air, -nor surprising any more in this fell fortress, and you realize that -you are in the very heart of this damned place, nearer to Lilith than -ever before. But there are many paths to choose from; which one leads -to the Whore of the Abyss? -~ -0 3153929 0 -D0 -~ -~ -0 -1 25581 -D1 -~ -~ -0 -1 25587 -D2 -~ -~ -0 -1 25577 -S -#25581 -A Bend in the Corridor~ -Ghastly shapes are visible on the walls here, illuminated by your light -source, the flickering glow giving them the semblance of movement...wait -a minute, they actually ARE moving, writhing and contorting spasmodically, -dancers to some unheard music, lost in the macabre ritual they are engaging -in. Occasionally one of the figures will turn towards you, revealing a face -with gaping eyesockets and a toothless maw, beckoning lewdly for you to join -in the obscene ritual. Shuddering, you press on. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25583 -D2 -~ -~ -0 -1 25580 -S -#25582 -Home Sweet Home?~ -You leap joyfully through the portal, looking forward to seeing old -friends and familiar sights once again. To your horror and dismay, you -enter your home town, only to see it ablaze from end to end, and swarming -with vile demons spawned from the pits of the Abyss. Frantically, you try -to leap back through the portal, but there is no sign of it. Drawing your -weapon, you turn to face the fiends, a grim smile on your lips as you -realize you are facing your last battle. Within seconds it is over, the -horde leaping upon you and tearing you limb from limb. -~ -0 3153935 0 -S -#25583 -The End~ -The corridor, and its unsettling occupants, ends here, at two doors, one -set in the north wall and the other in the eastern wall. Cries and howls -of pain, accompanied by a high pitched sniggering, issue forth from behind -the door to the east, while nothing but silence comes from the north. A -severed tail, of some unknown beast, has been nailed to the northern door, -the dark ichor seeping from the severed end staining the blackened wood an -even darker shade. -~ -0 3153929 0 -D0 -~ -~ -7 -1 25584 -D1 -~ -~ -3 -1 25585 -D3 -~ -~ -0 -1 25581 -S -#25584 -Perdition~ -This bare stone chamber is used to incarcerate lackeys of Lilith who -have displeased her in some way. They are always mutilated, a permanent -reminder of their transgression, and a severed appendage of the critter -is nailed to the door, to remind others. Trolls, being capable of -regenerating even whole limbs, aren't particularly impressed by this -punishment, so Lilith keeps an acid bath for the recalcitrant ones amongst -their number. -~ -0 3153933 0 -D2 -~ -~ -7 -1 25583 -S -#25585 -An Infernal Operating Theater~ -The majority of this room has been scrubbed clean, the shining white -walls a paragon of cleanliness and hygiene. That is probably the only -commendable feature of what is by all other definitions a slaughter -house/torture chamber. Mutilated humanoids lie struggling feebly on -the iron tables they have been tied to, while a bony surgeon wanders -from one to the other, making a casual slice her or amputation there. -Their cries of pain are weak and soft, as most of them have had their -mouths sewn shut and their tongues cut out. Blood spattered implements -awaiting cleaning rest in a metal bin near a gaping hole in the floor, -from which issue a variety of howls and pleas. -~ -0 3153933 0 -D3 -~ -~ -3 -1 25583 -D5 -~ -~ -128 -1 25586 -S -#25586 -A Pit of Despair~ -This vile place is where Quel'zar stores the results of his unholy -experiments. Unfortunately, it quickly became a struggle for survival -down here, and now a solitary creature resides here, devouring anything -else hurled down to join it. -~ -0 3153929 0 -D4 -~ -~ -128 -1 25585 -S -#25587 -A Twisting Corridor~ -Ghastly shapes are visible on the walls here, illuminated by your light -source, the flickering glow giving them the semblance of movement...wait -a minute, they actually ARE moving, writhing and contorting spasmodically, -dancers to some unheard music, lost in the macabre ritual they are engaging -in. Occasionally one of the figures will turn towards you, revealing a face -with gaping eyesockets and a toothless maw, beckoning lewdly for you to join -in the obscene ritual. Shuddering, you press on. -~ -0 3153929 0 -D3 -~ -~ -0 -1 25580 -D8 -~ -~ -0 -1 25588 -S -#25588 -A Twisting Corridor~ -At this point utter darkness engulfs the corridor. Even your light -source cannot penetrate the gloom. You are reduced to having to stumble -forward, arms outstretched, praying you don't fall into some hidden pit. -At one stage your hands brushes what could be a door, but you aren't -sure. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25590 -D2 -~ -~ -3 -1 25589 -D7 -~ -~ -0 -1 25587 -S -#25589 -Gloom~ -You can't see a thing in here, so you have no idea what you may have -stumbled in on when you opened the door. Suddenly, you see something -flickering in the darkness, and sparks of magical energy cast a dim -glow on the stone walls, each of them filled with the wildly cavorting -figures you glanced earlier. Shuddering, you look away and prepare to -face whatever may lurk in this strange place. -~ -0 3153933 0 -D0 -~ -~ -3 -1 25588 -S -#25590 -A Twisting Corridor~ -The darkness continues, threatening to engulf you, overwhelming your -senses, causing you to panic as you flail madly, feeling extremely -uncomfortable in this state of near total sensory deprivation. To the -east and west the corridor continues, while to the north and south lie -greasy stone walls. -~ -0 3153929 0 -D1 -~ -~ -0 -1 25591 -D3 -~ -~ -0 -1 25588 -S -#25591 -A Horrid Sight~ -All at once, the corridor plunges from the darkness into a chamber -filled with blinding white light, most of it issuing from a metal -cross affixed to the far wall, upon which is fastened a warning to those -who would challenge the might of Lilith. Above the cross is a shimmering -portal, which presumably leads up into the sanctum of the Queen of -Vampires herself. To the north, a plain wooden door leads to some unknown -location. -~ -0 3153929 0 -D0 -~ -~ -3 -1 25592 -D3 -~ -~ -0 -1 25590 -D4 -~ -~ -64 -1 25593 -S -#25592 -A Place of Contemplation~ -The purpose of this chamber escapes you. Only a small metal plaque -mars the plain stone walls, which are devoid of any signs of chaos. -Curious, you step in to examine the chamber further... - -~ -0 13 0 -D2 -~ -~ -3 -1 25591 -E -plaque~ -I have managed to cleanse this place of evil, here, and you may rest -and summon aid to help you in your battles against the whore of the -abyss. - - -~ -S -#25593 -Swirling Vortex~ -As you step through the portal, and invisible force grabs ahold of you -and hurls you into a swirling vortex of magical energies. Dozens of -exits spin past you, leading into worlds known and unknown; you pray -fervently that you will be thrown out where you intend to go. -~ -0 19931149 0 80 25596 0 -> rand_prog 2~ -mpe Flashes of light and sudden explosions are interspersed with the mayhem. -~ -| -S -#25594 -The Handmaidens of Lilith~ -This chamber is dominated by an opulent four poster bed, swathed in silk and -fine cloths. Incense burns in small clay pots near the bed, filling the room -with a sickly sweet odor, not unlike that of fresh blood. The walls are -covered in richly colored tapestries depicting the feasting of the kindred -upon the innocents of the world. -~ -0 3153929 0 -D3 -~ -~ -3 -1 25597 -S -#25595 -The Handmaidens of Lilith~ -This chamber is dominated by an opulent four poster bed, swathed in silk and -fine cloths. Incense burns in small clay pots near the bed, filling the room -with a sickly sweet odor, not unlike that of fresh blood. The walls are -covered in richly colored tapestries depicting the feasting of the kindred -upon the innocents of the world. -~ -0 3153929 0 -D1 -~ -~ -3 -1 25597 -S -#25596 -The Final Journey~ -At long last the vortex deposits you in a blackwalled stone chamber, -filled to your knees with blood and gore, which seeps in through the -walls and floor. Sickened, you attempt to wade through the mire as -quickly as possible, heading for a blood free passage in the north wall, -which leads towards a series of metal doors. Someone or something cackles -with glee at your misfortunes, and you grit your teeth and try to ignore -it. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25597 -S -#25597 -Chambers of the Slaves~ -Here are quartered those selected to serve Lilith, in whatever manner -she may desire, kept in rooms to the east and west, under the watchful -eye of the Eunuch, who is compelled to remain in this empty chamber, -watching the doors for sign of escape or intrusion. Only four tapestries, -placed near each exit from this room, break the plain stone. A vile -smell emanates from the northern exit. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25598 -D1 -~ -~ -3 -1 25594 -D2 -~ -~ -0 -1 25596 -D3 -~ -~ -3 -1 25595 -S -#25598 -Path of the Damned~ -Your first impression, as you traverse this bloodsoaked corridor, is that -many, many others have passed this way, and have fallen here, over the -centuries, nay millenia! Lilith, the greatest of succubi, the queen of -vampires, has claimed innumerable souls, and their blood coats this seemingly -endless passageway. Mangled, blackened corpses hang from hooks set in the -walls, dripping entrails onto the slick floor. The stench is overpowering; -even a vampire would find the overwhelming presence of blood sickening in -its gross excess. Undoubtedly worse waits ahead. -~ -0 3153929 0 -D0 -~ -~ -0 -1 25599 -D2 -~ -~ -0 -1 25597 -S -#25599 -The Chamber of Lilith~ -You have finally stumbled onto the true haven of Lilith, her private -boudoir, an opulent apartment appointed with all manner of rare and -valuable artifacts and works of art. Long drapes, of a soft material, -shroud most of the room, including an extravagant four poster bed, to -which someone is bound, though you cannot see through the gossamer to -determine who or what it is. Lilith will most surely be angered by your -persistence and audacity, and you expect her to react violently! -~ -0 3153929 0 -D2 -~ -~ -0 -1 25598 -S -#0 - - -#RESETS -R 0 25501 4 -R 0 25502 4 -R 0 25503 4 -R 0 25504 4 -R 0 25505 4 -R 0 25506 4 -R 0 25507 4 -R 0 25508 4 -R 0 25509 4 -M 1 25507 6 25501 -M 1 25507 6 25503 -M 1 25507 6 25503 -M 1 25507 6 25505 -M 1 25507 6 25505 -M 1 25508 1 25507 -M 1 25507 6 25508 -M 1 25503 1 25510 -E 1 25506 1 16 -E 1 25507 1 12 -E 1 25508 1 5 -D 0 25510 3 1 -M 1 25504 1 25514 -D 0 25514 3 2 -D 0 25515 0 1 -D 0 25515 1 1 -M 1 25505 1 25516 -E 1 25509 1 16 -D 0 25516 2 1 -D 0 25517 3 1 -D 0 25520 5 0 -D 0 25521 4 0 -M 1 25513 1 25522 -O 1 25524 1 25522 -D 0 25522 1 1 -D 0 25523 3 1 -M 1 25520 3 25524 -M 1 25520 3 25524 -M 1 25520 3 25524 -M 1 25521 1 25526 -M 1 25515 1 25532 -E 1 25530 1 12 -O 1 25525 1 25533 -M 1 25514 1 25534 -E 1 25527 1 12 -E 1 25526 1 16 -E 1 25526 1 18 -O 1 25528 1 25534 -D 0 25534 2 1 -D 0 25534 3 1 -O 1 25532 1 25537 -D 0 25537 2 1 -D 0 25538 1 1 -M 1 25516 1 25539 -D 0 25539 0 1 -D 0 25540 0 1 -D 0 25541 3 1 -M 1 25517 4 25542 -E 1 25534 1 5 -E 1 25535 1 16 -M 1 25518 2 25542 -D 0 25542 1 1 -M 1 25517 4 25543 -E 1 25534 1 5 -E 1 25535 1 16 -M 1 25518 2 25543 -M 1 25522 1 25544 -E 1 25534 1 5 -E 1 25538 1 14 -E 1 25538 1 15 -E 1 25539 1 6 -E 1 25540 1 16 -E 1 25541 1 19 -M 1 25517 4 25545 -E 1 25534 1 5 -E 1 25535 1 16 -M 1 25517 4 25545 -E 1 25534 1 5 -E 1 25535 1 16 -M 1 25519 1 25547 -M 1 25510 2 25549 -E 1 25512 1 5 -E 1 25513 1 9 -E 1 25514 1 7 -E 1 25515 1 6 -E 1 25516 1 11 -E 1 25517 1 16 -E 1 25518 1 12 -D 0 25549 1 1 -M 1 25510 2 25550 -E 1 25512 1 5 -E 1 25513 1 9 -E 1 25514 1 7 -E 1 25515 1 6 -E 1 25516 1 11 -E 1 25517 1 16 -E 1 25518 1 12 -M 1 25511 4 25551 -E 1 25519 1 1 -E 1 25520 1 3 -E 1 25521 1 5 -M 1 25512 1 25552 -G 1 25522 1 -G 1 25523 1 -G 1 3 1 -M 1 25511 4 25552 -E 1 25519 1 1 -E 1 25521 1 5 -E 1 25520 1 3 -M 1 25511 4 25553 -E 1 25519 1 1 -E 1 25520 1 3 -E 1 25521 1 5 -M 1 25511 4 25554 -E 1 25519 1 1 -E 1 25521 1 5 -E 1 25520 1 3 -O 1 25543 1 25554 -M 1 25509 1 25555 -D 0 25555 3 2 -D 0 25558 1 1 -D 0 25559 1 1 -D 0 25559 3 1 -M 1 25523 1 25560 -E 1 25544 1 7 -E 1 25545 1 13 -E 1 25546 1 16 -E 1 25547 1 12 -D 0 25560 3 1 -M 1 25531 2 25562 -M 1 25531 2 25562 -M 1 25527 1 25565 -E 1 25552 1 16 -E 1 25553 1 5 -E 1 25554 1 6 -G 1 25561 1 -O 1 25556 1 25565 -O 1 25562 1 25565 -D 0 25565 6 2 -M 1 25526 1 25567 -E 1 25559 1 6 -E 1 25560 1 9 -D 0 25569 5 1 -M 1 25525 3 25570 -M 1 25525 3 25570 -M 1 25525 3 25570 -D 0 25570 4 1 -D 0 25571 5 1 -M 1 25529 1 25573 -E 1 25558 1 16 -D 0 25573 4 1 -M 1 25528 1 25574 -D 0 25574 3 1 -D 0 25574 5 1 -M 1 25530 1 25575 -D 0 25575 1 1 -M 1 25524 1 25576 -E 1 25548 1 20 -E 1 25549 1 16 -E 1 25550 1 8 -E 1 25551 1 3 -D 0 25576 4 1 -D 0 25577 3 1 -D 0 25578 0 1 -D 0 25578 1 1 -M 1 25532 1 25579 -E 1 25563 1 16 -E 1 25564 1 17 -D 0 25579 2 1 -D 0 25583 0 2 -D 0 25583 1 1 -M 1 25536 1 25584 -D 0 25584 2 2 -M 1 25533 1 25585 -E 1 25565 1 16 -E 1 25566 1 12 -D 0 25585 3 1 -M 1 25537 1 25586 -D 0 25588 2 1 -M 1 25534 1 25589 -D 0 25589 0 1 -M 1 25535 1 25591 -E 1 25572 1 9 -E 1 25573 1 8 -D 0 25591 0 1 -D 0 25592 2 1 -M 1 25501 2 25594 -E 1 25503 1 13 -D 0 25594 3 1 -M 1 25501 2 25595 -E 1 25503 1 13 -D 0 25595 1 1 -M 1 25502 1 25597 -E 1 25505 1 1 -E 1 25504 1 16 -D 0 25597 1 1 -D 0 25597 3 1 -M 1 25500 1 25599 -E 1 25500 1 16 -E 1 25501 1 12 -S - - -#SHOPS - 25512 0 0 0 0 0 120 90 0 23 ; an imp -0 - - -#REPAIRS -0 - - -#SPECIALS -M 25500 spec_cast_cleric -M 25501 spec_cast_mage -M 25502 spec_breath_fire -M 25504 spec_breath_frost -M 25505 spec_cast_mage -M 25507 spec_poison -M 25509 spec_breath_acid -M 25511 spec_cast_mage -M 25514 spec_poison -M 25518 spec_fido -M 25519 spec_breath_gas -M 25521 spec_poison -M 25523 spec_cast_mage -M 25526 spec_breath_any -M 25528 spec_poison -M 25530 spec_breath_frost -M 25531 spec_thief -M 25532 spec_cast_mage -M 25533 spec_cast_mage -M 25534 spec_cast_mage -M 25536 spec_breath_fire -M 25537 spec_breath_gas -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/lizardmen.are b/data/realm/areas_smaug1.4a/lizardmen.are deleted file mode 100644 index d3cfdda..0000000 --- a/data/realm/areas_smaug1.4a/lizardmen.are +++ /dev/null @@ -1,12904 +0,0 @@ -#AREA Itza and the Lizardmen~ - - - -#VERSION 1 -#AUTHOR Empire~ - -#RANGES -30 70 0 116 -$ - -#RESETMSG As the wind picks up pace, you can smell the foul stench of the swamps.~ - -#FLAGS -1 15 - -#ECONOMY 0 18933900 - -#CLIMATE 3 3 3 - -#MOBILES -#12600 -Slann Mage-Priest~ -The Slann Mage-Priest~ -The Slann Mage-Priest is resting on his magnificent Palanquin. -~ -The Slann Mage-Priest resembles a huge toad of the kind that live in the -tropical rain forests of Lustria. His head is large to match the mighty -intelligence within, and his eyes are large and all-seeing. -~ -67 -2118123460 -400 C -60 0 -50 1d1+4500 1d1+59 -5000 0 -108 108 1 -18 18 18 13 13 13 16 -1 1 1 1 1 -80 24 0 0 1025 1024 3 -60 60 0 2 2304 32 917504 8384 -> act_prog p listens to you~ -MPECHO The Slann-Mage Priest looks around those gathered -MPECHO and takes a deep breath as he prepares to start his sermon. -mpsleep 20 -MPECHO The Slann-Mage Priest smiles at those present. -mpsleep 16 -MPECHO The Slann-Mage Priest says, "This evening I would speak of the Gods and -MPECHO how our church views their aspects. Where we are reluctant warriors, -MPECHO Agrikans delight in war and savagery. Only we can prevent them and their -MPECHO vile god of war from undoing the world." -mpsleep 36 -MPECHO The Slann-Mage Priest says, "Of Halea? The pleasures of this world must -MPECHO not distract us from our sacred duties. We must be wary of the Whore of -MPECHO Heaven lest we be caught in her embrace when the battle is upon us." -mpsleep 36 -MPECHO The Slann-Mage Priest clears his throat. -mpsleep 12 -MPECHO The Slann-Mage Priest says, "Ilvir honors the peace of the Concordant, -MPECHO and causes us no harm. So long as he remains in Araka-Kalai with -MPECHO his foul creations. His followers are typically confused, lacking -MPECHO guiding principles." -mpsleep 36 -MPECHO The Slann-Mage Priest says, "And should be kept at sword's length. -MPECHO Morgath and Agrik. We must struggle to unravel each new outrage -MPECHO between these twin gods of destruction. Bukrai has been Morgath's -MPECHO undoing, but we must not allow his downfall to destroy us all." -mpsleep 36 -MPECHO The Slann-Mage Priest says, "The High Elves." -MPECHO The Slann-Mage Priest sighs. -MPECHO The Slann-Mage Priest says, "They pose as great a threat as Agrik. -MPECHO For the schemes of his followers often wreak their ill effects -MPECHO long before they are discovered. We must be vigilant lest court -MPECHO intrigue draws us to Naveh's ways." -MPECHO The Slann-Mage Priest smoothes his robes. -mpsleep 36 -MPECHO The Slann-Mage Priest says, "We shall not allow Peoni's followers -MPECHO to endure injustice or suffering. It is for The Old Ones's sake -MPECHO that we uphold the sacred feudal order. It is for Peoni's sake -MPECHO we defend the land from turmoil and strife." -mpsleep 36 -MPECHO The Slann-Mage Priest looks about at those gathered. -MPECHO The Slann-Mage Priest says, "Thank you all for attending." -MPECHO The Slann-Mage Priest says, "May The Old Ones shield you." -mpsleep 24 -MPECHO The Slann-Mage Priest returns to his duties, the sermon ended. -~ -| -#12601 -Saurus Standard Bearer~ -A Saurus Standard Bearer~ -A Saurus Standard Bearer is standing before you holding his standard up high. -~ -The Saurus Standard Bearer is a ferocious but slow moving and slow-witted -creature. Like all lizardmen, the Saurus Standard Bearer has a thick, scaly -hide which protects it as if it were a form of natural armour. It is in fact -better than metal because it is horned and can not be dented or cut and can -only be damaged by piercing the skin between its scales or the software skin -of its belly. -~ -67 -2147483648 -300 C -35 0 -10 1d1+2600 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -35 35 0 2 256 32 4 8192 -#12602 -Saurus Musician~ -A Saurus Musician~ -A Saurus Musician is standing before you banging his drum. -~ -The Saurus Musician is a ferocious but slow moving and slow-witted creature. -Like all lizardmen, the Saurus Musician has a thick, scaly hide which -protects it as if it were a form of natural armour. It is in fact better than -metal because it is horned and can not be dented or cut and can only be damaged -by piercing the skin between its scales or the software skin of its belly. -~ -67 -2147483648 -300 C -35 0 -10 1d1+2600 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -35 35 0 2 256 32 4 8192 -#12603 -Saurus Warrior~ -A Saurus Warrior~ -A Saurus Warrior waves his spear aggressively at you. -~ -The Saurus Warrior is a ferocious but slow moving and slow-witted creature. -Like all lizardmen, the Saurus Warrior has a thick, scaly hide which -protects it as if it were a form of natural armour. It is in fact better than -metal because it is horned and can not be dented or cut and can only be damaged -by piercing the skin between its scales or the software skin of its belly. -~ -67 -2147483648 -300 C -30 0 -10 1d1+2200 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -30 30 0 2 256 32 4 8192 -#12604 -Saurus Champion~ -A Saurus Champion~ -A Saurus Champion is here leading his unit. -~ -The Saurus Champion is a ferocious but slow moving and slow-witted creature. -Like all lizardmen, the Saurus Champion has a thick, scaly hide which -protects it as if it were a form of natural armour. It is in fact better than -metal because it is horned and can not be dented or cut and can only be damaged -by piercing the skin between its scales or the software skin of its belly. -~ -67 -2147483648 -300 C -38 0 -10 1d1+2700 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -38 38 0 2 256 32 5 8192 -#12605 -Saurus Hero~ -A Saurus Hero~ -A Saurus Hero is here trying to assist the Saurus Champion to lead his unit. -~ -The Saurus Hero is a ferocious but slow moving and slow-witted creature. -Like all lizardmen, the Saurus Hero has a thick, scaly hide that protects -it as if it were a form of natural armour. It is in fact better than metal -because it is horned and can not be dented or cut and can only be damaged by -piercing the skin between its scales or the software skin of its belly. -~ -67 -2147483648 -300 C -38 0 -10 1d1+2700 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -38 38 0 2 256 32 5 8192 -#12606 -Saurus Temple Guard~ -A Saurus Temple Guard~ -A Saurus Temple Guard is here protecting the Slann Mage-Priest. -~ -The Saurus Temple Guard is a ferocious but slow moving creature. Like all -lizardmen, the Saurus Hero has a thick, scaly hide which protects it as if it -were a form of natural armour. It is in fact better than metal because it is -horned and can not be dented or cut and can only be damaged by piercing the -skin between its scales or the software skin of its belly. -~ -67 -2147483648 -200 C -35 0 -10 1d1+2600 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -35 35 0 2 256 32 5 8192 -#12607 -Giant Scorpion~ -A Giant Scorpion~ -A Giant Scorpion raises his poisonous tail and points it at you. -~ -Giant Scorpions are somewhat of a law to themselves, but through much patience -a few specially training Saurus warriors have managed to control them just -enough for them to be a useful form of attack. The Giant Scorpion itself is -covered in a hard, jet-black skin, which acts as its armour. At the tip of -its long tail, you can see a sharp needle-like spine. This is naturally used -as its main weapon. -~ -4193 0 -500 C -30 0 -20 1d1+2200 1d1+29 -0 0 -112 112 2 -14 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 257 256 2 -30 30 0 0 256 1048576 1 8192 -#12608 -Gigantic Spider~ -A Gigantic Spider~ -As a Gigantic Spider crawls towards you, all you can really see are its long, hairy legs. -~ -Gigantic Spiders were originally found deep in the Lustria by the first tier -Slann Mage-Priest many years ago. They have now ventured out a little further -into the main land and found refuge in Plains along with their co-habitors, the -Giant Scorpions. The Gigantic Spider itself is black in colour with millions of -tiny hairs protruding from its skin. As you look closer, you can see it has a -set of small, razor-sharp teeth. -~ -4193 4194316 -500 C -30 0 -20 1d1+2200 1d1+29 -0 0 -112 112 2 -14 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 257 256 2 -30 30 0 0 256 1048576 4 8192 -#12609 -Lizard Swarm~ -A lizard swarm~ -A lizard swarm lurches towards you, spitting as it nears. -~ -The lizard swarm contains around two dozen small but deadly lizards. They beset -the hordes of their enemies, infest their camps and bite them with their -razor-sharp teeth, reaping a mountaining toll on their foe, reducing their -numbers and sapping their will to fight. -~ -97 -1073741824 -500 C -30 0 -5 1d1+2200 1d1+29 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -29 29 0 2 256 32 1 8192 -#12610 -Serpent Swarm~ -A serpent swarm~ -A serpent swarm slithers towards you, hissing as it nears. -~ -The serpent swarm contains around two dozen small but venomous snakes. They -beset the hordes of their enemies, infest their camps and sting them with their -venomous fangs, reaping a mountaining toll on their foe, reducing their numbers -and sapping their will to fight. -~ -97 -1073741824 -500 C -30 0 -5 1d1+2200 1d1+29 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1025 1024 2 -29 29 0 2 256 32 8 8192 -#12611 -Greater Crested Skink~ -A Greater Crested Skink~ -A Greater Crested Skink raises his poisoned javelin in the air. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Greater Crested Skink -is somewhat unique in the fact that it is an albino Lizardman, marked at birth -to be destined for greatness. -~ -65 -2147483648 -400 C -29 0 -5 1d1+2100 1d1+28 -1600 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -29 29 0 2 256 32 512 8192 -#12612 -Skink Warrior~ -A Skink Warrior~ -A Skink Warrior shrieks angrily at you. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Warrior is -coloured light-green and has a bright orange crest on top of his head. -~ -67 -2147483648 -400 C -20 0 0 1d1+1600 1d1+19 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -20 20 0 2 256 32 512 8192 -#12613 -Skink Standard Bearer~ -A Skink Standard Bearer~ -A Skink Standard Bearer stands proud holding aloft his totem. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Standard Bearer -is coloured dark-green and has a vivid red crest on top of his head. -~ -67 -2139094980 -400 C -25 0 -5 1d1+1900 1d1+24 -1000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -25 25 0 2 256 32 128 8384 -#12614 -Skink Musician~ -A Skink Musician~ -A Skink Musician stands before you beating his drum. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Musician is -coloured pale-green and has a vibrant blue crest on top of his head. -~ -67 -2139094980 -400 C -25 0 -5 1d1+1900 1d1+24 -1000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -25 25 0 2 256 32 128 8384 -#12615 -Skink Javelin Thrower~ -A Skink Javelin Thrower~ -A Skink Javelin Thrower shrieks angrily at you. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Javelin Thrower -is coloured green and has a light purple crest on top of his head. -~ -67 -2147483648 -400 C -20 0 0 1d1+1600 1d1+19 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -20 20 0 2 256 32 512 8192 -#12616 -Skink Archer~ -A Skink Archer~ -A Skink Archer shrieks angrily at you. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Archer is -coloured green and has a light red crest on top of his head. -~ -67 -2147483648 -400 C -20 0 0 1d1+1600 1d1+19 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -20 20 0 2 256 32 8 8192 -#12617 -Skink Champion~ -A Skink Champion~ -A Skink Champion rushes at you with a menacing look on his face. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Champion is -coloured jungle-green and has an orange crest on top of his head. -~ -67 -2139094980 -400 C -28 0 -5 1d1+2000 1d1+27 -1500 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -28 28 0 2 256 32 16 8384 -#12618 -Skink Hero~ -A Skink Hero~ -A Skink Hero rushes at you with a menacing look on his face. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Hero is coloured -jungle-green and has an indigo crest on top of his head. -~ -67 -2139094980 -400 C -28 0 -5 1d1+2000 1d1+27 -1000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -28 28 0 2 256 32 32 8384 -#12619 -Skink Shaman~ -A Skink Shaman~ -A Skink Shaman puts his hands together and begins to chant. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Shaman is -coloured tree-green and has a brightly coloured headdress on top of his head. -~ -67 -2118123460 -200 C -35 0 -30 1d1+2600 1d1+34 -2000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 1 0 0 1025 1024 2 -35 35 0 2 256 32 268435456 8384 -#12620 -Skink Runner~ -A Skink Runner~ -A Skink Runner is here looking for his Salamander. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Runner is -coloured snot-green and has a small green crest on top of his head. -~ -67 -2147483648 -400 C -22 0 0 1d1+1750 1d1+21 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -22 22 0 2 256 32 512 8192 -#12621 -Terradon~ -A Terradon~ -A Terradon swoops down from above and just misses your head. -~ -The Terradon is a type of prehistoric reptile that has survived in the jungles -of Lustria and the South Lands. The Terradon is an expert glider who can use -the rising steamy hot air of the jungle to say aloft for long periods, preying -one birds as they fly. -~ -262209 2621440 -400 C -35 0 -20 1d1+2600 1d1+34 -0 0 -112 112 0 -13 6 6 13 6 6 13 -0 0 0 0 0 -79 3 0 0 1025 1024 2 -35 35 0 2 256 32 2 8192 -#12622 -Cold One Rider~ -A Cold One Rider~ -A Cold One Rider bounds towards you, menacingly. -~ -Cold Ones are possible directly descended from the prehistoric creatures which -the Old Ones found roaming the jungles of Lustria. Cold Ones are extremely -stubborn and not at all intelligent. Their cold bodies exude poisonous slime -and they are almost immune to pain, which makes them all the more difficult -to fight against in battle. As well as this they have savage fangs, ripping -claws and talons and lashing tails and are easily roused by the smell of fresh -blood. -~ -262209 32768 -400 C -35 0 -20 1d1+2600 1d1+34 -0 0 -112 112 0 -13 6 6 13 6 6 13 -0 0 0 0 0 -79 3 0 0 1025 1024 2 -35 35 0 2 256 2097187 262151 8192 -#12623 -Kroxigor~ -A Kroxigor~ -A Kroxigor lifts its hands above its head preparing for attack. -~ -Kroxigors are the giant cousins of the Saurus. They are much bigger and more -powerful creatures, but less intelligent and their speech is limited to a blood -curdling roar. Kroxigors need to be goaded into activity by Saurus or Skinks -and will obey their instructions diligently, showing that they understand -rather more than might be thought from their appearance. Their long reach -enables them to swing their axes even over intervening ranks of scurrying -Skinks. -~ -65 -2147483648 -400 C -45 0 0 1d1+3200 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -45 45 0 2 256 32 128 8192 -#12624 -Salamander~ -A Salamander~ -A Salamander spits its deadly venom towards you. -~ -Salamanders are giant amphibians that dwell in the jungles and swamps of -Lustria. When they hunt, they spit powerful venom at their prey. In battle, -each Salamander is accompanies by Skink Runners who have the task of goading -and tempting it towards the enemy and prodding it to make it angry enough to -spit venom at them. -~ -99 -2147483648 -400 C -45 0 0 1d1+3200 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -80 3 0 0 1025 1024 2 -45 45 0 2 256 32 786432 8192 -#12625 -Stegadon~ -A Stegadon~ -A Stegadon lumbers towards you swiping its tail from left to right. -~ -Stegadons are amongst the largest and most aggressive of lumbering primeval -reptiles which have dwelt in the jungles of Lustria. Stegadons often have -several large long horns projecting from their skulls as well as horns, spines -or plates on their backs, flanks and tails. Their tails end in a spiny maul -with which they lash out at anything that tries to approach them from the side -or behind. -~ -262243 0 -400 C -55 0 -30 1d1+4000 1d1+54 -0 0 -112 112 0 -16 9 9 11 9 9 12 -0 0 0 0 0 -79 3 0 0 1025 1024 2 -55 55 0 2 256 32 132 8192 -#12626 -Venerable Lord Kroak~ -Venerable Lord Kroak~ -The mummified remains of the Venerable Lord Kroak lay peacefully on a shrine. -~ -Mage-Lord Kroak is perhaps the most ancient and venerated of an ancient line of -Slann Mage-Priests long since dead. His mummified remains have accompanied -Lizardmen armies to countless victories over untold centuries. It is said that -Lord Kroak sill greets the rising of the sun on the first day of the new year -from behind the enigmatic and serene visage upon his gold death mask. -~ -67 -2118123460 -400 C -70 0 -60 1d1+5400 1d1+69 -8000 0 -108 108 1 -18 18 18 13 13 13 16 -3 0 3 0 0 -60 24 0 0 4097 4096 4 -70 70 0 2 3840 225 1074860032 12480 -#12627 -Lotl-Botl Saurus Hero~ -Lotl-Botl~ -Lotl-Botl, the Saurus Hero, is here leading his Saurus legion. -~ -Lotl-Botl and his Saurus legion guard the ancient and most revered Mage-Priests -of Xlanhuapec and the sacred temples of this city. Lotl-Botl has no great -intellect and his tactical skills are negligible but such things are not really -required for a Saurus commander. Lotl-Botl roughly translates as "Very Hard". -~ -65 -2143289344 -400 C -38 0 -30 1d1+2800 1d1+37 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -1 1 1 1 1 -45 3 0 0 1025 1024 2 -38 38 0 2 256 32 4 8192 -#12628 -Kroq~ -Kroq~ -Kroq, the Saurus Hero, is here leading his Saurus legion. -~ -There are sometimes variations among the spawnings of Saurus, and some -individuals are stronger, tougher or more intelligent than others. These are not -mutations, but naturally occurring variations. Such distinctive and often more -dangerous Saurus warriors tend to become leaders, champions and heroes among the -Saurus legions. Kroq is one such unique Saurus. He is distinguished by his -crocodilian head with his huge jaws boasting many sharp teeth. -~ -67 -2143289344 -400 C -38 0 -30 1d1+2800 1d1+37 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -1 1 1 1 1 -45 3 0 0 1025 1024 2 -38 38 0 2 256 32 1 8192 -#12629 -Oxayotl~ -Oxayotl~ -Oxayotl turns and aims his blowpipe right at you. -~ -Oxayotl is one of the last of the Chameleon Skinks. This rare breed to Skinks -were more akin to chameleon lizards and geckos than newts, and they therefore -shared a different set of natural attributes to other Skinks. Unfortunately the -entire breed lived only in the Pyramid city of Pahuax and only ever spawned in -the sacred pools of that city. Pahuax was ruined shortly before the collapse -of the polar warp gates and may have been sacrificed by the Old Ones in their -desperate attempts to pre-empt the impending disaster by shifting the shape of -the world. Nearly all the Chameleon Skinks and some other unique breeds spawned -by the Old Ones perished. -~ -2097217 -2147385344 -400 C -28 0 0 1d1+2000 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -28 28 0 2 256 32 8 8192 -#12630 -Inxi-Huinzi~ -Inxi-Huinzi~ -Inxi-Huinzi takes one of his poisoned darts from behind his shield and aims it at you. -~ -Inxi-Huinzi is one of the most cunning and persistent of the Skink leaders who -made assaults on the upstart colony founded by the Norse. No one would have -bothered the Norse of Skeggi had it not been for their greed for gold. The -colony became a haven for plunderers, eager to get their hands on the sacred -relics of the Slann. Inxi-Huinzi was appointed to lead the cohorts of Skinks -issuing forth from Hexoatl to do battle with the invaders and drive them back -to the sea. -~ -67 -2143289344 -400 C -28 0 0 1d1+2000 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -28 28 0 2 256 32 786432 8192 -#12631 -Itzi-Bitzi~ -Itzi-Bitzi~ -Itzi-Bitzi glares coldly at you with his deep penetrating eyes. -~ -Itzi-Bitzi is one of the cleverest commanders of Skinks ever to serve the -Mage-Priests of Lustria. With determination and skill he exploited the natural -stealth and skirmishing skills of his Skink cohorts to seal the doom of many -raiding expeditions, intent on the pillage of sacred relics. The annals of the -Old World, Araby, Cathay, the High Elves and the Dark Elves and the Norse Sagas -are full of adventurers who set out for Lustria never to return. Itzi-Bitzi -knows where their bones lie, picked clean by the geckos of the swamps, the red -ants and the carrion beetles. -~ -2097217 -2147385344 -400 C -28 0 0 1d1+2000 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -28 28 0 2 256 32 512 8192 -#12632 -Tenehuine Prophet Solek~ -Tenehuine, Prophet of Solek~ -Tenehuine, Prophet of Solek, is here meditating. -~ -Tenehuine is the prophet of the serpent god Sotek. This god was destined to -emerge as the pre-eminent cult of the Lizardmen. Originally, the Prophecy of -Sotek was only known in the city of Chaqua. When the Skaven plagues ravaged -Lustria, the city was strike. The Mage-Priests of the city died in the plague, -and the Red Crested Skinks who served them were left leaderless. At that moment -Tenehuine took the sacred golden prophecy plaque of Sotek from the Pyramid -temple and made it into a totem standard. Then he led the Red Crested Skinks -on a great migration, proclaiming the coming of Sotek to rid Lustria of the -evil rat spawn, the Skaven. -~ -67 -2126512128 -400 C -28 0 0 1d1+2000 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -45 1 0 0 1025 1024 2 -28 28 0 2 256 32 16384 8192 -#12633 -Lord Mazdamundi~ -Lord Mazdamundi~ -Lord Mazdamundi contemplates the glyphs of the Old Ones. -~ -Lord Mazdamundi is a Mage-Priest Lord, who normally resides in the Pyramid -city of Hexoatl. Lord Mazdamundi seeks only to maintain the original world -plan of the Old Ones which was left unfinished when they all mysteriously -perished at the time of the collapse of the polar warp gate. At that time, -Lord Mazdamundi was newly spawned and was still yet a tadpole in the sacred -pond of Hexoatl. He was instructed by the Slann Mages of the first spawning, -before they also perished, perhaps in magical duals against daemons invading -through the collapsed portal. -~ -67 -2118123460 -400 C -70 0 -60 1d1+6000 1d1+69 -8000 0 -108 108 1 -18 18 18 13 13 13 16 -3 0 3 0 0 -80 24 0 0 1025 1024 4 -70 70 0 2 2816 225 335552512 12480 -#12634 -Skink Worshipper~ -A Skink Worshipper~ -A Skink Worshipper is here ready for prayer. -~ -Skinks are generally fast, agile and intelligent creatures, although this Skink -Worshipper is very pensive and thoughtful. The Skink is coloured snot-green -and has a small green crest on top of his head. -~ -65 -2147483648 -400 C -22 0 0 1d1+1800 1d1+21 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -22 22 0 2 256 32 512 8192 -#12635 -Skink Temple Cleaner~ -A Skink Temple Cleaner~ -A Skink Temple Cleaner is here tidying up. -~ -Skinks are generally fast, agile and intelligent creatures, although this Skink -Temple Cleaner is very pensive and thoughtful. The Skink is coloured snot-green -and has a small green crest on top of his head. -~ -69 -2147483648 -400 C -20 0 0 1d1+1600 1d1+20 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -22 22 0 2 256 32 512 8192 -#12636 -Saurus Worshipper~ -A Saurus Worshipper~ -A Saurus Worshipper is here ready for prayer. -~ -The Saurus Worshipper is slow moving and slow-witted creature. Like all -lizardmen, the Saurus Worshipper has a thick, scaly hide which protects it as -if it were a form of natural armour. It is in fact better than metal because -it is horned and can not be dented or cut and can only be damaged by piercing -the skin between its scales or the software skin of its belly. -~ -65 -2147483648 -300 C -30 0 -10 1d1+2200 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -30 30 0 2 256 32 4 8192 -#12637 -Saurus Chorister~ -A Saurus Chorister~ -A Saurus Chorister is here ready to sing. -~ -The Saurus Chorister is slow moving and slow-witted creature. Like all -lizardmen, the Saurus Chorister has a thick, scaly hide which protects it as -if it were a form of natural armour. It is in fact better than metal because -it is horned and can not be dented or cut and can only be damaged by piercing -the skin between its scales or the software skin of its belly. -~ -65 -2147483648 -300 C -30 0 -10 1d1+2200 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 3 0 0 1025 1024 2 -30 30 0 2 256 32 4 8192 -#12638 -Skink Shaman Drunk~ -A drunk Skink Shaman~ -A drunk Skink Shaman hiccups before you. -~ -Skinks are fast, agile and intelligent. The Old Ones may have bred them from -giant newts which inhabited the Lustrian swamps at the dawn of time. Each Skink -spawning produced Skinks of new and varies colours. This Skink Shaman is -coloured tree-green and has a brightly coloured headdress on top of his head. -~ -67 -2118123460 -200 C -35 0 -30 1d1+2600 1d1+34 -2000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -45 1 0 0 1025 1024 2 -35 35 0 2 256 1056 268435456 8384 -#12639 -lizard small~ -A small lizard~ -A small lizard scratches its belly with its claws. -~ -The wriggly worm is around 12 inches long and is covered in bits -of earth. -~ -67 0 600 C -5 0 60 1d1+500 1d1+4 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -87 3 0 0 1 0 1 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -say Oh hello $n. -say Are you off to visit the Lizardmen in the city of Itza? -say If so, you better carry on southwards, through the swamp. -~ -| -#0 - - -#OBJECTS -#12600 -bracelet lizardman~ -A lizardman bracelet~ -A twisted gold and silver lizardman bracelet is here.~ -~ -9 0 4097 -9 9 0 0 -2 5000 500 0 -E -bracelet lizardman~ -This bracelet is made from a series of gold and silver metal ores twisted into -a spiral to form a hoop that fits around ones wrist. -~ -#12601 -nose ring lizardman~ -A lizardman nose ring~ -A lizardman nose ring is here on the ground.~ -~ -9 0 81921 -9 9 0 0 -1 5000 500 0 -E -nose ring lizardman~ -This lizardman nose ring is made from a specially treated black iron ore that -had been mined in the Dwarven mines many years ago. Around the nose ring are a -series of tiny blood-red markings dedicated to the god Sotek. -~ -#12602 -helmet lizardman~ -A lizardman helmet~ -A lizardman helmet is here resting on the ground.~ -~ -9 0 17 -9 9 0 0 -4 5000 500 0 -E -helmet lizardman~ -This lizardman helmet is made from some type of metallic compound. It is shaped -to cover the most of the head and has two flaps, one of each side, which extend -across the face, over the cheek area and meets around the nose. -~ -#12603 -helmet skull lizardman~ -A lizardman skull helmet~ -A lizardman skull helmet rests on the ground before you.~ -~ -9 256 17 -3 3 0 0 -4 20000 1000 0 -E -helmet skull lizardman~ -This skull helmet, unlike the normal lizardman helmets, is adorned with horns, -inset in gold to signify the superior status to its wearer. -~ -A -1 2 -A -5 1 -A -19 2 -A -18 2 -#12604 -necklace stone lizardman~ -A lizardman stone necklace~ -A lizardman stone necklace is here, half-burried, on the ground.~ -~ -9 0 5 -6 6 0 0 -2 5000 500 0 -E -necklace stone lizardman~ -The stone necklace consists of six small round stones held together via a thin -green vine-type material and tied together simply with a large, secure knot. -~ -A -18 2 -#12605 -armour light lizardman~ -A lizardman light armour~ -Some lizardman light armour is rests on the floor.~ -~ -9 0 9 -12 12 0 0 -4 5000 500 0 -E -armour light lizardman~ -This lizardman light armour is made from sheets of leather and cotton wrapped -together to form clothing that covers the main torso and arms. -~ -#12606 -headdress lizardman~ -A lizardman headdress~ -A colourful lizardman headdress lies by your feet on the ground.~ -~ -9 8421632 17 -9 9 0 0 -3 20000 1500 0 -E -headdress lizardman~ -This lizardman headdress is made from long, thin strips of cloth tied together -with a series of strong vines. Protruding from the cloth strips are three large -feathers - one blue, one yellow and one red. To finish the head-dress off, a -small chain of gold hangs from each side. -~ -A -12 50 -A -9 3 -#12607 -shield golden lizardman~ -A golden lizardman shield~ -A golden lizardman shield lays on the ground.~ -~ -9 0 513 -9 9 0 0 -10 25000 2000 0 -E -shield golden lizardman~ -This golden lizardman shield is circular in shape. In the centre of the shield -there is a small raised area out of which protrudes a large spike. -~ -A -18 2 -A -19 2 -A -13 50 -#12608 -shield bronze lizardman~ -A bronze lizardman shield~ -A bronze lizardman shield lays on the ground.~ -~ -9 0 513 -6 6 0 0 -9 15000 1200 0 -E -shield bronze lizardman~ -This bronze lizardman shield is circular in shape. In the centre of the shield -there is a small raised area out of which protrudes a spike. -~ -A -19 1 -A -18 2 -A -13 35 -#12609 -shield copper lizardman~ -A copper lizardman shield~ -A copper lizardman shield lays on the ground.~ -~ -9 0 513 -3 3 0 0 -7 10000 1000 0 -E -shield copper lizardman~ -This copper lizardman shield is circular in shape. In the centre of the shield -there is a small raised area out of which protrudes a small spike. -~ -A -19 1 -A -18 1 -A -13 20 -#12610 -tooth small sharp lizardman~ -A small lizardman tooth~ -A small, sharp lizardman tooth lies almost hidden on the ground.~ -~ -8 0 1 -1 12 0 0 -1 1000 1000 0 -E -tooth small sharp lizardman~ -You see a small, sharp lizardman tooth that is slightly decayed and is golden -in colour. Perhaps it could be worth something. -~ -#12611 -rock~ -A rock~ -A huge rock is here.~ -~ -12 4096 0 -0 0 0 0 -999 0 0 0 -E -rock~ -There is nothing special about this rock apart from the claw marks that can be -seen all over it. This may have been dropped by a Terradon during a fierce -battle. -~ -#12612 -mace lizardman~ -A lizardman mace~ -A lizardman mace is here on the floor.~ -~ -5 0 8193 -12 5 10 8 -3 5000 500 0 -E -lizardman mace~ -This lizardman mace is simple in design. The small stone weapon head is attached -to a short, thick piece of wood tied together using vines and jungle bindweed. -~ -#12613 -sword single lizardman~ -A lizardman single sword~ -A lizardman single sword lies on the ground.~ -~ -5 0 8193 -12 7 7 2 -3 5000 500 0 -E -lizardman single sword~ -The lizardman single sword is just over three feet in length and is made from -a silvery metal. The sword blade is held in place by a metallic handle covered -with leather and tied together with vine. -~ -#12614 -axe lizardman~ -A lizardman axe~ -A lizardman axe lies on the ground, covered with blood and gore.~ -~ -5 0 8193 -12 6 8 1 -3 5000 500 0 -E -axe lizardman~ -This lizardman axe consists of a wooden handle and a metallic bronze axe head, -which as attached to one end of the axe handle with wrap of jungle vines and -bind weed. -~ -#12615 -halberd lizardman~ -A lizardman halberd~ -A lizardman halberd lies on the ground, covered with deep red blood.~ -~ -5 0 8193 -12 3 16 7 -6 5000 500 0 -E -halberd lizardman~ -The halberd that you can see before you seems to be very unassuming and you -can only imagine how much damage it can really do to any prey or enemy that -may come up against it. -~ -#12616 -short bow lizardman~ -A lizardman short bow~ -A lizardmen short bow is here by your feet.~ -~ -5 0 8193 -12 2 15 0 -3 5000 500 0 -E -short bow lizardman~ -This lizardmen short bow is made from a single thread of twine, each end of -which is tied to a small straight branch from an elm tree to form a standard -bow shape. -~ -#12617 -spear lizardman~ -A lizardman spear~ -A lizardman spear is here rolling around on the ground.~ -~ -5 0 8193 -12 5 8 11 -3 5000 500 0 -E -spear lizardman~ -This spear, used by the Lizardmen from Lustria, is made from a straight wooden -pole and a sharp, flint-like stone tied together using some green jungle bind -weed. -~ -#12618 -javelin lizardman~ -A lizardman javelin~ -A lizardman javelin is here rolling around on the ground.~ -~ -5 0 8193 -12 5 8 11 -2 5000 500 0 -E -javelin lizardman~ -This javelin is made from a wooden pole around five feet long in length, with -a sharp pointed stone attached to one end of the pole using strips on Lustrian -jungle vine. -~ -#12619 -standard sacred serpent~ -The Standard of the Sacred Serpent~ -A strange-looking standard lies here upturned on the ground.~ -~ -9 32 16385 -6 6 0 0 -5 15000 1500 0 -E -standard sacred serpent~ -This standard is in the form of a huge golden serpent coiled around the -standard-pole. Its forked tongue faces the foe and if any enemy approaches -Lord Kroak, the standard's rightful owner, the serpent is awakened and writhes, -hisses and spits like a living creature, animated by Lord Kroak's residual -power. -~ -A -19 4 -#12620 -mask golden death~ -The Golden Death Mask~ -A deathly mask made from gold rests on the ground.~ -~ -9 0 17 -12 12 0 0 -5 25000 1000 0 -E -mask golden death~ -The Death Mask is made from beaten gold and protects the mummified head of -Lord Kroak, the mask's rightful owner. The most striking feature on the mask -are the two staring eyes made from inlaid-white and yellow gemstones which -represent the all-seeing and unblinking eyes of Lord Kroak, start out for all -eternity and watching over his people. -~ -A -17 -10 -A -23 -1 -A -22 -1 -A -20 -1 -A -21 -1 -A -24 -1 -#12621 -mace ceremonial malachite~ -The Ceremonial Mace of Malachite~ -A beautifully decorated mace lies here on the ground.~ -~ -5 0 8193 -12 10 20 7 -5 15000 1500 0 -E -mace ceremonial malachite~ -This is the magic weapon which Lord Kroak, the mace's rightful owner, wielded -in his lifetime. The Mace has the magic power to negate any magic weapon used -against Lord Kroak in hand-to-hand combat. -~ -#12622 -amulet Itza~ -The Amulet of Itza~ -An amulet glistens in the light.~ -~ -9 0 5 -9 9 0 0 -4 20000 1500 0 -E -amulet Itza~ -This amulet, carved in the form of a lizard from a meteoric crystal, protects -the mummy of Lord Kroak, the amulet's rightful owner, from hostile magic spells. -~ -A -1 3 -A -13 50 -A -18 2 -A -19 5 -#12623 -glyph Potec~ -The Glyph of Potec~ -The Glyph of Potec has been carelessly left on the ground.~ -~ -9 0 5 -6 6 0 0 -3 20000 1500 0 -E -glyph Potec~ -The Glyph of Potec is a magical item that is used to protect its wearer from -the effect of evil and undead spirits. The Glyph itself is made of a rare gold -ore only found deep in the Dwarven Mines far from Lustria. -~ -A -52 30 -A -24 -4 -A -12 50 -#12624 -blowpipe Oxayotl~ -Oxayotl's blowpipe~ -A blowpipe lies on the ground.~ -~ -5 0 8193 -12 7 7 11 -4 10000 1000 0 -E -blowpipe Oxayotl~ -The blowpipe looks as if it can shoot up to three poison darts in one go. -~ -A -36 10 -#12625 -blade piranha~ -The Piranha Blade~ -A razor sharp blade has been left on the ground.~ -~ -5 0 8193 -12 7 8 2 -6 10000 1000 0 -E -blade piranha~ -The Piranha Blade is shaped in the form of a vicious, ravenous carnivorous -piranha fish. The teeth of this fish are set along the edges of the blade, and -the hilt is decorated with inlaid fish eyes. The weapon mimics the action of -the piranha fish and bites into the flesh of the victim devouring it. -~ -A -32 10 -#12626 -dagger Sotek~ -The Dagger of Sotek~ -The Dagger of Sotek has been left carelessly on the ground.~ -~ -5 0 8193 -12 7 8 2 -4 10000 1000 0 -E -dagger Sotek~ -The Dagger of Sotek strikes with vengeful wrath of the mighty god Sotek that -drove the foul Skaven from the lands of Lustria and swallowed them into his -great belly. -~ -A -1 1 -#12627 -totem Sotek~ -The Totem of Sotek~ -A totem has been left on the ground.~ -~ -9 0 16385 -6 6 0 0 -7 12000 1200 0 -E -totem Sotek~ -The Totem of Sotek is a sacred standard. The most sacred part of the Totem is -the prophecy plaque inscribed with Lizardmen glyphs. This is surmounted by the -image of Sotek himself in the form of a great golden serpent head with inlaid -obsidian eyes and crystal fangs. The image is decorated with emeralds and other -gems to represent his scales. -~ -A -12 50 -#12628 -bangle lizardman~ -A lizardman bangle~ -A lizardman bangle shines with a deep salmon-pink glow.~ -~ -9 0 4097 -9 9 0 0 -2 5000 500 0 -E -bangle lizardman~ -This bangle is made from a series of copper and bronze metal ores twisted into -a spiral to form a hoop that fits around ones wrist. -~ -#12629 -mace cobra Mazdamundi~ -The Cobra Mace of Mazdamundi~ -The Cobra Mace of Mazdamundi rests carelessly on the ground.~ -~ -5 0 8193 -12 10 19 7 -5 15000 1500 0 -E -mace cobra Mazdamundi~ -The Cobra Mace of Mazdamundi is shaped like the gaping mouth of a hooded -cobra. As well as using this as an ordinary hand weapon in battle, Mazdamundi -uses the Cobra Mace to parry and bite his opponents. The mace strikes at the -incoming blow with the lightning speed of a cobra. -~ -A -48 10 -#12630 -plaque Tepec~ -The Plaque of Tepec~ -The Plaque of Tepec lays half-hidden in the ground.~ -~ -9 8421376 5 -6 6 0 0 -3 20000 1500 0 -E -plaque Tepec~ -The Plaque of Tepec is a sacred clay plaque from the Pyramid of Tepec in -Hexoatl. You have heard rumors this plaque shatters into a thousand shards -if it is used by unworthy mortals. -~ -A -19 3 -A -18 3 -#12631 -plaque Xoloc~ -The Plaque of Xoloc~ -The Plaque of Xoloc lays half-hidden in the ground.~ -~ -9 0 5 -6 6 0 0 -3 20000 1500 0 -E -plaque Xoloc~ -The Plaque of Xoloc is one of the sacred clay plaques of the Pyramid of Xoloc -in Hexoatl. It is believed that this plaque gives the wearer the power to -use telepathy to contact other Mage Priests. -~ -A -12 50 -A -3 2 -A -4 1 -#12632 -grubs Itzi~ -The Itzi Grubs~ -Some Itzi Grubs wriggle around on the ground.~ -~ -19 262464 16385 -30 24 0 0 -1 1000 100 0 -E -grubs Itzi~ -This handful of dried Itzi Grubs is usually carried around in a gourd. These -are very potent magical grubs which absorb raw magical power from the ground. -It is believed that when you eat the grubs, the magical energy contained within -them is absorbed into your body. -~ -A -4 1 -#12633 -gourd~ -A gourd~ -Laying on the ground, you can see a gourd.~ -~ -15 0 16385 -100 0 0 5 100 0 -1 1000 100 0 -E -gourd~ -This gourd is usually used to store a handful of dried Itzi Grubs. -~ -A -4 1 -#12634 -egg Quango~ -The Egg of the Quango~ -An egg of the mysterious Quango lays restfully on the ground.~ -~ -41 262400 16385 -0 0 0 0 -1 5000 250 0 -E -egg Quango~ -This is the last remaining egg of the mysterious Quango. This is a relic from -the time of the Old Ones which was found in a secret chamber during the -rebuilding of the great Pyramid temple of Pahuax. Until that time only the name -of the creature was known and its existence was mere legend. No one knows -exactly what will hatch out of the egg. The egg however, shows no sigh of -hatching of its own accord and has been dormant for millennia. -~ -A -9 20 -#12635 -standard sunburst Hexoatl~ -The Sunburst Standard of Hexoatl~ -The Sunburst Standard of Hexoatl rests carefully on the floor.~ -~ -9 0 16385 -0 0 0 0 -5 50000 5000 0 -E -standard sunburst Hexoatl~ -The Sunburst Standard of Hexoatl is a magical, army standard. The standard -depicts the sun with a Slann stylised face. It is believed to be Chotec who -was one of the Old Ones and patron god of Hexoatl, within which city he is -considered superior in the hierarchy of gods to Sotek. Chotec is believed to -be in the sun, or like the sun in his power. -~ -A -26 125 -#12636 -totem Slann Mage-Priest~ -The Slann Mage-Priest's Totem~ -A totem consisting of a staff-like shaft and a headpiece is here.~ -~ -9 0 16385 -0 0 0 0 -5 50000 5000 0 -E -totem Slann Mage-Priest~ -This totem consists of a staff-like shaft around four feet in length and -displays the mark of Tzunki at one end. -~ -A -36 50 -A -37 50 -#12637 -headdress Slann Mage-Priest~ -The Slann Mage-Priest's headdress~ -A Slann Mage-Priest's headdress rests in a pile on the ground.~ -~ -9 0 17 -9 9 0 0 -3 20000 1500 0 -E -headdress Slann Mage-Priest~ -This Slann Mage-Priest's headdress is made from blue feathers tied together -with a series of strong vines. Protruding from the blue feathers is a single -large red feather. To finish the headdress off, a small chain of gold hangs -from each side. -~ -A -12 50 -A -26 76 -#12638 -journal medical~ -A medical journal~ -A medical journal showing various different parts of anatomy in here.~ -~ -35 0 16385 -0 0 0 0 -2 2000 50 0 -E -journal medical~ -The medical journal has pictures of various different parts of anatomy, -many of which seem to be human. The current open page shows a human skull: - - ___ _,.---,---.,_ - | ,;/' '-;, - | ,; ;, - Frontal | ; ; ,--- Supraorbital Foramen - Bone | ,' /' - | ,; /' ;, - | ; ; . . <-' ; | - |__ | ; ______ ______ ;<----- Coronal Suture - ___ | '/" " . " "\' | - | | ( ,----^-, | ,-^----, ) | - Maxilla, | | | }:{ | <------ Orbit -Nasal and | | l / | \ ! | -Zygomatic | .- (__,.--" .^. "--.,__) -. - Bones | | ----;' / | \ `;-<--------- Infraorbital Foramen - |__ \__. \/^\/ .__/ - ___ V| \ / |V <--- Mastoid Process - | | |T \___!___!___/ T| | - | | |`IIII_I_I_I_IIII'| | - Mandible | | \,III I I I III,/ | - | \ `----------' / - | \ . . <-x---- Mental Foramen - |__ \. ^ ./ - ^---^---^ -~ -A -4 2 -A -3 2 -#12639 -book spells standard grade~ -The Standard Book of Spells - Grade 1~ -A thick spell book containing just over four hundred pages is here.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12640 -book history magic colourful picture~ -A book entitled "The History of Magic"~ -A colourful picture book containing around one hundred pages is here.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12641 -book magical theory~ -A book entitled "Magical Theory"~ -A complex book containing around forty pages rests carelessly on the ground.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12642 -book magical herds fungi~ -A book entitled "1000 Magical Herds and Fungi"~ -A very thick book containing exactly one thousand and one pages is here.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12643 -book fantastic beasts~ -A book entitled "Fantastic Beasts and Where To Find Them"~ -A beautiful book containing many images of strange looking animals is here.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12644 -book curses counter-curses~ -A book entitled "Curses and Counter-Curses"~ -An ornately covered book is here covered in dust and dirt.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12645 -book magical draughts potions~ -A book entitled "Magical Draughts and Potions"~ -A book detailing strange and complex formulae rests on the floor.~ -~ -35 0 16385 -0 0 0 0 -1 2000 50 0 -#12646 -bookcase~ -A bookcase~ -A bookcase stands sturdily on the ground.~ -~ -15 0 0 -50 0 0 0 -99 0 0 0 -#12647 -chest enchanted~ -An enchanted chest~ -An enchanted chest lays invitingly on the ground.~ -~ -15 0 0 -200 1 0 0 -999 0 0 0 -E -chest enchanted~ -This small wooden chest has some ancient lizardmen writing and -glyphs printed on it. Your vague recollection of lizardmen studies -helps you translate the markings as, "Warning, leave contents alone. -You have been warned!". -~ -#12648 -lever secret~ -A lever~ -A small piece of metal sticks out from the ground.~ -~ -37 0 0 -2049 0 12647 0 -1 0 0 0 -E -lever~ -The lever which is set into the pedistal operates the drawbridge. -Scratched into the wood of the pedistal, just above the lever, -are the words, "PULL". -~ -> pull_prog 100~ -if ispc($n) -MEA $n A faint *click* emits from the lever. -MER $n $n pulls the lever, which emits a faint *click*. -MPECHO The eastern wall begins to move and a secret room appears. -MPECHO Then a huge gust of wind picks you up and whisks you into the room. -MPTRANSFER ALL 12666 -push lever -endif -~ -| -#12649 -bag coin~ -A coin bag~ -A coin bag is here.~ -~ -20 0 1 -2500 1 0 0 -1 0 0 0 -#0 - - -#ROOMS -#12600 -Lord Mazdamundi's Haven~ -You are standing in a very large chamber. The walls and floor are -beautifully decorated with ornate drawings and pictures. The ceiling -is supported by pillars of blue emerald. Various weapons and armour -are displayed along the huge chamber. There is a massive emerald throne -before you that it is enhanced by diamonds and other gems. -~ -0 0 1 -D4 -~ -panel~ -11 -1 12642 -S -#12601 -At the Bottom of the Pyramid of Sotek~ -You are standing at the northwest corner of the lower layer of the ancient -Pyramid of Sotek. The Pyramid towers before you high into the sky, the surface -of which glistens as the light reflects off of it. The Pyramid stones continue -to the east and to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 12602 -D2 -~ -~ -0 -1 12624 -S -#12602 -At the Bottom of the Pyramid of Sotek~ -You are standing at the northern edge of the lower layer of the ancient -Pyramid of Sotek. The towering Pyramid seems to block the entire view to the -south, although you can make out a smaller pyramid to your north-west. -~ -0 0 1 -D1 -~ -~ -0 -1 12603 -D3 -~ -~ -0 -1 12601 -S -#12603 -At the Bottom of the Pyramid of Sotek~ -The ancient Pyramid of Sotek stretches upwards towards the sky, blocking the -view to the south. The Pyramid is made from a stone-like material, probably -some type of limestone. The Pyramid surface is smooth and shiny and the light -from the surrounding street torches reflect against it. These light projections -on its surface form fiery figures that seem to jump around from side to side. -~ -0 0 1 -D1 -~ -~ -0 -1 12604 -D3 -~ -~ -0 -1 12602 -S -#12604 -At the Bottom of the Pyramid of Sotek~ -You are standing on the northerly edge of the lowest section of the ancient -Pyramid of Sotek. This magical construction stretches for what seems to be -miles into the air, almost as if it could reach the heavens. The passageway -on the Pyramid leads to the west and east. -~ -0 0 1 -D1 -~ -~ -0 -1 12605 -D3 -~ -~ -0 -1 12603 -S -#12605 -At the Bottom of the Pyramid of Sotek~ -The ancient Pyramid of Sotek stretches upwards towards the sky, blocking the -view to the south. The Pyramid is made from a stone-like material, probably -some type of limestone. The Pyramid surface is smooth and shiny and the light -from the surrounding street torches reflect against it. These light projections -on its surface form fiery figures that seem to jump around from side to side. -~ -0 0 1 -D1 -~ -~ -0 -1 12606 -D3 -~ -~ -0 -1 12604 -S -#12606 -At the Bottom of the Pyramid of Sotek~ -You are standing at the northern edge of the lower layer of the ancient -Pyramid of Sotek. The towering Pyramid seems to block the entire view to the -south, although you can make out a smaller pyramid to your north-west. This -Pyramid is surrounded by a series of roads and paths to your north, although -they seem inaccessible from here. -~ -0 0 1 -D1 -~ -~ -0 -1 12607 -D3 -~ -~ -0 -1 12605 -S -#12607 -At the Bottom of the Pyramid of Sotek~ -You are standing at the northeast corner of the lower layer of the ancient -Pyramid of Sotek. The Pyramid towers before you high into the sky, the surface -of which glistens as the light reflects off of it. The Pyramid stones continue -to the west and to the south. -~ -0 0 1 -D2 -~ -~ -0 -1 12608 -D3 -~ -~ -0 -1 12606 -S -#12608 -At the Bottom of the Pyramid of Sotek~ -The easterly side of the Pyramid base seems a little more warn than much of -the rest of the Pyramid surface, which is generally very flat and smooth. -Perhaps some of the slight degradation is due to the easterly winds that sweep -over the swamp land areas around Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12607 -D2 -~ -~ -0 -1 12609 -S -#12609 -At the Bottom of the Pyramid of Sotek~ -The Pyramid of Sotek, upon which you are standing, climbs high up into the sky -at an angle of around sixty degrees. Its limestone surface flickers with some -brightness as the street lamps from nearby Skink huts shine against it. -~ -0 0 1 -D0 -~ -~ -0 -1 12608 -D2 -~ -~ -0 -1 12610 -S -#12610 -At the Bottom of the Pyramid of Sotek~ -You are standing on the easterly edge of the lowest section of the ancient -Pyramid of Sotek. This magical construction stretches for what seems to be -miles into the air, almost as if it could reach the heavens. The passageway -on the Pyramid leads to the north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 12609 -D2 -~ -~ -0 -1 12611 -S -#12611 -At the Bottom of the Pyramid of Sotek~ -The ancient Pyramid of Sotek stretches upwards towards the sky, blocking the -view to the west. The Pyramid is made from a stone-like material, probably -some type of limestone. The Pyramid surface is smooth and shiny and the light -from the surrounding street torches reflect against it. These light projections -on its surface form fiery figures that seem to jump around from side to side. -~ -0 0 1 -D0 -~ -~ -0 -1 12610 -D2 -~ -~ -0 -1 12612 -S -#12612 -At the Bottom of the Pyramid of Sotek~ -The easterly side of the Pyramid base seems a little more warn than much of -the rest of the Pyramid surface, which is generally very flat and smooth. -Perhaps some of the slight degradation is due to the easterly winds that sweep -over the swamp land areas around Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12611 -D2 -~ -~ -0 -1 12613 -S -#12613 -At the Bottom of the Pyramid of Sotek~ -You are standing at the southeast corner of the lower layer of the ancient -Pyramid of Sotek. The Pyramid towers before you high into the sky, the surface -of which glistens as the light reflects off of it. The Pyramid stones continue -to the west and to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 12612 -D3 -~ -~ -0 -1 12614 -S -#12614 -At the Bottom of the Pyramid of Sotek~ -You are standing at the southern edge of the lower layer of the ancient -Pyramid of Sotek. The towering Pyramid seems to block the entire view to the -north, although you can make out a series of roads, a smaller pyramid and a -few houses and huts to your south-east. -~ -0 0 1 -D1 -~ -~ -0 -1 12613 -D3 -~ -~ -0 -1 12615 -S -#12615 -At the Bottom of the Pyramid of Sotek~ -The ancient Pyramid of Sotek stretches upwards towards the sky, blocking the -view to the north. The Pyramid is made from a stone-like material, probably -some type of limestone. The Pyramid surface is smooth and shiny and the light -from the surrounding street torches reflect against it. These light projections -on its surface form fiery figures that seem to jump around from side to side. -~ -0 0 1 -D1 -~ -~ -0 -1 12614 -D3 -~ -~ -0 -1 12616 -S -#12616 -At the Bottom of the Pyramid of Sotek~ -You are standing on the lowest level of the stone blocks that make up the -huge, ancient Pyramid of Sotek. The Pyramid of Sotek is the centerpiece of -the city of Itza. It stands to mark the magnificence of this city and as a -sign of the Lizardmen inhabitants superiority over other beings. A small -staircase carved into the Pyramid's limestone surface heads upwards right to -the top, whilst smaller exits leads westwards and eastwards around this level -of the Pyramid. -~ -0 0 1 -D1 -~ -~ -0 -1 12615 -D2 -~ -~ -0 -1 12710 -D3 -~ -~ -0 -1 12617 -D4 -~ -~ -0 -1 12635 -S -#12617 -At the Bottom of the Pyramid of Sotek~ -The Pyramid, that stretches upwards towards the sky, stands firm and solid for -all to see. The Pyramid surface is made from a limestone material and as such, -it has a faint yellow tinge to it. You can imagine that the Pyramid looks very -spectacular when the sun strikes its surface. -~ -0 0 1 -D1 -~ -~ -0 -1 12616 -D3 -~ -~ -0 -1 12618 -S -#12618 -At the Bottom of the Pyramid of Sotek~ -You are standing at the southern edge of the lower layer of the ancient -Pyramid of Sotek. The towering Pyramid seems to block the entire view to the -north, although you can make out a series of roads and a smaller pyramid to -your south-west. -~ -0 0 1 -D1 -~ -~ -0 -1 12617 -D3 -~ -~ -0 -1 12619 -S -#12619 -At the Bottom of the Pyramid of Sotek~ -You are standing at the southwest corner of the lower layer of the ancient -Pyramid of Sotek. The Pyramid towers before you high into the sky, the surface -of which glistens as the light reflects off of it. The Pyramid stones continue -to the east and to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 12620 -D1 -~ -~ -0 -1 12618 -S -#12620 -At the Bottom of the Pyramid of Sotek~ -The Pyramid, that stretches upwards towards the sky, stands firm and solid for -all to see. The Pyramid surface is made from a limestone material and as such, -it has a faint yellow tinge to it. You can imagine that the Pyramid looks very -spectacular when the sun strikes its surface. -~ -0 0 1 -D0 -~ -~ -0 -1 12621 -D2 -~ -~ -0 -1 12619 -S -#12621 -At the Bottom of the Pyramid of Sotek~ -The ancient Pyramid of Sotek stretches upwards towards the sky, blocking the -view to the east. The Pyramid is made from a stone-like material, probably -some type of limestone. The Pyramid surface is smooth and shiny and the light -from the surrounding street torches reflect against it. These light projections -on its surface form fiery figures that seem to jump around from side to side. -~ -0 0 1 -D0 -~ -~ -0 -1 12622 -D2 -~ -~ -0 -1 12620 -S -#12622 -At the Bottom of the Pyramid of Sotek~ -You are standing on the westerly edge of the lowest section of the ancient -Pyramid of Sotek. This magical construction stretches for what seems to be -miles into the air, almost as if it could reach the heavens. The passageway -on the Pyramid leads to the north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 12623 -D2 -~ -~ -0 -1 12621 -S -#12623 -At the Bottom of the Pyramid of Sotek~ -You are standing on the lowest layer of Pyramid, with walkways leading to the -north and to the south. The Pyramid itself climbs high into the sky and as such -it obliterates much of your view of the city of Itza. The only visible signs of -life come from the west, where you can see a few roads, paths and a spawning -pond. -~ -0 0 1 -D0 -~ -~ -0 -1 12624 -D2 -~ -~ -0 -1 12622 -S -#12624 -At the Bottom of the Pyramid of Sotek~ -As you stand on this bottom level of the stonework on the ancient Pyramid of -Sotek, you cannot help but be amazed at the huge construction effort that must -have taken place to build such a monument. Few civilizations these days could -build such as Pyramid. -~ -0 0 1 -D0 -~ -~ -0 -1 12601 -D2 -~ -~ -0 -1 12623 -S -#12625 -On the Pyramid of Sotek~ -You are standing on the second layer of limestone blocks that enable some -passage around the ancient Pyramid of Sotek. Below you, to your north and -west, you can see the lower levels of the Pyramid. Looking upwards, the -Pyramid continues to climb towards the sky. -~ -0 0 1 -D1 -~ -~ -0 -1 12626 -D2 -~ -~ -0 -1 12640 -S -#12626 -On the Pyramid of Sotek~ -From this height on the Pyramid, you can begin to see much of the beautiful -city of Itza, with its stone and timber buildings inserted between areas of -lush grasslands and forest areas and the more boggy areas of the swamp. -~ -0 0 1 -D1 -~ -~ -0 -1 12627 -D3 -~ -~ -0 -1 12625 -S -#12627 -On the Pyramid of Sotek~ -Being several meters up from normal ground level, a nice view of the northern -section of Itza can be seen. Far to the north, you can see a straight road -lead into some areas of swamp land and to the north-east, there is a set of -small ruins. -~ -0 0 1 -D1 -~ -~ -0 -1 12628 -D3 -~ -~ -0 -1 12626 -S -#12628 -On the Pyramid of Sotek~ -The ancient Pyramid of Sotek continues to stretch upwards to the sky, with -its smooth limestone surface making the entire Pyramid look like something -supernatural. The occasional gust of wind blows passed this section of the -Pyramid and with it, it brings the foul stench of the nearby swamps. -~ -0 0 1 -D1 -~ -~ -0 -1 12629 -D3 -~ -~ -0 -1 12627 -S -#12629 -On the Pyramid of Sotek~ -You are standing on the second layer of limestone blocks that enable some -passage around the ancient Pyramid of Sotek. Below you, to your north and -east, you can see the lower levels of the Pyramid. Looking upwards, the -Pyramid continues to climb towards the sky. -~ -0 0 1 -D2 -~ -~ -0 -1 12630 -D3 -~ -~ -0 -1 12628 -S -#12630 -On the Pyramid of Sotek~ -From this height on the Pyramid, you can begin to see much of the beautiful -city of Itza, with its stone and timber buildings inserted between areas of -lush grasslands and forest areas and the more boggy areas of the swamp. -~ -0 0 1 -D0 -~ -~ -0 -1 12629 -D2 -~ -~ -0 -1 12631 -S -#12631 -On the Pyramid of Sotek~ -Looking down from this section on the Pyramid of Sotek, many citizens of Itza -can be seen running around doing their daily business. Several troops of Skink -and Saurus warriors march up and down the streets, making sure order is kept -as well as providing a defense mechanism against any rogue bandits that may -venture through the swamp into Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12630 -D2 -~ -~ -0 -1 12632 -S -#12632 -On the Pyramid of Sotek~ -As you stand looking around at the city of Itza before you, you cannot help -but be amazed at the huge construction effort that must have taken place to -build such a monument. Few civilizations these days could even comprehend how -to build such as Pyramid, let alone complete one in the relatively inhospitable -region of swamp land that surrounds Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12631 -D2 -~ -~ -0 -1 12633 -S -#12633 -On the Pyramid of Sotek~ -You are standing on the second layer of limestone blocks that enable some -passage around the ancient Pyramid of Sotek. Below you, to your south and -east, you can see the lower levels of the Pyramid. Looking upwards, the -Pyramid continues to climb towards the sky. -~ -0 0 1 -D0 -~ -~ -0 -1 12632 -D3 -~ -~ -0 -1 12634 -S -#12634 -On the Pyramid of Sotek~ -As you stand looking around at the city of Itza before you, you cannot help -but be amazed at the huge construction effort that must have taken place to -build such a monument. Few civilizations these days could even comprehend how -to build such as Pyramid, let alone complete one in the relatively inhospitable -region of swamp land that surrounds Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12633 -D3 -~ -~ -0 -1 12635 -S -#12635 -On the Pyramid of Sotek~ -You are standing on the second level of the stone blocks that make up the -huge, ancient Pyramid of Sotek, the centerpiece of the city of Itza. A small -staircase carved into the Pyramid's limestone surface heads upwards right to -the top of the Pyramid or back down to the lowest level, whilst smaller exits -leads westwards and eastwards around this level of the Pyramid. -~ -0 0 1 -D1 -~ -~ -0 -1 12634 -D3 -~ -~ -0 -1 12636 -D4 -~ -~ -0 -1 12646 -D5 -~ -~ -0 -1 12616 -S -#12636 -On the Pyramid of Sotek~ -The ancient Pyramid of Sotek continues to stretch upwards to the sky, with -its smooth limestone surface making the entire Pyramid look like something -supernatural. The occasional gust of wind blows passed this section of the -Pyramid and with it, it brings the foul stench of the nearby swamps. -~ -0 0 1 -D1 -~ -~ -0 -1 12635 -D3 -~ -~ -0 -1 12637 -S -#12637 -On the Pyramid of Sotek~ -You are standing on the second layer of limestone blocks that enable some -passage around the ancient Pyramid of Sotek. Below you, to your south and -west, you can see the lower levels of the Pyramid. Looking upwards, the -Pyramid continues to climb towards the sky. -~ -0 0 1 -D0 -~ -~ -0 -1 12638 -D1 -~ -~ -0 -1 12636 -S -#12638 -On the Pyramid of Sotek~ -From this height on the Pyramid, you can begin to see much of the beautiful -city of Itza, with its stone and timber buildings inserted between areas of -lush grasslands and forest areas and the more boggy areas of the swamp. A -little way to the west, down on the city ground level, you can see two small -water features which you believe to be spawning ponds for the Lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12639 -D2 -~ -~ -0 -1 12637 -S -#12639 -On the Pyramid of Sotek~ -This western side of the Pyramid of Sotek overlooks much of the city of Itza. -Looking to the north-west and south-west, several Skink Barrios are visible. -Scattered amongst these, are various religious and sacred monuments including -the Mage Lord's Pyramid and the Mage Priest's Pyramid. -~ -0 0 1 -D0 -~ -~ -0 -1 12640 -D2 -~ -~ -0 -1 12638 -S -#12640 -On the Pyramid of Sotek~ -Looking down from this section on the Pyramid of Sotek, many citizens of Itza -can be seen running around doing their daily business. Several troops of Skink -and Saurus warriors march up and down the streets, making sure order is kept -as well as providing a defense mechanism against any rogue bandits that may -venture through the swamp into Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12625 -D2 -~ -~ -0 -1 12639 -S -#12641 -On the Pyramid of Sotek~ -As you stand looking around at the city of Itza before you, from a fair height -on this ancient Pyramid of Sotek, you can not help but be amazed at the huge -construction effort that must have taken place to build such a monument. Few -civilizations these days could even comprehend how to build such as Pyramid, -let alone complete one in the relatively inhospitable region of swamp land that -surrounds Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12642 -D2 -~ -~ -0 -1 12648 -S -#12642 -On the Pyramid of Sotek~ -You are standing almost at the very top of the Pyramid of Sotek. The Pyramid -pathways are even narrower here than they were on previous levels, due to the -fact that the pyramid is nearing its peak. Below, the Pyramid base expands -across a huge area on the ground making this a truly magnificent monument. -Strange looking markings can be seen on the ground beneath your feet. They -look as if they mark out some type of underground entranceway. -~ -0 0 1 -D1 -~ -~ -0 -1 12643 -D3 -~ -~ -0 -1 12641 -D5 -~ -panel~ -11 -1 12600 -S -#12643 -On the Pyramid of Sotek~ -Nearing the top of the Pyramid, the eastern wind rushes passed you -making you feel a little unnerved, especially at that height. However, -the beautiful buildings that you can see down below begin to calm you -slightly, as you appreciate the splendor that is Itza. -~ -0 0 1 -D2 -~ -~ -0 -1 12644 -D3 -~ -~ -0 -1 12642 -S -#12644 -On the Pyramid of Sotek~ -Much of the city of Itza can be seen from this vantage point, although -some of the view to the west is blocked by the remaining sections of -the Pyramid that lead to the Pyramid's peak. Looking around, you can -see what a mighty force the lizardmen armies are and how they are -masters of design and construction. -~ -0 0 1 -D0 -~ -~ -0 -1 12643 -D2 -~ -~ -0 -1 12645 -S -#12645 -On the Pyramid of Sotek~ -A little way off to the west, you can see some stairs that have been -carved into the limestone enabling the lizardmen people to reach the top -of the Pyramid. From this point, you can just see a congregation of -lizardmen gathering in the streets below. -~ -0 0 1 -D0 -~ -~ -0 -1 12644 -D3 -~ -~ -0 -1 12646 -S -#12646 -On the Pyramid of Sotek~ -You are standing on the third main level of the stone blocks that make up the -huge, ancient Pyramid of Sotek. A small staircase carved into the Pyramid's -limestone surface heads upwards to the top or back down to lower levels, -whilst smaller exits leads westwards and eastwards around this upper level of -the Pyramid. -~ -0 0 1 -D1 -~ -~ -0 -1 12645 -D3 -~ -~ -0 -1 12647 -D4 -~ -~ -0 -1 12649 -D5 -~ -~ -0 -1 12635 -S -#12647 -On the Pyramid of Sotek~ -You are standing almost at the very top of the Pyramid of Sotek. The Pyramid -pathways are even narrower here than they were on previous levels, due to the -fact that the pyramid is nearing its peak. Below, the Pyramid base expands -across a huge area on the ground making this a truly magnificent monument. -~ -0 0 1 -D0 -~ -~ -0 -1 12648 -D1 -~ -~ -0 -1 12646 -S -#12648 -On the Pyramid of Sotek~ -Much of the city of Itza can be seen from this vantage point, although -some of the view to the east is blocked by the remaining sections of -the Pyramid that lead to the Pyramid's peak. Looking around, you can -see what a mighty force the lizardmen armies are and how they are -masters of design and construction. -~ -0 0 1 -D0 -~ -~ -0 -1 12641 -D2 -~ -~ -0 -1 12647 -S -#12649 -At the Top of the Pyramid of Sotek~ -From the very top of the Pyramid, you can see across the entire city -of Itza. Far to the north and south lie the dangerous marsh and swamp -lands that surround the city. Looking to the east, you can see some -old temple ruins and many lizardman dwellings and small Pyramids are -scattered throughout the city. The only visible exit is back down the -stone stairs to the lower levels of the Pyramid construction. -~ -0 0 1 -D2 -~ -~ -0 -1 12648 -D5 -~ -~ -0 -1 12646 -S -#12650 -The Ruined Temple~ -You are standing amongst an old, much neglected temple many walls of which -are severely damaged and broken. Many monuments still remain standing, although -the odd shrine has been desecrated, perhaps for its religious artifacts or -perhaps ruined during some battle that had taken place in Itza many years ago. -The temple grounds continue to the north and east, whilst a path leads westwards -towards the main roads of the city. -~ -0 0 1 -D0 -~ -~ -0 -1 12659 -D1 -~ -~ -0 -1 12651 -D3 -~ -~ -0 -1 12776 -S -#12651 -The Ruined Temple~ -This southern section of the temple ruins is much like the rest of the area. -Strange graffiti is written onto one partially destroyed shrine, probably in -an attempt to desecrate this holy place and offer huge insults to the -lizardmen, who have been known to be a very harsh and evil race. -~ -0 0 1 -D1 -~ -~ -0 -1 12652 -D3 -~ -~ -0 -1 12650 -S -#12652 -The Ruined Temple~ -The stonework and monuments that make up this section of the temple grounds -lay strewn all over the ground. Many chunks of marble lay amongst the stone -blocks and in many cases, this marble has been broken into smaller pieces, -presumably enabling people to chip away the valuable material. -~ -0 0 1 -D0 -~ -~ -0 -1 12653 -D3 -~ -~ -0 -1 12651 -S -#12653 -The Ruined Temple~ -Several sections of the ruined temple seem to have become slightly overgrown -with vines and moss-like plant life. Much of this has come from the nearby -swamps and forest land which surrounds much of the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12656 -D1 -~ -~ -0 -1 12655 -D2 -~ -~ -0 -1 12652 -D3 -~ -~ -0 -1 12654 -S -#12654 -The Ruined Temple~ -This small section within one of the temple ruins remains comparatively -untouched compared to the rest of the temple. As a result, some of the -original temple artwork can still be seen decorating the northern and -southern walls. Many of the images depict a huge reptilian creature, -which looks somewhat like a frog. -~ -0 0 1 -D1 -~ -~ -0 -1 12653 -S -#12655 -The Ruined Temple~ -The temple grounds lead both eastwards and westwards. Many of the temple -buildings, although damaged, remain standing to the west. However, the -temple area to the east has been destroyed to a much greater extent, so -much so that all that really remains are a series of stone blocks. -~ -0 0 1 -D1 -~ -~ -0 -1 12660 -D3 -~ -~ -0 -1 12653 -S -#12656 -The Ruined Temple~ -You are standing amongst an old, much neglected temple many walls of which -are severely damaged and broken. Many monuments still remain standing, although -the odd shrine has been desecrated, perhaps for its religious artifacts or -perhaps ruined during some battle that had taken place in Itza many years ago. -~ -0 0 1 -D2 -~ -~ -0 -1 12653 -D3 -~ -~ -0 -1 12657 -S -#12657 -The Ruined Temple~ -The stone marble floor of the temple is cracked, probably due to the heavy -slabs of stone that had previously fallen on the ground. Several stone pillars -that form the major supports for the ruined temple are still in place, although -they seem weathered in places. -~ -0 0 1 -D1 -~ -~ -0 -1 12656 -D3 -~ -~ -0 -1 12658 -S -#12658 -The Ruined Temple~ -Much of this temple area has been damaged over the years, both by "natural" -enemies such as the weather and also by marauding attackers that have swept -through this north-eastern part of the city of Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12657 -D2 -~ -~ -0 -1 12659 -S -#12659 -The Ruined Temple~ -The stone marble floor of the temple is cracked, probably due to the heavy -slabs of stone that had previously fallen on the ground. Several stone pillars -that form the major supports for the ruined temple are still in place, although -they seem weathered in places. -~ -0 0 1 -D0 -~ -~ -0 -1 12658 -D2 -~ -~ -0 -1 12650 -S -#12660 -The Ruined Temple~ -Most of this temple site is in need of much repair. However when the temple -was first destroyed many years ago, there was a lack of natural resources, -such as limestone and marble, so this site was never cleared or rebuilt. As -the city of Itza regained its prosperity over the coming years, it was decided -to build a new temple far from this location rather than to regenerate this -decaying area. -~ -0 0 1 -D1 -~ -~ -0 -1 12661 -D3 -~ -~ -0 -1 12655 -S -#12661 -The Ruined Temple~ -Most areas in this temple site are in much disrepair but when the temple -was first destroyed, there was a lack of natural resources, so the site was -never cleared or rebuilt. As the city of Itza regained its prosperity over -the coming years, it was decided to build a new temple far from this location -rather than to regenerate this decaying area. This was done to prove to other -races that the lizardmen would never look back and that many attacks on them -simply made them stronger, enabling them to build bigger and better cities. -It is a great gift to be able to turn a disadvantage into an advantage. -~ -0 0 1 -D0 -~ -~ -0 -1 12664 -D2 -~ -~ -0 -1 12662 -D3 -~ -~ -0 -1 12660 -S -#12662 -The Ruined Temple~ -You are standing amongst a series of large stone blocks which lay strewn all -over the ground, many of which are damaged or broken. Some more ornate stone -carvings and sculptures also lay on the ground amongst the blocks. From the -looks of it, this area was once the home of a religious shrine or temple. -~ -0 0 1 -D0 -~ -~ -0 -1 12661 -D3 -~ -~ -0 -1 12663 -S -#12663 -The Ruined Temple~ -Most areas in this temple site are in much disrepair but when the temple -was first destroyed, there was a lack of natural resources, so the site was -never cleared or rebuilt. As the city of Itza regained its prosperity over -the coming years, it was decided to build a new temple far from this location -rather than to regenerate this decaying area. This was done to prove to other -races that the lizardmen would never look back and that many attacks on them -simply made them stronger, enabling them to build bigger and better cities. -It is a great gift to be able to turn a disadvantage into an advantage. -~ -0 0 1 -D1 -~ -~ -0 -1 12662 -S -#12664 -The Ruined Temple~ -Most of this temple site is in need of much repair. However when the temple -was first destroyed many years ago, there was a lack of natural resources, -such as limestone and marble, so this site was never cleared or rebuilt. As -the city of Itza regained its prosperity over the coming years, it was decided -to build a new temple far from this location rather than to regenerate this -decaying area. -~ -0 0 1 -D2 -~ -~ -0 -1 12661 -D3 -~ -~ -0 -1 12665 -S -#12665 -The Ruined Temple~ -You are standing amongst a series of large stone blocks which lay strewn all -over the ground, many of which are damaged or broken. Some more ornate stone -carvings and sculptures also lay on the ground amongst the blocks. From the -looks of it, this area was once the home of a religious shrine or temple. -~ -0 0 1 -D1 -~ -~ -0 -1 12664 -S -#12666 -Lord Mazdamundi's Secret Alcove~ -You are standing in a small, dark room. The walls are covered in -dust and cobwebs hang down from the low ceiling. The room is bare -all except for a small marble table that stands in the middle of -the room. -~ -0 3448973 0 -D3 -~ -~ -0 -1 12600 -> leave_prog 100~ -MPECHO As you leave this secret alcove, the wall entrance closes behind you. -~ -| -S -#12700 -A Muddy Trail~ -The trail at this point becomes a little muddy making it somewhat harder -to walk. You wonder to yourself how much easier life would be getting -through this swampland, if you did not have to walk. Exits lead to the -east and to the west. -~ -0 4 1 -D1 -~ -~ -0 0 13006 -D3 -~ -~ -0 0 12701 -S -#12701 -A Muddy Path~ -You are standing on a muddy path that leads eastwards towards the swampy areas -of this land. Strange croaking noises can be heard all around and puddles of -water that lay by the path side ripple with activity as small amphibian -creatures scamper around. -~ -0 0 3 -D0 -~ -~ -0 -1 12702 -D1 -~ -~ -0 0 12700 -S -#12702 -A Muddy Path~ -The muddy path that you are currently standing on seems to twist and turn as -it stretches further northwards. In the distance, you can see the tops of large -buildings and monuments , but they are too far away at the moment to make out -what they are more clearly. -~ -0 0 3 -D0 -~ -~ -0 -1 12703 -D2 -~ -~ -0 -1 12701 -S -#12703 -A Muddy Path~ -This sodden path leads between some small areas of swampland and muddy bogs. -To the east, you can faintly here noises from swamp animals that roam this -area of land. To the north, you can see what you believe to be a city, hidden -amongst the swamp and forest areas in which you are now standing. -~ -0 0 3 -D1 -~ -~ -0 -1 12704 -D2 -~ -~ -0 -1 12702 -S -#12704 -A Muddy Path~ -The muddy path continues to wind its way along through the outskirts of the -boggy swamp land. Strange noises can be heard all around and the occasional -rustle of bushes makes you feel very uneasy. -~ -0 0 3 -D2 -~ -~ -0 -1 12705 -D3 -~ -~ -0 -1 12703 -S -#12705 -A Muddy Path~ -You are standing on a muddy path that leads eastwards towards the swampy areas -of this land. Strange croaking noises can be heard all around and puddles of -water that lay by the path side ripple with activity as small amphibian -creatures scamper around. -~ -0 0 3 -D0 -~ -~ -0 -1 12704 -D1 -~ -~ -0 -1 12706 -S -#12706 -A Muddy Path~ -The muddy path that you are currently standing on seems to twist and turn as -it stretches to the west and north. In the distance, you can see the tops of -large buildings and monuments , the biggest of which seems to resemble a Pyramid. -~ -0 0 3 -D0 -~ -~ -0 -1 12707 -D3 -~ -~ -0 -1 12705 -S -#12707 -A Muddy Path~ -You seem to be standing at one end of a muddy path and as you look to the -north, you can see a huge city. Around the city limits is a wrought iron -fence and the main gateway into the city is just to your north. The muddy -path continues southwards. -~ -0 0 3 -D0 -~ -gateway~ -1 -1 12708 -D2 -~ -~ -0 -1 12706 -S -#12708 -The Entrance to Itza~ -You are standing at the entrance of the lizardman city, Itza. This city -is paved with history, most of which is related to the lizardmen armies -of the early years that looted and pillages surrounding cities and towns. -But now, due to the global threat of the swamp land pouring into previously -inhabited areas, the lizardmens' superiority has declined a little. However -the city of Itza has still remained one of the most prosperous and exciting -cities in the land. -~ -0 0 1 -D0 -~ -~ -0 -1 12709 -D2 -~ -gateway~ -1 -1 12707 -S -#12709 -An Intersection~ -The intersection leads in four directions. The northern exit leads to the -great Pyramid of Sotek, whilst the eastern and western roads head into the -depths of the city. The way southwards leads away from Itza and back towards -the swamp lands. -~ -0 0 1 -D0 -~ -~ -0 -1 12710 -D1 -~ -~ -0 -1 12711 -D2 -~ -~ -0 -1 12708 -D3 -~ -~ -0 -1 12749 -S -#12710 -Before the Temple of Sotek~ -You are standing just south of the ancient Pyramid of Sotek. This huge -monument was built many years ago and still stands to remind those who -visit Itza that the lizardmen are a force to be reckoned with and that -their skills are not just limited to battle, but also design, construction, -education and religion. -~ -0 0 1 -D0 -~ -~ -0 -1 12616 -D2 -~ -~ -0 -1 12709 -S -#12711 -Lizardman Lane~ -This road leads eastwards around the Pyramid of Sotek towards the southeast -end of the city. The huge Pyramid certainly dominates your view and you feel -somewhat in awe in its presence. Along the roadside, there are several small -lizardmen sitting trying to sell you their home-made jewelry. -~ -0 0 1 -D1 -~ -~ -0 -1 12712 -D3 -~ -~ -0 -1 12709 -S -#12712 -Lizardman Lane~ -As the road continues to the east and west, the city seems to become a -little busier as more townsfolk can be seen running around doing their -daily business. The sight of the large Pyramid of Sotek, although -still visible, is partially blocked by a line of swamp plants that -grow along the northern edge of this road. -~ -0 0 1 -D1 -~ -~ -0 -1 12713 -D3 -~ -~ -0 -1 12711 -S -#12713 -Lizardman Lane~ -This section of Lizardman Lane is lined by a series of palm trees that -are planted in a line following the roadside. Under each tree, you can -see tiny lizards resting and presumably they are using the palm trees -leaves as some type of shelter. -~ -0 0 1 -D1 -~ -~ -0 -1 12714 -D3 -~ -~ -0 -1 12712 -S -#12714 -Lizardman Lane~ -The road continues to stretch both to the east and to the west. There -seems to be more general bustle to the east, presumably due to the -fairly large Skink population that inhabits this section of Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12715 -D3 -~ -~ -0 -1 12713 -S -#12715 -Lizardman Lane~ -The road continues to stretch both to the east and to the west. Many Skink -citizens can be seen running around doing their daily business, darting from -one market shop to another looking for the latest bargain. -~ -0 0 1 -D1 -~ -~ -0 -1 12716 -D3 -~ -~ -0 -1 12714 -S -#12716 -Lizardman Lane~ -You are at a crossroads that leads eastwards to the Pyramid of Lord Kroak, -a monument that is dedicated to one of the most famous and ruthless -Slann Mage-Priests. The western direction heads back towards the entrance -to the Pyramid of Sotek, whilst the northerly and southerly routes head -further into the confines of Itza city. -~ -0 0 1 -D0 -~ -~ -0 -1 12719 -D1 -~ -~ -0 -1 12802 -D2 -~ -~ -0 -1 12717 -D3 -~ -~ -0 -1 12715 -S -#12717 -Skink Street South~ -This small road seems very well trodden and many of the cobbles that once -made this section of road something of an attraction, have now been partially -warm away leaving a smooth surface, which almost resembles a normal, flat, -even road. -~ -0 0 1 -D0 -~ -~ -0 -1 12716 -D2 -~ -~ -0 -1 12718 -S -#12718 -Skink Street South~ -The road here leads eastwards into the first section of the Southern -Skink Barrio, the main dwelling locations for Skinks and the occasional, -less fussy Saurus. The Barrio stretches eastwards through some tight, dimly -lit passageways. -~ -0 0 1 -D0 -~ -~ -0 -1 12717 -D1 -~ -~ -0 -1 12888 -S -#12719 -Lizardman Lane~ -This part of the road rises slightly up a small hill and as such it makes -this a good vantage point that enables you to see much of the city of Itza. -The huge Pyramid of Sotek can be seen to the west, whilst the smaller, but -still magnificent Pyramid of Lord Kroak can be seen to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 12720 -D2 -~ -~ -0 -1 12716 -S -#12720 -Lizardman Lane~ -This eastern side of the city of Itza is known as a place where many -lizardmen practice mystical new age arts that have been brought to Itza -from some of its travelers from far off lands. Despite the current -Slann Mage-Priest's best efforts to promote the use of new skills and -crafts, many lizardmen find it hard to adapt to such radical changes and -they often resort back to their old ways of thinking. -~ -0 0 1 -D0 -~ -~ -0 -1 12721 -D2 -~ -~ -0 -1 12719 -S -#12721 -Lizardman Lane~ -Lizardman Lane leads up a slight slope to the north or southwards in the -general direction of the Pyramid of Lord Kroak and Skink Barrio South. To -the east, you can hear the sounds the water being splashed about and the -dulcet tones of groaning lizardmen. Perhaps this is emanating from one of -the many spawning ponds that exist in the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12722 -D1 -~ -~ -0 -1 12854 -D2 -~ -~ -0 -1 12720 -S -#12722 -Lizardman Lane~ -The road continues in a north-south direction. Looking northwards, you -feel that this leads away from much of the hustle and bustle of the city -of Itza perhaps to more tranquil surroundings. As you look southwards and -to the west, you can see much of the lizardmen population pass between -their homes in the Skink Barrios and the market stalls that line the road -sides. -~ -0 0 1 -D0 -~ -~ -0 -1 12723 -D2 -~ -~ -0 -1 12721 -S -#12723 -A Crossroads~ -You are standing at a crossroads that separates the northern and southern -sections of Itza city. Three roads lead away from this point, Lizardmen Lane -to the south, Sotek Street to the north and Itza Road to the east. A little -way to the west, there is a strange dark-looking monument or shrine, somewhat -that resembles a well. -~ -0 0 1 -D0 -~ -~ -0 -1 12724 -D1 -~ -~ -0 -1 12744 -D2 -~ -~ -0 -1 12722 -D3 -~ -~ -0 -1 12838 -> rand_prog 10~ -MPECHO A small lizardman walks past you half drunk and gives you an evil stare.~ -| -S -#12724 -Sotek Street~ -Upon this section through the city of Itza, trees border either side of the -cobble stoned road. The houses that are set in from the roadside are bigger -than those in the Skink Barrios. A little way to the north, you can see a -small group of lizardmen sitting on a bench, having a drink and laughing. -~ -0 0 1 -D0 -~ -~ -0 -1 12725 -D2 -~ -~ -0 -1 12723 -S -#12725 -Sotek Street~ -Sotek Street leads down a slight slope to the south or northwards in the -general direction of the Temple of the Old Ones. To the east, you can hear -the sounds the water being splashed about and the dulcet tones of groaning -lizardmen. Perhaps this is emanating from one of the many spawning ponds -that exist in the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12726 -D1 -~ -~ -0 -1 12850 -D2 -~ -~ -0 -1 12724 -S -#12726 -Sotek Street~ -The road continues in a north-south direction. Looking northwards, you -feel that this leads away from much of the hustle and bustle of the city -of Itza perhaps to more tranquil surroundings. As you look southwestwards, -you can see several lizardmen warriors practicing their skills in an area -of boggy marshland. -~ -0 0 1 -D0 -~ -~ -0 -1 12727 -D2 -~ -~ -0 -1 12725 -S -#12727 -Sotek Street~ -You walk on down this section of Sotek Street trying to avoid the small -puddles that can be seen on the ground. This section of road obviously -has not been cleaned for some time. Sotek Street continues to the north -and south and a small exit leads westwards to the Temple of the Old Ones. -~ -0 0 1 -D0 -~ -~ -0 -1 12728 -D2 -~ -~ -0 -1 12726 -D3 -~ -~ -0 -1 12833 -S -#12728 -Sotek Street~ -This eastern side of the city of Itza is known as a place where many -lizardmen practice mystical new age arts that have been brought to Itza -from some of its travelers from far off lands. Despite the current -Slann Mage-Priest's best efforts to promote the use of new skills and -crafts, many lizardmen find it hard to adapt to such radical changes and -they often resort back to their old ways of thinking. -~ -0 0 1 -D0 -~ -~ -0 -1 12729 -D2 -~ -~ -0 -1 12727 -S -#12729 -Sotek Street~ -You wander on further through town wondering if this road really leads -anywhere or not. You can see a few shops aligning the roadside, one of -which is a weaponsmith and the other a winery. The smell of grape and -wine intermingles with the damp swamp air to produce a strange musk odor -and the clanging of metal on metal can be heard as the weaponsmith works -away on his latest weapons of destruction. -~ -0 0 1 -D0 -~ -~ -0 -1 12730 -D2 -~ -~ -0 -1 12728 -S -#12730 -Sotek Street~ -You are at a T-junction which leads southwards and westwards along Sotek -Street or eastwards towards some ruins. Looking northwards, in between a -few trees directly in front of you, swamp and marshland seems to stretch -for miles. As you look around, a small lizardman child runs straight into -you. He looks up and you can runs away screaming, flailing his arms about -madly, presumably back home to his mother. -~ -0 0 1 -D1 -~ -~ -0 -1 12776 -D2 -~ -~ -0 -1 12729 -D3 -~ -~ -0 -1 12731 -S -#12731 -Sotek Street~ -This section of Sotek Street runs from east to west. Several buildings line -the side of the road although a passageway runs besides every other building. -Occasionally through cracks in the walls, you see a rat scurrying around -looking for scraps of food. -~ -0 0 1 -D1 -~ -~ -0 -1 12730 -D3 -~ -~ -0 -1 12732 -S -#12732 -Sotek Street~ -Houses flank either side of this narrow section of road. You notice that -none of the houses seem to have windows or doors but instead have material -draped down over the gaps. You try to peer into one of the openings as you -pass but the lizardman woman inside notices you and gives you and icy cold -stare. The road continues on westwards to a small water fountain. -~ -0 0 1 -D1 -~ -~ -0 -1 12731 -D3 -~ -~ -0 -1 12733 -S -#12733 -Sotek Street~ -The road continues to stretch in an east-westerly direction. To the east, -you can see a small fountain with a few lizardmen citizens gathered around -it with buckets, filling up barrels with the water. Emanating from the west, -you can smell the faint odor of fish. -~ -0 0 1 -D1 -~ -~ -0 -1 12732 -D3 -~ -~ -0 -1 12734 -S -#12734 -Sotek Street~ -There is a strong smell of fish in this area. Glancing over to your right, -you notice what looks like a fishmongers. There are several lizardmen -in the fishmongers forming a queue, with their coins ready to buy their -fish. -~ -0 0 1 -D1 -~ -~ -0 -1 12733 -D2 -~ -~ -0 -1 12735 -S -#12735 -Sotek Street~ -You stroll lazily down the street, surrounded by the green marsh and -swampland to your west and a beautiful view of the Temple of the Old Ones -to your east. As you walk further north along this road you cannot help -but notice an overwhelming smell of fish. The grassy aroma mixed in with -the moist air flowing in from the north and a pungent smell of fish makes -you wonder if you are near a port or harbor. -~ -0 0 1 -D0 -~ -~ -0 -1 12734 -D2 -~ -~ -0 -1 12736 -S -#12736 -Sotek Street~ -This road must have been a thoroughfare for many a traveler into the city -of Itza. The stones that form the road surface are still in very good shape, -with smaller stones lining the outer path. Strange faint noises can be heard -far to the south and east. Perhaps these are the mating calls of courting -lizardmen couples. The road that continues to the north and south is flat -and smooth. -~ -0 0 1 -D0 -~ -~ -0 -1 12735 -D2 -~ -~ -0 -1 12737 -S -#12737 -Sotek Street~ -You are at a corner in Sotek Street, the main road that runs around the -eastern side of the city of Itza. To the east, you can see a small temple, -although it seems to be unreachable from here. The road continues to the -north and west. -~ -0 0 1 -D0 -~ -~ -0 -1 12736 -D3 -~ -~ -0 -1 12738 -S -#12738 -Sotek Street~ -This section of Sotek Street is just to the north of the grand Pyramid of -Sotek. The Pyramid stretches high up into the sky and serves to remind all -of the population of Itza, as well as visitors and travelers, that the -lizardmen race is a mighty force. -~ -0 0 1 -D1 -~ -~ -0 -1 12737 -D3 -~ -~ -0 -1 12739 -S -#12739 -Sotek Street~ -You are at a corner in Sotek Street, the main road that runs around the -eastern side of the city of Itza. To the west, you can see vast open spaces -taken up by waterlogged marshlands and boggy swamps. The road continues to -the north and east. -~ -0 0 1 -D0 -~ -~ -0 -1 12740 -D1 -~ -~ -0 -1 12738 -S -#12740 -Sotek Street~ -The section of Sotek Street leads out away from the main city complex -towards a patch of swampland and forest. -~ -0 0 1 -D0 -~ -~ -0 -1 12741 -D2 -~ -~ -0 -1 12739 -S -#12741 -Sotek Street~ -This road must have been a thoroughfare for many a traveler into the city -of Itza. The stones that form the road surface are still in very good shape, -with smaller stones lining the outer path. Strange faint noises can be heard -far to the south and east. Perhaps these are the mating calls of courting -lizardmen couples. The road that continues to the north and south is flat -and smooth. -~ -0 0 1 -D0 -~ -~ -0 -1 12742 -D2 -~ -~ -0 -1 12740 -S -#12742 -Sotek Street~ -This part of Sotek Street leads southwards towards the city of Itza or -northwards away from the city towards a dark, menacing forest. The -occasional shout can be heard emanating from the south, whilst strange -hooting noises come from the north. -~ -0 0 1 -D0 -~ -~ -0 -1 12743 -D2 -~ -~ -0 -1 12741 -S -#12743 -Sotek Street~ -This part of Sotek Street leads southwards towards the city of Itza or -northwards away from the city towards a dark, menacing forest. However, -the exit north is currently blocked by a large, unmovable boulder. It -would seem that the only exit away from here is southwards back towards -Itza. -~ -0 0 1 -D2 -~ -~ -0 -1 12742 -S -#12744 -Itza Road~ -This small, narrow road leads eastwards away from the large city of Itza. -The road surface is uneven and loose stones that lay haphazardly on the -ground make traveling along this road a little awkward. The road itself -seems to lie between two Lizardmen spawning ponds, one to the north and -the other to the south. -~ -0 4 1 -D1 -~ -~ -0 -1 12745 -D3 -~ -~ -0 -1 12723 -S -#12745 -Itza Road~ -North and south from this section of road, two large spawning ponds can -be seen. Hovering above the spawning ponds, you can see dozens of small -flying insects, presumably searching for their next meals. The road -leads in an east-westerly direction. -~ -0 0 1 -D1 -~ -~ -0 -1 12746 -D3 -~ -~ -0 -1 12744 -S -#12746 -Itza Road~ -This small, narrow road leads eastwards away from the large city of Itza. -The road surface is uneven and loose stones that lay haphazardly on the -ground make traveling along this road a little awkward. The road itself -seems to lie between two Lizardmen spawning ponds, one to the north and -the other to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 12747 -D3 -~ -~ -0 -1 12745 -S -#12747 -Itza Road~ -North and south from this section of road, two large spawning ponds can -be seen. Hovering above the spawning ponds, you can see dozens of small -flying insects, presumably searching for their next meals. The road -leads in an east-westerly direction. -~ -0 0 1 -D1 -~ -~ -0 -1 12748 -D3 -~ -~ -0 -1 12746 -S -#12748 -Itza Road~ -Several trees of various shades of green and brown hang over this section -of Itza Road. To the north and south, you can see make out what you -believe to be some type of spawning pond. Looking eastwards, you can see -a path that leads towards a dense wooded area, but the path is blocked -by a huge gray unmovable boulder. -~ -0 0 1 -D3 -~ -~ -0 -1 12747 -E -boulder huge gray unmovable~ -The boulder is blocking the path eastwards but it appears to be totally -unmovable and far to large to go around or to climb. -~ -S -#12749 -Lizardman Lane~ -This road leads westwards around the Pyramid of Sotek towards the southwest -end of the city. The huge Pyramid certainly dominates your view and you feel -somewhat in awe in its presence. Along the roadside, there are several small -lizardmen sitting trying to sell you their home-made jewelry. -~ -0 0 1 -D1 -~ -~ -0 -1 12709 -D3 -~ -~ -0 -1 12750 -S -#12750 -Lizardman Lane~ -As the road continues to the east and west, the city seems to become a -little busier as more townsfolk can be seen running around doing their -daily business. The sight of the large Pyramid of Sotek, although -still visible, is partially blocked by a line of swamp plants that -grow along the northern edge of this road. -~ -0 0 1 -D1 -~ -~ -0 -1 12749 -D3 -~ -~ -0 -1 12751 -S -#12751 -Lizardman Lane~ -This section of Lizardman Lane is lined by a series of palm trees that -are planted in a line following the roadside. Under each tree, you can -see tiny lizards resting and presumably they are using the palm trees -leaves as some type of shelter. -~ -0 0 1 -D1 -~ -~ -0 -1 12750 -D3 -~ -~ -0 -1 12752 -S -#12752 -Lizardman Lane~ -The road continues to stretch both to the east and to the west. There -seems to be more general bustle to the east, presumably due to the -fairly large Skink population that inhabits this section of Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12751 -D3 -~ -~ -0 -1 12753 -S -#12753 -Lizardman Lane~ -The road continues to stretch both to the east and to the west. Many Skink -citizens can be seen running around doing their daily business, darting from -one market shop to another looking for the latest bargain or trying to sell -their latest "newly acquired" items. -~ -0 0 1 -D1 -~ -~ -0 -1 12752 -D3 -~ -~ -0 -1 12754 -S -#12754 -Lizardman Lane~ -You are at a T-junction that leads westwards to the Mage Lord's Pyramid, -a monument that is dedicated to all of the Slann Mage-Priests that have -ruled in the Itza since the city was first founded. The eastern direction -heads back towards the entrance to the Pyramid of Sotek, whilst the northerly -route heads further into the confines of Itza city. -~ -0 0 1 -D0 -~ -~ -0 -1 12755 -D1 -~ -~ -0 -1 12753 -D3 -~ -~ -0 -1 12813 -S -#12755 -Lizardman Lane~ -This section of Lizardman Lane takes a northerly and southerly route along the -western side of the main city complex. Looking westwards, you can still see -the vast scale of the ancient Pyramid of Sotek. A little way to the northwest, -you can hear the sound of water being splashed around and childlike giggling. -~ -0 0 1 -D0 -~ -~ -0 -1 12760 -D2 -~ -~ -0 -1 12754 -D3 -~ -~ -0 -1 12756 -S -#12756 -Skink Street West~ -This small road seems very well trodden and many of the cobbles that once -made this section of road something of an attraction, have now been partially -warm away leaving a smooth surface, which almost resembles a normal, flat, -even road. -~ -0 0 1 -D1 -~ -~ -0 -1 12755 -D3 -~ -~ -0 -1 12757 -S -#12757 -Skink Street West~ -The busy hustle and bustle from the surrounding dwellings and market stalls -makes you feel somewhat refreshed to know that even a race like the Lizardmen -have normal lives to lead and that their lives are not entirely based upon -aggression, fighting and breeding. -~ -0 0 1 -D1 -~ -~ -0 -1 12756 -D3 -~ -~ -0 -1 12758 -S -#12758 -Skink Street West~ -This section of road is paved in cobbles and loose stones that have been -set into the ground using some type of clay mixture. Along the roadside, -you can see drainage channels that are obviously in place to distribute -rain water and sewage from this section of Itza into the marshland that -surrounds the city. -~ -0 0 1 -D1 -~ -~ -0 -1 12757 -D3 -~ -~ -0 -1 12759 -S -#12759 -Skink Street West~ -The road here leads westwards into the first section of the Western Skink -Barrio, one of the main dwelling locations for Skinks and the occasional, -less fussy Saurus. The Barrio stretches in many directions through a series -of tight, dimly lit passageways. -~ -0 0 1 -D1 -~ -~ -0 -1 12758 -D3 -~ -~ -0 -1 12878 -S -#12760 -Lizardman Lane~ -Lizardman Lane leads up a slight slope to the north or southwards in the -general direction of Skink Barrio West. To the west, you can hear the sounds -the water being splashed about and the dulcet tones of groaning lizardmen. -Perhaps this is emanating from one of the many spawning ponds that exist -in the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12761 -D2 -~ -~ -0 -1 12755 -D3 -~ -~ -0 -1 12862 -S -#12761 -Lizardman Lane~ -This western side of the city of Itza is known as a place where many -lizardmen practice the ancient dark arts that were once the secret spells -and incantations of the Old Ones. Despite the current Slann Mage-Priest's -best efforts, these often brutal goings-on's still take place and many -a visitor to Itza falls foul to evil powers. -~ -0 0 1 -D0 -~ -~ -0 -1 12762 -D2 -~ -~ -0 -1 12760 -S -#12762 -Lizardman Lane~ -This section of road is paved in cobbles and loose stones that have been -set into the ground using some type of clay mixture. Along the roadside, -you can see drainage channels that are obviously in place to distribute -rain water and sewage from this section of Itza into the marshland that -surrounds the city. -~ -0 0 1 -D0 -~ -~ -0 -1 12763 -D2 -~ -~ -0 -1 12761 -S -#12763 -Lizardman Lane~ -Grass verges line the side of the road and the occasional clump of weeds -can be seen growing wildly in various spots. To the east, you can just make -out the outline of the Pyramid of Sotek, whilst the road forks off to the -west along a well maintained road seemingly paved with marble or another -similar smooth stone. -~ -0 0 1 -D0 -~ -~ -0 -1 12764 -D2 -~ -~ -0 -1 12762 -D3 -~ -~ -0 -1 12769 -S -#12764 -Lizardman Lane~ -This section of Lizardman Lane takes a northerly and southerly route along the -western side of the main city complex. Looking westwards, you can still see -the vast scale of the ancient Pyramid of Sotek. A little way to the southwest, -you can hear the sound of water being splashed around and childlike giggling. -~ -0 0 1 -D0 -~ -~ -0 -1 12765 -D2 -~ -~ -0 -1 12763 -S -#12765 -Lizardman Lane~ -Lizardman Lane leads down a slight slope to the south or northwards in the -general direction of Skink Barrio North. To the west, you can hear the sounds -the water being splashed about and the dulcet tones of groaning lizardmen. -Perhaps this is emanating from one of the many spawning ponds that exist -in the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12766 -D2 -~ -~ -0 -1 12764 -D3 -~ -~ -0 -1 12858 -S -#12766 -Lizardman Lane~ -The busy hustle and bustle from the surrounding dwellings and market stalls -makes you feel somewhat refreshed to know that even a race like the Lizardmen -have normal lives to lead and that their lives are not entirely based upon -aggression, fighting and breeding. -~ -0 0 1 -D0 -~ -~ -0 -1 12767 -D2 -~ -~ -0 -1 12765 -S -#12767 -Lizardman Lane~ -This western side of the city of Itza is known as a place where many -lizardmen practice the ancient dark arts that were once the secret spells -and incantations of the Old Ones. Despite the current Slann Mage-Priest's -best efforts, these often brutal goings-on's still take place and many -a visitor to Itza falls foul to evil powers. East from here, you can see the -Mage Priest's Pyramid. -~ -0 4 1 -D1 -~ -~ -0 -1 12820 -D2 -~ -~ -0 -1 12766 -D3 -~ -~ -0 -1 12768 -S -#12768 -Skink Street North~ -The road here leads westwards into the first section of the Northern Skink -Barrio, one of the main dwelling locations for Skinks and the occasional, -less fussy Saurus. The Barrio stretches northwards and slightly to the west -through a series of tight, dimly lit passageways. -~ -0 0 1 -D1 -~ -~ -0 -1 12767 -D3 -~ -~ -0 -1 12871 -S -#12769 -Avenue of the Sphinxes~ -The Avenue of the Sphinxes is a straight road leading westwards away from -the city of Itza. This section of Itza has great religious significance and -as such, the road itself is paved in a glorious white marble. Following the -road line, there are several statues of lizardmen Slann Mage-Priests and at -the eastern exit of the road, two huge Sphinxes stand facing each other. -~ -0 0 1 -D1 -~ -~ -0 -1 12763 -D3 -~ -~ -0 -1 12770 -S -#12770 -Avenue of the Sphinxes~ -The Avenue of the Sphinxes is a straight road leading westwards away from -the city of Itza. This section of Itza has great religious significance and -as such, the road itself is paved in a glorious white marble. Several small -Sphinxes align the roadside, between each of which is a tall palm tree. -~ -0 0 1 -D1 -~ -~ -0 -1 12769 -D3 -~ -~ -0 -1 12771 -S -#12771 -Avenue of the Sphinxes~ -This straight road leads westwards away from the city of Itza. This section -of Itza has great religious significance and the glorious white marble road -surface is only a small reflection of this. Several small statues align the -roadside, many of which feature great Saurus Champions and Saurus Heroes. -~ -0 0 1 -D1 -~ -~ -0 -1 12770 -D3 -~ -~ -0 -1 12772 -S -#12772 -Avenue of the Sphinxes~ -You can standing at the center of this main road that leads westwards away -from the city of Itza. The magnificence of the glorious white marble road -surface reinforces thoughts you have had that the lizardmen race is a -truly advanced people although having the tendency to sometimes slip back -into more primitive ways of life and behavior. -~ -0 0 1 -D1 -~ -~ -0 -1 12771 -D3 -~ -~ -0 -1 12773 -S -#12773 -Avenue of the Sphinxes~ -This straight road leads westwards away from the city of Itza. This section -of Itza has great religious significance and the glorious white marble road -surface is only a small reflection of this. Several small statues align the -roadside, some of which feature great Skink Chameleons and mystical Skink -Shamans. -~ -0 0 1 -D1 -~ -~ -0 -1 12772 -D3 -~ -~ -0 -1 12774 -S -#12774 -Avenue of the Sphinxes~ -The Avenue of the Sphinxes is a straight road leading westwards away from -the city of Itza. This section of Itza has great religious significance and -as such, the road itself is paved in a glorious white marble. Several small -Sphinxes align the roadside, between each of which is a tall palm tree. -A little way to the north, you can see what appears to be a shrine or some -type of small temple, however it does not seem to be of Lizardman design. -~ -0 4 1 -D0 -~ -~ -0 -1 8500 -D1 -~ -~ -0 -1 12773 -D3 -~ -~ -0 -1 12775 -S -#12775 -Avenue of the Sphinxes~ -The Avenue of the Sphinxes is a straight road leading westwards away from -the city of Itza. This section of Itza has great religious significance and -as such, the road itself is paved in a glorious white marble. The road -seems to come to an end here as a three huge Sphinxes block all exits other -the eastwards. The three Sphinxes form a small sideways T-shape, with two of -them standing facing each other and the third standing just to the west -facing inwards. -~ -0 0 1 -D1 -~ -~ -0 -1 12774 -S -#12776 -Before the Ruined Temple~ -This small intersection of road connects the main city of Itza to a -series of large stone ruins to the east. A light breeze carries a -strange musky smell from the nearby city towards the ruins. A patchwork -of green and dull yellow fields stretch northwards towards a row of tall -conifers that act as boundary separating one field from another. -~ -0 4 1 -D1 -~ -~ -0 -1 12650 -D3 -~ -~ -0 -1 12730 -S -#12800 -Skink Barrio South~ -You are standing at the heart of Skink Barrio South, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D1 -~ -~ -0 -1 12899 -D3 -~ -~ -0 -1 12801 -S -#12801 -Skink Barrio South~ -The hustle and bustle of the Skink Barrio makes it a little difficult -for you to concentrate the your mission ahead, especially as many of -the lizardmen occupants do not appreciate visitors in their section -of town. You have heard stories that lizardmen will kill to protect -their property and looking at the expressions on many of the citizens' -faces, you can easily believe this. -~ -0 0 1 -D1 -~ -~ -0 -1 12800 -D2 -~ -~ -0 -1 12888 -S -#12802 -The Pyramid of Lord Kroak~ -You are standing at the main entrance level to the Pyramid of Lord Kroak. -This Pyramid is a smaller version of the main Pyramid of Sotek but it is -made from a two-tone marble and stands around forty feet into the air. -To the west, you can see Lizardman Lane. -~ -0 0 1 -D0 -~ -~ -0 -1 12809 -D1 -~ -~ -0 -1 12803 -D3 -~ -~ -0 -1 12716 -S -#12803 -The Pyramid of Lord Kroak~ -Some of the stone blocks that make up the pyramid structure seem a little -cracked and damaged. Perhaps this is due to the strong winds that blow -from the south originating from the huge southern ocean of Azon'rah. -The outline of a Skink Barrio can be seen as you look southwards, but -it is inaccessible due to a verge of long marsh grass and thorny bindweed -blocking your way. -~ -0 0 1 -D1 -~ -~ -0 -1 12804 -D3 -~ -~ -0 -1 12802 -D4 -~ -~ -0 -1 12810 -S -#12804 -The Pyramid of Lord Kroak~ -Engraved into the lower portion of this Pyramid, you can see some lizardmen -hieroglyphs, depicting a life of Venerable Lord Kroak. Surrounding an image -of an ankh is an inscription that reads, "The Pyramid of Lord Kroak". This -Pyramid is an important monument where the lizardmen of Itza can attempt to -seek sanctuary from their normal lives. -~ -0 0 1 -D0 -~ -~ -0 -1 12805 -D3 -~ -~ -0 -1 12803 -S -#12805 -The Pyramid of Lord Kroak~ -The beautiful Pyramid that stands to your west was constructed many years -ago by hundreds of Lizardmen Skinks and Sauruses. Upon examination of -the pyramid surface, you can see that a few more rebellious Lizardmen -have cast their claw prints into the once-wet bonding material that -was used to cement the Pyramid's stone blocks together. -~ -0 0 1 -D0 -~ -~ -0 -1 12806 -D2 -~ -~ -0 -1 12804 -S -#12806 -The Pyramid of Lord Kroak~ -You are standing at the northeastern corner of the Pyramid of Lord Kroak. -Glancing northwards over a bramble covered verge, you can see the outline -of a spawning pond. Towards the east, there is a patchwork of autumnal -coloured fields, behind which is a large dense wood. -~ -0 0 1 -D2 -~ -~ -0 -1 12805 -D3 -~ -~ -0 -1 12807 -S -#12807 -The Pyramid of Lord Kroak~ -The awesome Pyramid of Lord Kroak stands towering before you. You can -not help but be amazed by the true magnificence of such a construction, -especially when it was build so many years ago. Some of the stonework -seems a little worn, probably due to visitors to the site attempting to -climb the Pyramid and damaging its surface. -~ -0 0 1 -D1 -~ -~ -0 -1 12806 -D3 -~ -~ -0 -1 12808 -S -#12808 -The Pyramid of Lord Kroak~ -Strange splashing sounds can be heard a little way to the north from this -corner of the Pyramid. Set against one edge of the Pyramid, there is a -small market stall behind which is an old-looking lizardman sitting on -an upturned water trough. The stall proudly displays many ancient antiquities -that were salvaged from recent archeological digs around this site. -~ -0 0 1 -D1 -~ -~ -0 -1 12807 -D2 -~ -~ -0 -1 12809 -S -#12809 -The Pyramid of Lord Kroak~ -Looking at the mostly smooth surface of the Pyramid, you can see some -deformed reflections of yourself and your surroundings, as if you were -looking into some type of magical mirror. The paved road upon which you -can standing is covered in a slight layer of water, caused by a section -of faulty drainage system. Along the roadside, arched palm trees encroach -on each other forming a seemingly purpose built barrier. -~ -0 0 1 -D0 -~ -~ -0 -1 12808 -D2 -~ -~ -0 -1 12802 -S -#12810 -The Pyramid of Lord Kroak~ -You are standing at the top of the Pyramid. As you survey the surrounding -area, you can see many areas of the city of Itza. To the south, there is -a Skink Barrio and to the north, you can see several roads and a spawning pond. -~ -0 0 1 -D5 -~ -~ -0 -1 12803 -S -#12811 -The Mage Lord's Pyramid~ -You are standing at the northwestern corner of the Mage Lord's Pyramid. -Glancing northwards over a bramble covered verge, you can see a small -road leading to a Skink Barrio, which spreads to the western side of -the Pyramid. -~ -0 0 1 -D1 -~ -~ -0 -1 12812 -D2 -~ -~ -0 -1 12818 -S -#12812 -The Mage Lord's Pyramid~ -Engraved into the lower portion of this Pyramid, you can see some lizardmen -hieroglyphs, depicting a marriage ceremony between two lizardmen. Surrounding -an image of an ankh is an inscription that reads, "The Mage Lord's Pyramid". -This ecclesiastical building is certainly a place of great importance. -~ -0 0 1 -D1 -~ -~ -0 -1 12813 -D3 -~ -~ -0 -1 12811 -S -#12813 -The Mage Lord's Pyramid~ -You are standing at the main entrance level to the Mage Lord's Pyramid. -This Pyramid was built to commemorate the current Mage Lord's marriage to -the daughter of Venerable Lord Kroak. The Pyramid itself is built from a -mixture of silver and golden metal ore and it protrudes around twenty -feet into the air. -~ -0 0 1 -D1 -~ -~ -0 -1 12754 -D2 -~ -~ -0 -1 12814 -D3 -~ -~ -0 -1 12812 -S -#12814 -The Mage Lord's Pyramid~ -Faint splashing sounds can be heard a little way to the north from this -side of the Pyramid. Set against the edge of the Pyramid, there is a -small market stall behind which is an aging lizardman sitting on an -upturned water trough. The stall proudly displays many ancient antiquities -that were salvaged from recent archeological digs around this site. -~ -0 0 1 -D0 -~ -~ -0 -1 12813 -D2 -~ -~ -0 -1 12815 -S -#12815 -The Mage Lord's Pyramid~ -Looking at the mostly smooth surface of the Pyramid, you can see some -deformed reflections of yourself and your surroundings, as if you were -looking into some type of magical mirror. The paved road upon which you -can standing is covered in a slight layer of water, caused by a section -of faulty drainage system. Along the roadside, arched palm trees encroach -on each other forming a seemingly purpose built barrier. -~ -0 0 1 -D0 -~ -~ -0 -1 12814 -D3 -~ -~ -0 -1 12816 -S -#12816 -The Mage Lord's Pyramid~ -Some of the stone blocks that make up the pyramid structure seem a little -cracked and damaged. Perhaps this is due to the strong winds that blow -from the south originating from the huge southern ocean of Azon'rah. -Looking southwards, you see a nothing but areas of marshland and swamp. -~ -0 0 1 -D1 -~ -~ -0 -1 12815 -D3 -~ -~ -0 -1 12817 -D4 -~ -~ -0 -1 12819 -S -#12817 -The Mage Lord's Pyramid~ -The Mage Lord's Pyramid stands towering before you. You can not help but -be amazed by the true magnificence of such a construction, especially -when it was build so many years ago. Some of the stone work seems a -little worn, probably due to visitors to the site attempting to climb -the Pyramid and damaging its surface. -~ -0 0 1 -D0 -~ -~ -0 -1 12818 -D1 -~ -~ -0 -1 12816 -S -#12818 -The Mage Lord's Pyramid~ -The beautiful Pyramid that stands to your east was constructed many years -ago by hundreds of Lizardmen Skinks and Sauruses. Upon examination of -the pyramid surface, you can see that a few more rebellious Lizardmen -have cast their claw prints into the once-wet bonding material that -was used to cement the Pyramid's stone blocks together. -~ -0 0 1 -D0 -~ -~ -0 -1 12811 -D2 -~ -~ -0 -1 12817 -S -#12819 -The Mage Lord's Pyramid~ -You are standing at the top of the Pyramid. As you survey the surrounding -area, you can see many areas of the city of Itza. To the west, there is -a Skink Barrio and to the north and east, you can see several roads and -a spawning pond. -~ -0 0 1 -D5 -~ -~ -0 -1 12816 -S -#12820 -The Mage Priest's Pyramid~ -You are standing at the main entrance level to the Mage Priest's Pyramid. -This Pyramid was built to commemorate the ascension of the first Mage Priest -to power in Itza, during the Dark Years on Azon'rah. The Pyramid itself is -built from a white stone material and it protrudes around thirty feet into -the air. -~ -0 0 1 -D0 -~ -~ -0 -1 12827 -D1 -~ -~ -0 -1 12821 -D3 -~ -~ -0 -1 12767 -S -#12821 -The Mage Priest's Pyramid~ -Some of the stone blocks that make up the pyramid structure seem a little -cracked and damaged. Perhaps this is due to the strong winds that blow -from the south originating from the huge southern ocean of Azon'rah. -The huge Pyramid of Sotek is visible to the southeast. A narrow set of -stairs can be seen leading upwards to the top of the Mage Priest's Pyramid. -~ -0 0 1 -D1 -~ -~ -0 -1 12822 -D3 -~ -~ -0 -1 12820 -D4 -~ -~ -0 -1 12828 -S -#12822 -The Mage Priest's Pyramid~ -Engraved into the lower portion of this Pyramid, you can see some lizardmen -hieroglyphs, depicting an ascension ceremony of a Mage Priest. Surrounding -an image of an ankh is an inscription that reads, "The Mage Priest's Pyramid". -This Pyramid is certainly a place of great importance related to the dynasty -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12823 -D3 -~ -~ -0 -1 12821 -S -#12823 -The Mage Priest's Pyramid~ -The beautiful Pyramid that stands to your west was constructed many years -ago by hundreds of Lizardmen Skinks and Sauruses. Upon examination of -the pyramid surface, you can see that a few more rebellious Lizardmen -have cast their claw prints into the once-wet bonding material that -was used to cement the Pyramid's stone blocks together. -~ -0 0 1 -D0 -~ -~ -0 -1 12824 -D2 -~ -~ -0 -1 12822 -S -#12824 -The Mage Priest's Pyramid~ -You are standing at the northeastern corner of the Mage Priest's Pyramid. -Glancing to the north and east over a series of bramble covered verges, -you can see a patchwork of autumnal coloured fields stretching out towards -the horizon. -~ -0 0 1 -D2 -~ -~ -0 -1 12823 -D3 -~ -~ -0 -1 12825 -S -#12825 -The Mage Priest's Pyramid~ -Set against the edge of the Pyramid, there is a small market stall behind -which is an youthful-looking lizardman sitting on an upturned water trough. -The stall proudly displays many ancient antiquities and rusty weapons that -were salvaged from recent archeological digs around this site. -~ -0 0 1 -D1 -~ -~ -0 -1 12824 -D3 -~ -~ -0 -1 12826 -S -#12826 -The Mage Priest's Pyramid~ -The glorious Mage Priest's Pyramid stands towering before you. You can -not help but be amazed by the true magnificence of such a construction, -especially when it was build so many years ago. Some of the stonework -seems a little worn, probably due to visitors to the site attempting to -climb the Pyramid and damaging its surface. -~ -0 0 1 -D1 -~ -~ -0 -1 12825 -D2 -~ -~ -0 -1 12827 -S -#12827 -The Mage Priest's Pyramid~ -Looking at the mostly smooth surface of the Pyramid, you can see some -deformed reflections of yourself and your surroundings, as if you were -looking into some type of magical mirror. The paved road upon which you -can standing is covered in a slight layer of water, caused by a section -of faulty drainage system. Along the roadside, arched palm trees encroach -on each other forming a seemingly purpose built barrier. -~ -0 0 1 -D0 -~ -~ -0 -1 12826 -D2 -~ -~ -0 -1 12820 -S -#12828 -The Mage Priest's Pyramid~ -You are standing at the top of the Pyramid. As you survey the surrounding -area, you can see many areas of the city of Itza. To the west, there is -a Skink Barrio and to the south, you can see several roads and a spawning -pond. An excellent view of the Pyramid of Sotek can be seen to the southeast. -~ -0 0 1 -D5 -~ -~ -0 -1 12821 -S -#12829 -The Temple of the Old Ones~ -Many statues of different shapes and sizes can be seen in this section -of the Temple grounds. Below each statue is a shiny brass plaque, upon -which is etched some ancient hieroglyphics. A metal fence separates the -Temple area from the rest of the city of Itza. -~ -0 0 1 -D1 -~ -~ -0 -1 12830 -D2 -~ -~ -0 -1 12836 -S -#12830 -The Temple of the Old Ones~ -This section of the Temple is dimly light as huge stonewalls block out -most of the sun light. As a result, you can feel a faint chill. Looking -upwards, you can see religious depictions painted onto the ceiling using -a variety of green, blue, yellow and red paints, the most prominent of -which is an image of a large toad. -~ -0 0 1 -D1 -~ -~ -0 -1 12831 -D3 -~ -~ -0 -1 12829 -S -#12831 -The Temple of the Old Ones~ -You are standing at the northeastern corner of the Temple of the Old Ones. -Glancing northwards over a broad road and a series of bramble covered verges, -you can see a vast patchwork of autumnal coloured fields. The Temple grounds -themselves contain a plethora of statues and monuments dedicated to ancient -Saurus heroes, past Slann Mage-Priests and the Old Ones. -~ -0 0 1 -D2 -~ -~ -0 -1 12832 -D3 -~ -~ -0 -1 12830 -S -#12832 -The Temple of the Old Ones~ -The beautiful Temple that stands to your west was constructed many years -ago by dozens of Lizardmen Saurus Temple Workers. Upon examination of -the temple walls, you can see that a few more rebellious Lizardmen -have cast their claw prints into the once-wet bonding material that -was used to cement the Temple's stone blocks together. -~ -0 0 1 -D0 -~ -~ -0 -1 12831 -D2 -~ -~ -0 -1 12833 -S -#12833 -The Temple of the Old Ones~ -You are standing at the main entrance to the Temple of the Old Ones. -This temple is a newer, but smaller version of the temple site that -now forms the ruins to the north-east of the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12832 -D1 -~ -~ -0 -1 12727 -D3 -~ -~ -0 -1 12834 -S -#12834 -The Temple of the Old Ones~ -Some of the stone blocks that make up the Temple structure seem a little -cracked and damaged. Perhaps this is due to the strong winds that blow -from the south originating from the huge southern ocean of Azon'rah. -The huge Pyramid of Sotek is visible to the southwest. A narrow pathway -leads northwards into the heart of the Temple of the Old Ones. -~ -0 0 1 -D0 -~ -~ -0 -1 12835 -D1 -~ -~ -0 -1 12833 -D3 -~ -~ -0 -1 12837 -S -#12835 -The Temple of the Old Ones~ -You are standing in the center of the Temple grounds. In each corner -of the room, you can see a marble statue of a Saurus Temple Guard -wielding a mighty staff. In the middle of the room, there is a stone -alter upon which is resting two small vases of red poppies and a big -white unlit candle. Sitting on a plinth on the alter is a picture of -a toad surrounded by three lizardmen dressed in brightly coloured -headdresses. -~ -0 0 1 -D2 -~ -~ -0 -1 12834 -S -#12836 -The Temple of the Old Ones~ -The Temple grounds contain a plethora of statues and monuments dedicated -to ancient Saurus heroes and champions, past Slann Mage-Priests and the -Old Ones. A small stone table rests against the eastern wall just below a -picture of a lizard-type creature. Upon the table is a lone candle, -burning brightly. -~ -0 0 1 -D0 -~ -~ -0 -1 12829 -D2 -~ -~ -0 -1 12837 -S -#12837 -The Temple of the Old Ones~ -Many statues of different shapes and sizes can be seen in this section -of the Temple grounds. Below each statue is a shiny brass plaque, upon -which is etched some ancient hieroglyphics. A metal fence separates the -Temple area from the rest of the city of Itza. -~ -0 0 1 -D0 -~ -~ -0 -1 12836 -D1 -~ -~ -0 -1 12834 -S -#12838 -Before the Sacrificial Pit of Sotek~ -You standing before one of the most sacred monuments that exist in Itza. -This sacrificial pit consists of a series of four steps leading up to a -type of altar, set within which is a deep hole that leads downwards into -the ground. This pit is used by the Lizardmen inhabitants of Itza as a -place to sacrifice animals in the hope that the serpent god Sotek will -see their divinity and righteousness and that they will one day return -to the world of Azon'rah. -~ -0 4 1 -D1 -~ -~ -0 -1 12723 -D5 -~ -~ -67305664 -1 12839 -S -#12839 -The Sacrificial Pit of Sotek~ -The pit is cold, dark and damp. A nasty smell of decay lingers in the -air. Many animal skeletons break underfoot as you move around this -somewhat cramped pit. Whilst there is no immediate sense of danger, -you feel that it is probably not a place to spend too much time. -Certainly any roaming Saurus Temple Guards will not welcome your -intrusion into this pit. -~ -0 1056901 1 -D4 -~ -~ -67436736 -1 12838 -S -#12850 -A Spawning Pond~ -In keeping with the existing structures of the historic city of Itza, -the spawning pond is made from a timber-frame, built employing natural -materials, including lodge pole timbers, cedar shingles and decking. -Mature lizardmen females enter this pond from the west via an adjoining -ladder and with luck, they give birth to their babies in the murky swamp -water that fills the pond. -~ -0 0 6 -D1 -~ -~ -0 -1 12851 -D3 -~ -~ -0 -1 12725 -S -#12851 -A Spawning Pond~ -The water in the spawning pond is dirty and murky. Floating on the water -top, you can see lilies and other pond plant life moving from side to -side as the water ripples around. Small water insects swim around in the -water and provide the lizardmen babies with a nutritious food source. -~ -0 0 6 -D1 -~ -~ -0 -1 12852 -D3 -~ -~ -0 -1 12850 -S -#12852 -A Spawning Pond~ -The water in the spawning pond is teaming with life, from tiny microscopic -bacteria and algae to small aquatic insects to larger fish. Strange screams -and groaning can be heard all around as the lizardmen of Itza undertake one -of their most sacred and important practices - spawning. -~ -0 0 6 -D1 -~ -~ -0 -1 12853 -D3 -~ -~ -0 -1 12851 -S -#12853 -A Spawning Pond~ -Young lizardmen spawns leave the pond via a wooden platform to the north -and head their way to the west towards the city of Itza. Hopefully the -young lizardmen females will return several years later to begin the entire -cycle again with their babies. -~ -0 0 6 -D3 -~ -~ -0 -1 12852 -S -#12854 -A Spawning Pond~ -In keeping with the existing structures of the historic city of Itza, -the spawning pond is made from a timber-frame, built employing natural -materials, including lodge pole timbers, cedar shingles and decking. -Mature lizardmen females enter this pond from the west via an adjoining -ladder and with luck, they give birth to their babies in the murky swamp -water that fills the pond. -~ -0 4 6 -D1 -~ -~ -0 -1 12855 -D3 -~ -~ -0 -1 12721 -S -#12855 -A Spawning Pond~ -The water in the spawning pond is teaming with life, from tiny microscopic -bacteria and algae to small aquatic insects to larger fish. Strange screams -and groaning can be heard all around as the lizardmen of Itza undertake one -of their most sacred and important practices - spawning. -~ -0 0 6 -D1 -~ -~ -0 -1 12856 -D3 -~ -~ -0 -1 12854 -S -#12856 -A Spawning Pond~ -The water in the spawning pond is dirty and murky. Floating on the water -top, you can see lilies and other pond plant life moving from side to -side as the water ripples around. Small water insects swim around in the -water and provide the lizardmen babies with a nutritious food source. -~ -0 0 6 -D1 -~ -~ -0 -1 12857 -D3 -~ -~ -0 -1 12855 -S -#12857 -A Spawning Pond~ -Young lizardmen spawns leave the pond via a wooden platform to the north -and head their way to the west towards the city of Itza. Hopefully the -young lizardmen females will return several years later to begin the entire -cycle again with their babies. -~ -0 0 6 -D3 -~ -~ -0 -1 12856 -S -#12858 -A Spawning Pond~ -In keeping with the existing structures of the historic city of Itza, -the spawning pond is made from a timber-frame, built employing natural -materials, including lodge pole timbers, cedar shingles and decking. -Mature lizardmen females enter this pond from the east via an adjoining -ladder and with luck, they give birth to their babies in the murky swamp -water that fills the pond. -~ -0 4 6 -D1 -~ -~ -0 -1 12765 -D3 -~ -~ -0 -1 12859 -S -#12859 -A Spawning Pond~ -The water in the spawning pond is dirty and murky. Floating on the water -top, you can see lilies and other pond plant life moving from side to -side as the water ripples around. Small water insects swim around in the -water and provide the lizardmen babies with a nutritious food source. -~ -0 0 6 -D1 -~ -~ -0 -1 12858 -D3 -~ -~ -0 -1 12860 -S -#12860 -A Spawning Pond~ -The water in the spawning pond is teaming with life, from tiny microscopic -bacteria and algae to small aquatic insects to larger fish. Strange screams -and groaning can be heard all around as the lizardmen of Itza undertake one -of their most sacred and important practices - spawning. -~ -0 0 6 -D1 -~ -~ -0 -1 12859 -D3 -~ -~ -0 -1 12861 -S -#12861 -A Spawning Pond~ -Young lizardmen spawns leave the pond via a wooden platform to the north -and head their way to the east towards the city of Itza. Hopefully the -young lizardmen females will return several years later to begin the entire -cycle again with their babies. -~ -0 0 6 -D1 -~ -~ -0 -1 12860 -S -#12862 -A Spawning Pond~ -In keeping with the existing structures of the historic city of Itza, -the spawning pond is made from a timber-frame, built employing natural -materials, including lodge pole timbers, cedar shingles and decking. -Mature lizardmen females enter this pond from the east via an adjoining -ladder and with luck, they give birth to their babies in the murky swamp -water that fills the pond. -~ -0 0 6 -D1 -~ -~ -0 -1 12760 -D3 -~ -~ -0 -1 12863 -S -#12863 -A Spawning Pond~ -The water in the spawning pond is teaming with life, from tiny microscopic -bacteria and algae to small aquatic insects to larger fish. Strange screams -and groaning can be heard all around as the lizardmen of Itza undertake one -of their most sacred and important practices - spawning. -~ -0 0 6 -D1 -~ -~ -0 -1 12862 -D3 -~ -~ -0 -1 12864 -S -#12864 -A Spawning Pond~ -The water in the spawning pond is dirty and murky. Floating on the water -top, you can see lilies and other pond plant life moving from side to -side as the water ripples around. Small water insects swim around in the -water and provide the lizardmen babies with a nutritious food source. -~ -0 0 6 -D1 -~ -~ -0 -1 12863 -D3 -~ -~ -0 -1 12865 -S -#12865 -A Spawning Pond~ -Young lizardmen spawns leave the pond via a wooden platform to the north -and head their way to the east towards the city of Itza. Hopefully the -young lizardmen females will return several years later to begin the entire -cycle again with their babies. -~ -0 0 6 -D1 -~ -~ -0 -1 12864 -S -#12866 -Skink Barrio North~ -You are standing at the heart of Skink Barrio North, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D1 -~ -~ -0 -1 12867 -D2 -~ -~ -0 -1 12875 -S -#12867 -Skink Barrio North~ -Strange cries can be heard far away in the distance. It is difficult -to make out exactly who or where they are coming from. They do not sound -like cries of pain, nor of pleasure. There are exits leading to the east -and to the west. -~ -0 0 1 -D1 -~ -~ -0 -1 12868 -D3 -~ -~ -0 -1 12866 -S -#12868 -Skink Barrio North~ -The hustle and bustle of the Skink Barrio makes it a little difficult -for you to concentrate the your mission ahead, especially as many of -the lizardmen occupants do not appreciate visitors in their section -of town. You have heard stories that lizardmen will kill to protect -their property and looking at the expressions on many of the citizens' -faces, you can easily believe this. -~ -0 0 1 -D2 -~ -~ -0 -1 12869 -D3 -~ -~ -0 -1 12867 -S -#12869 -Skink Barrio North~ -You are standing at the heart of Skink Barrio North, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D0 -~ -~ -0 -1 12868 -D2 -~ -~ -0 -1 12870 -D3 -~ -~ -0 -1 12874 -S -#12870 -Skink Barrio North~ -The roads that lead through Skink Barrio North begin to tighten a little -as the passageways between the rows of lizardmen dwellings become smaller -and smaller. This gives the impression that this is a very busy part of -the Barrio, as all passersby are squashed into a smaller confined space. -~ -0 0 1 -D0 -~ -~ -0 -1 12869 -D2 -~ -~ -0 -1 12871 -S -#12871 -Skink Barrio North~ -This is the entrance section to Skink Barrio North which separates this -living quarters from the from the main roads of Itza. To the east you -can see Skink Street North whilst the Skink Barrio stretches northwards -and westwards. -~ -0 0 1 -D0 -~ -~ -0 -1 12870 -D1 -~ -~ -0 -1 12768 -D3 -~ -~ -0 -1 12872 -S -#12872 -Skink Barrio North~ -This section of the Skink Barrio seems a little different to the others. -The dwellings are a little larger than the standing homes and the street -lighting seems to be much brighter as well. The roads through the Barrio -leads to the north and east. -~ -0 0 1 -D0 -~ -~ -0 -1 12873 -D1 -~ -~ -0 -1 12871 -S -#12873 -Skink Barrio North~ -As you look around, you can see many lizardmen dwellings. Some are small -and seem to only consist of a room or two, whilst other appear to be -larger and decorated with ornate carvings and sculptures set into the -Barrio walls. -~ -0 0 1 -D0 -~ -~ -0 -1 12874 -D2 -~ -~ -0 -1 12872 -S -#12874 -Skink Barrio North~ -This busy intersection of the Skink Barrio is a hive of activity. Skink -merchants hustle their way from one shop front to another, whilst the -female lizardmen look for the latest bargain. The Skink Barrio continues -to the east, south and west. -~ -0 0 1 -D1 -~ -~ -0 -1 12869 -D2 -~ -~ -0 -1 12873 -D3 -~ -~ -0 -1 12875 -S -#12875 -Skink Barrio North~ -As you look around at the dwellings you can see before you, you catch -a glimpse into one though an open window. Sitting on two stone chairs, -you can see a male and a female lizardman eating a meal of some bulrush -stalks and leaves and a side of boiled venison. -~ -0 0 1 -D0 -~ -~ -0 -1 12866 -D1 -~ -~ -0 -1 12874 -S -#12876 -Skink Barrio West~ -The hustle and bustle of the Skink Barrio makes it a little difficult -for you to concentrate the your mission ahead, especially as many of -the lizardmen occupants do not appreciate visitors in their section -of town. You have heard stories that lizardmen will kill to protect -their property and looking at the expressions on many of the citizens' -faces, you can easily believe this. -~ -0 0 1 -D1 -~ -~ -0 -1 12877 -D2 -~ -~ -0 -1 12887 -S -#12877 -Skink Barrio West~ -As you look around at the dwellings you can see before you, you catch -a glimpse into one though an open window. Sitting on a rug on the ground, -you can see a trio of small lizardmen play-fighting with each other. -~ -0 0 1 -D2 -~ -~ -0 -1 12878 -D3 -~ -~ -0 -1 12876 -S -#12878 -Skink Barrio West~ -This busy intersection of the Skink Barrio is a hive of activity. Skink -merchants hustle their way from one shop front to another, whilst the -female lizardmen look for the latest bargain. The Skink Barrio continues -to the north and south, whilst Skink Street West can be found to the -east. -~ -0 0 1 -D0 -~ -~ -0 -1 12877 -D1 -~ -~ -0 -1 12759 -D2 -~ -~ -0 -1 12879 -S -#12879 -Skink Barrio West~ -The roads that lead through Skink Barrio West begin to tighten a little -as the passageways between the rows of lizardmen dwellings become smaller -and smaller. This gives the impression that this is a very busy part of -the Barrio, as all passersby are squashed into a smaller confined space. -~ -0 0 1 -D0 -~ -~ -0 -1 12878 -D2 -~ -~ -0 -1 12880 -S -#12880 -Skink Barrio West~ -Many houses of different shapes and sizes can be seen in this part of the -Skink Barrio. Wafts of smoke emanate from several chimneys and as the marsh -breeze blows across the rooftops, the smoke from several different houses -intermingles forming small gray clouds in the air. -~ -0 0 1 -D0 -~ -~ -0 -1 12879 -D1 -~ -~ -0 -1 12881 -S -#12881 -Skink Barrio West~ -The hustle and bustle of the Skink Barrio makes it a little difficult -for you to concentrate the your mission ahead, especially as many of -the lizardmen occupants do not appreciate visitors in their section -of town. You have heard stories that lizardmen will kill to protect -their property and looking at the expressions on many of the citizens' -faces, you can easily believe this. -~ -0 0 1 -D2 -~ -~ -0 -1 12882 -D3 -~ -~ -0 -1 12880 -S -#12882 -Skink Barrio West~ -You are standing at the heart of Skink Barrio West, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D0 -~ -~ -0 -1 12881 -D3 -~ -~ -0 -1 12883 -S -#12883 -Skink Barrio West~ -As you look around, you can see many lizardmen dwellings. Some are small -and seem to only consist of a room or two, whilst other appear to be -larger and decorated with ornate carvings and sculptures set into the -Barrio walls. -~ -0 0 1 -D1 -~ -~ -0 -1 12882 -D3 -~ -~ -0 -1 12884 -S -#12884 -Skink Barrio West~ -Many houses of different shapes and sizes can be seen in this part of the -Skink Barrio. Wafts of smoke emanate from several chimneys and as the marsh -breeze blows across the rooftops, the smoke from several different houses -intermingles forming small gray clouds in the air. -~ -0 0 1 -D0 -~ -~ -0 -1 12885 -D1 -~ -~ -0 -1 12883 -S -#12885 -Skink Barrio West~ -This section of the Skink Barrio seems a little different to the others. -The dwellings are a little larger than the standing homes and the street -lighting seems to be much brighter as well. The roads through the Barrio -leads to the north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 12886 -D2 -~ -~ -0 -1 12884 -S -#12886 -Skink Barrio West~ -You are standing at the heart of Skink Barrio West, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D0 -~ -~ -0 -1 12887 -D2 -~ -~ -0 -1 12885 -S -#12887 -Skink Barrio West~ -Strange cries can be heard far away in the distance. It is difficult -to make out exactly who or where they are coming from. They do not sound -like cries of pain, nor of pleasure. There are exits leading to the north -and to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 12876 -D2 -~ -~ -0 -1 12886 -S -#12888 -Skink Barrio South~ -This is the entrance section to Skink Barrio South that separates this -living quarters from the from the main roads of Itza. To the west you -can see Skink Street South whilst the Skink Barrio stretches northwards -and eastwards. -~ -0 0 1 -D0 -~ -~ -0 -1 12801 -D1 -~ -~ -0 -1 12889 -D3 -~ -~ -0 -1 12718 -S -#12889 -Skink Barrio South~ -As you look around at the dwellings you can see before you, you catch -a glimpse into one though an open window. Sitting crossed-legged on -the ground, you can see an apprentice Skink Shaman practicing his -meditation whilst chanting a mystical prayer to Sotek and the Old Ones. -~ -0 0 1 -D1 -~ -~ -0 -1 12890 -D3 -~ -~ -0 -1 12888 -S -#12890 -Skink Barrio South~ -You are standing at the heart of Skink Barrio South, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D1 -~ -~ -0 -1 12891 -D3 -~ -~ -0 -1 12889 -S -#12891 -Skink Barrio South~ -As you look around, you can see many lizardmen dwellings. Some are small -and seem to only consist of a room or two, whilst other appear to be -larger and decorated with ornate carvings and sculptures set into the -Barrio walls. -~ -0 0 1 -D1 -~ -~ -0 -1 12892 -D3 -~ -~ -0 -1 12890 -S -#12892 -Skink Barrio South~ -Strange cries can be heard far away in the distance. It is difficult -to make out exactly who or where they are coming from. They do not sound -like cries of pain, nor of pleasure. There are exits leading to the east -or to the west. -~ -0 0 1 -D1 -~ -~ -0 -1 12893 -D3 -~ -~ -0 -1 12891 -S -#12893 -Skink Barrio South~ -The hustle and bustle of the Skink Barrio makes it a little difficult -for you to concentrate the your mission ahead, especially as many of -the lizardmen occupants do not appreciate visitors in their section -of town. You have heard stories that lizardmen will kill to protect -their property and looking at the expressions on many of the citizens' -faces, you can easily believe this. -~ -0 0 1 -D0 -~ -~ -0 -1 12894 -D3 -~ -~ -0 -1 12892 -S -#12894 -Skink Barrio South~ -You are standing at the heart of Skink Barrio South, a place where many -of the lizardmen citizens of Itza live. The Barrio is much like any other -community where many people dwell. It is over-populated, crowded, noisy -and in many cases, dirty. It is also known that a certain seedy element -dwell in such places and this means that crime can be an issue that the -authorities need to deal with on a daily basis. -~ -0 0 1 -D0 -~ -~ -0 -1 12895 -D2 -~ -~ -0 -1 12893 -D3 -~ -~ -0 -1 12897 -S -#12895 -Skink Barrio South~ -The roads that lead through Skink Barrio South begin to tighten a little -as the passageways between the rows of lizardmen dwellings become smaller -and smaller. This gives the impression that this is a very busy part of -the Barrio, as all passersby are squashed into a smaller confined space. -~ -0 0 1 -D2 -~ -~ -0 -1 12894 -D3 -~ -~ -0 -1 12896 -S -#12896 -Skink Barrio South~ -This section of the Skink Barrio seems a little different to the others. -The dwellings are a little larger than the standing homes and the street -lighting seems to be much brighter as well. The roads through the Barrio -leads to the east and south. -~ -0 0 1 -D1 -~ -~ -0 -1 12895 -D2 -~ -~ -0 -1 12897 -S -#12897 -Skink Barrio South~ -This busy intersection of the Skink Barrio is a hive of activity. Skink -merchants hustle their way from one shop front to another, whilst the -female lizardmen look for the latest bargain. -~ -0 0 1 -D0 -~ -~ -0 -1 12896 -D1 -~ -~ -0 -1 12894 -D3 -~ -~ -0 -1 12898 -S -#12898 -Skink Barrio South~ -As you look around at the dwellings you can see before you, you catch -a glimpse into one though an open window. Crouching over a wooden fire, -set in one corner of the room, you can see an old Saurus warming his -claws with the flames. -~ -0 0 1 -D1 -~ -~ -0 -1 12897 -D3 -~ -~ -0 -1 12899 -S -#12899 -Skink Barrio South~ -As you look around, you can see many lizardmen dwellings. Some are small -and seem to only consist of a room or two, whilst other appear to be -larger and decorated with ornate carvings and sculptures set into the -Barrio walls. -~ -0 0 1 -D1 -~ -~ -0 -1 12898 -D3 -~ -~ -0 -1 12800 -S -#12900 -A Small Road~ -You are standing on a small road that goes from Elgoth to Itza. To the -east there is a crossroads and to the west the road turns south to avoid the -swamp of the lizardmen. -~ -0 4 1 -D1 -~ -~ -0 -1 2320 -D3 -~ -~ -0 -1 12901 -S -#12901 -A Turning in the Road~ -You are on a small road. The road goes east and south. There is a small trail -that goes straight into the swamp of the lizardmen. You notice an old wooden -sign. -~ -0 131072 1 -D1 -~ -~ -0 -1 12900 -D2 -~ -~ -0 -1 12902 -D3 -~ -~ -0 -1 12920 -E -sign wooden~ -The wooden sign reads: - - +-----------------------------------+ - | | - | BEWARE the swamp of the Lizardmen | - | | - | Keep to the path! | - | | - +-----------------------------------+ -~ -S -#12902 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12901 -D2 -~ -~ -0 -1 12903 -D3 -~ -~ -0 -1 12931 -S -#12903 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the swamp -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12902 -D3 -~ -~ -0 -1 12904 -S -#12904 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and east. A strong smell of decay comes from the swamp -of the lizardmen to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 12931 -D1 -~ -~ -0 -1 12903 -D2 -~ -~ -0 -1 12905 -D3 -~ -~ -0 -1 12933 -S -#12905 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12904 -D2 -~ -~ -0 -1 12906 -D3 -~ -~ -0 -1 12934 -S -#12906 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the swamp -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12905 -D3 -~ -~ -0 -1 12907 -S -#12907 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and east. A strong smell of decay comes from the swamp -of the lizardmen to the north and west. -~ -0 0 1 -D0 -~ -~ -0 -1 12934 -D1 -~ -~ -0 -1 12906 -D2 -~ -~ -0 -1 12908 -D3 -~ -~ -0 -1 12938 -S -#12908 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12907 -D2 -~ -~ -0 -1 12909 -D3 -~ -~ -0 -1 12939 -S -#12909 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12908 -D2 -~ -~ -0 -1 12910 -D3 -~ -~ -0 -1 12940 -S -#12910 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the swamp -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12909 -D3 -~ -~ -0 -1 12911 -S -#12911 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and east. A strong smell of decay comes from the swamp -of the lizardmen to the north and west. -~ -0 0 1 -D0 -~ -~ -0 -1 12940 -D1 -~ -~ -0 -1 12910 -D2 -~ -~ -0 -1 12912 -D3 -~ -~ -0 -1 12947 -S -#12912 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12911 -D2 -~ -~ -0 -1 12913 -D3 -~ -~ -0 -1 12948 -S -#12913 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 12912 -D2 -~ -~ -0 -1 12914 -D3 -~ -~ -0 -1 12949 -S -#12914 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the swamp -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12913 -D3 -~ -~ -0 -1 12915 -S -#12915 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads east and west. A strong smell of decay comes from the swamp -of the lizardmen to the north. Hills lie to the south and east. -~ -0 0 1 -D0 -~ -~ -0 -1 12949 -D1 -~ -~ -0 -1 12914 -D3 -~ -~ -0 -1 12916 -S -#12916 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and east. A strong smell of decay comes from the swamp -of the lizardmen to the north and west. -~ -0 0 1 -D0 -~ -~ -0 -1 12958 -D1 -~ -~ -0 -1 12915 -D2 -~ -~ -0 -1 12917 -D3 -~ -~ -0 -1 12967 -S -#12917 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the west. Hills lie to the east. -~ -0 0 1 -D0 -~ -~ -0 -1 12916 -D2 -~ -~ -0 -1 12918 -D3 -~ -~ -0 -1 12968 -S -#12918 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the swamp -of the lizardmen. -~ -0 0 1 -D0 -~ -~ -0 -1 12917 -D3 -~ -~ -0 -1 12919 -S -#12919 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and east. A strong smell of decay comes from the swamp -of the lizardmen to the north and west. -~ -0 0 1 -D0 -~ -~ -0 -1 12968 -D1 -~ -~ -0 -1 12918 -D2 -~ -~ -0 -1 12988 -D3 -~ -~ -0 -1 12999 -S -#12920 -A Trail in the Swamps~ -Kilometer after kilometer of stinking bogs overlain by a swirling mist that -clings to the skin and chills to the bone...that is the swamp of the lizardmen. -Ahead, a decrepit causeway rises a few centimeters above the fetid waters and -meanders its way through the twisted forms of stunted trees into the depths -of this forsaken land. To the east the fog becomes thinner. There is an old -wooden sign. -~ -0 4 1 -D0 -~ -~ -0 -1 12969 -D1 -~ -~ -0 -1 12901 -D2 -~ -~ -0 -1 12931 -D3 -~ -~ -0 -1 12921 -E -wooden sign~ -The wooden sign displays a symbol: - - ---- ---- - / | /-------\ | \ - / \ / \ / \ - / \ / < > < > \ / \ - |_____/\ | | /\_____| - \| ! |/ - \ / - | <=====> | - /\ /\ - _____ / /\_______/\ \ _____ - | \/ / \ \/ | - \ / \ / - \ / \ / - \____| |____/ - - STAY ON THE PATH : QUICKSAND -~ -S -#12921 -A Trail in the Swamps~ -Kilometer after kilometer of stinking bogs overlain by a swirling mist that -clings to the skin and chills to the bone...that is the swamp of the lizardmen. -Ahead, a decrepit causeway rises a few centimeters above the fetid waters and -meanders its way through the twisted forms of stunted trees into the depths -of this forsaken land. -~ -0 0 1 -D0 -~ -~ -0 -1 12970 -D1 -~ -~ -0 -1 12920 -D2 -~ -~ -0 -1 12932 -D3 -~ -~ -0 -1 12922 -S -#12922 -A Trail in the Swamps~ -Kilometer after kilometer of stinking bogs overlain by a swirling mist that -clings to the skin and chills to the bone...that is the swamp of the lizardmen. -Ahead, a decrepit causeway rises a few centimeters above the fetid waters and -meanders its way through the twisted forms of stunted trees into the depths -of this forsaken land. A wooden staff adorned with black feathers is stuck -into the ground near the path. -~ -0 0 1 -D0 -~ -~ -0 -1 12971 -D1 -~ -~ -0 -1 12921 -D2 -~ -~ -0 -1 12935 -D3 -~ -~ -0 -1 12923 -E -staff wooden~ -You remember that lizardmen use staffs like this one to mark their way in -the swamp and stay safe from quicksand. -~ -S -#12923 -A Trail in the Swamps~ -Kilometer after kilometer of stinking bogs overlain by a swirling mist that -clings to the skin and chills to the bone...that is the swamp of the lizardmen. -Ahead, a decrepit causeway rises a few centimeters above the fetid waters and -meanders its way through the twisted forms of stunted trees into the depths -of this forsaken land. -~ -0 0 1 -D0 -~ -~ -0 -1 12972 -D1 -~ -~ -0 -1 12922 -D2 -~ -~ -0 -1 12941 -D3 -~ -~ -0 -1 12924 -S -#12924 -A Wooden Causeway~ -Ahead, the trail crosses a shallow murky pool by means of a wooden causeway -on stilts. About half-way across, a short side-branch leads from the main -causeway to an old, dilapidated, wooden shack, also supported above the water. -~ -0 0 1 -D0 -~ -~ -0 -1 12973 -D1 -~ -~ -0 -1 12923 -D2 -~ -~ -0 -1 12950 -D3 -~ -~ -0 -1 12925 -S -#12925 -A Turn in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid waters -and meanders its way through the twisted forms of stunted trees into the -depths of this forsaken land. The trail turns south and east. -~ -0 0 1 -D0 -~ -~ -0 -1 12974 -D1 -~ -~ -0 -1 12924 -D2 -~ -~ -0 -1 12926 -D3 -~ -~ -0 -1 12983 -S -#12926 -A Turn in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid waters -and meanders its way through the twisted forms of stunted trees into the -depths of this forsaken land. To the west the track narrows, as grey-green -wizened trees close in on either side. -~ -0 0 1 -D0 -~ -~ -0 -1 12925 -D1 -~ -~ -0 -1 12950 -D2 -~ -~ -0 -1 12959 -D3 -~ -~ -0 -1 12927 -S -#12927 -A Turn in the Trail~ -Ahead, the mire gives way to a low wooden island topped by a cluster of -grey-green roofs and towers. The sight of dry land does nothing to lift -your spirits as a cold and threatening wind blows from the keep. The trail -turns south and east to avoid the island. -~ -0 0 1 -D0 -~ -~ -0 -1 12983 -D1 -~ -~ -0 -1 12926 -D2 -~ -~ -0 -1 12928 -S -#12928 -A Turn in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid -waters and meanders its way through the twisted forms of stunted trees -into the depths of this forsaken land. -~ -0 0 1 -D0 -~ -~ -0 -1 12927 -D1 -~ -~ -0 -1 12959 -D2 -~ -~ -0 -1 12990 -D3 -~ -~ -0 -1 12929 -S -#12929 -A Trail in the Swamp~ -To the north the mire gives way to a low wooden island topped by -a cluster of grey-green roofs and towers. The sight of dry land -does nothing to lift your spirits as a cold and threatening wind -blows from the keep. -~ -0 0 1 -D1 -~ -~ -0 -1 12928 -D2 -~ -~ -0 -1 13035 -D3 -~ -~ -0 -1 12930 -S -#12930 -A Trail in the Swamp~ -To the north you see a small clearing, however you cannot reach -it because of a large patch of swamp land blocking your way. The -sight of dry land does nothing to lift your spirits as a cold and -threatening wind blows from the keep. -~ -0 0 1 -D1 -~ -~ -0 -1 12929 -D2 -~ -~ -0 -1 13034 -D3 -~ -~ -0 -1 13000 -S -#12931 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for -you to see more than a few meters ahead. From time to time you hear the -sound of an unknown animal moving in the surrounding water. Shadows seem -to move just out of your reach. You are standing in thirty to sixty -centimeters of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12920 -D2 -~ -~ -0 -1 12904 -D3 -~ -~ -0 -1 12932 -S -#12932 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 290 13099 3 -D0 -~ -~ -0 -1 12921 -D1 -~ -~ -0 -1 12931 -D2 -~ -~ -0 -1 12933 -D3 -~ -~ -0 -1 12935 -S -#12933 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 280 13099 3 -D0 -~ -~ -0 -1 12932 -D1 -~ -~ -0 -1 12904 -D2 -~ -~ -0 -1 12934 -D3 -~ -~ -0 -1 12936 -S -#12934 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12933 -D1 -~ -~ -0 -1 12905 -D2 -~ -~ -0 -1 12907 -D3 -~ -~ -0 -1 12937 -S -#12935 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12922 -D1 -~ -~ -0 -1 12932 -D2 -~ -~ -0 -1 12936 -D3 -~ -~ -0 -1 12941 -S -#12936 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is adorned with a skull and -the other with snake's skin. -~ -0 0 3 -D0 -~ -~ -0 -1 12935 -D1 -~ -~ -0 -1 12933 -D2 -~ -~ -0 -1 12937 -D3 -~ -~ -0 -1 12942 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way through -the swamp and stay safe of quicksand. -~ -S -#12937 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 260 13099 3 -D0 -~ -~ -0 -1 12936 -D1 -~ -~ -0 -1 12934 -D2 -~ -~ -0 -1 12938 -D3 -~ -~ -0 -1 12943 -S -#12938 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for -you to see more than a few meters ahead. From time to time you hear the -sound of an unknown animal moving in the surrounding water. Shadows seem -to move just out of your reach. You are standing in thirty to sixty -centimeters of mud and water. - -~ -0 0 4 -D0 -~ -~ -0 -1 12937 -D1 -~ -~ -0 -1 12907 -D2 -~ -~ -0 -1 12939 -D3 -~ -~ -0 -1 12944 -S -#12939 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for -you to see more than a few meters ahead. From time to time you hear the -sound of an unknown animal moving in the surrounding water. Shadows seem -to move just out of your reach. You are standing in thirty to sixty -centimeters of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12938 -D1 -~ -~ -0 -1 12908 -D2 -~ -~ -0 -1 12940 -D3 -~ -~ -0 -1 12945 -S -#12940 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for -you to see more than a few meters ahead. From time to time you hear -the sound of an unknown animal moving in the surrounding water. Shadows -seem to move just out of your reach. You are standing in thirty to -sixty centimeters of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12939 -D1 -~ -~ -0 -1 12909 -D2 -~ -~ -0 -1 12911 -D3 -~ -~ -0 -1 12946 -S -#12941 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12923 -D1 -~ -~ -0 -1 12935 -D2 -~ -~ -0 -1 12942 -D3 -~ -~ -0 -1 12950 -S -#12942 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12941 -D1 -~ -~ -0 -1 12936 -D2 -~ -~ -0 -1 12943 -D3 -~ -~ -0 -1 12951 -S -#12943 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12942 -D1 -~ -~ -0 -1 12937 -D2 -~ -~ -0 -1 12944 -D3 -~ -~ -0 -1 12952 -S -#12944 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12943 -D1 -~ -~ -0 -1 12938 -D2 -~ -~ -0 -1 12945 -D3 -~ -~ -0 -1 12953 -S -#12945 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12944 -D1 -~ -~ -0 -1 12939 -D2 -~ -~ -0 -1 12946 -D3 -~ -~ -0 -1 12954 -S -#12946 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 200 13099 3 -D0 -~ -~ -0 -1 12945 -D1 -~ -~ -0 -1 12940 -D2 -~ -~ -0 -1 12947 -D3 -~ -~ -0 -1 12955 -S -#12947 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12946 -D1 -~ -~ -0 -1 12911 -D2 -~ -~ -0 -1 12948 -D3 -~ -~ -0 -1 12956 -S -#12948 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12947 -D1 -~ -~ -0 -1 12912 -D2 -~ -~ -0 -1 12949 -D3 -~ -~ -0 -1 12957 -S -#12949 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12948 -D1 -~ -~ -0 -1 12913 -D2 -~ -~ -0 -1 12915 -D3 -~ -~ -0 -1 12958 -S -#12950 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12924 -D1 -~ -~ -0 -1 12941 -D2 -~ -~ -0 -1 12951 -D3 -~ -~ -0 -1 12926 -S -#12951 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is horned with black -feathers and the other with a tooth necklace. -~ -0 0 3 -D0 -~ -~ -0 -1 12950 -D1 -~ -~ -0 -1 12942 -D2 -~ -~ -0 -1 12952 -D3 -~ -~ -0 -1 12959 -E -wooden staff~ -You remember that lizardmen use staffs like this to mark their way through -the swamp and stay safe from quicksand. -~ -S -#12952 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12951 -D1 -~ -~ -0 -1 12943 -D2 -~ -~ -0 -1 12953 -D3 -~ -~ -0 -1 12960 -S -#12953 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12952 -D1 -~ -~ -0 -1 12944 -D2 -~ -~ -0 -1 12954 -D3 -~ -~ -0 -1 12961 -S -#12954 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12953 -D1 -~ -~ -0 -1 12945 -D2 -~ -~ -0 -1 12955 -D3 -~ -~ -0 -1 12962 -S -#12955 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12954 -D1 -~ -~ -0 -1 12946 -D2 -~ -~ -0 -1 12956 -D3 -~ -~ -0 -1 12963 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way through -the swamp and stay safe of quicksand. -~ -S -#12956 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12955 -D1 -~ -~ -0 -1 12947 -D2 -~ -~ -0 -1 12957 -D3 -~ -~ -0 -1 12964 -S -#12957 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12956 -D1 -~ -~ -0 -1 12948 -D2 -~ -~ -0 -1 12958 -D3 -~ -~ -0 -1 12965 -S -#12958 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12957 -D1 -~ -~ -0 -1 12949 -D2 -~ -~ -0 -1 12916 -D3 -~ -~ -0 -1 12966 -S -#12959 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12926 -D1 -~ -~ -0 -1 12951 -D2 -~ -~ -0 -1 12960 -D3 -~ -~ -0 -1 12928 -S -#12960 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12959 -D1 -~ -~ -0 -1 12952 -D2 -~ -~ -0 -1 12961 -D3 -~ -~ -0 -1 12990 -S -#12961 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12960 -D1 -~ -~ -0 -1 12953 -D2 -~ -~ -0 -1 12962 -D3 -~ -~ -0 -1 12991 -S -#12962 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12961 -D1 -~ -~ -0 -1 12954 -D2 -~ -~ -0 -1 12963 -D3 -~ -~ -0 -1 12992 -S -#12963 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12962 -D1 -~ -~ -0 -1 12955 -D2 -~ -~ -0 -1 12964 -D3 -~ -~ -0 -1 12993 -E -wooden staff~ -You remember that lizardmen use staffs like this to mark their way through -the swamp and stay safe from quicksand. -~ -S -#12964 -Before a Cave~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing on an island in the middle of the -marsh. There is an opening leading down. Lots of lizardmen footprints seem -to lead in and out of it. Two wooden staffs are stuck into the ground. One -is adorned with a skull and the other with snake skin. -~ -0 4 3 -D0 -~ -~ -0 -1 12963 -D1 -~ -~ -0 -1 12956 -D2 -~ -~ -0 -1 12965 -D3 -~ -~ -0 -1 12994 -D5 -~ -~ -0 -1 13180 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way through -the swamp and stay safe of quicksand. -~ -S -#12965 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12964 -D1 -~ -~ -0 -1 12957 -D2 -~ -~ -0 -1 12966 -D3 -~ -~ -0 -1 12995 -S -#12966 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12965 -D1 -~ -~ -0 -1 12958 -D2 -~ -~ -0 -1 12967 -D3 -~ -~ -0 -1 12996 -S -#12967 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12966 -D1 -~ -~ -0 -1 12916 -D2 -~ -~ -0 -1 12968 -D3 -~ -~ -0 -1 12997 -S -#12968 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12967 -D1 -~ -~ -0 -1 12917 -D2 -~ -~ -0 -1 12919 -D3 -~ -~ -0 -1 12998 -S -#12969 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D2 -~ -~ -0 -1 12920 -D3 -~ -~ -0 -1 12970 -S -#12970 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 4 1 1780 13099 3 -D1 -~ -~ -0 -1 12969 -D2 -~ -~ -0 -1 12921 -D3 -~ -~ -0 -1 12971 -S -#12971 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12975 -D1 -~ -~ -0 -1 12970 -D2 -~ -~ -0 -1 12922 -D3 -~ -~ -0 -1 12972 -S -#12972 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12976 -D1 -~ -~ -0 -1 12971 -D2 -~ -~ -0 -1 12923 -S -#12973 -A Wooden Shack~ -You are in an abandoned wooden shack. Nearly half the ceiling is gone and -holes in the walls let the chill from the swamp fill the shack. Nothing of -value was left here. -~ -0 0 1 -D2 -~ -~ -0 -1 12924 -S -#12974 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12978 -D2 -~ -~ -0 -1 12925 -D3 -~ -~ -0 -1 12984 -S -#12975 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D2 -~ -~ -0 -1 12971 -D3 -~ -~ -0 -1 12976 -S -#12976 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 1810 13099 3 -D0 -~ -~ -0 -1 12979 -D1 -~ -~ -0 -1 12975 -D2 -~ -~ -0 -1 12972 -D3 -~ -~ -0 -1 12977 -S -#12977 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 1810 13099 3 -D0 -~ -~ -0 -1 12980 -D1 -~ -~ -0 -1 12976 -D3 -~ -~ -0 -1 12978 -S -#12978 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12981 -D1 -~ -~ -0 -1 12977 -D2 -~ -~ -0 -1 12974 -D3 -~ -~ -0 -1 12985 -S -#12979 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D2 -~ -~ -0 -1 12976 -D3 -~ -~ -0 -1 12980 -S -#12980 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 580 13099 3 -D1 -~ -~ -0 -1 12979 -D2 -~ -~ -0 -1 12977 -D3 -~ -~ -0 -1 12981 -S -#12981 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12982 -D1 -~ -~ -0 -1 12980 -D2 -~ -~ -0 -1 12978 -D3 -~ -~ -0 -1 12986 -S -#12982 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D2 -~ -~ -0 -1 12981 -D3 -~ -~ -0 -1 12987 -S -#12983 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a huge keep to the west. -~ -0 0 4 -D0 -~ -~ -0 -1 12984 -D1 -~ -~ -0 -1 12925 -D2 -~ -~ -0 -1 12927 -S -#12984 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a huge keep to the west. -~ -0 0 4 -D0 -~ -~ -0 -1 12985 -D1 -~ -~ -0 -1 12974 -D2 -~ -~ -0 -1 12983 -S -#12985 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12986 -D1 -~ -~ -0 -1 12978 -D2 -~ -~ -0 -1 12984 -D3 -~ -~ -0 -1 13096 -S -#12986 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 1900 13099 3 -D0 -~ -~ -0 -1 12987 -D1 -~ -~ -0 -1 12981 -D2 -~ -~ -0 -1 12985 -D3 -~ -~ -0 -1 13094 -S -#12987 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 650 13099 3 -D1 -~ -~ -0 -1 12982 -D2 -~ -~ -0 -1 12986 -D3 -~ -~ -0 -1 13092 -S -#12988 -A Small Path~ -You are standing on a small path that leads southwards away from the -swamp, although the path is currently blocked by a huge boulder making -the exit south unusable. A strong smell of decay comes from the swamp -of the lizardmen to the west. As you look eastwards, you can see hills -and mountains of Azon'rah far away. -~ -0 0 1 -D0 -~ -~ -0 -1 12919 -D3 -~ -~ -0 -1 12989 -E -boulder huge~ -A huge boulder blocks your path southwards. There is no way you could -move the boulder. -~ -S -#12989 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12999 -D1 -~ -~ -0 -1 12988 -D3 -~ -~ -0 -1 13075 -S -#12990 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12928 -D1 -~ -~ -0 -1 12960 -D2 -~ -~ -0 -1 12991 -D3 -~ -~ -0 -1 13035 -S -#12991 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12990 -D1 -~ -~ -0 -1 12961 -D2 -~ -~ -0 -1 12992 -D3 -~ -~ -0 -1 13040 -S -#12992 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 1600 13099 3 -D0 -~ -~ -0 -1 12991 -D1 -~ -~ -0 -1 12962 -D2 -~ -~ -0 -1 12993 -D3 -~ -~ -0 -1 13045 -S -#12993 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12992 -D1 -~ -~ -0 -1 12963 -D2 -~ -~ -0 -1 12994 -D3 -~ -~ -0 -1 13050 -S -#12994 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 12993 -D1 -~ -~ -0 -1 12964 -D2 -~ -~ -0 -1 12995 -D3 -~ -~ -0 -1 13055 -S -#12995 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. A strong -smell of decay comes from the west. -~ -0 0 6 -D0 -~ -~ -0 -1 12994 -D1 -~ -~ -0 -1 12965 -D2 -~ -~ -0 -1 12996 -D3 -~ -~ -0 -1 13061 -S -#12996 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 6 -D0 -~ -~ -0 -1 12995 -D1 -~ -~ -0 -1 12966 -D2 -~ -~ -0 -1 12997 -D3 -~ -~ -0 -1 13066 -S -#12997 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 12996 -D1 -~ -~ -0 -1 12967 -D2 -~ -~ -0 -1 12998 -D3 -~ -~ -0 -1 13069 -S -#12998 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12997 -D1 -~ -~ -0 -1 12968 -D2 -~ -~ -0 -1 12999 -D3 -~ -~ -0 -1 13071 -S -#12999 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12998 -D1 -~ -~ -0 -1 12919 -D2 -~ -~ -0 -1 12989 -D3 -~ -~ -0 -1 13073 -S -#13000 -A Bend in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid -waters and meanders its way through the twisted forms of stunted trees -into the depths of this forsaken land. The path turns north and east. -A wooden staff horned with black feathers is stuck in the ground near -the path. -~ -0 0 1 -D0 -~ -~ -0 -1 13001 -D1 -~ -~ -0 -1 12930 -D2 -~ -~ -0 -1 13033 -D3 -~ -~ -0 -1 13030 -E -staff wooden~ -You remember that Lizardmen use staffs like this one to mark their -way in the swamp and stay safe from quicksand. -~ -S -#13001 -A Turn in the Trail~ -Ahead, the mire gives way to a low wooden island topped by a cluster -of grey-green roofs and towers. The sight of dry land does nothing -to lift your spirits as a cold and threatening wind blows from the -keep. The trail turns south and west to avoid the island. -~ -0 0 1 -D0 -~ -~ -0 -1 13086 -D2 -~ -~ -0 -1 13000 -D3 -~ -~ -0 -1 13002 -S -#13002 -A Turn in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid -waters and meanders its way through the twisted forms of stunted trees -into the depths of this forsaken land. The track narrows to the east, -as grey-green, wizened trees close in on either side. -~ -0 0 1 -D0 -~ -~ -0 -1 13003 -D1 -~ -~ -0 -1 13001 -D2 -~ -~ -0 -1 13030 -D3 -~ -~ -0 -1 13028 -S -#13003 -A Turn in the Trail~ -Ahead, a decrepit causeway rises a few centimeters above the fetid -waters and meanders its way through the twisted forms of stunted trees -into the depths of this forsaken land. The trail turns south and west. -~ -0 0 1 -D0 -~ -~ -0 -1 13082 -D1 -~ -~ -0 -1 13086 -D2 -~ -~ -0 -1 13002 -D3 -~ -~ -0 -1 13004 -S -#13004 -A Trail in the Swamps~ -Kilometer after kilometer of stinking bogs overlain by a swirling -mist that clings to the skin and chills to the bone...that is the -swamp of the lizardmen. Ahead, a decrepit causeway rises a few -centimeters above the fetid waters and meanders its way through the -twisted forms of stunted trees into the depths of this forsaken -land. The fog becomes thinner to the west. There is an old wooden sign. -~ -0 0 1 -D0 -~ -~ -0 -1 13077 -D1 -~ -~ -0 -1 13003 -D2 -~ -~ -0 -1 13028 -D3 -~ -~ -0 -1 13005 -E -wooden sign~ -The wooden sign displays a symbol: - - ---- ---- - / | /-------\ | \ - / \ / \ / \ - / \ / < > < > \ / \ - |_____/\ | | /\_____| - \| ! |/ - \ / - | <=====> | - /\ /\ - _____ / /\_______/\ \ _____ - | \/ / \ \/ | - \ / \ / - \ / \ / - \____| |____/ - - STAY ON THE PATH : QUICKSAND -~ -S -#13005 -A Trail~ -You are on a section of path that is used as a temporary resting place -for travellers going between the City of Itza and other towns and cities -on Azon'rah. There is a shop to the north. To the south a road goes to -Elgoth. There is a small trail to the east that goes straight into the -swamp of the lizardmen. You notice an old wooden sign. -~ -0 4 1 -D0 -~ -~ -0 -1 13009 -D1 -~ -~ -0 -1 13004 -D2 -~ -~ -0 -1 13010 -D3 -~ -~ -0 -1 13006 -E -sign wooden~ -The wooden sign reads: - - ----------------------------------------------------------- - | | - | BEWARD the swamp of the Lizardmen | - | | - | The path is certainly fastest if you can stay alive! | - | | - ----------------------------------------------------------- -~ -S -#13006 -A Trail~ -On this section of path, to your north, you can see the small harbour of -Itza. All kinds of fishing boats are there, waiting to take to sea. A -strong smell of fish comes from nets that were put out to dry. To the north -you can see a small island but the fast flowing rapids that surround the -island make it impossible to reach. A huge volcano comes out of the water -a little more to the north. The path continues to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 13007 -D1 -~ -~ -0 -1 13005 -D2 -~ -~ -0 -1 13008 -D3 -~ -~ -0 0 12700 -S -#13007 -The Harbour~ -The small harbour sits just to the south of a large, green-blue river. -Following the coastline of the river northwards, you can see that the -river opens wider and wider presumably eventually connecting to some -large sea or ocean. -~ -0 0 1 -D2 -~ -~ -0 -1 13006 -S -#13008 -A Workshop~ -It is in this workshop that the fishing boats are repaired. All around -you lie boats in various conditions. If you want to journey on the sea, -you could certainly find what you need here. -~ -0 0 0 -D0 -~ -~ -0 -1 13006 -S -#13009 -A Small Shop~ -You are in a small shop. All kind of items can be purchased here. A -strong smell of fish comes from the used nets. A strong smell comes -from the numerous fish that are cleaned, smoked and sold here. -There is a small wooden sign hung to the wall. - -~ -0 0 0 -D2 -~ -~ -0 -1 13005 -E -sign wooden small~ -The small wooden sign reads: - - +----------------------+ - | Equipment For Sale | - +----------------------+ -~ -S -#13010 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north to the entrance of Itza and south. A strong smell -of decay comes from the swamp of the lizardmen to the east. To the west -you can behold the vast expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13005 -D1 -~ -~ -0 -1 13028 -D2 -~ -~ -0 -1 13011 -S -#13011 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. The path -leads north and south. A strong smell of decay comes from the swamp of -the lizardmen to the east. To the west you can behold the vast expanse -of the sea. You can see the city of Itza in the distance. -~ -0 0 1 -D0 -~ -~ -0 -1 13010 -D1 -~ -~ -0 -1 13029 -D2 -~ -~ -0 -1 13012 -S -#13012 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the east. To the west you can behold the vast -expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13011 -D1 -~ -~ -0 -1 13031 -D2 -~ -~ -0 -1 13013 -S -#13013 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the east. To the west you can behold the -vast expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13012 -D1 -~ -~ -0 -1 13036 -D2 -~ -~ -0 -1 13014 -S -#13014 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the east. To the west you can behold the vast -expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13013 -D1 -~ -~ -0 -1 13041 -D2 -~ -~ -0 -1 13015 -S -#13015 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the east. To the west you can behold the vast -expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13014 -D1 -~ -~ -0 -1 13046 -D2 -~ -~ -0 -1 13016 -S -#13016 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and west. A strong smell of decay comes from the -swamp of the lizardmen to the south and east. -~ -0 4 1 -D0 -~ -~ -0 -1 13015 -D1 -~ -~ -0 -1 13051 -D2 -~ -~ -0 -1 13056 -D3 -~ -~ -0 -1 13017 -S -#13017 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. The -path leads north and east. A strong smell of decay comes from the swamp -of the lizardmen. To the west and south you can behold the vast expanse -of the sea. -~ -0 0 1 -D1 -~ -~ -0 -1 13016 -D2 -~ -~ -0 -1 13018 -S -#13018 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the -swamp of the lizardmen to the east. To the west you can behold the vast -expanse of the sea. -~ -0 4 1 -D0 -~ -~ -0 -1 13017 -D1 -~ -~ -0 -1 13056 -D2 -~ -~ -0 -1 13019 -S -#13019 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and east. A strong smell of decay comes from the -swamp of the lizardmen. To the west and south you can behold the vast -expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13018 -D1 -~ -~ -0 -1 13020 -S -#13020 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and west. A strong smell of decay comes from the -swamp of the lizardmen to the north and east. -~ -0 0 1 -D0 -~ -~ -0 -1 13056 -D1 -~ -~ -0 -1 13062 -D2 -~ -~ -0 -1 13021 -D3 -~ -~ -0 -1 13019 -S -#13021 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and east. A strong smell of decay comes from the swamp -of the lizardmen. To the west and south you can behold the vast expanse -of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13020 -D1 -~ -~ -0 -1 13022 -S -#13022 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads west and east. A strong smell of decay comes from the -swamp of the lizardmen to the north. To the south you can behold the -vast expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13062 -D1 -~ -~ -0 -1 13023 -D3 -~ -~ -0 -1 13021 -S -#13023 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and west. A strong smell of decay comes from the -swamp of the lizardmen to the north and east. -~ -0 0 1 -D0 -~ -~ -0 -1 13063 -D1 -~ -~ -0 -1 13067 -D2 -~ -~ -0 -1 13024 -D3 -~ -~ -0 -1 13022 -S -#13024 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and east. A strong smell of decay comes from the swamp -of the lizardmen. To the west you can behold the vast expanse of the sea. -~ -0 0 1 -D0 -~ -~ -0 -1 13023 -D1 -~ -~ -0 -1 13025 -S -#13025 -A Bend in the Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads south and west. A strong smell of decay comes from the swamp -of the lizardmen to the north and east. -~ -0 0 1 -D0 -~ -~ -0 -1 13067 -D1 -~ -~ -0 -1 13070 -D2 -~ -~ -0 -1 13026 -D3 -~ -~ -0 -1 13024 -S -#13026 -A Small Path~ -You are standing on a small path that goes from Elgoth to Itza. -The path leads north and south. A strong smell of decay comes from the swamp -of the lizardmen to the east. The sound of the sea can be heard coming from -the west. -~ -0 0 1 -D0 -~ -~ -0 -1 13025 -D1 -~ -~ -0 -1 13072 -D2 -~ -~ -0 -1 13027 -S -#13027 -A Small Path~ -You are standing on a small path that runs southwards away from the swamp, -although the path is currently blocked by a huge boulder making the exit -south unusable. A strong smell of decay comes from the swamp of the lizardmen -to the east. The sound of the sea can be heard coming from the west. -~ -0 0 1 -D0 -~ -~ -0 -1 13026 -D1 -~ -~ -0 -1 13074 -E -boulder huge~ -The huge boulder is made from a hard granite-like material. It cannot be -moved or destroyed. -~ -S -#13028 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13004 -D1 -~ -~ -0 -1 13002 -D2 -~ -~ -0 -1 13029 -D3 -~ -~ -0 -1 13010 -S -#13029 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13028 -D1 -~ -~ -0 -1 13030 -D2 -~ -~ -0 -1 13031 -D3 -~ -~ -0 -1 13011 -S -#13030 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13002 -D1 -~ -~ -0 -1 13000 -D2 -~ -~ -0 -1 13032 -D3 -~ -~ -0 -1 13029 -S -#13031 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 2120 13099 3 -D0 -~ -~ -0 -1 13029 -D1 -~ -~ -0 -1 13032 -D2 -~ -~ -0 -1 13036 -D3 -~ -~ -0 -1 13012 -S -#13032 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is adorned with a black -feather and the other with a tooth necklace. -~ -0 0 3 -D0 -~ -~ -0 -1 13030 -D1 -~ -~ -0 -1 13033 -D2 -~ -~ -0 -1 13037 -D3 -~ -~ -0 -1 13031 -E -wooden staff~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe from quicksand. -~ -S -#13033 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is adorned with a skull and -the other with snake skins. -~ -0 0 3 -D0 -~ -~ -0 -1 13000 -D1 -~ -~ -0 -1 13034 -D2 -~ -~ -0 -1 13038 -D3 -~ -~ -0 -1 13032 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe of quicksand. -~ -S -#13034 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12930 -D1 -~ -~ -0 -1 13035 -D2 -~ -~ -0 -1 13039 -D3 -~ -~ -0 -1 13033 -S -#13035 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 12929 -D1 -~ -~ -0 -1 12990 -D2 -~ -~ -0 -1 13040 -D3 -~ -~ -0 -1 13034 -S -#13036 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 2120 13099 3 -D0 -~ -~ -0 -1 13031 -D1 -~ -~ -0 -1 13037 -D2 -~ -~ -0 -1 13041 -D3 -~ -~ -0 -1 13013 -S -#13037 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 13032 -D1 -~ -~ -0 -1 13038 -D2 -~ -~ -0 -1 13042 -D3 -~ -~ -0 -1 13036 -S -#13038 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13033 -D1 -~ -~ -0 -1 13039 -D2 -~ -~ -0 -1 13043 -D3 -~ -~ -0 -1 13037 -S -#13039 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13034 -D1 -~ -~ -0 -1 13040 -D2 -~ -~ -0 -1 13044 -D3 -~ -~ -0 -1 13038 -S -#13040 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13035 -D1 -~ -~ -0 -1 12991 -D2 -~ -~ -0 -1 13045 -D3 -~ -~ -0 -1 13039 -S -#13041 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 2120 13099 3 -D0 -~ -~ -0 -1 13036 -D1 -~ -~ -0 -1 13042 -D2 -~ -~ -0 -1 13046 -D3 -~ -~ -0 -1 13014 -S -#13042 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is adorned with a skull and -the other with a tooth necklace. -~ -0 0 3 -D0 -~ -~ -0 -1 13037 -D1 -~ -~ -0 -1 13043 -D2 -~ -~ -0 -1 13047 -D3 -~ -~ -0 -1 13041 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe of quicksand. -~ -S -#13043 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Three wooden staffs are stuck into the ground. One is adorned with a black -feather, one with a tooth necklace and the last with some snake skins. -~ -0 0 3 -D0 -~ -~ -0 -1 13038 -D1 -~ -~ -0 -1 13044 -D2 -~ -~ -0 -1 13048 -D3 -~ -~ -0 -1 13042 -E -wooden staff~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe from quicksand. -~ -S -#13044 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 13039 -D1 -~ -~ -0 -1 13045 -D2 -~ -~ -0 -1 13049 -D3 -~ -~ -0 -1 13043 -S -#13045 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -Two wooden staffs are stuck into the ground. One is adorned with black -feathers and the other with snake skins. -~ -0 0 3 -D0 -~ -~ -0 -1 13040 -D1 -~ -~ -0 -1 12992 -D2 -~ -~ -0 -1 13050 -D3 -~ -~ -0 -1 13044 -E -staff wooden~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe of quicksand. -~ -S -#13046 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13041 -D1 -~ -~ -0 -1 13047 -D2 -~ -~ -0 -1 13051 -D3 -~ -~ -0 -1 13015 -S -#13047 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13042 -D1 -~ -~ -0 -1 13048 -D2 -~ -~ -0 -1 13052 -D3 -~ -~ -0 -1 13046 -S -#13048 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You see light to the south. The ground under your feet -seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 13043 -D1 -~ -~ -0 -1 13049 -D2 -~ -~ -0 -1 13053 -D3 -~ -~ -0 -1 13047 -S -#13049 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything much around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13044 -D1 -~ -~ -0 -1 13050 -D2 -~ -~ -0 -1 13054 -D3 -~ -~ -0 -1 13048 -S -#13050 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -~ -0 0 3 -D0 -~ -~ -0 -1 13045 -D1 -~ -~ -0 -1 12993 -D2 -~ -~ -0 -1 13055 -D3 -~ -~ -0 -1 13049 -S -#13051 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13046 -D1 -~ -~ -0 -1 13052 -D2 -~ -~ -0 -1 13057 -D3 -~ -~ -0 -1 13016 -S -#13052 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13047 -D1 -~ -~ -0 -1 13053 -D2 -~ -~ -0 -1 13058 -D3 -~ -~ -0 -1 13051 -S -#13053 -Above of a Stone Building~ -A stone building stands before you on an island. There are a lot of -lizardmen footprint around it. You see light coming from the open doors. -The walls are covered by crude sculptures showing lizardmen worshiping a -toad. -~ -0 4 3 -D0 -~ -~ -0 -1 13048 -D1 -~ -~ -0 -1 13054 -D2 -~ -~ -0 0 13059 -D3 -~ -~ -0 -1 13052 -D5 -~ -~ -0 -1 13100 -S -#13054 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13049 -D1 -~ -~ -0 -1 13055 -D2 -~ -~ -0 -1 13060 -D3 -~ -~ -0 -1 13053 -S -#13055 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. The ground under your feet seems a little firmer. -An unbearable smell of decay and evil comes from the south. Two wooden -staffs are stuck into the ground. One is adorned with a skull and the other -with a tooth necklace. -~ -0 0 3 -D0 -~ -~ -0 -1 13050 -D1 -~ -~ -0 -1 12994 -D2 -~ -~ -0 -1 13061 -D3 -~ -~ -0 -1 13054 -E -wooden staff~ -You remember that lizardmen use staffs like this to mark their way -through the swamp and stay safe from quicksand. -~ -S -#13056 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13016 -D1 -~ -~ -0 -1 13057 -D2 -~ -~ -0 -1 13020 -D3 -~ -~ -0 -1 13018 -S -#13057 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13051 -D1 -~ -~ -0 -1 13058 -D2 -~ -~ -0 -1 13062 -D3 -~ -~ -0 -1 13056 -S -#13058 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13052 -D1 -~ -~ -0 -1 13059 -D2 -~ -~ -0 -1 13063 -D3 -~ -~ -0 -1 13057 -S -#13059 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13053 -D1 -~ -~ -0 -1 13060 -D2 -~ -~ -0 -1 13064 -D3 -~ -~ -0 -1 13058 -S -#13060 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. A -strong smell of decay comes from the east. -~ -0 0 7 -D0 -~ -~ -0 -1 13054 -D1 -~ -~ -0 -1 13061 -D2 -~ -~ -0 -1 13065 -D3 -~ -~ -0 -1 13059 -S -#13061 -Dragon's Lair~ -The vegetation is very dense on this small island. An aura of fear and -evil seems to emanate from this place. Bones from all kinds of animals, -small and big, are lying on the ground. -~ -0 0 4 -D0 -~ -~ -0 -1 13055 -D1 -~ -~ -0 -1 12995 -D2 -~ -~ -0 -1 13066 -D3 -~ -~ -0 -1 13060 -S -#13062 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13057 -D1 -~ -~ -0 -1 13063 -D2 -~ -~ -0 -1 13022 -D3 -~ -~ -0 -1 13020 -S -#13063 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13058 -D1 -~ -~ -0 -1 13064 -D2 -~ -~ -0 -1 13023 -D3 -~ -~ -0 -1 13062 -S -#13064 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 2310 13099 3 -D0 -~ -~ -0 -1 13059 -D1 -~ -~ -0 -1 13065 -D2 -~ -~ -0 -1 13067 -D3 -~ -~ -0 -1 13063 -S -#13065 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13060 -D2 -~ -~ -0 -1 13068 -D3 -~ -~ -0 -1 13064 -S -#13066 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. A strong -smell of decay comes from the north. -~ -0 0 7 -D0 -~ -~ -0 -1 13061 -D1 -~ -~ -0 -1 12996 -D2 -~ -~ -0 -1 13069 -S -#13067 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13064 -D1 -~ -~ -0 -1 13068 -D2 -~ -~ -0 -1 13025 -D3 -~ -~ -0 -1 13023 -S -#13068 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13065 -D1 -~ -~ -0 -1 13069 -D2 -~ -~ -0 -1 13070 -D3 -~ -~ -0 -1 13067 -S -#13069 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13066 -D1 -~ -~ -0 -1 12997 -D2 -~ -~ -0 -1 13071 -D3 -~ -~ -0 -1 13068 -S -#13070 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13068 -D1 -~ -~ -0 -1 13071 -D2 -~ -~ -0 -1 13072 -D3 -~ -~ -0 -1 13025 -S -#13071 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13069 -D1 -~ -~ -0 -1 12998 -D2 -~ -~ -0 -1 13073 -D3 -~ -~ -0 -1 13070 -S -#13072 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13070 -D1 -~ -~ -0 -1 13073 -D2 -~ -~ -0 -1 13074 -D3 -~ -~ -0 -1 13026 -S -#13073 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 7 -D0 -~ -~ -0 -1 13071 -D1 -~ -~ -0 -1 12999 -D2 -~ -~ -0 -1 13075 -D3 -~ -~ -0 -1 13072 -S -#13074 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13072 -D1 -~ -~ -0 -1 13075 -D3 -~ -~ -0 -1 13027 -S -#13075 -A Small River~ -The water is deeper here and mixed with less mud. It is flowing from north -to south. A dense fog prevents you from seeing anything around you. -~ -0 0 6 -D0 -~ -~ -0 -1 13073 -D1 -~ -~ -0 -1 12989 -D2 -~ -~ -0 -1 13075 -D3 -~ -~ -0 -1 13074 -S -#13077 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13079 -D1 -~ -~ -0 -1 13082 -D2 -~ -~ -0 -1 13004 -S -#13078 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13081 -D1 -~ -~ -0 -1 13079 -S -#13079 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 2040 13099 3 -D0 -~ -~ -0 -1 13080 -D1 -~ -~ -0 -1 13083 -D2 -~ -~ -0 -1 13077 -D3 -~ -~ -0 -1 13078 -S -#13080 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 810 13099 3 -D1 -~ -~ -0 -1 13084 -D2 -~ -~ -0 -1 13079 -D3 -~ -~ -0 -1 13081 -S -#13081 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D1 -~ -~ -0 -1 13080 -D2 -~ -~ -0 -1 13078 -S -#13082 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13083 -D1 -~ -~ -0 -1 13087 -D2 -~ -~ -0 -1 13003 -D3 -~ -~ -0 -1 13077 -S -#13083 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13084 -D1 -~ -~ -0 -1 13088 -D2 -~ -~ -0 -1 13082 -D3 -~ -~ -0 -1 13079 -S -#13084 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 790 13099 3 -D0 -~ -~ -0 -1 13085 -D1 -~ -~ -0 -1 13089 -D2 -~ -~ -0 -1 13083 -D3 -~ -~ -0 -1 13080 -S -#13085 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D1 -~ -~ -0 -1 13090 -D2 -~ -~ -0 -1 13084 -S -#13086 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a high keep to the east. -~ -0 0 4 -D0 -~ -~ -0 -1 13087 -D2 -~ -~ -0 -1 13001 -D3 -~ -~ -0 -1 13003 -S -#13087 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a high keep to the east. -~ -0 0 4 -D0 -~ -~ -0 -1 13088 -D2 -~ -~ -0 -1 13086 -D3 -~ -~ -0 -1 13082 -S -#13088 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13089 -D1 -~ -~ -0 -1 13095 -D2 -~ -~ -0 -1 13087 -D3 -~ -~ -0 -1 13083 -S -#13089 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 1960 13099 3 -D0 -~ -~ -0 -1 13090 -D2 -~ -~ -0 -1 13088 -D3 -~ -~ -0 -1 13084 -S -#13090 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D1 -~ -~ -0 -1 13091 -D2 -~ -~ -0 -1 13089 -D3 -~ -~ -0 -1 13085 -S -#13091 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13097 -D1 -~ -~ -0 -1 13092 -D2 -~ -~ -0 -1 13093 -D3 -~ -~ -0 -1 13090 -S -#13092 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D0 -~ -~ -0 -1 13098 -D1 -~ -~ -0 -1 12987 -D2 -~ -~ -0 -1 13094 -D3 -~ -~ -0 -1 13091 -S -#13093 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13091 -D1 -~ -~ -0 -1 13094 -D2 -~ -~ -0 -1 13095 -D3 -~ -~ -0 -1 13089 -S -#13094 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. -~ -0 0 4 -D0 -~ -~ -0 -1 13092 -D2 -~ -~ -0 -1 13096 -D3 -~ -~ -0 -1 13093 -S -#13095 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a high keep to the south. -~ -0 0 4 -D0 -~ -~ -0 -1 13093 -D1 -~ -~ -0 -1 13096 -D3 -~ -~ -0 -1 13088 -S -#13096 -In The Swamp~ -The dense fog and the thick vegetation make it nearly impossible for you -to see more than a few meters ahead. From time to time you hear the sound -of an unknown animal moving in the surrounding water. Shadows seem to move -just out of your reach. You are standing in thirty to sixty centimeters -of mud and water. You can barely discern the form of a high keep to the south. -~ -0 0 4 -D0 -~ -~ -0 -1 13094 -D1 -~ -~ -0 -1 12985 -D3 -~ -~ -0 -1 13095 -S -#13097 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D1 -~ -~ -0 -1 13098 -D2 -~ -~ -0 -1 13091 -S -#13098 -Quicksand~ -The mud gives up under your weight and you begin to sink into the quicksand. -If you do not move fast it will be too late! -~ -0 0 1 0 13099 3 -D2 -~ -~ -0 -1 13092 -D3 -~ -~ -0 -1 13097 -S -#13099 -Quicksand!~ -You waited too long to move. Now it is too late. You can do nothing as -you are dragged down into the mud. Soon your head disappears under the -water and you meet your end. -~ -0 3153926 1 -> rand_prog 100~ -mpforce $n rem all -mpforce $n drop all -mpforce $n rem all -mpforce $n drop all -mpforce $n rem all -mpforce $n drop all -mpforce $n rem all -mpforce $n drop all -mppurge -mpecho There is only one way out of the quicksand. -mpecho This is to leave all your equipment and inventory behind -mpecho ...and pray to the immortals for once more chance at life. -mpecho As you do so, the hand of the great immortal Empire -mpecho ...reaches down and grabs you by the scruff of your neck -mpecho ...and whisks you away to the safety of Elgoth. -mptransfer $n 2133 -~ -| -S -#13100 -Entrance of the Lizardmens' Temple~ -As you look at the great bronze doors before you, you notice that -the sculptures on the walls and gates are showing creatures that -look like lizardmen. The figures seem to appear older and more -civilized than the lizardmen who live around the swamp, which have -a more accentuated draconic look. -~ -0 8 0 -D2 -~ -door great bronze~ -3 -1 13101 -D4 -~ -~ -0 0 13053 -E -sculptures walls doors~ -The sculptures on the walls and doors are finely crafted but appear -a little warn and used. This makes them look crude and basic upon -first glance. - - , - -===>)))o - /\ . '| \ - || /(__ /- ) - |_/\_| ,-- -/-._| - \()/ / / \ - || >/-/- | - || " ( . | - || (=-/ | - (||\___/' /\_, __( - `--...__./ |-\\\\\\ - || / \|||; - || / |///| - || / /\ | - || |__/' \__\ - || (((( ((((( - || ))))) ))))) - || ((((( ((((( - || | / | / - || __./' \_ _./' \__ - \/ ////---\_) /----\_) -~ -S -#13101 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Sets of bronze doors lead off into other rooms. -~ -0 8 0 -D0 -~ -door great bronze~ -3 -1 13100 -D1 -~ -bronze~ -1 -1 13111 -D2 -~ -~ -0 -1 13102 -D3 -~ -door~ -1 -1 13110 -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13102 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Sets of bronze doors lead off into other rooms. -~ -0 8 0 -D0 -~ -~ -0 -1 13101 -D1 -~ -bronze~ -3 -1 13113 -D2 -~ -~ -0 -1 13103 -D3 -~ -door~ -3 -1 13112 -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13103 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D0 -~ -~ -0 -1 13102 -D1 -~ -~ -0 -1 13108 -D2 -~ -~ -0 -1 13106 -D3 -~ -~ -0 -1 13104 -E -openings ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13104 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D1 -~ -~ -0 -1 13103 -D2 -~ -~ -0 -1 13105 -D3 -~ -bronze~ -1 -1 13117 -E -opening ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13105 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D0 -~ -~ -0 -1 13104 -D1 -~ -~ -0 -1 13106 -D3 -~ -bronze~ -3 -1 13119 -E -opening ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13106 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D0 -~ -~ -0 -1 13103 -D1 -~ -~ -0 -1 13107 -D2 -~ -~ -0 -1 13109 -D3 -~ -~ -0 -1 13105 -E -opening ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13107 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D0 -~ -~ -0 -1 13108 -D1 -~ -door~ -3 -1 13116 -D3 -~ -~ -0 -1 13106 -E -opening ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13108 -The Temple Nave~ -The nave of the temple is huge and very long. The distance from the great -bronze doors to the toad-shaped altar at the southern end of the hall is -around fifty meters. On either side, the aisle is flanked by massive pillars -carved with intricate friezes. Glowing stones set in the ceiling cast a -pale light over the room. Stronger beams of light come from wide openings -in the ceiling. -~ -0 8 0 -D1 -~ -~ -0 -1 13115 -D2 -~ -~ -0 -1 13107 -D3 -~ -~ -0 -1 13103 -E -opening ceiling~ -The openings in the ceiling are wide enough for flying animals to enter. -~ -E -frieze friezes~ -The intricate friezes show toad like creatures performing a variety -of human tasks. The more you look at them, the more likely it seems to -you that the lizardmen built this temple. -~ -S -#13109 -Temple Altar~ -You are standing in front of a toad shaped altar of pale green stone. -Here the ceiling is more than fifteen meters high. Low broad steps -lead from the altar to the main part of the nave. The flanking walls -on either side are covered with huge mosaics of semi-precious stones. -Stairs to the east and west lead to the second floor. -~ -0 8 0 -D0 -~ -~ -0 -1 13106 -D1 -~ -~ -0 -1 13120 -D2 -~ -door~ -15 -1 13132 -D3 -~ -~ -0 -1 13131 -E -altar~ -From the marks of dried blood, the altar must be used for sacrifices. -~ -E -toad~ -As you look closer at the toad, you see: - - ____ __.---""---.__ ____ - /^^^^\/ \/^^^^\ - (/-----) (------) - \__OO/ \OO__/ - __/ \__ - .-" . . "-. - | | \.._ _../ | | - \ \ \."-.__________.-"./ / / - \ \ "--.________.--" / / - ___\ \_ _/ /___ -./ ))))) ((((( \. -\ / - \ \_ _/ / - \ \____/""-.____.-""\____/ / - \ \ / / - -. .| ./. - ." / | - / | - ". - ." / | - / | - ". -/.-./.--.|.--.\ /.--.|.--.\.-.| -~ -S -#13110 -The Chancellery~ -The walls and ceiling of this room are paneled in decaying white -oak. The south wall is lined with pale green stone bookcases. Old -rotten books are visible through the leaded glass of their doors. -Against the west wall is a grey metal cabinet. -~ -0 8 0 -D1 -~ -door~ -1 -1 13101 -S -#13111 -Robing Room~ -The walls of this room are lined with ceiling-high glass-doored metal -cabinets whose shelves are piled with what seem to be various types -of ceremonial robes. The south wall is fitted with half a dozen brass -clothes hooks. -~ -0 8 0 -D3 -~ -bronze~ -1 -1 13101 -S -#13112 -Guardian's Office~ -Like the rest of the temple, the walls and ceiling of this room -are made of pale green stones. The north wall is lined with metal -book cases. There is a stone desk, behind which is a crude wooden -armchair of lizardmen facture. -~ -0 8 0 -D1 -~ -door~ -3 -1 13102 -S -#13113 -Outer Sanctum~ -Tapestries made of painted skins cover the north and south walls -of this room. Facing each tapestry is a pair of white stone pews, -intricately carved with the temple's standard toad motif. There are -doors set into the east and west walls. -~ -0 8 0 -D1 -~ -door~ -3 -1 13114 -D3 -~ -bronze~ -3 -1 13102 -S -#13114 -Inner Sanctum~ -The north and south walls of this room are lined with ceiling-high -golden shelves. A limestone fireplace carved in the temple's toad -motif juts out from the center of the east wall. There are six small -round tables scattered about in the room. On top of each table is a -green jade vase of cut yellow swamp lilies. A set of bronze doors can -be seen in the south and west walls. -~ -0 8 0 -D2 -~ -bronze~ -3 -1 13115 -D3 -~ -door~ -3 -1 13113 -S -#13115 -Sanctum Sanctorum~ -The walls and ceiling of this room are paneled with gold plates. -Dominating the room is a huge carved stone desk. In front of it -are several wooden chairs of obvious lizardmen manufacture. -~ -0 8 0 -D0 -~ -bronze~ -3 -1 13114 -D3 -~ -~ -0 -1 13108 -S -#13116 -Secretariat~ -Open shelves built into the east wall of this room contain -numerous square ledgers of fine copper sheets. There is -a door in the west wall. -~ -0 8 0 -D3 -~ -door~ -3 -1 13107 -S -#13117 -Library~ -The walls of this room are lined with golden bookcases, except -where the north, east and south walls are each interrupted by a door. -All the bookcases are tightly packed with old volumes composed -of copper sheets. You cannot read them but on most of them are -stamped with a stylized toad emblem. -~ -0 8 0 -D0 -~ -copper~ -3 -1 13118 -D1 -~ -bronze~ -1 -1 13104 -D2 -~ -door~ -3 -1 13119 -S -#13118 -Librarian's Quarter~ -The west and north walls of this room are lined with open bookcases -and bone tubes. There is a stone desk in the middle of the room and -in the north-east corner, there is a stone bed that is covered with -tanned skins. -~ -0 8 0 -D2 -~ -copper~ -3 -1 13117 -S -#13119 -Main Store Room~ -The walls of this room are lined with one-meter deep, ceiling-high -shelves holding innumerable bundles of cloth, boxes, bins, crocks -and shrouded piles of material. Half a dozen pine crates are scattered -about the floor. There is a set of stairs leading downwards. -~ -0 12 0 -D0 -~ -door~ -3 -1 13117 -D1 -~ -bronze~ -3 -1 13105 -D5 -~ -~ -0 -1 13136 -S -#13120 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. To the west, some stairs -lead to the temple nave. -~ -0 8 0 -D0 -~ -~ -0 -1 13121 -D3 -~ -~ -0 -1 13109 -S -#13121 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13122 -D2 -~ -~ -0 -1 13120 -S -#13122 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D2 -~ -~ -0 -1 13121 -D3 -~ -~ -0 -1 13123 -S -#13123 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13124 -D1 -~ -~ -0 -1 13122 -S -#13124 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D2 -~ -~ -0 -1 13123 -D3 -~ -~ -0 -1 13125 -S -#13125 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13133 -D1 -~ -~ -0 -1 13124 -D3 -~ -~ -0 -1 13126 -S -#13126 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D1 -~ -~ -0 -1 13125 -D2 -~ -~ -0 -1 13127 -S -#13127 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13126 -D3 -~ -~ -0 -1 13129 -S -#13128 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13127 -D3 -~ -~ -0 -1 13129 -S -#13129 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D1 -~ -~ -0 -1 13127 -D2 -~ -~ -0 -1 13130 -S -#13130 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. -~ -0 8 0 -D0 -~ -~ -0 -1 13129 -D2 -~ -~ -0 -1 13131 -S -#13131 -The Loft~ -This open U-shaped loft looks out over the temple nave some fifteen -meters below. The loft is surrounded by a heavy railing and its -floor is paved of black polished stones. To the east, some stairs -lead to the temple nave. -~ -0 8 0 -D0 -~ -~ -0 -1 13130 -D1 -~ -~ -0 -1 13109 -S -#13132 -Secret Room~ -This very small room is almost entirely filled by a pale green -stone table. Various ceremonial items rest on the table. -~ -0 8 0 -D0 -~ -door~ -15 -1 13109 -S -#13133 -Meeting Room~ -A big stone table is the only furniture of this room. An opening in -the north wall lets some light shine through into the otherwise -darkened room. There are doors set into the west and east walls. -~ -0 8 0 -D1 -~ -door~ -3 -1 13134 -D2 -~ -~ -0 -1 13125 -D3 -~ -bronze~ -3 -1 13135 -S -#13134 -Choir Quarters~ -Several stone beds are scattered about the room. Various items -of lizardmen manufacture are resting on the floor or in small -open wooden chests. Some openings in the northern wall let some -light into the otherwise dark room. -~ -0 8 0 -D3 -~ -door~ -3 -1 13133 -S -#13135 -Choir Quarters~ -Several stone beds are scattered about the room. Various items -of lizardmen manufacture are resting on the floor or in small -open wooden chests. Some openings in the northern wall let some -light into the otherwise dark room. -~ -0 8 0 -D1 -~ -bronze~ -3 -1 13133 -S -#13136 -Guard Room~ -This dark and damp room has a door in the southern wall and a staircase -leading upwards. A large hooded stove stands against the south wall. -Two large oak tables and benches flank a north-south center aisle. -Above and slightly in front of the stove, metal cooking gear, probably -salvaged from unlucky travelers, hangs from an iron rack suspended by a -chain from the ceiling. -~ -0 16392 0 -D2 -~ -~ -0 -1 13137 -D4 -~ -~ -0 -1 13119 -S -#13137 -Hallway~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling. -~ -0 16392 0 -D0 -~ -~ -0 -1 13136 -D1 -~ -~ -0 -1 13138 -D2 -~ -~ -0 -1 13151 -S -#13138 -Hallway~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling. A set of stairs leads downwards. -~ -0 16392 0 -D1 -~ -~ -0 -1 13139 -D3 -~ -~ -0 -1 13137 -D5 -~ -~ -0 -1 13171 -S -#13139 -Hallway~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling. -~ -0 16392 0 -D1 -~ -~ -0 -1 13140 -D2 -~ -~ -0 -1 13170 -D3 -~ -~ -0 -1 13138 -S -#13140 -Hallway~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling. A set of stairs leads downwards. -~ -0 16392 0 -D1 -~ -~ -0 -1 13141 -D3 -~ -~ -0 -1 13139 -D5 -~ -~ -0 -1 13173 -S -#13141 -Hallway~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling. -~ -0 16392 0 -D0 -~ -~ -0 -1 13142 -D2 -~ -~ -0 -1 13143 -D3 -~ -~ -0 -1 13140 -S -#13142 -Water Cellar~ -Two oak turns stand against the northern wall of this room. Part of -the west and east walls hold racks of dusty copper bottles and a -large trough of water lies in the middle of the room. -~ -0 9 0 -D2 -~ -~ -0 -1 13141 -S -#13143 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13141 -D2 -~ -~ -0 -1 13144 -S -#13144 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13143 -D2 -~ -~ -0 -1 13145 -S -#13145 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13144 -D1 -~ -~ -0 -1 13146 -D2 -~ -~ -0 -1 13147 -S -#13146 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13149 -D2 -~ -~ -0 -1 13150 -D3 -~ -~ -0 -1 13145 -S -#13147 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13145 -D2 -~ -~ -0 -1 13148 -S -#13148 -East Concourse~ -This damp, stone paved hallway is lit from time to time by smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling and this moss provides some artificial light into the -concourse. -~ -0 16392 0 -D0 -~ -~ -0 -1 13147 -S -#13149 -Main Larder~ -Every inch of wall space in this room is taken up with sturdy -wooden shelves piled high with bags, rusty bottles and wooden -boxes. It seems that lizardmen shamans live far better than -the other lizardmen. -~ -0 16393 0 -D2 -~ -~ -0 -1 13146 -S -#13150 -Common Room~ -The southwest corner of this room contains a hooded stove. There -are two wooden tables flanked by benches near the eastern part -of the room. Hanging from the western wall, there are a series of -pictures depicting scenes from a holy war. -~ -0 8 0 -D0 -~ -~ -0 -1 13146 -S -#13151 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13137 -D2 -~ -~ -0 -1 13152 -S -#13152 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13151 -D2 -~ -~ -0 -1 13159 -D3 -~ -~ -0 -1 13153 -S -#13153 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 8 0 -D0 -~ -~ -0 -1 13157 -D1 -~ -~ -0 -1 13152 -D2 -~ -~ -0 -1 13158 -D3 -~ -~ -0 -1 13154 -S -#13154 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 8 0 -D0 -~ -~ -0 -1 13155 -D1 -~ -~ -0 -1 13153 -D2 -~ -~ -0 -1 13156 -S -#13155 -Reception~ -A large wooden counter dominates this room. Resting upon the counter -there is a small open box within which there are a few gold coins and -a single ruby. Either side of the counter, there is a desk protruding -outwards towards the door. -~ -0 16413 0 -D2 -~ -~ -0 -1 13154 -S -#13156 -Weapons Storage Room~ -The walls of this room are covered with racks filled with maces and -spears. There is a small wooden counter towards the back of the room. -Behind the counter, hanging from the wall, there is a large shield -emblem with writing on it. Upon closer inspection, you will be surely -able to read it. -~ -0 16393 0 -D0 -~ -~ -0 -1 13154 -E -emblem shield~ -The emblem on the shield reads: - __ __ - (**) (**) - IIII IIII - [[[[ ]]]] - HHHH Madness comes, and madness goes HHHH - HHHH An insane place, with insane moves HHHH - [[[[ Battles without, for battles within ]]]] - ___IIII___ Where evil lives, ___IIII___ - .-`_._"**"_._`-. and evil rules .-`_._"**"_._`-. - |/`` .`\/`. ``\| Breaking them up, |/`` .`\/`. ``\| - ` } { ' just breaking them in ` } { ' - ) () ( Quickest way out, quickest way wins ) () ( - ( :: ) Never disclose, never betray ( :: ) - | :: | Cease to speak or cease to breath | :: | - | )( | And when you kill a man, | )( | - | || | you're a murderer | || | - | || | Kill many | || | - | || | and you're a conqueror | || | - | || | Kill them all | || | - | || | | || | - ( () ) ( () ) - \ / \ / - \/ \/ -~ -S -#13157 -Quarters~ -Set against the wall of this small room are two iron three-tiered -bunks. The bunks themselves are covered with tanned skins and have -a pile of velvet as a pillow. There is a small wooden box filled -with junk resting on the floor. -~ -0 16397 0 -D2 -~ -~ -0 -1 13153 -S -#13158 -Armory~ -This room is obviously the armory. All kind of leather, brass, -bronze and copper armor are neatly stored along the walls. Upon -a shelf on the western wall, many different types of headwear can -be seen from metal helmets to feathered headdresses. -~ -0 16392 7 -D0 -~ -~ -0 -1 13153 -S -#13159 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13152 -D2 -~ -~ -0 -1 13160 -S -#13160 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13159 -D2 -~ -~ -0 -1 13161 -S -#13161 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13160 -D1 -~ -door~ -3 -1 13168 -D3 -~ -~ -0 -1 13162 -S -#13162 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13164 -D1 -~ -~ -0 -1 13161 -D2 -~ -~ -0 -1 13165 -D3 -~ -~ -0 -1 13163 -S -#13163 -West Concourse~ -This damp, stone paved hallway is lit from a series of smoking -torches. Some green and dimly fluorescent moss covers the walls -and ceiling which helps provide a little artificial light. -~ -0 16392 0 -D0 -~ -~ -0 -1 13166 -D1 -~ -~ -0 -1 13162 -D2 -~ -~ -0 -1 13167 -S -#13164 -Quarters~ -Set against the wall of this small room are two iron three-tiered -bunks. The bunks themselves are covered with tanned skins and have -a pile of velvet as a pillow. There is a small wooden box filled -with junk resting on the floor. -~ -0 9 0 -D2 -~ -~ -0 -1 13162 -S -#13165 -Quarters~ -Set against the wall of this small room are two iron three-tiered -bunks. The bunks themselves are covered with tanned skins and have -a pile of velvet as a pillow. There is a small wooden box filled -with junk resting on the floor. -~ -0 9 0 -D0 -~ -~ -0 -1 13162 -S -#13166 -Small Shrine~ -It is in this small room that lizardmen shamans come to pray in -privacy. The only object in the room seems to be a small mat lying -on the ground. -~ -0 16393 0 -D2 -~ -~ -0 -1 13163 -S -#13167 -Quarters~ -Set against the wall of this small room are two iron three-tiered -bunks. The bunks themselves are covered with tanned skins and have -a pile of velvet as a pillow. There is a small wooden box filled -with junk resting on the floor. -~ -0 16393 0 -D0 -~ -~ -0 -1 13163 -S -#13168 -Shaman's Quarters~ -The floor of this room is covered with furs and tanned skins with -paintings of lizardmen worshiping a great, fat toad hang from -the wall. Sharp metal objects are resting on a black toad-shaped -table in the middle of the room. -~ -0 8 0 -D1 -~ -alcove~ -15 1523 13169 -D3 -~ -door~ -3 -1 13161 -E -sharp metal objects~ -Some of the objects seem to come from the creatures who built this -temple, whilst others are of human manufacture. -~ -E -painting~ -You notice a small crack in the wall behind the painting. -~ -E -crack~ -You notice that the crack in the wall comes from a well concealed alcove. -~ -S -#13169 -Secret Alcove~ -This tiny room has not been used recently. It is totally empty -except for metal bookshelves, filled with ancient manuscripts -and maps, along the walls. -~ -0 8 0 -D3 -~ -alcove~ -15 1523 13168 -S -#13170 -Practice Hall~ -This cavernous room is supported by nine pairs of round pillars. -Weapon racks flanking the outside of each row of pillars hold -a hedge of spears, bone knifes and wooden maces and leather shields -are hung man-high from the walls. The floor is ankle-deep in -white sand. -~ -0 16393 0 -D0 -~ -~ -0 -1 13139 -S -#13171 -Underground Beach~ -You are standing on a small underground beach. To the south you -can see a vast cavern containing an underground lake. A double -row of nine pillars supports its ceiling. Small, sandy islands -are dotted around the lake. There is a sign on the wall. -~ -0 13 0 -D1 -~ -~ -0 -1 13172 -D2 -~ -~ -0 -1 13176 -D4 -~ -~ -0 -1 13138 -E -sign~ -The sign reads, "WARNING: BIG FISH". -~ -S -#13172 -Underground Beach~ -You are standing on a small underground beach. To the south you -can see a vast cavern containing an underground lake. A double -row of nine pillars supports its ceiling. Small, sandy islands -are dotted around the lake. -~ -0 13 0 -D1 -~ -~ -0 -1 13173 -D2 -~ -~ -0 -1 13175 -D3 -~ -~ -0 -1 13171 -S -#13173 -Underground Beach~ -You are standing on a small underground beach. To the south you -can see a vast cavern containing an underground lake. A double -row of nine pillars supports its ceiling. Small, sandy islands -are dotted around the lake. -~ -0 13 0 -D2 -~ -~ -0 -1 13174 -D3 -~ -~ -0 -1 13172 -D4 -~ -~ -0 -1 13140 -S -#13174 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13173 -D2 -~ -~ -0 -1 13179 -D3 -~ -~ -0 -1 13175 -S -#13175 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13172 -D1 -~ -~ -0 -1 13174 -D2 -~ -~ -0 -1 13178 -D3 -~ -~ -0 -1 13176 -S -#13176 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13171 -D1 -~ -~ -0 -1 13175 -D2 -~ -~ -0 -1 13177 -S -#13177 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13176 -D1 -~ -~ -0 -1 13178 -S -#13178 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13175 -D1 -~ -~ -0 -1 13179 -D3 -~ -~ -0 -1 13177 -S -#13179 -Underground Lake~ -This underground lake seems very deep. There is no doubt in your mind -that you have found the source of the nearby swamp. The water is very -cold and dark. Who knows what may lurk in it, but it does not seem a -place to spend too much time in. -~ -0 9 6 -D0 -~ -~ -0 -1 13174 -D3 -~ -~ -0 -1 13178 -S -#13180 -Small Earth Tunnel~ -You are standing in a small earth tunnel. As you look down towards your -feet, you can see the ground is covered in mud. Water is seeping in from -the ceiling and the drip-drop sounds echo though the tunnel. Various -fungi grow on the walls, giving a faint luminous light. -~ -0 9 0 -D1 -~ -~ -0 -1 13181 -D4 -~ -~ -0 -1 12964 -S -#13181 -Small Earth Tunnel~ -You are standing in a small earth tunnel. As you look down towards your -feet, you can see the ground is covered in mud. Water is seeping in from -the ceiling and the drip-drop sounds echo though the tunnel. Various -fungi grow on the walls, giving a faint luminous light. -~ -0 13 0 -D0 -~ -~ -0 -1 13197 -D1 -~ -~ -0 -1 13182 -D2 -~ -~ -0 -1 13196 -D3 -~ -~ -0 -1 13180 -S -#13182 -Small Earth Tunnel~ -You are standing in a small earth tunnel. As you look down towards your -feet, you can see the ground is covered in mud. Water is seeping in from -the ceiling and the drip-drop sounds echo though the tunnel. Various -fungi grow on the walls, giving a faint luminous light. -~ -0 9 0 -D1 -~ -~ -0 -1 13183 -D3 -~ -~ -0 -1 13181 -S -#13183 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 13 0 -D0 -~ -~ -0 -1 13184 -D1 -~ -~ -0 -1 13187 -D2 -~ -~ -0 -1 13185 -D3 -~ -~ -0 -1 13182 -S -#13184 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D1 -~ -~ -0 -1 13189 -D2 -~ -~ -0 -1 13183 -S -#13185 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D0 -~ -~ -0 -1 13183 -D1 -~ -~ -0 -1 13186 -S -#13186 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D0 -~ -~ -0 -1 13187 -D1 -~ -~ -0 -1 13192 -D3 -~ -~ -0 -1 13185 -S -#13187 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D0 -~ -~ -0 -1 13189 -D1 -~ -~ -0 -1 13191 -D2 -~ -~ -0 -1 13186 -D3 -~ -~ -0 -1 13183 -S -#13189 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D1 -~ -~ -0 -1 13190 -D2 -~ -~ -0 -1 13187 -D3 -~ -~ -0 -1 13184 -S -#13190 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D2 -~ -~ -0 -1 13191 -D3 -~ -~ -0 -1 13189 -S -#13191 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 9 0 -D0 -~ -~ -0 -1 13190 -D2 -~ -~ -0 -1 13192 -D3 -~ -~ -0 -1 13187 -S -#13192 -Main Room~ -This huge earth room is an old abandoned lizardmen home. Beds made -of tanned skins are scattered on the floor. Wooden and bone items -and weapons are resting on the ground. Fish and dead animals are -stacked in the north-eastern corner, producing a totally overwhelming -smell. -~ -0 13 0 -D0 -~ -~ -0 -1 13191 -D1 -~ -~ -0 -1 13194 -D2 -~ -~ -0 -1 13193 -D3 -~ -~ -0 -1 13186 -S -#13193 -Saurus Champion's Room~ -This is the private temple room of the lizardmen Saurus Champion. There -is a bed made of skins in one corner of the room and war trophies are -resting along the walls. -~ -0 9 0 -D0 -~ -~ -0 -1 13192 -S -#13194 -Shamans' Room~ -This is a room of the lizardmen shamans. The room is filled with -feathers, bones and herbs. Some strangely painted skins hang from -the walls. -~ -0 9 0 -D3 -~ -~ -0 -1 13192 -S -#13196 -Small Earth Cave~ -You are in a small earth cave. Water is leaking from the walls and -ceiling and the dripping sound of the water splashing in nearby puddles -echoes around the cave. Skins are stacked in one corner of the room and -wooden spears and maces are resting against the wall. -~ -0 9 0 -D0 -~ -~ -0 -1 13181 -S -#13197 -Small Earth Cave~ -You are in a small earth cave. Water is leaking from the walls and -ceiling and the dripping sound of the water splashing in nearby puddles -echoes around the cave. Skins are stacked in one corner of the room and -wooden spears and maces are resting against the wall. -~ -0 9 0 -D2 -~ -~ -0 -1 13181 -S -#0 - - -#RESETS -M 0 12633 1 12600 -G 0 12633 0 -G 0 12632 0 -G 0 12634 0 -E 0 12630 0 4 -E 0 12631 0 3 -E 0 12635 0 17 -E 0 12629 0 16 -M 0 12621 2 12607 -M 0 12623 2 12623 -M 0 12632 1 12626 -E 0 12607 0 11 -E 0 12626 0 16 -E 0 12627 0 17 -M 0 12600 1 12646 -E 0 12637 0 6 -E 0 12600 0 14 -E 0 12636 0 17 -M 0 12606 9 12646 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -M 0 12606 9 12650 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -M 0 12631 1 12655 -E 0 12607 0 11 -E 0 12625 0 16 -M 0 12606 9 12655 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -O 0 12610 0 12662 -M 0 12612 4 12703 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12614 0 16 -E 0 12609 0 11 -M 0 12612 4 12703 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12614 0 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-E 0 12601 0 17 -E 0 12628 0 14 -E 0 12616 0 16 -E 0 12609 0 11 -M 0 12616 2 12893 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12616 0 16 -E 0 12609 0 11 -M 0 12610 3 12969 -M 0 12609 3 13017 -O 0 12610 0 13061 -M 0 12606 9 13100 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -M 0 12606 9 13100 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -D 0 13100 2 1 -M 0 12606 9 13101 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -D 0 13101 1 0 -D 0 13101 3 0 -D 0 13101 0 1 -D 0 13102 1 1 -D 0 13102 3 0 -D 0 13104 3 0 -D 0 13105 3 1 -D 0 13107 1 1 -M 0 12634 9 13108 -E 0 12628 0 14 -E 0 12601 0 17 -M 0 12606 9 13109 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12603 0 6 -E 0 12600 0 14 -E 0 12608 0 11 -D 0 13109 2 2 -M 0 12619 5 13110 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12609 0 11 -E 0 12606 0 6 -D 0 13110 1 0 -D 0 13111 3 0 -M 0 12605 2 13112 -E 0 12605 0 5 -E 0 12613 0 16 -E 0 12608 0 11 -E 0 12600 0 14 -E 0 12602 0 6 -E 0 12604 0 3 -E 0 12601 0 17 -D 0 13112 1 0 -D 0 13113 1 1 -D 0 13113 3 1 -D 0 13114 2 1 -D 0 13114 3 1 -D 0 13115 0 1 -M 0 12635 2 13116 -E 0 12628 0 14 -E 0 12601 0 17 -D 0 13116 3 1 -M 0 12636 4 13117 -E 0 12600 0 14 -E 0 12601 0 17 -E 0 12604 0 3 -O 0 12646 0 13117 -P 0 12638 0 12646 -P 0 12639 0 12646 -P 0 12640 0 12646 -P 0 12641 0 12646 -P 0 12642 0 12646 -P 0 12643 0 12646 -P 0 12644 0 12646 -P 0 12645 0 12646 -D 0 13117 0 1 -D 0 13117 1 0 -D 0 13117 2 1 -D 0 13118 2 1 -D 0 13119 0 1 -D 0 13119 1 1 -M 0 12634 9 13120 -E 0 12601 0 17 -E 0 12628 0 14 -M 0 12634 9 13124 -E 0 12601 0 17 -E 0 12628 0 14 -M 0 12636 4 13127 -E 0 12601 0 17 -E 0 12600 0 14 -E 0 12604 0 3 -M 0 12636 4 13130 -E 0 12600 0 14 -E 0 12601 0 17 -E 0 12604 0 3 -M 0 12638 2 13132 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12609 0 11 -E 0 12606 0 6 -O 0 12610 0 13132 -D 0 13132 0 2 -D 0 13133 1 1 -D 0 13133 3 1 -M 0 12637 2 13134 -E 0 12600 0 14 -E 0 12601 0 17 -E 0 12604 0 3 -D 0 13134 3 1 -M 0 12637 2 13135 -E 0 12600 0 14 -E 0 12601 0 17 -E 0 12604 0 3 -D 0 13135 1 1 -M 0 12603 9 13136 -E 0 12605 0 5 -E 0 12608 0 11 -E 0 12600 0 14 -E 0 12602 0 6 -E 0 12604 0 3 -M 0 12635 2 13149 -E 0 12601 0 17 -E 0 12628 0 14 -M 0 12603 9 13156 -E 0 12605 0 5 -E 0 12608 0 11 -E 0 12600 0 14 -E 0 12602 0 6 -E 0 12604 0 3 -D 0 13161 1 1 -M 0 12636 4 13166 -E 0 12600 0 14 -E 0 12601 0 17 -E 0 12604 0 3 -M 0 12619 5 13168 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12609 0 11 -E 0 12606 0 6 -D 0 13168 1 2 -D 0 13168 3 1 -M 0 12638 2 13169 -E 0 12601 0 17 -E 0 12628 0 14 -E 0 12609 0 11 -E 0 12606 0 6 -O 0 12610 0 13169 -D 0 13169 3 2 -M 0 12634 9 13170 -E 0 12601 0 17 -E 0 12628 0 14 -O 0 12610 0 13172 -M 0 12603 9 13182 -E 0 12608 0 11 -E 0 12600 0 14 -E 0 12602 0 6 -E 0 12604 0 3 -E 0 12605 0 5 -M 0 12604 2 13193 -E 0 12605 0 5 -E 0 12601 0 17 -E 0 12604 0 3 -E 0 12602 0 6 -E 0 12600 0 14 -E 0 12613 0 16 -E 0 12608 0 11 -M 0 12619 5 13194 -E 0 12601 0 17 -E 0 12606 0 6 -E 0 12628 0 14 -E 0 12609 0 11 -O 0 12648 1 12600 -O 0 12647 1 12600 -P 0 12649 1 0 -T 66 8 1 12649 -M 0 12639 1 12901 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 12600 spec_cast_mage -M 12606 spec_guard -M 12607 spec_poison -M 12608 spec_poison -M 12609 spec_poison -M 12610 spec_poison -M 12619 spec_cast_cleric -M 12622 spec_poison -M 12626 spec_cast_mage -M 12632 spec_cast_cleric -M 12633 spec_cast_mage -M 12638 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/magicschool.are b/data/realm/areas_smaug1.4a/magicschool.are deleted file mode 100644 index f3506cd..0000000 --- a/data/realm/areas_smaug1.4a/magicschool.are +++ /dev/null @@ -1,2648 +0,0 @@ -#AREA The Magic School~ - - - -#VERSION 1 -#AUTHOR Wynnia~ - -#RANGES -20 30 0 50 -$ - -#RESETMSG The noise of spells going awry fill the magic school.~ - -#FLAGS -0 - -#ECONOMY 0 32455000 - -#CLIMATE 2 2 2 - -#MOBILES -#57200 -Valandra teacher augurer~ -Valandra~ -A beautiful teacher stands here stressing about everything. -~ -Valandra is easily the most beautiful woman in the school. She is tall -and thin but not underweight, the leather vest and skirt she wears does -well to accentuate all of her normally hidden curves. Normally she keeps -her hair tied back harshly but in order to impress a certain someone she -has let it loose today. Valandra is also one major over achiever. Not -only has she succeeded in being one of the best warriors but her magical -prowess is something to be wary of, making her an excellent augurer. -~ -131139 268443776 0 C -35 0 0 1d2+6000 3d20+5 -25000 0 -112 112 2 -15 13 15 13 15 13 13 --5 -5 0 -5 -5 -1 7 0 0 1 1 3 -30 0 1855 1048576 0 0 16777216 32 -#57201 -Zann teacher cleric~ -Zann~ -A devistatingly handsome teacher is here writing a love note. -~ -After being the youngest headmaster of the magic school for five years, -Zann has retired from such a regal position to take up a far more humble -job of teaching. Zann never really did like to lead and would have rather -all things to come together on their own. Also, being Valandra's brother -has added stress upon his life expecially around Christmas when she turns -into a veritable Christmas nazi. On the plus size though this extremely -handsome teacher has been happyily married to Liz for the last 5 years -after their harrowing escape from those seeking to kill all those with -magic talent. -~ -131139 67117192 0 C -35 0 0 1d2+6500 3d15+5 -25000 0 -112 112 1 -13 13 16 13 16 13 13 --5 -5 0 -5 -5 -0 1 0 0 1 1 2 -0 0 1855 1048576 0 0 25165824 68 -#57202 -Nasedo teacher man~ -Nasedo~ -A very old, gray haired man is here scowling at you. -~ -Nasedo is probably the oldest teacher here having been in hiding for -the last 50 years. His magical ability surpases all others but lacks -for a good fighting ability. Nasedo was killed about six years ago -by the folk in town but was brought back to life by Zann. Nasedo is -neither good nor evil but will do anything to protect himself and -the teachers. Having been a father figure for Tess it is no wonder -that she turned out so harsh and shrewd because Nasedo has long -sworn off all vestiges of his humanity. -~ -131139 301990016 0 C -35 0 0 1d1+5500 3d10+5 -25000 0 -112 112 1 -10 16 15 10 13 10 13 --5 -5 0 -5 -5 -57 0 0 0 1 1 2 -0 0 1855 1048579 0 0 1612709888 10240 -#57203 -Kavar teacher sorcerer~ -Kavar~ -A short, childlike, teacher constantly looks up nervously. -~ -Kavar is a recent addition to the teaching staff at the school. No one -truly knows where he came from and everyone in the town can't seem to -really recall just when he first arrived. All of the rest of the staff -with exception to Valandra keep a suspicious distance from Kavar. He -also has the tendancy to mumble something when Zann passes by about how -Antar belongs to him though no one seems to truly catch what he is -saying. -~ -131139 67108992 -500 C -35 0 0 1d1+6000 3d20+10 -25000 0 -112 112 1 -14 16 15 10 10 9 14 --5 -5 0 -5 -5 -0 13 0 0 1 1 2 -0 0 1855 1048588 0 0 69632 10304 -#57204 -Kyle human druid teacher~ -Kyle~ -A well built teacher sits on the grass and chants. -~ -After being healed by Zann about 6 years ago Kyle has developed an -ability to harness magic along with the other teachers and students. -At first Kyle would have much rather have had lived a normal life -but as a firm believer in destiny Kyle has accepted his new abilities -and uses them to control and aid nature. Kyle has a very firm belief -in eastern thought and remains as devoutly neutral as he can in the -hopes to attain a certain natural balance in life. This of course -makes Kyle the perfect druid as he loves nature and works to balance -all aspects of it. -~ -131139 301998208 0 C -35 0 0 1d1+6000 3d10+5 -25000 0 -112 112 1 -10 13 16 14 14 15 14 --5 -5 0 -5 -5 -14 5 0 0 1 1 2 -0 0 1855 1048576 0 0 293601312 12292 -#57205 -Valenti paladin teacher human~ -Valenti~ -An older teacher is here trying to figure out his life. -~ -As a second generation guard Valenti devoutly believes in -honor and has a strong attachment to justice. After the events -five years ago Valenti and his son Kyle fled with the other -teachers to escape the magic persecution in town. Although not -really magical himself Valenti is a very powerful fighter for his -age and has picked up a few healing spells along the way. -Valenti was at once a guide to Zann and his sister Valandra but -now can easily look up to them as powerful allies. However -such a role reversal has left poor Valenti slightly confused with -who he truly is and where he belongs in life. His wife that he -left back in town still writes to him constantly but has no clue -about him being part of the magical community. -~ -131139 8320 1000 C -35 0 0 1d1+6500 3d15+10 -25000 0 -112 112 1 -15 14 14 14 15 15 14 --5 -5 -5 -5 -5 -9 8 0 0 1 1 3 -0 0 1855 3153920 0 0 48 4240 -#57206 -Headmaster Guerin man mage~ -Headmaster Guerin~ -A very attractive man stands here very authoritatively. -~ -Guerin has worked hard for his position here and was elated when Zann -stepped down last year to persue his "romantic" interests. Guerin on the -other hand has never let love get in the way of his duties. Airam the -girl he left back home totally understands as well but never lets him -forget just who controls his life, if subliminally. Guerin was always a -very attractive man but has lived a rather hard life. Being orphaned all -his life finding this school has been a blessing to him and takes his job -of running it very seriously. Nothing is more important than home. -~ -131139 0 0 C -40 0 0 10d10+6400 5d5+30 -50000 0 -112 112 1 -12 16 16 15 14 10 15 --5 -5 -5 -5 -5 -9 0 0 0 1 1 3 -0 0 2047 3146496 0 3154688 0 0 -#57207 -cook Tess woman~ -Tess~ -An angry looking cook stands here supervising the preperation of meals. -~ -Tess is part of the original group of teachers but hardly has any of -the attractive features that they do. She is powerfully in love with -Zann and deeply resent his continuing interest in Liz. Although, -because of that intense devotion to him she made th ultimate sacrifice -six years ago to save everyone. In order to draw away the attensions -of those who sought to kill the teachers she used herself as a small -deversion as she caused a massive explosion to their base in town. -Because of lingering feelings of guilt Zann brought her back to life -but told her that as long as Liz is alive that he would always love -her instead of Tess. Bad wording on his part, Tess has been plotting -the death of Liz ever since she has been brought back. Tess has -almost become obsessed with revenge that her anger spills out to just -about everyone that comes near her. -~ -131139 67117228 -350 C -40 0 0 1d1+6999 4d10+10 -50000 0 -112 112 2 -14 16 15 15 15 10 12 --5 -5 -5 -5 -5 -88 13 0 0 1 1 3 -0 0 1855 1056832 0 0 1346437168 8210 -#57208 -student cleric gnome~ -A young cleric~ -A short gnomish cleric stands here trying to heal things. -~ -A young gnomish cleric looks up at you apparently wondering if he can -help you in some way. A small badge on his cloak tallies how many heals -versus casualties he's made. Perhaps it would be better to find a cleric -slightly more skilled if you are in need of treatment. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 13 15 13 15 13 13 -0 0 0 0 0 -14 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 5~ -at sarah c sanc sarah -, utters the words, 'judicandus qfuhuqar'. -~ -| -#57209 -student cleric human~ -A young cleric~ -A fat human cleric is here studying intensely. -~ -Using two chairs to sit on a rather hefty human studies all that she can -about the many ways of healing. A small slip of paper sticks out of her -back pocket with a glaring failure mark circled on the corner. The poor -girl has already read a half dozen books on the subject but you get the -impression that perhaps she should change her major to something more -like warriorism. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 13 15 13 15 13 13 -0 0 0 0 0 -0 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57210 -student cleric elf~ -A young cleric~ -A tall elven cleric is here reading over his notes. -~ -Sitting at a long table in the back of a room is a very tall and thin elf -comparing notes with his textbook's answers. Sweating a river, he is -obviously worried about upcomming exams and is probably not to be trusted -when it comes to needing healing assistance. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 13 15 13 15 13 13 -0 0 0 0 0 -1 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57211 -student cleric pixie~ -A young cleric~ -A tiny pixie flits about the room showering things with healing dust. -~ -What this pixie lacks in size she makes up for in healing potentcy. No -larger than a grapefruit she struggles to fly with her cumbersome bag -of magical healing dust that refills itself whenever some is used. A -bright, if slightly tiny, badge on her chest shows that she gets top -marks in class. -~ -3 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 13 15 13 15 13 13 -0 0 0 0 0 -4 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 2~ -, flitters and flutters about the room. -~ -> rand_prog 1~ -c heal -~ -| -#57212 -student cleric drow~ -A young cleric~ -A thin drow tries to hide in the corner while he heals some bugs. -~ -A rather greasy drow lurks in the dark corners hidden behind the grand -bookshelves that line the walls. He always wanted to be a sorcerer but -his family forced him to become a cleric so that some day he may heal one -of their aquaintences' illicitly obtained wounds. -~ -131075 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 13 15 13 15 13 13 -0 0 0 0 0 -11 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57213 -student cleric dwarf~ -A young cleric~ -A short fat dwarven cleric worries about tonight's exam. -~ -A rather chunky dwarf paces back and forth in the room worried sick about -the big exams that are soon coming. She is practically losing weight -right before your eyes as she works up a frenzy. You can hear her recite -spells and incantations to herself but as she does so she falters and -has to start again. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 13 15 13 15 13 13 -0 0 0 0 0 -2 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 5~ -c 'cure light' -~ -> rand_prog 2~ -c 'cure critical' -~ -> rand_prog 1~ -c 'cure serious' -~ -| -#57214 -student cleric gith~ -A young cleric~ -A pale gith attemps to clean up after his last failed healing. -~ -Looking almost green a very pale gith goes and recovers a mop from the -storeroom. Mops are just about all he can recover by the looks of his -last mistake. The poor bunny rabbit now looks more like week-old oatmeal -than an animal. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 13 15 13 15 13 13 -0 0 0 0 0 -10 1 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57215 -student mage dwarf~ -A young mage~ -A stocky dwarven mage is here levitating a ball of light. -~ -With exam already over for the mages this well muscled dwarven mage makes -magic look easy. With a swish and flick of his wand he gets a ball of -pure light to sore all around the room. For his final project he was the -one that created all of the light balls in the common room. -~ -1 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -2 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57216 -student mage elf~ -A young mage~ -A lanky elven mage tries to set her quill on fire. -~ -Finally free of final exams an extremely thin elf tries to set her quill -on fire to celebrate. Of course this doesnt really go over well with the -class monitor. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 15 14 13 13 13 13 -0 0 0 0 0 -1 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57217 -student mage pixie~ -A young mage~ -A tiny pixie tries to enlarge herself to human size. -~ -For the third time today this poor pixie has almost been stepped on by -rampaging happy mages. Finally fed up, she tries to cast enlarge on so -that she can finally not worry about such mishaps any longer. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 15 14 13 13 13 13 -0 0 0 0 0 -4 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57218 -student mage halfling~ -A young mage~ -A short halfling mage uses his wand to conjure some food and ale. -~ -In order to celebrate the completetion of final exams an adorable little -halfling hides in the corner and attempts to conjure up some food and ale -hoping that the class monitor wont find him out. The last thing a happy- -go-lucky halfling needs right now is to be expelled after a whole week of -testing. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -3 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57219 -student mage avian~ -A young mage~ -A young avian uses her magic to clean her wings. -~ -The class monitor is very angry indeed. After being put in charge of the -class due to her top marks on the final exam all she wants is a little -respect from the students but they would rather party instead of prepare -for next semester. Already has she had to break up a food fight, and a -mud slinging contest but now students are conjuring alcohol right inside -the classroom. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 15 14 13 13 13 13 -0 0 0 0 0 -15 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57220 -student mage drow~ -A young mage~ -A dark drow attempts to catch the curtains on fire. -~ -A drow, covered in soot from hiding in the fireplace, is here once again -playing with fire. After being caught lighting the books on fire by the -class monitor he has now taken to hiding next to the bookcase and setting -the curtains on fire. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -11 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57221 -student mage sea elf~ -A young mage~ -A blue elf traces a ring before you, creating a magical spring. -~ -With exam finally over a sea-elf takes this time to try and recalim all -of the water lost by sweating up a storm studying and testing by creating -a spring right in the middle of the carpet on the dais. It would almost -be a pretty sight as it cascaded down the steps if it wern't for the -outraged class monitor screming for it to be removed. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 2 -13 15 14 13 13 13 13 -0 0 0 0 0 -12 0 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57222 -student augurer drow~ -A young augurer~ -A young augurer is here trying to beat up his friend. -~ -A dark drow, tired of casting magic decides it might be more fun to attack -his friend. Putting down his wand he pounces wielding a small wooden -sword so that he might hurt, but not harm his buddy. -~ -131075 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -11 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57223 -student augurer human~ -A young augurer~ -A small augurer stands in the corner trying to sharpen her blade. -~ -After recently passing her final exams a young human augurer feels like -she can rule the world with her might and magic. Although before she can -do any form of taking over she needs to sharpen her already razor deadly -blade with her wand. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -0 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57224 -student augurer ogre~ -A young augurer~ -A half-ogre is here struggling to remember how to cast his spells. -~ -Not known for their brightness a half-ogre stands here trying to recall -all of the spells he learned during the year. You can almost see the -steam coming out of his ears as his head overheats. The lice that live -in his scalp are litterally jumping off for fear that they will be cooked -alive. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -6 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, bangs with his fists around him trying to remember. ... -~ -> rand_prog 1~ -say Yes! The answer is .... -curse -, angrily exclaims 'I lost it again.' -~ -| -#57225 -student augurer dwarf~ -A young augurer~ -A stocky dwarf sits here levitating his sword around the room. -~ -A short dwarf celebrates passing his final exams by levitating his sword -about the room totally oblivious to the fact that it's almost striking -his peers. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -2 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 2~ -, pokes with his pointy sword around him while whistling a happy tune. -~ -| -#57226 -student augurer elf~ -A young augurer~ -A very tall elf stand here pointing her magical sword at you. -~ -Feeling rather angry over the way the test exams went a large elf looms -over you pointing her glass sword at you. With a sneer and a grunt she -finally turns around and watches the other students activities. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -1 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, mutters angrily at herself. -~ -| -#57227 -student augurer human~ -A young augurer~ -A thin human augurer tries to study how to conjure weapons. -~ -Given a week to continue studying this rather bright looking augurer uses -all the time he can to continue in his studies. Currently the book he is -reading is entitled 101 ways to sharpen a blade. While he reads the book -he absentmindedly twirls his dull looking knife in his hand. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -0 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57228 -student augurer gith~ -A young augurer~ -A shy gith tries to hide while polishing his armor with his wand. -~ -Shunned by most of his classmates a very shy gith sits under a table as -he attempts to polish his armor using a wand he found. Small tears form -in his eyes pathetically as he fails over and over. What a loser, perhaps -he should stick to something simpler. -~ -131075 8192 0 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -10 7 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57229 -student paladin human~ -A young paladin~ -A chubby paladin kneels here praying to be mighty. -~ -In her final year at the magic school a rather chubby paladin prays with -all her heart to be the most mighty of paladins once she is cast out into -the world. She has been praying so hard and long that she doesn't even -notice that she hasnt bathed in 2 weeks. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -0 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, absentmindly thwaps away a few flies and continues praying. -~ -| -#57230 -student paladin elf~ -A young paladin~ -A tall paladin heals a small cut on his sparring partner. -~ -Being quicker than his partner a tall elven paladin heals one of the many -wounds that he inflicted on his sparring partner during their most recent -duel. As he cuts a small piece of bandage he casts a curative spell to -quicken the recovery time for his beaten friend. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -1 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> fight_prog 5~ -, lunges forwards and sidewards, hitting as many opponents as possible. -mpdamage $r 50 -mpdamage $r 20 -mpdamage $r 5 -~ -| -#57231 -student paladin avian~ -A young paladin~ -A graceful paladin practices how to fight using her wings. -~ -After mastering the sword this paladin practices how to use her rather -large wings to her advantage. Not only do they shine with a protective -gleam but they could be razor sharp if spun at you fast enough. Spinning -about the room her fellow students learn to duck at the right moments to -avoid painful blows to their bodies as she practices. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -15 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> fight_prog 10~ -, rapidly flutters with her wings till they become a dangerous tool. -mea $n _cya The wings caress your arm and leave a big jap. -mpdamage $n 20 -~ -| -#57232 -student paladin elf~ -A young paladin~ -A short elven paladin tries to invoke some crucifixes. -~ -A young elven paladin was recently assigned a new job, iventory. As he -rushes about the room counting books and swords and such things he takes -note on the apparent lack of crucifixes in the castle. Sitting down after -all the hustle and bustle he begins to invoke crucifixes until each of -the students can have a seemingly unending supply. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -9 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -c solomenic -~ -| -#57233 -student paladin human~ -A young paladin~ -A very young paladin tries to polish the alter. -~ -A very young paladin child scrambles around the main alter in the room -as she tries to clean it. The alter is perhaps 5 times here height and -many times longer than her it's quite a chore, but can be rather comical -as she jumps up and down to get to the higher parts. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -0 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, wipes her forehead and reaches out to clean another spot. -~ -| -#57234 -student paladin avian~ -A young paladin~ -A thin avian paladin heals his own broken wing. -~ -Sparring can be tough work for an avian sometimes but luckily this one -has healing powers as well. Perhaps not to the extent of a cleric but -enough to get by. Almost everytime he gets in a fight he hurts one of his -iridescent wings, but also eveytime he can heal them lickity-split. -~ -131075 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -15 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -c solom -c hez -~ -| -#57235 -student paladin elf~ -A young paladin~ -A thin elven paladin humbles himself while undergoing his punishment. -~ -Sweat and filth have mixed and cover this young lad's face. He's sighing -and panting deeply while he crawls about and cleans thoroughly the classes -and corridors in the school with a tiny brush. Once in a while he tries to -escape to the gardens where he prays loudly for mercy. -~ -1 8192 1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -1 8 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57236 -student sorcerer human~ -A young sorcerer~ -A greasy haired boy stands here trying to set his book on fire. -~ -A sorcerer with dark black hair matted to his head is attempting to set -fire to his book. Not quite a good idea really, seeing as how greasy he -is the fire could easily jump from the book and light his hair on fire. -~ -1 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -0 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57237 -student sorcerer drow~ -A young sorcerer~ -A small whining sorcerer stands here holding her beheaded doll. -~ -Wearing black lipstick and a thick red eyeliner this sorcerer is straight -out of a dark nightmare. She cackles insanely as she sees you and beckons -you closer to pet her doll. The doll completes her dark look as it happens -to be missing it's head and her arm is barely holding on by one remaining -stitch. -~ -1 8192 -1000 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -11 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57238 -sorc student elf~ -A young sorcerer~ -An anorexic looking sorceress is here torturing a toad. -~ -A cheery disposition is far, far away from this young sorceress. With -flaming red hair and piercings all over her ears she is perhaps the last -person a respectable institution would except in their walls. The fact -that she is torturing a toad should also be a factor to stay at a safe -distance. -~ -1 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -1 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, utters the words 'beenuit' and the toad in her hand croaks in agony. -~ -| -#57239 -student sorcerer pixie~ -A young sorcerer~ -A tiny sorcerer complains in the corner about it being to bright. -~ -A tiny dark skinned pixie squints about the room as she complains loudly -over the amount of light in the room. Fluttering over to a torch she -closes her eyes and casts a lightning bolt at it to incinerate what is -left of the light source. -~ -131075 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -4 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57240 -student sorcerer gith~ -A young sorcerer~ -An extremely pale gith tries to conjure a dark rainstorm in the room. -~ -Paled by keeping out of the sun for years a young sorcerer casts a very -large raincloud over the window in the hopes to block out what light is -trying to get in through it. Her sunken eyes and shriveled body shows -that perhaps she has tried this trick before but never quite bothered to -dry up after herself. -~ -131075 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -10 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -> rand_prog 1~ -, utters the words 'maakregennu'. -, utters the words 'ikzegnu' with a louder voice. -, screams the words 'verdorienogaantoenu'. -mpe _whi A loud noise sounds from right above and lightning strikes down. -~ -| -#57241 -student sorcerer gnome~ -A young sorcerer~ -A very hairy and ugly gnome mutters about how the school is too clean. -~ -Because he has lived in the ground for the last 8 years or so of his life -a small gnome just cant stand the lack of soil inside the room and makes -frequent trips to the courtyard to collect dirt to drop it into the room. -So far he has half the room covered in mud, sand and bits of grass. -~ -1 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -14 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57242 -student sorcerer avian~ -A young sorcerer~ -A sorcerer with tattered and moldy wings begs for it to rain. -~ -As a last resort to be a rebel from her parents this young sorceres has -shunned all ways of her family and their generations of working clerics. -Ruining her wings and casting clouds all around the house was the last -straw for her parents who finally kicked her out of the house. As she -found her way to the magic school she walked right by the cleric office -and into sorcerers admissions. Finally a class she can relate to. -~ -1 8192 -350 C -25 0 0 1d1+3000 1d10+5 -10000 0 -112 112 1 -13 15 14 13 13 13 13 -0 0 0 0 0 -15 13 0 0 1 1 2 -0 0 1631 0 0 0 16777248 4128 -#57243 -student druid human~ -A young druid~ -A shy druid is here petting the grass absentmindedly. -~ -None too bright a short druid sits in the grass under a table making small -daisy crowns and bracelets. Mold and bits of grass grow out of her hair -from being down there for so long. -~ -131075 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 1~ -, carefully slits the stem of a daisy to attach another daisy into them. -~ -| -#57244 -student druid elf~ -A young druid~ -A tall druid is here watering and pruning all of the plants. -~ -An elf, being the tallest in the class decides to use her height to her -advantage. Taking down the plants hanging from the ceiling with ease sets -herself up for some brownie points from her teacher. -~ -131075 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#57245 -student druid dwarf~ -A young druid~ -A dwarf, dressed all in green, picks some roses for the dining hall. -~ -Dwarves, not being the tallest of races are slightly limited to their -choises of what they can do in druidism. Roses, not being the tallest of -bushes make for an easy to do job for dwarves. Pruning and picking roses. -Every 10 roses he picks he tears off all the thorns and wraps them in a -cloth to transport them to the dining hall for center pieces. -~ -1 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#57246 -student druid pixie~ -A young druid~ -A tiny druid flits through the air putting dew drops on the plants. -~ -True to cute little pixie style this little fellow flits from flower to -flower and leaf to leaf adding tiny dew drops to them making them sparkle -sweetly. Every now and then the breeze blows through the door and the -poor pixie tumbles through the air because what might blow a few hairs -on a human's head is like a gale force wind to Mr. Pixie here. -~ -1 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -4 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#57247 -student druid beast~ -A young druid~ -A very large druid is here weaving grass into it's wild hair. -~ -A massive druid sits here wearing a simple grey tunic. Covering its body -is a thick shaggy fur that is sparkling with the dew from the pixie when -ever it takes a tumble. Rather bored with everyday procedings the great -beastman weaves grass into it's pelt totally oblivious to the procedings -around it. -~ -131075 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -17 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#57248 -student druid gnome~ -A young druid~ -A short gnomish druid is here tired of all the garden gnome jokes. -~ -Grumbling loudly is a tiny gnome with a tall red cap and a long beard. -This is rather unusual actually considering he is only 9 years old but -already has his full grown beard. Lots of the students, especially the -sorcerers love to play jokes on him and call him the garden gnome behind -his back due to his total resemblance to a popular lawn ornament used by -the non magical folk elsewhere. -~ -131075 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -14 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#57249 -student druid avian~ -A young druid~ -An avian flies high above picking the fruit off of the larger plants. -~ -By definition avians are speedy, limber, and a rather flighty race but -exceptions can be made. This one for example is chubby, slow and just -about as un-avian as it can be. He can hardly fly but when he does he -immediatly flies up the fruit tree lands on a sturdy branch and totally -pigs out on the fruit that is growing there. -~ -131075 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -15 5 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#0 - - -#OBJECTS -#57200 -ivory battle armor~ -&WIvory plated armor&D~ -A sparking white set of armor lies here.~ -~ -9 265280 9 -15 15 0 0 -5 1000 100 -A -1 2 -A -5 1 -A -13 75 -A -12 50 -A -18 3 -A -19 2 -A -22 -5 -#57201 -beaded leather skirt~ -A &Rb&re&Ra&rd&Re&rd&O leather&D skirt~ -A neatly folded skirt lies here collecting dust.~ -~ -9 262208 33 -15 15 0 0 -5 1000 100 -A -2 1 -A -13 30 -A -12 25 -A -19 2 -A -18 3 -A -3 2 -#57202 -sign leader stars~ -&CS&Wign &Co&Wf th&Ce &Wle&Ca&Wde&Cr&D~ -A collection of stars lie on the ground looking important.~ -~ -9 1376 129 -200 200 0 0 -1 10000 1000 -A -4 3 -A -3 2 -A -13 20 -A -12 50 -A -18 2 -A -26 8192 -#57203 -mints candy pills~ -&GA &WH&Ga&gn&Gd&Wf&Gu&gl &Go&Wf &Gf&gr&Ge&Ws&Gh &gm&Gi&Wn&Gt&gs&D~ -A collection of fresh smelling candy lies on the floor.~ -~ -26 0 1 -30 -1 -1 -1 -1 1000 100 -'refresh' 'cure light' 'NONE' -#57204 -skin shedding arms~ -&OA thin shedding of skin&D~ -A shedding of skin lies here rapidly decaying.~ -~ -9 262720&1 257 -10 10 0 0 -2 0 0 -A -3 2 -A -31 -1 -A -13 -20 -A -12 80 -A -23 -5 -A -18 -1 -A -19 5 -#57205 -necklace chain ying yang~ -&wA small &zyi&Wn&zg&O-&Wya&zn&Wg&w symbol&D~ -A silver chain with a small ying-yang on it is left here collecting dust.~ -~ -9 525888 5 -15 15 0 0 -2 10000 1000 -A -4 2 -A -1 1 -A -13 40 -A -12 50 -A -18 1 -A -19 1 -A -56 228 -#57206 -poison glass dagger~ -&w A &Op&go&Oi&gs&Oo&gn&Oe&gd&w glass dagger&D~ -A gleaming dagger lies here oozing a white fluid.~ -~ -5 525072 8193 -11 12 3 2 -3 100 10 -A -13 60 -A -12 40 -A -31 1 -A -18 5 -A -19 6 -A -56 33 -#57207 -crystal wedding band~ -&OA &Bc&Cr&Wy&Cs&Bt&Wa&Cl&O wedding band&D~ -A very valueable wedding band lies here neglected.~ -~ -9 8669296 3 -5 5 0 0 -1 500 50 -A -1 2 -A -4 2 -A -25 1 -A -13 30 -A -12 20 -A -18 3 -A -19 2 -#57208 -marble bench~ -&wA shiny &Wm&za&Wr&zb&Wl&ze&w bench&D~ -&wA shiny &Wm&za&Wr&zb&Wl&ze&w bench is here almost inviting you to rest your feet.&D~ -~ -12 0 0 -900 0 585 0 -1 0 0 -#57209 -grimy bucket~ -&zA &Gg&gr&Gi&gm&Gy&z metal bucket&D~ -&zA nasty &Gg&gr&Gi&gm&Gy&z metal bucket sits here smelling foul.~ -~ -15 524288 16385 -50 0 0 10 -1 0 0 -#57210 -rose bush~ -&gA beautiful &rr&po&rs&pe&rb&pu&rs&ph&D~ -&gA beautiful rosebush grows here with &ppurple&g and &rred&g flowers.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -rosebush~ -&gThis beautiful rosebush with its &Ppurple &gand &rred&g flowers -looks green and well-fed. It's growing rather bushy and can use a bit -of trimming here and there. -~ -> exa_prog 3~ -mea $n _whi Sweet fragrances assault your nostrils. -~ -> exa_prog 25~ -if rand(50) -mpe &WA &ppurple&W rosebud falls on the ground. -mpoload 57218 15 -drop purple-rosebud -else -mpe &WA &rred&W rosebud falls on the ground.&D -mpoload 57219 5 -drop red-rosebud -endif -~ -| -#57211 -marble fountain~ -&wA shiny &zm&Wa&zr&Wb&zl&We&w fountain&D~ -&wA shiny &zm&Wa&zr&Wb&zl&We&w fountain sprays cool water about it's basin.&D~ -~ -25 0 0 -1000000 1000000 0 0 -1 0 0 -#57212 -spider plant~ -&gA la&Gr&gge sp&Gid&ger pl&Ga&gnt&D~ -&gAn extremely large spider plant creeps around the ground looking for good soil.&D~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -spider plant~ -&gA la&Gr&gge sp&Gid&ger pl&Ga&gnt reaches about, trying to fill -all space there is with itself. -&D -~ -> exa_prog 80~ -mea $n _cya A tentacle of the plant slaps against you and stings you! -mpechoaround $n _cya A tentacle grabs onto $n's ankle! -mpdamage 0.$n 15 -~ -| -#57215 -metal dunce chair~ -&za high chair&D~ -&zA very high metal chair is here with &PD&CU&RN&BC&GE&z written onto the back of it.&D~ -~ -12 0 0 -0 0 2 0 -1 0 0 -#57216 -statue fountain~ -water spouting statue~ -&BWater gushes forth from the statue's mouth fixed onto the wall.&D~ -~ -25 0 0 -1000 0 0 0 -1 0 0 -#57217 -wedding cake~ -a slice of wedding cake~ -A slice of delicious looking cake is lying here.~ -~ -19 0 1 -3 0 0 0 -1 300 30 -#57218 -purple rosebud~ -&ga &ppurple rosebud&D~ -&gA &ppurple&g rosebud is lying here.&D~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -purple rosebud~ -Dark velvet purple leaves and a light pink kernel feel delicate and -are dispersing a soft sweet perfume. -~ -> exa_prog 10~ -mea $n _whi You inhale the delicate fragrances deeply of the fragile flower. -mpforce $n smile -~ -| -#57219 -red rosebud~ -&ga &rred rosebud&D~ -&gA &rred&g rosebud is lying here.&D~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -red rosebud~ -The silky leaves of the red rose feel fragile yet strong as well. -These flowers don't seem to smell like anything in particular. -~ -> exa_prog 10~ -c 'elven beauty' $n -~ -| -#57249 -last obj~ -a newly created last obj~ -Some god dropped a newly created last obj here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#57200 -. &YW&Gy&Rn&On&Bi&Wa&z's &PO&Cf&pf&wi&gc&ce&D~ -&b &b__ - &g*%&b( &Ro`&Y=- - &b\ \ - &b/ / - &b__/&g**&b\__ - &b( / &g**&b \ )&r Welcome to my office if I happen - &b| | | |&r to not be here, leave a message. - &b\| |/&r Don't mind the peacock she won't - &O___&Yvv&O__&Yvv&O____&r bite unless, of course, you want - &O/ &Y`` ''&O \&r it to. Mrrreeeow! Well, whatever - &O|_____________|&r such sound peacocks make, hehehe - &g*`&b/&p%%%%&b\&g`* - &b/&p %%&b \ - &g*&p@&b /&g``&b\&p @&g* - &b/&p %% %%&b \ -&g *&p@&b / \ &p@&g* - &b/&p %% %%&b \ - &g*&b/&p@&b/&g* *&b\&p@&b\&g* - &b(\/ \/) - &g`&b(&g* *&b)&g` - &g`&b(&g_&P(&p@&P) (&p@&P)&g_&b)&g` - &b(_&g`&b____&g`&b_) - &b!$%$%$! -~ -0 4 1 -S -#57201 -The Front Gate~ -&zA great sculpted arch, that easily towers over the students and teachers -who come to and from the school, separates the vast courtyard to the east -and the grounds outside. A row of well attended &rroses &zand >opiary&z lead -North and South along the mighty fence surrounding the school premises. From -within, a myriad of shouts and &R*bangs*&z can be heard as students run amok -and teachers attempt to keep order. -~ -0 0 1 -D1 -Down the Cobblestoned Path -~ -gate~ -1 -1 57202 -D3 -The astral planes stretch out westward -~ -~ -0 -1 880 -S -#57202 -The Western end of the Courtyard~ -&gInside the front gate life seems to spring to life in vivid color. All -along the &zcob&Oble&zsto&One&g path towards the school are brilliant colored -&Rbl&Yoo&Pms&g and hedges. Even the crushed grass where the resident students -spend their time seems carefully attended to by the nature-loving druids -who call this place home. The courtyard continues in every direction away -from the main gate and further to the east looms the ancient magic school. -~ -0 0 2 -D0 -Further into the Courtyard -~ -~ -0 -1 57203 -D1 -Continueing down the Cobblestone Path -~ -~ -0 -1 57205 -D2 -Further into the Courtyard -~ -~ -0 -1 57207 -D3 -Back out the Gate -~ -gate~ -1 -1 57201 -S -#57203 -The Northern end of the Courtyard~ -&gThe great protective wall surrounding the school grounds quietly embraces -the northern corner of the courtyard here offering this seemingly pristine -environment its silent protection. However quiet this area may be, it has -not been forgotten by those who seek to maintain all of the beautiful flora -found in such abundance in the courtyard. -~ -0 0 2 -D1 -Continueing through the Courtyard -~ -~ -0 -1 57204 -D2 -Down the Cobblestoned Path -~ -~ -0 -1 57202 -S -#57204 -The Northern End of the Courtyard~ -&gThe great protective wall surrounding the school grounds -quietly embraces the northern corner of the courtyard here -offering this seemingly pristine environment its silent -protection. Two large &Wma&wrb&Wle&g benches and a &zgra&wni&zte&g table are -situated in the corner to offer a peaceful place to eat or do some -homework while the bird feeder nearby attracts all sorts of bird -life. -~ -0 0 2 -D2 -In front of the School -~ -~ -0 -1 57205 -D3 -Continueing through the Courtyard -~ -~ -0 -1 57203 -S -#57205 -Before the Entryway of the Magic School~ -&gThe great double doored entrance to the magic school looms over you -here invitingly. Both &Goa&Ok&Gen&g doors are wide open allowing fresh air and -sounds in from the the courtyard outside to lighten the mood of studious -children who are constantly under the critique of their teachers. The -&zcob&Oble&zsto&One&g path leads back to the entrance to the west and a small -moss-covered path leads south through the courtyard to the greenhouse -and animal nursury. -~ -0 0 2 -D0 -Further into the Coutyard -~ -~ -0 -1 57204 -D1 -Into the Magic School -~ -door~ -3 -1 57208 -D2 -Down a Mossen Path -~ -~ -0 -1 57206 -D3 -Continueing up the Cobblestoned Path -~ -~ -0 -1 57202 -S -#57206 -The Eastern end of the Courtyard~ -&gA moss-covered stone path lies here going south to the greenhouse where the -students following the ways of the druid take their class and north to the -&gmain entrance of the school. &YYellow&g and &rred&g roses line the path -slightly covering the thick ivy vines that creep up the wall. The rest of the -courtyard lies west as well as a very large oak tree that is visited often by -the students that spend their time under his broad canopy while doing their -homework. -~ -0 0 2 -D0 -Down the Cobblestoned Path -~ -~ -0 -1 57205 -D2 -Continueing down a Mossen Path -~ -~ -0 -1 57222 -D3 -Further into the Courtyard -~ -~ -0 -1 57207 -S -#57207 -The Western end of the Courtyard~ -&gSpectacular rows of &pro&rs&pes&g line the aesthetically pleasing wall to the -west giving the courtyard here an air of safety and comfort. The grass, as -always, is very well kept and cut with such a precise level length that only -magic could resonably account for it. The large &Go&Oa&Gk&g that offers shade -to the area has also been well taken care of as it is perhaps the largest tree -in the near vicinity. -~ -0 0 2 -D0 -Down the Cobblestoned Path -~ -~ -0 -1 57202 -D1 -A small Mossen Path -~ -~ -0 -1 57206 -D2 -Futher into the courtyard -~ -~ -0 -1 57221 -S -#57208 -Entry Hall~ -&ONothing so far has been as spectacular as this room. The walls in every -direction span upwards well above the second floor and each wall sports a -great many tapestries of dazzling colors and paintings depicting the life -here at the magic school. The floor is made of the finest woodworking that -is so precise that only magic could account for it. On both sides of the -entry hall are sweeping stair cases with their sturdy planks of wood and -inlaid flecks of gold and silver leading to the second floor. Most of the -classes are found on the first floor just to the east and south. Further -into the school is the dining hall where the clatter of some plates and -silverware are heard as students and teachers alike take their meals -whenever they care to do so. -~ -0 8 0 -D0 -Towards some stairs -~ -~ -0 -1 57209 -D1 -A bend in the hall -~ -~ -0 -1 57211 -D2 -Towards some stairs -~ -~ -0 -1 57210 -D3 -Back Outside -~ -door~ -3 -1 57205 -S -#57209 -Northern Stairwell~ -&OEach stair is made of a deep &rreddish&O wood that has been smoothed by -centuries of students and teachers going up and down to their respective -destinations. Even with the apparent wear, gold and silver flecks seem to be -almost weaved into the woodwork magically. The banisters of such a magnificent -piece of stair artistry are made of ivory with a soft gold band spiraling up -inlaid with &Rcrimson&O colored garnets and deep &bazure&O sapphires. -~ -0 8 0 -D2 -Towards the hallway -~ -~ -0 -1 57208 -D4 -Up the stairs -~ -~ -0 -1 57234 -S -#57210 -Southern Stairwell~ -&OEach stair is made of a deep &rreddish&O wood that has been smoothed by -centuries of students and teachers going up and down to their respective -destinations. Even with the apparent wear, gold and silver flecks seem to be -almost weaved into the woodwork magically. The banisters of such a magnificent -piece of stair artistry are made of ivory with a soft gold band spiraling up -inlaid with &Rcrimson&O colored garnets and deep &bazure&O sapphires. -~ -0 8 0 -D0 -Towards the hallway -~ -~ -0 -1 57208 -D4 -Up the stairs -~ -~ -0 -1 57235 -S -#57211 -Main Hall~ -&OThe main hall continues down to the south at some length. Statues of -spun &wsilver&O and&W mithril&O line the walls at regular intervals and very -large paintings of students playing in the courtyard hang from many -places. The walls as a whole almost breath with magical life with -the color and detail of the works hung on them. It is almost as if -the paintings and statues are real because if someone moves, their -eyes seem to follow them. Sounds of people eating come from the east -as the dining hall is very close and a small under used door is to the -North. -~ -0 8 0 -D0 -A small closet -~ -door~ -3 -1 57212 -D1 -Smells of Food -~ -~ -0 -1 57227 -D2 -Down a long Corridor -~ -~ -0 -1 57213 -D3 -Back to Entry Hall -~ -~ -0 -1 57208 -S -#57212 -Janitorial Closet~ -&OThis is perhaps the most mundane room in the entire manor. Shelves are -littered with cleaning supplies but they have been long forgotten due to -the students' uncanny ability to use magic to clean everything. Even the -janitor hardly comes in here and even then it is to make sure everything -is still in it's place and not stolen to make insidious potions or evil -spells. The only obvious direction to go from here is back south to the -main hall once more. -~ -0 8 0 -D2 -To the Main Hall -~ -door~ -3 -1 57211 -S -#57213 -Main Hall~ -&OThe main hall continues to the south at some length and a short way -to the north. Statues of spun &wsilver&O and &Wmithril&O continue to line the -walls at regular intervals and a few large paintings of students -studying hard in the dorm rooms hang in seemingly random places. The -walls as a whole almost breath with magical life with the color and -detail of the works hung on them. It is almost as if the paintings -and statues are real because if someone moves, their eyes seem to -follow them. -~ -0 8 0 -D0 -Up a long Corridor -~ -~ -0 -1 57211 -D2 -Down a long Corridor -~ -~ -0 -1 57214 -S -#57214 -Main Hall~ -&OThe main hall continues to the south for a bit and also goes towards -the north. Statues of spun &wsilver&O and &Wmithril&O stand on either side -of the West and East doors. Sounds from the west door resemble many -students laughing while teachers try to control them unsucessfully. -A soft &Cblue&O light leaks from under the door to the east as clerics -chant newly learned spells healing small animals. A few yips and cries -are the only clue that not all students seem to be landing the -correct spell. -~ -0 8 0 -D0 -Up a long Corridor -~ -~ -0 -1 57213 -D1 -A small classroon -~ -door~ -3 -1 57216 -D2 -Down a long Corridor -~ -~ -0 -1 57217 -D3 -A small classroon -~ -door~ -1 -1 57215 -S -#57215 -Mage Class~ -&OThe mage classroom can hardly be called a classroom. Instead -of desks and chairs there is a large dais in the middle of the -room where those students following the way of the mage will -perform their various spells at a peer. Needless to say first aid -potions and bandages lie on near by shelves along with wands -and staves. A loft surrounds the dais so that students can have a -good vantage point to observe without worrying about poorly -aimed spell casting. -~ -0 8 0 -D1 -Back to the hallway -~ -door~ -1 -1 57214 -S -#57216 -Cleric Class~ -&CBright &Bblue&C light spills over the room in a near blinding radiance as -the aura of healing covers everything. Six large &zsteel&C examination -tables lie in the center of the room with four trays on each corner -for the students to inspect the animals they are about to heal and -return to the courtyard outside. &PPink&C crystal lamps hang from the -ceiling to provide light to the room though they are unnecessary for -the &Bblue&C light is bright enough to do even the most difficult of -tasks. -~ -0 8 0 -D3 -Back to the hallway -~ -door~ -3 -1 57214 -S -#57217 -Main Hall~ -&OThe main hall finally comes to an end here connecting the final -two classrooms downstairs. As always the &wsilver&O and &Wmithril&O -statues stand vigilant on either side of the two doors. A great -&rfi&Yre&Rpl&rac&Ye&O takes up the majority of the southern wall but two tiny -stained-glass windows are next to it to ventilate the room a -little bit better. A gigantic &Ygolden&O chandelier hangs from the ceiling -providing light to the southern bit of hallway when the fire dies -down. To the east is where those who choose to be paladins go -to learn to fight righteously and aid their fellow devout peers. -Also from the east comes a rhythmic chant as Augurers take -their lessons in healing and harmful magics. -~ -0 8 0 -D0 -Up a long Corridor -~ -~ -0 -1 57214 -D1 -A small classroom -~ -door~ -3 -1 57219 -D3 -A small classroom -~ -door~ -3 -1 57218 -S -#57218 -Augurer Class~ -&OThe augurer classroom is far more cluttered than any of the others -in the school. Desks and chairs lie in neat rows in the center of -the room while punching bags dangle from the ceiling near the walls. -In a small loft there is a platform where students practice dualing -and a table where they can heal their peers or practice on the same -small animals that clerics perform their magic. The windows that -would offer a nice view of the greenhouse outside are covered with -pictures of fighting stances for magic users. Back to the East is -the door to the main hall. -~ -0 8 0 -D1 -Back to the hallway -~ -door~ -3 -1 57217 -S -#57219 -Paladin Class~ -&OThis classroom is by far larger than any of the others. On the -south wall there is a small stable that leads to the grounds -outside. The room also has high vaulted ceilings to make room -for a large loft on the north side where the paladins have set up -a large alter to praise &WA'estara&O the god to those with &Wangelic&O -souls. In the center of the room is a sparring arena where the -students can also practice their sword skills under the -supervision of their teachers. -~ -0 8 0 -D3 -Back to the hallway -~ -door~ -3 -1 57217 -S -#57220 -Valenti's Office~ -&WA bright white radiant light emanates from the globe floating -above the room bathing everything here in a pure innocent -white glow. The large desk in the northwest corner is made up, -somehow, of only one giant hunk of ivory with &zsilver&W filigree -embedded up the legs. On the walls are hundreds of small -mirrors to reflect the light coming from the globe above or -from the light that comes in through the &Prosy-pink&W glass -window on the northern wall. -~ -0 8 0 -D8 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57221 -The Western end of the Courtyard~ -&gThe wall takes a turn here to the east offering the courtyard a -new little nook in it to provide shade and relaxation during the -early hours. Made of solid &wm&War&wbl&We&g, a large fountain was also -built into the wall here. &BW&Ca&Bt&Ce&Br&g cascades out of the statue's -wand and into the basin below. Students love to toss coins into -it and hope for good grades or catch the eye of a special &Rso&Pme&Ron&Pe&g. -~ -0 0 2 -D0 -the main path -~ -~ -0 -1 57207 -D1 -Outside the Greenhouse -~ -~ -0 -1 57222 -S -#57222 -The Southeastern corner of the Courtyard~ -&gNestled snuggly next to the great walls of the school to the east and a -large greenhouse to the South is another small collection of floral wonders. -Great vines cover the stone walls of the school and a mound of daisies and -many small tamed wildflowers line the greenhouse as unwanted seeds were -likely tossed out of the window. The moss in the stone path back to the main -part of the school also incredibly seems to be attended to with the same -care as the rest of the grounds. -~ -0 4 2 -D0 -Continueing up a Mossen Path -~ -~ -0 -1 57206 -D2 -Into the Greenhouse -~ -~ -0 -1 57223 -D3 -Further into the Courtyard -~ -~ -0 -1 57221 -S -#57223 -Druid Class~ -&gThe greenhouse is stuffy and humid. Plants and flowers hang from baskets on -the ceiling, line the walls, sit on tables, and grow from the very floor. It -is as if the whole building is alive with the plants within it. The only -places that don't have some kind of growth on them are the desks where the -students can do their schoolwork without worrying about having to write on -top of their precious plants. To the south is the main part of the greenhouse -where the plants are potted and grown with all the love and attension of -nature loving druids. -~ -0 0 0 -D0 -Back up the Mossen Path -~ -~ -0 -1 57222 -D2 -More plants -~ -~ -0 -1 57225 -S -#57224 -Valandra's Office~ -&YValandra's office has been furnished in all of the best of yellow -and &Ro&Ora&Rng&Ois&Rh&Y furniture. A few paintings of sunsets and sunrises -compliment the yellow painted room as well; however, her -desk is made of &rre&Od&rd&Ois&rh&Y cedar to ward off the moths that may -come to eat her very important documents contained within it. -On the wall behind the desk is a framed certificate saying that -she passed Auguerer's training with top marks. -~ -0 8 0 -D2 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57225 -The main part of the Greenhouse~ -&gIn the back of the greenhouse is where most of all the dirty work gets done. -An entire wall of the greenhouse is devoted to housing the various types of -soils and manures in order to pot the plants in their favorite natural -habitats. Rows upon rows of pots and barrels line the floor ready to house -new resident plants in them and later be planted outside or sold to bring -profit to the school. Most of the plants in here are unusual and a few of -them are potted inside of cages to keep unwary students away. -~ -0 0 0 -D0 -A small Classroom -~ -~ -0 -1 57223 -S -#57226 -Zann's Office~ -&CLike the classroom downstairs a healing light &Bblue&C glow -washes through the room; however it is not nearly as brilliant. -Zann keeps his room a tidy affair but is very liberal when it -comes dust collectors, mainly pictures of Liz, his girl back -home, that cover all the shelf space wherever there isn't some -kind of medical tome listing the cures for faerie foot fungus or -nasal troll warts. A bright &Rred&C light hovers in the air that -compliments most of the room and illuminates all the places -where the &Bblue&C glow doesn't reach. -~ -0 8 0 -D9 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57227 -The Dining Hall~ -&OThe dining hall is easily the largest room in the school. Spanning to the -north are two gigantic dining tables covered in a mass of food. Plush -mahogany chairs with &Rred&O velvet cusions line themselves next to the tables -marking just how well off the students at this school seem to be. At the -end of each table, though, are hard &zmetallic&O chairs that are raised very -high compared to the comfortable looking ones and sport the word "dunce" -at the top, well above where a student's head might rest. Stained-glass -windows on the east wall depict not only the students' feasting on grand -delicacies but those stuck in the dunce chairs struggling to reach the -food on the table. -~ -0 8 0 -D0 -More smells of food -~ -~ -0 -1 57231 -D2 -A small kitchen -~ -~ -0 -1 57229 -D3 -To the Main Hall -~ -~ -0 -1 57211 -S -#57228 -Third Floor Landing~ -&OPaintings of all the past and present teachers line the walls here -on the landing. Each was painted in the particular style of its -time ranging from simple stick figure cavemen from days of -old to picturesque wand drawn photographs of those from a -more modern time. The largest stained-glass window lies on -the eastern wall looking out onto the courtyard, it depicts the -most famous and wisest of headmasters of the school with a -cane in one hand and an iron maiden in the background. -~ -0 8 0 -D1 -A huge waiting room -~ -door~ -1 -1 57230 -D5 -Back to the first floor -~ -~ -0 -1 57243 -S -#57229 -Kitchen~ -&OThis windowless environment sports five fireplaces and three sinks where -the students who have been caught misbehaving are required to spend the -entire dinner in making food without the aid of magic. Needless to say -the majority of the students banished here to spend out their dinner are -quite without enthusiasm for cooking the meals that their fellow students -eat and are not above spitting or flicking boogers into their meal. To -prevent such occurances a wicker switch hangs from the ceiling with a -bold red warning. &RYe have been warned!&D -~ -0 8 0 -D0 -Smells of Food -~ -~ -0 -1 57227 -S -#57230 -Waiting Room~ -&OA large &rfi&Rre&Ypl&Wac&we&O situates itself in the middle of the room -providing warmth to the offices around it and the waiting -students and parents sitting in one of the various couches and -chairs spread about the room. Because the room is windowless -a shimmering ball of &Ylight&O dangles from the ceiling on a thin -almost invisible strand of gossamer to illuminate what might have -otherwise been unseen. -~ -0 8 0 -D0 -A bright yellow office -~ -door~ -1 -1 57224 -D1 -A drab grey office -~ -door~ -1 -1 57232 -D2 -A colorful lounge -~ -door~ -1 -1 57240 -D3 -Towards the stairs -~ -door~ -1 -1 57228 -D6 -A bright blue office -~ -door~ -1 -1 57226 -D7 -A brilliant white office -~ -door~ -1 -1 57220 -D8 -A stormy humid office -~ -door~ -1 -1 57242 -D9 -An office with many plants inside -~ -door~ -1 -1 57233 -S -#57231 -The Dining Hall~ -&OThe dining hall is easily the largest room in the school. Spanning to the -south are two gigantic dining tables covered in a mass of food. Plush -mahogany chairs with &Rred&O velvet cusions line themselves next to the tables -marking just how well off the students at this school seem to be. At the -end of each table, though, are hard &zmetallic&O chairs that are raised very -high compared to the comfortable looking ones and sport the word "dunce" -at the top, well above where a student's head might rest. Stained-glass -windows on the east wall depict not only the students' feasting on grand -delicacies but those stuck in the dunce chairs struggling to reach the -food on the table. -~ -0 8 0 -D2 -Smells of Food -~ -~ -0 -1 57227 -S -#57232 -Nasedo's Office~ -&wA particularly drab off-white colored room, Nasedo prefers the -neutrality that being a mage can offer him. &zBlack&w and &Wwhite&w -student pencil sketches line the walls offers a little spark to this -room but not much. His desk, a shiny &Wwhite&w color, does little to -brighten up the room. The best feature by far would be the -stained-glass window on the east wall that changes colors all -on its own. When the sun comes up in the morning light goes -through the window and splashes the whole room in &Cd&Ra&Gz&Yz&Pl&Bi&Wn&pg&w -random colors. -~ -0 8 0 -D3 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57233 -Kyle's Office~ -&GKyle, new to the world of magic has just recently developed his -ability to harness his powers. A firm believer of eastern -thought he has kept this office as natural as possible. His desk -is made of a deep &Rre&rdd&ris&Rh&G mahogany wood, and the chairs are -lined with deep moss colored velvet. The floor has a deep -&ggreen&G shag rug that looks and smells a bit too much like dirt -and grass that it might very well be. A window behind his desk -looks out on the courtyard that he has his students work into -perfection. -~ -0 8 0 -D6 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57234 -Second Floor Landing~ -&OEach stair is made of a deep &rreddish&O wood that has been smoothed by -centuries of students and teachers going up and down to their respective -destinations. Even with the apparent wear, gold and silver flecks seem to be -almost weaved into the woodwork magically. The banisters of such a magnificent -piece of stair artistry are made of ivory with a soft gold band spiraling up -inlaid with &Rcrimson&O colored garnets and deep &bazure&O sapphires. Looking -down you can see the entry hall and just barely out the door to the -&gcourtyard &Ooutside. -~ -0 8 0 -D1 -A long hallway -~ -~ -0 -1 57236 -D5 -Back to the first floor -~ -~ -0 -1 57209 -S -#57235 -Second Floor Landing~ -&OEach stair is made of a deep &rreddish&O wood that has been smoothed by -centuries of students and teachers going up and down to their respective -destinations. Even with the apparent wear, gold and silver flecks seem to be -almost weaved into the woodwork magically. The banisters of such a magnificent -piece of stair artistry are made of ivory with a soft gold band spiraling up -inlaid with &Rcrimson&O colored garnets and deep &bazure&O sapphires. Looking -down you can see the entry hall and just barely out the door to the -&gcourtyard&O outside. -~ -0 8 0 -D1 -A long hallway -~ -~ -0 -1 57238 -D5 -Back to the first floor -~ -~ -0 -1 57210 -S -#57236 -Second Floor Hallway~ -&OStretching far to the south the second floor hallways is just -barely shorter than the main hall downstairs. Plush &Ggreen&O -benches and small tables line the walls where students can take -a small break without needing to return to bustle in the -common room and a great &rfi&Rre&Ypl&Wace&O is to the North warming -and illuminating the hallway. Runic-scrawl graffiti covers the -walls near the benches announcing recent &Pro&Rma&Pnt&Ric&O relations to -peers and how the teachers look funny and other typical -childish gossip. -~ -0 8 0 -D2 -A long hallway -~ -~ -0 -1 57237 -D3 -A grand staircase -~ -~ -0 -1 57234 -S -#57237 -Second Floor Hallway~ -&OStretching far to the south and a bit to the north the second -floor hallway is just barely shorter than the main hall -downstairs. Plush &Ggreen&O benches and small tables line the walls -where students can take a small break without needing to return -to bustle in the common room to the East here. Runic-scrawl -graffiti covers the walls near the benches announcing recent -&Pro&Rma&Pnt&Ric&O relations to peers and how the teachers look funny -and other typical childish gossip. -~ -0 8 0 -D0 -A long hallway -~ -~ -0 -1 57236 -D1 -Towards the common room -~ -~ -0 -1 57246 -D2 -A long hallway -~ -~ -0 -1 57238 -D3 -A spiral staircase leading up -~ -~ -0 -1 57243 -S -#57238 -Second Floor Hallway~ -&OThe second floor hallway is at a midpoint here. To the North -and east is the common room where the students spend much -of the time relaxing or doing homework when not in the -garden. To the south are the headmaster's office and the last -remaining magic class. &GPlush&O green benches and small tables -still line the walls where students can take a small break -without needing to return to bustle in the common room to the -east here. Another gigantic &rfi&Rre&Ypl&Wace&O was placed to offer a bit of -warmth to the somewhat chilly and drafty school. -~ -0 8 0 -D0 -A long hallway -~ -~ -0 -1 57237 -D2 -A long hallway -~ -~ -0 -1 57239 -D3 -A grand staircase -~ -~ -0 -1 57235 -S -#57239 -Second Floor Hallway~ -&OThe hallway's far South end lies here with yet another &rfi&Rre&Ypl&Wace&O -keeping the upper floor here warm during the chill winters and -offering illumination during the night. The headmaster's office -is just off to the West behind a heavy looking &Rred&O door with the -message &rKEEP OUT!!&O inscribed into the wood. The last class in -the school lies to the East giving those following the path of a -sorcerer plenty of casting room for all of their &Yenergy&O and -&cw&Be&wa&ct&Bh&we&cr&O based spells that they do. -~ -0 8 0 -D0 -A long hallway -~ -~ -0 -1 57238 -D1 -A small classroom -~ -door~ -3 -1 57244 -D3 -A spotless office -~ -door~ -3 -1 57241 -S -#57240 -Teacher's Lounge~ -&OA home away from home the teacher's lounge offers almost all -the comforts that people who work here have come to expect. -&GGreen&O, healthy plants hang from the vaulted ceiling, which is -nearly invisible behind swirling &cr&za&ci&zn&O clouds. &YYellow&O furniture -offers a place for teachers to relax or read one of the many -books on the light &Cblue&O shelves. Finally, a large &Wwhite&O table -with six sets of &wsilverwear&O sits in the middle of the room where -food can be ordered up for hungry staff. -~ -0 8 0 -D0 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57241 -Headmaster's Office~ -&OWith military precision the office has been meticulously -cleaned of every dust particle, stray paper, and lost hairs from -the headmaster's balding head. All of the furniture seems like it -has been mathematically placed equal and level distances as to -remain functional but yet rather inhuman. The small &rfi&Rre&Ypl&Wace&O -in the Western wall gives off a soft glow from the equal in -length firewood kindling inside. The windows on either side of -the fireplace would look out into the courtyard if they had not -been shuttered up to make sure that no dirt comes in through -them. -~ -0 8 0 -D1 -A long hallway -~ -door~ -1 -1 57239 -S -#57242 -Kavar's Office~ -&cOddly enough the humidity in this room seems to be far higher -than the rest of the school. Looking up shows the cause, a thick -mass of &zgrey&c thunderclouds circle the ceiling throwing off a -light shower of &zr&wa&zi&wn&c creates a moisture level in here to contest -any jungle. With all the &zr&wa&zi&wn&c, though, everything in the room -has been enchanted to keep things dry and safe. Small &Ylightning&c -sparks get thrown out of the clouds once and a while striking -the protective &Rrubies&c embedded in the wall to ensure the school -doesn't burn down. -~ -0 8 0 -D7 -A huge waiting room -~ -door~ -1 -1 57230 -S -#57243 -Spiral Staircase~ -&OA marvel in exuberance and in simplicity another staircase lies -here spiraling steeply up to the third floor where the teacher's -offices may be found. For such simple stairs the banister that -spirals up the stairs with it is another story. Made of a bright, -shimmering, &Cblue&O light it illuminates the stairs as it serves as it -also serves as a handhold for teachers and students to safely -scale the stairs. -~ -0 8 0 -D1 -A long hallway -~ -~ -0 -1 57237 -D4 -Towards the third floor -~ -~ -0 -1 57228 -S -#57244 -Sorcerer's Classroom~ -&zCharred black with the constant fires and lighting strikes this -classroom creates a vile assault to the senses. Snakes and eels are -pickled in jars and a small pile of bones lie in the corner from -when the students' spells "accidentally" killed their specimens. -An eerie light comes out of &rred&z stones embedded in the walls to -prevent the whole school from erupting in a great wave of -&Rf&rl&Ra&rm&Re&rs&z from a student's uncontrolled blast of fire. The few -desks that remain intact have the words, Pain, Death, -Destruction, cut deeply into the wood. -~ -0 8 0 -D3 -A long hallway -~ -door~ -3 -1 57239 -S -#57245 -Boys' Dormitory~ -&cThe beds in the boy's dormitory are all shoved against the -&wwalls and one of them was even accidentally bewitched to -&chover over the room. Using the hovering bed to their advantage -&wthe boys have constructed a simple fort in the middle of the -&croom using all the bed sheets to make a roof over it and a -&wmakeshift carpet. A window that looks out over the land -&cbeyond the school grounds to the far East has a small bench -&wunder it for someone to sit in and reflect on whatever might be -&cgoing on. Using manly fashion sense the young lads have decided -&wto paint the room using a neutral blue and white striped motif. -~ -0 8 0 -D0 -Back into the common room -~ -~ -0 -1 57246 -> entry_prog 100~ -if sex($n) == 2 -mea $n _whi This is the boys room! Out!!! -mpforce $n north -endif -~ -| -S -#57246 -Common Room~ -&OThe common room not only sports perhaps the largest &rfi&Rre&Ypl&Wace&O -in the school inlaid into the Eastern wall, the only floor that has -a thick &rred&O rug, but magical floating &Ggreen&O, &Bblue&O, and &Ppink&O -globes of light that harmlessly bounce off the walls and chairs -to entertain the people. Students come to relax in the cushy &Rred&O -arm chairs next to the &rfi&Rre&Ypl&Wace&O, do their homework on one of -the many &Ygolden&O tables against the walls or just play a good -game of hit the &Bc&Go&Pl&Bo&Gr&O balls off the wall. The dormitories lie to -the North and South and are strictly gender restricted. -~ -0 8 0 -D0 -A wretchedly pink room -~ -~ -0 -1 57247 -D2 -A blue and grey room -~ -~ -0 -1 57245 -D3 -A long hallway -~ -~ -0 -1 57237 -S -#57247 -Girls' Dormitory~ -&pLace &Pcurtains, &phideous &Ppink&p and &Yyellow&P bed&p spreads&P and -&pstuffed, &Pbaby &panimals &Pmark &pthe &PGirls' &pDormitory. &PThe -&pwalls&P have &pbeen&P painted&p an&P oppressive &ppurple &Ppink &pcolor -&Pand &peven &Pthe &pchandelier &Pthat &phangs &Pfrom &pthe &Pceiling &phas -&Pbeen&p decorated&P with &Yyellow&p and&R red&P roses&p to&P add&p even -&Pmore&p horrible &Pfeminine&p feeling&P to&p the&P room. &pA &Psmall &Wmarble -&pfountain &Pof&p Cupid&P stands&p on&P a&p pillar&P in&p the&P center&p of -&Pthe&p room&P where &pgirls&P can&p throw&P coins&p into&P and&p hope&P to -&pdate&P that&p certain&P someone&p living&P in&p the &BBoy's Dormitories&P to -&pthe&P south. -~ -0 8 0 -D2 -Back into the common room -~ -~ -0 -1 57246 -> entry_prog 100~ -if sex($n) < 2 -mea $n _whi Girls start screaming at you! -mpsleep 3 -mea $n _whi You run out, ducking for brushes flying your way. -mpforce $n south -endif -~ -| -S -#57248 -Floating in a void~ -~ -0 1073741828 1 -S -#57249 -void~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 57206 1 57241 -D 0 57241 1 0 -M 1 57215 1 57215 -M 1 57216 1 57215 -M 1 57217 1 57215 -M 1 57218 1 57215 -M 1 57219 1 57215 -M 1 57220 1 57215 -M 1 57221 1 57215 -D 0 57215 1 0 -M 1 57243 1 57223 -M 1 57244 1 57223 -M 1 57245 1 57223 -M 1 57246 1 57223 -M 1 57247 1 57223 -M 1 57248 1 57223 -M 1 57249 1 57223 -M 1 57205 1 57220 -E 1 57200 1 5 -D 0 57220 8 0 -M 1 57200 1 57224 -E 1 57201 1 7 -D 0 57224 2 0 -M 1 57201 1 57226 -E 1 57202 1 9 -D 0 57226 9 0 -M 1 57202 1 57232 -G 1 57203 1 -D 0 57232 3 0 -M 1 57203 1 57242 -E 1 57204 1 10 -D 0 57242 7 0 -M 1 57204 1 57233 -E 1 57205 1 3 -D 0 57233 6 0 -M 1 57207 1 57229 -E 1 57207 1 1 -E 1 57206 1 16 -O 1 57208 1 57204 -O 1 57215 1 57231 -O 1 57212 1 57225 -D 0 57205 1 1 -D 0 57208 3 1 -D 0 57211 0 1 -O 1 57209 1 57212 -D 0 57212 2 1 -D 0 57214 1 1 -D 0 57214 3 0 -M 1 57210 1 57216 -M 1 57211 1 57216 -M 1 57212 1 57216 -M 1 57213 1 57216 -M 1 57214 1 57216 -M 1 57209 1 57216 -M 1 57208 1 57216 -D 0 57216 3 1 -M 1 57229 1 57219 -M 1 57230 1 57219 -M 1 57231 1 57219 -M 1 57232 1 57219 -M 1 57233 1 57219 -M 1 57234 1 57219 -M 1 57235 1 57219 -D 0 57219 3 1 -M 1 57222 1 57218 -M 1 57223 1 57218 -M 1 57224 1 57218 -M 1 57225 1 57218 -M 1 57226 1 57218 -M 1 57227 1 57218 -M 1 57228 1 57218 -D 0 57218 1 1 -D 0 57217 1 1 -D 0 57217 3 1 -O 1 57216 1 57221 -M 1 57236 1 57244 -M 1 57237 1 57244 -M 1 57238 1 57244 -M 1 57239 1 57244 -M 1 57240 1 57244 -M 1 57241 1 57244 -M 1 57242 1 57244 -D 0 57244 3 1 -D 0 57239 1 1 -D 0 57239 3 1 -O 1 57210 1 57203 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 57200 spec_cast_mage -M 57201 spec_cast_cleric -M 57203 spec_cast_mage -M 57206 spec_cast_mage -M 57207 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mahntor.are b/data/realm/areas_smaug1.4a/mahntor.are deleted file mode 100644 index 44ae50a..0000000 --- a/data/realm/areas_smaug1.4a/mahntor.are +++ /dev/null @@ -1,3783 +0,0 @@ -#AREA The Keep of Mahn-Tor~ - -#VERSION 1 - -#AUTHOR Chris~ - -#RANGES -15 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2300 -knight ethereal dark~ -the Dark Ethereal Knight~ -A dark ethereal knight hovers over the bloody clearing. -~ -The ethereal knight is clad in shadowy black armor. It appears as though he -was involved in the carnage that occurred here. His soul is trapped here, as -he waits for release. -~ -3 136 -1000 S -25 0 -5 550d1+75 1d8+15 -25000 70000 -112 112 1 -#2301 -treant tree~ -the Old Treant~ -A huge, gnarled tree stands here, battered by age and nature. -~ -The old tree looks as though the wind has battered and torn at it for years. -Very few leaves remain. Its limbs are crooked and gnarled. It moans as the -wind pushes it back and forth. -~ -3 0 250 S -20 0 -3 250d1+50 3d6+5 -5000 35000 -112 112 0 -#2302 -dweller cave~ -the Cave Dweller~ -A slimy, gross creature is here munching on a corpse. -~ -The cave dweller looks like a mixture of several disgusting monsters. It has -a bird's beak, huge white eyes, a furry body, and long clawed hands and feet. -It sees you and snarls. -~ -35 32788 0 S -15 5 2 150d1+75 3d6+3 -2500 21000 -112 112 0 -#2303 -toad rock~ -the Rock Toad~ -A rather large rock toad sits here, croaking loudly. -~ -A grey toad. Its about the size of a cow. Small horns grow all over its body. -~ -3 0 -250 S -14 6 4 150d1+35 2d8+3 -2550 17500 -108 108 0 -#2304 -weeping willow tree~ -the Weeping Willow~ -A large willow tree stands here, weeping. -~ -The weeping willow has long thins branches. These branches seem to droop in -anguish and dismay. You hear a faint sound of crying. -~ -3 136 1000 S -25 0 -5 550d1+50 4d6+5 -20000 150000 -112 112 2 -#2305 -mist mistling~ -the Mistling~ -A mistling emerges from the mist surrounding you. -~ -It looks like a thin wisp of mist that has gained substance and size. -~ -35 65536 0 S -15 1 5 200d1+20 2d9+3 -1000 22000 -112 112 0 -#2306 -swamp wraith~ -the Swamp Wraith~ -A swamp wraith emerges from the mist here. -~ -The swamp wraith is made of mist and is in the image of a great warrior. He -appears to emerge from the mist. You feel the cold radiating from his form as -he nears you. -~ -39 0 -1000 S -20 0 -10 250d1+25 6d4+5 -25000 50000 -112 112 1 -#2307 -ogre villager~ -the Ogre Villager~ -The ogre villager is here, going about its chores. -~ -You see a pitifully overworked ogre. It is dressed in rags and shuffles along -with its head hung low. It sees you and cringes in mortal terror. -~ -193 0 -200 S -10 11 3 100d1+20 2d6+2 -200 10000 -112 112 0 -#2308 -warrior ogre~ -the Ogre Warrior~ -The ogre warrior stands here, growling fiercely. -~ -The ogre warrior is dressed in thick fur armor. He looks quite large and -formidable. -~ -229 0 -350 S -15 6 1 175d1+25 3d6+3 -5000 22000 -112 112 1 -#2309 -guard ogre~ -the Ogre Guard~ -The ogre guard is here manning his post faithfully. -~ -The ogre guard stands here manning his post. It appears as though he would -fight to the death before abandoning his post. -~ -103 0 -500 S -19 0 2 200d1+50 3d6+5 -10000 35000 -112 112 1 -#2310 -shaman ogre~ -The Ogre Shaman~ -The ogre shaman is here chanting arcane words and waving his arms. -~ -The ogre shaman is draped in thick fur cloaks and pelts. He has all types of -charms and holy symbols draped about him. He looks at you and snarls. -~ -231 136 -750 S -20 0 1 250d1+50 4d6+5 -50000 45000 -112 112 1 -#2311 -chief chieftain ogre~ -the Ogre Chieftain~ -The ogre chieftain is here, observing his subjects. -~ -This is the biggest ogre you have ever seen. He is heavily equipped and looks -quite formidable. He towers high above you and growls menacingly. -~ -231 136 -1000 S -25 -4 0 550d1+50 5d5+5 -50000 145000 -112 112 1 -#2312 -barbarian~ -the Plains Barbarian~ -A plains barbarian is here, clad in heavy furs. -~ -The plains barbarian is clad in heavy furs. He seems used to the chilling cold -and icy wastes. -~ -231 0 0 S -20 0 1 250d1+50 3d6+4 -5000 50000 -112 112 1 -#2313 -yeti white~ -the White Yeti~ -The white yeti crouches here snarling. -~ -The white yeti looks like a huge white snow ape. Its long arms end in long -curved talons and its mouth is full of sharp teeth. -~ -231 0 -350 S -16 1 5 200d1+25 3d7+3 -1000 28000 -112 112 0 -#2314 -worm ice iceworm~ -the Ice Worm~ -A huge ice worm burrows through the ice and snow here. It rears up and -attacks! -~ -The huge worm is almost 50 feet long. Its huge gaping mouth spews ice and snow -as it charges directly at you. -~ -103 0 0 S -20 0 -5 250d1+75 3d6+5 -3500 45000 -112 112 0 -#2315 -citizen minotaur~ -the Minotaur Citizen~ -A minotaur citizen is here, hurrying through the icy streets. -~ -You see a rather ragged and cold minotaur. It appears to be looking for a warm -place to seek refuge from the cold. -~ -199 0 100 S -15 5 3 100d1+90 2d5+5 -10000 15000 -112 112 0 -#2316 -guard minotaur~ -the Minotaur Guard~ -A minotaur guard catches you trespassing and attacks! -~ -The minotaur is clad in heavy furs. Beneath these furs, you see the gleam of -his armor. -~ -103 0 -330 S -22 -2 0 400d1+40 4d6+5 -25000 90000 -112 112 1 -#2317 -warrior minotaur~ -the Minotaur Warrior~ -A minotaur warrior is here looking for intruders. -~ -You see a huge minotaur that is dressed in thick furs and armor. He has black -fur and red eyes. He looks quite capable of protecting the city. -~ -101 0 -330 S -21 -1 0 300d1+50 3d7+5 -25000 65000 -112 112 1 -#2318 -minotaur gatekeeper~ -the Minotaur Gatekeeper~ -A minotaur is here guarding the Keep of Mahn-Tor. -~ -The minotaur stands rigidly before the gates of the keep. It looks quite -miserable standing in the driven snow and ice. -~ -71 8 -330 S -25 -4 -5 550d1+50 5d5+5 -25000 100000 -112 112 0 -#2319 -minotaur high guard~ -the High Minotaur Guard~ -The minotaur high guard is here guarding the Keep. -~ -The high guard is dressed in blue plate armour. He looks quite dangerous and -skilled. -~ -103 8 -330 S -25 -4 -5 600d1+20 4d7+4 -45000 130000 -112 112 1 -#2320 -minotaur royal guard~ -the Royal Minotaur Guard~ -The royal minotaur guard considers you an intruder and attacks! -~ -The royal guard is quite huge. He is dressed in heavy red armor and wields a -huge glaive. He looks quite capable of protecting the keep. -~ -103 8 -330 S -26 -6 -7 650d1+50 5d5+4 -50000 160000 -112 112 1 -#2321 -guard minotaur elite~ -the Elite Minotaur Guard~ -The elite minotaur guard sees you and attacks! -~ -This minotaur wields a huge morningstar and is clad in heavy crimson plate and -furs. -~ -103 8 -250 S -28 -8 -8 800d1+50 6d5+5 -75000 300000 -112 112 1 -#2322 -girl haremgirl harem slave~ -the Harem Girl~ -A harem girl cowers here in fear. -~ -She looks quite attractive. Her low cut gown reveals why she was chosen to be -in the harem. -~ -199 0 1000 S -2 20 10 50d1+10 3d1+5 -10 100 -112 112 1 -#2323 -butler minotaur~ -the Minotaur Butler~ -A minotaur butler stands here rigidly, awaiting orders. -~ -He looks quite regal and refined to be a minotaur. -~ -199 0 250 S -20 1 0 1d12+247 3d6+4 -5000 40000 -112 112 1 -#2324 -keeper minotaur ring-keeper~ -the Minotaur Ring-Keeper~ -The minotaur ring-keeper stands guarding his post. -~ -The ring-keeper is a huge minotaur. You notice a huge ring of multicolored -keys hanging from his belt. He wears huge, spiked brass knuckles. -~ -71 136 -300 S -29 -9 -9 100d3+700 5d7+5 -50000 400000 -112 112 1 -#2325 -gorak minotaur warrior master~ -Gorak~ -Gorak, the Minotaur Master Warrior, is here practicing his skills. -~ -Gorak is HUGE. His bulging muscles are confined beneath heavy armor. He is the -master of the warrior guild of Mahn-Tor. -~ -35 136 -300 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2326 -darkoth minotaur anti-paladin master~ -Darkoth~ -Darkoth, the minotaur anti-paladin, stands here grinning wickedly. -~ -Darkoth is a living incarnation of evil. He radiates a dark aura, and a cold -chill runs down your spine. He is the master of the Mahn-Tor anti-paladins. -~ -35 136 -1000 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2327 -tyrgoth minotaur paladin master~ -Tyrgoth~ -Tyrgoth, the minotaur paladin, is here worshipping silently. -~ -Tyrgoth is the minotaur incarnation of good. You feel safe and at ease in his -presence. He is the leader of the Mahn-Tor paladins. -~ -3 136 1000 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2328 -amyrok minotaur mage master~ -Amyrok~ -Amyrok, the minotaur archmage, is here chanting arcane spells. -~ -Amyrok is a small minotaur. He is clad in loose robes and emits an aura of -power. He appears quite dangerous, despite his size. He is the leader of the -mages of Mahn-Tor. -~ -35 136 300 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2329 -sumaron minotaur cleric master~ -Sumaron~ -Sumaron, master cleric of Mahn-Tor, is here looking holy. -~ -Sumaron is clad in white glowing robes. He is goodness incarnate. He is the -master of all the clerics of Mahn-Tor. -~ -35 136 1000 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2330 -nasturn minotaur druid master~ -Nasturn~ -Nasturn, the minotaur druid, is here studying the arts of nature. -~ -Nasturn is quite a natural looking minotaur. He is dressed in leather and -wears no metal of any type. He looks at you and smiles. -~ -3 136 500 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2331 -belrak minotaur ranger master~ -Belrak~ -Belrak, the minotaur ranger, looks unhappy about having visitors. -~ -Belrak is clad in green and brown leather. He looks quite agile and thin, when -compared to the normal minotaur. He looks at you with a slight smirk. -~ -35 136 500 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2332 -dorgar minotaur thief master~ -Dorgar~ -Dorgar, the minotaur thief, is here hiding in the shadows. -~ -Dorgar is clad all in black. He is tall and slender, unlike most minotaurs. He -appears to be quite a skilled thief. -~ -39 65536 -500 S -30 -9 -10 2500d1+500 6d6+5 -100000 800000 -112 112 1 -#2333 -mahn-tor minotaur grand master~ -Mahn-Tor~ -Mahn-Tor, the minotaur grand master, is here looking down at you. -~ -Mahn-Tor towers above you. He is simply huge. Mahn-Tor is clad in the best of -armor and robes. He wields the largest axe you have ever seen. You can see why -Mahn-Tor is the leader of the minotaurs. He is awe-inspiring. -~ -7 1573002 -500 S -33 -10 -10 3000d1+500 6d7+5 -100000 900000 -112 112 1 -#0 - - -#OBJECTS -#2300 -gloves combat~ -a pair of minotaur combat gloves~ -A pair of metal plated gloves lie here.~ -~ -9 0 129 -8 0 0 0 -6 10000 2500 -E -gloves combat~ -These gloves are plated with metal plates that provide strength and -protection. -~ -A -18 1 -A -19 1 -#2301 -spiked armor garde~ -a suit of spiked garde armor~ -A pile of spiked chainmail lies here.~ -~ -9 0 9 -7 0 0 0 -8 25000 5000 -A -19 2 -#2302 -greaves black~ -A pair of black minotaur greaves~ -Some black metal greaves lie here.~ -~ -9 0 33 -9 0 0 0 -9 25000 5000 -#2303 -vambraces black~ -A pair of black minotaur vambraces~ -Some black metal vambraces lie here.~ -~ -9 0 257 -9 0 0 0 -9 25000 5000 -#2304 -rod weaponry~ -the rod of weaponry~ -A shiny metal rod lies here.~ -~ -5 321 8193 -0 5 5 6 -24 50000 10000 -A -18 3 -A -19 3 -#2305 -cloak pitch black~ -a pitch black cloak~ -A pile of black cloth lies here.~ -~ -15 64 1025 -150 0 0 0 -3 25000 2500 -E -cloak pitch black~ -It appears to have pockets inside it. -~ -A -23 -3 -#2306 -neckguard neck guard black plate~ -a black plate neckguard~ -A black plate collar rests here.~ -~ -9 2624 5 -9 0 0 0 -10 10000 1500 -A -4 1 -#2307 -spiked gauntlets~ -a pair of spiked gauntlets~ -A pair of spiked gauntlets lies here.~ -~ -9 0 129 -3 0 0 0 -10 15000 2500 -E -spiked gauntlets~ -They look pretty damaging. -~ -A -19 3 -#2308 -shield shadow~ -the shadow shield~ -A shadowy shield rests here.~ -~ -9 2625 513 -15 0 0 0 -15 50000 7500 -E -shield shadow~ -You look into the depths of the shield and shiver at the evil it contains. -~ -A -23 -3 -#2309 -nightbringer short sword shortsword~ -a shortsword named "Nightbringer"~ -A very evil looking shortsword lies here.~ -~ -5 4 0 -0 5 4 11 -9 75000 10000 -E -nightbringer short sword shortsword~ -The runes "NiGHtBrINgeR" are scrawled along the blade. -~ -A -18 3 -A -19 3 -#2310 -visor helm golden~ -a golden helm and visor~ -A helm and visor made of pure gold rests here.~ -~ -9 3137 17 -7 0 0 0 -15 25000 5000 -A -4 1 -A -3 1 -#2311 -breast plate gilded gold~ -a gilded gold breast plate~ -A large golden breast plate lies here.~ -~ -9 3137 9 -15 0 0 0 -18 35000 6500 -A -13 25 -#2312 -cape white billowing silk~ -a billowing white cape ~ -A pile of white silk lies here.~ -~ -9 1 0 -5 0 0 0 -5 15000 3500 -A -9 20 -#2313 -shield huge tower~ -a huge tower shield~ -A huge shield lies here.~ -~ -9 65 513 -10 0 0 0 -14 10000 1500 -E -shield huge tower~ -A pure white shield with a gold cross emblazoned across it. -~ -#2314 -dawnbringer mace huge~ -a huge mace named "Dawnbringer"~ -A huge mace lies here. It radiates an aura of power.~ -~ -5 1 0 -0 5 5 6 -24 50000 10000 -E -dawnbringer mace huge~ -The runes "DAwNbRIngER" are scrawled along the handle. -~ -A -18 3 -A -19 3 -#2315 -spectacles wire rimmed~ -a pair of wire rimmed spectacles~ -A small pair of wire rimmed spectacles rests here.~ -~ -9 64 17 -1 0 0 0 -2 25000 2500 -E -spectacles wire rimmed~ -They'll make you look smart. -~ -A -3 4 -#2316 -ring banded~ -a banded ring~ -A small ring made of gold and silver bands lies here.~ -~ -9 65 3 -1 0 0 0 -2 25000 2500 -E -ring banded~ -The ring has entwined bands of gold and silver. -~ -A -12 30 -A -9 10 -#2317 -globe minor~ -a minor globe of invulnerability~ -A small globe rests here. It shimmers and radiates power.~ -~ -9 65 1025 -10 0 0 0 -1 50000 7500 -E -globe minor~ -Shimmering colors move inside the globe. -~ -A -25 -5 -A -23 -5 -#2318 -staff gnarled magius~ -a gnarled magius staff~ -A gnarled staff lies here.~ -~ -5 64 8193 -0 4 4 6 -10 35000 5000 -E -staff gnarled magius~ -It appears to be simply a gnarled old limb. It feels powerful though. -~ -A -18 3 -A -19 3 -#2319 -girdle pouches many~ -a girdle of many pouches~ -A girdle lies here.~ -~ -15 0 2049 -500 0 0 0 -5 15000 1500 -E -girdle pouches many~ -It appears to be full of tiny pockets. -~ -#2320 -robe heavy woolen~ -a heavy woolen robe~ -A heavy pile of wool lies here.~ -~ -9 64 1025 -15 0 0 0 -10 15000 1000 -#2321 -broach ivory~ -a broach of life~ -A small ivory broach lies here.~ -~ -9 321 5 -2 0 0 0 -5 50000 10000 -A -13 50 -#2322 -manual arts healing book~ -a manual of healing arts~ -A small book lies here.~ -~ -2 0 16385 -30 -1 -1 -1 -5 15000 2500 -'cure light' 'cure light' 'cure light' -E -manual arts healing book~ -It appears to be a book of anatomy and medicine. -~ -#2323 -mace huge mithril~ -a huge mithril mace~ -A huge mace made of mithril metal lies here.~ -~ -5 1 0 -0 4 4 6 -13 25000 5000 -A -18 2 -A -19 2 -#2324 -symbol holy golden~ -a golden holy symbol~ -A small holy symbol on a golden chain lies here.~ -~ -9 64 5 -2 0 0 0 -3 10000 1000 -A -12 10 -#2325 -ring marble thick~ -a thick marble ring~ -A thick ring made of marble~ -~ -9 64 3 -4 0 0 0 -5 10000 1000 -#2326 -bracelet thick marble~ -a thick marble bracelet~ -A thick bracelet made of marble lies here.~ -~ -9 64 4097 -4 0 0 0 -8 30000 3000 -A -5 1 -#2327 -boots striding~ -boots of striding~ -A lithe pair of leather boots have been left here.~ -~ -9 64 65 -5 0 0 0 -5 45000 4500 -E -boots striding~ -They look comfortable to walk in. -~ -A -14 30 -#2328 -cloak icy white~ -an icy white cloak~ -A cold pile of white cloth lies here.~ -~ -9 65 1025 -8 0 0 0 -5 25000 2500 -E -cloak icy white~ -Smoke rises from it almost like it's made of dry ice. -~ -#2329 -staff ice~ -an ice staff~ -A staff made of ice rests here.~ -~ -5 64 8193 -0 6 3 6 -13 45000 7500 -E -staff ice~ -The runes "FrIgID" are inscribed in the icy staff. -~ -A -18 2 -A -12 20 -#2330 -ring carved wooden~ -a carved wooden ring~ -A wooden ring is on the floor.~ -~ -9 64 3 -1 0 0 0 -3 25000 2500 -A -18 1 -A -19 1 -#2331 -horn life~ -the horn of life~ -A severed minotaur horn lies here.~ -~ -3 64 16385 -30 8 8 -1 -5 25000 2500 -'cure light' -E -horn life~ -The horn is capped at both ends with gold. Unreadable runes are scrawled on it. -~ -#2332 -belt life~ -the belt of life~ -A strange belt lies here.~ -~ -9 64 2049 -3 0 0 0 -9 50000 5500 -A -5 3 -#2333 -stone blood red~ -a blood red stone~ -A blood red stone lies here collecting dust.~ -~ -9 66 16384 -3 0 0 0 -2 45000 4500 -E -stone blood red~ -The stone pulses with your own heart beat. -~ -A -13 20 -#2334 -crossbow huge~ -a huge crossbow~ -A huge crossbow rests here.~ -~ -5 64 8193 -0 3 7 7 -15 35000 3500 -A -18 1 -A -19 1 -#2335 -pack leather small~ -a small leather pack~ -A small leather pack rests here.~ -~ -15 64 1025 -200 0 0 0 -9 1000 250 -E -pack leather small~ -It looks pretty big on the inside. -~ -#2336 -hood black leather~ -a black leather hood~ -A hood made of black leather rests here.~ -~ -9 64 17 -5 0 0 0 -5 25000 2500 -#2337 -sleeves black leather~ -a pair of black leather sleeves~ -Some leather sleeves lie here.~ -~ -9 0 257 -7 0 0 0 -5 3500 1000 -#2338 -pants black leather~ -a pair of black leather pants~ -Some leather pants lie here.~ -~ -9 64 33 -7 0 0 0 -5 15000 1500 -E -pants black leather~ -They look sneaky. -~ -#2339 -sword wicked short shortsword~ -a wicked shortsword~ -A wicked looking shortsword lies here.~ -~ -5 64 8193 -0 3 5 11 -11 50000 5000 -E -sword wicked short shortsword~ -It looks just perfect for backstabbing. -~ -A -18 1 -A -19 1 -#2340 -globe major~ -a major globe of invulnerability~ -A large globe rests here, pulsing uneasily.~ -~ -9 1 0 -15 0 0 0 -1 100000 25000 -E -globe major~ -Shimmering colors move inside the globe. -~ -A -24 -5 -#2341 -chain chainmail black suit~ -a suit of black minotaur chainmail~ -A huge pile of black chainmail rests here.~ -~ -9 64 9 -15 0 0 0 -12 100000 10000 -A -1 1 -A -5 1 -#2342 -buckler spiked~ -a spiked buckler~ -A small spiked buckler rests here.~ -~ -9 0 513 -10 0 0 0 -5 22500 5000 -A -19 2 -#2343 -ring studded~ -a studded ring~ -A small studded ring lies here.~ -~ -9 64 3 -5 0 0 0 -1 5000 1000 -A -19 1 -#2344 -helm horned~ -a horned minotaur helm~ -A small horned helm rests here.~ -~ -9 0 17 -10 0 0 0 -8 20000 2000 -#2345 -axe great~ -Mahn-Tor's Great Axe~ -An extremely huge axe is resting here.~ -~ -5 2 0 -0 5 5 3 -26 100000 25000 -E -axe great~ -The runes "DeAtH" are scrawled along the blade. -~ -A -18 2 -A -19 2 -#2346 -plate ethereal suit~ -a suit of ethereal plate~ -A suit of shimmering plate rests here.~ -~ -9 513 9 -10 0 0 0 -2 50000 10000 -E -plate ethereal suit~ -You can almost see through it. -~ -A -24 -3 -#2347 -helm ethereal~ -an ethereal helm~ -A shimmering helm rests here.~ -~ -9 513 17 -8 0 0 0 -5 15000 3500 -E -helm ethereal~ -You can almost see through it. -~ -#2348 -blade ethereal~ -an ethereal blade~ -A shimmering blade lies here.~ -~ -5 513 8193 -0 4 3 3 -3 10000 1000 -E -blade ethereal~ -You can almost see through it. -~ -A -18 1 -A -19 1 -#2349 -branch willow~ -a willow branch~ -A small willow branch lies here.~ -~ -3 64 16385 -20 0 0 -1 -3 10000 1000 -'NONE' -#2350 -key keep~ -the keep key~ -A small key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2351 -key red~ -a red key~ -A small red key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2352 -key black~ -a black key~ -A small black key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2353 -key white~ -a white key~ -A small white key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2354 -key brown~ -a brown key~ -A small brown key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2355 -key yellow~ -a yellow key~ -A small yellow key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2356 -key maroon~ -a maroon key~ -A small maroon key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2357 -key green~ -a green key~ -A small green key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2358 -key grey~ -a grey key~ -A small grey key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -#2359 -key runed~ -a runed key~ -A small runed key lies here.~ -~ -18 0 1 -2 0 0 0 -1 0 0 -E -key runed~ -The key looks like it was made for royalty. -~ -#2360 -boots fur lined~ -a pair of fur lined boots~ -A pair of boots are on the floor.~ -~ -9 64 65 -3 0 0 0 -5 10000 1500 -A -14 10 -#2361 -pelt yeti white~ -the white pelt of a yeti~ -A white pelt lies here.~ -~ -9 0 1025 -8 0 0 0 -9 5000 750 -#2362 -sword kopesh~ -a kopesh sword~ -A sword with a curved blade lies here.~ -~ -5 0 8193 -0 5 3 3 -13 10000 1000 -E -sword kopesh~ -The sword looks like it would be grasped so that the blade extended along the -forearm of the wielder. -~ -#2363 -vambraces steel~ -a pair of steel vambraces~ -A gleaming pair of vambraces lies here.~ -~ -9 0 256 -6 0 0 0 -7 5000 450 -#2364 -greaves steel~ -a pair of steel greaves~ -A gleaming pair of greaves lie here.~ -~ -9 0 33 -6 0 0 0 -7 5000 450 -#2365 -axe battle battleaxe~ -a battle axe~ -A dangerous looking battle axe rests here.~ -~ -5 0 8193 -0 4 4 3 -18 7500 1250 -#2366 -plate steel breast~ -a steel breast plate~ -A breast plate of thick steel rests here.~ -~ -9 0 9 -6 0 0 0 -10 8000 1000 -#2367 -helm steel~ -a steel helm~ -A steel helm has been left here.~ -~ -9 0 17 -6 0 0 0 -6 3000 450 -#2368 -halberd huge~ -a huge halberd~ -A huge halberd has been left here.~ -~ -5 64 8193 -0 9 2 3 -18 20000 5000 -A -18 1 -A -19 1 -#2369 -visor blue steel helm~ -a blue steel helm and visor~ -A helm and visor of blue steel rests here.~ -~ -9 0 17 -8 0 0 0 -8 10000 2500 -#2370 -greaves blue steel~ -a pair of blue steel greaves~ -Some greaves made of blue steel rest here.~ -~ -9 0 33 -8 0 0 0 -8 10000 2500 -#2371 -vambraces blue steel~ -a pair of blue steel vambraces~ -Some vambraces made of blue steel rest here.~ -~ -9 0 257 -8 0 0 0 -8 10000 2500 -#2372 -sword two two-handed~ -a two-handed sword~ -A large sword lies here.~ -~ -5 64 8193 -0 6 3 3 -18 20000 2000 -A -18 2 -A -19 2 -#2373 -visor helm steel red~ -a red steel helm and visor~ -A helm and visor made of red steel rests here.~ -~ -9 0 17 -9 0 0 0 -8 20000 5000 -#2374 -greaves red steel~ -a pair of red steel greaves~ -Some greaves made of red steel rest here.~ -~ -9 0 33 -9 0 0 0 -8 20000 5000 -#2375 -vambraces red steel~ -a pair of red steel vambraces~ -Some vambraces made of red steel rest here.~ -~ -9 0 257 -9 0 0 0 -8 20000 5000 -#2376 -glaive~ -a minotaur glaive~ -A very large glaive rests here.~ -~ -5 64 8193 -0 5 4 3 -19 45000 5000 -A -18 1 -A -19 1 -#2377 -visor helm crimson steel~ -a crimson steel helm and visor~ -A helm and visor made of crimson steel rests here.~ -~ -9 0 17 -10 0 0 0 -8 40000 7500 -#2378 -greaves crimson steel~ -a pair of crimson steel greaves~ -Some greaves made of crimson steel rest here.~ -~ -9 0 33 -10 0 0 0 -8 40000 7500 -#2379 -vambraces crimson steel~ -a pair of crimson steel vambraces~ -Some vambraces made of crimson steel rest here.~ -~ -9 0 257 -10 0 0 0 -8 40000 7500 -#2380 -star morning morningstar~ -a huge morningstar~ -A huge morningstar rests here.~ -~ -5 64 8193 -0 7 3 6 -20 65000 8500 -E -star morning morningstar~ -It looks damaging. -~ -A -18 2 -A -19 2 -#2381 -spiked brass knuckles~ -some huge spiked brass knuckles~ -A set of spiked brass knuckles lies here.~ -~ -5 0 8193 -0 4 3 1 -9 15000 1500 -E -spiked brass knuckles~ -A band held in the hand that has spikes on the front side. -~ -#2382 -ring key multi colored multi-colored~ -a multi-colored key ring~ -A ring of multi-colored keys rests here.~ -~ -15 0 5 -10 0 0 0 -3 500 250 -E -ring key multi colored multi-colored~ -It has several keys of different colors on it. -~ -#2383 -maul huge wooden~ -a huge wooden maul~ -A huge wooden maul rests here.~ -~ -5 0 8193 -0 5 5 6 -22 100000 20000 -#2384 -potion misty~ -a misty potion~ -A small misty potion rests here.~ -~ -10 8257 1 -20 -1 -1 -1 -3 5000 650 -'heal' 'NONE' 'NONE' -#2385 -pouch belt~ -a belt pouch~ -A belt pouch lies here.~ -~ -15 0 2049 -75 0 0 0 -5 3500 850 -#2386 -spear ogre~ -an ogre spear~ -A crude spear rests here.~ -~ -5 0 8193 -0 2 5 11 -8 1000 500 -#2387 -club ogre war~ -an ogre war club~ -A large, crude club rests here.~ -~ -5 0 8193 -0 2 6 6 -10 2500 750 -#2388 -cloak bear skin bearskin~ -a bearskin cloak~ -A rough bearskin rests here.~ -~ -9 0 1025 -8 0 0 0 -12 3500 900 -#2389 -ear ring earring feathered~ -a pair of feathered earrings~ -Some feathered earrings rest here.~ -~ -9 65 17 -1 0 0 0 -2 15000 5000 -#2390 -gauntlets ogre power~ -gauntlets of ogre power~ -Some heavy gauntlets lie here.~ -~ -9 2 0 -7 0 0 0 -13 75000 25000 -E -gauntlets ogre power~ -They look very "handy". -~ -A -1 4 -A -19 3 -A -17 10 -#2391 -club massive~ -a massive club~ -A massive club lies here, discarded.~ -~ -5 0 8193 -0 5 3 6 -19 15000 3500 -#2392 -cape thick fur~ -a thick fur cape~ -A thick pile of fur lies here.~ -~ -9 0 5 -6 0 0 0 -5 2500 550 -#2393 -tunic fur lined~ -a fur lined tunic~ -A fur lined tunic rests here.~ -~ -9 0 9 -6 0 0 0 -6 1500 450 -#0 - - -#ROOMS -#2300 -The dark woods~ -You are travelling through woods that are as dark as night. The trees above -block all light and wind. The air is stagnant and smells of death and decay. -The lack of sounds and other signs of life make your skin crawl and you feel -very much like turning back and heading for safer areas. The path leads north -into more open lands while it also leads south into the darkness of the forest. -A small sign is posted here. -~ -0 4 3 -D0 -~ -~ -0 0 5280 -D2 -~ -~ -0 -1 2301 -E -sign~ -[]================================[] - | BEWARE! | Hope you | - | Travellers are | enjoy it! | - | advised to stay | <-------> | - | in groups for | Skurge | - | safety. | Ragnarok | - []================================[] -~ -S -#2301 -The dark woods~ -You wearily travel through the darkness of the forest. Huge skeletal trees -line the edges of the path and tower above you. Errant rays of light spear -down through the gaps in the canopy above and provide small spots of light -that seem to attract what little foliage can grow on the dark forest floor. -The path winds north and south into darkness. -~ -0 5 3 -D0 -~ -~ -0 -1 2300 -D2 -~ -~ -0 -1 2302 -S -#2302 -The small intersection in the forest~ -The forest path splits here in three directions. Small paths lead to the east, -north, and south. The trees above leave a gap which allows light to fill the -intersection. It is almost as though you are in a circle of light that -provides sanctuary in this land of darkness. -Something has been scrawled in the dirt in blood here. -~ -0 0 3 -D0 -~ -~ -0 0 2301 -D1 -~ -~ -0 0 2304 -D2 -~ -~ -0 0 2303 -E -blood dirt scrawl~ -BeWAre tHe SwAmP oGreS...... -~ -S -#2303 -The edge of the forest and hills~ -You stand at the edge of a dark forest. A path leads north into the forest and -its deadly darkness and silence. Looking west, you see a path that leads up -into a foothills region. Standing here on the boundary between light and -darkness, you feel very vulnerable and alone. -~ -0 0 4 -D0 -~ -~ -0 -1 2302 -D3 -~ -~ -0 -1 2309 -S -#2304 -In the dense forest~ -You walk along a small path leading through a dark forest. No sounds can be -heard and little light penetrates the canopy of trees above you. The air here -smells musty and you long for a fresh breath. You see an intersection of paths -to the west. The path you are on leads south into the darkening woods. -~ -0 1 3 -D2 -~ -~ -0 0 2305 -D3 -~ -~ -0 0 2302 -S -#2305 -The dark forest path~ -You continue on through darkness and gloom. The path below you has become a -wet quagmire. It is difficult to walk, and you make squishing sounds as you -move on. Looking east, you see a swampy path. The main path leads north and -south into darkness. -~ -0 1 3 -D0 -~ -~ -0 0 2304 -D1 -~ -~ -0 -1 2327 -D2 -~ -~ -0 0 2306 -S -#2306 -A turn in the path~ -The forest path turns here towards the north and west. To the north, you see -that the ground has become dank and swampy, while the western path appears -to be entering a hilly area. You hear sounds of swamp creatures to the north -east. -~ -0 1 3 -D0 -~ -~ -0 0 2305 -D3 -~ -~ -0 0 2307 -S -#2307 -The bloody intersection~ -This is a small intersection. Paths lead east, west, and south. You are struck -by the carnage here when you enter the clearing. There appears to have been a -great battle here. Blood is everywhere and the ground is all torn up. Pieces -of beaten armour and broken blades lie all around. Examining the tracks here -lead you to believe that the dead and wounded were dragged off in two -directions, south and east. -~ -0 1 4 -D1 -~ -~ -0 0 2306 -D2 -~ -~ -0 0 2310 -D3 -~ -~ -0 0 2308 -S -#2308 -The rocky path~ -The path here winds among the low rocky hills. The long trek up and down the -hills begins to tire you greatly. Looking east, you see a small clearing. More -hills are to the north of here. -~ -0 0 4 -D0 -~ -~ -0 0 2309 -D1 -~ -~ -0 0 2307 -S -#2309 -The rocky path~ -The path here is very rocky and treacherous. The travelling is rough and you -slip and fall often. Looking south, you see that the path continues into the -hills. Smoother ground is to the east, but the path seems to lead into a dark -forest in that direction. -~ -0 0 4 -D1 -~ -~ -0 0 2303 -D2 -~ -~ -0 0 2308 -S -#2310 -Up the rocky hillside~ -You are climbing on a rocky hillside. As you scramble about, loose rocks and -small boulders bounce and fall down below you. Looking to the east and west, -you see more stable ground. The hillside itself goes on higher to the south -and it drops away to the north. -~ -0 4 5 -D0 -~ -~ -0 0 2307 -D1 -~ -~ -0 0 2312 -D2 -~ -~ -0 0 2314 -D3 -~ -~ -0 0 2311 -S -#2311 -The sparse foothills~ -You are in foothills that are sparsely covered by scraggly bushes and weather -beaten trees. There are little signs of life here. Only bare rock and dry dirt -can be seen. Looking east, you see a small pass that will allow you to leave -the foothills. The foothills themselves extend to the south. -~ -0 0 4 -D1 -~ -~ -0 0 2310 -D2 -~ -~ -0 0 2313 -S -#2312 -Standing on level ground~ -You are standing at the edge of a steep set of foothills. Looking down, you -see what appears to be a marshy, dark forest. It reeks of death and decay. -Even here, you catch its scent on the winds. From here, you can travel south -deeper into the foothills or to the west where a small pass will allow you to -climb down. -~ -0 0 4 -D2 -~ -~ -0 0 2315 -D3 -~ -~ -0 0 2310 -S -#2313 -In the foothills~ -You are in a barren set of foothills. Looking around, all you see are dead -plants and boulders. From the south, you get a whiff of salty air. Barren paths -lead east, north, and south into more barren hills. -~ -0 0 4 -D0 -~ -~ -0 0 2311 -D1 -~ -~ -0 0 2314 -D2 -~ -~ -0 0 2317 -S -#2314 -Before the huge tree~ -You enter a large ring of boulders. Sheltered by this wall of stones, a small -cluster of plants have sprung up. In the center of this group of trees and -bushes is a huge gnarled tree. It appears to have been twisted and torn by -the forces of nature. It sways and moans as a strong wind from the south tears -through its old feeble branches. The hills themselves lead in all directions. -~ -0 0 4 -D0 -~ -~ -0 0 2310 -D1 -~ -~ -0 0 2315 -D2 -~ -~ -0 0 2318 -D3 -~ -~ -0 0 2313 -S -#2315 -Before the dark cave~ -You stand directly before a huge dark cave. The rocks and boulders outside the -cave are covered with blood stains and all types of broken and shattered bones -lie around. An unbearable stench comes from within the cave itself. The dark -cave entrance looms to the east. The hills themselves lead towards the -north, south, and west. -~ -0 0 4 -D0 -~ -~ -0 0 2312 -D1 -~ -~ -0 0 2316 -D2 -~ -~ -0 0 2319 -D3 -~ -~ -0 0 2314 -S -#2316 -Inside the horrid cave~ -The stench is overwhelming. You can hardly breathe as you enter the cave. -Looking around, you realize that some bizarre and horrible creature uses this -cave as a home. Skeletal remains lie all over. Several half-eaten corpses are -rotting away slowly in the gloomy darkness. In the back of the cave, you see a -large pile of rotting cloth, fur, and plant matter. Light and safety is -towards the west. -~ -0 9 0 -D3 -~ -~ -0 0 2315 -E -pile~ -It appears to be some sort of nest...... -~ -S -#2317 -The hills overlooking the shore~ -Standing at the edge of the foothills, you are able to look down upon a rocky -shoreline. It appears as though a vast ocean is to the south. Sea birds have -made their nests here in the rocks and you are heartened by the presence of -life here. It is possible to climb down to the shore here. The hills -themselves are to the north. The edge of the hills leads to the east along the -shoreline. -~ -0 0 4 -D0 -~ -~ -0 0 2313 -D1 -~ -~ -0 0 2318 -D5 -~ -~ -0 0 2320 -S -#2318 -The hills overlooking the shoreline~ -You stand on a barren section of hills that overlook a rocky shoreline. The -stiff ocean wind has blown the rocks smooth here and you have to lean forward -a bit to keep your balance. The salty sea air fills your nostrils and you -notice signs of life in the rocky crags here. You can climb down towards the -shore or head north into the hills themselves. The rocky summit you are -standing leads east and west along the shoreline. -~ -0 0 4 -D0 -~ -~ -0 0 2314 -D1 -~ -~ -0 0 2319 -D3 -~ -~ -0 0 2317 -D5 -~ -~ -0 0 2321 -S -#2319 -The hills above the shoreline~ -You stand on a rocky summit overlooking a rough shoreline below. The sea wind -blows hard across the rocks here and they have been worn smooth with time. -Looking around, you notice that you can safely climb down towards the shore. -The hills themselves stretch towards the north. The rough summit you stand -upon leads west along the shoreline. -~ -0 0 4 -D0 -~ -~ -0 0 2315 -D3 -~ -~ -0 0 2318 -D5 -~ -~ -0 0 2322 -S -#2320 -The rocky shore~ -You are at the base of the rocky hills. Stretching to the south and east, you -see a rocky shore. To the southeast, you see a small altar of some sorts that -glows with an eerie blue light. It is possible to climb up into the hills here. -~ -0 0 2 -D1 -~ -~ -0 0 2321 -D2 -~ -~ -0 0 2323 -D4 -~ -~ -0 0 2317 -S -#2321 -The rocky shoreline~ -You are on a rocky shore that borders a vast sea. A stiff wind blows here and -whistles among the rocks. You see an altar of some sort built on the shore to -the south. The shore itself leads east and west. Looking up, you see foothills -and rocky crags. -~ -0 0 2 -D1 -~ -~ -0 0 2322 -D2 -~ -~ -0 0 2324 -D3 -~ -~ -0 0 2320 -D4 -~ -~ -0 0 2318 -S -#2322 -The rocky shore~ -You stand at the base of some rocky hills, where they meet a rocky shore. A -vast sea is to your south. Looking to the southwest, you see a small altar -that glows with a eerie blue light. The shore stretches out to the south and -west. It is possible to climb up into the hills here. -~ -0 0 2 -D2 -~ -~ -0 0 2325 -D3 -~ -~ -0 0 2321 -D4 -~ -~ -0 0 2319 -S -#2323 -The edge of the sea~ -You walk along the water's edge. The vastness of the ocean is staggering as -you look out across it. You notice a small altar that glows with blue light -to the east. The shore itself extends north away from the water's edge. -~ -0 0 2 -D0 -~ -~ -0 0 2320 -D1 -~ -~ -0 0 2324 -S -#2324 -The Blood Sea Portal~ -You stand on a small pedestal like altar that has been built on the shore here. -Standing here, you can look out across the sea. You can almost imagine that -you see a far away island. Dominating the altar is a small blue portal of -light. It is possible to walk south into the portal. The shore itself extends -to the north, east, and west. -There are small inscriptions on the rock at the base of the portal. -~ -0 0 2 -D0 -~ -~ -0 0 2321 -D1 -~ -~ -0 0 2325 -D2 -~ -~ -0 0 2326 -D3 -~ -~ -0 0 2323 -E -small inscriptions inscription~ -"Enter all ye who wish to join the Brotherhood!" -~ -E -portal blue~ -You see a swirling blue portal of light. You think you can see glimpses of -something moving on the "other side". -~ -S -#2325 -The edge of the sea~ -You walk along the water's edge. The tide appears to have risen. Very little -debris is washed up on shore. You slip and slide as you tread across the -slippery rocks that make up the shore. To the west you see a small altar that -radiates blue light. The shore extends north away from the water's edge. -~ -0 0 2 -D0 -~ -~ -0 0 2322 -D3 -~ -~ -0 0 2324 -S -#2326 -Floating in blue light~ -You seem to be floating in blue weightlessness. You tumble head over heels and -finally right yourself. Gaining your bearings, you notice that there are two -"windows" in the sea of blue here. One to the south shows an image of a snowy -plain. Another window the the north shows an image of a rocky shore. -~ -0 4 0 -D0 -~ -~ -0 0 2324 -D2 -~ -~ -0 -1 2353 -S -#2327 -The swampy path~ -This damp path seems to lead into a deep, dark swamp. The trees above block -out all light and stifle the wind. You smell swamp gas and hear damp squashing -sounds all around you. The path leads east deeper into the swamp. You also see -a dark forest to the west. -~ -0 13 3 -D1 -~ -~ -0 0 2328 -D3 -~ -~ -0 0 2305 -S -#2328 -The swampy path~ -You tread lightly in a wet, swampy path. All around you, you see pools of -quicksand and rotting vegetation. Unlike the forest to the west, the swamp is -teeming with life. Some of it is harmless, some is not. The path leads east -and west into more swamp. -~ -0 9 3 -D1 -~ -~ -0 0 2329 -D3 -~ -~ -0 0 2327 -S -#2329 -The swampy path~ -You weave your way through the treacherous swamp. Gas rises all around you and -a damp mist covers the ground, making it impossible to travel safely, without -carefully picking your way around obstacles. Large, gnarled trees rise above -you. Their moss covered branches block out all traces of the sun. The path -here leads east and west. -~ -0 9 3 -D1 -~ -~ -0 -1 2330 -D3 -~ -~ -0 0 2328 -S -#2330 -The turn in the swampy path~ -You come upon a bend in the swampy path. The ground here is fairly sturdy, -as this place is elevated above the rest of the swamp. Looking around, you see -a dark, mist filled swamp. Small paths lead south and west into the mist. -~ -0 9 3 -D2 -~ -~ -0 0 2331 -D3 -~ -~ -0 0 2329 -S -#2331 -The swampy path~ -You tread lightly through the mirky water and sludge that makes up the path -you follow. To the east, there is a thick wall of mist. You can see nothing -within it. Harder ground rises to the north. -~ -0 9 3 -D0 -~ -~ -0 0 2330 -D1 -~ -~ -0 0 2335 -S -#2332 -Lost in the Mist~ -You wander, hopelessly lost. Swirling mist obscures your vision and clouds -your mind. You lose all concept of direction. Small, silent giggles can be -heard all around. You can wander in any direction. -~ -0 9 0 -D0 -~ -~ -0 0 2337 -D1 -~ -~ -0 0 2334 -D2 -~ -~ -0 0 2335 -D3 -~ -~ -0 0 2334 -S -#2333 -Lost in the Mist~ -You are in a thick misty area. The mist swirls around you, seeming to taunt -you and dare you to escape. You feel a slight electric charge in the mist. It -almost caresses your body as it floats about you. You can wander in any -direction....... -~ -0 9 0 -D0 -~ -~ -0 0 2333 -D1 -~ -~ -0 0 2336 -D2 -~ -~ -0 0 2333 -D3 -~ -~ -0 0 2335 -S -#2334 -Lost in the Mist~ -You try to peer through the mist......You see nothing. It swirls about you, -covering you in a damp sheen. There is no sound, all light is eagerly devoured -by the mist. You feel totally and hopelessly lost. -~ -0 9 0 -D0 -~ -~ -0 0 2338 -D1 -~ -~ -0 0 2332 -D2 -~ -~ -0 0 2336 -D3 -~ -~ -0 0 2332 -S -#2335 -Lost in the Mist~ -You stumble through the marsh here. The swamp seems to have swallowed you up -and denied you exit. This mist is your jailor. You cannot tell where you are. -You hear quiet laughter all about you. -~ -0 9 0 -D0 -~ -~ -0 0 2332 -D1 -~ -~ -0 0 2333 -D2 -~ -~ -0 0 2337 -D3 -~ -~ -0 0 2331 -S -#2336 -Lost in the Mist~ -You wander, lost, for what seems an eternity. Then....From nowhere....You see -what appears to be trees and hills to the east. The mist itself thickens to -the west, while it grows thin to the east. -~ -0 9 0 -D0 -~ -~ -0 0 2334 -D1 -~ -~ -0 0 2339 -D2 -~ -~ -0 0 2338 -D3 -~ -~ -0 0 2333 -S -#2337 -Lost in the Mist~ -You wander through the thick mist. It swirls all about you and makes it hard -to breathe. The ground below you makes a soft squishing sound as you trudge -on, but this noise is absorbed by the mist and does not travel. You can wander -in any direction. -~ -0 9 0 -D0 -~ -~ -0 0 2335 -D1 -~ -~ -0 0 2338 -D2 -~ -~ -0 0 2332 -D3 -~ -~ -0 0 2338 -S -#2338 -Lost in the Mist~ -You wander, lost hopelessly. The mist swirls all about you. You can discern no -direction. You stumble blindly through the mist, oblivious to your -surroundings. -~ -0 9 0 -D0 -~ -~ -0 0 2336 -D1 -~ -~ -0 0 2337 -D2 -~ -~ -0 0 2334 -D3 -~ -~ -0 0 2337 -S -#2339 -The solid path~ -A solid path rises out of the misty swamp. It leads north, into what appears -to be a forested area. The trees, above, allow light and air to penetrate and -you can see the sky above. A thick bank of mist is to your west. -~ -0 0 4 -D0 -~ -~ -0 0 2340 -D3 -~ -~ -0 0 2336 -S -#2340 -A forested path~ -The path here leads north through a thick forest. High bushes and forest -undergrowth line both sides of the trail. Looking north, you see a thin line -of smoke rising up above the tree line. You also notice a crude wooden gate -farther north on the trail. The trail itself leads south into murky territory. -~ -0 4 3 -D0 -~ -~ -0 0 2341 -D2 -~ -~ -0 0 2339 -S -#2341 -The gate before the Ogre Village~ -You stand before a huge pair of crude, wooden gates. They are thrown open. -Looking inside the gates, you see a crude village. Large humanoid creatures -are milling to and fro.......Ogres! You can head north through the gate or -south into the forest. -~ -0 0 3 -D0 -~ -~ -0 0 2343 -D2 -~ -~ -0 0 2340 -S -#2342 -Among the crude huts~ -You walk among the huts of the ogre village. The village appears to be cut -from the heart of the forest itself. The swamp, nearby, provides the ogres -with a prime hunting ground. Small paths lead north and east. -~ -0 0 1 -D0 -~ -~ -0 0 2345 -D1 -~ -~ -0 0 2343 -S -#2343 -Inside the gates~ -You stand just north of the gates to the village. Looking around, you see many -crude huts and cooking fires. To the north, you see a huge fire pit. Behind -it, there appears to be a hut of sorts. Small paths lead east and west among -the crude huts. The gates to the south provide an exit from the village. -~ -0 0 1 -D0 -~ -~ -0 0 2346 -D1 -~ -~ -0 0 2344 -D2 -~ -~ -0 0 2341 -D3 -~ -~ -0 0 2342 -S -#2344 -Among the crude huts~ -You walk through the crude village. Small huts made of wood and thatch -surround you. Every so often, you can hear grunts and snarls inside the huts. -The smell here is unbearable. You wonder what type of creature could possibly -live in such squalor. Small paths lead west and north here. -~ -0 0 1 -D0 -~ -~ -0 0 2347 -D3 -~ -~ -0 0 2343 -S -#2345 -The gathering place~ -This appears to be the clearing the ogres use to assemble. It is quite large -and has a raised mound in the center that contains a crude throne. The ground -in front of the throne is quite worn, as if it is sat on quite often. You get -the impression that this place is a crude sort of auditorium. Small paths lead -east and south. -~ -0 0 1 -D1 -~ -~ -0 0 2346 -D2 -~ -~ -0 0 2342 -S -#2346 -The firepit before the lodge~ -You stand at the edge of a huge firepit. The heat from the burning embers -makes you sweat as you stand here. Large spits above the pit are empty but -they appear to be quite large enough to hold hapless adventurers. A large -lodge is towards the north, while paths lead east, west, and south into the -village itself. -~ -0 0 1 -D0 -~ -door~ -1 -1 2348 -D1 -~ -~ -0 0 2347 -D2 -~ -~ -0 0 2343 -D3 -~ -~ -0 0 2345 -S -#2347 -The village dump~ -The smell here overpowers you. All around you are the rotting remains of the -village's refuse. Partially eaten corpses, rotting food, and other truly -disgusting things have been discarded here. Paths lead south and west towards -fresher air. -~ -0 0 1 -D2 -~ -~ -0 0 2344 -D3 -~ -~ -0 0 2346 -S -#2348 -The entryway to the lodge~ -You are at the entry hall to a large lodge. Animal pelts and other trophies -line the walls here. Large chests on either side of the door appear to be -locked. The lodge stretches north, while the doors to the south provide an -exit into the village. -~ -0 8 0 -D0 -~ -~ -0 -1 2349 -D2 -~ -door~ -1 -1 2346 -S -#2349 -The throne room~ -You stand in a large, crudely decorated throne room. A huge throne adorned -with humanoid skulls sits against the west wall. A crude, blood stained altar -is against the east wall. A doorway is directly to the north, long strands of -beads blocking the view of the other side. Crude torches light the hall and -smoke clings to the ceiling. -~ -0 8 0 -D0 -~ -~ -0 0 2350 -D2 -~ -~ -0 0 2348 -S -#2350 -The chieftain's room~ -This appears to be the ogre chieftain's private quarters. A huge pile of furs -is in the far corner. Large chests fill the room. All of them have heavy pad -locks. The room is filled with trophies of dead enemies. It is quite lavishly -decorated for such a crude inhabitant as an ogre. A beaded doorway is to the -south. -~ -0 8 0 -D2 -~ -~ -0 0 2349 -S -#2351 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make impossible for you to -discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2353 -D1 -~ -~ -0 0 2352 -D2 -~ -~ -0 0 2355 -D3 -~ -~ -0 0 2354 -S -#2352 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bine. Swirling snow and wind make it impossible to -discern any directions. -~ -0 0 5 -D0 -~ -~ -0 -1 2357 -D1 -~ -~ -0 -1 2354 -D2 -~ -~ -0 -1 2358 -D3 -~ -~ -0 0 2351 -S -#2353 -The Glacier Temple~ -You are in a small temple. It appears to be built entirely from ice. The ice -walls are frosted and are opaque. There is a small blue portal here. You can -go north, to enter the portal. Looking south, you see a world of white outside -the open doorway. Swirling snow and bright light obscure your view. -~ -0 8 0 -D0 -~ -~ -0 0 2326 -D2 -~ -~ -0 0 2351 -S -#2354 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2359 -D1 -~ -~ -0 0 2351 -D2 -~ -~ -0 0 2356 -D3 -~ -~ -0 0 2352 -S -#2355 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2351 -D1 -~ -~ -0 0 2356 -D2 -~ -~ -0 0 2357 -D3 -~ -~ -0 0 2356 -S -#2356 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2354 -D1 -~ -~ -0 0 2355 -D2 -~ -~ -0 0 2359 -D3 -~ -~ -0 0 2355 -S -#2357 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2355 -D1 -~ -~ -0 0 2358 -D2 -~ -~ -0 0 2352 -D3 -~ -~ -0 0 2359 -S -#2358 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any direction. -~ -0 0 5 -D0 -~ -~ -0 0 2352 -D1 -~ -~ -0 0 2359 -D2 -~ -~ -0 0 2360 -D3 -~ -~ -0 0 2357 -S -#2359 -The frigid wastelands~ -You wander through the frigid wastelands. Your breath is a cloud before you. -The cold cuts to the bone. Swirling snow and wind make it impossible for you -to discern any directions. -~ -0 0 5 -D0 -~ -~ -0 0 2356 -D1 -~ -~ -0 0 2357 -D2 -~ -~ -0 0 2354 -D3 -~ -~ -0 0 2358 -S -#2360 -The edge of the frigid wastes~ -You stand at the base of a steep rocky cliff. To the north, a vast arctic -wasteland stretches out. The snow falls lightly here and the wind is not -very fierce. You can climb up the rocky cliff or head north into the arctic -wastes. -~ -0 4 5 -D0 -~ -~ -0 0 2358 -D4 -~ -~ -0 0 2361 -S -#2361 -On the cliffside~ -You cling to the side of the cliff. Looking down, you are terrified by the -sheer distance to the ground below. You can climb up higher into the cliffs, -but the area above is obscured by clouds and you cannot tell what lies waiting -above. -~ -0 4 5 -D4 -~ -~ -0 0 2362 -D5 -~ -~ -0 0 2360 -S -#2362 -Before the gates of Mahn-Tor~ -You stand at the edge of a high cliff. Directly south, set back off the -cliff's edge, you see a huge pair of gates. These gates appear to be carved -almost completely out of ice. A huge city and keep appear to be on the other -side of these gates. There is also a possibility of climbing down the cliff -face. -~ -0 0 5 -D2 -~ -gate huge gates ice~ -1 -1 2364 -D5 -~ -~ -0 0 2361 -E -gate gates ice huge~ -The gates to the city are made almost completely of ice. Looking closely, you -can see intricate carvings in the gates. They appear to be of creatures that -are half man and half bull. -~ -S -#2363 -The city streets of Mahn-Tor~ -You walk among the ice and snow covered shops and homes. Most of the doors are -closed and only the light from the windows betrays the presence of inhabitants. -A cold wind blows through here, scattering fine clouds of snow all about. Small -streets lead south and east. -~ -0 0 1 -D1 -~ -~ -0 0 2364 -D2 -~ -~ -0 0 2366 -S -#2364 -Inside the gates of Mahn-Tor~ -You stand just inside the gates to the city of Mahn-Tor. The city itself -spreads out in front of you. The buildings are sturdy, as they appear to be -made from the very rock of this mountain. Snow falls all around and a fine -sheet of ice can be seen covering all but the most used walk ways. Small city -streets lead east and west, while a main road appears to lead south. -~ -0 0 1 -D0 -~ -gates gate huge ice~ -1 -1 2362 -D1 -~ -~ -0 -1 2365 -D2 -~ -~ -0 0 2367 -D3 -~ -~ -0 -1 2363 -S -#2365 -The city streets of Mahn-Tor~ -You trudge among the icy streets of Mahn-Tor. The streets themselves are made -of cobblestone and are quite treacherous. Small homes and businesses along -the street are closed tight and light from their windows throws eerie shadows -across the dark street. Small streets lead west and south here. -~ -0 0 1 -D2 -~ -~ -0 0 2368 -D3 -~ -~ -0 0 2364 -S -#2366 -The city streets of Mahn-Tor~ -You trudge through the snow covered streets. The street itself is made of -cobblestones and the footing is quite treacherous. To the south, you see what -appears to be a small tavern. Bright lights shine through the windows. Small -streets also lead north and east. -A small sign hangs outside the tavern. -~ -0 0 1 -D0 -~ -~ -0 0 2363 -D1 -~ -~ -0 -1 2367 -D2 -~ -~ -0 -1 2369 -E -sign small~ -[]=============[] - | The Inn | - | of the | - | Broken | - | Horn | -[]=============[] -~ -S -#2367 -The Square of Mahn-Tor~ -This appears to be the main square of Mahn-Tor. A huge fountain graces the -center of the square, but the extreme cold has turned it into an ice -sculpture. The water has frozen in arcs through the air. Snow and ice covers -the square and small streets lead east and west. To the north, you see -the gates to the city. You also notice a small store to the south. -A small sign hangs outside the store. -~ -0 0 1 -D0 -~ -~ -0 0 2364 -D1 -~ -~ -0 0 2368 -D2 -~ -~ -0 0 2370 -D3 -~ -~ -0 0 2366 -E -sign~ -[]=========[] - | Equip | - | Shop | -[]=========[] -~ -S -#2368 -The streets of Mahn-Tor~ -You walk among the small stores and homes of Mahn-Tor. The cobblestone streets -are covered with ice and snow. Small snow drifts have formed at the edges of -the streets. The wind blows fiercely. Small streets lead in all directions. -There appears to be a large building to the east, but the snow obscures your -view. -~ -0 0 1 -D0 -~ -~ -0 0 2365 -D1 -~ -~ -0 0 2375 -D2 -~ -~ -0 0 2371 -D3 -~ -~ -0 0 2367 -S -#2369 -The Inn of the Broken Horn~ -You enter a warm tavern. The room is lit mainly by two huge fireplaces at each -end of the room. Small tables and a large bar furnish the room. The -inhabitants of the inn are all minotaurs of varying size and disposition. Most -seem to regard you with suspicion. Few approach you. A large door leads -north, out of the bar and back out into the cold. -~ -0 8 0 -D0 -~ -~ -0 0 2366 -S -#2370 -The Mahn-Tor Equipment Shop~ -You are in a crude equipment shop. The store is filled with racks of various -items that adventurers could use. Large fireplaces light and heat the room. -A large desk occupies the back of the room. The door to the shop lies to the -north. -~ -0 8 0 -D0 -~ -~ -0 0 2367 -S -#2371 -The Mahn-Tor General Store~ -You enter a small store that is dark and cold. Old empty shelves line the -walls and snow blows across the dirty stone floor. It is evident that this -store was once used, but it is no more. A small doorway leads north out into -the chilling snow and wind. -~ -0 8 0 -D0 -~ -~ -0 0 2368 -S -#2372 -Gorak's Training Room~ -This room is full of all sorts of weapons and armours. Pieces of old targets -and practice dummies lie all around. The walls are chipped and scored from -weapon blows. This is obviously the room of an avid warrior. A red door leads -east. -~ -0 8 0 -D1 -~ -red~ -33 2351 2388 -E -red~ -It looks like it leads back to the hall. -~ -S -#2373 -Darkoth's Dark Study~ -This room is dark. It reeks of death and evil. Arcane symbols and a small -altar fill the room. Blood runs from the altar. It is evident that this room -is used for unholy purposes. A black door leads west. -~ -0 9 0 -D1 -~ -black~ -33 2352 2389 -E -black~ -It looks like it leads back to the hall. -~ -S -#2374 -Tyrgoth's Inner Sanctum~ -Idols to the gods of good fill the room. White furniture and decorations give -the room a holy appearance. It is evident that some being of supreme goodness -lives here. A white door leads east. -~ -0 8 0 -D1 -~ -white~ -33 2353 2392 -E -white~ -It looks like it leads out to the hall. -~ -S -#2375 -The road to the Keep of Mahn-Tor~ -You walk up a steep rocky road. It leads up a steep grade to the east. At the -end of this steep road, you see a huge keep. Snow swirls all about you and you -feel your breath freeze as it leaves your lungs. Blurry lights to the east and -west are all you can see from here. -~ -0 4 5 -D1 -~ -~ -0 0 2377 -D3 -~ -~ -0 0 2368 -S -#2376 -A small guard house~ -You enter a small guard house. A huge fireplace lights and warms the room. -Looking around, you see that the room is fairly well furnished. Thick rugs -and curtains help insulate the room and the beds themselves look quite warm. -A table in the center of the room has the remnants of a card game strewn -across it. A small door leads south. -~ -0 8 0 -D2 -~ -~ -0 0 2377 -S -#2377 -Before the Keep of Mahn-Tor~ -You stand before a huge keep that has been carved into the side of the -mountain. Huge wooden gates before you provide entrance to the keep. It -appears as though the cold here has convinced the guards to seek warmth -inside. You see the lights of the city to the west. You also notice small -guard houses to the north and south. -~ -0 0 1 -D0 -~ -~ -0 0 2376 -D1 -~ -gate~ -33 2350 2379 -D2 -~ -~ -0 0 2378 -D3 -~ -~ -0 0 2375 -S -#2378 -A small guard house~ -You enter a small, but warm, guard house. Deep rugs and thick curtains -insulate the room. A huge fireplace lights and warms the room. Outside, you -hear the roar of the freezing wind. A small door leads north out into the cold. -~ -0 8 0 -D0 -~ -~ -0 0 2377 -S -#2379 -The entryway to the Keep of Mahn-Tor~ -You are at the entry hall to the huge keep. The high vaulted ceiling is carved -from solid stone. Huge stone pillars rise up from the floor to meet the -ceiling far above. The architecture appears to be dwarven. A huge pair of -gates stand to the west, protecting the keep from the harsh cold outside. A -large hall leads east, deeper into the keep. -~ -0 8 0 -D1 -~ -~ -0 0 2380 -D3 -~ -gate~ -33 2350 2377 -S -#2380 -The Hall~ -You are in a huge hall. Large tapestries line the walls and huge statues of -various make and appearance are spread about. The ceiling above supports huge -candelabras, which light the room. To the east, you see a bright light and -hear sounds of inhabitation. Looking west, you see the entry gates to the keep. -~ -0 8 0 -D1 -~ -~ -0 0 2381 -D3 -~ -~ -0 0 2379 -S -#2381 -The Grand Hall~ -You are in the main hall of the Keep of Mahn-Tor. This hall is huge. The wide -floor of the hall is an expanse of marble. It shimmers in the light thrown -off by the torches that line the walls. To the east, you see what appears to -be a huge golden throne. The hall itself stretches south and a smaller hall -leads to the west. -~ -0 8 0 -D1 -~ -~ -0 0 2383 -D2 -~ -~ -0 0 2382 -D3 -~ -~ -0 0 2380 -S -#2382 -The Great Hall~ -You stand in the great hall of the keep. Huge pillars rise up to the vaulted -ceiling and torch light glimmers off the marble floor here. You are amazed at -the sheer size of the hall. The hall itself leads north and east. You notice a -smaller hall leading south, deeper into the keep. -~ -0 8 0 -D0 -~ -~ -0 -1 2381 -D1 -~ -~ -0 0 2384 -D2 -~ -~ -0 -1 2387 -S -#2383 -Standing before the throne~ -You stand before the throne of Mahn-Tor. This golden throne is so huge that it -takes up almost the entire wall, stretching far above the floor. Sitting upon -it, you feel small and feeble. It is evident that this throne is more of a -decoration than anything else. Only the largest of kings could sit upon it. -The hall leads south and west into other parts of the keep. -~ -0 8 0 -D1 -~ -throne huge golden gold~ -1 0 2385 -D2 -~ -~ -0 0 2384 -D3 -~ -~ -0 0 2381 -E -throne huge gold golden~ -The golden throne is huge. It takes up the whole wall......... -~ -S -#2384 -The Great Hall~ -You are in a great hall. Huge torches light the room and their light shimmers -off the marble floor below you. To the north, you see a huge golden throne. -Looking up, you grow dizzy at the height to which the vaulted ceiling rises. -The hall itself leads north and west. -~ -0 8 0 -D0 -~ -~ -0 0 2383 -D3 -~ -~ -0 0 2382 -S -#2385 -The secret hallway~ -You are in a small, torch lit hall. It leads from east to west. A large gold -door is to the west. To the east, you see a heavy stone door. -~ -0 8 0 -D1 -~ -door huge stone~ -33 2359 2386 -D3 -~ -gold throne huge secret~ -1 0 2383 -E -gold~ -Looks like the back of a secret door of sorts. -~ -E -huge stone~ -A very formidable looking door. -~ -S -#2386 -Entry to the Royal Chambers~ -You are at the entrance to the royal chambers of the keep. A plush shag rug -covers the stone floor. Large candelabras hang from the ceiling, lighting the -room. A huge fireplace warms the room. Beaded doorways lead south and east. A -huge stone door stands in the west wall. -~ -0 8 0 -D1 -~ -~ -0 0 2395 -D2 -~ -~ -0 0 2393 -D3 -~ -door huge stone~ -33 2359 2385 -E -door huge stone~ -A huge stone door....... -~ -S -#2387 -The Guard Post~ -The hall here has been built into a guard post of sorts. It appears as though -it would be quite easy to defend in times of emergency. Obviously, something -important lies beyond. A small hall leads south, while the main hall can be -seen to the north. -~ -0 8 0 -D0 -~ -~ -0 0 2382 -D2 -~ -~ -0 0 2388 -S -#2388 -The guarded hall~ -You walk down a torch lit hallway. It has been carved out of pure stone. It is -very quiet in this hall. You notice rows of colored doors on each wall. To -your east, you see a yellow door. To your west, you see a red door. The hall -itself leads south and north. -~ -0 8 0 -D0 -~ -~ -0 0 2387 -D1 -~ -yellow~ -33 2355 2390 -D2 -~ -~ -0 0 2389 -D3 -~ -red~ -33 2351 2372 -E -red~ -You see a red door. It has the name "Gorak" written on it. -~ -E -yellow~ -You see a yellow door. It has the name "Sumaron" written on it. -~ -S -#2389 -The guarded hall~ -You walk down a small, quiet, torch lit hallway. Doors of different colors are -in each wall. To your east, you see a maroon door. To your west, you see a -black door. The hall itself leads north and south. -~ -0 8 0 -D0 -~ -~ -0 0 2388 -D1 -~ -maroon~ -33 2356 2391 -D2 -~ -~ -0 0 2392 -D3 -~ -black~ -33 2352 2373 -E -black~ -You see a black door. It has the name "Darkoth" inscribed on it. -~ -E -maroon~ -You see a maroon door here. It has the name "Amyrok" written on it. -~ -S -#2390 -Sumaron's Sanctum~ -You enter a temple of sorts. A small altar is here and relics of many -religions lie around. It is evident that this is the room of a studying cleric. -A yellow door leads west. -~ -0 8 0 -D3 -~ -yellow~ -33 2355 2388 -E -yellow~ -It looks like it leads back to the hall. -~ -S -#2391 -Amyrok's Arcane Study~ -This room is full of shelves which hold various spell components. The center -of the room is occupied by a huge pentagram. The entire room smells of smoke -and incense. The room is obviously used extensively by a practicing mage. A -maroon door leads west. -~ -0 8 0 -D3 -~ -maroon~ -33 2356 2389 -E -maroon~ -It looks like it leads back to the hall. -~ -S -#2392 -The guarded hall~ -You walk down a quiet hall. The stone walls here are wet with moisture. -Colored doors can be seen in the walls here. To your east, you see a green -door. To your west, you see a white door. The hall itself leads north and -south. -~ -0 8 0 -D0 -~ -~ -0 0 2389 -D1 -~ -green~ -33 2357 2394 -D2 -~ -~ -0 0 2397 -D3 -~ -white~ -33 2353 2374 -E -white~ -You see a white door here. It has the name "Tyrgoth" inscribed on it. -~ -E -green~ -You see a green door here. It has the name "Nasturn" written on it. -~ -S -#2393 -The Harem Room~ -This appears to be the harem room of the Keep. Huge piles of furs and beds -fill the room. The lighting is dim, but the room is very warm. You can hear -music playing quietly from somewhere. Beaded doorways lead north and east. -~ -0 8 0 -D0 -~ -~ -0 0 2386 -D1 -~ -~ -0 0 2396 -S -#2394 -Nasturn's Humble Abode~ -This room is filled with all types of natural items. Trees and plants have -been lovingly cultivated and grown by hand, in large pots. The room is like an -indoor garden. A green door leads west. -~ -0 8 0 -D3 -~ -green~ -33 2357 2392 -E -green~ -It looks like it leads back to the hall. -~ -S -#2395 -The main living room~ -This room is decorated with sturdy stone furniture that is carved and gilded. -Large candles light the room. A thick rug covers the floor. Thick furs and -tapestries decorate the walls. Beaded doorways lead south and west. -~ -0 8 0 -D2 -~ -~ -0 0 2396 -D3 -~ -~ -0 0 2386 -S -#2396 -The Master Bedroom~ -This appears to be the master bedroom. A huge bed fills the rooms. Piles of -furs and other rich furnishings adorn the room. Candles are everywhere and -they help a huge fireplace light the room. The lavishness of the room -overwhelms you. Beaded doorways lead north and west. -~ -0 136 0 -D0 -~ -~ -0 0 2395 -D3 -~ -~ -0 0 2393 -S -#2397 -The end of the guarded hall~ -You are at the end of the hall. Colored doors line the walls to the north. To -your west, you see a brown door. To you east, you see a grey door. The hall -itself leads north back along the rows of doors. -~ -0 8 0 -D0 -~ -~ -0 0 2392 -D1 -~ -grey~ -33 2358 2398 -D3 -~ -brown~ -33 2354 2399 -E -brown~ -You see a brown door here. It has the name "Belrak" written on it. -~ -E -grey~ -You see a grey door here. It has the name "Dorgar" written on it. -~ -S -#2398 -Dorgar's Dismal Domicile~ -This room is dirty and unkempt. Odds and ends of different items lie all over. -It is apparent that some type of pack-rat lives here. It appears as though -nothing has ever entered this room and ever left again. A grey door leads west. -~ -0 8 0 -D3 -~ -grey~ -33 2358 2397 -E -grey~ -It looks like it leads back to the hall. -~ -S -#2399 -Belrak's Green Room~ -This room is full of green. The furniture and all other items show the color -of nature. The room smells of pine and forest odors. From the items here, it -appears as though a woodsman of some sorts lives here. A brown door leads east. -~ -0 8 0 -D1 -~ -brown~ -33 2354 2397 -E -brown~ -It looks like it leads to the hall. -~ -S -#0 - - -#RESETS -M 0 2300 1 2307 -E 1 2346 5 5 -E 1 2347 5 6 -E 1 2348 10 16 -M 0 2303 4 2311 -M 0 2303 4 2312 -M 0 2303 4 2313 -M 0 2301 1 2314 -M 0 2302 1 2316 -M 0 2303 4 2319 -M 0 2304 1 2330 -G 1 2349 15 -M 0 2305 3 2332 -R 0 2332 4 -M 0 2305 3 2333 -R 0 2333 4 -R 0 2334 4 -R 0 2335 4 -M 0 2306 1 2336 -G 1 2384 20 -R 0 2336 4 -M 0 2305 3 2337 -R 0 2337 4 -R 0 2338 4 -M 0 2309 4 2341 -E 1 2387 25 16 -M 0 2309 4 2341 -E 1 2387 25 16 -M 0 2308 4 2342 -E 1 2386 25 16 -M 0 2309 4 2342 -E 1 2387 25 16 -M 0 2307 5 2343 -E 1 2385 25 13 -M 0 2307 5 2344 -M 0 2307 5 2345 -M 0 2307 5 2346 -E 1 2385 25 13 -M 0 2308 4 2346 -E 1 2386 25 16 -M 0 2308 4 2347 -E 1 2386 25 16 -M 0 2307 5 2348 -M 0 2308 4 2348 -E 1 2386 25 16 -M 0 2309 4 2348 -E 1 2387 25 16 -M 0 2310 1 2349 -E 1 2388 20 12 -E 1 2389 10 6 -M 0 2311 1 2350 -E 1 2390 5 9 -E 1 2391 10 16 -M 0 2312 3 2351 -E 1 2392 20 4 -E 1 2393 20 5 -E 1 2360 20 8 -R 0 2351 4 -M 0 2314 3 2352 -R 0 2352 4 -M 0 2312 3 2354 -E 1 2392 20 4 -E 1 2393 20 5 -E 1 2360 20 8 -M 0 2314 3 2354 -R 0 2354 4 -M 0 2313 3 2355 -E 1 2361 20 12 -R 0 2355 4 -M 0 2314 3 2356 -R 0 2356 4 -M 0 2313 3 2357 -E 1 2361 20 12 -R 0 2357 4 -R 0 2358 4 -M 0 2312 3 2359 -E 1 2392 20 4 -E 1 2393 20 5 -E 1 2360 20 8 -M 0 2313 3 2359 -E 1 2361 20 12 -R 0 2359 4 -M 0 2316 3 2362 -E 1 2363 15 10 -E 1 2364 15 7 -E 1 2365 10 16 -D 0 2362 2 1 -M 0 2315 5 2363 -E 1 2362 35 16 -M 0 2315 5 2364 -E 1 2362 35 16 -M 0 2315 5 2365 -E 1 2362 35 16 -M 0 2316 3 2366 -E 1 2363 15 10 -E 1 2364 15 7 -E 1 2365 10 16 -M 0 2315 5 2367 -E 1 2362 35 16 -M 0 2317 3 2367 -E 1 2366 15 5 -E 1 2367 15 6 -E 1 2368 10 16 -M 0 2316 3 2368 -E 1 2363 15 10 -E 1 2364 15 7 -E 1 2365 10 16 -M 0 2315 5 2370 -E 1 2362 35 16 -M 0 2325 1 2372 -E 1 2300 10 9 -E 1 2301 5 5 -E 1 2302 5 7 -E 1 2303 5 10 -E 1 2304 3 16 -M 0 2326 1 2373 -E 1 2305 20 12 -E 1 2306 15 4 -E 1 2307 5 9 -E 1 2308 10 11 -E 1 2309 3 16 -M 0 2327 1 2374 -E 1 2310 10 6 -E 1 2311 5 5 -E 1 2312 15 4 -E 1 2313 20 11 -E 1 2314 3 16 -M 0 2317 3 2376 -E 1 2366 15 5 -E 1 2367 15 6 -E 1 2368 10 16 -M 0 2318 1 2377 -G 1 2350 1 -D 0 2377 1 2 -M 0 2317 3 2378 -E 1 2366 15 5 -E 1 2367 15 6 -E 1 2368 10 16 -M 0 2319 2 2379 -E 1 2369 15 6 -E 1 2370 15 7 -E 1 2371 15 10 -E 1 2366 15 5 -E 1 2372 10 16 -D 0 2379 3 2 -M 0 2319 2 2380 -E 1 2369 15 6 -E 1 2370 15 7 -E 1 2371 15 10 -E 1 2366 15 5 -E 1 2372 10 16 -M 0 2320 2 2382 -E 1 2373 10 6 -E 1 2374 10 7 -E 1 2375 10 10 -E 1 2366 15 5 -E 1 2376 10 16 -M 0 2320 2 2383 -E 1 2373 10 6 -E 1 2374 10 7 -E 1 2375 10 10 -E 1 2366 15 5 -E 1 2376 10 16 -D 0 2383 1 1 -M 0 2321 2 2385 -E 1 2377 5 6 -E 1 2378 5 7 -E 1 2379 5 10 -E 1 2366 15 5 -E 1 2380 5 16 -M 0 2321 2 2385 -E 1 2377 5 6 -E 1 2378 5 7 -E 1 2379 5 10 -E 1 2366 15 5 -E 1 2380 5 16 -G 1 2359 1 -D 0 2385 1 2 -D 0 2386 3 2 -M 0 2324 1 2387 -E 1 2381 20 17 -E 1 2382 1 13 -E 1 2383 5 16 -D 0 2388 1 2 -D 0 2388 3 2 -D 0 2389 1 2 -D 0 2389 3 2 -M 0 2329 1 2390 -E 1 2320 15 12 -E 1 2321 5 3 -E 1 2322 20 17 -E 1 2323 3 16 -E 1 2324 15 4 -M 0 2328 1 2391 -E 1 2315 10 1 -E 1 2316 5 2 -E 1 2317 5 12 -E 1 2318 3 16 -E 1 2319 10 13 -D 0 2392 1 2 -D 0 2392 3 2 -M 0 2322 5 2393 -M 0 2322 5 2393 -M 0 2322 5 2393 -M 0 2322 5 2393 -M 0 2322 5 2393 -M 0 2330 1 2394 -E 1 2325 10 1 -E 1 2326 10 15 -E 1 2327 10 8 -E 1 2328 10 12 -E 1 2329 3 16 -M 0 2323 1 2395 -M 0 2333 1 2396 -E 1 2340 5 12 -E 1 2341 5 5 -E 1 2342 15 14 -E 1 2343 10 2 -E 1 2344 10 6 -E 1 2345 1 16 -D 0 2397 1 2 -M 0 2332 1 2398 -E 1 2335 15 12 -E 1 2336 10 6 -E 1 2337 20 10 -E 1 2338 10 7 -E 1 2339 10 16 -D 0 2398 3 2 -M 0 2331 1 2399 -E 1 2330 10 2 -E 1 2331 20 17 -E 1 2332 10 13 -G 1 2333 5 -E 1 2334 3 16 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2300 spec_cast_undead -M 2302 spec_breath_acid -M 2306 spec_poison -M 2310 spec_cast_cleric -M 2313 spec_breath_frost -M 2314 spec_breath_acid -M 2324 spec_cast_mage -M 2326 spec_cast_undead -M 2328 spec_cast_mage -M 2329 spec_cast_cleric -M 2330 spec_cast_cleric -M 2333 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/marsh.are b/data/realm/areas_smaug1.4a/marsh.are deleted file mode 100644 index f099862..0000000 --- a/data/realm/areas_smaug1.4a/marsh.are +++ /dev/null @@ -1,781 +0,0 @@ -#AREA Old Marsh~ - -#VERSION 1 - -#AUTHOR Generic~ - -#RANGES -15 25 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8301 -troll~ -a swamp troll~ -A swamp troll charges towards you. -~ -This huge behemoth towers to a height of 15 feet. He sneers at you -as he approaches and raises two black taloned claws to strike you. -~ -103 0 -600 S -16 5 1 5d20+200 4d4+8 -10000 20000 -112 106 1 -#8302 -troll~ -a green troll~ -A green troll attempts to get a hold on you. -~ -This big troll towers several feet over you. He has a large spear -which he seems to ply with utmost prowess. He jabs his spear at you -and cackles with glee. -~ -101 0 -400 S -14 7 3 3d20+150 2d4+6 -8000 12000 -112 112 1 -#8303 -ogre~ -an ogre~ -An ogre stands here getting ready to beat in your face. -~ -This mean bastard looks like he could tear you limb from limb. -~ -101 0 -500 S -20 1 0 1d20+250 5d5+8 -10000 11000 -112 112 1 -#8304 -thing~ -the Swamp Thing~ -The Swamp Thing shambles about here. It seems hungry. -~ -The Swamp Thing has huge fists, which look like they could pound you flat. -~ -101 0 -700 S -24 1 8 10d10+500 4d5+10 -25000 60000 -112 106 0 -#8305 -gnoll~ -a gnoll~ -There is a mean looking gnoll here. -~ -The Gnoll seems annoyed at your presence. -~ -69 40 -1000 S -30 0 -3 2d10+750 2d8+15 -25000 100000 -112 112 1 -#8306 -beast~ -a huge hairy beast~ -A huge hairy beast shambles towards you with death in his eyes. -~ -This huge beast stands about 20 feet in height and has huge green clawed -appendages. -~ -101 40 -450 S -21 0 0 21d21+210 2d4+15 -10000 40000 -112 112 1 -#8307 -beast~ -a rather small beast~ -A rather small beast cringes in terror as it notices you. -~ -This rather small beast looks like you could take it out with a single -sword blow. -~ -197 32768 0 S -3 18 9 3d10+40 1d20+1 -500 200 -112 112 1 -#8308 -will will-o-wisp~ -the Will-O-Wisp~ -A Will-O-Wisp darts hear and there, making fun of you. -~ -This strange little creature seems very hard to keep your eyes on. -You stare as hard as you can at the glowing ball of floating light and -are just able to notice a small pair of glowing eyes. -~ -197 32768 0 S -10 11 -5 5d5+100 3d3+3 -3000 5000 -112 112 0 -#8309 -snake anaconda~ -the monstrous snake~ -A monstrous snake slithers towards you, thinking 'breakfast'. -~ -This 10 meter anaconda looks rather hungry. -~ -229 98304 -100 S -16 5 1 16d16+200 4d4+6 -10000 26000 -112 112 1 -#8310 -snake python~ -a large snake~ -A rather large python rests in a coil here. -~ -It's the largest Amazon python you have ever seen. -~ -229 98304 -100 S -11 10 2 4d10+100 3d3+5 -0 9000 -112 112 2 -#8312 -hag~ -the Marsh Hag~ -A Marsh Hag is here. -~ -Yech! She manages to make even Smurfette look attractive. That's ok, -because she thinks you stink too, and she's about to do something about it. -~ -69 0 -200 S -9 12 3 2d10+300 3d5+10 -1000 6000 -112 112 2 -#8313 -slaad~ -a Death Slaad~ -A Death Slaad is standing here distraught. He seems lost. -~ -This dark apparition stands a meager 13 feet in height. Even in the dim -swamp light, the blade of his scythe gleams. -~ -69 40 -200 S -20 1 -2 5d20+300 5d5+15 -14000 40000 -112 112 1 -#8314 -wolf~ -a marsh wolf~ -A marsh wolf sniffs the ground has followed your scent. -~ -This wolf looks plump. She probably ate a friend or two of yours who came -into the marsh. -~ -101 0 -200 S -8 13 3 10d10+50 3d5+1 -0 2000 -112 112 2 -#8318 -mound shambling~ -a shambling mound~ -A heap of garbage shambles towards you. -~ -This grotesque pile of plant matter fills you with utmost horror. -~ -69 65536 -100 S -13 8 10 10d10+150 3d6+2 -0 10000 -112 112 0 -#8319 -shaman orc~ -the orc shaman~ -An orc shaman stands before you holding a staff and wearing robes. -~ -This old orc has an array of bones stuck in his hair and strange symbols -painted on his face and hands. -~ -111 40 -100 S -12 10 7 5d6+120 3d4+1 -350 10000 -112 112 1 -#8320 -giant~ -a marsh giant~ -A marsh giant stomps towards you. -~ -This huge monster of a man has green gnarly teeth and a BIG stick. -~ -111 40 -100 S -15 8 5 6d6+300 2d4+10 -12000 18000 -112 112 1 -#8321 -gargoyle~ -a gargoyle~ -A large gargoyle lands next to you, baring his fangs at you. -~ -This creepy fellow looks like he could use you as a meal. -~ -111 40 -100 S -12 4 0 4d5+200 4d4+4 -2000 12000 -112 112 0 -#0 - - -#OBJECTS -#8301 -spear long~ -a long spear~ -A strange spear lies here.~ -~ -5 128 0 -0 3 5 2 -10 20000 5000 -A -19 3 -A -2 2 -#8302 -horned helmet~ -a dark horned helmet~ -A wicked looking horned helmet lies here.~ -~ -9 128 0 -6 0 0 0 -5 15000 10000 -E -horns horn~ -These horns appear to be made of adamantite.~ -A -19 1 -A -3 -3 -#8303 -chain mail chainmail~ -A suit of chainmail~ -An old suit of chainmail lies here, corroded by the marsh.~ -~ -9 128 0 -7 0 0 0 -20 2000 2000 -#8306 -scythe~ -A huge, wicked-looking scythe~ -An evil, wicked-looking scythe lies in the shadows.~ -~ -5 128 0 -0 4 4 1 -16 100000 20000 -A -18 3 -A -19 3 -#8307 -green potion~ -A murky green potion~ -A murky green potion lies here in the mud.~ -~ -10 3 1 -43 -1 -1 -1 -1 1000 1000 -'cure critical' 'NONE' 'NONE' -E -potion~ -It looks really disgusting and doesn't smell very nice either.~ -#0 - - -#ROOMS -#8301 -Muddy Path~ -This section of the path is slowly being drowned by the nearby swamp to the -south, which is creeping slowly inland. Several caved-in buildings sprawl -here, torn apart both by battle and the elements. -~ -0 0 2 -D0 -The path looks drier here. -~ -~ -0 -1 6125 -D2 -A broken road leading southward into the marsh. -~ -~ -0 -1 8302 -E -swamp~ -The swamp to the south even reaches as far as this point ... it makes the -ground and air about you moist and fetid. -~ -S -#8302 -Swamp's Edge~ -Briars and marsh plants stick to your boots and clothes, and clouds cover the -skies above the murky marsh, leaving the path before you dark and sinister. -You see some disturbances in the marsh, but after a few strangled screams, -the sounds stop. -~ -0 0 5 -D0 -~ -~ -0 -1 8301 -D1 -To the east lies a series of bogs and shallows that look rather threatening. -~ -~ -0 -1 8303 -D2 -You notice a large hill rising out of the marsh to the south. -~ -~ -0 -1 8304 -S -#8303 -Marshy Forest~ -This area is by no means a forest, but for those who dwell in these sparse -trees it is one. Occasionally you see a whole humanoid form floating face down -in the water, but mostly you only find pieces. You hear a loud bellow in the -distance. And feel fear creep into your heart. -~ -0 1 5 -D1 -Eastward is the thick bog of ooze... -~ -~ -0 -1 8305 -D3 -Westward lies the remanents of a broken and shattered roadway being swallowed -by the marsh. -~ -~ -0 -1 8302 -E -humanoid corpse~ -He looks mangled and shredded. You see one large gash mark that looks -like it came from the claw of some huge beast. -~ -E -pieces~ -You see severed limbs and spongy intestines. -~ -S -#8304 -On a hill.~ -You stand atop a hill on the northwestern side of the evil swamp. Dark -clouds whip around you and the wind raises its voice and assails you. -~ -0 1 4 -D0 -To the north lies a damp broken roadway. -~ -~ -0 -1 8302 -D1 -A dark pool congeals to the east. -~ -~ -0 -1 8309 -D2 -A gloomy path leads down the hill into the swamp. -~ -~ -0 -1 8310 -S -#8305 -An Oozing Bog~ -You stand in an oozing quagmire. A creaking beat fills the air, -accompanied by groans and soughing of the air. Several large winged -beasts flap over you and send chilling glares your way. You feel out -of place, and feel that the occupants of this realm will soon -have you for a feast. -~ -0 1 5 -D1 -Eastward lies a horde of disgusting looking monsters. -~ -~ -0 -1 8306 -D3 -Westward lies a marshy area. -~ -~ -0 -1 8303 -E -beasts~ -You see a large creature, possibly a demon, flapping heavily above you. -~ -S -#8306 -An Oozing Bog~ -The ground here is soft and oozing. You feel slimy water seeping into your -boots. Better stop and check for leeches when you get out of here. -~ -0 1 5 -D3 -You see a large tree limb that looks easily moved. -~ -limb~ -1 -1 8305 -E -limb~ -The limb looks like it is attached to a trap door in the ground. -~ -S -#8307 -Swamp Thing's Lair~ -A horrible swamp thing resides here. Mutilated corpses suffuse the air with -the overwhelming stench of putrid flesh. -~ -0 1 6 -D3 -A pool of quick sand lies to the west. -~ -~ -0 -1 8308 -E -corpses~ -You notice a note on one of the corpses reading: 'Best ye forget the temple, -it is not for the likes of you...' -~ -S -#8308 -Pool of Quick Sand~ -You stand by a large oozing pool of quick sand. Luckily only a complete -klutz could not avoid it. Dancing lights fly about you and one seems to -be taunting you towards the pool. -~ -0 1 6 -D1 -The swamp thing's lair. -~ -~ -0 -1 8307 -D2 -A murky bog. -~ -~ -0 -1 8314 -D3 -A dark pool lies to the west. -~ -~ -0 -1 8309 -E -lights ~ -From the stories you have heard, you recognize them as will-o-wisps. -~ -E -quicksand~ -It looks deadly to the foolish. -~ -S -#8309 -A Dark Pool.~ -You stand beside a large dark pond. The water boils not with heat, but with -motion, as if it is alive. A creaking beat pulses through the air, leaving -you with a cold sweat and fear in your heart. -~ -0 1 6 -D1 -A large pool of quicksand lies to the east. -~ -~ -0 -1 8308 -D2 -You see a cloud of darkness to the south. -~ -~ -0 -1 8311 -D3 -A hill rises out of the swamp to the east. -~ -~ -0 -1 8304 -E -pond~ -It looks ALIVE ... -~ -S -#8310 -Gloomy Path Through the Marsh.~ -To the north lies a hill, shrouded in dark clouds, and to the south lies -a huge patch of vegetation. You sense an evil presence and notice -a beast flying overhead to the south east, towards what looks to be a -huge fortress, half buried in the marsh. -~ -0 1 6 -D0 -To the north a hill protrudes from the marshes. -~ -~ -0 -1 8304 -D2 -To the south a huge mass of vegetation seems to quiver with life. -~ -~ -0 -1 8312 -E -clouds~ -The clouds look dark and foreboding. -~ -E -beast~ -It looks to be a demon of some foul breed. -~ -E -fortress~ -It is surrounded by walls nearly 20 meters high. In a tall tower on the -northeast side, a window glows blue with magical energy. -~ -E -vegetation~ -It looks sentient. -~ -S -#8311 -Cloud of Darkness.~ -As you travel through this cloud of darkness, a fear such as you have never -known before assails you. -~ -0 1 6 -D0 -A dark pool lies to the north. -~ -~ -0 -1 8309 -D2 -An obelisk lies to the south. -~ -~ -0 -1 8313 -S -#8312 -Near Vegetation from Hell.~ -You stand near some of the strangest plant life you have ever seen, a mixture -of tumescent vegetables, evil-smelling fruit trees, and malignant ferns. -~ -0 1 6 -D0 -To the north is a gloomy path through the marsh. -~ -~ -0 -1 8310 -D1 -Eastward is a large, black stone monolith. -~ -~ -0 -1 8313 -E -plant plants~ -They look rather violent, and snap at you when you come near. -~ -S -#8313 -By the Monolith.~ -You are standing near a monolith which protrudes some 20 feet from the -marsh into the air. Its black obsidian surface shines darkly in the -strange, almost unearthly light that enters through the clouds above. -~ -0 1 5 -D0 -To the north is a cloud of darkest evil. -~ -~ -0 -1 8311 -D1 -Eastward lies a murky bog. -~ -~ -0 -1 8314 -D3 -Near Vegetation from Hell. -~ -~ -0 -1 8312 -E -monolith~ -This huge monolith resembles nothing you have ever seen before. -You have a strong feeling not to go within. -~ -S -#8314 -Murky Bog.~ -A murky bog surrounds you. To the east a black monolith juts forth from the -ground. Far to the north lies a huge pool of quicksand. Snarls can be heard -echoing as if from a great distance. -~ -0 1 5 -D0 -To the north lies a huge pool of quicksand. -~ -~ -0 -1 8308 -D1 -To the east the marsh turns into a small lake. -~ -~ -0 -1 8315 -D3 -Westward a large monolith awaits adventurers. -~ -~ -0 -1 8313 -E -monolith~ -This is a huge obsidian stone block stuck in the marsh. -~ -S -#8315 -Northern Lake Side.~ -Floating on this boiling lake is not what you would consider an enjoyable -experience. Many a creature bumps the bottom of your boat, and glares -at you through unblinking eyes from the waters below. The southern -portion of the lake looks calm and serene compared to this wild place. -~ -0 1 7 -D2 -The southern portion of the lake lies to the south. -~ -~ -0 -1 8316 -D3 -To the west lies a murky bog. -~ -~ -0 -1 8314 -S -#8316 -Southern Lake Side.~ -You are floating on a calm section of blue crystal water. You feel much more -at ease then you were before in this area. Then a wave of fear passes over -you. You are not alone. -~ -0 1 7 -D0 -Northern lake side. -~ -~ -0 -1 8315 -D3 -To the west is a beach where your boat can land. -~ -~ -0 -1 8317 -E -north~ -The way to the north seems to be impassable, due to the rough water and -strange wild life. -~ -S -#8317 -Beach~ -You are on a sandy shore. Marsh life creeps across the surface. To the west -lies an evil fortress. You see figures walking along the battlements. -~ -0 1 5 -D1 -To the east lies the southern portion of a small lake. -~ -~ -0 -1 8316 -D3 -The great gates. -~ -~ -0 -1 8318 -E -fortress~ -It is hewn of black stone and heavily fortified. -~ -S -#8318 -Before the Great Gates.~ -You stand before the gates of a huge fortress. The drawbridge is up, the -gates closed, and the portcullis down. This place looks very dangerous, -and you decide not to continue onward. -~ -0 1 3 -D1 -To the east is a marshy beach. -~ -~ -0 -1 8317 -D2 -~ -~ -1 -1 -1 -S -#0 - - -#RESETS -M 0 8301 2 8303 -M 0 8302 12 8303 -G 1 8307 20 -M 0 8303 2 8303 -M 0 8302 2 8304 -M 0 8306 2 8304 -M 0 8310 2 8304 -M 0 8314 8 8304 -M 0 8307 2 8305 -M 0 8309 2 8305 -M 0 8310 2 8305 -M 0 8314 8 8305 -M 0 8302 2 8306 -M 0 8305 2 8306 -E 1 8303 20 5 -M 0 8314 8 8306 -M 0 8303 2 8307 -M 0 8304 1 8307 -M 0 8314 8 8307 -M 0 8320 2 8307 -G 1 8301 10 -M 0 8301 2 8308 -M 0 8308 1 8308 -M 0 8314 8 8308 -M 0 8312 2 8309 -M 0 8314 8 8309 -M 0 8320 2 8309 -G 1 8301 10 -M 0 8306 2 8310 -M 0 8312 2 8310 -M 0 8313 1 8310 -E 1 8302 5 6 -E 1 8306 1 16 -M 0 8309 2 8311 -M 0 8320 2 8311 -G 1 8301 10 -M 0 8318 3 8312 -G 1 8307 20 -M 0 8318 3 8312 -G 1 8307 20 -M 0 8303 2 8313 -M 0 8307 2 8313 -M 0 8320 2 8313 -G 1 8301 10 -M 0 8320 2 8315 -E 1 8302 5 6 -G 1 8301 10 -M 0 8321 2 8318 -M 0 8321 2 8318 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 8309 spec_poison -M 8310 spec_poison -M 8312 spec_thief -M 8313 spec_cast_undead -M 8319 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/matrix.are b/data/realm/areas_smaug1.4a/matrix.are deleted file mode 100644 index 87acd84..0000000 --- a/data/realm/areas_smaug1.4a/matrix.are +++ /dev/null @@ -1,2202 +0,0 @@ -#AREA Matrix~ - - - -#VERSION 1 -#AUTHOR Neo~ - -#RANGES -30 50 0 65 -$ - -#RESETMSG A voice whispers to you, the Matrix is all around you!~ - -#FLAGS -16 - -#ECONOMY 0 4784387 - -#CLIMATE 2 2 2 - -#MOBILES -#32100 -morpheus~ -Morpheus~ -Morpheus stands here ready to give you your choices. -~ -~ -67108867 40 0 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -say Please have a seat! -mpforce $n close s -~ -> act_prog 100 p sits down~ -'Welcome to the Matrix! From this point on you will chose your own destination. -mpecho _cya Morpheus takes a blue pill from his left pocket. -mpecho _lbl Morpheus says 'Take the blue pill, you will be returned to -mpecho _lbl where you came from, like nothing ever happened. However, you -mpecho _lbl will not see what lies ahead.' -mpecho *red Morpheus says 'Or....' -mpecho _cya Morpheus takes a red pill from his right coat pocket. -mpecho _red Morpheus says 'Take the red pill, and I will show you how deep -mpecho _red the rabbit hole actually goes. Your choice. Just say which one -mpecho _red you want.' -~ -> speech_prog red~ -mpoload 32102 -giv red $n -mpforce $n eat red -mpforce $n burp -~ -> act_prog 100 burps~ -mptransfer $n 32117 -mpat $n mpforce $n sleep -~ -> speech_prog blue~ -mpoload 32103 -give blue $n -mpforce $n eat blue -~ -| -#32101 -dozzer~ -Dozzer~ -Dozzer stands here waiting to give you your training. -~ -~ -67108867 4194472 0 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -mea $n _lbl Dozzer says 'Welcome to your training, sit down and let's begin.' -~ -> act_prog 100 p sits down~ -'You now have all the skills you need to completes the following tasks... -mea $n _lbl Dozzer says 'Good luck!' -mer $n _lbl Dozzer says 'Good luck!' -mpforce $n stand -mer $n _lbl Dozzer says 'Good luck!' -~ -| -#32102 -trinity~ -Trinity~ -Trinity stands here training to fight, bad timing for you. -~ -~ -35 369098920 -500 C -54 0 0 1d1+21999 1d1+100 -1000000 0 -112 112 2 -17 17 16 22 18 18 16 -0 0 0 0 0 -0 3 0 0 1 1 4 -85 0 1007 0 3072 0 1107722993 530439 -> fight_prog 15~ -mpdamage all 1000 -say Oh you liked that didn't ya? -~ -> fight_prog 35~ -disarm -disarm -get all -wear all -say Thanks for the weapons! -~ -> fight_prog 35~ -c weaken -c poison -c gas -c acid -~ -> greet_prog 100~ -mpecho _whi Welcome to your Death! -~ -> death_prog 100~ -say You got me this time $n, I'll come back for you in another life! -if rand(20) -mpoload 32112 -mpecho *red As Trinity falls to her death a pair of Neo's shades slip -mpecho *red from her grasp! -endif -~ -> fight_prog 20~ -c heal -c heal -say Ahh, all better now! -~ -| -#32103 -mouse~ -Mouse~ -Mouse stands here waiting for some information. -~ -~ -1140850691 4194472 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -mea $n _lbl Mouse says 'Welcome to my programing area. Here I programmed -mea $n _lbl The lady you saw, the one in the red dress... If you like I can -mea $n _lbl arrange a more personal meeting. But first, please sit down.' -~ -> act_prog 100 p sits down~ -mea $n _lbl Mouse says 'I'm glad you came. Give me the chip I need, and -mea $n _lbl in return I will give you something that I think you will find -mea $n _lbl most useful in your journey.' -~ -> give_prog Data Chip~ -mpjunk all -mpoload 32106 -give key $n -mea $n _whi Mouse tells you 'That key will open a door to a giant building -mea $n _whi in the next area you are about to enter. Inside it, you will -mea $n _whi find plent of equipment and other valuable items. Good luck!' -mpforce $n stand -tip $n -wave $n -~ -| -#32104 -alex~ -Alex~ -Alex the Great lies here sleeping in his bed. -~ -~ -3 369098920 0 C -52 0 0 1d1+14999 1d1+89 -100000 0 -112 112 1 -15 18 18 18 15 16 17 -0 0 0 0 0 -0 3 0 0 1 1 2 -75 0 2031 0 0 0 1207960560 528391 -> greet_prog 100~ -snore -yawn -~ -> death_prog 100~ -mea $n _whi As Alex falls to the ground in heaps, a key can be seen beneath him -mea $n _whi As Alex falls to the ground, a key slips from his grasp! -mpoload 32108 -~ -> fight_prog 10~ -mpdamage all 1000 -~ -| -#32105 -cypher~ -Cypher~ -Cypher the traitor is here to kill you. -~ -~ -35 369098920 -400 C -54 0 0 1d1+24999 1d1+117 -500000 0 -112 112 1 -17 16 14 16 16 17 18 -0 0 0 0 0 -0 3 0 0 1 1 4 -85 0 2047 0 0 0 1107727089 536583 -> fight_prog 50~ -say I will take those weapons thank you! -disarm -disarm -get all -~ -> fight_prog 20~ -say How dare you try to kill me! -mpdamage all 1000 -~ -> death_prog 100~ -mpecho _whi As Cypher falls to the ground, you get a good view of his tattoo. -mpoload 32119 -~ -| -#32106 -switch~ -Switch~ -Switch stands here waiting for you to die. -~ -~ -1073741859 369098920 -200 C -55 0 0 1d1+23999 1d1+118 -500000 0 -112 112 2 -17 15 14 18 14 13 16 -0 0 0 0 0 -0 3 0 0 1 1 3 -85 4 1159 0 0 0 1207960563 532483 -> fight_prog 15~ -mpecho _lbl Switch says 'You shouldn't have entered my chambers, but since -mpecho _lbl you are here, take this!' -mpdamage all 1000 -~ -> damage_prog 40~ -disarm -disarm -muh -c harm -c weaken -~ -> fight_prog 10~ -say You know this one is going to hurt! -c gas -say You silly mortals! -~ -> death_prog 100~ -say Finally you have defeated me $n, but I shall win the next time! -~ -| -#32107 -tank~ -Tank~ -Tank stands here waiting for you to sit down. -~ -~ -67108867 128 0 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32108 -smith~ -Smith~ -Agent Smith prepares for your death!! -~ -~ -35 369098920 0 C -55 0 0 1d1+10999 1d1+149 -300000 0 -112 112 1 -18 15 15 19 16 14 16 -0 0 0 0 0 -0 3 0 0 1 1 4 -85 0 1222 0 0 0 1241940976 538631 -> fight_prog 25~ -say My turn to hurt you!! -muh -mpdamage all 1000 -~ -> greet_prog 100~ -mea $n _whi Welcome to your end $n! Prepare to DIE!! -mea $n _lbl Agent Smith says 'Welcome to your end, $n! Prepare to DIE!!' -~ -> fight_prog 10~ -disarm -c weaken -c gas -c acid -~ -> fight_prog 3~ -mpecho *red Agent Smith says 'Tell Me if you like this!' -mpdamage all 3000 -~ -> death_prog 100~ -mpjunk all -mpoload 32113 -mpecho *red As the blood from Agent Smith rolls out on the floor, you get a -mpecho *red glimpse of a golden key! -~ -| -#32109 -jones~ -Jones~ -The agent Jones sees you enter and attacks -~ -~ -35 369098920 0 C -53 0 0 1d1+10999 1d1+114 -0 0 -112 112 1 -18 16 16 19 15 14 15 -0 0 0 0 0 -0 3 0 0 1 1 3 -85 0 1094 0 0 0 1208386544 538631 -> fight_prog 10~ -mpdamage all 1000 -say I can do that again if you like! -~ -> fight_prog 3~ -mpdamage all 2500 -~ -> death_prog 100~ -mea $n _whi As Jones falls to the ground, you see a key dangling from his belt! -mpjunk all -mpoload 32121 -~ -| -#32110 -brown~ -Brown~ -Agent Brown is sitting in a chair near his weapons. -~ -~ -35 369098880 0 C -54 0 0 1d1+19999 1d1+115 -200000 0 -112 112 0 -18 17 14 18 15 15 16 -0 0 0 0 0 -0 3 0 0 1 1 4 -85 0 1222 0 0 0 1241514992 530439 -> greet_prog 100~ -mpecho *red You may have defeated my brother, but you will now die!! -muh -mpecho *lbl Agent Brown says 'You may have defeated my brother, but now you -mpecho *lbl will die!!' -muh -~ -> fight_prog 20~ -disarm -gouge -c weaken -~ -> fight_prog 10~ -mpdamage all 2000 -say You like that yes? -~ -> fight_prog 10~ -bash -punch -kick -punch -kick -~ -> death_prog 100~ -mpecho _lbl Agent Brown says 'You have defeated me this time. But I will -mpecho _lbl have my revenge!' -muh -~ -| -#32111 -guards agency~ -A Guard~ -A Guard of the agency stands here to protect it's contents. -~ -~ -35 369098880 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32112 -jacob~ -Jacob~ -Jacob sits here near the window awaiting business. -~ -~ -7 369098880 100 C -55 0 -50 1d1+19999 1d1+85 -300000 0 -112 112 0 -20 15 17 16 13 17 18 -0 0 0 0 0 -7 3 0 0 1 1 4 -85 0 2047 0 0 0 1107723249 538627 -> greet_prog 100~ -mea $n _whi Jacob says 'Sorry, but I'm no longer open for business' -mea $n _lbl Jacob says 'Sorry, but I'm no longer open for business.' -~ -> death_prog 100~ -mpecho _gre Jacob grabs a hold of your leg as he falls to his death! - if rand(10) -mpoload 32116 -mpecho _whi As Jacob hits the floor, a pair of socks roll out from under -mpecho _whi his lifeless body! -endif -~ -> fight_prog 30~ -say Oh your going to like this! -mpdamage all 800 -~ -> fight_prog 10~ -disarm -disarm -get all -wear all -say Thanks for the weapons! -~ -> fight_prog 15~ -c gas -say That must have hurt! -snicker -~ -> fight_prog 40~ -c weaken -c poison -say Is that all you got? -rofl -~ -> act_prog p is DEAD!!~ -mecho _whi Now that $n is Dead, Who Shall be next! -mpecho _lbl Jacob says 'Now that $n is dead, who shall be next?' -cack -~ -| -#32113 -boy tim~ -Tim~ -A little boy named Tim sits here fixing things. -~ -~ -67108867 40 0 C -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> act_prog 100 gives~ -mea $n _lbl Tim says 'Thank you, let me see if I can fix this for you!' -mea $n _whi Tim makes some gestures with his hands and the space around you -mea $n _whi begins to change. -mpjunk all -mpoload 32115 -drop vase -mea $n _lbl Tim says 'There all better. Good luck to you!' -smile -~ -| -#32114 -Sampson~ -Sampson~ -Sampson stands here waiting to repair your equipment. -~ -~ -67108867 0 0 S -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32115 -sentium program~ -A Sentium Program~ -A Sentium Program is here attacking the ship. -~ -~ -35 369098920 0 C -51 0 0 1d1+74 1d1+84 -0 0 -112 112 0 -18 16 15 14 14 13 14 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 65 0 0 0 0 1073742222 524291 -> fight_prog 30~ -disarm -disarm -mpdamage all 500 -~ -> death_prog 100~ -mptransfer all 32155 -mpforce all look -~ -| -#32199 -The Oracle~ -The Oracle~ -The Oracle sits here in her chair, waiting for you to arrive. -~ -~ -67108867 168 0 C -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -18 18 18 18 18 13 18 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -mea $n _lbl The Oracle says 'Welcome, I have been expecting you, and don't -mea $n _lbl worry about the vase.' -~ -> speech_prog vase~ -mea $n _gre You bump into the shelves, and a vase falls off and lands on the -mea $n _gre ground, shattering into pieces. -mea $n _lbl The Oracle says 'That vase!' -grin -mpoload 32114 -drop vase -mea $n _whi The Oracle says 'Sorry $n, Your not the one, but my kids will -mea $n _whi help you fix the vase. You have a good journey.' -pat $n -~ -| -#0 - - -#OBJECTS -#32100 -telephone phone~ -A Telephone~ -A Telephone is hanging here on the wall.~ -~ -12 0 1 -0 0 0 0 -1000 0 0 -#32101 -steal chair~ -A Steel Chair~ -A steal chair with straps for your arms, head, and legs sit's here.~ -~ -12 0 1 -0 0 0 0 -1000 0 0 -#32102 -red pill~ -A Red Pill~ -A red pill lies here on the ground~ -~ -26 0 1 -55 -1 -1 -1 -1 0 0 -'sanctuary' 'fly' 'kindred strength' -#32103 -blue pill~ -A Blue Pill~ -A blue pill lies here on the ground~ -~ -26 0 1 -55 -1 -1 -1 -1 0 0 -'fly' 'fly' 'word of recall' -#32104 -warehouse key~ -A WareHouse Key~ -A key to some door lies here abandoned~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#32105 -box~ -A Box~ -A box lies here in the corner, rotting from age.~ -~ -15 0 1 -25000 0 0 0 -1000 0 0 -#32106 -skeleton key~ -A Skeleton Key~ -A key that looks like it could open anything lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#32107 -key coffin~ -A Key to a Coffin~ -A key to some type of box lies here in the dirt.~ -~ -18 0 1 -0 0 0 0 -1 20000 2000 -#32108 -key attic~ -The Attic Key~ -A key to an attic lies here on the ground.~ -~ -18 0 16385 -0 0 0 0 -1 20000 2000 -#32109 -leather shirt~ -A Black Leather Shirt~ -A shirt covered in leathers lies here on the ground.~ -~ -9 0 9 -12 12 0 0 -1 0 0 -A -13 50 -A -12 50 -A -19 5 -A -18 3 -A -17 -10 -A -1 1 -A -2 2 -#32110 -data chip~ -A Data Chip~ -A chip containing information lies here on the ground.~ -~ -8 33554432 1 -0 0 0 0 -1 100000 10000 -#32111 -leather pants~ -Leather Pants~ -A pair of Black pants lies here on the ground.~ -~ -9 0 33 -13 13 0 0 -1 140000 14000 -A -19 5 -A -18 4 -A -13 40 -A -12 50 -A -14 100 -A -17 -10 -#32112 -neo shades~ -Neo's Shades~ -A pair of sunglasses sit here on the ground reflecting light.~ -~ -9 0 131073 -0 0 0 0 -1 500000 50000 -A -13 100 -A -12 100 -A -19 10 -A -18 10 -A -26 8 -A -26 32 -A -4 2 -A -17 -30 -#32113 -vault key~ -A Vault Key~ -A key to a vault lies abandoned here on the ground.~ -~ -18 0 16385 -0 0 0 0 -1 300000 30000 -#32114 -shattered vase~ -Pieces of a Vase~ -Pieces of a vase lie scattered all around here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#32115 -expensive vase~ -A Beautiful Vase~ -A Beautiful looking vase lies here on the ground.~ -~ -8 0 1 -0 0 0 0 -1 500000 50000 -#32116 -socks~ -A Pair of Socks~ -A pair of dirty socks lies here on the ground.~ -~ -9 0 65 2 -14 14 0 0 -1 10000 1000 -A -13 30 -A -19 3 -A -18 3 -A -12 30 -A -2 2 -A -14 100 -A -17 -10 -#32117 -boots gold~ -Black Boots with Gold Buckles~ -A pair of boots lie here unatteneded~ -~ -9 0 65 4 -15 15 0 0 -4 200000 20000 -A -13 55 -A -12 60 -A -2 1 -A -18 5 -A -19 6 -A -17 -30 -#32118 -table~ -A Table~ -Cypher and an Agent sit here discussing something.~ -~ -12 0 1 -0 0 0 0 -1000 0 0 -#32119 -tattoo neck~ -the tattoo of the Traitor ~ -A strange symbol, that looks like it should be grafted to skin, lies here.~ -~ -9 16896 5 -14 14 0 0 -1 300000 30000 -A -19 6 -A -18 6 -A -13 50 -A -12 50 -A -5 2 -A -26 524288 -A -17 -20 -> wear_prog 100~ -mea $n _whi You have defeated the traitor, and wear this tattoo as a symbol! -mer $n _whi The tattoo appears on $n's neck, to remain a symbol of his victory -mer $n _whi over the traitor. You're safe once again, for the time being. -~ -| -#32120 -safe~ -A Safe~ -A safe sit's here locked with a padlock.~ -~ -15 0 1 -2500 15 32121 0 -1001 0 0 -#32121 -key safe~ -A Key to A Safe~ -A key that looks like it opens a padlock lies here.~ -~ -18 0 16385 -32120 0 0 0 -1 0 0 -#32122 -illusion blade~ -Illusion~ -Something lies here on the ground....you think!~ -~ -5 8454208 8193 -0 17 2 6 -1 200000 20000 -A -19 16 -A -18 16 -A -13 100 -A -12 100 -A -26 65536 -A -31 1 -A -2 1 -> wear_prog 100~ -mea $n _whi As you wield Illusion, your mind opens to your surroundings! -mer $n _lbl As $n grasps Illusion, the space around you shifts! -~ -| -#32123 -wine barrel~ -A Wine Barrel~ -An old wine barrel lies here on the ground, rotting with age.~ -~ -15 0 1 -2500 0 0 0 -1000 0 0 -#32124 -white coat~ -A White Coat~ -A white leather jacket lies here on the ground.~ -~ -9 17408 1025 -12 12 0 0 -3 100000 10000 -A -13 50 -A -12 30 -A -19 4 -A -18 4 -A -17 -10 -#32125 -boots~ -Black Boots~ -A pair of black boots sits here.~ -~ -9 0 65 -12 12 0 0 -1 0 0 -A -19 3 -A -18 5 -A -13 35 -A -14 100 -A -2 -1 -#32126 -sun glasses sunglasses~ -A Pair of SunGlasses~ -A pair of dark sunglasses lies here on the ground.~ -~ -9 0 131073 -14 14 0 0 -1 150000 15000 -A -18 3 -A -19 3 -A -13 25 -A -12 25 -A -4 2 -A -17 -5 -#32127 -neo fang~ -Neo's Fang~ -A tooth lies here on the ground covered in blood.~ -~ -8 0 16385 -0 0 0 0 -2 1000000 100000 -#32128 -Jazmine key~ -Jazmine's Key~ -Jazmine's key lies here on the ground...touch it and answer to Neo!~ -~ -18 0 16385 -0 0 0 0 -1 0 0 -#32129 -bed~ -Neo and Jazmines bed~ -Neo and Jazmine's bed sits here in the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#32130 -dress veil~ -Jazmine's wedding dress and veil~ -Jazmine's wedding dress and veil hang here on the wall.~ -~ -12 0 1 -0 0 0 0 -1 0 0 -#32198 -hot potato~ -Hot Potato~ -A hot potato lies abandoned on the ground.~ -~ -8 0 16385 -0 0 0 0 -1 0 0 -#32199 -chair~ -A Chair~ -Neo's Recliner sits here.~ -~ -12 1073741824 1 -0 0 0 0 -1000 0 0 -E -chair recliner ~ -You see the nastiest looking chair that you have ever seen. Mixed -beer and nacho stains you can distinguish a white crusty substance that -you aren't quiet sure what it is, but you can guess. -~ -#0 - - -#ROOMS -#32100 -Neo's Coffin~ -You have just climbed in a box for Neo when he is dead and gone to the world. -There is no way that anyone else could get in here with you, it's just too -small. There doesn't appear to be anything for you here. You may want to get -out of here before Neo returns. -~ -0 34611209 1 -D4 -~ -coffin~ -8389671 32107 32133 -S -#32101 -A Telephone Booth~ -You have entered a very dirty phone booth. The phone book is missing -and there is graffiti all over the walls of the booth. As you stand -here and wonder what to do next, the phone begins to ring... -~ -0 8 1 -D3 -~ -~ -3 -1 1513 -> entry_prog 100~ -mea $n *red The phone on the wall begins to ring. -mea $n You pick up the phone. -mea $n *red A voice on the other ends says "Operator." -~ -> speech_prog hello~ -mptransfer $n 32102 -mpat 0.$n mea 0.$n _whi You dissolve into the phone. -~ -| -S -#32102 -The Nebuchadnezzar~ -You have just entered the ship called the Nebuchadnezzar. It isn't -much to look at, but you can tell it has "held it's own" through the -test of time. The floors are covered with steel grates. Down the -hallway to the north, you can see doors on both sides of the walls. -Everything here seems to be made out of steel. Computers and other -technical equipment, which are very advanced for this time, line the -walls. You can hear noises coming from the north, but are unable to -make them out. Every step you take clanks loudly. So much for trying -to sneak up on your enemy. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32105 -D1 -~ -~ -3 -1 32103 -D3 -~ -~ -3 -1 32104 -S -#32103 -The Steel Table~ -You have entered a room full of nothing but steel. The walls are made -of steel, and all the furniture here appears to be very uncomfortable. -In the center of the room is a steel table. It appears to seat around six -to eight people and looks like it has been used recently. There are still -some crumbs of food lying on the table. There is a box in the corner -of the room with a pad lock on it. -~ -0 3153928 1 -D3 -~ -~ -1 -1 32102 -S -#32104 -The Training Room~ -As you enter the room, there is a steel chair here with straps for your -feet, arms, and head. There is some sort of needle placed within the -headrest. There are computers all over the walls, and a figure is -sitting in the corner. The short, but stalky man appears out of the -shadow. -~ -0 3153928 13 -D1 -~ -~ -3 -1 32102 -S -#32105 -A Steel Hallway~ -Walking down the corridor, your footsteps seem to be making much -more noise. You can hear activity all around you, but yet, you see no -one. Looking down at your feet, you can see through the metal grates -that you are walking on. You see the bottom of the ship. Below you, -appears to be the engine room, or the devices that give this particular -ship it's power to navigate. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32106 -D2 -~ -~ -0 -1 32102 -S -#32106 -The Hallway Continues~ -As you continue down the hallway, you can hear talking, but are -unable to make out the words. You can see shadows moving in -a room up ahead. One appears to be the figure of a very large -man. To your left and right you hear movement. A faint light -passes underneath the doors to the sides, shedding the only light -found in the hallway. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32109 -D1 -~ -~ -3 -1 32107 -D2 -~ -~ -0 -1 32105 -D3 -~ -~ -3 -1 32108 -S -#32107 -Trinity's BedRoom~ -Entering the room you see a female standing here, glaring icily at -you. She is a fairly tall, slender woman with jet black hair. She is -dressed in all black and doesn't look like a woman to mess with. -There is a cot on the eastern wall, it must be where she sleeps at -night. There are no other types of furniture in the room, but there -are a couple of punching bags hanging from the ceiling. The room -smells of a beautiful woman, the only trait showing that anyone resides -in this seemingly barren room. -~ -0 3153928 1 -D3 -~ -~ -3 -1 32106 -S -#32108 -Mouse's Programing Area~ -You enter the room and are overwhelmed by the amount of electrical -equipment within. Computers line the walls, and disks are scattered -everywhere. A magazine lies in the corner, it is opened to a page with -a blonde woman in a red dress. You instantly lose your breath at the -sight of this beauty. A few empty tin bowls with spoons, lie on the -ground. This room is not well-kept at all. If one were going to find -anything in here, they would have to search high and low to find it. -~ -0 3153928 1 -D1 -~ -~ -3 -1 32106 -S -#32109 -The End of the Steel Hallway~ -Reaching the end of the hallway, there are doors to the north, east and -west. From the north, you think you hear someone talking. Above the -door, there is a sign the reads "Morpheus' Realm." You hear only a -little movement to the east and west. -~ -0 3153928 1 -D0 -~ -~ -3 -1 32112 -D1 -~ -~ -3 -1 32110 -D2 -~ -~ -0 -1 32106 -D3 -~ -~ -3 -1 32111 -S -#32110 -Switch's Domain~ -You take a few steps back as you enter this room. You think you are -looking at a man, but as the figure turns around, you realize you are -looking at a well-built woman with short, spiked blonde hair. She has -a pair of black brimmed glasses on her face, and a white trench coat to -conceal whatever weapons she may have on her. Upon entering, you -notice she is speaking in a tongue you have never heard. The room is -fairly clean, and nothing here really catches your eye. -~ -0 3153928 1 -D3 -~ -~ -3 -1 32109 -S -#32111 -Cypher the Traitor~ -Upon entering the room, you are met by a short man. He is not happy to -see you, or anyone you may be with. On his neck, you see the mark of a -traitor has been burned into his flesh. His muscular arms are covered in -paintings, and he has a small little beard starting to grow. He appears -to be a dirty man, not having showered for some time now. -~ -0 3153928 1 -D1 -~ -~ -3 -1 32109 -S -#32112 -Morpheus' Realm~ -Entering the room, a man turns to you, wearing a black trench coat and -a pair of dark sunglasses. The sunglasses prevent you from being able -to look him in the eyes. There is a leather sofa here, which appears -to be extremely comfortable. This is the man who appears to run the -show. He is very well-kept, and looks like he means business. Perhaps -he knows more than you think. -~ -0 3145736 1 0 0 2 -D2 -~ -~ -3 -1 32109 -S -#32113 -Time to Enter...The Matrix~ -Entering the room, a giant man walks up to you and tells you to sit in -the chair in front of him. The chair does not look comfortable at all. -It is made of metal and there are straps for every part of your body, -so it seems. There is some type of needle resting behind the head strap, -embedded in the headrest. The walls are made entirely of steel, and -there is a computer attached to the back of the chair. Again, in this -room like the previous, the floors are covered in steel grates and it -allows you to see the bottom of the ship. As the man approaches, he -announces his name is Tank. -~ -0 3153928 1 -D2 -~ -~ -0 -1 32117 -> entry_prog 100~ -mea $n *red Tank motions for you to sit down in the chair. -mea $n *red Tank says 'I said sit down!' -~ -> act_prog 100 p sits down~ -mea $n _cya Tank plugs a prong into the back of your head. -mea $n _cya You begin to feel light headed, What is happening? -mea $n *red You are thrusted into the Matrix...good luck! -mea $n _lbl Tank says 'Welcome to the real world!!!' -mptrans $n 32114 -~ -| -S -#32114 -An Abandoned Warehouse~ -You're suddenly thrust into another dimension, or so it seems. You find -yourself at the top of an abandoned warehouse somewhere. You don't -know what the date is, or what city or town you may possibly be in. -Nothing seems familiar. The warehouse is very bare, with a few boxes -scattered here and there. On top of one of the boxes is an old, black -telephone. You walk over and pick it up, but there is no dialtone. You -see some stairs leading down into another room. -~ -0 3153928 1 -D3 -~ -~ -0 -1 32115 -S -#32115 -Atop the Staircase~ -You find yourself looking down some stairs into another room. From -up here, you can't see much of the room below. You can see the floor -looks very hard, as it is made out of cement. A rat scurries across the -floor in the room below. So far, that has been your only sign of any -type of living thing around here. -~ -0 3153928 1 -D1 -~ -~ -0 -1 32114 -D5 -~ -~ -0 -1 32116 -S -#32116 -Heading Down the Stairs~ -As you get half way down the stairs, you begin to hear lots of noises -coming from what appears to be outside of the building. There is a -window to your right, but it is so dirty it is impossible for you to -see what is going on. -~ -0 3153928 1 -D4 -~ -~ -0 -1 32115 -D5 -~ -~ -0 -1 32118 -S -#32117 -The Rebuilding Room~ -You wake up after taking the red pill to find yourself on a large table -with many needles poking out of you. They appear to be rebuilding -your muscles after you transformation. Once this is completed, you can -see activity from the north. This activity peaks your curiosity, and -you move north to explore what you have been missing all these years. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32113 -S -#32118 -Bottom of the Stairs~ -Coming to the bottom of the stairs, you begin to look around. Through -the window you can see other people walking by, almost in a trance, -just going about their everyday activities. The bottom floor here is -covered with several boxes, and dirt lines the entire floor. This place -appears like it has been years since it was last used for anything -productive. To the north you see a door way, perhaps this leads you -where you need to go. -~ -0 3153928 1 -D0 -~ -~ -7 32104 32119 -D3 -~ -~ -2048 -1 32121 -D4 -~ -~ -0 -1 32116 -S -#32119 -Main Road~ -You have wandered out onto the streets, but things look strange. -People walk around here in a constant daze, going about their -everyday life, not really noticing anyone else is there. The main road -extends to the east and to the west. Buildings line the streets, some -look occupied, others seem to be just a place for wanderers to hang out. -~ -0 36708352 1 -D1 -~ -~ -0 -1 32120 -D2 -~ -~ -1 32104 32118 -D3 -~ -~ -0 -1 32135 -S -#32120 -Main Road~ -The road continues eastward, and you see a huge intersection ahead. -People walk in and out of the stores which line the street. To the -north, you see a sign above a building that reads, "Someone say beer?" -To the south is a Hotel. It looks worn and run down, it probably went -out of business years ago. The door frame is there, but no door hangs -there anymore. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32123 -D1 -~ -~ -0 -1 32122 -D2 -~ -~ -0 -1 32124 -D3 -~ -~ -0 -1 32119 -S -#32121 -A Secret Room~ -You have discovered a secret room! This old room has a huge hole in -the roof. The floor is made of dirt, and rats and other rodents scurry -all over the place. There are big holes in the walls, and boxes are -scattered everywhere. The floor here has been dug up in several places, -but there seems to be nothing of value here. Maybe you happened to -wander into a room with a secret treasure, or maybe there is nothing -more to see here, and should keep going. -~ -0 0 1 -D1 -~ -~ -0 -1 32118 -S -#32122 -Intersection of Main and Sharrow Road~ -You have come to a huge four way intersection. People walking in and -out of shops, talking and yelling at each other. The scene is quite -chaotic. At the end of the road, to the south, there is a huge building -which looks quite mysterious. However, it doesn't look like it's going -to be the easy to get inside. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32129 -D1 -~ -~ -0 -1 32131 -D2 -~ -~ -0 -1 32126 -D3 -~ -~ -0 -1 32120 -S -#32123 -A Run Down Pub~ -Upon entering the pub. you can smell the old, stale beer that still -lingers in the air. There are empty bottles on top of what used to be a -bar. A piano sits in the corner, some of the keys missing, and others -are just worn down to nothing. There are tables and chairs scattered -everywhere, giving you the feeling that there was a huge brawl a while -back. There are old neon signs that couldn't possibly work anymore, -broken old age and abuse. The floor is sticky, from the beer and -other various types of alcohol, that has been spilled here. There -doesn't appear to be anything in here worth salvaging. -~ -0 36708352 1 -D2 -~ -~ -0 -1 32120 -D5 -~ -~ -2051 -1 32125 -S -#32124 -A Hotel Lobby~ -Entering into the lobby, you notice no activity whatsoever. The room -is old and run down. The desk where the receptionist used to be is -now rotted from age. The plants that once sat neatly in their pots, -are scattered all over the floor. Dingy curtains hang over dirty -windows blocking any light that may try to enter within the walls of -this eerily silent place. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32120 -S -#32125 -An Old Wine Cellar~ -Climbing down into the wine cellar you can see a dirt covered floor, -and racks of old bottles of wine. Some bottles are so old, the date -can't even be read. This room is cold and smells of stale ale and -mildew. The walls are made of stone and are very cold to the touch. -There are a couple of empty wine barrels along the wall, abandoned -once they had served their purpose. -~ -0 36708352 13 -D4 -~ -~ -35 -1 32123 -S -#32126 -Sharrow Road~ -The tall buildings lining the road are a bit intimidating as you hurry -your pace a bit. People walking along the street are going on about -their business, oblivious to the world around them. Rodents scurry -along the sidewalk, in the same hurry as the people. A large building -to the south grabs your attention. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32122 -D2 -~ -~ -0 -1 32127 -S -#32127 -Sharrow Road~ -Coming to the end of Sharrow Road, you find yourself standing in -front of the largest building you have seen yet. You notice this place -looks extremely secure and you wonder exactly how your going to get in. -There is little doubt that this place has many guards protecting -whatever may be inside. There are two giant statues of lions on either -side of the entryway. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32126 -D2 -~ -~ -7 32106 32128 -S -#32128 -Inside a Huge Lobby~ -Entering the room, there are two guards that glare at you. You have -just entered a secure area. Alarms start to go off as your weapons are -detected by the metal detectors. Looking toward the back of the room, -you see an office door. Everything here is elegant and appears to be -only building still in use that you've seen so far. The guards move -toward you and they are not just going to ask you nicely to leave. It's -time to fight! -~ -0 3153928 1 -D0 -~ -~ -3 32106 32127 -D1 -~ -~ -0 -1 32137 -D2 -~ -~ -0 -1 32136 -S -#32129 -Sharrow Road~ -The tall buildings lining the road are a bit intimidating as you hurry -your pace a bit. People walking along the street are going on about -their business, oblivious to the world around them. Rodents scurry -along the sidewalk, in the same hurry as the people. A large building -to the south grabs your attention. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32130 -D2 -~ -~ -0 -1 32122 -S -#32130 -Sharrow Road~ -The tall buildings lining the road are a bit intimidating as you hurry -your pace a bit. People walking along the street are going on about -their business, oblivious to the world around them. Rodents scurry -along the sidewalk, in the same hurry as the people. A large building -to the south grabs your attention. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32150 -D2 -~ -~ -0 -1 32129 -S -#32131 -End of Main Road~ -You have come to the end of the Main Road. To the north you see an -old house that appears to be run down and abandoned years ago. To the -south you see a pawn shop. It's hard to tell whether it's still in -business or not. The windows and doors are spray-painted with graffiti -making it nearly impossible to see inside. However, there is just enough -light inside to allow you to see dark forms moving inside. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32133 -D2 -~ -~ -0 -1 32132 -D3 -~ -~ -0 -1 32122 -S -#32132 -Jacob's Pawn Shop~ -Walking into the shop, you see an older gentleman sitting on a chair in -the corner. He sits looking out the window, just watching people as they -pass by. The shop doesn't appear to be in business anymore, but the -man doesn't seem to have come to grips with the fact. There are some -items on display in a glass case, but nothing of real value. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32131 -S -#32133 -An Old Run Down House~ -You have just entered a house that doesn't appear to have been lived in -for many years. The walls are greatly deteriorated from age and the -beating they have taken from the weather. The windows are busted -out and the front door has fallen off its hinges. The floor is muddy, -and the whole place smells like something is rotting. No doubt, a -result of the "airy decor." Seems only bats and small rodents would be -so brave to call this home. -~ -0 36708360 1 -D2 -~ -~ -0 -1 32131 -D5 -~ -coffin~ -8389671 32107 32100 -S -#32134 -Floating in a void~ -RESERVED FOR FUTURE USE -~ -0 36708352 1 -D1 -~ -~ -0 -1 32119 -D3 -~ -~ -0 -1 32135 -S -#32135 -Intersection of Main Road and Third Ave~ -You have reached the intersection of Main and Third Ave. You can hear a -telephone ringing in the far distance. The road seems to extend for many -blocks, and there appears to be another house and a shop a little bit -further to the north. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32141 -D1 -~ -~ -0 -1 32119 -S -#32136 -Smith's Office~ -Entering the room you see an Agent sitting behind the desk. He is -Mr. Smith, the leader of the Agents, if ever there was one. He stands -a little more than six feet tall, short brown hair and wearing those -mirrored sunglasses. An ear piece hangs around his ear, not totally -inserted, so he may not know that you were on your way. However, -he sees you now, you have two choices. You can either run or stay -and try your luck at a fight. Anyone in their right mind would run! -~ -0 3153928 1 -D0 -~ -~ -0 -1 32128 -D5 -~ -Vault~ -8389671 32113 32139 -> leave_prog 100~ -mpat 0.$n mptransfer 0.$n 32136 -mpforce smith say It's not going to be THAT easy!!!! -mpforce smith mpdamage 0.$n 1000 -~ -| -S -#32137 -Jones' Office~ -You have walked into the office of Mr. Jones, an agent who most -of people fear. You will have to make a decision, to run, or stay and -fight. Most mortals run at the sight of an agent, the choice is yours. -~ -0 3153928 1 -D2 -~ -~ -0 -1 32138 -D3 -~ -~ -0 -1 32128 -S -#32138 -Brown's Office~ -You have entered yet another office, which is currently occupied -by another agent. This office is smaller than the others, with only a -desk and a chair in it. The Walls are painted white with nothing hanging -on them, not even a clock. The Agent approaches and the fight is on. -~ -0 3153928 1 -D0 -~ -~ -0 -1 32137 -S -#32139 -A Hidden Vault~ -Entering this room, you notice the walls are made of solid steel. There -appears to be no way in or out without the key. If you got locked in -here, you would surely run out of air before to long. There is a safe -in the corner of the room with a padlock on it. This room is well -hidden from people, and there is a lot of security surrounding the area. -Something inside must be worth a lot of change to be under such tight -guard and kept this well hidden. -~ -0 3153928 1 -D4 -~ -Vault~ -3 32113 32136 -> act_prog unlocks~ -mpforce $n drop safe -mppurge key -~ -| -S -#32140 -Neo and Tayloryn's Palace of Love~ -Entering you notice that this room is so highly decorated, even the smallest -thing in here must have cost a fortune. You begin to realize that Neo must be -a well respected man to be able to provide such an elegant living for his love. -It doesn't appear that Tayloryn will have to worry about anything for the rest -of her life. It appears that even after Neo is gone, She will be taken care -of. The walls are lined with the finest of arts, and there are old statues -and figures that line the floors against the wall. In the center of the room -is the most elegant bed set you have ever seen. Canopies hang from each side -of the bad, and the bed looks so comfortable, you feel if you laid down on it -you would not awake for centuries. There is an emaculate looking wooden door -to the east that has the words "Grotto" above it. -~ -0 8 1 -D1 -~ -~ -3 -1 32199 -D2 -~ -~ -3 -1 21330 -> entry_prog 100~ -if name($n) == Neo -or name($n) == Tayloryn -mea $n Welcome Home -mpforce $n close s -else -mea $n What's wrong with you don't you knock? -mea $n This is Neo and Tayloryn's Home! Leave unless you where invited! -mpforce $n south -mpforce $n close s -endif -~ -| -S -#32141 -Third Ave~ -Walking down the road, the sound of the ringing telephone gets louder. -You are unable to detect where it's coming from, but you know that it -must be close. People hurry by, not paying you any mind. As if they -see you every day and you are nothing out of the ordinary. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32142 -D2 -~ -~ -0 -1 32135 -S -#32142 -Third Ave~ -Continuing down the road, to the east is a house. On the front of the -house is a sign that says "The Home of Alex the Great." The house is -not very big, more of a home really, barely two stories. It doesn't -appear to house many people, perhaps only Alex himself. -~ -0 36708352 1 -D0 -~ -~ -0 -1 32143 -D1 -~ -~ -3 -1 32145 -D2 -~ -~ -0 -1 32141 -S -#32143 -Third Ave~ -To the east is the person you've traveled to see, the Oracle. She -already knows that you are coming. The house she's in only appears -to be very small, probably only one room. The house sits along side -the street with only a sidewalk to separate it from the road. -~ -0 36708352 1 -D1 -~ -~ -3 -1 32148 -D2 -~ -~ -0 -1 32142 -S -#32144 -The Oracle~ -Walking into the room, you are stunned at how normal she looks, as -do her surroundings. You are thinking she is very old in age, but -in reality she appears to be only in her mid-forties or so. She is -dressed in a summer dress, old-fashioned looking but still elegant. -She has dark brown hair, and lightly tanned skin. She motions for you -to sit down. -~ -0 36708360 1 -D2 -~ -~ -0 -1 32148 -S -#32145 -Alex's House~ -You have entered a well-kept house. At first, it appears that no one is -home, though there is another room to the south. Surprisingly, the -ringing phone appears to be getting much closer. The walls have a -little decoration, but nothing to fancy. Then you notice the sound of -someone or something snoring. -~ -0 36708360 1 -D2 -~ -~ -0 -1 32147 -D3 -~ -~ -3 -1 32142 -D4 -~ -~ -2055 32108 32146 -S -#32146 -The Attic~ -As you walk into the room, you hear a phone ringing. The room smells -like no one has been in here for years. It's damp and cold and boxes -are scattered all over the place. You run for the phone that is hanging -on the northern wall. -~ -0 36708360 1 -D5 -~ -~ -1 32108 32145 -> entry_prog 100~ -mea $n *red As you enter the phone on the wall begins to ring. -mea $n You pick up the phone. -mea $n *red A voice on the other end says "Operator." -~ -> speech_prog hello~ -mptransfer $n 32149 -mpat 0.$n mea 0.$n _whi You dissolve into the phone, was this all a dream? -mpat 0.$n mea 0.$n _whi You are awakened suddenly by the shuddering of the -mpat 0.$n mea 0.$n _whi ship. It appears that you are under attack. -mpat 0.$n mpforce 0.$n look -~ -| -S -#32147 -A Spare Bedroom~ -You walk quietly into the room, not wanting to disturb whatever or -whoever is snoring. In the corner is a bed with someone sleeping -soundly in it. It appears to be a huge man, one of great power and -might. He is totally unaware of your presence. There is a key on his -belt, but there is no way for you to steal it. You will surely have to -kill him for it! -~ -0 3153928 1 -D0 -~ -~ -0 -1 32145 -S -#32148 -The Waiting Room~ -Here you see several children, sitting around the room, working at -various tasks. One person in particular is standing here, seemingly -watching your every move. He appears to be in the middle of fixing -something, but you can't make out what it is. There is a doorway to the -north, and you can see an older woman inside the room, standing at -the stove. You can smell cookies baking in the oven. -~ -0 0 1 -D0 -~ -~ -0 -1 32144 -D3 -~ -~ -3 -1 32143 -S -#32149 -Back on the Nebuchadnezzar~ -You find yourself waking up, back on the Nebuchadnezzar. Something -has happened while you were inside the matris. It appears the ship -is under attack, and Morpheus is acting a little strange. There is an -evil look in his eyes, like he's been possessed by something or -someone. He moves toward you and attacks! -~ -0 0 1 -D0 -~ -~ -0 -1 32153 -S -#32150 -End of Sharrow Road~ -The tall buildings lining the road are a bit intimidating as you hurry -your pace a bit. People walking along the street are going on about -their business, oblivious to the world around them. Rodents scurry -along the sidewalk, in the same hurry as the people. A large building -to the south grabs your attention. -~ -0 0 1 -D1 -~ -~ -1 -1 32152 -D2 -~ -~ -0 -1 32130 -D3 -~ -~ -0 -1 32151 -S -#32151 -Sampsons Repair Shop~ -As you enter, you smell the odor of burning steel. A large man stands -in the center of the room fixing weapons and various types of armor. -He is alone in the shop, but his work is flawless. He will charge you a -little more, but you will get your monies worth. You will also notice -the walls are lined with various types of weapons, showing you some -of the work that he's done in the past. -~ -0 8 1 -D1 -~ -~ -0 -1 32150 -S -#32152 -A Fancy Resturaunt~ -Walking into the restaurant, you immediately smell the aroma of freshly -made bread, and steak cooking in the back. At the table across the way, -you see Cypher sitting at a table, talking with one of the Agents. You -can't make out what they are saying, so you move in for a closer look. -~ -0 3153928 1 -D3 -~ -~ -3 -1 32150 -> entry_prog 100~ -mea $n _lbl Cypher says 'I know this isn't a real steak, but just my mind -mea $n _lbl telling me that it is...' -mea $n _whi The Agent says 'So do we have a deal?' -mea $n _lbl Cypher says 'I've learned something these past few years... -mea $n _lbl Ignorance is Bliss!! -~ -| -S -#32153 -The Steel Hallway~ -Walking down the corridor, your footsteps seem to be making much -more noise. You can hear activity all around you, but yet, you see no -one. Looking down at your feet, you can see through the metal grates -that you are walking on. You see the bottom of the ship. Below you, -appears to be the engine room, or the devices that give this particular -ship it's power to navigate. -~ -0 0 1 -D0 -~ -~ -0 -1 32154 -D2 -~ -~ -0 -1 32149 -S -#32154 -The Control Room~ -What's this? You see mass destruction going on, right before your eyes. -There are sentinals destroying all the equipment in this room. The ship -is under attack! Better do something, and quick! -~ -0 3153928 1 -D2 -~ -~ -0 -1 32153 -S -#32155 -Finally...some peace and quiet.~ -You have completed your task. You look around and realize this is just -a place to take a break from all you have been through. You begin to -doze off when you hear a phone begin to ring in the north. You think -to yourself, "oh no, not again!" -~ -0 36708360 1 -D0 -~ -~ -0 -1 32156 -S -#32156 -A Telephone Booth~ -You have entered a very dirty phone booth. The phone book is missing -and there is graffiti all over the walls of the booth. As you stand -here and wonder what to do next, the phone begins to ring... -~ -0 36708360 1 -D2 -~ -~ -0 -1 32155 -> entry_prog 100~ -mea $n *red The phone on the wall begins to ring. -mea $n You pick up the phone. -mea $n *red A voice on the other ends says "Operator." -~ -> speech_prog hello~ -mea $n _lbl The Operator says 'You have two choices...You can go back in and -mea $n _lbl try it again, or you can leave here now. Say leave, and you do not -mea $n _lbl have to return. Say try again, and i will send you back in! -~ -> speech_prog leave~ -mptransfer $n 21000 -mpat 0.$n mea 0.$n _whi Disolving into the phone, a voice says, wise choice! -mpat 0.$n mpforce 0.$n look -~ -> speech_prog again~ -mptransfer $n 32102 -mpat 0.$n mea 0.$n _whi Someone laughs evily as you disolve into the phone! -mpat 0.$n mpforce 0.$n look -~ -| -S -#32157 -Floating in a void~ -~ -0 4 1 -S -#32160 -Floating in a void~ -~ -0 4 1 -S -#32170 -Floating in a void~ -~ -0 4 1 -S -#32188 -Floating in a void~ -~ -0 4 1 -S -#32197 -Floating in a void~ -~ -0 1073741828 1 -S -#32198 -Sikes's Cage~ -Entering you realize you are inside a giant cage. There is a huge wooden -beam running from one end of the cage to the other. Food and water are -on supply here hanging on one side of the cage. It looks to be the -home of a some giant bird. -~ -0 1073741828 1 -D3 -~ -Cage~ -1 -1 32199 -S -#32199 -Neo's Relaxation Room!~ -Entering you imediately smell the scent of sex. There is steam all throughout -the room coming from the huge hot tub in the corner. The most Expensive -bottles of champagne you have ever seen sit on the bar in the far corner. -There are robes hanging on hooks for each person who visit's the place. To go -with that, each person is given there own pair of slippers. The walls are -decorated with the finest art from the most esenctic artists. This room just -screams for lovers. -~ -0 8 1 -D1 -~ -Cage~ -3 -1 32198 -D3 -~ -~ -3 -1 32140 -S -#0 - - -#RESETS -O 1 32100 1 32146 -M 1 32103 1 32108 -D 0 32108 1 1 -D 0 32109 0 1 -D 0 32109 1 1 -D 0 32109 3 1 -D 0 32118 0 2 -D 0 32106 1 1 -D 0 32106 3 1 -M 1 32100 1 32112 -D 0 32112 2 1 -M 1 32113 1 32148 -D 0 32148 3 1 -O 1 32118 1 32152 -D 0 32152 3 1 -M 1 32104 1 32147 -M 1 32105 1 32111 -E 1 32125 1 8 -E 1 32126 1 20 -D 0 32111 1 1 -M 1 32106 1 32110 -E 1 32124 1 12 -E 1 32125 1 8 -E 1 32126 1 20 -D 0 32110 3 1 -M 1 32107 1 32113 -O 1 32101 1 32113 -M 1 32112 1 32132 -E 1 32107 1 17 -M 1 32115 1 32154 -M 1 32110 1 32138 -E 1 32126 1 20 -E 1 32117 1 8 -M 1 32108 1 32136 -E 1 32126 1 20 -E 1 32117 1 8 -D 0 32136 5 2 -M 1 32109 1 32137 -E 1 32126 1 20 -E 1 32117 1 8 -O 1 32123 1 32125 -D 0 32125 4 1 -D 0 32123 5 1 -D 0 32145 3 1 -D 0 32145 4 2 -O 1 32100 1 32101 -D 0 32101 3 1 -M 1 32114 1 32151 -D 0 32127 2 2 -D 0 32102 1 1 -D 0 32102 3 1 -M 1 32101 1 32104 -O 1 32101 1 32104 -O 1 32110 1 32104 -D 0 32104 1 1 -O 1 32120 1 32139 -P 1 32122 0 32120 -D 0 32139 4 1 -D 0 32142 1 1 -D 0 32143 1 1 -M 1 32199 1 32144 -M 1 32102 1 32107 -E 1 32109 1 5 -E 1 32111 1 7 -E 1 32125 1 8 -E 1 32126 1 20 -D 0 32107 3 1 -O 1 32129 1 32140 -D 0 32140 1 1 -D 0 32140 2 1 -D 0 32100 4 2 -D 0 32133 5 2 -O 1 32105 1 32121 -O 1 32199 1 32199 -D 0 32199 1 1 -D 0 32199 3 1 -S - - -#SHOPS -0 - - -#REPAIRS - 32114 5 9 0 35 1 7 23 ; Sampson -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mega1.are b/data/realm/areas_smaug1.4a/mega1.are deleted file mode 100644 index 731cdf3..0000000 --- a/data/realm/areas_smaug1.4a/mega1.are +++ /dev/null @@ -1,998 +0,0 @@ -#AREA Mega-City One ~ - -#VERSION 1 - -#AUTHOR Glop~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8000 -juve~ -a juve~ -A juve is standing here plotting mischief. -~ -He is a tall, thin boy. He is looking for his gang mates. He and his -mates have cost city authorities many millions of creds a week in -vandalism repairs. -~ -5 0 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8001 -punk~ -a punk~ -A punk is here plotting a crime wave. -~ -This punk is from one of the rowdiest, scruffiest, and definitely most -fashionable of all gangs -- the Grunge Mongers. -~ -69 0 -500 S -10 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8002 -Futsie~ -a Futsie~ -A Futsie is here reciting Monty Python sketches. -~ -A sad victim of Future Shock, this man is immensely dangerous and will -not be stopped by anyone who tries to deter him from revenge upon the -Justice Department. -~ -35 8 0 S -17 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8003 -Citi-Def Militiaman~ -a Citi-Def Militiaman~ -A Citi-Def Militiaman is here contemplating a Block War. -~ -A member of a local Block's Citi-Def militia, this man is well-armed -and undersupervised. -~ -69 512 0 S -16 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8004 -dunk~ -a dunk~ -A dunk is here blending into the crowd. -~ -He blends into the crowd as his hand travels into another citizen's pocket. -~ -197 0 -150 S -10 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8005 -tap~ -a tap~ -A tap is here eyeing your belongings. -~ -A practitioner in Mega-City One's largest growth industry, mugging, is -looking you over for a possible business transaction. -~ -69 0 -400 S -14 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#8006 -rookie judge~ -a rookie judge~ -A Rookie judge is on his first beat here. -~ -A member of Mega-City One's Justice Department is here considering what -crimes you have committed. Being a rookie he will probably be easier on -you though. -~ -65 40 300 S -20 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8007 -Wallaby Gleep~ -Wallaby Gleep~ -Mr. Gleep is here wanting to know what you want. -~ -Wallaby Gleep is a heavy-set man who gives you the impression that he is -unintelligent and unimaginative, but looks can be deceiving. -~ -7 552 -600 S -22 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8008 -Pinkerton Throt~ -Pinkerton Throt~ -Pinky Throt is here Wringing his hands. -~ -He is a thin angular crook, pretty close to everyone's idea of Ebeneezer -Scrooge. Indeed, the only thing guaranteed to bring a spark to his dead -eyes is the mention of money. -~ -39 40 -900 S -25 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8009 -Ernie Ramirez~ -Ernie Ramirez~ -Ernie Ramirez is here collecting for the mob. -~ -Ramirez is a dour man who knows that he's never going to get a better -deal out of life. He is content to run the bite fights for Throt and -Gleep. -~ -7 0 -400 S -19 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8010 -Judge Eckersely~ -Judge Eckersely~ -Judge Eckersely is here shaking down a Perp. -~ -He is a dedicated, if somewhat pessimistic Judge. He is the Senior Judge -of the Downtown Quadrant. -~ -65 168 300 S -30 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8011 -Judge Sara Beddows~ -Judge Beddows~ -Judge Beddows is here calling Resyk. -~ -Beddows is a clone from the same stock as the ex-Chief Judge McGruder. -She is fanatically dedicated to her job and has no ambitions other than -to enforce the LAW. -~ -65 40 500 S -25 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#8012 -bite fighter~ -a bite fighter~ -A bite fighter is here sharpening his teeth. -~ -A bite fighter is here with sharpened teeth and a bad attitude. -~ -35 0 -400 S -20 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#0 - - -#OBJECTS -#8000 -spit gun~ -a spit gun~ -There is a spit gun laying here.~ -~ -3 0 1 -37 10 10 -1 -2 0 0 -'slink' -E -spit gun~ -A standard weapon in Mega-City One. It uses general -purpose ammunition. -~ -#8001 -knee pads~ -a set of knee pads~ -There are some knee pads laying here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -E -knee pads~ -It is a set of Grak Brothers knee pads. They are currently -popular with the juve and punk gangs. -~ -#8002 -stooky gland~ -a stooky gland~ -There is a stooky gland laying here.~ -~ -26 0 1 -20 -1 -1 -1 -1 0 0 -'NONE' 'cure poison' 'heal' -E -stooky gland~ -Stooky glands are known for the restorative properties. -~ -A -9 -1 -#8003 -lawgiver~ -a lawgiver~ -There is a lawgiver laying here.~ -~ -3 0 1 -37 10 10 -1 -2 0 0 -'trollish vigor' -E -lawgiver gun~ -The standard weapon for the city's Judges. It uses general -high explosive ammunition. -~ -#8004 -safe~ -the magnetically shielded safe~ -A indestructible, immobile safe is here.~ -~ -15 2 0 -1005 1 0 0 -1000 0 0 -E -safe~ -This safe looks like not even a Sov-Cit Nuke could open it. -You better find the code box. -~ -#8005 -code box~ -a code box~ -A code box of indeterminate use is here.~ -~ -18 2 1 -0 0 0 0 -1 0 0 -E -code box~ -The box looks like some kind of access device. -~ -#8006 -bashball bat~ -a bashball bat~ -A bashball bat is laying here.~ -~ -5 0 1 -0 0 0 7 -3 0 0 -E -bashball bat~ -This is the same type of bat used by the little spuggers -to play bashball. -~ -#8007 -vibroblade~ -the Vibroblade~ -The Vibroblade is here.~ -~ -5 1 0 -0 0 0 3 -2 0 0 -E -vibroblade~ -Obviously of alien manufacture, this blade enhances fighting -and survival skills. -~ -A -18 2 -A -19 2 -A -5 1 -A -2 1 -#8008 -vacuum cleaner~ -a Hoover vacuum cleaner~ -A Hoover vacuum cleaner is here idling.~ -~ -5 2 1 -0 0 0 12 -10 0 0 -E -vacuum cleaner~ -This vacuum looks well built and will last you many years of -cleaning pleasure. -~ -#8009 -knife~ -a knife~ -A knife is sitting here...contemplating life.~ -~ -5 0 1 -0 0 0 1 -3 0 0 -E -knife~ -It is a knife. 'Nuff said. (Marvel joke). -~ -#8010 -wet noodle~ -a wet noodle~ -A wet noodle is laying here with clam sauce on it.~ -~ -5 0 1 -0 0 0 4 -1 0 0 -E -noodle~ -It looks like a noodle freshly made at the Olive Garden. -~ -A -3 1 -#8011 -judge club~ -a Judge's club~ -A Judge's club is resting here.~ -~ -5 0 1 -0 0 0 7 -3 0 0 -E -judge club~ -It is a standard Justice Hall issue club. Many a Perp's -head has been bashed with this baby. -~ -A -19 2 -#8012 -vault key~ -a vault key~ -A vault key is here.~ -~ -18 2 1 -0 0 0 0 -1 0 0 -E -vault key~ -The key looks like it could be useful. -~ -#8013 -key card~ -a key card~ -A key card is laying here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key card~ -It looks like it fits a slot somewhere. -~ -#0 - - -#ROOMS -#8001 -Entrance to Mega-City One~ -A road begins here in the glowing sands. You follow it through a gate -in a Plasteen wall onto the Megway of Mega-City One. -~ -0 0 1 -D0 -You see the glowing sand of the badlands. -~ -~ -0 0 5062 -D2 -The Megway continues in this direction. -~ -~ -0 0 8002 -S -#8002 -Mahmount Allesh Megway~ -You are on one mile of over 13 and a half billion kilometers of -roadway in Mega-City One. The Megway continues north and south. -~ -0 0 1 -D0 -The entrance to Mega-City One is in this direction. -~ -~ -0 0 8001 -D2 -There is an intersection ahead. -~ -~ -0 0 8003 -S -#8003 -Intersection of Junket Way and Megway~ -The Megway intersects with Junket Way here. Junket Way is to the east, -the Megway continues north and south, and the Pustule Palace Cafe is -to the west. -~ -0 0 1 -D0 -The Megway continues in this direction. -~ -~ -0 0 8002 -D1 -Junket way continues in this direction. -~ -~ -0 0 8010 -D2 -The Megway continues in this direction. -~ -~ -0 0 8004 -D3 -The Pustule Palace Cafe is in this direction. -~ -~ -0 0 8021 -S -#8004 -Mahmount Allesh Megway~ -The traffic here is really congested due in part to the over 11 million -people driving Mo-Pads, the mobile homes which are constantly on the -move until their owners can find an apartment in one of the City-blocks. -The Megway continues north and south. -~ -0 0 1 -D0 -An intersection lies in this direction. -~ -~ -0 0 8003 -D2 -The Megway continues in this direction. -~ -~ -0 0 8005 -S -#8005 -Mahmount Allesh Megway~ -The Megway continues north and south. On the off-ramps here you see -many of the citizens of Mega-City One doing nothing. You see of -every hundred citizens, it can be guaranteed that 87 of them will -be totally unemployed, and that a further five will not work more -than ten hours a week. To the east there is a dark alley and to the -west is Rietzik's Shuggy Hall. -~ -0 0 1 -D0 -The Megway continues in this direction. -~ -~ -0 0 8004 -D1 -A dark alley lies to the east. -~ -~ -0 0 8011 -D2 -A large plaza is in this direction. -~ -~ -0 0 8006 -D3 -A building is in this direction. -~ -~ -0 0 8022 -S -#8006 -Central Plaza~ -You are at the Central Plaza of the downtown district. There are a couple -of juves Boingging (tm) in the air above you. Max Jaffa Boulevard goes -east, the Megway continues north and south, and Bazza's Home for the -Terminally Sarky is to the west. -~ -0 0 1 -D0 -The Megway continues in this direction. -~ -~ -0 0 8005 -D1 -Max Jaffa Boulevard goes in this direction. -~ -~ -0 0 8012 -D2 -The Megway continues in this direction. -~ -~ -0 0 8007 -D3 -A home for Sarky people is to the west. -~ -~ -0 0 8023 -S -#8007 -Corner of Ed Hilldreth Memorial Parkway and Megway~ -Another major intersection which is being negotiated by vehicles that -are bound to minimum speed limits. Many Slow Driving offenses are being -handed out by the Judges. The Megway goes north and south, a Parkway -goes east, and Nu Phisog Parlour is west. -~ -0 0 1 -D0 -A plaza is to the north. -~ -~ -0 0 8006 -D1 -Ed Hilldreth Mem. Parkwy is to the east. -~ -~ -0 0 8013 -D2 -The Megway continues in this direction. -~ -~ -0 0 8008 -D3 -A City Block lies to the west. -~ -~ -0 0 8024 -S -#8008 -Mahmount Allesh Megway~ -As you travel the Megway you notice many citizens participating in their -favorite hobbies such as spot welding and metalwork, scratch building -fashion Kneepads, giving blood, or just looking out the window. The -Megway continues north and south. -~ -0 0 1 -D0 -The Megway continues in this direction. -~ -~ -0 0 8007 -D2 -The Megway continues in this direction. -~ -~ -0 0 8009 -S -#8009 -Mahmount Allesh Megway~ -The Megway ends here. To the west is Ziggi Piggi's Home for the -Semi-Stiff, to the east and south are construction areas, and the -Megway goes north. -~ -0 0 1 -D0 -The Megway is ahead. -~ -~ -0 0 8008 -D1 -There is construction this way. -~ -~ -0 0 8014 -D2 -There is construction ahead. -~ -~ -0 0 8020 -D3 -Ziggi Piggi's Home the Semi-Stiff is ahead. -~ -~ -0 0 8025 -S -#8010 -Junket Way~ -Junket Way a small Skedway continues east and west. -~ -0 0 1 -D1 -An intersection is ahead. -~ -~ -0 0 8015 -D3 -An intersection is ahead. -~ -~ -0 0 8003 -S -#8011 -Davies Alley~ -You are in a very dark and seedy alley. This is just the right place for -a bite fight. Bite fighting is an illegal activity where both combatants -can only use their sharpened teeth as weapons. -~ -0 1 1 -D1 -An intersection is ahead. -~ -~ -0 0 8017 -D3 -An intersection is ahead. -~ -~ -0 0 8005 -S -#8012 -Max Jaffa Boulevard~ -Max Jaffa Boulevard continues east and west. -~ -0 0 1 -D1 -An intersection is ahead. -~ -~ -0 0 8018 -D3 -A large plaza is to the west. -~ -~ -0 0 8006 -S -#8013 -Ed Hilldreth Memorial Parkway ~ -The Parkway goes east and west. -~ -0 0 1 -D1 -An intersection is ahead. -~ -~ -0 0 8019 -D3 -An intersection is ahead. -~ -~ -0 0 8007 -S -#8014 -Construction site of the Harold Finkelbaum Block.~ -A Mega-City One City Block is being constructed at this site. A -typical block is from 100 to 1000 stories high with hundreds of -thousands inhabitants. -~ -0 0 1 -D3 -An intersection is ahead. -~ -~ -0 0 8009 -S -#8015 -Corner of Junket Way and Threep Lane~ -There is a second-hand kneepad stall is doing a brisk business with a -group of juves on their way to school. Junket Way goes west and Threep -Lane travels south. -~ -0 0 1 -D2 -Threep Lane continues ahead. -~ -~ -0 0 8016 -D3 -Junket Way is ahead. -~ -~ -0 0 8010 -S -#8016 -Threep Lane~ -Threep Lane continues north and south. There is a building to the east -with a sign next to the door. -~ -0 0 1 -D0 -An intersection is ahead. -~ -~ -0 0 8015 -D1 -A door to the east bodes ill. -~ -door~ -1 0 8026 -D2 -Threep Lane continues south. -~ -~ -0 0 8017 -E -sign~ -Throt and Gleep's Megger Store est. 2107 -~ -S -#8017 -Threep Lane~ -Threep Lane continues north and south. There is a dark alley to the west. -~ -0 0 1 -D0 -Threep Lane continues north. -~ -~ -0 0 8016 -D2 -An intersection is ahead. -~ -~ -0 0 8018 -D3 -A dark alley is west. -~ -~ -0 0 8011 -S -#8018 -Corner of Max Jaffa Blvd and Threep Way~ -A proprietor of Uncle Sumpty's Ugly Emporium meanders by. Threep Lane -continues north and south while Max Jaffa Boulevard goes west. -~ -0 0 1 -D0 -Threep Lane continues north. -~ -~ -0 0 8017 -D2 -Threep Lane continues south. -~ -~ -0 0 8019 -D3 -Max Jaffa Blvd continues west -~ -~ -0 0 8012 -S -#8019 -Corner of Ed Hilldreth Mem. Prkwy and Threep Lane~ -Threep Lane goes north from here while Ed Hilldreth Memorial Parkway goes -west. -~ -0 0 1 -D0 -Threep Lane continues north. -~ -~ -0 0 8018 -D3 -Ed Hilldreth continues west. -~ -~ -0 0 8013 -S -#8020 -Construction Site for the Brit-Cit One tunnel.~ -Construction is under way for the Black Atlantic Tunnel to connect -Mega-City One and Brit-Cit One. -~ -0 0 1 -D0 -An intersection lies north. -~ -~ -0 0 8009 -S -#8021 -Pustule Palace Cafe~ -A scabrous hole. Run by Ernie Ramirez, an ex-perp, it is a meeting place -for the low-life in the area. -~ -0 8 0 -D1 -An intersection lies east. -~ -~ -0 0 8003 -S -#8022 -Rietzik's Shuggy Hall~ -A sleazy dive and the meeting place of a lot of perps. Shuggy is a -twenty-second Century version of pool, played on a hilly table, usually -with large side bets. -~ -0 8 0 -D1 -An intersection lies east. -~ -~ -0 0 8005 -S -#8023 -Bazza's Home for the Terminally Sarky~ -This is an experimental psychiatric home. Named after a 20th Century -vid-critic, the home attempts, by various methods, to readjust the -socially unacceptable attitudes of the inmates. -~ -0 8 0 -D1 -A large plaza lies east. -~ -~ -0 0 8006 -S -#8024 -Nu Phisog Parlour~ -Opened as a direct rival to the New You Face Parlour chain to offer quick -and cheap face-changing facilities to the general public. However, -since the closure of Sump's Ugly clinics, the craze for face-changing has -died down. -~ -0 8 0 -D1 -An intersection lies east. -~ -~ -0 0 8007 -S -#8025 -Ziggi Piggi's Home for the Semi-Stiff~ -The only suspended animation parlour in the area. It has a high turnover -rate. It is rumored that the patrons are being used in body sharking and -organ legging activities. -~ -0 8 0 -D1 -An intersection lies east. -~ -~ -0 0 8009 -S -#8026 -Throt & Gleep's Megger Store~ -This place promises to provide everything that the citizens don't need, -with the utmost discourtesy. Of course, something as crazy as this was -bound to succeed. There is a door to the north with a slot next to it. -There is also a sign next to the slot. -~ -0 8 0 -D0 -~ -door~ -33 8013 8027 -D3 -~ -door~ -1 0 8016 -E -sign~ -To open insert card. -~ -S -#8027 -Stockroom of Throt & Gleep's Megger Store~ -Many useless items stock the shelves of this stockroom. A door leads -south and large vault door is to the north. -~ -0 8 0 -D0 -~ -vault door~ -33 8012 8028 -D2 -~ -door~ -33 8013 8026 -E -vault door~ -This vault seems impervious to breaking. There is a keyhole in the lock -however. -~ -S -#8028 -Throt & Gleep's Vault~ -The vault is musty with a slight smell of ozone in the air. -~ -0 8 0 -D2 -~ -vault door~ -33 8012 8027 -S -#0 - - -#RESETS -M 0 8004 5 8003 -M 0 8000 5 8004 -E 0 8006 40 16 -M 0 8000 5 8004 -E 0 8009 40 16 -M 0 8004 5 8005 -M 0 8000 5 8006 -E 0 8009 40 16 -M 0 8001 5 8006 -E 0 8009 40 16 -M 0 8004 5 8006 -M 0 8010 1 8007 -E 0 8011 40 16 -G 0 8003 20 -M 0 8001 5 8009 -E 0 8009 40 16 -E 0 8001 40 7 -M 0 8011 1 8009 -E 0 8011 40 16 -G 0 8003 20 -M 0 8005 5 8010 -E 0 8006 40 16 -M 0 8001 5 8011 -E 0 8006 40 16 -M 0 8012 2 8011 -M 0 8012 2 8011 -M 0 8006 5 8012 -E 0 8011 40 16 -M 0 8003 5 8013 -E 0 8001 40 7 -M 0 8003 5 8014 -G 0 8000 10 -M 0 8000 5 8015 -E 0 8009 40 16 -E 0 8001 40 7 -D 0 8016 1 1 -M 0 8005 5 8017 -E 0 8009 40 16 -M 0 8006 5 8018 -E 0 8011 40 16 -M 0 8005 5 8019 -M 0 8009 1 8021 -E 0 8006 40 16 -G 0 8002 10 -G 0 8013 5 -M 0 8002 4 8023 -E 0 8008 40 16 -M 0 8002 4 8024 -E 0 8010 40 16 -M 0 8006 5 8025 -E 0 8011 40 16 -D 0 8026 3 1 -D 0 8026 0 2 -M 0 8007 1 8027 -E 0 8009 40 16 -G 0 8012 10 -D 0 8027 2 2 -D 0 8027 0 2 -O 0 8004 1 8028 -M 0 8008 1 8028 -E 0 8009 40 16 -G 0 8005 10 -D 0 8028 2 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 8003 spec_cast_judge -M 8004 spec_thief -M 8006 spec_cast_judge -M 8010 spec_cast_judge -M 8011 spec_cast_judge -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mgoose.are b/data/realm/areas_smaug1.4a/mgoose.are deleted file mode 100644 index 299d1f4..0000000 --- a/data/realm/areas_smaug1.4a/mgoose.are +++ /dev/null @@ -1,874 +0,0 @@ -#AREA MotherGoose~ - -#VERSION 1 - -#AUTHOR Sonja~ - -#RANGES -3 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2900 -little bo-peep girl~ -Little Bo-Peep~ -Little Bo-Peep has lost her sheep and doesn't know where to find them. -~ -A silly little girl, with blonde hair and sad blue eyes. She really wants -to find her sheep. -~ -262211 0 750 S -8 0 0 2d7+96 1d7+2 -223 0 -112 112 2 -#2901 -sheep~ -Sheep~ -A Sheep is hiding here. -~ -A large fleece-covered critter, this poor sheep has no tail. -~ -131139 0 750 S -5 0 0 2d6+60 1d6+1 -121 0 -112 112 1 -#2902 -tweedle dum~ -Tweedle Dum~ -Tweddle Dum is standing here arguing with Twiddle Dee about his rattle. -~ -A large, seemingly friendly boy, Tweedle Dum is way to into his toys. -~ -131139 0 -750 S -8 0 0 2d7+96 1d7+2 -342 0 -112 112 1 -#2903 -tweedle dee~ -Tweedle Dee~ -Tweedle Dee is here arguing with Tweedle Dum. -~ -A large, seemingly friendly boy, Tweedle Dee is way to into Tweedle Dums -toys. -~ -131139 0 -750 S -8 0 0 2d7+96 1d7+2 -326 0 -112 112 1 -#2904 -jack~ -Jack~ -Jack is here, jumping over a candlestick. -~ -A spry young man in green, Jack is jumping over a candlestick. -~ -262211 0 750 S -10 0 0 2d7+121 2d4+2 -232 0 -112 112 1 -#2905 -farmer's wife~ -Farmer's Wife~ -The Farmer's Wife is standing here. -~ -The farmer's wife is quite a sight, she is a plump, older woman who is all -out of breath as if she were just in some kind of chase. -~ -65635 0 750 S -10 0 0 2d7+121 2d4+2 -113 0 -112 112 2 -#2906 -blind mice mouse~ -Blind Mice~ -A Blind Mouse is running up the clock. -~ -You see before you, a blind mouse. Strangely it seems to be missing its -tail. -~ -4145 1 750 S -5 0 0 2d6+60 1d6+1 -432 0 -112 112 0 -#2907 -little miss muffett girl~ -Little Miss Muffett~ -Little Miss Muffett is sitting on her tuffet. -~ -A little girl with her morning breakfast, Miss Muffett is afraid of -spiders. -~ -199 0 750 S -8 0 0 2d7+96 1d7+2 -300 0 -112 112 2 -#2908 -spider~ -Spider~ -A large spider has dropped in. -~ -A huge hairy spider with BIG fangs, he looks as though he'd like to have -you for breakfast. -~ -67 0 0 S -5 0 0 2d7+71 1d7+1 -327 0 -112 112 1 -#2909 -humpty dumpty egg~ -Humpty Dumpty~ -Humpty Dumpty is sitting on the wall. -~ -Humpty Dumpty is a large egg in clothes, sitting on this wall as if he -won't fall. -~ -67 0 750 S -17 0 0 3d9+229 3d4+4 -264 0 -112 112 1 -#2910 -king's horse~ -King's Horse~ -One of the King's Horses is standing here. -~ -A large black stallion, wearing the kinds colors, is waiting here for -its rider. -~ -67 0 500 S -15 0 0 3d9+208 2d6+3 -143 0 -112 112 1 -#2911 -king's men man~ -King's Man~ -One of the King's men is here. -~ -One of the king's men, he looks very confused about what to do about -the egg on the wall. -~ -524355 0 750 S -15 0 0 3d9+233 2d6+3 -231 0 -112 112 1 -#2912 -old mother hubbard woman~ -Old Mother Hubbard~ -Old Mother Hubbard is looking in the cubbard. -~ -Old Mother Hubbard is looking mighty lean. Seems her cubbards are bare. -~ -67 0 750 S -13 0 0 2d10+170 2d5+3 -121 0 -112 112 2 -#2913 -dog~ -Dog~ -The Dog is here. -~ -A mangy mutt, he seems to be a bit underfed. -~ -99 0 500 S -10 0 0 2d7+121 2d4+2 -123 0 -112 112 1 -#2914 -jack boy~ -Jack~ -Jack is here fetching a pail of water. -~ -Jack is a fine young man who has been sent to fetch water with his sister. -~ -67 0 750 S -10 0 0 2d7+121 2d4+2 -132 0 -112 112 1 -#2915 -jill girl~ -Jill~ -Jill is here, helping to fetch the water. -~ -Jill is a cute young girl, who has been sent to fetch water with her -brother, Jack. -~ -67 0 750 S -10 0 0 2d7+121 2d4+2 -243 0 -112 112 2 -#2916 -cat~ -Cat~ -A Cat is playing the fiddle here. -~ -A very talented cat, he is dressed in breeches and tails, with a very nice -top hat. -~ -67 0 750 S -13 0 0 2d10+170 2d5+3 -217 0 -112 112 1 -#2917 -cow~ -Cow~ -A Cow is here, jumping over the moon -~ -A large milk cow, she seems to have an unusual love for jumping over -the moon. -~ -67 0 750 S -10 0 0 2d7+121 2d4+2 -175 0 -112 112 2 -#2918 -little dog~ -Little Dog~ -A little dog is laughing to see such a sight. -~ -This little dog seems to find it quite funny to see a cow jump over a moon. -~ -67 0 750 S -10 0 0 2d7+121 2d4+2 -193 0 -112 112 1 -#2919 -dish~ -Dish~ -A Dish is here, running away with the Spoon. -~ -This Dish seems to have a great affection for his Spoon. -~ -131139 0 750 S -15 0 0 3d9+208 2d7+4 -127 0 -112 112 1 -#2920 -spoon~ -Spoon~ -A Spoon is here, running away with the Dish. -~ -This Spoon has a lovely face, it is no wonder the Dish is running away with her. -~ -67 0 750 S -15 0 0 3d9+208 2d6+3 -317 0 -112 112 2 -#2921 -mother goose~ -Mother Goose~ -Mother Goose is here, rocking in her chair. -~ -Mother Goose is a grandmotherly type woman, who seems quite content -living with her gander. -~ -131139 0 1000 S -17 0 0 3d9+229 3d4+4 -327 0 -112 112 2 -#2922 -gander~ -Gander~ -Mother Goose's Gander is here. -~ -This is Mother Goose's pet Gander. He is a fine looking goose wearing a -blue ribon around his neck. -~ -524387 524288 1000 S -17 0 0 3d9+229 3d4+4 -229 0 -112 112 1 -#0 - - -#OBJECTS -#2900 -umbrella~ -umbrella~ -A well used umbrella is lying here.~ -~ -9 0 1 -1 3 2 1 -3 250 25 -A -3 1 -A -4 2 -#2901 -rattle~ -rattle~ -A broken rattle is lying here.~ -~ -9 0 1 -3 1 2 3 -3 150 15 -A -3 2 -A -4 1 -#2902 -candlestick light candle~ -candlestick~ -A candlestick is lying here.~ -~ -1 1 1 -0 0 2000 0 -1 30 3 -#2903 -kife butcher~ -butcher Knife~ -A bloody butcher knife is here.~ -~ -5 0 1 -2 12 1 11 -3 300 30 -A -18 2 -A -19 1 -#2904 -bow ribbon~ -bow~ -A blue neck ribbon and bow is lying here.~ -~ -9 0 1 -5 4 5 3 -3 243 24 -A -18 2 -A -19 2 -A -2 2 -#2905 -mace~ -mace~ -A small Mace is here.~ -~ -5 0 1 -4 12 1 21 -3 300 30 -A -18 2 -A -19 1 -#2906 -dog's bone~ -dog's Bone~ -A smelly old dog's bone is lying here.~ -~ -9 0 1 -3 2 3 3 -3 243 24 -A -19 2 -#2907 -shirt~ -shirt~ -A rumpled, well worn shirt is lying here.~ -~ -9 0 1 -5 5 4 5 -4 247 24 -A -13 5 -#2908 -cape~ -cape~ -A well worn, brown cape is lying here.~ -~ -9 0 1 -4 5 5 5 -4 323 32 -A -1 2 -#2909 -well~ -well~ -A Well is here.~ -~ -25 0 0 -0 0 0 0 -16959 2500 250 -#2910 -breeches~ -breeches~ -A pair of light weight breeches is here.~ -~ -9 0 1 -5 5 4 5 -3 320 32 -A -5 3 -#2911 -sword~ -sword~ -A small sword is lying here.~ -~ -5 0 1 -1 12 1 3 -3 334 33 -A -18 2 -A -19 1 -#0 - - -#ROOMS -#2900 -Entrance~ -You are standing at the entrance to a land in which all of Mother Goose's -favorite fable characters live. -~ -0 0 1 -D1 -~ -~ -0 -1 2901 -D2 -~ -~ -0 -1 15079 -S -#2901 -Main Street~ -You are traveling along Main Street. There is a beautiful meadow on either -side of the road filled with wild flowers. To your east you can hear the -bleating of sheep, while to your west come the faint sounds of an argument. -The road continues north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 2907 -D1 -~ -~ -0 -1 2902 -D2 -~ -~ -0 -1 2900 -D3 -~ -~ -0 -1 2904 -S -#2902 -Meadow~ -You have come to a beautiful meadow full of wildflowers in every color -of the rainbow. There is a large willow tree here that appears to have -sheep tails hanging from the branches as if put there to dry. Hiding in -the tall grasses are a couple of sheep. -~ -0 0 1 -D1 -~ -~ -0 -1 2903 -D3 -~ -~ -0 -1 2901 -S -#2903 -Meadow~ -You are in a beautiful meadow. Sitting on a rock nearby is a little -girl with a sad face, who seems to have lost her sheep. Perhaps you -could help her find them. -~ -0 0 1 -D3 -~ -~ -0 -1 2902 -S -#2904 -Meadow~ -You are in a secluded area of the meadow. There is a large treehouse -here, and there are strange little toys scattered all about, almost as -if two children lived here. -~ -0 0 0 -D1 -~ -~ -1 -1 2901 -S -#2905 -Hill Top~ -From atop this hill you can see all of the lands below you. This is -where all of Mother Goose's favorite people come to get their water and -enjoy a little quiet. -~ -0 0 1 -D5 -~ -~ -0 -1 2912 -S -#2906 -Field~ -You have come to a lovely little field across the street from the -farmers house. It looks like a good place to stop and take a rest or -have a snack. -~ -0 0 1 -D1 -~ -~ -0 -1 2907 -S -#2907 -Main Street~ -You are on Main Street. You hear screaming coming from the field to your -west and from the farmhouse to your east. There seems to be something -tumbling down the hill toward you. -~ -0 0 1 -D1 -~ -~ -1 -1 2908 -D2 -~ -~ -0 -1 2901 -D3 -~ -~ -0 -1 2906 -D4 -~ -~ -0 -1 2905 -S -#2908 -Farmhouse~ -You are standing in the family room of a large farmhouse. There is a -fireplace along the north wall with pictures of family on the mantle. -A large grandfather clock dominates one corner of the room. The kitchen -is to the east. -~ -0 0 1 -D1 -~ -~ -0 -1 2909 -D3 -~ -~ -1 -1 2907 -S -#2909 -Kitchen~ -Standing in a large country style kitchen, You notice everything is in -disarray. Pots and pans and butcher knives are strewn all about the room. -There is a back door to your north which exits to a small alley. -~ -0 0 1 -D0 -~ -~ -1 -1 2910 -D3 -~ -~ -0 -1 2908 -S -#2910 -Alley~ -A small alley running between the farmer's house and Old Mother Hubbards. -There are a few scattered puddles and misplaced gardening tools on the -ground here. -~ -0 0 1 -D0 -~ -~ -1 -1 2917 -D2 -~ -~ -1 -1 2909 -S -#2911 -Field~ -Standing in a well-kept field of grass, you hear a haunting melody -being played on a fiddle to your north. And you notice that from above -the moon seems to be laughing at something. -~ -0 0 2 -D0 -~ -~ -0 -1 2916 -D3 -~ -~ -0 -1 2912 -S -#2912 -Main Street~ -Once again on Main Street, you hear what seems to be a laughing dog to -your east, and to your west you can see flickering candlelight through -the window of the house there. Main Street continues to the north. -~ -0 0 1 -D0 -~ -~ -0 -1 2915 -D1 -~ -~ -0 -1 2911 -D3 -~ -~ -1 -1 2913 -S -#2913 -House~ -A small but comfy home, you notice that someone has pushed all the -furniture off to the sides of the room, and put a candlestick, with -a half-burned candle in it, in the center of the floor. -~ -0 0 1 -D1 -~ -~ -1 -1 2912 -D2 -~ -~ -1 -1 2906 -S -#2914 -West Wall~ -This is the west wall of town, it is perhaps 8 ft. tall, composed -totally of bricks made here in this littl community. It looks as if it -might be fun to sit or walk upon to get a good view of all that is near. -~ -0 0 1 -D0 -~ -~ -0 -1 2921 -D1 -~ -~ -0 -1 2915 -S -#2915 -End of Main Street~ -You have reached the end of Main Street. There is a large staircase -floating as if in mid-air to the east of the road. To the north and -west you can see the wall of the city. -~ -0 0 1 -D0 -~ -~ -0 -1 2920 -D2 -~ -~ -0 -1 2912 -D3 -~ -~ -0 -1 2914 -D4 -~ -~ -0 -1 2922 -S -#2916 -Field~ -You are in a well kept field of grass. Everywhere you look are grasses -of all kinds. Standing in the middle of all this is an oddly dressed cat -playing a fiddle. -~ -0 0 2 -D0 -~ -~ -0 -1 2919 -D2 -~ -~ -0 -1 2911 -S -#2917 -House~ -The living room in Mother Hubbards house is very bare. You see a small -tattered rug on the floor and a lone rocking chair near the fireplace. -The kitchen is to your north. -~ -0 0 1 -D0 -~ -~ -0 -1 2918 -D2 -~ -~ -1 -1 2910 -S -#2918 -Kitchen~ -A very sparse and empty room, it is amazing anyone could live here. The -cabinets are all empty and it appears as if the kitchen table was used -for last night's fire. -~ -0 0 1 -D2 -~ -~ -0 -1 2917 -S -#2919 -North Wall~ -At the end of this lovely field you have stumbled across the North Wall -of town. At 8ft tall and made from brick it is a very daunting site for -those trying to run away together, especially the dish and the spoon. -~ -0 0 2 -D2 -~ -~ -0 -1 2916 -D3 -~ -~ -0 -1 2920 -S -#2920 -Along the North Wall~ -The North Wall is 8 ft tall and composed entirely of brick made in -this little community, It looks as if it might be fun to sit or walk -upon to get a good view of all that is going on around you. -~ -0 0 1 -D1 -~ -~ -0 -1 2919 -D2 -~ -~ -0 -1 2915 -D3 -~ -~ -0 -1 2921 -S -#2921 -Northwest Corner~ -You have come to the northwest corner of town, where the north and west -walls meet. There seems to be some kind of squishy yellow puddle on the -ground here, and it appears as if there are small pieces of eggshell in -it. -~ -0 0 1 -D1 -~ -~ -0 -1 2920 -D2 -~ -~ -0 -1 2914 -S -#2922 -Mother Goose's Cloud~ -This large fluffy cloud is more homey then most of the houses in town. -There is a comfy rocker with a bag of knitting sitting on the floor on -one side of it and a bag of books sitting on the other. -~ -0 0 1 -D5 -~ -~ -0 -1 2915 -S -#0 - - -#RESETS -M 1 2901 3 2902 -M 1 2901 3 2902 -M 1 2901 3 2902 -M 1 2900 1 2903 -E 1 2900 -1 17 -M 1 2902 1 2904 -E 1 2901 -1 17 -M 1 2903 1 2904 -M 1 2914 1 2905 -E 1 2907 -1 5 -M 1 2915 1 2905 -E 1 2908 -1 12 -O 1 2909 1 2905 -M 1 2907 1 2906 -M 1 2908 1 2906 -D 1 2907 1 1 -M 1 2906 3 2908 -M 1 2906 3 2908 -M 1 2906 3 2908 -D 1 2908 3 1 -M 1 2905 1 2909 -E 1 2903 -1 16 -D 1 2909 0 1 -D 1 2910 0 1 -D 1 2910 2 1 -M 1 2917 1 2911 -M 1 2918 1 2911 -D 1 2912 3 1 -M 1 2904 1 2913 -E 1 2902 -1 0 -D 1 2913 1 1 -M 1 2910 2 2914 -M 1 2910 2 2914 -M 1 2916 1 2916 -E 1 2910 -1 7 -M 1 2913 1 2917 -E 1 2906 -1 17 -D 1 2917 2 1 -M 1 2912 1 2918 -M 1 2919 1 2919 -M 1 2920 1 2919 -M 1 2911 2 2920 -E 1 2905 -1 16 -M 1 2911 2 2920 -E 1 2911 -1 16 -M 1 2909 1 2921 -M 1 2921 1 2922 -M 1 2922 1 2922 -E 1 2904 -1 3 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mirkwood.are b/data/realm/areas_smaug1.4a/mirkwood.are deleted file mode 100644 index eb2c978..0000000 --- a/data/realm/areas_smaug1.4a/mirkwood.are +++ /dev/null @@ -1,1608 +0,0 @@ -#AREA Mirkwood~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -5 10 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8800 -sylvan elf scout~ -a sylvan elf scout~ -A Sylvan Elf scout is offended at your intrusion! -~ -The Sylvan Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. As natives of Mirkwood, they are virtually imposssible to see -if they don't want to be seen. -~ -107 66080 400 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8801 -sylvan elf warrior~ -a sylvan elf warrior~ -A Sylvan Elf warrior lunges at you with his sword! -~ -The Sylvan Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. -~ -107 512 400 S -7 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8802 -orc scout~ -an orc scout~ -An Orcish scout screams and attacks! -~ -These foul creatures have been sent in advance by Orcish forces to scout -out the defenses of Mirkwood. So far, their attempts have resulted only -in their own demise, but eventually the Elves will be worn down by the -sheer weight of numbers of the immense Orcish hordes. -~ -165 512 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8803 -orc warrior~ -an orc warrior~ -An Orcish warrior screams and attacks! -~ -These fell minions of Sauron have been sent in an attempt to subjugate -Mirkwood. So far, their attempts have resulted only in their own demise, -but eventually the Elves will be worn down by the -sheer weight of numbers of the immense Orcish hordes. -~ -37 512 -400 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8804 -guard~ -a wood elf guard~ -A Wood Elf guard angrily accosts you. -~ -This angry guard is incensed at your trespass in the hall of his king, and -will attempt to forcibly eject you. -~ -41 512 400 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8805 -chief guard~ -the chief of the guard~ -A Wood Elf chief of the guard lunges at you with his sword! -~ -The Wood Elves are a good people, but centuries of subjection to the -violences and prejudices of other races have made them wary and very -hostile toward outsiders. However, if you're tough enough, perhaps he'll -back down. -~ -107 512 400 S -12 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8806 -galion butler~ -Galion the butler~ -A Wood Elf butler glares at you accusingly. -~ -Galion has a tremenous fondness for Dorwinion Wine, and he is now well and -truly inebriated. However that does not mean he won't react to your -intrusion. -~ -107 512 400 S -10 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8807 -thranduil~ -Thranduil, king of the Wood Elves~ -Thranduil, King of the Wood Elves, eyes you suspiciously. -~ -While not immune to the prejudices of his brethren, Thranduil is a trifle -wiser (and more civilized) and he will not attack without provocation. -~ -75 640 500 S -15 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8808 -wood elf~ -a male wood elf~ -A male Wood Elf glares angrily at you. -~ -This person won't attack you like the guards will, but that doesn't mean -he likes you any more than they do... -~ -129 512 400 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8809 -wood elf~ -a female wood elf~ -A female Wood Elf glares angrily at you. -~ -This person won't attack you like the guards will, but that doesn't mean -ahe likes you any more than they do... -~ -129 512 400 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#8810 -turnkey elf~ -the turnkey~ -The turnkey sleeps here. -~ -This surly fellow is almost always passed out from copious alcohol -consumption. -~ -71 131584 0 S -9 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#8811 -thorin oakenshield~ -Thorin Oakenshield~ -Thorin Oakenshield politely bows before you. -~ -This Dwarf is descended from noble blood. He and his fellows were waylaid -by the Wood Elves while journeying to avenge their brethren against the -dragon Smaug. -~ -5 8192 500 S -14 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#0 - - -#OBJECTS -#8800 -pool~ -a pool~ -A pool of crystal-clear water fills this clearing. -~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -pool~ -It looks tasty. Have a drink! -~ -#8801 -sword~ -an elvish sword~ -A beautiful sword has been left here. -~ -~ -5 64 1 -0 0 0 11 -15 0 0 -A -18 2 -#8802 -cloak~ -a plain elven cloak~ -A plain, but practical, Elven cloak lies here. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 5 -A -17 -2 -#8803 -boots~ -a pair of plain elven boots~ -A plain, but practical, pair of Elven boots. -~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 1 -A -14 50 -#8804 -water flask~ -a water flask~ -An Elven water flask. It is rumored that they can provide water for days. -~ -~ -17 0 1 -10 10 0 0 -5 0 0 -#8805 -shield~ -a spiked metal shield~ -An Orcish spiked metal shield has been left here. -~ -~ -9 0 1 -0 0 0 0 -10 0 0 -#8806 -scimitar~ -an orcish scimitar~ -An Orcish scimitar has been left here. -~ -~ -5 0 1 -0 0 0 3 -20 0 0 -A -1 1 -A -19 1 -#8807 -helm~ -an ugly spiked helm~ -An ugly Orcish spiked helm has been left here. -~ -~ -5 0 1 -0 0 0 0 -5 0 0 -A -17 -5 -#8808 -flask wine~ -a flask of Dorwinion wine~ -A half-drunk flask of fine Dorwinion wine lies here. -~ -~ -17 0 1 -4 2 2 0 -5 0 0 -#8809 -barrel wine~ -a barrel of Dorwinion wine~ -A barrel of Dorwinion wine is here. -~ -~ -17 0 1 -10 10 2 0 -25 0 0 -#8810 -barrel~ -an empty barrel~ -This empty barrel would make a fine boat. -~ -~ -15 262144 0 -500 0 0 1 -25 0 0 -#8811 -sword~ -a fine elven sword~ -A fine Elven sword glimmers softly here. -~ -~ -5 1 1 -0 0 0 11 -18 0 0 -A -2 1 -A -18 2 -A -19 3 -#8812 -key~ -a key~ -A key to a cell door is here. -~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#8813 -key~ -a key~ -A key to a cave door is here. -~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#8800 -Entrance to Mirkwood~ -You have entered the quasi-magical Elven forest of Mirkwood, populated by -Sylvan Elves and their mysterious allies. Strangers are frowned upon here, -so be on your guard. It is rumored that many different races of Elves -actually inhabit this forest, in various parts and sometimes they are -carefully hidden, away from the prying eyes of strangers. - -There is a sign tacked to a tree nearby. -~ -0 0 3 -D0 -~ -~ -0 -1 8801 -D2 -~ -~ -0 -1 8855 -E -sign~ -This area serves as a connector for many areas with an Elven or Faerie -flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember -to keep track of where you have been. - ---Yaegar -~ -S -#8801 -The Path Through Mirkwood~ -You are advancing along a narrow path that runs deep into the forest of -Mirkwood. Giant, ancient trees tower over you to either side, and sweet -songbirds sing in their lofty branches. However, despite this serene scene, -you can't shake the feeling that you're being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 8802 -D2 -~ -~ -0 -1 8800 -S -#8802 -The Path Through Mirkwood~ -You are advancing along a narrow path that runs deep into the forest of -Mirkwood. Giant, ancient trees tower over you to either side, and sweet -songbirds sing in their lofty branches. However, despite this serene scene, -you can't shake the feeling that you're being watched. -~ -0 0 3 -D0 -~ -~ -0 -1 8803 -D2 -~ -~ -0 -1 8801 -S -#8803 -A Fork in the Path~ -You have reached a point where the path branches, with paths running to the -east and west. A wild animal suddenly howls angrily some distance away, and -you involuntarily jump. -~ -0 0 3 -D1 -~ -~ -0 -1 8804 -D2 -~ -~ -0 -1 8802 -D3 -~ -~ -0 -1 8820 -S -#8804 -A Broad Path~ -This branch of the path widens out after a short distance, and you notice -signs of heavy use, evidently by non-Elves, as Elves do not leave footprints. -The trees are thinner and smaller in this part of the forest, giving the -impression that it has been recently cleared. -~ -0 0 3 -D1 -~ -~ -0 -1 8805 -D3 -~ -~ -0 -1 8803 -S -#8805 -Another Junction~ -The path once again divides, this time into northern and southern branches. -To the north an impressive-looking citadel looms over the treetops, while -to the south the trail becomes significantly narrower, and overgrown. -~ -0 0 3 -D0 -~ -~ -0 -1 8806 -D2 -~ -~ -0 -1 8808 -D3 -~ -~ -0 -1 8804 -S -#8806 -A Bend in the Road~ -The northern road bends to the east at this point, allowing you to gaze -upon a wondrous Elven Fortress. Although you are more than a mile away, -it still looms large ahead of you. -~ -0 0 3 -D1 -~ -~ -0 -1 8807 -D2 -~ -~ -0 -1 8805 -S -#8807 -Plains~ -The road opens onto an area cleared of trees here, a broad plain dotted with -the occasional hedge or distant farmhouse. There is a marked path running -due east toward the west gate of the distant fortress. -~ -0 0 2 -D1 -the plains of malathar~ -~ -0 -1 400 -D3 -~ -~ -0 -1 8806 -S -#8808 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. -~ -0 0 3 -D0 -~ -~ -0 -1 8805 -D2 -~ -~ -0 -1 8809 -S -#8809 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. - -You spy a rope ladder ascending to a platform in a nearby tree. -~ -0 0 3 -D0 -~ -~ -0 -1 8808 -D2 -~ -~ -0 -1 8811 -D4 -~ -~ -0 -1 8810 -S -#8810 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D5 -~ -~ -0 -1 8809 -S -#8811 -The Southern Trail~ -Progress along this narrow, overgrown path is next to impossible, and you -find yourself having to stop several times for a rest. There doesn't seem to -be any quick end to it either. - -At this point you may follow a side trail which runs to the east. It seems -to be a little less overgrown. -~ -0 0 3 -D0 -~ -~ -0 -1 8809 -D1 -~ -~ -0 -1 8813 -D2 -~ -~ -0 -1 8812 -S -#8812 -A Dead End~ -WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I -guess you had better turn back... -~ -0 0 3 -D0 -~ -~ -0 -1 8811 -S -#8813 -The Eastern Path~ -This path is certainly less overgrown than the north-south one. You actually -find yourself able to move relatively quickly through the forest, stopping -only occasionally to hack away an overhanging branch or vine. -~ -0 0 3 -D1 -~ -~ -0 -1 8814 -D3 -~ -~ -0 -1 8811 -S -#8814 -The Eastern Path~ -This path is certainly less overgrown than the north-south one. You actually -find yourself able to move relatively quickly through the forest, stopping -only occasionally to hack away an overhanging branch or vine. -~ -0 0 3 -D1 -~ -~ -0 -1 8815 -D3 -~ -~ -0 -1 8813 -S -#8815 -A Bend in the Path~ -You have reached a point where the path bends to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 8816 -D3 -~ -~ -0 -1 8814 -S -#8816 -The Northern Path~ -The path here is fairly clear and free of vegetation. It actually looks -fairly well-maintained. You think you can hear a distant singing to the -north. -~ -0 0 3 -D0 -~ -~ -0 -1 8817 -D2 -~ -~ -0 -1 8815 -S -#8817 -The Northern Path~ -The path here is fairly clear and free of vegetation. It actually looks -fairly well-maintained. You think you can hear a distant singing to the -north. - -Another path runs to the east of here. -~ -0 0 3 -D0 -~ -~ -0 -1 8819 -D1 -~ -~ -0 -1 8818 -D2 -~ -~ -0 -1 8816 -S -#8818 -The End of the Path~ -The path ends here in a small clearing with a small shallow pool of crystal -clear water. You feel strangely at ease here. -~ -0 0 3 -D3 -~ -~ -0 -1 8817 -S -#8819 -Approaching the Holy Grove~ -The singing is clearly audible here, and it is coming from a well-tended -grove to the east. Dimly visible are all manner of man and beast, and -although they would usually feed upon each other, they all seem to be at -peace. -~ -0 0 3 -D1 -~ -~ -0 -1 8904 -D2 -~ -~ -0 -1 8817 -S -#8820 -The Western Path~ -This path is rather overgrown but it is still easily navigable. You fancy -you can see a rope ladder ascending into the brances of a tall oak near the -eastern side of the road. -~ -0 0 3 -D1 -~ -~ -0 -1 8803 -D3 -~ -~ -0 -1 8822 -D4 -~ -~ -0 -1 8821 -S -#8821 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D5 -~ -~ -0 -1 8820 -S -#8822 -A Bend to the North~ -The path bends to the north here, running for some distance toward a stream. -~ -0 0 3 -D0 -~ -~ -0 -1 8823 -D1 -~ -~ -0 -1 8820 -S -#8823 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a wide stream dead ahead. -~ -0 0 3 -D0 -~ -~ -0 -1 8824 -D2 -~ -~ -0 -1 8822 -S -#8824 -A Stream~ -This stream is too wide and deep to wade across. You'll need a boat or a -spell. Mind you, you could always whip out your rod and start angling :) -~ -0 0 6 -D0 -~ -~ -0 -1 8825 -D1 -~ -~ -0 -1 8866 -D2 -~ -~ -0 -1 8823 -S -#8825 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a wide stream to the south. - -A broad, tree-lined path runs to the east. -~ -0 4 3 -D0 -~ -~ -0 -1 8826 -D1 -~ -~ -0 -1 8856 -D2 -~ -~ -0 -1 8824 -S -#8826 -A Junction~ -You have reached a point where you can proceed either north or west. Your -choice. You still have the feeling you're being watched... -~ -0 0 3 -D0 -~ -~ -0 -1 8830 -D2 -~ -~ -0 -1 8825 -D3 -~ -~ -0 -1 8827 -S -#8827 -The Western Path~ -The path you are on here runs down a gently sloping hill, to the base of a -beautiful valley below. -~ -0 0 4 -D1 -~ -~ -0 -1 8826 -D5 -~ -~ -0 -1 8828 -S -#8828 -The Hill~ -The path you are on here runs down a gently sloping hill, to the base of a -beautiful valley below. -~ -0 0 4 -D4 -~ -~ -0 -1 8827 -D5 -~ -~ -0 -1 8829 -S -#8829 -The Base of the Hill~ -You can proceed north toward the valley from here, or return to the summit -above. -~ -0 0 4 -D0 -~ -~ -0 -1 7800 -D4 -~ -~ -0 -1 8828 -S -#8830 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a narrow path to the east. -~ -0 0 3 -D0 -~ -~ -0 -1 8832 -D1 -~ -~ -0 -1 8831 -D2 -~ -~ -0 -1 8826 -S -#8831 -A Narrow Path~ -You are walking along a narrow path that runs from the major northern path -through Mirkwood. Up ahead the path ends in a dead end. -~ -0 0 3 -D1 -~ -~ -0 -1 29001 -D3 -~ -~ -0 -1 8830 -S -#8832 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. -~ -0 0 3 -D0 -~ -~ -0 -1 8833 -D2 -~ -~ -0 -1 8830 -S -#8833 -A Northern Path~ -This path is fairly even and well-used, so going is not as rough as the -previous paths. There is a broad junction to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 8834 -D2 -~ -~ -0 -1 8832 -S -#8834 -A Broad Junction~ -You have come to another junction in the forest. The path to the east runs -through some handsome aspen and pine, but the northern passage is lined by -sickly-looking, dying trees of unidentifiable type. -~ -0 0 3 -D0 -~ -~ -0 -1 8835 -D1 -~ -~ -0 -1 8841 -D2 -~ -~ -0 -1 8833 -S -#8835 -An Evil Section of the Forest~ -There is a palpable evil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. -~ -0 0 3 -D0 -~ -~ -0 -1 8836 -D2 -~ -~ -0 -1 8834 -S -#8836 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. -~ -0 0 3 -D2 -~ -~ -0 -1 8835 -D3 -~ -~ -0 -1 8837 -S -#8837 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -The dying screams of some animal can be heard. -~ -0 0 3 -D1 -~ -~ -0 -1 8836 -D3 -~ -~ -0 -1 8838 -S -#8838 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -Maggots crawl from a decaying Elven corpse hanging from an overhead branch. -The stench is unbearable. - -To the north you see a shadowy area of the forest. -~ -0 0 3 -D0 -~ -~ -0 -1 1300 -D1 -~ -~ -0 -1 8837 -D3 -~ -~ -0 -1 8839 -S -#8839 -An Evil Section of the Forest~ -There is a palpable eveil in this area that causes you to shiver as you pass -by the blighted vegetation that lines this twisted gray path. The sky can -no longer be seen overhead- instead a canopy of decaying leaves and rotten -branches obscures your view. - -At this point the twisting turning path runs sharply downward toward a large -gash in the side of a grey cliff face. -~ -0 0 3 -D1 -~ -~ -0 -1 8838 -D2 -~ -~ -0 -1 8840 -S -#8840 -The Cliff Face~ -You are standing before the gash in the cliff-face now, wondering whether -you should continue into the inky darkness beyond... -~ -0 0 4 -D0 -~ -~ -0 -1 8839 -D5 -~ -~ -0 -1 14000 -S -#8841 -A Bend in the Path~ -You reach a bend in the path, where you can head north or west. -~ -0 0 3 -D0 -~ -~ -0 -1 8842 -D3 -~ -~ -0 -1 8834 -S -#8842 -A Bend in the Path~ -You reach a bend in the path, where you can head south or east. -~ -0 0 3 -D1 -~ -~ -0 -1 8843 -D2 -~ -~ -0 -1 8841 -S -#8843 -A Junction~ -The path once again divides, this time into northern and southern branches. -To the north lies another bend in the trail, while to the south the trail -becomes significantly narrower, and overgrown. -~ -0 0 3 -D0 -~ -~ -0 -1 8845 -D2 -~ -~ -0 -1 8844 -D3 -~ -~ -0 -1 8842 -S -#8844 -A Dead End~ -The passage ends in a dead end, but you see a small rope ladder hanging down -from a nearby oak tree, disappearing in its bushy branches above. -~ -0 0 3 -D0 -~ -~ -0 -1 8843 -D4 -~ -~ -0 -1 8846 -S -#8845 -A Bend in the Path~ -Here, the path bends sharply to the east, heading toward an area of the -forest that is very different from the previous section. A second path -runs to the north. -~ -0 0 3 -D0 -~ -~ -0 -1 8868 -D1 -~ -~ -0 -1 8847 -D2 -~ -~ -0 -1 8843 -S -#8846 -A Guard Post~ -You have stumbled into a Sylvan Elf guard post, from which they carefully -watch out for intruding Orcs or Goblins. They dislike strangers in general, -and detest interlopers into their personal areas even more. Expect a violent -reception if there is a guard present... -~ -0 0 3 -D5 -~ -~ -0 -1 8844 -S -#8847 -A T-Junction~ -You have come out of Mirkwood onto a rather dusty trail. At this point you -may proceed east toward some well-cultivated fields, or south and west back -into the forest. -~ -0 0 2 -D1 -~ -~ -0 -1 8848 -D2 -~ -~ -0 -1 8849 -D3 -~ -~ -0 -1 8845 -S -#8848 -Cultivated Field~ -This field borders on a neatly-tended area with several small farmhouses and -a small watch-tower near a wide stream. -~ -0 0 2 -D1 -~ -~ -0 -1 5600 -D3 -~ -~ -0 -1 8847 -S -#8849 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. -~ -0 0 3 -D0 -~ -~ -0 -1 8847 -D1 -~ -~ -0 -1 8850 -S -#8850 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. -~ -0 0 3 -D2 -~ -~ -0 -1 8851 -D3 -~ -~ -0 -1 8849 -S -#8851 -A Desolate Section of the Forest~ -You have entered a rather forlorn section of the forest, littered with dead -and dying trees, plus the occasional corpse. Howls and cries of pain sound -far off to the south. - -To the south is a particularly dark patch of forest. -~ -0 0 3 -D0 -~ -~ -0 -1 8850 -D2 -~ -~ -0 -1 3505 -S -#8852 -The Path to Firetop Mountain~ -The path runs past the rubble and up into the foothills of an immense -mountain range. far in the distance looms Firetop Mountain. -~ -0 0 4 -D0 -~ -~ -0 -1 8853 -D2 -~ -~ -0 -1 5649 -S -#8853 -The Path Continues~ -You continue for what seems like an eternity, drawing slowly closer to the -distant peak. -~ -0 0 4 -D0 -~ -~ -0 -1 8854 -D2 -~ -~ -0 -1 8852 -S -#8854 -The Path Continues~ -You continue for what seems like an eternity, drawing slowly closer to the -distant peak. -~ -0 0 4 -D0 -~ -~ -0 -1 5735 -D2 -~ -~ -0 -1 8853 -S -#8855 -Approaching Mirkwood~ -The forest begins to surround you as you step into its depths. The path -abruptly turns to the north and you continue. -~ -0 0 3 -D0 -~ -~ -0 -1 8800 -D3 -~ -~ -0 -1 338 -S -#8856 -A Broad Tree-Lined Path~ -This path runs for some distance toward a huge cave, entrance to which is -restricted by a massive, handsome door that glows with magic. Magnificent -oaks tower high to either side, and everywhere there is light and beauty. -However, intruders are frowned upon here, so be on your guard. -~ -0 0 3 -D1 -~ -~ -0 -1 8857 -D3 -~ -~ -0 -1 8825 -S -#8857 -A Broad Tree-Lined Path~ -This path runs for some distance toward a huge cave, entrance to which is -restricted by a massive, handsome door that glows with magic. Magnificent -oaks tower high to either side, and everywhere there is light and beauty. -However, intruders are frowned upon here, so be on your guard. - -The entrance is directly before you. -~ -0 128 3 -D1 -~ -~ -1 8813 8858 -D3 -~ -~ -0 -1 8856 -S -#8858 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... - -The enchantments here prohibit spellcasting of any form. -~ -0 8 0 -D0 -~ -~ -0 -1 8859 -D2 -~ -~ -0 -1 8864 -D3 -~ -~ -1 8813 8857 -S -#8859 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... -~ -0 8 0 -D1 -~ -~ -1 0 8860 -D2 -~ -~ -0 -1 8858 -S -#8860 -A Guard Room~ -You have stumbled into the guard room! The guards will definitely not -be happy to see you. You fancy you can hear muffled cries for help. -~ -0 8 0 -D0 -~ -~ -1 8812 8867 -D1 -~ -~ -1 0 8861 -D3 -~ -~ -1 0 8859 -S -#8861 -Storage Room~ -In this room the Elves store their foodstuffs and beloved Dorwinion Wine. -A trapdoor in the floor allows access to the river, and it is through here -that the Elves deposit their empty barrels, so that the river may carry -them down to Lake Town. -~ -0 8 0 -D3 -~ -~ -1 0 8860 -D5 -~ -~ -1 0 8862 -S -#8862 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D2 -~ -~ -0 -1 8863 -D4 -~ -~ -1 0 8861 -S -#8863 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D0 -~ -~ -0 -1 8862 -D2 -~ -~ -0 -1 8866 -S -#8864 -Inside the Cave~ -You are in the castle of the Wood Elven King Thranduil. The corridor here -is usually deserted. It would be advisable to keep a low profile, as the -natives are hostile... -~ -0 8 0 -D0 -~ -~ -0 0 8858 -D1 -~ -~ -1 0 8865 -S -#8865 -The Throne Room of Thrandul~ -Now you've blown it. You've gone and stumbled into the King's Throne Room. -He is seated upon an intricately-carved wooden throne at the end of the hall. -Dour guards glare at you on all sides. -~ -0 8 0 -D3 -~ -~ -1 0 8864 -S -#8866 -The River~ -You are floating along a river that will carry you back through the forest, -and eventually to Lake Town. -~ -0 4 7 -D0 -~ -~ -0 -1 8863 -D3 -~ -~ -0 -1 8824 -S -#8867 -A Cell~ -This damp cell is small and cramped, and offers little comfort to its -single inhabitant. -~ -0 1 0 -D2 -~ -~ -1 0 8860 -S -#8868 -A Northern Path~ -This path runs more or less directly north toward a rather old-looking -section of the woods. -~ -0 0 3 -D0 -~ -~ -0 -1 8869 -D2 -~ -~ -0 -1 8845 -S -#8869 -A Northern Path~ -You are progressing along a long, straight northern path. Up ahead, you can -see some sort of clearing. -~ -0 0 3 -D0 -~ -~ -0 -1 9001 -D2 -~ -~ -0 -1 8868 -S -#0 - - -#RESETS -M 1 8800 4 8810 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -O 1 8800 0 8818 -M 1 8801 4 8821 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -M 1 8802 3 8836 -E 1 8805 0 11 -E 1 8806 0 16 -E 1 8807 0 6 -M 1 8803 3 8839 -E 1 8805 0 11 -E 1 8806 0 16 -E 1 8807 0 6 -M 1 8800 4 8846 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -M 1 8804 4 8857 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -G 1 8813 0 -D 1 8857 1 2 -D 1 8858 3 2 -M 1 8808 2 8859 -D 1 8859 1 1 -M 1 8810 1 8860 -G 1 8812 0 -G 1 8808 0 -D 1 8860 3 1 -D 1 8860 0 2 -D 1 8860 1 1 -M 1 8805 1 8861 -G 1 8808 0 -M 1 8806 1 8861 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -O 1 8809 0 8861 -O 1 8810 0 8861 -D 1 8861 3 1 -D 1 8861 5 1 -D 1 8862 4 1 -M 1 8809 2 8864 -D 1 8864 1 1 -M 1 8807 1 8865 -E 1 8811 0 16 -M 1 8804 4 8865 -E 1 8801 0 16 -E 1 8802 0 12 -E 1 8803 0 8 -G 1 8804 0 -D 1 8865 3 1 -M 1 8811 1 8867 -D 1 8867 2 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 8800 spec_elf -M 8801 spec_elf -M 8802 spec_thief -M 8804 spec_elf -M 8805 spec_elf -M 8806 spec_elf -M 8807 spec_elf -M 8808 spec_elf -M 8809 spec_elf -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mithril.are b/data/realm/areas_smaug1.4a/mithril.are deleted file mode 100644 index 4ae17ee..0000000 --- a/data/realm/areas_smaug1.4a/mithril.are +++ /dev/null @@ -1,3316 +0,0 @@ -#AREA Mithril Halls~ - - - -#VERSION 1 -#AUTHOR Zaknafein~ - -#RANGES -35 50 20 65 -$ - -#RESETMSG Mithril Hall rumbles as a deep cry erupts from Garumn's Gorge...~ - -#FLAGS -0 - -#ECONOMY 0 1453747 - -#CLIMATE 2 2 2 - -#MOBILES -#11200 -drizzt ranger drow~ -Drizzt Do'Urden~ -Drizzt Do'Urden, the dark elf ranger, is standing here. -~ -Before you stands a dark elf of medium build. -Drizzt Do'Urden smiles at you and bows deeply, a respectful look shining in -his lavender eyes. -~ -65 37757056 1000 C -50 0 -250 1000d0+6500 4d3+70 -100000 0 -112 112 1 -16 13 13 16 13 13 13 -0 0 0 0 0 -11 6 0 0 3 1 1 -2 65 2047 1048576 2100224 0 432 1582087 -> greet_prog 75~ -look $n -if isnpc($n) -else -if isimmort($n) -or isgood($n) -bow $n -mpecho _lbl $I smiles widely and says, 'Greetings, $n!' -else -mpe _cya $I drops into a crouch as his scimitars snap from their sheaths. -say What are you doing here? -endif -endif -~ -> entry_prog 75~ -look $n -if isnpc($n) -else -if isgood($n) -bow $n -smile $n -say Greetings, $n! -else -eye $n -mpe _lbl $I frowns and says warily, 'Why have you come to this place?' -endif -endif -~ -> death_prog 100~ -mpe _lbl The life draining from his eyes, Drizzt gasps, 'Catti-Brie, I...' -mpe _lbl The life draining from his eyes, $I gasps, 'Catti-Brie, I...' -~ -> fight_prog 25~ -c 'cure blindness' -wield twinkle -wield icy -disarm -disarm -mpe _cya $I begins to spin rapidly with his scimitars' edges outward. -mpdamage $n 200 -~ -> fight_prog 40~ -mpe _cya A sparkle comes to $I's eyes as he realizes his challenge. -~ -| -#11201 -wulfgar barbarian~ -Wulfgar~ -Wulfgar, the towering barbarian, is here pounding Aegis-Fang into his palm. -~ -You lift your eyes to meet the gaze of this towering spectacle of a man. -Wulfgar's corded muscles bulge out as he nods politely to you. -~ -65 8224 0 C -50 0 -100 1d1+5500 0d0+0 -50000 0 -112 112 1 -15 13 13 14 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 1 -2 2 2047 112 2100224 0 368 1581319 -> fight_prog 40~ -wear aegis-fang -mpe _cya Wulfgar screams out a war cry to Tempus and hurls Aegis-fang at you. -~ -> death_prog 75~ -say Prayne de crabug ahm rinedere be-yogt iglo kes gron! -~ -| -#11202 -dwarf bruenor~ -Bruenor Battlehammer~ -Bruenor Battlehammer, Eighth King of the Hall, is muttering to himself here. -~ -Before you stands, on stubby legs, a fiery-bearded dwarf. -Fiery is a good word to describe Bruenor Battlehammer, who glares up at you, -bangs his many-notched axe on his shield and demands, "What do ye be;wantin'?" -~ -65 8360 1000 C -50 0 -175 1d1+3500 5d10+5 -100000 0 -112 112 1 -17 13 13 15 15 13 14 -0 0 0 0 0 -2 24 0 0 5 1 2 -2 3 2047 112 2100224 0 368 1582855 -> greet_prog 50~ -if isnpc($n) -look $n -else -say What are ye doin' in me home? -endif -~ -> death_prog 50~ -say No! Me girl! Me boy! Drizz... -~ -> fight_prog 30~ -c 'cure blindness' -mpechoat $n _cya Bruenor bashes you in the face with his helmet! -mpechoaround $n _cya Bruenor bashes $n in the face with his helmet! -bash -~ -| -#11203 -artemis entreri assassin~ -Artemis Entreri~ -Artemis Entreri stands here, his gaze seeming to bore right through you. -~ -You can scarcely believe that the man you see before you really exists. -Artemis Entreri's reputation as the greatest assassin in exsistance appears -to be well-founded. His face appears completely bereft of all emotion. -~ -65 106528 0 C -40 0 -100 1d1+5000 5d8+5 -50000 0 -112 112 1 -15 13 13 18 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 2 -2 2 2047 8224 3328 0 624 524551 -> fight_prog 20~ -mpe _cya Entreri's eyes glint with an angry light as he steps up his efforts. -~ -> death_prog 100~ -mpe _red Entreri tries to deny your victory, but all that comes out is a wheeze -mpe _red His lifeless form falls to the ground before you. -~ -> rand_prog 20~ -hide -~ -| -#11204 -cattibrie battlehammer~ -Catti-Brie~ -Catti-Brie Battlehammer stands here, shaking her auburn hair and smiling. -~ -Catti-Brie is Bruenor Battlehammer's only weakness. Her parents were killed -in a goblin raid, and she was raised by the cynical dwarf. -Catti-Brie smiles at you and says "What can I do for ye?" -~ -65 8704 1000 C -40 0 -200 1d1+4000 0d0+0 -100000 0 -112 112 2 -14 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 1 1 -3 0 2047 1048576 3072 0 96 7 -> fight_prog 40~ -wield taulmaril -wield khazid'hea -mpe _cya Catti-Brie leaps back with catlike grace to get a better shot. -~ -> greet_prog 75~ -if isgood($n) -smile $n -curtsey $n -else -if isnpc($n) -frown -else -glare $n -say Me father doesn't take too kindly to strangers in this place. -endif -endif -~ -> death_prog 100~ -say Wulfgar! Drizzt! I failed ye! I love ye both! I... -~ -| -#11205 -regis halfling rumblebelly~ -Regis~ -Regis "Rumblebelly" is here whistling to himself, looking for something to eat. -~ -Regis, the well-to-do halfling, grins knowingly at you. A fleck of red around -his neck catches your eye, and you can feel yourself being drawn into the -many facets of his ruby pendant. You shake your head and meet his gaze again. -~ -65 8192 0 C -30 0 -150 1000d1+3000 2d3+2 -40000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -3 2 0 0 131073 1 0 -0 0 2047 32 2100224 0 0 524295 -> fight_prog 50~ -if level($n)>25 -flee -yell Drizzt! Bruenor! Somebody! Help! -endif -~ -> death_prog 50~ -mpe _red Regis gasps Drizzt's name before his lifeless body collapses. -~ -> greet_prog 100~ -if isgood($n) -smile $n -else -if isnpc($n) -else -, narrows his eyes at you and puts a hand protectively on his belt -pouch. -endif -endif -~ -| -#11206 -panther guenhwyvar guen~ -Guenhwyvar~ -A powerful-looking, sleekly muscled black panther sits here staring at you. -~ -Guenhwyvar is a creature of the Astral Plane, and companion to Drizzt Do'Urden. -The panther is very rarely seen without her "master". Her green eyes gaze -at you impassively, making you wonder what exactly her intentions are. -~ -65 532616 0 C -40 0 -125 1d1+3800 1d15+1 -0 0 -112 112 2 -15 13 13 18 13 13 15 -0 0 0 0 0 -87 3 0 0 1 1 2 -0 0 0 1048672 3592 0 1073741827 198 -> fight_prog 25~ -snarl -~ -> death_prog 100~ -mpe Guenhwyvar's form turns into a grey mist as she returns to the Astral Plane -mpgoto 4 -~ -> greet_prog 100~ -if name($n) == drizzt ranger drow -, raises her head and gazes at Drizzt, a deep, quiet purr rising in her throat. -else -if isgood($n) -, raises her head, looks at you impassively, and yawns. -else -, raises her head. -look $n -snarl $n -endif -endif -~ -| -#11207 -dwarf sentry mithril~ -The Mithril Hall sentry~ -A Mithril Hall sentry looks up at you and narrows his eyes. -~ -This tough-looking dwarf is decked out in mithril, which was mined a few floors -below. He seems pleasantly surprised by your intrusion, but you can still see -a look of grim determination on his face. -~ -65 0 0 C -35 0 -100 1d1+1650 3d3+1 -30000 0 -112 112 1 -15 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 1 1 -0 0 2047 0 2100224 0 16 524292 -> fight_prog 30~ -punch -wear axe -~ -| -#11208 -stumpet dwarf cleric~ -Stumpet Rakingclaw~ -A female dwarf cleric stands here, her beard bristling at your entrance. -~ -This red-bearded female dwarf looks up at you and smiles. She is the chief -cleric of Mithril Hall, and she was one of the heroes of the Battle of Keeper's -Dale. -~ -65 4718720 1000 C -31 0 -150 1d1+3000 1d10+5 -40000 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 1 0 0 5 1 1 -0 0 2047 3 3148800 0 235143168 8391 -#11209 -dwarf battlerager thibbledorf pwent~ -Thibbledorf Pwent~ -Thibbledorf Pwent, leader of the Gutbuster Brigade, looks at you strangely. -~ -Before you stands the strangest dwarf you have ever seen. He has a slightly -insane look in his eyes, and he wears some incredibly-deadly looking spiked, -ridged armor. He carries no weapon, and he appears to have no need for one. -~ -65 552 0 C -35 0 -120 1d1+4000 2d3+3 -50000 0 -112 112 1 -16 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 1 2 -2 3 2047 8208 3072 0 112 524295 -> fight_prog 40~ -punch -~ -| -#11210 -dwarf mithril cleric~ -the Mithril Hall cleric~ -A holy-looking dwarf looks up at you and smiles. -~ -This cleric is rare : she is one of the few dwarven clerics in all the Realms. -She dips her staff and bows, obviously pleased to see a fellow adventurer. -~ -67 128 1000 C -27 0 -100 1d1+1500 1d1+5 -20000 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 1 0 0 4 4 1 -1 1 2047 0 2048 0 100663296 4103 -#11211 -dwarf mithril miner~ -the Mithril Hall machine operator~ -A dwarf stands here, working the machinery of the Mithril Hall mines. -~ -This dwarf is too busy to spare you more than a glance and a nod, as he pulls -levers and wipes sweat from his brow. You can appreciate his hard work as -you imagine the amount of mithril he has helped to mine just today. -~ -65 512 1000 C -32 0 -100 1d1+1500 1d1+5 -20000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 1 -0 0 2047 0 2048 0 96 524291 -#11212 -dwarf mithril citizen~ -the Mithril Hall citizen~ -A citizen of Mithril Hall walks around here. -~ -The citizen seems pleased by your consideration. He babbles to you for a while -about the grandeur of the Hall, then falls silent under your gaze. -~ -65 0 250 C -25 0 -100 1d1+1000 2d2+2 -10000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -1 2 2047 0 0 0 0 3 -#11213 -dwarf gutbuster battlerager~ -The battlerager~ -A Gutbuster Brigade battlerager stands here with a weird look in his eyes. -~ -This member of the Gutbuster Brigade seems every bit as crazy as his mentor -and leader, Thibbledorf Pwent. He is dressed in the same deadly-looking, -spiked, ridged armor that is the trademark of the battleragers. -~ -65 512 200 C -25 0 -100 1d1+2500 2d2+2 -40000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 2 -2 3 2047 64 3072 0 112 524291 -> fight_prog 55~ -if level($n) == 50 -punch -punch -else -endif -~ -| -#11214 -dragon Shimmergloom~ -Shimmergloom~ -A dragon of the deepest black lies here at rest, which you have just disturbed. -~ -You catch your breath in spite of yourself as you gaze upon one of the most -fearsome dragons ever seen. Shimmergloom is blacker than anything you have -ever seen, making the surrounding darkness seem bright by comparison. The -dragon's growl at your approach seems to come from the depths of the earth -itself as he says, "Long have I waited to feed again. Welcome, mortal." -~ -99 369631912&12 -1000 C -52 0 -200 1d1+15000 3d10+20 -1000000 0 -112 112 1 -18 13 13 17 13 13 13 -0 0 0 0 -5 -31 3 0 0 2053 1 6 -31 65 302482621 8715 3149056 0 268702215 557127 -> greet_prog 100~ -mea $n _ora Shimmergloom raises its enormous head and hisses at you menacingly -mea $n _ora it unfolds its huge wings. It screams a challenge, drawing in its -mea $n _ora breath. -~ -> fight_prog 100~ -if isnpc($n) -mpforce $n flee -else -if rand(20) -, breathes a strange-looking black cloud at you. -mpdamage $n 1000 -else -if rand(10) -, closes its eyes and summons a denizen from its home plane. -mpmload 11238 -mpforce denizen murder $n -endif -endif -endif -~ -> death_prog 100~ -if rand(10) -mpe _yel As shimmergloom dies his form dissiapates into a mist of dark- -ness -mpe _yel When the mist is gone all that is left is a powerful talon! -mpoload 11251 -dro talons -else -mpe _cya The huge black dragon's neck buckles, and its huge head crashes -mpe _cya against the pile of treasure that it used to sleep upon. You -mpe _cya feel more secure. -endif -~ -| -#11215 -shadow hound dog mutt~ -the shadow hound~ -A shadow in the shape of a dog stands here, growling at you menacingly. -~ -This shadow hound was a servant to Shimmergloom back in the Plane of Shadow, -and followed its master when the shadow dragon crossed over to this plane. -~ -97 41504 -1000 C -40 0 -100 1d1+3000 1d2+10 -250000 0 -112 112 1 -15 13 13 17 13 13 13 -0 0 0 0 0 -30 3 0 0 1 1 1 -1 1 67261 8192 3072 0 33562625 263 -#11216 -follower shimmergloom worshipper duergar dwarf~ -the shadow dragon worshipper~ -A follower of Shimmergloom screams fanatically at you and attacks. -~ -Were you to encounter this grey dwarf in another location, he would be a -difficult foe. But here, in the midst of his deity, Shimmergloom, the -shadow dragon, he is truly fearsome indeed. -~ -97 268968584 -1000 C -40 0 -100 1d1+3500 2d4+10 -250000 0 -112 112 1 -14 13 16 14 13 13 13 -0 0 0 0 0 -2 1 0 0 1 1 1 -2 2 1791 1048576 3073 0 470024192 36933 -#11217 -shimmergloom cleric duergar dwarf~ -the cleric of Shimmergloom~ -A cleric of Shimmergloom points at you, screaming in the duergar tounge. -~ -This cleric of Shimmergloom, the shadow dragon, is none too happy to see one -who does not share his fervent devotion to his deity. -~ -97 2630272&4 -1000 C -47 0 -125 1d1+3700 2d4+10 -250000 0 -112 112 2 -15 13 17 15 13 13 13 -0 0 0 0 0 -2 1 0 0 4 4 2 -2 2 1791 1048592 3200 0 201334784 8263 -#11220 -irate dwarf customer~ -an irate customer~ -An irate dwarf stands here, screaming about high prices. -~ -This dwarf looks quite angry. Apparently, he has not had a good day at the -shops. His face is red from screaming, and your appearance has just irritated -him more. Perhaps you should leave before he resorts to violence. -~ -67 1073742336 0 C -30 0 -100 1d1+3000 2d2+3 -50000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 1 -0 0 1791 0 2048 0 32 3 -#11231 -second blacksmith dwarf~ -the Second Blacksmith~ -A proud-looking dwarf is here, hammering a sword into shape. -~ -The Second Blacksmith is quite proud of his position. He doesn't appear to be -too distraught over "only" being the second best smith in the Hall. His chest -puffs out as he calls out, "Ho, adventurer! Ye came to the right place!" -~ -67 512 1000 C -35 0 -100 1d1+2500 4d2+5 -100000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 1 0 -1 2 1791 80 3073 0 48 524291 -#11232 -third blacksmith dwarf~ -the Third Blacksmith~ -A bored dwarf stands here hammering distractedly on a half-finished axe. -~ -This dwarf is so apathetic about his job that it's almost sad. He doesn't -care about what he's doing, he only cares about impressing Bruenor enough to -move up a spot or two. -~ -67 512 1000 C -35 0 -100 1d1+2500 4d2+5 -100000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 1791 80 3073 0 48 524291 -#11233 -fourth blacksmith dwarf~ -the Fourth Blacksmith~ -A crazed-looking dwarf stands here, cackling to himself as he hammers. -~ -The blacksmith quickly snaps his gaze up to you as you enter, and his eyes -glint with an evil light. He doesn't appear to be taking his current status -very well. The dwarf is screaming a fervent song to Dumathoin, in the hopes -that he will someday ascend back where he feels he belongs. -~ -99 512 1000 C -35 0 -100 1d1+2500 4d2+5 -250000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 1791 80 3073 0 48 524291 -#11234 -lower blacksmith dwarf~ -the Lower Blacksmith~ -The lowest blacksmith in the Forge Way heirarchy stands here ignoring you. -~ -The Lower Blacksmith has a hint of a scowl on his face as he hammers his -latest creation into submission. His arms are a virtual blur, and you see -that he has a hammer in each hand! -~ -67 512 1000 C -35 0 -100 1d1+2500 4d2+5 -100000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 1791 80 3073 0 48 524291 -#11235 -smith weaponsmith dwarf~ -the Mithril Hall weaponsmith~ -The Hall weaponsmith stands behind the counter here, eyeing your equipment. -~ -The weaponsmith worked long and hard to get this position. He is finally -free of the stress of Forge Way, jockeying for position among his fellow -blacksmiths. He is quite content to charge you an arm and a leg for armor -and weapons. -~ -67 512 1000 C -35 0 -100 1d1+2500 4d2+5 -100000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 4 0 -0 0 1791 80 3073 0 48 524291 -#11236 -grocer dwarf~ -the Mithril Hall grocer~ -A rotund dwarf stands here, calmly wiping flour from his face with an axe. -~ -This black-bearded dwarf looks rather menacing. He apparently doesn't enjoy -his job too much, as it consists of feeding every one of the dwarves for at -least three meals a day. -~ -67 512 1000 C -35 0 -100 1d1+2500 4d2+5 -100000 0 -112 112 1 -17 13 13 15 13 13 13 -0 0 0 0 0 -2 3 0 0 5 4 0 -0 0 1791 80 3073 0 48 524291 -> greet_prog 100~ -if ispc($n) -if rand (10) -mea $n _lbl The grocer says 'Greetings and salutations, $n'. -mpoload 11250 2 -give rock 0.$n -mea $n _lbl He says 'Here take this, perhaps you have more use for it than I do -endif -endif -~ -| -#11237 -head dwarf blacksmith~ -Buster Bracer~ -An extremely muscular, chiseled dwarf pounds his hammer into his forge here. -~ -This dwarf is, quite possibly, the most muscular dwarf you have ever seen. His -torso is as thick as a tree trunk, and his arms look as though they could -kill a man without any command from their owner. -~ -67 33563304 1000 C -50 0 -200 1d1+20000 3d10+5 -500000 0 -112 112 1 -18 13 13 17 13 13 13 -0 0 0 0 0 -2 3 0 0 5 1 2 -4 4 1791 112 2100225 0 560 532487 -> fight_prog 20~ -disarm -bash -~ -| -#11238 -shadow hound denizen~ -the denizen hound~ -A hound, black as shadow, takes form before you. -~ -Summoned directly from the Plane of Shadow Plane to defense its master, -Shimmergloom, this hound will die to serve its purpose. -~ -97 0 -1000 C -45 0 -90 200d5+1300 10d5+10 -50000 0 -112 112 1 -15 13 13 18 13 13 13 -0 0 0 0 0 -30 3 0 0 1 1 1 -2 2 67261 32 3080 0 4097 1027 -#11299 -last mob~ -a newly created last mob~ -Some god abandoned a newly created last mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#11200 -dantrag bracer~ -the bracer of Dantrag Baenre~ -A powerful-looking bracer lies here on the ground.~ -~ -9 66 2097153 -15 15 0 0 -6 1000000 100000 -A -17 -5 -A -13 10 -A -18 2 -A -2 1 -A -19 1 -> wear_prog 100~ -if race($n) == drow -mpecho Power flows through your leg as you wrap the bracer around -mpecho your ankle. -else -mpecho You are not of my kin! -mpslay $n -endif -~ -| -#11201 -scimitar icy~ -an icy scimitar~ -An icy scimitar lies here, seeming to soak up the room's heat.~ -~ -5 65 8193 -0 13 3 3 -5 250000 25000 -A -17 -8 -A -19 7 -A -18 7 -A -13 25 -#11202 -unicorn pendant mielekki~ -a unicorn pendant~ -An ivory pendant in the shape of a unicorn lies here.~ -~ -9 256 5 -14 14 0 0 -1 50000 5000 -A -19 4 -A -18 4 -A -13 35 -A -12 35 -A -1 2 -A -31 2 -> wear_prog 100~ -if class($n) == ranger -mpecho The strength of the forgotten ranger deity, Mielekki flows down your -mpecho arms, blessing you with her strength. -else -mpecho Reverberating pain flows down your body emanating from the pendant. -mpslay $n -endif -~ -| -#11203 -scimitar twinkle~ -twinkle~ -A scimitar lies in the dirt here, twinkling in the light.~ -~ -5 0 8193 -5 13 3 3 -7 200000 20000 -A -17 -5 -A -19 6 -A -18 4 -#11204 -aegis-fang hammer~ -aegis-fang~ -An unbelievably powerful-looking warhammer waits to be picked up.~ -~ -5 25346120 8193 -0 0 0 8 -40 750000 75000 -A -19 0 -A -13 100 -A -19 12 -A -18 12 -A -5 2 -A -1 2 -> wear_prog 100~ -if class($n) == warrior -or class($n) == berserker -mpecho Aegis-fang's handle pulsates in your hand, begging to be used! -else -mpecho Aegis-fang feels you are not worthy of it's power. -mpslay $n -endif -~ -| -#11205 -axe notched~ -a many-notched axe~ -A many-notched, strong-bladed axe lies here slowly rusting.~ -~ -5 524288 8193 -5 13 4 1 -17 100000 10000 -A -19 6 -A -18 9 -A -17 -15 -A -2 -1 -A -13 40 -#11206 -helm one-horned horned~ -a one-horned helm~ -An old, battered, one-horned helm lies here.~ -~ -9 0 17 -13 13 0 0 -15 100000 10000 -A -17 -30 -A -18 3 -A -19 3 -A -1 0 -A -13 10 -#11207 -shield foaming mug wooden~ -the Battlehammer clan shield~ -A wooden shield emblazoned with a foaming mug leans against the wall here.~ -~ -9 524288 513 -15 15 0 0 -14 300000 30000 -A -17 -30 -A -18 2 -A -19 2 -A -13 15 -A -2 -1 -A -20 -3 -A -23 -5 -A -22 -4 -#11208 -bow taulmaril~ -taulmaril~ -A powerful-looking bow pulses with energy on the ground here.~ -~ -5 1027 8193 -15 12 3 6 -1 300000 30000 -A -19 0 -A -2 1 -A -14 100 -A -19 7 -#11209 -cutter sword khazid'hea~ -khazid'hea~ -A sword with a carving of a beautiful woman in the pommel lies here.~ -~ -5 4176 8193 -5 10 3 3 -1 300000 30000 -A -18 8 -A -19 5 -#11210 -jeweled dagger~ -a jeweled dagger~ -A jeweled dagger lies here, seemingly sucking the life from the room.~ -~ -5 80 8193 -15 10 3 11 -5 200000 20000 -A -18 6 -A -13 40 -A -1 -1 -A -19 5 -#11211 -ruby pendant~ -a ruby pendant~ -A huge pendant made entirely of ruby twinkles on the ground here.~ -~ -3 0 16385 -46 4 4 -1 -3 1000000 100000 -'charm person' -#11212 -mace mithril~ -a mithril mace~ -A tough-looking mace made of mithril lies here. It looks quite heavy.~ -~ -5 0 8193 -15 9 3 8 -1 25000 2500 -A -1 1 -A -18 3 -A -19 3 -#11213 -mithril axe~ -a mithril axe~ -An axe with a mithril-encrusted edge is sitting on the ground here.~ -~ -5 0 8193 -15 10 2 1 -15 75000 7500 -A -19 2 -A -14 -20 -A -5 1 -#11214 -mithril breastplate plate~ -a mithril breastplate~ -A breastplate made entirely of mithril catches the room's light here.~ -~ -9 0 9 -10 10 0 0 -30 100000 10000 -A -17 -20 -A -18 3 -A -19 3 -#11215 -holy staff dumathoin~ -the Mithril Hall head cleric's staff~ -The staff of the head cleric of Mithril Hall lies here.~ -~ -5 321 8193 -15 6 4 7 -10 45000 4500 -A -12 40 -#11216 -mug dwarven holy water~ -mug of dwarven holy water~ -A mug of dwarven holy water sits here, beads of water condensing on its ~ -~ -17 0 16385 -15 15 0 0 -2 50 5 -#11217 -spiked ridged breastplate plate~ -a deadly ridged breastplate~ -An extremely hazardous-looking breastplate with sharp ridges lies here.~ -~ -9 0 9 -2 2 0 0 -20 200000 20000 -A -17 -30 -A -19 8 -A -14 -200 -#11218 -spiked helmet~ -a helmet with a four-foot spike~ -An extremely hazardous-looking helmet with a four-foot spike lies here.~ -~ -9 0 17 -9 9 0 0 -10 100000 10000 -A -17 -5 -A -5 2 -A -19 2 -#11219 -spiked ridged leggings~ -a pair of deadly ridged leggings~ -An extremely hazardous-looking pair of leg guards with sharp ridges lie here.~ -~ -9 0 33 -8 8 0 0 -1 0 0 -A -17 20 -A -19 3 -#11220 -spiked gutbuster flask~ -a flask of gutbuster~ -A flask of extremely foul-smelling liquid lies on the ground here.~ -~ -10 0 16385 -20 -1 -1 -1 -1 20000 2000 -'cure poison' 'heal' 'remove curse' -#11222 -black shadowy dragonscale shirt~ -a shadowy dragonscale shirt~ -A shirt made entirely of blacker-than-black dragonscales lies crumpled here.~ -~ -9 528 9 1 -14 14 0 0 -1 500000 50000 -A -13 20 -A -1 1 -A -17 0 -A -18 2 -A -23 -2 -A -24 -2 -#11223 -black shadowy dragonscale leggings~ -a shadowy pair of dragonscale leggings~ -A pair of leggings made entirely of blacker-than-black dragonscales lie here.~ -~ -9 528 33 -14 14 0 0 -1 450000 45000 -A -19 3 -A -18 2 -A -2 1 -#11224 -black shadowy dragonscale arm guards~ -a shadowy pair of dragonscale arm guards~ -A pair of arm guards made entirely of blacker-than-black dragonscales lie here.~ -~ -9 528 257 -14 14 0 0 -1 450000 45000 -A -19 5 -A -18 3 -A -1 1 -A -13 10 -#11225 -black shadowy dragonscale earrings~ -a shadowy pair of dragonscale earrings~ -A pair of earrings made of one blacker-than-black dragonscale each lie here.~ -~ -9 528 65537 -0 0 0 0 -1 200000 20000 -A -12 30 -A -18 3 -A -19 3 -A -22 -3 -#11226 -black shadowy dragonscale gloves~ -a shadowy pair of dragonscale gloves~ -A pair of gloves made entirely of blacker-than-black dragonscales lie here.~ -~ -9 528 129 -14 14 0 0 -1 500000 50000 -A -17 -10 -A -18 6 -A -19 4 -#11227 -black shadowy dragonscale helmet~ -a shadowy dragonscale helmet~ -A helmet made entirely of blacker-than-black dragonscales lies here.~ -~ -9 528 17 -14 14 0 0 -1 400000 40000 -A -19 6 -A -18 2 -A -13 25 -#11228 -black shadowy claw~ -Shimmergloom's Claw~ -The monstrous claw of Shimmergloom waits to be picked up here.~ -~ -5 0 8193 -15 0 0 5 -4 300000 100000 -A -13 60 -A -12 30 -A -2 2 -A -17 -10 -A -1 1 -A -18 9 -A -19 9 -#11229 -shadowy spiked collar leash~ -a shadowy spiked collar~ -A leash that used to be attached to a shadow hound lies here in a heap.~ -~ -9 528 2049 -10 10 0 0 -15 125000 12500 -A -17 -20 -A -19 3 -#11230 -shadowy claw hound~ -a shadow hound's claw~ -The dark claw of a shadow hound lies here severed from its owner's paw.~ -~ -5 530 8193 -15 11 3 5 -5 175000 17500 -A -18 2 -A -19 4 -#11231 -pendant dragon shadow shimmergloom~ -a Shimmergloom pendant~ -A pendant in the shape of Shimmergloom's head is on the ground here.~ -~ -9 512 5 -10 10 0 0 -3 100000 10000 -A -12 25 -A -13 25 -#11232 -staff unholy dragon~ -an unholy staff of Shimmergloom~ -A staff fashioned into a likeness of Shimmergloom has been left here.~ -~ -5 516 8193 -15 15 3 7 -15 75000 7500 -A -12 50 -#11240 -pie pot goblin~ -a goblin pot pie~ -A small pie lays here, forgotten in the dirt.~ -~ -19 0 1 -10 0 0 0 -1 100 10 -#11241 -leg goblin~ -a goblin leg~ -The severed, bloodless leg of a goblin lies here on the ground.~ -~ -19 0 1 -10 0 0 0 -1 200 20 -#11242 -mushroom exotic large~ -an exotic-looking mushroom~ -A large, exotic-looking mushroom is here changing colors on the ground.~ -~ -19 0 1 -10 0 0 0 -1 150 15 -#11243 -orc casserole~ -a bowl of orc casserole~ -A pewter bowl of strong-smelling, grayish...food is here on the ground.~ -~ -19 0 1 -10 0 0 0 -1 125 12 -#11244 -brain goblin~ -a goblin brain~ -A hideous-looking brain is on the ground here.~ -~ -19 0 1 -10 0 0 0 -1 400 40 -#11245 -circlet cat's eye cats chain~ -the Cat's Eye~ -A thin silver chain with a green agate stone in the front lies here.~ -~ -9 1091 17 -10 10 0 0 -1 500000 50000 -A -9 -20 -A -18 5 -A -19 1 -#11246 -bat cloak entreri~ -entreri's bat cloak~ -A black cloak lies here in a heap.~ -~ -9 82 1025 -11 11 0 0 -4 400000 40000 -A -2 1 -A -1 -2 -A -13 35 -A -18 5 -A -19 3 -#11247 -sword green glowing~ -a green-glowing sword~ -An evil-looking sword with a glowing green edge is stuck into the ground here.~ -~ -5 530 8193 -15 11 3 0 -5 175000 17500 -A -18 6 -A -19 4 -A -2 2 -A -1 2 -A -13 25 -#11250 -scrubbing rock~ -a scrubbing rock~ -A small rock with holes is lying here.~ -~ -13 0 1 -0 0 0 0 -4 0 0 -E -rock stone~ -It's a medium side lightweight item with many holes in it. It looks -like stone but you're not quite sure what material it is made of. -~ -#11251 -talon darkness~ -&rTalons of Darkness&D~ -Talons of great power lies here.~ -~ -5 165896 8193 -15 13 4 5 -6 500000 50000 -A -12 100 -A -13 100 -A -23 -2 -A -24 -2 -A -18 12 -A -19 12 -#11299 -last obj~ -a newly created last obj~ -Some god dropped a newly created last obj here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#11200 -Path to Dwarvendarrow.~ -You trudge your way along this path, aware that your goal is within reach. -The dirt under your feet is relatively untrod, as few have made this trek in -the last two hundred years. To the far west lie the towering mountains, and -the Rauvin river flows merrily to the south.You can barely make out some sort -of stonework before the mountains to the west. -~ -0 4 5 -D2 -Back towards the northern plains. -~ -~ -0 -1 323 -D3 -The path to the mountains continues to the west. -~ -~ -0 -1 11201 -S -#11201 -Still on the path to Dwarvendarrow.~ -The stone structures you saw a few minutes before are within clear view now, -and your step quickens as you hasten to find out what they are. The river -to your south sounds enticing, but unfortunately,you cannot discern a way to -reach it from the path. You can continue west or follow the path back east. -~ -0 0 5 -D1 -The path leads back towards the dwarf forest to the east. -~ -~ -0 -1 11200 -D3 -Following the path west will lead you to Dwarvendarrow. -~ -~ -0 -1 11202 -S -#11202 -Southeast Dwarvendarrow.~ -You smile to yourself in self-congratulation as you realize you are one step -closer to Mithril Hall.Your feelings quickly change to awe as you gaze upon -immense stone structures that bear a striking resemblance to rocky houses of -cards. These feelings intensify when you realize that these dwellings have -been deserted for more than a hundred years.The village stretches north and -west of here, but the river prevents further movement to the south. -~ -0 0 5 -D0 -North you can see more abandoned stone dwellings. -~ -~ -0 -1 11203 -D1 -Heading east will take you back to the dwarf forest. -~ -~ -0 -1 11201 -D3 -To your west lie more abandoned stone dwellings. -~ -~ -0 -1 11204 -S -#11203 -Northeast Dwarvendarrow.~ -Your awe gradually fades to wariness as you continue to see the residences -abandoned.What could have caused all the citizens of this village to just -disappear,either in flight or death? Your gaze narrows as you look up at the -mountains. Is that where the danger came from? The mountains seem to be -almost vertical to the north and east. -~ -0 0 5 -D2 -To the south you can see the entrance to Dwarvendarrow. -~ -~ -0 -1 11202 -D3 -West of here you see still more stone dwellings, deserted for many years. -~ -~ -0 -1 11205 -S -#11204 -Southwest Dwarvendarrow.~ -You shake your head ruefully as you come out of yet another stone structure, -your cursory search revealing nothing of interest.It appears that not a shred -of the culture that lived here remains. You wonder where all the residents -went. A wall of mountain to the west prevents further travel that way, and -the river seems to be uncrossable to the south. -~ -0 0 5 -D0 -To the north you see the rest of Dwarvendarrow, framed by mountains. -~ -~ -0 -1 11205 -D1 -Back eastward lies the entrance to Dwarvendarrow. -~ -~ -0 -1 11202 -S -#11205 -Northwest Dwarvendarrow.~ -The mountainous barriers to the north and west appear to have been little -protection against the scourge that caused the desertion of this village.In -all directions, you can see the abandoned structures of stone slabs that have -been etched into your mind. The village seems to be sealed off to the north -and west, but you have heard rumors of a passage through the large mountains, -~ -0 0 5 -D0 -A passage leads into the mountains. -~ -passage~ -2059 -1 11206 -D1 -Back to the east you see the mountains as a backdrop to more residences. -~ -~ -0 -1 11203 -D2 -To the south you can see the deserted residences. -~ -~ -0 -1 11204 -S -#11206 -Mountain path to Keeper's Dale.~ -You grin to yourself as you realize you are even closer to your goal : the -mines of Mithril Hall.The path gradually bends off to the east ahead of you, -and it disappears around the mountain before you can see any end to it. -~ -0 0 5 -D1 -The path disappears around the mountain to the east. -~ -~ -0 -1 11207 -D2 -The mountain path returns south to the ruins of Dwarvendarrow. -~ -~ -0 -1 11205 -S -#11207 -Still on the mountain path to Keeper's Dale.~ -The path around the ledge twists and turns as it hugs the mountain, but you -can tell it points more or less to the north now.Everything around you looks -deserted. The path under your feet feels old, yet relatively untrod.This -probably stems from the fact that it has seen little use in the last hundred -years. -~ -0 0 5 -D0 -The mountain path snakes ever northward, towards Keeper's Dale. -~ -~ -0 -1 11208 -D3 -You can continue back down the mountain to Dwarvendarrow to the west. -~ -~ -0 -1 11206 -S -#11208 -A little closer to Keeper's Dale on the mountain path.~ -You can see the path disappear around the mountain a little bit to the north -of you now. You hope it doesn't disappear too many more times, as you can -sense Mithril Hall a good distance away. -~ -0 0 5 -D0 -Keep your back to the wall up ahead...it looks pretty narrow! -~ -~ -0 -1 11209 -D2 -The path back down the mountain leads off to the south. -~ -~ -0 -1 11207 -S -#11209 -Very close to Keeper's Dale on the mountain path.~ -Your pulse accelerates as you see a very large chasm to the northwest.The -path beneath your feet is very narrow,and it feels like it could give way at -any moment.You hope that the path that leads west against the mountain is in -better shape up ahead, because that gorge looks quite difficult to navigate. -~ -0 0 5 -D2 -Following the path south will lead you back down the mountain. Whew! -~ -~ -0 -1 11208 -D3 -The narrow path leads west, and north if you stay on it. -~ -~ -0 -1 11210 -S -#11210 -Overlooking Keeper's Dale.~ -The gorge seems to not be as deep as it looked, but it still appears to be -quite a drop.You can barely make out the other side, let alone any way of -reaching it.There appears to be a path leading down the almost sheer face of -the gorge. That, and the path back to the east, are the only exits. -~ -0 0 5 -D1 -The path back around the mountain will take you back to nice, level ground. -~ -~ -0 -1 11209 -D5 -The path down the gorge looks amazingly difficult to travel. -~ -~ -0 -1 11211 -S -#11211 -Path down the gorge.~ -The path branches off in three directions here: east, which appears to be -another rocky path; west, which goes for a few feet and ends abruptly; and -down, which looks like the same situation. -~ -0 0 5 -D1 -Following the path along the gorge face will lead you...well, you're not sure. -~ -~ -0 -1 11212 -D3 -Going along the path west appears to lead nowhere. -~ -~ -0 -1 11214 -D4 -The path up leads back into the mountains. -~ -~ -0 -1 11210 -D5 -The path further down the gorge seems to be getting easier to negotiate. -~ -~ -0 -1 11215 -S -#11212 -Along another rock path.~ -There is absolutely nothing remarkable about this path, or the mountain that -it spirals around.Consequently, remaining here for any longer than necessary -won't accomplish anything. You can go east or west. Get moving! -~ -0 0 5 -D1 -Looking east, you can see the end of this path, and something else... -~ -~ -0 -1 11213 -D3 -West will take you back to the intersection of gorge paths. -~ -~ -0 -1 11211 -S -#11213 -The end of the eastern rocky path.~ -The path comes to an abrupt end here, although you distinctly remember THIS -spot being the entrance. Hmm. A quick examination of the cliff face reveals -nothing. No way in through the ground beneath you. How irritating. Perhaps -the map you spent hours poring over was incorrect. Oh well, time to go back -t--wait a second! There's a hair-thin crack on the north wall. Now, you -just need to figure out how to move the mountain face. -~ -0 4 5 -D0 -A doorway to the north leads into the hall. -~ -mountain~ -2059 -1 11216 -D1 -Standing before the mine -~ -~ -2048 -1 8450 -D3 -Looking to the west, you see the intersection of paths a ways ahead. -~ -~ -0 -1 11212 -S -#11214 -The end of the western rocky path.~ -This span of path about three feet by three feet is even less remarkable -than it looked from a few minutes to the east.It seems like a good idea to -returnto the east, before you fall off and land on those not-so-inviting -rocks below. -~ -0 0 5 -D1 -~ -~ -0 -1 11211 -S -#11215 -At the bottom of the gorge.~ -Well, you've reached the bottom. Now what? The valley leads for quite a few -hundred yards in each direction, but you can see absolutely nothing out of the -ordinary. Just stone, stone, and more stone. Time to go back up. -~ -0 0 5 -D3 -Before a large hill. -~ -~ -0 -1 40649 -D4 -~ -~ -0 -1 11211 -S -#11216 -Entryway to Mithril Hall.~ -You did it! Few have ever made it safely into the caves of Mithril Hall. -Now that you are inside, the feeling you've had since you started on this -trek has vanished. You can tell that Mithril Hall is not deserted. Far -from it. You can hear voices reverberating through the caverns, and a smile -comes to your lips as you imagine the dwarves busy at work in their home. -Hallways lead north, east, and west, or you can leave Mithril Hall to the -south. -~ -0 8 0 -D0 -North will take you towards the Hall of Kings. -~ -~ -0 -1 11217 -D1 -To your east, you can hear loud crashes, followed by a stream of curses. -~ -~ -0 -1 11220 -D2 -South will take you out of Mithril Hall. Are you sure you want to leave? -~ -~ -0 -1 11213 -D3 -To your west, you can hear...nothing, an almost pure silence. -~ -~ -0 -1 11221 -S -#11217 -Mithril Hall hallway.~ -You are walking through one of the many chiseled hallways of Mithril Hall. -You marvel again at the amazing craftsmanship of the dwarves who call the Hall -their home, as you gaze on the smooth walls and even floor. The rock seems to -have given way to let these dwarves reside here. -~ -0 8 0 -D0 -To the north you see the Hall of Kings. -~ -~ -0 -1 11218 -D2 -Going south will take you to the exit of Mithril Hall. -~ -~ -0 -1 11216 -S -#11218 -Hall of Kings.~ -The eastern wall is just like any other in this chamber. However, the row of -statues on the west wall are quite interesting. Arrayed in chronological order -are busts of the eight kings of Mithril Hall. From Gandalug (the first), to -Garumn, Bangor, all the way down to the current King of Mithril Hall, Bruenor -Battlehammer. -~ -0 8 0 -D0 -To the north the hallway bends around a corner east. -~ -~ -0 -1 11219 -D2 -South will eventually take you to the entrance of Mithril Hall. -~ -~ -0 -1 11217 -S -#11219 -Mithril Hall hallway.~ -You are walking through one of the many chiseled hallways of Mithril Hall. -You marvel again at the amazing craftsmanship of the dwarves who call the Hall -their home, as you gaze on the smooth walls and even floor. The rock seems to -have given way to let these dwarves reside here. -~ -0 8 0 -D1 -The hallway east looks VERY long. -~ -~ -0 -1 11231 -D2 -If you go south, you will again pass through the Hall of Kings. -~ -~ -0 -1 11218 -S -#11220 -Battlerager training room.~ -You now see where the crashes were coming from.T here are numerous dents in -the wall from where the members of the Gutbuster Brigade have crashed into -it repeatedly. Loudly. With their heads. You chuckle in spite of yourself at -this method of training. The only exit is back west. -~ -0 8 0 -D3 -Back to the west lies the entrance/exit to Mithril Hall. -~ -~ -0 -1 11216 -S -#11221 -Mithril Hall hallway.~ -You are walking through one of the many chiseled hallways of Mithril Hall. -You marvel again at the amazing craftsmanship of the dwarves who call the Hall -their home, as you gaze on the smooth walls and even floor. The rock seems to -have given way to let these dwarves reside here. -~ -0 8 0 -D0 -North of here a hallway immediately bends to the west behind a rock wall. -~ -~ -0 -1 11224 -D1 -Walking to your east will lead you back to the entrance of Mithril Hall. -~ -~ -0 -1 11216 -D3 -~ -West of here is where the clerics of Mithril Hall spend their time.~ -0 -1 11222 -S -#11222 -Mini-Temple of Dumathoin~ -Ordinarily dwarves do not design elaborate temples to their gods, and this -room is no exception. The only indication that it is a holy place are the -numerous chiselings of twin mountains into the stone. The holy symbol of the -dwarven god, Dumathoin. To the west you can see the temple altar. -~ -0 12 0 -D1 -Walking east will eventually take you to the entrance of Mithril Hall. -~ -West of here is where the clerics of Mithril Hall spend their time.~ -0 -1 11221 -D3 -West of here you can see the altar of the temple to Dumathoin. -~ -~ -0 -1 11223 -S -#11223 -Altar at the Temple of Dumathoin~ -The altar of this temple is more intricately designed than the rest of the -temple, but just barely. You see numerous mugs of dwarven "holy water", which -bears a striking resemblance to mead. A blessed feeling comes over you as your -gaze rises to the huge symbol of Dumathoin, the twin mountains. The only exit -is back to the east -~ -0 12 0 -D1 -The rest of the Temple of Dumathoin lies to the east. -~ -~ -0 -1 11222 -S -#11224 -Hallway twisting through Mithril Hall.~ -This hallway goes through many twists and turns as it makes its way through -Mithril Hall. You can hear the ringing of hammer on steel faintly up ahead, -and even more faintly, the sound of heated bartering. You easily deduce that -a blacksmith and grocer lie down this hallway. -~ -0 12 0 -D2 -South leads to the hallway which will take you to the entrance of the Hall. -~ -~ -0 -1 11221 -D3 -The hallway to the west will lead you to the Mithril Hall Shops. -~ -~ -0 -1 11225 -S -#11225 -Outside the Mithril Hall Head Blacksmith.~ -The sound of a hammer meeting anvil fills your ears. The blacksmith is just -west of here. The bartering has turned into heated arguing to the north. -Sounds like someone is getting a raw deal. You shake your head in wonderment -as you realize that for over a hundred years this place was abandoned, but -you can tell it has returned to its full glory. -~ -0 8 0 -D0 -The arguing is coming from this direction. Sounds like a place of business. -~ -~ -0 -1 11226 -D1 -The twisting hallway lies to the east. -~ -~ -0 -1 11224 -D3 -The sounds of hammer hitting anvil echos from within this room. -~ -~ -0 -1 11230 -S -#11226 -Outside the Mithril Hall Grocer.~ -The cries of "Ye be trying to cheat me!" and "Ye wouldn't know a good deal if -it singed yer beard off!" indicate that you are near a place of business. With -irate dwarves. The aroma of dwarven eats fills your nostrils, and you realize -that it is not just a simple place of business, but a full-fledged grocer. To -the west, you hear the approving murmur of someone appraising a weapon. -~ -0 12 0 -D0 -North lies the upset-sounding grocer. Hungry? Care to brave his wrath? -~ -~ -0 -1 11229 -D2 -Going south would take you back towards the head blacksmith -~ -~ -0 -1 11225 -D3 -is a weapon shop. The prospect of wielding mithril weapons intrigues you. -~ -~ -0 -1 11227 -S -#11227 -Outside the Mithril Hall Weapon Shop.~ -Looking through the doorway, you see many mithril weapons hanging for display -on the wall. You are quite sure, however, that in case of an assault on the -Hall, even these displayed weapons could skewer, slice, or slay a goblin or -three. A few feet to the west and you can find out for yourself. -~ -0 12 0 -D1 -Heading east will take you to right outside the grocer. -~ -~ -0 -1 11226 -D3 -Just west of here is the weapon shop. -~ -~ -0 -1 11228 -S -#11228 -Weapon Shop.~ -The array of weapons secured vertically to the wall is even more impressive -now that you are inside the weapon shop. The dwarven owner of this shop looks -you up and down, and nods approvingly at your equipment. By the shrewd look in -his eye, however, you can tell he would like to outfit you with better -items. -~ -0 12 0 -D1 -East will take you out of the weapon shop. -~ -~ -0 -1 11227 -S -#11229 -Mithril Grocer.~ -The mixture of scents wafting from the fare the grocer has to offer you is -quite...interesting, to say the least. The dwarven pot pies smell like they -contain goblin meat. There are no fruits, of course, being as there is no sun -to grow them. No vegetables, either. Hard to grow corn in rock. But the -rest of the fare looks quite tasty. -~ -0 12 0 -D2 -You can escape the grocer's ranting to the south. -~ -~ -0 -1 11226 -S -#11230 -Head Blacksmith.~ -The heavily muscled dwarf that stands in front of you looks like he could -make an axe blade from cooled metal with his hands, but judging from the way -he swings his heavy hammer, he appears to be quite adept at using his tools. -The walls are covered with broken weapons,apparently works in progress. There -are even a few "before and after" sections, with repaired weapons next to -their broken counterparts. This looks like the place to get your equipment -repaired. -~ -0 12 0 -D1 -The air seems considerably cooler to the east. Care to leave the blacksmith's? -~ -~ -0 -1 11225 -S -#11231 -Beginning of the long hallway.~ -You are at the western end of an extremely long hallway going east-west. You -can see several doors on the north and south walls, and at the very end of the -hall you can see a throne. A few of the doors are open, and you catch a -glimpse of chests, drawers, and beds. This must be a residential hallway. -~ -0 8 0 -D0 -The hallway north is very dark, with the exception of a few torches. -~ -~ -0 -1 11244 -D1 -The long hallway continues to the east. -~ -~ -0 -1 11232 -D3 -The hallway bends west and south, leading to the Hall of Kings. -~ -~ -0 -1 11219 -S -#11232 -In the long hallway between two rooms.~ -Perhaps the hallway isn't as long as it appeared, but it's still quite a walk -to the end of it eastward. The door south is closed, naturally, since Regis, -the only halfling in Mithril Hall, doesn't take too kindly to adventurers going -through his valuables. The door north is wide open, as Stumpet Rakingclaw does -not mind visitors at all. -~ -0 8 0 -D0 -Stumpet's room looks very serene. You can see a bed and a table. -~ -~ -1 -1 11242 -D1 -The long hallway continues east for a ways. -~ -~ -0 -1 11233 -D2 -The room of Regis the halfling lies to the south. -~ -~ -3 -1 11243 -D3 -You can spare yourself some walking by exiting the hallway to the west. -~ -~ -0 -1 11231 -S -#11233 -Still in a long hallway.~ -South of here is a very large room, as well it should be. That is where -Catti-Brie, the adopted daughter of Bruenor, lives. Her husband Wulfgar also -lives in the room, so you can understand why the ceiling is so high. The king -size bed is unmade, as neither occupant is much of a stickler for neatness. -~ -0 8 0 -D1 -East of here is the middle of the long hallway. -~ -~ -0 -1 11234 -D2 -To the south is Catti-Brie and Wulfgar's room. -~ -~ -1 -1 11241 -D3 -You can leave the long hallway to your west. -~ -~ -0 -1 11232 -S -#11234 -The middle of the long hallway.~ -You have finally reached the halfway point of this hallway. North of here -is where Drizzt Do'Urden resides. The dark elf's room looks spectacularly -simple from here. There is no room to the south, but east you can see the -throne room of Bruenor Battlehammer. The hallway continues that way, or you -can go back to the rest of the Hall to the west. -~ -0 8 0 -D0 -Northward is Drizzt Do'Urden's room. -~ -~ -1 -1 11239 -D1 -The end of the long hallway is in sight to the east. -~ -~ -0 -1 11235 -D3 -The entrance to the long hallway is a good ways to the west. -~ -~ -0 -1 11233 -S -#11235 -Almost to the end of the long hallway.~ -The opulence of this great room makes the rest of the Hall seem very plain -and boring by comparison. A doorway to the south will take you into the -living quarters of the King of Mithril Hall, Bruenor Battlehammer. Closer -to the east is a long table where the friends of Bruenor usually enjoy -their meals. You can imagine the meals prepared for a king. -~ -0 8 0 -D1 -The royal dining room is just east of here. -~ -~ -0 -1 11236 -D2 -Bruenor's royal bedroom is just south of here. -~ -~ -1 -1 11238 -D3 -It's quite a long way to the end of the hallway to the west. -~ -~ -0 -1 11234 -S -#11236 -The Mithril Hall royal dining room.~ -King Bruenor doesn't like anything in the Hall to be called "royal". As a -matter of fact, he doesn't like to be called "King Bruenor". So it comes as no -surprise that this dining room is not very spectacular. Just a long wooden -table, completely bereft of extravagance. Apparently, the residents of the -Hall don't care for added idiosyncrasies. -~ -0 8 0 -D1 -The throne room of the King of Mithril Hall is to the east. -~ -~ -0 -1 11237 -D3 -West will start you on the trek back down the hallway. -~ -~ -0 -1 11235 -S -#11237 -The throne room.~ -For all you've heard about Mithril Hall, you thought there'd be more to the -throne room of a king than this. With the exception of the throne itself, this -could be like any other room. The throne is not very special either, just a -stone chair. Bruenor has no need to flaunt his authority. He is respected by -all his friends and "subjects" as it is. The only exit is back west. -~ -0 8 0 -D3 -The hallway looks just as endless from this end. But you can start on it west. -~ -~ -0 -1 11236 -S -#11238 -Bruenor's living quarters.~ -This room is not very fancy either : just a few spare axes (although the one -with the mithril-encrusted edge remains on Bruenor at all times), a bed, a -chest full of spare clothes, and a table full of parchments. The job of a king -appears to be unrelenting. The lack of organization for the papers gives you -the impression that Bruenor could care less if they were never read again. -~ -0 8 0 -D0 -You can leave Bruenor's room (and that might be a good idea) to the north. -~ -~ -1 -1 11235 -S -#11239 -Drizzt's room.~ -This room is perhaps the most ordinary in the entire Hall. It contains a -bed, a chest of clothes, and a door west. Not much in the way of fanciness. -But then again, Drizzt was never a fancy elf. Drizzt's bed is made up, but you -probably couldn't bounce a gold coin off it. He may be very organized and very -disciplined, but he also never stays in one place for too long. The doorway -west appears to lead to a practice room. -~ -0 8 0 -D2 -The long hallway lies out the doorway to the south. -~ -~ -1 -1 11234 -D3 -The practice room is covered with mats, with weapons hanging from the wall. -~ -~ -0 -1 11240 -S -#11240 -Drizzt's practice room.~ -Drizzt spends a lot of his time here, honing his skill with his scimitars to -a fine edge. Not that he needs it, but it's his favorite pasttime. And now -that Catti-Brie is developing quite a bit of skill with her new sword, Cutter, -Drizzt has someone to spar with. The mats are darkened with sweat. Apparently -this room was in use recently. -~ -0 8 0 -D1 -Drizzt Do'Urden's room lies to your east. -~ -~ -0 -1 11239 -S -#11241 -Catti-Brie and Wulfgar's room.~ -The newlyweds live here, when their adventurous spirits don't take them out -of the Hall, or at least to visit with their friends. The king size bed looks -as if a mountain has been sleeping on one side. Which is a good description -for Wulfgar. The occupants of this room don't believe in fanciness either, -apparently, as there is only the bed, a closet with clothes, and a case for -their respective weapons, Taulmaril and Aegis-Fang. -~ -0 8 0 -D0 -North through the huge doorway takes you back out into the hallway. -~ -~ -1 -1 11233 -S -#11242 -Stumpet Rakingclaw's room.~ -The head cleric of Mithril Hall, Stumpet Rakingclaw, lives here. She is a -simple and pure dwarf, pure and simple. A few treatises on the worship of -Dumathoin, the dwarven god Stumpet is a cleric to, lie on her table, and her -bed is neatly made. Stumpet herself is probably in the temple itself, to the -southwest of here. -~ -0 8 0 -D2 -You can exit Stumpet's room to the south. -~ -~ -1 -1 11232 -S -#11243 -Rumblebelly's room.~ -When Regis, the halfling, isn't out looking for something to eat, he can be -found in this room. His small bed is very unkempt, and his room is completely -bereft of all its valuables. This is not unusual, for Regis probably wouldn't -want anyone searching through his things. There is a closet full of expensive -clothes, much too small for you. In fact, this room is too small for you. -Time to go. -~ -0 8 0 -D0 -North will lead you out of this cramped room. -~ -door~ -3 -1 11232 -S -#11244 -Forge Way outside Second Blacksmith.~ -You can feel the heat from the forge east of here even at this distance. It -is in that room that the second most respected blacksmith in all of Mithril -Hall does his duty. His work has earned him the best spot on Forge Way, the -one closest to the rest of the Hall. He is singing a song as he hammers the -molten metal into shape. -~ -0 8 0 -D0 -You can continue on Forge Way to the north. -~ -~ -0 -1 11245 -D1 -Going east will lead you into the Second Blacksmith's forge. -~ -~ -0 -1 11253 -D2 -South will lead to the Hall of Kings, and southeast to the residential area. -~ -~ -0 -1 11231 -S -#11245 -Forge Way outside Third Blacksmith.~ -Being third in line to the title of Head Blacksmith has not diminished the -work ethic of the dwarf you hear working to the west. It sounds like things -are still being repaired just as efficiently as at the Head Blacksmith's forge. -Curiously, the song coming from the west is the same song as you heard coming -from the Second Blacksmith's forge, only sung more fervently. -~ -0 8 0 -D0 -Forge Way bends to the east just north of here. -~ -~ -0 -1 11246 -D2 -Going south will take you through Forge Way and out into the main chamber. -~ -~ -0 -1 11244 -D3 -West of here is the Third Blacksmith's forge. -~ -~ -0 -1 11252 -S -#11246 -Bend in Forge Way.~ -Forge Way continues to the east, where the Fourth and Lower Blacksmiths set -up shop, and south, where you can find the Second and Third Blacksmiths, as -well as the main body of the Hall. -~ -0 8 0 -D1 -East of here Forge Way runs all the way to its end. -~ -~ -0 -1 11247 -D2 -Forge Way heads straight south from here. -~ -~ -0 -1 11245 -S -#11247 -Forge Way outside Fourth Blacksmith.~ -Apparently the Fourth Blacksmith doesn't care much for being in his current -position. The fires of his forge sound like they roar even louder than all the -other Blacksmiths combined, and as he channels all his frustration at being -Fourth into pounding metal, his song seems more feverish than devoted. -~ -0 8 0 -D1 -Forge Way ends a ways to the east. -~ -~ -0 -1 11248 -D2 -The doorway south will take you to the Fourth Blacksmith's forge. -~ -~ -0 -1 11251 -D3 -The bend in Forge Way lies to the west. -~ -~ -0 -1 11246 -S -#11248 -Forge Way intersection.~ -The perspiration on your brow from the heat of the many forges in Forge Way -is now matted to your head by the breeze coming from the north, and the lower -levels of Mithril Hall. You can either go to the mining machinery to the north -and eventually west, or continue on Forge Way to the east, where you can hear a -dwarven song being almost screamed. -~ -0 8 0 -D0 -North will take you, eventually, to the lower levels of Mithril Hall. -~ -~ -0 -1 11254 -D1 -Forge Way ends to the east. -~ -~ -0 -1 11249 -D3 -Going west will take you through Forge Way back to the main area of the Hall. -~ -~ -0 -1 11247 -S -#11249 -Forge Way outside Lower Blacksmith.~ -The forge to the north seems to make its own light, and the song to Dumathoin -is being sung so loudly and clearly that they could probably hear it all the -way in Dwarvendarrow. If there was anyone in Dwarvendarrow to hear it. The -sound of hammer meeting anvil is escaping the room so rapidly it sounds like -a single, clean note. -~ -0 8 0 -D0 -loud singing and constant ringing seems to draw you to the north. -~ -~ -0 -1 11250 -D3 -You can start going back to the main Hall by going down Forge Way to the west. -~ -~ -0 -1 11248 -S -#11250 -The Lower Blacksmith's smithy.~ -The array of weapons and armor that completely cover the walls boggles your -mind. Apparently, the Lower Blacksmith is quite intent on moving up the ladder -to a more respected position in the hall. And judging by his work hanging from -the walls, he'll do it. All the weapons and such on the wall are unfinished, -though, so don't go thinking of taking anything. -~ -0 8 0 -D2 -South empties out onto the end of Forge Way. -~ -~ -0 -1 11249 -S -#11251 -The Fourth Blacksmith's smithy.~ -You gape at the fearsome-looking weapons in progress on the wall here. The -Fourth Blacksmith isn't too keen on being the Fourth Blacksmith, and it -looks like he has channeled his negative energy into making extremely -wicked-looking, and wicked-feeling, weapons. Three-pronged swords, halberds -with hooks on the end, and the like make your wielded weapon seem like a twig -by comparison. -~ -0 8 0 -D0 -The exit north will lead you to Forge Way. -~ -~ -0 -1 11247 -S -#11252 -The Third Blacksmith's smithy.~ -And you thought the Second Blacksmith was devoted. You nod your head in -approval at the quality of the halfway-finished weapons on the walls. If only -the Third Blacksmith would hurry up and finish these weapons, you could go kill -a dragon or two. Unfortunately, these weapons in progress are for the sole -purpose of impressing Bruenor enough to move up a notch or two in the Hall. -~ -0 8 0 -D1 -If you go east, you will return to Forge Way. -~ -~ -0 -1 11245 -S -#11253 -The Second Blacksmith's smithy.~ -This smithy is not as impressive as the Head Blacksmith's, but it is still -quite a sight. Half-finished and broken weapons line the walls, and the fires -from the forge would make a desert blush. Apparently, the Second Blacksmith -wants to be Head Blacksmith. Badly. Now. Comparing the two blacksmiths is -like comparing goblins and giants, though. The two styles are quite -different. -~ -0 8 0 -D3 -The western exit leads to the beginning of Forge Way -~ -~ -0 -1 11244 -S -#11254 -Beginning of path to mithril mines.~ -Going west of here will lead you to the lower levels of Mithril Hall, as well -as the mining machinery where the Hall gets its name. You know that Garumn's -Gorge lies in the lower levels as well. You feel a sudden urge to go exploring -about these areas. -~ -0 12 0 -D2 -Forge Way lies to the south. -~ -~ -0 -1 11248 -D3 -You can feel a draft from the west. Must be coming from the lower levels. -~ -~ -0 -1 11255 -S -#11255 -Middle of the path to mithril mines.~ -This is the first time you've felt cool since you entered the Hall. The -breeze coming from the west carries the scent of smoke, burnt mithril, and -sweat. Putting two and two together, you figure out that the dwarven mines lie -below you, to the west of here. -~ -0 8 0 -D1 -The path leading back to Forge Way lies to the east. -~ -~ -0 -1 11254 -D3 -You see a passage leading down to the west of here. -~ -~ -0 -1 11256 -S -#11256 -Entrance to the lower levels.~ -The breeze coming from below you is quite strong. You can see massive metal -machines below you, with little soot-covered shapes operating them. You can -also detect another scent, very faint. It smells like...ashes? It is quickly -washed away by the scent of soot and mithril, however. -~ -0 8 0 -D1 -If you go east, you'll eventually return to Forge Way. -~ -~ -0 -1 11255 -D5 -The passage down leads to the lower levels of Mithril Hall. -~ -~ -0 -1 11257 -S -#11257 -Lower level of Mithril Hall.~ -The breeze you felt upstairs is non-existent now. The heat from the machines -east of here cancels out any cool air that might have remained. You can go -marvel at the machinery from which Mithril Hall gets its name to the east and -north, or follow the silence to the east and south. You can hear strong wind -blowing from that direction. -~ -0 12 0 -D1 -East of here you see an intersection. -~ -~ -0 -1 11258 -D4 -The stairs up will take you to the upper level of Mithril Hall. -~ -~ -0 -1 11256 -S -#11258 -The north-south intersection.~ -That's essentially all this is. North leads to the mithril mining machines, -south leads to (gulp) Garumn's Gorge. Nothing else of interest. Really. Time -to get moving. -~ -0 8 0 -D0 -You can here the clang-clang of mining machinery up ahead to the north. -~ -~ -0 -1 11259 -D2 -South leads to Garumn's Gorge. Looks pretty imposing from here. -~ -~ -0 -1 11267 -D3 -To your west is the stairway up to the upper level. -~ -~ -0 -1 11257 -S -#11259 -West of the mining chamber.~ -You can barely see huge machines far east of here, past a gate guarded by a -fierce-looking dwarf. They look rather impressive, even from this distance. -A few feet, and you can look upon them for yourself. Or you can go back south -to the mundane intersection, and eventually to Garumn's Gorge. -~ -0 8 0 -D1 -Looking east, you can see the huge mining machines. -~ -~ -0 -1 11260 -D2 -South of here is the north-south intersection. -~ -~ -0 -1 11258 -S -#11260 -Gateway to the mines.~ -The machinery to the east tantalizes you, but first you have to find a way -through this gate. Apparently, the dwarves guard their mithril religiously. -There appears to be no way of getting past the gate except through, so you'd -better find a key. -~ -0 8 0 -D1 -A passage leads in the mining chambers. -~ -~ -0 -1 11261 -D3 -West will eventually lead you to the stairs up, and maybe Garumn's Gorge. -~ -~ -0 -1 11259 -S -#11261 -Northwest mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 8 0 -D1 -More machines and dwarves are to the east. -~ -~ -0 -1 11263 -D2 -The machinery occupies your vision to the south. -~ -~ -0 -1 11262 -D3 -West leads through the gate and back to the other sections of the Hall. -~ -~ -0 -1 11260 -S -#11262 -Southwest mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 12 0 -D0 -Will eventually take you out of the mining chamber. -~ -~ -0 -1 11261 -D1 -Even more machines to the east. -~ -~ -0 -1 11264 -S -#11263 -Northern mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 12 0 -D1 -The edge of the chamber and more machines lie to the east. -~ -~ -0 -1 11265 -D2 -South leads to more machines. -~ -~ -0 -1 11264 -D3 -West will eventually take you out of the chamber. -~ -~ -0 -1 11261 -S -#11264 -Southern mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 12 0 -D0 -Mining machines. That's all you see to the north. -~ -~ -0 -1 11263 -D1 -More machines to the east, as well as the edge of the chamber. -~ -~ -0 -1 11266 -D3 -More machines tower over you that way. -~ -~ -0 -1 11262 -S -#11265 -Northeast mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 12 0 -D2 -South of here is the edge of the chamber, and more mining machines. -~ -~ -0 -1 11266 -D3 -Far to the west lies the entrance to this chamber. -~ -~ -0 -1 11263 -S -#11266 -Southeast mining chamber.~ -Now that you are next to one of the huge machines, it appears even more huge -and impressive than before. You cannot even begin to follow all the complex -gears and pulleys that enable the dwarves to mine and store their precious -mithril. Suffice it to say that the machine operators do their job well, to be -able to operate so difficult a device. -~ -0 12 0 -D0 -Still more machines to the north. -~ -~ -0 -1 11265 -D3 -Machinery as far as the eye can see. -~ -~ -0 -1 11264 -S -#11267 -Path to Garumn's Gorge.~ -The wind to the south continues to swirl. The huge chasm named after the -sixth king of Mithril Hall lies in that direction, and it looks very deep. -Perhaps bottomless. However, you again catch the scent of ash. Burnt ash. -And it's coming from the south. -~ -0 4 5 -D0 -North will lead to the intersection, and back to the upper level if you choose. -~ -~ -0 -1 11258 -D2 -South is Garumn's Gorge. Uh-oh. -~ -~ -64 -1 11268 -S -#11268 -Overlooking Garumn's Gorge.~ -The Gorge does indeed look bottomless from here. The darkness at the bottom -(or what appears to be the bottom...you can't see anything but darkness) does -not look very promising for travel. But it's worth a shot. Can you handle -it? -~ -0 16777220 5 -D0 -A pathway leads back towards the Hall. -~ -~ -0 -1 11267 -D1 -East continues along the edge of the gorge. -~ -~ -0 -1 11270 -D3 -You can keep traveling on the edge of Garumn's Gorge to the west. -~ -~ -0 -1 11269 -D5 -Looks pretty deep. Are you sure you want to do this? -~ -~ -0 -1 11272 -S -#11269 -On the edge of Garumn's Gorge.~ -The Gorge does indeed look bottomless from here. The darkness at the bottom -(or what appears to be the bottom...you can't see anything but darkness) does -not look very promising for travel. But it's worth a shot. Can you handle -it? -~ -0 16777220 5 -D1 -East of here is the path back north. -~ -~ -0 -1 11268 -D5 -It looks very dark and very deep. -~ -~ -0 -1 11273 -S -#11270 -On top of Garumn's Gorge.~ -The Gorge does indeed look bottomless from here. The darkness at the bottom -(or what appears to be the bottom...you can't see anything but darkness) does -not look very promising for travel. But it's worth a shot. Can you handle -it? -~ -0 16777220 5 -D1 -East is a wall, and a little more room on the ledge of the gorge. -~ -~ -0 -1 11271 -D3 -West of here lies the path back to the north. -~ -~ -0 -1 11268 -D5 -(Gulp) Looks pretty deep. -~ -~ -0 -1 11274 -S -#11271 -Above Garumn's Gorge.~ -The Gorge does indeed look bottomless from here. The darkness at the bottom -(or what appears to be the bottom...you can't see anything but darkness) does -not look very promising for travel. But it's worth a shot. Can you handle -it? -~ -0 16777220 5 -D3 -You can go back to nice, level ground to the west. -~ -~ -0 -1 11270 -D5 -Wow, that's a pretty deep gorge. -~ -~ -0 -1 11275 -S -#11272 -Floating in Garumn's Gorge.~ -You begin to question the wisdom of your decision to navigate this gorge, as -all you can hear or see is blackness around you. As you move vertically down -the gorge, a feeling of hopelessness washes over you. Why did you decide to do -this? Why are you here? You feel like just giving up. You can continue down -the gorge, but what's the point? -~ -0 16777220 5 -D1 -East is thin air. Otherwise known as Garumn's Gorge. -~ -~ -0 -1 11274 -D3 -You can move laterally to the west and remain in the gorge. -~ -~ -0 -1 11273 -D4 -Far above you is a path away from Garumn's Gorge. -~ -~ -0 -1 11268 -D5 -You can barely make out the bottom of the gorge below you. -~ -~ -0 -1 11276 -S -#11273 -In the middle of Garumn's Gorge.~ -You begin to question the wisdom of your decision to navigate this gorge, as -all you can hear or see is blackness around you. As you move vertically down -the gorge, a feeling of hopelessness washes over you. Why did you decide to do -this? Why are you here? You feel like just giving up. You can continue down -the gorge, but what's the point? -~ -0 16777220 5 -D1 -East you can continue floating around in the gorge. -~ -~ -0 -1 11272 -D4 -Above you is a path along the ledge of the gorge. -~ -~ -0 -1 11269 -D5 -Way, way down, you can see the bottom of the gorge. -~ -~ -0 -1 11277 -S -#11274 -Midair in Garumn's Gorge.~ -You begin to question the wisdom of your decision to navigate this gorge, as -all you can hear or see is blackness around you. As you move vertically down -the gorge, a feeling of hopelessness washes over you. Why did you decide to do -this? Why are you here? You feel like just giving up. You can continue down -the gorge, but what's the point? -~ -0 16777220 5 -D1 -East of here you can see a stone wall in the distance. -~ -~ -0 -1 11275 -D3 -If you float west, you'll be...still in Garumn's Gorge. -~ -~ -0 -1 11272 -D4 -Above you is the ledge around Garumn's Gorge. -~ -~ -0 -1 11270 -D5 -The bottom seems very far off below you. -~ -~ -0 -1 11278 -S -#11275 -Suspended in midair in Garumn's Gorge.~ -You begin to question the wisdom of your decision to navigate this gorge, as -all you can hear or see is blackness around you. As you move vertically down -the gorge, a feeling of hopelessness washes over you. Why did you decide to do -this? Why are you here? You feel like just giving up. You can continue down -the gorge, but what's the point? -~ -0 16777220 5 -D3 -Float west and you'll still be in Garumn's Gorge. -~ -~ -0 -1 11274 -D4 -Looking up, you can see the ledge leading back to normal ground. -~ -~ -0 -1 11274 -D5 -Stalagmites and stone lie far below you. -~ -~ -0 -1 11279 -S -#11276 -Bottom of Garumn's Gorge.~ -You are actually at the BOTTOM of Garumn's Gorge. But who cares? What's the -purpose of being down here? You don't see anything out of the ordinary down -here. Just stone walls all around you, and stalagmites thrusting out of the -ground. Not much in the way of life or activity. Anything that has ever lived -down here is long gone. -~ -0 4 5 -D1 -Going east will take you along the bottom of the cavern. -~ -~ -0 -1 11278 -D3 -West of here is the edge of the cavern. -~ -~ -0 -1 11277 -D4 -Far above you is the entrance to the gorge. -~ -~ -0 -1 11272 -S -#11277 -Wandering the bottom of Garumn's Gorge.~ -You are actually at the BOTTOM of Garumn's Gorge. But who cares? What's the -purpose of being down here? You don't see anything out of the ordinary down -here. Just stone walls all around you, and stalagmites thrusting out of the -ground. Not much in the way of life or activity. Anything that has ever lived -down here is long gone. -~ -0 4 5 -D1 -You can keep walking along the gorge bottom to the east. -~ -~ -0 -1 11276 -D4 -It'll take a looooooong time to get back up to the ledge from here. -~ -~ -0 -1 11273 -S -#11278 -Floor of Garumn's Gorge.~ -You are actually at the BOTTOM of Garumn's Gorge. But who cares? What's the -purpose of being down here? You don't see anything out of the ordinary down -here. Just stone walls all around you, and stalagmites thrusting out of the -ground. Not much in the way of life or activity. Anything that has ever lived -down here is long gone. Wait, what's that to the south? -~ -0 4 5 -D1 -The edge of the cavern is to the east. -~ -~ -0 -1 11279 -D2 -There is a doorway to the south?! -~ -~ -0 -1 11280 -D3 -The floor of the gorge continues to the west. -~ -~ -0 -1 11276 -D4 -Looks as unreachable as the heavens. -~ -~ -0 -1 11274 -S -#11279 -The very bottom of Garumn's Gorge.~ -You are actually at the BOTTOM of Garumn's Gorge. But who cares? What's the -purpose of being down here? You don't see anything out of the ordinary down -here. Just stone walls all around you, and stalagmites thrusting out of the -ground. Not much in the way of life or activity. Anything that has ever lived -down here is long gone. -~ -0 4 5 -D3 -There's a small doorway to the west and south. -~ -~ -0 -1 11278 -D4 -The wall of the gorge is to the east all the way up. -~ -~ -0 -1 11275 -S -#11280 -Path away from Garumn's Gorge.~ -This path leads away from the vastness of Garumn's Gorge and south into parts -unknown. You feel despair from the top of your head all the way to your toes. -A sudden urge to flee from here and never return seizes you. There still may -be time to get out of the area. Don't go south deeper into the cavern. Who -knows what may be down here? -~ -0 0 5 -D0 -North is a passageway leading back into the gorge. It looks inviting. -~ -~ -0 -1 11278 -D2 -There could be some pretty fearsome creatures south...why not go back north? -~ -~ -0 -1 11281 -S -#11281 -An eerie hallway.~ -You can barely hear feverish chanting and singing to the east. It sounds as -if a cult has taken residence in Mithril Hall! You'd like to investigate, but -a feeling of hopelessness so strong it threatens to overwhelm you is preventing -rational thought. Why are you here? You remember the safe warmth of the Hall -upstairs. Why not return that way? It seems so much safer than this.. -~ -0 3153933 0 -D0 -Garumn's Gorge lies a little ways to the north. -~ -~ -0 -1 11280 -D1 -You can continue down this eerie hallway to the east. -~ -~ -0 -1 11282 -S -#11282 -The eerie, scary hallway.~ -The despair and hopelessness you feel chills you to your bones. You vow to -reprimand yourself later for ever conceiving of such a foolish act as to come -down here. The very walls seem to tell you to go back upstairs, and a low moan -fills your ears. You can't tell if it's your imagination, the cry of a nearby -tortured soul, or despair coming from your heart. -~ -0 3153933 0 -D1 -You can barely see anything through the darkness to the east. -~ -~ -0 -1 11283 -D3 -The west looks so pleasant and inviting compared to what lies east... -~ -~ -0 -1 11281 -S -#11283 -Intersection in the dark hallway.~ -Despair fills your body until you feel you might burst. You can't possibly -hope to find anything down here or defeat anyone who might come along. It's so -obvious to you now. You can see a room to the south, and the stench of death -and blood is amazingly strong. Almost strong enough to make you forget about -how hopeless it is to be down here. Almost. East feels even worse. -~ -0 3153933 0 -D1 -East the chanting is even stronger. -~ -~ -0 -1 11285 -D2 -You see blood splashed all over the walls and on the floor. -~ -~ -0 -1 11284 -D3 -You can leave to the west. The concept entices you. -~ -~ -0 -1 11282 -S -#11284 -Temple of Shimmergloom.~ -This is probably the most blood you have ever seen in one room. It covers -the walls and makes the floor slick under your feet. Dozens of corpses litter -the ground. Apparently, Shimmergloom demands many sacrifices. Bloody ones. -The twisted, rotting corpses appear to be quite diverse in origin. Some goblin -youths, mouths frozen in a silent scream of death, and even some duergar, with -a SMILE on their faces! -~ -0 3153933 0 -D0 -North you can escape the scent of blood, but not the feeling of despair... -~ -~ -0 -1 11283 -S -#11285 -In a dark hallway.~ -You feel nauseous from the hopelessness and fear you feel. It seems to be -concentrated to the east, which terrifies you. That much evil in one room is -enough to boggle the mind. The doorway to the east is amazingly large. The -thought of something THAT large and THAT evil, combined with the knowledge that -you can never possibly hope to defeat it, makes eastward travel difficult. -~ -0 3153933 0 -D1 -East is Shimmergloom's Lair! -~ -~ -0 -1 11286 -D3 -There's still time to run away to the west! -~ -~ -0 -1 11283 -S -#11286 -Shimmergloom's Lair.~ -You can hardly see anything around you, due to the thick darkness in the air. -Shimmergloom needs no light. You can see bloodstains on the floor, and on -the wall, but whatever caused them is nowhere to be found. A leg sticking out -from under a rockpile looks as if it has been chewed. Examining it closer, you -discover that it is just that. A leg. Apparently, the body was more tasty to -the Shadow Dragon. Perhaps now would be a good time to leave. -~ -0 3153933 0 -D3 -You can escape the lair to the west. -~ -~ -0 -1 11285 -S -#11299 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -D 0 11205 0 1 -D 0 11213 0 1 -M 1 11207 3 11216 -E 1 11213 1 16 -E 1 11214 1 5 -M 1 11212 4 11216 -M 1 11212 4 11219 -M 1 11207 3 11219 -E 1 11214 1 5 -E 1 11213 1 16 -M 1 11209 1 11220 -E 1 11220 1 17 -G 1 11220 1 -E 1 11219 1 7 -E 1 11218 1 6 -E 1 11217 1 5 -M 1 11213 4 11220 -E 1 11220 1 17 -E 1 11219 1 7 -E 1 11218 1 6 -E 1 11217 1 5 -M 1 11213 4 11220 -E 1 11220 1 17 -E 1 11219 1 7 -E 1 11218 1 6 -E 1 11217 1 5 -M 1 11210 3 11222 -E 1 11215 1 16 -G 1 11216 1 -M 1 11210 3 11222 -E 1 11215 1 16 -G 1 11216 1 -M 1 11210 3 11222 -E 1 11215 1 16 -G 1 11216 1 -M 1 11208 1 11223 -E 1 11215 1 16 -M 1 11235 1 11228 -G 1 11213 1 -G 1 11214 1 -M 1 11220 2 11228 -M 1 11236 1 11229 -G 1 11244 1 -G 1 11243 1 -G 1 11242 1 -G 1 11241 1 -G 1 11240 1 -M 1 11220 2 11229 -M 1 11237 1 11230 -D 0 11232 0 0 -D 0 11232 2 1 -D 0 11233 2 0 -D 0 11234 0 0 -D 0 11235 2 0 -M 1 11213 4 11236 -E 1 11220 1 17 -E 1 11219 1 7 -E 1 11218 1 6 -E 1 11217 1 5 -M 1 11213 4 11236 -E 1 11220 1 17 -E 1 11219 1 7 -E 1 11218 1 6 -E 1 11217 1 5 -M 1 11202 1 11237 -E 1 11207 1 11 -E 1 11206 1 6 -E 1 11205 1 16 -M 1 11203 1 11238 -E 1 11246 1 12 -E 1 11247 1 16 -E 1 11210 1 18 -D 0 11238 0 0 -M 1 11200 1 11239 -E 1 11200 1 14 -E 1 11203 1 16 -E 1 11201 1 18 -E 1 11202 1 3 -E 1 11200 1 15 -D 0 11239 2 0 -M 1 11206 1 11240 -M 1 11201 1 11241 -E 1 11204 1 16 -M 1 11204 1 11241 -E 1 11245 1 6 -E 1 11209 1 16 -E 1 11208 1 18 -D 0 11241 0 0 -D 0 11242 2 0 -M 1 11205 1 11243 -E 1 11212 1 16 -E 1 11211 1 3 -D 0 11243 0 1 -M 1 11207 3 11246 -E 1 11214 1 5 -E 1 11213 1 16 -M 1 11212 4 11249 -M 1 11212 4 11249 -M 1 11234 1 11250 -M 1 11233 1 11251 -M 1 11232 1 11252 -M 1 11231 1 11253 -M 1 11211 3 11262 -E 1 11213 1 16 -M 1 11211 3 11263 -E 1 11213 1 16 -M 1 11211 3 11266 -E 1 11213 1 16 -M 1 11215 2 11281 -E 1 11229 1 13 -E 1 11230 1 16 -M 1 11216 2 11281 -E 1 11231 1 3 -M 1 11216 2 11282 -E 1 11231 1 3 -M 1 11215 2 11282 -E 1 11230 1 16 -E 1 11229 1 13 -M 1 11217 2 11284 -E 1 11231 1 3 -E 1 11232 1 16 -M 1 11217 2 11284 -E 1 11232 1 16 -E 1 11231 1 3 -M 1 11214 1 11286 -E 1 11228 1 16 -E 1 11227 1 6 -E 1 11226 1 9 -E 1 11225 1 19 -E 1 11224 1 10 -E 1 11222 1 5 -E 1 11223 1 7 -S - - -#SHOPS - 11235 0 0 0 0 0 120 90 0 23 ; the Mithril Hall weaponsmith - 11236 0 0 0 0 0 120 90 0 23 ; the Mithril Hall grocer -0 - - -#REPAIRS -0 - - -#SPECIALS -M 11207 spec_guard -M 11208 spec_cast_cleric -M 11209 spec_guard -M 11212 spec_janitor -M 11213 spec_guard -M 11214 spec_breath_any -M 11217 spec_cast_undead -M 11238 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mobfact.are b/data/realm/areas_smaug1.4a/mobfact.are deleted file mode 100644 index 207b9fe..0000000 --- a/data/realm/areas_smaug1.4a/mobfact.are +++ /dev/null @@ -1,703 +0,0 @@ -#AREA Mob Factory~ - -#VERSION 1 - -#AUTHOR PinkF~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#9401 -mutant fido dog~ -The mutant beastly fido~ -The mutant beastly fido is here, his eyes glowing green! -~ -You see a mutant beastly fido, glaring at you with green eyes! You wonder if -this factory meets ASPCA guidlines.... -~ -481 8 -700 S -6 18 -3 3d6+20 2d4+1 -5 2000 -112 112 1 -#9402 -foreman floyd~ -Foreman Floyd~ -Foreman Floyd is here, making plans for the factory's future. -~ -You see Foreman Floyd of the Mob factory -- a sterling example of what comes -of dedicated Mudding! Rewarded for his years of dedication as a monster -slayer, Floyd now creates the beasts for other adventurers to fight. -~ -67 168 2 S -12 10 -4 2d100+100 2d7+2 -1000 3500 -108 112 1 -#9403 -cityguard guard head~ -The Cityguard head~ -The Cityguard head floats around aimlessly. -~ -You see a Cityguard head floating around without a care in the world. -Obviously, this one got past quality control! Careful, those teeth look -sharp... -~ -65 524288 0 S -9 12 0 3d15+30 2d6+2 -0 2000 -112 112 0 -#9404 -revolving drunk~ -The revolving drunk~ -The Revolving drunk is here, spinning in place. -~ -You see and smell a drunk who looks much like other drunks...but he is spinning -in place! Someone should tell him that he is a REVOLTING drunk. -~ -197 0 1 S -2 20 4 2d4+10 1d6+1 -50 150 -112 112 1 -#9405 -toxic slime~ -The toxic slime~ -A pool of toxic slime lies on the floor. -~ -Yick. Looks like someone had digestion problems! Either that, or the -hydraulic fluid is leaking again. -~ -7 0 0 S -4 17 8 3d10+30 2d4+0 -0 650 -108 108 0 -#9406 -worker~ -The factory worker~ -A Mob Factory worker is standing here, looking bored. -~ -The worker wears a bright orange pair of overalls, with the words "Mob -Factory" written in a bright purple starburst. Fashion plate, he's not. -~ -193 0 100 S -3 18 6 4d20+5 1d4+1 -50 325 -112 112 1 -#9407 -worker~ -The factory worker~ -A Mob Factory worker is here, asleep in a chair. -~ -If Floyd walks in, you can bet there'll be trouble. Guess she shouldn't have -worked the late shift! -~ -131 0 150 S -3 18 6 4d20+5 1d4+1 -75 300 -104 104 2 -#0 - - -#OBJECTS -#0 - - -#ROOMS -#9400 -Entrance to the Mob Factory~ -You find that you have entered a strange factory. This factory doesn't -make cars or computers or something - it makes mobs! The sound of -machinery can be heard in the background; the grinding gears drive you -crazy! To the north you see the storage area, to the south the -foreman's office, to the east the entrance hallway, and to the west the -eastern end of alley. -~ -0 8 0 -D0 -~ -~ -0 0 9401 -D1 -~ -~ -0 0 9407 -D2 -~ -~ -0 0 9403 -D3 -~ -~ -0 0 3046 -S -#9401 -Mob Factory Storage Area~ -This is where the raw materials from which mobs are manufactured are -stored. You see sacks of sawdust, cans of pink paint, a large box -containing wigs and a bottle mysteriously labelled "solution x". Exits -are more of storage to the east and north, and entrance to the mob -factory to the south. -~ -0 8 0 -D0 -~ -~ -0 0 9402 -D1 -~ -~ -0 0 9406 -D2 -~ -~ -0 0 9400 -S -#9402 -Mob Factory Storage Area~ -This is where the raw materials from which mobs are manufactured are -stored. You see sacks of sawdust, cans of pink paint, a large box -containing wigs and a bottle mysteriously labelled "solution X". Exits -are more of storage to the east and south. -~ -0 8 0 -D1 -~ -~ -0 0 9405 -D2 -~ -~ -0 0 9401 -S -#9403 -Foreman's Office~ -This is the ofice of the mob factory foreman. The room is sparsely -furnished with a metal desk, a couple of chairs, a shelf with helmets -of various sizes and a Sports Illustrated Swimsuit calendar on the west -wall. Exits lead north to the mob factory entrance and south to the -foreman's bathroom. -~ -0 8 0 -D0 -~ -~ -0 0 9400 -D2 -~ -~ -0 0 9404 -S -#9404 -Foreman's Bathroom~ -This is the place where the foreman makes frequent visits. The smell -here is very strong and reminds you of bovine excrement! There is a -shower to the back, and a urinal to the left. On the floor you can -see stains of a very suspicious nature. The only exit leads north to -the foreman's office. -~ -0 8 0 -D0 -~ -~ -0 0 9403 -S -#9405 -Mob Factory Storage Area~ -This is where the raw materials from which mobs are manufactured are -stored. You see sacks of sawdust, cans of pink paint, a large box -containing wigs and a bottle mysteriously labelled "solution X". Exits -are more of storage to the west and south, and an inspection room to -the east. -~ -0 8 0 -D1 -~ -~ -0 0 9410 -D2 -~ -~ -0 0 9406 -D3 -~ -~ -0 0 9402 -S -#9406 -Mob Factory Storage Area~ -This is where the raw materials from which mobs are manufactured are -stored. You see sacks of sawdust, cans of pink paint, a large box -containing wigs and a bottle mysteriously labelled "solution X". Exits -are more of storage to the west and north, an inspection room to the -east and the entrance hallway to the south. -~ -0 8 0 -D0 -~ -~ -0 0 9405 -D1 -~ -~ -0 0 9411 -D2 -~ -~ -0 0 9407 -D3 -~ -~ -0 0 9401 -S -#9407 -Entrance Hallway to Mob Factoy~ -You are standing in the entrance hallway of the mob factory. The sound -of machinery gets louder now, and you can hear people shouting in the -distance. Every once in a while you get creepy feeling that a pair of -eyes is observing you...... Exits are north to the storage area, east -to the entrance hallway, south to the cafeteria and west to the mob -factory entrance. -~ -0 8 0 -D0 -~ -~ -0 0 9406 -D1 -~ -~ -0 0 9412 -D2 -~ -~ -0 0 9408 -D3 -~ -~ -0 0 9400 -S -#9408 -Mob Factory Cafeteria~ -You find that you have entered the cafeteria of the mob factory. There -are many workers eating at the numerous tables placed around the room. -The food doesn't look too appetising, but the factory workers don't -seem to care. There are many places where food and drink have been -spilled on the ground. Exits are north to the entrance hallway and -south to the mob factory cafeteria. -~ -0 8 0 -D0 -~ -~ -0 0 9407 -D2 -~ -~ -0 0 9409 -S -#9409 -Mob Factory Cafeteria~ -You find that you have entered the cafeteria of the mob factory. There -are many workers eating at the numerous tables placed around the room. -The food doesn't look too appetising, but the factory workers don't -seem to care. There are many places where food and drink have been -spilled on the ground. The only exit is north to the mob factory -cafeteria. -~ -0 8 0 -D0 -~ -~ -0 0 9408 -S -#9410 -Mob Factory Inspection Room~ -You have entered the mob factory inspections room. This is where the -mobs manufactured on the assembly lines are inspected for defects. A -whole team of inspectors from the Midgaard Inspections Bureau is -standing around, trying to look busy. Exits are south to the mob -factory inspection room, east to the primary assembly line and west to -the storage area. -~ -0 8 0 -D1 -~ -~ -0 0 9415 -D2 -~ -~ -0 0 9411 -D3 -~ -~ -0 0 9405 -S -#9411 -Mob Factory Inspection Room~ -You have entered the mob factory inspections room. This is where the -mobs manufactured on the assembly lines are inspected for defects. A -whole team of inspectors from the Midgaard Inspections Bureau is -standing around, trying to look busy. Exits are south to the mob -factory inspection room, east to the primary assembly line and west to -the storage area. -~ -0 8 0 -D0 -~ -~ -0 0 9410 -D1 -~ -~ -0 0 9416 -D2 -~ -~ -0 0 9412 -D3 -~ -~ -0 0 9406 -S -#9412 -Entrance Hallway to Mob Factoy~ -You are standing in the entrance hallway of the mob factory. The sound -of machinery gets louder now, and you can hear people shouting in the -distance. Every once in a while you get creepy feeling that a pair of -eyes is observing you...... Exits are north to the inspection room, -east to the primary assembly line, south to the reject room and west -to the entrance hallway. -~ -0 8 0 -D0 -~ -~ -0 0 9411 -D1 -~ -~ -0 0 9417 -D2 -~ -~ -0 0 9413 -D3 -~ -~ -0 0 9407 -S -#9413 -Mob Factory Reject Room~ -This is the factory reject room. All the mobs that are manufactured -incorrectly or have some defect are placed here before subsequent -destruction. You shudder at the many deformed and grotesque shapes -present before you. Exits are south to the reject room and north to -the entrance hallway. -~ -0 8 0 -D0 -~ -~ -0 0 9412 -D2 -~ -~ -0 0 9414 -S -#9414 -Mob Factory Reject Room~ -This is the factory reject room. All the mobs that are manufactured -incorrectly or have some defect are placed here before subsequent -destruction. You shudder at the many deformed and grotesque shapes -present before you. The only exit is north to the reject room. -~ -0 8 0 -D0 -~ -~ -0 0 9413 -S -#9415 -Primary Assembly Line~ -This is the primary assembly line of the mob factory. Here, all the -mobs seen roaming around the city of Midgaard are manufactured from -raw materials. There is a big conveyor belt present which makes a lot -of noise! It seems that the workers are making drunks today. Exits are -east to the secondary assembly line, south to the primary assembly -line and west to the inspection room. -~ -0 8 0 -D1 -~ -~ -0 0 9420 -D2 -~ -~ -0 0 9416 -D3 -~ -~ -0 0 9410 -S -#9416 -Primary Assembly Line~ -This is the primary assembly line of the mob factory. Here, all the -mobs seen roaming around the city of Midgaard are manufactured from -raw materials. There is a big conveyor belt present which makes a lot -of noise! It seems that the workers are making drunks today. Exits are -east to the secondary assembly line, north and south to the primary -assembly line and west to the inspection room. -~ -0 8 0 -D0 -~ -~ -0 0 9415 -D1 -~ -~ -0 0 9421 -D2 -~ -~ -0 0 9417 -D3 -~ -~ -0 0 9411 -S -#9417 -Primary Assembly Line~ -This is the primary assembly line of the mob factory. Here, all the -mobs seen roaming around the city of Midgaard are manufactured from -raw materials. There is a big conveyor belt present which makes a lot -of noise! It seems that the workers are making drunks today. Exits are -east to the secondary assembly line, north and south to the primary -assembly line and west to the entrance hallway. -~ -0 8 0 -D0 -~ -~ -0 0 9416 -D1 -~ -~ -0 0 9422 -D2 -~ -~ -0 0 9418 -D3 -~ -~ -0 0 9412 -S -#9418 -Primary Assembly Line~ -This is the primary assembly line of the mob factory. Here, all the -mobs seen roaming around the city of Midgaard are manufactured from -raw materials. There is a big conveyor belt present which makes a lot -of noise! It seems that the workers are making drunks today. Exits are -east to the secondary assembly line, north and south to the primary -assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9417 -D1 -~ -~ -0 0 9423 -D2 -~ -~ -0 0 9419 -S -#9419 -Primary Assembly Line~ -This is the primary assembly line of the mob factory. Here, all the -mobs seen roaming around the city of Midgaard are manufactured from -raw materials. There is a big conveyor belt present which makes a lot -of noise! It seems that the workers are making drunks today. Exits are -east to the secondary assembly line and north to the primary -assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9418 -D1 -~ -~ -0 0 9424 -S -#9420 -Secondary Assembly Line~ -This is the secondary asembly line of the mob factory. You are -surprised to see cityguard heads come floating on the conveyor belt! -The very sight is sickening, but the workers seem to be quite -cheerful about their work. Exits are south to the secondary assembly -line and west to the primary assembly line. -~ -0 8 0 -D2 -~ -~ -0 0 9421 -D3 -~ -~ -0 0 9415 -S -#9421 -Secondary Assembly Line~ -This is the secondary asembly line of the mob factory. You are -surprised to see cityguard heads come floating on the conveyor belt! -The very sight is sickening, but the workers seem to be quite -cheerful about their work. Exits are north and south to the secondary -assembly line and west to the primary assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9420 -D2 -~ -~ -0 0 9422 -D3 -~ -~ -0 0 9416 -S -#9422 -Secondary Assembly Line~ -This is the secondary asembly line of the mob factory. You are -surprised to see cityguard heads come floating on the conveyor belt! -The very sight is sickening, but the workers seem to be quite -cheerful about their work. Exits are north and south to the secondary -assembly line and west to the primary assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9421 -D2 -~ -~ -0 0 9423 -D3 -~ -~ -0 0 9417 -S -#9423 -Secondary Assembly Line~ -This is the secondary asembly line of the mob factory. You are -surprised to see cityguard heads come floating on the conveyor belt! -The very sight is sickening, but the workers seem to be quite -cheerful about their work. Exits are north and south to the secondary -assembly line and west to the primary assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9422 -D2 -~ -~ -0 0 9424 -D3 -~ -~ -0 0 9418 -S -#9424 -Secondary Assembly Line~ -This is the secondary asembly line of the mob factory. You are -surprised to see cityguard heads come floating on the conveyor belt! -The very sight is sickening, but the workers seem to be quite -cheerful about their work. Exits are north to the secondary -assembly line and west to the primary assembly line. -~ -0 8 0 -D0 -~ -~ -0 0 9423 -D3 -~ -~ -0 0 9419 -S -#0 - - -#RESETS -M 0 9405 7 9401 -M 0 9401 5 9402 -M 0 9402 1 9403 -M 0 9405 7 9404 -M 0 9403 9 9406 -M 0 9405 7 9408 -M 0 9401 5 9408 -M 0 9405 7 9409 -M 0 9407 4 9410 -M 0 9404 6 9410 -M 0 9403 9 9410 -M 0 9407 4 9411 -M 0 9401 5 9411 -M 0 9404 6 9413 -M 0 9403 9 9414 -M 0 9405 7 9415 -M 0 9406 9 9415 -M 0 9406 9 9416 -M 0 9406 9 9417 -M 0 9406 9 9418 -M 0 9401 5 9418 -M 0 9406 9 9419 -M 0 9406 9 9420 -M 0 9407 4 9420 -M 0 9405 7 9421 -M 0 9403 9 9421 -M 0 9403 9 9422 -M 0 9406 9 9423 -M 0 9403 9 9423 -M 0 9403 9 9424 -M 0 9406 9 9424 -M 0 9405 7 9424 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/moria.are b/data/realm/areas_smaug1.4a/moria.are deleted file mode 100644 index a799d76..0000000 --- a/data/realm/areas_smaug1.4a/moria.are +++ /dev/null @@ -1,2687 +0,0 @@ -#AREA Moria~ - -#VERSION 1 - -#AUTHOR Alfa~ - -#RANGES -5 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#4100 -mage~ -the Mage~ -A small intelligent looking mage is standing here. It looks like he -knows his way with magic. -~ -This guy can ace the SAT with his frontal lobe tied behind his back. -~ -39 8 -100 S -13 10 2 13d13+130 2d6+0 -1500 17000 -112 112 1 -#4101 -troll~ -the troll~ -This large mean-looking troll wants to take a closer look at you. -~ -Whilst you look at this troll, you realize he is trying to -figure just how tender you are. -~ -39 0 -800 S -12 8 1 2d10+100 2d7+1 -500 15000 -112 112 1 -#4102 -guardian snake~ -the guardian snake~ -A large green snake is guardian for something. -~ -You take a closer look at this large snake while it tries to -bite your head off! -~ -39 0 -700 S -10 8 5 10d10+100 2d5+2 -0 9000 -112 112 1 -#4104 -orc~ -the orc~ -An ugly orc is standing here waiting for someone to practice on. -~ -Yrkk.. He belches in your face! -~ -229 0 -200 S -7 14 4 1d5+90 2d4+1 -200 2250 -112 112 1 -#4105 -centipede~ -a centipede~ -A small harmless centipede is here looking for some vegetation to eat. -~ -It doesn't seem to pay any attention towards you. You are probably -not important. -~ -3 0 300 S -6 15 4 3d10+50 1d8+1 -0 1500 -112 112 0 -#4106 -warrior~ -the Warrior~ -A human warrior grins an evil grin in your face. -~ -He doesn't look friendly at all... He is no Mr. Rogers! -~ -101 0 -300 S -9 10 3 3d10+100 2d6+1 -500 9000 -112 112 1 -#4107 -kobold~ -the green kobold~ -A green kobold hobbles along the cave walls puking periodically. -~ -It looks a little sick. Something he ate maybe? -~ -101 0 -100 S -7 14 4 2d10+20 1d10+0 -20 3000 -112 112 1 -#4150 -bat blue~ -the blue bat~ -A blue bat flies in circles while electrical charges arc here and there. -~ -Bzzzt. Zap. Crackle. Speak about static electricity! -~ -35 0 -100 S -7 15 4 3d10+70 1d7+1 -0 2200 -112 112 0 -#4151 -bat red~ -the red bat~ -A red bat hangs upside down from the ceiling, glowing. -~ -You can definitely feel some heat from this thing. A fever perhaps? -~ -35 0 -100 S -7 15 4 3d10+70 1d7+1 -0 2200 -112 112 0 -#4152 -bat green~ -the green bat~ -A green bat flies from wall to wall leaving an awful smell. -~ -Whew! What a stinker! -~ -35 0 -100 S -7 15 4 3d10+70 1d7+1 -0 2200 -112 112 0 -#4153 -bat white~ -the white bat~ -A white bat rests on the ceiling. You wonder where the cold is coming from. -~ -Brrr! You almost can't distinguish this bat from an ice cube. -~ -35 0 -100 S -7 15 4 3d10+70 1d7+1 -0 2200 -112 112 0 -#4154 -bat black~ -the black bat~ -A black bat flies from wall to wall leaving something hissing behind. -~ -Amazing! This bat is grooming itself with acid! -~ -35 0 -100 S -7 15 4 3d10+70 1d7+1 -0 2200 -112 112 0 -#4155 -thief~ -the thief~ -A sneaky thief appears and disappears within the shadows. -~ -He definitely knows what he's doing. Trust him. -~ -69 32770 400 S -12 7 1 3d20+130 2d7+1 -2000 14000 -112 112 1 -#4156 -troll~ -the troll~ -A large ugly troll is here mumbling something. -~ -He looks quite mean. Don't mess with him. -~ -39 0 -700 S -14 8 1 8d20+140 2d7+1 -3000 20000 -112 112 1 -#4157 -mage~ -the Mage~ -A small man is here researching magical incantations. -~ -His little head is buried into his magic books. He'd be very -angry should you bother his studies. -~ -101 0 -200 S -11 10 2 4d10+80 2d5+1 -800 11000 -112 112 1 -#4158 -snake~ -the snake~ -A brown snake hisses at you. -~ -Sickly brown as it is, you know what it really wants is you -for dinner. -~ -35 0 200 S -9 12 3 1d10+110 2d5+1 -0 8000 -112 112 1 -#4159 -troll~ -the small troll~ -A small troll is here happily dancing. Trala-la-la. La-la. -~ -He is so happy, you are disgusted. Kill him now! -~ -101 0 -300 S -8 13 3 3d10+80 2d5+2 -500 5000 -112 112 1 -#4160 -orc~ -the orc~ -A large orc growls in your face. -~ -He is just looking for a fight isn't he? -~ -101 0 -200 S -9 12 3 1d20+100 2d5+1 -500 6000 -112 112 1 -#4000 -python snake~ -the huge python~ -The huge python rears its head and hisses at you. -~ -It sways back and forth contemplating whether or not to eat you. -~ -35 8 -200 S -11 7 3 11d11+110 3d6+0 -0 5000 -112 112 1 -#4001 -garter snake~ -the garter snake~ -A small green garter snake slithers along the floor. -~ -It looks harmless enough. Or is it? -~ -3 0 -100 S -7 12 4 7d7+70 2d6+1 -0 1500 -112 112 0 -#4002 -centipede~ -the centipede~ -A small centipede here is looking for vegetation. -~ -It looks completely harmless but who knows for sure? -~ -3 0 100 S -3 20 6 3d3+30 1d6+0 -0 400 -112 112 0 -#4003 -kobold~ -the kobold~ -An ugly kobold mumbles something under its breath. -~ -It looks ugly enough to scare its own mother. -~ -69 0 -100 S -4 16 5 4d4+40 1d8+1 -50 500 -112 112 0 -#4004 -orc~ -the orc~ -This orc is frothing around the mouth. Better stay away. -~ -You notice a slight tinge of madness in his eyes. -~ -101 0 -400 S -5 15 5 5d5+50 2d4+0 -100 700 -112 112 1 -#4005 -orc~ -the large orc~ -This large orc is looking for someone small to pick on. -~ -The orc says, "Whatcha look'n at?" -~ -69 0 -500 S -7 11 2 7d7+70 2d6+2 -200 1500 -112 112 1 -#4050 -warrior~ -the warrior~ -This tall warrior has more scars than even you! -~ -He's surely a strong, brainless fighter. Like you. -~ -103 0 -300 S -12 8 -1 12d12+120 2d8+1 -1000 5000 -112 112 1 -#4051 -warrior~ -the warrior~ -This veteran warrior could even be your father. -~ -He seems to know his way with weapons. And he wants -to show you what he can do! -~ -101 0 -400 S -7 13 3 7d7+70 2d5+0 -200 1500 -112 112 1 -#4052 -hobgoblin~ -the hobgoblin~ -A small beat-up hobgoblin cringes in the corner. -~ -Looking into the eyes of this poor soul makes you feel -sad as you see the terror and fear in its eyes. Why -don't you put it out of its misery? -~ -69 0 -300 S -6 12 6 6d6+60 2d4+0 -100 1000 -112 112 1 -#4053 -snake~ -the snake~ -A sickly brown snake watches you with caution. -~ -A closer look reveals a hungry demeanor. Don't get too close! -~ -35 0 -600 S -10 10 4 10d10+100 3d5+1 -0 1000 -112 112 0 -#4054 -centipede~ -the centipede~ -A white centipede crawls along the cave floors randomly. -~ -The centipede doesn't really seem to notice you. -~ -3 0 -100 S -5 17 5 5d5+50 1d7+0 -0 100 -112 112 0 -#4055 -hobgoblin~ -the large hobgoblin~ -A large hobgoblin is here wondering if he should tear you apart. -~ -Red, bloodshot eyes and drool dripping from its mouth makes you -wonder just how far away you should be. -~ -69 0 -500 S -10 11 2 1d10+120 2d6+1 -300 4000 -112 112 1 -#4056 -orc~ -the orc~ -An orc is here, looking for something (or perhaps someone) to eat. -~ -As you already know, orcs have quite a ravenous appetite. -Care to be dinner? -~ -101 0 -800 S -8 13 2 3d10+100 2d5+2 -150 1000 -112 112 1 -#4057 -lion mountain~ -the mountain lion~ -A mountain lion bears its teeth at the sight of more food. -~ -Huge claws and big teeth make quite a fearsome opponent for -the weary. Are you next? -~ -97 0 -100 S -5 16 5 1d10+60 2d4+0 -0 900 -112 112 1 -#4058 -giant hill~ -the hill giant~ -A hill giant is here tossing rocks around. Marbles perhaps? -~ -The hill giant looks like he's about 9 feet tall. By his actions you -come to the conclusion that he's not very intelligent. A perfect -playmate for you. -~ -65 0 0 S -13 8 2 1d10+160 2d10+0 -1000 16500 -112 112 1 -#0 - - -#OBJECTS -#4100 -blade black demon~ -a black demon blade~ -An evil black demon blade is here.~ -~ -5 512 0 -0 3 4 11 -8 10000 3500 -E -blade~ -You'll become as evil as the weapon, if you use it! -~ -#4101 -gloves~ -swordsman's gloves~ -Some gloves are here. They look like the right equipment for fighting.~ -~ -9 512 129 -2 0 0 0 -1 1500 500 -A -18 2 -A -19 1 -#4102 -scroll ysafg~ -a scroll which reads "ysafg"~ -A scroll which reads "ysafg", it looks very fragile and quite old.~ -~ -2 0 1 -1 -1 -1 -1 -1 1500 500 -'identify' 'NONE' 'NONE' -E -scroll~ -It looks informative. -~ -#4103 -slime mold~ -a green slime mold~ -A green slime mold is here. Stinks like sh**.~ -~ -19 0 1 -24 0 0 0 -1 20 8 -E -slime mold~ -It wasn't mend to be food, - Certainly not for humans. -~ -#4104 -slime mold~ -a green slime mold~ -A green slime mold is here. Stinks like sh**.~ -~ -19 0 1 -24 0 0 1 -1 20 8 -E -slime mold~ -It wasn't mend to be food, - Certainly not for humans. -~ -#4150 -black potion~ -a black potion~ -A thick black potion is here.~ -~ -10 0 1 -15 -1 -1 -1 -1 100 35 -'cure critical' 'NONE' 'NONE' -E -potion black~ -It looks healthy. -~ -#4151 -staff oak~ -a heavy oak staff~ -A ancient heavy oak staff is here.~ -~ -4 512 16385 -15 4 2 -1 -10 3000 1000 -'harm' -E -staff oak~ -You see it has some sort of runes on it. -~ -E -runes~ -The runes says : Funthark. -~ -#4152 -dagger light silver~ -a light silver dagger~ -A light silver dagger is here.~ -~ -5 1024 8193 -0 2 5 11 -4 6000 2000 -E -dagger light silver~ -It looks like an excellent weapon for thieves. -~ -#4000 -ring yellow green~ -a yellow and green ring~ -A ring, with yellow and green ornamentation. It looks very old.~ -~ -9 0 16387 -0 0 0 0 -1 50 20 -E -ring~ -It feels heavy. -~ -A -1 -2 -#4001 -corpse~ -a corpse~ -A halfway decayed corpse of a goblin.~ -~ -15 0 1 -1 0 -1 0 -10 0 500 -#4002 -coins~ -some coins~ -A small pile of coins.~ -~ -20 0 1 -500 0 0 0 -1 0 0 -#4050 -potion purple~ -a purple potion~ -A purple potion is here.~ -~ -10 0 16385 -17 -1 -1 -1 -1 500 200 -'cure blindness' 'sanctuary' 'NONE' -E -potion purple~ -It looks rather strange! -~ -#4051 -helmet metal~ -a metal helmet~ -A metal helmet is here.~ -~ -9 0 16401 -3 0 0 0 -4 3000 1000 -A -24 -2 -A -23 -2 -#4052 -mushroom~ -a mushroom~ -A small mushroom is here.~ -~ -19 0 16385 -2 0 0 1 -1 9 3 -E -mushroom~ -Let's put it this way - I wouldn't eat it ! -~ -#4053 -dirk~ -a thieves dirk~ -A beautifully crafted dirk is lying here.~ -~ -5 0 8193 -0 2 6 11 -2 850 400 -E -dirk~ -It's a medium sized, beautifully crafted dirk made from grey alloy. -Its blade is double-edged and very thin ... this looks like a good -thieves weapon. -~ -A -18 1 -A -19 2 -#0 - - -#ROOMS -#4100 -The tunnel~ -Suddenly you feel that the tunnel leads slightly down. -~ -0 13 3 -D0 -~ -~ -0 0 4052 -D3 -~ -~ -0 0 4101 -S -#4101 -The long tunnel~ -You are in a long east-west leading tunnel. The tunnel is quite -wide at this point. -~ -0 9 3 -D1 -~ -~ -0 0 4100 -D3 -~ -~ -0 0 4102 -S -#4102 -The long tunnel~ -You are in a long east-west leading tunnel. The tunnel becomes -narrow to the west. -~ -0 9 3 -D1 -~ -~ -0 0 4101 -D3 -~ -~ -0 0 4103 -S -#4103 -The long tunnel~ -You are in a long east-west leading tunnel. The tunnel is quite -narrow at this point. You notice a small hole leading south. -~ -0 9 3 -D1 -~ -~ -0 0 4102 -D2 -~ -~ -0 0 4106 -D3 -~ -~ -0 0 4104 -S -#4104 -The long tunnel~ -You are in a long east-west leading tunnel. The tunnel starts sloping -down towards the west. -~ -0 9 3 -D1 -~ -~ -0 0 4103 -D3 -~ -~ -0 0 4152 -S -#4105 -The golden cave~ -You are in a giant cave, all the walls are shining with a soft golden -light. The cave continues to the south and west. -~ -0 8 1 -D2 -~ -~ -0 0 4108 -D3 -~ -~ -0 0 4106 -S -#4106 -The golden cave~ -You are in a giant cave, all the walls are shining with a soft golden -light. The cave continues to the south and east, to the north is a narrow -tunnel. -~ -0 8 1 -D0 -~ -~ -0 0 4103 -D1 -~ -~ -0 0 4105 -D2 -~ -~ -0 0 4109 -S -#4107 -The passage~ -You are in a small passage, it leads south, to the west is a golden -cave. -~ -0 9 3 -D2 -~ -~ -0 0 4113 -D3 -~ -~ -0 0 4108 -S -#4108 -The golden cave~ -You are in a giant cave, all the walls are shining with a soft golden -light. The cave continues to the north and west, east from you there is -a small passage. -~ -0 8 1 -D0 -~ -~ -0 0 4105 -D1 -~ -~ -0 0 4107 -D3 -~ -~ -0 0 4109 -S -#4109 -The golden cave~ -You are in a giant cave, all the walls are shining with a soft golden -light. The cave continues to the south, east and north. -~ -0 8 1 -D0 -~ -~ -0 0 4106 -D1 -~ -~ -0 0 4108 -D2 -~ -~ -0 0 4114 -S -#4110 -The tunnel~ -You are at the end of the tunnel. -~ -0 13 3 -D3 -~ -~ -0 0 4111 -S -#4111 -The tunnel~ -You are in a small tunnel, it leads from east to the west. -~ -0 9 3 -D1 -~ -~ -0 0 4110 -D3 -~ -~ -0 0 4112 -S -#4112 -The tunnel~ -You are in a larger tunnel, it leads from west to east. -~ -0 9 3 -D1 -~ -~ -0 0 4111 -D3 -~ -~ -0 0 4113 -S -#4113 -The passage~ -You are in a passage that leads towards the south. To the east -you see a tunnel. -~ -0 9 3 -D0 -~ -~ -0 0 4107 -D1 -~ -~ -0 0 4112 -D2 -~ -~ -0 0 4116 -S -#4114 -The golden cave~ -You are in a giant cave, all the walls are shining with a soft golden -light. The cave continues to the north, to the west you see a dark -passage. -~ -0 8 1 -D0 -~ -~ -0 0 4109 -D3 -~ -~ -0 0 4115 -S -#4115 -The dark passage.~ -You are in a dark passage, that leads east. In the ceiling you notice -a small hole, just big enough to pass through. -~ -0 9 3 -D1 -~ -~ -0 0 4114 -D4 -~ -~ -0 0 4021 -S -#4116 -The passage~ -You are in a passage that leads north-south. You notice a small -light to the south. -~ -0 9 3 -D0 -~ -~ -0 0 4113 -D2 -~ -~ -0 0 4120 -S -#4117 -The secret chamber~ -You are in a secret chamber. -~ -0 9 3 -D2 -~ -~ -0 0 4122 -S -#4118 -The cave~ -You are in a light cave, from torches several feet above your -head fire lights the room. The cave continues to the west and south. -To the north a small hole leads to a tunnel. -~ -0 8 1 -D2 -~ -~ -0 0 4123 -D3 -~ -~ -0 0 4119 -S -#4119 -The cave~ -You are in a light cave, from torches several feet above your -head fire lights the room. The cave continues to the east and south. -~ -0 8 1 -D1 -~ -~ -0 0 4118 -D2 -~ -~ -0 0 4124 -D3 -~ -~ -0 0 4121 -S -#4120 -The passage~ -You are in a north-south leading passage. To the south you see light. -~ -0 9 3 -D0 -~ -~ -0 0 4116 -D2 -~ -~ -0 0 4125 -S -#4121 -The secret tunnel~ -You are in a secret tunnel that leads west, you feel evilness -approaching you as you continue west. -~ -0 9 3 -D1 -~ -~ -0 0 4119 -D3 -~ -~ -0 0 4122 -S -#4122 -The secret chamber~ -You are in a secret chamber, the room is filled with an evil -feeling. -~ -0 9 3 -D0 -~ -~ -0 0 4117 -D1 -~ -~ -0 0 4121 -S -#4123 -The cave~ -You are in a light cave, from torches several feet above your -head fire lights the room. The cave continues to the north and west. -~ -0 8 1 -D0 -~ -~ -0 0 4118 -D3 -~ -~ -0 0 4124 -S -#4124 -The cave~ -You are in a light cave, from torches several feet above your -head fire lights the room. The cave continues to the east and north. -To the west a passage leads north. -~ -0 8 1 -D0 -~ -~ -0 0 4119 -D1 -~ -~ -0 0 4123 -D3 -~ -~ -0 0 4125 -S -#4125 -The passage~ -You are in a passage, to the east you see a cave. Light from the -cave lights up the passage. To the north the passage leads into -the darkness. -~ -0 9 3 -D0 -~ -~ -0 0 4120 -D1 -~ -~ -0 0 4124 -S -#4150 -The dark hole~ -You are standing at a hole, a small passage leads south. You see -some inscriptions on the wall, most of 'em the usual stuff, like: -'Super Snude was here' and 'Why does the mayor likes secretaries with -small hands?' - But one inscription gets your attention, it says: -The Balrog is ALIVE ... -~ -0 13 3 -D2 -~ -~ -0 0 4151 -S -#4151 -The small passage~ -You are in a small passage, to the north you see a hole, and to -the south you see a large tunnel. The air is damp in this area. -~ -0 9 3 -D0 -~ -~ -0 0 4150 -D2 -~ -~ -0 0 4156 -D3 -~ -~ -0 0 4155 -S -#4152 -The tunnel~ -You suddenly feel that the tunnel leads down. -~ -0 13 3 -D1 -~ -~ -0 0 4104 -D2 -~ -~ -0 0 4153 -S -#4153 -The large tunnel~ -You are in a large tunnel leading from the south to the east. The -air is damp in the area. -~ -0 9 3 -D0 -~ -~ -0 0 4152 -D1 -~ -~ -0 0 4154 -D2 -~ -~ -0 0 4157 -S -#4154 -The large tunnel~ -You are in a large east-west leading tunnel, the air is damp and -the floor is wet. -~ -0 9 3 -D1 -~ -~ -0 0 4155 -D3 -~ -~ -0 0 4153 -S -#4155 -The large tunnel~ -You are in a large tunnel, the tunnel leads west, and to the east -you notice a long tunnel. The air is damp in this area. -~ -0 9 3 -D1 -~ -~ -0 0 4151 -D3 -~ -~ -0 0 4154 -S -#4156 -The long tunnel~ -You are standing in a long north-south tunnel. -~ -0 9 3 -D0 -~ -~ -0 0 4151 -D2 -~ -~ -0 0 4160 -S -#4157 -The wet tunnel~ -You are in a wet, north-south leading tunnel, the floor is -partly covered by water. -~ -0 9 3 -D0 -~ -~ -0 0 4153 -D2 -~ -~ -0 0 4161 -D1 -~ -~ -0 0 4158 -S -#4158 -The small maze~ -You are in a small maze, exits leads off to the east, south -and west. The floor is partly covered by water. -~ -0 9 3 -D1 -~ -~ -0 0 4159 -D2 -~ -~ -0 0 4162 -D3 -~ -~ -0 0 4157 -S -#4159 -The small maze~ -You are in a small maze, exits leads off only to the south -and west. The air is damp in this maze. -~ -0 9 3 -D2 -~ -~ -0 0 4163 -D3 -~ -~ -0 0 4158 -S -#4160 -In the tunnel at the inscription~ -You are in a north-south leading tunnel, the air is damp. On -the wall there is an inscription. -~ -0 9 3 -D0 -~ -~ -0 0 4156 -D2 -~ -~ -0 0 4164 -E -inscription~ -It says: - - Year 631 after the destruction of the dwarven realm. - - We found the sword of the dwarven king, but it was guarded -by a large green dragon. All but two died immediately as the -dragon breathed poison gas; we are also going to die soon. - - Trather and Oralane -~ -S -#4161 -The wet tunnel~ -You are in a north-south leading tunnel. The floor is fully -covered by water. -~ -0 9 3 -D0 -~ -~ -0 0 4157 -D2 -~ -~ -0 0 4165 -S -#4162 -The small maze~ -You are in a small maze. The floor is mainly covered by -water, exits leads north, east and south. -~ -0 9 3 -D0 -~ -~ -0 0 4158 -D1 -~ -~ -0 0 4163 -D2 -~ -~ -0 0 4166 -S -#4163 -The small maze~ -You are in a small maze, where the air is damp. Exits -leads to the north and east. -~ -0 9 3 -D0 -~ -~ -0 0 4159 -D1 -~ -~ -0 0 4164 -D3 -~ -~ -0 0 4162 -S -#4164 -The entrance to the small maze~ -You are in a north-south leading tunnel, and the air is damp. -To the west you see a small maze. -~ -0 9 3 -D0 -~ -~ -0 0 4160 -D2 -~ -~ -0 0 4168 -D3 -~ -~ -0 0 4163 -S -#4165 -In the water~ -You are standing in water, the tunnel continues both to the -north and south. -~ -0 9 6 -D0 -~ -~ -0 0 4161 -D2 -~ -~ -0 0 4169 -S -#4166 -The wet maze~ -You are in a part of the maze where the floor is fully covered -by water. The maze continues to the north, east and south. -~ -0 9 3 -D0 -~ -~ -0 0 4162 -D1 -~ -~ -0 0 4167 -D2 -~ -~ -0 0 4170 -S -#4167 -The wet maze~ -You are in a small maze, the floor is covered by water, the -maze continues east, west and south. -~ -0 9 3 -D1 -~ -~ -0 0 4168 -D2 -~ -~ -0 0 4171 -D3 -~ -~ -0 0 4166 -S -#4168 -The end of the tunnel~ -The tunnel suddenly stops here, only exit is to the east. -The air is damp here. -~ -0 9 3 -D0 -~ -~ -0 0 4164 -D3 -~ -~ -0 0 4167 -S -#4169 -In the water~ -You are standing in the water, exits leads both north and east. -~ -0 9 6 -D0 -~ -~ -0 0 4165 -D1 -~ -~ -0 0 4170 -S -#4170 -In the water~ -You are standing in the water, it continues east and west. -~ -0 9 6 -D0 -~ -~ -0 0 4166 -D1 -~ -~ -0 0 4172 -D3 -~ -~ -0 0 4169 -S -#4171 -End of maze~ -You are at the end of the small maze which continues north. -Above you a hole leads up. -~ -0 13 3 -D0 -~ -~ -0 0 4167 -D4 -~ -~ -0 0 4074 -S -#4172 -At the sand bar~ -You are on a little sand bar in the water. -~ -0 9 3 -D3 -~ -~ -0 0 4170 -S -#3900 -West trail around Midgaard~ -You are on a dusty trail following the outside wall of Midgaard. -To the east the wall towers over you and to the west you see the -forest of Haon-Dor. The trail leads north and south along the wall. -~ -0 0 2 -D0 -The dusty trail winds north closely to the wall. -~ -~ -0 -1 3901 -D2 -The dusty trail leads to outside the west gate of Midgaard. -~ -~ -0 -1 3052 -S -#3901 -West trail around Midgaard~ -You are on a dusty trail following the outside wall of Midgaard. -To the east the wall towers over you and to the west you see the -forest of Haon-Dor. The trail leads north and south along the wall. -~ -0 0 2 -D0 -To the north you notice the path makes a turn, following the City wall. -~ -~ -0 -1 3902 -D2 -The dusty trail continues towards the south. -~ -~ -0 -1 3900 -S -#3902 -Northwest corner of dusty trail.~ -You are standing outside the northwestern corner of the city wall. -The trail leads east following the north wall and south towards the gate. -~ -0 0 2 -D1 -The dusty trail winds close up to the north wall of Midgaard. -~ -~ -0 -1 3903 -D2 -The dusty trail leads south towards the gate. -~ -~ -0 -1 3901 -S -#3903 -Dusty trail along north wall.~ -You are walking on the trail following the outside of Midgaard's -northern wall. -~ -0 0 2 -D1 -The dusty trail is winding along the north wall of Midgaard. -~ -~ -0 -1 3904 -D3 -The dusty trail turns left around the corner of the wall, behind it Haon-Dor. -~ -~ -0 -1 3902 -S -#3904 -The long dusty trail following the north wall.~ -You are walking along the north wall. This is the rear of the Temple. -It is not as pompous and impressive from this side. To the north the plains -extend towards the horizon. -You notice some markings on the wall here. -~ -0 0 2 -D0 -A small path extends into the plains. -~ -~ -0 -1 300 -D1 -The dusty trail is winding along the north wall of Midgaard. -~ -~ -0 -1 3905 -D3 -The dusty trail is winding along the north wall of Midgaard. -~ -~ -0 -1 3903 -E -wall markings writing~ -The markings are made with the hand of a child. -They read : Tear down the Wall -Pink Floyd -~ -S -#3905 -Dusty trail along north wall.~ -You are walking on the trail following the outside of Midgaard's -northern wall. -~ -0 0 2 -D1 -The dusty trail turns right around the corner of the wall. -You notice some mountains in the distance. -~ -~ -0 -1 3906 -D3 -The dusty trail is winding along the north wall of Midgaard. -~ -~ -0 -1 3904 -S -#3906 -Northeast corner of dusty trail.~ -You are standing outside the northeastern corner of the city wall. -The trail leads west following the north wall and south towards the gate. -~ -0 0 2 -D2 -The dusty trail leads south towards the gate. -~ -~ -0 -1 3907 -D3 -The dusty trail winds close up to the north wall of Midgaard. -~ -~ -0 -1 3905 -S -#3907 -East trail around Midgaard~ -You are on a dusty trail following the outside wall of Midgaard. -To the west the wall towers over you and far to the east you see -some mountains. The trail leads north and south along the wall. -~ -0 0 2 -D0 -To the north you notice the path makes a turn, following the City wall. -~ -~ -0 -1 3906 -D2 -The dusty trail continues towards the south. -~ -~ -0 -1 3908 -S -#3908 -East trail around Midgaard~ -You are on a dusty trail following the outside wall of Midgaard. -To the west the wall towers over you and far to the east you see -some mountains. The trail leads north and south along the wall. -~ -0 0 2 -D0 -The dusty trail winds north closely to the wall. -~ -~ -0 -1 3907 -D2 -The dusty trail leads to outside the east gate of Midgaard. -~ -~ -0 -1 3053 -S -#4000 -The hills~ -You are on a small bewildered path winding its way between the hills in -lack of better things to do. To the south you have a splendid view over the -flat, vast, desolate plains. To the north the hills grow steadily darker and -foreboding. This is the cause of no sunset, it is rather the power of evil -penetrating these quiet hills. Glancing around you notice only a single bird. -~ -0 4 4 -D0 -~ -~ -0 0 4001 -D1 -You see some less desolate hills east. -~ -~ -0 0 4785 -D2 -~ -~ -0 0 3500 -S -#4001 -The hills~ -You are surrounded by dark and sinister hills. Although they seemed fairly -small from a distance you now get the feeling that they're closing in on you, -towering over you, overwhelming you ... The small path seems to have second -thoughts about these hills because it starts winding unnecessarily, turning -several times around itself. To the south the hills have a lighter hue of -dark. To the north however, the hills have become nightblack holes in the -distant mountains. -~ -0 4 4 -D0 -~ -~ -0 0 4002 -D2 -~ -~ -0 0 4000 -S -#4002 -End of the path~ -At this point the path has had enough. With a terrified shudder it cowers -to the ground, only staying here because you're standing on it. with a slight -feeling of unease you look around noticing only a few bushes and a large sign -carved into the mountain. You feel you can hear the cry of help from a -thousand silent voices all coming from an even darker hole in the mountain to -the north marking the entrance to a cave (or a grave :-). -~ -0 4 4 -D0 -~ -~ -0 0 4010 -D2 -~ -~ -0 0 4001 -E -bushes~ -Small crippled bushes desperately trying to grow south. -~ -E -sign~ -The sign says: - - /---------------------\ - | The Mines of Moria! | - | | - | Four levels. | - | | - | Watch for mages! | - | | - \---------------------/ - | | - | | - | | - | | - | | -~ -S -#4010 -The cave~ -You are in a large cave. The ceiling is lost somewhere above the reach of -your light. The floor, however, is highly illuminated, your light flickering -over several tombstones. Only one is whole, the rest have been shattered by -some savage blow. The remaining tombstone looks disturbingly new... -A small breeze of fresh air enters from the south (probably lost too). Take a -good breath, it may be your last mouthful of air in a long, long time that -others haven't breathed before you. -To the north a small tunnel continues into the mountain. -~ -0 9 2 -D0 -~ -~ -0 0 4011 -D2 -~ -~ -0 0 4002 -E -tombstone~ -The stone is inscribed with the unfortunate player's famous last words: - - "What are you worrying about, it is just a small harmless snake" -~ -S -#4011 -The tunnel~ -You squeeze your way through a small, narrow tunnel. The sharp-edged rocks -protruding from the walls threaten to scratch and cut you. -To the south you sense a freshness in the air which is rather unusual in these -damp, stuffy tunnels. To the north the tunnel continues. -~ -0 9 3 -D0 -~ -~ -0 0 4014 -D2 -~ -~ -0 0 4010 -S -#4012 -The tunnel~ -You are in a part of the tunnel that looks uncannily like the rest except -that it goes in a east-north direction. To the north the tunnel widens into -a cave. -~ -0 9 3 -D0 -~ -~ -0 0 4016 -D1 -~ -~ -0 0 4013 -S -#4013 -The tunnel~ -This tunnel, leading east-west, seems seldom used. A thick layer of dust -covers the floor, making the air stuffy and dry. -~ -0 9 3 -D1 -~ -~ -0 0 4014 -D3 -~ -~ -0 0 4012 -S -#4014 -The tunnel~ -You are walking in a narrow tunnel. The walls are only roughly shaped, -sharp rocks protruding everywhere, even from the floor making you stumble in -the flickering light. To the south the tunnel narrows even more making it -almost impossible to pass. To the north it slowly widens into a cave. There -is a branch of the tunnel going west. -~ -0 9 3 -D0 -~ -~ -0 0 4018 -D1 -~ -~ -0 0 4015 -D2 -~ -~ -0 0 4011 -D3 -~ -~ -0 0 4013 -S -#4015 -The tunnel~ -You are in a corner tunnel leading west and north. -~ -0 9 3 -D0 -~ -~ -0 0 4019 -D3 -~ -~ -0 0 4014 -S -#4016 -The large cave~ -You are in a large cave, the cave continues east and west, to the south -you notice a small tunnel. -~ -0 9 2 -D1 -~ -~ -0 0 4017 -D2 -~ -~ -0 0 4012 -D3 -~ -~ -0 0 4023 -S -#4017 -The large cave~ -You are in the east end of the large cave. -~ -0 9 2 -D3 -~ -~ -0 0 4016 -S -#4018 -The cave~ -You are in the south end of a cave, to the south you see a tunnel. You -notice a large pile of bones in the corner. -~ -0 9 2 -D0 -~ -~ -0 0 4025 -D2 -~ -~ -0 0 4014 -E -pile bones~ -Some of the bones are human! -~ -S -#4019 -The tunnel~ -You are in a north-south leading tunnel. -~ -0 9 3 -D0 -~ -~ -0 0 4026 -D2 -~ -~ -0 0 4015 -S -#4020 -The hole~ -You are by a hole in the floor, you can leave down, or north. -~ -0 13 3 -D0 -~ -~ -0 0 4027 -D5 -~ -~ -0 0 4064 -S -#4021 -The hole~ -A hole in the floor leads down here. -~ -0 13 3 -D1 -~ -~ -0 0 4022 -D5 -~ -~ -0 0 4115 -S -#4022 -The damp tunnel~ -You are in a damp tunnel. Your clothes feel wet. The tunnel continues -to the north; to the west you see a hole in the floor; and to the east -there is a large cave. -~ -0 9 3 -D0 -~ -~ -0 0 4023 -D1 -~ -~ -0 0 4024 -D3 -~ -~ -0 0 4021 -S -#4023 -The large cave~ -You are in the western part of the large cave, to the south you see -a damp tunnel. -~ -0 9 2 -D1 -~ -~ -0 0 4016 -D2 -~ -~ -0 0 4022 -S -#4024 -The damp tunnel~ -You are in a corner of a damp tunnel. You can go west or south. -~ -0 9 3 -D3 -~ -~ -0 0 4022 -D2 -~ -~ -0 0 4059 -S -#4025 -The cave~ -You are in the north end of a cave. To the east you see many tunnels. -~ -0 9 2 -D1 -~ -~ -0 0 4026 -D2 -~ -~ -0 0 4018 -S -#4026 -The many tunnels~ -You are at the intersection of many tunnels. -~ -0 9 3 -D0 -~ -~ -0 0 4028 -D1 -~ -~ -0 0 4027 -D2 -~ -~ -0 0 4019 -D3 -~ -~ -0 0 4025 -S -#4027 -The tunnel~ -You are in a north-south leading tunnel, you also notice a tunnel to -the west. From the north you sense the fresh air! -~ -0 9 3 -D0 -~ -~ -0 0 4029 -D2 -~ -~ -0 0 4020 -D3 -~ -~ -0 0 4026 -S -#4028 -The smelly tunnel~ -You are in a north-south leading tunnel, you see a small light -to the north. You notice a strange smell from the north.. -~ -0 9 3 -D0 -~ -~ -0 0 4030 -D2 -~ -~ -0 0 4026 -S -#4029 -The cave~ -You are in a cave that is filled with fresh air, you sense the -wind blowing from the north. To the south you see a small tunnel -continue into the mountain. -~ -0 9 2 -D0 -~ -~ -0 0 4031 -D2 -~ -~ -0 0 4027 -S -#4030 -The light cave~ -You are in a light cave, through a hole large above you, you see -the sky. A small tunnel to the south is the only way out. -~ -0 0 2 -D2 -~ -~ -0 0 4028 -S -#4031 -The valley~ -You are in a small valley, surrounded by hills and a mountain to -the south. In the mountain there is a cave. -~ -0 0 2 -D2 -~ -~ -0 0 4029 -D0 -~ -~ -0 0 4032 -E -cave~ -Well it doesn't look nice, but it's the only way out. -~ -S -#4032 -The foothills~ -You are on a winding path that leads through the foothills on the -other side of the mountain. The path continues north. -~ -0 0 2 -D0 -~ -~ -0 0 4033 -D2 -~ -~ -0 0 4031 -S -#4033 -The intersection in the foothills~ -The small path you are following splits here. The path continues -north and south or you can follow a trail east into the mountains. -~ -0 0 2 -D0 -~ -~ -0 0 4034 -D1 -~ -~ -0 0 4037 -D2 -~ -~ -0 0 4032 -S -#4034 -The grassy area of the foothills~ -The grass here is unusually high. You notice several areas where -someone or something large has crush spots of the down. Several very -large rocks litter this area. You can go north, west or south. -~ -0 0 2 -D0 -~ -~ -0 0 4035 -D3 -~ -~ -0 0 4042 -D2 -~ -~ -0 0 4033 -S -#4035 -The foothills end~ -At this point you are leaving the foothills. You see a plains area -to the north of here. You can spot a small city in the distance from -here. -~ -0 0 2 -D0 -~ -~ -0 0 4036 -D2 -~ -~ -0 0 4034 -S -#4036 -The plains~ -The plains. Exits are south. -~ -0 0 2 -D2 -~ -~ -0 0 4035 -S -#4037 -The foothills path~ -Exits are east and west. -~ -0 0 2 -D3 -~ -~ -0 0 4033 -D1 -~ -~ -0 0 4038 -S -#4038 -Base of the mountain~ -Exits are east and west. -~ -0 0 2 -D1 -~ -~ -0 0 4039 -D3 -~ -~ -0 0 4037 -S -#4039 -A trail up the mountain~ -Exits are east and west. -~ -0 0 2 -D1 -~ -~ -0 0 4040 -D3 -~ -~ -0 0 4038 -S -#4040 -The mountain top.~ -Exits are north, east, and west. -~ -0 0 2 -D0 -~ -~ -0 0 4041 -D1 -It doesn't look safe this way. -~ -~ -0 0 7114 -D3 -~ -~ -0 0 4039 -S -#4041 -The lion's den~ -Exits are south. -~ -0 0 2 -D2 -~ -~ -0 0 4040 -S -#4042 -The level foothills~ -Exits are east and west. -~ -0 0 2 -D1 -~ -~ -0 0 4034 -D3 -~ -~ -0 0 4043 -S -#4043 -The cave entrance~ -Exits are east and west. -~ -0 0 2 -D1 -~ -~ -0 0 4042 -D3 -~ -~ -0 0 4044 -S -#4044 -The hill giant cave~ -Exits are east. -~ -0 0 2 -D1 -~ -~ -0 0 4043 -S -#4050 -The tunnel~ -The tunnel turns here, continuing to the east and south. -~ -0 9 3 -D1 -~ -~ -0 0 4051 -D2 -~ -~ -0 0 4053 -S -#4051 -The tunnel~ -You are in a narrow east-west tunnel. -~ -0 9 3 -D1 -~ -~ -0 0 4052 -D3 -~ -~ -0 0 4050 -S -#4052 -The tunnel~ -You are at a turn, the tunnel continues south and west. -~ -0 9 3 -D2 -~ -~ -0 0 4100 -D3 -~ -~ -0 0 4051 -S -#4053 -The tunnel~ -You are at a turn, the tunnel continues north and east. -~ -0 9 3 -D0 -~ -~ -0 0 4050 -D1 -~ -~ -0 0 4054 -S -#4054 -The light cave~ -You are in a cave, to south from you there is a large fire that lights -the entire cave, to the east and west tunnels leads off. -~ -0 8 2 -D1 -~ -~ -0 0 4055 -D2 -~ -~ -0 0 4056 -D3 -~ -~ -0 0 4053 -S -#4055 -The maze~ -You are in a maze of small damp tunnels. The only exit is west. -~ -0 9 3 -D3 -~ -~ -0 0 4054 -S -#4056 -The light cave~ -You are in a light cave, a large fire in front of you lights the room. -The cave continues to the north and south. -~ -0 8 2 -D0 -~ -~ -0 0 4054 -D2 -~ -~ -0 0 4061 -S -#4057 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D1 -~ -~ -0 0 4058 -D2 -~ -~ -0 0 4062 -S -#4058 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D2 -~ -~ -0 0 4063 -D3 -~ -~ -0 0 4057 -S -#4059 -The tunnel~ -You are in a tunnel, only exit is to the east. You sense that the -tunnel leads slightly down. -~ -0 13 3 -D0 -~ -~ -0 0 4024 -D1 -~ -~ -0 0 4060 -S -#4060 -The tunnel~ -You are in a small tunnel, to the west the tunnel continues and -to the east you see some light. -~ -0 9 3 -D1 -~ -~ -0 0 4061 -D3 -~ -~ -0 0 4059 -S -#4061 -The light cave~ -You are in the south end of a light cave. -~ -0 8 2 -D0 -~ -~ -0 0 4056 -D3 -~ -~ -0 0 4060 -S -#4062 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D0 -~ -~ -0 0 4057 -D1 -~ -~ -0 0 4065 -S -#4063 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D0 -~ -~ -0 0 4058 -D1 -~ -~ -0 0 4064 -S -#4064 -The tunnel~ -You are at the eastern end of a tunnel. -~ -0 9 3 -D3 -~ -~ -0 0 4063 -D4 -~ -~ -0 0 4020 -S -#4065 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D3 -~ -~ -0 0 4062 -D1 -~ -~ -0 0 4066 -S -#4066 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D1 -~ -~ -0 0 4067 -D2 -~ -~ -0 0 4069 -D3 -~ -~ -0 0 4065 -S -#4067 -The maze~ -You are in a maze of small damp tunnels. -~ -0 9 3 -D3 -~ -~ -0 0 4066 -S -#4068 -The large cave~ -You are in the northwest end of a large cave. -~ -0 9 2 -D1 -~ -~ -0 0 4069 -D2 -~ -~ -0 0 4070 -S -#4069 -The large cave~ -You are in the northeast end of a large cave. To the north the -is a small damp tunnel. -~ -0 9 2 -D0 -~ -~ -0 0 4066 -D2 -~ -~ -0 0 4071 -D3 -~ -~ -0 0 4068 -S -#4070 -The large cave~ -You are in the southwest end of a large cave. -~ -0 9 2 -D0 -~ -~ -0 0 4068 -D1 -~ -~ -0 0 4071 -S -#4071 -The large cave~ -You are in the southeast end of a large cave. To the east you -notice a small tunnel. -~ -0 9 2 -D0 -~ -~ -0 0 4069 -D1 -~ -~ -0 0 4072 -D3 -~ -~ -0 0 4070 -S -#4072 -The tunnel~ -You are in a narrow tunnel, which leads both to the east and the -south. There is also an exit towards the west, where you see a large -cave. -~ -0 9 3 -D1 -~ -~ -0 0 4073 -D2 -~ -~ -0 0 4074 -D3 -~ -~ -0 0 4071 -S -#4073 -End of tunnel~ -The tunnel stops here. -~ -0 9 3 -D3 -~ -~ -0 0 4072 -S -#4074 -The hole~ -You are at a small hole in the floor, you can either leave north -or try your luck and leave down into the unknown! -~ -0 9 3 -D0 -~ -~ -0 0 4072 -D5 -~ -~ -0 0 4171 -S -#0 - - -#RESETS -M 0 4102 3 4103 -G 1 4104 3 -G 1 4103 10 -M 0 4105 3 4108 -M 0 4102 2 4111 -G 1 4103 10 -M 0 4102 2 4111 -G 1 4104 3 -M 0 4106 2 4113 -G 1 4101 3 -M 0 4100 1 4114 -G 1 4102 4 -M 0 4107 1 4119 -G 1 4104 10 -M 0 4101 1 4122 -G 1 4100 2 -M 0 4104 3 4124 -G 1 4104 10 -M 0 4156 1 4151 -M 0 4159 2 4153 -M 0 4150 2 4155 -M 0 4152 2 4155 -M 0 4151 2 4157 -M 0 4154 2 4157 -M 0 4155 1 4158 -E 1 4152 3 16 -M 0 4151 2 4159 -M 0 4152 2 4159 -M 0 4160 2 4160 -G 1 4150 6 -M 0 4160 2 4161 -M 0 4158 2 4162 -M 0 4153 2 4164 -M 0 4154 2 4164 -M 0 4157 2 4167 -M 0 4157 2 4167 -G 1 4151 3 -M 0 4159 2 4168 -M 0 4158 2 4169 -M 0 4150 2 4170 -M 0 4153 2 4170 -M 0 4003 6 4013 -M 0 4003 6 4013 -M 0 4001 2 4015 -M 0 4004 3 4015 -M 0 4002 3 4017 -M 0 4002 3 4020 -M 0 4003 6 4021 -M 0 4003 6 4021 -M 0 4005 1 4022 -E 1 4000 5 1 -M 0 4002 3 4023 -M 0 4001 2 4025 -M 0 4003 6 4027 -M 0 4003 6 4027 -M 0 4004 3 4028 -M 0 4004 3 4028 -M 0 4000 1 4030 -G 1 4001 10 -M 0 4051 4 4050 -M 0 4054 3 4052 -M 0 4054 3 4053 -M 0 4051 4 4055 -M 0 4052 3 4056 -M 0 4056 2 4057 -M 0 4053 2 4058 -M 0 4052 3 4059 -M 0 4054 3 4060 -M 0 4050 1 4062 -G 1 4051 3 -M 0 4055 2 4064 -G 1 4050 5 -M 0 4052 3 4065 -M 0 4056 2 4067 -M 0 4053 2 4068 -O 0 4052 8 4068 -O 0 4052 8 4069 -M 0 4051 4 4070 -O 0 4052 8 4070 -M 0 4055 2 4071 -G 1 4050 5 -O 0 4052 8 4071 -M 0 4051 4 4073 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 4100 spec_cast_mage -M 4102 spec_poison -M 4150 spec_breath_lightning -M 4151 spec_breath_fire -M 4152 spec_breath_gas -M 4153 spec_breath_frost -M 4154 spec_breath_acid -M 4155 spec_thief -M 4157 spec_cast_mage -M 4158 spec_poison -M 4000 spec_poison -M 4001 spec_poison -M 4053 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/mtdoom.are b/data/realm/areas_smaug1.4a/mtdoom.are deleted file mode 100644 index 4eee973..0000000 --- a/data/realm/areas_smaug1.4a/mtdoom.are +++ /dev/null @@ -1,3802 +0,0 @@ -#AREA Mount Doom~ - -#VERSION 1 - -#AUTHOR Yaegar/Kurgan~ - -#RANGES -45 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#14700 -lord krothgar~ -the Lord Krothgar~ -The Lord Krothgar glares balefully at you. -~ -Krothgar, standing at over eight feet tall and clad in full spiked black -plate mail, is an imposing... man. It is said his fists have the power to -rend the very earth asunder if he is angered. It is small wonder the dark -powers have chosen him as their fell agent on Anon. -~ -75 8860 -1000 S -65 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14701 -death knight~ -a death knight~ -A death knight gazes evilly at you. -~ -This fellow and his comrades are servants of the demon lord Marmandes, and -will take only his orders, despite the fact that Krothgar could probably -crush him (and definitely them) with little effort. Krothgar tolerates their -presence in honor of the alliance he has forged with the dark powers to -facilitate the conquest of Anon. -~ -75 648 -1000 S -56 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14702 -iron golem~ -an iron golem~ -An iron golem stands ready to rend his master's enemies apart. -~ -This soulless automaton was created by Krothgar's fell scientist-mages to -serve him as a bodyguard (for appearance's sake only- he scarcely has need -of one) and an executioner. It will kill on a command. -~ -67 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14703 -marmandes demon prince~ -the demon prince Marmandes~ -The demon prince Marmandes watches you curiously. -~ -Marmandes has been sent here by his evil masters to observe and aid their -servant Krothgar, and as such he will prefer to avoid direct combat, being -greatly weaker on this plane than on his native, and being eager to see how -Krothgar performs. This does not mean that he will fail to defend himself -to the best of his considerable abilities if the need arises. -~ -75 700 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14704 -axtraxes arch mage~ -axtraxes~ -A vile arch mage screams at your intrusion and attacks! -~ -This foul-tempered, evil man is Krothgar's magical assistant and adviser, -and in charge of the dark lord's impressive force of mages. He is infuriated -at your untimely interruption and reacts aggressively. -~ -227 664 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14705 -high priest~ -an evil high priest~ -An evil high priest is angered by your sacrilege! -~ -You have interrupted this foul priest of unspeakable gods during a very -critical ceremony! He is extremely angry, and so will his worshippers be... -He is a total fanatic and will battle to the death. -~ -99 648 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14706 -elite guard~ -an elite guard~ -An elite guard attempts to prevent you proceeding further. -~ -This fellow is clad in full body spiked black plate mail just like his lord, -and carries a HUGE spiked morning star, which he swings casually like it was -but a wooden stick. He cries out upon spotting you, and prepares for combat. -~ -99 512 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14707 -destrier~ -a destrier~ -A destrier, mount of some evil knight, snorts angrily at you. -~ -This mammoth horse must weigh double any other equine steed you have ever -seen. Its jet black coat seems to glow with an inner evil, and you gasp in -astonishment at the satanic gleam in its dark red eyes. -~ -67 512 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14708 -evil priest~ -an evil priest~ -An evil priest screams in fanatical fury! -~ -This foul creature is one of the evil priests of the dark lord, and he is -keen to send your soul to him! -~ -67 512 -1000 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14709 -scientist mage~ -an evil scientist mage~ -An evil scientist mage roars in fury as you spoil his experiment! -~ -You have burst in at a very inappropriate time, and spoiled years of work. -Good ;) - -However, the vile mage who is now drooling insanely seems a little upset... -~ -227 528 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14710 -blackguard guard~ -a member of the blackguard~ -A member of the blackguard charges toward you. -~ -This guard is a meber of the blackguard, the fanatical warriors who make up -the bulk of Lord Krothgar's evil army. -~ -99 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14711 -red dragon~ -a red dragon~ -A red dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -99 524968 -1000 S -57 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14712 -black dragon~ -a black dragon~ -A black dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -99 524968 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14713 -white dragon~ -a white dragon~ -A white dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -99 524968 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14714 -blue dragon~ -a blue dragon~ -A blue dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -99 524968 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14715 -green dragon~ -a green dragon~ -A green dragon prepares to incinerate you. -~ -This dragon is one of Krothgar's five favorites, and is loyal to its master. -Huge teeth protrude from a mouth capable of spewing forth destructive matter -and baleful eyes gleam dangerously from above this maw directly at you. You -regret your intrusion. -~ -99 524968 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14716 -fire elemental~ -a fire elemental~ -A fire elemental burns everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -99 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14717 -efreeti~ -an efreeti~ -An efreeti hovers above an iron flask here. -~ -This being, summoned from the Elemental Plane of Fire by the flask on the -floor, is not happy, for the power of the flask has been exhausted and he -has no way of returning home. He reacted by slaying first the summoner, and -now he will try to slay you! -~ -99 532996 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14718 -shedu~ -a shedu~ -A shedu sits in a corner of this room. -~ -This unfortunate creature was captured by agents of Krothgar, who brought it -here to amuse him. He occasionally spends time torturing it, but has grown -bored and will slay it soon. -~ -67 8832 1000 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14719 -illithid~ -an evil illithid~ -An evil illithid eyes your cranium off. -~ -This foul mind flayer wants brains, and since Krothgar's followers aren't the -brightest of creatures it is near starvation. You are a nice surprise... -~ -227 8232 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14720 -slave~ -a wretched slave~ -A wretched slave awaits sacrifice. -~ -This pathetic wretch has lost all hope. Squatting naked and shivering in the -corner of the cell he gibbers insanely and begs for mercy. -~ -131 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14721 -slave~ -a wretched slave~ -A female slave will soon "service" Krothgar's legions. -~ -This pathetic wretch has lost all hope. Squatting naked and shivering in the -corner of the cell she gibbers insanely and begs for mercy. -~ -131 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14722 -mutant~ -a mutant~ -A hideous mutant drools and screams insanely. -~ -These unnatural beings are foul products of the insane experiments of the -scientist mages upon captured slaves in an attempt to create the perfect -fighting race, an experiment finally realised in Korgthar's elite guard. -These failures have been condemned to a dismal life in the pits. -~ -99 544 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14723 -hydra~ -a twelve-headed hydra~ -A 12 headed hydra roars at you. -~ -This mighty creature has allied with Krothgar in exchange for a steady diet -of humans and elves. It will fight ferociously to defend the home of its -meal ticket. -~ -99 512 0 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14724 -quasit~ -a quasit~ -A quasit squeaks aggressively at you. -~ -This angry creature is the familiar of some mage or another. It is angered -at being seen. -~ -227 622634 -1000 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14725 -succubus~ -a succubus~ -A succubus smiles seductively at you. -~ -This lustful demoness is the current concubine of Korgthar, though her -appetite is insatiable and she is always on the lookout for new prey... err -... lovers. -~ -195 524936 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14726 -earth elemental~ -an earth elemental~ -An earth elemental smashes everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -99 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14727 -water elemental~ -a water elemental~ -A water elemental inundates everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -99 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14728 -air elemental~ -an air elemental~ -An air elemental blows over everything in sight. -~ -This magically-summoned being serves the mages of the tower- sometimes. -~ -99 0 0 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14729 -hell hound hellhound~ -a hellhound~ -A hellhound lopes toward you. -~ -Breathing fire and reeking of brimstone, this unholy red-hued hound is indeed -a terrible sight to behold. -~ -8388705 520 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14730 -fire giant~ -a fire giant~ -A fire giant waves his sword menacingly at you. -~ -These fellows are guardians of the massive volcano known as Mount Doom, upon -which rests the inpregnable fortress of their master, Lord Krothgar. They -fight fearlessly to defend it. -~ -8388675 512 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14731 -frost giant~ -a frost giant~ -A frost giant glares icily at you. -~ -These emissaries are here to form an alliance with the forces of Mount Doom. -They do not take kindly to intrusions. -~ -99 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14732 -hill giant~ -a hill giant~ -A hill giant grunts at you. -~ -These fellows are guardians of the lands surrounding the massive volcano -known as Mount Doom, upon which rests the inpregnable fortress of their -master, Lord Krothgar. They fight fearlessly to defend it. -~ -8388705 512 -1000 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14733 -cloud giant~ -a cloud giant~ -A cloud giant laughs mercilessly at you. Hmph. -~ -These emissaries are here to form an alliance with the forces of Mount Doom. -They do not take kindly to intrusions. -~ -99 512 -1000 S -54 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14734 -ogre~ -an ogre servant~ -An ogre servant serves the giant soldiers. -~ -This fellow may seem huge to you, but by giant standards he's a veritable -runt, as they never cease to point out to him as he makes his way about, -serving food and drinks in between kicks to the head. -~ -195 512 -400 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14735 -ogre mage~ -an ogre mage~ -An ogre mage glares suspicously at you. -~ -These eastern cousins of the ogres and giants of the west have been invited -here to form an alliance with the troops of Krothgar. They are deeply -suspicious of the arrangement, however, and view all comers with the same -degree of caution, but not aggression. -~ -67 664 -1000 S -49 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14736 -troll~ -a troll~ -A troll foot soldier yawns loudly. -~ -These grotesques were bred for combat, not sentry duty, and the boredom is -almost killing them. They don't even notice your presence. -~ -75 512 -1000 S -48 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14737 -ettin~ -an ettin~ -An ettin turns both its heads to stare at you. -~ -This two-headed giant is a guard of the more important inhabitants of the -fortress. He takes his duties very seriously. -~ -67 512 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14738 -chief assassin~ -the chief assassin~ -The chief assassin smiles as she draws her swords. -~ -This beauty is actually the lethal head of Krothgar's elite assassins, who -have achieved more for his cause than a dozen armies. She asks for no quarter, -and nor does she give any herself. -~ -67 8712 -1000 S -53 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14739 -assassin~ -an assassin~ -An assassin prepares for combat. -~ -This woman is a member of Krothgar's assassin company, and has slain more -men and women than any one hundred of his regular soldiers. -~ -99 512 -1000 S -47 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14740 -drow ambassador~ -a drow ambassador~ -A drow ambassador snarls at you. -~ -This priestess is here to secure an alliance between her people and Krothgar's -forces. She is not happy about your intrusion into this matter. -~ -227 664 -1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14741 -warg~ -a warg~ -A hairy warg patrols for trespassers here. -~ -This beast is a servant of the hill giants who patrol the plains of Doom. -~ -8388705 544 -1000 S -42 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14742 -ghoul~ -a bloodthirsty ghoul~ -A bloodthirsty ghoul slavers uncontrollably. -~ -This hideous undead wants to feast on your flesh! -~ -8388705 512 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14743 -vampire~ -a vampire~ -A vampire smiles at you... -~ -This vamp is treacherous and deadly. You can see why Krothgar likes having -her around... -~ -195 1573512 -1000 S -52 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#14744 -lich~ -an ancient lich~ -An ancient lich awakens from his slumber and looks around. -~ -Even the mages of Krothgar know not of the existence of this secret tomb. -Buried within is the old lord of the Fortress, who was imprisoned in here -by the forces of Good ages ago. And now you have woken him up. Way to go -slick. -~ -75 533180 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14745 -stone golem~ -a stone golem~ -A stone golem stands ready to rend his master's enemies apart. -~ -This soulless automaton was created by Krothgar's fell evil priests to -serve him as a bodyguard (for appearance's sake only- he scarcely has need -of one) and an executioner. It will kill on a command. -~ -67 0 0 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14746 -keeper~ -The keeper of the mutant pit~ -The Keeper of the Mutant Pit snarls angrily at you. -~ -~ -99 8704 -1000 S -46 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14747 -naga princess~ -a naga princess~ -A princess of the Naga glares haughtily at you. -~ -This snake with a woman's head seems unimpressed by your intrusion, but -she refrains from attacking, hoping that the guards of the castle will see -to you so she doesn't have to expend energy fighting. -~ -75 648 -1000 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#0 - - -#OBJECTS -#14700 -krothgar armor~ -the armor of Lord Krothgar~ -The armor of Lord Krothgar lies here.~ -~ -9 2 0 -0 0 0 0 -25 0 0 -A -1 2 -A -5 2 -A -17 -15 -A -18 2 -A -19 3 -A -23 -1 -A -24 -1 -#14701 -krothgar sword~ -the sword of Lord Krothgar~ -The sword of Lord Krothgar is here.~ -~ -5 2 0 -0 0 0 11 -15 0 0 -A -13 50 -A -18 10 -A -19 10 -#14702 -krothgar shield~ -the shield of Lord Krothgar~ -The shield of Lord Krothgar is here.~ -~ -9 2 0 -0 0 0 0 -15 0 0 -A -17 -30 -A -23 -3 -A -24 -3 -#14703 -krothgar helm~ -the cursed helm of Lord Krothgar~ -The cursed helm of Lord Krothgar is here.~ -~ -9 2 0 -0 0 0 0 -5 0 0 -A -3 -5 -A -4 -5 -#14704 -two handed sword~ -a two-handed sword~ -A two-handed sword lies here.~ -~ -5 2 0 -0 0 0 8 -10 0 0 -A -1 3 -A -17 10 -A -18 6 -A -19 6 -#14705 -burnt helm~ -a burnt helm~ -A burnt helm painted with a hideous visage lies here.~ -~ -9 2 0 -0 0 0 0 -5 0 0 -A -12 20 -A -13 20 -A -14 20 -A -17 -10 -#14706 -iron fist~ -the iron fist~ -The legendary iron fist lies here.~ -~ -5 2 0 -0 0 0 0 -10 40000 4000 -A -2 -2 -A -17 10 -A -19 8 -#14707 -barbed flail~ -a demon's barbed flail~ -A demon's barbed flail lies here.~ -~ -5 2 0 -0 0 0 4 -10 0 0 -A -18 6 -A -19 6 -#14708 -flaming spear~ -a flaming spear~ -A flaming spear burns into the ground here.~ -~ -30 1 0 -0 0 0 0 -5 0 0 -A -18 4 -#14709 -staff power~ -a staff of power~ -A staff of power has been left here.~ -~ -4 1 0 -54 11 11 -1 -1 0 0 -'energy drain' -A -3 2 -A -4 2 -A -17 -20 -#14710 -robes archmage~ -robes of the archmage~ -The robes of the archmage are crumpled up in a corner here.~ -~ -28 1 0 -0 0 0 0 -5 0 0 -A -12 50 -#14711 -vial dust~ -a vial of magic dust~ -A vial of magic dust is here.~ -~ -10 1 0 -54 -1 -1 -1 -1 0 0 -'heal' 'heal' 'heal' -#14712 -dagger~ -a sacrifical dagger~ -A sacrificial dagger is stuck in the ground here.~ -~ -5 16 0 -0 0 0 11 -5 0 0 -#14713 -robes~ -the high priest's robes~ -The high priest's robes lie here.~ -~ -9 16 0 -0 0 0 0 -5 0 0 -A -4 4 -#14714 -mask~ -the high priest's death mask~ -The high priest's ceremonial mask is here.~ -~ -9 16 0 -0 0 0 0 -3 0 0 -A -5 3 -A -13 20 -#14715 -spiked plate mail~ -a suit of spiked plate mail~ -A suit of spiked plate mail has been foolishly discarded here.~ -~ -9 2 0 -0 0 0 0 -20 0 0 -A -17 -15 -#14716 -morning star~ -a huge morning star~ -A huge morning star is buried in the ground here.~ -~ -5 2 0 -0 0 0 8 -15 0 0 -A -18 -5 -A -19 10 -#14717 -helm~ -a dark helm~ -A dark helm lies here.~ -~ -9 2 0 -0 0 0 0 -5 0 0 -#14718 -dagger~ -a sacrifical dagger~ -A sacrificial dagger is stuck in the ground here.~ -~ -5 16 0 -0 0 0 11 -5 0 0 -#14719 -robes~ -the priest's robes~ -The priest's robes lie here.~ -~ -9 16 0 -0 0 0 0 -5 0 0 -#14720 -mask~ -the priest's death mask~ -The priest's ceremonial mask is here.~ -~ -9 16 0 -0 0 0 0 -3 0 0 -#14721 -mage robes~ -the mage's robes~ -Some dirty robes covered in chemical stains lie here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14722 -wand~ -a magic wand~ -A magic wand is here.~ -~ -3 1 0 -45 9 9 -1 -1 0 0 -'cause critical' -#14723 -elixir chemicals~ -an elixir of noxious chemicals~ -An elixir of noxious chemicals bubbles away here.~ -~ -10 2 1 -45 -1 -1 -1 -1 0 0 -'poison' 'weaken' 'acid blast' -#14724 -dragon scale~ -a dragon scale~ -A huge dragon scale has been dropped here.~ -~ -9 2 0 -0 0 0 0 -10 0 0 -A -17 -18 -A -23 -5 -#14725 -tooth~ -a dragon tooth~ -A dragon's tooth lies here.~ -~ -5 2 0 -0 0 0 11 -10 0 0 -A -18 5 -A -19 5 -#14726 -claw~ -dragon claws~ -A pair of dragon claws is here.~ -~ -9 2 0 -0 0 0 0 -10 0 0 -A -2 -2 -A -18 4 -A -19 4 -#14727 -hide~ -a dragon hide~ -A dragon hide is piled up here.~ -~ -9 2 0 -0 0 0 0 -10 0 0 -A -13 15 -A -17 -20 -A -23 -2 -A -24 -2 -#14728 -brazier~ -a bronze brazier~ -A bronze brazier is here.~ -~ -4 64 1 -53 1 1 -1 -5 0 0 -'summon' -#14729 -flask~ -an empty flask~ -This flask has been drained of all magical properties.~ -~ -15 0 1 -1 1 0 0 -1 500 50 -#14730 -manacles~ -a pair of manacles~ -A pair of manacles lies here.~ -~ -9 64 0 -0 0 0 0 -5 0 0 -A -2 -3 -A -17 10 -#14731 -robes~ -an illithid's robes~ -An illithid's robes lie here, discarded.~ -~ -9 64 1 -0 0 0 0 -1 0 0 -A -12 25 -#14732 -gem~ -a gem~ -This gem pulses evilly.~ -~ -1 1 0 -0 0 -1 0 -1 0 0 -A -3 1 -A -4 1 -A -12 20 -A -17 -10 -#14733 -chest~ -a chest~ -A heavy chest rests here.~ -~ -15 0 0 -10000 1 0 0 -1 0 0 -#14734 -treasure~ -a great treasure~ -A great treasure lies here.~ -~ -8 1 1 -0 0 0 0 -100 50000 5000 -#14735 -bed~ -a luxurious bed~ -A luxurious bed sits here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14736 -silk~ -some expensive silk~ -Some expensive silk has been left here.~ -~ -8 0 1 -0 0 0 0 -1 25000 2500 -#14737 -stone~ -a stone~ -A stone is here.~ -~ -4 64 1 -53 1 1 -1 -5 0 0 -'summon' -#14738 -bowl~ -a bowl~ -A bowl is here.~ -~ -4 64 1 -53 1 1 -1 -5 0 0 -'summon' -#14739 -censer~ -a censer~ -A censer is here.~ -~ -4 64 1 -53 1 1 -1 -5 0 0 -'summon' -#14740 -spiked collar~ -a spiked collar~ -A spiked collar rests here.~ -~ -9 16 0 -0 0 0 0 -5 0 0 -A -19 4 -#14741 -sword~ -a giant sword~ -A giant sword rests here.~ -~ -5 0 1 -0 0 0 8 -15 0 0 -A -19 4 -#14742 -rock~ -a throwing rock~ -A throwing rock lies on the ground here.~ -~ -30 0 1 -0 0 0 0 -15 0 0 -A -18 -4 -A -19 4 -#14743 -club~ -a wooden club~ -A normal wooden club lies here.~ -~ -5 0 1 -0 0 0 7 -5 0 0 -#14744 -collar~ -a slave collar~ -A slave collar lies here.~ -~ -9 4096 1 -0 0 0 0 -1 0 0 -A -2 -1 -A -5 -1 -A -13 -10 -A -17 10 -#14745 -glaive~ -a glaive~ -A glaive has been left propped up here.~ -~ -5 64 1 -0 0 0 3 -10 0 0 -A -18 3 -A -19 3 -#14746 -potion~ -a magical potion~ -A magical potion rolls around on the floor here.~ -~ -10 64 1 -49 -1 -1 -1 -1 0 0 -'armor' 'bless' 'shield' -#14747 -pole arm~ -a pole arm~ -A pole arm lies here.~ -~ -5 0 1 -0 0 0 8 -10 0 0 -A -18 -2 -A -19 6 -#14748 -chainmail~ -a suit of black chainmail~ -A tight-fitting suit of black chainmail lies here.~ -~ -9 16 0 -0 0 0 0 -10 0 0 -A -2 -2 -A -17 -20 -#14749 -black sword~ -the black sword~ -The black sword glows here.~ -~ -5 1 0 -0 0 0 3 -5 0 0 -A -18 8 -#14750 -blue sword~ -the blue sword~ -The blue sword hums here.~ -~ -5 2 0 -0 0 0 3 -5 0 0 -A -19 8 -#14751 -black robes~ -black robes~ -Some black robes with no special properties lie here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -robes~ -They look extraordinarily unencumbering. -~ -#14752 -vial poison~ -a vial of poison~ -A vial of poison is here.~ -~ -10 0 1 -47 -1 -1 -1 -1 0 0 -'blindness' 'cause critical' 'poison' -E -vial poison~ -It looks very deadly. -~ -#14753 -drow cloak~ -a drow cloak~ -A black Drow cloak is crumpled on the floor here.~ -~ -9 4 1 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -A -23 -1 -A -24 -1 -#14754 -drow boots~ -a pair of drow boots~ -A pair of black drow boots is here.~ -~ -9 4 1 -0 0 0 0 -1 0 0 -A -2 1 -A -14 50 -A -17 -5 -#14755 -drow chain chainmail~ -a suit of drow chainmail~ -A suit of finely crafted adamantite chainmail is here.~ -~ -9 64 1 -0 0 0 0 -5 0 0 -A -5 1 -A -13 10 -A -17 -10 -#14756 -tentacle whip~ -a greater tentacle whip~ -A rod with several writhing tentacles attached is here. -~ -~ -5 64 1 -0 0 0 4 -10 0 0 -A -18 4 -A -19 6 -#14757 -tiara~ -a tiara~ -A tiara lies here.~ -~ -9 64 0 -0 0 0 0 -1 0 0 -A -3 2 -A -4 2 -A -12 25 -#14758 -key~ -a door key~ -This key allows access to the upper levels.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14700 -Approaching the Plains of Mount Doom~ -You are heading directly toward Mount Doom, on a narrow path that leads to -the desolate, monster-infested plains that surround it. This is the fell -domain of Lord Krothgar, whose forbidding black fortress can be seen atop the -peak of the extinct volcano called by humans Mount Doom. Armies of giants -patrol the lower slopes, while evil mutants, mages and demons guard the -fortress itself. Steeling yourself, you push on. -~ -0 1 0 -D0 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 15423 -S -#14701 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14708 -D1 -~ -~ -0 -1 14702 -S -#14702 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14709 -D1 -~ -~ -0 -1 14703 -D3 -~ -~ -0 -1 14701 -S -#14703 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14710 -D1 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 14702 -S -#14704 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14711 -D1 -~ -~ -0 -1 14705 -D2 -~ -~ -0 -1 14700 -D3 -~ -~ -0 -1 14703 -S -#14705 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14712 -D1 -~ -~ -0 -1 14706 -D3 -~ -~ -0 -1 14704 -S -#14706 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14713 -D1 -~ -~ -0 -1 14707 -D3 -~ -~ -0 -1 14705 -S -#14707 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14714 -D3 -~ -~ -0 -1 14706 -S -#14708 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14715 -D1 -~ -~ -0 -1 14709 -D2 -~ -~ -0 -1 14701 -S -#14709 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14716 -D1 -~ -~ -0 -1 14710 -D2 -~ -~ -0 -1 14702 -D3 -~ -~ -0 -1 14708 -S -#14710 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14717 -D1 -~ -~ -0 -1 14711 -D2 -~ -~ -0 -1 14703 -D3 -~ -~ -0 -1 14709 -S -#14711 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14718 -D1 -~ -~ -0 -1 14712 -D2 -~ -~ -0 -1 14704 -D3 -~ -~ -0 -1 14710 -S -#14712 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14719 -D1 -~ -~ -0 -1 14713 -D2 -~ -~ -0 -1 14705 -D3 -~ -~ -0 -1 14711 -S -#14713 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14720 -D1 -~ -~ -0 -1 14714 -D2 -~ -~ -0 -1 14706 -D3 -~ -~ -0 -1 14712 -S -#14714 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14721 -D2 -~ -~ -0 -1 14707 -D3 -~ -~ -0 -1 14713 -S -#14715 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14722 -D1 -~ -~ -0 -1 14716 -D2 -~ -~ -0 -1 14708 -S -#14716 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14723 -D1 -~ -~ -0 -1 14717 -D2 -~ -~ -0 -1 14709 -D3 -~ -~ -0 -1 14715 -S -#14717 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14724 -D1 -~ -~ -0 -1 14718 -D2 -~ -~ -0 -1 14710 -D3 -~ -~ -0 -1 14716 -S -#14718 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The fortress lies directly north of here. -~ -0 0 5 -D0 -THE FORTRESS~ -~ -0 -1 14725 -D1 -~ -~ -0 -1 14719 -D2 -~ -~ -0 -1 14711 -D3 -~ -~ -0 -1 14717 -S -#14719 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14726 -D1 -~ -~ -0 -1 14720 -D2 -~ -~ -0 -1 14712 -D3 -~ -~ -0 -1 14718 -S -#14720 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14727 -D1 -~ -~ -0 -1 14721 -D2 -~ -~ -0 -1 14713 -D3 -~ -~ -0 -1 14719 -S -#14721 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14728 -D2 -~ -~ -0 -1 14714 -D3 -~ -~ -0 -1 14720 -S -#14722 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14729 -D1 -~ -~ -0 -1 14723 -D2 -~ -~ -0 -1 14715 -S -#14723 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14730 -D1 -~ -~ -0 -1 14724 -D2 -~ -~ -0 -1 14716 -D3 -~ -~ -0 -1 14722 -S -#14724 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies directly east of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14731 -D1 -THE FORTRESSS~ -~ -0 -1 14725 -D2 -~ -~ -0 -1 14717 -D3 -~ -~ -0 -1 14723 -S -#14725 -Outside the Fortress of Lord Korgthar~ -You have finally reached the summit, and are standing beneath the gates of -the Fortress, which you may climb up to by means of an iron staircase. You -can sense many pairs of eyes upon you, and you wonder how far you will be -permitted to go before Korgthar's forces combine and crush you. -~ -0 0 5 -D0 -~ -~ -0 -1 14732 -D1 -~ -~ -0 -1 14726 -D2 -~ -~ -0 -1 14718 -D3 -~ -~ -0 -1 14724 -D4 -~ -~ -1 0 14750 -S -#14726 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies due west of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14733 -D1 -~ -~ -0 -1 14727 -D2 -~ -~ -0 -1 14719 -D3 -~ -~ -0 -1 14725 -S -#14727 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14734 -D1 -~ -~ -0 -1 14728 -D2 -~ -~ -0 -1 14720 -D3 -~ -~ -0 -1 14726 -S -#14728 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14735 -D2 -~ -~ -0 -1 14721 -D3 -~ -~ -0 -1 14727 -S -#14729 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14736 -D1 -~ -~ -0 -1 14730 -D2 -~ -~ -0 -1 14722 -S -#14730 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14737 -D1 -~ -~ -0 -1 14731 -D2 -~ -~ -0 -1 14723 -D3 -~ -~ -0 -1 14729 -S -#14731 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14738 -D1 -~ -~ -0 -1 14732 -D2 -~ -~ -0 -1 14724 -D3 -~ -~ -0 -1 14730 -S -#14732 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. - -The Fortress lies due south of here. -~ -0 0 5 -D0 -~ -~ -0 -1 14739 -D1 -~ -~ -0 -1 14733 -D2 -THE FORTRESS~ -~ -0 -1 14725 -D3 -~ -~ -0 -1 14731 -S -#14733 -The Upper Slopes of Mount Doom~ -You are steadily drawing near the summit. The ground has become quite smooth -here, to the point of sliperiness, and you stop more than once to regain your -footing on the glassy obsidian that coats the upper slopes. The fortress -of Lord Krogthar looms closer than ever now, and you mentally prepare -yourself for the the upcoming battles. The foes you have fought so far have -been minor compared to those to come. -~ -0 0 5 -D0 -~ -~ -0 -1 14740 -D1 -~ -~ -0 -1 14734 -D2 -~ -~ -0 -1 14726 -D3 -~ -~ -0 -1 14732 -S -#14734 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14741 -D1 -~ -~ -0 -1 14735 -D2 -~ -~ -0 -1 14727 -D3 -~ -~ -0 -1 14733 -S -#14735 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14742 -D2 -~ -~ -0 -1 14728 -D3 -~ -~ -0 -1 14734 -S -#14736 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14743 -D1 -~ -~ -0 -1 14737 -D2 -~ -~ -0 -1 14729 -S -#14737 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14744 -D1 -~ -~ -0 -1 14738 -D2 -~ -~ -0 -1 14730 -D3 -~ -~ -0 -1 14736 -S -#14738 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14745 -D1 -~ -~ -0 -1 14739 -D2 -~ -~ -0 -1 14731 -D3 -~ -~ -0 -1 14737 -S -#14739 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14746 -D1 -~ -~ -0 -1 14740 -D2 -~ -~ -0 -1 14732 -D3 -~ -~ -0 -1 14738 -S -#14740 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14747 -D1 -~ -~ -0 -1 14741 -D2 -~ -~ -0 -1 14733 -D3 -~ -~ -0 -1 14739 -S -#14741 -The Foothills of Mount Doom~ -You have come to the base of the mountain. From here you may continue to -slowly make your way up the mountain, or head back to the eerie plains below. -The ground here is rocky and treacherous, dotted by small crevices in the -volcanic rock and jagged shards of granite protrustions. The wind is even -stronger here than on the plains, and you fancy you can hear voices and -screams. -~ -0 0 4 -D0 -~ -~ -0 -1 14748 -D1 -~ -~ -0 -1 14742 -D2 -~ -~ -0 -1 14734 -D3 -~ -~ -0 -1 14740 -S -#14742 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D0 -~ -~ -0 -1 14749 -D2 -~ -~ -0 -1 14735 -D3 -~ -~ -0 -1 14741 -S -#14743 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14744 -D2 -~ -~ -0 -1 14736 -S -#14744 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14745 -D2 -~ -~ -0 -1 14737 -D3 -~ -~ -0 -1 14743 -S -#14745 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14746 -D2 -~ -~ -0 -1 14738 -D3 -~ -~ -0 -1 14744 -S -#14746 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14747 -D2 -~ -~ -0 -1 14739 -D3 -~ -~ -0 -1 14745 -S -#14747 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14748 -D2 -~ -~ -0 -1 14740 -D3 -~ -~ -0 -1 14746 -S -#14748 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D1 -~ -~ -0 -1 14749 -D2 -~ -~ -0 -1 14741 -D3 -~ -~ -0 -1 14747 -S -#14749 -The Plains of Mount Doom~ -A chill wind blows across the desolate wastes, and you shiver uncomfortably -as you proceed. The bones of past adventurers lay scattered across the -hard ground, among rusted weapons and shards of jagged rock that resemble -teeth. It almost looks as if the very earth had devoured them. But the -sudden howl of a warg (or a ghoul) alerts you to the very real dangers -lurking nearby and you press on. -~ -0 0 2 -D2 -~ -~ -0 -1 14742 -D3 -~ -~ -0 -1 14748 -D4 -~ -~ -1 -1 -1 -S -#14750 -Inside the Fell Fortress~ -You are standing inside the gates of the fortress, at a crossroads. The -passages are remarkably plain for a den of evil- simply dressed grey flag -stones on floor and walls, the monotony broken only by the occasional torch -sconce or tattered tapestry. It is evident that this castle has known many -inhabitants prior to its current ones. -~ -0 8 0 -D0 -~ -~ -0 -1 14758 -D1 -~ -~ -0 -1 14751 -D2 -~ -~ -0 -1 14771 -D3 -~ -~ -0 -1 14763 -D5 -~ -~ -1 -1 14725 -S -#14751 -The Cell Block~ -Here the prisoner of Krogthar are kept. There are not many cells, as the -Lord Korgthar is not fond of taking prisoners (hassles, hassles...). If -you think security is a little lax, think of what lurks outside to deter -potentianl escapees... -~ -0 1 0 -D0 -~ -~ -1 0 14752 -D1 -~ -~ -0 0 14754 -D2 -~ -~ -1 0 14753 -D3 -~ -~ -0 -1 14750 -S -#14752 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1 0 -D2 -~ -~ -1 0 14751 -S -#14753 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1 0 -D0 -~ -~ -1 0 14751 -S -#14754 -The Cell Block~ -Here the prisoner of Krogthar are kept. There are not many cells, as the -Lord Korgthar is not fond of taking prisoners (hassles, hassles...). If -you think security is a little lax, think of what lurks outside to deter -potentianl escapees... -~ -0 1 0 -D0 -~ -~ -1 0 14755 -D1 -~ -~ -1 0 14757 -D2 -~ -~ -1 0 14756 -D3 -~ -~ -0 -1 14751 -S -#14755 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1 0 -D2 -~ -~ -1 0 14754 -S -#14756 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1 0 -D0 -~ -~ -1 0 14754 -S -#14757 -A Cell~ -A dank, dismal affair with little in the way of bedding or toilet facilities. -The stench is actually quite horrendous and you find yourself eager to leave. -~ -0 1 0 -D3 -~ -~ -1 0 14754 -S -#14758 -Some Quarters~ -You are standing before a solid wooden door that leads to the quarters of -some of the many types of troops that serve Krothgar. -~ -0 8 0 -D0 -~ -~ -1 0 14759 -D2 -~ -~ -0 -1 14750 -S -#14759 -An Ante-Room~ -You are standing in a well-furnished anteroom with doors leading in all four -directions. No noise comes from behind any- they are quite solid and are -effectively soundproof. -~ -0 8 0 -D0 -~ -~ -1 0 14761 -D1 -~ -~ -1 0 14762 -D2 -~ -~ -1 0 14758 -D3 -~ -~ -1 0 14760 -S -#14760 -Assassins' Quarters~ -In this room reside some of the assassins that serve Korthgar. He may not -be the brightest of tyrants, but Krothgar was smart enough to work out it was -easier to send a single assassin to slay a king and collapse an empire than -it was to conquer it by brute force. His assassins live in comfort, as he -values them highly. -~ -0 8 0 -D1 -~ -~ -1 0 14759 -S -#14761 -The Chief Assassin's Quarters~ -You have entered the quarters of the Chief of Krothgar's ruthlessly -efficient assassins, and caught her in flagrante delicto with two naked men -strapped to racks. She swears and draws her swords, making no attempt to -cover herself, slaying her slaves before moving to confront you. -~ -0 8 0 -D2 -~ -~ -1 0 14759 -S -#14762 -Assassins' Quarters~ -In this room reside some of the assassins that serve Korthgar. He may not -be the brightest of tyrants, but Krothgar was smart enough to work out it was -easier to send a single assassin to slay a king and collapse an empire than -it was to conquer it by brute force. His assassins live in comfort, as he -values them highly. -~ -0 8 0 -D3 -~ -~ -1 0 14759 -S -#14763 -Some Quarters~ -You are standing before a solid wooden door that leads to the quarters of -some of the many types of troops that serve Krothgar. -~ -0 8 0 -D1 -~ -~ -0 0 14750 -D3 -~ -~ -1 0 14764 -S -#14764 -A Corridor~ -You are advancing along a dark corridor that leads to the quarters of Lord -Krothgar's blackguard. -~ -0 1 0 -D0 -~ -~ -0 -1 14767 -D1 -~ -~ -1 0 14763 -D2 -~ -~ -1 0 14765 -S -#14765 -The Keeper's Chamber~ -Here resides the keeper of the Mutant Pit, where the failed experiments of -the scientist mages are kept to do away with prisoners or insolent guards. -He likes his job, and isn't about to let you hurt his mutants. -~ -0 8 0 -D0 -~ -~ -1 0 14764 -D5 -~ -~ -1 0 14766 -S -#14766 -The Mutant Pit~ -Ack! You're in the mutant pit! Surrounded by gore, excrement, mucous, vomit -and the remains of dying mutants, you gag and choke and struggle to get out, -only to find your way blocked by several mutants... -~ -0 1 0 -D4 -~ -~ -1 0 14765 -S -#14767 -A Corridor~ -You are advancing along a dark corridor that leads to the quarters of Lord -Krothgar's blackguard. -~ -0 1 0 -D2 -~ -~ -0 0 14764 -D3 -~ -~ -1 0 14768 -S -#14768 -The Guard Common Room~ -Doors lead in all directions from this messy rec room. Blood, beer and food -stain the straw-covered floor while decomposing human, orc and ogre corpse -hang from hooks in the ceiling, evidently used as practice dummies. -~ -0 8 0 -D0 -~ -~ -1 0 14770 -D1 -~ -~ -1 0 14767 -D2 -~ -~ -1 0 14769 -D3 -This door reads- "Upper level access. Authorised personnel only!~ -door~ -1 14758 14779 -D5 -~ -~ -0 -1 14806 -S -#14769 -Guard Quarters~ -This rooms is full of messy bunks and snoring guards. Dice and cards are -scattered across the filthy stone floor, and rats gnaw at the boots of the -guards. -~ -0 1 0 -D0 -~ -~ -1 0 14768 -S -#14770 -Guard Quarters~ -This rooms is full of messy bunks and snoring guards. Dice and cards are -scattered across the filthy stone floor, and rats gnaw at the boots of the -guards. -~ -0 1 0 -D2 -~ -~ -1 0 14768 -S -#14771 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14750 -D2 -~ -~ -0 -1 14772 -S -#14772 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14771 -D1 -~ -~ -1 0 14774 -D2 -~ -~ -0 -1 14775 -D3 -~ -~ -1 0 14773 -S -#14773 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D1 -~ -~ -1 0 14772 -S -#14774 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D3 -~ -~ -1 0 14772 -S -#14775 -Guest Quarters~ -Down this southern corridor lie the guest rooms, where the many emissaries -from the powerful races Krothgar is attempting to gain as allies currently -reside. They frown upon intruders... -~ -0 8 0 -D0 -~ -~ -0 -1 14772 -D1 -~ -~ -1 0 14777 -D2 -~ -~ -1 0 14778 -D3 -~ -~ -1 0 14776 -S -#14776 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D1 -~ -~ -1 0 14775 -S -#14777 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D3 -~ -~ -1 0 14775 -S -#14778 -Guest Quarters~ -These quarters are well-decorated, with well-preserved tapestries and rugs, -and carved wooden furniture. Alliances with other powers are crucial to -Krothgar's plans, and he is doing his best to impress his diabolical guests. -~ -0 8 0 -D0 -~ -~ -1 0 14775 -S -#14779 -The Fortress~ -You have entered the restricted area. Staircases run up and down from here, -and a narrow passage stretches away to the west. -~ -0 8 0 -D1 -~ -~ -1 14758 14768 -D3 -~ -~ -0 -1 14780 -D4 -~ -~ -0 -1 14793 -D5 -~ -~ -0 -1 14787 -S -#14780 -A Narrow Corridor~ -This corridor runs through the center of the Fortress to the mage towers, -on the western wall of the fortress. A junction lies to the west. -~ -0 8 0 -D1 -~ -~ -0 -1 14779 -D3 -~ -~ -0 -1 14781 -S -#14781 -A Junction~ -You may head through doors to the north or south from here, or back east -to the outer fortress. There is a sign on the south door, and a plaque on -the northern. -~ -0 8 0 -D0 -~ -~ -1 0 14783 -D1 -~ -~ -0 -1 14780 -D2 -~ -~ -1 0 14782 -E -sign~ -The sign reads- - - The Quarters of the Archmage. Please do not enter. Important - experiment in progress. Leave messages with the guards. - - - Axtraxes. -~ -E -plaque~ -The plaque reads- - - "T H E E L E M E N T A L L A B O R A T O R I E S " - - Keep out! - - - Axtraxes. -~ -S -#14782 -The Quarters of the Archmage~ -You have barged into the quarters of Axtraxes, arch mage of Krothgar, and -ruined his experiment. He's BOUND to be upset. -~ -0 8 0 -D0 -~ -~ -1 0 14781 -S -#14783 -The Elemental Laboratories~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D0 -~ -~ -0 -1 14785 -D1 -~ -~ -0 -1 14786 -D2 -~ -~ -1 0 14781 -D3 -~ -~ -0 -1 14784 -S -#14784 -Western End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D1 -~ -~ -0 -1 14783 -S -#14785 -Northern End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D2 -~ -~ -0 -1 14783 -S -#14786 -Eastern End of the Lab~ -This vast room extends in all directions. You see vats, urns, beakers, jars, -alembics and a hundred other items scattered about on desks, benches, chairs -and floors. Everything appears rather damaged, as if someone (or something) -has recently gone berserk in here... -~ -0 8 0 -D3 -~ -~ -0 -1 14783 -S -#14787 -The Lower Chambers~ -You have entered the lower levels of the Fortress, where hideous creatures -lurk and evil priests engage in foul ceremonies to their demonic deities. -~ -0 1 0 -D1 -You see an ancient crypt~ -crypt door~ -1 0 14788 -D2 -~ -~ -0 -1 14789 -D4 -~ -~ -0 -1 14779 -S -#14788 -An Ancient Crypt~ -This crypt has remained untouched for centuries. It houses the remains of -the foul lich king who once ruled this Fortress and much of the surrounding -land under an iron fist (literally, Krothgar's golem now wears it). You -better hope he stayed dead... -~ -0 1 0 -D3 -~ -crypt door~ -0 0 14787 -S -#14789 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. -~ -0 1 0 -D0 -~ -~ -0 -1 14787 -D1 -~ -~ -0 -1 14792 -D2 -~ -~ -0 -1 14791 -D3 -~ -~ -0 -1 14790 -S -#14790 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. - -The altar is directly before you, and you see the high priest standing -behind it, about to sacrifice another virgin. -~ -0 1 0 -D1 -~ -~ -0 -1 14789 -S -#14791 -The Unholy Temple~ -You have entered the grounds of the unholy temple of the Fortress. Screaming -virgins are torn asunder in foul rituals upon altars soaked with the blood -of thousands of innocents while evil priests look on and pray for a visitation -from their gods. Down from here lairs Jher, ally of Krogthar. -~ -0 1 0 -D0 -~ -~ -0 -1 14789 -D5 -~ -~ -0 -1 32700 -S -#14792 -The Hydra Lair~ -Here Krothgar keeps his hydra, which guards the treasure of the evil temple. -It is a wild and ferocious beast, which will tear apart anything that enters -its lair save Krothgar or the high priest. -~ -0 1 0 -D3 -~ -~ -0 -1 14789 -S -#14793 -A Spiral Staircase~ -You are ascending a spiral staircase that winds up into the heights of the -multitude of towers that adorn the heights of the Fortress. -~ -0 8 0 -D4 -~ -~ -0 -1 14794 -D5 -~ -~ -0 -1 14779 -S -#14794 -A Landing~ -You have come to a landing, upon which are 4 doors leading in the cardinal -directions. The staircase continues its climb in the center. -~ -0 8 0 -D0 -~ -~ -1 0 14797 -D1 -~ -~ -1 0 14798 -D2 -~ -~ -1 0 14795 -D3 -~ -~ -1 0 14796 -D4 -~ -~ -0 0 14799 -D5 -~ -~ -0 0 14793 -S -#14795 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D0 -~ -~ -1 0 14794 -S -#14796 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D1 -~ -~ -1 0 14794 -S -#14797 -A Hall~ -You have entered a long dining hall filled with a huge table lined with -high-backed chairs. Seated in these chairs are skeletons (the normal sort) -clad in royal regalia- these are the many opponents that Krothgar has -vanquished. He keeps their mortal remains here as trophies. -~ -0 8 0 -D2 -~ -~ -1 0 14794 -S -#14798 -A Bedchamber~ -You have entered a luxurious boudoir full of expensive furniture and a wide -variety of perfumes, unguents and other cosmetics. Piles of clothing are -piled on the floor, as if someone had but recently gone through them in -search of an outfit. -~ -0 8 0 -D3 -~ -~ -1 0 14794 -S -#14799 -A Spiral Staircase~ -You are ascending a spiral staircase that winds up into the heights of the -multitude of towers that adorn the heights of the Fortress. -~ -0 8 0 -D4 -~ -~ -0 -1 14800 -D5 -~ -~ -0 -1 14794 -S -#14800 -The Throne Room~ -You have entered the Throne Room of Lord Krothgar. He sits here, upon his -throne, located in the center of the 5 towers which emerge in all directions -from this room. In each tower resides a powerful dragon, loyal allies of the -Lord. Long wall hangings depict the many victories won by Krothgar, and -in between them stand members of his elite guard, ready to defend their lord. -~ -0 8 0 -D0 -~ -~ -0 -1 14801 -D1 -~ -~ -0 -1 14804 -D2 -~ -~ -0 -1 14803 -D3 -~ -~ -0 -1 14802 -D4 -~ -~ -0 -1 14805 -D5 -~ -~ -0 -1 14799 -S -#14801 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D2 -~ -~ -0 -1 14800 -S -#14802 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D1 -~ -~ -0 -1 14800 -S -#14803 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D0 -~ -~ -0 -1 14800 -S -#14804 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D3 -~ -~ -0 -1 14800 -S -#14805 -Dragon Tower~ -In this tower rests a huge dragon, the largest of its kind. It will not -appreciate being disturbed by a mortal such as yourself... -~ -0 8 0 -D5 -~ -~ -0 -1 14800 -S -#14806 -Stables~ -Here, the blackguard keep their steeds, evil destriers bred on the plains -of Hel itself. -~ -0 1 0 -D4 -~ -~ -0 -1 14768 -S -#0 - - -#RESETS -M 1 14741 8 14701 -E 1 14740 1 3 -M 1 14742 8 14704 -M 1 14741 8 14707 -E 1 14740 1 3 -M 1 14732 8 14711 -E 1 14743 1 16 -G 1 14742 0 -M 1 14729 4 14718 -E 1 14740 1 3 -M 1 14742 8 14722 -M 1 14732 8 14723 -E 1 14743 1 16 -G 1 14742 0 -M 1 14729 4 14724 -E 1 14740 1 3 -M 1 14729 4 14726 -E 1 14740 1 3 -M 1 14732 8 14727 -E 1 14743 1 16 -G 1 14742 0 -M 1 14742 8 14728 -M 1 14730 2 14731 -E 1 14741 1 16 -G 1 14742 0 -M 1 14729 4 14732 -E 1 14740 1 3 -M 1 14730 2 14733 -E 1 14741 1 16 -G 1 14742 0 -M 1 14732 8 14739 -E 1 14743 1 16 -G 1 14742 0 -M 1 14741 8 14743 -E 1 14740 1 3 -M 1 14742 8 14746 -M 1 14741 8 14749 -E 1 14740 1 3 -D 1 14749 4 1 -D 1 14750 5 1 -D 1 14751 0 1 -D 1 14751 2 1 -M 1 14720 8 14752 -E 1 14730 1 10 -E 1 14744 1 3 -D 1 14752 2 1 -M 1 14721 8 14753 -E 1 14730 1 10 -E 1 14744 1 3 -D 1 14753 0 1 -D 1 14754 0 1 -D 1 14754 1 1 -D 1 14754 2 1 -M 1 14720 8 14755 -E 1 14730 1 10 -E 1 14744 1 3 -D 1 14755 2 1 -M 1 14721 8 14756 -E 1 14730 1 10 -E 1 14744 1 3 -D 1 14756 0 1 -M 1 14718 1 14757 -E 1 14730 1 10 -E 1 14744 1 3 -D 1 14757 3 1 -D 1 14758 0 1 -D 1 14759 0 1 -D 1 14759 1 1 -D 1 14759 2 1 -D 1 14759 3 1 -M 1 14739 4 14760 -E 1 14751 1 12 -E 1 14752 1 17 -D 1 14760 1 1 -M 1 14738 1 14761 -E 1 14749 1 16 -E 1 14750 1 18 -D 1 14761 2 1 -M 1 14739 4 14762 -E 1 14751 1 12 -E 1 14752 1 17 -D 1 14762 3 1 -D 1 14763 3 1 -D 1 14764 1 1 -D 1 14764 2 1 -M 1 14746 1 14765 -D 1 14765 0 1 -D 1 14765 5 1 -M 1 14722 6 14766 -D 1 14766 4 1 -D 1 14767 3 1 -M 1 14710 8 14768 -E 1 14715 1 5 -E 1 14716 1 16 -E 1 14717 1 6 -G 1 14758 0 -D 1 14768 0 1 -D 1 14768 1 1 -D 1 14768 2 1 -D 1 14768 3 2 -M 1 14710 8 14769 -E 1 14715 1 5 -E 1 14716 1 16 -E 1 14717 1 6 -G 1 14758 0 -D 1 14769 0 1 -M 1 14710 8 14770 -E 1 14715 1 5 -E 1 14716 1 16 -E 1 14717 1 6 -G 1 14758 0 -D 1 14770 2 1 -M 1 14736 2 14771 -E 1 14747 1 16 -E 1 14748 1 5 -D 1 14772 1 1 -D 1 14772 3 1 -M 1 14731 3 14773 -E 1 14741 1 16 -G 1 14742 0 -D 1 14773 1 1 -M 1 14733 1 14774 -E 1 14741 1 16 -G 1 14742 0 -D 1 14774 3 1 -M 1 14737 1 14775 -E 1 14741 1 16 -G 1 14742 0 -D 1 14775 1 1 -D 1 14775 2 1 -D 1 14775 3 1 -M 1 14735 2 14776 -E 1 14745 1 16 -G 1 14746 0 -D 1 14776 1 1 -M 1 14740 1 14777 -E 1 14753 1 12 -E 1 14754 1 8 -E 1 14755 1 5 -E 1 14756 1 16 -E 1 14757 1 6 -D 1 14777 3 1 -M 1 14747 1 14778 -D 1 14778 0 1 -D 1 14779 1 2 -D 1 14781 0 1 -D 1 14781 2 1 -M 1 14704 1 14782 -E 1 14709 1 17 -E 1 14710 1 12 -G 1 14711 0 -D 1 14782 0 1 -M 1 14716 1 14783 -G 1 14728 0 -D 1 14783 2 1 -M 1 14726 1 14784 -G 1 14737 0 -M 1 14709 3 14784 -E 1 14721 1 12 -E 1 14722 1 17 -G 1 14723 0 -M 1 14727 1 14785 -G 1 14738 0 -M 1 14709 3 14785 -E 1 14721 1 12 -E 1 14722 1 17 -G 1 14723 0 -M 1 14728 1 14786 -G 1 14739 0 -M 1 14709 3 14786 -E 1 14721 1 12 -E 1 14722 1 17 -G 1 14723 0 -D 1 14787 1 2 -M 1 14744 1 14788 -M 1 14708 4 14789 -E 1 14718 1 16 -E 1 14719 1 12 -E 1 14720 1 6 -M 1 14705 1 14790 -E 1 14712 1 16 -E 1 14713 1 12 -E 1 14714 1 6 -M 1 14708 4 14790 -E 1 14718 1 16 -E 1 14719 1 12 -E 1 14720 1 6 -M 1 14708 4 14791 -E 1 14718 1 16 -E 1 14719 1 12 -E 1 14720 1 6 -M 1 14723 1 14792 -O 1 14733 1 14792 -P 1 14734 1 14733 -M 1 14745 1 14793 -M 1 14702 1 14794 -E 1 14706 1 16 -D 1 14794 0 1 -D 1 14794 1 1 -D 1 14794 2 1 -D 1 14794 3 1 -M 1 14719 1 14795 -E 1 14731 1 12 -E 1 14732 1 17 -D 1 14795 0 1 -M 1 14725 1 14796 -E 1 14736 1 12 -O 1 14735 1 14796 -D 1 14796 1 1 -M 1 14703 1 14797 -E 1 14707 1 16 -G 1 14708 0 -D 1 14797 2 1 -M 1 14743 1 14798 -E 1 14736 1 12 -D 1 14798 3 1 -M 1 14701 2 14799 -E 1 14704 1 16 -E 1 14705 1 6 -M 1 14700 1 14800 -E 1 14700 1 5 -E 1 14701 1 16 -E 1 14702 1 11 -E 1 14703 1 6 -M 1 14706 4 14800 -E 1 14715 1 5 -E 1 14716 1 16 -E 1 14717 1 6 -M 1 14712 1 14801 -E 1 14724 1 11 -E 1 14725 1 16 -E 1 14726 1 9 -E 1 14727 1 12 -M 1 14713 1 14802 -E 1 14724 1 11 -E 1 14725 1 16 -E 1 14726 1 9 -E 1 14727 1 12 -M 1 14714 1 14803 -E 1 14724 1 11 -E 1 14725 1 16 -E 1 14726 1 9 -E 1 14727 1 12 -M 1 14715 1 14804 -E 1 14724 1 11 -E 1 14725 1 16 -E 1 14726 1 9 -E 1 14727 1 12 -M 1 14711 1 14805 -E 1 14724 1 11 -E 1 14725 1 16 -E 1 14726 1 9 -E 1 14727 1 12 -M 1 14707 4 14806 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 14701 spec_cast_judge -M 14702 spec_executioner -M 14703 spec_cast_undead -M 14704 spec_cast_mage -M 14705 spec_cast_cleric -M 14706 spec_guard -M 14707 spec_fido -M 14708 spec_cast_mage -M 14709 spec_cast_cleric -M 14710 spec_guard -M 14711 spec_breath_fire -M 14712 spec_breath_acid -M 14713 spec_breath_frost -M 14714 spec_breath_lightning -M 14715 spec_breath_gas -M 14716 spec_breath_fire -M 14717 spec_cast_mage -M 14718 spec_cast_cleric -M 14722 spec_fido -M 14723 spec_breath_any -M 14724 spec_thief -M 14725 spec_cast_undead -M 14728 spec_breath_gas -M 14729 spec_breath_fire -M 14733 spec_cast_cleric -M 14734 spec_janitor -M 14735 spec_cast_mage -M 14736 spec_fido -M 14737 spec_guard -M 14738 spec_cast_mage -M 14739 spec_thief -M 14740 spec_cast_cleric -M 14741 spec_fido -M 14742 spec_fido -M 14743 spec_cast_undead -M 14744 spec_cast_mage -M 14745 spec_executioner -M 14746 spec_poison -M 14747 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/museum.are b/data/realm/areas_smaug1.4a/museum.are deleted file mode 100644 index 438d224..0000000 --- a/data/realm/areas_smaug1.4a/museum.are +++ /dev/null @@ -1,3091 +0,0 @@ -#AREA Museum~ - -#VERSION 1 - -#AUTHOR Allah~ - -#RANGES -20 65 0 65 -$ - -#RESETMSG ~ - -#FLAGS -0 5 - -#ECONOMY 10000000 9898120 - -#CLIMATE 0 0 0 - -#HELPS -0 LIBRARY~ -The Museum Library is found inside the Arcanum Museum of -Science and Nature. It contains many books, and excerpts -are available for your perusal. Many of the books contain -trivial pieces of information, but there is substance in a -few of them. Be sure to read the texts thoroughly for the -clues included: Many of the clues may be essential for you -if you choose to solve the myriad of puzzles in this -area-- and perhaps others... - -There is also a machine in the Museum that could prove -helpful. I wonder what it does? [Wink wink, nudge nudge] - -To read a book, simply type "look ", without the -quotes of course.~ - -0 MUSEUM~ -The Arcanum Museum was placed here by Allah himself. It -is a fun place to roam and most of the creatures are fairly -difficult. There are two ways that you can play this area. - - If you are above level 20, the Museum maybe one of the -most helpful places so far on Arcanum for you to gain more -experience. The Museum holds many different mysteries for -those who are clever enough to find them. This is also -a gateway area into a very large quest, but you will not -be able to find it without solving many puzzles along the -way. If you are here to hack n' slash, then you will -probably find many fun battles. But you must use both your -brains, your brawn, and every resource you can muster to -get very far. - - If you are below level 20, then it is impossible for you -to complete the quest. To do so you must interract with -many of the different people and creatures MOBS, and most -of them will not help weaklings. You can still enjoy the -sights of the area and perhaps get a taste of what you -might find later. You probably won't survive many of the -fights you pick, but if you can you'll level up quickly. - - Now some hints: (1) Look at everything. Look under -everything. This area is a series of puzzles as much as -a MUD zone, and to solve the puzzles you'll have to -first figure out what they are! (2) Interract with the -environment. You've spent a long time learning that "dig" -skill, well now's your chance to USE it! - - (If you're still stuck, type "HELP MUSEUMHINTS" for a -little kick in the butt!) -~ - -0 MUSEUMHINTS~ -Hints: (1) The Library in the Museum has some good -reading material. (2) Sometimes it's fun (and a little -less dangerous) to fight in groups. (3) The monument to -Sir Armand deLeoni is rumored to be haunted. While we're -on the subject, legend has it that the elf Diana had been -Sir Armand's lover once. - - And finally, many of the characters are willing to help -you if you ask the right questions! And some, like the -ogreish Museum guards may be easier persuaded by coin... -~ - -0 $~ - -#MOBILES -#30250 -monument statue of armand deleoni~ -The monument~ -A magnificent monument stands here stoically, forever guarding. -~ -The monument is elegantly crafted of polished limestone. It -depicts a great warrior -- a knight -- who has cast off his -helmet so that he can glare up at the sky with his stone eyes -forever. Oddly enough, though perhaps the fault of a careless -craftsman, the fully armored knight appears unarmed. An -inscription in the monument's base explains its significance. -~ -151029763 4194344 0 C -20 0 -1000 5d100+100 1d1+1000 -0 0 -112 112 0 -20 20 20 20 20 20 20 -0 0 0 0 0 -40 0 0 0 100353 1 5 -0 0 0 0 2100512 0 1438122960 4743203 -> act_prog p gives you a silk scarf.~ -if ispc($n) -mpecho The monument suddenly comes to life... -mpforce $n emote jumps back in surprise! -mpecho The monument looks at the scarf and sheds a single tear, -mpecho which falls into his stone hand and becomes a large diamond. -mpoload 30260 -give diamond $n -mppurge scarf -mpecho The monument stiffens once more into stone. -endif~ -> act_prog p gives you a polished bastard sword.~ -if ispc($n) -mpecho The monument suddenly comes to life, and turns to look at $n. -smile $n -mpecho "You have brought my weapon back to me, and for that I am in your debt." -mpecho The monument pauses for a few moments before continuing. -mpecho "You have also brought warmth to my stone heart with the gifts of -mpecho my beloved. Therefore you shall be rewarded." -kiss $n -endif -~ -| -#30251 -dark figure , the thief~ -The thief~ -A dark figure tries to hide here. -~ -Since travelers from all over the world come to the Museum, -there is a lot of money for a talented thief to make here! -~ -197 8486912 0 C -15 0 100 3d50+15 0d0+0 -1500 0 -112 112 1 -12 13 9 20 15 20 19 -0 0 0 0 0 -3 0 0 0 131073 1 2 -0 0 1336 2304 0 0 1088 2 -#30252 -lady Diana gypsy woman ~ -Diana~ -A beautiful elven druid sits in silent thought. -~ -Diana is a beautiful elven woman, dressed in the traditional -garb of a druid. Her beautiful face is a mixture of -kindness and great sorrow. -~ -152043523 4202536 1000 C -50 0 0 10d5+150 0d0+0 -0 0 -112 112 2 -18 17 18 16 14 18 17 -0 0 0 0 0 -1 0 0 0 78345 1 3 -0 0 521 0 2304 0 1109409792 23014 -> all_greet_prog 100~ -if ispc($n) -say Welcome, $n! You will be safe here. -smile $n -if level($n) < 25 -mpechoat $n Diana sadly shakes her head at you. -tell $n You may not yet be experienced enough to survive the trials that lay ahead. Be careful. -else -tell $n Be careful in picking a fight here, $n. Danger sometimes lies where you least expect it. -endif -endif~ -> act_prog p gives you a gold amulet.~ -if ispc($n) -say You've found my amulet! Thank you! -mpoload 30259 -give scarf $n -tell $n This amulet was given to me by my lover, long ago. If you see Armand, give him this scarf. -smile $n -mpforce $n look -mppurge amulet -endif~ -> rand_prog 2~ -if ispc($n) -look $n -endif~ -> act_prog p gives you a large diamond.~ -if ispc($n) -mpecho Diana clasps her hands together in delight! -mpecho Oh thank you, $n! -giggle -say This is from Armand! You HAVE seen him! -tell $n Does he know about what the Museum Curator has done with his sword? -mpechoat $n She laughs, adding "I stole it from that stupid Museum!" -tell $n Please take Armand's sword to him. -mpoload 30251 -emote goes to a secret place in the shadows, and then returns. -give sword $n -mppurge diamond -endif -~ -> speech_prog Armand~ -if ispc($n) -emote looks at $n with a startled gasp. -emote casts a sad glance at the ground. -tell $n He was my lover, a long time ago. But then he entered that stupid contest! -emote puts her head in her hands and softly weeps. -tell $n I miss him so much! -mpecho After a moment, Diana seems to pull herself together. -smile $n -endif -~ -> act_prog p asks you "about armand".~ -if ispc($n) -emote looks at $n with a startled gasp. -emote casts a sad glance at the ground. -tell $n He was my lover, a long time ago. But then he entered that stupid contest! -emote puts her head in her hands and softly weeps. -tell $n I miss him so much! -mpecho After a moment, Diana seems to pull herself together. -smile $n -endif -~ -| -#30253 -rodent of unusual size ROUS rous R.O.U.S. r.o.u.s. rat ~ -The R.O.U.S.~ -A Rodent Of Unusual Size sits here eyeing you hungrily. -~ -Wow! An R.O.U.S. (Rodent of unusual size) You didn't even -believe these huge rats existed! Just like city rats it's -dirty and mean, only it's nearly three feet long! -~ -65 0 0 C -10 0 100 2d50+5 0d0+0 -10 0 -112 112 2 -10 10 10 10 10 10 10 -0 0 0 0 0 -77 0 0 0 128 128 2 -0 0 4522000 0 0 0 131 0 -> rand_prog 2~ -if ispc($n) -emote bares his teeth and growls at you. -else -emote noisily searches for something to eat. -endif~ -| -#30254 -gargoyle guard guardian warrior~ -The gargoyle~ -A gargoyle, one of the Museum's guardians, stands here calmly watching you. -~ -The gargoyles are magical creatures - living stone guardians -created by the Gods. Though not as strong as the golems, -they are much smarter (though still not of average human -intelligence) and faster. Their spellcasting abilities, -though, make them deadly. Not many people could easily -survive a gargoyle attack. -~ -134217795 4194344 0 C -50 0 5 10d10+100 1d10+10 -1000 0 -112 112 0 -19 5 15 14 19 9 18 -0 0 0 0 0 -34 0 0 0 1 1 2 -0 0 0 1048582 2100992 1 8389190 24595 -> all_greet_prog 100~ -if ispc($n) -emote acknowledges $n's presence with a patient nod. -else -emote growls softly. -endif -~ -> act_prog p gives you a silk scarf.~ -if ispc($n) -emote looks at the scarf. -emote sniffs the scarf. -say Nice scarf, $n. It goes with your armor! -give scarf $n -endif~ -> greet_prog 100~ -if name($n) == Allah -mpecho "Welcome Lord Allah," the gargoyle growls with a deep bow. -endif~ -| -#30255 -lost wandering soul~ -The lost soul~ -A wandering soul sits here, gazing out at the waters in a sad silence. -~ -For reasons as variable as humanity itself, occasionally a -soul becomes lost after its body dies. The souls remain in -the physical world for sometime after that, until they find -their way to the other world. -~ -3 4194346 0 C -20 0 0 1d100+100 1d15+5 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 0 0 0 4097 1 0 -0 0 0 12912 2098575 1050624 1108348928 10 -> rand_prog 2~ -sigh~ -| -#30256 -Seth the shopkeeper shop keeper~ -Seth~ -Seth, the Museum shopkeeper, is busy trying to put his giftshop together. -~ -Seth is a bustling entrepenuer who has been given the -privlidge of setting up a very lucrative shop here in the -Museum itself. Seth is very popular with the museum patrons, -and it's odd for a halfling to gain respect from ANYBODY. -~ -67108867 0 500 C -20 0 50 2d100+50 1d20+10 -1000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -3 0 0 0 131073 1 0 -0 0 0 0 0 1024 0 0 -> rand_prog 2~ -emote sighs as he wanders around the shop, cleaning.~ -> greet_prog 100~ -if ispc($n) -echoat $n Welcome to my shop! We'll be open very soon! -else -look $n -endif~ -| -#30257 -bounty hunter killer~ -The bounty hunter~ -A cold, impassionate bounty hunter gazes at you curiously. -~ -The bounty hunter is a deadly mercenary that has taken his -love of gold to an extreme level where he actually hunts down -dangerous wanted men. The bounty hunter has a frightening -"dead or alive" philosophy. -~ -16777217 0 -500 C -20 0 10 3d50+20 0d0+0 -100 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 2 -0 0 1033 256 0 0 1120 3 -> rand_prog 4~ -emote searches quietly for the thing he is tracking...~ -> greet_prog 100~ -if isnpc($r) -emote ignores you. -if ispc($r) -if isgood($n) -emote acknowledges your presence with a slow nod. -else -emote pulls his thin lips into a smile. -endif -endif -endif - -~ -> rand_prog 2~ -if ispc($n) -mpechoaround $n The bounty hunter spits on the ground at $n's feet! -mpechoat $n The bounty hunter spits on the ground at your feet! -endif~ -| -#30258 -Bob the actor man~ -Bob~ -Bob stands here trying to remember his lines. -~ -Bob is a dashing young actor, and quite talented. -~ -3 0 500 C -20 0 10 2d100+10 0d0+0 -100 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 5 800 0 0 0 80 2 -> rand_prog 2~ -if ispc($n) -mpechoat $n Bob casts a furious glance at you. -mpechoaround $n Bob looks at $n furiously. -else -mpasound The actor on the stage raises his arms to the sky and the crowd cheers! -endif -~ -> rand_prog 2~ -if ispc($n) -emote gestures dramatically. -mpasound The actor onstage gestures dramatically to the delight of the audience! -else -mpasound The actor onstage gestures dramatically to the delight of the audience! -endif~ -> rand_prog 2~ -mpasound The actors onstage embrace passionately!~ -| -#30259 -Samantha the actress lady woman~ -Samantha~ -Samantha stands here enthralled in the mood of the drama she's performing. -~ -Samantha is a beautiful young actress. -~ -3 0 500 C -20 0 10 2d100+10 0d0+0 -100 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 5 1048 0 0 0 96 2 -> rand_prog 2~ -if ispc($n) -mpechoat $n Samantha stares at you in surprise. -mpechoaround $n $n's presence on the stage disturbs the young actress. -mpasound The actress onstage collapses into heap. -mpasound "Why God, why?!" She cries out in agony. -mpasound She then stands up again and bows to the cheering crowd with a smile. -else -mpasound The actress onstage collapses into heap. -mpasound "Why God, why?!" She cries out in agony. -mpasound She then stands up again and bows to the cheering crowd with a smile. -endif~ -> rand_prog 2~ -if ispc($n) -emote delivers a heart-wrenching monologue about the injustices of society. -mpecho The crowd erupts into wild applause! -mpasound The actress onstage delivers a brilliant monologue about the injustices of society. -mpasound The audience erupts into wild applause! -else -mpasound The actress onstage delivers a brilliant monologue about the injustices of society. -mpasound The audience erupts into wild applause! -endif~ -> rand_prog 2~ -mpasound The actress onstage stumbles over her lines, but quickly recovers.~ -> rand_prog 2~ -echo Your presence onstage disturbs the actress's concentration. -~ -| -#30260 -Orc mother~ -The mother orc~ -A mother orc is sitting here, watching the show on the stage below. -~ -The orc woman is a kind creature who loves her family and -fine theater. -~ -3 0 1000 C -15 0 0 2d75+5 0d0+0 -50 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -53 0 0 0 33 1 3 -0 0 3407888 0 0 0 115 0 -#30261 -orc child~ -The orcish child~ -A young orc child is here, looking bored. -~ -The orc child is young, and has a mischevious look in his -piggish face. -~ -16777219 0 300 C -5 0 0 2d25+5 0d0+0 -0 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 33 1 0 -0 0 49 0 0 0 0 0 -> rand_prog 2~ -emote picks his piggish nose. -mpecho The child's mother slaps him on the back of the head! -say Ow, mom! What'd you have to go and do that for?~ -> death_prog 100~ -mpecho The child looks at you in confusion, as if to say "Why?" -mpecho and then slumps into a lifeless heap. - -~ -| -#30262 -butterfly~ -The butterfly~ -A pretty butterfly flits about. -~ -The pretty butterfly doesn't pay a lick of attention to you. -~ -16842817 524288 0 C -1 0 1000 1d2+0 0d0+0 -0 0 -112 112 0 -3 3 3 3 3 3 3 -0 0 0 0 0 -83 0 0 0 256 256 0 -0 0 32768 0 3072 3159039 0 0 -> rand_prog 2~ -if ispc($n) -mpechoat $n The pretty butterfly lands on your forehead, and you swat it away. -endif~ -| -#30263 -Museum Guard~ -The guard~ -A museum guard eyes you cautiously. -~ -The Museum hires the best mercenaries money can buy to keep -the peace and protect the exhibits. The half-ogre -mercenaries are mean and dirty, but they do a good job of -discouraging trouble-makers. -~ -65 0 -500 C -30 0 5 500d1+0 0d0+0 -5000 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -6 0 0 0 17 17 4 -5 5 2097208 0 0 0 465 2097155 -> rand_prog 2~ -emote scratches himself.~ -> act_prog p gives you a silk scarf.~ -if ispc($n) -emote shakes his head in confusion as he looks at the scarf. -say And what exactly am I supposed to do with this, $n?! -give scarf $n -slap $n -endif -~ -> bribe_prog 200~ -if ispc($n) -emote looks around cautiously. -tell $n That Curator Simmons is hiding something in his office! -mpechoat $n The half-ogre leans in to you closely. His breath is terrible! -mpechoaround $n The guard whispers something to $n. -tell $n Tell ya what. Why don't you see what you can find there? -mpoload 30264 -give key $n -smile $n -endif -~ -| -#30264 -drunk dwarf~ -The drunken dwarf~ -A dwarf is here watching the show, and he is drunk! -~ -The dwarf's red nose and his tendency to fall off his seat -leads you to believe that he is wasted. -~ -3 0 0 C -15 0 5 100d1+100 0d0+0 -100 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 0 0 0 4 4 0 -0 0 304 0 0 0 48 524288 -> rand_prog 2~ -if ispc($n) -mpechoat $n The drunken dwarf eyes you suspiciously, and clutches his bottle to his chest. -endif~ -> rand_prog 2~ -mpecho The dwarf giggles, hiccups, and takes a drink from his bottle.~ -> rand_prog 2~ -mpecho The dwarf lets out a mighty belch!~ -| -#30265 -Black Widow Spider~ -The black widow~ -A venomous black widow spider scurries toward you. -~ -The black widow is a deadly, poisonous spider that prefers -to crawl about in dark, moist places. -~ -35 0&2 0 C -15 0 20 50d1+0 0d0+0 -0 0 -112 112 2 -5 2 10 19 13 2 17 -0 0 0 0 0 -63 0 0 0 1 1 2 -0 0 524288 0 1024 3 262145 0 -#30266 -vampire bat~ -The vampire bat~ -A vampire bat flies through the cavern, swooping down towards you! -~ -The vampire bat's eyes glow in the dark, and blood drips -from its fangs! -~ -33 524800 0 C -0 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -0 0 0 0 0 0 0 -0 0 0 0 0 -23 0 0 0 1 1 2 -0 0 557056 0 1024 0 2049 2 -> rand_prog 2~ -mpasound A squeeking sound can be heard nearby! -echo The vampire bat squeeks as it looks for food.~ -| -#30267 -hydra serpent monster~ -The hydra~ -The hydra's seven serpendine heads turn to eye you hungrily. -~ -The Hydra is a terrible monster that you've only read about -in children's books! The Hydra has seven deadly heads, and -each cold black eye holds something more dangerous than even -the beast's claws or teeth: intelligence. -~ -3 0 0 C -25 0 40 100d1+100 0d0+0 -0 10000 -112 112 0 -20 10 16 11 17 3 7 -0 0 0 0 0 -89 0 0 0 1 1 7 -0 0 5180416 1 1280 98 0 0 -> rand_prog 2~ -echo One of the hydra's heads snorts, and a fireball barely misses your head. -~ -> death_prog 100~ -echo The Hydra lets out a roar of angusih as he goes down! -mpoload 30263 -~ -| -#30268 -Curator Simmons~ -Curator Simmons~ -Curator Simmons is behind his desk, looking at you in surprise. -~ -The Museum Curator is a very well-educated man, but the -success of his Museum has also made him very greedy. The -Museum is government operated, which means taxes pay his -salary. Needless to say, he has many expenses. -~ -3 4194344 -300 C -30 0 30 8d25+100 1d10+0 -15000 0 -112 112 1 -12 19 13 9 11 19 17 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 0 25 0 0 0 112 2097154 -> greet_prog 100~ -if ispc($n) -mpechoat $n Curator Simmons looks up from his desk in surprise when he sees you. -tell $n What the hell are you doing in here? -endif - -~ -> rand_prog 2~ -mpecho Curator Simmons seems irritated about something. -~ -> act_prog p gives you a hydra head.~ -if ispc($n) -emote stands up in surprise. -mpecho "YOU killed the hydra?" Simmons asks in disbelief. -say Very well, $n, since you have brought me proof of the hyra's demise, you shall have your reward. -emote looks around in his desk for something. -mpoload 30267 -give amulet $n -mpecho "Now get out of here, will ya? I've got things to do!" -mppurge head -endif -~ -| -#30269 -wealthy nobleman~ -The wealthy nobleman~ -A wealthy nobleman is here, dressed in flowing scarlet robes. -~ -People of wealth from all over the land come here because of -their fascination with the Museum and history. The -attraction of wealthy noblemen such as this one has also -attracted some of the best (and greediest) thieves in the -land as well. -~ -152043713 0 0 C -20 0 0 1d100+100 0d0+0 -10000 0 -112 112 1 -0 0 0 0 0 0 0 -0 0 0 0 0 -0 0 0 0 1 1 1 -0 0 24 0 0 0 112 2 -> rand_prog 2~ -emote pulls out a fancy silk handkerchief to wipe the sweat from his brow!~ -> rand_prog 2~ -emote complains loudly about having to consort with "commoners"! -~ -| -#30270 -minotaur scholar~ -a minotaur scholar~ -A pretty minotaur professor is here, studying everything with her sharp eyes. -~ -Seldom does the fierce race of minotaurs ever produce an -individual of great enough intelligence to become a scholar. -As minotaurs go, she is attractive (at least, her humanoid -parts are). Though she is an educated creature, her hooves -and horns look physically capable of hurting you! -~ -135266369 0 0 C -15 0 0 6d25+0 0d0+0 -0 0 -112 112 2 -0 0 0 0 0 0 0 -0 0 0 0 0 -48 7 0 0 1 1 2 -0 0 68222976 0 0 0 160 0 -> rand_prog 2~ -mpecho The minotaur scholar looks at the beauty around her and sighs... -~ -| -#30271 -Inigo Montoya swordsman~ -Inigo Montoya~ -Inigo Montoya stands here, his blade-like body tensed and alert. -~ -Inigo is a Spaniard, with long curly hair and a thin black -mustache on his top lip. He is dressed in leather armour -that seems scant. His sharp eyes dart about coldly, though -speaking volumes of his character. He is a master swordsman -and a determined man. -~ -150995009 8389160 1000 C -15 0 10 100d3+0 0d0+0 -0 0 -112 112 1 -15 18 14 20 16 18 17 -0 0 0 0 0 -0 0 0 0 1 1 2 -0 0 25 96 0 1048576 256 2621443 -> rand_prog 2~ -mpecho Inigo draws his sword, and practices a flashy fencing move. -mpecho "H'ya, h'ya!" He screams at an invisible attacker as he skillfully -mpecho dodges and parries an invisible blade. After a few moments he -mpecho returns his sword to its scabbard and continues his tireless quest. -~ -> rand_prog 4~ -if ispc($n) -mpechoat $n "Excuse me," Inigo says to you politely in his sharp Spanish accent. -mpechoat $n "I do not mean to pry," he continues. "But you don't by any chance -mpechoat $n happen to have six fingers on your right hand?" -mpforce $n tell inigo Do you always begin conversations this way? -mpechoat $n You hold up your hand and display your digits to the odd man. -mpechoaround $n $n holds up his hand, palm out, and shows his fingers to Inigo. -mpechoat $n Inigo nods his head and resumes his quest. -else -mpecho Inigo kneels and whispers a short prayer to his father's spirit. -endif -~ -| -#0 - - -#OBJECTS -#30250 -fountain~ -the museum fountain~ -A sculptured fountain sits into the path here, surrounded by -flowers and wild grass. -~ -~ -25 0 0 -50 50 0 0 -1 0 0 -E -water~ -The fountain's water is crystal clear and cold. It kind of -makes you want to take off all of your clothes and jump into -it. -~ -E -wild grass~ -Yeah, I know what kind of wild grass YOU want it to be! -(But it isn't!) -~ -E -flowers flower~ -The flowers are very lovely indeed. -~ -E -fountain sculpture sculptured~ -The fountain is sculptured to resemble a half-nude elven lass -who is bathing in a cascading waterfall. It is exquisite. -~ -E -lass elven half-nude nude~ -Look, she isn't REAL okay? It's a sculpture. What are you, -a pervert? Don't you have some adventuring to do? -~ -#30251 -Armand's bastard sword~ -a polished bastard sword~ -A heavy polished bastard sword gleams in the light. -~ -~ -5 524289 8193 -12 0 0 3 -50 1000 100 -E -bastard, sword, blade, weapon ~ -The bastard sword is heavy, and would be awkward in combat -unless wielded by a man of epic strength, in which case it -would be deadly. There is a design of a lion just above the -hilt. -~ -E -hilt, design, lion~ -Carved into the hilt is the unmistakable image of a lion. -One of the most famous knights in Arcanum legend took the -lion as his crest. You wish you could remember his name! -~ -A -18 10 -A -19 7 -> drop_prog 100~ -mpforce $n sac $o~ -| -#30252 -Loch Lomond lake freshwater water~ -the lake~ -Lake Lomond's cold waters meet the land here, providing an -ample source of both freshwater and mud. -~ -~ -25 0 0 -50 50 0 0 -1 0 0 -E -water waters~ -The crystaline water is a popular spot for people to swim -in during hot days. You yourself wouldn't mind taking a dip -in the cool waters if you weren't so busy questing! -~ -E -Lake Lomond lake~ -The Lake was named after a popular bardsong. -~ -> rand_prog 4~ -echo A small watersprite dashes across the water and disappears... -~ -| -#30253 -Azure River river water~ -the river~ -The azure river flows quickly here. -~ -~ -25 0 0 -50 50 0 0 -1 0 0 -E -water river azure~ -The swift currents of the river are freezing and deadly, -though the water is clean and refreshing. The river splits -the land into two banks. -~ -#30254 -violent delta azure river lake lomond water~ -the violent delta~ -The Azure river empties into Lake Lomond violently here. -~ -~ -25 0 0 -50 50 0 0 -999 0 0 -E -delta lake river Azure Lomond~ -River meets lake in a violent contest of power. -~ -> rand_prog 2~ -echo Your face is lightly sprayed by the moisture on the wind. -~ -| -#30255 -Oil Painting~ -the oil painting~ -Secured to the northen wall is a beautiful oil painting. -~ -~ -47 0 0 -0 0 0 0 -500 0 0 -E -oil painting picture art~ -It appears to be a painting of the God Allah! -~ -> get_prog 100~ -if ispc($n) -mpforce $n emote climbs over the barriers and struggles to remove the painting, -mpecho A security guard yells, "Hey! Cut that out!" -mpforce $n emote shrugs helplessly. -endif -~ -| -#30256 -sleek dagger~ -a sleek dagger~ -A sleek dagger has been abandoned here. -~ -~ -5 524288 8193 -12 0 0 11 -1 0 0 -E -dagger~ -The stainless steel dagger is sleek in design, small in size, -and razor-sharp. -~ -A -32 3 -A -18 3 -A -19 3 -#30257 -bottle of dwarf spirits~ -a bottle labeled "dwarf spirits"~ -A bottle labeled "dwarf spirits" has been left here. -~ -~ -17 262144 16385 -15 0 0 0 -1 200 1 -E -bottle spirits~ -Dwarf Spirits! You shudder, remembering your last visit to -the dwarven port city "Lahnmor". Leave it to the dwarfs to -distill the most potent alcohol in the realms! -~ -A -65 20 -#30258 -t-shirt tee shirt ~ -an "I love the Arcanum Museum" t-shirt~ -A nice t-shirt has been left here. -~ -~ -9 262144 9 -3 0 0 0 -1 100 10 -E -t-shirt shirt cotton~ -The nice t-shirt has bold lettering across the front that -exclaims, "I LOVE THE ARCANUM MUSEUM!" -~ -A -17 -3 -#30259 -silk scarf~ -a silk scarf~ -A delicate silk scarf has been left here. -~ -~ -9 262144 17 -0 0 0 0 -1 0 0 -E -silk scarf~ -The silk scarf is blue and transluscent. It is about the -size of a handkerchief, except that it looks so delicate you -are afraid to blow your nose in it. -~ -> drop_prog 100~ -mpforce $n sac $o -~ -| -#30260 -diamond~ -a large diamond~ -A beautiful diamond shaped like a teardrop lies here. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -diamond teardrop tear drop~ -The diamond is shaped like a teardrop, and is flawless in -cut. Though not a jeweler, you cannot make out a single -imperfection. -~ -> drop_prog 100~ -mpforce $n sac $o -~ -| -#30261 -blood sword~ -The Blood Sword~ -Allah's powerful Blood Sword lies here. -~ -~ -5 1 8193 -12 0 0 3 -10 20000000 2000000 -E -blood sword~ -The Blood Sword is large, heavy, and deadly. The sword is -cursed with a peculiar thirst for blood. Although this is -bad news for a foe, it will also drive a sane man mad. -~ -A -2 20 -A -18 100 -A -19 100 -A -1 20 -A -2 20 -> exa_prog 100~ -emote glows with a soft, reddish light.~ -> drop_prog 100~ -mpforce $n sac $o~ -| -#30262 -pile of bones skull skeleton corpse~ -a pile of bones~ -A pile of bones sits in the corner of the room, picked clean -of flesh and blood long ago. -~ -~ -23 134217728 0 -0 0 0 0 -1 0 0 -E -pile of bones skull skeleton corpse~ -There is a pile of bones in the corner of the chamber in -various stages of decay. Some of the remains look fresh: -bloody flesh hanging from bone. Some of the remains look -very old and ancient indeed. How strange that they'd be -gathered together like this! -~ -#30263 -hydra head~ -a hydra head~ -One of the hydra's heads is here, freshly killed. -~ -~ -23 0 1 -0 0 0 0 -1 0 0 -E -hydra head~ -The hydra head looks like a snake's head, except that it's -about a foot and a half long. It is leaking blood all over -the place! -~ -> drop_prog 100~ -mpforce $n sac $o~ -| -#30264 -small silver key~ -a small silver key~ -A small silver key lies here.~ -~ -18 524288 1 -0 0 0 0 -1 0 0 -E -small silver key~ -Besides being a small silver key, it isn't much! -~ -> drop_prog 100~ -mpforce $n sac $o~ -| -#30265 -oak desk~ -the desk~ -Curator Simmons' large oak desk sits here.~ -~ -12 0 0 -10 1 0 0 -1 0 0 -E -oak desk~ -The desk is made of strong oak, and is kept well oiled. -Curator Simmons spends a lot of his time sitting behind this -desk, yet there isn't any paperwork on it. -~ -#30266 -thief's lockpick pick~ -a lockpick~ -A thief's lockpick lies here.~ -~ -49 0 16385 -0 0 0 0 -1 0 0 -E -lockpick pick~ -The lockpick is an essential thieves' tool for getting in -places other people don't want them to be. -~ -A -33 1 -> drop_prog 100~ -mpforce $n sac $o~ -| -#30267 -gold amulet~ -a gold amulet~ -Some careless fool has left an expensive-looking amulet here.~ -~ -9 527680 5 -0 0 0 0 -1 0 0 -E -gold amulet~ -The gold amulet looks very expensive! It is inlaid with -an emerald. When you turn the amulet over in your hands you -find an inscription on the back. -~ -E -inscription back~ -The inscription reads: "For my darling Diana" -~ -> drop_prog 100~ -mpforce $n sac $o~ -| -#30268 -statue of ghel~ -a statue of the goddess ghel~ -There is an exquisite statue of the goddess "Ghel" here.~ -~ -47 0 0 -0 0 0 0 -500 0 0 -E -statue goddess ghel exquisite exhibit art~ -The statue is flawlessly shaped out of marble, and resembles -a beautiful half-elven woman with flowing hair and robes: -The Goddess Ghel. She is portrayed just over the corpse of -a child who has recently died: Perhaps taking his soul -someplace to rest or be reborn? The statue is very old, and -the original artist has been struck anonymous by time... -~ -#30269 -small painting~ -a small painting~ -There is a small painting hung just beside the statue.~ -~ -0 0 0 -0 0 0 0 -1 0 0 -E -small painting~ -It is a painting of a strange object that appears to be -flying through the night sky! There is a small plaque under -the painting that tries to explain its significance. -~ -E -plaque inscription writing~ -The plaque describes the small painting thusly: - -"This exhibit is a strange piece that was donated by Lady -Agnes of Guilder. She claims that it is unreputable proof -of the existence of extra-terrestrials. Lady Agnes is -currently under evaluation at the Arcanum Asylum." -~ -#30270 -large statue of odin~ -a statue of Odin~ -A statue of Odin the One-Eye stands here, large and -imposing.~ -~ -0 0 0 -0 0 0 0 -1 0 0 -E -large statue of odin~ -The huge statue depicts Odin the One-Eye standing here in -full battle armour, greeting each person who walks into the -Museum with a sense of awe and power. -~ -#30271 -fencing sword~ -a beautiful fencing sword~ -Somebody has left a magnificently crafted fencing sword -here. -~ -~ -5 8948736 8193 -12 0 0 3 -1 0 0 -E -fencing sword~ -The sword is almost perfectly balanced, and the thick blade -on it is a bit longer than an standard fencing sword. The -hilt, strangely enough, has room for a sixth finger, which -would account for the extra length to keep the balance -perfect. -~ -A -2 1 -A -18 2 -> drop_prog 100~ -mpforce $n drop $o~ -| -#0 - - -#ROOMS -#30250 -A paved road through the forest~ -You are on a path that runs into the forest. To the north, -a huge building looms in the distance. The path continues -north, and the forest is all around it. To the east, you -can faintly hear a river. There is a sign planted into the -ground here. -~ -0 0 1 -D0 -The Museum looms over the trees to the north. -~ -~ -0 30250 30251 -D1 -The majestic forest lies there. -~ -~ -0 30250 30259 -D3 -The majestic forest lies there. -~ -~ -0 30250 30258 -D5 -~ -~ -0 -1 31045 -D6 -The majestic forest lies there. -~ -~ -0 30250 30260 -D7 -The majestic forest lies there. -~ -~ -0 30250 30257 -E -sign~ -"Welcome to the museum grounds! The Arcanum Museum of History -and Science lies just north of here. And, across the Azure -River to the east is where you'll find the recently donated -statue to Sir Armand deLeoni. - -(Please type "HELP MUSEUM" for information if you get -stuck.)" -~ -E -river~ -You cannot see the river from here. -~ -E -building museum~ -The Arcanum Museum of Art and Science attracts visitors from -all over the realms and, rumor has it, beyond. -~ -S -#30251 -A paved road through the forest~ -You are on a path running north and south through the forest. -To the north you can see a large building that looms over the -tops of the trees. The forest surrounds you everywhere else, -although it doesn't prohibit movement in any direction. -~ -0 0 3 -D0 -The museum looms in the distance north. -~ -~ -0 30250 30252 -D1 -A little ways beyond the forest to the east, you can see a -bridge. -~ -~ -0 30250 30260 -D2 -The path helpfully guides your way south. -~ -~ -0 30250 30250 -D3 -The majestic forest lies there. -~ -~ -0 30250 30257 -D6 -The majestic forest lies there. -~ -~ -0 30250 30261 -D7 -The majestic forest lies there. -~ -~ -0 30250 30256 -D8 -The majestic forest lies there. -~ -~ -0 30250 30259 -D9 -The majestic forest lies there. -~ -~ -0 30250 30258 -E -building museum~ -The Arcanum Museum of Art and Science attracts visitors from -all over the realms and, rumor has it, beyond. -~ -E -bridge~ -The bridge appears to somehow span from bank to bank, allowing -any traveler clever enough access to the other side (and then, -of course, back again). - ~ -S -#30252 -A paved road through the forest~ -The forest thins out here, apparently because the Museum was -more important than the trees to somebody with an axe. To -the north, the immense Museum sits majestically. The scene -before you stirs a sense of awe within. -~ -0 0 3 -D0 -The steps to the Museum lay to the north. -~ -~ -0 30250 30253 -D1 -The majestic forest lies there. -~ -~ -0 30250 30261 -D2 -The helpful forest path patiently waits to guide you south. -~ -~ -0 30250 30251 -D3 -The majestic forest lies there. -~ -~ -0 30250 30256 -D6 -~ -~ -0 0 30255 -D7 -~ -~ -0 0 30254 -D8 -The majestic forest lies there. -~ -~ -0 30250 30260 -D9 -The majestic forest lies there. -~ -~ -0 30250 30257 -E -forest tree trees~ -To the south of you, the forest is thick and mighty. To the -north of you, the forest is GONE! -~ -S -#30253 -The great steps of the Museum~ -You are just before the huge steps that lead up to the -Museum. A large passageway through the base of the great -building is to the north, while a path leads into a thick -forest to your south. -~ -0 0 1 -D0 -A wide passage leads directly through the base of the -Museum to the north. -~ -~ -0 0 30289 -D1 -A grassy field lies to your east. (Think a treeless forest.) -~ -~ -0 30250 30255 -D2 -A path runs through the thick forest. -~ -~ -0 30250 30252 -D3 -A grassy field lies to your west. (Think a treeless forest.) -~ -~ -0 30250 30254 -D4 -The greats steps lead up to the Museum. -~ -steps~ -0 0 30270 -D8 -The thick forest lies there. -~ -~ -0 0 30261 -D9 -The thick forest lies there. -~ -~ -0 0 30256 -E -passage passageway tunnel ~ -The passage leads straight through the solid base of the -Museum. -~ -E -museum building~ -The huge building is the home of some of the finest scholars -and historians in Arcanum. Travellers from all over the world -come here to study in the Great Library or to view the rare -exhibits. -~ -S -#30254 -A grassy field~ -Once a mighty forest, this area has been purged of trees to -make room for the huge building to your north - The Museum. -Most of the area is covered in the thick wild grass of the -forest, but there is a large path of dirt in the ground. -The forest begins immediately south of here. The foliage -is much to dense for you to travel through to the west. -~ -0 0 2 -D1 -The Museum steps lead up to the doors to your east, and a -small path through the forest begins here. -~ -~ -0 30250 30253 -D2 -There is a forest here. -~ -~ -0 0 30256 -D5 -There is a deep hole in the ground at your feet. -~ -hole~ -16908552 0 30294 -D8 -There is a small path leading through the forest there. -~ -~ -0 0 30252 -E -dirt ground~ -On the ground at your feet there is a patch of dirt that -attracts your attention. -~ -E -building museum~ -Gosh it's big! -~ -E -foliage~ -The thick foliage offers no passage to you. -~ -S -#30255 -A grassy field~ -Once a mighty forest, this area has been purged of trees to -make room for the huge building to your north - The Museum. -The forest begins immediately south of here. Your progress -east is barred by Loch Lomond which stretches eastward as -far as you can see. -~ -0 0 1 -D2 -The forest is there! -~ -~ -0 0 30261 -D3 -The steps to the Museum are just west of you. -~ -~ -0 30250 30253 -D9 -A path leads through the forest there. -~ -~ -0 0 30252 -E -building museum~ -Gosh it's big! -~ -S -#30256 -The forest~ -You are in the thick forest. To the north, the trees thin -and abruptly stop. Thick forest surrounds you. -~ -0 0 3 -D0 -The forest abruptly stops there. -~ -~ -0 0 30254 -D1 -You can make out a path through the forest to the east. -~ -~ -0 30250 30252 -D2 -~ -~ -0 30250 30257 -D6 -~ -~ -0 0 30253 -D8 -~ -~ -0 30250 30251 -S -#30257 -The forest~ -You are in the middle of the thick forest. You can see the -path a distance east, but everywhere else is forest. A small -animal trail leads west through the thick foliage. -~ -0 0 3 -D0 -~ -~ -0 30250 30256 -D1 -~ -~ -0 30250 30251 -D2 -~ -~ -0 30250 30258 -D3 -~ -~ -0 0 30268 -D6 -~ -~ -0 30250 30252 -D8 -~ -~ -0 30250 30250 -S -#30258 -The forest~ -You are in the thick forest. There appears to be a -path laid through the jungle to the east of here, and the -dangerous jungle is everywhere else. -~ -0 0 3 -D0 -~ -~ -0 30250 30257 -D1 -~ -~ -0 30250 30250 -D6 -~ -~ -0 30250 30251 -S -#30259 -The forest~ -You are in the forest, only a few hundred yards east of the -path. The forest is all around you, but to the east a river -splits the jungle into two banks. -~ -0 0 3 -D0 -~ -~ -0 30250 30260 -D1 -The Azure river cuts the jungle into two banks here.~ -~ -0 0 30288 -D3 -~ -~ -0 30250 30250 -D6 -~ -~ -0 0 30262 -D7 -~ -~ -0 30250 30251 -S -#30260 -The forest~ -You are in the forest, just west of a large wooden -bridge that spans the Azure River. And to your west, you -can make out a path leading north and south through the -forest. -~ -0 0 3 -D0 -~ -~ -0 30250 30261 -D1 -A bridge grants passage over the river's torrents to your -east.~ -~ -0 30250 30262 -D2 -~ -~ -0 30250 30259 -D3 -~ -~ -0 30250 30251 -D7 -~ -~ -0 30250 30252 -D8 -~ -~ -0 0 30288 -D9 -~ -~ -0 30250 30250 -E -large bridge wood wooden river azure~ -The Azure river is forceful here, as it enters the lake just -to the north. It is rumored that the water is magical, but -it is commonly accepted as fact that the water is deadly. The -bridge was built for this reason. -~ -S -#30261 -Grassy embankment~ -You have come to a grassy embankment on Lake Lomond. The -foliage is unbelievable dense here, and so is the humid air. -To the east, you can see the Azure river where it empties -into Lake Lomond violently. The delta is on the bank across -the river. -~ -0 0 3 -D0 -~ -~ -0 0 30255 -D2 -~ -~ -0 30250 30260 -D3 -There is a path leading through the forest there.~ -~ -0 30250 30252 -D7 -~ -~ -0 0 30253 -D8 -~ -~ -0 0 30262 -D9 -~ -~ -0 30250 30251 -E -bank banks embankment river~ -The grassy embankment ends at the edge of the lake. You can -see the Azure river emptying into the lake in the distance -east. -~ -> rand_prog 4~ -mpechoat $n You feel a sharp prick on the back of your neck, and you swat at it. -mpechoaround $n $n suddenly lashes out at a mosquito. -~ -| -S -#30262 -A bridge across the Azure River~ -The sturdy wooden bridge crosses the river east and west. -As you feel the safety of the solid wood beneath your feet -you are granted courage to look down at the lethal torrents -of water and rocks. -~ -0 0 4 -D1 -A small clearing is onshore, and there is a magnificent statue -there.~ -~ -0 30250 30263 -D2 -~ -~ -0 0 30288 -D3 -The thick forest begins again to your west.~ -~ -0 30250 30260 -D7 -~ -~ -0 0 30261 -D9 -~ -~ -0 0 30259 -E -bridge solid wood water~ -The solid bridge takes you OVER the mad torrents of water, -keeping your head dry and your body alive-- for a while -longer anyway! -~ -S -#30263 -A clearing ~ -You are in a clearing. There is a large monument set in a -base here, and an inscription in the base. The trees are -widespread here, growing only a little denser to the south. -To the north, the Azure River crashes into the lake -violently, but at the lake's shore to your east, the water -is somewhat calmer. -~ -0 0 2 -D0 -~ -~ -0 30250 30267 -D1 -~ -~ -0 30250 30265 -D2 -~ -~ -0 30250 30264 -D3 -~ -~ -0 30250 30262 -D8 -~ -~ -0 30250 30266 -E -base inscription plaque writing words~ -"This statue is a tribute to the legendary hero Sir Armand -deLeoni. History claims that the valiant knight was not only -favored by Odin the One-Eyed Himself, but he had the respect -of ALL the gods-- quite a feat for a mortal, and unprecedented. -Sir Armand was offered a position as an immortal after -surviving Odin's tournament. The valiant knight refused to -give up his humanity and his fate remains unknown but to the -Gods themselves." -~ -E -armor~ -The statue depicts a fully armored knight. The armor has an -insignia of a majestic lion carved into it. -~ -S -#30264 -Thin forest~ -The river is here carrying its cargo of water to the lake, -somewhere north of here. From where you're standing, there -are thin trees here and there. There is a bridge crossing -the river to your north, and the beach of the lake is east. -~ -0 0 3 -D0 -~ -~ -0 30250 30263 -D1 -~ -~ -0 30250 30266 -D6 -~ -~ -0 30250 30265 -S -#30265 -Small beach~ -You are on the beach of the lake, just east of a clearing. -The water is agitated here from the power of the delta to -the northwest. There is more beach south. -~ -0 0 4 -D2 -~ -~ -0 0 30266 -D3 -~ -~ -0 30250 30263 -D7 -~ -~ -0 0 30267 -D9 -~ -~ -0 30250 30264 -S -#30266 -Small beach~ -You are on the small lake beach. East, as far as -you can see, is the lake. West is the thin forest, and -there's more beach north. -~ -0 0 4 -D0 -~ -~ -0 0 30265 -D3 -~ -~ -0 30250 30264 -D7 -~ -~ -0 30250 30263 -S -#30267 -Violent delta~ -You are on the rocks just south of the violent delta where -the Azure river meets the lake. The land forms a beach that -gets bigger to the southeast. -~ -0 0 4 -D2 -~ -~ -0 30250 30263 -D8 -~ -~ -0 0 30265 -E -water torrent torrents rapid rapids river~ -The rapids are deadly, even to the most experienced swimmer. -(It's not so much the water that'll get you, but the deadly -boulders in the river itself that really hurt.) -~ -S -#30268 -Small animal path~ -You are wandering down a small, almost invisible trail -through the forest. The path goes east and south. -~ -0 0 3 -D1 -~ -~ -0 0 30257 -D2 -~ -~ -0 0 30269 -S -#30269 -Deep in the forest~ -You are standing in a very beautiful secluded part of the -forest. There is a garden here, and sculptures made of -wood. The trees keep the area dark and cool. -~ -0 0 3 -D0 -~ -~ -0 0 30268 -E -sculptures sculpture wood art~ -The "sculptures" consist of living trees that are not carved -or painted, but rather have grown somehow into the mysterious -artistic shapes. -~ -E -garden yard crops plants~ -A lovely little garden is fenced in here. The plants in the -garden are carefully laid out and taken care of. -~ -S -#30270 -Outside of the Museum~ -You are just before the large double doors of Museum. Steps -lead down toward a path below. Museum patrons converse -excitedly about the things inside. -~ -0 0 4 -D0 -The large Museum door lies to the north~ -door~ -16777219 0 30272 -D5 -~ -~ -0 0 30253 -E -patrons people folks citizens folk~ -People from all over the realms have come here to see the -Great Museum! -~ -S -#30271 -West wing of the Arcanum Museum~ -You are standing in the comfortable west wing of the Museum. -To your east is the foyer, while west lies the Museum giftshop. -A hallway leads north. -~ -0 0 0 -D0 -A long hallway leads to the north.~ -~ -0 0 30278 -D1 -~ -~ -0 0 30272 -D3 -The Museum Giftshop lies west.~ -~ -0 0 30281 -S -#30272 -Museum foyer~ -You are standing in entrance foyer of the grand Arcanum -Museum of Science and Nature. To your south, a door leads -outside. To the east and west, long hallways open into -the large entrance hall and the foyer itself opens up into -a large exhibit room to the north. -A sign hangs on the southern wall, near the entrance. -~ -0 0 0 -D0 -The large exhibit room opens up here.~ -~ -0 0 30274 -D1 -~ -~ -0 0 30273 -D2 -The large door of the museum are to the south.~ -door~ -16777217 0 30270 -D3 -~ -~ -0 0 30271 -E -sign wall~ -"Welcome to the Arcanum Museum of Science and Nature! -Please enjoy your visit here with us. Please do not touch -any of the exhibits, and children under 15 must be -accompanied by an adult at all times." -~ -S -#30273 -East wing of the Arcanum Museum~ -You are in the comfortable east wing of the Museum. To your -east lies the entrance to the Library, while to the north -is the entrance to the Botanical Gardens. -~ -0 0 0 -D0 -~ -~ -0 0 30282 -D1 -~ -~ -0 0 30279 -D3 -~ -~ -0 0 30272 -S -#30274 -The exhibit room~ -You are in the Museum's exhibit room. The exhibits line the -west wall here, and there is a bench for you to sit on, if -that's what you'd like to do. -~ -0 0 0 -D0 -~ -~ -0 0 30276 -D1 -~ -~ -0 0 30275 -D2 -~ -~ -0 0 30272 -D6 -~ -~ -0 0 30277 -E -bench benches seat seats~ -If you like, you may sit here and give your full attention -to the exhibits. -~ -S -#30275 -The exhibit room~ -You are in the Museum's exhibit room. The exhibits line the -east and the south walls here, and there is a bench for you -to sit on, if that's what you'd like to do. -~ -0 0 0 -D0 -~ -~ -0 0 30277 -D3 -~ -~ -0 0 30274 -D7 -~ -~ -0 0 30276 -E -bench benches seat seats~ -If you like, you may sit here and give your full attention -to the exhibits. -~ -S -#30276 -The exhibit room~ -You are in the Museum's exhibit room. The exhibits line the -north and the west walls here, and there is a bench for you -to sit on, if that's what you'd like to do. - ~ -0 0 0 -D1 -~ -~ -0 0 30277 -D2 -~ -~ -0 0 30274 -D8 -~ -~ -0 0 30275 -E -bench benches seat seats~ -If you like, you may sit here and give your full attention -to the exhibits. -~ -S -#30277 -The exhibit room~ -You are in the Museum's exhibit room. The exhibits line the -north and the east walls here, and there is a bench for you -to sit on, if that's what you'd like to do. -~ -0 0 0 -D2 -~ -~ -0 0 30275 -D3 -~ -~ -0 0 30276 -D9 -~ -~ -0 0 30274 -E -bench benches seat seats~ -If you like, you may sit here and give your full attention -to the exhibits. -~ -S -#30278 -Museum observation room~ -You are in a small room just north of the west wing of the -Museum. There is a large window set in the northern wall, -and a bench on the floor just in front of the window. A -large bulletin board hangs on the wall here, with several -pieces of paper hanging from it. -~ -0 0 0 -D2 -~ -~ -0 0 30271 -D3 -There is a brass nameplate on the door to your west. -~ -door~ -7 30264 30300 -E -window glass~ -There is a large outdoor ampitheater below you outside, and -there seems to be a play in progress on the stage. -~ -E -bulletin board papers wall~ -There are several small announcements hung on the board. - -"The Museum welcomes Seth to our giftshop! You can pick up -your very own Official Museum T-Shirt there." - -"Wanted: Dangerous hydra has been spotted on Museum -grounds. Several people have turned up missing. A reward -will be given on proof of the hydra's death. See Curator -Simmons for reward." - -"Please do not touch the exhibits in the Museum. We have -had a piece stolen recently, and the security guards have -been instructed to strictly enforce our policies." -~ -E -brass nameplate name plate~ -The nameplate reads: "Curator Simmons" -~ -S -#30279 -The Museum Library~ -The large library is a wonderful research facility supplied -by the Museum. The oak shelves are lined with books of every -subject, and the atmosphere is thoughtful and quiet. Here -and there, large leather chairs are strewn about the room. -A doorway leads back out into the museum to the west, while -the library stretches northward. There is a large sign hung -on the wall here. -~ -0 0 0 -D0 -The library stretches northward. -~ -~ -0 0 30280 -D3 -The museum hallway is through the library entrance to the -west. -~ -~ -0 0 30273 -E -leather chairs~ -The leather chairs are comfortable and inviting. -~ -E -oak shelves shelf~ -The oak shelves are lined with many books that you can look -at. (Unfortunately, the library policy doesn't allow you to -take any of the books.) -~ -E -books book~ -A few books on the shelves attract your attention: - -Name Title ------------------------------------------------------------ -Arcanum "The History of the World (Volume 1)" -Allah "Allah - The Unauthorized Autobiography" -Oblivion "How to survive the Oblivion on less than - 100 gold pieces a day!" -Valhalla "The Castle of the Gods" -~ -E -Arcanum arcanum~ -You open the book and read the first page: - -"The History of the World Volume 1" -Author unknown - - King Anon's reign began in 213, three days after his -fourteenth birthday after his father, the legendary tyrant -Uther, was assassinated. - King Anon's corronation came during a time of -suspiscion and treachery in the realms. But the kind -monarch quickly earned the loyalty and support of his -kingdom when the people saw that he wasn't bloodthirsty -and cruel as his father had been, but educated and fair. -With the establishment of Darkhavenshire in 247, a new era -was born in Arcanum: "The Enlightened Age". - Although the lands were still crawling with brigands and -barbarians, the evil was slowly being pushed back into the -undiscovered wildnerness by the expansion of the "civilized -population." The world was, for the first time, becoming -relatively safe for all the races to live in harmony with -one another. Science and magic flourished. - In 302, King Anon died peacefully in his bed at the -ripe old age of 103. He is the only king in the history of -the world who didn't die in battle, or by some other violent -cause. The world still mourns him every year on the -anniversary of his death... - -Tired with the history lesson, you replace the book where -you found it. -~ -E -Allah allah~ -You open the book and read the first page: - -"Allah - The Unauthorized Autobiography" - - Chapter One - - Allah is considered one of the most powerful and -influential Gods in the realms. But life wasn't always so -easy for me. As a young godling growing up in Valhalla, I -was often made fun of by the other, envious Gods... - -Argh! You flip to the next chapter: - - Chapter Two - - I was only a million years old by the time that I -realized just how much the other Gods wanted to be like me. -Although they never said so, I often caught the other -"minor" deities casting envious glances at me when I met -with them in the Gathering Hall... - -Bored with the egotistical text, you quickly glance through -the rest of the book. Allah goes on to praise himself for -over a thousand pages more! You quickly put the book back -on the shelf where you found it. -~ -E -Oblivion oblivion~ -You open the book and read the first page: - -"How to Survive the Oblivion on less than 100 gold pieces a -day!" -Author: Beuford the Scribe - - Everything was created from nothing by the Gods. The -nothing is still there, however, surrounding everything. -We call this nothing "The Oblivion". - The Oblivion can be a scary place. There isn't -anything there in the nothingness, so you have no point of -reference for moving around. Here in the physical world, -if you walk forward from a particular point, you would be -able to turn around and see the point you came from behind -you. - In the Oblivion, however, you can walk forward forever -and never leave the place you started from. Or you can go -nowhere at all and take an eternity to get there! - Since the Oblivion lies between the physical world and -whatever is beyond, if one wants to get from here to there, -one must of course be able to survive the Oblivion. - I spent 50 years looking for a way to enter the -Oblivion, and when I finally found it, I spent another 15 -years trapped inside of it, unable to escape the -nothingness. But finally, one day, I found my way out of -the Oblivion by simply going down twice the distance that I -went up... - -Your head swimming, you close the book and put it back on -the shelf. -~ -E -Valhalla valhalla~ -You open the book and skim the pages: - -"The Castle of the Gods!" -Author: Unknown - - The most magnificent structure in existance is rumoured -to be the greatest castle ever built. Forged in Hades from -the very material of the Oblivion itself, and mortared by -the will of Odin, Valhalla can be found in Nirvana. - Mortals have never been allowed within the walls of the -great castle, except on one occassion when the mortal knight -Sir Armand deLeoni was invited to Valhalla by Odin the One- -Eyed Himself. After passing through the gates, Sir deLeoni -was never heard from again. - Valhalla is undoubtedly huge and filled with Odin's -daughters and sons as they maintain the vitality of the -world. - -You close the book and replace it on the shelf where you -found it. -~ -E -sign~ -Silence is golden! -~ -S -#30280 -The Museum Library~ -The nothern section of the library looks very much like the -southern section. Oak shelves line the walls, and chairs -are situated about the room. On the nothern wall there's a -large tapestry. -~ -0 0 0 -D2 -The library stretches southward from here.~ -~ -0 0 30279 -E -woven tapestry nothern wall art weaving~ -The tapestry depicts a bloody war with gruesome detail. A -band of paladins is pictured in the middle fighting off a -horde of what appears to be snarling demons. The paladins -have lost a third of their number to the horde, and the -fight looks hopeless. -~ -E -behind~ -You find nothing. -~ -E -oak shelves shelf~ -The oak shelves are lined with many books that you can look -at. (Unfortunately, the library policy doesn't allow you to -take any of the books.) -~ -E -book books~ -A few books on the shelves attract your attention: - -Name Title ------------------------------------------------------------ -Theater "100 Famous Arcanumian Plays" -Vampire "Tears of Red - A Vampire's Sojourn" -Nirvana "Lost Souls Boulevard" -Bruce "How to Talk Dirty and Influence People" -Armand "The Lost Soul"~ -E -Bruce bruce~ -You open the book and read the first page: - -"How to Talk Dirty and Influence People" -Author: Lenny Bruce - - Se kimf se E pum tananvat, E'ba... - -... WAIT A MINUTE! This book is written in a language -completely incomprehensible to you! You can't read a word -of it! How odd to have a book like this in a public -library! You flip throwgh the rest of the pages, but the -entire book is penned in the same strange, foreign -language. In the very back of the book, scrawles hastily -in faded ink is the enigmatic word: "HONEY".... - -~ -S -#30281 -The Museum Giftshop~ -The Museum's giftshop is small and comfortable. There is a -sign sitting behind the counter. To the east you can see -the Museum hallway. -~ -0 0 0 -D1 -~ -~ -0 0 30271 -E -sign~ -"Shoplifters will be prosecuted!" -~ -E -counter~ -A small counter is against the west wall. This is where -Seth stands while he sells you stuff. - -~ -S -#30282 -The Botanical Gardens~ -You are in the southern point of the greenhouse. Shaped like -a right triangle, the greenhouse spreads out to your north -and northeast. The Museum hallway is visible to your south. -~ -0 0 0 -D0 -The greenhouse walls meet at a right angle to your north.~ -~ -0 0 30283 -D2 -The museum hallway is to your south.~ -~ -0 0 30273 -D6 -The other corner of the greenhouse is northeast.~ -~ -0 0 30284 -S -#30283 -The Botanical Gardens~ -You are in the corner of the greenhouse. Shaped like a -right triangle, you are in the corner which would be the -90 degree angle. The greenhouse spreads out to your east -and south. -~ -0 0 0 -D1 -~ -~ -0 0 30284 -D2 -~ -~ -0 0 30282 -S -#30284 -The Botanical Gardens~ -You are in the corner of the greenhouse. Shaped like a -right triangle, you are just east of the 90 degree angle. -The greenhouse spreads out to your west and southwest. -~ -0 0 0 -D3 -~ -~ -0 0 30283 -D9 -~ -~ -0 0 30282 -S -#30285 -Wandering the Oblivion~ -You are wandering the oblivion. Everywhere you look looks -precisely as empty as everywhere else you look. -~ -0 0 11 -D0 -~ -~ -0 0 30285 -D1 -~ -~ -0 0 30285 -D2 -~ -~ -0 0 30285 -D3 -~ -~ -0 0 30285 -D4 -~ -~ -0 0 30285 -D5 -~ -~ -0 0 30286 -D6 -~ -~ -0 0 30285 -D7 -~ -~ -0 0 30285 -D8 -~ -~ -0 0 30285 -D9 -~ -~ -0 0 30285 -S -#30286 -Wandering the Oblivion~ -You are wandering the oblivion. Everywhere you look looks -precisely as empty as everywhere else you look. -~ -0 0 11 -D0 -~ -~ -0 0 30285 -D1 -~ -~ -0 0 30285 -D2 -~ -~ -0 0 30285 -D3 -~ -~ -0 0 30285 -D4 -~ -~ -0 0 30285 -D5 -~ -~ -0 0 30287 -D6 -~ -~ -0 0 30285 -D7 -~ -~ -0 0 30285 -D8 -~ -~ -0 0 30285 -D9 -~ -~ -0 0 30285 -S -#30287 -Wandering the Oblivion~ -You are wandering the oblivion. Everywhere you look looks -precisely as empty as everywhere else you look. -~ -0 0 11 -D0 -~ -~ -0 0 30285 -D1 -~ -~ -0 0 30285 -D2 -~ -~ -0 0 30285 -D3 -~ -~ -0 0 30285 -D4 -~ -~ -0 0 30288 -D5 -~ -~ -0 0 30285 -D6 -~ -~ -0 0 30285 -D7 -~ -~ -0 0 30285 -D8 -~ -~ -0 0 30285 -D9 -~ -~ -0 0 30285 -S -#30288 -The riverbank~ -Here in the forest, a river comes from the impassible jungle -south and runs north to meet with Lake Lomond. The river -splits the forest into two seperate banks. The ground near -the river is spongy, almost swampy. -~ -0 0 3 -D0 -~ -~ -0 0 30262 -D3 -~ -~ -0 0 30259 -D7 -~ -~ -0 0 30260 -E -~ -~ -S -#30289 -Passage under the Museum~ -You are in a wide passage that runs directly under -the Museum itself. The passage opens out in front of the -Museum to your south, while to your north there appears to -be a gathered crowd. -~ -0 0 0 -D0 -~ -~ -0 0 30290 -D2 -~ -~ -0 0 30253 -> rand_prog 2~ -echo You hear an audience's laughter coming from the north.~ -> rand_prog 2~ -The sounds of an audience's applause can be heard coming from the north.~ -| -S -#30290 -Outdoor Ampitheater~ -The ampitheater is an acoustical marvel. In the stands, the -benches are inclined so that the stage is actually at the -bottom of the audience. The structure is built so that an -actor speaking his or her lines on the stage below can be -heard in the stands easily, and without further -amplification. The stands curve around the stage in a half- -circle. -~ -0 0 1 -D2 -~ -~ -0 0 30289 -D5 -The stage is below you. -~ -~ -16777216 0 30292 -D6 -~ -~ -0 0 30293 -D7 -~ -~ -0 0 30291 -E -ampitheater theater~ -The Museum's outdoor Ampitheater attracts almost as much -attention as the Museum itself. This is the Arcanum -"Broadway" in terms of pretige. -~ -E -stage below show actors actor play drama comedy~ -Two actors, a male and female lead, act out their parts on -the stage below. -~ -S -#30291 -Outdoor Ampitheater~ -You are in the stands of the ampitheater watching the play -on the stage below you. The people in the stands seem very -good-spirited. -~ -0 0 1 -D5 -The stage is below you. -~ -~ -16777216 0 30292 -D8 -~ -~ -0 0 30290 -E -stage below show actors actor play drama comedy~ -Two actors, a male and female lead, act out their parts on -the stage below. -~ -E -ampitheater theater~ -The Museum's outdoor Ampitheater attracts almost as much -attention as the Museum itself. This is the Arcanum -"Broadway" in terms of pretige. -~ -S -#30292 -The Stage~ -You are standing on the stage of the ampitheater. To the -south, west, and east above you, the crowd watches you in -anticipation. -~ -0 0 1 -D1 -~ -~ -0 0 30293 -D3 -~ -~ -0 0 30291 -D4 -The audience watches you expectantly from above. -~ -~ -1048576 0 30290 -E -ampitheater theater~ -The Museum's outdoor Ampitheater attracts almost as much -attention as the Museum itself. This is the Arcanum -"Broadway" in terms of pretige. -~ -> rand_prog 4~ -mpecho A buzzing murmur comes from the crowd above. -mpasound The crowd, caught up in the passion of the drama, nervously chatters. -~ -> rand_prog 4~ -mpecho The crowd suddenly breaks into applause. -mpasound The crowd wildly applauds!~ -| -S -#30293 -Outdoor Ampitheater~ -You are in the stands of the ampitheater watching the play -on the stage below you. The people in the stands seem very -good-spirited. -~ -0 0 0 -D5 -The stage is below you. -~ -~ -16777216 0 30292 -D9 -~ -~ -0 0 30290 -E -ampitheater theater~ -The Museum's outdoor Ampitheater attracts almost as much -attention as the Museum itself. This is the Arcanum -"Broadway" in terms of pretige. -~ -E -stage below show actors actor play drama comedy~ -Two actors, a male and female lead, act out their parts on -the stage below. -~ -S -#30294 -A dark underground cavern~ -You are in a small underground cavern. Barely any light -comes through the small hole above you. The cavern is -extremely claustrophobic. A small tunnel leads west, and -you think that you just might be able to fit through it. -~ -0 294913 13 -D3 -The small tunnel lead even deeper into the dark cave. -~ -tunnel~ -131072 0 30295 -D4 -A hole leads up out into the world. -~ -hole~ -17039360 0 30254 -E -cavern~ -The dark cavern is creepy and dirty. You feel a strong urge -to run screaming back up to the surface. -~ -> act_prog p from the west.~ -if ispc($n) -mpechoat $n You emerge from the tunnel into a small underground cavern. -endif~ -| -S -#30295 -A huge cavern~ -You are in a huge open cavern, on a ledge that stretches out -from a tunnel leading east. The ledge stops abruptly at the -lip of a huge bottomless pit. The cavern ceiling stretches -endlessly above you. - ~ -0 294921 0 -D1 -~ -tunnel~ -131072 0 30294 -D4 -The cavern stretches endlessly upward. -~ -~ -2112 0 30296 -D5 -The bottomless pit stretches endlessly below you. -~ -~ -2112 0 30297 -E -ceiling roof ~ -You cannot see the ceiling of the cavern, it stretches so -far up. -~ -E -ledge ground~ -The ledge isn't very big, and looking down you cannot see -the bottom of the pit. -~ -E -bottom bottomless pit~ -The bottomless pit is frighteningly bottomless. -~ -> act_prog p from the east.~ -if ispc($n) -mpechoat $n You emerge from the tunnel into a huge cavern. -endif~ -| -S -#30296 -Cavern Ceiling~ -Far below you, the cavern stretches down endlessly. The top -of the cavern is a few meters above you. -~ -0 17072137 0 -D5 -The cavern stretches downward and disappears into the -darkness. -~ -~ -2112 0 30295 -S -#30297 -A huge bottomless cavern~ -You are in a large cavern that stretches endlessly above and -below you. -~ -0 17072137 0 -D3 -~ -~ -0 0 30298 -D4 -The cavern stretches upward as far as you can see. -~ -~ -2112 0 30295 -D5 -A bottomless pit reaches down forever below you. -~ -~ -2112 0 30299 -> rand_prog 2~ -echo The flapping sound of batwings can be heard from the darkness...~ -> act_prog p from the west.~ -echo You squeeze your body through the crack! Ugh! Time to lay off the angel-food! -~ -| -S -#30298 -Hydra's Lair~ -This small cavern is covered in blood and gore. Bones litter -the ground everywhere, and the rusted scraps of broken -weapons and armour litter almost every square inch of the -cavern floor. Huge stalagtites hang from the ceiling. You -can smell the repulsive stench of some horrid creature even -over the odor of death that hangs on the walls. -There is a sign hung crooked on the wall here, just above -the remains of a charred corpse. -~ -0 9 0 -D1 -Through the crack you see darkness. -~ -crack~ -0 0 30297 -E -blood bones gore flesh bone death~ -The various remains of the Hydra's victims number easily -over a score, and some of them appear very fresh. -~ -E -scraps weapon weapons armour armor broken litter ground floor~ -Judging from the varieties of weapons and armour you can see, -adventurers of many different classes and abilities have -challenged the Hydra. All (obviously) failed. -~ -E -stalagtites ceiling stalagmites~ -The cavern was a natural occurance whose process has left a -majority of interesting stalagtites and stalagmites. You -briefly consider how lucrative it might be if you could -clear out the deadly creatures and charge gold coins to -lead tourists through here! -~ -E -crooked sign~ -"Don't feed the Hydra!" - -The sign is hung on a large nail, and it's crooked, as if it -was hung there hastily. Just below the sign are the remains -of a burnt corpse. -~ -E -burnt corpse body charred~ -The corpse is facing the crooked sign. It holds a hammer -in its hand. -~ -> act_prog p from the east.~ -if ispc($n) -mpechoat $n You pull your body through the crack with a grunt. -endif~ -| -S -#30299 -The Bottomless Pit~ -You are in a free fall, traveling down through a bottomless -pit. There is nothing to grab onto, and you can see nothing -upove you or below you. -~ -0 294921 0 -D4 -The cavern stretches up endlessly above you. -~ -~ -2112 0 30297 -D5 -The cavern stretches endlessly below you. -~ -~ -2112 0 30299 -> act_prog p from above.~ -mpecho You fall soundlessly into the black pit. -mpecho You scream in terror as the wind rushes past your face, yet still you -mpecho fall. You quickly go from terror to boredom, and a part of you welcomes -mpecho death. Yet, still you fall... -~ -| -S -#30300 -Curator Simmons' office~ -Curator Simmons' office is lavish and organized. A large -oak desk is in the middle of the office, and a luxerious -wooly mammoth-fur carpet covers the floor. -~ -0 0 0 -D1 -~ -~ -3 0 30278 -E -carpet wooly mammoth fur floor ground~ -Though the wooly mammoths were huge creatures, it must've -taken quite a few of them to lend its fur to the comfort -of Simmons' feet. With people like Curator Simmons killing -off the great beasts, it's no wonder they went extinct a -few years ago! -~ -E -office room~ -Curator Simmons' office is nicer than a lot of peoples' -homes.~ -S -#0 - - -#RESETS -O 0 30250 0 30251 -M 0 30262 1 30254 -O 0 30252 0 30255 -M 0 30253 1 30256 -M 0 30253 1 30258 -M 0 30271 1 30259 -E 0 30271 0 16 -M 0 30251 1 30260 -G 0 30266 0 -E 0 30256 0 16 -O 0 30252 0 30261 -O 0 30253 0 30262 -M 0 30250 1 30263 -M 0 30253 1 30264 -O 0 30253 0 30264 -O 0 30252 0 30265 -O 0 30252 0 30266 -M 0 30255 1 30267 -O 0 30254 0 30267 -M 0 30252 1 30269 -M 0 30254 1 30270 -R 0 30270 0 -D 0 30270 0 1 -R 0 30272 2 -O 0 30270 0 30272 -M 0 30269 1 30274 -O 0 30268 0 30275 -O 0 30269 0 30275 -O 0 30255 0 30276 -M 0 30270 1 30276 -M 0 30263 1 30277 -G 0 30264 0 -D 0 30278 3 2 -M 0 30256 1 30281 -G 0 30258 0 -O 0 30253 0 30288 -M 0 30257 1 30289 -M 0 30264 1 30291 -E 0 30257 0 17 -M 0 30251 1 30291 -G 0 30266 0 -E 0 30256 0 16 -M 0 30258 1 30292 -M 0 30259 1 30292 -M 0 30260 1 30293 -E 0 30258 0 5 -M 0 30261 1 30293 -E 0 30258 0 5 -O 0 30262 0 30294 -M 0 30265 1 30294 -M 0 30266 1 30296 -M 0 30266 1 30297 -M 0 30267 1 30298 -M 0 30268 1 30300 -D 0 30300 1 1 -S - - -#SHOPS - 30256 0 0 0 0 0 125 120 6 23 ; Seth -0 - - -#REPAIRS -0 - - -#SPECIALS -M 30251 spec_thief -M 30252 spec_cast_adept -M 30253 spec_fido -M 30254 spec_cast_undead -M 30257 spec_guard -M 30263 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/myth.are b/data/realm/areas_smaug1.4a/myth.are deleted file mode 100644 index 136713a..0000000 --- a/data/realm/areas_smaug1.4a/myth.are +++ /dev/null @@ -1,257 +0,0 @@ -#AREA M.Y.T.H. Inc.~ - -#VERSION 1 - -#AUTHOR Aahz~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#7120 -Sug~ -Sug~ -Sug is here waiting to take your order. -~ -This smiling gargoyle looks a bit silly with his paper hat... -Gus owns the Yellow Crescent Inn and is a long time friend of Aahz. -Even with his rough stone skin and intimidating size he appears -cheerful and friendly as he tends to his resturaunt. -~ -2097219 60 0 S -100 0 0 100d100+100 5d5+5 -100000 0 -112 112 0 -#7121 -Tananda~ -Tananda~ -Tananda knows just how to make you feel better! -~ -Tananda winks at you...what a babe! If you're into curvacous -Trollops with an olive complexion and green hair who are trained -assassins ... not there is anything wrong with that ;) -~ -69206083 60 0 S -100 0 0 100d100+100 5d5+5 -100000 0 -112 112 0 -#7122 -Chumly~ -Chumly~ -Chumly is ready to turn you into a lean mean ... something or other. -~ -Chumly is BIG and UGLY but don't let his act fool you. -Not all trolls rip the arms off of everyone they meet... -He speaks in a slight English accent and tends to be a but -timid. He is also the older brother of Tananda, who obviously -got all the good looks. - -Chumly can help you practice skills and spells, train attributes and gain -spells and skill groups. -~ -136316483 60 0 S -100 0 0 100d100+100 5d5+5 -100000 0 -112 112 0 -#0 - - -#OBJECTS -#7120 -strawberry milkshake~ -a strawberry milkshake~ -A strawberry milkshake is here~ -~ -10 1 1 -45 -1 -1 -1 -4 3000 300 -'heal' 'NONE' 'NONE' -#7121 -elbow grease~ -elbow Grease~ -Elbow Grease~ -~ -9 0 1 -10 10 10 10 -3 3000 300 -A -3 2 -A -4 2 -#0 - - -#ROOMS -#7120 -The Bazzar at Deva~ -The portal has transferred you to the dimension of Deva, home of the Deevals -who are notorious hagglers and salesman. The M.Y.T.H. Inc. offices are -nearby so hurry along before one of the merchants tries to make you a deal. -A sign is tacked up on a post. -~ -0 8 0 -D0 -The Vitalogy Health Club -~ -~ -0 -1 7123 -D1 -The Yellow Crescent Inn -~ -~ -0 -1 7122 -D2 -The Even Odds -~ -~ -0 -1 7121 -D3 -A Small Tent -~ -~ -0 -1 7125 -D5 -Town of Lanfear -~ -~ -0 -1 15017 -E -sign~ -This area/tribe was inspired by the MYTH books by Robert Lynn Asprin. -Consult your local library or bookstore for details. :) -~ -S -#7121 -The Even Odds~ -Formerly a bar and bookmaking operation owned by a dishonest Deeval -the Even Odds was purchased and then renovated by M.Y.T.H. Inc. and -now serves as a second home for the offices. Despite the new facade -a table is always ready for a "friendly" round of dragon-poker. -~ -0 8 0 -D0 -The Bazzar at Deva -~ -~ -0 -1 7120 -S -#7122 -The Yellow Crescent Inn~ -The smell of greasy food and the scent of frying burgers hangs in the air -of this small brick building with a large yellow crescent shaped sign out -front. The food looks barely edible but the service is impressive. -~ -0 8 0 -D3 -The Bazzar at Deva -~ -~ -0 -1 7120 -S -#7123 -The Vitalogy Health Club~ -Owned and operated by M.Y.T.H. Inc. this health club is like no-other. -The first thing you notice is the loud Seattle-rock music playing over the -PA system... the next is the ferocious looking Troll in the center of the -room. -~ -0 8 0 -D2 -Bazzar at Deva -~ -~ -0 -1 7120 -D3 -Equipment Center -~ -~ -0 -1 7124 -S -#7124 -Equipment Center~ -You can barely walk through all the articles laying on the floor... -The employees of M.Y.T.H. Inc. come here to pick-up or drop spare equipment -that fellow employees have left behind. -~ -0 8 0 -D1 -Vitalogy Health Club -~ -~ -0 -1 7123 -S -#7125 -The Foyer~ -WHOA...from the outsides this place appears to be a rundown little tent -but thanks to cutting edge of dimension-modifying technology it is actually -a 120 room mansion complete with courtyard and stables. Since the purchase -of the Even Odds this building has served as a residential palace for the -employees of M.Y.T.H. Inc. -~ -0 8 0 -D1 -The Bazzar at Deva -~ -~ -0 -1 7120 -D3 -Den of Aahz -~ -~ -0 -1 7126 -S -#7126 -Den of Aahz~ -All I can say is this room is a MESS! The floor is cluttered with what -appear to be utility bills and returned check notices & empty beer bottles -seem to inhabit every available inch of shelf-space. While sifting through -the trash you happen upon what appears to be a rather shaggy looking beast, -at closer inspection it turns out to be a designer sofa with a plush Muppet- -fur apoulstry. A flimsy-looking mesh hammock is tied up in the corner and -something (or someone) else is tied up in the closet. -~ -0 8 0 -D1 -The Foyer -~ -~ -0 -1 7125 -S -#0 - - -#RESETS -M 1 7120 1 7122 -G 1 7120 -1 -G 1 7121 -1 -M 1 7122 1 7123 -M 1 7121 1 7125 -S - - -#SHOPS - 7120 10 10 10 10 10 105 100 0 24 ; Sug -0 - - -#REPAIRS -0 - - -#SPECIALS -M 7121 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/nirvana.are b/data/realm/areas_smaug1.4a/nirvana.are deleted file mode 100644 index cc181a7..0000000 --- a/data/realm/areas_smaug1.4a/nirvana.are +++ /dev/null @@ -1,1368 +0,0 @@ -#AREA The Plane of Nirvana~ - -#VERSION 1 - -#AUTHOR Forstal~ - -#RANGES -20 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#8100 -tridrone~ -a tridrone~ -A tridrone is here, doing a menial task. -~ -You see what appears to be a 3 sided pyramid with spidery arms and legs. -~ -69 0 0 S -18 11 4 3d20+80 1d6+6 -0 0 -112 112 0 -#8101 -quadrone~ -a quadrone~ -A quadrone is here, watching for trespassers. -~ -A cubic creature, with spiny arms and legs. -~ -101 8 0 S -21 9 3 14d10+70 2d8+0 -0 0 -112 112 0 -#8102 -pentadrone~ -a pentadrone~ -A pentadrone is here, policing the area. -~ -A five-armed creature which resembles a starfish on thin stilt-like legs. -~ -99 8 0 S -23 8 0 15d12+80 3d4+3 -0 0 -112 112 0 -#8103 -decaton~ -a decaton~ -A decaton is here, overseeing the other modrons. -~ -A Decaton appear as a 10 tentacled sphere on stumpy legs. -~ -99 8 0 S -25 6 2 25d10+50 2d8+2 -0 0 -112 112 0 -#8104 -nonaton~ -A nonaton~ -A nonaton is here, preserving law and order. -~ -A cylidrical modron with 9 tentacles and stubby legs. -~ -99 136 0 S -27 5 2 11d8+150 2d10+1 -0 0 -112 112 0 -#8105 -octon~ -An octon~ -An octon is here, governing his ward of responsilbility. -~ -An octon has a collar at shoulder level with 8 tentacled arms outside his -collar. -~ -99 8 0 S -29 4 1 25d10+75 3d6+5 -0 0 -112 112 0 -#8106 -septon~ -a septon~ -A septon is here, preserving order. -~ -A septon appears as a human with a large bald head. It has a shoulder collar -with 7 tentacles coming from it. -~ -99 8 300 S -31 3 1 5d10+180 2d8+8 -150 0 -112 112 0 -#8107 -hexton~ -a hexton~ -A hexton is here, watching over his armies. -~ -A hexton appears as a humanoid with 6 arms: 2 large human arms with 6 fingers, -and 4 tentalces below tipped with sharp claws. -~ -99 136 0 S -33 1 -2 1d1+249 5d6+5 -2000 0 -112 112 0 -#8108 -quinton~ -a quinton~ -A quinton is here keeping records. -~ -Quintons look like tall, stocky humanoids with 4 flexible arms jutting from the -shoulders. A prehensile tail serves as the creature's 5th arm, and it has -fan-like wings attached to their shoulders. -~ -99 8 0 S -35 1 0 8d12+150 4d5+4 -500 0 -112 112 0 -#8109 -tertian~ -a tertian~ -A tertian is here administering the law. -~ -Tertians look very human, save for their 12 foot size, the horns jutting from -the sides of their bald heads, and the long prehensile tail ending in a mace- -like ball. -~ -99 8 0 S -40 0 -5 1d1+349 4d6+5 -1000 0 -112 112 0 -#8110 -secundus~ -Secundus~ -Secundus, Viceroy of the quarter, is here. -~ -The secundi appear as incredibly thin, tall humanoids with long, narrow faces -and deepset eyes. -~ -99 136 0 S -45 0 -6 1d1+499 5d6+10 -2500 0 -112 112 0 -#8111 -primus~ -Primus~ -Primus, ruler of all the planes of Nirvana, forms out of an energy pool. -~ -Primus is a huge being who rises out of the energy pool and glares at you with -violet eyes. His right hand is wreathed in darkness, his left in light, and -he looks very displeased to see you. -~ -99 136 0 S -60 0 -10 1d1+1999 3d20+20 -10000 0 -112 112 0 -#0 - - -#OBJECTS -#8100 -sword realms~ -realms sword~ -The sword of the rulers of the Realm.~ -~ -5 2 0 -0 2 12 3 -24 55000 5500 -A -18 5 -A -19 4 -#8101 -radiant vest~ -a radiant vest~ -A vest made of some glowing substance.~ -~ -9 64 0 -8 0 0 0 -30 12000 1200 -A -19 2 -A -1 3 -#8102 -helm radiant~ -a radiant helm~ -A helm glowing and pulsing with radiance.~ -~ -9 2 0 -8 0 0 0 -10 5000 500 -A -18 2 -#8103 -sleeves radiant~ -aura of radiance~ -An aura lies here shimmering before you.~ -~ -9 2 0 -7 0 0 0 -10 12450 1245 -A -18 2 -A -19 2 -#8104 -shield aura force~ -a shimmering field of power~ -A pool of energy lies here.~ -~ -9 2 0 -7 0 0 0 -5 500 50 -A -20 -4 -A -21 -6 -#0 - - -#ROOMS -#8100 -In the Plane of Nirvana~ -You stand in a higher plane of absolute balance and order. It is equally hot -and cold, equally light and dark, and made of equal parts of solid and liquid. -The plane extends to the west and east, while a strange nexial link lies -under your feet. - A small, incongrous plaque is fixed in the fabric of existence here. -~ -0 0 2 -D1 -To the east, the plane extends for what seems to be forever. -~ -~ -0 -1 8101 -D3 -To the west, the plane extends for what seems to be forever. -~ -~ -0 -1 8102 -D5 -The nexial link leads back into the astral plane. -~ -~ -0 -1 1949 -E -plaque~ -The plaque reads: -This area written orignally by Forstall for Rivers of Mud. -Modifications by Alander of Rivers of Mud. -Modifications were made by Andersen for the 4th Realm. -~ -S -#8101 -The Plane of Nirvana~ -You are traveling the Plane of Nirvana. -It is boundless to the east and west. -~ -0 0 2 -D1 -To the east, there seems to be a bend in direction of travel. -~ -~ -0 -1 8103 -D3 -To the west, the plane seems to extend forever. -~ -~ -0 -1 8100 -S -#8102 -The Plane of Nirvana~ -You are on a western strech of the plane. Boundaries to the east -and west seem nonexistent. -~ -0 0 2 -D1 -The plane seems to strech forever to the east -~ -~ -0 -1 8100 -D3 -The plane continues to the west where it appears to change direction. -~ -~ -0 -1 8104 -S -#8103 -A Change in Direction~ -Here, the plane seems to direct you to the north. -Also, the plane continues to the west. -~ -0 0 2 -D0 -The plane continues to the north with no end in sight. -~ -~ -0 -1 8105 -D3 -The plane contiues to the west with no end in sight. -~ -~ -0 -1 8101 -S -#8104 -A Change in Direction~ -Here, the plane goes to the north and bends to the east. -~ -0 0 2 -D0 -The vast plane seems to have no end to the north. -~ -~ -0 -1 8106 -D1 -To the east, the plane has no visible end. -~ -~ -0 -1 8102 -S -#8105 -A North-South direction of the plane~ -The plane continues to the north and south. -~ -0 0 2 -D0 -To the north, the plane stretches as far as the eye can see. -~ -~ -0 -1 8112 -D2 -To the south, the plane stretches as far as the eye can see. -~ -~ -0 -1 8103 -S -#8106 -A North-South stretch of the plane~ -The plane continues to the north and the south. -~ -0 0 2 -D0 -To the north, the plane stretches as far as the eye can see. -~ -~ -0 -1 8113 -D2 -To the south, the plane stretches as far as the eye can see. -~ -~ -0 -1 8104 -S -#8107 -In the Tower of Nirvana~ -Entering the tower, there seems to be enough light to see by, but no source is -visible. The hall continues to the east, while a door lies to the west. -~ -0 8 0 -D1 -The hall continues east into oblivion. -~ -~ -0 -1 8110 -D3 -A great door lies to the west. -~ -door~ -1 -1 8113 -S -#8108 -A hallway in the Tower of Nirvana~ -You are in a east-west hallway in the tower. To the west, the hall continues -and a door lies to the east. -~ -0 8 0 -D1 -A great door lies to the east. -~ -door~ -1 -1 8112 -D3 -The hallway continues west into oblivion. -~ -~ -0 -1 8109 -S -#8109 -An east-west hallway in the Tower of Nirvana~ -The hallway continues to the east, and stretches to the west. -~ -0 8 0 -D1 -The hallway continues east into oblivion. -~ -~ -0 -1 8108 -D3 -The Hallway continues west into oblivion. -~ -~ -0 -1 8111 -S -#8110 -An east-west passage in the Tower of Nirvana~ -~ -0 8 0 -D1 -The hallway contiues east into oblivion. -~ -~ -0 -1 8111 -D3 -The hallway contiues west into oblivion. -~ -~ -0 -1 8107 -S -#8111 -An intersection in the Tower of Nirvana~ -You are at an intersection where the east-west passage continues, but a large -passage leads to the north. -~ -0 8 0 -D0 -The passage continues to the north where it seems to get wider. -~ -~ -0 -1 8123 -D1 -The passage ontinues eastward into oblivion. -~ -~ -0 -1 8109 -D3 -The passage continues westward into oblivion. -~ -~ -0 -1 8110 -S -#8112 -At the door to the Tower of Nirvana~ -You stand on the plane where a mighty door lies to the west. -The plane also continues north and southward. -There is a large sign on the door. -~ -0 0 2 -D0 -The plane continues northward as far as the eye can see. -~ -~ -0 -1 8114 -D2 -The plane continues southward as far as the eye can see. -~ -~ -0 -1 8105 -D3 -A mighty door lies to the west. -~ -door~ -1 -1 8108 -E -sign~ -The sign reads: - WARNING -Only those brave of heart and high of level should -enter the Tower of Nirvana. -~ -S -#8113 -At the door to the Tower of Nirvana~ -The plane continue to the north and south, while a mighty door lies to the -east. There is a sign on the door. -~ -0 0 2 -D0 -The plane stretches to the north as far as the eye can see. -~ -~ -0 -1 8115 -D1 -A mighty door sits to the east. -~ -door~ -1 -1 8107 -D2 -The plane continues to the south as far as the eye can see. -~ -~ -0 -1 8106 -E -sign~ -The sign reads: - WARNING! -Only those brave of heart and high of level -should attempt to enter the Tower of Nirvana. -~ -S -#8114 -A north-south area of the Plane of Nirvana~ -The plane continues to the north and southward. -~ -0 0 2 -D0 -The plane continues endlessly to the north. -~ -~ -0 -1 8127 -D2 -The plane continues endlessly to the south. -~ -~ -0 -1 8112 -S -#8115 -A north-south area on the Plane of Nirvana~ -The plane continues to the north and south. -~ -0 0 2 -D0 -The plane continues endlessly to the north. -~ -~ -0 -1 8128 -D2 -The plane continues endlessly to the south. -~ -~ -0 -1 8113 -S -#8116 -Dead End~ -You stand at a dead end where the only exit appears to be west. -~ -0 8 0 -D3 -The passage continue to the west. -~ -~ -0 -1 8118 -S -#8117 -Dead End~ -You are at what appears to be a dead end. The only exit is back east. -~ -0 8 0 -D1 -The passage continues to the east. -~ -~ -0 -1 8119 -S -#8118 -A Tertain's lair~ -You quite possibly have made a terrible mistake coming in here. -Exits lead east and west. -~ -0 8 0 -D1 -The passage continues to the east. -~ -~ -0 -1 8116 -D3 -The passage leads west where you can see a bright light ahead. -~ -~ -0 -1 8120 -S -#8119 -A Tertian's lair~ -You might have made a terrible mistake coming into here. -Exits lead east and west. -~ -0 8 0 -D1 -The passage continues eastward where you can see a bright light. -~ -~ -0 -1 8120 -D3 -The passage continues westward into oblivion. -~ -~ -0 -1 8117 -S -#8120 -The Lair of Primus~ -You are in a large hall, with a massive pool of what appears to be pure energy -in the center of the room. Exits lead in all the cardinal directions. From -the pool rises the master of the Plane of Nirvana.... -~ -0 8 0 -D0 -A passage leads north into the unknown. -~ -~ -0 -1 8124 -D1 -A passage leads east into the unknown. -~ -~ -0 -1 8118 -D2 -A passage leads south into the unknown. -~ -~ -0 -1 8121 -D3 -A passage leads west into the unknown. -~ -~ -0 -1 8119 -S -#8121 -A Tertian's lair~ -Maybe coming here wasn't such a hot idea. You feel very unwelcome here. -Exits lead north and south. -~ -0 8 0 -D0 -The passage leads north where you can see a bright light. -~ -~ -0 -1 8120 -D2 -The passage leads south into the unknown. -~ -~ -0 -1 8122 -S -#8122 -The office of a Quinton~ -You have stumbled upon the office of a page to Primus. -Scrolls lie about the room along with me strange objects...you can't imagine -what kind of creature would use them. Exits lead in all the cardinal -directions. -~ -0 8 0 -D0 -The passage heads northward where you can see nothing. -~ -~ -0 -1 8121 -D1 -The passage goes east where you feel it might be bad to go. -~ -~ -0 -1 8146 -D2 -The passage goes south into oblivion. -~ -~ -0 -1 8123 -D3 -The passage heads westward into oblivion. -~ -~ -0 -1 8153 -S -#8123 -A wide north-south passageway~ -You find yourself in a passage where the exits are north and south. -~ -0 8 0 -D0 -To the north, you spy an intersection of tunnels. -~ -~ -0 -1 8122 -D2 -To the south you can barely make out a junction of passageways. -~ -~ -0 -1 8111 -S -#8124 -A Tertian's lair~ -You find yourself in a lair of a Tertian. Exits lead north and south. -~ -0 8 0 -D0 -To the north, you can make out a intersection of tunnels. -~ -~ -0 -1 8125 -D2 -To the south, you can see a bright light. -~ -~ -0 -1 8120 -S -#8125 -A north south tunnel~ -You are in a passage where the only exits are north and south. -~ -0 8 0 -D0 -Far to the north you can see a door. -~ -~ -0 -1 8126 -D2 -To the south you stare into darkness. -~ -~ -0 -1 8124 -S -#8126 -An intersection of passages~ -You stand at an intersection. Exits lead off into all the cardinal -directions. A door lies to the north, allowing passage out. -~ -0 8 0 -D0 -You see a massive door. -~ -door~ -1 -1 8131 -D1 -To the east, you spy a dark passage. -~ -~ -0 -1 8132 -D2 -To the south you stare into oblivion. -~ -~ -0 -1 8125 -D3 -To the west, you spy a dark passage. -~ -~ -0 -1 8139 -S -#8127 -A change of direction~ -The plane curves from the south to west. -~ -0 0 2 -D2 -Looking south, you see the plane extending beyond view. -~ -~ -0 -1 8114 -D3 -Looking west, you can't fathom how far the plane extends. -~ -~ -0 -1 8130 -S -#8128 -A change of direction~ -Here, the plane takes a turm from the south to heading east. -~ -0 0 2 -D1 -The plane heads east from here. You can't see the end of it. -~ -~ -0 -1 8129 -D2 -Looking south, you view the plane extending for miles. -~ -~ -0 -1 8115 -S -#8129 -An east-west route on the Plane of Nirvana~ -Exits lead east and west. -~ -0 0 2 -D1 -Looking east, you spy a door far off in the distance. -~ -~ -0 -1 8131 -D3 -Looking west, in the distance you can spy a curve south. -~ -~ -0 -1 8128 -S -#8130 -An east-west route on The Plane of Nirvana~ -Exits lead east and west -~ -0 0 2 -D1 -Looking east, you can see a bend in the distance. -~ -~ -0 -1 8127 -D2 -Glancing west, you can spy a door far off in the distance. -~ -~ -0 -1 8131 -S -#8131 -At a door into the Tower of Nirvana~ -The plane of Nirvana goes east and west. -A large door is to the south. -A sign has been posted outside the door. -~ -0 0 2 -D1 -Looking east, you see more of the passage. -~ -~ -0 -1 8130 -D2 -A large door blocks the way to the south. -~ -door~ -1 -1 8126 -D3 -Looking west, you see more of the passage. -~ -~ -0 -1 8129 -E -sign~ -The sign reads: - WARNING! -Only those brave of heart and high of level -should attempt to enter the Tower of Nirvana. -~ -S -#8132 -A Junction in the passage~ -Here, passages lead off in all cardinal directions. -~ -0 8 0 -D0 -Looking north, you spy a small room in the distance. -~ -~ -0 -1 8133 -D1 -Eastward, the passage continues in the darkness. -~ -~ -0 -1 8135 -D2 -South of here is a small room. -~ -~ -0 -1 8134 -D3 -West, you spy an intersection. -~ -~ -0 -1 8126 -S -#8133 -The office of the Octon~ -you are in a small room, the only exit is south. -~ -0 8 0 -D2 -Looking south, you see an intersection. -~ -~ -0 -1 8132 -S -#8134 -A small room~ -The only exit is north. -~ -0 8 0 -D0 -Looking north, you spy an intersection. -~ -~ -0 -1 8132 -S -#8135 -A passageway~ -Exits lead in all cardinal directions. -~ -0 8 0 -D0 -Looking north you spy a average sized room. -~ -~ -0 -1 8136 -D1 -Looking east, you can make out a large room. -~ -~ -0 -1 8138 -D2 -Looking south, you can see an average room. -~ -~ -0 -1 8137 -D3 -Looking west, you can see an intersection ahead. -~ -~ -0 -1 8132 -S -#8136 -Lair of a Hexton~ -You are in a room that is in complete disrepair. Items are thrown throughout -the room making them worthless piles of junk. -The only exit is back south -~ -0 8 0 -D2 -Looking south, you can make out a passage. -~ -~ -0 -1 8135 -S -#8137 -Office of a Hexton~ -A makeshift desk forms the center of this room. The only exit is north. -~ -0 8 0 -D0 -Looking north, you can make out a hallway. -~ -~ -0 -1 8135 -S -#8138 -Office of a Secundus~ -You are standing in a office of one of the Viceroys of the Plane of Nirvana. -The occupant doesn't look real thrilled with your presence. The only exit is -west. -~ -0 8 0 -D3 -Looking west you can see a long hallway. -~ -~ -0 -1 8135 -S -#8139 -A Junction in the hallway~ -Your are standing in a junction, exits lead in all the cardinal directions. -~ -0 8 0 -D0 -To the north, you spy a small room. -~ -~ -0 -1 8140 -D1 -To the east, you see a quadruple junction. -~ -~ -0 -1 8126 -D2 -To the south you see a small room. -~ -~ -0 -1 8141 -D3 -To the west, the passageway continues. -~ -~ -0 -1 8142 -S -#8140 -Office of an Octon~ -You see a messy room with papers scattered everywhere. -The only exit leads back to the south. -~ -0 8 0 -D2 -To the south you can make out a junction. -~ -~ -0 -1 8139 -S -#8141 -Office of a Septon~ -A neat and tidy room, it appear to be inhabited my a neatenss freak. The only -exit lies to the north. -~ -0 8 0 -D0 -To the north you see a junction. -~ -~ -0 -1 8139 -S -#8142 -An east-west passage~ -In east west passage is here with exits in all of the cardinal directions. -~ -0 8 0 -D0 -You can see a room to the north. -~ -~ -0 -1 8143 -D1 -To the east you can see a junction. -~ -~ -0 -1 8139 -D2 -To the south you can make out a averaged sized room. -~ -~ -0 -1 8144 -D3 -To the west you can see what appears to be a cavernous room. -~ -~ -0 -1 8145 -S -#8143 -The Barracks~ -A dusty room, with a almost untolerable odor, the barracks are being inspected -by a Hexton and his personal enterage. -The only exit lies to the south. -~ -0 8 0 -D2 -To the south you can see a junction. -~ -~ -0 -1 8142 -S -#8144 -The Commander's Post~ -You have stumbled on to the office of the Commander of the forces in the Plane -Of Nirvana. The room is well furnished and a sense of courage and bravery -overtakes you as you enter the room. The only exit lies to the north. -~ -0 8 0 -D0 -To the north you can visualize a junction of passages. -~ -~ -0 -1 8142 -S -#8145 -The chamber of the second Secundus~ -This huge room is furnished with the finest, and a personal legion guards the -Secundus. the only exit is to the east. -~ -0 8 0 -D1 -To the east you can see a junction. -~ -~ -0 -1 8142 -S -#8146 -A Passageway~ -You are in a well lit passage. A sense of forboding danger envelopes you. -Exits lead in all cardinal directions. -~ -0 8 0 -D0 -To the north you can see a small chamber. -~ -~ -0 -1 8147 -D1 -To the east, the passage continues. -~ -~ -0 -1 8149 -D2 -To the south, a chamber can be seen. -~ -~ -0 -1 8148 -D3 -To the west, a large tunnel can be found. -~ -~ -0 -1 8122 -S -#8147 -Chamber of the Octon~ -A small room, sparsely furnished, it leaves you with a sense of fear. The -only exit is to the south. -~ -0 8 0 -D2 -To the south you can see a passage. -~ -~ -0 -1 8146 -S -#8148 -Chamber of the Nonaton~ -You have entered the chamber of the principal law and order overseers. The -only exit lies to the north. -~ -0 8 0 -D0 -To the north you can see a passageway. -~ -~ -0 -1 8146 -S -#8149 -End of the passageway~ -You have reached the end of a long east-west passage. The passage contiues to -the west, and rooms lie to the north, south, and east. -~ -0 8 0 -D0 -To the north you can see a room. -~ -~ -0 -1 8150 -D1 -To the east you can make out a large chamber. -~ -~ -0 -1 8152 -D2 -To the south, a room can be seen. -~ -~ -0 -1 8151 -D3 -To the west, the passageway continues. -~ -~ -0 -1 8146 -S -#8150 -Chamber of a Hexton~ -You have entered the chamber of a Hexton. Trophies adorn the walls, some of -which are human. the only exit is to the south. -~ -0 8 0 -D2 -To the south you can see a passageway. -~ -~ -0 -1 8149 -S -#8151 -Chamber of a Hexton~ -You have entered a room where you are not very popular. The only exit lies -northbound. -~ -0 8 0 -D0 -To the north you can see a passage. -~ -~ -0 -1 8149 -S -#8152 -Chamber of the Secudus~ -A large canvernous room, this chamber serves as the sleeping quarters for the -third Secudus, Viceroy to Primus. The only exit lies to the west. -~ -0 8 0 -D3 -To the west you can see a passageway. -~ -~ -0 -1 8149 -S -#8153 -A passageway~ -You are in a passagway where you may go in any cardinal direction. -~ -0 8 0 -D0 -To the north lies a small chamber. -~ -~ -0 -1 8154 -D1 -To the east, a main passage forms a junction. -~ -~ -0 -1 8122 -D2 -To the south, you can spot a small room. -~ -~ -0 -1 8155 -D3 -To the west, the passageway continues. -~ -~ -0 -1 8159 -S -#8154 -A small chamber~ -You are in a small cramped chamber. The only exit lies to the south. -~ -0 8 0 -D2 -To the south you can see a passage. -~ -~ -0 -1 8153 -S -#8155 -A cramped room~ -You are in a small, crowded room. The only exit appears to lie to the north. -~ -0 8 0 -D0 -To the north, you can see a passageway. -~ -~ -0 -1 8153 -S -#8156 -A large room~ -You have entered a room where you are not wanted. The only exit lies to the -south. -~ -0 8 0 -D2 -To the south you can visualize a east-west passage. -~ -~ -0 -1 8159 -S -#8157 -A room~ -You have entered a room where there was obviously a hurried move going on. -The only exit lies to the north. -~ -0 8 0 -D0 -To the north you can make out a passageway. -~ -~ -0 -1 8159 -S -#8158 -Chamber of The First Secundus~ -You have disturbed the rest of the First Viceroy to Primus the Prime, The -Secundus. He does not look like a happy camper. The only exit lies to the -east. -~ -0 8 0 -D1 -To the east you can spot a hallway. -~ -~ -0 -1 8159 -S -#8159 -Junction in the hallway~ -Exits lead off in all of the cardinal directions -~ -0 8 0 -D0 -To the north lies a large chamber. -~ -~ -0 -1 8156 -D1 -To the east , the passage continues. -~ -~ -0 -1 8153 -D2 -To the south, a small chamber can be found. -~ -~ -0 -1 8157 -D3 -To the west, lies a monstrous room. -~ -~ -0 -1 8158 -S -#0 - - -#RESETS -M 1 8101 9 8101 -M 1 8100 10 8102 -M 1 8100 10 8103 -D 1 8107 3 1 -D 1 8108 1 1 -M 1 8102 6 8111 -M 1 8101 9 8112 -D 1 8112 3 1 -M 1 8100 10 8113 -D 1 8113 1 1 -M 1 8108 4 8116 -M 1 8108 4 8117 -M 1 8109 4 8118 -M 1 8109 4 8119 -M 1 8111 1 8120 -E 1 8100 80 16 -E 1 8101 8 5 -E 1 8102 8 6 -E 1 8103 8 10 -E 1 8104 3 11 -M 1 8109 4 8121 -M 1 8108 4 8122 -M 1 8109 4 8124 -M 1 8108 4 8125 -D 1 8126 0 1 -M 1 8100 10 8127 -M 1 8101 9 8128 -M 1 8100 10 8129 -M 1 8102 6 8131 -D 1 8131 2 1 -M 1 8105 4 8133 -M 1 8106 2 8134 -M 1 8107 8 8136 -M 1 8107 8 8137 -M 1 8102 6 8138 -M 1 8110 4 8138 -M 1 8105 4 8140 -M 1 8106 2 8141 -M 1 8107 8 8143 -M 1 8107 8 8144 -M 1 8102 6 8145 -M 1 8110 4 8145 -M 1 8105 4 8147 -M 1 8104 1 8148 -M 1 8107 8 8150 -M 1 8102 6 8152 -M 1 8110 4 8152 -M 1 8105 4 8154 -M 1 8103 1 8155 -M 1 8107 8 8155 -M 1 8107 8 8156 -M 1 8107 8 8157 -M 1 8102 6 8158 -M 1 8110 4 8158 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 8100 spec_thief -M 8106 spec_cast_cleric -M 8107 spec_cast_cleric -M 8108 spec_cast_cleric -M 8109 spec_cast_mage -M 8110 spec_cast_mage -M 8111 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/ocean.are b/data/realm/areas_smaug1.4a/ocean.are deleted file mode 100644 index 8f7a1c4..0000000 --- a/data/realm/areas_smaug1.4a/ocean.are +++ /dev/null @@ -1,8159 +0,0 @@ -#AREA Ocean Keep~ - - - -#AUTHOR Narn~ - -#RANGES -20 50 0 60 -$ - -#FLAGS -0 - -#ECONOMY 0 63455450 - -#MOBILES -#15100 -goat~ -a goat~ -A goat observes your progress with apparent amusement. -~ -Much more agile than you, it seems amused at your clumsy efforts. -~ -3 0 -100 C -13 18 -30 0d0+0 4d5+2 -1000 150 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 3 0 -0 0 524 0 0 0 1 524288 -#15101 -seagull gull~ -a sea gull~ -A seagull circles lazily overhead. -~ -Well fed and healthy, it seems rather disinterested in you. -~ -7 524288 0 C -10 0 -20 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 3 0 -0 0 33793 0 0 0 3 0 -#15102 -gatekeeper keeper~ -the gatekeeper~ -The gatekeeper is here, keeping an eye on things. -~ -A man in his late forties, or perhaps a bit older, the gatekeeper has -many signs of battle and hard work on his face and arms. His arms have -muscles that stand out like thick braids of rope, and along with wrinkles -and scars his face is filled with the light of a wisdom that only comes -from experience. -~ -67 40 0 C -30 0 -50 0d0+0 0d0+0 -78000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 15 0 0 0 544 524291 -> speech_prog hi hello~ -if ispc( $n ) - smile $n - ' Greetings, and welcome to Ocean Keep. May you find what you seek here. -endif -~ -> rand_prog 9~ -'Beware the beasts what live in the shoals. They be horrible nasty. -~ -> rand_prog 5~ -'I hear there be ships at anchor. Might be pirates about. -grumble -'Wouldna be the first time. -~ -> greet_prog 100~ -if ispc( $n ) - 'Greetings $n -endif -~ -| -#15103 -dog hound~ -a hunting dog~ -A large hound runs around sniffing the air excitedly. -~ -Though you do not recognize the race, there is no doubt that this -is a hunting dog, and a beautiful animal as well. -~ -65 512 0 C -21 0 0 30d10+1000 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 30 -3 0 0 0 131073 131073 0 -0 0 65549 0 0 0 3 2 -> fight_prog 10~ -growl -~ -> fight_prog 5~ -, yelps loudly as if calling for help. -~ -> greet_prog 30~ -if ispc( $n ) - bark $n -endif -~ -> entry_prog 30~ -if ispc( $r ) - , jumps up and licks your face. -endif -~ -| -#15104 -horse~ -a manor hunting horse~ -A strong and proud horse whinnies at your approach. -~ -A fine example of careful breeding, this beautiful steed clearly lives -to run, and loves the moments it spends carrying its master through -the hunt. -~ -262209 552 0 C -24 0 -70 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 86 -3 0 0 0 131073 131073 0 -0 0 66052 0 0 0 33 0 -> rand_prog 10~ -, sniffs the air hesitantly. -~ -> rand_prog 6~ -if ispc( $r ) - mpechoat $r $I nudges you with his muzzle. -endif -~ -| -#15105 -willem lord~ -Lord Willem~ -Lord Willem of Ocean Keep is here, hunting in his private forest. -~ -Lord Willem of Ocean Keep is an imposing figure, with his piercing grey -eyes, his shock of wiry red hair, and his well muscled body. The scars -of battle across his cheek and temple naturally add to the impression of -a man not to be trifled with. -~ -65 8 0 C -42 0 -170 1d0+7000 0d0+0 -500000 0 -8 8 1 -18 13 13 18 13 13 18 -0 0 0 0 -16 -0 0 0 0 131073 5 0 -0 0 591 0 0 0 1073741888 524291 -> fight_prog 10~ -yell Guards! To my side, slay the assassin! -~ -> greet_prog 50~ -if ispc( $n ) - mpechoat $n $I smiles at you and says 'greetings'. -endif -mpechoaround $n $I smiles at $n and says 'greetings'. -~ -| -#15106 -gamekeeper keeper~ -the gamekeeper~ -The keeper of the manor's stock of wildlife is attending his master. -~ -A fairly young man, he has seen no other life than the one he has now, -living at the manor and spending his days tending to the woods, watching -for poachers and working with the horses. -~ -65 8 0 C -37 0 -145 1d0+2000 0d0+0 -75000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 3 0 -0 0 74 0 0 0 576 3 -> rand_prog 5~ -, surveys the area carefully, looking for signs of poachers. -~ -> rand_prog 4~ -'Take me word for it, by sundown we'll be gettin' a storm. -~ -> rand_prog 3~ -'Ye've not been poachin' in me master's forest, have ye? -~ -| -#15107 -liis~ -Liis~ -A young lady with fair hair is serving refreshments. -~ -She looks quite young and innocent, but seems to handle herself well -among all the sailors and traders. -~ -3 0 0 C -22 0 -78 20d20+700 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -20 0 0 0 2048 0 576 524295 -> greet_prog 30~ -if ispc( $n ) - smile $n - 'Welcome. Won't you stay and rest for a while? -endif -~ -> rand_prog 5~ -, wonders if anyone needs anything. -~ -| -#15108 -arinas fisherman man~ -Arinas~ -Arinas stands ready to sell you his catch. -~ -His skin is so dark from many years of exposure to the sun and the waves -that it is almost impossible to make out his features, but he looks -friendly enough. -~ -3 0 0 C -25 0 -100 0d0+0 0d0+0 -25000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 576 524289 -> greet_prog 30~ -if ispc( $n ) - , holds up a few excellent looking filets for all to see. -endif -~ -> rand_prog 5~ -mpecho 'Well' says Arinas, 'looks like tomorrow will be a good fishing day.' -~ -| -#15109 -iratius~ -Iratius~ -Iratius sees a potential customer in everyone. -~ -As you enter his immediate vicinity, he quickly rummages through a bag, -pulls out an exotic looking object and starts to tell you how difficult -it was to obtain and how you couldn't possibly think to leave here -without acquiring ownership of it. Quite a salesman, Iratius, and quite -a world traveller too. His goods come from all over the known world, -and many are so exotic that you have no idea what they are for. Still, -his inventory does look interesting. -~ -3 0 0 C -33 0 -150 150d30+1000 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 5 0 -0 0 0 0 2048 0 96 524291 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I grins knowingly at you. - mpechoaround $n $I gives $n a knowing smile. - 'I have just the thing you are looking for, believe me. - 'Have a look through my goods, and I promise you, you will be very satified. -endif -~ -> rand_prog 5~ -wink $r -'Come, let me show you something I picked up on the mainland. -~ -| -#15110 -olvun fisherman man~ -Olvun~ -Olvun can't wait to tell you how he caught a swordfish today. -~ -He looks like a typical fisherman. His hands are chapped and cut, -his face is deeply tanned, and his smile is broad and friendly. -~ -3 0 0 C -35 0 0 20d30+2000 0d0+0 -10000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 576 524291 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I wonders if you can afford to buy his fish. - mpechoaround $n $I wonders if $n can afford to buy his fish. -endif -~ -> rand_prog 5~ -, would love to show you his merchandise, but he is just not the pushy type. -mpecho You'll have to ask him for his list. -~ -> speech_prog list. list, list? list~ -if ispc( $n ) - smile $n - mpechoaround $n $I shows $n his merchandise. - mpforce $n list -endif -~ -| -#15111 -valine~ -Valine~ -Valine gives you a motherly smile as you draw near. -~ -A plump and content woman, Valine spends her days at the market and her -nights working with her husband Perne to create and decorate the objects -she sells here. -~ -3 0 0 C -26 0 -90 30d10+1000 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 608 524291 -> greet_prog 30~ -if name( $n ) == keep guard -or name( $n ) == keep guard captain - 'Hello there, are ye keepin' the village safe fer us all? -endif -~ -> speech_prog p always the same old joke,~ -if name( $n ) == keep guard -or name( $n ) == keep guard captain - hug $n - 'Aw, ye knows I love ye all. Yer all good lads. -endif -~ -> rand_prog 5~ -, chuckles to herself at some remembered joke. -~ -| -#15112 -leif~ -Leif~ -Leif, a tall and muscled norseman stands guarding his merchandise. -~ -Tall and fair and with that name, there can be little doubt which part -of the world this man comes from. Though his skin is light, it is -wrinkled and weathered. He has spent much of his life travelling and -trading, and has probably seen his share of war as well. -~ -3 0 -500 C -45 0 0 500d20+5000 0d0+0 -193000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 256 3 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I gives you a wide, toothy grin. - mpechoaround $n $I greets $n with a grin. - 'Ja, you are looking for a good blade? -else - if name( $n ) == keep guard - or name( $n ) == keep guard captain - grumble - mpecho $I spits on the ground at the guard's feet. - endif -endif -~ -> rand_prog 5~ -'Well, did you come to deal or to stand around? -~ -| -#15113 -roon~ -Roon~ -Roon is working on a piece of leather while waiting for a customer. -~ -Roon spends most of his time in the marketplace with his portable workshop, -making and repairing all manner of leathergoods and haggling and chatting -with the folks who come by. -~ -3 0 0 C -40 0 -200 50d100+5000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 512 1 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I looks up briefly as you come near. - mpechoaround $n $I looks up briefly as $n comes near. -endif -~ -> rand_prog 5~ -'All the leather goods you need, that's what I sell. -'If it is not in me stock, I'll make it special, and quick too. -~ -| -#15114 -yuilea woman~ -Yuilea~ -A woman wreathed in a magical mist waits to show her powers. -~ -~ -3 4194344 0 C -30 0 -120 1d1+6400 25d3+25 -300000 0 -8 8 2 -13 18 18 18 13 13 18 -0 0 0 0 0 -0 0 0 0 131073 131073 0 -0 0 0 0 3154944 0 2097728 199 -> entry_prog 100~ -if ispc( $n ) - mpecho $I's eyes light up. - 'Come closer, $n. Sit, and let me tell you what lies ahead. - 'Or is it potions or talismans you have come for? - 'Come, come, tell me what you seek. -endif -~ -| -#15115 -lingon~ -Lingon~ -Lingon the dechand is trying to keep the cats away. -~ -Lingon is a deckhand on a merchant vessel who likes to do a bit of -trading himself whenever he gets shoreleave, but he does like to -stay away from the conventional types of merchandise. Looks like he -has succeeded. -~ -3 0 0 C -33 0 -200 20d30+1000 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 240 524291 -> greet_prog 100~ -if ispc( $n ) - if rand( 30 ) - mpecho $I holds up a large red bird with a yellow beak and green markings. - 'This beauty can be yours, and she won't cost ye much at all. - endif -else - if name( $n ) == cat - , reacts instantly to the cat and quickly chases it off. - mpforce cat east - 'Those bloody beasts! One day I'll wring the neck of one, I swear it! - endif - if name( $n ) == seagull gull - sigh - , waves his hands in the air and shouts at the seagull. - mpforce gull south - endif -endif -~ -> rand_prog 5~ -'They're just lovely, aint they? And all from the deep south too. -'I could make you a special deal on the yella one there. -~ -| -#15116 -seagull gull~ -a sea gull~ -A seagull circles lazily overhead. -~ -Constantly searching for food, it really doesn't seem to have an -understanding of the concept 'enough'. -~ -65 524288 0 C -10 0 -20 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 3 0 -0 0 32897 0 0 0 3 2 -> fight_prog 25~ -, squawks loudly. -~ -| -#15117 -cat~ -a manor cat~ -A large cat gives you a bored look. -~ -He spends his days wandering the keep feasting on the many tasty morsels -to be found at the market and the wharf. -~ -65 0 -200 C -10 20 23 10d10+70 2d4+2 -0 25 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 29 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 3 2 -> fight_prog 10~ -, hisses loudly. -~ -> rand_prog 11~ -, gives you a cursory glance, then quickly loses interest. -~ -> rand_prog 6~ -, starts cleaning himself. -~ -> entry_prog 30~ -if ispc( $r ) -mpechoat $r $I meows at you -endif -~ -| -#15118 -cat~ -a manor cat~ -A black and orange cat is nursing her litter. -~ -She looks rather busy with her kittens, maybe you should leave her alone. -~ -3 0 0 C -10 0 0 10d10+100 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 66061 0 0 0 3 2 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I raises her head wearily as you enter. -endif -mpechoaround $n $I raises her head wearily as $n enters. -mpecho She may be tired, but she is still ready to defend her litter. -~ -> rand_prog 11~ -, yawns. -~ -> rand_prog 6~ -, looks around as if to count her kittens. -~ -| -#15119 -kitten~ -a kitten~ -A newborn kitten wakes up occasionally to feed. -~ -It isn't much more than a little ball of fur with a snout and a paw -or two sticking out. -~ -3 0 0 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 29 -3 0 0 0 131072 131073 0 -0 0 65549 0 0 0 3 0 -> rand_prog 9~ -, opens its eyes briefly, then goes back to sleep. -~ -> rand_prog 5~ -purr -~ -| -#15120 -kitten~ -a kitten~ -A tiny kitten looks at you with wide eyes. -~ -It can't be more than a few days old. You wonder where its mother is. -~ -65 0 0 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 29 -3 0 0 0 131073 131073 0 -0 0 65549 0 0 0 3 0 -> rand_prog 10~ -, meows at you. Do you have any milk? -~ -> rand_prog 7~ -purr $r -~ -> rand_prog 4~ -, pokes around excitedly. -~ -| -#15121 -horse~ -a manor hunting horse~ -A strong and proud horse whinnies at your approach. -~ -A fine example of careful breeding, this beautiful steed clearly lives -to run, and loves the moments it spends carrying its master through -the hunt. -~ -262211 552 0 C -24 0 -120 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 86 -3 0 0 0 131073 131073 0 -0 0 1537 0 0 0 33 0 -> rand_prog 4~ -, swishes its tail at the flies on its back. -~ -> rand_prog 3~ -if ispc( $r ) - look $r -endif -~ -> rand_prog 2~ -, shuffles sideways just a bit. -~ -| -#15122 -reef wraith~ -the slimy reef wraith~ -A slimy reef wraith glares at you and goes for your throat. -~ -It is not very large, but looks quite dangerous. Entirely black and -covered in slime and scum, it has claws, scales and a nasty looking -sting. It looks like something out of a bad dream. Kill it now and -get it over with, that would be your best bet. -~ -37 552 -300 C -20 1 -55 20d10+200 0d0+20 -0 15000 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 8652801 0 0 0 9 2 -> fight_prog 5~ -if ispc( $n ) - mpechoat $n $I grins at you and tries to rip some meat off your shoulder. -endif -mpechoaround $n $I lunges at $n, narrowly missing with its sharp teeth. -~ -| -#15123 -reef wraith~ -the slimy reef wraith~ -A slimy reef wraith glares at you and goes for your throat. -~ -It is not very large, but looks quite dangerous. Entirely black and -covered in slime and scum, it has claws, scales and a nasty looking -sting. It looks like something out of a bad dream. Kill it now and -get it over with, that would be your best bet. -~ -37 32 -150 C -20 1 -70 2d6+260 0d0+20 -0 15000 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 8652801 0 0 0 9 2 -> fight_prog 10~ -if ispc( $n ) - mpechoat $n You feel a stinging sensation somewhere along your spine. -endif -~ -| -#15124 -queen reef wraith~ -the wraith queen~ -The queen of the reef wraiths resents your intrusion. -~ -She is just as black and slime covered as her underlings, but easily twice -their size and probably more than twice as strong. She is more aggressive -too, probably because she is nesting. She does not look like the type you -can reason with. -~ -35 552 -150 C -35 1 -40 50d10+500 0d0+20 -400000 15000 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 8652801 0 0 0 9 2 -> fight_prog 10~ -, lets out a squeal so loud and piercing it hurts your ears. -~ -> fight_prog 5~ -if ispc( $n ) - mpechoat $n $I makes a grab for your weapon with her claw. - disarm -endif -~ -| -#15125 -stablehand man~ -the stablehand~ -A man who looks like he knows horses is repairing a saddle. -~ -This is a man whose life has been dedicated to the care of horses. What -he knows about breeding them, feeding them, training them and taking care -of them would fill several volumes if he were to write it all down. -~ -3 0 0 C -27 0 -150 1d1+900 0d0+0 -150000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 3 0 0 131073 131073 0 -0 0 15 0 3072 0 576 524291 -> greet_prog 30~ -if ispc( $n ) - 'If ye've come about the saddle, it's not yet done. -else - smile $n -endif -~ -| -#15126 -caretaker man~ -the caretaker~ -The manor caretaker is making some repairs to one of the beds. -~ -The caretaker for the manor is the one called upon to perform all manner -of repair and construction projects. His understanding of how things work -is surpassed only by his virtually endless patience. -~ -3 0 0 C -30 0 -200 30d10+800 0d0+0 -150000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131072 0 -0 0 15 0 0 0 576 524291 -> greet_prog 30~ -if ispc( $n ) - , looks up from his work. - 'Greetings, is there anything I can do for ye? -endif -~ -| -#15127 -girl servant~ -a servant girl~ -One of the manor servant girls is here on some errand. -~ -You see a young woman busily engaged in some errand or other. Perhaps -you should leave her to get on with her work. -~ -65 0 0 C -22 0 -110 30d10+650 0d0+0 -50000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 1035 0 0 0 33554528 524290 -> act_prog p pokes you~ -if ispc( $n ) - giggle $n -endif -~ -> act_prog laughs. laughs cackles~ -if ispc( $n ) - mpechoat $n $I starts giggling uncontrollably. You must have set her off. - mpechoaround $n $I giggles in response to $n. -endif -~ -| -#15128 -cook~ -the cook~ -The manor cook is running to and fro, busily preparing the next meal. -~ -The cook in this place has been here for many years, in fact she grew up -here, met her husband here and will probably be here for the rest of her -life. If you were to ask, she would say she is quite content with that. -~ -3 0 0 C -30 0 -140 30d10+850 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 14 0 0 0 576 524291 -> greet_prog 30~ -if ispc( $n ) - smile $n - 'Be welcome in me kitchen, $n, but don't be touchin' anythin'. -endif -if name( $n ) == maid kitchen - mpecho $I scolds the maid. - 'Where have ye been? I can't be doing all this work on me own! -endif -~ -| -#15129 -maid kitchen~ -the kitchen maid~ -A kitchen maid is cleaning up. -~ -A fairly young girl, she nevertheless applies herself to the work at hand -with much dedication, and she seems happy with her lot. -~ -69 0 0 C -20 0 -90 30d10+300 0d0+0 -16000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 14 0 0 0 33554496 3 -> greet_prog 10~ -if ispc( $n ) - giggle -endif -~ -> speech_prog p Where have ye been?~ -, quickly sets about her duties with a shameful look on her face. -~ -| -#15130 -gornan~ -Gornan~ -Gornan is pondering whether to go hunting. -~ -Gornan is the eldest son of Lord Willem of Ocean Keep, and is well aware -of his status. He can get a bit haughty at times, but for the most part -he is a down to earth young man who spends his days hunting and dreaming -of the girl he will one day marry. -~ -65 0 0 C -32 0 -200 40d10+900 0d0+0 -27000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -6 0 0 0 17 17 0 -0 0 9 0 0 0 608 524290 -> greet_prog 30~ -if ispc( $n ) - 'Oh hello, would you care to join us on the hunt? -else - look $n - , returns to his contemplations. -endif -~ -> rand_prog 6~ -'We normally bring back some good meat from the hunt. -'Are you sure you would not like to go? -~ -> rand_prog 5~ -, looks like he would really like to go hunting. -~ -> rand_prog 4~ -'There's deer in the forest, and hare and even some quail beyond the stream. -~ -> rand_prog 3~ -, wonders which bow he would take if he could get a partner for the hunt. -~ -| -#15131 -thora~ -Thora~ -Thora is wandering the manor in search of the younger children. -~ -The oldest of four daughters, Thora is the one the younger children look -up to, and the one who usually takes care of them. Despite this constant -responsibility, or perhaps because of it, there is a gleam in her eye that -tells you she is not above a bit of mischief from time to time. -~ -65 0 0 C -28 0 -200 40d10+650 0d0+0 -27000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -6 0 0 0 17 17 0 -0 0 9 0 0 0 608 524290 -#15132 -girl daughter~ -the girl~ -One of the younger girls is playing quietly. -~ -She looks back at you with big eyes and giggles. -~ -65 0 0 C -13 0 -30 10d10+80 0d0+0 -27000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -6 0 0 0 17 17 0 -0 0 7 0 0 0 33 2 -> rand_prog 10~ -look $r -~ -> rand_prog 8~ -giggle -~ -> rand_prog 4~ -'Are you a guest of mother and father? -~ -> speech_prog yes yes.~ -if ispc( $n ) - smile $n -endif -~ -| -#15133 -boy son~ -the young boy~ -One of the manor sons runs around in circles. -~ -He looks none too clean, but that doesn't seem to bother him. He is -probably not looking forward to cleaning up before supper though. -~ -65 0 0 C -12 0 -20 10d10+90 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 6 0 0 0 32 2 -> rand_prog 8~ -, wonders if anything exciting is in the works. -~ -> rand_prog 5~ -'Will you play with me? -~ -> greet_prog 50~ -'Hello, would you like to be my friend? -~ -| -#15134 -fenia lady~ -Lady Fenia~ -The lady of the manor is updating the accounts. -~ -An imposing woman, strong and full of spirit, Lady Fenia is every bit -the equal of her husband, the Lord Willem. Good thing the lord is not -the domineering kind; such battles would rage at the manor as to make -the crusades pale in comparison. -~ -67 8 1000 C -42 0 -220 1d0+7000 0d0+0 -500000 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -0 0 0 0 131073 5 0 -0 0 591 0 2048 0 1073741888 524291 -> greet_prog 30~ -if ispc( $n ) - , frowns slightly. - 'I am very sorry, but I cannot entertain just now. - 'Won't you join us later in the dining hall? -endif -~ -> fight_prog 12~ -yell Willem! Guards! Help me! -~ -> fight_prog 8~ -, shouts for assistance. -mpecho A guard of ocean keep rushes in to see what is the matter. -mpmload 15158 -~ -| -#15135 -lodd captain~ -Captain Lodd~ -The captain of the Lady Meredith looks ready for bed. -~ -His neatly trimmed white beard and pot belly make him look quite jovial, -but there is also an air of authority about him that is not to be denied. -One would be well advised not to cross this man. -~ -3 4202536 1000 C -50 0 -200 100d50+15000 15d15+100 -822000 0 -8 8 1 -15 13 13 18 13 13 16 -0 0 0 0 -30 -0 0 0 0 131073 131073 4 -0 0 7 1 2100320 0 864 524291 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I looks you up and down, wondering why you are here. - mpechoaround $n $I looks at $n, wondering why $e is here. -else - mpecho $I gives $n a cursory glance. -endif -~ -> rand_prog 7~ -, would like you to leave so he can go to bed. -wield sword -~ -> fight_prog 100~ -wield 'crest sword' -if name( $n ) == willem lord - yell Lord Willem, what have they done to you? - emote cries out at the outrage of someone turning his host against him. -endif -if name( $n ) == fenia lady - yell You brought a lady here to fight me? How dare you? - say Please, my lady, leave while you may. - mpforce $n flee - break -endif -if isnpc( $n ) - if sex( $n ) == 2 - say I will not fight a lady, such behaviour is beneath me! - mpforce $n flee - else - mpslay $n - growl - endif -endif -if rand( 30 ) - emote grumbles about having to fight his own battles. - disarm -else - emote brings out a small jade symbol and rubs it lightly. - mpechoat $r the symbol flares brightly as it steals your life force. - mpdamage $r 200 -endif -~ -> death_prog 100~ -mpecho $I wheezes 'The king will hear of this. My death will be avenged.' -if rand( 50 ) - mpecho The captain appears to make one last attempt at raising his weapon. - mpecho He falters, and you see he is trying to use his last moments to - mpecho conceal a precious item. - mpoload 15185 47 -else - if ispc( $r ) - mpecho He mutters his last words, something in an unknown tongue. - mpecho You feel the temperature in the room rising rapidly, quickly - mpecho becoming intolerable. Suddenly, the heat concentrates in one - mpechoaround $r spot and then rushes into the body of $r. - mpechoat $r spot and then rushes into your body, causing horrible pain. - mpechoat $r You scream in agony as the fire burns you from the inside. - mpforce $r scream - mpdamage $r 700 - endif -endif -~ -| -#15136 -wind devil~ -a wind devil~ -A transparent creature detects your presence. -~ -You can see right through this thing; it seems to be made up of nothing -but swirling currents of wind. The guts of the creature look to be in -constant turmoil, and you wonder if it might be in pain. -~ -97 552 -300 C -25 0 0 0d0+0 5d5+15 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 0 2 -#15137 -deckhand sailor~ -the deckhand~ -A bored looking deckhand is staring out to sea. -~ -It is clear that his mind is elsewhere. Why, he is so lost in thought -that he has yet to notice his mop dripping dirty water all over his shoes. -~ -3 0 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> rand_prog 10~ -, stares wistfully out to sea. -~ -> rand_prog 5~ -, grumbles to himself about having to swab the deck. -'It isn't dirty or anything, see? -~ -> speech_prog p get the work~ -if name( $n ) == officer junior -or name( $n ) == officer senior - mpecho $I, realizing he is in more trouble, snaps to attention. - 'Aye sir, of course sir. Sorry sir. -else - 'Aye, can't ye see I'm doin' it? - grumble -endif -~ -> greet_prog 20~ -sigh -~ -| -#15138 -sailor man~ -the sailor~ -A sailor is here to help you. -~ -It must be very boring to sit here all day long, and indeed he seems quite -pleased to see you. He looks at you as if expecting you to say something. -Perhaps he is waiting for you to ask how to get on deck. -~ -3 40 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 50~ -, looks lonely -~ -> speech_prog p on deck~ -if ispc( $n ) - , perks up. - if sex( $n ) == 1 - ' You say you wish to get on deck? Aye aye sir, right away! - else - if sex( $n ) == 2 - ' You say you wish to get on deck? Aye aye ma'am, right away! - else - ' You say you wish to get on deck? Aye aye, right away! - endif - endif - , whistles to someone on the deck of the ship. -mpecho A deckhand sticks his head over the rail and throws down a rope ladder. - , catches the end of the ladder and holds it steady. - ' There you go, and welcome to the Lady Meredith. - if sex( $n ) == 2 - mpechoat $n $I gives you a hand up the ladder. - mpechoaround $n $I gives $n a hand up the ladder. - else - mpechoat $n $I waits patiently while you climb the ladder. - mpechoaround $n $I waits patiently while $n climbs the ladder. - endif - mpechoaround $n You look up to see $n scramble onto the deck of the ship. - mptransfer $n 15196 - mpat $n mpforce $n look - mpecho The deckhand leans over the rail and hauls up the ladder. -endif -~ -| -#15139 -deckhand sailor~ -the deckhand~ -A deckhand steps aside to let you pass. -~ -He says 'pardon me' and carries on with his work. -~ -65 0 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 30~ -if ispc( $n ) - , pauses briefly to see if you need anything. -endif -~ -> rand_prog 5~ -'I'll be glad when we set sail. The port is nice enough, but I prefer the sea. -~ -| -#15140 -cook man~ -the ship's cook~ -A large man is moving with surprising grace and speed. -~ -This man is large in more respect than one, or perhaps 'more dimensions -than one' would be more appropriate. It is clear that he is one of those -who derives great pleasure from creating culinary works of art. -~ -3 0 0 C -40 0 0 1d1+3500 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 100~ -if ispc( $n ) - if rand( 20 ) - 'Greets, what can I do for ye? - endif -else - if name( $n ) == officer senior - grin $n - 'Hungry already? - , gives the officer a small biscuit. - mpforce $n thank cook - mpforce $n south - else - 'Out of the galley, ye'll be fed at mealtime. - mpforce $n south - endif -endif -~ -| -#15141 -navigator man~ -the navigator~ -An important looking man with gold epaulets is looking at a map. -~ -Decked out in his long coat with decorations of gold and brass, he looks -very important indeed. In fact, he really does play a vital role on this -vessel, and the slightest mistake by this man can mean certain doom for -ship and crew. -~ -67 0 0 C -42 0 0 1d1+3500 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> rand_prog 3~ -, points to something on one of the maps. -'But can we not go through this way? It would cut leagues off the journey. -~ -> speech_prog p as yet uncharted~ -if name( $n ) == pilot man - nod - 'Very well then, I'll mark that in. -else - mpechoat $n $I gives you a strange look. - mpechoaround $n $I gives $n a strange look, then carries on with his duties. -endif -~ -> speech_prog p must be wary of.~ -if name( $n ) == pilot man - 'What is the problem there? -else - frown $n - 'I think we are doing fine, thank you. -endif -~ -> speech_prog p ships run aground~ -if name( $n ) == pilot man - sigh - 'We came through there on our way in, and at top speed too. - 'Ah well, luck was with us. -else - 'What is that about running aground? Not to worry, we navigate well enough. -endif -~ -| -#15142 -pilot man~ -the pilot~ -A pilot who knows these waters is making corrections to a chart. -~ -All his life has been spent navigating these waters, first as a child on -his father's fishing boat, then as a fisherman in his own right, and now -as a respected pilot, an acknowledged expert. No wonder the navigator is -allowing him to correct the ship's maps. -~ -67 0 0 C -42 0 0 1d1+3500 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 20~ -if ispc( $n ) - mpechoat $n $I nods at you, then goes back to studying the charts. - mpechoaround $n $I nods at $n. -endif -~ -> speech_prog p go through this way?~ -if name( $n ) == navigator man - 'That route is dangerous, many ships have foundered right at this point. - , makes a mark on the map. - 'There are reefs as yet uncharted around there. -else - 'Please, leave the planning to those who are qualified. -endif -~ -> rand_prog 3~ -'Now, this is another spot you must be wary of. -~ -> speech_prog p the problem there?~ -if name( $n ) == navigator man - 'The currents are very unusual, they cause much shifting in the sandbanks. - 'We're always having ships run aground out there. -else - 'Problem? We are not having any problems, but thank you for your concern. - , returns to his work. -endif -~ -| -#15143 -blaine~ -Blaine~ -Blaine keeps a watchful eye on you. -~ -He is a large man, and his facial expression does not give the impression -of any surplus brainpower, but he seems quite capable of performing his -duty. -~ -67 0 0 C -42 0 0 1d1+3500 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 30~ -if ispc( $n ) - 'Greets $n, what can I do for ye? -else - nod $n -endif -~ -> rand_prog 5~ -, walks around the room, making sure everything is in place. -~ -| -#15144 -prisoner captive sailor~ -a captive sailor~ -A miserable looking sailor looks at you pleadingly. -~ -Decidely unhappy, this poor soul has been locked up for some crime, -perhaps as petty as avoiding his work, perhaps as serious as talking -back to an officer. There is nothing he would like better than to -be let out of this dark hole. -~ -3 0 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 30~ -if ispc( $n ) - grovel $n - 'Is me sentence up yet? I'll no make no more mistakes like that one. - 'I'll be a model sailor, I will. -else - sigh $n -endif -~ -> rand_prog 5~ -, shakes and shivers and grumbles about being locked up. -~ -| -#15145 -officer senior~ -a senior officer~ -A senior officer is observing the crew. -~ -Here is a man who has come to expect people to listen when he speaks, and -on this ship, they do. The word of the senior officers on a vessel is law, -and he is not afraid to use his authority. -~ -3 40 0 C -45 0 0 100d10+3000 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 832 524291 -> speech_prog p isn't dirty or anything,~ -if name( $n ) == deckhand sailor - glare $n - 'Look lively there, stop yammerin' and let me see ye get the work done! -else - look $n - 'I beg yer pardon? -endif -~ -> greet_prog 100~ -if name( $n ) == sailor -or name( $n ) == deckhand sailor - mpforce $n , salutes. -else - if ispc( $n ) - if rand( 30 ) - mpechoat $n $I nods in your direction. - mpechoaround $n $I nods at $n. - 'Enjoying your visit, I trust? - endif - endif -endif -~ -| -#15146 -sailor~ -the sailor~ -An off watch sailor is relaxing here. -~ -Even though he is off duty, he looks at you as if expecting you to give -him an order. Wonder how he would react if you did. -~ -65 0 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 10~ -if ispc( $n ) - 'Greetings. Lovely day. -endif -~ -| -#15147 -sailor crewman~ -the crewman~ -A crewman is sleeping soundly. -~ -He is sprawled on his back with his mouth wide open and his snoring is -loud enough to make the timbers shake, yet no one seems to mind. -~ -67 0 0 C -32 0 0 1d1+2000 0d0+0 -15000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> rand_prog 3~ -snore -~ -| -#15148 -officer junior~ -a junior officer~ -A junior officer looks a little lost. -~ -He looks like he doesn't quite know what to do with himself. Perhaps -someone with more seniority will come along and give him something to do. -~ -65 0 0 C -35 0 0 100d10+1800 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 576 524291 -> speech_prog p isn't dirty~ -if name( $n ) == deckhand sailor - 'Now now, we'll have none of that. Best ye just get the work done. -else - mpechoat $n $I gives you a confused look. - mpechoaround $n $I looks at $n with confusion on his face. - 'Beggin' yer pardon, but I do not think I understand. -endif -~ -> greet_prog 100~ -if name( $n ) == officer senior - , salutes his superior. -endif -~ -> rand_prog 5~ -, looks around a little nervously, as if not quite sure what to do. -~ -| -#15149 -pirate crewman~ -the crewman~ -A rough looking crewman glares at you and yells 'stowaway!' -~ -The word rough simply does not cover it; this man has not had a bath in -weeks, and it has been at least as long since his clothes were washed. -You really should try to get away before you catch something. -~ -97 0 -300 C -32 0 0 1d1+2000 0d0+0 -80000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> fight_prog 5~ -mpechoat $n $I spits at you. -mpechoaround $n $I spits at $n. -~ -| -#15150 -captain faragut~ -Captain Faragut~ -The dreaded pirate captain Faragut wastes no time on pleasantries. -~ -With blood in his eyes and between his teeth (a touch of scurvy, most -likely), he grabs his sabres and does his level best to turn you into -a former adventurer. -~ -35 8232 -1000 C -50 0 -200 100d20+6000 30d10+20 -1000000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 832 524291 -> fight_prog 10~ -mpechoat $n $I curses at you in some unknown language. -mpechoaround $n $I curses at $n in some unknown language. -~ -> fight_prog 5~ -if ispc( $r ) - mpechoat $r $I growls loudly at you. -endif -mpechoaround $r $I growls loudly at $r. -~ -> death_prog 100~ -mpecho $I cries out, 'No! This cannot be!' -if rand( 50 ) - mpecho Faragut, realizing that he is dying, unleashes an ancient curse. - mpecho You see his spirit leave his body, but rather than dissipate or - mpecho float away, it aquires solid form and attacks! - mpmload 15169 -else - mpecho In his moment of truth, Faragut struggles to destroy his most - mpecho valuable possession to keep you from having it, but fails and - mpecho falls to the ground clutching something silvery in his hands. - mpoload 15183 48 -endif -~ -| -#15151 -pirate officer~ -an officer of the Valkyrie~ -Though as grubby as the crewmen, this pirate is wearing better clothes. -~ -Does no one on this ship ever wash? Seriously, you find yourself not -even wanting to kill these grungy creatures because they just smell -too foul to be near. Oh well, just get rid of this one and maybe you -can leave. -~ -35 0 -300 C -45 0 0 100d10+3000 0d0+0 -300000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 576 524291 -> fight_prog 5~ -growl -~ -> death_prog 50~ -mpecho $I sinks to the deck with a loud wheeze, all the fight gone out of him. -~ -| -#15152 -pirate cook man~ -the pirate cook~ -A surly man is listlessly stirring a pot of something unpleasant. -~ -He is not really a cook, just a member of the crew who is being punished -for some minor offense. It is hard to get cooks for rogue vessels, and -this is how the captain solves the problem. Needless to say, the captain -and the senior officers subsist mostly on food from their private stores. -~ -3 0 0 C -40 0 0 1d1+3500 0d0+0 -55000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> greet_prog 50~ -if ispc( $n ) - mpechoat $n $I flings something vile at you with a serving spoon. - mpechoaround $n $I flings something vile at $n with a serving spoon. - cackle -endif -~ -> fight_prog 6~ -'Ye'll make a fine addition to the stew once I'm through with ye! -~ -> fight_prog 3~ -mpechoat $n $I wonders how many men he can feed on your scrawny body. -mpechoaround $n $I looks at $n appraisingly. -~ -| -#15153 -drunk pirate crewman~ -the crewman~ -A member of the crew is out cold with a bottle in his hand. -~ -Ah, finally a member of this crew who does not smell of rotting flesh -and even more rotten teeth. Just be careful not to light a match, his -breath is at least eighty proof. -~ -67 4096 0 C -32 0 0 1d1+2000 0d0+0 -60000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 13 0 0 0 544 524290 -> rand_prog 5~ -, wakes up for just long enough to take another swig, then is gone again. -~ -| -#15154 -pirate crewman~ -the crewman~ -A nasty looking character jumps at you. -~ -The word rough simply does not cover it; this man has not had a bath in -weeks, and it has been at least as long since his clothes were washed. -You really should try to get away before you catch something. -~ -97 0 0 C -32 0 0 1d1+2000 0d0+0 -95000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 1033 0 0 0 544 524290 -> fight_prog 5~ -'Give it up, worm. -~ -> fight_prog 3~ -laugh $n -~ -| -#15155 -woodworker perne~ -Perne~ -A woodworker is carefully selecting stock for a project. -~ -His hands are chapped and dried, but his fingers move lovingly over -every piece of wood he touches, quickly assessing qualities and flaws. -~ -3 0 0 C -29 0 -90 30d10+1000 0d0+0 -50000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 2048 0 608 524291 -#15156 -shade keep dragon~ -Shade the dark~ -Shadows come together and meld into the form of Shade, the Keep Dragon. -~ -His form seems solid enough, but the exact shape of him eludes your gaze -somehow. It seems he is covered in small patches of shadow with a life -of their own, constantly shifting and changing so that you can not focus -on any one spot before it falls away into blackness. -~ -3 4726828 0 C -52 0 -160 1000d5+25000 8d5+25 -1000000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 -30 -31 0 0 0 131073 1 1 -0 25 4587529 97 2100224 16 270794759 2 -> all_greet_prog 100~ -, looks up lazily before settling down with one sleepy eye on the intruder. -~ -> rand_prog 10~ -, wonders if the puny mortals intend to challenge him. -~ -> rand_prog 6~ -mpecho The dragon snorts loudly, almost shattering your eardrums! -mpecho With a satisfied look, he settles back down to survey his domain. -~ -> death_prog 100~ -mpecho With a great crashing sound, the dragon falls flat on the ground. -mpecho You step out of the way, and just barely avoid being crushed. -mpecho The huge bulk twitches once, then again, and then there is no more. -~ -| -#15157 -quill porcupine~ -Quill~ -A large porcupine curls into a ball as you approach. -~ -She looks like an ordinary hedgehog, all covered with bristly spines, -capable of piercing your flesh over and over if you were to be silly -enough to attack. She has little in the way of offense, but such a -defensive array is seldom seen. -~ -65 640 0 C -15 0 0 10d10+350 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 77 -3 0 0 0 131073 9 0 -0 0 164 0 0 0 0 2 -> greet_prog 30~ -if ispc( $n ) - mpechoat $n $I gives you a suspicious look. - mpechoaround $n $I gives $n a suspicious look. -else - if name( $n ) == dog hound - , tries to hide under a log. - endif -endif -~ -| -#15158 -keep guard~ -a guard of Ocean Keep~ -A guard wanders the keep, looking for troublemakers. -~ -He is a young man, most likely a local. The guards in Ocean Keep are -mostly local boys, and this one seems to fit the mold. -~ -65 40 800 C -24 0 -100 0d0+0 0d0+0 -23000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 96 3 -> act_prog growls. growls~ -if ispc( $n ) - grin $n -endif -~ -> act_prog kisses hugs cuddles snuggles nuzzles licks~ -if ispc( $n ) - smile - if name( $t ) == keep guard - ' Aw shucks... - else - , politely looks away. - endif -endif -~ -> act_prog swears:~ -if ispc( $n ) - ' Now was that really necessary? Such language is so unpleasant. -endif -~ -> act_prog p bursts into tears.~ -if ispc( $n ) - comfort $n - 'There there, whatever it is, it will soon get better. - hug $n -endif -~ -> act_prog smiles laughs. laughs giggles. giggles~ -if ispc( $n ) - , tries to hide a smile. -endif -~ -> act_prog p break dance,~ -if ispc( $n ) - , laughs out loud. - ' Careful now, you'll hurt yourself. -endif -~ -> bribe_prog 1000~ -wink $n -~ -> bribe_prog 1~ -laugh $n -~ -> death_prog 100~ -mpecho The guard looks around, as if to say a last goodbye to his home. -mpecho With his last breath, he wheezes, 'See you in hell, adventurer.' -~ -> speech_prog p keepin' the village safe~ -if name( $n ) == valine - sigh - 'Always the same old joke, eh Valine? -endif -~ -> entry_prog 50~ -if ispc( $r ) - 'Hello $r, what business might ye be on then? -endif -~ -| -#15159 -keep guard captain~ -a captain of the keep guard~ -An older guard observes you calmly. -~ -Older than the young men who make up most of the guard, and with features -different from those of the locals, this man is clearly a hireling brought -here for his experience and knowledge. Though he works for gold, he is -loyal to his employer and to the people of Ocean Keep. -~ -65 40 800 C -28 0 0 30d10+800 0d0+0 -35000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 96 3 -> greet_prog 30~ -if ispc( $n ) - nod $n -endif -~ -> rand_prog 2~ -poke $r -' Move along now. No loitering here. -~ -> act_prog growls~ -if ispc( $n ) - grin $n -endif -~ -> act_prog swears:~ -if ispc( $n ) - ' Now was that really necessary? Such language is so unpleasant! -endif -~ -> speech_prog shit fuck ass asshole bitch~ -if ispc( $n ) - , looks around angrily. - growl $n - if isgood( $n ) - ' Watch your mouth! There are children around here! - else - if level( $n ) < 31 - mpkill $n - else - ' Watch your mouth! There are children around here! - endif - endif -endif -~ -> act_prog p break dance,~ -if ispc( $n ) - , smiles goodnaturedly. - ' You are quite the athlete, $n. - ' Me, I'd break my neck if I tried that. -endif -~ -> death_prog 50~ -mpecho The captain of the guard growls his last words: -mpecho 'I curse you from now unto eternity, spawn of evil.' -mpecho He tries to say something else, but chokes and then lies still. -~ -> act_prog laughs. giggles.~ -if ispc( $n ) - mpechoat $n $I smiles broadly at you. -endif -mpechoaround $n $I smiles broadly at $n. -~ -> act_prog passionately. passionate gropes fondles~ -if ispc( $n ) - if name( $t ) == keep guard captain - ' Please, I am a married man! - else - , clears his throat loudly. - ' Perhaps you'd better do that in private. - endif -endif -~ -> speech_prog p keepin' the village safe~ -if name( $n ) == valine - sigh - 'Always the same old joke, eh Valine? -endif -~ -> entry_prog 50~ -, looks around carefully, scanning for trouble. -~ -| -#15160 -keep guard~ -a guard of Ocean Keep~ -A guard is at his post, keeping an eye on you. -~ -The way he looks back at you shows that he does not expect trouble, but -he is still ready for whatever may come. -~ -67 40 800 C -24 0 0 0d0+0 0d0+0 -23000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 96 3 -> all_greet_prog 25~ -mpechoat $n $I looks you over carefully, then smiles. -mpechoaround $n $I looks $n over carefully, then smiles. -~ -> rand_prog 7~ -, gets out a handkerchief and wipes the sweat from his brow. -~ -> rand_prog 6~ -, whistles a few notes from some old song. -~ -> rand_prog 5~ -, looks thirsty. -, pulls a small flask from his pocket and takes a long pull. -~ -> rand_prog 4~ -, smiles to himself. Wonder what he is thinking about. -~ -> rand_prog 3~ -' Boy, I'll be glad to get home tonight. -' The wife is making my favourite for supper. -~ -> rand_prog 2~ -, takes a long look around. -' You know, I'll never get tired of looking at the ocean. -' It is so soothing, don't you think? -~ -> death_prog 50~ -mpecho The guard looks at you. -mpecho He says, 'Please, I have a wife. Tell her... tell her... -~ -> bribe_prog 1000~ -thank $n -wink $n -~ -> bribe_prog 1~ -grumble -~ -| -#15161 -tunneler worm~ -the tunneler~ -A very large worm is working slowly to make a new passage. -~ -Not quite a worm, yet not quite anything else either, this large mound -of flesh spends its time literally eating through the rock to create -grand new halls and twisting passages. -~ -97 0 0 C -20 0 -78 30d10+700 0d0+0 -100000 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 70 -3 0 0 0 131073 131072 0 -0 0 40 0 1 0 0 0 -> fight_prog 10~ -, slowly twists around to get a better angle of attack. -~ -> death_prog 100~ -mpecho Spasms of death run from one end of $I's body to the other. -mpecho Just as the last of the quivering comes to an end, you hear the -mpecho beast uttering something that sounds like a spell, and suddenly a -mpecho demon from the netherworld appears to seek revenge. -mpmload 3404 -mpforce vampire cast earthquake -~ -| -#15162 -lanie mother~ -Lanie~ -A young mother is attending to her little ones. -~ -She looks tired. Tired and busy. If you are not going to offer to lend -her a hand, maybe you should just get out of the way. -~ -71 128 0 C -20 0 -90 30d10+300 0d0+0 -14350 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 14 0 0 0 33554496 3 -> greet_prog 50~ -, looks around and says, 'Oh dear, please pardon the mess.' -~ -| -#15163 -baby boy triplet~ -a baby boy~ -A small baby is alternately cooing and giggling. -~ -He's a cute one, isn't he? Looks like he has a lot of energy, though, -and he's a triplet. You wonder how the parents manage. -~ -67 0 0 C -4 0 -20 10d10+90 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 6 0 0 0 0 0 -> rand_prog 8~ -, looks up and smiles. -~ -> rand_prog 6~ -, gurgles. -~ -> rand_prog 4~ -, looks around and then laughs out loud for no particular reason. -~ -| -#15164 -brown squirrel~ -the squirrel~ -A brown squirrel freezes as you come into view. -~ -Brown, furry and very cautious, its muscles are so tense you can see -its little body quivering. One wrong move from you, and it will be -gone more quickly than you can imagine. -~ -65 0 0 S -7 20 6 10d4+90 1d4+0 -0 50 -8 8 0 -#15165 -keep guard~ -a guard of Ocean Keep~ -A guard is at his post, keeping an eye on you. -~ -The way he looks back at you shows that he does not expect trouble, but -he is still ready for whatever may come. -~ -67 40 800 C -24 0 0 0d0+0 0d0+0 -23000 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 0 0 0 0 96 3 -> all_greet_prog 50~ -if ispc( $n ) - mpechoat $n $I looks up as you come near. -endif -mpechoaround $n $I looks up as $n comes near. -~ -> rand_prog 6~ -, grumbles about the long watch and the hot sun. -~ -> rand_prog 5~ -, gets out an old rag and cleans his weapon with it. -~ -> rand_prog 4~ -' You know, I always wanted to travel, see the world, as it were. -~ -> rand_prog 3~ -, starts humming loudly. It would be nice if he could carry a tune. -~ -> rand_prog 2~ -, looks uncomfortable. -, looks around carefully and sneaks away for a minute -, comes back looking greatly relieved. -~ -> rand_prog 1~ -, stretches and groans loudly. -' Whew, I am just about ready for bed. -~ -> death_prog 50~ -mpecho The guard's face suddenly relaxes and a serene look comes over him. -mpecho His eyes refocus, as if he is now looking at something far away. -mpecho He coughs once, then no more. -~ -> act_prog laughs. laughs giggles. giggles smiles~ -if ispc( $n ) - mpechoat $n $I grins broadly at you. - mpechoaround $n $I grins broadly at $n. -endif -~ -| -#15166 -prisoner man~ -the prisoner~ -A frightened looking man sits here, arms and legs in chains. -~ -Unshaven, filthy and dressed in rags, you would take him for a member -of the crew if it weren't for the chains. He is obviously a prisoner, -probably being held for ransom. He must be worth a lot of gold, or -these cutthroats would most likely just throw him overboard. -~ -131 4096 0 C -36 0 -80 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 131073 0 -0 0 15 0 0 0 33554528 2 -> greet_prog 100~ -if ispc( $n ) - if rand( 5 ) - grovel $n - 'Please get me out of here. Please, I beg you! - endif -else - if name( $n ) == pirate crewman - or name( $n ) == pirate officer - cringe $n - 'You'll never get away with this. If I die, they'll hunt you down! - endif -endif -~ -| -#15167 -priest~ -the priest of eternal love~ -The priest of eternal love is here to create a union. -~ -Her hood and robe help her to remain separate from the world of -mortals. Her words and her actions speak for her, and what they -say is that she exists purely to join couples in matrimony. -~ -1 128 0 C -50 0 0 1d1+30000 1d1+200 -0 0 -8 8 2 -13 13 13 13 13 13 0 -0 0 0 0 0 -3 0 0 0 131073 11 0 -0 0 0 0 1059953 0 0 0 -#15168 -margaret black mare~ -Margaret~ -A large and sleek black mare is hoping to get a workout. -~ -She is the image of equine beauty. Tall and muscled, obviously in very -good condition, she looks capable of running forever, and it is clear -she is making an effort to stay still while she waits on her mistress. -~ -262403 0 0 C -50 0 0 1d0+30000 0d0+0 -0 0 -8 8 2 -18 0 0 16 17 0 0 -0 0 0 0 0 -0 0 0 0 1 3 0 -0 0 0 0 0 0 33 2 -> speech_prog p trash, margie~ -if name( $n ) == narn - get all - mpjunk all -endif -~ -| -#15169 -spirit avenger~ -the spirit avenger~ -The ghost of the dread pirate Faragut is here to avenge him. -~ -It has no distinct shape, for it is merely a spirit and not of this world, -yet it is capable of doing great harm. As you look deeply into the misty -form, you swear you can see the malice pulsating inside. -~ -99 40 0 C -50 5 -150 5000d1+5000 20d20+100 -1200000 50000 -8 8 1 -18 13 13 18 13 13 0 -0 0 0 0 84 -3 0 0 0 131073 5 0 -0 0 0 0 2048 0 0 524355 -> fight_prog 30~ -if ispc( $r ) - cast 'faerie fire' $r -endif -~ -| -#15170 -ignis fatuus vampire man~ -Ignis Fatuus~ -A very old vampire looks at you appraisingly. -~ -Age is a relative thing. Most would look upon this face and see the -thousands of years it wears and call it ancient. Ignis himself does -not see it that way. As he is far beyond comparing himself with -humans, trolls, elves and even other vampires, he thinks of life in -other terms, and in his terms he is a child, just beginning the voyage -of life. In your terms, however, he is likely the oldest and wisest -creature you will ever meet. -~ -1073741825 4194304 0 C -55 0 0 100d100+15000 5d20+80 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -5 4 0 0 1 16 5 -0 0 1 97 2099200 18 276826624 524355 -> act_prog p gives you a long and passionate~ -growl $n -~ -> act_prog smiles hugs kisses tickles waves~ -if name($n)==Narn -or name($n)==Gorog -mpoload 8352 2 -sa This one's for you dear. -drop corpse -endif -~ -| -#0 - - -#OBJECTS -#15100 -smoked eel~ -a piece of smoked eel~ -A small piece of eelflesh has been left here.~ -%s pause$q to enjoy $p.~ -19 0 1 -0 0 0 0 -1 15 1 -#15101 -cod filet~ -a cod filet~ -A cod filet lies on a piece of paper.~ -%s savour$q $p.~ -19 0 1 -0 0 0 0 -2 12 1 -#15102 -flask blackberry wine~ -a flask of blackberry wine~ -A flask of blackberry wine has been left here.~ -~ -10 0 1 -21 81 81 -1 -2 100 10 -#15103 -wineskin skin~ -a wineskin~ -A sturdy looking wineskin lies here.~ -~ -17 0 1 -15 15 0 0 -4 40 4 -#15104 -glass lemonade~ -a tall glass of cool lemonade~ -A tall glass of lemonade has been left here. It looks very good.~ -~ -17 0 1 -7 7 6 0 -2 50 5 -#15105 -sweet biscuit~ -a sweet biscuit~ -A small biscuit wrapped in paper lies here.~ -%s unwrap$q $p and eat$q it rather quickly.~ -19 0 1 -0 0 0 0 -1 14 1 -#15106 -mask wooden~ -a mystical wooden mask~ -An old wooden face mask seems to exude power.~ -~ -9 192 17 -20 15 0 0 -7 8000 800 -E -mask~ -The wood of the mask is old and cracked. It surely can not be of -much worth, or of much use for that matter. -~ -A -14 100 -A -24 -6 -#15107 -carved wooden stick~ -a carved wooden stick~ -An intricately carved stick lies here.~ -~ -3 0 16385 -25 12 12 39 -11 3000 300 -E -carved wooden stick~ -Its purpose is not made obvious simply by looking at it, but its -heft and the feeling of strength it gives you makes you wonder... -~ -#15108 -mackerel~ -a broiled mackerel~ -A carefully prepared mackerel waits to be eaten.~ -%s eat$q $p, carefully removing the bones in the process.~ -19 0 1 -0 0 0 0 -2 12 1 -#15109 -shrimp~ -a very large shrimp~ -A huge shrimp lies here, caught just this morning.~ -%s take$q a moment to peel and eat $p.~ -19 0 1 -0 0 0 0 -2 11 1 -#15110 -swordfish fish~ -a monstrous swordfish~ -A fish such as you have never seen lies here.~ -%s make$q a valiant attempt at swallowing $p in a single bite.~ -19 0 1 -0 0 0 0 -28 200 20 -#15111 -wooden spool~ -a spool of wood~ -A wooden spool for sewing thread has been left here.~ -~ -13 0 1 -0 0 0 0 -2 170 17 -#15112 -wooden thimble~ -a wooden thimble~ -A thimble carved from reddish wood rolls around.~ -~ -9 262208 3 -8 8 0 0 -3 450 45 -A -1 2 -A -2 -1 -A -13 30 -#15113 -wooden peg~ -a small wooden peg~ -A peg made of wood lies here, its purpose unknown.~ -~ -5 0 8193 -12 2 9 7 -7 300 30 -E -peg~ -It looks like something that might be used on a ship. -~ -#15114 -dirk iron~ -an iron dirk~ -A dagger made of dull metal has been abandoned here.~ -~ -5 0 8193 -0 2 6 11 -2 850 85 -E -dirk~ -The handle is worn and dull, and so is most of the blade, but the -edges glint in the light, and the tip looks very sharp. -~ -A -18 1 -A -19 2 -#15115 -small halberd~ -a small halberd~ -A small axe with a spike on the end lies here.~ -~ -5 25690112 8193 -12 7 18 1 -10 5000 500 -A -13 20 -A -19 1 -#15116 -rotten kiwi~ -a rotten kiwi~ -A rotting kiwi lies here stinking up the place.~ -%s swallow$q $p and instantly regret$q it.~ -19 0 1 -0 0 0 0 -2 12 1 -E -kiwi~ -Hmm, why on earth did you pick this up? Sure, you can probably eat -it, but again, why? It really does smell bad. -~ -#15117 -leather boots~ -a pair of boots made of soft leather~ -These boots look soft and comfortable.~ -~ -9 4 65 -0 0 0 0 -3 5000 500 -A -2 1 -A -14 75 -#15118 -leather belt~ -a strong leather belt~ -A finely crafted belt lies here in a coil.~ -~ -9 4 2049 -20 20 0 0 -3 7200 720 -A -1 2 -#15119 -white root~ -a small white root~ -A small white root lies here looking very medicinal.~ -~ -26 0 1 -12 81 15 -1 -3 1650 165 -#15120 -scrap parchment fly~ -a translucent scrap of parchment~ -A piece of parchment floats on the wind.~ -~ -2 65 1 -24 56 -1 -1 -1 3000 300 -#15121 -stuffed parrot~ -a stuffed parrot~ -A stuffed parrot sits here, never to move again.~ -~ -4 0 16385 -32 6 6 3 -4 1200 120 -#15122 -stuffed owl~ -a stuffed owl~ -A long dead owl with glass eyes is attached to a sawed off branch.~ -~ -13 0 16385 -0 0 0 0 -5 1900 190 -A -12 45 -#15123 -stuffed albatross~ -a stuffed albatross~ -A large seabird, stuffed and mounted, stares at you with dead eyes.~ -~ -13 266432 16389 -0 0 0 0 -30 5000 500 -A -31 -5 -#15124 -rusty key~ -a rusty key~ -A small key is rusting away.~ -~ -18 0 1 -0 0 0 0 -2 0 0 -#15125 -vial reef wraith~ -a reef wraith vial~ -A vial of translucent gel sparkles softly.~ -~ -10 64 1 -42 19 44 -1 -2 1700 170 -E -vial gel~ -It is a small vial filled with a translucent gel. It could be from -a jellyfish, but there is no way to be sure. -~ -#15126 -sting reef wraith~ -a reef wraith sting~ -A weapon fashioned from the sting of a large animal lies here.~ -~ -5 0 8193 -12 13 36 11 -10 75000 7500 -A -19 5 -A -18 5 -A -2 2 -#15127 -awl spike~ -a leatherworker's awl~ -A sharp spike with a wooden handle lies here.~ -~ -5 0 8193 -12 14 2 11 -8 1200 120 -A -24 -3 -A -2 2 -A -13 35 -A -18 2 -A -19 3 -#15128 -mallet wooden~ -a hefty wooden mallet~ -Someone has left their mallet here.~ -~ -5 0 8193 -12 12 30 7 -12 1850 185 -#15129 -knife chef~ -a chef's knife~ -This knife looks to have gone missing from a kitchen somewhere.~ -~ -5 0 8193 -12 10 34 1 -7 5000 500 -A -18 3 -A -19 3 -A -13 40 -#15130 -mitts oven~ -a pair of oven mitts~ -A pair of thick mitts for handling hot objects lie here.~ -~ -9 0 129 -9 9 0 0 -12 7000 700 -A -1 2 -A -18 2 -A -19 3 -#15131 -rope~ -the rope~ -The end of the rope dangles in front of your eyes.~ -~ -9 0 2049 -0 0 0 0 -1 0 0 -E -rope~ -Upon closer inspection, you confirm your initial suspicion -that this rope was not meant for climbing. Perhaps it is -a signaling device of sorts. -~ -A -18 5 -#15132 -scroll passage wind~ -a scroll of passage~ -A small cut of fine linen paper is rolled and tied with a ribbon.~ -~ -2 0 16385 -38 74 29 -1 -2 23500 2350 -#15133 -bow crossbow~ -a compact crossbow~ -A small crossbow lies on the ground.~ -~ -5 64 8193 -12 18 36 6 -10 55000 5500 -A -2 2 -A -18 5 -A -19 6 -#15134 -key brig~ -the key to the brig~ -A key with the word 'brig' engraved on it lies here.~ -~ -18 0 1 -0 0 0 0 -2 0 0 -#15135 -sabre bloody~ -a bloody sabre~ -Bloody and worn, a sabre lies waiting to kill again.~ -~ -5 4736 8193 -0 2 8 3 -12 150000 15000 -E -bloody sabre~ -This weapon is likely much older than you, and in its time has -taken lives untold. If you hold it very lightly and concentrate, -you can sense the power it has built up over the years. -~ -A -2 2 -A -25 -3 -A -19 7 -A -18 5 -#15136 -key humming~ -a humming key~ -A key made of black stone hums with power.~ -~ -18 0 1 -0 0 0 0 -2 0 0 -#15137 -quill spine~ -a porcupine quill~ -A sharp quill from a large hedgehog lies here.~ -~ -5 66 8193 -0 20 35 11 -5 7600 760 -E -sword~ -You see a sword of great craftsmanship. -~ -A -18 3 -A -19 2 -#15138 -gold earring~ -a sailor's earring~ -Someone has abandoned a chunk of gold.~ -~ -9 96 65537 -15 15 0 0 -3 23000 2300 -A -18 1 -A -19 2 -A -13 20 -#15139 -bloody eyepatch patch~ -a bloody eyepatch~ -A piece of leather with a strap attached is gathering dust.~ -~ -9 0 131073 -12 12 0 0 -1 17550 1755 -A -18 2 -A -19 2 -A -13 15 -#15140 -sharktooth shark necklace~ -a sharktooth necklace~ -A necklace made with the teeth of a shark lies here.~ -~ -9 0 5 -14 14 0 0 -4 10000 1000 -A -19 4 -A -1 1 -A -12 50 -A -29 32 -#15141 -ring signet navy~ -a ring of the king's navy~ -A very old ring, crudely fashioned yet handsome, waits to be worn.~ -~ -9 0 3 -9 9 0 0 -1 9500 950 -A -12 30 -A -18 2 -A -19 3 -#15142 -bottle wine~ -a bottle of cheap wine~ -A bottle of dark glass stands upright.~ -~ -17 0 16385 -10 10 2 1 -1 150 15 -E -cheap bottle wine~ -Just the kind of thing you would expect a sea rat to get drunk on, this -wine (if you can call it that) would be much better off left to age for -a few years. It would probably make a fine vinegar. -~ -A -12 30 -#15143 -spear marlin~ -the spear of a marlin~ -The spear from a large fish looks like a good weapon.~ -~ -5 0 8193 -0 0 0 11 -10 12000 1200 -#15144 -lantern seaman~ -a seaman's lantern~ -A lantern made of wood and glass sits upright.~ -~ -1 0 16385 -0 0 40 0 -4 7500 750 -A -17 -3 -A -19 1 -#15145 -ale tankard~ -an ornate tankard~ -An elaborately decorated tankard contains a brownish liquid.~ -~ -17 0 1 -30 30 4 0 -65 700 70 -#15146 -flask cod liver oil~ -a flask of cod liver oil~ -A small bottle of a foul smelling oil lies here.~ -~ -10 0 1 -21 28 43 -1 -2 100 10 -#15147 -apron~ -a woodcarver's apron~ -A long and heavy leather apron lies here.~ -~ -9 0 9 -15 15 0 0 -22 12000 1200 -A -13 50 -A -12 50 -A -19 3 -#15148 -mop~ -a mop~ -A well used mop has been left here.~ -~ -12 0 16385 -0 0 0 0 -4 0 0 -#15149 -bucket~ -a wooden bucket~ -A wooden bucket is positioned to make you trip over it.~ -~ -15 0 16385 -500 0 0 0 -5 1200 120 -#15150 -pike~ -a long pike~ -A wood and metal pike with the crest of two lions waits to be picked up.~ -~ -5 0 8193 -12 19 45 2 -12 7700 770 -A -18 2 -A -19 3 -#15151 -helm lion crest~ -a lion-crested helm~ -A lion-crested helm waits to be worn.~ -~ -9 0 17 -7 10 0 0 -5 4600 460 -A -12 30 -A -19 2 -#15152 -bracer lion crest~ -a lion-crested bracer~ -A bracer of the Ocean Keep guards lies forgotten.~ -~ -9 0 4097 -5 10 0 0 -4 8900 890 -A -1 2 -A -19 2 -#15153 -plate lion crest~ -a lion-crested plate~ -A chest plate with the crest of two lions has been discarded.~ -~ -9 0 9 -0 0 0 0 -23 12400 1240 -A -18 3 -A -19 3 -A -13 50 -#15154 -neckguard neck guard lion crest~ -a lion-crested neck guard~ -A heavy neckguard with the crest of two lions lies here.~ -~ -9 0 5 -10 12 0 0 -12 17000 1700 -A -18 4 -A -13 35 -#15155 -leg guards lion crest~ -a pair of lion-crested leg guards~ -A pair of leg guards with the crest of two lions reflects the light.~ -~ -9 0 33 -6 12 0 0 -7 8500 850 -#15156 -boots lion crest~ -a pair of lion-crested boots~ -Two boots with lion crests sit here.~ -~ -9 0 65 -8 13 0 0 -9 15300 1530 -A -14 100 -A -2 3 -#15157 -belt lion crest~ -a lion-crested belt~ -A belt buckled with the crest of two lions lies in the dirt.~ -~ -9 0 2049 -7 13 0 0 -1 0 0 -A -1 2 -A -19 2 -#15158 -helm shade~ -the shade helm~ -The helm of the keep dragon lies on the ground.~ -~ -9 8454148 17 -20 20 0 0 -11 120000 12000 -A -23 -9 -A -13 100 -A -18 5 -A -19 4 -#15159 -goggles shade shades~ -the shades~ -A pair of dark goggles lies here.~ -~ -9 8454148 131073 -20 20 0 0 -3 20000 2000 -A -26 32 -A -26 8 -A -19 3 -#15160 -ring shade~ -the shade ring~ -A small ring seems to absorb light and reflect heat.~ -~ -9 8454148 3 -18 18 0 0 -2 23400 2340 -A -1 2 -A -2 1 -A -18 1 -A -19 3 -A -13 25 -#15161 -whip~ -the gamekeeper's whip~ -A long whip with a carved wooden handle lies here.~ -~ -5 0 8193 -12 12 40 4 -7 18000 1800 -A -13 30 -A -18 7 -A -19 3 -#15162 -hood soft leather~ -a soft leather hood~ -A hood of the softest leather lies here.~ -~ -9 25165888 17 -20 20 0 0 -4 15200 1520 -A -13 50 -A -18 4 -A -19 4 -#15163 -mug tea~ -a mug of strong tea~ -An earthen mug works well to keep tea hot.~ -~ -17 0 16385 -10 10 11 0 -1 80 8 -#15164 -haversack sack~ -a haversack~ -A haversack lies in a pile.~ -~ -15 0 16385 -250 0 0 0 -5 25 2 -#15165 -dried meat~ -a chunk of dried meat~ -A small cut of meat, smoked and dried, waits to be eaten.~ -%s look$q hungrily at $p and then gobble$q it down.~ -19 0 1 -0 0 0 0 -1 14 1 -#15166 -washcloth cloth~ -a washcloth~ -A wet cloth has been dropped here.~ -~ -13 0 16385 -0 0 0 0 -1 0 0 -#15167 -sword crest crested~ -a sword with the king's crest~ -A long sword with the crest of a king shines brightly.~ -~ -5 1025 8193 -0 20 3 3 -12 185000 18500 -E -sword crest~ -It is very long and highly polished, but it still shows clear signs -of long service; there are scratches that no amount of polishing will -remove, and the blade is thinned from repeated sharpenings. -~ -A -18 7 -A -1 2 -A -19 7 -A -13 75 -#15168 -gold pieces coins~ -850,000 gold pieces~ -A large amount of gold lies here.~ -~ -20 0 1 -850000 0 0 0 -1 850000 85000 -#15169 -wooden chest~ -a wooden chest~ -A wooden chest stands in the corner.~ -~ -15 33554432 0 -400 0 0 0 -40 1500 150 -#15170 -painting~ -a small oil painting~ -A small painting in an exquisite frame lies wrapped in paper.~ -~ -8 0 1 -0 0 0 0 -5 320000 32000 -#15171 -golden chalice~ -a golden chalice~ -A jewel-encrusted golden chalice sits upright in the dust.~ -~ -17 128 16385 -10 10 2 0 -4 95000 9500 -#15172 -diamond earrings~ -a pair of diamond earrings~ -A pair of beautiful diamond earrings has been forgotten here.~ -~ -9 64 65537 -7 7 0 0 -1 50000 5000 -A -2 1 -A -4 1 -A -5 1 -#15173 -quill pen~ -a quill pen~ -A quill pen is drying out.~ -~ -4 64 16385 -55 20 20 14 -1 15000 1500 -#15174 -boat~ -a small boat~ -A small boat floats alongside the ship.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15175 -fountain~ -the marketplace fountain~ -A fountain has provided travellers with cool water for centuries.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#15176 -shade shield~ -the shade shield~ -A large, darkly coloured shield rests on the ground.~ -~ -9 8454148 513 -20 20 0 0 -8 72000 7200 -A -2 -2 -A -1 2 -A -18 3 -A -19 4 -#15177 -birch bark torch~ -a birch bark torch~ -A torch made with pitch and the bark of a tree lies here.~ -~ -1 0 65537 -0 0 100 0 -1 10 1 -A -2 1 -A -19 1 -A -26 8 -A -17 -5 -#15178 -copper lantern~ -a copper lantern~ -A lantern made from a thin piece of copper sits here.~ -~ -1 0 65537 -0 0 100 0 -1 10 1 -A -3 2 -A -18 2 -A -26 16 -A -17 -5 -#15179 -wooden crate~ -a wooden crate~ -A sturdy crate sits here.~ -~ -15 0 1 -300 0 0 0 -40 1500 150 -#15180 -crate wooden small~ -a small wooden crate~ -A small crate made of planks sits on the floor.~ -~ -15 0 1 -150 0 0 0 -18 1500 150 -#15181 -ship biscuit~ -a ship's biscuit~ -A dry biscuit lies here.~ -%s eat$q $p and look$q around for something to wash it down with.~ -19 0 1 -0 0 0 0 -1 14 1 -#15182 -cheesecake cake~ -a piece of cheesecake~ -This piece of cake looks yummy.~ -%s take$q a small bite of $p, then another, and then another, until it is all gone.~ -19 0 1 -40 0 0 0 -1 55 5 -E -cake cheesecake~ -It has chocolate and strawberries, and of course lots of cheese. Enjoy! -~ -#15183 -walking stick~ -a sorcerer's walking stick~ -A very old carved wooden stick with a silver handle hums with power.~ -~ -4 2 16385 -58 7 7 89 -5 1000000 100000 -#15184 -scroll locate~ -unused item~ -A locate object scroll is here.~ -~ -2 65 1 -55 31 -1 -1 -1 14000 1400 -#15185 -jade cameo brooch~ -a jade cameo~ -A small jade cameo pulsates with power.~ -~ -4 67 16385 -58 12 12 221 -2 1000000 100000 -#0 - - -#ROOMS -#15100 -Off the Dusty Trail~ -As you step off the trail, the first thing you notice is that the -air smells different. It seems fresher somehow, more invigorating. -A small plaque attached to a mossy boulder catches your eye. -~ -0 4 3 -D3 -The scent of sea air grows stronger. -~ -~ -0 -1 15101 -D8 -~ -~ -0 -1 21094 -E -plaque~ -Welcome! - -You are at the entrance to Ocean Keep, my first area. Building it has been -a great deal of fun, not least because of all the positive input from the -players on the Realms of Despair, both mortal and immortal. Naming names -is normally not a good idea, so I won't even try, I'll just say a big thank -you to everyone who wished me well. - -Thanks for coming, and I hope you enjoy it. - - Narn - - -~ -S -#15101 -On the Trail to Ocean Keep~ -You begin to sense the presence of a large body of water up ahead. -The change in the air has become much more pronounced, and you can -make out the squawking of seabirds fighting over some morsel of fish. -You smile as you catch the taste of ocean salt on your tongue. -~ -0 0 3 -D1 -The path stretches along toward the main road. -~ -~ -0 -1 15100 -D3 -The path seems to go down a hill. -~ -~ -0 -1 15102 -S -#15102 -Overlooking Ocean Keep~ -You are standing at the top of a bluff, looking down on a fair sized -coastal village. Activity is everywhere. Fishermen are busily -unloading their boats, repairing nets and trying to sell their catch, -while traders from foreign lands are hawking exotic goods to anyone who -looks as if they might have a little gold to spare. A reef forms a -natural seawall for the village, and a number of vessels are anchored -just past it. Boats are shuttling people and goods between the dock -and the ships. Roughly in the center of the village is a reinforced -structure which serves as a safe haven when the community is threatened. -It is also the residence of the ruling lord of this place. You may -proceed down the hill, or return from whence you came. -~ -0 0 3 -D1 -A path runs east from here. -~ -~ -0 -1 15101 -D5 -The hill looks quite steep. -~ -~ -0 -1 15103 -S -#15103 -On a Slanted Path~ -You are halfway between the edge of the village and the top of the bluff. -The path is wide and well trodden, but the slope is quite steep and you -find you must step carefully so as not to tumble to the bottom. -~ -0 0 4 -D4 -You see the top of the hill. -~ -~ -0 -1 15102 -D5 -Below you is the village entrance. -~ -~ -0 -1 15297 -S -#15104 -Inside the Gate~ -You are standing inside a large gate that does not look as if it has been -closed for quite some time. Though imposing with its large spikes and -heavy iron bars, the grass and weeds that have grown to cover its lower -edge speak of a settlement that has not had need of such defences lately. -South of you is a small hut, to the north is a wooded path, and you may -enter the village to the west. -~ -0 0 1 -D0 -A wooded path leads away. -~ -~ -0 -1 15232 -D1 -You can leave the village. -~ -~ -0 -1 15297 -D2 -There is a hut there. -~ -~ -1 -1 15105 -D3 -A road enters the village to the west. -~ -~ -0 -1 15106 -E -gate~ -It is very old, very solid and very much unused. -~ -S -#15105 -The Gatekeeper's Hut~ -The prosperity of the village is apparent by the furnishings of this room. -Though for the most part simple and functional, everything looks to be in -good repair, and some items look downright luxurious. Case in point, the -lushly upholstered chair in which the gatekeeper likes to have his mid- -afternoon snooze. -~ -0 8 0 -D0 -You see the entrance to the village. -~ -~ -1 -1 15104 -E -chair~ -A fine example of local craftsmanship, and lovingly worn, -it looks comfortable enough to fall asleep in. -~ -S -#15106 -Manor Road~ -You are inside the fishing village now, and the road you are on continues -east and west. To the north and south of you are the homes of villagers. -Perhaps they house fishermen with their families, or maybe they are the -abodes of vendors from the market or staff from the manor. There is only -one way to find out. -~ -0 0 1 -D0 -To the north lies a hut. -~ -~ -3 -1 15107 -D1 -You see the village entrance. -~ -~ -0 -1 15104 -D2 -To the south lies a hut. -~ -~ -1 -1 15108 -D3 -The road continues. -~ -~ -0 -1 15109 -S -#15107 -A Humble Hut~ -Floats, bits of net and other bric-a-brac litter the small table at the -center of this one room dwelling, leaving little doubt about the calling -of its occupant. As well, the thick layer of dust on the pressed clay -floor tells you that he is a bachelor. -~ -0 8 0 -D2 -~ -~ -3 -1 15106 -S -#15108 -A Humble Hut~ -The signs of small children abound inside this home. There are simple -toys made of cloth and wood, a stack of freshly washed diapers, and -a double crib against one wall. For a brief moment you swear you can -sense a combination of love and parental exhaustion. -~ -0 8 0 -D0 -~ -~ -1 -1 15106 -S -#15109 -Manor Road~ -To the west you spy a market of sorts, and farther along you can make -out the masts of ships. To the east is the edge of the village, and -north and south of you are the homes of townspeople. -~ -0 0 1 -D0 -A small house. -~ -~ -1 -1 15110 -D1 -The road continues east. -~ -~ -0 -1 15106 -D2 -A small house. -~ -~ -3 -1 15111 -D3 -The road continues west. -~ -~ -0 -1 15112 -S -#15110 -A Small House~ -Though modest, this home looks quite comfortable. The floor is made -from wooden slats, and the room is nicely furnished with well finished -pieces in a variety of woods. The scent of oak and pine fills your -nostrils and makes you feel welcome. -~ -0 8 0 -D2 -~ -~ -1 -1 15109 -S -#15111 -A Small House~ -'Now this is the home of a tradesman', you think as you step over the -carved threshold. Virtually everything in sight has been finely carved, -burned, painted or decorated in some other manner. No idle hands here, -of that there can be no doubt. Some of the items in the room are clearly -for the use of the occupants, while others look like merchandise for the -market. -~ -0 8 0 -D0 -~ -~ -3 -1 15109 -S -#15112 -Facing the Manor~ -Before you is the entrance to a large house, or perhaps a small castle; -it appears to have some of the qualities of both. The large wrought -iron gate and the heavily reinforced outer walls certainly give the -structure the functional qualities of a stronghold, but the prominent -flower gardens and the presence of pets and young children make it clear -that this is first and foremost someone's home. You think you might -like to find out who lives here. -~ -0 0 1 -D0 -You can enter the courtyard. -~ -~ -1 -1 15288 -D1 -The road continues. -~ -~ -0 -1 15109 -D3 -The road continues. -~ -~ -0 -1 15113 -E -gate~ -Thick and heavy bars of iron make up the gate and -the frame it is mounted on. -~ -S -#15113 -Manor Road~ -The wall that rises above you is solidly built of stone from the -surrounding cliffs. It looks like it might be scalable, but since -the only window is high up and too small for an adult to fit through, -making the climb wouldn't get you much. To the west you see the -beginning of a marketplace, and the road continues east. -~ -0 0 1 -D1 -The road continues. -~ -~ -0 -1 15112 -D3 -The entrance to the marketplace. -~ -~ -0 -1 15114 -S -#15114 -The Entrance to the Marketplace~ -This is a very busy place! People are moving around with packs and -parcels, vendors are haggling with their customers, locals are yelling -greetings and comments to each other, and heavily laden pack animals -are stepping carefully through the crowd. -~ -0 0 1 -D1 -Manor road. -~ -~ -0 -1 15113 -D3 -You see a large market. -~ -~ -0 -1 15115 -S -#15115 -The Marketplace~ -A local fisherman has set up a stand here and loaded it up with this -morning's catch. You see many types of fish: there's cod, haddock, a -few eels and some you don't recognize. -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15116 -D1 -That way leads toward the village gate. -~ -~ -0 -1 15114 -D3 -The market continues. -~ -~ -0 -1 15119 -E -stand~ -Basically a few planks tied together with thin rope, -the stand looks rickety, but seems to hold the weight -of the merchandise well enough. -~ -S -#15116 -The Marketplace~ -You suddenly find yourself pressed against the wall to the east -by a passing mule laden with pottery. Fortunately, you have just -enough room to squeeze by, and you quickly get out of the way. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15117 -D2 -The market continues. -~ -~ -0 -1 15115 -D3 -The market continues. -~ -~ -0 -1 15120 -S -#15117 -The Marketplace~ -Hmmm, it seems you can buy almost anything in this place. From -your vantage point, you spy a vendor of various exotic goods, a -person selling wooden crafts, another pawning weapons of all sorts, -and at least three different vendors of fresh fish. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15118 -D2 -The market continues. -~ -~ -0 -1 15116 -D3 -The market continues. -~ -~ -0 -1 15121 -S -#15118 -The North-Eastern Corner of the Marketplace~ -The market is to the south and west of this position. The thick -wall to your east is the western wall of the manor. Looking up, -you see a large window high above, and you think it must afford -the occupants a wonderful view. -~ -0 0 1 -D0 -A path runs north from here. -~ -~ -0 -1 15223 -D2 -The market continues. -~ -~ -0 -1 15117 -D3 -The market continues. -~ -~ -0 -1 15122 -S -#15119 -The Marketplace~ -You find yourself in a slightly less crowded part of the market, -probably because there is no vendor here at the moment. To your -east is a fishmonger, and to your west is a craftsman selling -leather goods. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15120 -D1 -The market continues. -~ -~ -0 -1 15115 -D3 -The market continues. -~ -~ -0 -1 15123 -S -#15120 -The Marketplace~ -There is a barrow here, laden with wooden items. There are odds -and ends for all manner of household use, and a number of things -that look like they belong onboard fishing boats. -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15121 -D1 -The market continues. -~ -~ -0 -1 15116 -D2 -The market continues. -~ -~ -0 -1 15119 -D3 -The market continues. -~ -~ -0 -1 15124 -E -barrow ~ -It is exquisitely crafted, with intricate carvings on -the handles, and full of wooden merchandise. -~ -S -#15121 -The Marketplace~ -Ah, now this looks like a good place to sit for a while and enjoy a -refreshing drink. Liis, a local woman, has set up a few chairs and -tables and is selling refreshments. It is rumoured her blackberry -wine has a taste to beat all others. -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15122 -D1 -The market continues. -~ -~ -0 -1 15117 -D2 -The market continues. -~ -~ -0 -1 15120 -D3 -The market continues. -~ -~ -0 -1 15125 -S -#15122 -The Marketplace~ -This spot has been taken by a vendor of exotic goods from foreign lands. -His merchandise is on display, and if he is not here at the moment, you -can be sure he is not far away. -~ -0 1048576 1 -D1 -The market continues. -~ -~ -0 -1 15118 -D2 -The market continues. -~ -~ -0 -1 15121 -D3 -The market continues. -~ -~ -0 -1 15126 -S -#15123 -The Marketplace~ -This is the spot Roon prefers for displaying his wares of quality -leather. All the items are handmade by Roon himself, who personally -guarantees that anything he produces will serve you well. -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15124 -D1 -The market continues. -~ -~ -0 -1 15119 -D3 -The market continues. -~ -~ -0 -1 15127 -S -#15124 -The Marketplace~ -Your impression of the marketplace remains unchanged; it is one busy -place. Finding your way around isn't much of a problem though, and -for that you are grateful. In fact, the spot you are standing on is -slightly elevated, so it is a good place to crane your neck and have -a look around. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15125 -D1 -The market continues. -~ -~ -0 -1 15120 -D2 -The market continues. -~ -~ -0 -1 15123 -D3 -The market continues. -~ -~ -0 -1 15128 -S -#15125 -The Marketplace~ -My goodness, it seems that every little patch of land in this market -is overrun by people looking for a good deal. It would be nice to -find someplace to sit down and relax for a bit, and maybe even have -something cool to drink. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15126 -D1 -The market continues. -~ -~ -0 -1 15121 -D2 -The market continues. -~ -~ -0 -1 15124 -D3 -The market continues. -~ -~ -0 -1 15129 -S -#15126 -The Marketplace~ -Looks like it was a good morning for fishing. These tables are overflowing -with mackerel and shrimp. Yum, shrimp! You also see one very large fish -for sale, about the length of a human adult, it looks just as heavy, and -its mouth seems to come to a very long and thin point. -~ -0 1048576 1 -D1 -The market continues. -~ -~ -0 -1 15122 -D2 -The market continues. -~ -~ -0 -1 15125 -D3 -The market continues. -~ -~ -0 -1 15130 -S -#15127 -The Marketplace~ -Sandwiched between Roon's stock of leather goods and Leif's display -of blades, you can stop for a while and take a breather. Then again, -since this is primarily a fish market, taking a breather might not -be the thing to do. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15128 -D1 -The market continues. -~ -~ -0 -1 15123 -D3 -The market continues. -~ -~ -0 -1 15131 -S -#15128 -The Marketplace~ -More fish! -Well, this is a fishing village, and seafood does make up the lion's -share of the diet for the people who live here. When you stop to -think of all the good things that come from the sea, and how healthy -most of those things are, you realize that this is probably a very -good thing. Maybe you should buy some seafood. Unfortunately, the -vendor does not seem to be here right now. -~ -0 0 1 -D0 -The market continues. -~ -~ -0 -1 15129 -D1 -The market continues. -~ -~ -0 -1 15124 -D2 -The market continues. -~ -~ -0 -1 15127 -D3 -The market continues. -~ -~ -0 -1 15132 -S -#15129 -The Marketplace~ -Now here is an interesting looking display of wares. The merchandise -offered consists of birds. Stuffed birds. Not for everyone, perhaps, -but some of the browsers do seem interested in making a deal for one -of the colourful corpses. Perhaps you too might be interested? -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15130 -D1 -The market continues. -~ -~ -0 -1 15125 -D2 -The market continues. -~ -~ -0 -1 15128 -S -#15130 -The Marketplace~ ->From this spot, you can only travel east and south. The way to the -north is blocked by the encroaching cliffs, and to the west is a very -thick stand of trees. It looks forbidding and totally impassable. -~ -0 0 1 -D1 -The market continues. -~ -~ -0 -1 15126 -D2 -The market continues. -~ -~ -0 -1 15129 -S -#15131 -The Marketplace~ -This little portion of the market is usually taken up by the imposing -figure of Leif the Norseman, and what little space is left is strewn -with weapons of all kinds. -~ -0 1048576 1 -D0 -The market continues. -~ -~ -0 -1 15132 -D1 -The market continues. -~ -~ -0 -1 15127 -D3 -The market continues. -~ -~ -0 -1 15133 -S -#15132 -The Marketplace~ -Yuilea the mysterious is sitting behind a table here, selling potions -and talismans and offering to tell your future. She reads the entrails -of fish and chickens looking for the signs that indicate happiness or -misery, prosperity or poverty, long life or an early death. Perhaps -you would care to have your fortune told? -~ -0 1048576 1 -D1 -The market continues. -~ -~ -0 -1 15128 -D2 -The market continues. -~ -~ -0 -1 15131 -D3 -You see a road leading away from the market. -~ -~ -0 -1 15134 -S -#15133 -The South-Western Corner of the Marketplace~ -Looking west from here, you see the southern end of the dock and a large -rocky reef extending into the water. Beyond, you can make out a number -of ships at anchor, and there is a great deal of activity on the water. -To the south you see the ever-present black cliffs that loom over Ocean -Keep on all but the ocean side. The market is north and east of here. -~ -0 0 1 -D0 -That way is harbour road. -~ -~ -0 -1 15134 -D1 -The market continues. -~ -~ -0 -1 15131 -S -#15134 -The Eastern end of Harbour Road~ -This is where goods arriving by sea are brought into the market. The -road that runs between the marketplace and the dock is wide enough to -allow carriages going in opposite directions to pass each other, and -the surface is rock with a layer of hard-packed dirt. -~ -0 0 1 -D0 -You see a road. -~ -~ -0 -1 15135 -D1 -The marketplace. -~ -~ -0 -1 15132 -D2 -The marketplace. -~ -~ -0 -1 15133 -S -#15135 -Harbour Road~ -As you make your way along the road, the nearby seabirds keep a watchful -eye on you in case you should happen to drop some fish guts or maybe a -nice head. Not that they look like they need any more food, in fact most -of the gulls and terns look so fat it's a wonder they can get airborne. -Still, they never stop looking. -~ -0 0 1 -D2 -That way lies the market. -~ -~ -0 -1 15134 -D3 -The road continues west. -~ -~ -0 -1 15136 -S -#15136 -Harbour Road~ -The road widens a bit to the west as it approaches the harbour area. -Through the pine and spruce trees, you see black cliffs towering over -you to the south, and a refreshing westwind from some place far away -cools your face. -~ -0 0 1 -D1 -The road extends toward the market. -~ -~ -0 -1 15135 -D3 -Closer to the harbour. -~ -~ -0 -1 15137 -S -#15137 -The Harbour Entrance~ -The harbour area opens up before you to the west, and the road to -the village leads east through a stand of trees. A few travellers -have stopped here and put their packs down for a moment before -carrying on toward the market. -~ -0 0 1 -D1 -Harbour road. -~ -~ -0 -1 15136 -D3 -The harbour begins here. -~ -~ -0 -1 15138 -S -#15138 -The Southern End of the Dock~ -You are standing on a man made dock, built with large squared-off -chunks of stone from the surrounding cliffs. The dock extends some -distance north from here, and the black of the rocks is speckled with -the white of droppings from the hundreds of seabirds that come here -to feed on what fishermen discard. It no doubt took many men a great -deal of time to create this structure, and you are impressed by such -a fine example of masonry. -~ -0 0 1 -D0 -The dock continues north. -~ -~ -0 -1 15146 -D1 -That way lies harbour road. -~ -~ -0 -1 15137 -D2 -The tidepool. -~ -~ -0 -1 15139 -S -#15139 -The Tidepool~ -Oops, you just got your feet wet! Oh well, they'll dry off soon -enough. You are standing in a small tidepool formed where a long -and narrow reef meets the rocky shore. -~ -0 0 1 -D0 -Going north will put bring you to the southern end of the dock. -~ -~ -0 -1 15138 -D2 -It looks unpleasant. -~ -~ -0 -1 15150 -D3 -The reef extends into the sea. -~ -~ -0 -1 15140 -S -#15140 -On the Reef~ -You are standing on a natural seawall. It is a rock reef which -extends west from the shore and then curves north to meet with -the cliffs rising out of the sea. -~ -0 0 1 -D1 -You see a small tidepool -~ -~ -0 -1 15139 -D3 -The seawall continues west. -~ -~ -0 -1 15141 -S -#15141 -On the Reef~ -At this point, the seawall curves north to enclose the harbour and -protect the docked vessels. A little farther out, you see several -ships at anchor. One appears to be flying the king's colours, another -shows the flag of some unknown land, and yet another seems to be flying -a flag with a few white markings on a pure black background. -~ -0 0 1 -D0 -The reef curves north from here. -~ -~ -0 -1 15142 -D1 -Going east will take you toward shore. -~ -~ -0 -1 15140 -S -#15142 -On the Reef~ -The reef dips a little at this point, and the water comes halfway -up your calves. The coolness of the salty sea water is not at all -unpleasant, and you pause briefly to splash your feet around. -~ -0 0 1 -D0 -The reef continues north. -~ -~ -0 -1 15143 -D2 -South takes you toward shore. -~ -~ -0 -1 15141 -S -#15143 -On the Reef~ -Just north of you is where an opening has been made in the reef to -allow small boats to enter the harbour. This looks like a good spot -to sit and watch the hustle and bustle on shore. -~ -0 0 1 -D0 -North of here is the opening in the reef where boats slip in and out. -~ -~ -0 -1 15144 -D2 -South takes you toward shore. -~ -~ -0 -1 15142 -S -#15144 -The Gap in the Reef~ -An opening has been created in the reef at this point to allow small -boats to enter the harbour. The process of removing the rock was both -slow and dangerous for the men who performed it, many generations ago, -but an entryway had to be made, and the end result was most certainly -worth it. -~ -0 0 7 -D0 -The end of the reef. -~ -~ -0 -1 15145 -D2 -South takes you toward shore. -~ -~ -0 -1 15143 -D3 -You see water and ships. -~ -~ -0 -1 15154 -S -#15145 -The Reef End~ -You are standing on a small section of reef that ends abrubtly just -north of you where black cliffs rise straight out of the water and -continue to an impressive height. There is clearly no way to get -in from the ocean other than going through the gap in the reef. -~ -0 0 1 -D2 -South is the gap in the reef. -~ -~ -0 -1 15144 -S -#15146 -The Dock~ -The water of the harbour is lapping gently at the stone just a few -feet from where you are walking. Fishing boats and the boats from -the ships at anchor farther out compete for space against the wall -of the dock. Despite the crowding, the water really does look -very inviting. You briefly consider taking a dip before deciding -to move on. -~ -0 0 1 -D0 -The dock continues north. -~ -~ -0 -1 15147 -D2 -The dock ends just south of here. -~ -~ -0 -1 15138 -S -#15147 -The Dock~ -Looking down at where the stone of the dock meets the water, you -can see clearly where the lapping tides have eaten away at the -black rock for a very long time. Not being an expert in such -things, you can only guess at how long ago these stones were set -in place, but you have little doubt that it has been at least -one century, and more likely several. -~ -0 0 1 -D0 -The end of the dock. -~ -door~ -1 -1 15148 -D2 -More dock. -~ -~ -0 -1 15146 -S -#15148 -The Northern End of the Dock~ -The dock ends rather abrubtly at this point, merging with the smooth -face of a cliff. You lean back and let your eyes follow the cliff -all the way to the top, and find yourself observed from above by a -curious goat. It doesn't seem interested in conversation, however, -so you lower your eyes and continue your exploration on this level -instead. -~ -0 0 1 -D0 -You see an unused storage room. -~ -door~ -3 -1 15149 -D2 -The dock. -~ -~ -0 -1 15147 -S -#15149 -The Musty Storage Room~ -You find yourself in a room carved out of the rock. The walls -and ceiling are damp, and the floor feels slippery under your -feet. With the exception of a few neglected crates, the room -looks empty. -~ -0 12 0 -D0 -You see a passage in the rock. -~ -passage~ -11 -1 15247 -D2 -Through the door is the northern end of the dock. -~ -door~ -3 -1 15148 -S -#15150 -The Shoals~ -You find yourself sloshing around with water up to your waist and -your feet struggling for purchase on sharp, slippery rocks. All -in all a rather unpleasant situation. -~ -0 4 5 -D0 -North of here is a small tidepool. -~ -~ -0 -1 15139 -D2 -The shoals continue. -~ -~ -0 -1 15151 -S -#15151 -The Shoals~ -The situation is no better here. You still can not find a smooth -surface to stand on, and the water swirling around the lower -half of your body feels as if it's trying to pull you out to sea. -Of course, that could be just your imagination. -~ -0 0 5 -D0 -The shoals continue. -~ -~ -0 -1 15150 -D2 -The shoals continue. -~ -~ -0 -1 15152 -D3 -The shoals continue. -~ -~ -0 -1 15153 -S -#15152 -The Shoals~ -Well, you cannot go any farther in this direction, unless you have -the ability to walk through rock. You are standing at the foot of -a cliff that rises to the height of many men, and although there may -be places to put your hands and feet while climbing, it looks much -too wet and slippery to attempt such a thing. -~ -0 0 5 -D0 -The shoals continue. -~ -~ -0 -1 15151 -D2 -There is a narrow crack in the cliff. You could probably fit through it. -~ -cliff~ -1063 15124 15289 -S -#15153 -The Shoals~ -Nothing of interest here, really. The only good thing about this -place is that the top of the rock you are standing on is almost -above the surface, so you now only have water up to your ankles. -Looking around, you see a number of large and sharp rocks sticking -out of the water. It would clearly be impossible for invaders to -enter the keep by this route. Why, anyone who tried to move too -quickly through this place would surely end up badly cut and -bleeding to death before they could even reach the village. -~ -0 0 5 -D1 -The shoals continue east. -~ -~ -0 -1 15151 -S -#15154 -Beyond the Seawall~ -You are on the water, and you look west to see ships at anchor and -east to see the harbour. Sunshine reflects off the tops of the -waves and makes you squint. -~ -0 0 7 -D1 -There is an opening in the seawall. -~ -~ -0 -1 15144 -D3 -You can continue west toward the anchored ships. -~ -~ -0 -1 15155 -S -#15155 -On the Ocean~ -Hmm, looks like there's a storm blowing in from the north. This is -probably not a good time to be out on the water. Still, it doesn't -look that bad, so maybe you'll be safe out here for a while. -~ -0 8196 7 -D1 -East takes you toward shore. -~ -~ -0 -1 15154 -D3 -The weather gets worse. -~ -~ -0 -1 15156 -S -#15156 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15160 -D1 -You can still return from whence you came. -~ -~ -0 -1 15155 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -> rand_prog 5~ -mpecho The wind seems to pick up a bit. -~ -| -S -#15157 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Finally, a way out! -~ -~ -0 -1 15155 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15158 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15157 -S -#15159 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15163 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15168 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15161 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15156 -S -#15160 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15161 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15161 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15165 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15162 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15162 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15158 -D3 -There is a ship over there. -~ -~ -0 -1 15172 -S -#15163 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15162 -S -#15164 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15168 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -You see a large vessel. -~ -~ -0 -1 15172 -S -#15165 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 1 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15169 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15164 -S -#15166 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15162 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15167 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15163 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15166 -S -#15168 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15169 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15169 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15170 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15170 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8193 7 -D0 -A sinister looking sailing ship lies at anchor. -~ -~ -0 -1 15173 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15171 -Caught in a Gale~ -Water and wind are all around you. You know you're not far from shore, -because you haven't been out here very long. Or have you? You wish -you could see just a little farther than the tip of your nose. -~ -0 8192 7 -D0 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D1 -Dark, wet and miserable. -~ -~ -0 -1 15159 -D2 -Dark, wet and miserable. -~ -~ -0 -1 15167 -D3 -Dark, wet and miserable. -~ -~ -0 -1 15159 -S -#15172 -Alongside the Lady Meredith~ -The Lady Meredith lies at anchor, her flags and banners proudly fluttering -in the wind. You easily recognize from the markings that this is a vessel -of the king's fleet. It is probably here to take on supplies before -resuming the duty of patrolling for foreign raiders and rogue vessels. -There doesn't seem to be a way to get on deck, but a sailor is waiting -here in a small boat. Perhaps if you ask him, he will help you enter -the ship. -~ -0 1049604 1 -D0 -That way lies a stormy area, and perhaps more ships. -~ -~ -0 -1 15164 -D1 -The wind grows stronger. -~ -~ -0 -1 15160 -S -#15173 -Looking up at the Valkyrie~ -Though it looks to be in good condition, the Valkyrie seems strangely -creepy, although that might not be the right word for it. There is -just something about the ship that makes you feel uneasy, it simply -does not look right somehow. There is a rope ladder hanging over -the side, but you are really not sure if you want to make use of it. -~ -0 4 1 -D2 -The weather looks horrible over there. -~ -~ -0 -1 15171 -D4 -The ship really does look uninviting. -~ -~ -0 -1 15174 -E -rope ladder~ -It looks sturdy enough to hold you and many others. -~ -S -#15174 -On the Deck of the Valkyrie~ -The deck of the ship looks normal enough. Ropes lie in coils and pieces -of sail are neatly rolled and stacked. A few swords have been left here, -as if the sailors expect trouble at any moment. The ship is facing west, -which means, if you remember your nautical terms, that going east will -take you toward the stern. A rope ladder hangs over the side and provides -access to the water below. -~ -0 0 1 -D0 -There is a large piece of wood mounted there. -~ -~ -0 -1 15181 -D1 -That way lies the stern. -~ -~ -0 -1 15177 -D3 -Toward the bow. -~ -~ -0 -1 15175 -D5 -You can leave the ship that way. -~ -~ -0 -1 15173 -E -rope ladder~ -You can use it to leave the ship. -~ -E -ropes~ -Lengths of rope are always needed on a sailing ship, -and lots of it is kept around. -~ -E -swords~ -The swords have been stuck into the deck, just out of -the way but within easy reach. -~ -S -#15175 -Toward the Bow~ -Here you see more shipboard paraphernalia of the same type you have -seen elsewhere. It really is amazing how much rope it takes to run -a sailing ship, and how many bits of canvas, large and small, are -required to take full advantage of the winds. -~ -0 0 1 -D0 -More deck, more sails. -~ -~ -0 -1 15182 -D1 -East is toward the stern. -~ -~ -0 -1 15174 -D3 -The bow. -~ -~ -0 -1 15176 -S -#15176 -In the Bow of the Valkyrie~ -The bow of the ship is somewhat raised up, and you stop and look back -along the deck from this vantage point. You see masts and rigging, of -course, lots of rigging. Toward the top of the main mast you spy the -crow's nest, from which the lookout keeps a steady eye on the horizon. -Just above the crow's nest you see a banner, and as you recognize the -insignia your blood runs cold. Of course, you already knew you were -on a ship of rogues, cutthroats and pirates, but up till now you didn't -know whose ship this was. The urge to leave becomes overwhelming. -~ -0 0 1 -D1 -Ropes and canvas are stacked everywhere. -~ -~ -0 -1 15182 -D5 -It looks like a cargo area. -~ -cargohatch~ -3 -1 15192 -S -#15177 -By the Wheel~ -You are looking at a very large wooden wheel mounted on a thick and -heavy pedestal. Around the outside of the wheel are wooden pegs, -some of which have been worn thin by decades of use. -~ -0 0 1 -D0 -You see a hatch leading down. -~ -~ -0 -1 15180 -D1 -That's where the officers give their orders from. -~ -~ -0 -1 15178 -D3 -There is ladder hanging over the side. -~ -~ -0 -1 15174 -E -wheel~ -Once a fine example of craftsmanship, neglect and -exposure have caused the wood to fade and crack. -~ -E -pedestal~ -It stands about chest high, and on it is mounted the -wheel. -~ -S -#15178 -In the Stern of the Valkyrie~ -This is as far back as you can get. Here is where the captain and his -first officer gather to observe the crew and give their orders. Although -these people clearly don't follow the law of the land, nor of any king, -the discipline among the crew is very strict, and most crimes carry -severe penalties, often death. -~ -0 0 1 -D0 -You see some implements of punishment. -~ -~ -0 -1 15179 -D3 -By the wheel. -~ -~ -0 -1 15177 -S -#15179 -In the Stern of the Valkyrie~ -The starboard side of the stern looks much like its counterpart, and -there isn't much to see here at the moment. The only items of interest -are a few sets of shackles, clearly intended to restrain any person -whom the captain wishes placed under arrest, and what looks like a -chopping block. You wonder why there would be a chopping block at -this spot, and then as you remember the harshness of ship's justice, -your curiosity turns into a desire to move on. -~ -0 0 1 -D2 -The captain's dais. -~ -~ -0 -1 15178 -D3 -That's where the hatch is. -~ -~ -0 -1 15180 -E -block~ -It is old and weathered, and the top of it is covered with -axe marks. Blood has seeped into the grain and stained the -wood. -~ -E -shackle shackles~ -Made of metal and designed to keep a man restrained, -they look horribly uncomfortable. -~ -S -#15180 -At the Hatch~ -You see a hatch at your feet, and your excitement builds as you -think of what you might find below decks. -~ -0 0 1 -D1 -You see the stern of vessel. -~ -~ -0 -1 15179 -D2 -That is where the ship is steered from. -~ -~ -0 -1 15177 -D3 -A strange looking device extends into thin air. -~ -~ -0 -1 15181 -D5 -Crew quarters, the galley, storage. -~ -hatch~ -3 -1 15186 -E -hatch~ -It looks like an ordinary hatchway. -~ -S -#15181 -By the Plank~ -You are halfway along the length of the ship, on the starboard side. -At this point, a long solid looking plank has been extended outward -over the water. You have heard of such things, but never actually -seen one. You shudder as you consider its purpose. -~ -0 0 1 -D0 -You can step onto the plank. -~ -~ -0 -1 15183 -D1 -You see a hatch. -~ -~ -0 -1 15180 -D2 -There is a rope ladder there. -~ -~ -0 -1 15174 -D3 -Toward the bow. -~ -~ -0 -1 15182 -E -plank~ -Big and solid and firmly wedged in place, it looks well -suited to its purpose. -~ -S -#15182 -Toward the Bow~ -Here you see the everpresent coils of rope, but these ones have large -hooks attached at one end. As well, there is a store of long, heavy -sticks, also with hooks. No doubt, these are used for grabbing hold -of another ship and pulling it alongside so it can be boarded. -~ -0 0 1 -D1 -Toward the stern. -~ -~ -0 -1 15181 -D2 -Still on the deck. -~ -~ -0 -1 15175 -D3 -The bow. -~ -~ -0 -1 15176 -S -#15183 -Walking the Plank~ -You have decided to take a walk along the plank. What you see as you -look outward is the plank extending into space, and beyond it, nothing -but water. It does not look inviting. To the south is the relative -safety of the ship. -~ -0 4 1 -D0 -The plank continues. -~ -~ -0 -1 15184 -D2 -You can step back onto the deck. -~ -~ -0 -1 15181 -S -#15184 -At the End of the Plank~ -Those who come to this point usually do not have much to look forward -to. Generally speaking, this is not a pleasant situation to be in. -~ -0 0 1 -D0 -Going that way will surely bring you harm. -~ -~ -0 -1 15185 -D2 -This way lies safety. -~ -~ -0 -1 15183 -S -#15185 -A Watery Grave~ -Oh no! - - You stepped off the end of the plank! - -You fall down and hit the water, and though you fight with everything you -have to keep afloat, you quickly realize that it is a losing struggle. - -You find yourself sinking rapidly to the bottom, attracting the attention -of a large shark on the way. At this point you don't really care anymore, -it is as if you are a disinterested third party watching a predator close -in on its prey. As you are about to let out your last breath, you see the -shark moving in and opening its jaws..... - - - -~ -0 14 1 -S -#15186 -Belowdecks~ -It is rather musty down here. Looking around, you see that you are -in a narrow hallway that looks to run the length of the ship. There -is a stairway that leads through a hatch above your head. -~ -0 8 0 -D0 -The ship's galley is that way. -~ -~ -1 -1 15194 -D1 -The hallway continues. -~ -~ -0 -1 15187 -D2 -You see weapons. -~ -~ -1 -1 15189 -D3 -The hallway continues. -~ -~ -0 -1 15191 -D4 -The hatch leads up on deck. -~ -hatch~ -3 -1 15180 -E -stairs stairway~ -Though very narrow, the stairs still take up much -of the little space available in the hallway. -~ -E -hatch~ -It opens onto the deck above. -~ -S -#15187 -At the Stern, Belowdecks~ -You are at the stern of the vessel; the hallway ends here. To the -north and south of you are large staterooms, one for the use of -the captain, and one for his officers. -~ -0 8 0 -D0 -You see a large stateroom. -~ -~ -1 -1 15195 -D2 -The captain's quarters. -~ -~ -3 -1 15188 -D3 -The hallway runs to the front of the ship. -~ -~ -0 -1 15186 -S -#15188 -The Captain's Stateroom~ -So this is the lair of the infamous Faragut, feared by many and hated -by all. What you do see is pretty much what you would expect; the -spoils of conquest fill the room to the beams. There are fine works -of art, golden goblets encrusted with all manner of jewels, exquisite -jewelry and bags of gold. If you can survive this place, these things -will be yours to keep. -~ -0 2105352 0 -D0 -The narrow hallway. -~ -~ -3 -1 15187 -S -#15189 -The Armoury~ -Weapons, weapons everywhere. Blades, axes, dirks and daggers line -the walls. A large wooden crate is filled with all manner of -devices useful for bludgeoning people, and on a table you see a -number of whips and flails. You realize that these weapons have -accumulated here over time as the pirates have collected them from -conquered vessels. -~ -0 8 0 -D0 -You are looking back where you came from. -~ -~ -1 -1 15186 -E -box~ -An old wooden box once used for oranges or somesuch, it now -serves a deadlier purpose. -~ -E -table~ -A small work table with a raised rim to keep objects from -sliding off, it is covered with implements of death. -~ -S -#15190 -The Crew Bunks~ -A small amount of light comes in through a small porthole, just -enough for you to make out the shapes of a group of muscled, -bored looking characters. They notice you quickly enough though, -and waste no time in jumping you. -~ -0 8 0 -D0 -The long, narrow hallway. -~ -~ -1 -1 15191 -S -#15191 -The Hallway~ -There are doors in three directions. From the smell and the noise, -the doors to the north and south lead to crew quarters. Why you -would want to go there is hard to imagine. -~ -0 8 0 -D0 -This is where the crew sleeps. -~ -~ -3 -1 15193 -D1 -The hallway continues. -~ -~ -0 -1 15186 -D2 -It looks like a room for the crew. -~ -~ -1 -1 15190 -D3 -You see a large storage room. -~ -~ -3 -1 15192 -S -#15192 -The Cargo Room~ -This looks like a perfectly ordinary storage room, fairly full of -sacks and crates and barrels, most of it food and fresh water. -You start to wonder if there might be treasure here, but then you -realize that if there is treasure on board it would probably be -closely guarded by the captain himself. -~ -0 8 0 -D1 -There is a long hallway to the east. -~ -~ -3 -1 15191 -D4 -You can go up on deck. -~ -cargohatch~ -3 -1 15176 -S -#15193 -The Crew Bunks~ -The room is filled with bunks, hammocks and filthy sailors armed to -the teeth. It might be worth your while to take a good look around, -but they don't seem to want to let you. -~ -0 8 0 -D2 -You can go back to the hallway. -~ -~ -3 -1 15191 -S -#15194 -The Galley~ -They say a ship runs on the stomachs of her crew, but somehow you doubt -they say that here. It seems the fare consists mainly of biscuits, dried -meat and a lukewarm concoction that looks like gruel and probably is. -~ -0 8 0 -D2 -Back to the hallway. -~ -~ -1 -1 15186 -S -#15195 -The Officers' Bunks~ -You are in a quite luxurious room, considering that you are on a -pirate vessel. Fine weavings and tapestries cover the walls, the -skins of a variety of animals are spread on the floor and on the -bunks, and you spy the glint of golden objects from more than one -place in the room. -~ -0 8 0 -D2 -You see the hallway. -~ -~ -1 -1 15187 -S -#15196 -On the Deck of the Lady Meredith~ -Now here is a well kept ship. The deck looks so clean you could eat -off it, and everything is neatly coiled, folded, wrapped and properly -stowed away. Sailors in uniform rush by you on their way to perform -their assigned duties. -~ -0 0 1 -D1 -Toward the stern. -~ -~ -0 -1 15201 -D2 -You can cross to the port side. -~ -~ -0 -1 15198 -D3 -The bow. -~ -~ -0 -1 15197 -D5 -Going down will put you on the water. -~ -~ -0 -1 15172 -S -#15197 -The Bow of the Lady Meredith~ -Standing on top of the prow of this large vessel affords you a very -pleasing view of Ocean Keep. Though the winds are still quite strong, -they do not greatly impair your vision, and you are impressed by the -stark beauty before you. The village and harbour are enclosed on three -sides by majestic black cliffs. In the horseshoe-shaped area formed by -the cliffs you see the bulk of the manor house surrounded by smaller -homes on two sides, the market on a third, and a large wooded area on -the fourth. Closer to you is the harbour and the rocky reef that extends -a little ways out to sea before curving back and meeting with the cliffs. -~ -0 0 1 -D1 -You can walk along the rail toward the stern. -~ -~ -0 -1 15198 -E -view south s~ -Ocean Keep looks like a safe place to live. -~ -S -#15198 -Along the Port Rail~ -There are some very large metal fittings securely fastened to the deck at -this point, and a chain with monstrous links leads through an oblong hole -in the railing and seems to go on forever before it plunges into the water -far below. From the size of that chain, you just know you would hate to -have the duty of hauling in the anchor on this ship. -~ -0 0 1 -D0 -That way lies the way to leave the ship. -~ -~ -0 -1 15196 -D1 -The deck continues. -~ -~ -0 -1 15199 -D3 -The bow. -~ -~ -0 -1 15197 -E -chain link links~ -Better not get your hand caught in it. If it shifts, -it could pinch off a bodypart very easily. -~ -E -fitting fittings~ -Made of brass or some similar material, the fittings -are fastened to the deck and probably to large beams -below the deck with very thick bars of metal. -~ -S -#15199 -Along the Port Rail~ -North of you is the wall of what looks like a small hut, and the deck -continues east and west. Hanging on the wall are a few strange looking -sticks with hooks on the end. You think these are the objects sailors -call gaffs. -~ -0 0 1 -D1 -Toward the stern. -~ -~ -0 -1 15204 -D3 -Toward the bow. -~ -~ -0 -1 15198 -S -#15200 -The Covered Hatch~ -You are in a small enclosure, protected from the elements on three -sides, with no wall to the east. The purpose of this is apparently -to shelter people making use of the large hatch at your feet. -~ -0 8 1 -D1 -You see the main mast. -~ -~ -0 -1 15203 -D5 -Going down will take you belowdecks. -~ -hatch~ -3 -1 15219 -E -hatch~ -It is large enough for an adult with a heavy load to pass -through, and it leads to a set of stairs. -~ -S -#15201 -Along the Starboard Rail~ -Careful, you almost tripped over a large wooden bucket someone has -carelessly left here. Ah, there's the culprit: a sailor has been -given the task of swabbing the deck, and he is not doing a very good -job of it. Well, if he is not more careful about where he puts his -bucket, he will surely be given less pleasant duties to perform. -~ -0 0 1 -D1 -Toward the stern. -~ -~ -0 -1 15202 -D3 -That way lies the bow, and the way to leave the ship. -~ -~ -0 -1 15196 -E -bucket~ -A wooden bucket filled with grimy water. Good thing -you didn't trip over it. -~ -S -#15202 -Along the Starboard Rail~ -You are pretty much halfway along the length of the ship, next to the -main mast. This area is fairly open, without a great deal of activity. -A few off-duty sailors are leaning on the rail here, holding fishing -lines over the side and talking earnestly among themselves. -~ -0 0 1 -D1 -Toward the stern. -~ -~ -0 -1 15207 -D2 -You see the main mast. -~ -~ -0 -1 15203 -D3 -Toward the bow. -~ -~ -0 -1 15201 -S -#15203 -Amidships~ -You are standing exactly at the center of the deck of the Lady Meredith -and staring in amazement at a huge tree growing up through the middle -of the ship. Well, not really a tree, although it used to be one, or -more likely several. It is of course the main mast, and the sheer size -of it almost takes your breath away. You put your head back as far as -it will go and try to follow the mast all the way to the top, but you -lose your way in the rigging somewhere high above. -~ -0 0 1 -D0 -The starboard rail. -~ -~ -0 -1 15202 -D2 -The port rail. -~ -~ -0 -1 15204 -D3 -There is a hatch inside an enclosure. -~ -~ -0 -1 15200 -E -mast~ -You just can not get over how large it is. The effort -involved in making it must have been enormous. -~ -S -#15204 -Along the Port Rail~ -Here you see a hatch set into the deck. Above the hatch is a lifting -device made of ropes and blocks and attached to a sturdy beam above -your head. -~ -0 0 1 -D0 -You see the main mast. -~ -~ -0 -1 15203 -D1 -Toward the stern. -~ -~ -0 -1 15205 -D3 -Toward the bow. -~ -~ -0 -1 15199 -D5 -That way is a storage room. -~ -hatch~ -3 -1 15213 -E -hatch~ -It seems to be used primarily for cargo, but you could -probably fit through it. -~ -E -rope ropes block blocks beam~ -You see a device for lifting heavy objects and -lowering them through the hatch. -~ -S -#15205 -Along the Port Rail~ ->From where you are standing, you can see a hatch in the deck to the west, -and to the east the space seems to be used by off duty crew members for -recreational purposes. Looking south, you find you also have a wonderful -view of Ocean Keep. -~ -0 0 1 -D1 -The stern. -~ -~ -0 -1 15210 -D3 -Toward the bow. -~ -~ -0 -1 15204 -E -view south s~ ->From this distance, you have a nice overview of the -keep. You see a pleasant looking village and forest -protected on three sides by cliffs and on the fourth -by the ocean. -~ -S -#15206 -In the Wheelhouse~ -You are in a fairly small enclosure in which are contained the wheel, -a map table and a rack of weapons. On the table are maps, of course, -and several instruments used for navigation. As the vessel is at -anchor, there is no one at the wheel, but there are two important -looking men intensely studying one of the maps. -~ -0 8 1 -D1 -~ -~ -1 -1 15209 -E -weapons rack~ -You see a sturdy wooden rack holding five medium sized swords. -~ -E -wheel~ -It is made of wood with brass inlays. The wood has recently -been oiled, and the brass polished. -~ -E -table~ -It looks like oak, and is very well crafted. -~ -S -#15207 -Along the Starboard Rail~ -There is not much to see here, although the view of the water and the -mist rising above it is quite soothing. To the east is an area where -officers congregate and give orders to the crew, and to the west you -continue toward the front of the ship. South of you is the starboard -wall of the wheelhouse. -~ -0 0 1 -D1 -The stern. -~ -~ -0 -1 15208 -D3 -Toward the bow. -~ -~ -0 -1 15202 -S -#15208 -Along the Starboard Rail~ -Here are some benches and a few chairs, but these are not for the use -of the crew. These are here for the captain and his officers when -they are on deck. This area is built up slightly, so as to give a -good view of what is happening on deck. -~ -0 0 1 -D2 -The stern of the ship is quite wide. -~ -~ -0 -1 15209 -D3 -Toward the bow. -~ -~ -0 -1 15207 -E -bench benches chairs~ -The chairs and benches are made of wood, and covered -with several layers of varnish to keep the wet out. -~ -S -#15209 -At the Stern~ -You are at the centre of the stern of the proud vessel. Leaning -over the rail, you see below you a set of windows, not portholes, -leading into the captain's quarters. Farther down, you see the -top of a very large rudder sticking out of the water. -~ -0 0 1 -D0 -The starboard rail. -~ -~ -0 -1 15208 -D2 -The port rail. -~ -~ -0 -1 15210 -D3 -You see the wheelhouse. -~ -~ -1 -1 15206 -E -rudder~ -It is monstrous, really. Although the bottom of it is -obscured by water, your estimate is that it is easily -the height of two men. -~ -E -window windows~ -You really shouldn't peek, you know. -~ -S -#15210 -Along the Port Rail~ -This spot looks to be a favourite among the sailors for when they are -off watch. The railing has been fitted with wooden benches, on which -a number of men are relaxing, chatting and soaking up the sun. They -seem to be in good humour, perhaps anticipating shoreleave. -~ -0 0 1 -D0 -~ -~ -0 -1 15209 -D3 -Toward the bow. -~ -~ -0 -1 15205 -E -bench benches~ -The benches appear to be an afterthought rather -than part of the original ship's design. -~ -S -#15211 -The Crew Quarters~ -Although it looks cramped, this room does not seem unreasonable, at -least not when compared with what you have heard about the conditions -onboard seagoing vessels. There are hammocks everywhere, and a number -of men sleeping, playing games, putting a shine on their weapons and -talking loudly. As the weather is fair, a number of the large portholes -are open, and the fresh sea air that blows in does a lot to increase the -comfort level in the room. -~ -0 8 0 -D1 -You can see clear to the captain's quarters. -~ -~ -0 -1 15219 -E -porthole portholes~ -Through the portholes, you don't see much except water. -~ -S -#15212 -The Armoury~ -A gleaming array of metal greets you as you enter the ship's armoury. -The other thing that greets you is Blaine, who is in charge here. It -seems he would like you to state your business and be on your way. He -takes his responsibility very seriously, Blaine does, and he won't -have folks hanging around. Things disappear that way. -~ -0 8 0 -D0 -The hallway is that way. -~ -~ -0 -1 15219 -S -#15213 -The Ship's Stores~ -By the looks of things, the Lady Meredith has not been in port long; -the ship's stores are severely depleted. No doubt, the quartermaster -is at the market this very minute, making the necessary purchases. -~ -0 8 0 -D0 -The corridor runs by the door. -~ -~ -0 -1 15217 -D4 -You can go on deck through a cargo hatch. -~ -hatch~ -3 -1 15204 -E -hatch~ -Though it looks like a cargohatch, there is no reason -why you could not make use of it. -~ -S -#15214 -The Junior Officers' Quarters~ -Somewhat less sparse than the quarters shared by the crew, this is -still not exactly what you would call luxurious. But then, these -are only the junior officers, and though they probably have noble -blood in their veins, their station onboard is not much higher in -the eyes of the captain than that of the common sailor. -~ -0 8 0 -D0 -That way lies the end of the long passage. -~ -~ -0 -1 15216 -S -#15215 -The Captain's Quarters~ -Welcome to the cabin of the captain, the only person on the ship who -has the luxury of private quarters. There is a fair bit of space in -this room, but most of it is taken up by bookcases full of logs, -charts and ledgers, a large writing table and an even larger map table, -and of course the captain's bunk. This is not only the captain's -bedroom, it is his office and storage room, and many things are required -to keep a vessel of this size running smoothly. On the floor beside the -writing table you see a hefty strongbox. -~ -0 0 0 -D3 -You can see almost to the bow. -~ -~ -0 -1 15216 -E -bunk~ -Surprisingly, it is no larger than the bunks -of the officers or of the common sailors, but -the bedding is of the highest quality. -~ -E -writing table~ -A sheet of well polished rosewood makes up the surface -of the captain's writing table, and there are numerous -drawers in the base. -~ -E -map 2.table~ -The map table is larger than the one used for -writing, and has several cryptic looking pieces -of paper spread out on it. -~ -E -bookcase bookcases~ -The bookcases run from floor to ceiling along two -walls, and are packed full of works of fiction as -well as writings on the arts and sciences, and the -odd manual on the maritime arts. In addition, -there are numerous logs and ledgers, and many maps. -~ -S -#15216 -The Ship's Corridor~ -You find yourself as far toward the stern of the ship as you can go -in this passage. In three directions are doors, and the hallway -runs west from here. -~ -0 8 0 -D0 -You see a large stateroom. -~ -~ -0 -1 15222 -D1 -That is where the captain spends much of his time. -~ -~ -0 -1 15215 -D2 -There is a stateroom through that door. -~ -~ -0 -1 15214 -D3 -~ -~ -0 -1 15217 -S -#15217 -The Ship's Corridor~ -The floor is a little rough at this point, as if heavy objects have been -dropped on it. As you look at the lettering on the door to your south, -this makes sense; you are standing at the entrance to the ship's stores. -~ -0 8 0 -D1 -The passage goes on. -~ -~ -0 -1 15216 -D2 -That is where the ship's stores are kept. -~ -~ -0 -1 15213 -D3 -The corridor continues. -~ -~ -0 -1 15218 -E -letters lettering door~ -The lettering on the door reads: - Ship's Stores - Keep Out -~ -S -#15218 -The Ship's Corridor~ -The walls of the hallway have been worn smooth over time by the -shoulders of sailors rubbing against them as they pass each other -in the narrow space. The passage continues east and west, and to -the north is a very solid door. -~ -0 8 0 -D0 -A most unpleasant room. -~ -door~ -7 15134 15221 -D1 -The corridor continues. -~ -~ -0 -1 15217 -D3 -More corridor. -~ -~ -0 -1 15219 -E -door~ -It is thick and heavy, more so than the other -doors on board. The word 'Brig' is painted -on it, just below a small peephole. -~ -S -#15219 -Belowdecks~ -You are at the western end of a long and narrow hallway. The small -amount of light that spills through the few open doorways is not -enough to see by, but there are lanterns hung on the walls down the -length of the corridor. A narrow stairway leads to a hatch above -your head. -~ -0 8 0 -D0 -You see a cook working rapidly. -~ -~ -0 -1 15220 -D1 -The hallway continues. -~ -~ -0 -1 15218 -D2 -The ship's armoury. -~ -~ -0 -1 15212 -D3 -The crew cabin. -~ -~ -0 -1 15211 -D4 -That way will put you on deck. -~ -hatch~ -3 -1 15200 -E -hatch~ -It is large and well used, and a very steep set of -stairs leads up to it. -~ -E -stairs stairway~ -The stairs are very steep and narrow, but that -does not seem to bother the sailors who climb -up and down with remarkable speed. -~ -S -#15220 -The Galley~ -Ah, the galley. The ship's cook is in his proper element, no question -of that. You watch him moving quickly and with precision, chopping -vegetables and meat one second, stirring a heavenly smelling pot of -stew the next, and mashing apples for dessert the moment after that. -Better take care to stay out of his way. He looks kind of imposing. -~ -0 1049608 0 -D2 -There is corridor there. -~ -~ -0 -1 15219 -S -#15221 -The Brig~ -Oh. This is not a good place to be. It is not like the rest of the -ship at all, it is dark and dingy and just plain filthy. There is a -porthole, but a piece of wood has been fitted over it, blocking out -pretty much all the light. In the gloom you can make out a figure -or two lying on the single large bunk. Maybe you should leave now -before someone locks the door behind you. -~ -0 8201 0 -D2 -The corridor looks much more inviting. -~ -door~ -7 15134 15218 -S -#15222 -The Senior Officers' Quarters~ -This looks like a nice place to live. It still seems a bit crowded, -but much less so than the crew quarters or even those of the junior -officers. The bunks are covered with thick blankets and even the -odd fur, and officers' uniforms are hanging on hooks beside each -bunk. As you enter, a few of the men greet you courteously, and -then return to their conversation. -~ -0 8 0 -D2 -The long corridor begins there. -~ -~ -0 -1 15216 -S -#15223 -North of the Manor House~ -There is a narrow path here, leading from the marketplace to a fair -sized wooded area. The path is strewn with pine needles, and the -scent of conifers fills the air. -~ -0 4 3 -D0 -North of here lies a forest. -~ -~ -0 -1 15224 -D2 -You see the marketplace. -~ -~ -0 -1 15118 -S -#15224 -The Path to the Woods~ -You are standing at the edge of a thickly forested area and looking around -at large limbless tree trunks. Directing your gaze high above your head, -you see heavy branches mingling and intertwining. A sign has been fastened -to the trunk of a tree. -~ -0 0 3 -D1 -You can enter the woods. -~ -~ -0 -1 15225 -D2 -You see stalls and vendors. -~ -~ -0 -1 15223 -E -sign~ -The sign reads: - - "These woods are open to all. Hunting is - restricted. Poachers will be hanged. - - This by order of Willem Greystone, - Lord of Ocean Keep." - - -~ -S -#15225 -In the Woods~ -The path goes in three directions from this point. Going west will take -you to the edge of the forest, while both east and north look to go more -deeply into the woods. Through the trees to the south, you catch a -glimpse of the northern wall of the manor house. -~ -0 0 3 -D0 -It looks darker over there. -~ -~ -0 -1 15242 -D1 -The path runs east. -~ -~ -0 -1 15226 -D3 -That way leads to the market. -~ -~ -0 -1 15224 -S -#15226 -In the Woods~ -You are on an east-west path leading through heavy forest. Though the -tree trunks at ground level are spaced far apart, the canopy above you -is so thick that virtually no light can get through. -~ -0 0 3 -D1 -The path goes on. -~ -~ -0 -1 15227 -D3 -The path carries on to the west. -~ -~ -0 -1 15225 -S -#15227 -In the Woods~ -The path through the woods continues east and west. Despite the gloom, -you can see bushes and patches of wild flowers growing close to the path. -In fact, there are flowers growing right in the middle of the path. -~ -0 0 3 -D1 -You see an intersection of paths. -~ -~ -0 -1 15228 -D3 -The path continues. -~ -~ -0 -1 15226 -S -#15228 -In the Woods~ -You are standing in a small clearing where the overhanging branches have -reluctantly given way to the cloudless sky. The path continues in three -directions from this point, but it is not possible to determine where -the paths lead. -~ -0 0 3 -D0 -You see more forest. -~ -~ -0 -1 15233 -D2 -The path snakes away to the south. -~ -~ -0 -1 15229 -D3 -A straight path runs west. -~ -~ -0 -1 15227 -S -#15229 -On a Wooded Path~ -The stink of stagnant water creeps in from just north or perhaps a -little east of here. You hope you will not have to slog through a -swamp in order to explore this place. -~ -0 0 3 -D0 -Three paths meet. -~ -~ -0 -1 15228 -D1 -Another bend in the path. -~ -~ -0 -1 15230 -S -#15230 -On a Wooded Path~ -The path curves at this point. Looking north, it is clear why; there is -a depression in the forest floor and you can see the shimmering of water. -The sound of buzzing mosquitoes makes you grateful that the path steers -clear of the swampy area. -~ -0 0 3 -D2 -The path carries on. -~ -~ -0 -1 15231 -D3 -You see more forest. -~ -~ -0 -1 15229 -S -#15231 -On a Wooded Path~ -The size of the trees all around you indicate that this is very old growth, -yet you see few signs of decay. The undergrowth is thick and lush, with a -variety of mosses and bushes. -~ -0 0 3 -D0 -The path continues. -~ -~ -0 -1 15230 -D2 -The path continues. -~ -~ -0 -1 15232 -S -#15232 -On a Wooded Path~ -You are just north of the village gate, on a path surrounded by large -pine trees. To the west you can make out the homes of a village, and -there looks to be a large structure a little beyond the houses. There -is a sign clearly visible just off the path. -~ -0 4 3 -D0 -The path continues. -~ -~ -0 -1 15231 -D2 -You see the village entrance. -~ -~ -0 -1 15104 -E -sign~ -The sign reads: - - "These woods are open to all. Hunting is - restricted. Poachers will be hanged. - - This by order of Willem Greystone, - Lord of Ocean Keep." - - -~ -S -#15233 -In the Woods~ -Several sets of animal tracks are visible just off to the side. Bending -down and carefully examining the muddy hoofprints, you conclude that -there is deer nearby. -~ -0 0 3 -D1 -The path continues. -~ -~ -0 -1 15234 -D2 -An intersection of paths. -~ -~ -0 -1 15228 -S -#15234 -In the Woods~ -There is a bend in the path at this point, and you may travel north or -west. Looking up, you catch a glimpse of a brown squirrel jumping from -one tree to another, giving a little chirp just as it lands. -~ -0 0 3 -D0 -The path runs through a blueberry patch. -~ -~ -0 -1 15235 -D3 -The path continues. -~ -~ -0 -1 15233 -S -#15235 -In the Woods~ -There is a patch of blueberries off to the side of the path, and you -briefly consider stopping to pick some, but then you notice a slight -movement in the berry patch. Training your eyes on the spot where -you detected motion, you see the glint of scales and then focus on a -small head with tiny eyes and a forked tongue. As you do not know -whether the snakes in this region are venomous, you decide to curb -your appetite. -~ -0 0 3 -D0 -You see a sharp bend in the path. -~ -~ -0 -1 15236 -D2 -The path continues. -~ -~ -0 -1 15234 -S -#15236 -In the Woods~ -The path twists sharply here, but you can see no particular reason for -this. It seems much as if you are walking along a property line, but -you were under the impression that all this land belonged to the lord -of the keep. Perhaps ownership of the forest was once divided between -two or more brothers. That would explain the sharp curve and the -straightness of the path that extends west from here. -~ -0 0 3 -D2 -Yum, blueberries! -~ -~ -0 -1 15235 -D3 -The path runs straight for a bit. -~ -~ -0 -1 15237 -S -#15237 -In the Woods~ -The path seems unnaturally straight at this point. There cannot be -much doubt that you are walking along a dividing line of sorts. -Crossing the path are several sets of animal tracks, much like you -have seen elsewhere in these woods, but these are of a type you have -not seen before. They might be bear, but then again they could be -something else. The tracks lead north. -~ -0 0 3 -D0 -You can follow the animal tracks. -~ -~ -0 -1 15243 -D1 -You see a sharp bend in the path. -~ -~ -0 -1 15236 -D3 -The path runs on in a straight line. -~ -~ -0 -1 15238 -S -#15238 -In the Woods~ -It really is a wonderful day for a walk in the woods. Despite the gloom -all around, you cannot help feeling wonderfully refreshed by each lungful -of breath in this environment. -~ -0 0 3 -D1 -The path runs on. -~ -~ -0 -1 15237 -D3 -The path turns south. -~ -~ -0 -1 15239 -S -#15239 -In the Woods~ -East of here you can see quite far along the path, as it continues in an -almost completely straight line. You pause to reflect that it is most -unusual for a forest path to be this straight. To the south things look -more normal; the path winds its way through the forest in the manner of -a proper forest trail. -~ -0 0 3 -D1 -It looks straight for some distance. -~ -~ -0 -1 15238 -D2 -It looks like a good resting place. -~ -~ -0 -1 15240 -S -#15240 -In the Woods~ -This looks like a good place to stop and rest a while. A large tree has -been felled, and the resulting stump makes a comfortable seat for several -people. You can brush away the moss that has grown to cover the stump, -or you could even use it as a cushion if you have something to keep the -moisture away from your body. -~ -0 0 3 -D0 -The path curves east. -~ -~ -0 -1 15239 -D3 -More trees and shrubs. -~ -~ -0 -1 15241 -S -#15241 -In the Woods~ -Twisting its way between the giant tree trunks, the path is fairly wide -but obviously not over-used, as there are flowers and even patches of -grass growing right in the middle in some places. The tracks of animals -are often seen as you make your way through. -~ -0 0 3 -D1 -You see a large tree stump. -~ -~ -0 -1 15240 -D2 -There seems to be more light in that direction. -~ -~ -0 -1 15242 -S -#15242 -In the Woods~ -South from here is a three way intersection of paths. Going north takes -you deeper into the woods, where the light looks dimmer. -~ -0 0 3 -D0 -The path goes on. -~ -~ -0 -1 15241 -D2 -Three paths meet. -~ -~ -0 -1 15225 -S -#15243 -Following the Tracks~ -The trail you are on is smaller and rougher than the main path. It -looks like this way is only travelled by animals and huntsmen. -~ -0 0 3 -D2 -South is an intersection of paths. -~ -~ -0 -1 15237 -D3 -A narrow trail leads west. -~ -~ -0 -1 15244 -S -#15244 -On a Very Narrow Trail~ -The path at this point is really not much more than a figment of someone's -imagination. You find you must step carefully, as the ground is thick -with the roots of ancient trees, and there are a great many small bushes -and patches of moss growing between and on top of the roots, making -travelling very difficult. -~ -0 0 3 -D1 -The narrow trail continues. -~ -~ -0 -1 15243 -D3 -You see a cliff with a large opening. -~ -~ -0 -1 15245 -S -#15245 -At the Crack in the Cliff Face~ -You are at a spot where forest ends and cliff begins, or perhaps it is -the other way round. No matter, the point is that to the east is a -thick and lush forest, and to the west is a tall black cliff with a -crack that looks large enough to enter on horseback. -~ -0 4 3 -D1 -A narrow path enters the woods. -~ -~ -0 -1 15244 -D3 -You can walk right inside the cliff. -~ -~ -0 -1 15246 -S -#15246 -Inside the Cliff~ -You are inside a large fissure in the cliff. It is rather chilly in here, -and of course quite dark. The walls in this place are obviously natural, -but you can tell that the floor has been made smoother through the work -of men. At least you would assume that it was done by men. -~ -0 9 0 -D1 -That way lies the exit. -~ -~ -0 -1 15245 -D3 -West takes you deeper into the rock. -~ -~ -0 -1 15247 -S -#15247 -In a Long Curved Passage~ -Black rock is all around you. The passage you are in looks ancient and -perfectly safe; there seems to be no danger of rocks falling from above. -There is a door to the south, and the passage continues east. -~ -0 9 0 -D0 -~ -lair~ -7 15136 15295 -D1 -The passage continues. -~ -~ -0 -1 15246 -D2 -You see an unused storage room. -~ -door~ -3 -1 15149 -S -#15248 -Privacy~ -This room is clearly meant for two people to talk without worrying -about being overheard. It is a place where others cannot intrude -unless they have strong powers indeed, and where one can feel at -home and truly be oneself. -~ -0 3180044 0 -D0 -The Main Chamber -~ -~ -0 -1 15250 -S -#15249 -Solitude~ -You find yourself in a light and airy chamber, sparsely decorated -in muted shades that carry the light without glare. Cushions are -scattered on the floor, and a single large leather chair dominates -the southeastern corner. There is no window in this room, but a -skylight accounts for the lighting and the fresh air. Clearly, -this is a place intended for meditation and introspection. -~ -0 3181580 1 -D3 -The Main Chamber -~ -~ -0 -1 15250 -S -#15250 -Narn's Hideway~ -This is where Narn comes to get away from the stress and strain of life -in the Realms. The room is littered with books, most of them with -bookmarks showing where she left off. The western wall is taken up by -a large window through which you spy a stunning seascape with islands -in the distance. The furniture looks comfortable and inviting, and the -room makes you feel at home. Why don't you relax and stay a while? -~ -0 1076887560 0 -D1 -That room is for private contemplation. -~ -~ -65536 -1 15249 -D2 -You see a room made for conversation. -~ -~ -0 -1 15248 -E -window west w~ -The view really is quite wonderful; there are small boats -of all kinds dotting the ocean with the colour of their -sails, and numerous islands are spread out along the horizon. -~ -E -book books~ -The books are of many different kinds, ranging from new -fiction paperbacks to very old leatherbound volumes with -titles such as 'Thoughts on the Nature of Existence' and -'A Guide to Dragons and Their Extermination'. -~ -S -#15251 -In the Courtyard~ -Upon entering you slowly turn completely around so as to take in -the layout and the feel of this place. Due north of you is the -kitchen entrance, the doors to the main hall are to the west, and -the unmistakeable smell of horses comes in from the east. In the -courtyard itself you see a garden area that is split in two, with -one half for flowers and the other for herbs. -~ -0 0 1 -D0 -That way lies the entrance to the kitchen. -~ -~ -1 -1 15260 -D1 -The entrance to the stables is to your east. -~ -~ -1 -1 15252 -D2 -To the south, you leave the manor. -~ -~ -1 -1 15288 -D3 -You see the southern end of the main hall. -~ -~ -0 -1 15270 -E -garden flowers herbs~ -The garden is a fair size, with one half taken up -by flowers of varying kinds, and the other by a -number of exotic looking herbs. -~ -S -#15252 -The Stable Entrance~ -Like most stables, this one looks fairly dark, but from what you can -make out, it seems well kept. To the north you can see bales of hay -and sacks of grain, and from the south comes the smell of polished -leather. The stables themselves are to your east. -~ -0 8 0 -D0 -The feed room. -~ -~ -0 -1 15253 -D1 -The stables lie to the east. -~ -~ -0 -1 15257 -D2 -You see a room used for storage and repair. -~ -~ -0 -1 15254 -D3 -That way lies the courtyard. -~ -~ -1 -1 15251 -S -#15253 -The Feed Room~ -Yum! This room must be what horses dream about. There is hay stacked -deep and high against two walls, and sacks and barrels filled with oats, -apples and carrots against the other two. -~ -0 8 0 -D2 -The stable entrance. -~ -~ -0 -1 15252 -S -#15254 -The Tack Room~ -The scent of well worn and well oiled leather fills this room. -A variety of saddles and bridles hang on pegs, and a workbench -sits in the center of the room. -~ -0 8 0 -D0 -The stable entrance. -~ -~ -0 -1 15252 -D1 -The stables. -~ -~ -0 -1 15255 -E -bench workbench~ -The workbench is solid and probably very heavy. It holds -a saddle with a bit of leather missing, a broken set of -reins, and two pairs of newly polished riding boots. -~ -S -#15255 -The Stables~ -The stables are dark and a little musty. You wander around admiring -the horseflesh and petting the kittens. Looks like one of the manor -cats just had a new litter. -~ -0 9 0 -D0 -The stables continue. -~ -~ -0 -1 15257 -D1 -The stables continue. -~ -~ -0 -1 15256 -D3 -The tack room. -~ -~ -0 -1 15254 -S -#15256 -The Stables~ -The stables are dark and a little musty. You wander around admiring -the horseflesh and petting the kittens. Looks like one of the manor -cats just had a new litter. -~ -0 9 0 -D0 -The stables continue. -~ -~ -0 -1 15258 -D3 -The stables continue. -~ -~ -0 -1 15255 -S -#15257 -The Stables~ -The stables are dark and a little musty. You wander around admiring -the horseflesh and petting the kittens. Looks like one of the manor -cats just had a new litter. -~ -0 9 0 -D1 -The stables continue. -~ -~ -0 -1 15258 -D2 -The stables continue. -~ -~ -0 -1 15255 -D3 -You see the stable entrance. -~ -~ -0 -1 15252 -S -#15258 -The Stables~ -The stables are dark and a little musty. You wander around admiring -the horseflesh and petting the kittens. Looks like one of the manor -cats just had a new litter. -~ -0 9 0 -D1 -The stables continue. -~ -~ -0 -1 15259 -D2 -The stables continue. -~ -~ -0 -1 15256 -D3 -The stables continue. -~ -~ -0 -1 15257 -S -#15259 -The Stables~ -The stables are dark and a little musty. You wander around admiring -the horseflesh and petting the kittens. Looks like one of the manor -cats just had a new litter. -~ -0 9 0 -D3 -The stables continue. -~ -~ -0 -1 15258 -S -#15260 -The Kitchen Entrance~ -A few crates are stacked against a wall here, probably waiting to -join the food stocks of the manor in a larder or pantry somewhere. -~ -0 8 0 -D0 -~ -~ -0 -1 15265 -D1 -That way lie the servants' quarters. -~ -~ -0 -1 15261 -D2 -The courtyard. -~ -~ -1 -1 15251 -S -#15261 -The Servants' Quarters~ -This hallway looks quite modest, but then that is to be expected, -as it leads to the private rooms of the manor servants. -~ -0 8 0 -D0 -A bedroom. -~ -~ -1 -1 15262 -D1 -A bedroom. -~ -~ -1 -1 15264 -D2 -A bedroom. -~ -~ -1 -1 15263 -D3 -West is the kitchen entrance. -~ -~ -0 -1 15260 -S -#15262 -A Bedroom in the Servants' Quarters~ ->From the frilly covers on the beds, and from the feminine articles -left out on the dresser, you deduce that this room must be shared -by some of the female staff. The room is cozy enough, and looks -quite inviting. -~ -0 8 0 -D2 -~ -~ -1 -1 15261 -S -#15263 -A Bedroom in the Servants' Quarters~ -Here you see two beds, neatly made, each with a chest of clothes -positioned neatly beside it. The few belongings in the room are -also placed very neatly, and there is no dirt to speak of to be -found in the room. It seems the stablehand and the caretaker like -to keep things neat and proper. -~ -0 8 0 -D0 -~ -~ -1 -1 15261 -S -#15264 -A Bedroom in the Servants' Quarters~ -There is only one bed in this room, but it is a large one, and -the room looks to be inhabited by a married couple. In fact, it -is the bedroom of the cook and the gamekeeper, who were wed in -this very house some years back. -~ -0 8 0 -D3 -~ -~ -1 -1 15261 -S -#15265 -The Manor Kitchen~ -The heat from the open fires washes over you as you enter, and you -pause briefly to catch your breath. Over the cooking fires hang -pots in which various concoctions are simmering merrily. -~ -0 8 0 -D1 -There is a good sized larder in that direction. -~ -~ -0 -1 15266 -D2 -South of here lies the kitchen entrance. -~ -~ -0 -1 15260 -D3 -The dining hall. -~ -~ -0 -1 15267 -S -#15266 -The Larder~ -Rough shelving lines the walls of this cool, dark storage room. -Of course, the shelves are about as full as they can be of various -foodstuffs, and crates and sacks are piled on the floor as well. -~ -0 9 0 -D2 -~ -~ -3 -1 15268 -D3 -~ -~ -0 -1 15265 -S -#15267 -The Dining Hall~ -This is the room where the family and servants spend most of their -time together. Meals are taken here, and guests are entertained as -often as possible. When no guests are staying at the manor, the -entertainment is purely for the pleasure of the residents. Many -late evenings are spent here with meat, song and wine. -~ -0 8 0 -D1 -East of here is the kitchen. -~ -~ -0 -1 15265 -D2 -That way is the rather chilly main hall. -~ -~ -0 -1 15269 -S -#15268 -The Hidden Chamber~ -It makes sense that there would be a hidden section to the larder. -This way, if the keep is ever raided, there will be some supplies -left for the survivors. If there are any survivors... -~ -0 9 0 -D0 -~ -~ -3 -1 15266 -S -#15269 -The Main Hall~ -The northern part of the main hall is as impressively large as -the southern half, and as useless, at least during the winter -months. A large fireplace in the east wall appears not to have -been used for a long time. The dining hall is to the north, -through a doorway hung with heavy tapestries, and you glimpse -a set of stairs to the west. -~ -0 8 0 -D0 -Through the doorway lies the dining hall. -~ -~ -0 -1 15267 -D2 -The main hall continues. -~ -~ -0 -1 15270 -D3 -The stairs to the second floor. -~ -~ -0 -1 15272 -S -#15270 -The Main Hall~ -As you look around the main hall of the manor, you are struck by -the size of the room. It really is quite majestic, it is too bad -it isn't used much. Because it is so large, it is nearly impossible -to keep warm, so the family tends to congregate in their bedrooms -and in the dining hall instead. The doors to your east lead to the -courtyard, the hall continues north, and there is a small cloak -room to the south. On the western wall hangs a very large, very -old tapestry with a faded insignia and some even more faded text. -~ -0 8 0 -D0 -The main hall continues. -~ -~ -0 -1 15269 -D1 -You see the courtyard. -~ -~ -0 -1 15251 -D2 -The cloak room. -~ -~ -0 -1 15271 -E -tapestry insignia text west w~ -The crest on the tapestry is hard to make out, but it looks like two -lions locked in combat. Around the edge of the image of the lions -is a sentence written in some foreign language. Most of it has been -rendered unreadable by smoke, sunlight, sea air and time, but you can -make out the words 'illegitimus' and 'carborundum'. Wonder what it -means. -~ -S -#15271 -The Cloak Room~ -This room is used for the storage of the outer garments of visitors, -as well as their swords and other weapons. It is not considered good -manners to enter the home of your host without relinquishing your -weapons, with the exception of the dagger you use to cut your food. -~ -0 8 0 -D0 -You see the main hall. -~ -~ -0 -1 15270 -S -#15272 -The Stairwell~ -The walls of the stairwell are lined with tapestries and paintings, -some new, some old. For the most part, the tapestries show various -crests and insignia, and the paintings depict grave looking men in -armour, oftentimes with a lady at their side. -~ -0 8 0 -D1 -The northern end of the main hall. -~ -~ -0 -1 15269 -D4 -The top of the stairs. -~ -~ -0 -1 15273 -S -#15273 -At the Top of the Stairs~ -You are at the entrance to the second floor of the manor, where -the lord and lady have their chambers, and where the children -have their rooms. Going east will put you in the upstairs hall- -way, and down will take you toward the main hall. -~ -0 8 0 -D1 -The upstairs hallway. -~ -~ -0 -1 15274 -D5 -The first floor. -~ -~ -0 -1 15272 -S -#15274 -The Upstairs Hallway~ -You are in the not very long hallway that links the private rooms -of the lord and lady, their children and their guests. -~ -0 8 0 -D0 -The master chambers. -~ -~ -0 -1 15280 -D1 -The master chambers. -~ -~ -0 -1 15278 -D2 -The hallway continues. -~ -~ -0 -1 15275 -D3 -The stairs. -~ -~ -0 -1 15273 -S -#15275 -The Upstairs Hallway~ -In the west wall is a fair sized window with a lovely view of the -harbour and the ships at anchor just beyond the reef. To your east -is the entrance to a bedroom, and the hallway continues north and -south. -~ -0 8 0 -D0 -The hallway continues. -~ -~ -0 -1 15274 -D1 -You see a room meant for children. -~ -~ -0 -1 15277 -D2 -The hallway continues -~ -~ -0 -1 15276 -E -window west w~ -The view of the harbour really is quite spectacular. You can see -several ships at anchor beyond the reef, many fishing vessels and -small boats inside the harbour itself, and even a good portion of -the market with the booths and stalls of vendors of all manner of -goods. Further out, the ocean seems to blend with the sky and the -clouds sink into the water. -~ -S -#15276 -The Upstairs Hallway~ -To your east is the room of the oldest daughter of the house, and -across the hall is the room of the elder son. The southern end of -the hallway leads to bedrooms used when there are guests in the -manor, which is often. Wonder if any are staying here now? -~ -0 8 0 -D0 -The hallway continues. -~ -~ -0 -1 15275 -D1 -The oldest daughter has her room there. -~ -~ -1 -1 15281 -D2 -To the south you enter the guest quarters. -~ -~ -3 -1 15282 -D3 -You see a room filled with furs and hunting gear. -~ -~ -0 -1 15283 -S -#15277 -The Young Children's Room~ -For once, the wall-hangings depict something other than clan crests -and weapons; the decorations in this room are clearly meant for the -eyes of children. There are bright colours and swirling patterns, -and more subdued images of forest and household animals. It seems -the younger children are kept together, for the room contains one -large bed on which lie several small sets of nightclothes. -~ -0 8 0 -D3 -The upstairs hallway. -~ -~ -0 -1 15275 -E -bed~ -The bed is covered with a large multicoloured -patchwork quilt, no doubt a favourite of the -children. -~ -S -#15278 -The Master Chambers~ -This is where the head of the household does the paperwork required -to run things. There are ledgers to be kept, servants to be paid, -supplies to be bought, and numerous records to be updated every time -any sort of business transaction is conducted. Life here is not all -fun and games, and the burden of keeping an eye on the workings of -the keep can take its toll. -~ -0 8 0 -D0 -A bedroom. -~ -~ -0 -1 15279 -D3 -The hallway. -~ -~ -0 -1 15274 -S -#15279 -The Master Bedchamber~ -Probably the most comfortable looking room in the manor, the master -bedchamber is dominated by a large canopy bed with heavy draperies -hung all around. These are tied back right now, but from the low -temperature in the room, you are quite sure that on cold winter -nights they are very much needed to keep the heat in. -~ -0 8 0 -D2 -The master chambers. -~ -~ -0 -1 15278 -D3 -The crafts room. -~ -~ -0 -1 15280 -E -bed canopy~ -Another family heirloom, this bed has seen many -couples come and go from these chambers in its -time. -~ -E -draperies~ -They are thick and heavy and probably originally -intended for some other purpose, but they do their -job here very well. -~ -S -#15280 -The Master Chambers~ -One of three rooms dedicated to the manor lord and lady, this one -serves the dual purpose of crafts room and nursery. One end of the -room holds two cribs, neither one of which seems to have been used -lately, along with chests full of baby clothes and diapers. In the -center of the room is a large heavy table surrounded by simple wooden -chairs. On the table you see many different handicrafts and garments -in need of repair, all in various stages of completion. -~ -0 8 0 -D1 -A bedroom. -~ -~ -0 -1 15279 -D2 -The hallway. -~ -~ -0 -1 15274 -D3 -A closet. -~ -~ -1 -1 15287 -E -crib cribs~ -The cribs look like they have been in the -family a very long time. -~ -E -chest chests~ -The chests are are old as the cribs, but are -in good condition and will no doubt be used -to store baby clothes for many generations -to come. -~ -E -table crafts handycrafts garments~ -The table is not particularily fancy, but sturdy and -well suited to its purpose. The crafts and mending -wait patiently for their turn to be worked on. -~ -S -#15281 -Thora's Bedroom~ -Thora is the oldest of four daughters, and though she loves her -younger siblings dearly, she will go far to defend her hard won -privacy. It took a lot to convince her father that she should -have her own room, and the great pride she takes in it is quite -obvious. The room is spotless, and the bed is carefully made. -~ -0 8 0 -D3 -The upstairs hallway. -~ -~ -1 -1 15276 -S -#15282 -The Guest Quarters~ -You are at the southern end of the hallway. To your east, west -and south are chambers reserved for the use of visitors to the -manor. Friends, family and dignitaries from other towns and shires -and even foreign lands make use of these rooms. -~ -0 8 0 -D0 -That way lies the upstairs hallway. -~ -~ -3 -1 15276 -D1 -You see a bedroom. -~ -~ -0 -1 15284 -D2 -A guest room. -~ -~ -0 -1 15285 -D3 -A comfortable looking guest room. -~ -~ -0 -1 15286 -S -#15283 -Gornan's Room~ -The private domain of a young man, this room is filled with the -furs of various animals and the weapons and other equipment that -were used to bring the animals down. Gornan prides himself on -his hunting ability, and frequently goes out in the nearby woods -with the gamekeeper. More often than not, they bring something -back for the larder. -~ -0 8 0 -D1 -The upstairs hallway. -~ -~ -0 -1 15276 -S -#15284 -A Guest Chamber~ -You find yourself in a fairly unremarkable room, but certainly -one in which you would be happy to find yourself if you were a -weary traveller begging lodgings for the night. The small fire -that has been built in the fireplace warms you well enough, and -you find yourself thinking maybe you should stop and make yourself -comfortable for a while. The bed does look soft... -~ -0 8 0 -D3 -The guest quarters. -~ -~ -0 -1 15282 -S -#15285 -A Guest Chamber~ -Utilitarian is the word that comes to mind when you first enter -this bedroom. Fairly small in size, and not decorated a great -deal, it is clear that this room does not have a permanent -occupant, but serves as a temporary home for a variety of -travellers. A fresh breeze blows in through a small window in -the southern wall. -~ -0 8 0 -D0 -The guest quarters. -~ -~ -0 -1 15282 -E -window south s~ -Through the small window you see an imposing array of cliffs -and not much more. Pressing close and directing your attention -downward, you see the road that runs along the southern wall of -the keep. -~ -S -#15286 -A Guest Chamber~ -Of the three bedrooms kept for guests, this is easily the most -luxurious, and as a result the most used. A large fire blazes -merrily, and the bed has been turned down. -~ -0 8 0 -D1 -The guest quarters. -~ -~ -0 -1 15282 -S -#15287 -The Linen Closet~ -You have stepped into a perfectly unremarkable, ordinary looking -closet. Many items of apparel are stacked on the shelves, and -the room has the scent of clothing and bedding that has been left -untouched for a while. -~ -0 8 0 -D1 -The crafts room. -~ -~ -1 -1 15280 -S -#15288 -The Courtyard Entrance~ -You are standing under a stone arch, with Manor Road to the south and the -courtyard to the north. The wall at this point is very thick, and you -wonder if the manor is this well protected all the way around. If it is, -there is certainly no way anyone could batter their way into the keep. -~ -0 12 1 -D0 -You see a large courtyard. -~ -~ -0 -1 15251 -D2 -Manor road. -~ -~ -0 -1 15112 -S -#15289 -The Lair of the Reef Wraiths~ -You find yourself inside a dark cave. Holding your light so as to -illuminate the cave walls, you see strange markings which upon closer -examination look to be a form of tactile art. In other words, not art -for the eyes, but art for the hands. Or tentacles, or claws, or... -~ -0 9 0 -D0 -You can leave the lair to the north. -~ -door~ -1063 15124 15152 -D2 -The lair continues. -~ -~ -0 -1 15290 -S -#15290 -The Lair of the Reef Wraiths~ -The cave continues, and so do the wall markings. You see no sign that the -creatures that inhabit these caves use any form of light, so it makes sense -that their art would be of the kind that you touch. It is a pity that you -do not have the background to appreciate their artistry. -~ -0 8201 0 -D0 -That way lies the exit. -~ -~ -0 -1 15289 -D1 -The lair continues. -~ -~ -0 -1 15291 -S -#15291 -The Lair of the Reef Wraiths~ -It really is dark in here. It is the kind of darkness that seems to -greedily swallow what little illumination your light source provides -as soon as it is no more than a few hand's breadths away. Why, death -could be lurking right in front of you, and you would not know it. -~ -0 8201 0 -D2 -The lair of the wraith queen. -~ -~ -0 -1 15292 -D3 -You think you smell fresh air coming from the west. -~ -~ -0 -1 15290 -S -#15292 -The Lair End~ -You have come to the end of the cave, at least as far as you are concerned. -Small cracks continue from here in many directions, but none are large -enough for you to enter. After what you have seen in this place, that is -probably just as well. -~ -0 8201 0 -D0 -North leads toward the exit. -~ -~ -0 -1 15291 -S -#15293 -Floating in a void~ -~ -0 4 1 -S -#15294 -Floating in a void~ -~ -0 4 1 -S -#15295 -The Rock Lair~ -You are in a small enclosure deep within the rock of the cliff. The room -is strangely round and the stone walls quite smooth, much as if the place -had been burrowed out by an animal. -~ -0 2105353 1 -D2 -~ -~ -3 -1 15247 -S -#15296 -An Arena~ -This place exists purely for the purpose of duelling. No one can astral -in, no one can recall, the room allows all forms of magic, and there -are no advantages given to anyone. Good luck, and please do not forget -to read the sign. -~ -0 2105860 1 -E -sign~ -When you leave this room, it will be as the winner or the loser of your -duel. In either case, please try to behave with some dignity. Do not -be a sore loser or a rude winner, or you may not find an immortal willing -to supervise duels for you again. -~ -S -#15297 -Entrance to the Village~ -To the west is a large gate, overgrown by moss and weeds, set in a wall -that looks to run around the entire village, merging with the tall black -cliffs in places. A road of sorts climbs the steep hill that rises above -you, providing access to the outside world. -~ -0 0 1 -D3 -That way lies the village gate. -~ -~ -0 -1 15104 -D4 -You can climb the hill. -~ -~ -0 -1 15103 -S -#0 - - -#RESETS -M 0 15101 1 15101 -M 0 15100 1 15103 -M 0 15102 1 15104 -M 0 15103 3 15228 -M 0 15103 3 15228 -M 0 15103 3 15228 -M 0 15104 2 15234 -M 0 15104 2 15234 -M 0 15105 1 15234 -E 1 15133 1 16 -E 1 15162 1 6 -M 0 15106 1 15234 -E 1 15161 1 16 -M 0 15108 1 15115 -G 1 15100 1 -G 1 15101 1 -M 0 15107 1 15121 -G 1 15102 1 -G 1 15103 1 -G 1 15104 1 -G 1 15105 1 -M 0 15109 1 15122 -G 1 15106 1 -G 1 15107 1 -M 0 15110 1 15126 -G 1 15108 1 -G 1 15109 1 -G 1 15110 1 -M 0 15111 1 15120 -G 1 15111 1 -G 1 15112 1 -G 1 15113 1 -M 0 15112 1 15131 -G 1 15114 1 -G 1 15115 1 -M 0 15113 1 15123 -G 1 15117 1 -G 1 15118 1 -O 0 15116 1 15130 -M 0 15114 1 15132 -G 1 15119 1 -G 1 15120 1 -M 0 15115 1 15129 -G 1 15121 1 -G 1 15122 1 -G 1 15123 1 -M 0 15116 1 15135 -M 0 15116 2 15134 -M 0 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1 17 -M 0 15153 2 15190 -E 1 15142 1 17 -M 0 15154 6 15190 -G 1 15146 1 -M 0 15154 6 15190 -E 1 15144 1 0 -M 0 15154 6 15193 -G 1 15146 1 -M 0 15154 6 15193 -E 1 15139 1 20 -M 0 15154 6 15181 -M 0 15154 6 15179 -E 1 15144 1 0 -D 0 15247 0 2 -D 0 15295 2 1 -M 0 15155 1 15111 -E 1 15147 1 5 -D 0 15111 0 1 -D 0 15109 2 1 -D 0 15108 0 0 -D 0 15106 2 0 -D 0 15106 0 1 -D 0 15107 2 1 -D 0 15110 2 0 -D 0 15109 0 0 -D 0 15105 0 0 -D 0 15104 2 0 -D 0 15148 0 1 -D 0 15149 2 1 -D 0 15149 0 1 -D 0 15247 2 1 -M 0 15156 1 15295 -G 1 15160 1 -E 1 15159 1 20 -E 1 15158 1 6 -E 1 15176 1 11 -M 0 15157 1 15240 -E 1 15137 1 16 -E 1 15137 1 18 -O 0 15149 1 15201 -O 0 15145 1 15267 -O 0 15145 2 15222 -M 0 15158 4 15106 -E 1 15150 1 16 -E 1 15152 1 14 -E 1 15155 1 7 -E 1 15177 1 0 -M 0 15158 4 15269 -E 1 15150 1 16 -E 1 15151 1 6 -E 1 15154 1 3 -E 1 15177 1 0 -M 0 15159 2 15119 -E 1 15150 1 16 -E 1 15151 1 6 -E 1 15152 1 14 -E 1 15153 1 5 -E 1 15154 1 3 -E 1 15155 1 7 -E 1 15156 1 8 -E 1 15157 1 13 -E 1 15177 1 0 -M 0 15159 2 15146 -E 1 15150 1 16 -E 1 15151 1 6 -E 1 15152 1 14 -E 1 15153 1 5 -E 1 15154 1 3 -E 1 15155 1 7 -E 1 15156 1 8 -E 1 15157 1 13 -E 1 15177 1 0 -M 0 15160 1 15102 -E 1 15150 1 16 -E 1 15177 1 0 -E 1 15151 1 6 -E 1 15155 1 7 -M 0 15165 1 15102 -E 1 15150 1 16 -E 1 15152 1 14 -E 1 15156 1 8 -E 1 15177 1 0 -M 0 15158 4 15130 -E 1 15150 1 16 -E 1 15153 1 5 -E 1 15157 1 13 -E 1 15177 1 0 -M 0 15158 4 15139 -E 1 15150 1 16 -E 1 15154 1 3 -E 1 15155 1 7 -E 1 15177 1 0 -M 0 15161 1 15247 -G 1 15136 1 -O 0 15163 2 15265 -O 0 15163 2 15264 -D 0 15266 2 1 -D 0 15268 0 1 -O 0 15164 1 15268 -P 1 15165 1 15164 -P 1 15182 1 15164 -D 0 15282 0 1 -D 0 15276 2 1 -M 0 15162 1 15108 -E 1 15166 1 17 -M 0 15163 3 15108 -M 0 15163 3 15108 -M 0 15163 3 15108 -D 0 15176 5 1 -D 0 15192 4 1 -D 0 15192 1 1 -D 0 15191 3 1 -D 0 15191 0 1 -D 0 15193 2 1 -D 0 15191 2 0 -D 0 15190 0 0 -D 0 15186 2 0 -D 0 15189 0 0 -D 0 15186 0 0 -D 0 15194 2 0 -D 0 15187 2 1 -D 0 15188 0 1 -D 0 15187 0 0 -D 0 15195 2 0 -D 0 15186 4 1 -D 0 15180 5 1 -D 0 15200 5 1 -D 0 15219 4 1 -D 0 15213 4 1 -D 0 15204 5 1 -M 0 15164 2 15224 -M 0 15164 2 15224 -O 0 15169 1 15188 -P 1 15168 1 15169 -P 1 15171 1 15169 -P 1 15170 1 15169 -P 1 15172 1 15169 -O 0 15175 1 15124 -M 0 15166 2 15178 -M 0 15166 2 15178 -O 0 15179 1 15192 -O 0 15180 1 15192 -P 1 15165 1 15180 -P 1 15181 1 15180 -P 1 15100 1 15180 -M 0 15170 1 15250 -S - - -#SHOPS - 15107 0 0 0 0 0 120 90 0 23 ; Liis - 15108 0 0 0 0 0 120 90 0 23 ; Arinas - 15109 0 0 0 0 0 120 90 0 23 ; Iratius - 15110 0 0 0 0 0 120 90 0 23 ; Olvun - 15111 0 0 0 0 0 120 90 0 23 ; Valine - 15112 0 0 0 0 0 120 90 0 23 ; Leif - 15113 0 0 0 0 0 120 90 0 23 ; Roon - 15114 0 0 0 0 0 120 90 0 23 ; Yuilea - 15115 0 0 0 0 0 120 90 0 23 ; Lingon - 15132 0 0 0 0 0 120 90 0 23 ; the girl -0 - - -#REPAIRS -0 - - -#SPECIALS -M 15107 spec_cast_mage -M 15114 spec_poison -M 15117 spec_fido -M 15124 spec_poison -M 15156 spec_thief -M 15158 spec_guard -M 15159 spec_guard -M 15160 spec_guard -M 15161 spec_breath_gas -M 15165 spec_guard -M 15169 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/ofcol2.are b/data/realm/areas_smaug1.4a/ofcol2.are deleted file mode 100644 index d67adec..0000000 --- a/data/realm/areas_smaug1.4a/ofcol2.are +++ /dev/null @@ -1,3330 +0,0 @@ -#AREA New Ofcol~ - -#VERSION 1 - -#AUTHOR Hatchet~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#600 -cityguard guard~ -the Ofcol cityguard~ -An Ofcol cityguard is standing here, making sure there is no trouble. -~ -This guard is surely a trained and skilled fighter. He is fully armed and -armored, and he uses his equipment with a practiced precision. Luckily for -you, this guard will only use his deadly skills for the good of the citizens of -Ofcol. -~ -5 8192 1000 S -19 6 -4 18d18+180 1d4+12 -1000 29000 -112 112 1 -#601 -marshall diana~ -Marshall Diana~ -Diana, the Marshall of Ofcol, stands here proudly. -~ -Diana is a beautiful, powerfully built woman. She wears platinum armor for -three reasons. The first is to show she is strong enough to withstand the -weight. The second is to show her rank of office. The third is that platinum -is the hardest metal she can find. She is willing to defend Ofcol to her -death. -~ -3 8328 1000 S -33 -10 -10 33d33+400 1d4+30 -5000 200000 -112 112 2 -#602 -derrick captain guard cityguard~ -Captain Derrick~ -Derrick, Captain of the Guard, is here disciplining his guards. -~ -Derrick is a very big man. He has acquired this station, not by brains or -charm, but by brute strength. He had fought in three orc wars and is a -descendent of a surviving cityguard of old Thalos. He believes that everything -has to be hard won to be kept, and that laxity is for the weak. -~ -65 8328 1000 S -27 -3 -7 27d27+270 1d4+20 -5000 100000 -112 112 1 -#603 -jacklyn captain guard cityguard~ -Captain Jacklyn~ -Jacklyn, Captain of the Citadel Guard, is here -bringing her soldiers' morale up. -~ -Jacklyn is pale and wiry, but then, so are most other witches. The fact that -Jacklyn is a mage and a warrior makes her the perfect captain of the citadel -guards. Jacklyn is very beautiful, but whether it is due to her pale softness -or her magic, no one has ever found out. She isn't very strong physically, but -she need not be. -~ -3 8200 1000 S -27 0 -8 27d27+180 1d4+17 -5000 100000 -112 112 2 -#604 -jim blacksmith~ -Jim the Blacksmith~ -Jim the Blacksmith is here, selling his latest works of metal. -~ -Jim is big and brawny, just like what you'd expect of a blacksmith. He is -smiling a very big smile, as he looks at your coins. You wonder if he likes -the metals or the value of the coins. -~ -3 8192 1000 S -30 -5 -10 1d1+2000 1d4+25 -75000 150000 -112 112 1 -#605 -sam~ -Sam~ -Sam is here, selling his leather works. -~ -Sam is a middle-aged workman. He looks tired, but never too tired to get that -last sale from you. He grins at you slightly. -~ -3 8192 1000 S -30 -2 -10 1d1+2000 1d4+20 -15000 120000 -112 112 1 -#606 -madam tracy~ -Madam Tracy~ -Madam Tracy is here, selling and buying little treasures. -~ -Madam Tracy is a bit old, but not to the point of senility. Besides, she knows -the hard ways of this world and is ready for it. She spends her time at the -shop, trading little things (for a wee bit of profit). -~ -3 8192 1000 S -20 1 -10 1d1+1500 1d4+15 -25000 20000 -112 112 2 -#607 -marty~ -Marty~ -Marty the meat store owner is here, selling you his choice meats. -~ -Marty is a big man. He used to hunt the animals he sells, but now he lets his -son, Jim, raise and slaughter the animals for him. Marty still knows how to -kill, though. -~ -3 8192 1000 S -30 -5 -10 1d1+2000 1d4+20 -5000 120000 -112 112 1 -#608 -elizabeth farmer~ -Farmer Elizabeth~ -Farmer Elizabeth is here, selling the latest crop. -~ -Elizabeth is a very happy woman. She can't believe the nice weather here in -Ofcol, and the great vegetables this land produces is unbelievable to her too. -Farmer Elizabeth smiles at you nicely, but you bet she is doing that just to -get a good price off of you! -~ -3 8192 1000 S -20 1 -10 1d1+1000 1d4+15 -5000 20000 -112 112 2 -#609 -granny jenkins~ -Granny Jenkins~ -Granny Jenkins is here, running the still. -~ -Granny Jenkins is a feeble woman, but she knows her brew. She might be very -old, but she is still in charge of the still. She cackles lightly at herself -every time she tastes her whiskey, which is quite often! -Granny Jenkins cackles again. -~ -3 8192 500 S -6 17 6 4d4+40 1d4+4 -100 500 -112 112 2 -#610 -jack~ -Jack~ -Jack is here slaughtering away at the animals. -~ -Jack is the son of Marty, and you can see the family resemblance (especially in -their shared affinity for slaughtering animals.) Jack leers at you as you -enter. "Came by to watch, eh?", he asks. -~ -163 0 200 S -12 8 -3 12d12+120 1d4+10 -100 10000 -112 112 1 -#611 -sara farmer~ -Farmer Sara~ -Farmer Sara is here, milking the cows. -~ -Farmer Sara is all covered with bits of straw and grime, but underneath all -that, she doesn't look that bad. She smiles at you demurely, and goes back to -her work. -~ -131 0 800 S -5 16 5 5d5+50 1d4+3 -100 600 -112 112 2 -#612 -chicken hen~ -a hen~ -A hen is here, squawking at your intrusion. -~ -The hen has yellow feathers and small wings. It looks like a chicken, if -you've ever seen one. -~ -129 0 0 S -1 20 10 1d1+10 1d5+0 -0 50 -112 112 2 -#613 -cow~ -the cow~ -A cow is here, munching on grass. -~ -The cow is here happily grazing. It moos at you and goes back to grazing. -~ -1 0 0 S -5 16 5 5d5+50 1d8+3 -0 600 -112 112 0 -#614 -cow~ -the cow~ -A cow is here, waiting to be milked. -~ -The cow is just standing here. She moos at you and otherwise ignores you. -~ -3 0 0 S -5 16 5 5d5+50 1d8+3 -0 600 -112 112 2 -#615 -horse young~ -the young horse~ -A young horse is here, grazing. -~ -The horse whinnies at you, then runs around you a few times, then just goes -back to grazing. -~ -161 0 0 S -6 15 4 6d6+60 1d8+4 -0 750 -112 112 0 -#616 -pig~ -the pig~ -A pig is playing here, getting itself and you dirty. -~ -The pig looks dirty. It snorts and sniffs at you, then goes back to its slop. -~ -3 0 0 S -4 17 6 4d4+40 1d4+3 -0 400 -112 112 0 -#617 -citizen man~ -the citizen~ -A citizen is here, smiling at you. -~ -The citizen smiles at you. He is having a great day, and he wishes the same -for you. He looks at you strangely, though, wondering why you are so armed and -armored. -~ -129 0 500 S -5 16 5 5d5+50 1d6+3 -100 600 -112 112 1 -#618 -citizen woman~ -the citizen~ -A citizen is here, smiling at you. -~ -The citizen smiles at you. She is having a great day, and she wishes the same -for you. She looks at you strangely, though, wondering why you are so armed -and armored. -~ -129 0 500 S -5 16 5 5d5+50 1d6+3 -100 600 -112 112 2 -#619 -child boy~ -the boy~ -A boy is here, playing tag and other kids' games. -~ -The little boy looks up at you and says, 'Hi. Can I have a piece of candy?' -He then smiles and runs away, remembering his game. -~ -129 0 500 S -3 18 7 3d3+30 1d4+2 -10 200 -112 112 1 -#620 -child girl~ -the girl~ -A girl is here, playing jump jacks and other kids' games. -~ -The little girl looks up at you and says, 'Hi. Can I have a pretty little -coin?' She then smiles and runs away, remembering her game. -~ -129 0 500 S -3 18 7 3d3+30 1d4+2 -10 200 -112 112 2 -#621 -maid woman~ -the maid~ -A maid is here, cleaning the house and preparing the next meal. -~ -The maid startles at your presence. 'You are ruining my floors! Wait till -Master and Mistress come back. You will get me in trouble! Shoo!', she says. -She hits you with her broom. -~ -129 0 500 S -5 16 5 5d5+50 1d6+3 -50 600 -112 112 2 -#622 -Nyles~ -Nyles the Bartender~ -Nyles the Bartender is here, ready to serve you up a good brew. -~ -Nyles is a hefty guy, who looks like he's waiting for the next bar fight to -join in. He keeps an eye on you and his glasses, making sure you don't steal -any. -~ -3 8192 1000 S -30 0 -15 30d30+3000 1d5+15 -1000 100000 -112 112 1 -#623 -cityguard guard~ -the Ofcol cityguard~ -An Ofcol cityguard is posted here to guard the gate. -~ -This guard is surely a trained and skilled fighter. He is fully armed and -armored, and he uses his equipment with a practiced precision. Luckily for -you, this guard will only use his deadly skills for the good of the citizens of -Ofcol. -~ -3 8192 1000 S -19 6 -4 18d18+180 1d4+12 -1000 29000 -112 112 1 -#624 -bard~ -a bard~ -A bard is here, singing of the glories of Ofcol. -~ -After years of traveling around the world, this bard has decided to stay in the -peaceful city of Ofcol, and to sing of its unmatched glories. He smiles at -you, hinting toward a tip from you in ever a subtle way. -~ -3 8192 800 S -13 7 -3 13d13+130 1d4+8 -1000 15000 -112 112 1 -#625 -servant~ -a servant~ -A servant is here, carrying the duties of the Keeper of the Golden Citadel. -~ -The servant smiles good-naturedly at you, then goes on his duties. -~ -65 8192 1000 S -6 14 4 6d6+60 1d4+4 -100 800 -112 112 1 -#626 -squire~ -a squire~ -A squire is here, scurrying from duty to duty. -~ -This young man smiles at you, but is too busy to chat. -~ -65 8192 1000 S -7 13 3 7d7+70 1d4+5 -100 1000 -112 112 1 -#627 -page~ -a page~ -A page is here, sending a message to his knight. -~ -The page smiles for you, asking if he can do you a favor too. -~ -65 8192 1000 S -5 15 5 5d5+50 1d4+3 -100 600 -112 112 1 -#628 -priestess~ -the Priestess of Ofcol~ -The Priestess of Ofcol is here, blessing you -with her beatific smile. -~ -The Priestess of Ofcol is an old woman, perfectly at peace with herself and -with the world. She devotes all her time to help teach you the ways of her -god, Bahamut. The dragon symbol around her neck looks almost alive. -~ -3 8328 1000 S -30 -10 -20 30d30+300 1d4+20 -1000 120000 -112 112 2 -#629 -chaplain Jerrold~ -Chaplain Jerrold~ -Jerrold, the chaplain of this Citadel, is here -directing the activities of the people around here. -~ -He smiles at you, with the enthusiasm of a little kid. "What're you doing just -STANDING here, young man? Go help that other squire there!", he yells. He -turns to you and with a consipatory tone, whispers, "Kids!" -~ -65 8328 1000 S -20 0 -10 20d20+200 1d4+15 -1000 50000 -112 112 1 -#630 -dragonlord lord dragon~ -a Dragonlord~ -A knight wearing the scales of a dragon stands here. -~ -This person looks almost like a dragon itself. His golden scales gleam with -power. He smiles at you with a vicious grin. You're happy that he doesn't -look upset at your presence. -~ -3 8328 1000 S -29 -9 -19 29d29+290 1d4+20 -1000 120000 -112 112 1 -#631 -dragon gold~ -The Ancient Gold Dragon~ -An old dragon shimmering with the colors of this -cavern peers at you sleepily. -~ -This dragon's head is taller than you. He is annoyed at your disturbance, but -realizing that you're no danger to him, he ignores you. He waves to one of -his attendants to escort you away. -~ -7 8840 1000 S -37 -15 -25 37d37+370 1d4+30 -100000 1000000 -112 112 1 -#632 -attendant~ -an attendant of the dragon~ -A person robed in gold is attending to the Keeper of the Citadel. -~ -This elder servant to the Gold Dragon is very loyal to him, willing to risk -his life for his liege. -~ -3 8200 1000 S -21 -1 -11 21d21+210 1d4+15 -5000 50000 -112 112 1 -#633 -dragonknight knight dragon~ -a Dragonknight~ -A person dressed in the scales of a gold dragon -stands here, guarding the Golden Citadel. -~ -This person looks like a dragon itself. His golden scales gleam with power. -He smiles at you, showing very sharp teeth. -~ -65 8200 1000 S -21 -1 -11 21d21+210 1d4+15 -5000 50000 -112 112 1 -#634 -cityguard guard~ -the Ofcol cityguard~ -An Ofcol cityguard is posted here to guard the gate. -~ -This guard is surely a trained and skilled fighter. He is fully armed and -armored, and he uses his equipment with a practiced precision. Luckily for -you, this guard will only use his deadly skills for the good of the citizens of -Ofcol. -~ -3 8192 1000 S -19 6 -4 18d18+180 1d4+12 -1000 29000 -112 112 1 -#0 - - -#OBJECTS -#600 -handaxe hand axe~ -a handaxe~ -A handaxe is on the floor here.~ -~ -5 0 1 -0 1 8 3 -10 100 20 -E -handaxe hand axe~ -You see a finely made axe. Iron, with a nice wooden shaft, this axe can -withstand years of use. -~ -#601 -meat cleaver~ -a meat cleaver~ -A sharp meat cleaver is just lying on the floor here!~ -~ -5 0 8193 -0 2 4 3 -5 150 20 -E -meat cleaver~ -This meat cleaver is made of good steel. -~ -#602 -side meat beef~ -a side of beef~ -A side of beef is here on the floor.~ -~ -19 0 1 -24 0 0 0 -10 50 10 -#603 -side meat pork~ -a side of pork~ -A side of pork is here on the floor.~ -~ -19 0 1 -23 0 0 0 -10 45 10 -#604 -side meat horse~ -a side of horse~ -A side of horse is here on the floor.~ -~ -19 0 1 -30 0 0 0 -12 60 12 -#605 -meat chicken~ -a defeathered chicken~ -A defeathered chicken is here on the floor.~ -~ -19 0 1 -16 0 0 0 -5 30 6 -#606 -emerald ring~ -an emerald ring~ -An emerald ring is on the floor, gathering dust.~ -~ -8 64 3 -0 0 0 0 -1 10000 100 -#607 -glass trinket~ -a glass trinket~ -A glass trinket is on the floor, gathering dust.~ -~ -8 0 16385 -0 0 0 0 -1 100 10 -A -24 -1 -#608 -golden necklace~ -a golden necklace~ -A golden necklace is on the floor, gathering dust.~ -~ -8 0 5 -0 0 0 0 -2 10000 10 -A -4 -1 -A -9 10 -#609 -cabbage~ -a head of cabbage~ -Some fresh cabbage is here, get it while it lasts!~ -~ -19 0 1 -12 0 0 0 -2 20 5 -#610 -lettuce~ -a head of lettuce~ -Some fresh lettuce is here, get it while it lasts!~ -~ -19 0 1 -12 0 0 0 -2 20 5 -#611 -milk bottle~ -a bottle of milk~ -A glass bottle of milk is on a shelf here, fresh from the cow.~ -~ -17 0 1 -20 20 10 0 -5 40 10 -#612 -apple~ -an apple~ -An apple is on the ground.~ -~ -19 0 1 -8 0 0 0 -1 5 1 -#613 -corn~ -an ear of corn~ -An ear of corn is on the ground.~ -~ -19 0 1 -8 0 0 0 -1 5 1 -#614 -hay pile~ -a pile of hay~ -There is a big pile of hay here.~ -~ -13 0 1 -0 0 0 0 -20 0 50 -#615 -pitchfork fork~ -a pitchfork~ -A pitchfork is on the floor.~ -~ -5 0 8193 -0 3 3 11 -10 50 10 -#616 -vest~ -a leather vest~ -A leather vest is on the floor.~ -~ -9 0 1 -2 0 0 0 -10 50 10 -#617 -sleeves~ -some leather sleeves~ -Some leather sleeves are on the floor.~ -~ -9 0 1 -2 0 0 0 -5 50 10 -#618 -leggings~ -some leather leggings~ -Some leather leggings are on the floor.~ -~ -9 0 1 -2 0 0 0 -5 50 10 -#619 -boots~ -some leather boots~ -Some leather boots are on the floor.~ -~ -9 0 1 -2 0 0 0 -5 50 10 -#620 -signet ring~ -an Ofcol signet ring~ -A shiny ring of gold is in the dirt.~ -~ -9 64 1 -6 0 0 0 -1 1000 100 -A -24 -1 -A -13 5 -#621 -plate brass~ -brass plate~ -A pile of brass plates is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -2 -A -13 10 -#622 -helm brass~ -a brass helm~ -A brass helm is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#623 -leggings brass~ -brass leggings~ -A pile of brass plates is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#624 -boots brass~ -brass boots~ -Some brass boots are against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#625 -gauntlets brass~ -brass gauntlets~ -Some brass gauntlets are against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#626 -sleeves brass~ -brass sleeves~ -A pile of brass plates is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#627 -shield brass~ -a brass shield~ -A big plate of brass is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#628 -girth brass~ -a brass girth~ -A brass girth is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#629 -bracer brass~ -a brass bracer~ -A brass bracer is against the wall here.~ -~ -9 64 1 -6 0 0 0 -10 1000 100 -A -24 -1 -A -13 5 -#630 -claymore sword~ -a claymore~ -A VERY big sword is against the wall here.~ -~ -5 64 1 -0 4 4 1 -16 1000 100 -A -18 -2 -A -19 5 -#631 -plate silver~ -silver plate~ -A pile of silver plating and chain is on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 10 -A -1 1 -#632 -helm silver~ -A silver helm~ -A shiny helm is on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -2 1 -#633 -leggings silver~ -silver leggings~ -Some shiny leggings are on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -3 1 -#634 -boots silver~ -silver boots~ -Some shiny boots are on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -4 1 -#635 -gauntlets silver~ -silver gauntlets~ -Some shiny gauntlets are on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -5 1 -#636 -sleeves silver~ -silver sleeves~ -Some shiny sleeves are on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -18 1 -#637 -shield silver~ -the silver shield~ -A shiny shield is on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -17 -3 -#638 -girth silver~ -the silver girth~ -A shiny girth is on the floor.~ -~ -9 64 0 -8 0 0 0 -20 2000 100 -A -12 5 -A -19 1 -#639 -plate platinum~ -platinum plate~ -A pile of silvery metal is on the floor.~ -~ -9 64 0 -9 0 0 0 -50 10000 100 -A -13 15 -A -5 2 -#640 -helmet platinum~ -the platinum helmet~ -A silvery helmet is on the floor.~ -~ -9 64 0 -9 0 0 0 -30 10000 100 -A -12 10 -A -4 2 -#641 -leggings platinum~ -platinum leggings~ -Some silvery leggings are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -2 2 -#642 -boots platinum~ -platinum boots~ -Some silvery boots are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -14 100 -#643 -gauntlets platinum~ -platinum gauntlets~ -A pair of silvery gauntlets are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -18 2 -#644 -sleeves platinum~ -platinum sleeves~ -A pair of silvery sleeves are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -1 2 -#645 -shield spiked platinum~ -the platinum spiked shield~ -A jagged, silvery shield is on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -19 3 -#646 -girth platinum~ -the platinum girth~ -A silvery girth is on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 100 -A -13 10 -A -24 -5 -#647 -avenger holy sword~ -Holy Avenger~ -A glowing silvery sword is hovering here, ready to possess an owner.~ -~ -5 64 0 -0 5 6 1 -25 10000 10000 -A -18 1 -A -19 6 -#648 -whiskey shot~ -a shot of whiskey~ -A shot of whiskey is on the table.~ -~ -17 0 1 -5 5 5 0 -1 10 10 -#649 -ale quart~ -a quart of ale~ -A quart of ale is on the table.~ -~ -17 0 1 -50 50 3 0 -8 20 20 -#650 -port brew quart~ -a quart of port brew~ -A quart of port brew is on the table.~ -~ -17 0 1 -50 50 4 0 -8 20 20 -#651 -key citadel~ -the citadel key~ -A key is on the floor.~ -~ -18 0 1 -0 0 0 0 -1 0 100 -#652 -symbol holy~ -the Holy Symbol of Bahamut~ -A very shiny symbol is on the floor.~ -~ -9 64 0 -8 0 0 0 -5 1000 1000 -A -12 10 -A -4 2 -#653 -ranseur polearm~ -a ranseur~ -A heavy polearm is against the wall here, ready to inflict damage.~ -~ -5 64 0 -0 5 6 2 -20 10000 10000 -A -18 5 -A -19 -1 -#654 -torso dragonscale golden~ -a golden dragonscale torso~ -A golden dragonscale torso is on the floor!~ -~ -9 64 0 -9 0 0 0 -25 5000 5000 -A -17 -5 -A -18 2 -#655 -dragonhelm golden~ -a golden dragonhelm~ -A golden dragonhelm is on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#656 -leggings golden~ -golden dragonscale leggings~ -Some golden dragonscale leggings are on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#657 -boots golden~ -golden dragonscale boots~ -Some golden dragonscale boots are on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#658 -gauntlets golden~ -golden dragonscale gauntlets~ -Some golden dragonscale gauntlets are on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#659 -sleeves golden~ -golden dragonscale sleeves~ -Some golden dragonscale sleeves are on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#660 -shield golden~ -a golden dragonscale shield~ -A golden dragonscale shield is on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#661 -girth golden~ -a golden dragonscale girth~ -A golden dragonscale girth is on the floor!~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -17 -3 -A -18 1 -#662 -claw golden~ -the Golden Claw~ -A huge golden claw is on the floor~ -~ -5 64 0 -0 5 5 5 -20 5000 5000 -A -19 6 -#663 -orb dragonorb~ -the Gold Dragon Orb~ -A very large pearl-like sphere is in the center of this room.~ -~ -4 64 0 -14 10 10 -1 -30 100000 100000 -'heal' -A -3 3 -A -4 3 -#664 -robe golden~ -a golden robe~ -A golden robe is on the floor.~ -~ -9 64 0 -9 0 0 0 -10 5000 5000 -A -3 3 -#665 -house key~ -a house key~ -A house key is on the floor.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#666 -broom~ -a broom~ -A broom is against the wall here.~ -~ -5 0 1 -0 2 3 7 -8 100 10 -A -18 3 -A -19 -3 -#667 -chest~ -a chest~ -A chest is on the floor here.~ -~ -15 0 1 -100 0 0 0 -10 100 100 -#0 - - -#ROOMS -#600 -Granny's Still Room~ -You are in Granny Jenkins' still room. The smell of whiskey is heady, and -the bottles of it on the floor make your mouth water and your mind swirl. You -also see a very large still. So THIS is why there are so many grain fields! -The exit is to the east. -~ -0 8 0 -D1 -You see the storage shed. -~ -door~ -1 -1 616 -S -#601 -The Big Intersection~ -You are in the big intersection between Raff Way and Impy Way. Crowds -of people walk past you as they go on their daily tasks. Raff Way continues -east and west, and Impy Way runs north and south. -~ -0 0 1 -D0 -Impy Way continues north. -~ -~ -0 0 625 -D1 -Raff Way continues east. -~ -~ -0 0 666 -D2 -Impy Way continues south. -~ -~ -0 0 602 -D3 -Raff Way continues west. -~ -~ -0 0 5553 -S -#602 -Impy Way~ -You are on Impy Way. You can see a leather shop east and a blacksmith -west. To the north you see a big intersection, and Impy Way continues south. -~ -0 0 1 -D0 -You see the big intersection. -~ -~ -0 0 601 -D1 -You see the leather shop. -~ -~ -0 0 604 -D2 -Impy Way continues south. -~ -~ -0 0 605 -D3 -You see the blacksmith. -~ -~ -0 0 603 -S -#603 -The Blacksmith~ -You are in a black and smelly room. Pieces of metal are strewn all over -the floor, and a wave of heat from a big furnace hits you. An anvil sits on -one side of the room, and on the other side is a workbench. The exit is east. -~ -0 8 0 -D1 -You see Impy Way. -~ -~ -0 0 602 -S -#604 -The Leather Shop~ -You are in a brown and smelly room. Pieces of leather are strewn all over -the floor. The smell of burnt hide assaults your nose. You can tell by the -looks that the tanning is done VERY CLOSE to here! A table is near the -entrance. The exit is west. -~ -0 8 0 -D3 -You see Impy Way. -~ -~ -0 0 602 -S -#605 -Impy Way~ -You are on Impy Way. To the east is a meat store, and to the west is a -pawn shop. Impy Way continues north and south. People are rushing around you -to go to these stores. -~ -0 0 1 -D0 -Impy Way continues North. -~ -~ -0 0 602 -D1 -You see the Meat Store. -~ -~ -0 0 607 -D2 -Impy Way continues south. -~ -~ -0 0 608 -D3 -You see the Pawn Shop. -~ -~ -0 0 606 -S -#606 -The Pawn Shop.~ -You are in a little shop filled with a lot of knick knacks and semi- -valuable goods. There is a display case full of little treasures that you are -sure that you or any other little kid would like to touch! The exit is east. -~ -0 8 0 -D1 -You see Impy Way. -~ -~ -0 0 605 -S -#607 -The Meat Store~ -You are in a meat store. Hanging on hooks are meats of many kinds of -animals. In the background, you can hear the sound of blade against flesh. -It smells like meat here (which is not a good smell). The exit is west. -~ -0 8 0 -D3 -You see Impy Way. -~ -~ -0 0 605 -S -#608 -Impy Way~ -You are on Impy Way. To the east is Farmer's Market, and to the west is -Nyles' House of Ale. Impy Way runs north and ends south of here. You can hear -the sound of housewives gossiping at the market. -~ -0 0 1 -D0 -Impy Way continues north. -~ -~ -0 0 605 -D1 -You see the Farmer's Market. -~ -~ -0 0 610 -D2 -You see the end of Impy Way. -~ -~ -0 0 611 -D3 -You see Nyles' House of Ale. -~ -~ -0 0 609 -S -#609 -Nyles' House of Ale~ -This is a very busy bar, with everyone holding homemade bottles of -ale. You see even the more gentile persons here, laughing along with -Nyles, who offers you a quart of ale too. -~ -0 8 0 -D1 -You see Impy Way. -~ -~ -0 0 608 -S -#610 -Farmer's Market~ -You see many carts filled with fruits and vegetables. Many farmers are -all trying to sell you their produce, each saying their's is better. The exit -is west. -~ -0 8 0 -D3 -You see Impy Way. -~ -~ -0 0 608 -S -#611 -The End of Impy Way~ -You are at the end of Impy and of the city part of Ofcol. To the east is -a dirt road leading toward the farm animals. West from here are fields. Impy -Way continues north. -~ -0 0 1 -D0 -Impy Way continues north. -~ -~ -0 0 608 -D1 -You see the dirt road. -~ -~ -0 0 668 -D3 -You see the fields. -~ -~ -0 0 612 -S -#612 -Fields~ -You are in a corn field. You can't see far, since the corn stalks are -taller than you are. You remember that the end of Impy Way is east of here, -and you think you see a building to the north. The field continues south and -west. -~ -0 0 2 -D0 -You think you see a building north of here. -~ -~ -0 0 616 -D1 -You remember that the end of Impy Way is east. -~ -~ -0 0 611 -D2 -You can make a path to the fields south. -~ -~ -0 0 613 -D3 -You can make a path to the fields west. -~ -~ -0 0 615 -S -#613 -Fields~ -You are among fruit trees in a field. You see many apple and orange -trees. You can make out the corn fields north and some vegetable patches west. -The sight of the fruit makes your mouth water. -~ -0 0 2 -D0 -You see the corn fields. -~ -~ -0 0 612 -D3 -You see the vegetable fields. -~ -~ -0 0 614 -S -#614 -Fields~ -You are among the vegetable fields. You see many cabbage and lettuce -patches, along with tomato bushes and potato plants. To the east are some -fruit trees, and north are some wheat fields. -~ -0 0 2 -D0 -You see the wheat fields. -~ -~ -0 0 615 -D1 -You see the fruit trees. -~ -~ -0 0 613 -S -#615 -Fields~ -You are among the wheat fields. The gentle caress of the wheat and the -cool shadow from the tall stalks and scarecrow lulls you to sleep and dream -of a little girl and little dog from a faraway place. To the east are the corn -stalks, and south of you are the vegetable patches. -~ -0 0 2 -D1 -You see the corn fields. -~ -~ -0 0 612 -D2 -You see the vegetable patches. -~ -~ -0 0 614 -S -#616 -The Shed~ -You are in the storage shed. Bales of wheat, corn and hay are piled -against the wall, and some vegetables are in carts. You see a small door -on the west door. The main exit is south. -~ -0 8 0 -D2 -You see the corn fields. -~ -~ -0 0 612 -D3 -You see the door. -~ -door~ -1 -1 600 -S -#617 -Slaughterhouse~ -You are in the slaughterhouse, where all the animals are slaughtered so -that they can be sold or their skins be tanned. The scream of dying animals -makes your stomach churn. The exit is to the west. -~ -0 8 0 -D3 -You see the dirt road. -~ -~ -0 0 668 -S -#618 -Dirt Road~ -You are on a dirt road. To the east is a barn, and you see a big chicken -coop south of you. The dirt road continues north and west. -~ -0 0 2 -D0 -You see the dirt road. -~ -~ -0 0 668 -D1 -You see the barn. -~ -~ -0 0 620 -D2 -You see the chicken coop. -~ -coop~ -1 -1 619 -D3 -You see the dirt road. -~ -~ -0 0 621 -S -#619 -Chicken Coop~ -You are in the chicken coop. The smell of chickens and chicken droppings -makes you gasp. The exit is north. -~ -0 8 0 -D0 -You can sense the fresh air. -~ -~ -1 -1 618 -S -#620 -Barn~ -You are in a barn. There are some cows here, munching on mounds of hay. -Milk is milked and bottled here. You see the exit west. -~ -0 8 0 -D3 -You see the dirt road. -~ -~ -0 0 618 -S -#621 -Dirt Road~ -You are on a dirt road. To the north and south, you see some grass -fields. There is a pigsty west, and the dirt road continues east. -~ -0 0 2 -D0 -You see some grass fields. -~ -~ -0 0 622 -D1 -You see the dirt road. -~ -~ -0 0 618 -D2 -You see some grass fields. -~ -~ -0 0 623 -D3 -You see the pigsty. -~ -~ -0 0 624 -S -#622 -Grass Field~ -You are in a grass field. Fences block the way north, east, and west. -The dirt road is to the south. -~ -0 0 2 -D2 -You see the dirt road. -~ -~ -0 0 621 -S -#623 -Grass Field~ -You are in a grass field. Fences block the way south, east, and west. -The dirt road is to the north. -~ -0 0 2 -D0 -You see the dirt road. -~ -~ -0 0 621 -S -#624 -Pig Sty~ -For some reason, you are in a pig sty. You wonder why you are standing in -muck. To realize your senses and notice the dirt road is to the east. -~ -0 0 2 -D1 -You see the dry dirt road. -~ -~ -0 0 621 -S -#625 -Impy Way~ -You are on Impy Way. East and west of you are big houses. Impy Way -continues north and reaches a big intersection south. Children are running to -from home to home. -~ -0 0 1 -D0 -Impy Way continues north. -~ -~ -0 0 632 -D1 -You see a big house. -~ -door~ -1 665 626 -D2 -You see a big intersection. -~ -~ -0 0 601 -D3 -You see a big house. -~ -door~ -1 665 629 -S -#626 -Big House~ -You are in a big house. Evidently, the owners of this house are richer -than the average citizen, since there is more than one room to this house. A -door leads to the kitchen east, and a bedroom is upstairs. The exit is to the -west. -~ -0 8 0 -D1 -You see the kitchen. -~ -~ -0 0 628 -D3 -You see Impy Way. -~ -door~ -1 665 625 -D4 -You see the bedroom. -~ -~ -0 0 627 -S -#627 -Bedroom~ -You are in the bedroom. There isn't much of interest except for a bed and -a closet. The stairs lead back down. -~ -0 8 0 -D5 -You see the main room of the house. -~ -~ -0 0 626 -S -#628 -Kitchen~ -You are in a kitchen. There isn't much of interest here. The main room -is west of here. -~ -0 8 0 -D3 -You see the main room of the house. -~ -~ -0 0 626 -S -#629 -Big House~ -You are in a big house. Evidently, the owners of this house are richer -than the average citizen, since there is more than one room to this house. A -door leads to the kitchen west, and a bedroom is upstairs. The exit is to the -east. -~ -0 8 0 -D3 -You see the kitchen. -~ -~ -0 0 631 -D1 -You see Impy Way. -~ -door~ -1 665 625 -D4 -You see the bedroom. -~ -~ -0 0 630 -S -#630 -Bedroom~ -You are in the bedroom. There isn't much of interest except for a bed and -a closet. The stairs lead back down. -~ -0 8 0 -D5 -You see the main room of the house. -~ -~ -0 0 629 -S -#631 -Kitchen~ -You are in a kitchen. There isn't much of interest here. The main room -is east of here. -~ -0 8 0 -D1 -You see the main room of the house. -~ -~ -0 0 629 -S -#632 -Impy Way~ -You are on Impy Way. Houses are to the east and west of here. Impy Way -continues north and south. There are many people walking along the streets. -~ -0 0 1 -D0 -Impy Way continues north. -~ -~ -0 0 637 -D1 -You see a house. -~ -door~ -1 -1 633 -D2 -Impy Way continues south. -~ -~ -0 0 625 -D3 -You see a house. -~ -door~ -1 -1 635 -S -#633 -House~ -You are in a house. The living room and kitchen are all bundled into -this room. There is a bedroom south of here. The exit is west. -~ -0 8 0 -D2 -You see the bedroom. -~ -~ -0 0 634 -D3 -You see Impy Way. -~ -door~ -1 -1 632 -S -#634 -Bedroom~ -You are in a bedroom. There isn't much of interest here except for a bed -and a dresser. The main room of the house is north of here. -~ -0 8 0 -D0 -You see the main room of the house. -~ -~ -0 0 633 -S -#635 -House~ -You are in a house. The living room and kitchen are all bundled into -this room. There is a bedroom south of here. The exit is east. -~ -0 8 0 -D2 -You see the bedroom. -~ -~ -0 0 636 -D1 -You see Impy Way. -~ -door~ -1 -1 632 -S -#636 -Bedroom~ -You are in a bedroom. There isn't much of interest here except for a bed -and a dresser. The main room of the house is north of here. -~ -0 8 0 -D0 -You see the main room of the house. -~ -~ -0 0 635 -S -#637 -Impy Way~ -You are on Impy Way. Houses are to the east and west of here. Impy Way -continues south. To the north is a big intersection. There are many people -walking along the streets. -~ -0 0 1 -D0 -You see a big intersection. -~ -~ -0 0 642 -D1 -You see a house. -~ -door~ -1 -1 638 -D2 -Impy Way continues south. -~ -~ -0 0 632 -D3 -You see a house. -~ -door~ -1 -1 640 -S -#638 -House~ -You are in a house. The living room and kitchen are all bundled into -this room. There is a bedroom south of here. The exit is west. -~ -0 8 0 -D2 -You see the bedroom. -~ -~ -0 0 639 -D3 -You see Impy Way. -~ -door~ -1 -1 637 -S -#639 -Bedroom~ -You are in a bedroom. There isn't much of interest here except for a bed -and a dresser. The main room of the house is north of here. -~ -0 8 0 -D0 -You see the main room of the house. -~ -~ -0 0 638 -S -#640 -House~ -You are in a house. The living room and kitchen are all bundled into -this room. There is a bedroom south of here. The exit is east. -~ -0 8 0 -D2 -You see the bedroom. -~ -~ -0 0 641 -D1 -You see Impy Way. -~ -door~ -1 -1 637 -S -#641 -Bedroom~ -You are in a bedroom. There isn't much of interest here except for a bed -and a dresser. The main room of the house is north of here. -~ -0 8 0 -D0 -You see the main room of the house. -~ -~ -0 0 640 -S -#642 -The Big Intersection~ -You are on the intersection of Impy Way and Swiftest Way. To the north of -you is a big house. Swiftest Way runs east and west, and Impy way continues -south. There are quite a few people on this intersection. -~ -0 0 1 -D0 -You see the big house. -~ -door~ -1 665 643 -D1 -Swiftest Way continues east. -~ -~ -0 0 646 -D2 -Impy Way continues south. -~ -~ -0 0 637 -D3 -Swiftest Way continues west. -~ -~ -0 0 649 -S -#643 -Big House~ -You are in a big house. Evidently, the owners of this house are richer -than the average citizen, since there is more than one room to this house. A -door leads to the kitchen north, and a bedroom is upstairs. The exit is to -the south. -~ -0 8 0 -D0 -You see the kitchen. -~ -~ -0 0 645 -D2 -You see Impy Way. -~ -door~ -1 665 642 -D4 -You see the bedroom. -~ -~ -0 0 644 -S -#644 -Bedroom~ -You are in the bedroom. There isn't much of interest except for a bed -and a closet. The stairs lead back down. -~ -0 8 0 -D5 -You see the main room of the house. -~ -~ -0 0 643 -S -#645 -Kitchen~ -You are in a kitchen. There isn't much of interest here. The main room -is east of here. -~ -0 8 0 -D2 -You see the main room of the house. -~ -~ -0 0 643 -S -#646 -Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north and south of you. Swiftest Way continues east, and west is a big -intersection. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 652 -D1 -Swiftest Way continues east. -~ -~ -0 0 647 -D2 -You see a small house. -~ -~ -0 0 653 -D3 -You see a big intersection. -~ -~ -0 0 642 -S -#647 -Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north and south of you. Swiftest Way continues east and west. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 654 -D1 -You see the end of Swiftest Way. -~ -~ -0 0 648 -D2 -You see a small house. -~ -~ -0 0 655 -D3 -Swiftest Way continues west. -~ -~ -0 0 646 -S -#648 -End of Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north, south, and east of you. Swiftest Way continues west. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 656 -D1 -You see a small house. -~ -~ -0 0 657 -D2 -You see a small house. -~ -~ -0 0 658 -D3 -Swiftest Way continues west. -~ -~ -0 0 647 -S -#649 -Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north and south of you. Swiftest Way continues west, and to the east you -see a big intersection. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 659 -D1 -You see the big intersection. -~ -~ -0 0 642 -D2 -You see a small house. -~ -~ -0 0 660 -D3 -Swiftest Way continues west. -~ -~ -0 0 650 -S -#650 -Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north and south of you. Swiftest Way continues east and west. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 661 -D1 -Swiftest Way continues east. -~ -~ -0 0 649 -D2 -You see a small house. -~ -~ -0 0 662 -D3 -You see the end of Swiftest Way. -~ -~ -0 0 651 -S -#651 -The end of Swiftest Way~ -You are on Swiftest Way, the commoner's residential area. Small houses -are north, south, and west of you. Swiftest Way continues east. -~ -0 0 1 -D0 -You see a small house. -~ -~ -0 0 663 -D1 -Swiftest Way continues east. -~ -~ -0 0 650 -D2 -You see a small house. -~ -~ -0 0 664 -D3 -You see a small house. -~ -~ -0 0 665 -S -#652 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see Swiftest Way. -~ -~ -0 0 646 -S -#653 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see Swiftest Way. -~ -~ -0 0 646 -S -#654 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see Swiftest Way. -~ -~ -0 0 647 -S -#655 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see Swiftest Way. -~ -~ -0 0 647 -S -#656 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see the end of Swiftest Way. -~ -~ -0 0 648 -S -#657 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the west. -~ -0 8 0 -D3 -You see the end of Swiftest Way. -~ -~ -0 0 648 -S -#658 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see the end of Swiftest Way. -~ -~ -0 0 648 -S -#659 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see Swiftest Way. -~ -~ -0 0 649 -S -#660 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see Swiftest Way. -~ -~ -0 0 649 -S -#661 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see Swiftest Way. -~ -~ -0 0 650 -S -#662 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see Swiftest Way. -~ -~ -0 0 650 -S -#663 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the south. -~ -0 8 0 -D2 -You see the end of Swiftest Way. -~ -~ -0 0 651 -S -#664 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the north. -~ -0 8 0 -D0 -You see the end of Swiftest Way. -~ -~ -0 0 651 -S -#665 -Small House~ -You are in a small house, owned by a commoner of Ofcol. There isn't much -of value here to you, but you'd bet that the owner really cherishes the pile -of stuff here. The exit is to the east. -~ -0 8 0 -D1 -You see the end of Swiftest Way. -~ -~ -0 0 651 -S -#666 -Raff Way~ -You are on Raff Way. To the west, you can see a big intersection. To -the east, you see Raff Way continue toward the Golden Citadel. There are -beautiful flowers growing along the rode here, making this more of a garden -than a rode. -~ -0 0 1 -D1 -Raff Way continues east. -~ -~ -0 0 667 -D3 -You see the big intersection. -~ -~ -0 0 601 -S -#667 -Raff Way~ -You are on Raff Way. Raff Way continues west to the city of Ofcol. To -the east, you see Raff Way continue toward the Golden Citadel. There are -beautiful flowers growing along the rode here, making this more of a garden -than a rode. -~ -0 0 1 -D1 -You see the entrance of the Golden Citadel. -~ -~ -0 0 699 -D3 -Raff Way continues west. -~ -~ -0 0 666 -S -#668 -Dirt Road~ -You are on a dirt road. To the east is a large building with a bad smell -emanating from it. To the west is the end of Impy Way, and this road continues -south. -~ -0 0 2 -D1 -You see the large building with the bad smell. -~ -~ -0 0 617 -D2 -The dirt road continues south. -~ -~ -0 0 618 -D3 -You see the end of Impy Way. -~ -~ -0 0 611 -S -#669 -The Temple of Ofcol~ -You are in the Temple of Ofcol. Golden tiles cover the floor, and solid -gold columns reach the twelve foot ceiling of this vast chamber. Servants in -golden livery wander this place, making even the raggiest messenger boy look -richer than you are. Exits lead to the anterooms in the cardinal directions. -~ -0 8 0 -D0 -~ -~ -0 0 670 -D1 -~ -~ -0 0 672 -D2 -~ -~ -0 0 673 -D3 -~ -~ -0 0 671 -S -#670 -The Anteroom to the Temple of Ofcol~ -You are in an anteroom to the Temple of Ofcol. Gold tiles cover the -floor, and servants in golden livery pass you by peaceably. The temple is to -the south, and to the north is a hallway. A stairways leads up. -~ -0 8 0 -D0 -~ -~ -0 0 675 -D2 -~ -~ -0 0 669 -D4 -~ -~ -0 0 686 -S -#671 -The Anteroom to the Temple of Ofcol~ -You are in an anteroom to the Temple of Ofcol. Gold tiles cover the -floor, and servants in golden livery pass you by peaceably. The temple is to -the east, and to the west is a hallway. A stairways leads up. -~ -0 8 0 -D1 -~ -~ -0 0 669 -D3 -~ -~ -0 0 679 -D4 -~ -~ -0 0 687 -S -#672 -The Anteroom to the Temple of Ofcol~ -You are in an anteroom to the Temple of Ofcol. Gold tiles cover the -floor, and servants in golden livery pass you by peaceably. The temple is to -the west, and to the east is a hallway. A stairways leads up. -~ -0 8 0 -D1 -~ -~ -0 0 680 -D3 -~ -~ -0 0 669 -D4 -~ -~ -0 0 689 -S -#673 -The Anteroom to the Temple of Ofcol~ -You are in an anteroom to the Temple of Ofcol. Gold tiles cover the -floor, and servants in golden livery pass you by peaceably. The temple is to -the north, and to the south is a hallway. A stairways leads up. -~ -0 8 0 -D0 -~ -~ -0 0 669 -D2 -~ -~ -0 0 684 -D4 -~ -~ -0 0 690 -S -#674 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead east and south. -~ -0 8 0 -D1 -~ -~ -0 0 675 -D2 -~ -~ -0 0 677 -S -#675 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead east, west, and south. -~ -0 8 0 -D1 -~ -~ -0 0 676 -D2 -~ -~ -0 0 670 -D3 -~ -~ -0 0 674 -S -#676 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead west and south. -~ -0 8 0 -D2 -~ -~ -0 0 678 -D3 -~ -~ -0 0 675 -S -#677 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead north and south. -~ -0 8 0 -D0 -~ -~ -0 0 674 -D2 -~ -~ -0 0 679 -S -#678 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead north and south. -~ -0 8 0 -D0 -~ -~ -0 0 676 -D2 -~ -~ -0 0 680 -S -#679 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead to the cardinal directions, with the east leading -toward the Temple of Ofcol, and west leading toward the City of Ofcol. -~ -0 8 0 -D0 -~ -~ -0 0 677 -D1 -~ -~ -0 0 671 -D2 -~ -~ -0 0 681 -D3 -~ -~ -0 0 698 -S -#680 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead west, north and south. -~ -0 8 0 -D0 -~ -~ -0 0 678 -D2 -~ -~ -0 0 682 -D3 -~ -~ -0 0 672 -S -#681 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead north and south. -~ -0 8 0 -D0 -~ -~ -0 0 679 -D2 -~ -~ -0 0 683 -S -#682 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead north and south. -~ -0 8 0 -D0 -~ -~ -0 0 680 -D2 -~ -~ -0 0 685 -S -#683 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead north and east. -~ -0 8 0 -D0 -~ -~ -0 0 681 -D1 -~ -~ -0 0 684 -S -#684 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead east, west, and north. -~ -0 8 0 -D0 -~ -~ -0 0 673 -D1 -~ -~ -0 0 685 -D3 -~ -~ -0 0 683 -S -#685 -A Hallway of the Golden Citadel~ -You are in a hallway of the Golden Citadel. Gold tiles cover the floors, -and rich golden tapestries drape the walls. Servants in golden livery pass you -by peaceably. Exits lead west and north. -~ -0 8 0 -D0 -~ -~ -0 0 682 -D3 -~ -~ -0 0 684 -S -#686 -An Upper Chamber of the Golden Citadel~ -You are in one of the upper chambers of the Golden Citadel. The decora- -tions of this place surpass even those of the first floor. Gold tiles etched -with platinum cover the floor, walls and the ceiling. The lights from numerous -torches reflect from these shimmering planes, giving the illusion that you are -standing in a gem. Stairways lead up and down, and the hall leads south. -~ -0 8 0 -D2 -~ -~ -0 0 688 -D4 -~ -~ -0 0 691 -D5 -~ -~ -0 0 670 -S -#687 -An Upper Chamber of the Golden Citadel~ -You are in one of the upper chambers of the Golden Citadel. The decora- -tions of this place surpass even those of the first floor. Gold tiles etched -with platinum cover the floor, walls and the ceiling. The lights from numerous -torches reflect from these shimmering planes, giving the illusion that you are -standing in a gem. Stairways lead up and down, and the hall leads east. -~ -0 8 0 -D1 -~ -~ -0 0 688 -D4 -~ -~ -0 0 692 -D5 -~ -~ -0 0 671 -S -#688 -The Hall of the DragonLords~ -You are in a vast hall, filled with the commanders of the Golden Citadel. -Golden tiles etched with platinum cover the floors, and weapons of all types -are mounted on the walls of this meeting hall. Surrounding a solid gold table -are four sons of the Keeper of the Golden Citadel. They smile at you and ask -you to join them in lunch. Exits lead to the cardinal directions. -~ -0 8 0 -D0 -~ -~ -0 0 686 -D1 -~ -~ -0 0 689 -D2 -~ -~ -0 0 690 -D3 -~ -~ -0 0 687 -S -#689 -An Upper Chamber of the Golden Citadel~ -You are in one of the upper chambers of the Golden Citadel. The decora- -tions of this place surpass even those of the first floor. Gold tiles etched -with platinum cover the floor, walls and the ceiling. The lights from numerous -torches reflect from these shimmering planes, giving the illusion that you are -standing in a gem. Stairways lead up and down, and the hall leads west. -~ -0 8 0 -D3 -~ -~ -0 0 688 -D4 -~ -~ -0 0 694 -D5 -~ -~ -0 0 672 -S -#690 -An Upper Chamber of the Golden Citadel~ -You are in one of the upper chambers of the Golden Citadel. The decora- -tions of this place surpass even those of the first floor. Gold tiles etched -with platinum cover the floor, walls and the ceiling. The lights from numerous -torches reflect from these shimmering planes, giving the illusion that you are -standing in a gem. Stairways lead up and down, and the hall leads north. -~ -0 8 0 -D0 -~ -~ -0 0 688 -D4 -~ -~ -0 0 695 -D5 -~ -~ -0 0 673 -S -#691 -A Top Chamber of the Golden Citadel~ -You are in one of the top chambers of the Golden Citadel. The decorations -of this room looks like a dragon's hoard. The whole room is carved out of pure -gold, and gems of all types glitter from the walls, ceiling, even the floor. -It is obvious that this room was not meant for you to intrude upon. A stair- -case leads back down, and a doorway leads south. -~ -0 8 0 -D2 -~ -~ -0 0 693 -D5 -~ -~ -0 0 686 -S -#692 -A Top Chamber of the Golden Citadel~ -You are in one of the top chambers of the Golden Citadel. The decorations -of this room looks like a dragon's hoard. The whole room is carved out of pure -gold, and gems of all types glitter from the walls, ceiling, even the floor. -It is obvious that this room was not meant for you to intrude upon. A stair- -case leads back down, and a doorway leads east. -~ -0 8 0 -D1 -~ -~ -0 0 693 -D5 -~ -~ -0 0 687 -S -#693 -The Dragon Chamber~ -You are in a vast chamber carved from gold and platinum. Gems the size of -a man's fist protrude from the walls, ceiling, and the floor, making your step -painful. A vast open sky-light lets fresh air come in from the top. In the -center of this chamber, you see a great wealth of coins, and on top of that -pile of coins, you see a golden dragon squinting at you. Exits lead to the -cardinal directions to the anterooms. -~ -0 8 0 -D0 -~ -~ -0 0 691 -D1 -~ -~ -0 0 694 -D2 -~ -~ -0 0 695 -D3 -~ -~ -0 0 692 -D4 -~ -~ -0 0 696 -S -#694 -A Top Chamber of the Golden Citadel~ -You are in one of the top chambers of the Golden Citadel. The decorations -of this room looks like a dragon's hoard. The whole room is carved out of pure -gold, and gems of all types glitter from the walls, ceiling, even the floor. -It is obvious that this room was not meant for you to intrude upon. A stair- -case leads back down, and a doorway leads west. -~ -0 8 0 -D3 -~ -~ -0 0 693 -D5 -~ -~ -0 0 689 -S -#695 -A Top Chamber of the Golden Citadel~ -You are in one of the top chambers of the Golden Citadel. The decorations -of this room looks like a dragon's hoard. The whole room is carved out of pure -gold, and gems of all types glitter from the walls, ceiling, even the floor. -It is obvious that this room was not meant for you to intrude upon. A stair- -case leads back down, and a doorway leads north. -~ -0 8 0 -D1 -~ -~ -0 0 695 -D5 -~ -~ -0 0 690 -S -#696 -Above the Dragon Chamber~ -You are above the Dragon Chamber. You curiously note that this shaft that -connects the chamber to the sky is wide enough that even a dragon can fit -through. This shaft leads up and down. -~ -0 8 0 -D4 -~ -~ -0 0 697 -D5 -~ -~ -0 0 693 -S -#697 -In the Shaft from the Dragon Chamber~ -You are in the shaft leading from the Dragon Chamber. Below you lies the -Dragon Chamber of the Golden Citadel. Above you, you see the sky, but -currently, the way out is sealed by a layer of diamond that looks impenetrable. -~ -0 8 0 -D5 -~ -~ -0 0 696 -S -#698 -Inside the Entrance to the Golden Citadel~ -You are inside the entrance to the Golden Citadel. Rich golden tapestries -line the walls, and golden tiles cover the floors. The exit to this citadel is -to the west, while the citadel itself is to the east. -~ -0 8 0 -D1 -~ -~ -0 0 679 -D3 -~ -gate~ -1 651 699 -S -#699 -Outside the Entrance to the Golden Citadel~ -You are outside the entrance to the Golden Citadel. A great gate is to -to the east, marking the entranceway into the citadel. The road also leads -back west to Raff Way. -~ -0 0 2 -D1 -~ -~ -1 651 698 -D3 -~ -~ -0 0 667 -S -#0 - - -#RESETS -M 0 609 1 600 -O 0 649 99 600 -D 0 600 1 1 -M 0 600 8 601 -E 1 624 99 8 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 601 1 601 -E 1 647 99 16 -E 1 646 99 13 -E 1 645 99 11 -E 1 644 99 10 -E 1 643 99 9 -E 1 642 99 8 -E 1 641 99 7 -E 1 640 99 6 -E 1 639 99 5 -E 1 620 99 1 -M 0 617 3 601 -M 0 604 1 603 -G 1 667 99 -G 1 615 99 -G 1 601 99 -G 1 600 99 -M 0 600 8 604 -E 1 623 99 7 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 605 1 604 -G 1 619 99 -G 1 618 99 -G 1 617 99 -G 1 616 99 -M 0 606 1 606 -G 1 608 99 -G 1 607 99 -G 1 606 99 -M 0 607 1 607 -G 1 605 99 -G 1 604 99 -G 1 603 99 -G 1 602 99 -M 0 600 8 608 -E 1 622 99 6 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 622 1 609 -G 1 650 99 -G 1 649 99 -G 1 648 99 -M 0 624 1 609 -M 0 608 1 610 -G 1 613 99 -G 1 612 99 -G 1 611 99 -G 1 610 99 -G 1 609 99 -M 0 618 3 611 -D 0 616 3 1 -M 0 610 1 617 -E 1 601 99 16 -D 0 618 2 1 -M 0 612 4 619 -M 0 612 4 619 -M 0 612 4 619 -M 0 612 4 619 -D 0 619 0 1 -M 0 611 1 620 -E 1 615 99 16 -O 0 614 99 620 -O 0 611 99 620 -M 0 614 2 620 -M 0 614 2 620 -M 0 615 4 622 -M 0 615 4 622 -M 0 615 4 622 -M 0 615 4 622 -M 0 613 3 623 -M 0 613 3 623 -M 0 613 3 623 -M 0 616 4 624 -M 0 616 4 624 -M 0 616 4 624 -M 0 616 4 624 -D 0 625 1 2 -D 0 625 3 2 -D 0 626 3 2 -M 0 621 3 627 -E 1 666 99 16 -G 1 665 99 -M 0 621 3 629 -E 1 666 99 16 -G 1 665 99 -D 0 629 1 2 -D 0 632 1 1 -D 0 632 3 1 -D 0 633 3 1 -M 0 620 2 635 -D 0 635 1 1 -M 0 600 8 637 -E 1 629 99 14 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 618 3 637 -D 0 637 1 1 -D 0 637 3 1 -D 0 638 3 1 -D 0 640 1 1 -M 0 600 8 642 -E 1 626 99 10 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -D 0 642 0 2 -M 0 621 3 643 -E 1 666 99 16 -G 1 665 99 -D 0 643 2 2 -M 0 600 8 647 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 617 3 648 -M 0 600 8 650 -E 1 625 99 9 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 617 3 650 -M 0 620 2 652 -M 0 619 2 655 -M 0 619 2 661 -M 0 618 3 666 -M 0 600 8 667 -E 1 628 99 13 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 602 1 669 -E 1 628 99 13 -E 1 627 99 11 -E 1 626 99 10 -E 1 635 99 9 -E 1 634 99 8 -E 1 633 99 7 -E 1 632 99 6 -E 1 653 99 16 -E 1 631 99 5 -E 1 620 99 1 -M 0 628 1 669 -E 1 652 99 3 -E 1 664 99 12 -E 1 620 99 1 -M 0 625 2 673 -M 0 625 2 674 -M 0 633 3 676 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 627 1 678 -M 0 633 3 681 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 626 2 682 -M 0 626 2 683 -M 0 629 1 688 -E 1 664 99 12 -M 0 630 3 688 -E 1 657 99 7 -E 1 656 99 6 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 630 3 688 -E 1 658 99 9 -E 1 657 99 8 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 630 3 688 -E 1 661 99 13 -E 1 659 99 10 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 633 3 690 -E 1 662 99 16 -E 1 660 99 11 -E 1 654 99 5 -E 1 620 99 1 -M 0 631 1 693 -E 1 663 99 17 -E 1 662 99 16 -E 1 620 99 1 -M 0 632 2 693 -E 1 664 99 12 -E 1 620 99 1 -M 0 632 2 693 -E 1 664 99 12 -E 1 620 99 1 -M 0 634 3 698 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 634 3 698 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 634 3 698 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 603 1 699 -E 1 638 99 13 -E 1 637 99 11 -E 1 636 99 10 -E 1 625 99 9 -E 1 624 99 8 -E 1 623 99 7 -E 1 632 99 6 -E 1 653 99 16 -E 1 631 99 5 -E 1 620 99 1 -M 0 623 3 699 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 623 3 699 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -M 0 623 3 699 -G 1 651 99 -E 1 627 99 11 -E 1 630 99 16 -E 1 621 99 5 -E 1 620 99 1 -S - - -#SHOPS - 604 5 9 15 0 0 120 80 0 23 ; Jim the Blacksmith - 605 9 0 0 0 0 120 80 0 23 ; Sam - 606 8 12 13 0 0 120 80 0 23 ; Madam Tracy - 607 0 19 0 0 0 120 10 0 23 ; Marty - 608 0 17 19 0 0 120 10 0 23 ; Farmer Elizabeth - 622 0 17 0 0 0 120 10 0 23 ; Nyles the Bartender -0 - - -#REPAIRS -0 - - -#SPECIALS -M 600 spec_guard -M 601 spec_cast_cleric -M 602 spec_cast_cleric -M 603 spec_cast_mage -M 621 spec_janitor -M 623 spec_guard -M 628 spec_cast_adept -M 629 spec_guard -M 630 spec_breath_any -M 631 spec_breath_any -M 632 spec_cast_mage -M 633 spec_breath_any -M 634 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/olympus.are b/data/realm/areas_smaug1.4a/olympus.are deleted file mode 100644 index 6ff720b..0000000 --- a/data/realm/areas_smaug1.4a/olympus.are +++ /dev/null @@ -1,1523 +0,0 @@ -#AREA Olympus~ - -#VERSION 1 - -#AUTHOR Generic~ - -#RANGES -5 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#901 -zeus god~ -Zeus~ -Zeus sits here on a throne. -~ -You see before you the greatest of the Olympians. It seems as if he could -destroy you with a thought. Every glance penetrates deep into your soul. -You now know what true fear is. -~ -7 532650 1000 S -35 0 -10 35d35+1000 20d3+25 -100000 2000000 -112 112 1 -#902 -prometheus~ -Prometheus~ -Prometheus is here, playing with a match. -~ -This mortal risked the wrath of Zeus to give the gift of fire to humans. He -looks up at you and smiles. -~ -7 532650 1000 S -31 0 -7 31d31+310 15d2+20 -40000 300000 -112 112 1 -#903 -hermes~ -Hermes~ -Hermes is busy, delivering a message. -~ -This is the messenger of the Gods. He wears a winged helm and boots, and -darts from place to place. He looks very busy, and it seems as if he doesn't -even notice your presence. -~ -5 565418 1000 S -33 0 -7 33d33+330 20d2+20 -50000 400000 -112 112 1 -#904 -poseidon~ -Poseidon~ -Poseidon is dining here. -~ -He is the brother of Zeus himself, chosen to rule the seas. He must be -visiting Mount Olympus. He nods at you and motions for you to enter and -have a seat. -~ -7 532650 1000 S -35 0 -10 35d35+1000 20d3+25 -100000 2000000 -108 112 1 -#905 -apollo~ -Apollo~ -Apollo is here, playing a tune. -~ -This jovial God is strumming on a lyre. He smiles at you and asks you to -join him. You notice a dangerous looking bow by his side, however, and think -that he knows more than music. -~ -7 532650 1000 S -34 0 -8 34d34+340 15d3+25 -40000 550000 -112 112 1 -#906 -ares~ -Ares~ -Ares is here, kicking your ass. -~ -The God of War is here, studying some maps. He scowls at you as you enter -and says 'I am very busy. What do you want?' -~ -39 524458 -1000 S -35 0 -10 35d35+1500 10d2+25 -50000 2000000 -112 112 1 -#907 -athena~ -Athena~ -Athena is relaxing here. -~ -Zeus' favorite daughter is sitting on a couch eating grapes. She smiles at -you and invites you to join her. -~ -7 532650 1000 S -33 0 -7 33d33+330 15d2+10 -60000 300000 -112 112 2 -#908 -hephaestus smith~ -Hephaestus~ -Hephaestus the Smith is here, crafting a fine weapon. -~ -This God is the only one who is not physically perfect. He is lame and very -ugly. You get the impression that he is kind, however, and would go out of his -way to help you. He is attended by three golden maidens. -~ -7 532650 1000 S -33 0 -7 33d33+330 12d2+26 -60000 550000 -112 112 1 -#909 -handmaid golden~ -A Golden Maiden~ -A Handmaid of gold is here, assisting the smith. -~ -As you gaze upon this creation, you realize that she is made from solid -gold. She seems to be very lifelike as she assists the smith in his work. -~ -7 532650 0 S -15 0 0 2d8+250 2d8+2 -1000 21000 -112 112 2 -#910 -soldier~ -A Soldier~ -A soldier is here, assisting Ares. -~ -This man is waiting on Ares. Although he does not look very strong, you -realize that Ares would not have any weaklings working for him. -~ -39 524458 0 S -20 0 0 2d8+250 3d6+12 -5000 15000 -112 112 1 -#911 -musician apprentice~ -an apprentice musician~ -A musician is here, learning from Apollo. -~ -This man has mastered his first profession, and is now studying music from the -immortal Apollo. -~ -1031 524458 1000 S -8 9 4 2d8+80 2d5+2 -2500 2000 -112 112 1 -#912 -boy serving servant~ -A serving boy~ -A servant is here, feeding Athena her grapes. -~ -This boy is truly lucky to be able to serve Athena herself. -~ -7 524458 1000 S -6 15 7 2d8+200 2d3+2 -500 1000 -112 112 1 -#913 -hound dog war~ -A hound of war~ -A large hound snarls at you. -~ -This great beast can barely be called a dog. It has been bred to cause fear -on the battle field, and you have no doubt that it does its job well. -~ -39 524458 -600 S -20 0 0 1d8+450 2d12+10 -0 45000 -112 112 0 -#914 -Odin~ -Odin~ -Odin is resting here. -~ -As you gaze at Odin, you realize how insignificant you truly are. He towers -over you, and is so intent on his activities that he barely recognizes your -presence. -~ -7 532650 1000 S -35 0 -10 35d35+1000 10d2+25 -100000 2000000 -112 112 1 -#915 -grocer greengrocer julius~ -Julius the Green Grocer~ -Julius the Green Grocer stands here. -~ -This jovial man has devoted his life to selling fruit and other foods to the -inhabitants of this city. Although he may seem like a wimp, it would be wise -not to underestimate him. He smiles warmly at you and shows you his selection -of delicious looking foods. -~ -7 532650 1000 S -30 0 -4 1d1+1999 3d10+10 -10000 110000 -112 112 1 -#916 -alchemist~ -the Alchemist~ -The ancient, wizened Alchemist stands here. -~ -Skilled in all manner of magic, as well as the ancient art of alchemy, he -stands ready to supply the citizens here (but not you) with all manner of -arcane supplies. -~ -7 532650 1000 S -34 0 -8 1d1+1999 25d2+50 -10000 100000 -112 112 1 -#917 -clive~ -Clive the Weapons Master~ -Clive the Weapons Master is practicing with his bow and axe. -~ -Clive looks VERY big and VERY tough. All those years in the army must have -paid off. -~ -7 532650 1000 S -30 0 -10 30d30+300 10d3+20 -40000 200000 -112 112 1 -#918 -armourer samuel~ -Samuel the Armourer~ -Samuel the Armourer glares at you. -~ -Samuel looks just like Clive the Weapons Master: VERY big and VERY tough. -He doesn't like what you've been doing in his city. -~ -39 532650 1000 S -20 0 -3 1d8+400 10d3+20 -10000 60000 -112 112 1 -#919 -ra sun god~ -Ra the Sun God~ -Ra the Egyptian Sun God is resting here. -~ -Ra is very bright! It hurts your eyes to look at him, so you can tell little -about his appearance. What you can tell, however, suggests that he is no one -to be trifled with. -~ -7 532650 1000 S -35 0 -10 1d8+2500 25d2+25 -100000 3000000 -112 112 1 -#920 -chimera~ -a chimera~ -A chimera prowls the cell. -~ -This bizarre creature has three heads - one of a goat, one of a lion, and one -of a dragon. It growls at you as you enter the cell, then suddenly attacks! -~ -39 524458 -1000 S -20 0 -3 20d20+200 5d5+15 -1000 75000 -112 112 1 -#921 -hera~ -Hera~ -Hera is here. -~ -Hera, the wife of Zeus is here. She smiles at you as you enter and invites you -to rest and sit for a while. -~ -7 532650 1000 S -35 0 -10 1d8+1500 15d3+15 -100000 1500000 -112 112 2 -#922 -roc~ -a roc~ -A roc is here. -~ -This is a giant bird. It looks at you quizzically, then makes a noise and -looks away. -~ -5 532650 0 S -15 0 0 1d8+400 3d8+6 -5000 40000 -112 112 0 -#923 -citizen resident~ -A citizen~ -A citizen of this town is strolling down the street here. -~ -He looks happy and carefree. He smiles and tips his hat to you. -~ -5 532650 1000 S -4 16 6 1d8+60 2d4+1 -69 500 -112 112 1 -#924 -pegasus horse~ -a pegasus~ -A large horse with wings is here. -~ -This horse is snow white with large wings. Although it doesn't look very -threatening, it seems as though it would be dangerous if provoked. -~ -5 532650 0 S -8 12 4 1d8+110 2d5+3 -800 3000 -112 112 0 -#925 -cook~ -A Cook~ -A cook is here, hard at work. -~ -This man looks as is he has been spending WAY too much time in the kitchen. -~ -7 532650 1000 S -5 15 5 1d8+75 2d4+2 -100 1000 -112 112 1 -#926 -jailer~ -The Jailer~ -The jailer is here, watching for intruders. -~ -He looks as though he has spent a lot of time underground, guarding the -prisoners. -~ -7 532650 0 S -13 8 2 1d8+620 2d6+1 -1000 13000 -112 112 1 -#0 - - -#OBJECTS -#900 -aegis plate~ -The Aegis~ -A powerful breast plate has been left here.~ -~ -9 32 0 -10 0 0 0 -50 300000 50000 -A -1 1 -#901 -hammer thunder bolt thunderbolt~ -The Thunder Bolt~ -A huge hammer has been carelessly dropped here.~ -~ -5 32 0 -0 6 5 8 -24 200000 150000 -A -18 3 -#902 -helmet winged~ -A Winged Helmet~ -A helmet with small wings lies here.~ -~ -9 32 0 -10 0 0 0 -5 150000 5000 -A -2 2 -#903 -spear ares~ -the Spear of Ares~ -A wicked spear rests on the ground here.~ -~ -9 32 0 -0 5 5 2 -18 200000 10000 -A -18 2 -A -19 2 -#904 -sandals winged~ -a pair of winged sandals~ -A pair of well made sandals lies here.~ -~ -9 32 0 -8 0 0 0 -5 100000 2500 -#905 -staff ivory~ -an ivory staff~ -An ivory staff.~ -~ -4 32 0 -30 3 3 -1 -8 70000 2500 -'sanctuary' -#906 -trident poseidon~ -Poseidon's Trident~ -A huge three pronged spear lies here.~ -~ -5 32 0 -0 3 8 2 -16 100000 35000 -A -4 2 -#907 -bow silver~ -a silver bow~ -A silver bow.~ -~ -5 32 0 -0 4 4 7 -15 40000 20000 -A -18 1 -A -19 1 -#908 -gauntlets flaming~ -flaming gauntlets~ -A pair of metal gauntlets flame here.~ -~ -9 32 0 -7 0 0 0 -6 60000 30000 -A -13 25 -#909 -vial potion ambrosia~ -ambrosia~ -A vial of ambrosia lies here.~ -~ -10 32 0 -30 -1 -1 -1 -1 20000 1000 -'dispel evil' 'heal' 'heal' -#910 -necklace glowing~ -a glowing necklace~ -A necklace with an inner glow lies here.~ -~ -9 32 0 -4 0 0 0 -2 10000 4000 -A -12 25 -#911 -ring sapphire~ -a sapphire ring~ -A sapphire ring lies here.~ -~ -9 32 0 -5 0 0 0 -1 40000 5000 -A -4 2 -A -19 4 -#912 -shield glowing~ -a brightly glowing shield~ -A shield lies here, filling the room with its aura.~ -~ -9 32 0 -9 0 0 0 -10 200000 50000 -A -4 1 -#913 -axe notched~ -a notched axe~ -A notched axe.~ -~ -5 32 0 -0 4 4 1 -12 10000 5000 -#914 -grapes~ -a bunch of grapes~ -A bunch of grapes.~ -~ -19 0 1 -24 0 0 0 -1 50 25 -#915 -fan~ -a fan made of peacock feathers~ -A fan made of peacock feathers.~ -~ -13 0 1 -0 0 0 0 -1 1 1 -#916 -lute~ -a lute~ -A lute.~ -~ -13 0 1 -0 0 0 0 -1 1 1 -#917 -nugget gold~ -a gold nugget~ -A gold nugget lies gleaming here.~ -~ -8 0 1 -0 0 0 0 -5 10000 1 -#918 -apple~ -an apple~ -An apple is here.~ -~ -26 0 1 -24 -1 -1 -1 -1 1000 25 -'NONE' 'NONE' 'cure light' -#919 -pear~ -a pear~ -A pear is here.~ -~ -26 0 1 -24 -1 -1 -1 -1 1000 25 -'NONE' 'NONE' 'cure poison' -#920 -orange~ -a orange~ -A orange is here.~ -~ -26 0 1 -24 -1 -1 -1 -1 1000 25 -'NONE' 'NONE' 'armor' -#921 -kiwi~ -a kiwi~ -A kiwi is here.~ -~ -26 0 1 -24 -1 -1 -1 -1 1000 25 -'NONE' 'NONE' 'cure poison' -#922 -amulet~ -the Amulet of Ra~ -A sun shaped medallion is lying here.~ -~ -9 32 0 -2 0 0 0 -1 10000 2000 -A -12 50 -#923 -sun sword~ -the Sword of the Sun~ -A beautiful sword with the rising sun etched on the pommel is lying here.~ -~ -5 32 0 -0 6 5 3 -20 1000000 150000 -A -19 2 -#924 -robe blue~ -a blue robe~ -A deep blue robe is on the ground here.~ -~ -9 32 0 -6 0 0 0 -10 50000 15000 -A -13 15 -#925 -hat~ -a wide brimmed hat~ -A hat is lying here.~ -~ -9 32 0 -4 0 0 0 -5 5000 2000 -#926 -nectar~ -nectar~ -A vial of nectar is lying here.~ -~ -10 0 1 -12 -1 -1 -1 -1 80000 500 -'sanctuary' 'kindred strength' 'armor' -#927 -key cell~ -A Cell key~ -A key has been left here.~ -~ -18 0 1 -0 0 0 0 -1 100 1000 -#0 - - -#ROOMS -#901 -Mountain~ -You are climbing a large mountain which towers over Ofcol. The path -continues up the mountain, but part of it is gone. There is no way to -continue by land. -~ -0 0 5 -D4 -~ -~ -0 -1 902 -D2 -~ -~ -0 -1 324 -S -#902 -Mountain~ -You are making your way up the mountain. The rigorous climb has left you -tired, and you are ready to take a break. -~ -0 0 9 -D4 -~ -~ -0 -1 903 -D5 -~ -~ -0 -1 901 -S -#903 -Mountain~ -You have finally reached the top of the mountain. The air here is so thin -that you must gasp for breath. To the north, you see what seems to be the -entrance to a city. -~ -0 0 9 -D0 -~ -~ -0 -1 904 -D5 -~ -~ -0 -1 902 -S -#904 -Entrance~ -You are at the entrance to a huge city. As you look around, you realize -that the inhabitants of this city must be very wealthy indeed - you have never -seen a city with such beautiful buildings. -~ -0 0 1 -D0 -~ -~ -0 -1 905 -D2 -~ -~ -0 -1 903 -S -#905 -Zeus Street~ -You are walking down a huge street. You notice that there are not many -people in this town. On a corner, you see a sign marked 'Zeus Street'. -To the west, you see a small store. -~ -0 0 1 -D0 -The street continues. -~ -~ -0 -1 906 -D2 -~ -~ -0 -1 904 -D3 -~ -~ -0 -1 924 -S -#906 -Zeus Street~ -You are walking down what appears to be the main street of this city. -You see large residences to the east and west, while the street continues -to the north and south. -~ -0 0 1 -D0 -~ -~ -0 -1 907 -D2 -The street continues. -~ -~ -0 -1 905 -D1 -~ -~ -0 -1 925 -D3 -~ -~ -0 -1 926 -S -#907 -Zeus Street~ -You are on the main street of this town, called Zeus street. -~ -0 0 1 -D0 -~ -~ -0 -1 908 -D2 -~ -~ -0 -1 906 -D3 -~ -~ -0 -1 927 -S -#908 -Zeus Street~ -You are still on the main thoroughfare of this town. To the north, you see -a large castle. To the east there is a smaller road, while there is some sort -of store to the west. -~ -0 0 1 -D0 -~ -~ -0 -1 909 -D2 -~ -~ -0 -1 907 -D1 -~ -~ -0 -1 928 -S -#909 -Castle Entryway~ -You are in the entryway of a large castle. It is very beautiful, with -large paintings and a lovely carpet. You hear jovial laughter to the north, -while smaller corridors branch off to the east and west. -~ -0 8 1 -D0 -~ -~ -0 -1 910 -D2 -~ -~ -0 -1 908 -D3 -~ -~ -0 -1 911 -D1 -~ -~ -0 -1 915 -S -#910 -Throne Room~ -You stop dead in your tracks as you enter this room. Before you is Zeus, -in all his glory, sitting on a huge golden throne. You had thought him to be -just a myth, but here he is ... you wonder who else lives in this castle. -~ -0 8 1 -D0 -~ -~ -0 -1 923 -D2 -~ -~ -0 -1 909 -D5 -~ -throne trapdoor~ -1 -1 918 -E -throne~ -This huge golden throne looks as if it has been here for ages. As you study it -carefully, you notice that it is not firmly attached to the floor ... perhaps -you could slide it? -~ -S -#911 -Western Wing~ -You are in the western wing of the castle. You see the entrance to the -east, while this hallway continues to the west. -~ -0 8 1 -D1 -~ -~ -0 -1 909 -D3 -~ -~ -0 -1 912 -S -#912 -Western Wing~ -You are in the western wing of the castle. The hallway continues to the -north, while there are private rooms to the west and south. -~ -0 8 1 -D1 -~ -~ -0 -1 911 -D3 -~ -~ -0 -1 929 -D2 -~ -~ -0 -1 930 -D0 -~ -~ -0 -1 913 -S -#913 -Western Wing~ -You are in the western wing of the castle. This hallway continues to the -south, and you hear pots and pans rattling to the north. -~ -0 8 1 -D2 -~ -~ -0 -1 912 -D0 -~ -~ -0 -1 914 -S -#914 -Kitchen~ -You have entered the kitchen of this castle, and it is a hotbed of -activity. Servants are bustling about, preparing food for the Gods themselves. -~ -0 8 1 -D2 -~ -~ -0 -1 913 -S -#915 -Eastern Wing~ -You are in the eastern wing of the castle. The hall continues to the -east, while the entrance is back to the west. -~ -0 8 1 -D3 -~ -~ -0 -1 909 -D1 -~ -~ -0 -1 916 -S -#916 -Eastern Wing~ -You are in the eastern wing of the castle. The hall turns to the north -here, while there are private rooms to the east and the south. -~ -0 8 1 -D3 -~ -~ -0 -1 915 -D1 -~ -~ -0 -1 931 -D0 -~ -~ -0 -1 917 -D2 -~ -~ -0 -1 932 -S -#917 -Eastern Wing~ -You are in the eastern wing of the castle. You hear animals to the north, -while the hallway continues to the south. -~ -0 8 1 -D0 -~ -~ -0 -1 933 -D2 -~ -~ -0 -1 916 -S -#918 -Dungeon~ -You are in Zeus's Dungeon. You wonder what creatures are so terrible that -even mighty Zeus fears them enough to imprison them. -~ -0 9 1 -D0 -~ -~ -0 -1 919 -D4 -~ -trapdoor throne~ -1 -1 910 -S -#919 -Dungeon~ -You are in Zeus's Dungeon. There are cells to the north, west, and east. -From the east and west, you hear guttural noises. From the north, nothing ... -~ -0 9 1 -D0 -~ -~ -33 927 920 -D1 -~ -~ -33 927 922 -D3 -~ -~ -33 927 921 -D2 -~ -~ -0 -1 918 -S -#920 -Cell~ -You are in a small, cramped, dirty cell. It is a horrid place. -~ -0 9 1 -D2 -~ -~ -33 927 919 -S -#921 -Cell~ -You are in a small, cramped, dirty cell. It is a horrid place. -~ -0 9 1 -D1 -~ -~ -33 927 919 -S -#922 -Cell~ -You are in a small, cramped, dirty cell. It is a horrid place. -~ -0 9 1 -D3 -~ -~ -33 927 919 -S -#923 -Stairway~ -You have come to a large stairway leading up. To the south, you see the -throne room of Zeus. -~ -0 8 1 -D4 -~ -~ -0 -1 939 -D2 -~ -~ -0 -1 910 -S -#924 -Bakery~ -You are in the small store which supplies the residents of this town with -their food. It smells wonderful in here! -~ -0 8 1 -D1 -~ -~ -0 -1 905 -S -#925 -Residence~ -You are in the residence of one of the inhabitants of this town. She -looks vaguely familiar, but you can't place her name ... -~ -0 8 1 -D3 -~ -~ -0 -1 906 -S -#926 -Residence~ -You are in the residence of one of the inhabitants of this town. He looks -vaguely familiar, but you can't place his name ... -~ -0 8 1 -D1 -~ -~ -0 -1 906 -S -#927 -Mystic Shop~ -You are in the store which provides the citizens here with whichever -arcane objects they may need. -~ -0 8 1 -D1 -~ -~ -0 -1 907 -S -#928 -Ares Street~ -You are on a smaller road which branches off from the main street. On a -sign, you notice that the name of this road is Ares Street. -~ -0 8 1 -D3 -~ -~ -0 -1 908 -D1 -~ -~ -0 -1 934 -S -#929 -Guest Quarters~ -You have entered private quarters which are reserved for visitors to the -castle. You nearly faint as you recognize the occupant of this chamber as Odin -himself, patron God of Midgaard. He must be visiting Zeus. -~ -0 8 1 -D1 -~ -~ -0 -1 912 -S -#930 -Storage Room~ -You are in a storage room of the castle. There isn't much here, just a -few boxes filled with old junk. -~ -0 8 1 -D0 -~ -~ -0 -1 912 -S -#931 -Guest Quarters~ -You have entered a room reserved for visitors to this castle. You are -amazed as you recognize the occupant - Ra, the Egyptian Sun God. He must be -visiting Zeus. -~ -0 8 1 -D3 -~ -~ -0 -1 916 -S -#932 -Storage Room~ -You are in a storage room of the castle. There isn't much here, just a lot -of dust. -~ -0 8 1 -D0 -~ -~ -0 -1 916 -S -#933 -Stable~ -You are in the stable of the castle. Rather than the horses which you -expected to find, it is filled with a wide variety of creatures which you -thought were mythical. Obviously, you were wrong. -~ -0 8 1 -D2 -~ -~ -0 -1 917 -S -#934 -Ares Street~ -You have reached the end of Ares Street. To the south you see an armoury, -while there is a weapons shop to the east. To the north, you hear the sounds -of a blacksmith. -~ -0 8 1 -D3 -~ -~ -0 -1 928 -D0 -~ -~ -0 -1 937 -D1 -~ -~ -0 -1 936 -D2 -~ -~ -0 -1 935 -S -#935 -Armoury~ -This small store is almost empty. It seems as if there is not much here, -but the shopkeeper doesn't want to do business with you anyways. -~ -0 8 1 -D0 -~ -~ -0 -1 934 -S -#936 -Weapon Shop~ -You have entered a small store with a modest selection of weapons. You -get the feeling that there is not a very wide selection here, but the -shopkeeper doesn't want to do business with you anyways. -~ -0 8 1 -D3 -~ -~ -0 -1 934 -S -#937 -Smithy~ -This large room is so noisy, you can barely hear yourself think. All the -occupants are hard at work, crafting high quality weapons and armor. Something -is strange about the west wall, although you can't quite tell what it is. -~ -0 8 1 -D2 -~ -~ -0 -1 934 -D3 -You see a concealed door! -~ -door concealed~ -1 -1 938 -S -#938 -The Planning Room~ -You have entered a large room dominated by a huge table with a large map -on it. Several men are gathered around the table, studying the map carefully. -You hear the barking of dogs to the north. -~ -0 1 0 -D1 -~ -~ -0 -1 937 -D0 -~ -~ -0 -1 954 -S -#939 -Second Floor~ -You are on the second floor of this castle. You are numb from your -discoveries on the first floor, and wonder what secrets the upper floor of this -castle holds. Hallways extend in all directions, and you see a small, closed -hatch above you. -~ -0 8 1 -D5 -~ -~ -0 -1 923 -D4 -You see a sign on the hatch. It reads 'Private Property. No trespassing!' -~ -hatch~ -1 -1 948 -D0 -~ -~ -0 -1 940 -D1 -~ -~ -0 -1 943 -D3 -~ -~ -0 -1 942 -D2 -~ -~ -0 -1 941 -S -#940 -Northern Hall~ -You are in the northern hallway. There is a private room to the north, -and the stairs leading down are to the south. -~ -0 8 1 -D2 -~ -~ -0 -1 939 -D0 -~ -~ -0 -1 947 -S -#941 -Southern Hall~ -You are in the southern hallway. There is a private room to the south, -and the stairs leading down are to the north. -~ -0 8 1 -D2 -~ -~ -0 -1 944 -D0 -~ -~ -0 -1 939 -S -#942 -Western Hall~ -You are in the western hallway. There is a private room to the west, and -the stairs leading down are to the east. -~ -0 8 1 -D1 -~ -~ -0 -1 939 -D3 -~ -~ -0 -1 945 -S -#943 -Eastern Hall~ -You are in the eastern hallway. There is a private room to the east, and -the stairs leading down are to the west. -~ -0 8 1 -D1 -~ -~ -0 -1 946 -D3 -~ -~ -0 -1 939 -S -#944 -Bed Room~ -You are in the bed room of a God! This one seems to be empty. -~ -0 8 1 -D0 -~ -~ -0 -1 941 -S -#945 -Bed Room~ -You are in the bed room of a God! -~ -0 8 1 -D1 -~ -~ -0 -1 942 -S -#946 -Bed Room~ -You are in the bed room of a God! -~ -0 8 1 -D3 -~ -~ -0 -1 943 -S -#947 -Bed Room~ -You are in the bed room of a God! -~ -0 8 1 -D2 -~ -~ -0 -1 940 -S -#948 -Hall of Gods~ -You have entered the most sacred of places, the hall of true Gods. If you -are a mortal, it would probably be a good idea to leave NOW! Exits leave in -all directions. -~ -0 8 1 -D5 -~ -hatch~ -0 -1 939 -D0 -~ -~ -0 -1 951 -S -#951 -The Portal~ -A sign reads: Beware of the unexpected and don't expect too much. -~ -0 8 1 -D2 -~ -~ -0 -1 948 -S -#954 -The Believer~ -A voice whispers, 'before the time has passed, enjoy your life.' -~ -0 8 1 -D2 -~ -~ -0 -1 938 -S -#0 - - -#RESETS -M 0 923 10 904 -M 0 923 10 905 -M 0 923 10 906 -M 0 923 10 907 -M 0 923 10 908 -M 0 901 1 910 -E 1 900 100 5 -E 1 901 100 16 -G 1 926 100 -G 1 909 100 -D 0 910 5 1 -M 0 925 4 914 -M 0 925 4 914 -M 0 926 1 918 -G 1 927 10 -D 0 919 0 2 -D 0 919 1 2 -D 0 919 3 2 -M 0 902 1 920 -E 1 908 100 9 -D 0 920 2 2 -M 0 920 2 921 -D 0 921 1 2 -M 0 920 2 922 -D 0 922 3 2 -M 0 915 1 924 -G 1 914 10 -G 1 918 10 -G 1 919 10 -G 1 920 10 -G 1 921 10 -M 0 907 1 925 -E 1 910 100 3 -E 1 905 100 17 -G 1 926 100 -G 1 909 100 -M 0 912 4 925 -E 1 915 100 17 -G 1 914 100 -M 0 912 4 925 -E 1 915 100 17 -G 1 914 100 -M 0 905 1 926 -E 1 907 100 16 -G 1 926 100 -G 1 909 100 -M 0 911 4 926 -E 1 916 100 17 -G 1 921 100 -M 0 911 4 926 -E 1 916 100 17 -G 1 921 100 -M 0 916 1 927 -G 1 905 1 -G 1 909 1 -G 1 910 1 -G 1 926 1 -M 0 923 10 928 -M 0 914 1 929 -E 1 924 100 12 -E 1 925 100 6 -M 0 919 1 931 -E 1 922 100 3 -E 1 923 100 16 -M 0 922 3 933 -M 0 922 3 933 -M 0 924 3 933 -M 0 924 3 933 -M 0 923 10 934 -M 0 918 1 935 -G 1 904 1 -G 1 908 1 -G 1 911 1 -M 0 917 1 936 -G 1 907 1 -G 1 913 1 -M 0 908 1 937 -E 1 912 100 11 -G 1 926 100 -G 1 909 100 -M 0 909 4 937 -G 1 917 100 -M 0 909 4 937 -G 1 917 100 -D 0 937 3 1 -M 0 906 1 938 -E 1 903 100 16 -G 1 926 100 -G 1 909 100 -M 0 910 4 938 -E 1 913 100 16 -G 1 919 100 -M 0 910 4 938 -E 1 913 100 16 -G 1 919 100 -D 0 939 4 1 -M 0 921 1 945 -E 1 911 100 1 -G 1 926 100 -G 1 909 100 -M 0 904 1 946 -E 1 906 100 16 -G 1 926 100 -G 1 909 100 -M 0 903 1 947 -E 1 904 100 8 -E 1 902 100 6 -G 1 926 100 -G 1 909 100 -M 0 913 5 954 -M 0 913 5 954 -M 0 913 5 954 -S - - -#SHOPS - 915 1 8 13 15 19 120 80 0 23 ; Julius the Green Grocer -0 - - -#REPAIRS -0 - - -#SPECIALS -M 901 spec_cast_cleric -M 902 spec_breath_fire -M 903 spec_thief -M 904 spec_cast_mage -M 905 spec_cast_adept -M 907 spec_cast_adept -M 908 spec_breath_lightning -M 909 spec_guard -M 914 spec_breath_any -M 919 spec_breath_any -M 920 spec_breath_fire -M 921 spec_cast_cleric -M 922 spec_poison -M 923 spec_thief -M 926 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/orchold.are b/data/realm/areas_smaug1.4a/orchold.are deleted file mode 100644 index 3650652..0000000 --- a/data/realm/areas_smaug1.4a/orchold.are +++ /dev/null @@ -1,3416 +0,0 @@ -#AREA The Orc Holdings~ - - - -#AUTHOR Rolindar~ - -#RANGES -10 20 1 30 -$ - -#RESETMSG The grunt of an orc signals the arrival of new enemies.~ - -#FLAGS -0 8 - -#ECONOMY 0 2341280 - -#MOBILES -#3100 -priestess forest~ -the priestess of the forest~ -A middle aged woman with handsome features awaits you. -~ -A handsome woman of middle years, the priestess was ousted from her -tower by a band of marauding orcs, who are too powerful for her to combat -alone. She would be extremely grateful to any who aided her in liberating -her tower. -~ -3 6300332 765 C -30 0 -300 20d20+1000 3d3+20 -100000 0 -8 8 2 -13 18 22 13 13 22 18 -0 0 0 0 0 -0 1 0 0 1 1 2 -0 0 47 3670272 7168 0 1310720800 198 -> all_greet_prog 100~ -if isnpc($n) -else -if level($n) < 20 -say Greetings, neophyte adventurer. Doubtless you wander these -say woods in search of a way to prove your worth. Well I have -say a quest for you, if you are interested. Are you? -smile -else -endif -endif -~ -> speech_prog p yes~ -if level($n) < 20 -say Excellent! -smile -say Now pay close attention- To the north of here lies a tower of -say stone, a magnificent structure that the current evil occupants -say are far from worthy of. I bid thee enter this tower, slay the -say evil within, and return to me the key, with which I may bar it -say to further intruders. In return, I shall reward you well... -else -shake -say You would find my mission to be too easy, friend. -endif -~ -> speech_prog p no~ -if level($n) < 20 -sigh -say Ah well, I shall have to keep this priceless artifact for someone -say with more courage and skill, 'twould seem... -else -endif -~ -> fight_prog 33~ -c unravel -c feebleness -c blindness -c weaken -c 'faerie fire' -c 'dispel magic' $n -~ -> fight_prog 20~ -c harm -c heal -mpat 3 c 'cure blindness' -mpat 3 c 'cure poison' -~ -> give_prog large silver key~ -if level($n) < 20 -smile -say Well done! Truly you have the potential to be a great hero! -say As a reward, take this, my holy symbol. -mpjunk key -mpoload 3101 15 -give gift $n -clap -else -smirk -say Thanks, I'm sure you found that REAL tough... -mpjunk key -endif -~ -| -#3101 -orc sentry~ -an orc sentry~ -A burly orc stands guard here. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -35 512 -700 C -10 0 0 6d5+150 2d4+4 -120 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 16 3 -> fight_prog 10~ -yell Intruders in the tower! Alarum! -, leaps for an alarm bell haning inside the doorway. -if rand(60) -, grabs the chain and pulls it hard! An orc appears to assist him! -mpmload 3101 -else -endif -~ -> fight_prog 25~ -pull lever -~ -> rand_prog 2~ -yawn -mutter -~ -| -#3102 -orc sergeant~ -an orc sergeant~ -An orcish sergeant keeps an eye on the rabble he commands. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -35 512 -700 C -11 0 0 1d1+200 2d4+6 -200 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 528 3 -> rand_prog 2~ -say Hoi! You lot! Look alive there! -mutter -say Bleedin' ingrates... -~ -> greet_prog 100~ -if ispc($n) -say Well wot you want then, 'ay? -mutter -snarl -endif -~ -| -#3103 -orc guard~ -an orcish guard~ -An offduty orc sits here playing cards. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -35 512 -700 C -10 0 0 6d5+150 2d4+4 -120 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 16 3 -> fight_prog 20~ -wield longsword -grunt -disarm -~ -> rand_prog 2~ -smile -say GIN! -cackle -mpe The other orcs throw down their cards in disgust. -~ -> rand_prog 2~ -mutter -say What a crap hand! -~ -| -#3104 -black pudding~ -a black pudding~ -An amorphous mass of black goo slides towards you. -~ -~ -33 552 0 C -22 0 -100 10d10+500 4d4+20 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -61 3 0 0 8192 8192 0 -0 0 0 1048576 2100638 0 384 2 -> fight_prog 20~ -mea $n A pseudopod lunges from the mass, striking you! -mpdamage $n 75 -c poison $n -c weaken $n -c feebleness $n -~ -> fight_prog 2~ -mea $n Suddenly the pudding lunges, and engulfs you! You dissolve in -mea $n seconds, till only a pile of bones and equipment is left. -mpslay $n -~ -| -#3105 -ballista orc~ -a ballista orc~ -An orc stands ready near the ballista. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -35 512 -700 C -10 0 0 6d5+150 2d4+4 -120 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 1 1 0 -0 0 47 2097408 0 0 16 3 -> fight_prog 10~ -, dashes for the ballista, and wheels it to point back at you! -mpforce $n cringe -, pulls the trigger! A ballista bolt comes hurtling forwards... -if luck($n) < 14 -mea $n Striking you in the chest! -mpechoar $n Striking $n in the chest! -mpdamage $n 125 -else -mpe And it sails over the edge of the battlements! -curse -endif -~ -| -#3106 -orc guard~ -an orcish guard~ -An offduty orc sits here playing craps. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -35 512 -700 C -10 0 0 6d5+150 2d4+4 -120 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 16 3 -> rand_prog 2~ -mutter -, shakes the bone dice vigorously in one gnarled hand. -say Lady give me new shoes... -mpe He throws...seven! -cackle -~ -> fight_prog 20~ -wield longsword -gouge -cackle -~ -> rand_prog 1~ -, slurps noisily from a greasy jack of ale. -burp -say 'Scuse me! -~ -> act_prog p Loud snoring, interspersed by hiccups, can be heard.~ -say Shaddup! -, hurls a tin can at someone to the west. -mutter -~ -| -#3107 -boss hobgoblin shaman~ -the "Boss"~ -A massive hobgoblin shaman stands here roaring at his lackeys. -~ -This vile sorcerer masterminded the takeover of the tower from its -rightful owners, and now uses it as a base from which to send his troops -on raids through the surrounding regions. Crafty, belligerent and quite -ruthless, he is unlikely to go down without a fight. -~ -35 33448 -1000 C -20 0 -100 10d10+500 2d4+12 -15000 0 -8 8 1 -18 13 18 18 18 13 13 -0 0 0 0 0 -0 1 0 0 16384 16384 2 -0 0 47 3185920 0 0 1109393952 3 -> fight_prog 50~ -if rand(20) -c feebleness -c 'energy drain' -else -if rand(25) -stun -disarm -gouge -else -if rand(30) -c 'faerie fire' -c 'dispel magic' $n -c ill $n -c lethargy $n -else -endif -endif -endif -~ -> greet_prog 100~ -snicker -if ispc($n) -say Wretched adventurer, you have sealed your doom by coming here! -cackle -, utters a series of incantations, encasing himself in protective magics. -c shield -c stone -c armor -c bless -c kin -c slink -else -endif -~ -| -#3108 -elite hobgoblin guard~ -an elite hobgoblin guard~ -A massive hobgoblin stands guard near the stairwell. -~ -These are the personal guards of the Boss and his staff, and are fanatically -loyal to their employers. -~ -35 520 -500 C -14 0 0 1d1+300 2d6+10 -500 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -43 3 0 0 16384 16384 0 -0 0 47 3072 0 0 128 524291 -> rand_prog 2~ -peer -wield crossbow -~ -> fight_prog 20~ -gouge -, fires his crossbow! -mpdamage $r 50 -~ -> act_prog p from the north.~ -if ispc($n) -yell INTRUDERS AT THE BOSS! SEND REINFORCEMENTS! -say BANZAI! CHARGE! -scream -murder $n -stun -else -say Go 'way! -mpforce $n n -endif -~ -| -#3109 -orc captain~ -an orc captain~ -An orcish captain narrows his eyes and sneers in contempt. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -3 512 -700 C -13 0 0 5d5+250 1d4+12 -500 0 -8 8 1 -18 13 13 18 18 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 528 3 -> fight_prog 10~ -, fires his crossbow into the melee. -zap $n -mpdamage $n 20 -if rand(30) -stun -else -wield sword -endif -~ -> greet_prog 100~ -if ispc($n) -snarl -say Foolish, yes, foolish, to enter here. -cackle -say I will kill you, when I finish my meal. -else -mutter -endif -~ -| -#3110 -ogre captain~ -the ogre captain~ -The captain of the ogrish garrison sits here drinking. -~ -This towering humanoid has the strength of ten humans, and knows how -to use it to inflict maximum pain and suffering upon his hapless -opponents, be they small or large. Too stupid to know fear, these -ogres make perfect shock troops. -~ -3 552 -1000 C -18 0 -75 1d1+400 1d10+10 -1000 0 -8 8 1 -22 13 13 13 20 13 13 -0 0 0 0 0 -6 3 0 0 48 16 2 -0 0 47 1048848 2097152 0 400 3 -> all_greet_prog 100~ -if ispc($n) -say Go 'way. Me no feel like fightin' now. -burp -stretch -else -, snorts in derision. -endif -~ -> fight_prog 25~ -say Want fight, eh? Me fight then. HARD! -cackle -disarm -stun -gouge -~ -> hitprcnt_prog 10~ -say That HURT! Ogre MAD! -, roars in anger and pain, and makes a last effort to best you. -punch -kick -gouge -disarm -stun -~ -| -#3111 -troll~ -a troll~ -A ten foot tall troll is smashing furniture over his head. -~ -This foul brute is the representative of a band of trolls from the -Kore who is considering joining his tribe with the forces in the tower -in assaulting the hated humans and elves. -~ -35 544 -1000 C -20 0 0 1d1+500 2d6+12 -10000 0 -8 8 1 -22 13 13 22 22 13 13 -0 0 0 0 0 -8 3 0 0 64 64 2 -0 0 262191 1051760 2097152 129 3 2 -> fight_prog 10~ -mpe The trolls wounds heal almost as fast as you inflict them! -mpat 3 c heal -mpat 3 c 'cure poison' -mpat 3 c 'cure blindness' -cackle -~ -> fight_prog 20~ -feed -if rand(40) -stun -else -gouge -endif -~ -> rand_prog 2~ -scream -grunt -drool -~ -| -#3112 -orc shaman~ -an orcish shaman~ -The shaman is seated here behind a desk, drafting a letter. -~ -The orcish spellcasters are a valued asset to the tower forces, -capable of healing them as well as doing great harm to their enemies. -~ -35 512 -750 C -13 0 0 6d5+150 2d4+4 -500 0 -8 8 1 -13 13 18 13 13 13 13 -0 0 0 0 0 -53 1 0 0 32 32 0 -0 0 47 1051648 0 0 1113587712 82 -#3113 -orc witchdoctor~ -an orcish witchdoctor~ -The orcish witchdoctor is asleep in bed. -~ -The orcish spellcasters are a valued asset to the tower forces, -capable of healing them as well as doing great harm to their enemies. -~ -3 512 -750 C -13 0 0 6d5+150 2d4+4 -500 0 -8 8 1 -13 18 13 13 13 13 13 -0 0 0 0 0 -53 0 0 0 32 32 0 -0 0 47 1051648 0 0 1344274432 66 -> fight_prog 10~ -c chill -c 'galvanic whip' -c 'black hand' -~ -> rand_prog 2~ -snore -mpasound You hear someone snoring loudly behind the door to the west. -~ -| -#3114 -ogre ~ -an ogre~ -A hulking ogre tosses a large rock around. -~ -This brutish thug is more than capable of tearing the heads off most -humanoids and using them instead of the rock in his game. Thus most -of the other troops garrisoned in the tower prefer to avoid him and -his ilk. -~ -35 512 0 C -15 0 0 1d1+400 1d10+10 -1000 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 2097152 0 0 144 2 -> greet_prog 33~ -if ispc($n) -grunt -mpe The ogre appears to be angered by your presence! -say Here...catch! -mea $n The ogre hurls a large rock at you! -mpdamage $n 25 -mpforce $n say Oof! -stun -else -say Go 'way, $n. We busy! -endif -~ -| -#3115 -orc smith~ -a drunken orcish smith~ -A drunken orcish smith snores loudly. -~ -The orcs keep a smith here to repair any items that they feel are -worth the effort; such is his state of inebriation that he cannot -readily distinguish between friend or foe, and will most probably repair -anything thrust at him. -~ -67 512 0 C -15 0 0 6d5+180 2d4+4 -1200 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 2048 0 272 3 -> greet_prog 100~ -mea $n $I stares at you through bloodshot eyes. -say Huh? Whazzat? -mutter -hic -say Need sumptin repaired, then? -burp -, wipes his filthy mouth on an equally filthy sleeve. -~ -> rand_prog 2~ -evilgrin -hic -~ -> rand_prog 5~ -mpasound Loud snoring, interspersed by hiccups, can be heard. -~ -| -#3116 -goof orc sleeping sentry~ -a lazy orc~ -A small orc sits in one of the chairs snoring away. -~ -This burly goblinoid creature guards a key area of the tower's defense -orcs may not be very intelligent but they are excellent tacticians and -battle masters. -~ -3 512 -700 C -8 0 0 6d5+150 2d4+4 -10 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 16 3 -> rand_prog 2~ -giggle -sigh -~ -| -#3117 -ogre sentry~ -an ogre~ -An ogre sentry stands guard before the north door. -~ -Paying remarkably good attention for an ogre, this fellow has determined -to successfully prevent any intrusion- by killing anyone who comes near -him. -~ -35 552 0 C -16 0 0 1d1+400 1d10+10 -1000 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 2097152 0 0 144 2 -> greet_prog 100~ -if ispc($n) -snarl -say Intruder! Die! -, raises a meaty fist and slams it into your midsection! -mpdamage $n 45 -else -endif -~ -> rand_prog 2~ -peer -smile -~ -| -#3118 -orc cook~ -the orc cook~ -A burly cook hefts a bloodstained cleaver. -~ -This huge orc is the cook; he has to be huge to escape being slain for -the consistently inedible quality of his meals. -~ -35 512 -700 C -18 0 0 6d5+220 2d8+8 -200 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 47 2097408 0 0 528 524291 -> greet_prog 100~ -if ispc($n) -say Orc chop! -snarl -cackle -slaughter -else -endif -~ -> fight_prog 75~ -disarm -wield cleaver -~ -> fight_prog 20~ -cackle -drool -yell FRESH MEAT! -~ -> death_prog 100~ -mpe _lbl The orc cook says 'Whoops, looks like I'm next in the stew!' -~ -> rand_prog 2~ -chuckle -say Nice stew... Halfling guts! -muhaha -mpe The halfling groans weakly, and is smashed in the face for his efforts. -say QUIET, little greasy OIK! -mutter -~ -| -#3119 -elf warrior~ -an elven warrior~ -An elven warrior is chained to the wall. -~ -This unfortunate was captured whilst scouting on behalf of Malathar. -He knows he is next in the stew, and is eager to escape. -~ -3 8744 0 C -18 0 0 6d5+350 4d3+14 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 2 2 0 -0 0 1775 0 2100224 0 528 2 -> all_greet_prog 100~ -if ispc($n) -mpe The elf's eyes flick open as you enter. -say Pray stranger, release me, I beseech thee! -say Your reward will be great. Simply say you will release me. -, stares imploringly at you. -else -endif -~ -> speech_prog p i will release you~ -smile -say Excellent! -mea $n You draw your weapon and smash the chains binding the elf. -, rubs his sore wrists and glances about nervously. -say I must be off from this dark place. But first, take this... -mpoload 3136 1 -give token $n -say Take that to Captain Allethandra in Malathar, and he will -say reward you for your assistance in our mission. -wave -mpe The elf dashes out the door and disappears. -mpgoto 2 -~ -| -#3120 -gelatinous cube~ -a gelatinous cube~ -A massive transparent cube of gelatinous matter oozes along. -~ -This horror is a transparent mass of... goo that devours anything -and everything in its path, especially adventurers. -~ -97 512 0 C -18 0 0 10d10+200 1d10+10 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -52 3 0 0 8192 8192 0 -0 0 0 1048588 2104722 1 1073746304 2 -> fight_prog 10~ -mea $n A pseudopod from the cube lashes out striking you in the chest! -mea $n You feel a mild tingling sensation... paralysis! -stun -mpdamage $n 50 -~ -> death_prog 100~ -mpe As the beast dies, an item falls loose from within its guts. -if rand(10) -mpoload 3137 1 -drop ring -else -if rand(15) -mpoload 3138 -drop helmet -else -if rand(20) -mpoload 3139 -drop greaves -else -if rand(25) -mpoload 3140 -drop buckler -else -mpoload 3141 -drop potion -endif -endif -endif -endif -~ -> rand_prog 2~ -mpasound A horrid slurping sound can be heard further down the corridor. -~ -| -#3121 -closet skeleton~ -a closet skeleton~ -As you enter, a skeleton leaps out of the cupboard! -~ -This is the remains of a poor soul who was hiding from the orcs -and perished from starvation. Now his animated form seeks revenge -on those who it blames for its fate- everyone. -~ -16419 98856 0 C -14 0 0 6d5+180 2d4+4 -7500 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 8192 8192 0 -0 0 0 64 7456 16 515 2 -> greet_prog 100~ -mpe As you enter, the door of the wardrobe is flung open! -, chatters its teeth menacingly and stalks forward, bones creaking. -mpkill $n -~ -| -#3122 -peasant girl~ -a peasant girl~ -A filthy girl, her face stained with tear streaked dirt, grovels here. -~ -This harmless wench was stolen from the tavern she worked at while she -was outside chopping wood. She wants only to return home. -~ -3 512 0 C -5 0 0 10d10+50 1d4+2 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 47 0 0 0 576 0 -> rand_prog 2~ -, sobs uncontrollably. -~ -| -#0 - - -#OBJECTS -#3100 -large silver key~ -a large silver key~ -A large silver key gives off a magical light.~ -~ -18 524385 16385 -0 0 0 0 -22 50000 5000 -#3101 -gift priestess symbol~ -the Gift of the Priestess~ -A glowing silver holy symbol lies on the ground.~ -~ -9 8422721 16385 -14 0 0 0 -1 100000 10000 -A -4 2 -A -13 20 -A -12 20 -A -18 2 -A -19 2 -A -24 -1 -#3102 -longsword~ -a longsword~ -A rather battered longsword has been abandoned here.~ -~ -5 524288 8193 -0 0 0 3 -4 100 10 -#3103 -ring mail~ -ring mail~ -A suit of stained ring mail armor is piled in a corner.~ -~ -9 524288 9 -5 0 0 0 -12 150 15 -A -17 -5 -A -13 10 -A -19 1 -#3104 -spiked shield~ -a spiked shield~ -A spiked shield lies on the ground.~ -~ -9 524288 513 -8 0 0 0 -10 450 45 -A -19 2 -#3105 -two handed sword~ -a two handed sword~ -A massive two handed sword lies here.~ -~ -13 524288 8193 -0 0 0 0 -15 400 40 -A -19 3 -A -2 -1 -#3106 -lever~ -a lever ~ -A lever is set in the wall near the portcullis.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> pull_prog 100~ -close portcullis -lock portcullis -mpe With a rumbling sound, the portcullis slides shut. -~ -> push_prog 100~ -unlock portcullis -open portcullis -mpe The portcullis slowly creaks upward. -~ -| -#3107 -black cauldron~ -a black cauldron~ -A massive black cauldron rests near a narrow gap in the tower wall.~ -~ -15 524290 1 -1500 5 -1 0 -500 1500 150 -> exa_prog 100~ -mea $n As you lift the lid to peek inside, a massive black shape slides out! -mpmload 3104 -~ -| -#3108 -massive ballista~ -a massive ballista~ -A massive ballista is mounted here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#3109 -gold throne~ -a golden throne~ -A golden throne sits at the end of the dining table.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -throne~ -The throne has two large handles set near its base, enabling it to be -pushed and pulled back and forth... -~ -> push_prog 100~ -mea $n You set your shoulder against the throne and shove... -mpechoar $n $n sets $s shoulder against the throne and shoves... -if str($n) < 16 -mea $n Try as you might, you cannot budge it. -mpechoar $n $n cannot budge it! -else -mpe The throne shudders and moves aside, revealing a secret passage! -mpopenpassage 3155 3156 0 -endif -~ -> pull_prog 100~ -mpe The throne slides easily back into place. -mpclosepassage 3155 0 -~ -| -#3110 -table~ -a scarred dining table~ -A scarred, stained wooden table thirty feet long fills this chamber.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#3111 -large two handed mace~ -a large two handed mace~ -A mace nearly five feet long rests here.~ -~ -5 524880 8193 -0 0 0 8 -20 5000 500 -A -1 1 -A -5 1 -A -18 4 -A -19 4 -#3112 -shaman plate~ -Shaman Plate~ -A suit of glowing plate mail rests on the floor.~ -~ -9 528914 9 -8 0 0 0 -33 13243 1324 -A -17 -10 -A -25 -3 -A -12 40 -A -24 -3 -A -19 3 -#3113 -shaman scroll~ -the shaman's scroll~ -A dusty scroll lies here.~ -~ -2 0 16385 -22 64 43 -1 -1 500 50 -#3114 -crossbow~ -a heavy crossbow~ -A crossbow rests on its stirrup here.~ -~ -5 0 8193 -0 0 0 6 -10 1000 100 -#3115 -plate mail~ -plate mail~ -A set of hobgoblin plate mail lies here.~ -~ -9 524288 9 -8 0 0 0 -10 1200 120 -#3116 -pistol crossbow~ -a pistol crossbow~ -This crossbow is small but lethal.~ -~ -3 64 16385 -20 12 12 33 -2 1500 150 -A -18 2 -A -2 2 -#3117 -ogre gauntlets~ -the ogre captain's gauntlets~ -A pair of heavy bronze gauntlets, stained with blood, lies here.~ -~ -9 578130 129 -8 0 0 0 -30 12000 1200 -A -1 2 -A -13 10 -A -18 -2 -A -19 3 -> wear_prog 100~ -if rand(5) -c kin $n -endif -~ -| -#3118 -chest~ -a small chest~ -A small chest rests near the table.~ -~ -15 262144 1 -100 5 -1 0 -10 5560 100 -#3119 -jeweled necklace~ -a jeweled necklace~ -This necklace appears to be quite valuable.~ -~ -9 65 5 -3 0 0 0 -2 15000 1500 -A -3 2 -A -12 35 -A -24 -3 -#3120 -large gem~ -a large gem~ -A gem of considerable value rests here.~ -~ -8 0 1 -0 0 0 0 -1 500 50 -#3121 -morning star~ -a morning star~ -A spiked ball attached to a long chain lies here.~ -~ -5 64 8193 -0 0 0 8 -10 500 50 -A -19 2 -A -21 -2 -#3122 -potion healing~ -a potion of healing~ -Someone dropped a potion bottle here.~ -~ -10 64 1 -10 28 -1 -1 -1 4000 400 -#3123 -wooden staff~ -a wooden staff~ -You see a wooden staff on the floor.~ -~ -5 0 8193 -0 0 0 7 -5 50 5 -A -12 30 -A -13 30 -#3124 -scroll~ -the witchdoctor's scroll~ -A scroll has been dropped here.~ -~ -2 64 1 -20 32 32 32 -1 100 10 -#3125 -bone dice loaded~ -a pair of loaded dice~ -A pair of bone dice weighted with lead sit here.~ -~ -9 64 16385 -1 0 0 0 -1 100 10 -A -31 3 -#3126 -dirty leather sleeves~ -dirty leather sleeves~ -These sleeves bear more stains than a Westport beggar.~ -~ -9 0 257 -3 0 0 0 -3 10 1 -A -1 1 -A -2 1 -A -19 3 -#3127 -iron hammer~ -an iron hammer~ -A heavy iron hammer rests on the floor.~ -~ -5 524288 8193 -0 0 0 8 -18 400 40 -A -19 3 -#3128 -crude bone earring~ -a crude bone earring~ -A piece of animal bone lies on the ground.~ -~ -13 594 65537 -3 0 0 0 -1 1000 100 -A -5 2 -#3129 -large chest~ -a large chest~ -A large oak chest rests near the eastern wall.~ -~ -15 0 0 -500 5 -1 0 -1 0 0 -#3130 -large chest~ -a large chest~ -A large oak chest rests near the western wall.~ -~ -15 0 0 -500 5 -1 0 -1 0 0 -#3131 -pile gold ~ -a pile of gold~ -A pile of gold lies here.~ -~ -20 0 1 -4500 0 0 0 -1 0 0 -#3132 -sack gems~ -a sack of gems~ -A small sack overflowing with gems lies here.~ -~ -8 0 16385 -0 0 0 0 -1 3750 375 -#3133 -pile silver~ -a pile of silver~ -A pile of silver lies here.~ -~ -20 0 1 -253 0 0 0 -1 0 0 -#3134 -ivory box~ -a small ivory box~ -A small ivory box has been placed here. ~ -~ -15 65 1 -220 5 -1 0 -2 15000 1500 -#3135 -huge meat cleaver~ -a huge meat cleaver~ -A massive meat cleaver covered in blood and guts lies here.~ -~ -5 524288 8193 -0 0 0 1 -8 100 10 -A -1 1 -A -19 4 -#3136 -token gratitude~ -a token of gratitude~ -This token marks the bearer as a friend of the elves.~ -~ -8 0 1 -0 0 0 0 -1 1000 100 -#3137 -ring invisibility~ -a ring of invisibility~ -A small brass ring is barely visible on the floor.~ -~ -9 524384 3 -2 0 0 0 -1 1500 150 -> wear_prog 100~ -c invis $n -~ -> remove_prog 100~ -mea $r You shimmer into existence as you remove the ring. -mpforce $r vis -~ -| -#3138 -iron helmet~ -an iron helmet~ -A rusted iron helmet has been dropped here.~ -~ -9 17350672 17 -8 0 0 0 -1 50 5 -A -1 1 -A -13 20 -A -17 -10 -A -18 -2 -#3139 -iron greaves~ -heavy iron greaves~ -A pair of heavy iron greaves has been left here.~ -~ -9 17351184 33 -0 0 0 0 -34 100 10 -A -2 -1 -A -13 10 -A -19 2 -A -29 5 -#3140 -buckler~ -a buckler~ -A brilliant white buckler rests on the ground.~ -~ -9 8946752 513 -8 0 0 0 -8 10000 1000 -A -48 10 -A -2 2 -A -13 10 -A -12 10 -A -19 3 -#3141 -potion strength~ -a potion of strength~ -A potion of thick grey liquid rests here.~ -~ -10 66 1 -33 39 206 -1 -1 400 40 -#3142 -wardrobe~ -a wardrobe~ -A dusty wardrobe sits in a corner.~ -~ -15 0 0 -1000 5 -1 0 -1 0 0 -#3143 -skeleton closet~ -a skeleton in the closet~ -Everyone has skeletons in their closets...~ -~ -13 16 1 -0 0 0 0 -30 0 0 -#3144 -desk~ -a desk~ -A small desk with a single drawer rests here.~ -~ -15 0 0 -50 5 -1 0 -1 0 0 -#3145 -orcstone~ -orcstone~ -A small black stone lies on the ground.~ -~ -4 114 16385 -10 2 2 235 -3 18500 1850 -A -26 512 -#3146 -dying halfling~ -a dying halfling~ -A dying halfling is having his guts boiled as he watches.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#3100 -A Lightly Wooded Field~ -The path passes from rolling fields into a light wood at this point; -a scattering of aspen, oak and pine that stretches for several acres -to the north and west. To the north, a tall stone tower can be seen, -rising up from amongst the trees. You think you can see several -birdlike creatures soaring about its spire. -~ -0 4 3 -D0 -~ -~ -0 -1 3101 -S -#3101 -Footprints in the Dirt~ -The path continues into the wood, the trees gradually becoming more -densely packed the further you progress. Small song birds trill -noisily from the boughs of the leafy trees to either side, some of -them occasionally depositing unwelcome packages upon passers-by below. -The path bears many sets of footprints, most of them made by flat -footed humanoids; orcs, perhaps, or goblins. -~ -0 0 3 -D0 -~ -~ -0 -1 3103 -D2 -~ -~ -0 -1 3100 -D3 -~ -~ -0 -1 3102 -E -footprints~ -You notice that the tracks head north and south, conspiciously avoiding -a narrow path that runs westward. -~ -S -#3102 -A Clearing in the Woods~ -At this point someone or something has cleared a number of trees, -creating a small grassy area, roughly circular in shape, within -which a series of circles of standing stones, some as high as five -feet, have been arranged, surrounding a small raised dais, upon -which rests a stone chair bearing a soft cushion. A place of meditation -and rest, it would seem. -~ -0 0 2 -D1 -~ -~ -0 -1 3101 -> rand_prog 33~ -mpe _lbl A sense of well being pervades you. -~ -| -S -#3103 -Approaching the Tower~ -As you draw nearer the tower, you are better able to accurately -appraise its dimensions and defenses. It is roughly eighty feet in -height, and thirty feet wide at the base. Several parapets jut from -the walls, and upon these stand alert guards, near heavy ballistas -trained on the ground below. The path runs directly north, crossing -a narrow drawbridge which spans a wide, deep moat full of murky -water. -~ -0 0 1 -D0 -~ -~ -0 -1 3104 -D2 -~ -~ -0 -1 3101 -S -#3104 -The Drawbridge~ -A rather creaky drawbridge spans the moat here, heading north towards -a raised portcullis that marks the entrance into the tower. Peering -down into the waters of the moat, you see many scores of tiny fish -with razor sharp teeth, eager to tear into anyone foolish enough to -enter their watery lair. You shudder and prepare to press on. -~ -0 0 2 -D0 -~ -~ -0 -1 3105 -D2 -~ -~ -0 -1 3103 -D5 -~ -~ -0 -1 3199 -S -#3105 -A Portcullis~ -The drawbridge ends here, before a portcullis which has been raised -enough to allow creatures of medium height to walk underneath without -impedement. It is almost as if the inhabitants within were expecting -someone or something's return; undoubtedly not an adventurer, however! -A foul smell, as of unwashed clothing, can be detected even from here; -whatever resides within is not exactly a stickler for cleanliness and -hygiene. -~ -0 0 0 -D0 -~ -portcullis~ -1 -1 3106 -D2 -~ -~ -16777216 -1 3104 -S -#3106 -The Courtyard~ -You pass into a broad courtyard, which extends in all directions, -filling the entire first level of the tower. A staircase is visible -to the north, while little of interest can be seen to the east and -west. The ground is littered with broken weapons and food scraps, -indicating frequent usage by some assortment of creatures. The smell -is stronger here than outside, and is now mingled with a far more -unpleasant, but uncomfortably familiar, odor; that of orcs. -~ -0 8 0 -D0 -~ -~ -0 -1 3109 -D1 -~ -~ -0 -1 3108 -D2 -~ -portcullis~ -1025 -1 3105 -D3 -~ -~ -0 -1 3107 -S -#3107 -The Courtyard~ -Debris is scattered across the ground of the courtyard, deposited over -a period of months by the current occupants, who were undoubtedly not -the original ones; no orc would build a construct such as this- far -too much attention has been paid to architectural detail and such. It -smacks of a human fortification, built as a barracks for a garrison, -perhaps, or by a human lord to house his family and possessions. -~ -0 8 0 -D1 -~ -~ -0 -1 3106 -S -#3108 -The Courtyard~ -Debris is scattered across the ground of the courtyard, deposited over -a period of months by the current occupants, who were undoubtedly not -the original ones; no orc would build a construct such as this- far -too much attention has been paid to architectural detail and such. It -smacks of a human fortification, built as a barracks for a garrison, -perhaps, or by a human lord to house his family and possessions. -~ -0 8 0 -D3 -~ -~ -0 -1 3106 -S -#3109 -The Stairwell~ -At this point you come across a wide staircase that winds up and down -the tower, allowing access to the various other levels of this -structure. The passage of many thousands of pairs of booted feet has -worn the stones smooth here, evidence of habitation over a long period. -Despite this, the stair appears to be in good condition; evidently the -orcs have not been here long enough to wreak their trademark havoc upon -the structure's condition yet. -~ -0 12 0 -D2 -~ -~ -0 -1 3106 -D4 -~ -~ -0 -1 3111 -D5 -~ -~ -0 -1 3110 -S -#3110 -The Basement~ -The stairs terminate in the lower level of the tower, a basement -wherein a variety of goods are stored in a series of storerooms set -either side of a long corridor lit by smoky torches that runs north -south through the tower. You doubt you will find little of interest -stored down here. -~ -0 8 0 -D2 -~ -~ -0 -1 3112 -D4 -~ -~ -0 -1 3109 -S -#3111 -The Second Level~ -The stairs end here, at a long narrow corridor that runs past several -large iron cauldrons, towards a second stairwell far to the south, -which presumably heads up to the upper levels. No orcs are visible here; -perhaps there are other defenses here. -~ -0 8 0 -D2 -~ -~ -0 -1 3124 -D5 -~ -~ -0 -1 3109 -S -#3112 -The Basement~ -The corridor continues, passing several doors to the east and west, ending -to the south at a stone wall which bears a grinning skull insignia; doubtless -the totem of the orc clan currently living here. -~ -0 8 0 -D0 -~ -~ -0 -1 3110 -D1 -~ -~ -3 -1 3116 -D2 -~ -~ -0 -1 3113 -D3 -~ -~ -3 -1 3117 -S -#3113 -The Basement~ -The corridor continues, passing several doors to the east and west, ending -to the south at a stone wall which bears a grinning skull insignia; doubtless -the totem of the orc clan currently living here. -~ -0 8 0 -D0 -~ -~ -0 -1 3112 -D1 -~ -~ -3 -1 3118 -D2 -~ -~ -0 -1 3114 -D3 -~ -~ -3 -1 3119 -S -#3114 -The Basement~ -The corridor continues, passing several doors to the east and west, ending -to the south at a stone wall which bears a grinning skull insignia; doubtless -the totem of the orc clan currently living here. -~ -0 8 0 -D0 -~ -~ -0 -1 3113 -D1 -~ -~ -3 -1 3120 -D2 -~ -~ -0 -1 3115 -D3 -~ -~ -3 -1 3121 -S -#3115 -The Basement~ -The corridor continues, passing several doors to the east and west, ending -to the south at a stone wall which bears a grinning skull insignia; doubtless -the totem of the orc clan currently living here. -~ -0 8 0 -D0 -~ -~ -0 -1 3114 -D1 -~ -~ -3 -1 3122 -D3 -~ -~ -3 -1 3123 -S -#3116 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D3 -~ -~ -3 -1 3112 -S -#3117 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D1 -~ -~ -3 -1 3112 -S -#3118 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D3 -~ -~ -3 -1 3113 -S -#3119 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D1 -~ -~ -3 -1 3113 -S -#3120 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D3 -~ -~ -3 -1 3114 -S -#3121 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D1 -~ -~ -3 -1 3114 -S -#3122 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D3 -~ -~ -3 -1 3115 -S -#3123 -A Storage Room~ -This room is used to store the various supplies needed by the inhabitants -of the tower, including but not limited to casks of ale and spirits, barrels -of dried meat taken from a variety of animals, piles of hemp rope and rows -of pole arms and swords, set in racks along the walls at regular intervals. -~ -0 9 0 -D1 -~ -~ -3 -1 3115 -S -#3124 -The Cauldrons~ -Arrayed to either side of this long narrow stone corridor are a series -of narrow chutes, angled downwards to allow whoever is defending the -tower to pour the contents of several conspicuously large iron cauldrons -onto the besieging army below. A variety of substances are known to be -particularly effective for such a defense, including boiling oil, acid -and firewater. -~ -0 8 0 -D0 -~ -~ -0 -1 3111 -D2 -~ -~ -0 -1 3125 -S -#3125 -The Cauldrons~ -A considerable amount of thought has been put into the tower defenses -by whomever constructed it; any besieging army would have to overcome -the piranha infested moat, then face whatever the defenders tipped -down onto them from the iron cauldrons placed here. You shudder at the -thought- siege warfare is one of the nastiest forms of battle known to -the world. -~ -0 8 0 -D0 -~ -~ -0 -1 3124 -D2 -~ -~ -0 -1 3126 -S -#3126 -The Cauldrons~ -The iron cauldrons, positioned near the chutes, are still visible here, -along with several wooden weapon racks bearing halberds, bows, clubs -and swords. Several suits of leather armor and hide shields are arranged -nearby, all for usage by the occupants in times of crisis. Judging by -the advanced state of preparation, such times are evidently all to -frequent. -~ -0 8 0 -D0 -~ -~ -0 -1 3125 -D2 -~ -~ -0 -1 3127 -S -#3127 -The Cauldrons~ -Rows upon rows of weapons are interspersed between the large iron -cauldrons, which to your surprise do not boast any method of heating. -Evidently these cauldrons contain some volatile substance quite capable -of inflicting serious harm to would be attackers without any preparation. -Curiosity begins to nag at you; what is it in these pots that makes them -such effective deterrents? -~ -0 8 0 -D0 -~ -~ -0 -1 3126 -D2 -~ -~ -0 -1 3128 -S -#3128 -The Stairwell~ -A second stairwell beckons here, winding upward into the higher levels. -A secondary defense measure, the placement means that even if anyone -managed to breach the gates below they would have to battle through -the corridor north of here, which would be packed with well prepared -soldiers. -~ -0 8 0 -D0 -~ -~ -0 -1 3127 -D4 -~ -~ -0 -1 3129 -S -#3129 -Barracks Level~ -Shouts, screams and an odor not unlike that of burning socks heralds -the location of the tower barracks, behind a rather battered door to -the north. Whoever was the former master of this place would surely -be horrified by what now resides within its white stone walls. -~ -0 8 0 -D0 -~ -~ -3 -1 3130 -D4 -~ -~ -0 -1 3136 -D5 -~ -~ -0 -1 3128 -S -#3130 -Orc Barracks~ -A series of unmade beds covered with scraps of clothing and various -other products line each wall of this chamber, which bears a second -door to the north, presumably leading to more barracks. The majority -of the tower guards can usually be found here, drinking small beer -and playing cards. -~ -0 8 0 -D0 -~ -~ -3 -1 3133 -D1 -~ -~ -0 -1 3132 -D2 -~ -~ -3 -1 3129 -D3 -~ -~ -0 -1 3131 -S -#3131 -Orc Barracks~ -A rather disgusting smell is exuded by the bedding here; a combination -of dirt, sweat and grease, in varying proportions. A variety of weapons -of poor quality litter the floor, or depend from hooks set in the stained -stone walls. -~ -0 8 0 -D1 -~ -~ -0 -1 3130 -S -#3132 -Orc Barracks~ -This part of the barracks is deserted; the beds have been pulled back -to form a small enclosure, within which the orcs place animals or small -humanoids, and force them to fight, placing bets upon the outcome. Blood -stains cover the floor and walls; the sickly sweet odor of death is quite -strong here. -~ -0 8 0 -D3 -~ -~ -0 -1 3130 -S -#3133 -Orc Barracks~ -More beds line this chamber, as in the last, in equally poor states -of cleanliness. Piles of unwashed (and more than likely never to be -washed) clothing cover the floor, broken only occasionally by a keg -of cheap spirits or a plate covered in food scraps. -~ -0 8 0 -D1 -~ -~ -0 -1 3134 -D2 -~ -~ -3 -1 3130 -D3 -~ -~ -0 -1 3135 -S -#3134 -Orc Barracks~ -Two small tables sit here, between the beds, an attempt by a more than -usually innovative orc to make their card games more enjoyable; in reality -it just gives the loser something new to break in frustration. -~ -0 8 0 -D3 -~ -~ -0 -1 3133 -S -#3135 -Sergeant's Quarters~ -This section of the barracks boasts but one bed; that of the burly -orc sergeant in charge of this level. He is a brutish sort, even by -orcish standards, and the other orcs for the most part steer well -clear of him and his short temper. -~ -0 8 0 -D1 -~ -~ -0 -1 3133 -S -#3136 -Barracks Level~ -More barracks fill this level, quarters for the remainder of the orcish -garrison not housed on the level below. The smell and noise is equally -appalling, if not as predominant. Perhaps if you are lucky you will not -have to go into the foul lair. -~ -0 8 0 -D0 -~ -~ -3 -1 3137 -D2 -~ -~ -3 -1 3145 -D4 -~ -~ -0 -1 3144 -D5 -~ -~ -0 -1 3129 -S -#3137 -Orc Barracks~ -This section of the barracks is curiously deserted; not a single scrap -or piece of broken furniture can be seen. Evidently it is some sort of -marshalling area for the orcs, and judging by the absence of weapons -normally found on the walls such a marshalling has just taken place. -Some unfortunate human settlement will once more suffer the wrath of these -vile creatures. They must be stopped! -~ -0 8 0 -D0 -~ -~ -3 -1 3140 -D1 -~ -~ -0 -1 3139 -D2 -~ -~ -3 -1 3136 -D3 -~ -~ -0 -1 3138 -S -#3138 -Orc Barracks~ -Piles of ash and charred wood indicate that the occupants here either -became disgruntled with their furnishings and incinerated them, or were -making a crude attempt to prepare and cook their own food, as a (more -healthy) alternative to the slop they serve in the mess hall. Knowing orcs, -either alternative is a distinct possibility. -~ -0 8 0 -D1 -~ -~ -0 -1 3137 -S -#3139 -Orc Barracks~ -A small arena, similar in composition to the one you saw below, has -been fashioned here, but the orcs that currently reside here seem to -be more interested in dice games than blood sports. No blood covers -the floor, only scraps of paper covered in scribble and several pairs -of bone dice, most of them loaded. -~ -0 8 0 -D3 -~ -~ -0 -1 3137 -S -#3140 -Orc Barracks~ -The majority of the beds in this section of the barracks sit empty and -unused, as the full complement of the clan that has conquered the tower -has yet to be achieved; losses were great in the initial siege, and -the knights of Maritshome inflicted devastating losses in a recent -raid that came closer to the city than the king would like. -~ -0 8 0 -D0 -~ -~ -0 -1 3143 -D1 -~ -~ -0 -1 3142 -D2 -~ -~ -3 -1 3137 -D3 -~ -~ -0 -1 3141 -S -#3141 -Orc Barracks~ -This section of the barracks is deserted, save for some unwanted scraps -of clothing and discarded armor, damaged in battle and left here, not -worth the effort of repairing to the orcs. Glancing about you notice that -the armor, while crude, is practical and efficient, and you realize that -orcs may be slovenly but they can forge arms that perform well when the -need arises. -~ -0 8 0 -D1 -~ -~ -0 -1 3140 -S -#3142 -Orc Barracks~ -This section of the barracks is deserted; the beds have been pushed to -one side, and a large pile of goods, of low value and high encumberance, -have been placed in their stead. Doubtlessly the spoils of some recent -raid. -~ -0 8 0 -D3 -~ -~ -0 -1 3140 -S -#3143 -Floating in a void~ -~ -0 0 1 -D2 -~ -~ -0 -1 3140 -S -#3144 -Banquet Hall~ -This landing faces onto a door which leads into the main dining area -of the tower. No sound can be heard from within; evidently it isn't meal -time, as orcs are anything but silent diners. The stairs continue to the -upper levels of the tower. -~ -0 8 0 -D0 -~ -~ -3 -1 3150 -D4 -~ -~ -0 -1 3163 -D5 -~ -~ -0 -1 3136 -S -#3145 -Floating in a void~ -~ -0 0 1 -D0 -~ -~ -3 -1 3136 -D1 -~ -~ -0 -1 3146 -D3 -~ -~ -0 -1 3147 -S -#3146 -Floating in a void~ -~ -0 0 1 -D3 -~ -~ -0 -1 3145 -D6 -~ -~ -0 -1 3149 -S -#3147 -Floating in a void~ -~ -0 0 1 -D1 -~ -~ -0 -1 3145 -D7 -~ -~ -0 -1 3148 -S -#3148 -Floating in a void~ -~ -0 0 1 -D8 -~ -~ -0 -1 3147 -S -#3149 -Floating in a void~ -~ -0 0 1 -D9 -~ -~ -0 -1 3146 -S -#3150 -The Banquet Hall~ -At one stage this was a grand hall, serving as a banquet hall and a -ball room, where the guests of the tower could revel with their hosts. -Now it is a crude mess hall for the orcish garrison, and it looks it. -Furniture smashed to flinders litters the floor, while deep gouges -mar the walls and the remaining tables and chairs. -~ -0 8 0 -D0 -~ -~ -0 -1 3151 -D2 -~ -~ -3 -1 3144 -S -#3151 -The Banquet Hall~ -It is said that even a Drachensgrab troll will baulk at the smell of -orcish cooking, and at this particular juncture you do not doubt the -truth of that rumour. A vile smell, one that evokes memories of burning -underwear that has never been cleaned in three years, combined with putrid -animal guts, brings tears to your eyes and cramps to your stomach. You are -certainly glad that you brought your own rations, though at this present -moment eating is probably the last thing you want to do. -~ -0 8 0 -D0 -~ -~ -0 -1 3154 -D2 -~ -~ -0 -1 3150 -S -#3152 -The Banquet Hall~ -This section of the hall is usually deserted, and thus sometimes lazier -orcs sneak in here while on duty to catch a quick nap or just laze -about, idly destroying the art or scribbling nonsense on the walls. -~ -0 8 0 -D1 -~ -~ -0 -1 3154 -S -#3153 -The Banquet Hall~ -This section of the hall is usually deserted, and thus sometimes lazier -orcs sneak in here while on duty to catch a quick nap or just laze -about, idly destroying the art or scribbling nonsense on the walls. -~ -0 8 0 -D3 -~ -~ -0 -1 3154 -S -#3154 -The Banquet Table~ -A massive oak table, scarred and splintered, fills the majority of this -massive hall, and around its perimeter are arranged dozens of wooden -chairs in varying states of disrepair. A large chandelier depends from -thick wooden supports set in the high ceiling, while large tapestries, -slashed to ribbons, decorate the walls. -~ -0 8 0 -D0 -~ -~ -0 -1 3155 -D1 -~ -~ -0 -1 3153 -D2 -~ -~ -0 -1 3151 -D3 -~ -~ -0 -1 3152 -S -#3155 -The Head of the Table~ -In a grossly ostentatious display, the original inhabitant of the -tower placed a golden throne for his or her seat at the end of the table. -It is covered in blood stains, and you presume that whoever commissioned -it as a seat also unconsciously used it as a death bed. Large grooves -mark the floor to either side of the throne, as if something heavy had been -dragged along it but recently. -~ -0 8 0 -D2 -~ -~ -0 -1 3154 -S -#3156 -A Secret Area~ -The throne clicks shut behind you as you step into a narrow stairwell -that winds up to a secret area of the tower. It is more than likely that -the most powerful residents of the tower may well reside here, but to -balance the unease of that thought is the notion that where there are -powerful foes there is usually also an abundance of gold and gems. -~ -0 8 0 -D4 -~ -~ -0 -1 3157 -S -#3157 -A Landing~ -The stairs end at a small landing, to the south of which is a heavy -steel door, doubtlessly well guarded, and equally doubtlessly the -entrance to the lair of someone large and tough. At one stage this was -most likely the residence of the tower masters, and it may well still -serve that purpose for the current despot. -~ -0 8 0 -D2 -~ -~ -0 -1 3158 -D5 -~ -~ -0 -1 3156 -S -#3158 -The Steel Door~ -The door lies directly south of here, masking whatever threats may lie -within. It is with a large degree of caution that you approach the portal, -ever wary of any imminent danger, or the presence of armed guards. Whoever -was cunning enough to mount an army of orcs and ogres certainly wouldn't be -foolish enough to reside in an unsafe area. -~ -0 8 0 -D0 -~ -~ -0 -1 3157 -D2 -~ -~ -3 -1 3159 -S -#3159 -A Conference Table~ -The despot of the tower uses this central area, dominated by a hard -wood table, as a conference area, where he issues orders to his minions. -The leaders of the various factions in the tower can usually be found -here, awaiting the bidding of their master. -~ -0 8 0 -D0 -~ -~ -3 -1 3158 -D1 -~ -~ -0 -1 3161 -D2 -~ -~ -0 -1 3160 -D3 -~ -~ -0 -1 3162 -S -#3160 -The Bedchamber~ -This was once the bedchamber of the tower master, but now serves as -the lair of a large, vile hobgoblin shaman, the cunning mastermind of -the takeover of the tower and establishment of it as a base from which -to raid the surrounding area. The bedding is still in reasonable -condition; evidently the shaman enjoys creature comforts as much as the -next chaotic humanoid. -~ -0 8 0 -D0 -~ -~ -0 -1 3159 -S -#3161 -A Storage Area~ -A small room used to keep more interesting items acquried by the orcs, -this chamber is currenlty empty, as the shaman and his minions have -already divided up the loot that was stored here, or have moved it -elsewhere. -~ -0 8 0 -D3 -~ -~ -0 -1 3159 -S -#3162 -A Guest Room~ -This area is used to quarter visiting monsters, who the shaman has -invited in an effort to convince them to join his cause. At the present -it houses the chieftain of a tribe of trolls from the Kore, and it smells -exactly as you would expect a rancid troll lair to. Partially devoured -halflings hang from iron hooks set in the ceiling, a favorite delicacy -of trolls everywhere. -~ -0 8 0 -D1 -~ -~ -0 -1 3159 -S -#3163 -A Series of Private Chambers~ -This landing boasts a long corridor to the north, off of which several -doors lead, to the east and west. This is where the more important -tower occupants reside, in private quarters. The staircase continues -upward, to the highest levels of the tower. -~ -0 12 0 -D0 -~ -~ -0 -1 3164 -D4 -~ -~ -0 -1 3176 -D5 -~ -~ -0 -1 3144 -S -#3164 -A Long Corridor~ -Doors to the east and west lead into various sleeping quarters of some -of the more important tower denizens, including the clan spellcasters, -who would doubtless be wily and dangerous foes. The corridor is totally -silent, and appears to have been swept clean fairly recently, very clean. -A curious occurence in an orc lair... -~ -0 8 0 -D0 -~ -~ -0 -1 3165 -D1 -~ -~ -3 -1 3174 -D2 -~ -~ -0 -1 3163 -D3 -~ -~ -3 -1 3175 -S -#3165 -A Long Corridor~ -The bare walls and floor are an unusual occurence even in a tower -inhabited by humans, let alone filthy, fecund orcs and their unhygenic -companions. No odiferous stench assaults your nostrils, nor are there -the telltale piles of debris that accompanies any orc settlement. It is -almost as if something had swept through here, collecting everything in -its path. -~ -0 8 0 -D0 -~ -~ -0 -1 3166 -D1 -~ -~ -3 -1 3172 -D2 -~ -~ -0 -1 3164 -D3 -~ -~ -3 -1 3173 -S -#3166 -A Long Corridor~ -The long corridor continues, past more doors, and still as unnaturally -clean as to the south. You are beginning to feel distinctly uneasy, and -proceed slower and slower as you consider what may lay ahead. -~ -0 8 0 -D0 -~ -~ -0 -1 3167 -D1 -~ -~ -3 -1 3170 -D2 -~ -~ -0 -1 3165 -D3 -~ -~ -3 -1 3171 -S -#3167 -A Long Corridor~ -The corridor ends here, at the last pair of doors, which lead into more -private quarters. Considerable noise can be heard nearby, as if a meeting -was taking place, albeit a boisterous one. -~ -0 8 0 -D1 -~ -~ -3 -1 3168 -D2 -~ -~ -0 -1 3166 -D3 -~ -~ -3 -1 3169 -S -#3168 -The Common Room~ -The captain holds meetings here with his troops, discussing tactics and -distributing of loot. Orcs are not ones much for such a degree of -organization, and such meetings are usually accompanied by frequent -beatings and admonishments as the orcs nod off or start bickering. -~ -0 8 0 -D3 -~ -~ -3 -1 3167 -S -#3169 -An Empty Bedroom~ -This dusty room contains nothing of value. It looks as if it has not -been inhabited for decades, even by the previous owners of the tower. -~ -0 8 0 -D1 -~ -~ -3 -1 3167 -S -#3170 -The Captain's Quarters~ -This room contains no furniture; instead there is a large pile of skins -that serves as bedding for the ogre captain who resides here. He is usually -to be found drinking with the tower master, or, more rarely, out raiding with -his lackeys. The smell from the skins is almost unbearable. -~ -0 8 0 -D3 -~ -~ -3 -1 3166 -S -#3171 -The Captain's Quarters~ -This moderately well furnished chamber is home to the captain of the -orc guards stationed here, and shows signs of reasonable care. Higher -ranking orcs are generally more intelligent (as well as vastly stronger) -than their underlings, and have gained a certain coarse appreciation for -the finer things in life. -~ -0 8 0 -D1 -~ -~ -3 -1 3166 -S -#3172 -The Shaman's Study~ -Rows and rows of shelves crammed with mutilated texts dealing with a -variety of subjects cover the walls, and more tomes, dealing with -pleasant topics such as animal sacrifice, cannibalism and demonic -summonings litter the floor. Most of them have been rendered quite -illegible by the numerous tears and stains that have been inflicted -upon them. -~ -0 8 0 -D3 -~ -~ -3 -1 3165 -S -#3173 -The Witchdoctor's Laboratory~ -A sickly aroma stings your sensitive nostrils as you enter, a vile -combination of burning animal fat and sulfurous chemicals. A pile of -bubbling beakers cover every item of furniture in this chamber, save -for the bed, which shows signs of having been slept in recently by someone -with very dirty clothing. -~ -0 8 0 -D1 -~ -~ -3 -1 3165 -S -#3174 -An Empty Guest Room~ -This unassuming chamber contains a small bed, actually well made, -an open (empty) chest, and a wardrobe. It is used to quarter guests of -the tower, and has not been as yet used (sullied?) by the orcs. There -doesn't appear to be anything of interest in here. -~ -0 8 0 -D3 -~ -~ -3 -1 3164 -S -#3175 -An Empty Guest Room~ -This unassuming chamber contains a small bed, actually well made, -an open (empty) chest, and a wardrobe. It is used to quarter guests of -the tower, and has not been as yet used (sullied?) by the orcs. There -doesn't appear to be anything of interest in here. -~ -0 8 0 -D1 -~ -~ -3 -1 3164 -S -#3176 -The Ogre Barracks~ -The landing here boasts a large wooden door, nearly eleven feet -high. In days of old it was another banquet area, but now it serves as -a barracks chamber for the taller residents of the tower on account of -its high ceilings. Loud thudding noises emanate from behind the portal, -as of something hard being hurled about, and colliding with walls or -bodies. -~ -0 8 0 -D0 -~ -~ -3 -1 3177 -D4 -~ -~ -0 -1 3184 -D5 -~ -~ -0 -1 3163 -S -#3177 -Catch!~ -The ogres use this large central area to play a primitive (and potentially -deadly) form of football, which involves the passing around of a large, -heavy boulder, which more often than not catches players in the head or -chest, or misses and tears a chunk of masonry from the battered walls. -Powdered stone covers the floor, the result of countless encounters between -boulder and wall. -~ -0 8 0 -D0 -~ -~ -3 -1 3180 -D1 -~ -~ -0 -1 3179 -D2 -~ -~ -3 -1 3176 -D3 -~ -~ -0 -1 3178 -S -#3178 -The Playing Field~ -A crude goal has been built here from beds (which are far too small for -the ogres, who prefer to sleep on the floor anyway) arranged to create -an endzone. The walls here are deeply gouged by the impact of boulders and -ogre players. -~ -0 8 0 -D1 -~ -~ -0 -1 3177 -S -#3179 -The Playing Field~ -A crude goal has been built here from beds (which are far too small for -the ogres, who prefer to sleep on the floor anyway) arranged to create -an endzone. The walls here are deeply gouged by the impact of boulders and -ogre players. -~ -0 8 0 -D3 -~ -~ -0 -1 3177 -S -#3180 -Sleeping Quarters~ -Several large piles of smelly hides and furs litter the floor here, -scattered haphazardly by the ogres when they wish to sleep for a few -hours. Ogres require much less sleep than most other humanoids, and thus -they put little care into their resting area. Some half eaten shanks of -lamb covered in flies add a particularly unpleasant aroma to the place. -~ -0 8 0 -D1 -~ -~ -0 -1 3182 -D2 -~ -~ -3 -1 3177 -D3 -~ -~ -0 -1 3181 -S -#3181 -An Empty Chamber~ -Nothing of note is here; this section is rarely used by the ogres, as -there are not enough of them to require that much sleeping or playing -space. -~ -0 8 0 -D1 -~ -~ -0 -1 3180 -S -#3182 -Rec Room~ -More ogres play their favorite sport here, practicing for the games -held in the chambers to the south. Sometimes halflings are substituted -for the boulders, to add a bit of fun to the routine, and blood and guts -smear the walls, marking the places where halflings have been dashed to -pieces by the forceful hurlings of the ogres. -~ -0 8 0 -D3 -~ -~ -0 -1 3180 -S -#3184 -A Stout Wooden Door~ -The stairs break here at yet another landing, this one bearing a single -wooden door, bound in heavy bands of iron, that probably bars entrance -to a reasonably important area. It doesn't appear to be locked, however. -The stairs continue to the top level of the tower, and back down to the -barracks and halls below. -~ -0 8 0 -D0 -~ -~ -3 -1 3185 -D4 -~ -~ -0 -1 3189 -D5 -~ -~ -0 -1 3176 -S -#3185 -A Guard Room~ -The door opens onto a small foyer, which serves as quarters for two -ogres, assigned to keep an eye on whatever lies behind the locked door -to the north of here. It is of similar construct to the other door, -save that it is somewhat smaller and less imposing. No noise can be -heard from behind it; whatever it protects is not a humanoid inhabitant. -Treasure, perhaps? -~ -0 8 0 -D0 -~ -~ -7 -1 3186 -D2 -~ -~ -3 -1 3184 -S -#3186 -An Armory~ -The walls of this small stone chamber are covered in racks containing -dozens of orcish weapons, all of inferior quality to your own current -weaponry. Boar hide helms rest atop long stakes that have suits of leather -armor bound to them, most of them badly stained. Another locked door bars -progress north. -~ -0 8 0 -D0 -~ -~ -7 -1 3187 -D2 -~ -~ -7 -1 3185 -S -#3187 -The Treasure Room~ -This chamber is bare save for three container arranged about a small -wooden table, the purpose of which is not clear. A musty odor pervades -this area; obviously this room is not visited often, or maybe it has yet -to be visited by the orcs, as the chests are of obvious human design yet -bear no signs of violence. Yet another door lies to the north. It is a -simple affair, of plain wood with no bands. -~ -0 8 0 -D0 -~ -~ -3 -1 3188 -D2 -~ -~ -7 -1 3186 -S -#3188 -The Key Room~ -A rather strange feeling comes over you as you enter, and you instantly -deduce that some sort of powerful dweomer is in effect here, negating -most magicks and causing anyone using magical abilities considerable -pain. A small box rests in the center of the floor, the only furniture -in the place. -~ -0 3416200 0 -D2 -~ -~ -35 -1 3187 -> act_prog p from the south.~ -if class($n) == warrior -mea $n You feel a slight tingling along your spine as you enter. -else -if class($n) == thief -mea $n You feel a faint sense of unease as you enter. -else -mea $n A fierce stabbing pain enters your mind, causing you great harm! -mpforce $n scream -mpforce $n say My magicks! I cannot access them! -mpechoar $n $n panics as $s magic is torn from $m. -mpdamage $n 75 -endif -endif -~ -| -S -#3189 -The Top of the Stairs~ -The stairs end here before a final door, which leads into a series of -chambers used by the inhabitants for storage of food and prisoners. -Grunts, shouts and screams interspersed with sporadic splattering of -hot animal fat indicate that an orcish kitchen also lies within. -~ -0 8 0 -D0 -~ -~ -3 -1 3190 -D5 -~ -~ -0 -1 3184 -S -#3190 -Mess Hall~ -This room is where many of the orcs prefer to sup, away from the boss -and his ogre praetorian guard downstairs in the banquet hall. A kitchen -lies to the west, while foodstuffs are stored to the east. A vile odor -emanates from both directions. A heavy oak door blocks passage north, -into the tower cells. -~ -0 8 0 -D0 -~ -~ -3 -1 3193 -D1 -~ -~ -0 -1 3192 -D2 -~ -~ -3 -1 3189 -D3 -~ -~ -0 -1 3191 -S -#3191 -Kitchens~ -Your stomach almost rebels as you enter the stinking cesspit that -serves as the food preparation area, in the most general sense, for -the garrison of orcs quartered below. You have been in cleaner (and more -pleasant) sewers than this slop hall. Orcish cuisine has never been -regarded as particularly wholesome or healthy, but the standards of this -kitchen have succeeded in bringing it to even lower depths. You try not -to look at the half-disemboweled halfling still writhing feebly on the -filthy benchtop, his guts being slowly drawn out and into a bubbling pot -by a greasy orc chef. -~ -0 8 0 -D1 -~ -~ -0 -1 3190 -S -#3192 -Pantry~ -This room is almost toally bare; orcish knowledge of methods of food -preservation is limited, and thus they prefer to hunt and eat their prey -on a day to day basis, rather than stockpile as is the wont of humans. -A few barrels of cheap beer and vinegary wine litter the stone floor. -~ -0 8 0 -D3 -~ -~ -0 -1 3190 -S -#3193 -Holding Cells~ -Stout iron doors to the east and west prevent the emaciated occupants -within from escaping their fate at the hands of their fell captors; -the next meal, a victim for a night's whoring, or maybe they await the -payment of a ransom to the mercenary orcs. The smell here is, not very -surprisingly, quite unbearable. -~ -0 8 0 -D0 -~ -~ -0 -1 3194 -D1 -~ -~ -7 -1 3196 -D2 -~ -~ -3 -1 3190 -D3 -~ -~ -7 -1 3197 -S -#3194 -A Long Corridor~ -The corridor continues north, past more cells that stand open and vacant, -heading towards a staircase to the north, that leads, presumably to the -tower roof. Expectation pervades your thoughts; you have almost cleared -the entire tower! -~ -0 8 0 -D0 -~ -~ -0 -1 3195 -D2 -~ -~ -0 -1 3193 -S -#3195 -A Trapdoor~ -The corridor ends here, at the aforementioned staircase, which ends at -a stout iron trapdoor, closed but not barred (the orcs figured out they -couldn't get back in from the roof when people barred it, so they removed -the bindings). You think you can hear someone or something talking up on -the roof, though the thickness of the portal prevents much noise from -issuing downwards. -~ -0 8 0 -D2 -~ -~ -0 -1 3194 -D4 -~ -~ -3 -1 3198 -S -#3196 -A Holding Cell~ -The floor of this tiny chamber is covered in filthy straw, scraps of -meat and piles of gnawed bones. You shudder to think of the horrid fate -that awaits any imprisoned here. -~ -0 8 0 -D3 -~ -~ -7 -1 3193 -S -#3197 -A Holding Cell~ -The floor of this tiny chamber is covered in filthy straw, scraps of -meat and piles of gnawed bones. You shudder to think of the horrid fate -that awaits any imprisoned here. -~ -0 8 0 -D1 -~ -~ -7 -1 3193 -S -#3198 -The Roof~ -At last! Free of the confines of the miserable tower, your spirits suddenly -soar, and you almost laugh out loud as you gaze out over the beautiful -vista that stretches around all sides nearly eighty feet below. Far to the -east you see the tall trees of the Dark Forest, while to the south the -main highway of Estroglia ribbons towards the spires of Maritshome, jewel -of the Ocean of Dreams. To the west the forbidding slopes of the Kore beckon, -and beyond them the great Walls of Defiance border the northern frontier -of the Empire. The mighty Phlugistrum slashes through the land as of the -wake of a razor slashing through skin; were human blood blue, the effect -would be chilling indeed! Smiling, you turn to gaze northwards once more, -and halt in your tracks as you see several large orcs staring at you... -~ -0 0 1 -D5 -~ -~ -3 -1 3195 -S -#3199 -The Moat~ -You don't get very far in the moat before you quickly realize that -the water is literally swarming with thousands of tiny piranhas, -their razor sharp teeth sinking into every inch of exposed flesh on -your body, devouring most of your quickly dying body in seconds, your -armor and weapons sinking to the bottom of the moat, never to be seen -again. -~ -0 3153927 0 -S -#0 - - -#RESETS -M 1 3100 1 3102 -D 0 3105 0 0 -M 1 3101 12 3106 -E 1 3103 1 5 -E 1 3102 1 16 -E 1 3104 1 11 -M 1 3101 12 3106 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -O 1 3106 1 3106 -D 0 3106 2 0 -M 1 3102 4 3109 -E 1 3105 1 16 -E 1 3103 1 5 -M 1 3101 12 3110 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -D 0 3112 1 1 -D 0 3112 3 1 -D 0 3113 1 1 -D 0 3113 3 1 -D 0 3114 1 1 -D 0 3114 3 1 -D 0 3115 1 1 -D 0 3115 3 1 -D 0 3116 3 1 -D 0 3117 1 1 -D 0 3118 3 1 -D 0 3119 1 1 -D 0 3120 3 1 -D 0 3121 1 1 -D 0 3122 3 1 -D 0 3123 1 1 -O 1 3107 1 3124 -O 1 3107 1 3125 -O 1 3107 1 3126 -O 1 3107 1 3127 -M 1 3101 12 3128 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -M 1 3101 12 3128 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -D 0 3129 0 1 -M 1 3103 10 3130 -G 1 3102 1 -M 1 3103 10 3130 -G 1 3102 1 -D 0 3130 0 1 -D 0 3130 2 1 -M 1 3103 10 3131 -G 1 3102 1 -M 1 3103 10 3131 -G 1 3102 1 -M 1 3103 10 3133 -G 1 3102 1 -M 1 3103 10 3133 -G 1 3102 1 -M 1 3103 10 3133 -G 1 3102 1 -D 0 3133 2 1 -M 1 3103 10 3134 -G 1 3102 1 -M 1 3103 10 3134 -G 1 3102 1 -M 1 3103 10 3134 -G 1 3102 1 -M 1 3102 4 3135 -E 1 3103 1 5 -E 1 3105 1 16 -D 0 3136 0 1 -D 0 3136 2 1 -D 0 3137 0 1 -D 0 3137 2 1 -M 1 3106 6 3138 -G 1 3102 1 -G 1 3125 1 -M 1 3106 6 3138 -G 1 3102 1 -M 1 3106 6 3139 -G 1 3102 1 -G 1 3125 1 -M 1 3106 6 3139 -G 1 3102 1 -O 1 3125 1 3139 -M 1 3106 6 3140 -G 1 3102 1 -G 1 3125 1 -M 1 3106 6 3140 -G 1 3102 1 -D 0 3140 2 1 -M 1 3115 1 3141 -E 1 3126 1 10 -E 1 3127 1 16 -M 1 3102 4 3143 -E 1 3103 1 5 -E 1 3105 1 16 -D 0 3144 0 1 -D 0 3145 0 1 -M 1 3105 2 3148 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -O 1 3108 1 3148 -O 1 3108 1 3149 -D 0 3150 2 1 -M 1 3116 1 3153 -O 1 3110 1 3154 -O 1 3109 1 3155 -M 1 3108 2 3158 -E 1 3114 1 16 -E 1 3115 1 5 -M 1 3108 2 3158 -E 1 3114 1 16 -E 1 3115 1 5 -D 0 3158 2 1 -M 1 3109 2 3159 -E 1 3105 1 16 -E 1 3103 1 5 -M 1 3110 1 3159 -E 1 3105 1 16 -E 1 3117 1 9 -D 0 3159 0 1 -M 1 3107 1 3160 -E 1 3111 1 16 -E 1 3112 1 5 -G 1 3113 1 -E 1 3128 1 19 -O 1 3118 1 3160 -P 0 3119 1 0 -P 1 3120 1 0 -M 1 3101 12 3161 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -M 1 3111 1 3162 -D 0 3164 1 1 -D 0 3164 3 1 -D 0 3165 1 1 -D 0 3165 3 1 -D 0 3166 1 1 -D 0 3166 3 1 -M 1 3120 1 3167 -D 0 3167 1 1 -D 0 3167 3 1 -M 1 3109 2 3168 -E 1 3103 1 5 -E 1 3105 1 16 -E 1 3116 1 17 -M 1 3102 4 3168 -E 1 3103 1 5 -E 1 3105 1 16 -M 1 3101 12 3168 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -M 1 3101 12 3168 -E 1 3102 1 16 -E 1 3104 1 11 -E 1 3103 1 5 -D 0 3168 3 1 -D 0 3169 1 1 -D 0 3170 3 1 -O 1 3144 1 3171 -P 0 3145 1 0 -D 0 3171 1 1 -M 1 3112 1 3172 -E 1 3121 1 16 -E 1 3103 1 5 -G 1 3122 1 -D 0 3172 3 1 -M 1 3113 1 3173 -E 1 3123 1 16 -G 1 3124 1 -D 0 3173 1 1 -O 1 3142 1 3174 -P 0 3143 1 0 -D 0 3174 3 1 -M 1 3121 1 3175 -O 1 3142 1 3175 -D 0 3175 1 1 -D 0 3176 0 1 -M 1 3114 8 3177 -M 1 3114 8 3177 -M 1 3114 8 3177 -D 0 3177 0 1 -D 0 3177 2 1 -M 1 3114 8 3178 -M 1 3114 8 3179 -D 0 3180 2 1 -M 1 3114 8 3182 -M 1 3114 8 3182 -M 1 3114 8 3182 -D 0 3184 0 1 -M 1 3117 2 3185 -M 1 3117 2 3185 -D 0 3185 0 2 -D 0 3185 2 1 -D 0 3186 0 2 -D 0 3186 2 2 -O 1 3129 1 3187 -P 0 3132 1 0 -O 1 3130 1 3187 -P 0 3131 1 0 -O 1 3118 1 3187 -P 0 3133 1 0 -D 0 3187 0 1 -D 0 3187 2 2 -O 1 3134 1 3188 -P 0 3100 1 0 -D 0 3188 2 1 -D 0 3189 0 1 -D 0 3190 0 1 -D 0 3190 2 1 -M 1 3118 1 3191 -O 1 3146 1 3191 -M 1 3101 12 3193 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -M 1 3101 12 3193 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -D 0 3193 1 2 -D 0 3193 2 1 -D 0 3193 3 2 -D 0 3195 4 1 -M 1 3119 1 3196 -D 0 3196 3 2 -M 1 3122 1 3197 -D 0 3197 1 2 -M 1 3101 12 3198 -E 1 3104 1 11 -E 1 3102 1 16 -E 1 3103 1 5 -M 1 3101 12 3198 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -M 1 3105 2 3198 -E 1 3102 1 16 -E 1 3103 1 5 -E 1 3104 1 11 -O 1 3108 1 3198 -D 0 3198 5 1 -S - - -#SHOPS -0 - - -#REPAIRS - 3115 5 9 15 166 1 0 23 ; a drunken orcish smith -0 - - -#SPECIALS -M 3100 spec_cast_adept -M 3107 spec_cast_cleric -M 3112 spec_cast_cleric -M 3113 spec_cast_mage -M 3119 spec_cast_mage -M 3120 spec_breath_acid -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/pground.are b/data/realm/areas_smaug1.4a/pground.are deleted file mode 100644 index 3b9db07..0000000 --- a/data/realm/areas_smaug1.4a/pground.are +++ /dev/null @@ -1,1125 +0,0 @@ -#AREA Playground~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -1 5 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#3725 -bully~ -a playground bully~ -A playground bully wanders around looking for someone's lunch to steal. -~ -This socially maladjusted brat is going to make life a misery for some poor -soul, so why don't you finish him off? But be careful- he's BAD. -~ -33 0 -400 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3726 -little boy~ -a little boy~ -A little boy with a lollipop stares curiously at you. -~ -What a yucky, irritating little brat. Waste 'im :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3727 -little girl~ -a little girl~ -A little girl with a hula-hoop stares curiously at you. -~ -What a yucky, irritating little brat. Waste 'er :) -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3728 -stray dog~ -a stray dog~ -A stray dog wanders the yard looking for scraps. -~ -Who let this mongrel in? Well, you better kill him- the council will put him -down if they catch him anyway. -~ -133 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3729 -supervisor teacher~ -a class supervisor~ -A class supervisor idly watches her charges frolic. -~ -She looks very bored, so why don't you liven up her dull life a little? -~ -129 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3730 -bird~ -a bird~ -A bird pecks at some food scraps on the ground. -~ -This pushy little scavenger is a menace to the playground. The again, so are -you... -~ -5 0 0 S -2 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#3731 -beetle bug~ -a beetle~ -A tiny beetle hastens along to avoid being squashed by careless kids. -~ -This stout little fellow has so far managed to avoid being killed... maybe -its luck has run out? -~ -1 0 0 S -0 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#3732 -geek~ -the class geek~ -The class geek sulks by himself here. -~ -This geek was once the butt of everyone's jokes and everyone ridiculed him -and he had no friends. So, he taught himself martial arts and kicked their -butts, but now he still has no friends because they are petrified of him... -~ -33 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3733 -mugger~ -a mugger~ -This shady character waits around the schoolyard to nab potential victims. -~ -He's bad, he smells and he's probably a pervert. But he'll probably get you -before you get him so don't be afraid to run. -~ -37 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#0 - - -#ROOMS -#3725 -Southwest Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3730 -D1 -~ -~ -0 -1 3726 -D4 -~ -~ -0 -1 3750 -S -#3726 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3731 -D1 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3725 -D4 -~ -~ -0 -1 3750 -S -#3727 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3732 -D1 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3726 -D4 -~ -~ -0 -1 3750 -S -#3728 -Southern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3733 -D1 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3727 -D4 -~ -~ -0 -1 3750 -S -#3729 -Southeast Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3728 -D4 -~ -~ -0 -1 3750 -S -#3730 -Western Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3735 -D1 -~ -~ -0 -1 3731 -D2 -~ -~ -0 -1 3725 -D4 -~ -~ -0 -1 3750 -S -#3731 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3736 -D1 -~ -~ -0 -1 3732 -D2 -~ -~ -0 -1 3726 -D3 -~ -~ -0 -1 3730 -D4 -~ -~ -0 -1 3750 -S -#3732 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3737 -D1 -~ -~ -0 -1 3733 -D2 -~ -~ -0 -1 3727 -D3 -~ -~ -0 -1 3731 -D4 -~ -~ -0 -1 3750 -S -#3733 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3738 -D1 -~ -~ -0 -1 3734 -D2 -~ -~ -0 -1 3728 -D3 -~ -~ -0 -1 3732 -D4 -~ -~ -0 -1 3750 -S -#3734 -Eastern Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3729 -D3 -~ -~ -0 -1 3733 -D4 -~ -~ -0 -1 3750 -S -#3735 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3740 -D1 -~ -~ -0 -1 3736 -D2 -~ -~ -0 -1 3730 -D4 -~ -~ -0 -1 3750 -S -#3736 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3741 -D1 -~ -~ -0 -1 3737 -D2 -~ -~ -0 -1 3731 -D3 -~ -~ -0 -1 3735 -D4 -~ -~ -0 -1 3750 -S -#3737 -Central Area of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. - -A gaping hole in the ground here allows access to a darker, more evil -playground... There is a sign you can look at nearby. -~ -0 0 1 -D0 -~ -~ -0 -1 3742 -D1 -~ -~ -0 -1 3738 -D2 -~ -~ -0 -1 3732 -D3 -~ -~ -0 -1 3736 -D4 -~ -~ -0 -1 3750 -D5 -~ -~ -0 -1 3751 -E -sign~ -WARNING! The playground below is unattended by staff or supervisors and as -such we can make no guarantee of your safety. Aggressive creatures have been -known to inhabit this area. - ---The Management. -~ -S -#3738 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3743 -D1 -~ -~ -0 -1 3739 -D2 -~ -~ -0 -1 3733 -D3 -~ -~ -0 -1 3737 -D4 -~ -~ -0 -1 3750 -S -#3739 -Eastern Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3734 -D3 -~ -~ -0 -1 3738 -D4 -~ -~ -0 -1 3750 -S -#3740 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3745 -D1 -~ -~ -0 -1 3741 -D2 -~ -~ -0 -1 3735 -D4 -~ -~ -0 -1 3750 -S -#3741 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3746 -D1 -~ -~ -0 -1 3742 -D2 -~ -~ -0 -1 3736 -D3 -~ -~ -0 -1 3740 -D4 -~ -~ -0 -1 3750 -S -#3742 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3747 -D1 -~ -~ -0 -1 3743 -D2 -~ -~ -0 -1 3737 -D3 -~ -~ -0 -1 3741 -D4 -~ -~ -0 -1 3750 -S -#3743 -The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3748 -D1 -~ -~ -0 -1 3744 -D2 -~ -~ -0 -1 3738 -D3 -~ -~ -0 -1 3742 -D4 -~ -~ -0 -1 3750 -S -#3744 -Western Wall of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3739 -D3 -~ -~ -0 -1 3743 -D4 -~ -~ -0 -1 3750 -S -#3745 -Northwestern Corner of The Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3746 -D2 -~ -~ -0 -1 3740 -D4 -~ -~ -0 -1 3750 -S -#3746 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3747 -D2 -~ -~ -0 -1 3741 -D3 -~ -~ -0 -1 3745 -D4 -~ -~ -0 -1 3750 -S -#3747 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D0 -entrance to nursery school~ -~ -1 0 3700 -D1 -~ -~ -0 -1 3748 -D2 -~ -~ -0 -1 3742 -D3 -~ -~ -0 -1 3746 -D4 -~ -~ -0 -1 3750 -S -#3748 -Northern Wall of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D1 -~ -~ -0 -1 3749 -D2 -~ -~ -0 -1 3743 -D3 -~ -~ -0 -1 3747 -D4 -~ -~ -0 -1 3750 -S -#3749 -Northeastern Corner of the Playground~ -You are standing in a crowded playground, full of small children giggling -merrily as they frolic and enjoy themselves in activities such as hopscotch, -skipping, playing in the sandpits and clambering over the jungle bars. Bored -teachers cast a cursory glance every now again to make sure none of them -have died, but other than that its a carefree environment. Time to raise -cain :). - -If the children prove to be too much, you can always flee up the jungle bars. -~ -0 0 1 -D2 -~ -~ -0 -1 3744 -D3 -~ -~ -0 -1 3748 -D4 -~ -~ -0 -1 3750 -S -#3750 -The Top of the Jungle Bars~ -Whew! That was close! Lucky those nasty kids didn't get their foul mitts on -you! You notice a shimmering portal up from here, through which you can -ascend... -~ -0 4 0 -D4 -outside the temple~ -~ -0 -1 31000 -S -#3751 -Below The Playground~ -The playground above was constructed atop another, older playground that -had fallen into ruin. Careless workmen didn't entirely seal it off, however, -and it is now a refuge for derelicts, rejects and shady characters who will -be most indisposed toward you. You are safe here, as the teachers above can -still keep an eye on you, but if you proceed into the inky darkness of the -ruins in any direction, anything could happen... -~ -0 4 0 -D0 -~ -~ -0 -1 3753 -D1 -~ -~ -0 -1 3756 -D2 -~ -~ -0 -1 3758 -D3 -~ -~ -0 -1 3755 -D4 -~ -~ -0 -1 3737 -S -#3752 -Northwestern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3753 -D2 -~ -~ -0 -1 3755 -S -#3753 -Northern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D1 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3751 -D3 -~ -~ -0 -1 3752 -S -#3754 -Northeastern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D2 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3753 -S -#3755 -Western Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3752 -D1 -~ -~ -0 -1 3751 -D2 -~ -~ -0 -1 3757 -S -#3756 -Eastern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3754 -D2 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3751 -S -#3757 -Southwestern Corner of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3755 -D1 -~ -~ -0 -1 3758 -S -#3758 -Southern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3751 -D1 -~ -~ -0 -1 3759 -D3 -~ -~ -0 -1 3757 -S -#3759 -Eastern Wall of the Old Playground~ -You step carefully through the rubble and debris of the old playground, -warily alert for signs of any aggressive foes. Screams and evil laughter -reach your ears, and you shiver uncomfortably, praying that your light -doesn't run out... -~ -0 1 0 -D0 -~ -~ -0 -1 3756 -D3 -~ -~ -0 -1 3758 -S -#0 - - -#RESETS -M 1 3726 4 3729 -M 1 3727 4 3732 -M 1 3728 4 3735 -M 1 3729 2 3738 -M 1 3730 5 3741 -M 1 3731 5 3744 -M 1 3729 1 3747 -D 0 3747 0 1 -M 1 3725 2 3752 -M 1 3732 2 3755 -M 1 3733 2 3758 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/pillars.are b/data/realm/areas_smaug1.4a/pillars.are deleted file mode 100644 index f9b1dd7..0000000 --- a/data/realm/areas_smaug1.4a/pillars.are +++ /dev/null @@ -1,4000 +0,0 @@ -#AREA Hidden Worlds of the Portal Stones~ - - - -#VERSION 1 -#AUTHOR Saroth/Celeborn/Rashka~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -4 15 - -#ECONOMY 0 45147200 - -#CLIMATE 2 2 2 - -#MOBILES -#106004 -barkeep deirdre kendrick~ -Deirdre Kendrick~ -Deirdre Kendrick is busy keeping her inn as clean as possible. -~ -~ -1 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 0 -0 0 0 0 0 0 0 0 -#106051 -Gloomwing~ -The Gloomwing~ -A two foot long Gloomwing flutters around the room. -~ -This creature commonly called the gloomwing is the adult -stage of the tenebtrous worm. These huge moths are native -to the demi-plane of shadow. Its body and wings are -covered with shimmering geomatric patterns of black and -silver. It has large, fern-like black antennae tipped with -white and eight legs each ending in a pearly claw. -~ -17039619 524968 0 C -30 0 -123 10d100+1000 0d0+5 -0 0 -112 112 2 -13 13 13 13 13 13 13 --10 -5 -20 -20 4 -83 1 0 0 1 0 5 -2 5 361216 8909 3153158 2048 0 2635777 -> act_prog p hugs you.~ -mpechoar $n The gloomwing turns around and shoots something from its behind! -mpechoar $n $n is covered by glittering dust! -mpechoat $n The gloomwing turns around and shoots something from its behind! -mpechoat $n You are covered by glittering dust! -cast fly $n -~ -> act_prog p mounts you.~ -if isimmort($n) -mpechoat $n The gloomwing chirps as you mount it. -mpechoar $n The gloomwing chirps as $n mounts it. -else -mpechoat $n The gloomwing throws you off and stings you! -mpechoar $n The gloomwing throws $n off and stings $m! -mpechoat celeborn $n is trying to mount your gloomwing! -mpforce $n dismount -mpdamage $n 500 -endif -~ -> act_prog p i'm DYING here!'~ -if level($n) < 10 -mpechoar $n The gloomwing suddenly flies towards $n! -mpechoat $n The gloomwing suddenly flies towards you! -cast heal $n -cast heal $n -cast sanctuary $n -cast refresh $n -else -shake $n -mpechoat $n The gloomwing ignores you. -endif -~ -> fight_prog 80~ -mpechoar $n The gloomwing stings $n and $e starts to dissolve! -mpechoat $n The gloomwing stings you and you start to dissolve! -mpforce $n shout I'M MELTING i'm. m....... -mpdamage $n 5000 -~ -> act_prog p cuddles you.~ -mpechoar $n The gloomwing turns around and shoots something from its behind! -mpechoar $n $n is covered by green slime! -mpechoat $n The gloomwing turns around and shoots something from its behind! -mpechoat $n You are covered by green slime! -cast fireshield $n -cast shockshield $n -cast iceshield $n -cast armor $n -cast shield $n -cast sanc $n -~ -| -#106052 -Dwarf~ -A dwarf worker~ -A Dwarf worker from Highmoon is working on some architecture. -~ -~ -67108929 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -16 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#106200 -giant bat~ -a giant bat~ -A giant bat swoops down from the rafters at you! -~ -~ -4197 4817026 0 C -41 0 -300 3000d0+0 0d0+0 -5000 0 -108 108 1 -15 13 13 15 13 13 13 -0 0 0 0 0 -23 3 0 0 1632444519 1632444518 0 -30 30 34361 0 0 129 1 4097 -#106201 -pool stick~ -a pool stick~ -A pool stick springs to life before you! -~ -~ -103 4292738 0 C -44 0 -200 4500d0+0 0d0+0 -10000 0 -108 108 0 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 0 -30 30 1719 0 0 0 512 3 -#106202 -giant cockroach~ -a giant cockroach~ -A giant cockroach makes a run towards your feet! -~ -~ -103 4202624 0 C -43 0 -200 5000d0+0 0d0+0 -10000 0 -108 108 0 -15 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 0 0 -30 30 1061 0 0 3 262176 8194 -#106203 -dangling spider~ -a dangling spider~ -A huge spider drops down from the ceiling in front of you. -~ -~ -4199 4300930 0 C -44 0 -300 5500d0+0 10d10+500 -10000 0 -108 108 2 -15 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -30 30 1085 0 0 3 264193 2051 -#106204 -crimson liquid monster wine~ -A puddle of crimson wine~ -A puddle of crimson colored liquid spills from the racks. -~ -~ -4199 4300928 0 C -40 0 -300 6000d0+0 0d0+0 -0 0 -108 108 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -81 3 0 0 1685217659 1685217658 0 -30 30 48 0 0 3 262208 2 -#106205 -barmaid jade ghost~ -the ghost of Jade Inn~ -The ghost of old barmaid lurks in the shadows... -~ -~ -4199 373399682 0 C -46 0 -300 6500d0+0 15d15+500 -0 0 -108 108 2 -15 13 13 15 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -30 30 1855 0 0 513 864 2621447 -> act_prog p DISARMS you!~ -get all -wear all -get dagger -wield dagger -~ -| -#106206 -Rycen baby~ -Rycen~ -Rycen, Rashka's daughter, crawls around on the floor here. -~ -This gentle pixie smiles up at you from her playful activities. Her -hair is brightly colored in pastels and her emerald green eyes pierce -your heart. She is the daughter of Rashka and Mase. Conceived in love -and cherished by many. Be careful not to make her cry though...a mother's -wrath is nothing to joke about! -~ -67108865 4726912 0 C -50 0 0 700d7000+5000 0d0+0 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -4 4 0 0 9 8 0 -0 0 0 0 0 0 0 0 -> greet_prog 30~ -, looks up at $n -smile $n -drool -~ -> rand_prog 5~ -mpecho The baby crawls around. -~ -| -#106402 -Priestess of LLiira~ -Priestess of LLiira~ -A Priestess of LLiira smiles at you. -~ -~ -1073741825 0 1000 C -25 0 0 50d10+1 20d10+50 -5000 0 -108 108 0 -9 13 16 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 1048576 128 2096 16777728 4 -#106500 -Tlaloc~ -Tlaloc~ -Tlaloc rages in a storm like fury. -~ -The aztec god of rain and death is a fearsome sight. His skin is dry -and tight, giving a skeletal immpression. His eyes change, a deep -storm raging within them. -~ -99 4194472 -1000 C -50 0 -300 5d5+16950 5d5+45 -53700 0 -112 112 1 -25 25 13 25 25 13 25 -0 0 0 0 -10 -31 3 0 0 1969906241 1 4 -60 0 3407875 5 2104320 520 8470528 3 -> all_greet_prog 100~ -Yell You defile this temple with your mortal presence!!! -c unravel $n -~ -> fight_prog 35~ -Say You think you can stand up to the might of the storms?! -mpecho Tlaloc unleases the fury of the storms!!! -mpechoat $n Great winds whip you and hail pelts your body (700) dmg -mpdamage $n 700 -~ -> fight_prog 20~ -c curse $n -c weaken $n -c poison $n -c heal self -c heal self -~ -> act_prog p DISARMS you!~ -get all -wear tlaloc -wear tlaloc -wear tlaloc -wield tlaloc -c weaken $n -c weaken $n -c weaken $n -disarm $n -get all -~ -> death_prog 100~ -say You have bested me?!!! It is possible??!! -, mumbles his dying words... 'dig....dig down..... for... your... doom!!!" -~ -| -#106501 -Tezcatlipoca~ -Tezcatlipoca~ -The dark god of sorcery is deep within a trance. -~ -Tezcatlipoca is a huge muscular being. His true shape is unknown -but he appears as a man now. A long feathered headdress falls down -to his back. -~ -99 4194472 -1000 C -50 0 -300 5d5+20435 5d5+60 -53700 0 -112 112 1 -25 25 13 25 25 13 25 -0 0 0 -10 0 -31 0 0 0 1969906241 1 4 -70 0 3 5 3072 520 8388608 3 -> fight_prog 50~ -c fireball $n -c blazebane $n -c flamewave $n -c acetum $n -c unravel $n -~ -> fight_prog 25~ -c curse $n -c weaken $n -c 'dispel magic' $n -c sanc tez -c quantum $n -c quantum $n -c quantum $n -~ -> fight_prog 10~ -mpechoat $n Tezcatlipoca calls down the magik powers of darkness! -mpechoat $n Your soul is ripped from your body! (1000) dmg -mpdamage $n 1000 -~ -| -#106502 -astral priest spirit wanderer~ -An astral priest~ -A faint glowing being floats in the endless sky. -~ -~ -67 7340160 0 C -1 0 -300 10d4+500 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 0 0 11264 0 134217728 2 -> act_prog p A ball of light bursts from of the pillar.~ -say testing testing 1 2 3 -~ -| -#106503 -astral wander being~ -An astral wanderer~ -~ -~ -65601 6291456 0 C -1 0 -300 10d4+500 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 0 0 11264 0 134217728 2 -#106504 -Astral being~ -The astral god~ -A huge glowing shape fills the plane. -~ -~ -65 7340160 1000 C -40 0 -300 10d4+5000 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 2 -0 0 0 0 11264 0 134217728 2 -> fight_prog 30~ -c unravel $n -c weaken $n -c quantum $n -c quantum $n -c quantum $n -~ -| -#106505 -crab crabs~ -some crabs~ -Tiny crabs run sideways across the sand. -~ -~ -65537 512 -1000 C -5 16 5 5d5+50 2d4+0 -0 600 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -82 3 0 0 1986816339 1986816339 1 -0 0 67245 0 0 0 0 0 -#106506 -gnome tiggy~ -Tiggy the Gnome~ -A tiny gnome bouces around singing to himself. -~ -~ -67 4194304 600 C -25 0 -30 10d4+150 6d2+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -14 6 0 0 1 1 1 -20 0 1 0 0 0 16 2 -> speech_prog help ~ -say help? help you say? The monkey. NOT AGAIN!!!!! -scream -say oh very well. Take this for help that damn monkey. -rem bow -give bow $n -bow -, mutters about that infernal monkey. -mpoload 106507 15 -wear bow -~ -| -#106507 -monkey~ -A cute monkey~ -A cute monkey swings from the rafters. -~ -~ -7 0 0 C -14 0 -10 0d0+0 0d0+0 -200 0 -112 112 1 -13 20 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -20 6 0 0 0 0 134479872 2 -> greet_prog 75~ -bounce -say oh me oh my..... -say what can I do what can I do. -, looks at you and hope dawns on his face. -say You can help yes you you! -bounce -say go tell tiggy that I need help! He'll know what to do! tell him tell him -say You'll have to find his house under the big rock! Go now help! -bounce -~ -| -#106600 -Shroom Warrior~ -a newly created Shroom Warrior~ -Some god abandoned a newly created Shroom Warrior here. -~ -~ -81 0 0 C -20 0 0 0d450+450 10d10+0 -0 0 -112 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -59 3 0 0 8192 8192 1 -50 50 199 112 0 0 0 0 -> rand_prog 5~ -growl -~ -> rand_prog 5~ -snicker -~ -> rand_prog 5~ -yawn -~ -| -#106601 -Shroom Baby~ -A baby shroom~ -A baby shroom flees from your light. -~ -The baby shroom is at once cute and ugly, like most babies. He -eeps and runs from you, showing you his cute little baby tushie. -~ -81 32768 0 C -1 0 0 0d10+10 0d10+10 -0 0 -112 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -59 3 0 0 8192 8192 1 -0 0 199 112 0 0 0 0 -> rand_prog 5~ -giggle -~ -> rand_prog 5~ -tongue -~ -> rand_prog 5~ -fart -~ -> rand_prog 5~ -cry -~ -> rand_prog 5~ -burp -~ -| -#106602 -Shroom Nanny~ -A Shroom Nanny~ -A shroom nanny is here, knitting. -~ -~ -1 0 0 C -25 0 0 0d500+500 10d20+0 -0 0 -112 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -59 3 0 0 1919247219 8192 1 -75 65 199 112 0 0 0 0 -> rand_prog 5~ -shhh -~ -> rand_prog 5~ -snore -~ -> rand_prog 5~ -manners -~ -| -#106603 -hydra head~ -A hydra's head~ -A long, dragonesque head pokes out of the murky water. -~ -The hydra's head resembles that of a dragon, but far smaller, -being only about as long as your forearm. It sits atop a -long, snaky neck which rises from the pool of water. -~ -35 0 0 C -20 0 0 0d50+50 0d50+50 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 3 0 0 1969906241 1969906241 1 -50 50 1 0 0 0 1 2 -> rand_prog 10~ -sneeze -mutter -say Damn allergies! -~ -> rand_prog 10~ -sneer -~ -> rand_prog 10~ -snarl -~ -> death_prog 100~ -mpecho The head screams in agony and dies, but as it does, -mpecho two more heads grow to replace it!!! -mpmload 106603 -mpmload 106603 -~ -| -#106604 -hydra's body~ -A hydra's body~ -A hydra's body swims in the murky water here. -~ -~ -3 0 0 C -30 0 0 0d100+100 0d100+100 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 1 -50 50 0 0 0 0 128 0 -> death_prog 100~ -mpat 106604 mppurge -mpoload 106600 20 -mpoload 106601 20 -~ -> rand_prog 10~ -mpecho The hydra farts loudly, and a torrent of bubbles rises to the surface. -~ -| -#106705 -captain Gar'tok~ -A captain of the Gar'tok~ -A captain of the Gar'tok oversees the activity. -~ -~ -1073741825 0 0 C -50 0 -300 0d0+0 0d0+0 -0 0 -108 108 1 -20 16 14 20 20 13 15 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 0 64 2099201 0 176 524291 -> speech_prog montaine~ -say Those damn Montaine lords of Arabel are REAL scum! -growl -say ...Just like the King of Shadowdale, they pilfer our treasures and have -say no repect for our customs! Disgusting men! We'll show them... -cackle -say We outnumber them 1000 to 1 on the field of battle... -say They will surely perish under our blades! -~ -> speech_prog gar'tok~ -say Har har har! We are a great people of the plains... -say We live well and do our duty to men and our Gods, and we of the military -say live and die under the commands of Commandant Krackyn. - -~ -> speech_prog krackyn~ -bow -say Commandant Krackyn is our fearless leader. -say Unfortunately, he has been acting quite oddly since the arch-mage brought -say him that diamond crusted knife to hang as a decoration in his chambers. -say If you wish to speak with him, surely he is about. -say Shout "I wish to speak with Krackyn" to get his attention." -~ -| -#106706 -montaine lord~ -A well dressed Montaine lord of Arabel~ -A well dressed Montaine lord of Arabel stands imperiously over you. -~ -~ -1073741825 0 0 C -50 0 -300 0d0+0 0d0+0 -0 0 -108 108 1 -20 16 14 20 20 13 15 -0 0 0 0 0 -0 3 0 0 1 1 2 -0 0 0 64 2099201 0 176 524291 -> speech_prog gar'tok~ -say Those FILTHY Gar'tok are coming to trample us into the dirt! -say Those morons think they can massacre anyone they want just because they -say get a little splinter in their ass! -say Even the king of Shadowdale knew the old shield belonged to us! -say ...but that's ancient history.. now the Gar'tok come because they think -say we stole some of their women! LIES, ALL LIES!!!! -~ -> speech_prog montaine~ -say We Montaine lords have resided in Arabel for years... we keep the -say ancient treasures of the world well guarded in conjuction with the -say musuem in Shadowdale. We mean no ill intent unto the Gar'tok -say barbarians! -~ -> speech_prog krackyn~ -say Commandant Krackyn de Quintar of the Gar'tok was once a well respected man. -say Unfortunately, his recent bloodlust over a simple misunderstanding has -say made a monster of him. His right hand man, that blasted arch-mage, has -say ALWAYS been a pain in the ass. -say Strangely, our overlord has been acting different ever since Krackyn went -say on the war path... -~ -| -#108000 -placeholder~ -a newly created placeholder~ -Some god abandoned a newly created placeholder here. -~ -~ -1073741825 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -#0 - - -#OBJECTS -#106000 -stone pillar~ -A stone pillar~ -A pillar made of a rare blue granite is set firmly in the ground.~ -~ -12 -2147483646 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -#106001 -glass pillar~ -A stone pillar~ -A pillar made of a rare green glass is set firmly in the ground.~ -~ -12 -2147483646 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar glass~ -This small pillar seems to be made out of transparent glass, or is it -crystal? It could be one of those magical lenses you've heared about. -~ -#106002 -Pillar~ -A pillar~ -A pillar made from pure water is held together by strong magic.~ -~ -25 -2147483646 0 -! 10000 10000 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar water~ -Its strange how the pillar keeps its shape. As you glance into the -water, for a second you think you see a rune, floating around, but -it dissapears the moment you try to examine it. -~ -#106003 -moss pillar~ -A stone pillar~ -An ancient pillar is covered with moss.~ -~ -12 -2147483646 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106004 -pillar red volcanic~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -2147483646 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106005 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106006 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106007 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106008 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106009 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106010 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106011 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106012 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106013 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106014 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106015 -pillar reserved~ -A stone pillar~ -A pillar reserved for future use.~ -~ -12 -1073741822 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -50000 0 0 -E -pillar granite~ -As you look closer, you see a small golden rune etched in the granite. -~ -E -pillar granite~ -On the side of the short pillar you notice a small rune etched in the -granite. -~ -E -pillar red volcanic.~ -~ -E -pillar red volcanic~ -You hear the soft bubbling of mana inside the pillar. -~ -#106016 -Dream crystals~ -A pair of dream crystals~ -A pair of dream crystals lay here on the ground.~ -~ -8 2097216 8388609 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 1000000 100000 -E -crystals~ -These crystals have been designed to increase the wearer's awareness -while dreaming, it blocks all unwanted dreams, and puts the wearer in -a land of friends, pleasure and excitement! Rare as they are, you are -almost sure these are the only ones in existence. - -On the back of one of the crystals is inscribed: 'Try to pay attention -When you sleep. You will feel emotions more intense and experience -Adventures bigger than you ever could experience in the waking world. -- A gift from your dreamtraveler, Celeborn. -~ -A -27 2048 -A -13 42 -A -17 -100 -A -31 4 -A -26 -2146435070 -#106017 -A Precious looking casing~ -A Precious looking casing~ -A Precious looking casing protects something valuable.~ -~ -15 2097216 16385 -! 220 5 -1 0 0 0 0 0 0 0 0 0 -2 15000 1500 -#106018 -Cloak of Deception~ -The cloak of dwarven deception~ -The cloak of dwarven deception lays here on the ground.~ -~ -9 262144 5 -! 9 0 0 0 0 0 0 0 0 0 0 0 -3 25 2 -A -13 200 -> wear_prog 100~ -emote masks Celeborn, Changing him into a Dwarf! -~ -> remove_prog 100~ -emote changes Celeborn from dwarf into... DROW!?!? CELEBORN IS A DROW!? -~ -| -#106019 -blood sucking leach~ -A blood sucking leach~ -A blood sucking leach crawls along the floor, bringing doom everywhere.~ -~ -8 1075839040 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 500000 50000 -#106052 -Dwarf~ -a newly created Dwarf~ -Some god dropped a newly created Dwarf here.~ -~ -13 1073741824 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#106100 -A small magical gem~ -A small magical gem~ -A small gemstone illuminates the room with magical light.~ -~ -8 2097216 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 500000 50000 -#106101 -pair strange crystal objects~ -A pair of strange crystal objects~ -A pair of strange crystal objects lay here next to each other.~ -~ -8 2097216 8388609 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#106200 -gem of jade~ -Gem of Jade~ -A gem made of jade lies here on the ground.~ -~ -8 2097216 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 500000 50000 -A -31 2 -A -56 89 -A -13 50 -A -17 -35 -A -18 5 -#106201 -Crystals of Crimson~ -Crystals of Crimson~ -Crimson colored crystals are scattered about the ground.~ -~ -8 2097217 8388609 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 750000 75000 -A -25 2 -A -12 20 -A -56 88 -A -13 45 -A -19 10 -#106202 -jade dagger~ -Jade Dagger~ -A dagger with a handle made of jade is lying here.~ -~ -5 2097216 8193 -! 12 25 15 11 0 0 0 0 0 0 0 0 -1 500000 50000 -A -13 25 -A -1 2 -A -32 20 -A -18 10 -A -19 10 -#106203 -Rycens Rattle~ -Rycen's baby rattle~ -Rycen has dropped her baby rattle here.~ -~ -5 2097153 8193 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 500000 50000 -#106401 -Some bones~ -Some bones~ -Some old bones lay inside the coffin.~ -~ -13 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#106500 -gem of tlaloc~ -Gem of Tlaloc~ -A small gem lying on the floor seems to contain a raging thunderstorm.~ -~ -8 2624 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 1000000 100000 -A -17 -10 -A -13 50 -A -18 4 -A -19 4 -A -24 -3 -A -56 221 -#106501 -Gem of Tezcatlipoca~ -Gem of Tezcatlipoca~ -A dark chunk of obsidianlies here, tossed aside.~ -~ -8 65604&4 8388609 -! 0 0 70 0 0 0 0 0 0 0 0 0 -1 50000 5000 -A -17 -5 -A -12 100 -A -66 8 -A -24 -7 -A -56 224 -#106502 -aztec spear of death tlaloc~ -Tlaloc's Spear~ -Many feathers adorn the spear that lies here.~ -~ -5 2120 16777217 -! 70 20 50 1 0 0 0 0 0 0 0 0 -5 80000 8000 -A -17 -60 -A -12 10 -A -18 15 -A -19 15 -A -53 25 -#106503 -astral symbiote~ -An astral symbiote~ -A faint intangible spirit floats in the air.~ -~ -9 264193&32 4194305 -! 5 5 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -56 292 -A -56 84 -A -3 2 -A -24 -5 -A -12 50 -A -66 4 -#106504 -rock boulder~ -a rock boulder~ -A huge boulder lies half buried in the ground.~ -~ -38 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 0 -#106505 -tree trunk palm~ -a palm tree~ -A few palm trees wave in the breeze.~ -~ -13 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 0 -E -tree climb palm~ -say type leave tree -~ -#106506 -rocks and pebbles~ -rocks and pebbles~ -Small pebbles and rocks lie in the sand.~ -~ -13 0 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -100 0 0 -#106507 -shortbow bow short~ -A shortbow~ -A small bow collects dust.~ -~ -56 264192 262145 -! 50 0 50 14 3 0 0 0 0 0 0 0 -5 500000 50000 -A -14 20 -A -18 10 -A -12 30 -#106508 -arrow~ -a tiny arrow~ -An arrow lies on the ground.~ -~ -57 0 1 -! 0 0 40 14 3 0 0 0 0 0 0 0 -1 0 0 -#106600 -hydra's horn~ -a hydra's horn~ -A long, sharp horn is here.~ -~ -8 0 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -26 -2147483648 -A -14 25 -> rand_prog 1~ -opecho The horn hums faintly... -opechoaround The horn hums faintly... -oprestore $n 5 -~ -| -#106601 -stalactite shards~ -Stalactite Shards~ -Some pieces of stalactite are lying here.~ -~ -8 0 8388609 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -18 2 -A -19 2 -A -17 2 -A -56 66 -#108000 -Placeholder~ -a newly created Placeholder~ -Some god dropped a newly created Placeholder here.~ -~ -13 1073741824 0 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#106000 -Southern gate of Highmoon~ -If it wasn't for the enormous tower reaching up at the clouds, you -would have walked past this city without noticing it. The forest -complete blocks vision of the walls, that are covered with all -sorts of vines and flowers. You take a deep breath and smell the -forest, mixed with the fragrance of freshly baked bread and sweet -elven wine coming from inside the gate. -~ -0 0 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106001 -S -#106001 -South of Highmoon Square~ -It's almost like you never left the forest, as the trees here are just -as densely packed as the forest outside the city walls. The smell -of fresh bread and elven wine seems to be coming from a large -natural cave to your west. -~ -0 0 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106002 -D2 -~ -~ -0 -1 106000 -D3 -~ -~ -0 -1 106004 -S -#106002 -Highmoon Square~ -You are standing in what is regarded as the center of Highmoon. -The main road surrounds a large magical pond in the middle of -an open field. Several wooden benches are placed around the pond, -each protected from the sun by a large willow. -~ -0 301990912 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106018 -D2 -~ -~ -0 -1 106001 -D3 -~ -~ -0 -1 106024 -S -#106004 -The Cave Inn~ -The inn is packed with customers eating and talking. Altough -a little dark the inn is lighted with candles, placed into -small alcoves in the rocky walls, giving it a romantic -atmosphere. You see a handsome female elf in an open kitchen -preparing elvish dishes that are making your mouth water. You -feel the urge to sit down for a good meal. -~ -0 0 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106001 -D3 -~ -~ -0 -1 106005 -S -#106005 -A Small Cave~ -Stairs have been cut into the walls, slowly circling down into the -depths of the earth. Candles light this area, placed into small -alcoves in the walls. You smell the smell of elvish dishes coming -from the east. -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106004 -D5 -~ -~ -0 -1 106006 -S -#106006 -A Small Cave~ -Stairs have been cut into the walls, slowly circling up to the -top of the earth. Candles light this area, placed into small -alcoves in the walls. You smell the smell of elvish dishes coming -from the above. -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106007 -D4 -~ -~ -0 -1 106005 -S -#106007 -A Small Cave - East 1~ -Candles light this area, placed into small alcoves in the walls. -You smell the faint smell of elvish dishes coming from the west. -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106008 -D3 -~ -~ -0 -1 106006 -S -#106008 -A Small Cave - East 2~ -Candles light this area, placed into small alcoves in the walls. -You smell the faint smell of elvish dishes coming from the west. - -The hall to the east seems blurred and distorted. You feel something -is really wrong there. -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106009 -D3 -~ -~ -0 -1 106007 -S -#106009 -A Small Cave - East 3~ -Candles light this area, placed into small alcoves in the walls. -You smell the faint smell of elvish dishes coming from the west. -~ -0 1073741826 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106016 -D3 -~ -~ -0 -1 106008 -S -#106010 -Plane of pillars~ -~ -0 1076896772 1 0 0 0 0 0 -S -#106016 -House - For Sale~ -An empty house waiting for a new owner -~ -0 0 1 0 0 0 1 0 -D2 -~ -~ -0 -1 106009 -S -#106018 -One east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106019 -D3 -~ -~ -0 -1 106002 -S -#106019 -Two east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106020 -D3 -~ -~ -0 -1 106018 -S -#106020 -Three east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106021 -D3 -~ -~ -0 -1 106019 -S -#106021 -Four east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106022 -D3 -~ -~ -0 -1 106020 -S -#106022 -Five east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106023 -D3 -~ -~ -0 -1 106021 -S -#106023 -Six east of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D3 -~ -~ -0 -1 106022 -S -#106024 -One west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106002 -D3 -~ -~ -0 -1 106025 -S -#106025 -Two west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106024 -D2 -~ -~ -0 -1 106030 -D3 -~ -~ -0 -1 106026 -S -#106026 -Three west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106025 -D3 -~ -~ -0 -1 106027 -S -#106027 -Four west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106026 -D3 -~ -~ -0 -1 106028 -S -#106028 -Five west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106027 -D3 -~ -~ -0 -1 106029 -S -#106029 -Six west of Highmoon Square~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106028 -S -#106030 -The Highmoon Adventurer.~ -You are now standing inside a shop of wonders. -Behind the counter you can see a valid permit to sell goods. -We are pleased to announce that we have the facility to take money -direct from you bank account, should you find that you are not carrying -enough gold. Have a nice day ! -~ -0 1073741824 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106025 -S -#106200 -Inside the Old Jade Tavern~ -Looking around your surroundings, you start to wonder...where the HELL are -you?!?! You can barely make out the old moss covered sign on the wall. It -looks like it says "Jade Tavern". The musty smell in the air gives you the -chills and you consider jumping back into the pillar. There is a small sign -leaning against the wall, and you strain to read what it says. -~ -0 3145728 0 0 0 0 0 0 -D1 -~ -~ -0 -1 106201 -E -sign~ -The Old Jade Tavern - Abandoned -This area is designed for levels 30 to 40, you have been warned! -~ -S -#106201 -Down the Dusty Hall~ -Cobwebs consume every inch of this hallway. Your skin crawls from the -disgusting nature of the floors and the bugs crawling along it. You -try to move quickly to avoid anything that might crawl up your leg. -~ -0 1076887552 0 0 0 0 0 0 -D0 -~ -~ -0 -1 106202 -D3 -~ -~ -0 -1 106200 -S -#106202 -Pool Anyone?~ -You come across a couple pool tables that you decide have probably seen -better days. Its obvious that many games have been played on these. Just -exactly how old is this Tavern anyway? -~ -0 1076887552 0 0 0 0 0 0 -D0 -~ -~ -3 -1 106203 -D1 -~ -~ -0 -1 106204 -D2 -~ -~ -0 -1 106201 -S -#106203 -Restrooms~ -The foul stench in this tile covered room could only mean one thing... -bathroom. The broken light fixture above your head refuses to turn on -as you watch what looks to be a couple cockroaches scamper across your -feet and over to one of the broken stalls. -~ -0 1076887552 0 0 0 0 0 0 -D2 -~ -~ -3 -1 106202 -S -#106204 -The Old Bar and Grill~ -An inch of dust covers the bar, as you glance over the rows of glasses -once used to hold many a gallon of fine ale and beer. This bar has been -out of use for a while. The taps are all dry, and the mirror on the wall -behind it has a huge crack down the middle. Dont sit on the stools! -~ -0 1076887552 0 0 0 0 0 0 -D1 -~ -~ -0 -1 106205 -D3 -~ -~ -0 -1 106202 -S -#106205 -Overturned Chairs~ -The old tables and chairs in this dining area haven't seen a piece of -chicken or a good steak in a long time. Some legs are missing from a -couple of the overturned chairs, but the tables seem pretty sturdy. -~ -0 1076887552 0 0 0 0 0 0 -D0 -~ -~ -0 -1 106206 -D3 -~ -~ -0 -1 106204 -D5 -~ -~ -64 -1 106207 -S -#106206 -The Closet~ -Nothing but empty hangers occupy this small closet once used for hanging -up coats. A spider dangles from rack in front of you, and you shudder in -disgust of the creature. -~ -0 1076887552 0 0 0 0 0 0 -D2 -~ -~ -0 -1 106205 -S -#106207 -Under the Bar~ -Stairs! They obviously lead downstairs underneath this old place. The -air is moist under here, and you step carefully as the floorboards -creak under the weight of your body. -~ -0 1076887552 0 0 0 0 0 0 -D3 -~ -~ -0 -1 106208 -D4 -~ -~ -64 -1 106205 -S -#106208 -Wine Cellar~ -Rows and rows of wine bottles cover the north wall of this room. Some of -the bottles go back several hundred years. There is broken glass on the -floor, and a few red stains on the cement. -~ -0 1076887552 0 0 0 0 0 0 -D1 -~ -~ -0 -1 106207 -D2 -~ -~ -0 -1 106209 -S -#106209 -What the Hell?~ -The room is dark as you enter, and you trip over something on the floor. -In front of you, you can distinctly hear the sound of breathing, but you -cant seem to make out any figures. -~ -0 1076887552 0 0 0 0 0 0 -D0 -~ -~ -0 -1 106208 -S -#106210 -Floating in a void~ -~ -0 1073741828 1 0 0 0 0 0 -S -#106301 -Tree of Hope and Despair~ -You appear in a place that you had not planned on going. You see -ocean surrounding you, but when you turn around you see an unusual -tree. Half of the tree is full of life and is healthy possible. The -other half is rotting and looks like it will fall apart. The tree -seems to represent a balance in nature. They need each other to -remain standing. With out one the other half would fall into the -ocean. -~ -0 1076895744 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106302 -S -#106302 -Bottom of the Tree~ -Standing in the tree you see that there is a line between the hope -and despare where the two merge peacefully. Around the inside of -the tree are stares carved out of the wood. The stairs spiral up -the inside, and just the outside half of them are rotting and the -other appears to be healthy solid wood. The stairs go through each -half of despare and hope twice. -~ -0 1076895744 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106301 -D4 -~ -~ -0 -1 106303 -S -#106303 -Bottom Part of the Tree~ -Standing here you can see a clearly see the split in the tree and -how hope and despair affect the tree. The half of despair is bended, -twisted and rotting. The half of hope is perfect in almost every -way. It is strong and healthy. you walk up and touch the half that -is rotting. When you touch it a strange feeling overcomes you. You -look up and you can see the leaves on the top of the tree and the -blue sky. -~ -0 1076895744 1 0 0 0 0 0 -D4 -~ -~ -0 -1 106304 -D5 -~ -~ -0 -1 106302 -S -#106304 -Half Hope and Half Despair~ -~ -0 1076895744 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106307 -D3 -~ -~ -0 -1 106305 -D4 -~ -~ -0 -1 106309 -D5 -~ -~ -0 -1 106303 -S -#106305 -Branches of Despair~ -~ -0 1076895744 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106304 -D9 -~ -~ -0 -1 106306 -S -#106306 -End of the Rotting Branch~ -~ -0 1076895744 1 0 0 0 0 0 -D6 -~ -~ -0 -1 106305 -S -#106307 -Branches of Hope~ -~ -0 1076895744 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106308 -D3 -~ -~ -0 -1 106304 -S -#106308 -Along a Branch of Hope~ -~ -0 1076895744 1 0 0 0 0 0 -D3 -~ -~ -0 -1 106307 -S -#106309 -Almost to the Top of the Tree~ -~ -0 1073741824 1 0 0 0 0 0 -D5 -~ -~ -0 -1 106304 -S -#106401 -A small coffin~ -You are cramped in what seems to be a small box. The air is stale and -you feel something nasty poking your back, probably some bones. As -you glance around the box, you see the top of a pillar sticking into -the box from the outside. You get some sand in your mouth trying to reach -for the teleporter pillar. -~ -0 1076895756 1 0 0 0 0 0 -S -#106402 -A Balcony~ -You walk onto a balcony and feel a fresh breeze of wind in your face. -You seem to be several floors high here, as you look over the balcony -edge you see a large forest stretching out below you. When you glance -in the distance huge mountains block further vision in all directions. -The balcony is decorated with figurines of small birds and animals. -~ -0 1076895744 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106406 -S -#106403 -Temple of LLiira~ -This hallway is almost totally filled with burning candles. They all -are the same length and don't seem to get smaller over time. You hear -the echo of singing birds coming from the west. -~ -0 1076895752 1 0 0 0 0 0 -D3 -~ -~ -0 -1 106406 -S -#106404 -Temple of LLiira~ -You stand at a small altar. The altar is filled with fresh berries and fruit, -all offerings to the great LLiira. The altar is made out of one single piece -of wood, carved from the heart of a redwood tree. -~ -0 1076895752 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106406 -S -#106406 -Temple of LLiira~ -You are standing in the center of a large white temple. Sunlight drops -in trough the coloured glass windows and makes all sorts of beautifull -patterns on the decorated floortiles. The air in here is refreshing -and you hear birds singing outside. -~ -0 1076895752 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106404 -D1 -~ -~ -0 -1 106403 -D2 -~ -~ -0 -1 106402 -S -#106500 -An Aztec Temple~ -The dense jungle trees crowd around you. Dark green leaves -and wet vines block out the sky above. Strange noises chatter -and crash through the underbrush. The sounds of wildlife. A -small stone temple crouches in the shade. It is almost covered -by the moss and greenery that grows over it. Long dead skulls -and bones, bleached white and cracked from age, are stacked -along the temple walls. This area is for high levels only!! Enter -at your own risk!! -~ -0 2097152 3 0 0 0 0 0 -D0 -~ -temple door north~ -11 -1 106501 -S -#106501 -In the Temple~ -The interior of the temple sprawls out to the north. It's golden -tiles refect the scant light a thousand fold. Reflected rays of light -bounce off golden idols and statues, cutting through the dusty air. -A red carpet leads into the temple proper and a small hidden door -leads out into the steamy jungle. This place has a feel of great -age and of long vacancy. -~ -0 2097152 0 0 0 0 0 0 -D0 -~ -~ -0 -1 106502 -D2 -~ -temple door north~ -9 -1 106500 -S -#106502 -Temple Center~ -Gilded ornaments and idols sparkle in the light of the temple proper. -A golden sun outlined in bright red rubies fills the center floor of the -chamber. Candles glow like miniature suns themselves and their -rays of light bounce of the golden surroundings lighting the -room without shadows at all. Great images paint the walls. The -frightening visages of the aztec gods. Four smaller chambers -lead off this main room. One in each direction. -~ -0 2097152 13 0 0 0 0 0 -D0 -~ -~ -0 -1 106503 -D1 -~ -~ -0 -1 106505 -D2 -~ -~ -0 -1 106501 -D3 -~ -~ -0 -1 106504 -> act_prog p begins digging...~ -mpecho The floor crumbles and shakes. Suddenly the whole thing -mpecho caves in and everything crashes to a floor somewhere below. -mpechoat $n You tumble down into the darkness. -mptransfer $n 106507 -~ -| -S -#106503 -Dia de las Muertos~ -Dia de las Muertos is the aztec day of the dead. This room is an altar -for the aztec gods of death. Small skeletons bow to an idol of toltec in -the middle of the room. Their bony forms are white and cracked with age. -A large mural of masked worshipers covers the ceiling. Four candles of -insense burn brightly, their smell drifting through the air. -~ -0 2097152 0 0 0 0 0 0 -D2 -~ -~ -0 -1 106502 -D4 -~ -mural panal~ -9 -1 106506 -S -#106504 -Idol of Xiuhtecuhtle~ -Small buring pyres light the four corners of this chamber. Thousands of -candles run up the far wall like a serpent of fire. A golden idol surveys -the room from an emerald throne. The two remaining walls are adorned -with images of Xiuhtecuhtle the god of fire. -~ -0 2097152 0 0 0 0 0 0 -D1 -~ -~ -0 -1 106502 -S -#106505 -Idol of Coatlicue~ -Snakes and serpents squirm and slither across the temple floor. Four -flickering torches barely provide enough light to see the dim chamber. -A large gold and silver staue stands amidst a moving mass of snakes. -The idols skirt is made of serpents as well for it represents Coatlicue -the serpent goddess. -~ -0 2097152 0 0 0 0 0 0 -D3 -~ -~ -0 -1 106502 -S -#106506 -Tlaloc the Rain God~ -The imagery of death continues into this alcove from the chamber -of the dead below. Dying people and drenching thunderstorms are -both depicted in the old drawings and paintings. Only a few candles -light the area. Each a small world in it's own. A large golden throne -stands watch over everything else in the room. On it sits the -aztec god of rain and death. Tlaloc. -~ -0 2097152 0 0 0 0 0 0 -D5 -~ -mural panal~ -11 -1 106503 -S -#106507 -Under the Temple~ -Earthen walls and broken rock form what has to be the sub level -of the aztec temple. The air is dank, dark, and damp. Small rodents -and insects chatter and sreech at you from their hidden homes. Even -with your light not much can be seen. -~ -0 2097152 13 0 0 0 0 0 -D4 -~ -~ -0 -1 106502 -> act_prog p begins digging...~ -mpecho The floor crumbles and shakes. Suddenly the whole thing -mpecho caves in and everything crashes to a floor somewhere below. -mpechoat $n You tumble down into the darkness. -mptransfer $n 106508 -~ -| -S -#106508 -Deep in the Earth~ -Dirt crumbles and falls off the walls, wet and sticky from the incredible -dampness. The air is rank and thick with fumes. It chokes the life out -of you slowly but surely. Rotting piles of mushrooms and grass release -the gases, a warning to intruders. A small cramped tunnel leads north and -slopes downwards slightly. -~ -0 2097152 13 0 0 0 0 0 -D0 -~ -~ -128 -1 106509 -D4 -~ -~ -0 -1 106507 -S -#106509 -Poison Gases~ -This low spot in the tunnel is choked full of gases. Poison racks your -body from the horrid fumes. Rotting vegetation is stacked in bundles. -The piles barely recognizable they have been here so long. Water -drips from the muddy ceiling and adds to the general discomfort. -~ -0 2097152 13 0 0 0 0 0 -D0 -~ -~ -128 -1 106510 -D2 -~ -~ -128 -1 106508 -S -#106510 -In the Presence of Tezcatlipoca~ -Obsidian mirriors reflect back your image a hundredfold. Far into the -distance you see only yourself. Then suddenly behind you stands a -huge man wearing feathered headdress. Tezcatlipoca. The god of sorcery -and destiny. The god of smoky mirriors. The all father of the aztec -pantheon. -~ -0 2097152 13 0 0 0 0 0 -D2 -~ -~ -128 -1 106509 -S -#106511 -The Astral Plane~ -White clouds float aimlessly across the astral plane. Hues of -pink, orange, and yellow tinge the clouds making a vibrant sunset -of colors. The astral plane is not connected to the real world in any -real sense. It's apart with its own laws and rules. Like a spirit world -nothing here is what it seems. Also once entered the astral plane -is all but impossible to leave! -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106512 -S -#106512 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106513 -D1 -~ -~ -0 -1 106517 -D2 -~ -~ -0 -1 106514 -D3 -~ -~ -0 -1 106518 -D4 -~ -~ -0 -1 106523 -D5 -~ -~ -0 -1 106523 -D6 -~ -~ -0 -1 106516 -D7 -~ -~ -0 -1 106518 -D8 -~ -~ -0 -1 106515 -D9 -~ -~ -0 -1 106516 -S -#106513 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106514 -D1 -~ -~ -0 -1 106516 -D2 -~ -~ -0 -1 106512 -D3 -~ -~ -0 -1 106519 -D4 -~ -~ -0 -1 106522 -D5 -~ -~ -0 -1 106522 -D6 -~ -~ -0 -1 106515 -D7 -~ -~ -0 -1 106520 -D8 -~ -~ -0 -1 106517 -D9 -~ -~ -0 -1 106520 -S -#106514 -The Astral Plane~ -You float across the astral plane. Your intangible body only half visable -even to yourself. White clouds pass through you with an eerie silence. -There are no sounds in this strange plane of exsitance. Spirit shapes -wander aimlessly. Some are people who could not find their bodies to -return too and are now trapped forever. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106512 -D1 -~ -~ -0 -1 106515 -D2 -~ -~ -0 -1 106513 -D3 -~ -~ -0 -1 106520 -D4 -~ -~ -0 -1 106521 -D5 -~ -~ -0 -1 106521 -D6 -~ -~ -0 -1 106517 -D7 -~ -~ -0 -1 106518 -D8 -~ -~ -0 -1 106519 -D9 -~ -~ -0 -1 106516 -S -#106515 -The Astral Plane~ -White clouds surround your misty body. Some pass through you with -a faint chill. Strange spirits and other astral wanderers float past. Thier -silence slightly unnerving. No sounds can he heard across the astral -plane, only a faint feeling of silent echos. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106517 -D1 -~ -~ -0 -1 106520 -D2 -~ -~ -0 -1 106516 -D3 -~ -~ -0 -1 106514 -D4 -~ -~ -0 -1 106524 -D5 -~ -~ -0 -1 106524 -D6 -~ -~ -0 -1 106514 -D7 -~ -~ -0 -1 106512 -D8 -~ -~ -0 -1 106519 -D9 -~ -~ -0 -1 106513 -S -#106516 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106515 -D1 -~ -~ -0 -1 106519 -D2 -~ -~ -0 -1 106517 -D3 -~ -~ -0 -1 106513 -D4 -~ -~ -0 -1 106525 -D5 -~ -~ -0 -1 106525 -D6 -~ -~ -0 -1 106520 -D7 -~ -~ -0 -1 106514 -D8 -~ -~ -0 -1 106518 -D9 -~ -~ -0 -1 106512 -S -#106517 -The Astral Plane~ -White clouds surround your misty body. Some pass through you with -a faint chill. Strange spirits and other astral wanderers float past. Thier -silence slightly unnerving. No sounds can he heard across the astral -plane, only a faint feeling of silent echos. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106516 -D1 -~ -~ -0 -1 106518 -D2 -~ -~ -0 -1 106515 -D3 -~ -~ -0 -1 106512 -D4 -~ -~ -0 -1 106526 -D5 -~ -~ -0 -1 106526 -D6 -~ -~ -0 -1 106519 -D7 -~ -~ -0 -1 106513 -D8 -~ -~ -0 -1 106520 -D9 -~ -~ -0 -1 106514 -S -#106518 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106519 -D1 -~ -~ -0 -1 106512 -D2 -~ -~ -0 -1 106520 -D3 -~ -~ -0 -1 106517 -D4 -~ -~ -0 -1 106529 -D5 -~ -~ -0 -1 106529 -D6 -~ -~ -0 -1 106513 -D7 -~ -~ -0 -1 106516 -D8 -~ -~ -0 -1 106512 -D9 -~ -~ -0 -1 106515 -S -#106519 -The Astral Plane~ -You float across the astral plane. Your intangible body only half visable -even to yourself. White clouds pass through you with an eerie silence. -There are no sounds in this strange plane of exsitance. Spirit shapes -wander aimlessly. Some are people who could not find their bodies to -return too and are now trapped forever. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106520 -D1 -~ -~ -0 -1 106512 -D2 -~ -~ -0 -1 106518 -D3 -~ -~ -0 -1 106517 -D4 -~ -~ -0 -1 106528 -D5 -~ -~ -0 -1 106528 -D6 -~ -~ -0 -1 106513 -D7 -~ -~ -0 -1 106516 -D8 -~ -~ -0 -1 106514 -D9 -~ -~ -0 -1 106515 -S -#106520 -The Astral Plane~ -White clouds surround your misty body. Some pass through you with -a faint chill. Strange spirits and other astral wanderers float past. Their -silence slightly unnerving. No sounds can he heard across the astral -plane, only a faint feeling of silent echos. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106518 -D1 -~ -~ -0 -1 106513 -D2 -~ -~ -0 -1 106519 -D3 -~ -~ -0 -1 106512 -D4 -~ -~ -0 -1 106527 -D5 -~ -~ -0 -1 106527 -D6 -~ -~ -0 -1 106513 -D7 -~ -~ -0 -1 106517 -D8 -~ -~ -0 -1 106513 -D9 -~ -~ -0 -1 106516 -S -#106521 -The Astral Plane~ -You float across the astral plane. Your intangible body only half visable -even to yourself. White clouds pass through you with an eerie silence. -There are no sounds in this strange plane of exsitance. Spirit shapes -wander aimlessly. Some are people who could not find their bodies to -return too and are now trapped forever. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106523 -D1 -~ -~ -0 -1 106524 -D2 -~ -~ -0 -1 106522 -D3 -~ -~ -0 -1 106527 -D4 -~ -~ -0 -1 106514 -D5 -~ -~ -0 -1 106514 -D6 -~ -~ -0 -1 106528 -D7 -~ -~ -0 -1 106529 -D8 -~ -~ -0 -1 106528 -D9 -~ -~ -0 -1 106529 -S -#106522 -The Astral Plane~ -You float across the astral plane. Your intangible body only half visable -even to yourself. White clouds pass through you with an eerie silence. -There are no sounds in this strange plane of exsitance. Spirit shapes -wander aimlessly. Some are people who could not find their bodies to -return too and are now trapped forever. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106521 -D1 -~ -~ -0 -1 106519 -D2 -~ -~ -0 -1 106523 -D3 -~ -~ -0 -1 106528 -D4 -~ -~ -0 -1 106513 -D5 -~ -~ -0 -1 106513 -D6 -~ -~ -0 -1 106524 -D7 -~ -~ -0 -1 106529 -D8 -~ -~ -0 -1 106528 -D9 -~ -~ -0 -1 106529 -S -#106523 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106522 -D1 -~ -~ -0 -1 106526 -D2 -~ -~ -0 -1 106521 -D3 -~ -~ -0 -1 106529 -D4 -~ -~ -0 -1 106512 -D5 -~ -~ -0 -1 106512 -D6 -~ -~ -0 -1 106525 -D7 -~ -~ -0 -1 106528 -D8 -~ -~ -0 -1 106524 -D9 -~ -~ -0 -1 106527 -S -#106524 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106528 -D1 -~ -~ -0 -1 106521 -D2 -~ -~ -0 -1 106528 -D3 -~ -~ -0 -1 106527 -D4 -~ -~ -0 -1 106515 -D5 -~ -~ -0 -1 106515 -D6 -~ -~ -0 -1 106527 -D7 -~ -~ -0 -1 106526 -D8 -~ -~ -0 -1 106526 -D9 -~ -~ -0 -1 106522 -S -#106525 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106524 -D1 -~ -~ -0 -1 106528 -D2 -~ -~ -0 -1 106526 -D3 -~ -~ -0 -1 106522 -D4 -~ -~ -0 -1 106516 -D5 -~ -~ -0 -1 106516 -D6 -~ -~ -0 -1 106527 -D7 -~ -~ -0 -1 106521 -D8 -~ -~ -0 -1 106530 -D9 -~ -~ -0 -1 106523 -S -#106526 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106524 -D1 -~ -~ -0 -1 106529 -D2 -~ -~ -0 -1 106524 -D3 -~ -~ -0 -1 106523 -D4 -~ -~ -0 -1 106517 -D5 -~ -~ -0 -1 106517 -D6 -~ -~ -0 -1 106528 -D7 -~ -~ -0 -1 106522 -D8 -~ -~ -0 -1 106527 -D9 -~ -~ -0 -1 106521 -S -#106527 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106529 -D1 -~ -~ -0 -1 106521 -D2 -~ -~ -0 -1 106528 -D3 -~ -~ -0 -1 106524 -D4 -~ -~ -0 -1 106520 -D5 -~ -~ -0 -1 106520 -D6 -~ -~ -0 -1 106523 -D7 -~ -~ -0 -1 106521 -D8 -~ -~ -0 -1 106522 -D9 -~ -~ -0 -1 106526 -S -#106528 -The Astral Plane~ -Fuffy white clouds float amidst pink and orange hues. A feeling of peace -and well being eminate from this plane. Up and down, left and right, -all directions have no meaning. Intangible shapes of other astral -travellers float by. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106527 -D1 -~ -~ -0 -1 106522 -D2 -~ -~ -0 -1 106513 -D3 -~ -~ -0 -1 106525 -D4 -~ -~ -0 -1 106519 -D5 -~ -~ -0 -1 106519 -D6 -~ -~ -0 -1 106521 -D7 -~ -~ -0 -1 106521 -D8 -~ -~ -0 -1 106514 -D9 -~ -~ -0 -1 106521 -S -#106529 -The Astral Plane~ -You float across the astral plane. Your intangible body only half visable -even to yourself. White clouds pass through you with an eerie silence. -There are no sounds in this strange plane of exsitance. Spirit shapes -wander aimlessly. Some are people who could not find their bodies to -return too and are now trapped forever. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106528 -D1 -~ -~ -0 -1 106523 -D2 -~ -~ -0 -1 106527 -D3 -~ -~ -0 -1 106526 -D4 -~ -~ -0 -1 106518 -D5 -~ -~ -0 -1 106518 -D6 -~ -~ -0 -1 106521 -D7 -~ -~ -0 -1 106521 -D8 -~ -~ -0 -1 106521 -D9 -~ -~ -0 -1 106524 -S -#106530 -The Astral Plane~ -The clouds and endless sky are still all around, yet you feel something -slighty different about this section of the astral plane. The light seems -brighter if such things truely have meaning here and a feeling of -power eminates from..somewhere. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106515 -D1 -~ -~ -0 -1 106528 -D2 -~ -~ -0 -1 106517 -D3 -~ -~ -0 -1 106522 -D4 -~ -~ -0 -1 106516 -D5 -~ -~ -0 -1 106531 -D6 -~ -~ -0 -1 106513 -D7 -~ -~ -0 -1 106516 -D8 -~ -~ -0 -1 106522 -D9 -~ -~ -0 -1 106521 -S -#106531 -The Astral Being~ -A huge glowing mass of..nothing..yet something...pulses with a faint -light. Clouds pass through it jsut as they do to you yet it seems more -...solid...more real. A mix of emotions eminate from it's form. Varying -from anger to love to pain to confusion. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106525 -D1 -~ -~ -0 -1 106519 -D2 -~ -~ -0 -1 106515 -D3 -~ -~ -0 -1 106523 -D4 -~ -~ -0 -1 106530 -D5 -~ -~ -0 -1 106530 -D6 -~ -~ -0 -1 106523 -D7 -~ -~ -0 -1 106527 -D8 -~ -~ -0 -1 106518 -D9 -~ -~ -0 -1 106517 -S -#106532 -Beachfront~ -The soothing crash of the waves sound across the white sound beach. -A tropical breeze brings the sent of salt and water from the ocean. Small -crabs scurry across the sand, running sideways. Tall palm trees line the -edge of the beach front. Their long trunks casting shadows almost all the -way down to the water. The beach is a calm place and even the newest -of adventurers should have no problem. -~ -0 2097156 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106538 -D2 -~ -~ -0 -1 106537 -D3 -~ -~ -0 -1 106533 -S -#106533 -Beachfront~ -White sand covers the ground from the waterfront all the way to the line -of palm trees that shade this small island. A few crabs and little lizards -run across the hot beach heading for the water or the cooling shade. -A few boulders stand like sentinels looking out over the bay. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106532 -D7 -~ -~ -0 -1 106534 -S -#106534 -Beachfront~ -A huge mound of boulders lies directly south of there, towards the sea. -There doesnt' seem to be anyway to scale them, as way around will -have to be found. A few sea gulls wing their way across the bright bue sky -looking for unwary fish below. -~ -0 2097152 1 0 0 0 0 0 -D8 -~ -~ -0 -1 106533 -D9 -~ -~ -0 -1 106535 -S -#106535 -Beachfront~ -A large collection of rocky outcrops lies east of here. The sea shore -crashes against the white beach with a great fury. White spray flies into -the air and sprinkles down amidst a rainbow of colors. Over head the sun -sends int's warmth down, sheltering everything on the beach. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106536 -D6 -~ -~ -0 -1 106534 -S -#106536 -Beachfront~ -You huddle down in a small cove of boulders and stones. White sand -pads the ground and makes a comfortable resting place. Little crabs, -snails, and sea urchins play in on the the shallow pools that litter the -cove. -~ -0 2097152 1 0 0 0 0 0 -D3 -~ -~ -0 -1 106535 -S -#106537 -In the water~ -Water laps around you waist as you stand in the surf of a great sea. -The water stretches farther then your eyes can see. Clear, green, tropical -water. Small schools of brightly colored fish swim around your ankels. -Starfish, crayfish and other bottom feeders wallow through the sandy -bottom looking for food. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106532 -D6 -~ -~ -0 -1 106538 -S -#106538 -Beachfront~ -The roar of the ocean is very loud. The waves are gentle as they roll onto -sand but the noise echos, bouncing off the line of trees that boarder the -beach. A small path leads into the trees and away from the sea. The -path is small and partially overgrown. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106539 -D1 -~ -~ -0 -1 106540 -D3 -~ -~ -0 -1 106532 -D8 -~ -~ -0 -1 106541 -D9 -~ -~ -0 -1 106537 -S -#106539 -Beachfront~ -The waving tops of great palm trees shades this portion of the beach. -The sand is more brown then white, more dirt the sand. Green vines -hand from above and green plants grown in the moist ground. One -tree in particular grabs your attention. A small circular staircase is -carved into its trunk. A small pathway leads back to the main part of the -beach. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106538 -D8 -~ -~ -0 -1 106540 -D10 -~ -tree tree palm~ -917505 -1 106551 -S -#106540 -Beachfront~ -A small peninsula extends of the beach here and runs out into the -ocean. Some birds of various type pick at the sandy ground, thier -beaks snapping up tiny animals. Little crabs and sand lizards dart -to and fro leaving tiny foot prints behind. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106543 -D2 -~ -~ -0 -1 106541 -D3 -~ -~ -0 -1 106538 -D6 -~ -~ -0 -1 106544 -D7 -~ -~ -0 -1 106539 -D8 -~ -~ -0 -1 106542 -S -#106541 -Beachfront~ -You stand on the western side of a small peninsula that reaches -out into the deep blue sea. Small hermit crabs, sporting the stolen -shells of snails and urchins, scurry past your. Their tiny legs moving -them along sideways at a rapid pace. A few flying fish arc their way -gracefully across the waves in the distance. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106540 -D1 -~ -~ -0 -1 106542 -D6 -~ -~ -0 -1 106543 -D7 -~ -~ -0 -1 106538 -S -#106542 -Beachfront~ -You stand on the eastern side of a small peninsula that reaches -out into the deep blue sea. A few pebbles mar the beauty of the -endless white beaches that line the coast. A few larger rocks can -be seen far to the east. The smell and taste of the salty ocean is -strong and floats on the slight breeze. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106543 -D3 -~ -~ -0 -1 106541 -D7 -~ -~ -0 -1 106540 -S -#106543 -Beachfront~ -A small peninsula extends of the beach here and runs out into the -ocean. A great rocky outcrop casts it's shadow on you from it's resting -spot east of here. More boulders and rocks cover the sand to the northeast. -The normal crab and bird tracks are present in the sand but thier seem -to be human prints as well. Only they are much to small to be human. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106544 -D1 -~ -~ -0 -1 106547 -D2 -~ -~ -0 -1 106542 -D3 -~ -~ -0 -1 106540 -D9 -~ -~ -0 -1 106541 -S -#106544 -Beachfront~ -A grove of palms reaches skyward and thickens farther to the north. -The rocky headlands and the white sandy beach both lie south. A -peacful breeze flows in from the ocean. The salty smell filling the air. -Seagulls fly overhead, darting about in play. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106543 -D6 -~ -~ -0 -1 106546 -D9 -~ -~ -0 -1 106540 -S -#106545 -Beachfront~ -The grove of palms thin as the ground becomes rocky. Boulders of -all shapes and sizes crouch on the beach. Some much bigger then you -are. The sea breeze brings a salty tang with it as it cools the air. - -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106546 -D1 -~ -~ -0 -1 106549 -D8 -~ -~ -0 -1 106548 -S -#106546 -Beachfront~ -The tops of the draping palms shade the tropical floor from overhead. -Monkeys chirp and screech from their lofty perches, angry at being -distrurbed.The ground is covered in a maze of different tracks. The -glade thins out to the south and the southwest. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106545 -D9 -~ -~ -0 -1 106544 -S -#106547 -Beachfront~ -The ocean waves roll over the white beach and brush against your -feet. Tiny bubbles rise from the hermit crab holes in the sand when the -water passes over them. A few clam shells sparkle in the light. In the -middle of the beach, right before you, lies a huge boulder. Totaly out of -place. It look like a giant hand pointing to sea. -~ -0 2097152 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106548 -D3 -~ -~ -0 -1 106543 -D6 -~ -~ -0 -1 106549 -> act_prog p pushes a rock boulder.~ -mpe With a grunt the rock moves out of the way to reveal a hidden -mpe passage to a small cave. -mpechoat $n You stumble down the hole and fall into a dim room. -mptransfer $n 106550 -~ -> act_prog p pulls a rock boulder.~ -mpe With a grunt the rock moves out of the way to reveal a hidden -mpe passage to a small cave. -mpechoat $n You stumble down the hole and fall into a dim room. -mptransfer $n 106550 -~ -| -S -#106548 -Beachfront~ -A swarm of tiny jelly fish have washed up on the beach and died. -The translucent forms are littered the length of the beach, all the way -down to the great rock west of here. Sand dollars and shells dot the -beach and add a sense of wonder to this peaceful island. -~ -0 2097152 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106549 -D3 -~ -~ -0 -1 106547 -D7 -~ -~ -0 -1 106545 -S -#106549 -Beachfront~ -The sand thins and turns to rocky slabs as you travel farther inland. -Small shoals are filled with water from rain adn high tide. Different -creatures swim about their depths. Each a world in it's own. Far to the -north a line of palm trees edge the rocky plain. -~ -0 2097152 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106548 -D3 -~ -~ -0 -1 106545 -D9 -~ -~ -0 -1 106547 -S -#106550 -Under a Rock~ -The huge rock on the beach above forms the ceiling for this tiny -shelter. The sandstone walls have small pictures carved into them. -The house is complete to the smallest detail. Even tiny curtain hang along -the walls. A little red and blue rug lies in the center of the room. Obviously -someone ever small lives here. -~ -0 2097152 1 0 0 0 0 0 -D4 -~ -~ -0 -1 106547 -S -#106551 -A Treehouse~ -This small treehouse is ramshackle and looks like it will fall apart at -in second. The ground can be seem bewteen the floorboards far far -below. The roof is thatch made from palm leaves. The leaves long -dead and dried. A few small tables lie smashed across the one room -house. Everything looks like it was trashed in a fit of rage. -~ -0 1075838976 1 0 0 0 0 0 -D5 -~ -~ -0 -1 106539 -S -#106600 -A dark, dank cavern.~ -You find yourself in a large, stuffy damp, cavern. Although the space -is large, the warmth, moisture and darkness press in, like a tomb. You begin -to find it a bit hard to breath normally. There is a stench of mold and mildew -in the air, and of something else...blood, perhaps? -~ -0 2097165 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106601 -> entry_prog 100~ -if level($n) > 30 -mpecho You feel a fearsome presence, and runewalk away!!! - mpforce $n runewalk 1 -endif -~ -| -S -#106601 -A Fungi Filled Cavern~ -Well, you've found the source of the stench. The next room is -smaller, and is filled with dozens of different kinds of foul smelling -molds and fungi. Unused to light in this place of eternal darkness some -of the molds and fungi actually begin to shrivel and die when exposed to it. -A man sized mushroom mumbles something and moves away from your light. What -the hell? -~ -0 2097165 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106602 -D1 -~ -~ -0 -1 106604 -D2 -~ -~ -0 -1 106603 -D3 -~ -~ -0 -1 106600 -S -#106602 -Shroom's Nest~ -This end of the cavern is chock full of mushroom matter. The -spongy material fills the cavern, and the stench is overwhelming. -Little baby shrooms squeak and run from your light as the Shroom -Warriors rush to the attack. -~ -0 2097165 1 0 0 0 0 0 -D2 -~ -~ -0 -1 106601 -S -#106603 -Shroom's Nest~ -This end of the cavern is chock full of mushroom matter. The -spongy material fills the cavern, and the stench is overwhelming. -Little baby shrooms squeak and run from your light as the Shroom -Warriors rush to the attack. -~ -0 2097165 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106601 -S -#106604 -The Murky Pool of Water~ -This smaller cavern is almost filled by a spring fed pool of water. -Unlike most such pools in cave systems, this pool is murky, almost -black. Nevertheless, you get a glimpse of something moving beneath the -water. What could that be? -~ -0 2097165 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106605 -D3 -~ -~ -0 -1 106601 -S -#106605 -In the Murky Water~ -You are in a warm and murky pool of water, splashing about blindly. -You feel things...things mind you...moving about in the water around -you, startled by your intrusion. Its times like these that you wish you -didn't have the adventuring spirit. -~ -0 2097165 8 0 0 0 0 0 -D3 -~ -~ -0 -1 106604 -S -#106625 -Antechamber of a Forbidden Shrine~ -You find yourself in the antechamber of a stange shrine. -The only light is from dozens of candles upon the altar, far -to the north. In the dim light, you think you can see -shapes moving in the corner of the room, or is it only your -imagination? To the north, worshipers chant quietly, -filling the shrine with their eerie song of worship. -~ -0 1073741824 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106626 -S -#106626 -Among the Worshippers~ -You step north, and find yourself among the throngs of -chanting worshippers. Unless most churches, which make -allowances for the comfort of the faithful, there are no -pews, or even mats here, the worshippers kneel upon the -hard, cold, stone floor and pay homage to their deity. You -feel a strange to continue north, to see the altar up close. -~ -0 1073741824 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106627 -D2 -~ -~ -0 -1 106625 -S -#106627 -Before the Altar of Bones~ -The altar, if you can call it that, is made of the long -bones of the worshippers sacrificed to the Skull. The -skulls of the worshippers are set in small alcoves in the -walls, each with a lit candle in it's jaws, providing light -for the shrine. A chill runs up your spine, and you freeze -in a state of absolute horror. -~ -0 1073741824 1 0 0 0 0 0 -D0 -~ -~ -0 -1 106629 -D2 -~ -~ -0 -1 106626 -S -#106628 -Kaine's Alcove~ -This is the small alcove of Kaine, the Skull's chief worshipper, -guard and executioner. He stands here ready to do his master's -bidding. -~ -0 1073741824 1 0 0 0 0 0 -D3 -~ -~ -0 -1 106629 -S -#106629 -Behind the Altar~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106628 -D2 -~ -~ -0 -1 106627 -D3 -~ -~ -0 -1 106630 -S -#106630 -Alcove of the Skull~ -~ -0 1073741824 1 0 0 0 0 0 -D1 -~ -~ -0 -1 106629 -S -#106631 -Floating in a void~ -~ -0 1073741828 1 0 0 0 0 0 -S -#108000 -Last room reserved for Castle code~ -~ -0 4 1 0 0 0 0 0 -S -#0 - - -#RESETS -O 1 106003 1 106200 -M 1 106200 1 106201 -M 1 106201 1 106202 -D 0 106202 0 1 -M 1 106202 1 106203 -D 0 106203 2 1 -M 1 106203 1 106206 -M 1 106204 1 106208 -M 1 106205 1 106209 -E 1 106200 1 26 -E 1 106201 1 27 -E 1 106202 1 16 -E 1 106202 1 18 -G 1 106200 1 -G 1 106201 1 -O 1 106401 1 106401 -O 1 106003 1 106401 -M 1 106402 1 106404 -O 1 106003 1 106406 -O 1 106003 1 106500 -D 0 106500 0 1 -D 0 106501 2 0 -D 0 106503 4 0 -M 1 106500 1 106506 -E 1 106500 1 26 -E 1 106502 1 28 -D 0 106506 5 1 -M 1 106501 1 106510 -E 1 106501 1 27 -M 1 106502 1 106511 -O 1 106003 1 106511 -M 1 106503 6 106513 -M 1 106503 6 106514 -M 1 106503 6 106520 -G 1 106203 1 -M 1 106503 6 106522 -M 1 106503 6 106524 -M 1 106503 6 106529 -M 1 106504 1 106531 -E 1 106503 1 26 -O 1 106003 1 106532 -O 1 106506 1 106533 -M 1 106505 6 106534 -M 1 106505 6 106536 -O 1 106506 1 106539 -O 1 106505 1 106539 -D 0 106539 10 0 -O 1 106506 1 106543 -M 1 106505 6 106544 -O 1 106506 1 106544 -M 1 106505 6 106545 -M 1 106505 6 106546 -M 1 106505 6 106547 -O 1 106504 1 106547 -O 1 106506 1 106549 -M 1 106506 1 106550 -E 1 106507 1 21 -O 1 106508 1 106550 -M 1 106507 1 106551 -M 1 106601 1 106601 -M 1 106600 1 106602 -M 1 106602 1 106603 -M 1 106604 1 106605 -M 1 106603 1 106604 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 106501 spec_cast_mage -M 106502 spec_cast_mage -M 106503 spec_cast_mage -M 106504 spec_cast_mage -M 106507 spec_thief -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/piratecove.are b/data/realm/areas_smaug1.4a/piratecove.are deleted file mode 100644 index fcfba8f..0000000 --- a/data/realm/areas_smaug1.4a/piratecove.are +++ /dev/null @@ -1,2993 +0,0 @@ -#AREA Pirate's Cove~ - -#AUTHOR Shadraz~ - -#RANGES -25 40 20 65 -$ - -#RESETMSG Maniacal laughter echoes from beyond the cliffs...~ - -#FLAGS -0 - -#ECONOMY 0 4198840 - -#MOBILES -#5213 -cabin boy~ -the cabin boy~ -A wizened old man stands before you. -~ -This poor old man is what is left of the cabin boy of the Dark Lands. -Old beyond his years, he stands here in tattered clothes babbling -about the horrors of the cove. -~ -3 524328 0 C -5 0 30 1d1+300 1d0+0 -100000 0 -8 8 1 -13 13 13 13 13 13 13 --1 -1 -1 -1 -1 -0 3 0 0 1 1 0 -5 5 24 0 2048 1056880 32 0 -> all_greet_prog 70~ -Say Hello stranger. -sigh -say I suppose you are here because of the rumor of... -peer -say the treasure of Captain Carlton Trumane, of the Dark Lands? -~ -> speech_prog p yes~ -cough -say I am near death. I suppose it would not be a betrayal to pass -say this on now. -give log 0.$n -moan -say Most of the log is missing now, but I preserved the last few -say days of the Dark Lands. -cough -shiver -say If you want me to go on, say so. -tap -~ -> speech_prog p go on~ -ahem -say It's been so long. -weep -say Cedric had the first key to the tomb of the traitor. -sigh -say The sea hag, Mystralath got her claws on the key to the -say second barrier. -ponder -say It was Trumane hisself as what had the key to the chest. -weep - say I can't go on no longer. Please kill me now! -emote throws himself on your weapon. -mpforce $n kill cabin -~ -> death_prog 100~ -say I was wrong to give the log to you! I have betrayed me mates! -say I have betrayed me Captain! -weep -yell Doomed! I'm damned eternal! NOOOOOOOOOoooOOoooOoOoOOOoooooo! -mpmload 5214 -~ -| -#5214 -Ghost cabin boy~ -a cabin boys ghost~ -The ghost of the cabin boy wails his fate here. -~ -Ghost cabin boy~ -35 1581608 0 C -25 0 -50 1d1+900 1d0+0 -200000 0 -8 8 1 -15 16 15 13 14 15 14 --5 -1 -10 -1 -5 -0 3 0 0 1 1 1 -5 2 160 1 2099200 80 32 524291 -#5215 -ghostly crewman~ -a ghost~ -A ghostly crewman forever walks the beach. -~ -~ -65 68157480 -500 C -37 0 -20 1d1+2500 2d6+20 -200000 0 -8 8 1 -13 13 13 13 13 13 13 --5 -1 -10 -1 -5 -0 3 0 0 1 1 0 -1 1 49 1 2099200 48 576 524291 -#5216 -pirate wailing~ -an unhappy pirate ghost~ -A pirate wails about his fate here. -~ -~ -35 68690104 0 C -30 0 -65 1d1+1199 1d1+700 -1 0 -8 8 1 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -0 3 0 0 1 1 1 -4 2 8 129 0 32 544 67 -> fight_prog 40~ -say Give me my lucky doubloon you thief! -growl -say Give it back and we can stop all this! -mea $n The ghost picks you up and slams you to the ground! -mer $n The ghost picks up $n and slams them into the ground! -mpecho Ooff! -mpdamage $n 50 - -~ -> act_prog shiny doubloon~ -mppeace all -drop doubloon -sac doubloon -~ -| -#5217 -seagull gull ~ -A seagull~ -A squawking bundle of feathers pokes about the shore -~ -All feathers and beak, this bright avian looks up from its meal of -crab meat and says, "Squawk!" -~ -16777217 524288 0 C -15 0 -20 1d1+375 0d1+0 -200000 0 -8 8 0 -13 13 13 15 13 13 13 --1 -1 -1 -1 -1 -78 3 0 0 1 1 0 -2 0 33792 0 0 0 1 3 -#5220 -crab~ -A crab~ -A crab scuttles away from you -~ -The seagulls arent the only things that think crab is good to eat. -Now whered the drawn butter go? MmmMMmmMMmmmm -~ -16777217 32768 0 C -15 0 -20 1d1+375 0d1+0 -200000 0 -8 8 0 -15 13 13 13 18 13 16 --1 -1 -1 -1 -1 -82 3 0 0 1 1 0 -2 0 266240 0 0 0 2 532481 -#5226 -eel~ -An electric eel~ -An electric eel swims by. -~ -An eel slithers by ready to attack you. -~ -16777217 32768 0 C -15 0 -10 1d1+375 0d1+0 -200000 0 -8 8 1 -13 13 13 13 15 13 16 --1 -1 -1 -1 -1 -81 3 0 0 1 1 0 -2 0 16385 0 4 1 65537 3 -> fight_prog 20~ -cast lightning bolt $r -~ -| -#5242 -Nylotrep~ -Nylotrep, the guardian of Mystralath~ -A humongous mass of corpulent flesh waits to receive you -~ -Nylotrep heaves its bulk forward causing a nauseating sucking noise as -its body lurches and surges through the passage. It appears to be -nothing more than a huge sack of corpulent flesh, eyestalks, claws and -a gaping, horrid maw. The stench issuing from this hideous creature -overwhelms even the stench of these ghastly tunnels. -~ -33 369172610 -1000 C -35 0 -200 10d100+3000 2d15+1 -500000 0 -8 8 0 -20 20 20 14 16 6 14 --5 -1 -10 -1 -5 -52 7 0 0 65536 65536 1 -35 35 274432 520 2100480 1 2 524307 -> death_prog 20~ -if level($n) < 50 -emote chokes and gasps as it dies. -mpecho $n _red a bloody strip of skin is torn from Nylotrep's body. -mpoload 5242 -endif -~ -| -#5247 -Mystralath~ -a seahag~ -Mystralath, the seahag, practices her magic before you. -~ -In her lair, the true form of Mystralath is revealed. Her head is -covered with snakes that writhe and snap at each other. The maiden -you saw earlier is the form she chooses to take when she is on the -prowl for a fresh victim. -~ -3 369688746 -1000 C -40 0 -80 1d50+1400 1d6+25 -500000 0 -8 8 0 -18 25 25 18 13 9 17 --5 -5 -5 -5 -5 -41 0 0 0 1 1 2 -6 4 8449 52 2100480 8192 33554464 1050371 -> death_prog 100~ -say You have vanquished me and won the key to that which you seek, but -say the final victory shall be mine! There is but one way to leave my -say demesne, and I hold the key in my mind alone! -cackle -say I hold out this one hope. "Old as the mountains, flows like a -say stream, sees all things born, live and die," what am I? -cackle -~ -> act_prog p looks~ -if rand(40) -emote is so consumed in her concentration that she doesnt notice you. -else -if rand(60) -tell 0.$n I see you have gotten by my pet. I should kill you for that! -rage 0.$n -if rand(40) -tell 0.$n And kill you I shall! -c fireball 0.$n -c fireball 0.$n -else -tell 0.$n But it may prove amusing to toy with you a bit first. -vbite 0.$n -endif -endif -endif -~ -| -#5248 -Carnivorous Vine~ -a carnivorous vine~ -A tangled vine creeps along the ground looking for food. -~ -This vine looks incredibly dangerous. It is covered with long, hooked -thorns that more resemble the claws of some great monster. Bits and -pieces of a long ago digested meal are gripped in the vine as well as -the more or less fresh corpse from the catch of the day. -~ -35 32 -750 C -25 0 -50 1d1+1250 2d30+5 -350000 0 -8 8 0 -20 13 15 14 15 9 18 --15 -1 -20 -1 -15 -89 4 0 0 1 1 2 -10 5 262144 2050 2048 16 11 524291 -> death_prog 100~ -mpoload 5248 -mpecho A piece of vine is hacked from the vine as it dies. -~ -| -#5251 -bones~ -Bones the Bardic Warrior~ -An Animated pile of bones seeks to entertain you. -~ -The skeleton rattles in the breeze performing a macabre dance to -entertain his audience. Bones appears to mean you no harm, but it -is certain he is able to defend himself should the need arise. -~ -3 369164458 0 C -35 0 -100 10d100+2000 2d15+10 -500000 0 -8 8 1 -20 15 15 14 16 10 18 --10 -1 -20 -1 -10 -0 3 0 0 1 1 2 -10 5 1064 32 0 80 160 3 -> rand_prog 30~ -dance $n -~ -| -#5253 -animated skeleton~ -an animated skeleton~ -A skeleton clatters about before you. -~ -Bones knit together with sinews of evil and a will of corruption dance -a ghastly jig while aiming its weapon at your heart! -~ -16777281 0 -600 C -50 0 -20 1d1+2500 2d4+15 -200000 0 -8 8 1 -13 13 13 13 13 13 13 --5 -5 -10 -5 -5 -0 3 0 0 1 1 0 -1 1 49 33 2099200 16 576 524291 -#5266 -guard ghostly~ -a ghostly guard~ -A guards ghost snores forever at his post. -~ -~ -3 131072 0 C -35 0 -20 1d1+1200 1d1+5 -200000 0 -8 8 1 -14 13 13 13 13 13 13 --5 -5 -5 -5 -5 -0 3 0 0 1 1 0 -2 0 73 0 2304 32 768 3 -> rand_prog 10~ -snore -mpecho _whi A ghostly guard tosses restlessly in its eternal slumber. -~ -| -#5270 -waif scrawny lad~ -a scrawny waif~ -A scrawny waif flinches as you approach while hoping for a handout. -~ -~ -1090584581 4292648 0 C -50 0 300 1d1+99 3d10+10 -1000000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 -25 -0 2 0 0 1 1 4 -0 0 0 0 3149056 0 48 0 -#5277 -carlton trumane captain~ -Captain Carlton Trumane~ -The Captain of the Dark Lands is chained to the bed here. -~ -The captain of the Dark Lands was left chained to his bed by the -loving crew. His greed for booty and lack of concern for his crew -got him into this fix. Now he is eternally condemned to play out -this role. -~ -3 1572992 -200 C -40 0 -50 1d1+1500 1d5+25 -500000 0 -8 8 1 -18 18 18 18 18 18 18 --10 -10 -10 -10 -10 -0 2 0 0 1 1 2 -6 4 35 5 16 32 0 524291 -> all_greet_prog 90~ -emote looks up at you with despair in his eyes. -say You'll be wantin' me treasure, no doubt. Well, ye'll not get - say even a bit o' it, you dog. -moan - say The hook is under lock and key, and I ain't sayin' where. -spit 0.$n -~ -> death_prog 10~ -mpoload 5205 -~ -> rand_prog 20~ -if goldamt($i) < 300000 -mpat 21000 mpwithdraw 5000000 -mpdeposit 5000000 -else -endif -~ -| -#5280 -otter~ -an otter~ -A playful otter cavorts about your feet. -~ -This otter scampers about playfully all day long. It is pleasant to -know that at least something in this world hasnt a care in the world. -~ -65 552 1000 C -15 0 -10 1d1+400 1d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 --1 -1 -1 -1 -1 -76 3 0 0 1 1 0 -2 0 1168 0 0 3072 0 0 -> greet_prog 100~ -mpecho An otter scampers about playfully. -~ -| -#0 - - -#OBJECTS -#5200 -key scroll~ -&BA scroll of opening~ -&BA scroll lies here, partially buried.~ -~ -18 34078768 16385 -0 0 0 0 -1 0 0 -#5201 -pewter key~ -A pewter key~ -A pewter key with gold inlay lies here in the dust.~ -~ -18 0 16385 -0 0 0 0 -1 0 0 -#5202 -rusty iron key~ -A rusty key~ -An iron key lies here collecting rust~ -~ -18 524304 1 -0 0 0 0 -1 0 0 -#5203 -brass key chestkey~ -A large, brass key~ -A key lies here in need of polishing~ -~ -18 524304 16385 -0 0 0 0 -1 0 0 -#5204 -key dusty padlock~ -A padlock key~ -A key, fallen from its shelf, lies here~ -~ -18 34078736 1 -5255 0 0 0 -1 0 0 -#5205 -desk key~ -a desk key~ -A key lies half hidden in the debris.~ -~ -18 0 16385 -5278 0 0 0 -1 0 0 -#5209 -skull bleached~ -a skull~ -A bleached skull is lodged between the rocks here.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5209 -~ -> pull_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5209 -~ -| -#5210 -doubloon gold lucky~ -a shiny doubloon~ -Something shiny looks for an owner to make lucky.~ -~ -9 -2113404672 65537 -0 10 0 0 -2 200000 20000 -A -1 1 -A -2 2 -A -31 2 -A -13 20 -A -12 20 -A -18 4 -A -19 1 -A -56 -1 -> wear_prog 100~ -mpechoat $n &YYou feel lucky to be alive as you wear a gold doubloon. -mpechoaround $n $n is blessed by good fortune as they wear a gold doubloon. -mpechoaround $n Don't you wish you had one too? -~ -| -#5211 -skull~ -a skull~ -A bleached skull is lodged between the rocks here.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5210 -~ -> pull_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5210 -~ -| -#5212 -log diary~ -a ships log~ -A worn, leather bound diary lies in the dirt.~ -~ -35 0 1 -0 0 0 0 -4 20 2 -E -log~ -The cover of the log is beaten, stained and worn. Not much is left of -the pages contained within. There looks to be two pages left. -~ -E -page1~ -15 July -The seas are very rough today. If that scoundrel in town sold me a -good map, we should make Pirate's Cove by tomorrow morn. If not, we -sail back to port and find the bastard and his family. -16 July -We made the cove this morn. A team is going ashore this afternoon -to see what the lie of the land is. Mostly cliffs about here and -a small bit of beach. The water off the port of the ship moves -about oddly, as though a tremendous upsurge of water is there -beneath the surface. -17 July -We could see campfires burning last night on the shore, but the -boys didn't return this morning. Went ashore myself this morn only -to find their hacked and mutilated bodies cast about upon the shore, -bits and pieces of them scattered about. The crabs and gulls was -having a bloody picnic. Damn. Found some tracks leading out of and -into the water. Some huge damnable beast. We will be ready for it. -~ -E -page2~ -24 July -Well, that does it. I fear we are done for. Around about 20 July all -hell broke lose. Damn that Harley! Went to sleep at his post, and -twelve good men paid dearly for his traitorous act. Well, he'll not -do that again, for I have his corpse guarding the vault now. I sent -Cedric off with one of the keys, so no one would get any ideas of -treachery. -After the attack on the ship, just last night, the waters around the -the ship began to churn and boil. Suddenly we were moving for the -shore at a frightening rate. The Dark Lands was tossed ashore like so -much flotsam. -I've got the key to the treasure chest, but in all of the commotion, -the key to the inner barrier is missing. Damn that Harley! May his -cursed soul rot in hell! The boys sound a bit agitated. I best go see - what all the racket is about. What'd they be doing with chains? -~ -#5213 -arquebus~ -A rusty arquebus~ -A firearm stands propped in the corner of the room~ -~ -5 528832 8193 -6 15 2 7 -6 35 3 -E -musket arquebus~ -This musket is so badly rusted that it no longer has any moving parts, -unless, of course, you swing it at someone. -~ -#5214 -bandana scarf~ -A pirates bandana~ -A dirty scarf lies crumpled on the ground~ -~ -9 262160 17 -10 10 0 0 -1 100 10 -E -bandana scarf~ -~ -A -2 2 -A -3 -1 -A -13 15 -A -12 20 -A -19 2 -A -18 2 -#5217 -butter~ -some drawn butter~ -A small saucer of drawn butter sits here.~ -~ -19 0 1 -35 0 0 0 -1 1 0 -#5218 -oaken chest~ -an oaken chest~ -A heavy, oaken chest is here bound in chains.~ -~ -15 0 0 -500 15 5203 12 -100 100 10 -E -oaken chest~ -This large, oaken chest is all bound up with heavy metal -chains and locked up with a huge padlock. There must be -something important in here. -~ -> act_prog p unlocks~ -mea 0.$n As you unlock a chest, the key snaps off in the lock. -mpforce 0.$n drop chestkey -sac chestkey -~ -> act_prog p gets~ -mpecho _whi An oaken chest disappears in a blinding FLASH!!! -mppurge chest -~ -| -#5219 -silver hook~ -A pirates hook~ -A wicked looking prosthesis lies here~ -~ -5 25837824&464 8193 -12 15 2 5 -1 100000 10000 -E -silver hook~ -This gleaming silver hook was once the right hand of the notorious -pirate, Carlton Trumane. -~ -A -17 -30 -A -13 50 -A -12 50 -A -1 2 -A -2 -1 -A -19 9 -A -18 9 -#5220 -crab leg~ -a steamed crab leg~ -A succulent crab leg wonders where the Butter is.~ -~ -19 0 1 -35 0 0 0 -1 1 0 -#5242 -nylotrep skin~ -The bloody skin of Nylotrep~ -A sack of decomposing flesh lies here~ -~ -15 8601680&464 524289 -10000 0 0 12 -5 0 0 -E -nylotrep skin sack flesh~ -The smell of corruption surrounds this rotting pouch of flesh. Though -long dead, it still pulses with the evil that for so long bound life -to flesh. -~ -A -26 32768 -A -26 65536 -A -1 2 -A -2 1 -A -25 -4 -> get_prog 100~ -if isimmort($n) -else -if ispkill ($n) -mpforce $n drop $o -mpechoat $n You are unable to use this object for some magical reason. -else -endif -endif -~ -> exa_prog 100~ -if isimmort($n) -else -if ispkill($n) -mpforce $n drop $o -mea $n This is not for your use. -else -endif -endif -~ -| -#5243 -pool spring~ -a sparkling pool~ -A sparkling pool of water invites you to take a drink~ -~ -17 0 0 -5000 5000 0 9 -500 0 0 -#5244 -boulder~ -a boulder~ -A boulder lies on the ground here.~ -~ -37 20 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5247 -~ -> pull_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpecho _whi An irresistable force pulls you through the opening. -mpecho _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5247 -~ -| -#5245 -blood~ -a pool of blood~ -A pool of fresh blood slowly coagulates here.~ -~ -27 0 0 -0 0 0 0 -1 0 0 -#5246 -fountain spring~ -a fountain of water~ -A fountain of clouded, stagnant water is here.~ -~ -17 0 0 -5000 5000 0 9 -500 0 0 -#5247 -boulder~ -a boulder~ -A boulder lies on the ground here.~ -~ -37 20 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpechoat 0.$n _whi An irresistable force pulls you through the opening. -mpechoat 0.$n _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5244 -~ -> pull_prog 100~ -mpecho _blu The wall dissolves before your eyes revealing a passage. -mpechoat 0.$n _whi An irresistable force pulls you through the opening. -mpechoat 0.$n _blu The wall reforms behind you as you pass through. -mptransfer 0.$n 5244 -~ -| -#5248 -thorny vine~ -a thorny vine~ -A thorny vine lies coiled on the ground.~ -~ -5 8864000&208 8193 -12 12 3 4 -3 10000 1000 -A -13 50 -A -12 50 -A -18 7 -A -19 9 -A -2 2 -#5249 -brazier fire~ -a brazier~ -A brazier glows red on the floor~ -~ -34 0 0 -0 0 0 0 -1 0 0 -#5251 -sash pirate~ -a pirates sash~ -A crumpled bit of stained silk lies here.~ -~ -9 25641220&468 2049 -15 15 0 0 -2 10000 1000 -A -17 -20 -A -1 1 -A -2 2 -A -13 50 -A -18 3 -A -19 3 -A -23 -5 -A -22 -5 -#5253 -grog cask~ -a cask of grog~ -A nice cask of something waits to be enjoyed.~ -~ -17 0 1 -20 5 7 0 -10 20 2 -#5254 -cognac bottle~ -a bottle of cognac~ -A bottle of fancy cognac waits to be enjoyed.~ -~ -17 0 1 -20 3 5 0 -2 200 20 -#5255 -cabinet~ -a cabinet~ -A sturdy wooden cabinet hangs upon the wall.~ -~ -15 262144 0 -500 15 5204 12 -1 0 0 -E -cabinet padlock~ -There must be something good in here! It has an enormous padlock -keeping intruders out. -~ -> act_prog p opens~ -mea 0.$n A bottle and a cask roll off the shelf into your arms. -mer $n 0.$n catches a bottle and cask as they fall out of the cabinet. -mpforce 0.$n get all cabinet -mppurge cabinet -mpoload 5255 20 -mpforce 0.$n drop padlock -mppurge padlock -mpecho _blu A key falls to the floor and disappears down a crack. -~ -| -#5256 -mop~ -a swabbie's mop~ -A mop leans against the closet wall.~ -~ -12 0 1 -0 0 0 0 -2 10 1 -#5257 -bucket~ -a dented pail~ -A dented old bucket sits on the closet floor.~ -~ -15 0 1 -400 0 0 12 -4 10 1 -#5258 -scrub brush~ -a scrub brush~ -An old, worn out scrub brush loses bristles here.~ -~ -12 0 1 -0 0 0 0 -1 10 1 -#5259 -bottle brass polish~ -a bottle of brass polish~ -A bottle of brass polish leaks on the ground.~ -~ -10 0 1 -50 3 -1 35 -1 20 2 -#5276 -gold chain~ -a stout gold chain~ -A hefty necklace lies here in a pile.~ -~ -9 25903360&468 5 -10 10 0 0 -4 100000 10000 -A -17 -25 -A -13 75 -A -18 4 -A -19 2 -A -20 -5 -A -5 1 -A -25 2 -#5278 -oaken desk~ -an oaken desk~ -A heavy, oaken desk is pushed against one wall.~ -~ -15 0 0 -9000 15 5205 12 -1000 100 10 -E -oaken desk~ -Old bits of parchment lie about on the top of the desk, though -nothing is in good shape. An ink pot and blotter are in one corner -of the desk, but the quill appears to be missing. There is a -drawer in the center that is closed, while the other drawers are -open and empty. -~ -> act_prog p unlocks~ -mea $n _yel As you try to retrieve the key, it snaps off in the lock. -mer $n _yel $n breaks the key in the lock. -mpforce 0.$n drop key -mppurge key -mpforce 0.$n curse -mpforce all slap 0.$n -~ -> act_prog p gets a feathery quill from an oaken desk~ -mppurge desk -mpoload 5279 40 -mpoload 5205 -mpoload 5278 1 -unlock desk -open desk -put quill desk -close desk -lock desk -mppurge key -~ -| -#5279 -feather quill~ -a feathery quill~ -A quill from a phoenix is floating by.~ -~ -9 1344 16385 -12 12 0 0 -1 100000 10000 -A -17 -15 -A -1 -1 -A -4 2 -A -13 50 -A -12 75 -A -18 6 -A -19 6 -A -23 -5 -A -24 -5 -#5282 -shimmering pool~ -a shimmering pool~ -A shimmering pool of water invites you to take a drink~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#5286 -wheel~ -a ships wheel~ -&OA ships wheel turns to the port and then to the starboard.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -wheel~ -A ships wheel turns first one way and then the other, as though being -turned by a human hand. -~ -#0 - - -#ROOMS -#5200 -Climbing the Face of the Cliffs~ -There is barely a trail to follow up the side of the cliff, but a trail it is. -Small shrubs and plants cling to the rock face causing it to crumble and erode -which makes for some very treacherous climbing. Pieces of rock cascade -down the cliff with each movement, dislodging seabirds from their nests. The -birds screech and wheel about in the air trying to discover who their attacker -is. An odd piece of parchment is caught here in the rocks. -~ -0 3145728 5 -D4 -~ -~ -0 -1 5201 -E -parchmment~ -~ -E -parchment~ -Welcome to Pirate's Cove! This area was writen by the members of the -DarkStone clan. I wish to thank Thathalum, Silverleaf, Satara and Drisk -for their encouragement, trust and input. Also, A big thanks to Sidonie, -Rast and Scot for the trust and inspiration and aid given to me in a -previous life. Enjoy exploring! - - -Phineas DarkStone -~ -S -#5201 -Clinging to the Rocks~ -The climb up was bad enough, and even though the trail no longer ascends, it -has become even more treacherous. The path is roughly six inches wide and is -composed of loose rock and gravel, and there are slight overhangs which -threaten to push the would-be climber off of their precarious perch. There -seem to be fewer birds nesting on this part of the cliff face. In fact, -everything seems a bit still and nearly oppressive. -~ -0 3145728 5 -D3 -~ -~ -0 -1 5202 -D5 -~ -~ -0 -1 5200 -S -#5202 -A Narrow Trail Along the Cliff~ -Things are looking up! The trail has widened by a few inches and there is -almost enough room to walk on the trail. It is utterly quiet now except for -the sound of the surf far below. A few scraggly shrubs cling for their life -here. -~ -0 3145728 5 -D1 -~ -~ -0 -1 5201 -D9 -~ -~ -0 -1 5203 -S -#5203 -Further Along the Narrow Trail~ -There is almost enough room to walk on the trail. It is utterly quiet now -except for the sound of the surf far below. A few scraggly shrubs cling for -their life here. There is another sound just coming into perception now. It -sounds as though someone is moaning on the trail ahead. It is a soft, but -chilling sound. -~ -0 3145732 5 -D6 -~ -~ -0 -1 5202 -D7 -~ -~ -0 -1 5204 -S -#5204 -A Sharp Bend in the Trail~ -There is a sharp bend in the trail here to the south. It is so sudden that it -is a wonder that more travelers haven't met their end here. Peering over the -edge of the cliff trail reveals piles of armor and bones on the rocks below. -The low moaning heard earlier is much louder and more chilling now. It sounds -nearly human. -~ -0 3145728 5 -D2 -~ -~ -0 -1 5205 -D7 -&RDanger -~ -~ -0 -1 5285 -D8 -~ -~ -0 -1 5203 -S -#5205 -A Long Way Down~ -The cliff face is gouged with numerous cracks and fissures. A few scrawny weeds -decorate the sides of the cliff here, but the shrubs have given up trying -to make a living on these god forsaken rocks. The sound of howling has reached -a maddeningly loud level. The wind is very fierce here, and could almost -dislodge a careless climber. -~ -0 3145728 5 -D0 -~ -~ -0 -1 5204 -D8 -~ -~ -0 -1 5206 -S -#5206 -Cracks and Fissures~ -The howling is at a frenzied pitch. It sounds as if the spirits of all that -ever lived are shrieking in agony in this one place. The cliff face is rutted -with cracks and the trail has disappeared. There is nowhere to go but back or -a long way down. -~ -0 3145728 5 -D2 -~ -crack~ -1035 -1 5207 -D7 -~ -~ -0 -1 5205 -E -cracks~ -The largest of the cracks is almost big enough to squeeze through. If only -there was some way to pry it open. -~ -S -#5207 -In a Damp Cave~ -This cave was certainly well hidden from view! It is also the apparent source -of the howling. The wind causes the howling and shrieking at the opening of -the cave. The light is dim here, but the mouth of the cave is wide enough to -let in a little light. In the gloom you can just make out the remains of an -unfortunate soul lying in the dust. Little more than a broken scimitar and a -few bones remain. -~ -0 3145736 0 -D0 -~ -crack~ -1035 -1 5206 -D9 -~ -~ -0 -1 5208 -> rand_prog 15~ -mpechoat $r &zSomething brushes against you. -~ -| -S -#5208 -A Dead End~ -The howling can still be heard from behind, but the intensity has diminished to -an almost inaudible level. A pile of bones litters the floor of the cave. They -all appear to have been here for a long time, and the clothing has long since -rotted away with the flesh, and most of the bones have been nibbled away by -rodents. Broken swords and arquebus can be seen here and there. Judging by the -weapons and the few remaining garments, these poor unfortunates were probably -pirates. This seems to be a dead end. -~ -0 3145736 0 -D5 -~ -pile~ -11 -1 5209 -D6 -~ -~ -0 -1 5207 -E -bone bones pile~ -Theres just something odd about that pile of bones. Further examination is -needed. -~ -S -#5209 -A Hidden Cavern~ -The floor crawls with various disgusting forms from the insect world. A skull -lies on the floor against the southern wall. This cavern has the feel of a -wraith's lair. The empty eye sockets of the skull seem to glow with a dull blue -light. There is a form shimmering in the corner of the cavern. Please let it -be some kind of luminescent fungus! -~ -0 3145736 0 -D4 -~ -door~ -11 -1 5208 -E -skull~ -The eye sockets of the skull glow with a dull, blue light. It gives the skull -an aura of menace. It looks as though it were put there against the wall with -purpose. -~ -E -form~ -The shimmering form in the corner is just an old skeleton covered in -a luminescent fungus. There is a broken sword still gripped in its -lifeless hand. There seems to be an inscription on the hilt. -~ -E -hilt~ ---CEDRIC-- -~ -> rand_prog 15~ -mpechoat $r &zSomething brushes against you. -~ -| -S -#5210 -Fresh Sea Air~ -This is yet another hidden cavern, but this time there is hope for freedom from -the stifling confines of the caves. There is the scent of the sea coming from a -large fissure in the southeastern corner of the cave. The sound of the surf can -be heard very faintly, but the howling is back again too. It seems different -this time somehow - more malevolent, perhaps? -~ -0 3145736 0 -D8 -~ -~ -0 -1 5211 -> rand_prog 15~ -mpechoat $r &zSomething brushes against you. -~ -| -S -#5211 -A Vertical Shaft~ -Light doesn't reach to the bottom of this shaft, so it's reasonable to assume -it's quite a drop. Fortunately there are a number of good handholds in the -walls of the cave here. They look to have been carved into the wall by human -hands. The smell of the sea is getting stronger now. Is that a gull's call? -~ -0 3145736 0 -D5 -~ -~ -0 -1 5212 -D7 -~ -~ -0 -1 5210 -S -#5212 -A Dim Light~ -Halfway down the shaft a light is now visible far below. The sound of the surf -is close and the cry of the gull is loud now. The call seems to amplify here in -the shaft. The howling has been replaced with a low moaning. -~ -0 3145736 0 -D4 -~ -~ -0 -1 5211 -D5 -~ -~ -0 -1 5213 -S -#5213 -At the Bottom~ -It is a good feeling to land on one's feet! This is the bottom of the shaft and -a cave mouth can be seen directly to the south. Gulls cry and swoop just out- -side the cave, harassing the many crabs scuttling along in the rocks of the -shoreline. -~ -0 3145732 5 -D2 -~ -~ -0 -1 5214 -D4 -~ -~ -0 -1 5212 -S -#5214 -On the Beach~ -This little cove is as pretty as a picture, and like a slice of heaven compared -to the caverns. White sands stretch out along the whole shoreline. The cove is -guarded on two sides by cliffs. There is a lush valley stretching away to the -east. The sound of the surf and the wind rustling in the tree tops makes this a -truly pleasant stop. The moaning heard earlier has stopped again. -~ -0 3145728 2 -D0 -~ -~ -0 -1 5213 -D8 -~ -~ -0 -1 5215 -S -#5215 -Walking the Shoreline~ -The water in the cove is bright blue and still as glass. It appears to be quite -shallow except perhaps at the northwest corner where the water changes color to -a deep blue. Crabs scuttle along on the sand looking for a safe place to burrow -or some tid-bit to eat. The gulls cry out their sad story as they wheel about -in the air and dive on the crabs. Hmmm.... Crab legs would taste really good -about now. Where's the drawn butter? -~ -0 3145728 2 -D2 -~ -~ -0 -1 5216 -D7 -~ -~ -0 -1 5214 -S -#5216 -A Battered Dinghy~ -There is a battered old dinghy lying here. Most of it has weathered away, and -only a few ribs attached loosely to the keel remains. Some metal glints from -beneath the stern. A low moaning sound has begun again. It sounds like someone -is hurt or even dying nearby. -~ -0 3145728 0 -D0 -~ -~ -0 -1 5215 -D8 -~ -~ -0 -1 5217 -E -metal~ -Something is glimmering from near the stern of the boat. What is it? Perhaps a -search of that area may yield something interesting. -~ -> act_prog p An unhappy pirate ghost sacrifices A shiny doubloon~ -mpforce pirate say Thank you! I may be at peace now! -mpforce pirate bow 0.$n -mppurge pirate -~ -> act_prog p gets a shiny doubloon.~ -mpecho _bro A feeling of dread grips your heart as you pick up a doubloon. -mpmload 5216 -~ -| -S -#5217 -Driftwood and Boulders~ -The rest of the beach is so pristine, but here lies a pile of driftwood, -boulders and some old timbers that look like they came from a ship of some -sort. No storm did this. It is arranged too neatly. It almost looks like -it was put there to cover something up. -~ -0 4 2 -D5 -The vault -~ -vault~ -8389671 5200 5218 -D7 -~ -~ -0 -1 5216 -D9 -~ -~ -0 -1 5220 -E -timber timbers~ -Carved into one of the pieces of timber is a message. The words are -difficult to make out, but they look like: -"Here lies Harley Smith. He was a traitor. May he rot in hell." -~ -S -#5218 -The Tomb of Harley Smith~ -Harley Smith must not have been well loved by his fellow crew members. There -are bits of his remains scattered all over this dank, dark limestone vault. -The skull was clove in two, and the hands were cut from the body as well as -the feet. There is a large, flat rock on the ground with some stains on it. -Trickles of water run down the limestone walls and disappear under the rock. -~ -0 13 0 -D4 -~ -vault~ -8389671 5200 5217 -D5 -~ -slab~ -8389679 5201 5219 -E -rock~ -Scratched into the rock is the reason that this poor man was badly desecrated. -It is barely legible after all theses years. The stains on the rock appear to -be blood. - -&r"Harley, since you spent yer time guarding the booty rather than yer -&rmates, you may guard this rock in your death. Do a better job arse hole!" -~ -S -#5219 -Beyond the Tomb~ -Water trickles down the sides of the cavern into cracks and fissures in the -floor. In the center of the cave sits a chest wrapped in multiple chains and -locked with one large padlock. Though old, it shows no sign of wear or age. -The key isn't in the lock, and doesn't appear to be lying about. -~ -0 13 13 -D4 -~ -slab~ -8389667 5201 5218 -S -#5220 -Further Along the Shore~ -Dying seaweed and various forms of sea life littering the ground shows where -the recently departed high tide was. Sea birds snatch up the tiny morsels -greedily, while clams and mussels try to burrow beneath the sand. Crabs scuttle -away from interlopers while trying to find bits of food to eat. To the south -is a stand of vines, but what they cling too isn't quite apparent. -~ -0 3145728 2 -D6 -~ -~ -0 -1 5217 -D9 -~ -~ -0 -1 5221 -S -#5221 -Near the Vines~ -There is a thick growth of vines clinging to what appears to be a wooden struc- -ture of some sort. The noise of the sea birds and other life is gone. It is -strangely quiet here. It is as though the something is waiting for something to -happen. The only sound, apart from the pounding surf, is the pounding of a -heart... yours. -~ -0 3145728 2 -D3 -~ -~ -0 -1 5222 -D6 -~ -~ -0 -1 5220 -S -#5222 -Alongside the Pirate Ship~ -The vines have thinned out sufficiently to see the outline of a large pirate -ship. Gaping holes have been torn in the port side of the ship, but they are -too high to reach. Maybe there is another way in. Toward the shore there are -some tide pools that attract your attention. -~ -0 3145728 2 -D0 -~ -~ -0 -1 5224 -D1 -~ -~ -0 -1 5221 -D3 -~ -~ -0 -1 5223 -E -hole holes ship~ -Many of the holes you see would be big enough to allow you into the ship, but -the vines dont look sturdy enough to carry your weight. Maybe fortune will -shine at the stern of the ship. -~ -S -#5223 -Near the Stern~ -Hmmm... It looks as though there may be a way into the ship, but not here. -The port side of the stern of the ship looms above, with no visible way -in. Just to the south of here, and still at the stern, there appears to -be a fallen tree propped against the rail of the ship. Bingo! -~ -0 3145728 2 -D1 -~ -~ -0 -1 5222 -D9 -~ -~ -0 -1 5248 -> speech_prog p I seek respite from my cares~ -mptransfer $n 5278 -~ -| -S -#5224 -Glittering Tidal Pools~ -Light reflects off of these shimmering pools in all directions playing tricks -on the eyes. It looks as though there is the figure of a woman shimmering on -the path right ahead. She beckons and then turns and walks away. Who is that -lovely creature? Name all that is beautiful, make it one and its beauty would -still not compare to the apparition that just left. She must be followed. -Beauty like that must not be kept waiting. -~ -0 3145732 2 -D2 -~ -~ -0 -1 5222 -D6 -~ -~ -0 -1 5225 -S -#5225 -Diving Into the Cove~ -The water is so clear here that light fairly streams in from above. Though -colors are muted, everything seems very clear. The only indication that this -is underwater is the slight waver that dims the sharpness of the landscape here -and there. Schools of fish flash this way and that as they chase their meals, -and gardens of coral and anemones protect the smaller fry. A lone eel prowls -around the corals looking for prey. As it approaches a small school of fish, -they start and zip away from the danger as one. A poor, confused fish tarries -for just a moment, and is snatched up by the lightning fast jaws of the eel. -The ferocity of the attack breaks the spell of the surrounding beauty. Caution -must be exercised. -~ -0 3145728 8 -D3 -~ -~ -0 -1 5226 -D9 -~ -~ -0 -1 5224 -S -#5226 -Under the Sea~ -Life abounds here in the enchanted cove, and as if to prove this point a large -school of small silvery fish darts by. Clumps of colorful coral dot the -landscape providing shelter for crabs, shrimps and other crustaceans. On the -fringes of vision, the apparition of that beautiful woman flits away down into -a sea cave. -~ -0 3145732 8 -D1 -~ -~ -0 -1 5225 -D5 -~ -~ -0 -1 5227 -S -#5227 -In the Caverns~ -The sudden change of scenery is shocking to the senses. The path back seems to -have disappeared in all of the confusion. All of the beauty that was above the -cave is gone now. The walls are stark rock as well as the floor. Most striking -is the lack of living things. Not even a star fish can be seen crawling along. -The cavern winds away into the dark distance. This may have been a trap, for -the lady fair is no where in site. -~ -0 3153925 8 -D3 -Into the caverns -~ -~ -0 -1 5228 -S -#5228 -Further Along in the Caverns~ -The darkness of these twisting caverns is very oppressive, and the lack of any -living thing drives that feeling home. A growing sense of dread permeates these -dark, cold waters. Light does not seem to travel well down here. At the limit -of vision, a patch of deeper darkness recedes from the dim light, further into -the caves. -~ -0 3153925 8 -D0 -Deeper into darkness. -~ -~ -0 -1 5229 -D1 -~ -~ -0 -1 5227 -S -#5229 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D1 -Wandering the caverns. -~ -~ -0 -1 5230 -D2 -~ -~ -0 -1 5228 -S -#5230 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D0 -Lost! -~ -~ -0 -1 5228 -D1 -Lost! -~ -~ -0 -1 5231 -D3 -~ -~ -0 -1 5229 -S -#5231 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D0 -Lost! -~ -~ -0 -1 5233 -D1 -Wandering in the dark. -~ -~ -0 -1 5232 -D3 -~ -~ -0 -1 5230 -S -#5232 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D3 -Still wandering. -~ -~ -0 -1 5231 -D7 -Still wandering. -~ -~ -0 -1 5230 -S -#5233 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D2 -Lost in the caverns. -~ -~ -0 -1 5231 -D3 -Lost in the caverns. -~ -~ -0 -1 5234 -S -#5234 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 8205 8 -D1 -Lost! -~ -~ -0 -1 5233 -D3 -Lost! -~ -~ -0 -1 5235 -S -#5235 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D0 -Lost in the winding tunnels. -~ -~ -0 -1 5236 -D1 -Still lost! -~ -~ -0 -1 5234 -D3 -Lost! -~ -~ -0 -1 5228 -S -#5236 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153925 8 -D0 -Lost! -~ -~ -0 -1 5229 -D1 -Lost! -~ -~ -0 -1 5237 -D2 -~ -~ -0 -1 5235 -S -#5237 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153921 8 -D1 -Wandering in a tunnel. -~ -~ -0 -1 5238 -D3 -Lost! -~ -~ -0 -1 5236 -S -#5238 -Wandering the Caverns~ -The caverns go on and on twisting through the darkness. Everything is without -feature. It doesnt even seem to matter which passage is followed. Is there a -way out? Do these passages lead to anything? -~ -0 3153921 8 -D1 -Lost! -~ -~ -0 -1 5232 -D3 -Lost! -~ -~ -0 -1 5237 -D7 -Bingo! -~ -~ -0 -1 5239 -S -#5239 -A Distant Sound~ -Just above the threshold of hearing is a menacing sound. There is only one -direction that it can be coming from. The caverns have changed from being dark -and featureless to gray and featureless. There is still no sign of life, but -there is some evidence of death. A few fish bones lie about on the floor of the -cavern, and more horrific, the broken jaw bone of what might have been a human. -~ -0 3153925 8 -D3 -Trouble ahead! -~ -~ -0 -1 5240 -D8 -Lost in a maze! -~ -~ -0 -1 5238 -S -#5240 -Chamber of Bones~ -The few bones from further back in the passage were just overflow from this -chamber. Bones of every description litter the ground here. A goodly percentage -of the carnage is fish bone, but there is a smattering of humanoid remains to -be found mixed in. Oddly, there are no small scavengers picking over the bones, -but there doesnt really appear to be anything to pick over. All that remains -of these poor unfortunate creatures are there bare bones. A corridor of slime -cover rock leads up from here, and an eerie, blue light can be seen from above. -The sound heard earlier has increased in intensity, but due to being under- -water, the sound is not distinct enough to identify. -~ -0 3153920 8 -D1 -Taking the better part of valor. -~ -~ -0 -1 5239 -D4 -A chamber of horrors. -~ -~ -0 -1 5241 -S -#5241 -A Chamber of Horrors~ -This chamber is above the waterline, but the relief is short lived. Horrific -does not begin to describe the scene here. The smell alone is enough to stop a -berserk warrior, but the sights are beyond shocking. Blood and gore stain the -walls and floor here and piles of rotting viscera lie about on the floor. The -source of the sound that began back further in the passage is clear now. A vast -sucking noise, like a giant foot being pulled from the mud in a bog, comes from -the east. The strange, blue light is coming from there too. The light is made -to look even stranger by the crystals that line the walls of the tunnel. The -light takes on a life of its own as it reflects from crystal to crystal. The -effect is almost wraith like, giving everything in the cavern a shimmer of its -own. -~ -0 3153929 0 -D1 -Beware! -~ -~ -0 -1 5242 -D5 -~ -~ -0 -1 5240 -S -#5242 -The Guardian of Mystralath~ -Living bodies are chained to the walls while others are suspended from the -ceiling and still others are cast about like so much flotsam. The living mingle -with parts of the dead on the floor. Those poor souls who are still among the -living are slated for an obviously grisly end. It cant come too soon either. -From the looks of all of the bones scattered about the room and the carnage -that is spread about, Nylotrep has been a faithful, enthusiastic servant. -~ -0 3153928 0 -D3 -~ -~ -0 -1 5241 -D4 -~ -~ -0 -1 5243 -S -#5243 -Mystralaths Demesne~ -The slime of Nylotrep covers the walls and glistens, giving off a strange, -bluish glow, and the light refracts off of the crystalline walls. The silence -is oppressive and contrasts starkly with the fleshy noises of the corpulent -creature from below. The feeling of menace is nearly tangible as though some -great event was about to take place. -~ -0 3153928 0 -D3 -Choices. -~ -~ -0 -1 5244 -D5 -~ -~ -0 -1 5242 -S -#5244 -This Way or That?~ -There is nothing in this chamber of interest. Exits lead to the north, west, -and back to the east, but there is no indication of what may lie in those -directions. The feeling of menace has turned to dread, as though in the -presence of something thoroughly evil. Well, the choice has to be made- back, -north, west or punt. -~ -0 3153928 0 -D0 -~ -~ -0 -1 5246 -D1 -~ -~ -0 -1 5243 -D3 -~ -~ -0 -1 5245 -S -#5245 -The Great Arch~ -This chamber has an arch in the west wall but there is no obvious passage to go -through it. It looks to be carved into the rock of the wall and there are no -seams revealing where a door may be. Within the arch is carved a depiction of a -beach scene. Arcane symbols are inlayed over the arch, but what they say is -lost in time. A globe of pure crystal hovers near the center of the ceiling -and emits a soft, cold blue light. -~ -0 3153928 0 -D1 -~ -~ -0 -1 5244 -E -arch ~ -The arch is made of dull gray stone with symbols of what must be mithril -inlayed into it. The message is in a long dead language, but it is obviously -important. Mage lore has it that arches like this were often used with words -of power to transport a mage to a location of their choosing. -~ -> speech_prog time!~ -mea $n _blu You feel a tugging sensation... -mer $n _blu $n's image wavers and fades from view. -mptransfer 0.$n 5217 -~ -| -S -#5246 -A Shimmering Pool~ -There is a pool of clear, cold water in the center of this domed chamber. It -is a wonder and a blessing to see something wholesome after so much death and -horror. A drink of cold water after battle is such a restorative, and there are -dangers aplenty before all is over. A small plaque is affixed to the rim of the -pool. -~ -0 3153928 0 -D2 -~ -~ -0 -1 5244 -E -plaque~ -If you are a fool, dont read this. Just drink from the pool and die! -~ -S -#5247 -The Lair of Mystralath~ -The walls of the chamber seem to glow and hum with magical power. Arcane and -common symbols are inlaid in the stone floor, and pulse with a fiery red light. -They throb in time with the dying echoes of a recently cast spell. Fire light -flickers across the room from numerous fire pits, and the scent of the smoke is -sweet and cloying in the air. An altar in the shape of a six pointed star is at -one end of the room. The most recent sacrifice, still bound to the altar, -writhes in agony. The arms, legs and head are in place at each of five points -of the star and the still beating heart quivers on the sixth point. This is the -lair of Mystralath. -~ -0 3153932 0 -S -#5248 -A Way In~ -Here at the very stern, a fallen tree lies against the ship. It shouldnt be a -problem to climb up the tree and hop into the gaping hole in the rear of the -ship. The vegetation is very lush here, and vines cling to everything. In fact, -upon further inspection, there appears to be a fresh corpse that has nearly -been covered with vines. Roots have already begun to grow into the victim, who -seems to have been strangled by a vine. Uh-oh. -~ -0 3145728 2 -D6 -~ -~ -0 -1 5223 -D8 -Into the ship -~ -~ -0 -1 5249 -S -#5249 -Inside The Ship~ -Finally! The safety of the ship has been obtained. Vines cling to the breach in -the hull, but they dont seem to penetrate the ship. Maybe this isnt such a -safe place after all. There are a number of skeletons scattered about, but they -all seem to be quite old. Debris and dirt lie about the floor of the room, and -the planks of the floor are showing signs of rot here and there. Danger doesnt -seem to be imminent, but there is an evil presence nearby. -~ -0 3145740 0 -D0 -~ -~ -3 -1 5250 -D1 -~ -~ -0 -1 5252 -D7 -~ -~ -0 -1 5248 -> act_prog p arrives~ -mpecho _bro The deck creaks and groans as you walk across it. -~ -| -S -#5250 -Navigators Room~ -Chairs and tables lie about in splinters on the floor as though there was a big -fight in here long ago. What is left of maps lie scattered around in brittle -pieces. Books too can be seen all over the floor. Everything appears to be -stained with blood. A few broken blades mingle with the books and maps, but -there is no evidence of humanoid remains. Just above the threshold of hearing -is a sinister noise. What is it? Proceeding to the east may resolve the -question of what the noise is. -~ -0 3145736 0 -D1 -~ -~ -1 -1 5251 -D2 -~ -~ -3 -1 5249 -S -#5251 -Dem Bones, Dem Bones~ -Dry, bleached bones rest all over the floor. These are the remains of much of -this unfortunate crew it would seem. It is very quiet except for the sound of -the wind whistling through the porthole and the gentle sound of bones rattling. -There is a hatch leading down to the hold of the ship and stairs leading up to -the bridge of the ship. The starboard side of the ship lies southward, or amid -ships is to the east. -~ -0 4 11 -D1 -~ -~ -0 -1 5254 -D2 -~ -~ -0 -1 5252 -D3 -~ -~ -1 -1 5250 -D4 -~ -~ -0 -1 5259 -D5 -~ -~ -0 -1 5268 -> act_prog p arrives~ -mpecho _bro The deck creaks and groans as you walk across it. -~ -| -S -#5252 -On the Starboard~ -The deck creaks ominously as weight is applied to it. Better tread lightly! -Though the deck is stained with blood, and the rails are shattered in several -places, there are no remains to be seen. Maybe there were survivors left to -tend to the dead. A faint, sinister noise can be heard, but is not quite loud -enough to distinguish. It seems to be coming from the north. Maybe choosing to -to go in another direction would be best. East follows along the starboard side -of the ship. Up from here is a stairway, or west leads back to the hole in the -stern of the ship. -~ -0 4 11 -D0 -~ -~ -0 -1 5251 -D1 -~ -~ -0 -1 5253 -D3 -~ -~ -0 -1 5249 -D4 -~ -~ -0 -1 5261 -S -#5253 -Further Along the Starboard~ -The same signs of death and struggle are evidenced here as in other parts of -the ship. Though there are not many bones lying about, there are a good number -of rusty, old weapons scattered about on the deck. There are the remnants of -arquebus, and swords as well as the odd cannon to be found here. Walking is -treacherous because of the lead shot rolling about on the deck. -~ -0 3145732 11 -D0 -~ -~ -0 -1 5254 -D1 -~ -~ -3 -1 5256 -D3 -~ -~ -0 -1 5252 -D4 -~ -~ -0 -1 5263 -E -cannon~ -A rusty old cannon leans to one side on its broken wheel. -~ -S -#5254 -Along the Port Side~ -Creaking and groaning fill the air as the ship shifts in the slight breeze -coming from the sea. Caution must be exercised here as there are sections of -the deck that look as thought they may give way at anytime. A door hangs from -its hinges to the east. To the south lies the starboard side of the ship. Human -skeletons litter the deck, as well as the severed claw of some immense beast. -~ -0 3145732 11 -D1 -A door lies broken off its hinges here. -~ -~ -0 -1 5255 -D2 -~ -~ -0 -1 5253 -D3 -~ -~ -0 -1 5251 -D4 -~ -~ -0 -1 5262 -E -claw~ -To what kind of horrid creature does this claw belong? Hope you never find out. -~ -S -#5255 -The Armory~ -Do NOT light a torch in here! Casks of black powder lie broken open all over -the floor. One spark could send the entire ship to hell. Racks of rusted swords -and arquebus line the walls, and broken weapons litter the floor mingled with -the bones of a long dead crewman. A cabinet hangs from the northern wall, set -between two portholes. -~ -0 3145740 0 -D3 -~ -~ -0 -1 5254 -D8 -~ -~ -0 -1 5257 -E -cabinet~ -A large cabinet made of oak and fitted with thick copper fittings hangs on the -northern wall. It has a large padlock on it. -~ -S -#5256 -A Small Equipment Room~ -This is a small closet that the swabbies used to keep small pieces of equipment -that they used on a daily basis. All that is in here at the moment, apart from -dust, cobwebs and spiders, is a few mops and buckets used to keep the decks of -the ship clean. -~ -0 3145740 0 -D3 -~ -~ -3 -1 5253 -E -bucket~ -They certainly warrant some investigation. -~ -S -#5257 -The Alcove~ -This is just a small part of the armory at the bow of the ship that once was -curtained off from the rest of the armory. There doesnt appear to be anything -of interest here. Everything is covered in dust and cobwebs. There are some -shelves here, but the only thing on them is dust and cobwebs. -~ -0 3145740 0 -D7 -~ -~ -0 -1 5255 -E -shelves~ -Thats curious. There is the outline of a key in the dust on the shelf. -~ -S -#5258 -On the Poop Deck~ -The poop deck gives a great vantage point from which to survey the surrounding -area. Great cliffs rise to the northwest just past a thickly wooded area. A -waterfall cascades down the cliff and forms a shimmering pool and a stream -proceeds from there to the sea. If you seek respite from your cares, such is a -likely place to find it, if you know how. The deck here is badly weathered and -the rails surrounding the poop deck are all but missing. Step carefully for it -is a long way down. -~ -0 3145728 11 -D1 -~ -~ -0 -1 5259 -D2 -~ -~ -0 -1 5260 -D8 -~ -~ -0 -1 5286 -E -pool~ -What a surprise! Your old friends, the otters are waiting for you by the -pool. They are playing in and out of the water, frisking about with gleeful -abandon. -~ -S -#5259 -On the Poop Deck~ -Midships is a good eight feet below. From this vantage point, the whole cove -comes into view. The water near the shore is beautifully clear and azure blue. -As the waters deepen they become deep blue and seem to churn and boil near the -northwest end of the cove. Gulls wheel about in the sky, diving onto the crabs -below in their squawking harassment. The deck is in terrible shape footing is -treacherous. Most of the rail is missing. Getting too close to the edge of the -deck may be a bad idea. -~ -0 3145728 11 -D2 -~ -~ -0 -1 5261 -D3 -~ -~ -0 -1 5258 -D5 -~ -~ -0 -1 5251 -D9 -~ -~ -0 -1 5286 -S -#5260 -On the Poop Deck~ -Looking out to the starboard, great, white cliffs rise to meet the sky. The -cliff face is riddled with what looks like caverns, but the face of the cliff -looks far too sheer to climb. A thickly wooded strip of land lies between the -shipwreck and the cliffs. It all looks so lush and green and inviting. Perhaps -when this adventure is over, the woods could be investigated. -~ -0 3145728 11 -D0 -~ -~ -0 -1 5258 -D1 -~ -~ -0 -1 5261 -D6 -~ -~ -0 -1 5286 -S -#5261 -On the Poop Deck~ -The debris of death lies scattered about the head of the stairs to the midship. -An arquebus lies broken and rusted on the deck. Bleached bones lie scattered -about mingled with broken swords and spent arrows. Lead shot lies in a curious -pile like some childs marbles. Great, white cliffs can be seen off to the -starboard side of the ship. -~ -0 3145728 11 -D0 -~ -~ -0 -1 5259 -D3 -~ -~ -0 -1 5260 -D5 -~ -~ -0 -1 5252 -D7 -~ -~ -0 -1 5286 -S -#5262 -Port Side Bow~ -This deck is above that of the midship deck. Two cannons face to the port side -and stand as silent sentinels to the catastrophe that wiped out this crew. -There is not much of interest here, there being the normal flotsam of battle. -The bow of the ship lies to the southeast and the starboard side of the bow -is south of here. -~ -0 3145728 11 -D5 -~ -~ -0 -1 5254 -D8 -~ -~ -0 -1 5264 -> act_prog p arrives~ -mpecho _bro The deck creaks and groans as you walk across it. -~ -| -S -#5263 -The Starboard Side of the Bow~ -This deck is above that of the midship deck. Two cannons face to the starboard -side and stand as silent sentinels to the catastrophe that wiped out this crew. -There is not much of interest here, there being the normal flotsam of battle. -The bow of the ship lies to the northwest and the port side of the bow is south -of here. -~ -0 3145728 11 -D5 -~ -~ -0 -1 5253 -D6 -~ -~ -0 -1 5264 -> act_prog p arrives~ -mpecho _bro The deck creaks and groans as you walk across it. -~ -| -S -#5264 -At the Bow~ -Here at the very bow of the ship, the figurehead can be seen. She was a had -been a very beautiful gilded figure of a maiden at one time. Nearly all of the -gilding is gone, and the lady has been desecrated with dark red paint, or maybe -it is gore from the long dead crewmen. A leering grin has been scrawled across -the once innocent beauty of the maidens face. -~ -0 3145728 11 -D7 -~ -~ -0 -1 5262 -D9 -~ -~ -0 -1 5263 -S -#5265 -The Galley~ -Long tables stand in rows and chairs line the walls, stacked neatly away. It is -odd that this area is so neat when surrounded by so much carnage. Off in an -alcove are two beds behind a partially closed curtain. Apparently, the galley -also was used for the infirmary. One patient is still lying in bed waiting to -get better. We dont always get what we want. -~ -0 3145736 0 -D1 -~ -~ -0 -1 5268 -D2 -~ -~ -0 -1 5266 -S -#5266 -A Hallway Below Decks~ -The hall stretches to the east from here. A door to the galley is north of here -and a closed door is to the south. The timbers seem far more rotted back here -in the stern of the ship than anywhere else. The way the ship leans must cause -water to pool back here. The deck sure is in rough shape. Watch your step back -here. There is a chair leaning against the west wall. -~ -0 3145736 0 -D0 -~ -~ -0 -1 5265 -D1 -~ -~ -0 -1 5269 -D2 -Dont go this way! -~ -~ -7 5202 5267 -S -#5267 -The Death Brig~ -Sadly, the once great Captain, pirate though he was, stooped to slave trading -at some part in his piracy career. This is one of three brigs on board. That -is far more prison space than this small crew would ever need. There is a set -of leg irons mounted to the wall every 12 inches. Much of the floor here has -rotted away. If you go this way you will most certainly DIE. -~ -0 3145742 0 -S -#5268 -Below the Hatch~ -Though dark and musty, it is almost a relief to be away from all of the carnage -from topside. Down here in the hall is the remains of what looks like a single -sailor. He met his end not from a sword, but an ignoble fall that broke his -neck. Sometimes neither fight nor flight works. To the west is the ships -galley. To the south is a door. -~ -0 3145736 0 -D2 -~ -~ -3 -1 5269 -D3 -~ -~ -0 -1 5265 -D4 -~ -~ -0 -1 5251 -S -#5269 -The Hallway~ -The hallway stretches back to the west of here, and continues to the east. To -the north and south are doors. The signs of struggle have nearly disappeared, -although there are some blood stains smeared along the walls here and there. -~ -0 3145736 0 -D0 -~ -~ -3 -1 5268 -D1 -~ -~ -0 -1 5272 -D2 -~ -~ -7 5202 5270 -D3 -~ -~ -0 -1 5266 -S -#5270 -The Brig~ -Sadly, the once great Captain, pirate though he was, stooped to slave trading -at some part in his piracy career. This is one of three brigs on board. That -is far more prison space than this small crew would ever need. There is a set -of leg irons mounted to the wall every 12 inches. What a ghastly end to meet. -These wretches were destined to be sold at Port Royal. Now their bones are in -piles on the floor, still shackled to the wall. The floor is covered in straw -and dust. Somewhere, the peeps, chitters and rustlings of mice can be heard. -~ -0 3145736 0 -D0 -~ -~ -1 -1 5269 -S -#5271 -The Crews Quarters~ -Most crews of pirate ships do not live in conditions like this. The bunks are -neatly made, with military precision. The only mess in this room is from the -neglect of the passing decades. Each set of bunks are stacked three high and -there is a single foot locker at the foot of each. Their training and grooming -shows through in the discipline they maintained even as mutineers. -~ -0 3145736 0 -D2 -~ -~ -3 -1 5272 -S -#5272 -The Hallway~ -The hallway stretches back to the west of here, and continues to the east. To -the north and south are doors. The signs of struggle have nearly disappeared, -although there are some blood stains smeared along the walls here and there. -~ -0 3145736 0 -D0 -~ -~ -3 -1 5271 -D1 -~ -~ -0 -1 5275 -D2 -~ -~ -7 5202 5273 -D3 -~ -~ -0 -1 5269 -S -#5273 -The Brig~ -Sadly, the once great Captain, pirate though he was, stooped to slave trading -at some part in his piracy career. This is one of three brigs on board. That -is far more prison space than this small crew would ever need. There is a set -of leg irons mounted to the wall every 12 inches. What a ghastly end to meet. -These wretches were destined to be sold at Port Royal. Now their bones are in -piles on the floor, still shackled to the wall. The floor is covered in straw -and dust. Somewhere, the peeps, chitters and rustlings of mice can be heard. -~ -0 1048584 0 -D0 -~ -~ -7 5202 5272 -S -#5274 -The Officers Quarters~ -The officers of the Dark Lands were no slouches. The room may be covered in -dust, but two bunks stand made up with military corners. Chances are a coin -would still bounce on the tightly made up bedsheets. A nightstand guards each -bunk, and at the foot of each stands a closed locker. A small table served as -a desk and wash stand for the two men that bunked here. -~ -0 3145736 0 -D2 -~ -~ -3 -1 5275 -S -#5275 -A Hallway~ -The hallway stretches back to the west of here. To the north and south are -doors. To the east is another door, with a naval insignia on it. The signs of -struggle have nearly disappeared, although there are some blood stains smeared -along the walls here and there. -~ -0 3145736 0 -D0 -~ -~ -3 -1 5274 -D1 -~ -~ -7 5202 5277 -D2 -~ -~ -3 -1 5276 -D3 -~ -~ -0 -1 5272 -S -#5276 -The Head~ -After fifty to sixty years, one would think that the stench of human waste -would moderate. Not so. It seems that the mayhem and destruction that was -evident throughout most of the ship missed this room. Probably on purpose. -Even the rats have abandoned this room. -~ -0 3145736 0 -D0 -~ -~ -3 -1 5275 -S -#5277 -The Captains Quarters~ -This is the final resting place of the infamous pirate, Captain Carlton -Trumane. Captain Trumane was at one time a trusted naval officer, but lead -a mutiny against the corrupt military of which he was a part. He and his -crew were the scourge of the seas, until they happened to meet with whatever -tragedy caused this wreck. Why his crew left him to die chained to his bed -will likely remain a mystery. Perhaps someone will solve the mystery someday. -One thing is sure. Whoever solves the mystery of wreck of the ship the Dark -Lands will also obtain the treasure of the Captain and crew. -~ -0 3145736 0 -D3 -~ -~ -7 5202 5275 -S -#5278 -A Rabbit Trail~ -Theres not much of a trail here, but it leads off to the west. Fur is stuck -in the undergrowth in little tufts here and there. Rabbit scat is piled along -the trail. From the looks of the paw prints in the muddy trail, not only -rabbits use this trail. A fox is looking for its dinner. -~ -0 3145728 2 -D3 -~ -~ -0 -1 5279 -> speech_prog p I look for adventure!~ -mptransfer 0.$n 5223 -~ -| -S -#5279 -Following the Rabbit Trail~ -There is not much of a trail here to follow, but it seems that the rabbits have -been making use of it for some time. Scat is found here and there along it as -well as paw prints from a fox that was looking for lunch, no doubt. The trail -proceeds to the northwest. -~ -0 3145728 2 -D1 -~ -~ -0 -1 5278 -D7 -~ -~ -0 -1 5280 -S -#5280 -A Distant Thunder~ -The sound of a waterfall thunders in the distance. Close by a stream can be -seen bubbling along the trail to northeast. Cares melt away as the streams -merry chatter across stones and fallen logs speaks volumes to the spirit. Here -is a place one could find rest and respite from the cares of the world. Tall -trees rise to either side of the trail, and the lush undergrowth insulates the -trail from external distractions. Lay down your burdens and heal, friend. -~ -0 1049600 2 -D3 -~ -~ -0 -1 5281 -D6 -~ -~ -0 -1 5283 -D8 -~ -~ -0 -1 5279 -S -#5281 -The Falls~ -The thunder from the falls stuns the senses just as the mist rolling up from -the roiling water restores them. Ferns and mosses cascade down the sides of the -cliff forming a green falls. It looks as though there may be a cavern behind -the waterfall, but the path is not apparent. A stream jumps and runs to the -east from here. -~ -0 3145728 2 -D1 -~ -~ -0 -1 5280 -D3 -~ -~ -2048 -1 5282 -S -#5282 -Behind the Falls~ -The sound of the falls thunders and echoes throughout this small, crystalline -cavern. At the right time of day, the light from the rising sun could make this -a truly spectacular place to be. Even so, the available light dances from -crystal to crystal, causing the beholder to lose themselves in the stunning -beauty of it all. The white sound of the waterfalls is weaving its trance. -~ -0 3145736 0 -D1 -~ -~ -0 -1 5281 -S -#5283 -A Dark, Cool Trail~ -The sound of the falls can still be heard, but it is muffled and somehow, more -relaxing than it was standing next to the falls. The vegetation is so lush and -green. It gives sweet respite from a hot day. The smell of loamy earth is all -about, giving an almost autumn like feel to the cool dampness of the trail. The -path is clear, definite, and it leads to a bright little clearing a ways to the -north. A merry little stream bubbles alongside the trail. -~ -0 3145728 2 -D0 -~ -~ -0 -1 5284 -D9 -~ -~ -0 -1 5280 -S -#5284 -A Restful Place~ -This is a nice little grassy clearing full of wildflowers, and it is surrounded -by flowering trees and bushes. It is obviously a garden, but no one even lives -near the cove. The cliffs are on the north and west sides of this pleasant -little garden, and they block any progress northwards. The stream that runs -from the waterfall empties into the cove to the east, but there is nothing of -interest there. -~ -0 3145728 2 -D2 -~ -~ -0 -1 5283 -S -#5285 -A Fragile Ledge~ -Oops. This ledge is a dead end. -A -a -a -a -i -i -i -i -g -g -g -g -h -h -h -h -*splat* -~ -0 3145732 5 -S -#5286 -At the Wheel~ -The ropes that controlled the rudder from this massive wheel have long ago -rotted away. Oddly, it still moves freely. The wind is making it turn slowly -giving the wheel an almost animated look. Then the wheel changes direction and -a soft chuckle can be heard. This could be a problem. Who in the world is at -the helm of the ship? -~ -0 3146756 11 -D6 -~ -~ -0 -1 5259 -D7 -~ -~ -0 -1 5258 -D8 -~ -~ -0 -1 5261 -D9 -~ -~ -0 -1 5260 -E -wheel~ -The wheel turns as if with a mind of its own. Who is steering? -~ -S -#5299 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -D 0 5206 2 1 -D 0 5207 0 1 -D 0 5208 5 1 -O 1 5211 1 5209 -O 1 5200 1 5209 -D 0 5209 4 1 -O 1 5209 1 5210 -M 1 5213 1 5213 -G 1 5212 1 -M 1 5215 7 5214 -E 1 5213 1 16 -E 1 5214 1 6 -M 1 5215 7 5215 -E 1 5213 1 16 -E 1 5214 1 6 -M 1 5215 7 5215 -E 1 5213 1 16 -E 1 5214 1 6 -O 1 5210 1 5216 -M 1 5217 1 5217 -G 1 5217 1 -M 1 5215 8 5217 -E 1 5213 1 16 -E 1 5214 1 6 -D 0 5217 5 2 -D 0 5218 4 2 -D 0 5218 5 2 -O 1 5218 1 5219 -P 0 5219 0 5218 -P 0 5279 0 5278 -D 0 5219 4 1 -M 1 5220 1 5220 -G 1 5220 1 -M 1 5215 7 5221 -E 1 5214 1 6 -E 1 5213 1 16 -M 1 5215 7 5221 -E 1 5213 1 16 -E 1 5214 1 6 -M 1 5215 7 5223 -E 1 5214 1 6 -E 1 5213 1 16 -M 1 5226 2 5225 -M 1 5226 2 5225 -M 1 5242 1 5242 -O 1 5244 1 5244 -O 1 5243 1 5246 -M 1 5247 1 5247 -E 1 5201 1 17 -O 1 5247 1 5247 -O 1 5246 1 5247 -O 1 5249 1 5247 -O 1 5245 1 5247 -M 1 5248 1 5248 -D 0 5249 0 1 -D 0 5250 1 0 -D 0 5250 2 1 -M 1 5251 1 5251 -E 1 5251 1 13 -D 0 5251 3 0 -M 1 5253 7 5252 -M 1 5253 7 5252 -D 0 5253 1 1 -M 1 5253 7 5254 -M 1 5253 7 5254 -M 1 5253 7 5255 -O 1 5255 1 5255 -P 0 5253 0 5255 -P 0 5254 0 5255 -O 1 5256 1 5256 -O 1 5257 1 5256 -P 0 5258 0 5257 -P 0 5259 0 5257 -D 0 5256 3 1 -O 1 5204 1 5257 -M 1 5253 7 5263 -M 1 5253 7 5264 -M 1 5266 1 5266 -G 1 5202 1 -D 0 5266 2 2 -D 0 5268 2 1 -D 0 5269 0 1 -D 0 5269 2 2 -D 0 5270 0 0 -D 0 5271 2 1 -D 0 5272 0 1 -D 0 5272 2 2 -D 0 5273 0 2 -D 0 5274 2 1 -D 0 5275 0 1 -D 0 5275 1 2 -D 0 5275 2 1 -D 0 5276 0 1 -M 1 5277 1 5277 -E 1 5276 1 3 -E 1 5203 1 17 -O 1 5278 1 5277 -P 0 5279 0 5278 -D 0 5277 3 2 -M 1 5280 3 5279 -M 1 5280 3 5280 -M 1 5280 3 5280 -O 1 5282 1 5282 -O 1 5286 1 5286 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 5216 spec_poison -M 5242 spec_cast_undead -M 5248 spec_poison -M 5270 spec_thief -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/pit.are b/data/realm/areas_smaug1.4a/pit.are deleted file mode 100644 index 6da67b7..0000000 --- a/data/realm/areas_smaug1.4a/pit.are +++ /dev/null @@ -1,1367 +0,0 @@ -#AREA The Pit Fighters' Arena~ - -#VERSION 1 - -#AUTHOR Zafnax~ - -#RANGES -5 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#3300 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his flail menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3301 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her trident menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3302 -ref referee~ -the ref~ -The pit ref struggles to keep the competitors at bay until the next round. -~ -This beleagured fellow's sole task is to attempt to adjudicate the pit -fights and stop the fighters from killing each other until the right time. -He has a rather tough time of it, as the many scars on his body attest, but -he looks bad enough to handle himself. -~ -75 640 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3303 -member audience spectator~ -an audience member~ -An audience member cheers himself hoarse as another pit fighter falls. -~ -This bloodthirsty spectator comes to the fights to watch men and women slay -each other, or to watch them be torn apart by wild animals, placing bets on -the outcome. -~ -195 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3304 -member audience spectator~ -an audience member~ -An audience member cheers herself hoarse as another pit fighter falls. -~ -This bloodthirsty spectator comes to the fights to watch men and women slay -each other, or to watch them be torn apart by wild animals, placing bets on -the outcome. -~ -195 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3305 -bookie~ -a bookie~ -A bookie roams the stands collecting bets. -~ -This ambitious entrepeneur has made a LOT of money arranging bets on the -illegal fights carried out in this arena of death. He asks you if you wish -to place a small wager on the outcome of the next fight. -~ -195 8704 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3306 -food vendor~ -a food vendor~ -A food vendor sells snacks here to the spectators. -~ -It may seem a little off to be serving light refreshments at a pit fight, but -hell, if ya gotta eat, ya gotta eat. -~ -75 8832 0 S -9 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3307 -wild dog~ -a wild dog~ -A wild dog snarls at you and attacks! -~ -This vicious little mongrel has been specially trained through a mixture of -starvation and abuse to be as mean and violent as possible. It is aching to -tear the flesh from as many people as it can. -~ -99 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3308 -fighting cock~ -a fighting cock~ -A fighting cock struts proudly past you. -~ -This rooster has been specially trained to fight in the arena against other -cocks for the enjoyment of the bloodthirsty spectators. -~ -195 512 0 S -2 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#3309 -boar~ -a wild boar~ -A wild boar grunts and charges at you. -~ -These ferocious swine were captured on the Plains of Blood and brought here -to use in mortal combat against the pit fighters. -~ -99 8704 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#3310 -pit master~ -the pit master~ -The pit master cackles at you, and asks if you want to fight. -~ -The pit master has been capturing and training potential pit fighters all -his adult life. And though you are a little older than most of his students -when they begin training, he still sizes you up as a potential combatant. -~ -75 8704 -400 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3311 -pit guard~ -a pit guard~ -A pit guard patrols for escaping pit fighters. -~ -These guards are kept to make sure the pit fighters don't escape. Most of -them are retired pit fighters themselves, and are thus very well-trained -and lethal. -~ -75 8704 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3312 -pit fighter champion champ butch~ -the champion~ -Butch, the pit fighter champion, flexes his muscles and roars! -~ -Butch has fought an unprecedented 100 fights, and has not lost a one (well -that's obvious- if he had lost he wouldn't be alive). He is also one of -the most vicious and brutal of the pit fighters, and specializes in slaying -his opponents by grabbing them when they are stunned and snapping them in -half. -~ -75 8832 -800 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3313 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his flail menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3314 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her dagger menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3315 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his spear menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3316 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her trident menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3317 -pit fighter~ -a pit fighter~ -A pit fighter battles ferociously against wild beasts here. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3318 -pit fighter~ -a pit fighter~ -A pit fighter battles ferociously against wild beasts here. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3319 -pit fighter~ -a pit fighter~ -A pit fighter brandishes his spear menacingly. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3320 -pit fighter~ -a pit fighter~ -A pit fighter brandishes her spear menacingly. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3321 -pit fighter~ -a pit fighter~ -A pit fighter is resting here. -~ -This fellow has been trained from birth for but one purpose- to fight in -the pits until he achieves sufficient wealth to buy his freedom or until -he is slain. -~ -75 512 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3322 -pit fighter~ -a pit fighter~ -A pit fighter is resting here. -~ -This woman has been trained from birth for but one purpose- to fight in -the pits until she achieves sufficient wealth to buy his freedom or until -she is slain. -~ -75 512 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#0 - - -#OBJECTS -#3300 -flail~ -a military flail~ -A military flail has been left here.~ -~ -5 0 1 -0 0 0 4 -10 0 0 -A -19 2 -#3301 -trident~ -a trident~ -A barbed trident is stuck in the ground here.~ -~ -5 0 1 -0 0 0 2 -5 0 0 -A -18 2 -#3302 -shield~ -a bronze shield~ -A bronze shield lies here.~ -~ -9 0 1 -0 0 0 0 -7 0 0 -A -17 -3 -#3303 -helm~ -a bronze helm~ -A bronze helm has been left here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -#3304 -breast plate breastplate~ -a bronze breastplate~ -A bronze breastplate lies on the floor here.~ -~ -9 0 1 -0 0 0 0 -9 0 0 -#3305 -greaves~ -a pair of bronze greaves~ -A pair of bronze greaves has been left here.~ -~ -9 0 1 -0 0 0 0 -6 0 0 -A -2 -1 -A -14 -20 -#3306 -bracer~ -a bronze bracer~ -A bronze bracer is lying on the floor here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -#3307 -dagger~ -an obsidian dagger~ -An obsidian dagger is wedged into a crack in the floor here.~ -~ -5 0 1 -0 0 0 11 -3 0 0 -#3308 -net~ -a net~ -A net has been piled up on the floor here.~ -~ -3 0 1 -5 1 1 -1 -4 0 0 -'weaken' -#3309 -spear~ -a sturdy spear~ -A sturdy spear with a barbed head is stuck in the wall here.~ -~ -30 0 1 -0 0 0 0 -4 0 0 -#3310 -girdle~ -a leather girdle~ -A leather girdle with bronze studs is curled up on the floor here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#3311 -slip~ -a betting slip~ -A betting slip has been left here.~ -~ -8 0 1 -0 0 0 0 -1 150 15 -#3312 -belt pouch~ -a belt pouch~ -A belt pouch lies here.~ -~ -15 0 1 -10 1 0 0 -1 0 0 -#3313 -dog collar~ -a dog collar~ -A dog collar has been left here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -#3314 -rooster collar~ -a rooster collar~ -A rooster collar has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3315 -boar collar~ -a boar collar~ -A boar collar has been left here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -#3316 -cloak~ -a fine cloak~ -A fine cloak has been neatly folded up here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -23 -1 -A -25 1 -#3317 -gauntlets~ -a pair of leather gauntlets~ -These leather gauntlets look very supple and well-made.~ -~ -9 2 1 -0 0 0 0 -1 0 0 -A -2 1 -A -18 1 -#3318 -bracers~ -a set of leather bracers~ -A set of leather bracers lie here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -13 5 -#3319 -sandals~ -a pair of sandals~ -A pair of sandals has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3320 -sword~ -an iron sword~ -A rare iron sword lies in its scabbard here.~ -~ -5 16 0 -0 0 0 3 -13 0 0 -A -1 1 -A -18 2 -A -19 2 -#3321 -tunic~ -an embroidered tunic~ -An embroidered tunic lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3322 -ring~ -a pit guard's ring~ -A pit guard's ring has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -5 1 -A -13 8 -#3323 -helm~ -a plumed bronze helm~ -A plumed bronze helm rests here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -4 1 -#3324 -club~ -a stout club~ -A stout club used for subduing slaves lies here.~ -~ -9 0 1 -0 0 0 7 -3 0 0 -#3325 -shield~ -a bronze shield~ -A bronze shield with a gold insignia lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -8 -#3326 -greaves~ -a pair of lightweight bronze greaves~ -A pair of lightweight bronze greaves has been left here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -14 20 -#3327 -girdle~ -a broad girdle~ -A broad girdle is laid out here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 10 -#3328 -cloak~ -a pit guard's cloak~ -A pit guard's cloak lies here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -23 -1 -#3329 -cuirass~ -a bronze cuirass~ -A bronze cuirass has been left here.~ -~ -9 0 1 -6 0 0 0 -5 0 0 -A -17 -5 -#3330 -champ girdle~ -the champ's girdle~ -The champ's girdle is here! Wear it!~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -1 1 -A -5 1 -A -13 5 -A -17 -6 -A -25 1 -#3331 -great axe~ -a great axe~ -A great axe is leaned against a wall here.~ -~ -5 2 0 -0 0 0 3 -25 0 0 -A -19 5 -#3332 -mask~ -a black mask~ -A black mask is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3333 -boots~ -a pair of fur boots~ -A pair of fur boots has been left here.~ -~ -9 0 1 -0 0 0 0 -7 0 0 -A -5 1 -#3334 -water flask~ -a flask of water~ -A flask of water rests here.~ -~ -17 0 1 -5 5 0 0 -1 0 0 -#3335 -wine flask~ -a flask of wine~ -A flask of wine rests here.~ -~ -17 0 1 -5 5 2 0 -1 0 0 -#3336 -meat~ -a strip of dried meat~ -A strip of dried meat lies here.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#3337 -bone~ -a bone~ -A human bone lies here.~ -~ -5 0 1 -0 0 0 7 -4 0 0 -A -18 -2 -A -19 -2 -#3338 -raw meat~ -some raw meat~ -A pile of raw meat lies here festering.~ -~ -19 0 1 -8 0 0 1 -5 0 0 -#0 - - -#ROOMS -#3300 -Entry to the Pits~ -You are heading down a steep staircase toward a dimly-lit room which serves -as the entry to the Pits- the bloodstained arenas where lethal fights between -pit fighters and animals take place, accompanied by the betting of the -bloodthirsty spectators. This cruel sport was abolished by the time of -Present Anon, but here in the past it is alive and well. -~ -0 8 0 -D4 -~ -~ -1 0 14100 -D5 -~ -~ -0 -1 3301 -S -#3301 -The Entryway~ -Passages run in all directions from this large central area. Spectators -rush back and forth, toward the main pits to the east and west, eager for -action. You hear shouts, cheers and screams echoing from each of these -directions. There is a large sign post in the center of the room which -gives directions. -~ -0 8 0 -D0 -~ -~ -0 -1 3302 -D1 -~ -~ -0 -1 3306 -D2 -~ -~ -0 -1 3304 -D3 -~ -~ -0 -1 3314 -D4 -~ -~ -0 -1 3300 -E -signpost~ -The signpost reads- - -NORTH- The Dog Pens. Keep Out! - -SOUTH- The Cock Pens. Keep Out! - -EAST- The Beast Pit. - -WEST- The Fighter Pit. -~ -S -#3302 -Outside the Dog Pens~ -From behind the door to the east you can hear the barking and growling of -what sounds like several large savage dogs. A huge sign on the door reads- -"DANGER. WILD DOGS. KEEP OUT!". Hmm... -~ -0 1 0 -D1 -The door has a sign warning people to stay away~ -door~ -1 0 3303 -D2 -~ -~ -0 -1 3301 -S -#3303 -The Dog Pens~ -Yup. This is them all right. You aren't sure what gives it away more- the -piles of raw meat and steaming dog turds, or the rather large and mean- -looking dogs themselves... -~ -0 1 0 -D3 -~ -~ -1 0 3302 -S -#3304 -Outside the Cock Pens~ -From the east comes the sounds of several roosters squabbling and feeding. -The sound of their steel-tipped claws scraping on the stone floor causes -you to shudder. There seems to be little to be gained by disturbing them, -but then again adventurers are always barging into the lairs of aggressive -animals. -~ -0 1 0 -D0 -~ -~ -0 -1 3301 -D1 -~ -~ -1 0 3305 -S -#3305 -Inside the Cock Pens~ -This room looks like a subterranean farmyard, complete with a small wooden -shed and troughs containing bird seed and water. You see a water pump in -one corner. These cocks are well looked after. -~ -0 1 0 -D3 -~ -~ -1 0 3304 -S -#3306 -Outside the Beast Pits~ -To the west lie a series of beast pits where a variety of animals battle -each other as well as the occasional pit fighter. You hear loud cheers amid -the cries of wounded animals. -~ -0 8 0 -D1 -~ -~ -0 -1 3307 -D3 -~ -~ -0 -1 3301 -S -#3307 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like wild boars battling with a rather -beleagured pit fighter, who seems to have little chance of winning. The -spectators are all betting on the boars... -~ -0 8 0 -D0 -~ -~ -0 -1 3308 -D2 -~ -~ -0 -1 3309 -D3 -~ -~ -0 -1 3306 -D5 -~ -~ -0 -1 3310 -S -#3308 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like wild dogs battling each other, snapping -and snarling as they gnaw at each other's vitals. The spectators are all -cheering wildly. You find yourself feeling rather ill. -~ -0 8 0 -D2 -~ -~ -0 -1 3307 -D5 -~ -~ -0 -1 3311 -S -#3309 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see what looks like roosters battling with each other -in a small ring. They are rather battered-looking, and both look close to -exhaustion. -~ -0 8 0 -D0 -~ -~ -0 -1 3307 -D5 -~ -~ -0 -1 3312 -S -#3310 -The Boar Pit~ -Uh Oh. You have jumped down into the boar pit. Not a wise move. Its likely -that the boars will turn on you, and also probable that the pit fighter -will as well, for making him look weak by trying to save him (even if you -weren't...). -~ -0 8 0 -D1 -~ -~ -1 0 3313 -D4 -~ -~ -0 -1 3307 -S -#3311 -The Dog Pit~ -Way to go slick. Just drop right on down into a pit full of savage dogs. -How brilliant. The crowd up above goes wild though, at the thought of fresh -blood. -~ -0 8 0 -D1 -~ -~ -1 0 3324 -D4 -~ -~ -0 -1 3308 -S -#3312 -The Cock Pit~ -You are standing in a small ring with two roosters. Amazingly enough, they -don't react violently to your intrusions- they are probably too tired. The -audience above is yelling for you to clear out. -~ -0 8 0 -D1 -~ -~ -1 0 3325 -D4 -~ -~ -0 -1 3309 -S -#3313 -The Boar Pens~ -The boars are kept in this room that runs off the pit. They are released -near combat time by the pit guards, then ushered back with tridents and -large clubs. -~ -0 1 0 -D3 -~ -~ -1 0 3310 -S -#3314 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. A staircase leads -up to the owner's box. - -More pits lie to the north and south. -~ -0 8 0 -D0 -~ -~ -0 -1 3315 -D1 -~ -~ -0 -1 3301 -D2 -~ -~ -0 -1 3316 -D4 -~ -~ -0 -1 3321 -D5 -~ -~ -0 -1 3318 -S -#3315 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. -~ -0 8 0 -D2 -~ -~ -0 -1 3314 -D5 -~ -~ -0 -1 3317 -S -#3316 -The Stands~ -Crowds gather here to observe the fighting taking place in the pit below. -Peering down, you see pit fighters battling with each other using a variety -of weapons and armor. The audience is busy placing bets. -~ -0 8 0 -D0 -~ -~ -0 -1 3314 -D5 -~ -~ -0 -1 3319 -S -#3317 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for practicality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3322 -D4 -~ -~ -0 -1 3315 -S -#3318 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for praticality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3320 -D4 -~ -~ -0 -1 3314 -S -#3319 -A Pit~ -Pit fighters in this pit rush at each other with the most bizarre weapons -you have ever seen. They seem to be designed more for their ability to -inflict pain than for praticality. The fighters are intent on their combat -and ignore you, though the audience above issues catcalls and demand you -get out at once. Or join in ;) -~ -0 8 0 -D3 -~ -~ -1 0 3323 -D4 -~ -~ -0 -1 3316 -S -#3320 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1 0 -D1 -~ -~ -1 0 3318 -S -#3321 -The Owner's Box~ -The Pit master sits up here, with whatever young girl (or boy) he is courting -at the time, and observes his fighters battle to death in the pits below. -It is a luxuriously appointed affair, with silk curtains and soft cushions -from Araby. An opium pipe sits on a table nearby. -~ -0 8 0 -D5 -~ -~ -0 -1 3314 -S -#3322 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1 0 -D1 -~ -~ -1 0 3317 -S -#3323 -Pit Fighter Barracks~ -The Pit Fighters are quartered in these dingy rooms that open up onto the -pit. Guards are usually here to make sure that they don't escape. The guards -live in the town above. -~ -0 1 0 -D1 -~ -~ -1 0 3319 -S -#3324 -A Dog Pen~ -While the bulk of the dogs are kept in the kennels near the entrance, some -who are used frequently are quartered here, in this filthy pit. -~ -0 1 0 -D3 -~ -~ -1 0 3311 -S -#3325 -A Cock Pen~ -The majority of the fighting cocks are kept in the well-appointed pens near -the entrance. The ones who are considered expendable or too weak are kept -here for frequent use. -~ -0 1 0 -D3 -~ -~ -1 0 3312 -S -#0 - - -#RESETS -M 1 3303 12 3301 -M 1 3304 12 3301 -M 1 3311 12 3301 -E 1 3322 1 1 -E 1 3323 1 6 -E 1 3324 1 16 -E 1 3325 1 11 -E 1 3326 1 7 -E 1 3327 1 13 -E 1 3328 1 3 -E 1 3329 1 5 -D 1 3302 1 1 -M 1 3307 9 3303 -E 1 3313 1 3 -O 1 3337 1 3303 -O 1 3338 1 3303 -D 1 3303 3 2 -D 1 3304 1 1 -M 1 3308 9 3305 -E 1 3314 1 3 -O 1 3337 1 3305 -D 1 3305 3 2 -M 1 3306 1 3306 -G 1 3334 0 -G 1 3335 0 -G 1 3336 0 -M 1 3302 6 3307 -E 1 3324 1 16 -M 1 3303 12 3307 -M 1 3304 12 3307 -M 1 3302 6 3308 -E 1 3324 1 16 -M 1 3303 12 3308 -M 1 3304 12 3308 -M 1 3302 6 3309 -E 1 3324 1 16 -M 1 3303 12 3309 -M 1 3304 12 3309 -M 1 3309 4 3310 -E 1 3315 1 3 -M 1 3317 1 3310 -E 1 3300 1 16 -E 1 3302 1 11 -E 1 3309 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3318 1 3310 -E 1 3300 1 16 -E 1 3302 1 11 -E 1 3309 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -O 1 3337 1 3310 -D 1 3310 1 1 -M 1 3307 9 3311 -E 1 3313 1 3 -O 1 3337 1 3311 -D 1 3311 1 1 -M 1 3308 9 3312 -E 1 3314 1 3 -O 1 3337 1 3312 -D 1 3312 1 1 -M 1 3309 4 3313 -E 1 3315 1 3 -O 1 3338 1 3313 -D 1 3313 3 1 -M 1 3302 6 3314 -E 1 3324 1 16 -M 1 3303 12 3314 -M 1 3304 12 3314 -M 1 3305 1 3314 -G 1 3311 0 -M 1 3302 6 3315 -E 1 3324 1 16 -M 1 3303 12 3315 -M 1 3304 12 3315 -M 1 3302 6 3316 -E 1 3324 1 16 -M 1 3303 12 3316 -M 1 3304 12 3316 -M 1 3300 1 3317 -E 1 3300 1 16 -E 1 3302 1 11 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3301 1 3317 -E 1 3301 1 16 -E 1 3308 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3316 1 3317 -E 1 3301 1 16 -E 1 3308 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3319 1 3317 -E 1 3300 1 16 -E 1 3308 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3320 1 3317 -E 1 3301 1 16 -E 1 3302 1 11 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -O 1 3337 1 3317 -D 1 3317 3 1 -M 1 3312 1 3318 -E 1 3330 1 13 -E 1 3331 1 16 -E 1 3332 1 6 -E 1 3333 1 8 -M 1 3313 1 3318 -E 1 3300 1 16 -E 1 3302 1 11 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -M 1 3314 1 3318 -E 1 3307 1 16 -E 1 3308 1 17 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -O 1 3337 1 3318 -D 1 3318 3 1 -M 1 3315 1 3319 -E 1 3309 1 16 -E 1 3302 1 11 -E 1 3303 1 6 -E 1 3304 1 5 -E 1 3305 1 7 -E 1 3306 1 14 -E 1 3306 1 15 -E 1 3310 1 13 -O 1 3337 1 3319 -D 1 3319 3 1 -M 1 3321 6 3320 -M 1 3322 6 3320 -D 1 3320 1 1 -M 1 3310 1 3321 -E 1 3316 1 3 -E 1 3317 1 9 -E 1 3318 1 10 -E 1 3319 1 8 -E 1 3320 1 16 -E 1 3321 1 5 -M 1 3321 6 3322 -M 1 3322 6 3322 -D 1 3322 1 1 -M 1 3321 6 3323 -M 1 3322 6 3323 -D 1 3323 1 1 -M 1 3307 9 3324 -E 1 3313 1 3 -O 1 3338 1 3324 -D 1 3324 3 1 -M 1 3308 9 3325 -E 1 3314 1 3 -O 1 3338 1 3325 -D 1 3325 3 1 -S - - -#SHOPS - 3306 17 19 1 0 0 120 80 0 23 ; a food vendor -0 - - -#REPAIRS -0 - - -#SPECIALS -M 3302 spec_cast_mage -M 3305 spec_thief -M 3307 spec_poison -M 3308 spec_breath_acid -M 3310 spec_executioner -M 3311 spec_guard -M 3312 spec_cast_judge -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/planeofhate.are b/data/realm/areas_smaug1.4a/planeofhate.are deleted file mode 100644 index 7f7e130..0000000 --- a/data/realm/areas_smaug1.4a/planeofhate.are +++ /dev/null @@ -1,1569 +0,0 @@ -#AREA The Plane of Hate~ - - - -#VERSION 1 -#AUTHOR Uriel~ - -#RANGES -45 50 45 65 -$ - -#RESETMSG The energies of hate wash over you~ - -#FLAGS -4 20 - -#ECONOMY 0 200200 - -#CLIMATE 2 2 2 - -#MOBILES -#20201 -hate hatemonger demon~ -A Hatemonger~ -A beast of complete hate writhes before you -~ -Although this beast is nothing more than a pure emination of Hate, it -chooses to manifest itself as a towering demon, clad in smouldering and -runed armor. Its intelligence is clouded by the severity of its rage, -desiring to consume all other emotion, and spread hateful bloodshed on -both innocents and those worthy of battle. Its appearence is constantly -in transition in dependance of the amount of hatred felt in its general -vicinity, but it becomes a fierce and gruesome visage when enraged. -~ -33 37748864 0 C -50 0 0 15000d1+0 20d12+200 -0 0 -112 112 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -85 3 0 0 6582881 6582881 3 -85 0 0 0 2097409 0 270338 524291 -> fight_prog 100~ -if rand(20) -bash $n -bash $n -bash $n -scream -else -if rand(20) -say Relish in my HATE! -c 'fire breath' $n -c fireball $n -c flamestrike $n -endif -endif -~ -> rand_prog 50~ -if rand(50) -s -else -if rand(50) -n -else -if rand(50) -e -else -if rand(50) -w -endif -endif -endif -endif -~ -> rand_prog 50~ -l -~ -| -#20202 -render demon~ -A Render~ -A slim, hateful demon lurks here. -~ -~ -33 4292738 -1000 C -50 0 0 10000d1+0 8d12+175 -0 0 -112 112 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -89 2 0 0 1 0 6 -85 0 0 1056963 2097440 0 33408 524291 -> greet_prog 100~ -if ispc($n) -snarl -backstab $n -c 'acid breath' $n -else -snarl -endif -~ -> fight_prog 100~ -wear claws -if rand(20) -circle $n -endif -~ -> rand_prog 50~ -if rand(50) -n -else -if rand(50) -s -else -if rand(50) -w -else -if rand(50) -e -endif -endif -endif -endif -~ -| -#20203 -god hate ach'aran~ -Ach'Aran~ -Ach'Aran, the God of Hate, stands here. -~ -Towering nearly twenty feet tall, the God of Hate, Ach'Aran stands -before you, his eyes full of pure malice and contempt for all things -living. He wields a great axe, Gevurah, the living weapon of Hate. -The axe itself seems to share the same contempt its wielder does... -~ -33554465 373817472 -1000 C -55 0 0 40000d1+0 20d20+230 -0 0 -112 112 1 -25 13 13 25 13 13 13 -0 0 0 0 0 -90 3 0 0 1 1 5 -85 0 0 8304 2099457 0 41091 524291 -> greet_prog 100~ -if isimmort($n) -sneer -say What do you want, Immortal... -else -cackle -say Well, puny ones, you have come to me... -say Embrace your hate, embrace your anger... -evil -say And die by my hands... -endif -~ -> fight_prog 100~ -wield gevurah -if rand(20) -say Violance is hate! Your aggression feeds me! -c heal -mpdamage $n 500 -else -if rand(20) -say Fools, know the power of rage... -c 'fire breath' $n -c 'fire breath' $n -c 'fire breath' $n -else -if rand(15) -say How pitiful... -c qua -c ace -c nec -mpdamage $n 600 -else -if rand(10) -say Now, experience pain... -mea $n Ach'Aran unleashes a surge of energy! -mer $n Ach'Aran unleashes a surge of energy! -mpdamage $n 800 -mpdamage $n 800 -mpdamage $r 800 -mpdamage $r 800 -endif -endif -endif -endif -~ -| -#20204 -malefactor demon~ -A Malefactor~ -A shimmering embodiment of rage hovers here. -~ -~ -33 4718720 -1000 C -50 0 0 17000d1+0 30d6+200 -0 0 -112 112 0 -13 13 13 25 13 13 13 -0 0 0 0 0 -85 3 0 0 1 1 4 -85 0 0 0 2099584 0 164225 524291 -> fight_prog 100~ -if rand(20) -sneer -mpe _cya The Malefactor releases a hideous volley of spells! -c gas -c 'fire breath' $r -c 'acid breath' $r -c 'frost breath' $r -c 'lightning breath' $r -else -if rand(10) -mea $n The Malefactor shares space with your body! -mer $n The Malefactor shares space with $n's body! -mpforce $n scream -mpdamage $n 600 -else -if rand(30) -mpe _cya The Malefactor lunges forward! -feed -bash -stun -gouge -c qua -endif -endif -endif -~ -> death_prog 100~ -mpe _ora The Malefactor shrieks in agony as its body explodes! -mpe _ora The explosion blasts a temporary rift in reality! -mpdamage $n 500 -mpdamage $r 500 -mpopenpassage 20213 20214 0 -~ -| -#20205 -eviscirator demon~ -The Eviscirator~ -A creature of intended malice hovers here. -~ -~ -3 38273152 -1000 C -50 0 0 15000d1+0 25d8+200 -0 0 -108 108 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -85 0 0 0 0 0 139905 524291 -> death_prog 100~ -mpe _red The beast sputters and dies, and a key emerges from a hidden pouch. -mpoload 20203 -~ -> greet_prog 100~ -say Foolish ones, your curiousity has brought you death! -cackle -c gas -c gas -c gas -~ -> fight_prog 100~ -wield whip -if rand(15) -say Foolish mortals... -mea $n _cya The Eviscirator's whip whinds around you! -mer $n _cya The Eviscirator's whip whinds around $n! -mpdamage $n 75 -mpdamage $n 75 -mpdamage $n 75 -mpdamage $n 75 -mpdamage $n 75 -mpdamage $n 75 -else -if rand(20) -say Bah, come back when you present a real challenge. -bash $n -bash $n -bash $n -else -snicker -say You fools, taunt me no more. -mpe _ora The Eviscirator exhales a huge gout of flame! -mpdamage $n 500 -endif -endif -~ -| -#20206 -moloch golem~ -A Moloch~ -A golem of bronze standing fifty feet tall glowers at you. -~ -~ -3 4194432 0 C -50 0 0 10000d1+0 40d10+300 -0 0 -108 108 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 6582881 6582881 2 -85 0 0 0 2097425 0 131472 1 -> greet_prog 100~ -swat $n -c 'fire breath' $n -~ -> fight_prog 100~ -if rand(30) -mpe _cya The Moloch releases a thick cloud of poisonous gas! -c gas -c gas -else -if rand(15) -mea $n The Moloch lays a mighty punch into you! -mer $n The Moloch lays a mighty punch into $n! -mpdamage $n 400 -endif -endif -~ -> death_prog 75~ -mpe _ora The Moloch explodes, completley disfiguring the metallic body. -mpe _ora Only one piece remains... -mpoload 20205 -~ -> act_prog flees~ -mpat $n say You cannot escape me! -mpat 0.$n mpforce 0.$n n -mpat 0.$n mpforce 0.$n s -mpat 0.$n mpforce 0.$n w -mpat 0.$n mpforce 0.$n e -~ -| -#20207 -solar angel~ -A Solar~ -A beautiful angelic creature of law is bound here -~ -~ -3 4194432 1000 C -55 0 0 30000d1+0 20d20+250 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1918990953 1918990953 5 -0 0 0 0 0 0 74128 524291 -> hitprcnt_prog 99~ -if ovnumWear(20208) == 0 -mpe _whi With a mighty burst of strength, the Solar breaks free! -mpoload 20207 -mpoload 20208 -wear sword -wear bow -c fireshield -c iceshield -c shockshield -endif -~ -> fight_prog 100~ -wield solar -if rand(10) -say Meet the power of the Solar! -mea $n _whi The Solar lunges forward and strikes you! -mer $n _whi The Solar lunges forward and strikes $n! -mpdamage $n 600 -else -if rand(20) -chuckle -say Fools -c qua -c qua -c qua -mprestore solar 500 -else -if rand(10) -mpgoto $r -say Feel my wrath! -mpoload 20209 -fire $r -endif -endif -endif -~ -> act_prog p flees~ -y My Power is in the Law of Life! -mpoload 20209 -mpoload 20209 -mpoload 20209 -mpoload 20209 -mpoload 20209 -take arrow -take arrow -take arrow -take arrow -take arrow -fire e $n -fire e $n -fire e $n -fire e $n -fire e $n -~ -> act_prog p disappears in a column of divine power.~ -mpat $n say Fool, you cannot flee me. -mpat $n mpslay $n -~ -> greet_prog 100~ -groan -say I apologize, brave souls, but my state is not a pleasant one. -shake -say My brethren and I led an attack on this fell place, and we were defeated. -say They were slain, but I lived, and was put here by Ach'Aran. -sigh -say I fear he truly is indestructable. -say Yet, I am locked away here for his amusement. -growl -say Damn him! -say He locked the key to these runes away in that monstrosity outside. -groan -say But there is nothing I can do. I am defeated. -~ -> act_prog p gives you a seal of bronze.~ -shake -say No, this is not it... -sigh -say Perhaps it is sealed within... -give seal $n -~ -> act_prog p gives you A Key of Binding.~ -blink -say This is it! -laugh -say For your honor, I shall allow you access to a secret passage... -say One which bypasses one of the hideous traps of this place... -mpopenpassage 20225 20227 1 -mpgoto 2 -drop key -sac key -~ -> death_prog 100~ -if rand(50) -mpe _red As the Solar dies, its body is consumed by fires of Hate! -mpe _red Its flesh is splayed from its body, and falls to the floor, smoking. -mpe _red The fallen flesh slowly draws together forming a hideous set of claws! -mpoload 20211 50 -drop gloves -else -endif -~ -| -#20208 -hound dog hate~ -a Hound of Hate~ -A snarling dog the size of a horse hovers here -~ -~ -33 33554560 0 C -35 0 0 7000d1+0 10d10+100 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 0 0 0 0 8199 2 -#20209 -emination hate~ -The Emination of Hate~ -An amorphous entity of pure hate has gathered here -~ -~ -1 4718720 0 C -55 0 0 30000d1+0 30d10+500 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 2105712 0 253952 0 -> fight_prog 100~ -if rand(30) -mea $n _red Energies from the Emination of Hate strike you! -mer $n _red Energies from the Emination of Hate strike $n! -mpdamage $n 1000 -else -if rand(20) -c qua -c qua -c qua -else -if rand(10) -mea $n _red The Emination overwhelms you! -mer $n _red The Emination overwhelms $n! -mpslay $n -endif -endif -endif -~ -> death_prog 100~ -mpe The Emination of Hate dissipates... allowing the fabric of reality -mpe to shift slightly, perhaps this is a way to the inner areas of -mpe the citadel... -~ -> rand_prog 2~ -mprestore emination 1000 -~ -| -#20210 -hatemonger greater demon~ -A Greater Hatemonger~ -A greater intelligence of hate roams here. -~ -~ -33 37748864 0 C -55 0 0 20000d1+0 30d30+400 -0 0 -112 112 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 6 -85 0 0 0 1 0 12288 524291 -> fight_prog 100~ -if rand(20) -say Mortals have no place here! -bash $n -bash $n -bash $n -disarm -else -if rand(20) -y Oh mighty God of Hate, recieve this soul! -c firebreath $n -c firebreath $n -c firebreath $r -endif -endif -~ -> rand_prog 100~ -if rand(20) -s -else -if rand(20) -n -else -if rand(20) -e -else -if rand(20) -w -endif -endif -endif -endif -~ -| -#0 - - -#OBJECTS -#20201 -claws render~ -Claws of the Render~ -The disembodied claws of a beast lay here.~ -~ -5 542&12 8193 -! 0 35 7 2 0 0 0 0 0 0 0 0 -1 0 0 -#20202 -gevurah axe~ -Gevurah~ -A massive and wicked axe lies here.~ -~ -5 17481742&2 16777217 -! 0 22 20 3 0 0 0 0 0 0 0 0 -20 50000 5000 -A -13 300 -A -12 50 -A -18 30 -A -19 40 -A -1 3 -A -4 -3 -A -23 -20 -A -27 1048577 -A -26 33554432 -A -26 8192 -> wear_prog 100~ -mea $n The energies of judgement and severity envelope you. -mer $n $n is surrounded by the red glow of Gevurah. -c fireshield $n -~ -> remove_prog 100~ -mea $n The world seems at peace as you release the living axe. -mer $n $n grows peaceful as the living axe is no longer held. -c refresh $n -c slink $n -~ -> sac_prog 100~ -mpe _red The mighty axe flares in a burst of blinding flames -say $n you fool, do you think to be rid of me so easily? -mpoload 20202 50 -mpforce $n take gevurah -~ -| -#20203 -key bronze~ -a Key of Bronze~ -A smouldering key lays here~ -~ -18 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20204 -whip flame~ -A whip of flame~ -A blazing string of fire lays here~ -~ -5 16777729&12 8193 -! 0 10 4 4 0 0 0 0 0 0 0 0 -1 0 0 -A -13 100 -A -18 10 -A -19 17 -A -2 3 -#20205 -seal bronze~ -a seal of bronze~ -A smouldering piece of a Moloch lays here~ -~ -8 0 4194305 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -17 -50 -> sac_prog 50~ -mpe _whi The Gods look down upon such a noble sacrifice with favor! -mpoload 20206 -~ -| -#20206 -key binding~ -A Key of Binding~ -A glowing key of pure energy lies here.~ -~ -18 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -> sac_prog 100~ -if mobinroom(20207) == 1 -if mortcount(2) == 0 -mppurge solar -endif -endif -~ -| -#20207 -sword solar~ -The Sword of the Solar~ -A blade of holy metal lays here~ -~ -5 3339 8193 -! 0 25 5 3 0 0 0 0 0 0 0 0 -1 0 0 -A -13 120 -A -12 150 -A -18 15 -A -19 15 -A -26 524288 -#20208 -gold golden bow solar~ -The Golden Bow of the Solar~ -A bow crafted of pure gold lays here~ -~ -56 0 262145 -! 0 0 100 0 18 0 0 0 0 0 0 0 -6 500000 50000 -A -18 20 -A -19 10 -A -13 100 -A -12 150 -A -26 16777216 -#20209 -arrow solar~ -Silver Arrow of the Solar~ -A beautiful silver arrow hovers here~ -~ -57 0 1 -! 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 0 -#20210 -axe king kings~ -The Great Axe of the Forgotten Kings~ -An ancient and mighty axe lies here~ -~ -5 2097483 16777217 -! 0 30 11 3 0 0 0 0 0 0 0 0 -1 0 0 -A -13 450 -A -18 45 -A -19 50 -A -24 -30 -A -23 -30 -A -53 20 -A -48 20 -A -26 128 -A -56 235 -A -27 3153921 -> sac_prog 100~ -mpe _ora You fool, $n! You have sacrificed a gift from the Gods! -mpslay $n -mpe _ora $n's corpse is eaten by divine fire! -mppurge corpse -~ -> wear_prog 100~ -mea $n _whi Ancient magics swirl to empower you! -mer $n _whi Ancient magics swirl to empower $n! -~ -| -#20211 -gloves claws charred flesh solar~ -The Charred Flesh of the Solar~ -Charred flesh from soe creature lies here.~ -~ -9 19008257&12 129 -! 0 30 0 0 0 0 0 0 0 0 0 0 -1 0 0 -A -12 25 -A -18 9 -A -19 9 -A -1 4 -A -5 4 -A -31 -2 -A -25 -5 -> repair_prog 100~ -mpe _red The Claws moan with pleasure... -~ -| -#0 - - -#ROOMS -#20201 -The Plane of Hate~ -Swirling eddies of pure emotion swim around you, most are ephemeral, -sliding away from your mind, all except the redness of rage and hate. -Like a burning coal resting on your soul, you grow slowly enraged at -all things, desiring to tear even your own flesh. In a stark moment of -clarity, you realize you have left your own plane of existance, and -arrived in a plane of pure hate, the nexus of all rage in all worlds. -It is all a mortal mind can do to remain sane, to hold on to any emotion -save pure hate and contempt for everything else. No physical form or -substance exists here, no earth upon which to stand, no air of which -to breath, but the energies of pure emotion is all that exists here. -You can feel the reality of this place trying to purge your physical -bodies from this realm, to baptise you in hate. You sense a glimmer of -energy from some distant God, calling to you, a warning. For all who -wish to procede, EXAM WARNING should be considered... -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20202 -E -warning~ -The voice of Reason cries to you... - -This realm is not for the meek or the inexperienced. This realm will -not be friendly to you. Only death and pain await you ahead, if you -are lucky. Do not venture here, if you expect to find an easy path, -do not come here, if you are not brave. This realm is not welcoming -to those of mortal blood, and your pleas for help will not be heard. -Even the strongest and bravest soul will find challenge beyond sanity -here. I offer you one last glimmer of hope. If you wish to leave, only -say TAKE ME AWAY and you shall leave unharmed. -~ -> speech_prog 'take me away'~ -mptrans $n 21000 -~ -| -S -#20202 -Within the Plane of Hate~ -Like a bleak twilight, the Plane of Hate extends in all directions, -shimmering with the pure energies of Hate and Anger. At times, the raw -energies of the plane coalesce, forming some malignant entity of pure -malice, only to dissapate as quickly as it formed. There is no visible -sign of structure or definition to this reality, only the shimmering -twilight as far as one can see. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20203 -D1 -~ -~ -0 -1 20205 -D2 -~ -~ -0 -1 20211 -D3 -~ -~ -0 -1 20204 -S -#20203 -Comptemptous Energies~ -Stumbling upon a local pocket of the Plane of Hate, this area is full -of contempt, comtempt of all things, living, inanimate or ephemeral. -Small wisps of creatures float by, relishing in the strong energies of -this place. This localized area seems to move like a thunderhead through -its mother plane, attracting all denizens of hate. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20212 -D1 -~ -~ -0 -1 20208 -D2 -~ -~ -0 -1 20207 -D3 -~ -~ -0 -1 20202 -S -#20204 -Fogs of Rage~ -The myraid twilight of the Plane of Hate seems to grow thich and near -tangible in this localized area. The near proximity to this seeming -fog bank is maddening, the energies of hate concentrated here. Larger -and more intelligent creatures of Hate gather here, feeding on the -energies of this place. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20207 -D1 -~ -~ -0 -1 20209 -D2 -~ -~ -0 -1 20211 -D3 -~ -~ -0 -1 20203 -S -#20205 -Stoic Hatered~ -Images of mutilation and slaughter drift here, coalescing for a moment, -then dissipating. The Plane is very close to the mortal world here, its -proxemity allowing acts of hateful depravity to enter the Plane, almost -causing a climate of eddies and turbulent hate. Even the creatures native -to the Plane seem to avoid this chaotic zone. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20207 -D1 -~ -~ -0 -1 20202 -D2 -~ -~ -0 -1 20209 -D3 -~ -~ -0 -1 20204 -S -#20206 -Effigies of Rage~ -The hateful energies have created a malestorm of hateful emotion, like -a vortex of pure emotion. Here, the energies on the Plane of Hate are -stronger, more brutal. Only the strongest of the denizens of this plane -exist here, seeming to play in the energies of the malestorm. Within -the raging malestorm, a palace can be seen, constructed of some alien -material. Entering the malestorm would be more foolish then entering the -Plane itself. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20209 -D1 -~ -~ -0 -1 20207 -D2 -~ -~ -0 -1 20211 -D3 -~ -~ -0 -1 20203 -D10 -~ -malestorm~ -16910345 -1 20210 -S -#20207 -Baptism of Hate~ -The energies of Hate here are unusually active, creating a fiery effect -on the local reality. The waves of the native energies wash over everything, -mortal and extra-planar alike. Shadows of great beings of hate can be seen -here, relishing in the super-concentrated energies that have gathered here. -This seems to be a sacred place for the intelligences of this Plane... -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20207 -D1 -~ -~ -0 -1 20208 -D2 -~ -~ -0 -1 20206 -D3 -~ -~ -0 -1 20212 -S -#20208 -Enraged Souls~ -A large fire constructed of pure Hate burns here, expelling souls from -the mortal realm which died in moments of great malice or from assailants -of the same. This seems to be a hunting ground for feral creatures on -the Plane. The souls are thrust into the Plane, quickly being absorbed -by creaturs of Hate. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20202 -D1 -~ -~ -0 -1 20207 -D2 -~ -~ -0 -1 20205 -D3 -~ -~ -0 -1 20211 -S -#20209 -Strands of Rage~ -Strands of pure emotional rage criss-cross this area of the Plane like -a spider's web, seducing souls of the dead and creatures of Hate alike. -The souls feed on the pure energies of Hate, while the creatures borne -of this Plane feast upon them like schools of fish. Everytime you pass -near one of the strands, a succulent cry can be heard, to surrender to -the hate. -~ -0 2105348 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20203 -D1 -~ -~ -0 -1 20212 -D2 -~ -~ -0 -1 20208 -D3 -~ -~ -0 -1 20204 -S -#20210 -Within the Malestorm~ -The Malestorm's energies are great indeed, causing massive tides and -eddies in the surrounding plane. Towards the Eye, the citidel phases -in and out of view. The energies of the Malestorm parallel a tornado -closer to the eye. Visages of hate and malice float by too quickly to -hold on to, yet leaving an impact on mortal subconscious. This impossible -reality is indeed true, perhaps all to real. You only hope the Malestorm -discharges you where you wish to be... -~ -0 2171012 1 0 0 0 0 0 -> rand_prog 100~ -if rand(75) -mer $n The Malestorm rapidly expells $n to the Eye! -mea $n The Malestorm rapidly expells you to the Eye! -mptrans $n 20213 -else -mer $n $n is carried away by the Malestorm, and draws attention! -mea $n You are carried away by the Malestorm, and you draw attention! -mptrans $n 20202 -mpat $n mpmload 20201 -endif -~ -| -S -#20211 -Painful Malice~ -Most of the localized pockets of energy in the Plane of Hate are very -visual and quick to notice and avoid. This place, however, sends chills -up your spine, as you slowly become engrossed in the thrill and joy of -Hate, the passion to rend bodies, to shatter souls. You feel youself -becoming one with the Plane itself here... -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20205 -D1 -~ -~ -0 -1 20202 -D2 -~ -~ -0 -1 20208 -D3 -~ -~ -0 -1 20207 -S -#20212 -Deep Twilights~ -The Plane of Hate stretches in all directions for infinity after infinity, -its reality warping and changing at the will of the strongest hate. But, -the Plane seems to revolve around a definate center, a Malestorm of great -power. At this distant locale, the Malestrom looks like a bright, shining -star, and the rest of the Plane looks like a bleak twilight. The energies -here are not so great as they are closer to the Malestorm, but maddening -still. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20207 -D1 -~ -~ -0 -1 20206 -D2 -~ -~ -0 -1 20203 -D3 -~ -~ -0 -1 20208 -S -#20213 -The Eye of the Malestorm~ -The tortureous chaos of the malestorm subsides leaving a zone of stable -energies in its very center. The malestorm howls all around, obscuring -any hope of locating the shimmering citadel. To enter the malestorm again -would surely mean death, it is nearly unbeleivable that one could come -this far in such a hostile plane. What manner of creature could traverse -the malestorm and call this place home? -~ -0 2105348 1 0 0 0 0 0 -S -#20214 -Stability in Chaos~ -Swimming through a hole of shattered reality, you find yourself floating -before the massive, shimmering citadel. At closer inspection, the dread -citadel conforms to no geometry or architecture that exists on the mortal -world. The laws within obviously differ from the laws which govern the -plane itself. An ominous shadow of doubt strikes you, as you ponder the -possibility of survival. But, there seems to be no turning back now... -~ -0 2105348 1 0 0 0 0 0 -D5 -~ -~ -0 -1 20215 -> entry_prog 100~ -mpclosepassage 20213 0 -~ -| -S -#20215 -The Brazen Gates~ -The citadel grows more abstract as you draw nearer, its subtle designs -impossible in the mortal realm. Fiery bronze gates can be seen to the -West, the only entrance to be found to this dread palace. The citadel -is decidedly unwelcoming, and the gates do not look friendly either. -This place only intersects the Plane of Hate, and there is no going -back now. -~ -0 2105348 1 0 0 0 0 0 -D3 -~ -gate~ -1031 20203 20216 -S -#20216 -Within the Nexus of Hate~ -The hideous and maleformed design of the brazen citadel cannot compare -to the horrors which lie within. The energies of pure emotional hate is -saturated here, filling the pores of any creature which fentures forth. -Pain, suffering as results of hate float by you, images coalesce within -your mind. The experience is maddening. -~ -0 2105344 1 0 0 0 0 0 -D1 -~ -gate~ -1025 -1 20215 -D3 -~ -~ -0 -1 20217 -S -#20217 -A Shifting Corridor~ -The corridor of this mighty brazen citadel is of the most alien design. -The walls and floor seem to slide and twist as you move upon them and -the bends weave from left to right in a nauseating fashion. The Eastern -exit of this corridor leads to the brazen gates, and the Western exit -leads deeper within the citadel. -~ -0 2105344 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20216 -D3 -~ -~ -0 -1 20218 -S -#20218 -Hellish Guardians~ -The twisting corridor ends abruptly in a hallway of brazen statues, -each one a mind wrenching visage of flesh, bone and metal. The floor -and walls here are fashioned of bronze, as is most of the citadel. A -stairwell winds its way up, deeper into the citadel, while East leads -back into the shifting corridor. -~ -0 2105344 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20217 -D4 -~ -~ -0 -1 20219 -S -#20219 -The Point of no Return~ -The upper levels of this citadel are immense to say the least. The -ceiling must be at least one hundred feet above your head, and the -walls fifty feet apart. A thin veil of noxious gas permiates this -part of the citadel, obscuring both vision and and common sense. This -is obviously the point of no return. To the North, the gas grows even -thicker. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20220 -D5 -~ -~ -0 -1 20218 -S -#20220 -The Upper Tier~ -The immense size of this chamber is mind boggleing. The walls must lie -some seventy-five feet apart, and the ceiling around one hundred feet -high. The same bronze material constructs the walls, floor and ceiling, -and the veil of noxious gas is only growing thicker. To the North, a -low rumble can be heard, and the South leads back towards a stairwell. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20221 -D2 -~ -~ -0 -1 20219 -S -#20221 -A Hellish Corridor~ -The immense corridor suddenly shrinks somewhat at this junction, the -walls now fifty feet apart, and the ceiling seventy-five feet tall. -The same brazen materials have been molded to fit the design of this -citadel. The East and West paths lead to interesting rooms, while the -North and South corridors continue deeper into the citadel. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20224 -D1 -~ -~ -0 -1 20222 -D2 -~ -~ -0 -1 20220 -D3 -~ -~ -0 -1 20223 -S -#20222 -A Room of Binding~ -The bronze structure of this room is engraved with glyphs and runes of -binding. This appears to be a prison for extra-planar beings of great -power. The glyphs seem to hum to the touch, both burning and chilling, -as if they were trying to trap your soul. To the West, a large chamber -can be seen. -~ -0 2105344 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20221 -S -#20223 -An Interesting Meeting~ -The bronze structure of this room is engraved with glyphs and runes of -binding. This appears to be a prison for extra-planar beings of great -power. The glyphs seem to hum to the touch, both burning and chilling, -as if they were trying to trap your soul. To the East, a large chamber -can be seen. -~ -0 2105344 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20221 -> rand_prog 100~ -if ovnuminv(20206) == 1 -purge solar -endif -~ -| -S -#20224 -A Corridor of Dread~ -The immense corridor shrinks drastically in size at this point, almost -to that of a normal hallway. Macabre images and horrifying feelings are -prevalent here. Carvings of bronze and flesh line this corridor, adding -to this hideous spectacle. To the North, a great wave of power can be -felt, and a massive chamber lies to the South. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20225 -D2 -~ -~ -0 -1 20221 -S -#20225 -The Razor's Edge~ -The dread corridor ends suddenly, in a bleak hallway with no mechanical -exits save the way you've come. A portal of shimmering energy lies on -the West wall, leading into deeper parts of the citadel. A strange sense -of calm exists here, like the eve before a great storm... -~ -0 2105344 1 0 0 0 0 0 -D2 -~ -~ -0 -1 20224 -D3 -~ -~ -0 -1 20226 -S -#20226 -Below the Pit of Despair~ -As you step through the shimmering portal, you are whisked away deeper -within the citadel. A malignant feeling courses through this place, a -hopeless and maddening feeling. A dark shimmering light lies in the -ceiling of this chamber, another portal presumably. -~ -0 2105348 1 0 0 0 0 0 -D4 -~ -~ -0 -1 20228 -S -#20227 -The Angel's Path~ -A tunnel of pure magic has been carved through the bronze structure of -the citadel, leading into the heart of this fell place. Below lies a -pit of pure hate, the swirling energies overwhelming and destructive. -To the East, a shimmering room can be seen, and a feeling of peace seems -to permeate the air. -~ -0 2105348 1 0 0 0 0 0 -D1 -~ -~ -0 -1 20229 -D5 -~ -~ -0 -1 20228 -> entry_prog 100~ -mpclosepassage 20225 1 -~ -| -S -#20228 -The Heart of Hate~ -Swirling energies bound this place, forming a coccoon of hate manifest. -Within it, a mortal mind must struggle to retain sanity, fighting with -all the might one can muster. The energies are overwhelming, deadly, and -seemingly indestructable... -~ -0 2105348 1 0 0 0 0 0 -> rand_prog 100~ -if mobinworld(20209) == 0 -mptrans $n 20230 -endif -~ -| -S -#20229 -Another Portal~ -This shimmering room seems to barely exist in this Plane, a creation -of the Solar and the peace which it gives. A shimmering light in the -ceiling of this chamber marks another portal, leading deeper into the -fell citadel. -~ -0 2105344 1 0 0 0 0 0 -D3 -~ -~ -0 -1 20227 -D4 -~ -~ -0 -1 20230 -S -#20230 -The Court~ -Of all the brazen horrors found within the Citadel of Hate, this place -captures a dichotomy of aesthetic beauty and pure horror. Twisted bodies -of mortal men and women live in anguish here, kept alive by magic, their -only purpose to serve as 'art' for the fell God of Hate. Their bodies -are twisted and mangled, contorted in impossible ways. Their screams -a malefulent symphony of anguish and suffering, echoing throughout the -halls of the Inner Citadel. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20231 -S -#20231 -The Final Walk~ -The horrifying displays continue through this corridor, screaming and -suffering entities bound by alien magics. The wide halls lead towards -the Throne of Hate, the resting place of Ach'Aran, the God of Hate, and -all of his glory. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20232 -D2 -~ -~ -0 -1 20230 -S -#20232 -The Final Walk~ -The horrifying displays continue through this corridor, screaming and -suffering entities bound by alien magics. The wide halls lead towards -the Throne of Hate, the resting place of Ach'Aran, the God of Hate, and -all of his glory. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20233 -D2 -~ -~ -0 -1 20231 -S -#20233 -The Final Walk~ -The horrifying displays continue through this corridor, screaming and -suffering entities bound by alien magics. The wide halls lead towards -the Throne of Hate, the resting place of Ach'Aran, the God of Hate, and -all of his glory. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -0 -1 20234 -D2 -~ -~ -0 -1 20232 -S -#20234 -Before the Throne~ -The corridor flays open here, the final step before the Throne of Hate, -and the first eminations of Ach'Aran himself. The energies of pure hate -pours from the North like a river, overwhelming and malignant. The God -of Hate himself must surely be the source of this. -~ -0 2105344 1 0 0 0 0 0 -D0 -~ -~ -16777216 -1 20235 -D2 -~ -~ -0 -1 20233 -S -#20235 -The Throne of Hate~ -The Throne of Hate stands before you... existing in an impossible and -reality defying place. The throne exists in an infinite space, a shimmering -twilight extending in all directions forever. The Throne itself is a -massive structure, perhaps a mile in height. A blazing light shines from -atop the throne, the source of the malign energies. -~ -0 2105348 1 0 0 0 0 0 -S -#0 - - -#RESETS -R 0 20202 3 -R 0 20203 3 -R 0 20204 3 -R 0 20205 3 -R 0 20206 3 -R 0 20207 3 -R 0 20208 3 -R 0 20209 3 -R 0 20211 3 -R 0 20212 3 -D 0 20206 10 0 -M 1 20201 4 20211 -M 1 20201 4 20211 -M 1 20202 3 20211 -E 1 20201 1 16 -E 1 20201 1 18 -M 1 20201 4 20212 -M 1 20201 4 20212 -M 1 20202 3 20212 -E 1 20201 1 16 -E 1 20201 1 18 -M 1 20204 1 20213 -M 1 20205 1 20215 -E 1 20204 1 16 -D 0 20215 3 2 -D 0 20216 1 0 -M 1 20206 1 20221 -M 1 20207 1 20223 -M 1 20209 1 20228 -M 1 20208 4 20230 -M 1 20208 4 20230 -M 1 20208 4 20231 -M 1 20208 4 20232 -M 1 20203 1 20235 -E 1 20202 1 28 -M 1 20210 1 20203 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 20201 spec_breath_fire -M 20205 spec_cast_cleric -M 20207 spec_cast_cleric -M 20208 spec_breath_fire -M 20210 spec_breath_fire -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/prehist.are b/data/realm/areas_smaug1.4a/prehist.are deleted file mode 100644 index 8993b44..0000000 --- a/data/realm/areas_smaug1.4a/prehist.are +++ /dev/null @@ -1,730 +0,0 @@ -#AREA Prehistoria~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -10 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#15400 -pteranodon~ -a pteranodon~ -A pteranodon glares at you as it flies past. -~ -Pteranodons are carniverous flying reptiles, true, but you are a little -large and armored for it to bother with. -~ -8388673 524288 0 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15401 -roc~ -a HUGE Roc~ -A HUGE Roc screeches and attacks! -~ -This mighty bird is the most powerful inhabitant of Prehistoria. It has -inhabited this peak for centuries, and isn't about to give it up now! -~ -8388707 524416 -400 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15402 -wild pack animal dog~ -a wild dog~ -A wild pack animal that resembles a dog snarls at you. -~ -These "dogs" are about three times as large, tough and ferocious as any dog -you have ever seen. Ancestors of the Beastly Fidos of your time, they will -tear your throat out in a second. -~ -8388833 0 0 S -14 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15403 -triceratops~ -a triceratops~ -A triceratops lowers its head and charges! -~ -These fierce-looking reptiles are actually herbivorous, and quite peaceful, -despite their appearance. However, the sun and the situation has driven this -poor brute mad. -~ -8388707 0 0 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15404 -buzzard~ -a buzzard~ -A buzzard circles patiently, looking for a cadaver. -~ -These birds are engaged in their death watch; they know from experience that -death occurs very rapidly in this dangerous and desolate place. -~ -8388801 524288 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15405 -giant insect~ -a giant insect~ -A giant insect that resembles a dragonfly buzzes by. -~ -These massive dragonflies are occasionally captured and tamed by wandering -tribesmen to be used as mounts. They are not aggressive, despite their -size and fearsome countenance suggesting otherwise. -~ -8388675 524416 400 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15406 -wandering tribesman hunter~ -a wandering tribesman~ -A wandering tribesman glares at you with deep suspicion. -~ -This fellow is part of a nomadic tribe that wanders the land of prehistoria. -He isn't sure whether you are friend or foe. -~ -67 0 400 S -15 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#15400 -pool oasis~ -a pool of clear drinking water~ -A pool of clear drinking water lies here.~ -~ -25 0 0 -0 0 0 0 -999 0 0 -#15401 -spear~ -a wooden spear~ -A wooden spear has been left here.~ -~ -30 0 1 -0 0 0 0 -7 0 0 -A -18 3 -#15402 -quiver~ -a leather quiver~ -A leather quiver for spears lies here.~ -~ -29 0 1 -21 1 0 0 -5 0 0 -#15403 -furs~ -some thick beast furs~ -Some thick furs lie here.~ -~ -9 0 1 -0 0 0 0 -8 0 0 -A -5 1 -A -13 10 -A -17 -10 -A -25 -2 -#15404 -egg~ -a roc egg~ -A roc egg sits here, ready to hatch.~ -~ -19 0 1 -100 0 0 0 -25 0 0 -#15405 -bones~ -some bones~ -Some humanoid bones have been scattered here.~ -~ -13 0 1 -0 0 0 0 -20 0 0 -#15406 -carcass~ -a rotting carcass~ -(Nauseating) A half-eaten, rotting carcass lies here.~ -~ -19 0 1 -24 0 0 1 -75 0 0 -#15407 -dead tree~ -a dead tree~ -A twisted, dead tree protrudes here.~ -~ -12 0 0 -0 0 0 0 -100 0 0 -#0 - - -#ROOMS -#15400 -Wild Plains~ -You are walking across wide, open plains overgrown with thick tall grass -and the occasional shrub or tree. Birds of several varieties soar across -the pale blue sky above, while prehistoric animals roam the land below. -The plain continues to the east, while to the west it encounters more -civilized lands. -~ -0 4 2 -D1 -~ -~ -0 -1 15401 -D3 -~ -~ -0 -1 5365 -S -#15401 -Wild Plains~ -You are walking across wide, open plains overgrown with thick tall grass -and the occasional shrub or tree. Birds of several varieties soar across -the pale blue sky above, while prehistoric animals roam the land below. -~ -0 0 2 -D1 -~ -~ -0 -1 15402 -D3 -~ -~ -0 -1 15400 -S -#15402 -A Junction~ -Here the fields are interrupted by the intrusion of the foothills of a small -volcanic mountain range to the north, and an ancient forest to the east. -~ -0 0 2 -D0 -~ -~ -0 -1 15403 -D1 -~ -~ -0 -1 15408 -D3 -~ -~ -0 -1 15401 -S -#15403 -The Foothills~ -You are making your way through the foothills of the mountain range you -spied earlier. One look at those treacherous slopes tells you that you -won't be able to proceed too far. But perhaps there are civilized peoples -living up in those ranges somewhere...? -~ -0 0 4 -D0 -~ -~ -0 -1 15404 -D2 -~ -~ -0 -1 15402 -S -#15404 -The Mountains of Prehistoria~ -These jagged peaks and treacherous slopes comprise one of the first mountain -ranges to erupt on a continent which will one day be almost surrounded by -them. You hear a sudden explosion, and, finding your footing on the shaking -ground, turn to see a distant volcano fiercely erupting, spewing its lethal -gases and boiling lava out into the world. - -A goat track runs east of here. To the north you can see a wide ocean. -~ -0 0 5 -D0 -~ -~ -0 -1 29502 -D1 -~ -~ -0 -1 15405 -D2 -~ -~ -0 -1 15403 -D4 -~ -~ -0 -1 901 -S -#15405 -A Goat Track~ -This tenuous trail makes its way through the less dangerous parts of the -mountains, avoiding jagged rocks, sudden pits and recent lava flows. After -a while, you pass a point where you might even be able to attempt to ascend -to the peak of a smaller mountain should you wish to. -~ -0 0 5 -D1 -~ -~ -0 -1 15407 -D3 -~ -~ -0 -1 15404 -D4 -~ -~ -0 -1 15406 -S -#15406 -Ascending the Mountain~ -You manage to clamber part way up the slope to a small ledge, where you -pause to gather your wits. But looking upward, you quickly realize that -further progress won't be possible, unless you can fly. -~ -0 0 5 -D4 -~ -~ -0 -1 15424 -D5 -~ -~ -0 -1 15405 -S -#15407 -The Path Ends~ -The trail you were following ends here rather abruptly, at the foot of a -sheer cliff face. However, from here you see another, downward-sloping -path you could now take, down into a small valley. -~ -0 0 5 -D3 -~ -~ -0 -1 15405 -D5 -~ -~ -0 -1 14122 -S -#15408 -An Ancient Forest~ -You find yourself suddenly on a broad, well-trodden path that runs through -the center of this magnificent forest. Trees as thick as a castle turret -soar one hundred, two hundred feet into the air all around you, their huge -trunks thick with moss and entwined with vines as thick as your thigh. The -cries of strange animals that you have never heard before echo about you, -and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15409 -D3 -~ -~ -0 -1 15402 -S -#15409 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. - -A path runs south of here toward more grasslands. Or you may head up a -slope to the north toward a huge moongate. -~ -0 0 3 -D4 -~ -~ -0 -1 2400 -D1 -~ -~ -0 -1 15415 -D2 -~ -~ -0 -1 15410 -D3 -~ -~ -0 -1 15408 -S -#15410 -Grasslands~ -You are back on the grassy fields that dominate most of prehistoric Anon, -though these fields are drier and sparser than those you encountered -previously. To the south lies the shimmering sands of a desert. -~ -0 0 10 -D0 -~ -~ -0 -1 15409 -D2 -~ -~ -0 -1 15411 -S -#15411 -The Desert~ -You suddenly find yourself struggling across long, wide dunes of deep red -sand, which extend in all directions. There appears to be an oasis to the -south, while to the east lies what looks like some sort of city. -~ -0 0 10 -D0 -~ -~ -0 -1 15410 -D1 -~ -~ -0 -1 15413 -D2 -~ -~ -0 -1 15412 -S -#15412 -An Oasis~ -You have reached a small oasis in the desert, and pause to rest and quench -your thirst. Unfortunately, many wild animals trapped in the desert seek -refuge at such places, and not all of them are friendly... -~ -0 0 6 -D0 -~ -~ -0 -1 15411 -S -#15413 -The Desert~ -You continue to struggle across the desert, heading for the city you saw (or -you think you saw) further to the north east. The hot sun burns down on you, -causing you to sweat profusely inside your cumbersome armor. -~ -0 0 10 -D1 -~ -~ -0 -1 15414 -D3 -~ -~ -0 -1 15411 -S -#15414 -The Desert~ -You continue to struggle across the desert, heading for the city you saw (or -you think you saw) further to the north east. The hot sun burns down on you, -causing you to sweat profusely inside your cumbersome armor. - -Whatever it was that you saw now lies to the north of here. -~ -0 0 10 -D0 -~ -~ -0 -1 29300 -D3 -~ -~ -0 -1 15413 -S -#15415 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15416 -D3 -~ -~ -0 -1 15409 -S -#15416 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. - -A small clearing lies to the north of here. -~ -0 0 3 -D0 -~ -~ -0 -1 15417 -D1 -~ -~ -0 -1 15418 -D3 -~ -~ -0 -1 15415 -S -#15417 -A Feast~ -You have entered a clearing in the forest, which was the site of a recent -kill of a herbivorous mammal by a pack of carniverous ones. The corpse of -the herbivore lies in the center of the clearing. You'd better hope that -what killed it isn't still around. -~ -0 0 2 -D2 -~ -~ -0 -1 15416 -S -#15418 -An Ancient Forest~ -You continue deeper along this path further into the forest. Trees as thick -as a castle turret soar one hundred, two hundred feet into the air all around -you, their huge trunks thick with moss and entwined with vines as thick as -your thigh. The cries of strange animals that you have never heard before -echo about you, and you feel rather uneasy in this alien environment. -~ -0 0 3 -D1 -~ -~ -0 -1 15419 -D3 -~ -~ -0 -1 15416 -S -#15419 -Out of the Forest~ -You emerge from the trees onto a flat, desolate tundra that stretches out to -the north and east. The path twists northward to avoid several large rocky -outcrops. -~ -0 0 2 -D0 -~ -~ -0 -1 15420 -D3 -~ -~ -0 -1 15418 -S -#15420 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D1 -~ -~ -0 -1 15421 -D2 -~ -~ -0 -1 15419 -S -#15421 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D0 -~ -~ -0 -1 15423 -D2 -~ -~ -0 -1 15422 -D3 -~ -~ -0 -1 15420 -S -#15422 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. - -Passage further south is blocked by an impassable mound of ice and dirt. -However, you may be able to proceed down a small passage that runs -beneath the mound. -~ -0 0 10 -D0 -~ -~ -0 -1 15421 -D5 -~ -~ -0 -1 2001 -S -#15423 -The Wastelands~ -You are heading across a barren wasteland, dotted with dead trees and the -occasional rocky outcrop. Buzzards circle above you, waiting patiently for -you to either slay something they can eat, or die yourself. The path you -are following twists and turns to avoid major obstructions. -~ -0 0 10 -D1 -~ -~ -0 -1 14700 -D2 -~ -~ -0 -1 15421 -S -#15424 -Flying up the Mountain~ -You are quickly ascending, by magical means, a slope that would take normal -climbers days to ascend. You can see the summit just above you. You shiver -and gasp for breath in the cold thin air. -~ -0 0 9 -D4 -~ -~ -0 -1 15425 -D5 -~ -~ -0 -1 15406 -S -#15425 -The Summit (An Aerie)~ -Uh Oh. You are at the summit, inside a nest. The nest of something BIG. You -desperately hope that whatever inhabits this nest isn't around right now... -~ -0 0 1 -D5 -~ -~ -0 -1 15424 -S -#0 - - -#RESETS -M 1 15400 4 15401 -M 1 15406 8 15402 -E 1 15401 1 16 -E 1 15402 1 5 -E 1 15403 1 12 -M 1 15405 4 15403 -O 1 15405 1 15403 -M 1 15400 4 15404 -O 1 15405 1 15406 -O 1 15407 1 15406 -M 1 15404 6 15410 -M 1 15400 4 15411 -O 1 15405 1 15411 -M 1 15403 1 15412 -O 1 15400 1 15412 -M 1 15405 4 15413 -M 1 15406 8 15413 -E 1 15401 1 16 -E 1 15402 1 5 -E 1 15403 1 12 -M 1 15405 4 15415 -M 1 15406 8 15415 -E 1 15401 1 16 -E 1 15402 1 5 -E 1 15403 1 12 -M 1 15402 4 15417 -O 1 15406 1 15417 -O 1 15407 1 15418 -M 1 15400 4 15419 -O 1 15405 1 15419 -M 1 15405 4 15420 -M 1 15406 8 15420 -E 1 15401 1 16 -E 1 15402 1 5 -E 1 15403 1 12 -M 1 15404 6 15421 -O 1 15407 1 15422 -O 1 15405 1 15423 -O 1 15407 1 15423 -O 1 15407 1 15424 -M 1 15401 1 15425 -O 1 15404 1 15425 -O 1 15405 1 15425 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 15401 spec_cast_cleric -M 15402 spec_fido -M 15404 spec_fido -M 15405 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/purgator.are b/data/realm/areas_smaug1.4a/purgator.are deleted file mode 100644 index b652128..0000000 --- a/data/realm/areas_smaug1.4a/purgator.are +++ /dev/null @@ -1,958 +0,0 @@ -#AREA Purgatory~ - -#VERSION 1 - -#AUTHOR Envy~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#401 -dead reaper~ -The Reaper of the Dead~ -The Reaper of the Dead awaits here to decide your fate. -~ -Ever smiling, he doesn't seems to mind being stuck here for eternity. -~ -3 8328 -1000 S -100 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#402 -lost soul~ -A lost soul~ -A lost soul wanders around. -~ -Just another poor soul who cannot find its way out of here. You better quit -wasting time if you don't want to end up like it. -~ -65 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#401 -tear potion drop~ -a drop of elves' tear~ -A small drop of clear liquid is drying up fast on the ground.~ -~ -10 64 1 -1 -1 -1 -1 -5 0 0 -'detect invis' 'NONE' 'NONE' -#402 -book judgement~ -a Book of Judgement~ -A blaze of white light hangs in the air.~ -~ -3 64 1 -36 50 50 -1 -10 0 0 -'heal' -A -12 50 -A -17 -5 -#403 -scythe~ -a Scythe of Death~ -A long curving blade fixed to a long wooden pole lies here.~ -~ -5 2 0 -50 100 0 1 -20 0 0 -A -18 9 -A -19 9 -A -5 -12 -#0 - - -#ROOMS -#401 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. Better find your corpse fast! -~ -0 2 0 -D4 -~ -~ -0 -1 410 -D5 -~ -~ -0 -1 410 -S -#402 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 406 -D1 -~ -~ -0 -1 403 -D2 -~ -~ -0 -1 410 -D3 -~ -~ -0 -1 405 -D4 -~ -~ -0 -1 414 -D5 -~ -~ -0 -1 414 -S -#403 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 407 -D1 -~ -~ -0 -1 404 -D2 -~ -~ -0 -1 411 -D3 -~ -~ -0 -1 402 -D4 -~ -~ -0 -1 415 -D5 -~ -~ -0 -1 415 -S -#404 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 408 -D1 -~ -~ -0 -1 405 -D2 -~ -~ -0 -1 412 -D3 -~ -~ -0 -1 403 -D4 -~ -~ -0 -1 416 -D5 -~ -~ -0 -1 416 -S -#405 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 409 -D1 -~ -~ -0 -1 402 -D2 -~ -~ -0 -1 413 -D3 -~ -~ -0 -1 404 -D4 -~ -~ -0 -1 417 -D5 -~ -~ -0 -1 417 -S -#406 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 410 -D1 -~ -~ -0 -1 407 -D2 -~ -~ -0 -1 402 -D3 -~ -~ -0 -1 409 -D4 -~ -~ -0 -1 418 -D5 -~ -~ -0 -1 418 -S -#407 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 411 -D1 -~ -~ -0 -1 408 -D2 -~ -~ -0 -1 403 -D3 -~ -~ -0 -1 406 -D4 -~ -~ -0 -1 419 -D5 -~ -~ -0 -1 419 -S -#408 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 412 -D1 -~ -~ -0 -1 409 -D2 -~ -~ -0 -1 404 -D3 -~ -~ -0 -1 407 -D4 -~ -~ -0 -1 420 -D5 -~ -~ -0 -1 420 -S -#409 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 413 -D1 -~ -~ -0 -1 406 -D2 -~ -~ -0 -1 405 -D3 -~ -~ -0 -1 408 -D4 -~ -~ -0 -1 421 -D5 -~ -~ -0 -1 421 -S -#410 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 402 -D1 -~ -~ -0 -1 411 -D2 -~ -~ -0 -1 406 -D3 -~ -~ -0 -1 413 -D4 -~ -~ -0 0 401 -D5 -~ -~ -0 0 401 -S -#411 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 403 -D1 -~ -~ -0 -1 412 -D2 -~ -~ -0 -1 407 -D3 -~ -~ -0 -1 410 -D4 -~ -~ -0 -1 423 -D5 -~ -~ -0 -1 423 -S -#412 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 404 -D1 -~ -~ -0 -1 413 -D2 -~ -~ -0 -1 408 -D3 -~ -~ -0 -1 411 -D4 -~ -~ -0 -1 424 -D5 -~ -~ -0 -1 424 -S -#413 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 405 -D1 -~ -~ -0 -1 410 -D2 -~ -~ -0 -1 409 -D3 -~ -~ -0 -1 412 -D4 -~ -~ -0 -1 425 -D5 -~ -~ -0 -1 425 -S -#414 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -A small note is posted here. -~ -0 2 0 -D0 -~ -~ -0 -1 418 -D1 -~ -~ -0 -1 415 -D3 -~ -~ -0 -1 417 -D4 -~ -~ -0 -1 402 -D5 -~ -~ -0 -1 402 -E -note~ -The note reads: - -As a reward for taking the trouble to read this, here's a little hint. -To find corpse, try going 2 north. - - - Signed, - Boom. -~ -S -#415 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 419 -D1 -~ -~ -0 -1 416 -D2 -~ -~ -0 -1 423 -D3 -~ -~ -0 -1 414 -D4 -~ -~ -0 -1 403 -D5 -~ -~ -0 -1 403 -S -#416 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 420 -D1 -~ -~ -0 -1 417 -D2 -~ -~ -0 -1 424 -D3 -~ -~ -0 -1 415 -D4 -~ -~ -0 -1 404 -D5 -~ -~ -0 -1 404 -S -#417 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 421 -D1 -~ -~ -0 -1 414 -D2 -~ -~ -0 -1 425 -D3 -~ -~ -0 -1 416 -D4 -~ -~ -0 -1 405 -D5 -~ -~ -0 -1 405 -S -#418 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 422 -D1 -~ -~ -0 -1 419 -D2 -~ -~ -0 -1 414 -D3 -~ -~ -0 -1 421 -D4 -~ -~ -0 -1 406 -D5 -~ -~ -0 -1 406 -S -#419 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 423 -D1 -~ -~ -0 -1 420 -D2 -~ -~ -0 -1 415 -D3 -~ -~ -0 -1 418 -D4 -~ -~ -0 -1 407 -D5 -~ -~ -0 -1 407 -S -#420 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 424 -D1 -~ -~ -0 -1 421 -D2 -~ -~ -0 -1 416 -D3 -~ -~ -0 -1 419 -D4 -~ -~ -0 -1 408 -D5 -~ -~ -0 -1 408 -S -#421 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -A small note is posted here. -~ -0 2 0 -D0 -~ -~ -0 -1 425 -D1 -~ -~ -0 -1 418 -D2 -~ -~ -0 -1 417 -D3 -~ -~ -0 -1 420 -D4 -~ -~ -0 -1 409 -D5 -~ -~ -0 -1 409 -E -note~ -The note reads: - -As a reward for taking the trouble to read this, here's a little hint. -To find corpse, try going one east, then one north. - - - Signed, - EMAD. -~ -S -#422 -The Purgatory~ -This place looks different from the rest of the area. Somehow, you have the -feeling that you're near the end of your search. Better not waste anymore -time coz' you're still cold, hungry and very naked ....but most importantly, -your corpse is rotting! -There is a note posted here. -~ -0 2 0 -D0 -~ -~ -0 -1 426 -D1 -~ -~ -0 -1 423 -D2 -~ -~ -0 -1 418 -E -note~ -Hint: try going north! - -EMAD -~ -S -#423 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 415 -D1 -~ -~ -0 -1 424 -D2 -~ -~ -0 -1 419 -D3 -~ -~ -0 -1 422 -D4 -~ -~ -0 -1 411 -D5 -~ -~ -0 -1 411 -S -#424 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -~ -0 2 0 -D0 -~ -~ -0 -1 416 -D1 -~ -~ -0 -1 425 -D2 -~ -~ -0 -1 420 -D3 -~ -~ -0 -1 423 -D4 -~ -~ -0 -1 412 -D5 -~ -~ -0 -1 412 -S -#425 -The Purgatory~ -Clouds of white mist fill the whole place. There's no telling where you -are and what's around this area. From a distance, you hear screams and -wails of other suffering souls. You feel cold, hungry and hopelessly lost. -A small note is posted here. -~ -0 2 0 -D0 -~ -~ -0 -1 417 -D2 -~ -~ -0 -1 421 -D3 -~ -~ -0 -1 424 -D4 -~ -~ -0 -1 413 -D5 -~ -~ -0 -1 413 -E -note~ -The note reads: - -As a reward for taking the trouble to read this, here's a little hint. -To find corpse, try going 3 west. - - - Signed, - Boom. -~ -S -#426 -The Purgatory~ -Yes! You finally found your way through this God forsaken place. Up ahead, -you see a tall dark figure presiding over a pile of cadavers. -~ -0 2 0 -D1 -~ -~ -0 -1 427 -S -#427 -The Judgement Room~ -This is where you'll face your final judgement. Your fate will depend on -your past karma. Silently, you cursed yourself for being such a jerk when -you were alive. Overwhelmed by anxiety and tears flowing, you beg for mercy -and search desperately for your corpse. Good Luck! -A sign is posted here. -~ -0 2 0 -D4 -~ -~ -0 -1 3054 -E -sign~ -The sign reads: - -Please remember to take your invisible items. We will not be responsible -for any losses due to your own negligence. Don't say we didn't warn you! -~ -S -#0 - - -#RESETS -R 1 401 6 -M 1 402 3 407 -R 1 410 6 -M 1 402 3 425 -M 1 401 1 427 -E 1 403 0 16 -E 1 402 0 17 -G 1 401 0 -S - - -#SHOPS - 401 0 0 0 0 0 100 0 0 23 ; The Reaper of the Dead -0 - - -#REPAIRS -0 - - -#SPECIALS -M 401 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/pyramid.are b/data/realm/areas_smaug1.4a/pyramid.are deleted file mode 100644 index ed04e88..0000000 --- a/data/realm/areas_smaug1.4a/pyramid.are +++ /dev/null @@ -1,2289 +0,0 @@ -#AREA The Great Pyramid~ - -#VERSION 1 - -#AUTHOR Andi~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2600 -asp snake~ -A horrible asp~ -A small, poisonous asp slithers over your feet. -~ -The asp is a small, smooth-scaled snake the color of worn pottery. -The poison bite of this snake has felled many a mighty pharoah. -~ -97 0 0 S -5 14 8 5d5+50 1d6+1 -10 0 -112 112 0 -#2601 -cobra snake~ -A hooded cobra snake~ -A cobra snake rears up and opens its fearsome hood. -~ -The cobra snake waves back and forth before you, its hood displaying brilliant -colors designed to serve notice to its prey that it is about to strike. -~ -97 0 0 S -7 13 7 7d7+70 2d4+2 -25 0 -112 112 0 -#2602 -mongoose~ -A wily little mongoose~ -A small mongoose slinks along the ground, hunting snakes. -~ -The mongoose is a wily rodent, a quick hunter of nasty poisonous snakes. -She sniffs you and appears to be looking for food in your hand. -~ -65 512 10 S -11 10 6 11d11+110 3d5+3 -100 0 -112 112 2 -#2603 -pyramid watcher~ -A pyramid watcher~ -The pyramid watcher protects the tombs from intruders. -~ -The pyramid watcher has made a pledge to destroy any would-be looters of -the tombs of the pharoahs. He is clad from head to foot in utilitarian -sand-colored clothing. -~ -3 0 250 S -8 12 5 8d8+80 2d6+2 -200 0 -112 112 1 -#2604 -thief tomb~ -A tomb thief~ -A sneaky tomb thief moves about in search of treasure. -~ -The thief brushes against you briefly, then slinks back into the shadows. -~ -193 32768 -250 S -10 10 5 10d10+100 2d6+3 -500 0 -112 112 1 -#2605 -ali baba thief~ -Ali Baba~ -Ali Baba is here, hunting for the pharoah's tomb. -~ -You see a tall, full-bearded man with a mischevious glint in his eye. Ali Baba -has made his life from stealing things from others, including many items stolen -recently from under the nose of the hapless guardians of this pyramid. Someday -he might get caught, but not today... -~ -69 32768 -300 S -18 2 0 18d18+180 3d8+2 -1000 0 -112 112 1 -#2606 -magic carpet~ -The magic carpet~ -A small woven carpet lies under your feet. -~ -The carpet is simply beautiful, made from intricately woven silken material. -It seems to rise up at the touch of your feet. Wait, it is rising, a few feet -above the ground! In fact, it seems to be ALIVE! -~ -3 520 500 S -9 11 7 9d9+90 2d5+2 -250 0 -112 112 0 -#2607 -mummy corpse~ -A mummy~ -A mummy reaches for you, disturbed by your presence. -~ -You only see the disfigured, rotting features of decaying human flesh, -animated by the distempered spirit of a long-deceased person. -~ -65 512 -600 S -12 8 4 12d12+120 1d6+6 -750 0 -112 112 0 -#2608 -sand man sandman~ -A sandman~ -A sandman rises up from the desert floor. -~ -The sandman is exactly that -- some sort of strange being formed from the sands -of the desert floor. It seems quite large and strong and at home in the heat -and sandy winds. -~ -65 512 0 S -14 6 2 14d14+140 2d7+4 -1500 0 -112 112 1 -#2609 -efreeti efreet~ -The efreeti~ -The efreeti stands here, sheathed in a column of fire. -~ -The efreeti is a mighty being formed from living fire. He gazes down at you -with disdain and scorn, arms folded across his mighty chest. -~ -35 520 -600 S -20 0 -1 20d20+200 4d6+4 -11000 0 -112 112 1 -#2610 -caryatid column~ -A caryatid~ -A sandstone column stands here, carved into a feminine figure. -~ -The column has been carved into a set of four shapely women, each facing -outward into the room. The sandstone of the caryatid is smooth with age, -but you can still make out a deadly stone sword in the hands of each figure. -~ -3 512 0 S -24 -4 -3 24d24+240 4d6+8 -35000 0 -112 112 2 -#2611 -djinn genie~ -The djinn~ -The djinn issues forth from the confines of a small lamp. -~ -The djinn is a mighty being formed from the air itself and frequently -imprisoned in a small lamp, used to do the bidding of those who find him. -He smiles down at you congenially, arms folded across his blue-tinged -skin, and strokes his goatee. -~ -3 512 600 S -28 -8 -6 28d28+280 6d6+12 -60000 0 -112 112 1 -#2612 -hieracosphinx sphinx~ -A hieracosphinx~ -A hieracosphinx looks at you cunningly. -~ -The hieracosphinx are cunning, small, but nasty creatures, having the heads -of birds, mighty wingspans, and a full set of four paws to rend their victims -to pieces. They tend to be quite jealous of the sharper wits of their older -cousins. -~ -97 512 -200 S -15 5 3 15d15+150 1d10+5 -7500 0 -112 112 0 -#2613 -gynosphinx sphinx~ -A gynosphinx~ -A gynosphinx sits here, befuddled by a riddle. -~ -The gynosphinx is a crafty but gentle creature, having the body of a -beautiful dark-skinned woman from the waist up, a feathery set of wings -and the hind legs of a mighty cat. Right now she is confused, having -just heard a puzzling riddle from a cousin criosphinx. -~ -3 8 100 S -19 1 0 19d19+190 2d10+10 -10000 0 -112 112 2 -#2614 -criosphinx sphinx~ -A criosphinx~ -A criosphinx calmly watches you. -~ -The criosphinx is a calm and friendly creature, having the head of a ram atop -the body of a well-furred feline with eagle-like wings. He delights in riddles -and in poking occasional fun at his easily confused lesser cousins. -~ -3 8 300 S -23 -3 -2 23d23+230 3d10+15 -25000 0 -112 112 1 -#2615 -androsphinx sphinx~ -An androsphinx~ -A mighty androsphinx tosses its lion-like mane. -~ -The mighty androsphinx is a huge creature, with the body of a lion whose -face is quite man-like, perhaps even handsome, and a massive pair of feathered -wings. Tales are told of pharoahs that were rendered permanently deaf by the -mighty roar of this sphinx. -~ -3 8 400 S -27 -7 -6 27d27+270 4d10+20 -50000 0 -112 112 0 -#2616 -great sphinx~ -The great sphinx~ -A mighty sphinx rests here in the sand, dormant now for centuries. -The great sphinx appears to be indestructible! -~ -The great sphinx towers tens of feet above you, resting here in a state of -dormancy. It has become almost indistinguishable from the sand that surrounds -it, although you can still make out the features of the handsome face that once -advised many rulers. -~ -3 8344 500 S -41 -21 -20 41d41+410 5d10+25 -125000 0 -112 112 0 -#2617 -ramses mummy~ -Ramses the Damned~ -You have awakened the mighty servant to the pharoahs, Ramses. -~ -As your light spills over his face and body, you can see his features begin -to fill out, swell, and harden, until an apparently healthy man stands before -you, clad only in the raiments he was left in when he last slept. His hair is -a soft black, his skin a deep chocolate, and his tall frame is totally still, -his chest not even moving to breathe. -~ -3 8856 150 S -38 -18 -18 38d38+380 8d5+40 -88000 0 -112 112 1 -#0 - - -#OBJECTS -#2600 -egyptian mace~ -an egyptian mace~ -A hierogylph-engraved mace has been left here.~ -~ -5 0 1 -0 0 0 7 -10 800 80 -E -egyptian mace~ -The mace is formed from solid brass, and engraved in strange hieroglyphs. -~ -#2601 -sand robes~ -sand-colored robes~ -Sand-colored robes lie here.~ -~ -9 0 1 -4 0 0 0 -5 500 50 -E -sand robes~ -The robes are colored a sandy off-white, and are in fact caked and covered -with sand as well. You don't seem to be able to remove all of the sand, no -matter how much you try. -~ -#2602 -obsidian dirk~ -an obsidian dirk~ -A flat dirk made of chipped obsidian lies here.~ -~ -5 64 1 -0 0 0 11 -8 1000 100 -E -obsidian dirk~ -The blade of the dirk is black, glassy obsidian, chipped razor sharp. -~ -A -2 1 -A -18 1 -A -19 1 -#2603 -cloth turban~ -a dirty cloth turban~ -A dirty cloth turban has been forgotten here.~ -~ -9 64 1 -5 0 0 0 -10 1500 150 -E -cloth turban~ -The turban used to be white cloth, now it is covered with oil and dirt from -the head and hair of its previous owner, who must not have bathed much. -~ -A -2 1 -A -13 5 -#2604 -cloth wrappings~ -some cloth wrappings~ -Long cloth wrappings lie on the ground in a pile.~ -~ -9 0 1 -5 0 0 0 -15 1250 125 -E -cloth wrappings~ -The cloth wrappings are old, wrinkled, and stink of embalming fluid. -~ -#2605 -bottle fluid~ -a bottle of embalming fluid~ -A dusty bottle lies here on the ground.~ -~ -10 0 1 -5 -1 -1 -1 -5 250 25 -'poison' 'NONE' 'NONE' -E -bottle fluid~ -The bottle is dusty and the fluid has a strange sickly-sweet smell to it. -~ -#2606 -jar formaldehyde~ -a jar of formaldehyde~ -A small jar lies here on the ground.~ -~ -10 0 1 -10 -1 -1 -1 -6 300 30 -'cure light' 'NONE' 'NONE' -E -jar formaldehyde~ -The jar is sticky and smells really bad. -~ -#2607 -ball fire~ -a small hot ball of fire~ -A little ball of fire hovers in the air before your eyes.~ -~ -1 1 0 -0 0 -1 0 -10 3500 350 -E -ball fire~ -The ball of fire is hot to the touch and very very bright. -~ -A -13 10 -A -14 50 -#2608 -stone scimitar~ -a stone scimitar~ -A curved scimitar made of stone rests on the ground.~ -~ -5 2 0 -0 0 0 3 -18 10000 1000 -E -stone scimitar~ -The scimitar is formed from solid stone, chipped and carved to perfection, -with a sharp, cold blade that is marred only by a few nicks here and there. -~ -A -18 2 -A -19 3 -#2609 -stone key~ -a stone key~ -A stone key has been dropped here.~ -~ -18 0 1 -0 0 0 0 -15 10 1 -E -stone key~ -The key is made from stone, but is otherwise unremarkable. -~ -#2610 -stone sarcophagus~ -a mighty stone sarcophagus~ -A mighty stone sarcophagus lies in the center of the tomb.~ -~ -15 0 0 -500 15 2609 0 -5000 5000 500 -E -stone sarcophagus~ -The sarcophagus is engraved on the sides with the images of pharoahs, -great wars fought long ago, mighty pyramids being constructed... - -A raised image atop the sarcophagus is formed in the visage of one of -the mighty pharoahs, painted in gold and studded with precious gems. - -You see a small keyhole in the side of the sarcophagus. -~ -#2611 -dust~ -some ancient dust~ -A small pile of dust is being scattered by the breeze.~ -~ -13 0 1 -0 0 0 0 -1 1 0 -E -dust~ -The dust is old. As you sift it through your hands you find tiny chips -of aged bone inside -- it must be the ancient remains of something. -~ -#2612 -scarab~ -a small emerald scarab~ -A small emerald scarab lies here on the ground.~ -~ -18 0 1 -0 0 0 0 -5 4500 450 -E -scarab~ -The scarab is intricately detailed, down to the tiny hairs on its -insectile legs and the faceting of the emeralds in its eyes. -~ -#2613 -lamp~ -the lamp~ -A small, tarnished, battered lamp has been dropped here.~ -~ -4 1 0 -25 5 5 -1 -10 25000 2500 -'fly' -E -lamp~ -The lamp is quite old and tarnished. You rub at it to get some of the -grime off, but it doesn't seem like anybody is home. -~ -A -17 -5 -A -18 1 -#2614 -ankh~ -an ankh~ -A small brass ankh has been left here.~ -~ -9 256 0 -7 0 0 0 -9 10000 1000 -E -ankh~ -The ankh is a small brass symbol of an ancient religion. -It glows with a soft bright light that is soothing to you. -~ -A -3 1 -A -4 2 -#2615 -book riddles~ -a book of riddles~ -A medium-sized parchment book with well-worn pages lies here.~ -~ -2 0 1 -21 -1 -1 -1 -15 7500 750 -'identify' 'know alignment' 'faerie fog' -E -book riddles~ -The book has well-worn pages, containing many befuddling riddles -to surprise, confuse, and amuse you. You find yourself bewildered -by its contents and put it down to sort your head out. -~ -#2616 -lion paw~ -a lion's paw~ -The mighty paw of a lion-like creature has been dropped here.~ -~ -5 64 1 -0 0 0 5 -20 18000 1800 -E -lion paw~ -The massive paw has straps on it formed of bronze, so that it will -fit snugly over your hand. As you put it on, it melds with your hand, -becoming an extension of your arm. -~ -A -5 1 -A -18 4 -A -19 3 -#2617 -answer~ -the answer~ -A small piece of parchment covered in hieroglyphics lies here.~ -~ -18 0 1 -0 0 0 0 -1 1 0 -E -answer hieroglyphics~ -You cannot decipher the strange hieroglyphics that cover the -sheet of parchment. -~ -#2618 -treasure~ -the treasure of the sphinx~ -The massive treasure of the sphinx lies here in a big pile.~ -~ -20 0 1 -23850 0 0 0 -50 0 0 -E -treasure~ -The treasure is incredibly large, filled with gold coins and valuables, more -wealth than you could ever possibly imagine accumulated in one place. -~ -#2619 -pile sand~ -a pile of sand~ -You see a small pile of sand.~ -~ -20 0 1 -12986 0 0 0 -40 0 0 -E -pile sand~ -You think you see some coins and valuables glinting amongst the grains of sand. -~ -#2620 -curse mummy~ -the curse of the mummy~ -Some fortunate soul has escaped the mummy's curse, for now.~ -~ -13 16 0 -0 0 0 0 -1 500 50 -E -curse mummy~ -Rumor has it that whomever disturbs the grave of the mummy shall be -cursed for all eternity, and that the descendents of that person shall -likewise be cursed for ten generations to follow. -~ -A -1 -3 -A -2 -3 -A -5 -3 -A -13 -50 -A -14 -100 -#2621 -small elixir~ -a small elixir~ -A small glass elixir lies under your feet.~ -~ -10 64 1 -30 -1 -1 -1 -2 10000 1000 -'kindred strength' 'stone skin' 'sanctuary' -E -small elixir~ -The elixir is deceptively small. Something tells you that its -contents are truly quite potent. Perhaps too potent for ordinary -mortals to attempt to consume. -~ -#2622 -golden mask~ -a golden mask~ -A beautiful, intricately detailed mask has been forgotten here.~ -~ -9 64 1 -10 0 0 0 -10 15000 1500 -E -golden mask~ -This beautiful mask was shaped from solid gold and magically enchanted -to perfectly fit the face of any who choose to wear it, its golden features -and turquoise highlights even moving to match the expressions of the face -of the wearer. -~ -A -12 25 -A -13 10 -A -14 100 -A -24 -1 -#2623 -diamond~ -the diamond~ -~ -~ -13 0 1 -0 0 0 0 -5 0 0 -E -diamond~ -Aha! - -You see a multifaceted gemstone, which strangely reflects no -light, making it very hard to see when it lies on the ground. -~ -#2624 -sun wand~ -a blazing sun wand~ -A small length of brass shines here with its own light.~ -~ -3 1 0 -35 25 25 -1 -10 25000 2500 -'harm' -E -sun wand~ -This small brass shaft is a holy weapon used by the ancient people of -this land to defend against the deadliest of foes. It shines with the -brilliant blazing light of the sun. -~ -A -21 -5 -A -24 -5 -#2625 -sandy ring~ -a sandy-colored ring~ -A small sandy-colored ring has been carelessly dropped here.~ -~ -9 2 0 -8 0 0 0 -5 20000 2000 -E -sandy ring~ -The ring is small, smooth, sandy-colored and unremarkable, save that -it gives off a continuous low humming noise that tickles your fingertips. -~ -A -3 1 -A -12 50 -#2626 -golden sphinx~ -a small golden sphinx~ -A small golden sphinx glints in the light.~ -~ -8 64 1 -0 0 0 0 -5 50000 5000 -E -golden sphinx~ -The golden sphinx is incredibly detailed and very small, fitting easily -into the palm of your hand. You can even make out the expression -of wisdom and peace on its face. -~ -A -4 2 -#2627 -spinhxian leggings~ -a pair of sphinxian leggings~ -Massive leggings formed from the body of a sphinx stand here.~ -~ -9 64 0 -10 0 0 0 -20 20000 2000 -E -sphinxian leggings~ -These magically fashioned leggings impart the strength and stamina -of the mightiest of the ancient sphinxes. You feel ancient power -emanating from them; they seem to be almost alive. -~ -A -1 3 -A -14 200 -#0 - - -#ROOMS -#2600 -The Great Eastern Desert~ -A vast desert stretches for miles, the sands constantly shifting around you. -Rising out of the sand to the east you see a mighty pyramid. -~ -0 0 10 -D0 -Nothing but sand as far as the eye can see. -~ -~ -0 -1 2600 -D1 -The sands of the desert continue onward towards the pyramid. -~ -~ -0 -1 2601 -D2 -Nothing but sand as far as the eye can see. -~ -~ -0 -1 2600 -D3 -Across the hot burning sands you see a small oasis and some tents. -~ -~ -0 -1 5056 -E -pyramid~ -The massive pyramid rises out of the sand, a monument to long-dead pharoahs. -~ -S -#2601 -At the Base of the Pyramid~ -The mighty pyramid towers above you out of the hot desert sands, made from -huge blocks of stone that have been coated over with a rough sandy plaster-like -substance. The face of the pyramid is steep, but you think you might be able -to climb it. -~ -0 0 10 -D3 -To the east you see the hot sands of the Great Eastern Desert. -~ -~ -0 -1 2600 -D4 -The steep slope of the pyramid rises up before you. -~ -~ -0 -1 2602 -E -pyramid~ -You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#2602 -Climbing the Great Pyramid~ -Hot air rises off the sides of the pyramid, and the wind chokes you with a -flurry of sand and dust. So far you have made it halfway up the side. The -walls of the pyramid are quite steep. -~ -0 0 10 -D0 -If you are daring you could try to skirt around to the northern side. -~ -~ -0 -1 2603 -D2 -If you are daring you could try to skirt around to the southern side. -~ -~ -0 -1 2604 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 2607 -D5 -Far below you are the burning sands of the desert. -~ -~ -0 -1 2601 -E -pyramid~ -You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#2603 -Climbing the Great Pyramid~ -Hot air rises off the sides of the pyramid, and the wind chokes you with a -flurry of sand and dust. The walls of the pyramid are quite steep, and you -are having trouble keeping from sliding down into the sands below. -~ -0 0 10 -D1 -If you are daring you could try to skirt around to the eastern side. -~ -~ -0 -1 2605 -D3 -If you are daring you could try to skirt around to the western side. -~ -~ -0 -1 2602 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 2607 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 2607 -E -pyramid~ -You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#2604 -Climbing the Great Pyramid~ -Hot air rises off the sides of the pyramid, and the wind chokes you with a -flurry of sand and dust. The walls of the pyramid are quite steep, and you -are having trouble keeping from sliding down into the sands below. -~ -0 0 10 -D1 -If you are daring you could try to skirt around to the eastern side. -~ -~ -0 -1 2605 -D3 -If you are daring you could try to skirt around to the western side. -~ -~ -0 -1 2602 -D4 -It looks too dangerous to try to climb any higher. -~ -~ -0 -1 2607 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 2607 -E -pyramid~ -You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#2605 -Climbing the Great Pyramid~ -Here on the eastern side of the pyramid there is a little more shelter -from the heat and wind. The stone side is not nearly so slippery smooth -from the ravages of time, and you think you may be able to even reach the -top from here. -~ -0 0 10 -D0 -If you are daring you could try to skirt around to the northern side. -~ -~ -0 -1 2603 -D2 -If you are daring you could try to skirt around to the southern side. -~ -~ -0 -1 2604 -D4 -You see the apex of the pyramid many yards above you. -~ -~ -0 -1 2606 -D5 -This side of the pyramid has a dangerous drop before the sandy floor. -~ -~ -0 -1 2607 -E -pyramid~ -You wonder how anyone could have built such a massive thing out in this heat. -~ -S -#2606 -The Apex of the Great Pyramid~ -Bathed in sweat, you have managed to reach the summit of the great pyramid. -The four sides of the pyramid slope sharply down into the hot sands in all four -cardinal directions. - A plaque has been set into the sandy stones beneath your feet. -~ -0 0 10 -D0 -The north side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 2607 -D1 -The east side of the pyramid slopes down into the sands. -~ -~ -0 -1 2605 -D2 -The south side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 2607 -D3 -The west side of the pyramid slopes down into the sands. -It looks really dangerous. I wouldn't go that way. -~ -~ -0 -1 2607 -D5 -You see some sandy stones pressed closely together to form a hard surface. -~ -stones~ -1 -1 2608 -E -stones~ -As you look closer you can make out a crack in the center of the stones -beneath your feet. With some effort you might be able to lift that -section up and get inside! -~ -E -plaque~ -The plaque reads: -This area (Great Pyramid) written for any Merc 2.0 standard mud by Andersen. -~ -S -#2607 -Climbing the Great Pyramid~ -Here the elements have carved away at the sides of the pyramid quite a -bit. You aren't so sure of your footing anymore... - -Suddenly the wind picks up, and you lose your balance! -You tumble down the side of the pyramid, and fall to your death! - -SPLAT. -~ -0 4 10 -S -#2608 -A Ladder~ -You are climbing an ancient ladder that leads down into the depths of -the pyramid. The air around is thick with layers of dust and a strange -musty smell. Above you you see tiny beams of light coming through the -stones of the ceiling. -~ -0 4 0 -D4 -You see the sandy stones of the ceiling. -~ -stones~ -1 -1 2606 -D5 -You see a small dusty chamber. -~ -~ -0 -1 2609 -E -stones~ -As you look closer you can make out a crack in the center of the stones -above your head. With some effort you might be able to lift that -section up and get outside! -~ -S -#2609 -A Musty Chamber~ -You are standing in a dank, musty chamber just inside the pyramid. -Footprints and other strange marks are set into the dusty floor here. -It would seem that some of the tenants of this monument are still alive. - Exits lead in all directions. The door to the west is covered with -inscriptions. -~ -0 8 0 -D0 -You see a tiny crawlway raised about three feet off the ground. -~ -~ -0 -1 2612 -D1 -A dust-covered hallway leads off to the east. -~ -~ -0 -1 2639 -D2 -You see a small crack in the wall through which you might be able to slide. -~ -~ -0 -1 2624 -D3 -You see a large stone door, covered in sigils and hieroglyphs. -~ -door stone~ -1 -1 2610 -D4 -A small rickety ladder leads up. -~ -~ -0 -1 2608 -E -door stone~ -The stone door is covered in strange inscriptions and hieroglyphs that warn -you not to proceed any further. -~ -E -sigils hieroglyphs inscriptions writing~ -You cannot understand the strange glyphs that cover the door, but most of -them seem to depict scenes of fire and massive creatures of apparently -tremendous strength. You have a feeling that the glyphs are serving as a -warning. -~ -S -#2610 -The Fire Pool~ -This room is dominated by a massive raised pool that is filled with -not water but flames of intense heat. The multicoloured flames lick out -at you, searching for things to burn. - The pool proceeds to the east into a small chamber. -~ -0 4 0 -D1 -You see a large stone door. -~ -door stone~ -1 -1 2609 -D3 -You see a small chamber filled with fire. -~ -~ -0 -1 2611 -S -#2611 -The Chamber of the Efreet~ -You make your way across the fire pool, and into a small stone chamber. -Here the flames are nearly as high as your head, singeing your face and -evaporating your sweat instantaneously. -~ -0 8 7 -D1 -The pool of fire ends to the east. -~ -~ -0 -1 2610 -S -#2612 -A Tiny Crawlway~ -You have to go down onto your hands and knees to fit inside this tiny -space. The crawlway is thick with sand and dust, and markings of the -passage of other creatures. -~ -0 1 0 -D0 -The crawlway continues to the north. -~ -~ -0 -1 2613 -D2 -The crawlway ends to the south in a musty chamber. -~ -~ -0 -1 2609 -D4 -A small hole above your head leads into a dank chamber. -~ -~ -0 -1 2637 -S -#2613 -A Tiny Crawlway~ -You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, -and markings of the passage of other creatures. -~ -0 1 0 -D2 -The crawlway continues to the south. -~ -~ -0 -1 2612 -D3 -The crawlway continues to the west. -~ -~ -0 -1 2614 -S -#2614 -A Tiny Crawlway~ -You are on your hands and knees, inside a small crawlway that winds -through the inside of the pyramid. The crawlway is thick with sand, dust, -and markings of the passage of other creatures. -~ -0 1 0 -D1 -The crawlway continues to the east. -~ -~ -0 -1 2613 -D3 -The crawlway gets a little tighter to the west. -~ -~ -0 -1 2615 -S -#2615 -A Tightening in the Crawlway~ -Here you are forced to slide on your belly through a particularly tight -section of the crawlway, as the stones of the pyramid close together -about you. Below you is a small, slippery-looking hole that plummets into -blackness. -~ -0 1 0 -D1 -The crawlway gets a little larger to the east. -~ -~ -0 -1 2614 -D2 -The crawlway continues to diminish in size to the south. -~ -~ -0 -1 2616 -D5 -The hole looks very slippery and very dark. -~ -~ -0 -1 2617 -S -#2616 -The Crawlway's End~ -The crawlway shrinks away to nothing as the sandy stones of the pyramid -close together into a space through which only a snake could fit. There is -barely enough space to turn around and make your way back through the tiny -crawlway to the north. -~ -0 1 0 -D0 -The crawlway gets a little larger to the north. -~ -~ -0 -1 2615 -S -#2617 -A Slippery Hole~ -The sides of this hole are slippery-smooth. You lower yourself in, and -proceed to move downward... when suddenly you lose your purchase! - -You fall for what seems like an eternity, and smash into the stones below... - -Under the Hole - You are in a small chamber underneath the slippery hole, far below -the pyramid now. The floor is strewn with bones. To the south is a -small rocky crevasse. -~ -0 1 0 -D2 -You see a rocky crevasse that proceeds deep under the pyramid. -~ -~ -0 -1 2619 -E -u up~ -The hole looks far too slippery to climb back up. -~ -E -bones~ -The bones have whitened and cracked in the dry air, apparently the remains -of adventurers, thieves, and creatures that did not survive the fall. -~ -S -#2618 -Under the Hole~ -You are in a small chamber underneath the slippery hole, far below -the pyramid now. The floor is strewn with bones. To the south is a -small rocky crevasse. -~ -0 1 0 -D2 -You see a rocky crevasse that proceeds deep under the pyramid. -~ -~ -0 -1 2619 -E -u up~ -The hole looks far too slippery to climb back up. -~ -E -bones~ -The bones have whitened and cracked in the dry air, apparently the remains -of adventurers, thieves, and creatures that did not survive the fall. -~ -S -#2619 -A Rough Crevasse~ -You are now exploring deep within a strange rocky crevasse that plunges -down into the rock on which the pyramid was constructed. To the south you -see the flickering light of a fire, and the crevasse proceeds downward. -~ -0 8 0 -D0 -You see a small stone chamber littered with bones. -~ -~ -0 -1 2618 -D2 -You see the flickering light of a small fire. -~ -~ -0 -1 2620 -D5 -The crevasse continues downward into total darkness. -~ -~ -0 -1 2621 -E -rough~ -As you look through the rough terrain, your eyes catch a small glint of light! -~ -S -#2620 -A Small Fire~ -Here a small fire burns in a nook in the rocks, providing some warmth and -comforting light in the cold, dark, dry air. - -Standing here is a strange-looking old man, who stares at you balefully. -~ -0 8 0 -D0 -You see a massive crevasse that plunges into darkness. -~ -~ -0 -1 2619 -E -man old~ -The old man looks like he has been trapped down here far too long, and -has begun to lose his mind. He moves about slowly, cackling to himself. - -He turns to you and shouts, 'nope measse! nope measse!', then turns -back and stares into the fire. - -'What a strange person,' you think to yourself. -~ -S -#2621 -Down the Crevasse~ -The crevasse proceeds downward into the dark depths of the earth. -The air about you is now cold and quite dry, and your light source -gutters in a cool breeze that wafts up from below. -~ -0 1 0 -D4 -It is too dark for you to see any further along the crevasse. -~ -~ -0 -1 2619 -D5 -It is too dark for you to see any further along the crevasse. -~ -~ -0 -1 2622 -S -#2622 -At the Crevasse's End~ -Here the crevasse comes to an abrupt end. A chilling wind howls -at your face from a black shape to the south, but the light from your -source is too dim to see exactly what it is. -~ -0 1 0 -D2 -You see a strange-looking black shape. -~ -sesame~ -8 2623 2623 -D4 -It is too dark for you to see anything along the crevasse. -~ -~ -0 -1 2621 -E -black shape~ -Wind howls about your ears like the roar of a tiger. As your eyes -adjust to the light the shape to the south almost seems to take the -form of a massive animal head. -~ -E -tiger head animal sesame~ -You are now certain that the wind is the cold breath of some unearthly -giant animal, whose voice rumbles lowly on the breeze, and whose -massive jaws could easily swallow you whole. - -You move closer for a better look, when suddenly a pair of eyes flashes. -A cold voice echoes: 'SEEK YE THE DIAMOND... IN THE ROUGH...' - -... Then all is silent. -~ -S -#2623 -The Vault of the Lamp~ -The jaws of the massive stone tiger part wide to reveal a great vault. -An arched ceiling lies far above your head... and all about you is a low -guttural rumbling noise and a chill wind. - -Giant heaps of ancient treasure, gold coins, and valuables surround you -on all sides. -~ -0 1 0 -D0 -Through the jaws of the tiger you see the blackness of the crevasse. -~ -~ -8 2623 2622 -E -treasure gold coins valuables~ -You reach for some of the tasty goodies, when you hear a loud rumbling -sound and see a bright flash of light... - -Then the words: 'TAKE ONLY THE LAMP... TOUCH NOTHING ELSE.' - -... All is silent once again. -~ -S -#2624 -A Crack in the Wall~ -You exhale, and squeeze yourself into the narrow crack in the wall. -Dust fills your eyes as you disturb it, and chunks of mortar and stone -mixed with a touch of sand fall on you as you scrape your way through. -~ -0 1 0 -D0 -You see a musty chamber. -~ -~ -0 -1 2609 -D2 -You see a tomb. -~ -~ -0 -1 2625 -S -#2625 -A Looted Tomb~ -The floor of this small tomb is littered with the lids of -smashed sarcophagi, bits of treasure dropped by thieves and -looters, and corpses pulled from their resting places. -~ -0 8 0 -D0 -You see a small crack in the wall through which you might be able to slide. -~ -~ -0 -1 2624 -D1 -To the east is another tomb. -~ -~ -0 -1 2633 -D3 -To the west is another tomb. -~ -~ -0 -1 2626 -S -#2626 -A Demolished Tomb~ -This tomb has been utterly destroyed by thieves and looters in search of -the treasures of the pharoahs. Nothing of interest remains in this room, -except a large stone coffin that leans against the western wall. -~ -0 8 0 -D1 -To the east is another tomb. -~ -~ -0 -1 2625 -D3 -You see a large stone coffin. -~ -coffin lid~ -33 2612 2627 -E -coffin lid~ -The coffin is sculpted into the form of a man, standing several heads above -you, and clad in the garments of pharoahs. It has apparently been untouched -by the ravages of time and the activities of looters. Several markings on the -side indicate spots where unsuccessful attempts were made to open the coffin. - -You can't see any way to open it. -~ -E -man garments pharoah~ -As you look closer at the figure sculpted into the stone coffin you notice a -small marking carved into its chest. It looks like a scarab or small beetle -would fit into the small space, if properly sized. - -Hmm. -~ -S -#2627 -A Stairway~ -You stand now at the head of a stairway that goes down into darkness. -The steps and walls are smooth sandy stone, covered with a thick layer -of dust. Some inscriptions are carved into the wall here. -~ -0 1 0 -D1 -You see the backside of the coffin lid, featureless stone. -~ -coffin lid~ -33 -1 2626 -D5 -It is too dark to see down the stairway. -~ -~ -0 -1 2628 -E -inscriptions~ -You blow dust away from the inscriptions to read: -'Beware the curse of the mummy.' -~ -E -coffin lid~ -On this side the coffin lid is smooth featureless stone. -~ -S -#2628 -A Stairway~ -You are on a stairway that disappears into darkness in both directions. -The smooth, uneven steps of the stairway have not been travelled in what -appears to be centuries. -~ -0 1 0 -D4 -It is too dark to see up the stairway. -~ -~ -0 -1 2627 -D5 -It is too dark to see down the stairway. -~ -~ -0 -1 2629 -S -#2629 -A Stairway~ -You stand now at the base of the uneven stairway. The walls, floor, -and ceiling of this small landing are covered with strange hieroglyphics. -~ -0 1 0 -D2 -You see a seam in the stone wall. -~ -stone~ -1 -1 2630 -D4 -It is too dark to see up the stairway. -~ -~ -0 -1 2628 -E -walls floor ceiling hieroglyphics~ -The hieroglyphics are covered with a thick layer of dust. You clear the -dust away with your hand, and find that you cannot comprehend them. -~ -S -#2630 -The Ancient Hall~ -Here the air is deathly still, motes of dust thickly obscuring your -vision. Several stone statues line the walls of the hall, depicting the -gods of an ancient society. Strange glyphs and sigils cover the walls, a -peculiar pictorial form of written language that you don't understand. - Some steps lead to a raised dais to the south. -~ -0 1 0 -D0 -You see a seam in the stone wall. -~ -stone~ -1 -1 2629 -D2 -You see a small raised dais. -~ -~ -0 -1 2631 -E -writings glyphs sigils hieroglyphics symbols~ -You don't understand the meaning of these symbols. -~ -S -#2631 -A Raised Dais~ -You are at the southern end of the ancient hall, the dust and darkness -absorbing your light so that you cannot see past the steps of the dais. -A low pedestal rests here. You see something written into the face of it. -~ -0 1 0 -D0 -You cannot see past the steps of the dais. -~ -~ -0 -1 2630 -D5 -You see a seam in the stone floor. -~ -tomb~ -1 -1 2632 -E -pedestal writings~ -The writings are covered in sand and worn nearly away by the passage -of time: 'I am Ramses the Damned, once counselor and aide to the mightiest -of pharoahs and queens of this land. Much time has passed since I last -walked the earth. Disturb my rest at your peril.' -~ -S -#2632 -The Tomb of Ramses~ -You stand in an empty tomb, a cubicle no more then ten feet to a side. -~ -0 1 0 -D4 -That leads back the way you came. -~ -tomb~ -1 -1 2631 -S -#2633 -A Ransacked Tomb~ -This tomb has been completely ransacked and destroyed by the actions -of pyramid thieves and looters. The floor is littered with junk. -~ -0 8 0 -D1 -To the east is a low-ceilinged tunnel. -~ -~ -0 -1 2634 -D3 -To the west is another tomb. -~ -~ -0 -1 2625 -S -#2634 -A Tunnel~ -The low-ceilinged tunnel runs east-west. -~ -0 1 0 -D1 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 2635 -D3 -You see a tomb. -~ -~ -0 -1 2633 -S -#2635 -A Fork in the Tunnel~ -Here the tunnel forks off through a gaping hole down in the -southern wall, continuing onward to the east and west as well. -~ -0 1 0 -D1 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 2636 -D3 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 2634 -D5 -Through the hole you see rubble and sand. -~ -~ -0 -1 2646 -E -s south hole~ -The hole is low, at the floor of the southern wall. -~ -S -#2636 -A Tunnel~ -The low-ceilinged tunnel makes a turn to the west and ends -to the north as it spills out into a dusty hallway. -~ -0 1 0 -D0 -The mouth of the tunnel is stone that has been torn away by looters. -~ -~ -0 -1 2642 -D3 -You cannot see into the darkness of the low tunnel. -~ -~ -0 -1 2635 -S -#2637 -A Dank Chamber~ -This chamber has a dank, dusty, musty smell to it. Small footprints -in the dust betray the recent passage of some sort of creatures. A hole -in the floor lies to the west and a stairway is to the east. -~ -0 8 0 -D1 -You see a spiral stone stairway. -~ -~ -0 -1 2638 -D3 -You see only blackness through the hole in the floor. -~ -~ -0 -1 2612 -S -#2638 -A Spiral Stairway~ -Some dusty, broken stone stairs here spiral slowly in a constricted -space down towards a dusty hallway. -~ -0 8 0 -D4 -The stairs spiral up into a dank chamber. -~ -~ -0 -1 2637 -D5 -The stairs spiral down into a dusty hallway. -~ -~ -0 -1 2641 -S -#2639 -A Dust-Covered Hallway~ -This hallway is covered with dust that has accumulated over the -centuries that the pyramid has stood. Small markings and footprints -in the dust betray the recent passage of others -- perhaps thieves? -~ -0 8 0 -D1 -The hallway proceeds to the east towards a strange smell. -~ -~ -0 -1 2640 -D3 -The hallway proceeds towards the west towards a musty smell. -~ -~ -0 -1 2609 -S -#2640 -A Smelly Chamber~ -This small chamber has a sickly putrescent smell to it, the -smell of formaldehyde and other ointments used to preserve the -corpses of those who died ages ago. -~ -0 8 0 -D1 -You see a dusty hallway. -~ -~ -0 -1 2641 -D3 -You a dusty hallway. -~ -~ -0 -1 2639 -S -#2641 -A Dust-Covered Hallway~ -This hallway is covered with a thick, choking dust that rises -up to obscure your light source and sting your eyes. Small marks -and footprints in the dust betray the recent passage of others. -~ -0 8 0 -D1 -The hallway turns to the north. -~ -~ -0 -1 2642 -D3 -You smell something peculiar over there. -~ -~ -0 -1 2640 -D4 -A tightly spiralling stone stairway leads up. -~ -~ -0 -1 2638 -S -#2642 -A Turn in the Hallway~ -You are standing in an elbow turn in a dust-covered stone hallway, -that dead ends to the north and continues on to the west. To the south -the stones of the pyramid have been torn asunder by thieves, making -a low-ceilinged tunnel. -~ -0 8 0 -D0 -The hallway ends to the north. -~ -~ -0 -1 2643 -D2 -The tunnel is dark. -~ -~ -0 -1 2636 -D3 -The dust-covered hallway continues to the west. -~ -~ -0 -1 2641 -S -#2643 -A Dead End~ -The dust-covered hallway has come to an abrupt end at a stony, -featureless wall. Here and there are signs of the recent passage -of others in the dust. -~ -0 8 0 -D2 -The dusty hall continues to the south. -~ -~ -0 -1 2642 -D5 -The floor is quite dusty, and made of stone. You see some cracks. -~ -floor~ -1 -1 2644 -E -cracks~ -The cracks look like you might be able to pull away some pieces of -the floor, perhaps even fit your body through the space you make. -~ -S -#2644 -The Tomb Entrance~ -You are in a small, dark chamber that has stood undisturbed for -many years. To the north stands a massive stone tomb, which is -covered in hieroglyphics and gold-lined carvings that mark it as the -final resting place of the mighty pharoahs of this land. -~ -0 1 0 -D0 -You see the tomb of the pharoahs. -~ -tomb~ -1 -1 2645 -D4 -The stone ceiling has some cracks in it, through which a dim light streams. -~ -ceiling~ -1 -1 2643 -E -tomb~ -The tomb looks like it has stood for many years, much like the pyramid -which encloses it. It is covered in small hieroglyphics. -~ -E -hieroglyphics carvings~ -The markings indicate that this tomb is indeed the tomb of the greatest -pharoahs of the ancient civilization that built this massive pyramid. -~ -S -#2645 -The Tomb of the Pharoahs~ -Great golden sarcophogai line the walls of this massive tomb. It has -withstood the passage of time intact, untouched by the hands of thieves -and looters. The treasures taken by the pharoahs to their graves still -lie before your feet. -~ -0 1 0 -D2 -That way leads back out of the tomb. -~ -tomb~ -1 -1 2644 -E -treasures~ -The treasures are dusty and fragile, but still seem quite valuable. -You decide not to take them out of respect for the ancient dead. -~ -S -#2646 -A Rubble-Strewn Hallway~ -This hallway formerly had a beautiful arch to the ceiling, now -collapsed under the weight of the slowly settling stones of the -pyramid. Now, a massive pile of rubble leads up into a hole high -in the northern portion of the hallway. To the south, through the -rubble and fallen stones you see a sandstone crypt. -~ -0 1 0 -D2 -You see a sandstone crypt. -~ -~ -0 -1 2647 -D4 -From here you see only darkness. -~ -~ -0 -1 2635 -S -#2647 -A Sandstone Crypt~ -This small crypt is lit by a hole in the wall to the south, through -which sand pours from the desert outside. A hot wind blows in from the -desert, drying your skin instantly. To the east and north the arched -hallway continues. -~ -0 8 0 -D0 -The arched hallway collapses into rubble shortly to the north. -~ -~ -0 -1 2646 -D1 -You see a beautifully arched hallway. -~ -~ -0 -1 2648 -D2 -You see a lot of sand. -~ -~ -0 -1 2653 -S -#2648 -An Arched Hall~ -This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. The dust that -covers most of the rest of the pyramid interior is not present here, -scoured away by the blowing of the desert winds that howl about -your ears. -~ -0 8 0 -D1 -The arched hall proceeds to the east, making a sharp southward turn. -~ -~ -0 -1 2649 -D3 -The arched hall proceeds into a sandstone crypt. -~ -~ -0 -1 2647 -S -#2649 -An Arched Hall~ -This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. To the east is -a small, golden-coloured crypt, and the hall proceeds to the south -and north. -~ -0 8 0 -D0 -The arched hall proceeds to the north, making a sharp westward turn. -~ -~ -0 -1 2648 -D1 -A small golden crypt lies to the east. -~ -~ -0 -1 2650 -D2 -The arched hall proceeds to the south. -~ -~ -0 -1 2651 -S -#2650 -A Golden Crypt~ -You stand inside a small crypt with walls and ceiling made of -golden bricks that obscure the large sandy stones of the pyramid. -Small rugs and tapestries are scattered about the floor here, and -they appear to have been used recently. -~ -0 8 0 -D3 -You see an arched hall. -~ -~ -0 -1 2649 -E -rug rugs tapestry tapestries~ -The rugs and tapestries are very fine and worn with age, their colors -now faded. They depict scenes of life in an ancient desert city. -~ -E -bricks~ -The small golden bricks are very smooth and also quite soft. -~ -S -#2651 -An Arched Hall~ -This hallway has a beautiful arch to it, formed painstakingly and -exquisitely out of the sandy stones of the pyramid. The arched -hall proceeds to the north and ends to the south in a small vault. -~ -0 8 0 -D0 -The arched hall continues to the north. -~ -~ -0 -1 2649 -D2 -You see a small vault from which a shining light issues. -~ -~ -0 -1 2652 -S -#2652 -A Shining Vault~ -The stones of the pyramid here take on a strange, twinkling quality, -almost seeming to shine with an internal light. As you look closer you -see tiny glass-like glittery particles within the stones, that reflect -the light from your light source so perfectly that they seem to shine. -~ -0 8 0 -D0 -You see a hall with a beautifully arched ceiling. -~ -~ -0 -1 2651 -E -particles glass~ -The glassy particles reflect and refract your light source in a myriad -of dazzling colours that dance across your eyes and make you giggle. -~ -S -#2653 -A Massive Sand Dune~ -You stand now on a massive sand dune on the southern side of -the pyramid. At the foot of the sand dune to the north you see a -small hole where the stones of the pyramid have collapsed. Not -far to the south is a massive roiling sandstorm; the wind from the -storm howls and bites at your face even here. -~ -0 4 10 -D0 -You see a small hole leading back into the pyramid. -~ -~ -0 -1 2647 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2654 -E -sand dune sandstorm~ -The sand is very white, and very sandy. There sure is a lot of it. -~ -S -#2654 -A Swirling Sandstorm~ -You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -0 0 10 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2653 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2654 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2655 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2654 -E -sand~ -Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#2655 -A Swirling Sandstorm~ -You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -0 0 10 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2654 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2655 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2656 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2655 -E -sand~ -Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#2656 -A Swirling Sandstorm~ -You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -0 0 10 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2655 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2656 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2657 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2656 -E -sand~ -Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#2657 -A Swirling Sandstorm~ -You are caught in the midst of a massive sandstorm. Howling winds -buffet you from all sides, and the sand tears at your skin, blinding -you and choking you. You have lost all sense of direction. -~ -0 0 10 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2656 -D1 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2657 -D2 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2658 -D3 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2657 -E -sand~ -Sand is about all you CAN see right now. Unfortunately, it isn't very -interesting sand, only white, dry, and blowing all over the place. -~ -S -#2658 -A Massive Sand Dune~ -Somehow you managed to make your way through the howling winds -of the sandstorm, and clamber up on this sand dune. You can see the -storm to the north of you, and presumably the pyramid is somewhere -beyond it. Nothing but flat, featureless, open dunes of sand lie in -every other direction. -~ -0 0 10 -D0 -You see only a wall of whirling, blowing, dry sand. -~ -~ -0 -1 2657 -D2 -On the southern side of the sand dune is a small hole in the sand. -For some reason you seem unable to get to it. -~ -riddle~ -33 2617 2659 -E -sand dune~ -The sand is very white, and very sandy. There sure is a lot of it. -~ -E -riddle~ -A vision forms before your eyes, in glowing hieroglyphic symbols. -~ -E -hieroglyphics symbols~ -Like most of the ancient hieroglyphics of this land, the symbols are -totally incomprehensible to you. Perhaps the Sphinx has the answer -to this ancient riddle. -~ -S -#2659 -Through the Hole in the Sand~ -You squeeze through the small hole in the sand and land in a small -white chamber. Above you is a small hole, reachable by climbing up -the small sandy slope down which you slid. -~ -0 1 0 -D4 -You see a sand dune. -~ -~ -0 -1 2653 -S -#0 - - -#RESETS -M 1 2600 6 2602 -M 1 2601 4 2603 -M 1 2600 6 2605 -M 1 2602 3 2606 -D 1 2606 5 1 -D 1 2608 4 1 -M 1 2603 6 2609 -E 1 2600 0 16 -M 1 2603 6 2609 -E 1 2601 0 12 -D 1 2609 3 1 -D 1 2610 1 1 -M 1 2609 1 2611 -E 1 2607 0 0 -M 1 2600 6 2613 -M 1 2602 3 2616 -O 1 2623 0 2619 -M 1 2606 1 2623 -M 1 2611 1 2623 -E 1 2613 0 17 -M 1 2604 6 2625 -E 1 2602 0 16 -M 1 2607 4 2625 -G 1 2606 0 -E 1 2604 0 5 -M 1 2607 4 2625 -G 1 2605 0 -E 1 2604 0 5 -M 1 2602 3 2626 -M 1 2604 6 2626 -E 1 2602 0 16 -D 1 2626 3 2 -D 1 2627 1 2 -D 1 2629 2 1 -D 1 2630 0 1 -D 1 2631 5 1 -M 1 2617 1 2632 -G 1 2621 0 -G 1 2621 0 -G 1 2620 0 -G 1 2619 0 -E 1 2622 0 6 -D 1 2632 4 1 -M 1 2604 6 2633 -E 1 2602 0 16 -M 1 2604 6 2634 -E 1 2602 0 16 -M 1 2604 6 2635 -E 1 2602 0 16 -M 1 2603 6 2637 -E 1 2600 0 16 -M 1 2603 6 2637 -E 1 2601 0 12 -M 1 2607 4 2637 -E 1 2604 0 5 -M 1 2600 6 2640 -M 1 2603 6 2640 -E 1 2600 0 16 -M 1 2603 6 2640 -E 1 2601 0 12 -M 1 2601 4 2641 -M 1 2607 4 2641 -E 1 2604 0 5 -M 1 2604 6 2642 -E 1 2602 0 16 -M 1 2605 1 2643 -E 1 2602 0 16 -E 1 2603 0 6 -D 1 2643 5 1 -D 1 2644 4 1 -D 1 2644 0 1 -M 1 2610 2 2645 -E 1 2608 0 16 -M 1 2610 2 2645 -G 1 2609 0 -E 1 2608 0 16 -O 1 2610 0 2645 -P 1 2612 0 2610 -P 1 2611 0 2610 -D 1 2645 2 1 -M 1 2615 1 2647 -G 1 2616 0 -M 1 2612 3 2648 -M 1 2612 3 2649 -M 1 2613 2 2650 -M 1 2613 2 2650 -G 1 2614 0 -M 1 2612 3 2651 -M 1 2614 2 2652 -M 1 2614 2 2652 -G 1 2615 0 -R 1 2654 4 -M 1 2608 4 2654 -R 1 2655 4 -M 1 2608 4 2655 -R 1 2656 4 -M 1 2608 4 2656 -R 1 2657 4 -M 1 2608 4 2657 -M 1 2616 1 2658 -E 1 2617 0 17 -D 1 2658 2 2 -O 1 2618 0 2659 -O 1 2624 0 2659 -O 1 2625 0 2659 -O 1 2626 0 2659 -O 1 2627 0 2659 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 2600 spec_poison -M 2601 spec_poison -M 2604 spec_thief -M 2605 spec_thief -M 2609 spec_breath_fire -M 2611 spec_cast_mage -M 2613 spec_cast_cleric -M 2614 spec_cast_cleric -M 2615 spec_cast_cleric -M 2616 spec_breath_any -M 2617 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/rainfrst.are b/data/realm/areas_smaug1.4a/rainfrst.are deleted file mode 100644 index 912fb5d..0000000 --- a/data/realm/areas_smaug1.4a/rainfrst.are +++ /dev/null @@ -1,4081 +0,0 @@ -#AREA Rain-Forest~ - -#AUTHOR Cianhydle~ - -#RANGES -20 40 0 100 -$ - -#RESETMSG Strange sounds echo from within the rain-forest...~ - -#FLAGS -0 15 - -#ECONOMY 0 0 - -#MOBILES -#25700 -knuumfactu native shaman~ -Knuumfactu~ -Knuumfactu the native shaman, is in her cave here. -~ -Knuumfactu is a middle-aged woman dressed in animal skins -and fern leaves. She wears jewlery made of gold and silver, -adorned with precious gems, in addition to simple, symbolic -jewlery made of bones and feathers. Her features are well -defined, with a sharp nose, high cheek bones, and tightly -drawn lips. As you look upon her, her eyes sparkle with a -bit of magic. You cannot exactly put your finger on it... -~ -67 168 300 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 2097152 0 -> speech_prog temple~ -mpechoat $n Knuumfactu closes her eyes and mumbles a few words. -say Ahh... $n . You want to know more of our temple, yes? -say Outsiders always come here asking about the temple, many -say never return. In order to enter our most sacred place, -say and visit our dead ancestors, you must first prove to me -say you are strong. Bring to me a token of your strength and -say then we will discuss this matter more. -mpechoat $n Knuumfactu chuckles politely. -~ -> greet_prog 100~ -mpechoat $n Knuumfactu smiles as you enter the cave. -say Welcome to my home, outsider. -~ -> speech_prog outsider~ -say Yes, so few people come to the rain-forest. Those who are -say are not born in the rain-forest are considered outsiders. -say We are no better than you, nor are you any better than us, -say we are just different. Many outsiders should be careful -say while wandering the rain-forest, for with-in are several -say hidden dangers! -mpechoat $n Knuumfactu grins evil after the word, 'dangers'. -~ -> speech_prog home~ -say It might not be much by your standards, but its my home. -~ -> speech_prog cave~ -mpechoat $n Knuumfactu growls as you say the word, 'cave'. -say Its my home, please don't call it a cave. -mpechoat $n Knuumfactu sighs loudly. -~ -> speech_prog shaman~ -say Yes, I am a shaman for my people. While we are not many -say in number, my people need me. Once an outsider told me -say of klarecs from beyond the rain-forest, I guess I am like -say one of them from what he said. -~ -> speech_prog dangers~ -mpechoat $n Knuumfactu ponders at what you said, then speaks softly. -say Good, you are not deaf to the warnings of an old woman. -say Many dangers lurk in the rain-forest, snakes able to -say crush a man, insects with deadly poisons, and the feared -say crocodiles. In addition there are many natural dangers -say as well. From the river to the skys above, one should -say always becareful and look before they leap. -mpechoat $n Knuumfactu smiles after she is done speaking. -~ -> speech_prog blessing~ -say Hmmmm... you want my blessing to enter our sacred temple? -say Very well, I will warn you outsiders who enter our temple -say often never return. However, those who do prove themself -say worthy, are granted tokens of our Gods approval. If you -say seek to attain their approval, find me an item to show me -say you are stong. Then we will talk more about the temple. -mpechoat $n Knuumfactu eyes twinkle with a spark of magic. -~ -> give_prog king crocodile tooth~ -say Well done! This tooth is a worthy token of your strength. -say Now you need to prove to me you are also perceptive. Seek -say me out some strange herbs from the rainforest. The herbs -say should not me too hard to find, bring them back and you -say will be ready for the last test. -mpechoat $n Knuumfactu smiles after she is done speaking. -mppurge tooth -mpmload 25752 -mpgoto 25701 -mpmload 25740 -mpgoto 25768 -~ -| -#25701 -giant centipede insect bug~ -a giant centipede~ -A giant centipede is crawling about here. -~ -The centipede is about a foot long, and it has.. 97... 98... -99... hmm... only 99 legs? Oh well, close enough. -~ -65 0 1000 C -20 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 0 0 0 0 1 0 -#25702 -parasol ant~ -a parasol ant~ -A large parasol ant moves around searching for food. -~ -There are alot of different kinds of insects native to the -rain-forest. The parasol is about 2 inches long. Fighting -one ant should not be too much of a problem, now if it was a -whole ant colony... you might have a problem. -~ -67 0 0 C -21 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 5 0 0 0 1 0 -#25703 -giant centipede~ -a giant centipede~ -A giant centipede crawls atop the cliff here. -~ -The centipede is about a foot long. Is it poisonous? -~ -67 0 0 C -21 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 33 0 0 0 1 0 -#25704 -common iguana~ -a common iguana~ -A common iguana crawls around the base of a mangrove. -~ -This is a rather plain, green colored lizard that is about -4 feet long. Its front legs are longer than its back legs, -giving it a somewhat upright stance. The lizard looks back -at you with cold eyes and flicks its tounge into the air. -~ -67 0 0 C -22 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 5 0 0 0 1 0 -#25705 -boa constrictor~ -a boa constrictor~ -A boa constrictor is coiled on a branch here. -~ -The boa constictor is over 8 feet long and nearly a foot in -diameter. Brown and green patters run along the snakes body. -~ -67 0 0 C -22 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 65537 0 0 0 4 0 -#25706 -blue morpho butterfly~ -a blue morpho butterfly~ -A blue morpho butterfly flies around beneath the canopy. -~ -The butterfly is small, but quite agile. For some strange -reason you think it will be harder to kill than your average -butterfly. -~ -67 0 0 C -23 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 32768 0 0 0 0 0 -#25707 -grey fan-eyed opossum~ -a grey fan-eyed opossum~ -A small grey opossum searches the ground for insects. -~ -This little mammal runs about the rain-forest floor hiding -from preditors such as margays, boas, and snakes. The eyes -of the creature are amazingly large, and are accented by -grey fir around the face of the opossum. -~ -67 0 0 C -24 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 17 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 65541 0 0 0 9 0 -#25708 -bird eating spider~ -a bird-eating spider~ -A strange spider is hanging about eye-level here. -~ -This spider is about the size of your head. Powerful jaw- -like mandibles allow the spider to eat larger prey, -including parrots and other birds of the rain-forest. -~ -67 0 0 C -24 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 4 0 256 0 0 0 -#25709 -mouse opossum~ -a mouse opossum~ -A small mouse opossum runs along the rain-forest floor. -~ -This little vermin lives on the rain-forest floor at tries -to avoid larger creatures like crocodiles, snakes, and the -occassional outsiders that seem to visit the area. -~ -67 0 0 C -24 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 65541 0 0 0 1 0 -#25710 -white tuffed marmoset~ -a white tuffed marmoset~ -A white tuffed marmoset swings along the low haning branches. -~ -This small monkey lives in the lower branches of the canopy. -It occassionalky swings down to the ground to dig around for -some grubs or something... -~ -67 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 39 0 0 0 1 0 -#25711 -crocodile~ -a crocodile~ -A crocodile is resting along the river bank here. -~ -One of the most fearsome creatures in the rain-forest, this -crocodile is about 7 feet long. You have heard rumors that -these beasts can grow in excess of 10 feet long... -~ -99 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 65537 0 0 0 1 0 -#25712 -margay~ -a margay~ -A margay prowls the rain-forest near the river. -~ -This medium sized cat prowls the rain-forest floor and is -know to also live partly in the canopy above. Like all the -animals, the margay must come to the river to find water. -~ -67 0 0 C -25 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 37 0 0 0 3 0 -#25713 -giant centipede~ -a giant centipede~ -A giant centipede crawls along the rain-forest floor. -~ -This little critter is a foot long. For some odd reason -this centipede has 101 legs! Maybe the fantasy setting is -mutating these mobiles, or maybe you miscounted? -~ -67 0 0 C -26 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 33 0 0 0 8 0 -#25714 -tree frog~ -a tree frog~ -A tree frog hops about here. -~ -The rain-forest is home to alot of brightly colored -animals, including amphibians. Various species of tree -frogs are in the trees, as well as on the ground. -~ -67 0 0 C -26 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -80 3 0 0 1 1 0 -0 0 5 0 0 0 1 0 -#25715 -scarlet macaw bird parrot~ -a scarlet macaw~ -A scarlet macaw sits on a low hanging branch here. -~ -The scarlet macaw is your typical, brightly colored, -tropical bird. It is about 2 feet tall with a wingspan -3 to 4 feet. -~ -67 0 0 C -26 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16777220 0 0 0 1 0 -#25716 -giant scorpian~ -a giant scorpian~ -A giant scorpian crawls about the rain-forest floor. -~ -Spiderlike little bug, well, this one isn't little, its like -3 feet long, its tail being a good third of its total length. -~ -67 0 0 C -27 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 33 0 0 0 8 0 -#25717 -silver angel fish~ -a silver angel fish~ -A silver colored fish swims in the river here. -~ -This fish is alot prettier than that catfish. I still do -not know why people have fish as pets, but to each their own! -~ -67 0 0 C -27 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25718 -golden sunfish fish~ -a golden sunfish~ -A small golden fish is swimming along here. -~ -This golden colored fish swims spending every day of its -life in this river. If you know why people keep fish as -pets, please let me know. -~ -67 0 0 C -27 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25719 -green parrotfish fish~ -a green parrotfish~ -A large green fish swims in the river here. -~ -This large green fish swims back and forth in the river. -Maybe it will find a little fish and eat it today? Maybe a -big fish will find this fish and eat it? Kind of like being -an adventurer, eh? -~ -67 0 0 C -28 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25720 -two toe sloth mammal~ -a two-toed sloth~ -A two-toed mammal hangs from a branch to drink here. -~ -This mammal looks like and cross between a bear and a mouse. -It hangs from the branches above the river by its two toes -on its rear legs to get drinks of water. It moves about at a -slugs pace, and have a very stupid expression on its face. -~ -67 0 0 C -28 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 7 0 0 0 1 0 -#25721 -king crocodile reptile~ -a king crocodile~ -A large reptile is submerged in the river here. -~ -This has to be king of all crocodiles! This beast is damn -near 16 feet long. You are not exactly sure on what this guy -eats, but you can make an educated guess. Anything it wants. -~ -67 2 0 C -30 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 65537 0 0 0 1 0 -#25722 -lettered aracari bird~ -a lettered aracari~ -A large bird is washing itself in the river. -~ -This is another typical, brightly colored bird found in the -rain-forest. Aracaris are similar to toucans. -~ -67 0 0 C -31 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809988 0 0 0 2 0 -#25723 -long tailed guppy fish~ -a long-tailed guppy~ -A long-tailed fish swims around in the river. -~ -This fish swims happily through the river. You ever wonder -why people have fish as pet? -~ -67 0 0 C -32 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25724 -stripped zebra angel fish~ -a zebra angel fish~ -A stripped fish swims around here. -~ -In particular, tropical fish. Now this angel fish is very -pretty and all, but why have a fish for a pet? -~ -67 0 0 C -32 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25725 -red headed parrot parrotfish fish~ -a red-headed parrotfish~ -A large red-headed fish swims in the river here. -~ -This fish is really interesting, its different colors!!! -It swims around all day in the river. Maybe people keep -fish as pets because they are easy to maintain? -~ -67 0 0 C -33 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25726 -gold fish simple~ -a simple gold fish~ -A simple gold fish swims along the twisting river. -~ -Maybe its not the gold fish you are use to seeing, but it -is gold and it is a fish... thus a gold fish. Gold fish seem -to be popular 'pet' fish. -~ -67 0 0 C -33 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25727 -school silver carp fish~ -a school of carp~ -A school of silver fish are trying to move upriver here. -~ -This school of fish is trying to swim river. They are not -having alot of success. Fish are not exactly known for -being super intelligent, ever go fishing? -~ -67 0 0 C -33 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25728 -flat headed cat catfish fish~ -a flat-headed catfish~ -A flat-headed fish swims along the river bottom. -~ -Well, maybe some fish are nice to look at, but this one is -kinda ugly. It rests at the bottom of the river below the -current in the mud. -~ -67 0 0 C -34 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -81 3 0 0 1 1 0 -0 0 16385 0 0 0 1 0 -#25729 -red howler monkey~ -a red howler monkey~ -A red monkey climbs in the trees here. -~ -There is nothing special about these monkeys except the red -coloration of their hair and the loud howls they -occassionally cry. The howl of this creature can be heard -through out the rain-forest. -~ -67 0 0 C -34 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 6 0 0 0 1 0 -#25730 -sulfur breasted toucan bird~ -a sulfur-breasted toucan~ -A large bird has made its nest in the palmetto tree. -~ -This is a strangely colored bird. It is various shades of -red, green, yellow, and grey. You easily reconganize this -bird as a toucan due to it's long, protruding beak. -~ -67 0 0 C -35 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809984 0 0 0 1 0 -#25731 -vine snake~ -a vine snake~ -A vine runs along a teak branch. -~ -At a second glance you realize that this is no vine at all! -But in fact a well camoflauged snake. It is about 3 feet -long, and about the same diameter as a small vine. The -snake's head is shaped like an oval. -~ -67 0 0 C -35 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 65537 0 0 0 1 0 -#25732 -blue yellow macaw bird~ -a blue and yellow macaw~ -A blue and yellow bird is perched on a branch. -~ -Macaws are similar to parrots. This particular birds -body is nearly 2 feet long. Its head is blue and yellow, -while its body is a deep red, changing to a brighter red -then blue at its tail feathers. -~ -67 0 0 C -32 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809984 0 0 0 1 0 -#25733 -tree frog~ -a tree frog~ -A tree frog climbs on the slanted royal palm. -~ -The rain-forest is home to several species of tree frogs. -Some are green with spots of yellow, others are yellow with -spots of green. Most, like many of the other creatures in -the rain-forest, are colorful. -~ -67 0 0 C -32 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -80 3 0 0 1 1 0 -0 0 1 0 0 0 1 0 -#25734 -toco toucan bird blue yellow green~ -a toco toucan~ -A large colorful bird is perched on an outer branch. -~ -This rain-forest bird has a very long bill. Its feathers -various shades of white, yellow, brown, and grey. Toucans -are commonly found through out the rain-forest. -~ -67 0 0 C -32 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809984 0 0 0 1 0 -#25735 -tree viper snake~ -a tree vipre~ -A wicked looking snake moves along the branches. -~ -This snake is about 4 feet long. Green, grey, and brown -patterns run along its body. The head of the snake is shaped -like a triangle. -~ -99 0 0 C -33 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -79 3 0 0 1 1 0 -0 0 65537 0 0 0 1 0 -#25736 -spider monkey brown black~ -a spider monkey~ -A brown and black monkey swings about the tree. -~ -A variety of primates are found in the rain-forest. The -spider monkey is perhaps one of the most agile of monkeys -found here. It easily swings from one branch to another, -with the an agility you have not seen before. You do not -think it would be that hard to kill, just as long as you -got ahold of the spider monkey. -~ -67 0 0 C -34 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 6 0 0 0 1 0 -#25737 -blue necked tanager bird~ -a blue-necked tanager~ -A blue necked bird nests on an outer branch. -~ -This bird looks sort of like a parrot. Its head is a light -blue, while its neck has a ring of yellow and dark blue. -The rest of its body is blue with its feathers ending in a -light brighter blue and then yellow. -~ -67 0 0 C -34 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809984 0 0 0 1 0 -#25738 -vampire bat ~ -a vampire bat~ -A bat is sleeping on one &fof the branches here. -~ -The rain-forest is home to a large number of bat species, -but most hide better than this fellow. Hanging from the -tree this bat is about 3 feet long. Better leave this bat -alone. -~ -67 0 0 C -31 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 32769 0 0 0 1 0 -#25739 -Jamocha native hunter~ -Jamocha~ -Jamocha the native hunter, guards the enterance here. -~ -Jamocha is a strong man, native to the rain-forest. His -face is painted with bright colors, and about his body he -wear little other than a fern leaf and symbols of his hunter -status. A necklace of teeth as proof of his strength. The -hide of a python to prove he has endurance. The feathers -of a brightly colored bird as proof of his agility. And -finally he wears some mystical bracers of gold and ivory -about his wrists as proof of something... -~ -67 168 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -mpechoat $n Jamocha smiles as you come walking down the path. -say Only those who have recieved the blessings of -say the shaman may enter our sacred temple. -~ -> speech_prog temple~ -mpechoat $n Jamocha shakes his head. -say Go talk with the shaman about that. -~ -> speech_prog blessing~ -mpechoat $n Jamocha shakes his head. -say You need to visit Knuumfactu and ask her about that. -~ -> speech_prog shaman~ -mpechoat $n Jamocha points to the north-east. -say Knuumfactu lives off that direction, look for a cave in -say the cliff near the river. -~ -> speech_prog knuumfactu~ -say She is our shaman. She lives in the cave above the river. -mpechoat $n Jamocha rolles his eyes. -~ -> speech_prog slingshot~ -say Yeah, I made a slingshit for Geazbal. Have you seen it? -~ -> speech_prog geazbal~ -mpechoat $n Jamocha chuckles softly. -say He is a good kid. -~ -| -#25740 -geazbal native boy~ -Geazbal~ -Geazbal the native boy, walks through the ferns. -~ -This young native boy is dressed in fern leaves. He has -a happy expression on his face. -~ -65 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 1~ -cry -~ -> speech_prog slingshot~ -mpechoat $n Geazbal sniffs sadly as he tells you his story. -say I lost my best slingshot while looking for flowers on top -say of the cliff. Jamocha made that slingshot just for me! -mpechoat $n Geazbal sighs loudly. -~ -> speech_prog jamocha~ -mpechoat $n Geazbal points to the west. -say He guards the temple from intruders. He also made my -say favorite slingshot. Wish I had it back. -~ -> speech_prog flowers~ -say Knuumfactu says that flowers are used for magical spells. -say I go and gather them sometimes for her. -mpechoat $n Geazbal points at himself proudly. -~ -> speech_prog purple~ -mpechoat $n Geazbal frowns. -say Maybe I could help you if you got my slingshot back? -~ -> speech_prog orchid~ -say I can help you with that, but I want my slingshot back -say first, okay? -mpechoat $n Geazbal looks a bit happier. -~ -> speech_prog knuumfactu~ -say She is our shaman. You can find here in the cave in the -say cliff over by the river. -mpechoat $n Geazbal points off to the northwest. -~ -> speech_prog flower~ -say Yeah, I know alot about flowers. What kind do you want to -say know about? -~ -> speech_prog temple~ -say Well, Jamocha guards the temple. Maybe you should ask -say Knuumfactu about that $n. -~ -> speech_prog cliff~ -say Well, I was looking for a flower on top of the cliff -say when some kind of flying snake came out of nowhere! -say I got scared and dropped my slingshot. Please do not -say tell Jamocha I ran away. He is going to be angry that -say I lost my slingshot anyways. -mpechoat $n Geazbal sniffs sadly. -~ -> rand_prog 1~ -sniff -say I lost my slingshot. -~ -> speech_prog serpent~ -say It was horrible! Scales and feathers! -shiver -~ -> speech_prog river~ -say Be careful around the waterfall $n. -~ -> give_prog slingshot~ -say Wow! Thanks $n. You are the best! -mpmload 25751 -mpgoto 25768 -~ -| -#25741 -giant mosquito~ -a huge mosquito~ -A huge mosquito darts above the river here. -~ -Mosquitos can get real big in the rain-forest. This guy has -a wingspan of nearly a foot! Damn, who knows what kind of -things this bug is carring around! -~ -67 0 0 C -35 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 32768 0 0 0 1 0 -#25742 -scarlet macaw bird~ -a scarlet macaw~ -A scarlet macaw soars above the rain-forest here. -~ -The scarlet macaw is your typical, brightly colored, tropical -bird. It is about 2 feet tall with a wingspan 3 to 4 feet. -~ -65 0 0 C -34 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16777220 0 0 0 1 0 -#25743 -harpy eagle bird~ -a harpy eagle~ -An ugly colored eagle flys above the canopy here. -~ -This is one of the larger birds in the rain-forest. The -reason it is called a harpy eagle is because of its great -size and its ugly coloration of dull browns and greys. -~ -65 0 0 C -36 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809988 0 0 0 3 0 -#25744 -heliconid butterfly~ -a heliconid butterfly~ -A butterfly flys just above the tree tops here. -~ -The wingspan of the heliconid butterfly ranges from half a -foot to a foot. The butterfly is easily reconganized by the -bright yellow and orange designs on its black body and wings. -~ -65 0 0 C -36 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 0 -0 0 16809988 0 0 0 1 0 -#25745 -white crested guan bird~ -a white-crested guan~ -A white-crested bird flys above trees here. -~ -This large bird looks akward and bulky. Its body is mainly -black, and its head is blue. On the top of the guans head -are several white feathers that form a crest or plume. -~ -65 0 0 C -37 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809988 0 0 0 1 0 -#25746 -common swift bird~ -a common swift~ -A rather plain bird flys above the trees. -~ -Swifts are small grey birds. Why ever would they be called -'swifts'? -~ -67 0 0 C -37 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16809984 0 0 0 1 0 -#25747 -hyacinthine macaw blue bird~ -a hyacinthine macaw~ -A blue macaw soars over the canopy here. -~ -Another kind of the macaw, the hyacinthine macaw is different -shades of blue. The wing span of the bird is nearly 3 feet. -~ -65 0 0 C -38 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16777220 0 0 0 1 0 -#25748 -blue bird beryl spangled tanager~ -a beryl-spangled tanager~ -A blue-colored bird soars above the rain-forest here. -~ -The body of this bird is a bright blue with small spots -of grey, black, white, and dark blue. The tanager has a -wingspan of nearly 2 feet and it rather plump looking. -~ -65 0 0 C -39 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 16777220 0 0 0 1 0 -#25749 -winged serpent bird snake~ -a winged serpent~ -A combination of a bird and a snake is here. -~ -This creature can best be described as a winged serpent. -~ -67 524330 0 C -39 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 98305 0 0 0 9 0 -#25750 -quetzalcoatl snake bird serpent winged feathered beast~ -the Quetzalcoatl~ -A huge feathered serpent is here. -~ -The serpent is at least 4 feet long, and has a wingspan of -nearly 5 feet. Its scales are a deep green, while its -feathers are a shimmering blue, red, and yellow color. This -creature is mezzmerizing as well as deadly. -~ -99 524456 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -18 13 13 18 13 13 13 -0 0 0 0 0 -90 3 0 0 1 1 0 -0 0 98305 1048576 0 0 9 0 -#25751 -geazbal native boy~ -Geazbal~ -Geazbal the native boy, walks through the ferns. -~ -This young native boy is dressed in fern leaves. He has -a happy expression on his face. -~ -65 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> rand_prog 1~ -say Hey! Look I got my slingshot back. -~ -> speech_prog purple~ -mpechoat $n Geazbal smiles happily. -say No problem, those are easy to get. First go to the square -say stone overlooking the waterfall, by the temple. Look for -say a teak tree. Near the teak tree there should be some nice -say purple orchids growing. -~ -> speech_prog orchid~ -mpechoat $n Geazbal smiles happily. -say Ok. Yeah I have seen those growing over around the temple. -say Near the waterfall search for some teak trees. Near the -say teak I saw some purple orchid growing just last week. -~ -> speech_prog slingshot~ -say Yeah, I got it back. -mpechoat $n Geazbal smiles happily. -~ -> speech_prog flower~ -say Yeah, I know alot about flowers. What kind of flower do -say you want to know about $n? -~ -| -#25752 -knuumfactu shaman native~ -Knuumfactu~ -Knuumfactu the native shaman, is in her cave here. -~ -Knuumfactu is a middle-aged woman dressed in animal skins -and fern leaves. She wears jewlery made of gold and silver, -adorned with precious gems, in addition to simple, symbolic -jewlery made of bones and feathers. Her features are well -defined, with a sharp nose, high cheek bones, and tightly -drawn lips. As you look upon her, her eyes sparkle with a -bit of magic. You cannot exactly put your finger on it... -~ -67 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 2097152 0 -> all_greet_prog 100~ -mpechoat $n Knuumfactu smiles as you enter the cave. -say Welcome to my home. -~ -> speech_prog perception~ -say Yes, a test of perception. Find me some strange herbs as -say a token of your perception. -mpechoat $n Knuumfactu grins. -~ -> speech_prog herb~ -say Yes, some strange herbs. They are found in the rain-forest, -say somewhere. A perceptive eye should be able to find them -say with ease. Explore far and wide $n. -~ -> speech_prog geazbal~ -say Someday that boy will be the shaman. -mpechoat $n Knuumfactu smiles. -~ -> speech_prog herbs~ -say Yes, some strange herbs. They are found in the rain-forest, -say somewhere. A perceptive eye should be able to find them -say with ease. Explore far and wide $n. -~ -> speech_prog strange~ -say Yes, some strange herbs. They are found in the rain-forest, -say somewhere. A perceptive eye should be able to find them -say with ease. Explore far and wide $n. -~ -> speech_prog tooth~ -say That was a worthy token of your strength. Now find me some -say strange herbs as a token of your perception. -~ -> speech_prog temple~ -mpechoat $n Knuumfactu frowns. -say Sorry $n, ask me about that some other time. -~ -> speech_prog blessing~ -say Sorry $n, ask me about that some other time. -mpechoat $n Knuumfactu frowns. -~ -> speech_prog blessings~ -mpechoat $n Knuumfactu frowns. -say Sorry $n, ask me about that some other time. -~ -> give_prog strange herbs~ -mpechoat $n Knuumfactu claps at your performance. -say Very good. You will need to be perceptive if you wish to -say survive the dangers inside the temple. Now for the last -say test. The purple orchid is a symbol of compassion to our -say people. Find me a purple orchid as a token of compassion -say and you may enter the temple $n. -mppurge herbs -mpmload 25753 -mpgoto 25766 -tell jamocha bcc123beta -mpgoto 25768 -~ -| -#25753 -knuumfactu shaman native~ -Knuumfactu~ -Knuumfactu the native shaman, is in her cave here. -~ -Knuumfactu is a middle-aged woman dressed in animal skins -and fern leaves. She wears jewlery made of gold and silver, -adorned with precious gems, in addition to simple, symbolic -jewlery made of bones and feathers. Her features are well -defined, with a sharp nose, high cheek bones, and tightly -drawn lips. As you look upon her, her eyes sparkle with a -bit of magic. You cannot exactly put your finger on it... -~ -67 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 2097152 0 -> speech_prog compassion~ -mpechoat $n Knuumfactu nods her head. -say Yes, a test of compassion. Bring me a purple orchid. -~ -> speech_prog test~ -say A test of compassion $n. -mpechoat $n Knuumfactu smiles. -~ -> speech_prog purple~ -say Find a purple orchid and bring it back to me as a symbol -say of your compassion. Return with it and you may enter the -say the temple $n. -mpechoat $n Knuumfactu smiles. -~ -> speech_prog orchid~ -say Find a purple orchid and bring it back to me as a symbol -say of your compassion. Return with it and you may enter the -say the temple $n. -mpechoat $n Knuumfactu smiles. -~ -> speech_prog temple~ -mpechoat $n Knuumfactu shakes her head. -say No. Ask me that again some other time $n. -~ -> speech_prog blessing~ -say Sorry $n. Ask me that again some other time. -mpechoat $n Knuumfactu shakes her head. -~ -> speech_prog blessings~ -mpechoat $n Knuumfactu shakes her head. -say We can talk about that some other time $n. -~ -> speech_prog jamocha~ -say I hope he is doing well. -~ -> speech_prog geazbal~ -say Someday that boy will become shaman. -mpechoat $n Knuumfactu smiles happily. -~ -> rand_prog 1~ -smile -~ -> give_prog purple orchid flower~ -mpechoat $n Knuumfactu smiles as you hand her the flower. -say Well done $n. Here is the key to the temple. -say You have proven yourself strong, perceptive, and kind. Go -say now to the temple, defeat the elemental guardians, and you -mpmload 25754 -mpoload 25734 -give key $n -mpgoto 25768 -~ -| -#25754 -knuumfactu native shaman~ -Knuumfactu~ -Knuumfactu the native shaman, is in her cave here. -~ -Knuumfactu is a middle-aged woman dressed in animal skins -and fern leaves. She wears jewlery made of gold and silver, -adorned with precious gems, in addition to simple, symbolic -jewlery made of bones and feathers. Her features are well -defined, with a sharp nose, high cheek bones, and tightly -drawn lips. As you look upon her, her eyes sparkle with a -bit of magic. You cannot exactly put your finger on it... -~ -67 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 2097152 0 -> all_greet_prog 100~ -say If you have come looking for my blessings to enter the -say temple, you will just have to come back some other time. -say I am a very busy woman. Now, go away! -mpechoat $n UHMMPHHH!!!! -mpechoat $n Knuumfactu shoves you out of the cave! -mpforce $n south -~ -| -#25755 -earth elemental~ -an earth elemental~ -An elemental of earth guards the temple. -~ -This elemental guardian is made of EARTH! -~ -99 128 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -23 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 7 112 0 0 16 0 -#25756 -water elemental~ -a water elemental~ -An elemental of water guards the temple. -~ -This elemental guardian is made of WATER! -~ -99 128 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -23 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 7 112 0 0 16 0 -#25757 -air elemental~ -an air elemental~ -An elemental of air guards the temple. -~ -This elemental guardian is made of AIR! -~ -99 128 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -23 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 7 112 0 0 16 0 -#25758 -fire elemental~ -a fire elemental~ -An elemental of fire guards the temple. -~ -This elemental guardian is made of FIRE! -~ -99 128 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 1 -23 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1 1 0 -0 0 7 112 0 0 16 0 -#25759 -native ancestor spirit ghost~ -a native spirit~ -A native ancestor is here to reward you. -~ -This spirit appears almost human, except it is translucent. -~ -67 40 0 C -40 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 18 20 18 18 18 18 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> all_greet_prog 100~ -say Well done $n. -say You have completed the Rain-Forest quest. -say Here is your reward! -mpoload 25739 -give bracer $n -mpgoto 25768 -~ -| -#0 - -#OBJECTS -#25700 -pool water~ -a pool~ -A pool of water is here.~ -~ -25 4 0 0 -50 50 0 0 -500 3000 300 -#25701 -river water~ -river water~ -A river runs through the rain-forest here.~ -~ -25 4 0 0 -50 50 0 0 -1000 3000 300 -E -river water~ -The river water is cool and refreshing to touch. It also -appears to be safe enough to drink. -~ -#25702 -scarlet macaw wing~ -a scarlet macaw wing~ -The wing of some tropical bird has been dropped here.~ -~ -9 4 16385 0 -0 0 0 0 -5 0 0 -E -scarlet macaw wing~ -The wing of the scarlet macaw is about a foot and a half -long. It has yellow, blue, green, and red feathers, and does -not seem to be otherwise special. -~ -A -12 33 -#25703 -king crocodile tooth~ -a crocodile tooth~ -A large tooth has been left here.~ -~ -9 0 16385 0 -0 0 0 0 -1 0 0 -E -king crocodile tooth~ -Upon closer insepction of the half-inch long tooth, you come -to realize it is from some large reptile. Maybe it is from a -small dragon, or perhaps a large lizard? Either way, whoever -killed this beast must have been STRONG. -~ -A -1 3 -#25704 -cat paws gloves~ -a pair of cat paws~ -A severed pair of cat paws have been discarded here.~ -~ -9 4228 129 0 -0 0 0 0 -20 0 0 -E -cat cats paw paws~ -The front pair of a felines paws have been severed, and look -like you might be able to wear them on your own hands for -some unknown reason. The more you think about wearing them, -the more you want to get rid of them. -~ -A -18 -10 -A -19 5 -#25705 -fern~ -a fern plant~ -A large fern grows in the rain-forest here.~ -~ -15 4 0 0 -50 50 0 0 -50 3000 300 -E -fern~ -The fern is quite large. Wonder if anything is hidden inside -it... -~ -#25706 -fern leaf~ -a fern leaf~ -A fern leaf has been dropped here.~ -~ -9 0 16385 0 -0 0 0 0 -1 0 0 -E -leaf~ -This leaf leaf looks to serve no purpose what so ever. -~ -A -17 -40 -#25707 -bowl~ -a bowl~ -~ -~ -15 0 0 0 -50 50 0 0 -1 3000 300 -E -bowl~ -The crude bowl is made of clay. -~ -#25708 -strange herbs~ -some strange herbs~ -Some strange herbs are growing here.~ -~ -13 4 1 0 -0 0 0 0 -5 0 0 -E -strange herbs~ -Hmm... now what are you going to do with this? -~ -#25709 -native raft~ -a native raft~ -A raft has been hidden away here.~ -~ -22 0 1 0 -0 0 0 0 -10 0 0 -E -raft native~ -It appears to be solid enough to use without worrying about -sinking. -~ -#25710 -slingshot~ -a slingshot~ -A slingshot has been dropped here.~ -~ -13 4 16385 0 -0 0 0 0 -5 0 0 -E -slingshot~ -This slingshot is rather small, as if it was made for a -child. It is made from teak and a strip of animal hide. -~ -#25711 -teak tree~ -behind a teak tree~ -~ -~ -15 0 0 0 -50 50 0 0 -1 3000 300 -E -teak tree~ -A teak tree grows near the waterfall. There could be -something on the back side of the tree. -~ -#25712 -purple orchid flower~ -a purple orchid~ -A purple orchid grows here.~ -~ -13 0 16385 0 -0 0 0 0 -1 0 0 -E -purple flower orchid~ -This purple orchid only grows in the remote reaches of the -rain-forest. It sure smells nice.~ -#25713 -iguana tail lizard~ -an iguana tail~ -The tail of a lizard has been dropped here.~ -~ -19 0 16385 0 -5 1 0 0 -5 0 0 -E -tail lizard iguana~ -This tail is nearly two feet long. This is not a very -impressive trophy. You know you're a Fallout junkie if you -want to find a stick about now... -~ -#25714 -frog leg~ -a frog leg~ -A frog leg has been left here.~ -~ -19 4 1 0 -3 3 0 0 -5 0 0 -E -frog leg~ -The leg of a tropical tree frog has been cut off from its -body. Does it really taste like chicken? -~ -#25715 -base mangrove tree trunk~ -the base of a mangrove~ -The base of the tree is here.~ -~ -12 4 0 0 -50 50 0 0 -5 3000 300 -E -base tree trunk mangrove~ -The base of the mangrove tree is very large. The trunk is -covered with vines and could be climbed up easily. -~ -#25716 -trunk mangrove tree~ -the trunk of a mangrove~ -The trunk of the tree is here.~ -~ -12 4 0 0 -50 50 0 0 -1 3000 300 -#25717 -spiderweb~ -some spider webs~ -Thick spider webs cover the mangrove tree.~ -~ -12 4 0 0 -50 50 0 0 -1 3000 300 -#25718 -bird nest~ -a nest~ -A nest is at the top of the palmetto tree.~ -~ -15 4 0 0 -50 50 0 0 -1 3000 300 -E -nest~ -The nest is at the very top of the palmetto tree. -~ -#25719 -bird egg brown~ -a bird egg~ -A brown egg has been gently placed here.~ -~ -19 4 1 0 -5 5 0 0 -10 0 0 -E -bird egg brown~ -This egg is about an inch in diameter. The egg is brown. -~ -#25720 -monkey paws paws monkeys~ -a pair of monkey paws~ -A severed pair of monkey paws have been dropped here.~ -~ -9 4 129 0 -0 0 0 0 -5 0 0 -E -monkey paws paw monkeys~ -There is something sinister about the monkey paws! -~ -A -17 -40 -#25721 -royal palm tree~ -a royal palm tree~ -A royal palm tree grows atop the cliff here.~ -~ -12 4 0 0 -50 50 0 0 -1 3000 300 -#25722 -huge nest~ -a nest~ -A huge nest is here.~ -~ -15 4 0 0 -50 50 0 0 -1 3000 300 -#25723 -quetzalcoatl feather~ -a Quetzalcoatl feather~ -A feather has been dropped here.~ -~ -9 96 5 0 -0 0 0 0 -1 0 0 -E -quetzalcoatl feather~ -This feather tingles with magical energy! -~ -A -19 5 -#25724 -bat guano shit~ -some bat guano~ -A bat has dropped some guano here.~ -~ -13 0 0 0 -0 0 0 0 -1 0 0 -E -bat guana shit~ -It is fresh. It smells. Why would you ever pick this up? -~ -#25725 -snakeskin bracer~ -a snakeskin bracer~ -A bracer made from a snake has been left here.~ -~ -9 102 4097 0 -0 0 0 0 -5 0 0 -E -snakeskin bracer snake skin~ -This bracer has been made from the mythical Quetzalcoatl. -~ -A -13 10 -A -12 10 -A -18 2 -A -19 2 -A -17 -10 -#25726 -stone rock pebble~ -a small stone~ -A small stone is here.~ -~ -13 4 1 0 -0 0 0 0 -1 0 0 -E -stone rock pebble~ -This small pebble is a half an inch in diameter. -~ -#25727 -yellow lilly flower~ -a yellow lilly~ -A yellow flower is growing here.~ -~ -13 4 16385 0 -0 0 0 0 -5 0 0 -E -yellow lilly flower~ -This flower smells nice! Maybe you should give it to -somebody special? -~ -#25728 -stone block~ -an ancient stone block~ -An ancient stone block is here.~ -~ -12 4 0 0 -50 50 0 0 -1 3000 300 -#25729 -fern plant bank~ -a fern plant~ -A fern plant grows along the northern bank here.~ -~ -12 4 0 0 -0 0 0 0 -1 0 0 -#25730 -blue lilly flower~ -a blue lilly~ -A blue flower is growing here.~ -~ -13 4 16385 0 -0 0 0 0 -1 0 0 -E -blue lilly flower~ -This flower smells nice! Maybe you should give it to -somebody special? -~ -#25731 -stone oblesk~ -an ancient stone oblesk~ -An ancient stone oblesk is almost hidden here.~ -~ -12 4 0 0 -50 50 0 0 -1 3000 300 -#25732 -river bank~ -a river bank~ -The river bank is just out of reach here.~ -~ -12 4 0 0 -0 0 0 0 -1 0 0 -E -bank edge~ -It is just out of reach!!! -~ -#25733 -fern plant~ -a fern plant~ -A fern plant grows along the southern bank here.~ -~ -12 4 0 0 -0 0 0 0 -1 0 0 -#25734 -temple key~ -a temple key~ -The key to the temple has been dropped here.~ -~ -18 4 1 0 -0 0 0 0 -1 0 0 -E -temple key~ -This is the key to the temple. -~ -#25735 -earth glyph symbol~ -an earth glyph~ -A symbol of earth is dropped here.~ -~ -18 4 1 0 -0 0 0 0 -5 0 0 -#25736 -water glyph symbol~ -a water glyph~ -A symbol of water is dropped here.~ -~ -18 4 1 0 -0 0 0 0 -5 0 0 -#25737 -air glyph symbol~ -an air glyph~ -A symbol of air is dropped here.~ -~ -18 4 1 0 -0 0 0 0 -5 0 0 -#25738 -fire glyph symbol~ -a fire glyph~ -A symbol of fire is dropped here.~ -~ -18 4 1 0 -0 0 0 0 -5 0 0 -#25739 -rainforest rain forest bracer~ -a rain-forest bracer~ -A bracer from the rain-forest has been dropped here.~ -~ -9 68 4097 0 -0 0 0 0 -5 0 0 -E -rainforest rain forest bracer~ -This bracer is from the temple deep inside the rainforest. -~ -A -13 33 -A -12 33 -A -17 -25 -A -18 5 -A -19 5 -A -22 -1 -A -21 -1 -A -20 -1 -A -23 -1 -A -24 -1 -#25740 -clay pot~ -a clay pot~ -A clay pot is in the corner.~ -~ -15 4 0 0 -15 15 0 0 -1 0 0 -E -clay pot~ -The clay pot has various color illustrations drawn upon it. -~ -#25741 -underground spring~ -a underground spring~ -An underground spring is in this chamber.~ -~ -25 4 0 0 -0 0 0 0 -1 0 0 -E -spring underground~ -The spring look very refreshing. -~ -#25742 -metal brazier~ -a metal brazier~ -A metal brazier radiates heat here.~ -~ -12 4 0 0 -0 0 0 0 -1 0 0 -E -metal brazier~ -A metal brazier is made of a strange metal. Inside a fire -continually burns. -~ -#25743 -green fungus~ -some green fungus~ -Some green fungus is growing here.~ -~ -26 4 1 0 -35 -1 -1 -1 5 0 -1 0 0 -E -green fungus~ -This fungus is disgusting! Wonder if it tastes as bad as -it smells? Should you even try? -~ -#25744 -rainforest rain forest mushroom~ -a rain-forest mushroom~ -A delicious rain-forest mushroom is here.~ -~ -26 4 1 0 -35 -1 -1 -1 5 0 -1 0 0 -E -mushroom rainforest rain forest~ -It looks safe enough to eat... you think. -~ -#0 - -#ROOMS -#25700 -Rain-Forest Trail~ -An animal trail leads west through ferns and broad-leaved -plants. The ground is moist and wet. The air is hot and -humid. Far off in the distance you hear the strange howl -of an unseen creature. To the north the vegetation ends, -as the mountains begin. -~ -0 4 2 0 0 0 -D3 -~ -~ -0 -1 25701 0 -E -fern ferns~ -There sure are alot of ferns in the rain-forest. -~ -E -trail animal path~ -The trail is not very difficult to follow. You notice many -different kinds of animal tracks, and even the footprints of -some humanoids along the trail in the rain-forest. -~ -E -broad leaved plants~ -While ferns appear to be the most common, there are several -different kinds of broad-leaved plants that flourish in the -rain-forest. -~ -S -#25701 -Rain-Forest Trail~ -The animal trail bends to the south through even more ferns -and broad-leaved plants. An ancient oblesk is practically -hidden by the thick vegetation. A few palm trees grow here -and there, rising out of and above the ferns. -~ -0 1024 2 0 0 0 -D1 -~ -~ -0 -1 25700 0 -D2 -~ -~ -0 -1 25702 0 -E -fern ferns~ -There sure are alot of ferns in the rain-forest. -~ -E -trail animal path~ -The trail is not very difficult to follow. You notice many -different kinds of animal tracks, and even the footprints of -some humanoids along the trail in the rain-forest. -~ -E -broad leaved plants~ -While ferns appear to be the most common, there are several -different kinds of broad-leaved plants that flourish in the -rain-forest. -~ -E -ancient stone oblesk~ -Brushing aside the ferns, you uncover an ancient stone -oblesk. The oblesk stands about three feet high, but you -think that it might have sunken into the ground over the -passing of time. Each of the four sides of the oblesk are -covered with arcane runes and strange writting. Along the -bottom of the east side of the oblesk are two phrases in -common. They read: - -This area was made by Cianhydle (1998). -~ -S -#25702 -Rain-Forest Trail~ -The trail is almost lost while passing through a dense -growth of ferns. Some of the larger ferns are taller than a -human, and wide enough to conceal any number of creatures. -The trail bends to the west at a large palm tree. -~ -0 4 2 0 0 0 -D0 -~ -~ -0 -1 25701 0 -D3 -~ -~ -0 -1 25703 0 -D4 -~ -~ -0 -1 25754 0 -E -fern ferns~ -There sure are alot of ferns in the rain-forest. -~ -E -trail animal path~ -The trail is not very difficult to follow. You notice many -different kinds of animal tracks, and even the footprints of -some humanoids along the trail in the rain-forest. -~ -E -palm tree~ -A large palm tree grows among the thick foilage of ferns and -and other plants. Glancing up at the top of the palm you see -many birds flying high above in the sky. -~ -S -#25703 -Rain-Forest Trail~ -The animal trail runs next to a clear pool of water. Around -the pool is an assortment of plants and ferns. Palm trees -are more commonly seen rising up through the ground -vegetation. The trail runs north and east. -~ -0 0 2 0 0 0 -D0 -~ -~ -0 -1 25704 0 -D1 -~ -~ -0 -1 25702 0 -E -fern ferns~ -There sure are alot of ferns in the rain-forest. -~ -E -trail animal path~ -The trail is not very difficult to follow. You notice many -different kinds of animal tracks, and even the footprints of -some humanoids along the trail in the rain-forest. -~ -E -broad leaved plants~ -While ferns appear to be the most common, there are several -different kinds of broad-leaved plants that flourish in the -rain-forest. -~ -E -palm tree~ -A few palm trees grow here and there. -~ -E -clear pool water~ -A small pool has formed at low point in the trail. The -ground here is made primarily of clay. Keeping the pool -clear and cool. -~ -S -#25704 -Rain-Forest Trail~ -Ferns and broad-leaved plants are giving way to short and -tall trees. Ground vegetation is still considerably thick. -The air is still, making it very, very humid down near the -ground. The trail leads west towards the rain-forest and -south towards a small pool. -~ -0 0 3 0 0 0 -D2 -~ -~ -0 -1 25703 0 -D3 -~ -~ -0 -1 25705 0 -E -ferns vegetation plants~ -Sure are alot of plants around here. -~ -E -fern ferns~ -There sure are alot of ferns in the rain-forest. -~ -E -trail animal path~ -The trail is not very difficult to follow. You notice many -different kinds of animal tracks, and even the footprints of -some humanoids along the trail in the rain-forest. -~ -E -broad leaved plants~ -While ferns appear to be the most common, there are several -different kinds of broad-leaved plants that flourish in the -rain-forest. -~ -E -short tall tree trees~ -Short and tall palms grow in greater numbers here. -~ -S -#25705 -Before the Rain-Forest~ -Palm and mangroves are starting to grow together much -thicker. Vines are ever-present among the trees, runnings -along the trunks, branches, and even between some of the -trees that are close together. Ferns and other plants are -much less common. Among the canopies of the trees, various -exotic birds flutter and let out strange sounds that echo -through the rain-forest. To the west the trees become much -denser. -~ -0 4 3 0 0 0 -D1 -~ -~ -0 -1 25704 0 -D3 -~ -~ -0 -1 25706 0 -E -palm tree mangrove trees palms~ -To the west trees grow closer and closer together. Deeper -inside the rain-forest you can see mangroves are more -common, with thier twisted limbs entangling, creating a -full, think canopy. -~ -S -#25706 -The Rain-Forest Floor~ -Palm trees and mangroves shoot their great canopies high -above, blocking out most of the sunlight. The floor of -the rain-forest is moist, and relatively free of ferns and -other plants. Vines hang down from the branches above, while -rotting trees decay under the shadow of the living trees. -The air is humid, but beneath the shade of the trees it is -noticably cooler. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25705 0 -D2 -~ -~ -0 -1 25707 0 -E -tree mangrove palm trees mangroves palms~ -Most of the trees around here are mangroves and palms. There -are other kinds of trees such as cyrillas and teaks, but -they are much less common. -~ -S -#25707 -The Rain-Forest Floor~ -While the ground beneath the rain-forest canopy recieves -little sunlight, it still is active with life. Insects crawl -about, snakes glide along, even birds find their way down to -the floor of the rain-forest. In fact, all creatures find -thier way to the ground in search of water. From somewhere -nearby the sound of running water can be heard. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25706 0 -D2 -~ -~ -0 -1 25708 0 -D3 -~ -~ -0 -1 25720 0 -E -tree mangrove palm trees mangroves palms~ -Most of the trees around here are mangroves and palms. There -are other kinds of trees such as cyrillas and teaks, but -they are much less common. -~ -S -#25708 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25707 0 -D3 -~ -~ -0 -1 25709 0 -E -tree mangrove palm trees mangroves palms~ -Most of the trees around here are mangroves and palms. There -are other kinds of trees such as cyrillas and teaks, but -they are much less common. -~ -E -earth floor~ -The ground is crawling with various insects. -~ -S -#25709 -The Rain-Forest Floor~ -While the ground beneath the rain-forest canopy recieves -little sunlight, it still is active with life. Insects crawl -about, snakes glide along, even birds find their way down to -the floor of the rain-forest. In fact, all creatures find -thier way to the ground in search of water. From somewhere -nearby the sound of running water can be heard. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25708 0 -D3 -~ -~ -0 -1 25710 0 -E -tree mangrove palm trees mangroves palms~ -Most of the trees around here are mangroves and palms. There -are other kinds of trees such as cyrillas and teaks, but -they are much less common. -~ -S -#25710 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to the -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25711 0 -D1 -~ -~ -0 -1 25709 0 -E -tree mangrove palm trees mangroves palms~ -Most of the trees around here are mangroves and palms. There -are other kinds of trees such as cyrillas and teaks, but -they are much less common. -~ -S -#25711 -The Rain-Forest Floor~ -A massive mangrove tree sends up a half-dozen thick branches -into the canopy. Overhead branches shake as animals move -about the canopy. The trunk of the mangrove is covered in -vines, dried fungus, and knots making it possible to climb -the tree. To your east, you see a gaping wide entrance to a -strange castle. -~ -0 0 3 0 0 0 -D2 -~ -~ -0 -1 25710 0 -D3 -~ -~ -0 -1 25712 0 -D4 -~ -~ -0 -1 25739 0 -E -mangrove tree~ -The is one BIG tree!!! -~ -E -moss fungus~ -Nothing really special about the moss or fungus. -~ -E -vine vines~ -Vines run up and along the main trunk of the mangrove. -~ -S -#25712 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to the -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25711 0 -D2 -~ -~ -0 -1 25713 0 -E -tree trees~ -Most of the trees are covered with vines. -~ -E -vine vines~ -Vines run along tree trunks or hang down from branches in -many places. -~ -E -plant plants fern ferns~ -Not alot of ferns grow underneath the canopy, but a few -smaller plants are found here and there. -~ -E -earth~ -The earth is wet and moist. Insect crawl around in the dirt. -~ -E -floor ground~ -The ground is wet and moist. Insect crawl around in the -soil. -~ -S -#25713 -The Rain-Forest Floor~ -While the ground beneath the rain-forest canopy recieves -little sunlight, it still is active with life. Insects crawl -about, snakes glide along, even birds find their way down to -the floor of the rain-forest. In fact, all creatures find -thier way to the ground in search of water. From somewhere -nearby the sound of running water can be heard. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25712 0 -D3 -~ -~ -0 -1 25714 0 -S -#25714 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to the -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25715 0 -D1 -~ -~ -0 -1 25713 0 -S -#25715 -The Rain-Forest Floor~ -Amid the tall palms and vine covered mangroves are several -moss covered stones in this general area. A royal palm has -grown up through the canopy at an angle. You could probably -climb up this tree and get a better look at the canopy -above. Between some of the trees are very large spiderwebs. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25716 0 -D2 -~ -~ -0 -1 25714 0 -D4 -~ -~ -0 -1 25743 0 -E -spiderweb spiderwebs~ -A thick mess of spiderwebs hang down from a nearby tree. -~ -E -stone stones~ -Ancient stones stand upright here, covered with a green -moss. Two stones nearly four foot high are closeby, with -another pair some distance to the west. Perhaps they are the -remains of a forgotten outpost, or maybe just markers used -by an ancient civilization. You will probably never know. -~ -S -#25716 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to the -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. From somewhere close by, the -sound of running water is heard. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25717 0 -D2 -~ -~ -0 -1 25715 0 -S -#25717 -The Rain-Forest Floor~ -To the north, a wide river cuts through the rain-forest. The -mangroves grow almost to the edge of the bank, leaving a -little room for a few ferns and bushes. On the other side of -the river is a steep cliff, with more palms and mangrove -trees growing atop the bluff. Along the edge of the river -there are many different kinds of animal tracks. -~ -0 4 3 0 0 0 -D0 -~ -~ -0 -1 25726 0 -D1 -~ -~ -0 -1 25718 0 -D3 -~ -~ -0 -1 25716 0 -E -add river~ -How dangerous could it be??? -~ -E -tracks bank~ -Various animals have been here recently, including birds, -mammals, and maybe even some humans. -~ -S -#25718 -The Rain-Forest Floor~ -To the north, a wide river cuts through the rain-forest. The -mangroves grow almost to the edge of the bank, leaving a -little room for a few ferns and bushes. On the other side of -the river is a steep cliff, with more palms and mangrove -trees growing atop the bluff. Along the edge of the river -there are many different kinds of animal tracks. -~ -0 4 3 0 0 0 -D0 -~ -~ -0 -1 25725 0 -D1 -~ -~ -0 -1 25719 0 -D3 -~ -~ -0 -1 25717 0 -E -add river~ -How dangerous could it be??? -~ -E -tracks bank~ -Recently a large lizard has been here. -~ -S -#25719 -The Rain-Forest Floor~ -To the north, a wide river cuts through the rain-forest. The -mangroves grow almost to the edge of the bank, leaving a -little room for a few ferns and bushes. On the other side of -the river is a steep cliff, with more palms and mangrove -trees growing atop the bluff. Along the edge of the river -there are many different kinds of animal tracks. -~ -0 4 3 0 0 0 -D0 -~ -~ -0 -1 25724 0 -D2 -~ -~ -0 -1 25720 0 -D3 -~ -~ -0 -1 25718 0 -E -add river~ -How dangerous could it be??? -~ -E -tracks bank~ -A medium sized feline has recently been here. -~ -S -#25720 -The Rain-Forest Floor~ -Deep inside the rain-forest, vines and moss clings to the -ancient trees. Water drips from some of the lower hanging -branches, as the smell of wet earth and living plants is -strong and heavy here. In the shadows of the forest floor -small creatures move about. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25719 0 -D1 -~ -~ -0 -1 25707 0 -S -#25721 -A Remote Rain-Forest River~ -The river runs through a remote part of the rain-forest. The -current is still too strong to make your way back upstream, -but you are in little danger of drowning. -~ -0 8192 6 0 0 0 -D0 -fern -~ -fern~ -2059 -1 25767 0 -D3 -~ -~ -0 -1 25722 0 -S -#25722 -A Remote Rain-Forest River~ -The river runs through a remote part of the rain-forest. The -current is still too strong to make your way back upstream, -but you are in little danger of drowning. -~ -0 8192 6 0 0 0 -D3 -~ -~ -0 -1 25723 0 -S -#25723 -A Remote Rain-Forest River~ -The river runs through a remote part of the rain-forest. The -current is still too strong to make your way back upstream, -but you are in little danger of drowning. West the river -becomes more shallow as the river runs along the base of a -cliff. -~ -0 8192 6 0 0 0 -D3 -~ -~ -0 -1 25724 0 -S -#25724 -Shallow Part of the River~ -A wide river runs east to west through the rain-forest here. -In addition to being wide, the river is also shallow and the -current is not very swift. To the north is a steep earthen -cliff. South the rain-forest stretches on and on... -~ -0 0 6 0 0 0 -D1 -~ -~ -0 -1 25723 0 -D2 -~ -~ -0 -1 25719 0 -D3 -~ -~ -0 -1 25725 0 -S -#25725 -Shallow Part of the River~ -A wide river runs east to west through the rain-forest here. -In addition to being wide, the river is also shallow and the -current is not very swift. To the north is a steep earthen -cliff. South the rain-forest stretches on and on... -~ -0 0 6 0 0 0 -D1 -~ -~ -0 -1 25724 0 -D2 -~ -~ -0 -1 25718 0 -D3 -~ -~ -0 -1 25726 0 -S -#25726 -Shallow Part of the River~ -A wide river runs east to west through the rain-forest here. -In addition to being wide, the river is also shallow and the -current is not very swift. To the north is a steep earthen -cliff. South the rain-forest stretches on and on... -~ -0 0 6 0 0 0 -D1 -~ -~ -0 -1 25725 0 -D2 -~ -~ -0 -1 25717 0 -D3 -~ -~ -0 -1 25727 0 -D4 -~ -~ -0 -1 25749 0 -S -#25727 -Before the Twisting River~ -The river current suddenly begins to get much stronger here. -The current is so strong, in fact, you drift downstream -uncontrollably. Ahead to the west, the river begins to twist -and turn. If you are not careful, the river current could -pull you UNDER!!! -~ -0 8192 6 0 0 0 -D3 -~ -~ -0 -1 25728 0 -S -#25728 -The Twisting River~ -The river twists back and forth through the rain-forest here. -The current is too swift and strong to make your way -upstream, thus leaving you at the mercy of the twisting -river. -~ -0 8192 6 0 0 0 -D2 -~ -~ -0 -1 25729 0 -S -#25729 -The Twisting River~ -The river twists back and forth through the rain-forest here. -The current is too swift and strong to make your way -upstream, thus leaving you at the mercy of the twisting -river. -~ -0 8192 6 0 0 0 -D3 -~ -~ -0 -1 25730 0 -S -#25730 -The Twisting River~ -The river twists back and forth through the rain-forest here. -The current is too swift and strong to make your way -upstream, thus leaving you at the mercy of the twisting -river. -~ -0 8192 6 0 0 0 -D0 -~ -~ -0 -1 25731 0 -S -#25731 -The Twisting River~ -The river twists back and forth through the rain-forest here. -The current is too swift and strong to make your way -upstream, thus leaving you at the mercy of the twisting -river. -~ -0 8192 6 0 0 0 -D3 -~ -~ -0 -1 25732 0 -S -#25732 -Fork in the River~ -The river forks north and south. To the north the river -bends backs to the west, and appears much calmer. South, the -river is much swifter and looks dangerous. -~ -0 8192 6 0 0 0 -D0 -~ -~ -0 -1 25721 0 -D2 -~ -~ -0 -1 25733 0 -S -#25733 -Caught in the Current~ -Suddenly the river current becomes extremely swift, pulling -you west. It is impossible to try and navigate upstream, or -to try and swim towards the banks. Ahead to the west, comes -a loud crashing sound, maybe something like a waterfall. -~ -0 8196 6 0 0 0 -D3 -~ -~ -0 -1 25734 0 -E -bank banks~ -They are too far away to reach! -~ -E -waterfall~ -The idea of going over the waterfall does not sound fun. -~ -S -#25734 -Going over the Waterfall~ -Yep, it definately is a waterfall. Water crashes down some -unseen distance. While you cannot see exactly how far down -the the water goes, you are SURE it will be PAINFUL, if not -deadly. You better figure out something QUICK. -~ -0 4 6 0 0 0 -D2 -ferns -~ -fern~ -2059 -1 25765 0 -D3 -~ -~ -0 -1 25735 0 -E -waterfall~ -The idea of going over the waterfall does not sound fun. -~ -S -#25735 -A Watery Death~ -After going over the waterfall you are sucked under in a -strong undertow. The current pulls you along the bottom of -the river and your head strikes a large stone. All begins -to fade as your body is dragged along... - -...soon WATER enters your LUNGS!!! -~ -0 6 12 0 0 0 -S -#25736 -A Small Mangrove Tree~ -A small mangrove grows along the bank here. West is a small -clearing above a shallow part in the river. South is a very -large mangrove, nearly six times as large as this one. Not -too far to the north is a large cliff. -~ -0 0 3 0 0 0 -D2 -~ -~ -0 -1 25737 0 -D3 -~ -~ -0 -1 25749 0 -S -#25737 -The Outer Branches of a Large Mangrove~ -The outer branches of the large mangrove are home to all -kinds of birds. To the north is a smaller mangrove, while to -the west leads closer to the trunk of the huge tree. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25736 0 -D3 -~ -~ -0 -1 25738 0 -S -#25738 -The Inner Branches of a Large Mangrove~ -The inner branches are much larger than the outer branches, -making it much easier to walk among them. All around in the -canopy of the mangrove are various kinds of animals. To the -east the branches get much smaller and to the south is the -trunk of the mangrove. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25737 0 -D2 -~ -~ -0 -1 25739 0 -S -#25739 -The Main Trunk of a Large Mangrove~ -An average human could not wrap their arms around the main -trunk of this mammoth tree. Smaller limbs branch out in -all directions. The outer branches shake as creatures move -about the canopy. There are as many animals living in the -canopy as on the rain-forest floor. Vines climb up the -main trunk of the tree from the rain-forest floor. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25738 0 -D1 -~ -~ -0 -1 25770 0 -D2 -~ -~ -0 -1 25740 0 -D3 -~ -~ -0 -1 25769 0 -D5 -~ -~ -0 -1 25711 0 -E -mangrove trunk~ -This could be the biggest tree you have ever seen in your -whole life! -~ -E -vines~ -Vines cover the trunk of the mangrove, making it very easy -to climb up and down the tree. -~ -S -#25740 -A Large Limb of a Large Mangrove~ -There is plenty of space to walk along this large limb in -the huge mangrove tree. North is the main trunk of the -mangrove. West the branches spread out and become much -smaller. Glancing up, the sky above can be seen clearly. -~ -0 4 3 0 0 0 -D0 -~ -~ -0 -1 25739 0 -D3 -~ -~ -0 -1 25741 0 -D4 -~ -~ -0 -1 25752 0 -E -sky~ -A couple of birds can be seen flying in the sky above. -~ -S -#25741 -The Inner Branches of a Large Mangrove~ -The inner branches are much larger than the outer branches, -making it much easier to walk among them. All around in the -canopy of the mangrove are various kinds of animals. To the -west the branches get much smaller, while somewhere to the -east is the trunk of the mangrove. -~ -0 0 3 0 0 0 -D1 -~ -~ -0 -1 25740 0 -D3 -~ -~ -0 -1 25742 0 -S -#25742 -The Outer Branches of a Large Mangrove~ -The outer branches of the large mangrove are home to all -kinds of birds. To the north is a royal palm tree growing at -an angle. East leads towards the trunk of the huge tree. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25743 0 -D1 -~ -~ -0 -1 25741 0 -S -#25743 -Atop a Royal Palm~ -About three-quarters the way up a large royal palm tree, you -are nearly twenty feet off the rain-forest floor. To the -west the branches of a mangrove are covered in vines and -thick spider webs. South vines lead towards the limbs of a -very large tree. -~ -0 0 3 0 0 0 -D2 -~ -~ -0 -1 25742 0 -D3 -~ -~ -0 -1 25744 0 -D5 -~ -~ -0 -1 25715 0 -E -royal palm tree~ -The royal palm tree grows at a slant, allow easy access up -to and down from the canopy.~ -S -#25744 -A Tree Covered with Spider Webs~ -A large part of the mangrove tree is covered by a massive -spider web. To the north is a smaller mangrove tree that is -not covered with spider webs. East is a large, slanted royal -palm which descends to the rain-forest floor. -~ -0 0 3 0 0 0 -D0 -~ -~ -0 -1 25745 0 -D1 -~ -~ -0 -1 25743 0 -D5 -~ -~ -0 -1 25763 0 -E -spiderweb web~ -There is nothing extra ordinary about the webs. -~ -S -#25745 -A Small Mangrove Tree~ -Various animals make the canopy their home. Birds, reptiles, -and mammals can all be found living in the mangroves. East -is an old teak tree. South is a spider infested mangrove, -while through the canopy above the sky can be seen. -~ -0 4 3 0 0 0 -D1 -~ -~ -0 -1 25746 0 -D2 -~ -~ -0 -1 25744 0 -D4 -~ -~ -0 -1 25760 0 -S -#25746 -The Canopy of a Teak Tree~ -An old teak tree grows between a smaller mangrove and a tall -palmetto tree. The teak is smaller than the mangrove to the -west, but larger than the tall palmetto to the east. Moss -and vines cover much of the teaks trunk. -~ -0 4 9 0 0 0 -D1 -~ -~ -0 -1 25747 0 -D3 -~ -~ -0 -1 25745 0 -D4 -~ -~ -0 -1 25756 0 -S -#25747 -The Canopy of a Palmetto Tree~ -The palmetto tree is tall, but its canopy is much smaller -than the teak tree to the west or the shorter cyrilla tree -to the north. A palmetto is a kind of palm tree, with -serated leaves that form a bushy canopy about thirty feet -above the ground. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25748 0 -D3 -~ -~ -0 -1 25746 0 -S -#25748 -The Canopy of a Large Cyrilla~ -The canopy of this tree is rather barren. Unlike the wide, -flat leaves of the palms or the full, bushy canopies of the -mangroves, the cyrilla trees leaves are small and sparce. -The branches are thick and sturdy, allowing easy access to -almost every part of the tree. -~ -0 0 9 0 0 0 -D1 -~ -~ -0 -1 25749 0 -D2 -~ -~ -0 -1 25747 0 -S -#25749 -Above the Rain-Forest River~ -Flying above the river is the only way to reach the cave in -the cliff to the north. East a small mangrove grows close -to the river. Beyond the mangrove are more trees. West a -frail looking tree is home to some loud monkeys. The top of -the cliff is just a feet move feet above the cave enterance. -~ -0 4 9 0 0 0 -D0 -~ -~ -0 -1 25762 0 -D1 -~ -~ -0 -1 25736 0 -D3 -~ -~ -0 -1 25748 0 -D4 -~ -~ -0 -1 25751 0 -D5 -~ -~ -0 -1 25726 0 -E -cave cliff~ -A cave is in the side of the cliff. There appears to be -someone or something living within the cave... -~ -E -river~ -The river runs through the rain-forest from east to west. -~ -S -#25750 -Atop the Cliff in the Rain-Forest~ -Atop the cliff the vegetation is as thick as it was down on -the rain-forest floor. Many ferns and palms grow densely -together. Unlike the floor or the canopy, it is strangely -silent atop this cliff. -~ -0 4 2 0 0 0 -D2 -~ -~ -0 -1 25751 0 -D3 -~ -~ -0 -1 25757 0 -S -#25751 -Far Above the Rain-Forest River~ -Looking down, the river appears and disappears beneath the -thick canopy of trees. To the north, atop the cliff, the -vegetation continues. Looking out in the other directions, -only the sky above the rain-forest can be seen. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25750 0 -D1 -~ -~ -0 -1 25760 0 -D2 -~ -~ -0 -1 25752 0 -D3 -~ -~ -0 -1 25756 0 -D5 -~ -~ -0 -1 25749 0 -E -river~ -Far below a river runs through the rain-forest. -~ -E -cliff top~ -To the north is the top of a cliff high above the -rain-forest floor. There is something strange about the -cliff... -~ -S -#25752 -Above the Large Mangrove~ -Glancing out above the canopy, thick, green canopies of -trees stretch out endlessly in every direction. Directly -below, an exceptionally large mangrove grows in the -rain-forest. All kinds of animals move about its limbs. -Some distance to the south the trees give way to a large -growth of ferns. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25751 0 -D1 -~ -~ -0 -1 25761 0 -D2 -~ -~ -0 -1 25753 0 -D3 -~ -~ -0 -1 25755 0 -D5 -~ -~ -0 -1 25740 0 -E -mangrove tree~ -This is one of the largest trees you have ever seen! -~ -S -#25753 -Far Above a Patch of Ferns~ -Directly below a patch of ferns grows on the edge of the -rain-forest. From this distance it is hard to follow, but -somewhere below is the animal trail which leads into the -rain-forest. The sky stretches out above the canopy in -every direction off into the horizion. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25752 0 -D1 -~ -~ -0 -1 25759 0 -D2 -~ -~ -0 -1 25759 0 -D3 -~ -~ -0 -1 25754 0 -S -#25754 -Far Above the Rain-Forest Trail~ -Soaring above the rain-forest trail the true scope of this -area is realized. Almost everywhere below are either palms, -mangroves, or ferns. Unlike the rain-forest floor or the -canopy of the trees, the sky above is the sole realm of -avians. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25755 0 -D1 -~ -~ -0 -1 25753 0 -D2 -~ -~ -0 -1 25751 0 -D3 -~ -~ -0 -1 25761 0 -D5 -~ -~ -0 -1 25702 0 -S -#25755 -Above the Rain-Forest Canopy~ -Flying high above the rain-forest, the number of trees in -this area cannot begin to be counted. Tree after tree, -after tree, the tops of the mangroves and palms begins to -become boring after a short while. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25756 0 -D1 -~ -~ -0 -1 25752 0 -D2 -~ -~ -0 -1 25754 0 -D3 -~ -~ -0 -1 25760 0 -S -#25756 -Above the Teak Canopy~ -In each direction the rain-forest stretches out endlessly. -While most of the trees are either mangroves or palms, a -variety of other trees can be found here. Teaks, elms, and -cyrillas are not uncommon. Directly below is a teak tree. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25761 0 -D1 -~ -~ -0 -1 25751 0 -D2 -~ -~ -0 -1 25755 0 -D3 -~ -~ -0 -1 25759 0 -D5 -~ -~ -0 -1 25746 0 -S -#25757 -Trees Atop the Cliff~ -There are several trees atop the cliff. A large royal palm -stands out, having its entire canopy made into a huge nest. -The nest looks big enough to hold a couple of humans. -~ -0 512 3 0 0 0 -D1 -~ -~ -0 -1 25750 0 -D4 -~ -~ -0 -1 25758 0 -S -#25758 -The Quetzalcoatl Nest~ -This is the lair of the mythical quetzalcoatl. Like a bird, -the serpent has made its nest in a palm tree. The nest is -large enough to hold several humans. The beast has hoarded -a small treasure inside the nest. -~ -0 1 3 0 0 0 -D5 -~ -~ -0 -1 25757 0 -S -#25759 -High Above a Waterfall~ -Flying high above the rain-forest, a waterfall can been seen -far below. At the bottom of the waterfall are many large -stones and anyone going over the waterfall would almost -definately be killed! -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25753 0 -D1 -~ -~ -0 -1 25756 0 -D2 -~ -~ -0 -1 25760 0 -D3 -~ -~ -0 -1 25753 0 -E -waterfall~ -The idea of going over the waterfall does not sound fun. -~ -S -#25760 -Above the Rain-Forest Canopy~ -Scanning around, the canopy of the rain-forest stretches in -every direction into the horizon. Mangroves, palms, teaks, -cyrillas, and ferns cover the ground with various shades of -green. Directly below, a mangrove tree rises up from the -rain-forest floor. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25759 0 -D1 -~ -~ -0 -1 25755 0 -D2 -~ -~ -0 -1 25761 0 -D3 -~ -~ -0 -1 25751 0 -D5 -~ -~ -0 -1 25745 0 -S -#25761 -High Above the Rain-Forest~ -Flying high above the rain-forest, the number of trees in -this area cannot begin to be counted. Tree after tree, -after tree, the tops of the mangroves and palms begins to -become boring after a short while. -~ -0 0 9 0 0 0 -D0 -~ -~ -0 -1 25760 0 -D1 -~ -~ -0 -1 25754 0 -D2 -~ -~ -0 -1 25756 0 -D3 -~ -~ -0 -1 25752 0 -S -#25762 -Cave in the Cliff~ -The cave measures about twenty by twenty-five feet in size, -and ranging from five to seven foot tall. The earthen walls -are fortified by the roots of the mangroves growing above on -the cliff. Interesting items in the cavern include a straw -bedding, a stone table, and a garbage pile. The only exit is -back south. -~ -0 1545 0 0 0 0 -D2 -~ -~ -0 -1 25749 0 -E -straw bedding~ -A small pile of straw and fern leaves have been piled up to -form a small area to sleep. -~ -E -garbage pile~ -A pile of woodscraps, reed, dried leaves are set along the -side of the cave. This pile of garbage does not have much -of anything useful in it. -~ -E -roots walls~ -Roots from the cliff above have cleared away to form this -cave. The mangrove roots along the walls were kept, in order -to support this chamber. -~ -E -stone table~ -A three foot by four foot slab of stone has been hauled up -to this cave and set in the middle of the chamber. On top of -the table are several interesting items including, a bowl, a -crude clay plate, and a small box. -~ -E -box~ -The box is empty. -~ -E -crude clay plate~ -The plate has a few scraps of some cooked plant and some -fish bones. -~ -S -#25763 -Stone Path in the Rain-Forest~ -A small stone path is almost completely hidden by trees, -ferns, and moss. The stone blocks that form the path are in -some areas cracked, half-sunken into the ground, or just -missing. Maybe at one time this path was frequently used, -but not anymore. -~ -0 516 3 0 0 0 -D3 -~ -~ -0 -1 25764 0 -D4 -~ -~ -0 -1 25744 0 -E -stone path pathway~ -The stone path is in extremely poor condition. -~ -S -#25764 -Stone Path Intersection~ -The stone path leads off north, east, and west. To the north -the sound of crashing water can be heard. West a large stone -structure can barely be made out through the dense foilage. -The stone path is overgrown with ferns and mosses to the -east, as it leads deeper into the rain-forest. -~ -0 512 3 0 0 0 -D0 -~ -~ -0 -1 25765 0 -D1 -~ -~ -0 -1 25763 0 -D3 -~ -~ -0 -1 25766 0 -E -stone path pathway~ -The stone path is in extremely poor condition. -~ -S -#25765 -Stone Path near a Waterfall~ -To the north is a majestic waterfall in the middle of the -rain-forest. Water crashes down some fourty feet onto some -large boulders. On this small rise near the top of the -waterfall is a small clearing at the end of a stone path. In -the middle of the clearing is a large stone block, half -covered with moss. South the stone path leads away from the -waterfall. -~ -0 516 3 0 0 0 -D0 -~ -~ -0 -1 25734 0 -D2 -~ -~ -0 -1 25764 0 -E -stone path pathway~ -The stone path is in extremely poor condition. -~ -E -clearing block~ -Perhaps once people gathered here to perform rituals near -the waterfall in this clearing. Maybe the stone block was -once an altar. Maybe it was simply a bench to sit on and -watch the waterfall. Either way, you will probably never -find out what this place was used for. -~ -E -waterfall~ -The idea of going over the waterfall does not sound fun. -~ -S -#25766 -Rain-Forest Temple~ -An ancient pyramid of stone has been almost forgotten deep -inside the rain-forest. Mangroves and palm trees shade the -vine covered temple. The only enterance is to the west, in -the form of a thick stone door. Around the door is a frame -decorated with various runes and symbols. To the northeast -a stone path leads back towards the rain-forest. -~ -0 1540 3 0 0 0 -D1 -~ -~ -0 -1 25764 0 -D3 -~ -~ -7 25734 25771 0 -E -stone path pathway~ -The stone path is in extremely poor condition. -~ -S -#25767 -Remote Rain-Forest Riverbank~ -This is a remote part of the rain-forest that can only be -found by exploring the river. Along the bank several ferns -grow. South the river runs through the remote parts of the -rain-forest, while to the north the ferns turn into trees. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 25710 0 -D2 -~ -~ -33 -1 25721 0 -S -#25768 -Rain-Forest Village~ -This room is used by the rain-forest mobs to hide, making -the quest effectively once per boot. If you are a player you -need to leave this room immediately or contact an immortal. -~ -0 36709383 1 0 0 0 -S -#25769 -Inner Branches of a Large Mangrove~ -The inner branches are much larger than the outer branches, -making it much easier to walk among them. All around in the -canopy of the mangrove are various kinds of animals. To the -west is the main trunk of the mangrove. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 25737 0 -D1 -~ -~ -0 -1 25739 0 -S -#25770 -Inner Branches of a Large Mangrove~ -The inner branches are much larger than the outer branches, -making it much easier to walk among them. All around in the -canopy of the mangrove are various kinds of animals. To the -west is the main trunk of the mangrove. -~ -0 0 1 0 0 0 -D2 -~ -~ -0 -1 25742 0 -D3 -~ -~ -0 -1 25739 0 -S -#25771 -Temple Hallway~ -The enterance door slams shut behind you! A hallway leads -to the west. At the end of the hallway a simple door is set -into the middle of the west wall. The door does not have any -visible locks, but a low rumbling noise comes from the other -side of the door. -~ -0 8 0 0 0 0 -D3 -~ -~ -3 -1 25772 0 -S -#25772 -Chamber of Earth~ -The door mysteriously vanishes behind you! The chamber walls -are made of rough cut stones while the floor is covered with -fine dust. Another stone door is set in the center of the -west wall. Water droplets have condensed on door. -~ -0 9 0 0 0 0 -D3 -~ -~ -8389671 25735 25773 0 -E -stone door~ -The door appears to be missing a glyph. -~ -S -#25773 -Chamber of Water~ -The door mysteriously vanishes behind you! The chamber walls -are made of rough cut stones while the floor is covered with -fine dust. Another stone door is set in the center of the -west wall. A breeze blows through the gap beneath the door. -~ -0 9 0 0 0 0 -D3 -~ -~ -8389671 25736 25774 0 -E -stone door~ -The door appears to be missing a glyph. -~ -S -#25774 -Chamber of Air~ -The door mysteriously vanishes behind you! The chamber walls -are made of rough cut stones while the floor is covered with -fine dust. Another stone door is set in the center of the -west wall. Heat radiates from the door. -~ -0 9 0 0 0 0 -D3 -~ -~ -8389671 25737 25775 0 -E -stone door~ -The door appears to be missing a glyph. -~ -S -#25775 -Chamber of Fire~ -The door mysteriously vanishes behind you! The chamber -walls are made of rough cut stones while the floor is -covered with ash cinders. Another stone door is set in -the center the west wall. -~ -0 9 0 0 0 0 -D3 -~ -~ -8389671 25738 25776 0 -E -stone door~ -Its made of solid stone, yup. -~ -S -#25776 -Burial Chamber of the Ancients~ -This is where the native people have buried their ancestors. -In various niches bodies have been lain out and adorned with -jewelery and ceremonial icons. A powerful aura of magic is -felt in this chamber. -~ -0 3147279 0 0 0 0 -S -#25777 -Secret Passage~ -The walls of this passageway are covered with detailed -inscriptions and small pictures. Small niches along the wall -house the long dead rain-forest natives. -~ -0 3147277 1 0 0 0 -D2 -~ -~ -0 -1 25776 0 -D3 -~ -~ -0 -1 25778 0 -S -#25778 -Secret Passage~ -The walls of this passageway are covered with detailed -inscriptions and small pictures. -~ -0 3147277 1 0 0 0 -D0 -~ -~ -0 -1 25779 0 -D1 -~ -~ -0 -1 25777 0 -S -#25779 -Secret Passage~ -The walls of this passageway are covered with detailed -inscriptions and small pictures. A crude staircase leads -down into a large, open cavern. An aura of peace and -tranquility is coming from the cavern below. -~ -0 3147277 1 0 0 0 -D2 -~ -~ -0 -1 25778 0 -D5 -~ -~ -0 -1 25780 0 -S -#25780 -Large Cavern~ -A natural cavern is deep below the rain-forest. Water drips -down from the cieling above. The air is stale, and the -temperature cool, but uncomfortable. A few stalagmites and -stalagtites are about the cave. A crude staircase leads back -up toward the temple. -~ -0 3146765 1 0 0 0 -D0 -~ -~ -2048 -1 25784 0 -D2 -~ -~ -2048 -1 25781 0 -D4 -~ -~ -0 -1 25779 0 -S -#25781 -Cianhydle's Cave~ -A small cavern is set to the side of the larger cavern. The -walls of the cave have been worked slightly to give the cave -a symetrical appearance. A set of shelves have been carved -into the east wall, while a large stone table and chairs are -placed on the west side of the chamber. A niche in the south -wall has been lain with straw and a comfortable blanket. In -the center of the chamber is a circular stone table, upon -which rests a magical orb made from crystal. Upon the domed -ceiling are set hooks, from which glowing spheres hang and -give light to a large plant collection. Vines cover the -entire ceiling, and run back down the walls. -~ -0 540017677 1 0 0 0 -D0 -~ -~ -0 -1 25780 0 -D5 -~ -~ -0 -1 25782 0 -E -straw~ -Hmm... you wonder what sleeps here. -~ -E -orb crystal~ -From here someone sits and watches things from away... -~ -E -stone table chair~ -These items are not only made from stone, but the very stone -of the cavern! -~ -E -glowing sphere spheres~ -They are quite bright to look at... -~ -E -plant plants vines collection~ -Someone must like plants alot to have brought them this far -underground. -~ -E -bookshelf bookselves~ -The bookshelf is full of BOOKS!!! -~ -E -book books~ -There are all kinds of books on all sorts of topics. -~ -S -#25782 -Small Cave~ -Here Cianhydle has made exits to the temples across the lands. -~ -0 540017677 1 0 0 0 -D4 -~ -~ -0 -1 25781 0 -S -#25783 -Problem Solving Process~ -YES ============================= NO - +-----------|| Does the Damn Thing work? ||-----------+ - | ============================= | - V V - +----------+ +---------+ +---------+ - | Don't | NO | Does | +-------+ YES | Did you | - | mess | +---| anyone |<------| YOU |<---------| mess | - | with it! | | | know? | | MORON | | with it?| - +----------+ | +---------+ +-------+ +---------+ - | V | YES | NO - | +------+ +-----------+ | - | | HIDE | V V - | | IT | +--------+ +-----------+ - | +------+ | YOU | YES | Will they | - | | +------->| POOR |<------------| Catch you?| - | | | |BASTARD!| +-----------+ - | | | |________| | NO - | | | | | - | | | V V - | | | +---------------+ +-----------+ - | | | NO | Can you blame | |DESTROY THE| - | | +------| Someone else? | | EVIDENCE! | - | | +---------------+ +-----------+ - | | | YES | - | | v | - | | ============================ | - | +---->|| N O ||<---------+ - +------------>|| P R O B L E M || - ============================ -~ -0 1039 1 0 0 0 -S -#25784 -Small Cave~ -This small cave is home to Cianhydle's various experiments. -~ -0 0 1 0 0 0 -D2 -~ -~ -2048 -1 25780 0 -S -#0 - -#RESETS -O 1 25705 1 25700 ; Object: #25705 a fern plant => #25700 Rain-Forest Trail -P 0 25706 1 0 ; Put: #25706 a fern leaf => #0 (not in area) -O 1 25731 1 25701 ; Object: #25731 an ancient stone oblesk => #25701 Rain-Forest Trail -O 1 25705 1 25702 ; Object: #25705 a fern plant => #25702 Rain-Forest Trail -P 0 25706 1 0 ; Put: #25706 a fern leaf => #0 (not in area) -O 1 25700 1 25703 ; Object: #25700 a pool => #25703 Rain-Forest Trail -O 1 25705 1 25704 ; Object: #25705 a fern plant => #25704 Rain-Forest Trail -P 0 25706 1 0 ; Put: #25706 a fern leaf => #0 (not in area) -M 1 25701 1 25706 ; Mob: #25701 a giant centipede => #25706 The Rain-Forest Floor -M 1 25715 1 25707 ; Mob: #25715 a scarlet macaw => #25707 The Rain-Forest Floor -G 1 25702 1 ; -- Give: #25702 a scarlet macaw wing -M 1 25714 1 25708 ; Mob: #25714 a tree frog => #25708 The Rain-Forest Floor -G 1 25714 1 ; -- Give: #25714 a frog leg -O 1 25726 1 25708 ; Object: #25726 a small stone => #25708 The Rain-Forest Floor -M 1 25702 1 25709 ; Mob: #25702 a parasol ant => #25709 The Rain-Forest Floor -M 1 25713 1 25710 ; Mob: #25713 a giant centipede => #25710 The Rain-Forest Floor -M 1 25704 1 25711 ; Mob: #25704 a common iguana => #25711 The Rain-Forest Floor -G 1 25713 1 ; -- Give: #25713 an iguana tail -O 1 25715 1 25711 ; Object: #25715 the base of a mangrove => #25711 The Rain-Forest Floor -M 1 25705 1 25712 ; Mob: #25705 a boa constrictor => #25712 The Rain-Forest Floor -M 1 25706 1 25713 ; Mob: #25706 a blue morpho butterfly => #25713 The Rain-Forest Floor -O 1 25744 1 25713 ; Object: #25744 a rain-forest mushroom => #25713 The Rain-Forest Floor -M 1 25707 1 25714 ; Mob: #25707 a grey fan-eyed opossum => #25714 The Rain-Forest Floor -O 1 25726 1 25714 ; Object: #25726 a small stone => #25714 The Rain-Forest Floor -M 1 25708 2 25715 ; Mob: #25708 a bird-eating spider => #25715 The Rain-Forest Floor -M 1 25709 1 25716 ; Mob: #25709 a mouse opossum => #25716 The Rain-Forest Floor -M 1 25710 1 25717 ; Mob: #25710 a white tuffed marmoset => #25717 The Rain-Forest Floor -O 1 25705 1 25717 ; Object: #25705 a fern plant => #25717 The Rain-Forest Floor -P 0 25709 1 0 ; Put: #25709 a native raft => #0 (not in area) -M 1 25711 1 25718 ; Mob: #25711 a crocodile => #25718 The Rain-Forest Floor -M 1 25712 1 25719 ; Mob: #25712 a margay => #25719 The Rain-Forest Floor -G 1 25704 1 ; -- Give: #25704 a pair of cat paws -O 1 25726 1 25719 ; Object: #25726 a small stone => #25719 The Rain-Forest Floor -M 1 25716 1 25720 ; Mob: #25716 a giant scorpian => #25720 The Rain-Forest Floor -O 1 25743 1 25720 ; Object: #25743 some green fungus => #25720 The Rain-Forest Floor -M 1 25717 1 25721 ; Mob: #25717 a silver angel fish => #25721 A Remote Rain-Forest River -O 1 25729 1 25721 ; Object: #25729 a fern plant => #25721 A Remote Rain-Forest River -O 1 25701 1 25721 ; Object: #25701 river water => #25721 A Remote Rain-Forest River -D 0 25721 0 1 ; Door: #25721 A Remote Rain-Forest River/North => closed -M 1 25718 1 25722 ; Mob: #25718 a golden sunfish => #25722 A Remote Rain-Forest River -O 1 25701 1 25722 ; Object: #25701 river water => #25722 A Remote Rain-Forest River -M 1 25719 1 25723 ; Mob: #25719 a green parrotfish => #25723 A Remote Rain-Forest River -O 1 25701 1 25723 ; Object: #25701 river water => #25723 A Remote Rain-Forest River -M 1 25720 1 25724 ; Mob: #25720 a two-toed sloth => #25724 Shallow Part of the River -O 1 25701 1 25724 ; Object: #25701 river water => #25724 Shallow Part of the River -M 1 25721 1 25725 ; Mob: #25721 a king crocodile => #25725 Shallow Part of the River -G 1 25703 1 ; -- Give: #25703 a crocodile tooth -O 1 25701 1 25725 ; Object: #25701 river water => #25725 Shallow Part of the River -M 1 25722 1 25726 ; Mob: #25722 a lettered aracari => #25726 Shallow Part of the River -O 1 25701 1 25726 ; Object: #25701 river water => #25726 Shallow Part of the River -M 1 25723 1 25727 ; Mob: #25723 a long-tailed guppy => #25727 Before the Twisting River -O 1 25701 1 25727 ; Object: #25701 river water => #25727 Before the Twisting River -M 1 25724 1 25728 ; Mob: #25724 a zebra angel fish => #25728 The Twisting River -O 1 25701 1 25728 ; Object: #25701 river water => #25728 The Twisting River -M 1 25725 1 25729 ; Mob: #25725 a red-headed parrotfish => #25729 The Twisting River -O 1 25701 1 25729 ; Object: #25701 river water => #25729 The Twisting River -M 1 25726 1 25730 ; Mob: #25726 a simple gold fish => #25730 The Twisting River -O 1 25701 1 25730 ; Object: #25701 river water => #25730 The Twisting River -M 1 25727 1 25731 ; Mob: #25727 a school of carp => #25731 The Twisting River -O 1 25701 1 25731 ; Object: #25701 river water => #25731 The Twisting River -M 1 25728 1 25732 ; Mob: #25728 a flat-headed catfish => #25732 Fork in the River -O 1 25701 1 25732 ; Object: #25701 river water => #25732 Fork in the River -O 1 25732 1 25733 ; Object: #25732 a river bank => #25733 Caught in the Current -O 1 25701 1 25733 ; Object: #25701 river water => #25733 Caught in the Current -O 1 25733 1 25734 ; Object: #25733 a fern plant => #25734 Going over the Waterfall -O 1 25701 1 25734 ; Object: #25701 river water => #25734 Going over the Waterfall -D 0 25734 2 1 ; Door: #25734 Going over the Waterfall/South => closed -M 1 25729 2 25736 ; Mob: #25729 a red howler monkey => #25736 A Small Mangrove Tree -M 1 25737 1 25737 ; Mob: #25737 a blue-necked tanager => #25737 The Outer Branches of a Large Mangrove -M 1 25738 2 25738 ; Mob: #25738 a vampire bat => #25738 The Inner Branches of a Large Mangrove -M 1 25736 2 25739 ; Mob: #25736 a spider monkey => #25739 The Main Trunk of a Large Mangrove -G 1 25720 1 ; -- Give: #25720 a pair of monkey paws -O 1 25716 1 25739 ; Object: #25716 the trunk of a mangrove => #25739 The Main Trunk of a Large Mangrove -M 1 25736 2 25740 ; Mob: #25736 a spider monkey => #25740 A Large Limb of a Large Mangrove -M 1 25735 2 25741 ; Mob: #25735 a tree vipre => #25741 The Inner Branches of a Large Mangrove -M 1 25734 1 25742 ; Mob: #25734 a toco toucan => #25742 The Outer Branches of a Large Mangrove -M 1 25733 1 25743 ; Mob: #25733 a tree frog => #25743 Atop a Royal Palm -G 1 25714 1 ; -- Give: #25714 a frog leg -M 1 25708 2 25744 ; Mob: #25708 a bird-eating spider => #25744 A Tree Covered with Spider Webs -O 1 25717 1 25744 ; Object: #25717 some spider webs => #25744 A Tree Covered with Spider Webs -M 1 25732 1 25745 ; Mob: #25732 a blue and yellow macaw => #25745 A Small Mangrove Tree -M 1 25731 1 25746 ; Mob: #25731 a vine snake => #25746 The Canopy of a Teak Tree -M 1 25730 1 25747 ; Mob: #25730 a sulfur-breasted toucan => #25747 The Canopy of a Palmetto Tree -O 1 25718 1 25747 ; Object: #25718 a nest => #25747 The Canopy of a Palmetto Tree -P 0 25719 1 0 ; Put: #25719 a bird egg => #0 (not in area) -M 1 25729 2 25748 ; Mob: #25729 a red howler monkey => #25748 The Canopy of a Large Cyrilla -M 1 25741 1 25749 ; Mob: #25741 a huge mosquito => #25749 Above the Rain-Forest River -M 1 25703 1 25750 ; Mob: #25703 a giant centipede => #25750 Atop the Cliff in the Rain-Forest -O 1 25705 1 25750 ; Object: #25705 a fern plant => #25750 Atop the Cliff in the Rain-Forest -O 1 25727 1 25750 ; Object: #25727 a yellow lilly => #25750 Atop the Cliff in the Rain-Forest -M 1 25744 1 25751 ; Mob: #25744 a heliconid butterfly => #25751 Far Above the Rain-Forest River -M 1 25745 1 25752 ; Mob: #25745 a white-crested guan => #25752 Above the Large Mangrove -M 1 25746 2 25753 ; Mob: #25746 a common swift => #25753 Far Above a Patch of Ferns -M 1 25743 2 25754 ; Mob: #25743 a harpy eagle => #25754 Far Above the Rain-Forest Trail -M 1 25747 1 25755 ; Mob: #25747 a hyacinthine macaw => #25755 Above the Rain-Forest Canopy -M 1 25743 2 25756 ; Mob: #25743 a harpy eagle => #25756 Above the Teak Canopy -M 1 25749 1 25757 ; Mob: #25749 a winged serpent => #25757 Trees Atop the Cliff -G 1 25725 1 ; -- Give: #25725 a snakeskin bracer -O 1 25721 1 25757 ; Object: #25721 a royal palm tree => #25757 Trees Atop the Cliff -M 1 25750 1 25758 ; Mob: #25750 the Quetzalcoatl => #25758 The Quetzalcoatl Nest -G 1 25723 1 ; -- Give: #25723 a Quetzalcoatl feather -O 1 25722 1 25758 ; Object: #25722 a nest => #25758 The Quetzalcoatl Nest -P 1 25723 1 0 ; Put: #25723 a Quetzalcoatl feather => #0 (not in area) -P 0 25710 1 0 ; Put: #25710 a slingshot => #0 (not in area) -M 1 25742 1 25759 ; Mob: #25742 a scarlet macaw => #25759 High Above a Waterfall -G 1 25702 1 ; -- Give: #25702 a scarlet macaw wing -M 1 25746 2 25760 ; Mob: #25746 a common swift => #25760 Above the Rain-Forest Canopy -M 1 25748 1 25761 ; Mob: #25748 a beryl-spangled tanager => #25761 High Above the Rain-Forest -M 1 25700 1 25762 ; Mob: #25700 Knuumfactu => #25762 Cave in the Cliff -O 1 25707 1 25762 ; Object: #25707 a bowl => #25762 Cave in the Cliff -O 1 25705 1 25763 ; Object: #25705 a fern plant => #25763 Stone Path in the Rain-Forest -P 0 25706 1 0 ; Put: #25706 a fern leaf => #0 (not in area) -O 1 25705 1 25764 ; Object: #25705 a fern plant => #25764 Stone Path Intersection -P 0 25706 1 0 ; Put: #25706 a fern leaf => #0 (not in area) -O 1 25728 1 25765 ; Object: #25728 an ancient stone block => #25765 Stone Path near a Waterfall -O 1 25711 1 25765 ; Object: #25711 behind a teak tree => #25765 Stone Path near a Waterfall -P 0 25712 1 0 ; Put: #25712 a purple orchid => #0 (not in area) -M 1 25739 1 25766 ; Mob: #25739 Jamocha => #25766 Rain-Forest Temple -D 0 25766 3 2 ; Door: #25766 Rain-Forest Temple/West => closed and locked -O 1 25730 1 25767 ; Object: #25730 a blue lilly => #25767 Remote Rain-Forest Riverbank -O 1 25708 1 25767 ; Object: #25708 some strange herbs => #25767 Remote Rain-Forest Riverbank -D 0 25767 2 0 ; Door: #25767 Remote Rain-Forest Riverbank/South => open -M 1 25735 2 25769 ; Mob: #25735 a tree vipre => #25769 Inner Branches of a Large Mangrove -M 1 25738 2 25770 ; Mob: #25738 a vampire bat => #25770 Inner Branches of a Large Mangrove -O 1 25724 1 25770 ; Object: #25724 some bat guano => #25770 Inner Branches of a Large Mangrove -D 0 25771 3 1 ; Door: #25771 Temple Hallway/West => closed -O 1 25740 1 25772 ; Object: #25740 a clay pot => #25772 Chamber of Earth -M 0 25755 1 25772 ; Mob: #25755 an earth elemental => #25772 Chamber of Earth -G 0 25735 0 ; -- Give: #25735 an earth glyph -D 0 25772 3 2 ; Door: #25772 Chamber of Earth/West => closed and locked -O 1 25741 1 25773 ; Object: #25741 a underground spring => #25773 Chamber of Water -M 0 25756 1 25773 ; Mob: #25756 a water elemental => #25773 Chamber of Water -G 0 25736 0 ; -- Give: #25736 a water glyph -D 0 25773 3 2 ; Door: #25773 Chamber of Water/West => closed and locked -M 0 25757 1 25774 ; Mob: #25757 an air elemental => #25774 Chamber of Air -G 0 25737 0 ; -- Give: #25737 an air glyph -D 0 25774 3 2 ; Door: #25774 Chamber of Air/West => closed and locked -O 1 25742 1 25775 ; Object: #25742 a metal brazier => #25775 Chamber of Fire -M 0 25758 1 25775 ; Mob: #25758 a fire elemental => #25775 Chamber of Fire -G 0 25738 0 ; -- Give: #25738 a fire glyph -D 0 25775 3 2 ; Door: #25775 Chamber of Fire/West => closed and locked -M 0 25759 1 25776 ; Mob: #25759 a native spirit => #25776 Burial Chamber of the Ancients -S - -#SPECIALS -M 25703 spec_poison ; a giant centipede -M 25708 spec_poison ; a bird-eating spider -M 25713 spec_poison ; a giant centipede -M 25716 spec_poison ; a giant scorpian -M 25735 spec_poison ; a tree vipre -M 25749 spec_poison ; a winged serpent -M 25750 spec_poison ; the Quetzalcoatl -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/rats.are b/data/realm/areas_smaug1.4a/rats.are deleted file mode 100644 index 95ac24a..0000000 --- a/data/realm/areas_smaug1.4a/rats.are +++ /dev/null @@ -1,1358 +0,0 @@ -#AREA The Rats Lair~ - -#VERSION 1 - -#AUTHOR Hatchet~ - -#RANGES -2 10 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#3801 -rat small~ -a small rat~ -A small rat is scurrying from room to room. -~ -This rat looks like ... a rat. -~ -129 32768 -100 S -1 20 10 1d1+11 1d1+2 -0 100 -112 112 0 -#3802 -Snigger snake~ -Snigger the Cute Man-Eating Snake~ -Snigger, Icaza's cute man-eating snake, slithers around the room. -~ -Snigger is a pretty big snake, at 7 feet and growing. Although Icaza swears -that Snigger has no fangs, any casual observer would quickly argue that point. -Poisonous? Why don't you find out? -~ -3 8320 1000 S -40 -20 -10 40d40+999 2d40+40 -0 20000 -112 112 1 -#3803 -Sammy Sam kitten~ -Sammy, Hatchet's Cute Flesh-Clawing Kitten~ -Sammy, Hatchet's cute flesh-clawing kitten, meows in a corner. -~ -Sammy is a cute little kitten, probably weighs less than 3 pounds, but she has -claws long enough and leap high enough to jump up and claw your eyes out! She -is currently purring and washing herself, oblivious to your presense. -~ -3 8320 1000 S -40 -20 -10 40d40+999 2d40+40 -0 20000 -112 112 2 -#3804 -rat~ -a rat~ -A rat scurries around. -~ -This rat is about average size, with average size teeth and average size claws. -~ -225 32768 -200 S -2 18 8 2d2+20 1d2+2 -0 150 -112 112 0 -#3805 -rat large~ -a large rat~ -A large rat stares at you hungrily, then attacks you! -~ -This rat is about the length of your arm, with sharp claws and teeth, which it -uses now to bite at you! -~ -97 0 -400 S -3 17 7 3d3+33 1d3+3 -0 300 -112 112 0 -#3806 -rat were wererat~ -a wererat~ -A humanoid rat notices you, then attacks! -~ -This beast looks like a combination rat and human, as it has properties of -both, namely standing erect, wielding a weapon, but with fur, ears, and tail -of a rat. -~ -35 0 -500 S -4 16 6 4d4+44 1d4+4 -0 400 -112 112 0 -#3807 -rat were wererat guard~ -a wererat guard~ -A humanoid rat stands guard here, but decides to attack you! -~ -This beast looks like a combination rat and human, as it has properties of -both, namely standing erect, wielding a weapon, but with fur, ears, and tail -of a rat. He seems to be guarding something. -~ -35 0 -500 S -5 15 5 5d5+55 1d5+5 -0 400 -112 112 0 -#3808 -rat were wererat~ -a wererat~ -A humanoid rat sits here, discussing some business. -~ -This beast looks like a combination rat and human, as it has properties of -both, namely standing erect, wielding a weapon, but with fur, ears, and tail -of a rat. They don't notice you in their duscussion. -~ -195 0 -5 S -4 16 6 4d4+44 1d4+4 -0 400 -112 112 0 -#3809 -drake firedrake~ -a firedrake~ -A red dragon-beast sits here, staring at you and blowing fire at you! -~ -This beast looks a lot like a red dragon, except that it's a bit smaller. It -has red scales over it's four-legged reptilian body, with sharp claws and -piercing tail. It is disturbed by your intrusion. -~ -35 8 -700 S -7 13 3 7d7+77 1d7+7 -0 1000 -112 112 0 -#3810 -rat were wererat leader~ -the wererat leader~ -A bulky rat-beast is here, enraged that you have intruded upon its room! -~ -This beast looks like a combination rat and human, as it has properties of -both, namely standing erect, wielding a weapon, but with fur, ears, and tail -of a rat. This one is different from the others, since it is better attired -and also much bigger. -~ -35 0 -700 S -7 13 3 7d7+77 1d7+7 -0 1000 -112 112 0 -#3811 -rat large~ -a large rat~ -A large rat stares at you menacingly, then attacks you! -~ -This rat is about the length of your arm, with sharp claws and teeth, which it -uses now to bite at you! -~ -35 0 -400 S -3 17 7 3d3+33 1d3+3 -0 300 -112 112 0 -#3812 -rat were wererat slavemaster~ -a wererat slavemaster~ -A large wererat cracks his whip at you! -~ -This beast looks like a combination rat and human, as it has properties of -both, namely standing erect, wielding a weapon, but with fur, ears, and tail -of a rat. This one looks quite big, and the barbed whip he flicks toward you -looks quite deadly. -~ -33 0 -600 S -6 14 4 6d6+66 1d6+6 -0 600 -112 112 1 -#3813 -slave human~ -a human slave~ -A human slave crouches in a corner, shivering. -~ -This human looks familiar, and upon further examination, you see that this -slave used to be a citizen of Midgaard! She asks pitifully for you to help -her escape. -~ -129 0 100 S -2 18 8 2d2+22 1d2+2 -0 100 -112 112 2 -#3814 -slave human~ -a human slave~ -A human slave is here, digging in the tunnels. -~ -This human looks familiar, and upon further examination, you see that this -slave used to be a citizen of Midgaard! He asks pitifully for you to help -him escape. -~ -129 0 100 S -2 18 8 2d2+22 1d2+2 -0 100 -112 112 1 -#3815 -god mortal manifestation~ -the mortal manifestation of Overlord Hatchet~ -The mortal manifestation of Overlord Hatchet sits here, whispering to -Goddess Icaza. -~ -Even in his mortal, statuesque form, Hatchet smirks a bit. He smiles at your -entrance, and welcomes you to join in conversation. -~ -3 8328 1000 S -40 -20 -30 40d40+444 1d40+40 -0 200000 -112 112 1 -#3816 -goddess mortal manifestation~ -the mortal manifestation of Goddess Icaza~ -The mortal manifestation of Goddess Icaza sits here, whispering to -Overlord Hatchet. -~ -Even in her mortal, statuesque form, Icaza smiles and blushes a bit. She -smiles at you, and with an accent not too different from a Southern one, says, -'Please join us in conversation!' -~ -3 8328 1000 S -40 -20 -30 40d40+444 1d40+40 -0 200000 -112 112 2 -#3817 -ooze green~ -the green Ooze~ -Some green ooze clings onto the ceiling and the walls. -~ -This ooze looks like bad stuff, almost as if it's alive. -~ -35 0 0 S -5 15 5 5d5+55 1d5+5 -0 500 -112 112 0 -#0 - - -#OBJECTS -#3801 -silver key~ -a silver key~ -A silver key rest here, making a clean perimeter wherever it touches.~ -~ -18 0 1 -3838 0 0 0 -1 0 0 -E -silver key~ -Inscribed on this key are unintelliglble runes. -~ -E -runes~ -You don't understand what the runes say at all. -~ -#3802 -key necklace~ -a key on a necklace~ -A necklace with a key on it is on the floor.~ -~ -18 0 1 -3827 0 0 0 -1 0 0 -#3803 -key iron~ -an iron key~ -An iron key is on the floor.~ -~ -18 0 1 -3831 0 0 0 -1 0 0 -#3804 -wall walls~ -the walls~ -The old wooden walls look like they are about to fall down on you.~ -~ -15 0 0 -300 0 0 0 -1 0 0 -E -wall walls~ -The walls here are made of rock holding back the rock and soil. They look like -they are ready to fall apart. Most of these walls hold a torch. -~ -#3805 -wall walls cave caves cavern~ -the walls of the cave~ -The walls gleam with hidden treasures!~ -~ -15 0 0 -300 0 0 0 -1 0 0 -E -wall walls cave caves cavern~ -The walls of this cave shine with sparkling gems, although most of them are -too small to be dug out. -~ -#3806 -box~ -the box~ -~ -~ -15 0 0 -300 0 0 0 -1 0 0 -#3807 -crate~ -the crate~ -~ -~ -15 0 0 -300 0 0 0 -1 0 0 -#3808 -table~ -the table~ -~ -~ -15 0 0 -300 0 0 0 -1 0 0 -#3809 -stool~ -the stool~ -A lone stool sits on the floor.~ -~ -5 0 1 -0 2 2 8 -10 0 0 -E -stool~ -This sturdy stool looks like it can be used as a weapon! -~ -A -18 -1 -A -19 2 -#3810 -food~ -food fit for rats~ -Some food fit for rats gathers dust on the floor and assimilates.~ -~ -19 0 1 -15 0 0 0 -5 0 0 -E -food~ -Well, you can barely eat it, but you can eat it. -~ -#3811 -stake wooden~ -a wooden stake~ -A wooden stake is against the wall.~ -~ -5 0 1 -0 2 2 11 -5 0 0 -E -stake wooden~ -This wooden stake is quite sharp, and looks designed as a weapon. The blood- -stains at the tip confirm this idea. -~ -#3812 -shrine~ -the shrine~ -~ -~ -15 0 0 -200 0 0 0 -5 0 0 -E -shrine~ -This shrine is built for worshiping the Goddess Icaza. Red carnation petals -cover the shrine, exuding a light, fresh scent to this place. -~ -#3813 -long rusted knife~ -a long rusted knife~ -A long bladed knife is rusting on the floor.~ -~ -5 0 1 -0 2 3 3 -7 0 0 -E -long rusted knife~ -This knife is rusted, but the rust only adds to the wickedness of this blade. -~ -A -19 1 -#3814 -tin bracer~ -a tin bracer~ -A tin bracer is rusting on the floor.~ -~ -9 0 1 -4 0 0 0 -5 0 0 -#3815 -tin leggings~ -tin leggings~ -A pair of tin leggings rusts on the floor.~ -~ -9 0 1 -4 0 0 0 -5 0 0 -#3816 -tin armguards~ -tin armguards~ -A pair of tin armguards rusts on the floor.~ -~ -9 0 1 -4 0 0 0 -5 0 0 -#3817 -flail spiked~ -a spiked flail~ -A spiked flail rests on the floor.~ -~ -5 0 1 -0 3 3 7 -5 0 0 -A -19 2 -#3818 -whip barbed~ -a barbed whip~ -A barbed whip is curled up on the floor.~ -~ -5 0 1 -0 3 4 4 -10 0 0 -A -18 1 -A -19 1 -#3819 -rod holy icaza~ -Holy Rod of Icaza~ -A rod of gold rests millimeters from the floor.~ -~ -4 1 0 -10 3 3 -1 -10 0 0 -'protection' -E -rod holy icaza~ -This rod was blessed by the touch and laugh of Goddess Icaza. Holding on to it -will bring you luck and protection. -~ -A -17 -5 -A -24 -2 -A -3 1 -#3820 -torch~ -a torch~ -A torch is here.~ -~ -1 0 1 -0 0 99 0 -3 0 0 -#3821 -treasure gold coins~ -the treasure of gold coins~ -A big pile of gold coins is in the middle of the room!~ -~ -20 1 1 -2000 0 0 0 -10 0 0 -#3822 -sapphire gem~ -a sapphire gem~ -A big sapphire gem glitters on the floor.~ -~ -8 0 1 -0 0 0 0 -5 0 0 -#3823 -ruby gem~ -a ruby gem~ -A big ruby gem glitters on the floor.~ -~ -8 0 1 -0 0 0 0 -5 0 3 -#0 - - -#ROOMS -#3801 -Below a Dark Stairway~ -You are beneath a dark stairway. Little light filters through from above, -allowing you to see only a dim passage leading to the south. You see around -you decaying wood, and a musty smell assails your nostrils. You look down and -realize you are stepping on some type of feces. -~ -0 12 0 -D2 -You see the dim passage leading south. -~ -~ -0 0 3802 -D4 -You see your way out of this dark hole. -~ -grate~ -1 -1 3026 -S -#3802 -A Hallway~ -You are in a dim hallway. Unlit torches hang from the walls, but the -little light coming from the north is enough for you to see around. This -hallway continues south and north, with doors to the west and east. -~ -0 8 0 -D0 -~ -~ -0 0 3801 -D1 -~ -door~ -1 -1 3806 -D2 -~ -~ -0 0 3803 -D3 -~ -door~ -1 -1 3805 -S -#3803 -A Dim Hallway~ -You are in a dim hallway, deeper into this decrepit place. You realize that -this place used to be a basement of some sort. This hallway leads north and -south, with doors to the west and east. There is less and less light coming -from the north, and you can barely see what's south of you. Hanging on the -walls are some torches. -~ -0 8 0 -D0 -~ -~ -0 0 3802 -D1 -~ -door~ -1 -1 3808 -D2 -~ -~ -0 0 3804 -D3 -~ -door~ -1 -1 3807 -S -#3804 -A Dim Hallway Above the Stairway~ -You are at the end of the dim hallway. Below you are some old wooden stairs. -You can see that what's available of the light from the north can not penetrate -the lower floor. A room is to the west and to the east. Hanging on the walls -are some torches that look serviceable. -~ -0 8 0 -D0 -~ -~ -0 0 3803 -D1 -~ -door~ -1 -1 3810 -D3 -~ -door~ -1 -1 3809 -D5 -You see nothing in the gloom below. -~ -~ -0 0 3811 -S -#3805 -A Small Storage Room~ -You are in a small storage room. Ripped up flour sacks litter this floor, -along with some animal droppings. The exit is to the east. -~ -0 8 0 -D1 -~ -door~ -1 -1 3802 -S -#3806 -A Small Storage Room~ -You are in a small storage room. A pile of rags is against the far wall. You -think you saw something move in the pile of rags! The exit is to the west. -~ -0 8 0 -D3 -~ -door~ -1 -1 3802 -S -#3807 -A Small Storage Room~ -You are in a small storage room. A horrid stench fills this room, smelling -like some dead animal is rotting away here. The exit is to the east. -~ -0 8 0 -D1 -~ -door~ -1 -1 3803 -S -#3808 -A Small Storage Room~ -You are in a small storage room. A pile of filthy rags is against the far -wall. The exit is to the west. -~ -0 8 0 -D3 -~ -door~ -1 -1 3803 -S -#3809 -A Small Storage Room~ -You are in a small storage room. A pile of filthy rags is against the far -wall. The exit is to the east. -~ -0 12 0 -D1 -~ -door~ -1 -1 3804 -S -#3810 -A Small Storage Room~ -You are in a small storage room. Nothing of interest is here. The exit is to -the west. -~ -0 8 0 -D3 -~ -door~ -1 -1 3804 -S -#3811 -Beneath the Old Stairway~ -You are beneath the old stairway. It reeks of dead meat and fecal matter here, -and the combined darkness makes this place quite forbidding. Small rooms can -be seen in the west and east, and a hallway leads north. Unlit torches adorn -the walls. -~ -0 9 0 -D0 -~ -~ -0 0 3812 -D1 -~ -door~ -1 -1 3816 -D3 -~ -door~ -1 -1 3815 -D4 -You see the relative safety of the upper floor. -~ -~ -0 0 3804 -S -#3812 -A Dark Hallway~ -You are in a dark hallway. It appears that this part of the basement area is -not fully complete in construction, and that the inhabitants here have made -some make-shift arrangements. The hallway leads north and south, with rooms -to the west and east. Unlit torches adorn the walls. -~ -0 9 0 -D0 -~ -~ -0 0 3813 -D1 -~ -door~ -1 -1 3818 -D2 -~ -~ -0 0 3811 -D3 -~ -door~ -1 -1 3817 -S -#3813 -A Dark Hallway~ -You are in a dark hallway that leads north to south. West and east of you are -some roughly made rooms. You can see that the wooden walls are incomplete, and -parts of the walls are just dug from rock and packed soil. Unlit torches -are on the walls. -~ -0 9 0 -D0 -~ -~ -0 0 3814 -D1 -~ -door~ -1 -1 3820 -D2 -~ -~ -0 0 3812 -D3 -~ -door~ -1 -1 3819 -S -#3814 -A Dark Hallway~ -You are in a dark hallway. You see more exposed rock than wood now, as this -unfinished place reveals it's state of incompleteness. Someone must have -abandoned this place for a reason. To the west and east are some makeshift -bedrooms, and this hallway leads north and south. -~ -0 9 0 -D0 -~ -~ -0 0 3823 -D1 -~ -door~ -1 -1 3822 -D2 -~ -~ -0 0 3813 -D3 -~ -door~ -1 -1 3821 -S -#3815 -A Storage Room~ -You are in a storage room. Weapons and some armor are on the floor. Most are -broken, however, so they are useless to you. The exit is to the east. -~ -0 9 0 -D1 -~ -door~ -1 -1 3811 -S -#3816 -A Storage Room~ -You are in a storage room. "Food" and some useless tools are scattered all -over the floor, but they sure don't look like anything you'd dare get near! -The exit is to the west. -~ -0 9 0 -D3 -~ -door~ -1 -1 3811 -S -#3817 -A Bedroom~ -You are in a makeshift bedroom. A pile of rags against a wall makes a bed, and -some boards nailed together make a table. The exit is to the east. -~ -0 9 0 -D1 -~ -door~ -1 -1 3812 -S -#3818 -A Bedroom~ -You are in a makeshift bedroom. A pile of rags against a wall makes a bed, and -a crate on it's side makes a rough cabinet. The exit is to the west. -~ -0 9 0 -D3 -~ -door~ -1 -1 3812 -S -#3819 -A Bedroom~ -You are in a makeshift bedroom. The only thing in this room is a bed made of -a pile of rags. The exit is to the east. -~ -0 9 0 -D1 -~ -door~ -1 -1 3813 -S -#3820 -A Bedroom~ -You are in a makeshift bedroom. The only thing in this room is a bed made of -a pile of rags. The exit is to the west. -~ -0 9 0 -D3 -~ -door~ -1 -1 3813 -S -#3821 -A Bedroom~ -You are in a makeshift bedroom. All you see in this room is a bed made of rags -and a wooden box. The exit is to the east. -~ -0 9 0 -D1 -~ -door~ -1 -1 3814 -S -#3822 -A Bedroom~ -You are in a makeshift bedroom. All you can see in this room is a bed made of -rags and a shabbily built stool in the corner. The exit is to the west. -~ -0 9 0 -D3 -~ -door~ -1 -1 3814 -S -#3823 -A Stairway~ -You are on a landing of an old stairway. The stairs creak as you put any -pressure on it, and the combined gloom of this place gives you the creeps. -The stairs lead both up and down, and a hallway is to the south. -~ -0 9 0 -D2 -~ -~ -0 0 3814 -D4 -~ -~ -0 0 3824 -D5 -~ -~ -0 0 3825 -S -#3824 -A Meeting Room~ -You are in a roughly dug room, about 20 paces by 20 paces, and 8 paces high. -A table is in the center, with about a dozen chairs surrounding it. A lit -torch is on a wall, and you can tell that someone must do some upkeep here, -because the obnoxious smell is less in this room. The exit is down the -stairway. -~ -0 8 0 -D5 -~ -~ -0 0 3823 -S -#3825 -At the Bottom of the Stairs~ -You are at the bottom of the stairs, in a roughly dug room. This area smells -like swamp, with a warm and humid odor assailing your nostrils. An ominously -red light comes from the south, the other exit to this room being the stairs -back up. -~ -0 9 0 -D2 -You think you smell smoke coming from the south. -~ -~ -0 0 3826 -D4 -~ -~ -0 0 3823 -S -#3826 -The Firedrake's Lair~ -You are in a large, roughly dug room, about 15 paces by 15 paces and 10 paces -high. A light smoke fills the air, and you see burn marks all around you. A -steel door is to the east, another is to the west, and tunnels lead north and -south. -~ -0 1 0 -D0 -~ -~ -0 0 3825 -D1 -~ -door steel~ -1 3802 3827 -D2 -~ -~ -0 0 3829 -D3 -~ -door steel~ -1 3802 3828 -S -#3827 -The Treasure Room~ -You are in a small, unlit room. There is nothing of interest here other than -the obvious treasure piled in the center of this room! The steel door leads -west out of here. -~ -0 9 0 -D3 -~ -door steel~ -1 3802 3826 -S -#3828 -The Leader's Quarters~ -You are in a small room. A large desk and large chair make up the furnishings -in this room, other than a painting on the north wall. The steel door leads -east out of here. -~ -0 9 0 -D1 -~ -door steel~ -1 3802 3826 -S -#3829 -A Rough Tunnel~ -You are in a roughly dug tunnel. The inhabitants of this lair must have begun -to expand by excavating this area. A lit lantern casts wavy shadows across -this tunnel, which leads north and south. -~ -0 8 0 -D0 -~ -~ -0 0 3826 -D2 -~ -~ -0 0 3830 -S -#3830 -A T-Intersection in the Tunnels~ -You are in an intersection in the tunnels. A lit lantern casts a orange light -in this tunnel, showing cages to the west, and side branches leading north and -east. -~ -0 8 0 -D0 -~ -~ -0 0 3829 -D1 -~ -~ -0 0 3832 -D3 -You hear the pathetic whimpers of slaves. -~ -cage~ -1 3803 3831 -S -#3831 -A Large Cage~ -You are in a large, unlit cage. It smells bad here, and you here squishing -sounds as you tread around in this room. The exit is to the east. -~ -0 9 0 -D1 -~ -cage~ -1 3803 3830 -S -#3832 -A Bend in the Tunnels~ -You are in a bend in the tunnels. A lantern blazes on a low ceiling. The -exits are to the west and south. -~ -0 8 0 -D2 -~ -~ -0 0 3833 -D3 -~ -~ -0 0 3830 -S -#3833 -A T-Intersection in the Tunnels~ -You are in a T-intersection in the tunnels. A lantern shows exits in the -cardinal directions. -~ -0 8 0 -D0 -~ -~ -0 0 3832 -D1 -~ -~ -0 0 3835 -D2 -~ -~ -0 0 3836 -D3 -~ -~ -0 0 3834 -S -#3834 -An End of the Tunnel~ -You are at an end of the tunnel, and you can see signs of digging here. The -walls glitter from a lantern hung on a wall. The exit is to the east. -~ -0 8 0 -D1 -~ -~ -0 0 3833 -S -#3835 -An End of the Tunnel~ -You are at an end of the tunnel, and you can see signs of digging here. The -walls glitter from a lantern hung on a wall. The exit is to the west. -~ -0 8 0 -D3 -~ -~ -0 0 3833 -S -#3836 -The Tunnel~ -You are in the tunnels. A high lantern shows exits to the north and south. -The walls glitter slightly. -~ -0 8 0 -D0 -~ -~ -0 0 3833 -D2 -~ -~ -0 0 3837 -S -#3837 -An End of the Tunnel~ -You are at an end of the tunnels. A high lantern shows a large silver door to -the south. The door seems to glow. The tunnel leads back north. There is a -large sign here, scribbled on it, 'Do NOT Enter!' -~ -0 8 0 -D0 -~ -~ -0 0 3836 -D2 -The sign says, 'Do NOT Enter!' -~ -door silver~ -33 3801 3838 -E -sign~ -The sign says, 'Do NOT Enter!' -~ -S -#3838 -A Small Shrine~ -You are in a small room. For some reason, this room is much cleaner -than the others in this decrepit area. A candle burns smokelessly on a table -in the middle of the room, and a small shrine is against the far wall. The -occupants of this area must avoid this room for some reason. Some words are -inscribed next to the shrine. The exit is to the north. A strange portal is -to the west. -~ -0 12 0 -D0 -~ -door~ -33 3801 3837 -D3 -The portal has no keyhole, and you see no way to get through it. You have the -feeling that this portal takes you to a different plane of existence! -~ -~ -33 -1 3839 -E -words inscription inscribed walls wall~ -The inscribed words say, - -My Goddess Icaza, - My love for you shall never end, for you are the love of my life. I -dedicate this room to you, and I bless it so that no evil may ever enter this -room. - Your Mortal Paladin, - Hatchet -~ -S -#3839 -On the Other Side of the Dimensional Portal~ -You are on the other side of this dimensional portal! You look around, and -see walls made of a golden substance harder than titanium and atlantium. A -divine light illuminates this room. To the west, you see the rest of this -estate, and to the east, you see a small room with a shrine through a hazy -portal. -~ -0 8 0 -D1 -You see the small room with the shrine.~ -~ -33 -1 3838 -D3 -~ -~ -0 0 3840 -S -#3840 -The Living Room of Icaza and Hatchet~ -You are in a large room. Walls made of a golden substance harder than titanium -and atlantium rise high to the ceilings. Paintings, tapestries, and other -beautiful objects of art merge into the walls, as if they are part of the -walls themselves. Two large thrones are in the center of this room. A large -door wrought from a platinum-like metal is to the north, and an equally large -door wrought from a gold-like metal is to the south. The other exit from this -room is the hallway to the east, and a mysterious portal to the west. -~ -0 8 0 -D0 -The door looks impenetrable by mundane means. A small sign says, 'Hatchet'. -~ -~ -33 -1 3841 -D1 -~ -~ -0 0 3839 -D2 -The door looks impenetrable by mundane means. A small sign says, 'Icaza'. -~ -~ -33 -1 3842 -E -portal west~ -This portal seems impenetrable by mortal means. -~ -S -#3841 -Hatchet's Study~ -You are in a small, cluttered room. You are amazed by the amount of trash in -this room, especially compared to the large, opulent room this is connected to. -A picture of the fair lady Icaza is on a wall, next to a Cindy Crawford -calendar. You can hear the song 'Somewhere Out There' in the background. The -exit is to the south. -~ -0 0 0 -D2 -~ -~ -0 0 3840 -S -#3842 -Icaza's Study~ -You are in a small room. A large bed is in the corner, and a wooden rocker -creaks of it's own will on the hardwood floors. You can see a stuffed ducky -and a stuffed piggie on the bed. This bed looks like it's for display use -only, as the owner of this room must sleep somewhere else. You can hear the -ringing of a small bell in the background. The exit is to the north. -~ -0 0 0 -D0 -~ -~ -0 0 3840 -S -#3899 -Icaza's and Hatchet's Bedroom~ -You are in a large room. Strangely, you see THREE beds in this room, a large -brass bed, an equally large waterbed, and a smaller low futon. All three look -used, as if the owners of this room use all three beds depending on their -moods. The smell of roses and perfumes permeates this room, and you can hear -some soft jazzy music (Kenny G?) in the background. There is no mortal exit -from this room. -~ -0 512 0 -S -#0 - - -#RESETS -D 0 3801 4 1 -M 0 3801 2 3802 -O 0 3804 9 3802 -P 0 3820 9 3804 -D 0 3802 1 1 -O 0 3804 9 3803 -P 0 3820 9 3804 -O 0 3804 9 3804 -P 0 3820 9 3804 -D 0 3804 3 1 -M 0 3806 1 3806 -E 1 3811 99 16 -D 0 3806 3 1 -M 0 3804 2 3808 -D 0 3809 1 1 -M 0 3801 2 3810 -O 0 3804 9 3811 -P 0 3820 9 3804 -D 0 3811 1 1 -D 0 3811 3 1 -O 0 3804 9 3812 -P 0 3820 9 3804 -D 0 3812 1 1 -O 0 3804 9 3813 -P 0 3820 9 3804 -D 0 3813 3 1 -O 0 3804 9 3814 -P 0 3820 9 3804 -D 0 3814 3 1 -M 0 3807 1 3815 -E 1 3813 99 16 -E 1 3815 99 7 -M 0 3807 3 3815 -E 1 3813 99 16 -E 1 3815 99 7 -D 0 3815 1 1 -M 0 3807 2 3816 -E 1 3813 99 16 -E 1 3816 99 10 -M 0 3807 4 3816 -E 1 3813 99 16 -E 1 3816 99 10 -D 0 3816 3 1 -M 0 3804 2 3817 -D 0 3818 3 1 -M 0 3817 1 3819 -D 0 3819 1 1 -D 0 3821 1 1 -O 0 3804 9 3823 -P 0 3820 9 3804 -M 0 3805 1 3823 -O 0 3804 9 3824 -P 0 3820 9 3804 -M 0 3808 3 3824 -E 1 3811 99 16 -M 0 3808 3 3824 -E 1 3811 99 16 -M 0 3808 3 3824 -E 1 3811 99 16 -M 0 3809 1 3826 -E 1 3802 9 3 -D 0 3826 1 2 -D 0 3826 3 2 -O 0 3801 9 3827 -O 0 3821 9 3827 -D 0 3827 3 2 -M 0 3810 1 3828 -E 1 3817 99 16 -E 1 3814 99 14 -E 1 3814 99 15 -E 1 3815 99 7 -E 1 3816 99 10 -M 0 3811 2 3828 -M 0 3811 2 3828 -D 0 3828 1 2 -O 0 3805 9 3829 -P 0 3822 9 3805 -M 0 3812 1 3830 -E 1 3818 99 16 -E 1 3814 99 14 -E 1 3814 99 15 -G 1 3803 99 -O 0 3805 9 3830 -P 0 3823 9 3805 -D 0 3830 3 2 -M 0 3813 3 3831 -M 0 3813 3 3831 -M 0 3813 3 3831 -D 0 3831 1 2 -O 0 3805 9 3832 -P 0 3822 9 3805 -O 0 3805 9 3833 -P 0 3822 9 3805 -O 0 3805 9 3834 -P 0 3823 9 3805 -O 0 3805 9 3835 -P 0 3822 9 3805 -M 0 3814 2 3835 -O 0 3805 9 3836 -P 0 3822 9 3805 -O 0 3805 9 3837 -P 0 3823 9 3805 -M 0 3814 2 3837 -D 0 3837 2 2 -O 0 3805 9 3838 -P 0 3823 9 3805 -O 0 3812 9 3838 -P 0 3819 9 3812 -D 0 3838 0 2 -D 0 3838 3 2 -D 0 3839 1 2 -M 0 3815 1 3840 -M 0 3816 1 3840 -D 0 3840 0 2 -D 0 3840 2 2 -M 0 3803 1 3841 -M 0 3802 1 3842 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 3801 spec_poison -M 3802 spec_poison -M 3804 spec_poison -M 3805 spec_poison -M 3806 spec_poison -M 3807 spec_poison -M 3808 spec_poison -M 3809 spec_breath_fire -M 3810 spec_poison -M 3811 spec_poison -M 3812 spec_poison -M 3815 spec_cast_undead -M 3816 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/redferne.are b/data/realm/areas_smaug1.4a/redferne.are deleted file mode 100644 index 11020c2..0000000 --- a/data/realm/areas_smaug1.4a/redferne.are +++ /dev/null @@ -1,490 +0,0 @@ -#AREA Residencia de Redferne~ - -#AUTHOR Diku~ - -#RANGES -20 30 0 60 -$ - -#RESETMSG ~ - -#FLAGS -0 0 - -#ECONOMY 0 1246000 - -#MOBILES -#7900 -grand knight paladin~ -the Grand Knight of paladins~ -The Grand Knight is standing here, waiting for someone to help. -~ -The Knight is standing here, smiling at you. He is dressed all in -white, blue and silver. He looks VERY strong, as he stands here, ready to -help the innocent. -~ -1073741889 136 1000 C -45 -5 -9 20d10+700 2d6+14 -2000 100000 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 1775 0 0 0 1073742048 524291 -#0 - -#OBJECTS -#7909 -treasure coins~ -a huge treasure~ -A huge treasure is lying here, looking very valuable.~ -~ -20 0 1 0 --100 0 0 0 -1 0 0 -E -treasure~ -Looks like a LOT of coins. One of them has writing on it. -~ -E -writing letters~ -It reads: "Hi Conan. No more coins from here, pal. :) Signed, Redferne". -~ -#7910 -chest~ -a wooden chest~ -A wooden chest stands in the corner.~ -~ -15 0 1 0 -100 15 7911 0 -400 100 10 -E -chest~ -It is a robust chest made from short, heavy planks that have been fastened -together with tenons. It is equipped with a simple brass lock. -~ -#7911 -key~ -a small brass key~ -A small brass key lies here.~ -~ -18 0 1 0 -7910 0 0 0 -1 10 1 -E -key~ -It is a small, simple brass key with no inscriptions or marks of any kind. -~ -#0 - -#ROOMS -#7900 -Outside Redferne's residence~ -A huge cloud forms the plateau on which you are now standing. The wind here -is absolutely quiet and the sun is shining warmly upon you. From under the -cloud you can hear the faint sounds of Brigantia. Right before you to the -north lies the grand Mansion of Naris, the residence of the Greater God -Redferne. -~ -0 3146244 0 0 0 0 -D0 -You see a HUGE arched gate leading into this magnificent building. -~ -gate door huge arched~ -35 -1 7901 0 -D5 -You see a Huge Chain that anchors the Mansion of Naris to the ground. -~ -~ -0 -1 7918 0 -> act_prog p has lost~ -mpforce 0.$n quit -~ -| -S -#7901 -The Southern end of the hall~ -You are standing in a vast hall that is dimly lit, but wherefrom the -light comes, is a mystery. The walls seem to radiate warmth and give -the pleasant feeling of being welcome here. A large portrait is hanging -on one of the walls. A large wooden staircase leads up into the tower. -To the east there is a high passage away from the hall. This ends -shortly after by a tall oak door. The enormous hall extends further -north from here. To the south you can see a huge, and VERY heavy- -looking iron-wrought door. It looks like this is the only exit from -this magnificent old house. To the west you can see a large ashen door. -~ -0 524 0 0 0 0 -D0 -The hallway continues that way. You can see more doorways under the -wooden staircase in that direction. -~ -~ -0 -1 7904 0 -D1 -You see there a tall oak door. It looks quite tightly closed to you. -On it little runes are chiselled into the wood. -~ -oak tall east oakdoor talldoor eastdoor~ -35 -1 7910 0 -D2 -Here you see a REAL door. It would be more proper to call this a -"GATE", rather than a "door". It's really HUGE! On it hangs a large -sign with very large letters spelling : "EMERGENCY EXIT". -~ -gate~ -35 -1 7900 0 -D3 -This looks like a "door" in the meaning of the word. The ashen wood -is painted in a peculiar yellow colour. Small letters are written -with black on it. -~ -ashen ash door west yellow~ -35 -1 7902 0 -D4 -You see the staircase extending upwards into the very high tower. -It ends in what seems like a large bedroom up there. -~ -~ -0 -1 7909 0 -E -runes~ -These runes are utterly strange to you, but you are in luck today: Under -the runes you can just make out a sentence in Common. It goes : " Stay out, -if you treasure your life. That is if you are mortal.". -~ -E -letters~ -They read "LIBRARY". -~ -S -#7902 -A biblioteca de Redferne~ -This is truly a magnificent place! Books and scrolls lie together on every -shelf. A large globe, with the map of the Mud-world upon it, stands in the -dimly lit north-western corner of the room. Two large and comfortable- -looking leather arm-chairs adorn the center of the library together with -a huge oak desk. Dim light radiates from an enormous crystal chandelier -hanging down from the ceiling approximately 10 feet off the floor. To the -east there is a great old ashen door. A large glass window is set in the -west wall. -~ -0 524 0 0 0 0 -D1 -You can see an old ashen door, painted in a peculiar yellow colour. -~ -door ash ashen east~ -35 -1 7901 0 -E -globe world map~ -You see a large world map stretch out on the enormous globe. It has towns -drawn in every spot available for such. In the middle of the map you can -spot a large town with the name 'DARKHAVEN' written over it. The rest is -mountains, woods, plains and water. -~ -E -darkhaven town city~ -You see a small speck with woods on the west from it, plains to the east -from it and mountains to the north from it. To the south from it you can -see a thin trail lead to a large castle. Finally you notice a rather large -river pour in from the east and go through Brigantia in the middle. -~ -E -chairs leather arm-chairs~ -These two chair are exactly alike one another. They look incredibly -comfortable. They're both made from old leather, and yet they seem so worn -that they can be nothing but a perfect place for a long needed rest. -~ -E -window glass~ -These windows are really BIG! They reach from about 20 inches above the -floor to approximately 10 inches under the ceiling. If you try and -"look out", you might see what might lie beyond these windows. -~ -E -out outside beyond~ -The clouds muster and form the ground on which this entire building is set. -Through the thinnest of the clouds you can just make out DARKHAVEN with all -it's magnificent activity. -~ -E -river~ -You see a large and winding river cut through the landscape, starting at an -enormous inland lake, it seeps through Brigantia and finally ends up in the -Grand Sea on the West-coast of the land. -~ -S -#7903 -The Artifact room of Naris~ -This is gloomy and dark room with only a faint light radiating from the -walls. A bunch of funny-looking items fill the center of the room. There are -no furniture here what-so-ever. The only way out seems to be west, through -the low steel door. -~ -0 524 0 0 0 0 -S -#7904 -The Northern end of the hall~ -You are standing in the northern end of the huge hall. This part is under -the grand wooden staircase so the light seems a little less bright here, -but this doesn't bother your sight at all. To the north lies the kitchen. -To the south lies the Southern end of the hall. To the east there is a huge -metal door. To the west there is a large aspenwood door. -~ -0 524 0 0 0 0 -D0 -~ -~ -0 -1 7906 0 -D1 -You see a huge metal door. From it a foul stench emanates. The smell is the -most awful experience in your entire life. A thought seeps through this -terrible stench and into your mind : "Monsters", you feel BAD about opening -that door. -~ -steel metal huge~ -35 -1 7913 0 -D2 -The rest of the hall lies in that direction, and so does the exit. -~ -~ -0 -1 7901 0 -D3 -The door has "SITTING ROOM" written on it. It is made from Aspenwood and -is beautifully carven with small elves as main issue of sculpture. -~ -aspen asp~ -35 -1 7905 0 -S -#7905 -The Sitting room of Naris~ -You are standing in the middle of a really comfortable place. The walls are -decorated with paintings of smiling Kings and Queens. The most attractive -picture is one of a Prince in shiny armour. By one of the walls there is an -old arm-chair. The only exit is through the aspenwood door to the east. -~ -0 524 0 0 0 0 -D1 -The door seems to be a very HEAVY door, carved completely from the trunk of -an Aspen tree. -~ -asp aspen door heavy~ -35 -1 7904 0 -E -chair arm-chair~ -This is truly a wonderful relic of the past. In it is a large cushion. -~ -S -#7906 -The Kitchen of Naris~ -This must be the place of food and drink. You can hear the faint noise of -rats feasting on meat and bread from somewhere undeterminable. The sound -makes you feel the agony of HUNGER. The only visible exit is south to the -Northern end of the hall. To the north there is a larder, and to the east -stands a fridge. -~ -0 524 0 0 0 0 -D0 -It's dark in there, but the sounds from there are unmistakably from rats. -~ -larder wooden cupboard~ -35 -1 7907 0 -D1 -You can see the fridge from here. In it are drinks all over. -~ -fridge~ -35 -1 7908 0 -D2 -You can see the northern end of the hall. -~ -~ -0 -1 7904 0 -S -#7907 -The Larder~ -You can see food all over. Among the heaps of food you notice HUGE rats -scuttering around, nibbling pieces off the heaps here and there. -~ -0 524 0 0 0 0 -D2 -~ -door wooden larder exit~ -35 -1 7906 0 -S -#7908 -The Fridge~ -This place is LOADED with drink, water and booze. -~ -0 524 0 0 0 0 -D3 -~ -door exit fridge~ -35 -1 7906 0 -S -#7909 -On the stairs~ -You can see up and down the stairway. It seems to take forever, either going -up OR down. It's just a seemingly insurmountable climb, either way. Up is the -bedroom of Redferne, and Down leads to the Southern end of the hall. -~ -0 524 0 0 0 0 -D4 -~ -~ -0 -1 7911 0 -D5 -~ -~ -0 -1 7901 0 -S -#7910 -The Treasure room~ -This place is gloomy. The only visible exit is west, through the oak door. -~ -0 524 0 0 0 0 -D3 -You see a tall oak door. -~ -door oak tall~ -35 -1 7901 0 -S -#7911 -Redferne's Bedroom~ -This is a snugly set bedroom with all the necessities for a romantic evening. -A large fireplace adorns the east wall, and sizzling away is the wood that -is ablaze within. The bed is enormous, covering at least HALF of this great -room. This stretches at least 300 square feet, so can you imagine the BED? -A large staircase leads down to the hall. A couple of doors open up to a -broad balcony to the south. -~ -0 524 0 0 0 0 -D2 -The sun seems to shine out there, warmly and comforting. -~ -doors~ -3 -1 7912 0 -D5 -~ -~ -0 -1 7909 0 -S -#7912 -The Balcony of Redferne's Residence~ -You see a splendid view of most of this world. The valleys stretch as -far as the eye reaches to the south from here. Down below you can see -the entrance of this magnificent building. To the north are the doors -to Redferne's Bedroom. -~ -0 516 0 0 0 0 -D0 -You see the comfortable bedroom of Naris, the mansion of Redferne the Greater -God. -~ -doors~ -35 -1 7911 0 -S -#7913 -The Monster Pen~ -This looks like the cage in which a large carnivore is being kept. Judging by -the state the walls are in, this could very well be a large AGGRESSIVE animal. -This makes you pretty insecure, this stating your feeling about the place, -quite mildly. -~ -0 8 0 0 0 0 -D3 -This looks like the only exit from here. -~ -door cage metal pen~ -35 -1 7904 0 -S -#7914 -On the Huge Chain~ -This place has quite a good view over Brigantia. Your possibilities of movement -seems to extend only to up and down. Unless you want to let go of the secure -and seemingly unmoveable chain, then those are the directions you should take -from here. -~ -0 4 5 0 0 0 -D4 -Up the way you see the chain disappearing into the clouds above. -~ -~ -0 -1 7916 0 -D5 -Down below you see the huge chain anchored to the ground in the Road Crossing. -~ -~ -0 -1 21291 0 -S -#7916 -On the Great Chain of Naris~ -You are approximately on the middle of the treacherous Chain. One false step -and death will come and collect you quickly. The chain leads upwards and down. -No way are you going to descend now ... you've only just begun your climb. -Besides it could cost you your life. Look down and you'll see why. -~ -0 4 5 0 0 0 -D4 -There seems to be only one way from here and that's up. -~ -~ -0 -1 7918 0 -S -#7918 -The Mighty Chain of Naris~ -This place offers a splendid view of the WHOLE COUNTRY SIDE!!! A magnificent -light shines upon you and the way up through the clouds is opened. Up there -you can now see the Mansion of Naris, Residence of the Greater God Redferne. -The chain beneath you seems to evaporate in the mustering clouds that -surround you by now. -~ -0 4 5 0 0 0 -D4 -You see the sunny top of the clouds. Beyond these, the Mansion towers before -your eyes. Beautiful!! -~ -~ -0 -1 7900 0 -S -#0 - -#RESETS -D 0 7900 0 1 ; Door: #7900 Outside Redferne's residence/North => closed -D 0 7901 2 1 ; Door: #7901 The Southern end of the hall/South => closed -D 0 7902 1 1 ; Door: #7902 A biblioteca de Redferne/East => closed -D 0 7901 3 1 ; Door: #7901 The Southern end of the hall/West => closed -D 0 7901 1 1 ; Door: #7901 The Southern end of the hall/East => closed -D 0 7910 3 1 ; Door: #7910 The Treasure room/West => closed -D 0 7904 1 1 ; Door: #7904 The Northern end of the hall/East => closed -D 0 7913 3 1 ; Door: #7913 The Monster Pen/West => closed -D 0 7911 2 1 ; Door: #7911 Redferne's Bedroom/South => closed -D 0 7912 0 1 ; Door: #7912 The Balcony of Redferne's Residence/North => closed -D 0 7904 3 1 ; Door: #7904 The Northern end of the hall/West => closed -D 0 7905 1 1 ; Door: #7905 The Sitting room of Naris/East => closed -D 0 7906 1 1 ; Door: #7906 The Kitchen of Naris/East => closed -D 0 7908 3 1 ; Door: #7908 The Fridge/West => closed -D 0 7906 0 1 ; Door: #7906 The Kitchen of Naris/North => closed -D 0 7907 2 1 ; Door: #7907 The Larder/South => closed -M 0 7900 1 7900 ; Mob: #7900 the Grand Knight of paladins => #7900 Outside Redferne's residence -E 1 7216 99 16 ; -- Equip: #7216 (not in area) (Wield) -E 1 7217 99 5 ; -- Equip: #7217 (not in area) (Body) -E 1 7218 99 7 ; -- Equip: #7218 (not in area) (Legs) -E 1 7219 99 9 ; -- Equip: #7219 (not in area) (Hands) -E 1 7220 99 6 ; -- Equip: #7220 (not in area) (Head) -E 1 7221 99 11 ; -- Equip: #7221 (not in area) (Shield) -E 1 7223 99 10 ; -- Equip: #7223 (not in area) (Arms) -E 1 7222 99 8 ; -- Equip: #7222 (not in area) (Feet) -E 1 7224 99 12 ; -- Equip: #7224 (not in area) (About) -G 1 7911 99 ; -- Give: #7911 a small brass key -O 0 6013 10 7908 ; Object: water barrel [Haon Dor] => #7908 The Fridge -O 0 7910 1 7910 ; Object: #7910 a wooden chest => #7910 The Treasure room -P 1 7298 1 7910 ; Put: #7298 (not in area) => #7910 a wooden chest -P 1 7208 6 7910 ; Put: #7208 (not in area) => #7910 a wooden chest -O 0 7909 10 7903 ; Object: #7909 a huge treasure => #7903 The Artifact room of Naris -S - -#SPECIALS -M 7900 spec_cast_cleric ; the Grand Knight of paladins -S - -#$ diff --git a/data/realm/areas_smaug1.4a/reinhold.are b/data/realm/areas_smaug1.4a/reinhold.are deleted file mode 100644 index f7f4530..0000000 --- a/data/realm/areas_smaug1.4a/reinhold.are +++ /dev/null @@ -1,3572 +0,0 @@ -#AREA Castle Reinhold~ - - - -#AUTHOR Mort~ - -#RANGES -15 45 1 100 -$ - -#RESETMSG You feel as if you are being watched..~ - -#FLAGS -0 - -#ECONOMY 0 110943764 - -#MOBILES -#4300 -villager insane~ -the Insane Villager~ -An insane villager rages at the gods. -~ -The villager appears to be healthy except that his hands -are burned from prying apart smouldering buildings. -~ -1 0 500 C -11 0 0 1d1+450 0d0+0 -2 0 -8 8 1 -13 13 13 13 13 13 13 -28531 29557 28787 26988 29285 -0 3 8313 27756 13 13 0 -213 568 0 0 0 0 0 0 -#4301 -villager wounded~ -the wounded villager~ -A wounded villager waves his sword at you and screams, 'BEWARE !!!' -~ -You must BEWARE !!!! The Dark Knights have besieged -Castle Reinhold. They will kill you as they have killed -my friends and family! - -Do not go forward unless you are mighty!!! -~ -1 0 500 C -13 0 0 1d1+600 0d0+0 -50 0 -8 8 1 -13 13 13 13 13 13 13 -25376 24946 24942 44 58 -0 3 13 13 13 13 0 -13 13 0 0 0 0 0 0 -#4302 -dark knight~ -the Dark Knight~ -The Dark Knight snears at you. -~ -Armored in dull black plate with a red sword emblazoned on -his shield, the Dark Knight appears ready to take you on. -You and your entire nation! -~ -1 0 -500 C -15 0 0 0d0+750 0d0+0 -200 0 -8 8 1 -13 13 13 13 13 13 13 -1332 238 0 0 0 -0 3 31008 24864 779314539 1750272525 0 -29728 25954 0 0 0 0 0 0 -#4303 -captain ravder~ -Captain Ravder~ -Captain Ravder exudes evil. -~ -Captain Ravder is wearing a frightening horned helmet. The air around his sword shimmers like a summer day.~ -1 0 -1000 C -27 0 0 1d1+2250 0d0+0 -2500 0 -8 8 1 -13 13 13 13 13 13 13 -26721 8224 26912 27747 26144 -0 3 29300 24864 1881170208 1734632812 0 -8293 29807 0 0 0 0 0 0 -#4304 -soldier dark~ -the Dark Soldier~ -A Dark Soldier bars your way. He ** ATTACKS YOU ** -~ -The Dark Soldier has many scars and momentoes of war. -Hanging from the silken blonde hair of one of his victems -are the finger bones of dozens of humans. -~ -1 0 -300 C -21 0 0 1d1+1350 0d0+0 -900 0 -8 8 1 -13 13 13 13 13 13 13 -25961 11385 25960 27763 29547 -0 3 29728 29537 544503151 1931505257 0 -78 26708 0 0 0 0 0 0 -#4305 -villager~ -the Villager~ -A Villager stands before you. -~ -Everything that the villager owns is on them. A few of -the villagers carry their possessions on their backs. Others -use wheel barrows, while the rest have sacks of goods. -~ -1 0 10 C -11 0 0 1d1+450 0d0+0 -150 0 -8 8 0 -13 13 13 13 13 13 13 -26912 30060 26478 28257 29801 -0 3 26634 27936 1702454560 1092624430 0 -25958 28530 0 0 0 0 0 0 -#4306 -guard ducal~ -the Ducal Guard~ -A Ducal Guard stands ready to repell Evil. -~ -The Ducal Guard is dressed in white with purple trim. -The Falcon Shield that he holds is Duke Reinhold's family crest. -~ -1 0 100 C -15 0 0 1d1+750 0d0+0 -450 0 -8 8 1 -13 13 13 13 13 13 13 -24931 29797 8307 28781 25120 -0 3 27745 28535 1952804978 44 0 -27680 8307 0 0 0 0 0 0 -#4307 -baker Joe~ -Joe the Baker~ -Joe the Baker bakes away. -~ -The Baker has been working hard all morning to bake the -breads that the castle eats. His talents are evident as the -smells of pastries and loafs are overpowering you. -~ -1 0 1000 C -18 0 0 1d1+975 0d0+0 -500 0 -8 8 1 -13 13 13 13 13 13 13 -608 608 28786 20 14 -0 3 13 13 1 3 0 -13 13 0 0 0 0 0 0 -#4308 -armorer jack~ -Captain Jack~ -Captain Jack looks at you. -~ -Many years ago Captain Jack retired to lead a more peaceful life. -His skills as a merchant and his knowledge of armor has made him -a very successful man. -~ -1 0 500 S -31 0 0 1d1+3000 0d0+0 -2500 0 -8 8 1 -#4309 -Armon~ -Armon the weaponsmith - -~ -Armon the weaponsmith sharpening tools of the trade.~ -As you look closely at Armon you notice that he has many wounds about -his body. He is surely a strong fighter. Don't mess with him! -~ -1 0 0 C -20 0 0 1d1+2000 0d0+4 -750 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 2609 1 50 -0 3 25710 4436 168653921 543452769 0 -0 0 0 0 0 0 0 0 -#4310 -stella merchant~ -Stella the Merchant~ -The Merchant Stella looks you over with a practiced eye. -~ -This tiny little lady has the eyes and wits of a barracuda. -Mess with her and meet your doom. -~ -1 0 1000 C -32 0 0 1d1+3000 0d0+0 -2000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 2610 29449 25964 -0 3 29811 4924 1768431731 1768759411 0 -0 0 0 0 0 0 0 0 -#4311 -warlord~ -the Warlord~ -The Warlord stands ready to instruct. -~ -As a warrior, the Warlord knows no equals. As a teacher of -warrior skills he tries to passes his knowledge and experience -on to those who wish to follow the way of war. -~ -1 0 0 C -34 0 0 1d1+4500 0d0+0 -1750 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 2611 440 3 -0 3 11877 5272 1701191777 1768843629 0 -0 0 0 0 0 0 0 0 -#4312 -sergeant ducal~ -the Ducal Sergeant~ -The Ducal Sergeant's is watching you. -~ -Many criminals and evil doers have wished harm upon the -Ducal Sergeants of Castle Reinhold. The only weakness -they have been able to find is the Sergeant's lack of -defense versus magics. -~ -1 0 500 C -26 0 0 1d1+2100 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -26984 27746 29741 25959 2573 -0 3 29472 25964 1713401704 543452777 0 -28537 28515 0 0 0 0 0 0 -#4313 -captain ducal~ -the Ducal Captain~ -The Ducal Captain says 'Hello stranger. GOOD shall prevail !! ' -~ -The Captain has a small tattoo on his left forearm. -It simply says, "GOOD will triumph". -~ -1 0 500 C -27 0 0 1d1+2900 0d0+0 -1750 0 -8 8 1 -13 13 13 13 13 13 13 -29285 29551 48 46 8257 -0 3 29811 26980 13 13 0 -345 832 0 0 0 0 0 0 -#4314 -guards armory~ -the Armory Guards~ -The Armory Guards seem very bored. -~ -The Armory Guards are ASLEEP !!! Can you believe it ? -~ -1 0 100 C -17 0 0 1d1+1000 0d0+0 -700 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 26469 11890 -0 3 0 19 3 8 0 -2 10 0 0 0 0 0 0 -#4315 -cadet young~ -the young Cadet~ -The Cadet pushes past you. -~ -The Cadet sneers at you because he is joining an elite -fighting order and you are not! -~ -65 512 100 C -13 0 0 1d1+600 0d0+0 -450 0 -8 8 1 -13 13 13 13 13 13 13 -28192 29472 26912 28515 29557 -0 3 28448 26999 543236140 1952540006 0 -25960 28265 0 0 0 0 0 0 -#4316 -cleric john paul~ -the cleric~ -The God of Light's Cleric greets you. -~ -Underneath the glow and the sanctity you see a hardened adventurer. -John Paul was a powerful adventurer during his glory days...preaching -the benefits of GOOD and defeating the vile creatures of evil. -~ -1 0 800 C -29 0 0 1d1+2550 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -28537 84 234 26708 29283 -0 3 18 8257 -2017131768 1931507822 0 -44 38 0 0 0 0 0 0 -#4317 -guard alert~ -an Alert Guard~ -The Alert Guard ** ATTACKS ** You !!!! -~ -The Alert Guard seems wired on some type of drug. His eyes are -wide and bloodshot. -~ -1 0 50 C -18 0 0 1d1+975 0d0+0 -800 0 -8 8 1 -13 13 13 13 13 13 13 -26727 24864 28530 26984 29728 -0 3 369 880 1868767297 1646290276 0 -28787 24 0 0 0 0 0 0 -#4318 -servant~ -a servant~ -A servant appears to be looking for something to do. -~ -Underneath that dusty uniform is the beating heart of a human being. -~ -1 0 50 C -14 0 0 1d1+675 0d0+0 -600 0 -8 8 2 -13 13 13 13 13 13 13 -238 0 0 0 0 -0 3 29806 25632 1684956530 1684370021 0 -3360 26473 0 0 0 0 0 0 -#4319 -cook fat~ -the fat cook~ -The cook is busy. Leave him alone. -~ -Thanks to a quick hand, the cook has been able to hide some -food inside his pants. -~ -1 0 25 C -20 0 0 1d1+1200 0d0+0 -750 0 -8 8 1 -13 13 13 13 13 13 13 -266 26708 29287 8308 26984 -0 3 26708 29287 544370534 1953391971 0 -24864 24933 0 0 0 0 0 0 -#4320 -courtier~ -the Courtier~ -The Courtier bows to you. -~ -Hidden under his silk outfit is a leather jerkin. He also -seems to be armed. -~ -1 0 10 C -21 0 0 1d1+1200 0d0+0 -900 0 -8 8 1 -13 13 13 13 13 13 13 -0 2617 8 8 1 -0 3 8916 238 1634541668 1914730862 0 -0 0 0 0 0 0 0 0 -#4321 -attendant~ -the toilet attendant~ -The attendant is ready to serve you. -~ -Long hours at this duty has driven the attendant mad. -~ -1 0 500 C -12 0 0 1d1+525 0d0+0 -200 0 -8 8 1 -13 13 13 13 13 13 13 -8236 27749 24864 26656 25956 -0 3 25710 25711 1702260512 1768431730 0 -29472 26656 0 0 0 0 0 0 -#4322 -reinhold duke~ -Duke Reinhold~ -Duke Reinhold calmly looks you up and down. -~ -The Duke is a tall handsome man. His hair is graying but his -stature is still that of a young military man. Without a doubt -he knows how to handle himself. Be careful! -~ -1 0 800 C -35 0 0 3d3+5000 3d3+8 -5000 0 -8 8 1 -13 13 13 13 13 13 13 -0 50 229 600 600 -0 3 0 8307 1 2600 0 -10 800 0 0 0 0 0 0 -#4323 -reinhold duchess~ -the Duchess Reinhold~ -The Duchess yawns with boredom. -~ -Like her courtiers, the Duchess hides a set of armor beneath her -beautiful gown. -~ -1 0 500 C -28 0 0 1d8+2400 0d0+0 -3500 0 -8 8 2 -13 13 13 13 13 13 13 -8293 28524 8292 24947 8313 -0 3 18 0 14 -2017051904 0 -0 197 0 0 0 0 0 0 -#4324 -wizard royal~ -the Royal Wizard~ -A tall Elven wizard stands before you. -~ -Balrod, the Elven Wizard, has a crackling aura of power around him. -On each hand is a powerful gauntlet...glowing with power. -At his feet are statues of the many races. As you watch, Balrod lifts -his foot and brings it down upon the Goblinoid figure. -With the power I am gathering I shall destroy all Goblinoids upon this -continent. You should leave...before you make me angry. -~ -1 0 0 C -28 0 0 1d8+2400 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -24937 26980 44 50 8257 -0 3 0 0 1 1 0 -100 321 0 0 0 0 0 0 -#4325 -apprentice loyal~ -the loyal apprentice~ -Ed the Apprentice is here. -~ -Without a doubt, this apprentice is the most beautiful woman you have -ever seen. Too bad she crackles with magical energies. -~ -1 0 200 C -18 0 0 1d1+975 0d0+0 -700 0 -8 8 2 -13 13 13 13 13 13 13 -26656 8292 8292 29289 8294 -0 3 27747 11368 543450483 1646292852 0 -25376 29285 0 0 0 0 0 0 -#4326 -guardian tower~ -the tower guardian~ -You see nothing!! Yet something attacks you! FLEE !!!!! -~ -The Tower Guardian is 3'2" tall and 4" wide. It has a huge mouth, -warts over most of it's body and it wears no clothes. - -It has talons four inches long. Good Luck...because if you can -read this..you're too close!! -~ -1 0 0 C -28 0 0 1d1+2400 0d0+0 -800 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 93 -0 3 27680 28448 1869374240 1998612596 0 -25710 8302 0 0 0 0 0 0 -#4327 -librarian~ -the Librarian~ -The Librarian holds two books within the depths of his robe. -~ -This elder has very wise eyes...however, he seems quite angry with you. -SSSHHHHHH !!!!!! -~ -1 0 100 C -25 0 0 1d1+1950 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 2606 1769238127 1 0 -0 1 0 0 0 0 0 0 -#4328 -wench cleaning~ -the cleaning wench - -~ -This buxom cleaning wench has many fine attributes.~ -Very professional. That's what you think of when you look at her. -~ -1 0 20 C -12 0 0 1d1+525 0d0+0 -600 0 -8 8 2 -13 13 13 13 13 13 13 -26977 25954 25970 30063 31077 -0 3 28448 26982 1836261473 543976545 0 -8257 29812 0 0 0 0 0 0 -#4329 -boy pot chamber~ -the chamber pot boy~ -WATCH OUT!!! It's the chamber pot boy. -~ -Dirty..dirty..dirty. Have you ever seen so much filth? -~ -1 0 0 C -10 0 0 1d1+375 0d0+0 -50 0 -8 8 1 -13 13 13 13 13 13 13 -25970 8307 29728 26400 28277 -0 3 28271 25459 1953066345 20 0 -58 8257 0 0 0 0 0 0 -#4330 -nonderon grey~ -the Grey Nonderon~ -The Grey Nonderon attacks you with sharp claws!~ -Standing 6' tall, the Nonderon has an exoskeleton of super hard bone. -~ -1 0 -800 C -25 0 0 1d15+1950 0d0+0 -1000 0 -8 8 0 -13 13 13 13 13 13 13 -10 0 0 0 0 -0 3 28257 0 -2017060320 1 0 -0 2609 0 0 0 0 0 0 -#4331 -amoeba black~ -the Black Amoeba~ -A blackness engulfs you as the Black Amoeba attacks!!! -~ -Within the Black Amoeba are the remains of it's previous victems. -~ -1 0 -550 C -31 0 0 1d1+3400 0d0+0 -200 0 -8 8 0 -13 13 13 13 13 13 13 -56 62 8257 26727 29472 -0 3 521 1184 1 1830839397 0 -24936 24 0 0 0 0 0 0 -#4332 -harpy~ -the dirty harpy~ -A dirty Harpy flies at you. -~ -The harpy has a terrible face..and her wings are filthy..and -her claws are disgusting, but, she's got one heck of a body! -~ -1 0 -500 C -24 0 0 1d1+1800 0d0+0 -350 0 -8 8 2 -13 13 13 13 13 13 13 -8309 8293 28019 8300 26745 -0 3 26977 25701 2037672039 1634234400 0 -25710 30068 0 0 0 0 0 0 -#4333 -wyvern~ -the dark wyvern~ -The Dark Wyvern attacks you! -~ -Many an adventurer has lost their lives to the dark wyvern. -Their bones litter the floor. -~ -1 0 -700 C -29 0 0 1d1+2550 0d0+0 -500 0 -8 8 1 -13 13 13 13 13 13 13 -29557 25954 25960 25454 29806 -0 3 25710 28537 1919448096 1751610735 0 -8313 28777 0 0 0 0 0 0 -#4334 -torturer~ -the Ducal torturer~ -The Ducal Torturer stands here. -~ -Without a doubt this man loves his job. You can hear him humming -a ditti under his breath. -~ -1 0 500 C -21 0 0 1d1+1350 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -25 0 0 0 0 -0 3 0 0 1 -2017058588 0 -2613 264 0 0 0 0 0 0 -#4335 -snake river~ -the river snake~ -The river snake is big...I mean REALLY BIG! WATCH OUT !!!! -~ -The mob looks back at you! -~ -1 0 0 C -11 0 0 0d0+450 0d0+0 -1 0 -8 8 1 -13 13 13 13 13 13 13 -8293 0 0 0 0 -0 3 25711 29545 1702043764 1814064485 0 -126 0 0 0 0 0 0 0 -#4336 -character shady~ -the shady character~ -The shady character tries to get your attention. -~ -This shady character has several documents that you may -want to purchase. -~ -65 512 0 C -24 0 0 1d1+1800 0d0+0 -750 0 -8 8 2 -13 13 13 13 13 13 13 -26740 26912 28531 26984 29728 -0 3 25454 29806 2037588083 1819239021 0 -2573 26400 0 0 0 0 0 0 -#4337 -snake deadly~ -a deadly snake~ -A greenish snake attacks you!!! -~ -The snake has two small arms coming out of it's abdomen. -~ -1 0 -230 C -18 0 0 1d1+975 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -8293 11893 28505 26982 31008 -0 3 8313 30054 1868767276 1767994478 0 -27748 2573 0 0 0 0 0 0 -#4338 -lizardman~ -the lizardman~ -A huge lizardman bares his fangs. -~ -Standing 6' 8" tall, the Lizardman is very impressive. He bares -his fangs at you !! -~ -1 0 -500 C -14 0 0 1d1+675 0d0+0 -750 0 -8 8 1 -13 13 13 13 13 13 13 -9868 9804 -1 -1 18 -0 3 14 15104 1886351972 543450480 0 -30 9836 0 0 0 0 0 0 -#4339 -dragon albino~ -the Albino Dragon~ -A Albino dragon with red eyes stares at you! -~ -The Albino Dragon has claws like mother of pearl. Her head -skeletal, her fangs wicked. -~ -1 0 -1000 C -25 0 0 1d1+1950 0d0+0 -2500 0 -8 8 2 -13 13 13 13 13 13 13 -640 640 16 14 26740 -0 3 0 1 18 1 0 -0 0 0 0 0 0 0 0 -#4340 -abyss monster~ -the ABYSS Monster~ -The ABYSS Monster **** DEMOLISHES **** you. -~ -The ABYSS Monster is void of reflective surfaces...thus you cannot see it. -~ -1 0 0 C -28 0 0 1d1+2400 0d0+0 -1500 0 -8 8 0 -13 13 13 13 13 13 13 -24941 30313 29300 30067 28448 -0 3 776 776 -2017051648 1 0 -26740 29300 0 0 0 0 0 0 -#4341 -horror~ -the Horror~ -The HORROR attacks you! -~ -The Horror has Demon armor and a TERRIBLE attitude. -~ -1 0 -1000 C -27 0 0 1d1+2250 0d0+0 -900 0 -8 8 1 -13 13 13 13 13 13 13 -28505 29811 8292 26995 24864 -0 3 0 0 40 1 0 -20 0 0 0 0 0 0 0 -#0 - - -#OBJECTS -#4300 -rations field~ -a field ration~ -Field rations on the ground.~ -~ -19 0 1 -4 0 0 0 -5 0 0 -#4301 -chain black~ -a Black Chain armor~ -The Black Chain armor lies on the ground.~ -~ -9 16912 9 -10 1 6 11 -10 0 0 -#4302 -helmet horned~ -a black Horned Helmet~ -A black horned helmet lies here.~ -~ -9 2640 17 -20 1 6 11 -20 0 0 -#4303 -sword bastard~ -a Bastard Sword~ -A black Bastard Sword is stuck into the ground here.~ -~ -5 528 8193 -0 5 5 1 -10 0 0 -#4304 -sack~ -a sack~ -A sack has been dropped.~ -~ -15 0 1 -8 1 0 11 -3 0 0 -#4305 -shield falcon~ -a Falcon Shield~ -A Falcon Shield has been dropped here.~ -~ -9 1024 513 -8 1 6 11 -10 0 0 -#4306 -armor plate~ -a set of Plate Armor~ -The Plate Armor has a falcon design upon it.~ -~ -9 1088 9 -8 1 6 11 -12 0 0 -A -1 1 -A -17 -6 -#4307 -guard shin~ -a set of shin guards~ -A set of shin guards rest here.~ -~ -9 1024 33 -8 1 6 11 -5 0 0 -A -13 10 -#4308 -sword long~ -a long sword~ -An etched long sword has been thrown to the floor.~ -~ -5 1025 8193 -0 5 5 6 -8 0 0 -#4309 -wagon wooden~ -a wooden wagon~ -A wooden wagon sits here.~ -~ -15 0 16385 -100 1 6 11 -30 0 0 -#4310 -ring ducal~ -a Ducal Ring~ -The Ducal guards wear this Falcon engraved ring.~ -~ -8 1024 3 -0 1 6 11 -1 5000 500 -A -17 -6 -A -24 -5 -#4311 -club patrol~ -a Ducal Patrol Club~ -The Ducal Sergeant's Patrol Club rests here.~ -~ -5 1024 8193 -0 8 3 8 -5 0 0 -A -19 3 -#4312 -sword short dual~ -a dual pair of short swords~ -The Ducal Captain's dual short swords rests here.~ -~ -5 1088 8193 -0 1 6 3 -5 0 0 -#4313 -halberd~ -a Large Halberd~ -The Ducal armory guard's Halberd rests here.~ -~ -5 0 8193 -0 1 6 13 -8 0 0 -#4314 -ballista siege~ -a siege ballista~ -A siege ballista stands here.~ -~ -5 0 8193 -0 1 6 11 -20 0 0 -#4315 -mask scull~ -a Skull Mask~ -An evil Skull Mask rests here.~ -~ -9 528 17 -10 1 6 11 -5 0 0 -A -13 15 -A -2 1 -#4316 -well old~ -an old well~ -The old well is covered in ivy.~ -~ -25 0 0 -0 1 6 11 -5 0 0 -#4317 -pans pots~ -a set of pots and pans~ -Someone has thrown a set of pots and pans on the ground.~ -~ -13 0 8193 -0 0 0 0 -5 0 0 -#4318 -silverware~ -a set of silverware~ -Someone tried to hide a set of silverware here.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -#4319 -painting~ -a magnificient painting~ -You see a painting of the Giant Warrior Kiki.~ -~ -13 0 16385 -0 0 0 0 -5 0 0 -#4320 -rug~ -a Persian Rug~ -A fine example of a Persian Rug.~ -~ -9 0 1025 -6 0 0 0 -15 0 0 -A -17 10 -#4321 -china~ -a set of blue China~ -Stacked neatly in a pile is a set of blue China.~ -~ -13 0 1 -0 0 0 0 -5 0 0 -#4322 -plates silver~ -a set of silver plates~ -Someone has stacked a set of silver plates here.~ -~ -13 0 1 -0 0 0 0 -5 0 0 -#4323 -album family~ -a Family Album~ -A Family Album has accidently been dropped here.~ -~ -13 0 1 -0 0 0 0 -5 0 0 -#4324 -coins gold ~ -some gold coins~ -A pile of gold coins has been dropped here.~ -~ -8 0 1 -20000 1 6 11 -5 0 0 -#4325 -jewels red~ -a blazing red jewel~ -A blazing red jewel lies here.~ -~ -8 0 1 -0 1 6 11 -1 0 0 -#4326 -pearls black~ -a Black Pearl~ -A sailor must have dropped this rare black pearl.~ -~ -8 0 16385 -0 1 6 11 -5 0 0 -#4327 -garnet fire~ -a Fire Garnet~ -A wizard must have lost this Fire Garnet.~ -~ -8 0 16385 -0 1 6 11 -5 4000 400 -A -12 15 -#4328 -moonstone~ -a Moonstone~ -A glowing Moonstone was dropped by a god!~ -~ -8 1 16385 -0 1 6 11 -5 2300 230 -A -9 15 -#4329 -coins platinum~ -a Platinum coin ~ -Metal coins of great worth are here.~ -~ -8 0 1 -0 1 6 11 -5 0 0 -#4330 -finger small~ -mort's small finger~ -The God of Light has dropped his small finger to earth.~ -~ -3 3137 16385 -28 20 20 -1 -1 0 0 -#4331 -crowbar~ -a Crowbar~ -A glowing Crowbar has been dropped here.~ -~ -5 1027 8193 -0 1 20 8 -8 0 0 -#4332 -claw harpy~ -a harpy claw~ -A harpy claw has been dropped here.~ -~ -5 64 8193 -0 2 10 5 -2 0 0 -A -18 4 -#4333 -key large~ -the large key~ -The Large Key looks very important.~ -~ -18 0 1 -0 1 6 11 -1 0 0 -#4334 -candle~ -a candle~ -A lit candle sits here.~ -~ -1 1 1 -0 1 6 11 -1 0 0 -#4335 -banishing staff~ -the Staff of Banishing~ -A magical staff lies here.~ -~ -4 67 16385 -25 20 20 -1 -2 0 0 -#4336 -hat~ -a Wizard's Hat~ -A dark blue hat has been thrown on the ground.~ -~ -9 0 17 -10 1 6 11 -5 0 0 -#4337 -potion green~ -a green potion~ -A green potion bubbles while you watch.~ -~ -10 64 16385 -20 16 16 -1 -2 0 0 -#4338 -pouch purple~ -a purple pouch~ -A pouch rests on the ground.~ -~ -15 0 2049 -40 1 -1 0 -2 0 0 -#4339 -necklace~ -the Necklace of Power~ -A powerful magical necklace has been discarded here.~ -~ -9 64 5 -8 1 6 11 -2 0 0 -#4340 -book~ -a Book~ -A good book can open mysteries.~ -~ -18 0 16385 -0 1 6 11 -1 0 0 -#4341 -gauntlets~ -a set of Power Gauntlets~ -A set of wizard gauntlets have been discarded here.~ -~ -9 65 129 -8 1 6 11 -1 0 0 -#4342 -pile coins~ -a pile of coins~ -A pile of coins have been hidden here.~ -~ -20 0 1 -10000 1 6 11 -5 0 0 -#4343 -bed~ -a feather bed~ -A feather bed calls your name! Come sleep on me it says.~ -~ -12 0 0 -0 1 6 11 -10 0 0 -#4344 -portrait~ -a portrait~ -A portrait of Mort, the God of LIGHT has been hidden here.~ -~ -8 0 0 -0 1 6 11 -5 0 0 -E -portrait~ -The portrait is of a young man with an innocent quality about -him. Hidden by black eyes his soul crys out to the world -imploring everyone to stop and evaluate themselves. His -shoulders are bowed from the weight of sin he is carrying for -his worshippers. -His torso is highlighted by the glow of GOODNESS, -which seems to be generated by him.~ -#4345 -dresser~ -a cedar dresser~ -The cedar dresser is well built by royal carpenters.~ -~ -15 0 0 -30 1 6 11 -15 0 0 -#4346 -bowl~ -a bowl~ -A water bowl has been left here for you.~ -~ -17 640 1 -5 1 0 0 -1 0 0 -#4347 -wyvern mount~ -a wyvern mount~ -The wyvern mount is equipped with a saddle.~ -~ -4 0 16385 -0 50 50 292 -30 0 0 -E -saddle~ -The instructions on the saddle say to hold the Wyvern and then -Brandish the reins.~ -#4348 -word~ -a magical word~ -Someone has written a magical word and left it here.~ -~ -18 64 1 -0 1 6 11 -5 0 0 -#4349 -rumor treasure~ -a treasure rumor~ -A rumor of treasure has been dropped here.~ -~ -8 0 1 -0 1 6 11 -1 0 0 -E -treasure~ -The bad wind riders possess riches untold. -Find their lair and live and you will be rich -beyond your dreams. The lair cannot be found -high above the ground.~ -#4350 -rumor trap~ -a trap rumor~ -A trap rumor has been written down and then mislaid here.~ -~ -8 0 1 -0 1 6 11 -5 0 0 -E -trap~ -The middle ring is as dangerous as the last ring. -Step into it and you'll regret your actions. -Beware the tower!! BEEEWWWAAARRRREEE~ -#4351 -rumor item~ -an item rumor~ -A rumor has been written down and dropped here.~ -~ -8 0 1 -0 1 6 11 -1 0 0 -E -item~ -When freedom is gone. Beware of gifts. -The evil which dwells amoungst us can be locked -away and tortured, can even be cursed. Beware!~ -#4352 -meal~ -a full meal~ -A full three course meal has been put here.~ -~ -19 0 1 -10 1 6 0 -2 0 0 -#4353 -angelfood cake~ -an Angelfood cake~ -An Angelfood cake has been left here.~ -~ -19 0 1 -5 1 6 0 -1 0 0 -#4354 -cookie~ -a cookie~ -A delicious cookie has been dropped here.~ -~ -19 0 1 -4 1 6 0 -5 0 0 -#4355 -cake birthday~ -a birthday cake~ -A birthday cake awaits someone special.~ -~ -19 0 1 -6 1 6 0 -2 0 0 -#4356 -chain scarlet~ -a Scarlet Chainmail~ -A suit of Scarlet Chainmail has been left here.~ -~ -9 0 9 -8 1 6 11 -5 0 0 -A -13 30 -#4357 -helmet scarlet~ -a Scarlet Helmet~ -A Scarlet Helmet has been left here.~ -~ -9 0 17 -9 1 6 11 -5 0 0 -A -4 1 -A -1 1 -#4358 -cape scarlet~ -a Scarlet Cape~ -A Scarlet Cape with silk lining has been left here.~ -~ -9 0 1025 1 -8 1 6 11 -5 0 0 -A -12 15 -#4359 -leggings scarlet~ -a Scarlet Leggings~ -A set of Scarlet Leggings has been left here.~ -~ -9 0 33 128 -8 1 6 11 -5 0 0 -A -14 35 -#4360 -boots scarlet~ -a pair of Scarlet Boots~ -A pair of Scarlet Boots has been left here.~ -~ -9 0 65 -8 1 6 11 -5 0 0 -A -24 -3 -#4361 -gloves scarlet~ -a pair of Scarlet Gloves~ -A pair of Scarlet Gloves have been left here.~ -~ -9 0 129 -8 1 6 11 -3 0 0 -#4362 -sword razor~ -a Razor Sword~ -A Razor Sword is so sharp you can shave with it.~ -~ -5 64 8193 -0 3 18 1 -8 0 0 -A -18 3 -A -19 3 -#4363 -club mineral~ -a mineral club~ -A mineral club, glistening, sits here.~ -~ -5 0 8193 -0 2 12 8 -10 0 0 -#4364 -ring fishbone~ -a fishbone ring~ -A fishbone ring has been dropped here.~ -~ -22 64 3 -0 1 6 11 -1 0 0 -A -17 -8 -#4365 -claw dragon~ -an Albino Dragon Claw~ -An Albino Dragon Claw sits here.~ -~ -5 592 8193 -0 15 2 6 -8 0 0 -A -12 30 -A -18 4 -A -19 -3 -#4366 -skull dragon~ -an Albino Dragon Skull~ -An Albino Dragon Skull helmet has been left here.~ -~ -9 592 17 -10 1 6 11 -8 0 0 -A -13 30 -#4367 -armor dragon~ -a an Albino Dragon Armor~ -An Albino Dragon Armor is resting here.~ -~ -9 592 9 -10 1 6 11 -10 0 0 -A -17 -8 -#4368 -abyss helm~ -an Abyss Helm~ -An Abyss Helm floats here.~ -~ -9 576 17 -8 1 6 11 -5 0 0 -#4369 -abyss ring~ -an Abyss Ring~ -An Abyss Ring floats here.~ -~ -9 576 3 -8 1 6 11 -5 0 0 -A -22 -5 -A -14 30 -#4370 -abyss amulet~ -an Abyss Amulet~ -An Abyss Amulet floats here.~ -~ -9 576 5 -10 1 6 11 -5 0 0 -A -25 2 -#4371 -abyss leather jerkin~ -an Abyss leather jerkin~ -An Abyss leather jerkin floats here.~ -~ -9 576 9 -10 1 6 11 -5 0 0 -#4372 -abyss leg guards~ -abyss leg guards~ -A set of Abyss leg guards have been left here.~ -~ -9 576 33 -8 1 6 11 -5 0 0 -#4373 -abyss boots~ -abyss boots~ -A pair of Abyss boots float here.~ -~ -9 576 65 -8 1 6 11 -5 0 0 -#4374 -abyss gloves~ -abyss gloves~ -A pair of Abyss gloves~ -~ -9 576 129 -8 1 6 11 -5 0 0 -#4375 -abyss sleeves~ -abyss sleeves~ -A set of Abyss sleeves floats here.~ -~ -9 1073742400 257 20 -8 1 6 11 -5 0 0 -#4376 -abyss shield~ -an Abyss shield~ -An Abyss shield floats here.~ -~ -9 576 513 -10 1 6 11 -5 0 0 -A -18 3 -#4377 -abyss bracers~ -an Abyss bracer~ -An Abyss bracer floats here.~ -~ -9 576 4097 -8 1 6 11 -5 0 0 -#4378 -abyss potion~ -an Abyss potion~ -An Abyss potion floats here.~ -~ -10 576 1 -28 28 224 39 -5 0 0 -#4379 -strange potion~ -a strange potion~ -A strange potion sits here.~ -~ -10 576 1 -0 42 -1 -1 -5 0 0 -#4380 -ring magic~ -a magic ring~ -A magic ring rests here.~ -~ -8 1024 3 -0 1 6 11 -1 0 0 -A -13 20 -#4381 -armor chain~ -a set of Chain Armor~ -The Chain Armor is here~ -~ -9 1088 9 -8 1 6 11 -12 0 0 -#4382 -shield white~ -a White Shield~ -A White Shield sits here~ -~ -9 1024 513 -8 1 6 11 -10 0 0 -#0 - - -#ROOMS -#4300 -Field of Death~ -The stench of death nearly overpowers you when you enter -this area. There must be 200 dead farm animal carcasses -scattered about the land. Arrows and spears rise from -the dead like a wild field of saplings and there must be -a thousand campfires scattered about. Sure signs of wagons -and horses lead South. - -A scrap of paper is stuck on a stick...it flaps in the breeze. -~ -0 4 2 -D0 -~ -~ -0 -1 8318 -D2 -(null)~ -(null)~ -0 -1 4301 -E -paper~ -The scrap of paper reads: - ====================== - = B E W A R E = - = = - = This area was made = - = by Mort for levels = - = higher than 15. = - = = - = You have been = - = WARNED = - ====================== -~ -S -#4301 -Burnt Village~ -Rising streamers of smoke spiral into the air from the smoldering -ruins of a poor village. Of the twelve buildings only one wall is -higher than three feet. This village has been brutally taken apart -and the only sign of life that you can detect is a large buzzard -still digging at the corpse of a villager. -~ -0 0 2 -D0 -(null)~ -(null)~ -0 -1 4300 -D2 -(null)~ -(null)~ -0 -1 4302 -S -#4302 -Road to Castle~ -With the village disappearing behind you the road to Castle Reinhold -begins to climb upward. In the distance, past the small stands of -trees mixed with the farmlands, you see the castle. It sits upon a -high hill overlooking the Rhein River, commanding a strategic position -over the river. Many an army has beat itself to death upon the Castle. -~ -0 0 2 -D0 -(null)~ -(null)~ -0 -1 4301 -D2 -(null)~ -(null)~ -0 -1 4303 -S -#4303 -Bridge over Rhein River~ -This granite bridge is a masterpiece of workmanship. It spans a chasm -three hundred feet deep. Five foot high granite walls border the entire -length of the fifty foot long bridge. On the other side of the bridge -you see a cobblestone road leading uphill towards the castle . -~ -0 4 4 -D0 -(null)~ -(null)~ -0 -1 4302 -D1 -(null)~ -(null)~ -0 -1 4304 -D2 -(null)~ -(null)~ -0 -1 4306 -S -#4304 -A path along the river.~ -This path is actually large enough for wagons. As a matter of fact, -you see many signs that wagons have passed this way. If you listen -very hard you will detect, over the sound of the rushing river, sounds -of wood chopping. Looking ahead you see tiny strands of smoke rising -into the air. -~ -0 0 4 -D1 -(null)~ -(null)~ -0 -1 4305 -D3 -(null)~ -(null)~ -0 -1 4303 -S -#4305 -Logging Camp~ -You have walked into the middle of a rough logging camp. Trees are -falling in the distance, and axe carrying men are moving about the camp. -Unlike most camps, this one has women and children. How strange this is. -** WAIT ** What are those guards doing here? It appears that you have -walked into part of the besieging army's camp. The loggers are cutting -trees for siege engines. -~ -0 0 3 -D3 -(null)~ -(null)~ -0 -1 4304 -D5 -(null)~ -(null)~ -0 -1 4308 -S -#4306 -Cobblestone Road~ -After crossing the granite bridge, you feel some relief to be back -on solid ground. The Cobblestones were obviously quarried from the -area and with great skill the craftsmen of the Castle fitted them -together to form a magnificient road. -You wonder if humans did the work or if Dwarven craftsmen did it. -Hhmmmm. Ahead of you...drifting on the slight breeze from the chasm, -you detect the sound of a loud voice. Someone ahead is shouting. -~ -0 0 1 -D0 -(null)~ -(null)~ -0 -1 4303 -D2 -(null)~ -(null)~ -0 -1 4307 -S -#4307 -Scenic Overlook~ -AAAAAaaahhhhhhhh. The view from this narrow curving road is tremendous. -Far below you the Rhein River winds its way through the mountains. -It's green color matching the few plants along its banks. -To the East you can make out Castle Reinhold. The three walls surrounding -it are fifty feet tall. Armament crowds every available surface. -Three towers rise high into the sky like the points of a crown. -Truly this city has never been conquerqued. -~ -0 0 1 -D0 -(null)~ -(null)~ -0 -1 4306 -D2 -(null)~ -(null)~ -0 -1 4324 -S -#4308 -Rope Ladder~ -You had better be careful! This rope ladder is at least one hundred -feet long. It is damp and woven of horse and female hair. -With luck you may make it to the bridge below. -~ -0 0 5 -D4 -(null)~ -(null)~ -0 -1 4305 -D5 -(null)~ -(null)~ -0 -1 4309 -S -#4309 -Tree Bridge~ -You are now standing on a gigantic tree which has wedged itself -into a narrowing of the chasm. The far end has buried itself into -the wall of the cliff. The other end is protruding into a cave. -Better hurry!!! There's no telling when this thing may collapse! -~ -0 512 5 -D2 -(null)~ -(null)~ -0 -1 4310 -D4 -(null)~ -(null)~ -0 -1 4308 -S -#4310 -The Cave Entrance~ -That's a relief!!! The log bridge was a little too unstable. -The cave you are in now was carved by the river thousands of years -ago. You can smell water from inside the cave and from the river below. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4309 -D1 -(null)~ -(null)~ -0 -1 4311 -D2 -(null)~ -(null)~ -0 -1 4314 -S -#4311 -A tiny tunnel~ -The tunnel is PITCH BLACK! You had better have a light! -~ -0 520 0 -D1 -(null)~ -(null)~ -0 -1 4312 -D3 -(null)~ -(null)~ -0 -1 4310 -S -#4312 -Crystal Cavern~ -If it weren't for the bats hanging from the roof, this cavern -would be the most beautiful place you have ever seen. -The corners are pitch black still, but you detect the faint -gleam of light from many crystal formations. -Huge stalamites and other formations combine in a successful -effort to create a wonderland. The soft sound of dropping water -sends echoes throughout the cavern and tunnels. -~ -0 8200 0 -D1 -(null)~ -(null)~ -0 -1 4313 -D3 -(null)~ -(null)~ -0 -1 4311 -S -#4313 -Too Dark to tell. Scary huh.~ -You have walked into a cavern with a ...FFFAAALLLLLLIIIINNNNNNGGGG -~ -0 8 0 -D2 -(null)~ -(null)~ -0 -1 4387 -D3 -(null)~ -(null)~ -0 -1 4312 -S -#4314 -An underground River~ -Lucky you had a boat....otherwise you would not be very cold, -wet, and deep into the mountain. -~ -0 13 7 -D0 -(null)~ -(null)~ -0 -1 4310 -D1 -(null)~ -(null)~ -0 -1 4315 -S -#4315 -River ride.~ -You are on the river. The water that splashes over the edge of -your boat is very very cold indeed. -~ -0 9 7 -D1 -(null)~ -(null)~ -0 -1 4316 -D3 -(null)~ -(null)~ -0 -1 4314 -S -#4316 -Dark cold river.~ -You begin to wonder where this river is taking you. You have -finally noticed that you are not paddling your craft. The river -current has you and you are moving very fast through this underground river. -~ -0 9 7 -D1 -(null)~ -(null)~ -0 -1 4389 -D2 -(null)~ -(null)~ -0 -1 4317 -D3 -(null)~ -(null)~ -0 -1 4315 -S -#4317 -Inside the mountain.~ -You have finally discovered a place to land. The river thunders -by you and falls into a deep hole just a little beyond this landing. -You are almost blinded by a flash of daylight coming from above. -Straining your eyesight you note that there are metal bars inside -the circular tunnel above your head. -~ -0 12 0 -D0 -(null)~ -(null)~ -0 -1 4316 -D4 -(null)~ -(null)~ -0 -1 4318 -S -#4318 -Plaza Well~ -You are standing at the top of a deep well made of a white marble. - -The rope and bucket are together, waiting for someone who needs -the cold water below. To the West, East, and South is Castle Reinhold's plaza. -Because of the siege, the citizens are not allowed to set up a bazaar, -but are allowed to wander around. -After taking in the sites and smells of the Plaza, some of the -citizens go East to visit the healer. -~ -0 0 1 -D1 -(null)~ -(null)~ -0 -1 4323 -D2 -(null)~ -(null)~ -0 -1 4336 -D3 -(null)~ -(null)~ -0 -1 4319 -D5 -(null)~ -(null)~ -0 -1 4317 -S -#4319 -Western Plaza~ -The entrance to the Plaza area has always been a crowd favorite. -Anyone of importance who enters the Plaza must pass through this -narrow tunnel opening to get to the Plaza. -For many citizens, it will be the closest they will ever come to -royalty or other people of importance. -~ -0 0 1 -D1 -(null)~ -(null)~ -0 -1 4318 -D2 -(null)~ -(null)~ -0 -1 4321 -D3 -(null)~ -(null)~ -0 -1 4320 -S -#4320 -Small Tunnel~ -This small tunnel is very easy to defend. Arrow slots have been -cut into the walls and steel grills are ready to crash down and -capture anyone in the tunnel without permission. -~ -0 520 1 -D1 -(null)~ -(null)~ -0 -1 4319 -D3 -(null)~ -(null)~ -0 -1 4322 -S -#4321 -The Armorer~ -Sounds of a hammer tapping on metal greets your ears as you step -into the best armor shoppe in the city. -Thanks to nearly a lifetime of adventuring, the armorer has collected -a fine collection protective armor. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4319 -D2 -(null)~ -(null)~ -0 -1 4335 -S -#4322 -A Small Tunnel~ -The city planners designed this tunnel as a secure means of access -to the Plaza and heart of the castle. - -With arrow slits, oil vats, and swing steel grates they did their -best to anticipate all situations...be it direct assault or the siege -presently going on. -~ -0 520 1 -D0 -(null)~ -(null)~ -0 -1 4388 -D1 -(null)~ -(null)~ -0 -1 4320 -D3 -(null)~ -(null)~ -0 -1 4333 -S -#4323 -Eastern Plaza~ -There used to be a beautiful herb garden here. Flowers grew at -the corners and with the fountain nearby...a romantic situation -was easily created. -However, one of the civilians goats got loose and ate the herbs. -It died shortly afterwards from missing it's herbs, but the loss -of the garden still hits the Healer badly. -~ -0 8 1 -D2 -(null)~ -(null)~ -0 -1 4338 -D3 -(null)~ -(null)~ -0 -1 4318 -S -#4324 -Preamble to evil.~ -The Castle is very very close now. It's shadow covers the -cobblestone road you are now on. The stench of blood fills your -nostrils and you notice riverlets of it streaming down the -cobblestone road. - -You can hear the sounds of combat nearby. -~ -0 0 1 -D0 -(null)~ -(null)~ -0 -1 4307 -D1 -(null)~ -(null)~ -0 -1 4325 -S -#4325 -Downward Slope~ -At last. Castle Reinhold shines with the light of GOODNESS. -Below you, in the small valley before the gates of the castle, -rests an army. A black standard flies from hundreds of spears -and the dull beating of war drums fills the air. -Death hangs over the valley and needs little help from the -smoking ruins of civilian homes to darken the sun and spirits -of Good warriors. -~ -0 0 1 -D2 -(null)~ -(null)~ -0 -1 4326 -D3 -(null)~ -(null)~ -0 -1 4324 -S -#4326 -Battle Zone~ -Without drawing the attention of the perimeter guards you have -walked into the center of the dark camp. You notice for the first -time the abscence of camp followers and of beast of burdon. -How can an army exist without the comforts of their women...and -what about food? You saw that they left animal carcasses to rot -in the sun. - -Hhhmmm. You stop your contemplation when you notice a stew pot, -hanging over a low fire. You look inside. *** GASP *** -Floating inside the pot are body parts of a small girl. -You now realize that you are in the presence of pure evil. -~ -0 8192 2 -D0 -(null)~ -(null)~ -0 -1 4325 -D2 -(null)~ -(null)~ -0 -1 4327 -S -#4327 -Before the Gates~ -Castle Reinhold looms high over your head. -It's dark shadow passes across the valley and you feel no comfort -from it's strength. Not now. -For you are in the presence of the Dark Captain himself. -~ -0 0 2 -D0 -(null)~ -(null)~ -0 -1 4326 -D2 -The Castle Gates are tremendous! They are burned, scarred -and show signs of great abuse...but they are still standing. -~ -gate~ -3 0 4328 -S -#4328 -Castle Entrance~ -You have made it into the castle. Blood drips from your body onto the floor. -Ducal guards are watching you closely...and have been watching you for -some time. They thought at first you were a spy, now they know you are one. -For only a spy could get past the Dark Captain. - - You are not welcome here spy. -~ -0 12 1 -D0 -The Castle Gates are almost ready to collapse. -~ -gate~ -3 0 4327 -D2 -(null)~ -(null)~ -0 -1 4329 -S -#4329 -Palace Road~ -This ancient road has the oldest stonework in the city. -The rest of the castle was built off this road, and you can tell by -looking around that this is also the most defensive section of the city. -Ducal Guards are everywhere. -You hear the ** CLANKING ** of their armor and of their boots. -Somewhere to the West you hear the shrill screaming of woman and kids. -~ -0 8 1 -D0 -(null)~ -(null)~ -0 -1 4328 -D1 -(null)~ -(null)~ -0 -1 4333 -D2 -(null)~ -(null)~ -0 -1 4332 -D3 -(null)~ -(null)~ -0 -1 4330 -S -#4330 -Park Avenue~ -If the civilians weren't here, you would discover a park beyond -measure in beauty. However, the civilians have turned this park -into a pig sty. Trash and possessions are everywhere. -Sanitation facilities are overrun. Men and women, with children -running rampant, have let their fear of the evil outside the walls -to turn them into animals. The sight makes you sick to your stomach. -~ -0 8 1 -D1 -(null)~ -(null)~ -0 -1 4329 -D2 -(null)~ -(null)~ -0 -1 4331 -S -#4331 -South End of Park~ -Here was once a beautiful pond. Swans graced it's surface with -beauty, and brought smiles to the faces of small children. -Today, it is the parents who smile. They who have full bellies -for the first time in many weeks. Yes, they even smile as they -beat their clothes clean in the green oily water of the pond. -~ -0 0 2 -D0 -(null)~ -(null)~ -0 -1 4330 -S -#4332 -Palace Entrance~ -The entrance to the royal palace has been barricaded with -iron grills. Much thought and planning went into the effort as -not even the best thief in the world could open the doors. -There must be another entrance to the palace. -~ -0 0 1 -D0 -(null)~ -(null)~ -0 -1 4329 -S -#4333 -Grendel Avenue~ -This magnificient Avenue has been dedicated to Grendel, the Giant Warrior. -His exploits have become legend and the citizens of Castle Reinhold have -attempted to show him how much they care for him. -~ -0 8 1 -D1 -(null)~ -(null)~ -0 -1 4322 -D2 -(null)~ -(null)~ -0 -1 4334 -D3 -(null)~ -(null)~ -0 -1 4329 -S -#4334 -The Bakery~ -Even during time of war...the smell of a bakery can put a smile -on someones face. And judging from the terrific aroma floating -on the breeze, the baker is hard at work. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4333 -S -#4335 -The Weaponsmith~ -The ** SCRAPING ** noise that you hear is the sound of a craftsman -honing the blade of a fine weapon. - -The last thing you want to do is mess with this guy. His shop is -immaculate and there is always a weapon on hand. - -Large wooden barrels hold dozens of spears and arrows, while unstrung -bows hang from hooks on the wall. -Cases and bookshelves hold hundreds of swords and knives. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4321 -D1 -(null)~ -(null)~ -0 -1 4337 -S -#4336 -Southern Plaza~ -The Southern Plaza has always been an open air market. That is, -until the siege. -Today the Plaza is empty. Not a vendor in sight. -The Southern Plaza is grey cobblestone with green ivy growing on -nearby buildings. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4318 -D2 -(null)~ -(null)~ -0 -1 4337 -S -#4337 -Parade Grounds~ -This large dirt lot is void of all grass due to the marching feet -of trainees learning close order drill. -The Ducal Guard has always claimed this area as it's own. -Cadets learn teamwork and other group skills here. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4336 -D1 -(null)~ -(null)~ -0 -1 4340 -D2 -(null)~ -(null)~ -0 -1 4341 -D3 -(null)~ -(null)~ -0 -1 4335 -S -#4338 -Dark Tunnel~ -The plaza is behind you and darkness is with you. Like the heart of -the earth, this tunnel, this path, must lead to something better. -This path through darkness smothers your soul. - -Ahead...at the end of the tunnel you see a light. -~ -0 12 0 -D0 -(null)~ -(null)~ -0 -1 4323 -D2 -(null)~ -(null)~ -0 -1 4339 -S -#4339 -The LIGHT~ -You have entered a sanctuary to the God of Light ! - -High above your head are thousands of balls of light, eternally -lighting this room. To the West is an exit and to the East is one -of the God's clerics blessing a group of villagers and Ducal guards. -Perhaps he has time to see you as well. -~ -0 9224 0 -D0 -(null)~ -(null)~ -0 -1 4338 -D2 -(null)~ -(null)~ -0 -1 4340 -S -#4340 -Peace Garden~ -Although this garden is close to the Parade Grounds, it is still -one of the most peaceful places within the Castle. -A white gravel path meanders amoungst six foot tall hedges. -Small statues dot the landscape and a fountain or two provides -many birds a source of refreshment. Ivy covered walls complete the scene. -~ -0 4 1 -D0 -(null)~ -(null)~ -0 -1 4339 -D2 -(null)~ -(null)~ -0 -1 4344 -D3 -(null)~ -(null)~ -0 -1 4337 -S -#4341 -First Floor Barracks~ -Uh oh. You have entered the Ducal Guard Barracks. -A few tables and chairs are currently occupied, but there seems -to be a free one near the fireplace. - -As you sit, your eyes adjust to the dim light and you see several -cadets fixing their armor, while others are practicing their hand -to hand communication skills. -~ -0 8 1 -D0 -(null)~ -(null)~ -0 -1 4337 -D4 -~ -door~ -3 -1 4343 -S -#4342 -The Second Floor~ -This narrow hallway leads to several individual rooms and at the end -of the corridor is a staircase leading upwards to the third floor. -Along the length of the corridor are rooms. -Several Cadets sleep in the same room. - -The Cadet rooms are bare except for a sleeping mat, a chamber pot, -and a weapons rack. -~ -0 8 0 -D4 -The Armory Door looks like a vault. -~ -door~ -3 0 4344 -D5 -(null)~ -(null)~ -0 -1 4341 -S -#4343 -The Armory~ -A thick, reinforced door is open about a foot. Inside you see racks -and racks of weapons and bins of armor. - -The door is obviously not supposed to be open. Many of the weapons -appear to be home made...perhaps from the militia. The other items -are very very good. -~ -0 8 0 -D5 -The Armory door looks like a vault. -~ -door~ -3 0 4341 -S -#4344 -Crowbar Street~ -Crowbar Street has been dedicated to a valient warrior spirit. -A spirit without fear or regret, without remorse. A spirit whose foes -dread meeting..knowing that they will die. Maybe not this time, -but soon. -~ -0 8 1 -D0 -(null)~ -(null)~ -0 -1 4340 -D2 -(null)~ -(null)~ -0 -1 4345 -S -#4345 -Kiki Street~ -Large stones from a nearby quarry have been used to create a primal, -raw, artistic expression. In tribute to the great warrior woman Kiki, -the Duke had his best craftsman work for many weeks to blend the energy -of nature with the control and power of an irresistable woman. -~ -0 8 1 -D0 -(null)~ -(null)~ -0 -1 4344 -D2 -This large, reinforced door has been beaten on, burned, and attacked with -magic....and it still stands. -~ -door~ -7 4333 4346 -S -#4346 -Keep Entrance~ -Castle Reinhold is heavily fortified from without, with three major -walls and several defensive towers. - -Within the maze is Reinhold Keep. With walls twenty feet thick, -grills at every entrance this Keep is the goal of every invader. -Built to withstand an extended direct assault, the Keep has been -stocked with supplies to last two years. -~ -0 8 0 -D0 -This door has been beaten on, burned, and attacked by magic. -It still stands. -~ -door~ -7 4333 4345 -D2 -(null)~ -(null)~ -0 -1 4347 -S -#4347 -Main Hall~ -This is the Main Hall of the Keep. -Shields hang from the walls and banners hang from the ceiling. -Suits of armor are spaced along the length of the room. -~ -0 8204 0 -D0 -(null)~ -(null)~ -0 -1 4346 -D2 -(null)~ -(null)~ -0 -1 4357 -D3 -(null)~ -(null)~ -0 -1 4348 -S -#4348 -Forest Hall~ -Aaaaahhhh. Indoor plants abound in this room. Tall trees scrape -the glass ceiling twenty feet up while a riotous blend of flora swells -from the corners to a centerpiece statue. -The statue is of Duke Reinhold. Large, armored in his favorite platemail, -with sword drawn he presents an impressive figure. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4347 -D2 -(null)~ -(null)~ -0 -1 4353 -D3 -(null)~ -(null)~ -0 -1 4349 -S -#4349 -Dining Hall~ -Three HUGE fireplaces light and warm this gathering place. -In the center of the room is a table made from half of a giant -redwood. Deeply polished and beautifully emblazoned this table -seats approximately fifty persons. - -Silver candlesticks are scattered about, and on the walls, amoungst -the shields, banners and other trophies of war, you see chains for -securing prisoners to the wall. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4348 -D2 -(null)~ -(null)~ -0 -1 4352 -D3 -(null)~ -(null)~ -0 -1 4351 -S -#4350 -Ceptic Tank~ -You IDIOT! You have stepped into a very deep ceptic tank. - - You FAALLLLLLLLL!!! - -You land in a pile of ofal three feet thick. Liquids quickly seep -into every crevice of your armor and SOMETHING scitters across the -filth and rubs against your leg before it slithers into the darkness. -~ -0 524 0 -S -#4351 -The Indoor Toilets~ -Who would have thought it?? Indoor toilets! The world will always -be able to amaze you. -The attendant has obviously spent a lot of time on the seats... -they virtually GLOW! -~ -0 520 0 -D1 -(null)~ -(null)~ -0 -1 4349 -D5 -(null)~ -(null)~ -0 -1 4350 -S -#4352 -The Kitchen~ -The HEAT from the two fireplaces has this room as hot as the sun... -or so it seems. - -A few small tables are scattered around the room for food preparation -and there are four cabinets with cooking supplies in them. -A set of burnished copper pots hang from the ceiling. Some very sharp -knives are stuck into a wooden target off to the side of the largest -preparation table. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4349 -S -#4353 -Flight of stairs~ -As you walk into this room you hear a sound like a distance gong -being struck. -At the rear of the room, a spiral staircase goes upward into the -darkness of the tower. -Scattered about on the floor is several months of accumulated trash -and dust. -Brush marks indicate that someone has attempted to sweep the trash -but as far as you can see to little success. -~ -0 520 0 -D0 -(null)~ -(null)~ -0 -1 4348 -D4 -(null)~ -(null)~ -0 -1 4354 -S -#4354 -The First Ring ~ -The First Ring of the tower is devoted to the trappings of a mage. -With tapestries of blackness hanging from the walls the room is -dark indeed. -Shining sconces of silver have foot thick candles burning in them... -the candles giving off a peculiar aroma, faint yet cloying. -Bookcases line the walls and bins of scrolls are stacked in the corners. -If you were a sage you could spend twenty years just catagorizing -this treasure trove of information. -~ -0 8 0 -D4 -(null)~ -(null)~ -0 -1 4355 -D5 -(null)~ -(null)~ -0 -1 4353 -S -#4355 -The Second Ring~ -In the center of this room is a silver summoning circle. -The circle is actually imbedded into the ground...and appears to be -very thick. -While you watch...a shimmering blur of color appears inside the circle. -It quickly resolves into a beast of unimaginable horror. You are -revolted by what you see. -The third head of the four headed beast turns to you and says, -"You are puny and have nothing which I desire. You will live. -When you become a Demigod, return here and I will open the gate for you -to another place." The monster then dissapears. -~ -0 8 0 -D1 -A shimmering ward. -~ -Ward~ -7 4348 4386 -D4 -(null)~ -(null)~ -0 -1 4356 -D5 -(null)~ -(null)~ -0 -1 4354 -S -#4356 -Third Ring~ -This last level is high above the castle proper. Open to the air -with no railing, it is a dangerous place. - -In the center of the room is an urn of ponderous weight and awe -inspiring workmanship. - -Wards of power hang glowing in the air..inches from your face. -There is a shimmering field of power glowing just off the edge of the level. -~ -0 8704 0 -D5 -(null)~ -(null)~ -0 -1 4355 -S -#4357 -Red Hall~ -This beautifully decorated room also contains some of the strangest -trophies you have ever seen. -Battle tophies occupy the majority of the wall space, however, there -are also some hunting trophies intermixed with the shields, banners, -and weapons of long vanquished enemies. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4347 -D2 -(null)~ -(null)~ -0 -1 4358 -S -#4358 -Grand Hall~ -With magically glowing banners and balls of light, this room is lit -with daylight. -A feeling of confidence overwhelms your senses as you realize that -Duke Reinhold has the situation well under control. -His near presence has almost driven every other thought out of your head. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4357 -D2 -(null)~ -(null)~ -0 -1 4359 -S -#4359 -Audience Chamber~ -In the middle of the room is a gigantic throne. It is shaped -like a peacock with the feathers embedded with jewels and gems -from around the world. -Tall candles illuminate this area with a soft light that is very -soothing and calming. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4358 -D2 -(null)~ -(null)~ -0 -1 4360 -S -#4360 -Grand Staircase~ -The Grand Staircase is a miracle of architecture. There are no -visible means of support for this circular staircase. -It's wonderful glow is all natural . -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4359 -D2 -(null)~ -(null)~ -0 -1 4369 -D3 -(null)~ -(null)~ -0 -1 4361 -S -#4361 -Great Hall~ -The Great Hall is the pride and joy of Duchess Reinhold. -She has directed the activities of the architects and artisans for -the last five years and has finally given her seal of approval. -The Great Hall has been painted with the exploits of popular myth -and with Duke Reinhold's own adventures. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4360 -D2 -(null)~ -(null)~ -0 -1 4368 -D3 -(null)~ -(null)~ -0 -1 4362 -S -#4362 -The Great Hall~ -Wonderful paintings decorate the ceiling of this hallway. Tremendous -efforts have gone into making this an example for all visiting -dignitaries to take back to their homes. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4361 -D2 -(null)~ -(null)~ -0 -1 4367 -D3 -(null)~ -(null)~ -0 -1 4363 -S -#4363 -Middle Hall~ -This section of hallway is currently under construction. -Upon completion, it should rival the Great Hall. -If you look closely you will see the beginnings of a large mosaic. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4362 -D2 -(null)~ -(null)~ -0 -1 4366 -D3 -(null)~ -(null)~ -0 -1 4364 -S -#4364 -End of the Hall~ -BE CAREFUL! This end of the hall is extremely unstable. Large -loose blocks of masonry have fallen before and could fall again. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4363 -D2 -(null)~ -(null)~ -0 -1 4365 -S -#4365 -Large Bedroom~ -You have entered the large bedroom set aside for guests. -At this moment the workers have all of their equipment stored here. -Not a pretty sight I assure you. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4364 -S -#4366 -Visitor's Room~ -This room has also been set aside for visitors. Many a dignitary -has stayed here. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4363 -S -#4367 -Master Bedroom~ -This bedroom belongs to the Duke and Duchess. It is magnificient. -Very opulant and with every modern gadget you can imagine. -Their bed is a huge canopy bed with red ruffles. Silk sheets and -pillows accessorize the royal love nest. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4362 -S -#4368 -Mistress Bedroom~ -Duchess Reinhold has her own bedroom for those special nights that -the Duke stays out drinking with his war buddies. -She has many of her personal items here as well as her jewelry collection. -Pink is the dominant color. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4361 -S -#4369 -Great Library~ -Aaaahhhh. The Great Library is the centerpiece of the continent and -the free world. -There are thousands upon thousands of hard bound books within this library. -Cedar and Cherry wood shelves cover all four walls from top to bottom. -You need a ladder to reach the upper shelves. -There are two very comfortable chairs in the center of the room. -An oil lamp rests on the table nearby. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4360 -D2 -The bookshelf appears to be well made, with some type of roller system -attached to the upper and lowers ends. -With a slight pressure, the bookshelf will swing open. -~ -door~ -35 4340 4370 -S -#4370 -A Bookshelf~ -After stepping through the bookshelf you entered a secret passageway. -There appears to be no one around. -~ -0 12 0 -D0 -The bookshelf appears to be well made, with some type of roller system -attached to the upper and lowers ends. -With a slight pressure, the bookshelf will swing open. -~ -door~ -7 4340 4369 -D2 -(null)~ -(null)~ -0 -1 4371 -S -#4371 -Dirty passageway~ -This passageway has become very small all of a sudden. SSSSShhhhhhhhh!! -Quiet! I think that I hear something...or someone. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4370 -D2 -(null)~ -(null)~ -0 -1 4374 -D3 -(null)~ -(null)~ -0 -1 4372 -S -#4372 -A narrow passageway~ -Bending over double you move forward. -~ -0 520 0 -D1 -(null)~ -(null)~ -0 -1 4371 -D5 -(null)~ -(null)~ -0 -1 4373 -S -#4373 -Shaky stairway~ -This stairway is extremely small and not well built. At the bottom -of the stairs you hear metal hitting against metal. -~ -0 520 0 -D3 -(null)~ -(null)~ -0 -1 4382 -D4 -(null)~ -(null)~ -0 -1 4372 -S -#4374 -Natural Cave~ -The manmade tunnel that you were following has become a natural cave. -~ -0 9 0 -D0 -(null)~ -(null)~ -0 -1 4371 -D2 -(null)~ -(null)~ -0 -1 4375 -S -#4375 -The Dead Cavern~ -Long ago this cavern was carved by a river or stream. A river long dead. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4374 -D2 -(null)~ -(null)~ -0 -1 4376 -D3 -(null)~ -(null)~ -0 -1 4381 -S -#4376 -Small cave~ -Fresh air streams through a small opening in the cave wall to the East. -The opening is approximately three feet wide and is coated in bat droppings. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4375 -D2 -(null)~ -(null)~ -0 -1 4377 -D3 -(null)~ -(null)~ -0 -1 4379 -S -#4377 -Overlook cave~ -The outer wall of this cave has been caved in by someone or something, -creating a nine foot wide entrance. - -Below you and down the hill a bit is a small road running alongside -the Rhein River. - -To your West you detect a terrible smell. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4376 -D1 -(null)~ -(null)~ -0 -1 4304 -D3 -(null)~ -(null)~ -0 -1 4378 -S -#4378 -The Lair~ -Unfortunately for you..this cavern is occupied! BETTER FLEE !!!! -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4377 -S -#4379 -A dark dangerous cavern~ -You are standing in the presence of several wild wyverns. - - They *** ATTACK *** You. -~ -0 8200 0 -D1 -(null)~ -(null)~ -0 -1 4376 -D4 -(null)~ -(null)~ -0 -1 4380 -S -#4380 -Treasure Room~ -This tiny cave is too small for the wyverns to enter, however, it -has not stopped them from hiding their items here. -Uh oh! Perhaps I spoke too soon. It appears that at least one -wyvern has made it into the room. - -Perhaps if you help it get out it will serve you for a few years. -~ -0 8204 0 -D5 -(null)~ -(null)~ -0 -1 4379 -S -#4381 -Side cavern~ -You are standing in a tiny side cavern compared to others you -have seen. This cavern seems peaceful enough. Perhaps you can -rest a moment. ZZZZZzzzzz. -~ -0 8204 0 -D1 -(null)~ -(null)~ -0 -1 4375 -S -#4382 -The Torturer's Pit~ -After surviving the ancient stairs you come to the entrance of -Duke Reinhold's dungeon. - -Screams of pure agony can be faintly heard. -~ -0 8204 0 -D1 -(null)~ -(null)~ -0 -1 4373 -D3 -(null)~ -(null)~ -0 -1 4383 -S -#4383 -Torture Chamber~ -Uuhhhgg. This room reeks of death and torture. In the center of -the room is the fire pit. Inside which three irons are constantly -being heated. - -To the side is a hideous bed with straps to hold victems down. -Alongside the bed is a feather. - -Chains are imbedded deeply in society but we will never know. -The Torturer is humming a special song as he works. -"I love you, you love me, " etc.. -~ -0 8204 0 -D1 -(null)~ -(null)~ -0 -1 4382 -D3 -(null)~ -(null)~ -0 -1 4385 -S -#4384 -Dungeon Cell~ -The cell you are in has been approved by the GOOD Alliance Board -of Regents. - -There is a bedding of freshly picked flowers on the floor for when -you need sleep. Many writings on the wall are inspirational sayings... -trying to remind evil followers that they are hurting real people. - -There appears to be writing on the wall. -~ -0 8716 0 -E -writing~ -The Duk suxs! His wife is a whore! His children are pigs! -~ -S -#4385 -The Last Mile~ -Many of the evil inmates have cried for mercy as they are taken down -this tunnel. -~ -0 8204 0 -D0 -(null)~ -(null)~ -0 -1 4384 -D1 -(null)~ -(null)~ -0 -1 4383 -D2 -(null)~ -(null)~ -0 -1 4384 -D3 -(null)~ -(null)~ -0 -1 4384 -S -#4386 -Inside the Summoning Ring~ -You are completely surrounded by a ring of magic and silver. -If you try to touch the sides you receive a massive shock and you -are thrown backwards. -The monsters from this area have come from this summoning ring. -The ring maintains links to them and if you look closely you can -see lines of power feeding them. -Travel along the lines and you will magically arrive at the beasts. -~ -0 8716 0 -D1 -(null)~ -(null)~ -0 -1 4396 -D2 -(null)~ -(null)~ -0 -1 4305 -D3 -The shimmering ward. -~ -Ward~ -7 4348 4355 -D4 -(null)~ -(null)~ -0 -1 4395 -S -#4387 -The Way Out~ -Lucky you. Now, be careful next time. This cave leads to safety. -To the West is a swirling magical vortex....step into it and you'll be safe. -~ -0 8200 0 -D0 -(null)~ -(null)~ -0 -1 4313 -D3 -(null)~ -(null)~ -0 4348 4300 -S -#4388 -Mercantile~ -The building you are standing in has a quaint atmosphere about it. -There are many adventuring items hanging from hooks and thrown on -shelves. A huge counter, piled high with odds and ends, attracts -your attention. You step up to the counter. -~ -0 8 0 -D2 -(null)~ -(null)~ -0 -1 4322 -S -#4389 -A Dangerous Fall~ -The river is becoming violent as it dives into a huge hole in the -ground. The underground river goes underground. - -Are you really sure that you want to continue? -~ -0 8 7 -D3 -(null)~ -(null)~ -0 -1 4316 -D5 -(null)~ -(null)~ -0 -1 4390 -S -#4390 -No exit blackness~ -Doomed Doomed Doomed Doomed Doomed Doomed Doomed. - -The river beats a rythem upon the rocks. As the river hits the rocks -it splashes towards the walls of the cavern, creating interesting -designs and crevices. -~ -0 8 7 -D3 -(null)~ -(null)~ -0 -1 4391 -D4 -(null)~ -(null)~ -0 -1 4389 -S -#4391 -Under the waterfall~ -Under the waterfall is a beautiful cavern, glistening wet from the -spray of the water. -You see a florescent moss growing on the walls of the cavern, -illuminated a tunnel leading deeper into the mountain. -The floor of this cave has been many wet trails leading from the -waterfall's pool to the tunnel before you. -~ -0 8 0 -D0 -(null)~ -(null)~ -0 -1 4392 -D1 -(null)~ -(null)~ -0 -1 4390 -S -#4392 -The waterfall tunnel~ -This tunnel goes DEEP into the mountain. The further you go -the chiller the air becomes until you are able to see your breath. -~ -0 8 0 -D2 -(null)~ -(null)~ -0 -1 4391 -D3 -(null)~ -(null)~ -0 -1 4393 -S -#4393 -A Large underground cavern~ -You have entered another world. There is a large reptillian presence here. -Many small mud dens rise like igloos from the damp floor of the cavern. -~ -0 8 0 -D1 -(null)~ -(null)~ -0 -1 4392 -D4 -(null)~ -(null)~ -0 -1 4394 -S -#4394 -God's Room~ -The room you are in has many elements of the underwater world. -Deep in the back recesses of the cavern is a massive bulk. -It appears that the lizardmen have been feeding and worshipping -a small dragon! -~ -0 8 0 -D5 -(null)~ -(null)~ -0 -1 4393 -S -#4395 -Hall of Horrors~ -You have entered the Hall of Horrors. Terrible SOUNDS can be heard...the screaming -of thousands of souls SCREAMING their last cries into the darkness. -On the walls of this Hall are thousands upon thousands of flayed skin tapestries. -All races are represented. -~ -0 520 0 -D5 -(null)~ -(null)~ -0 -1 4386 -S -#4396 -The Dark Abyss~ -You are standing upon a tiny, 2 foot square piece of rock....floating in the blackest -abyss. -As you look around, you see the door and the rock you are standing on....and that -is all. The blackness is so complete it is oppressive. The weight of the world beats -down upon your head. -~ -0 520 0 -D3 -(null)~ -(null)~ -0 -1 4386 -S -#0 - - -#RESETS -D 0 4327 2 1 -D 0 4328 0 1 -D 0 4342 4 1 -D 0 4345 2 2 -D 0 4346 0 2 -D 0 4355 1 2 -D 0 4369 2 1 -D 0 4370 0 2 -D 0 4386 3 2 -M 0 4305 1 4301 -G 0 4324 0 -M 0 4300 1 4301 -G 0 4300 0 -G 0 4304 0 -M 0 4302 2 4305 -E 0 4301 1 12 -E 0 4315 1 6 -G 0 4300 0 -M 0 4304 6 4305 -O 0 4309 0 4305 -M 0 4304 6 4305 -M 0 4304 6 4305 -M 0 4304 6 4305 -M 0 4304 6 4305 -M 0 4301 5 4307 -O 0 4314 0 4305 -O 0 4316 0 4318 -M 0 4308 1 4321 -G 0 4380 0 -G 0 4381 0 -G 0 4382 0 -M 0 4304 6 4325 -M 0 4304 6 4325 -M 0 4304 6 4325 -M 0 4304 6 4325 -M 0 4304 6 4325 -M 0 4302 4 4326 -E 0 4315 1 6 -M 0 4302 4 4326 -E 0 4301 1 5 -E 0 4315 1 6 -M 0 4302 4 4326 -E 0 4301 1 5 -E 0 4315 1 6 -G 0 4300 0 -M 0 4304 5 4326 -M 0 4304 5 4326 -M 0 4304 5 4326 -M 0 4304 5 4326 -M 0 4304 5 4326 -M 0 4303 1 4327 -E 0 4301 1 5 -E 0 4302 1 6 -E 0 4303 0 16 -G 0 4300 0 -M 0 4302 2 4327 -E 0 4301 1 5 -E 0 4315 1 6 -M 0 4304 5 4327 -M 0 4304 5 4327 -M 0 4304 5 4327 -M 0 4304 5 4327 -M 0 4304 5 4327 -M 0 4306 5 4329 -E 0 4307 1 7 -E 0 4305 1 11 -M 0 4306 5 4329 -M 0 4306 5 4329 -M 0 4306 5 4329 -M 0 4312 1 4329 -E 0 4310 0 1 -E 0 4306 1 5 -E 0 4311 0 16 -M 0 4306 5 4332 -E 0 4310 0 1 -E 0 4307 1 7 -M 0 4306 5 4332 -E 0 4310 0 2 -E 0 4308 0 16 -M 0 4306 5 4332 -E 0 4310 0 1 -G 0 4300 0 -M 0 4306 5 4332 -M 0 4305 5 4330 -E 0 4319 1 17 -M 0 4305 5 4330 -M 0 4305 5 4330 -E 0 4327 1 17 -M 0 4305 5 4330 -M 0 4305 5 4331 -G 0 4317 0 -M 0 4305 5 4331 -G 0 4320 0 -M 0 4305 5 4331 -M 0 4305 5 4331 -M 0 4307 1 4334 -G 0 4300 0 -G 0 4353 0 -G 0 4354 0 -G 0 4355 0 -M 0 4309 1 4335 -G 0 4331 0 -G 0 4313 0 -M 0 4316 1 4339 -M 0 4311 1 4337 -M 0 4315 8 4337 -M 0 4315 8 4337 -M 0 4315 8 4337 -M 0 4315 8 4337 -M 0 4315 8 4337 -M 0 4305 4 4340 -E 0 4327 1 17 -M 0 4317 4 4344 -E 0 4332 0 16 -M 0 4317 4 4344 -M 0 4317 4 4344 -M 0 4317 4 4344 -M 0 4317 4 4345 -M 0 4317 4 4345 -M 0 4317 4 4345 -M 0 4317 4 4345 -M 0 4317 4 4345 -M 0 4306 4 4346 -E 0 4313 0 16 -M 0 4306 4 4346 -E 0 4313 0 16 -M 0 4306 4 4346 -M 0 4312 2 4346 -E 0 4310 0 1 -E 0 4310 0 2 -E 0 4306 1 5 -E 0 4307 1 7 -E 0 4305 1 11 -E 0 4311 0 16 -E 0 4328 1 17 -M 0 4317 2 4346 -M 0 4317 1 4345 -E 0 4331 0 16 -M 0 4321 1 4351 -M 0 4318 2 4349 -M 0 4319 1 4352 -M 0 4325 1 4353 -M 0 4326 1 4354 -M 0 4326 1 4355 -M 0 4324 1 4356 -G 0 4337 0 -G 0 4337 0 -G 0 4348 0 -M 0 4320 1 4348 -M 0 4328 1 4348 -M 0 4318 3 4349 -M 0 4320 2 4357 -M 0 4320 2 4357 -M 0 4318 2 4357 -M 0 4306 4 4357 -M 0 4306 4 4357 -M 0 4306 4 4357 -M 0 4306 4 4357 -M 0 4306 4 4358 -M 0 4306 4 4358 -M 0 4306 4 4358 -M 0 4306 4 4358 -M 0 4312 1 4358 -E 0 4306 1 5 -E 0 4311 0 16 -M 0 4306 4 4359 -M 0 4322 1 4359 -E 0 4310 0 1 -E 0 4310 0 2 -E 0 4356 1 5 -E 0 4357 1 6 -E 0 4359 1 7 -E 0 4360 0 8 -E 0 4361 1 9 -E 0 4305 1 11 -E 0 4358 1 12 -E 0 4362 0 16 -M 0 4323 1 4359 -M 0 4306 3 4359 -M 0 4320 4 4359 -M 0 4320 4 4359 -M 0 4320 4 4359 -M 0 4320 4 4359 -M 0 4318 2 4359 -M 0 4329 1 4364 -M 0 4328 1 4364 -M 0 4329 1 4366 -M 0 4329 1 4366 -M 0 4328 1 4366 -M 0 4328 1 4367 -M 0 4329 1 4367 -M 0 4329 1 4368 -M 0 4328 1 4368 -M 0 4317 1 4368 -M 0 4317 1 4367 -M 0 4327 1 4369 -G 0 4340 0 -M 0 4317 4 4372 -M 0 4330 1 4374 -M 0 4331 1 4375 -M 0 4331 1 4375 -M 0 4332 5 4378 -O 0 4318 0 4378 -O 0 4314 0 4378 -M 0 4332 5 4378 -M 0 4332 5 4378 -M 0 4332 5 4378 -M 0 4332 5 4378 -M 0 4333 4 4379 -O 0 4319 0 4380 -O 0 4320 0 4380 -O 0 4324 0 4380 -O 0 4329 0 4380 -O 0 4338 0 4380 -O 0 4343 0 4380 -O 0 4313 0 4380 -O 0 4303 0 4380 -M 0 4332 6 4377 -M 0 4334 1 4383 -O 0 4346 0 4384 -O 0 4343 0 4368 -O 0 4345 0 4368 -O 0 4344 0 4368 -O 0 4343 0 4367 -O 0 4345 0 4367 -O 0 4347 0 4380 -M 0 4335 3 4314 -M 0 4335 3 4314 -M 0 4335 3 4314 -M 0 4310 1 4388 -G 0 4300 0 -G 0 4309 0 -G 0 4317 0 -M 0 4336 1 4344 -G 0 4349 0 -G 0 4350 0 -G 0 4351 0 -M 0 4337 5 4392 -M 0 4337 5 4392 -M 0 4337 5 4393 -M 0 4338 5 4393 -E 0 4364 0 1 -E 0 4363 0 16 -M 0 4338 5 4393 -M 0 4338 5 4393 -M 0 4338 5 4393 -M 0 4338 5 4393 -M 0 4337 4 4393 -M 0 4339 1 4394 -E 0 4367 1 5 -E 0 4366 1 6 -E 0 4365 0 16 -M 0 4335 4 4392 -M 0 4338 5 4393 -M 0 4335 4 4316 -M 0 4305 4 4336 -M 0 4315 4 4336 -M 0 4304 4 4305 -M 0 4338 4 4312 -E 0 4363 0 16 -M 0 4335 4 4315 -M 0 4305 4 4319 -G 0 4317 0 -M 0 4305 4 4323 -M 0 4304 4 4326 -M 0 4306 4 4329 -M 0 4305 4 4330 -M 0 4305 4 4331 -M 0 4315 4 4337 -M 0 4330 1 4380 -M 0 4341 1 4395 -G 0 4379 0 -G 0 4379 0 -M 0 4340 1 4396 -E 0 4369 0 1 -E 0 4369 0 2 -E 0 4370 1 3 -E 0 4370 0 4 -E 0 4371 1 5 -E 0 4368 1 6 -E 0 4372 1 7 -E 0 4373 0 8 -E 0 4374 1 9 -E 0 4375 1 10 -E 0 4376 1 11 -E 0 4377 1 14 -E 0 4377 1 15 -G 0 4378 0 -G 0 4378 0 -G 0 4378 0 -M 1 4315 8 4341 -M 1 4315 8 4341 -M 1 4315 8 4341 -D 0 4341 4 1 -M 1 4314 3 4343 -E 1 4306 1 5 -E 1 4313 1 16 -M 1 4314 3 4343 -E 1 4306 1 5 -E 1 4313 1 16 -M 1 4314 3 4343 -E 1 4306 1 5 -E 1 4313 1 16 -O 1 4331 1 4343 -O 1 4308 1 4343 -D 0 4343 5 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 4339 spec_breath_gas -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/rensh.are b/data/realm/areas_smaug1.4a/rensh.are deleted file mode 100644 index 40b5894..0000000 --- a/data/realm/areas_smaug1.4a/rensh.are +++ /dev/null @@ -1,1765 +0,0 @@ -#AREA Renshai Clan~ - -#VERSION 1 - -#AUTHOR Paulanka/Drax~ - -#RANGES -0 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#11700 -Snorri shopkeeper~ -Snorri~ -Snorri is here, mixing up a new brew. -~ -Snorri Sturluson is a short, elderly man, with a longish grey beard. You -can tell he has let his beard fall into the pot more than once because of -the purple liquid covering it. He grumbles to himself as he stirs his pot, -looking up at you once in a while to see if you've made up your mind yet. -~ -270532675 33554944 1000 S -17 0 0 3d9+208 2d6+3 -200 0 -112 112 1 -#11701 -Ymir~ -Ymir~ -Ymir stands before you, waiting to help you learn. -~ -Ymir is a wise looking, broad shouldered giant who geets you with a warm -smile. He has many scars on the surface of his body, from years of -training and battle. -~ -2098755 128 1000 S -30 10 0 6d12+853 4d6+8 -200 0 -112 112 1 -#11702 -Methuzela nurse~ -Methuzela~ -Methuzela is standing here, holding a VERY sharp looking scalpel. -~ -Looking at Methuzela, you wish you hadn't. She stands about 8 feet tall, -and looks very menacing. You hope your ailments won't require surgery. -A sigh of relief escapes your lips when she puts the knife away, in -exchange for a clerical text. -~ -69402691 268435584 500 S -100 0 0 3d10+210 2d20+15 -50 0 -112 112 2 -#11703 -Gerta baker~ -Gerta~ -Gerta stands in a cloud of flour here. -~ -Gerta is a doe-eyed young girl who has been apprenticed to bake for the -clan members. She has flour all over her face and body right now, and -is kind of embarrassed. The smell of her wonderul baked goods makes -your mouth water. -~ -2097219 0 1000 S -17 0 0 3d9+200 2d6+3 -250 0 -112 112 2 -#11707 -Sven armorer~ -Sven the Armorer~ -A well-built Renshai, named Sven, stands here, dusting empty shelves. -~ -~ -67 4 500 S -17 0 0 3d10+258 3d10+10 -10000 0 -112 112 1 -#11708 -Mar Lon bartender~ -Mar Lon~ -Mar Lon stands here, taking a break from his music to serve you a drink. -~ -~ -2097219 33554944 1000 S -17 0 0 3d9+208 2d6+3 -200 0 -112 112 1 -#11709 -Sylva assistant baker~ -Sylva~ -Sylva watches over Gerta's magic food stores here. -~ -Sylva is the childhood friend of Gerta's, and she helps watch over the -valuable magical foods that Gerta makes. In contrast to Gerta, she -appears very clean, and greets you with a ready smile. -~ -2097219 0 1000 S -17 0 0 3d9+200 2d6+3 -250 0 -112 112 2 -#11710 -Vernel stablemaster master~ -Vernel~ -Vernel the stablemaster stands here. -~ -Vernel walks around muttering about 'These damn animals'. He looks at -you and smiles, and offers to show you some of the lovely battle-ready -animals the Renshai stables have to offer you. -~ -3145795 0 0 S -20 0 0 2d10+100 3d6+25 -250 0 -112 112 0 -#11711 -griffon pet~ -a Griffon~ -A powerful creature with a lion's head, and as eagle's body is here. -~ -~ -257 0 0 S -15 0 0 3d9+208 2d4+5 -0 0 -112 112 1 -#11712 -warhorse war horse pet~ -a Warhorse~ -A powerful steed, bred for its aggression, lack of fear, and prowess in -battle, stands here. -~ -~ -257 0 0 S -20 0 0 3d9+333 2d5+4 -0 0 -112 112 1 -#11713 -velociraptor pet raptor~ -a Velociraptor~ -A large green reptile with HUGE teeth stands here, staring at you very -intently. -~ -~ -257 0 0 S -26 0 0 5d10+600 4d6+8 -0 0 -112 112 1 -#11714 -tribble pet~ -a Tribble~ -A small Tribble, looking like a ball of fur sits here, multiplying -furiously. -~ -~ -257 0 0 S -30 0 0 6d12+853 4d6+8 -0 0 -112 112 0 -#11741 -wizard headmaster~ -The Renshai Headmaster Wizard~ -A withered old Renshai, who has been here longer than you can remember -stands here, preparing potions. -~ -~ -2097219 0 1000 S -55 0 0 10d10+2000 6d6+25 -10000 0 -112 112 1 -#0 - - -#OBJECTS -#11704 -Kvasir potion~ -a Kvasir potion~ -A Kvasir potion hovers above the ground here.~ -~ -10 1 0 -35 -1 -1 -1 -6 500 50 -'sanctuary' 'stone skin' 'NONE' -#11705 -Renshai light Battle Standard~ -the Renshai Battle Standard~ -A proud banner, imbued with the spirits of past warriors lies before you.~ -~ -1 1 0 -0 0 900 0 -10 1 0 -#11706 -Standard beer Lager~ -a cool frothy Lager~ -An ice-cold Lager in a red and white label calls to you.~ -~ -10 64 1 -35 -1 -1 -1 -3 250 25 -'invis' 'NONE' 'NONE' -#11707 -Gerta cookies~ -gerta's Cookies~ -A delicious batch of homemade cookies simmers here.~ -~ -19 0 1 -10 0 0 0 -2 25 2 -#11708 -Side Eggs Bacon~ -a Side of Eggs and Bacon~ -Eggs and Bacon lie here, arranged in a happy face.~ -~ -19 0 1 -20 0 0 0 -5 50 5 -#11709 -Leg Lamb~ -a Leg of Lamb~ -A steaming leg of lamb lies before you.~ -~ -19 0 1 -40 0 0 0 -8 100 10 -#11710 -Club Sandwich~ -club Sandwich~ -A triple decker club sandwich lies here, making your mouth water.~ -~ -19 0 1 -30 0 0 0 -6 75 7 -#11711 -Vegetables Vegetarian Surprise~ -vegetarian Surprise~ -Assorted vegetables lie scattered about the room.~ -~ -19 0 1 -30 0 0 0 -6 75 7 -#11712 -Ornate Fountain water~ -an ornate fountain~ -A majestic fountain is here, its design merits a closer look though.~ -~ -25 0 0 -50 50 0 0 -3000 1000 100 -E -fountain~ -The fountain depicts a Renshai warrior vainquishing an opponent. Water -flows like blood from a nasty looking wound in the victim statue's throat. -~ -#11713 -Tankard Ale~ -a Smooth Tankard of Ale~ -A frothing tankard of the finest ale lies here.~ -~ -17 0 1 -8 8 3 0 -10 5 0 -#11714 -Glass Renshai Wine~ -a Glass of Renshai Wine~ -A glass of fine Renshai vintage lies here.~ -~ -17 0 1 -8 8 1 0 -20 8 0 -#11715 -Shot Jack Daniels~ -a Shot of Jack Daniels~ -An unbelievably large shot of Jack Daniels lies discarded here.~ -~ -17 0 1 -8 8 8 0 -20 15 1 -#11716 -Steak Hearty~ -a Hearty Steak~ -A great slab of steak lies here, you feel it could make you stronger.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'kindred strength' 'NONE' 'NONE' -#11717 -Stew~ -gerta's Stew~ -Gerta's famous stew lies here, steaming.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'sanctuary' 'NONE' 'NONE' -#11718 -Carrot Biscuit~ -gerta's Carrot Biscuits~ -Fresh baked carrot biscuits lie here. (good for the eyes, you know)~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'detect invis' 'NONE' 'NONE' -#11719 -Bacon bits~ -bacon Bits~ -A handful of bacon bits lie here.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'armor' 'NONE' 'NONE' -#11720 -Garlic~ -a Clove of Garlic~ -A clove of garlic lies here. This should keep unwanted guests at bay!~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'shield' 'NONE' 'NONE' -#11721 -Coffee Beans~ -coffee Beans~ -Coffee beans, the essence of java, promise to make you really hyper here.~ -~ -26 0 1 -35 -1 -1 -1 -3 2000 200 -'NONE' 'NONE' 'NONE' -#11722 -Apple Pie~ -gerta's Homemade Apple Pie~ -Gerta's famous apple pie lies here, good for what ails you.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'cure light' 'NONE' 'NONE' -#11723 -Chocolate mousse~ -chocolate Mousse~ -A delicious looking chocolate mousse invites you to eat it.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'cure critical' 'NONE' 'NONE' -#11724 -Holy Wafers~ -holy Wafers~ -Tiny wafers surrounded by a divine aura lie here~ -~ -26 1 1 -35 -1 -1 -1 -3 250 25 -'bless' 'NONE' 'NONE' -#11725 -Rock Candy~ -rock Candy~ -Rock hard candy lies here. Care to try your teeth on it?~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'stone skin' 'NONE' 'NONE' -#11726 -After Eight~ -an After Eight~ -An After Eight, the perfect mixture of chocolate and mint, lies here.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'refresh' 'NONE' 'NONE' -#11727 -Angel Food Cake~ -angel Food Cake~ -A yummy angel food cake lies here.~ -~ -26 0 1 -35 -1 -1 -1 -3 250 25 -'fly' 'NONE' 'NONE' -#11728 -Potion vial venom antidote~ -a vial of venom antidote~ -A vial of blue liquid meant as an antidote to poison is here.~ -~ -10 0 1 -35 -1 -1 -1 -3 250 25 -'cure poison' 'NONE' 'NONE' -#11729 -Potion detect evil~ -a Potion of Detect Evil~ -A potion intended to detect the presence of evil sits here.~ -~ -10 0 1 -35 -1 -1 -1 -3 250 25 -'detect evil' 'NONE' 'NONE' -#11730 -Bottle Snake Oil~ -a Bottle of Snake Oil~ -A bottle filled with snake oil to cure all diseases lies here.~ -~ -10 0 1 -35 -1 -1 -1 -3 2000 200 -'NONE' 'NONE' 'NONE' -#11741 -Potion magic cancellation~ -a Potion of Magic Cancellation~ -A potion designed to cancel personal magic effects lies here~ -~ -10 0 1 -35 -1 -1 -1 -3 2000 200 -'NONE' 'NONE' 'NONE' -#11742 -Voodoo Potion~ -voodoo Potion~ -A renshai voodoo potion is here, the sure cure to any curse.~ -~ -10 0 1 -35 -1 -1 -1 -3 250 25 -'remove curse' 'NONE' 'NONE' -#11743 -Potion sight renewal~ -a Potion of Sight Renewal~ -A potion of sight renewal lies here, to cure the blind.~ -~ -10 1 0 -35 -1 -1 -1 -3 250 25 -'cure blindness' 'NONE' 'NONE' -#11744 -chest gold~ -a Gold Chest~ -A large statue of Drax stands here, holding a gold chest.~ -~ -15 4096 0 -15 5 0 0 -10000 10000 1000 -#11745 -coins gold pile~ -a pile of gold coins~ -A pile if gold coins are here.~ -~ -20 0 1 -10000 0 0 0 -10 10000 1000 -#11746 -chest silver~ -a large silver chest~ -A statue of Paulanka holds a silver chest here.~ -~ -15 1 0 -10000 5 0 0 -10000 10000 1000 -#11747 -Margarita~ -a margarita~ -An excellently prepared margarita lies here, shaken, not stirred...~ -~ -17 0 1 -8 8 3 0 -10 5 0 -#11748 -Klingon Grawk~ -klingon Grawk~ -Klingon Grawk lies here. It is reputed to hold the rage of past warriors.~ -~ -26 0 1 -35 -1 -1 -1 -3 2000 200 -'NONE' 'NONE' 'NONE' -#11749 -Guiness Stout~ -guiness Stout~ -A glass of Guiness Stout lies here.~ -~ -26 0 1 -35 -1 -1 -1 -3 2000 200 -'NONE' 'NONE' 'NONE' -#11750 -shield buckler~ -the Renshai Buckler~ -A small round shield with the Renshai crest on it lies here.~ -~ -9 1 0 -9 9 9 3 -10 30000 3000 -A -13 10 -A -19 3 -#11751 -shield blessing Sif~ -sif's Blessing~ -A simple medium shield depicting the Renshai goddess of battle, Sif, is here.~ -~ -9 1 0 -9 9 9 9 -10 45000 4500 -A -2 3 -A -18 2 -A -13 15 -#11752 -shield wrath Modi~ -modi's Wrath~ -A fiery red tower shield, emblazoned with the visage of Modi the -berserker is here.~ -~ -9 1 0 -11 10 11 12 -10 55000 5500 -A -5 1 -A -17 -1 -A -18 2 -A -19 2 -A -20 -5 -A -21 -5 -A -22 -5 -A -23 -5 -A -24 -5 -#11753 -pill frenzy~ -a pill of Frenzy~ -A small white pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -4 3000 300 -'NONE' 'NONE' 'NONE' -#11754 -pill giant strength~ -a Pill of Strength~ -A small blue pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -4 400 40 -'kindred strength' 'NONE' 'NONE' -#11755 -pill Sif protection~ -a Pill of Sif's protection~ -A small glowing pill is here.~ -~ -26 1 0 -65 -1 -1 -1 -8 800 80 -'sanctuary' 'stone skin' 'NONE' -#11756 -pill detection~ -a Pill of Detection~ -A bright yellow pill sits here.~ -~ -26 64 1 -65 -1 -1 -1 -8 800 80 -'detect invis' 'detect magic' 'NONE' -#11757 -pill shielding~ -a Pill of Shielding~ -A small red pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -8 800 80 -'armor' 'shield' 'NONE' -#11758 -pill holy blessing~ -a Pill of Holy Blessing~ -A small glowing orange pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -8 800 80 -'bless' 'fly' 'NONE' -#11759 -pill plague~ -a Plague Pill~ -A sickly green pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -4 3000 300 -'NONE' 'NONE' 'NONE' -#11760 -pill negation~ -a Pill of Negation~ -A small clear pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -4 3000 300 -'NONE' 'NONE' 'NONE' -#11761 -pill curative~ -a Curative Pill~ -A brown pill sits here.~ -~ -26 64 1 -65 -1 -1 -1 -8 800 80 -'cure poison' 'cure blindness' 'NONE' -#11762 -pill gypsy~ -a Gypsy Pill~ -A small paisley pill is here.~ -~ -26 64 1 -65 -1 -1 -1 -4 400 40 -'remove curse' 'NONE' 'NONE' -#11763 -bean mexican jumping~ -a Mexican Jumping Bean~ -A small bean is here, hopping around.~ -~ -26 64 1 -65 -1 -1 -1 -4 3000 300 -'NONE' 'NONE' 'NONE' -#11764 -pangalactic gargle blaster~ -a Pangalactic Gargle Blaster~ -A steaming yellow beverage sits in a melting cup here, but it looks -pretty good. It is supposed to feel like your head is being smashed in with -a gold brick wrapped around a slice of lemon.~ -~ -17 1 0 -10 10 9 0 -5 50 5 -#11765 -shield elder~ -the Renshai Elder Shield~ -A fine platinum tower shield gleams brightly without any light near it. -It emanates divine power and fury.~ -~ -9 1 0 -19 19 19 19 -10 25000 2500 -A -18 5 -A -19 5 -A -2 3 -A -12 75 -A -13 75 -A -23 -15 -A -24 -25 -#11766 -shield hero~ -the Renshai Shield of Heroes~ -Streaks of gold run though the polished metal surface of this -well-crafted shield, emblazoned with the Renshai battle crest.~ -~ -9 1 0 -18 17 17 18 -10 25000 2500 -A -18 5 -A -19 5 -A -2 3 -A -12 100 -A -13 100 -A -23 -10 -A -24 -10 -#11767 -aura swirling~ -the Swirling Renshai Aura~ -A brightly flickering mass of colors seems to hover in the air in front -of you.~ -~ -9 1 0 -16 16 16 16 -10 25000 2500 -A -2 2 -A -18 5 -A -19 5 -A -13 100 -#0 - - -#ROOMS -#11700 -Greeting room~ -You enter a large, cozy-looking room, with a large fire burning -in a large fireplace in the west wall. You gain a sense of great peace -and feel like this is where you have always wanted to be. You know you -will be welcome here, unless you are not of true Renshai blood and spirit, -in which case there will be great trouble for you up ahead. A statue of -Drax stands holding a chest. An open archway leads north to a T-intersection. -A large sign hangs on the wall. -~ -0 4 0 -D0 -An open archway leads north, further into the castle. -~ -~ -0 -1 11701 -D2 -A portal leads back to Ragnarok. -~ -~ -0 -1 3054 -E -sign~ -A sign on the wall reads: " Welcome to the Renshai clan area, please don't -get blood on the carpets". -~ -S -#11701 -Intersection~ -You are standing at a T-intersection which leads west, east, and south, -to the greeting room. A large, hand-carved sign is hanging on the wall here. -~ -0 4 0 -D1 -A dim hallway leads to the recruit area. -~ -~ -0 -1 11706 -D2 -An open archway leads to the greeting room. -~ -~ -0 -1 11700 -D3 -A hallway leads towards the official members' area. -~ -~ -0 -1 11702 -E -sign~ -A sign on th wall says: "Recruits please go east, full members, please go -east or west." -~ -S -#11702 -Gilded Hallway~ -Walls along this hallway are guilded in gold trim, and pictures of various -Norse deities and famous battles in history line the walls in grand display. -The hallway leads west and east. The Portals to several areas lie to the -south. -~ -0 4 0 -D1 -The hall leads to a T-intersection. -~ -~ -0 -1 11701 -D2 -The Hallway of Portals is to the south. -~ -~ -0 -1 11736 -D3 -The hallway leads to a guard room. -~ -~ -0 -1 11716 -S -#11703 -Stone Hallway~ -This plain looking stone hallway is chilly, yet extremely comforting, -for you know its construction has retained itself over hundreds of years, -and is a symbol of the proud Renshai tradition, and its longevity. The -hallway leads west and east. -~ -0 8 0 -D1 -The hallway continues east. -~ -~ -0 -1 11704 -D3 -The hallway leads to a T-intersection. -~ -~ -0 -1 11701 -S -#11704 -Stone Hallway~ -The stone hallway is damp and cool. Torches line the walls and provide -a warm glow to their surroundings. The hall leads west, and an intersection -is to the east. -~ -0 4 0 -D1 -The hallways open into an intersection. -~ -~ -0 -1 11705 -D3 -The hallway leads west. -~ -~ -0 -1 11703 -S -#11705 -Hallway Intersection~ -This intersection is made of smooth stone walls, and is well-lit. Exits -lead south, to the Recruit donation room, north, towards the clan area -shop, and west, down a stone hallway. -~ -0 4 0 -D0 -The hallway leads further north, towards the Quickie-Mart. -~ -~ -0 -1 11707 -D2 -The recruit donation room is to the south. -~ -~ -0 -1 11706 -D3 -The hall leads eat to a rough-stone hallway. -~ -~ -0 -1 11704 -S -#11706 -Recruit Donation Room~ -This area is reserved for extra, lower-level equipment that any of the -Renshai members wish to donate. All new recruits and younger members of -the clan may freely use an items they find in this room. A statue of -Paulanka holds a chest in the corner. A door west leads to the hospital, and -another door leads east to the practice room. As well, there is a hallway -to the north. A sign hangs on the wall here. -~ -0 4 0 -D0 -An intersection lies to the north. -~ -~ -0 -1 11705 -D1 -A door leads east to Ymirs fitness center. -~ -~ -1 -1 11727 -D2 -A door leads south to Mar Lon's Bar. -~ -~ -1 -1 11732 -D3 -A door leads west to the Hospital. -~ -~ -1 -1 11726 -E -sign~ -The sign says: "Please take anything you feel you may need, but please -remember to leave something in return at a later date for other members." -~ -S -#11707 -Hallway Intersection~ -This intersection has exits north, west, and south. A sign over the north -wall reads 'Snorri's Specialty Shoppe'. The east contains a door -leading to the Renshai Stables. To the south you see another stone -intersection, and to the west a large archway leads outside to the -courtyard. -~ -0 4 0 -D0 -The Renshai clan shop lies to the north. -~ -~ -0 -1 11708 -D1 -The Renshai Stables are east. -~ -~ -0 -1 11734 -D2 -The hallway leads to another intersection. -~ -~ -0 -1 11705 -D3 -A large stone archway leads outside to the courtyard. -~ -~ -0 -1 11709 -S -#11708 -Snorri's Specialty Shoppe~ -As you enter the shop, you immediately see various potions and magical -items strewn about the store. Boiling pots, and large barrels of liquid -line one wall, where Snorri the Magician seems to be cooking up a batch -of some new potion. The only exit is south. -~ -0 8 0 -D2 -The exit leads to a stone intersection. -~ -~ -0 -1 11707 -S -#11709 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large Bronze statue -of Tyr, the Warrior God stands proudly before you. The courtyard -continues to the north and west, while the castle entrance lies to the east. -~ -0 0 3 -D0 -The courtyard continues to the north. -~ -~ -0 -1 11710 -D1 -The castle entrance is to the east. -~ -~ -0 -1 11707 -D3 -The courtyard continues to the west. -~ -~ -0 -1 11712 -S -#11710 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large bronze statue -of Freya, daughter of Njord the Vanir, stands gracefully before you. The -courtyard continues to the south and the west. -~ -0 1024 3 -D2 -The courtyard continues to the south. -~ -~ -0 -1 11709 -D3 -The courtyard continues to the west. -~ -~ -0 -1 11711 -S -#11711 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large bronze statue -of Loki the giant, and god of mischief, stands mockingly before you. The -courtyard continues in all cardinal directions. -~ -0 1024 3 -D0 -A large clearing is to the north. -~ -~ -0 -1 11715 -D1 -The courtyard continues to the east. -~ -~ -0 -1 11710 -D2 -The courtyard continues to the south. -~ -~ -0 -1 11712 -D3 -The courtyard continues to the west. -~ -~ -0 -1 11713 -S -#11712 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large bronze statue -of Modi, god of berserk rage, son of Sif and Thor towers over you. It is -this god's legendary battle rage that all Renshai strive to mimic, and it -is his name they call when rage is needed to overcome the painful wounds -of battle. The courtyard continues west, and east. To the north is the -entrance to the testing grounds for the higher level clan shields. -~ -0 1024 3 -D0 -~ -~ -0 -1 983 -D1 -The courtyard continues to the east. -~ -~ -0 -1 11709 -D3 -The courtyard continues to the west. -~ -~ -0 -1 11714 -S -#11713 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large platinum statue -of Sif, the Goddess of battle, and Goddess of the Renshai stands -majestically before you. The courtyard continues to the south and east. -~ -0 1024 3 -D1 -The courtyard continues to the east. -~ -~ -0 -1 11711 -D2 -The courtyard continues to the south. -~ -~ -0 -1 11714 -S -#11714 -Open Courtyard~ -You stand in a beautiful open courtyard. Large oak trees and lilac bushes -grow unhindered all around. You feel as though you would never leave, if -you didnt have other obligations in the real world. A large gold statue -of Odin the Magician, and chief among Gods, stands glowing before you. -You feel as though you are on VERY sacred ground. The courtyard continues -to the north and east. -~ -0 1024 3 -D0 -The courtyard continues to the north. -~ -~ -0 -1 11713 -D1 -The courtyard continues to the east. -~ -~ -0 -1 11712 -S -#11715 -The Trees of Life~ -This open clearing has two lone trees growing in its centre. A Creeper -Tree, called Embla entwines itself around a large Ash Tree, called Askr. -These are the archetypes of the human race. The gods used these trees as -the models for their people. You are overcome with a sense of awe as you -stand beneath this great spectacle. -~ -0 4 0 -D2 -A path leads to the courtyard. -~ -~ -0 -1 11711 -S -#11716 -Large Guard Room~ -You stand inside a large room with beautiful tapestries adorning the walls. -The west wall holds a set of large double doors, guarded by fierce -looking sentries. An archway to the south leads to the higher-level -donation room, and one north leads further into the keep. There is a -sign on the west door. -~ -0 8 0 -D0 -The archway north leads farther into the keep. -~ -~ -0 -1 11718 -D1 -The hallway lies to the east. -~ -~ -0 -1 11702 -D2 -The donation room lies to the south. -~ -~ -0 -1 11717 -D3 -Two large doors can be seen to the west. -~ -~ -1 -1 11719 -E -sign~ -A sign on the door reads: " Only Heroes and Immortals may enter these doors." -~ -S -#11717 -High-level Donation room~ -This room has been designated for use by higher level members to donate -and receive equipment. If this equipment is too high in level for you -to use, please try the donation room farther to the east. -~ -0 8 0 -D0 -A large room lies to the north. -~ -~ -0 -1 11716 -S -#11718 -Hallway~ -The hallway here runs past a ladder leading down to the Renshai armoury, -where all clan equipment is sold. The south wall contains an archway to -the guard room. To the north, a hallway continues through the keep. -Down, will take you to the armoury. -~ -0 8 0 -D0 -The north leads to an intersection. -~ -~ -0 -1 11722 -D2 -To the south there is an archway. -~ -~ -1 -1 11716 -D5 -A trapdoor leads down into the clan armoury. -~ -~ -1 -1 11731 -S -#11719 -Hallway of Heroes~ -This section of the keep is designed for the esteemed members of the -Renshai Clan who have achieved hero status, or immortality. Red plush carpet -lines the floor, and paintings of the heroes great deeds line the walls. Two -large doors lead to the east, while the hallway continues to the west. -~ -0 8 0 -D1 -Two large doors lead east. -~ -~ -1 -1 11716 -D3 -The Hallway of Heroes continues west. -~ -~ -0 -1 11720 -S -#11720 -Hallway of Heroes~ -This section of the keep is designed for the esteemed members of the -Renshai Clan who have achieved hero status, or immortality. Red plush -carpet lines the floor, and paintings of the heroes great deeds line the -walls. The hallway continues to the east, and a large archway leads -outside to the north. A strange glow emanates from the archway. -~ -0 8 0 -D0 -A large archway leads to a glowing clearing. -~ -~ -0 -1 11721 -D1 -The Hallway of Heroes continues east. -~ -~ -0 -1 11719 -S -#11721 -Yggdrasil, the Tree of Fate~ -Before you stands a large glowing tree. This is Yggdrasil the Tree of Fate. -This is where the heroes and Immortals of the Renshai clan hold meetings and -ceremonies. You can barely make out three large roots at the base of the -tree, only one of which shows above ground. These three roots bind the tree -to the underworld, Hel, to the land of the Frost Giants, and here to the -world of humans. The welfare of the entire world is dependant on this -primordial tree. The only exit is south, back into the keep. -~ -0 1024 0 -D2 -The archway leads back into the keep. -~ -~ -0 -1 11720 -S -#11722 -Hallway Intersection~ -This is a simple intersection, leading north, south, and east. -~ -0 8 0 -D0 -The hallway continues to the north. -~ -~ -0 -1 11724 -D1 -The hallway continues east. -~ -~ -0 -1 11723 -D2 -The hallway continues south. -~ -~ -0 -1 11718 -S -#11723 -Exit to Courtyard~ -Here the hallway exits east to a large courtyard outside. To the west, an -intersection leads deeper into the keep. -~ -0 8 0 -D1 -An archway covered in bushes and creeping vines leads into the courtyard. -~ -~ -0 -1 11713 -D3 -The hallway leads west to an intersection. -~ -~ -0 -1 11722 -S -#11724 -4-Way Intersection~ -This intersection has exits in all four directions. To the east, to large -stained-glass doors lead to the keep's chapel, used for marriages and other -religious ceremonies. The west doors lead to the kitchen, and the clan's -dining hall, where all of the feasts and meetings are held in comfort. The -south leads down a hallway, deeper into the keep, and a door occupies the -north wall. A large sign hangs over the north door. -~ -0 8 0 -D0 -A door is set in the north wall. -~ -~ -1 -1 11725 -D1 -Two stained-glass doors lead east into the chapel. -~ -~ -1 -1 11728 -D2 -The hallway continues to the south. -~ -~ -0 -1 11722 -D3 -An archway leads into the kitchen. -~ -~ -0 -1 11729 -E -sign~ -A charred and burnt sign over the north door reads: -"WHATEVER YOU DO.....DON"T GO IN HERE!" -~ -S -#11725 -Ginnungagup~ -Oh! The sign warned you not to enter here! Now you are in it deep! You -have entered one of Loki's trick rooms, called Ginnungagup, after the -void which existed before the earth was formed. You see no exits, and it -is VERY dark. Oops! I think you've soiled your armor! -~ -0 1 0 -S -#11726 -Hospital~ -This is where weary clan members can come for some relief from their -battle sores. Cots line the walls, and everything is pristine and white. -Several nurses can be seen aiding the sick. The only exit is back east. -~ -0 8 0 -D1 -The hallway leads back to the donation room. -~ -~ -1 -1 11706 -S -#11727 -Ymir's Practice Room~ -In this room you can see several sets of equipment for practicing battle -and magic spells. Other items you dont quite understand are laying against -the wall. Here you can improve yourself for the outside world. The only -exit is west. -~ -0 8 0 -D3 -~ -~ -1 -1 11706 -S -#11728 -Renshai Chapel~ -Flickering candles adorn the walls, and a large alter, set at the front -of the chapel. A few sinners kneel at the front of the alter begging Sif -and Modi for forgiveness, and hoping that the small animals they have -brought to sacrifice will be sufficient. The chapel is very old, and has -seen many births, deaths, and marriages. May it see many more in the future. -The only exit is through the glass doors to the west. -~ -0 4 0 -D3 -Two large stained-glass doors lead out of the chapel. -~ -~ -1 -1 11724 -S -#11729 -Kitchen~ -The smell of delicious food pervades the room as you enter the keep's -enormous kitchen. Huge pots boil over large fires, and stone ovens can -be seen baking huge loaves of bread. You mouth waters constantly as you -look around you. Exits lead to the east and west, and to the north lies -Gerta's storeroom of magical foods. -~ -0 8 0 -D0 -An archway leads to the storeroom. -~ -~ -0 -1 11733 -D1 -The doors lead back to the hallway. -~ -~ -1 -1 11724 -D3 -The west exit leads to the Dining Hall. -~ -~ -0 -1 11730 -S -#11730 -Dining and Meeting Hall~ -A fifty-foot-long Oak dining table is the centrepiece of this magnificent -hall. High-back chairs sit along both sides of the table, with one on each -end, reserved for Sif and Modi. This is where meetings of the entire clan -are held, usually just an excuse for a feast. The only exit is to the east. -~ -0 4 0 -D1 -The exit leads back to the kitchen. -~ -~ -0 -1 11729 -S -#11731 -Renshai Clan Armory~ -Very little armor or equipment can be seen around this shop due to the fact -that much of the new Renshai equipment is still in the development stages. -A bulky looking man is standing here dusting off some of the empty shelves. -A ladder leads up to the hallway. -~ -0 8 0 -D4 -The hallway is up. -~ -~ -1 -1 11718 -S -#11732 -Mar Lon's Bar~ -You have entered a quiet bar. A stage lies at one end, a lone mandolin -resting on its wooden planks. At the other end, you see a bar, behind -which Mar Lon, the reknowned bard dries some shot glasses, smiling to you -as you enter. -~ -0 8 0 -D0 -An archway exits the bar back to the hallway. -~ -~ -0 -1 11706 -S -#11733 -Gerta's Storeroom~ -This is where Gerta keeps her famed magical foods. Racks upon racks of -all varieties of foods line the walls here, and you feel your stomach -grumble, despite the sense of powerful magic that presides here. Gerta's -assistant Sylva curtseys to you as you enter, and awaits your order. If -Gerta's wares are too weak for your tastes, the Wizard shop is to the east. -~ -0 8 0 -D1 -A door leads east to the Wizards shop. -~ -~ -0 -1 11742 -D2 -A doorway leads back to Gerta's Kitchen. -~ -~ -0 -1 11729 -S -#11734 -Renshai Stables~ -You are in the famous stables of the Renshai clan. Here, warriors of all -types mat select and purchase a fighting companion to suit their needs in -battle. You see cleanly kept stalls and cages all around, and all of the -animals look to be in fine condition. A stablemaster works vigorously to -keep the stalls tidy. -~ -0 8 0 -D3 -A door leads west to the hallway. -~ -~ -0 -1 11707 -S -#11735 -Pet Room~ -This is the cage room where Vernel keeps his stock. -~ -0 4 0 -S -#11736 -Hallway of Portals~ -A long hall stretches south, with portals of swirling color lining each -side of the hall. The floor here is engraved with writing. -~ -0 8 0 -D0 -The main hall is north of here. -~ -~ -0 -1 11702 -D1 -A portal is east of here. -~ -~ -0 -1 2503 -D2 -The hallway continues south. -~ -~ -0 -1 11737 -D3 -A portal is west. -~ -~ -0 -1 5703 -E -floor~ -The engraved floor says: "Castle Dread is West, Camelot is East." -~ -S -#11737 -Hallway of Portals~ -A long hall stretches south, with portals of swirling color lining each -side of the hall. The floor is engraved with writing. -~ -0 8 0 -D0 -The hallway continues north. -~ -~ -0 -1 11736 -D2 -The hallway continues south. -~ -~ -0 -1 11738 -E -floor~ -The writing on the floor reads: " There are no portals in this room." -~ -S -#11738 -Hallway of Portals~ -A long hallway stretches south, with portals of swirling color lining -each side of the hall. This particular section of hallway has a portal -in the floor as well. The floor is engraved with writing. -~ -0 8 0 -D0 -The hallway continues north. -~ -~ -0 -1 11737 -D2 -The hallway continues south. -~ -~ -0 -1 11739 -D3 -A portal to The Tower of High Sorcery is west. -~ -~ -0 -1 1312 -D5 -A portal to Hell is down, wayyyy down. -~ -~ -0 -1 2401 -E -floor~ -The floor reads: "Hell is down (where else would it be?), and Tower of -Sorcery is west." ~ -S -#11739 -Hallway of Portals~ -A long hallway stretches south, with portals that have been boarded up along -each side of the hall. The floor is engraved with writing. -~ -0 8 0 -D0 -The hallway continues north. -~ -~ -0 -1 11738 -D2 -The hallway continues south. -~ -~ -0 -1 11740 -E -floor~ -The floor reads: "Due to budget cuts, these portals are inactive at this -time." ~ -S -#11740 -End of the Hallway~ -The hallway of portals comes to and end here, with a portal to the east, -and one to the west. The floor also has writing on it here. -~ -0 8 0 -D0 -The hallway continues north. -~ -~ -0 -1 11739 -D1 -The Keep of Mahn-Tor is through the east portal. -~ -~ -0 -1 2365 -D2 -The Renshai Map room lies to the south. -~ -~ -0 -1 11741 -D3 -A swirling portal lies west. -~ -~ -0 -1 11725 -E -floor~ -The writing on the floor says: "The Keep of Mahn-Tor is to the east, and -to the west lies...Aaaaaaaarrrrrggggghhhhh!" -~ -S -#11741 -The Renshai Map Room~ -You have entered the most treasured and secret room of the Renshai clan -area. Here you find the most closely guarded secret of this clan: A room -full of maps to various locations in Aesir! If any Renshai clan member -needs directions to one of these areas, he has only to read the -appropriate map, and recieve directions! - A HUGE SIGN gives directions on what is available, and how to use the maps. -~ -0 8 0 -D0 -The Clan portals lie to the north. -~ -~ -0 -1 11740 -E -sign~ -The sign reads: - - WELCOME fellow Renshai... areas currently listed in our records are: - -Map1: Elemental Canyon, Drow City, Olympus, Ofcol. -Map2: Monastery, Upper Argo, Rome, Old Thalos. -Map3: Wyvern Tower, Mines of Moria, Goblin Caves, Chaos area, Prom's Castle. - - -To access the directions to an area of your choice, just look at the -appropriate map... - for example... look Map1 will show you how to get to Elemental Canyon. - -- And if you have any suggestions as to new areas we should add, please -post a note to Paulanka or Drax. - -Renshai Map industries incorporated (tm). -~ -E -Map1~ -To reach the Elemental Canyon: recall, 2s, 6e, 4s, 2e, s, 2e, d, s, 4up. -To reach Drow City: recall, 2s, 3w, 8s, 2e, s, 10w, 5n, 13w, n, 4w. -To reach Olympus: recall, 11n, 3up. -To reach Ofcol: recall, 10n, 6e, 3n. -~ -E -Map2~ -To reach the Monastery: recall, 2s, 9e, s. -To reach Upper Argo: recall, 2s 13w, 4n, u, n, d, 2n. -To reach Rome: recall, 11n, 8e, 16s, 21e, 9n, 2w. -To reach Old Thalos: recall, 2s, 6e, 4s, 3w. -~ -E -Map3~ -To reach Wyvern tower: recall, 2s, 6e, 4s, 2e, s, 2e, d, 8e. -To reach Mines of Moria: recall, 2s, 6e, 6n. -To reach Goblin Caves: recall, 2s, 6e, 4s, 2e, s, 2e, d, 5n, 3w, n, 4up, - n, e, down. (a mage holds the key here). -To reach the Chaos Area: recall, 2s, 13w, 2n, e, 3n, d. - *please note that the majority of Chaos is no recall* - -To reach Prometheus' Castle: recall, 11n, 8e, 16s, 21e, 9s. -~ -S -#11742 -The Wizards Laboratory~ -You are standing in the Laboratory of the most famous Wizard in all of -Renshai history. He is walking around mixing pills and potions for use -my the clan's many warriors. The exit is west. -~ -0 8 0 -D3 -The only exit is west, into the kitchen. -~ -~ -0 -1 11733 -S -#0 - - -#RESETS -O 1 11712 1 11700 -O 1 11744 1 11700 -P 1 11745 1 11744 -O 1 11746 1 11706 -P 1 11717 1 11746 -M 1 11700 1 11708 -G 1 11704 -1 -G 1 11706 -1 -G 1 11728 -1 -G 1 11729 -1 -G 1 11730 -1 -G 1 11741 -1 -G 1 11742 -1 -G 1 11743 -1 -D 1 11716 3 1 -D 1 11719 1 1 -D 1 11724 0 1 -M 1 11702 1 11726 -M 1 11701 1 11727 -M 1 11703 1 11729 -G 1 11707 -1 -G 1 11708 -1 -G 1 11709 -1 -G 1 11710 -1 -G 1 11711 -1 -M 1 11707 1 11731 -G 1 11705 -1 -G 1 11750 -1 -G 1 11751 -1 -G 1 11752 -1 -M 1 11708 1 11732 -G 1 11713 -1 -G 1 11714 -1 -G 1 11715 -1 -G 1 11747 -1 -G 1 11749 -1 -G 1 11764 -1 -M 1 11709 1 11733 -G 1 11716 -1 -G 1 11717 -1 -G 1 11718 -1 -G 1 11719 -1 -G 1 11720 -1 -G 1 11721 -1 -G 1 11722 -1 -G 1 11723 -1 -G 1 11724 -1 -G 1 11725 -1 -G 1 11726 -1 -G 1 11727 -1 -G 1 11748 -1 -M 1 11710 1 11734 -M 1 11711 1 11735 -M 1 11712 1 11735 -M 1 11713 1 11735 -M 1 11714 1 11735 -M 1 11741 1 11742 -G 1 11753 -1 -G 1 11754 -1 -G 1 11755 -1 -G 1 11756 -1 -G 1 11757 -1 -G 1 11758 -1 -G 1 11759 -1 -G 1 11760 -1 -G 1 11761 -1 -G 1 11762 -1 -G 1 11763 -1 -S - - -#SHOPS - 11700 0 0 0 0 0 105 100 0 23 ; Snorri - 11703 0 0 0 0 0 105 100 0 23 ; Gerta - 11707 0 0 0 0 0 105 100 0 23 ; Sven the Armorer - 11708 0 0 0 0 0 105 100 0 23 ; Mar Lon - 11709 0 0 0 0 0 105 100 0 23 ; Sylva - 11710 0 0 0 0 0 105 100 0 23 ; Vernel - 11741 0 0 0 0 0 105 100 0 23 ; The Renshai Headmaster Wizard -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/reptvill.are b/data/realm/areas_smaug1.4a/reptvill.are deleted file mode 100644 index e6f9365..0000000 --- a/data/realm/areas_smaug1.4a/reptvill.are +++ /dev/null @@ -1,1040 +0,0 @@ -#AREA Reptilian Village~ - -#AUTHOR Cianhydle~ - -#RANGES -30 50 0 100 -$ - -#RESETMSG Something move nearby in a bush...~ - -#FLAGS -0 15 - -#ECONOMY 0 0 - -#HELPS -0 Reptillian Village~ -This area was made by Cianhydle (1998). - -This is a relatively small area that includes a small lizard -man village and parts of a jungle. Rumor holds that strange -magical plants can be found in the deepest, darkest parts of -the jungle. -~ - -0 $~ - -#MOBILES -#25800 -snake giant anaconda~ -a giant anaconda~ -A giant snakes rest on a tree hanging over the pool here. -~ -This snake is huge, almost big enough to swollow you whole! It rests -coiled over a large branch that hangs over the stagnant pool. It keeps -its glossy eyes on you as you move through the jungle. -~ -67 0 0 C -30 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -13 13 13 15 13 13 13 -0 0 0 0 0 -62 3 0 0 4755669 4755669 0 -0 0 1 0 256 0 0 0 -#25801 -reptilian youth~ -a young reptilian~ -A young reptilian is preparing to be a hunter here. -~ -This youthful reptilian is practicing hunting and gathering nuts and -berries. Aside from being covered with green and brown scales, this -creature looks almost human. -~ -16777281 0 0 C -32 0 0 0d0+0 0d0+0 -2 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 521 0 0 0 0 0 -#25802 -reptilian youth~ -a young reptilian~ -A young reptilian is preparing to be a villager here. -~ -This youthful reptilian is practicing hunting and gathering nuts and -berries. Aside from being covered with green and brown scales, this -creature looks almost human. -~ -16777283 0 0 C -34 0 0 0d0+0 0d0+0 -5 0 -12 12 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 263170 0 0 0 0 0 -#25803 -reptilian villager woman~ -a reptilian villager~ -A reptilian woman is about preparing the meal here. -~ -This grown reptilian works preparing the tribe's next meal. Aside -from being covered with green and brown scales, this creature looks -almost human. -~ -16777281 0 0 C -36 0 0 0d0+0 0d0+0 -22 0 -12 12 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 544 0 0 0 0 0 -#25804 -reptilian villager man~ -a reptilian villager~ -A reptilian man is tending to this hut here. -~ -This grown reptilian tends this hut. Aside from being covered with -green and brown scales, this creature looks almost human. -~ -16777283 0 0 C -38 0 0 0d0+0 0d0+0 -56 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7562348 7564396 0 -0 0 262146 0 0 0 0 0 -#25805 -reptilian hunter~ -a reptilian hunter~ -This reptilian is preparing for the next hunt here. -~ -This reptilian is strong and powerful looking. He provides the food -for the tribe. Aside from being covered with green and brown scales, -this creature looks almost human. -~ -16777281 0 0 C -40 0 0 0d0+0 0d0+0 -78 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 65537 0 0 0 0 0 -#25806 -reptilian hunter~ -a reptilian hunter~ -This reptilian is relaxing after the last hunt here. -~ -This reptilian is strong and powerful looking. She provides the food -for the tribe. Aside from being covered with green and brown scales, -this creature looks almost human. -~ -16777283 0 0 C -42 0 0 0d0+0 0d0+0 -21 0 -12 12 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 152 0 0 0 0 0 -#25807 -reptilian hunter gaterbakk~ -Gaterbakk~ -A great reptilian hunter searches for food here. -~ -This is a fierce looking reptilian hunter. He is covered with many -scars from many dangerous jungle hunts. Aside from being covered -with green and brown scales, this creature looks almost human. -This reptilian is second in strength only to Snaapjawl. -~ -16777283 0 0 C -45 0 0 0d0+0 0d0+0 -342 0 -12 12 1 -17 13 13 17 17 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 532 0 2097408 0 0 0 -#25808 -reptilian hunter snaapjawl~ -Snaapjawl~ -A great reptilian hunter searches for food here. -~ -This is the mightiest hunter of the tribe, and possibly the chieftan. -She wields a better weapon and wears some armor. The way she holds -herself at your approach indicates she is intelligent, it is clear -she does not consider you food. Aside from being covered with green -and brown scales, this creature looks almost human. -~ -16777283 128 0 C -48 0 0 0d0+0 0d0+0 -623 0 -12 12 2 -17 13 13 17 17 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 1283 0 2097408 0 0 0 -#25809 -huge alligator~ -a huge alligator~ -A huge, hungry, alligator swims about the canal here. -~ -This alligator is absolutely HUGE. It also looks very hungry. If you -are examining the massive lizard this close, you best had be hidden -and move very silently. -~ -99 65706 0 C -50 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 13 13 18 18 13 13 -0 0 0 0 0 -79 3 0 0 7564397 7564396 0 -0 0 65537 0 0 0 1 0 -#0 - - -#OBJECTS -#25800 -snakeskin anaconda jungle snake skin~ -an anaconda snakeskin~ -The skin of a huge junlge snake was tossed here.~ -~ -9 0 1025 -0 0 0 0 -6 0 0 -E -snakeskin anaconda jungle snake skin~ -A very large jungle snake was skinned to make this cloak. -~ -A -18 8 -#25801 -reptilian club hunter~ -a reptilian club~ -A club used by a hunter was dropped here.~ -~ -5 0 8193 -0 0 0 7 -8 0 0 -E -reptilian club hunter~ -This club is made of a rare hard wood only found in the jungle. -~ -A -18 4 -A -19 4 -#25802 -reptilian spear hunter~ -a reptilian spear~ -A spear used by a hunter was dropped here.~ -~ -5 0 8193 -0 0 0 11 -10 0 0 -E -reptilian spear hunter~ -This spear is made of a rare hard wood found in the jungle. -~ -A -18 8 -#25803 -large clay pot~ -a clay pot~ -A large clay pot was set here.~ -~ -15 0 1 -20 0 0 0 -10 0 0 -E -large clay pot~ -This large clay pot looks heavy, but it looks like it could hold a few -items. -~ -#25804 -black lotus~ -a black lotus~ -A black plant blooms in the dense jungle.~ -~ -26 0 1 -70 -1 -1 -1 5 0 -5 0 0 -E -black plant lotus~ -The Lotus plant is high prized, largely due to it's addictive -nature. Warriors often take it before battle do to the high it -produces allowing them to hit more accurately and absorb less -damage before collapsing. Priests seek it to enter a state of -mind which brings them closer tho their god. Its also great on -the first turn to drop a Juzam Djinn. -~ -#25805 -mandrake root~ -a mandrake root~ -A blood-red root grows only under the dark canopy of the jungle.~ -~ -26 0 1 -70 -1 -1 -1 5 0 -5 0 0 -E -mandrake root~ -The Mandrake root is prized by mages because of the magical -protective qualities, neccisary before casting powerful, time -consuming spells. Unfortunately many mages have become very -addicted to th e dark-red mandrake root. Maybe with a black -pearl, some ginseng, and some garlic you could cast Tremor? -~ -#25806 -sprig nightshade~ -a sprig nightshade~ -A sprig of an exotic jungle herb grows along the canal.~ -~ -26 0 1 -70 -1 -1 -1 5 0 -5 0 0 -E -sprig nightshade~ -The infamous Nightshade, corner-stone of many of the most powerful -arcane spells, is reknown for possessing many magical proporties. -Eaten raw it places the user into an almost dreamlike state allowing -them to detect other things which they might not otherwise find. -Look on the bright side, at least you did not have to walk across -the whole mud three or four times and buy a sextant to find this, -you just stumbled upon it! -~ -#25807 -iron head spear~ -an iron spear~ -A spear tipped with an iron head was dropped here.~ -~ -5 0 8193 -0 0 0 11 -10 0 0 -E -iron head spear~ -This is a crude iron headed spear. While it is not the most advance -type of weapon, it looks effective enough. -~ -A -18 8 -#25808 -wicker armor~ -some wicker-woven armor~ -Some armor thatched of dried plants was tossed here.~ -~ -9 0 1032 -0 0 0 0 -5 0 0 -E -wicker armor~ -This armor looks better than nothing. -~ -A -18 4 -A -13 40 -#25809 -wicker shield~ -a wicker-woven shield~ -A shield thatched of dried plants was tossed here.~ -~ -9 0 513 -0 0 0 0 -5 0 0 -E -wicker shield~ -This shield looks better than nothing. -~ -A -18 6 -A -13 40 -#25810 -ugly scar something~ -an ugly scar~ -Something you don't want has been dropped here on purpose~ -~ -9 4288 131073 -0 0 0 0 -25 0 0 -E -scar something~ -This scar is ugly!!! -~ -A -19 8 -A -1 -5 -A -2 -5 -#25811 -alligator teeth necklace tooth~ -an alligator tooth necklace~ -A necklace made from the teeth of an alligator was dropped here.~ -~ -9 0 5 -0 0 0 0 -1 0 0 -E -alligator teeth necklace tooth~ -This necklace is fashioned from several teeth of an alligator connected -by a piece of string. -~ -A -18 4 -A -19 4 -A -12 10 -A -1 1 -#25812 -reed leggings~ -a pair of reed leggings~ -Leggings made from jungle reeds have been dropped here.~ -~ -9 0 33 -0 0 0 0 -8 0 0 -E -reed leggings~ -These leggings are made from the reeds found along a jungle canal. -The reeds have been thatched together and are fashioned to the legs -with a few simple pieces of rope. While not very advanced, they -are better than nothing. -~ -A -18 4 -A -13 40 -#25813 -reed arm guards~ -a pair of reed arm-guards~ -Arm guards made from jungle reeds have been dropped here.~ -~ -9 0 257 -0 0 0 0 -10 0 0 -E -reed arm guards~ -These arm guards are made from the reeds found along a jungle canal. -The reeds have been thatched together and are fashioned to the legs -with a few simple pieces of rope. While not very advanced, they are -better than nothing. -~ -A -13 80 -#25814 -bone earring~ -a bone earring~ -An earring made of bone is left here.~ -~ -9 64 65537 -0 0 0 0 -5 0 0 -E -bone earring~ -This six inch long earring is crudely fashioned from an unknown animal -bone. There is something magical about the earring however. -~ -A -17 -30 -A -13 20 -A -12 20 -A -14 20 -#0 - - -#ROOMS -#25800 -Start of the Jungle Path~ -You are at the start of a path through the dense jungle. Ferns would -cover this path if it was not used often. A lush canopy nearly blocks -out the sky above. Moisture hangs heavily in the air. The sound of -water dropping can be heard all about. A large stone oblesk is here -behind a large fern. -~ -0 4 3 -D2 -~ -~ -0 -1 25801 -E -stone oblesk~ -The oblesk stands about five feet high, about the same height as an -average human. The oblesk is made from a smooth, strange black -material, similiar to basalt. Strange arcane runes and writting -coveres the oblesk. In the middle of the east side is a phrase in the -common tounge that reads: - -This area was made by Cianhydle (1998). -~ -E -fern~ -There is an oblesk behind the fern plant.~ -S -#25801 -Jungle Path~ -You are travelling a worn pathway through a dense jungle. The sound -of running water can be heard nearby. You think you spot some movement -high above you in the canopy overhead. -~ -0 0 3 -D0 -~ -~ -0 -1 25800 -D5 -~ -~ -0 -1 25802 -S -#25802 -Jungle Stream~ -A clear stream runs down from the upper jungle floor, across some -large, moss, covered stones, into a basin below. Old, vine covered -trees tower high above, while the ground foilage is less dense. It -is much less humid down here. -~ -0 0 3 -D2 -~ -~ -0 -1 25803 -D4 -~ -~ -0 -1 25801 -S -#25803 -Stagnant Pool~ -The jungle stream runs into a large, dark, stagnant pool, above which -thousands of insects have gathered. The surface of the pond is covered -with plants which have adapted to life on the water. Colorful birds -nest in the towering trees. -~ -0 0 6 -D0 -~ -~ -0 -1 25802 -D3 -~ -~ -0 -1 25804 -S -#25804 -Far End of The Pool~ -You are at the far end of a stagnant pool. Here the pool settles -against several large stones. Atop many of the stones are the skulls -of various jungle beasts. Between the two large stones a crude -stairway as been carved leading up and out from the pool. -~ -0 0 6 -D1 -~ -~ -0 -1 25803 -D4 -~ -~ -0 -1 25805 -E -skulls animal pile~ -It is impossible to determine exactly what kind of skulls these animals -were. There appears to be no human or demihuman skulls, which somewhat -makes you feel better. -~ -S -#25805 -Jungle Pathway of Skulls~ -A trail leads from the stagnant pool to a village of crude thatched -huts around a small clearing. Various animal skulls set atop crude -poles every ten or tweleve feet along on both sides of the pathway. -To the north several humanlike figures are traveling between the huts. -~ -0 4 3 -D3 -~ -~ -0 -1 25806 -D5 -~ -~ -0 -1 25804 -E -animal skulls poles~ -Atop the three foot poles are the skulls of various animals. There are -several different kinds of skulls, although you cannot exactly -determine what kinds of creatures they were. No human heads appear to -be in the bunch. -~ -S -#25806 -Reptilian Village~ -The jungle has been cleared away here by a tribe of reptilian -humanoids. Several thatched huts made of dried vegatation surround the -a centralized clearing. Directly to your south you see a low marshy -area that looks like a garbage heap. -~ -0 0 2 -D1 -~ -~ -0 -1 25805 -D2 -~ -~ -0 -1 25810 -D3 -~ -~ -0 -1 25807 -E -garbage heap~ -It is a good thing you decided to examine the garbage heap more closely. -It is actuallya large pool of quicksand in which these reptilians dump -their garbage. You should reconsider heading in that direction. -~ -S -#25807 -Reptilian Village~ -The jungle has been cleared away here by a tribe of reptilian -humanoids. A crude hut is to the west, while another, less travelled, -leads south deeper into the jungle. -~ -0 0 2 -D0 -~ -~ -0 -1 25808 -D1 -~ -~ -0 -1 25806 -D2 -~ -~ -0 -1 25816 -D3 -~ -~ -0 -1 25815 -S -#25808 -Reptilian Village~ -Thatched huts are to your north and west. A cooking pit as been dug -here to prepare what the hunters bring back for the village. -~ -0 0 2 -D0 -~ -~ -0 -1 25813 -D1 -~ -~ -0 -1 25809 -D2 -~ -~ -0 -1 25807 -D3 -~ -~ -0 -1 25814 -E -cooking pit~ -This pit is used to cook whatever food these reptilians eat. The -embers are still hot at the bottom of the fire pit from the last meal. -~ -S -#25809 -Reptilian Village~ -The jungle has been cleared away here by a tribe of reptilian -humanoids. You see a crude hut to the north and east. A hole has been -dug here and filled with water. Several clay pots sit around the water -hole. -~ -0 0 2 -D0 -~ -~ -0 -1 25812 -D1 -~ -~ -0 -1 25811 -D3 -~ -~ -0 -1 25808 -E -water hole pit~ -While muddy, this water is probably safe to drink.~ -S -#25810 -Pool of Quicksand~ -The reptilians dumped their garbage on top this large pool of -quicksand, concealing it until you were already trapped. Depiste your -struggling you are unable to reach the solid ground or cast a spell to -aid yourself. -~ -0 6 5 -S -#25811 -Nursing Hut~ -You are in a crude hut inhabited by reptilian humanoids. Yet the fact -they care for their young cleary shows them to be far more intelligent -and civilized than their lizard-like ancestors. -~ -0 4 0 -D3 -~ -~ -0 -1 25809 -S -#25812 -Youth's Hut~ -You are in a crude hut inhabited by reptilian humanoids. These -creatures are not threatening but they eye you with obvious curiosity. -They seem to rear their young until a mature age where they either -become a hunter or villager. -~ -0 4 0 -D2 -~ -~ -0 -1 25809 -S -#25813 -Villager's Hut~ -You are in a crude hut inhabited by reptilian humanoids. The weak -adults, male and female, become villagers and carry about the menial -tasks of preparing the food, thatching huts, and rearing the young. -~ -0 4 0 -D2 -~ -~ -0 -1 25808 -S -#25814 -Hunter's Hut~ -This is by far the largest and most luxurious of the huts. Many skins -and bones decorate the walls. Only strongest adults become hunters who -stalk the animals and gather jungle fruits. -~ -0 4 0 -D1 -~ -~ -0 -1 25808 -S -#25815 -Storage Hut~ -This hut looks much less used than the others. Here gathered wood, -tanned hides, large clay pots, and carved stones are stored. -~ -0 8 0 -D1 -~ -~ -0 -1 25807 -S -#25816 -Trail Deep in the Jungle~ -You are walking along a trail made by the reptilian hunters that leads -deeper into the jungle. The trees are very thick and the dense canopy -keeps the floor of the jungle shaded, although it is very hot and -humid. A primative village is to the north and the trail continues on -to the south... you think. -~ -0 4 3 -D0 -~ -~ -0 -1 25807 -D2 -~ -~ -0 -1 25817 -S -#25817 -Trail Deeper in the Jungle~ -You are walking along a trail made by the lizardmen hunters that leads -deeper and deeper into the dense jungle. Strange and exotic plants -grow on the floor of the jungle, slowly making the trail harder to -follow... -~ -0 0 3 -D0 -~ -~ -0 -1 25816 -D2 -~ -~ -0 -1 25818 -S -#25818 -Lost in the Jungle~ -You have lost any traces of the trail you had been following. Trees -with thick twisted trunks loom above you, and lush ferns cover the -jungle floor. Fallen branches, small stones, all covered in moss -liter the floor. The jungle stretches in all directions. -~ -0 0 3 -D0 -~ -~ -0 -1 25819 -D1 -~ -~ -0 -1 25819 -D2 -~ -~ -0 -1 25819 -D3 -~ -~ -0 -1 25819 -S -#25819 -Still Lost in the Jungle~ -The undergrowth here make travel extremely difficult. It is taking a -very long time to travel a very short distance. You still have no clue -where you are, or where you are heading. Sounds of the jungle surround -you. -~ -0 0 3 -D1 -~ -~ -0 -1 25820 -S -#25820 -More Jungle~ -The ground vegetation is gradually becoming more dense. Various -brilliantly colored orchids grow in small clumps alongside massive -ferns. You are having to fight your way through the undergrowth just -to make headway. In the tree tops above you hear the howls of some -strange jungle-beast. -~ -0 0 3 -D5 -~ -~ -0 -1 25821 -S -#25821 -Yet More Jungle~ -You are blazing a trail down a slope into a low area where the ground -becomes soft and squishy. Here the plants easily give way to your -blade, a welcome relief from the dense jungle. To your north there -appears to be a marsh-like gorge between two tree covered hills. -~ -0 0 3 -D0 -~ -~ -0 -1 25822 -S -#25822 -The Marshy Gorge~ -You navigate a gorge between two hills. The ground is wet, and you -sink to your ankles in murk. There is almost no vegetation in this -channel, a stark contrast to the hills above you. To the east the -murk turns to shallow water while large trees tower high above. -~ -0 0 3 -D1 -~ -~ -0 -1 25823 -S -#25823 -Start of a Canal~ -The marshy gorge has given way to standing water, the start of a small -canal deep in the hear of the jungle. Large trees stand all around you -on the canals bank. You think you might be able to make your way up -one of these trees to get a look at the surrounding area. East the -canal looks much deeper. -~ -0 0 3 -D1 -~ -~ -0 -1 25824 -D3 -~ -~ -0 -1 25822 -D4 -~ -~ -0 -1 25829 -S -#25824 -Jungle Canal~ -A canal runs east and west. The canopies of the trees along the bank -of the canal nearly block out all of the sunlight. Strange, dark, -things dwell in this part of the jungle. It is very odd that the only -noise you hear is that of your own progress down the canal. You can -easily reach the southern bank from here. -~ -0 4 6 -D1 -~ -~ -0 -1 25825 -D2 -~ -~ -0 -1 25826 -D3 -~ -~ -0 -1 25823 -S -#25825 -Silence on the Jungle Canal~ -A canal runs east and north. The canopies of the trees at the bank of -the canal nearly blocks out all sunlight. Long dead trees float along -the surface of the water. The silence around you is chilling compared -to the wild sounds you have heard in the rest of the jungle. Something -is definately wrong. -~ -0 65540 6 -D0 -~ -~ -0 -1 25828 -D2 -~ -~ -0 -1 25827 -D3 -~ -~ -0 -1 25824 -S -#25826 -Along The Bank~ -A stretch of dry ground runs along this side of the canal. Many -various kinds of animals frequent this canal, although none -are present. -~ -0 0 4 -D0 -~ -~ -0 -1 25824 -D1 -~ -~ -0 -1 25827 -S -#25827 -Along The Bank~ -Many strange animals must come this place for water due to the tracks -left in the muddy bank. You are unfamiliar with most of these tracks. -To the north is a canal which runs through the jungle. -~ -0 0 4 -D0 -~ -~ -0 -1 25825 -D3 -~ -~ -0 -1 25826 -S -#25828 -End of a Canal~ -A foul smelling canal ends here. Many logs and rotten plants have -floated to this area. There appears to be some movement underneath -the surface of the water... -~ -0 1 6 -D2 -~ -~ -0 -1 25825 -S -#25829 -Atop a Tall Tree~ -Atop a tall tree you can see much of this part of the jungle including -a well traveled trail a short way north of you, a primitive village to -your north-east, and a jungle canal below you. Stretching to the east -is a dense rain-forest for miles and miles. -~ -0 4 3 -D0 -~ -~ -0 -1 25801 -D5 -~ -~ -0 -1 25823 -S -#0 - - -#RESETS -M 1 25800 1 25803 -M 1 25801 2 25806 -M 1 25804 2 25807 -M 1 25805 2 25808 -M 1 25804 2 25811 -M 1 25802 2 25812 -M 1 25804 3 25813 -M 1 25806 3 25814 -E 1 25801 100 16 -O 1 25803 100 25815 -O 1 25804 100 25818 -O 1 25805 100 25820 -O 1 25806 100 25824 -M 1 25807 1 25826 -E 1 25802 100 16 -E 1 25810 100 6 -E 0 25812 0 7 -E 0 25813 0 10 -M 1 25808 1 25827 -E 1 25807 100 16 -E 1 25809 100 11 -E 1 25808 100 5 -E 0 25814 0 19 -M 1 25809 1 25828 -G 1 25811 100 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/rift.are b/data/realm/areas_smaug1.4a/rift.are deleted file mode 100644 index 6d9f330..0000000 --- a/data/realm/areas_smaug1.4a/rift.are +++ /dev/null @@ -1,4807 +0,0 @@ -#AREA The Glacial Rift of the Jarl~ - - - -#AUTHOR Rolindar~ - -#RANGES -35 45 20 65 -$ - -#RESETMSG A chilling gale rips through the center of the rift.~ - -#FLAGS -0 20 - -#ECONOMY 0 10388500 - -#MOBILES -#32200 -frost giant guard~ -a frost giant guard~ -A blueskinned giant peers warily down each corridor. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> rand_prog 2~ -peer -~ -> greet_prog 100~ -if race($n) == dwarf -snarl -mpe The giant roars in rage as he sights the ancient foe of his people! -else -if ispc($n) -snarl -else -endif -endif -~ -> fight_prog 20~ -mpe _yel The giant hurls a large chunk of ice into the fray! -mpdamage $r 50 -~ -| -#32201 -frost giant south guard~ -a frost giant guard~ -A frost giant stands ready to intercept intruders. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> greet_prog 100~ -if isnpc($n) -else -yell Intruders at the northeast caves! Send help! -growl -endif -~ -> speech_prog fire~ -cringe -~ -> fight_prog 20~ -mpe The giant leaps for a large chunk of ice, and hurls it into the fray! -mpdamage $r 50 -~ -| -#32202 -winter wolf~ -a winter wolf~ -A huge wolf, its fur tinged with frost, stalks through the ice cavern. -~ -Faithful pets of the frost giants, these wolves serve as both hunting -and guard beasts, and are intelligent enough to understand a series of -spoken commands. Their fur exudes a chill that causes discomfort to -their foes, while their icy breath can smite a lesser foe. -~ -39 268468776 -500 C -35 0 0 40d10+600 4d4+8 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839293 0 2 1 1 2 -> rand_prog 2~ -growl -~ -> fight_prog 18~ -mpe _lbl Waves of cold emanate from the beast! -mpdamage $n 50 -~ -| -#32203 -wandering frost giant~ -a frost giant~ -A frost giant wanders the rift, on business of his own. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -101 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> rand_prog 2~ -mutter -~ -> rand_prog 2~ -scowl -~ -> greet_prog 100~ -if isimmort($n) -else -if isnpc($n) -else -say Hark, intruder! What business have ye in the halls of Grugnur? -mea $n The giant reaches for a hefty chunk of ice and hurls it at you! -if rand(33) - if dex($n) > 16 - mea $n You nimbly dodge the missile! - else - mea $n The ice crashes into you! - mpdamage $n 50 - endif -else -mea $n The ice sails over your head! -curse -endif -endif -endif -~ -> fight_prog 10~ -grunt -~ -| -#32204 -ogre mercenary~ -an ogre mercenary~ -A burly ogre mercenary is cleaning his weapons. -~ -Like all the giantish races, the frost giants supplant their relatively -small numbers with large volumes of troops of other races, most notably -ogres, trolls and gnolls. These mercenaries serve well as long as they -are paid and fed, and the odds are stacked in their favor. They are not -as powerful as giants, but are still very tough and strong. -~ -39 512 -500 C -35 0 0 10d5+800 1d10+10 -400 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 0 0 0 80 1 -> rand_prog 2~ -mpe The ogre lovingly polishes his stout oaken club. -~ -> greet_prog 33~ -grunt -if ispc($n) -snarl -yell 'umies and odders in da cavez, boyz! -flex -say Lemme show you wot we do to intruders, then! -else -endif -~ -> rand_prog 20~ -wield club -~ -> death_prog 10~ -mpoload 32209 -~ -| -#32205 -frost giant elite guard~ -an elite frost giant guard~ -A member of the Jarl's elite guard stands ready for action. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> rand_prog 2~ -flex -~ -> greet_prog 100~ -if isnpc($n) -eye $n -else -sneer $n -say Puny stripling, I will squash ye like a bug! -cackle -endif -~ -> fight_prog 20~ -roar -~ -> fight_prog 20~ -snarl -~ -> fight_prog 20~ -scream -say Death to the puny little folk! -~ -> death_prog 33~ -mpoload 32209 -~ -| -#32206 -toad ice~ -an ice toad~ -A hideous toad the size of a horse leaps down from a ledge above. -~ -These foul amphibians are similar to the giant toads of the swamps -to the south, save that they belch frost instead of gas, and radiate -an extreme cold, that is damaging to those without adequate protection. -~ -35 268435968 0 C -34 0 0 5d10+600 2d4+8 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -80 3 0 0 1024 1024 0 -0 0 33557565 16 2 33 16385 2 -> rand_prog 2~ -, croaks loudly, and a blast of frost escapes! -mpasound A loud croak, followed by a blast of frost, is detected! -~ -| -#32207 -yeti~ -a yeti~ -A towering, hirsute beast stalks about the cavern. -~ -These monstrous yeti serve the frost giants as shock troops and also -as guards, for they strike terror into smaller races due to their -ferocity, though in truth they are weaker than their masters, if not -less skilled in battle. They reek abominably. -~ -35 512 -200 C -36 0 0 20d10+1000 2d8+9 -0 0 -8 8 1 -20 13 13 13 20 13 13 -0 0 0 0 0 -89 3 0 0 512 512 0 -0 0 263935 0 2 1 3 2 -> fight_prog 5~ -gouge -~ -> fight_prog 5~ -stun -~ -> fight_prog 5~ -disarm -~ -> fight_prog 12~ -snarl -~ -> greet_prog 100~ -if isnpc($n) -else -if ispc($n) -scream -mpe The yeti leaps forth, claws bared! -mpforce $n cringe -else -endif -endif -~ -| -#32208 -yeti leader~ -the yeti leader~ -A larger, uglier, smellier yeti snarls and licks his lips. -~ -These monstrous yeti serve the frost giants as shock troops and also -as guards, for they strike terror into smaller races due to their -ferocity, though in truth they are weaker than their masters, if not -less skilled in battle. They reek abominably. -~ -35 268435968 -200 C -36 0 0 20d10+1200 2d8+12 -0 0 -8 8 1 -20 13 13 13 20 13 13 -0 0 0 0 0 -89 3 0 0 512 512 0 -0 0 263935 0 2 1 387 3 -> greet_prog 100~ -snarl -lick -~ -> rand_prog 20~ -wield frost -~ -> fight_prog 20~ -wield frost -disarm -~ -| -#32209 -snow leopard~ -a snow leopard~ -A snow leopard blends into the icy background. -~ -These beautiful but deadly felines are used as companions on the hunt -by the giants, and also serve as excellent guards for their enhanced -senses can detect hidden foes. -~ -35 98848 0 C -34 0 0 10d10+700 2d4+8 -0 0 -8 8 2 -13 13 13 22 13 13 13 -0 0 0 0 0 -74 3 0 0 512 512 0 -0 0 168101437 0 2 1 3 2 -> rand_prog 2~ -growl -~ -> rand_prog 2~ -snarl -~ -| -#32210 -frost giant soldier~ -a frost giant soldier~ -A frost giant soldier wanders through the barracks complex. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -97 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> greet_prog 100~ -if ispc($n) -yell Intruders! Come here lads, I got me an intruder! -grin $n -else -endif -~ -> rand_prog 2~ -grunt -~ -| -#32211 -frost giant guard~ -a frost giant guard~ -A frost giant guard is sleeping soundly here. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -3 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> rand_prog 2~ -snore -~ -> rand_prog 2~ -mutter -~ -| -#32212 -hill giant envoy~ -a hill giant envoy~ -A hill giant envoy brings grim tidings for the Jarl. -~ -These ugly, stinking giants bear ill tidings indeed for the Jarl; they -managed to escape the sacking of the Steading and flee here to warn the -Jarl that adventurers were bound his way... most likely you! -~ -3 512 -500 C -34 0 0 20d10+1200 2d8+8 -500 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 47 0 0 0 16 2 -> rand_prog 2~ -open sack -get skull sack -grunt -nod -put skull sack -close sack -say Skull safe. -~ -> greet_prog 100~ -mea $n The giant eyes you cautiously but does not attack... -~ -| -#32213 -stone giant envoy~ -a stone giant~ -A stone giant envoy awaits an audience with the Jarl. -~ -Made from the substance they are named after, stone giants can withstand -incredible amounts of damage, and are very difficult to injure in the -first place. They are not an evil race, but rather they work for whoever -pays them in much-loved gems and jewels. This envoy is here to represent -his people, and to decide whether there'd be much gain in working for the -Jarl. -~ -7 672 0 C -38 0 -300 1d1+4000 4d6+24 -10000 0 -8 8 1 -22 13 13 13 22 13 13 -0 0 0 0 0 -6 3 0 0 1 1 1 -0 0 0 3161551 32 16 256 8194 -> greet_prog 100~ -bow $n -~ -> rand_prog 2~ -twiddle -~ -| -#32214 -fire giant envoy~ -a fire giant envoy~ -A fire giant envoy mutters and tries to keep warm. -~ -Fire giants are large, powerfully built humanoids, with deep red skin -and bristling red hair covering most of their eighteen foot frames. -Powerful hands that can rend steel usually grasp large two-handed swords -or war hammers, unusable except by other large creatures. Highly trained -and organized, they are nevertheless thoroughly evil and bent on the -conquest of others. This envoy has been sent to liase with the Jarl on the -behalf of King Snurre, and it hating every second of it. -~ -35 512 -500 C -42 0 0 60d10+3000 8d4+18 -5000 0 -8 8 1 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -#32215 -barlakaag white dragon ancient male~ -Barlakaag~ -An ancient white dragon of immense size stretches and unfolds his wings. -~ -Although white dragons are the weakest and most cowardly of wyrmkind, -Barlakaag is a dangerous and unpredictable foe. He has survived for -centuries, by currying the favor of the frost giants (most notably the -Jarl), and won't give up his cushy life easily. -~ -7 268444200 -1000 C -45 0 0 10d100+8000 7d4+24 -535600 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 3 0 0 67585 1 0 -0 0 42305081 1048608 2100226 1 7 2 -> death_prog 100~ -mpe As the mighty wyrm thrashes about, he destroys much of his hoard! -mpe A few pieces are salvagable from the ruins... -if rand(75) -mpoload 32219 40 -endif -if rand(75) -mpoload 32220 40 -endif -if rand(75) -mpoload 32221 40 -endif -if rand(50) -mpoload 32222 40 -endif -if rand(25) -mpoload 32223 40 -endif -~ -> all_greet_prog 100~ -if isimmort($n) -grovel $n -say Please don't hurt me... -cower $n -else -if isnpc($n) -growl $n -mpforce $n eep -mptrans $n 32269 -else -if clan($n) == dragonslayer -sneer -say You don't scare me, $n Wyrmsbane. -mpe $I attempts to look powerful, but his fear is evident. -else -mpe $I flexes his mighty wingspan and rises to his full height. -say Mortals, you err by interrupting the sleep of $I... -say But it is too late... now you must pay for your misdeed! -cackle -mpforce $n cringe -endif -endif -endif -~ -> fight_prog 33~ -snarl -gouge -~ -> fight_prog 10~ -scream -stun -~ -> rand_prog 32~ -close boulder -mprestore self 100 -~ -> fight_prog 32~ -close boulder -~ -> rand_prog 2~ -lick -mmm -grin -~ -> bribe_prog 100~ -mmm -say Gold! -snicker -say My thanks, $n. -bow $n -~ -| -#32216 -Strekaal~ -Strekaal~ -An old white dragon lies curled up asleep on a high ledge. -~ -The mate of Barlakaag, Strekaal is a little younger, though no less vile -and cruel, in fact probably more so. She adores her mate, and he adores -her, and she will aid him as best she can. -~ -7 268444200 -1000 C -45 0 0 10d100+6000 5d4+24 -250000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -31 3 0 0 67585 1 0 -0 0 42305081 1048608 2100226 1 7 2 -> all_greet_prog 100~ -if isnpc($n) -say Go 'way, sleeping. -mptrans $n 32269 -else -if isimmort($n) -snuggle $n -say Hello cutie. -else -if clan($n) == dragonslayer -whimper -say Alas! My time has come! Slay me quickly Drakebane! -else -yawn -mutter -mea $n $I looks at you sleepily. -say Wha... -scream -say ADVENTURERS! HOW *DARE* YOU! -mpe _whi A billow of white frost erupts from $I's maw, striking $n! -c 'frost breath' $n -endif -endif -endif -~ -> death_prog 100~ -mpe _lbl As $I perishes, she rolls over, revealing her secret cache of gems! -if rand(75) -mpoload 32242 1 -endif -if rand(50) -mpoload 32242 1 -endif -if rand(25) -mpoload 32242 1 -endif -if rand(25) -mpoload 32243 1 -endif -if rand(10) -mpoload 32243 1 -endif -if rand(5) -mpoload 32243 1 -endif -~ -> bribe_prog 100~ -mmm -say Gold! -snicker -say My thanks, $n. -bow $n -~ -| -#32217 -toad ice~ -an ice toad~ -A hideous toad the size of a horse leaps down from a ledge above. -~ -These foul amphibians are similar to the giant toads of the swamps -to the south, save that they belch frost instead of gas, and radiate -an extreme cold, that is damaging to those without adequate protection. -~ -35 268435968 0 C -34 0 0 5d10+600 2d4+8 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -80 3 0 0 1024 1024 0 -0 0 33557565 16 2 33 16385 2 -#32218 -frost giant sentry~ -a frost giant sentry~ -A burly frost giant stands guard here. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2200 6d4+18 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 524290 -> fight_prog 15~ -mpe The giant leaps for the long bronze horn and attempts to wind it! -if rand(25) -mpe _yel A long, low blast emerges from the horn! -mpe Another giant comes running to join the fray! -mpmload 32218 -else -mpe The guard stumbles and falls, failing to reach the horn. -endif -~ -> rand_prog 2~ -peer -~ -| -#32219 -ogre mage~ -an ogre-mage~ -A taller, leaner ogre with long horns and fierce tattoos awaits the Jarl. -~ -These ogre-magi are from the far east, having travelled far to listen -to tales of giant unification against humanity, and to see whether they -should add their numbers to the fray. Despite the obvious successes of -the giants, they harbor doubts, for they know full well a darker power -is behind all of this, a power they distrust and even fear. -~ -35 520 -800 C -36 0 0 50d10+1000 2d8+14 -15000 0 -8 8 1 -19 19 13 13 13 13 13 -0 0 0 0 0 -6 0 0 0 16 16 0 -0 0 1050623 1048834 3072 0 512 10243 -> fight_prog 20~ -wield glaive -~ -> fight_prog 20~ -c 'chill touch' -mpdamage $n 50 -~ -> fight_prog 33~ -snarl -~ -> greet_prog 33~ -if isnpc($n) -say Leave us! -else -say Foolish of you to intrude, humanoid! -endif -~ -| -#32220 -storm giant~ -a storm giant~ -A towering storm giant scowls at the walls of her gaol. -~ -This storm giant noble was captured by the frost giants (at the cost -of a dozen lives) and brought here, in the hopes that the Jarl could -seduce her into becoming his leman. She finds the concept appalling, -and would destroy him, had she the chance. -~ -3 67117736 750 C -48 0 0 1d1+8000 6d7+28 -0 0 -8 8 2 -25 13 13 13 25 13 13 -0 0 0 0 0 -6 1 0 0 1 1 0 -0 0 2047 1052416 2097156 0 65792 2 -> greet_prog 100~ -if isnpc($n) -snarl -mpe The giant leaps at this newcomer to her gaol! -mpkill $n -else -if isimmort($n) -growl -say Free me, $n! -else -if isevil($n) -say Foul one, release me and I will not destroy you! -snarl $n -else -say Adventurer, pray release me from my shackles! -frown -say I can stand not this durance vile! -scream -endif -endif -endif -~ -> rand_prog 2~ -mpe _yel The giant strains against her bonds, to no avail. -~ -| -#32221 -cloud giant ~ -a cloud giant~ -This burly cloud giant is set to join the Jarl as a henchman. -~ -This large, ugly, brutal giant has been recruited as a new heavy by -the Jarl, a task he will doubtless excel at. His powerful frame is -capable of far greater feats of strength than any frost giant, and -thus he is a powerful ally. -~ -3 648 -760 C -45 0 0 24d20+5000 6d6+28 -11000 0 -8 8 1 -24 13 13 22 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 1048582 3072 0 256 524291 -#32222 -ogre servant~ -an ogre servant~ -An ogre servant awaits his next assignment. -~ -Like all the giantish races, the frost giants supplant their relatively -small numbers with large volumes of troops of other races, most notably -ogres, trolls and gnolls. These mercenaries serve well as long as they -are paid and fed, and the odds are stacked in their favor. They are not -as powerful as giants, but are still very tough and strong. -~ -39 512 -500 C -32 0 0 10d5+600 1d10+10 -200 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 0 0 0 80 1 -#32223 -frost giant jarl grugnur~ -Grugnur~ -The frost giant Jarl sits here, scowling, upon his throne. -~ -Grugnur is a frost giant, as large as a cloud giant, and as strong as -one too. He is ugly; all giants are ugly by the standards of your race -but he is of particularly foul visage, and mein. He holds all other -races in contempt, save for those who sponser his raids on humanity. -~ -3 680 -1000 C -45 0 0 10d10+12000 6d6+24 -100000 0 -8 8 1 -24 13 13 18 24 13 13 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3146000 3074 1 16 2097155 -> fight_prog 20~ -snarl -stun -~ -> fight_prog 25~ -gouge -cackle -~ -> fight_prog 18~ -bash -flex -~ -> all_greet_prog 100~ -if isnpc($n) -nod -else -if inroom($i) == 32295 -eye $n -say Ho, little one, you are brave indeed to trespass 'pon my realm. -chuckle -mpe $I's ostensibly bright mood grows suddenly dark. -say But you will pay for your transgression, wretch. You will pay. -mpe $I rises to his full twenty feet and draws an impossibly long sword. -say I will grant you the first blow... -cackle -else -if inroom($i) == 32299 -say You have me cornered $n... but I will not perish easily! - if isimmort($n) - else - murder $n - endif -else -endif -endif -endif -~ -> rand_prog 5~ -mprestore self 200 -if ispc($r) -poke $r -say Strike, now, or I will rescind my offer... -grin -endif -~ -> hitprcnt_prog 20~ -if inroom($i) == 32295 -mpe Sensing his imminent defeat, $I hurls his shield at you and runs! -rem shield -drop shield -mpdamage $n 100 -say It's been agreeable, but I have other things to do... -wink $n -mpgoto 32299 -say They're coming after me! Prepare to do battle... -else -if inroom($i) == 32299 -say You have me at a disadvantage, $n. -say But I will not cede victory easily! -bash -gouge -else -mpgoto 32295 -endif -endif -~ -> death_prog 100~ -if inroom($i) == 32299 -mpe As the Jarl perishes, his gaze lingers on an iron bar set in the wall... -endif -~ -| -#32224 -guard elite frost giant~ -the Jarl's guard~ -A burly frost giant stands beside his Jarl. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -3 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> fight_prog 66~ -wield spear -~ -> fight_prog 20~ -disarm -~ -| -#32225 -remorhaz~ -a remorhaz~ -A massive, frost covered wormlike creature erupts from the snow! -~ -This vile beast has laired here for a few weeks, disguising its maw as -a cave entrance, with the hope of luring prey. It will leap upon any -who venture near it, and the Jarl intends to send a team to see it off -soon. -~ -39 552 -650 C -44 0 0 10d100+4000 2d10+40 -0 0 -8 8 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 65536 65536 0 -0 0 67129 80 2050 1 8388613 2 -> all_greet_prog 100~ -if isimmort($n) -else -mea $n It is with a growing horror that you realize the cave is in fact a maw! -roar -c earthquake -endif -~ -> death_prog 100~ -mpe _lbl As the creature thrashes at the end of $n's weapon, it cries out! -if rand(25) -mpe _lbl A magnificent sword is belched up by the beast, landing in the snow. -mpoload 32238 -drop giantsbane -else -mpe _lbl A magnificent sword is belched up by the beast, soaring into the rift! -mpforce $r curse -endif -~ -> fight_prog 20~ -mpe _lbl A thin layer of ice forms over the remorhaz's wounds! -mprestore self 50 -~ -> fight_prog 25~ -c 'frost breath' $r -~ -> fight_prog 33~ -disarm -get all -~ -| -#32226 -wolf winter wandering~ -a winter wolf~ -A winter wolf lopes through the tunnels. -~ -Faithful pets of the frost giants, these wolves serve as both hunting -and guard beasts, and are intelligent enough to understand a series of -spoken commands. Their fur exudes a chill that causes discomfort to -their foes, while their icy breath can smite a lesser foe. -~ -101 268468776 -500 C -35 0 0 40d10+600 4d4+8 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 167839293 0 2 1 1 2 -> greet_prog 100~ -if ispc($n) -growl $n -endif -~ -> rand_prog 2~ -growl -~ -| -#32227 -frost giant sentry~ -a frost giant sentry~ -A burly frost giant stands guard here. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2200 6d4+18 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 0 524290 -> rand_prog 2~ -peer -~ -> greet_prog 100~ -if isnpc($n) -else -if ispc($n) - if rand(33) - yell Intruders near the throne room! - else - if rand(43) - sneer - say Stupid whelp, prepare to die! - else - say I will squash ye like a bug, swine! - scream - endif - endif -else -endif -endif -~ -| -#32228 -frost giant ballista boy~ -a ballista boy~ -A frost giant 'ballista boy' has fallen asleep at his post. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -3 512 -750 C -38 0 0 60d5+2200 6d4+18 -3000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 512 524290 -> rand_prog 2~ -snore -~ -| -#32229 -ogre mercenary wandering~ -an ogre mercenary~ -An ogre mercenary wanders the tunnels on some errand or another. -~ -Like all the giantish races, the frost giants supplant their relatively -small numbers with large volumes of troops of other races, most notably -ogres, trolls and gnolls. These mercenaries serve well as long as they -are paid and fed, and the odds are stacked in their favor. They are not -as powerful as giants, but are still very tough and strong. -~ -101 512 -500 C -35 0 0 10d5+800 1d10+10 -400 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 0 0 0 80 1 -#32230 -fire giant cook~ -a fire giant cook~ -A huge fire giant cook makes her away around the roasting humans. -~ -While not as large as a fire giant male, this cook is burlier than most -frost giants of either gender, and as such her cooking is rarely, if ever, -criticized; one such opponent of her culinary adventures was last week's -feast. -~ -35 512 -500 C -40 0 0 60d10+3000 8d4+18 -5000 0 -8 8 2 -22 13 13 13 22 8 8 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 3072 1 2 16 3 -> rand_prog 2~ -curse -say No, cook it on the LEFT fire! -say Do ye want to burn it!? -roll -~ -> rand_prog 2~ -mutter -say Bah, these humans are too tough! -mpe The giant pours a mixture of herbs over one of the cooking corpses. -~ -| -#32231 -ogre servant~ -an ogre servant~ -An ogre servant carries out the cook's orders. -~ -Like all the giantish races, the frost giants supplant their relatively -small numbers with large volumes of troops of other races, most notably -ogres, trolls and gnolls. These mercenaries serve well as long as they -are paid and fed, and the odds are stacked in their favor. They are not -as powerful as giants, but are still very tough and strong. -~ -39 512 -500 C -32 0 0 10d5+600 1d10+10 -200 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 47 0 0 0 80 1 -#32232 -frost giantess~ -a frost giantess~ -A frost giantess mends some hides and armor. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -101 512 -750 C -38 0 0 60d5+2000 6d4+12 -3000 0 -8 8 2 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 592 2 -#32233 -polar bear~ -a polar bear~ -A truly enormous white furred bear rises from the ground. -~ -These mammoth beasts are favored by the Jarl as pets and guards, for -they could easily rend most giants in a heartbeat. They are truly -awe inspiring with their sheer size and ferocity, being able to bring -their 2000-odd pounds to bear in battle in a matter of seconds. -~ -35 544 0 C -40 0 0 20d20+2800 3d8+24 -0 0 -8 8 1 -22 13 13 13 13 13 13 -0 0 0 0 0 -24 3 0 0 512 512 2 -0 0 33818175 0 2 1 131 2 -> rand_prog 2~ -growl -~ -| -#32234 -frost giant carl~ -a frost giant carl~ -A burly, muscular giant rests on a pile of furs. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 512 -750 C -38 0 0 60d5+2000 6d4+12 -20000 0 -8 8 1 -21 13 13 13 21 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 2 1 16 2 -> death_prog 20~ -mpoload 32209 -~ -| -#32235 -frost giant djala~ -Djala~ -A burly frost giant woman sits at the table, drinking. -~ -Blueskinned creatures with knotted, muscular limbs and flowing white -beards, frost giants are totally acclimatized to the freezing cold of -the rift, though they are in turn susceptible to more than a mild -increase in temperature. Burly, mean-spirited and cruel, they favor -combat and pillaging to talking and creating, and this is evident in -all aspects of their warlike culture. -~ -35 680 -750 C -43 0 0 60d5+6000 6d4+22 -50000 0 -8 8 2 -24 13 13 13 21 13 13 -0 0 0 0 0 -6 1 0 0 1 1 2 -0 0 2047 2097408 2050 1 16 524290 -> act_prog p DISARMS you!~ -sneer -if rand(33) -mpe Djala scoffs at your attempt to remove her weapon. -wield mace -else -mpe Djala ignores your action, and switches to a brutal hand attack! -punch -bash -mpdamage $n 100 -endif -~ -> fight_prog 20~ -wield mace -scream -mpe Djala hurls bits of furniture into the fray! -mpdamage $r 100 -~ -> all_greet_prog 100~ -if isnpc($n) -say Leave me... -mpforce $n nod -mpforce $n w -else -mpe $I leaps to her feet as you enter! -snarl -say Foolish whelps! I'll string yer guts from the arches at Ttechay! -endif -~ -| -#32236 -flaming skull~ -a flaming skull~ -A flaming skull shrieks in your face! -~ -Used as guardians in lairs everywhere, this horrid undead seems out -of place in such a cold environment. It also begs the question- how -did the Jarl manage to summon and control one? -~ -35 33554984 0 C -40 0 0 40d20+800 2d8+14 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 1 0 0 65536 65536 0 -0 0 0 0 2081 18 8704 2 -> all_greet_prog 100~ -if isimmort($n) -else -shriek -endif -~ -> fight_prog 18~ -shriek -~ -| -#32299 -final mobile~ -a newly created final mobile~ -Some god abandoned a newly created final mobile here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -#0 - - -#OBJECTS -#32200 -large sack~ -a large sack~ -A large sack lies on the ground, filled with something.~ -~ -15 262144 1 -50 5 -1 0 -5 30 3 -E -large sack~ -This hessain sack is used to store various personal possessions of its -owner. -~ -#32201 -jewelled belt~ -a jewelled belt~ -A broad leather belt set with gems glitters in the light.~ -~ -9 1 2049 -8 0 0 0 -1 16000 1600 -E -jewelled belt~ -This leather girdle is set with semi precious stones, and inlaid with -silver. -~ -A -5 2 -A -13 30 -A -24 2 -#32202 -necklace jewelled~ -a jewelled necklace~ -A necklace made of various gems shines brightly.~ -~ -9 1 4101 -5 0 0 0 -1 30000 3000 -E -jewelled necklace~ -This is a valuable piece of jewelry, due to the quality of the stones -set in it. Its a good bet that it wasn't made by giants. Though its -owner wears it around his wrist, it was apparently originally made for -a smaller person's neck. -~ -A -12 30 -A -25 3 -#32203 -barrel~ -a wooden barrel~ -A wooden barrel banded with bronze rests on the icy floor.~ -~ -15 0 0 -10000 5 -1 0 -1 0 0 -E -barrel~ -This barrel is too heavy to lift. -~ -#32204 -scroll blue~ -a blue scroll~ -Arcane writings inscribed on blue paper catch your eye.~ -~ -2 64 1 -35 61 43 -1 -1 500 50 -E -blue scroll~ -The runes appear to be ones of healing and rejuvenation. -~ -#32205 -hacked body~ -a hacked up body~ -The hacked up body of an adventurer has been frozen into the ice.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -hacked body~ -The corpse appears to still be carrying some equipment. Perhaps you -could destroy the ice surrounding it and fetch some... -~ -#32206 -elemental band~ -elemental band~ -A thin band of bronze, shaped to form a ring, lies half buried here.~ -~ -9 545784897 3 -11 0 0 0 -2 75000 7500 -E -elemental band~ -This ancient and curious item possesses potent abjurative magicks, -and can protect the wearer from a variety of attacks, as well as add -to their other abilities. -~ -A -13 20 -A -12 20 -A -18 2 -A -19 2 -A -27 1 -A -27 2 -#32207 -club oak~ -an oak club~ -A brutal looking ogre war club rests here.~ -~ -5 262144 8193 -8 0 0 0 -20 50 5 -E -club oak~ -A crude, but effective weapon, its punishing power enhanced by several -rusted iron nails hammered through it, though whoever did it apparently -didn't know that the pointed ends of nails hurt more... -~ -A -19 3 -#32208 -ogre brew~ -bottle of ogre brew~ -Ogres drink this foul herbal mixture for strength...~ -~ -10 262164 1 -35 33 39 206 -5 450 45 -E -ogre brew~ -This filthy liquid looks disgusting and almost undrinkable... only -those with a strong stomach should try to imbibe it. -~ -#32209 -gold armband ~ -a gold armband inset with ivory~ -A gold armband inset with an ivory bear rests here.~ -~ -9 524816 257 -11 0 0 0 -10 0 0 -E -gold armband~ -This heavy piece of jewelry bestows a certain strength upon those who -are of a non-devout nature. It bears the image of the polar bear, a -sacred animal to frost giants. -~ -A -1 2 -A -19 4 -#32210 -piece amethyst toad~ -a toad-shaped chunk of amethyst~ -A toad-shaped chunk of amethyst sits in the center of the room.~ -~ -8 1 1 -0 0 0 0 -10 50000 5000 -E -piece amethyst~ -This hideous, but naturally formed, chunk of semi-precious stone is -worshipped as a god by the ice toads. Idiots. -~ -#32211 -frost blade~ -a frost blade~ -A shimmering blade of ice drips water onto the ground.~ -~ -5 65 8193 -0 0 0 6 -12 65000 6500 -E -frost blade~ -This weapon is forged from frost, and held together by magic. It sends -forth an icy blast of cold to strike those it is raised against. -~ -A -12 30 -A -13 30 -A -18 6 -A -19 6 -A -27 2 -A -29 1 -#32212 -ivory tusk~ -an ivory tusk~ -An ivory tusk lies in a mound of snow.~ -~ -5 262144 8193 -0 0 0 2 -10 800 80 -E -ivory tusk~ -Torn from the maw of a mammoth, this device serves as a crude but -effective weapon. -~ -#32213 -clear spring water~ -a clear spring of water~ -A clear spring of water bubbles into a stone basin.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -E -clear spring water~ -This natural spring is heated by an underground source and thus does -not freeze over. It provides bitter, but drinkable water. -~ -#32214 -spear hunting~ -a hunting spear~ -A short, by giantish standards, hunting spear rests against one wall.~ -~ -5 262144 8193 -0 0 0 2 -20 300 30 -E -spear hunting~ -This weapon is short enough to be hurled great distances by the giants, -and to be used by most races as a melee weapon. -~ -A -18 3 -A -19 3 -> wear_prog 100~ -if race($n) == pixie -or race($n) == halfling -mea $n You are too small and weak to properly heft this weapon. -mpforce $n rem $o -else -endif -~ -| -#32215 -gold inlayed skull~ -a gold inlayed skull~ -A gold inlayed skull has significance to the giantish races.~ -~ -8 524289 16385 -0 0 0 0 -5 6000 600 -E -gold inlayed skull~ -This skull is used as a receptacle for private messages by several giants, -and also serves as the key to the hall of King Snurre, thus envoys are -granted it to hasten access. -~ -E -message~ -It reads- We lost! Send help! Ask Dark Ones for more people! -~ -#32216 -fur cloak~ -a fur cloak~ -A smelly fur cloak rife with fleas lies here.~ -~ -9 262144 1025 -10 0 0 0 -10 6000 600 -E -fur cloak~ -This stinking garment needs a good wash. -~ -A -13 20 -A -19 3 -#32217 -jeweled crown~ -a jeweled crown~ -A magnificent jeweled crown of stone giant manufacture rests here.~ -~ -9 524289 17 -9 0 0 0 -10 15000 1500 -E -jeweled crown~ -This crown is intended as a gift for the frost giant Jarl. -~ -A -4 2 -#32218 -token fealty statue silver bear~ -a token of fealty~ -A solid silver statue of a rampant bear stands here.~ -~ -9 524353 16385 -10 0 0 0 -20 6000 600 -E -token fealty~ -This heavy silver statue is a mark of the Jarl's respect for Snurre, -and would also double as a decent addition to melee, due to its weight -and sharp edges. -~ -A -17 -20 -A -19 4 -#32219 -potion bottle~ -an old potion~ -The label on this bottle is faded and crumbling.~ -~ -10 2 1 -50 215 205 235 -1 1750 175 -E -old potion~ -It is impossible to determine the effects of quaffing this ancient -liquid will have without some sort of magical spell. -~ -#32220 -potion bottle~ -an old potion~ -The label on this bottle is faded and crumbling.~ -~ -10 2 1 -50 214 218 25 -1 1750 175 -E -old potion~ -It is impossible to determine the effects of quaffing this ancient -liquid will have without some sort of magical spell. -~ -#32221 -potion bottle~ -an old potion~ -The label on this bottle is faded and crumbling.~ -~ -10 2 1 -50 207 33 26 -1 1750 175 -E -old potion~ -It is impossible to determine the effects of quaffing this ancient -liquid will have without some sort of magical spell. -~ -#32222 -silver dagger~ -a silver dagger~ -The bane of undead, silver weapons possess unusual properties.~ -~ -5 8912961 8193 -0 0 0 11 -1 50000 5000 -E -silver dagger~ -This ancient weapon was once used against barrow wights north of the -lands of humanity, but passed from view after the fall of the old -empire. It is older than the current empire itself, and still holds -an edge. -~ -A -2 3 -A -18 6 -A -19 6 -A -27 512 -#32223 -silvered chainmail~ -a suit of silvered chainmail~ -A suit of magical chain glows with an inner warmth.~ -~ -9 8912961 9 -17 0 0 0 -10 35600 3560 -E -silvered chainmail~ -Armor of ancient make, this was once worn by a Troalian prince on his -campaigns against the Xavay during the first Chaos War. It has been -passed down through the generations, before being stolen from the last -prince of the line by the wyrm who now hoards it. -~ -A -17 -20 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -A -23 -3 -> wear_prog 100~ -if rand(50) -mea $n _red A glowing warmth radiates through your frame! -c 'inner warmth' $n -else -endif -~ -| -#32224 -bronze shield~ -a bronze shield~ -A heavy bronze shield lies half-buried in the snow.~ -~ -9 524352 513 -10 0 0 0 -20 6500 650 -A -17 -10 -A -18 2 -A -19 2 -#32225 -broadsword~ -a heavy broadsword~ -A heavy steel broadsword covered in frost lies here.~ -~ -5 524288 8193 -0 0 0 3 -30 600 60 -E -broadsword~ -This weapon is small to a giant, who was its original owner, but its -a powerfully large weapon to most other races. -~ -A -18 5 -A -19 5 -#32226 -thick iron bar ~ -a thick iron bar~ -A thick iron bar protrudes from the wall.~ -~ -37 524288 0 -0 0 0 0 -43 32 3 -E -thick iron bar~ -This bar is set in a slot, and can be moved up and down. -~ -> push_prog 100~ -mea $n As you push the rod down, you suddenly feel dizzy... -mptrans $n 32000 -~ -> pull_prog 100~ -mea $n As you pull the rod upwards, you suddenly feel dizzy... -mptrans $n 32000 -~ -| -#32227 -glaive~ -a glaive~ -A sharp glaive rests on the rocky ground.~ -~ -5 17433152 8193 -0 0 0 1 -18 7650 765 -E -glaive~ -This magical weapon is a favorite of the ogre-magi. -~ -A -19 5 -A -12 60 -#32228 -box holding~ -a box of holding~ -A wooden pox plated with precious metals rests here.~ -~ -15 64 1 -300 5 -1 0 -1 0 0 -E -box holding~ -This seemingly innocuous box can hold a great deal of equipment. -~ -#32229 -ochre potion~ -an ochre potion~ -An ochre potion spills some liquid on the ground.~ -~ -10 66 1 -40 39 206 205 -1 450 45 -E -potion~ -This liquid possesses potent magical qualities. -~ -#32230 -mauve potion~ -a mauve potion~ -A mauve potion spills some liquid on the ground.~ -~ -10 66 1 -40 2 2 2 -1 450 45 -E -potion~ -This liquid possesses potent magical qualities. -~ -#32231 -fire necklace~ -necklace of fire~ -A warm string of bronze plates dangles from a hook.~ -~ -9 524865 5 -8 0 0 0 -10 15000 1500 -E -fire necklace~ -This strangely warm item is appropriately named; it fills your whole -body with warmth. -~ -A -12 20 -A -19 3 -A -27 2 -#32232 -manacles~ -a pair of manacles~ -A pair of iron manacles lies here.~ -~ -9 4096 257 -20 0 0 0 -15 1200 120 -A -2 -4 -#32233 -jarl chain jack~ -a chain jack~ -A chain jack protects the torso of creatures large enough to wear it.~ -~ -9 524288 9 -22 0 0 0 -50 5000 500 -E -chain jack~ -Only a giant, troll or ogre could wear this armor, such is its size -and weight. -~ -A -17 -30 -A -13 60 -A -18 6 -A -19 6 -A -23 -3 -A -22 -3 -A -2 -2 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-ogre -else -mea $n The armor is far too large for you. -mpforce $n rem $o -endif -~ -| -#32234 -jarl shield~ -the Jarl's shield~ -A huge shield of iron rests on the ground.~ -~ -9 524352 513 -17 0 0 0 -30 65000 6500 -E -jarl shield~ -This defensive piece of equipment is possessed of special magical -qualities that enhance its power. -~ -A -17 -20 -A -13 20 -A -12 20 -A -18 2 -A -19 3 -#32235 -jarl greatsword~ -the Jarl's greatsword~ -An immense greatsword, easily eight feet long, rests here.~ -~ -5 524352 8193 -0 0 0 3 -50 10000 1000 -E -jarl greatsword~ -Only the doughtiest of warriors could hope to heft this blade. -~ -A -13 120 -A -18 6 -A -19 6 -#32236 -hammer thunderbolts~ -Hammer of Thunderbolts~ -A great war hammer covered in runes rests on the floor.~ -~ -5 33554496 8193 -0 12 4 6 -55 750000 75000 -E -hammer thunderbolts~ -This hammer packs the power of a lightning strike with each hit it makes. -Only the strongest of warriors could hope to wield it effectively. -~ -A -1 2 -A -13 100 -A -18 10 -A -19 10 -A -27 4 -A -24 -10 -#32237 -sleeves ice~ -sleeves of ice~ -A pair of icy cold sleeves of unidentifiable origin chill the air.~ -~ -9 536871009 257 -9 0 0 0 -7 75000 7500 -E -sleeves ice~ -These sleeves glisten with ice that refuses to melt despite the heat. -~ -A -2 2 -A -12 20 -A -13 20 -A -18 4 -A -19 5 -A -27 2 -A -29 1 -> wear_prog 100~ -mea $n _lbl A sheet of ice covers your arms. -mer $n _lbl A sheet of ice covers $n's arms. -if rand(10) -c iceshield $n -endif -~ -| -#32238 -giantsbane sword~ -Giantsbane~ -A glowing blue sword lies half-buried in a block of ice.~ -~ -5 672768 8193 -0 0 0 3 -18 60000 6000 -A -1 2 -A -13 75 -A -18 8 -A -19 8 -> wear_prog 100~ -if isevil($n) -else -if race($n) == half-troll -or race($n) == half-ogre -mea $n Touching this weapon makes you feel sick to the stomach. -mpforce $n shudder -mpforce $n rem $o -else -mea $n You heft the handsome blade with a grin. -mpforce $n grin -endif -endif -~ -| -#32239 -club iron shod~ -an iron shod club~ -An iron shod club rests here.~ -~ -5 524288 8193 -0 0 0 7 -8 60 6 -E -club iron shod~ -Small for a giant weapon, it compensates for this with power and the -speed with which it can be brought to bear. -~ -A -19 4 -A -2 1 -#32240 -white dragon hide~ -a white dragon hide~ -A white dragon hide hangs behind the throne.~ -~ -9 297472 1025 16 -11 0 0 0 -10 50000 5000 -E -cloak white dragon hide~ -Taken from the back of an ice wyrm, this hide offers significant benefit -in the form of resistance to cold, which is the bane of fire giants of -all types. Thus it is highly prized by its former owner for these qualities. -~ -A -27 2 -A -27 32 -A -29 1 -A -18 3 -A -19 3 -A -13 20 -#32241 -throne ivory bone~ -a throne of ivory and bone~ -A twisted throne of ivory and bone rests here.~ -~ -12 16 0 -0 0 0 0 -1 0 0 -E -throne ivory bone~ -Skulls covered in silver make up much of this dark artifact, while large -gems gleam from their eyesockets. The whole affect is rather grim and -macabre. -~ -#32242 -opal~ -an opal~ -A polished opal, perfect in form, lies here.~ -~ -8 0 1 -0 0 0 0 -1 10000 1000 -E -opal~ -This is a fine gemstone! -~ -#32243 -diamond~ -a diamond~ -A polished diamond, perfect in form, lies here.~ -~ -8 0 1 -0 0 0 0 -1 50000 5000 -E -diamond~ -This is a fine gemstone! -~ -#32244 -alabaster statue~ -an alabaster statue~ -A statue of alabaster rests unsteadily atop a pile of crushed gems.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -E -alabaster statue~ -Although too bulky to cart away, its unstable positioning makes it easy -to shift about. -~ -> push_prog 100~ -mea $n You give the statue a shove, and it topples over! -mpe _whi The statue falls to the ground with a crash! -mpforce $n wince -~ -> pull_prog 100~ -mea $n With a great effort, you heave the statue upright. -~ -| -#32245 -cloak sabretooth tiger hide~ -a cloak of sabretooth tiger hide~ -This cloak was formed from the hide of a great cat.~ -~ -9 262656 1025 -11 0 0 0 -18 7500 750 -E -cloak sabretooth tiger hide~ -The sabretooth this garment was taken from must have been bigger than -a Maritshome warhorse. -~ -A -2 1 -A -1 1 -A -13 35 -A -18 5 -A -19 5 -#32246 -iron mace~ -a mace of iron~ -A heavy iron mace rests on the ground.~ -~ -5 8946240 8193 -0 0 0 8 -45 5000 500 -E -iron mace~ -This cumbersome weapon could inflict considerable damage- if you could -lift it. -~ -A -1 2 -A -18 8 -A -19 8 -A -29 4 -#32247 -gold flagon gems~ -a gold flagon set with gems~ -A gold flagon set with gems rests on the table.~ -~ -4 524354 16385 -40 10 10 28 -20 76000 7600 -E -gold flagon gems~ -An inscription on the base reads- - -This cup will bring health and happiness to everyone you know. -~ -A -25 4 -#32248 -bronze shield~ -a bronze shield~ -A bronze shield hangs atop the fireplace.~ -~ -9 9011776 513 -10 42 0 0 -20 6500 650 -E -bronze shield~ -Inlaid with runes by the Magi-Priests of Ebberggehw, this device bestows -great mystical, but little physical, power upon those of the right mind -set to bear it. As the Magi-Priests prefer neutrality, it is prohibited -to those of lawful or good mein, though evil beings can more easily fool -the device into missing the motives hidden in their dark hearts. -~ -A -17 -20 -A -4 3 -A -12 75 -#32259 -jewelled collar~ -a jewelled collar~ -A jewelled collar glitters in the light.~ -~ -9 1 5 -7 0 0 0 -1 1800 180 -E -jewelled collar~ -Made for a bear, it could easily be adjusted to fit most races. -~ -A -2 1 -A -1 1 -A -19 3 -#32260 -box~ -a large box~ -A large wooden box is nailed to the floor.~ -~ -15 0 0 -150 5 -1 0 -22 0 0 -#32261 -iron chest~ -an iron chest~ -A sturdy iron chest sits near the bed.~ -~ -15 0 0 -150 5 -1 0 -22 0 0 -#32262 -silver coffer~ -a silver coffer~ -A silver coffer is welded to a sheet of iron behind the bed.~ -~ -15 0 0 -150 5 -1 0 -22 0 0 -#32263 -giant potion~ -the giant's potion~ -A strange brew bubbles ominously.~ -~ -10 2 1 -42 33 39 28 -1 540 54 -#32264 -giant scroll~ -the giant's scroll~ -A heavy piece of tattered leather lies here.~ -~ -2 64 1 -43 17 224 25 -1 7500 750 -#32265 -jewelry giant~ -the giant's jewelry~ -A string of semi-precious stones lies here.~ -~ -8 0 5 -0 0 0 0 -10 80000 8000 -#32299 -final object~ -a newly created final object~ -Some god dropped a newly created final object here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#0 - - -#ROOMS -#32200 -A Windswept Ledge~ -The moment you materialize on this ledge you are almost swept off it -by a strong gust of icy wind, that almost sends you hurtling down the -sheer slope of the mountain that this tiny section of level stone is -set into. A yawning abyss beckons there, you cannot even see to the -bottom through the blizzard that is raging through the region. Other -snow-covered spires loom all around, while gale force winds buffet you -mercilessly. The wind howls and shrieks as it blows through the gaps -between the peaks; the effect is quite disturbing. The only apparent -escape from this torment is a small hole in the ground, that leads on -down into the darkness within the mountain. -~ -0 4 5 -D5 -A dark passage. -~ -~ -0 -1 32201 -S -#32201 -A Dark Passage~ -A tunnel descends steeply from the ledge, heading down to whatever is -within the bowels of the peak you arrived on. No torches light the -area, at least not here, though a dim light is visible far, far below. -Snow drifts formed by snow that has come in the hole above pile high to -either side, and are marked with the tracks of various creatures, some -of whom are rather large; giantish in fact. The howling wind above is -nerve wracking, and it takes little incentive to proceed downwards to -where it is quieter. -~ -0 3145737 0 -D4 -Back outside. -~ -~ -0 -1 32200 -D5 -A dark passage. -~ -~ -0 -1 32202 -S -#32202 -A Divided Tunnel~ -At this point the tunnel splits, with two branches heading further down -into the depths of the mountain, though at a noticeably flatter gradient; -gone is the steep descent you have up till now endured. A dim glow can -be seen to the southeast, where the majority of the tracks seem to pass -to and from. The walls are of crevice-ridden granite, covered with thin -layers of ice and frost, frozen by the chilly temperatures here, though -they are at least bearable with adequate clothing, unlike outside. -~ -0 3145741 0 -D4 -A dark passage ascends to the ledge outside. -~ -~ -0 -1 32201 -D8 -A new path beckons. -~ -~ -0 -1 32203 -D9 -A new path beckons. -~ -~ -0 -1 32233 -S -#32203 -The Rift~ -After roughly one hundred yards, the path emerges onto another ledge, -though this one is inside instead of outside. To your surprise, it -runs for a short distance along the eastern edge of a truly massive -rift, which yawns to the west, stretching into the distance to the far -south. Gusts of wind whistle up and down the rift, the floor of which -is not visible from this vantage. The ledge continues to the south, -disappearing around a bend to the southwest, as it circles the rift. -An opening in the wall just south of here offers an alternate route, -however, and it is to here that most of the tracks run. -~ -0 3145737 0 -D2 -A ledge skirts the edge of the rift. -~ -~ -0 -1 32204 -D7 -A tunnel ascends sharply. -~ -~ -0 -1 32202 -S -#32204 -An Opening in the Rift Wall~ -The ledge continues its course along the eastern rim of the rift, -narrowing a little as it nears a bend to the southwest. An opening in -the eastern wall looms up ahead, opening onto a darkened tunnel that -heads away from the rift, towards whatever else lies down here. A -faint greenish glow provides a little light here and there, though the -conditions are still gloomy, to your eyes at least. -~ -0 3145737 0 -D0 -A ledge skirts the edge of the rift. -~ -~ -0 -1 32203 -D1 -A narrow passage disappears into the gloom. -~ -~ -0 -1 32205 -D9 -A ledge skirts the edge of the rift. -~ -~ -0 -1 32214 -S -#32205 -A Junction~ -Two passages lead away from this narrow accessway, which ends in a dead -end a short distance to the north of here. The floor underfoot is slick, -though not dangerously so, at least not yet. The walls are covered in -ice, which has been worn away in portions due to contact with the bodies -of passing creatures, who where apparently of considerable stature. The -faint greenish glow is still present, illuminating fresh tracks in the -thin layer of powdery snow that layers the floor at random intervals. -~ -0 3145736 0 -D0 -A guard room. -~ -~ -0 -1 32207 -D2 -A guard room. -~ -~ -0 -1 32206 -D3 -The rift edge. -~ -~ -0 -1 32204 -S -#32206 -An Icy Cave~ -Several piles of sleeping skins cover the floor of this cave, which -is for the most part covered in layers of ice, save for where the -sleeping area is. Piles of boulders and blocks of ice lay near the -entrance, presumably to serve as primitive missile weapons for the -monsters that lair here, who are undoubtedly sentient, and more than -likely of malevolent mein. No other exit umbrages the icy walls; the -cave is isolated from the rest of the complex save for the opening -to the north. -~ -0 3145736 0 -D0 -A meeting of passages. -~ -~ -0 -1 32205 -S -#32207 -An Icy Cavern~ -This natural cavern was hollowed out by centuries of erosion from the -movement of ice through the bowels of the mountain, and as such could -escape notice as being the residence of giants, save for the four fur -covered mounds that serve as their beds. Large icy stalactites depend -from the high roof; excessive heat or noise could bring them tumbling -down, so caution would be advised. A broad passage, leading further -into the icy home of the frost giants, can be detected to the east. -~ -0 3145736 0 -D1 -Another passage awaits! -~ -~ -0 -1 32208 -D2 -A meeting of passages. -~ -~ -0 -1 32205 -S -#32208 -An Icy Passage~ -This broad passage runs east for a short distance, before turning to -the south, heading directly towards the center of the mountain, and -running parallel to the rift to the west, beyond the guard rooms. It -appears that this passage sees frequent usage; fresh footprints mark -small patches of snow, while several of the icy protrusions have also -been snapped off as clumsy giants stumble into them, especially when -they are intoxicated. -~ -0 3145736 0 -D2 -This major passage continues. -~ -~ -0 -1 32209 -D3 -An icy cavern filled with sleeping furs. -~ -~ -16777216 -1 32207 -S -#32209 -An Icy Passage~ -The passage continues, stretching into the distance as far as one can -see under the current lighting conditions. The air is cold, though -not unbearably so, and the walls covered with ice, some of which has -melted and formed dangerous semi-frozen puddles on the floor in the -numerous potholes that mar the tunnel. A larger creature, such as a -giant or troll, may well stumble and fall upon these hazards, though -the injury would do more damage to their pride than their rears. -~ -0 3145736 0 -D0 -This major passage continues. -~ -~ -0 -1 32208 -D2 -This major passage continues. -~ -~ -0 -1 32210 -> entry_prog 100~ -if ispc($n) -if race($n) == half-troll -or race($n) == half-ogre - if dex($n) < 18 - mea $n You slip and fall on one of the icy puddles! - mer $n $n loses his footing and goes sailing into the air! - mpforce $n sit - mpdamage $n 20 - mpforce $n mutter - else - mea $n Your heavy feet are almost swept away, but you recover. - mer $n $n waves $s arms about as $e almost slips on the ice. - mpforce $n whew - endif -else -endif -else -endif -~ -| -S -#32210 -An Icy Passage~ -Onwards and downwards the passage runs, continuing deeper into this -haven of giants. The footprints are just as frequent, and just as -fresh; it appears dozens of giants have been on the move recently. -This is no surprise; you are here because of their 'movements' that -have taken them into conflict with the peaceful races of the south. -The frost giants are a violent and bloodthirsty lot, far tougher and -braver than their brutish hill giant cousins. -~ -0 3145736 0 -D0 -This major passage continues. -~ -~ -0 -1 32209 -D2 -This major passage continues. -~ -~ -0 -1 32211 -S -#32211 -An Icy Passage~ -At this point the passage begins to bend to the southwest, changing its -course for the first time in several hundred yards. An opening in the -west wall is the first side passage the tunnel has boasted for nearly -its entire length, though judging by the tracks it is not a popular -section of the rift. Your sense of direction tells you that heading -around the bend to the west will take you back out towards the ledges -that line the rift, though there appears to be little choice but to -return and skirt that ominous feature. -~ -0 3145736 0 -D0 -This major passage continues. -~ -~ -0 -1 32210 -D3 -A storage cavern, of sorts? -~ -~ -0 -1 32213 -D9 -The passage bends sharply. -~ -~ -0 -1 32212 -S -#32212 -An Icy Passage~ -The tunnel narrows slighty here, as it bends, though only a score of -giants would notice any inconvenience. To the west, it narrows to an -opening back onto the sections of ledge that line the great rift at -random intervals, while to the northeast it winds around a bend and -heads back north towards the entrance to this monstrous subterranean -lair. Stomping and shouting echo all about, as giants make their way -through their glacial home. -~ -0 3145736 0 -D3 -The rift. -~ -~ -0 -1 32219 -D6 -The passage bends sharply. -~ -~ -0 -1 32211 -S -#32213 -A Storage Cave~ -This small cavern is filled at periodic intervals with all manner of -supplies for the giant raiding parties before they set out to do -harm to humanity. Currently, it is almost empty, a sure sign that in -fact such a raid is taking place right now. Deep marks in the ice on -the floor show where heavy barrels and casks once rested. -~ -0 3145736 0 -D1 -An icy passage. -~ -~ -0 -1 32211 -S -#32214 -A Narrow Ledge~ -The ledge hugs the rift wall here, allowing scant purchase for anyone -to travel; at times you have to hug the wall as well, grabbing what -handholds you can to avoid being swept off the icy ledge, which affords -precious little purchase, by the winds that gust through the rift. A -lone wolf howls somewhere in the distance; a warning, perhaps, or a cry -of distress? -~ -0 3145736 0 -D2 -The ledge widens again. -~ -~ -0 -1 32215 -D6 -Safer terrain. -~ -~ -0 -1 32204 -S -#32215 -A Rocky Platform~ -The ledge ends here, at a rubble strewn ledge that boasts a broad -cave entrance to the east, within which lies the gods-know-what... -it is far too dark to see far, despite the greenish glow given off -at sporadic intervals by the unusual lithic anomalies that are so -common in this subterranean rift. Tracks in the thin layer of snow -that carpets the rubble appear to be canine, or more accurately, -lupine in origin. -~ -0 3145736 0 -D0 -A narrow ledge. -~ -~ -0 -1 32214 -D1 -The cave is swathed in gloom. -~ -~ -0 -1 32216 -S -#32216 -An Icy Cave~ -This gloomy cavern does not contain the luminescent stone found in -other sections of the caves, and thus it is quite difficult to see -and navigate. Large chunks of ice litter the floor, having fallen -from the roof above; apparently the ceiling of icicles is extremely -unstable. Dark openings beckon to the east and south; the wolf tracks -pass to and from the opening to the east. -~ -0 3145736 0 -D1 -The source of the tracks. -~ -~ -0 -1 32217 -D2 -A gloomy chamber. -~ -~ -0 -1 32218 -D3 -The rocky platform without. -~ -~ -0 -1 32215 -> rand_prog 50~ -if ispc($r) -mea $r _lbl A large chunk of ice falls from the ceiling, striking you! -mer $r _lbl A large chunk of ice falls from the ceiling, striking $r! -mpdamage $r 50 -endif -~ -> entry_prog 33~ -if ispc($n) -mea $n _lbl A sudden vibration sends chunks of ice tumbling downwards! - if dex($n) < 16 - mea $n You are struck by several small chunks! - mpdamage $n 20 - else - mea $n You nimbly avoid the larger pieces. - endif -else -endif -~ -| -S -#32217 -Wolf Pack~ -This small cave is devoid of rubble; instead it boasts piles of frozen -corpses, in various stages of consumption, and piles of bones, covered -in bite marks. Whatever beast tore these people apart, it must have a -set of powerful jaws. An awful smell, of wet canine, permeates all of -this cave, insulting your nostrils with its stench. -~ -0 3145736 0 -D3 -An icy cave. -~ -~ -0 -1 32216 -S -#32218 -A Burial Chamber, of Sorts~ -Several hacked and mutilated bodies have been frozen upright into the -icy walls of this chamber, to intimidate intruders, as these are the -remains of previous trespassers, displaying the fate they met. Many -of them still appear to be wearing their equipment; perhaps some of -it is still in reasonable condition. The corpses are of elves, dwarves -and humans, doubtless previous adventurers who sought to put down the -leadership that has inspired the giants to war against humanity. Most of -them were slain by blows to the head, then savaged by wolves, or perhaps -even trolls. Frozen blood still carpets most of their forms, which stand -with mouths agape, captured in the shock of death. -~ -0 3145736 13 -D0 -An icy cave. -~ -~ -0 -1 32216 -> act_prog p begins digging.~ -mea $n Excavating the ice is hard work... -mea $n _lbl Additionally, your labors are causing the roof to vibrate... -~ -| -S -#32219 -An Icy Ledge~ -The tunnel opens onto another icy ledge, this one marginally wider -than the one near the entrance to the north, which is dimly visible -from here, bending sharply away to the northeast some 300 feet away, -in between lying one of the deep gorges opening into the rift, which -runs north and south parallel to the ledge as far as you can see. A -fierce wind whistles eerily through the rift, chilling you even in -your warm clothing. The floor of the rift is some 200 feet below, a -fall that would kill the stoutest of men; flying down is also out of -the question as the fierce winds would smash you against the rift wall. -~ -0 3145736 0 -D1 -A tunnel leads away from the ledge. -~ -~ -0 -1 32212 -D2 -The ledge continues. -~ -~ -0 -1 32220 -S -#32220 -An Icy Ledge~ -The ledge ends abruptly just south of here, the only choice of route -to proceed being another opening in the eastern wall. The wind howls -and screams, while flecks of snow from a blizzard raging in the very -center of the rift strike you in the face. Visibility is poor; you -are effectively snowblinded, able to see only a short distance by the -aid of the greenish glow that suffuses this place. -~ -0 3145736 0 -D0 -The ledge runs north. -~ -~ -0 -1 32219 -D1 -Back inside. -~ -~ -0 -1 32221 -S -#32221 -A Junction~ -Several passages branch off into the icy depths of the caverns that -surround the glacial rift, most of them heading to the south, and -thus deeper into the complex maze of passages. It is south that you -must go, for it is there that you will surely encounter the Jarl, but -the possibility of gathering loot from those along the way should not -be ignored either. Numerous giants can be seen moving about in the -distance, though a careful adventurer shouldn't find them terribly hard -to avoid. -~ -0 3145736 0 -D1 -Piles of furs serve as beds for mercenaries. -~ -~ -16777216 -1 32222 -D2 -A long tunnel. -~ -~ -0 -1 32224 -D3 -An icy ledge. -~ -~ -0 -1 32220 -D9 -A twisting passage that appears little-used. -~ -~ -0 -1 32227 -S -#32222 -The Ogre Caverns~ -Heaps of furry hides cover the floor of this cavern, which is not lit -by the greenish glow so common in most of the rift. Instead, the walls -are a dull grey, visible through the thin translucent layer of frost -that coats them. This cavern is the quarters for some of the many non- -giantish mercenaries that serve the Jarl, their stature indicated by the -quality of their bedding, which could best be described as inadequate. -~ -0 3145736 0 -D2 -Ogre! Ogre! -~ -~ -0 -1 32223 -D3 -A collection of passages converge here. -~ -~ -0 -1 32221 -S -#32223 -The Ogre Caverns~ -The bedding here is little better than that to the north, and the same -can be said for the lighting, which is also poor/nonexistant. A vile -smell, of unwashed ogre combined with excrement and stale food, is -noticeable from even a dozen yards away. How a creature could live like -this is beyond you, though the chill does mean that the spoiled food and -waste is usually frozen before disease afflicts the occupants, who seem -to not mind the stench. -~ -0 3145736 0 -D0 -Ogre! Ogre! -~ -~ -0 -1 32222 -S -#32224 -A Major Passage~ -The volume of footprints in the thin layer of snow that carpets this -tunnel, having blown in from the rift to the north, indicates that -this is a busy thoroughfare, and undoubtedly proceeds to chambers of -some import. Whether that is a good thing or not remains to be seen. -A great deal of noise- bragging, laughing, shouting and swearing- is -audible south of here, its source a brightly lit cavern that appears -to be filled with giants. -~ -0 0 0 -D0 -Several passages converge here. -~ -~ -0 -1 32221 -D2 -The cavern guard barracks. -~ -~ -0 -1 32225 -S -#32225 -Caverns of the Elite~ -A series of ledges at various heights in this broad chamber bear piles -of furs and hides, and serve as the bunks for the guards garrisoned in -here. A small campfire sheds illumination through most of the cavern, -the heat enough to keep its occupants a good distance away while their -meal cooks, though generous amounts of alcohol have dulled their innate -fear of fire. The cavern continues to the southeast, where more giants -are stationed. -~ -0 3145736 0 -D0 -A popular thoroughfare. -~ -~ -0 -1 32224 -D8 -Caverns of the elite. -~ -~ -0 -1 32226 -S -#32226 -Caverns of the Elite~ -Piles of rumpled furs bearing numerous stains of an unidentifiable -nature abound here, spread on the floor, the ledges and some even -nailed to the walls, to cover the bare rock and make the place seem -more comfortable. Tankards of foul ale and (literally) ice cold beer -litter the floor, as do haunches of half-cooked (and half-eaten) meat. -A broad, well-travelled passageway runs due west of here, towards a -visible junction lit by smoldering torches. -~ -0 3145736 0 -D3 -A popular thoroughfare. -~ -~ -0 -1 32267 -D7 -Caverns of the elite. -~ -~ -0 -1 32225 -S -#32227 -A Little-Used Passage~ -This corridor is knee-deep in snow, that has blown in from the west, -where it opens onto an icy ledge that overlooks the blizzard-ridden -glacial rift. No tracks mar the white powder, as it slowly turns to -slush; it would appear the giants have no need, or desire, to travel -down this section of their lair. It is cold here, colder even than -usual in this chilly place, and you find it hard to keep moving. -~ -0 3145736 0 -D3 -An icy ledge. -~ -~ -0 -1 32228 -D6 -Several passages converge here. -~ -~ -0 -1 32221 -S -#32228 -A Blizzard-Ridden Ledge~ -This section of the ledges that surround in part the glacial rift is -the most exposed to the raging blizzard that continually assaults the -center of the rift. Snow is whipped into your face by winds of terrific -speed, which threaten to send you sailing off the icy ledge to the icy -ground far, far below. Even if the fall didn't kill you, the howling -wind would most likely dash you against the rocks long before you did -in fact impact with the ground. -~ -0 3145736 0 -D1 -A snow-filled passage. -~ -~ -0 -1 32227 -D2 -The ledge continues. -~ -~ -0 -1 32229 -S -#32229 -A Blizzard-Ridden Ledge~ -The blizzard continues its relentless assault, chilling you to the bone -as it batters you and the ledge you fight to stay on. The ledge ends -before another opening in the wall, but it is blocked by a huge boulder -of solid stone, which is immovable except by great strength. Desperation -can drive a person to feats of incredible strength and stamina, however, -and the desire to get out of this blizzard is certainly an incentive! -~ -0 3145736 0 -D0 -The ledge continues. -~ -~ -0 -1 32228 -D1 -A large boulder fills most of the opening. -~ -boulder~ -39 -1 32230 -S -#32230 -Cave of Bones~ -You stumble into a small cavern littered with literally hundreds of -skeletons, of giants, ogres and other creatures; yetis, most likely. -This chamber evidently serves as a burial ground for these creatures, -though judging by the unceremonious way the bodies have been thrown in -here they place little value in the afterlife. Some frozen corpses, -the latest addition, lie propped up against the far wall, staring at -you with dead eyes. -~ -0 3145737 0 -D2 -The cave continues. -~ -~ -0 -1 32231 -D3 -A boulder fills most of the opening. -~ -boulder~ -39 -1 32229 -S -#32231 -Cave of the Toad~ -Past the macabre graveyard lies an even odder sight; a single stone -ledge rises up in the center of the cave, surrounded by low-hanging -stalactites of ice, bearing a curious object that appears to be the -object of worship of the foul inhabitants of this glacial cave. The -wind howls outside, audible through an opening in the western wall. -~ -0 3145737 0 -D0 -A cave of bones. -~ -~ -0 -1 32230 -D3 -An icy ledge. -~ -~ -0 -1 32232 -S -#32232 -An Icy Ledge~ -Stepping out takes you back into the full force of the blizzard, and -you reel momentarily, almost plummeting straight over the edge to the -hidden fates that await any unlucky enough to be swept into the dark -rift. The superstitious could be forgiven for believing that the rift -was possessed of some malevolent intelligence, bent on causing others -suffering and pain, through its treacherous paths and foul tempests. -At any rate, there is no way to continue here, save for back into the -toads' temple. -~ -0 3145736 0 -D1 -Weirdness. -~ -~ -0 -1 32231 -S -#32233 -A Long, Narrow Ledge~ -The sloping tunnel suddenly evens out, passing onto a long, narrow -ledge that skirts a massive glacial rift, gaping like an open wound -to the east. This amazing natual phenomenon runs through the center -of the cave system that honeycombs the icy peak you arrived upon. A -raging blizzard fills the center of the rift; the force of the wind -can be felt even here; it almost disguises the awful stench that is -detectable to the west. -~ -0 0 1 -D3 -A horrid stench is noticeable even here. -~ -~ -0 -1 32234 -D6 -The way out. -~ -~ -0 -1 32202 -D9 -The ledge continues. -~ -~ -0 -1 32236 -S -#32234 -The Yeti Camp~ -This rubble-strewn cave is filled with piles of frozen bodies, slain -by the inhabitants of this foul den, to be saved for later meals. A -series of freshly slain humanoids hang from the ceiling, their feet -frozen into the ice that coats this surface. Deep gouges and slashes -mar their blood-drained bodies, evidence of the power of the beasts -that slew them. The cave continues to the northeast, around a bend. -~ -0 3145736 0 -D1 -A ledge skirts the rift. -~ -~ -0 -1 32233 -D6 -The camp continues. -~ -~ -0 -1 32235 -S -#32235 -The Yeti Camp~ -This smallish section of the cave is devoid of corpses, or rubble; -instead it sports a pile of furs and hides, that serve as the bed -for the creature quartered here. Apparently a leader of those to -the southwest, he enjoys special privileges accorded to his rank as -leader of the band. - -~ -0 3145736 0 -D9 -The camp continues. -~ -~ -0 -1 32234 -S -#32236 -A Narrow, Mist-Shrouded Ledge~ -This section of the icy ledge is shrouded in mist that surges in great -volumes from a cave to the northwest, its source apparently a change in -temperature that is melting the frost laid over the centuries. A light -layer of snow, from the blizzard, covers the ledge, and shows numerous -tracks, though none head into the misty cave. Either it serves no major -purpose, or it is considered dangerous. -~ -0 3145736 0 -D3 -The ledge continues. -~ -~ -0 -1 32238 -D6 -The ledge continues. -~ -~ -0 -1 32233 -D7 -It is impossible to see through the mist. It would be inadvisable to wander blindly in. -~ -~ -0 -1 32237 -S -#32237 -A Misty Cave~ -As you pass into the cave, you are engulfed in mist, and find it hard -to see further than the tip of your nose. Stumbling blindly through -the interior, you are surprised to suddenly find the floor disappear -beneath your feet! The hidden heat source has melted the icy floor of -the cave, exposing a gaping hole that plummets many scores of yards -downwards through the center of the mountain, and it is down this hole -you plummet; even a fly spell couldn't save you as strong currents of -wind grab ahold of you and dash you against jagged protrusions as you -fall. You are dead long before your battered form is impaled on the -sharp icicles that line the bottom of this gorge, where it will remain, -undiscovered for, most likely, all eternity. -~ -0 3153935 0 -S -#32238 -The Rift's Edge~ -The ledge continues, illuminated, albeit dimly, by a strange stone, -possessed of luminescent properties and found naturally in the dark -stone that lies beneath much of the icy formations of the rift. The -tracks in the light powder continue; at this point several sets of -feline pawprints head northwest into a small cave. Larger giantish -prints proceed in either direction. -~ -0 3145736 0 -D1 -This section of ledge is shrouded in mist. -~ -~ -0 -1 32236 -D3 -A sharp corner dotted with openings. -~ -~ -0 -1 32240 -D7 -A feline lair. -~ -~ -0 -1 32239 -S -#32239 -Lair of the Leopards~ -This small cave serves as home to the snow leopards kept by the giants -as companions on the hunt or on guard, for they are silent, deadly -killers who are loyal to their owners (feeders). The floor is littered -with gnawed bones, and scraps of bloodstained clothing. It wouldn't -be a good idea to linger in this lair. -~ -0 3145736 0 -D8 -~ -~ -0 -1 32238 -S -#32240 -A Sharp Bend in the Ledge~ -The ledge bends sharply here, heading east and south, with two large -openings in the corner leading into cave systems. Traffic is heavy -here, and frequent; giants and their dark allies heading to and from -these caves on missions of evil. Voices raised in excitement and also -anger echo all around, booming laughter shaking small chunks of ice -loose from the roof. -~ -0 0 1 -D0 -A barracks cave. -~ -~ -0 -1 32241 -D1 -The ledge continues. -~ -~ -0 -1 32238 -D2 -The ledge continues. -~ -~ -0 -1 32245 -D3 -A barracks cave. -~ -~ -0 -1 32243 -S -#32241 -The Barracks Complex~ -The giants housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the giants and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim frost giants. -~ -0 3145736 0 -D2 -The ledge outside. -~ -~ -16777216 -1 32240 -D3 -The barracks continue. -~ -~ -0 -1 32242 -S -#32242 -The Barracks Complex~ -The giants housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the giants and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim frost giants. -~ -0 3145736 0 -D1 -The barracks continue. -~ -~ -0 -1 32241 -D2 -The barracks continue. -~ -~ -0 -1 32243 -S -#32243 -The Barracks Complex~ -The giants housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the giants and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim frost giants. -~ -0 3145736 0 -D0 -The ledge outside. -~ -~ -0 -1 32242 -D1 -The ledge outside. -~ -~ -16777216 -1 32240 -D9 -The ledge outside. -~ -~ -0 -1 32244 -S -#32244 -The Barracks Complex~ -The giants housed here are the ones who are sent on regular raids on -humanity, armed with spear and boulder, relying on their sheer size -strength to overcome the smaller races, who outnumber them. Each cave -contains bedrolls, dried foodstuffs and piles of weapons, to be taken -by the giants and their ogre mercenaries, on the long march south to -the human settlements. There is an unusually efficient feel to all of -these preparations, unusual amongst the chaotic and dim frost giants. -~ -0 3145736 0 -D6 -The ledge outside. -~ -~ -0 -1 32243 -S -#32245 -The Icy Ledge~ -The ledge runs north and south here, parallel to the great rift that -gapes to the east, as if it were eager to devour you. A large boulder -blocks a passage to the west; sheer strength is the only force that -can budge these massive makeshift doors. A chilling wind blows through -the rift at random intervals, freezing you even through your armor. -~ -0 3145736 0 -D0 -The ledge bends sharply. -~ -~ -0 -1 32240 -D2 -The ledge bends sharply. -~ -~ -0 -1 32247 -D9 -A storage cavern. -~ -boulder~ -1063 -1 32246 -S -#32246 -A Storage Cave~ -This unremarkable cavern contains a pile of frozen meat, to be taken -by the raiding party gathering to the north on their raids against -the southern lands. Barrels filled with ale line the walls, though -most of it could most politely be described as undrinkable. The floor -is soft, powdered snow and crushed ice, and comes up to your knees -when you enter. -~ -0 3145737 13 -D6 -~ -boulder~ -1063 -1 32245 -S -#32247 -The Edge of the Ledge~ -The ledge ends here, stopping sharply before a tunnel that runs west -into the bedrock, away from the rift. To the far south another ledge -can be seen, doubtlessly accessible through more tunnels in that same -direction. Footprints cover the light layer of snow, made by the many -giants that use this passageway. -~ -0 3145736 0 -D0 -The ledge runs north. -~ -~ -0 -1 32245 -D9 -A tunnel runs into the mountain. -~ -~ -0 -1 32248 -S -#32248 -A Junction~ -Several tunnels branch off into the depths of the mountain here, each -showing some sign of traffic, save for the western passage, where no -footprints lead. Voices echo through the tunnels, from the south where -presumably more giants are quartered. The giants make little effort to -be quiet, despite the effect vibrations can have on the ice that their -lair is composed of. -~ -0 3145736 0 -D2 -A long tunnel. -~ -~ -0 -1 32251 -D3 -An apparent dead end. -~ -~ -0 -1 32249 -D6 -The icy ledge. -~ -~ -0 -1 32247 -S -#32249 -A Dead End~ -The most striking feature at the end of this passage is a glowing rune, -set in the rocky floor, which has melted all the nearby ice so as to -be visible. Although it is giantish, its function is obvious; it is a -dire warning against proceeding south down the narrow passage that is -visible here. A dim glow reveals the tunnel is low-ceilinged, and the -roof is lined with large chunks of ice which fall off as you watch at -frequent intervals. The smallest could crush the skull of an ogre; it -would be foolish to proceed in this direction. -~ -0 3145736 0 -D1 -A junction. -~ -~ -0 -1 32248 -D2 -This section of the tunnel looks extremely unsafe. -~ -~ -0 -1 32250 -S -#32250 -A Grim Fate~ -It would be unfair of you to be upset at the fate you befell, after -ignoring both the warning and the evidence seen by your own two eyes. -Seconds before several large chunks of ice reduce you to a smear, you -wonder if your ancestors were as stupid as you, and if so how did they -survive long enough to breed? Your body will remain here, entombed -beneath hundreds of tons of rubble, never to be seen again. -~ -0 3153934 0 -S -#32251 -A Dimly Lit Tunnel~ -This long tunnel runs directly south, deeper into the lair of the dark -frost giants and their allies. Laughter and shouts can be heard to the -south, their source a dimly lit cavern to the south, the light spewing -out into this tunnel, though it also possesses the strangely glowing -rock that fills much of the cavern system surrounding the rift. -~ -0 3145736 0 -D0 -Several tunnels meet here. -~ -~ -0 -1 32248 -D2 -A guard chamber. -~ -~ -0 -1 32252 -S -#32252 -A Guard Chamber~ -This guard chamber is of significant importance, as it guards the -only way on this side of the rift to pass through to the chambers of -the important giants, including numerous ambassadors and of course -the Jarl himself. As such, it is constantly manned, the piles of furs -and foodstuffs evidence of this. Deep gouges in the wall mark places -where yetis used to take out their aggression when stationed here with -the giants. -~ -0 3145736 0 -D0 -A dimly lit tunnel. -~ -~ -0 -1 32251 -D6 -Back onto the ledge. -~ -~ -0 -1 32253 -S -#32253 -Back Out on the Ledge~ -Once again you find yourself back on one of the many sections of ledge -that circle most of the rift. This ledge is much closer to the raging -blizzard that fills the center of the rift, and thus you find it quite -difficult to maintain your position on the icy ground. Flight more than -a few inches off the ground is both inadvisable and stupid; the fierce -winds would pick you up and dash you against the rock walls. The ledge -runs south, past several openings in the western wall. -~ -0 3145736 0 -D2 -The ledge continues. -~ -~ -0 -1 32254 -D9 -Back inside. -~ -~ -0 -1 32252 -S -#32254 -The Icy Ledge~ -Violent winds rip at you as you struggle along the icy ledge, passing -several small niches that offer small comfort when you need to rest. -Larger openings crop up occasionally, such as the one to the southwest -that opens onto a long tunnel winding back away from the ledge. To the -southeast, the ledge heads towards several cave openings, though it will -be hazardous to proceed in these conditions. -~ -0 3145736 0 -D0 -The ledge continues. -~ -~ -0 -1 32253 -D8 -The ledge continues. -~ -~ -0 -1 32255 -D9 -Another tunnel. -~ -~ -0 -1 32260 -S -#32255 -The Icy Ledge~ -The wind ravages this section of the ledge, as it passes closest to -the raging storm visible from here as a whirling maelstrom of snow -and debris, battering all within its considerable reach. Scuff marks -near the edge of the ledge show where previous victims have plummeted -to their deaths, though giants are strong enough to resist such a fate. -A cave of said beasts lies to the southwest; guests of the Jarl, here on -official business. -~ -0 3145736 0 -D2 -Onwards the ledge runs. -~ -~ -0 -1 32257 -D7 -Safer conditions. -~ -~ -0 -1 32254 -D9 -A small cave. -~ -~ -0 -1 32256 -> entry_prog 100~ -if dex($n) > 16 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl You manage to maintain your grip and continue. -else -if str($n) > 16 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl You rely on your strength to keep you on the ledge. -else -if lck($n) > 16 -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl Luckily, you manage to avoid being swept off. -else -mea $n _lbl Strong winds threaten to tear you from the ledge! -mea $n _lbl Devoid of dexterity, strength or luck, you fail to hang on! -mea $n _lbl You are lifted up and away from the ledge, only to be hurled -mea $n _lbl back down with astonishing force! -mer $n _lbl $n is lifted from the ledge, and hurled back with great force! -mpslay $n -endif -endif -endif -~ -| -S -#32256 -The Hill Giant Embassy~ -This cave quarters the representatives of the hill giants, who keep -the Jarl informed of the progress of their people, and keep Nosnra -equally informed of the Jarl's plans, as ordained by Snurre of the -fire giants, the leaders of the alliance. However, this has changed -recently with the destruction of the Steading at the hands of mighty -adventurers, and now the hill giants have the unenviable task here -of informing the Jarl of this occurence. The Jarl has a reputation -for blaming the bearer of ill tidings, and these three know for sure -that their heads will soon decorate the Jarl's trophy room. -~ -0 3145736 0 -D6 -The storm ravaged ledge. -~ -~ -0 -1 32255 -S -#32257 -The Icy Ledge~ -Although this section of ledge is still assaulted by driving snow and -gusts of wind, it is not as difficult to keep your footing, though -progress is slow. Another cave opening offers shelter from the storm, -though it is undoubtedly inhabited, as the Jarl keeps most of the many -visitors to the rift quartered here, to discourage random roamings. A -snarl from far below, in the rift, is the first indication that there -is life down there, undoubtedly of the unfriendly variety. -~ -0 3145736 0 -D0 -The storm ravaged ledge. -~ -~ -0 -1 32255 -D8 -The edge of the ledge. -~ -~ -0 -1 32258 -D9 -A small cave. -~ -~ -0 -1 32259 -S -#32258 -The End of the Journey~ -The ledge ends here, abruptly, at the souternmost end of the rift; the -wall south of here is also the southern wall of the rift. Bones lie -scattered about the ledge here, near a gaping hole in the wall, which -appears to be the home of some glacial horror; perhaps one not allied -with the giants, but undoubtedly still no friend of yours. The tunnel -is large enough to enter, though there is no point; the back wall is -visible from here and the whole cave is obviously empty. -~ -0 3145736 0 -D7 -The only way back. -~ -~ -0 -1 32257 -S -#32259 -The Stone Giant Quarters~ -This chamber houses several stone giants, whom the Jarl is trying to -woo into working for him; stone giants are revered by all other races -of giants for their immense strength, resistance to damage and most of -all their unparalleled ability to work stone and metal. Extraordinary -smiths, some even work in the employ of the Emperor; stone giants have -no real scruples as to the nature of their employer as long as the pay -is good and the hours reasonable. -~ -0 3145736 0 -D6 -~ -~ -0 -1 32257 -S -#32260 -A Busy Passage~ -This tunnel runs deeper into the mountain, descending as it does so, -an indication that perhaps you are approaching a lower level of the -rift. Traffic is heavy here, and harder to avoid as the tunnel is well -lit and the occupants alert. More voices echo on either side, from -groups of giants heading to or from duty. Bloodstains mark the snow -next to two drag marks where dinner was dragged along earlier. -~ -0 3145736 0 -D6 -A windswept ledge. -~ -~ -0 -1 32254 -D9 -The tunnel deepens. -~ -~ -0 -1 32261 -S -#32261 -A Bend in the Tunnel~ -The wind howls and shrieks at regular intervals to the northeast, though -at this distance down the tunnel you are safe from the brunt of it. But -despite the distance, snow drifts have still managed to form, piling in -the corners to chest height on a giant. Booted feet have trampled down -the snow nearest the center of the passage. The air is chill, more than -usual, and you feel you are approaching the lower levels. -~ -0 3145736 0 -D2 -Another passage. -~ -~ -0 -1 32262 -D6 -A busy passage. -~ -~ -0 -1 32260 -S -#32262 -An Unexpected Sensation~ -At this point in the corridor you are assaulted by a blast of heat, -totally unexpected in this icy domain. The tracks in the snow skirt -wide of its source- a large opening in the southeastern wall. A dim -reddish glow, like that of embers, is visible, and the heat has all -but melted the ice in the vicinity, leaving bare the rock underneath. -Evidently this chamber has been customised to suit the needs of some -visitors. -~ -0 3145736 0 -D0 -Another passage. -~ -~ -0 -1 32261 -D2 -Another passage. -~ -~ -0 -1 32264 -D8 -Waves of heat strike you from this direction. -~ -~ -16777216 -1 32263 -> entry_prog 100~ -mea $n _red An almost welcome wave of heat washes over you. -~ -| -S -#32263 -The Fire Giant Embassy~ -Plumes of flame leap forth from hidden openings in the rock, flickering -and dancing as their source- natural gas- fluctuates in the pressure it -comes out with. The entire cavern is devoid of ice; instead it contains -some unusual (for a frost giant lair) furniture of obsidian- a table, a -chair and several benches, plus several braziers stacked with burning -coals. If the cold is so unpleasant for one of your race, you cannot -imagine how discomforting it must be for a fire giant. -~ -0 3145736 0 -D7 -Back out in the cold. -~ -~ -0 -1 32262 -S -#32264 -The End of the Tunnel~ -The tunnel ends abruptly here, where it meets another running in a -perpindicular course to it. Tracks are heavy in the thin layer of ice -and snow underfoot, most of them heading east, where the passage slopes -downward, towards a new level of the rift. The corridor is more even -and better illuminated than the upper ones; torches set in cressets on -the smooth stone walls light the way. -~ -0 3145736 0 -D0 -A dull reddish glow illuminates this section of the tunnels. -~ -~ -0 -1 32262 -D1 -A long, even passage. -~ -~ -0 -1 32265 -S -#32265 -A Sloping Passage~ -The passage slopes downward to the east, a gentle but definite angle -of descent. Traffic is heavy here; at all times you can see various -creatures moving about on business of their own, most of them giants. -Other races are pretty much restricted to quarters, save for several -wolves, that roam the tunnels in search of magically concealed foes. -~ -0 3145736 0 -D1 -The passage slopes downwards. -~ -~ -0 -1 32266 -D3 -The passage slopes upwards. -~ -~ -0 -1 32264 -S -#32266 -A Sloping Passage~ -The passage continues, the walls here of even, though undressed, stone. -The icy layer is thinner here than earlier, and no longer forms the -bulk of the architecture. Thus it is safe for the giants to place some -torches here, set in cressets on the walls, to cast ample light to see -by, without fear of the tunnel collapsing. Howls and shrieks, from one -of several monsters rather than the wind for a change, echo all around -you. -~ -0 3145736 0 -D1 -The passage slopes downwards. -~ -~ -0 -1 32267 -D3 -The passage slopes upwards. -~ -~ -0 -1 32265 -S -#32267 -A Sloping Passage~ -At this point the passage is met by another, much older tunnel that -runs south as far as is visible in the light cast by several brands, -smoldering from rusted iron cressets set in the walls. An eerie calm -exists in this direction- no giants can be seen or heard moving in -there, nor any other beasts. Perhaps they are expected to keep well -clear of the older tunnels. -~ -0 3145736 0 -D1 -The passage slopes upward to a guard chamber. -~ -~ -0 -1 32226 -D2 -The Lower Levels -~ -~ -16777216 -1 32268 -D3 -The passage slopes upward. -~ -~ -0 -1 32266 -S -#32268 -The Lower Levels~ -This section of tunnel marks the beginning of the lower levels of the -Jarl's capital. No snow or ice coats the walls here; instead they are -of smooth, though unworked, stone, which bear small tapestries and a -torch or three. The hard stony ground underfoot cannot betray signs of -passage, though the stone worn smooth along the walls by encounters -with giantish shoulders show that some creatures do frequent this area. -Although there are no markings or indicators, you feel certain that you -are nearing the Jarl's own chambers, or at least his palace. -~ -0 3145736 0 -D0 -~ -~ -0 -1 32267 -D2 -~ -~ -0 -1 32269 -S -#32269 -An Open Cavern~ -The passage exits into a high, open cavern, that stretches away in all -three directions. The starry sky is visible far, far above, over 300 -yards away; the effect is quite enthralling. The cavern is eerily quiet -save for the sound of water dripping onto stone somewhere far away. A -grim sense of foreboding comes over you as you consider your options; -there is a definite evil at work somewhere here, its source not obvious -immediately, but definitely present. Large boulders block two passages -to the east and west, movable only by a stout warrior, while the cavern -continues to the south. -~ -0 1048576 5 -D0 -from the cavern. -~ -~ -0 -1 32268 -D1 -A huge boulder conceals unknown perils. -~ -boulder~ -1063 -1 32270 -D2 -A dead end? -~ -~ -0 -1 32272 -D3 -A huge boulder conceals unknown perils. -~ -boulder~ -1063 -1 32273 -S -#32270 -A Vaulted Cavern~ -The boulder opens onto a chamber of breathtaking beauty. Instead of -rocky, unhewn walls, this cavern is actually a chamber proper; the -stone has been carefully worked into a series of doric columns, that -support a vaulted roof heavily decorated with art that appears elvish -in origin, though it is unlike any you have ever seen. Evidently this -place was fashioned by creatures centuries older than the giants, and -abandoned some time ago. The floor is of polished marble, its lustre -adding a glorious shine as your light reflects off of it and onto all -the jewelled statues that ring the hall. It continues to the northeast, -the floor raising slightly to match the terrain. A legion of dwarves -would take decades to match this marvel; even stone giants would be left -gasping in awe at the work that went into bending the natural stone to -the will of the master artisans. -~ -0 3153928 0 -D3 -A boulder bars the exit. -~ -boulder~ -1063 -1 32269 -D6 -The marvels continue. -~ -~ -0 -1 32271 -S -#32271 -Mistress of the Wyrm~ -The floor rises here, to a set of marble steps that, flanked by columns -carved to resemble vase-bearing maidens, rise to a ledge lined with many -statues of bronze, surprisingly free of corrosion, surrounding a dais, -upon which the Queen of this ancient race once reclined. A different kind -of queen now resides here, though she has similar vanities and taste in -furnishings. A jewelled box filled with priceless metals has been almost -casually crushed beneath the weight of an apparently worthless alabaster -statue that would require 6 people to shift. A priceless tapestry has -been sliced to ribbons to bind together a frail, and unappealing, wooden -carving of a giant. Whatever creatures are now masters of this domain, -they have curious values. -~ -0 3153928 0 -D9 -The marvels continue. -~ -~ -0 -1 32270 -S -#32272 -A Dead End~ -The cave narrows to a small tunnel here, which runs south for a short -distance before ending in a dead end. Snow from some recent blizzard -has blown in through the hole in the cavern to the north, and piled -high here, blocking the passage. Large tracks of an unusual type mark -the presence of other perils besides hypothermia and frostbite... -~ -0 3145736 0 -D0 -The open cavern. -~ -~ -0 -1 32269 -S -#32273 -The Jarl's Complex~ -A guard post behind the boulder marks the beginning of the Jarl's -complex, where he and the elite of frost giant society reside. The -Jarl has poor taste in decor, if the tacky tapestries that line the -walls here are any indication; they are cheaply made, and of poor -quality and worksmanship. A long bronze horn, to be winded by the -guards in emergencies, hangs between two of these insulting works -of 'art'. -~ -0 3145736 0 -D1 -A boulder bars the way. -~ -boulder~ -1063 -1 32269 -D3 -A junction. -~ -~ -0 -1 32275 -S -#32274 -Ogre Pens~ -The ogres that serve the Jarl as mercenaries and servants are quartered -here, on piles of fur next to which rest small chests for the ogres' -meagre personal possessions. A campfire burns in the center, between -the bedding, where the ogres prepare their humble meals. The conditions -are poor, but doubtless better than they'd be used to, especially when -most of them are undoubtedly natives of the Kore or the Drachensgrab. -~ -0 3145736 0 -D0 -A junction. -~ -~ -0 -1 32275 -S -#32275 -A Junction~ -Numerous openings beckon to either side from this widening in the cave -passage. A large cavern lies to the northeast, and a second to the south. -A heavy boulder blocks the entrance to the north, while to the west the -passage continues, towards a bend. Giants move about on all sides, but -few leave the caves they are in. -~ -0 3145736 0 -D0 -A boulder blocks the opening. -~ -boulder~ -1063 -1 32277 -D1 -A guard post. -~ -~ -0 -1 32273 -D2 -The ogre thrall pens. -~ -~ -0 -1 32274 -D3 -The passage continues. -~ -~ -0 -1 32279 -D6 -Another guest cavern. -~ -~ -0 -1 32276 -S -#32276 -Emissaries' Cavern~ -A group of Ogre Magi, ogres from the mystical realms to the east, are -currently quartered here, privileged guests of the Jarl, and are now -considering whether to commit their forces to the Jarl's cause. They -have been bribed with numerous gifts and many promises, which they of -course place little stock in. Ogre Magi, unlike regular ogres or even -giants, are highly intelligent and cunning, and recognize a situation -where they are in danger far more readily. -~ -0 3145736 0 -D9 -A junction. -~ -~ -0 -1 32275 -S -#32277 -A Guest Chamber~ -This small cavern houses a single giant- a cloud giant from the far -away realms of his kind, here to listen to the Jarl's spiel. He has -been convinced that the Jarl has a very good chance of making a tidy -sum of money from his raids, and has signed on as a mercenary. Other -giants, not as easily impressed by the Jarl's speeches, have declined -an alliance, and returned home; many of the cloud giants have stayed -here, and subsequently left in disgust- not all cloud giants are evil. -A table laden with food and fine cutlery are just some of the cajolery -employed by the cunning frost giant lord. -~ -0 3145736 0 -D2 -A boulder bars the way. -~ -boulder~ -1063 -1 32275 -S -#32278 -An Opulent Prison~ -This room is elaborately furnished, in a strikingly subtle manner for -giants. Fine silverware and gold platters laden with sweetmeats rest -on a table of polished oak, covered with satin cloth. Wall hangings -of elvish manufacture cover the bleak grey stone walls, and thick rugs -protect your feet from the cold floor. The Jarl has gone to great pains -to make the occupant of this cell as comfortable as possible, though it -is still a cell, despite its trappings. -~ -0 3153928 0 -D2 -~ -boulder~ -1063 -1 32279 -S -#32279 -The Great Southern Passage~ -At this point a broad cavern runs due south, lined by an impressive -array of stalagmites carved to resemble heroic giants. Tapestries -hang between these natural formations, most of them espousing the -virtues of frost giant kind in glorious exaggeration. Torches set in -iron cressets at chest height (to a giant) cast long shadows on the -stone floor, obscuring whatever may lurk in the corners. This cavern -runs due south to the throne of the Jarl himself. -~ -0 3145736 0 -D0 -~ -boulder~ -1063 -1 32278 -D1 -A junction. -~ -~ -0 -1 32275 -D2 -The great southern passage continues. -~ -~ -0 -1 32280 -S -#32280 -The Great Southern Passage~ -Onwards the cavern continues, almost striking in its stark majesty. -It is apparent that the frost giants have lived and labored in the -caves surrounding the dark rift for centuries, slowly bending the -rock to suit their needs, until they had carved from the rock this -system of caves to house their people. It would be an admirable feat -were it not achieved by a vile, cruel race using slave labor without -concern for the well being of those so abused. -~ -0 3145736 0 -D0 -A passage away from the chambers. -~ -~ -0 -1 32279 -D2 -An antechamber. -~ -~ -0 -1 32281 -S -#32281 -The Jarl's Antechamber~ -A group of giants stand guard in this chamber at all times, keeping -an eye on all who come and go, refusing any past this point who do -not have the blessings of the Jarl himself. A pile of boulders used -against unruly visitors lies stacked near the entrance, while several -heavy weapons lie leaned up against the walls, ready to be used. -~ -0 3145736 0 -D0 -A passage away from the Jarl's chambers. -~ -~ -0 -1 32280 -D2 -The great cavern of the Jarl. -~ -~ -0 -1 32282 -S -#32282 -The Great Cavern of the Jarl~ -At last the passage emerges into a huge cavern, easily two hundred -yards long, stretching away to the south. Eerie lighting casts long -distorted shadows that disturb and confound visitors, while several -giants stationed about the place also intimidate, purposely, those -who come to visit the Jarl for whatever purpose. The Jarl must be -close by now, surely. -~ -0 3145736 0 -D0 -A passage away from the Jarl's chambers. -~ -~ -0 -1 32281 -D1 -The great cavern of the Jarl. -~ -~ -0 -1 32283 -D2 -The great cavern of the Jarl. -~ -~ -0 -1 32289 -S -#32283 -The Great Cavern of the Jarl~ -At this point two passages lead away from the cavern, one heading to -the north towards a bright red glow, the other east into a darkened, -deserted chamber. Shadows flicker and dance on the walls, cast from -you and the many giants in the region by both the wooden torches and -the strangely glowing stone so common around the rift. -~ -0 3145736 0 -D0 -~ -~ -0 -1 32284 -D1 -~ -~ -0 -1 32285 -D2 -~ -~ -0 -1 32291 -D3 -~ -~ -0 -1 32282 -S -#32284 -The Kitchens~ -The reddish glow visible from this place is cast from several firepits, -above which several spitted humans slowly rotate, basting over the -open flame. Several giants and ogres are here at all times, preparing -feasts for the giants and ogres in the cave system. The stench of -burning human meat would repulse most races, though giants apparently -relish in human meat, as well as halfling, naturally, which is generally -considered the most succulent meat. -~ -0 3145736 0 -D2 -The great cavern of the Jarl. -~ -~ -0 -1 32283 -S -#32285 -The Armory~ -This chamber is devoid of giants, but boasts piles of rocks, shields, -spears, clubs and helmets, made for frost giants and far too large -for smaller races. They are also of poor quality, and bespeak hasty -manufacture by unskilled hands. A boulder blocks an opening in the -east wall, while passages exit to the north and west. -~ -0 3145736 0 -D0 -~ -~ -0 -1 32286 -D1 -~ -boulder~ -1063 -1 32287 -D3 -The great cavern of the Jarl. -~ -~ -0 -1 32283 -S -#32286 -Common Quarters~ -The families of the frost giant soldiers quartered in the barracks all -reside here, performing various mundane tasks to contribute to the war -effort. Piles of sleeping hides lie all about the chamber, arranged -next to chests and baskets containing various goods of little value. A -strong smell, of oil, used on the clothing of giants, fills the room. -~ -0 3145736 0 -D2 -The armory. -~ -~ -0 -1 32285 -S -#32287 -The Kennels~ -This cavern is totally devoid of furnishings or decorations; the reason -for this becomes readily apparent when you deduce the nature of its -occupants. Several chunks of meat litter the floor, bearing bite marks -as big as your head. A vile smell, of animal fur and blood, fills the -air, and makes you even more eager to leave; even a vampire would have -difficulty stomaching blood this putrid. -~ -0 3145736 0 -D3 -~ -boulder~ -1063 -1 32285 -D8 -~ -boulder~ -1063 -1 32288 -S -#32288 -Chamber of the Carls~ -Those giants who are of higher status in the caverns reside here, near -the quarters of the Jarl himself. They have proper beds, not piles of -hides, and considerable amounts of furnishings, stolen from races they -have raided or conquered. Evidently those quartered here are also of -considerable means. -~ -0 3145736 0 -D3 -Chamber of the carls. -~ -~ -0 -1 32298 -D7 -~ -boulder~ -1063 -1 32287 -S -#32289 -The Great Cavern of the Jarl~ -At this point a narrow stair runs up to a ledge shrouded in shadow, from -which someone could establish a good view of most of the cave. The throne -lies further south, flanked by the Jarl's personal guard naturally; the -Jarl must have many enemies, to protect himself so. -~ -0 0 1 -D0 -The cavern of the Jarl. -~ -~ -0 -1 32282 -D1 -~ -~ -0 -1 32291 -D2 -The cavern of the Jarl. -~ -~ -0 -1 32293 -D4 -A stair runs up to a narrow ledge. -~ -~ -0 -1 32290 -S -#32290 -A High Ledge~ -This high ledge affords an excellent view of the throne room below, and -thus is a perfect vantage point for guards of the Jarl to keep an eye -out for intruders. Intruders, however, have yet to penetrate this far, -and thus the guards are less than alert. A large iron post marks the -point where the great giantish ballista is mounted, to fire its eighteen -foot bolts at whatever unfortunate may pass below. -~ -0 3145736 0 -D5 -The great cavern lies at the bottom of the stair. -~ -~ -0 -1 32289 -S -#32291 -The Great Cavern of the Jarl~ -At this point a narrow stair runs up to a ledge shrouded in shadow, from -which someone could establish a good view of most of the cave. The throne -lies further south, flanked by the Jarl's personal guard naturally; the -Jarl must have many enemies, to protect himself so. -~ -0 0 1 -D0 -The cavern of the Jarl. -~ -~ -0 -1 32283 -D2 -The cavern of the Jarl. -~ -~ -0 -1 32294 -D3 -The cavern of the Jarl. -~ -~ -0 -1 32289 -D4 -A stair runs up to a narrow ledge. -~ -~ -0 -1 32292 -S -#32292 -A High Ledge~ -This high ledge affords an excellent view of the throne room below, and -thus is a perfect vantage point for guards of the Jarl to keep an eye -out for intruders. Intruders, however, have yet to penetrate this far, -and thus the guards are less than alert. A large iron post marks the -point where the great giantish ballista is mounted, to fire its eighteen -foot bolts at whatever unfortunate may pass below. -~ -0 3145736 0 -D5 -The great cavern lies at the bottom of the stair. -~ -~ -0 -1 32291 -S -#32293 -The Great Cavern of the Jarl~ -The cavern narrows here, the throne resting within an alcove to the -southeast, flanked by numerous carvings, reliefs and of course guards. -You constantly feel as if dozens of pairs of eyes were watching you, -even when you cannot see anyone immediately near you. The end of this -sortie against the frost giants is at hand; perhaps you should take a -moment to prepare. -~ -0 3145736 0 -D0 -The cavern of the Jarl. -~ -~ -0 -1 32289 -D1 -The cavern of the Jarl. -~ -~ -0 -1 32294 -D8 -The throne of the Jarl. -~ -~ -0 -1 32295 -S -#32294 -The Great Cavern of the Jarl~ -The cavern narrows here, to a point to the southwest where a stone dais -holds the throne of the Jarl. Guttering torches cast ample light here, -though the long shadows they cast are disconcerting. Voices raised in -anger and excitement can be heard at random intervals from various parts -of the caverns. -~ -0 3145736 0 -D0 -The cavern of the Jarl. -~ -~ -0 -1 32291 -D3 -The cavern of the Jarl. -~ -~ -0 -1 32293 -D9 -The throne of the Jarl. -~ -~ -0 -1 32295 -S -#32295 -The Seat of Power~ -Here rests the Jarl's throne of bone and ivory; silvered skulls supported -by ivory tusks, bearing a seat made from mammoth rib cages. Two torches -flank the monstrous seat, casting long shadows with its bulk, obscuring -most of the steps that approach the dais, covered by bearskin rugs and -the hides of other, unidentifiable creatures. More hides decorate the walls -and ceiling, while a bear hide almost obscures a narrow passage that runs -east, presumably to the Jarl's private quarters. -~ -0 3145736 0 -D1 -A short passage. -~ -~ -0 -1 32296 -D6 -Away from the throne. -~ -~ -0 -1 32294 -D7 -Away from the throne. -~ -~ -0 -1 32293 -S -#32296 -A Short Passage~ -The tunnel ends after a short distance before another boulder, these -rocks that serve as doors to this burly people. Scuff marks mark where -it has been shoved casually aside in the past by the mighty giant Jarl -on the way to or from his private quarters. A crude rune carved into -the rock, of dwarven and giantish origin, spells one word- KING. -~ -0 3145736 0 -D1 -~ -boulder~ -1063 -1 32297 -D3 -The throne room. -~ -~ -0 -1 32295 -S -#32297 -A Macabre Trophy Chamber~ -This spacious chamber is filled with all manner of trophies. The skins -and hides of a score of different creatures cover the walls and floor, -and even the ceiling. Shelves lined with skulls- human, giant, elven, -dwarven, ogre and even gnomish- are placed in front of the hides, while -a fireplace supports a row of mastodon tusks, flanked by the mighty -tusks of an Umber Hulk. The skins of the creatures range from mundane -(boars, bears, snakes and birds) to the exotic (wyverns, dragons, sabre -tooth tigers and even a shedu). Arms and armor taken from foes from many -parts of the world are also present, each bearing the scars from blows of -the Jarl that were the end of their former owners. A lynx pelt hangs over -an exit in the eastern wall, where presumably the Jarl rests, while a hide -of a giant lizard flanked by a pair of eagle's wings hang above the exit -to the north. -~ -0 3145740 0 -D0 -Chamber of the carls. -~ -~ -0 -1 32298 -D1 -~ -~ -0 -1 32299 -D3 -~ -boulder~ -1063 -1 32296 -S -#32298 -Chamber of the Carls~ -Those giants who are of higher status in the caverns reside here, near -the quarters of the Jarl himself. They have proper beds, not piles of -hides, and considerable amounts of furnishings, stolen from races they -have raided or conquered. Evidently those quartered here are also of -considerable means. -~ -0 3145736 0 -D1 -Chamber of the carls. -~ -~ -0 -1 32288 -D2 -~ -~ -0 -1 32297 -S -#32299 -The Jarl's Private Chamber~ -In comparison to the Jarl's grisly trophy lounge, this chamber is -strikingly bare. Only a few sparse decorative features are present; -the most notable is a large bear skin, a beloved pet of the Jarl and -his wife, that covers the floor. A large table littered with jacks -of ale and goblets of wine is ample evidence of the tastes these two -have for alcohol, and the fine foods from a dozen different cultures -is a result of the many raids made by the Jarl; he has developed a -taste for foreign cuisine. Several boxes and chests stuffed with a -range of worthless clothing and similar line the walls. -~ -0 3145740 0 -D3 -~ -~ -0 -1 32297 -S -#0 - - -#RESETS -M 1 32201 2 32206 -G 1 32200 1 -E 1 32201 1 13 -M 1 32201 2 32206 -G 1 32200 1 -E 1 32202 1 14 -M 1 32200 2 32207 -G 1 32200 1 -M 1 32200 2 32207 -G 1 32200 1 -M 1 32203 10 32208 -M 1 32226 4 32208 -M 1 32229 3 32210 -M 1 32203 10 32211 -O 1 32203 1 32213 -P 0 32204 1 0 -M 1 32202 2 32217 -M 1 32202 2 32217 -O 1 32205 1 32218 -O 1 32206 1 32218 -M 1 32203 10 32219 -M 1 32203 10 32221 -M 1 32204 6 32222 -E 1 32207 1 16 -G 1 32208 1 -M 1 32204 6 32222 -E 1 32207 1 16 -M 1 32204 6 32222 -E 1 32207 1 16 -M 1 32204 6 32223 -E 1 32207 1 16 -G 1 32208 1 -M 1 32204 6 32223 -E 1 32207 1 16 -M 1 32204 6 32223 -E 1 32207 1 16 -M 1 32205 4 32225 -M 1 32205 4 32225 -M 1 32205 4 32226 -M 1 32205 4 32226 -D 0 32229 1 1 -D 0 32230 3 1 -M 1 32206 3 32231 -M 1 32206 3 32231 -M 1 32206 3 32231 -O 1 32210 1 32231 -M 1 32203 10 32233 -M 1 32207 2 32234 -M 1 32207 2 32234 -M 1 32208 1 32235 -E 1 32211 1 16 -E 1 32212 1 18 -M 1 32209 2 32239 -M 1 32209 2 32239 -M 1 32203 10 32240 -M 1 32226 4 32240 -M 1 32229 3 32240 -M 1 32210 5 32241 -E 1 32214 1 16 -M 1 32210 5 32242 -E 1 32214 1 16 -M 1 32210 5 32243 -E 1 32214 1 16 -M 1 32210 5 32243 -E 1 32214 1 16 -O 1 32213 1 32243 -M 1 32210 5 32244 -E 1 32214 1 16 -D 0 32245 9 1 -O 1 32237 1 32246 -D 0 32246 6 1 -M 1 32203 10 32248 -M 1 32211 2 32252 -G 1 32200 1 -M 1 32211 2 32252 -G 1 32200 1 -M 1 32212 3 32256 -G 1 32200 1 -P 0 32215 1 0 -E 1 32216 1 12 -M 1 32212 3 32256 -G 1 32200 1 -P 0 32215 1 0 -E 1 32216 1 12 -M 1 32212 3 32256 -G 1 32200 1 -P 0 32215 1 0 -E 1 32216 1 12 -M 1 32225 1 32258 -M 1 32213 2 32259 -G 1 32200 1 -P 0 32217 1 0 -M 1 32213 2 32259 -G 1 32200 1 -M 1 32203 10 32262 -M 1 32203 10 32262 -M 1 32214 2 32263 -G 1 32200 1 -P 0 32218 1 0 -M 1 32214 2 32263 -G 1 32200 1 -M 1 32226 4 32264 -M 1 32229 3 32264 -M 1 32203 10 32265 -M 1 32226 4 32267 -D 0 32269 1 1 -D 0 32269 3 1 -M 1 32215 1 32270 -D 0 32270 3 1 -M 1 32216 1 32271 -O 1 32244 1 32271 -M 1 32217 3 32272 -M 1 32217 3 32272 -M 1 32217 3 32272 -O 1 32224 1 32272 -O 1 3 1 32272 -M 1 32218 2 32273 -E 1 32225 1 16 -M 1 32218 2 32273 -E 1 32225 1 16 -D 0 32273 1 1 -M 1 32222 6 32274 -G 1 32200 1 -M 1 32222 6 32274 -G 1 32200 1 -M 1 32222 6 32274 -G 1 32200 1 -M 1 32222 6 32274 -G 1 32200 1 -M 1 32222 6 32274 -G 1 32200 1 -M 1 32222 6 32274 -G 1 32200 1 -D 0 32275 0 1 -M 1 32219 3 32276 -E 1 32227 1 16 -G 1 32228 1 -E 1 32231 1 3 -M 1 32219 3 32276 -E 1 32227 1 16 -G 1 32229 1 -M 1 32219 3 32276 -E 1 32227 1 16 -G 1 32230 1 -M 1 32221 1 32277 -D 0 32277 2 1 -M 1 32220 1 32278 -E 1 32232 1 10 -D 0 32278 2 1 -D 0 32279 0 1 -M 1 32227 2 32281 -E 1 32214 1 16 -E 1 32239 1 18 -M 1 32227 2 32281 -E 1 32214 1 16 -E 1 32239 1 18 -M 1 32230 1 32284 -M 1 32231 3 32284 -M 1 32231 3 32284 -M 1 32231 3 32284 -D 0 32285 1 1 -M 1 32232 4 32286 -M 1 32232 4 32286 -M 1 32232 4 32286 -M 1 32232 4 32286 -M 1 32233 2 32287 -E 1 32259 1 3 -M 1 32233 2 32287 -E 1 32259 1 3 -D 0 32287 3 1 -D 0 32287 8 1 -M 1 32234 4 32288 -M 1 32234 4 32288 -D 0 32288 7 1 -M 1 32228 2 32290 -E 1 32239 1 16 -M 1 32228 2 32292 -E 1 32239 1 16 -M 1 32224 2 32295 -E 1 32214 1 16 -M 1 32224 2 32295 -E 1 32214 1 16 -M 1 32223 1 32295 -E 1 32233 1 5 -E 1 32234 1 11 -E 1 32235 1 16 -O 1 32240 1 32295 -O 1 32241 1 32295 -D 0 32296 1 1 -M 1 32236 1 32297 -O 1 32248 1 32297 -O 1 32236 1 32297 -D 0 32297 3 1 -M 1 32234 4 32298 -M 1 32234 4 32298 -M 1 32235 1 32299 -E 1 32245 1 12 -E 1 32246 1 16 -O 1 32226 1 32299 -O 1 32247 1 32299 -O 1 32260 1 32299 -P 0 32263 1 0 -O 1 32261 1 32299 -P 0 32264 1 0 -O 1 32262 1 32299 -P 0 32265 1 0 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 32202 spec_breath_frost -M 32206 spec_fido -M 32215 spec_breath_frost -M 32216 spec_breath_frost -M 32217 spec_fido -M 32219 spec_cast_mage -M 32220 spec_cast_cleric -M 32221 spec_cast_mage -M 32225 spec_fido -M 32226 spec_breath_frost -M 32235 spec_cast_cleric -M 32236 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/rshouse.are b/data/realm/areas_smaug1.4a/rshouse.are deleted file mode 100644 index d6139f9..0000000 --- a/data/realm/areas_smaug1.4a/rshouse.are +++ /dev/null @@ -1,2813 +0,0 @@ -#AREA Ren and Stimpy's Neighborhood~ - -#VERSION 1 - -#AUTHOR Aurorix~ - -#RANGES -4 12 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#14600 -ren~ -Ren Hoek~ -Ren Hoek says "You eediot!" -~ -Ren is a stoned Chihuahua seen through the eyes of a victim of one too many -acid trips gone wrong. -~ -195 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14601 -stimpy~ -Stimpy~ -Stimpson J. Cat, aka Stimpy, drools. Happy Happy Joy Joy! -~ -Stimpy is meant to be a cat, and would be if cats were rotund red tailless -things with bright blue noses. Acid strikes again. -~ -67 8704 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14602 -powdered toast man~ -Powdered Toast Man~ -Powdered Toast Man strikes a pose and utters, "Leave everything to ME!" -~ -Normally, Powdered Toast Man is a mild-mannered Reverend, but when crises -call he becomes ***> Powdered TOAST MAN!!!!!! <*** (the only super hero with -vitamin F). -~ -67 524428 1000 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14603 -mister horse~ -Mister Horse~ -Mister Horse harumphs, "No sir, I don't like it." -~ -Mister Horse is paranoid - he thinks "they" are out to get him. Mister Horse -once made a mistake. Be careful - he could make... another... "mistake". -~ -67 32 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14604 -vincent bully~ -the bully Vincent~ -Vincent the unionised bully is chopping down trees. -~ -Vincent is nasty lad - but he is a card-carrying Bullies Union member. If -he sees you, it is his duty as a bully to beat the Gritty Kitty out of you. -~ -69 8192 -400 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14605 -vincent's dad~ -Vincent's Dad~ -Vincent's Dad revs his car. -~ -Wherever Vincent goes, his dad is ready to pick him up in his car. -~ -67 0 0 S -9 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14606 -yak~ -a yak~ -A yak beats a sandwich against the wall. -~ -This yak has a large silly grin on his face. In the wild, yaks beat -their food to tenderise it. These two sentences are not really connected -at all, are they? -~ -67 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14607 -muddy mudskipper~ -muddy mudskipper~ -Muddy Mudskipper laughs ominously as he prepares to blow up the Pope. -~ -Mr Mudskipper is a gangster/TV show host/whatever fish with large and -unattractive lips. -~ -67 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14608 -circus midget~ -a circus midget~ -A circus midget offers you an exploding cigar. -~ -This circus midget is actually insane, in the same way Jack Nicholson in -"The Shining" was. He says in a DeNiro voice- "Are you *laughing* at me???" -~ -67 0 -1000 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14609 -circus midget~ -a circus midget~ -A circus midget asks you to smell the flower in his buttonhole. -~ -This circus midget is as insane as his fellow, but a little less scary. -But not by much. -~ -67 0 -1000 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14610 -haggis mchaggis~ -Haggis McHaggis~ -Haggis McHaggis says, "Och aye the noo!" -~ -Haggis McHaggis is a TV cartoon who has fallen on hard times. He has a fierce -brogue- one almost expects him to say "She canna take it Captain!" -~ -69 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14611 -stinky wizzleteats~ -Stinky Wizzleteats~ -Stinky Wizzleteats launches into his number one hit. -~ -"HAPPY HAPPY JOY JOY! - HAPPY HAPPY JOY JOY!" -~ -193 0 1000 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14612 -kowalski~ -Kowalski~ -Kowalski grunts, "Daddy!" -~ -This large, hirsute person is actually five years old. He has been jailed -for crimes against humanity (he's on day release) and he thinks you're his -dad. -~ -65 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14613 -cousin sven~ -Ren's cousin Sven~ -Ren's Swiss cousin Sven yodels here. -~ -He looks exactly like Stimpy (much to Ren's dismay) in Lederhosen. He -challenges you to a game of Don't Whizz on the Electric Fence. -~ -65 512 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14614 -whale~ -a whale~ -A whale sings the anthem of the Royal Canadian Kilted Yaksmen. -~ -"Our country reeks of trees, - our yaks are really large, - and they smell like rotting beef carcasses, - and we have to clean up after them, - and our saddle sores are the best, - we proudly wear women's clothing, - and searing sand blows up our skirts. - - And the buzzards they soar overhead, - and poisonous snakes will devour us whole. - Our bones will bleach in the sun... - And we will probably go to hell, - and that is our great reward, - for being thuh-uh Roooy-al - Canadian Kilted Yaksmen." -~ -8388673 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14615 -marine sergeant~ -a marine sergeant~ -A marine sergeant screams "Ten HUT!" -~ -This fellow will make your life a misery. Try him. -~ -67 40960 0 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14616 -billy beef tallow boy~ -Billy the Beef-Tallow Boy~ -Billy the Beef-Tallow Boy wants to play with you. -~ -Billy wants to play, but there's only one thing he knows how to do, and -that's DEEEEEEEEP FFRRRRRRRYYYYYY!!!!! - -" -Hey hey Billy, can you deep fry the Buick? - -Well, I guess I can, but he'll probably puick!" - -Billy deep fries all his friends. -~ -65 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14617 -kodiak marmoset~ -a Kodiak marmoset~ -A Kodiak marmoset bites your kneecaps. -~ -He may be small but he's vicious. -~ -67 512 0 S -9 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14618 -tooth beaver~ -a tooth beaver~ -A tooth beaver bites your nerve ending. -~ -Inside everybody's mouth there are teeth, and in each tooth there is a nerve -ending. Now, nerve endings are the tastiest part of your body, and the tooth -beaver knows this... -~ -65 0 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14619 -nerve ending fairy~ -the nerve ending fairy~ -The nerve ending fairy prances about. -~ -This "fairy" is a guy dressed up in a fairy outfit. He will leave money -under your pillow if you leave him some nerve endings. -~ -69 557058 1000 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14620 -filthy monkey~ -Filthy the monkey~ -Filthy the monkey picks lice out of your hair. -~ -This monkey really stinks. Perhaps it's because he eats the lice he picks -off his butt. -~ -71 0 0 S -11 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14621 -fly~ -a fly~ -A fly hovers around a disgustingly full litter box. -~ -I don't really know what to say - it's a talking fly. -~ -71 524288 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14622 -louse~ -a louse~ -A louse leaps off Stinky's back. -~ -This louse has very large pincers. -~ -103 98304 -400 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14623 -fire chief~ -the fire chief~ -The fire chief growls "Circus midgets!" -~ -The beefy fire chief appears to have mistaken you for a circus midget. He is -waving his shovel menacingly at you. -~ -67 0 0 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14624 -pigeon~ -a pigeon~ -A young punk pigeon is ready to beat you up for stealing his bread crumbs. -~ -This pigeon's sleeves are rolled up to the elbows, and a pack of cigs is -tucked under one sleeve. He sure looks tough. -~ -71 524288 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14625 -stimpy fart~ -Stimpy's fart~ -Stimpy's fart wafts past you. -~ -Stimpy is under the impression that this fart is his son. I don't want to -think about what kind of sex education he got... -~ -197 1572992 0 S -5 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14626 -walrus~ -a battered walrus~ -A battered walrus whispers hoarsely, "Call the police..." -~ -This hapless fellow has been in Mister Horse's house for an unspecified -period of time. He doesn't seem too happy. -~ -195 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#14627 -galoot~ -a big fat hairy galoot~ -A big, fat, hairy Galoot grumbles and scratches its ass. -~ -Galoots were popular pets in the old west. -~ -321 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#14628 -flying crocodile~ -a flying crocodile~ -A flying crocodile flies past singing the RCKY anthem. -~ -It is wearing a kilt too... -~ -67 524288 0 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14629 -poisonous snake~ -a poisonous snake~ -A poisonous snake is slithering toward you! -~ -Watch out it may devour you whole... -~ -67 32768 -400 S -4 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#14630 -lobster~ -a lobster~ -A lobster is hanging from a tree here. -~ -You see nothing unusual about this lobster, save that it is hanging from -a tree. -~ -67 0 0 S -4 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#14631 -doctor stupid dr~ -Dr. Stupid~ -Doctor Stupid welcomes your questions. -~ -Doctor Stupid, with his amazing Stuponitron helmet, can answer any -question you have. -~ -195 128 400 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14632 -robin hoek~ -Robin Hoek~ -Robin Hoek strides proudly forwards. -~ -Robin Hoek wears green leotards but we'll forgive him. -~ -65 8192 500 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14633 -friar chuck~ -Friar Chuck~ -Friar Chuck chuckles merrily. -~ -He is a handsome fellow indeed! -~ -65 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14634 -little brain~ -Little Brain~ -Little Brain drools on you. -~ -He is a loyal follower of Robin Hoek. -~ -65 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14635 -ransack elder~ -Ransack the Elder~ -Ransak the Elder hobbles forward. -~ -He is a loyal follower of Robin Hoek. -~ -65 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14636 -maid moron~ -Maid Moron~ -Maid Moron is Robin Hoek's beloved. -~ -She sure is ugly! -~ -195 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14637 -elkhorn downtrodden~ -Elkhorn the Downtrodden~ -Elkhorn the Downtrodden looks depressed. -~ -He is a loyal follower of Robin Hoek. -~ -65 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14638 -will truncheon~ -Will Truncheon~ -Will Truncheon smiles merrily. -~ -He is a loyal follower of Robin Hoek. -~ -65 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14639 -cheerleader~ -a cute cheerleader~ -A cute cheerleader holds her hand out expectantly. -~ -She looks like she expects money. -~ -193 0 400 S -4 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#14640 -criminally insane man~ -a criminally insane man~ -A criminally insane man gibbers... well... insanely. -~ -He looks like he expects money. -~ -65 8192 -1000 S -9 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14641 -poor~ -the poor~ -The poor are here expecting handouts. -~ -They look like they expect money. -~ -193 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14642 -rich~ -the rich~ -The rich are about to be robbed. -~ -They look like they expect to lose money. -~ -193 0 0 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14643 -evil prince~ -the evil prince~ -The evil prince says "Muhahaha!" -~ -How evil. -~ -195 0 -500 S -7 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14644 -evil prince wife~ -the evil prince's evil wife~ -The evil prince's evil wife leers at you suggestively. -~ -She is the wicked wife of the evil prince. -~ -195 0 -500 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#14645 -evil prince cow~ -the evil prince's evil cow~ -The evil prince's evil cow lows balefully. -~ -MMMMMOOOOOOOOOOOOOOOOOOO. -~ -195 0 -500 S -5 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#14646 -sheriff dodge city~ -the sheriff of Dodge City~ -The sheriff of Dodge City threatens you. -~ -This villain has taken Maid Moron for his wife-to-be, much to the chagrin -of Robin Hoek. -~ -67 8192 -800 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14647 -yak~ -a Canadian yak~ -A Canadian yak that is the steed of a RCKY walks round here. -~ -These faithful and loyal creatures are the reliable and sturdy mounts of the -RCKY. -~ -195 0 0 S -7 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#14648 -fierce man eating bloodthirsty monk~ -a fierce man-eating bloodthirsty monk~ -A fierce man-eating bloodthirsty monk is about to eat you! -~ -These monsters are the terrors of many a moat. -~ -8388641 0 -100 S -6 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#14649 -swarm killer bees~ -a swarm of killer bees~ -A swarm of killer bees is attacking you! -~ -STING! -~ -99 524288 -400 S -3 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#0 - - -#OBJECTS -#14600 -red fez~ -a red fez with a black tassel~ -Ren's red fez is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 1 -#14601 -slippers~ -a pair of men's slippers~ -Ren's slippers are here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -14 10 -#14602 -pipe~ -a smelly pipe~ -Ren's pipe is here.~ -~ -1 0 1 -0 0 -1 0 -1 0 0 -#14603 -blue nose~ -stimpy's nose~ -Stimpy's big blue nose is here.~ -~ -9 1 1 -0 0 0 0 -1 0 0 -A -3 -1 -A -5 1 -#14604 -litter tray~ -a little red litter tray~ -Stimpy's litter tray is here.~ -~ -15 0 1 -5 1 0 0 -2 0 0 -#14605 -gritty kitty litter~ -some soiled Gritty Kitty~ -This kitty litter has been used and reused.~ -~ -19 0 1 -12 0 0 0 -1 0 0 -#14606 -powdered toast man underpants~ -a pair of underpants with "pTm" emblazoned on them~ -A pair of underpants full of vitamin F are here.~ -~ -26 1 1 -12 -1 -1 -1 -1 0 0 -'fly' 'NONE' 'NONE' -A -17 -6 -#14607 -rubber nipples~ -rubber nipples~ -Some useful rubber nipples are here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14608 -suit~ -mister Horse's suit~ -Mister Horse's suit is here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -#14609 -chainsaw~ -a chainsaw~ -A chainsaw buzzes here.~ -~ -5 2 1 -0 0 0 1 -10 0 0 -A -19 2 -#14610 -christmas underpants~ -a pair of Christmas underpants~ -Vincent's mother gave him these underpants for Christmas.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -13 5 -A -24 -1 -#14611 -car~ -vincent's dad's car~ -You see a white Buick with "Vincent's Dad" written on the side.~ -~ -15 131072 0 -1000 1 0 0 -1 0 0 -#14612 -three day growth~ -a three day growth~ -A three day growth is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -17 -5 -#14613 -kilt~ -a yak's kilt~ -A yak's kilt is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -23 -1 -#14614 -top hat~ -a smart top hat~ -Muddy Mudskipper's top hat is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14615 -bow tie~ -a bow tie~ -Muddy Mudskipper's bow tie is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14616 -car~ -a mini~ -A small clown car sits here, out of gas.~ -~ -15 131072 0 -1000 1 0 0 -1 0 0 -#14617 -exploding cigar~ -an exploding cigar~ -An innocent-seeming cigar smoulders away here.~ -~ -4 0 1 -8 26 1 -1 -1 0 0 -'armor' -#14618 -flower buttonhole~ -a flower in a buttonhole~ -A flower which could be worn in a buttonhole rests here.~ -~ -4 0 1 -7 70 2 -1 -1 0 0 -'teleport' -#14619 -clown shoes~ -big clown shoes~ -A large floppy pair of shoes lies here.~ -~ -9 0 1 -0 0 0 0 -4 0 0 -A -14 -10 -#14620 -clown ruff ruffle~ -a clown's ruff~ -A clown's ruff is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -12 5 -#14621 -kilt~ -a Scottish kilt~ -A Scottish kilt is here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -13 5 -A -14 5 -A -17 -2 -#14622 -sporran~ -a sporran~ -A sporran is here.~ -~ -15 0 1 -5 1 0 0 -1 0 0 -#14623 -knobbly walking stick~ -a knobbly walking stick~ -A knobbly walking stick is here.~ -~ -9 0 1 -0 0 0 7 -10 0 0 -A -1 1 -#14624 -red overalls~ -a pair of loud red overalls~ -A pair of tasteless red overalls are here. Call the fashion police.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14625 -pimples~ -pimples~ -Someone's gooshy pimples fester here.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -#14626 -hairy back~ -a hairy back~ -A hairy back- eeyew!~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -5 1 -#14627 -lederhosen~ -a pair of unwashed lederhosen~ -Someone has left their dirty lederhosen here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -4 1 -#14628 -helmet~ -a helmet~ -A USMC helmet lies in the mud here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -1 1 -A -3 -1 -A -4 -1 -A -5 1 -#14629 -stripes~ -a pair of sergeant's stripes~ -A pair of sergeant's stripes lie here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#14630 -gut~ -an enormous gut~ -Someone dropped their guts here.~ -~ -9 4096 1 -5 0 0 0 -10 0 0 -A -5 -1 -#14631 -hat~ -a smart-looking hat~ -A smart-looking hat has been left here by some gentleman.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -18 1 -#14632 -suitcase~ -a suitcase~ -Some poor sod's lost his suitcase.~ -~ -15 0 1 -10 0 0 0 -1 0 0 -#14633 -money~ -money~ -Beaver's life savings.~ -~ -20 0 1 -200 0 0 0 -1 0 0 -#14634 -pair wings~ -a pair of fairy wings~ -A pair of fairy wings.~ -~ -4 1 0 -5 5 5 -1 -1 0 0 -'fly' -#14635 -nerve endings~ -some nerve endings~ -Some tooth nerve endings lie here.~ -~ -19 0 1 -24 0 0 0 -2 0 0 -#14636 -banana~ -a ripe banana~ -A ripe banana lies here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#14637 -pincers~ -a pair of louse pincers~ -A pair of louse pincers lie here.~ -~ -5 0 1 -0 5 12 5 -15 0 0 -#14638 -fire hat~ -a fire chief's hat~ -A fire chief's hat has been left here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -5 1 -A -13 6 -#14639 -shovel~ -a shovel~ -A shovel lies here.~ -~ -5 2 1 -0 0 0 8 -15 0 0 -A -18 1 -A -19 2 -#14640 -super deluxe log~ -super deluxe log~ -This log has a stuffed squirrel nailed to the top of it.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14641 -original log~ -original log~ -This is a log.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -"Looooog, - Rolls down stairs, alone or in pairs, - Rolls over your neighbour's dog. - It's good for a snack, and fits on your back, - It's log log log! - - It's log! - It's log! - It's big, it's heavy, it's wood. - It's log! - It's log! - It's better than bad, it's good! - - Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14642 -log girls~ -log for girls~ -New! Log for Girls!~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -This log is made especially for girls, with a cheap blonde wig, pink bow and -genuine plastic pearl necklace. - -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14643 -frontier log~ -frontier log~ -This log comes with a coonskin cap and an axe.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -log~ -Especially for boys! - -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14644 -invisible log~ -invisible log~ -Invisible log is here.~ -~ -12 32 1 -0 0 0 0 -5 0 0 -E -log~ -"Everyone loves a log, - come on and get your log, - you're gonna love it- LOG." -~ -#14645 -sugar sod pops box~ -a box of Sugar Sod Pops~ -Mister Sugar Sod Pop dances merrily on the cover of this box.~ -~ -15 0 1 -2 1 0 0 -1 0 0 -E -box~ -On the side is written- "Free Praying Mantis in every box!" - -"If you like grass, - if you like dirt, - try Sugar Sod Pops, - it can't hurt!" -~ -#14646 -sugar sod pops~ -some Sugar Sod Pops~ -Some Sugar Sod Pops. It looks like a lump of turf, actually.~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#14647 -praying mantis~ -a praying mantis~ -A very dead praying mantis, free with your Sugar Sod Pops!~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#14648 -chest drawers~ -a chest of drawers~ -A chest of drawers sits next to the wall.~ -~ -15 0 0 -100 1 0 0 -1 0 0 -#14649 -bed~ -a big double bed~ -A big double bed is in the center of the room.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#14650 -stimpy underwear~ -a pair of Stimpy's underwear~ -A pair of Stimpy's underwear is here. Nice 'n' snug.~ -~ -9 0 1 -0 0 0 0 -1 200 20 -#14651 -rubber glove~ -a rubber glove~ -You could wear this rubber glove on your head.~ -~ -9 0 1 -0 0 0 0 -1 25 2 -A -3 -1 -#14652 -stool~ -a piano stool~ -The underside of this stool is encrusted with boogers.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -stool booger~ -The boogers greet you like a long-lost friend. -~ -#14653 -powdered toast~ -some powdered toast~ -Some powdered toast forms itself into a slice of glinting toast.~ -~ -26 1 1 -5 -1 -1 -1 -1 250 25 -'fly' 'NONE' 'NONE' -#14654 -powdered toast can~ -a can of powdered toast~ -A can of powdered toast is here.~ -~ -15 0 1 -1 1 0 0 -1 0 0 -E -can~ -A bold legend on the front of the can proclaims: - - "CONTAINS VITAMIN F!" -~ -#14655 -rubber walrus protector~ -a rubber walrus protector~ -A rubber walrus protector lies here.~ -~ -15 262144 1 -1000 1 0 0 -10 0 0 -E -protector~ -This walrus protector is waterproof. -~ -#14656 -sandwich~ -a delicious sandwich~ -This delicious sandwich gives off a heady aroma.~ -~ -19 0 1 -4 0 0 1 -1 0 0 -E -sandwich~ -This filling of this sandwich is peanut butter, mayo, fish eggs, fish, -syrup, and lettuce. Enjoy. -~ -#14657 -fridge~ -a dirty fridge~ -A dirty fridge sits in the corner.~ -~ -15 0 0 -25 0 0 0 -1 0 0 -E -fridge~ -This fridge is feeeelthy! -~ -#14658 -story book~ -a story book~ -A story book covered in Gritty Kitty is lying here.~ -~ -2 64 1 -5 -1 -1 -1 -1 500 50 -'NONE' 'sleep' 'armor' -E -story book~ -It is the tale of Robin Hoek of Logwood Forest. -~ -#14659 -skull fez~ -a skull wearing a fez~ -A skull wearing a fez sits on the desk.~ -~ -1 0 1 -0 0 -1 0 -1 150 15 -E -skull fez~ -Undoubtedly one of Ren's ancestors. -~ -#14660 -sarcophagus~ -a sarcophagus~ -A sarcophagus sits in a corner.~ -~ -15 0 1 -100 1 0 0 -50 250 25 -#14661 -mortarboard~ -a mortarboard~ -A mortarboard has been left here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 2 -#14662 -glasses~ -a pair of glasses~ -A pair of wire-rimmed glasses are sitting here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 1 -#14663 -stuponitron helmet~ -a stuponitron helmet~ -A stuponitron helmet is sitting here.~ -~ -9 1 0 -0 0 0 0 -5 250 25 -A -3 -3 -#14664 -desk~ -Dr. Stupid's desk~ -Doctor Stupid's desk sits in the center of the room.~ -~ -15 0 0 -10 1 0 0 -100 0 0 -#14665 -stinky limburger cheese~ -some extra-stinky cheese~ -Some extra-stinky Limburger cheese- lots of it- is here.~ -~ -19 0 1 -4 0 0 1 -1 10 1 -#14666 -rcky flag~ -a flag bearing the RCKY motif~ -A RCKY flag has been planted here.~ -~ -1 0 1 -0 0 -1 0 -1 100 10 -#14667 -gas mask~ -a gas mask~ -A gas mask has been dropped here.~ -~ -4 0 1 -5 1 1 -1 -2 250 25 -'cure poison' -#14668 -map world~ -a map of the world~ -A map of the world is hanging on the far wall.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -#14669 -dirt divining rod~ -a dirt divining rod~ -A dirt divining rod lies on the floor here.~ -~ -4 2 1 -5 1 1 -1 -2 1000 100 -'detect hidden' -#14670 -dirt~ -some dirt~ -Some dirt- YUM!~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#14671 -fine green leotards~ -a pair of fine green leotards~ -A pair of fine green leotards lie here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -2 1 -A -12 20 -#14672 -trusty bow~ -Robin Hoek's trusty bow~ -Robin Hoek's trusty bow lies here.~ -~ -5 0 1 -0 0 0 11 -10 0 0 -A -18 3 -#14673 -quiver~ -a quiver~ -A quiver full of all sorts of interesting ammunition lies here.~ -~ -29 0 1 -150 1 0 0 -5 100 10 -#14674 -melon~ -a melon~ -A melon lies here.~ -~ -30 0 1 -0 0 0 0 -2 100 10 -#14675 -chicken~ -a chicken~ -A chicken lies here.~ -~ -30 0 1 -0 0 0 0 -5 100 10 -#14676 -moose~ -a moose~ -A moose lies here.~ -~ -30 0 1 -0 0 0 0 -15 100 10 -#14677 -h bomb~ -a peeled H bomb~ -A peeled H bomb sits here, ticking ominously.~ -~ -4 0 1 -6 1 1 -1 -2 500 50 -'poison' -#14678 -welcome mat~ -a welcome mat~ -A mat that reads "WELCOME" rest here.~ -~ -12 0 1 -0 0 0 0 -2 0 0 -#14679 -axe~ -an axe~ -An axe lies here.~ -~ -9 0 1 -0 0 0 3 -7 0 0 -#14680 -giblet gravy~ -some giblet gravy~ -Some giblet gravy is oozing here.~ -~ -17 0 1 -1 0 0 0 -1 0 0 -#14681 -turkey baister~ -a turkey baister~ -A turkey baister covered in gravy lies here.~ -~ -9 0 1 -0 0 0 11 -5 0 0 -A -18 2 -A -19 2 -#14682 -kilt~ -a kilt~ -A kilt worn by a flying crocodile lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -12 25 -#14683 -melon~ -a peeled water melon~ -A peeled water melon lies here.~ -~ -19 0 1 -8 0 0 0 -3 0 0 -#14684 -potato~ -a peeled potato~ -A peeled potato lies here.~ -~ -19 0 1 -1 0 0 0 -1 0 0 -#0 - - -#ROOMS -#14600 -A Strange Forest Path~ -This is a strange forest indeed. Even though it is broad daylight, the -light filtering through the trees is dim. In the distance you hear faint -chanting noises, almost as if the forest were full of Hare Krishnas. Or -something. A sign is nailed to a tree. -~ -0 4 3 -D1 -The path through the forest heads east~ -path~ -0 -1 14606 -D3 -~ -~ -0 -1 14318 -E -sign~ -This area was written on a DOS Text Editor by Aurorix for AnonyMud. Send -comments, suggestions, etc. to s128831@student.uq.edu.au. It is intended -for characters from level 5 (4 if you're feeling adventurous) to 12; anyone -higher will be bored, anyone lower will be squashed. - -Thanks -~ -S -#14601 -The Mountains~ -The snow-capped mountains of Canada! It is said you could meet the -fearsome Kodiak marmoset in these picturesque peaks. -~ -0 0 5 -D1 -The mountains~ -~ -0 -1 14602 -D2 -A path winds its way through the forest~ -~ -0 -1 14604 -D3 -The snowy wastes~ -~ -0 -1 14627 -S -#14602 -The Mountains~ -More beautiful Canada! Some say if you climb high enough in these New -World Alps you can reach Switzerland. Sounds like a crock to me. -~ -0 0 5 -D0 -Swiss Alps~ -~ -0 -1 14636 -D3 -The mountains~ -~ -0 -1 14601 -S -#14603 -A Mountain Lake~ -What an ideal place to skinny-dip - there is no one around for miles, so -you couldn't possibly be caught. A faint singing reaches your ears. -~ -0 0 7 -D1 -A path through the forest~ -~ -0 -1 14604 -D2 -A mountain lake~ -~ -0 -1 14623 -S -#14604 -A Path Through the Forest~ -You no longer see the strange beasts in trees, but you can still faintly -hear the chants of "Where's your pants?". -~ -0 0 3 -D0 -The mountains~ -~ -0 -1 14601 -D2 -A path through the forest~ -~ -0 -1 14605 -D3 -A mountain lake~ -~ -0 -1 14603 -S -#14605 -A Path Through the Forest~ -The chanting is louder now... "Where's your pants? Where's your pants?" -Looking up you see a lobster staring balefully at you. There are other -strange mutations and fish in the trees around you. You are grateful you -are not naked under their accusing gaze. You feel like some kind of -freak. -~ -0 0 3 -D0 -A path through the forest~ -~ -0 -1 14604 -D1 -Logwood Forest~ -~ -0 -1 14643 -D2 -A path through the forest~ -~ -0 -1 14606 -S -#14606 -A Path Through the Forest~ -The forest is darker now. Perhaps you have strayed into Darkest Africa. -From the north you hear a faint but persistent chanting... "Where's your -pants? Where's your pants?" You wonder just who is addressing whom... -~ -0 0 3 -D0 -A path through the forest~ -~ -0 -1 14605 -D1 -A suburban road~ -~ -0 -1 14608 -D2 -A park~ -~ -0 -1 14607 -D3 -The entrance (exit?)~ -~ -0 -1 14600 -S -#14607 -A Park~ -A beautifully tended park complete with miniature pond, benches and -peaceful citizens taking the air. In the distance, you see a pair of -pigeons roll an old lady for her pension cheque. - -You see a surreal-looking field to the west, though you get the feeling -that you'd better be pretty high level before you go there. -~ -0 0 2 -D0 -A path through the forest~ -~ -0 -1 14606 -D3 -~ -~ -0 -1 15000 -S -#14608 -A Suburban Road~ -The road wends through a suburb obviously constructed during the Fabulous -Fifties. Every house is immaculate, every fence primly painted, every -garden as neat as a pin. -~ -0 0 1 -D1 -A suburban road~ -~ -0 -1 14609 -D3 -A path through the forest~ -~ -0 -1 14606 -S -#14609 -A Suburban Road~ -You stand outside a neat house. There is a sign on the fence. A car revs -next to you. On the driver's side, an unshaven man stares unblinkingly -at you. He looks like he is waiting for someone. -~ -0 0 1 -D0 -Ren and Stimpy's Domicile~ -~ -1 0 14618 -D1 -A suburban road~ -~ -0 -1 14610 -D3 -A suburban road~ -~ -0 -1 14608 -E -sign~ -The sign reads "Ren Hoek Esq. Stimpson J. Cat." -~ -S -#14610 -A Suburban Road~ -Further along the tree-lined road. You hear the humming of a chainsaw -somewhere. A mature tree has been lopped nearby, and is lying across a -power-line. -~ -0 0 1 -D1 -The fire station~ -~ -0 -1 14620 -D2 -A suburban road~ -~ -0 -1 14611 -D3 -A suburban road~ -~ -0 -1 14609 -S -#14611 -A Suburban Road~ -The humming of the chainsaw is still audible. Two more mature trees lie -fallen where they were cut. Perhaps the council is clearing for a new -housing development. -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14610 -D1 -A suburban road~ -~ -0 -1 14612 -D2 -A disaster area~ -~ -0 -1 14633 -D3 -Mister Horse's Residence~ -~ -0 -1 14621 -S -#14612 -A Suburban Road~ -The once tree-lined avenue wends its way along. It looks like it was recently -denuded by a prankster with a chainsaw and a decided lack of environmental -concern. -~ -0 0 1 -D1 -A suburban road~ -~ -0 -1 14613 -D2 -The zoo~ -~ -0 -1 14624 -D3 -A suburban road~ -~ -0 -1 14611 -S -#14613 -A Suburban Road~ -A sharp turn in the road. You can see identical suburban houses stretching -in both directions. -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14628 -D3 -A suburban road~ -~ -0 -1 14612 -S -#14614 -The Secret Cellar~ -Wow! Ren and Stimpy's secret cellar! I bet they get up to all sorts of -high-jinks in here! You detect the smell of dirty clothing. -~ -0 1 0 -D4 -a trapdoor~ -door trapdoor~ -1 0 14615 -S -#14615 -The Kitchen~ -A huge gleaming kitchen, with all mod-cons fifties style. Don't you -just feel like baking a cake or something? The fridge in the corner -probably contains all sorts of delicious comestibles. -~ -0 8 0 -D1 -The Garden~ -~ -1 0 14616 -D2 -The Lounge Room~ -~ -0 -1 14618 -D5 -a trapdoor~ -trapdoor door~ -1 0 14614 -S -#14616 -The Garden~ -This garden looks more the like a jungle than a back yard. Think vines twist -their way about blackened stumps and dying flowers. You fancy you can see a -car covered in debris in one corner. -~ -0 0 3 -D3 -The Kitchen~ -~ -1 0 14615 -S -#14617 -The Bedroom~ -Ren and Stimpy's ample bed is in a corner. I wish to stress at this -point that while the two chums share a bed, it is only for warmth and -in a pure chummy way. -~ -0 8 0 -D1 -The Lounge Room~ -~ -1 0 14618 -S -#14618 -The Lounge Room~ -What a relaxing room. Comfy chairs, a large rhomboidal TV set and a -kidney-shaped coffee table are here. There are also shelves containing -a few books. A game board has been set out on the floor. -~ -0 8 0 -D0 -The Kitchen~ -~ -0 -1 14615 -D1 -The Shitter~ -~ -1 0 14619 -D2 -A suburban street~ -~ -1 0 14609 -D3 -The Bedroom~ -~ -1 0 14617 -S -#14619 -The Bathroom~ -The bathroom has all the usual accoutrements - a bath with a shower in it, -a sink, a toilet and a cupboard containing jars with Stimpy's spit from -teeth brushings gone by. -~ -0 8 0 -D3 -The Lounge Room~ -~ -1 0 14618 -S -#14620 -The Fire Station~ -The fire station has a shiny red fire-truck. You see some dalmations lazily -chewing on real cow bones. They sure seem to have it easy. Wonder if YOU -could become a fire dog? -~ -0 8 0 -D3 -A suburban street~ -~ -0 -1 14610 -D4 -A fire station~ -~ -0 -1 14626 -S -#14621 -Mister Horse's Front Yard~ -The front yard is slightly unkempt. All the curtains are drawn across the -windows in the house. The whole place has a decidedly unfriendly air. -~ -0 0 2 -D1 -A suburban street~ -~ -0 -1 14611 -D2 -Mister Horse's Residence~ -~ -1 0 14622 -S -#14622 -Inside Mister Horse's Residence~ -You see nothing unusual. There is a discarded walrus in one corner. -~ -0 8 0 -D0 -Mister Horse's Front Yard~ -~ -1 0 14621 -S -#14623 -A Mountain Lake~ -A lovely blue lake. On clear days, you can see over into Canada. -~ -0 0 7 -D0 -A mountain lake~ -~ -0 -1 14603 -S -#14624 -A Zoo~ -A type of enclosure for wild animals. Watch them run about in -frustration! Don't they know they are better off here than free in the -wild where they might be eaten by lions? Aren't they cute when they play! -~ -0 0 1 -D0 -A suburban street~ -~ -0 -1 14612 -D3 -A cage~ -~ -1 0 14625 -S -#14625 -A Cage~ -A legend on the bars is inscribed "Filthy the Monkey". The floor of the -cage is littered with food people have thrown to the engaging scamp. -~ -0 8 0 -D1 -A zoo~ -~ -1 0 14624 -S -#14626 -A Fire Station~ -The lunch room of our friendly neighbourhood fire-men. -~ -0 8 0 -D5 -A fire station~ -~ -0 -1 14620 -S -#14627 -The Snowy Wastes~ -The wind howls around you, making you shudder. You wish you had a scarf -to huddle about your head, like those women in the food queues in Russia. -~ -0 0 2 -D1 -The mountains~ -~ -0 -1 14601 -D3 -The Canadian Jungle~ -~ -0 -1 14660 -S -#14628 -A Suburban Street~ -Near the end of the street. A variety of strange characters wander past you, -preparing to build the next Nicktoons area. Wonder if it will be Rugrats? -Or perhaps Scary Monsters? -~ -0 0 1 -D0 -A TV station~ -~ -1 0 14629 -D1 -A suburban street~ -~ -0 -1 14631 -D2 -A suburban road~ -~ -0 -1 14613 -S -#14629 -A TV Station~ -Wow! This TV station sure is modern! Why, it has cameras and -microphones and everything! -~ -0 8 0 -D1 -A TV station~ -~ -0 -1 14630 -D2 -A suburban street~ -~ -1 0 14628 -S -#14630 -A TV Station~ -In front of the cameras. You wonder if they are taping the Ren and Stimpy -show and if you get to be in it now. -~ -0 8 0 -D0 -Dr. Stupid's office~ -~ -1 0 14642 -D3 -A TV station~ -~ -0 -1 14629 -S -#14631 -A Suburban Street~ -The end of the road for you. A HUGE Market lies to the east. -~ -0 0 1 -D1 -~ -~ -1 0 14667 -D2 -Rock and Roll Wrestling~ -~ -1 0 14632 -D3 -A suburban street~ -~ -0 -1 14628 -S -#14632 -Rock and Roll Wrestling~ -A huge Rock'n'Roll Wrestling arena! The crowd goes wild as you enter. -~ -0 8 0 -D0 -A suburban street~ -~ -1 0 14631 -S -#14633 -A Disaster!~ -Cars, trucks and ambulances scream around corners hurrying frantically toward -and away from an impending collision between a train and a small insect. Then -powdered toast man alleviates the crisis by seizing a passenger plane and -hurling it into the train, stopping it and saving the insect's life. What a -hero! -~ -0 0 1 -D0 -A suburban road~ -~ -0 -1 14611 -D1 -USMC~ -~ -0 -1 14635 -D2 -A toy store~ -~ -1 0 14634 -S -#14634 -Toy Store~ -This spacious store specialises in Log (TM) merchandise. -~ -0 8 0 -D0 -A disaster~ -~ -1 0 14633 -S -#14635 -USMC Barracks~ -USMC barracks. A faint aroma of smelly cheese wafts by. Or perhaps -smelly socks? It's hard to be sure with a smell like that. -~ -0 0 1 -D0 -Tear Gas Chamber~ -~ -1 0 14639 -D1 -Kitchen~ -~ -1 0 14640 -D2 -Barracks~ -~ -1 0 14641 -D3 -A disaster~ -~ -0 -1 14633 -S -#14636 -Switzerland~ -You have come to the land of Switzerland, or at least it appears you have. -You aren't really sure anymore. Ren's cousin Sven lives in this mountainous -nation; maybe you'll bump into him. -~ -0 0 5 -D1 -Switzerland~ -~ -0 -1 14637 -D2 -Mountains~ -~ -0 -1 14602 -S -#14637 -Swiss Alps~ -You are exploring the Swiss Alps. You feel a strange urge to yodel. So why -don't you? -~ -0 0 5 -D3 -Switzerland~ -~ -0 -1 14636 -S -#14638 -Room~ -You have entered the neutral area before entering Ren and Stimpy's -neighborhood. Brace yourself and enter, but be warned- the exit is one-way... -~ -0 4 1 -D0 -~ -~ -0 -1 14600 -S -#14639 -Tear Gas Chamber~ -In here the USMC prepares their soldiers for tear gas attacks by making them -sit breathing the stuff. It is actually just the odor of off cheese, but the -USMC figures that to be much worse... -~ -0 1 0 -D2 -~ -~ -1 0 14635 -S -#14640 -Kitchen~ -The kitchen is a place where Ren and Stimpy spent a LOT of time peeling -various items as punishment for Ren's infringements. The floor is littered -with all sorts of food matter. -~ -0 8 0 -D3 -~ -~ -1 0 14635 -S -#14641 -Barracks~ -This room is lined with enatly-made beds, all of which are currently empty. -You'd swear that this base was deserted... -~ -0 8 0 -D0 -~ -~ -1 0 14635 -S -#14642 -Doctor Stupid's Office~ -It is from here that Dr. Stupid hosts his TV show, answering all sorts of -questions from boys and girls. He does this with the aid of his patented -Stuponitron helmet, which may be around somewhere... -~ -0 8 0 -D2 -~ -~ -1 0 14630 -S -#14643 -Logwood Forest~ -You have entered the legendary Logwood forest, home of the legendary Robin -Hoek, and his merry men. Tales abound of their heroic exploits! -~ -0 4 3 -D1 -~ -~ -0 -1 14644 -D3 -~ -~ -0 -1 14605 -S -#14644 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14645 -D1 -~ -~ -0 -1 14649 -D2 -~ -~ -0 -1 14647 -D3 -~ -~ -0 -1 14643 -S -#14645 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D1 -~ -~ -0 -1 14646 -D2 -~ -~ -0 -1 14644 -S -#14646 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. - -The castle of the evil sheriff of Dodge City lies north of here. -~ -0 0 3 -D0 -~ -~ -0 -1 14650 -D1 -~ -~ -0 -1 14657 -D2 -~ -~ -0 -1 14649 -D3 -~ -~ -0 -1 14645 -S -#14647 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14644 -D1 -~ -~ -0 -1 14648 -S -#14648 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14649 -D1 -~ -~ -0 -1 14659 -D3 -~ -~ -0 -1 14647 -S -#14649 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14646 -D1 -~ -~ -0 -1 14658 -D2 -~ -~ -0 -1 14648 -D3 -~ -~ -0 -1 14644 -S -#14650 -The Path to the Castle~ -You are heading toward the castle of the evil sheriff of Dodge City, who -has imprisoned the fair Maid Moron in his tower. But beware the ferocious -man-eating bloodthirsty monks in the moat! -~ -0 0 2 -D0 -~ -~ -0 -1 14651 -D2 -~ -~ -0 -1 14646 -S -#14651 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... -~ -0 0 6 -D0 -~ -~ -1 0 14654 -D1 -~ -~ -0 -1 14653 -D2 -~ -~ -0 -1 14650 -D3 -~ -~ -0 -1 14652 -S -#14652 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... -~ -0 0 6 -D1 -~ -~ -0 -1 14651 -D3 -~ -~ -0 -1 14653 -S -#14653 -The Moat~ -This foul moat is full of ferocious man-eating bloodthirsty monks! You -had better hope none are around right now... - -A long nostril hair hangs down here from the tower above... -~ -0 0 6 -D1 -~ -~ -0 -1 14652 -D3 -~ -~ -0 -1 14651 -D4 -~ -~ -0 -1 14656 -S -#14654 -Inside the Castle~ -You are inside! But you see no way of getting up to the tower. Suits of -armor line the walls of this castle. -~ -0 8 0 -D0 -~ -~ -0 -1 14655 -D2 -~ -~ -1 0 14651 -S -#14655 -Inside the Castle~ -You are inside! But you see no way of getting up to the tower. Suits of -armor line the walls of this castle. -~ -0 8 0 -D2 -~ -~ -0 -1 14654 -S -#14656 -The Tower~ -You have reached the top of the tower, only to find that the fair Maid Moron -isn't so fair... -~ -0 8 0 -D5 -~ -~ -0 -1 14653 -S -#14657 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D2 -~ -~ -0 -1 14658 -D3 -~ -~ -0 -1 14646 -S -#14658 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14657 -D2 -~ -~ -0 -1 14659 -D3 -~ -~ -0 -1 14649 -S -#14659 -Deep Inside the Forest~ -Strange sounds and smells reach you as you wander through this dark wood. -But you feel safe in the knowledge that somehwere brave Robin is busy -rooting out the evil forces that inhabit the area. -~ -0 0 3 -D0 -~ -~ -0 -1 14658 -D3 -~ -~ -0 -1 14648 -S -#14660 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D1 -~ -~ -0 -1 14627 -D3 -~ -~ -0 -1 14661 -S -#14661 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D1 -~ -~ -0 -1 14660 -D2 -~ -~ -0 -1 14666 -D3 -~ -~ -0 -1 14662 -S -#14662 -The Canadian Jungle~ -You are trudging through the thick undergrowth of the impenetrable -Canadian Jungle. Bees and other insects constantly bite at your skin. -~ -0 0 3 -D0 -~ -~ -0 -1 14663 -D1 -~ -~ -0 -1 14661 -S -#14663 -Canadian Desert~ -You are wearily crossing the vast Canadian desert. The dried bones of -previous travellers can be seen every now and again. The heat is unbearable. -~ -0 0 10 -D0 -~ -~ -0 -1 14664 -D2 -~ -~ -0 -1 14662 -S -#14664 -Canadian Desert~ -You are wearily crossing the vast Canadian desert. The dried bones of -previous travellers can be seen every now and again. The heat is unbearable. -~ -0 0 10 -D1 -~ -~ -0 -1 14665 -D2 -~ -~ -0 -1 14663 -S -#14665 -The Barren Wastes~ -At last! You have reached the barren wastes! One day a freeway will be -built through here. For now, though, all you can see are two tiny skeletons -of a cat and a dog... -~ -0 0 10 -D3 -~ -~ -0 -1 14664 -S -#14666 -The Tar Pits~ -You are standing near a deep, mucky tar pit. You see a mortarboard and a -pair of spectacles floating on the surface. Uh Oh. Looks like Doctor -Stupid has been living up to his namesake again... -~ -0 0 6 -D0 -~ -~ -0 -1 14661 -S -#14667 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D0 -~ -~ -0 -1 14668 -D2 -~ -~ -0 -1 14669 -D3 -~ -~ -1 0 14631 -S -#14668 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D2 -~ -~ -0 -1 14667 -S -#14669 -Huge Market~ -You are wandering the aisles of Huge Market. All around you all you can see -is piles of sacks of Gritty Kitty Kitty Litter. -~ -0 8 0 -D0 -~ -~ -0 -1 14667 -S -#0 - - -#RESETS -M 1 14614 1 14603 -M 1 14611 1 14605 -E 1 14624 1 5 -M 1 14604 1 14606 -E 1 14609 1 16 -E 1 14610 1 13 -M 1 14624 2 14607 -M 1 14618 1 14608 -E 1 14631 1 6 -E 1 14632 1 17 -O 1 14611 1 14609 -M 1 14605 1 14609 -E 1 14612 1 6 -M 1 14627 1 14609 -O 1 14678 1 14609 -D 1 14609 0 1 -M 1 14608 1 14612 -E 1 14617 1 17 -E 1 14619 1 8 -E 1 14620 1 3 -M 1 14609 1 14612 -E 1 14618 1 5 -E 1 14619 1 8 -E 1 14620 1 3 -O 1 14616 1 14612 -M 1 14612 1 14612 -E 1 14625 1 12 -E 1 14626 1 5 -M 1 14621 3 14614 -O 1 14604 1 14614 -P 1 14605 1 14604 -P 1 14658 1 14604 -D 1 14614 4 1 -M 1 14606 1 14615 -E 1 14613 1 7 -O 1 14652 1 14615 -O 1 14645 1 14615 -P 1 14646 1 14645 -P 1 14647 1 14645 -O 1 14657 1 14615 -P 1 14656 1 14657 -D 1 14615 1 1 -D 1 14615 5 1 -M 1 14610 1 14616 -E 1 14621 1 7 -E 1 14622 1 13 -E 1 14623 1 16 -D 1 14616 3 1 -M 1 14622 2 14617 -E 1 14637 1 16 -O 1 14648 1 14617 -P 1 14650 1 14648 -P 1 14651 1 14648 -O 1 14649 1 14617 -D 1 14617 1 1 -M 1 14600 1 14618 -E 1 14600 1 6 -E 1 14601 1 8 -E 1 14602 1 17 -D 1 14618 1 1 -D 1 14618 2 1 -D 1 14618 3 1 -M 1 14601 1 14619 -E 1 14603 1 6 -D 1 14619 3 1 -M 1 14603 1 14621 -E 1 14607 1 5 -E 1 14608 1 12 -G 1 14655 1 -D 1 14621 2 1 -M 1 14626 1 14622 -D 1 14622 0 1 -D 1 14624 3 1 -M 1 14620 1 14625 -E 1 14636 1 17 -D 1 14625 1 1 -M 1 14623 1 14626 -E 1 14638 1 6 -E 1 14639 1 16 -M 1 14625 1 14627 -D 1 14628 0 1 -D 1 14629 2 1 -M 1 14607 1 14630 -E 1 14614 1 6 -E 1 14615 1 3 -D 1 14630 0 1 -M 1 14619 1 14631 -E 1 14634 1 12 -E 1 14635 1 3 -D 1 14631 2 1 -D 1 14631 1 1 -D 1 14632 0 1 -M 1 14602 1 14633 -E 1 14606 1 13 -G 1 14654 1 -D 1 14633 2 1 -M 1 14616 1 14634 -O 1 14640 1 14634 -O 1 14641 1 14634 -O 1 14642 1 14634 -O 1 14643 1 14634 -O 1 14644 1 14634 -D 1 14634 0 1 -M 1 14615 1 14635 -E 1 14628 1 6 -E 1 14629 1 10 -E 1 14630 1 5 -D 1 14635 0 1 -D 1 14635 1 1 -D 1 14635 2 1 -M 1 14613 1 14636 -E 1 14627 1 7 -M 1 14617 1 14637 -O 1 14665 1 14639 -O 1 14667 1 14639 -D 1 14639 2 1 -O 1 14677 1 14640 -O 1 14683 1 14640 -O 1 14684 1 14640 -D 1 14640 3 1 -O 1 14679 1 14641 -D 1 14641 0 1 -M 1 14631 1 14642 -E 1 14661 1 6 -G 1 14662 0 -O 1 14659 1 14642 -O 1 14660 1 14642 -O 1 14664 1 14642 -P 1 14663 1 14664 -O 1 14668 1 14642 -D 1 14642 2 1 -M 1 14632 1 14644 -E 1 14671 1 7 -E 1 14672 1 16 -E 1 14673 1 5 -G 1 14680 0 -G 1 14681 0 -M 1 14633 1 14645 -M 1 14634 1 14646 -M 1 14635 1 14647 -M 1 14637 1 14648 -M 1 14638 1 14649 -M 1 14649 1 14651 -D 1 14651 0 1 -M 1 14648 2 14652 -M 1 14646 1 14654 -D 1 14654 2 1 -M 1 14643 1 14655 -M 1 14644 1 14655 -M 1 14645 1 14655 -M 1 14636 1 14656 -M 1 14639 1 14657 -M 1 14640 1 14657 -M 1 14641 1 14657 -M 1 14642 1 14658 -M 1 14628 1 14660 -E 1 14603 1 6 -E 1 14682 1 7 -M 1 14629 1 14662 -M 1 14630 1 14662 -O 1 14669 1 14663 -O 1 14670 1 14663 -M 1 14647 2 14665 -O 1 14666 1 14665 -D 1 14667 3 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 14602 spec_cast_mage -M 14608 spec_cast_judge -M 14609 spec_breath_acid -M 14615 spec_guard -M 14616 spec_breath_fire -M 14620 spec_breath_gas -M 14621 spec_fido -M 14625 spec_breath_gas -M 14627 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/salvation.are b/data/realm/areas_smaug1.4a/salvation.are deleted file mode 100644 index 3db147e..0000000 --- a/data/realm/areas_smaug1.4a/salvation.are +++ /dev/null @@ -1,10061 +0,0 @@ -#AREA The City of Salvation~ - -#AUTHOR Alex/Xenedra~ - -#RANGES -5 100 0 100 -$ - -#RESETMSG Even the winds of change won't help this torn city.~ - -#FLAGS -0 - -#ECONOMY -2 449430546 - -#HELPS -1 Salvation~ -The citizens of Salvation welcomes you to our fare city. We were -established on the belief in the greater good for all beings. We -wish only for you to see the good that has come to us as a result -of our servitude. - -The city of Salvation serves as a waystation for all travelers entering -from the desert to the east or the mountain country which lies on the -opposite side of this community to the east. We began as a caravan, -and, like so many of you, traveled through the desert. The cool -mountain air and the moisture of the area was our salvation. Thus -the name. We believed we had gone as far on our migration as we -were meant and began this settlement to aid others as they trekked. - -This area is intended for levels 15-30. Take heed, brethren... -and remember your warning. - -Thank you to my family for helping this become a dream come true. -Have fun, and Long Live the Realms! - - Xenedra Seccunda-WyldWynd of RoD, A.K.A. Alex, Divinicus of Storm - June, in the Year of Our Lord, 1096 -(revised 1/97) -Alex -Ancients' Haven -archaven.org 4000 -~ - -0 $~ - -#MOBILES -#9300 -border mob~ -a newly created border mob~ -Some god abandoned a newly created border mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -#9301 -faerie~ -a mischievous faerie~ -A mischievous faerie chases butterflies through the glen. -~ -This lithe creature is shorter than the average man, but taller than you -would have expected, not the faerie of the faerie tales. Her wings are -gossamer strands woven together in nature's wonderful ways. Each vein -visible to the naked eye, because of the enlarged version of it. The -limbs of the wings stretch out behind her delicately supporting the -fibrous lengths. Her eyes are grey. The pupils stand out, giving -this creature an ominous look to her behind shading lashes. -~ -1 65536 0 C -25 0 0 0d0+0 0d0+0 -0 0 -12 12 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 22 0 0 1679843701 1679843700 0 -0 0 0 0 0 0 0 0 -#9302 -hamadryad dryad~ -a hamadryad~ -A hamadryad sits quietly with one hand on the trunk of a tree. -~ -Waif-like features are accentuated by high cheek bones. The frock worn -by this creature looks as if it had been woven from the fine fibers of a -spiders web. The almond shaped eyes of this creature look more like that -of a hawk than anything else. -~ -1 0 0 C -20 0 0 20d20+400 5d1+10 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 5 0 0 1679843701 1679843700 0 -0 0 0 0 0 0 0 0 -#9303 -Caretaker~ -The Caretaker~ -A large man hovers over his guests making them as comfortable as possible. -~ -~ -1 640 0 C -75 0 44 75d50+5625 5d2+40 -1000000 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -2 2 0 0 0 0 0 0 -#9305 -Eryc Deputy Elite~ -Eryc, a Deputy Elite~ -Eryc, a Deputy Elite, patrols the area. -~ -Of all the elite, Eryc is the pride of the bunch. In addition to his -quick wits and nimble pose, he possesses certain qualities of leadership -which are valued by the other elite. He works as hard as the others, -and sometimes harder, not in an effort to be better than the rest, but -to meet the expectations he has of himself. -~ -16777219 512 0 C -95 0 44 200d100+1000 5d2+2 -500000 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -2 2 2038 0 2048 0 0 8 -#9306 -guardian~ -a guardian~ -A large guardian of the people sits behind a desk. -~ -~ -3 0 0 C -75 0 0 75d75+3200 22d2+23 -0 0 -12 12 1 -20 18 13 15 14 13 13 -0 -1 0 0 0 -7 3 0 0 33 32 0 -10 0 0 3328 0 32780 0 0 -#9307 -Jyruld Deputy Elite~ -Jyruld, a Deputy Elite~ -Jyruld, a Deputy Elite, patrols the area. -~ -This young man is lean muscled. His sleak physique is nothing -at which to scoff. As is the case of many of his troop, his eyes -are constantly perusing the surrounding area for signs of trouble. -~ -16777219 131712 0 C -95 0 55 200d100+1000 5d2+10 -100000 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -7 3 0 0 1 1 0 -50 50 1895 0 0 1057024 0 3 -#9308 -guardian~ -a guardian~ -A guardian of the people watches over her guests. -~ -This female guardian is buff. You may want to consider your actions -carefully before you decide to take her on. She has a look of distrust -mingled with fatigue mirrored in her eyes. She won't take much before -she snaps. -~ -131143 0 0 C -30 0 -100 20d20+400 2d2+3 -1000 0 -12 12 0 -20 13 16 18 14 13 14 -0 0 0 0 0 -7 3 0 0 33 32 0 -40 45 0 0 0 0 0 524291 -#9309 -minion~ -Lucifer's Minion~ -A powerful minion of Lucifer is here, gazing at you -~ -~ -35 552 0 C -50 0 0 50d50+2500 10d2+10 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 4 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> fight_prog 100~ -c energy -~ -| -#9310 -prince darkness~ -the Prince of Darkness~ -The powerful and most evil prince of darkness has awaited your coming. -~ -~ -3 104891048 -1000 C -100 0 -200 100d100+22000 2d5+5 -1000000 0 -12 12 0 -20 13 13 20 13 13 14 -0 0 -1 0 0 -78 4 0 0 1098085225 1098085225 3 -50 65 67095 1056768 2305 0 0 68 -> all_greet_prog 100~ -if isimmort($n) - snuggle $n - ' Hey sexy -else -if isevil($n) - grin $n - say Greetings Dark one... - say I see you understand my ways... -else - ' The forces of good shall fall before me!!! - mpkill $n -endif -endif -~ -> fight_prog 25~ -wear blade -disarm -get all -mpat 9393 drop all -disarm -get all -mpat 9393 drop all -~ -> fight_prog 30~ -mppeace -stand -if isnpc($r) -else -mpkill $r -endif -~ -> fight_prog 20~ -c earthquake -c earthquake -c earthquake -~ -> act_prog p flees~ -mptransfer $n 9335 -mpkill $n -~ -> fight_prog 25~ -c heal -c heal -c heal -~ -> death_prog 60~ -mpoload 9344 -~ -> fight_prog 10~ -c gas -~ -> fight_prog 15~ -mea $n _red Lucifer calls forth his minions to aid him. -mpmload 9309 -mpforce minion kill $n -~ -> rand_prog 5~ -mea $r &RThe Prince says 'My heart was hardened long ago. Now I care NOT.' -mer $r &RThe Prince says 'My heart was hardened long ago. Now I care NOT.'&w -~ -> fight_prog 25~ -mpat 3343 remove blade -mpat 3343 repair blade -mpat 3343 wear blade -mpat 3343 remove cloak -mpat 3343 repair cloak -mpat 3343 wear cloak -mpat 3343 remove coil -mpat 3343 remove coil -mpat 3343 repair coil -mpat 3343 repair 2.coil -mpat 3343 wear coil -mpat 3343 wear coil -mpat 3343 remove plate -mpat 3343 repair plate -mpat 3343 wear plate -mpat 3343 remove sceptre -mpat 3343 repair spectre -mpat 3343 wear spectre -~ -| -#9311 -pauper~ -a pauper~ -A pauper stands here, ready to rid the world of its transgressions. -~ -This retched creature seems very happy. He walks about examining -everything and trying to understand it. He is preparing himself -for yet another of one of his crusades. Be careful. His inner -strength transcends that of the average mortal. -~ -131075 0 0 C -23 0 44 12d12+230 2d5+2 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 6 0 0 5 4 0 -0 0 0 0 3072 1056768 0 0 -#9312 -puppy dog magnum~ -Magnum~ -A cute puppy sniffs you as you approach. -~ -This puppy has a spiked colar, bearing a name tag with the inscription, -"Magnum: Property of Rathgor." Magnum is very tame and will gladly try -to cater to his master's every wish. He shies away from strangers. His -loyalty is strickly to Rathgor. Magnum is a brown dog with a black spot -over his left eye. His eyes are jet black. -~ -1 0 0 C -94 0 0 50d50+200 3d3+3 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -30 3 0 0 1735352941 1735352940 0 -0 0 0 0 0 0 1 0 -> greet_prog 100~ -if name($n) == Rathgor - mea $n _cya $I wags his tail as you approach. Musta missed you! - mer $n _cya $I wags his tail as Rathgor approaches. - lick 0.$n - follow 0.$n - mea $n _cya $I licks your hand. -else - mpe $I sniffs $n. He doesn't look too impressed. - bark $n - bark $n -endif -~ -> speech_prog p sit, Magnum~ -if name($n)==Rathgor - sit -else - bark - bark -endif -~ -> speech_prog p Kill!~ -if isnpc($r) - kill $r -else -mpdonothing -endif -~ -> speech_prog p stand, Magnum~ -if name($n)==Rathgor - stand - lick rathgor -else - growl $n - bark rathgor -endif -~ -| -#9313 -sloth mold moldy blob deniva~ -Deniva~ -A &gmoldy&P blob of fur, called a &bSloth&P swings with her Master. -~ -So whats a sloth? Sloths are a very rare species, which one -breed is native to the Storm area. They resemble monkeys, and -have a perpetual humanistic grin on their face. A layer of mold -usually encrusts these mammals because they sit in one place for -a long time - This mold is also used for camoflouge. Camoflouge -has been Sloth's saving factor which has kept them alive through -many a hunting season. Some sloths were rumored to be as large -as elephants during the ice age. This certain Sloth is very tame, -and grins at you lamely. It is very loyal to its Master, Lara whom -it adores so much. A nametag with the inscription "Deniva, Code 2" -is around the toe of this animal. Sloths are known to be especially -fierce, especially if there is potential danger to its master. -~ -1090789377 4718720 0 C -100 0 -300 120d120+25000 25d5+75 -0 0 -12 12 2 -25 25 25 25 25 25 25 --10 -10 -10 -10 0 -49 3 0 0 131075 131074 3 -85 65 263871 0 3156992 0 33 259 -> speech_prog p Good Morning Deniva~ -if Name($n) == Lara -hug lara -say Morning, I missed you. -bounce -else -say Ah, umm.. good morning. -endif -~ -> speech_prog p Good Deniva~ -if Name($n) == Lara -say I try.. -worship lara -else -say .. well thank you -blush -endif -~ -> act_prog giggles giggles.~ -if Name($n) == Lara -poke lara -say Your silly sometimes =+) -else -say Don't pee in your pants there, $n -peer -endif -~ -> speech_prog p Deniva, go invis~ -if Name($n) == Lara -mpinvis -else -say Very funny.. and petty.. -smack 0.$n -endif -~ -> speech_prog p Deniva, go visible you silly goose~ -if Name($n) == Lara -say Hey, I'm no goose! -mpinvis -say At your service madam .. -smirk -else -say I'm not dense, $n :P -frown 0.$n -endif -~ -> speech_prog p its okay deniva~ -if Name($n) == Lara -say No its not Okay! I wont stand for anyone hurting you! -peer -else -say Hey shutup, its none of your business! -bonk $n -endif -~ -> act_prog stupid~ -if Name($n) == Lara -cheer lara -say Get em Babe! -else -wince -say That looked like it hurt..! -comfort $n -endif -~ -> act_prog p hugs you.~ -if Name($n) == Lara -oo lara -smile lara -else -if isimmort($n) -say You silly immortal-like-person -giggle $n -else -chortle -endif -endif -~ -| -#9320 -Anastasia Deputy Elite~ -Anastasia, a Deputy Elite~ -Anastasia, a Deputy Elite, patrols the area. -~ -Her flaxen hair rushes down her back in a sharp pony-tail. You see -by the defined muscles which peek around her armor that this woman -is very toned. Her quick eyes dart around the area taking in every -bit of her surroundings. Her pointed ears listen intently for any -sound that might be out of the ordinary. Anastasia is otherwise not -the most beautiful woman you have seen, but she is handsome in her own -way. -~ -131139 640 0 C -100 0 44 50d50+100 5d2+5 -20000 0 -12 12 2 -20 13 13 13 13 13 13 -0 0 0 0 0 -3 3 0 0 1 1 0 -2 2 2047 64 2048 1056768 64 0 -#9334 -barn boy~ -a scared barn boy~ -A scared barn boy huddles in the corner. -~ -~ -3 65544 -1 C -25 0 0 25d25+625 3d2+1 -2500 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -9 7 0 0 2 3 5 -0 56 6 0 0 1064959 49 0 -> fight_prog 5~ -say You might have taken my family, but you won't have me! -say Leave me be! Haven't you caused enough pain!! -~ -| -#9338 -drum instrument evil~ -an instrument of evil~ -A drum beats a haunting requiem here. -~ -This drum mysteriously beats on its own. It is made of a bloody cow -hide stretched over a hollowed smoldering tree trunk. Beat, beat, -beat, pound, pound, pound. It hold you in its trance. When one is -in the presence of evil, a feeling of filth covers even those who are -not so pious. Stay your distance and beware. The fight with evil -shall bring ever more evil into your presence before righteousness -prevails! -~ -131075 570425384 -1000 C -50 0 0 40d40+1600 3d5+7 -500000 0 -12 12 0 -17 18 15 17 13 13 13 -0 0 0 -1 0 -57 3 0 0 67585 1629514610 0 -20 20 0 4096 112 3145728 335552518 3 -> fight_prog 5~ -say Be prepared to meet your death! You too will fall to our wrath! -~ -> act_prog p You wish that your wounds would stop BLEEDING so much!~ -mptransfer demonspawn -mptransfer 2.demonspawn -~ -| -#9347 -demonspawn Lucifer's puppet~ -Lucifer's Puppet~ -A demonspawn of your worst nightmares stands before you. -~ -~ -16417 552 0 C -35 0 0 35d35+2225 2d3+7 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -2 5 0 0 0 0 0 0 -#9348 -demonspawn Lucifer's puppet~ -Lucifer's puppet~ -A demonspawn of your worst nightmares stands before you. -~ -You are looking into the eyes of death itself. This walking undead -smells of the hell from which he came. His taloned feet dig into -the floor. His raging eyeballs peer at you waiting for you to make -a move. -~ -147491 574620160 -1000 C -33 0 -200 45d45+1600 4d2+10 -300000 0 -12 12 0 -13 10 10 16 13 9 10 -0 0 0 -1 0 -67 3 0 0 7499637 7499636 20 -2 2 67077 2178 0 3219680 3 0 -#9361 -sly snake~ -a sly snake~ -A sly snake slithers along side you. -~ -This snake appeared as all other snakes... at first. His sleek -ebony skin warbles to a green and then a brown color. -~ -1 0 0 C -5 0 0 2d2+50 0d0+0 -0 0 -12 12 0 -13 19 13 10 13 14 17 -0 0 0 0 0 -62 7 0 0 757935405 757935405 0 -0 0 0 0 0 0 0 0 -> greet_prog 75~ -lick $n -~ -| -#9362 -playful bunny~ -a playful bunny~ -A playful bunny hops along side you. -~ -The fuschia aura sways and shimmers. The bunny seems to stand on -his haunches erect beside you. This cute thing just turned blue. -~ -65 2097408 -1 C -5 0 0 10d10+230 1d1+1 -0 0 -12 12 0 -15 15 18 13 15 14 15 -0 0 0 0 0 -58 5 0 0 135767158 135767158 0 -20 15 66180 0 0 0 1 0 -> greet_prog 100~ -mea $n _pin A playful bunny is surrounded by a fuschia aura. -~ -> greet_prog 50~ -grin $n -~ -> act_prog p looks at you.~ -mea $n _whi Along the Edge of Mist Mountain Pond -mea $n _yel Stop and take a moment. As a swirl of sparks and energy surrounds -mea $n _yel you, you are dazzled and confused. You see the birds in the sky, -mea $n _yel they're flight choreographed and confused. Near misses by the -mea $n _yel hawks that fly in sync over head. The eagles eye you as they drop -mea $n _yel stupor, you can almost hear a rumbling that is oozing in from the -mea $n _yel west. -mea $n _whi Exits: east west. -mea $n _lbl (Pink Aura) A playful bunny hops along side you. -mea $n _pin A playful bunny is surrounded by a fuschia aura. -~ -| -#9377 -floppy fish~ -a floppy fish~ -A floppy fish sticks its head out of the water. -~ -The magenta scales of this beautiful fish waver slightly as you -watch its mouth move slightly. -~ -131265 -2145386496 0 C -5 0 0 6d6+36 2d1+2 -15 0 -12 12 0 -14 17 13 13 13 13 15 -0 0 0 0 0 -81 5 0 0 1953066569 1953066569 0 -0 0 147457 0 0 0 0 0 -> greet_prog 75~ -mea $n _lbl A floppy fish says 'Hey! Come on in. The water's great!' -kiss $n -mpforce $n gasp -~ -| -#9383 -ugly undertoad Bazimar~ -Bazimar~ -Bazimar, the undertoad, is swaying in the current. -~ -It looks something like a frog, but somehow it is actually uglier. -The bulging eyes protrude painfully. The florescent yellow bumps -sticking up from its blue back look peculiarly like warts. The -webbed feet it uses to propel it through the water have tears and -holes in them. He has a nasty temperament. -~ -16777281 -2145385984 -1000 C -16 0 -100 16d16+36 2d2+2 -1000 0 -12 12 0 -16 16 15 15 15 13 15 --1 0 0 0 0 -80 5 0 0 81 1912614446 0 -26 28 0 0 0 0 8 2050 -#9385 -killer school guppies~ -a killer school of guppies~ -A killer school of guppies swarms around you. -~ -There must be hundreds of them. They dart and dash at your eyes. -They understand how much the adventurers rely on their vision. -Their orange bodies are dotted with spots of green. Their eyes -are that of the possessed. Maybe they're just hungry. -~ -65761 -2145385952 -1000 C -9 0 -100 0d0+0 0d0+0 -100 0 -12 12 0 -17 18 18 14 14 18 17 -0 0 0 -1 0 -81 3 0 0 1 1953066569 0 -0 0 213041 3 0 0 536871041 3 -#9392 -undertoad Dweller~ -the Dweller~ -The horrifically ugly Dweller eyes you with disgust. -~ -This being was cast to the depths of this pond by the Evil One. He -has added his stench and his heinous presence here, killing off the -life that came before him. The white of his one eye is bloodshot. -His iris is the color of blood. Perhaps that prize isn't worth its -price... -~ -16908291 -1874787712 -1000 C -56 0 -200 57d57+3249 2d2+2 -1000000 0 -12 12 0 -25 16 17 15 15 13 15 --1 0 0 -1 0 -66 7 0 0 66560 6647913 0 -40 39 0 1155 2048 8192 3 526336 -#9395 -Kevyn Deputy Elite~ -Kevyn, a Deputy Elite~ -Kevyn, a Deputy Elite, patrols the area. -~ -~ -131139 640 0 C -75 0 0 75d75+5625 5d2+2 -100000 0 -12 12 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2007 0 2048 0 512 0 -#9397 -Melsted Guard~ -Melsted~ -Melsted is here training to become one of the guards Elite. -~ -~ -16908289 0 0 C -95 0 55 95d95+8500 1d1+1 -0 0 -12 12 0 -15 13 13 13 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -0 0 0 0 2048 127 0 0 -> fight_prog 100~ -if rand(25) -c 'acid breath' $n -if rand(33) -c 'quantum spike' $n -if rand(50) -c 'galvanic whip' $n -else -c heal -endif -endif -endif -~ -| -#9399 -Daryn Elite Deputy~ -Daryn, an elite deputy~ -Daryn, an elite deputy, carefully watches the area for trouble. -~ -~ -131139 512 0 C -95 0 44 200d100+1000 2d2+2 -500000 0 -12 12 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -1 2 2047 0 2048 1056895 0 0 -> fight_prog 100~ -if rand(25) -cast harm $n -if rand(33) -cast 'gas breath' $n -if rand(50) -mpdamage $n 75 -else -endif -endif -endif -~ -| -#9400 -Mrs. McIntyre mistress~ -Mrs. McIntyre~ -The mistress of the boarding house patiently waits for you. -~ -~ -1 0 0 C -35 0 0 35d35+1300 10d2+20 -5000 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 9 0 0 1 1 5 -30 30 0 10240 0 1048576 0 0 -> speech_prog room~ -if goldamt($n) >= 2000 - mpforce $n give 1000 coins mistress - say Ronic! I'm sending someone up. Be good to them! - say Take a look around, $n. Pick your room. - say I'll be about getting things humming in the kitchen. - mptransfer $n 9401 - mpat $n mpforce $n l - mpat $n mpforce $n say Mrs. McIntyre sent me to you. -else - say Yes. I'm sure you would like a room. - say Come back and see me when you can spare a few more coins, though. -endif -~ -| -#9401 -Ronic Mr. McIntyre ghost~ -Ronic~ -The ghost of Mr. McIntyre floats here watching you. -~ -~ -1 544243848 0 C -45 0 -200 45d45+2045 10d2+20 -75000 0 -12 12 0 -16 18 17 15 16 17 13 -0 0 0 0 0 -84 0 0 0 1869507439 98305 0 -0 0 0 10 15424 0 256 2 -> speech_prog p Mrs. McIntyre sent me to you.~ -say Who do you bring into our place, Tamila? -mpforce $n shiver -mea $n _whi A chill runs through you as you hear the ghost's rasping voice. -~ -| -#9404 -pet Lucifer's~ -one of Lucifer's pets~ -One of Lucifer's pets has somehow gotten in here. -~ -~ -131105 0 -1000 C -55 0 0 55d55+6500 10d2+30 -0 0 -12 12 0 -12 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 1885434483 1885434482 0 -0 0 0 0 0 0 0 0 -#9406 -kitchen hand~ -a kitchen hand~ -A kitchen hand toils over some laundry. -~ -~ -1 0 0 C -15 0 0 15d15+365 2d2+2 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -12 6 0 0 0 0 0 0 -#9409 -deputy~ -a deputy of the people~ -A deputy for Salvation roams the city with fear in his eyes. -~ -This young ranger is brave and strong. He is an elite guard in his -field. He has trained for years for this moment when he must defend -his town against the evil will of others. -~ -69 0 -1 C -25 0 0 25d25+625 10d2+10 -400 0 -12 12 0 -15 16 15 15 13 16 15 -0 0 0 0 0 -3 6 0 0 1 1 0 -0 0 0 3072 3072 3146527 48 3 -#9410 -Johan deputy~ -Johan the deputy~ -Johan, the Deputy Constable, stands here. -~ -His elven feature are accentuated by pointed, alert ears and sharp eyes. -He is tall and slight but looks quick. He joined the constables company -in response to his own sense of community. He was born and raised here -in Salvation and would like to see it prosper once again. -~ -131139 136 -1 C -50 0 0 200d50+100 2d4+5 -600 0 -12 12 0 -18 17 15 17 13 13 15 -0 0 0 0 0 -1 6 0 0 3 3 0 -2 2 0 3072 0 0 48 0 -#9411 -Constable O'Neal~ -Constable O'Neal~ -Constable O'Neal stands here massaging his temples. -~ -As chief constable, he is burdened with the overall safety and -welfare of the community, as well as the wishes and commands of -the despot of these lands. His light disposition is clouded by -his heaviness of heart. Perhaps in happier days he was not so -brooding. He continues to be nonetheless stoic, however. His -girth is that of a strong man, but he covers it with loose -fitting armour. His fiery red hair runs stiffly down his -back from under his helm. His eyes give a window to the -kindness, as well as the hard edge which he possesses. -~ -131139 4194816 0 C -75 0 -200 200d75+100 6d5+1 -50000 0 -12 12 1 -20 19 18 17 16 16 17 -0 0 0 0 0 -0 3 0 0 329759 1 0 -2 5 0 528 3072 1048591 128 0 -#9412 -shadow prisoner~ -a shadow of a man~ -A prisoner huddles in the corner here. -~ -This is merely a darkness in the light. He is not anything more than -an apparition really. You attempt to make out his features and only -see the greyness that is a shadow. -~ -69 0 -1000 C -15 0 0 15d15+200 2d1+2 -0 0 -12 12 0 -13 16 14 15 13 15 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -1 1 0 0 0 0 48 3 -#9423 -Jebediah the sorcerer~ -Jebediah~ -A sorceror watches you with a crazed glare. -~ -This young sorcerer wears tattered robes. The area around his eyes is -drawn and flaming pink. There is a sparkle of something unsettling -in his eyes as they stare back at you. He is one of the most -intelligent beings in this part of the Realms, but his heart is -black with evil. He is known for the magic which he stole from -the faerie he keeps trapped in a bird cage. -~ -16973891 342000552 -1000 C -65 0 44 65d65+3625 33d2+33 -10000 0 -12 12 1 -18 20 18 17 16 16 16 -0 -1 -1 -1 -1 -85 0 0 0 40965 1852403568 0 -2 2 0 0 2100224 1048592 1082130432 1 -> greet_prog 100~ -mea $n _lbl Jebediah says 'What are you doing here?' -mea $n _cya Jebediah has a wicked look in his eyes. -mea $n _lbl Jebediah says 'Did you come to look at my pets?' -mea $n _cya Jebediah throws back his head and cackles with insane glee! -~ -> death_prog 25~ -mpecho As Jebediah hits the ground he reveals one of his many -mpecho powers of magic. -mpoload 9422 -~ -> act_prog p DISARMS you!~ -wear dagger -disarm -disarm -cackle -' I cannot be defeated that easily! -c gas -c gas -c gas -~ -> act_prog p flees head over heals!~ -c heal -c heal -c heal -c heal -c heal -~ -| -#9425 -Sarah seamstress~ -Sarah the seamstress~ -A seamstress sits here doing needle point. -~ -Sarah is a spinster. A few strands of gray streak upwards to the -cloth that is binding her mass of still-soft, light brown hair -into a loose bun. Otherwise, her skin is soft and smooth, and -her eyes maintain a youthful sparkle. -~ -1 384 -1 C -25 0 0 25d25+625 5d2+3 -0 0 -12 12 2 -13 17 13 13 13 13 13 -0 0 0 0 0 -4 5 0 0 9 8 0 -1 1 517 0 0 1052418 0 4228 -#9429 -simple man Stephen simpleton~ -Stephen Simpleton~ -A simple man stands with his hands on his hips. -~ -This is a strong little man. His face shows the expected smile -lines around his sparkling eyes and his perpetual grinning mouth. -His expression makes you wonder how he keeps himself so amused. -What thoughts could be running through his head as he wonders -around his small home or down the small street. His brown pants -are fashioned of burlap and are bound by a section of rope at the -waste. He wears a simple beige tunic on his top. -~ -5 8320 -1 C -20 0 -20 20d20+100 5d2+2 -50 0 -12 12 1 -25 17 17 16 16 15 16 -0 0 0 0 0 -2 6 0 0 5 4 0 -1 1 15 16 0 0 112 524291 -#9437 -oracle spiritual guardian~ -a spiritual guardian~ -An oracle stands ready to guide you. -~ -This guide wears sparkling white robes that cast the white light -that encompasses them. His face appears to glow in the light -produced. All oracles' faces show the peace that reside within -them in any circumstance that might arise. -~ -1 128 -1 C -5 0 0 5d5+25 1d1+0 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -40 1 0 0 2949821 2949820 0 -2 2 0 0 0 0 0 0 -#9438 -oracle guardian~ -a Spiritual Guardian~ -An oracle stands here ready to guide you. -~ -This guide wears sparkling white robes that cast the white light -that encompasses him. His face appears to glow in the light -produced. His calm face shows the peace that resides within -him in any circumstance that might arise. -~ -16777285 128 0 C -10 0 0 10d10+100 2d2+2 -1000 0 -12 12 0 -16 15 17 16 15 17 16 -0 0 0 0 0 -38 1 0 0 106497 589924 0 -1 1 0 4 0 1 0 0 -#9439 -spiritual guardian oracle~ -a spiritual guardian~ -An oracle stands here waiting to guide you. -~ -A look of kindest is reflected in her eyes. She waits patiently to -guide you to happiness and learning. Her glowing white robes radiate -the light which you see around her. Her look of peace stays with her -under any circumstance. -~ -16908357 128 -1 C -10 0 0 10d10+100 2d2+2 -50 0 -12 12 2 -16 17 18 18 15 15 14 -0 0 0 0 0 -4 1 0 0 45064 8 0 -1 1 0 0 0 0 0 4290 -#9440 -tree~ -a tree~ -A tree stands here with blue grass at it's base. -~ -The tree before you is huge. It is obviously very old. Its branches -reach up into the skies in supplication and admonition. -~ -131075 0 1000 C -20 0 0 25d25+500 3d2+2 -50 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 5 0 0 1 1 0 -1 1 2 1048582 6144 65 0 0 -#9443 -golden idol~ -a golden idol~ -A golden idol is here to be destroyed. -~ -The Israelites were found at the base of Mount Zion, worshipping this -creature. It was tangible and touchable and was their representation of -their salvation. Upon seeing this, Moses dropped the stone tablets his -god had written through him, breaking them. He then ordered the golden -idol destroyed. This idol's surface shines almost blood red in the blaze -surrounding him. The light dances and flickers in its holed eyes. -~ -131075 33554432 0 C -22 0 0 25d25+500 5d2+10 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -3 4 0 0 131073 131072 0 -1 1 0 0 3072 0 0 0 -#9444 -Emperor~ -the Emperor of the land of the rising sun~ -An island emperor sits on his throne here. -~ -The emperor is clad in royal robes of gold. He expects you to bow -to his greatness. He would not be pleased with your impetuousness. -~ -131075 0 0 C -25 0 0 24d24+500 5d2+3 -50000 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -10 1 0 0 524289 524288 0 -0 1 0 8192 2048 1048578 0 2 -#9445 -Prince~ -a prince~ -A prince, contemplating life's hardships, is here. -~ -This prince would be a great adversary were he not so disturbed -by his inner battles. He is small and not very broad. you can see -confusion in his wary eyes. -~ -131075 0 0 C -27 0 0 27d27+700 5d2+10 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 0 0 0 5 4 0 -1 1 0 0 0 0 0 0 -#9446 -Mist God~ -the Mist God~ -The Mist God shimmers in the light of this room -~ -He wanders aimlessly from one place to another watching after the nature -that is present. It must be unnerving to face such a god, to not be able -to discern a body, much less eyes. -~ -131075 0 0 C -35 0 44 35d35+950 5d2+2 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 7 0 0 1231972725 1231972724 0 -1 1 0 0 2048 8192 0 2 -#9447 -sun-goddess sun goddess~ -the Sun-Goddess~ -The Sun-Goddess stands beside her grandson. -~ -The glow that surrounds this goddess accentuates her natural beauties. -Her full blonde hair surrounds her face and flows over her shoulders and -down her back. the shimmering pools of blue that are her eyes should -not deceive you. She protects the realms above as well as those afoot. -~ -131075 33554688 0 C -33 0 44 40d40+1600 5d2+15 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 5 0 0 3 2 0 -1 1 0 0 0 0 0 1 -#9448 -King~ -a king~ -A king stands with a gapping mouth. -~ -This king holds himself in a noble manor. His dark hair is done just -so. His cheeks are perfectly pinked. His sleeves are bellowed with -flowery lace at his wrists. He has a warm smile. Riotousness dances -behind his eyes. He doesn't look too happy right now. -~ -131139 0 0 C -40 0 44 50d50+2000 5d2+25 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -7 24 0 0 33 32 0 -2 2 0 0 0 0 0 4099 -> greet_prog 100~ -gasp -~ -> all_greet_prog 100~ -gasp -~ -| -#9449 -Queen~ -a queen~ -A queen stands smirking at the disgusting mess before her. -~ -Being Queen of the West-Saxons and queen to her husband are both burdens, -but she was of royal decent prior to the marriage, so she learned some -lessons by watching her family. She is of a good heart and nature, but -is not above doing what's necessary to save country or king from possible -downfall. Her beguiling smile will surely win over any man. Mischief -lurks behind her blue eyes. She seems very pleased with herself. -~ -131139 0 0 C -42 0 44 50d50+2000 5d2+25 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 25 0 0 3 2 0 -2 2 0 0 0 0 0 7 -> all_greet_prog 100~ -smile -~ -| -#9450 -King Ethelbert~ -King Ethelbert~ -King Ethelbert nervously fidgets with his talisman. -~ -Worry lines streak this worrisome King's face. His mousy brown hair -falls to his shoulders and squares his pale face. Though he has -years of kingly experience, he may not be much of an opponent for -some. -~ -131075 0 0 C -50 0 44 75d75+2000 5d2+25 -250000 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 24 0 0 1 1 0 -2 2 0 0 0 1056768 0 4 -#9451 -King Arthur~ -Arthur~ -A young man stands at the head of his Round Table. -~ -His face is somber. He looks like he just found out about Guenevere -and Lancelot. His hair is disheveled. His eyes have a wild look in -them. His cheeks burn with whatever emotion controls him right now. -He stands at rest with his helm in his hands. -~ -131075 128 0 C -65 0 44 50d50+2500 5d2+25 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -2 2 0 0 2048 1048576 0 4352 -#9452 -queen Boadicea~ -Boadicea~ -A former queen drives a wagon about her tribes of Brits. -~ -This warrior queen has a huge frame. Her formidable mane of bright -red hair and rough voice add to the sense of strength that imbued -her followers. She stands ready to take on the world. -~ -131075 136 0 C -90 0 40 95d95+6500 0d0+0 -500000 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -2 2 0 0 2048 1048703 0 0 -#9459 -tavern owner~ -a tavern owner~ -A tavern owner stands here waiting to here your request. -~ -This tavern owner stands here wiping a glass with a dirty towel. He -doesn't smile at you as you enter. He just keeps wiping the glass, -as he seems to eye you with his peripheral vision. His broad forehead -and far apart eyes make him difficult to look upon. -~ -131075 512 0 C -100 0 0 100d100+10000 10d2+12 -0 0 -12 12 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -40 50 0 0 0 2048 32 0 -#9461 -Autumn maiden~ -Autumn, the bathhouse maiden~ -Autumn, the bathhouse maiden, sits with her feet propped up on her desk. -~ -Autumn's build is full. She has high cheek bones, long auburn hair, -and blue-green eyes with a twinkle of mischief in them. There's -something seductive about her smile; the way she watches you as -you move around the room; the way she looks up at you through -shading lashes. She is not particular about her company in the -sense that she is not prejudiced by race, class... or gender. -She is capable of speaking on a wide scale of topics, but knows -when speaking has reached its end point. Consider her carefully. -There is more to her than meets the eye. -~ -131139 4194304 0 C -35 0 -200 35d35+925 5d2+5 -300000 0 -12 12 2 -17 13 13 13 15 13 16 -0 0 0 0 0 -0 3 0 0 1 1 4 -2 2 526 5153 0 0 1073741825 0 -> greet_prog 75~ -mea $n _lbl $i says 'Good marrow, weary traveler. -mea $n _lbl Have you come to cleanse your body or your soul of the filth of the -mea $n _lbl road? If you say which, perhaps I can assist you more readily.' -smile $n -~ -> speech_prog body~ -if rand(35) - c heal $n - c heal $n - c heal $n - smile $n - c fresh $n - c fresh $n - stroke $n - c 'trollish vigor' $n - mea $n _lbl $i says 'May that help you in your travels, $n.' - else - endif -~ -> speech_prog soul~ -c bless $n -c bless $n -c kindred $n -c fly $n -c sanctuary $n -peck $n -~ -> entry_prog 100~ -mpjunk all.stilletto -mpjunk pearl -~ -> fight_prog 100~ -if hitprcnt($i) == 95 -mpoload 9461 -mpoload 9461 -mecho _cya Autumn pulls a shiny, sharp object from beneath her skirt! -wield stiletto -mecho _cya Autumn pulls ANOTHER shiny, sharp object from beneath her skirt! -wield stiletto -grin $n -endif -~ -| -#9463 -blacksmith~ -Salvation's blacksmith~ -Salvation's blacksmith stands here waiting to service you. -~ -You are looking at a VERY dirty and VERY tired looking gentleman. As -strong and fit as he may appear, you see the lines of fatigue which -criss-cross his face and feel a yawn coming on. He start black hair -and darkened skin identify him as a commoner. There is one saving -grace to this man, though. A sparkle of what life is reflects in his -eyes. -~ -131139 37748736 0 C -95 0 -60 100d100+1000 10d2+30 -0 0 -12 12 1 -25 13 13 13 13 13 13 -0 0 0 0 0 -0 22 0 0 1 1 0 -30 20 0 0 0 0 0 8192 -#9464 -deputy member~ -a member of Salvation's finest~ -A member of Salvation's finest is trying to find undead. -~ -This young ranger is brave and believes himself to be strong. The -only problem with him is that his courage might be mistaken for -stupidity. He is not the smartest Salvationer around, but he'd -fight to save your life without even thinking. -~ -69 0 -1 C -35 0 0 25d20+300 2d2+2 -400 0 -12 12 0 -15 15 15 15 13 16 15 -0 0 0 0 0 -3 6 0 0 131073 131073 0 -2 2 0 2048 3072 1048979 0 0 -#9468 -frog~ -a frog~ -A frog hops up to you. -~ -This handsome amphibian wears a crown upon its brow. He seems awfully -austere for a frog. -~ -1 552 0 C -15 0 0 7d7+150 2d2+2 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 5 0 0 1 1 0 -2 2 0 0 0 0 0 0 -> rand_prog 5~ -if ispc($r) -mea $r _lbl A frog says 'I used to be a prince.' -mea $r _cya A frog looks out across the water to the west at the talking fish. -mea $r _cya A frog glares at you icily. -mea $r _lbl A frog says 'No. Really!' -endif -~ -| -#9478 -Robed Apprentice~ -a robed apprentice~ -An apprentice of magic is here clothed in dark robes -~ -There is nothing spectacular about this follower of Maklu. His features -are plain and unextraordinary. He looks as all the rest of his fellow -apprentices do... young eager, intent on doing what is good and right, -humble. -~ -33 98986 0 C -65 0 -100 65d65+3600 2d2+2 -300000 0 -12 12 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -4 0 0 0 9 9 1 -40 45 0 0 2048 0 32 0 -#9481 -Shadow~ -the Shadow~ -An aura of blackness seems to move here -~ -Light is obvious around this presence. There is no obvious features -to it, however. It in itself is merely a darkness that swirls around -the eddy of light. -~ -33 98986 0 C -70 0 0 70d70+4900 10d2+50 -450000 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -56 0 0 0 1706513 1706513 0 -2 2 0 0 2048 0 17 0 -#9485 -magus Maklu~ -Magus of Maklu~ -A man sits here uttering some incantation. -~ -From another plane, Maklu came to find a new home... Just as the -undead had. Together they represent the opposing powers of good -and evil in this land. The start white hair of this Magus of Maklu -runs down his back and is held back in a poney-tail. His body -bulky and obviously strong. His eyes glow an odd electric blue. -From another plane, Maklu came to find a new home... Just as the -undead had. Together they represent the opposing powers of good -~ -33 4293282 1000 C -90 0 -125 80d80+800 45d2+45 -1000000 0 -12 12 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 1 -2 2 0 131 2048 0 16 0 -#9488 -unicorn mystical creature~ -a unicorn~ -A mystical creature restlessly snorts as you approach. -~ -You are looking upon purity. The awe that overcomes you, bring you -to your knees, and tears come to your eyes. Never before have you -looked upon or been so near something so very purely good. This -majestic and magical creature fears man. It does not fear man because -it fears pain. It fears man because it would give so much to man and -man has only used its goodness for selfish purposes in the past. There -is no happiness for one so greatly lost as this poor creature. -~ -16777217 66048 -1 C -45 0 -75 45d45+2025 10d2+10 -0 0 -12 12 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 5 0 0 1679843701 1679843701 0 -2 2 0 0 1024 0 32 1 -> rand_prog 2~ -mpe &cA unicorn rears up on his hind legs, flailing its front hooves wildly! -~ -> act_prog p looks at you.~ -mea $n _cya You are forced to your knees by emotion and lightheadedness. -mer $n _cya $n is forced to $s knees by emotion. -mpforce $n cry -~ -| -#9497 -Maklu~ -Maklu~ -The High Magus Maklu is here expecting your arrival. -~ -The air that sizzles around this presence is stiff and fetid. It is -not a bad thing, oddly enough, however. There is something inately -good about this being. Maklu is goodness, come to seek a new home -in this unchartered land. Given his size and stance, be warned now -against choosing him as a foe. -~ -3 105448106 1000 C -95 0 -300 100d100+22000 25d2+50 -1000000 0 -12 12 1 -20 19 15 16 16 12 16 -0 0 0 0 0 -4 0 0 0 9 9 2 -2 2 0 0 3148800 0 16 259 -> fight_prog 40~ -c weaken -c ill -c unravel -c heal -c faerie -~ -> fight_prog 30~ -c earthquake -c earthquake -c earthquake -~ -> all_greet_prog 100~ -if isimmort($n) -smooch $n -else -say Greetings Adventurer, have you come to seek the ways of the Magus? -endif -~ -> death_prog 5~ -mpe As Maklu's broken corpse falls he reveals the Gods symbol of protection. -mpoload 9499 -~ -> fight_prog 25~ -mppeace -st -c spiral -~ -> act_prog p flees head over heels!~ -mprestore $i 20000 -yell Foolish Mortal! -yell The more you run from me... -yell The stronger I become!!! -~ -> fight_prog 10~ -c gas -~ -> fight_prog 5~ -c frost -c frost -c frost -~ -> fight_prog 20~ -c spiral -~ -| -#9499 -border mob~ -Xyra, the warrior princess~ -Some god abandoned a newly created border mob here. -~ -~ -1 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -#0 - - -#OBJECTS -#9300 -border obj~ -a newly created border obj~ -Some god dropped a newly created border obj here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9301 -dagger poisoned~ -a faerie's dagger~ -A dagger with a twisting blade last dubiously on the ground.~ -~ -5 0 8193 -11 5 9 11 -1 10000 1000 -A -3 2 -A -5 1 -> fight_prog 3~ -c poison $N -~ -| -#9302 -unicorn's horn~ -a unicorn's horn~ -A twisted bone-like thing lays upon the ground, abandoned.~ -~ -5 8389632 8209 -12 5 10 0 -1 1000000 100000 -> fight_prog ~ -c heal -mpdonothing -mpdonothing -c heal -c poison $N -~ -> wear_prog 15~ -c sanc -~ -| -#9303 -water~ -some water~ -A gentle pool of water hovers here.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#9306 -club~ -a short, thin club~ -A short, think club lies on the ground here.~ -~ -5 0 8193 -7 8 5 8 -1 40000 4000 -A -13 30 -A -4 2 -#9308 -club~ -a short, thin club~ -A short, thin club is lying on the ground here.~ -~ -5 0 8193 -11 2 8 7 -1 20000 2000 -A -19 2 -A -3 1 -#9309 -key~ -a key~ -A key to the women's and children's quarters is lying here.~ -~ -18 0 0 -9305 0 0 0 -1 0 0 -#9310 -gorget steel~ -gorget of polished steel~ -A steel neck guard has been left here.~ -~ -9 525824 5 -9 0 0 0 -7 8000 800 -A -17 -20 -A -18 4 -A -1 2 -A -13 35 -#9311 -pauldron steel~ -steel pauldrons~ -A pair of steel arm guards shine here in the light.~ -~ -9 525824 257 -9 0 0 0 -21 16002 1600 -A -17 -15 -A -19 4 -A -18 -1 -A -2 1 -A -31 -1 -#9312 -sword~ -depends on what Alex makes me~ -Some god dropped a newly created Sloth here.~ -~ -5 -2147483520 8193 -20 10 6 3 -1 0 0 -A -12 40 -A -13 50 -A -18 5 -A -19 5 -A -24 -10 -A -26 8192 -A -27 128 -A -17 20 -#9315 -tasset steel strand silver~ -a tasset of thick steel~ -A long strand of silver lies here.~ -~ -9 525824 2049 -15 0 0 0 -8 150000 15000 -A -19 4 -A -18 2 -A -13 20 -A -12 50 -A -2 -2 -#9316 -cuisses steel leggings~ -steel cuisses~ -A guard of some sort seems to be missing some leggings.~ -~ -9 525824 33 -24 0 0 0 -19 960000 96000 -A -19 3 -A -18 3 -A -17 30 -#9318 -sabaton steel leg guards~ -steel sabatons~ -Someone has left their leg guards here.~ -~ -9 525824 65 -8 0 0 0 -18 12052 1205 -A -19 3 -A -18 2 -A -2 2 -#9319 -bevor neckguard neck guard~ -a Constable's bevor~ -A neckguard has fallen into the dirt here.~ -~ -9 0 5 -15 11 0 0 -1 0 0 -A -1 4 -A -4 2 -A -3 2 -A -19 1 -A -5 1 -A -18 2 -A -13 50 -A -12 50 -#9320 -plackart chest gear~ -a Constable's chest plackart~ -Some chest gear has been left here in the dirt.~ -~ -9 0 9 -11 11 0 0 -5 300000 30000 -A -19 3 -A -18 3 -A -12 25 -A -13 25 -#9321 -fauld waist~ -a waist fauld~ -Some waist protection has been discarded in the dirt here.~ -~ -9 0 2049 -10 6 0 0 -1 0 0 -A -2 2 -A -4 1 -A -3 1 -A -19 2 -A -18 3 -#9322 -sallet helmet~ -a sallet~ -A helmet of some sort has been carelessly left in the dirt here.~ -~ -9 0 17 -20 6 0 0 -1 0 0 -A -3 2 -A -4 2 -A -25 1 -A -23 -1 -A -19 4 -A -18 2 -#9323 -cloak salvation~ -a cloak of Salvation~ -A white robe lies here in a heap.~ -~ -9 1792 1025 -14 0 0 0 -7 16000 1600 -A -17 -25 -A -19 6 -A -18 5 -A -2 1 -A -1 1 -A -13 100 -A -12 50 -A -26 8 -#9324 -steel broadsword sword~ -A steel broadsword~ -A long, steel plated sword lies here.~ -~ -5 525824 8193 -12 0 0 0 -13 150926 15092 -A -19 8 -A -18 6 -A -2 3 -A -1 -4 -#9325 -cloak salvation~ -a Cloak of Salvation~ -A cloak has been carelessly left in the dust here.~ -~ -9 0 1025 -7 7 0 0 -2 4000000 400000 -A -17 15 -A -31 2 -A -2 1 -A -12 100 -A -13 100 -A -14 20 -A -19 2 -A -18 2 -A -26 8 -A -1 -1 -#9326 -sabatons~ -sabatons~ -Some glossy, steel-toed sabatons lay here in the dirt.~ -~ -9 0 65 -7 7 0 0 -1 100000 10000 -A -14 100 -A -1 2 -A -2 1 -A -25 -2 -A -19 2 -A -18 2 -A -26 2097152 -A -22 -2 -#9327 -cutlass sword silver~ -a long, silver cutlass~ -A silver sword is sticking up out of the ground here.~ -~ -5 1024 8193 -8 10 6 2 -1 200000 20000 -A -18 7 -A -19 7 -A -20 -2 -A -5 1 -A -3 1 -A -4 1 -A -13 100 -A -12 100 -#9334 -pitch fork~ -a pitch fork~ -A farmer's pitch fork is sticking up out of the dirt here.~ -~ -5 32 8193 -20 10 4 2 -1 1500 150 -A -1 2 -A -19 1 -A -18 1 -A -4 1 -A -5 1 -#9335 -Sceptre Darkness~ -Sceptre of Darkness~ -A long staff lies here radiating evil.~ -~ -9 131926 16385 -30 0 0 0 -2 666 66 -A -17 -20 -A -19 6 -A -18 6 -A -13 90 -A -12 75 -A -2 2 -#9338 -pair drum sticks drumsticks drumstick~ -a pair of drumsticks~ -A pair of drumsticks twitch and beat with a mind of their own.~ -~ -5 524822 8193 -11 10 9 8 -1 0 0 -A -18 3 -A -19 4 -A -13 100 -A -12 100 -A -2 3 -A -17 10 -> wear_prog 100~ -mea $n _red You feel the beat of a thousand lost souls in your grasp. -~ -| -#9339 -cloak scarlet demonic~ -Scarlet cloak of the Demonic~ -A red cloth lies here in a heap.~ -~ -9 131924 1025 16 -14 0 0 0 -6 500 50 -A -17 -30 -A -19 9 -A -18 9 -A -2 3 -A -1 1 -A -14 35 -A -26 32768 -A -23 -2 -#9340 -eternal suffering plate~ -Eternal Suffering~ -A plate, stained with blood and scorched with fire lays here.~ -~ -9 148310 9 -22 0 0 0 -50 200000 20000 -A -17 -40 -A -13 100 -A -19 7 -A -18 7 -A -2 -1 -A -1 -1 -A -27 1 -#9341 -coils serpent~ -coils of the serpent~ -An entwined mass of scales lay here.~ -~ -9 131924 4097 -20 0 0 0 -6 100050 10005 -A -17 -30 -A -19 2 -A -18 2 -A -13 20 -A -12 20 -A -1 1 -#9342 -Telal~ -Telal~ -The curse of Lucifer lays here, taunting you...~ -~ -9 374 1048577 -12 0 0 0 -1 50000 500000 -A -17 100 -A -19 -60 -A -18 -60 -A -13 -600 -A -12 -600 -A -1 -6 -A -2 -6 -A -14 -600 -> get_prog 100~ -mpforce $n wear telal -mpechoat $n _red The curse of Lucifer has been placed upon you! -mpechoaround $n _red $n shivers as Lucifer's curse is thrown upon him. -~ -| -#9343 -blade demons~ -Blade of Demons~ -A powerful weapon lies here.~ -~ -5 796 8193 -12 22 2 11 -3 500105 50010 -A -19 9 -A -18 9 -A -13 80 -A -12 80 -A -24 -5 -#9344 -Twist of Fate~ -Twist of Fate~ -A coil of twisted metal radiates an evil power.~ -~ -9 17236 3 -20 0 0 0 -2 0 0 -A -17 -15 -A -19 4 -A -18 4 -A -13 60 -A -1 1 -A -25 1 -#9345 -tarnished key~ -a tarnished key~ -A tarnished key lies here.~ -~ -18 0 16385 -0 0 0 0 -1 0 0 -#9346 -flesh charred pack~ -Lucifer's charred flesh~ -A pile of charred, decaying flesh lies in a heap here.~ -~ -15 340 1025 -500 0 0 0 -1 0 0 -#9348 -key~ -a key to the outpost cell~ -A key to the Constable's Outpost cell is lying in the dirt here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#9352 -magic music mushroom~ -a magic music mushroom~ -A magic music mushroom has been buried here.~ -$n get$q high on $p..~ -19 0 1 -5 0 0 0 -1 100 500000 -#9363 -pile gold~ -a pile of gold~ -A farmer's life's savings has been dropped in the dust here.~ -~ -20 0 1 -300000 0 0 0 -1 300000 30000 -#9364 -key~ -a key~ -A key from the farmhouse is half buried in the dust here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#9365 -chest~ -a chest~ -A chest sits here beside the covered paintings.~ -~ -15 0 0 -250 15 0 9364 -1 0 0 -#9392 -Claw~ -Claw of the Dweller~ -The a mangled claw lies here twitching.~ -~ -5 0 129 -0 0 0 5 -1 5000000 500000 -E -claw twitching~ -You see the twitching claw of the Dweller waiting to be used. In -wearing this massive hand of destruction, you take on its evil -nature. You may even become possessed with the haunted soul of -its evil previous master. -~ -#9397 -suit leather armor~ -a suit of leather armor~ -A suit made entirely of leather lies here.~ -~ -9 262144 9 -15 0 0 0 -8 0 0 -A -18 5 -A -2 2 -#9399 -shirt chain mail~ -a shirt of chain mail~ -A finely made chain mail shirt lies here.~ -~ -9 320 9 -15 0 0 0 -5 50000 5000 -A -19 4 -A -18 8 -A -1 2 -A -13 50 -#9400 -torch wooden~ -a wooden torch~ -A wooden torch lies here.~ -~ -1 0 1 -0 0 0 0 -1 120 12 -A -19 1 -A -18 1 -A -26 8 -#9401 -leather collar~ -a leather collar~ -A hoop of leather has been left here.~ -~ -9 0 5 -6 0 0 0 -1 150 15 -A -13 45 -A -1 1 -A -2 1 -#9402 -steel eyepiece~ -a steel eyepiece~ -A steel visor has been left here.~ -~ -9 0 131073 -7 0 0 0 -16 6700 670 -A -3 1 -A -4 1 -#9403 -leather greaves~ -a pair of leather greaves~ -A chunk of leather lies here in a heap.~ -~ -9 0 33 -4 0 0 0 -6 150 15 -A -17 -30 -#9404 -steel shield~ -a small steel shield~ -Someone has left their shield here.~ -~ -9 0 513 -8 0 0 0 -13 3700 370 -A -19 2 -A -18 2 -A -5 2 -A -1 1 -#9405 -steel broadsword sword~ -a large steel broadsword~ -A large weapon with a steel blade lies here.~ -~ -5 0 8193 -12 0 0 1 -15 5000 500 -A -19 4 -A -18 3 -A -13 15 -A -12 15 -#9406 -belt leather~ -a leather belt~ -A leather belt has been dropped by a deputy.~ -~ -9 0 2049 -6 6 8 0 -9 140 14 -A -1 2 -A -17 6 -A -17 -6 -#9407 -boots leather~ -a pair of leather boots~ -A pair of leather boots lies here.~ -~ -9 0 65 -5 0 0 0 -1 600 60 -A -14 15 -A -12 15 -A -2 3 -A -25 1 -A -31 1 -#9408 -leather bracelet~ -A leather bracelet~ -A bracelet made of leather lies here.~ -~ -9 0 4097 -5 0 0 0 -2 100 10 -A -19 2 -A -18 2 -A -1 3 -A -13 10 -#9409 -vest leather~ -a leather vest~ -A large piece of leather lies here.~ -~ -9 0 9 -6 0 0 0 -8 150 15 -A -13 30 -A -12 30 -A -5 3 -A -25 1 -#9410 -key~ -a key~ -Some god dropped a newly created key here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9411 -spoon~ -a wooden spoon~ -A wooden spoon has been discarded here.~ -~ -5 0 8193 -11 6 10 7 -1 10000 1000 -A -17 6 -A -13 25 -#9419 -plate bronze~ -a plate of solid bronze~ -A large piece of metal floats magically here.~ -~ -9 16909056 9 -23 0 0 0 -34 1200000 120000 -A -19 6 -A -18 4 -A -2 2 -A -23 -10 -A -17 -40 -A -27 16388 -A -13 50 -A -12 50 -A -14 -30 -A -29 16 -#9420 -ring sapphire~ -sapphire ring~ -A band with a beautiful gem lies here.~ -~ -9 801 3 -12 0 0 0 -6 50000 5000 -A -19 3 -A -18 3 -A -3 1 -#9421 -dagger~ -a blackened dagger~ -A short, black dagger lies here.~ -~ -5 576 8193 -12 0 0 11 -1 10732 1073 -A -19 9 -A -18 3 -A -13 25 -A -12 25 -A -2 3 -A -1 -2 -#9422 -staff~ -staff of fire~ -A long staff, emanating heat lies here.~ -~ -4 0 16385 -50 9 9 88 -14 1500200 150020 -#9425 -sewing needle~ -a seamstress' needle~ -A seamstress' needle is lying here in the dirt.~ -~ -5 1088 8193 -7 10 5 11 -1 100000 10000 -A -1 2 -A -2 -1 -A -19 3 -A -18 3 -A -14 -20 -#9426 -shawl~ -a seamstress' shawl~ -A seamstress' shawl has been clumsily discarded.~ -~ -9 0 1033 -8 8 0 0 -1 1000000 10000 -A -12 100 -A -3 1 -A -4 1 -A -13 100 -A -19 1 -#9427 -piece parchment~ -a piece of parchment~ -A piece of parchment lies on the ground and attracts your attention.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -parchment~ -There is nothing special about this piece of parchment. If you haven't -already, perhaps you should pick it up... if you have picked it up, -perhaps you should take a second look at your surroundings... They -aren't what they used to be. -~ -#9433 -corpse~ -the corpse of a citizen~ -A corpse of a recently dead citizen of Salvation lies here.~ -~ -23 0 0 -0 0 0 0 -1 0 0 -E -corpse~ -The face of this once proud citizen of Salvation is mangled beyond -recognition. There are discernable claw marks across the chest -which is bear from thrashed clothing. The eyes of the corpse are -gone, pulled from their sockets. The right hand of this corpse is -no where in sight. The left arm is still oozing with fresh blood. -~ -#9436 -plaque~ -a plaque~ -A plaque of some significance is embedded in a rock here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9442 -silver helm~ -a Silver helm~ -A helm made of fine steal lies here.~ -~ -9 1344 17 -17 0 0 0 -7 150000 15000 -A -19 2 -A -18 -2 -A -12 50 -A -4 2 -#9443 -ring crested silver~ -Crested silver ring~ -A crested ring lies here in the dirt.~ -~ -9 1344 3 -11 0 0 0 -1 1000 100 -A -19 3 -A -18 3 -A -13 10 -A -12 10 -#9444 -Sceptre Sun~ -Sun Sceptre~ -A powerful rod of intense energy floats magically here.~ -~ -9 321 16385 -7 0 0 0 -7 150000 15000 -A -17 -5 -A -19 2 -A -18 2 -A -3 1 -A -13 10 -A -12 10 -#9445 -cloak crested~ -Crested white cloak~ -A white cape with a polished crest lies in a heap here.~ -~ -9 1344 5 -5 0 0 0 -1 20000 2000 -A -17 -10 -A -19 2 -A -18 2 -A -13 20 -A -12 20 -A -2 1 -#9446 -cuirass crested~ -a silver crested cuirass~ -A silver cuirass gilnts in the light.~ -~ -9 1344 1025 -30 0 0 0 -4 100000 10000 -A -19 4 -A -18 4 -A -1 1 -A -2 3 -A -12 30 -A -14 15 -#9447 -gauntlets silver~ -Silver Gauntlets~ -Gloves of polished silver catch your eye.~ -~ -9 1344 129 -14 0 0 0 -12 230000 23000 -A -17 -5 -A -19 4 -A -1 2 -A -3 -1 -#9448 -greaves silver~ -Silver Greaves~ -A pair of silver leg guards lie here.~ -~ -9 1344 33 -13 0 0 0 -18 160000 16000 -A -19 3 -A -18 2 -A -2 1 -A -31 -1 -#9449 -silver boot guards~ -Silver boot guards~ -A pair of silver boot guards lay here.~ -~ -9 1344 65 -8 0 0 0 -1 200000 20000 -A -19 3 -A -2 2 -A -13 30 -#9450 -ring crested~ -ring with the King's crest~ -A ring encrusted with many fine jewels is lying here.~ -~ -9 320 3 -8 0 0 0 -3 250000 25000 -A -19 2 -A -18 2 -A -12 25 -#9451 -robes crested~ -robes with the King's crest~ -A pile of silken robes lay here in a heap.~ -~ -9 320 1025 -11 0 0 0 -5 500000 50000 -A -17 -10 -A -19 2 -A -18 2 -A -13 25 -A -12 100 -A -3 2 -A -4 1 -#9452 -sleeves mail chain~ -chain mail sleeves~ -Sleeves of thick mail lay here.~ -~ -9 320 257 -8 0 0 0 -9 200000 20000 -A -19 2 -A -2 1 -A -1 1 -#9453 -stockings silk~ -a pair of silk stockings~ -A pair of silk stockings were dropped here.~ -~ -9 320 33 -3 0 0 0 -1 500000 50000 -A -25 3 -#9454 -slippers~ -house slippers~ -A pair of comfortable looking slippers are here, waiting for your feet.~ -~ -9 320 65 -4 0 0 0 -1 100000 10000 -A -2 3 -#9456 -vial dark~ -a dark, murky vial~ -A vial of foul smelling liquid lies here.~ -~ -10 64 16385 -23 35 43 28 -1 0 0 -#9458 -flame brewer's~ -a brewer's flame~ -A brewer's flame shimmers in the breeze as you walk past.~ -~ -34 0 16385 -0 0 0 0 -1 20000 2000 -#9459 -incense~ -some burning incense~ -A stick of burning incense is propped on a rock here.~ -~ -33 0 16385 -0 0 0 0 -1 10000 1000 -A -4 1 -A -26 2097152 -#9460 -lock pick thief object~ -thief's necessity~ -A delicate object has been carelessly dropped here.~ -~ -49 0 16385 -0 0 0 0 -1 5000000 500000 -A -26 1048576 -A -31 1 -#9461 -stiletto~ -a long stiletto~ -A stiletto lays here upon the ground, forgotten.~ -~ -5 0 8193 -15 10 5 3 -1 100000 10000 -A -25 3 -A -3 2 -A -4 2 -#9463 -anvil~ -a blacksmith's anvil~ -A blacksmith's anvil is buried in the dirt here.~ -~ -5 8192 8193 -12 3 15 7 -25 20000 2000 -A -1 3 -#9468 -crown~ -a golden crown~ -A prince has dropped his crown here.~ -~ -9 0 17 -5 5 0 0 -1 0 0 -E -crown~ -A prince or a frog... this crown comes from one in the same. -~ -A -26 32 -A -26 8 -A -26 512 -#9470 -painting~ -painting~ -A painting is hanging on the wall here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9471 -sign~ -sign~ -A sign of some significance is hanging on the wall here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9472 -mirror~ -mirror~ -A mirror hangs on the wall here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9473 -fire~ -fire~ -A blazing fire's flames lick at your legs.~ -~ -34 0 0 -0 0 0 0 -1 20000 2000 -#9475 -coal lump~ -a lump of coal~ -You see a large chunk of tarnished stone here.~ -~ -8 262144 16385 -0 0 0 0 -19 0 0 -> sac_prog 5~ -mea $n Hidden within the coal you find a precious diamond! -mpoload 9476 1 -mpat $n drop earring -mpforce $n get earring -~ -| -#9476 -diamond earring~ -diamond earrings~ -A shiny jewel, slightly tarnished is lying here.~ -~ -9 322 65537 -15 0 0 0 -1 180000 18000 -A -17 -5 -A -19 1 -A -18 2 -A -5 1 -A -3 1 -A -2 2 -A -25 2 -A -4 2 -A -31 1 -#9477 -goggles gaze~ -Gaze of the Magus~ -A magical aura emanates from a dark pair of goggles.~ -~ -9 324 131073 -15 0 0 0 -3 5 0 -A -17 -10 -A -19 5 -A -18 5 -A -13 50 -A -12 70 -A -20 -3 -A -23 -2 -A -26 32 -#9478 -Amulet Maklu~ -Amulet of the Maklu~ -A magical amulet floats here.~ -~ -9 8421633 5 -10 0 0 0 -15 150000 15000 -A -17 -15 -A -13 25 -A -12 100 -A -19 1 -A -18 1 -A -3 2 -A -4 1 -#9480 -Visor Shadow~ -&wVisor o&Wf t&whe &zSha&Wd&wow&G~ -Someone has left a dark mask here.~ -~ -9 0 131073 -9 0 0 0 -3 85431 8543 -A -19 2 -A -18 2 -A -12 20 -A -13 20 -#9481 -belt black mist~ -belt of blackened mist~ -A strange mist floats mystically here.~ -~ -9 32 2049 -12 0 0 0 -14 1500 150 -A -19 3 -A -5 2 -A -2 2 -A -31 1 -#9482 -boots black~ -a pair of black boots~ -A pair of black boots lie here collecting dust.~ -~ -9 131924 65 -15 0 0 0 -2 50023 5002 -A -19 3 -A -2 1 -A -31 1 -#9485 -Staff Knowledge~ -Staff of Knowledge~ -A large staff is humming here.~ -~ -5 8422402 8193 -7 22 2 0 -10 600000 60000 -A -19 6 -A -18 5 -A -4 5 -A -3 3 -A -1 1 -A -13 50 -A -12 75 -A -26 98304 -#9486 -Iceni wedding Band~ -Iceni Wedding Band~ -A ring encrusted with fine jewels lies here.~ -~ -9 524608 3 -15 0 0 0 -2 500000 50000 -A -19 1 -A -18 1 -A -13 50 -A -4 3 -A -3 2 -A -1 3 -A -5 1 -#9487 -Iceni breastplate crested~ -breastplate with the Iceni Crest~ -A crested breastplate shines in the light here.~ -~ -9 524608 9 -80 0 0 0 -18 40000 4000 -A -19 3 -A -18 3 -A -17 5 -A -13 50 -A -12 50 -A -4 -1 -A -31 1 -A -5 1 -#9488 -leather leggings~ -leather leggings~ -A pair of leather leggings fill the room with the smell of a dead cow.~ -~ -9 262144 33 -5 0 0 0 -8 0 0 -A -5 2 -A -25 2 -#9489 -gloves chain mail~ -chain mail gloves~ -Gloves made of thick chain mail lay here.~ -~ -9 524608 129 -11 0 0 0 -14 18000 1800 -A -1 3 -A -19 3 -A -18 2 -A -17 10 -A -5 -1 -#9490 -boots war leather~ -leather war boots~ -A pair of foul smelling boots were left here.~ -~ -9 262144 65 -8 0 0 0 -3 0 0 -A -2 3 -A -4 2 -#9491 -visor metal~ -metal visor~ -A visor of thick metal glimmers in the light.~ -~ -9 524608 131073 -6 0 0 0 -4 20000 2000 -A -17 -15 -A -3 1 -A -26 8 -#9492 -flask poison~ -flask of poison~ -A flask filled with a thick, dark liquid catches your eye.~ -~ -10 0 16385 -75 33 33 -1 -1 0 0 -#9493 -Essence Magicks Maklu Rod~ -Essence of Magicks~ -A powerful staff glows brightly here.~ -~ -9 8490305 16385 -20 20 0 0 -3 100000 10000 -A -17 -60 -A -19 5 -A -18 5 -A -13 30 -A -12 100 -A -3 3 -A -4 2 -> sac_prog 5~ -mea $n &bThe essence of Maklu's magick reveals itself to you by transforming -mea $n &binto the visions of the Magus. -mer $n &b$n reveals the powers of the Magus from within his Essence! -mpoload 9477 -mpat $n drop gaze -mpforce $n get gaze -~ -| -#9494 -Stormbringer~ -Stormbringer~ -The taker of souls lies here, hungering...~ -~ -5 328 8193 -14 0 0 6 -1 0 0 -A -13 125 -A -12 125 -A -19 15 -A -18 15 -A -27 1048576 -A -26 8192 -A -24 -10 -> wear_prog 100~ -mea $n &WA magical aura surrounds your body as you wield Stormbringer. -mer $n &W$n is surrounded by a magical aura as $e wields Stormbringer. -~ -> remove_prog 100~ -mea $n &zThe magical aura around your body fades away... -mer $n &zThe magical aura around $n fades into nothingness... -~ -| -#9495 -sign~ -Sign~ -There is a sign hanging on the wall.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#9496 -Dominance~ -Dominance~ -A short blade lies here, radiating a multitude of energies.~ -~ -5 328 8193 -12 0 0 11 -1 500 50 -A -13 125 -A -12 125 -A -19 15 -A -18 15 -A -26 8192 -A -24 -10 -> wear_prog 100~ -mea $n The gods cry out as their powers are used for destruction! -mer $n The gods scream in defiance as $n uses their powers for destruction! -~ -> sac_prog 100~ -mea $n &WThunder fills the sky and the earth trembles with thunder! -mpoload 9494 -mpat $n drop stormbringer -mpforce $n get stormbringer -~ -| -#9497 -Ring Powers Maklu~ -Ring of Ancient Powers~ -A powerful circlet lays here.~ -~ -9 8488257 3 -20 0 0 0 -5 50000 5000 -A -13 50 -A -12 100 -A -19 3 -A -18 3 -A -3 2 -A -1 1 -#9498 -robe eternal~ -Robe of the Eternal~ -A glowing robe lies at your feet.~ -~ -9 8488256 1025 -15 0 0 0 -19 20000 150000 -A -12 109 -A -13 40 -A -19 7 -A -18 4 -A -26 16 -#9499 -Shield Sacred~ -Sacred shield of the Elders~ -Someone has abandoned their gift from the gods.~ -~ -9 320 513 -50 0 0 0 -1 100000 10000 -E -shield~ -You look closely and see an inscription carved on the back of the shield... -I am a gift from above, granting you the protection of the Gods. -You must swear your soul to honour me as the most cherished prize -to be won in this life time. I am not to be misused, I am not to be -mocked. My powers are not to be used for the powers of destruction. -Within me, I hold the powers to destruction at bay, you must not -release it, or this world will cease to exist... -~ -A -12 175 -A -13 100 -A -19 6 -A -18 5 -A -26 8192 -A -26 40 -A -17 -30 -A -31 2 -> sac_prog 35~ -mpechoat $n You release the hidden powers from within the shield! -mpechoaround $n $n frees the destructive powers from within the shield! -mpoload 9496 100 -mpat $n drop dominance -~ -> wear_prog 100~ -mea $n As you hold the shield the protection of the gods is laid upon you -mer $n A protection of the gods is blessed upon $n as they hold the shield -~ -| -#0 - - -#ROOMS -#9300 -Entrance to the Safe Haven for the Destitute~ -The people here have hit rock bottom. You must be among them in the poor -management of your money. Perhaps you squandered it away on ale and fine -blackberry wine. This is not necessarily a place you would like to spend -a lot of time. If you should decide to continue through the gates to the -north, be on your guard. Those who have wandered over these stained and -worn cobblestones before you may seem harmless, but they have experienced -the uglier side of life. They are hardened by the many trials of their -struggling existence. -~ -0 4 1 -D0 -Through the gate you see the gathering of the destitute for which this -haven is named. -~ -gate~ -1 -1 9301 -D2 -You see the road that will carry you away from this stale, smelling shelter. -~ -~ -0 -1 9310 -E -gate~ -This gate has seen its day. There is termite damage and dry rot eating at -the surface. It hangs on one hinge and shakes with the blowing of the wind. -~ -E -sign~ -This area is an original work, written and executed by Alex with the help -of her son, Idimmu. -~ -S -#9301 -Front of the Safe Haven for the Destitute~ -As you look around, you see that the benches that line this walled perimeter -are occupied by a diverse population. Some are bandaged, while others look -merely disheveled. The energy at the forefront of this shelter is filled -with tension and hostility. The rumble of conversation is hushed to a low -whisper as you make your way further east to a counter set against the outer -wall. You could always elect to return to the road to the south. -~ -0 0 1 -D1 -You see an open-air reception area. -~ -~ -0 -1 9302 -D2 -Through the gate is the way to the freshness of the outside world and all -the problems you wished to escape. -~ -gate~ -1 -1 9300 -E -building~ -This three-story building looks as if it has been thrown together with -sticks and twine. It leans to one side, and the walls are cracking in -places with paint and chipping with each gust of wind. It is bare and -nondescript. There is no real feeling of warmth exuding from its stone -walls. -~ -E -mobprog~ -eye you suspiciously.... -some stare openly, while others look away quickly as your eyes -meet briefly... -~ -S -#9302 -Greeting Area of the Safe Haven for the Destitute~ -You stand in an open-air reception area before a long counter. Behind it a -receptionist sits in clutter and disorganization. Papers are strewn across -the desk, and there are stacks of papers on the floor, as well as on some -shelves behind her. There is a shelf off to the side with many volumes of -haphazardly shelved books. Papers stick out of some of them, while others -have been placed upside down, sideways, and backwards on the shelves. To -the west is the front of this odd building. To the north is a door leading -to its interior. -~ -0 0 1 -D0 -You see through the door to the darkness that lies beyond. -~ -door~ -1 -1 9303 -D3 -You see groups of people sitting on benches. -~ -~ -0 -1 9301 -E -counter~ -This reception area is set outside of the building, unlike conventional -offices. The counter before you sticks out from the building about a -foot. The rest of the counter is in the interior of the building supporting -a mass of what appears to you as rubble. -~ -E -shelf~ -There are several different types of books lined side by side on this -shelf. Unfortunately, you can't see the labels on most of them due to -wear and tear. -~ -E -books~ -Many of the labels on these books are unreadable due to wear and tear. -One you can read says, "Excommunicated", another says, "Born Again". -~ -S -#9303 -The First Flight of a Rickety Stairwell~ -The smell of urine assaults you as you enter this stairwell. It seems to be -uncomfortably unsafe in this narrow adjunct. The only light source is the -flickering candles on the wall in the corners of the landing. Shadows dance -along the two toned wall of muted cornflower-blue and sand-beige. The rough, -splintering, wooden railing spans the length of this stairwell. It curves up -and around the landing to the second flight of stairs. On the wall abutting -the landing, there is a mural attempting to depict a brighter, happier day. As -you look down the stairs, you are bombarded by the comparable brightness of the -greeting area. -~ -0 9 0 -D2 -The bright light of the outside world bombards you as you look upon the -Greeting Area. -~ -door~ -1 -1 9302 -D4 -Only the flickering of the soft candlelight on one of the walls is visible. -~ -~ -0 -1 9304 -E -mural~ -Behind the blood smears you see amateurish sketchings of a sunny -cobblestone street filled with the busy bustle of vendors. People -walk through smiling and laughing with balloons in their hands. You -see the tops of colorful circus tents in the background. -~ -S -#9304 -The Second Flight of a Rickety Stairwell~ -The darkness of this space pushes you to get out as soon as possible. -The smells bring on a feeling of nausea and add to the feeling of panic -within you. The sounds of the multitudes from above and below are mixed -with the scuffling sound of someone dragging a foot. The shadows in the -corners seem to be occupied. Looking up allows you to see the railing -of an impassible third flight of stairs. The railing is broken and -leaning precariously over head. The stairs are broken in many spots -and only go half way up to a boarded area where the landing would have -been. To the west is a dimly lit hallway. Looking down only allows -you a glimpse of a blood smeared mural. -~ -0 9 0 -D3 -You peer through the darkness to a corridor that lays beyond. -~ -~ -0 -1 9305 -D5 -The flickering of the soft candlelight on the mural at the landing is -halloed by the bright light from below. -~ -~ -0 -1 9303 -E -railing~ -The wood is worn and splintering. It might be safe to place your hand -on it, but with the stench in the air, who knows what is clean and what -is not. -~ -E -corners~ -Simple wall-mounted candle holders have been placed here. -~ -E -stairs~ -These stairs must be very old or very well used. The wood has been worn -away at the center to a smooth shine barely visible in the low light here. -~ -E -shadows~ -The shadows seem to be inhabited by something or someone. You can't -be sure, but did something move there? -~ -E -mbprog~ -A small figure huddles in the darkness of a corner here. -~ -S -#9305 -Hallway Between a Set of Sleeping Quarters~ -This hallway is lined with lanterns, dispersed along the top of its walls. -There is not much decoration here. A bad oil painting of a priest with a -small card has been placed on the wall opposite the stairwell. A doorway -with a sign on it is to the west, and there is a long rug, worn by much -foot traffic stretching to the north and the men's sleeping quarters. -~ -0 8 0 -D0 -As you look north, you see part of a large room filled with men sitting -around talking and playing games. -~ -door~ -1 -1 9306 -D1 -You see a dimly lit hallway and the begging of the dark hallway that lay -beyond. -~ -~ -0 -1 9304 -D3 -You look back on a room with sleeping women and children. -~ -door~ -1059 9309 9309 -E -sign~ -Women's Sleeping Quarters -Do NOT enter without a - Guardian -~ -E -painting~ -This is a priest of a nondenominational church clad in a high hat -embossed with a purple cross. His robes are white with another -huge purple cross stitched across his wide front. -~ -E -rug~ -The center of this rug is worn and thinning down to the strings that hold -its structure together. The red and brown sides are frayed, but not as -visibly worn. There is not too much life left in it. -~ -E -card~ -Father Demingo Delecado Eglasias -Patron Martyr of -The Church of Many Philosophy's - Anonymous -~ -S -#9306 -Men's Sleeping Quarters~ -This dorm is not too dissimilar to a barracks, except that there are only -sixteen bunks. These must be for the privileged few. This room is also -like a hospital recreation room. These castoffs from a battle raged and -done have various wounds and oozing bandages. Those able to sit up are -sitting on logs and playing games with multi-colored stones or colorful -cards in t-formations. On the south wall, burlap sack mats have been -stacked. There is also an exit on that wall that will return you to the -hallway. -~ -0 8 0 -D2 -In the hallway beyond, you can see the lanterns lining the walls and a rug -stretching to the stairwell at the opposite end of the hallway. -~ -~ -1 -1 9305 -D3 -Unlike this area, where men are about and talking, the men to the west are -nearly motionless as they lay on their mats. -~ -~ -0 -1 9307 -E -cards~ -The top cards of this design are, from top to bottom, a queen, a court jester, -which is covering a man juggling four stars with circles around them, and a -globe. On the right side is a devil-looking creature, and on the left is a -man holding two goblets. -~ -E -t-formation~ -The top cards of this design are, from top to bottom, a queen, a court jester, -which is covering a man juggling four stars with circles around them, and a -globe. On the right side is a devil-looking creature, and on the left is a -man holding two goblets. -~ -E -mats~ -Hay sticks out of these mistreated and long neglected mats. -~ -E -burlap~ -Hay sticks out of these mistreated and long neglected mats. -~ -E -sack~ -Hay sticks out of these mistreated and long neglected mats. -~ -E -mobprog~ -One man points a bloody stump at you as you enter the room.. many -eye you suspiciously, including the Big Guardian... -~ -> entry_prog 100~ -if isimmort ($n) mpechoat $n guardian says 'Welcome, $n. You honor -us with your immortal presence.' -else mpechoat $n guardian says 'What can I help you with, stranger?' -endif -~ -| -S -#9307 -Men's Sleeping Quarters~ -This area of the sleeping quarters appears to have been designated for the -weak and degenerate. Men with missing legs and bandages covering their -abdomens and heads lay here on some of the burlap sack mats. The air here -is thick with the smell of rot, sweat, and bodily functions. These people -are not well. To the east is the rest of the dorm and to the south is a -door with a sign on it. -~ -0 12 0 -D1 -You see healthier men playing games and talking. -~ -~ -0 -1 9306 -D2 -Women and children are huddled together in their respective family units. -~ -door~ -3 -1 9308 -E -sign~ -Do Not Enter -Unless With a Guardian -~ -S -#9308 -Women and Children's Sleeping Quarters~ -Here women and children attempt to rest away their ailments and torments. -Their faces are black with grime, and their eyes are pink with sleepless -nights and worry from their travels. Some of the children toss and turn -in their sleep, crying out occasionally from sickness or a nightmare. -Every noise echoes in this hollow area. The high ceilings and the bare -furnishings lend to the emptiness that must be felt by the recuperating -occupants. To the north is a door with a sign on it, and to the east are -a few more women and children taking a rest from the chaos of the outside -world. -~ -0 8 0 -D0 -You see battered and bandaged men laying on mats. Not a pretty site. -~ -door~ -3 -1 9307 -D1 -There is emptiness there despite the scattered bodies that abide. -~ -~ -0 -1 9309 -E -sign~ -Do Not Enter - Without Guardian - Approval -~ -S -#9309 -Women and Children's Sleeping Quarters~ -The walls are a pale yellow. The floors are of splintering wood. The -ceilings are high. The hollowness here causes every noise to reverberate -through your body. There are four sets of bunks on the east wall a few -paces down from the door. The south wall is bare except for a desk with -a Guardian seated behind it and a few unoccupied burlap sack mats that -have been placed along side the desk. -~ -0 8 0 -D1 -You see a dimly lit hallway and the dark stairwell that lies beyond that. -~ -~ -3 -1 9305 -D3 -You see more women and children attempting to sleep through their discomfort. -~ -~ -0 -1 9308 -E -desk~ -The desk is bare except for a log book, a bottle of ink, and a quill. -~ -S -#9310 -On the Road to Salvation~ -You are standing in front of the entrance to a huge building. An arrival -from either the east or the west would leave you exhausted, both mentally -and physically. Here, at this place of refuge, you are not alone. After -all that walking, you hope you have found a place to rest your weary body -and soul. The road to the east continues towards the wastelands. If you -were to go west you would go towards the church in that direction and the -city beyond that. North leads you to a safe haven of sorts. -~ -0 0 10 -D0 -You see the gates to a large building. -~ -~ -0 -1 9300 -D1 -You see the road continue to meander to the east. -~ -~ -0 -1 9311 -D3 -You see a church up ahead and the road continuing to meander to the west. -~ -~ -0 -1 9312 -S -#9311 -On the Road to Salvation~ -To the east lies days of traveling through a desolate wasteland. There are -some lost oases there which kept wayfarers' minds at peace. They reminded -them of simple beauties and far off lands which they had visited or which -they dreamt of visiting. To the west you can see through the fence which -surrounds the properties ahead. You glimpse the abject populace that may -very well be the castoffs of the community ahead. It is a shelter of sorts -for the refugees of the destruction the hellspawn reeked upon this once -thriving town. -~ -0 0 10 -D1 -You see the road continue to meander to the east. -~ -~ -0 -1 9313 -D3 -You can see a building immediately to the west. -~ -~ -0 -1 9310 -S -#9312 -On the Road to Salvation~ -You stand between two very different buildings. The larger building to the -east has been beaten up by time and weather, whereas the one to the west is -seeming to have seen far more prosperous days in comparison. A look at the -church to the west will give you an idea of the excellent condition in which -it has been kept. The wind is easing up here and you feel a sense of calm -begin to pass over you. -~ -0 0 10 -D1 -You see a building ahead and the road continuing to meander to the east. -~ -~ -0 -1 9310 -D3 -You see the entrance to a church and the road continuing to meander to the -west. -~ -~ -0 -1 9418 -E -church~ -The roof is intact. The walls are strong and sturdy. The painting done -to the outside might as well have been done as recently as yesterday. The -walls have been done in a crisp, bright white. The trim and rafters have -been painted candy apple red. The steeple that stands above the church is -topped with a weathervane, spinning around showing no particular direction. -~ -S -#9313 -On the Road to Salvation~ -Though there is no one on this road presently, this is where traffic -seemed to be heavier at some point in time. The plains to the north -and south are dry, brittle grasses. As the wind blows around you, -gimcrack blades rustle, creating a lonely song in the emptiness that -abounds. A look to the northwest, however, reveals a different vista -of misty mountains and thick woodlands. With the sun blaring down on -you, the coolness of that panorama seems quite inviting. -There is a plaque upon a rock here. -~ -0 0 10 -D0 -~ -~ -3 -1 9347 -D3 -You see the road meandering to the west and a building up ahead. -~ -~ -0 -1 9311 -D8 -~ -~ -0 -1 9344 -E -plaque~ -The citizens of Salvation welcomes you to our fare city. We were -established on the belief in the greater good for all beings. We -wish only for you to see the good that has come to us as a result -of our servitude. - -The city of Salvation serves as a waystation for all travelers entering -from the desert to the east or the mountain country which lies on the -opposite side of this community to the east. We began as a caravan, -and, like so many of you, traveled through the desert. The cool -mountain air and the moisture of the area was our salvation. Thus -the name. We believed we had gone as far on our migration as we -were meant and began this settlement to aid others as they trekked. - -This area is intended for levels 15-30. Take heed, brethren... -and remember your warning. - -Thank you to my family for helping this become a dream come true. -Have fun, and Long Live the Realms! - - Xenedra Seccunda-WyldWynd - June, in the Year of Our Lord, 1096 -(revised 1/97) -~ -E -sign~ -~ -S -#9314 -On the Road to Salvation~ -Walking and walking... will you ever have a moment of rest? Perhaps ahead is -the answer to your query. To the west the road continues and comes to a fork. -One of its tongs leads up a dirt road towards a farmhouse. As you look east, -you can see a church and a huge building with people mingling outside it. -As you approach the church, the winds die down a little, adding a sense of -serenity and peace to your varied emotions. A conflicting feeling of unrest -caused by the drumming coming from the northwest begins to recede. -to recede. -~ -0 0 10 -D1 -You see a church nearby and a dilapidated building further east. -~ -~ -0 -1 9418 -D3 -You see that the road continues to meander towards a fork in the road. -~ -~ -0 -1 9318 -S -#9315 -Inside the Church of Many Philosophies~ -The faint scent of an earthly incense tickles your nostrils as you enter this -sanctuary. The room is lit by the light streaming through the front doors and -by tall candlesticks, four on each side of the open doors leading south. The -floor has been carpeted with white rose petals. All the petals look as if they -were freshly plucked from the bud only moments before you entered. An urgency -to go further into this sanctuary pulls from within you. -~ -0 8 0 -D0 -You are looking out onto the wending road that leads to the east and west. -~ -~ -1 -1 9418 -D2 -Before you is a wondrously crated altar. It is illuminated by a halo of -candle light. -~ -~ -0 -1 9316 -E -candle~ -These candles rise, ascending in height from the doorway to the wall. -The smallest is no shorter than a foot tall. The tallest is no smaller -than four feet tall. Their flames almost intrance you, burning the -urgency inside you even brighter. -~ -E -candle sticks~ -These candles rise, ascending in height from the doorway to the wall. -The smallest is no shorter than a foot tall. The tallest is no smaller -than four feet tall. Their flames almost intrance you, burning the -urgency inside you even brighter. -~ -E -candles~ -These candles rise, ascending in height from the doorway to the wall. -The smallest is no shorter than a foot tall. The tallest is no smaller -than four feet tall. Their flames almost intrance you, burning the -urgency inside you even brighter. -~ -S -#9316 -Before the Altar of Forgiveness~ -This is a small room, but even with the massive altar, you feel as if -freedom abounds here. The altar was masterfully crafted. Its thick -base supports layered wood like tiny steps leading upward. A white -cloth is draped over the top, then overflows onto the sides of the -altar. Short candles in gold holders anoint this marvelous creation. -There is a white plaque hanging from the west wall and a red plaque -hanging from the east wall. There is a lever with a sign on it placed -oddly on one side of the altar. -~ -0 8 0 -D0 -You see yet another chamber in the catacombs. -~ -~ -1 -1 9315 -D5 -You can see a small room underneath the altar. -~ -altar~ -11 -1 9317 -E -red plaque~ -When two or more are gathered in prayer in His name, -thy prayers shall be answered. The church takes what -you don't need. Don't need it, drop it. Need it, -take it. -~ -E -white plaque~ -You come as you are. You leave as you please. -May the Mother Earth, Allah, God, and the -Wisdom of Buddha and Confucius be with you. -No solicitation and limited loitering. Have -a nice day. -~ -E -red plaque~ -When two or more are gathered in prayer in His name, -thy prayers shall be answered. The church takes what -you don't need. Don't need it, drop it. Need it, -take it. -~ -E -white plaque~ -Those who come earnestly and ask for forgiveness, -shall be forgiven. No solicitation and limited -loitering. Have a nice day. -~ -E -sign~ -They know the darkness in thy heart. -Go forward and be free. -~ -E -rmprog~ -Your legs collapse and you fall to your knees. Fluffs of the rose pedals cover -ing this floor fly about you... -~ -E -painting paintings~ -Beautiful archangels float in the heavens, looking down on you with -warmth and kindness. The soft, love filled, but almost sad eyes, -nearly capture you. Above these creatures hover seven bright spots -of light. You are filled with a sense of peace upon looking at -these paintings. -~ -E -obprog~ -lever= if pull/push, then open altar/down... -~ -S -#9317 -In the Secret Room Under the Altar~ -As you enter, some of the petals from the floor above float down -with you. If it were not for the light you possessed this room -would be pitch black. There is a small table in the corner, but -other than that the room is barren. The dirt floor and mortar -walls echo your footsteps. Other than returning up, there is an -exit to the southwest. -~ -0 9 13 -D4 -~ -trapdoor~ -3 9316 9316 -D9 -You can only see more darkness there. -~ -~ -0 -1 9469 -E -table~ -This table was hastily crafted. It looks like it might fall apart if -the slightest weight were placed upon it. The sacraments are here, -wafers on a golden platter and blessed wine in a golden goblet. -~ -E -obprog~ -wafer = You are no long hungry, bless, armour, shield -wine = You are no long thirsty, heal +15, bless, armour, shield -~ -S -#9318 -On the Road to Salvation~ -Here is a path of decisions. Hopefully there will be a place to renew -yourself, a place to re-center you and reorganize your thoughts. The -wind is blowing from the distant knolls. To the west you can see the -tops of buildings. That must be the beginning of the town. -~ -0 4 10 -D1 -You can see the road, a church, and a large building is off in the distance. -~ -~ -0 -1 9314 -D3 -You see a fork in the road. -~ -~ -0 -1 9319 -S -#9319 -On the Road to Salvation~ -You have come to a fork in the road. Up on a hill to the northwest you -see a farmhouse, the barn next to it, the crops that are growing in -the fields beside it... You can hear a monotonous drumming coming from -that direction, though you can't see the source from here. The path to -the northwest does not seem as worn as the one down which you have just -traveled. This road continues to the east, southwest, and northwest. -~ -0 4 10 -D1 -You can see that the road continues that direction. -~ -~ -0 -1 9318 -D7 -You see an ill-used road. -~ -~ -0 -1 9321 -D9 -You see a road with a sharp turn in it. -~ -~ -0 -1 9320 -S -#9320 -On a Long and Winding Road~ -The road has brought you along from an excruciatingly hard journey if you -have entered from the northeast. If you have entered from the northwest, -you have journeyed through a city in turmoil. It lay in the aftermath -of a terrible and brutal occurrence. The crickets can be heard, but other -than that, there is an eerie quiet which surrounds you and holds you -captive. -~ -0 4 2 -D3 -You can see a small path. -~ -~ -0 -1 9437 -D6 -You see the road splits there. A dirt road leads east. -~ -~ -0 -1 9319 -D7 -You see that this twisting road continues to the northwest. -~ -~ -0 -1 9340 -S -#9321 -Off the Beaten Path~ -You have stepped onto a small road. It is not often used by the look of -it. There is evidence of the recent passage of horses, however. There -are well defined wheel marks bordering the thick median of tall weeds. -The air here is dry, but you can feel it thickening. The foliage to -the north of you is the signature of increased moisture. This path -continues to the north and is connected to the southeast to a larger, -more traffic laden road. -~ -0 0 2 -D0 -You see that this ill-used road continues to the northwest. -~ -~ -0 -1 9322 -D8 -The road divides into to possible directions there. -~ -~ -0 -1 9319 -E -mbprog~ -9321-9327 -A horse roams freely. -~ -S -#9322 -Off the Beaten Path~ -There is a different feeling here compared to the road. The air seems -lighter, the solitude not quite as heavy. The wind is not as insistent. -The sky is not as dark or as ominous. The clouds are fluffier and closer -to the greener grasses of the plain you have entered. This path diverges -to the northwest and northeast. Apparently, the passers of this way wanted -to avoid the crater of a hole in the ground that lies directly to the north. -~ -0 0 2 -D2 -You can see this road leads off to another road. -~ -~ -0 -1 9321 -D6 -~ -~ -0 -1 9324 -D7 -You see that this ill-used road continues to the northwest. -~ -~ -0 -1 9323 -E -crater n north no nor nort~ -Whether by natural occurrence or not, the ground to the north is -caved in. The grass grows thick at its center, making it hard -to gauge its actual depth. -~ -S -#9323 -Off the Beaten Path~ -There is a mountain range that wraps from the west vantage to the -north. A sign of mist lays just below its black peeks. There is -some vegetation visible on the sides of the mountain, but it waxes -scarce as it ascends the cliffs and moves into the recesses of the -cuts and grooves which are visible. -~ -0 0 2 -D6 -~ -~ -0 -1 9326 -D8 -You see that the path continues southward. -~ -~ -0 -1 9322 -S -#9324 -Off the Beaten Path~ -In the distance, the east offers a veritable desert. Peering down on -the near level plain, an outstanding disparity to where you stand now -is visible. From here, you can see the twirling dust devils picking -up and dying down again. You can see the loose, dry brush moving -across the tabled scenery. Some cacti stand leaning this way and -that. A few animals can be seen scampering between hiding places. -The drumming is getting louder. -~ -0 0 2 -D7 -~ -~ -0 -1 9326 -D9 -~ -~ -0 -1 9322 -S -#9325 -At the Bottom of a Hole in the Ground~ -Had you been paying attention, you would have noticed that the ground -had been dug out. You've fallen into a grotesque mass grave. Headless -bodies overlap one another. Spare parts are strewn along this craters -floor. Blood stinks up the air, along with an overwhelming smell of -decay. You have to get out before the urge to retch overcomes you. If -you are strong enough to climb, do it now. If you have wings to fly, -get to it! -~ -0 271365 2 -D4 -You shiver as you look upon an unnatural sight. -~ -~ -128 -1 9338 -S -#9326 -Off the Beaten Path~ -The air is thicker here than to the southeast and southwest. The breadth -of the clouds seems to be increasing. Looking more closely, you notice -the swirling brew which looms above. It seems to be preparing to boil -over as you make your ascent to the house on the hill. -~ -0 0 2 -D0 -~ -~ -0 -1 9327 -D8 -~ -~ -0 -1 9324 -D9 -~ -~ -0 -1 9323 -E -rmprog~ -The rumble of thunder above, though staggered, is consistent -~ -S -#9327 -A Small Hill Off the Beaten Path~ -The air around you seems confused. The road to the south offered gale -winds at times and a dry hot surrounding that was previously inexperienced -elsewhere. The slope here takes you to a farmhouse. Though it is pleasant -enough at which to look, it is canopied by a thick, dark cloud mass. The -wind here does not seem caustic, but the whipping of the grass, grains, and -trees surrounding the farmhouse indicate a much different pattern within as -few as fifty yards of where you stand. The ground almost trembles with -flirtatious mixture of the drums from the northwest and the thunder rumbling -above. -~ -0 0 4 -D2 -~ -~ -0 -1 9326 -D4 -You can see that this small hill continues up to a farmhouse. -~ -~ -0 -1 9328 -E -rmprog~ -Thunder continues to reverberate all around you... the ominous flashes -of lightning above you makes you feel uneasy... -~ -S -#9328 -A Small Hill Off the Beaten Path~ -You are standing before the front porch of a big farmhouse. The slats that -are on the outside of the house are whitewashed, with chipping pieces of -here and there. Oddly, there is a fencing blocking your passage to the fields -to the west and the barnyard to the east. There must be some way to get there -from inside the house. There are two steps leading up to the porch. -~ -0 0 4 -D4 -You can see up some steps to the front porch of a seemingly abandoned -farmhouse. -~ -~ -0 -1 9329 -D5 -You see that this path continues down. -~ -~ -0 -1 9327 -E -rmprog~ -Crash!!! ... boom!!! ... the winds whip around you and signal the coming -of worsening weather. -weather = bad -recho Lightening flashes in the sky! - - - - -~ -S -#9329 -On the Front Porch of the Farmhouse~ -This porch stretches the length of the front of the farmhouse from east to -west. There is a rocking chair on one side, and on the opposite side hangs -a swing from chains screwed in the beams of the roof. As the wind blows, the -swing sways and whines as rusted metal rubs against rusted metal. There is -a cross propped up against the top of the door frame to the north. The steps -lead down to a slope and the dirt road that led up to this house. -~ -0 0 1 -D0 -You see a room with a staircase in it. -~ -door~ -1 -1 9331 -D5 -You see steps leading down to the path that leads to the main road. -~ -~ -0 -1 9328 -> entry_prog 25~ -mea $n &O*CREAK* -mea $n &O A door on rusted hinges swings unwillingly in the wind. -~ -| -S -#9330 -Kitchen of the Farmhouse~ -OH! What is that smell?! The inhabitants of this house left in a -hurry. On the south wall, a stove still has a pot filled with rancid -stew. The ladle is mostly submerged in the muck. The table is still -set with plates, the food rotting where it was left. The floor is -cluttered with debris. There are cabinets on the west wall next to -the door and also on the north wall. There is another door to the -east which leads to the barnyard. -~ -0 8 0 -D1 -You are looking out to what seems to be the barn yard. The barn is beyond -that. -~ -~ -3 -1 9333 -D3 -You see the foyer and curtains billowing in the wind in the room beyond that. -~ -door~ -3 -1 9331 -E -table~ -There are bugs crawling on this wooden table. They are scavenging -the bits of meat and bread that were left behind. -~ -E -floor~ -One of the chairs has been turned on its side. Its seat has been -punched out. Pieces of broken plates and bowls, their fragments -scattered in disarray, are here. -~ -E -cabinets~ -The cabinet doors hang open, half off their hinges. Whoever ransacked -this place left a few dishes in there. The rest seem to be on the -floor. -~ -E -mbprog~ -The smell of rot hits you in the face. -The smell of rot cackles with insane glee. - -possible -~ -S -#9331 -Foyer of the Farmhouse~ -The only light here is the light filtering in from the adjoining room and the -doorway to the south. On either side of the railings of the stairwell leading -up are pedestals. Each pedestal is crested by a vase. The floor is carpeted -with an ornate rug which stretches from one side of this large entrance to -the other. The areas behind the pedestals are encased in darkness. The -floor trembles with each consecutive beat of the drum emitting from the -west. There is a room to the west and a door to the east. -~ -0 8 0 -D1 -You see a mess! -~ -door~ -3 -1 9330 -D2 -You see out the door to the front porch of this house. Beyond that you see -the dirt path leading up to it. -~ -door~ -1 -1 9329 -D3 -You can see the curtains of the windows tattered and billowing in the -breeze coming through the broken windows. -~ -~ -0 -1 9332 -D4 -Looking up these stairs you can barely see the landing above. -~ -~ -0 -1 9367 -D6 -It's too dark to see anything that way. -~ -~ -0 -1 9364 -D7 -It's too dark to see anything that way. -~ -~ -0 -1 9363 -E -rug~ -The chief color woven into this fine rug is red. It is accented by -intricate swirling designs in brown. -~ -E -rmprog~ -discover way to have light on timer without it being outdoors... light -with day and dark with night... -suggestions have been: --source with 1000 weight.. invis 51.. program to load it at a certain -hour then purge, when night falls.. rechos... "as the sun goes down the -light in here begins to dim..." -stake flag?? -hour progs? -~ -E -vase vases~ -These vases have a metallic luster to them. Much work went into the -glazing and firing required to make the separations of the paint look -like burnt cracks and crevices. The cracks are so sharp. They look -like lightning cutting through the sky-blue and off-white glazes which -were chosen to coat these vases. -~ -S -#9332 -Sitting Room of the Farmhouse~ -During the day, light streams in from the windows covering the south and west -walls. The floor is of polished oak, with a deep, dark finish. Small throw -rugs have been placed before the two tattered, thickly stuffed chairs facing -the fireplace on the north wall. A rot iron pipe rack that had been placed -beside one of the chairs is now turned on its side. The ashes of previous -fires are dancing in the breeze that flows down the open flue and through the -shattered windows. You can see a hectic view out the windows when the hole -filled curtains flutter in the wind. The remaining panes of glass rattle -with the hypnotic drumming coming from outside of the door to the west. -~ -0 8 0 -D1 -You see the foyer and a doorway just beyond that. -~ -~ -0 -1 9331 -D3 -You see the cornstalks shifting with every direction change of the gale -raging outside. -~ -door~ -3 -1 9337 -E -fireplace~ -Part of the chimney has fallen in on the grate. The screen that had -once been in front of it now lays on its side like a dead animal, its -legs pointing skyward in seeming rigormortis. -~ -E -rmprog~ -The curtains flutter in your face as you enter the room... the ashes are -dancing in the fireplace... you trip over the rot iron pipe rack -~ -E -window windows~ -Through the windows on the west wall you have a view of the tops of -the corn stalks blowing in the wind. You cannot see the source of -the drumming, however. -~ -> rand_prog 75~ -mea $n _gre The curtains flutter in your face as a breeze rushes in -mea $n _gre .through the broken window panes. -mea $n _cha The ashes are dancing in the fireplace. -~ -> entry_prog 65~ -mea $n _cya You trip over the rot iron pipe rack! - mer $n _cya $n trips over the rot iron pipe rack! -~ -| -S -#9333 -In the Barnyard of the Farmhouse~ -A fresh breeze rustles your hair as you make your way across the barn -yard. There is a pin off to the north that apparently contained some -of the animals that used to be here. To the east is an old barn, and -to the west is the farm house. Down the hill you can see the tops of -grains swaying in the wind. Beyond that the steeple of the church -and a road leading along the edge of the plains below can be seen. -~ -0 4 1 -D1 -A two story barn is in this direction. -~ -~ -0 -1 9334 -D3 -You see the clutter of what appears to be a kitchen. -~ -~ -3 -1 9330 -E -barn~ -This two story barn has a window on the second floor with hay hanging -out of it. That must be where the loft is. The double doors on the -lower portion have been left wide open. -~ -E -pin~ -The gate of the pin has been left open. Either the animals that -previously were caged there have escaped, or they were taken away. -The floor of the pin is muddy and flies and gnats buzz near the -mud's surface. -~ -E -church steeple~ -The steeple of the church rises high above the ground. Unlike other -steeples, this one is crested with a weathervane. It spins around -showing no particular direction. -~ -S -#9334 -In the Barn of the Farmhouse~ -The smell which pervades here is not wholly unpleasant. There is the -soft smell of the hay that litters the ground, the heavy musk of the -animals that were once housed here, and, unfortunately, the smell of -the pin permeates the near pleasant aroma. The stalls that are on the -north and south wall are standing wide open, except for one. There is -a ladder in front of you leading up to the loft above. -~ -0 8 0 -D3 -You see a barnyard edged by grass and a pin. Beyond that is a farmhouse. -~ -~ -0 -1 9333 -D4 -~ -~ -1063 9493 9335 -E -stall~ -The stall that is open has a stack of hay in one corner... is that -hay moving? -~ -E -mbprog~ -farmers assistant or son.. or someone hiding up here... in the stall -jumps out at you and attacks.. aggressive mob.. strong -~ -S -#9335 -In the Loft of the Barn~ -Previously wrapped rolls of hay sit stacked against the west wall next -to the window of this loft. Beside those are partially finished rolls. -There is a stack of hay on the east wall, and there is hay all over the -floor that crunches where you stand. The open trap door leads down a -ladder to the barn. -~ -0 3153932 0 -D0 -~ -~ -7 9345 9393 -D5 -~ -~ -0 -1 9334 -E -window~ -Looking out this window you see the second floor of the farm house. -You can see the barnyard below you and in the distance you can see -the fields behind the farmhouse. -~ -E -mobprog~ -field hand in the hay stack hiding.. jumps out and attacks.. pitchfork -strong.. agressive... -~ -S -#9336 -Whisping Fields~ -The lightning slices through the stratosphere followed quickly by a -boom of thunder above you as you enter this small field. Whilst you -walk, be leery of your surroundings. Care should be taken with every -step. The ground is covered with the sloughings of the tall grains -that surround you. Their towering height obstructs your view in all -directions. The only way that is clear is back through the door to -the east. -~ -0 4 2 -D1 -You can see some not so healthy sunflowers. -~ -~ -0 -1 9467 -D6 -You can see a blackness spread across the ground towards a door. -~ -~ -0 -1 9337 -S -#9337 -In the Whisping Fields~ -Whatever once grew here now lies in unidentifiable black heaps. The -ground is black and dead looking, as well. The blackness seems to -be oozing its way towards the house to the east, even as you watch. -The hypnotic dysrhythmia of the drum you heard from the road up to -the farmhouse is much louder now and is coming from the north. There -is more field to the east and west. -~ -0 5 2 -D0 -A gaping portion of ground is there. -~ -~ -0 -1 9339 -D1 -You see a room in disarray. -~ -door~ -3 -1 9332 -D2 -You can see sad, drooping sunflowers. -~ -~ -0 -1 9467 -D3 -An unsettling picture unfolds before you. -~ -~ -0 -1 9338 -D9 -You can see the grains swaying. -~ -~ -0 -1 9336 -S -#9338 -In the Whisping Fields~ -You've found the source of the hypnotic drumming. A spell of sorts -seems to come over you as you watch the ghostly drum pound itself. -The hellspawn that have inhabited this area have set a deadly trap -for you. Be weary. When circumstances prevail for this evil enemy, -the ground will tremble with their coming. -~ -0 5 2 -D1 -~ -~ -0 -1 9337 -D6 -~ -~ -0 -1 9339 -D8 -~ -~ -0 -1 9467 -E -mbprog~ -A drum beats a haunting requiem. -A drum is surrounded by mystical blazing flames. -A drum is surrounded by a swirling mass of sparks. -(Evil aligned, halfling, warrior) -This drum mysteriously beats on its own. It is made of a bloody cow -hide stretched over a hollowed smoldering tree trunk. Beat, beat, -beat, pound, pound, pound... it holds you in its trance. -~ -E -rmprog/mbprog~ -Summon 3 or 4 hellspawn. - -A sweltering squall sweeps around you. -Almost immediately your body begins to jerk and gyrate of its -own volition. - -c earthquake -~ -S -#9339 -In the Whisping Fields~ -The blackened ground has been dug up here, leaving a large crater. -The edges are jagged with pieces of rock and parts of roots sticking -out of its black uneven surface. Though you attempt to see the floor, -it is too dark to do so. -~ -0 16777221 2 -D2 -You see a blackness seeping across the ground towards a door. -~ -~ -0 -1 9337 -D5 -~ -~ -2056 -1 9325 -D9 -You see an unnatural sight that sets your teeth to chattering. -~ -~ -0 -1 9338 -S -#9340 -On a Long and Winding Road~ -Your footing is inconsistent. One step and you're digging through sand. -Another step and you're stepping on solid stone. The surrounding scape -is changing fairly rapidly as you make your way either to the fertileness -that lies westward or the dry desert that lies eastward. You can hear a -strange rumbling noise from the west and a drumming from the east. -~ -0 0 2 -D7 -You can see the terrain begin to alter at the fringes. -~ -~ -0 -1 9341 -D8 -You can see that the road takes a sharp turn. -~ -~ -0 -1 9320 -S -#9341 -On a Long and Winding Road~ -Gravel mixing with sand alters the terrain. This side of the road begins to -change from a nearly sparse vista to a spotted plain of mixed vegetation. -Some mere weeds grow here and there. Some wild flowers grow elsewhere. The -flowers range in color from blood red to a raging, passionate purple with -spots of yellow highlighting the scene. -~ -0 4 2 -D7 -You can see that there is life ahead... flora and fauna, but life, nonetheless. -~ -~ -0 -1 9342 -D8 -The terrain is altering at the fringes as you meander on with the road. -~ -~ -0 -1 9340 -S -#9342 -On a Long and Winding Road~ -The mountainous crags of the north are reflected in the rocky ground on -which you tread. Pebbles roll under your feet as you walk. Stickies grab -at your legs as you pass. Dry brush spots the way on either side. The -way continues to the northwest and southeast. -~ -0 0 2 -D7 -You see a turn in the road there. -~ -~ -0 -1 9373 -D8 -You are emerging into a dusty terrain. -~ -~ -0 -1 9341 -S -#9343 -Just Outside the East Gate of the City of Salvation~ -As you stand before this looming gate, the gate creeks with the force of -a mighty wind blowing off the hot sands of the desert to the east. The -wind howls in your ears. A chill runs through you as you weigh your -options. To the east there is little more than days and days of travel -with no where to rest yourself or to gather fresh supplies. To the west -is a town and the mountains that lay beyond that. -~ -0 4 2 -D7 -You see the dusty road continue in that direction. -~ -gate~ -3 9344 9344 -E -sign~ -This sign, which hangs above the city gates, has nearly fallen off -the chains which support it. It reads: - "Welcome to the City of Salvation - Enter and You Are Blessed" - || - || - || - ================== - || - || - || - || - || - || -~ -S -#9344 -On the Road to Salvation Just Inside the East Gate~ -A decision to move forward must have been made. If you've come from the -southeast, you've stepped into a place that still smells of the undead -that ravaged this area not so long ago. You feel an uneasiness come over -you as all your senses come alive. What's making you feel so insecure? -Try to shrug it off. You'll need your energies later, no matter which -direction you head. Southeast will lead you out the town gates. If -you go to the northwest, the road will lead you to a decaying shelter, -a church, and a farmhouse. -~ -0 0 1 -D7 -You can see the gates of disheveled building there. -~ -~ -0 -1 9313 -D8 -You see the dusty road open into the expanse of a great desert. -~ -gate~ -3 9344 9343 -S -#9345 -On a Road Leading to Yet Another Adventure~ -The smell of stagnant water fills the air here. It's not dead, just -stale. There are not any puddles, springs, or other possible sources -of water that you can discern to be the origin of this mysterious smell. -The wind is blowing so wildly, it would be difficult to use that as a -determinant of the direction from which it is coming. To the east is -the inside of the gate to this once great city. The road continues to -the west, and there is a glen to the north. -~ -0 4 3 -D0 -You can see the entrance to a glen below the mist covered mountains. -~ -~ -0 -1 9379 -D1 -~ -~ -0 -1 9436 -D3 -~ -~ -33 -1 9346 -S -#9346 -On a Road Leading to Yet Another Adventure~ -Dust fills your nostrils as a squall cuts across the velvety grasses of -the south. You can see rolling hills gradually breaking away from the -tops of the swaying sticks and weeds. The brush thrashes forward and -back, left and right, as the wind twists and turns with directional -changes. The ground here is punctured in places. The road continues -to the east and west. -~ -0 4 3 -D1 -You can see the venue continuing and the city gates ahead of you. -~ -gate~ -33 -1 9345 -D3 -You see that the road comes to a fork. -~ -~ -0 -1 9349 -S -#9347 -Constable's Outpost~ -This office is in upheaval. The paintings that once adorned the walls -have literally been ripped from their places, leaving parts of their -frames suspended from the mounting. The foul smell of the undead and -the acrid smell of flesh burning hangs in the air. You can hear a -whimpering from the cell to the north. -~ -0 8 0 -D0 -~ -cell~ -7 9348 9348 -D2 -~ -door~ -3 -1 9346 -E -mbprog~ -A hellspawn recruit stands here with evil in his eyes. -(undead/mage) -This Undead of Darkness towers above you. His immenseness is overwhelming -as he looks at you just long enough to discover your weaknesses. He -was sent by the underlord to destroy this small town. He cares for -nothing. He wants only for the annihilation of rightness and goodness. - -aggressive -~ -S -#9348 -Constable's Extra Cell~ -The small cell is dark and dank. You can barely make out the bars of -a window that once occupied the north wall. Some imperceptible cover -now blocks whatever light might have found its way in here. An up -turned cot sits on its side along the west wall. A small pot that -once sat upright in the northeast corner is spilt leaving human -excrement in a slimy pool at its flank. There is a bit of movement -in the corner. -~ -0 8 0 -D2 -~ -cell~ -7 9348 9347 -E -mbprog~ - entry_prog 100~ -c refresh -c refresh -c heal $n -c heal $n -mpoload 9352 1 -drop magic -mpforce $n get mushroom -mpforce $n eat mushroom -mpforce $n drink water -~ -| -S -#9353 -In a Glen at the Base of Mist Mountain~ -As you squish through the soggy turf, you see a slime on the -soaked leaves underfoot. There is moss growing on the rocks -that sit on the ground about the trees. Fresh footprints -mark the trail. This path around the glen continues to the -north and the east. -~ -0 4 1 -D0 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9356 -D1 -You can see another patch of this glen. -~ -~ -0 -1 9350 -S -#9354 -Along the Edge of Mist Mountain Pond~ -The ground won't stay still for you while you walk. It seems to be jumping -around as you move unsteadily over the ever changing terrain. You see new -growth along the roadside, but you can't determine what exactly is growing. -The wind is not that strong here, but the young leaves are being flayed -violently. -~ -0 0 3 -D3 -You can see that there is access to the strip of beach in that direction. -~ -~ -0 -1 9360 -D6 -You can see that this road turns to the northeast. -~ -~ -0 -1 9352 -S -#9355 -In a Glen at the Base of Mist Mountain~ -Tall wet-land grasses to your left and right sway in the breeze. Cattails -at the waters edge curtsey to the lily pads that float down the stream to -the north. A salty, stale smell prevails as you continue your exploration -of this glen. A rumbling sound breaks the silence. It seems to be coming -from the east. -~ -0 4 1 -D1 -You can see another patch of this glen. -~ -~ -0 -1 9356 -D2 -You can see another patch of this glen. -~ -~ -0 -1 9350 -D6 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9378 -S -#9356 -In a Glen at the Base of Mist Mountain~ -This place is similar to a marsh area. It is a low lying wet-land. -Shrubby herbs grow near the pond to the side. The leaves are encrusted -with a white flaky substance. Upon closer inspection you see that the -white matter is actually bunched up crystalline particles. Some of the -larger clumps radiate a rainbow upon the leaves that support them. There -are a few frogs singing in the bushes around you and evidence of other -small creatures. The path around this glen continues to the north, south, -east and west. -~ -0 0 1 -D0 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9378 -D1 -You can see another patch of this glen. -~ -~ -0 -1 9375 -D2 -You can see that the trail leads to a road. -~ -~ -0 -1 9353 -D3 -You can see another patch of this glen. -~ -~ -0 -1 9355 -S -#9357 -The Boatmaker's Small Stall~ -The acrid smell of burnt wood stings your nostrils as you enter. There -is a canoe dangling from the beams above you. Unfortunately, it is only -a display. The counter top is covered with tools. Where you stand in -front of the counter is slightly dug out from the traffic that must have -come through here before the desertion that plagued this community. -There is a sign and a plaque hanging on the wall. -~ -0 8 0 -D2 -You see the bath leading to the dock and the main road. -~ -~ -0 -1 9358 -E -canoe~ -The edges of this canoe are charcoal from the burning technique used -to bore out the center. It is about six feet in length and three feet -wide, taking up the whole of the area in the rafters. -~ -E -plaque~ -Give a man a fish, and he'll eat for a day. -Teach him how to fish, and he'll eat forever. -~ -E -sign~ -Row Boat 100 gold -Canoe 50 gold -Fishing Lessons 20 gold -~ -E -counter~ -Here are situated several different sizes of chisels, a hammer, a -rubber mallet, and a knife. -~ -E -tools~ -There are several different sizes of chisels, a hammer, a rubber -mallet, and a knife sitting on the counter. -~ -S -#9358 -On a Path to the Dock~ -The road continues to be a sloppy mess. The prints you saw in the -mud further back can be seen here, as well. Huge padded feet with -talons seem to have stopped here. The ground is torn up. The mud -is greatly disturbed. Some prints go south and northwest, while two -sets appear to have gone north into the boat makers stall that stands -there. The rumbling heard from the east mingles with the trickling -of the water off the mountain's side into the pond to the west. -~ -0 4 1 -D0 -You can see into the boatmaker's shack. -~ -~ -0 -1 9357 -D2 -~ -~ -0 -1 9352 -D7 -You see a dock there. -~ -~ -0 -1 9466 -S -#9359 -On a Little Bitty Dock~ -When the sun has risen above the mounds of the desert far to the east, -and just before it dashes beyond the mountains to the west, it glistens -off the water at the center of this mucky pond. The rays send sparks of -light dancing across the waters still surface. The light flits just as -fireflies on a warm summer night, dancing to the music of the brush that -rustles on the pathway to the east which leads to this dock. From here -you can enter the water to the north, west, and south. -~ -0 4 1 -D0 -~ -~ -0 -1 9380 -D1 -~ -~ -16 -1 9466 -D2 -~ -~ -0 -1 9382 -D3 -~ -~ -16 -1 9381 -S -#9360 -Along the Edge of Mist Mountain Pond~ -As you continue your journey you notice the sky has changed to a brilliant, -sparkling blue. Little sparkles catch your eye as you stare upwards. The -sun is a strange green-yellow. You see the moon at the opposite end of the -horizon. Its halo is a brilliant purple and seems to reach right down to -where you stand, to envelop you in its grasp. -~ -0 0 3 -D1 -You can see a turn in the road in that direction. -~ -~ -0 -1 9354 -D3 -You can see that the road continues to the west in that direction. -~ -~ -0 -1 9361 -S -#9361 -Along the Edge of Mist Mountain Pond~ -The weeds grow at a rapid rate, stretching and expanding. The tendrils -seem to be edging towards your feet as you move along towards the other -end of this pond. They snip at your heels, and you see new buds popping -up behind them. The road continues east and west and there is a beach -and a little pond to the north. -~ -0 0 3 -D0 -You see a small beach. -~ -~ -0 -1 9468 -D1 -You can see that there is access to the beach in that direction. -~ -~ -0 -1 9360 -D3 -You can see cattails swaying in the wind along the road which continues west. -~ -~ -0 -1 9362 -S -#9362 -Along the Edge of Mist Mountain Pond~ -Stop and take a moment. As a swirl of sparks and energy surrounds you, -you are dazzled and confused. You see the birds in the sky, they're flight -choreographed and confused. Near misses by the hawks that fly in sync over -head. The eagles eye you as they drop for a morsel of something along the -roadside. In your psychedelic stupor, you can almost hear a rumbling -that is oozing in from the west. -~ -0 0 3 -D1 -You can see dragonflies flitting through clumps of grass there. -~ -~ -0 -1 9361 -D3 -You can see a turn in the road in that direction. -~ -~ -0 -1 9369 -S -#9363 -In the Darkness Under the Stairwell~ -There is very little room under here. It is more of a crawl space. -The walls are paneled with richly varnished boards. Some panels -are tightly butting against one another, while others have deeper -crevices. -~ -0 9 0 -D6 -It's really too dark to see anything that way. -~ -secret panel panels paneling board boards crevice crevices~ -2097163 -1 9365 -D8 -You can see the entrance of this once grand home. -~ -~ -0 -1 9331 -E -board~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -boards~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -crevices~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -panels~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -paneling~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -panel~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -S -#9364 -In the Darkness Under the Stairwell~ -There is very little room under here. It is more of a crawl space. -The walls are paneled with richly varnished boards. Some panels -are tightly butting against one another, while others have deeper -crevices. -~ -0 9 0 -D7 -It's too dark to see anything that way. -~ -secret crevice crevices panel panels paneling board boards~ -2097163 -1 9365 -D9 -You can see a pretty entrance way. -~ -~ -0 -1 9331 -E -crevices~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -panels~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -boards~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -paneling~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -panel~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -E -board~ -Upon closer inspection of these, it is revealed that they are not -fixed, as previously suspected. The paneling gives way with a -little pressure. -~ -S -#9365 -Secret Storeroom of a Farmhouse~ -There are stacks of boxes on one wall of this cramped space. On the -north wall you see that some paintings have been stacked up against -each other. The east and west walls are bare, however. Perhaps they -were designated for some other precious objects that had been meant -to be protected in this previously unknown room. -~ -0 9 0 -D8 -~ -door~ -3 -1 9364 -D9 -~ -~ -3 -1 9363 -E -boxes~ -You see nothing special about these wooden boxes. They are cubes -that are three feet high by three feet wide by three feet deep. -~ -E -paintings~ -These painting vary in their depictions. Some are of seemingly -religious figures, by their robes, while others are just old -people with scowls on their faces. There is one painting that -catches your eye, though. It expresses a light airy feeling of -peace and relaxation. It is a field filled with flowers of all -types. You see daisies and posies and lilacs. The colors are -soft and temporal. You see the midday sun caressing the -pistons and stamens of the beautiful flowers. -~ -S -#9366 -Master's Bedroom in a Farmhouse~ -The sun lights certain parts of the room and leaves others in shadows; -one side of the dull, brown dresser on the east wall, next to the door, -and not the other. It brightens one half of the patch work quilt on the -bed directly in front of you, and not the other; the bottom of the door, -but not the top. The wooden floor that you cross is covered in part by -a huge, thick, oval rope rug. The bed covers part of the rug. There -is a wardrobe in the corner opposite the door, reminiscent of a story of -which you once heard. -~ -0 8 0 -D1 -~ -~ -0 -1 9367 -S -#9367 -Upstairs Hallway of a Farmhouse~ -As you come to the climax of these stairs, you see a small pedestal -with a bowl of dead flowers sitting in it. The bowl is placed on top -of an aged, lace doily. The banister that runs on either side of the -staircase does not look very sturdy. Some of the posts of the banister -are missing, and it is disconnected from the wall next to the doorway to -the west. Remind yourself not to lean on it as you make your way along -this landing. There is another doorway to the east and stairs behind you -that lead down to the foyer. -~ -0 8 0 -D1 -~ -~ -0 -1 9368 -D3 -~ -~ -0 -1 9366 -D5 -~ -~ -0 -1 9331 -S -#9368 -The Guest Room of a Farmhouse~ -This room is small and scantly furnished. The bed is simple and made of -unpolished wood. It has short, plainly chiseled pine posts holding it -off the ground, and there is a patch work quilt with holes in it covering -the lumpy hay mattress. There is a plain wooden four drawer dresser placed -against the east wall. There is a water basin sitting on it, still having -nasty, stale water stagnating in it. The north wall has a small stained- -glass window in it. This seems to be the only form of decoration that -this room has other than a piece of polished metal that acts as a mirror -propped against the wall above the dresser. The window splashes hues of -blue, purple, and red across the small trunk beneath it, the rug thrown -across the top of the trunk, and the splintering boards of the floor. -Your only exit is to the west. -~ -0 8 0 -D3 -~ -~ -0 -1 9367 -S -#9369 -Along the South Edge of Mist Mountain Pond~ -A delicate butterfly flits and flutters, dancing with the dandelions. A -second and a third butterfly enter from the beach, standing on the cattails -to have a word with one another. Dew rests in the gossamer spider web, -gently strewn between the pansies. The spider stops and takes notice of your -perusal. -~ -0 4 3 -D1 -You can see that the road continues to the west around this pond. -~ -~ -0 -1 9362 -D7 -You can see that the road continues in a northwesterly direction there. -~ -~ -0 -1 9370 -E -rmprog~ -A cool wind blows around you. -~ -> rand_prog ~ -_lbl A cool wind blows around you. -~ -| -S -#9370 -Along the Edge of Mist Mountain Pond~ -To the south you see the painted mountains in all their majesty. Your eyes -glint across the green, blue, red, yellow, and pink sands of the mysterious -wonders there. The area is sparse of vegetation until you run your eyes -to the west and up to the mountains... the green, green mountain to -the north. -~ -0 0 3 -D3 -You see the path continues there. -~ -~ -0 -1 9371 -D8 -This road continues along the edge of the mountain side. -~ -~ -0 -1 9369 -E -rmprog~ -A cool wind blows around you. -~ -S -#9371 -Along the Edge of Mist Mountain Pond~ -You have just entered or are just exiting a beautiful forest at the -base of a mist-covered mountain. In this area you will find an -interesting mix of good and bad, of mystery and quest, of people -in a world that has been torn apart. The ground here is hard but -moist. The wind sings in the evergreens which dot the forest that -surrounds you. A strange rumbling can be heard off in the distance -to the east. The peaceful forest has suddenly been enveloped by -an eerie silence. All you can hear is an occasional bullfrog and -the crunch of your boots over the dry pine needles. -~ -0 0 3 -D1 -You see a path leading along the edge of a mountain. -~ -~ -0 -1 9370 -D9 -You see a three-way intersection there. -~ -~ -0 -1 9372 -S -#9372 -On a Road Leading to Yet Another Adventure~ -You have just returned from the path along the forest edge, directly east -of Tempest Valley. The road here is winding and twisting around boulders -and trees. The forest that surrounds you is filled with evergreens that -have a light mist floating through them. On the floor of the forest, ferns -grow from between fallen pine needles. A sign, as well as a plaque, have -been left here for you to glance upon. -~ -0 4 3 -D0 -You travel upon a path heading towards Dwarvendarrow. -~ -~ -0 -1 10200 -D2 -You can see a small path leading to a larger one. -~ -~ -0 -1 3371 -D6 -You see a path leading along the edge of a mist covered mountain. -~ -~ -0 -1 9371 -E -plaque~ -MITHRIL HALL - - Copyright 1997 Toof, Inc. -~ -E -sign~ -"Mithril Hall" was originally built and created by Zaknafein for Realms -of Despair. It currently can only be found on Realms of Despair. -~ -S -#9373 -Philemon's Turn~ -As you move closer to the main body of the town, the winds -that were interspersed to the northeast and southeast are -more passive here. A foul feeling interjects itself in -this near peaceful neck of land. A rumbling can still be -heard coming from the west. A muted drumming floats in -from the east. The road leads southeast and southwest. -~ -0 0 1 -D8 -~ -~ -0 -1 9342 -D9 -~ -~ -0 -1 9458 -S -#9374 -In a Glen at the Base of Mist Mountain~ -The previously loose dirt is beginning to become more moist. You can -hear the babbling of a stream to the north towards the mountains. -There is a slight wind rustling through the branches of the foliage -here. Ferns grow at your feet. Puncture marks can be seen leading -to and from the trail leading to the north, south and northwest. -road to the south. -~ -0 0 1 -D0 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9350 -D2 -You can see the glen opens into a street. -~ -~ -0 -1 9379 -D7 -You can see another patch of this glen. -~ -~ -0 -1 9353 -S -#9375 -In a Glen at the Base of Mist Mountain~ -The ground here is moist but not overly hydrated. There is a log on the -path. Green toadstools with yellow spots are growing along the fissures -between the bark. Bulbous fungi are interspersed across the rough, -blackened bark's surface. The path leads to the south, west and -northwest. A strange rumbling is heard from the east beyond the wall -that stands there. -~ -0 0 1 -D2 -You can see that the trail leads to a road. -~ -~ -0 -1 9350 -D3 -You can see another patch of this glen. -~ -~ -0 -1 9356 -D7 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9378 -E -rmprog~ -You step on a fungi. -A fungi bursts sending its pods, like a puff of smoke, into the air -to be carried off by the wind. -~ -E -obprog~ -A fungi sits on the ground here. -~ -S -#9376 -Corinthians' Road~ -You are standing between two buildings. Unlike other buildings along -this road, they seem to be faring rather well. The confectioners to -the north is in shambles. The area to the south is an ever foreboding -encasement of darkness. The unsettling rumble to the northwest does -nothing to help calm your nerves. -~ -0 4 1 -D1 -You can see the town tavern in that direction. -~ -~ -0 -1 9458 -D2 -It is really too dark to see in that direction. -~ -~ -0 -1 9394 -D9 -You see the sign for McIntyre's Boarding House and a curve in the road. -~ -~ -0 -1 9397 -S -#9377 -The Little Pond's Beach~ -Looking athwart the jagged surface, you see the dock lurching in -the tumult that rocks this near swamp. The waves crash at your -feet giving you a feeling of uneasiness. Maybe it would be more -prudent to step back. The center of the pond is dead calm, though, -reminding you of the eye of a storm. -~ -0 4 1 -D1 -~ -~ -0 -1 9468 -S -#9378 -In a Glen at the Base of Mist Mountain~ -You stand nearly at the base of Mist Mountain. The feeling of the mysticism -that penetrates this area surrounds you, almost overwhelming you with its -obvious strength and power. A brook runs towards the east along -the mountain's ridged bottom. The mist that falls about your -shoulders floats with it along a path that leads to the east, -as well. There is something odd about this glen. It is so -quiet... other than the rumble that can be heard coming from -the east. -~ -0 4 3 -D1 -You can see a path leading off to the northeast. -~ -~ -0 -1 9490 -D2 -You can see another patch of this glen. -~ -~ -0 -1 9356 -S -#9379 -In a Glen at the Base of Mist Mountain~ -The ground here was mud at some point. Deep craters have been left -in the wake of previous journeyers' and caravans' foot prints, hoof -marks, and wagon wheels. The ground was left scarred and uneven, -making passage here slightly precarious if the passers-by have a -heavy burden. You hear a drumming from the northeast that disturbs -you to your quick. -~ -0 0 1 -D0 -You can see fine lines of mist in that direction of the glen. -~ -~ -0 -1 9374 -D2 -You can see a road that runs from the east to the west. -~ -~ -0 -1 9345 -D3 -You can see another patch of this glen. -~ -~ -0 -1 9350 -D7 -You can see that the trail leads further towards the mountains. -~ -~ -0 -1 9375 -D9 -You can see another patch of this glen. -~ -~ -0 -1 9374 -S -#9380 -On Mist Mountain Pond~ -Birds, dragonflies, and small effervescent creatures fly above the -smooth surface of this pond. They drop here and there touching it -and then rise to climb towards the mountain, back to the refuge of -the trees and crevices, or off to the road leading around this pond. -The sharp aretes of the mountain's climbs pour down to the water's -edge. When you look at the areas closer to your level, you are able -to see that what looked like solid fluffs of green far above are actually -densely connected wiry shrubs. You can PLUNGE to the ponds base, or you -can return to the dock to the south from here. -~ -0 0 1 -D2 -You are looking across the wooden planks of a dock that connects to the -land to the east. -~ -~ -0 -1 9359 -D10 -~ -plunge~ -524304 -1 9383 -S -#9381 -On Mist Mountain Pond~ -There isn't a pass in sight as you look from chimney to saddle of the -mountains to the north. Small trickles of water feed into the pond at -their abutment, but any disturbance of the water is isolated to those -spots. As you try to look down into the water you can discern creatures -at its bottom and an uneven floor with miniature saddles and cols, much -like those of the mountain. Do you dare PLUNGE to its unknown depths? -~ -0 0 1 -D1 -You are looking across the wooden planks of a dock that connects to land. -~ -~ -0 -1 9359 -D10 -~ -plunge~ -524304 -1 9383 -S -#9382 -On Mist Mountain Pond~ -Were the sky not so cloudy, the sun so distant, and the water so stink!... -this would be the ideal place to just float. You could relax, let your -troubles go across the still waters. The quietness of this place reminds -you of happier, less stressful times. Here you could bathe in the beauty -of the mountains that hover above you and just be. Nonetheless, your -spirit of adventure draws you to PLUNGE into the still waters to see what's -there. -~ -0 4 1 -D0 -You are looking across the wooden planks of a dock that connects to the -land to the east. -~ -~ -0 -1 9359 -D9 -You can see a small beach winding along the adjacent road. -~ -~ -0 -1 9468 -D10 -~ -plunge~ -524304 -1 9383 -S -#9383 -Under Mist Mountain Pond~ -Silt swirls around you as you prepare to explore. The creatures have -skittered to other parts of this silent world. Small outcroppings of -boulders line your way along the floor of the pond. There is more to -this murky underworld than meets the eye. Somewhere down here there -is a surprise waiting to be discovered. As with all prizes, it would -behoove the adventurer to consider if its worth is equal to its cost, -however. There's a lot of darkness and water down here. You can go -up to the surface or continue to explore these depths in a multitude -of directions. -~ -0 65545 8 -D0 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9386 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9384 -D4 -~ -~ -16 -1 9382 -D7 -You can see a beach through the shimmering surface of the water. -~ -~ -0 -1 9385 -E -mbprog~ -roaming 9383-9391.. - - -The undertoad is trying to deceive you by closing his eyes. -(Dwarven/warrior) level 20 to 25 -It looks something like a frog, but somehow it is actually uglier. -The bulging eyes, protrude painfully. The florescent yellow bumps -sticking up from its blue back look peculiarly like warts. The -webbed feet it uses to propel it through the water have tears and -holes in them. He has a nasty temperament. - -A killer school of guppies swarm around you. -(halfling/gith) level 15 to 20 -There must be hundreds of them. They dart and dash at your eyes. -They understand how much the adventurers rely on their vision. -Their orange bodies are dotted with spots of green. Their eyes -are that of the possessed. Maybe they're just hungry. -~ -S -#9384 -Under Mist Mountain Pond~ -The stuffs of the floors of bodies of water twist and turn as you -push through parts of the silt. Some of it looks to be some sort -of scales, while other parts resemble the bodies of long dead fish, -preserved with the salt that you taste on your lips. Something -down here is just not right. -~ -0 65545 8 -D0 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9385 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9383 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9389 -S -#9385 -Under Mist Mountain Pond at Its Center~ -Whatever clarity was suspected to be present down here is now gone. -Your entrance and movement have stirred the water too much. Your -visibility is diminished considerably. Beware the creatures that -lurk in these depths. Some are the aquatic formlings of nightmares -past. You can continue to explore these waters in a multitude of -directions. -~ -0 65545 8 -D0 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9387 -D2 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9384 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9407 -D6 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9386 -D8 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9383 -D9 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9389 -S -#9386 -Under Mist Mountain Pond~ -You are in a crevice of sorts, walled on two sides by rough rock -formations. They resemble the scree that dot the mountain that -climbs out of the water to the north. The slanting slope on this -pond seems to have fewer rocks. It is smoother as it eases to the -waters surface. -~ -0 65545 8 -D2 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9483 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9387 -D4 -~ -~ -0 -1 9380 -D9 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9385 -S -#9387 -Under Mist Mountain Pond~ -Here you can see where the mountain that borders this pond connects -to the floor of this pond, then continues onward towards the center -of the earth. You can see where the water that comes off of the -mountain joins your surroundings. From here, it almost looks like -bubbles as the trickling falls enter the pond. -~ -0 65545 8 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9386 -D2 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9385 -D9 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9407 -S -#9388 -A Dank Passageway~ -The trickle of water that you saw to the west seems to lead down this -slight grade and get larger as it continues to run to the east. The -walls of this underground passageway are covered with moss and small -patches of fungus seem to be sprouting just at the streams edge. The -smell down here is definitely that of damp earth, but you can feel -a breeze coming from the east. There must be an opening to this way -somewhere in that direction. -~ -0 12 13 -D1 -~ -~ -16777216 -1 3250 -D3 -It only seems to be slightly drier there... certainly MUCH darker. -~ -~ -16777216 -1 9473 -S -#9389 -Under Mist Mountain Pond~ -Other than the increasing pressure of the tons of water that surround -you, there seems to be a certain tension hereabouts. The creatures -are skittish. They are also less frequently seen. You are nearing -some sort of terminus. -~ -0 65545 8 -D0 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9407 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9384 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9391 -D6 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9385 -D7 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9390 -S -#9390 -Under Mist Mountain Pond~ -You are edged from the north and west by the moraine surface of the -mountain that joins with this pond. Here there are scattered rocks -about the floor. The silt's density is not so great. Flecks of -muck seem to brighten with each pulse of the inconsistent glow -coming from the southwest. The murkiness continues to the south. -~ -0 65545 8 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -0 -1 9407 -D2 -You attempt to peer through the murky waters of this pond. -~ -~ -0 -1 9391 -D8 -You attempt to peer through the murky waters of this pond. -~ -~ -0 -1 9389 -D9 -Aha! The treasure.... -~ -~ -0 -1 9392 -S -#9391 -Under Mist Mountain Pond~ -The water seems to vibrate here. Your skin prickles with an energy -that is hanging in the water here like seaweed at low tide. You -can see the ground sloping towards the surface to the south. The -water continues to the north and there is a strange pulsing glow -emanating from the west. -~ -0 65545 8 -D0 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9390 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9389 -D3 -Aha! The treasure.... -~ -~ -16 -1 9392 -D6 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9407 -S -#9392 -In a Cave Under Mist Mountain Pond~ -You have wondered into the lair of the Pond Dweller. This cave seems to -have been dug out of the ponds edge. Where the mouth has been smoothed -by the movement of water, the recesses of this underwater cavern are -still rough. They show the claw marks that surely were the workings -of the being that dwells here. You can exit to the northeast or east.. -if you're still alive. -~ -0 73737 8 -D1 -You can see the water beyond the mouth of this cave. -~ -~ -16 -1 9391 -D6 -You can see the water beyond the mouth of this cave. -~ -~ -16 -1 9390 -E -mbprog~ -The Pond Dweller peers from his one eye, menacingly assessing you. -A Pond Dweller is surrounded by a white aura. -A Pond Dweller is surrounded by a pink aura. -(Ogre/Augurerererererer) level 25-30 evil -This being was cast to the depths of this pond by the Evil One. He -has added his stench and his heinous presence here, killing off the -life that came before him. The white of his one eye is bloodshot. -His iris is the color of blood. Perhaps that prize isn't worth its -price... - -Wields Claw of the Dweller -~ -E -obprog~ -chest: (none removable) 300000 coins... -perhaps more if you'll let me.. heh -~ -S -#9393 -Lucifer's private cell~ -~ -0 3153925 11 -D2 -~ -~ -7 -1 9335 -S -#9394 -Dark Alley~ -Wooden slats cover the view of what would have been the sky. You can -see the light touching the claw punctured dirt to the north. You can -see the stone walls of a building to the east and the wooden walls of -the building to the west. The alley continues into the darkness to the -south or you can get out now back to the light of the street. -~ -0 1 1 -D0 -~ -~ -0 -1 9376 -D2 -~ -~ -0 -1 9395 -S -#9395 -Dark Alley~ -Light breaks in from the slats of wood above you. There's not enough -of it to help you much, though. Knowing it will only get darker the -further you get from the opening of this alley, the more your internal -alarms begin to sound. The alley continues to the west and the north. -~ -0 1 1 -D0 -~ -~ -0 -1 9394 -D5 -~ -~ -0 -1 9396 -S -#9396 -Dark Alley~ -You are in the darkest part of the alley. Nimbly your fingers work -their way around the wood to find a door frame, then a door knob. -Spider webs stick to your armour and bare skin as you slowly work your -way around in the thick darkness that surrounds you. -~ -0 1 1 -D0 -~ -door~ -3 9404 9404 -D4 -~ -~ -0 -1 9395 -S -#9397 -Corinthians' Road~ -As you alight upon this section of thoroughfare, you see that the store -to the north is boarded up as more to the west will be. It looks like -it might have been the general store prior to the crisis which raged -through this community. The sign hanging by one side gives its identity -away. The road continues east and west. -~ -0 4 1 -D0 -~ -~ -2048 -1 9440 -D3 -You see McIntyre's Boarding House, the bathhouse and the road continuing to -the west. -~ -~ -0 -1 9399 -D6 -~ -~ -0 -1 9376 -E -sign~ -"General Store- -A Splash of All Your Needs" -~ -S -#9398 -On Corinthians' Road In Front of the Bathhouse~ -This is truly an enigma. The pillaging masses that must have tramped -through here decided to leave the bathhouse untouched. Were they neat -freaks, intent on being clean despite their dirty deeds? The building -before you will show the care taken to preserve it over the years. The -road continues to the east and west. The entrance to the bathhouse is -to the north. -~ -0 4 1 -D0 -~ -~ -1 -1 9461 -D1 -~ -~ -0 -1 9465 -D3 -~ -~ -0 -1 9464 -E -n north nor nort bathhouse building entrance~ -There are no windows on the front of this building. The door stands -wide open allowing all who care to relax in the soothing waters to -feel uninhibited. The building is done in a whitewash. There must -have been something put in the stain, however, because as the sun -hits the surface of the wood, sparkling shards of light can be seen -shooting outwardly. -~ -S -#9399 -On Corinthians' Road In Front of McIntyre's Boarding House~ -You stand along the road leading through town in front of a boarding -house. The building is two stories tall. There are shutters closed -on the small second floor windows. Though this building seems fairly -well kept, the shutters on the larger windows of the first floor -are hanging by a thread. The panes of glass were apparently the -target of many a stone and misspent rampaging. The door, which -is butting the street, has a red X painted on it, as do other -doors in the area. -~ -0 4 1 -D1 -~ -~ -0 -1 9397 -D2 -~ -door~ -3 -1 9400 -D7 -~ -~ -0 -1 9398 -E -sign~ -McIntyre's Boarding House -Come rest awhile... -~ -E -X~ -Upon closer inspection you realize that the X is the dried remains -of blood used to paint it. -~ -E -red~ -Upon closer inspection you realize that the X is the dried remains of -blood used to paint it. -~ -E -red X~ -Upon closer inspection you realize that the X is the dried remains of -blood used to paint it. -~ -S -#9400 -Anteroom of the Boarding House~ -Gaudy? Perhaps. It said "boarding house" on the sign outside. Maybe -they meant "flop house". The floor is covered with a thick, red, soiled -carpet. At the doorway leading to the street to the north, the area is -matted and stained. The mud and dirt have not been cleared from there -for quite a while. The candelabra hanging from the high ceiling is lit, -but the lighting here is poor. Shadows drape over a large griffin carved -in stone situated to the side of the stairwell leading up. A painting -hangs beside a small door on the east wall. There is a large framed -entrance into the room to the west. Perhaps the curator of this fine -establishment might be able to let a ROOM out to you. -~ -0 8 0 -D0 -~ -~ -3 -1 9399 -D3 -You look through a huge framed doorway to a simple gathering room which is -connected to the dining room. -~ -~ -0 -1 9405 -D5 -~ -boards~ -3 -1 9404 -E -griffin~ -The griffin hunches in a seemingly attack position. He bares his -teeth at you as if he were snarling at you as you entered the room. -His talons would bare into the carpet were they not encased in the -rock. He looks as if he will pounce on you at any moment. -~ -E -painting~ -The painting is a portrait of a large man. His chin rests on his -ample chest, and his hands are folded, one over the other, resting -on his ample stomach. He wears chainmail. It is too small for him, -though, he's bulging out between the links. His ruddy red face is -masked with a fiery orange beard and mustache. He is balding in the -cat-ear patter. There is a twinkle in his slate blue eyes, and one -side of his mouth is upturned in a smile... more of a smirk, as if -he knows how foolish he looks, but finds it amusing. -~ -E -mbprog~ -ms. mcintyre... husky, but handsome woman... irish lilt in her voice -heavy set aging woman.. her folds fall over her apron strings and -she walks by swaying side to side. she is not a wholly unattractive -woman. the large mole on her chin just doesn't work.. she is good natured and -and treats her customers like old friends she is becoming reacquainted -with.. with which she is become reacquainted... -"Greetings, stranger. Is there some way I might be of service to you?" -player says "room" in any part of sentence and "Certainly. For 50 of -ye precious coins, i might be able to accomodate you." -Give 50 coins curator/ms.mcintyre/ "Glad to be of assistance. Follow -me." redit ed up u... stairs unaccessible by u or enter u... -50 coins buys a transfer up.. can room recognize who's paid already? -don't want them to have to wait every time... -buys key, key unlocks... transported to room -"You're in luck we have several rooms. Take your time and look at all -of them." leaves down.. can be heard speaking up to you "I'll be in the -kitchen trying to scrounge some dinner for us." -~ -S -#9401 -A Haunted Hallway~ -You stand in a hallway between two rooms. There is a rug running -its length, touching the door of each room to the east and west. -The width of the rug is only one third of a meter. The wall that -you face is clearly made of a grainy wood. It is painted a color -that is a cross between a light yellow and beige. A painting is -hanging by one of its corners on the wall. There is an embossed -plaque at its base. A pedestal lays on its side. The vase of -flowers that once crested it has spilt. The contents of the vase, -including rotting flowers, splashed across the bare wood of the -floor then over onto a strip of the rug. There is a stairway -leading down which you are tempted to take as you feel someone -or something watching you. -~ -0 8 0 -D1 -You see a small table next to a bed. -~ -~ -1 -1 9403 -D3 -You see a room filled with white light. -~ -~ -1 -1 9402 -D5 -~ -~ -0 -1 9400 -E -painting~ -The man in the painting leaves something to be desired. His Dwarven -features dominate your thoughts. He has a very round face, a bulbous -nose, and red hair, almost fur, that rises from a mustache up onto -his cheeks. A mass of fiery red hair covers his head and spills over -onto his shoulders. Chain mail covers his girth. -~ -E -embossed plaque~ -=+=+=+=+=+=+=+=+=+=+= -|| || -|| My husband... || -|| ... Ever-present || -|| || -=+=+=+=+=+=+=+=+=+=+= -~ -E -mbprog~ -(Translucent) The ghost of Mr. McIntyre stands here watching you suspiciously. -A ghost is surrounded by a pink aura. -A ghost is surround by a white aura. -(Dwarven mage good align it) -You see before you a translucent mist. It resembles the painting in the -hallway. it is small, but even in its barely visible eyes, you are able -to see an inner strength and wisdom carried through even to death's -after moments. This shimmering apparition lingers in its purgatory, -watching over its aging wife and the place it built before moving on -to another existence. Forces summoned from the netherworld make it -one to be reckoned with. -If Mrs. McIntyre: - Mr. McIntyre says 'Who do you bring into our place, Tamila?' -the ghost glares icily at you -Mrs. McIntyre says 'Aye, Ronic, these be nice people. Leave them be.' -Mrs. McIntyre kisses the ghost. -Mrs. McIntyre says 'Now let me get about my business.' -Mrs. McIntyre says 'Take a look around, sleep_prog 100~ -c heal $n -c dream $n You have entered a place of peace and healing... -c heal $n -c heal $n -c 'remove curse' $n -c 'cure blindness' $n -c 'cure poison' $n -~ -| -S -#9403 -Just One of the Small Rooms In the Boarding House~ -This room reeks of stale pipe smoke. A tray with a pipe and its subsequent -ashes rests on a small table next to a naked bed. The bed sits under the -window on the east wall. There is another window on the south wall. Both -windows afford a pleasant view. There is a chest of drawers on the north -wall. Some of the floor boards are swayed. Other boards are popping up in -places. Unhinged nails roll underfoot as you move around the room. -~ -0 8 0 -D3 -You can see a spilt vase and a stained rug. -~ -~ -1 -1 9401 -E -window windows~ -Out the south window you see a rock cascading down a hill. Weeds and -tiny wildflowers pear out at the cracks of the massive stone's front. -You see holly bushes resting at the base of tall furs that border the -rock to the west. - -Outside the east window you can see the edges of the buildings in that -direction, as well as the pond further on from there. You see the -green mountains and smooth white rocks turn to brown mountainous crags, -to painted sand mounds in a myriad of colors, and finally to the beige -sands of the far off desert. -~ -S -#9404 -The Cellar of the Boarding House~ -The dust and spider webs down here are so thick you can not move without -it touching you and getting on your armour. There are storage crates -about and some trinkets here and there. There are all sorts of things -piled one on tope of the other. A small path leads from a small doorway -to the stairwell. Oddly, that doorway is clear of cobwebs. -~ -0 9 0 -D2 -~ -door~ -7 9396 9396 -D4 -~ -~ -3 -1 9400 -S -#9405 -Gathering Area For This Fine Establishment~ -The carpeting and wall colors are a sharp contrast to the anteroom. -Many an occupant have struggled with minimal success to adjust their -eyes to the clashing tints. The north, or front, wall is covered with -windows smeared with muck. Some panes were cracked or broken during -the previous assault on this city. A combination of two chairs facing -west, two chairs facing east, and a wooden bench facing north form a -semi-circle facing the windows. There is a table sitting in the center -of this design. Away from the windows to the south is a large table -surrounded by twelve chairs. There is a door behind the table, and -there is a door to the east. -~ -0 8 0 -D1 -You can see the entrance to this business. -~ -~ -0 -1 9400 -D2 -You look upon Mrs. McIntyre's kitchen as a whisper of smoke streams into -the dining room. -~ -door~ -1 -1 9406 -E -table~ -The table is covered with a scattering of age-stained parchment. -~ -E -carpet carpeting wall~ -The carpeting laid in this room is done in swirling distractions -of different shades of green from the strong, dark hunter down to -the light, mushy pea. The walls are colored azure. It seems that -someone missed a class in their interior decorating course. -~ -S -#9406 -The Head Mistress's Kitchen~ -It could be worse. The room smells of spices, freshly baked bread, -and a hint of the thin layer of smoke which floats just above your -head. The hearth on the west wall bolsters an immense cast iron -cauldron that is bubbling and sputtering with this evening's meal. -Perhaps this great pot deserves a better look. There is a section -of tree trunk in the center of the room that serves as a cutting -board and a table. There are two dish huts, one against the north -wall next to the only door and another against the east wall. The -south wall has windows which open to a beautiful view. -~ -0 8 0 -D0 -Looking through this door, you see the dining area. Beyond that is the -patrons' seats of repose. -~ -door~ -1 -1 9405 -E -cauldron pot~ -The purulent liquid boiling in this pot has specks of something that -could be mistaken for some spice dancing in the swirls of the brine, -or maybe not. The leg of maroon hose floats to the top before being -sucked below the surface of the whirlpool. -~ -E -tree trunk cutting board table~ -Some wads of what look like dough are scattered through the flour -which covers the surface of this all purpose wood. Its diameter is -approximately four feet, and it stands about three and half feet tall. -~ -E -view window out~ -Looking out these windows you see a cool, mist covered glade that -is bordered by a dense forest. The contrast that this foliage has -with previously encountered environments here is refreshing. -~ -E -mbprog~ -Player enters the kitchen... -Ms. McIntyre looks up from her toils... "Get into the other room with ye. -I have work to do..." if player doesn't exit... "didn't ye hear me, Las/lad?" -~ -S -#9407 -Under Mist Mountain Pond~ -As you move further along the terrain of this underwater world you -can see the way getting clearer. Vegetation sways as you walk past -it, seeming to wave you on your way. The floor is a beige color. It -seems to be solid. Maybe not that solid, though. Some animal just -burrowed into it without noticeable effort or pause, disappearing -into hiding. -~ -0 65545 8 -D1 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9385 -D2 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9389 -D3 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9390 -D6 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9384 -D8 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9384 -D9 -You attempt to peer through the murky waters of this pond. -~ -~ -16 -1 9391 -S -#9409 -On Corinthians' Road In Front of the Constable's Main Post~ -More half looted goods lay about in the street around you. To -the north is the main office of the barrister of this once fine -town. The two visible windows have cast iron rods running the -height of each. The iron door bares the red seal of the town's -demise. To the south is a barren lot. Behind the lot you can -see a road not accessible from here leading to the southeast. -~ -0 4 1 -D0 -~ -~ -3 -1 9410 -D1 -You can see that the road continues to the east. -~ -~ -0 -1 9464 -D9 -You can see a turn in the road up ahead. -~ -~ -0 -1 9414 -E -ground~ -A manhandled waterskin and two broken lanterns lay here. -~ -E -red seal~ -As you look closer at the X which has been painted here, you see that -blood rather than paint was used to create it. -~ -S -#9410 -Constable's Main Post~ -As you enter this place of imposing justice, you should realize the -difference between here and other stations of similar use. There is -not the feeling of having stepped into impending incarceration. There -are two desks. One sits between two barred cells, the other is against -the east wall. The floor is of plain, ungarnished wood. There are -barred windows on the east, west, and south walls. The walls are also -wood and are undecorated except for a painting next to the exit on the -south wall. -~ -0 8 0 -D2 -~ -~ -3 -1 9409 -D6 -~ -cell~ -7 9410 9412 -D7 -~ -cell~ -7 9410 9411 -E -painting~ -The painting matches one that hangs in the town tavern. It is a bodice -rendering of a heavyset, dark-skinned gentleman. Despite smile lines -around his mouth and sad looking eyes, his expression is worn and -somber. He holds a pipe in one hand. The other hand rests upon the -lapel of his tunic. Upon the tunic is a display of a coat of arms, -red pyre hammers crossing in front of a green shield. -~ -E -mbprog~ -(Johan) A deputy constable stands at attention here. -(Elfin Warrior) -His elfin features are accentuated by pointed alert ears and -sharp eyes. He is tall and bright, but looks quick. He joined the -constables company in response to his own sense of community. He was -born and raised in Salvation and would like to see it prosper once again. - -(Half-Org/warrior) level 35 good align -Constable O'Neal- As Chief Constable, he is burdened with the overall -safety and welfare of the community as well as the wishes and commands -of the despot of these lands. His light disposition is clouded by his -heaviness of heart. Perhaps in happier days he was not so brooding; -but certainly he continues to be ever stoic. His girth is that of a -strong man, but he covers it with loose fitting armour. His fiery -red hair runs stiffly down his back from under his helm. His eyes -give a window to the kindness as well as the hard edge which he -possesses. -(No charm) -~ -S -#9411 -An Empty Cell~ -There is one barred window on the north wall through which the sun and -moonlight might stream. There is one wooden cot on the west wall and -a wooden pot in the northeast corner. The floor is wooden. The walls -are bare. -~ -0 8 0 -D8 -~ -cell~ -7 9411 9410 -E -rmprog~ -Creeeeeeeeeek goes the floor under foot as you enter. -~ -E -mbprog~ -A prisoner looks wearily at you as he paces back and forth here. -~ -S -#9412 -An Amazingly Clean Cell~ -There is a barred window on the north wall through which the sun or -moonlight might stream. There is one wooden cot on the east wall and -a wooden pot in the northwest corner. The floor is wooden. The walls -are bare. -~ -0 8 0 -D9 -~ -cell~ -7 9411 9410 -S -#9413 -On Corinthians' Road In Front of the Blacksmith's~ -To the south is the blacksmith's of this small town. His business may -not be booming at the moment, but there was a time when he was quite -comfortable. When the town was in its prime, and before the calamity -which rocked it to its core, it acted as one of the few waylay stations -along a caravan route. A reverberation of some sort seems to be arising -from the north. This road continues to the east and west. -~ -0 4 1 -D2 -You can see the counter of the blacksmith's. -~ -~ -0 -1 9463 -D3 -You can see that the road continues to the west. -~ -~ -0 -1 9435 -D8 -You can see the road diverges in this direction. -~ -~ -0 -1 9414 -S -#9414 -Corinthians' Road~ -A look down this dusty street informs you that this town has been -ravaged by some battle which left destruction and rubble in its -wake. To the west you can still see the gates looming in the -distance. You see the shambles of the different buildings and -businesses to the northeast and a dusty road which runs up to -the stables to the southeast. -~ -0 4 1 -D6 -You can see a building with bars on the windows and the road turning to the -east. -~ -~ -0 -1 9409 -D7 -You can see the Blacksmith's stall in this direction. -~ -~ -0 -1 9413 -D8 -You can see a road leading up to some stables in that direction. -~ -~ -0 -1 9415 -S -#9415 -Stable Road~ -A gentle breeze rustles through the tops of the weeds in the small -field to the east. Ahead of you, continuing to the southeast, is -the building which houses the stables. It peeks above the road's -small peaks and ditches. The smell of hay and horses now comes to -you. To the northwest is the road that leads through town. -~ -0 0 1 -D7 -You can see that the road splits and goes east and west. -~ -~ -0 -1 9414 -D8 -~ -~ -0 -1 9416 -S -#9416 -Town Stables~ -The smells of horses hang in the air. The moist hay that has been spread -on the dirt has a particular smell all to itself. There are eight stalls -in all. Four on both the east and west walls. Blankets have been draped -over the walls separating each stall. Bridles and bits hang from hooks on -the posts which support the walls. There are saddles stacked on atop the -other on the south wall. -~ -0 12 0 -D7 -~ -~ -0 -1 9415 -E -blankets wall~ -These blankets are grey wool. Some of the blankets have stripes of -brownish red. Others have stripes of dark, midnight blue. -~ -S -#9417 -Britannia Street~ -You have just stepped off of the main road running through this once -quaint little town. This road leads to a small residential area. It -is singular in its existence, as there are no other houses within the -city's gates other than these. The road is bordered by large oaks. -The pleasant mist which hovers here floats in and out of the branches -which canopy this stretch of street. A rumble can be heard -from the northwest. -~ -0 4 3 -D6 -You can see that this road continues to the northeast through the mists and -shadows. -~ -~ -0 -1 9419 -D8 -~ -~ -0 -1 9435 -S -#9418 -On the Road to Salvation~ -With the weight of the world on your shoulders and the sweat and dirt of days -of travel on your face, you have come upon a place of holiness. It seems that -the wind here is quieter. A sense of peace surrounds you. You can hear more -clearly the chirping of the birds, the twirping of the crickets, and the ever -so gentle rustling of the grass in the plains to the north; the tranquil and -soothing sounds of nature. To the south are the ever-open double doors of a -church. The road continues to the east and west. -~ -0 0 10 -D1 -You can see the gates of the dilapidated building there. -~ -~ -0 -1 9312 -D2 -You are looking through the double doors of a church. -~ -~ -1 -1 9315 -D3 -You see the road continuing to meaner to the west towards a fork in the road. -~ -~ -0 -1 9314 -S -#9419 -Britannia Street~ -The oaks continue to loom on either side of you and are joined by pines -and other evergreens. The sun breaks through the mist and the branches, -creating patterns and patches of yellow. The designs displayed in the -needle floor of this forest road vary from sharp, angular schemes to -rounded and sometimes circular patterns. The hollow roar is becoming -much louder now. The road continues to the northeast and the southwest. -A path leads off to the northwest. -~ -0 4 3 -D6 -The road turns to the east, you can see the first house on this lane. -~ -~ -0 -1 9420 -D7 -You can see a little path running along the edge of the city wall. -~ -~ -0 -1 9480 -D9 -You see a strip of this road which is canopied by branches and mist. -~ -~ -0 -1 9417 -S -#9420 -On Britannia Street~ -As you walk out of the mists of the lane to the southwest you come upon -the rest of the small road. You hear animals of the forest, the birds -chirp all around you and bees buzz in the shrubs to the south. This -sunny patch of road leads east past two more houses. The source of -the cacophony seems to be the house to the north. The roar is equal -to an ongoing explosion. -~ -0 0 3 -D0 -swirling mist obscures your view... -~ -door~ -16777217 -1 9421 -D1 -You can see two more houses down that way and the road continuing to the west. -~ -~ -0 -1 9424 -D9 -You see tall trees on either side of the road. -~ -~ -0 -1 9419 -S -#9421 -Sorceror's Sanctuary~ -There is a shelf on the west wall with beakers and test tubes filled with -liquids. A single, empty chair sits in the center of the room facing the -direction of the street, as if the occupant would sit there, just waiting -for someone to enter. As you entered, the grey fabric covering the walls -from ceiling to floor falls and hides the entrance through which you came. -Not only is the floor vibrating, but so seems the air around you. The -vociferation that envelopes this room shakes you, making your vision double -and your skin tingle. The floor is covered with vibrating parchments. One -catches your eye. -~ -0 8201 0 -D2 -You see freedom. -~ -escape~ -2099211 -1 9420 -E -obprog~ -A piece of parchment sits on the floor waiting to be looked at. -parchment weight 1000.. notake - -robes, tattered is armour, magic humming anti-good anti-neutral.. -level 28-32 -ac 5 -dr 1 -hr 3 -hp 100 -mana 100 -~ -E -rmprog/obprog~ -l parchment portal to 9422 -~ -E -grey fabric entrance wall covering~ -Oh my... the way from which you came seems to be obscured. Surely -there must be some way to ESCAPE this room, escape this entire -building for that matter. -~ -E -mbprog~ -A sorcerer raises his hands in arcane gestures as you approach. -Jebediah is surrounded by a swirling mass of sparks. -Jebediah is surrounded by mystical blazing flames. -(evil aligned level 33 to 35 human mage) -This young sorcerer wears tattered robes. The area around his eyes -is drawn and flaming pink. There is a sparkle of something unsettling -in those eyes as they stare back at you. - -detect invis/detect hide aggressive levels 28-35 -worn about body act_prog p gets a piece of parchment.~ -mptransfer $n 9422 -mpoload 9427 0 -mpat 9421 drop parch -~ -| -S -#9422 -Sinister On-goings~ -This room would be very plain were it not for that noise! There is a -table set along the length of the south wall. The finale of a -progression of beakers and tubes is a cauldron and the booming emitted -from it. The only decoration is a red flag displaying the symbol of -the apothecary. The floor is merely packed dirt, muddied at the edges -from moisture dripping down the walls' slimy surfaces. The only exit -is to the north. -~ -0 9 0 -D0 -It really is too dark to tell... -~ -~ -0 -1 9423 -E -beakers beaker tubes tube cauldron~ -The beakers here are chaotically bubbling. A liquid-like substance inches -its way through the thin tubing linking on to the other. The roaring -rumble seems to be emitted from the bubbling in the cauldron on the -floor. -~ -S -#9423 -Sorceror's Secret~ -The mere passage from one room to the next brings you rest from the boom. -As you enter this room, you hear the soft whinnying of horses. It sounds -small and far away. There is a toy carousel on a shelf on the west wall. -You should look at this strange thing which is magically set in motion as -you draw near it. There is a bird cage hanging from the low beam crossing -the ceiling. Another shelf on the east wall holds two dry fish bowls. There -seem to be things moving in them. Your exits in this dank, dark room which -smells of a dragon's morning breath are to the south and up a ladder. -~ -0 9 0 -D2 -It really is too dark to tell... -~ -~ -0 -1 9422 -D4 -It really is too dark to see... -~ -~ -0 -1 9421 -E -obprog/rmprog~ -l carousel: Real shrunken unicorns race madly in a circle as you get - closer to this bizarre twist of someone's imagination. As they sense - that you don't intend them harm, they slow and you are able to see the wild, -frightened look in their eyes. - -l bird cage: A small glowing faerie flies around and about in this cage, - as you look on. It briefly alights upon the small swing therein before - flying around and about again. - -l fish bowl bowls: Each of these bowls have gravel on the bottom with - two or three small rocks precariously placed in places. Shrunken pixies - race to the edge of bowls and pound upon them trying to get your attention. -~ -E -mbprog~ -Jebediah says 'What are you doing here?' -Jebediah has a wicked look in his eyes. -Jebediah says 'Did you come to look at my pets?' -Jebediah cackles in insane glee. -~ -S -#9424 -On Britannia Street In Front of the Seamstress'~ -The sounds of nature continue all around you as you scuttle along this -pleasant dirt road. The mountains and their peaks loom to the north -and northwest. You see a house to the east, a house to the west and -a house to the north. The house to the north has a porch with a -rocking chair on it. The log walls look sturdy and the thatch roof -appears to be in good condition. The din to the west might be intriguing -were it not so overbearing. -~ -0 4 3 -D0 -~ -door~ -3 -1 9425 -D1 -You can see a tiny hovel sitting on the side of this dead-end road. -~ -~ -0 -1 9428 -D3 -You can see another little house and the road taking a turn to the southwest. -~ -~ -0 -1 9420 -S -#9425 -The Seamstress' Sitting Room~ -The wooden floor is covered with a multicolored brocade rug. There is a -rocking chair in the northwest corner next to the doorway of the kitchen. -Beside the chair sits a wicker basket with fabric and crochet needles -sticking from its top. There are layers of several different types of -fabric stacked on the wall next to a northeast doorway which leads to -a bedroom. -~ -0 8 0 -D2 -You see a small lane. -~ -door~ -3 -1 9424 -D6 -You see a room filled with color. -~ -~ -0 -1 9427 -D7 -You see a small kitchenette. -~ -~ -0 -1 9426 -E -mbprog~ -A seamstress is doing needle point. -Sarah is surrounded by a white aura. -Sarah is surrounded by a pink aura. -(Pixie Druid) -She is a spinster. A few strands of grey streak upwards to the -cloth binding her mass of still-soft, light brown hair into a -loose bun. Her skin is soft and smooth. Her eyes maintain a -youthful sparkle. - -wields a knitting needle -~ -E -obprog~ -Needle, knitting, is weapon, neutral, magic none, -wis 1 -int 1 -str 1 -con 1 -hr 3 -dr 2 -level 23 -hp 35 -mana 40 -~ -S -#9426 -The Seamstress' Supper Room~ -The small table which sits beside a window on the north wall is -already set for one. When she sits and dines here, the lady of the -house is afforded a view of the frolicking animals in the forest -behind her house. The chair is made of pine. Its doweled back -slopes slightly to a seat which has been rounded in the center. -~ -0 8 0 -D8 -You see a room that is almost completely bare. -~ -~ -0 -1 9425 -E -window view~ -A cool mist rests atop the tall grasses that are the median between forest -and foundation. Small animals can be seen at the edges of the grasses, -scampering to and fro. The forest of evergreens whispers softly in the -light breeze that rustles through the branches of the tall trees. -~ -S -#9427 -Seamstress' Room of Slumber~ -A brightly colored patchwork quilt has been laid neatly over the cot -on the east wall. Beside the bed is a small table with an oil lamp -sitting upon it. A wooden pair of shoes sit on the dirt floor beside -the bed. There is a small window at the head of the bed. Your only -exit is to the southwest. -~ -0 8 0 -D9 -You see an almost completely bare room. -~ -~ -0 -1 9425 -E -oil lamp~ -The wick of the lamp is tinged black at its top. It is soaked to -the quick with a honey colored oil. -~ -E -patchwork quilt~ -This brightly colored quilt is beautiful in its simplicity. Various -hues of fabric border a design made with similar shades of blue and -purple scraps to represent an iris. Several bright yellow scraps have -been sewn together at the very center to represent the stamen. -~ -E -window~ -You are looking out onto a small mist covered glen. It is bordered -by tall evergreens which sit at the base of a mountain range. Puffs -of grey and white clouds encircle their peaks. -~ -S -#9428 -On Britannia Street In Front of Mr. Simpleton's Dwelling~ -It seems that the further a venturer proceeds along this trek, the more -dejected the living conditions seem to become. Planted here, away from -the town that used to be, away from the more estimable areas and houses, -and their perfunctory stance, is a simple hovel. It is complete from a -technical point of view, but aesthetically it is devoid of any type of -exterior ornamentation. You can enter this house to the north or return -down this street to the west. The sonorousness that is coming from that -direction, however, continues to unsettle you. -~ -0 4 3 -D0 -You are looking into someone's house. -~ -door~ -3 -1 9429 -D3 -You can see two similarly small houses and the road continuing to the east -in that direction. -~ -~ -0 -1 9424 -E -hovel house dwelling~ -~ -E -hovel house dwelling~ -There is no paint applied to this bleak exterior. The thatch roof -is sagging miserably. There are gaps between the raw and aging logs. -~ -S -#9429 -The Simple Sitting Room of Mr. Simpleton~ -This shanty seems to be intact from this vantage. It is not the finery -most are accustomed to, however. The floor is a carpet of hay covering -only dirt. The walls have heavy rugs and blankets hanging over them, -cloaking most of the layered logs which act as a partition between the -rest of the world and this simple man's sanctuary. There is a room to -the northeast and another to the northwest. There is a door on the south -wall. -~ -0 8 0 -D2 -You are looking out onto a simple street. -~ -~ -35 -1 9428 -D6 -You can only see the wall butting the doorframe that way. -~ -~ -0 -1 9431 -D7 -You can see into a tiny kitchen. -~ -~ -0 -1 9430 -E -mbprog~ -A simple man is standing with his hands on his hips. -Mr. Simpleton is surrounded by a white aura. -(Ranger) -This is a strong little man. What thoughts could be running through -his head as he wonders around his small house or down the street -outside? His face shows the expected smile lines around his sparkling -eyes and his perpetual grinning mouth. His expression makes you -wonder how he keeps himself so amused. His brown pants are fashioned -of burlap and are bound by a section rope. He wears a simple beige -tunic for a top. -~ -S -#9430 -Mr. Simpleton's Simple Kitchen~ -There is a simple wooden block with a similar smaller wooden block -sitting beside it in the center on the room. This appears to be -the table and chair Mr. Simpleton uses when he sits in here for -his supper. There is a simple cabinet in one corner next to the -simple window on the west wall. -~ -0 8 0 -D8 -You see a small sitting room. -~ -~ -0 -1 9429 -S -#9431 -Mr. Simpleton's Simple Bedroom~ -This is the only bedroom in this dwelling. Against the east wall -there is a small cot constructed of wooden slats. In this room -sod has been liberally sowed to conceal the soil floor. With the -exception of the bed, the only other furnishing in this diminutive -chamber is a wooden crate. Through the sides of the crate can be -seen neatly folded clothes. Placed on top of the clothes there -is a neatly folded blanket. -~ -0 8 0 -D9 -You can see the hay that covers the floor of a small room. -~ -~ -0 -1 9429 -S -#9432 -On Corinthians' Road Just Inside the West Gate of the City of Salvation~ -Compared to the hustle and bustle of some of the other towns which you -have visited, quiet abides here. With the eerie silence which abounds, -peaceful feelings are absent. A chill runs through your body and down -your spine as you contemplate entering this near ghost town. To the -south is the local post office. A disturbing hollow roar rises from -the northeast. There is a gate looming above you to the west. -The road continues to the east, and there is a scene of utter -calamity to the south. -~ -0 0 1 -D1 -You can see the road leads into a city which has been torn to pieces as the -road continues to the east. -~ -~ -0 -1 9435 -D2 -You see corpse lying all around. -~ -~ -0 -1 9433 -D3 -You are looking out towards the mountainous regions which border this town -to the northwest. -~ -gate~ -3 -1 9436 -E -rmprog~ -enter from w and cast bless -~ -S -#9433 -In Front of the Post Office~ -Deep bunkers have been dug abreast the front wall of this building. -Bodies lay strewn where they fell, seemingly frozen in their places -and preserved for all that pass this way to see. Some are draped -over dirt filled oat sacks. The sacks have holes stabbed in them. -Dirt still leaks out of the holes and onto the ground as if they -were made recently. The ground has dark patches here and there -about some of the bodies. The door that once separated the post -office to the south is in splinters at the entrance way. A wall -runs along the west of this spot, and the street lies to the north. -~ -0 4 1 -D0 -You can see a gate and the main street. -~ -~ -0 -1 9432 -D2 -You can see a tipped counter past the wood shards. -~ -~ -0 -1 9434 -S -#9434 -The Post Office of Salvation~ -This is no longer an operable post office. You have just walked over -what once acted as a door to this establishment. Either something -terrible and strong or some great magic must have bulldozed its way -into here. The counter has been ripped from the wall. You can see -stacks of mail behind the toppled counter. Some of the stacks still -stand, while others are spread in disarray. A few corpses still lie -in the corner, stripped of everything but their weapons. Your only -exit is to the north. -~ -0 12 0 -D0 -You can see the bodies and the havoc reeked outside. -~ -~ -0 -1 9433 -E -obprog~ -These corpses still hold onto the flesh that once made them whole. -They have begun to fade in consistency, however. It is obvious why -they're weapons were left behind. -Contains: -a stick - -Contains: -Faucard-fork - -Contains: -clawed glove -~ -S -#9435 -Corinthians' Road~ -The buildings ahead are in shambles. The roofs of most of them -have collapsed in on their interiors. Litter blows across the -street, caught in the swirl of dust devils briefly before being -carried away towards an unknown destination. The road you are -on continues to the east and west. Another road begins to the -northwest. -~ -0 0 1 -D1 -You see the smoke of the blacksmith's rising silently into the air. -~ -~ -0 -1 9413 -D3 -You can see that the road continues to the west and diverges to the northeast. -~ -~ -0 -1 9432 -D7 -~ -~ -0 -1 9417 -S -#9436 -Before the West Gate of the City of Salvation~ -You have come to a pause in your journey as you have descended from -the mountains. The town gates loom in front of you as you ponder the -possibilities of what lay behind these closed gates. After such a -long journey, the very least you could hope for is somewhere at which -to rest, clean, and feed your aching body. You hear a strange rumbling -noise coming from the east. A sense of uneasiness comes over you. A -huge sign hangs above the gate, and a plaque is embedded in a rock at -its base. -~ -0 4 3 -D1 -You can see the road leads into a city and there is a post office to the south. -~ -gate~ -3 -1 9432 -D3 -~ -~ -0 -1 9345 -E -sign~ -This sign, which hangs above the city gates, has nearly fallen off -the chains which support it. It reads: - "Welcome to the City of Salvation - Enter and You Are Blessed" - || - || - || - ================== - || - || - || - || - || - || -~ -E -w west we wes~ -You can see that the road leads into a mountain pass as it runs in a -northwesterly direction. -~ -E -plaque~ -The citizens of Salvation welcomes you to our fare city. We were -established on the belief in the greater good for all beings. We -wish only for you to see the good that has come to us as a result -of our servitude. - -The city of Salvation serves as a waystation for all travelers entering -from mountain country or the desert which lies on the opposite side of -this community to the east. We began as a caravan, and, like so many -of you, traveled through the desert. The cool mountain air and the -moisture of the area was our salvation. Thus the name. We believed -we had gone as far on our migration as we were meant and began this -settlement to aid others as they trekked. - -This area is intended for levels 15-30. Take heed, brethren... -and remember your warning. - -Thank you to my family for helping this become a dream come true. -Have fun, and Long Live the Realms! - - - Xenedra Seccunda-WyldWynd - June, in the Year of Our Lord, 1096 -This area was complete by Alex (Xenedra) with Idimmu. -(revised 4/97) -~ -> leave_prog 100~ -c refresh $n -c heal $n -c bless $n -c bless $n -~ -| -S -#9437 -On a Small Path to Knowledge~ -You have stepped off the main road onto a small path. It is very -pleasant along this path as you walk. There are cherry blossom -and dogwood trees alternating on the eastern side of this path. -The petals of the white and pink flowers float to the floor of -the path and decorate your footfalls. This path continues to -the south. -~ -0 0 1 -D1 -Dirt swirls towards you from a dirt road. -~ -~ -0 -1 9320 -D8 -You can see the path continuing to meander past the beautiful light -flowered trees. -~ -~ -0 -1 9438 -E -mbprog~ -mobs will roam 9437-9457 & 9437<-9418<-9315<-9316 -An oracle stands ready to guide you. -A Spiritual Custodian is surrounded by a white aura. -(Pixie/cleric, human/cleric) devout align. some male some female -This guide wears sparkling white robes that cast the white light -that encompasses them. His/her face appears to glow in the light -produced. Their calm faces show the peace that resides within them -in any circumstance that might arise. - -Wears about his/her body entry_prog 100~ -mpforce $n shiver -~ -| -S -#9456 -Celestial Seasons Garden~ -The birds sing as they flit from branch to branch of newly budding trees. -Small green shoots break the ground, growing towards the gentle sun over -head. Small animals peak out of their hiding places. They watch you with -caution and curiosity. As spring alights around you, the urge to stretch -overcomes you as if you've just awakened from a long slumber. A cool, -gentle breeze blows across a pond that stretches from the east to the -west of this quadrant. You can exit this garden to the south, or you -can continue to explore to the northeast or northwest. -~ -0 12 0 -D2 -~ -~ -0 -1 9448 -D6 -You can see a frigid winter wonderland. -~ -~ -0 -1 9455 -D7 -You can see a vegetable garden planted there. -~ -~ -0 -1 9457 -S -#9457 -Celestial Seasons Garden~ -The brightness of the ever shining summer sun plays on the small -pond to the east. Leafy plants with lacey flowers grow at the -ponds edge. Delicate blossoms sway in the gentle breeze that -blows across the ponds glistening surface. A garden with the -green tops of carrots and the purple tops of turnips sided by -vines of tomato plants and grapes has been planted here. A -median of dark, fertile soil contrasts the bright and healthy -colors of freshness and growth. You can exit this garden to -the north or continue to explore to the southeast. -~ -0 12 0 -D0 -You see a room with grass mats on the floor and rice paper walls. -~ -~ -0 -1 9443 -D8 -You can see the freshness of spring. -~ -~ -0 -1 9456 -S -#9458 -On Corinthians' Road In Front of the Town Tavern~ -The road has taken you either through the tumult of a city which -lay in waste, a veritable refuse collection depot, or through a -journey over an empty road filled only with constantly changing -climates and surroundings. The road leads to the west, past the -broken and unstable remains of this small town. Remarkably, the -tavern to the south is still standing without the defacement that -can be seen on the other buildings along this strip. A look at -the tavern to the south will give you a better picture of its -condition. There is a sign above the door. -~ -0 0 1 -D2 -~ -~ -3 -1 9459 -D3 -You see a dark place between this building and the next. -~ -~ -0 -1 9376 -D6 -You see a turn in the road. -~ -~ -0 -1 9373 -E -tavern building s south so sou sout front face~ -The double doors at the front are made of a light wood. They haven't -been improperly constructed, but were made to be easy to open for the -benefactors of this establishment. These doors stand part open just -waiting for the next customer. There is a window on each side of the -door. Unlike the door, it is obvious that much care and taste went to -the selection of this type of window. They are caked with a layer of -a black tar-like substance. They are stained glass. You'll have to -remember to take a look at them when you get inside to see what design -was chosen to represent the tastes of the proprietor. Both windows are -in superb condition. The walls remain sturdy and firm. There is a sign -above the door. -~ -E -sign~ -Ramblers' Rest - -A Tavern- -est. 1000 AD -~ -S -#9459 -Ramblers' Rest~ -As is true of most taverns of this epoch, this one is dark and musky. One -lone brass chandelier hangs from the ceiling to dimly light this room. It -smells of smoke and old food. The fire in the grate on the east wall coughs -smoke into the room occasionally. The tables sport bits of discarded scraps -of nutriment. Through the cracks of the wooden floor, you can see scampering -creatures running about underneath it. Bar stools line the long counter on -the west wall. There are a three paintings decorating the dark walls, and -the room lightly sparkles with a rainbow of colors shining from the stained -glass windows and their colorful design on the north wall. -~ -0 8 0 -D0 -~ -~ -3 -1 9458 -D2 -~ -door~ -3 -1 9460 -E -painting paintings~ -Each of the three paintings shows a different heavyset man. The first is -a light skinned chap with ruddy cheeks. His dress is sophisticated. The -second is of a man with pointed ears, leading onlookers to be curious -about his ancestry. The artist has captured a marvelous sparkle in his -curious eyes. The third painting is of a dark skinned gentleman. His -beard and mustache are cut close to his face, giving a very clean look -to him. He is not smiling, despite smile lines around his now sad eyes. -His chest is puffed out and he holds his lapel with one hand and a pipe -in the other. -~ -E -window stained glass stained-glass~ -The front part of this room appears to glow in the bright blues, reds, -greens, and yellows that emanate from these windows. Both the sun and -the moon alike have a similar affect. The pattern is non-specific as -the colors were seemingly swirled together. Each different colored -piece of glass was intricately separated by blackened coils of metal. -~ -S -#9460 -Tavern's Storeroom~ -Though the air here is stale, it is cool in this small, dark room. -The back or south wall is rock. There are wooden crates stacked -along the walls. There is a stack of wooden kegs in one corner. -The dirt floor is worn from the tugging and pulling of the crates -and kegs across its surface. -~ -0 9 0 -D0 -~ -door~ -3 -1 9459 -E -crates kegs~ -Through the slats that hold in the contents of the crates, you can -see rows of spirits stacked on top of the other. The kegs are -basically barrels with a cork placed particularly at the base of -each one. -~ -S -#9461 -The Town Bathhouse~ -The room smells of perfumes, but not a heady, rather a musky odor. The -rich dark wood of the desk has been imitated on the floor. It flows -from beneath the edges of the carpet. The rug beneath your feet is a -dark blue with two moons and several winking stars. Behind the girl at -the desk is a painting centered on the wall. The bare walls and areas -not occupied are at the top so that ripples, looking as waves, cascade -from ceiling to floor. A door, that seems to almost glow in this dimly -lit room, stands enticingly to the northwest of this room and leads down -some stairs. -~ -0 2105352 0 -D2 -~ -~ -1 -1 9398 -D5 -Puffs of steam flow up from below. -~ -~ -0 -1 9462 -E -painting~ -This painting is of a fully built female standing naked in a pool of -clear, shimmering water. She is bent slightly with water running from -her cupped hands over the gentle curves of her long legs. Her auburn -hair cascades down her front, covering a portion of the demure features -of her face and the right side of her full bosom. -~ -E -mbprog~ -Autumn's build is small. She has a pretty waist line, high cheek bones, -dark hair, and light colored eyes with a twinkle of mischief in them. -There's something seductive about her smile; the way she watches you as -you move around the room; the way she looks up at you through shading -lashes. She is not particular about her company in the sense that she -is not prejudiced by race, class, or gender. She is capable of speaking -on a wide scale of topics, but knows when speaking has reached its end -point. Consider her carefully. There is more to her than meets the eye. - -If more than one player..- Autumn says, 'Goodness. X of you. Interesting...' - -Autumn says, 'Good marrow, weary traveler. Have you come to cleanse your -body or your soul of the filth of the roads? If you say which, perhaps I -can assist you more readily.' -~ -S -#9462 -The Bathing Room~ -You have stepped down into a bright room. Though there are not -windows in any of the walls, the ceiling overhead is constructed -of glass, allowing sun or moonlight to peer down and cast strips -of light through the steam clouds that obscure parts of this room. -There are several bubbling pools about the floor, all set into the -dark boards so that you would have to step down into them to bathe. -Beside each pool is a wooden bench. On each bench, a pole with a -couple hooks at its top is attached, acting as a rack on which to -hang your armour. Nothing has been placed upon the walls. There -is an exit up the stairs which you descended to get here. -~ -0 8 0 -D4 -Wafts of incense poor in from the room above. -~ -~ -0 -1 9461 -S -#9463 -Blacksmith's~ -At one time the blacksmith was commissioned to do horses' shoes by the -stable owner. The travelers would bring their broken wheels for him -to recover. All that lived here or passed by asked him to create or -repair weapons on a regular basis. Now he waits in vain for the -next person to need something... anything from his humble shop. -~ -0 8 0 -D0 -You can see debris blowing around on the deafeningly quiet street. -~ -~ -0 -1 9413 -S -#9464 -Corinthians' Road~ -The musky odor of horses and their by-products assail your senses. As -you cast about for the source of the smell, you see that the store to -to the north is boarded up, as many will be along this strip. To the -south is a field of weeds. Beyond the field, you see the stables of -the local horse trader. The smell must be floating over from there. -~ -0 0 1 -D1 -You see the door of a bathhouse painted with a red X. -~ -~ -0 -1 9398 -D3 -You can see a building with barred windows and the road continuing to the -west in that direction. -~ -~ -0 -1 9409 -E -n north nor no store~ -You see the tattered and wounded remains of a store front. -~ -E -s so sou south field stables~ -You see weeds twisting in the wind and the side of the stables beyond that. -~ -S -#9465 -Corinthians' Road~ -Some of the store fronts to the north and south have been boarded up. -The broken window panes have left their shattered remains strewn on -the ground below them. The boarded doors have red X's painted on -them. The walls which once served to keep the elements out now have -slices and holes in them. The rumbling to the northwest is evermore -unsettling. -~ -0 0 1 -D0 -~ -door~ -1 -1 9461 -D3 -You can see the Bathhouse in that direction and the road continuing to the -west. -~ -~ -0 -1 9398 -D8 -You can see McIntyre's Boarding House and the road curving to the northeast. -~ -~ -0 -1 9399 -E -X's doors red X paint~ -A closer look reveals that these were not painted with red paint but -blood. -~ -S -#9466 -On a Path to the Dock~ -If you're attempting to follow the strange prints that scar the ground -in so many places around here, you'll notice they continue not only east -and west, but south to a dock, as well. A closer look at the ground -reveals that the prints going south have come from the west. -~ -0 0 1 -D3 -~ -~ -0 -1 9359 -D8 -~ -~ -0 -1 9358 -E -ground prints~ -The ground is marred with "footprints", if you will. They don't -look like prints you've ever seen, however. They're about a foot -long, exhibiting what can only be pads. You gather that the "things" -that left these prints in their stead must be large. The most -disturbing of the picture painted are the deep punctures left behind -by the claws of their host beast. -~ -S -#9467 -Whisping Fields~ -The tall sunflowers that grow in this part of the field droop in one -direction or another. Their petals are curling in on themselves as -you watch. Their centers are a charcoal black. They sway in death's -dance as the wind whips them around and about. The ground has turned -black. A lone sunflower lay on the ground. It actually still looks -healthy. The small patch of ground surrounding it remains moist and -fertile. The drumming continues to set you on guard and is emitted -from the northwest. -~ -0 1 2 -D0 -You can see a blackness spread across the ground towards a door. -~ -~ -0 -1 9337 -D1 -You can see the blackest ground of your remembering. -~ -~ -0 -1 9337 -D3 -You can see the whisping fields dancing in the wind. -~ -~ -0 -1 9336 -D7 -Oh.. the horror of what you see.. -~ -~ -0 -1 9338 -E -obprog~ -A beautiful sunflower lays on the ground here. - -anti-evil- hold- -bless, sanctuary, mana 15, str 1, int 1, level 15 -con 1 -~ -S -#9468 -The Little Pond's Beach~ -You are on a small beach of this small pond. Your feet slosh through -mud. Some of the mud is thick and sticks to your feet like chocolate -that has been in your pocket too long. Other spots are watered down -by the waves that are washing onto the shore, swooshing and sloshing -against the rocks and stumps that lay along the ground. -~ -0 4 1 -D2 -You can see a path running past the beach. -~ -~ -0 -1 9361 -D3 -The beach continues there. -~ -~ -0 -1 9377 -D6 -You see the pond's glittery surface there. -~ -~ -0 -1 9382 -S -#9469 -Along a Dark, Secret Passage Away From the Altar~ -What!? You just came from the northeast. Now there's only an exit -to the east. How can this be? Well, might as well go onward then. -Who knows what uncharted treasure might lurk ahead in the depths of -the darkness that surrounds you. -~ -0 8457 13 -D1 -You can only see more darkness there. -~ -~ -0 -1 9470 -S -#9470 -Along a Dark, Secret Passage Away From the Altar~ -Ok, now you are forced into a theological discussion with yourself. -Isn't there only one true path, one true direction in life, anyway? -The dirt under your feet gives no answer to your pressing questions -as you pad forward. -~ -0 8201 13 -D8 -You can only see more darkness there. -~ -~ -0 -1 9471 -S -#9471 -Along a Dark, Secret Passage Away From the Altar~ -Onward you trek in the darkness that seems to echo your life. -Surely there's more to life than this. Surely there is a way -that seems more clear. The moss covered mortar walls on either -side of you have water dripping down them. The water glistens -as the rays of your light skim it. -~ -0 8457 13 -D8 -You can only see more darkness there. -~ -~ -0 -1 9472 -S -#9472 -Along a Dark, Secret Passage Away From the Altar~ -How much clearer could this passage get? It's one way and your -options are pretty limited. The walls seem to be collapsing in -on you, yet you continue forward. There is a faint light coming -from in front of you. -~ -0 8457 13 -D9 -This tunnel continues in darkness, but you can see a faint glimmer of light -there. -~ -~ -0 -1 9473 -S -#9473 -A Dark, Secret Passageway Leading Away from the Altar~ -The air here is thick. It is musty and moist down here. Somewhere -in the distance you hear the drip, drip, dripping of an underground -water source. The light you saw earlier is getting brighter. A -small trickle of water leads off to the east. The walls are thick -with moss. -~ -0 8457 13 -D1 -You see the trickle of a stream leading into a dank passageway. -~ -~ -0 -1 9388 -D3 -The light is brighter there as the tunnel continues. -~ -~ -0 -1 9474 -S -#9474 -Along a Dark, Secret Passage In Front of a Secret Treasure Room~ -Ahhh! A light enters your life. The dripping seems a bit louder -now, but more interestingly there is light coming from the doorway -that leads down some steps. You can continue in this passage west -or dare to go onward and explore the source of this new light. -~ -0 8456 13 -D1 -You can see a darker section of the passageway there. -~ -~ -0 -1 9473 -D3 -The light from the room down the stairs filters into the darkness there. -~ -~ -0 -1 9476 -D5 -The light from the room beyond pierces the darkness and blinds you momentarily. -~ -~ -0 -1 9475 -S -#9475 -A Gloriously Bright Treasure Room~ -There are piles of gold and jewels along every wall, enough to light up -anyone's life. This must be the sum of a city's repentance, the payment -for a community's salvation. Once you have gathered your ransom, you can -return to the one way path from whence you came, or dare to venture into -the unknown reaches to the south. -~ -0 2097160 0 -D2 -You see a hallway with pale yellow walls and an old red rug lining it. -~ -~ -0 -1 9478 -D4 -You see the light from this room shining on the wet mortar wall opposite -the door frame. -~ -~ -0 -1 9474 -S -#9476 -Along a Dark, Secret Passage Away From the Altar~ -The light coming from the east shines on the walls showing that they are caked -with thick moss and slime. Water flows freely down their surface. There is -a crevice at the base of both walls where water collects with a splish-splash -and a drip-drip, then proceeds to run to the northwest and the darkness that -lay beyond. -~ -0 8461 13 -D1 -You see a brighter section of the passageway there. -~ -~ -0 -1 9474 -D7 -You can only see darkness there. -~ -~ -0 -1 9477 -E -rmprog~ -spring -~ -S -#9477 -A Seemingly Dead End~ -You've come to the end of a long passage. A wall of stone partially -encircles you, leaving the only clear exit to the southeast. Or so -you thought... Are you TRAPPED? Is there no way out? Certainly -this will not be your final resting place. Perhaps if you search -carefully, you might find a means to your liberty. -~ -0 8457 0 -D4 -The light from the room above floods down, bathing you in its brightness. -~ -trapdoor~ -18875403 94477 9440 -S -#9478 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D3 -You see another chamber in the catacombs. -~ -~ -0 -1 9479 -E -sign~ -There are objects available to differentiate one room from the next. -Some objects may be the same so it will require you to look at each -object. - -The works found in the Catacombs are an anthology of Immortal Poets. -Their words have lasted through the centuries... I have attempted to -put poems in which seemed most representative of the Storm, medieval -times, and of course the dark nature which we present to our players. - -Long rage the STORM! -Xenedra Seccunda-WyldWynd -~ -E -parchment piece~ -I have glimpsed the darkness, -Felt the breath of its existence brush my face. -Though I've lingered in its presence, -I've never suffered its cold, burning embrace. -*DHeys* -I stand aloof and aloft, -That alone is my saving grace... -To give to The more soft -A touch and be enveloped by a sweeter taste... -*ATownsend* -~ -S -#9479 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -There is a sign hanging on the wall. -~ -0 2105356 0 -D2 -You see another chamber in the catacombs. -~ -~ -0 -1 9481 -E -sign~ -I wage not any feud with Death - For changes wrought on form and face; - No lower life that earth's embrace -May breed with him can fright my faith. - -Eternal process moving on, - From state to state the spirit walks; - And these are but the shattered stalks, -Or ruined chrysalis of one. - -Nor blame I Death, because he bare - The use of virtue out of earth; - I know transplanted human worth -Will bloom to profit, otherwhere. - -For this alone on Death I wreak - The wrath that garners in my heart; - He put our lives so far apart -We cannot hear each other speak. -*A. Lord Tennyson* -~ -S -#9480 -A Path Along the Inside of the Wall~ -You've just stepped off of Britannia Street, deeper into the mists that -cover this side of Salvation. Your feet shuffle over pine needles as -you move branches from inhibiting your passage. The air is thick, but -the smell of the forest is ever so pleasant. The mist hugs you as you -move to the north or southeast. -~ -0 8204 0 -D0 -You can see the path seems to disappear under the wall. -~ -~ -0 -1 9482 -D8 -You can see a naturally canopied promenade. -~ -~ -0 -1 9419 -E -sign~ -When I have fears that I may cease to be -Before my pen has gleaned my teeming brain, -Before high-piled books, in charact'ry, -Hold like rich garners the full-ripened grain; -When I behold, upon the night's starred face, -Huge cloudy symbols of high romance, -And think that I may never live to trace -Their shadows, with the magic hand of chance; -And when I feel, fair creature of an hour! -That I shall never look upon thee more, -Never have relish in the faerie power -of unreflecting love;- then on the shore -Of the wide world I stand alone, and think, -Till Love and Fame to nothingness do sink. -*JKeats* -~ -S -#9481 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D1 -You see another chamber in the catacombs. -~ -~ -0 -1 9483 -D2 -You see another chamber in the catacombs. -~ -~ -0 -1 9484 -E -sign~ -My spirit is too weak- mortality -Weighs heavily on me like unwilling sleep, -And each imagined pinnacle and steep -Of godlike hardship, tells me I must die -Like a sick Eagle looking at the sky. -Yet 'tis a gentle luxury to weep -That I have not the cloudy winds to keep, -Fresh for the opening of the morning's eye. -Such dim-conceived glories of the brain -Bring round the heart an undescribable feud; -So do these wonders a most dizzy pain, -That mingles Grecian grandeur with the rude -Wasting of old Time- with a billowy main- -A sun- a shadow of a magnitude. -*JKeats* -~ -S -#9482 -A Path Along the Inside of the Wall~ -The wall to the west is high. It doesn't seem that you could climb it -very easily. There must be a way to the other side, though. Certainly -there would not be such a pointless passage, a passage that leads to -nowhere. Now you find it necessary to search the wall's surface for any -breaks or fissures. Perhaps a hole of some sort might be found. -~ -0 8204 0 -D2 -You can see the path turns onto a street. -~ -~ -0 -1 9480 -D10 -~ -crack~ -2621448 -1 9487 -E -sign~ -If the red slayer think he slays, - Or if the slayed think he is slain, -They know not well the subtle ways - I keep, and pass, and turn again. -Far or forgot to me is near; - Shadow and sunlight are the same; -The vanished gods to me appear; - And one to me are shame and fame. -They reckon ill who leave me out; - When me they fly, I am the wings; -I am the doubter and the doubt, - And I the hymn the Brahmin sings. -The strong gods pine for my abode, - And pine in vain the sacred Seven; -But thou, meek lover of the good! - Find me, and turn thy back on heaven. -*RWEmerson* -~ -S -#9483 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9479 -D9 -You see another chamber in the catacombs. -~ -~ -0 -1 9484 -E -sign~ -As sometimes in a dead man's face, - To those that watch it more and more, - A likeness, hardly seen before, -Comes out... to someone of his race; - -So, dearest, now thy brows are cold, - I see thee what thou art, and know - Thy likeness to the wise below, -Thy kindred with the great of old. - -But there is more than I can see, - And what I see I leave unsaid, - Nor speak it, knowing Death has made -His darkness beautiful with thee. -*A.Lord Tennyson* -~ -S -#9484 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D1 -You see another chamber in the catacombs. -~ -~ -0 -1 9485 -D2 -You see another chamber in the catacombs. -~ -~ -0 -1 9486 -E -sign~ -My mind to me a kingdom is, - Such present joys therein I find -That it excels all other bliss - That earth affords or grows by kind; - -I see how plenty surfeits oft, - And hasty climbers soon do fall; -I see that those which are aloft - Mishap doth threaten most of all; -Content to live, this is my stay; - I seek no more than may suffice; -I press to bear no haughty sway; - Look, what I lack my mind supplies: -Lo, thus I triumph like a king, -Content with that my mind doth bring. - - I grudge not at another's pain; -No worldly waves my mind can toss; - My state at one doth still remain: -I fear no foe, I fawn no friend; -I loathe not life, nor dread my end. -*SirEDeyer* -~ -S -#9485 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D0 -You see another chamber in the catacombs. -~ -~ -0 -1 9483 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9481 -D9 -You see another chamber in the catacombs. -~ -~ -0 -1 9486 -E -sign~ -Fear death? To feel the fog in my throat, - The mist in my face, -When the snows begin, and the blasts denote - I am nearing the place, -The power of the night, the press of the storm, - The post of the foe; -Where he stands, the Arch Fear in a visible form, - Yet the strong man must go: -For the journey is done and the summit attained, - And the barriers fall, -Though battle's to fight ere the guerdon begained, - The reward of it all. -I was ever a fighter, so- one fight more, - The best and the last! -I would hate that death bandaged my eyes, and forbore, - And bade me creep past.... -*RBrowning* -~ -S -#9486 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D1 -You see another chamber in the catacombs. -~ -~ -0 -1 9488 -D2 -You see another chamber in the catacombs. -~ -~ -0 -1 9489 -E -sign~ -Because I could not stop for Death, -He kindly stopped for me; -The carriage held but just ourselves -And Immortality. - -We slowly drove, he knew no haste, -And I had put away -My labor, and my leisure too, -For his civility. - -We passed the school where children played -At wrestling in a ring; -We passed the fields of gazing grain, -We passed the setting sun. - -Since then 't is centuries; but each -Feels shorter than the day -I first surmised the horses' heads -Were toward eternity. -*EDickinson* -~ -S -#9487 -Outside the City Wall on a Path to the Glen~ -You stand next to the huge stone wall that was intended to protect the -city of Salvation. Mist covered mountains stretch from the northwest -vantage, past the wall that abuts its rocky base. Apparently, the -mountain was meant to act as the north wall. The ground beneath you -is hardly marked. Thick foliage grows on either side of this path. -Healthy grasses and long branches breech its edges, reaching for you -as you continue on this passage to the southeast through the CRACK -or to the glen that lies to the southwest. -~ -0 2105356 0 -D9 -~ -~ -0 -1 9490 -D10 -You can see a path through this crack in the wall. -~ -crack~ -524288 -1 9482 -E -sign~ -All the world's a stage, -And all the men and women merely players; -They have their exits and their entrances; -His acts being seven ages. At first the infant, -Mewling and puking in the nurse's arms. -And then the whining school-boy, with his satchel, -Unwillingly to school. And then the lover -Sighing like furnace, with a woeful ballad -Made to his mistress' eyebrow. Then a soldier, -Full of strange oaths, and bearded like the pard, -Jealous to honour, sudden and quick in quarrel, -Seeking the bubble reputation -Even in the cannon's mouth. And then the justice, -In fair round belly with good capon lin'd, -With eyes severe, and beard of formal cut, -Full of wise saws and modern instances; -And so he plays his part.... -*WShakespeare* -~ -S -#9488 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D0 -You see another chamber in the catacombs. -~ -~ -0 -1 9485 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9484 -D9 -You see another chamber in the catacombs. -~ -~ -0 -1 9489 -E -sign~ -Dark hills at evening in the west, -Where sunset hovers like a sound -Of golden horns that sang to rest -Old bones of warriors under ground, -Far now from all the bannered ways -Where flash the legions of the sun, -You fade- as if the last of days -Were fading, and all wars were done. -*EARobinson* -~ -S -#9489 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D1 -You see another chamber in the catacombs. -~ -~ -0 -1 9491 -E -sign~ -Where he stood perplexed and still... - But only a host of phantom listeners -That dwelt in the lone house then - Stood listening in the quiet of the moonlight -To that voice from the world of men: - Stood thronging the faint moonbeams on the dark stair, -That goes down to the empty hall, - Harkening in an air stirred and shaken -By the lonely Traveler's call. -And he felt in his heart their strangeness, - Their stillness answering his cry, -While his horse moved, cropping the dark turf, - 'Neath the starred and leafy sky' -For he suddenly smote on the door, even - Louder, and lifted his head: -"Tell them I came, and no one answered, - But that I kept my word," he said. -*WDeLaMare* -~ -S -#9490 -On a Path to the Glen~ -The trees are becoming more dispersed. Rather than smothering you as -they had to the northeast, they merely brush your shoulders now. Small -effervescent creatures flit around your head as you make your way along -this quiet path to the glen to the west or the wall to the northeast. -~ -0 8204 0 -D3 -You can see the tail end of a glen and the mystical pathway therein. -~ -~ -0 -1 9378 -D6 -You can see that the path seems to run right under the wall. -~ -~ -0 -1 9487 -E -sign~ -Much have I traveled in the realms of gold, -And many goodly states and kingdoms seen; -Round many western islands have I been -Which bards in fealty to Apollo hold. -Of one wide expanse had I been told... -*JKeats* -~ -S -#9491 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D0 -You see another chamber in the catacombs. -~ -~ -0 -1 9488 -D1 -You see another chamber in the catacombs. -~ -~ -0 -1 9492 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9486 -E -sign~ -O wild West Wind, thou breathe of Autumn's being. -Thou, from whose unseen presence the leaves dead -Are driven, like ghosts from an enchanter fleeing, -Yellow, and black, and pale, and hectic red, -Pestilence-stricken multitudes: O thou -Who chariotest to their dark wintry bed -The winged seeds, where they lie cold and low, -Each like a corpse within its grave, until -Thine azure sister of the Spring shall blow -Her clarion o'er the dreaming earth, and fill -(Driving sweet buds like flocks to feed in air) -With living hues and odours plain and hill: -Wild Spirit, which art moving everywhere; -Destroyer and Preserver; Hear, oh, dear! -*PBShelley* -~ -S -#9492 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D0 -You see another chamber in the catacombs. -~ -~ -0 -1 9493 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9486 -E -sign~ -If poisonous minerals, and if that tree -Whose fruit threw death on else immortal us, -If lecherous goats, if serpents envious -Cannot be damned, Alas! why should I be? -Why should intent or reason, born in me, -Make sins, else equal, in me more heinous? -And mercy being easy, and glorious -To God, in His stern wrath why threatens he? -*JDonne* -~ -S -#9493 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105352 0 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9484 -D8 -You see another chamber in the catacombs. -~ -~ -0 -1 9494 -E -painting~ -The Muse, disgusted at an age and clime - Barren of every glorious theme, -In distant lands now waits a better time, - Producing subjects worthy fame: - -In happy climes where from the genial sun - And virgin earth such scenes ensue, -The force of art by nature seems outdone, - And fancied beauties by the true... -*WDouglas* -~ -S -#9494 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D0 -You see another chamber in the catacombs. -~ -~ -0 -1 9495 -E -sign~ -Death, be not proud, though some have called thee -Mighty and dreadful, for thou art not so; -For those whom thou think'st thou dost overthrow -Die not, poor Death; nor yet canst thou kill me. -From rest and sleep, which but thy pictures be, -Much pleasure; then from thee much more must flow; -And soonest our best men with thee do go- -Rest of their bones and souls' delivery! -Thou'rt slave to fate, chance, kings, and desperate men, -And dost with poison, war, and sickness dwell; -And poppy or charms can make us sleep as well -And better than thy stroke. Why swell'st thou then? -One short sleep past, we wake eternally, -And Death shall be no more: Death, thou shalt die. -*JDonne* -~ -S -#9495 -Lost in the Catacombs of Wisdom~ -You are moving through what might seem to be an inescapable horror. -The walls here are covered with an interesting mix of alternating -four inch yellow and brown stripes. Parts of this corridor are -decorated, while some of it lacks any type of refinement. The -area is lit by the perpetually burning oil lamps placed just out -of reach at the top of the walls. Except by moving, there is no -way out. Looking is learning the path to enlightenment. -There is a mirror on the wall. -~ -0 2105356 0 -D3 -You see another chamber in the catacombs. -~ -~ -0 -1 9493 -D7 -You see the possibility of imminent extrication! -~ -~ -0 -1 9496 -E -mirror~ -When in the mirror of a permanent tear -Over the iris of your mother's eye -I beheld the dark tremor of your face, austere -With space of death, spun too benign for youth, -Icicle of the past to pierce her living sigh- -I saw you wish the last kiss of mother's mouth, -Who took the salted waters rather in the suck -Of seas, sighing yourself to fill and drench -With water the plum-rich glory of your breast -Where beat the heart escaping from war's luck. -*GDerwood* -~ -S -#9496 -Lost in the Catacombs of Wisdom~ -It looks as if you've managed to claw your way through the catacombs. -The walls here are an interesting mix of alternating four inch yellow -and brown stripes. Parts of this corridor are decorated, while others -lack any type of refinement. The area is lit by the perpetually burning -oil lamps placed just out of reach. Except by moving, there is no way -out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D6 -You see another chamber in the catacombs. -~ -~ -0 -1 9497 -E -rmprog~ -fire -~ -E -red flame fire~ -Red paths that wander through the gray, and cells -Of strangeness, rutted moldings in the brain, -Untempered fevers heated by old kills, -By the pampered word, by the pat printed rune, -Unbalanced coil under glaucous blooms of thought, -A turning mind, unmitigated thinking that -Feeds human hunger and eats us alive -While cringing to the death, expecting love,- -Such make the self we are. And do you make it? -And practice on us? For we cannot take it. -*GDerwood* -~ -S -#9497 -Lost in the Catacombs of Wisdom~ -It looks as if you've managed to claw your way through the catacombs. -The walls here are an interesting mix of alternating four inch yellow -and brown stripes. Parts of this corridor are decorated, while others -lack any type of refinement. The area is lit by the perpetually burning -oil lamps placed just out of reach. Except by moving, there is no way -out. Looking is learning the path to enlightenment. -~ -0 2105356 0 -D7 -You see another chamber in the catacombs. -~ -~ -0 -1 9498 -D9 -~ -~ -0 -1 9496 -E -sign~ -No longer mourn for me when I am dead, -When you shall hear the surly sullen bell, -Give warning to the world that I am fled -From this vile world, with vilest worms to dwell; -Nay, if you read this line, remember not -The hand that writ it; for I love you so -That I in your sweet thoughts would be forgotten -If thinking on me then should make you woe. -*WShakespeare* -~ -S -#9498 -Lost in the Catacombs of Wisdom~ -Humpty Dumpty sat on a wall. Humpty Dumpty had a great fall, and all -the king's horses and all the king's men couldn't put poor Humpty -Dumpty back together again. Don't be as foolish as the Humpty-Man. -Look before you tread, brethren. -~ -0 2105356 1 -D1 -You see yourself falling off the wall!! -~ -~ -0 -1 9499 -D6 -~ -~ -0 -1 9475 -D8 -~ -~ -0 -1 9497 -E -sign~ -Before I sigh my last gasp, let me breathe... -...Therefore I'll give no more, but I'll undo -The world by dying; because Love dies too. -Then all your beauties will be no more worth -Than gold in mines, where none doth draw it forth; -And all your graces no more use shall have, -Than a sun-dial in a grave: -Though, Love, taught'st me, by making me -Love her, who doth neglect both me and thee, -To invent and practice this one way to annihilate all three. -*JDonne* -~ -S -#9499 -CRACK! SPLAT! BYE-BYE!~ -This is just a thought... just a query... weren't you paying attention? -Did you miss the warning in there? Did you NOT read the sign that was -so clearly posted? -~ -0 33554444 0 -S -#0 - - -#RESETS -D 0 9300 0 1 -D 0 9301 2 1 -D 0 9302 0 1 -D 0 9303 2 1 -D 0 9305 0 0 -D 0 9305 3 1 -M 1 9306 1 9306 -G 1 9309 1 -E 1 9306 1 16 -D 0 9306 2 0 -M 1 9307 1 9307 -M 1 9305 1 9307 -M 1 9303 1 9307 -D 0 9307 2 1 -M 1 9308 1 9308 -G 1 9309 1 -E 1 9308 1 16 -D 0 9308 0 1 -D 0 9309 1 1 -D 0 9313 0 1 -D 0 9315 0 0 -D 0 9316 0 0 -D 0 9316 5 1 -D 0 9317 4 1 -M 1 9464 1 9318 -E 1 9400 1 0 -E 1 9404 1 11 -E 1 9405 1 16 -E 1 9401 1 3 -E 1 9403 1 7 -E 1 9406 1 13 -E 1 9402 1 20 -E 1 9407 1 8 -E 1 9408 1 14 -E 1 9408 1 15 -E 1 9409 1 5 -M 1 9320 1 9320 -E 1 9399 1 5 -M 1 9362 1 9326 -G 1 9352 1 -G 1 9352 1 -M 1 9464 1 9328 -E 1 9400 1 0 -E 1 9404 1 11 -E 1 9405 1 16 -E 1 9401 1 3 -E 1 9403 1 7 -E 1 9406 1 13 -E 1 9402 1 20 -E 1 9407 1 8 -E 1 9408 1 14 -E 1 9408 1 15 -E 1 9409 1 5 -D 0 9329 0 0 -D 0 9330 1 1 -D 0 9330 3 1 -D 0 9331 1 1 -D 0 9331 2 0 -D 0 9332 3 1 -D 0 9333 3 1 -M 1 9334 1 9334 -E 1 9334 1 16 -E 1 9334 1 18 -D 0 9334 4 2 -M 1 9310 1 9335 -E 1 9343 1 16 -E 1 9339 1 12 -E 1 9340 1 5 -E 1 9341 1 14 -E 1 9342 1 3 -E 1 9341 1 15 -G 1 9346 1 -E 1 9335 1 17 -D 0 9335 0 2 -D 0 9337 1 1 -M 1 9338 1 9338 -E 1 9338 1 16 -D 0 9343 7 1 -D 0 9344 8 1 -D 0 9346 1 0 -M 1 9348 2 9347 -G 1 9348 1 -M 1 9347 5 9347 -G 1 9348 1 -D 0 9347 0 2 -D 0 9347 2 1 -M 1 9348 2 9348 -M 1 9347 5 9348 -M 1 9347 5 9348 -M 1 9347 5 9348 -M 1 9347 5 9348 -D 0 9348 2 2 -O 1 9303 1 9352 -M 1 9301 1 9355 -O 1 9352 1 9360 -M 1 9361 1 9361 -M 1 9362 1 9362 -G 1 9352 1 -D 0 9363 6 1 -D 0 9364 7 1 -O 1 9365 1 9365 -O 1 9364 1 9365 -D 0 9365 8 1 -D 0 9365 9 1 -M 1 9464 1 9373 -E 1 9400 1 0 -E 1 9404 1 11 -E 1 9405 1 16 -E 1 9401 1 3 -E 1 9403 1 7 -E 1 9406 1 13 -E 1 9402 1 20 -E 1 9407 1 8 -E 1 9408 1 14 -E 1 9408 1 15 -E 1 9409 1 5 -M 1 9377 1 9377 -M 1 9302 1 9379 -M 1 9383 1 9383 -M 1 9385 2 9384 -M 1 9385 2 9385 -M 1 9392 1 9392 -E 1 9392 1 9 -D 0 9393 2 2 -M 1 9395 1 9395 -E 1 9399 1 5 -D 0 9396 0 1 -M 1 9397 1 9397 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2 -E 1 9421 1 16 -D 0 9424 0 1 -M 1 9425 1 9425 -E 1 9426 1 5 -E 1 9425 1 16 -D 0 9425 2 1 -M 1 9464 1 9428 -E 1 9400 1 0 -E 1 9404 1 11 -E 1 9405 1 16 -E 1 9401 1 3 -E 1 9403 1 7 -E 1 9406 1 13 -E 1 9402 1 20 -E 1 9407 1 8 -E 1 9408 1 14 -E 1 9408 1 15 -E 1 9409 1 5 -D 0 9428 0 1 -M 1 9429 1 9429 -D 0 9429 2 1 -D 0 9432 3 1 -O 1 9433 1 9433 -O 1 9436 1 9436 -D 0 9436 1 1 -M 1 9437 3 9437 -M 1 9438 1 9438 -M 1 9437 3 9440 -D 0 9440 5 1 -M 1 9440 1 9442 -M 1 9443 1 9443 -M 1 9444 1 9444 -E 1 9444 1 17 -M 1 9447 1 9444 -M 1 9445 1 9445 -M 1 9311 1 9445 -M 1 9446 2 9446 -M 1 9448 1 9449 -M 1 9449 1 9449 -M 1 9450 1 9450 -E 1 9450 1 1 -E 1 9451 1 12 -E 1 9452 1 10 -E 1 9453 1 7 -E 1 9454 1 8 -M 1 9451 1 9451 -E 1 9445 1 3 -E 1 9446 1 12 -E 1 9447 1 9 -E 1 9448 1 7 -E 1 9443 1 1 -E 1 9449 1 8 -G 1 9442 1 -M 1 9452 1 9452 -E 1 9488 1 7 -E 1 9489 1 9 -E 1 9490 1 8 -E 1 9491 1 20 -G 1 9492 1 -E 1 9486 1 1 -E 1 9487 1 5 -M 1 9437 3 9457 -D 0 9458 2 1 -M 1 9459 1 9459 -G 1 9460 1 -G 1 9458 1 -G 1 9459 1 -D 0 9459 0 1 -D 0 9459 2 1 -M 1 9404 2 9460 -D 0 9460 0 1 -M 1 9461 1 9461 -D 0 9461 2 0 -M 1 9463 1 9463 -E 1 9463 1 16 -M 1 9411 1 9464 -E 1 9319 1 3 -E 1 9319 1 4 -E 1 9326 1 8 -E 1 9320 1 5 -E 1 9321 1 13 -E 1 9322 1 6 -E 1 9325 1 12 -G 1 9327 1 -D 0 9465 0 0 -M 1 9468 1 9468 -E 1 9468 1 6 -O 1 9475 1 9477 -D 0 9477 4 1 -M 1 9478 4 9478 -E 1 9478 1 3 -O 1 9471 1 9478 -O 1 9471 1 9479 -M 1 9481 1 9481 -E 1 9480 1 20 -E 1 9481 1 13 -G 1 9456 1 -O 1 9471 1 9481 -M 1 9478 3 9483 -E 1 9478 1 3 -O 1 9471 1 9483 -M 1 9478 4 9484 -O 1 9471 1 9484 -O 1 9471 1 9485 -M 1 9478 5 9486 -E 1 9478 1 3 -O 1 9471 1 9486 -M 1 9312 1 9487 -M 1 9478 6 9488 -E 1 9482 1 8 -O 1 9471 1 9488 -M 1 9478 5 9489 -E 1 9478 1 3 -O 1 9471 1 9489 -M 1 9488 1 9490 -M 1 9481 2 9491 -E 1 9480 1 20 -E 1 9481 1 13 -O 1 9471 1 9491 -O 1 9471 1 9492 -O 1 9470 1 9493 -M 1 9485 1 9494 -E 1 9485 1 16 -O 1 9471 1 9494 -M 1 9478 5 9495 -E 1 9478 1 3 -O 1 9473 1 9496 -M 1 9497 1 9497 -E 1 9498 1 12 -E 1 9497 1 1 -E 1 9493 1 17 -O 1 9471 1 9497 -O 1 9471 1 9498 -S - - -#SHOPS - 9459 30 33 34 49 17 100 75 0 23 ; a tavern owner - 9463 0 0 0 0 0 120 90 0 23 ; Salvation's blacksmith -0 - - -#REPAIRS - 9463 5 9 0 25 1 0 23 ; Salvation's blacksmith -0 - - -#SPECIALS -M 9301 spec_thief -M 9306 spec_janitor -M 9308 spec_janitor -M 9310 spec_cast_mage -M 9320 spec_guard -M 9338 spec_executioner -M 9347 spec_guard -M 9348 spec_guard -M 9362 spec_janitor -M 9377 spec_cast_mage -M 9392 spec_cast_mage -M 9395 spec_guard -M 9399 spec_guard -M 9401 spec_cast_mage -M 9409 spec_executioner -M 9410 spec_janitor -M 9411 spec_guard -M 9423 spec_breath_any -M 9429 spec_executioner -M 9438 spec_janitor -M 9439 spec_janitor -M 9461 spec_breath_frost -M 9464 spec_executioner -M 9481 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/school.are b/data/realm/areas_smaug1.4a/school.are deleted file mode 100644 index 3669e54..0000000 --- a/data/realm/areas_smaug1.4a/school.are +++ /dev/null @@ -1,2037 +0,0 @@ -#AREA Mud School~ - -#VERSION 1 - -#AUTHOR Hatchet~ - -#RANGES -1 5 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#3700 -acolyte cleric~ -the acolyte of Frag~ -An acolyte of Overlord Frag is here, grinning at you. -~ -He is big and bad. Don't mess with him. -~ -67 136 1000 S -30 -10 -20 1d1+29999 2d4+30 -0 -99000 -112 112 1 -#3701 -blob~ -the blob~ -The blob is here, waiting to eat you up. -~ -He is big, he is bad. You don't want to fight him when he isn't chained up. -Perhaps now would be a good time to flee from him!!! If you don't flee, you -would really suffer the consequences. -~ -67 8 0 S -5 20 -99 1d1+50 1d1+0 -0 -9999 -112 112 0 -#3702 -monster~ -the monster~ -There is a monster leashed here. -~ -He looks mean, but you feel comfortable that you can kill him, especially since -he is leashed up, and you are not. -~ -3 0 0 S -1 20 10 1d1+10 1d3+0 -100 50 -112 112 0 -#3703 -monster wimpy~ -the wimpy monster~ -There is a wimpy monster leashed here. -~ -He looks wimpy. You feel comfortable that you can kill him, especially since -he is leashed up, and you are not. -~ -131 0 0 S -1 20 10 1d1+10 1d3+0 -100 50 -112 112 0 -#3704 -monster aggressive~ -the aggressive monster~ -There is an aggressive monster leashed here. -~ -He looks mean, but you feel comfortable that you can kill him, especially since -he is leashed up, and you are not. -~ -35 0 0 S -1 20 10 1d1+10 1d3+0 -100 50 -112 112 0 -#3705 -monster wimpy aggressive~ -the wimpy aggressive monster~ -There is a wimpy aggressive monster leashed here. -~ -He looks mean, but you feel comfortable that you can kill him, especially since -he is leashed up, and you are not. -~ -163 0 0 S -1 20 10 1d1+10 1d3+0 -100 50 -112 112 0 -#3706 -big creature~ -the big creature~ -There is a big creature hulking over your form. -~ -He looks mean, and you just might have a small problem killing him, but he -looks like a great prize!!! -~ -3 512 0 S -2 19 9 2d2+20 1d4+1 -200 50 -112 112 0 -#3707 -adept cleric~ -the adept of Kahn~ -An adept of Overlord Kahn is here, contemplating your progress. -~ -He is big and bad. Don't mess with him. -~ -67 136 1000 S -30 -10 -20 1d1+29999 2d4+30 -0 -99000 -112 112 1 -#3709 -rabbit~ -the rabbit~ -A rabbit is bouncing around here. -~ -The rabbit smiles at you, completely harmless! -~ -193 0 100 S -1 20 10 1d1+10 1d3+0 -10 25 -112 112 0 -#3710 -lizard~ -the lizard~ -A lizard slithers up to you. -~ -It smiles at you, and tries to eat your leg. -~ -65 0 -100 S -2 19 9 2d2+20 1d4+1 -10 100 -112 112 0 -#3711 -boar~ -the boar~ -A boar tries to run you over. -~ -It grunts at you. -~ -65 0 0 S -3 18 8 3d3+30 1d6+1 -10 200 -112 112 0 -#3712 -fox~ -the fox~ -A fox is here staring at you. -~ -His fur might be worth money. -~ -193 0 100 S -1 20 10 1d1+10 1d3+0 -10 25 -112 112 0 -#3713 -snail~ -the snail~ -A snail is trying to get out of your way. -~ -You don't see much but slime about it. -~ -65 0 0 S -0 21 10 1d1+0 1d1+0 -2 10 -112 112 0 -#3714 -beast~ -the beast~ -A beast tries to feed off of you. -~ -It looks mean. You'd better run. -~ -97 0 0 S -5 16 6 5d5+55 1d6+3 -50 500 -112 112 0 -#3715 -bear~ -the bear~ -A bear is here growling at you. -~ -The bear must be bigger than you! It wants to rip your head off. -~ -65 0 0 S -4 17 7 4d4+44 1d6+2 -40 300 -112 112 0 -#3716 -wolf~ -the wolf~ -A wolf is here snarling at you. -~ -The wolf doesn't want to be bothered. -~ -65 0 0 S -4 17 7 4d4+44 1d6+2 -40 300 -112 112 0 -#3717 -adept cleric~ -the adept of Frag~ -An adept of Frag is here, grinning and selling you things. -~ -He is big and bad. Don't mess with him. -~ -67 136 1000 S -30 -10 -20 1d1+29999 2d4+30 -0 -99000 -112 112 1 -#3718 -adept cleric~ -the adept of Furey~ -An adept of Furey is here, training young students. -~ -He is big and bad. Don't mess with him. -~ -579 136 1000 S -30 -10 -20 1d1+29999 2d4+30 -0 -99000 -112 112 1 -#3719 -priest cleric~ -the priest of Hatchet~ -The priest of Hatchet is ready to help you practice. -~ -He is big and bad. Don't mess with him. -~ -1091 136 1000 S -30 -10 -20 1d1+29999 2d4+30 -0 -99000 -112 112 1 -#3720 -beast~ -the diploma beast~ -The hideous diploma beast is here, holding your graduation present! -~ -This horrible creature is your final test for mud school. Kill him, and the -diploma is yours. -~ -3 512 0 S -3 18 8 2d4+30 1d6+1 -300 100 -112 112 0 -#0 - - -#OBJECTS -#3700 -mace~ -a sub issue mace~ -You see a sub issue mace here.~ -~ -5 64 1 -0 2 3 7 -5 0 5 -E -mace~ -You see a mace of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -A -18 1 -A -19 1 -#3701 -dagger~ -a sub issue dagger~ -You see a sub issue dagger here.~ -~ -5 64 1 -0 2 3 11 -5 0 5 -E -dagger~ -You see a dagger of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -A -17 -5 -A -18 1 -A -19 1 -#3702 -sword~ -a sub issue sword~ -You see a sub issue sword here.~ -~ -5 64 1 -0 2 3 3 -5 0 5 -E -sword~ -You see a sword of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -A -18 1 -A -19 1 -#3703 -vest~ -a sub issue vest~ -You see a sub issue vest here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -vest~ -You see a vest of great but cheap craftsmanship. Stamped on the side is: -Merc Industries -~ -#3704 -shield~ -a sub issue shield~ -You see a sub issue shield here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -shield~ -You see a shield of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3705 -cloak~ -a sub issue cloak~ -You see a sub issue cloak here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -cloak~ -You see a cloak of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3706 -helmet~ -a sub issue helmet~ -You see a sub issue helmet here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -helmet~ -You see a helmet of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3707 -leggings~ -a pair of sub issue leggings~ -You see a pair of sub issue leggings here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -leggings~ -You see leggings of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3708 -boots~ -a pair of sub issue boots~ -You see a pair of sub issue boots here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -boots~ -You see boots of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3709 -gloves~ -a pair of sub issue gloves~ -You see a pair of sub issue gloves here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -gloves~ -You see gloves of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3710 -sleeves~ -a pair of sub issue sleeves~ -You see a pair of sub issue sleeves here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -sleeves~ -You see sleeves of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3711 -cape~ -a sub issue cape~ -You see a sub issue cape here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -cape~ -You see a cape of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3712 -belt~ -a sub issue belt~ -You see a sub issue belt here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -belt~ -You see a belt of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3713 -bracer~ -a sub issue bracer~ -You see a sub issue bracer here.~ -~ -9 0 1 -2 0 0 0 -5 0 5 -E -bracer~ -You see a bracer of great but cheap craftsmanship. Imprinted on the side is: -Merc Industries -~ -#3714 -key~ -a key~ -You see a very important key here!~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#3715 -diploma~ -a mud school diploma~ -You see a mud school diploma here.~ -~ -8 64 1 -0 0 0 0 -1 0 5 -E -diploma~ -This document shows that you have graduated from Mud School. -It also has magical effects on your abilities if you hold it! - -Hatchet the Silver Knight -Merc Industries -~ -A -5 1 -A -4 1 -#3716 -banner~ -a war banner~ -A war banner is on the floor here.~ -~ -1 1 0 -0 0 -1 0 -1 0 5 -E -banner~ -This is the official Merc war banner to see you through the darkest realm! -~ -A -24 -1 -A -17 -1 -#0 - - -#ROOMS -#3700 -Entrance to Mud School~ -This is the entrance to the Merc Mud School. Go north to go through mud -school. If you have been here before and want to go directly to the arena, -go south. -~ -0 4 0 -D5 -You see the Temple of Midgaard. -~ -~ -0 0 3001 -D0 -You see the doorway into the Mud School Building. -~ -~ -0 0 3757 -D2 -You see the one way door into the Arena of Mud School. -~ -door~ -1 -1 3744 -S -#3701 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The exits are west and south. A small plaque is on the -wall. -~ -0 4 0 -D2 -You see a path into another room. -~ -~ -0 -1 3757 -D3 -You see a path into another room. -~ -~ -0 -1 3702 -E -plaque~ -This zone (Mud School) is created by Hatchet for any Merc Mud. -Copyright 1992, 1993. -~ -E -sign~ -Equipment check time! Type 'EQUIPMENT' to see your current equipment. Right -now, you have just a vest, a shield, and a weapon. As you go through Mud -School you will acquire a complete set of equipment. - -To pick up items on the ground as you see them, type 'GET item'. -To wear a piece of armor, type 'WEAR item'. -To hold a light source, type 'HOLD item'. -To wield a weapon, type 'WIELD weapon'. -To wear, hold, and wield everything you have, type 'WEAR ALL'. -To stop using a piece of equipment, type 'REMOVE item'. -Finally, to see the items in your inventory, type 'INVENTORY'. - -When you are ready to continue, go west. -~ -S -#3702 -The Center Room~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. Exits lead in ALL directions. -~ -0 4 0 -D0 -You see the room north that will lead you to the next section. -~ -~ -0 0 3703 -D1 -You see a room. -~ -~ -0 0 3701 -D2 -You see a room. -~ -~ -0 0 3705 -D3 -You see a room. -~ -~ -0 0 3704 -D5 -You see a room. -~ -~ -0 0 3707 -D4 -You see a room. -~ -~ -0 0 3708 -E -sign~ -This is the direction practicing room. The directions you can go in any -room are: north, south, east, west, up, or down. Of course, not all rooms -have all exits available. - -To see the obvious exits in a room, type 'EXITS'. - -Sometimes doors are closed, or locked, or secret. Then you have to notice -clues in the room description, or try going into that direction and seeing -if you bump into a door. - -Try going into each direction from here. When you are done, go NORTH. -~ -S -#3703 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. Exits lead north and south. -~ -0 4 0 -D0 -You see the next station ahead. -~ -~ -0 -1 3709 -D2 -You see the central room. -~ -~ -0 0 3702 -E -sign~ -Since you are here, let us have another lesson. You can see the statistics on -yourself by typing 'SCORE'. Do that right now. At higher levels, 'SCORE' -gives you more information. -~ -S -#3704 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The only exit is east. -~ -0 4 0 -D1 -You see the central room. -~ -~ -0 0 3702 -E -sign~ -Just go east to the central room. -~ -S -#3705 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The only exit is north. -~ -0 4 0 -D0 -You see the central room. -~ -~ -0 0 3702 -E -sign~ -Just go north to the central room. -~ -S -#3707 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The only exit is up. -~ -0 4 0 -D4 -You see the central room. -~ -~ -0 0 3702 -E -sign~ -Just go up to the central room. -~ -S -#3708 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The only exit is down. -~ -0 4 0 -D5 -You see the central room. -~ -~ -0 0 3702 -E -sign~ -Just go down to the central room. -~ -S -#3709 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. Exits reach west and down. -~ -0 4 0 -D5 -You see a cage. -~ -~ -0 0 3710 -D3 -You see the next station of Mud School. -~ -~ -0 -1 3711 -E -sign~ -Welcome to combat training. - -The first lesson is knowing whom to fight. Use the command 'CONSIDER' to -consider killing a monster. Avoid fighting monsters that will kill you -easily. - -The second lesson is running away. There is a monster in the room down. -He is too strong for you to kill, but he won't kill you. So go 'DOWN' from -here, then 'CONSIDER' him, then 'KILL' him. After a while, type 'FLEE' to -escape from him. - -You can also set your character to flee automatically with the 'WIMPY' command. -Type 'HELP WIMPY' to find out more about 'WIMPY'. - -After you flee, you will be back in this room. When you are ready to go on -to the next station, go 'WEST'. -~ -S -#3710 -The Blob Cage~ -You are in a smelly cage. Strangely, the walls are still clean! -You see a sign here. The only exit is up. -~ -0 8 0 -D4 -You see a safe room up. -~ -~ -0 0 3709 -E -sign~ -Remember, don't fight the blob to the finish! Just type 'KILL BLOB', then -when you are fighting, type 'FLEE', until you flee and are out of here. -~ -S -#3711 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. -~ -0 4 0 -D1 -You see the next station of Mud School. -~ -~ -0 0 3709 -D5 -You see the combat hall. -~ -~ -0 0 3712 -E -sign~ -Welcome to the next station. Here, you will actually fight real monsters, -without fleeing! Kill every mob, since they hold some equipment you need. -To start, go down. -~ -S -#3712 -The Cage Room~ -You are in the cage room. All around are 4 cages. Light fluoresces off the -ceiling in soft white tones. Of course, there is a big sign on the wall. -Exits lead into the cardinal directions plus down. -~ -0 4 0 -D0 -You see the aggressive monster inside! -~ -~ -0 -1 3713 -D1 -You see the unmodified monster inside! -~ -~ -0 -1 3716 -D2 -You see the wimpy monster inside! -~ -~ -0 -1 3715 -D3 -You see the aggressive wimpy monster inside! -~ -~ -0 -1 3714 -D5 -You see the next station below. -~ -~ -0 -1 3717 -E -sign~ -Welcome to the cage room. The adepts of mud school have captured some -monsters for you to kill. In the four cages are four monsters of various -types. Kill them all! - -After you kill each monster, get all of the equipment from their corpses -with the command 'GET ALL CORPSE'. You can then use the command 'WEAR ALL' -to wear your newly won equipment. - -When you are done with the corpse, 'SACRIFICE CORPSE' to give it to your God. -God will reward you for this. - -Between combat, you may need to rest or sleep to regenerate hit points. -You can 'REST' to regenerate hit points, or you can 'SLEEP'. 'SLEEP' will -refresh you faster than 'REST', but you will be less aware of your -surroundings. -~ -S -#3713 -A Cage~ -You are in a cage. Blood and gore are everywhere. The keepers must be lax -in the upkeep here! There is a sign on the wall. The only exit is south. -~ -0 8 0 -D2 -You see the Cage Room. -~ -~ -0 -1 3712 -E -sign~ -There is an aggressive monster in this room. Kill him and get out of here -fast! Remember to loot and sacrifice the corpse. -~ -S -#3714 -A Cage~ -You are in a cage. Blood and gore are everywhere. The keepers must be lax -in the upkeep here! There is a sign on the wall. The only exit is east. -~ -0 8 0 -D1 -You see the Cage Room. -~ -~ -0 -1 3712 -E -sign~ -There is a wimpy, aggressive monster in this room. Kill him and get out of -here fast! Remember to loot and sacrifice the corpse. -~ -S -#3715 -A Cage~ -You are in a cage. Blood and gore are everywhere. The keepers must be lax -in the upkeep here! There is a sign on the wall. The only exit is north. -~ -0 8 0 -D0 -You see the Cage Room. -~ -~ -0 -1 3712 -E -sign~ -There is a wimpy monster in this room. Kill him and get out of here fast! -Remember to loot and sacrifice the corpse. -~ -S -#3716 -A Cage~ -You are in a cage. Blood and gore are everywhere. The keepers must be lax -in the upkeep here! There is a sign on the wall. The only exit is west. -~ -0 8 0 -D3 -You see the Cage Room. -~ -~ -0 -1 3712 -E -sign~ -There is a monster in this room. Kill him and get out of here fast! -Remember to loot and sacrifice the corpse. -~ -S -#3717 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. Find your own exit here. -~ -0 4 0 -D4 -You see the Cage room. -~ -~ -0 -1 3712 -D2 -You see the Shop. -~ -~ -0 0 3718 -D1 -You see the next station of Mud School. -~ -door~ -1 -1 3719 -E -sign~ -By now, you must be hungry and thirsty. Time to buy groceries! -To the south is a store. Inside the store, you can use these commands: - - BUY Buy an item - LIST List what is for sale - -After buying some food and drink, you can 'EAT' and 'DRINK' it. - -After that, find the next exit yourself. -~ -S -#3718 -The Store in Mud School~ -You are in a cramped room. Stacked neatly on shelves everywhere are items -and packages. Light fluoresces off the ceiling in soft white tones. Of -course, there is a sign on the wall. The only exit is north. -~ -0 8 0 -D0 -You see the only exit out of here. -~ -~ -0 0 3717 -E -sign~ -The sign reads: - - Buy - Buy something from the storekeeper. - List - The storekeeper will tell you what's for sale. - Value - The storekeeper will tell you how much he will give to you for - that item. - Sell - Sell that item to the storekeeper. -~ -S -#3719 -A Room in Mud School~ -You are in a square white room. The walls are all blank, with no windows. -Light fluoresces off the ceiling in soft white tones. Of course, there is a -sign on the wall. The exits are north and west, with a door to the east. -~ -0 4 0 -D3 -You see the room you just came from. -~ -door~ -1 -1 3717 -D0 -You see a darkened room inside. -~ -~ -0 0 3720 -D1 -You see the next station of Mud School. -~ -door~ -33 3714 3721 -E -sign~ -North of you is a dark room. I hope you still have the lantern! If not, -you have to back to the store and buy one. - -In the room is a monster with a key that you need. After killing the -monster and getting the key, come back here, UNLOCK EAST, OPEN EAST, -and continue east. -~ -S -#3720 -The Darkened Room~ -This room was purposefully darkened so that you would need to hold on to a -light source to go through. The walls are, of course, blank, and white. -The only exit is south. -~ -0 1 0 -D2 -You see the room that you have come from. -~ -~ -0 0 3719 -S -#3721 -The End of Mud School!~ -This is a very bright room, with a marble pedestal in the center. Behind -the pedestal stands a person cloaked in Silver. Tapestries flow from every -wall, and you feel very happy to be here right now. There is a big sign here. -The only exit is on the other side of the gate north of you. -~ -0 8 0 -D0 -You see the Arena ahead. -~ -gate~ -1 -1 3722 -E -sign~ -You have graduated from Mud School! Get your diploma. Go 'NORTH' from here -to visit our arena. There are plenty of low-level monsters, but DON'T attack -other players. - -If you want to go directly back to the temple at any time, type 'RECALL'. - -After you raise to level two, you can 'SAVE' your character. Your character -will be automatically SAVE'd every few minutes. - -If you need more help during the game, type 'HELP'. If you see something -wrong or have comments, use 'BUG', 'IDEA', or 'TYPO' to report them. - -May your visit here be ... mercenary. -~ -S -#3722 -South Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D3 -~ -~ -0 0 3723 -D0 -~ -~ -0 0 3729 -D1 -~ -~ -0 0 3725 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3723 -South Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D3 -~ -~ -0 0 3724 -D0 -~ -~ -0 0 3728 -D1 -~ -~ -0 0 3722 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3724 -South West Corner of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3727 -D1 -~ -~ -0 0 3723 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3725 -South Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D3 -~ -~ -0 0 3722 -D0 -~ -~ -0 0 3730 -D1 -~ -~ -0 0 3726 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3726 -South East Corner of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3731 -D3 -~ -~ -0 0 3725 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3727 -West Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3732 -D1 -~ -~ -0 0 3728 -D2 -~ -~ -0 0 3724 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3728 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3733 -D1 -~ -~ -0 0 3729 -D2 -~ -~ -0 0 3723 -D3 -~ -~ -0 0 3727 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3729 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3734 -D1 -~ -~ -0 0 3730 -D2 -~ -~ -0 0 3722 -D3 -~ -~ -0 0 3728 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3730 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3735 -D1 -~ -~ -0 0 3731 -D2 -~ -~ -0 0 3725 -D3 -~ -~ -0 0 3729 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3731 -East Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3736 -D2 -~ -~ -0 0 3726 -D3 -~ -~ -0 0 3730 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3732 -West Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3737 -D1 -~ -~ -0 0 3733 -D2 -~ -~ -0 0 3727 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3733 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3738 -D1 -~ -~ -0 0 3734 -D2 -~ -~ -0 0 3728 -D3 -~ -~ -0 0 3732 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3734 -Center of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. There is a BIG SIGN here. -~ -0 8 0 -D0 -~ -~ -0 0 3739 -D1 -~ -~ -0 0 3735 -D2 -~ -~ -0 0 3729 -D3 -~ -~ -0 0 3733 -D4 -You see the EXIT. -~ -~ -0 0 3760 -D5 -You see a dark murky dungeon below. -~ -grate~ -1 -1 3748 -E -sign big~ -Those with high bravery or low senses of cautiousness might wish to go below -to the Dungeon. However, know that there are aggressive monsters down there, -and there is no quick escape back out of here when you are in the dungeon. -~ -S -#3735 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3740 -D1 -~ -~ -0 0 3736 -D2 -~ -~ -0 0 3730 -D3 -~ -~ -0 0 3734 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3736 -East Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3741 -D2 -~ -~ -0 0 3731 -D3 -~ -~ -0 0 3735 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3737 -West Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3742 -D1 -~ -~ -0 0 3738 -D2 -~ -~ -0 0 3732 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3738 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3743 -D1 -~ -~ -0 0 3739 -D2 -~ -~ -0 0 3733 -D3 -~ -~ -0 0 3737 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3739 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3744 -D1 -~ -~ -0 0 3740 -D2 -~ -~ -0 0 3734 -D3 -~ -~ -0 0 3738 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3740 -Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3745 -D1 -~ -~ -0 0 3741 -D2 -~ -~ -0 0 3735 -D3 -~ -~ -0 0 3739 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3741 -East Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D0 -~ -~ -0 0 3746 -D2 -~ -~ -0 0 3736 -D3 -~ -~ -0 0 3740 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3742 -North West Corner of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D1 -~ -~ -0 0 3743 -D2 -~ -~ -0 0 3737 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3743 -North Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. You can barely see the ceiling. You feel as if you are being watched -by some divine being. -~ -0 8 0 -D1 -~ -~ -0 0 3744 -D2 -~ -~ -0 0 3738 -D3 -~ -~ -0 0 3742 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3744 -North Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D1 -~ -~ -0 0 3745 -D2 -~ -~ -0 0 3739 -D3 -~ -~ -0 0 3743 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3745 -North Wall of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D1 -~ -~ -0 0 3746 -D2 -~ -~ -0 0 3740 -D3 -~ -~ -0 0 3744 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3746 -North East Corner of Arena~ -You are in the Arena. Remember, if you wish to get out of this Arena, just -go up. Ceilings can barely be seen in this huge Arena. You feel as if you are -being watched by some divine being. -~ -0 8 0 -D2 -~ -~ -0 0 3741 -D3 -~ -~ -0 0 3745 -D4 -You see the EXIT. -~ -~ -0 0 3760 -S -#3748 -The Center of the Dungeon~ -You are in the center of a large room. A faint light from above shows that -the floors are all covered with slime. A feeling of dread comes over you as -you notice that this is NOT a great place to go. Exits go in all directions. -Of special note is the one that brings you back up!!! -~ -0 8 0 -D4 -You see safety! -~ -grate~ -1 -1 3734 -D0 -You see the north wall. -~ -~ -0 0 3750 -D1 -You see the east wall. -~ -~ -0 0 3753 -D2 -You see the south wall. -~ -~ -0 0 3755 -D3 -You see the west wall. -~ -~ -0 0 3752 -S -#3749 -The North West Corner of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 9 0 -D1 -You see the north wall. -~ -~ -0 0 3750 -D2 -You see the south wall. -~ -~ -0 0 3752 -S -#3750 -The North Wall of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 9 0 -D1 -You see the north east corner. -~ -~ -0 0 3751 -D2 -You see the center of the dungeon. -~ -~ -0 0 3748 -D3 -You see the north west corner. -~ -~ -0 0 3749 -S -#3751 -The North East Corner of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D2 -You see the east wall. -~ -~ -0 0 3753 -D3 -You see the north wall. -~ -~ -0 0 3750 -S -#3752 -The West Wall of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D0 -You see the north west corner. -~ -~ -0 0 3749 -D1 -You see the center of the dungeon. -~ -~ -0 0 3748 -D2 -You see the south west corner. -~ -~ -0 0 3754 -S -#3753 -The East Wall of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D0 -You see the north east corner. -~ -~ -0 0 3751 -D2 -You see the south east corner. -~ -~ -0 0 3756 -D3 -You see the center of the dungeon. -~ -~ -0 0 3748 -S -#3754 -The South West Corner of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D0 -You see the north wall. -~ -~ -0 0 3752 -D1 -You see the south wall. -~ -~ -0 0 3755 -S -#3755 -The South Wall of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D0 -You see the center of the dungeon. -~ -~ -0 0 3748 -D1 -You see the south east corner. -~ -~ -0 0 3756 -D3 -You see the south west corner. -~ -~ -0 0 3754 -S -#3756 -The South East Corner of the Dungeon~ -You are against a wall in the dungeon. It is quite dark here. The lack of -any windows in the area explains the smell around you. -~ -0 1 0 -D0 -You see the east wall. -~ -~ -0 0 3753 -D3 -You see the south wall. -~ -~ -0 0 3755 -S -#3757 -A Room in Mud School~ -You are in a room in Mud School. Pastels cover these walls, due to Hatchet's -mood for the day. To the west is Furey's Training Room, and to the east is -Hatchet's Guild Room. North of you is the next Station of Mud School. -There is a sign on the wall (type 'LOOK SIGN' to read it). -~ -0 0 1 -D0 -You see the next station of Mud School. -~ -~ -0 0 3701 -D1 -You see Hatchet's Guild Room. Go there to practice your skills. -~ -~ -0 0 3759 -D2 -You see the entrance to Mud School. -~ -~ -0 0 3700 -D3 -You see Furey's Training Room. Go there to train your attributes. -~ -~ -0 0 3758 -E -sign~ -To find out your attributes, type 'score'. You can improve your attributes -in Furey's Training Room to the west. You can practice your skills and spells -in Hatchet's Guild Room to the east. You can continue through mud school by -going north. - -If you are a new character, you should go 'WEST' from here, train your -abilities, and then come back here and go 'NORTH'. -~ -S -#3758 -Furey's Training Room~ -You are in Furey's Training Room. Around you are all sorts of physical -and mental training tools. The whole room is filled with magic, holiness, -and sweat. There is a sign on the wall. -~ -0 0 1 -D1 -You see the room you came from, and the room you should go to. -~ -~ -0 0 3757 -E -sign~ -Welcome to Furey's Training Room. Here you can train your attributes. To -train an attribute, you need enough practices. To find out how many practice -sessions you have, type 'train' while you are in this room. To train for a -specific attribute, type 'train ' where attr is the first 3 letters of -the attribute you want increased. Type 'help train' for more information. -~ -S -#3759 -Hatchet's Guild Room~ -You are in a room filled with weapons, books, and many combat dummies, some -cut and stabbed many times, others burnt to a crisp. The room is filled with -sweat and an aura of magic. There is a sign on the wall. -~ -0 0 1 -D3 -You see the room you came from and the room you should go to. -~ -~ -0 0 3757 -E -sign~ -Welcome to Hatchet's Guild Room. Here you will learn your skills and spells. -To find out what skills and spells you can practice and how many practice -sessions you have, type 'practice'. To practice the specific skill, type -'practice ', where 'skill' is the skill or spell you wish to practice. -Practicing increases the amount you know of that skill or spell, up to a -certain maximum. When you have practiced all you wish to practice, go west. -~ -S -#3760 -A Safe Room~ -You are in a safe room, away from all the mean rabbits and snails of the Arena. -You can rest here, and go up to go back to the Temple of Midgaard. -~ -0 4 0 -D4 -You see the Temple of Midgaard. -~ -~ -0 0 3001 -S -#0 - - -#RESETS -D 0 3700 2 1 -M 0 3700 1 3701 -M 0 3701 1 3710 -M 0 3707 1 3712 -M 0 3704 1 3713 -E 1 3712 99 13 -E 1 3707 99 7 -M 0 3705 1 3714 -E 1 3713 99 14 -E 1 3708 99 8 -M 0 3703 1 3715 -E 1 3711 99 12 -E 1 3706 99 6 -M 0 3702 1 3716 -E 1 3705 99 4 -E 1 3705 99 3 -D 0 3717 1 1 -M 0 3717 1 3718 -D 0 3719 3 1 -D 0 3719 1 2 -M 0 3706 1 3720 -E 1 3713 99 14 -E 1 3714 99 17 -E 1 3710 99 10 -E 1 3709 99 9 -M 0 3720 1 3721 -E 1 3715 99 17 -D 0 3721 0 1 -M 0 3713 5 3724 -M 0 3712 3 3726 -M 0 3709 4 3734 -D 0 3734 5 1 -M 0 3710 3 3742 -M 0 3711 3 3746 -D 0 3748 4 1 -M 0 3714 1 3749 -M 0 3715 2 3751 -M 0 3716 2 3754 -M 0 3718 1 3758 -M 0 3719 1 3759 -S - - -#SHOPS - 3717 1 15 17 19 0 105 100 0 23 ; the adept of Frag -0 - - -#REPAIRS -0 - - -#SPECIALS -M 3707 spec_cast_adept -M 3714 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/school2.are b/data/realm/areas_smaug1.4a/school2.are deleted file mode 100644 index 2d337e9..0000000 --- a/data/realm/areas_smaug1.4a/school2.are +++ /dev/null @@ -1,959 +0,0 @@ -#AREA Newbie Nursery School~ - -#VERSION 1 - -#AUTHOR Cookie~ - -#RANGES -1 5 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#3700 -head mistress~ -the Head Mistress~ -The Head Mistress of the Nursery School wonders what you want now. -~ -This elderly woman looks like she's been around....for a long time. -~ -579 8832 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3701 -old lady shopkeeper~ -a little old lady~ -A little old lady is sitting here. -~ -This woman works part time making cookies and drinks for the kiddies. -~ -67 8832 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3702 -teacher heather~ -Miss Heather~ -Miss Heather, a young nursery school teacher, is here to help you. -~ -She is petite and attractive, but also firm and determined in her duties. -Don't attack her, she'll crush you. -~ -67 8832 1000 S -99 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3703 -rabbit~ -a crazed rabbit~ -A half starved rabbit jumps out at you with a crazed look in its eye. -~ -This poor thing hasnt been fed in DAYS. -~ -103 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#3704 -little girl~ -a little girl~ -A little girl is sitting here playing with baby chicks. -~ -Awww. How sweet. Betcha just want to leap over there and cave her head in, -don't you, you sadistic bastard? Well, go on then! -~ -71 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3705 -girl~ -smiling girl~ -A cute little girl smiles up at you. -~ -She looks adorable. Too bad she has to die. -~ -71 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#3706 -boy~ -a little boy~ -You see a little boy fingerpainting here on the floor. -~ -This boy has fingerpaint ALL over his tiny body. -~ -71 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3707 -boy~ -a sleeping boy~ -A little boy is all curled up on the floor sleeping. -~ -This is one tired little boy. -~ -71 131072 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3708 -boy~ -an embarrassed boy~ -A boy stands here in soiled corduroys, embarrassed. -~ -Tears stain his face as he realizes that you can tell that his potty -training isn't going well. Put him out of his misery! -~ -71 0 0 S -1 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#3709 -janitor~ -the janitor~ -The janitor is sitting back here, having a smoke, reading Shakespeare, and -blocking your way. -~ -This man looks big and mean. No wonder the teachers don't like having -him around the children... he's scary. However, he has an intelligent air -about him..... -~ -71 0 0 S -3 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#3700 -mace~ -an official AnonyMud mace~ -You see an official AnonyMud mace here. -~ -~ -5 64 1 -0 2 3 7 -5 0 5 -A -18 1 -A -19 1 -#3701 -dagger~ -an official AnonyMud dagger~ -You see an official AnonyMud dagger here. -~ -~ -5 64 1 -0 2 3 11 -5 0 5 -A -17 -5 -A -18 1 -A -19 1 -#3702 -sword~ -an official AnonyMud sword~ -You see an official AnonyMud sword here. -~ -~ -5 64 1 -0 2 3 3 -5 0 5 -A -18 1 -A -19 1 -#3703 -vest~ -an official AnonyMud vest~ -You see an official AnonyMud vest here. -~ -~ -9 0 1 -2 0 0 0 -5 0 5 -#3704 -shield~ -an official AnonyMud shield~ -You see an official AnonyMud shield here. -~ -~ -9 0 1 -2 0 0 0 -5 0 5 -#3705 -thermos~ -a thermos flask~ -A thermos flask full of water is here. -~ -~ -17 0 1 -10 10 0 0 -1 0 0 -#3706 -oatmeal cookie~ -an oatmeal cookie~ -An oatmeal cookie lies here. -~ -~ -19 0 1 -7 0 0 0 -1 0 0 -#3707 -chocolate chip cookie~ -a chocolate chip cookie~ -A chocolate chip cookie lies here. -~ -~ -19 0 1 -7 0 0 0 -1 0 0 -#3708 -peanut butter cookie~ -a peanut butter cookie~ -A peanut butter cookie lies here. -~ -~ -19 0 1 -7 0 0 0 -1 0 0 -#3709 -sugar cookie~ -a sugar cookie~ -A sugar cookie lies here. -~ -~ -19 0 1 -7 0 0 0 -1 0 0 -#3710 -coat~ -a matted fur coat~ -A fur coat all matted with dirt is laying here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -coat~ -This fur coat looks like it has never been cleaned. -~ -#3711 -bracelet~ -a plastic bracelet~ -A cheap plastic bracelet was left here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -bracelet~ -This thin pastel bracelet looks like something you'd get out of a -vending machine. -~ -#3712 -necklace~ -a bubble necklace~ -A little necklace that can blow bubbles has been left here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#3713 -overalls~ -oshkosh b'gosh overalls~ -A pair of children's overalls are here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -overalls~ -These overalls are covered in fingerpaint. -~ -#3714 -sneakers~ -zips sneakers~ -A pair of Zips have been left here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -sneakers~ -Ugh! Guess your mom wasn't cool enough to buy cool sneakers! -~ -#3715 -red paint~ -red paint~ -You're going to get red paint all over your hands. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -paint~ -It's red paint. Nothing else to describe. -~ -#3716 -banner~ -an AnonyMud Banner~ -Whoa! A real life AnonyMud Banner! -~ -~ -1 1 0 -0 0 240 0 -1 0 0 -A -17 -1 -A -24 -1 -#3717 -blankie~ -a blankie~ -A worn-out blankie has been left here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -blanket~ -No child should ever go without a blankie. You could wear it on your head -like Linus... -~ -#3718 -underoos~ -underoos~ -Some Sesame Street underoos are here on the floor. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -underoos~ -These underoos are cool! -~ -#3719 -key~ -a key~ -There is a key to The back Porch of Nursery School here. -~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#3720 -rope belt~ -a rope belt~ -A soiled rope belt is here. -~ -~ -9 0 1 -0 0 0 0 -1 0 0 -E -belt~ -Mom learned long ago that leather belts just wouldn't last. -~ -#3721 -whip~ -an official AnonyMud whip~ -You see an official AnonyMud whip here. -~ -~ -5 64 1 -0 2 3 4 -5 0 5 -A -18 1 -A -19 1 -#3722 -book shakespeare~ -a big book of Shakespeare~ -This big book of shakespeare makes you feel smarter just looking at it. -~ -~ -13 0 1 -0 0 0 0 -1 0 0 -A -3 1 -A -4 1 -#0 - - -#ROOMS -#3700 -Entrance To Newbie Nursery School~ -This is the entranceway to the Newbie Nursery School here at AnonyMUD. -Walking through the school will help to prepare you for the real world. -Our world is probably different than any world you've ever been to, so -even if you consider yourself "experienced", humor us and read all the -signs. There is a big sign on the wall which says, "to read me, type -LOOK sign". - -A door leads south into the playground but you have to go to school before -you play... -~ -0 8 0 -D1 -coat room in nursery school~ -~ -0 -1 3701 -D2 -the playground~ -~ -1 0 3747 -D5 -outside the temple~ -~ -0 -1 31000 -E -Sign~ -Well, you just learned your first lesson, which is that you can use -look to look at things (just like in real life). This works with -signs, objects, people, anything you want to look at - just type LOOK - or l . - Another important lesson is how to move from place to place. You can -move in 6 possible directions: north, south, east, west, up, and down. -To move, type the direction you wish to go, or as a shortcut, type the -first letter. Test this now by moving east to the next room. -~ -E -marc~ -Marc sure is picky! :P -~ -S -#3701 -Coat Room in Nursery School~ -This is a tiny little coat room, with a bunch of little coats hanging on -hooks about 3 feet above the ground. There must be other people here in -the school. There is a sign on the wall. -~ -0 8 0 -D0 -BIG hallway in the nursery school~ -~ -0 -1 3702 -D3 -entrance to newbie nursery school~ -~ -0 -1 3700 -E -sign~ -You are not alone. To see who else is playing at anytime, type WHO. -To see what other players are in the same area as you, type WHERE. -You can also talk to all these other people. To talk to one person at a -time, type tell . To talk to everyone in the same room -as you, type say . To talk to everyone in the game, type chat -. There are other channels as well - type help channels. -NOTE: In order to learn about anything new you hear about, try typing -help . Also, whenever there are <> around anything, it means to -insert whatever it is you are trying to find out, like help story. Also, -it does not matter if you type in capitals or lowercase. Things in helps -and in these signs are often written in all capitals, but that it only -for emphasis. However, it is generally considered rude to use all capitals -in communication with other players, i.e, chat CAN ANYONE HELP ME?. -~ -S -#3702 -BIG Hallway in the Nursery School~ -Suddenly you are in a big hallway. There is a room off to the west that -you should go into now, but the hallway seems to lead forward. There is -another big sign on the wall. -~ -0 8 0 -D0 -arts and crafts room~ -~ -0 -1 3704 -D2 -coat room in nursery school~ -~ -0 -1 3701 -D3 -teacher's office in nursery school~ -~ -0 -1 3703 -E -sign~ -Now that you can learn about who else is playing, it's time to learn a -little about yourself. To get a short version of your vital information, -type SCORE. For a full listing, type INFO. To see spells that affect -you, type AFFECT. Try all of these now, noticing what each tells you. -Some of this information makes no sense now, but it will matter more as -you gain levels. -~ -S -#3703 -Teacher's Office in Nursery School~ -This room is not a place where the children are allowed. It is here that -you will hone your attributes in order to go on into battle. Your -attributes were listed when you typed score: str, int, wis, dex, con chr. -There is a sign on the wall that looks important. -~ -0 8 0 -D1 -BIG hallway in the nursery school~ -~ -0 -1 3702 -E -sign~ -It is here that you can enhance your attributes. Please note that -after level 1, it will cost you dearly to enhance again, so think wisely -before acting. To increase an attribute by 1, type ENHANCE . -For more on what each stat does, type HELP . -~ -S -#3704 -Arts and Crafts Room~ -This room has paint all over the walls and floor, and looks like there has -been many children running wildly around the place. There are pictures -tacked up all over the walls, depicting important looking people. There -is also a sign on the wall. -~ -0 8 0 -D0 -reading room in the nursery school~ -~ -0 -1 3705 -D2 -BIG hallway in the nursery school~ -~ -0 -1 3702 -E -PICTURE~ -You see pictures of a family of smiling faces. The scrawled writing on the -bottom says that these are the faces of the IMP Lenny and His Council, the -founders of this great mud. To see these names and the names of other great -people, type WIZLIST. -~ -E -SIGN~ -One of the most important lessons you can learn in nursery school -is how to give, take, and share. To get anything off the ground, type -GET . To drop something, type DROP . To see things that you -have picked up, type INV (short for inventory). To use something in your -inventory, type WEAR . To take something off your body and put -it back in your inventory, type REMOVE . To see what is on your -body, type EQ (short for equipment). -~ -S -#3705 -Reading Room in the Nursery School~ -This room has a big comfy armchair at one end, with mats strewn all -around it. There is a large bookcase against the wall, full of books for -the teachers to read to the little children. There is a sign on the -opposite wall. -~ -0 8 0 -D0 -bulletin board~ -~ -0 -1 3706 -D2 -arts and crafts room~ -~ -0 -1 3704 -D3 -nap room in nursery school~ -~ -0 -1 3707 -E -sign~ -This is where you can learn to read about AnonyMUD. People are -constantly writing notes asking questions, making suggestions and -comments, and even just joking around. To read a note, type NOTE. To -learn more about notes, type HELP NOTE. -~ -S -#3706 -Bulletin Board in Nursery School~ -You are standing in front of a huge bulletin board, with a large calendar -and numerous weather pictures, including a big sun and some happy -clouds. Perhaps looking at the board will tell you something. -~ -0 8 0 -D2 -reading room in the nursery school~ -~ -0 -1 3705 -E -BOARD~ -Time and weather happen here just like in your world. To see the -date and time, type TIME. Many stores are only open certain hours, and -the time of year can also bring some surprises. Weather occurs constantly, -and weather updates will be given quite often. Please note that the weather -does affect your ability to do certain things. For instance, you cannot -sleep when it is raining on you--the rain wakes you. -~ -S -#3707 -Nap Room in Nursey School~ -This room has a bunch of little mats on the floor, and a pile of blankets -in the corner. There is a big sign on the wall, and you quietly go to -read it. -~ -0 8 0 -D1 -reading room in nursery school~ -~ -0 -1 3705 -D3 -punishment corner~ -~ -0 -1 3708 -E -sign~ -Just as in real life, sleeping is a quick way to "recharge". Right now, -you are probably standing (type AFFECT to see). You can sleep by typing -SLEEP, which allows you to regain hp, moves and mana faster, but you -cannot see or send any tells or says. You can type WAKE to wake up, and -this puts you back to a standing state. When resting, you are aware of -things around you but can regenerate a bit faster. Note that you can -type REST when standing to reach this state. In order to be able to move -again, simply type STAND. - -NOTE: Those who wish to regenerate mana faster may find that sleeping is -not enough. There is a rumor that being drunk can speed this up. -~ -S -#3708 -Punishment Corner~ -This is where all the bad little boys and girls are sent to think about -what they've done. Perhaps you can learn a thing or two from them. -There is a board where it seems that kids have had to write out their crimes. -~ -0 8 0 -D0 -snack room~ -~ -0 -1 3709 -D1 -nap room in nursery school~ -~ -0 -1 3707 -E -board~ -You can go around and kill things here. These things, often called mobs, -come in different sizes, shapes, and difficulties. In order to see how -you match up against a mob, type CON . If you decide that -you want to challenge it, type KILL . However, sometimes -a mob can just be more than you expected. To escape from fighting, type -FLEE. However, this only gives a chance of escaping, and does not guarantee -that you do. A safeguard to take is to decide on a level of hp that you -would always like to try to flee at. You can set your character to -automatically try by typing WIMPY <#hp>. Typing WIMPY with no argument will -automatically set your Wimpy at 20% of your maximum hit points. - -Try this right now by typing WIMPY 10. This will cause you to automatically -flee a fight if your hit points drop below this number. -~ -S -#3709 -Snack Room~ -This is the snack room of the school. Eating and drinking are an -intricate part of the game, just as in real life. You see a little old -lady sitting in the corner next to a big cabinet with a sign on it. You -cannot go back from here, you have to proceed to class. You are late as it -is! -~ -0 8 0 -D5 -center classroom~ -~ -0 -1 3710 -E -SIGN~ -This is your first exposure to a shopkeeper, which is what this -woman is. To see what she is selling, type LIST. To buy something, type -BUY . To sell something, type SELL . At this point you -probably have no money, so you can't afford to buy anything. That's -okay, because you'll have money soon. Once you get something to eat or -drink, you can do so by typing EAT or DRINK . Note that you need -not buy food and drink. Body parts often fall off of dead mobs, and -these can be picked up and eaten. Also, fountains can be directly drank -out of, as well as used to fill empty bottles. - -Shopkeepers can also tell you the value of your items if they sell that -particular type of item. To get an item valued, type VALUE . -~ -S -#3710 -Center Classroom~ -You are standing in the center of the main classroom of the school. Toys -are all around you, and there are lots of little tables where children -are busily working and playing. Take a look around... -There is a sign on the wall. -~ -0 8 0 -D0 -pet corner~ -~ -0 -1 3711 -D1 -one side of the classroom~ -~ -0 -1 3712 -D2 -near the windows~ -~ -0 -1 3714 -D3 -the other side of the classroom~ -~ -0 -1 3715 -D4 -Snack Room~ -~ -0 -1 3709 -D5 -~ -~ -0 -1 3716 -E -SIGN~ -Now is your first chance to do some killing. Before you start, be -sure that your wimpy is set, in case you get in trouble. You should have -autoloot and autosac on (type info to check). This will automatically -check each corpse for equipment and take it, and then sacrifice the empty -body. To do this manually, simply type L CORPSE, GET ALL CORPSE, SAC CORPSE. -To turn off the autos, type CONFIG -. To help you avoid -walking into unknow territory, there is a command called SCAN which will -tell you what monsters are lurking in the next room, unless it is raining -(type HELP SCAN for a fuller description). - -~ -S -#3711 -Pet Corner~ -This part of the room is where they keep live animals that they bring in -to show the children. It smells pretty bad, and you're sure that if you -were a little animal, you would not want to be here. -~ -0 8 0 -D2 -center classroom~ -~ -0 -1 3710 -S -#3712 -One Side of the Classroom~ -This part of the classroom looks fairly well kept, with some little -pieces of colored paper spread everywhere. -~ -0 8 0 -D1 -far edge of the classroom~ -~ -0 -1 3713 -D3 -center classroom~ -~ -0 -1 3710 -S -#3713 -Far Edge of the Classroom~ -This is a quiet corner of the classroom. All the noise of the children -playing has faded away, and you feel fairly relaxed. -~ -0 8 0 -D3 -one side of the classroom~ -~ -0 -1 3712 -S -#3714 -Near the Windows~ -This part of the classroom has light streaming in through the windows. -You can see more children playing outside on a playground. -~ -0 8 0 -D0 -center classroom~ -~ -0 -1 3710 -S -#3715 -Other side of the Classroom~ -This part of the classroom is pretty empty, although I think there's a -child over there.... -~ -0 8 0 -D1 -center classroom~ -~ -0 -1 3710 -S -#3716 -Corridor in the Nursery School~ -Well, you have been busy, haven't you? This tiny corridor has a door to -the east, as well as what looks like a locked door to the north. There -is a sign on the wall. -~ -0 8 0 -D0 -back porch of the nursery school~ -~ -1 3719 3718 -D1 -bathroom in the nursery school~ -~ -1 0 3717 -D4 -Center of the Classroom~ -~ -0 -1 3710 -E -SIGN~ -Sometimes in the heat of battle, your opponent may get the better -of you and you die. This causes you to lose experience (which you gain -by killing) and also transports you to recall. But do not despair! Your -belongings are not lost, but remain with your corpse, located at your -death site. I'd recommend going to buy a light (find the grocer or check -(donation) and then walk back to wherever you died and loot your corpse, -just as you loot mob corpses. If you died in an aggressive area and -think it will just get you killed again to go there, try talking to -someone of a higher level. They often can give advice as to how to get -your things back, if not help you. But death is your business, and -bothering immortals with corpse retrievals that are within mortal means -is NOT recommended. -~ -S -#3717 -Bathroom in the Nursery School~ -This bathroom is really pretty disgusting. I guess that is what happens -in a place where most of the people are not quite potty trained. There is -something written on the wall. -~ -0 1 0 -D3 -corner of the nursery school~ -~ -1 3719 3716 -E -WALL~ -In order to open the locked door in the next room, you need a key. -You will find that this little boy is carrying it, and when you loot the -corpse, you will be carrying the key. To use a key, type UNLOCK -. You then need to open the door (OPEN ), and then -you will be able to walk through. Note that some people are given the -opportunity to practice a skill called pick lock, which gives you a -chance of unlocking locked doors without the key. -~ -S -#3718 -Back Porch of the Nursery School~ -You are suddenly standing outside on the back porch of the nursery -school, looking out at the playground before you. The sun shines -brightly in your eyes which are not accustomed to the light, but you -think you see a figure standing before you. Something tells you to look -at him and con him before attacking. There is a sign nailed up on the -building. -~ -0 8 0 -D0 -the playground. you will not be able to come back this way once you leave.~ -~ -1 0 3727 -D2 -a corridor in the nursery school~ -~ -1 3719 3716 -E -SIGN~ -This is the end of the school part. There's a few more things you -should know before you venture out into the world. First off, there is a -command called RECALL. Typing this immediately transports you from -wherever you are back to the main city of Khellis. Be warned that you -cannot do this while in battle, and there are certain areas which block -this ability. Secondly, there is a place in the city of Khellis called -donation, where people donate items they may not want and you can pick -them up for free. To generously donate something, just type DON . -Lastly, be sure to type SAVE quite often, in order to ensure that -everything you do is constantly saved. Now go out there and have fun, -and wreak havoc. I'd recommend always reading and thinking, as hasty -action can produce undesirable results here in the world of AnonyMUD. -~ -S -#0 - - -#RESETS -D 0 3700 2 1 -M 1 3700 1 3703 -M 1 3701 1 3709 -G 1 3705 0 -G 1 3706 0 -G 1 3707 0 -G 1 3708 0 -G 1 3709 0 -G 1 3716 0 -M 1 3702 1 3710 -M 1 3703 1 3711 -E 1 3710 0 12 -M 1 3704 1 3712 -E 1 3711 0 14 -E 1 3711 0 15 -M 1 3705 1 3713 -E 1 3712 0 3 -M 1 3706 1 3714 -E 1 3713 0 7 -E 1 3714 0 8 -E 1 3715 0 9 -M 1 3707 1 3715 -E 1 3717 0 6 -E 1 3718 0 10 -D 0 3716 0 2 -M 1 3708 1 3717 -E 1 3720 0 13 -G 1 3719 0 -M 1 3709 1 3718 -E 1 3722 0 17 -D 0 3718 2 2 -D 0 3718 0 1 -S - - -#SHOPS - 3701 17 19 1 0 0 180 20 0 23 ; a little old lady -0 - - -#REPAIRS -0 - - -#SPECIALS -M 3702 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/seatears.are b/data/realm/areas_smaug1.4a/seatears.are deleted file mode 100644 index 735d8f9..0000000 --- a/data/realm/areas_smaug1.4a/seatears.are +++ /dev/null @@ -1,2572 +0,0 @@ -#AREA The Sea of Tears~ - -#VERSION 1 - -#CLIMATE 2 2 2 - -#AUTHOR Uriel~ - -#RANGES -0 0 0 0 -$ - -#RESETMSG The tides ebb with life.~ - -#FLAGS -0 0 - -#ECONOMY 0 0 - -#MOBILES -#26500 -moray eel giant~ -a giant moray eel~ -A large, snake-like fish with large teeth rests here. -~ -~ -35 65536 0 C -30 0 0 1500d1+0 20d1+20 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 262149 2 -#26501 -cannibal native~ -An insane cannibal~ -A man with a viscious look in his eyes stalks here. -~ -~ -35 0 0 C -30 0 0 2000d1+0 30d1+0 -0 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 0 0 0 0 262657 3 -#26502 -captain nerskal wraith~ -Captain Nerskal~ -A shimmering wraith floats here with vengance in its eyes. -~ -~ -1 4194432 -1000 C -50 0 0 9000d1+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -> death_prog 100~ -if rand(10) -mpe As the fell wraith dies, its body explodes in a shimmering light, -mpe Sending its dammed soul to salvation. The Tides swell with life, -mpe Welcoming Nerskal back to the waves. The blessing of the waves is -mpe Left behind... Waverunner. -mpoload 26501 -endif -~ -> fight_prog 20~ -mpe _lbl Captain Nerskal emits a deathly blast of cold! -mpdamage $r 200 -~ -| -#26503 -siren woman~ -The Siren~ -A hideous half bird, half woman perches upon the rocks, singing. -~ -~ -35 168 -1000 C -35 0 0 2500d1+0 15d5+10 -0 0 -108 108 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 98867 0 0 0 517 3 -> fight_prog 20~ -mpe _cya The Siren sings a devestating song! -shriek -~ -> greet_prog 100~ -if sex($n) == 1 -smile $n -say Let me enthrall you... -c charm $n -c charm $n -endif -if sex($n) == 2 -snarl $n -say BEGONE, you SOW! -endif -~ -> death_prog 20~ -say I'm sorry... -mpe _ora The Siren crumbles, and her dying tears form a small stone. -mpoload 26505 -~ -| -#26510 -swarm rot grubs~ -a swarm of rot grubs~ -A swarm of rot grubs looks for flesh to devour. -~ -~ -33 0 0 C -15 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#26511 -zombie sailor drowned~ -a drowned one~ -A swollen, bloated corpse wanders in a state of undeath. -~ -~ -35 0 0 C -30 0 0 2000d1+0 30d1+10 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 55 0 0 0 262657 2 -> greet_prog 100~ -mea $n _cya A drowned-one gurgles and lunges towards you! -~ -| -#26512 -pirate first mate Donovan~ -Donovan~ -The ship's First Mate keeps a keen watch over the crew. -~ -~ -35 136 -500 C -45 0 0 5000d1+0 3d30+20 -40000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 567 0 3072 0 561 524291 -> act_prog p DISARMS you!~ -take cutlass -say Argh, ye want me blade, do ye? -mpjunk cutlass -mea $n _cya Donovan hurls his cutlass at your heart! -mer $n _cya Donovan hurls his cutlass at $n's heart! -mpdamage $n 600 -~ -> greet_prog 100~ -snarl -say Landlubbers, aboard me vessel! -head $n -say I'll walk ye to tha plank! -~ -| -#26513 -scout pirate~ -A pirate scout~ -A slim pirate keeps a watch on the open seas. -~ -~ -35 16777224 -300 C -40 0 0 3000d1+0 2d30+15 -30000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 3 -0 0 1575 0 0 0 17 3 -> death_prog 75~ -mea $n _cya The pirate grabs you in his death throes, falling from the mast! -mpe _cya The pirate falls from the mast! -mptrans $n 26556 -mpgoto 26556 -mptrans $n 26555 -mpgoto 26555 -doorbash d -mpe _gre The pirates body crashes into the deck! -mpdamage $n 100 -~ -| -#26514 -pirate Captain Skulldagger~ -Captain SkullDagger~ -The pirate captain rests in his chambers, checking maps. -~ -~ -35 4194432 -1000 C -45 0 0 6000d1+0 30d3+30 -50000 0 -108 108 1 -25 13 13 20 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 1847 0 2100224 0 945 524291 -> greet_prog 100~ -say Arr... ye be stowaways! -snarl -say Prepare to walk the plank! -~ -> fight_prog 100~ -if rand(20) -cackle -say Ye fight like a landlubber! -disarm -stun -else -if rand(15) -gouge -say Har! -else -if rand(10) -say Arr... fisticuffs, eh? -punch -elbow -head -kick -bash -endif -endif -endif -~ -| -#26515 -pirate guard guard1~ -a wiery pirate~ -A wiery pirate stands guard here. -~ -~ -35 0 -400 C -40 0 0 3000d1+0 3d10+20 -30000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 3 -0 0 631 0 0 0 545 3 -#26516 -pirate guard guard2~ -a stocky pirate~ -A stocky pirate dozes by the brig. -~ -~ -35 0 -400 C -40 0 0 3000d1+0 4d20+20 -30000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1783 0 0 0 561 524291 -#26517 -prisoner Helthms~ -Helthms~ -An emaciated and tortured man cowers in the corner. -~ -~ -67108867 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -mea $n _cya Helthms looks around wearily. -mea $n _lbl Helthms says 'Oh dear...' -mea $n _lbl Helthms says 'You're not one of those bloody pirates' -mea $n _lbl Helthms says 'Will you help me escape?' -~ -> speech_prog 'i will help you'~ -smile -say Thank you, kind soul. -say For your generosity, I will tell you a secret... -peer -say There is a desolate island, in this sea. -say At its center, is a tomb, buried deep in the ground... -shudder -say Captain Nerskal was buried there, the Reaver of the Seas! -say Legend says his treasure lies with him. -shiver -say Thank you again, kind soul... -wave -mpgoto 2 -~ -| -#26518 -pirate guard guard3~ -a pirate~ -An iron faced pirate stands guard to the Captain's Quarters. -~ -~ -35 8 0 C -40 0 0 3000d1+0 3d20+10 -30000 0 -108 108 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 3 -0 0 1591 0 0 0 561 3 -> greet_prog 100~ -if hitprcnt($n) >= 100 -say Arr... die, matey! -backstab $n -else -say Arr... -murder $n -endif -~ -| -#26600 -ghost davy jones~ -a newly created ghost davy jones~ -Some god abandoned a newly created ghost davy jones here. -~ -~ -2097153 4194304 0 C -1 0 0 0d0+0 0d0+0 -0 0 -108 108 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#0 - -#OBJECTS -#26500 -rusty cutlass~ -a rusty cutlass~ -A rusty blade has fallen here.~ -~ -5 4224 8193 0 -3 15 3 0 -1 0 0 -A -13 50 -A -18 4 -A -19 -1 -#26501 -waverunner boots~ -Waverunner~ -A set of boots made from elemental water rests here.~ -~ -9 3 65 32 -0 30 0 0 -1 0 0 -A -13 30 -A -12 30 -A -14 100 -A -18 4 -A -19 4 -A -56 236 -> get_prog 100~ -if race($n) == human -or race($n) == elf -or race($n) == half-elf -mea $n As you take the boots in your hands, you are charged with memory... -mea $n The great war against darkness... mighty battles... Waverunner... -mea $n A relic of the Alliance of the Human and Elven nations! -else -endif -~ -> wear_prog 100~ -if race($n) == human -or race($n) == elf -or race($n) == half-elf -mea $n As you place Waverunner upon your feet, the tides swell to give -mea $n their strength! -else -mpdamage $n 200 -mpforce $n rem waverunner -endif -~ -> remove_prog 100~ -if race($n) == human -or race($n) == elf -or race($n) == half-elf -mea $n The tides ebb with sorrow as you remove this relic... -else -endif -~ -| -#26502 -tomb captain nerskal~ -The Tomb of Captain Nerskal~ -An engraved stone tomb lies here.~ -~ -15 536870912 0 0 -1000 5 0 0 -1 0 0 -E -tomb~ -********************************************************************* - - - HERE RESTS - - CAPTAIN NERSKAL - - PIRATE OF THE SEA OF TEARS - - -********************************************************************* -~ -> act_prog p opens The Tomb of Captain Nerskal.~ -mea $n _ora As you slide the lid from the tomb, dark energies arise! -mer $n _ora As $n slides the lid from the tomb, dark energies arise! -mpmload 26502 -mpforce captain say You have awoken me, $n! -mpforce captain c gas -~ -> act_prog p closes The Tomb of Captain Nerskal.~ -mea $n You seal away the evil for this day... -mptrans $n 21000 -~ -| -#26503 -mask mud~ -a mud dried mask~ -A mask fashioned from dried mud and foliage lies here.~ -~ -9 131584 131073 0 -5 5 0 0 -1 0 0 -A -13 20 -A -12 10 -A -19 4 -A -18 4 -A -4 -2 -A -31 1 -#26504 -loincloth stained~ -a stained loincloth~ -A soiled loincloth has been discarded here... purposely.~ -~ -9 0 2049 0 -7 7 0 0 -1 0 0 -A -18 2 -A -25 -4 -#26505 -gift siren~ -Gift of the Siren~ -A glowing stone has fallen here.~ -~ -9 3 65537 0 -15 15 0 0 -1 0 0 -A -13 30 -A -12 50 -A -18 3 -A -19 4 -A -27 2048 -A -25 3 -A -3 1 -#26506 -ballista mounted pirate~ -The Pirate's Ballista~ -A mighty ballista is aimed over the bow of the ship.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ - -mea $n _gre You swing the large ballista around, and it fires suddenly! -mer $n _gre $n swings the large ballista around, and it fires suddenly! -mpat 26554 mpforce donovan yell ARRRRRRRGGGGGGHHHHHHHH!!!!!! -mpat 26554 mpslay donovan - -~ -| -#26507 -leather vest~ -a leather vest~ -A sturdy leather vest has been discarded here.~ -~ -9 0 9 0 -10 10 0 0 -1 0 0 -A -13 20 -A -18 2 -A -19 1 -A -2 4 -#26508 -pantaloons green~ -green pantaloons~ -A pair of green trousers has fallen here.~ -~ -9 0 33 0 -8 8 0 0 -1 0 0 -A -2 2 -A -13 5 -#26509 -cutlass pirate~ -A Pirate's Cutlass~ -A well crafted cutlass has been placed here.~ -~ -5 0 8193 0 -0 40 3 3 -1 0 0 -A -18 9 -A -19 15 -A -13 20 -#26510 -spyglass bronze~ -a bronze spyglass~ -A bronze tube rests here.~ -~ -9 1 16385 0 -2 2 0 0 -1 0 0 -A -18 3 -A -19 3 -A -56 91 -#26511 -rapier pirate thin~ -a thin rapier~ -A thin, flimsy looking sword rests here.~ -~ -5 0 8193 0 -0 20 3 2 -1 0 0 -A -2 3 -A -18 14 -A -19 2 -A -22 -19 -#26512 -dirk pirate dagger~ -a dirk~ -A small blade rests here.~ -~ -5 65536 8193 0 -0 12 4 2 -1 0 0 -A -18 2 -A -19 10 -A -32 20 -#26513 -admiral cap~ -An Admiral's Cap~ -A decorative cap adorned with feathers and tassles lies here.~ -~ -9 33088 17 0 -15 15 0 0 -1 0 0 -A -13 50 -A -12 50 -A -18 6 -A -19 3 -A -4 2 -A -31 1 -A -21 -4 -#26514 -golden bracer~ -A Golden Bracer~ -A dull gold wristguard has been discarded here.~ -~ -9 65 4097 0 -0 0 0 0 -1 0 0 -A -13 5 -A -18 3 -A -19 3 -A -2 1 -#26515 -spine cutter sword~ -Spine Cutter~ -A wicked sword stands, its point in the ground.~ -~ -5 531 8193 0 -0 30 5 3 -1 0 0 -A -13 75 -A -12 25 -A -18 13 -A -19 15 -A -4 -2 -A -31 -1 -A -56 59 -#0 - -#ROOMS -#26500 -Losing the Mainland~ -The mainland fades into nothingness as the sea stretches to the horizion. -Schools of fish can be seen under the surface, numerous in the warmth of -the sea. Far to the South, dolphins can be seen playing in the deeper -waters near the edge of the costal shelf. This area is heavy with traffic -of merchant ships taking their goods to mainland. -~ -0 0 7 0 0 0 -D2 -~ -~ -0 -1 26501 0 -S -#26501 -Before the Costal Shelf~ -The costal shelf lies directly to the South, the division between the -bottomless sea and the shallows where trade is heavy. The shallows are -patroled heavily by naval vessels, ensuring safe trade for merchantmen, -but beyond the shelf, the only law is the sword. Pirates are notorious -deep in the Sea of Tears, but even they are wary when dealing with the -native creatures of this place. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26500 0 -D1 -~ -~ -0 -1 26502 0 -D2 -~ -~ -0 -1 26506 0 -D3 -~ -~ -0 -1 26504 0 -S -#26502 -Before the Costal Shelf~ -The costal shelf lies directly to the South, the division between the -bottomless sea and the shallows where trade is heavy. The shallows are -patroled heavily by naval vessels, ensuring safe trade for merchantmen, -but beyond the shelf, the only law is the sword. Pirates are notorious -deep in the Sea of Tears, but even they are wary when dealing with the -native creatures of this place. -~ -0 0 7 0 0 0 -D1 -~ -~ -0 -1 26503 0 -D2 -~ -~ -0 -1 26510 0 -D3 -~ -~ -0 -1 26501 0 -S -#26503 -Before the Costal Shelf~ -The costal shelf lies directly to the South, the division between the -bottomless sea and the shallows where trade is heavy. The shallows are -patroled heavily by naval vessels, ensuring safe trade for merchantmen, -but beyond the shelf, the only law is the sword. Pirates are notorious -deep in the Sea of Tears, but even they are wary when dealing with the -native creatures of this place. -~ -0 0 7 0 0 0 -D1 -~ -~ -0 -1 26509 0 -D2 -~ -~ -0 -1 26508 0 -D3 -~ -~ -0 -1 26502 0 -S -#26504 -Before the Costal Shelf~ -The costal shelf lies directly to the South, the division between the -bottomless sea and the shallows where trade is heavy. The shallows are -patroled heavily by naval vessels, ensuring safe trade for merchantmen, -but beyond the shelf, the only law is the sword. Pirates are notorious -deep in the Sea of Tears, but even they are wary when dealing with the -native creatures of this place. -~ -0 0 7 0 0 0 -D1 -~ -~ -0 -1 26501 0 -D2 -~ -~ -0 -1 26510 0 -D3 -~ -~ -0 -1 26505 0 -S -#26505 -Before the Costal Shelf~ -The costal shelf lies directly to the South, the division between the -bottomless sea and the shallows where trade is heavy. The shallows are -patroled heavily by naval vessels, ensuring safe trade for merchantmen, -but beyond the shelf, the only law is the sword. Pirates are notorious -deep in the Sea of Tears, but even they are wary when dealing with the -native creatures of this place. -~ -0 0 7 0 0 0 -D1 -~ -~ -0 -1 26504 0 -D2 -~ -~ -0 -1 26511 0 -D3 -~ -~ -0 -1 26512 0 -S -#26506 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26506 0 -D1 -~ -~ -0 -1 26507 0 -D2 -~ -~ -0 -1 26508 0 -D3 -~ -~ -0 -1 26509 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26507 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26509 0 -D1 -~ -~ -0 -1 26506 0 -D2 -~ -~ -0 -1 26509 0 -D3 -~ -~ -0 -1 26519 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26508 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26509 0 -D1 -~ -~ -0 -1 26512 0 -D2 -~ -~ -0 -1 26510 0 -D3 -~ -~ -0 -1 26511 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26509 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26514 0 -D1 -~ -~ -0 -1 26516 0 -D2 -~ -~ -0 -1 26517 0 -D3 -~ -~ -0 -1 26511 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26510 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26507 0 -D1 -~ -~ -0 -1 26516 0 -D2 -~ -~ -0 -1 26518 0 -D3 -~ -~ -0 -1 26517 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26511 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26510 0 -D1 -~ -~ -0 -1 26512 0 -D2 -~ -~ -0 -1 26520 0 -D3 -~ -~ -0 -1 26515 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessle! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26512 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26517 0 -D1 -~ -~ -0 -1 26513 0 -D2 -~ -~ -0 -1 26518 0 -D3 -~ -~ -0 -1 26509 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26513 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26507 0 -D1 -~ -~ -0 -1 26518 0 -D2 -~ -~ -0 -1 26519 0 -D3 -~ -~ -0 -1 26509 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26514 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26515 0 -D1 -~ -~ -0 -1 26511 0 -D2 -~ -~ -0 -1 26519 0 -D3 -~ -~ -0 -1 26520 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26515 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26516 0 -D1 -~ -~ -0 -1 26513 0 -D2 -~ -~ -0 -1 26517 0 -D3 -~ -~ -0 -1 26514 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26516 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26509 0 -D1 -~ -~ -0 -1 26511 0 -D2 -~ -~ -0 -1 26515 0 -D3 -~ -~ -0 -1 26510 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26517 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26513 0 -D1 -~ -~ -0 -1 26519 0 -D2 -~ -~ -0 -1 26507 0 -D3 -~ -~ -0 -1 26509 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26518 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26519 0 -D1 -~ -~ -0 -1 26513 0 -D2 -~ -~ -0 -1 26511 0 -D3 -~ -~ -0 -1 26510 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 20~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26519 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26508 0 -D1 -~ -~ -0 -1 26520 0 -D2 -~ -~ -0 -1 26518 0 -D3 -~ -~ -0 -1 26516 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 20~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26520 -Lost at Sea~ -The Sea of Tears extends in all directions, seemingly forever. Without -any navigational equipment, it would be easy to get lost on the endless -blue. Without navigational equipment, only dumb luck will keep a man -alive. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26506 0 -D1 -~ -~ -0 -1 26515 0 -D2 -~ -~ -0 -1 26510 0 -D3 -~ -~ -0 -1 26512 0 -> act_prog p drops~ -mpat 26600 mpforce ghost mpat $n take all -mpat 26600 mpforce ghost drop all -mea $n You watch in horror as $O sinks to the bottom of the sea... -mer $n $n watches in horror as $O sinks to the bottom of the sea... -~ -> entry_prog 30~ -if rand(3) -mea $n You are washed to an exotic reef! -mptrans $n 26521 -else -if rand(10) -mea $n You are washed to the shore of a desolate island! -mptrans $n 26531 -else -if rand(3) -mea $n You find yourself in very rough waters! -mptrans $n 26543 -else -if rand(3) -mea $n You are washed to some large rocks! -mptrans $n 26548 -else -if rand(3) -mea $n You are washed near an unmarked vessel! -mptrans $n 26552 -endif -endif -endif -endif -endif -~ -| -S -#26521 -An Exotic Reef~ -This small section of shallows is home to an exotic reef, full of fish -and other sea dwelling creatures. Reefs like this are the bane to ships, -and most crews will sail wide and far to avoid destroying their hulls -in the jagged coral. This is the only feature around for miles. -~ -0 0 7 0 0 0 -D1 -~ -~ -0 -1 26507 0 -D7 -~ -~ -0 -1 26522 0 -S -#26522 -Travelling the Reef~ -The beautiful reef continues, a garden of exotic coral just below the -surface. Schools of exotic fish can be seen darting in and out of the -formations, along with anemone and other exotic and dangerous animals. -A break in the coral formations resembles a cave leading towards the -shallow ocean floor. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26523 0 -D5 -~ -~ -0 -1 26524 0 -D8 -~ -~ -0 -1 26521 0 -S -#26523 -The End of the Reef~ -The reef ends here, the shallows slowly giving way to the deeper sea -towards the North. A large number of exotic creatures dwell in the -warm waters here. This place is highly avoided by travelling ships, -the shallows a death trap for large boats. -~ -0 0 7 0 0 0 -D0 -~ -~ -0 -1 26509 0 -D2 -~ -~ -0 -1 26522 0 -S -#26524 -The Base of the Reef~ -The sunlight diffuses through the shallow water, creating an eerie -lightshow among the beautiful coral formations. Broken and dead coral -litter the ground here like gravel, and the inhabitants are not happy -with any intrusion. Great kelp forests have grown in this area, halting -any progress save along the reef itself. -~ -0 0 12 0 0 0 -D0 -~ -~ -0 -1 26525 0 -D4 -~ -~ -0 -1 26522 0 -D8 -~ -~ -0 -1 26527 0 -S -#26525 -The Ocean Floor~ -This open space upon the ocean floor is almost devoid of life. Many -skeletal remains litter the floor here, indicitave of a feeding ground -for a local predator. The dim light from the sun is almost completley -obscured from the surrounding reef and kelp. A small opening lies to -the West, almost unnoticable... -~ -0 0 12 0 0 0 -D2 -~ -~ -0 -1 26524 0 -D3 -~ -~ -0 -1 26526 0 -S -#26526 -An Unwelcome Lair~ -This small hollow appears to be a natural formation within the reef, -littered with the bones of unwary visitors. Some predator seems to have -claimed this place as home, and intrusions may be a foolish venture. -Unfortunatley, whatever lives here seems to be home... -~ -0 0 12 0 0 0 -D1 -~ -~ -0 -1 26525 0 -S -#26527 -The Ocean Floor~ -This small area of open ground upon the ocean floor is littered with -dead coral, much like gravel or small pebbles. The kelp forest, dense -at most places, gives way to the East, but the low light restricts a -glimpse as to what lies down that path. -~ -0 0 12 0 0 0 -D1 -~ -~ -0 -1 26528 0 -D7 -~ -~ -0 -1 26524 0 -S -#26528 -A Broken Hull~ -The kelp forest has parted, leaving an East West path across the bottom -of the ocean floor. To the East, the hull of a mighty warship rests on -the rocky ground, her final resting place. From this distance, numerous -holes can be seen, allowing entrance to the wreckage. Besides the kelp, -a suprising lack of ocean life occupies this area. -~ -0 0 12 0 0 0 -D1 -~ -~ -0 -1 26529 0 -D3 -~ -~ -0 -1 26527 0 -S -#26529 -Within the Woodworks~ -The massive hull of this once might warship is suffering from advanced -stages of rot and decay. The wood is swollen and warped, and the corpses -of her crew can be seen in eternal sleep with their ship. The largest -part of the hull lies to the East, where some movement can be seen. -~ -0 0 12 0 0 0 -D1 -~ -~ -0 -1 26530 0 -D3 -~ -~ -0 -1 26528 0 -> entry_prog 100~ -if ispc($n) -mea $n _gre Your entry draws a swarm of rot grubs from the swollen wood! -mpmload 26510 -endif -~ -| -S -#26530 -A Soaken Grave...~ -The innermost part of the mighty hull has become a grave for her crew, -unfortunatley, her crew does not seem to be here. No remains of any -kind can be found. Perhaps the most interesting fact is that the debris -seems to have been disturbed. Recently. -~ -0 0 12 0 0 0 -D3 -~ -~ -0 -1 26529 0 -S -#26531 -Washed Ashore~ -The carelessness of many sailor lives in a chaotic legacy upon this -barren and desolate beach. Driftwood and remnants of shipwreck are -strewn about this rocky shore, a silent grave for those unfortunate -enough to find this small island. To the South, a barren and desolate -beach can be seen. -~ -0 0 1 0 0 0 -D2 -~ -~ -0 -1 26532 0 -S -#26532 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26507 0 -D1 -~ -~ -0 -1 26533 0 -D3 -~ -~ -0 -1 26539 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26533 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D3 -~ -~ -0 -1 26532 0 -D6 -~ -~ -0 -1 26509 0 -D8 -~ -~ -0 -1 26534 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26534 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D2 -~ -~ -0 -1 26535 0 -D6 -~ -~ -0 -1 26515 0 -D7 -~ -~ -0 -1 26533 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26535 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26534 0 -D1 -~ -~ -0 -1 26517 0 -D9 -~ -~ -0 -1 26536 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26536 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. To the North, -a break in the trees can be seen, leading into the jungle. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26540 0 -D6 -~ -~ -0 -1 26535 0 -D7 -~ -~ -0 -1 26537 0 -D8 -~ -~ -0 -1 26513 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26537 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26538 0 -D8 -~ -~ -0 -1 26536 0 -D9 -~ -~ -0 -1 26519 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26538 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D2 -~ -~ -0 -1 26537 0 -D3 -~ -~ -0 -1 26508 0 -D6 -~ -~ -0 -1 26539 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26539 -An Empty Beach~ -This sandy beach is barren and lifeless. Not even crabs or gulls seem -to find refuge in this forsaken place. The beach surrounds this small -island, with a small jungle at its center. The endless sea can be seen -off-shore, perhaps the only way off this forgotten island. -~ -0 0 1 0 0 0 -D1 -~ -~ -0 -1 26532 0 -D7 -~ -~ -0 -1 26511 0 -D9 -~ -~ -0 -1 26538 0 -> entry_prog 33~ -if mobinworld(26501) > 0 -mea $n _gre The bushes shake with life as a cannibal leaps from cover! -mer $n _gre The bushes shake with life as a cannibal leaps from cover! -mptrans 'cannibal native' -endif -~ -| -S -#26540 -The Path Less Traveled.~ -This small path leading inland seems unused for years. Fallen logs and -vines make progress slow at best, and swarms of insects are a constant -nuisance. The lack of birds and animals is somewhat disturbing, leaving -this place more like a cemetary than a tropical refuge. The path leads -to the North and the beack lies to the South. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26541 0 -D2 -~ -~ -0 -1 26536 0 -> entry_prog 80~ -if ispc($n) -mea $n _red A swarm of mosquitoes descends upon you! -mpdamage $n 30 -endif -~ -| -S -#26541 -A Silent Clearing~ -The difficult path slowly gives way to a small clearing near the center -of this small island. This place has been kept free of debris and the -ever-growing foliage. It almost appears if someone has been... living -here. Perhaps its just coincidence... -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26542 0 -D2 -~ -~ -0 -1 26540 0 -S -#26542 -A Hidden Grave~ -The path ends here, in a dense area of foliage, almost pitch black at -noon. This place feels cold, and somewhat unholy, but nothing obvious -sticks out. Perhaps a search of the area would reveal more. But perhaps, -what ever is here is better left alone... -~ -0 0 3 0 0 0 -D2 -~ -~ -0 -1 26541 0 -S -#26543 -Rough Waters~ -The unsure currents and strong winds have made this section of the Sea -a certain death for most travellers. A large whirlpool can lies ahead, -the strong currents and winds keeping any unwary visitor from leaving. -This area of rough seas is kind enough to leave an exit back to the -open waters, whatever blessing that is... -~ -0 4 7 0 0 0 -D3 -~ -~ -0 -1 26512 0 -D8 -~ -~ -0 -1 26544 0 -S -#26544 -Approaching the Whirlpool~ -For one to travel this far could be labled as insane. Fierce currents -and strong winds would keep anything from turning away from the great -whirlpool ahead. The roar of the cascading water is very loud, muffling -all other sound. The only choice is to press onward, or pray. -~ -0 3211268 7 0 0 0 -D1 -~ -~ -0 -1 26545 0 -S -#26545 -Circling the Whirlpool~ -The mighty whirlpool looms just ahead. The cascading water is deafening, -drowning out any possibility of communication save sign language. The -great current and gale winds attempt to force everything through the -malestorm of water below, making it impossible to return to the open -sea. -~ -0 3211268 7 0 0 0 -D5 -~ -~ -0 -1 26546 0 -S -#26546 -Vertical Waters~ -Finnaly, the whirlpool in all its glory... - -Unfortunatley, the cascading water impacts at several tons per second, -forcing anything solid down with deadly force. The roar of the water -is so incredible, all seems silent here... almost the sound one could -expect in death. Perhaps the Gods will show mercy in those who find a -way here... perhaps... -~ -0 3211268 7 0 0 0 -D5 -~ -~ -0 -1 26547 0 -S -#26547 -Connection Room~ -This room should be connected to an underwater area! -~ -0 4 1 0 0 0 -S -#26548 -A Rocky Outcropping~ -The tides sometimes take unwary travellers to places of safety, or to -places of danger. This rocky formation could be seen as a danger to a -ship, but a safehaven to a stranded soul. The open sea extends in all -directions save South, where the rocks grow dense. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26510 0 -D2 -~ -~ -0 -1 26549 0 -S -#26549 -A Sweet Song~ -As the largest of the rocks draws nearer, a wonderful song can drifts -over the waves. Its wonderous beauty would make a normal man weep, and -force them towards the source. The song drifts in from the Southeast, -towards the tallest rock. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26548 0 -D8 -~ -~ -0 -1 26550 0 -S -#26550 -Lost in the Euphoria...~ -As the collection of rocks begin to ascend, the sweet song grows only -louder, enthralling in its essence. The song contains no words, but is -more beautiful than an entire orchestra. Nothing seems to matter, save -reaching the source... -~ -0 0 1 0 0 0 -D7 -~ -~ -0 -1 26549 0 -D8 -~ -~ -0 -1 26551 0 -S -#26551 -A Welcoming Nest~ -The large amount of human bones and the stench of decaying flesh are -all trivial compared to the sweet song which comes from this nest. A -thing of beauty, the music... what could be capable of such things? -From this perch, the sea extends forever, but even that cannot draw -attention from the song... the oh so beautiful song... -~ -0 0 1 0 0 0 -D7 -~ -~ -0 -1 26550 0 -S -#26552 -An Unmarked Vessel~ -The open seas would appear the same to the untrained eye, but certain -dangerous routes are travelled less frequently. This route is a common -place for smugglers and pirates, like this ship with a black flag. It -could be possible to sneak aboard unnoticed, but the crew would be less -than thrilled... -~ -0 0 1 0 0 0 -D3 -~ -~ -0 -1 26513 0 -D4 -~ -~ -0 -1 26553 0 -S -#26553 -The Bow of the Ship~ -The bow of this large vessel is where the secondary lookout will be -found. A large ballista is also fastened to the deck, for battle with -patrol and naval vessels, and to cripple merchant ships. The bow comes -together at a point, with a large post for ramming other vessels. To -the South, the ship unfolds. -~ -0 0 1 0 0 0 -D2 -~ -~ -0 -1 26554 0 -D5 -~ -~ -0 -1 26552 0 -S -#26554 -On the Deck~ -The wide deck of a ship this size would normally be bustling with life, -but the pirate lifestyle tends towards laziness unless loot is in sight. -Battle scars can be seen in the beams of the deck, patched and patched -again. The ship's bow lies to the North while the deck continues to the -South. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26553 0 -D2 -~ -~ -0 -1 26555 0 -S -#26555 -On the Deck~ -The mainmast of the ship is fixed to the deck here, rising some fifty -feet into the air. On to the South, the ship's cabin can be seen, the -resting place of the captain. Markings on the deck indicate a trapdoor -which leads to the ship's hold, and the brig. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26554 0 -D2 -~ -~ -0 -1 26558 0 -D4 -~ -~ -65536 -1 26556 0 -D5 -~ -trapdoor~ -3 -1 26560 0 -S -#26556 -The Mainmast~ -The mainmast is a post, five feet in diameter, slowly tapering to the -top. It is accessable through a network of ropes, designed to guide -sails and allow one to climb to the crow's nest. Numerous iron bands -help suport the mast in strong winds. This climb is definatley not for -the inexperienced. -~ -0 0 1 0 0 0 -D4 -~ -~ -65536 -1 26557 0 -D5 -~ -~ -65536 -1 26555 0 -S -#26557 -The Crow's Nest~ -The crow's nest resembles a large wooden bucket, for a man to sit and -keep watch some fifty feet above the ship. A very precarious profession, -for the fall could easily be fatal. The Sea of Tears extends forever, -looking from this vantage. -~ -0 0 1 0 0 0 -D5 -~ -~ -65536 -1 26556 0 -S -#26558 -On the Deck~ -The deck ends here, with the ship's cabin just to the south. This part -of the ship is prone to more activity, with pirates attempting to lick -the captain's boots for favor. The captian would probably be upset with -any intrusion, and would not treat 'guest' kindly. To the North, the -mainmast rises into the sky. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26555 0 -D2 -~ -~ -3 -1 26559 0 -S -#26559 -The Captain's Quarters~ -This cabin is truly a very opulent chamber, and well designed for the -sea. Cabinents, chests and tables are all nailed down, leaving very few -things to slide about. A large bed is also nailed down in the corner -of the cabin. It is doubtful the captain leaves this chamber often. -~ -0 0 1 0 0 0 -D0 -~ -~ -3 -1 26558 0 -S -#26560 -The Hold~ -This dark and dank part of the ship smells of bilge water, stale food -and liquor. Crates are stacked tall, mostly pirated goods from unwary -ships. Rats and other vermin are a constant problem, infesting the food -and fresh water supply. The creak of the ship is mind numbing, making -this a very depressing place to remain. A trapdoor in the ceiling leads -from the hold. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26561 0 -D2 -~ -~ -0 -1 26562 0 -D4 -~ -trapdoor~ -3 -1 26555 0 -S -#26561 -The Hold~ -This dark and dank part of the ship smells of bilge water, stale food -and liquor. Crates are stacked tall, mostly pirated goods from unwary -ships. Rats and other vermin are a constant problem, infesting the food -and fresh water supply. The creak of the ship is mind numbing, making -this a very depressing place to remain. An iorn bound door stands to the -North, where the stench of urine is too strong for comfort. -~ -0 0 1 0 0 0 -D0 -~ -~ -7 -1 26563 0 -D2 -~ -~ -0 -1 26560 0 -S -#26562 -The Hold~ -This dark and dank part of the ship smells of bilge water, stale food -and liquor. Crates are stacked tall, mostly pirated goods from unwary -ships. Rats and other vermin are a constant problem, infesting the food -and fresh water supply. The creak of the ship is mind numbing, making -this a very depressing place to remain. -~ -0 0 1 0 0 0 -D0 -~ -~ -0 -1 26560 0 -S -#26563 -The Brig~ -This dank and dark chamber reeks of urine and defication, to such an -extent, the odor could be poisonous. Mixed with the smells of human -waste is the tell tale aroma of death and pestilence. An iron bound -door stands to the South, heavily locked, keeping wretched souls in a -state of imprisonment, until their health and mind fail. -~ -0 1 1 0 0 0 -D2 -~ -~ -7 -1 26561 0 -S -#26600 -Davy Jones's Locker~ -This area is copyrighted to Jeff Tatum, all rights reserved. - -Redistribution is allowed only if the author's name is unchanged. -~ -0 4 1 0 0 0 -S -#0 - -#RESETS -R 0 26520 3 ; Rand: #26520 Lost at Sea (3 exits) -R 0 26519 3 ; Rand: #26519 Lost at Sea (3 exits) -R 0 26518 3 ; Rand: #26518 Lost at Sea (3 exits) -R 0 26517 3 ; Rand: #26517 Lost at Sea (3 exits) -R 0 26516 3 ; Rand: #26516 Lost at Sea (3 exits) -R 0 26515 3 ; Rand: #26515 Lost at Sea (3 exits) -R 0 26514 3 ; Rand: #26514 Lost at Sea (3 exits) -R 0 26513 3 ; Rand: #26513 Lost at Sea (3 exits) -R 0 26512 3 ; Rand: #26512 Lost at Sea (3 exits) -R 0 26511 3 ; Rand: #26511 Lost at Sea (3 exits) -R 0 26510 3 ; Rand: #26510 Lost at Sea (3 exits) -R 0 26509 3 ; Rand: #26509 Lost at Sea (3 exits) -R 0 26508 3 ; Rand: #26508 Lost at Sea (3 exits) -R 0 26507 3 ; Rand: #26507 Lost at Sea (3 exits) -R 0 26506 3 ; Rand: #26506 Lost at Sea (3 exits) -M 1 26600 1 26600 ; Mob: #26600 a newly created ghost davy jones => #26600 Davy Jones's Locker -M 1 26500 1 26526 ; Mob: #26500 a giant moray eel => #26526 An Unwelcome Lair -M 1 26511 1 26530 ; Mob: #26511 a drowned one => #26530 A Soaken Grave... -E 1 26500 1 16 ; -- Equip: #26500 a rusty cutlass (Wield) -M 1 26501 1 26541 ; Mob: #26501 An insane cannibal => #26541 A Silent Clearing -E 1 26503 1 20 ; -- Equip: #26503 a mud dried mask (Eyes) -E 1 26504 1 13 ; -- Equip: #26504 a stained loincloth (Waist) -M 1 26503 1 26551 ; Mob: #26503 The Siren => #26551 A Welcoming Nest -D 0 26560 4 1 ; Door: #26560 The Hold/Up => closed -D 0 26555 5 1 ; Door: #26555 On the Deck/Down => closed -O 1 26506 1 26553 ; Object: #26506 The Pirate's Ballista => #26553 The Bow of the Ship -M 1 26512 1 26554 ; Mob: #26512 Donovan => #26554 On the Deck -E 1 26507 1 5 ; -- Equip: #26507 a leather vest (Body) -E 1 26508 1 7 ; -- Equip: #26508 green pantaloons (Legs) -E 1 26509 1 16 ; -- Equip: #26509 A Pirate's Cutlass (Wield) -M 1 26517 1 26563 ; Mob: #26517 Helthms => #26563 The Brig -D 0 26563 2 2 ; Door: #26563 The Brig/South => closed and locked -M 1 26513 1 26557 ; Mob: #26513 A pirate scout => #26557 The Crow's Nest -E 1 26507 1 5 ; -- Equip: #26507 a leather vest (Body) -E 1 26508 1 7 ; -- Equip: #26508 green pantaloons (Legs) -E 1 26510 1 17 ; -- Equip: #26510 a bronze spyglass (Hold) -E 1 26511 1 16 ; -- Equip: #26511 a thin rapier (Wield) -O 1 26502 1 26542 ; Object: #26502 The Tomb of Captain Nerskal => #26542 A Hidden Grave -M 1 26518 1 26558 ; Mob: #26518 a pirate => #26558 On the Deck -E 1 26507 1 5 ; -- Equip: #26507 a leather vest (Body) -E 1 26508 1 7 ; -- Equip: #26508 green pantaloons (Legs) -E 1 26512 1 16 ; -- Equip: #26512 a dirk (Wield) -D 0 26558 2 1 ; Door: #26558 On the Deck/South => closed -M 1 26514 1 26559 ; Mob: #26514 Captain SkullDagger => #26559 The Captain's Quarters -E 1 26513 1 6 ; -- Equip: #26513 An Admiral's Cap (Head) -E 1 26514 1 14 ; -- Equip: #26514 A Golden Bracer (Wrist-L) -E 1 26515 1 16 ; -- Equip: #26515 Spine Cutter (Wield) -D 0 26559 0 1 ; Door: #26559 The Captain's Quarters/North => closed -M 1 26515 1 26561 ; Mob: #26515 a wiery pirate => #26561 The Hold -E 1 26507 1 5 ; -- Equip: #26507 a leather vest (Body) -E 1 26508 1 7 ; -- Equip: #26508 green pantaloons (Legs) -E 1 26512 1 16 ; -- Equip: #26512 a dirk (Wield) -M 1 26516 1 26561 ; Mob: #26516 a stocky pirate => #26561 The Hold -E 1 26507 1 5 ; -- Equip: #26507 a leather vest (Body) -E 1 26508 1 7 ; -- Equip: #26508 green pantaloons (Legs) -E 1 26511 1 16 ; -- Equip: #26511 a thin rapier (Wield) -D 0 26561 0 2 ; Door: #26561 The Hold/North => closed and locked -S - -#SPECIALS -M 26500 spec_breath_gas ; a giant moray eel -S - -#$ diff --git a/data/realm/areas_smaug1.4a/seekers.are b/data/realm/areas_smaug1.4a/seekers.are deleted file mode 100644 index 64d3a86..0000000 --- a/data/realm/areas_smaug1.4a/seekers.are +++ /dev/null @@ -1,1858 +0,0 @@ -#AREA Haven of the Seekers~ - - - -#AUTHOR Rolindar~ - -#RANGES -0 65 0 65 -$ - -#RESETMSG A whispering voice fills your head, filling you with awe.~ - -#FLAGS -0 25 - -#ECONOMY 0 51200000 - -#MOBILES -#18000 -falston sentinel~ -Falston~ -The sentinel of the Haven stands before the Golden Gate. -~ -Entrusted by the Seekers with the responsibility of securing their -single entrance, Falston is a loyal, steadfast and dedicated soldier -who carries out his many duties unfailingly. No mortal may do battle -with him and survive, for he has been invested with the power and strength -to smite them with bit a single blow from his fist. -~ -3 373301928 200 C -55 0 -300 10d10+10000 10d10+1000 -0 0 -8 8 0 -25 13 13 13 25 13 13 --30 -30 -30 -30 -30 -0 3 0 0 655487 1 5 -0 0 0 0 3153807 0 1008 2621639 -> fight_prog 100~ -say Why would you attack an indestructible entity? -boggle -mpslay $n -mpat $n t $n Fool! -~ -> all_greet_prog 100~ -if clan($n) == Seekers -bow $n -say Welcome, Seeker, to the Haven of your peers. -, stands aside and allows you to address the gate. -else -mea $n $I stares sternly at you, his gaze warning you to back away. -endif -~ -> rand_prog 2~ -stretch -~ -| -#18001 -acolyte~ -the Acolyte~ -The Acolyte supervises the function of the glyph. -~ -It is the task of this youthful looking woman to observe correct and -proper usage of the glyph, and to ensure the safety and well being of -new arrivals. She is empowered to deal swiftly and ruthlessly with any -intruders, and will not hesitate to do so. Her long white robes bear -numerous runes and sigils, all empowered with defensive magicks. -~ -3 533160 200 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if clan($n) == Seekers -smile -bow -say Well met, fellow Seeker of Knowledge. May Telsar guide your path. -c refresh $n -else -if isimmort($n) -bow $n -say You honor us with your presence, immortal. -else -if isnpc($n) -else -snarl -say Intruder! You dare violate this venerated place? -mea $n $I calls for Falston, who, angered that you slipped past him, reacts! -mea $n You are hurled outside, to be dealt with without soiling the Haven. -mptrans $n 18001 -mpat falston mpforce falston say Now you shall PAY for your crimes! -mpat falston mpforce falston c gas -endif -endif -endif -~ -> rand_prog 2~ -mpe _whi $I sings the praises of Knowledge and its acquisition. -c bless -smile -~ -> act_prog p appears in the room.~ -if clan($n) == Seekers -laugh -say Ho! Welcome home, $n! I trust all is well with you? -wink -say I would suggest a visit to the healer and the smith, perhaps... -chuckle -ruffle $n -else -mea $n A Mysterious force bounces you somewhere else... -mptrans $n executioner -endif -~ -| -#18002 -latasha healer~ -Latasha~ -Clad in shimmering samite, Latasha stands ready to heal your wounds. -~ -Latasha is a kindly cleric, a member of the clergy of Dinanya, the -goddess of healing and birth. Pledged to the Order of Seekers, she -assists her brothers and sisters with curative skills, and for a small -donation is willing to cast a small variety of beneficial spells upon -the faithful. -~ -3 2106024 400 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> act_prog p from below.~ -if clan($n) == Seekers -say Welcome, Seeker, to a place of rest and recovery. -, gestures to one of the many benches. -say Sit ye down, rest ye, and allow me to tend your wounds. -smile -else -if isimmort($n) -say I am humbled by your presence, $n. -else -say My magics are not for the likes of you, $n. Begone! -mpforce $n d -endif -endif -~ -> speech_prog p bless me with your powers~ -t $n I offer the following spells, for the stated donation- -t $n A Heal spell, for 50,000 gold. -t $n A Cure Poison spell, for 10,000 gold -t $n A Cure Blindness spell, for 15,000 gold -t $n A Remove Curse spell, for 25,000 gold -t $n A Cure Light Wounds spell, for 5,000 gold -t $n A Cure Serious Wounds spell, for 10,000 gold -t $n A Cure Critical Wounds spell, for 20,000 gold -smile -say Simple state the name of the spell you wish to receive... -~ -> speech_prog p heal~ -if goldamt($n) < 50000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 50000 coins latasha -mpat 18099 drop 50000 coins -mpat 18099 mppurge -say As you wish... -c heal $n -smile -say And so it is done! -endif -~ -> speech_prog p cure poison~ -if goldamt($n) < 10000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 10000 coins latasha -mpat 18099 drop 10000 coins -mpat 18099 mppurge -say As you wish... -c 'cure poison' $n -smile -say And so it is done! -endif -~ -> speech_prog p cure blindness~ -if goldamt($n) < 15000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n drop 15000 coins -get coins -mpat 18099 drop 15000 coins -mpat 18099 mppurge -say As you wish... -c 'cure blindness' $n -smile -say And so it is done! -endif -~ -> speech_prog p remove curse~ -if goldamt($n) < 25000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 25000 coins latasha -mpat 18099 drop 25000 coins -mpat 18099 mppurge -say As you wish... -c 'remove curse' $n -smile -say And so it is done! -endif -~ -> rand_prog 10~ -c 'restore mana' $r -c 'cure critical' $r -~ -> speech_prog p cure light wounds~ -if goldamt($n) < 5000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 5000 coins latasha -mpat 18099 drop 5000 coins -mpat 18099 mppurge -say As you wish... -c 'cure light' $n -smile -say And so it is done! -endif -~ -> speech_prog p cure serious~ -if goldamt($n) < 10000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 10000 coins latasha -mpat 18099 drop 10000 coins -mpat 18099 mppurge -say As you wish... -c 'cure serious' $n -smile -say And so it is done! -endif -~ -> speech_prog p cure serious wounds~ -if goldamt($n) < 10000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 10000 coins latasha -mpat 18099 drop 10000 coins -mpat 18099 mppurge -say As you wish... -c 'cure serious' $n -smile -say And so it is done! -endif -~ -> speech_prog p cure critical wounds~ -if goldamt($n) < 20000 -say I am truly sorry, but you have insufficient funds... -comfort $n -say We do have overheads to meet, you know! -wink $n -else -mea $n You state your request and hand over your gold. -mpforce $n give 20000 coins latasha -mpat 18099 drop 20000 coins -mpat 18099 mppurge -say As you wish... -c 'cure critical' $n -smile -say And so it is done! -endif -~ -> speech_prog p enrich me with your blessings~ -if clan($n) == Seekers -smile -say I would be happy to, $n. Bow before me and receive a blessing. -mpforce $n bow latasha -nod -mpe _lbl A faint glow fills the chamber. -c bless $n -say May your path be free of travails! -else -endif -~ -> act_prog p has lost his link.~ -say Idle Seekers are not desirable, $n. Loiter elsewhere! -mptrans $n 18008 -~ -> act_prog p has lost its link.~ -say Idle Seekers are not desirable, $n. Loiter elsewhere! -mptrans $n 18008 -~ -> act_prog p has lost her link.~ -say Idle Seekers are not desirable, $n. Loiter elsewhere! -mptrans $n 18008 -~ -| -#18003 -ravern smith~ -Ra'vern~ -A lean, sinewy gith forges a new blade for the Order. -~ -Although not a militaristic order by any means, the Seekers nevertheless -recognize the fact that sooner or later their members will fall afoul of -one for or another, and will need to be adequately prepared for such a -happenstance. To this end, they have provided a smith, Ra'vern, to tend -to the equipment damaged during such unfortunate but unavoidable skirmishes. -~ -3 2097704 200 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -10 0 0 0 524289 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if clan($n) != Seekers -snort -say I will not, indeed I flat out refuse, to touch your items, $n. -, folds his arms and stares at you defiantly. -else -chuckle -say I see you have been in the wars again, $n. -, tsks. -say Will you ever learn? Well I hope not, how else would I make a living? -smirk -endif -~ -| -#18004 -soneramist~ -Soneramist~ -An elf clad in the robes of a mage arranges a rack of scrolls. -~ -A cocky, overconfident mage, Soneramist has been confined by the Order -to the task of vending items of use to members of the Order, as he has -proved on many occasions that he cannot be trusted not to get himself -in serious trouble and need bailing out by the rest of the Order. -~ -3 552 0 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 0 0 0 3 1 0 -0 0 0 0 0 0 0 0 -> act_prog p from the west.~ -smile -if clan($n) != Seekers -say I'm sorry, $n, but I cannot sell anything to you. Much as I -say am always eager to make a profit, it is prohibited by the -say management. -frown -else -say Welcome, $n. Had a hard day? Fresh out of supplies? Well! -, rubs his long hands together gleefully. -say You certainly have come to the right place, as you know! -wink -say If the item is needed, I'll have it here somewhere! -endif -~ -> speech_prog p tell me of the three relics~ -say The three relics are the holy objects of the Seekers, granted -say us by the Gods in their wisdom. -, gazes upwards, a slightly condescending pious look on his face. -say The first is the gift of Visions of Knowledge. -say Any Seeker may quest for this enlightenment, and if worthy -say will be granted it. -nod -say The second is the Orb of the Prophets, which may only be -say borne by the noblest and wisest of our Order. The person who -say is so blessed must protect this unique item with their life, -say and uphold the standards of the order, or forfeit their gift. -hmm -say The third is the Mantle of Telsar, most honored of the Seekers. -say It is passed from leader to leader, to be worn while you hold -say office. No other may touch this item, ever. -say That's the three. -~ -| -#18005 -gibron~ -Gibron~ -An ancient Dwarven priest, wise beyond measure, sits reading a thick tome. -~ -Gibron has taught members of the Order in the ways of magic and war -for more centuries than even he can remember. He asks no payment for his -service; all he does he does for the love of the Order. -~ -1027 552 440 C -55 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -2 1 0 0 5 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if clan($n) == Seekers -chuckle -say Welcome, young one. Come, and learn from my experiences. -mpe $I rises to his feet and prepares to train you. -else -endif -~ -> act_prog p grovels in the dirt before you.~ -nod -say 'Tis wise to acknowledge my superiority, $n. -pat $n -~ -| -#18006 -master chef zebronski~ -Master Chef Zebronski~ -A smiling, wide faced man clad in a dazzling white apron moves to help you. -~ -A former battle mage, Zebronski discovered a love of cooking almost -by accident after an encounter that he refuses to elaborate on, simply -responding to all interrogatives with a sly grin and a wink. He is now -considered one of the finest chefs in the world, and can whip up a -culinary masterpiece in seconds. -~ -3 552 200 C -50 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 663615 1 0 -0 0 0 0 1051648 0 0 0 -> greet_prog 100~ -smile -bow $n -say Greetings, greetings, most loyal customer! -, bounds over and, grabbing your hand, pumps it enthusiastically. -say It is always good to see you, $n! Now, what can I fetch you? -, bounds back to his preparation area, and awaits your decision. -~ -> rand_prog 2~ -, runs his finger around a bowl of cake mix and sucks it thoughtfully. -if rand(30) -whistle -else -if rand(40) -mmm -say Delicious! -else -spit -say Eeeyugh! Troll shit is tasting better than that, eh? -sigh -endif -endif -~ -> rand_prog 2~ -, beats briskly at a bowl of cake mix. -~ -> speech_prog p a slice of baked cheesecake~ -say Sweet tooth eh? Well, one piece, coming right up! -, disappears behind a large white cabinet, and returns with a massive slice! -mpoload 18024 1 -give slice $n -say Enjoy! -wink -~ -> speech_prog p a rack of lamb~ -say An excellent choice, $n, if I do say so myself! -smile -say But then, ALL of my dishes are excellent! -chuckle -, reaches into one of the cooking devices, and withdraws the rack. -mpoload 18025 1 -give rack $n -say Ta dah! -~ -> speech_prog p sweet and sour pork~ -say Ah, a dish from the Orient takes your fancy! -nod -say One of my personal favorites too, but then I love ALL the food -say that I create! -mpoload 18026 1 -, with a flourish, $I brings forth the pork. -give sweet $n -lick -~ -> speech_prog p fettucine cabonara~ -say Yes, an elegant combination, bound to arouse the taste buds. -say I used to do it marinara too, until that unfortunate poison -say seafood business... -hmm -shrug -say He lived. Here it is! -mpoload 18027 1 -give fettucine $n -say Eat well, $n! -~ -> speech_prog p a fresh garden salad~ -blink -say That's it? A light meal indeed, for one with such a hearty appetite! -chuckle -mpoload 18028 1 -give salad $n -~ -> rand_prog 5~ -, picks up a broom and quickly sweeps away the mess on the floor. -mppurge -smile -~ -> speech_prog p menu~ -say Menu? Ah yes of course! -, slaps himself on the forehead. -mpoload 18029 -give menu $n -say Here you go, $n! Let me know what you would like. -~ -> act_prog drops~ -say Don't you be making a mess on my kitchen floor, eh? -mutter -~ -| -#18007 -goat~ -a mountain goat~ -A sturdy, sinewy goat with coarse brown hair snorts at you. -~ -Indigenous to this region, these goats subsist on vegetation that -wouldn't support an animal a third of its size, due to their unique -scavenging ability, and their curious metabolism. -~ -3 512 0 C -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 1 1 0 -0 0 68224573 0 0 0 640 2 -#0 - - -#OBJECTS -#18000 -the golden gate~ -the Golden Gate~ -A towering portal of Gold inlaid with runes bars the entrance.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> speech_prog p I seek knowledge~ -if clan($n) == Seekers -mea $n The Golden Gate slowly swings forward, and you are drawn through. -mpechoar $n The Golden Gate slowly swings forward, and $n is drawn through. -mptrans $n 18002 -mpe The Golden Gate swings silently shut behind $n, and Falston nods. -mpat $n mea $n The Golden Gate swings silently shut behind you. -else -mea $n A violent trembling begins in you, and you fall to the ground. -mptrans $n executioner -endif -~ -| -#18001 -glyph return~ -the Glyph of Return~ -A brightly glowing blue rune has been carved into the floor.~ -~ -12 65 0 -0 0 0 0 -1 0 0 -#18002 -orb prophets~ -the Orb of the Prophets~ -A brightly glowing sphere of green metal rolls about on the floor.~ -~ -9 11108418 16385 -0 0 0 0 -10 0 0 -A -26 40 -A -12 120 -A -13 120 -A -18 8 -A -19 8 -> wear_prog 100~ -if clan($n) == Seekers -mea $n As you clasp the orb, your mind is flooded with wisdom. -c sagacity $n -c 'dragon wit' $n -else -mea $n This orb may only be borne by a Seeker of Knowledge! -mea $n A beam of energy shoots forth from the orb, smiting you! -mpdamage $n 800 -mpforce $n remove prophets -mpforce $n drop prophets -mpforce $n sac prophets -endif -~ -| -#18003 -mantle telsar~ -Mantle of Telsar~ -A brilliant mantle of white cloth floats in mid air.~ -~ -9 10584385 9 -66 0 0 0 -5 0 0 -A -4 3 -A -5 3 -A -17 -40 -A -13 100 -A -12 100 -A -18 8 -A -19 8 -A -23 -3 -A -24 -3 -A -21 -3 -A -20 -3 -A -22 -3 -A -26 144 -> wear_prog 100~ -if clan($n) == Seekers -mea $n A shroud of protective magic engulfs you as you don the mantle. -mea $n You rejoice in this, the confirmation of your office. -else -mea $n Only the Head of the Order of Seekers may wear this mantle! -shout $n the unworthy seeks to wear me! -mpforce $n remove mantle -mpforce $n drop mantle -mpslay $n -endif -~ -> get_prog 100~ -if clan($n) == Seekers -else -mea $n Only a high ranking member of the Order of Seekers may touch this! -mpforce $n drop mantle -endif -~ -> sac_prog 100~ -mpoload 18003 50 -~ -| -#18004 -visions knowledge~ -Visions of Knowledge~ -A wavy, indistinct halo of white energy hovers here.~ -~ -9 10584129 131073 -10 0 0 0 -5 0 0 -A -17 -10 -A -13 50 -A -12 50 -A -18 3 -A -19 3 -A -26 16777256 -> wear_prog 100~ -if clan($n) == Seekers -mea $n You open your eyes to the Visions granted you by your Order. -mpechoar $n $n smiles as $e is granted the Visions by her Order. -else -mea $n You are too ignorant to comprehend the Visions. -mpforce $n remove visions -mpforce $n drop visions -mpforce $n sac visions -endif -~ -| -#18005 -altar elders~ -the Altar of the Elders~ -A long, low stone altar shrouded in silken cloth rests here.~ -~ -15 2097216 0 -100000 13 18006 0 -1 0 0 -E -altar~ -This sacred altar is actually a coffer used to store items of great -value, guarded by a keeper appointed from within the Order by the -leaders. Within, the Order keeps items to be distributed as they see fit -amongst the members of the Order for outstanding service. -~ -#18006 -key elders~ -the Key of the Elders~ -A burnished metal key has been dropped by a high ranking Seeker.~ -~ -9 2621440 1 -0 0 0 0 -1 0 0 -> get_prog 100~ -if clan($n) != Seekers -mea $n Only a member of the Order of Seekers may hold this. -mpforce $n drop elders -mpforce $n sac elders -else -endif -~ -| -#18007 -coffer seekers~ -Coffer of the Seekers~ -This metal coffer contains items for use by the Order.~ -~ -15 2621504 0 -100000 0 -1 0 -1 0 0 -#18008 -tome seekers~ -the Tome of the Seekers~ -A mystic tome, graven with glowing runes, rests on a brass lectern.~ -~ -12 2621440 0 -0 0 0 0 -1 0 0 -#18009 -tome elders~ -the Tome of the Elders~ -This ancient text contains writings legible only to the Elders of the Order.~ -~ -12 2621440 0 -0 0 0 0 -1 0 0 -#18010 -elixir restoration~ -Elixir of Restoration~ -This potion heals the wounds of the Seekers when quaffed.~ -~ -10 2097217 1 -33 -1 -1 28 -1 50000 5000 -#18011 -phial mana~ -a Phial of Mana~ -This vial is filled with a clear liquid that restores mana to the Seekers.~ -~ -10 2097217 1 -40 -1 84 84 -1 15000 1500 -#18012 -philter visions~ -Philter of Visions~ -When quaffed by a Seeker, this philter grants supernormal vision.~ -~ -10 2097217 1 -40 19 44 -1 -1 1200 120 -#18013 -elven bread~ -Elven Bread~ -A loaf of wafers made from magical products lies here.~ -~ -19 2097216 1 -24 0 0 0 -1 50 5 -#18014 -carafe sparkling wine~ -a Carafe of Sparkling Wine~ -A carafe filled to the brim with refreshing spring wine lies here.~ -~ -13 64 1 -5 5 5 0 -1 76 7 -E -carafe~ -This wine, no matter how much is drunk, will never render the drinker -intoxicated, merely refreshed. -~ -#18015 -circlet clarity~ -Circlet of Clarity~ -A Seeker has dropped his magical headband here.~ -~ -9 2621506 17 -0 0 0 0 -1 28500 2850 -A -4 2 -A -3 2 -A -12 50 -A -13 20 -A -18 2 -A -19 2 -> wear_prog 100~ -if clan($n) != Seekers -mea $n You cannot wear an item made for a Seeker! -mpforce $n remove circlet -mpforce $n drop circlet -mpforce $n sac circlet -else -endif -~ -| -#18016 -pouch seekers~ -A Pouch of the Seekers~ -A magical pouch has been dropped by a Seeker.~ -~ -15 2097216 1 -500 5 -1 0 -20 22500 2250 -> get_prog 100~ -if clan($n) != Seekers -mea $n As you grasp the pouch, an alarm is activated! -yell $n is trying to pilfer Seeker property! -mpforce $n drop pouch -mpforce $n blush -else -endif -~ -> exa_prog 100~ -mea $n You realize that due to the magical enchantments placed upon it, -mea $n That only a Seeker may own this item. -~ -| -#18017 -bubbling cistern~ -a bubbling cistern~ -A cistern bubbles with fresh water.~ -~ -25 1 0 -0 0 0 0 -1 0 0 -#18018 -wooden bench~ -a wooden bench~ -A wooden bench rests near the north wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#18019 -fountain~ -the fountain~ -A statue of Telsar stands in the center of a marble fountain.~ -~ -25 1 0 -0 0 0 0 -1 0 0 -#18020 -well~ -a well~ -A small well bubbles with fresh spring water.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#18021 -brazier fire~ -a burning brazier~ -A small fire burns brightly in a bronze brazier.~ -~ -34 64 0 -0 0 0 0 -10 10 1 -#18022 -legacy tapestry life~ -the Tapestry of Life~ -A richly embroidered tapestry hangs from the ceiling.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#18023 -basin fountain~ -a small fountain~ -A small basin of water sits in the center of the room.~ -~ -25 1 0 -0 0 0 0 -1 0 0 -#18024 -slice baked cheesecake~ -a slice of baked cheesecake~ -A slice of baked cheesecake tempts you.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#18025 -rack lamb~ -a rack of lamb~ -A rack of lamb, freshly cooked, looks delicious!~ -~ -19 0 1 -8 0 0 0 -1 0 0 -#18026 -sweet sour pork~ -sweet and sour pork~ -A delicious meal of sweet and sour pork certainly looks inviting!~ -~ -19 0 1 -8 0 0 0 -1 0 0 -#18027 -fettucine cabonara~ -fettucine cabonara~ -A bowl of pasta, freshly prepared, smells delicious.~ -~ -19 0 1 -8 0 0 0 -1 0 0 -#18028 -fresh garden salad~ -a fresh garden salad~ -A fresh garden salad sits on the table.~ -~ -19 0 1 -3 0 0 0 -1 0 0 -#18029 -menu~ -Master Chef Zebronski's menu~ -Master Chef Zebronski's list of Specials of the Day lies here.~ -~ -13 2097152 16385 -0 0 0 0 -1 0 0 -E -menu~ -These are the specials offered by the Master Chef (that's me) today! - -A slice of baked cheesecake -A rack of lamb -Sweet and Sour Pork -Fettucine Cabonara -Fresh Garden Salad - -Enjoy! - -- Z -~ -#18030 -blazing fireplace~ -a blazing fire~ -A fire blazes in the hearth.~ -~ -34 64 0 -0 0 0 0 -10 10 1 -#0 - - -#ROOMS -#18000 -Haven of the Seekers~ -Before you rise the shining spires of the Haven of the Seekers, a -remote fortress nestled in the peaks of the Westhills. With its walls -of gleaming mithril and its intricately fashioned stained glass windows, -it is truly an object of wonder and beauty. Pilgrims used to come from -all around to gaze upon its magnificence, but since the recent incursions -of Chaos its doors have remained closed to all save its members, a highly -dedicated select order of spellcasters and sages, all united in their desire -to obtain further knowledge, of the world and its inhabitants, and to provide -support for their fellow spellusers, a beleagured minority in these times. -To the north lies the golden gate, grand entrance to the Haven. - -This lookout point is often used by Seekers as a place to meet with -non-members of the Order, and many times groups of adventurers will be -seen congregating here. -~ -0 0 5 -D0 -~ -~ -0 -1 18001 -D5 -~ -~ -128 -1 18038 -S -#18001 -The Golden Gate~ -Before you, set into the inpenetrable marble walls of the fortress, is -a massive gate, forged of gold imbued with supernatural energy which -renders it indestructible. Crafted by a god, only similar could breach it. -Seekers, and Seekers only, are permitted to pass by use of a special password, -which transports them through the gates and into the foyer of the Haven. All -others who attempt to enter may find themselves in less pleasing surrounds... -Far above, lightning crackles about one of the spires, evidence of magical -experiments taking place, or perhaps the arrival of an immortal or similar -being seeking to witness the goings-on within these hallowed halls. The Gate -bears an inscription, written in all the known tongues of the Empire. It reads- -"Great is Knowledge, and Mighty Above all Things". -~ -0 3145728 1 -D2 -~ -~ -0 -1 18000 -S -#18002 -The Foyer of the Haven~ -No matter how many times a Seeker enter their Haven, the vista that -greets them as they do never ceases to take their breath away. Massive -marble columns swathed in thick tendrils of ever blooming vines line -the marble hall, the floor of which is polished so perfectly that you -can see a clear reflection of yourself as you proceed. The towering -pillars support a high arched ceiling, over eighty feet high, which is -covered in richly colored murals depicting the founding of the Haven by -the gods of knowledge and learning, and the arrival of Telsar, first of the -Seekers in this holy place. Thick tapestries, woven from magical thread -by the Elves of Malathar, cover the walls, each of them bearing representations -of life, time, nature and the elements. The figures and places within them -appear to be in a state of constant flux, as if they were living, breathing -material things, and not just an artistic representation. To the north the -Foyer meets the Halls of the Hallowed, which runs into the center of the -Haven. Truly there cannot be a more impressive structure in the world. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18003 -S -#18003 -The Halls of the Hallowed~ -Named for the marble statues of the most respected men and women of -learning in the history of the Empire, this colonnaded hall stretches -north towards the Glyph of Return, and south to the magnificent Foyer -of the Haven. Each statue is an incredibly lifelike depiction of those -most respected individuals of the Seekers, who have over the centuries -contributed most to the accumulation of knowledge and the discovery of -new magics and enchantments. Many of them are instantly familiar even to -the layman, while others are from an earlier period, the history of which -has been lost to most save those in the Order. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18004 -D2 -~ -~ -0 -1 18002 -S -#18004 -The Glyph of Return~ -Engraved on the floor of this large chamber is a glowing rune, carved -into the rock by magical crystal which has left a glowing powdery residue -that causes the rune to glow with a bluish hue. By uttering the ancient -incantations of return known to all competent spellcasters, members of the -Order are drawn by this glyph to this chamber, a place of safety where they -can be certain of protection from outside forces. Passages run east and west -into other parts of the Haven, while the Halls of the Hallowed continue north -and south. -~ -0 3154952 0 -D0 -~ -~ -0 -1 18007 -D1 -~ -~ -0 -1 18006 -D2 -~ -~ -0 -1 18003 -D3 -~ -~ -0 -1 18005 -D4 -~ -~ -0 -1 18010 -S -#18005 -Hall of Destiny~ -The walls here are of polished stone, and heavily decorated with -elaborate murals, depicting Seekers through the ages pursuing true -enlightenment through knowledge and combatting ignorance in all its varied -and insidious forms. Ignorance is perhaps one of the worst enemies one can -face; especially in a world fraught with constant peril, both mundane -and supernatural in origin. All Seekers are expected to combat ignorance -and misinformation, and to spread the joy of learning and expanding one's -skills and abilities to their fullest extent. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18004 -D3 -~ -~ -0 -1 18028 -S -#18006 -Chambers of Commerce~ -This narrow hallway leads into the rooms set aside for members of the -Order to purchase goods and services necessary to their quests to -increase their knowledge and magical power. While such services do -involve fees, the money that is gathered by these merchants is used to -further the Order, most notably in the addition of new structures and -services. The Seekers have also never claimed to be a non profit -organization... -~ -0 3145736 0 -D1 -~ -~ -0 -1 18023 -D3 -~ -~ -0 -1 18004 -S -#18007 -The Halls of the Hallowed~ -Tapestries depicting the greatest finds in the history of the Seekers -decorate the walls here, ranging from the discovery of magic by the -earliest Seekers of magic, up to the development of advanced alchemical -formulae and complex magical rituals. Each has been lovingly and carefully -crafted from the finest cloth, and - due to either an innate enchantment or -clever weaving- the people in each tapestry appear to be moving and talking, -albeit no sound escapes their lips. On the ceiling, you see that transparent -metals forged by magical means have replaced the stone, allowing you to -see outside, as if on a clear summer's day. -~ -0 3145728 2 -D0 -~ -~ -0 -1 18008 -D2 -~ -~ -0 -1 18004 -S -#18008 -The Arboretum~ -Here the Hall enters a wide chamber filled with lush foilage, plants of -the greenest hue lining the walls, placed in neaty maintained beds of -fresh loam. The transparent ceiling affords them a great deal of sunlight, -and magical enchantments provide them with fresh clean water every second -day. Even a Druid from the Westwoods would be envious of the quality of -these plants. To the north, a short flight of steps leads up to a place -of rest and recuperation, tended by the kindly clerics of the Order. -~ -0 3145732 3 -D2 -~ -~ -0 -1 18007 -D4 -~ -~ -0 -1 18009 -S -#18009 -The Sanctum of Rejuvenation~ -The stairs end in a small circular chamber, the center of which is dominated -by a small statue placed in the middle of a fountain that bubbles with -fresh spring water. Benches surround this fountain on all sides, allowing -those who are tired or injured to rest and be tended to by Latasha, the -healer of the Order. Doric columns support the domed roof, which is decorated -with a richly colored mural that depicts the gods delivering blessings and -healings upon the populace. -~ -0 3179532 0 -D5 -~ -~ -0 -1 18008 -S -#18010 -The Glowing Stair~ -This broad marble staircase ascends to the second level of the head- -quarters, where you can find the note boards, the donations room, the -dining area and the offices of the leaders. Only Seekers may ever pass -this way; if intruders somehow managed to penetrate thus far, they'd -receive little warmth from the Seekers if caught upstairs; the punishments -are said to be severe. -~ -0 3145736 0 -D4 -~ -~ -0 -1 18011 -D5 -~ -~ -0 -1 18004 -S -#18011 -Annex of the Second Tier~ -The stair ends in a large stone chamber, ornately decorated and furnished -with shelving stacked with books covering a variety of subjects. Statues -of famed scholars, Seekers all, line the walls, some of them holding aloft -glowing balls of energy that serve as the primary source of illumination -here. A sense of awe comes over you as you stand in this hallowed hall -of learning and lore. Passages extend to the north, east and west, into -different sections of the sanctum, containing the upper echelons of -the Seekers, as well as equipment donations and communications areas. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18015 -D1 -~ -~ -0 -1 18020 -D2 -~ -~ -0 -1 18031 -D3 -~ -~ -0 -1 18012 -D5 -~ -~ -0 -1 18010 -S -#18012 -Hall of Philanthropism~ -The walls of this narrow stone corridor bear images of Seekers of all -races and ages delivering knowledge to the masses, whose faces are a -rapture of joy upon the bequethal of this precious gift. Also depicted -are Seekers exchanging items with each other, to further their quests -for knowledge and magic, and the bestowing of special gifts upon the -worthy members of the order by the Gods themselves. A bright light -shines in from the west, the glow of magical materials in abundance. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18011 -D3 -~ -~ -0 -1 18013 -S -#18013 -Chamber of the Philanthropist~ -It is here that the Seekers leave items that they feel may be of use -to their fellow members, items that they no longer need but have in -their genorosity left for others to avail themselves of. While any -member is free to take items from the coffer, it is assumed that they -will repay in kind, either at the time or at a later date, by adding -something of similar value themselves. The order is a lawful one, but -is not a charity; members of the order who steal items from the coffer -to sell on the common market or to give to non-members often find themselves -outcast from the order, as do those wags that foolishly fill the coffer -with useless junk. The gods themselves are said to keep an eye on this -room. -~ -0 3719176 0 -D1 -~ -~ -0 -1 18012 -D2 -~ -~ -8389671 18006 18014 -S -#18014 -Chamber of Relics~ -Only the highest ranking members of the Seekers, and those they allow -to accompany them, may enter this chamber. Here, items of special power -or uniqueness are gathered and stored by the Order, to be distributed -amongst the members as the leaders see fit. Uusually the result of -successful expeditions by the Seekers, these items are awarded to those -who have contributed to the order, in any form, and have thus deserved -a token of gratitude. Only the Keeper of the Relic can open the chest, -with the key granted him by the gods. -~ -0 3719176 0 -D0 -~ -~ -8389671 18006 18013 -S -#18015 -Hall of Authority~ -This north-south passage leads north to the chambers of the Order's -leaders, those three elected by the members of the Order to lead them -in their quest for knowledge, magical power and experience. The walls -bear depictions of leaders past and present, leading their peers against -dark magical threats, or on quests to find rare and exciting treasures. -The roof is covered with an intricately woven tapestry, often referred to -as the Tapestry of Life, wherein all the tales of the leaders are woven, -to be observed by future generations, a legacy left for their descendants. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18016 -D2 -~ -~ -0 -1 18011 -S -#18016 -Offices of the Prime Seekers~ -The chamber off of which the offices of the Prime Seekers depend is -surprisingly bare, containing only the three doors, and a small fountain, -next to which a golden plaque has been placed. A dim glow pervades the air, -its source a glowing sphere set in the high domed ceiling of the chamber, -which is circular in shape and reminds you of an observatory more than an -office. Peering upwards, you realize that the roof is cunningly designed -to resemble the night sky, with the sphere representing the sun, as it would -look set in a starry field instead of through the atmosphere of the planet. -~ -0 3145736 0 -D0 -~ -~ -3 -1 18019 -D1 -~ -~ -3 -1 18018 -D2 -~ -~ -0 -1 18015 -D3 -~ -~ -3 -1 18017 -> speech_prog p I seek the wisdom of the elders~ -if name($n) == Yaegar -or name($n) == Garth -or name($n) == Stencil -mptrans $n 18022 -else -endif -~ -| -S -#18017 -Chambers of the First~ -~ -0 3145736 0 -D1 -~ -~ -3 -1 18016 -S -#18018 -Chambers of the Second~ -~ -0 3145736 0 -D3 -~ -~ -3 -1 18016 -S -#18019 -Office of the Leader~ -~ -0 3145736 0 -D2 -~ -~ -3 -1 18016 -S -#18020 -Hall of Communication~ -Knowledge cannot be learned, or shared, without some form of verbal -or written communication, and thus the Seekers hold such forms of -transmitting of knowledge in high regard. This Hall leads to the -chambers where the Seekers communicate with each other, waxing verbose -on a wide variety of subjects, as the Seekers are wont to do. The -art here is what you would expect, depicting raconteurs, lecturers -and other speakers engaging in rhetoric. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18021 -D3 -~ -~ -0 -1 18011 -S -#18021 -Annals of Lore~ -The Seekers are a highly communicative order, but the nature of their -quests for knowledge and magical power often means that they are -seperated from each other for extended periods of time. Thus they have -established a medium by which they can keep abreast of each other's doings, -in the form of the mystic tome, within which they can scribble anything that -they want their peers to know, and get a response when they return. It is -here that the leaders announce policy to the order, to ensure all read it, -and where important issues such as elections, quests and runs are announced. -Sometimes even the Gods themselves send short missives to their worshippers -in the order via this tome. -~ -0 3145736 0 -D3 -~ -~ -0 -1 18020 -S -#18022 -Chamber of the Elders~ -Only the leaders of the Seekers may enter this hallowed and ancient -chamber, which is inaccessible by normal means. Here the leaders can -converse with each other, and the Gods can pass messages to the order -through the ancient texts. -~ -0 3145740 0 -S -#18023 -A Junction ~ -Passages run north and south to the two principal suppliers of goods -and services in the Haven. The walls here depict members availing -themselves of these services, in the form of potions, weapons, repairs -scrolls and other items of use to scholars who seek to travel in the -dangerous world outside the Haven. The floor here is stone, not marble, -and shows signs of heavy wear, as this is where most members of the Order -tend to converge in between expeditions. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18024 -D2 -~ -~ -0 -1 18026 -D3 -~ -~ -0 -1 18006 -S -#18024 -The Forge of the Seekers~ -A wave of heat hits you as you enter this chamber, its source a well- -stocked blacksmith's workshop to the east. The walls here are lined with -weapons and armor in various states of (dis)repair, either awaiting repair -or pick up by their owners. Adventuring members of the Order have their -needs met almost immediately, as the Order recognizes the urgency of such -needs, and the desire for members in need of equipment repair to quickly -return to their quests. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18025 -D2 -~ -~ -0 -1 18023 -S -#18025 -The Anvil of Ra'vern~ -A brightly glowing adamantium anvil fills most of this sweltering -chamber, heated by the roaring blaze in the stone and metal forge, set -in the east wall. The heat is almost as unbearable as the noise; the -immensely strong smith smashes his hammer down with incredible force as -he hammers the dents from a battered breastplate, while he waits for -a newly forged blade to cool. He will be happy to repair your equipment, -but will not sell any of his own creations; these are made for special -members only. -~ -0 3146760 0 -D3 -~ -~ -0 -1 18024 -S -#18026 -The Store of the Seekers~ -Walking down the southern passage, you pass into a shop, positively -packed with all sorts of items that a Seeker would be likely to need, -and many which they wouldn't. Scrolls, flasks, beakers, pouches, ropes, -elixirs, vials and powders make up but a portion of what is available -in the warehouse-sized place. The counter where purchases are counted -and charged for lies at the back of the shop, to the east. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18023 -D1 -~ -~ -0 -1 18027 -S -#18027 -Supplies of the Seekers~ -At the far end of the store, half-buried under a pile of goods awaiting -pricing, is Soneramist, the clever but cocky storekeeper for the Seekers. -Overconfident, and a trifle greedy, he is nevertheless still loyal to his -order, and will charge (reasonably) fair prices for his stock, which is -guaranteed to never be depleted. -~ -0 3146760 0 -D3 -~ -~ -0 -1 18026 -S -#18028 -Hall of Learning~ -The walls here are crammed with bookshelves, straining under the -combined weight of an innumerable number of tomes, ledgers, librams, -manuscripts and grimoires. Collected by the Seekers over the centuries, -they contain a wealth of information about the world and its many -types of inhabitants. Geography, history, politics and other subjects -are all covered; name the subject and you would doubtless find a text -here discussing or explaining it. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18005 -D3 -~ -~ -0 -1 18029 -S -#18029 -The Laboratory of Learning~ -The far end of the Hall of Learning contains a series of rooms and -labs, where Seekers may come to study, learn and experiment. More -books and tomes line the walls here, as well as portraits of famed -scholars and sages, not all of them Seekers; many were granted an -honorary membership during or after their lifetimes though. To the -west you can see the largest laboratory, where mages and clerics -busy themselves preparing magical items. -~ -0 3146760 0 -D1 -~ -~ -0 -1 18028 -D3 -~ -~ -0 -1 18030 -S -#18030 -Lab of the Seekers~ -A large laboratory lies here, the size of a large stables or school -house. But the vast majority of the space is taken up by tables and -benches laden with all manner of devices, from alembics and beakers -to funnels and burners, each serving a vital role in the various -experiments undertaken here. It is so cramped that not more than 2 or -3 people could possibly work in here at the same time, for fear of -bumping into each other and ruining days of work. -~ -0 3211272 0 0 0 3 -D1 -~ -~ -0 -1 18029 -S -#18031 -Hall of Recreation~ -Even scholars and magicians need sometimes to rest and partake of a meal, -and in this section of the sanctum provision is made for those needs. -Originally most of the members of the order would subsist on magical food -and drink when in need, but in these times the Seekers have realized it is -best to strike a balance between labor and rest, and have created a rather -elaborate series of chambers for rest and relaxation, as depicted on the -walls here, which bear images of Seekers sleeping, meditating and feasting. -Such a turnaround has resulted in the Seekers gaining a legendary reputation -for the culinary delights their chefs invoke. -~ -0 3145736 0 -D0 -~ -~ -0 -1 18011 -D2 -~ -~ -0 -1 18032 -S -#18032 -Kitchen of the Magician~ -This broad chamber is filled with a large single table, lined with -enough chairs to seat the entire order, and then some. Behind this table -lies what is generally regarded as the finest kitchen in all of Brythunia. -Pots, pans and kettles bubble over a stone of truly immense proportions, -magically woven steel invoked by the master chef, who is a Seeker of -considerable power and talent that has devoted his time to creating culinary -delights for the enjoyment of the order, free of charge. Open doorways -to the east and west lead into private lounges where offduty Seekers may -rest and relax, and share tobacco and tales. -~ -0 3146760 0 -D0 -~ -~ -0 -1 18031 -D1 -~ -~ -0 -1 18034 -D3 -~ -~ -0 -1 18033 -S -#18033 -The Lounge of Science~ -This wing of the relaxation area contains several comfortable chairs, -a row of shelves crammed with scientific journals, and a map of the -Cosmos, the latest made by the Order's astronomers. A low table lies -between the chairs, used to keep the latest issues, but more often -used by those who relax here as a footrest. -~ -0 3145736 0 -D1 -~ -~ -0 -1 18032 -S -#18034 -The Lounge of the Clergy~ -The long standing disagreements between scientific and religious -authorities is legendary, and due to unfortunate incidents in the past, -the Order has wisely voted to establish two seperate lounges, where -proponents of the two camps can rest and wax lyrical on their beliefs, -free from derisive comments by the other. Of course this rarely works -in practice; frequently a mage will "accidentally" wander into this -lounge and overhear something he finds ludicrous, and snaps back, which -initiates a flame war (mages, fireballs, clerics, flamestrikes, the -term should be obvious). -~ -0 3145736 0 -D3 -~ -~ -0 -1 18032 -S -#18035 -A Windy Trail~ -This narrow trail winds around one of the taller hills in the range, -a small mountain almost, that soars above you. A stiff breeze chills -you, even through your thick clothing, and you draw your cloak more -tightly around yourself as you press onwards. It is rumored that the -Haven of the Seekers is located somewhere in the Westhills; perhaps -you might get a chance to see it? -~ -0 0 5 -D7 -~ -~ -0 -1 18036 -S -#18036 -A Steep Climb~ -The trail ends here, at the base of a short cliff face, atop which you -think you can see another trail, though from this angle you cannot be -sure. The cliff is overgrown with thick grass, and large granite -protuberences at regular intervals would make this a possible, if -exhausting climb. The wind howls eerily around the bend in the trail, -sending shivers up and down your spine. -~ -0 0 5 -D4 -~ -~ -128 -1 18037 -D8 -~ -~ -0 -1 18035 -S -#18037 -Approaching the Summit~ -Although short, the cliff is quite difficult to climb, as you find -after a few movements which cause large clumps of rock and dirt to -break away from the cliff face and plummet downwards. More than once -the lack of strong hand and footholds, combined with the whipping -wind, threatens to send you falling back to the rocky hillside path -below. -~ -0 0 5 -D4 -~ -~ -0 -1 18038 -D5 -~ -~ -128 -1 18036 -S -#18038 -Another Path~ -As you near the summit, your suspicions are confirmed- there is indeed -another path here, that you have reached, that continues on into the -peaks of the Westhills. But to your dismay you note that the path runs -very steeply upwards, and is almost too narrow to even attempt; goats -would shy away before beginning that ascent. But an incentive has been -added- in the distance you can see the shining spires of a castle or -fortress, protruding from atop the peak which the goat track circumvents. -The Haven of the Seekers, Bed of Knowledge, lies very near! -~ -0 0 5 -D4 -~ -~ -128 -1 18000 -D5 -~ -~ -128 -1 18037 -S -#18099 -Purge Chamber~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 18000 1 18001 -O 1 18000 1 18001 -M 1 18001 1 18004 -O 1 18001 1 18004 -M 1 18002 1 18009 -O 1 18018 1 18009 -O 1 18019 1 18009 -O 1 18017 1 18011 -O 1 18007 1 18013 -D 0 18013 2 2 -O 1 18005 1 18014 -D 0 18014 0 2 -O 1 18022 1 18015 -O 1 18023 1 18016 -D 0 18016 0 1 -D 0 18016 1 1 -D 0 18016 3 1 -D 0 18017 1 1 -D 0 18018 3 1 -D 0 18019 2 1 -O 1 18008 1 18021 -O 1 18009 1 18022 -M 1 18003 1 18025 -M 1 18004 1 18027 -G 1 18010 1 -G 1 18011 1 -G 1 18012 1 -G 1 18013 1 -G 1 18014 1 -G 1 34 1 -G 1 35 1 -G 1 37 1 -G 1 36 1 -G 1 18015 1 -G 1 18016 1 -M 1 18005 1 18029 -O 1 18020 1 18030 -O 1 18021 1 18030 -M 1 18006 1 18032 -O 1 18030 1 18033 -O 1 18030 1 18034 -M 1 18007 2 18036 -M 1 18007 2 18038 -S - - -#SHOPS - 18004 0 0 0 0 0 100 80 0 23 ; Soneramist -0 - - -#REPAIRS - 18003 9 5 15 80 1 0 23 ; Ra'vern -0 - - -#SPECIALS -M 18000 spec_breath_any -M 18002 spec_cast_adept -M 18006 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/sentinel.are b/data/realm/areas_smaug1.4a/sentinel.are deleted file mode 100644 index eb5de7a..0000000 --- a/data/realm/areas_smaug1.4a/sentinel.are +++ /dev/null @@ -1,3618 +0,0 @@ -#AREA The Sentinel~ - - - -#AUTHOR Rolindar~ - -#RANGES -5 10 0 65 -$ - -#RESETMSG The cry of a Skulk can be heard in the distance...~ - -#FLAGS -0 - -#ECONOMY 0 435540 - -#MOBILES -#1500 -papa kurst~ -Papa Kurst~ -A grizzled old man stares in concern at the walls of the inn. -~ -The elder of the village, Papa Kurst is a hardy old coot, with years -of experience in the ways of the world to aid him in leading his beloved -village. He will not tolerate any trouble, but will be glad to see any -adventurers who would help him against the enemy. -~ -131 680 400 C -11 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 544 2 -> act_prog p from the west.~ -if ispc($n) -say Greetings, fair adventurer, and welcome to Kusnir. -say I wish I could welcome you under more pleasant -say circumstances, but our little village is in dire peril. -frown -say Kusnir has recently become the hunting ground of a beast, -say we presume it to be a Skulk, which slips in during the -say night and slays the weak and elderly. Normally we would -say have the means to deal with such a threat, but this being -say has proved to be... unusual. Do you wish to hear more? -, raises an eyebrow expectantly, awaiting your reply. -else -smile $n -endif -~ -> speech_prog p yes~ -say Excellent. Your willingness to listen bodes well. -say This Skulk is apparently either possessed, mad, or both. -say Recently it has taken to ignoring babes it could easily slay, -say or scrawling messages in its own blood on the walls, as you -say can see here... -, points to a white wall, covered in crimson stains. -say What does it mean? I know not. But one thing is for certain- -say Only an adventurer of stout heart and strong sword can lay -say such a beast to rest. I implore thee, seek out the Skulk and -say destroy it. -sigh -~ -> speech_prog p no~ -if isgood($n) -gasp -say How could one of such good mein refuse to help us? -say You are a discredit to the alignment you profess to follow. -else -nod -say I expected as much from a vagrant adventurer, a vagabond -say that feeds from all it encounters like a parasite, sucking -say up gold and destroying everything. Leave, then, and ignore our -say doomed little village. -endif -~ -> rand_prog 2~ -sigh -mutter -~ -> act_prog p from the east.~ -if ispc($n) -say Have you slain the Skulk? Pray, show me its head! -else -endif -~ -| -#1501 -innkeeper~ -the innkeeper~ -A red-faced, portly chap hurries about serving ales. -~ -The innkeeper appears to be far too busy to serve you; in fact you -rather fancy that he is ignoring you, on account of you not being -a local. Perhaps a bag of gold would draw his attention...? -~ -3 512 0 C -11 0 0 0d0+0 0d0+0 -1000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 2047 0 0 0 528 2 -> fight_prog 100~ -say No fighting in here, thanks! -mea $n A burly farmer grabs your arms, while another knocks you on -mea $n the head with a heavy tankard. When you come to, you are lying -mea $n in the dirt outside the village. -mpechoar $n Two burly peasants grab $n and knock $m out, then drag -mpechoar $n $m outside. -mptrans $n 1500 -~ -> greet_prog 100~ -mutter -say One at a time! I only 'ave two 'ands, yer know! -roll -~ -> bribe_prog 100~ -boggle -, stops everything and gives you his undivided attention. -say Soooo, after something are ye? Let me guess... -say Papa Kurst has roped you in to findin' that Skulk, eh? -nod -say Ok, this is wot I've 'eard... -, scratches his head, and tries to remember one of the many rumors. -if rand(30) -say Rats n Xvarts 'ave been attacking villages nearby, maybe 'e's with them! -else -if rand(40) -say Mebbe its an assassin, disguised as a Skulk! -wink -else -if rand(50) -say I 'ear them Xvarts be camped up northeast, mebbe they know... -shrug -else -if rand(60) -say People disappear in the woods near 'ere, northeast of 'ere... -else -if rand(70) -say Mebbe a demon from the lake 'as taken over... Mebbe... -hmm -else -say I dunno, I can't think of anythin unusual... -endif -endif -endif -endif -endif -~ -> rand_prog 2~ -mpjunk gold -sigh -say So bloody busy, wot with this fishin' carnival an' all. -~ -| -#1502 -bandit ~ -a bandit~ -A rather shady individual steps out of the trees. -~ -This poorly armed ruffian has seen his fair share of brawls, but hasn't -up till now been foolish enough to trouble a well armed adventurer. But -the Skulk and the Xvarts have caused travel along this road to dwindle to -almost nothing, and he is desperate. -~ -35 512 -200 C -5 0 0 0d0+0 0d0+0 -50 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -0 0 2047 0 0 0 0 2 -> act_prog p leader flees head over heels!~ -mutter -say 'E's split! Leg it! -flee -flee -flee -~ -| -#1503 -bandit leader~ -the bandit leader~ -A burly vagabond with an eyepatch and a sneer grins evilly. -~ -This poorly armed ruffian has seen his fair share of brawls, but hasn't -up till now been foolish enough to trouble a well armed adventurer. But -the Skulk and the Xvarts have caused travel along this road to dwindle to -almost nothing, and he is desperate. -~ -35 512 -400 C -6 0 0 0d0+0 0d0+0 -100 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 2 0 0 1 1 0 -0 0 2047 0 0 0 96 524291 -> greet_prog 100~ -say Stop right there! -say Hand over yer gold and yer weapons, or perish! -grin -~ -> fight_prog 20~ -disarm -evilgrin -~ -> hitprcnt_prog 25~ -say This is too rough for me, I'm off! -flee -flee -flee -scream -flee -flee -flee -~ -| -#1504 -brown bear~ -the brown bear~ -A brown bear snores peacefully, nestled in between two large oaks. -~ -This peaceful ursine creature is causing no problems, and other creatures -wisely prefer not to cause it any problems in return. -~ -67 33280 -50 C -8 13 3 8d8+80 2d6+2 -0 2000 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -24 3 0 0 512 512 1 -0 0 263853 0 0 0 3 2 -> rand_prog 5~ -snore -mpasound A loud snoring sound can be heard from nearby. -~ -> fight_prog 15~ -mpe The bear roars in anger at being disturbed and assaulted! -mpforce $n cringe -~ -> rand_prog 100~ -stand -~ -| -#1505 -mountain lion~ -a mountain lion~ -A sleek mountain lion growls menacingly from its stone ledge. -~ -This lithe feline is a pet of whatever resides here; you are certain -now that the Xvarts are gone; they do not usually cohabit with such -beasts. -~ -35 512 0 C -7 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 16 13 13 13 -0 0 0 0 0 -74 3 0 0 512 512 0 -0 0 33883709 0 0 0 3 2 -> greet_prog 100~ -mpe As the lion leaps forward, a thief appears from nowhere and strikes! -mptrans detrak -mpforce detrak backstab $n -mpforce detrak kill $n -~ -| -#1506 -detrak half-orc thief~ -Detrak~ -A greasy half-orc clad in leather armor sits at a table. -~ -Detrak is an unsavory half-orc, one of a family of such beasts that -have taken over the Xvart lair, and set it up as base of operations for -their own purposes. He will not reveal what these are (he does not know), -and will fight to the death. He is an intelligent and cunning foe, and -will be difficult to defeat. -~ -35 98848 -600 C -7 0 0 11d1+120 0d0+0 -500 0 -8 8 1 -14 13 13 16 13 13 13 -0 0 0 0 0 -7 2 0 0 16417 32 0 -0 0 2047 0 0 0 1600 3 -> greet_prog 100~ -backstab $n -gouge -circle $n -disarm -cackle -~ -> fight_prog 20~ -circle $n -gouge -cackle -~ -> fight_prog 10~ -mpe $I leaps back and whips out a sling. -mpe With unerring accuracy, he lobs a lead bullet at you! -mpdamage $n 15 -snicker -~ -> rand_prog 2~ -mpat 3 c 'cure blindness' -mpat 3 c 'cure poison' -mpat 3 c 'remove curse' -mpat 3 c heal -wield longsword -snicker -hide -sneak -~ -| -#1507 -owlbear~ -an owlbear~ -A hideous bird bear hybrid roars in anger. -~ -This abberation defies description. A magical hybrid of an owl and -a bear, it is hideously strong and vicious, with massive claws that -can rend steel and a beak that can penetrate solid iron. -~ -35 33320 -400 C -8 0 -33 0d0+0 0d0+0 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1711276033 1711276032 0 -0 0 33818172 3149072 0 0 131 2 -#1508 -giant rat~ -a giant rat~ -A giant rat scurries over the dried vegetable matter. -~ -~ -99 512 -200 C -4 0 -10 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -54 3 0 0 512 512 0 -0 0 67081 0 0 0 1 2 -#1509 -caterwaul~ -a caterwaul~ -A ferocious feline humanoid leaps about the room. -~ -Standing nearly five feet tall, this vicious feline has claws capable -of rending flesh as easily as paper, and can utter a most dismaying -wail, to put fear into the hearts of the most stout of adventurers. -~ -35 33312 -500 C -8 0 0 0d0+0 0d0+0 -500 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -74 3 0 0 512 512 0 -0 0 33883711 0 0 0 3 2 -> fight_prog 15~ -mpe The Caterwaul lets forth a bloodcurdling shriek! -mpdamage $n 25 -~ -| -#1510 -skeleton~ -A skeleton~ -A human skeleton staggers to its feet. -~ -Once an adventurer such as yourself, this unfortunate soul was left to -starve to death after the Xvarts bailed, and was animated as an undead -due to the vile nature of his demise. -~ -35 8712 -400 C -5 0 -10 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 0 -0 0 0 0 0 -60 0 0 0 4096 4096 0 -0 0 7 64 3106 17 32 3 -#1511 -lavinia mage human~ -Lavinia~ -An unkempt human mage snarls at the orcs accompanying here. -~ -This foul human has mated with an orc and produced four sons, who -serve her loyally as part of her brigand force. She is cold, calculating -and totally ruthless. -~ -35 520 -650 C -7 0 0 0d0+0 0d0+0 -1500 0 -8 8 2 -9 13 13 16 13 13 13 -0 0 0 0 0 -0 3 0 0 16433 1 0 -0 0 2039 1051648 0 0 0 3 -> greet_prog 100~ -if ispc($n) -peer -say Found us, someone did! Kill them, me sons! -snarl -say Ye'll not get the sentinel afore us, mateys! -wink -c sanc -else -endif -~ -| -#1512 -finnock half-orc~ -Finnock~ -An ugly orc-human hybrid snarls and mutters in contempt. -~ -Finnock is an unsavory half-orc, one of a family of such beasts that -have taken over the Xvart lair, and set it up as base of operations for -their own purposes. He will not reveal what these are (he does not know), -and will fight to the death. He is an intelligent and cunning foe, and -will be difficult to defeat. -~ -35 98848 -600 C -6 0 0 11d1+120 0d0+0 -500 0 -8 8 1 -16 13 13 13 13 13 13 -0 0 0 0 0 -7 3 0 0 16417 32 0 -0 0 2047 0 0 0 1088 3 -#1513 -prakrit half-orc warrior~ -Prakrit~ -A scrawny half-orc warrior brandishes a dirty blade. -~ -Prakrit is an unsavory half-orc, one of a family of such beasts that -have taken over the Xvart lair, and set it up as base of operations for -their own purposes. He will not reveal what these are (he does not know), -and will fight to the death. He is an intelligent and cunning foe, and -will be difficult to defeat. -~ -35 98848 -600 C -6 0 0 11d1+120 0d0+0 -500 0 -8 8 1 -16 13 13 13 13 13 13 -0 0 0 0 0 -7 3 0 0 33 32 0 -0 0 2047 0 0 0 16 3 -#1514 -redec half-orc assassin black~ -Redec~ -A half-orc clad all in black silently draws his weapons. -~ -Redec is an unsavory half-orc, one of a family of such beasts that -have taken over the Xvart lair, and set it up as base of operations for -their own purposes. He will not reveal what these are (he does not know), -and will fight to the death. He is an intelligent and cunning foe, and -will be difficult to defeat. -~ -35 98848 -600 C -6 0 0 11d1+120 0d0+0 -500 0 -8 8 1 -16 13 13 13 13 13 13 -0 0 0 0 0 -7 2 0 0 16417 32 0 -0 0 2047 0 0 0 512 3 -#1515 -urquant monk~ -Urquant~ -An old man clad in grey robes stands here. -~ -Urquant is a monkg, of a powerful and ancient order, here to see the -hermit Quern. Dismayed by his friend's death, he now stands here -beseeching all who pass to aid him in slaying the foul monsters that -killed the hermit. -~ -3 8744 750 C -10 0 0 10d5+350 0d0+0 -500 0 -8 8 1 -16 13 13 16 13 13 13 --5 -5 -5 -5 -5 -0 1 0 0 1 1 0 -0 0 2047 0 2048 0 880 2 -> fight_prog 20~ -say Feel the fury of fist and foot! -kick -punch -kick -punch -~ -> act_prog p from the north-east.~ -if ispc($n) -bow -say Greetings, adventurer. -say I am Urquant, a simple monk, and though I am loathe to -say trouble you, I must needs ask of you a favor. Will you -say grant me that? -else -endif -~ -> speech_prog p no~ -nod -say I understand. Pray, good day to you adventurer. -sigh -~ -> speech_prog p yes~ -nod -say Knew you would. Now, a friend of mine, Quent the hermit, -say has fallen prey to foul stoneskinned winged beings, that -say now cackle and cavort over his corpse just east of here. -sigh -say Try as I might, I cannot damage their hides with my fists. -say I imagine some sort of magical weapon is needed to harm them. -shrug -say Help me, and their treasure is yours. -~ -> act_prog p from the east.~ -say Well, did ye kill them! -~ -> give_prog head gargoyle~ -smile -say Thank you so much, $n! -say My faith is restored in humanity. Now I may bury my friend. -mpe $I heads off with spade and pick to consign the remains to the earth. -mpe He returns shortly, mumbling prayers and exhortations. -say Thank you again. All the gargoyle's gold is yours, as I promised. -mpe You notice Urquant has removed several history texts from the cave. -mpe Perhaps there are other books of value still inside? -mpat 2 drop head -~ -| -#1516 -gargoyle~ -a gargoyle~ -A stony skinned avian cackles as it tears at rotting flesh. -~ -A foul, fecund creature of dubious origin, the gargoyle is a threat -to most sturdy warriors only due to its nigh invulnerable hide, which -no nonmagic weapon can penetrate. -~ -99 524840 -745 C -8 0 0 0d0+0 0d0+0 -500 0 -8 8 1 -13 13 13 20 20 13 13 --5 -5 -5 -5 -5 -34 3 0 0 8192 8192 0 -0 0 1377855 2100431 12576 16 7 2 -> rand_prog 2~ -cackle -drool -mpasound A high pitched cackling comes from somewhere nearby. -~ -> death_prog 100~ -mpe As the monster perishes, its head is torn from its shoulders. -mpe It rolls across the ground a few times before stopping at your feet. -mpe This should prove to Urquant the proof of your deed! -mpoload 1532 -drop head -~ -| -#1517 -peryton~ -a peryton~ -A large bird with the head of a deer flies about. -~ -Magical beings, the peryton cannot be harmed by any nonmagic weapon, -such is the strange magic woven into its creation. -~ -35 557568 -700 C -8 0 0 0d0+0 0d0+0 -1200 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 1345065 0 8192 0 514 2 -#1518 -giant badger~ -a giant badger~ -A badger the size of a small pony wanders out of the undergrowth. -~ -This large mammal doesn't seem unduly concerned by your presence; -staring at the long sharp claws on its paws you figure keeping it peaceful -is probably a good idea. -~ -3 512 0 C -8 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -76 3 0 0 512 512 0 -0 0 329401 0 0 0 3 0 -#1519 -giant centipede~ -a giant centipede~ -A giant centipede, as long as your leg, crawls out of the rubble. -~ -Foul insects abound in ruined structures, and this villa has its fair -share, including several such foul centipedes. -~ -35 33280 0 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 256 256 0 -0 0 36 0 0 0 262145 2 -#1520 -stunjelly~ -a stunjelly~ -A section of wall seems to come alive! -~ -The stunjelly is a creature capable of mimicking objects in order to -surprise its prey, which it poisons then devours. -~ -35 552 0 C -7 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 10 -10 -52 3 0 0 8192 8192 0 -0 0 0 16 2048 64 128 0 -#1521 -baby peryton~ -a baby peryton~ -A large bird with the head of a deer flies about. -~ -Magical beings, the peryton cannot be harmed by any nonmagic weapon, -such is the strange magic woven into its creation. -~ -35 557568 -400 C -4 0 0 0d0+0 0d0+0 -400 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 1 1 0 -0 0 1345065 0 8192 0 514 2 -#1522 -sheet phantom~ -a Sheet Phantom~ -A piece of white cloth falls from the ceiling. -~ -Resembling nothing so much as an animated bedsheet, this creature -devours its prey by engulfing them or slashing with sharp claws. -~ -35 590378 -400 C -8 0 0 0d0+0 0d0+0 -5000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 -5 0 -5 -84 3 0 0 4096 4096 0 -0 0 0 16 262 0 6 2 -#1523 -sheet ghoul~ -a Sheet Ghoul~ -A strip of white cloth spurts acid at you! -~ -Resembling nothing so much as an animated bedsheet, this creature -devours its prey by engulfing them or slashing with sharp claws. -Sheet ghouls can in addition squirt acid into the eyes of their victims. -~ -35 590378 -400 C -6 0 0 0d0+0 0d0+0 -5000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 3 0 0 4096 4096 0 -0 0 0 16 262 0 6 2 -#1524 -iron cobra~ -an iron cobra~ -A cobra fashioned from iron rears on its tail near the lectern. -~ -Magical creations, these cobras are small but virtually indestructible -guardians of labs and the like. -~ -3 8744 0 C -5 0 -300 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 0 719 2100512 0 5 2 -> act_prog p gets a spell book.~ -mea $n As you touch the spell book, the cobra comes to life! -c poison $n -~ -| -#1525 -skulk~ -the skulk~ -A thin white creature huddles near the wall. -~ -Once a deadly killer, this creature has had its mind broken by some -magical force, and is now no threat to anyone. Whimpering, it cowers -away from you, begging you not to hurt it. -~ -131 98856 0 C -8 0 0 1d1+1 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 0 -0 0 0 0 3072 0 2051 2 -> greet_prog 100~ -if ispc($n) -mpe As you approach the Skulk, a voice speaks inside your head. -mpe _whi The Sentinel tells you 'At last you have found me! Pray, take me' -mpe _whi The Sentinel tells you 'from the hand of this vile creature, and' -mpe _whi The Sentinel tells you 'place me on your own. There is an evil force' -mpe _whi The Sentinel tells you 'at work in the world, and I need you to take' -mpe _whi The Sentinel tells you 'me and wield my power for the common good. I' -mpe _whi The Sentinel tells you 'would ask that you spare the Skulk, for it' -mpe _whi The Sentinel tells you 'has borne me well, despite its evil nature.' -mpe The skulk looks at you imploringly, proffering the Sentinel. What say you? -mpe _whi The Sentinel tells you 'Will you take me? Speak thus if so!' -else -endif -~ -> speech_prog p I will take you~ -smile -mpe A tear rolls down the creature's cheek. -rem sentinel -give sentinel $n -mpe _lbl The Sentinel yells 'Hark, Gauntlet of Evil, I come for thee!' -mpe With this final gesture, the Skulk slips outside into the darkness. -mpgoto 1599 -~ -> rand_prog 2~ -, whimpers in fear and sadness. -~ -| -#1526 -presence~ -the Presence~ -A glowing black sphere of energy hovers here. -~ -A vile manifestation of evil, this highly intelligent creature can -actually do very little to defend itself, but the whisps it summons -can fight for it, while it spends its time plotting evil deeds. -~ -35 67633832 -700 C -15 0 -100 0d0+0 0d0+0 -4000 0 -8 8 0 -13 22 13 13 13 13 13 --20 -20 -20 -20 -20 -85 3 0 0 8193 1 0 -0 0 0 137 2109190 0 0 4 -> greet_prog 100~ -if ispc($n) -mpe The black mass sends forth several pseudopods to intercept you. -mpmload 1527 -mpforce whisp mpkill $n -else -endif -~ -> fight_prog 20~ -mpmload 1527 -mpforce whisp mpkill $n -~ -| -#1527 -whisp~ -a whisp~ -A writhing green tentacular cloud wraps itself around your face. -~ -~ -35 524840 -400 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 3 0 0 8192 8192 0 -0 0 0 0 2100992 0 0 2 -#1528 -xvart male~ -a Xvart male~ -A squat, blueskinned creature brandishes his fist at you. -~ -Short blueskinned cousins of goblins, these squat, ugly creatures are -wicked, malicious and deadly in large numbers, though a strong organised -attack by a seriously outnumbered group of adventurers can send them -running. -~ -35 512 -400 C -5 0 0 0d0+0 0d0+0 -100 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 2047 0 0 0 0 2 -#1529 -xvart female~ -a Xvart female~ -A Xvart woman shrieks at your intrusion! -~ -Short blueskinned cousins of goblins, these squat, ugly creatures are -wicked, malicious and deadly in large numbers, though a strong organised -attack by a seriously outnumbered group of adventurers can send them -running. -~ -39 512 -400 C -5 0 0 0d0+0 0d0+0 -100 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 2047 0 0 0 0 2 -#1530 -xvart leader~ -the Xvart leader~ -A larger Xvart wielding a metal axe stomps around the hall. -~ -Short blueskinned cousins of goblins, these squat, ugly creatures are -wicked, malicious and deadly in large numbers, though a strong organised -attack by a seriously outnumbered group of adventurers can send them -running. -~ -35 512 -400 C -7 0 0 0d0+0 0d0+0 -500 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 2047 0 0 0 576 3 -> rand_prog 2~ -if inroom($i) == 1571 -grunt -say Chief heap big tired now. Me sleep! -, staggers drunkenly into his chambers. -op w -w -close e -, staggers in, obviously drunk, and collapses into a deep sleep. -sleep -snore -else -if inroom($i) == 1572 -stand -, wakes and rubs his eyes sleepily. -say Enough sleep. Me go eat and drink and sex em up now 'gain. -grin -op e -e -, comes bounding in, fresh and full of energy. -close w -else -endif -endif -~ -| -#1531 -large spider~ -a large spider~ -A large arachnid crawls across the floor. -~ -~ -33 32768 -200 C -6 20 0 1d12+8 1d4+0 -0 100 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 3 0 0 256 256 1 -0 0 1581 0 0 0 1 0 -#1532 -xvart mage~ -the Xvart mage~ -A Xvart clad in dirty blue robes stumbles about. -~ -Short blueskinned cousins of goblins, these squat, ugly creatures are -wicked, malicious and deadly in large numbers, though a strong organised -attack by a seriously outnumbered group of adventurers can send them -running. -~ -3 512 -400 C -7 0 0 0d0+0 0d0+0 -2000 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -39 0 0 0 16384 16384 0 -0 0 2047 0 0 0 0 3 -> fight_prog 10~ -c 'magic missile' -c sleep $r -~ -> greet_prog 100~ -snarl -say You disturb my research! Take some time off! -c sleep $n -cackle -say That's better! -~ -| -#1533 -xvart shaman~ -the Xvart shaman~ -A Xvart standing on stilts and wearing a hideous mask intimidates his peers. -~ -Short blueskinned cousins of goblins, these squat, ugly creatures are -wicked, malicious and deadly in large numbers, though a strong organised -attack by a seriously outnumbered group of adventurers can send them -running. -~ -35 512 -400 C -7 0 0 0d0+0 0d0+0 -2000 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -39 1 0 0 16384 16384 0 -0 0 2047 0 0 0 33554432 11 -> fight_prog 15~ -say May ooga boogah take your soul, $n! -c curse -c blindness -cackle -~ -| -#1534 -wererat~ -a wererat~ -A human with ratlike features rips the meat from a human femur. -~ -The wererat is exactly that: what appears to be a cross between a -human and a rat. He stands on two feet, but has the features, fur, -and appendages of a common sewer rat. At his size though, his -disease-infected bite is especially deadly, so you had best -be on your guard! -~ -39 544 -500 C -11 0 -25 0d0+0 0d0+0 -2760 0 -8 8 1 -15 13 13 18 16 10 0 -0 0 0 0 0 -77 2 0 0 1 1 0 -0 0 4524023 0 8448 0 69 1 -#0 - - -#OBJECTS -#1500 -leather armor~ -leather armor~ -A suit of battered leather armor has been discarded here.~ -~ -9 0 9 -3 0 0 0 -2 10 1 -#1501 -short sword~ -a short sword~ -A battered short sword has been discarded here.~ -~ -5 524288 8193 -0 2 4 2 -2 35 3 -#1502 -wooden shield~ -a wooden shield~ -A battered wooden shield has been discarded here.~ -~ -9 0 513 -4 2 0 0 -3 50 5 -#1503 -black leather eyepatch~ -a black leather eyepatch~ -This eyepatch makes the wearer look dangerous and sinister.~ -~ -9 262144 131073 -2 0 0 0 -1 100 10 -A -25 -2 -A -19 1 -A -18 1 -#1504 -gold ring~ -a gold ring set with jade~ -A piece of chipped jade is set in this gold ring.~ -~ -9 524288 3 -2 0 0 0 -1 200 20 -A -3 1 -A -4 1 -#1505 -leather armor~ -leather armor~ -A suit of black leather armor lies here.~ -~ -9 262672 9 -5 0 0 0 -2 400 40 -A -17 -10 -A -13 5 -A -18 2 -A -22 -1 -#1506 -longsword~ -a longsword~ -A thin, pointed longsword, ideal for stabbing, is here.~ -~ -5 524288 8193 -0 0 0 2 -2 800 80 -A -18 2 -#1507 -aquamarine gem~ -an aquamarine~ -An aquamarine gleams prettily in the light.~ -~ -8 0 1 -0 0 0 0 -1 80 8 -#1508 -pouch belt~ -a pouch belt~ -This belt has numerous pouches incorporated into its seams.~ -~ -15 0 2049 -50 5 -1 2 -1 750 75 -#1509 -chest~ -an iron chest~ -An iron chest lies partially concealed by the table.~ -~ -15 262144 0 -1000 5 -1 0 -10 5560 556 -#1510 -powdered wig~ -a powdered wig~ -My. How dandy. A powdered wig.~ -~ -9 64 17 -4 0 0 0 -1 1050 105 -A -3 1 -A -2 1 -A -12 20 -A -19 1 -A -24 -2 -#1511 -gold~ -a pile of gold coins~ -A pile of gold coins is scattered on the floor.~ -~ -20 0 1 -1500 0 0 0 -1 0 0 -#1512 -lavinia spell book~ -Lavinia's spell book~ -A tattered spell book lies on the ground.~ -~ -2 80 16385 -22 29 7 20 -5 1575 157 -A -12 33 -#1513 -thick metal chain~ -a thick metal chain~ -A thick band of iron, crafted to bind something, lies here.~ -~ -9 524288 2049 -10 0 0 0 -30 50 5 -A -1 1 -A -5 1 -A -13 10 -A -19 1 -A -22 -2 -#1514 -cloak elvenkind~ -cloak of elvenkind~ -A simple brown cloak of wrinkled linen hangs by the door.~ -~ -9 96 1025 -5 0 0 0 -1 15750 1575 -A -2 2 -A -12 10 -A -13 10 -A -18 2 -A -19 2 -> wear_prog 100~ -if race($n) == elf -mea $n You slip easily into this garment of your people. -else -if race($n) == half-elf -mea $n You slip easily into this elven-made garment. -else -mea $n The cloak slips from your shoulders as you don it. -mpforce $n remove elvenkind -mpforce $n drop elvenkind -endif -endif -~ -| -#1515 -pile garbage~ -a pile of garbage~ -A pile of rotting plants, broken furniture and splintered wood fills the tunnel.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#1516 -potion~ -a potion of healing~ -A vial of oily liquid sits here.~ -~ -10 64 1 -12 15 -1 -1 -1 450 45 -#1517 -ivory dice~ -ivory dice~ -A pair of ivory dice has been discarded here.~ -~ -9 524288 16385 -2 0 0 0 -1 100 10 -A -31 1 -A -24 -1 -#1518 -gold xvart idol~ -a gold Xvart idol~ -A gold idol the size of your forearm rests here.~ -~ -9 524368 16385 -6 0 0 0 -22 2200 220 -A -13 20 -A -12 20 -A -14 20 -A -18 2 -A -19 2 -#1519 -iron bracers~ -iron bracers~ -A pair of iron bracers lie open on the floor.~ -~ -9 524288 257 -4 0 0 0 -2 40 4 -A -17 -5 -A -1 2 -#1520 -dagger~ -a rune covered dagger~ -A dagger of black metal inscribed with glowing red runes lies here.~ -~ -5 524288 8193 -0 0 0 11 -5 2500 250 -A -3 1 -A -14 25 -A -18 2 -#1521 -long dark red robe~ -a dark red hooded robe~ -A dark red robe is draped on the ground.~ -~ -9 0 9 -5 0 0 0 -20 75 7 -A -3 1 -A -4 1 -A -12 10 -#1522 -necklace topaz~ -topaz necklace~ -You see a necklace of small pieces of topaz.~ -~ -8 0 5 -0 0 0 0 -1 1800 180 -#1523 -long sword~ -a long sword~ -A sword of average make is visible here.~ -~ -5 524288 8193 -10 0 0 3 -6 100 10 -#1524 -travelling cloak~ -Travelling cloak~ -A cloak of brown and grey is here.~ -~ -9 262144 5 -9 0 0 0 -3 25 2 -A -5 1 -A -13 25 -#1525 -platinum clasp~ -a small platinum clasp~ -A platinum clasp from a cloak has fallen to the ground.~ -~ -8 524288 5 -0 0 0 0 -1 160 16 -#1526 -dark green robe~ -dark green robes~ -You see a pile of deep green cloth.~ -~ -9 262144 1025 -5 0 0 0 -3 50 5 -A -1 1 -A -14 50 -#1527 -throwing dagger~ -a throwing dagger~ -A perfectly balanced throwing dagger is wedged in a crack.~ -~ -5 524288 8193 -0 0 0 11 -1 500 50 -A -18 2 -A -2 1 -#1528 -black cloak~ -black cloak~ -A pile of black cloth has been dropped.~ -~ -9 262144 5 -4 0 0 0 -3 25 2 -A -26 32768 -#1529 -gold ring~ -a gold ring~ -A plain band of gold is here.~ -~ -9 524352 3 -2 0 0 0 -1 1000 100 -A -18 1 -A -19 1 -#1530 -broadsword~ -a broadsword~ -This heavy blade was forged in blood and fire.~ -~ -5 524352 8193 -0 0 0 3 -9 15650 1565 -A -1 1 -A -13 10 -A -18 1 -A -19 2 -#1531 -gray robes~ -gray robes of the monk~ -A monk's gray habit has been tossed aside for more colorful garments.~ -~ -9 8750144 1025 -4 0 0 0 -4 2500 250 -A -5 1 -A -4 1 -A -17 -20 -A -19 2 -#1532 -head gargoyle~ -gargoyle head~ -A stone head lies on the ground.~ -~ -13 0 16385 -0 0 0 0 -10 5750 575 -#1533 -mug ale~ -a mug of ale~ -A mug of ale awaits consumption.~ -~ -17 0 16385 -4 4 4 0 -2 50 5 -#1534 -bowl irish stew~ -a bowl of irish stew~ -A bowl of steaming Irish stew sits on a benchtop.~ -%s tuck$q into $p with great gusto.~ -19 0 1 -24 0 0 0 -2 100 10 -#1535 -corpse tree~ -a corpse hanging from a tree~ -A half-eaten corpse dangles from a tree.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#1536 -wooden box~ -a small wooden box~ -A small wooden box lies unopened on the floor.~ -~ -15 262144 1 -100 5 -1 0 -2 100 10 -#1537 -periapt health~ -a periapt of health~ -A small gem has been dropped here.~ -~ -9 64 16385 -2 0 0 0 -1 50000 5000 -A -5 2 -A -27 256 -#1538 -backpack~ -a backpack~ -A large backpack brims with equipment.~ -~ -15 262144 9 -200 5 -1 0 -10 500 50 -#1539 -unicorn horn medallion~ -a unicorn horn medallion~ -A medallion fashioned from unicorn horn hangs from a delicate silver chain.~ -~ -9 8504576 5 -5 0 0 0 -1 50000 5000 -A -4 2 -A -12 30 -#1540 -brass lectern~ -a brass lectern~ -A brass lectern stands in the center of the library.~ -~ -8 0 1 -0 0 0 0 -200 300 30 -#1541 -spell book~ -a spell book~ -A spell book sits open on the lectern.~ -~ -2 64 16385 -20 292 206 208 -3 10000 1000 -A -3 3 -#1542 -scorched remains goblin~ -the scorched remains of a goblin~ -The scorched remains of a goblin lie near the burnt wood.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -remains goblin~ -It appears the unlucky fellow triggered a trap of some sort when he -tried to open the door. -~ -#1543 -sentinel glove~ -The Sentinel~ -A white glove with a single pearl ring on the index finger lies here.~ -~ -9 1088 129 -17 0 0 0 -2 150000 15000 -A -33 25 -A -26 8192 -A -26 4 -A -12 25 -> wear_prog 100~ -if isgood($n) -mea $n The glove imbues you with its magical power. -c shield $n -else -endif -~ -> get_prog 100~ -if isgood($n) -say Yes! Take me and wear me, let us rid the world of evil! -else -endif -~ -> remove_prog 100~ -if isgood($n) -say No! We have so much more to do! Please, $n, wear me! -mpforce $n hmm -else -endif -~ -> damage_prog 100~ -say Ouch! That HURT! Pray be more careful with me! -~ -> repair_prog 100~ -say Ahhh, that's better! -~ -> sac_prog 100~ -say Uh oh... -~ -> drop_prog 100~ -say Oh that's right, drop me in the dirt. How rude! -~ -> exa_prog 100~ -say That tickles! -~ -> zap_prog 100~ -say Ha! Only one of pure heart may wear me, scion of evil! -~ -| -#1544 -shelf~ -a wooden shelf~ -A single wooden shelf is affixed to the west wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#1545 -hand axe~ -a hand axe~ -A hand axe covered in runes lies here.~ -~ -5 524352 8193 -0 2 15 3 -3 2100 210 -A -18 1 -A -19 1 -#1546 -loop gold wire~ -a loop of gold wire~ -A loop of gold wire lies here.~ -~ -9 524288 65537 -3 0 0 0 -1 19 1 -A -31 2 -#1547 -leather jerkin~ -a thick leather jerkin~ -A small leather jerkin, suitable for a demihuman at best, lies here.~ -~ -9 262144 9 -6 0 0 0 -5 400 40 -A -1 1 -A -2 1 -A -5 1 -> wear_prog 100~ -if race($n) == half-troll -mea $n This is too small for you! -mpforce $n remove jerkin -else -if race($n) == half-troll -mea $n This is too small for you! -mpforce $n remove jerkin -else -mea $n This jerkin is a snug fit! -endif -endif -~ -| -#1548 -jar~ -a large glass jar~ -This glass jar looks as if it once contained yeast.~ -~ -15 0 1 -25 5 -1 0 -1 250 25 -#1549 -ring magic ~ -a lightweight ring~ -This ring weighs almost nothing!~ -~ -9 524352 3 -4 0 0 0 -1 15000 1500 -A -26 2097152 -#1550 -fine silk doublet~ -a fine silk doublet~ -A flimsy garment made of silk has been left here.~ -~ -9 0 9 -2 0 0 0 -1 50 5 -A -25 2 -#1551 -staff xvart mage~ -staff of the Xvart mage~ -A long wooden staff lies on the floor.~ -~ -4 64 16385 -10 5 5 38 -1 0 0 -#1552 -ceremonial mask~ -a Xvart ceremonial mask~ -Xvart culture is a joke to sociologists; here is an ugly example of why.~ -~ -9 4820 17 -4 0 0 0 -10 5 0 -A -3 -1 -A -4 -1 -A -25 -3 -A -18 -2 -#1553 -stilts~ -a pair of stilts~ -A pair of wooden stilts lies here.~ -~ -9 262144 65 -5 0 0 0 -1 10 1 -A -2 -2 -A -14 -75 -#1554 -scroll~ -a Xvart scroll~ -The magic on this scroll, while crude, works reasonably well.~ -~ -2 80 1 -10 43 17 33 -1 500 50 -#1555 -studded shield~ -a studded shield~ -A studded metal shield rolls about on the floor.~ -~ -9 524352 513 -11 0 0 0 -2 400 40 -A -17 -10 -A -24 -1 -A -23 -1 -A -18 1 -A -19 1 -#0 - - -#ROOMS -#1500 -Approaching Kusnir~ -A small collection of whitewashed stone buildings to the east, known -collectively as the village of Kusnir, draws your attention, and is a -welcome break in the tedium of the trail, which thus far has boasted as -diversions only the occasional farmhouse or broken cart. The shimmering -waters of a lake lie to the south, the lifeline of the village economy, -which even from here can be determined to be fishing; the abundance of -boats, nets and piles of fish on the shore a sure hint. It seems unlikely -that such a place would hold much of interest to a person in search of -fame and fortune, but who can tell? -~ -0 0 1 -D1 -~ -~ -0 -1 1501 -S -#1501 -Kusnir~ -This part of the village is the square, onto which the small collection -of two storey whitewashed buildings face. Visible from here are such -structures as a temple, an inn and several small shops, though none of -them appear to contain much of interest to an adventurer. Netmakers, -boatbuilders and fisherman congregate nearby, all profiting from the -bustling trade made possible by the fish-rich waters of Lake Spendlowe, -which lies to the southwest; its waters are visible from here. Several -villagers stop and stare at you, curious at your strange attire and -foreign ways. Many of the smaller settlements of Brythunia are rather -parochial, and it seems that Kusnir is no different. A busy inn lies to -the north; doubtless you will find sustenance and perhaps information -in this place. -~ -0 0 1 -D0 -~ -~ -0 -1 1502 -D1 -~ -~ -0 -1 1503 -D3 -~ -~ -0 -1 1500 -S -#1502 -The Bridge and Barrel~ -The interior of the inn is brightly lit, and boasts several stained -wooden benches surrounded by chairs, polished smooth by contact with -thousands of rumps over the decades. A small sign hanging above the -busy bar proclaims- NO VACANCY; it seems surprising that such a small -town would provide sufficient customers for an inn. But there did seem -to be quite a lot of people gathered at the lake; perhaps some sort of -local fishing event is taking place. Shrugging, you move in, shouldering -your way past rude fishermen and drunken farmers. Raising your voice -to draw the harried innkeep's attention, you turn away from his sweaty, -annoyed face and stare out at the crowd. -~ -0 8 0 -D2 -~ -~ -0 -1 1501 -S -#1503 -Leaving Kusnir~ -A dirt trail leads away from the village, heading northeast along the -shores of the river Lewyn, the mighty tributary of the Phlugistrum -that feeds Lake Spendlowe. The ground rises slightly as it passes into -a lightly wooded area, which is infrequently used as a source of lumber -for new ships when the need arises. Few people travel in this direction, -for little of interest is here, save perhaps for the rumors of a ruined -fort somewhere in the wooded hills. -~ -0 0 1 -D3 -~ -~ -0 -1 1501 -D6 -~ -~ -0 -1 1504 -S -#1504 -Travelling Along the Lewyn's Shore~ -The swiftly flowing waters of the Lewyn, pouring southwest from the -Phlugistrum into Lake Spendlowe, echoes pleasantly among the trees, -which tower gracefully to either side of you. There is evidence of -recent logging here, with several stumps protruding at odd intervals, -not yet covered in moss and debris. Unusually enough, several tools -such as axes and saws have been left here, as if someone took off in -a hurry and never came back for their possessions. Rain and the elements -have quickly rendered them useless, so you step over them and press on. -~ -0 0 3 -D6 -~ -~ -0 -1 1505 -D9 -~ -~ -0 -1 1503 -S -#1505 -A Break in the Trail~ -At this point a small clearing has been carved from the forest, and -the trail twists as it passes through, following the circuitious path -of the river. The remains of several old campfires mark the spots where -lumberjacks and other travellers have stopped to rest and partake of -a meal and a drink from the clear waters of the Lewyn. The forest is -strangely silent, you suddenly notice, a sure sign that something nearby -has frightened the timid inhabitants into a mute state. -~ -0 0 2 -D1 -~ -~ -0 -1 1506 -D9 -~ -~ -0 -1 1504 -S -#1506 -Deeper in the Forest~ -The trees begin to thicken here, and press closer to the rutted trail, -causing you to feel slightly claustrophobic. Alert for further ambushes -after the events in the clearing, you stare carefully at the trees to -either side, expecting a foe behind each one. The sun cannot penetrate -far through the thick canopy of branches and leaves overhead, and more than -once you stumble over a protruding root in the gloom. -~ -0 0 3 -D3 -~ -~ -0 -1 1505 -D6 -~ -~ -0 -1 1507 -S -#1507 -Approaching the Stockade~ -At this point the ground rises rather sharply, as a small hillock -breaks the forest and the surrounding terrain. The Leywn diverts to -the east, circumventing the hill. Further progress past the hillock is -not possible, barred by an impenetrable wall of trees offering no break -or trail, which leaves only the wooden stockade, situated atop the hill, -to explore. Helmets poke out from the tops of the wooden walls, indicating -that the fortress is certainly manned, though you do not know of many -humanoids who wear such helmets. There is no sign of a gate; it has either -been boarded up or never existed in the first place, suggesting an alternate -entrance may have at one stage existed. The path circles the stockade to -the east, while the wall looms to the north. -~ -0 0 4 -D0 -~ -~ -0 -1 1508 -D1 -~ -~ -0 -1 1509 -D9 -~ -~ -0 -1 1506 -S -#1508 -End of the Trail~ -Further progress around this side of the stockade is made impossible -by the dense undergrowth of the forest, a superb addition to the defense -already offered by the sharpened stakes that form the walls of the -stockade. Frustrated, you mutter to yourself and decide you will have to -head back and try to find another way of accessing the stockade. - -Failing that, you could always try scaling the walls, which are at their -lowest point here, ignoring the helmeted guardians standing there. -~ -0 0 4 -D2 -~ -~ -0 -1 1507 -D4 -~ -~ -128 -1 1511 -S -#1509 -Circling the Stockade~ -Whoever built this stockade certainly knew their tactics; access from -the river to the south is made impossible by the steep cliff carved -in the hillside by the swiftly flowing Lewyn, while thick forest frames -it to the north, on the eastern and western flanks, leaving only a little -over a third of the ground needing to be observed for assault by the -sentries. Speaking of sentries, you note that no alarm has been raised by -whoever is manning the walls; either they cannot see you, do not care, or -are dead. At any rate, this stockade is becoming more peculiar by the minute. -Certainly no Skulk could have constructed this, and you doubt that whoever -did could be overcome by one. -~ -0 0 4 -D3 -~ -~ -0 -1 1507 -D6 -~ -~ -0 -1 1510 -S -#1510 -The End of the Trail~ -Further progress around this side of the stockade is made impossible -by the dense undergrowth of the forest, a superb addition to the defense -already offered by the sharpened stakes that form the walls of the -stockade. Frustrated, you mutter to yourself and decide you will have to -head back and try to find another way of accessing the stockade. -~ -0 0 4 -D9 -~ -~ -0 -1 1509 -S -#1511 -Scaling the Walls~ -Tensing every muscle in your body, you run at the walls and leap up, -grabbing at the thick ropes that bind the wood together, attempting -to haul yourself up, expecting all the while for the guards to notice -you and drop spears, rocks or oil down on your exposed head. But you -reach the top unhindered, only to find that the helmets protect no head, -spears rather, upon which they are propped at regular intervals, to give -the semblance of a series of guards. Shaking your head, you peer into -the compound enclosed within, and see only a watch tower, and a gaping -hole carved into the highest section of the hillock. Evidently whatever -resides here prefers a subterranean life. - -Descent into the stockade interior will be easy; a series of ladders -have been left here, to allow whatever patrols these battlements to -get up and down. -~ -0 0 1 -D1 -~ -~ -0 -1 1512 -D5 -~ -~ -128 -1 1508 -S -#1512 -Inside the Stockade~ -The interior of the stockade is plain and unremarkable, besides the -tunnel, the packed earth showing signs of frequent usage at some stage -in the past, but very few recent tracks, save for a few pairs of booted -feet moving back and forth between the ladders; evidently made by whoever -rigged the dummy guardsmen. The guard tower to the east appears to be -rather delapidated, and is unmanned. -~ -0 0 1 -D1 -~ -~ -0 -1 1513 -D3 -~ -~ -0 -1 1511 -S -#1513 -The Base of the Watch Tower~ -Here, at the base of the tower, you can see directly north into the -tunnel, which descends sharply underground. The entrance is a little -under six feet high, suggesting that whoever lives here is quite short, -as are the majority of underground dwelling races. Gazing up at the tower, -you aren't sure if climbing up the rickety ladder to the decaying wooden -platform far above the ground would be such a great idea; it barely looks -strong enough to support the weight of the few birds that nest there, let -alone an armored adventurer. -~ -0 0 1 -D0 -~ -~ -0 -1 1514 -D3 -~ -~ -0 -1 1512 -D4 -~ -~ -128 -1 1516 -S -#1514 -Entrance to the Lair~ -This entrance is framed by two wooden stakes, each bearing various types -of rusted metal armor, corroded weapons, and other implements of war, as -well as various pots and pans, steak knives and even scraps of cloth and -fine clothing. Virtually everything a traveller would be carrying is -displayed here, evidently as trophies of some sort. This would certainly -support the rumor that Xvarts lair here. -~ -0 0 1 -D2 -~ -~ -0 -1 1513 -D5 -~ -~ -0 -1 1515 -S -#1515 -An Abandoned Lair?~ -You pass into the subterranean lair, peering intently into the gloom, -alert for ambush. Although it did surprise you a little to meet with -no resistance up top, you put this down to the Xvart's known hatred and -fear of light and open spaces. But you expected to have met with at least -some resistance by now, but not a single creature steps out to bar your -path into the maze of tunnels that lies before you. -~ -0 9 0 -D2 -~ -~ -0 -1 1520 -D3 -~ -~ -0 -1 1517 -D4 -~ -~ -0 -1 1514 -D6 -~ -~ -0 -1 1521 -S -#1516 -The Ruined Watch Tower~ -The second you put weight upon the weakened floorboards, they give -way beneath your feet, sending debris tumbling downwards. Without some -magical means of support, you will not be able to stay on this platform -for long. -~ -0 16777216 1 -D5 -~ -~ -64 -1 1513 -S -#1517 -A Net Trap~ -Traps abound in Xvart lairs, and this one, though abandoned, is no -different. Net traps have been positioned along the corridors, one of -which springs up as you pass through, threatening to entangle you and -send you tumbling down a narrow shaft. -~ -0 9 0 -D1 -~ -~ -0 -1 1515 -D9 -~ -~ -0 -1 1518 -> act_prog p from the east.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -> act_prog p from the south-west.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -| -S -#1518 -A Twisting Corridor~ -The low tunnel wends its way deep beneath the surface of the hillock, -the dirt floor showing considerable evidence of frequent travel and -usage by a variety of creatures. The aid is musty, and stale, and reminds -you of long closed rooms in deep dungeons, where few have been in recent -times. -~ -0 9 0 -D6 -~ -~ -0 -1 1517 -D8 -~ -~ -0 -1 1519 -S -#1519 -A Junction~ -A series of tunnels meet here, heading in several directions. To the -south, you can hear something in the distance roaring, either in pain -or anger; or both. The air is quite thick and stale, and difficult to -breathe. Dried blood is spattered on the floor; the bluish blood of -Xvarts mingled with red animal blood. -~ -0 9 0 -D0 -~ -~ -0 -1 1520 -D2 -~ -~ -0 -1 1527 -D7 -~ -~ -0 -1 1518 -S -#1520 -A Narrow Tunnel~ -The tunnel narrows sharply as it heads south away from the entrance, -shrinking to the point where it would be difficult for a force of more -than three people to progress close together. Made for Xvarts, they -naturally gave little thought to how the dimensions of their lair would -affect other creatures. -~ -0 9 0 -D0 -~ -~ -0 -1 1515 -D2 -~ -~ -0 -1 1519 -S -#1521 -A Guard Room~ -At one stage this room served as quarters for several Xvart sentries, -as evidenced by the small chairs arranged around a table that is only -two feet high. Several stone ledges circle the room, which could hide -a variety of treasures, or threats. At least it is possible to stretch -out here, unlike the cramped tunnels in other parts of the lair. -~ -0 9 0 -D8 -~ -~ -0 -1 1522 -D9 -~ -~ -0 -1 1515 -S -#1522 -Gathering Hall~ -This was once the central dining and meeting area for the Xvarts, but is -now the quarters of a group of humanoids, mercenaries most likely, who -have set up several beds, surrounded by simple furniture, around a large -dining table. Several items are scattered over the table, including some -half-eaten food, and a pile of thieves' tools. The table is large and heavy, -and would be difficult to budge; you wonder how they managed to get it -in here, but you are quickly drawn back from your contemplation by the -thought of what may lurk within this area. -~ -0 9 0 -D7 -~ -~ -0 -1 1521 -D9 -~ -~ -0 -1 1523 -S -#1523 -A Blocked Passage~ -At this point several tunnels converge, heading in a series of directions -deeper into the lair. One passage, the one to the southeast, is blocked -by a pile of rubbish, which is probably crawling with vermin and other -disgusting creatures. A vile smell wafts from this direction, but your -direction sense tells you that this is probably the way to the end of -the lair, and whatever it contains. -~ -0 9 0 -D2 -~ -~ -0 -1 1525 -D6 -~ -~ -0 -1 1522 -D7 -~ -~ -0 -1 1524 -D8 -~ -pile~ -259 -1 1530 -S -#1524 -A Net Trap~ -Traps abound in Xvart lairs, and this one, though abandoned, is no -different. Net traps have been positioned along the corridors, one of -which springs up as you pass through, threatening to entangle you and -send you tumbling down a narrow shaft. -~ -0 9 0 -D8 -~ -~ -0 -1 1523 -> act_prog p from the south-east.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -| -S -#1525 -A Training Room~ -A variety of items, used by both the old and new inhabitants to practice -combat with, line the walls and cover the floor, including several racks -of wooden weapons, several straw dummies, and a bench bearing a row of -muscle liniments and the like. The smell of sweat is strong here, and you -can't help but think how much at home a warrior would feel here. -~ -0 9 0 -D0 -~ -~ -0 -1 1523 -D9 -~ -~ -0 -1 1526 -S -#1526 -A Net Trap~ -Traps abound in Xvart lairs, and this one, though abandoned, is no -different. Net traps have been positioned along the corridors, one of -which springs up as you pass through, threatening to entangle you and -send you tumbling down a narrow shaft. -~ -0 9 0 -D6 -~ -~ -0 -1 1525 -D7 -~ -~ -0 -1 1527 -> act_prog p from the north-east.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -> act_prog p from the north-west.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -| -S -#1527 -Deep in the Lair~ -The walls here are slightly damp, indicating that the tunnel has most -likely descended below the water table; you hope that the Xvarts knew -what they were doing when they constructed this, and fervently hope that -you won't be suddenly inundated with water. A small guard post lies to -the east, while to the south some burly creature is quartered, judging -by the claw marks and torn corpses. -~ -0 9 0 -D0 -~ -~ -0 -1 1519 -D1 -~ -~ -0 -1 1528 -D2 -~ -~ -0 -1 1529 -D8 -~ -~ -0 -1 1526 -S -#1528 -A Guard Room~ -The Xvarts took to decorating this chamber in their own inimitable style, -carving amateurish depictions of their blue kinfolk completeting highly -unbelievable tasks such as felling giants and overcoming mounted knights. -Xvarts are a threat to defenseless villagers, but not to stout adventurers, -and knowing this they sought to salvage their pride through such works of, -for desperate want of a better word, art. -~ -0 9 0 -D3 -~ -~ -0 -1 1527 -S -#1529 -A Stinking Lair~ -Whatever beast lurks here was trapped and chained by the Xvarts, and -has fared poorly since their departure, as the new inhabitants have -little idea how to take care of or feed it. Flesh will do, though, quite -nicely, and yours would be an excellent solution to its food shortage -crisis. Deep gouges in the wall indicate that the beast has claws quite -capable of rending an ogre in twain, and judging by the bones scattered -on the floor more than one person before you has met their end here. -~ -0 9 0 -D0 -~ -~ -0 -1 1527 -S -#1530 -A Pile of Rubbish~ -The passage to the northwest is blocked by a pile of garbage; it could -be dug through but it would take some time. There are several other -exits to choose from however, including a wooden door to the northeast -and dark passages to the southeast and southwest. -~ -0 9 0 -D6 -~ -~ -3 -1 1533 -D7 -~ -~ -259 -1 1523 -D8 -~ -~ -0 -1 1534 -D9 -~ -~ -0 -1 1531 -S -#1531 -The Green Room~ -This circular chamber once housed the Xvart Shaman, and his many -trappings, but now boasts only a scattering of decayed corpses and -dried bloodstains. A foul odor fills the air, an odor of death, decay -and other unpleasantries. Deep claw marks scar the walls, evidence of -some muscular beast sharpening its natural weaponry in preparation for -new slaughter. -~ -0 9 0 -D6 -~ -~ -0 -1 1530 -D8 -~ -~ -0 -1 1532 -S -#1532 -Refuse~ -Once the temple of the Xvarts, this room has been desecrated by being -used as a waste disposal area by the new inhabitants. Piles of dried -vegetable matter fill the room, covering the black floor and staining -it with whatever sap it exuded. A sickly sweet aroma fills the air, -reminding you of rotten fruit in the markets of Westport. -~ -0 9 0 -D6 -~ -~ -0 -1 1534 -D7 -~ -~ -0 -1 1531 -S -#1533 -A Grisly Fate~ -This dingy cell was used to store prisoners taken by the Xvarts for -whatever reasons, and when the Xvarts were driven from the lair they -no longer had anyone to feed them (inasmuch as the Xvarts ever bothered -much), and slowly perished from starvation and dehydration. Such an -ignomious death carries much latent evil energy, and has caused black -magicks to animate some of the indignant dead. -~ -0 9 0 -D9 -~ -~ -3 -1 1530 -S -#1534 -The End of the Tunnel~ -The tunnel ends abruptly here, before the entrances to several chambers, -homes to the former leaders of the Xvarts that once resided here. Fresh -air blows in from somewhere to the northeast, where you presume you may -find an exit from this claustrophobic lair. A heavy curtain hangs on the -south wall, a primitive decoration of some sort which doubtless impressed -the stupid and primitive Xvarts, for it has many semi-precious stones -woven into it. -~ -0 9 0 -D2 -~ -curtain~ -2051 -1 1535 -D6 -~ -~ -0 -1 1536 -D7 -~ -~ -0 -1 1530 -D9 -~ -~ -0 -1 1532 -S -#1535 -A Laboratory~ -Once the quarters of a mage of some sort, this room does not appear -to have been investigated since the Xvarts abandoned this place, for -no one thought to look behind the curtain. A variety of worthless items -cover the floor, each damaged or defective in some way; evidently the -Xvart mage fancied himself something of a handyman. -~ -0 9 0 -D0 -~ -curtain~ -3 -1 1534 -S -#1536 -An Empty Chamber~ -This was where the Xvart chief once resided, in comparative luxary to -his peers, surrounded by comely Xvart maidens and his personal guard. -He and his entourage left in a hurry when the new arrivals began their -campaign to drive them away, however, and stripped the place of anything -of value before they did so. A large boulder partially blocks an entrance -to the east, from which light and fresh air issues forth. -~ -0 9 0 -D1 -~ -boulder~ -3 -1 1537 -D9 -~ -~ -0 -1 1534 -S -#1537 -Back in the Forest~ -The tunnels exit out on the far side of the Lewyn, at the start of -a small path that twists south into the forest, heading towards wherever -the Xvarts fled to when they evacuated this base. Their tracks are -everywhere in the loose earth, as are the prints of several pairs of -booted feet. Humans, most likely, or perhaps orcs. The walls of the -stockade can be made out some distance to the west, beyond the thick -screening of trees. -~ -0 0 3 -D3 -~ -boulder~ -3 -1 1536 -D8 -~ -~ -0 -1 1538 -S -#1538 -The Southern Path to the Lake~ -The walk is fairly pleasant, strolling along the wide, even trail -that wends its way southward along the banks of the Lewyn, towards -the waters of Lake Spendlowe, upon which rests the fishing village of -Kusnir. You hope to make it to wherever the Skulk has fled by the end -of the day. -~ -0 0 3 -D2 -~ -~ -0 -1 1539 -D7 -~ -~ -0 -1 1537 -S -#1539 -A Conflict of Interests?~ -The path widens here, into a clearing near the swiftly flowing eastern -shore of the Lewyn. Someone has camped here, recently too; the remains -of a campfire along with scraps of food litters the ground, and the dirt -thrives with fresh footprints, booted feet stomping carelessly into the -soft earth, leaving a trail a blind man could follow. Evidently the maker -of these signs was not expecting anyone to take the time to follow them -and possibly interrogate them. -~ -0 0 2 -D0 -~ -~ -0 -1 1538 -D9 -~ -~ -0 -1 1540 -S -#1540 -A Cliff Face~ -As the path plunges back into the forest, it passes a cliff face, -hewn centuries ago into the rocky hillock to the east by the Lewyn, -when it used to rise a lot higher than it does now. A single cave -entrance can be seen, in the middle of the cliff just east of here. -A large, leafy tree grows just outside the entrance, and you rather fancy -you can see something dangling from its branches, being pecked at by -two very large winged creatures. -~ -0 0 3 -D1 -~ -~ -0 -1 1541 -D2 -~ -~ -0 -1 1544 -D6 -~ -~ -0 -1 1539 -S -#1541 -A Gruesome Sight~ -Several trees grow near the entrance to the cave, and most of them -are pleasant and green. One, however, bears the grisly remains of the -unfortunate hermit who once dwelled within the cave, and now hangs here, -food for his murderers, who are most likely nearby, gloating over their -wicked deed. -~ -0 0 4 -D3 -~ -~ -0 -1 1540 -D6 -~ -~ -0 -1 1542 -S -#1542 -The Outer Chamber~ -The entrance of the cave leads into a cave, roughly twenty feet by -twenty feet, with the ceiling being nearly ten feet high. The furniture -here has been tossed about by something, presumably the creatures that -slew the good hermit, and little of value (what little the frugal hermit -owned) remains undestroyed. Very little, in fact. A low passage in the -north wall leads into another section of the dwelling. -~ -0 8 0 -D0 -~ -~ -0 -1 1543 -D9 -~ -~ -0 -1 1541 -S -#1543 -Quern's Library~ -At one stage Quern, an accomplished scholar, kept his literary works, -and works by his peers, in a small shelf set in the far wall. But someone -has quietly removed the books, most likely while you were battling the -gargoyles. Only a single text remains, lying on the floor, its pages -torn out, save for one which identifies it as a history of the Van -Arthog family, whose holdings include a villa on the shores of Lake -Spendlowe, south of Kusnir. Thinking back, you recall that the Van -Arthogs were the Keepers of the Keep of Alderweg, using the relic known -as the Sentinel to protect the keep. But the Van Arthogs died out decades -ago, and their relic, a white glove, disappeared. The plot thickens... -~ -0 8 0 -D2 -~ -~ -0 -1 1542 -S -#1544 -The Forest Path~ -Thick undergrowth surrounds you on all sides here, making you feel -slightly claustrophobic. The trail here shows signs of heavy usage, -including human, xvart and orc footprints, heading southwest for the -most part. Broken twigs and branches speak of the careless nature of -their passage, as if they were rashly confident, or in a tremendous -hurry. -~ -0 1 3 -D0 -~ -~ -0 -1 1540 -D9 -~ -~ -0 -1 1545 -S -#1545 -The Forest Path~ -The path continues, heading south and west through the forest, heading -presumably back towards the region of Kusnir, or thereabouts. The waters -of Lake Spendlowe can be glimpsed through infrequent breaks in the thick -vegetation, and you can faintly detect the sounds and smells of the -fishing-intensive lake. Large clawed tracks have marred the ground here, -made by some creature that has recently wandered into the trail. -~ -0 1 3 -D3 -~ -~ -0 -1 1546 -D6 -~ -~ -0 -1 1544 -S -#1546 -Approaching Lake Spendlowe~ -The forest thins out abruptly here, giving way to a sparsely covered -shoreline, upon which the waters of the great and gentle lake wash -up on. Fishing boats of all shapes and sizes abound on the lake, -which stretches to the north and south. The path ends on the shore, -but you may be able to proceed by water. -~ -0 1 2 -D1 -~ -~ -0 -1 1545 -D3 -~ -~ -0 -1 1547 -S -#1547 -Sailing Lake Spendlowe~ -The clear waters of the largest fresh water lake in the region flow -past you, as you head into the center of the lake. Schools of fish, -ample prey for the dozens of fishermen that work the lake, scurry -past, close to the surface, alert for insects that have strayed too -close and fallen in the water. The crews of passing boats stare rudely -at you, curious about you and your strange foreign ways; to a native of -the fishing towns anyone not from Chiswell, Kusnir or Gannaway is -foreign. -~ -0 0 7 -D0 -~ -~ -0 -1 1548 -D1 -~ -~ -0 -1 1546 -D2 -~ -~ -0 -1 1549 -S -#1548 -A Full Harbor~ -Approaching the northern shore, where the river flows under the harbor -of Kusnir, you quickly realize that you have little hope of getting -into Kusnir from the water. The harbor is literally overflowing with -boats; all manner of vessels are cram packed into the small harbor, all -manned by crews eager to win the fishing competition. The streets of -Kusnir are crammed with eager spectators, and you feel you should get -out of the way. -~ -0 0 7 -D2 -~ -~ -0 -1 1547 -S -#1549 -The Van Arthog Villa~ -At this point the villa of the Van Arthogs, former rulers of this -region, comes into view, on the eastern bank of the river. Progress -further down the lake is possible, but pointless, as it shallows out -and eventually ends in the thick undergrowth to the southwest. The -house lies east, a formerly opulent dwelling now fallen into ruin. -Wherever the Skulk has hidden, this is the one place left yet to search. -~ -0 0 7 -D0 -~ -~ -0 -1 1547 -D1 -~ -~ -0 -1 1550 -S -#1550 -Approaching the Villa~ -The rectangular dwelling has whitewashed stone walls, and red shingle -roof. From here you can see that a second storey lies on the eastern -end of the villa. The rest of it is a lowset single storey affair, -the whitewash chipped and peeling, and many of the shingles missing. A -rank odor of decay emanates from the archway directly east of here, -which leads into the courtyard. -~ -0 0 2 -D1 -~ -~ -0 -1 1551 -D3 -~ -~ -0 -1 1549 -S -#1551 -The Entrance~ -You pass beneath a low archway into the courtyard entrance. Doors -to the north and south open into what were once presumably guard houses, -though no one comes out to challenge you. You cannot make out any -tracks on the hard stone floor, but you are certain that fecund beasts -do indeed lair here, and close by too. -~ -0 0 1 -D0 -~ -~ -3 -1 1553 -D1 -~ -~ -0 -1 1552 -D2 -~ -~ -3 -1 1554 -D3 -~ -~ -0 -1 1550 -S -#1552 -The Courtyard~ -A large open-roofed area forms most of the lower section of the villa, -with numerous doors leading into enclosed rooms to the north and south. -Rubble is strewn randomly across the courtyard, as are several blood -stains. Thick vegetation has sprouted along the walls, spreading to the -edges and forming a thin shielding of branches and vines overhead, which -blocks some of the light and rain. -~ -0 0 1 -D0 -~ -~ -7 -1 1555 -D1 -~ -~ -0 -1 1559 -D2 -~ -~ -3 -1 1556 -D3 -~ -~ -0 -1 1551 -S -#1553 -A Gatehouse~ -Pushing through the wooden door, the hinges of which are almost rusted -through, you enter a stark chamber, devoid of trappings save some broken -furniture, piled in the center of the chamber. Large holes in the ceiling -allow light to stream in, as well as the elements; water has formed in -hollows of the floor, evidence of recent heavy rains. -~ -0 9 0 -D2 -~ -~ -3 -1 1551 -S -#1554 -A Gatehouse~ -Pushing through the wooden door, the hinges of which are almost rusted -through, you enter a stark chamber, devoid of trappings save some broken -furniture, piled in the center of the chamber. Large holes in the ceiling -allow light to stream in, as well as the elements; water has formed in -hollows of the floor, evidence of recent heavy rains. -~ -0 9 0 -D0 -~ -~ -3 -1 1551 -S -#1555 -Cold Storage~ -This room is utterly bare. Neither a piece of furniture nor broken -implement mars the clean floor, which appears to have been recently -swept. White plaster covers all available surfaces. A thin layer of -frost covers the walls, and the air feels uncomfortably cold. -~ -0 8 0 -D2 -~ -~ -7 -1 1552 -S -#1556 -A Dark Chamber~ -The air in this dark chamber smells bad; stale, and with the hint of -decay. The darkness makes it difficult to make out much of the room; -even with your light the rafters are lost in darkness. Several dessicated -corpses lie on the floor, along with some of the items they bore when -they were slain. -~ -0 9 0 -D0 -~ -~ -3 -1 1552 -S -#1557 -A Strange Wall~ -The entire floor of this room is littered with smashed urns and jars, -of pottery and glass, their contents long since devoured, looted or -buried in the junk. Flaking green paint covers the walls, save for -one to the west, which is plain white and utterly bare. Stone flagstones -cover the floor, bearing scrapes and gouges from being used as a surface -to smash the clay pots upon. -~ -0 8 0 -D2 -~ -~ -3 -1 1559 -S -#1558 -A Deadly Entrance~ -As you enter the room, A large pile of rubbish taller than your head -tumbles forward, disturbed by your forcing of the door. Ducking for -cover, you dodge and swerve, attempting to skirt the collapsing pile -of debris, which includes heavy masonry and piles of timber. But it is -for naught; the pile catches you, crushing your legs and pressing down -hard on your chest, squeezing the breath from your lungs in a matter of -minutes. -~ -0 3154447 0 -D0 -~ -~ -7 -1 1559 -S -#1559 -The Courtyard~ -The courtyard ends here, at the base of a broad staircase that ascends -to a set of wooden doors bound with metal. The ground is clearer here -than near the entrance; evidently most intruders do not make it this -far, and the bulk of the devastation caused by battle takes place in -the entranceway. -~ -0 0 1 -D0 -~ -~ -3 -1 1557 -D2 -~ -~ -7 -1 1558 -D3 -~ -~ -0 -1 1552 -D4 -~ -~ -0 -1 1560 -S -#1560 -The Bound Doors~ -The broad stone steps end before the door, which bears three locks, -all of which have been blown asunder by some magical energy; the wood -of the door is badly scorched, as if hit by a concentrated burst of flame. -The metal fittings have warped and melted, but the hinges are still -functional; the door should be operational. But do you want to go in there? -~ -0 0 1 -D1 -~ -~ -3 -1 1561 -D5 -~ -~ -0 -1 1559 -S -#1561 -The Hall of the Van Arthogs~ -The doors open onto a long hall, with a high arched ceiling, which -is supported by large pillars, between which shuttered lancet windows -lie. The walls are painted with murals depicting what appears to be -a series of interwoven vines. A dais supported by bronze feline statues -bears a sturdy throne, upon which rests the skeleton of a domestic cat, -doubtless a pet of the former inhabitants, of whom there is no trace. -Doors on the north and south walls lead to other parts of the second -storey, while a staircase to the east descends to an underground section. -~ -0 9 0 -D0 -~ -~ -3 -1 1562 -D2 -~ -~ -3 -1 1564 -D3 -~ -~ -3 -1 1560 -D5 -~ -~ -0 -1 1565 -S -#1562 -The Green Room~ -This small chamber was once a library. The walls and ceiling are covered -in peeling white plaster, while the floor is adorned with green tiles. -A pile of moldering cloth, the remnants of curtains torn from brass rails -that line the walls, fills the center of the room. A single shelf remains -on the western wall. -~ -0 9 0 -D2 -~ -~ -3 -1 1561 -D3 -~ -shelf~ -1035 -1 1563 -S -#1563 -A Secret Chamber~ -Similar in design to the previous chamber, this small library is -remarkable in that it appears to have remained more or less undisturbed -since the evacuation of the Van Arthogs. Only a single lectern sits in -this room, but the glow emanating from it indicates some sort of magic -is at work, and that the book is probably quite important (the Van Arthogs -were renowned for their magical skills as well as their administrative -ones). -~ -0 9 0 -D1 -~ -~ -3 -1 1562 -S -#1564 -The Green Room~ -This small chamber was once a library. The walls and ceiling are covered -in peeling white plaster, while the floor is adorned with green tiles. -A pile of moldering cloth, the remnants of curtains torn from brass rails -that line the walls, fills the center of the room, as does a pile of torn -and mangled manuscripts of little value or interest. -~ -0 9 0 -D0 -~ -~ -3 -1 1561 -S -#1565 -The Basement~ -The stairs head down to a wide stone passageway, which runs east into -the darkness and ends to the west at a wooden door. Greenish mists waft -from under this door, issuing forth into the corridor, causing you to -cough as it enters your lungs. It almost seems that the mist is forming -into clouds that dance and flitter menacingly about you. -~ -0 0 1 -D1 -~ -~ -0 -1 1568 -D3 -~ -~ -3 -1 1566 -D4 -~ -~ -0 -1 1561 -S -#1566 -The Cellar~ -This bare room has been hewn from the bedrock beneath the villa. No -features strike you as being of interest, save for a metal door set -in the far wall, which bears a hand sized imprint, as if a gauntlet -or glove could be pressed into it. -~ -0 9 0 -D1 -~ -~ -3 -1 1565 -D3 -~ -~ -8389671 1543 1567 -S -#1567 -A Steep Flight of Stairs~ -The door opens onto a flight of stairs, leading down into the darkness. -From this direction you can hear the sound of water lapping against stone. -The sentinel urges you onwards, indicating empathically that this is the -way it must travel, to fulfill whatever objective it has. Seeing no other -choice, you warily descend the stairs... -~ -0 3153929 0 -D1 -~ -~ -8389671 1543 1566 -S -#1568 -Roughly Hewn Tunnels~ -At the point where the stonework passage ends, a large hole has been -hacked through the wall, and a new series of tunnels excavated, presumably -to house the Xvarts and Skulks that you strongly suspect now reside here. -The air is damp and cold, and smells of decaying foodstuffs, amongst other -things. A choice of directions is offered to you at this point. -~ -0 9 0 -D0 -~ -~ -0 -1 1569 -D3 -~ -~ -0 -1 1565 -D6 -~ -~ -0 -1 1573 -D8 -~ -~ -0 -1 1570 -S -#1569 -A Net Trap~ -Traps abound in Xvart lairs, and this one, though newly built, is no -different. Net traps have been positioned along the corridors, one of -which springs up as you pass through, threatening to entangle you and -send you tumbling down a narrow shaft. -~ -0 9 0 -D2 -~ -~ -0 -1 1568 -> act_prog p from the south.~ -if dex($n) >= 16 -mea $n You nimbly avoid the net, leaping agilely over the pit. -else -mea $n The net entwines around you, and you tumble down the shaft. -mpdamage $n 25 -mea $n You finally manage to drag yourself out sometime later. -endif -~ -| -S -#1570 -A Small Door~ -Doors are set into the walls of the tunnel at regular intervals along -the passage which runs east from here, some of them actually large -enough for a humanoid over three feet to enter, which seems to indicate -the Xvarts either expect visitors or are very self-conscious about their -diminutive state and wish to create the impression that they are much -larger than they actually are. In either case, it works to your advantage, -as you can progress easily without banging your head. - -A great deal of noise comes from behind the nearest door to the south. -~ -0 9 0 -D1 -~ -~ -0 -1 1584 -D2 -~ -~ -3 -1 1571 -D7 -~ -~ -0 -1 1568 -S -#1571 -Main Hall~ -The door opens onto a large, crudely furnished natural rock chamber, -which the Xvarts have converted into the dwelling for the bulk of their -tribe. Xvarts scurry everywhere, angered and a little frightened by your -sudden intrusion. The floor is strewn with crude carvings and broken -crockery. - -A door in the west wall is marked with a crude Xvart rune, marking it -as somehow important. -~ -0 9 0 -D0 -~ -~ -3 -1 1570 -D3 -~ -~ -3 -1 1572 -S -#1572 -The Chieftain's Chamber~ -This smaller room houses the chief, he sleeps on a pile of straw and -cloth arranged haphazardly near the far wall. He usually is found -outside, enjoying the company of those he rules, especially the females, -but sometimes he can be found sleeping off a bender here. -~ -0 9 0 -D1 -~ -~ -3 -1 1571 -S -#1573 -A Dirty Tunnel~ -This dank, dirty earthen tunnel runs east, boring through the ground -under the villa towards what natural pockets and caverns lie beneath -it. Xvarts are clever engineers, and can rival the dwarves with their -ability to tunnel and find natural openings, if not with their style or -finesse. -~ -0 9 0 -D1 -~ -~ -0 -1 1574 -D9 -~ -~ -0 -1 1568 -S -#1574 -Lair of the Rat~ -This is a foul-smelling chamber, irregular in plan and devoid of furniture. -the floor is covered with gnawed bones and droppings. There are piles of -garbage and rotting vegetable matter, some of it partially obscuring a door -in the south wall. -~ -0 9 0 -D1 -~ -~ -0 -1 1576 -D2 -~ -~ -3 -1 1575 -D3 -~ -~ -0 -1 1573 -S -#1575 -A Circular Chamber~ -This room is similar to the one to the north, save that it is roughly -circular, and contains a table with several wooden stools arranged about -it. There are no signs of Xvarts here; whoever resides here is undoubtedly -of a certain degree of intelligence, though. -~ -0 9 0 -D0 -~ -~ -3 -1 1574 -S -#1576 -Another Bend~ -At this point the tunnel bends again, heading to the southeast and west. -A door is set in the eastern wall; you fancy you can hear someone sobbing -behind it. Tracks in the ground, of Xvart and other unidentifiable beasts, -seem to avoid this chamber and whoever lives within. -~ -0 9 0 -D1 -~ -~ -3 -1 1577 -D3 -~ -~ -0 -1 1574 -D8 -~ -~ -0 -1 1578 -S -#1577 -The Skulk's Lair~ -This plain rocky chamber is unremarkable in appearance and content; -what is remarkable is the nature of the beast that inhabits it. Namely, -a Skulk. The same red writing you saw in the village covers the walls here, -with little variation (Skulks aren't very bright, it would appear some force -has possessed the foul beast and caused it to scribble such graffitio). The -question is, what is the riddle behind the whole mystery you have thus far -uncovered? Perhaps the Skulk will know. -~ -0 1037 0 -D3 -~ -~ -3 -1 1576 -S -#1578 -The Tunnel Continues~ -This long, unremarkable stretch of rough hewn tunnel runs for sixty or -seventy yards in either direction from this point, winding into the -darkness, heading towards unknown perils or treasures. Tracks cover -the ground here, and the remains of a campfire indicate that someone has -recently camped here. -~ -0 9 0 -D7 -~ -~ -0 -1 1576 -D8 -~ -~ -0 -1 1579 -S -#1579 -Another Bend~ -The tunnel doglegs sharply here, bending back to head west in one -direction, and northwest in the other. Freshly dug earth lies in piles -all around you, indicating that someone or something is in the process -of expanding on the lair. You would think they could tidy up what they -have already before digging more smelly tunnels! -~ -0 9 0 -D3 -~ -~ -0 -1 1580 -D7 -~ -~ -0 -1 1578 -S -#1580 -A Tunnel Lined with Doors~ -The narrow tunnel heads east and west, lined by wooden doors to the north -and south, behind which you can sometimes hear the occasional shriek or -moan, or a bitter, cruel cackle of amusement. Shaking your head, you press -on. -~ -0 9 0 -D0 -~ -~ -3 -1 1581 -D1 -~ -~ -0 -1 1579 -D2 -~ -~ -3 -1 1582 -D3 -~ -~ -0 -1 1584 -S -#1581 -Net Trap~ -Traps abound in Xvart lairs, and this one, though newly built, is no -different. Net traps have been positioned along the corridors, one of -which springs up as you pass through, threatening to entangle you and -send you tumbling down a narrow shaft. -~ -0 9 0 -D2 -~ -~ -3 -1 1580 -S -#1582 -The Xvart Temple~ -This is the largest chamber in the tunnel complex, and serves as an -area of worship for the deeply superstitious Xvarts. A crudely carved -wooden idol of some pathetic Xvart godlin sits against the far wall, -in a position of almost comical reverence. Xvarts of all ages and genders -bow and scrape before this representation, and a Xvart wearing tacky -priestly robes and standing on stilts dominates the proceedings. You don't -know whether to flee this fervent mob, or laugh. -~ -0 0 1 -D0 -~ -~ -3 -1 1580 -D3 -~ -~ -3 -1 1583 -S -#1583 -A Rectangular Chamber~ -Of all the chambers you have explored, this one appears to have had the -most effort put into it. Roughly rectangular in shape, someone has taken -great pains to furnish it with wooden chairs, a braizer, and several throw -rugs. The walls have been painted black, and covered with strange runes -and symbols graven in white chalk. Shaking your head, you wonder how any -Xvart managed to get it together enough to become a magician. Surely a -Xvart mage couldn't be a powerful threat? -~ -0 9 0 -D1 -~ -~ -3 -1 1582 -D7 -~ -~ -3 -1 1584 -S -#1584 -A Tunnel Lined with Doors~ -The narrow tunnel heads east and west, lined by wooden doors to the north -and south, behind which you can sometimes hear the occasional shriek or -moan, or a bitter, cruel cackle of amusement. Shaking your head, you press -on. -~ -0 9 0 -D0 -~ -~ -3 -1 1585 -D1 -~ -~ -0 -1 1580 -D3 -~ -~ -0 -1 1570 -D8 -~ -~ -3 -1 1583 -S -#1585 -An Empty Chamber~ -This small chamber is empty save for two small piles of rock and two -small metal picks. -~ -0 9 0 -D2 -~ -~ -3 -1 1584 -S -#1599 -Dud Room~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 1500 1 1501 -M 1 1501 1 1502 -G 1 1533 1 -G 1 1534 1 -M 1 1502 2 1505 -E 1 1500 1 5 -E 1 1501 1 16 -E 1 1502 1 11 -M 1 1502 2 1505 -E 1 1500 1 5 -E 1 1501 1 16 -E 1 1502 1 11 -M 1 1503 1 1505 -E 1 1503 1 20 -E 1 1500 1 5 -E 1 1502 1 11 -E 1 1501 1 16 -E 1 1504 1 1 -M 1 1504 1 1506 -M 1 1505 2 1521 -M 1 1505 2 1521 -M 1 1506 1 1522 -E 1 1505 1 5 -E 1 1506 1 16 -E 1 1508 1 13 -P 0 1507 1 0 -P 1 1507 1 0 -O 1 1509 1 1522 -P 0 1510 1 0 -O 1 1515 1 1523 -D 0 1523 8 1 -O 1 1516 1 1525 -O 1 1517 1 1528 -M 1 1507 1 1529 -E 1 1513 1 13 -D 0 1530 6 1 -D 0 1530 7 1 -M 1 1509 1 1531 -G 1 1518 1 -M 1 1508 7 1532 -M 1 1508 7 1532 -M 1 1508 7 1532 -M 1 1508 7 1532 -M 1 1510 1 1533 -E 1 1519 1 10 -D 0 1533 9 1 -D 0 1534 2 1 -O 1 1514 1 1535 -D 0 1535 0 1 -D 0 1536 1 1 -D 0 1537 3 1 -M 1 1511 1 1539 -E 1 1512 1 17 -E 1 1520 1 16 -E 1 1508 1 13 -E 1 1521 1 5 -E 1 1522 1 3 -M 1 1512 1 1539 -E 1 1500 1 5 -E 1 1523 1 16 -E 1 1524 1 3 -E 1 1525 1 4 -E 1 1508 1 13 -M 1 1513 1 1539 -E 1 1523 1 16 -E 1 1526 1 12 -E 1 1527 1 18 -E 1 1500 1 5 -G 1 1527 1 -E 1 1508 1 13 -M 1 1514 1 1539 -E 1 1500 1 5 -E 1 1508 1 13 -E 1 1528 1 3 -E 1 1529 1 1 -E 1 1530 1 16 -M 1 1515 1 1540 -E 1 1531 1 12 -M 1 1516 2 1541 -M 1 1516 2 1541 -O 1 1535 1 1541 -M 1 1518 1 1545 -D 0 1551 0 1 -D 0 1551 2 1 -M 1 1517 2 1552 -D 0 1552 0 2 -D 0 1552 2 1 -M 1 1519 1 1553 -D 0 1553 2 1 -D 0 1554 0 1 -O 1 1536 1 1555 -P 0 1537 1 0 -D 0 1555 2 2 -M 1 1521 3 1556 -M 1 1521 3 1556 -M 1 1521 3 1556 -O 1 1538 1 1556 -P 0 1539 1 0 -D 0 1556 0 1 -M 1 1520 1 1557 -D 0 1557 2 1 -D 0 1558 0 2 -M 1 1517 2 1559 -D 0 1559 0 1 -D 0 1559 2 2 -O 1 1542 1 1560 -D 0 1560 1 1 -M 1 1522 1 1561 -M 1 1523 2 1561 -M 1 1523 2 1561 -D 0 1561 0 1 -D 0 1561 2 1 -D 0 1561 3 1 -O 1 1544 1 1562 -D 0 1562 2 1 -D 0 1562 3 1 -M 1 1524 1 1563 -O 1 1541 1 1563 -O 1 1540 1 1563 -D 0 1563 1 1 -D 0 1564 0 1 -M 1 1527 3 1565 -M 1 1527 3 1565 -D 0 1565 3 1 -M 1 1526 1 1566 -D 0 1566 1 1 -D 0 1566 3 2 -D 0 1567 1 2 -D 0 1570 2 1 -M 1 1528 8 1571 -M 1 1529 6 1571 -M 1 1528 8 1571 -M 1 1528 8 1571 -M 1 1529 6 1571 -D 0 1571 0 1 -D 0 1571 3 1 -M 1 1531 1 1572 -M 1 1530 1 1572 -E 1 1545 1 16 -E 1 1546 1 19 -E 1 1547 1 5 -O 1 1548 1 1572 -P 0 1549 1 0 -D 0 1572 1 1 -M 1 1508 7 1574 -M 1 1508 7 1574 -M 1 1508 7 1574 -D 0 1574 2 1 -M 1 1534 1 1575 -E 1 1555 1 11 -D 0 1575 0 1 -D 0 1576 1 1 -M 1 1525 1 1577 -E 1 1543 1 9 -D 0 1577 3 1 -M 1 1528 8 1578 -M 1 1528 8 1578 -M 1 1529 6 1578 -D 0 1580 0 1 -D 0 1580 2 1 -D 0 1581 2 1 -M 1 1533 1 1582 -E 1 1552 1 6 -E 1 1553 1 8 -G 1 1554 1 -M 1 1528 8 1582 -M 1 1528 8 1582 -M 1 1528 8 1582 -M 1 1529 6 1582 -M 1 1529 6 1582 -M 1 1529 6 1582 -D 0 1582 0 1 -D 0 1582 3 1 -M 1 1532 1 1583 -E 1 1550 1 5 -E 1 1551 1 17 -D 0 1583 1 1 -D 0 1583 7 1 -D 0 1584 0 1 -D 0 1584 8 1 -D 0 1585 2 1 -S - - -#SHOPS - 1501 0 0 0 0 0 180 90 0 23 ; the innkeeper -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1500 spec_guard -M 1502 spec_thief -M 1503 spec_thief -M 1511 spec_cast_mage -M 1514 spec_poison -M 1515 spec_cast_cleric -M 1519 spec_poison -M 1520 spec_poison -M 1523 spec_breath_acid -M 1524 spec_poison -M 1527 spec_breath_lightning -M 1531 spec_poison -M 1532 spec_cast_mage -M 1533 spec_cast_cleric -M 1534 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/settingsons.are b/data/realm/areas_smaug1.4a/settingsons.are deleted file mode 100644 index 0e31239..0000000 --- a/data/realm/areas_smaug1.4a/settingsons.are +++ /dev/null @@ -1,2564 +0,0 @@ -#AREA Setting Sons~ - -#VERSION 1 - -#AUTHOR Rainman~ - -#RANGES -30 62 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#32301 -lunatic raving man~ -a raving lunatic~ -A raving lunatic is here spouting his madness. -~ -The man tells you 'Don't go in there, my friend'. - -You notice spittle dripping from his chin as he grins wide to display a mouth -totally devoid of teeth, less one green rotting canine. - -The man throws back his head and cackles insanely. - -'You'll die in there', he says to you. -~ -195 0 0 S -30 15 4 4d4+55 2d4+1 -0 0 -112 112 1 -#32302 -graveyard guardian~ -a graveyard guardian~ -A graveyard guardian keeps a watchful eye for intruders. -~ -A graveyard guardian stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He traverses the area in search of -would-be evil doers and thieves. -~ -197 33408 0 S -30 11 0 7d7+80 1d4+6 -10 0 -112 112 1 -#32303 -graveyard guardian~ -a graveyard guardian~ -A graveyard guardian keeps a watchful eye for intruders. -~ -A graveyard guardian stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He traverses the area in search of -would-be evil doers and thieves. -~ -197 33408 0 S -30 11 0 7d7+80 1d4+6 -10 0 -112 112 1 -#32304 -sentry graveyard~ -a graveyard sentry~ -A graveyard sentry stands here waitng for somehing to happen. -~ -A graveyard sentry stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He is posted here to keep an eye -out for trouble. -~ -3 640 0 S -30 12 1 6d6+70 1d4+5 -10 0 -112 112 1 -#32305 -sentry graveyard~ -a graveyard sentry~ -A graveyard sentry stands here waiting for something to happen. -~ -A graveyard sentry stands nearly as tall as you. His militant stance is -indicative of his well formed discipline. He is posted here to keep an eye -out for trouble. -~ -3 640 0 S -30 12 1 6d6+70 1d4+5 -10 0 -112 112 1 -#32306 -digger grave~ -a grave digger~ -A graveyard digger is returning from a long nights' work. -~ -This man looks extremely tired from a long evening of digging new gravesites -by hand. He is covered by dirt from head to toe, and looks though he could -really use a long, hot bath. -~ -65 0 0 S -30 13 2 5d5+60 1d4+4 -10 0 -112 112 1 -#32307 -grave digger~ -a grave digger~ -A grave digger wonders what you're doing here. -~ -This man looks extremely tired from a long evening of digging new gravesites -by hand. He is covered by dirt from head to toe, and looks though he could -really use a long, hot bath. -~ -197 512 0 S -30 13 2 5d5+60 1d4+4 -10 0 -112 112 1 -#32308 -grave robber~ -a grave robber~ -A grave robber is here looting corpses. -~ -The grave robber shows no sign of embarrassment at being caught. -~ -229 33280 0 S -30 3 -7 14d14+150 1d4+9 -10 0 -112 112 1 -#32309 -keeper~ -the keeper~ -The keeper stands here. -~ -The keeper of the graveyard looks old and a little tired. -~ -5 0 0 S -30 3 -10 14d14+150 1d4+9 -10 0 -112 112 1 -#32310 -lady old~ -an old lady~ -An old lady is here. -~ -The old lady is here sobbing. She mutters something about 'joining that stupid -club' and turns away from you. -~ -1 0 0 S -25 2 -5 20d20+200 1d20+12 -0 0 -112 112 2 -#32311 -man old~ -an old man~ -An old man stands here, talking to himself. -~ -The man is trembling and reciting a prayer. -~ -129 0 0 S -25 17 7 3d3+33 1d4+2 -10 0 -112 112 1 -#32312 -demon~ -a demon~ -A graveyard demon beckons you to leave this place. -~ -The demon hovers over you, and appears to be aflame. -~ -35 524840 -1000 S -35 0 -10 25d25+250 1d4+10 -1000 0 -112 112 1 -#32313 -demon~ -a demon~ -A graveyard demon hovers about. -~ -The demon hovers over you, and appears to be aflame. -~ -35 524840 -1000 S -35 -2 -10 25d25+250 2d4+20 -0 0 -112 112 0 -#32314 -bat~ -a bat~ -A black bat is here. -~ -The bat dives at you! -~ -161 524544 0 S -25 16 6 4d4+40 1d4+3 -0 0 -112 112 0 -#32315 -gargoyle stone~ -a stone gargoyle~ -A stone gargoyle is here, mounted on a pedestal. -~ -The gargoyle seems to be here to instill some fear in your bones. -~ -35 8744 -300 S -25 14 4 6d6+66 1d4+5 -0 0 -112 112 0 -#32316 -Presley~ -the ghost of Elvis~ -Elvis has left the building. -~ -Elvis curls his lip, snarls, and begins to sing. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32317 -Joplin~ -the ghost of Janis~ -Janis is here screaming at you. -~ -Janis continues screaming. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#32318 -Hendrix~ -the ghost of Jimi~ -Jimi is standing here playing a guitar lick with his teeth. -~ -Jimi continues writhing with his guitar, as if they were one. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32319 -Moon~ -the ghost of Keith~ -Keith is here destoying a drum kit. -~ -Keith pounds away at his kit in a frenzy. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32320 -Cobain~ -the ghost of Kurt~ -Kurt is here leering at his shoes. -~ -Kurt continues to stare at the ground, ignoring you. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32321 -Lennon~ -the ghost of John~ -John stands here, seemingly out of place. -~ -John was taken from us before his time. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32322 -Holly~ -the ghost of Buddy~ -Buddy stands here singing a ballad. -~ -Buddy croons a ballad to you. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32323 -Valens~ -the ghost of Ritchie~ -Richie is here singing in spanish. -~ -Richie smiles and continue to sing. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32324 -Zappa~ -the ghost of Frank~ -Frank is here inventing something weird. -~ -Frank just loos at you and cracks a knowing smile. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32325 -Morrison~ -the ghost of Jim~ -Jim wants you to light him on fire. -~ -Jim closes his eyes and reaches out to you. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32326 -lycanthrope~ -the lycanthrope~ -A lycanthrope lunges at you and goes for the jugular. -~ -OUCH! -~ -99 33320 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32327 -lucifer~ -Lucifer~ -Lucifer is here to give you directions. -~ -Or maybe this is Lucifer's friend. In any event, he is not of this world. -~ -99 33320 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32328 -reaper~ -the reaper~ -The Grime Reaper is ready for your soul. Do not be afraid. -~ -The GRIME Reaper? Hrm... -~ -611 33320 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32329 -angel~ -an angel of hope~ -A nice angel floats above you. -~ -The angel is immersed in white and glowing. -~ -65 524288 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32330 -manic depression~ -manic depression~ -~ -~ -99 107050 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32331 -suicidal tendencies~ -suicidal tendencies~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32332 -reckless lifestyle~ -a reckless lifestyle~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32333 -stress~ -stress~ -~ -~ -99 98858 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32334 -apathy~ -apathy~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32335 -hopelessness feeling ~ -an overwhelming feeling of hopelessness~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32336 -insecurity feelings~ -feelings of insecurity~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#32337 -sex drugs rock -n- roll~ -a life of sex, drugs and rock -n- roll~ -~ -~ -99 66090 0 S -75 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32338 -Garcia~ -the ghost of Jerry~ -Jerry is here, trippin' you out. -~ -Jerry ... cool. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32339 -Vicious~ -the ghost of Sid~ -Sid is here, snarling at himself. -~ -Sid Vicious is lookin pretty bad. As long as he doesn't try to sing, everything will be alright. -~ -65 0 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32340 -Orbison~ -the ghost of Roy~ -Roy walks up and kind of startles you. -~ -Roy mutters something about a pretty woman and looks away. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32341 -Marley~ -the ghost of Bob~ -Bob is here, proclaiming his innocence. -~ -Bob probably did the deputy in as well. -~ -65 0 1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#32342 -Bonham~ -the ghost of John~ -John is here, looking for a stairway. -~ -John smiles and takes another drink. -~ -65 0 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#32301 -coat old smelly~ -a smelly old coat~ -A smelly old coat stinks from years of neglect.~ -~ -9 0 1 -0 0 0 0 -5 50 5 -A -4 1 -#32302 -cane~ -a cane~ -An old and intricately carved wooden cane.~ -~ -4 0 1 -30 8 8 -1 -2 0 0 -'energy drain' -#32303 -club~ -a club of bone~ -A club made of bone was dropped here.~ -~ -5 512 1 -0 1 6 7 -5 0 0 -#32304 -shovel~ -a dented shovel~ -A rusted and dented shovel is laying here.~ -~ -5 0 1 -0 1 6 8 -5 0 0 -#32305 -key~ -a skeleton key~ -The key to everything rests here.~ -~ -18 0 1 -0 1 6 11 -1 0 0 -#32306 -bible~ -a dusty old bible~ -A very important book was dropped here.~ -~ -2 64 0 -0 -1 -1 -1 -5 0 0 -'bless' 'NONE' 'protection' -A -4 1 -#32307 -chain~ -a chain of beads~ -A beaded chain lays in a heap here.~ -~ -9 1024 1 -0 0 0 0 -2 0 0 -A -12 10 -#32308 -sword~ -a sword~ -A sword rests here.~ -~ -5 0 1 -0 1 6 11 -5 0 0 -#32309 -jumpsuit~ -a leather jumpsuit~ -A white leather jumpsuit with groovy bellbottoms has been left here.~ -~ -9 4096 1 -0 0 0 0 -5 0 0 -A -12 20 -#32310 -cape~ -a groovy cape~ -A really groovy cape lays here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -1 2 -#32311 -crown~ -a golden crown~ -An ornate crown of gold and jewels lies here.~ -~ -9 0 1 -0 0 0 0 -2 0 0 -A -4 1 -#32312 -bangles~ -a plethora of bangles~ -A bunch of hoops have been fitted together and dropped here.~ -~ -5 1 1 -0 15 30 5 -2 0 0 -A -18 2 -A -19 2 -#32313 -t-shirt shirt dyed tie~ -a tie-dyed t-shirt~ -A cool looking t-shirt has been dropped here.~ -~ -9 1 1 -0 0 0 0 -5 0 0 -A -9 30 -#32314 -stratocaster strat fender guitar flaming~ -a flaming guitar~ -A left-handed white fender stratocaster is ablaze here.~ -~ -5 2 1 -0 12 20 3 -5 0 0 -A -18 5 -A -19 2 -#32315 -bandana~ -a silk bandana~ -A long piece of sheer silk rests here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -A -3 3 -#32316 -drumstick~ -a drumstick~ -A broken drumstick has been forgotton here.~ -~ -5 0 1 -0 15 25 0 -5 0 0 -A -5 1 -A -1 1 -A -13 50 -#32317 -absolute vodka~ -a bottle of absolute~ -A large bottle of clear liquid has been set here.~ -~ -17 0 1 -5 5 22 1 -5 0 0 -#32318 -hat cap~ -a hat with flaps~ -A cap with flaps has been dropped here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -23 1 -A -24 7 -#32319 -shirt flannel plaid~ -a plaid flannel shirt~ -A large and comfortably torn looking shirt has been left in a heap.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -20 -#32320 -grip~ -a grip~ -~ -~ -9 0 1 -0 1 6 11 -5 0 0 -A -3 2 -#32321 -peace~ -peace~ -~ -~ -9 0 1 -0 1 6 11 -5 0 0 -A -4 2 -#32322 -love~ -love~ -~ -~ -9 0 1 -0 1 6 11 -5 0 0 -A -1 3 -#32323 -understanding~ -understanding~ -~ -~ -9 0 1 -0 1 6 11 -5 0 0 -A -5 3 -#32324 -harmony perfect~ -perfect harmony~ -~ -~ -9 0 1 -0 1 6 11 -5 0 0 -A -2 3 -#0 - - -#ROOMS -#32301 -A Path Through the Woods~ -You notice a dusty path that leads north through the trees to a small hill. -An unseasonably cold gust of wind causes a chill to run down your spine. Or -was it the sound of wolves howling in the distance that caused it? -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32302 -D5 -~ -~ -0 -1 1035 -S -#32302 -On a Dark Path~ -You stand where a path through the woods intersects with a smaller path that -runs east and west. To the north you see a small hill. -~ -0 0 3 -D0 -You see the overlook. -~ -~ -0 -1 32305 -D1 -You see a smaller path. -~ -~ -0 -1 32304 -D2 -You see the path back toward Ofcol. -~ -~ -0 -1 32301 -D3 -You see a smaller path. -~ -~ -0 -1 32303 -S -#32303 -A Smaller Path~ -This smaller path leads north and east. -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32368 -D1 -The dark path is to the east. -~ -~ -0 -1 32302 -S -#32304 -A Smaller Path~ -This smaller path leads north and west through the woods. -~ -0 0 3 -D0 -The path continues north. -~ -~ -0 -1 32350 -D3 -The dark path is to the west. -~ -~ -0 -1 32302 -S -#32305 -A Grassy Knoll~ -You stand atop a grassy knoll which overlooks a cemetary. You see hoofprints -in the dirt. The path leads down to the entrance. -~ -0 0 4 -D2 -You see the path back which leads back the way you came. -~ -~ -0 -1 32302 -D5 -You see the entrance to the graveyard. -~ -~ -0 -1 32306 -E -hoofprints dirt~ -These tracks were made by a large animal.~ -S -#32306 -The Entrance to the Graveyard~ -You are at the entrance to the Graveyard of the Setting Sons. -~ -0 0 2 -D0 -The graveyard is to the north, beyond the gate. -~ -gate~ -1 -1 32311 -D1 -The graveyard continues east. -~ -~ -0 -1 32308 -D3 -The graveyard continues west. -~ -~ -0 0 32307 -D4 -The overlook is above you. -~ -~ -0 0 32305 -E -note~ -The note reads: - - ************************* - * PLEASE DON'T JOIN * - * THAT STUPID CLUB! * - * * - * - MOM - * - ************************* -~ -E -plaque~ -The plaque reads: - - --------------------- - | | - | SETTING SONS | - | MEMORIAL | - | | - ---------------------~ -S -#32307 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues -north and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32310 -D1 -The entrance to the graveyard is to the east. -~ -~ -0 0 32306 -S -#32308 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32312 -D3 -The entrance to the graveyard is to the west. -~ -~ -0 0 32306 -S -#32309 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32314 -D1 -The graveyard continues east. -~ -~ -0 0 32310 -S -#32310 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32315 -D1 -The graveyard continues east. -~ -~ -0 0 32311 -D2 -The graveyard continues south. -~ -~ -0 0 32307 -D3 -The graveyard continues west. -~ -~ -0 0 32309 -S -#32311 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -The entrance to the graveyard is towards the south. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32316 -D1 -The graveyard continues east. -~ -~ -0 0 32312 -D2 -You see the entrance to the graveyard. -~ -~ -1 0 32306 -D3 -The graveyard continues west. -~ -~ -0 0 32310 -S -#32312 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32317 -D1 -The graveyard continues east. -~ -~ -0 -1 32313 -D2 -The graveyard continues south. -~ -~ -0 -1 32308 -D3 -The graveyard continues west. -~ -~ -0 -1 32311 -S -#32313 -The Edge of the Graveyard~ -You are at the edge of the graveyard of the Setting Sons. High above you, -you see a small path circling the entire graveyard. The graveyard continues -north and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32318 -D3 -The graveyard continues west. -~ -~ -0 0 32312 -S -#32314 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. A steep path leads -up toward the deer path circling the graveyard. The graveyard continues north, -south, and east. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32319 -D1 -The graveyard continues east. -~ -~ -0 0 32315 -D2 -The graveyard continues south. -~ -~ -0 0 32309 -D4 -The steep path leads up. -~ -~ -0 0 32364 -S -#32315 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32320 -D1 -The graveyard continues east. -~ -~ -0 0 32316 -D2 -The graveyard continues south. -~ -~ -0 0 32310 -D3 -The graveyard continues west. -~ -~ -0 0 32314 -S -#32316 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32321 -D1 -The graveyard continues east. -~ -~ -0 0 32317 -D2 -The graveyard continues south. -~ -~ -0 0 32311 -D3 -The graveyard continues west. -~ -~ -0 0 32315 -S -#32317 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32322 -D1 -The graveyard continues east. -~ -~ -0 0 32318 -D2 -The graveyard continues south. -~ -~ -0 0 32312 -D3 -The graveyard continues west. -~ -~ -0 0 32316 -S -#32318 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. A steep path leads -up toward the deer path circling the graveyard. The graveyard continues -north, south, and west. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 -1 32323 -D2 -The graveyard continues south. -~ -~ -0 0 32313 -D3 -The graveyard continues west. -~ -~ -0 0 32317 -D4 -The steep path leads up. -~ -~ -0 0 32354 -S -#32319 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and east. -~ -0 0 2 -D1 -The graveyard continues east. -~ -~ -0 -1 32320 -D2 -The graveyard continues south. -~ -~ -0 0 32314 -S -#32320 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32324 -D1 -The graveyard continues east. -~ -~ -0 -1 32321 -D2 -The graveyard continues south. -~ -~ -0 0 32315 -D3 -The graveyard continues west. -~ -~ -0 0 32319 -S -#32321 -The Graveyard of the Setting Sons~ -You are in the graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32325 -D1 -The graveyard continues east. -~ -~ -0 -1 32322 -D2 -The graveyard continues south. -~ -~ -0 0 32316 -D3 -The graveyard continues west. -~ -~ -0 0 32320 -S -#32322 -The Graveyard of the Setting Sons~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -~ -0 0 2 -D0 -The graveyard continues north. -~ -~ -0 0 32326 -D1 -The graveyard continues east. -~ -~ -0 -1 32323 -D2 -The graveyard continues south. -~ -~ -0 0 32317 -D3 -The graveyard continues west. -~ -~ -0 0 32321 -S -#32323 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues -south and west. -~ -0 0 2 -D2 -The graveyard continues south. -~ -~ -0 -1 32318 -D3 -The graveyard continues west. -~ -~ -0 -1 32322 -S -#32324 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and east. -~ -0 0 2 -D1 -The graveyard continues east. -~ -~ -0 0 32325 -D2 -The graveyard continues south -~ -~ -0 0 32320 -S -#32325 -The Edge of the Graveyard~ -You are in the Graveyard of the Setting Sons. The graveyard continues in all -directions. -To the north, a small, narrow path leads away from the graveyard. -~ -0 0 2 -D0 -A small path leads away from the graveyard. -~ -~ -0 0 32327 -D1 -The graveyard continues east. -~ -~ -0 0 32326 -D2 -The graveyard continues south. -~ -~ -0 0 32321 -D3 -The graveyard continues west. -~ -~ -0 0 32324 -S -#32326 -The Edge of the Graveyard~ -You are at the edge of the Graveyard of the Setting Sons. High above you, you -see a small path circling the entire graveyard. The graveyard continues south -and west. -~ -0 0 2 -D2 -The graveyard continues south. -~ -~ -0 0 32322 -D3 -The graveyard continues west. -~ -~ -0 0 32325 -S -#32327 -A Path Leading Away From the Graveyard~ -You are on a narrow path leading away from the Graveyard of the Setting Sons. -This path leads north and south. A rope ladder leads up to a bridge. -~ -0 0 2 -D0 -The path continues north. -~ -~ -0 0 32328 -D2 -The path leads back to the graveyard. -~ -~ -0 0 32325 -D4 -You see the rope bridge above you. -~ -~ -0 0 32359 -S -#32328 -Along the Path~ -You are on the path away from the graveyard of the Setting Sons. The hills -around you keep this path narrow. The path continues east, south, and west. -~ -0 0 2 -D1 -The path continues east. -~ -~ -0 0 32329 -D2 -The path continues south back toward the graveyard. -~ -~ -0 0 32327 -D3 -The path continues west. -~ -~ -0 0 32369 -S -#32329 -A Bend in the Path~ -You are on the path away from the graveyard of the Setting Sons. The hills -around you keep this path narrow. The path continues north and back west. -~ -0 0 2 -D0 -You see a small graveyard north. -~ -~ -0 0 32330 -D3 -The path goes back to the west. -~ -~ -0 0 32328 -S -#32330 -A Smaller Graveyard~ -You are in another graveyard within these hills. To the north, you can see a -building, and to the south you see the path away from this graveyard. The -west and east paths surround this building. -~ -0 0 2 -D0 -You see the building. -~ -door~ -1 -1 32335 -D1 -You see the path around the building. -~ -~ -0 0 32332 -D2 -You see the path leading away from this graveyard. -~ -~ -0 0 32329 -D3 -You see the path around the building. -~ -~ -0 0 32331 -S -#32331 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and east. To the north-east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32333 -D1 -You see the path. -~ -~ -0 0 32330 -S -#32332 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -west and east. To the north is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32334 -D3 -You see the path. -~ -~ -0 0 32330 -S -#32333 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32338 -D2 -You see the path. -~ -~ -0 0 32331 -S -#32334 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and west. To the north-west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32337 -D3 -You see the path. -~ -~ -0 0 32332 -S -#32335 -A Crypt~ -You are in the home of the Graveyard Setting Sons. The building continues to -the north and the east, and the exit is to the south. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -0 0 32339 -D1 -The building continues to the east. -~ -~ -1 0 32336 -D2 -The exit is to the south. -~ -door~ -1 -1 32330 -S -#32336 -Within the Crypt~ -You are deep within a forgotten crypt in the graveyard. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -1 -1 32340 -D3 -The building continues to the west. -~ -~ -1 -1 32335 -S -#32337 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32341 -D2 -You see the path. -~ -~ -0 0 32334 -S -#32338 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the east is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32342 -D2 -You see the path. -~ -~ -0 0 32333 -S -#32339 -Within the Crypt~ -You are within a crypt in the graveyard. It is dark an eery. -~ -0 1 0 -D1 -The building continues to the east. -~ -~ -0 0 32340 -D2 -The entrance is to the south. -~ -~ -0 0 32335 -S -#32340 -Deep Within the Crypt~ -You are deeper with in a crypt in the graveyard. Exits are west and up. -~ -0 8 0 -D2 -The building continues to the south. -~ -~ -1 0 32336 -D3 -The building continues to the west. -~ -~ -0 0 32339 -D4 -You see the second floor. -~ -~ -0 0 32349 -S -#32341 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -north and south. To the west is a building. -~ -0 0 2 -D0 -You see the path. -~ -~ -0 0 32345 -D2 -You see the path. -~ -~ -0 0 32337 -S -#32342 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -south and east. To the south-east is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32343 -D2 -You see the path. -~ -~ -0 0 32338 -S -#32343 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -west and east. To the south is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32344 -D3 -You see the path. -~ -~ -0 0 32342 -S -#32344 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -east and west. To the south is a building. -~ -0 0 2 -D1 -You see the path. -~ -~ -0 0 32345 -D3 -You see the path. -~ -~ -0 0 32343 -S -#32345 -A Path in the Graveyard~ -You are on the path in the Graveyard of the Setting Sons. This path leads -south and west. To the south-west is a building. -~ -0 0 2 -D2 -You see the path. -~ -~ -0 0 32341 -D3 -You see the path. -~ -~ -0 0 32344 -S -#32346 -The Keepers' Room~ -You are in the room of the graveyard guardian. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 -1 32348 -D1 -You see another room. -~ -door~ -1 32004 32347 -S -#32347 -A Storage Room~ -You are in a storage room. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 32004 32349 -D3 -You see another room. -~ -door~ -1 32004 32346 -S -#32348 -The Break Room~ -You are in the break room of the graveyard keepers. Cots line the floor, -with two windows showing a view of the graveyard. -~ -0 8 0 -D1 -You see another room. -~ -door~ -1 -1 32349 -D2 -You see another room. -~ -door~ -1 -1 32346 -S -#32349 -The Keeper's Office~ -You are in the graveyard keepers office. -~ -0 8 0 -D2 -You see another room. -~ -door~ -1 32004 32347 -D3 -You see another room. -~ -door~ -1 -1 32348 -D5 -You see the first floor. -~ -~ -0 0 32340 -S -#32350 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32351 -D2 -~ -~ -0 0 32304 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32351 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32352 -D3 -~ -~ -0 0 32350 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32352 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32353 -D2 -~ -~ -0 0 32351 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32353 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32354 -D3 -~ -~ -0 0 32352 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32354 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -A safe path leads down into the graveyard. -~ -0 0 2 -D0 -~ -~ -0 0 32355 -D2 -~ -~ -0 0 32353 -D5 -The path down looks safe. -~ -~ -0 0 32318 -S -#32355 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32354 -D3 -~ -~ -0 0 32356 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32356 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32357 -D1 -~ -~ -0 0 32355 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32357 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32356 -D3 -~ -~ -0 0 32358 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32358 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32357 -D3 -You see a bridge~ -~ -0 0 32359 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32359 -On the Bridge~ -You are on a bridge. From here, you can see the whole graveyard of the -Setting Sons. To the south, you see the main graveyard. To the north-east, -you see a smaller graveyard with a building in the center of it. To the -north-west, you can see a very small graveyard with a shack in its center. -A ladder leads down into a path. -~ -0 0 2 -D1 -~ -~ -0 0 32358 -D3 -~ -~ -0 0 32360 -D5 -You see the path. -~ -~ -0 0 32327 -S -#32360 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -You see a rope bridge. -~ -~ -0 0 32359 -D3 -~ -~ -0 0 32361 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32361 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32360 -D2 -~ -~ -0 0 32362 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32362 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32361 -D3 -~ -~ -0 0 32363 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32363 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 32362 -D2 -~ -~ -0 0 32364 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32364 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -A safe path leads down into the graveyard. -~ -0 0 4 -D0 -~ -~ -0 0 32363 -D2 -~ -~ -0 0 32365 -D5 -The path down looks safe. -~ -~ -0 0 32314 -S -#32365 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32364 -D1 -~ -~ -0 0 32366 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32366 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32367 -D3 -~ -~ -0 0 32365 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32367 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 32366 -D1 -~ -~ -0 0 32368 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32368 -Along a Spooky Path on the Confines of the Graveyard~ -You are on a narrow path on the confines of the Graveyard of the Setting -Sons. Below you, you can see the graveyard, filled with wild flowers and -tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 32303 -D3 -~ -~ -0 0 32367 -D5 -The path down doesn't look safe to travel on at all. -~ -~ -0 0 32384 -S -#32369 -A Bend in the Path~ -You are on a bend in the path leading from the main graveyard. The hills -around you make this path quite narrow. -~ -0 0 2 -D0 -The path continues north. -~ -~ -0 0 32370 -D1 -The path continues east. -~ -~ -0 0 32328 -S -#32370 -A Bend in the Path~ -You are on a bend in the path leading from the main graveyard. The hills -around you make this path quite narrow. To the west, you can see an even -smaller graveyard, with looks like a small shack in the center of it. -~ -0 0 2 -D2 -The path continues south. -~ -~ -0 0 32369 -D3 -The entrance to the small graveyard is to the west. -~ -~ -0 0 32371 -S -#32371 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. The exit from this graveyard is to -the east, and the entrance to the shack is to the west. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32372 -D1 -The exit from this small graveyard is to the east. -~ -~ -0 0 32370 -D2 -The graveyard continues to the south. -~ -~ -0 0 32373 -D3 -You see the small shack. -~ -door~ -1 -1 32379 -S -#32372 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south-west is a small shack. -~ -0 0 2 -D2 -The graveyard continues to the south. -~ -~ -0 0 32371 -D3 -The graveyard continues to the west. -~ -~ -0 0 32374 -S -#32373 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north-west is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32371 -D3 -The graveyard continues to the west. -~ -~ -0 0 32378 -S -#32374 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32372 -D3 -The graveyard continues to the west. -~ -~ -0 0 32375 -S -#32375 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the south-east is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32374 -D2 -The graveyard continues to the south. -~ -~ -0 0 32376 -S -#32376 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the east is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32375 -D2 -The graveyard continues to the south. -~ -~ -0 0 32377 -S -#32377 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north-east is a small shack. -~ -0 0 2 -D0 -The graveyard continues to the north. -~ -~ -0 0 32376 -D1 -The graveyard continues to the east. -~ -~ -0 0 32378 -S -#32378 -The Small Graveyard~ -You are in the small graveyard. Strangely, tall trees grow here, almost as if -some magic was used to help them grow. To the north is a small shack. -~ -0 0 2 -D1 -The graveyard continues to the east. -~ -~ -0 0 32373 -D3 -The graveyard continues to the west. -~ -~ -0 0 32377 -S -#32379 -A Crematorium~ -You are inside the small crematorium. A hearth is on the side, with something -burning in it. -~ -0 8 0 -D1 -You see the graveyard outside. -~ -door~ -1 -1 32371 -D5 -You see a trap door! -~ -trap door~ -1 -1 32380 -S -#32380 -A Catacomb~ -You are beneath the crematorium, in a tunnel that leads south. It feels -quite cold down here. -~ -0 1 0 -D2 -A cold breeze billows from there. -~ -~ -0 0 32381 -D4 -Back to known territory! -~ -trap door~ -1 -1 32379 -S -#32381 -The Lair of the Demon~ -You are in the lair of the demon. The walls are cold and damp, and there is a -stench beyond your wildest imagination. Doors lead east and west. But you have -to ask yourself...do I really want to know what's on the other side of the -doors?? -~ -0 1 0 -D0 -You see the relative safety to the north. -~ -~ -0 0 32380 -D1 -You see breaks in the charred rock to the east. -~ -secret~ -1 32005 32383 -D3 -You see a door to the west. -~ -door~ -1 32005 32382 -S -#32382 -A Closet of Skeletons~ -Now you've done it. -~ -0 8 0 -D1 -~ -door~ -1 32305 32381 -S -#32383 -A Closet of Skeletons~ -Now you've done it. -~ -0 8 0 -D3 -~ -door~ -1 32305 32381 -S -#32384 -An Open Grave~ -You have fallen into a freshly-dug grave. - -*BONK* *OUCH* *DOH!* -~ -0 4 0 -S -#0 - - -#RESETS -M 1 32329 1 32305 -M 1 32301 1 32306 -E 1 32301 100 12 -E 1 32302 100 17 -D 1 32306 0 1 -M 1 32303 1 32308 -E 1 32303 100 16 -M 1 32302 1 32310 -E 1 32303 100 16 -M 1 32323 1 32311 -M 1 32304 1 32315 -E 1 32303 100 16 -M 1 32324 1 32316 -M 1 32305 1 32317 -E 1 32303 100 16 -M 1 32306 1 32320 -E 1 32304 100 16 -M 1 32308 1 32321 -E 1 32304 100 16 -M 1 32307 1 32322 -E 1 32304 100 16 -M 1 32310 1 32328 -E 1 32307 100 3 -E 1 32306 100 17 -M 1 32325 1 32330 -E 1 32313 100 5 -D 1 32330 0 1 -M 1 32311 1 32331 -M 1 32338 1 32334 -D 1 32335 2 1 -D 1 32336 0 1 -D 1 32336 3 1 -M 1 32339 1 32338 -M 1 32327 1 32340 -M 1 32340 1 32343 -D 1 32346 1 2 -D 1 32346 0 1 -D 1 32347 3 2 -D 1 32347 0 2 -D 1 32348 1 1 -D 1 32348 2 1 -M 1 32309 1 32349 -G 1 32305 100 -D 1 32349 2 2 -D 1 32349 3 1 -M 1 32328 1 32359 -M 1 32326 1 32361 -M 1 32341 1 32364 -M 1 32342 1 32367 -E 1 32316 100 16 -E 1 32317 100 17 -M 1 32314 1 32369 -M 1 32315 1 32371 -D 1 32371 3 1 -M 1 32316 1 32372 -E 1 32309 100 5 -E 1 32311 100 6 -E 1 32310 100 12 -M 1 32317 1 32373 -E 1 32312 100 15 -M 1 32318 1 32374 -E 1 32315 100 6 -E 1 32314 100 16 -M 1 32319 1 32375 -E 1 32316 100 16 -E 1 32317 100 17 -M 1 32320 1 32376 -E 1 32318 100 6 -E 1 32319 100 12 -M 1 32321 1 32377 -M 1 32322 1 32378 -D 1 32379 1 1 -D 1 32379 5 1 -D 1 32380 4 1 -M 1 32312 1 32381 -M 1 32313 1 32381 -D 1 32381 1 2 -D 1 32381 3 2 -M 1 32330 1 32382 -G 1 32320 100 -M 1 32331 1 32382 -G 1 32321 100 -M 1 32332 1 32382 -G 1 32322 100 -M 1 32337 1 32382 -D 1 32382 1 2 -M 1 32333 1 32383 -G 1 32322 100 -M 1 32334 1 32383 -G 1 32323 100 -M 1 32335 1 32383 -G 1 32324 100 -M 1 32336 1 32383 -G 1 32320 100 -D 1 32383 3 2 -M 1 32308 1 32384 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 32302 spec_guard -M 32303 spec_guard -M 32304 spec_guard -M 32305 spec_guard -M 32315 spec_cast_undead -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/seven.are b/data/realm/areas_smaug1.4a/seven.are deleted file mode 100644 index 5375568..0000000 --- a/data/realm/areas_smaug1.4a/seven.are +++ /dev/null @@ -1,1132 +0,0 @@ -#AREA The Seven Holy Places~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -45 60 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#30665 -elf guildmaster tcharees~ -Tcharees, the Elven Guildmaster~ -Tcharees, the Elven Guildmaster, welcomes you to his tower. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -1099 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30666 -kender guildmaster roeds~ -Roeds, the Kender Guildmaster~ -Roeds, the Kender Guildmaster, welcomes you to his den. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -16459 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30667 -dryad guildmaster kalifax~ -Kalifax, the Dryad Guildmaster~ -Kalifax, the Dryad Guildmaster, welcomes you to her den. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at her expecting -it. -~ -8267 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#30668 -avian guildmistress Fela~ -Fela, the Avian Guildmistress~ -Fela, the Avian Guildmistress, welcomes you to her aerie. -~ -The Guildmistress isn't here for idle chit-chat so don't stare at her expecting -it. -~ -16777291 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#30669 -illithid guildmaster mentar~ -Mentar, the Illithid Guildmaster~ -Mentar, the Illithid Guildmaster, welcomes you to his lab. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -91 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#30670 -dwarf guildmaster stonefist~ -Stonefist, the Dwarven Guildmaster~ -Stonefist, the Dwarven Guildmaster, welcomes you to his castle. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -65611 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30671 -human guildmaster Lee Yuen~ -Lee Yuen, the Human Guildmaster~ -Lee Yuen, the Human Guildmaster, welcomes you to his dojo. -~ -The Guildmaster isn't here for idle chit-chat so don't stare at him expecting -it. -~ -32843 128 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30672 -elf sentry~ -an Elven Sentry~ -An Elven Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30673 -kender sentry~ -a Kender Sentry~ -A Kender Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30674 -dryad sentry~ -a Dryad Sentry~ -A Dryad Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30675 -avian sentry~ -an Avian Sentry~ -An Avian Sentry guards the Guildmistress. -~ -This woman is devoted to her duty- to protect the guildmistress from harm. -She glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#30676 -illithid sentry~ -an Illithid Sentry~ -An Illithid Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#30677 -dwarf sentry~ -a Dwarven Sentry~ -A Dwarven Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30678 -human sentry~ -a Human Sentry~ -A Human Sentry guards the Guildmaster. -~ -This fellow is devoted to his duty- to protect the guildmaster from harm. -He glares suspiciously as you approach- perhaps you seem like a hostile -person...? -~ -75 8380 1000 S -50 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30679 -elf pupil~ -an Elven pupil~ -A pupil patiently waits for her turn. -~ -This student has been here all day, waiting for an audience with her -guildmaster, and you just push right in front of her and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#30680 -kender pupil~ -a Kender pupil~ -A Kender pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30681 -dryad pupil~ -a Dryad pupil~ -A Dryad pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30682 -pupil~ -an Avian pupil~ -An Avian patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmistress, and you just push right in front of him and see the -guildmistress immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30683 -illithid pupil~ -an Illithid pupil~ -An Illithid pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#30684 -dwarf pupil~ -a Dwarven pupil~ -A Dwarven pupil patiently waits for his turn. -~ -This student has been here all day, waiting for an audience with his -guildmaster, and you just push right in front of him and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30685 -pupil~ -a Human pupil~ -A Human pupil patiently waits for her turn. -~ -This student has been here all day, waiting for an audience with her -guildmaster, and you just push right in front of her and see the guildmaster -immediately? Good for you! -~ -195 0 0 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#30686 -pupil grandchild~ -a grandchild~ -A grandchild of the Guildmaster spars with one of his siblings here. -~ -When visiting the home of a strange person of whom you intend to ask a great -favor, its usually not a great idea to kill his kids as an opening remark... -~ -75 8320 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#30687 -pupil grandchild~ -a grandchild~ -A grandchild of the Guildmaster spars with one of his siblings here. -~ -When visiting the home of a strange person of whom you intend to ask a great -favor, its usually not a great idea to kill his kids as an opening remark... -~ -75 8320 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#0 - - -#OBJECTS -#30665 -guildsword sword~ -a Guildsword~ -A Guildsword glitters here. -~ -~ -5 1 0 -0 0 0 11 -20 0 0 -A -17 -20 -A -18 6 -A -19 6 -#30666 -guildarmor~ -a suit of Guildarmor~ -A suit of shiny Guildarmor lies here. -~ -~ -9 1 0 -0 0 0 0 -15 0 0 -A -12 25 -A -13 25 -A -17 -20 -A -18 1 -A -19 1 -#30667 -guildcloak~ -a Guildcloak~ -A Guildcloak hovers here. -~ -~ -28 1 0 -0 0 0 0 -5 0 0 -A -2 1 -A -13 10 -A -17 -10 -A -18 1 -A -19 1 -A -23 -1 -A -24 -1 -#30668 -a guildband~ -a Guildband~ -A Guildband lies here. -~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -3 2 -A -4 2 -A -12 50 -A -25 1 -#30669 -guildbracer~ -a Guildbracer~ -A Guildbracer lies here. -~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -1 1 -A -2 1 -A -12 20 -A -17 -10 -#30670 -key~ -a Key to the Guildmaster's Room~ -You'll need this key if you want to practice any further... -~ -~ -18 1 0 -0 0 0 0 -5 0 0 -A -12 25 -#0 - - -#ROOMS -#30665 -Base of the Elf Tower~ -You are standing at the base of the Elf Tower, one of the Seven Holy Places -and home to the High Elven Guildmaster, who can complete your training. There -is a set of steps leading up. -~ -0 0 1 -D2 -~ -~ -0 -1 928 -D4 -~ -~ -0 -1 30666 -S -#30666 -Inside the Elf Tower~ -Expensive paintings line the walls of the stairway, and you stop more than -once to examine a particularly excellent work of art as you ascend. Every -now and again, a ghostly servant passes you, on some mission of its own, -its passing drawing the warmth from your body. Yet you feel no fear. -~ -0 8 0 -D4 -~ -~ -0 -1 30667 -D5 -~ -~ -0 -1 30665 -S -#30667 -A Landing~ -You have reached the top of the stairway you were ascending, and now have -the option of continuing up a second set of stairs at the far end of the -room, or of going through a door to the east marked "Waiting Room". -However, if you wish to proceed without an appointment, you'll need to get -past the large sentry guarding the door... -~ -0 8 0 -D1 -~ -~ -1 0 30668 -D4 -~ -~ -1 30670 30669 -D5 -~ -~ -0 -1 30666 -S -#30668 -A Waiting Room~ -You have entered a well-stocked library, staffed by more of the ghostly -servants you saw earlier, and populated by several scholars and mages. It -is in this spacious library that prospective pupils of the Guildmaster await -his call. It looks like you may be in for quite a wait, unless you're -feeling impatient... -~ -0 8 0 -D3 -~ -~ -1 0 30667 -S -#30669 -The Top of the Tower~ -You have entered a magnificent room, a hemispherical chamber inhabited by -the guildmaster. The roof of this place is constructed entirely of some sort -of tinted magical glass which allows the sun to shine in, bathing the well- -furnished room in bright light. You are amazed by the sheer number of ancient -and rare magical tomes here, and you wait in awe to see what the Guildmaster -is willing to teach you. You have proved yourself worthy by taking the -initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8 0 -D5 -~ -~ -1 30670 30667 -S -#30670 -Outside the Thieves' Den~ -You are standing at the top of a dark, narrow staircase that descends into -the depths of the Kender-run Thieves' Guild. You hear shouts and laughter -coming from below, the sounds of merriment slightly warming your chilled -bones. -~ -0 1 0 -D2 -~ -~ -0 -1 29155 -D5 -~ -~ -0 -1 30671 -S -#30671 -The Base of the Stairs~ -You are in a cramped basement with three doors leading south, west and east, -and a staircase leading up. There are no obvious signs or markings on any -of the doors, and you are unsure where to proceed. -~ -0 1 0 -D1 -~ -~ -1 0 30674 -D2 -~ -~ -1 30670 30673 -D3 -~ -~ -1 0 30672 -S -#30672 -The Waiting Room~ -Here the potential students of the all-powerful Kender Guildmaster await an -audience with him to practice new skills that will make them the best thieves- -err... borrowers, in all of Anon. -~ -0 1 0 -D1 -~ -~ -1 0 30671 -S -#30673 -The Guildmaster's Office~ -In this simple chamber, a small Kender trains the many students who come -seeking knowledge. He charges nothing for his tuition, but doesn't hesitate -in helping himself to a fair portion of your treasure without your noticing. -You have proved yourself worthy by taking the initiative and besting his -champion rather than waiting, and he is pleased. -~ -0 1 0 -D0 -~ -~ -1 30670 30671 -S -#30674 -A Storage Chamber~ -Here the Kender keep a small supply of oil, ropes, torches, tinderboxes, -daggers and bladed boots for their various sojourns. You would take some, but -you are somewhat deterred by the vast array of magical wards present upon -each item... -~ -0 1 0 -D3 -~ -~ -1 0 30671 -S -#30675 -Entrance to the Hidden Glade~ -You have found the Hidden Glade, one of the Seven Holy Places, home to the -ancient and wise Dryad Guildmistress. Her tree is said to lie due -north of the entrance. -~ -0 4 3 -D0 -~ -~ -0 -1 30676 -D3 -~ -~ -0 -1 154 -S -#30676 -Proceeding Through the Glade~ -As you proceed, you marvel at the beauty of this Glade. Birdcalls echo from -the tops of mighty oaks and majestic pines, while the cries of wild animals -emanate from the nearby undergrowth. Despite this, you still feel perfectly -at ease and safe from harm. -~ -0 0 3 -D0 -~ -~ -0 -1 30677 -D2 -~ -~ -0 -1 30675 -S -#30677 -A Clearing~ -Suddenly you enter a wide clearing, with a small magical fire burning away -between several small tents. Some huddled figures move about here, doubtless -fellow Dryads awaiting the call of their Guildmaster. - -The Guild Tree is directly ahead. -~ -0 0 3 -D0 -~ -~ -0 -1 30678 -D2 -~ -~ -0 -1 30676 -S -#30678 -The Base of the Tree~ -You are standing at the base of a towrering oak tree, ancient beyond reckoning. -At the top awaits the Dryad Guildmaster, but access is blocked by a -magical gate, to key to which is borne by the sentry. So you may wait -your turn with the other Dryads, or jump the line and attempt to take -the key from this sentry, and enter immediately. Perhaps it may seem nicer -to wait, but it should be remembered that some Dryads have had to wait -hundreds of years for a practice sesson with the Guildmistress... -~ -0 0 3 -D2 -~ -~ -0 -1 30677 -D4 -~ -gate~ -1 30670 30679 -S -#30679 -The Top of the Tree~ -You have entered a magical area at the top of the ancient oak which protects -its occupant from the elements. However, it has been cunningly designed to -give occupants the illusion that they are living INSIDE a tree... It sure -looks real. Are you SURE its an illusion? Anyway, your mistress awaits. You -have proved yourself worthy by taking the initiative and besting her champion -rather than waiting, and she is pleased. -~ -0 8 0 -D5 -~ -~ -1 30670 30678 -S -#30680 -Base of the Cliff~ -You are standing at the base of a massive granite cliff-face, atop which, -it is rumored, lie both the most powerful Avian Guild, and the castle of -the Elf Lord Yaegar, though the former has been seen but rarely by mortals, -and the latter not at all. -~ -0 0 5 -D0 -~ -~ -0 -1 17254 -D4 -~ -~ -0 -1 30681 -S -#30681 -Ascending the Cliff~ -With some effort, you heave yourself up the cliff-face, using your hover -ability when necessary to clear unscaleable sections. Graffiti has been -carved here by past visitors, some of it very unkind toward the Avian -Guildmaster. -~ -0 0 5 -D4 -~ -~ -0 -1 30682 -D5 -~ -~ -0 -1 30680 -S -#30682 -A Ledge~ -You eventually reach a small outcrop two thirds of the way up the cliff, -and pause to catch your breath. Suddenly, you notice, with mounting dismay, -that the way upward is blocked by a massive metal gate with a huge lock. -Standing before this is the biggest Avian you have ever seen. There is a sign -next to the gate. -~ -0 0 5 -D1 -~ -~ -0 -1 30683 -D4 -~ -gate~ -1 30670 30684 -D5 -~ -~ -0 -1 30681 -E -sign~ -The sign says- - - "Welcome, traveller, to one of the Seven Holy Places. If you wish to - see the guildmistress, then proceed east and wait with the rest of the - students. If you have a problem with this, then you'll have to deal - with the sentry". - -~ -S -#30683 -The Waiting Ledge~ -Here all potential students of the Guildmistress await an audience. It looks -like some of them have been waiting for quite some time... -~ -0 0 5 -D3 -~ -~ -0 -1 30682 -S -#30684 -The Aerie~ -You have entered the aerie of the Guildmistress. She is seated in a nest, -waiting patiently for your requests. You have proved yourself worthy by taking -the initiative and besting her champion rather than waiting, and she is -pleased. -~ -0 1024 5 -D5 -~ -~ -1 30670 30682 -S -#30685 -The Donjon~ -You are standing outside a disused donjon, given by an ageing Lord to the -Illithids for use as a guild. It has come over the years to absorb a -tremendous amount of psionic energy from the atmosphere due to some strange -composition of its walls, and thus has quickly become one of the Seven Holy -Places, the home of a High Guildmaster. -~ -0 1 0 -D1 -~ -~ -0 -1 30686 -D2 -~ -~ -0 -1 9714 -S -#30686 -Inside the Donjon~ -Flickering shadows created by the light cast from your lightsource surround -you as you proceed through the twisting corridors toward the center of this -dark guild. -~ -0 1 0 -D0 -~ -~ -0 -1 30687 -D3 -~ -~ -0 -1 30685 -S -#30687 -A Recess~ -Seated within a recess here are several Illithid students, awaiting the -attention of their master. You have to wait for a VERY long time to see him, -unless you feel like stealing the door key from his bodyguard... -~ -0 1 0 -D2 -~ -~ -0 -1 30686 -D3 -~ -~ -0 -1 30688 -S -#30688 -Outside the Guildmaster's Chambers~ -You are standing in a dark chamber filled with bronze urns that hum quietly -as they gather psionic energy from the air for the Guildmaster, who is one -of the few creatures who has managed to discover the secret of Unlimited -Mana. -~ -0 1 0 -D0 -~ -~ -1 30670 30689 -D1 -~ -~ -0 -1 30687 -S -#30689 -The Guildmaster's Chamber~ -Squeezing past hundreds of urns, amulets, scrolls, braziers, bookshelves and -bunsen burners, you come face to face with the most powerful Illithid in -Anon. Your Guildmaster turns to face you and telepathically asks what you -what you wish to learn. You have proved yourself worthy by taking the -initiative and besting his champion rather than waiting, and he is pleased. -~ -0 1 0 -D2 -~ -~ -1 30670 30688 -S -#30690 -Outside Fort RockBreak~ -Fort RockBreak is the traditional home of the RockBreaker Clan, ancient -Dwarves who milennia ago dedicated themselves to the advancement of the -knowledge of their fellow Dwarves. It has since become one of the Seven -Holy Places, and within you will find your Guildmaster. -~ -0 0 5 -D0 -~ -~ -1 0 30691 -D2 -~ -~ -0 -1 4779 -S -#30691 -Inside the Fort~ -You tread slowly across dressed stone floors into a corridor lined with war -banners, axes, hammers and shields. All of them look as though they have -seen a LOT of action. -~ -0 8 0 -D0 -~ -~ -0 -1 30694 -D1 -~ -~ -0 -1 30692 -D2 -~ -~ -1 0 30690 -S -#30692 -Anteroom~ -In this room gather the Dwarves from all parts of the world who have reached -a sufficient level of experience to train under the High Guildmaster. It looks -like you're in for a long wait, unless there's a quicker way in... -~ -0 8 0 -D0 -~ -~ -1 30670 30693 -D3 -~ -~ -0 -1 30691 -S -#30693 -The Guildhall~ -The greatest living Dwarven Guildmaster in all of Anon resides here, quietly -practicing his skills at metalwork and masonry, though he will more than -gladly pause in this rather mediocre work to teach you how to more effectively -bash the skulls of your enemies. You have proved yourself worthy by taking -the initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8 0 -D2 -~ -~ -1 30670 30692 -D3 -~ -~ -1 30670 30694 -S -#30694 -Guard Room~ -The Guildmaster's Sentry resides here, where he spends his time arranging -flowers or weaving baskets. You see, the years have softened his mind, but -not his fists... -~ -0 8 0 -D1 -~ -~ -1 30670 30693 -D2 -~ -~ -0 -1 30691 -S -#30695 -Outside the Temple~ -You are standing outside the first of the Seven Holy Places, the ancient -Eversacred Temple, home of the Human Guildmaster, who is master of 98 -different style of martial arts, and has successfully bested the 36 chambers -no less than 5 times. -~ -0 0 1 -D0 -~ -~ -0 -1 30696 -D2 -~ -~ -0 -1 10787 -S -#30696 -Inside the Temple~ -You are in the large central area of the Temple. Courtyards lie to the left -and right, while a locked mithril door lies straight ahead. A small sign -instructs you to head east and wait your turn. -~ -0 8 0 -D0 -~ -~ -1 30670 30699 -D1 -~ -~ -0 -1 30698 -D2 -~ -~ -0 -1 30695 -D3 -~ -~ -0 -1 30697 -S -#30697 -Practice Yard~ -Here, several young students, grandsons of the Guildmaster, engage in mock -combat routines using sais, nunchakas, ninjatos, bo-sticks and kusari-gamas. -~ -0 0 2 -D1 -~ -~ -0 -1 30696 -S -#30698 -Waiting Room~ -This quiet rooms is full fo straw mats, upon which fellow humans kneel in -quiet contemplation, preparing themselves spiritually and mentally for the -upcoming training they wish to receive. You may join them if you really want -to... -~ -0 8 0 -D3 -~ -~ -0 -1 30696 -S -#30699 -The Guildmaster's Chambers~ -The Guildmaster looks up as you enter from his reed mat on the floor, and it -appears he has been expecting you. He motions for you to sit with him and -enjoy some tea before you train. You have proved yourself worthy by taking -the initiative and besting his champion rather than waiting, and he is pleased. -~ -0 8 0 -D2 -~ -~ -1 30670 30696 -S -#0 - - -#RESETS -M 1 30672 1 30667 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30667 4 2 -D 1 30667 1 1 -M 1 30679 3 30668 -D 1 30668 3 1 -M 1 30665 1 30669 -D 1 30669 5 2 -M 1 30673 1 30671 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30671 1 1 -D 1 30671 2 2 -D 1 30671 3 1 -M 1 30680 3 30672 -D 1 30672 1 1 -M 1 30666 1 30673 -D 1 30673 0 2 -D 1 30674 3 1 -M 1 30681 3 30677 -M 1 30674 1 30678 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30678 4 2 -M 1 30667 1 30679 -D 1 30679 5 2 -M 1 30675 1 30682 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30682 4 2 -M 1 30682 3 30683 -M 1 30668 1 30684 -D 1 30684 5 2 -M 1 30683 3 30687 -M 1 30676 1 30688 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30688 0 2 -M 1 30669 1 30689 -D 1 30689 2 2 -D 1 30690 0 1 -D 1 30691 2 1 -M 1 30684 3 30692 -D 1 30692 0 2 -M 1 30670 1 30693 -D 1 30693 2 2 -D 1 30693 3 2 -M 1 30677 1 30694 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30694 1 2 -M 1 30678 1 30696 -E 1 30665 1 16 -E 1 30666 1 5 -E 1 30667 1 12 -E 1 30668 1 6 -E 1 30669 1 14 -E 1 30669 1 15 -E 1 30670 1 17 -D 1 30696 0 2 -M 1 30686 2 30697 -M 1 30687 2 30697 -M 1 30685 3 30698 -M 1 30671 1 30699 -D 1 30699 2 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 30666 spec_thief -M 30667 spec_cast_adept -M 30672 spec_cast_mage -M 30673 spec_thief -M 30674 spec_cast_cleric -M 30675 spec_guard -M 30677 spec_guard -M 30679 spec_cast_mage -M 30680 spec_thief -M 30681 spec_cast_cleric -M 30682 spec_guard -M 30684 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/shaolin.are b/data/realm/areas_smaug1.4a/shaolin.are deleted file mode 100644 index 6b16c2f..0000000 --- a/data/realm/areas_smaug1.4a/shaolin.are +++ /dev/null @@ -1,1341 +0,0 @@ -#AREA Shaolin Temple~ - -#VERSION 1 - -#AUTHOR Boom~ - -#RANGES -15 25 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#20101 -monk child~ -A monk child~ -A monk child is here sweeping the floor. -~ -He is only a child, surely you will want to pick on someone your own size. -~ -197 0 500 S -6 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20102 -female prisoner~ -An imprisoned nun~ -A female prisoner cringes away from you in terror. -~ -Judging from what is left of her clothes, she appears to be a nun. -~ -69 0 0 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#20103 -disciple~ -A disciple~ -A disciple tries to impress you with his new skills. -~ -One of the many who came here to learn the Shaolin martial skills. Like -many others, he seems quite hopeless. -~ -135 0 100 S -8 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20104 -monk~ -A monk~ -A monk is here practicing his skills. Watch it! -~ -You take a step back to ensure you're out of the range of his deadly moves. -~ -7 0 201 S -15 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20105 -monk guard~ -A monk guard~ -A monk guard charges at you for intruding this room! -~ -Armed and dangerous, you don't want to mess with him. -~ -39 552 -100 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20106 -demon~ -Your own inner demon~ -Your own inner demon screams and attacks! -~ -This extremely ugly creature looks very familiar. Wait a minute, it looks -exactly like you. In fact, it is you! -~ -39 680 -201 S -21 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#20107 -evil monk~ -An evil monk~ -An evil monk jumps from the ceiling and took you by surprise! -~ -He looks about the same with the rest of the monks here. In fact,he looks -more friendly than the rest. Too bad he doesn't like your face. -~ -101 552 -300 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20108 -wood wooden monk man machine~ -The wooden man~ -The wooden man fighting machine creaks and pummels you! -~ -Made entirely of hard wood and controlled mechanically by chains and pulleys, -this is one tough bugger. -~ -35 552 0 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#20109 -monk warrior~ -The monk warrior~ -A monk warrior struts proudly here. -~ -Recently promoted to warrior status, he takes a look at your puny size and -laughs in your face. -~ -197 8192 201 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20110 -luohan Luohan bronze monk~ -The Luohan~ -The Luohan stands motionlessly here, waiting for you to attack. -~ -With skin as tough as bronze, these monks are among the most highly skilled. -You don't want to mess with them. Then again, do you have a choice? -~ -7 8320 500 S -27 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20111 -Wuhua wuhua monk~ -Wuhua~ -Wuhua screams with a wild sense of joy as he pounces on you! -~ -Looking every bit like a pervert, he just can't wait to lay his filthy -claws on you. -~ -101 680 -500 S -24 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20112 -master librarian monk~ -The Master of Books~ -A master sits here reading his books, oblivious to your intrusion. -~ -He looks old and his eyes are failing him. In one hand, he holds a lighted -candle to help him read better. -~ -3 8320 500 S -27 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20113 -master monk drunken~ -The Drunken Master~ -A master is resting here, looking very intoxicated. -~ -Hmm.. Are monks supposed to do this? You pondered as you look at this -pathetic excuse for a human being. -~ -197 8320 250 S -21 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20114 -master monk trainer~ -The Master Trainer~ -A master is here doing pushups with one finger. -~ -Wow. What a amazing feat! Such demonstration of strength and control. -Don't you wish you can do that. -~ -197 8322 500 S -26 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20115 -abbot Abbot monk~ -The Abbot of Shaolin~ -The Abbot of Shaolin nods in your direction, acknowledging your presence. -~ -Looking strong and healthy even at this age, the Abbot cuts an impressive -figure. -~ -197 532608 800 S -31 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#20116 -Jinshen jinshen~ -The Jinshen~ -A Jinshen sits here, undisturbed. -~ -Covered from head to toe with gold flakes, this mortal shell of a former -high monk has been perfectly preserved. -~ -3 73866 1000 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#20117 -guest visitor~ -The visiting guest~ -A visiting guest stands here. -~ -Looking at his best in his fine clothing, he looks rather wealthy. -~ -197 0 50 S -15 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#0 - - -#OBJECTS -#20101 -candle lighted~ -a lighted candle~ -A lighted candle stands here, providing little light and warm.~ -~ -12 128 1 -0 0 0 0 -10 0 0 -#20102 -candle lighted~ -a lighted candle~ -A lighted candle stands here, providing little light and warm.~ -~ -12 0 0 -0 0 0 0 -10 0 0 -#20105 -shelizi Shelizi~ -a Shelizi~ -A bright crystal is here waiting to be picked up.~ -~ -18 1 0 -0 0 0 0 -20 0 0 -#20106 -hot steaming bun~ -a steaming hot bun~ -A steaming hot bun lies here waiting to be consumed.~ -~ -19 0 1 -24 0 0 0 -1 0 0 -#20107 -treasure~ -a huge treasure~ -A huge treasure of Shaolin beckons you.~ -~ -20 0 1 -20100 0 0 0 -100 0 0 -#20108 -flame mercy~ -the Flame of Mercy~ -Sparks of beautiful multi-colored light envelops you.~ -~ -1 1 0 -0 0 -1 0 -1 0 0 -E -sparks flame mercy light~ -A gift to the mortal world from the Goddess of Mercy. -~ -A -13 20 -A -17 -10 -A -19 4 -A -23 -5 -A -24 -5 -#20109 -manual book Jiuyangzhenjing jiuyangzhenjing~ -a Jiuyangzhenjing manual~ -An old chinese manual is discarded here.~ -~ -2 0 1 -30 -1 -1 -1 -10 0 0 -'flamestrike' 'fireball' 'burning hands' -E -book manual jiuyangzhenjing Jiuyangzhenjing~ -One of the most sought after manual in Shaolin. It is believed to contain -a powerful source of Yang energy. -~ -#20110 -manual book jiuyingzhenjing Jiuyingzhenjing~ -a Jiuyingzhenjing manual~ -An old chinese manual is discarded here.~ -~ -2 0 1 -30 -1 -1 -1 -10 0 0 -'acid blast' 'chill touch' 'energy drain' -E -manual book jiuyingzhenjing Jiuyingzhenjing~ -This is the counterpart of the Jiuyangzhenjing. It is believed to contain -a powerful source of Ying energy. -~ -#20111 -manual book Yijinjing yijinjing~ -a Yijinjing manual~ -A book of some sort is left on the floor.~ -~ -2 0 1 -30 -1 -1 -1 -10 0 0 -'cure critical' 'kindred strength' 'heal' -E -manual book Yijinjing yijinjing~ -This is the legendary healing manual of Shaolin. It is said to be able to -bring the dead alive! -~ -#20112 -sabre dragon~ -the Dragon Sabre~ -A huge sabre with a dragon motif is planted firmly in the ground.~ -~ -5 1 0 -15 20 0 1 -100 0 0 -E -sabre dragon~ -This heavy weapon glows and hums as you lay it upon your laps. The dragon -carved into it seems almost alive. -~ -A -18 5 -A -19 5 -#20113 -half moon knife~ -a half-moon knife~ -A massive knife is lying on the table.~ -~ -5 0 1 -10 20 0 1 -50 0 0 -E -half moon knife~ -Shaped like a half moon, this knife can be deadly in the hands of a skilled -exponent. -~ -#20114 -chain whip~ -a chain whip~ -A whip made of chains is left on the floor.~ -~ -5 2 0 -12 20 0 4 -50 0 0 -E -chain whip~ -Written on it : Made in Shaolin Temple. -~ -A -18 3 -A -19 3 -#20115 -bronze key~ -a bronze key~ -A bronze key lies half buried in the ground.~ -~ -18 1 1 -0 0 0 0 -5 0 0 -#20116 -horse spear~ -a horse spear~ -A long slim spear leans against the wall.~ -~ -5 64 1 -10 18 0 11 -25 0 0 -E -horse spear~ -Used during the ancient times for hunting horses, it can be just as effective -against men. -~ -A -18 4 -A -19 2 -#20117 -kamasutra sutra manual book~ -a Kamasutra~ -An old and torn book of some sort is left in one corner of the room.~ -~ -8 128 1 -0 0 0 0 -5 0 0 -E -book sutra manual kamasutra~ -Are you really sure you want to do this? -~ -A -1 1 -A -2 1 -#20118 -garters~ -monk's garters~ -A material of some sort is left here.~ -~ -9 2 1 -10 0 0 0 -10 0 0 -A -2 1 -A -14 50 -#20119 -robe~ -a monk's robe~ -A rough and cheap looking piece of cloth is discarded here.~ -~ -9 0 1 -10 0 0 0 -20 0 0 -A -5 1 -A -12 10 -#20120 -cane armor~ -a cane armor~ -A suit of cane armor stands here.~ -~ -9 64 1 -10 0 0 0 -30 0 0 -A -17 -10 -#20121 -Jiasha jiasha robe~ -abbot's Jiasha~ -A pile of golden and red cloth lies here.~ -~ -9 1 0 -10 0 0 0 -25 0 0 -E -jiasha Jiasha robe~ -This robe was tailor-made for the Abbot of Shaolin Temple by Boom's Workshop. -~ -A -3 1 -A -12 15 -A -24 -5 -#20122 -fozhu necklace~ -abbot's fozhu~ -A necklace made of big black beads is dumped here.~ -~ -9 2 0 -10 0 0 0 -10 0 0 -E -fozhu necklace~ -Written on it: FOR EXPORT ONLY. -~ -A -1 1 -A -12 10 -A -23 -5 -#20123 -staff Abbot~ -the Staff of Abbot~ -A staff made entirely of solid gold stands here.~ -~ -9 2 0 -10 10 10 208 -1 0 0 -E -staff Abbot~ -Written on it : Compliments of Boom's Workshop. -~ -A -13 20 -A -17 -10 -A -18 2 -A -19 2 -#20124 -hair lock~ -a lock of nun's hair~ -A few strands of long hair lies on the floor.~ -~ -18 0 1 -0 0 0 0 -5 0 0 -#20125 -cane shield~ -a cane shield~ -A disc made of cane lies in the mud.~ -~ -9 2 0 -10 0 0 0 -35 0 0 -A -4 2 -A -2 1 -#20131 -chain keys key~ -a chain of keys~ -A chain of keys hang on the wall.~ -~ -18 0 1 -0 0 0 0 -15 0 0 -#20136 -candle lighted~ -a lighted candle~ -A lighted candle stands here, providing little light and warm.~ -~ -18 0 1 -0 0 0 0 -10 0 0 -#20137 -shell boom Boom body~ -the mortal shell of Boom~ -The mortal shell of Boom sits here waiting to be preserved in gold.~ -~ -15 1 0 -100 10 20105 0 -100 0 0 -E -boom shell body mortal Boom~ -This is the human body of Boom left behind after his essence departed -from this world to a realm beyond mere mortals. -~ -#0 - - -#ROOMS -#20101 -Mountain Stairs~ -A flight of stairs carved onto the mountain leads up. -You can barely see a temple of some sort on top of the mountain. -You see the path back to the beach to the south. -~ -0 0 5 -D2 -You see the foot of the mountain ahead. -~ -~ -0 0 247 -D4 -The stairs leads up. -~ -~ -0 -1 20102 -S -#20102 -Path to the Shaolin Temple~ -After struggling up that flight of stairs, you finally reached the top of -the mountain, well almost. Ahead of you, lies the great Shaolin Temple. -A side mountain path leads west. -~ -0 0 5 -D3 -A mountain path. -~ -~ -0 -1 20103 -D4 -A flight of stairs leads up. -~ -~ -0 -1 20106 -D5 -Mountain stairway -~ -~ -0 -1 20101 -S -#20103 -A side mountain path~ -This path, overgrown with vegetation, leads north to a small clearing and -east to where you came from. -~ -0 1 5 -D0 -A small clearing. -~ -~ -0 -1 20104 -D1 -A mountain path. -~ -~ -0 -1 20102 -S -#20104 -Mountain shrine~ -A small shrine lies in one corner of this small clearing. This place -looks deserted and very forgotten. To your west, a hugå stone boulder is -set into the mountain. South leads you back to the mountain path. -~ -0 1 3 -D2 -A mountain path. -~ -~ -0 -1 20103 -D3 -A huge stone set into the mountain. -~ -stone boulder~ -33 -1 20105 -E -shrine stone boulder~ -Written on it : -To attain enlightenment, you first need to fight your own inner demon. -~ -S -#20105 -A dark cave~ -At the far end of this small cave, stands a strange glowing mirror. -A dark misty shadow slowly takes form as you look into the mirror. You -gasped in astonishment as your own reflection in the mirror charges at you. -~ -0 1 0 -D1 -A small clearing. -~ -~ -33 -1 20104 -S -#20106 -Entrance to Shaolin Temple~ -You stand at the main entrance of the famous Shaolin Temple, home to the -most highly skilled of all monks. At both sides of the entrance,are two -impressive stone lion statues. North leads you into the temple. -A plaque on the wall catches your attention. -~ -0 0 1 -D0 -The path leads you into the main court of the temple. -~ -~ -0 -1 20107 -D5 -The path leads down the mountain. -~ -~ -0 -1 20102 -E -plaque wall sign~ -|=========================================| -| Welcome to Shaolin Temple | -| --------------------------------- | -| | -| May your visit be fun and enlightening. | -| | -| <<<< ----- BOOM ---- >>>>> | -|=========================================| -~ -S -#20107 -The Main Court~ -Large pieces of stone slabs cover -Pots of plants and flowers line the sides of the court. This place -looks simple, and well-maintained. Exits leads to all directions. -~ -0 0 1 -D0 -Grand Hall. -~ -~ -0 -1 20119 -D1 -A side court. -~ -~ -0 -1 20113 -D2 -Entrance to temple. -~ -~ -0 -1 20106 -D3 -A side court. -~ -~ -0 -1 20108 -S -#20108 -A Side Court~ -Similar to the Main Court, this place looks empty except for few pots of -plants. The floor is also covered with large stone slabs. Path to the east -leads you back to the Main Court. -~ -0 0 1 -D0 -~ -~ -33 -1 20111 -D1 -The Main Court. -~ -~ -0 -1 20107 -D2 -~ -~ -33 -1 20112 -D3 -~ -~ -33 -1 20109 -S -#20109 -The Dining Hall~ -Bravo! You found the dining place of the monks. The room is empty except -for an extremely long dining table and some benches. You hear some noises -coming from the south. -~ -0 8 0 -D1 -A Side Court. -~ -~ -33 -1 20108 -D2 -The Kitchen. -~ -~ -0 -1 20110 -S -#20110 -The Kitchen~ -The aroma of fresh hot steaming buns almost make you salivate as you enter -the kitchen. Some pots and pans are hung on the wall, waiting to be used. -~ -0 8 0 -D0 -The Dining Hall. -~ -~ -0 -1 20109 -S -#20111 -The Monks' Bunk~ -Well, even the toughest of them needs rest. This is the sleeping chamber -of the monks. It contains nothing of interest to you, unless if you want -their sleeping mats. -~ -0 8 0 -D2 -~ -~ -33 -1 20108 -S -#20112 -The Disciples' Bunk~ -This is the sleeping chamber of all the young men, like yourself,who come -from all over the world to learn the legendary martial skills of Shaolin. -~ -0 8 0 -D0 -~ -~ -33 -1 20108 -S -#20113 -A Side Court~ -Similar to the Main Court, this place looks empty except for few pots of -plants. The floor is also covered with large stone slabs. Path to west -leads you back to the Main Court. You hear shouts coming from the north and -south. A small building lies on the east. -~ -0 8 0 -D0 -A Training Arena. -~ -~ -0 -1 20118 -D1 -A small building. -~ -door~ -33 -1 20114 -D2 -A Training Arena. -~ -~ -0 -1 20117 -D3 -The Main Court. -~ -~ -0 -1 20107 -S -#20114 -The Chamber of Wooden Men~ -The room is filled with pulleys and machinery that controls the movement -of these wooden fighting machines. You cursed yourself for not paying -more attention during those training sessions, as those deadly machines -charged at you. The only exit lies south. -~ -0 1 0 -D2 -The Luohan Chamber. -~ -~ -0 -1 20115 -S -#20115 -The Luohan Chamber~ -Within this chamber dwells the legendary Luohans of Shaolin. They are here -to see if you are ready to leave Shaolin. You mutter a hasty prayer as you -prepare yourself to face these men of bronze. -~ -0 1 0 -D5 -A trapdoor leads down. -~ -door~ -33 20115 20116 -S -#20116 -A Secret Tunnel~ -The floor above you closes and seals off your exit. -This well-lit passage leads south. To the south you see a bright source -of light. -~ -0 1 0 -D2 -~ -~ -0 -1 20101 -S -#20117 -A Training Arena~ -A square court covered with stone slabs. This is where the monks practice -their arts. Rows of weapons adorned both sides of the court. -~ -0 0 1 -D0 -A side court. -~ -~ -0 -1 20113 -S -#20118 -A Training Arena~ -A square court covered with stone slabs. This is where the disciples practice -their arts. Rows of weapons adorned both sides of the court. -~ -0 0 1 -D2 -A side court. -~ -~ -0 -1 20113 -S -#20119 -The Grand Hall~ -This massive hall contains figurines of the Buddha in all sort of sizes and -positions. Towering above all of them, is a huge golden statue of a sleeping -Buddha. Directly in front of it, is a huge stone table for offerings. -Exits lead west and east to side halls, while south leads you back to the -Main Court. -~ -0 8 0 -D1 -A side hall. -~ -~ -0 -1 20126 -D2 -The main court. -~ -~ -0 -1 20107 -D3 -A side hall. -~ -~ -0 -1 20120 -D5 -~ -Buddha golden statue~ -33 -1 20136 -S -#20120 -A Side Hall~ -This room connects you to the Main Hall. There are rooms to your north, -south and west. A staircase leads up. -~ -0 8 0 -D0 -A room. -~ -~ -0 -1 20124 -D1 -The main hall. -~ -~ -0 -1 20119 -D2 -A room. -~ -~ -0 -1 20121 -D3 -A room. -~ -~ -0 -1 20122 -D4 -A room. -~ -~ -0 -1 20123 -S -#20121 -A Master's Chamber~ -This room looks empty except for a hard bed, a table and some chairs. It -looks extremely well kept, so make sure you do not dirty it. You better -leave before the master catches you in here. -~ -0 8 0 -D0 -A side hall. -~ -~ -0 -1 20120 -S -#20122 -A Master's Chamber~ -This room looks empty except for a hard bed, a table and some chairs. It -looks extremely well kept, so make sure you do not dirty it. You better -leave before the master catches you in here. -~ -0 8 0 -D1 -A side hall. -~ -~ -0 -1 20120 -S -#20123 -The Abbot's Chamber~ -This room looks about the same with the rest of the rooms. Hardly fitting -for the chief of Shaolin. You see nothing of value here. By the way, it -is out of bounds to people like you, you better leave. -~ -0 8 0 -D5 -A side hall. -~ -~ -0 -1 20120 -S -#20124 -The Library~ -This room contains all the sutras and martial manuals of Shaolin. -Bookshelves line the walls displaying the books in a systematic manner. -However, there is nothing you can use here. It is guarded by one of the -masters. -~ -0 8 0 -D1 -~ -bookshelf~ -33 20124 20125 -D2 -A side hall. -~ -~ -0 -1 20120 -S -#20125 -A Secret Chamber~ -You have found the room where the most precious manuals and sutras are -kept. You rubbed your hands eagerly as your eyes take into account the -treasures hidden here. -~ -0 1 0 -D3 -The Library. -~ -~ -33 20124 20124 -S -#20126 -A Side Hall~ -This room connects you to the Main Hall. There are rooms to your north, -south and east. A staircase leads up. -~ -0 8 0 -D0 -A room. -~ -~ -0 -1 20129 -D1 -A room. -~ -~ -0 -1 20128 -D2 -A room. -~ -~ -0 -1 20127 -D3 -The main hall. -~ -~ -0 -1 20119 -D4 -A room. -~ -~ -0 -1 20130 -D5 -~ -trapdoor floor~ -33 -1 20131 -S -#20127 -A Guest Room~ -This room is reserved for the guests who have come to Shaolin to give -their offerings. A table and some chairs is set in the middle of the room. -The bed looks hard and uninviting, and like the rest of the temple,it is -extremely clean and tidy. -~ -0 8 0 -D0 -A side hall. -~ -~ -0 -1 20126 -S -#20128 -A Guest Room~ -This room is reserved for the guests who have come to Shaolin to give -their offerings. A table and some chairs is set in the middle of the room. -The bed looks hard and uninviting, and like the rest of the temple,it is -extremely clean and tidy. -~ -0 8 0 -D3 -A side hall. -~ -~ -0 -1 20126 -S -#20129 -A Guest Room~ -This room is reserved for the guests who have come to Shaolin to give -their offerings. A table and some chairs is set in the middle of the room. -The bed looks hard and uninviting, and like the rest of the temple,it is -extremely clean and tidy. -~ -0 8 0 -D2 -A side hall. -~ -~ -0 -1 20126 -S -#20130 -A Guest Room~ -This room is reserved for the guests who have come to Shaolin to give -their offerings. A table and some chairs is set in the middle of the room. -The bed looks hard and uninviting, and like the rest of the temple,it is -extremely clean and tidy. -~ -0 8 0 -D5 -A side hall. -~ -~ -0 -1 20126 -S -#20131 -The Dungeons~ -You climbed into the dungeon, realizing too late that this is a FORBIDDEN -AREA. Let's see you talk your way out of this mess. -There are four prison cells here. -~ -0 1 0 -D0 -A prison cell. -~ -~ -33 20131 20135 -D1 -A prison cell. -~ -~ -33 20131 20133 -D2 -A prison cell. -~ -~ -33 20131 20134 -D3 -A prison cell. -~ -~ -33 20131 20132 -D4 -A side hall. -~ -trapdoor~ -33 -1 20126 -S -#20132 -A prison cell~ -It looks dark and gloomy, probably the only place in the temple that is not -kept clean and maintained. -~ -0 1 0 -D1 -The guard room. -~ -~ -33 20131 20131 -S -#20133 -An empty prison~ -Blood and gore are about the only thing you can find in here. It looks like -any other MUD prisons. What do you expect? -~ -0 1 0 -D3 -The guard room. -~ -~ -33 20131 20131 -S -#20134 -Cell of Wuhua~ -Locked here for the past ten years, for the unspeakable crimes he did to -both men and women is...Wuhua, the lusty monk. After ten long years, you -cannot imagine what he will do to you. -~ -0 1 0 -D0 -The guard room. -~ -~ -33 20131 20131 -S -#20135 -A female prison cell~ -Hmmm.. Female prisoners here in Shaolin? You wonder what crimes they could -have committed. The sight of blood and shreds of torn clothing on the floor -tells you everything. At least now you don't regret killing those monks. -~ -0 1 0 -D2 -The guard room. -~ -~ -33 20131 20131 -S -#20136 -A Mysterious Room~ -The door above you closes and effectively seals off your exit. The walls -of this strange room glow and hum as if it is alive. This is where the -body of the high monks are kept after they attain enlightenment. These -bodies are embalmed and preserved using gold, hence they are sometimes -referred to as "Jinshen". A stairway leads down. -~ -0 1 0 -D1 -~ -workshop wall~ -33 20136 20137 -D5 -The stairway leads down~ -~ -0 -1 20116 -S -#20137 -A Workshop~ -A long working table stands in one corner of the room. Bottles of strange -looking potions and pieces of gold flakes are strewn all over the table. -~ -0 1 0 -D3 -A mysterious room. -~ -~ -33 20136 20136 -S -#0 - - -#RESETS -D 1 20104 3 1 -M 1 20106 1 20105 -D 1 20105 1 1 -D 1 20108 0 1 -D 1 20108 2 1 -D 1 20108 3 1 -M 1 20101 2 20109 -D 1 20109 1 1 -O 1 20106 0 20110 -M 1 20109 1 20111 -E 1 20120 0 5 -E 1 20118 0 8 -E 1 20119 0 12 -E 1 20125 0 11 -E 1 20114 0 16 -G 1 20106 0 -D 1 20111 2 1 -D 1 20112 0 1 -D 1 20113 1 1 -M 1 20108 2 20114 -M 1 20110 2 20115 -G 1 20115 0 -D 1 20115 5 2 -M 1 20104 1 20117 -E 1 20116 0 16 -M 1 20104 1 20117 -E 1 20116 0 16 -M 1 20103 3 20118 -D 1 20119 5 1 -O 1 20102 0 20121 -M 1 20113 1 20121 -E 1 20118 0 7 -E 1 20119 0 12 -G 1 20109 0 -O 1 20102 0 20122 -M 1 20114 1 20122 -E 1 20118 0 7 -E 1 20119 0 12 -E 1 20125 0 11 -E 1 20114 0 16 -O 1 20102 0 20123 -M 1 20115 1 20123 -E 1 20121 0 1024 -E 1 20122 0 4 -E 1 20123 0 16384 -M 1 20112 1 20124 -E 1 20118 0 7 -E 1 20119 0 12 -G 1 20101 0 -G 1 20111 0 -D 1 20124 1 2 -O 1 20107 0 20125 -O 1 20110 0 20125 -D 1 20125 3 2 -D 1 20126 5 1 -O 1 20102 0 20127 -M 1 20117 2 20127 -G 1 20106 0 -O 1 20102 0 20128 -M 1 20101 2 20128 -O 1 20136 0 20129 -O 1 20102 0 20130 -M 1 20105 1 20131 -E 1 20120 0 5 -E 1 20125 0 11 -E 1 20113 0 16 -M 1 20105 1 20131 -E 1 20120 0 5 -E 1 20125 0 11 -E 1 20113 0 16 -G 1 20131 0 -D 1 20131 4 1 -D 1 20131 0 2 -D 1 20131 1 2 -D 1 20131 2 2 -D 1 20131 3 2 -M 1 20107 2 20132 -E 1 20119 0 12 -D 1 20132 1 2 -D 1 20133 3 2 -M 1 20111 1 20134 -E 1 20117 0 17 -D 1 20134 0 2 -M 1 20102 3 20135 -G 1 20124 0 -D 1 20135 2 2 -M 1 20116 1 20136 -E 1 20112 0 16 -G 1 20115 0 -D 1 20136 1 2 -O 1 20137 0 20137 -D 1 20137 3 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 20102 spec_cast_cleric -M 20105 spec_cast_mage -M 20106 spec_cast_mage -M 20107 spec_poison -M 20109 spec_cast_mage -M 20110 spec_cast_mage -M 20111 spec_poison -M 20112 spec_cast_cleric -M 20113 spec_cast_mage -M 20114 spec_cast_mage -M 20115 spec_breath_fire -M 20116 spec_breath_any -M 20117 spec_thief -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/shire.are b/data/realm/areas_smaug1.4a/shire.are deleted file mode 100644 index efc61f2..0000000 --- a/data/realm/areas_smaug1.4a/shire.are +++ /dev/null @@ -1,1821 +0,0 @@ -#AREA The Shire~ - -#VERSION 1 - -#AUTHOR Anon~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#1100 -elven wizard~ -the Elven Wizard~ -An Elven Wizard is here, creating fireworks for the festivities. -~ -The Elven Wizard looks at you in a solemn sort of way. His gaze seems to -penetrate through your innermost being. He is wearing a silvery cloak -and holding a multi-colored staff. Although he appears to be older -than the oldest man, he seems to have an inner strength which most mortals -cannot overcome. -~ -67 8 500 S -18 5 0 18d18+180 3d2+15 -2109 30000 -112 112 1 -#1101 -ring keeper~ -the Keeper of the Ring~ -The Keeper of the Ring is here, guarding his treasure jealously. -~ -The Ring Keeper is a rather big but short halfling. His short stature and -bulbous nose belie his true nature. An elven sword that glows with a blue -light hangs from his belt, and on his finger you see the One Ring. Although -usually a halfling of peace, he will fight you to the death if you attempt -to take away that which belongs to him. -~ -67 10 0 S -19 2 -5 19d19+190 1d8+16 -1231 35000 -112 112 1 -#1102 -farmer gamgee~ -Farmer Gamgee~ -Farmer Gamgee sniffs the air, wondering if harvest time is near. -~ -Farmer Gamgee is a short, stout halfling of thirty years. His skin has -been tanned from working the fields night and day. He's quite a jolly -chap, always ready to befriend an injured bunny rabbit. -~ -131 0 350 S -7 14 4 7d7+77 1d4+5 -0 1000 -106 106 1 -#1103 -toddler~ -a toddler~ -A toddler crawls about, looking for something to chew on. -~ -The toddler is dressed in nothing but his birthday suit. He crawls about -for he hasn't learned to walk yet. He peers up at you and asks "da da?" -~ -131 0 100 S -2 19 9 2d2+22 1d3+1 -0 100 -108 108 1 -#1104 -nursemaid~ -a nursemaid~ -A nursemaid wanders about, trying to keep track of all the toddlers. -~ -The nursemaid looks rather tired and worn out. Taking care of so many -toddlers for too long has evidently taken its toll. She looks to you and -in her eyes you can see her longing for a better life. -~ -3 0 100 S -5 16 5 5d5+55 1d3+4 -30 300 -112 112 2 -#1105 -cow~ -a cow~ -A cow is here, chewing her cud. -~ -The cow looks like it hasn't been milked in quite some time. Although she -is past her prime, you see that she still has a lot of years left, and that -if provoked, her rear kick can be quite deadly. -~ -65 0 0 S -4 17 6 4d4+44 1d4+3 -0 200 -106 106 0 -#1106 -pig~ -a pig~ -A pig wallows in the mud and oinks in contentment. -~ -The pig appears quite happy to be a pig. He is oblivious to your presence -and cares only for the care-free life that he leads. It is enormously fat -and consequently cannot move around very quickly. -~ -65 0 0 S -3 17 7 3d3+33 2d2+1 -0 150 -106 106 0 -#1107 -chicken~ -a chicken~ -A chicken sits on her nest. -~ -The chicken is bright and healthy. She has no weapons but her beak. -~ -65 0 0 S -2 20 7 2d2+22 1d4+0 -0 100 -108 108 2 -#1108 -bull~ -a bull~ -A bull scratches at the ground and lowers his head. -~ -The bull is in top condition. He looks like quite a fighter, nothing to be -reckoned with. With his horns and his hooves he can attack just about -anything. -~ -35 0 0 S -6 15 4 6d6+66 1d4+4 -0 500 -112 112 1 -#1109 -horse~ -a horse~ -A horse becomes frightened by your presence. -~ -The horse looks at you and turns away. You can tell that it is afraid of you. -~ -67 0 0 S -4 17 6 4d4+44 1d8+0 -2 460 -112 112 0 -#1110 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for signs of trouble. -~ -The shiriff is over waist high, quite tall for a halfling. His eyes are -ever roaming, looking for signs of trouble from riff-raff like you. In -his belt is a thin dagger, and on his body he wears a suit of leather armor. -This is one halfling you don't want to mess with. -~ -69 0 150 S -8 13 5 8d8+88 1d4+5 -50 1000 -108 108 1 -#1111 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for signs of trouble. -~ -The shiriff is over waist high, quite tall for a halfling. His eyes are -ever roaming, looking for signs of trouble from riff raff like you. In -his belt is a thin dagger, and on his body he wears a suit of leather armor. -This is one halfling you don't want to mess with. -~ -69 0 150 S -8 13 5 8d8+88 1d4+5 -50 1000 -108 108 1 -#1112 -thain~ -the Thain~ -The Thain commands respect from all Shire folk. -~ -A personable yet serious halfling, the Thain looks at you and yells a -deep 'Hullo'. He walks about comfortably, secure in the knowledge that -as long as he's in office, the Shire will always remain a safe haven for -Shire folk. -~ -65 0 400 S -14 7 -3 14d14+140 1d4+12 -500 20000 -108 108 1 -#1113 -innkeeper~ -the Innkeeper~ -The Innkeeper stands here awaiting your order. -~ -The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. -~ -67 0 200 S -12 9 2 12d12+120 1d4+10 -700 10000 -112 112 1 -#1114 -miller~ -the Miller~ -The Miller is here, overseeing his busy mill workers. -~ -The Miller is an impatient young halfling, always trying to command more -respect from his workers than he can get. He looks like the type of person -who deserves a spanking but never got one. -~ -197 0 50 S -6 15 4 6d6+66 1d4+4 -200 500 -112 112 1 -#1115 -mill worker~ -the mill worker~ -The mill worker runs to and fro. -~ -The mill worker is in fine shape from the hard labor that he does at the -mill. He doesn't notice your presence, but he looks like he could break you -in two without thinking about it. -~ -3 0 0 S -5 16 5 5d5+55 1d6+3 -50 450 -112 112 1 -#1116 -elven warrior~ -the elven warrior~ -The elven warrior watches you solemnly. -~ -The tall elven warrior is light and fair-skinned. The expression that he wears -on his countenance is solemn and tragic. He cares not for this world any -longer and wearies of it. -~ -3 0 600 S -17 4 -4 17d17+170 1d4+15 -500 30000 -108 108 1 -#1117 -dwarven prince~ -the dwarven prince~ -The dwarven prince sits here patiently for the return of his king. -~ -Grim and cold, the dwarven prince is quite strong and bulky, even for the -dwarves of his land. His glowing eyes peer out of his bushy face and stare -beyond your gaze. -~ -3 0 200 S -17 6 -8 17d17+170 1d4+15 -700 30000 -108 108 1 -#1118 -shopkeeper~ -the shopkeeper~ -The shopkeeper smiles and patiently waits for you to buy something. -~ -The shopkeeper will fight like a madman to protect his store from riff-raff -like you. -~ -3 0 600 S -21 -2 -12 22d22+222 2d4+22 -12000 40000 -112 112 1 -#1119 -grocer~ -the grocer~ -The grocer offers you the finest breads in all the land. -~ -The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. -However, he also knows that it's worth protecting and so will do everything -in his power to prevent riff-raff like you from stealing it. -~ -3 0 600 S -21 -2 -12 22d22+222 2d4+22 -1500 40000 -112 112 1 -#1120 -blacksmith~ -the blacksmith~ -The blacksmith bids you welcome to his humble store. -~ -The blacksmith is a lean and mean fighting machine. His knowledge of weapons -and armour would certainly help him in any fight against riff-raff like you. -~ -3 0 600 S -50 -20 -30 50d50+500 1d6+36 -18000 10000 -112 112 1 -#1121 -battle master~ -the battle master~ -The battle master offers you the services of his fine trainees. -~ -The battle master is a wizened fighter, with many scars to prove his worth. -~ -3 0 350 S -25 -2 -15 25d25+250 2d6+20 -1500 40000 -112 112 1 -#1122 -halfling youth~ -a halfling youth~ -A halfling youth stands here, waiting for nothing in particular. -~ -The halfling youth is not yet quite in the prime of his youth. He's knee -high and you get the sudden urge to step on him. -~ -193 0 0 S -3 18 7 3d3+33 1d6+1 -0 150 -112 112 1 -#1123 -seasoned adventurer~ -a seasoned adventurer~ -A seasoned adventurer sits here, telling tales of fame and fortune. -~ -The seasoned adventurer has seen his share of glory days. Although he is -past his prime, he still looks like he could put up more than his share of -a good fight. -~ -3 0 100 S -8 13 3 8d8+88 2d3+7 -170 1000 -108 108 1 -#1124 -local gossip~ -a local gossip~ -A local gossip asks you, "Have you heard the latest?" -~ -The gossip is all talk and no action. You're transfixed by her ability to -talk so much so quickly. -~ -131 0 0 S -4 17 6 4d4+44 1d4+2 -25 200 -108 108 2 -#1125 -halfling beauty~ -a halfling beauty~ -A halfling beauty stares dreamily into your eyes. -~ -She is the most beautiful creature you've seen in quite some time. As you -stare at her, thoughts of all else vanish. You get the sudden urge to grovel -at her feet, hoping she'll take you in like a lost puppy. You wouldn't dare -harm a hair on her precious little head. -~ -3 0 1000 S -6 15 4 6d6+66 1d4+4 -75 500 -112 112 2 -#1126 -trainee~ -a trainee~ -A trainee screams a death cry as he delivers the fatal blow to a dummy. -~ -The trainee smiles smugly, aware of your interest in him. He's a little -fresh, but his enthusiasm and desire to please more than make up for what -he lacks in skill. -~ -3 0 0 S -5 16 5 5d5+55 1d6+3 -0 400 -112 112 1 -#1127 -chic urbanite~ -a chic urbanite~ -A chic urbanite sits here, enjoying his class status. -~ -The urbanite seems very much at home in his surroundings. His clothes are -all of the latest fashions and his manners impeccable. He offers you some -coins if you'd be so good as to order a drink for him. -~ -131 0 0 S -4 17 6 4d4+44 2d2+2 -100 200 -108 108 1 -#1128 -country bumpkin~ -a country bumpkin~ -A country bumpkin dreams of pipeweed and its many uses. -~ -The country bumpkin snores noisily. -~ -3 0 0 S -5 16 5 5d5+55 1d4+3 -70 100 -104 104 1 -#1130 -innkeeper~ -the Innkeeper~ -The Innkeeper stands here awaiting your order. -~ -The Innkeeper is a jolly old halfling who spends his days eavesdropping on -local gossip. In his younger days, he was quite a seasoned traveller. -~ -3 0 200 S -12 9 2 12d12+120 1d4+10 -1000 10000 -112 112 1 -#1131 -receptionist~ -the receptionist~ -The receptionist sits here, signing forms. -~ -He is a very professional looking type. -~ -3 0 200 S -12 4 -2 12d12+120 1d8+14 -70 5000 -112 112 1 -#1132 -shiriff~ -a shiriff~ -A shiriff of the Shire looks for the lost halfling youth. -~ -The shiriff is over waist high, quite tall for a halfling. -He looks at you, smiles and asks you if you have seen a halfling youth -somewhere outside the shire. -~ -3 0 150 S -8 13 5 8d8+88 1d4+6 -50 1000 -112 112 1 -#0 - - -#OBJECTS -#1100 -rainbow staff~ -the rainbow staff~ -The rainbow staff lies here.~ -~ -1 64 65537 -0 0 -1 0 -8 5000 2667 -A -4 1 -#1101 -sting~ -Sting~ -Sting lies here.~ -~ -5 1027 8193 -0 2 7 10 -1 10000 7500 -A -2 2 -#1102 -sign~ -a sign~ -A sign demands your attention.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -sign~ -Welcome to the Shire. As you enter the Shire from Haon-Dor you come under -the jurisdiction of the Thain, the peacekeeper of the Shire. Consequently, -by entering these lands you agree to obey our laws. If you break these laws, -you will be severely punished. We do not like riff raff in our peaceful -town. - - The Thain - Peacekeeper of the Shire - -~ -#1103 -pipeweed bread~ -a pipeweed bread~ -A loaf of pipeweed bread arouses your hunger.~ -~ -19 0 1 -24 0 0 0 -1 13 2 -#1104 -silvery cloak~ -a silvery cloak~ -A silvery cloak lies here.~ -~ -9 1 0 -7 0 0 0 -3 10000 4500 -A -24 -2 -#1105 -one ring~ -the One Ring~ -The One Ring is here.~ -~ -9 64 16387 -0 0 0 0 -3 2500 1900 -A -17 10 -A -12 20 -#1106 -elven bow~ -an elven bow~ -An elven bow lies here.~ -~ -5 1090 8193 -0 2 8 4 -10 2000 2000 -A -18 2 -#1107 -mithril axe~ -a mithril axe~ -A mithril axe lies here.~ -~ -5 2 0 -0 2 8 5 -12 4000 2000 -A -19 2 -#1108 -thain girth~ -the thain girth~ -The girth of the thain lies here.~ -~ -9 0 2049 -5 3 0 0 -4 1000 200 -A -4 2 -#1109 -tiny dagger~ -a tiny dagger~ -A tiny dagger lies here.~ -~ -5 0 8193 -0 1 6 11 -3 40 10 -#1110 -egg~ -an egg~ -An egg lies here.~ -~ -19 0 1 -12 0 0 0 -1 9 1 -#1111 -bag~ -a bag~ -A bag is on the floor.~ -~ -15 0 1 -50 0 0 0 -5 50 10 -#1112 -lantern~ -a lantern~ -A lantern is on the floor.~ -~ -1 0 1 -0 0 20 0 -4 50 10 -#1113 -bardiche~ -a bardiche~ -A long weapon with a sharp end is on the floor.~ -~ -5 0 1 -0 3 4 3 -10 1000 50 -A -18 4 -#1114 -flail~ -a flail~ -A flail is on the floor.~ -~ -5 0 1 -0 2 4 6 -8 300 50 -#0 - - -#ROOMS -#1100 -A dimly lit path~ -You tread through the deep, dark forest on a dimly lit path. Up ahead you -can hear the faint sounds of a village. -~ -0 0 3 -D2 -The dimly lit path leads south through the light forest. -~ -~ -0 -1 6000 -D0 -The dimly lit path leads north through the dense forest. -~ -~ -0 -1 1101 -S -#1101 -A dimly lit path~ -You tread through the deep, dark forest on a dimly lit path. Up ahead you -can hear the faint sounds of a village. -~ -0 0 3 -D0 -The dimly lit path leads north through the dense forest. -~ -~ -0 -1 1102 -D2 -The dimly lit path leads south through the dense forest. -~ -~ -0 -1 1100 -S -#1102 -A dimly lit path~ -You tread through the deep, dark forest on a dimly lit path. The forest -here seems less dense than to the south. Northward you see the faint outline -of a village. -~ -0 0 3 -D2 -The dimly lit path leads south through the dense forest. -~ -~ -0 -1 1101 -D0 -The dimly lit path leads to a village. -~ -~ -0 -1 1103 -S -#1103 -Entrance to the Shire~ -You stand at the entrance to the Shire. You see halflings, no more than -wee tall, every which way you look. Bywater Road leads east and west. -~ -0 0 1 -D2 -To the south you see a dimly lit path which leads to a dense forest. -~ -~ -0 -1 1102 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1104 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 1118 -S -#1104 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the east and west while to the north lies the general store. -~ -0 0 1 -D3 -To the west you see the entrance to the Shire. -~ -~ -0 -1 1103 -D0 -The general store lies to the north. -~ -~ -0 -1 1105 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1106 -S -#1105 -The General Store~ -You are inside the general store. All sorts of goodies are stacked on the -many shelves. Your local friendly shopkeeper is smiling patiently, waiting to -serve you to the best of his abilities. The only exit is to the south. -~ -0 8 0 -D2 -The only exit lies to the south. -~ -~ -0 -1 1104 -S -#1106 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the east and west. To the north, steps lead to a friendly looking -weaponry/armory while a nursery lies to the south. -~ -0 0 1 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 1104 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1109 -D0 -Steps lead to a friendly looking weaponry and armory. -~ -~ -0 -1 1107 -D2 -To the south lies Kid'n Keep, the local nursery. -~ -~ -0 -1 1108 -S -#1107 -The House of Arms~ -You are inside the finest weapons and armour shop in all of Shiredom. The -shopkeeper proudly displays his fine wares and humbly offers the best daggers -that you have ever laid eyes on. -~ -0 8 0 -D2 -The only exit lies to the south. -~ -~ -0 -1 1106 -S -#1108 -Kid'n Keep~ -You are inside Kid'n Keep, the convenient one-stop nursery that maintains -the youth of the Shire. Toddlers run every which way while their nursemaids -sigh in exasperation. The only exit lies to the north. -~ -0 8 0 -D0 -The only exit lies to the north. -~ -~ -0 -1 1106 -S -#1109 -A bend in the road~ -Bywater Road continues west and south. A large, imposing building lies -to the east. Farther to the south, you can see an Inn of some sort. -~ -0 0 1 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 1106 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 1112 -D1 -A large, imposing building lies to the east. A sign reads 'Shiriff Post'. -~ -~ -0 -1 1110 -S -#1110 -Shiriff Post of the Eastern Shire~ -You are in the Shiriff Post which acts as the nucleus for the three shiriffs -of the Eastern Shire. As you examine the shiriffs on duty, you come to realize -that the halflings of the Shire are not to be reckoned with. You cower with -awe. A door offers passage to the east. -~ -0 8 0 -D3 -To the west you can see Bywater Road. -~ -~ -0 -1 1109 -D1 -A door offers passage to the office of the Thain. -~ -door~ -1 0 1111 -S -#1111 -Thain's Office~ -You stand inside the office of the Thain, the police protectorate of the -great Shire. The Thain has sworn to protect the Shire from all thieves and -murderers with his life, and so eyes you suspiciously. A door to the west -leads to the Shiriff Post. -~ -0 8 0 -D3 -A door offers passage to the Shiriff Post. -~ -door~ -1 0 1110 -S -#1112 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the north and south. To the east you spy the training grounds for -shiriffs in training. -~ -0 0 1 -D0 -To the north runs Bywater Road. -~ -~ -0 -1 1109 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 1113 -D1 -The Shiriff Training Grounds lies to the east. -~ -~ -0 -1 1117 -S -#1113 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the north. The private residences of Shire inhabitants are to -the east and west while to the south lies the Ivy Bush, second only to the -Green Dragon for its hospitality and service. -~ -0 0 1 -D0 -To the north runs Bywater Road. -~ -~ -0 -1 1112 -D1 -You spy the private dwelling of a Shire folk to the east. -~ -~ -0 -1 1115 -D2 -To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and -seasoned travelers. -~ -~ -0 -1 1116 -D3 -You spy the private dwelling of a Shire folk to the west. -~ -~ -0 -1 1114 -S -#1114 -A smial~ -You are inside a smial, a hole in the ground which serves as the proper -dwelling place for halflings. As you look around this private abode, you feel -as if you were intruding and so quickly cover your eyes. The only exit lies -to the east. -~ -0 8 0 -D1 -The only exit lies to the east. -~ -~ -0 -1 1113 -S -#1115 -A smial~ -You are inside a smial, a hole in the ground which serves as the proper -dwelling place for halflings. As you look around this private abode, you feel -as if you were intruding and so quickly cover your eyes. The only exit lies -to the west. -~ -0 8 0 -D3 -The only exit lies to the west. -~ -~ -0 -1 1113 -S -#1116 -The Ivy Bush~ -You are in the Ivy Bush, one of the most famous inns in all of Shiredom. -Chique Shire urbanites and seasoned travelers fill the confines of the room -with gay and lively talk. A jovial innkeeper stops all that he is doing to -await your command. The only exit lies to the north. -~ -0 8 0 -D0 -The only exit lies to the north. -~ -~ -0 -1 1113 -S -#1117 -Shiriff Training Grounds~ -The sounds of mock battle and feigned death cries fill your ears. Every -which way you turn you see halfling trainees at the prime of their youth. A -wizened old battle instructor meets your gaze and asks if he may be of -service. The only exit lies to the west. -~ -0 0 0 -D3 -The only exit lies to the west. -~ -~ -0 -1 1112 -S -#1118 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the east and west. A large, imposing building lies to the south. -You catch a glimpse of the Brandywine River to the north. -~ -0 0 1 -D1 -To the east you see the entrance to the Shire. -~ -~ -0 -1 1103 -D2 -A large, imposing building lies to the south. A sign reads 'Shiriff Post'. -~ -~ -0 -1 1119 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 1120 -S -#1119 -Shiriff Post of the Bridge~ -You are in the Shiriff Post which acts as the nucleus for the three shiriffs -of the Bridge. As you examine the shiriffs on duty, you come to realize that -the halflings of the Shire are not to be reckoned with. You cower with awe. -The only exit is to the north. -~ -0 8 0 -D0 -The only exit is to the north. -~ -~ -0 -1 1118 -S -#1120 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the east and west. To the south you spy the Grocer's Delight, -the premium grocer's shop in all the realm while to the north lies Brandywine -Bridge. -~ -0 0 1 -D0 -Brandywine Bridge offers safe passage across the tumultuous river. -~ -~ -0 -1 1131 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1118 -D2 -You see the Grocer's Delight to the south. -~ -~ -0 -1 1121 -D3 -To the west runs Bywater Road. -~ -~ -0 -1 1122 -S -#1121 -The Grocer's Delight~ -You tremble with ecstasy as the tempting odors of freshly made pipeweed -bread fill your lungs. Rumor has it that the pipeweed bread sold here can -restore vitality. You look around but find no one to take your order. -You then peep over the counter and discover a friendly grocer who is too -short to be seen over the counter. The only exit is to the north. -~ -0 8 0 -D0 -The only exit is to the north. -~ -~ -0 -1 1120 -S -#1122 -Bywater Road~ -You stand on Bywater Road, the busiest street in all of Shiredom. The road -continues to the east. A small hill lies to the west while you can see a -watermill to the far south. You catch a glimpse of the Brandywine River to -the north. -~ -0 0 1 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1120 -D2 -An entrance to the watermill lies to the south. -~ -~ -0 -1 1123 -D3 -A small hill to the west blocks your view. -~ -~ -0 -1 1126 -S -#1123 -Entrance to Watermill~ -You stand at the entrance to a watermill. You hear the bustle of busy -workers and the sound of a creaking mill. Bywater Road is to the north while -the watermill continues to the south. -~ -0 0 0 -D0 -You see Bywater Road to the north. -~ -~ -0 -1 1122 -D2 -A watermill meets your gaze. -~ -~ -0 -1 1124 -S -#1124 -The Watermill~ -Halfling workers are scattered everywhere, busy at work. You see the river -to the west and get a compelling urge to grab the nearest worker and to toss -him into the river. The entrance stands to the north while a door offers -passage to the south. -~ -0 8 0 -D0 -You see the entrance. -~ -~ -0 -1 1123 -D2 -A wooden door leads to the rear of the watermill. -~ -door~ -1 0 1125 -S -#1125 -Rear of watermill~ -You stand in a damp, dimly lit room. Mildew clings to the walls and it -appears as if you were the first person to enter the room in ages. A barely -visible portal in the ground catches your eye. -~ -0 8 0 -D0 -A watermill meets your gaze. -~ -~ -0 -1 1124 -D5 -A hidden portal reveals a passageway down. -~ -~ -0 -1 1146 -S -#1126 -Took Hill~ -You stand on top of Took Hill, named after the legendary Bandobras Took. -You feel honored to be standing on a hill named after your hero. From this -vantage point you can see all of shiredom. You get the feeling that with -one stomp you could eliminate their great city. You can see the outline of -Midgaard to the far east. Sounds of joyful celebration are heard from the -fields west of here. The Brandywine flows by lazily nearby. -~ -0 0 4 -D1 -To the east runs Bywater Road. -~ -~ -0 -1 1122 -D3 -You see a grassy field to the west. -~ -~ -0 -1 1128 -S -#1127 -Northern end of grassy field~ -You stand in a grassy field--nothing to get too excited about. The field -extends toward the south and the west. To the east you see Took Hill. -~ -0 0 2 -D2 -You see a grassy field. -~ -~ -0 -1 1128 -S -#1128 -A grassy field~ -You stand in the center of a grassy field. A great birthday party appears -to be taking place. Great tables of food are spread out and a young halfling -beauty offers you welcome. You are enticed by her generosity and suggestive -winks. -~ -0 0 2 -D0 -You see a grassy field. -~ -~ -0 -1 1127 -D1 -A small hill to the east blocks your view. -~ -~ -0 -1 1126 -D2 -You see a grassy field. -~ -~ -0 -1 1129 -D3 -You see a grassy field. -~ -~ -0 -1 1130 -S -#1129 -Southern end of grassy field~ -You stand in a grassy field--nothing to get too excited about. The field -extends toward the north and the west. To the east you see Took Hill. -~ -0 0 2 -D0 -You see a grassy field. -~ -~ -0 -1 1128 -S -#1130 -Western end of grassy field~ -You stand in a grassy field--nothing to get too excited about. The field -extends every which way but west. -~ -0 0 2 -D1 -You see a grassy field. -~ -~ -0 -1 1128 -S -#1131 -Brandywine Bridge~ -You stand on a solidly built bridge. As you look down you spy gaily -colored fish swimming with the current of Brandywine River. The cool water -looks invitingly refreshing and you get a sudden urge to strip and bathe in -the river, but you hear the laughter of women nearby and so resist the urge. -Delving Lane extends to the north while Bywater Road can be seen to the south. -~ -0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 1132 -D2 -To the south runs Bywater Road. -~ -~ -0 -1 1120 -S -#1132 -Delving Lane~ -Delving Lane runs north and south in this small borough of the Shire. To -the south stands Brandywine Bridge. The Green Dragon, the undisputed leader -in the art of innkeeping, offers rest and comfort to the east. You hear the -bray of horses from the west. -~ -0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 1133 -D2 -Brandywine Bridge offers safe passage across the tumultuous river. -~ -~ -0 -1 1131 -D1 -The Green Dragon offers food, drink, and above all hospitality for mere gold. -~ -~ -0 -1 1144 -S -#1133 -Delving Lane~ -Delving Lane runs north and south in this small borough of the Shire. A -large, imposing building lies to the east. You hear the bray of horses from -the west. -~ -0 0 1 -D0 -You see Delving Lane. -~ -~ -0 -1 1134 -D1 -A large, imposing building lies to the east. A sign reads 'Shiriff Post'. -~ -~ -0 -1 1145 -D2 -You see Delving Lane. -~ -~ -0 -1 1132 -D3 -You see a grassy field. -~ -~ -0 -1 1138 -S -#1134 -Delving Lane~ -Delving Lane runs north and south in this small borough of the Shire. There -is a small house to the west, nothing to the east, and up ahead you see a round -door which leads to a rather impressive abode. -~ -0 0 1 -D0 -A large, magnificent house meets your steady gaze. Above the round door a -sign reads 'Bag End'. -~ -~ -1 -1 1135 -D2 -You see Delving Lane. -~ -~ -0 -1 1133 -S -#1135 -Bag End~ -You stand in a comfortably well-equipped house, a palace by humble halfling -standards. On the wall you see a banner which reads "Home Sweet Home". -A solid oak door to the east leads to a pantry while you see a cozy bedroom -to the west. -~ -0 8 0 -D1 -Through the keyhole you see what looks like a well stocked pantry. -~ -door~ -1 -1 1137 -D2 -You see Delving Lane. -~ -~ -0 -1 1134 -D3 -You see a bedroom. It looks like the beds have recently been slept in. -~ -~ -0 -1 1136 -S -#1136 -Bedroom~ -You stand in the private bedroom of Bag End. There are two beds to the -side, neither of which are made. Portraits of halflings hang on the wall, -and as you gaze upon them you come to the conclusion that the owner of -Bag End comes from a long line of distinguished halflings. A cozy fire -in the fireplace keeps the room warm and comfortable. -~ -0 8 0 -D1 -Through the doorway you see the main room of Bag End. -~ -~ -0 -1 1135 -S -#1137 -Pantry~ -You are inside the pantry. Shelves filled with food and drink surround -you on all sides. You wonder why a halfling would need so much to eat. -The presence of something unseen chills you to your bones. On the floor -you spy a trapdoor. -~ -0 8 0 -D3 -Beyond the door you see the main room of Bag End. -~ -door~ -1 -1 1135 -D5 -It's anyone's guess as to where the trapdoor leads. -~ -~ -0 -1 1156 -S -#1138 -A grassy field~ -You stand upon a grassy field. A bull stands grazing not far away and -out of the corner of your eye you can see him considering you. The sound -of animals fill the air from the north. To the south you see a pig pen. -~ -0 0 2 -D0 -You see a large barn. -~ -~ -0 -1 1142 -D1 -You see Delving Lane. -~ -~ -0 -1 1133 -D2 -A rather large pig pen is to the south. -~ -~ -0 -1 1139 -S -#1139 -Pig pen~ -You feel your boots sinking into the mud. Numerous pigs roam about, -oblivious to your company. A grassy field is to the north while you see -a small path winding to the west. -~ -0 0 1 -D0 -You see a grassy field. -~ -~ -0 -1 1138 -D3 -A small path winds its way eastward. -~ -~ -0 -1 1140 -S -#1140 -A stony path~ -You walk on a stony path which leads to a small residence to the north. -From the east you hear the noisy din of pigs. -~ -0 0 1 -D0 -To the north you see a modest house. -~ -~ -0 -1 1141 -D1 -A rather large pig pen is to the east. -~ -~ -0 -1 1139 -S -#1141 -Gamgee Residence~ -You stand inside a modest home. You deduce that this is indeed the home -of whomever owns the surrounding lands. The air is somewhat musty and -the smell reminds you of a stable. As you look around disdainfully, you -think to yourself that this is more of a shack than a proper residence and -you long for the urban riches of the Shire proper. -~ -0 8 0 -D2 -You see a small path winding its way southward. -~ -~ -0 -1 1140 -S -#1142 -A barn~ -Animals of every sort fill the small barn. You feel the hot breath of -horses and cows on your neck and you feel the sudden need for fresh air. -Other than that, you feel cozy and protected and don't mind staying for a -bit longer. All the warmth and good vibes remind you of the days when your -mother would hold you in her arms and sing you to sleep. You find yourself -wanting to cradle all the animals. -~ -0 8 0 -D0 -You see a chicken coop to the north. -~ -~ -0 -1 1143 -D2 -You see a grassy field. -~ -~ -0 -1 1138 -S -#1143 -A chicken coop~ -You stand inside a rather crowded chicken coop. The cackle of hens fill -the air. The only exit is to the south. -~ -0 8 0 -D2 -You see a large barn. -~ -~ -0 -1 1142 -S -#1144 -The Green Dragon~ -Welcome to the Green Dragon, the undisputed leader in the art of -innkeeping. A rather charming and friendly hostess stands to the side, -ready to offer you food and drink. While most of the patrons are halfling -locals, you spy an occasional human or two. As you listen more closely -to the conversations that fill the inn, you hear the tales of great and -seasoned adventurers as well as the usual gossip. You feel as if you've -found your second home in the Green Dragon. You see a stairway leading -upwards. -~ -0 8 0 -D3 -You see Delving Lane. -~ -~ -0 -1 1132 -D4 -You see the reception. -~ -~ -0 -1 1157 -S -#1145 -Shiriff Post of Delving Lane~ -You are in the Shiriff Post which acts as the nucleus for the three shiriffs -of Delving Lane. As you examine the shiriffs on duty, you come to realize -that the halflings of the Shire are not to be reckoned with. You cower with -awe. The only exit is to the west. -~ -0 8 0 -D3 -You see Delving Lane. -~ -~ -0 -1 1133 -S -#1146 -A dark tunnel~ -You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. You see light from a small -hole in the ceiling while to the east you see nothing but darkness. -~ -0 9 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 1147 -D4 -You see a portal which leads to a small room. -~ -~ -0 -1 1125 -S -#1147 -A dark tunnel~ -You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues east and -west. All you can see is darkness. -~ -0 9 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 1148 -D3 -You see a dark tunnel. -~ -~ -0 -1 1146 -S -#1148 -A dark tunnel~ -You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues east and -west. All you can see is darkness. -~ -0 9 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 1149 -D3 -You see a dark tunnel. -~ -~ -0 -1 1147 -S -#1149 -A three way intersection~ -You stand at an intersection. The tunnel continues east and west while -to the north you can barely make out a smaller trail. -~ -0 9 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 1151 -D1 -You see a dark tunnel. -~ -~ -0 -1 1150 -D3 -You see a dark tunnel. -~ -~ -0 -1 1148 -S -#1150 -End of a dark tunnel~ -You stand at the end of a dark tunnel. The underground tunnel continues -to the west. From a trapdoor in the ceiling you can hear the din of -adventurers. -~ -0 9 0 -D3 -You see a dark tunnel. -~ -~ -0 -1 1149 -D4 -You hear the din of adventurers. -~ -~ -0 -1 3001 -S -#1151 -A dark tunnel~ -You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues north and -south. To the west you see a Shirriff Post while to the east lies a small -home. All you can see is darkness. -~ -0 9 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 1152 -D1 -You see a halfling hole. -~ -~ -0 -1 1154 -D2 -You see a dark tunnel. -~ -~ -0 -1 1149 -D3 -Above a great oak door you see a sign which reads 'Shirriff Post'. -~ -~ -0 -1 1153 -S -#1152 -A dark tunnel~ -You stand inside a small underground tunnel. The ceiling is so low that -you must crouch to avoid hitting your head. The tunnel continues north and -south. To the west lies a small home. All you can see is darkness. -~ -0 9 0 -D0 -You see a dark tunnel. -~ -~ -0 -1 1156 -D2 -You see a dark tunnel. -~ -~ -0 -1 1151 -D3 -You see a halfling hole. -~ -~ -0 -1 1155 -S -#1153 -Shiriff Post of the Lower Shire~ -You are in the shiriff Post which acts as the nucleus for the three shiriffs -of the Lower Shire. As you examine the shiriffs on duty, you come to realize -that the halflings of the Shire are not to be reckoned with. You cower with -awe. The only exit is to the east. -~ -0 9 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 1151 -S -#1154 -A halfling hole~ -You stand inside a rather crudely built halfling hole. The many passageways -and winding paths remind you of a rodent's lair. The air is musty and damp -and you feel the need for fresh air. -~ -0 9 0 -D3 -You see a dark tunnel. -~ -~ -0 -1 1151 -S -#1155 -A halfling hole~ -You stand inside a rather crudely built halfling hole. The many passageways -and winding paths remind you of a rodent's lair. The air is musty and damp -and you feel the need for fresh air. -~ -0 9 0 -D1 -You see a dark tunnel. -~ -~ -0 -1 1152 -S -#1156 -End of a dark tunnel~ -You are at one end of a dark tunnel. The tunnel continues to the south -while on the ceiling you can make out a trapdoor. -~ -0 9 0 -D2 -You see a dark tunnel. -~ -~ -0 -1 1152 -D4 -A trapdoor on the ceiling reveals a passageway. -~ -~ -0 -1 1137 -S -#1157 -The Inn of the Green Dragon~ -You are standing in the Inn of the Green dragon. Large paintings of -halflings at work, and halflings at play adorn the walls. Comfortable -benches and seats line the walls. A stairway leads down. -~ -0 24 0 -D5 -~ -~ -0 -1 1144 -S -#0 - - -#RESETS -O 0 1102 1 1103 -M 0 1118 1 1105 -G 1 1111 999 -G 1 1112 999 -M 0 1120 1 1107 -M 0 1104 2 1108 -M 0 1104 2 1108 -M 0 1103 6 1108 -M 0 1103 6 1108 -M 0 1103 6 1108 -M 0 1103 6 1108 -M 0 1103 6 1108 -M 0 1103 6 1108 -M 0 1110 8 1110 -E 1 1109 9 16 -M 0 1110 8 1110 -M 0 1111 4 1110 -M 0 1112 1 1111 -E 1 1113 100 16 -E 1 1108 5 13 -M 0 1128 4 1114 -G 1 1103 99 -M 0 1128 4 1115 -G 1 1103 99 -M 0 1113 1 1116 -G 1 1110 999 -M 0 1123 4 1116 -M 0 1123 4 1116 -M 0 1124 2 1116 -M 0 1124 2 1116 -M 0 1127 7 1116 -M 0 1127 7 1116 -M 0 1127 7 1116 -M 0 1121 1 1117 -E 1 1113 100 16 -M 0 1126 3 1117 -E 1 1113 100 16 -M 0 1126 3 1117 -E 1 1113 100 16 -M 0 1126 3 1117 -E 1 1113 100 16 -M 0 1110 8 1119 -E 1 1109 3 16 -M 0 1110 8 1119 -M 0 1111 4 1119 -M 0 1119 1 1121 -G 1 1103 999 -M 0 1115 6 1123 -M 0 1115 6 1123 -M 0 1115 6 1124 -M 0 1115 6 1124 -M 0 1115 6 1124 -M 0 1114 1 1124 -M 0 1115 6 1125 -M 0 1122 9 1127 -M 0 1122 9 1127 -M 0 1122 9 1127 -M 0 1125 1 1128 -M 0 1100 1 1128 -E 1 1104 1 12 -E 1 1100 1 0 -M 0 1122 9 1129 -M 0 1122 9 1129 -M 0 1122 9 1129 -M 0 1122 9 1130 -M 0 1122 9 1130 -M 0 1122 9 1130 -M 0 1116 1 1136 -E 1 1106 1 16 -M 0 1117 1 1136 -E 1 1107 1 16 -M 0 1101 1 1137 -E 1 1101 1 16 -E 1 1105 10 1 -M 0 1108 1 1138 -M 0 1106 5 1139 -M 0 1106 5 1139 -M 0 1106 5 1139 -M 0 1106 5 1139 -M 0 1106 5 1139 -M 0 1102 1 1141 -M 0 1105 3 1142 -M 0 1105 3 1142 -M 0 1105 3 1142 -M 0 1109 4 1142 -M 0 1109 4 1142 -M 0 1109 4 1142 -M 0 1109 4 1142 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1107 6 1143 -G 1 1110 100 -M 0 1130 1 1144 -G 1 1110 999 -M 0 1123 6 1144 -M 0 1123 6 1144 -M 0 1123 6 1144 -M 0 1127 7 1144 -M 0 1127 7 1144 -M 0 1127 7 1144 -M 0 1127 7 1144 -M 0 1110 8 1145 -E 1 1109 3 16 -M 0 1110 8 1145 -M 0 1111 4 1145 -M 0 1110 8 1153 -E 1 1109 3 16 -M 0 1110 8 1153 -M 0 1111 4 1153 -M 0 1128 4 1154 -M 0 1128 4 1155 -M 0 1131 1 1157 -S - - -#SHOPS - 1113 17 0 0 0 0 150 50 0 23 ; the Innkeeper - 1118 13 5 15 1 17 150 50 0 23 ; the shopkeeper - 1119 13 5 15 1 17 150 50 0 23 ; the grocer - 1120 9 5 0 0 0 150 50 0 23 ; the blacksmith - 1130 17 0 0 0 0 150 50 0 23 ; the Innkeeper -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1100 spec_cast_mage -M 1101 spec_poison -M 1110 spec_guard -M 1111 spec_guard -M 1112 spec_guard -M 1116 spec_cast_mage -M 1117 spec_cast_mage -M 1121 spec_guard -M 1122 spec_thief -M 1132 spec_guard -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/smurf.are b/data/realm/areas_smaug1.4a/smurf.are deleted file mode 100644 index a6de422..0000000 --- a/data/realm/areas_smaug1.4a/smurf.are +++ /dev/null @@ -1,879 +0,0 @@ -#AREA Smurf Village~ - -#VERSION 1 - -#AUTHOR Generic~ - -#RANGES -1 10 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#101 -smurf~ -a smurf~ -A smurf is singing and walking along. -~ -A cute little blue smurf with a white hat and white boots. You have a sudden -urge to crush him. -~ -193 0 100 S -1 19 8 10d2+2 1d2+1 -20 200 -112 112 1 -#102 -smurf~ -a smurf~ -A smurf is here, picking berries. -~ -A small smurf is quietly picking berries. He seems to hardly notice you. -~ -131 0 100 S -1 19 8 2d5+20 1d2+1 -20 200 -112 112 1 -#103 -brainy smurf~ -Brainy Smurf~ -Brainy Smurf is here, mumbling something to himself. -~ -Brainy Smurf has on his usual glasses. Brainy Smurf isn't liked much by the -other smurfs. They fear his knowledge. Knowledge is power! -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#104 -handy smurf~ -Handy Smurf~ -Handy Smurf is building something here. -~ -Handy is always building something. He never takes a break. Why don't you -give him a break, like all of his bones. -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#105 -sleepy smurf~ -Sleepy Smurf~ -Sleepy Smurf is sleep walking here. -~ -Sleepy never gets enough sleep. You would think he goes to college. I wonder -if he has ever stayed up a whole night without sleeping. -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#106 -hefty smurf~ -Hefty Smurf~ -Hefty Smurf is lifting weights here. -~ -Hefty is a total health nut. He lifts weights, eats right, and exercises all -the time. Won't do him much good when he's DEAD. -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#107 -grumpy smurf~ -Grumpy Smurf~ -Grumpy Smurf is here, swearing. -~ -Grumpy has never been happy in his whole life. So why don't you just end it? -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#108 -jokey smurf~ -Jokey Smurf~ -Jokey Smurf is here, holding a present. -~ -Jokey loves to give people presents. Too bad the present explodes when opened. -Oh well, to each his own. -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 1 -#109 -smurfette~ -Smurfette~ -Smurfette is here, looking beautiful. -~ -Smurfette is the cutest little smurf you've ever seen. If only she were your -size. I wonder how much she charges the other smurfs. -~ -193 0 100 S -3 18 7 3d10+1 1d4+1 -30 300 -112 112 2 -#110 -papa smurf~ -Papa Smurf~ -Papa Smurf is practicing magic here. -~ -Yep, its Papa Smurf all right. Red hat and boots and the funny little white -beard. Papa Smurf treats his fellow smurfs with dignity and respect. That -is why Papa Smurf is so popular among the ladies. -~ -193 0 100 S -10 10 0 10d10+50 2d2+12 -50 4000 -112 112 1 -#111 -gargamel~ -Gargamel~ -Gargamel is here, cursing out the smurfs. -~ -Gargamel has never done anything right in his life. He has caught smurfs -before but always lets them escape. He brings true meaning to the word moron. -~ -131 0 -100 S -10 10 0 10d10+50 2d2+12 -50 4000 -112 112 1 -#112 -azreal cat~ -Azreal~ -Azreal is here, licking himself. -~ -Gargamel's worthless cat. He is just about as dumb as Gargamel. He should -just grab a smurf in his teeth and chew away. -~ -131 0 -100 S -8 12 2 8d8+80 1d4+5 -20 2000 -112 112 1 -#0 - - -#OBJECTS -#100 -bunch berries smurfberries~ -A bunch of smurfberries~ -A bunch of delicious looking smurfberries lie here.~ -~ -26 0 1 -8 -1 -1 -1 -2 50 25 -'NONE' 'NONE' 'change sex' -#101 -glasses~ -A pair of glasses~ -An odd pair of glasses has been left here.~ -~ -9 1 17 -1 0 0 0 -2 500 250 -A -4 1 -#102 -smurf hat~ -a smurf hat~ -A smurf hat has been left here.~ -~ -9 0 1 -3 0 0 0 -2 50 25 -#103 -axe small~ -a small axe~ -A small axe has been dropped here.~ -~ -5 0 8193 -0 2 5 3 -2 2000 1000 -#104 -necklace~ -a small necklace~ -A small necklace is lying on the ground.~ -~ -9 1 5 -1 0 0 0 -2 500 250 -A -3 1 -#105 -pink potion~ -a pink potion~ -A pink potion is barely visible on the ground.~ -~ -10 0 1 -6 -1 -1 -1 -2 500 250 -'armor' 'cure blindness' 'NONE' -#106 -wand~ -a small wand~ -A small wand lies on the ground.~ -~ -3 0 16385 -5 1 1 -1 -2 500 250 -'burning hands' -#107 -key~ -a tiny key~ -A tiny key is lying on the ground.~ -~ -18 0 1 -2 0 0 0 -2 50 25 -#108 -well~ -a smurf well~ -A small smurfy well is here.~ -~ -25 0 0 -50 50 0 0 -500 3000 1000 -#109 -key~ -a small key~ -A key to Gargamel's door lies here.~ -~ -18 0 1 -2 0 0 0 -2 50 25 -#0 - - -#ROOMS -#101 -Dimly Lit Path~ -This path is made of crushed granite with curious blue streaks in it. -The path continues north to a village, or south to the west gate. -~ -0 0 3 -D0 -The path continues toward the village. -~ -~ -0 -1 102 -D2 -The path back toward the forest. -~ -~ -0 -1 3040 -S -#102 -Dimly Lit Path~ -This section of the road is badly worn and frequently traversed. There is -faint singing to the north. The road back to the forest lies to the south. -~ -0 4 3 -D0 -The path continues toward the village. -~ -~ -0 -1 103 -D2 -The dimly lit path. -~ -~ -0 -1 101 -S -#103 -Dimly Lit Path~ -This section of the road is badly worn and frequently traversed. Singing is -getting stronger to the north. The road back to the forest lies to the south. -~ -0 0 3 -D0 -The entrance to smurf village. -~ -~ -0 -1 104 -D2 -The dimly lit path. -~ -~ -0 -1 102 -S -#104 -Entrance to Smurf Village~ -You stand at the entrance to a tiny village. You can see across the whole -village easily. Little blue creatures with white hats and boots and little -fluffy tails scamper about. They sing continuously. The singing is getting -on your nerves and you have the urge to squash them. -~ -0 0 2 -D0 -Smurfy Road -~ -~ -0 -1 105 -D2 -Dimly Lit Path -~ -~ -0 -1 103 -S -#105 -Smurfy Road~ -You are way too big to be using this road. But who cares. Who's gonna stop -you? These little blue smurfs? The singing is growing intense. Your ears -are starting to ring. Smurfy Road continues to the north, west, and east. -There is still time to turn back and go south. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 106 -D1 -Smurfy Road -~ -~ -0 -1 110 -D2 -Entrance to smurf village -~ -~ -0 -1 104 -D3 -Smurfy Road -~ -~ -0 -1 111 -S -#106 -Smurfy Road~ -You continue to travel down Smurfy Road. Isn't it just smurfy? Smurfy road -continues its smurfy path to the smurfy north, smurfy west, and smurfy south. -A smurfy home lies to the smurfy east. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 107 -D1 -Smurfy Home -~ -~ -0 -1 120 -D2 -Smurfy Road -~ -~ -0 -1 105 -D3 -Smurfy Road -~ -~ -0 -1 112 -S -#107 -Smurfy Road~ -Oh boy, another smurfy road! Smurfy Road goes north and south here. There -is a smurfy, mushroom home to the west. A beautiful smurfberry patch is to -the east. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 108 -D1 -Smurfberry Patch -~ -~ -0 -1 116 -D2 -Smurfy Road -~ -~ -0 -1 106 -D3 -A Smurfy Home -~ -~ -0 -1 129 -S -#108 -Smurfy Road~ -Smurfy Road continues to smurf here. It smurfs to the south and smurfs to -an end to the north. A smurfberry patch is to the east. A stone path lies -to the west. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 109 -D1 -Smurfberry patch -~ -~ -0 -1 117 -D2 -Smurfy Road -~ -~ -0 -1 107 -D3 -A stone path -~ -~ -0 -1 113 -S -#109 -Smurfy Road~ -A smurfy well lies here in the middle of Smurfy Road. A fence separates -the smurfs from harm to the north. A berry patch is to the east. Smurfy -Road continues to to the south and west. -~ -0 0 1 -D1 -Smurfberry Patch -~ -~ -0 -1 118 -D2 -Smurfy Road -~ -~ -0 -1 108 -D3 -Smurfy Road -~ -~ -0 -1 114 -E -smurfy well~ -A small well is here. Just the right size if you're a smurf. But big -enough for you to get some water from. I'm sure the smurfs wont mind. -~ -S -#110 -Smurfy Road~ -A corner of smurfy road is where you stand. A smurfy fence blocks passage -to the east or south. A smurfy home is to the north. Smurfy Road goes back -to the west. -~ -0 0 1 -D0 -Smurfy Home -~ -~ -0 -1 119 -D3 -Smurfy Road -~ -~ -0 -1 105 -S -#111 -Smurfy Road~ -Western corner of Smurfy Road. You can continue to smurf down the road -to the east and north. You can also smurf into a smurfy home to the south. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 112 -D1 -Smurfy Road -~ -~ -0 -1 105 -D2 -Smurfy Home -~ -~ -0 -1 121 -S -#112 -Smurfy Road~ -There's no place like smurf. There's no place like smurf. Sorry wrong -movie. A smurfy home is to the west. Papa Smurf's backyard is to the -north but you can't go there. Smurfy Road continues to the south and -east. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 106 -D2 -Smurfy Road -~ -~ -0 -1 111 -D3 -Smurfy Home -~ -~ -0 -1 122 -S -#113 -Stone Path~ -You are walking along a cute little stone path. To the south lies Papa -Smurf's house. A Smurfy house is to the west. Smurfy road is to the east. -Everything is so peaceful here. You could stay forever. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 108 -D2 -Papa Smurf's House -~ -door~ -1 107 125 -D3 -Smurfy House -~ -~ -0 -1 123 -S -#114 -Smurfy Road~ -Yet another part of Smurfy Road. Hey if you go west its the last -section of Smurfy Road. You can go back to the smurfy well to the east. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 109 -D3 -Smurfy Road -~ -~ -0 -1 115 -S -#115 -Smurfy Road~ -The last piece of Smurfy Road. You can go back to Smurfy Road to the east. -A nice, beautiful, smurfy, mushroom home is to the south. In the distance to -the north you can see Gargamel's Castle. -~ -0 0 1 -D0 -Path to Gargamel's Castle -~ -~ -0 -1 126 -D1 -Smurfy Road -~ -~ -0 -1 114 -D2 -Smurfy Home -~ -~ -0 -1 124 -S -#116 -Smurfberry Patch~ -Delicious smurfberries grow here. You could probably eat a year's worth of -smurfberries in one sitting. Smurfy Road is back to the west. Another -smurfberry patch is to the north. -~ -0 0 1 -D0 -Smurfberry Patch -~ -~ -0 -1 117 -D3 -Smurfy Road -~ -~ -0 -1 107 -S -#117 -Smurfberry Patch~ -Another patch of smurfberries is growing here. The smell is driving your -nostrils crazy. It almost, ALMOST, makes you forget all the singing going -on. Smurfy Road is to the west, while smurfberry patches are to the north -and south. -~ -0 0 1 -D0 -Smurfberry Patch -~ -~ -0 -1 118 -D2 -Smurfberry Patch -~ -~ -0 -1 116 -D3 -Smurfy Road -~ -~ -0 -1 108 -S -#118 -Smurfberry Patch~ -The northernmost of the smurfberry patches grows here. It looks just -as scrumptious as all the rest. Just take a few; they'll never know. Smurfy -Road is to the west. A smurfberry patch is to the south. -~ -0 0 1 -D2 -Smurfberry Patch -~ -~ -0 -1 117 -D3 -Smurfy Road -~ -~ -0 -1 109 -S -#119 -Brainy Smurf's Home~ -You rip the roof of the home to get a good look inside. You see -many smurfy books. The print is so small you couldn't even read it -with a magnifying glass. I wonder if Brainy Smurf minds if you -destroy his home? Smurfy Road is back to the south. -~ -0 0 1 -D2 -Smurfy Road -~ -~ -0 -1 110 -S -#120 -Handy Smurf's Home~ -This home was well built. Of course, until you rip it apart you big meany -you. Tools are all over the place. Too small for you to use. Smurfy Road is -back to the west. -~ -0 0 1 -D3 -Smurfy Road -~ -~ -0 -1 106 -S -#121 -Hefty Smurf's Home~ -Hefty is anything but wimpy. So is his house. It actually took you a -couple of minutes to destroy his house. Better watch out -- he might be -a little mad at you. Smurfy Road is back to the north. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 111 -S -#122 -Sleepy Smurf's Home~ -Be vewy vewy quiet. Sleepy Smurf is probably sleeping. You see so many -beds you can't even tell if he is here. Maybe you should quietly go back to -Smurfy Road to the east. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 112 -S -#123 -Grumpy Smurf's Home~ -This is Grumpy Smurf's home. He is pissed at you. Of course, he is pissed -at everyone. So don't take it bad. Maybe you'd better leave before he really -gets mad. Smurfy Road to the east is your only salvation. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 113 -S -#124 -Jokey Smurf's Home~ -You pull the top of his house and it explodes in your face. That Jokey -Smurf, what a kidder. You can hear his laughter as you wipe the ashes off -your face. You better get even. Smurfy Road is to the north. -~ -0 0 1 -D0 -Smurfy Road -~ -~ -0 -1 115 -S -#125 -Papa Smurf's Home~ -It's the home of the leader of the smurfs. Papa Smurf has a nicely decorated -home. He takes pride in his work. You could get to know him or just squash -him. If Papa Smurf is not here he is probably at Smurfette's putting the -moves on her. A stone path lies to the north. -~ -0 0 1 -D0 -Stone Path -~ -door~ -1 107 113 -S -#126 -Path to Gargamel's Castle~ -You are walking along a path to Gargamel's Castle to the North. -Smurfy Road lies to the south. -~ -0 0 1 -D0 -Outside Gargamel's Castle -~ -~ -0 -1 127 -D2 -Smurfy Road -~ -~ -0 -1 115 -S -#127 -Outside Gargamel's Castle~ -You are standing outside Gargamel's Castle. You can hear him screaming at -Azreal from inside. You can also him cursing out those wretched smurfs. -His Castle is to the north while Smurfy Road is to the south. -~ -0 0 1 -D0 -Gargamel's Castle -~ -door~ -1 109 128 -D2 -Path to Gargamel's Castle -~ -~ -0 -1 126 -S -#128 -Gargamel's Castle~ -This is Gargamel's Castle. His big black kettle is in the middle of the room. -Where else would he put it? The place has only one room. -~ -0 0 1 -D2 -Outside Gargamel's Castle -~ -door~ -1 109 127 -S -#129 -Smurfette's House~ -This house is conveniently next to Papa Smurfs. Makes it easier for Papa -Smurf to sneak over at night. I hope he uses protection. I would hate to -have little smurfs running around. The only exit is to the east. -~ -0 0 1 -D1 -Smurfy Road -~ -~ -0 -1 107 -S -#0 - - -#RESETS -M 0 101 3 104 -G 1 102 10 -M 0 101 3 105 -M 0 101 3 107 -M 0 101 3 108 -G 1 102 10 -O 0 108 1 109 -M 0 101 3 109 -M 0 101 3 110 -G 1 102 10 -M 0 101 3 111 -M 0 101 3 112 -G 1 102 10 -M 0 102 3 116 -G 1 100 10 -M 0 102 3 117 -G 1 100 10 -M 0 102 3 118 -G 1 100 10 -M 0 103 1 119 -E 1 101 8 6 -M 0 104 1 120 -E 1 103 8 16 -M 0 106 1 121 -E 1 103 8 16 -M 0 105 1 122 -M 0 107 1 123 -M 0 108 1 124 -M 0 110 1 125 -G 1 105 10 -G 1 109 8 -M 0 111 1 128 -E 1 106 8 17 -M 0 112 1 128 -M 0 109 1 129 -E 1 104 8 3 -G 1 107 8 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 101 spec_thief -M 102 spec_thief -M 103 spec_thief -M 104 spec_thief -M 105 spec_thief -M 106 spec_thief -M 107 spec_thief -M 108 spec_thief -M 109 spec_thief -M 110 spec_cast_mage -M 111 spec_cast_cleric -M 112 spec_poison -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/solace.are b/data/realm/areas_smaug1.4a/solace.are deleted file mode 100644 index ea755c6..0000000 --- a/data/realm/areas_smaug1.4a/solace.are +++ /dev/null @@ -1,4736 +0,0 @@ -#AREA Town Of Solace~ - -#AUTHOR Strahd~ - -#RANGES -5 35 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#MOBILES -#10500 -bat~ -bat~ -There is a large bat here. -~ -~ -35 8 100 S -5 20 9 2d6+10 1d5+0 -34 0 -8 8 0 -#10501 -old lady~ -old lady~ -There is an old lady here. -~ -~ -69 0 100 S -8 20 9 2d6+10 1d5+0 -34 0 -8 8 0 -#10502 -tired adventurer~ -tired adventurer~ -There is a tired adventurer resting here. -~ -~ -3 0 100 S -13 20 9 2d6+10 1d5+0 -34 0 -8 8 0 -#10503 -Magnus wizard~ -Magnus wizard~ -Magnus the wizard is resting here from his long journeys. -~ -~ -3 0 100 S -19 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10504 -Lord doom warrior~ -Lord Doom~ -Lord Doom is resting here from his long journeys. -~ -~ -3 8 100 S -18 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10505 -foreign trade representative~ -Foreign Trade Representative~ -A foreign trade representative is waiting here to meet with the Captain of the Guard. -~ -~ -3 0 100 S -14 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10506 -bodyguard~ -bodyguard~ -There is a bodyguard here. -~ -~ -3 0 100 S -16 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10507 -Secretary captain~ -Secretary~ -The Captain of the Guard's Secretary is here. -~ -She looks very busy. -The Secretary says 'Sorry, but the Captain is extremely busy today'. -The Secretary says 'Please sit down and have a seat in the meantime'. -~ -3 0 100 S -25 20 9 2d6+10 1d5+0 -34 0 -8 8 2 -#10508 -Secretary Lieutenant ~ -Secretary~ -The Lieutenant Commander's Secretary is here. -~ -She looks very busy. -The Secretary says 'Sorry, but the Lieutenant is extremely busy today'. -The Secretary says 'Please sit down and have a seat in the meantime'. -~ -3 0 100 S -20 20 9 2d6+10 1d5+0 -34 0 -8 8 2 -#10509 -Secretary Sergeant ~ -Secretary~ -The Sergeant at Arm's Secretary is here. -~ -She looks very busy. -The Secretary says 'Sorry, but the Sergeant is extremely busy today'. -The Secretary says 'Please sit down and have a seat in the meantime'. -~ -3 0 100 S -15 20 9 2d6+10 1d5+0 -34 0 -8 8 2 -#10510 -Macaw~ -the macaw~ -A large macaw is here. -~ -The macaw looks like a strong, fearless fighter. It is a beautiful bird. -~ -7 0 0 S -12 17 6 1d12+47 1d8+0 -0 0 -8 8 0 -#10511 -Raven~ -the raven~ -A large, black raven is here. -~ -The raven looks like a strong, fearless fighter. -~ -7 0 0 S -15 17 6 1d12+47 1d8+0 -0 0 -8 8 0 -#10512 -hunting hawk~ -the hunting hawk~ -A large, hunting hawk is here. -~ -The hawk looks like a strong, fearless fighter. It has been trained for -hunting game. -~ -7 0 0 S -18 17 6 1d12+47 1d8+0 -0 0 -8 8 0 -#10513 -Battle falcon~ -the battle falcon~ -A giant, falcon is here. -~ -The battle falcon looks like a strong, fearless fighter. This giant breed has -been trained especially for combat. -~ -7 0 0 S -21 17 6 1d12+47 1d8+0 -0 0 -8 8 0 -#10514 -captain guard~ -Captain of the Guard~ -The Captain of the Guard is here. -~ -The Captain of the Guard is an older but very powerful man. His obsidian -armor seems to glow faintly. The crest of the town of Solace is displayed -with pride on his chestplate. The gold crest of two coins seems to match -the wealth of this town. -~ -3 172 900 S -30 2 2 1d1+30000 1d8+32 -100000 0 -8 8 1 -#10515 -lieutenant commander~ -Lieutenant Commander~ -The Lieutenant Commander is here. -~ -The Lieutenant seems like a happy fellow. Although he seems to have -the brain of a 7 year old. His steel armor is covered with finger paint. -Dispite his mental problems he is quite a challenge. If you would like -to test his abilities go right ahead. He looks as if he is quite an easy -fight. -~ -67 164 800 S -27 2 2 1d1+30000 1d8+32 -100000 0 -8 8 1 -#10516 -Sergeant Arms~ -Sergeant at Arms~ -The Sergeant at Arms is here polishing his hammer. -~ -This is the tough and burly Sergeant at Arms. He wears the red armor of -war. He is a middle age man with graying hair that pokes out from under -his helmet. He is always waiting for a fight. -~ -67 132 400 S -20 2 2 1d1+30000 1d8+32 -100000 0 -8 8 1 -#10517 -townguard guard~ -Townguard~ -A townguard stands here. -~ -A big strong townguard of Solace. -~ -67 0 1000 S -15 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10518 -townguard guard agg~ -Townguard~ -A townguard stands here. -~ -A big strong townguard of Solace. -~ -99 0 1000 S -15 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10519 -citizen solace~ -Citizen of Solace~ -A citizen of Solace stands here. -~ -He is one of the wealthy citizens of Solace. -~ -1 0 800 S -10 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10520 -woman~ -woman~ -A woman is here. -~ -She is a beautiful woman. -~ -1 0 800 S -5 20 9 2d6+10 1d5+0 -34 0 -8 8 2 -#10521 -matt brewmaster~ -Matt the brewmaster~ -Matt the brewmaster is here looking for something to drink. -~ -~ -3 128 800 S -25 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -#10522 -Mcbaker~ -the Mcbaker~ -The Mcbaker looks at you calmly, wiping flour from his face with one hand. -~ -A fat, nice looking baker. But you can see that he has many scars on his -body. -~ -3 0 900 S -23 2 2 1d1+30000 1d8+20 -12000 0 -8 8 1 -#10523 -cookie's helper~ -Cookie's Helper~ -Cookie's Helper is here offering you a free cookie sample. -~ -A young neighborhood girl helps out cookie when she is not around. -~ -3 0 900 S -20 2 2 1d1+30000 1d8+20 -12000 0 -8 8 2 -#10524 -marilyn~ -Marilyn~ -Marilyn is here selling birds. -~ -She is a very pretty and loves her birds. Her black hair hangs behind her -tied in a pony tail. -~ -3 128 900 S -30 2 2 1d1+30000 1d8+20 -12000 0 -8 8 2 -#10525 -ghost jander~ -Ghost of Jander~ -The Ghost of Jander is here. -~ -The ghost of Jander is as he was in life. A rather large man with flaming -red hair. His clothes seems dirty and tattered. His bushy beard obscures -his stone face. -~ -3 0 900 S -15 2 2 1d1+30000 1d8+20 -12000 0 -8 8 1 -#10526 -ghost waiter~ -ghost of waiter~ -A ghost of a waiter is here waiting to serve you. -~ -This is the ghost of a long dead waiter. Probably one of the many that -Jander killed for spilling a drink or something. -~ -3 0 900 S -15 2 2 1d1+30000 1d8+20 -12000 0 -8 8 1 -#10527 -ghost barkeep~ -ghost of a barkeeper~ -A ghost of a barkeeper is here waiting an eternity to take your order. -~ -This is probably another of Jander's victims. Probably got caught with -his hand in the cash or something. -~ -3 0 900 S -13 2 2 1d1+30000 1d8+20 -12000 0 -8 8 2 -#10528 -townguard guard~ -Townguard~ -A townguard is on patrol. -~ -A big strong townguard of Solace. -~ -65 0 1000 S -15 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10529 -field rat~ -field rat~ -A field rat is here looking for food. -~ -A dirty nasty field rat . Obviously looking for food in the town. -~ -65 65536 300 S -10 15 -2 1d1+999 2d10+20 -500 0 -8 8 0 -#10530 -town clerk~ -Town Clerk~ -The Town Clerk is here impatiently waiting for you to pay taxes. -~ -A stringy rat like individual. He beams at you through his spectacles -as if he can see the money in your pockets. -~ -3 128 800 S -17 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10531 -treasury guards~ -Treasury Guards~ -The Treasury Guards are here guarding the town's money. -~ -These are like the biggest and meanest men you've every seen. -They look more like trolls or ogres than men. -~ -3 172 800 S -16 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10532 -Jhen~ -Jhen the farmer~ -Jhen the farmer is here. -~ -A rather tall man who works hard for his money. -~ -3 0 800 S -23 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10533 -Krista~ -Krista the fruit peddler~ -Krista the fruit peddler is here. -~ -A pretty woman who works hard for her money. Travelling every year -to the market to sell her fruits. -~ -3 0 800 S -24 15 -2 1d1+999 2d10+20 -500 0 -8 8 2 -#10534 -Janni~ -Janni~ -Janni is here. -~ -Janni has spent his whole life making trinkets for people to enjoy. -~ -3 0 800 S -22 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10535 -Nisi~ -Nisi the grocer~ -Nisi is here. -~ -Nisi is a very interesting person. It shows in the wares she sells -~ -3 0 800 S -24 15 -2 1d1+999 2d10+20 -500 0 -8 8 2 -#10536 -Molin~ -Molin the brewer~ -Molin the brewer is here. -~ -Molin is a grey old man with hair down to his toes. -~ -3 0 800 S -24 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10537 -Rashan~ -Rashan the farmer~ -Rashan the farmer is here. -~ -Rashan is a middle aged man who grows his rutabagas by candlelight. -~ -3 0 800 S -21 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10538 -Lexie~ -Lexie~ -Lexie is here. -~ -Lexie is an accomplish diver. But he seems to have problems keeping -students. -~ -3 0 800 S -25 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10539 -Croben~ -Croben~ -Croben is here. -~ -Croben is a young man who learned the art of container making from his -grandfather. -~ -3 0 800 S -25 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10540 -otik sandath bartender~ -Otik Sandath~ -Otik sandath is here tending the bar -~ -Otik is an older man with a gift for cooking. - -Otik whispers, "A magical staff! I bet it was forged by demons from the -terrible Darken Wood. There are terrible mysteries in that place, there are." -~ -3 0 800 S -27 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10541 -tika barmaid~ -Tika the barmaid~ -Tika the barmaid is here delivering drinks and food. -~ -Curly auburn hair tumbles around Tika's lightly freckled face. Her striking -green eyes match her low-cut blouse. She is a brash young barmaid who -looks older than her 19 years. Rough living has hardened her and she -presents a tough image as protection against her sense of vulnerablility. -~ -3 0 800 S -16 15 -2 1d1+999 2d10+20 -500 0 -8 8 2 -#10542 -thief cloaked figure~ -Thief~ -A cloaked figure sits here. -~ -A thin, cloaked figure sits alone at a table near the door, an untouched -glass of ale before him. -~ -3 0 800 S -17 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10543 -old man~ -old man~ -An old man is here. -~ -He looks like an old man....go figure.. -~ -3 0 800 S -13 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10544 -boy~ -boy~ -A small boy is here. -~ -He is a small boy lost in his own daydreams. - -boy says, "I saw the white stag up near Prayers Eye Peak just a few days -ago! If only I could catch it. He who walks the paths of the white stag is -blessed, I hear tell." -~ -3 0 800 S -7 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10545 -brat boy~ -bratty boy~ -A brat is here. -~ -He looks like a pain in the ass. -~ -3 0 800 S -10 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10546 -Mage~ -mage~ -A mage is here. -~ -He is the typical adventurer. He looks as if he has travelled far. -~ -3 0 800 S -14 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10547 -Thief~ -Thief~ -A thief is here. -~ -He is the typical adventurer. He looks as if he has travelled far. -~ -3 0 800 S -12 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10548 -Warrior~ -Warrior~ -A warrior is here. -~ -He is the typical adventurer. He looks as if he has travelled far. -~ -3 0 800 S -16 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10549 -Cleric~ -Cleric~ -A cleric is here. -~ -He is the typical adventurer. He looks as if he has travelled far. -~ -3 0 800 S -19 15 -2 1d1+999 2d10+20 -500 0 -8 8 1 -#10550 -ghost gambler~ -Ghost of gambler~ -A ghost of a gambler is floating here looking for something to bet on. -~ -Even in death this sad spirit is looking to gamble. -~ -3 0 -200 S -10 15 -2 1d1+999 2d10+20 -500 0 -8 8 0 -#10551 -child~ -child~ -A child is here eating bugs off the ground. -~ -~ -1 0 800 S -5 20 9 2d6+10 1d5+0 -34 0 -8 8 0 -#10552 -rat~ -rat~ -There is a large rat here. -~ -~ -69 65536 -100 S -5 20 9 2d6+10 1d5+0 -34 0 -8 8 0 -#0 - - -#OBJECTS -#10500 -chamorro ringmail~ -chamorro ringmail~ -A bunch of rings sewn together with taotamoa bark is on the ground.~ -~ -9 64 1 -11 0 0 0 -6 1000 100 -E -ringmail~ -This armor is imported from the island of Guam. -~ -A -12 15 -#10501 -Mcbread~ -mcbread~ -A Mcloaf of Mcbread has been left here.~ -~ -19 0 1 -20 0 0 0 -5 100 10 -#10502 -Mcdonut~ -mcdonut~ -A chocolate Mcdonut has been left here.~ -~ -19 0 1 -10 0 0 0 -5 100 10 -#10503 -mcbagel~ -mcbagel~ -A Mcbagel has been left here.~ -~ -19 0 1 -10 0 0 0 -5 100 10 -#10504 -mcpastry~ -mcpastry~ -A Mcpastry has been left here.~ -~ -19 0 1 -12 0 0 0 -5 100 10 -#10505 -chocolate chip cookie~ -chocolate chip cookie~ -A chocoalte chip cookie has been left here.~ -~ -19 0 1 -7 0 0 0 -5 100 10 -#10506 -peanut butter cookie~ -peanut butter cookie~ -A peanut butter cookie has been left here.~ -~ -19 0 1 -7 0 0 0 -5 100 10 -#10507 -oatmeal cookie~ -oatmeal cookie~ -A oatmeal cookie has been left here.~ -~ -19 0 1 -7 0 0 0 -5 100 10 -#10508 -sugar cookie~ -sugar cookie~ -A sugar cookie has been left here.~ -~ -19 0 1 -7 0 0 0 -5 100 10 -#10509 -taxes fines~ -taxes and fines~ -A bunch of taxes and fines are here waiting to take your money.~ -~ -5 0 1 -0 10 15 12 -40 100 10 -A -15 -10000 -#10510 -enchanted two-handed sword~ -enchanted two-handed sword~ -A large two-handed sword with runes etched in it is on the floor.~ -~ -5 64 1 -0 5 15 0 -7 1000 100 -A -18 2 -#10511 -carrot~ -carrot~ -A carrot has been left here.~ -~ -19 0 1 -5 0 0 0 -2 100 10 -#10512 -cauliflower~ -cauliflower~ -A cauliflower has been left here.~ -~ -19 0 1 -5 0 0 0 -2 100 10 -#10513 -bell pepper~ -bell pepper~ -A bell pepper has been left here.~ -~ -19 0 1 -5 0 0 0 -2 100 10 -#10514 -celery stick~ -celery stick~ -A celery stick has been left here.~ -~ -19 0 1 -5 0 0 0 -2 100 10 -#10515 -glass ice tea~ -a glass of ice tea~ -A glass of ice tea has been left here.~ -~ -17 0 1 -5 5 11 0 -5 300 30 -#10516 -glass water~ -a glass of water~ -A glass of water has been left here.~ -~ -17 0 1 -5 5 0 0 -5 300 30 -#10517 -glass koca colah~ -a glass of koca colah~ -A glass of koca colah has been left here.~ -~ -17 0 1 -5 5 15 0 -5 300 30 -#10518 -bottle Snapple ice tea~ -a bottle of Snapple ice tea~ -A bottle of Snapple has been left here.~ -~ -17 0 1 -5 5 11 0 -5 300 30 -#10519 -apple~ -apple~ -An apple has been left here.~ -~ -19 0 1 -5 0 0 0 -2 100 10 -#10520 -grape~ -a grape~ -A grape has been left here.~ -~ -19 0 1 -3 0 0 0 -2 100 10 -#10521 -orange~ -a orange~ -An orange has been left here.~ -~ -19 0 1 -6 0 0 0 -2 100 10 -#10522 -pear~ -a pear~ -A pear has been left here.~ -~ -19 0 1 -6 0 0 0 -2 100 10 -#10523 -charm solace~ -the charm of Solace.~ -A shiny black charm with a gold symbol is here.~ -~ -9 0 1 -5 0 0 0 -15 10000 1000 -#10524 -ring solace~ -the ring of Solace.~ -A shiny black ring with a gold symbol is here.~ -~ -9 0 1 -6 0 0 0 -5 10000 1000 -#10525 -earrings solace~ -the earrings of Solace.~ -A pair of shiny black earrings with a gold symbols is here.~ -~ -9 0 1 -8 0 0 0 -4 10000 1000 -#10526 -frozen pizza crust~ -a frozen pizza crust~ -A large, frozen pizza crust is on the ground melting.~ -~ -9 0 1 -8 0 0 0 -15 10000 1000 -#10527 -frozen pumpkin~ -a frozen pumpkin~ -A large, frozen pumpkin is on the ground melting.~ -~ -9 0 1 -8 0 0 0 -15 10000 1000 -#10528 -frozen side beef~ -a frozen side of beef~ -A large, frozen side of beef is on the ground melting.~ -~ -9 0 1 -10 0 0 0 -23 10000 1000 -#10529 -frozen asparagus spear~ -a frozen asparagus spear~ -A frozen asparagus spear is on the ground melting.~ -~ -5 0 1 -0 3 9 0 -15 1000 100 -A -18 1 -#10530 -mulburry extract~ -mulburry extract~ -A small jar of mulburry extract has carelessly been left here.~ -~ -10 64 1 -20 81 16 43 -1 400 40 -#10531 -rutabaga~ -rutabaga~ -A small rutabaga is lying here.~ -~ -26 64 1 -20 82 59 66 -1 400 40 -#10532 -rutabaga~ -rutabaga~ -A small rutabaga is lying here.~ -~ -26 64 1 -20 33 58 4 -1 400 40 -#10533 -rutabaga~ -rutabaga~ -A small rutabaga is lying here.~ -~ -26 64 1 -20 28 38 17 -1 400 40 -#10534 -rutabaga~ -rutabaga~ -A small rutabaga is lying here.~ -~ -26 64 1 -20 1 64 2 -1 400 40 -#10535 -Scuba tank~ -scuba tank~ -A scuba tank is here.~ -~ -22 0 1 -0 0 0 0 -30 400 40 -#10536 -Scuba flippers~ -scuba flippers~ -A pair of flippers are here.~ -~ -9 64 1 -6 0 0 0 -7 400 40 -A -2 2 -#10537 -scuba snorkle~ -scuba snorkle~ -A scuba snorkle is on the ground.~ -~ -9 0 1 -5 0 0 0 -2 400 40 -#10538 -dive belt~ -dive belt~ -A scuba dive belt is on the ground drying out.~ -~ -9 0 1 -8 0 0 0 -50 400 40 -#10539 -belt pouch~ -belt pouch~ -A belt pouch is laying here.~ -~ -15 0 1 -50 1 0 0 -5 400 40 -#10540 -cloak storage~ -cloak of storage~ -A cloak is on the ground in a pile.~ -~ -15 64 1 -125 1 0 0 -5 400 40 -#10541 -ring holding~ -ring of holding~ -A small ring with a hinge is here collecting dust.~ -~ -15 64 1 -300 1 0 0 -3 400 40 -#10542 -travellers robe~ -travellers robe~ -A pile of cloth is on the ground here.~ -~ -9 0 1 -7 0 0 0 -15 400 40 -#10543 -travellers dagger~ -travellers dagger~ -A small dagger is here. It looks like the kind alot of travellers carry.~ -~ -5 0 1 -0 1 4 11 -10 400 40 -#10544 -travellers spellbook~ -travellers spellbook~ -A leather bound book with an arcane symbol is laying here.~ -~ -4 0 1 -14 5 5 65 -45 400 40 -#10545 -travellers holy symbol~ -travellers holy symbol~ -A cheap holy symbol is laying here.~ -~ -4 0 1 -19 5 5 35 -20 400 40 -#10546 -travellers vest~ -a travellers vest~ -You see a travellers vest here.~ -~ -9 0 1 -5 0 0 0 -5 0 0 -#10547 -travellers cloak~ -a travellers cloak~ -You see a travellers cloak here.~ -~ -9 0 1 -5 0 0 0 -5 0 0 -#10548 -travellers sword~ -a travellers sword~ -You see a travellers sword here.~ -~ -5 64 2 -0 3 4 3 -5 0 0 -#10549 -travellers scalemail~ -a travellers scalemail~ -You see a travellers scalemail here.~ -~ -9 0 1 -5 0 0 0 -5 0 0 -#10550 -travellers shield~ -a travellers shield~ -You see a travellers shield here.~ -~ -9 0 2 -5 0 0 0 -5 0 0 -#10551 -travellers hammer~ -a travellers hammer~ -You see a travellers hammer here.~ -~ -5 0 1 -5 0 0 0 -5 0 0 -#10552 -Magnus's spellbook~ -magnus's spellbook~ -A leather bound book with an arcane symbol is laying here.~ -~ -4 0 1 -19 5 5 200 -55 400 40 -#10553 -robe magi~ -robe of the magi~ -A pile of cloth is on the ground. The cloth is covered with arcane symbols.~ -~ -9 64 1 -10 0 0 0 -10 400 40 -A -12 20 -A -24 -5 -#10554 -crystal plate armor~ -crystal plate armor~ -A finely crafted suit of crystal plate armor is here.~ -~ -9 32 0 -12 0 0 0 -60 400 40 -A -1 1 -A -5 1 -A -13 10 -#10555 -scythe grim reaper~ -scythe of the Grim Reaper~ -A huge bloody scythe is here floating above the ground~ -~ -5 1 0 -0 100 100 0 -50 400 40 -A -18 80 -A -19 80 -A -24 -30 -#10556 -crystal shield~ -crystal shield~ -A finely crafted crystal shield is here.~ -~ -9 32 0 -12 0 0 0 -20 400 40 -A -13 10 -#10557 -crystal longsword~ -crystal longsword~ -A finely crafted crystal longsword is here.~ -~ -5 32 0 -0 5 12 1 -7 400 40 -A -13 10 -A -18 3 -#10558 -obsidian plate armor~ -a suit of obsidian plate armor~ -A suit of obsiadian plate armor is here on the ground.~ -~ -9 64 0 -15 0 0 0 -40 400 40 -A -13 20 -A -14 20 -#10559 -steel plate armor~ -a suit of steel plate armor~ -A suit of steel plate armor is here on the ground.~ -~ -9 64 0 -14 0 0 0 -37 400 40 -A -13 15 -A -14 15 -#10560 -red plate armor~ -a suit of red plate armor~ -A suit of red plate armor is here on the ground.~ -~ -9 64 0 -12 0 0 0 -33 400 40 -A -13 10 -A -14 10 -#10561 -enchanted bow~ -enchanted bow~ -A bow with runes etched in it is on the floor.~ -~ -5 64 1 -0 6 15 0 -7 1000 100 -A -18 2 -#10562 -safe deposit box~ -safe deposit box~ -A strong metal box is embedded in the wall.~ -~ -15 0 0 -10000 5 0 0 -1 0 0 -E -safe deposit box~ -You see a strong metal box used to keep the town deposits in. -~ -#10563 -gold coins~ -alot of gold coins.~ -A lot of gold is here.~ -~ -20 0 1 -52385 0 0 0 -1 52385 5238 -#10564 -fountain water~ -a fountain~ -A large marble fountain gushes forth here.~ -~ -25 0 0 -50 50 0 0 -500 3000 300 -E -fountain~ -It is very nice. Made from fine white marble. -~ -#10565 -depository key~ -a depository key~ -A shiny depository key is here.~ -~ -18 0 1 -0 0 0 0 -5 10000 1000 -#10566 -city key gold solace~ -key to the City of Solace.~ -A shiny gold city key is here.~ -~ -18 0 1 -0 0 0 0 -5 10000 1000 -#10567 -flaming homer~ -a drink called, "a Flaming homer"~ -A drink called, "a Flaming homer" is here.~ -~ -17 0 1 -1 1 7 0 -3 300 30 -#10568 -jello shot~ -a jello shot.~ -A jello shot is wiggling here.~ -~ -17 0 1 -1 1 3 0 -3 300 30 -#10569 -bloody heads~ -a drink called, "bloody heads"~ -A drink called, "bloody heads" is sitting here.~ -~ -17 0 1 -1 1 5 0 -3 300 30 -#10570 -skull chair~ -a giant skull throne~ -A giant skullthrone with a snake crawling through the eyes and nose is here.~ -~ -12 0 0 -0 0 0 0 -100 300 30 -#10571 -helmet obsidian~ -the obsidian helmet~ -A black helmet is on the floor.~ -~ -9 64 0 -8 0 0 0 -30 10000 1000 -A -13 1 -A -1 1 -#10572 -sleeves obsidian~ -obsidian sleeves~ -A pair of black sleeves are on the floor.~ -~ -9 64 0 -8 0 0 0 -40 10000 1000 -A -5 1 -A -24 -5 -#10573 -leggings obsidian~ -obsidian leggings~ -Some black leggings are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -14 20 -A -2 2 -#10574 -gauntlets obsidian~ -obsidian gauntlets~ -A pair of black gauntlets are on the floor.~ -~ -9 64 0 -11 0 0 0 -40 10000 1000 -A -18 3 -A -23 -3 -#10575 -boots obsidian~ -obsidian boots~ -Some black boots are on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -13 10 -A -23 -6 -#10576 -cloak obsidian~ -obsidian cloak~ -A black cloak lies on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -22 -4 -A -24 -2 -#10577 -girth obsidian~ -the obsidian girth~ -A black girth is on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -1 1 -A -24 -2 -#10578 -shield large obsidian~ -the large obsidian shield~ -A large, black shield is on the floor.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -17 4 -A -19 3 -#10579 -amulet solace~ -the amulet of Solace.~ -A shiny black amulet with a gold symbol is here.~ -~ -9 64 0 -9 0 0 0 -40 10000 1000 -A -17 3 -A -19 1 -#10580 -obsidian key~ -a obsidian key~ -A shiny black key is here.~ -~ -18 0 1 -0 0 0 0 -5 10000 1000 -#10581 -sword doomgiver~ -a black hilted sword called, "Doomgiver"~ -A black hilted sword with engravings on the blade lie here.~ -~ -5 32 0 -0 6 8 1 -7 10000 1000 -E -sword~ -The blade of the sword is a full meter long, and straight as an arrow, with -lightly fluted sides. Both edges keened down to perfect lines, invisibly -sharp. Perfection like this could of only been forged by a god. The black -hilt is contrasted only by the faint symbol of the Scales of Justice. -Apon the blade is engraved a poem: - - The Sword of Justice balances the pans - Of right and wrong, and foul and fair - Eye for an eye, Doomgiver scans - The fate of all folk everywhere. - -~ -A -18 5 -A -19 4 -#10582 -signet ring~ -an Solace signet ring~ -A shiny ring of obsidian is in the dirt.~ -~ -9 64 1 -6 0 0 0 -1 1000 100 -A -24 -2 -A -13 4 -#10583 -bracer~ -an obsidian bracer~ -You see an obsidian bracer here.~ -~ -9 0 1 -7 0 0 0 -9 0 0 -#10584 -weapons cabinet~ -a weapons cabinet~ -You see a weapons cabinet.~ -~ -15 0 0 -7 15 10210 0 -300 0 0 -E -cabinet~ -This is a finely crafted reinforced weapons cabinet. It looks very sturdy. -The cabinet doors are made of smoked glass. Something seems to be -calling you from within. -~ -#10585 -sword dragonslicer~ -a black hilted sword called, "Dragonslicer"~ -A black hilted sword with engravings on the blade lie here.~ -~ -5 32 0 -0 6 8 1 -7 10000 1000 -E -sword~ -The blade of the sword is a full meter long, and straight as an arrow, with -lightly fluted sides. Both edges keened down to perfect lines, invisibly -sharp. Perfection like this could have only been forged by a god. The black -hilt is contrasted only by the faint symbol of a dragon head. -Apon the blade is engraved a poem: - - Dragonslicer, Dragonslicer, how d'you slay? - Reaching for the heart in behind the scales. - Dragonslicer, Dragonslicer, where do you stay? - In the belly of the giant that my blade impales. - -~ -A -18 2 -A -19 6 -A -23 -15 -#10586 -helmet steel~ -the steel helmet~ -A steel helmet is on the floor.~ -~ -9 64 0 -5 0 0 0 -25 10000 1000 -A -21 -2 -A -3 1 -#10587 -sleeves steel~ -steel sleeves~ -A pair of steel sleeves are on the floor.~ -~ -9 64 0 -7 0 0 0 -35 10000 1000 -A -20 -2 -A -24 -1 -#10588 -leggings steel~ -steel leggings~ -Some steel leggings are on the floor.~ -~ -9 64 0 -8 0 0 0 -35 10000 1000 -A -14 10 -A -2 1 -#10589 -gauntlets steel~ -steel gauntlets~ -A pair of steel gauntlets are on the floor.~ -~ -9 64 0 -9 0 0 0 -35 10000 1000 -A -18 1 -A -23 -1 -A -1 1 -#10590 -boots steel~ -steel boots~ -Some steel boots are on the floor.~ -~ -9 64 0 -8 0 0 0 -35 10000 1000 -A -13 5 -A -23 -2 -#10591 -cloak lieutenant ~ -the lieutenant's cloak~ -A lieutenant's cloak lies on the floor.~ -~ -9 64 0 -8 0 0 0 -35 10000 1000 -A -22 -2 -A -24 -1 -#10592 -girth steel~ -the steel girth~ -A steel girth is on the floor.~ -~ -9 64 0 -8 0 0 0 -35 10000 1000 -A -24 -1 -#10593 -shield large steel~ -the large steel shield~ -A large, steel shield is on the floor.~ -~ -9 64 0 -8 0 0 0 -35 10000 1000 -A -17 2 -A -19 1 -#10594 -bracer steel~ -a steel bracer~ -You see a steel bracer here.~ -~ -9 0 1 -6 0 0 0 -9 0 0 -A -12 5 -#10595 -sword shieldbreaker~ -black hilted sword called, "Shieldbreaker"~ -A black hilted sword with engravings on the blade lie here.~ -~ -5 2 0 -0 10 35 11 -7 10000 1000 -E -sword~ -The blade of the sword is a full meter long, and straight as an arrow, with -lightly fluted sides. Both edges keened down to perfect lines, invisibly -sharp. Perfection like this could of only been forged by a god. The black -hilt is contrasted only by the faint symbol of a broken shield. -Apon the blade is engraved a poem: - - I shatter Swords and splinter spears; - None stands to Shieldbreaker. - My point's the fount of orphan's tears - My edge the widowmaker. - -~ -A -13 -50 -A -18 10 -A -19 10 -A -24 10 -#10596 -helmet red~ -the red helmet~ -A red helmet is on the floor.~ -~ -9 64 0 -4 0 0 0 -20 10000 1000 -A -21 -1 -#10597 -sleeves red scalemail~ -red scalemail sleeves~ -A pair of red scalemail sleeves are on the floor.~ -~ -9 64 0 -6 0 0 0 -30 10000 1000 -A -20 -1 -#10598 -leggings red scalemail~ -red scalemail leggings~ -Some red scalemail leggings are on the floor.~ -~ -9 64 0 -7 0 0 0 -30 10000 1000 -A -14 5 -#10599 -gauntlets red scalemail~ -red scalemail gauntlets~ -A pair of red scalemail gauntlets are on the floor.~ -~ -9 64 0 -8 0 0 0 -30 10000 1000 -A -21 -1 -#10600 -boots red scalemail~ -red scalemail boots~ -Some red scalemail boots are on the floor.~ -~ -9 64 0 -7 0 0 0 -30 10000 1000 -A -13 2 -A -23 -1 -#10601 -cloak red sergeant~ -the red sergeant's cloak~ -A red sergeant's cloak lies on the floor.~ -~ -9 64 0 -7 0 0 0 -30 10000 1000 -A -22 -1 -#10602 -girth red scalemail~ -the red scalemail girth~ -A red scalemail girth is on the floor.~ -~ -9 64 0 -8 0 0 0 -30 10000 1000 -#10603 -shield large red~ -the large red shield~ -A large, red shield is on the floor.~ -~ -9 64 0 -7 0 0 0 -30 10000 1000 -A -17 1 -#10604 -bracer red~ -a red bracer~ -You see a red bracer here.~ -~ -9 0 1 -5 0 0 0 -9 0 0 -A -12 1 -#10605 -warhammer mage masher~ -a red steel warhammer called, "Mage Masher"~ -A red steel warhammer with engravings on the head lies here.~ -~ -5 2 0 -0 6 15 8 -35 10000 1000 -E -hammer warhammer~ -This hammer has the words, "MAGE MASHER" engraved into it's head. -It seems to glow and pulse when pointed at a magic user. It seems to just -glow when pointed at clerics though. -~ -A -18 4 -A -19 1 -A -12 -50 -#10606 -plate black platemail~ -black platemail~ -A suit of black platemail is sitting on the floor.~ -~ -9 64 1 -7 0 0 0 -10 1000 100 -A -24 -1 -A -13 8 -#10607 -enchanted longsword~ -enchanted longsword~ -A blade with runes etched in it is on the floor.~ -~ -5 64 1 -0 3 12 0 -7 1000 100 -A -18 2 -#10608 -enchanted hammer~ -enchanted hammer~ -A hammer with runes etched in it is on the floor.~ -~ -5 64 1 -0 2 10 0 -12 1000 100 -A -18 2 -#10609 -enchanted pike polearm~ -enchanted pike~ -A polearm with runes etched in it is on the floor.~ -~ -5 64 1 -0 6 15 0 -7 1000 100 -A -18 2 -#0 - - -#ROOMS -#10500 -Lexie's Scuba Shop~ -This is one shop that seems to be ahead of its time. -But who doesn't like scuba diving. If you don't already have -a diving license you can buy one. Lexie can also train you too. Not in -scuba though. Something about a revoked teaching credential due to too -many students dying or something. This does seem to be an odd place to have -a scuba shop considering the sea is miles away. But I guess you could -always go diving in the lake. But why?.... -There is a small sign here. -~ -0 8 1 -D2 -You see the marketplace. -~ -~ -0 -1 10608 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10501 -Croben's Containers.~ -This is the catch all, hold all, container shop. Croben sell all sorts. -Just take your pick. And no he doesn't know how much each one holds. -What...you think he has nothing better to do than fill each container -just to see how much it holds? Get a life.... -There is a small sign here. -~ -0 8 1 -D2 -You see the marketplace. -~ -~ -0 -1 10607 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10502 -Matt's Brewery.~ -Matt could never find enough to drink. So to solve this he started his own -brewery. "You can never drink enough" is Matt's logo and offers plenty -to drink. -There is a small sign here. -~ -0 8 1 -D0 -You see West Gullen Way. -~ -~ -0 -1 10602 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10503 -a House.~ -This is a small house off of West Gullen Way. It is not your house and you -were not invited. Why are you here? -~ -0 8 1 -D0 -You see West Gullen Way. -~ -door~ -1 -1 10603 -S -#10504 -a House.~ -This is a small house off of West Gullen Way. It is sparsely furnished and -very tidy. a small fire burns warmly in the fireplace. The sweet smell of -flowers is present. Ahhh....what a nice home. -~ -0 8 1 -D0 -You see West Gullen Way. -~ -door~ -1 -1 10604 -S -#10505 -Cookie's Cookie Cookery.~ -This is the cookie shop of who else...Cookie. She's not in right now -but there are many delicious cookies to munch on if you want to wait till -she returns. -~ -0 8 1 -D1 -You see the Main road of Solace. -~ -~ -0 -1 10580 -D3 -You see a door. -~ -door~ -1 -1 10510 -S -#10506 -a House.~ -This is a small house off of the main street. It is well furnished and -very tidy. a small fire burns warmly in the fireplace. The sweet smell of -flowers is present. Ahhh....what a nice home. -~ -0 8 1 -D1 -You see the Main road of Solace. -~ -door~ -1 -1 10579 -S -#10507 -Old Gambling Parlor.~ -This used to be a very popular and busy gambling parlor. But the Captain -of the Guard lost big here once and thereafter declared gambling illegal. -It has been closed for many years. It is dusty and full of cobwebs. -~ -0 8 1 -D2 -You see a small alleyway. -~ -door~ -1 -1 10595 -S -#10508 -The McBakery~ -You are standing inside the small bakery. A sweet scent of McDanish -and fine McBread fills the room. The McBread and McDanish are arranged -in fine order on the McShelves, and seem to be of the finest McQuality. You -remember seeing a place like this somewhere before. Maybe its a McChain? -A small McSign is on the McCounter. -~ -0 8 1 -D3 -You see Harvest road. -~ -~ -0 -1 10598 -E -sign~ -Free instructions provided by the store: - - Buy - Will buy you some McBread or McPastry. - List - The McBaker will kindly tell you the price and sort of the McBread in - his McBakery. -~ -S -#10509 -a House.~ -This is a small house off of the main street. It is well furnished and -very tidy. a small fire burns warmly in the fireplace. The sweet smell of -flowers is present. Ahhh....what a nice home. -~ -0 8 1 -D3 -You see Harvest road. -~ -door~ -1 -1 10599 -S -#10510 -Cookie's Relaxing Room.~ -This is where Cookie comes to unwind. She comes here sometimes to just -munch on cookies and talk to her friends. -~ -0 8 1 -D1 -You see the front of the store. -~ -door~ -1 -1 10505 -S -#10511 -a House.~ -This is a small house off of West Gullen Way. It is not your house and you -were not invited. Why are you here? -~ -0 8 1 -D0 -You see East Gullen Way. -~ -door~ -1 -1 10583 -S -#10512 -The Marilyn's Bird Factory.~ -This is Marilyn's Bird Factory. There are a wide variety of birds here. -Buy a pet. Take it home. A loving companion to keep you company. -~ -0 8 0 -D0 -You see East Gullen Way. -~ -~ -0 -1 10584 -S -#10513 -Pet Storage~ -This is where Marilyn keeps her birds. It is important that this room be -right after the bird factory. -~ -0 4 0 -S -#10514 -Storage Building~ -This is an abandon storage building. Its empty walls used to house large -amounts of surplus equipment for the market and various vendors. Sales -have been good lately and all surplus has been sold. It seems supply has -yet to catch up to demand. -~ -0 8 1 -D1 -You see Ketra Road. -~ -door~ -1 -1 10588 -S -#10515 -Jander's~ -Jander's bar used to be a very popular bar in Solace. For some reason or -another it is now empty. Dust and cobwebs cover everything. It looks as if -nobody has tread here in years. The bar is hidden beneath broken bottles -and shattered glasses. Tables and chairs are scattered all over the floor. -There is a sign on the wall. -There is a door to Ketra Road to the east. -~ -0 8 1 -D1 -You see Ketra Road. -~ -door~ -1 -1 10589 -D3 -You see the poolhall. -~ -~ -0 -1 10516 -E -sign~ -Welcome to Jander's! - -Drink and be Merry!!!! - -But Remember don't Marry after you drink.... - --Jander- -~ -S -#10516 -Jander's Poolhall~ -Jander's bar used to be a very popular bar in Solace. For some reason or -another it is now empty. Dust and cobwebs cover everything. It looks as if -nobody has tread here in years. The bar is to the east. The pooltables are -broken in half and lie in a heap on the floor. -There is a sign on the door to Jander's office. -A backdoor to the alley is to the south. -~ -0 8 1 -D0 -You see Jander's office door. -~ -office door~ -1 -1 10519 -D1 -You see the bar. -~ -~ -0 -1 10515 -D2 -You see a backdoor to the alley. -~ -door backdoor~ -1 -1 10592 -D3 -You see the restaurant. -~ -~ -0 -1 10517 -E -sign~ -*Jander's Office* - -Read this sign! - -And then GO AWAY!! - --Jander- -~ -S -#10517 -Jander's Restaurant~ -Jander's bar and restaurant used to be a very popular bar in Solace. -For some reason or another it is now empty. Dust and cobwebs cover -everything. It looks as if nobody has tread here in years. -The poolhall and bar are to the east. -A door to the main road is to the west. -~ -0 8 1 -D1 -You see the poolhall. -~ -~ -0 -1 10516 -D3 -You see the main road of Solace. -~ -door~ -1 -1 10579 -S -#10518 -Death's Chambers~ -This is the Chamber of Death. If you are lucky, he isn't here right now. -The walls are covered with twisted faces of a countless tortured -souls crying out in agony. The floor is made of black marble as is the -ceiling. The air smells of brimstone and makes your lungs burn with -every breath. -There is a sign floating in front of you. -~ -0 4 0 -E -sign~ -Please sit and wait. - -Death will be with you shortly. - -"Those who wait for death are indeed lost souls..." -~ -S -#10519 -Jander's Office~ -This is Jander's Office and obviously you didn't read the sign before -coming in.The office is dusty and abandon like the rest of the bar, but is -otherwise in the same condition as when it was occupied. An oak desk -sits in the middle of the room. A bookcase rests against the wall. Various -chairs are set in front of the desk. An employee that was called into Jander's -office was not likely to leave. Jander was rarely if ever seen. He mostly -stayed in his office and did office stuff. He was never in a good mood. -The office door is to the south. -~ -0 8 1 -D2 -You see the poolhall. -~ -door ~ -1 -1 10516 -S -#10520 -Inside Southeast Watchtower.~ -You are inside the Southeast Watchtower. -From up here you can see above the trees and most of the valley. -There is a beautiful view of Crystalmir lake. -Well actually the Southwest watchtower is blocking some of your view. -You are however not suppose to be up here. If the guards catch you up -here you are likely to be in BIG trouble... -~ -0 8 1 -D5 -You see stairs leading down to the guardpost. -~ -~ -0 -1 10590 -S -#10521 -Inside Southwest Watchtower.~ -You are inside the Southwest Watchtower. -From up here you can see above the trees and most of the valley. -There is a beautiful view of Crystalmir lake. -You are however not suppose to be up here. If the guards catch you up -here you are likely to be in BIG trouble... -~ -0 8 1 -D5 -You see stairs leading down to the guardpost. -~ -~ -0 -1 10597 -S -#10522 -Dusty road.~ -This dusty road looks well traveled. To the East you see the Townguard -Administration Building. -~ -0 0 1 -D1 -You see the Townguard Administration Building. -~ -~ -0 -1 10523 -D3 -You see the end of Main road. -~ -~ -0 -1 10606 -S -#10523 -Townguard Administration Building.~ -Before you stands the Townguard Administration Building. This is a large -building with various statues and other artwork decorating the building. -There is a door the east. -~ -0 0 1 -D1 -You see entrance hall. -~ -door~ -1 -1 10524 -D3 -You see a dusty road. -~ -~ -0 -1 10522 -S -#10524 -Entrance Hall.~ -The entrance hall is made entirely of marble and granite. It seems sort of -extravagant for a townguard administration building. The 30 foot high -ceiling seems to dwarf everything in the hallway. The Seal of the Town -of Solace lies embedded in the center of the floor. -A pair of heavy double doors lies to the east. -The entrance door is to the west. -~ -0 8 1 -D1 -You see a pair of heavy double doors. -~ -doors~ -1 -1 10530 -D2 -You see a marble corridor. -~ -~ -0 -1 10525 -D3 -You see the entrance to the building. -~ -door~ -1 -1 10523 -S -#10525 -Marble Corridor.~ -This corridor is also decorated with paintings and sculptures. Marble -columns line the walls. Crystal chandeliers hang from the ceiling. -A door to the Town Clerk's office is to the west. -~ -0 8 1 -D0 -You see the entrance hallway. -~ -~ -0 -1 10524 -D1 -You see marble corridor. -~ -~ -0 -1 10528 -D3 -You see the door to the Town Clerk's Office. -~ -door officedoor~ -1 -1 10526 -S -#10526 -Town Clerk.~ -This is where you pay your fines and taxes. -The Town Clerk's desk sits in front of you. There are chairs and a -few tables along the walls. There is a metal door on the west wall -behind the clerk's desk. -The hallway is to the east. -A heavy metal depository door is to the west. -~ -0 8 1 -D1 -You see a marble corridor. -~ -~ -1 -1 10525 -D3 -You see a heavy metal door. -~ -safe~ -1 10565 10527 -S -#10527 -Deposits Room.~ -This is a large safe like room. All payments for taxes and fines are deposited -here by the clerk. The walls are made of white marble and have gold deposit -boxes set into them. -The safe door is to the east. -~ -0 8 1 -D1 -You see Town Clerks Office. -~ -safe~ -1 10565 10526 -S -#10528 -Marble Corridor.~ -This corridor is also decorated with paintings and sculptures. Marble -columns line the walls. Crystal chandeliers hang from the ceiling. -A pair of heavy double doors lie to the north. -~ -0 8 1 -D0 -You see a pair of heavy double doors. -~ -doors~ -1 -1 10530 -D1 -You see a fountain. -~ -~ -0 -1 10529 -D3 -You see a marble corridor. -~ -~ -0 -1 10525 -S -#10529 -Water Fountain.~ -There is a very large water fountain here. Large marble lion heads spout -water from their mouths and stone fish spit water from the base of the -fountain. -~ -0 8 1 -D3 -You see marble corridor. -~ -~ -0 -1 10528 -S -#10530 -Hallway Intersection.~ -This is the intersection of four large hallways. Light streams in from the -stainglass skylight above. Large double doors close off each hallway. -The doors are made of oak and encrusted with gold patterns. -A pair of double doors are in each direction. -~ -0 8 1 -D0 -You see a pair of double doors. -~ -doors~ -1 -1 10536 -D1 -You see a pair of double doors. -~ -doors~ -1 -1 10531 -D2 -You see a pair of double doors. -~ -doors~ -1 -1 10528 -D3 -You see a pair of double doors. -~ -doors~ -1 -1 10524 -S -#10531 -End of Long Hall~ -This is the end of a long and lavish hallway. exquisite paintings and -statues line the walls. The ceilings are covered with colorful mosaics. -A pair of double doors lie to the west. -~ -0 8 1 -D1 -You see a long hallway. -~ -~ -0 -1 10537 -D3 -You see a pair of double doors. -~ -doors~ -1 -1 10530 -S -#10532 -Cobblestone Path~ -You are walking on a cobblestone path. It leads to a large building to the -north. -~ -0 0 1 -D0 -You see a large building ahead. -~ -~ -0 -1 10542 -D2 -You see the end of Main road. -~ -~ -0 -1 10606 -S -#10533 -Sergeant's Reception Room~ -This room is decorated with various swords and other ornamental artifacts -of combat. Pictures of bloody battles adorn the walls. If you have an -appointment to see the Sergeant at Arms this is where you'd come to wait. -But who knows how long you'll have to wait... -The door to the Sergeant's office is to the north. -The door to the hallway is on the east wall. -~ -0 8 1 -D0 -You see an Iron bound door. -~ -door~ -1 -1 10543 -D1 -You see a hallway. -~ -door~ -1 -1 10534 -S -#10534 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -The Sergeant's waiting room is to the west. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10544 -D1 -You see a hallway. -~ -~ -0 -1 10535 -D3 -You see a reception area. -~ -door~ -1 -1 10533 -S -#10535 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -There is an oak door to the north. -~ -0 8 1 -D0 -You see an oak door. -~ -oak door~ -1 -1 10545 -D1 -You see a hallway. -~ -~ -0 -1 10536 -D3 -You see a hallway. -~ -~ -0 -1 10534 -S -#10536 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -A pair of double doors are south of you. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10546 -D2 -You see double doors. -~ -doors~ -1 -1 10530 -D3 -You see a hallway. -~ -~ -0 -1 10535 -S -#10537 -Long Hallway~ -This hallway is sparse compared to some of the others. It seems to go -on and on. The marble floors are barren of any type of decorations. -The walls are rough stone bound by large wooden beams. This is maybe -the only hallway that doesn't have large amounts of gold and other artifacts. -~ -0 8 1 -D0 -You see a long hallway. -~ -~ -0 -1 10547 -D2 -You see the end of the hallway. -~ -~ -0 -1 10531 -S -#10538 -West end of Common Room~ -You are standing in the West end of a very large room. It is where -adventurers rest their weary feet if they don't have enough gold to -pay for a private room. The room continues to the East. -~ -0 8 1 -D1 -You see more of a very large room. -~ -~ -0 -1 10539 -S -#10539 -East end of Common Room~ -You are standing in the East end of a very large room. It is where -adventurers rest their weary feet if they don't have enough gold to -pay for a private room. The room continues to the west. -A door to the hallway is to the north. -~ -0 8 1 -D0 -You see a large hallway. -~ -door~ -1 -1 10549 -D3 -You see more of a very large room. -~ -~ -0 -1 10538 -S -#10540 -West end of Bar.~ -You are standing of the west end of the bar. This is a darker corner where -less seems to occur. Maybe a beer and a nap would be nice. -~ -0 8 1 -D1 -You see main bar. -~ -~ -0 -1 10541 -S -#10541 -Inn of the Last Home.~ -The Inn of the Last Home never changes. The polished wooden bar curves -around several living branches. An old man weaves stories in the corner and -delights the crowd gathered about him. The delicate windows of stained -glass behind the bar are being polished by Otik Sandath, the barkeeper. -The carved door to the Inn is to the east. -~ -0 8 1 -D0 -You see north end of the bar. -~ -~ -0 -1 10551 -D1 -You see a carved door. -~ -door~ -1 -1 10542 -D3 -You see the west end of the bar. -~ -~ -0 -1 10540 -D4 -You see a wooden staircase. -~ -~ -0 -1 10550 -S -#10542 -Outside the Inn of the Last Home.~ -The Inn of the Last Home rests within the trunk of a huge vallenwood tree. -Warm laughter tumbles from the inn. The worn steps wind around the heavy -trunk up to the familiar, carved door. -~ -0 8 1 -D0 -You see trees -~ -tree~ -1 -1 10552 -D2 -You see a cobblestone path. -~ -~ -0 -1 10532 -D3 -You see a carved door. -~ -door~ -1 -1 10541 -S -#10543 -Sergeant's Office~ -This is the office of the Sergeant at Arms. He is in charge of all minor -complaints. His office is richly decorated with ornamental weapons and -pictures of war. A large desk sits in the middle of the room. -You see an Iron bound door to the south. -~ -0 8 1 -D2 -You see an Iron bound door. -~ -door~ -1 -1 10533 -S -#10544 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10554 -D2 -You see a hallway. -~ -~ -0 -1 10534 -S -#10545 -Guards Room.~ -There are many barrels and chests of food in here. All of it looks spoiled. -This is where the town guards hang out when not on duty. -You see an oak door to the south. -~ -0 8 1 -D2 -You see an oak door. -~ -door~ -1 -1 10535 -S -#10546 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10556 -D2 -You see a hallway. -~ -~ -0 -1 10536 -S -#10547 -Long Hallway~ -This hallway is sparse compared to some of the others. It seems to go -on and on. The marble floors are barren of any type of decorations. -The walls are rough stone bound by large wooden beams. This is maybe -the only hallway that doesn't have large amounts of gold and other artifacts. -~ -0 8 1 -D0 -You see a long hallway. -~ -~ -0 -1 10557 -D2 -You see a long hallway. -~ -~ -0 -1 10537 -S -#10548 -Hallway~ -You are standing in an old vallenwood hallway. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10558 -D1 -You see a hallway. -~ -~ -0 -1 10549 -S -#10549 -Outside Common Room~ -You are standing in an old vallenwood hallway. Laughter and the murmur -of conversation comes from the south. -The door to the common room lies to the south. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10550 -D2 -You see the common room. -~ -door~ -1 -1 10539 -D3 -You see a hallway. -~ -~ -0 -1 10548 -S -#10550 -Second Floor of the Inn.~ -You are at the top of a wooden staircase. Downstairs is the bar. -To the west you can hear laughter and the low murmur of voices. -~ -0 8 1 -D3 -You see a hallway. -~ -~ -0 -1 10549 -D5 -You see a wooden staircase. -~ -~ -0 -1 10541 -S -#10551 -North End of Bar.~ -A smoky fire struggles in the blackened stove, feebly challenging -the gloom in the town. In sharp contrast to the usual lively crowd, -the few patrons present are lost in their own thoughts. No one -smiles, nor does anyone seem interested in the arrival of a few -more customers. -~ -0 8 1 -D2 -You see main bar. -~ -~ -0 -1 10541 -S -#10552 -Captain's Office.~ -This is the office of the Captain of the Guard. Leather couches -and a solid marble desk sit against the far wall. A weapons -cabinet stands against the west wall. The Captain has a large -portrait of himself on the wall behind his desk. -A pair of heavy metal doors with the emblem of the townguard -is on the north wall. -~ -0 8 1 -D0 -You see a set of Heavy Metal Doors with the emblem of the townguard. -~ -doors~ -1 -1 10562 -D2 -A wall. -~ -wall~ -0 -1 10542 -S -#10553 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10563 -D1 -You see a hallway. -~ -~ -0 -1 10554 -S -#10554 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D1 -You see a reception area. -~ -~ -0 -1 10555 -D2 -You see a hallway. -~ -~ -0 -1 10544 -D3 -You see a hallway. -~ -~ -0 -1 10553 -S -#10555 -Lieutenant's Reception Area.~ -This is the waiting room for meetings with the Lieutenant Commander. -The furniture is made of vallenwood and the walls are covered with -finger paintings. Various crayon drawings are framed behind the -secretary 's desk. -A glass door with the townguard emblem is to the north. -~ -0 8 1 -D0 -You see a glass door with the townguard emblem. -~ -door~ -1 -1 10565 -D3 -You see a hallway. -~ -~ -0 -1 10554 -S -#10556 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10566 -D2 -You see a hallway. -~ -~ -0 -1 10546 -S -#10557 -Long Hallway~ -This hallway is sparse compared to some of the others. It seems to go -on and on. The marble floors are barren of any type of decorations. -The walls are rough stone bound by large wooden beams. This is maybe -the only hallway that doesn't have large amounts of gold and other artifacts. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10567 -D2 -You see a hallway. -~ -~ -0 -1 10547 -S -#10558 -Hallway~ -You are standing in an old vallenwood hallway. -~ -0 8 1 -D0 -You see reading room. -~ -~ -0 -1 10568 -D2 -You see a hallway. -~ -~ -0 -1 10548 -S -#10559 -Private Room~ -This is a private room. Those with some money can rent these rooms instead -of staying in the common room. It is well furnished with a large bed and -other bedroom stuff. -There is a door to the north. -~ -0 8 1 -D0 -You see a door. -~ -door~ -1 -1 10569 -S -#10560 -Private Room~ -This is a private room. Those with some money can rent these rooms instead -of staying in the common room. It is well furnished with a large bed and -other bedroom stuff. -There is a door to the north. -~ -0 8 1 -D0 -You see a door. -~ -door~ -1 -1 10570 -S -#10561 -Private Room~ -This is a private room. Those with some money can rent these rooms instead -of staying in the common room. It is well furnished with a large bed and -other bedroom stuff. -There is a door to the north. -~ -0 8 1 -D0 -You see a door. -~ -door~ -1 -1 10571 -S -#10562 -Captain's Meeting room.~ -You are standing in the meeting room of the Captain of the Guard. This -is where he holds his administrative meetings and other official functions. -A large meeting tables sits in the middle of the room. -There is a pair of glass double doors to the north. -There is a pair of heavy metal doors with the emblem of the -townguard to the south. -~ -0 8 1 -D0 -You see Glass Double Doors. -~ -doors~ -1 -1 10572 -D2 -You see a set of Heavy Metal Doors with the emblem of the townguard. -~ -doors~ -1 -1 10552 -S -#10563 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10573 -D2 -You see a hallway. -~ -~ -0 -1 10553 -S -#10564 -Guards Room.~ -There are many barrels and chests of food in here. All of it looks spoiled. -This is where the town guards hang out when not on duty. -There is an oak door to the north. -~ -0 8 1 -D0 -You see a oak door. -~ -door~ -1 -1 10574 -S -#10565 -Lieutenant's Office.~ -This is the Office of the Lieutenant Commander. He basicially does -nothing all day. Hence the fingerpainting tacked to all the walls. -The furniture is more fitting to a 7 year old than that of a commander. -Small plastic furniture and plastic flowers adorn the office. -You see a glass door with the townguard emblem to the south. -~ -0 8 1 -D2 -You see a glass door. -~ -door~ -1 -1 10555 -S -#10566 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D0 -You see a hallway. -~ -~ -0 -1 10576 -D2 -You see a hallway. -~ -~ -0 -1 10556 -S -#10567 -Long Hallway~ -This hallway is sparse compared to some of the others. It seems to go -on and on. The marble floors are barren of any type of decorations. -The walls are rough stone bound by large wooden beams. This is maybe -the only hallway that doesn't have large amounts of gold and other artifacts. -~ -0 8 1 -D0 -You see the end of a long hallway. -~ -~ -0 -1 10577 -D2 -You see a hallway. -~ -~ -0 -1 10557 -S -#10568 -Reading Room.~ -This is an afternoon reading room. Its especially nice on sunny days when -the afternoon sun shines through the large picture window. Many books -line the walls. All look pretty boring and seem to be more for show than -for reading. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10569 -D2 -You see a hallway. -~ -~ -0 -1 10558 -S -#10569 -Hallway~ -You are standing in an old vallenwood hallway. -This corridor is lined with the more expensive private rooms. -There is a door to the south. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10570 -D2 -You see a door. -~ -door~ -1 -1 10559 -D3 -You see a reading room. -~ -~ -0 -1 10568 -S -#10570 -Hallway~ -You are standing in an old vallenwood hallway. -This corridor is lined with the more expensive private rooms. -There is a door to the south. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10571 -D2 -You see a door. -~ -door~ -1 -1 10560 -D3 -You see a hallway. -~ -~ -0 -1 10569 -S -#10571 -Hallway~ -You are standing in an old vallenwood hallway. -This corridor is lined with the more expensive private rooms. -There is a door to the south. -~ -0 8 1 -D2 -You see a door. -~ -door~ -1 -1 10561 -D3 -You see a hallway. -~ -~ -0 -1 10570 -S -#10572 -Captain's Waiting Room.~ -This is the Reception area for the the Captain of the Guard. A large portrait -of the Captain is on the north wall. With the amount of extravagance and -expensive items that decorate this room you wonder how he gets away with -it. The title Sultan would be more appropriate than Captain of the Guard. -You see an oak door to the east. -There are a pair of glass double doors to the south. -~ -0 8 1 -D1 -You see a oak door. -~ -door~ -1 -1 10573 -D2 -You see Glass Double Doors. -~ -doors~ -1 -1 10562 -S -#10573 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -The Captain of the Guard's waiting room is to the west. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10574 -D2 -You see a hallway. -~ -~ -0 -1 10563 -D3 -You see Captain's waiting room door. -~ -door~ -1 -1 10572 -S -#10574 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -There is an oak door to the south. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10575 -D2 -You see a oak door. -~ -door~ -1 -1 10564 -D3 -You see a hallway. -~ -~ -0 -1 10573 -S -#10575 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D1 -You see a hallway. -~ -~ -0 -1 10576 -D3 -You see a hallway. -~ -~ -0 -1 10574 -S -#10576 -Administration Hallway~ -The hallway is just as extravagant as all the others in this building. -Gem mosaics cover the walls, and intricate patterns are carved in the -gold laden floors. This doesn't look like an admistration building, -more like a palace. -~ -0 8 1 -D1 -You see the end of a long hallway. -~ -~ -0 -1 10577 -D2 -You see a hallway. -~ -~ -0 -1 10566 -D3 -You see a hallway. -~ -~ -0 -1 10575 -S -#10577 -End of Long Hall~ -This is the end of a long and lavish hallway. exquisite paintings and -statues line the walls. The ceilings are covered with colorful mosaics. -~ -0 8 1 -D2 -You see a hallway. -~ -~ -0 -1 10567 -D3 -You see a hallway. -~ -~ -0 -1 10576 -S -#10578 -Gateway to Solace~ -This is the gateway to the town of Solace. It keeps the monsters out and -the people in. This is a quiet farming town on the shores of Crytalmir -Lake. -There is a sign nailed to a nearby tree. -There is a plaque embedded in the road. -There is a Gate to the south. -~ -0 0 1 -D0 -You see the Main road in Solace. -~ -~ -0 -1 10579 -D1 -You see a small alleyway. -~ -~ -0 -1 10593 -D2 -You see the Gateway of Solace. -~ -gate~ -1 10566 10003 -D3 -You see a small alleyway. -~ -~ -0 -1 10594 -E -sign~ -**WELCOME TO SOLACE** - -Welcome to Solace Traveler. -Rest your weary feet and enjoy our small town. - -Please don't feed the animals. - -And please behave yourself. - -Gates will be closed and lock at night to keep the town safe. - --Captain of the Guard- -~ -E -plaque~ -************* -Town of Solace -************* - -Brought to you by Strahd -~ -S -#10579 -Main Road~ -This is the main road in Solace. Down the street you can see various -shops and houses. -~ -0 0 1 -D0 -You see the main road of Solace. -~ -~ -0 -1 10580 -D1 -You see Jander's Bar & Restaurant. -~ -door~ -1 -1 10517 -D2 -You see the town gateway. -~ -~ -0 -1 10578 -D3 -You see a house. -~ -door~ -1 -1 10506 -S -#10580 -Main Road~ -This is the main road in Solace. Down the street you can see various -shops and houses. -~ -0 0 1 -D0 -You see the main road of Solace. -~ -~ -0 -1 10581 -D2 -You see the main road of Solace. -~ -~ -0 -1 10579 -D3 -You see Cookie's Cookie Cookery. -~ -~ -0 -1 10505 -S -#10581 -Main Road~ -This is the main road in Solace. Down the street you can see various -shops and houses. -~ -0 0 1 -D0 -You see the main road of Solace. -~ -~ -0 -1 10582 -D2 -You see the main road of Solace. -~ -~ -0 -1 10580 -S -#10582 -Intersection at Main Road.~ -Here there is an intersection at the main road. -You see to the east and west, smaller houses and some more shops. -To the road continues to the north. -~ -0 0 1 -D0 -You see the main road of Solace. -~ -~ -0 -1 10605 -D1 -You see East Gullen Way -~ -~ -0 -1 10583 -D2 -You see the main road of Solace. -~ -~ -0 -1 10581 -D3 -You see West Gullen Way. -~ -~ -0 -1 10604 -S -#10583 -East Gullen Way~ -This is the road called East Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see East Gullen Way. -~ -~ -0 -1 10584 -D2 -You see a house. -~ -door~ -1 -1 10511 -D3 -You see the Intersection of Gullen Way and the main road. -~ -~ -0 -1 10582 -S -#10584 -East Gullen Way~ -This is the road called East Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see East Gullen Way. -~ -~ -0 -1 10585 -D2 -You see Marilyn's Bird Factory. -~ -~ -0 -1 10512 -D3 -You see East Gullen Way. -~ -~ -0 -1 10583 -S -#10585 -East Gullen Way~ -This is the road called East Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see the Corner Of East Gullen and Ketra Road. -~ -~ -0 -1 10586 -D3 -You see East Gullen Way. -~ -~ -0 -1 10584 -S -#10586 -Corner of East Gullen and Ketra Road.~ -This is the Corner of East Gullen Way and Ketra Road. -Everything is amazingly clean here. -But this doesn't look like the wealthier part of town. -This whole town seems to be one big trading post. -~ -0 0 1 -D2 -You see Ketra Road. -~ -~ -0 -1 10587 -D3 -You see East Gullen way. -~ -~ -0 -1 10585 -S -#10587 -Ketra Road.~ -It is one of the sidestreets of Solace. But even here there are shops. -Most of it is run down houses and shacks. -Even though this looks like the poorer part of town, it is amazingly clean. -~ -0 0 1 -D0 -You see The corner of East Gullen and Ketra. -~ -~ -0 -1 10586 -D2 -You see Ketra Road. -~ -~ -0 -1 10588 -S -#10588 -Ketra Road.~ -It is one of the sidestreets of Solace. But even here there are shops. -Most of it is run down houses and shacks. -Even though this looks like the poorer part of town, it is amazingly clean. -~ -0 0 1 -D0 -You see Ketra Road. -~ -~ -0 -1 10587 -D2 -You see Ketra Road. -~ -~ -0 -1 10589 -D3 -You see a Storage Building. -~ -door~ -1 -1 10514 -S -#10589 -Ketra Road.~ -It is one of the sidestreets of Solace. But even here there are shops. -Most of it is run down houses and shacks. -Even though this looks like the poorer part of town, it is amazingly clean. -~ -0 0 1 -D0 -You see Ketra Road. -~ -~ -0 -1 10588 -D2 -You see one of the towns watchtowers. -~ -~ -0 -1 10590 -D3 -You see Jander's Bar. -~ -door~ -1 -1 10515 -S -#10590 -Southeast Guardpost and Watchtower.~ -This is the Southeast guardpost and guardpost of Solace. -It is used as a watch station and coffee break area for the town guards. -There are some stairs in the corner leading up to the watchtower. -There is a sign above the stairway. -~ -0 8 1 -D0 -You see Ketra Road. -~ -~ -0 -1 10589 -D3 -You see a small alleyway. -~ -~ -0 -1 10591 -D4 -You see stairs leading up to the watchtower. -~ -~ -0 -1 10520 -E -sign~ -** WARNING ** - -This area is RESTRICTED. - -Authorized Personnel Only! -Violators will be jailed or killed. - --Captain of the Guard- -~ -S -#10591 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D1 -You see the Southeast Guardpost. -~ -~ -0 -1 10590 -D3 -You see a small alleyway. -~ -~ -0 -1 10592 -S -#10592 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D0 -You see a poolhall. -~ -door~ -1 -1 10516 -D1 -You see a small alleyway. -~ -~ -0 -1 10591 -D3 -You see a small alleyway. -~ -~ -0 -1 10593 -S -#10593 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D1 -You see a small alleyway. -~ -~ -0 -1 10592 -D3 -You see the gateway to the town. -~ -~ -0 -1 10578 -S -#10594 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D1 -You see the gateway to the town. -~ -~ -0 -1 10578 -D3 -You see a small alleyway. -~ -~ -0 -1 10595 -S -#10595 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D0 -You see an old boarded up building. -~ -door~ -1 -1 10507 -D1 -You see a small alleyway. -~ -~ -0 -1 10594 -D3 -You see a small alleyway. -~ -~ -0 -1 10596 -S -#10596 -Small Alleyway.~ -You are walking down a small alleyway along the north wall of the town. -~ -0 0 1 -D1 -You see a small alleyway. -~ -~ -0 -1 10595 -D3 -You see the Southwest Guardpost. -~ -~ -0 -1 10597 -S -#10597 -Southwest Guardpost and Watchtower.~ -This is the Southwest guardpost and guardpost of Solace. -It is used as a watch station and coffee break area for the town guards. -There are some stairs in the corner leading up to the watchtower. -There is a sign above the stairway. -~ -0 8 1 -D0 -You see Harvest Road. -~ -~ -0 -1 10598 -D1 -You see a small alleyway. -~ -~ -0 -1 10596 -D4 -You see stairs leading up to the watchtower. -~ -~ -0 -1 10521 -E -sign~ -** WARNING ** - -This area is RESTRICTED. - -Authorized Personnel Only! -Violators will be jailed or killed. - --Captain of the Guard- -~ -S -#10598 -Harvest Road.~ -You are walking down Harvest Road. -It is quiet and peacefull here. The smell of baked goods and other foods -fill the air. -~ -0 0 1 -D0 -You see Harvest Road. -~ -~ -0 -1 10599 -D1 -You see the McBakery. -~ -~ -0 -1 10508 -D2 -You see the Southwest Guardpost. -~ -~ -0 -1 10597 -S -#10599 -Harvest Road.~ -You are walking down Harvest Road. -It is quiet and peacefull here. The smell of baked goods and other foods -fill the air. -~ -0 0 1 -D0 -You see Harvest Road. -~ -~ -0 -1 10600 -D1 -You see a house. -~ -door~ -1 -1 10509 -D2 -You see Harvest Road. -~ -~ -0 -1 10598 -S -#10600 -Harvest Road.~ -You are walking down Harvest Road. -It is quiet and peacefull here. The smell of baked goods and other foods -fill the air. -~ -0 0 1 -D0 -You see the corner of West Gullen Way and Harvest Road. -~ -~ -0 -1 10601 -D2 -You see Harvest Road. -~ -~ -0 -1 10599 -S -#10601 -Corner of West Gullen Way and Harvest Road.~ -This is the corner of West Gullen and Harvest road. -To the south you can smell baked goods and other food. -To the east are various small shops and houses. -~ -0 0 1 -D1 -You see West Gullen Way. -~ -~ -0 -1 10602 -D2 -You see Harvest Road. -~ -~ -0 -1 10600 -S -#10602 -West Gullen Way~ -This is the road called West Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see West Gullen Way. -~ -~ -0 -1 10603 -D2 -You see the entrance to Matt's Brewery. -~ -~ -0 -1 10502 -D3 -You see the corner of West Gullen and Harvest. -~ -~ -0 -1 10601 -S -#10603 -West Gullen Way~ -This is the road called West Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see West Gullen Way. -~ -~ -0 -1 10604 -D2 -You see a house -~ -door~ -1 -1 10503 -D3 -You see West Gullen Way. -~ -~ -0 -1 10602 -S -#10604 -West Gullen Way~ -This is the road called West Gullen Way. It is lined with small houses and -shops. -~ -0 0 1 -D1 -You see the intersection of West Gullen and the main road. -~ -~ -0 -1 10582 -D2 -You see a house. -~ -door~ -1 -1 10504 -D3 -You see West Gullen Way. -~ -~ -0 -1 10603 -S -#10605 -Main Road~ -This is the main road in Solace. Down the street you can see various -shops and houses. -~ -0 0 1 -D0 -You see the end of the main road. -~ -~ -0 -1 10606 -D2 -You see the intersection of Gullen Way and the main road. -~ -~ -0 -1 10582 -S -#10606 -End of the Main Road~ -The main road of Solace stops here. Other smaller roadways lead off -in various directions. -To the west is the marketplace, where farmers go to sell thier harvests. -Farther north you see a large building. -To the East is the Townguard Administration Building. -~ -0 0 1 -D0 -You see a cobblestone path. -~ -~ -0 -1 10532 -D1 -You see a dusty road. -~ -~ -0 -1 10522 -D2 -You see the Main Road of Solace. -~ -~ -0 -1 10605 -D3 -You see the Marketplace. -~ -~ -0 -1 10607 -S -#10607 -Marketplace.~ -This is the Marketplace of Solace. Where the farmers come to sell their -crops. The smell of vegetables and fruit fill the air. There are a couple -other vendors selling trinkets and other items. -There is a sign at the entrance to the market. -~ -0 0 1 -D0 -You see Croben's Container Emporium. -~ -~ -0 -1 10501 -D1 -You see the End of the Main Road of Solace. -~ -~ -0 -1 10606 -D2 -You see Nisi's Frozen Food Store. -~ -~ -0 -1 10614 -D3 -You see the Marketplace. -~ -~ -0 -1 10608 -E -sign~ -**NOTICE** - -Stealing will NOT be tolerated. -Any sort of shady actions will be punishable by death. - - --Captain of the Guard- -~ -S -#10608 -Marketplace.~ -This is the Marketplace of Solace. Where the farmers come to sell their -crops. The smell of vegetables and fruit fill the air. There are a couple -other vendors selling trinkets and other items. -~ -0 0 1 -D0 -You see Lexie's Scuba Shop. -~ -~ -0 -1 10500 -D1 -You see the marketplace. -~ -~ -0 -1 10607 -D2 -You see Janni's Souvenir Shop. -~ -~ -0 -1 10613 -D3 -You see the Marketplace. -~ -~ -0 -1 10609 -S -#10609 -Marketplace.~ -This is the Marketplace of Solace. Where the farmers come to sell their -crops. The smell of vegetables and fruit fill the air. There are a couple -other vendors selling trinkets and other items. -~ -0 0 1 -D0 -You see Rashan's Rutabagas Restaurant. -~ -~ -0 -1 10616 -D1 -You see the marketplace. -~ -~ -0 -1 10608 -D2 -You see Krista's Fruit Stand. -~ -~ -0 -1 10612 -D3 -You see the Marketplace. -~ -~ -0 -1 10610 -S -#10610 -Marketplace.~ -This is the Marketplace of Solace. Where the farmers come to sell their -crops. The smell of vegetables and fruit fill the air. There are a couple -other vendors selling trinkets and other items. -These are the last stalls in the marketplace. Next to you stands the West wall -of the town. -~ -0 0 1 -D0 -You see Molin's Mulburry Extract Distillery. -~ -~ -0 -1 10615 -D1 -You see the marketplace. -~ -~ -0 -1 10609 -D2 -You see Jhen's Vegtable Cart. -~ -~ -0 -1 10611 -S -#10611 -Jhen's Vegetable Cart.~ -This is where Jhen the farmer comes to sell his crops. His wooden vegtable -cart stands here filled with all sorts of vegetables. All his vegtables are -unusually large. What kind of plant food does he use anyway...? -There is a small sign nailed to the cart. -~ -0 8 1 -D0 -You see the marketplace. -~ -~ -0 -1 10610 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10612 -Krista's Fruit Stand.~ -This is where Krista peddles her fruits. Every year she travels from her -orchards in the mountains to Solace to sell her fruit. Everything seems -to have an unusually small size. I wonder if she shrinks heads too... -There is a small sign hanging above the fruit stand. -~ -0 8 1 -D0 -You see the marketplace. -~ -~ -0 -1 10609 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10613 -Janni's Souvenirs.~ -This is Janni's Souvenir shop. He makes trinkets year round that he peddles -here in the market. You wouldn't want to leave Solace without a souvenir -would you? -there is a sign behind the glass case. -~ -0 8 1 -D0 -You see the marketplace. -~ -~ -0 -1 10608 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10614 -Nisi's Frozen Food~ -This is one of the oddest venders in the marketplace. Nisi claims to have -various fresh frozen types of vegetables. They are frozen all right. In -fact they are hard enough to stop an axe swing...go figure.. -And just how does she keep them from melting... -There is a small sign on the wall in the back of the shop. -~ -0 8 1 -D0 -You see the marketplace. -~ -~ -0 -1 10607 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10615 -Molin's Mulburry Extracts.~ -This is the shop of the famous mulburry extract. Known throughout the -valley to quech the thirst of even the thirstiest traveller. What else it does -is just rumor. That person recovered in a month anyway... -There is a small sign on the wall. -~ -0 8 1 -D2 -You see the marketplace. -~ -~ -0 -1 10610 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#10616 -Rashan's Rutabagas~ -This is one shop to stay away from. Rashan's rutabagas have been know -to do strange things to people. And true to its reputation the shop is -very very empty. I'm sure Rashan would be more than willing to sell -you one. Business obviously has been very slow.... -There is a small sign hanging next to you. -~ -0 8 1 -D2 -You see the marketplace. -~ -~ -0 -1 10609 -E -sign~ -The sign reads: - - List - Show which various items are in the store. - Buy - Buy an item. - Value - The shopkeeper will (free of charge) tell how much he will - pay for your item. - Sell - Sell an item. -~ -S -#0 - - -#RESETS -M 1 10538 1 10500 -G 1 10538 1 -G 1 10537 1 -G 1 10536 1 -G 1 10535 1 -M 1 10539 1 10501 -G 1 10541 1 -G 1 10540 1 -G 1 10539 1 -M 1 10521 1 10502 -G 1 10518 1 -G 1 10517 1 -G 1 10516 1 -G 1 10515 1 -E 1 10500 1 5 -M 1 10519 10 10503 -M 1 10520 5 10503 -M 1 10551 10 10503 -D 1 10503 0 1 -M 1 10519 10 10504 -M 1 10520 5 10504 -M 1 10551 10 10504 -D 1 10504 0 1 -M 1 10523 1 10505 -G 1 10508 1 -G 1 10507 1 -G 1 10506 1 -G 1 10505 1 -D 1 10505 3 1 -M 1 10519 10 10506 -M 1 10520 5 10506 -M 1 10551 10 10506 -M 1 10501 8 10506 -D 1 10506 1 1 -M 1 10529 10 10507 -M 1 10550 6 10507 -D 1 10507 2 1 -M 1 10522 1 10508 -G 1 10504 1 -G 1 10503 1 -G 1 10502 1 -G 1 10501 1 -M 1 10519 10 10509 -M 1 10520 5 10509 -M 1 10551 10 10509 -D 1 10509 3 1 -D 1 10510 1 1 -M 1 10519 10 10511 -M 1 10520 5 10511 -M 1 10551 10 10511 -M 1 10501 8 10511 -D 1 10511 0 1 -M 1 10524 1 10512 -M 1 10513 1 10513 -M 1 10512 1 10513 -M 1 10511 1 10513 -M 1 10510 1 10513 -M 1 10529 10 10514 -M 1 10552 5 10514 -M 1 10500 4 10514 -D 1 10514 1 1 -M 1 10526 5 10515 -M 1 10527 1 10515 -G 1 10569 1 -G 1 10568 1 -G 1 10567 1 -M 1 10529 10 10515 -D 1 10515 1 1 -M 1 10526 5 10516 -M 1 10529 10 10516 -D 1 10516 2 1 -D 1 10516 0 1 -M 1 10526 5 10517 -M 1 10529 10 10517 -D 1 10517 3 1 -O 1 10570 1 10518 -M 1 10525 5 10519 -D 1 10519 2 1 -M 1 10518 4 10520 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10518 4 10520 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10518 4 10521 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10518 4 10521 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10519 10 10522 -D 1 10523 1 1 -M 1 10528 40 10524 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10524 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10524 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10524 -E 1 10561 1 16 -E 1 10606 1 5 -D 1 10524 3 1 -D 1 10524 1 1 -D 1 10525 3 1 -M 1 10530 1 10526 -E 1 10565 1 17 -E 1 10509 1 16 -D 1 10526 3 2 -D 1 10526 1 1 -M 1 10531 4 10527 -E 1 10510 1 16 -E 1 10606 1 5 -O 1 10562 4 10527 -P 1 10563 4 10562 -O 1 10562 4 10527 -P 1 10563 4 10562 -O 1 10562 4 10527 -P 1 10563 4 10562 -O 1 10562 4 10527 -P 1 10563 4 10562 -D 1 10527 1 2 -M 1 10501 8 10528 -D 1 10528 0 1 -M 1 10545 1 10529 -O 1 10564 1 10529 -D 1 10530 0 1 -D 1 10530 1 1 -D 1 10530 2 1 -D 1 10530 3 1 -D 1 10531 3 1 -M 1 10501 8 10533 -M 1 10509 1 10533 -D 1 10533 0 1 -D 1 10535 0 1 -D 1 10536 2 1 -M 1 10546 5 10538 -E 1 10544 1 17 -E 1 10543 1 16 -E 1 10542 2 12 -M 1 10547 5 10538 -E 1 10547 1 3 -E 1 10546 1 5 -E 1 10543 2 16 -M 1 10548 5 10538 -E 1 10550 1 11 -E 1 10549 1 5 -E 1 10548 1 16 -M 1 10549 5 10538 -E 1 10542 1 12 -E 1 10551 1 16 -E 1 10545 1 17 -M 1 10546 5 10539 -E 1 10544 1 17 -E 1 10543 1 16 -E 1 10542 1 12 -M 1 10547 5 10539 -E 1 10547 1 3 -E 1 10546 1 5 -E 1 10543 1 16 -M 1 10548 5 10539 -E 1 10550 1 11 -E 1 10549 1 5 -E 1 10548 1 16 -M 1 10549 5 10539 -E 1 10542 1 12 -E 1 10551 1 16 -E 1 10545 1 17 -M 1 10502 4 10539 -D 1 10539 0 1 -M 1 10546 5 10540 -E 1 10544 1 17 -E 1 10543 1 16 -E 1 10542 1 12 -M 1 10547 5 10540 -E 1 10547 1 3 -E 1 10546 1 5 -E 1 10543 1 16 -M 1 10548 5 10540 -E 1 10550 1 11 -E 1 10549 1 5 -E 1 10548 1 16 -M 1 10549 5 10540 -E 1 10542 1 12 -E 1 10551 1 16 -E 1 10545 1 17 -M 1 10502 4 10540 -M 1 10546 5 10541 -E 1 10544 1 17 -E 1 10543 1 16 -E 1 10542 1 12 -M 1 10547 5 10541 -E 1 10547 1 3 -E 1 10546 1 5 -E 1 10543 1 16 -M 1 10548 5 10541 -E 1 10550 1 11 -E 1 10549 1 5 -E 1 10548 1 16 -M 1 10549 5 10541 -E 1 10542 1 12 -E 1 10551 1 16 -E 1 10545 1 17 -M 1 10519 10 10541 -M 1 10540 1 10541 -G 1 10569 1 -G 1 10568 1 -G 1 10567 1 -M 1 10541 1 10541 -G 1 10569 1 -G 1 10568 1 -G 1 10567 1 -D 1 10541 1 1 -M 1 10528 40 10542 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10542 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10542 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10542 -E 1 10561 1 16 -E 1 10606 1 5 -D 1 10542 3 1 -D 1 10542 0 1 -M 1 10516 1 10543 -E 1 10604 1 15 -E 1 10604 1 14 -E 1 10582 1 1 -E 1 10605 1 16 -E 1 10603 1 11 -E 1 10579 1 4 -E 1 10602 1 13 -E 1 10601 1 3 -E 1 10600 1 8 -E 1 10599 1 9 -E 1 10598 1 7 -E 1 10597 1 10 -E 1 10560 1 5 -E 1 10596 1 6 -D 1 10543 2 1 -M 1 10528 40 10545 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10545 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10545 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10545 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10517 12 10545 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10517 12 10545 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10517 12 10545 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10517 12 10545 -E 1 10561 1 16 -E 1 10606 1 5 -D 1 10545 2 1 -M 1 10528 40 10547 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10547 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10547 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10547 -E 1 10561 1 16 -E 1 10606 1 5 -D 1 10549 2 1 -M 1 10546 5 10551 -E 1 10544 1 17 -E 1 10543 1 16 -E 1 10542 1 12 -M 1 10547 5 10551 -E 1 10547 1 3 -E 1 10546 1 5 -E 1 10543 1 16 -M 1 10548 5 10551 -E 1 10550 1 11 -E 1 10549 1 5 -E 1 10548 1 16 -M 1 10549 5 10551 -E 1 10542 1 12 -E 1 10551 1 16 -E 1 10545 1 17 -M 1 10542 1 10551 -M 1 10543 3 10551 -M 1 10544 1 10551 -M 1 10514 1 10552 -G 1 10580 1 -E 1 10583 1 15 -E 1 10583 1 14 -E 1 10582 1 1 -E 1 10581 1 16 -E 1 10566 80 17 -E 1 10578 1 11 -E 1 10579 1 4 -E 1 10577 1 13 -E 1 10576 1 3 -E 1 10575 1 8 -E 1 10574 1 9 -E 1 10573 1 7 -E 1 10572 1 10 -E 1 10558 1 5 -E 1 10571 1 6 -O 1 10584 1 10552 -P 1 10585 1 10584 -D 1 10552 0 1 -M 1 10508 1 10555 -D 1 10555 0 1 -M 1 10501 8 10556 -M 1 10502 4 10559 -D 1 10559 0 1 -M 1 10503 1 10560 -E 1 10553 1 12 -E 1 10552 1 17 -D 1 10560 0 1 -M 1 10504 1 10561 -E 1 10556 1 11 -E 1 10557 1 16 -E 1 10554 1 5 -D 1 10561 0 1 -M 1 10505 1 10562 -G 1 10563 1 -M 1 10506 3 10562 -D 1 10562 2 1 -D 1 10562 0 1 -M 1 10528 40 10564 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10564 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10564 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10564 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10517 12 10564 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10517 12 10564 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10517 12 10564 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10517 12 10564 -E 1 10561 1 16 -E 1 10606 1 5 -D 1 10564 0 1 -M 1 10515 1 10565 -E 1 10594 1 15 -E 1 10594 1 14 -E 1 10582 1 1 -E 1 10595 1 16 -E 1 10593 1 11 -E 1 10579 1 4 -E 1 10592 1 13 -E 1 10591 1 3 -E 1 10590 1 8 -E 1 10589 1 9 -E 1 10588 1 7 -E 1 10587 1 10 -E 1 10559 1 5 -E 1 10586 1 6 -D 1 10565 2 1 -M 1 10519 10 10568 -D 1 10569 2 1 -D 1 10570 2 1 -D 1 10571 2 1 -M 1 10507 1 10572 -D 1 10572 2 1 -D 1 10572 1 1 -D 1 10573 3 1 -D 1 10574 2 1 -M 1 10528 40 10578 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10578 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10578 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10578 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10529 10 10578 -D 1 10579 3 1 -D 1 10579 1 1 -M 1 10501 8 10580 -M 1 10528 40 10582 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10582 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10582 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10582 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10529 10 10582 -D 1 10583 2 1 -M 1 10528 40 10586 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10586 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10586 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10586 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10529 10 10587 -M 1 10519 10 10588 -D 1 10588 3 1 -D 1 10589 3 1 -M 1 10517 12 10590 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10517 12 10590 -E 1 10608 1 16 -E 1 10606 1 5 -D 1 10592 0 1 -M 1 10529 10 10595 -D 1 10595 0 1 -M 1 10517 12 10597 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10517 12 10597 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10529 10 10599 -M 1 10501 8 10599 -D 1 10599 1 1 -M 1 10528 40 10601 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10601 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10601 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10601 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10502 4 10603 -D 1 10603 2 1 -D 1 10604 2 1 -M 1 10519 10 10608 -M 1 10501 8 10608 -M 1 10528 40 10610 -E 1 10607 1 16 -E 1 10606 1 5 -M 1 10528 40 10610 -E 1 10608 1 16 -E 1 10606 1 5 -M 1 10528 40 10610 -E 1 10609 1 16 -E 1 10606 1 5 -M 1 10528 40 10610 -E 1 10561 1 16 -E 1 10606 1 5 -M 1 10532 1 10611 -G 1 10514 1 -G 1 10513 1 -G 1 10512 1 -G 1 10511 1 -M 1 10533 1 10612 -G 1 10522 1 -G 1 10521 1 -G 1 10520 1 -G 1 10519 1 -M 1 10534 1 10613 -G 1 10525 1 -G 1 10524 1 -G 1 10523 1 -M 1 10535 1 10614 -G 1 10529 1 -G 1 10528 1 -G 1 10527 1 -G 1 10526 1 -M 1 10536 1 10615 -G 1 10530 1 -G 1 10530 1 -G 1 10530 1 -G 1 10530 1 -M 1 10537 1 10616 -G 1 10534 1 -G 1 10533 1 -G 1 10532 1 -G 1 10531 1 -S - - -#SHOPS - 10521 0 0 0 0 0 105 15 0 23 ; Matt the brewmaster - 10522 0 0 0 0 0 110 100 6 17 ; the Mcbaker - 10523 0 0 0 0 0 110 100 6 17 ; Cookie's Helper - 10524 0 0 0 0 0 110 100 0 23 ; Marilyn - 10527 0 0 0 0 0 110 100 0 23 ; ghost of a barkeeper - 10532 0 0 0 0 0 110 100 4 20 ; Jhen the farmer - 10533 0 0 0 0 0 110 100 4 20 ; Krista the fruit peddler - 10534 0 0 0 0 0 125 75 4 20 ; Janni - 10535 5 9 19 0 0 125 75 4 20 ; Nisi the grocer - 10536 10 0 0 0 0 125 75 4 20 ; Molin the brewer - 10537 0 0 0 0 0 125 75 4 20 ; Rashan the farmer - 10538 22 0 0 0 0 125 75 4 20 ; Lexie - 10539 15 0 0 0 0 125 75 4 20 ; Croben - 10540 0 0 0 0 0 105 15 0 23 ; Otik Sandath -0 - - -#REPAIRS -0 - - -#SPECIALS -M 10502 spec_cast_undead -M 10503 spec_cast_mage -M 10514 spec_cast_mage -M 10515 spec_cast_cleric -M 10516 spec_cast_mage -M 10517 spec_guard -M 10518 spec_guard -M 10521 spec_cast_cleric -M 10524 spec_cast_cleric -M 10525 spec_cast_undead -M 10526 spec_cast_undead -M 10527 spec_cast_undead -M 10528 spec_guard -M 10530 spec_thief -M 10531 spec_guard -M 10536 spec_cast_mage -M 10537 spec_cast_mage -M 10539 spec_cast_mage -M 10542 spec_thief -M 10545 spec_thief -M 10546 spec_cast_mage -M 10547 spec_thief -M 10549 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/steading.are b/data/realm/areas_smaug1.4a/steading.are deleted file mode 100644 index ae948b3..0000000 --- a/data/realm/areas_smaug1.4a/steading.are +++ /dev/null @@ -1,5626 +0,0 @@ -#AREA Steading of the Hill Giants~ - - - -#AUTHOR Rolindar~ - -#RANGES -30 40 10 65 -$ - -#RESETMSG A giant roars in a drunken rage.~ - -#FLAGS -0 - -#ECONOMY 0 0 - -#MOBILES -#29800 -hill giant sentry~ -a hill giant sentry~ -A knotty giant lies slumped against one wall, dead asleep. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> rand_prog 2~ -mpe The walls vibrate as the giant snores loudly. -if ispc($r) -mpforce $r say By the gods! What a din! -endif -~ -| -#29801 -hill giant sentry~ -a hill giant sentry~ -A hill giant is dozing off, mead tankard in hand. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> rand_prog 2~ -mpe The giant's eyes flick open, and he stares around in surprise. -say Huh? -mpe Evidently not seeing anything, he nods off again. -~ -> fight_prog 10~ -mpe The sentry leaps for the alarm, grabbing the iron bar... -if rand(25) -mpe Shoving you aside, he manages to strike the iron hoop loudly! -mpe A guard comes rushing in to see what's going on. -mpmload 29802 -endif -~ -| -#29802 -hill giant angry~ -a hill giant sentry~ -An angry hill giant charges into the room! -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -35 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -#29803 -hill giantess~ -a hill giantess~ -A large giantess lies sleeping under the hides. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -35 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 2 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 512 1 -> rand_prog 2~ -snore -~ -| -#29804 -hill giant sentry sleeping~ -a hill giant~ -A sleeping giant can be seen in one of the beds. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> rand_prog 2~ -snore -~ -| -#29805 -hill giant youth~ -a hill giant youth~ -A hill giant youth engages in playful sparring with his friends. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -39 512 -400 C -30 0 0 10d20+800 2d4+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -#29806 -hill giant matron~ -the hill giant matron~ -A strapping giantess glowers as you enter. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -39 512 -400 C -32 0 0 30d20+1500 2d8+7 -3000 0 -8 8 2 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 1 0 0 16 16 2 -0 0 2047 0 0 0 528 524545 -> greet_prog 100~ -snarl -if isimmort($n) -else -if ispc($n) -say Stupid stranger disturb me! Now stupid stranger die! -mpe Revealing two rows of rotting teeth, $I grins and attacks! -mpkill $n -stun -endif -endif -~ -> fight_prog 10~ -if race($n) == half-ogre -or race($n) == half-troll -else -mea $n With a mighty effort, $I grabs you and hurls you outside! -op e -mptrans $n 29814 -mpat 0.$n mea 0.$n You land outside with a thud! -mpat 0.$n mer 0.$n $n comes hurtling in from the west! -mpat 0.$n mpdamage 0.$n 50 -close e -cackle -endif -~ -> rand_prog 100~ -close e -~ -> fight_prog 66~ -close e -~ -> hitprcnt_prog 15~ -mpe Aware that the end is near, $I makes a break for it! -op e -flee -close w -whew -~ -| -#29807 -cave bear~ -a cave bear~ -A massive cave bear lurches forth from behind the door. -~ -Loyal pet of the chief's wife, this bear is as large as the giants that -own it, and can easily take several down if it chooses to. Hence you -can imagine what it could do to someone of smaller size. -~ -35 552 -200 C -32 0 0 20d20+1200 7d2+30 -0 0 -8 8 0 -20 13 13 13 20 13 13 -0 0 0 0 0 -24 3 0 0 512 512 0 -0 0 33816621 256 2097152 0 131 2 -#29808 -nosnra hill giant chief~ -Nosnra~ -The tall, scarred chieftain of this unruly bunch roars in laughter. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -39 680 -850 C -38 0 0 30d20+6000 2d8+16 -0 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 2 -0 0 2047 3145984 3072 0 48 1 -> fight_prog 66~ -disarm -~ -> fight_prog 20~ -mpe $I roars in anger, and launches into a brutal assault! -stun -~ -> fight_prog 10~ -mpe Leaping back with unbelievable agility, $I raises his ballista and fires! -if rand(50) -mea $n You manage to leap out of the way of the deadly projectile! -else -mea $n The bolt slams into your chest, and passes through! -mpdamage $n 200 -mer $n $n is skewered by $I's ballista bolt! -endif -~ -> hitprcnt_prog 5~ -say Alas! The end is near! -moan -~ -> death_prog 100~ -yell I am slain! Such is the fate for those who deal with the dark ones! -roll -~ -| -#29809 -sub-chief hill giant~ -the sub-chief~ -A gap-toothed giant of considerable bulk sits here drinking. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -39 512 -400 C -35 0 0 30d20+1800 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 2100480 0 0 16 1 -#29810 -cloud giant visitor~ -a cloud giant~ -A visiting cloud giant throws back another mug of strong spirits. -~ -Nosnra is attempting to sway certain giants of other races to his cause, -and wants especially to convince the more evil cloud giants to side -with him. Thus far they remain unconvinced. -~ -35 648 -760 C -38 0 0 24d20+4000 6d6+28 -11000 0 -8 8 1 -24 13 13 22 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 1048582 3072 0 256 524291 -#29811 -chief wife~ -the chief's wife~ -An angry hill giantess sits beside her husband. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -39 512 -400 C -33 0 0 30d20+1400 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 3072 0 0 528 1 -#29812 -cave bear~ -the chief's bear~ -A massive bear rests beneath the chief's table. -~ -Loyal pet of giant chief Nosnra, this bear is as large as the giants that -own it, and can easily take several down if it chooses to. Hence you -can imagine what it could do to someone of smaller size. -~ -35 552 -200 C -32 0 0 20d20+1200 7d2+30 -0 0 -8 8 0 -20 13 13 13 20 13 13 -0 0 0 0 0 -24 3 0 0 512 512 0 -0 0 33816621 256 2097152 0 131 2 -#29813 -hill giant carousing~ -a carousing giant~ -A drunken giant takes a swig of ale as he looks for trouble. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -101 512 -400 C -32 0 0 30d20+1200 2d8+7 -1200 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> greet_prog 50~ -mpe The giant smile turns into a frown as he spies you. -say Hey... wait a second... you aren't a giant... -hic -snarl -~ -> rand_prog 2~ -say 99 bottles of beer on the wall... 99 bottles of beer... -burp -~ -> rand_prog 2~ -puke -giggle -~ -| -#29814 -hill giant lone~ -a drunken hill giant~ -A drunken hill giant staggers through the common area. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -97 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> rand_prog 2~ -burp -~ -> rand_prog 2~ -hiccup -~ -> rand_prog 2~ -giggle -~ -> rand_prog 2~ -puke -~ -> greet_prog 100~ -puke $n -moan -~ -| -#29815 -hill giant cook~ -a hill giant cook~ -A strapping giantess shrieks obscenities at the orcish servants. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -7 512 -400 C -33 0 0 30d20+1200 2d8+7 -0 0 -8 8 2 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 2 -0 0 2047 0 0 0 528 524545 -> rand_prog 2~ -mpe With a roar, the cook hurls a frying pan at an orc! -mpe The orc screams as the heavy pan crushes its skull! -cackle -~ -> greet_prog 100~ -if rand(75) -mea $n The cook is too busy to pay attention to you. -else -t $n Well, don't just stand there, grab a plate and take it out! -slap $n -endif -~ -> fight_prog 15~ -mea $n The angry giantess beats you around the head with an iron pan! -scream -mpforce $n say Bloody hell! -mpforce $n wince -~ -> hitprcnt_prog 40~ -mea $n Your blows are starting to tell on the cook... -if rand(25) -mea $n She's really angry now! -scream -stun -bash -endif -~ -| -#29816 -orcish servant~ -an orcish servant~ -An orcish servant scurries about, laden with food. -~ -Cowed by the giants, this meek orc will offer little resistance to -you; indeed he secretly hopes you will destroy his tyrannical masters. -~ -193 512 -200 C -10 0 0 10d10+100 1d1+3 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 2047 0 0 0 0 2 -#29817 -ogre servant~ -an ogre servant~ -An ogre sits playing knucklebones with his companions. -~ -Like all the giantish races, the hill giants supplant their relatively -small numbers with large volumes of troops of other races, most notably -ogres, trolls and gnolls. These mercenaries serve well as long as they -are paid and fed, and the odds are stacked in their favor. They are not -as powerful as giants, but are still very tough and strong. -~ -35 512 -500 C -32 0 0 10d5+600 1d10+10 -200 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 0 0 0 80 1 -#29818 -keeper wolves hill giant~ -the keeper of the wolves~ -A scarred hill giant is enjoying the attentions of his servants. -~ -Considered a 'stud' by the giantesses (and some giants), the keeper is -a tough warrior, always surrounded by admirers and hangers-on. He is -a valuable asset to the giants' war effort, as he has a special rapport -with the dire wolves. -~ -35 512 -600 C -34 0 0 1d1+2000 4d4+20 -5000 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 2099456 0 0 256 524289 -> greet_prog 100~ -mpe The giant leaps up to accost you, eager to impress his admirers. -~ -> hitprcnt_prog 50~ -mpe The giant's resolve begins to falter. -yell Help me! Help me! -moan -~ -| -#29819 -dire wolf~ -a dire wolf~ -A massive wolf slavers and howls as it stalks the compound. -~ -The giants use these keenly aware bloodthirsty predators to add an element -of terror to their raids; a giant brandishing a club at you is one thing, -a slavering wolf eight feet high is quite another. They make excellent -scouts as well as guards, due to their keen senses. -~ -97 33320 -400 C -32 0 0 10d8+700 4d6+8 -0 0 -8 8 0 -13 13 13 18 13 13 13 -0 0 0 0 0 -69 3 0 0 528 512 0 -0 0 167839289 0 0 0 1 2 -#29820 -manticore~ -a manticore~ -An insane manticore howls in rage at its confinement! -~ -This ferocious creature made doubly deadly as it is angered beyond -belief by its captivity at the hands of Nosnra. It will savage anyone -who is foolish enough to enter its lair. -~ -101 524840 -1000 C -33 0 0 12d18+1200 2d4+8 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 512 512 0 -0 0 33916477 2100480 0 0 262223 2 -> rand_prog 2~ -roar -mpasound An earth-shattering roar shakes the very walls around you! -~ -> greet_prog 100~ -mea $n _yel The manticore bounds towards you, roaring fearfully! -~ -> fight_prog 10~ -mpe _yel The manticore raises its tail and releases a volley of tail spikes! -mpdamage $n 100 -~ -| -#29821 -keeper hill giant~ -the Keeper~ -A horrid, hunchbacked giant leers menacingly over his ale. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -131109 512 -400 C -35 0 0 30d20+2000 2d8+7 -35000 0 -8 8 1 -22 13 13 22 13 3 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 2100496 0 0 16 1 -> fight_prog 10~ -snarl -gouge -disarm -~ -> greet_prog 100~ -snarl -mpe The horrid, hunchbacked giant hisses between his broken, rotting teeth. -say Death, death to the non-giants! -mpe His common is thick and heavily accented, but understandable. -say Kill them, my pets, kill them all! -cackle -~ -> rand_prog 33~ -wield keeper -close w -~ -> fight_prog 33~ -wield keeper -close w -~ -> act_prog flees~ -snarl -say Cowardly Swine! -mpe $I hurls his axe after $n! It clips $m and returns to $I's hand! -mpat 0.$n mea 0.$n The keeper hurls his axe after you! -mpat 0.$n mer 0.$n An axe glances off $n's armor, then flies back! -mpat 0.$n mpdamage 0.$n 66 -~ -| -#29822 -carniverous ape~ -a carniverous ape~ -A slavering, rabid ape lurks on a ledge above the door. -~ -Loyal pets of the Keeper, these horrid predators can tear limbs from -sockets, and rend flesh from bone like paper. Their dirty claws have -been known to penetrate even steel armor. With slavering maws they -leap down to do battle! -~ -35 98856 -200 C -31 0 0 1d10+1100 4d4+4 -0 0 -8 8 1 -22 13 13 13 13 13 13 -0 0 0 0 0 -21 3 0 0 512 512 0 -0 0 1791 0 0 1 67 2 -#29823 -skeleton~ -a skeleton~ -A pile of bones knits itself together to form a dangerous foe! -~ -Animated by the ghastly curse placed upon this region, this skeleton -exists only to destroy hated life and creatures of light. -This horrid undead is immune to any manner of enchantment, as well -as attacks that thrust as opposed to slicing or striking. It is -possessed of a malevolent, albeit dim, intelligence. -~ -35 552 -400 C -33 0 0 10d10+800 3d3+3 -500 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 1 1 0 -0 0 0 512 7458 17 3 2 -#29824 -stone giant miner~ -a stone giant~ -A stone giant miner wanders through the construction site. -~ -Made from the substance they are named after, stone giants can withstand -incredible amounts of damage, and are very difficult to injure in the -first place. They are not an evil race, but rather they work for whoever -pays them in much-loved gems and jewels. -~ -69 672 0 C -38 0 -300 1d1+4000 4d6+24 -10000 0 -8 8 1 -22 13 13 13 22 13 13 -0 0 0 0 0 -6 3 0 0 16 16 1 -0 0 0 3161551 32 16 16 8194 -> rand_prog 2~ -whistle -~ -> greet_prog 100~ -eye $n -~ -> rand_prog 33~ -mprestore self 500 -~ -> fight_prog 10~ -stun -~ -| -#29825 -bugbear ~ -a bugbear~ -A massive, hirsute humanoid sits playing cards and drinking. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species (though -in this case the margin is slim indeed...). These bugbears appear to be -quite well-armed though, with weapons obviously of non-giant manufacture. -~ -35 512 -700 C -25 0 0 5d50+500 4d4+8 -500 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 3 -> rand_prog 2~ -mutter -~ -> rand_prog 2~ -burp -giggle -~ -> rand_prog 2~ -scowl -~ -> fight_prog 33~ -wield morning -~ -| -#29826 -bugbear sleeping~ -a bugbear~ -A foul-smelling bugbear is sleeping off a bender. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species (though -in this case the margin is slim indeed...). These bugbears appear to be -quite well-armed though, with weapons obviously of non-giant manufacture. -~ -3 512 -700 C -25 0 0 5d50+500 4d4+8 -500 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 3 -> fight_prog 33~ -wield morning -~ -| -#29827 -bugbear wandering~ -a bugbear~ -A bugbear guard wanders the subterranean levels. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species (though -in this case the margin is slim indeed...). These bugbears appear to be -quite well-armed though, with weapons obviously of non-giant manufacture. -~ -33 512 -700 C -25 0 0 5d50+500 4d4+8 -500 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 3 -> greet_prog 100~ -if isnpc($n) -grunt $n -else -eye -yell INTRUDERS IN THE LOWER LEVELS! INFORM THE CHIEF! -mpe Grinning evilly, the bugbear turns to deal with you. -endif -~ -| -#29828 -hill giant guard~ -a hill giant sentry~ -A burly hill giant patrols this sector. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -97 512 -400 C -32 0 0 30d20+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -39 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> greet_prog 100~ -grunt -if ispc($n) -say You should be here not, uh. -scowl -endif -~ -| -#29829 -bugbear guard~ -a bugbear~ -An alert bugbear sentry watches the southern passage intently. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species (though -in this case the margin is slim indeed...). These bugbears appear to be -quite well-armed though, with weapons obviously of non-giant manufacture. -~ -35 512 -700 C -25 0 0 5d50+500 4d4+8 -500 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 3 -> greet_prog 50~ -if ispc($n) -say We're under attack! -mpe $I leaps up and prepares to defend himself. -else -if race($n) == orc -yell The orcs have broken through! Send reinforcements! -scowl -endif -endif -~ -> fight_prog 25~ -mpe _red The bugbear hefts a flask of oil and hurls it at you! -rem hand -hold flask -zap $n -zap $n -wield hand -grin -~ -| -#29830 -dwarf dwarven slave~ -a dwarven slave~ -A weary, bedraggled dwarf is chained to the wooden beam. -~ -His morale broken by a steady stream of starvation and abuse, this -hapless fellow's vacant eyes bespeak of his futile life of misery, -existing only to serve. -~ -3 512 400 C -25 0 0 1d1+800 2d2+6 -0 0 -8 8 1 -18 13 13 13 18 13 13 -0 0 0 0 0 -2 3 0 0 4 4 0 -0 0 2047 3149056 0 0 80 2 -#29831 -hill giant armorer~ -the hill giant armorer~ -The armorer sits here, polishing a metal war hammer. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -35 512 -400 C -33 0 0 30d32+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 0 0 0 16 1 -> greet_prog 100~ -if ispc($n) -mpe The armorer leaps up as you enter. -say Halt! Who goes there! -peer $n -say You can't come in here! -endif -~ -| -#29832 -hill giant smith~ -the hill giant smith~ -An older giant labors ceaselessly at the forge. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 552 -400 C -34 0 0 30d32+1200 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 1 1 0 -0 0 2047 0 0 0 16 1 -> all_greet_prog 100~ -mpe The smith looks up as you enter. -say Got stuff needing repairs? Give it here. -sigh -~ -> rand_prog 2~ -mpe The giant pauses to wipe the sweat from his brow. -~ -> death_prog 100~ -mpjunk coins -~ -> fight_prog 10~ -mea $n _red The giant grabs you and hurls you into the forge! -mer $n _red The giant grabs $n and hurls $m into the forge! -mpforce $n scream -mpdamage $n 400 -~ -| -#29833 -hill giant torturer~ -the hill giant torturer~ -A dozing hill giant is leaning against the iron maiden. -~ -This ugly, knotty-limbed humanoid stands at around nine feet tall, and -is the hue of freshly turned earth. A foul smell, a combination of the -oily hides and the blood of victims that cover their hides, issues from -the creature. A dim malevolent intelligence flickers in its dead brown -eyes, while a cruel grin twists its toothy maw. -~ -3 512 -400 C -34 0 0 30d20+1500 2d8+7 -0 0 -8 8 1 -19 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 2047 2100992 0 0 656 1 -> rand_prog 2~ -snore -~ -> fight_prog 10~ -mpe The giant snakes his whip around your weapon hand! -disarm -disarm -~ -> act_prog p DISARMS you!~ -wield whip -sneer $n -stun -stun -~ -> fight_prog 20~ -mpe The giant hurls a white-hot branding iron at you! -if dex($n) > 16 -mea $n You nimbly dodge to the side. -else -mpdamage $n 100 -endif -~ -> rand_prog 5~ -mprestore self 66 -~ -| -#29834 -bugbear guard~ -a bugbear~ -A bugbear sentry stands guard before the cell doors. -~ -Smelly, foul-tempered and cruel, bugbears are eight foot humanoids, -goblinoid in nature and almost ursine in appearance. They are a crude -race used as thugs and guards by other, more intelligent species (though -in this case the margin is slim indeed...). These bugbears appear to be -quite well-armed though, with weapons obviously of non-giant manufacture. -~ -35 512 -700 C -25 0 0 5d50+500 4d4+8 -500 0 -8 8 1 -19 13 13 13 19 13 13 -0 0 0 0 0 -39 3 0 0 16384 16384 0 -0 0 263871 0 0 0 3 3 -#29835 -orcish slave~ -an orcish slave~ -An orcish slave lies on the straw, half-dead from thirst. -~ -Cowed by the giants, this meek orc will offer little resistance to -you; indeed he secretly hopes you will destroy his tyrannical masters. -~ -131 512 -400 C -10 0 0 10d10+100 1d1+3 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 2047 0 0 0 0 2 -#29836 -orcish rebel~ -an orcish slave~ -A grim-faced orcish rebel prepares to do battle. -~ -A far cry from his cowed slave brethren, this doughty rebel is determined -to fight for his and his fellows' freedom, which makes him an instant -ally of anyone who is killing giants or bugbears. -~ -3 512 -400 C -15 0 0 10d5+300 1d1+15 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 2047 0 0 0 576 3 -> greet_prog 100~ -if ispc($n) -smile $n -say Killing lots of giants? Good! We help too! -nod -else -say Giant-folk and friends! Kill! -mpkill $n -endif -~ -> rand_prog 2~ -if ispc($r) -t $r Steer clear of the southwest branch of the southeast passage! -nod -endif -~ -| -#29837 -orcish rebel~ -an orcish slave~ -An orcish rebel wanders through the caves, weary of battle. -~ -A far cry from his cowed slave brethren, this doughty rebel is determined -to fight for his and his fellows' freedom, which makes him an instant -ally of anyone who is killing giants or bugbears. -~ -65 512 -400 C -15 0 0 10d5+300 1d1+15 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -53 3 0 0 32 32 0 -0 0 2047 0 0 0 576 3 -#29838 -troglodyte trog~ -a filthy trog~ -A finned, scaled humanoid crawls out of a pile of fungii. -~ -These foul-smelling trogs have been trapped here, and are grossly -outnumbered by the orcs and thus trapped. They will attack anyone -who enters out of sheer desperation. -~ -39 520 0 C -20 0 0 1d1+500 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -66 3 0 0 1024 1024 0 -0 0 345663 0 0 0 7 2 -#29839 -subterranean lizard~ -a subterranean lizard~ -A massive lizard rises from beneath a pile of fungus. -~ -This massive predator has chosen well for its lair; the trogs and orcs -are small and easily digestable, and seemingly innumerable. A clutch -of eggs nearby indicates that it will soon have a family to feed. -~ -39 552 -200 C -38 0 -100 1d1+2800 2d8+20 -0 0 -8 8 2 -22 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 33623556 32 0 1 197 2 -> fight_prog 10~ -mea $n The lizard snaps you up in its jaws and swallows! -mer $n The lizard snaps $n up in its jaws and swallows! -mea $n _gre You begin to slide down into its acid-filled stomach... -mea $n The lizard vomits you back up, finding your armor indigestible! -mer $n _gre $n is spit back out a second later, covered in green goo! -mpforce $n cough -~ -> death_prog 66~ -mpe _gre As the lizard dies, it vomits forth a gout of blood and acid. -mpe _gre The fluids have destroyed all of what it has ingested, save -mpe _gre for a brass shield, which has miraculously survived damage. -mpoload 29869 36 -drop brass -~ -| -#0 - - -#OBJECTS -#29800 -oily hides~ -oily hides~ -A pile of oily hides fills the area with a foul stench.~ -~ -9 262144 1025 -7 0 0 0 -30 50 5 -A -5 1 -A -13 10 -A -17 -8 -#29801 -gem set belt~ -a gem set belt~ -This leather belt is set with several large gems.~ -~ -9 1 2049 -5 0 0 0 -5 1400 140 -A -24 -3 -#29802 -beaten silver comb~ -a beaten silver comb~ -This silver comb is clogged with giant hair.~ -~ -9 524288 17 -5 0 0 0 -3 300 30 -A -31 2 -#29803 -copper mirror~ -a copper mirror~ -Used correctly, this mirror could dazzle your opponents.~ -~ -3 524289 16385 -30 5 5 4 -1 200 20 -#29804 -large gold hair pin ~ -a large gold hair pin~ -A hair pin the size of a short sword lies on the ground.~ -~ -5 524288 8193 -0 0 0 2 -3 800 80 -#29805 -chest huge~ -a huge chest~ -A huge chest is visible underneath the bed.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29806 -money coins~ -a pile of coins~ -A pile of coins has been scattered across the floor.~ -~ -20 524288 1 -2000 0 0 0 -1 0 0 -#29807 -leather pouch~ -a leather pouch~ -A leather pouch lies open on the ground.~ -~ -15 0 2049 -50 1 -1 0 -2 40 4 -#29808 -money coins~ -a pile of coins~ -A pile of coins has been scattered across the floor.~ -~ -20 524288 1 -550 0 0 0 -1 0 0 -#29809 -jewelled bracelet~ -a jewelled bracelet~ -A bracelet of considerable value has been discarded here.~ -~ -9 513 4097 -4 0 0 0 -5 24000 2400 -A -2 2 -A -19 2 -A -18 2 -#29810 -matron potion pot1~ -the matron's potion~ -An unremarkable brown bottle rolls around on the floor.~ -~ -10 64 1 -30 28 -1 -1 -1 1000 100 -#29811 -matron potion pot2~ -the matron's potion~ -An unremarkable brown bottle rolls around on the floor.~ -~ -10 64 1 -30 33 -1 -1 -1 1000 100 -#29812 -matron potion pot3~ -the matron's potion~ -An unremarkable brown bottle rolls around on the floor.~ -~ -10 64 1 -30 61 -1 -1 -1 1000 100 -#29813 -matron potion pot4~ -the matron's potion~ -An unremarkable brown bottle rolls around on the floor.~ -~ -10 64 1 -30 7 -1 -1 -1 1000 100 -#29814 -magical shield radiance~ -the shield of radiance~ -A magical shield of days long past has been rediscovered!~ -~ -9 42501441 513 -11 0 0 0 -10 50000 5000 -A -17 -30 -A -13 30 -A -18 3 -A -19 3 -A -22 -1 -A -23 -1 -A -21 -1 -A -24 -1 -> wear_prog 100~ -if isevil($n) -else -mea $n _whi You are enveloped in a white aura as you grasp the shield. -mer $n _whi $n is enveloped in a white aura as $e grasps the shield. -c shield $n -endif -~ -> remove_prog 100~ -if isevil($n) -else -mea $n _blu The aura dissipates as the shield is removed. -mer $n _blu The aura surrounding $n suddenly dissipates. -endif -~ -> damage_prog 100~ -mea $n _red An angry red glow suffuses your shield! -mer $n _red An angry red glow suffuses $n's shield! -~ -> repair_prog 100~ -mpe _whi The reddish hue vanishes as the shield is mended. -~ -> exa_prog 100~ -mea $n _whi Your mind is flooded with images of Law and Light. -if isevil($n) -mea $n _red It is too much to bear! -mpforce $n scream -endif -~ -| -#29815 -skull~ -a dwarven skull~ -A gem has been wedged inside this dwarven skull.~ -~ -1 529 1 -0 0 -1 0 -1 2000 200 -A -27 256 -> damage_prog 100~ -mpe As the skull is shattered, a gem falls out! -mpoload 29816 1 -drop gem -~ -| -#29816 -gem~ -a large gem~ -A large red gem lies on the floor, cracked.~ -~ -8 0 1 -0 0 0 0 -1 2000 200 -#29817 -jewelled collar~ -a studded collar set with jewels~ -The menace of this studded collar is offset by the expensive gems set in it.~ -~ -9 524288 5 -7 0 0 0 -3 15000 1500 -A -19 3 -A -21 -3 -#29818 -hide manticore~ -a manticore hide~ -A manticore hide hangs on the western wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#29819 -war hammer~ -a dwarven war hammer~ -A dwarven war hammer, covered in runes, lies on the floor.~ -~ -5 33554496 8193 -0 0 0 8 -20 75000 7500 -A -1 2 -A -18 7 -A -19 7 -> get_prog 100~ -if race($n) == dwarf -say Here's a kiss for you, runt! -endif -~ -> wear_prog 100~ -if race($n) != dwarf -mea $n You cannot use this weapon! -mpforce $n rem $o -endif -~ -| -#29820 -javelin lightning~ -a javelin of lightning~ -A sharp metal javelin is propped up against one wall.~ -~ -4 524352 16385 -30 5 5 204 -1 5000 500 -#29821 -scroll tube~ -a scroll tube~ -A scroll tube rolls around on the floor.~ -~ -15 0 1 -5 5 -1 0 -1 10 1 -E -tube~ -The tube bears the mark of a triangle containing a Y. -~ -#29822 -scroll instructions~ -strange instructions~ -A scroll covered in strange instructions lies here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -scroll instructions~ -They appear to be written in giantish, and include a detailed map, far -too detailed to have been scribed by giants. It is signed- Eclavdra. -~ -> exa_prog 100~ -if race($n) == half-ogre -mea $n Your eyes widen as you read the text, not dissimilar to your own -mea $n language. The instructions tell the giants which villages to raid, -mea $n and when, and what forces they can expect in support from other -mea $n giantish races! The force behind these giants is of a degree of -mea $n intelligence previously unguessed at. Who, or what, is inciting -mea $n these beings to their current course of action, and to what end? -else -mea $n Only an ogre would have a chance of accurately reading this script. -endif -~ -| -#29823 -ballista~ -a ballista~ -A small ballista lies unwanted on the ground.~ -~ -5 0 8193 -0 0 0 6 -35 17500 1750 -A -2 2 -A -18 9 -A -19 4 -#29824 -chain office~ -Nosnra's chain of office~ -A heavy jewelled chain lies draped across the floor.~ -~ -9 524290 5 -8 0 0 0 -10 32000 3200 -A -4 1 -A -12 20 -A -24 -3 -A -21 -3 -#29825 -chain office~ -the sub-chief's chain of office~ -A heavy gold chain lies here.~ -~ -9 524289 5 -7 0 0 0 -10 4800 480 -A -17 -10 -A -13 20 -A -22 -2 -A -20 -2 -#29826 -clouds plate~ -plate of the clouds~ -A lightly colored breastplate floats in mid-air.~ -~ -9 524353 9 -12 0 0 0 -1 125000 12500 -A -26 524288 -A -13 30 -A -12 30 -A -18 5 -A -19 5 -#29827 -jewelled necklace~ -a jewelled necklace~ -A jewelled necklace hangs from a hook on the wall.~ -~ -8 1 5 -0 0 0 0 -1 125000 12500 -#29828 -giantslayer sword longsword~ -Giantslayer~ -A beautifully crafted longsword shimmers into view.~ -~ -5 51004480 8193 -3 0 0 0 -8 175600 17560 -A -13 25 -A -18 8 -A -19 8 -A -26 4 -> get_prog 100~ -mea $n The sword glows brightly as you grasp it. -c 'continual light' -~ -> drop_prog 100~ -mea $n The sword's glow dims to nothing. -~ -> wear_prog 100~ -if isevil($n) -else -mea $n A voice speaks inside your head as you grasp the weapon- -mea $n _whi "Take me, $n, and wield me against the foul hill giants!" -c bless $n -endif -~ -| -#29829 -chest huge~ -a huge chest~ -A huge chest rests on a stool.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29830 -elvenstone earring~ -an elvenstone earring~ -This pretty elvenstone bestows magical benefits to faeriekin.~ -~ -9 97 65537 -3 0 0 0 -1 50000 5000 -A -25 2 -A -31 2 -A -12 20 -A -24 -2 -> wear_prog 100~ -if race($n) == elf -or race($n) == half-elf -or race($n) == pixie -mea $n _lbl The stone slips nicely into place. -else -mea $n _red The stone grows with an angry red light! -mpforce $n rem $o -mpforce $n drop $o -endif -~ -| -#29831 -carving knife~ -a giant carving knife~ -A giant carving knife drips blood onto the floor...~ -~ -5 0 8193 -0 0 0 1 -20 500 50 -A -19 4 -#29832 -iron frying pan~ -a heavy iron frying pan~ -This massive iron frying pan could crush a human skull.~ -~ -5 524288 8193 -8 0 0 8 -20 500 50 -A -19 4 -#29833 -iron pot~ -a heavy iron pot~ -This heavy iron pot would hurt those struck with it!~ -~ -5 524288 8193 -8 0 0 7 -20 500 50 -A -19 4 -#29834 -table~ -a table~ -A low table rests between piles of hides.~ -~ -12 0 0 -0 0 0 0 -100 40 4 -#29835 -pile coins~ -a pile of coins~ -A pile of gold coins rests on one table.~ -~ -20 0 1 -10000 0 0 0 -1 0 0 -#29836 -leather sack~ -a leather sack~ -A large leather sack hangs from a hook set in the wall.~ -~ -15 262144 1 -60 5 -1 0 -1 50 5 -#29837 -gray potion~ -a gray potion~ -A dull gray potion rests on the floor.~ -~ -10 64 1 -61 39 -1 -1 -1 1000 100 -#29838 -bubbling potion~ -a bubbling potion~ -The contents of this potion bottle are in a state of violent agitation.~ -~ -10 64 1 -61 214 68 110 -1 1000 100 -#29839 -whip~ -a barbed whip~ -A vicious barbed whip lies coiled on the ground.~ -~ -5 262144 8193 -6 0 0 4 -1 0 0 -A -2 2 -A -18 8 -A -19 2 -#29840 -sergeant chest~ -the sergeant's chest~ -A heavy, iron bound oak chest rests in the center of the room.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29841 -boots wyvernhide~ -wyvernhide boots~ -These boots are crafted from the hide of a wyvern.~ -~ -9 262656 65 -7 0 0 0 -6 10000 1000 -A -5 2 -A -13 30 -A -19 3 -#29842 -large iron chest~ -a large iron chest~ -A large iron chest bears the chief's symbol.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29843 -iron box~ -an iron box~ -An iron box rests near your feet.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29844 -small coffer~ -a small coffer~ -A small coffer is positioned near the far wall.~ -~ -15 524288 0 -1000 5 -1 0 -1 0 0 -#29845 -chain metal~ -a chain of adamantium~ -A heavy chain of adamantium protrudes from the wall.~ -~ -37 524288 0 -0 0 0 0 -1 0 0 -E -chain metal~ -The chain is too heavy to take with you. However, manipulating it may -produce some result; perhaps you will find a clue as to where next -to proceed to lay to rest the dark forces behind the giant raids! -~ -> push_prog 100~ -mea $n _blu You begin to fade from view... -mer $n _blu $n begins to fade from view... -mptrans 0.$n 32200 -~ -> pull_prog 100~ -mea $n _blu You begin to fade from view... -mer $n _blu $n begins to fade from view... -mptrans 0.$n 32200 -~ -| -#29846 -spear iron~ -an iron spear~ -A seven foot spear of iron is leaning against one wall.~ -~ -5 524384 8193 -0 0 0 6 -20 75600 7560 -A -1 1 -A -18 8 -A -19 8 -#29847 -pile coins~ -a pile of coins~ -A pile of gold coins rests on one table.~ -~ -20 0 1 -23840 0 0 0 -1 0 0 -#29848 -pile coins~ -a pile of coins~ -A pile of gold coins rests on one table.~ -~ -20 0 1 -25000 0 0 0 -1 0 0 -#29849 -fabulous ruby~ -a fabulous ruby~ -A fabulous ruby sits here.~ -~ -8 0 1 -0 0 0 0 -1 40000 4000 -#29850 -flaming blade~ -a flaming blade~ -Waves of heat radiate from this blade.~ -~ -5 1633 8193 -0 0 0 6 -5 150000 15000 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -27 1 -> get_prog 100~ -if isneutral($n) -else -mea $n _red The flames of the blade sear your hands! -mer $n _red The flames of the blade sear $n's hands! -mpdamage $n 50 -mpforce $n drop $o -endif -~ -> zap_prog 100~ -mea $n _red The flames of the blade sear your hands! -mer $n _red The flames of the blade sear $n's hands! -~ -| -#29851 -rune decay flesh~ -the Rune of Decay~ -A putrescent chunk of flesh covered in dark runes pulses evilly.~ -~ -1 33554966 1 -0 0 -1 0 -1 0 0 -A -25 -3 -A -13 10 -A -12 30 -A -18 3 -A -19 3 -> damage_prog 50~ -mpe _red As the rune explodes, a fiendish cackle is heard... -mpoload 29851 -drop rune -mpforce $n get rune -mpforce $n hold rune -~ -| -#29852 -band silvan~ -a silvan band~ -A delicate armband can be made out in a pile of straw.~ -~ -9 33554529 257 -0 0 0 0 -1 500000 50000 -A -2 2 -A -13 10 -A -12 10 -A -19 5 -> wear_prog 100~ -if race($n) != elf -mea $n _yel Only a pureblood elf may wear this sacred relic! -mpforce $n rem $o -endif -~ -> get_prog 100~ -if race($n) != elf -mea $n _yel Only a pureblood elf may touch this sacred relic! -mpforce $n drop $o -endif -~ -| -#29853 -axe keeper~ -the Keeper's axe~ -A horribly sharp, long-hafted black battleaxe is buried in a skull.~ -~ -5 17482262 8193 -0 0 0 1 -30 74500 7450 -A -13 50 -A -18 3 -A -19 5 -#29854 -potion watery~ -a watery potion~ -A vial of watery liquid rests here.~ -~ -10 65 1 -40 236 236 236 -1 800 80 -#29855 -mining pick~ -a mining pick~ -A heavy metal pick has been discarded here.~ -~ -5 524288 8193 -0 0 0 7 -30 100 10 -A -19 3 -#29856 -pool dark water~ -a pool of dark water~ -A deep pool of dark water fills the cistern.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#29857 -leather jack~ -a leather jack~ -A heavy leather garment rests here.~ -~ -9 262144 9 -7 0 0 0 -50 50 5 -A -17 -10 -A -2 -1 -A -13 30 -A -18 3 -A -19 3 -#29858 -morning star~ -an adamantite morning star~ -The entirety of this morning star is crafted from pure adamantium.~ -~ -5 541264 8193 -0 0 0 7 -12 50000 5000 -A -18 2 -A -19 4 -#29859 -hand axe~ -a hand axe~ -A large metal handaxe lies here.~ -~ -5 524288 8193 -0 0 0 3 -3 2100 210 -A -19 3 -#29860 -flask oil~ -a lit flask of oil~ -This flask of oil has been lit, so as to serve as a crude grenade.~ -~ -3 1 16385 -50 2 2 26 -1 0 0 -#29861 -metal war hammer~ -a metal war hammer~ -A metal war hammer leans against one wall.~ -~ -5 524288 8193 -0 0 0 8 -28 7500 750 -A -2 -1 -A -13 30 -A -18 3 -A -19 3 -#29862 -forge~ -the forge~ -A bed of coals burns red-hot in the forge.~ -~ -34 0 0 -0 0 0 0 -1 0 0 -#29863 -fire opal chain gold~ -a gold chain set with a fire opal~ -This gold chain is set with a fire opal.~ -~ -9 524288 5 -7 0 0 0 -1 50000 5000 -A -26 520 -#29864 -torturer whip~ -the torturer's whip~ -A vicious barbed whip lies coiled on the ground.~ -~ -5 262144 8193 -6 0 0 4 -1 5000 500 -A -2 2 -A -18 8 -A -19 2 -#29865 -cell key~ -the cell key~ -A large metal key lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#29866 -altar yellow stone~ -an altar of yellow stone~ -An altar of greasy yellow stone rises before you.~ -~ -12 2576 0 -0 0 0 0 -1 0 0 -E -altar ~ -The altar is devoid of inscription or design; it needs none, as just -glancing at it makes its function abundantly clear. -~ -> exa_prog 100~ -if isevil($n) -mea $n _yel Dark as your own heart is, you still find the device foul. -else -mea $n _red Gazing into the evil device, your strained heart is stopped! -mpslay $n -endif -~ -| -#29867 -scarab insanity~ -scarab of insanity~ -This strange scarab bestows unusual benefits to those of dark minds.~ -~ -9 33557008 5 -13 0 0 0 -1 75000 7500 -A -3 2 -A -4 2 -A -12 66 -A -13 33 -A -18 3 -A -19 3 -A -27 1051648 -#29868 -stream~ -an underground stream~ -A swift-flowing stream cuts through the northeast corner of the cavern.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#29869 -brass shield~ -shield of brass~ -Despite being forged from a weak alloy, this shield seems remarkably durable.~ -~ -9 8422464 513 -12 0 0 0 -3 50000 5000 -A -17 -30 -A -13 20 -A -12 20 -A -18 5 -A -19 3 -A -27 128 -#29870 -ring blue steel~ -a ring of blue steel~ -A ring of blue steel is suddenly visible!~ -~ -9 34078720 3 -11 0 0 0 -5 5000 500 -A -2 2 -A -12 30 -A -19 3 -A -26 -2147483648 -#29871 -scroll returning~ -a scroll of returning~ -A curled up piece of parchment lies here.~ -~ -2 64 1 -1 42 -1 -1 -1 500 50 -#29872 -vial blue liquid~ -a vial of bluish liquid~ -A vial filled with a bluish liquid rolls about on the floor.~ -~ -10 64 1 -40 208 221 224 -1 1500 150 -#29873 -vial red liquid~ -a vial of reddish liquid~ -A vial filled with a reddish liquid rolls about on the floor.~ -~ -10 64 1 -40 216 88 77 -1 1500 150 -#29874 -vial green liquid~ -a vial of greenish liquid~ -A vial filled with a greenish liquid rolls about on the floor.~ -~ -10 64 1 -40 16 207 66 -1 1500 150 -#29875 -vial gray liquid~ -a vial of grayish liquid~ -A vial filled with a grayish liquid rolls about on the floor.~ -~ -10 64 1 -40 104 89 225 -1 1500 150 -#29876 -vial white liquid~ -a vial of whitish liquid~ -A vial filled with a whitish liquid rolls about on the floor.~ -~ -10 64 1 -40 34 36 235 -1 1500 150 -#0 - - -#ROOMS -#29800 -Standing Before the Steading~ -At this point the path ends abruptly, before the great oaken portals -that herald the entrance to the Steading, presumed lair of the fecund -hill giants. The source of the raiding parties that have been lately -befouling this region is at hand; it is with grim determination that -you tighten your grip on your weapon and prepare to put an end to -their reign of terror. Gazing upwards, you see the great doors merge -into the wooden walls of the steading, towering high overhead. Such a -large structure must surely contain several dozen giants, but despite -the risks, onwards you must press! -~ -0 0 4 -D1 -~ -~ -0 -1 29946 -D3 -~ -~ -3 -1 29801 -S -#29801 -A Spacious Cloak Room~ -Stretching along the southern wall of the great hallway you pass into -is a coat rack, from which depend dozens of cloaks, furs, capes and -large satchels, containing the worthless junk accumulated by these -brutish giants in their travels. Any items of worth are doubtless by -now sequestered elsewhere; a search here would be pointless. The wall -to the north is lined with doors, three to be precise, spaced evenly -along the wall as it heads west. Peering into the gloom, you see only -sporadic lighting, cast by sputtering tar-soaked switches. -~ -0 8 0 -D0 -~ -~ -3 -1 29805 -D1 -~ -~ -3 -1 29800 -D3 -~ -~ -0 -1 29802 -S -#29802 -A Spacious Cloak Room~ -The hallway continues, dominated at this point by another set of doors, -equal in size and majesty to those that barred entrance to this place. -A great deal of noise issues from behind this portal, which may or may -not be an incentive to proceed in this direction. The air is warm, and -carries a strong odor of sweat mingled with a slight stench of decay, -emanating from several uncured hides piled here. To the west, a flight -of steps leads up into a guard tower. -~ -0 8 0 -D0 -~ -~ -3 -1 29828 -D1 -~ -~ -0 -1 29801 -D3 -~ -~ -0 -1 29803 -S -#29803 -The Base of a Guard Tower~ -The hallway ends here, at the base of a set of stairs, that wind up -into the interior of a watch tower, doubtless a vantage point that -enables the giants to spy upon visitors to the steading. Apparently -the giants stationed within are remarkably unobservant, for no alarms -have been raised thus far since your entrance. The third of the three -doors lining the northern wall lies directly before you. A faltering -light is cast by a flickering brand affixed to the stair. -~ -0 0 1 -D0 -~ -~ -3 -1 29839 -D1 -~ -~ -0 -1 29802 -D4 -~ -~ -0 -1 29804 -S -#29804 -The Watch Tower~ -This spacious guard post boasts two beds, a small table, and several -piles of furs and hides, used for comfort and warmth by those who are -stationed here. A large ring of iron hangs from the roof, and next to -it dangles a bar fashioned from the same- a primitive, but effective, -alarm. The heady aroma of spilt ale is strong here, and may explain -the lethargy of the guards within this tower. -~ -0 8 0 -D5 -~ -~ -0 -1 29803 -S -#29805 -A Short Corridor~ -At this point a featureless corridor joins a door to the south, and a -junction to the north, each direction for the moment devoid of any -visible habitation. A single door is set into the wooden wall here, to -the west, bearing a large iron handle and a strange symbol. Evidently -a giantish rune, only other hill giants would be able to deduce what it -symbolizes. -~ -0 8 0 -D0 -~ -~ -0 -1 29807 -D2 -~ -~ -3 -1 29801 -D3 -A strange rune marks the door. -~ -~ -3 -1 29806 -S -#29806 -A Bedchamber~ -This large chamber is three times the size of the rooms commonly seen -in inns and taverns across the empire, but then again its inhabitant -is proportionately larger. Evidently the abode of a giant of some -importance, it boasts numerous (tacky) furnishings, including a large -four poster bed covered in thick hides and furs. Several chairs are -arranged around a table, which rests against the far wall, beneath a -large bear hide, presumably a trophy of the hunt. -~ -0 8 0 -D1 -~ -~ -3 -1 29805 -S -#29807 -A Dark Junction~ -Inadequate lighting (perhaps due to fear that excessive torchlight -poses a fire hazard) makes it difficult to see far in any direction -from this junction, though a bend in the corridor is apparent to the -west, and two doors can be seen to the south. Footsteps can be heard, -as if from nearby, though the heavy tread of a giant is audible some -distance away. Occasionally you can hear a raucous cry, coming from -somewhere to the north. -~ -0 8 0 -D1 -~ -~ -0 -1 29808 -D2 -~ -~ -0 -1 29805 -D3 -~ -~ -0 -1 29812 -S -#29808 -A Bend in the Corridor~ -After a short distance the corridor bends, with branches disappearing -into the gloom to the north and west. A door is set in the south wall, -at the point where the two passages meet. A single torch burns low in -an iron sconce at this point, casting the only light visible within -a dozen or more yards. Cries and footsteps mingle with a loud snoring, -issued by slumbering giants. -~ -0 8 0 -D0 -~ -~ -0 -1 29810 -D2 -~ -~ -3 -1 29809 -D3 -~ -~ -0 -1 29807 -S -#29809 -Barracks Hall~ -A total of ten large beds, piled high with hides, fill most of this -narrow hall, ample evidence of a barracks for some of the many giants -that inhabit this wooden keep. Dirty capes, smeared with grime from -days of travel, hang from hooks set in the walls, and large pairs of -muddy boots mar the floor. Several iron cressets line the walls, some -containing the smoldering stubs of torches. -~ -0 8 0 -D0 -~ -~ -3 -1 29808 -S -#29810 -A Dimly Lit Passageway~ -The passage runs north, past at this point a door set in the west wall. -From behind the door issue cries and shouts of merriment, albeit with -a cruel edge to the laughter. The door is marked with another cryptic -rune, though the meaning of this one is a little more obvious- two small -giants being embraced by a larger. To strike at the young of this place -would certainly be a telling blow against the giants' morale. -~ -0 8 0 -D0 -~ -~ -0 -1 29814 -D2 -~ -~ -0 -1 29808 -D3 -~ -~ -3 -1 29811 -S -#29811 -Creche~ -This long hall boasts a door at either end, and serves as the general -quarters of the giantish young, where they await the return of their -parents from the raids against humanity. Apparently serving as a sort -of training yard as well as playpen, the room boasts numerous make- -shift weapons mixed in with the toys. In fact, the weapons appear to -be considered toys themselves. -~ -0 8 0 -D1 -~ -~ -3 -1 29810 -D3 -~ -~ -3 -1 29813 -S -#29812 -A Bend in the Corridor~ -The corridor bends here, offering two possible destinations to those -brave enough to have penetrated this evil lair. Shouts and cries issue -at random intervals from the north, ample evidence of alert inhabitants. -It would be a change to catch the giants who live here awake; it seems -most of them spend a great deal of time in drunken stupors. The air is -thick with greasy smoke, the source of which is a smoldering brand near -your head. -~ -0 8 0 -D0 -~ -~ -0 -1 29813 -D1 -~ -~ -0 -1 29807 -> rand_prog 100~ -if ispc($r) -mea $r _red You cough and splutter as you inhale the smoke! -mpdamage $r 10 -endif -~ -| -S -#29813 -The End of the Corridor~ -The corridor ends abruptly, before a door set in the eastern wall, -which bears a crude marking that appears to represent giant childer. -These youths could well be the source of the hue and cry, though the -noise appears for the most part to be concentrated somewhere further -north, beyond the hide that covers the north wall. -~ -0 8 0 -D1 -~ -~ -3 -1 29811 -D2 -~ -~ -0 -1 29812 -S -#29814 -The End of the Corridor~ -At the northern end of this corridor, you are faced with two choices, -both of them wooden portals, set in the western and northern walls. -By now you estimate that you have penetrated at least halfway into the -steading, and must surely be nearing the mastermind of the dark race -that abides here. Hopefully, at any rate; the sooner you are able to -evacuate this foul structure the better; giants are poor company at -the best of times. -~ -0 8 0 -D0 -~ -~ -3 -1 29816 -D2 -~ -~ -0 -1 29810 -D3 -~ -~ -3 -1 29815 -S -#29815 -Maids' Chamber~ -This spacious chamber houses the many maids that serve the more -important giants of the Steading, most notably the ruler and his -wife. Several beds line the walls, while two wardrobes hold the -clothing owned by those quartered here. The air is warmed by a -blazing fire in the hearth, and the air is thick with greasy smoke. -It would be fair to say that even the cleanest of hill giants appear -to prefer to live in squalor. -~ -0 8 0 -D1 -~ -~ -3 -1 29814 -S -#29816 -A Spacious Hall~ -You pass into a spacious hall, that stretches in each direction save -the south, where it terminates in a wooden door. To the west lies a -brightly lit wing, which bends southward, and apparently houses the -belongings of a giant of importance; even from here numerous trophies -and tapestries are visible. To the west lies a large pair of double -doors, equal in dimension to those at the entrance to the Steading. -From behind them issue various sounds, including shouts, cries, moans -and belches. -~ -0 8 0 -D0 -~ -~ -0 -1 29821 -D1 -~ -~ -0 -1 29817 -D2 -~ -~ -3 -1 29814 -D3 -~ -~ -0 -1 29831 -S -#29817 -Hall of the Chief~ -This large hall boasts numerous features of interest. The walls and -floor are lined with rugs, hides and skins, while numerous tables and -wooden shelves labor under the weight of piles of pottery and dinner -ware. A long stone shelf above the hearth is lined with skulls, most -of them dwarven. Several stools are arranged around a table which bears -a crude map of the region; at last some evidence of the mastermind that -is behind these raids. But surely a mere hill giant would not possess -significant intelligence to orchestrate such a campaign of terror? A -large wooden door lies to the north, apparently leading to the chief's -private quarters. -~ -0 8 0 -D0 -~ -~ -3 -1 29820 -D2 -~ -~ -0 -1 29818 -D3 -~ -~ -0 -1 29816 -S -#29818 -Hall of the Chief~ -More trophies and curios fill this end of the hall, which ends in a -large door to the south, presumably the abode of the chief's wife. -Like most of the doors in this place, it does not appear to be locked -or barred. Then again, only the most foolish would risk incurring the -wrath of the chief by trespassing. This section of the hall is but -dimly lit in comparison to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 29817 -D2 -~ -~ -3 -1 29819 -S -#29819 -A Dark Chamber~ -The interior of this room is unlit, and what little light filters in -from the hallway casts illumination across only the first third of -what is a large bedchamber. Filled with stolen wooden furniture that -came from a dozen raids, it also boasts many stuffed footstools, rugs -and a table lined with chairs. The door to this room opens inwards, -making it impossible to see what may be lurking behind it. -~ -0 8 0 -D0 -~ -~ -3 -1 29818 -S -#29820 -Chamber of the Chief~ -This chamber is littered with furs, hides and numerous weapons. More -hides and cloaks hang from pegs on the wall, which are spaced in -between numerous metal cressets which support unlit torches. A thick -iron chain is set in one wall, presumably to tether the chief's bear. -On the western wall rests a large cupboard, apparently empty. Next to -it hangs a heavy bearskin. -~ -0 8 0 -D2 -~ -~ -3 -1 29817 -D3 -~ -bearskin~ -11 -1 29821 -S -#29821 -A Short Passage~ -Running north and south, this passage heads towards a door in each -direction. Side passages on the western wall can also be seen from -here, through the smoky illumination. The floor is bare, and of -wood rather than the packed dirt found elsewhere. Far to the north, -a beast howls, in anger or pain. -~ -0 8 0 -D0 -~ -~ -0 -1 29822 -D1 -~ -bearskin~ -11 -1 29820 -D2 -~ -~ -0 -1 29816 -S -#29822 -A Side Passage~ -At this point the passage branches, and you can head west or south, -or through the barred door to the north; barred from this side, as -if to keep out whatever beast is howling beyond it. A heavy ring of -iron hangs from the roof, evidently used to sound an alarm, in the -event that those trapped to the north manage to escape their prison. -To the west, the passage ends almost immediately before a wooden door. -~ -0 8 0 -D0 -~ -~ -3 -1 29868 -D2 -~ -~ -0 -1 29821 -D3 -~ -~ -0 -1 29827 -S -#29823 -The Chief's Private Council Chambers~ -This long narrow hall continues to the south, and at this point is -mostly filled with a long table, around which are arranged eight -chairs, two of them much larger and placed at each end. A rough skin -map of the region hangs above the fireplace, while shelves surrounding -the room are filled with various tokens and scraps, taken during the -many raids carried out by the giants. More trophies are also here, the -most noticeable being a manticore hide hanging on the western wall. -~ -0 8 0 -D1 -~ -~ -3 -1 29827 -D2 -~ -~ -0 -1 29825 -D3 -~ -hide~ -11 -1 29824 -S -#29824 -A Secret Stair~ -This chamber is unlit, and boasts little of note save a narrow stair -descending down to a subterranean level. Also present is a pile of -logs, and a strange symbol on the wall, unfamiliar yet still strangely -disturbing. There is something sinister about this room. -~ -0 3153929 0 -D1 -~ -~ -3 -1 29823 -D5 -~ -~ -0 -1 29874 -S -#29825 -The Chief's Private Council Chambers~ -This end of the chamber is filled with trophies- numerous hides and -furs, as well as several stone statues that were stolen from a town -that was recently raided. A large wooden door to the west bears the -image of crossed sword and club, evidence of its status as an armory -of some sort. Dim illumination filters in through a skylight in the -high ceiling of this place. -~ -0 8 0 -D0 -~ -~ -0 -1 29823 -D1 -~ -~ -3 -1 29826 -S -#29826 -The Armory~ -Numerous capes, shields, spears and clubs fill this small room, which -belong to the chief. Used on the hunt as well as in war, the items in -this room are for the most part useless, due partially to their size -but also due to their poor condition and crude make. Some of them are -stolen, however, crafted by superior smiths and of a reasonable degree -of quality. -~ -0 8 0 -D3 -~ -~ -3 -1 29825 -S -#29827 -Before a Door~ -This sturdy portal that marks the end of this passage bears a crude -rune of a bear, apparently the symbol of the chief, presuming this -area is also part of his halls. No noise comes from beyond the door, -though it is difficult to hear over the volley of howls that come -from the north. -~ -0 8 0 -D1 -~ -~ -0 -1 29822 -D3 -~ -~ -3 -1 29823 -S -#29828 -The Long Hall~ -This shadowy corridor is twice as wide as the great portals that open -onto it, but is apparently deserted. The same cannot be said of the -hall at lies at the end of it, to the north. A great deal of light and -noise comes from this direction, evidence of a well-illuminated site -of feasting, undoubtedly by giants. Surely this is where the bulk of -the giants must presently be concentrated. A single door set in the -western wall provides an alternate route. -~ -0 8 0 -D0 -~ -~ -0 -1 29830 -D2 -~ -~ -3 -1 29802 -D3 -~ -~ -3 -1 29829 -S -#29829 -An Armory~ -This room is filled with wooden racks laden with giant-sized weapons, -ranging from axes and swords to great spears, clubs and two handed -swords. Iron maces and hammers rest nearby, along with sheafs of long -hunting spears. The far wall is lined with shields, again giant-sized, -and thus useless to human-sized creatures, but also undesirable even -by those capable of using them due to their poor quality. A single door -lies to the north, another to the east. A thorough search may turn up a -decent weapon or two. -~ -0 9 0 -D0 -~ -~ -3 -1 29841 -D1 -~ -~ -3 -1 29828 -S -#29830 -Approaching the Great Hall~ -The corridor nears the central hall of the steading, where the bulk -of the giants spend much of their free time carousing. It is here -that you will find the chieftain of these foul beasts, and perhaps -also the source behind their sudden uprising against the lands of -man. The air is smoky, and carries the stench of burning flesh, as -several dwarven carcasses are roasted within the hall to the north. -~ -0 8 0 -D0 -~ -~ -0 -1 29833 -D2 -~ -~ -0 -1 29828 -S -#29831 -A Set of Douvle Doors~ -These doors bear the crossed weapons that is the symbol of the chief -of the steading, and would appear to indicate that this is the 'royal' -entrance to the noisy feast hall to the west. It would be advisable -to tread carefully indeed here; judging by the cacophony of sound, it -is filled with giants, and their servants. Back east lie the mostly -deserted quarters of the chief and his wife. -~ -0 8 0 -D1 -~ -~ -0 -1 29816 -D3 -~ -~ -3 -1 29837 -S -#29832 -The Great Hall~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -~ -0 8 0 -D0 -~ -~ -0 -1 29835 -D1 -~ -~ -0 -1 29833 -S -#29833 -The Great Hall~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -~ -0 8 0 -D0 -~ -~ -0 -1 29836 -D1 -~ -~ -0 -1 29834 -D2 -~ -~ -16777216 -1 29830 -D3 -~ -~ -0 -1 29832 -S -#29834 -The Great Hall~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -~ -0 8 0 -D0 -~ -~ -0 -1 29837 -D3 -~ -~ -0 -1 29833 -S -#29835 -The Great Hall~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -~ -0 8 0 -D1 -~ -~ -0 -1 29836 -D2 -~ -~ -0 -1 29832 -D3 -~ -~ -16777219 -1 29838 -S -#29836 -The Chief's Table~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -At this point lies the chief's table, where he sits with his wife, -observing the proceedings and joining in as the mood takes him. -~ -0 12 0 -D1 -~ -~ -0 -1 29837 -D2 -~ -~ -0 -1 29833 -D3 -~ -~ -0 -1 29835 -S -#29837 -The Great Hall~ -This spacious hall is filled with rows of trestle tables, laden with -food and wine, at which are seated many shouting, fighting, laughing -and vomiting giants, in various states of intoxication. Tankards are -hurled about by rowdy revellers, while large chunks of meat are torn -from the slowly roasting dwarven carcasses spitted and hanging above -the roaring fire in the fire pit that fills the center of the hall. -~ -0 8 0 -D1 -~ -~ -16777219 -1 29831 -D2 -~ -~ -0 -1 29834 -D3 -~ -~ -0 -1 29836 -S -#29838 -A Set of Double Doors~ -This large set of doors is the entrance to the Great Hall commonly -used by the cooking staff; the orcish servants bustle back and forth -between here and the kitchens to the west. Several scurry by as you -watch, laden down with heavy plates of bread and cheeses. They give -you a wide berth, assuming you to be an ally of the giants that now -feast within the hall. To the north, the hall continues, heading to -the residences of the servants and other menial persons. -~ -0 8 0 -D0 -~ -~ -16777216 -1 29856 -D1 -~ -~ -3 -1 29835 -D2 -~ -~ -16777216 -1 29851 -D3 -~ -~ -0 -1 29850 -S -#29839 -A Short Passage~ -This short, narrow passage runs north for a few yards, ending before -a plain wooden door that bears an embossed emblem of a sword and a -hide shield. A second passage branches off to the west, running for -only a short distance before too ending at a door, but boasting yet -another branch, bending to the north. The corridor is dimly lit, its -only source of illumination being a smoldering brand thrust into an -iron cresset. -~ -0 8 0 -D0 -~ -~ -3 -1 29840 -D2 -~ -~ -3 -1 29803 -D3 -~ -~ -0 -1 29842 -S -#29840 -The Giants' Arsenel~ -This long chamber is filled with all manner of arms and armor, ranging -from axes and helmets to spears, clubs and throwing boulders. Most of -the weapons are either too large to be properly wielded by giants, or -are of such low quality that they would prove poor choices of armor -indeed. The chamber continues to the east, and boasts a single door, -set in the south wall. -~ -0 9 0 -D1 -~ -~ -0 -1 29841 -D2 -~ -~ -3 -1 29839 -S -#29841 -The Giants' Arsenel~ -This long chamber is filled with all manner of arms and armor, ranging -from axes and helmets to spears, clubs and throwing boulders. Most of -the weapons are either too large to be properly wielded by giants, or -are of such low quality that they would prove poor choices of armor -indeed. The chamber continues to the west, and boasts a single door, -set in the south wall. -~ -0 9 0 -D2 -~ -~ -3 -1 29829 -D3 -~ -~ -0 -1 29840 -S -#29842 -Before a Door~ -At the bend in the corridor, a door is situated in the western wall. -Devoid of markings, it stands slightly ajar, as if indicating that -it suffers frequent usage by careless residents. To the north, a long -hall runs towards a brightly lit section of the steading, the source -of much noise- laughter, shouts and the clatter of pots and pans. -~ -0 8 0 -D0 -~ -~ -0 -1 29851 -D1 -~ -~ -0 -1 29839 -D3 -~ -~ -3 -1 29843 -S -#29843 -The Common Area~ -This passage boasts numerous doors, on either side, that open onto -the common rooms where the bulk of the giants quartered within this -wooden fortress reside. Heavy footsteps, and the occasional curse, -can be heard all around; it is unlikely that you will escape any -detection long in this area, unless you are exceedingly careful. A -door to the north opens onto the first common room. -~ -0 8 0 -D0 -~ -~ -3 -1 29844 -D1 -~ -~ -3 -1 29842 -D3 -~ -~ -0 -1 29845 -S -#29844 -A Common Room~ -Several cots, flanked by chests and boxes, line the walls of this rather -unremarkable domicile, as do numerous coat hooks borne down with heavy -cloaks favored by giant-kin. A low table surrounded by benches marks the -place where the giants engage in repast, though the room appears to be -deserted; perhaps everyone is in the Great Hall? -~ -0 8 0 -D2 -~ -~ -3 -1 29843 -S -#29845 -The Common Area~ -Doors line the corridor that runs east and west here, while a long, -empty hall runs due north, terminating at the very end at a single -door that presumably exits the common area. The hall is lit by smoky -torches set in sconces on the walls, which appear to be treated with -a resin that renders them resistant to fire, a wise precaution. A -bound wooden door to the south appears to be different from the other -doors. -~ -0 8 0 -D0 -~ -~ -0 -1 29849 -D1 -~ -~ -0 -1 29843 -D2 -~ -~ -3 -1 29846 -D3 -~ -~ -0 -1 29847 -S -#29846 -A Guest Chamber~ -Several beds fill this chamber, arranged about a fire place, which is -currently cold and empty. Smoldering brands cast a dim illumination -over the heaps of furs and hides, which partially obscure chests that -are filled with the clothing of the visiting giants quartered here. A -single table, matched by four chairs, bears numerous gaming devices, -and beneath it lies yet another chest. Doubtless some item of small -interest may well be turned up by a thorough search, but it would be -a timely venture. -~ -0 8 0 -D0 -~ -~ -3 -1 29845 -> rand_prog 100~ -if ispc($r) -mpforce $r sneeze -endif -~ -> rand_prog 100~ -if ispc($r) -mpforce $r cough -endif -~ -| -S -#29847 -The Common Area~ -The hall terminates here, before a final door, set in the north wall, -which opens onto another communal area. The air is thick with smoke, -but also carries the faint odor of burning flesh. Giants are well -known for their propensity to devour their foes, irrespective of the -race of said foes, and it wouldn't surprise you to find a halfling or -even a dwarf on the spit somewhere. -~ -0 0 1 -D0 -~ -~ -3 -1 29848 -D1 -~ -~ -0 -1 29845 -S -#29848 -A Common Room~ -Several cots, flanked by chests and boxes, line the walls of this rather -unremarkable domicile, as do numerous coat hooks borne down with heavy -cloaks favored by giant-kin. A low table surrounded by benches marks the -place where the giants engage in repast, though the room appears to be -deserted; perhaps everyone is in the Great Hall? -~ -0 8 0 -D2 -~ -~ -3 -1 29847 -S -#29849 -A Narrow Access Corridor~ -This corridor links the common rooms with the kitchens, the source of -the clamor and odors you detected earlier. Even from here, the noise -of clattering pots and pans, and pots bouncing off surly servants' -heads, is almost deafening. Who could stand to work in such a noisy -environment? Only a single door protects you from the full aural -assault. -~ -0 8 0 -D0 -~ -~ -3 -1 29850 -D2 -~ -~ -0 -1 29845 -S -#29850 -The Kitchens~ -Stepping into the kitchens is not unlike stepping into the most chaotic -planes of the Abyss itself. Pots and pans fly about the room, along -with carving knives and shrieked obscenities, hurled at the scurrying -orcish servants, who flee for their very lives. Several strapping giant -matrons supervise the food preparation, chopping and placing foodstuffs -on heavy platters, which the orcs then struggle to carry out to the -great hall. Counters covered in appropriate kitchenware fill the large -room, centred around several cooking pots, one of which you are certain -contains a boiling halfling corpse. Giant pans hang from hooks on the -walls, and several stunned orcs trip you up as you attempt to traverse -the chaotic mess. -~ -0 8 0 -D0 -~ -~ -0 -1 29852 -D1 -~ -~ -0 -1 29838 -D2 -~ -~ -16777219 -1 29849 -> rand_prog 50~ -if ispc($r) -mea $r _blu A frying pan comes sailing across the room, striking you! -mpasound A tremendous clang is heard, followed by $r's shriek! -endif -~ -| -S -#29851 -A Narrow Corridor~ -This corridor links the kitchens to the common areas, albeit it skirts -the latter rather than passing through it, meeting instead with a door -to the south that enters that region. A cacophony of noise and odors -washes in like breaking waves from the north, causing you to reel; -giants make giant-sized noises, apparently. -~ -0 8 0 -D0 -~ -~ -0 -1 29838 -D2 -~ -~ -0 -1 29842 -S -#29852 -The Kitchens~ -Stepping into the kitchens is not unlike stepping into the most chaotic -planes of the Abyss itself. Pots and pans fly about the room, along -with carving knives and shrieked obscenities, hurled at the scurrying -orcish servants, who flee for their very lives. Several strapping giant -matrons supervise the food preparation, chopping and placing foodstuffs -on heavy platters, which the orcs then struggle to carry out to the -great hall. Counters covered in appropriate kitchenware fill the large -room, centred around several cooking pots, one of which you are certain -contains a boiling halfling corpse. Giant pans hang from hooks on the -walls, and several stunned orcs trip you up as you attempt to traverse -the chaotic mess. -~ -0 8 0 -D0 -~ -~ -0 -1 29853 -D2 -~ -~ -0 -1 29850 -S -#29853 -The Kitchens~ -Stepping into the kitchens is not unlike stepping into the most chaotic -planes of the Abyss itself. Pots and pans fly about the room, along -with carving knives and shrieked obscenities, hurled at the scurrying -orcish servants, who flee for their very lives. Several strapping giant -matrons supervise the food preparation, chopping and placing foodstuffs -on heavy platters, which the orcs then struggle to carry out to the -great hall. Counters covered in appropriate kitchenware fill the large -room, centred around several cooking pots, one of which you are certain -contains a boiling halfling corpse. Giant pans hang from hooks on the -walls, and several stunned orcs trip you up as you attempt to traverse -the chaotic mess. -~ -0 8 0 -D1 -~ -~ -0 -1 29854 -D2 -~ -~ -0 -1 29852 -S -#29854 -The Kitchens~ -Stepping into the kitchens is not unlike stepping into the most chaotic -planes of the Abyss itself. Pots and pans fly about the room, along -with carving knives and shrieked obscenities, hurled at the scurrying -orcish servants, who flee for their very lives. Several strapping giant -matrons supervise the food preparation, chopping and placing foodstuffs -on heavy platters, which the orcs then struggle to carry out to the -great hall. Counters covered in appropriate kitchenware fill the large -room, centred around several cooking pots, one of which you are certain -contains a boiling halfling corpse. Giant pans hang from hooks on the -walls, and several stunned orcs trip you up as you attempt to traverse -the chaotic mess. Doors to the south and southeast open onto other -areas. -~ -0 8 0 -D2 -~ -~ -3 -1 29855 -D3 -~ -~ -0 -1 29853 -D8 -~ -~ -3 -1 29856 -S -#29855 -A Dark Storeroom~ -This room is stacked with all manner of provisions, ranging from a -few barrels of wine and ale, to several racks of salted meats, and -crates of other dried foods. Tuns of mead are arranged to support a -board laden with breads and cheeses. A set of stairs in the southeast -corner descend to a lower level. -~ -0 9 0 -D0 -~ -~ -3 -1 29854 -D5 -~ -~ -0 -1 29883 -S -#29856 -A Junction~ -The corridor branches here, ending to the northwest before a door, -and continuing northeast along a shadowy passage. Shouts of pain -and anger accompany the clatter of pots and pans to the northwest, -while to the northeast you can hear sounds of revelry. Orcish slaves -can be seen scurrying back and forth to the south. -~ -0 8 0 -D2 -~ -~ -0 -1 29838 -D6 -~ -~ -0 -1 29857 -D7 -~ -~ -3 -1 29854 -S -#29857 -A Shadowy Passage~ -The passage bends here, to the north, and to the southwest. A door is -set in the south wall, at the bend, and it is from behind this door -that loud laughter and cries of anger emanate. It sounds like ogrish -though you cannot be positive as the guttural accents of the many -fecund inhabitants of this steading are unusual. To the north, this -passage terminates before a stout wooden portal. -~ -0 8 0 -D0 -~ -~ -0 -1 29859 -D2 -~ -~ -3 -1 29858 -D9 -~ -~ -0 -1 29856 -S -#29858 -Quarters of the Ogres~ -This cramped chamber is piled high with furs and hides, as well as -two low tables laden with cheap wine, cheese and bread. The ogrish -inhabitants are employed as scouts and servants by the giants, and -enjoy conditions that are more comfortable than their fellow orc -servants. Several large sacks hang from hooks set into the walls, -and a raging fire in the hearth warms the room comfortably. There -is a great deal of money piled near some dice on one of the tables. -~ -0 12 0 -D0 -~ -~ -3 -1 29857 -S -#29859 -A Stout Oaken Portal~ -This door bears no markings, and doesn't appear to be locked. However, -it does appear to be designed to withstand significant pounding from, -presumably, creatures incapable of manipulating handles. A sudden -volley of howls, from nearby but not immediately north, chills you, -and you wonder what other allies these brutish giants have. -~ -0 8 0 -D0 -~ -~ -3 -1 29860 -D2 -~ -~ -0 -1 29857 -S -#29860 -Chamber of the Keeper~ -This long hall contains several beds, for the keeper of the hounds, and -his many wives/servants. A door is set in the southern wall, leading to -other parts of the steading. Chairs, stools and cushions surround many -tables, evidence of the comfort enjoyed by this important giant. The -beasts he trains serve the giants immeasurably well on their raids; you -remember now rumors of massive wolves accompanying the giant raids. -~ -0 8 0 -D1 -~ -~ -0 -1 29861 -D2 -~ -~ -3 -1 29859 -S -#29861 -Chamber of the Keeper~ -This long hall contains several beds, for the keeper of the hounds, and -his many wives/servants. A door is set in the southern wall, leading to -other parts of the steading. Chairs, stools and cushions surround many -tables, evidence of the comfort enjoyed by this important giant. The -beasts he trains serve the giants immeasurably well on their raids; you -remember now rumors of massive wolves accompanying the giant raids. - -A large set of double doors, barred on this side, open onto the source -of the howls you heard earlier... -~ -0 8 0 -D1 -~ -~ -3 -1 29863 -D2 -~ -~ -3 -1 29862 -D3 -~ -~ -0 -1 29860 -S -#29862 -Servants' Quarters~ -This miserable, dingy chamber quarters many of the orcs that labor -thanklessly for the giants. A vile odor rises from the filthy pallets -that serve the orcs as beds, while unmentionable stenches issue forth -from the wooden pails that they use as latrines. Piles of worthless -junk complete the scene; a truly wretched existence for these pitiful -creatures -~ -0 8 0 -D0 -~ -~ -3 -1 29861 -S -#29863 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. - -A pair of double doors leads back into the steading to the west. -~ -0 0 1 -D2 -~ -~ -0 -1 29864 -D3 -~ -~ -16777223 -1 29861 -S -#29864 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. -~ -0 0 1 -D0 -~ -~ -0 -1 29863 -D1 -~ -~ -0 -1 29866 -D2 -~ -~ -0 -1 29865 -S -#29865 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. -~ -0 0 1 -D0 -~ -~ -0 -1 29864 -D1 -~ -~ -0 -1 29867 -S -#29866 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. - -A single door is set in the side of a building in the compound. -~ -0 0 1 -D1 -~ -~ -16777219 -1 29870 -D2 -~ -~ -0 -1 29867 -D3 -~ -~ -0 -1 29864 -S -#29867 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. -~ -0 0 1 -D0 -~ -~ -0 -1 29866 -D1 -~ -~ -0 -1 29868 -D3 -~ -~ -0 -1 29865 -S -#29868 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. -redit desc -A pair of double doors leads back into the steading to the south. -~ -0 0 1 -D1 -~ -~ -0 -1 29869 -D2 -~ -~ -16777223 -1 29822 -D3 -~ -~ -0 -1 29867 -S -#29869 -Lair of the Wolves~ -This open compound is floored with packed earth, and boasts only the -wooden walls of the stockade as an architectural feature. The ground -is littered with bones, most of them orcish, and more than a few -pools of dried blood, staining the earth a dark crimson. Large hunks -gnawed meat lie scattered about the place. -~ -0 0 1 -D3 -~ -~ -0 -1 29868 -S -#29870 -A Guard Room~ -This room is dominated by a long table, lined with a total of eight large -stools, and two benches. Spears, shields and clubs, of hill giant size -and make, line the walls, while a long bronze horn (used to summon the -wolves) hangs from the wall. The guard room stretches to the east, while -a door in the north wall opens onto a barracks room. - -To the west, a secure door, barred on this side, leads back out. -~ -0 8 0 -D0 -~ -~ -3 -1 29871 -D1 -~ -~ -0 -1 29872 -D3 -~ -~ -3 -1 29866 -S -#29871 -A Barracks Room~ -Ten giants are quartered here, their beds lining each side of the long -hall. Broken weapons and dented helmets lie strewn about, and the beds -are unmade. But besides these obvious signs of habitation, the entire -place seems to be deserted. Perhaps they are all at the feast in the -great hall? A door to the south leads back out. -~ -0 8 0 -D2 -~ -~ -3 -1 29870 -S -#29872 -A Guard Room~ -This room is dominated by a long table, lined with a total of eight large -stools, and two benches. Spears, shields and clubs, of hill giant size -and make, line the walls, while a long bronze horn (used to summon the -wolves) hangs from the wall. The guard room stretches to the west, while -a door in the north wall opens onto a barracks room. -~ -0 8 0 -D0 -~ -~ -3 -1 29873 -D3 -~ -~ -0 -1 29870 -S -#29873 -A Barracks Room~ -Ten giants are quartered here, their beds lining each side of the long -hall. Broken weapons and dented helmets lie strewn about, and the beds -are unmade. But besides these obvious signs of habitation, the entire -place seems to be deserted. Perhaps they are all at the feast in the -great hall? A door to the south leads back out. -~ -0 8 0 -D2 -~ -~ -3 -1 29872 -S -#29874 -A Dark Chamber~ -The stairs descend into a dusty, dark chamber, filled with all manner -of debris, including several splintered barrels and casks. A large -portcullis fills the western wall, and from beyond it issues a volley -of howls and shrieks, made by some ferocious beast. The air here is -dank and stale; the stench of soured wine lingers strongly. A slight -breeze, however, can be detected, passing through a narrow crack in -the wall to the east. -~ -0 9 0 -D1 -~ -crack~ -1035 -1 29875 -D3 -~ -portcullis~ -7 -1 29878 -D4 -~ -~ -0 -1 29824 -S -#29875 -A Dusty Chamber~ -This chamber doesn't appear to have been entered in ages, though the -dust in parts does appear to have been deliberately placed; a large -square section directly before you is curiously absent of debris. The -rest of the chamber, however, sports more shattered casks and barrels -as well as broken weapons and dented armor, doubtless considered to be -of some value by the giants. -~ -0 9 0 -D1 -~ -~ -0 -1 29877 -D3 -~ -crack~ -1035 -1 29874 -> entry_prog 50~ -mea $n _yel A magical force drags you down into a hidden pit! -mer $n _yel A magical force drag $n down into a hidden pit! -mptrans $n 29876 -mpe _yel It snaps shut behind $m! -mpat 0.$n mea 0.$n _yel You are smashed onto the ground with incredible force! -mpat 0.$n mpforce 0.$n l -mpat 0.$n mdamage 0.$n 200 -~ -| -S -#29876 -A Spiked Pit~ -The floor of this pit is lined with long, sharp spikes of metal, -several of which tear at you as you plummet downwards. The walls -are smooth and sheer; scaling them is out of the question. Far -above you, a heavy trapdoor bars the entrance to this potential -death trap... -~ -0 9 0 -D4 -~ -~ -71 -1 29875 -S -#29877 -A King's Hoard~ -At the end of the corridor lies a large stone chamber, filled with more -broken barrels, but in addition several quite sturdy containers, that -appear to be flowing over with gold and gems! Strange patterns, glyphs -and runes cover the walls, some of them glowing brightly as you near -them. Hanging from the ceiling, suspended by heavy iron chains, is a -rotting corpse, strangely odorless despite its putrescent state. -~ -0 9 0 -D3 -~ -~ -0 -1 29875 -> rand_prog 100~ -if ispc($r) -mea $r _red One of the runes suddenly explodes, searing you with flame! -mer $r _red One of the runes suddenly explodes, searing $r with flame! -mpdamage $r 100 -endif -~ -> rand_prog 100~ -if ispc($r) -mea $r _yel A barbed chain suddenly drops from the ceiling, and strikes you! -mer $r _yel A barbed chain suddenly drops from the ceiling, and strikes $r! -mpdamage $r 100 -endif -~ -> entry_prog 10~ -mea $n _yel You think you see a chunk of flesh fall from the corpse... -~ -| -S -#29878 -Animal Pen~ -The floor of this large stone chamber is covered in straw, soaked -with blood and other liquids, some quite fresh. The familiar stench -of death fills the area, issuing from all sides. Large holes have -been made in the walls, as if from the impact of ballista bolts or -similar projectiles, maybe even a dwarven slug thrower. A large iron -portcullis blocks a passageway to the east. -~ -0 8200 0 -D1 -~ -portcullis~ -7 -1 29874 -D2 -~ -~ -0 -1 29879 -S -#29879 -Animal Pen~ -The floor of this large stone chamber is covered in straw, soaked -with blood and other liquids, some quite fresh. The familiar stench -of death fills the area, issuing from all sides. Large holes have -been made in the walls, as if from the impact of ballista bolts or -similar projectiles, maybe even a dwarven slug thrower. To the south, -a heavy iron portcullis bars entry into a similar chamber. A corpse -hangs from chains on the eastern wall, ravaged with wounds. -~ -0 8200 0 -D0 -~ -~ -0 -1 29878 -D1 -~ -corpse~ -1035 -1 29882 -D2 -~ -portcullis~ -7 -1 29880 -S -#29880 -Animal Pen~ -The floor of this large stone chamber is covered in straw, soaked -with blood and other liquids, some quite fresh. The familiar stench -of death fills the area, issuing from all sides. Large holes have -been made in the walls, as if from the impact of ballista bolts or -similar projectiles, maybe even a dwarven slug thrower. To the north, -a heavy iron portcullis bars entry into a similar chamber. An open -doorway leads into a small room to the east. -~ -0 8200 0 -D0 -~ -portcullis~ -7 -1 29879 -D1 -~ -~ -16777216 -1 29881 -S -#29881 -A Small Treasure Chamber~ -The horrid beasts that lurk in the pens seem loathe to trespass upon -this section of their lair; undoubtedly they have been given good -reason to fear this room, through training by whip and fire. Giants -are not known for their gentle handling of their subordinates. The -floor still bears a layer of straw, covered this time with a scattering -of worthless copper pieces and the occasional cracked or chipped gem. -~ -0 8200 0 -D3 -~ -~ -0 -1 29880 -S -#29882 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. A -rotting corpse has been staked to the western wall here. -~ -0 8 0 -D1 -~ -~ -0 -1 29885 -D2 -~ -~ -0 -1 29883 -D3 -~ -corpse~ -1035 -1 29879 -S -#29883 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. A -set of broad stairs heads back up to the upper level, and from that -direction you can hear the clatter of pots and pans... -~ -0 8 0 -D0 -~ -~ -0 -1 29882 -D1 -~ -~ -1 -1 29886 -D2 -~ -~ -0 -1 29884 -D4 -~ -~ -16777216 -1 29855 -S -#29884 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. -Stretching to the south is a long, dark corridor. -~ -0 8 0 -D0 -~ -~ -0 -1 29883 -D1 -~ -~ -0 -1 29887 -D2 -~ -~ -0 -1 29903 -S -#29885 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. A -large door, of iron, is set in the eastern wall here, near a point where -the area is met by a long passage heading north. -~ -0 8 0 -D0 -~ -~ -0 -1 29890 -D1 -~ -~ -3 -1 29888 -D2 -~ -~ -0 -1 29886 -D3 -~ -~ -0 -1 29882 -S -#29886 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. -A narrow passage runs east from here, widening as it bends to the -northeast. -~ -0 8 0 -D0 -~ -~ -0 -1 29885 -D1 -~ -~ -0 -1 29945 -D2 -~ -~ -0 -1 29887 -D3 -~ -~ -0 -1 29883 -S -#29887 -Marshalling Area~ -This massive chamber is lit by smoky torches set in cressets on the dark -stained walls, while the floor is littered with chairs, tables, barrels -and casks. Footsteps echo all around as various inhabitants of this lower -level of the Steading make their way around. The entire place harbors a -stale, unpleasant odor of sweat, ale, urine, blood and something else. -Stout wooden doors lie to the east and south, barring progress in either -direction. -~ -0 8 0 -D0 -~ -~ -0 -1 29886 -D1 -~ -~ -3 -1 29889 -D2 -~ -~ -3 -1 29906 -D3 -~ -~ -0 -1 29884 -S -#29888 -Chamber of the Keeper~ -This small chamber is apparently the office of a giant of some small -degree of importance. A large desk (a table supported by two barrels, -actually) covers the far wall, lined by several chairs, while the -walls are lined with whips, chains and the ubiquitious cloaks, hides -and furs. Every item in this place shows signs of heavy usage, and -are in poor condition at best. The place also smells- no, reeks- of -wet animal fur. -~ -0 8 0 -D3 -~ -~ -3 -1 29885 -S -#29889 -A Gaol~ -This chamber has not been cleaned in a very long time. Broken bones -litter the floor, along with decaying corpses and scraps of torn -clothing. Deep gouges mar the walls, while the roof supports several -thick black iron chains, from which more corpses depend, some of them -still dripping ichor onto the floor below. The stench is abominable, -the sight equally so. -~ -0 8 0 -D3 -~ -~ -3 -1 29887 -S -#29890 -A Dusty Passage~ -The floor of this passage is covered in a thin layer of dust, though -not from disuse. Rather, it is a fine stone dust, as if stone were -recently worked here, crushed and/or reshaped to suit the engineer's -needs. Sounds of construction echo from up ahead- the clank of pick -connecting with rock, and the sawing of wooden supports for the roof. -~ -0 9 0 -D0 -~ -~ -0 -1 29891 -D2 -~ -~ -0 -1 29885 -S -#29891 -A Dusty Passage~ -The corridor bends sharply here, heading west towards a junction, -and thus closer to the construction site. Apparently this underground -lair is still in the process of being excavated. A dim light flickers -from the west, its source numerous smoldering brands thrust roughly -into rusted iron cressets. -~ -0 9 0 -D2 -~ -~ -0 -1 29890 -D3 -~ -~ -0 -1 29892 -S -#29892 -A Junction~ -This lit meeting of passages affords several choices- firstly there -is the way out to the east, then there are two branches to the north -and west, the former of which emanates sounds of excavation, as well -as cheery singing. Several sacks of tools and ore lie scattered all -over the floor, haphazardly left there by the workers. -~ -0 8 0 -D0 -~ -~ -0 -1 29893 -D1 -~ -~ -16777216 -1 29891 -D3 -~ -~ -0 -1 29895 -> rand_prog 100~ -mpe _lbl You hear voices raised in song, in a strange tongue. -~ -| -S -#29893 -A New Excavation~ -The northern wall of this unfinished chamber shows signs of recent work; -deep gouges and rocks torn from their beds, and cast aside. Piles of -rubble await shifting by orcish slaves, while a wooden rack supports the -various tools used by the hardy stone giants employed by many races, not -all evil, for their excellent mining skills. -~ -0 8 0 -D2 -~ -~ -0 -1 29892 -D3 -~ -~ -0 -1 29894 -S -#29894 -A New Excavation~ -The northern wall of this unfinished chamber shows signs of recent work; -deep gouges and rocks torn from their beds, and cast aside. Piles of -rubble await shifting by orcish slaves, while a wooden rack supports the -various tools used by the hardy stone giants employed by many races, not -all evil, for their excellent mining skills. -~ -0 0 1 -D1 -~ -~ -0 -1 29893 -S -#29895 -A New Excavation~ -The northern wall of this unfinished chamber shows signs of recent work; -deep gouges and rocks torn from their beds, and cast aside. Piles of -rubble await shifting by orcish slaves, while a wooden rack supports the -various tools used by the hardy stone giants employed by many races, not -all evil, for their excellent mining skills. -~ -0 0 1 -D1 -~ -~ -0 -1 29892 -S -#29896 -A Dark Hallway~ -Progress down this empty corridor confirms your earlier suspicions- -this rubble-strewn section of the Steading is indeed deserted. A -thick layer of dust coats the rubble, evidence of past construction -that was abandoned for some reason, most probably laziness. There -is little evidence of any items of use; however a set of footprints, -elf-sized in fact, heading north indicates that at least one other -person has dared this empty hall. -~ -0 9 0 -D0 -~ -~ -0 -1 29897 -D9 -~ -~ -0 -1 29945 -S -#29897 -A Dark Hallway~ -The corridor branches here, with a second passage heading northwest, -into the darkness. To the north, the passage heads towards a set of -stairs, barely visible from here, heading upward a few feet to a -raised area, the contents of which cannot be deciphered. The tracks -in the dust eschew this route, heading instead to the northwest, the -maker of the tracks having apparently not cared whether progress he -or she made was visible to others; elves can move so as to leave no -trace of their passage if they so wish. -~ -0 9 0 -D0 -~ -~ -0 -1 29898 -D2 -~ -~ -0 -1 29896 -D7 -~ -~ -0 -1 29900 -S -#29898 -A Dark Hallway~ -Nearing the stairs, you can hear the sound of dripping water, and -a slight, cool breeze brushes your face. No other sound can be made -out, nor is there any evidence of other occupants. Occasionally a -soft splash will echo down the corridor, its source unknown. Perhaps -this was once a source of water for the giants, abandoned when a -more convenient source was found. -~ -0 9 0 -D0 -~ -~ -0 -1 29899 -D2 -~ -~ -0 -1 29897 -S -#29899 -The Cistern~ -The steps rise to the edge of a circular, giant-made chamber, then -head down the other side into the basin of the well, which is mostly -filled with a deep pool of dark water. Water flows into the pool -through hidden, equally artificial, inlets, and the overflow from -here drains off into a shallow trench that circles the cistern, which -in turn runs off down several small holes. The air is cool, and quite -pleasant. -~ -0 13 0 -D2 -~ -~ -0 -1 29898 -S -#29900 -A Dark Hallway~ -The hallway, and the tracks, terminate in this chamber, which apparently -serves as a storeroom of some sort, used to contain little-used items. -The mysterious elf apparently deposited several sacks of chisels and -hand drills, forged from a strange black metal and arranged near the -far wall, where the tracks end. Crates and containers filled with other -mining tools lie about, some covered in dust, others recently disturbed. -The bulk of the tools needed by the stone giants are carried by them; those -stored here are surplus, hence their state of disuse. A single door -lies to the north. -~ -0 9 0 -D0 -~ -~ -3 -1 29901 -D8 -~ -~ -0 -1 29897 -S -#29901 -A Short Passage~ -This passage bends to the west and south, terminating in each direction -at a stout wooden door. The door to the west bears a very strange glyph -that is nonetheless still vaguely familiar, while the door to the south -is devoid of markings. No dust or cobwebs mar this passage; it has, in -fact, been thoroughly cleaned recently. -~ -0 9 0 -D2 -~ -~ -3 -1 29900 -D3 -~ -~ -7 -1 29902 -E -glyph~ -The glyph is certainly elvish, though of an archaic design; it could -even be Drowic... -~ -S -#29902 -A Storage Chamber~ -This storage room is actually a wine cellar, packed to the roof with -large brown barrels and smaller black tuns of wine and spirits. Far -too large to shift without a considerable force of laborers, they -are all marked with a bung seal impressed with a death's head, which -may well be an indication of the strength of this alcohol. Strange -glyphs similar to those outside mark the sides. Whoever owns these -alcoholic brews, they certainly aren't giants. -~ -0 9 0 -D1 -~ -~ -7 -1 29901 -S -#29903 -A Dark Corridor~ -This corridor, like most of those under the Steading, is for the most -part either partially or totally unlit, forcing you to move slowly -through the gloom, relying solely on your own light source, which seems -feeble in the face of this encompassing darkness. Sounds of warriors -moving about, on errands of their own or the giants' behest, echo all -around you; it will be very difficult to avoid detection for very long -in this area. -~ -0 9 0 -D0 -~ -~ -0 -1 29884 -D2 -~ -~ -0 -1 29904 -S -#29904 -A Dark Corridor~ -The corridor continues, devoid of doors or light fixtures, save a -couple of wooden stubs, unlit and thrust into iron cressets. The -walls are bare and unadorned by even threadbare tapestries; the -hill giants of all giants prefer function over form, though most of -their products are crude as well as ugly to the eye. -~ -0 9 0 -D0 -~ -~ -0 -1 29903 -D2 -~ -~ -0 -1 29905 -S -#29905 -A Dark Corridor~ -To the south, this corridor meets with a wider, lit corridor running -east-west through the underground level of the Steading. Shouting -and screaming echoes at sporadic intervals from this direction, as -do, interestingly enough, the sounds of combat. A single torch is -lit here, marking the impending junction. -~ -0 9 0 -D0 -~ -~ -0 -1 29904 -D2 -~ -~ -0 -1 29913 -S -#29906 -Bugbear Chambers~ -This brightly-lit room is filled with tables littered with eating -utensils and half-eaten meals, while spilled goblets of wine stain -the straw-covered floor. Hides cover the walls, save for the east -wall, where a passage leads into the sleeping chambers of these -loathsome beasts. Doors are set in the north and south walls, and -while both are quite sturdy they appear to be unlocked. -~ -0 8 0 -D0 -~ -~ -16777219 -1 29887 -D1 -~ -~ -0 -1 29909 -D2 -~ -~ -3 -1 29907 -S -#29907 -A Darkened Antechamber~ -This room is unadorned and apparently devoid of inhabitants. Totally -shrouded in darkness, there aren't even any unlit torches or lanterns. -Whatever purpose this chamber serves, it is certainly not used with -any regularity. Doors to the north and south indicate that it may be -simply an accessway, or perhaps it is a buffer zone during times of -strife where ambushes can be laid. -~ -0 13 0 -D0 -~ -~ -3 -1 29906 -D2 -~ -~ -3 -1 29908 -S -#29908 -A Guard Room~ -This small chamber has been hurriedly arranged to form a crude blockade -against the southern exit; tables, chairs and other furniture have been -crammed into the doorway, allowing those within to hurl flask of oil -and hand axes at those who may launch an assault from this direction. -But who (or what) would be threatening the giants and their allies so -deeply within the Steading? -~ -0 8 0 -D0 -~ -~ -3 -1 29907 -D2 -~ -~ -16777216 -1 29927 -S -#29909 -Sleeping Area~ -Several open doorways lead onto the chambers of the bugbears that -serve the giants of the Steading. There are always many of them -here; bugbears are slothful beasts, and not prone to working for -long hours, or with any regularity. A foul smell, which includes -wine, urine and blood, assaults your nostrils. -~ -0 8 0 -D0 -~ -~ -0 -1 29910 -D1 -~ -~ -0 -1 29912 -D2 -~ -~ -0 -1 29911 -D3 -~ -~ -0 -1 29906 -S -#29910 -Sleeping Area~ -This room is sparsely decorated by a few hides and furs, while the floor -is mostly covered with sleeping pallets and straw. Stools, crates and -boxes, containing the possessions of those quartered here, lie scattered -about, while haunches of meat and wineskins cover the remaining surface -space. -~ -0 8 0 -D2 -~ -~ -0 -1 29909 -S -#29911 -Sleeping Area~ -This room is sparsely decorated by a few hides and furs, while the floor -is mostly covered with sleeping pallets and straw. Stools, crates and -boxes, containing the possessions of those quartered here, lie scattered -about, while haunches of meat and wineskins cover the remaining surface -space. -~ -0 8 0 -D0 -~ -~ -0 -1 29909 -S -#29912 -Sleeping Area~ -This room is sparsely decorated by a few hides and furs, while the floor -is mostly covered with sleeping pallets and straw. Stools, crates and -boxes, containing the possessions of those quartered here, lie scattered -about, while haunches of meat and wineskins cover the remaining surface -space. -~ -0 8 0 -D3 -~ -~ -0 -1 29909 -S -#29913 -A Shadowy Hallway~ -This hall runs east and west, past several doors set in the southern -wall, while a second hall runs north, towards the center of this -lower level of the Steading. Sounds of combat ring up and down the -hall, originating somewhere to the east. It would seem you aren't the -only enemy of these foul giants. -~ -0 8 0 -D0 -~ -~ -0 -1 29905 -D1 -~ -~ -0 -1 29927 -D2 -~ -~ -7 29865 29926 -D3 -~ -~ -0 -1 29914 -S -#29914 -A Shadowy Hallway~ -This hall runs east and west, past several doors set in the southern -wall, while a second hall runs north, towards the center of this -lower level of the Steading. Sounds of combat ring up and down the -hall, originating somewhere to the east. It would seem you aren't the -only enemy of these foul giants. -~ -0 8 0 -D1 -~ -~ -0 -1 29913 -D2 -~ -~ -7 29865 29925 -D3 -~ -~ -0 -1 29915 -S -#29915 -A Long Hallway~ -At this point the hall becomes brighter, as the light sources become -both stronger and more frequent, including several bullhorn lanterns, -hanging from hooks set in the ceiling. Sounds of metalworking echo -from down a side branch to the southwest, the loud clanging ringing -in your ears. To the west, the corridor continues for a short distance -before terminating in a wide chamber, the specifics of which are not -immediately apparent from here. -~ -0 8 0 -D1 -~ -~ -0 -1 29914 -D3 -~ -~ -0 -1 29919 -D9 -~ -~ -0 -1 29916 -S -#29916 -The Armory~ -The corridor passes into a series of interlinked chambers, which are -for the most part piled high with all manner of tools and equipment. -Long benches laden with piles of iron line the walls, while numerous -forges, accompanied by large bellows, can be seen. Heavy iron hammers -dangle from hooks set in the walls, as do many whips, oddly enough. A -long wooden beam set with pairs of manacles is apparently used here to -bind slaves used as manual labor in the production of weapons. -~ -0 8 0 -D2 -~ -~ -0 -1 29917 -D6 -~ -~ -0 -1 29915 -S -#29917 -The Armory~ -This section of the armory is where the giant in charge "works"; in -fact, he spends large amounts of time lazing about and drinking, while -the dwarven slaves labor endlessly to the north. Giants, hill giants at -least, are poor smiths indeed compared to the dwarves, and as such it -makes a good deal of sense for them to use the dwarves' superior skills. -This workspace hasn't seen a lot of work; a cloth has been draped over a -bench, and several mugs of ale and some dice arranged there. -~ -0 8 0 -D0 -~ -~ -0 -1 29916 -D9 -~ -~ -0 -1 29918 -S -#29918 -The Smithy~ -This smoky chamber is dominated by rows of spears, hammers and axes, -obviously of dwarven make, in various stages of (dis)repair. The giant -charged with their care is apparently rather dedicated, for a giant; -numerous tasks appear to be in the process of being completed, and the -tools all look well used, and recently too. A large forge in the wall -near the entrance radiates immense waves of heat and smoke. -~ -0 8 0 -D6 -~ -~ -0 -1 29917 -S -#29919 -A Long Hallway~ -The hall here boasts another branch, running north towards what from -here looks like a cell block. Guards can be seen, bugbears it seems, -standing before heavy wooden doors set in the walls. The giants are -lazy creatures, relying heavily on slave labor to complete even the -most basic of tasks. Thus they expend a great deal of time and money -ensuring that these slaves are kept under control, though it seems, -judging from the turmoil to the east, that they aren't always entirely -successful. -~ -0 8 0 -D0 -~ -~ -0 -1 29921 -D1 -~ -~ -0 -1 29915 -D3 -~ -~ -0 -1 29920 -S -#29920 -The Torture Chamber~ -This high-ceiling chamber is filled with all manner of the requisite -trappings of torture chambers. Racks, maidens, iron chairs and chains -fill most of the area, along with a workbench covered with knives and -screws, branding irons and pliers. Several braziers filled with coals -complete the picture, as do numerous whips dangling from the walls. A -heavy iron bracket hanging from the ceiling enables them to dangle -even very tall prisoners (such as fellow giants). -~ -0 8 0 -D1 -~ -~ -0 -1 29919 -S -#29921 -Slave Quarters~ -This chamber boasts three wooden doors, set in the walls, opening -presumably onto chambers containing orc slaves in the process of -being "trained". Howls and cries echo from the cells, as the many -unwilling prisoners express their opinions on their predicament. -Orcs are vile creatures, for certain, but few creatures deserve the -fate of serving the abominable hill giants. -~ -0 8 0 -D0 -~ -~ -7 29865 29924 -D2 -~ -~ -0 -1 29919 -D6 -~ -~ -7 29865 29923 -D8 -~ -~ -7 29865 29922 -S -#29922 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D7 -~ -~ -7 29865 29921 -S -#29923 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D9 -~ -~ -7 29865 29921 -S -#29924 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D2 -~ -~ -7 29865 29921 -S -#29925 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D0 -~ -~ -7 29865 29914 -S -#29926 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D0 -~ -~ -7 29865 29913 -S -#29927 -A Shadowy Hallway~ -This hall runs east and west, past several doors set in the southern -wall, while a second hall runs north, towards the center of this -lower level of the Steading. Sounds of combat ring up and down the -hall, originating somewhere to the east. It would seem you aren't the -only enemy of these foul giants. - -A crude blockade, of rocks and broken furniture, partially blocks the -exit to the east, and it is from behind this obstruction that sounds -of conflict issue strongest. -~ -0 8 0 -D0 -~ -~ -0 -1 29908 -D1 -~ -~ -0 -1 29929 -D2 -~ -~ -7 29865 29928 -D3 -~ -~ -0 -1 29913 -S -#29928 -Orcish Prisoners~ -The interior of this dark cell is filthy. The floor is partially covered -with moldy straw, while benches are set into the walls, fitted with iron -manacles. Empty torch cressets line the walls, and a securely locked door -bars any chance of escape. -~ -0 9 0 -D0 -~ -~ -7 29865 29927 -S -#29929 -Skirmish~ -This side of the blockade, there is evidence of many recent battles. -Corpses lie scattered across the floor, along with broken weapons and -rent shields and shattered helms. Pools of dried blood have collected, -adding to the foul stench that permeates this area. A revolt of some -sort is apparently in full effect. - -To the east, the corridor passes into a series of natural caverns. -~ -0 0 1 -D1 -~ -~ -0 -1 29935 -D3 -~ -~ -0 -1 29927 -D8 -~ -~ -0 -1 29930 -S -#29930 -A Dark Corridor~ -This long narrow corridor is unlit, and boasts little of interest, -save for a pile of rubble to the southwest, hastily erected by the -orcish rebels, to keep out some unknown peril. A vile smell issues -from the rubble, though it seems to be coming from behind the rubble -rather than from within it. - -To the southeast, the corridor ends as it passes into a large natural -cavern. -~ -0 9 0 -D7 -~ -~ -16777216 -1 29929 -D8 -~ -~ -0 -1 29934 -D9 -~ -rubble~ -16777219 -1 29931 -S -#29931 -The Abandoned Temple~ -Strange purplish rock, shifting and morphing as you watch, surrounds -you, covered in writhing black murals of a loathsome and disturbing -nature. A deathly chill issues from them; you can already see why the -orcs felt it necessary to blockade this foul place. A yellowish altar -rises to the west, while the area to the south has collapsed, and is -mostly filled with rubble. It doesn't appear as if anyone has ventured -here for quite some time, though there is, curiously enough, no dust -covering the greasy stone floor or walls. -~ -0 3153929 0 -D2 -~ -~ -0 -1 29933 -D3 -~ -~ -0 -1 29932 -D6 -~ -rubble~ -3 -1 29930 -S -#29932 -Chantry of Vile Evil~ -The altar rises here, atop three shallow ridged steps, verily glowing -with evil, a pulsating warmth issuing from the yellowish stone. The -walls are a sickly shade of mauve, and writhe with violet amorphous -forms, twisting and crying out in a dire cacophony of unholy sound. A -single glance at the far wall, covered with glassy black tentacle-like -reliefs, causes your very mind to become temporarily unhinged; tarrying -here overlong could result in far worse. -~ -0 3153929 0 -D1 -~ -~ -0 -1 29931 -> rand_prog 50~ -if ispc($r) -mea $r _yel The overwhelming alien nature of this place overcomes you! -mpslay $r -endif -~ -| -S -#29933 -The Vestry~ -The blackened stone of the ceiling collapsed here some time ago, thus -blocking the stairway at the end with tons of rubble. What little can -be seen of the uncovered walls is enough to make you glad you cannot -see more. Disgusting murals, of writhing batlike creatures copulating -in obscene fashion with hapless humans of both genders, cover them, as -do scenes of torture and mutilation, of demons rampaging through the -towns of humans and elves. -~ -0 3153929 0 -D0 -~ -~ -0 -1 29931 -S -#29934 -The Natural Caverns~ -This series of natural caves was discovered accidentally by whoever was -the original builder and inhabitant of these dungeons; they certainly -weren't created by the lazy giants. The floor is littered with sleeping -pallets, piles of makeshift weapons, and barrels of food stolen from -the giants. The orcish rebels can be seen moving about the area. -~ -0 9 0 -D6 -~ -~ -0 -1 29937 -D7 -~ -~ -0 -1 29930 -S -#29935 -The Natural Caverns~ -This series of natural caves was discovered accidentally by whoever was -the original builder and inhabitant of these dungeons; they certainly -weren't created by the lazy giants. The floor is littered with sleeping -pallets, piles of makeshift weapons, and barrels of food stolen from -the giants. The orcish rebels can be seen moving about the area. -~ -0 9 0 -D1 -~ -~ -0 -1 29936 -D3 -~ -~ -16777216 -1 29929 -D6 -~ -~ -0 -1 29938 -S -#29936 -The Natural Caverns~ -This series of natural caves was discovered accidentally by whoever was -the original builder and inhabitant of these dungeons; they certainly -weren't created by the lazy giants. The floor is littered with sleeping -pallets, piles of makeshift weapons, and barrels of food stolen from -the giants. The orcish rebels can be seen moving about the area. -~ -0 9 0 -D0 -~ -~ -0 -1 29938 -D3 -~ -~ -0 -1 29935 -D8 -~ -~ -0 -1 29937 -S -#29937 -The Natural Caverns~ -This series of natural caves was discovered accidentally by whoever was -the original builder and inhabitant of these dungeons; they certainly -weren't created by the lazy giants. The floor is littered with sleeping -pallets, piles of makeshift weapons, and barrels of food stolen from -the giants. The orcish rebels can be seen moving about the area. -~ -0 9 0 -D7 -~ -~ -0 -1 29936 -D9 -~ -~ -0 -1 29934 -S -#29938 -The Natural Caverns~ -This series of natural caves was discovered accidentally by whoever was -the original builder and inhabitant of these dungeons; they certainly -weren't created by the lazy giants. The floor is littered with sleeping -pallets, piles of makeshift weapons, and barrels of food stolen from -the giants. The orcish rebels can be seen moving about the area. -~ -0 9 0 -D0 -~ -~ -16777216 -1 29939 -D2 -~ -~ -0 -1 29936 -D9 -~ -~ -0 -1 29935 -S -#29939 -Cave of Trogs~ -This section of the caves is devoid of orcish inhabitants; instead, -there are piles of fungus present, arranged as beds by the odiferous -troglodytes that now lair within. Hated and feared by the orcs to -the south, they have become trapped here, and are biding their time -until they can make a break for it, fleeing the dungeon altogether. -The cave continues to the northwest, and in the northeast corner a -body of water can be seen; a stream you could dive into. -~ -0 9 0 -D2 -~ -~ -0 -1 29938 -D7 -~ -~ -0 -1 29940 -D10 -~ -stream~ -133120 -1 29941 -S -#29940 -Realm of the Lizard~ -The entirety of this cavern is coated in a dark, thick fungus, that -almost seems to absorb what little light is present. A vile odor -wafts in from the trog lair to the southeast, though this chamber is -possessed of a more neutral, yet still annoying, odor. Piles of trog -and orc skeletons indicate that whatever lives here is friend to -neither race, though this does not mean you will receive any different -treatment... -~ -0 9 0 -D8 -~ -~ -0 -1 29939 -S -#29941 -Diving into the Stream~ -You hit the icy water and sink like a stone, the cold water chilling -you to the bone, your sodden clothing and armor bearing you down. A -swift current pulls at you, dragging you northward through a jagged -rocky tunnel that the stream passes through on the way to its unknown -destination. -~ -0 9 0 -D0 -~ -~ -0 -1 29942 -D10 -~ -~ -131072 -1 29939 -> entry_prog 100~ -mea $n Jagged rocks tear at you! -mpdamage $n 50 -~ -> entry_prog 100~ -mea $n _blu The current pulls you north. -mpforce $n n -~ -| -S -#29942 -A Sudden End~ -The current drags you along the tunnel, depositing you unceremoniously -on a jagged pile of rocks as it rushes down a narrow edit in the bottom -of the tunnel. Coughing and gasping for air, you nurse your vicious cuts -and crawl, exhausted, out of the treacherous waterway. -~ -0 9 0 -D4 -~ -~ -0 -1 29943 -> entry_prog 100~ -mea $n You are hurled into the rocky end of the stream! -mpdamage $n 50 -mea $n In a daze, you slowly crawl out onto the shore. -mpforce $n u -~ -| -S -#29943 -A Secret Cavern~ -Dragging your soaked body up onto the shore, you gaze about at where -the river has deposited you, wondering how you are going to get back; -the current is far too strong to swim against. Bones and other debris -lie scattered all over the floor; it would seem you are far from the -first lost soul to become stranded here. A dull roar reverberates -throughout the chamber, sounding much like a waterfall, which you now -presume must be where the stream was flowing, increasing significantly -in size and force as it travelled downwards. -~ -0 9 0 -D0 -~ -~ -0 -1 29944 -S -#29944 -A Secret Cavern~ -The cavern terminates here, before a solid wall of natural stone, which -is covered in the now-familiar lichens, fungus and molds, none of which -appear to be anything other than the normal subterranean varieties. You -have heard rumors in many taverns of growths of similar nature that can -inflict great harm if inhaled, ingested or even ventured near; at least -you appear to be free from such a threat here. This still doesn't offer -a way out of here, though the collection of debris lying everywhere does -offer a way to spend the time, searching through it all. -~ -0 1048585 0 -D2 -~ -~ -0 -1 29943 -S -#29945 -A Dark Hallway~ -This narrow hall heads towards a darkened corridor, littered with -rubble, that bends away to the northeast. No sound comes from this -direction; it is apparently a deserted section of the Steading. A -fresh spate of yelled orders from the west indicates the approach -of yet more guards, and potentially more peril. -~ -0 9 0 -D3 -~ -~ -0 -1 29886 -D6 -~ -~ -0 -1 29896 -S -#29946 -The Top of the Hill~ -You reach the top quicker than you anticipated, and find yourself -staring at the great wooden doors that bar entrance to the steading, -some thirty yards to the west. Gazing at the structure, you note that -it is quite large, stretching back for at least two hundred yards, -indicating that a large volume of giants and their dark allies may well -lair within the wooden walls. Constructed over a series of years, the -Steading has been treated with a substance that renders the wood quite -resistant to flame, and would frustrate any attempt to ignite it; a -wise precaution indeed. -~ -0 0 4 -D3 -~ -~ -0 -1 29800 -D5 -~ -~ -0 -1 29947 -S -#29947 -Climbing the Stair~ -A stiff breeze catches at you as you warily climb the stone steps, and -more than once you slip and almost tumble back down. The steps are -worn smooth by decades of use, and you wonder how many doughty souls -before you have attempted a crusade against these foul beasts, only to -perish deep in their foul lair. Who knows what dangers may lie within -the dark wooden keep atop the hill? -~ -0 0 4 -D4 -~ -~ -0 -1 29946 -D5 -~ -~ -0 -1 29948 -S -#29948 -Approaching the Hill~ -At this point you find a set of steps cut into the side of the hill, -allowing for an easy ascent to the Steading itself, should you so -wish. Birds of prey circle far overhead, as if, having observed such -behavior before, they are expecting an imminent feast. The steps are -much larger than even a troll would need, and progress would be quite -tricky for a halfling, who would have to literally climb each one. -This is another indication of the giantish nature of the inhabitants -of the Steading. -~ -0 0 1 -D1 -~ -~ -0 -1 29949 -D4 -~ -~ -0 -1 29947 -S -#29949 -Base of the Hill~ -The trail ends here, at the base of a small hill, atop which rests a -great wooden citadel, visible clearly even from the base, such is its -size. A chill breeze suddenly gusts along the trail, and you shiver -without realizing as you regard this place, surely the abode of a fell -tribe of hill giants. Rumors of giantish insurrection have plagued the -land for months; mayhap you have stumbled upon their source? -~ -0 0 1 -D3 -~ -~ -0 -1 29948 -S -#0 - - -#RESETS -D 0 29800 3 1 -M 1 29800 2 29801 -E 1 29800 1 12 -M 1 29800 2 29801 -E 1 29800 1 12 -D 0 29801 0 1 -D 0 29801 1 1 -D 0 29802 0 1 -D 0 29803 0 1 -M 1 29801 1 29804 -E 1 29801 1 13 -D 0 29805 2 1 -D 0 29805 3 1 -M 1 29803 1 29806 -E 1 29802 1 6 -E 1 29803 1 17 -E 1 29804 1 16 -O 1 29805 1 29806 -P 0 29806 1 0 -D 0 29806 1 1 -M 1 29813 11 29808 -D 0 29808 2 1 -M 1 29804 2 29809 -E 1 29807 1 13 -P 0 29808 1 0 -M 1 29804 2 29809 -D 0 29809 0 1 -D 0 29810 3 1 -M 1 29805 4 29811 -M 1 29805 4 29811 -M 1 29805 4 29811 -M 1 29805 4 29811 -D 0 29811 1 1 -D 0 29811 3 1 -M 1 29813 11 29812 -D 0 29813 1 1 -D 0 29814 0 1 -D 0 29814 3 1 -M 1 29806 1 29815 -E 1 29809 1 14 -G 1 29810 1 -G 1 29811 1 -G 1 29812 1 -G 1 29813 1 -D 0 29815 1 1 -D 0 29816 2 1 -O 1 29814 1 29817 -D 0 29817 0 1 -O 1 29815 1 29818 -D 0 29818 2 1 -M 1 29807 1 29819 -E 1 29817 1 3 -D 0 29819 0 1 -D 0 29820 2 1 -D 0 29820 3 1 -D 0 29821 1 1 -D 0 29822 0 1 -O 1 29818 1 29823 -D 0 29823 1 1 -D 0 29823 3 1 -O 1 29821 1 29824 -P 0 29822 1 0 -D 0 29824 1 1 -D 0 29825 1 1 -O 1 29820 1 29826 -D 0 29826 3 1 -D 0 29827 3 1 -D 0 29828 2 1 -D 0 29828 3 1 -O 1 29819 1 29829 -D 0 29829 0 1 -D 0 29829 1 1 -D 0 29831 3 1 -M 1 29813 11 29832 -M 1 29813 11 29832 -M 1 29813 11 29832 -M 1 29813 11 29833 -M 1 29813 11 29833 -M 1 29813 11 29833 -M 1 29816 10 29833 -M 1 29816 10 29833 -M 1 29816 10 29833 -M 1 29813 11 29834 -M 1 29813 11 29834 -M 1 29813 11 29834 -M 1 29809 1 29835 -E 1 29825 1 3 -D 0 29835 3 1 -M 1 29808 1 29836 -E 1 29823 1 16 -E 1 29824 1 3 -M 1 29811 1 29836 -E 1 29827 1 3 -M 1 29812 1 29836 -E 1 29817 1 3 -M 1 29810 1 29837 -E 1 29826 1 5 -D 0 29837 1 1 -M 1 29816 10 29838 -D 0 29838 1 1 -D 0 29839 0 1 -D 0 29839 2 1 -D 0 29840 2 1 -D 0 29841 2 1 -D 0 29842 3 1 -D 0 29843 0 1 -D 0 29843 1 1 -D 0 29844 2 1 -M 1 29814 2 29845 -D 0 29845 2 1 -O 1 29828 1 29846 -D 0 29846 0 1 -D 0 29847 0 1 -O 1 29829 1 29848 -P 0 29830 1 0 -D 0 29848 2 1 -D 0 29849 0 1 -M 1 29815 3 29850 -E 1 29833 1 16 -M 1 29816 10 29850 -M 1 29816 10 29850 -M 1 29816 10 29850 -D 0 29850 2 1 -M 1 29814 2 29851 -M 1 29815 3 29852 -E 1 29832 1 16 -M 1 29815 3 29853 -E 1 29831 1 16 -M 1 29816 10 29853 -M 1 29816 10 29853 -M 1 29816 10 29853 -D 0 29854 2 1 -D 0 29854 8 1 -D 0 29855 0 1 -D 0 29856 7 1 -D 0 29857 2 1 -M 1 29817 4 29858 -G 1 29838 1 -M 1 29817 4 29858 -M 1 29817 4 29858 -M 1 29817 4 29858 -O 1 29834 1 29858 -O 1 29835 1 29858 -O 1 29836 1 29858 -P 0 29837 1 0 -D 0 29858 0 1 -D 0 29859 0 1 -M 1 29818 1 29860 -E 1 29839 1 16 -D 0 29860 2 1 -D 0 29861 1 1 -D 0 29861 2 1 -D 0 29862 0 1 -M 1 29819 7 29863 -D 0 29863 3 2 -M 1 29819 7 29864 -M 1 29819 7 29865 -M 1 29819 7 29866 -D 0 29866 1 1 -M 1 29819 7 29867 -M 1 29819 7 29868 -D 0 29868 2 2 -M 1 29819 7 29869 -D 0 29870 0 1 -D 0 29870 3 1 -O 1 29840 1 29871 -P 0 29841 1 0 -D 0 29871 2 1 -D 0 29872 0 1 -D 0 29873 2 1 -D 0 29874 1 1 -D 0 29874 3 2 -D 0 29875 3 1 -D 0 29876 4 2 -O 1 29842 1 29877 -P 0 29847 1 0 -O 1 29843 1 29877 -P 0 29848 1 0 -O 1 29844 1 29877 -P 0 29849 1 0 -O 1 29845 1 29877 -O 1 29850 1 29877 -O 1 29846 1 29877 -O 1 29851 1 29877 -D 0 29878 1 2 -M 1 29820 2 29879 -D 0 29879 1 1 -D 0 29879 2 2 -M 1 29820 2 29880 -D 0 29880 0 2 -O 1 29852 1 29881 -M 1 29827 7 29882 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29882 3 1 -M 1 29828 3 29883 -D 0 29883 1 0 -M 1 29827 7 29884 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29827 7 29885 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29885 1 1 -M 1 29828 3 29886 -M 1 29827 7 29887 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29887 1 1 -D 0 29887 2 1 -M 1 29821 1 29888 -E 1 29853 1 16 -G 1 29854 1 -M 1 29822 2 29888 -M 1 29822 2 29888 -D 0 29888 3 1 -M 1 29823 3 29889 -M 1 29823 3 29889 -M 1 29823 3 29889 -D 0 29889 3 1 -M 1 29824 3 29893 -E 1 29855 1 16 -M 1 29824 3 29894 -E 1 29855 1 16 -M 1 29824 3 29895 -E 1 29855 1 16 -O 1 29856 1 29899 -D 0 29900 0 1 -D 0 29901 2 1 -D 0 29901 3 2 -D 0 29902 1 2 -M 1 29825 4 29906 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29825 4 29906 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29825 4 29906 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29825 4 29906 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29906 0 1 -D 0 29906 2 1 -D 0 29907 0 1 -D 0 29907 2 1 -M 1 29829 2 29908 -E 1 29857 1 5 -E 1 29858 1 16 -E 1 29859 1 18 -M 1 29829 2 29908 -E 1 29857 1 5 -E 1 29858 1 16 -E 1 29859 1 18 -D 0 29908 0 1 -M 1 29827 7 29909 -E 1 29858 1 16 -E 1 29857 1 5 -M 1 29826 6 29910 -E 1 29857 1 5 -G 1 29858 1 -M 1 29826 6 29910 -E 1 29857 1 5 -G 1 29858 1 -M 1 29826 6 29911 -G 1 29858 1 -E 1 29857 1 5 -M 1 29826 6 29911 -G 1 29858 1 -E 1 29857 1 5 -M 1 29826 6 29912 -E 1 29857 1 5 -G 1 29858 1 -M 1 29826 6 29912 -E 1 29857 1 5 -G 1 29858 1 -M 1 29827 7 29913 -E 1 29858 1 16 -E 1 29857 1 5 -G 1 29865 1 -M 1 29834 3 29913 -G 1 29865 1 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29913 2 2 -D 0 29914 2 2 -M 1 29828 3 29915 -M 1 29830 4 29916 -M 1 29830 4 29916 -M 1 29830 4 29916 -M 1 29830 4 29916 -M 1 29831 1 29917 -E 1 29861 1 16 -M 1 29832 1 29918 -E 1 29861 1 16 -O 1 29862 1 29918 -M 1 29833 1 29920 -E 1 29863 1 3 -E 1 29864 1 16 -E 1 29864 1 18 -M 1 29834 3 29921 -E 1 29858 1 16 -E 1 29857 1 5 -G 1 29865 1 -M 1 29834 3 29921 -E 1 29858 1 16 -E 1 29857 1 5 -D 0 29921 0 2 -D 0 29921 6 2 -D 0 29921 8 2 -M 1 29835 24 29922 -M 1 29835 24 29922 -M 1 29835 24 29922 -M 1 29835 24 29922 -D 0 29922 7 2 -M 1 29835 24 29923 -M 1 29835 24 29923 -M 1 29835 24 29923 -M 1 29835 24 29923 -D 0 29923 9 2 -M 1 29835 24 29924 -M 1 29835 24 29924 -M 1 29835 24 29924 -M 1 29835 24 29924 -D 0 29924 2 2 -M 1 29835 24 29925 -M 1 29835 24 29925 -M 1 29835 24 29925 -M 1 29835 24 29925 -D 0 29925 0 2 -M 1 29835 24 29926 -M 1 29835 24 29926 -M 1 29835 24 29926 -M 1 29835 24 29926 -D 0 29926 0 2 -M 1 29827 7 29927 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29927 2 2 -M 1 29835 24 29928 -M 1 29835 24 29928 -M 1 29835 24 29928 -M 1 29835 24 29928 -D 0 29928 0 2 -M 1 29836 4 29929 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29836 4 29929 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29836 4 29929 -E 1 29857 1 5 -E 1 29858 1 16 -M 1 29836 4 29929 -E 1 29857 1 5 -E 1 29858 1 16 -D 0 29930 9 1 -D 0 29931 6 1 -O 1 29866 1 29932 -O 1 29867 1 29932 -M 1 29837 9 29934 -M 1 29837 9 29934 -M 1 29837 9 29934 -M 1 29837 9 29936 -M 1 29837 9 29936 -M 1 29837 9 29936 -M 1 29837 9 29936 -M 1 29837 9 29936 -M 1 29837 9 29936 -M 1 29838 4 29939 -M 1 29838 4 29939 -M 1 29838 4 29939 -M 1 29838 4 29939 -O 1 29868 1 29939 -M 1 29839 1 29940 -O 1 29871 1 29943 -O 1 29872 1 29943 -O 1 29873 1 29943 -O 1 29874 1 29943 -O 1 29875 1 29943 -O 1 29876 1 29943 -O 1 29870 1 29944 -S - - -#SHOPS -0 - - -#REPAIRS - 29832 5 9 0 134 1 0 23 ; the hill giant smith -0 - - -#SPECIALS -M 29806 spec_cast_cleric -M 29810 spec_cast_mage -M 29815 spec_fido -M 29820 spec_poison -M 29839 spec_breath_acid -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/tcwnn - smaug.are b/data/realm/areas_smaug1.4a/tcwnn - smaug.are deleted file mode 100644 index 7dfef5a..0000000 --- a/data/realm/areas_smaug1.4a/tcwnn - smaug.are +++ /dev/null @@ -1,5403 +0,0 @@ -#AREA { 1 65} Yaegar The City of Anon~ - -#AUTHOR unknown~ - -#RANGES -0 65 0 65 -$ - -#RESETMSG ~ - -#FLAGS -0 0 - -#ECONOMY 0 0 - -#MOBILES -#31000 -Gath healer~ -Gath the Healer~ -Gath, High Priest and Healer of Anon, greets you politely. -~ -"Greetings, Fair Adventurer. How may I help thee? If thou art but a youngster -I shall aid thee with my magic for free, but if thou art a veteran, then thou -wilst have to pay... To see how I may help thee, type HEAL, which will also -show you the cost of each service". -~ -2122 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31001 -dryad guildmaster~ -the Dryad Guildmaster~ -The Dryad Guildmaster stands here, patiently watching you. -~ -"Welcome, my child, to the Guild of the Dryads. Should you wish to -practice a skill or spell that is within my area of expertise, simply -type PRAC . Typing PRAC without an argument will display what -skills or spells you may learn here". -~ -8258 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31002 -jolob smith blacksmith~ -Jolob the Blacksmith~ -Jolob the Blacksmith grunts a greeting as you enter. -~ -"Well, how can I help ye? If its repairs ye're after, then hand o'er the -item that be damaged. If not, then I'm afeared there ain't -nuthin' I can help ye with". -~ -66 8380 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31003 -armorer~ -the Armorer~ -The Armorer offers to show you some of his wares. -~ -"Welcome to my place of business, adventurer. Got something you're after? -Just type BUY . If you want to know WHAT you can buy (usually a wise -move) tpye LIST. If you're just after a specific type of item, say a shield, -type LIST shield, and I'll show you what I have that matches that -description. If you want to sell me something, type SELL . If you -just want to know what it's worth, type VALUE and I'll give you a -free valuation". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31004 -weaponsmith smith~ -the Weaponsmith~ -The Weaponsmith eyes you curiously. -~ -"Greetings stranger, or have we met before? Never mind. Either way, to -see what I have for sale, type LIST. if you want to buy an item you see -there, type BUY (simple, huh?). If you want me to buy something off -you, type SELL . If you just want a valuation, type VALUE and -I'll let you know what its worth for free". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31005 -mercenary master~ -the Mercenary Master~ -The Mercenary Master grunts as you enter. -~ -"Want a Mercenary? Then type LIST to see what I sell, then type BUY -to hire 'im. That's it. Now pay up or get out". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31006 -mage~ -the Mage~ -The Mage smiles sweetly and asks how she may be of service. -~ -"To see what you can buy here," she begins sweetly,"type LIST. If you -see something you'd like, type BUY . If you have something you -think I may like to buy, type SELL . Alternatively I can give you -a free evaluation of the item- simply type VALUE ". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31007 -mitzak sage~ -Mitzak the Sage~ -Mitzak the Sage waves at you feebly as you enter his home. -~ -"Hullo. Come to ID some equipment have you? Well, the process is quite -simple really. Even dwarves can understand it... hmmph... yes now where was -I? Ah yes... the process... hmmm... well, simply type GIVE mitzak, -and then I will identify it, tell you what it does, and hand it back. Easy, -eh? Hmmph... Anyway..." -~ -66 8380 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31008 -pet owner~ -the Pet Shop Owner~ -The Pet Shop Owner smiles politely and waits for your request. -~ -"Greetings. You wish to buy a pet? Well, to see what I have in stock, type -LIST. Be sure to note the Level of the items that interest you, as you can -not buy a pet of higher level than yourself. When you see one that you want -to buy, simply type BUY , and if you wish to name it, add the name that -you want it to have to the same line, i.e, BUY mouse harold". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31009 -elven elf guildmaster~ -the Elven Guildmaster~ -The Elven Guildmaster welcomes you to his office. -~ -"Welcome, friend, to the Guild of the Elves. Should you wish to practice -a skill or spell that is within my area of expertise, simply type PRAC -. Typing PRAC without an argument will display what skills or -spells you may learn here". -~ -1090 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31010 -grocer~ -the Grocer~ -The Grocer smiles and welcomes you to her store. -~ -"To see what you can buy here," she begins sweetly,"type LIST. If you -see something you'd like, type BUY . If you have something you -think I may like to buy, type SELL . Alternatively I can give you -a free evaluation of the item- simply type VALUE ". -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31011 -dwarf baker~ -the Baker~ -The Baker, a rough-looking dwarf, demands your business. -~ -"Bread? Course I got bread, STUPID! Thats why it's called a BAKERY. I also -got pies, rolls an' sandwiches. If ya want an exact list, then type LIST. -If ya wanna buy something, then type BUY . If ya think ya got sumptin' -I might wanna buy, type SELL . Now buy up!" -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31012 -bartender~ -the Bartender~ -The Bartender grins smugly as he cleans a glass. -~ -"Want a drink, friend? Of COURSE you do. Especially if you're one of them -spellflinging types. To see whats on tap, type LIST. If you see something -you fancy, well, then type BUY . OK?" -~ -66 8320 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31013 -dwarven dwarf guildmaster~ -the Dwarven Guildmaster~ -The Dwarven Guildmaster stares at you grimly. -~ -"You want to train to fight? Good. You want to train to kill? Better. To -see if I can help you, type PRAC, and that will list what I can teach you -currently. If you see something you want to learn, type PRAC . Then -you can kill KIll KILL!" -~ -65602 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31014 -kender guildmaster~ -the Kender Guildmaster~ -The Kender Guildmaster grins impishly at you. -~ -"Sooooo... How can I help you? You want to learn how to STEAL???? How -insulting! Are you insinuating that I am a- a THIEF??? Listen, Kenders -do NOT STEAL! We BORROW... Now with that out of the way, type PRAC to see -what I can teach you, and PRAC skill to learn one of the skills shown." -~ -16454 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31015 -dryad waiter~ -a Dryad Waiter~ -A Dryad Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31016 -elf waiter~ -an Elven Waiter~ -An Elven Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31017 -Dwarven waiter~ -a Dwarven Waiter~ -A Dwarven Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31018 -greasy bartender~ -a Greasy Bartender~ -A Greasy Bartender is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31019 -mouse~ -the mouse~ -A small field mouse. -~ -The mouse looks like a cute, little, fierce fighter. -~ -256 0 400 C -4 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31020 -badger~ -the badger~ -A loyal, vicious badger growls at you. -~ -The badger looks like a fierce fighter. -~ -256 0 400 C -10 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31021 -eagle~ -the eagle~ -A large, quick, loyal eagle is here. -~ -The eagle looks like a fierce fighter. -~ -256 524288 400 C -15 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31022 -grizzly bear~ -the grizzly bear~ -A large, loyal grizzly bear is here. -~ -The grizzly bear looks like a strong, fierce fighter. -~ -256 0 0 C -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31023 -elephant~ -the elephant~ -A HUGE Bull Elephant stomps its feet and lowers its head to charge. -~ -The elephant is a BAD ASS. -~ -256 0 0 C -30 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31024 -cuervo headsman~ -Cuervo the headsman~ -Cuervo the Headsman stands here eyeing you cautiously. -~ -Cuervo has lopped more heads off with his trusty guillotine then you EVER -will with your weapons. -~ -74 8832 0 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31025 -aod dealer~ -Aod the dealer~ -Aod the dealer stands in the shadows here. -~ -Aod the dealer looks just like the hoodlum dealer types you see on TV. -He's wearing a concert shirt, and Levi's 501 jeans. His hair is pulled back -into a ponytail. A beard and moustache complete the look. Aod has -brought some drugs with him from Generic MUD. - - (Broke In) A Trojan (TM) Condom. - -AOD apparently practices safe sex... -~ -68 552 0 C -60 17 -6 1d1+999 2d10+20 -500 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31026 -illithid guildmaster~ -the Illithid Guildmaster~ -The Illithid Guildmaster greets you telepathically. -~ -"Greetings," intones the Guildmaster, his thoughts ringing in your head."You -wish to train in my arts? Very well. Type PRAC to see what you can learn -from me, then PRAC to learn any skill that you desire. Say... you -have a NICE cranium..." -~ -82 8320 0 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31027 -human guildmaster~ -the Human Guildmaster~ -The Human Guildmaster bows before you. -~ -"Welcome, honorable student, to the most honorable Guild of the Humans. If -you wish to learn here, type PRAC to see what I may teach you. If you see -a skill you'd like to learn, type PRAC to learn it. Practice well, -train hard, and dedicate yourself to the higher disciplines of the martial -arts". -~ -32834 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31028 -avian guildmaster~ -the Avian Guildmaster~ -The Avian Guildmaster sqwaks loudly and welcomes you to her nest. -~ -"*>SCREECH<* You wish to learn Avian skills? Type PRAC to see what I can -teach you, and if there is something I can teach you that you wish to learn, -type PRAC . *>SQWAAK<*" -~ -16777282 8320 1000 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31029 -illithid waiter~ -an Illithid Waiter~ -An Illithid Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31030 -human waiter~ -a Human Waiter~ -A Human Waiter is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31031 -avian waitress~ -an Avian Waitress~ -An Avian Waitress is here serving drinks. -~ -A prominent employee of the Guild. -Honest, Reliable and Courteous (yeah right). -~ -66 8320 0 C -60 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31032 -castellan~ -the Castellan of Anon~ -The Castellan of Anon politely welcomes you to his city. -~ -The Castellan is a tall, lean man of middle years with graying hair and -a sinewy frame. He is always polite and helpful, but is more than prepared -to do what it takes to defend his city. A veteran of more than twenty years -of combat, he is not a man to be toyed with. -~ -64 8844 1000 C -70 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31033 -citizen~ -a citizen~ -A citizen of Anon passes by you. -~ -Anon is not a huge city in terms of population, but there are a fair number -of residents, such as this fellow. -~ -65 0 0 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31034 -citizen~ -a citizen~ -A citizen of Anon passes by you. -~ -Anon is not a huge city in terms of population, but there are a fair number -of residents, such as this lady. -~ -65 0 0 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31035 -child~ -a child~ -A child frolics in the street here. -~ -There are not that many children in Anon, so those that are present are -treasured by the locals. However, this endearment certainly isn't shared by -visitors, who find the spoiled brats insufferable. -~ -65 0 0 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31036 -janitor~ -the janitor~ -A janitor is walking around, cleaning up. -~ -"Grumble grumble... you don't think I got anything better to do than pick up -YOUR crap? Grumble grumble... and these BLOODSTAINS! *SIGH*" -~ -65 8 900 C -6 20 9 2d6+10 1d5+0 -34 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31037 -footpad~ -a footpad~ -A footpad stalks around looking for an easy victim. -~ -The footpad skulks about, looking for someone to conk over the head. -~ -68 0 -200 C -6 16 5 2d6+60 1d8+0 -47 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31038 -drunk~ -a drunk~ -A singing, happy drunk. -~ -A drunk who seems to be too happy, and to carry too much money. He mumbles something unintelligible and stumbles away. -~ -64 0 400 C -4 19 8 2d6+22 1d6+0 -85 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31039 -beggar~ -a beggar~ -A beggar is here, well... begging. -~ -"Hey mista! Spare a veteran a dime?" -~ -66 0 400 C -3 20 9 2d6+10 1d5+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31040 -thief~ -a thief~ -A thief adroitly cuts the strings of another fat merchant's purse. -~ -This clever fellow has robbed dozens of unsuspecting visitors to Anon. -~ -192 1146882 0 C -10 0 0 0d0+1 0d0+1 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31041 -fido~ -a beastly fido~ -The beastly fido is here looking for food. -~ -The beastly fido is foaming at the mouth. You smell the aroma of his latest kill. -~ -192 0 0 C -5 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31042 -rat~ -a huge sewer rat~ -A huge sewer rat that probably WOULDN'T taste like pumpkin pie. -~ -Rats! Eeyew! They come up out of the sewer and steal the children of Anon. -Good. -~ -192 0 0 C -3 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31043 -cat~ -a cat~ -A stray cat rummages through some trash here. -~ -The cat suddenly emerges, triumphant, with a half-eaten steak, and runs off. -~ -192 0 0 C -2 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31044 -guard~ -a City Guard~ -A Member of the City Guard warns you to stay out of trouble. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -72 8324 1000 C -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31045 -guard~ -a City Guard~ -A Member of the City Guard warns you to stay out of trouble. -~ -This lady is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, she is the epitome of Truth, Justice -and the Anon Way :). -~ -72 8324 1000 C -50 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31046 -guard~ -a City Guard~ -A Member of the City Guard stands rigidly at attention here. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -74 8324 1000 C -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31047 -hobbit merc1~ -Hobbit Mercenary~ -A Hobbit Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 544 0 C -15 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31048 -elven elf merc2~ -Elven Mercenary~ -An Elven Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 520 0 C -20 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31049 -dwarf dwarven merc3~ -Dwarven Mercenary~ -A Dwarven Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8704 0 C -25 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31050 -troll trollish merc4~ -Trollish Mercenary~ -A Trollish Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8704 0 C -30 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31051 -giant merc5~ -Hill Giant Mercenary~ -A Hill Giant Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 8192 0 C -35 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31052 -half-dragon dragon merc6~ -Half-Dragon Mercenary~ -A Half-Dragon Mercenary scowls menacingly at you. -~ -This Merc looks big and tough. Better be careful. -~ -256 524840 0 C -40 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31053 -salvatore~ -Salvatore~ -Salvatore says, in a broad Scottish accent, "What yer havin'?" -~ -Salvatore is a broad man of Mediterranean descent in his middle years. He -goes on to tell you that you can have anything you want, as long as it's -deep-fried. That includes the pizza... -~ -74 8832 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31054 -guard~ -a City Guard~ -A Member of the City Guard stands rigidly at attention here. -~ -This fellow is a member of one of the best Law Enforcement Agencies on the -continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice -and the Anon Way :). -~ -74 8324 1000 C -50 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31055 -tracey owner co-owner~ -the co-owner Tracey~ -Tracey, Trace to her friends, waits to take your order. -~ -Tracey is a cheerful, hard-working restauranteur who built this business -up from scratch. It serves the best Cafe-style food on all of Anon, which -isn't saying much as it is the ONLY place that serves Cafe-style food in -all of Anon... -~ -74 8832 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31056 -mengrabbazoah darkling guildmaster scholar~ -Mengrabbazoah~ -Mengrabbazoah, Darkling Scholar, is here to train you. -~ -Mengrabbazoah is an old and wise Darkling, the most powerful of his kind -currently living outside the city of Tentchenanwhan, far beneath the surface -of Anon. -~ -67108938 8892 -400 C -10 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31057 -thaumaturgist alix~ -Alix the Thaumaturgist~ -Alix the Thaumaturgist is here to help rid you of unwanted items. -~ -Alix smiles and asks you to tell him the name of the item you wish to be -rid of. -~ -67108930 8892 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31058 -clea artificer~ -Clea the Artificer~ -Clea the Artificer is ready to recharge your magic items. -~ -Clea smiles languidly and asks you to hand over the stave that needs -recharging, chuckling at her deliberate innuendo as she does. -~ -67108930 8892 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31059 -xanafax book seller~ -Xanafax~ -Xanafax, the ancient scholar and purveyor of ancient tomes, is here. -~ -Xanafax is a dealer in rare and ancient books detailing the geography, -history, social structure and legends of the many races of Anon. He is more -than willing to sell you a book. -~ -66 136 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31060 -locksmith dwart~ -Dwart~ -Dwart the locksmith busily carves another key. -~ -Dwart makes locks and keys, and he makes them well. For a Dwarf he is -surprisingly dextrous. He also purchases keys off of players. Try selling -him one! -~ -66 136 1000 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31061 -thom enhancer~ -Thom the Enhancer~ -Thom the Enhancer stands ready to help you enhance. -~ -Thom will assist you in enhancing your stats. Simply type enhance -to do so. Type HELP ENHANCE for assistance. -~ -578 128 0 C -99 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#31062 -pharlas merchant~ -Pharlas~ -The merchant Pharlas stands here, wringing his hands in abject worry. -~ -Pharlas is a stout, well-dressed merchant in his mid-fifties. He is currently -extremely agitated because a swamp spirit has stolen his gem. Perhaps you -can retrieve it for him? -~ -33554498 128 0 C -6 0 0 0d0+0 0d0+0 -0 0 -0 0 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 0 0 0 -0 0 0 0 0 0 0 0 -#0 - -#OBJECTS -#29601 -gem~ -a small gem~ -A small gem, apparently of little value, is lying here.~ -~ -8 2 16385 0 -0 0 0 0 -1 10 0 -E -gem~ -This gem is worth next to nothing on the open market, but is prized by -the merchant Pharlas because of the extra intelligence it grants whoever -holds it.~ -A -3 2 -#31000 -key~ -a tasselled key~ -The Key to the City Gates.~ -~ -18 0 16385 0 -0 0 0 0 -1 0 0 -#31001 -key~ -a bronze key~ -The Key to the City Dungeon.~ -~ -18 0 16385 0 -0 0 0 0 -1 0 0 -#31002 -barrel beer~ -a Barrel of Argh's beer~ -A beer barrel has been left here. -~ -~ -17 0 1 0 -30 30 1 0 -60 300 0 -#31003 -bottle beer~ -a bottle of Yaegar (TM) beer~ -A beer bottle has been left here.~ -~ -17 0 1 0 -4 4 1 0 -10 20 0 -#31004 -bottle ale~ -a Bottle of Marius (TM) ale~ -A dark bottle of Marius (TM) ale has been left here.~ -~ -17 0 1 0 -5 5 3 0 -10 10 0 -#31005 -bottle firebreather~ -a Bottle of Rainman firebreather~ -A firebreather has been left here.~ -~ -17 0 1 0 -8 8 7 0 -10 50 0 -#31006 -bottle local~ -a bottle of AnonyMUD specialty~ -A dark bottle has been left here.~ -~ -17 0 1 0 -8 8 8 0 -10 20 0 -#31007 -torch~ -a torch~ -A large torch.~ -~ -1 0 65537 0 -0 0 24 0 -1 10 0 -#31008 -lantern~ -a hooded brass lantern~ -A hooded brass lantern has been left here.~ -~ -1 0 16385 0 -0 0 100 0 -4 60 0 -E -lantern~ -It is a large and robust but somewhat battered oil lantern made from brass, -equipped with a handle to make it handy and a hood to protect its flame. -Some letters have been scratched on its bottom. -~ -E -letters~ -They say, "Use 'hold lantern' to activate." -~ -#31009 -scroll identify~ -a scroll of identify~ -A scroll has carelessly been left here.~ -~ -2 64 1 0 -12 53 -1 -1 -1 2000 0 -#31010 -potion yellow~ -a yellow potion of see invisible~ -A small yellow potion has carelessly been left here.~ -~ -10 64 1 0 -12 19 -1 -1 -1 400 0 -E -potion yellow~ -The potion has a small label 'Detect The Invisible'. -~ -#31011 -skin water buffalo~ -a buffalo water skin~ -A buffalo water skin is on the floor.~ -~ -17 0 1 0 -25 25 0 0 -5 30 0 -#31012 -jug water~ -a jug of water~ -A large jug of water sloshes on the floor.~ -~ -17 1 1 0 -60 60 0 0 -85 0 0 -#31013 -club~ -a heavy lead-sheathed club~ -A heavy club sheathed in lead lies here. -~ -~ -5 0 8193 0 -0 0 0 8 -30 0 0 -A -18 -2 -A -19 4 -#31014 -mace~ -a Sturdy Mace~ -A Sturdy Mace lies here. -~ -~ -5 0 8193 0 -0 0 0 7 -20 0 0 -A -18 1 -A -19 1 -#31015 -dagger~ -a Dagger~ -A good backstabbing weapon, this. -~ -~ -5 0 8193 0 -0 0 0 11 -15 0 0 -A -18 4 -A -19 -2 -#31016 -scimitar~ -a Wickedly-Curved Scimitar~ -A Wickedly-Curved Scimitar hums ominously here. -~ -~ -5 594 8193 0 -0 0 0 3 -25 0 0 -A -18 4 -A -19 4 -#31017 -boots~ -a pair of tough leather boots~ -A pair of tough leather boots lie here.~ -~ -9 0 65 0 -0 0 0 0 -15 0 0 -A -17 -5 -A -5 1 -#31018 -belt~ -a narrow leather belt~ -A narrow leather belt is curled up here.~ -~ -9 0 2049 0 -0 0 0 0 -2 0 0 -A -2 1 -A -23 -2 -#31019 -kamikaze headband~ -a kamikaze headband~ -A kamikaze headband.~ -~ -9 0 17 0 -0 0 0 0 -5 0 0 -A -18 2 -#31020 -scarf~ -a WWI Aviator's Scarf~ -A WWI aviator's scarf is here.~ -~ -9 0 5 0 -0 0 0 0 -5 0 0 -A -18 1 -A -19 1 -#31021 -fountain~ -a city fountain~ -This fountain has been kindly provided by the Castellan of Anon.~ -~ -25 0 0 0 -0 0 0 0 -1000 0 0 -#31022 -ring~ -a gold ring~ -A GOLD RING! -~ -~ -18 1 3 0 -0 0 0 0 -1 0 0 -A -14 20 -#31023 -cake ~ -a sweet cake~ -A sweet cake. -~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31024 -roll~ -a roll~ -A bread roll. -~ -~ -19 0 1 0 -5 0 0 0 -1 0 0 -#31025 -sandwich~ -a sandwich~ -A sandwich would make the perfect snack. -~ -~ -19 0 1 0 -5 0 0 0 -1 0 0 -#31026 -loaf bread~ -a HUGE loaf of bread~ -This loaf of bread would fill you up for a day! -~ -~ -19 0 1 0 -24 0 0 0 -3 0 0 -#31027 -coffee cup mug java~ -a cup of coffee~ -A mug o' hot java steams away here.~ -~ -17 0 16385 0 -1 1 12 0 -1 0 0 -#31028 -potion~ -a psychedelic potion~ -A psychedelic potion rolls around here.~ -~ -10 67 1 0 -10 82 44 3 -2 400 0 -#31029 -guillotine~ -a nasty guillotine~ -A Guillotine with a razor-sharp blade stands ready here. -~ -~ -15 0 0 0 -100 1 0 0 -1000 0 0 -#31030 -mask~ -a Headsman's Black Face Mask~ -The Headsman's mask is here. -~ -~ -9 0 17 0 -0 0 0 0 -75 0 0 -A -13 250 -#31031 -sword longsword~ -the Castellan's Longsword~ -The Castellan's Longsword is lying here in the dirt. -~ -~ -5 64 8193 0 -0 0 0 11 -25 0 0 -A -17 -15 -A -18 6 -A -19 6 -A -23 -3 -#31032 -sap~ -a sap~ -A footpad's sap, used to stun victims.~ -~ -5 0 8193 0 -0 0 0 7 -15 0 0 -#31033 -sword longsword~ -an Ornate Longsword~ -An Ornate Longsword is lying here.~ -~ -5 64 8193 0 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#31034 -breastplate plate~ -an Ornate Breastplate~ -An Ornate Breastplate with a black and gold coat of arms is lying here.~ -~ -9 0 9 0 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -15 -#31035 -bracer~ -an Ornate Bracer~ -An Ornate Bracer with a black and gold coat of arms is lying here.~ -~ -9 0 4097 0 -0 0 0 0 -15 0 0 -A -2 2 -A -18 2 -#31036 -cloak~ -a black cloak with gold trim~ -A Black Cloak with Gold Trim is lying here.~ -~ -9 0 5 0 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -15 -#31037 -helm~ -an Ornate Helm~ -An Ornate Helm bearing a black and gold coat of arms lies here.~ -~ -9 0 17 0 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -20 -A -25 2 -#31038 -shield~ -an Ornate Shield~ -A Shield bearing the crest of the House of Lenny lies here. -~ -~ -9 0 513 0 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#31039 -spear~ -a Throwing Spear~ -A sturdy Throwing Spear has been thrust into the ground here. -~ -~ -30 64 24577 0 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#31040 -scroll~ -a blank scroll~ -A blank scroll is here. -~ -~ -2 0 16385 0 -0 0 0 0 -1 0 0 -#31041 -potion~ -a shimmering potion~ -A shimmering potion is here. -~ -~ -10 64 16385 0 -5 29 56 77 -1 400 0 -#31042 -sticker~ -a bright red sticker that reads "DORK"~ -A bright red sticker has been left here. Pick it up! -~ -~ -9 4225 17 0 -0 0 0 0 -1 0 0 -E -sticker~ -The wearer of this item has been officially marked by the deity Yaegar as -a genuine bona fide irredeemable DORK. -~ -A -3 -2 -A -4 -2 -#31043 -tent~ -a sturdy canvas tent~ -A sturdy canvas tent is here.~ -~ -15 262144 1 0 -1000 1 0 0 -25 1000 0 -#31044 -rowboat~ -a sturdy wooden rowboat~ -A sturdy wooden rowboat is moored here.~ -~ -15 786432 1 0 -1000 0 0 1 -50 500 0 -#31045 -battered fried fish~ -a piece of battered fried fish~ -A piece of battered fish that has been fried to death.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31046 -pile steaming chips~ -a pile of steaming chips~ -(Steaming) These chips are wrapped in butcher's paper and look very tasty.~ -~ -19 0 1 0 -6 0 0 0 -1 0 0 -#31047 -chips salt sauce~ -chips with salt and sauce~ -(Steaming) These chips are covered with salt and sauce.~ -~ -19 0 1 0 -7 0 0 0 -1 0 0 -#31048 -black pudding~ -a black pudding~ -A black pudding congeals here.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31049 -white pudding~ -a white pudding~ -A white pudding, only slightly less disgusting than black pud, sits here.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31050 -pizza~ -a piece of pizza~ -This pizza looks like no pizza you have ever seen before.~ -~ -19 0 1 0 -5 0 0 0 -1 0 0 -#31051 -lard~ -a lump of lard~ -This lard has been deep-fried.~ -~ -19 0 1 0 -1 0 0 0 -1 0 0 -#31052 -potato scallop~ -a potato scallop~ -You wonder how long this potato scallop has been sitting here.~ -~ -19 0 1 0 -2 0 0 0 -1 0 0 -#31053 -curry sauce~ -some curry sauce~ -This sauce is great with chips. Apparently.~ -~ -19 0 1 0 -1 0 0 0 -1 0 0 -#31054 -chicken kiev~ -chicken kiev~ -This chicken Kiev didn't come from any Kiev you have ever heard of.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31055 -crumbed drumstick~ -a crumbed drumstick~ -A crumbed drumstick has been sitting here for a few hours.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31056 -battered sav~ -a battered sav~ -A battered sav lies here.~ -~ -19 0 1 0 -2 0 0 0 -1 0 0 -#31057 -kabana~ -a kabana~ -A fried kabana looks truly disgusting.~ -~ -19 0 1 0 -3 0 0 0 -1 0 0 -#31058 -fish cake~ -a fish cake~ -Yeah, SURE it's fish.~ -~ -19 0 1 0 -2 0 0 0 -1 0 0 -#31059 -haggis~ -it's... HAGGIS~ -This conglomeration looks like a boiled foetus.~ -~ -19 0 1 0 -8 0 0 0 -2 0 0 -E -haggis~ -You DO know what's in haggis, don't you? -~ -#31060 -tea~ -Tetley's tea~ -A nice cup of Tetley's sits here.~ -~ -17 0 16385 0 -1 1 11 0 -1 0 0 -#31061 -coffee~ -Kenco coffee~ -A cup of Kenco coffee is surprisingly good for instant.~ -~ -17 0 16385 0 -1 1 12 0 -1 0 0 -#31062 -shandy~ -a shandy~ -A shandy fizzes away here.~ -~ -17 0 16385 0 -1 1 1 0 -1 0 0 -#31063 -irn bru~ -Barr's Irn Bru~ -This bright orange beverage is made in Scotland from girders.~ -~ -17 2 16385 0 -2 2 6 0 -1 0 0 -#31064 -chocolate milkshake~ -a chocolate milkshake~ -A delicious chocolate milkshake is here.~ -~ -17 0 16385 0 -2 2 10 0 -1 0 0 -#31065 -strawberry milkshake~ -a strawberry milkshake~ -A frothy strawberry milkshake is here.~ -~ -17 0 16385 0 -2 2 10 0 -1 0 0 -#31066 -caramel milkshake~ -a caramel milkshake~ -A tasty caramel milkshake is here.~ -~ -17 0 16385 0 -2 2 10 0 -1 0 0 -#31067 -sticky bun~ -a sticky bun~ -A sweet sticky bun sits here.~ -~ -19 0 1 0 -1 0 0 0 -1 0 0 -#31068 -fruit scone~ -a fruit scone~ -A buttered fruit scone sits here.~ -~ -19 0 1 0 -1 0 0 0 -1 0 0 -#31069 -spamburger~ -a spamburger~ -A nasty spamburger sits here.~ -~ -19 0 1 0 -4 0 0 1 -1 0 0 -#31070 -steak burger~ -a steak burger~ -A steak burger smells delicious!~ -~ -19 0 1 0 -6 0 0 0 -1 0 0 -#31071 -hamburger~ -a hamburger~ -A hamburger is here. What part of the animal is the burger?~ -~ -19 0 1 0 -5 0 0 0 -1 0 0 -#31072 -ploughman's sandwich~ -a ploughman's sandwich~ -A ploughman's sandwich is here. Okay, it's only cheese and Branston pickle.~ -~ -19 0 1 0 -4 0 0 0 -1 0 0 -#31073 -cheese onion sandwich~ -a cheese and onion sandwich~ -A cheese and onion sandwich has lots of raw onion on it.~ -~ -19 2 1 0 -4 0 0 0 -1 0 0 -#31074 -chicken tikka sandwich~ -a chicken tikka sandwich~ -Some pretentious git has added raisins to a chicken and mayonnaise sandwich.~ -~ -19 0 1 0 -5 0 0 0 -1 0 0 -#31075 -baked potato cheese coleslaw~ -a baked potato with cheese and coleslaw~ -A baked potato with cheese and *coleslaw*?~ -~ -19 0 1 0 -6 0 0 0 -1 0 0 -#31076 -baked potato chicken curry~ -a baked potato with chicken curry~ -A baked potato with chicken curry sounds tasty.~ -~ -19 0 1 0 -6 0 0 0 -1 0 0 -#31077 -bacon eggs~ -bacon and eggs~ -A plate of overcooked bacon and undercooked eggs is here.~ -~ -19 0 1 0 -7 0 0 0 -2 0 0 -#31078 -steak eggs chips~ -steak eggs and chips~ -A plate of tough steak, hard fried eggs and greasy chips is here.~ -~ -19 0 1 0 -8 0 0 0 -2 0 0 -#31079 -spam eggs~ -spam and eggs~ -A plate of fried spam, swimming in lard, looks like it would make you chuck.~ -~ -19 0 1 0 -7 0 0 0 -2 0 0 -#31080 -bacon spam eggs~ -bacon, spam and eggs~ -A plate of bacon spam and eggs coagulates here. Don't touch the spam.~ -~ -19 0 1 0 -8 0 0 0 -2 0 0 -#31081 -poison powder~ -some black poison powder~ -Some black poison powder has been scattered here.~ -~ -13 16 1 0 -0 0 0 0 -1 4000 0 -#31082 -portal past~ -a portal to the past~ -A portal to the distant past of Anon lies on the floor here.~ -~ -33 0 0 0 -14100 0 0 0 -1 0 0 -#31083 -portal future~ -a portal to the future~ -A portal to the far future of Anon floats here.~ -~ -33 0 0 0 -14200 0 0 0 -1 0 0 -#31084 -portal surreal~ -a portal to the surreal~ -A portal leading to the warped world of surreal Anon shimmers here.~ -~ -33 0 0 0 -14300 0 0 0 -1 0 0 -#31085 -key portal~ -a key to the portal chambers~ -A key to the portal chambers has been dropped here.~ -~ -18 3 16385 0 -0 0 0 0 -1 200 0 -#31086 -tome political history~ -a Tome of Political History~ -This tome is titled- "THE POLITICAL STRUCTURE OF ANON", by Errit Meyer.~ -~ -13 0 16385 0 -0 0 0 0 -5 0 0 -E -tome politics political structure~ -THE POLITICAL STRUCTURE OF ANON- - -Although the races of Anon now mingle in relative harmony, each of them still -has their own seperate states, most of these semi-independent city states. -The major staes of each race are listed in the relevant chapters. Type read -Human, Kender, Elf, Dwarf, Illithid, Dryad, Avian and Darkling to read the -organisation of the relevant races. -~ -E -Human~ -By far the most populous of the races, the Humans naturally have several -states. These are- - -THE BARONY OF ANON NEW THALOS -THE CITY OF FREEPORT THE CITY OF OFCOL -THE CITY OF SOLACE CAMELOT -THE CITY OF MIDGAARD WHITE LOTUS TEMPLE -THE CITY OF ALANDRA THE CITY OF KHELLIS - -For more information, type READ CAMELOT, READ OFCOL, etc. -~ -E -Barony Anon~ -THE BARONY OF ANON- The most powerful of the Human states, the majority of -this Barony takes the form of the City of Anon. Ruled by a long line of -Barons, the City is feudal in nature, though the head of the city is a -CAstellan who is appointed by the Baron from a list of candidates nominated -by the citizens of the Barony. This position is extremely important, as the -Castellan is responsible for the defense and well-being of the city, and -reports only to the Baron, who spends most of his time on his country estate -to the north of the city. -~ -E -Freeport~ -THE CITY OF FREEPORT- A semi-democratic state- this port is a major trade -center, and controls a large portion of the Sea of Anon. The city is -responsible for maintaining order in this pirate-ridden region, a task it -isn't always very good at. The city is ruled by a council comprised of the -Admirals and chief merchants of the city, who are elected by members of -their respective followers- the navy and the powerful merchants' guild. -Corruption is rife in this organisation, with powerful pirate lords paying off -prominent members in exchange for immunity from prosecution. -~ -E -Midgaard~ -THE CITY OF MIDGAARD- The oldest city on the continent, the city of Midgaard -took its name for the native name of their home world, which they abandoned -in favor of Anon centuries ago. It is a nominal democracy, with the city -being ruled by elected officials such as the mayor and the constable. The -city was once powerful, but sustained serious losses in the kinstrife wars -and now has little control outside the bounds of the city. -~ -E -Solace~ -THE CITY OF SOLACE- The territory of Solace covers both the city and the -surrounding lands, including Crystalmir Lake. The city is ruled by elected -officials, and a powerful military. The city has little to do with other -states, preferring to remain neutral. -~ -E -Ofcol~ -THE CITY OF OFCOL- The City of Ofcol rules over a large portion of the -northlands, bordering on the Dwarven Kingdoms. It is a theocracy, ruled by -an elite benevolent priesthood and its holy warriors. The people of Ofcol -are somewhat xenophobic, and have little to do with other races. The city -was constructed on the ruins of an ancient city populated by an unknown race, -and it is rumored relics from this age can still be found. -~ -E -Thalos~ -NEW THALOS- New Thalos is what remains of Old Thalos, the most powerful -state of Anon's distant past. It has become overrun by dangerous monsters -such as the once-tame lamia pets of the ancient Thalosians, and mighty -beholders. It is rumored that great treasure remains there still. -~ -E -Camelot~ -CAMELOT- A small but powerful state, the realm of Camelot lies to the south -of the Barony of Anon, and is ruled by the just and wise King Arthur and his -famous Knights of the Round Table. Camelot is on good terms with the Humans -of Anon as well as the Elves of the northlands. -~ -E -White Lotus Temple~ -The Temple of the White Lotus is a small militaristic order of Monks who -have a seperate community from the rest of Anon in their own right. The -temple is actually a fortress, well-defended by elite monks and warriors. -The holdings of the temple border on those of Midgaard and Solace, at the -base of the Ringing Mountains. -~ -E -Alandra~ -A once great city that has since succumbed to decay, the city of Alandra -controlled the lands now known as the Great Western Desert. Ruled by a -cabal of Wizards, this Magiocracy fell victim to a disastrous magical -experiment that hurled it into another dimension, though it can still access -the lands it once ruled that the cataclysm turned into a wasteland. It is -now ruled in a manner by an elected Mayor, though he has little power. -~ -E -Khellis~ -The City of Khellis is surrounded by a thick, impenetrable marsh, inhabited -by savage swamp fiends who have reduced the once prosperous trade center to -near-ruin. It was ruled by the Warlords of Khellis, and their agents the -Constables, but both orders have long since vanished and the city now relies -on the guidance of their priests and veteran city guards. It is only a matter -of time before this city falls, which is a pity as it lies on the only road -that leads to the mysterious lands to the south east. -~ -E -Elf~ -The elven race is smaller in number than the Humans, though it is almost as -powerful. Its holdings consist of- - -THE DUCHY OF MALATHAR -MIRKWOOD -THE VALLEY OF THE ELVES -THE CITY OF THE DROW - -For more information, type READ MALATHAR, READ MIRKWOOD, etc. -~ -E -Malathar~ -The Duchy of Malathar was once one of the most powerful states on the planet. -However, they suffered serious losses in the wars with Humanity and Dwarfkind, -and now rule little territory outside the walls of ther impregnable fortress. -It is ruled by a hereditary succession of Dukes and Duchesses, though -government is heavily influenced by the mages and priests and their -respective orders. They are strong allies with the Barony of Anon, with -whom they trade via the River of Anon. -~ -E -Mirkwood~ -This dark, mysterious wood is inhabited by a great number of Elves, most of -whom answer to the Wood Elf kings, in their great wooden estate in the -center of the forest. Government is indirect and erratic, however, the elves -really only coming together in times of great crisis. -~ -E -Valley Elves~ -The Valley of the Elves is inhabited by the aggressive, xenophobic Valley -Elves, who are ruled by a small tribal-style council. Much like their -sylvan cousins, their government is nominal, controlling mainly the -organisation of scouting and warrior parties. -~ -E -Drow~ -The Drow, or Dark Elves, are an evil, aggressive race that live in cities -far beneath the surface of Anon. Only one is known by non-Drow, and it is -so secretive even its name is not known. It is ruled by several noble houses, -who are constantly battling to become First House, the house with the -most say. Women hold all the positions of political power, and control the -priesthood, which plays a vital role in Drow politics. This order answers -only to their cruel and evil demon deity Lloth. -~ -E -Dwarf~ -The Dwarves of Anon are concentrated in one single kingdom, a remote, little- -travelled place known simply as the Dwarven Kingdoms. Their system of -Government is clan-based, with various clan chieftains taking turns ruling -the kingdoms. The holdings of the Dwarves once extended as far south as -lost Moria and as far west as the Northlands, but that was a long time ago. -Some consider the Dwarves to be a dying race, though it is best not to say -this within earshot of any Dwarves! -~ -E -Kender~ -The kender have only recently arrived on Anon, recently by the standards of -the other races, and are ruled by their chieftains in the city of Kendermore, -located near Solace. As can be expected, government is a random process in -the Kender society, as everyone pretty much does what they desire. The city -maintains a strong defense force, however, controlled and maintained by the -chieftains. -~ -E -Illithid~ -Only one city of the Illithids is currently known to exist, and it is located -in the great Psi Cavern, located far beneath the surface of Anon, in the -Underdark. The city is ruled in a feudal manner, with several orders of -nobility vying for power, all being dominated by the oldest and most powerful -nobles. Illithids have little to do with other races, save perhaps the Drow. -~ -E -Avian~ -No Avian settlements or systems of government are known, though it is -rumored that a great Avian city, ruled by an elected council, lies far to -the north of the Barony of Anon. However, no one has been there, and the -Avians decline to comment on the matter. The only other evidence of the -existence of this place is in Avian legend (see Avian History). -~ -E -Darkling~ -Having only recently re-established contact with the other races of Anon -after centuries of isolation, there is little that can be said about this -race. Deviant Sidhe who fled the decimation of their surface kingdoms -centuries ago, what few that have made contact refuse to divulge anything -about their mysterious race or their political or social structure. -~ -E -Dryad~ -Dryads, being nomadic, free-spirited beings, have no organised habitats or -political structure, though small, independant communities of these magical -creatures have formed in the Sacred Grove and the Guild of the High Dryad. -~ -#31087 -tome social history~ -a Tome of Social History~ -This tome is titled- "THE SOCIAL HISTORY OF ANON", by Gaspar duPont.~ -~ -13 0 16385 0 -0 0 0 0 -5 0 0 -E -tome social history~ -This tome attempts to give, in a brief outline, the social structure of -the many races of Anon. For more information on the relevant races, type -read Elf, Dwarf, Human, Kender, Avian, Illithid, Dryad or Darkling. -~ -E -Elf~ - -The Elves of Anon vary in their social structure according to the various -sub-types of Elves. This chapter will focus on those Elves known as the -High or True Elves, the Elves that deign to associate with humanity, and -have a desire for adventure. - -High Elves come from a very rigid social structure, a complex feudal system -where vertical ascension is very difficult. Basically, the path an Elf will -take in life is determined to a very large extent by what their parents did- -i.e, mages are the children of magicians, warriors the children of warriors, -nobles the children of nobility, etc. Occasionally, young Elves who -demonstrate an exceptional talent for a particular area, most particuarly -the priesthood, but sometimes the Magical Arts, will be taken from their -families and raised to become a member of that order. Other than that, an -Elves fate in their very long lives is determined by their birth. While this -may seem unfair to those used to a more flexible system, the Elves have no -problem with the glass ceiling. - -There is perfect sexual equality in Elven society, though in general the -males favor areas such as the warrior or magic arts, and females prefer the -priesthood or healing arts. Adventuring Elves are most commonly those -interested in the magical arts, though many also have significant martial -experience. -~ -E -Dwarf~ - -Dwarven social structure is totally clan-based, with the social standing -of each Dwarf directly related to their clan. And while most clans have -members of many professions, certain clans favor mining and engineering, -such as the Chiselled Rune Clan, or fighting and exploration, such as the -Whirling Axe Clan. - -Warriors hold the highest position in any clan, irrespective of focus. For -it is the warriors who defend the beleagured Dwarves from their many enemies. -The leader of each clan is generally the eldest and most experienced Dwarf. -Adventuring Dwarves are always warriors, as the other Dwarves, such as -healers, miners and bards, have little interest in such activities. - -Female Dwarves are highly prized in Dwarven society, as they comprise only -about 20% of the race's numbers. And since Dwarves reproduce so infrequently, -they are often more guarded than even the Dwarves' precious minerals. Thus -female adventurers are much rarer than males, not due to any sexism but due -to simple numbers. -~ -E -Human~ - -It is extremely difficult to summarise human sociology, as there are as many -types of social structures as there are independant communities of humanity. -Generally, though, humans prefer vaguely deomcratic processes (they seem -to enoy electing their leaders), and prize the freedom of the individual -above all else, though they always knuckle under to the pressure of -authority. - -Human society is very flexible, with upward and downward mobility usually -quite easy for those with enough power, money and ability. For example, -wealthy humans can buy their children places in mage or priest academies, -regardless of their offspring's aptitude, and a little money and a big stick -can allow even the lowest human to attain very high offices. - -Adventuring humans are generally religous warriors, travelling worshippers of -Buddha who seek to spread the word of their god and crack a few skulls along -the way. Other humans have little desire to leave their environments, as -many still harbour old prejudices against the other races. - -Sexism has been all but eliminated from Human society, after females -demonstrated during the race wars that they were more than capable of -casting spells and swinging swords as the males. -~ -E -Kender~ - -Kender communities are loose-knit, clan-style organisations, with everyone -possessing a more or less equal role in the community. Hunters also serve -as warriors, guards and even cooks and porters if the need arise, while -more learned kenders' tasks vary from education, spiritual duties, the -collection of knowledge and the overseeing of construction. Males and females -can be found performing any of the above tasks. - -Kender communities place no special importance on any one kender, as all -contribute in their own particular way to the needs of society. One rather -unique aspect of Kender society, however, is their attitude towards -possessions. There is no real concept of personal possessions in Kender -society- they genuinely believe in the concept of taking whatever you want -from whoever. Kender houses are crammed with lots of interesting objects, -and most of them at one stage or another belonged to someone else. And while -Kenders have no problems with this philosophy, other races certainly do. -Kenders do not think of it as theft, and violently object to being referred -to as thieves. - -Adventuring Kender can come from all walks of life, as most possess the -same skills, including the ability to move silently and quickly, and the -many skills needed to collect "stuff", i.e, picking locks and detecting -traps, as well as picking pockets. It is extremely hard to depress a kender, -their fun-loving nature and desire to explore is irrepressible. -~ -E -Avian~ - -Almost nothing is known among non-Avians about avian society. Besides the -common legends of their origin, little else has been discerned, as Avians -are a remarkably close-mouthed (or beaked) lot when around non-Avians. - -It would be safe to generalise, however, that the ability to hunt, fly and -fight are considered of vital importance to one's social standing. In -addition, the lack of elderly Avians seen certainly seems to suggest a -very martial culture, where long life is rare due to constant combat. - -It is known that Avians change greatly as they mature (see Afren, S. "The -Physiology of Avians" (Anon Press, 406 A.C), and that fully mature Avians are -considered the most important/powerful in any group of Avians. It is not -even known if there are Avians who do not eventually develop the observed -traits (Ibid., P.23), or if there are Avians who become so birdlike they -rise to positions of highest authority. - -There seems to be an equal distribution of male and female avian adventurers, -though it shouldn't be construed that Avian society is free from sexual -discrimination per se. -~ -E -Illithid~ - -The single source of Illithid society comes from the Drow sorcerer Ree'faqx -Zaqxney's tome "The Social Structure of Illithid Society", of which only -fragments remain (the book was badly damaged during the Arch Mage Yaegar's -battle with this vile Necromancer). Even this lengthy tome gives only -the sketchiest details, which I shall attempt to summarise here. - -Illithid society values mental power and stamina above all else, and those -who do not possess at least a competent level of mental prowess are considered -sub-illithid, and relegated to the status of peon. That aside, status in -Illithid society depends primarily on the status of one's clan, which can -fluctuate greatly. Clan warfare is not common as in Drow Society; this is -not to say it is non-existent (far from it!) but that conflicts are more -generally resolved through a system of bribes and blackmail rather than -armobed combat (physical and mental). - -Few illithids will ever resort to performing menial tasks (to them, anything -that involves physical effort is too menial), as they have a large body of -mind-controlled slaves of several other races for this. In fact, one of the -gravest insults one can hurl at an Illithid is to insinuate he or she has -ever performed manual labor. - -The sexes are equally represented at all levels in Illithid society, perhaps -more than in any other society, as physical prowess is irrelevant, and in -mental powers females can easily match (or surpass) males. -~ -E -Dryad~ - -As Dryads rarely live together in communities it is difficult to assess -social classes or structure. Generally, all Dryads of both sexes are -considered equal. However, one can easily lose great status among fellow -Dryads by showing a lack of proper respect or love for nature. - -Dryads that do live in communities usually have a central figure (always -female), who decides on the general activities of the group. A fine example -of this is the Dryad Grand Guildmistress's Tree, in the Woods of Insanity -(see Cochrane, X., "Life among the Dryads of the Beth's-es'N'Biririni"). -Dryads actually place a higher value on the life and well-being of flora -and fauna than they do any sentient race, including their own. - -Dryad males are extremely rare, and are not often seen outside the breeding -communities Dryads form every 7 years when they are fertile. Such males are -in general inferior to the females, though this is due more to lack of -proper training and experience rathr than any inherent flaw. -~ -E -Darkling~ - -At the time of the writing of this article, no single source was available -for any worthwhile comments on Darkling social structure. Indeed, since the -number of Darklings that have emerged into the world of Humanity can be -counted on two hands, it is impossible as yet to make any real conclusions. - -It is known that the Darklings are deviant Sidhe who fled the destruction of -their feudal-style kingdoms centuries ago, but it is unknown what sort of -society they have formed in the Underdark, and whether they consort with the -other races of this realm. However, even the Illithids were surprised by their -emergence, so it seems unlikely. - -It is also unknown why they have suddenly chosen to emerge, though this will -doubtless be made known in the years to come. -~ -#31088 -book history~ -a History book~ -This book is titled- "THE HISTORY OF THE KNOWN RACES OF ANON", by Xanafax.~ -~ -13 0 16385 0 -0 0 0 0 -5 0 0 -E -history book~ -This slim tome contains a brief synopsis of the history of each of the major -races of the Known World. These synopses have been gathered from extant -primary sources by Xanafax and compiled here for the dilettante to peruse -and learn a little about their fellow Anonians. For further information, -try read elf, read human, etc. -~ -E -Dryad~ - -Until very recently, the mysterious Dryads had lived apart from all other -races, inhabiting secret glades in the deepest forests of Anon. They lived -simple, peaceful lives, attuning themselves to the majestic forces of nature, -and drawing magical energy from them that they could turn to any usage they -wished. - -The Drayds were ruled by a wise and gentle immortal named Xanibdar, who had -come with them from their home world many centuries ago, stepping through -a portal to emerge in Anon. They had fled their own world, the name of which -has been forgotten, to escape war and enslavement, and on Anon they found -peace. For a time. - -War broke out between Human, Dwarf and Elf, the cause of which was considered -trivial and immaterial to the spiritual Dryads, as was the (to them) petty -war itself. Then the Humans and Dwarves stormed the once-lush forests of -Anon, in search of Elves, and many thousands of acres of woodland was turned -to barren waste in their relentless march. The Dryads grew angry, and emerged -from their hidden realm, proving their existence to startled mortals who had -previously thought them to be legend. - -Using their great powers and reputation, the Dryads brought the war to a halt, -a relatively easy task as the Humans and Dwarves were then still relatively -small in numbers and weak in magical skills. They did not do so out of -sympathy for the Elves, for the Elves had scorned the Dryads when they arrived -as if they were but simple primitives living wild in the forests. They did so -to preserve what was left of their sacred woodlands. - -Since that day, Dryads have begun to interact with the races they once shunned, -and have found much to love in them, especially the Kender, of whom they are -exceedingly fond. Dryads are respected practitioners of the healing arts, as -well as respected wielders of powerful battle magics. -~ -E -Elf~ - -Aeons ago, when the land of Anon first came into being, Elves were among the -first races to emerge through the mystical portals that sprang up across the -continent, and they quickly established themselves a powerful and extensive -domain. They concentrated their settlements in the dense woodlands that then -covered most of Anon, or build beautiful crystal fortresses high in the -western mountains that seperate Anon from the Desert wastes. - -Centuries passed, and gradually the Elves fell from dominance, losing interest -in the pursuit of power and wealth, and instead immersing themselves in the -study of the magical arts. Generations of such research eventually resulted -in the evolution of a race of Elves of which every member possessed latent -magical talent, the ability to shape and mold the magical energies which -flowed across Anon into whatever usage pleased them. - -Thus eventually the Elves became renowned mages, and kings and princes of all -races sought them for their abilities, as well as their counsel, for Elves -were counted among the wisest of all races, save the Dryad. And the Elves -prospered, and lived in realtive harmony with their neighbors. - -Eventually, discord began to emerge, caused as is often the case by the -jealousy of the "lesser" races, and war between Elves and the other races -broke out. Combined armies of Dwarves and Humans drove Elves from their -forests and their crystal palaces, at the cost of countless lives on both -sides, for the Elves did not surrender their lands easily. - -This war raged for thirty years, until it was ended by the coming of the -Dryads, who were angered at the desecration of their beloved forests by Human -and Dwarf, and a peace was negotiated, for the mysterious dryads were greatly -respected and feared. The races returned to their domains, and have since that -day maintained an uneasy truce, though in truth many members of the warring -races still hold a deep hatred for the others. Some say the Elves' natural -arrogance and condescension to the "lesser" races brought about the war- -others say it was the natural aggression of the Dwarves and Humans. Who is -to say? -~ -E -Darkling~ - -Very little is known of this reclusive race, save for what travellers to their -homeland or the rare Darkling adventurers have told. What is known is that -Darklings are descendants of one of the oldest indigenous races of Anon, -the magical, mysterious Sidhe. - -Centuries ago, the Sidhe first encountered the new races to Anon, the Elves, -Humans and Dwarves. They fascinated these races with their rare, ethereal -beauty, as well as with their incredible magical abilities. However, the -fascination soon turned to greed, greed for Sidhe money from the Dwarves, -greed for Sidhe beauty from the Humans and greed for their magical power -from the Elves. Violence erupted, and the Sidhe were forced to flee, heading -deep beneath the surface, away from their beloved lands, where they soon -established a new civilization. - -Their race became one at one with the dark and with dark places, so much so -that they all developed natural infravision, and their magic was adapted to -suit their new environment. For centuries they remained hidden, seperate -from all other races. Then younger Darklings, as they were now called, grew -curious as to what lay without, and many set off to become adventurers, -and thus contact with this race was regained. -~ -E -Dwarf~ - -Dwarves were the second race to emerge into the land of Anon, after the -Elves. They quickly grew quite fond of this land, admiring the many tall, -powerful mountain ranges which to their added delight they found were rich -with valuable minerals. Soon Dwarven mines peppered every major mountain -range on the continent, and some Dwarves had even crossed the Salt Sea to -the New World in search of new ranges to mine. - -Dwarves paid little attention to the affairs of other races, save the Elves -whom they kept a suspicious eye on, and the Kender, whom they banned upon -threat of war of coming near their hoards of gems and metals. They continued -to mine and smith, digging deep into the roots of the mountains of Anon, -and discovering many wonders (and evils- the Dwarves warred long against -tribes of Goblins who shared the mountain depths). - -When Humans arrived, they formed a close bond with the prosperous Dwarves, -and an enduring alliance was forged that till this day remains unbroken by -either side. And while this alliance benefited both Humans and Dwarves, it -meant catastrophe for other races. - -Dwarves had long hated and feared Elves and their magical ways, for Dwarves -detest magic, and Humans had been deeply jealous of the Elves' wealth and -power. So both races made was against the Elves, and nearly succeeded in -eradicating them. It was the intervention of the Dryads, who feared the -loss of their deep forests in the war, who stopped the war, and made the -Dwarves and Humans swear an oath to never again raise arms against any other -race, or to ever again wantonly destroy the forests of Anon, as they had -done during the war. - -The Dwarves agreed, and withdrew to their mountains. Gradually they succumbed -to internal strife caused by boredom and isolation, and one by one the many -Dwarven kingdoms collapsed and disappeared. Only a very few remain today, and -they are but a shadow of the mighty kingdoms of their ancestors. -~ -E -Human~ - -Humans are a young race, compared to Elf, Dwarf and Dryad, having come to -Anon much later than them. The Humans of Anon came from many different -worlds, as refugees, wanderers, explorers or fugitives. And, as Humans are -wont to do, they quickly built towns and cities, and farmed the land, and -hunted the local animals, and they became quite comfortable in their new -home. - -Kingdoms were established quickly, and just as quickly brought down by -rebellions, feuds, or war with their neighbors. Eventually a kind of stability -came into being, with individual city states (such as Anon, the largest, -and Midgaard, the first kingdom formed on Anon) establishing themselves -domains independant of each other. - -Peace became even more advantageous when the Dwarves offered the hand of -friendship, and both sides soon prospered from a lucrative trade of the -Human-produced food and goods for the products of the Dwarven mines. Both -races enjoyed this situation, and soon a powerful aliance was formed. - -It was never known who suggested war upon the Elves, or why it was suggested, -but it was, and both races eagerly agreed. For over thirty years, Humans -and Dwarves mercilessly assaulted the Elven kingdoms, reducing most of them -to ashes, along with much of the lush forests of eastern Anon. It was then -the Dryads stepped in, and negotiated a treaty to save their forests, and the -war was ended, though the prejudices remained. - -Humans, no longer diverted by war, channeled their energies in other directions, -and begin to enhance the physical, mental and spiritual development of their -race. Academies were established far and wide to teach Humans this new school -of thought that had developed, the Martial Arts. Humans excelled at it, but -other races found it too difficult or boring, especially the Kender and the -Dwarves. - -Now today, Humans are by far the most numerous of all races on Anon, and -also one of the most powerful, thanks to their mastery of the Martial Arts. -~ -E -Avian~ - -Avians are one of the only adventuring race indigenous to the land of Anon, or -at least partially indigenous. When the Immortals arrived in Anon, fleeing -their homeworld, Lenny, their leader, met and became enamoured with a -beautiful human princess. Their relationship prospered, and Lenny planned -to make the princess his consort. - -Then another, evil Immortal began to court the princess, a foul individual -named Hawk. He cast secret enchantments upon the princess, causing her to -scorn the affection of Lenny and favor instead the attentions of Hawk. -This reversal culminated one night in an attempt on Lenny's life by evil -assasins who claimed to be working for the family of the princess. - -Lenny grew infuriated, and in his rage cast a horrid curse upon the princess -and her kingdom, causing them to mutate into half-bird creatures, saying that -"If the Princess was to court a Hawk, then she must needs be a Hawk too!" He -cast out the Immortal Hawk, who slunk away and established an evil domain -deep beneath the earth. - -Decades later the Avatar came across this cursed kingdom, and hearing their -story, went to Lenny to object. Lenny was about to slay the Avatar for his -impudence, when the Avatar (very hurriedly) explained that Hawk had used -magical enchantments to sway the love of his princess, who had long since -perished in anguish over her new form, and that she had always been true at -heart to him. - -Lenny was devastated and went to remove the curse. But upon arriving at their -kingdom, the people, who now called themselves Avians, told him they were -happy with their new forms, and did not wish to return to humanoid form. Indeed -they thanked Lenny for his gift, for most were ignorant of the reasons for -their transformation, and the people now considered themselves beloved of -Lenny. -~ -E -Illithid~ - -Little is know of this mysterious race. They emerged only recently from their -deep underground lairs, and began to explore the surface world. No one knows -why they suddenly chose to end their self-imposed isolation, or what their -plans for the future are. It is not even known if the Illithids are indigenous -to Anon, or if they arrived like all the other races through portals. - -Illithids are masters of Psionics, the powers of the mind. They have harnessed -this latent mental ability possessed by all sentient creatures, and use it -to great proficiency. They are incredibly jealous of their abilities, however, -and refuse to teach it to any non-illithid. - -They have little dealings with other surface races, though explorers report -that they are quite well-known in the depths of the Underdark, among Drow -and Svirfneblin, Kuo Toan and Darkling. A legend has sprung up that Illithid -feed upon the brains of other sentient creatures, extracting their brains -from their heads while the victim still lives, and for this reason they are -sometimes called "Mind Flayers". Illithids of course deny this rumor -profusely, and say that it is a rumor perpetuated by their enemies, or that -only a very few, evil Illithids engage in this foul practice. - -The greatest bar to an Illithid's ability to interact with other races is its -hideous appearance (see below) and for this reason many shun the company of -other races. However, some Illithids have become significantly powerful -and respected to hold positions of importance in other communities. -~ -E -Kender~ - -Of all the races on Anon, Kender are the least aggressive, but are inarguably -the most irritating. Their coming through the portals to the land of Anon is -said by most to be "an accident the Gods eternally regret", though usually -in jest. - -Kender are irritating due to their irrepressive urge to "borrow" items of -everybody and everything that comes their way, friend or foe, man or god. -They do not consider this to be theft, as they do intend to return the item -(but never seem to get round to it) and indeed to call a Kender a thief is a -grave insult indeed. - -They care little for the affairs of other races, preferring instead to collect -as many strange, exciting or unusual objects as they can. Kenders are great -explorers, and a Kender can prove to be an invaluable guide when travelling -to uncharted lands. - -They were not involved in the great war between the races that ravaged Anon -for decades, and thus share none of the prejudices that Humans, Dwarves and -Elves have acquired. They prefer instead to enjoy life, and they always -manage to find something positive about every situation ( a classic example -is the fearless Kender Trich who, just before he was eaten by a dragon, -exclaimed- "Well, at least I won't have to repay that debt to Aod!". - -Kender are on good terms with the Dryads, whom they are fascinated by (and -the Drayds are in return, greatly amused by the little people). They seldom -stay in the one place for too long, preferring instead to satisfy their -"Wanderlust". -~ -#31089 -geography text~ -a Geography text~ -This text is titled- "THE GEOGRAPHY OF ANON", by K. Solo'deru.~ -~ -13 0 16385 0 -0 0 0 0 -5 0 0 -E -geography text~ -This book is in fine condition, except for one fact- all the maps have been -unfortunately torn out, so you'll have to go by the text descriptions. The -book is divided into four chapters- NORTH, SOUTH, EAST and WEST. For more -information, try read north, read south etc. -~ -E -NORTH~ - -The vast majority of the lands north of the Barony of Anon is dominated by -the great northlands, vast, stretching plains that run from the Weeping -mountains to the west to the deep forests of the East that border on the -sea of Anon. - -These plains are sparsely populated, sporting only the occasional druid or -animal, which wander the grassy fields with little danger. There are some -settlements in this area, including the City-state of Ofcol, and the -Dwarven Kingdoms far to the northeast. The legendary Werith's Wayhouse, -gathering place for adventurers from all over the world, also lies in this -area. - -The great forests to the east are known by several names, though perhaps best -as Mirkwood, named so by the elves who first settled there. In the depths -of this forest can be found the elven duchy of Malathar, as well as the -sacred Valley of the Elves, and the Dryad Holy Grove. There is also a small -goblin kingdom further in the forest, where few dare travel. North of this -lies the magical world of Animaland, a small kingdom ruled and populated by -sentient animals and other strange beasts. - -The cruel, evil Warlock resides in the forbidding peak of Firetop mountain -on the northern border of Animaland, sharing his domain with the vile lich -Ciquala. Near this place lies also the mysterious Mirage Tower, a place where -few have ventured and even fewer have returned from. -~ -E -SOUTH~ - -The lands of the south are dominated by vast mountain ranges and long -strtches of hills and small valleys. Among this vista is situated the famous -kingdom of Camelot, near the blasted ruins of the Dark Keep. These both -lie near the shores of the great Sea of Anon, which is ridden with pirates. -In the depths of this sea are rumored to lie two undersea cities- those of -Atlantis and Antharia. The massive port of Freeport lies on the southern -shores. - -To the southwest can be found the ancient forest of Haon Dor. It is rumored -that the ruins of the city of Thalos can be found in here, as well as the -magical Happy Forest. South of Haon Dor lies the Elemental Canyon, near the -forest Murkmire, within which is located the human logging village of -Dunkeldorf. - -Heading further south of here will eventually take one to the lands of the -Wyvern Tower, and the strange rock creatures and undead that live within. -Centaurs also reside in this area. -~ -E -EAST~ - -The areas to the east of the Barony are dominated by the vast Plains of Blood, -where no plant will grow or animal prosper, named for the blood that was -spilled there during both the Racewars and the Kinstrife wars. Past the -plains, one comes to an arid area covered with rocky hills, within which are -located several areas of interest. - -To the south one will quickly come across the Graveyard where the dead from -the battles on the plains were laid to rest- it is rumored their cursed souls -still roam this place, as well as the ancient catacombs beneath the crypts. -The ancient Dwarven mine of Moria lies east of here, near the Troll dens. -Beyond this lies the swamplands, wherein can be found the ruined city of -Khellis, and the Old Marsh, where evil monsters have overrun the ruins of -an ancient civilization. Also in here, it is rumored, lies a gateway to -Hell. - -To the north lies the cursed Ghost Town, where only the mightiest can hope to -travel and survive. East of there lies the spider forests, where ancient -arachnid evils await the unwary. Further east the road stretches, travelling -to the impenetrable mountains to the far east, a place the Fire Newts call -home. It is rumored that dragons reside near these rocky peaks as well, as -related by the Dragon-Slayer Dalamar. -~ -E -WEST~ - -The lands west of Anon are for the most part dry and arid, running to the -foothills of the Weeping Mountains. To the northwest lie the halfling -settlements of the Shire and Brandybuck, the history of which is well-known -by the Kender Pippin. Beyond these lie the Human cities of Midgaard and Solace -nestled in the rcoky foothills of the mountains. - -To the southwest small Gnome settlements can be found, below the beginnings -of the more popular pass across the mountains, which leads to the lands of -Mahn Tor, and the western Ocean, across which lies the Gnomish capital of -Haven. It is rumored that air elementals and harpies imperil travellers -who stray too far in the mountains here. - -The northern pass through the mountain, above Midgaard, runs past the Temple -of the White Lotus, to the sheer summit, where a more gentle path descends -to the river Myrdmuth, which runs into the Great Western Desert, a vast, -trackless waste which was once a fertile utopia, before the collapse of -Alandra. It is rumored that the ruins of the city can still be found there. - -No one has yet travelled further west than this, so who knows what wonders -await? -~ -#31090 -book compendium~ -Xanafax's Compendium of Heroes~ -A dusty old book lies here.~ -~ -13 0 16385 0 -0 0 0 0 -1 0 0 -E -compendium book~ -This book contains excerpts from the biographies of some of Anon's most -famous Adventurers. To see if someone you know has an entry, try READ -, i.e, read lenny or read yaegar, though neither are as -yet in here. -~ -E -Feenix~ -The Coming of Feenix - - Many Many centuries ago, some gods and goddesses got together and -decided to create a land know as The Realms. This land had all sorts of -things from avians (bird people) to zombies (undead humanoids). It was a -great place for a person to start a life of adventure. - - But as time went on, and more people entered The Realms, storms were -seen on the horizon and blow through The Realms causing disasters and -deaths. These storms were not natural storms, but rather magical in -nature. As the storm raged, they dissappeared jsut as quick as they -came, and it seemed to all like the gods were starting to change. - - As time went on, these 'storms' got worse, and soon it was -noticed that the 'storms' were caused by the strife between the gods and -goddesses. With each passing 'storm' the gods and godesses were becoming -meaner and more bitter to the people that were living in The Realms. - - Feenix Flarestar was born into this world shortly after it was -created, and chose the path of the Elf, the Master of offensive magic. -Feenix was an acomplished youg elf, killed many a monster, and died even -more time than he killed (but that is story for another time). He learned -the ropes of adventuring in The Realms rather quickly, and made many -friends, both mortal and godly. - - As time went on, Feenix brought many other friends into the -Realms. The sneaky Kender Mara, the strong but stupid dwarf (MadDog), and -the pretty, but lethal kender, Genivieve. These were valued friends, and -even more valuable allies, in fighting the evil monster that inhabitated -The Realms. - - As the months came and went, Feenix started noticing certain -problems, certain 'storms' so to speak. Feenix, being the quisitive type, -started to ask questions, but would not get any answers. - - Finally after many many battles, he made it to the ultimate -mortal phase of life, Hero. Being a hero was all that really mattered to -him, however, the gods and goddesses have started to change the rules, -and not telling their heroes as to why or what they were. It was then -made clear, that even though they said that Policies and Politics had no -plce in The Realms, they were sadly mistaken. Policies and Politics was -ALL there was in The Realms. - - As herohood went on for Feenix, he started to notice that things -were starting to get out of hand, starting to get ridicoulus, and the -feeling of wanderlust was starting up again. - - Feenix left The Realms and headed out into space, looking for -more adventure. After many failed attempts at finding it, he located a -place called Anon. He entered the world as an Elf once again, and started -his adventuring career. - - As he slowly progressed, he started to notice that the gods and -goddesses here were some of the same ones as from The Realms. This maded -Feenix become a little uneasy. However, he soon found out that THESE Gods -and Goddesses were far more friendly, and more attentive to the mortals, -than the other, nameless gods have ever been. - - That is what brings Feenix here today. Just going with the flow -of things. Asking questions (even though some are rather stupid), help -when he can, and wondering... Will the storms return? -~ -E -dalamar~ - - When I arrived at anonymud I had no clue what I was doing. Top -helped me get to level 2 and from then on I was hooked. I have a lot of -acts of cowardice so I wont even mention any of them..:) But I do have -one act of courage..I killed a green dragon. Now I kill lots of dragons! - -Ps:Im looking for the key to dragon tower..If anyone knows where its is -please tell me. - - -Dalamar says: We shouldnt kill monsters we should make friends with them -~ -E -Scab~ -Scab...Random House Webster's College Dictionary defines a scab as: -The incrustation that forms over a sore or wound during healing. -There you have it...this Anon veteran lost his arm in the Dwarf-Pixie war -of Mirkwood, and now spends his time picking himself and depositing crust. -Further, he helps anyone who needs any, (just as long as they don't take -offense by the crust) and equips the needy....just ask him for any -assistance you may need, or sip a cup of tea over a friendly game of C4 -and enlightening conversation with this Anon veteran. -~ -E -Apotheosis~ -I first arrived in anonmud and was just a mere 17 year old and had no friends.. -then i meet dalamar (dal) and he showed me the tricks of the trade and then i -was off and running and soon smashing pigs and serfs....i was also a little -bit stupid and a little thief....i used up all my pracs on useless stuff like -stealing and hiding and picking locks...i hope that i can use them for better -use in the future!!! ...and after that i was off and running soon to be a -warrior...i then did some exploring of the huge anon and found many -interesting places but yet to explore all of them cause i doubt it i will find -half of them...i then started to make heaps of friends on this and introduced -some of my friends on this and things got a bit more interesting....things went -nice and smoothly till level 15 or 16 when i realised that i didnt get any free -spells from gath so all my blessings were gone and i had to explore for better -equipment so i could increase everything and especially my damroll...i love -increasing that....oh yeah...im a kender and they are pretty good for non -aggro mobs cause i can backstab them...for aggro mobs...well....different story. -..kenders are very sneaky type of race who have a strong subterfuge rate.... -that means stealing i think...i dont find stealing any good cause u get caught -most the time and its better killing them instead cause u might get a extra -body part from them as well....kenders have weak mana so that means that i -cant use much magic during battle and only a average battle rate so my fighting -combat isnt too good....i have a good description too..if u get time to see me -just have a look at me and u will find out. *grin* im kind of a slack mudder -cause i never think before i talk....most the times there is help on the stuff -i want to know but other times i just open my big mouth and ask away...im around -level 27 now and im doing a bit more than tickling the mobs now...im ->>ELEVENS<< them...wohooo....that rocks when it comes out but only on special -occassions....i can pull out thwaps for first hit easy but after that im in a -bit of trouble....heh......that is why i like to group...i have helped and -gotten help from many characters over the past few months and im glad that my -friend showed my this mud...i know you have all heard this one but i hate it -when im just about to level and i die...grrrrr....i have gotten heaps of help -from immortals as well and would like to thank the imms that have helped me -cause i dont think i would be where i am today if it wasnt for you.....what -else?..kenders are suppose to be short little creatures and very attractive i -think...well....im a tall handsome kender warrior who hates dying but likes -fleeing when it works....do u want to hear stories and stuff?? well...i rarely -do explore and when i do i always die cause i dont follow the important rules. -....they are......make sure u know where your going....buy a shimmering potion -or two just in case.......always scan to make sure u dont walk into a trap or -a aggro mob.....and thats about it...heh...too much dribble...better cut it -short...that should be all for now...take it easy...cya apotheosis -~ -E -Nemo~ -Nemo was born and raised in a small village far to the north and east of -Anonymud, but don't ask for details if you don't want your throat slit. -As a babe, Nemo was entranced by his mother's tales of other lands and other -races. His favorite stories were of humankind. - -His sleep and daydreams were both populated by the Mort d'Arthur, Gawaine and -the Green Knight, and tales by Frank Baum, C. S. Lewis, and Robert Heinlein. -As an adolescent, Nemo was apprenticed as a magician to his uncle, Kamack. -Kamack was a kindly old elf, but Nemo quickly surpassed him in magic ability. -To avoid the dreadfully dull future that awaited him in his native village -and to avoid having to marry his pretty but half-witted cousin Edwina, Nemo -slipped away one summer night to seek out Humankind and his own destiny. -In his adventures, Nemo had many close calls and saw many wonderful sights. -He managed to meet many of the humans he had read about, as well as dwarves, -and kender, and darklings. He still hasn't figured them all out, but he's -working on it. -~ -E -Godot~ - - -And life began to appear in the realm. Races began to claim territory and -to build their villages. Chaos reigned as races tested their -might and established their rightful place in the heirarchy of races. Many -smaller races were lost in the ensuing battles. It was a terrible time. -But in this time there was a hope, a powerful warrior named Godot at -birth, wandered the land preaching peace and co-operation. He told -his vision of the realm to any who would listen. Some listened -intently and followed his preachings. But others saw that in the new -world of peace they would lose much of their power and riches and -despised Godot for his beliefs. They fought with him but Godot was as -skilled with the blade as he was with his teachings and defeated many -an opponent. Godot had a great following after a time and the Greater -Gods of the realm began to feel his presence. They felt that he posed a -threat to their dominion over the realm and confronted him. But Godot was -supported by two of the Greater Gods who saw the freedom offered by the -new world order. There was a great battle between the two factions. The -two Greater Gods who offered their support where driven from the lands -never to be heard from again. -Godot was defeated by the combined might of the Greater Gods. But he -would not be killed and turned into a martyr. Instead the Greater Gods -used powerful magic to encase Godot in a magical prison, where he would -stay until the end of his existance. His followers, hopful that he would -escape the living tomb, still to this day, wait for Godot. -~ -E -Pain Pleasure~ - - Legends tell of the origins of these two prominent figures in Anon -mythology. It is said that their parents were one of the original -settlers who came through magical portals to found a village -known in these times as Kendermore. Pleasure and Pain are said to be -twin brother and sister, born to common parents. They were the first born -in the new lands and were the joy of the new village. - After a year of life in Kendermore, wanderlust began to settle into -their father and other members of the community. There was a great split -among the kender, for some had lost their wanderlust and wanted to remain -in their village but others wanted to wander the lands. Until this day -kender always travelled as a group, moving from location to location. - After much debate the matter was settled. Any kender that wished to -leave the village was free to do so and any that wished to remain could do -so. For Pain and Pleasure it was a difficult time, for their father wished -to wander while their mother wanted to remain in Kendermore. The parents -were distraught and torn between their desires and their love for -their children. - It was decided that neither parent should be without the company of one -of their children. Pain was to travel with their father and Pleasure was -to remain with their mother. - Pain grew up always arms length from the hate, the death and the pain -of the realm. She felt the pain that her father lived with as he -struggled with his love for her mother and she felt the pain of being -separate from her twin, Pleasure. - Pleasure was raised as the child of the village. The village filled -Pleasure with the joy and happiness of life. But Pleasure always -remembered the joy that he felt as a young child playing with his twin, -Pain. One day, he felt the need to find his sister and left the village. - On that same day Pain left her father in search of her brother. They -wandered aimlessly through the realms searching for their kin. All this -time they struggled with the violence and the horrors of the lands and -acquired near-godlike skills and strength. - On the day that they were reunited, legends say that the sun did not -set on the lands. The light, a symbol, of the God's joy from the twin's -reunification. They have rarely been seen without the presence of the -other since that day. It is said that if you should attempt to separate -the brother and sister from each other that you will face the wrath of -mortals unmatched since the days of Godot, the warrior born. -~ -#31091 -a gold piece~ -a gold piece~ -A single gold piece.~ -~ -20 0 1 0 -1 0 0 0 -1 0 0 -#0 - -#ROOMS -#31000 -The Temple of Anon~ -You are standing before the Temple of Anon- a truly majestic structure -constructed from pure marble. Tall Corinthian columns flank an impressive -set of bronze-bound oaken portals, which are never shut save in times of -trouble. Through these doors you can glimpse the majestic interior of the -Temple. Atop the pillars rests a plinth bearing an incredibly well-crafted -frieze which depicts the Immortals of AnonyMUD at work creating the World. -To the left of the Temple there is a smaller, but by no means less exquisite, -structure, which has a single arch on the second floor, accessible by a set -of ornate marble steps which lead up from near where you are standing. It is -currently closed and locked. Another set of steps leads downward into Anon's -famed Chamber of Donations. A broad, tree-lined avenue called "Victory Parade" -runs past the Temple. -~ -0 0 1 0 0 0 -D0 -The Interior of the Temple~ -~ -1 0 31001 0 -D1 -Victory Parade East~ -~ -0 -1 31005 0 -D2 -Glory Avenue~ -~ -0 -1 31004 0 -D3 -Victory Parade West~ -~ -0 -1 31003 0 -D5 -The Chamber of Donations~ -~ -0 -1 31002 0 -E -.trigr_bounce_below~ -1 -~ -S -#31001 -The Interior of the Temple~ -Marvelously sculpted likenesses of the Immortals of AnonyMUD line the aisle -of this sanctuary of the Gods. Tapestries on the walls depict their victories -over their enemies, and many of the treasures they acquired on such campaigns -are also displayed here. There is a magnificent altar fashioned of purest -obsidian to the north, chased with gold and partially covered with white -cloth. Behind this stands the healer, who will tell you how he can help you -if you look at him. - -North of here lies the village green, wherein you will find portals to -other lands. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 -1 3902 0 -D2 -The Temple of Anon~ -~ -1 0 31000 0 -S -#31002 -The Chamber of Donations~ -In these rooms all the unwanted items donated by your fellow adventurers -accumulate. There are shelves, bins, chests and cupboards all filled with -various articles of equipment. Anyone is free to come here and take what -they will, but the Immortals frown on greedy characters who take it all, -or profiteers who take it and sell it. Both offenses result in SEVERE -punishment. There is a small sign here. -~ -0 4 0 0 0 0 -D1 -Weapon Donations~ -~ -0 -1 31164 0 -D2 -Armor Donations~ -~ -0 -1 31163 0 -D3 -Magical Donations~ -~ -0 -1 31165 0 -D4 -The Temple of Anon~ -~ -0 -1 31000 0 -E -sign~ -. - "Magical Donations WEST, Armor Donations SOUTH, Weapons Donations EAST" - --- The Castellan -~ -S -#31003 -Victory Parade West~ -You are walking along Victory Parade West. Guards, citizens and fellow -adventurers pass you in both directions. Tall buildings rise in all -directions, the most notable being the magnificent temple, towering high -directly to the east of here. -~ -0 8 0 0 0 0 -D1 -The Temple of Anon~ -~ -0 -1 31000 0 -D3 -Victory Parade West~ -~ -0 -1 31006 0 -S -#31004 -Glory Avenue~ -You are walking along Glory Avenue. Directly to the south it meets Valiant -Street, and beyond that the Guild of the Dryads. To the north it -enters the grounds of the Temple. - -To the west lies a locksmith while to the east you can see a bookshop. -~ -0 8 0 0 0 0 -D0 -The Temple of Anon~ -~ -0 -1 31000 0 -D1 -The Book Shoppe. -~ -~ -1 0 31321 0 -D2 -Glory Avenue~ -~ -0 -1 31007 0 -D3 -The Locksmith.~ -~ -1 0 31322 0 -S -#31005 -Victory Parade East~ -You are walking along Victory Parade East. The houses of the more notable -residents of the city line the road here. High fences and savage guard dogs -deter you from trespassing however, as does the constant eye of the city -guards. Stalwart Lane cuts across Victory Parade directly east of here. -~ -0 8 0 0 0 0 -D1 -Victory Parade East~ -~ -0 -1 31008 0 -D3 -The Temple of Anon~ -~ -0 -1 31000 0 -S -#31006 -An Intersection in Victory Parade West~ -You have come to an intersection, where Victory Parade west meets with -Liberty Lane. To the south you can hear the sounds of a hammer striking -an anvil, while to the north you hear nothing. But clearly visible in -both directions are the distinctive walls of Guildhalls. -~ -0 8 0 0 0 0 -D0 -Liberty Lane~ -~ -0 -1 31038 0 -D1 -Victory Parade West~ -~ -0 -1 31003 0 -D2 -Liberty Lane~ -~ -0 -1 31040 0 -D3 -Victory Parade West~ -~ -0 -1 31009 0 -S -#31007 -Corner of Valiant Street and Glory Avenue~ -You have come to a crossroads, where the north-south running Glory Avenue -meets the east-west running Valiant Street. Shops line Valiant to the east -and west, while Glory Avenue runs south toward the Dryads' Guild. -~ -0 8 0 0 0 0 -D0 -Glory Avenue~ -~ -0 -1 31004 0 -D1 -Valiant Street~ -~ -0 -1 31067 0 -D2 -Glory Avenue~ -~ -0 -1 31010 0 -D3 -Valiant Street~ -~ -0 -1 31065 0 -S -#31008 -Corner of Stalwart Lane and Victory Parade East~ -You have come to a crossroads, where Stalwart Lane meets Victory Parade -east. Shops and residences line Stalwart Lane to the north and south, while -the gates of the city loom far to the east. The Temple is just to the west -of here. -~ -0 8 0 0 0 0 -D0 -Liberty Lane~ -~ -0 -1 31042 0 -D1 -Victory Parade East~ -~ -0 -1 31011 0 -D2 -Liberty Lane~ -~ -0 -1 31044 0 -D3 -Victory Parade East~ -~ -0 -1 31005 0 -S -#31009 -Victory Parade West~ -You are walking along Victory Parade West. Tall houses line the road, as -do small gardens and parks. White birds circle high overhead, their feathers -dazzling in the sun. Surely they are magical creations of the Elven Mages -of the city. - -To the north of here lies the Thaumaturgist's shop, while to the south you -can see the Artificer's workshop. -~ -0 8 0 0 0 0 -D0 -Alix the Thaumaturgist can be seen disposing of cursed items.~ -~ -0 -1 31199 0 -D1 -Victory Parade West~ -~ -0 -1 31006 0 -D2 -Clea the Artificer is reclining on a couch, while she enchants a stave.~ -~ -0 -1 31320 0 -D3 -Victory Parade West~ -~ -0 -1 31012 0 -S -#31010 -Glory Avenue~ -You are walking along Glory Avenue. To the north Valiant Street meets Glory -Avenue to the east and west, while to the south lies the Dryads' -Guild. The great Temple of the city lies to the north, and you are as -ever awed by its size and beauty. -~ -0 8 0 0 0 0 -D0 -Glory Avenue~ -~ -0 -1 31007 0 -D2 -Outside the Dryad Guild~ -~ -0 -1 31034 0 -S -#31011 -Victory Parade East~ -You are walking along Victory Parade East. The imposing cyclopean walls of -the city loom up ahead. Tall buildings with large, stained-glass windows -line each side of the street here, and through them you can see the interiors -of fabulously wealthy homes. - -A huge crowd seems to have gathered around a large building to the north. -Perhaps it is for the Trial of Champions, where select adventurers may -enter the city's dungeons in search of glory and loot? - -To the south you can see Thom the Enhancer's place of business. -~ -0 8 0 0 0 0 -D0 -DEATHTRAP DUNGEON~ -~ -0 -1 18000 0 -D1 -Victory Parade East~ -~ -0 -1 31013 0 -D2 -~ -~ -0 -1 31323 0 -D3 -Victory Parade East~ -~ -0 -1 31008 0 -S -#31012 -Victory Parade West~ - -At this point there is a small city square with a fountain and a statue in -the center. The fountain is full of clear drinking water and is quite -palatable. The statue is a likeness of Lenny, Chief among the Immortals, -and it depicts him officially opening this city. - -A small cafe lies to the north. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 -1 31191 0 -D1 -Victory Parade West~ -~ -0 -1 31009 0 -D3 -Victory Parade West~ -~ -0 -1 31014 0 -S -#31013 -Victory Parade East~ -You are walking along Victory Parade East. Children play and scamper at your -feet, while their mothers watch patiently from the doorways of nearby houses. -Guards occasionally wander by, keeping their eyes open for any sign of -disturbance. - -The portal chambers are situated south of here. You'll need to buy a key -from the Locksmith to get in, though. -~ -0 8 0 0 0 0 -D1 -Victory Parade East~ -~ -0 -1 31015 0 -D2 -~ -~ -97 31085 31195 0 -D3 -Victory Parade East~ -~ -0 -1 31011 0 -S -#31014 -Approaching Gate at Victory Parade West~ -You are approaching the western gates of the city, which are constantly -patrolled by guards. There is no-one else about here, as the concentration -of residences and shops is nearer to the Temple. -~ -0 8 0 0 0 0 -D1 -Victory Parade West~ -~ -0 -1 31012 0 -D3 -The Victory Parade West Gate~ -~ -0 -1 31016 0 -S -#31015 -Approaching Gate at Victory Parade East~ -You are approaching the eastern gates of the city, which are constantly -patrolled by guards. Massive towers rise to either side, completing the -gatehouse. You see guards patrolling the walls around it. There is no-one -else about here, as the concentration of residences and shops is nearer to -the Temple. -~ -0 0 1 0 0 0 -D1 -The Victory Parade East Gate~ -~ -0 -1 31017 0 -D3 -Victory Parade East~ -~ -0 -1 31013 0 -S -#31016 -Inside the Victory Parade West Gate~ -You have reached the westernmost extent of Victory Parade, the long road that -bisects the city. Tall, mithril gates rise above you to the west, standing -open as they always are, save in times of trouble. Guards nod politely at -you, but remain alert. Above you, you see murderholes in the floor of the -gatehouse, allowing defenders to pour boiling oil upon any foolish enough -to storm the gates. - -Doors to the north and south allow you to enter the towers flanking the -gatehouse. -~ -0 8 1 0 0 0 -D0 -~ -~ -1 0 31200 0 -D1 -Victory Parade West~ -~ -0 -1 31014 0 -D2 -~ -~ -1 0 31201 0 -D3 -Outside the Gates~ -~ -1 31000 31018 0 -S -#31017 -Inside the Victory Parade East Gate~ -You have reached the westernmost extent of Victory Parade, the long road that -bisects the city. Tall, mithril gates rise above you to the west, standing -open as they always are, save in times of trouble. Guards nod politely at -you, but remain alert. Above you, you see murderholes in the floor of the -gatehouse, allowing defenders to pour boiling oil upon any foolish enough -to storm the gates. - -Doors to the north and south allow you to enter the towers flanking the -gatehouse. -~ -0 8 1 0 0 0 -D0 -~ -~ -1 0 31212 0 -D1 -Outside the Gates~ -~ -1 31000 31019 0 -D2 -~ -~ -1 0 31213 0 -D3 -Victory Parade East~ -~ -0 -1 31015 0 -S -#31018 -Outside the Victory Parade West Gate~ -You are standing outside the Gates at the western end of town. They loom -high above you, tall, gleaming mithril valves designed to keep the most -persistent of intruders out. Guards wander back and forth both on the -below and the battlements high above, where they are barely visible through -the crenelations. - -Paths lead to the north, south and west. -~ -0 4 2 0 0 0 -D0 -The Circuit Road~ -~ -0 -1 31020 0 -D1 -Victory Parade West~ -~ -1 31000 31016 0 -D2 -The Circuit Road~ -~ -0 -1 31033 0 -D3 -~ -~ -0 -1 31131 0 -S -#31019 -Outside the Victory Parade East Gate~ -You are standing outside the Gates at the eastern end of town. They loom -high above you, tall, gleaming mithril valves designed to keep the most -persistent of intruders out. Guards wander back and forth both on the -below and the battlements high above, where they are barely visible through -the crenelations. - -Paths lead to the north, south and east. -~ -0 4 2 0 0 0 -D0 -The Circuit Road~ -~ -0 -1 31026 0 -D1 -~ -~ -0 -1 9591 0 -D2 -The Circuit Road~ -~ -0 -1 31027 0 -D3 -Victory Parade East~ -~ -1 31000 31017 0 -S -#31020 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D0 -Northwest Corner of the City~ -~ -0 -1 31021 0 -D2 -Outside the Victory Parade West Gates~ -~ -0 -1 31018 0 -S -#31021 -Northwest Corner of the Circuit Road~ -You are travelling around the northwest corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 0 0 0 -D1 -The Circuit Road~ -~ -0 -1 31022 0 -D2 -The Circuit Road~ -~ -0 -1 31020 0 -S -#31022 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D1 -A Path to the Plains~ -~ -0 -1 31023 0 -D3 -Northwest corner of the Circuit Road~ -~ -0 -1 31021 0 -S -#31023 -A Path to the Plains~ -At this point in the Circuit Road, a narrow path wanders off north across -the aptly-named Plains of the North, toward some unseen destination. Looking -back directly south, you can see the gleaming rooftop of the magnificent -Temple of Anon, towering above all else. -~ -0 0 2 0 0 0 -D0 -the plains of the north~ -~ -0 -1 300 0 -D1 -The Circuit Road~ -~ -0 -1 31024 0 -D3 -The Circuit Road~ -~ -0 -1 31022 0 -S -#31024 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D1 -Northeast Corner of the Circuit Road~ -~ -0 -1 31025 0 -D3 -A Path to the Plains~ -~ -0 -1 31023 0 -S -#31025 -Northeast Corner of the Circuit Road~ -You are travelling around the northeast corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 0 0 0 -D2 -The Circuit Road~ -~ -0 -1 31026 0 -D3 -The Circuit Road~ -~ -0 -1 31024 0 -S -#31026 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D0 -Northeast Corner of the City~ -~ -0 -1 31025 0 -D2 -Outside the Victory Parade East Gates~ -~ -0 -1 31019 0 -S -#31027 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D0 -Outside the Victory Parade East Gates~ -~ -0 -1 31019 0 -D2 -Southeast Corner of the City~ -~ -0 -1 31028 0 -S -#31028 -Southeast Corner of the Circuit Road~ -You are travelling around the southeast corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. - -The Anon Dock lies south of here. -~ -0 0 2 0 0 0 -D0 -The Circuit Road~ -~ -0 -1 31027 0 -D2 -The dock of Anon~ -~ -0 -1 31275 0 -D3 -The Circuit Road~ -~ -0 -1 31029 0 -S -#31029 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D1 -southeast Corner of the Circuit Road~ -~ -0 -1 31028 0 -D2 -Dock at River~ -~ -0 -1 17454 0 -D3 -A Path to the South~ -~ -0 -1 31030 0 -S -#31030 -A Path to the South~ -A narrow, irregular but well-trodden trail runs directly south from here. -There is what looks like a range of hills in that direction, plus the light -appears to reflect off something that could be water. -~ -0 0 2 0 0 0 -D1 -The Circuit Road~ -~ -0 -1 31029 0 -D2 -South Fields~ -~ -0 -1 31100 0 -D3 -The Circuit Road~ -~ -0 -1 31031 0 -S -#31031 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D1 -A Path to the South~ -~ -0 -1 31030 0 -D3 -Southwest Corner of the Circuit Road~ -~ -0 -1 31032 0 -S -#31032 -Southwest Corner of the Circuit Road~ -You are travelling around the southwest corner of the Circuit Road, a broad, -paved path that circles the city, provided by the Rulers for the benefit of -travellers who wish to bypass the city on their journeys. -~ -0 0 2 0 0 0 -D0 -The Circuit Road~ -~ -0 -1 31033 0 -D1 -The Circuit Road~ -~ -0 -1 31031 0 -S -#31033 -The Circuit Road~ -You are travelling along the Circuit Road, a broad, paved path that circles -the city, provided by the Rulers for the benefit of travellers who wish to -bypass the city on their travels. -~ -0 0 2 0 0 0 -D0 -Outside the Victory Parade West Gates~ -~ -0 -1 31018 0 -D2 -The Circuit Road~ -~ -0 -1 31032 0 -S -#31034 -Outside the Dryad Guild~ -You are standing outside an impressive wooden structure, surrounded by -cleverly-pruned topiaries and tall ash, oak and elm trees. The faint scent -of incense comes from within. The double doors ahead stand open- you may -enter at any time. -~ -0 0 1 0 0 0 -D0 -Glory Avenue~ -~ -0 -1 31010 0 -D2 -Inside the Dryad Guild~ -~ -1 0 31035 0 -S -#31035 -Inside the Dryad Guild~ -Stepping through the doors, you are suddenly overcome by a sense of peace -and serenity that you have never felt before. All around you, everything -seems to be in harmony with its environment- from the intricately carved -wooden furniture to the carefully polished bronze fittings on the doors -and windows, everything is in order. You may proceed east to the Dryad -bar, or west to the Guildmaster himself. - -A pleasant-looking garden lies to the south. -~ -0 8 0 0 0 0 -D0 -Outside the Dryad Guild~ -~ -1 0 31034 0 -D1 -The Dryad Bar~ -~ -0 -1 31037 0 -D2 -~ -~ -0 -1 29400 0 -D3 -The Guildmaster~ -~ -0 -1 31036 0 -S -#31036 -The Guildmaster~ -You have entered the sanctum of the Dryad Guildmaster. He is always here, -perpetually ready to impart what wisdom he may to any disciples of his -faith that may visit, or students of other faiths that have an interest -in Dryad magic. If you are not sure what to do, try looking at the -Guildmaster. -~ -0 8 0 0 0 0 -D1 -Inside the Dryad Guild~ -~ -0 -1 31035 0 -S -#31037 -The Dryad Bar~ -This is where Dryads of all ages and levels of experience come to meet, -converse, drink and basically relax, free from the worries of the outside -world for a short time. Polished oak tables are ringed by wooden stools, -a few of which are currently filled. -~ -0 8 0 0 0 0 -D3 -Inside the Dryad Guild~ -~ -0 -1 31035 0 -S -#31038 -Liberty Lane~ -You are heading along the northern half of Liberty Lane. To the south runs -Victory Parade, while to the north lies Justice Street. The Castellan's -office is to the west. -~ -0 0 1 0 0 0 -D0 -Justice Street~ -~ -0 -1 31046 0 -D2 -Victory Parade~ -~ -0 -1 31006 0 -D3 -Castellan's Office~ -~ -1 0 31039 0 -S -#31039 -The Castellan's Office~ -This is the office of the Castellan of the City of Anon, appointed by the -rulers of the nation to be the steward of this city. He does an excellent -job, too. -~ -0 8 0 0 0 0 -D1 -Liberty Lane~ -~ -1 0 31038 0 -S -#31040 -Liberty Lane~ -You are heading south along Liberty Lane, towards where it meets up with -Valiant Street. To the north, Victory Parade runs to the east and west, -directly through the heart of the city. There is a Blacksmith to the west, -and above it a fish and chips shop. -~ -0 0 1 0 0 0 -D0 -Victory Parade~ -~ -0 -1 31006 0 -D2 -Corner of Liberty Lane and Valiant Street~ -~ -0 -1 31062 0 -D3 -The Smithy~ -~ -0 -1 31041 0 -S -#31041 -The Smithy~ -You are greeted with a sudden blast of heat from the furnace as you enter -the smithy. Wiping sweat from your brow, you gaze about, taking the place -in. Various items of armor in various stages of repair line the walls. A -huge, muscular man is using a massive hammer to beat the dents out of a -suit of rather battered-looking plate mail. If you are unsure what to do, -try looking at the smith. - -There is a chippy upstairs from here. -~ -0 8 0 0 0 0 -D1 -Liberty Lane~ -~ -0 -1 31040 0 -D4 -Chippy~ -~ -0 -1 31190 0 -S -#31042 -Stalwart Lane~ -You are marching along the northern half of Stalwart Lane. To the south lies -Victory Parade, the main road of the City, while to the north runs Justice -Street. There is an armory to the east here. -~ -0 0 1 0 0 0 -D0 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 31054 0 -D1 -The Armory~ -~ -0 -1 31043 0 -D2 -Victory Parade~ -~ -0 -1 31008 0 -S -#31043 -The Armory~ -You have entered the Armory, an impressive place of business with a range -of equipment unmatched on the whole continent. Piles of armor gather dust -in the rear of the shop, while better items are displayed in glass cases -or on racks. If you don't know what to do, try looking at the armorer. -~ -0 8 0 0 0 0 -D3 -Stalwart Lane~ -~ -0 -1 31042 0 -S -#31044 -Stalwart Lane~ -You are advancing along the southern half of Stalwart Lane. To the north -Victory Parade cuts through Stalwart Lane, dividing it into its two halves, -while to the south Stalwart Lane ends in Valiant Street. There is a -Weaponsmith directly east of here. -~ -0 0 1 0 0 0 -D0 -Victory Parade~ -~ -0 -1 31008 0 -D1 -The Weaponsmith~ -~ -0 -1 31045 0 -D2 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 31069 0 -S -#31045 -The Weaponsmith~ -You have entered the Weaponsmith, a crowded little premise loaded with -military regalia of all types. The Weaponsmith is an avid collector of -memorabilia, but his chief business is the buying and selling of weapons. -If you are rather lost, try looking at him for help. -~ -0 8 0 0 0 0 -D3 -Liberty Lane~ -~ -0 -1 31044 0 -S -#31046 -Corner of Liberty Lane and Justice Street~ -You are standing at the corner of Justice Street and Liberty Lane. There -is a Smithy to the south, and various shops and guilds to the east. A -dark lane runs to the west. -~ -0 0 1 0 0 0 -D0 -mercenaries~ -~ -0 -1 31047 0 -D1 -Justice Street~ -~ -0 -1 31049 0 -D2 -Liberty Lane~ -~ -0 -1 31038 0 -D3 -Illithid Guild~ -~ -0 -1 31086 0 -S -#31047 -Mercenaries Unlimited~ -You have entered a hiring hall for mercenaries. A stout Mercenary Master -grunts as you enter. If you don't know what to do, try looking at him. -~ -0 8 0 0 0 0 -D2 -Justice Street~ -~ -0 -1 31046 0 -S -#31048 -Merc Store~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 8 0 0 0 0 -S -#31049 -Justice Street~ -Justice Street runs past several businesses here, heading west to a -junction with Liberty Lane and east past several shops toward Stalwart -Lane. There is a Magic Shop directly north of here. -~ -0 0 1 0 0 0 -D0 -The Magic Shop~ -~ -0 -1 31050 0 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31051 0 -D3 -Corner of Justice Street and Liberty Lane~ -~ -0 -1 31046 0 -S -#31050 -The Magic Shop~ -This shop is cram-packed with magical artefacts, items and spell components -of every type imaginable (and several unimaginable). Forcing your way through -the clutter, you eventually find an assistant, a raven-haired mage who smiles -sweetly and welcomes you to her shop. If you don't know what to do here, try -looking at her. -~ -0 8 0 0 0 0 -D2 -Justice Street~ -~ -0 -1 31049 0 -S -#31051 -Corner of Honor Avenue and Justice Street~ -You are standing at the corner of two of the lesser roads in the city. Honor -Avenue is a short road that ends at a small tower to the north, while -Justice Street heads east and west past a variety of shops and houses. Far -to the north, past the tower, rise the impressive crenelated stone battlements -of the city. -~ -0 0 1 0 0 0 -D0 -Honor Avenue~ -~ -0 -1 31057 0 -D1 -Justice Street~ -~ -0 -1 31052 0 -D3 -Justice Street~ -~ -0 -1 31049 0 -S -#31052 -Justice Street~ -You are walking through the northeastern quarter of town, along Justice -Street. People garbed in rich, colorful accoutrements hurry past, smiling -briefly when they feel your gaze upon them. To the north there is an -important-looking building with a large sign that reads - "Mitzak the Sage". -~ -0 0 1 0 0 0 -D0 -The Sage~ -~ -0 -1 31053 0 -D1 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31054 0 -D3 -Justice Street~ -~ -0 -1 31051 0 -S -#31053 -The Sage's Residence~ -You have entered the modest dwelling of Mitzak the Sage, an elderly, bearded -gent who will identify anything- for a price. Drawing on his extensive -knowledge of Legend Lore, he will be able to give you exact details of the -function of any item in your possession. if you are not sure how the process -works, try looking at him. -~ -0 4 0 0 0 0 -D2 -Justice Street~ -~ -0 -1 31052 0 -S -#31054 -Justice Street~ -You are advancing along Justice Street, through a small city square where -fetes are held every Spring. At other times of the year it is fairly -deserted, save for the occasional guard or customer for the Pet Shop to the -north. Stalwart Lane leads south out of the square, running past more shops. -~ -0 0 1 0 0 0 -D0 -The Pet Shop~ -~ -0 -1 31055 0 -D1 -Justice Street~ -~ -0 -1 31093 0 -D2 -Stalwart Lane~ -~ -0 -1 31042 0 -D3 -Justice Street~ -~ -0 -1 31052 0 -S -#31055 -The Pet Shop~ -You have entered a virtual Zoo, a crowded shop packed with a menagerie of -animals of every type, size, shape and description imaginable. However, -only a few are for sale- the rest are the owner's personal collection, and -are his pride and joy. To see what to do next, try looking at the owner. -~ -0 8 0 0 0 0 -D2 -Justice Street~ -~ -0 -1 31054 0 -S -#31056 -Pet Store Storage~ -You shouldn't be here. Go Away. Or I'll Tell. - - - - - - - -NOW! -~ -0 0 0 0 0 0 -S -#31057 -Honor Avenue~ -You are strolling alone Honor Avenue, a broad, tree-lined boulevard with -several impressive-looking residences to either side. To the north lies the -entrance to the small tower which you saw earlier and now recognize as the -Elven Guild, and beyond that loom the cyclopean city walls. -~ -0 0 1 0 0 0 -D0 -The Elven Guild~ -~ -0 -1 31058 0 -D2 -Corner of Honor Avenue and Justice Street~ -~ -0 -1 31051 0 -S -#31058 -The Elven Guild~ -You are standing in the forecourt of the tower which holds the chambers of -the Elven Guild. Here, practitioners of the magic of the Elves come to -advance their knowledge of their art. Upstairs lie the offices of the Guild, -while downstairs is the Elven Bar. -~ -0 8 0 0 0 0 -D2 -Honor Avenue~ -~ -0 -1 31057 0 -D4 -The Offices of the Guild~ -~ -0 -1 31059 0 -D5 -The Elven Bar~ -~ -0 -1 31061 0 -S -#31059 -The Offices of the Guild~ -On this level, the various administrative personnel of the Guild rush to and -fro, preparing documents and memorandums for the various officials of the -city, as the Elves also act as the official Scribes' Guild, due to their -fluency in tongue and their adroitness with the quill. Upstairs lies the -office of the Guildmaster himself, while downstairs is the entrance. -~ -0 8 0 0 0 0 -D4 -The Office of the Guildmaster~ -~ -0 -1 31060 0 -D5 -The Elven Guild~ -~ -0 -1 31058 0 -S -#31060 -The Office of the Elven Guildmaster~ -This spacious office is lined on every wall by tall bookcases crammed with -books on magic and mystical lore, as well as treatises on history, science -mathematics, philosophy and alchemy. The Guildmaster himself sits behind -a large oak desk covered in scrolls, quills, papers and jars of ink. He -looks up as you enter and asks how he may be of service. If you don't know, -try looking at him. -~ -0 8 0 0 0 0 -D5 -The offices of the guild~ -~ -0 -1 31059 0 -S -#31061 -The Elven Bar~ -Elves are notorious drinkers, mainly due to the fact that their power relies -solely on mana, and the best way to rapidly regain mana is to be rip-roaring -drunk. Thus it is extremely rare to see an active adventuring Elf remotely -sober. -~ -0 8 0 0 0 0 -D4 -The Elven Guild~ -~ -0 -1 31058 0 -S -#31062 -The Corner of Liberty Lane and Valiant Street~ -You are standing at a tree-lined intersection in the southwest quarter of -town. Liberty Lane runs north from here past shops toward Justice Street. -There is a Bank to the south. -~ -0 0 1 0 0 0 -D0 -Liberty Lane~ -~ -0 -1 31040 0 -D1 -Valiant Street~ -~ -0 -1 31065 0 -D2 -The Bank~ -~ -0 -1 31063 0 -D3 -Valiant Street~ -~ -0 -1 31072 0 -S -#31063 -The Bank~ -You have entered a building obviously built by someone who is fabulously -wealthy. From the gold handles in the doors to the obsidian service counter -and platinum wall fittings, everything is expensive and luxurious. There is -a set of stairs leading up to the business area of the bank, where the ATMs -are located. -~ -0 8 0 0 0 0 -D0 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 0 -D4 -The ATM~ -~ -0 -1 31064 0 -S -#31064 -The ATM~ -There is an ATM in the wall directly opposite the stairs as you ascend. -You see that there is a long queue and curse loudly. A few heads turn to -stare at you but most people who come here are used to such outbursts. -Eventually its your turn. If you don't know what to do, read the instructions -by looking at the ATM, and thus incur the wrath of the impatient patrons -behind you :) -~ -0 8 0 0 0 0 -D5 -The Bank~ -~ -0 -1 31063 0 -E -atm~ -A sign says- - -"Hello! Welcome to the AnonyMUD Banks ATM! To activate the machine, you - must press one of three buttons- - - 1.To withdraw cash, type WITHDRAW , and your account will be - automatically debited while the money is transferred to you. - 2.To deposit cash, type DEPOSIT , and your account will be - automatically credited. - 3.To simply check your balance, type BALANCE. - - Thank You and have a GOOD day :)" - -~ -S -#31065 -Valiant Street~ -You are walking along Valiant Street, which is met to the west and east by -Liberty Lane and Glory Avenue respectively. To the south there is a Grocery -Store. -~ -0 0 1 0 0 0 -D1 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 31007 0 -D2 -The Grocery Store~ -~ -0 -1 31066 0 -D3 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 0 -S -#31066 -The Grocery Store~ -You have entered a quaint Grocery Store, the shelves of which are lined with -basic goods of every type. Backpacks, water skins, ropes, lanterns, torches -and pouches are what the Grocer specialises in, though, and if you need any -of those goods, you've come to the right place. If you don't know how to -negotiate a transaction, simply look at the grocer. -~ -0 8 0 0 0 0 -D0 -Valiant Street~ -~ -0 -1 31065 0 -S -#31067 -Valiant Street~ -You are walking along Valiant Street, which is met to the west and east by -Stalwart Lane and Glory Avenue respectively. To the south there is a Bakery, -from which a delicious aroma wafts. -~ -0 0 1 0 0 0 -D1 -Corner of Stalwart Street and Glory Avenue~ -~ -0 -1 31069 0 -D2 -The Bakery~ -~ -0 -1 31068 0 -D3 -Corner of Valiant Street and Glory Avenue~ -~ -0 -1 31007 0 -S -#31068 -The Bakery~ -The delicious aroma you smelt outside pervades this entire store. Cakes, -pies, rolls and loaves of freshly-baked bread line the racks behind the -counter. Also behind the counter is a very mean-looking tattooed Dwarf with -missing teeth and fingers, but with a talent for baking unsurpassed in the -entire nation. If you don't know what to do next, try looking at the Dwarf -(if you dare...). -~ -0 8 0 0 0 0 -D0 -Valiant Street~ -~ -0 -1 31067 0 -S -#31069 -The Corner of Stalwart Lane and Valiant Street~ -You are standing at a tree-lined intersection in the southeast quarter of -town. Stalwart Lane runs north from here past shops toward Justice Street. -There is a seedy-looking Bar to the south. -~ -0 0 1 0 0 0 -D0 -Stalwart Lane~ -~ -0 -1 31044 0 -D1 -Valiant Street~ -~ -0 -1 31079 0 -D2 -The Bar~ -~ -0 -1 31070 0 -D3 -Valiant Street~ -~ -0 -1 31067 0 -S -#31070 -The Bar~ -You have entered the main room of the Bar. A slick-looking Bartender with -greasy black hair attempts to come on to the female patrons here. Seeing -you he smiles and offers to make you a drink. To see what sort, try looking -at him. Private booths are available to the south. -~ -0 8 0 0 0 0 -D0 -Corner of Valiant Street and Stalwart Lane~ -~ -0 -1 31069 0 -D2 -Private Booths~ -~ -0 -1 31071 0 -S -#31071 -Private Booths~ -This is where the more unsavory customers come to negotiate drug deals, -slave trading or prostitution. You get a few stares as you enter. Despite -the rough characters here, no-one ever fights or even lays a blow on another -as powerful magics prevent it. -~ -0 1 0 0 0 0 -D0 -The Bar~ -~ -0 -1 31070 0 -S -#31072 -Valiant Street~ -You are heading into the Guard Sector of town. Guards wander here and there, -as does the occasional prisoner, led by two guards of course. The road -continues east and west. -~ -0 0 1 0 0 0 -D1 -Corner of Valiant Street and Liberty Lane~ -~ -0 -1 31062 0 -D3 -Valiant Street~ -~ -0 -1 31073 0 -S -#31073 -Valiant Street~ -You are heading into the Guard Sector of town. Guards wander here and there, -as does the occasional prisoner, led by two guards of course. The road -continues east and west. -~ -0 0 1 0 0 0 -D1 -Valiant Street~ -~ -0 -1 31072 0 -D3 -A Bend in Valiant Street~ -~ -0 -1 31074 0 -S -#31074 -A Bend in Valiant Street~ -At this point Valiant Street bends, with exits to the east and south. The -prison lies to the south, as does the Dwarven Guild. - -A new stable has been built to the west of here. Go have a look! -~ -0 0 1 0 0 0 -D1 -Valiant Street~ -~ -0 -1 31073 0 -D2 -Outside the Dungeon~ -~ -0 -1 31075 0 -D3 -stables~ -~ -0 -1 3935 0 -S -#31075 -Outside the Dungeon~ -You are standing outside the grounds of His Majesty's Gaol, the prison of -Anon, where all the perpretrators of heinous acts are kept. To the south -looms the impressive mini-fortress that is the Dwarven Guild. -~ -0 0 1 0 0 0 -D0 -Valiant Street~ -~ -0 -1 31074 0 -D2 -The Dwarven Guild~ -~ -1 0 31076 0 -S -#31076 -The Dwarven Guild~ -Stone walls rise all around you as you enter the training grounds of the -Dwarven Guild. Several young Dwarves pile eagerly into the bar to the east, -while other, more mature warriors patiently wait to train with the Master -to the south. -~ -0 0 1 0 0 0 -D0 -Valiant Street~ -~ -1 0 31075 0 -D1 -The Dwarven Bar~ -~ -0 -1 31078 0 -D2 -The Guildmaster~ -~ -0 -1 31077 0 -S -#31077 -The Guildmaster's Room~ -A burly Dwarf is here curtly issuing instructions to two trainees. You may -wish to train as well. If so, and you don't know what to do, try looking at -the Guildmaster. -~ -0 8 0 0 0 0 -D0 -The Guild training yard~ -~ -0 -1 31076 0 -S -#31078 -The Dwarven Bar~ -About two dozen hardy Dwarves drink, smoke, fight and gamble here. The noise -is only equalled in intensity by the acrid stench of stale beer and burning -pipeweed. A smaller Dwarf busies himself collecting empty steins and -replacing them with fresh ones, being rewarded with the occasional silver -piece or kick in the rump for his efforts. -~ -0 8 0 0 0 0 -D3 -The Guild training yard~ -~ -0 -1 31076 0 -S -#31079 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blade will mean the difference -between life and death. -~ -0 1 1 0 0 0 -D1 -Valiant Street~ -~ -0 -1 31080 0 -D3 -Corner of Stalwart Lane and Valiant Street~ -~ -0 -1 31069 0 -S -#31080 -Valiant Street~ -You have entered a rather seedy area of town, the slums that line the eastern -half of Valiant Street being legendary the world over. A haven for thieves, -assassins, backstabbers, footpads and murderers of every description, it is -a place where a quick mind and a quicker blade will mean the difference -between life and death. You quickly duck the contents of a chamber pot being -emptied into the street by someone in a higher building, and, cursing, move -on. -~ -0 1 1 0 0 0 -D1 -A Bend in Valiant Street~ -~ -0 -1 31081 0 -D3 -Valiant Street~ -~ -0 -1 31079 0 -S -#31081 -A Bend in Valiant Street~ -At this bend, there is a small grate set in the ground. Looking down through -it, you notice a complex network of interconnecting tunnels more than big -enough for you to wander through, should you so wish. -~ -0 1 1 0 0 0 -D2 -Outside the Kender Guild~ -~ -0 -1 31082 0 -D3 -Valiant Street~ -~ -0 -1 31080 0 -D5 -A Grate leading to the Sewer~ -grate~ -1 0 7001 0 -S -#31082 -Outside the Kender Guild~ -You are standing outside the house of learning for all the rogues of the -city previously mentioned. For of all rogues the Kender are the masters. -The entrance to this shady establishment is through a curtained archway -to the south. -~ -0 1 1 0 0 0 -D0 -Valiant Street above the Sewer~ -~ -0 -1 31081 0 -D2 -A Curtained Archway~ -curtain~ -1 0 31083 0 -S -#31083 -Inside the Guild~ -You are standing inside the Kender Guild, surrounded by whores, pimps, -thieves, muggers and vagabonds. What a nice place. The Guildmaster lurks -to the south, while there is a Bar to the west... -~ -0 1 0 0 0 0 -D0 -Valiant Street~ -~ -1 0 31082 0 -D2 -The Guildmaster~ -~ -0 -1 31084 0 -D3 -Bar~ -~ -0 0 31085 0 -S -#31084 -The Guildmaster~ -You are in the quarters of the Kender Guildmaster. A veritable treasure -trove of items of every possible description is piled to the roof in here. -The Guildmaster lounges on a settee and stares inquisitively at you. If you -don't know what to do, try looking at him. -~ -0 1 0 0 0 0 -D0 -Inside the Guild~ -~ -0 -1 31083 0 -S -#31085 -The Bar~ -You have entered a seedy bar full of low-lifes of the lowest common -denominator. A greasy bartender serves drinks to the sullen patrons, while -in the corner a couple of sailors are roughing up an Elf who refused to pay -up upon losing the last hand in poker. -~ -0 1 0 0 0 0 -D1 -Inside the Guild~ -~ -0 -1 31083 0 -S -#31086 -End of Justice Street~ -Justice Street ends in a small lane here that the Illithid Guild opens onto -from the north. Back east several shops open onto Justice Avenue, and before -that Liberty Lane cuts across this street. - -A small building to the west contains a staircase that looks interesting... -~ -0 0 1 0 0 0 -D0 -The Illithid Guild~ -~ -0 -1 31090 0 -D1 -Justice Street~ -~ -0 -1 31046 0 -D3 -It's the Darkling Guild.~ -~ -0 -1 31192 0 -S -#31087 -The Human Guild~ -You have entered a Martial Arts Dojo devoid of all furniture or decoration -save several practice mats and some wooden weapons hung on hooks attached -to the walls. Several students, clad in white Ghis practice basic Karate -punches and Judo holds with each other, under the watchful eye of their -instructor. The Guildmaster resides to the north, and the Guild relaxation -chambers are to the south. -~ -0 8 0 0 0 0 -D0 -The Guildmaster~ -~ -0 -1 31088 0 -D2 -The Relaxation Room~ -~ -0 -1 31089 0 -D3 -Justice Street~ -~ -0 -1 31095 0 -S -#31088 -The Guildmaster's Room~ -The Human Guildmaster is here, meditating. As you enter, his eyes flick open -and he quickly leaps to his feet, bowing before you. If you don't know what -to do next, try looking at him. -~ -0 8 0 0 0 0 -D2 -The Human Guild~ -~ -0 -1 31087 0 -S -#31089 -The Relaxation Room~ -Rigid and disciplined as they are, the members of this Guild don't spend much -time loafing around. However, when the mood takes them, few can outdrink them -whatever the beverage, and as the mood can take them quite frequently when -their usage of their mental disciplines drains their mana, this place was -constructed. -~ -0 8 0 0 0 0 -D0 -The Human Guild~ -~ -0 -1 31087 0 -S -#31090 -Inside the Illithid Guild~ -You have entered the sparsely-furnished chambers of the Illithid Guildmaster -of Anon. The Guildmaster himself resides to the north, while the Illithids' -Bar is to the west. -~ -0 8 0 0 0 0 -D0 -The Guildmaster~ -~ -0 -1 31092 0 -D3 -The Bar~ -~ -0 -1 31091 0 -D2 -Justice Street~ -~ -0 -1 31086 0 -S -#31091 -The Illithids' Bar~ -Not many Illithids reside in Anon, so this place is usually empty. Combine -this with the fact that Mind Flayers have a reputation of sucking out and -eating the brains of other sentient species, and you'll probably understand -why there are very few non-Illithids in this place at any particular time... -Like all mana-users, Illithids have a need to be constantly intoxicated, and -what better place to do this than in their Guild Bar? -~ -0 8 0 0 0 0 -D1 -The Guild~ -~ -0 -1 31090 0 -S -#31092 -The Guildmaster~ -You have entered a particuarly small, dark and cramped chamber that is -devoid of funiture- the powerful psionicist hovering in the center of the -room has no need for any. If you don't know what to do, try looking at the -purple-skinned, tentacle-mawed instructor and see what he has to think... -~ -0 8 0 0 0 0 -D2 -The Guild~ -~ -0 -1 31090 0 -S -#31093 -Justice Street~ -You are strolling through the fairly deserted northeastern quarter of town. -Up ahead lies the Dojo where the Human Guildmaster trains his students, and -to the northeast looms the aerie of the -Avian Guildmaster. -~ -0 0 1 0 0 0 -D1 -Justice Street~ -~ -0 -1 31094 0 -D3 -Corner of Justice Street and Stalwart Lane~ -~ -0 -1 31054 0 -S -#31094 -Justice Street~ -You are strolling through the fairly deserted northeastern quarter of town. -Up ahead lies the Dojo where the Human Guildmaster trains his students, and -to the northeast looms the aerie of the Avian Guildmistress. -~ -0 0 1 0 0 0 -D1 -Justice Street~ -~ -0 -1 31095 0 -D3 -Justice Street~ -~ -0 -1 31093 0 -S -#31095 -Outside the Human Dojo~ -At this bend in the road, you can head east into the Dojo, north toward the -tall tower which holds the aerie of the Avian Guildmistress, or back west -toward Stalwart Lane. -~ -0 0 1 0 0 0 -D0 -Outside the Tower~ -~ -0 -1 31096 0 -D3 -Justice Street~ -~ -0 -1 31094 0 -D1 -The Guild~ -~ -0 -1 31087 0 -S -#31096 -Outside the Tower~ -You are standing beneath the wooden tower which houses the aerie of the Avian -Guildmistress. Being generally solitary and outdoor-loving creatures, Avians -do not congregate here tending instead to visit at odd hours so as to not -be forced to endure a wait indoors for training. -~ -0 0 1 0 0 0 -D0 -Inside the Tower~ -~ -0 -1 31097 0 -D2 -Outside the Dojo~ -~ -0 -1 31095 0 -S -#31097 -Inside the Tower~ -You have entered the grounds of the Guild. From here you may go up to the -aerie, or downstairs to the Bar. -~ -0 8 0 0 0 0 -D4 -The Aerie~ -~ -0 -1 31099 0 -D2 -Outside the Tower~ -~ -0 -1 31096 0 -D5 -The Bar~ -~ -0 -1 31098 0 -S -#31098 -The Bar~ -As mentioned, Avians aren't the most social of creatures, but they do enjoy -a good drink like anyone else. However, they like it best when few other -people are present, and what few Avians that are here now will probably get -up and leave if you enter. -~ -0 8 0 0 0 0 -D4 -Inside the Tower~ -~ -0 -1 31097 0 -S -#31099 -The Aerie~ -Here the Avian Guildmistress rests, in her comfortable nest, waiting for -new students. If you don't know what to do here, try looking at her. -~ -0 8 0 0 0 0 -D5 -Inside the Tower~ -~ -0 -1 31097 0 -S -#31163 -Armor Donations~ -Here all the Armor donated by the people of Anon appear. -~ -0 8 0 0 0 0 -D0 -The Chamber of Donations~ -~ -0 -1 31002 0 -S -#31164 -Weapons Donations~ -Here all the Weapons donated by the people of Anon appear. -~ -0 8 0 0 0 0 -D3 -The Chamber of Donations~ -~ -0 -1 31002 0 -S -#31165 -Magical Donations~ -Here all the Magical Items donated by the people of Anon appear. -~ -0 8 0 0 0 0 -D1 -The Chamber of Donations~ -~ -0 -1 31002 0 -S -#31190 -Inside the Chippy~ -You have entered the local chippy. Your nostrils are almsot immediately -assailed by a pleasant aroma- it's amazing how good hot fat smells, isn't -it? You see a portly Italian standing behind a large glass counter full of -fried food. It certainly smells a lot better than it looks. A customer -standing next to you says- "It looks a lot better than it tastes...". Most -of the food has probably been sitting under those hot lights for a couple -of hours. The only thing you can be reasonably sure of is the chips. -By the way, EVERYTHING is fried. -~ -0 8 0 0 0 0 -D5 -~ -~ -0 -1 31041 0 -S -#31191 -Inside Tracey's Cafe~ -You have entered a well-scrubbed cafe, furnished in mid-1960's laminex -style. Plastic plants rest near the tables, which are covered with red -and white checked plastic tablecloths. You can proceed to the counter -to place your order with Tracey, co-owner, and she will bring it to your -table. -~ -0 8 0 0 0 0 -D2 -~ -~ -0 -1 31012 0 -S -#31192 -Entrance to the Darkling Guild~ -You are standing at the top of a set of stone steps covered in dust and -cobwebs. Footprints show that many others have passed this way, but -despite this the webs and dust remain as thick as if the steps hadn't -been traversed for decades. -~ -0 1 0 0 0 0 -D1 -~ -~ -0 -1 31086 0 -D5 -~ -~ -0 -1 31193 0 -S -#31193 -The Ante-Chamber~ -You are standing in a dark, gloomy room, littered with bits of old furniture -and decaying tapestries. The Darklings are a morbid lot, and their guildhall -serves as a perfect example of this. -~ -0 1 0 0 0 0 -D2 -~ -~ -0 -1 31194 0 -D4 -~ -~ -0 -1 31192 0 -S -#31194 -The Guildhall~ -In this room, the ancient Darkling scholar, Mengrabbazoah, awaits, ready -to educate you in the ways of his people. You feel overawed standing in -his presence. -~ -0 1 0 0 0 0 -D0 -~ -~ -0 -1 31193 0 -S -#31195 -The Portal Chambers~ -In these rooms lie portals that lead to the other 3 dimensions of the -world of Anon. Proceed carefully, for you travel at your own risk! -~ -0 8 0 0 0 0 -D0 -~ -~ -1 31085 31013 0 -D1 -~ -~ -0 -1 31196 0 -D2 -~ -~ -0 -1 31197 0 -D3 -~ -~ -0 -1 31198 0 -S -#31196 -A Bare Room~ -You have entered a plain, nondescript room with whitewashed stone walls -and a straw-covered floor. Various cracked and broken pots of clay are -scattered about on the floor. -~ -0 8 0 0 0 0 -D3 -~ -~ -0 -1 31195 0 -S -#31197 -A Steel Chamber~ -The walls of this room are covered in sheets of steel in which are imbedded -bits of wire and chrome. There are hunreds of tiny black squares of an unknown -substance imbedded in it, as well as numerous flashing lights. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 -1 31195 0 -S -#31198 -A Bizarre Room~ -The walls of this brightly-colored room seem to warp and mutate as you -watch, changing their shape and colors into a wide variety of forms. You -begin to develop a severe headache, and standing straight is becoming -very difficult. -~ -0 8 0 0 0 0 -D1 -~ -~ -0 -1 31195 0 -S -#31199 -The Thaumaturgist's Shop~ -Here the tidy and efficient Thaumaturgist Alix plies his trade, helping -adventurers rid themselves of unwanted items that they cannot normally -remove by themselves. So if you have any such items, you are in the right -place! -~ -0 8 0 0 0 0 -D2 -~ -~ -0 -1 31009 0 -S -#31320 -The Artificer's Workshop~ -In here Clea, the beautiful Elven Artificer from Malathar, offers a -popular service, reharging magical staves and wands that have lost their -energies. Piles of such items can be seen, awaiting retrieval by their -owners. You feel quite comfortable in this simple yet pleasant workshop. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 -1 31009 0 -S -#31321 -The Book Shoppe~ -This old shop is filled with old wooden shelves crammed with books, the -furniture strained to breaking point by the many tomes stacked upon it. In -front of these shelves an ancient man sits reading an ancient text. As you -enter he welcomes you and offers to show you some of his stock- abridged -versions of some of the greatest works of Anonian literature. -~ -0 8 0 0 0 0 -D3 -~ -~ -1 0 31004 0 -S -#31322 -The Locksmith~ -In this shop sits a small fat dwarf who is busy making locks and keys. He -will also purchase your keys if you don't want them, for a good price. -You marvel at all the strange technology about you. -~ -0 8 0 0 0 0 -D1 -~ -~ -1 0 31004 0 -S -#31323 -Enhancing Shop~ -In this small shop you can enhance your statistics, with the aid of one -Thom, the enhancer. He stands ready to help you behind a massive oak desk. -There are several degrees and diplomas affixed to the walls here. -~ -0 8 0 0 0 0 -D0 -~ -~ -0 -1 31011 0 -S -#0 - -#RESETS -D 0 31013 2 2 ; Door: #31013 Victory Parade East/South => closed and locked -D 0 31195 0 2 ; Door: #31195 The Portal Chambers/North => closed and locked -D 0 31081 5 1 CLOSES GRATE TO SEWER -D 0 31082 2 1 CLOSES CURTAIN TO KENDER GUILD -D 0 31016 0 1 GATE TOWER DOORS -D 0 31016 2 1 ; Door: #31016 Inside the Victory Parade West Gate/South => closed -D 0 31017 0 1 ; Door: #31017 Inside the Victory Parade East Gate/North => closed -D 0 31017 2 1 ; Door: #31017 Inside the Victory Parade East Gate/South => closed -D 0 31004 1 1 ; Door: #31004 Glory Avenue/East => closed -D 0 31004 3 1 ; Door: #31004 Glory Avenue/West => closed -D 0 31321 3 1 ; Door: #31321 The Book Shoppe/West => closed -D 0 31322 1 1 ; Door: #31322 The Locksmith/East => closed -M 1 31000 1 31001 LOADS GATH THE HEALER -M 1 31001 1 31036 LOADS DRYAD GUILDMASTER -M 1 31032 1 31039 LOADS CASTELLAN -E 1 31031 0 16 WIELDS LONGSWORD -G 1 31001 0 0 -M 1 31002 1 31041 LOADS BLACKSMITH -M 1 31003 1 31043 LOADS ARMORER -G 1 31017 0 0 -G 1 31018 0 0 -G 1 31019 0 0 -G 1 31020 0 0 -G 1 31022 0 0 -M 1 31004 1 31045 LOADS WEAPONSMITH -G 1 31013 0 0 -G 1 31014 0 0 -G 1 31015 0 0 -G 1 31016 0 0 -M 1 31005 1 31047 LOADS MERC MASTER -M 1 31047 1 31048 LOADS MERCS -M 1 31048 1 31048 ; Mob: #31048 Elven Mercenary => #31048 Merc Store -M 1 31049 1 31048 ; Mob: #31049 Dwarven Mercenary => #31048 Merc Store -M 1 31050 1 31048 ; Mob: #31050 Trollish Mercenary => #31048 Merc Store -M 1 31051 1 31048 ; Mob: #31051 Hill Giant Mercenary => #31048 Merc Store -M 1 31052 1 31048 ; Mob: #31052 Half-Dragon Mercenary => #31048 Merc Store -M 1 31006 1 31050 LOADS MAGE -G 1 31009 0 0 -G 1 31010 0 0 -G 1 31028 0 0 -G 1 31040 0 0 -G 1 31041 0 0 -M 1 31007 1 31053 LOADS MITZAK THE SAGE -M 1 31008 1 31055 LOADS PET SHOP OWNER -M 1 31019 1 31056 pets -M 1 31020 1 31056 ; Mob: #31020 the badger => #31056 Pet Store Storage -M 1 31021 1 31056 ; Mob: #31021 the eagle => #31056 Pet Store Storage -M 1 31022 1 31056 ; Mob: #31022 the grizzly bear => #31056 Pet Store Storage -M 1 31023 1 31056 ; Mob: #31023 the elephant => #31056 Pet Store Storage -M 1 31009 1 31060 LOADS ELVEN GUILDMASTER -M 1 31010 1 31066 LOADS GROCER -G 1 31007 0 0 -G 1 31008 0 0 -G 1 31011 0 0 -G 1 31012 0 0 -G 1 31043 0 0 -G 1 31044 0 0 -M 1 31011 1 31068 LOADS BAKER -G 1 31023 0 0 -G 1 31024 0 0 -G 1 31025 0 0 -G 1 31026 0 0 -M 1 31012 1 31070 LOADS BARTENDER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -G 1 31027 0 0 -M 1 31013 1 31077 LOADS DWARF GUILDMASTER -M 1 31014 1 31084 LOADS KENDER GUILDMASTER -M 1 31027 1 31088 LOADS HUMAN GUILDMASTER -M 1 31026 1 31092 LOADS ILL GUILDMASTER -M 1 31028 1 31099 LOADS AVIAN GUILDMASTER -M 1 31015 1 31037 LOADS Dryad WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31016 1 31061 LOADS ELVEN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31017 1 31078 LOADS DWARVEN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31018 1 31085 LOADS KENDER WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31029 1 31091 LOADS ILLITHID WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31030 1 31089 LOADS HUMAN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31031 1 31098 LOADS AVIAN WAITER -G 1 31002 0 0 -G 1 31003 0 0 -G 1 31004 0 0 -G 1 31005 0 0 -G 1 31006 0 0 -M 1 31024 1 31000 LOADS CLAUDE -E 1 31030 0 6 WEARS MASK -O 1 31029 0 31000 LOADS GUILLOTINE -O 1 31021 0 31000 LOADS FOUNTAIN -O 1 31021 0 31012 LOADS FOUNTAIN -M 1 31025 1 31079 LOADS AOD -G 1 31028 0 0 GIVES AOD PSYCHEDELIC POTION -M 1 31033 3 31074 LOADS CITIZENS -M 1 31033 3 31094 LOADS CITIZENS -M 1 31034 3 31065 LOADS CITIZENS -M 1 31034 3 31014 LOADS CITIZENS -M 1 31035 3 31013 LOADS KIDS -M 1 31036 6 31073 LOADS JANITORS -M 1 31037 8 31080 LOADS FOOTPADS -E 1 31032 0 16 WIELDS SAP -M 1 31038 6 31071 LOADS DRUNKS -M 1 31039 3 31012 LOADS BEGGARS -M 1 31040 2 31082 LOADS THIEVES -M 1 31041 8 31051 LOADS FIDOS -M 1 31042 6 31081 LOADS RATS -M 1 31043 6 31007 LOADS CATS -M 1 31044 8 31000 LOADS GUARDS TO 31000 -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31046 5 31016 LOADS SENTINEL GUARDS TO INSIDE WEST GATE -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31054 8 31017 LOADS SENTINELS TO INSIDE EAST GATE -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31044 8 31046 LOADS GUARDS TO NEAR MERC -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31045 8 31054 LOADS GUARDS TO NEAR PET SHOP -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31044 8 31069 LOADS GUARDS NEAR POOR DISTRICT -E 1 31033 0 16 WIELDS SWORD -E 1 31034 0 5 WEARS BREASTPLATE -E 1 31035 0 14 WEARS BRACER -E 1 31035 0 15 WEARS BRACER -E 1 31036 0 3 WEARS CLOAK -E 1 31037 0 6 WEARS HELM -E 1 31038 0 11 0 HOLDS SHIELD -E 1 31039 0 17 HOLDS SPEAR -M 1 31053 1 31190 LOADS SALVATORE -G 1 31045 0 0 -G 1 31046 0 0 -G 1 31047 0 0 -G 1 31048 0 0 -G 1 31049 0 0 -G 1 31050 0 0 -G 1 31051 0 0 -G 1 31052 0 0 -G 1 31053 0 0 -G 1 31054 0 0 -G 1 31055 0 0 -G 1 31056 0 0 -G 1 31057 0 0 -G 1 31058 0 0 -G 1 31059 0 0 -M 1 31055 1 31191 LOADS TRACEY -G 1 31060 0 0 -G 1 31061 0 0 -G 1 31062 0 0 -G 1 31063 0 0 -G 1 31064 0 0 -G 1 31065 0 0 -G 1 31066 0 0 -G 1 31067 0 0 -G 1 31068 0 0 -G 1 31069 0 0 -G 1 31070 0 0 -G 1 31071 0 0 -G 1 31072 0 0 -G 1 31073 0 0 -G 1 31074 0 0 -G 1 31075 0 0 -G 1 31076 0 0 -G 1 31077 0 0 -G 1 31078 0 0 -G 1 31079 0 0 -G 1 31080 0 0 -M 1 31056 1 31194 LOADS DARKLING GUILDMASTER -O 1 31082 1 31196 ; Object: #31082 a portal to the past => #31196 A Bare Room -O 1 31083 1 31197 ; Object: #31083 a portal to the future => #31197 A Steel Chamber -O 1 31084 1 31198 ; Object: #31084 a portal to the surreal => #31198 A Bizarre Room -M 1 31057 1 31199 loads alix -M 1 31058 1 31320 loads clea -M 1 31059 1 31321 loads xanafax -G 1 31086 0 0 -G 1 31087 0 0 -G 1 31088 0 0 -G 1 31089 0 0 -G 1 31090 0 0 -M 1 31060 1 31322 loads dwart -G 1 31001 0 0 -G 1 31085 0 0 KEY FOR PORTAL CHAMBERS -M 1 31061 1 31323 loads thom the enhancer -M 1 31062 1 31071 loads merchant -S - -#SHOPS -31003 9 28 0 0 0 150 80 0 23 ; the Armorer -31004 5 29 30 0 0 150 80 0 23 ; the Weaponsmith -31005 0 0 0 0 0 150 80 0 23 ; the Mercenary Master -31006 2 3 4 10 26 150 80 0 23 ; the Mage -31008 0 0 0 0 0 150 50 0 23 ; the Pet Shop Owner -31010 15 13 8 1 12 150 80 0 23 ; the Grocer -31011 19 0 0 0 0 180 20 0 23 ; the Baker -31012 17 0 0 0 0 180 20 0 23 ; the Bartender -31015 17 0 0 0 0 200 0 0 23 ; a Dryad Waiter -31016 17 0 0 0 0 200 0 0 23 ; an Elven Waiter -31017 17 0 0 0 0 200 0 0 23 ; a Dwarven Waiter -31018 17 0 0 0 0 200 0 0 23 ; a Greasy Bartender -31025 5 9 10 15 13 180 20 0 23 ; Aod the dealer -31029 17 0 0 0 0 200 0 0 23 ; an Illithid Waiter -31030 17 0 0 0 0 200 0 0 23 ; a Human Waiter -31031 17 0 0 0 0 200 0 0 23 ; an Avian Waitress -31053 19 0 0 0 0 180 20 0 23 ; Salvatore -31054 19 0 0 0 0 180 20 0 23 ; a City Guard -31055 0 0 0 0 0 180 20 0 23 ; the co-owner Tracey -31059 2 3 4 13 18 150 50 0 23 ; Xanafax -31060 18 0 0 0 0 150 50 0 23 ; Dwart -0 - -#SPECIALS -M 31000 spec_cast_adept ; Gath the Healer -M 31014 spec_thief ; the Kender Guildmaster -M 31018 spec_thief ; a Greasy Bartender -M 31024 spec_executioner ; Cuervo the headsman -M 31036 spec_janitor ; the janitor -M 31040 spec_thief ; a thief -M 31041 spec_fido ; a beastly fido -M 31042 spec_fido ; a huge sewer rat -M 31044 spec_guard ; a City Guard -M 31045 spec_guard ; a City Guard -M 31046 spec_guard ; a City Guard -S - -#HELPS -0 City Anon~ -. - - The City of Anon- - - Illithid Elf Avian - Guild Merc Magic Guild ID Pet Guild - | Hire Shop | Guy Shop | - |_________|________|________|________|________|________|________Human - | | Guild - Castellan _____| Green |_____ Armorer - | Thaumaturgist / Enhancer | -W. Gate _________|_______|_______Temple______________|_________ E Gate - | | | | - Smith _____| Artificer |_ Book Shop |_____ Weapon Smith - | | | -Stables _________|_________________|_________________|________Sewer - | | | | | | | - | Bank Grocer | Baker Bar | -Dungeon_| Dryad | - | Guild | - Dwarf | Kender - Guild Insect Garden Guild - -~ -0 $~ - -#$ diff --git a/data/realm/areas_smaug1.4a/tcwnn2 - smaug.are b/data/realm/areas_smaug1.4a/tcwnn2 - smaug.are deleted file mode 100644 index d9e8f26..0000000 --- a/data/realm/areas_smaug1.4a/tcwnn2 - smaug.are +++ /dev/null @@ -1,3373 +0,0 @@ -#AREA The Walls of Anon~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -50 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#31200 -east wall guard~ -an east wall guard~ -An east wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31201 -south wall guard~ -a south wall guard~ -A south wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31202 -north wall guard~ -a north wall guard~ -A north wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31203 -west wall guard~ -an west wall guard~ -An west wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31204 -guard captain east wall~ -the east wall guard captain~ -The east wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31205 -guard captain south wall~ -the south wall guard captain~ -The south wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31206 -guard captain north wall~ -the north wall guard captain~ -The north wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31207 -guard captain west wall~ -the west wall guard captain~ -The west wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31208 -knight~ -a knight~ -A well-armored knight strolls the battlements. -~ -The knights of Anon are a well-respected and renowned order that has been -in existence for 15 generations. However constant wars and incursions of -chaos have severely depleted their numbers, and now very few remain. -~ -75 8892 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31209 -battle mage~ -an elven battle mage~ -An elven battle mage stands ready. -~ -While Elves are not by nature particularly interested in war or soldiering, -there are, as in all races, "black sheep" who feel the call to arms as -keenly as any Dwarven or Human mercenary. These few become mercenaries or -adventurers. Some of them, such as this fellow, labor for the forces of -good, if the price is right. -~ -75 524860 400 S -56 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31210 -marshal~ -the marshal~ -The marshal of the guards marches back and forth, inspecting his men. -~ -This ancient veteran is clad in an immaculate uniform that sports more -medals than it does material. He marches proudly along, constantly on -duty, ever eager to make sure order is maintained on HIS walls. -~ -75 8892 800 S -62 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31211 -crossbowman~ -a crossbowman~ -A crossbowman patrols here, alert for invaders. -~ -The crossbowmen of the city of Anon are renowned for their marksmanship -across the land. Only the very best can ever hope to join their elite -ranks. -~ -75 8704 400 S -48 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31212 -smith~ -the guard smith~ -The wall guard smith grunts at you. -~ -This doughty dwarf spends all his time repairing damaged equipment. He isn't -one for much conversation. -~ -75 8892 0 S -59 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31213 -spectre~ -a vile spectre~ -A vile spectre lunges at you. -~ -This is the evil soul of a vile sergeant-at-arms who imprisoned the young -girl here who eventually slew him, dying herself in the process. He has been -condemned to remain here for eternity in punishment for his sins. -~ -107 565948 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31214 -ghost~ -a ghost~ -A nearly-insubstantial ghost flits silently about. -~ -This is the tormented soul of an innocent peasant girl, captured and dragged -here by a wicked guard intent on marrying her. She slew him while trying to -escape, but died herself in the process, slipping in his blood and breaking -her neck. Her spirit remains here, tormented by its misery. -~ -203 631486 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31215 -priestess~ -a priestess of Lenny~ -A priestess of Lenny is here tending to the sick. -~ -This kind woman cures the injuries and ailments of the city guards. She -smiles at you as you enter, and bids you state your injuries so she can -heal them. -~ -2123 8892 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31216 -worker~ -a burly worker~ -A burly worker shoves a heavy barrel onto a scow. -~ -These burly fellows would be a tough foe in a barroom brawl. They have more -tattoos than skin, it seems, and more hair than the average Kodiak grizzly. -~ -8388681 8192 0 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31217 -sailor~ -a sailor~ -A crusty old sailor swigs from his bottle of rum. -~ -This disreputable-looking fellow is a crew member from one of the scows. He -is simply waiting till its time to go. -~ -8388681 8192 0 S -7 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31218 -dock master~ -the dock master~ -The dock master is here checking cargo inventories. -~ -He is far too busy to speak to you. -~ -8388683 128 400 S -12 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#0 - - -#OBJECTS -#31200 -sword longsword~ -an ornate Longsword~ -An ornate Longsword is lying here.~ -~ -5 64 1 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#31201 -breastplate plate~ -an ornate Breastplate~ -An ornate Breastplate with a black and gold coat of arms is lying here.~ -~ -9 0 1 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -15 -#31202 -bracer~ -an ornate Bracer~ -An ornate Bracer with a black and gold coat of arms is lying here.~ -~ -9 0 1 -0 0 0 0 -15 0 0 -A -2 2 -A -18 2 -#31203 -cloak~ -a black cloak with gold trim~ -A black cloak with Gold Trim is lying here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -15 -#31204 -helm~ -an ornate helm~ -An ornate helm bearing a black and gold coat of arms lies here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -20 -A -25 2 -#31205 -shield~ -an ornate shield~ -A shield bearing the crest of the House of Lenny lies here.~ -~ -9 0 1 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#31206 -spear~ -a throwing spear~ -A sturdy throwing spear has been thrust into the ground here.~ -~ -30 64 1 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#31207 -ring~ -a signet ring~ -A signet ring that identifies the wearer as a trusted wall guard lies here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -2 3 -A -17 -25 -A -18 2 -A -19 2 -A -25 2 -#31208 -suit plate mail~ -a suit of plate mail~ -A suit of heavy plate mail is piled up here.~ -~ -9 1024 1 -0 0 0 0 -50 0 0 -A -2 -2 -A -17 -45 -#31209 -broadsword~ -a finely-made broadsword~ -A knight's broadsword lies here.~ -~ -5 1 0 -0 0 0 3 -10 0 0 -A -18 8 -A -19 8 -#31210 -shield~ -a knight's shield~ -A knight's shield lies here.~ -~ -9 1024 1 -0 0 0 0 -10 0 0 -A -17 -20 -A -23 -3 -A -24 -3 -#31211 -helm~ -a knight's helm~ -A knight's helm lies here.~ -~ -9 1024 1 -0 0 0 0 -5 0 0 -A -4 3 -#31212 -gauntlets~ -a pair of mail gauntlets~ -A pair of mail gauntlets lie here.~ -~ -9 64 0 -0 0 0 0 -4 0 0 -A -1 2 -A -18 2 -A -19 3 -#31213 -ring~ -a holy signet ring~ -A holy signet ring lies here.~ -~ -9 1 0 -0 0 0 0 -10 0 0 -A -25 5 -#31214 -marshal uniform~ -the marshal's uniform~ -The marshal's uniform lies here, neatly pressed.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -18 3 -A -19 3 -#31215 -swagger stick~ -the marshal's swagger stick~ -The marshal's swagger stick lies here.~ -~ -3 1 0 -60 1 1 -1 -1 0 0 -'enchant weapon' -#31216 -beacon~ -a wall beacon~ -This beacon illuminates the walls for guards patrolling at night.~ -~ -1 64 1 -0 0 -1 0 -5 0 0 -A -25 1 -#31217 -pot boiling oil~ -a pot of boiling oil~ -A pot of boiling oil bubbles away here.~ -~ -12 1 0 -0 0 0 0 -100 0 0 -E -pot boiling oil~ -It is far too heavy to lift.~ -#31218 -murderhole murder hole~ -a murder hole~ -A murder hole is in the middle of the floor here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -murder hole~ -A small square hole with a series of metal bars across it through which -boiling oil can be poured onto attackers below.~ -#31219 -crossbow~ -a crossbow~ -A finely-crafted crossbow lies here.~ -~ -5 0 1 -0 0 0 11 -10 0 0 -A -18 6 -#31220 -chainmail~ -a suit of chainmail~ -A suit of chainmail lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -5 2 -#31221 -leather leggings~ -a pair of leather leggings~ -A pair of leather leggings lie here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 25 -#31222 -leather wristguard~ -a crossbowman's leather wristguard~ -A strip of hardened leather lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#31223 -scroll~ -a torn scroll~ -~ -~ -2 0 1 -50 -1 -1 -1 -1 0 0 -'dispel magic' 'NONE' 'NONE' -#31224 -key~ -an old key~ -An old key lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -This key is inscribed with silvery runes. -~ -A -25 2 -#31225 -scroll~ -an old scroll~ -An old scroll has been left here, neatly rolled and sealed.~ -~ -2 64 1 -60 -1 -1 -1 -1 0 0 -'flamestrike' 'flamestrike' 'flamestrike' -E -scroll~ -The scroll reads- - -"Use the power of this scroll to help send the foul sergeant's spectre -to the oblivion it deserves. Unlock the tower and enter. Be not weak of -heart nor of sinew- the spectre is ancient and very powerful. Only the -strongest shall pervail! You will find a key to break the mystic portal, -use it well" -~ -A -4 3 -#31226 -footlocker~ -a footlocker~ -A footlocker rests near a bed.~ -~ -15 0 0 -100 1 0 0 -10 0 0 -E -footlocker~ -It is bolted to the floor. Perhaps its contents are easier to abscond with. -~ -#31227 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of these walls hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31228 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Midgaard hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31229 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Malathar hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31230 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Freeport hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31231 -belaying pin~ -a belaying pin~ -A belaying pin lies here.~ -~ -5 0 1 -0 0 0 7 -5 0 0 -#31232 -barrel ale~ -a barrel of ale~ -A barrel of ale sits here, ready to be transported.~ -~ -17 0 1 -25 25 3 0 -25 0 0 -#31233 -barrel~ -an empty barrel~ -An empty barrel rests here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#31234 -lantern~ -a lantern~ -A lantern sits here.~ -~ -1 0 1 -0 0 200 0 -2 25 2 -#31235 -rope~ -a coiled rope~ -A coil of rope lies here.~ -~ -9 0 1 -0 0 0 0 -2 200 20 -A -5 2 -#31236 -backpack~ -a leather backpack~ -A leather backpack sits here.~ -~ -15 0 1 -100 1 0 0 -2 0 0 -#31237 -cloth~ -a bolt of cloth~ -A bolt of cloth lies on the floor here.~ -~ -8 0 1 -0 0 0 0 -5 250 25 -#31238 -key~ -a warehouse key~ -A warehouse key is here.~ -~ -18 0 1 -0 0 0 0 -1 250 25 -#31239 -scow~ -a scow~ -A scow is moored here.~ -~ -15 262144 0 -10000 0 0 1 -1000 0 0 -#31240 -cutlass~ -a cutlass~ -A cutlass lies here.~ -~ -5 0 1 -0 0 0 3 -7 0 0 -#31241 -ring wizardry~ -a ring of wizardry~ -A ring of wizardry has been left here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -3 2 -A -12 50 -#31242 -staff power~ -a staff of power~ -A staff of power rests on the floor here.~ -~ -4 1 0 -55 25 25 -1 -1 0 0 -'lightning bolt' -A -12 25 -A -17 -20 -#31243 -robe magi~ -a white robe of the magi~ -A white robe of the magi lies here.~ -~ -28 1 0 -0 0 0 0 -5 0 0 -A -2 1 -A -12 20 -A -13 20 -A -17 -20 -A -18 1 -A -19 1 -A -25 2 -#31244 -boots speed~ -a pair of boots of speed~ -A pair of boots of speed lie here.~ -~ -9 1 0 -0 0 0 0 -2 0 0 -A -2 3 -A -14 100 -A -17 -10 -#31245 -invincible plate~ -a suit of invincible plate~ -A suit of invincible plate lies here.~ -~ -9 2 0 -20 0 0 0 -25 0 0 -A -1 4 -A -5 4 -A -17 -25 -A -23 -3 -A -24 -3 -A -25 -5 -#0 - - -#ROOMS -#31200 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A spiral staircase winds its way up to the next floor in one -corner. A fire burns merrily away in a hearth to the east, the smoke -escaping through a small shaft that runs up one side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31202 -S -#31201 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A set of dominos and a small pile of silver pieces suggest that -a friendly game between some guards was recently in progress. It seems the -guards were called away in a hurry, for they left their winnings behind. A -spiral staircase winds its way up to the next floor in one corner. -~ -0 8 0 -D0 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31207 -S -#31202 -Inside the North Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. -~ -0 8 0 -D0 -~ -~ -1 0 31203 -D2 -~ -~ -1 0 31216 -D4 -~ -~ -0 -1 31226 -S -#31203 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31204 -D2 -~ -~ -1 0 31202 -S -#31204 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31205 -D2 -~ -~ -0 -1 31203 -S -#31205 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the northwest tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31206 -D2 -~ -~ -0 -1 31204 -S -#31206 -Northwest Tower~ -This massive circular tower rises at the northwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D1 -~ -~ -1 0 31230 -D2 -~ -~ -1 0 31205 -D4 -~ -~ -0 -1 31256 -D5 -~ -~ -0 -1 31252 -S -#31207 -Inside the South Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. A pile of -old weapons lies in one corner, waiting to me removed. -~ -0 8 0 -D0 -~ -~ -1 0 31216 -D2 -~ -~ -1 0 31208 -D4 -~ -~ -0 -1 31227 -S -#31208 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the south tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31207 -D2 -~ -~ -0 -1 31209 -S -#31209 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31208 -D2 -~ -~ -0 -1 31210 -S -#31210 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the northwest tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31209 -D2 -~ -~ -1 0 31211 -S -#31211 -Southwest Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. - -You hear the ringing of metal against metal coming from below, and feel a -sudden wave of heat, as if from a furnace. -~ -0 4 0 -D1 -~ -~ -1 0 31241 -D0 -~ -~ -1 0 31210 -D4 -~ -~ -0 -1 31258 -D5 -~ -~ -0 -1 31254 -S -#31212 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. Several pewter mugs half-full -of the local brew sit about near a game of draughts. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31214 -S -#31213 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. A small cat purrs contentedly near the fire. -~ -0 8 0 -D0 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31215 -S -#31214 -Inside the North Tower, East Gatehouse~ -You are standing inside the north tower at the east gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. -~ -0 8 0 -D0 -~ -~ -1 0 31218 -D2 -~ -~ -1 0 31217 -D4 -~ -~ -0 -1 31228 -S -#31215 -Inside the South Tower, East Gatehouse~ -You are standing inside the south tower at the east gatehouse. Doors lead -south into the passages that run through the city walls, and north into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. There is some writing on the wall here. -~ -0 8 0 -D0 -~ -~ -1 0 31217 -D2 -~ -~ -1 0 31222 -D4 -~ -~ -0 -1 31229 -E -writing wall~ -The writing says- - -"Now my charms are all o'erthrown, and what strength I have's mine own; - which is most faint; now, 'tis true, I must be here confined by you, or - send to Naples. Let me not, since I have my dukedom got and pardon'd the - deceiver dwell in this bare siland by your spell; but release me from my - bands with the help fo your good hands. Gentle breath of yours my sails - must fill, or else my project fails, which was to please. Now I want spirits - to enforce, art to enchant; and my ending is despair, unless I be reliev'd - by prayer, which pierces so that it assaults mercy itself and frees all - faults. As you from crimes would pardon'd be, let your indulgence set me - free". (The Tempest, Epilogue) -~ -S -#31216 -The Gatehouse~ -You are standing in the gatehouse that houses the great western mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the plains of -western Anon, and beyond them an impenetrable mountain range. -~ -0 8 0 -D0 -~ -~ -1 0 31202 -D2 -~ -~ -1 0 31207 -S -#31217 -The Gatehouse~ -You are standing in the gatehouse that houses the great eastern mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the forbidding plains -of blood. -~ -0 8 0 -D0 -~ -~ -1 0 31214 -D2 -~ -~ -1 0 31215 -S -#31218 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31219 -D2 -~ -~ -1 0 31214 -S -#31219 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31220 -D2 -~ -~ -0 -1 31218 -S -#31220 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into northeast tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31221 -D2 -~ -~ -0 -1 31219 -S -#31221 -Northeast Tower~ -This massive circular tower rises at the northeast corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D2 -~ -~ -1 0 31220 -D3 -~ -~ -1 0 31240 -D4 -~ -~ -0 -1 31257 -D5 -~ -~ -0 -1 31253 -S -#31222 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31215 -D2 -~ -~ -0 -1 31223 -S -#31223 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31222 -D2 -~ -~ -0 -1 31224 -S -#31224 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into southeast tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31223 -D2 -~ -~ -1 -1 31225 -S -#31225 -Southeast Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D0 -~ -~ -1 0 31224 -D3 -~ -~ -1 0 31251 -D4 -~ -~ -0 -1 31259 -D5 -~ -~ -0 -1 31255 -S -#31226 -North Tower, Western Gatehouse~ -You are in the north tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31270 -D2 -~ -~ -1 0 31268 -D4 -~ -~ -0 -1 31260 -D5 -~ -~ -0 -1 31202 -S -#31227 -South Tower, Western Gatehouse~ -You are in the south tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31268 -D2 -~ -~ -1 0 31271 -D4 -~ -~ -0 -1 31261 -D5 -~ -~ -0 -1 31207 -S -#31228 -North Tower, Eastern Gatehouse~ -You are in the north tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31272 -D2 -~ -~ -1 0 31269 -D4 -~ -~ -0 -1 31262 -D5 -~ -~ -0 -1 31214 -S -#31229 -South Tower, Eastern Gatehouse~ -You are in the south tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31269 -D2 -~ -~ -1 0 31273 -D4 -~ -~ -0 -1 31263 -D5 -~ -~ -0 -1 31215 -S -#31230 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into northwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31231 -D3 -~ -~ -1 0 31206 -S -#31231 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31232 -D3 -~ -~ -0 -1 31230 -S -#31232 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31233 -D3 -~ -~ -0 -1 31231 -S -#31233 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31234 -D3 -~ -~ -0 -1 31232 -S -#31234 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31235 -D3 -~ -~ -0 -1 31233 -S -#31235 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31236 -D3 -~ -~ -0 -1 31234 -S -#31236 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31237 -D3 -~ -~ -0 -1 31235 -S -#31237 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31238 -D3 -~ -~ -0 -1 31236 -S -#31238 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31239 -D3 -~ -~ -0 -1 31237 -S -#31239 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31240 -D3 -~ -~ -0 -1 31238 -S -#31240 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads east into northeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31221 -D3 -~ -~ -0 -1 31239 -S -#31241 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into southwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31242 -D3 -~ -~ -1 0 31211 -S -#31242 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31243 -D3 -~ -~ -0 -1 31241 -S -#31243 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31244 -D3 -~ -~ -0 -1 31242 -S -#31244 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31245 -D3 -~ -~ -0 -1 31243 -S -#31245 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31246 -D3 -~ -~ -0 -1 31244 -S -#31246 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31247 -D3 -~ -~ -0 -1 31245 -S -#31247 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31248 -D3 -~ -~ -0 -1 31246 -S -#31248 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31249 -D3 -~ -~ -0 -1 31247 -S -#31249 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31250 -D3 -~ -~ -0 -1 31248 -S -#31250 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31251 -D3 -~ -~ -0 -1 31249 -S -#31251 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door to the east leads into southeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31225 -D3 -~ -~ -0 -1 31250 -S -#31252 -Base of Northwest Tower~ -You have reached the bottom of Northwest tower, the huge tower at the -northwestern corner of the walls of the City of Anon. It appears to serve -as some sort of storage area, being as it is full of weapons and armor. -There are no visible exits, besides the staircase back up. -~ -0 1 0 -D4 -~ -~ -0 -1 31206 -S -#31253 -Base of Northeast Tower~ -This room is dusty and full of cobwebs. It probably hasn't been entered in -ages. Coughing, you make your way through a jumble of debris, looking for -another exit, but you find none. You do spy several torn scraps of what -looks like scrolls scattered about, though. -~ -0 1 0 -D4 -~ -~ -0 -1 31221 -S -#31254 -Base of Southwest Tower~ -This chamber serves as quarters for the wall guard smith. He spends most of -his day down here in this smithy, repairing the damaged equipment of the -guards. He may even repair yours. -~ -0 8 0 -D4 -~ -~ -0 -1 31211 -S -#31255 -Base of Southeast Tower~ -This rooms is totally devoid of furniture, and looks to have been swept -recently. Wonder what it will be used for...? -~ -0 1 0 -D4 -~ -~ -0 -1 31225 -S -#31256 -Northwest Tower~ -You are inside the northwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and south out onto the battlements. -~ -0 4 0 -D1 -~ -~ -1 0 31286 -D2 -~ -~ -1 0 31276 -D4 -~ -~ -0 -1 31308 -D5 -~ -~ -0 -1 31206 -S -#31257 -Northeast Tower~ -You are inside the northwest tower of the walls of Anon. From the look of it -it hasn't been cleaned in ages. A bolted iron trapdoor blocks the staircase -leading up. How odd... -~ -0 1 0 -D2 -~ -~ -1 0 31285 -D3 -~ -~ -1 0 31296 -D4 -As you look closer, you notice the door is lined with silver runes... -~ -door trapdoor up~ -1 31224 31311 -D5 -~ -~ -0 -1 31221 -S -#31258 -Southwest Tower~ -You are inside the southwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and north out onto the battlements. -~ -0 4 0 -D0 -~ -~ -1 0 31279 -D1 -~ -~ -1 0 31297 -D4 -~ -~ -0 -1 31309 -D5 -~ -~ -0 -1 31211 -S -#31259 -Southeast Tower~ -You are inside the southeast tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -west and north out onto the battlements. -~ -0 4 0 -D0 -~ -~ -1 0 31282 -D3 -~ -~ -1 0 31307 -D4 -~ -~ -0 -1 31310 -D5 -~ -~ -0 -1 31225 -S -#31260 -North Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31264 -D5 -~ -~ -0 -1 31226 -S -#31261 -South Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31265 -D5 -~ -~ -0 -1 31227 -S -#31262 -North Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31267 -D5 -~ -~ -0 -1 31228 -S -#31263 -South Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31266 -D5 -~ -~ -0 -1 31229 -S -#31264 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31260 -S -#31265 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31261 -S -#31266 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31263 -S -#31267 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31262 -S -#31268 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the western gatehouse. Below, you can see -travellers making their way into and out of the city. -~ -0 0 1 -D0 -~ -~ -1 0 31226 -D2 -~ -~ -1 0 31227 -S -#31269 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the eastern gatehouse. Below, you can see -travellers making their way into and out of the city. Looking west, you -see smoke rising from the blasted terrain of the plains of blood, and -wonder if there is another raiding party coming. -~ -0 0 1 -D0 -~ -~ -1 0 31228 -D2 -~ -~ -1 0 31229 -S -#31270 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door to the south leads into the north tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31274 -D2 -~ -~ -1 0 31226 -S -#31271 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the north leads into the southern tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31227 -D2 -~ -~ -0 -1 31277 -S -#31272 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the south leads into the northern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31283 -D2 -~ -~ -1 0 31228 -S -#31273 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the north leads into the southern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31229 -D2 -~ -~ -0 -1 31280 -S -#31274 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. -~ -0 0 1 -D0 -~ -~ -0 -1 31276 -D2 -~ -~ -0 -1 31270 -S -#31275 -The Anon Docks~ -This collection of buildings serves as the dock for the city on the Anon -River. As most of the city's trade comes in by caravan, the docks are not -very large. -~ -0 0 1 -D0 -~ -~ -0 -1 31028 -D2 -~ -~ -0 -1 31278 -D3 -~ -~ -0 -1 31281 -S -#31276 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door leads into northwest tower north of here. -~ -0 0 1 -D0 -~ -~ -1 -1 31256 -D2 -~ -~ -0 -1 31274 -S -#31277 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. -~ -0 0 1 -D0 -~ -~ -1 0 31271 -D2 -~ -~ -0 -1 31279 -S -#31278 -The Pier~ -Several small punts and a couple of larger scows are moored at the jetty -here. A couple of burly laborers work at moving several heavy barrels onto -one of the scows. They grunt in greeting as you watch. -~ -0 0 1 -D0 -~ -~ -0 -1 31275 -D2 -~ -~ -0 -1 17454 -S -#31279 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the south leads into southwest tower. -~ -0 0 1 -D0 -~ -~ -0 0 31277 -D2 -~ -~ -1 -1 31258 -S -#31280 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. -~ -0 0 1 -D0 -~ -~ -0 -1 31273 -D2 -~ -~ -0 -1 31282 -S -#31281 -Warehouses~ -You are standing outside several warehouses. Most of them are boarded up and -empty. However, there is one to the south that appears to be still in use. -~ -0 0 1 -D1 -~ -~ -0 -1 31275 -D2 -~ -~ -1 31238 31284 -S -#31282 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the south leads into southeast tower. -~ -0 0 1 -D0 -~ -~ -0 0 31280 -D2 -~ -~ -1 -1 31259 -S -#31283 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. -~ -0 0 1 -D0 -~ -~ -0 -1 31285 -D2 -~ -~ -0 -1 31272 -S -#31284 -A Warehouse~ -This warehouse is filled with general goods such as coils of rope, piles of -cheap cloth, barrels of ale and wine, lanterns, flasks of oil, jars of -spices and dried meats. There is a sweet aroma in the air. -~ -0 1 0 -D0 -~ -~ -1 31238 31281 -S -#31285 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the north leads into northwest tower. There is a sign tacked to it. -~ -0 0 1 -D0 -The sign reads- "KEEP OUT! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D2 -~ -~ -0 0 31283 -S -#31286 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads west into northwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31287 -D3 -~ -~ -1 0 31256 -S -#31287 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31288 -D3 -~ -~ -0 -1 31286 -S -#31288 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31289 -D3 -~ -~ -0 -1 31287 -S -#31289 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31290 -D3 -~ -~ -0 -1 31288 -S -#31290 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31291 -D3 -~ -~ -0 -1 31289 -S -#31291 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31292 -D3 -~ -~ -0 -1 31290 -S -#31292 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31293 -D3 -~ -~ -0 -1 31291 -S -#31293 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31294 -D3 -~ -~ -0 -1 31292 -S -#31294 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31295 -D3 -~ -~ -0 -1 31293 -S -#31295 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31296 -D3 -~ -~ -0 -1 31294 -S -#31296 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads east into northeast tower. There is a sign tacked to it. -~ -0 0 1 -D1 -The sign says- "Keep Out! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D3 -~ -~ -0 -1 31295 -S -#31297 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the west leads into southwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31298 -D3 -~ -~ -1 0 31258 -S -#31298 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31299 -D3 -~ -~ -0 -1 31297 -S -#31299 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31300 -D3 -~ -~ -0 -1 31298 -S -#31300 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31301 -D3 -~ -~ -0 -1 31299 -S -#31301 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31302 -D3 -~ -~ -0 -1 31300 -S -#31302 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31303 -D3 -~ -~ -0 -1 31301 -S -#31303 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31304 -D3 -~ -~ -0 -1 31302 -S -#31304 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31305 -D3 -~ -~ -0 -1 31303 -S -#31305 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31306 -D3 -~ -~ -0 -1 31304 -S -#31306 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31307 -D3 -~ -~ -0 -1 31305 -S -#31307 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the east leads into southeast tower. -~ -0 0 1 -D1 -~ -~ -1 -1 31259 -D3 -~ -~ -0 -1 31306 -S -#31308 -Northwest Tower~ -This room serves as the quarters of the commanders of the north and west -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31312 -D5 -~ -~ -0 -1 31256 -S -#31309 -Southwest Tower~ -This room serves as quarters to the Knights of the Grand and Holy Order of -Anon assigned to wall guard duty. This room resembles a chapel more than -anything, with two small cots arranged near an altar bearing a chalice and -a ewer. A tapestry hangs on one wall, depicting knights receiving blessings -from Lenny. -~ -0 8 0 -D4 -~ -~ -0 -1 31314 -D5 -~ -~ -0 -1 31258 -S -#31310 -Southeast Tower~ -This room serves as the quarters of the commanders of the south and east -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31316 -D5 -~ -~ -0 -1 31259 -S -#31311 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1 0 -D4 -~ -~ -0 -1 31318 -D5 -~ -~ -1 31224 31257 -S -#31312 -The Top of Northwest Tower~ -This room is the quarters of the Guards Provost-Marshal, Glenwellucan Mad- -Llleweleucam. He is a rather senile old veteran of more wars than he could -possibly count. The room is littered with memorabilia, probably worth a -fortune to a collector, but useless to you. Then again, maybe not... -~ -0 8 0 -D4 -~ -~ -1 0 31313 -D5 -~ -~ -0 -1 31308 -S -#31313 -The Roof of Northwest Tower~ -The Marshal uses this area as a relaxation area. There is a deckchair and -a small table, for use on sunny days- the Marshal sports a very healthy -tan. An umbrella lies folded up next to a bookcase with several tattered -magazines. -~ -0 0 1 -D5 -~ -~ -1 0 31312 -S -#31314 -The Battlemages' Quarters~ -Here reside the battlemages currently in the employ of the City. As they -spend little free time doing anything but meditating or learning new spells, -this room has little of interest. There is a bookcase full of scrolls, but -none of them are magical. -~ -0 8 0 -D4 -~ -~ -1 0 31315 -D5 -~ -~ -0 -1 31309 -S -#31315 -The Roof of Southwest Tower~ -This roof is totally featureless. Peering through the crenelations, you -get a good view of southwestern Anon, though. Due south lies the cursed -forest wherein a Witches' Coven is supposed to exist, and beyond that lies -the fabled elemental canyon. -~ -0 0 1 -D5 -~ -~ -1 0 31314 -S -#31316 -The Healing Chambers~ -In this room, generous priests and priestesses of Lenny give up their time -to tend to the illnesses of the city guards. They will tend to others' -injuries as well, for a fee. Such is the way of Lenny. -~ -0 8 0 -D4 -~ -~ -1 0 31317 -D5 -~ -~ -0 -1 31310 -S -#31317 -The Roof of Southeast Tower~ -This roof has been recently swept clean, and a stone altar erected to the -Gods. The sun is caught by a reflecting crystal so that it shines directly -onto the altar at all times during the day. The effect is quite splendid. -You feel totally at ease in this place. -~ -0 1024 0 -D5 -~ -~ -1 0 31316 -S -#31318 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1 0 -D4 -~ -~ -1 31224 31319 -D5 -~ -~ -1 31224 31311 -S -#31319 -The Roof of the Cursed Northeast Tower~ -This roof has not bee visited in a long time. The trapdoor is covered in -silvery mystic runes, as is the stone around it. A chill wind blows here, -at all times, and birds have been known to die when flying too close. It -is truly a cursed place. -~ -0 1 0 -D5 -~ -~ -1 31224 31318 -S -#0 - - -#RESETS -O 1 31216 1 31202 -O 1 31216 1 31203 -M 1 31211 8 31205 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31205 -O 1 31216 1 31206 -O 1 31216 1 31207 -O 1 31216 1 31208 -M 1 31211 8 31210 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31210 -O 1 31216 1 31211 -O 1 31216 1 31214 -O 1 31216 1 31215 -O 1 31217 1 31216 -O 1 31218 1 31216 -O 1 31217 1 31217 -O 1 31218 1 31217 -O 1 31216 1 31218 -M 1 31211 8 31220 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31220 -O 1 31216 1 31221 -O 1 31216 1 31222 -O 1 31216 1 31224 -M 1 31211 8 31225 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31225 -M 1 31200 4 31227 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31216 1 31230 -O 1 31216 1 31233 -M 1 31211 8 31235 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31236 -O 1 31216 1 31240 -O 1 31216 1 31241 -O 1 31216 1 31245 -M 1 31211 8 31246 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31248 -O 1 31216 1 31251 -O 1 31223 1 31253 -M 1 31212 1 31254 -O 1 31216 1 31268 -M 1 31203 4 31269 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31216 1 31269 -M 1 31200 4 31274 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31217 4 31275 -E 1 31240 1 16 -M 1 31200 4 31277 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31216 4 31278 -E 1 31231 1 16 -G 1 31232 0 -O 1 31232 1 31278 -O 1 31233 1 31278 -O 1 31239 1 31278 -M 1 31218 1 31278 -G 1 31238 0 -M 1 31203 4 31280 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31203 4 31283 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31232 1 31284 -O 1 31233 1 31284 -O 1 31234 1 31284 -O 1 31235 1 31284 -O 1 31236 1 31284 -O 1 31237 1 31284 -M 1 31202 4 31286 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31206 1 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31296 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31297 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31205 1 31300 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31302 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31307 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31204 1 31308 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31208 1 31309 -E 1 31208 1 5 -E 1 31209 1 16 -E 1 31210 1 11 -E 1 31211 1 6 -E 1 31212 1 9 -E 1 31213 1 1 -M 1 31207 1 31310 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31214 1 31311 -M 1 31210 1 31312 -E 1 31214 1 5 -E 1 31215 1 17 -O 1 31226 1 31312 -P 1 31224 1 31226 -P 1 31225 1 31226 -O 1 31227 1 31312 -M 1 31209 1 31314 -E 1 31241 1 1 -E 1 31242 1 17 -E 1 31243 1 12 -E 1 31244 1 8 -O 1 31228 1 31314 -M 1 31215 1 31316 -O 1 31229 1 31316 -M 1 31213 1 31318 -E 1 31245 1 5 -O 1 31230 1 31318 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 31200 spec_guard -M 31201 spec_guard -M 31202 spec_guard -M 31203 spec_guard -M 31204 spec_guard -M 31205 spec_guard -M 31206 spec_guard -M 31207 spec_guard -M 31208 spec_cast_cleric -M 31209 spec_cast_mage -M 31210 spec_cast_judge -M 31211 spec_cast_judge -M 31213 spec_cast_undead -M 31214 spec_cast_adept -M 31215 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/tcwnn2.are b/data/realm/areas_smaug1.4a/tcwnn2.are deleted file mode 100644 index d9e8f26..0000000 --- a/data/realm/areas_smaug1.4a/tcwnn2.are +++ /dev/null @@ -1,3373 +0,0 @@ -#AREA The Walls of Anon~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -50 65 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#31200 -east wall guard~ -an east wall guard~ -An east wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31201 -south wall guard~ -a south wall guard~ -A south wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31202 -north wall guard~ -a north wall guard~ -A north wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31203 -west wall guard~ -an west wall guard~ -An west wall guard patrols the battlements, ever alert for approaching enemies. -~ -These dedicated guards are among the elite of the guards of the city, -selected for their dedication, endurance and keen eyesight. They remain -eternally vigilant, not wishing for their city to fall under the domination -of evil forces. -~ -73 8832 500 S -50 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31204 -guard captain east wall~ -the east wall guard captain~ -The east wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31205 -guard captain south wall~ -the south wall guard captain~ -The south wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31206 -guard captain north wall~ -the north wall guard captain~ -The north wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31207 -guard captain west wall~ -the west wall guard captain~ -The west wall guard captain stares grimly at you. -~ -This stern fellow is in charge of the guards on this wall, and has no time -for idle chit-chat with civilians. Or silly adventurers either. Scars on his -face and the cold look in his eye bespeak of a man who definitely knows how -to handle himself in battle. -~ -75 8892 800 S -55 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31208 -knight~ -a knight~ -A well-armored knight strolls the battlements. -~ -The knights of Anon are a well-respected and renowned order that has been -in existence for 15 generations. However constant wars and incursions of -chaos have severely depleted their numbers, and now very few remain. -~ -75 8892 1000 S -58 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31209 -battle mage~ -an elven battle mage~ -An elven battle mage stands ready. -~ -While Elves are not by nature particularly interested in war or soldiering, -there are, as in all races, "black sheep" who feel the call to arms as -keenly as any Dwarven or Human mercenary. These few become mercenaries or -adventurers. Some of them, such as this fellow, labor for the forces of -good, if the price is right. -~ -75 524860 400 S -56 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31210 -marshal~ -the marshal~ -The marshal of the guards marches back and forth, inspecting his men. -~ -This ancient veteran is clad in an immaculate uniform that sports more -medals than it does material. He marches proudly along, constantly on -duty, ever eager to make sure order is maintained on HIS walls. -~ -75 8892 800 S -62 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31211 -crossbowman~ -a crossbowman~ -A crossbowman patrols here, alert for invaders. -~ -The crossbowmen of the city of Anon are renowned for their marksmanship -across the land. Only the very best can ever hope to join their elite -ranks. -~ -75 8704 400 S -48 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31212 -smith~ -the guard smith~ -The wall guard smith grunts at you. -~ -This doughty dwarf spends all his time repairing damaged equipment. He isn't -one for much conversation. -~ -75 8892 0 S -59 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31213 -spectre~ -a vile spectre~ -A vile spectre lunges at you. -~ -This is the evil soul of a vile sergeant-at-arms who imprisoned the young -girl here who eventually slew him, dying herself in the process. He has been -condemned to remain here for eternity in punishment for his sins. -~ -107 565948 -1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31214 -ghost~ -a ghost~ -A nearly-insubstantial ghost flits silently about. -~ -This is the tormented soul of an innocent peasant girl, captured and dragged -here by a wicked guard intent on marrying her. She slew him while trying to -escape, but died herself in the process, slipping in his blood and breaking -her neck. Her spirit remains here, tormented by its misery. -~ -203 631486 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 0 -#31215 -priestess~ -a priestess of Lenny~ -A priestess of Lenny is here tending to the sick. -~ -This kind woman cures the injuries and ailments of the city guards. She -smiles at you as you enter, and bids you state your injuries so she can -heal them. -~ -2123 8892 1000 S -60 0 0 0d0+0 0d0+0 -0 0 -100 100 2 -#31216 -worker~ -a burly worker~ -A burly worker shoves a heavy barrel onto a scow. -~ -These burly fellows would be a tough foe in a barroom brawl. They have more -tattoos than skin, it seems, and more hair than the average Kodiak grizzly. -~ -8388681 8192 0 S -8 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31217 -sailor~ -a sailor~ -A crusty old sailor swigs from his bottle of rum. -~ -This disreputable-looking fellow is a crew member from one of the scows. He -is simply waiting till its time to go. -~ -8388681 8192 0 S -7 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#31218 -dock master~ -the dock master~ -The dock master is here checking cargo inventories. -~ -He is far too busy to speak to you. -~ -8388683 128 400 S -12 0 0 0d0+0 0d0+0 -0 0 -100 100 1 -#0 - - -#OBJECTS -#31200 -sword longsword~ -an ornate Longsword~ -An ornate Longsword is lying here.~ -~ -5 64 1 -0 0 0 11 -25 0 0 -A -18 4 -A -19 4 -#31201 -breastplate plate~ -an ornate Breastplate~ -An ornate Breastplate with a black and gold coat of arms is lying here.~ -~ -9 0 1 -0 0 0 0 -20 0 0 -A -5 2 -A -17 -15 -#31202 -bracer~ -an ornate Bracer~ -An ornate Bracer with a black and gold coat of arms is lying here.~ -~ -9 0 1 -0 0 0 0 -15 0 0 -A -2 2 -A -18 2 -#31203 -cloak~ -a black cloak with gold trim~ -A black cloak with Gold Trim is lying here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -12 25 -A -17 -15 -#31204 -helm~ -an ornate helm~ -An ornate helm bearing a black and gold coat of arms lies here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -3 1 -A -4 1 -A -17 -20 -A -25 2 -#31205 -shield~ -an ornate shield~ -A shield bearing the crest of the House of Lenny lies here.~ -~ -9 0 1 -0 0 0 0 -20 0 0 -A -17 -20 -A -23 -2 -A -24 -2 -#31206 -spear~ -a throwing spear~ -A sturdy throwing spear has been thrust into the ground here.~ -~ -30 64 1 -0 0 0 0 -20 0 0 -A -18 2 -A -19 2 -#31207 -ring~ -a signet ring~ -A signet ring that identifies the wearer as a trusted wall guard lies here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -2 3 -A -17 -25 -A -18 2 -A -19 2 -A -25 2 -#31208 -suit plate mail~ -a suit of plate mail~ -A suit of heavy plate mail is piled up here.~ -~ -9 1024 1 -0 0 0 0 -50 0 0 -A -2 -2 -A -17 -45 -#31209 -broadsword~ -a finely-made broadsword~ -A knight's broadsword lies here.~ -~ -5 1 0 -0 0 0 3 -10 0 0 -A -18 8 -A -19 8 -#31210 -shield~ -a knight's shield~ -A knight's shield lies here.~ -~ -9 1024 1 -0 0 0 0 -10 0 0 -A -17 -20 -A -23 -3 -A -24 -3 -#31211 -helm~ -a knight's helm~ -A knight's helm lies here.~ -~ -9 1024 1 -0 0 0 0 -5 0 0 -A -4 3 -#31212 -gauntlets~ -a pair of mail gauntlets~ -A pair of mail gauntlets lie here.~ -~ -9 64 0 -0 0 0 0 -4 0 0 -A -1 2 -A -18 2 -A -19 3 -#31213 -ring~ -a holy signet ring~ -A holy signet ring lies here.~ -~ -9 1 0 -0 0 0 0 -10 0 0 -A -25 5 -#31214 -marshal uniform~ -the marshal's uniform~ -The marshal's uniform lies here, neatly pressed.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -18 3 -A -19 3 -#31215 -swagger stick~ -the marshal's swagger stick~ -The marshal's swagger stick lies here.~ -~ -3 1 0 -60 1 1 -1 -1 0 0 -'enchant weapon' -#31216 -beacon~ -a wall beacon~ -This beacon illuminates the walls for guards patrolling at night.~ -~ -1 64 1 -0 0 -1 0 -5 0 0 -A -25 1 -#31217 -pot boiling oil~ -a pot of boiling oil~ -A pot of boiling oil bubbles away here.~ -~ -12 1 0 -0 0 0 0 -100 0 0 -E -pot boiling oil~ -It is far too heavy to lift.~ -#31218 -murderhole murder hole~ -a murder hole~ -A murder hole is in the middle of the floor here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -murder hole~ -A small square hole with a series of metal bars across it through which -boiling oil can be poured onto attackers below.~ -#31219 -crossbow~ -a crossbow~ -A finely-crafted crossbow lies here.~ -~ -5 0 1 -0 0 0 11 -10 0 0 -A -18 6 -#31220 -chainmail~ -a suit of chainmail~ -A suit of chainmail lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -5 2 -#31221 -leather leggings~ -a pair of leather leggings~ -A pair of leather leggings lie here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -13 25 -#31222 -leather wristguard~ -a crossbowman's leather wristguard~ -A strip of hardened leather lies here.~ -~ -9 0 1 -0 0 0 0 -1 0 0 -#31223 -scroll~ -a torn scroll~ -~ -~ -2 0 1 -50 -1 -1 -1 -1 0 0 -'dispel magic' 'NONE' 'NONE' -#31224 -key~ -an old key~ -An old key lies here.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -E -key~ -This key is inscribed with silvery runes. -~ -A -25 2 -#31225 -scroll~ -an old scroll~ -An old scroll has been left here, neatly rolled and sealed.~ -~ -2 64 1 -60 -1 -1 -1 -1 0 0 -'flamestrike' 'flamestrike' 'flamestrike' -E -scroll~ -The scroll reads- - -"Use the power of this scroll to help send the foul sergeant's spectre -to the oblivion it deserves. Unlock the tower and enter. Be not weak of -heart nor of sinew- the spectre is ancient and very powerful. Only the -strongest shall pervail! You will find a key to break the mystic portal, -use it well" -~ -A -4 3 -#31226 -footlocker~ -a footlocker~ -A footlocker rests near a bed.~ -~ -15 0 0 -100 1 0 0 -10 0 0 -E -footlocker~ -It is bolted to the floor. Perhaps its contents are easier to abscond with. -~ -#31227 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of these walls hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31228 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Midgaard hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31229 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Malathar hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31230 -tapestry~ -an ancient tapestry~ -An ancient tapestry depicting the construction of Freeport hangs here.~ -~ -8 1 1 -0 0 0 0 -25 50000 5000 -A -25 1 -#31231 -belaying pin~ -a belaying pin~ -A belaying pin lies here.~ -~ -5 0 1 -0 0 0 7 -5 0 0 -#31232 -barrel ale~ -a barrel of ale~ -A barrel of ale sits here, ready to be transported.~ -~ -17 0 1 -25 25 3 0 -25 0 0 -#31233 -barrel~ -an empty barrel~ -An empty barrel rests here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -#31234 -lantern~ -a lantern~ -A lantern sits here.~ -~ -1 0 1 -0 0 200 0 -2 25 2 -#31235 -rope~ -a coiled rope~ -A coil of rope lies here.~ -~ -9 0 1 -0 0 0 0 -2 200 20 -A -5 2 -#31236 -backpack~ -a leather backpack~ -A leather backpack sits here.~ -~ -15 0 1 -100 1 0 0 -2 0 0 -#31237 -cloth~ -a bolt of cloth~ -A bolt of cloth lies on the floor here.~ -~ -8 0 1 -0 0 0 0 -5 250 25 -#31238 -key~ -a warehouse key~ -A warehouse key is here.~ -~ -18 0 1 -0 0 0 0 -1 250 25 -#31239 -scow~ -a scow~ -A scow is moored here.~ -~ -15 262144 0 -10000 0 0 1 -1000 0 0 -#31240 -cutlass~ -a cutlass~ -A cutlass lies here.~ -~ -5 0 1 -0 0 0 3 -7 0 0 -#31241 -ring wizardry~ -a ring of wizardry~ -A ring of wizardry has been left here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -3 2 -A -12 50 -#31242 -staff power~ -a staff of power~ -A staff of power rests on the floor here.~ -~ -4 1 0 -55 25 25 -1 -1 0 0 -'lightning bolt' -A -12 25 -A -17 -20 -#31243 -robe magi~ -a white robe of the magi~ -A white robe of the magi lies here.~ -~ -28 1 0 -0 0 0 0 -5 0 0 -A -2 1 -A -12 20 -A -13 20 -A -17 -20 -A -18 1 -A -19 1 -A -25 2 -#31244 -boots speed~ -a pair of boots of speed~ -A pair of boots of speed lie here.~ -~ -9 1 0 -0 0 0 0 -2 0 0 -A -2 3 -A -14 100 -A -17 -10 -#31245 -invincible plate~ -a suit of invincible plate~ -A suit of invincible plate lies here.~ -~ -9 2 0 -20 0 0 0 -25 0 0 -A -1 4 -A -5 4 -A -17 -25 -A -23 -3 -A -24 -3 -A -25 -5 -#0 - - -#ROOMS -#31200 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A spiral staircase winds its way up to the next floor in one -corner. A fire burns merrily away in a hearth to the east, the smoke -escaping through a small shaft that runs up one side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31202 -S -#31201 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the west gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture has been arranged about the room for off- -duty guards. A set of dominos and a small pile of silver pieces suggest that -a friendly game between some guards was recently in progress. It seems the -guards were called away in a hurry, for they left their winnings behind. A -spiral staircase winds its way up to the next floor in one corner. -~ -0 8 0 -D0 -~ -~ -1 0 31016 -D4 -~ -~ -0 -1 31207 -S -#31202 -Inside the North Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. -~ -0 8 0 -D0 -~ -~ -1 0 31203 -D2 -~ -~ -1 0 31216 -D4 -~ -~ -0 -1 31226 -S -#31203 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31204 -D2 -~ -~ -1 0 31202 -S -#31204 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31205 -D2 -~ -~ -0 -1 31203 -S -#31205 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the northwest tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31206 -D2 -~ -~ -0 -1 31204 -S -#31206 -Northwest Tower~ -This massive circular tower rises at the northwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D1 -~ -~ -1 0 31230 -D2 -~ -~ -1 0 31205 -D4 -~ -~ -0 -1 31256 -D5 -~ -~ -0 -1 31252 -S -#31207 -Inside the South Tower, West Gatehouse~ -You are standing inside the north tower at the west gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. A pile of -old weapons lies in one corner, waiting to me removed. -~ -0 8 0 -D0 -~ -~ -1 0 31216 -D2 -~ -~ -1 0 31208 -D4 -~ -~ -0 -1 31227 -S -#31208 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into the south tower, west gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31207 -D2 -~ -~ -0 -1 31209 -S -#31209 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31208 -D2 -~ -~ -0 -1 31210 -S -#31210 -Inside the Western City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the northwest tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31209 -D2 -~ -~ -1 0 31211 -S -#31211 -Southwest Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the east and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. - -You hear the ringing of metal against metal coming from below, and feel a -sudden wave of heat, as if from a furnace. -~ -0 4 0 -D1 -~ -~ -1 0 31241 -D0 -~ -~ -1 0 31210 -D4 -~ -~ -0 -1 31258 -D5 -~ -~ -0 -1 31254 -S -#31212 -Inside the Guard Tower~ -You are standing inside the northern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. Several pewter mugs half-full -of the local brew sit about near a game of draughts. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. -~ -0 8 0 -D2 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31214 -S -#31213 -Inside the Guard Tower~ -You are standing inside the southern guard tower at the east gate. This -tower is a circular affair approximately twenty feet in diameter and forty -feet high. Straw has been scattered across the stone floor, and some plain -but functional wooden furniture, deeply scored with dagger cuts, has been -arranged about the room for off-duty guards. A spiral staircase winds -its way up to the next floor in one corner. A fire burns merrily away in a -hearth to the east, the smoke escaping through a small shaft that runs up one -side of the turret. A small cat purrs contentedly near the fire. -~ -0 8 0 -D0 -~ -~ -1 0 31017 -D4 -~ -~ -0 -1 31215 -S -#31214 -Inside the North Tower, East Gatehouse~ -You are standing inside the north tower at the east gatehouse. Doors lead -north into the passages that run through the city walls, and south into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. -~ -0 8 0 -D0 -~ -~ -1 0 31218 -D2 -~ -~ -1 0 31217 -D4 -~ -~ -0 -1 31228 -S -#31215 -Inside the South Tower, East Gatehouse~ -You are standing inside the south tower at the east gatehouse. Doors lead -south into the passages that run through the city walls, and north into the -gatehouse proper. A staircase winds its way up to the next floor. The eastern -wall is crossletted, allowing you to gaze out upon the forbidding plains of -blood. There is some writing on the wall here. -~ -0 8 0 -D0 -~ -~ -1 0 31217 -D2 -~ -~ -1 0 31222 -D4 -~ -~ -0 -1 31229 -E -writing wall~ -The writing says- - -"Now my charms are all o'erthrown, and what strength I have's mine own; - which is most faint; now, 'tis true, I must be here confined by you, or - send to Naples. Let me not, since I have my dukedom got and pardon'd the - deceiver dwell in this bare siland by your spell; but release me from my - bands with the help fo your good hands. Gentle breath of yours my sails - must fill, or else my project fails, which was to please. Now I want spirits - to enforce, art to enchant; and my ending is despair, unless I be reliev'd - by prayer, which pierces so that it assaults mercy itself and frees all - faults. As you from crimes would pardon'd be, let your indulgence set me - free". (The Tempest, Epilogue) -~ -S -#31216 -The Gatehouse~ -You are standing in the gatehouse that houses the great western mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the plains of -western Anon, and beyond them an impenetrable mountain range. -~ -0 8 0 -D0 -~ -~ -1 0 31202 -D2 -~ -~ -1 0 31207 -S -#31217 -The Gatehouse~ -You are standing in the gatehouse that houses the great eastern mithril -valves of the City of Anon. Massive guard towers lie to the north and south. -There are murder holes set in the floor at your feet, allowing defenders -to pour boiling oil upon any who manage to breach the gate. The western wall -is crossletted for archers, and through it you can see the forbidding plains -of blood. -~ -0 8 0 -D0 -~ -~ -1 0 31214 -D2 -~ -~ -1 0 31215 -S -#31218 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -0 -1 31219 -D2 -~ -~ -1 0 31214 -S -#31219 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31220 -D2 -~ -~ -0 -1 31218 -S -#31220 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the City of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads north into northeast tower. -~ -0 8 0 -D0 -~ -~ -1 -1 31221 -D2 -~ -~ -0 -1 31219 -S -#31221 -Northeast Tower~ -This massive circular tower rises at the northeast corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and south allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D2 -~ -~ -1 0 31220 -D3 -~ -~ -1 0 31240 -D4 -~ -~ -0 -1 31257 -D5 -~ -~ -0 -1 31253 -S -#31222 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into the north tower, east gatehouse. -~ -0 8 0 -D0 -~ -~ -1 0 31215 -D2 -~ -~ -0 -1 31223 -S -#31223 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. -~ -0 8 0 -D0 -~ -~ -0 -1 31222 -D2 -~ -~ -0 -1 31224 -S -#31224 -Inside the Eastern City Wall~ -You are making you way along a narrow corridor that runs through the -center of the cyclopean walls of the city of Anon. Crossbow slits at regular -intervals allow you to look out upon the western plains that lie beyond -the city. Crossbowmen walk back and forth, talking and joking but ever alert -for any signs of attack. After a while you begin to feel slightly -claustrophobic. - -A door leads south into southeast tower. -~ -0 8 0 -D0 -~ -~ -0 -1 31223 -D2 -~ -~ -1 -1 31225 -S -#31225 -Southeast Tower~ -This massive circular tower rises at the southwest corner of the city walls. -It is sixty feet tall, and thirty feet in diameter, making it just about the -largest tower you've ever seen. Guards march back and forth past you, -barely sparing you a second glance as they busily go about their duty. Doors -to the west and north allow you to enter the passages that run through the -bowels of the walls, and a staircase allows you to proceed up or down -through the tower. -~ -0 4 0 -D0 -~ -~ -1 0 31224 -D3 -~ -~ -1 0 31251 -D4 -~ -~ -0 -1 31259 -D5 -~ -~ -0 -1 31255 -S -#31226 -North Tower, Western Gatehouse~ -You are in the north tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31270 -D2 -~ -~ -1 0 31268 -D4 -~ -~ -0 -1 31260 -D5 -~ -~ -0 -1 31202 -S -#31227 -South Tower, Western Gatehouse~ -You are in the south tower, western gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31268 -D2 -~ -~ -1 0 31271 -D4 -~ -~ -0 -1 31261 -D5 -~ -~ -0 -1 31207 -S -#31228 -North Tower, Eastern Gatehouse~ -You are in the north tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31272 -D2 -~ -~ -1 0 31269 -D4 -~ -~ -0 -1 31262 -D5 -~ -~ -0 -1 31214 -S -#31229 -South Tower, Eastern Gatehouse~ -You are in the south tower, eastern gatehouse. The staircase you have been -using continues up and down through the tower. Doors lead north and south -onto the battlements. -~ -0 8 0 -D0 -~ -~ -1 0 31269 -D2 -~ -~ -1 0 31273 -D4 -~ -~ -0 -1 31263 -D5 -~ -~ -0 -1 31215 -S -#31230 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into northwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31231 -D3 -~ -~ -1 0 31206 -S -#31231 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31232 -D3 -~ -~ -0 -1 31230 -S -#31232 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31233 -D3 -~ -~ -0 -1 31231 -S -#31233 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31234 -D3 -~ -~ -0 -1 31232 -S -#31234 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31235 -D3 -~ -~ -0 -1 31233 -S -#31235 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31236 -D3 -~ -~ -0 -1 31234 -S -#31236 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31237 -D3 -~ -~ -0 -1 31235 -S -#31237 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31238 -D3 -~ -~ -0 -1 31236 -S -#31238 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31239 -D3 -~ -~ -0 -1 31237 -S -#31239 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31240 -D3 -~ -~ -0 -1 31238 -S -#31240 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast northern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads east into northeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31221 -D3 -~ -~ -0 -1 31239 -S -#31241 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door leads west into southwest tower. -~ -0 8 0 -D1 -~ -~ -0 -1 31242 -D3 -~ -~ -1 0 31211 -S -#31242 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31243 -D3 -~ -~ -0 -1 31241 -S -#31243 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31244 -D3 -~ -~ -0 -1 31242 -S -#31244 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31245 -D3 -~ -~ -0 -1 31243 -S -#31245 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31246 -D3 -~ -~ -0 -1 31244 -S -#31246 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31247 -D3 -~ -~ -0 -1 31245 -S -#31247 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31248 -D3 -~ -~ -0 -1 31246 -S -#31248 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31249 -D3 -~ -~ -0 -1 31247 -S -#31249 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31250 -D3 -~ -~ -0 -1 31248 -S -#31250 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. -~ -0 8 0 -D1 -~ -~ -0 -1 31251 -D3 -~ -~ -0 -1 31249 -S -#31251 -Within the Walls~ -You are advancing along the long narrow passage that runs through the -center of the vast southern wall of the City of Anon. This passage, like -the shorter eastern and western versions, is crossletted at regular -intervals, and regularly patrolled by squads of crossbowmen. - -A door to the east leads into southeast tower. -~ -0 8 0 -D1 -~ -~ -1 -1 31225 -D3 -~ -~ -0 -1 31250 -S -#31252 -Base of Northwest Tower~ -You have reached the bottom of Northwest tower, the huge tower at the -northwestern corner of the walls of the City of Anon. It appears to serve -as some sort of storage area, being as it is full of weapons and armor. -There are no visible exits, besides the staircase back up. -~ -0 1 0 -D4 -~ -~ -0 -1 31206 -S -#31253 -Base of Northeast Tower~ -This room is dusty and full of cobwebs. It probably hasn't been entered in -ages. Coughing, you make your way through a jumble of debris, looking for -another exit, but you find none. You do spy several torn scraps of what -looks like scrolls scattered about, though. -~ -0 1 0 -D4 -~ -~ -0 -1 31221 -S -#31254 -Base of Southwest Tower~ -This chamber serves as quarters for the wall guard smith. He spends most of -his day down here in this smithy, repairing the damaged equipment of the -guards. He may even repair yours. -~ -0 8 0 -D4 -~ -~ -0 -1 31211 -S -#31255 -Base of Southeast Tower~ -This rooms is totally devoid of furniture, and looks to have been swept -recently. Wonder what it will be used for...? -~ -0 1 0 -D4 -~ -~ -0 -1 31225 -S -#31256 -Northwest Tower~ -You are inside the northwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and south out onto the battlements. -~ -0 4 0 -D1 -~ -~ -1 0 31286 -D2 -~ -~ -1 0 31276 -D4 -~ -~ -0 -1 31308 -D5 -~ -~ -0 -1 31206 -S -#31257 -Northeast Tower~ -You are inside the northwest tower of the walls of Anon. From the look of it -it hasn't been cleaned in ages. A bolted iron trapdoor blocks the staircase -leading up. How odd... -~ -0 1 0 -D2 -~ -~ -1 0 31285 -D3 -~ -~ -1 0 31296 -D4 -As you look closer, you notice the door is lined with silver runes... -~ -door trapdoor up~ -1 31224 31311 -D5 -~ -~ -0 -1 31221 -S -#31258 -Southwest Tower~ -You are inside the southwest tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -east and north out onto the battlements. -~ -0 4 0 -D0 -~ -~ -1 0 31279 -D1 -~ -~ -1 0 31297 -D4 -~ -~ -0 -1 31309 -D5 -~ -~ -0 -1 31211 -S -#31259 -Southeast Tower~ -You are inside the southeast tower of the walls of Anon. Up from here are -the offices of some of the guard officers and other personnel. Doors lead -west and north out onto the battlements. -~ -0 4 0 -D0 -~ -~ -1 0 31282 -D3 -~ -~ -1 0 31307 -D4 -~ -~ -0 -1 31310 -D5 -~ -~ -0 -1 31225 -S -#31260 -North Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31264 -D5 -~ -~ -0 -1 31226 -S -#31261 -South Tower, West Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31265 -D5 -~ -~ -0 -1 31227 -S -#31262 -North Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31267 -D5 -~ -~ -0 -1 31228 -S -#31263 -South Tower, East Gatehouse~ -Guards nod briefly at you, with slight curiosity as you advance up into -this guard tower. This level appears to be the quarters of many of them, -judging by the neatly-made beds and clothes racks. A trapdoor in the ceiling -leads up the the roof of the tower. -~ -0 8 0 -D4 -~ -~ -1 0 31266 -D5 -~ -~ -0 -1 31229 -S -#31264 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31260 -S -#31265 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31261 -S -#31266 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31263 -S -#31267 -The Roof of the Tower~ -You are standing on the roof of the tower. Looking around, you can see the -sprawl of Anon to the east, the roof of the temple dominating the scene in -the mid-center. To the west you can see the vast plains that stretch for -miles to the distant mountain ranges, where few have dared to travel. To -the south lies more fields, divided up by features such as the river of -Anon. -~ -0 0 1 -D5 -~ -~ -1 0 31262 -S -#31268 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the western gatehouse. Below, you can see -travellers making their way into and out of the city. -~ -0 0 1 -D0 -~ -~ -1 0 31226 -D2 -~ -~ -1 0 31227 -S -#31269 -Atop the Gatehouse~ -You are standing on the short section of the battlements that runs between -the north and south towers of the eastern gatehouse. Below, you can see -travellers making their way into and out of the city. Looking west, you -see smoke rising from the blasted terrain of the plains of blood, and -wonder if there is another raiding party coming. -~ -0 0 1 -D0 -~ -~ -1 0 31228 -D2 -~ -~ -1 0 31229 -S -#31270 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door to the south leads into the north tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31274 -D2 -~ -~ -1 0 31226 -S -#31271 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the north leads into the southern tower, western gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31227 -D2 -~ -~ -0 -1 31277 -S -#31272 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the south leads into the northern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -0 -1 31283 -D2 -~ -~ -1 0 31228 -S -#31273 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the north leads into the southern tower, eastern gatehouse. -~ -0 0 1 -D0 -~ -~ -1 0 31229 -D2 -~ -~ -0 -1 31280 -S -#31274 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. -~ -0 0 1 -D0 -~ -~ -0 -1 31276 -D2 -~ -~ -0 -1 31270 -S -#31275 -The Anon Docks~ -This collection of buildings serves as the dock for the city on the Anon -River. As most of the city's trade comes in by caravan, the docks are not -very large. -~ -0 0 1 -D0 -~ -~ -0 -1 31028 -D2 -~ -~ -0 -1 31278 -D3 -~ -~ -0 -1 31281 -S -#31276 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the western -wall. Looking west, you can see far across the plains. Smoke rises from -several settlements, including Solace, Midgaard, the Gnome village and the -Shire. - -A door leads into northwest tower north of here. -~ -0 0 1 -D0 -~ -~ -1 -1 31256 -D2 -~ -~ -0 -1 31274 -S -#31277 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. -~ -0 0 1 -D0 -~ -~ -1 0 31271 -D2 -~ -~ -0 -1 31279 -S -#31278 -The Pier~ -Several small punts and a couple of larger scows are moored at the jetty -here. A couple of burly laborers work at moving several heavy barrels onto -one of the scows. They grunt in greeting as you watch. -~ -0 0 1 -D0 -~ -~ -0 -1 31275 -D2 -~ -~ -0 -1 17454 -S -#31279 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the western -wall. Guards nod at you as you pass, before quickly returning to their -observation of the land and the city, and you admire their dedication to -their work. - -A door to the south leads into southwest tower. -~ -0 0 1 -D0 -~ -~ -0 0 31277 -D2 -~ -~ -1 -1 31258 -S -#31280 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. -~ -0 0 1 -D0 -~ -~ -0 -1 31273 -D2 -~ -~ -0 -1 31282 -S -#31281 -Warehouses~ -You are standing outside several warehouses. Most of them are boarded up and -empty. However, there is one to the south that appears to be still in use. -~ -0 0 1 -D1 -~ -~ -0 -1 31275 -D2 -~ -~ -1 31238 31284 -S -#31282 -Heading Along the Battlements~ -You are heading along the southern half of the battlements on the eastern -wall. Seagulls circle overhead, and you are puzzling at their presence when -you suddenly remember the river of Anon runs just south east of here. -Looking over the crenelations, you see it flowing swiftly along, parallel -to the south wall, heading off into a thick forest. - -A door to the south leads into southeast tower. -~ -0 0 1 -D0 -~ -~ -0 0 31280 -D2 -~ -~ -1 -1 31259 -S -#31283 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. -~ -0 0 1 -D0 -~ -~ -0 -1 31285 -D2 -~ -~ -0 -1 31272 -S -#31284 -A Warehouse~ -This warehouse is filled with general goods such as coils of rope, piles of -cheap cloth, barrels of ale and wine, lanterns, flasks of oil, jars of -spices and dried meats. There is a sweet aroma in the air. -~ -0 1 0 -D0 -~ -~ -1 31238 31281 -S -#31285 -Heading Along the Battlements~ -You are heading along the northern half of the battlements on the eastern -wall. Peering over the crenelations, you shudder as you gaze upon the -desolate wastes of the plains of blood. You cast your eye about to try and -spot something more pleasing, but only see the old marsh and the acid forest. -Charming terrain. - -A door to the north leads into northwest tower. There is a sign tacked to it. -~ -0 0 1 -D0 -The sign reads- "KEEP OUT! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D2 -~ -~ -0 0 31283 -S -#31286 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads west into northwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31287 -D3 -~ -~ -1 0 31256 -S -#31287 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31288 -D3 -~ -~ -0 -1 31286 -S -#31288 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31289 -D3 -~ -~ -0 -1 31287 -S -#31289 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31290 -D3 -~ -~ -0 -1 31288 -S -#31290 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31291 -D3 -~ -~ -0 -1 31289 -S -#31291 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31292 -D3 -~ -~ -0 -1 31290 -S -#31292 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31293 -D3 -~ -~ -0 -1 31291 -S -#31293 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31294 -D3 -~ -~ -0 -1 31292 -S -#31294 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31295 -D3 -~ -~ -0 -1 31293 -S -#31295 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? -~ -0 0 1 -D1 -~ -~ -0 -1 31296 -D3 -~ -~ -0 -1 31294 -S -#31296 -Heading Along the Battlements~ -You are heading along the huge northern wall of the City of Anon. This wall -extends for at least twice the distance of the east and west walls, -protecting the vulnerable northern aspect of the city from the constant -attacks by warring raiders from the northern plains. Peering about, you see -little of note, save the dark stretch of Mirkwood. Who knows what adventures -may be found in there...? - -A door leads east into northeast tower. There is a sign tacked to it. -~ -0 0 1 -D1 -The sign says- "Keep Out! By order of the Marshal" -~ -door sign~ -1 -1 31257 -D3 -~ -~ -0 -1 31295 -S -#31297 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the west leads into southwest tower. -~ -0 0 1 -D1 -~ -~ -0 -1 31298 -D3 -~ -~ -1 0 31258 -S -#31298 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31299 -D3 -~ -~ -0 -1 31297 -S -#31299 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31300 -D3 -~ -~ -0 -1 31298 -S -#31300 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31301 -D3 -~ -~ -0 -1 31299 -S -#31301 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31302 -D3 -~ -~ -0 -1 31300 -S -#31302 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31303 -D3 -~ -~ -0 -1 31301 -S -#31303 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31304 -D3 -~ -~ -0 -1 31302 -S -#31304 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31305 -D3 -~ -~ -0 -1 31303 -S -#31305 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31306 -D3 -~ -~ -0 -1 31304 -S -#31306 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. -~ -0 0 1 -D1 -~ -~ -0 -1 31307 -D3 -~ -~ -0 -1 31305 -S -#31307 -Heading Along the Battlements~ -You are strolling along the vast southern wall of the City of Anon, enjoying -the cool breeze and the scenic view. The guards call this the "easy spot" -because there has never been an assault from the south on the city, mostly -due to the presence of the mighty Anon River, which flows parallel to this -wall. You smile, relax and enjoy the walk. - -A door to the east leads into southeast tower. -~ -0 0 1 -D1 -~ -~ -1 -1 31259 -D3 -~ -~ -0 -1 31306 -S -#31308 -Northwest Tower~ -This room serves as the quarters of the commanders of the north and west -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31312 -D5 -~ -~ -0 -1 31256 -S -#31309 -Southwest Tower~ -This room serves as quarters to the Knights of the Grand and Holy Order of -Anon assigned to wall guard duty. This room resembles a chapel more than -anything, with two small cots arranged near an altar bearing a chalice and -a ewer. A tapestry hangs on one wall, depicting knights receiving blessings -from Lenny. -~ -0 8 0 -D4 -~ -~ -0 -1 31314 -D5 -~ -~ -0 -1 31258 -S -#31310 -Southeast Tower~ -This room serves as the quarters of the commanders of the south and east -wall guards. It is sparsely decorated, featuring only two beds, two wardrobes, -a mirror and two footlockers. A few weapons are neatly arranged on one wall, -and a throw rug lies near the staircase. -~ -0 8 0 -D4 -~ -~ -0 -1 31316 -D5 -~ -~ -0 -1 31259 -S -#31311 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1 0 -D4 -~ -~ -0 -1 31318 -D5 -~ -~ -1 31224 31257 -S -#31312 -The Top of Northwest Tower~ -This room is the quarters of the Guards Provost-Marshal, Glenwellucan Mad- -Llleweleucam. He is a rather senile old veteran of more wars than he could -possibly count. The room is littered with memorabilia, probably worth a -fortune to a collector, but useless to you. Then again, maybe not... -~ -0 8 0 -D4 -~ -~ -1 0 31313 -D5 -~ -~ -0 -1 31308 -S -#31313 -The Roof of Northwest Tower~ -The Marshal uses this area as a relaxation area. There is a deckchair and -a small table, for use on sunny days- the Marshal sports a very healthy -tan. An umbrella lies folded up next to a bookcase with several tattered -magazines. -~ -0 0 1 -D5 -~ -~ -1 0 31312 -S -#31314 -The Battlemages' Quarters~ -Here reside the battlemages currently in the employ of the City. As they -spend little free time doing anything but meditating or learning new spells, -this room has little of interest. There is a bookcase full of scrolls, but -none of them are magical. -~ -0 8 0 -D4 -~ -~ -1 0 31315 -D5 -~ -~ -0 -1 31309 -S -#31315 -The Roof of Southwest Tower~ -This roof is totally featureless. Peering through the crenelations, you -get a good view of southwestern Anon, though. Due south lies the cursed -forest wherein a Witches' Coven is supposed to exist, and beyond that lies -the fabled elemental canyon. -~ -0 0 1 -D5 -~ -~ -1 0 31314 -S -#31316 -The Healing Chambers~ -In this room, generous priests and priestesses of Lenny give up their time -to tend to the illnesses of the city guards. They will tend to others' -injuries as well, for a fee. Such is the way of Lenny. -~ -0 8 0 -D4 -~ -~ -1 0 31317 -D5 -~ -~ -0 -1 31310 -S -#31317 -The Roof of Southeast Tower~ -This roof has been recently swept clean, and a stone altar erected to the -Gods. The sun is caught by a reflecting crystal so that it shines directly -onto the altar at all times during the day. The effect is quite splendid. -You feel totally at ease in this place. -~ -0 1024 0 -D5 -~ -~ -1 0 31316 -S -#31318 -A Dusty Chamber~ -This room has an evil feel to it. The smashed furniture, bloodstains and -broken bones are bad enough, but in addition there is a definite evil aura -to this fell domain, as if some foul deed has been perpetrated here. You -get the distinct feeling that this place is haunted. -~ -0 1 0 -D4 -~ -~ -1 31224 31319 -D5 -~ -~ -1 31224 31311 -S -#31319 -The Roof of the Cursed Northeast Tower~ -This roof has not bee visited in a long time. The trapdoor is covered in -silvery mystic runes, as is the stone around it. A chill wind blows here, -at all times, and birds have been known to die when flying too close. It -is truly a cursed place. -~ -0 1 0 -D5 -~ -~ -1 31224 31318 -S -#0 - - -#RESETS -O 1 31216 1 31202 -O 1 31216 1 31203 -M 1 31211 8 31205 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31205 -O 1 31216 1 31206 -O 1 31216 1 31207 -O 1 31216 1 31208 -M 1 31211 8 31210 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31210 -O 1 31216 1 31211 -O 1 31216 1 31214 -O 1 31216 1 31215 -O 1 31217 1 31216 -O 1 31218 1 31216 -O 1 31217 1 31217 -O 1 31218 1 31217 -O 1 31216 1 31218 -M 1 31211 8 31220 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31220 -O 1 31216 1 31221 -O 1 31216 1 31222 -O 1 31216 1 31224 -M 1 31211 8 31225 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31225 -M 1 31200 4 31227 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31216 1 31230 -O 1 31216 1 31233 -M 1 31211 8 31235 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31236 -O 1 31216 1 31240 -O 1 31216 1 31241 -O 1 31216 1 31245 -M 1 31211 8 31246 -E 1 31219 1 16 -E 1 31220 1 5 -E 1 31221 1 7 -E 1 31222 1 14 -O 1 31216 1 31248 -O 1 31216 1 31251 -O 1 31223 1 31253 -M 1 31212 1 31254 -O 1 31216 1 31268 -M 1 31203 4 31269 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31216 1 31269 -M 1 31200 4 31274 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31217 4 31275 -E 1 31240 1 16 -M 1 31200 4 31277 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31216 4 31278 -E 1 31231 1 16 -G 1 31232 0 -O 1 31232 1 31278 -O 1 31233 1 31278 -O 1 31239 1 31278 -M 1 31218 1 31278 -G 1 31238 0 -M 1 31203 4 31280 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31203 4 31283 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -O 1 31232 1 31284 -O 1 31233 1 31284 -O 1 31234 1 31284 -O 1 31235 1 31284 -O 1 31236 1 31284 -O 1 31237 1 31284 -M 1 31202 4 31286 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31206 1 31291 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31202 4 31296 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31297 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31205 1 31300 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31302 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31201 4 31307 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31204 1 31308 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31208 1 31309 -E 1 31208 1 5 -E 1 31209 1 16 -E 1 31210 1 11 -E 1 31211 1 6 -E 1 31212 1 9 -E 1 31213 1 1 -M 1 31207 1 31310 -E 1 31200 1 16 -E 1 31201 1 5 -E 1 31202 1 14 -E 1 31202 1 15 -E 1 31203 1 3 -E 1 31204 1 6 -E 1 31205 1 11 -E 1 31206 1 17 -E 1 31207 1 1 -M 1 31214 1 31311 -M 1 31210 1 31312 -E 1 31214 1 5 -E 1 31215 1 17 -O 1 31226 1 31312 -P 1 31224 1 31226 -P 1 31225 1 31226 -O 1 31227 1 31312 -M 1 31209 1 31314 -E 1 31241 1 1 -E 1 31242 1 17 -E 1 31243 1 12 -E 1 31244 1 8 -O 1 31228 1 31314 -M 1 31215 1 31316 -O 1 31229 1 31316 -M 1 31213 1 31318 -E 1 31245 1 5 -O 1 31230 1 31318 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 31200 spec_guard -M 31201 spec_guard -M 31202 spec_guard -M 31203 spec_guard -M 31204 spec_guard -M 31205 spec_guard -M 31206 spec_guard -M 31207 spec_guard -M 31208 spec_cast_cleric -M 31209 spec_cast_mage -M 31210 spec_cast_judge -M 31211 spec_cast_judge -M 31213 spec_cast_undead -M 31214 spec_cast_adept -M 31215 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/thalos.are b/data/realm/areas_smaug1.4a/thalos.are deleted file mode 100644 index 901cc63..0000000 --- a/data/realm/areas_smaug1.4a/thalos.are +++ /dev/null @@ -1,2196 +0,0 @@ -#AREA Thalos~ - -#VERSION 1 - -#AUTHOR Anon~ - -#RANGES -10 25 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#5200 -beholder~ -The mighty beholder~ -You meet a beholder's deadly gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you -to disintegrate you. Beholders are not known for their personality. -~ -163 8 -870 S -25 6 0 25d25+250 6d6+5 -22560 94000 -112 112 0 -#5201 -lamia beast~ -The lamia~ -A strange lamia stands here waiting for her next meal. -~ -This is a creature with the upper torso of a beautiful woman, but the lower -body of a four-legged beast. She licks her lips as she looks at you greedily. -~ -101 0 -999 S -9 12 1 9d9+99 1d5+4 -1000 3000 -112 112 2 -#5202 -mimic chest~ -The mimic~ -A strong chest lies in one corner of the room. -~ -A strong, wooden chest bound with iron straps and a heavy pad-lock on the -front. -~ -229 32768 10 S -11 10 1 11d11+110 2d7+0 -0 4000 -112 112 0 -#5203 -mimic boulder~ -The mimic~ -Two skeletons lie crushed under a large boulder. -~ -~ -229 32768 -10 S -11 10 1 11d11+110 3d5+1 -0 4000 -112 112 0 -#5204 -mimic floor~ -The mimic~ -The stone floor of this house has been ripped apart. -~ -~ -229 32768 -140 S -11 10 1 11d11+110 2d6+0 -0 3500 -112 112 0 -#5205 -mimic pottery~ -The mimic~ -Some broken shards of pottery lie strewn about the floor. -~ -~ -229 32768 200 S -11 10 0 11d11+110 2d5+1 -0 3500 -112 112 0 -#5206 -mimic planks~ -The mimic~ -A few wooden planks lie stacked on a low shelf. -~ -~ -229 32768 0 S -11 9 0 11d11+110 4d3+1 -0 3500 -112 112 0 -#5207 -lizard horned~ -The horned lizard~ -A small horned lizard flicks his tongue and slithers away. -~ -A cute little lizard, that is, if you like reptiles! -~ -129 0 0 S -3 17 4 1d4+30 1d4+0 -0 300 -112 112 0 -#5208 -golem stone~ -The stone golem~ -In the corner you see a large, stone golem faithfully standing watch. -~ -It is a big chunk of rock that has been magically formed into a giant -stone creature. He stands here still guarding the city. -~ -3 8192 600 S -25 0 0 6d10+600 3d7+15 -4250 80000 -112 112 0 -#0 - - -#OBJECTS -#5200 -mithril vest~ -a mithril vest~ -A vest made of mithril plates lies heaped on the floor.~ -~ -9 64 0 -8 0 0 0 -30 12000 3000 -A -19 1 -A -1 2 -#5201 -helm mithril~ -a mithril helm~ -Here lies a large mithril helm.~ -~ -9 64 0 -8 0 0 0 -10 5000 1800 -A -18 2 -#5202 -gauntlets mithril~ -a pair of mithril gauntlets~ -A pair of mithril gauntlets rests on the ground.~ -~ -9 64 0 -8 0 0 0 -10 2200 1900 -A -18 1 -A -19 1 -#5203 -sleeves mithril~ -some mithril sleeves~ -A set of mithril sleeves lies on the ground.~ -~ -9 64 0 -7 0 0 0 -10 12450 2200 -A -18 1 -A -19 1 -#5204 -boots mithril~ -a pair of mithril boots~ -A pair of mithril boots stands has been left here.~ -~ -9 64 0 -7 0 0 0 -6 1800 1200 -A -18 1 -A -2 1 -#5205 -leggings mithril~ -a set of mithril leggings~ -A set of mithril leggings lie here unattended.~ -~ -9 64 0 -7 0 0 0 -10 5400 2100 -A -18 1 -A -2 1 -#5206 -girth mithril~ -a mithril girth~ -A large iron girth lies at your feet.~ -~ -9 64 0 -7 0 0 0 -6 14200 1200 -A -5 2 -#5207 -breast plate iron~ -a battered iron breast plate~ -A battered iron breast plate lies here.~ -~ -9 0 9 -5 0 0 0 -125 13000 1500 -A -18 -6 -#5208 -shield iron~ -a sturdy iron shield~ -A small, but sturdy, iron shield has been left here.~ -~ -9 64 0 -7 0 0 0 -5 500 100 -A -20 -2 -A -21 -2 -#5210 -potion black~ -a black potion~ -A jet black potion sits upright waiting to be taken.~ -~ -10 96 1 -16 -1 -1 -1 -5 6000 1400 -'blindness' 'sanctuary' 'kindred strength' -#5211 -potion orange~ -an orange potion~ -A small orange potion lies here.~ -~ -10 96 1 -20 -1 -1 -1 -10 7500 2000 -'detect hidden' 'NONE' 'NONE' -#5214 -ball quartz~ -a smooth quartz ball~ -A smooth quartz ball lies here gleaming.~ -~ -1 64 16385 -0 0 72 0 -30 3050 950 -#5215 -scroll tattered~ -a tattered scroll~ -A worn and tattered scroll has been left here.~ -~ -2 64 1 -24 -1 -1 -1 -15 11000 3400 -'enchant weapon' 'NONE' 'NONE' -#5216 -scroll bound~ -a bound scroll~ -A bound scroll of detection lies at your feet.~ -~ -2 64 1 -15 -1 -1 -1 -15 4200 2100 -'detect evil' 'detect invis' 'detect magic' -#5217 -flute silver~ -a silver flute~ -A brilliant silver flute glimmers from beneath a rock.~ -~ -4 65 16385 -17 1 1 -1 -6 10500 3500 -'charm person' -#5218 -talisman demon~ -a demon-faced talisman~ -A demon-faced talisman glares at you angrily.~ -~ -9 1 0 -5 0 0 0 -11 2500 150 -A -1 -10 -A -2 -8 -#5219 -venison chunk~ -a chunk of venison~ -A large chunk of venison sits here ready to be eaten.~ -~ -19 0 1 -24 0 0 0 -20 100 20 -#5220 -fountain water~ -a large cracked fountain~ -Some stagnant water lies in the bottom of the fountain.~ -~ -25 0 0 -10 10 0 1 -1 0 0 -#5221 -two-handed two sword~ -a two-handed sword~ -A nice two-handed sword hangs on a hook in the wall.~ -~ -5 64 0 -0 2 12 3 -24 55000 12000 -A -18 2 -A -19 3 -#5222 -robe black silk~ -a black silk robe~ -A black silk robe lies heaped in one corner.~ -~ -9 0 1025 -1 0 0 0 -6 1300 500 -A -12 10 -#5223 -cloak green~ -a dark green cloak~ -A beautiful dark green cloak has been dropped by someone.~ -~ -9 64 0 -8 0 0 0 -12 14500 2200 -A -13 5 -#5224 -seal ebony~ -an engraved ebony seal~ -A small, engraved ebony seal is here.~ -~ -18 0 1 -30 0 0 0 -2 500 20 -#5225 -desk curved~ -the desk~ -A dirty, crumbling curved desk is here.~ -~ -15 0 0 -100 13 5224 0 -1 0 0 -#5226 -seal ivory~ -an engraved ivory seal~ -A small, engraved ivory seal lies here.~ -~ -18 0 1 -31 0 0 0 -2 500 20 -#5227 -cabinet glass~ -the glass cabinet~ -A broken glass cabinet is here.~ -~ -15 0 0 -500 13 5226 0 -1 0 0 -#5228 -arm rotted~ -a rotten arm~ -A rotted arm floats lazily by your feet.~ -~ -19 0 1 -50 0 0 1 -20 0 0 -#5230 -stone pale blue~ -a pale blue stone~ -A pale blue stone sits here.~ -~ -8 64 16385 -0 0 0 0 -10 5500 2000 -A -1 1 -#5231 -stone scarlet blue~ -a scarlet and blue stone~ -A pretty scarlet and blue stone has been dropped here.~ -~ -8 64 16385 -0 0 0 0 -10 5500 2000 -A -3 1 -#5232 -stone blue incandescent~ -an incandescent blue stone~ -A small incandescent blue stone lies here.~ -~ -8 64 16385 -0 0 0 0 -10 5500 2000 -A -4 1 -#5233 -stone red deep~ -a deep red stone~ -Someone has left a deep red stone here.~ -~ -8 64 16385 -0 0 0 0 -10 5500 2000 -A -2 1 -#5234 -stone pink~ -a pink stone~ -A tiny pink stone lies at your feet.~ -~ -8 64 16385 -0 0 0 0 -10 5500 2000 -A -5 1 -#5235 -stone pearly white~ -a pearly white stone~ -This pearly white stone would probably sell for a good price.~ -~ -8 64 16385 -0 0 0 0 -10 8700 3500 -A -13 1 -#5237 -stone lavender green~ -a lavender and green stone~ -A stunning lavender and green stone rests on the ground.~ -~ -8 64 16385 -0 0 0 0 -10 4700 1900 -A -24 -4 -#5239 -stone grey dull~ -a dull grey stone~ -You can barely make out a dull grey stone on the ground.~ -~ -8 0 16385 -0 0 0 0 -10 20 20 -#5241 -stone pink green~ -a pink and green stone~ -A bright pink and green stone has been left here.~ -~ -8 64 16385 -0 0 0 0 -10 6600 2500 -A -18 -5 -#5243 -stone clear~ -a clear stone~ -A odd clear stone lies at your feet.~ -~ -8 64 16385 -0 0 0 0 -10 8900 3900 -A -17 3 -#5250 -mandolin~ -a mandolin~ -A mandolin lies against the wall.~ -~ -4 64 16385 -13 3 3 -1 -20 3000 5000 -'cure critical' -#5251 -harp golden~ -a golden harp~ -A battered golden harp has been tipped over.~ -~ -4 64 16385 -18 1 1 -1 -100 2500 6700 -'call lightning' -#5252 -long dagger slim~ -a long slim dagger~ -A long slim dagger has been left here.~ -~ -5 64 8193 -0 2 5 11 -4 1000 100 -A -18 1 -A -19 1 -#0 - - -#ROOMS -#5200 -The Grand Gate of Thalos~ -You stand in the archway of a gigantic stone archway. The two -steel gates have been forced open and have rusted in place. A hollow -gust of wind blows by you into the deserted, and seemingly destroyed, -city. -~ -0 4 1 -D1 -You see a trail out of this blasted place. -~ -~ -0 0 5256 -D3 -You see devastation everywhere. Houses lie in ruin and skeletons litter -the streets. You see strange beasts stalking the shadows. -~ -~ -0 0 5201 -S -#5201 -Main Street~ -This was once a magnificent street, but now is in total ruin. The -streets are barren and windswept and the silence is unending. A dark alley -leads north and south. Howls and screams echo through the deserted city. -~ -0 0 1 -D0 -It's a dark alley. -~ -~ -0 0 5239 -D1 -The entrance to the city lies this way. -~ -~ -0 0 5200 -D2 -It's a dark alley. -~ -~ -0 0 5255 -D3 -Main Street lies this way. -~ -~ -0 0 5202 -S -#5202 -Main Street~ -This was once a magnificent street, but now is in total ruin. The -streets are barren and windswept and the silence is unending. On one -side is a collapsed house while on the other is the entrance to a large -ruined mansion. Eerie sounds echo within the mansion. Near the center of -town you see a large domed building, relatively intact. -~ -0 0 1 -D0 -The remnants of a store lie this way. -~ -~ -0 0 5236 -D1 -~ -~ -0 0 5201 -D2 -It looks like what used to be the main building in the city. -~ -~ -0 0 5232 -D3 -A withered garden path lies this way. -~ -~ -0 0 5203 -S -#5203 -A Garden Path~ -A circular path surrounds a magnificent domed temple in the center of -the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. A sudden volley of howls pierces the air. -~ -0 0 1 -D0 -The garden path continues around the building. -~ -~ -0 0 5204 -D1 -This is the main street leading to the city's entrance -~ -~ -0 0 5202 -D2 -The garden path continues around the building. -~ -~ -0 0 5206 -D3 -Inside the temple, small patches of light shoot through each doorway as -well as a few holes in the ceiling. -~ -~ -0 0 5250 -S -#5204 -A Garden Path~ -A circular path surrounds a magnificent domed temple in the center of -the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. A sudden volley of howls pierces the air. -~ -0 0 1 -D0 -A side street leads off to the northern half of the city. -~ -~ -0 0 5211 -D2 -The garden path continues around the building. -~ -~ -0 0 5203 -D3 -The garden path continues around the building. -~ -~ -0 0 5205 -S -#5205 -A Garden Path~ -A circular path surrounds a magnificent domed temple in the center of -the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. A sudden volley of howls pierces the air. -~ -0 0 1 -D1 -The garden path continues around the building. -~ -~ -0 0 5204 -D2 -Inside the temple, small patches of light shoot through each doorway as -well as a few holes in the ceiling. -~ -~ -0 0 5250 -S -#5206 -A Garden Path~ -A circular path surrounds a magnificent domed temple in the center of -the city. Flowers have withered away and the once lush trees are bare. -Vines and ivy snake up the sides of the temple and entangle themselves -around your feet. A sudden volley of howls pierces the air. -~ -0 0 1 -D0 -The garden path continues around the building. -~ -~ -0 0 5203 -D2 -A small side street leads to the southern half of the city. -~ -~ -0 0 5212 -S -#5207 -The market place~ -You stand in the middle of a large square lined on each side with -baskets, carts, and stands of all shapes and sizes. Abandoned, these -little shops still contain some of their goods once sold to a demanding -public. -~ -0 0 1 -D0 -A small table has been toppled over, spilling fine jewelery and gems -onto the ground. -~ -~ -0 0 5225 -D2 -Rotted remains of fruits and vegetables lie strewn about. -~ -~ -0 0 5220 -D3 -The market place continues. -~ -~ -0 0 5208 -S -#5208 -The market place~ -You stand at the end of the market square. Stands and carts line -each side, filled with remnants of fine foods and exquisite goods. -~ -0 0 1 -D0 -Tattered carpets and ruined bales of silk sit idly by a run down stand. -~ -~ -0 0 5222 -D1 -The center of the market lies this way. -~ -~ -0 0 5207 -D2 -From the massive stench, this must have been a meat and poultry stand. -It lies totally bare. -~ -~ -0 0 5217 -S -#5209 -A Side Street~ -This small side street leads east and west into back alleys while -to the south you see the temple. The incessant howling tears at your mind. -~ -0 0 1 -D1 -~ -~ -0 0 5243 -D2 -~ -~ -0 0 5210 -D3 -~ -~ -0 0 5228 -S -#5210 -A Side Street~ -You are in the common section of the city. Ruined buildings made of -clay and stone is all the view has to offer. Most of these homes are -nothing but piles of rubble, but some look almost safe enough to venture -into. The street continues north and south and buildings line the street. -~ -0 0 1 -D0 -~ -~ -0 0 5209 -D1 -A small doorway leads into a partially collapsed house. -~ -~ -1 -1 5244 -D2 -~ -~ -0 0 5211 -D3 -A small clay dwelling sits here. -~ -~ -0 0 5226 -S -#5211 -A Side Street~ -This small side street leads away from the garden path to the south. -Around you stand large piles or rubble where the houses of commoners -used to be. A lone howl makes you worry greatly about your safety here. -~ -0 0 1 -D0 -~ -~ -0 0 5210 -D1 -An unusually tall dwelling stands looming over you. -~ -~ -0 0 5237 -D2 -A garden path circles around the temple. -~ -~ -0 0 5204 -D3 -Here lies a small stone house with a thatched roof. -~ -~ -0 0 5227 -S -#5212 -A side street~ -This small side street leads south away from the temple into the -business section of town. The destruction that leveled this city was not -biased; these important looking buildings have been almost totally -destroyed. There is a hole in the wall of a very large structure to the -east. -~ -0 0 1 -D0 -A small garden path encircles the temple. -~ -~ -0 0 5206 -D1 -This possibly could be the city hall. -~ -~ -0 0 5232 -D2 -~ -~ -0 0 5213 -D3 -Inside the building you see long pieces of metal, an oven, and some -anvils. -~ -~ -0 0 5221 -S -#5213 -A side street~ -This small side street is lined with the remains of once great -buildings. To the north is a dark, foreboding structure while to the -south lies the entrance to a small tavern. The street continues north -and south. -~ -0 0 1 -D0 -~ -~ -0 0 5212 -D1 -From the looks of it, this was once a two story abode. The entire second -floor has collapsed leaving a very little part of the bar still free -from debris. -~ -~ -0 0 5230 -D2 -~ -~ -0 0 5214 -D3 -This seems to be the only guild house in the entire city. Its dark nature -makes you wonder about its origins. -~ -~ -0 0 5219 -S -#5214 -A side street~ -You are at the end of a long street leading to the center of the city. -A long dark alley runs east and west. -~ -0 0 1 -D0 -~ -~ -0 0 5213 -D1 -~ -~ -0 0 5251 -D2 -~ -~ -0 0 5229 -D3 -~ -~ -0 0 5218 -S -#5215 -Under a ruined watchtower~ -You stand at the base of a tall watchtower built to protect the city -from invaders. From the looks of things, it did not do a good job. -~ -0 0 1 -D0 -~ -~ -0 0 5216 -D1 -~ -~ -0 0 5218 -D4 -~ -~ -0 0 5247 -S -#5216 -A back alley~ -This alley leads to the rear of what used to be a meat stand. You wince -at the stench. South is one of the city watchtowers. -~ -0 0 1 -D0 -You see the back-side of the market place meat stand. -~ -~ -0 0 5217 -D2 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5215 -S -#5217 -The meat stand~ -A large stand has been set up here with metal hooks and wooden racks -in the background. Hanging on the hooks are very small scraps of meat -and other game. This stand is relatively empty, and a sudden burst of -howling and screaming makes you realize why this is so. -~ -0 0 1 -D0 -The market place lies this way. -~ -~ -0 0 5208 -D1 -This is a cart full of rotted vegetables and fruits. -~ -~ -0 0 5220 -D2 -~ -~ -0 0 5216 -S -#5218 -A back alley~ -A narrow alley leads east to a wider street and west to one of -the city watchtowers. -~ -0 0 1 -D1 -A small side street greets you. -~ -~ -0 0 5214 -D3 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5215 -S -#5219 -The guild house~ -You are standing in what once was this city's ONLY guild house. -Tables and chairs have been smashed and broken weapons lie strewn about -the floor as if some massive battle had taken place here. Draped along -the back wall is a tattered, jet-black banner with the symbol of the -Darkside set upon it. -~ -0 8 1 -D1 -A small side street runs past the building. -~ -~ -0 0 5213 -S -#5220 -The produce stand~ -A large cart sits here carrying rotted fruit and vegetables. Flys -swarm all about what seems to be the last remaining bits of food left -in the city. -~ -0 0 1 -D0 -The market place is deserted. -~ -~ -0 0 5207 -D3 -A strong stench emanates from the meat stand next to you. -~ -~ -0 0 5217 -S -#5221 -The smithy~ -In here you find tools and anvils used to make various weapons -and items. The walls have been stripped clean and only a few incomplete -pieces of armor and weaponry are left. -~ -0 8 1 -D1 -A small side street runs past the building. -~ -~ -0 0 5212 -S -#5222 -The tapestry stand~ -Tattered and torn tapestries and rugs lie heaped in piles. Fancy -robes and various articles of clothing are now just rags. You stare at -the strange piles for a long time until a piercing howl makes you -think these might be beds. -~ -0 0 1 -D0 -~ -~ -0 0 5223 -D1 -A fine jewelry stand lies in ruin next to you. -~ -~ -0 0 5225 -D2 -The market place is deserted. -~ -~ -0 0 5208 -S -#5223 -A back alley~ -A narrow alley leads north to one of the city watchtowers while -to the south there lies a market stand full of torn clothes and rugs. -~ -0 0 1 -D0 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5224 -D2 -~ -~ -0 0 5222 -S -#5224 -Under the watchtower~ -You stand under one of the city watchtowers built to protect -the city from invaders. Obviously, it failed. -~ -0 0 1 -D1 -~ -~ -0 0 5228 -D2 -~ -~ -0 0 5223 -D4 -Above you looms a tall watchtower. -~ -~ -0 0 5246 -S -#5225 -The jewelery stand~ -A table has been tipped over, spilling fine jewelery and gems -across the market place. Most of these trinkets are battered and -tarnished and few would have any value anymore. -~ -0 0 1 -D2 -The market place is deserted. -~ -~ -0 0 5207 -D3 -Next to you is a stand full of ruined clothes and rugs. -~ -~ -0 0 5222 -S -#5226 -A ruined clay dwelling~ -This was once a very plain house with nothing more than a few chairs -and a bed. A cold fireplace suggests that the city has been abandoned -for quite a while. Almost nothing remains of this humble abode. -~ -0 8 1 -D1 -Outside is a small side street. -~ -~ -0 0 5210 -S -#5227 -A collapsed stone dwelling~ -This small house has completely collapsed upon itself leaving piles -of debris here and there. A few rafters still stand with thatched straw -hanging down and a hot wind gusts through the hollow dwelling. -~ -0 0 1 -D1 -A small side street runs past the house. -~ -~ -0 0 5211 -S -#5228 -A back alley~ -A narrow alley leads east to one of the city watchtowers and west to -a small side street. -~ -0 0 1 -D1 -~ -~ -0 0 5209 -D3 -~ -~ -0 0 5224 -S -#5229 -An abandoned shop~ -From the outside this place looks like an ordinary pile of rubble, -but inside these cramped quarters you discover what used to be a shop -filled with armor, weapons, and various other goods. A small sign flutters -in the wind. -~ -0 8 1 -D0 -A small side street runs past the shop. -~ -~ -0 0 5214 -S -#5230 -The Tavern of the Sun~ -A glorious place in it's prime, this tavern now lies in ruin; tables -and chairs are broken scattered, bottles and glasses shattered, and -a small performance stage crushed. Musical instruments and personal -belongings lie under the rubble, but the people they once belonged to are -not with them. Looking up you see that the entire second floor and roof -has fallen in, leaving a gaping hole above. -~ -0 0 1 -D3 -A small side street runs past the tavern. -~ -~ -0 0 5213 -S -#5231 -South wing of the city hall~ -You stand in a large room attached to this end of the hallway which -leads back north to the reception area. Pedestals and columns have fallen -and most of the valuable items have been taken, leaving worthless debris. -A few chairs have survived, as well as a large curved desk. To the east -is a vine-covered archway leading out into a private courtyard. -~ -0 8 1 -D0 -The long hallway leads back to the main reception area of the city hall. -~ -~ -0 0 5232 -D1 -~ -~ -0 0 5234 -S -#5232 -The city hall~ -This is the main reception area of Thalos' city hall. The walls have -been charred and scored massively and debris is spread from wall to wall. -A large gaping hole in the west wall allows you to see out to one of -the city's side streets. Obviously no one will be seeing you through today. -Hallways lead south and east. -~ -0 8 1 -D0 -Main street runs past the city hall. -~ -~ -0 0 5202 -D1 -A hallway leads to the east wing of the city hall. -~ -~ -0 0 5233 -D2 -A hallway leads to the south wing of the city hall. -~ -~ -0 0 5231 -D3 -~ -~ -0 0 5212 -S -#5233 -East wing of the city hall~ -Here lies the remnants of a fancy office, possibly the mayor's. A few -withered plants and broken pieces of furniture make this place anything -but fancy, though. The only thing remaining intact here is a large -glass cabinet. A long hallway leads west back to the reception area and -an ivy-covered archway leads south into a private courtyard. -~ -0 8 1 -D2 -~ -~ -0 0 5234 -D3 -~ -~ -0 0 5232 -S -#5234 -The private gardens and courtyard of Thalos~ -What a shame that this mass destruction also touched this once -beautiful place. The temple's garden path has nothing on this garden. -Flowers and trees have been smashed into the ground and lawn benches -thrown through walls. A large marble fountain in the center of the -courtyard still stands, though, defying any attempts to destroy its -beauty. Above stands the remnants of one of the watchtowers. Archways -north and west lead back into the city hall. -~ -0 0 1 -D0 -~ -~ -0 0 5233 -D3 -~ -~ -0 0 5231 -S -#5235 -A small guard house~ -This was once the barracks for Thalos' cityguards. Now just an empty -shell, this small shack still stands guarding the entrance both to the -city and to the city hall. -~ -0 0 1 -D1 -The alley runs by this building. -~ -~ -0 0 5255 -S -#5236 -A collapsed home~ -All that's left of this house is a few scattered piles of rubble -and a very large blast crater. Obviously someone or something important -was once housed here. A shrieking howl chills your blood. -~ -0 0 1 -D2 -Main street runs past this ruined home. -~ -~ -0 0 5202 -S -#5237 -A tall dwelling~ -This seems to be the tallest structure remaining in the city. At -one time this could have been an inn of some sort, but now it's just -a mess. The back wall as been completely knocked down revealing an -entrance into another building through yet another collapsed wall. -Between the two buildings are a few blast craters and boulders. An old -set of wooden steps leads up to a creaking second floor. -~ -0 8 1 -D1 -~ -~ -0 0 5238 -D3 -A small side street winds past the dwelling. -~ -~ -0 0 5211 -D4 -The stairs and even the entire second floor itself looks very unsafe -for travel. Gusts of wind make them creak and shudder. -~ -~ -0 0 5245 -S -#5238 -A small shack~ -This cramped dwelling could not have housed more than one person. Now -with the back wall missing, it could hold many more. Looking around you -find broken shelves and workbenches with various vials and pouches spilling -contents all across the floor. This was possibly the magic shop of the -city. The doorway to the east is blocked, making the only exit back west. -~ -0 8 1 -D3 -~ -~ -0 0 5237 -S -#5239 -A back alley~ -A narrow back alley goes south to main street and north towards -a watchtower. A mass of howls catches you of guard. -~ -0 0 1 -D0 -~ -~ -0 0 5240 -D2 -Main street runs past here. -~ -~ -0 0 5201 -S -#5240 -A back alley~ -A narrow back alley leads north to one of the city watchtowers -and south towards main street. To the west is a doorway to a small -house blocked by debris. -~ -0 0 1 -D0 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5241 -D2 -~ -~ -0 0 5239 -S -#5241 -Under a watchtower~ -You stand under a tall watchtower. Narrow back alleys lead west and -south and a very weak looking ladder leads up into the tower. -~ -0 0 1 -D2 -~ -~ -0 0 5240 -D3 -~ -~ -0 0 5243 -D4 -Winds howl high above your head in the tower above. -~ -~ -0 0 5248 -S -#5242 -A bath house~ -This was once the bath house for the commoners of the city. Hot -steamy water still wells up from a hole in the floor. Obviously there -is a hot spring located under the city (making the decision to put -a city here seem much more reasonable). Closer inspection of the water -yields a dead body floating around in it, skin melted away from months -of floating in there. The west wall has collapsed revealing another -collapsed house. -~ -0 8 1 -D0 -~ -~ -0 0 5243 -D3 -The wall has collapsed on the adjoining house, creating a new opening -in it. -~ -~ -0 0 5244 -S -#5243 -A back alley~ -A narrow back alley leads west to a small side street and east to one -of the city watchtowers. Great amounts of steam issue forth from the -building to the south. -~ -0 0 1 -D1 -A watchtower stands a silent vigil over the city. -~ -~ -0 0 5241 -D2 -~ -~ -0 0 5242 -D3 -A side street runs by here. -~ -~ -0 0 5209 -S -#5244 -An upright house~ -This home is practically the only one around that is still standing. -Except for the massive hole in the east wall, everything else looks -intact, including the windows. Great amounts of steam issue forth from -the hole in the east wall. -~ -0 8 1 -D1 -~ -~ -0 0 5242 -D3 -A small side street runs past the house. -~ -~ -0 0 5210 -S -#5245 -On the second floor~ -The minute you step off onto this floor you realize it was a mistake. -The old rotted floorboards suddenly give way and you fall down, impaling -yourself on jagged boards below. - -You've fallen, and you can't get up!!! -~ -0 4 1 -S -#5246 -The north-west watchtower~ -You stand atop one of the city watchtowers. The view is magnificent -from here and you can see all the way to the western mountains. No wonder -this place stood for so long. -~ -0 0 1 -D5 -The city lies below. -~ -~ -0 0 5224 -S -#5247 -The south-west watchtower~ -You stand atop one of the city watchtowers. The view is magnificent -from here and you can see all the way to the western mountains. To the -south the desert stretches to the horizon. No wonder this place stood -for so long. -~ -0 0 1 -D5 -The city lies below. -~ -~ -0 0 5215 -S -#5248 -The north-east watchtower~ -You stand atop one of the city watchtowers. The view is magnificent -from here and you can see a great floating pyramid to the north-east. -Desert sand stretches to the horizon. No wonder this place stood for so -long. -~ -0 0 1 -D5 -The city lies below. -~ -~ -0 0 5241 -S -#5250 -The Temple of Thalos~ -You stand within one of the most holy places in the realm. This -stunning domed temple once housed the city's worshipers en masse. -Unfortunately, it succumbed to the destruction brought on this city. -Long benches lie toppled and the altar desecrated. Large chunks of stone -have fallen from the walls and roof, sending sunlight streaming in on -you. A few books lie about, conveying to you a holy message in a -strange tongue. - Wind gusts through the four archways and howls and screams can be -heard from all parts of the city. -~ -0 136 1 -D0 -A side street leads to the northern half of the city. -~ -~ -0 0 5205 -D1 -Main street leads out to the main gate of the city. -~ -~ -0 0 5203 -S -#5251 -A back alley~ -A narrow alley leads east to a wider street and west to one of -the city watchtowers. -~ -0 0 1 -D3 -A small side street greets you. -~ -~ -0 0 5214 -D1 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5252 -S -#5252 -Under a ruined watchtower~ -You stand at the base of a tall watchtower built to protect the city -from invaders. From the looks of things, it did not do a good job. -~ -0 0 1 -D0 -~ -~ -0 0 5253 -D3 -~ -~ -0 0 5251 -D4 -~ -~ -0 0 5254 -S -#5253 -A back alley~ -A narrow alley leads south to one of the city watchtowers. -~ -0 0 1 -D0 -The alley continues to the north. -~ -~ -0 0 5255 -D2 -A tall watchtower stands a silent vigil over the city. -~ -~ -0 0 5252 -S -#5254 -The south-east watchtower~ -You stand atop one of the city watchtowers. The view is magnificent -from here and you can see all the way to the western mountains. To the -south the desert stretches to the horizon. No wonder this place stood -for so long. There is a small plaque on the stones. -~ -0 0 1 -D5 -The city lies below. -~ -~ -0 0 5252 -E -sign plaque~ -This extension to Thalos, along with the dwarf forest, is made by Hatchet for -any Merc Mud. -copyright 1992 -~ -S -#5255 -A back alley~ -A narrow alley leads north to the main street, and south toward a tall -watchtower. A ruined building is to the west. -~ -0 0 1 -D0 -You see main street. -~ -~ -0 0 5201 -D2 -~ -~ -0 0 5253 -D3 -It looks in bad shape inside, but structurally intact. -~ -~ -0 0 5235 -S -#5256 -A trail at the end of the dwarf forest~ -The trail ends here, with short, dry stumps of trees all around you. -To the west, you can see the ruins of a huge city. Something about it gives -you an uneasy feeling. To the east is your way back to home and safety. -~ -0 0 2 -D3 -You see Thalos! -~ -~ -0 0 5200 -D1 -You see the trail. -~ -~ -0 0 5257 -S -#5257 -A trail at the end of the dwarf forest~ -A side trail here leads from the dwarf forest. It is definitely drier -and hotter here. The trail continues to the west, and to the east, you see -the T-intersection. -~ -0 0 2 -D3 -You see the trail continue on. -~ -~ -0 0 5256 -D1 -You see the intersection. -~ -~ -0 0 5258 -S -#5258 -The dwarf forest~ -You see more stunted trees here. A side trail leads west from here. -To the east, you THINK you see a trail, but you can never be sure. -~ -0 0 3 -D3 -You see the trail branch off. -~ -~ -0 0 5257 -D1 -You can't see into the gloom of this forest. -~ -~ -0 0 5262 -D0 -You see the trail lead back north. -~ -~ -0 0 5259 -S -#5259 -The dwarf forest~ -You see more stunted trees here. It looks almost as if this place was -cursed by a god to be short and dry. The trail leads north and south. -~ -0 0 3 -D0 -You see the trail continue north. -~ -~ -0 0 5260 -D2 -You see the trail continue south. -~ -~ -0 0 5258 -S -#5260 -The dwarf forest~ -You see more stunted trees here. It looks almost as if this place was -cursed by a god to be short and dry. The trail leads north and south. -~ -0 0 3 -D0 -You see the trail continue north. -~ -~ -0 0 5261 -D2 -You see the trail continue south. -~ -~ -0 0 5259 -S -#5261 -The dwarf forest~ -You see many stunted trees here. You don't see any leaves on these barren -trees. No grass grows on the ground. -~ -0 0 3 -D0 -You see the trail continue north. -~ -~ -0 0 3502 -D2 -You see the trail continue south. -~ -~ -0 0 5260 -S -#5262 -The dwarf forest~ -You see more stunted trees here. It looks almost as if this place was -cursed by a god to be short and dry. The trail leads east and west. It looks -dark toward the east. -~ -0 0 3 -D3 -You see the lighter forest and the T-intersection west. -~ -~ -0 0 5258 -D1 -You see a darker part of the forest. -~ -~ -0 0 5263 -S -#5263 -The darker dwarf forest~ -You see a more dense foliage in these stunted trees. The gloom caused -by them is enhanced by a draft coming from all around. The trail turns south -from the west. -~ -0 1 3 -D3 -You see the dwarf forest. -~ -~ -0 0 5262 -D2 -You see nothing in the gloom south of you. -~ -~ -0 0 5264 -S -#5264 -The darker dwarf forest~ -You see a more dense foliage in these stunted trees. The gloom caused -by them is enhanced by a draft coming from all around. The trail turns east -from the north. -~ -0 1 3 -D0 -You see nothing in the gloom north of you. -~ -~ -0 0 5263 -D1 -You see nothing in the gloom east of you. -~ -~ -0 0 5265 -S -#5265 -The darker dwarf forest~ -You see a more dense foliage in these stunted trees. The gloom caused -by them is enhanced by a draft coming from all around. The trail leads -east and west. -~ -0 1 3 -D3 -You see nothing in the gloom west of you. -~ -~ -0 0 5264 -D1 -You see nothing in the gloom east of you. -~ -~ -0 0 5266 -S -#5266 -The darker dwarf forest~ -You see a more dense foliage in these stunted trees. The gloom caused -by them is enhanced by a draft coming from all around. The trail leads -down into a valley and west. -~ -0 1 3 -D3 -You see nothing in the gloom west of you. -~ -~ -0 0 5265 -D5 -You see the trail lead down into gloom. -~ -~ -0 0 5267 -S -#5267 -A valley in the dark dwarf forest~ -You are in a valley in the dark dwarf forest. Short black grass grows -around you. Trails lead in all directions. -~ -0 1 3 -D4 -~ -~ -0 0 5266 -D0 -~ -~ -0 0 5271 -D1 -~ -~ -0 0 1701 -D3 -You see a dark fox hole. -~ -hole fox~ -1 -1 5268 -D2 -You see a large mountain on the far side of a canyon. -~ -~ -0 0 9201 -S -#5268 -A small ugly cave~ -You see a small cave. Skeletons of many types of creatures litter the area. -Obviously, no fox lives here! The oppression makes you want to leave and -vomit. -~ -0 1 3 -D1 -You see the exit from here! -~ -fox hole~ -1 -1 5267 -D2 -You see more of the cave. -~ -~ -0 0 5269 -E -skeleton skeletons~ -Something is strange about these skeletons. Upon further investigation, these -skeletons appear illusionary. -~ -S -#5269 -A small ugly cave~ -You are in a small ugly cave. More skeletons lie around. It is obvious -that the owner doesn't want you here. The exit north is still visible. -Some writings are on this wall. -~ -0 1 3 -D0 -You see more of the cave. -~ -~ -0 0 5268 -D5 -You see a path leading down into the dark gloom. -~ -~ -0 0 5270 -E -writings writing words~ -This cave along with the valley and dwarf forest is made by Hatchet for any -Merc Mud. -copyright 1992 -~ -E -skeleton skeletons~ -Something is strange about these skeletons. Upon further investigation, these -skeletons appear illusionary. -~ -S -#5270 -Down the path into a dead end~ -You are down the path. There is no obvious exit in this place, exit the -one back up north. All around you, you see skeletons. -~ -0 1 3 -D4 -You see your only way back up. -~ -~ -0 0 5269 -D5 -You see nothing on the floor except skeletons. -~ -secret~ -1 -1 5100 -E -skeleton skeletons~ -Something is strange about these skeletons. Upon further investigation, these -skeletons appear illusionary. In fact, through the skeletons, you see a -secret door!! -~ -S -#5271 -The Valley in the dark dwarf forest~ -You are in a valley in the forest. To the north is a trail out of this -dark valley. South is more of this valley. -~ -0 1 3 -D2 -You see more of this gloomy valley. -~ -~ -0 0 5267 -D0 -You see a trail away from this gloomy valley. -~ -~ -0 0 5272 -S -#5272 -A dim trail in the dwarf forest~ -You are in a dim trail in the dwarf forest. Not much light passes through -here. To the south is a gloomy valley, while to the north the light grows -brighter. -~ -0 1 3 -D0 -You can actually see the trail north of you! -~ -~ -0 0 5273 -D2 -You can barely see the gloomy valley south of you. -~ -~ -0 0 5271 -S -#5273 -A dim trail in the dwarf forest~ -You are in a dim trail in the dwarf forest. Not much light passes through -here. The trail runs north and south, and the light seems to come from the -north. To the east, you see a small path into darkness. -~ -0 0 3 -D0 -You see the dim trail lead north. -~ -~ -0 0 5274 -D1 -You see the small path. -~ -~ -0 0 5280 -D2 -You see the dim trail lead south. -~ -~ -0 0 5272 -S -#5274 -A dim trail in the dwarf forest~ -You are in a dim trail in the dwarf forest. Not much light passes through -here. The trail runs north and south, and the light seems to come from the -north. -~ -0 0 3 -D0 -You see the dim trail lead north. -~ -~ -0 0 5275 -D2 -You see the dim trail lead south. -~ -~ -0 0 5273 -S -#5275 -A bend in the dim trail in the dwarf forest~ -You are in a dim trail in the dwarf forest. Not much light passes through -here. The trail runs south and west. The trail west looks much friendlier -than the one leading south. -~ -0 0 3 -D2 -You see the dim trail lead south. -~ -~ -0 0 5274 -D3 -You see the trail lead west. -~ -~ -0 0 5276 -S -#5276 -A trail in the dwarf forest~ -You are in a trail in the dwarf forest. The trees are stunted and it -looks dry around here. The trail leads east and west. It looks dimmer to -the east. -~ -0 0 3 -D1 -The trail continues east to the dimmer parts of the forest. -~ -~ -0 0 5275 -D3 -The trail continues west. -~ -~ -0 0 5277 -S -#5277 -A trail in the dwarf forest~ -You are in a trail in the dwarf forest. The trees are stunted and it -looks dry around here. The trail leads east and west. -~ -0 0 3 -D1 -The trail continues east. -~ -~ -0 0 5276 -D3 -The trail continues west. -~ -~ -0 0 5278 -S -#5278 -A trail in the dwarf forest~ -You are in a trail in the dwarf forest. The trees are stunted and it -looks dry around here. The trail leads east and west. -~ -0 0 3 -D1 -The trail continues east. -~ -~ -0 0 5277 -D3 -The trail continues west. -~ -~ -0 0 5279 -S -#5279 -The bend in the trail in the dwarf forest~ -You are in a bend in the trail in the forest. The trees are stunted, but -not so dry around here. The trail leads east, and to the south, you see a -waterfall. -~ -0 0 3 -D1 -The trail continues east. -~ -~ -0 0 5278 -D2 -You see the waterfall. -~ -~ -0 0 4774 -S -#5280 -A dark bend in the forest~ -You are in a dark bend in the forest. To the west, you see the trail -leading back to the dwarven forest, and to the south, you see a dark and -dismal path. -~ -0 0 3 -D2 -You see the dark path. -~ -~ -0 0 2300 -D3 -You see the trail back to the Dwarven Forest. -~ -~ -0 0 5273 -S -#0 - - -#RESETS -O 0 5230 1 5202 -M 0 5201 20 5203 -E 1 5252 150 16 -M 0 5201 20 5204 -E 1 5252 150 16 -M 0 5201 20 5205 -E 1 5252 150 16 -O 0 5231 1 5205 -M 0 5201 20 5206 -E 1 5252 150 16 -O 0 5232 1 5208 -O 0 5233 1 5211 -M 0 5201 20 5216 -E 1 5252 150 16 -O 0 5219 5 5217 -O 0 5235 1 5217 -M 0 5207 4 5217 -M 0 5201 20 5218 -E 1 5252 150 16 -M 0 5201 20 5219 -E 1 5252 150 16 -M 0 5204 1 5219 -G 1 5218 8 -M 0 5201 20 5220 -E 1 5252 150 16 -M 0 5201 20 5221 -E 1 5252 150 16 -M 0 5201 20 5224 -E 1 5252 150 16 -O 0 5237 1 5224 -M 0 5201 20 5225 -E 1 5252 150 16 -M 0 5201 20 5226 -E 1 5252 150 16 -M 0 5203 1 5226 -G 1 5215 8 -M 0 5207 4 5227 -M 0 5201 20 5229 -E 1 5252 150 16 -O 0 5207 5 5229 -M 0 5202 1 5229 -E 1 5214 4 17 -O 0 5217 2 5230 -O 0 5250 2 5230 -O 0 5251 2 5230 -O 0 5239 1 5230 -O 0 5225 1 5231 -P 1 5215 4 5225 -P 1 5216 4 5225 -M 0 5201 20 5232 -E 1 5252 150 16 -M 0 5207 4 5232 -O 0 5227 1 5233 -M 0 5201 20 5234 -E 1 5252 150 16 -O 0 5220 1 5234 -M 0 5201 20 5235 -E 1 5252 150 16 -M 0 5201 20 5236 -E 1 5252 150 16 -M 0 5206 1 5236 -E 1 5222 8 12 -M 0 5201 20 5237 -E 1 5252 150 16 -O 0 5210 2 5238 -O 0 5211 2 5238 -O 0 5241 1 5238 -M 0 5205 1 5238 -E 1 5214 4 17 -M 0 5201 20 5240 -E 1 5252 150 16 -M 0 5201 20 5242 -E 1 5252 150 16 -O 0 5228 10 5242 -M 0 5207 4 5244 -O 0 5243 1 5246 -M 0 5208 8 5246 -E 1 5221 80 16 -E 1 5226 8 17 -E 1 5203 8 10 -M 0 5208 8 5247 -E 1 5221 80 16 -E 1 5224 8 17 -E 1 5200 8 5 -E 1 5204 8 8 -M 0 5208 8 5248 -E 1 5221 80 16 -E 1 5205 8 7 -E 1 5206 8 13 -M 0 5200 1 5250 -E 1 5208 3 11 -E 1 5223 10 3 -M 0 5208 8 5254 -E 1 5221 80 16 -E 1 5201 8 6 -E 1 5202 8 9 -D 0 5267 3 1 -D 0 5268 1 1 -D 0 5270 5 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 5200 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/thoran.are b/data/realm/areas_smaug1.4a/thoran.are deleted file mode 100644 index db7955b..0000000 --- a/data/realm/areas_smaug1.4a/thoran.are +++ /dev/null @@ -1,2557 +0,0 @@ -#AREA Thoran~ - -#VERSION 1 - -#AUTHOR Xanax~ - -#RANGES -20 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#26500 -wolf~ -A wolf~ -A wolf is here bearing his teeth. -~ -He is about two foot and a half foot long and has dingy white fur. He does -not look look to happy to see you, maybe it is time to go. -~ -97 552 -1000 S -20 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26501 -bat~ -A bat~ -A bat is flapping around here. -~ -It looks like a rat with wings. What more can I say? -~ -97 552 -1000 S -20 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26502 -gypsie~ -A gypsie~ -A gypsie is here trying to figure out how to scam you. -~ -This woman is filthy. She has obviously not bathed in a while, if ever. She -beckons you to come let her tell your fortune. You sure you want to do that? -~ -65 40 -1000 S -20 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26503 -villager~ -A villager~ -A villager is here looking for something to do. -~ -She stands about five foot six and has flowing gold hair. You find yourself -staring at her, so you quickly turn away before she discovers your gawking. -~ -65 40 1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26504 -zombie~ -A zombie~ -A zombie is roaming around here. -~ -He looks human, a mutated human, but human just the same. -~ -4193 40 -1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26505 -ghost~ -A ghost~ -A ghost is floating around here. -~ -It looks exactly like the ghosts you have seen in books and on tv. -~ -4193 40 -1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26506 -ghoul~ -A ghoul~ -A ghoul is floating around here. -~ -It looks to have once been human, but now his flesh is falling off his bones. -His nails and teeth seem to have grown quite a bit too. -~ -4193 40 -1000 S -22 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26507 -wight~ -A wight~ -A wight is here looking for someone to eat. -~ -It looks exactly like a zombie. Perhaps they are related in some way. -~ -4193 40 -1000 S -22 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26508 -wraith~ -A wraith~ -A wraith is here waiting for someone to eat. -~ -He looks like a skeleton. Unfortunately is not quite as dead as a skeleton -should be. -~ -4193 40 -1000 S -22 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26509 -maiden vampire~ -A maiden vampire~ -A maiden vampire is here looking for someone to bite. -~ -She is a beautiful woman, very beautiful indeed. You better not get to close, -remember, she bites. Hmm, maybe living for eternity wouldn't be all that bad. -~ -4193 40 -1000 S -23 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26510 -Gildra~ -Gildra~ -Gildra is here displaying his wares. -~ -He is a puny little man, only standing about five foot tall and weighing -barely one hundred pounds. -~ -3 40 1000 S -23 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26511 -Elpmi~ -Elpmi~ -Elpmi is here guarding Gildra. -~ -He is quite a bit bigger than Gildra, standing about six foot tall and -weighing close to two hundred pounds. I am not to sure I would mess with him. -~ -3 40 1000 S -23 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26512 -Kira~ -Kira~ -Kira is here minding his bar. -~ -He looks at you with kind eyes, imploring you to tell him your life story. -Just imagine the stories he has heard. -~ -3 40 1000 S -23 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26513 -Bizmark~ -Bizmark~ -Bizmark is here having a drink. -~ -His eyes are droopy and bloodshot. Perhaps he has had a few too many. -~ -3 40 1000 S -24 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26514 -Yram~ -Yram~ -Yram is here mourning the loss of her daughter. -~ -She looks terrible. She looks like she has not groomed herself in weeks. -Maybe you should put her out of her misery. -~ -3 40 1000 S -24 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26515 -Anir~ -Anir~ -Anir is here cowering in a corner. -~ -She is a pretty woman with flowing black hair. You see two sets of bite marks -on her neck. Uh oh, one more time and she becomes undead. -~ -3 40 1000 S -24 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26516 -Donovan~ -Donovan~ -Donovan is here praying. -~ -He is kneeling here praying to his god, whichever god that might be. -~ -3 40 1000 S -24 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26517 -Ave~ -Ave~ -Ave is here looking into her crystal ball. -~ -She is an older woman with white hair and wrinkled skin. She begs you to look -into the ball with her. -~ -3 40 1000 S -25 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26518 -horse~ -A horse~ -A horse is trotting along here. -~ -He is quite a large horse, standing about six foot at the shoulders. He is -jet black. What a beautiful specimen. -~ -3 40 1000 S -25 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26519 -green slime~ -A green slime~ -Some green slime is here oozing down the walls. -~ -It looks like slime. What more can I say? -~ -3 40 -1000 S -25 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26520 -giant spider~ -A giant spider~ -A giant spider is here weaving a web. -~ -It looks like a regular, just quite a bit larger than you are familiar with. -~ -3 40 -1000 S -26 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26521 -gargoyle~ -A gargoyle~ -A gargoyle is here guarding against evil. -~ -It is a stone creature with wings, sharp teeth and claws, and pointy ears. It -looks quite evil itself. -~ -3 40 -1000 S -26 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26522 -vampire~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -65 40 -1000 S -26 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26523 -rust monster~ -A rust monster~ -A rust monster is here. -~ -It is a tall creature with a bony back, a long tail and pointed ears. -~ -65 40 -1000 S -27 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26524 -spectre~ -A spectre~ -A spectre is floating around here. -~ -It looks exactly like a ghost. After all, a spectre is a ghost. -~ -65 40 -1000 S -27 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26525 -Dhart~ -Dhart~ -Dhart is roaming around here. -~ -He stands about six foot tall and has long, stringy black hair. He growls at -you for looking at him too long. -~ -65 40 -1000 S -27 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26526 -red dragon~ -A red dragon~ -A red dragon is here looking for someone to eat. -~ -He stands about twelve foot tall and three foot wide, He is the color of fire, -and appears hungry as hell. Maybe it is time to go. -~ -3 40 -1000 S -28 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26527 -guardian of sorrow~ -A guardian of sorrow~ -The guardian of sorrow is here making you sad. -~ -He stands about twenty foot tall. He does not look to happy about you waking -him from his nap. I would get out of here. -~ -3 40 -1000 S -28 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26528 -Fiel~ -Fiel~ -Fiel is here doing some paperwork. -~ -He is a nerdy looking man, complete with coke bottle glasses. Maybe you -should kill him for simply being a geek. -~ -3 40 1000 S -28 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26529 -Agle~ -Agle~ -Agle is here making a bed. -~ -She appears to be a nice, innocent woman, but something about here tells you -otherwise. -~ -3 40 -1000 S -29 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26530 -Durtreg~ -Durtreg~ -Durtreg is here getting ready for bed. -~ -You see an older woman with greying hair and wrinkled skin. What the hell, -she is going to dies soon anyway. -~ -3 40 1000 S -29 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26531 -guardian portrait~ -A guardian portrait~ -A portrait is here hanging on the wall. -~ -As you look at it, its eyes start to move. Perhaps it is not a portrait at -all. -~ -3 40 1000 S -29 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26532 -witch~ -A witch~ -A witch is here looking for lizards tails. -~ -She looks nothing like a witch is fabled to look. She looks like a normal -person that has just gone insane, -~ -3 40 -1000 S -29 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26533 -Syruc~ -Syruc~ -Syruc is here preparing to go make dinner. -~ -He is an old, frazzled man. He has obviously been working too many hours for -too long. -~ -3 40 1000 S -29 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26534 -shadow demon~ -A shadow demon~ -A demon is standing here in the shadows. -~ -He looks like your typical, everyday, run of the mill demon; complete with -sharp teeth and claws. -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26535 -werewolf~ -A werewolf~ -A werewolf is here howling at the moon. -~ -He looks exactly like a dog. He has sharp fangs and dingy white fur. -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26536 -iron golem~ -An iron golem~ -An iron golem is solemly standing here. -~ -He looks like a man, and iron man. He appears to be guarding against -something, -~ -3 40 -1000 S -30 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26537 -hellhound~ -A hellhound~ -A hellhound is here waiting to bite you. -~ -He looks like a dog, a very small but very vicious dog. He begins to bear his -teeth. -~ -35 40 -1000 S -30 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26538 -nightmare~ -A nightmare~ -Your worst nightmare is here. -~ -It looks like the worst nightmare you have ever had. Too bad this time you -can't wake up. -~ -35 40 -1000 S -30 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26539 -zombie~ -A zombie~ -A zombie is roaming around here. -~ -He looks human, a mutated human, but human just the same. -~ -4131 40 -1000 S -20 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26540 -ghost~ -A ghost~ -A ghost is floating around here. -~ -It looks exactly like the ghosts you have seen in books and on tv. -~ -4131 40 -1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26541 -ghoul~ -A ghoul~ -A ghoul is roaming here. -~ -It looks to have once been human, but now its skin seems to be falling off -its bones. Its teeth and nails seem to have grown quite a bit also. -~ -4131 40 -1000 S -20 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26542 -wight~ -A wight~ -A wight is here looking for someone to eat. -~ -It looks exactly like a zombie. Perhaps they are related in some way. -~ -4131 40 -1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#26543 -wraith~ -A wraith~ -A wraith is here waiting for someone to eat. -~ -He looks like a skeleton. Unfortunately is not quite as dead as a skeleton -should be. -~ -4131 40 -1000 S -21 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26544 -maiden vampire~ -A maiden vampire~ -A maiden vampire is here looking for someone to bite. -~ -She is a beautiful woman, very beautiful indeed. You better not get to close, -remember, she bites. Hmm, maybe living for eternity wouldn't be all that bad. -~ -4131 40 -1000 S -23 0 0 0d0+0 0d0+0 -50 0 -109 109 2 -#26545 -vampire~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -3 40 -1000 S -26 0 0 0d0+0 0d0+0 -50 0 -109 109 1 -#26546 -spectre~ -A spectre~ -A spectre is floating around here. -~ -It looks exactly like a ghost. After all, a spectre is a ghost. -~ -3 40 -1000 S -27 0 0 0d0+0 0d0+0 -50 0 -109 109 0 -#0 - - -#OBJECTS -#26500 -lantern~ -a lantern~ -A lantern is lying here.~ -~ -1 1 1 -0 0 0 0 -2 10 1 -#26501 -torch~ -a torch~ -A torch is lying here.~ -~ -1 1 1 -0 0 0 0 -2 10 1 -#26502 -bread~ -a piece of bread~ -A piece of bread is lying here.~ -~ -19 0 1 -40 0 0 0 -1 10 1 -#26503 -water flask~ -a water flask~ -A water flask is lying here.~ -~ -17 0 1 -10 10 0 0 -5 15 1 -#26504 -sword~ -a sword~ -A nice looking sword is lying here.~ -~ -5 1 1 -0 3 6 3 -10 1000 100 -A -18 4 -A -19 2 -#26505 -shield~ -a shield~ -A shield is lying here.~ -~ -9 1 1 -5 0 0 0 -5 500 50 -#26506 -shotglass~ -a shotglass~ -A shotglass is lying here.~ -~ -17 0 1 -2 2 5 0 -1 0 0 -#26507 -wine glass~ -a wine glass~ -A wine glass is lying here.~ -~ -17 0 1 -5 5 2 0 -1 0 0 -#26508 -beer mug~ -a beer mug~ -A beer mug is lying here.~ -~ -17 0 1 -5 5 1 0 -1 0 0 -#26509 -beer~ -a beer~ -A beer is lying here.~ -~ -17 0 1 -5 5 1 0 -1 0 0 -#26510 -bible~ -a bible~ -A bible is lying here.~ -~ -13 1 1 -0 0 0 0 -2 0 0 -#26511 -incense stick~ -an incense stick~ -An incense stick is lying here.~ -~ -1 1 1 -0 0 0 0 -2 50 5 -#26512 -crystal ball~ -a crystal ball~ -A crystal ball is lying here.~ -~ -13 1 1 -0 0 0 0 -5 50 5 -#26513 -scales dragon~ -the scales of a dragon~ -The scales of a dragon are lying here.~ -~ -9 1 1 -10 0 0 0 -5 1000 100 -#26514 -head dragon~ -the head of a dragon~ -The head of a dragon is lying here.~ -~ -9 1 1 -7 0 0 0 -5 1000 100 -#26515 -tail dragon~ -the tail of a dragon~ -The tail of a dragon is lying here.~ -~ -9 1 1 -7 0 0 0 -5 1000 100 -#26516 -wings gargoyle~ -the wings of a gargoyle~ -The wings of a gargoyle are lying here.~ -~ -9 1 1 -9 0 0 0 -5 1000 100 -#26517 -calculator~ -a calculator~ -A scientific calculator is lying here.~ -~ -9 1 1 -0 0 0 0 -3 500 50 -A -3 1 -A -4 1 -#26518 -pencil~ -a pencil~ -A pencil is lying here.~ -~ -5 1 1 -0 3 6 11 -5 1000 100 -#26519 -vampire teeth~ -the teeth of a vampire~ -The teeth of a vampire are lying here.~ -~ -5 1 1 -0 3 6 10 -5 1000 100 -#26520 -black cape~ -a black cape~ -A black cape is lying here.~ -~ -9 1 1 -7 0 0 0 -3 1000 100 -#26521 -broom~ -a broom~ -A broom is lying here.~ -~ -5 1 1 -0 3 6 5 -5 1000 100 -#26522 -cauldron~ -a cauldron~ -A cauldron is bubbling here.~ -~ -13 1 1 -0 0 0 0 -10 50 5 -#26523 -serving tray~ -a serving tray~ -A serving tray is lying here.~ -~ -5 1 1 -0 3 6 7 -5 1000 100 -#26524 -ring truth~ -a ring of truth~ -A beautiful ring is lying here.~ -~ -5 1 1 -15 0 0 0 -2 1000 100 -A -18 3 -A -19 3 -#26525 -ring honor~ -a ring of honor~ -A beautiful ring is lying here.~ -~ -5 1 1 -15 0 0 0 -2 1000 100 -A -18 3 -A -19 3 -#26526 -sword vengeance~ -a sword of vengeance~ -A beautifully crafted sword is lying here.~ -~ -5 1 1 -0 6 8 3 -10 5000 500 -A -18 3 -A -19 3 -#26527 -boots striding~ -the boots of striding~ -A pair of boots is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 3 -A -19 3 -A -14 100 -#26528 -plate chest chestplate valor~ -a chest plate of valor~ -A chest plate is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 3 -A -19 3 -#26529 -gloves power~ -the gloves of power~ -A pair of gloves is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 3 -A -19 3 -#26530 -shield courage~ -the shield of courage~ -A shield is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 3 -A -19 3 -#26531 -cape invulnerability~ -a cape of invulnerability~ -A cape is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 3 -A -19 3 -#26532 -belt strength~ -a belt of strength~ -A belt is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -A -1 1 -#26533 -bracelet love~ -a bracelet of love~ -A bracelet is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26534 -bracelet hate~ -a bracelet of hate~ -A bracelet is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26535 -sceptre wisdom~ -a sceptre of wisdom~ -A sceptre is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -A -4 1 -A -12 100 -#26536 -arm plates striking~ -the arm plates of striking~ -A set of arm plates is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26537 -silver ankh~ -a silver ankh~ -A silver ankh is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26538 -golden cross~ -a golden cross~ -A golden cross is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 9 -A -19 5 -#26539 -candle light~ -a candle of divine light~ -A candle is lying here.~ -~ -1 1 1 -0 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26540 -helm intelligence~ -a helm of intelligence~ -A helm is lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -A -3 1 -#26541 -leggings doom~ -the leggings of doom~ -A pair of leggings are lying here.~ -~ -9 1 1 -15 0 0 0 -5 1000 100 -A -18 5 -A -19 5 -#26542 -treasure chest~ -a treasure chest~ -A treasure chest is lying here.~ -~ -15 0 0 -10000 1 -1 0 -1 0 0 -#26543 -pile coins~ -a pile of coins~ -A pile of coins is lying here.~ -~ -20 0 1 -100000 0 0 0 -1 0 0 -#0 - - -#ROOMS -#26500 -Syrus Road~ -You are travelling along the road that leads to the city of Thoran. To the -north you see the gates of Thoran. -~ -0 0 1 -D0 -~ -~ -0 0 26501 -D2 -~ -~ -0 0 3205 -S -#26501 -Gates of Thoran~ -Jutting from the inpenetrable woods on both sides of the road, high stone -buttresses look up gray in the fog. Huge iron gates hand on the stonework. -To the north and south Syrus Road continues. -~ -0 0 1 -D0 -~ -~ -0 0 26502 -D2 -~ -~ -0 0 26500 -S -#26502 -Syrus Road~ -You are continuing along Syrus Road. It spans the entire length of the city. -To the north and south Syrus Road continues. To the east you see the Blood -Tavern, and to the west you see Gildra's Mercantile. -~ -0 0 1 -D0 -~ -~ -0 0 26505 -D1 -~ -~ -0 0 26504 -D2 -~ -~ -0 0 26501 -D3 -~ -~ -0 0 26503 -S -#26503 -Gildra's Mercantile~ -The sparse light from this building spills out from behind drawn heavy -curtains. A sign on the door creaks on its hinges, proclaiming this Gildra's -Mercantile. To the east you see Syrus Road. -~ -0 8 0 -D1 -~ -~ -0 0 26502 -S -#26504 -Blood Tavern~ -A single shaft of light thrusts into the main square, its brightness like a -solid pillar in the heavy fog. Above the gaping doorway, a sign hangs -precariously askew proclaiming this is the Blood Tavern. To the west you -see Syrus Street. -~ -0 8 0 -D3 -~ -~ -0 0 26502 -S -#26505 -Syrus Road~ -You are continuing along Syrus Road. To the north and south Syrus Road -continues. To the east you see the Burgomaster's home and to the west you -see Yram's home. -~ -0 0 1 -D0 -~ -~ -0 0 26508 -D1 -~ -~ -0 0 26507 -D2 -~ -~ -0 0 26502 -D3 -~ -~ -0 0 26506 -S -#26506 -Yram's Home~ -A moaning sob floats through the still gray streets, coloring your thoughts -with sadness. The sounds flow from this dark, two-story townhouse. To the -east you see Syrus Street. -~ -0 8 0 -D1 -~ -~ -0 0 26505 -S -#26507 -Burgomaster's Home~ -This is a weary looking mansion that squats behind a rusting iron fence. The -iron gates are twisted and torn. The right gate lies cast aside while the -left swings crazily in the wind. To the west you see Syrus Street. -~ -0 8 0 -D3 -~ -~ -0 0 26505 -S -#26508 -Syrus Road~ -You are continuing along Syrus Road. To the north and south the road -continues. To the east you see a church and to the west you see a guest house. -~ -0 0 1 -D0 -~ -~ -0 0 26511 -D1 -~ -~ -0 0 26510 -D2 -~ -~ -0 0 26505 -D3 -~ -~ -0 0 26509 -S -#26509 -Guest House~ -This house is roughly fifty square feet. It is the guest house of the -Burgomaster's house. To the east you see Syrus Road. -~ -0 8 0 -D1 -~ -~ -0 0 26508 -S -#26510 -Church~ -This is the church of the city of Thoran. The bell tower hangs to one side, -its sweet tones silenced. Flickering light shines through holes burned -through the roof shingles. To the west you see Syrus Road. -~ -0 8 0 -D3 -~ -~ -0 0 26508 -S -#26511 -Syrus Road~ -You are continuing along Syrus Road. Syrus Road continues to the north and -south. To the east you see a cemetary. -~ -0 0 1 -D0 -~ -~ -0 0 26513 -D1 -~ -~ -0 0 26512 -D2 -~ -~ -0 0 26508 -S -#26512 -Cemetary~ -This is the city's graveyard. For a town as large as this one there are -surpisingly few graves. To the west you see Syrus Road. -~ -0 0 1 -D3 -~ -~ -0 0 26511 -S -#26513 -Syrus Road~ -You are continuing along Syrus Road. To the north you see the intersection -with Denar Road, to the south Syrus Road continues, to the east and west -you see old, rundown houses. -~ -0 0 1 -D0 -~ -~ -0 0 26516 -D1 -~ -~ -0 0 26515 -D2 -~ -~ -0 0 26511 -D3 -~ -~ -0 0 26514 -S -#26514 -Rundown House~ -This house is in great need of repair. You can't believe that anyone could -possibly live here. To the east you see Syrus Road. -~ -0 8 0 -D1 -~ -~ -0 0 26513 -S -#26515 -Rundown House~ -This house is in great need of repair. You can't believe that anyone could -possibly live here. To the west you see Syrus Road. -~ -0 8 0 -D3 -~ -~ -0 0 26513 -S -#26516 -Intersection of Syrus and Denar Road~ -This is the intersection of Syrus and Denar Road. Syrus Road continues to -the north and south and Denar leads off to the east and west. -~ -0 0 1 -D0 -~ -~ -0 0 26523 -D1 -~ -~ -0 0 26517 -D2 -~ -~ -0 0 26513 -D3 -~ -~ -0 0 26519 -S -#26517 -Denar Road~ -You are on Denar Road. It is the east west road of the city. To the north you -see a carriage house and to the west you see the intersection. -~ -0 0 1 -D0 -~ -~ -0 0 26518 -D3 -~ -~ -0 0 26516 -S -#26518 -Carriage House~ -This is the carriage house. This is where the person that takes care of -the horses in the town lives. To the south you see Denar Road. -~ -0 8 0 -D2 -~ -~ -0 0 26517 -S -#26519 -Denar Road~ -You are continuing along the east west road of the city. To the north you see -a gypsy encampment, to the east yoy see the intersection and to the west -Denar Road continues. -~ -0 0 1 -D0 -~ -~ -0 0 26520 -D1 -~ -~ -0 0 26516 -D3 -~ -~ -0 0 26521 -S -#26520 -Gypsy Encampment~ -On the far side of the clearing are several colorful wagons parked on the bank -of a stream. To the south you see Denar Road. -~ -0 0 1 -D2 -~ -~ -0 0 26519 -S -#26521 -Denar Road~ -You are continuing along the east west route of the city. To the north you -see Madam Ave's Tent and to the east you see Denar Road. -~ -0 0 1 -D0 -~ -~ -0 0 26522 -D1 -~ -~ -0 0 26519 -S -#26522 -Madam Ave's Tent~ -This tent is dimly illuminated in pools of red light. A small, low table -stands across from the doorway covered in a black velvet cloth. To the -south you see Denar Road. -~ -0 8 0 -D2 -~ -~ -0 0 26521 -S -#26523 -Syrus Road~ -You are continuing along Syrus Road. To the south the road continues and to -the north you see a courtyard. -~ -0 0 1 -D0 -~ -~ -0 0 26524 -D2 -~ -~ -0 0 26516 -S -#26524 -Courtyard~ -This is a very beautiful courtyard. It is line with pretty red and blue -flowers and in the center there is a large granite fountain. To the south -you see Syrus Road, to the east you see a beutiful garden, and to the -north you see the entry to the castle. -~ -0 0 1 -D0 -~ -~ -0 0 26526 -D1 -~ -~ -0 0 26525 -D2 -~ -~ -0 0 26523 -S -#26525 -Garden~ -This garden is not in as well as the courtyard. Its flowers are brown and -wilting. To the north you see a guest hall and to the west you see the -courtyard. -~ -0 0 1 -D0 -~ -~ -0 0 26527 -D3 -~ -~ -0 0 26524 -S -#26526 -Entry~ -The ornate massive doors hang open. Fluttering torches cast dim yellow -flickers of light from the entry way. To the east you see a guest hall, to -the south you see a carriage house and to the west you see the courtyard. -~ -0 8 0 -D1 -~ -~ -0 0 26527 -D3 -~ -~ -0 0 26529 -D2 -~ -~ -0 0 26524 -S -#26527 -Guest Hall~ -This is a neatly kept room with two small beds one one side of the room, a -desk with two chairs on another side of the room, and a large fireplace on -yet another side of the room. To the north you see the dining hall, to the -south you see the garden, and to the west you see the entry room. -~ -0 8 0 -D0 -~ -~ -0 0 26528 -D2 -~ -~ -0 0 26525 -D3 -~ -~ -0 0 26526 -S -#26528 -Dining Hall~ -This room is HUGE! It is about 40X40 and has a ten foot long table in the -center of the room. You have never seen a kitchen table quite so big. To -the south you see the guest hall. -~ -0 8 0 -D2 -~ -~ -0 0 26527 -S -#26529 -Carriage House~ -This is a small neatly kept room and not a house at all. You wonder why it -is called a house when it is inside the castle walls. To the north you see -the entry room and to the east you see a chapel. -~ -0 8 0 -D1 -~ -~ -0 0 26526 -D3 -~ -~ -0 0 26530 -S -#26530 -Chapel~ -Thin colored light filters through broken and boarded up stained glass -windows, illuminating the ancient chapel. Pews and benches like about the -floor in jumbled disarray, coated with centuries of dust. To the north -you see the audience hall, to the west you see the carriage house and up -you see the high tower stairs. -~ -0 8 0 -D0 -~ -~ -0 0 26535 -D1 -~ -~ -0 0 26529 -D4 -~ -~ -0 0 26531 -S -#26531 -High Tower Stairs~ -The large gray flagstones of this spiraling staircase lead up around a twenty -foot wide stone core. Cobwebs fill the staircase, making it difficult to see -even the ceiling. Heavy beams sag overhead from the centuries of weight. To -the north you see the grand landing and down you see the chapel. -~ -0 8 0 -D0 -~ -~ -0 0 26532 -D5 -~ -~ -0 0 26530 -S -#26532 -Grand Landing~ -This is quite a large landing, about twenty foot long and fourty foot wide. -To the north you see the servant's quarters, to the south you see the stairs, -and to the west you see the tower hall. -~ -0 8 0 -D0 -~ -~ -0 0 26534 -D2 -~ -~ -0 0 26531 -D3 -~ -~ -0 0 26533 -S -#26533 -Tower Hall~ -A mosaic floor stretches about into the darkness. You feel the tower's cold -expanse weighing down on you. To the east you see the landing. -~ -0 8 0 -D1 -~ -~ -0 0 26532 -S -#26534 -Servant Quarters~ -Broken furniture and torn cloth are strewn about this 20X40 foot room. Dim -illumination comes from the dirt-caked windows in the east and north walls. -To the south you see the landing. -~ -0 8 0 -D2 -~ -~ -0 0 26532 -S -#26535 -Audience Hall~ -Dim light falls into this room in jagged shafts through the broken glass and -iron frames of a large window in the west wall. Cobwebs span the entire -length of the room. To the north you see the king's worship place, to the -east you see the office of the accountant, and to the south you see the -chapel. -~ -0 8 0 -D0 -~ -~ -0 0 26536 -D1 -~ -~ -0 0 26537 -D2 -~ -~ -0 0 26530 -S -#26536 -King's Worship Place~ -This long balcony room overlooks a vst rubble-strewn room. Two large, ornate -thrones stand in the middle of the balcony that is covered with dust. To the -south you see the audience hall. -~ -0 8 0 -D2 -~ -~ -0 0 26535 -S -#26537 -Office of the Accountant~ -Dusty scroll and tomes line the walls of this room and are scattered across -the floor. In the center of all this clutter stands a huge accountant's desk. -To the east you see the maid's hall and to the west you see the audience -hall. -~ -0 8 0 -D1 -~ -~ -0 0 26538 -D3 -~ -~ -0 0 26535 -S -#26538 -Maid's Hall~ -Stained yellow lace hangs neatly from eight canopied beds. At the foot of -each bed is a large chest. To the north you see the study, to the east you -see the treasury, and to the west you see the office of the accountant. -~ -0 8 0 -D0 -~ -~ -0 0 26539 -D1 -~ -~ -0 0 26540 -D3 -~ -~ -0 0 26537 -S -#26539 -Study~ -Three of the walls are lined with ancient books and the fourth wall contains -a large firplace. To the north you see a bedchamber and to the south you -see the maid's hall. -~ -0 8 0 -D0 -~ -~ -0 0 26541 -D2 -~ -~ -0 0 26538 -S -#26540 -Treasury~ -For a treasure room, this room is quite bare. It does not look to have been -used for a very long time. To the west you see the maid's hall. -~ -0 8 0 -D3 -~ -~ -0 0 26538 -S -#26541 -Bedchamber~ -Windows on the west wall are covered by bright red draperies, hanging stiffly -from the high ceiling. In the center of the room there is a large bed -canopied in velvet. To the east you see the lounge and to the south you -see the study. -~ -0 8 0 -D1 -~ -~ -0 0 26542 -D2 -~ -~ -0 0 26539 -S -#26542 -Lounge~ -A low ceiling supported by heavy beams, seem to press down on this room. Plush -overstuffed chairs and couches are placed about the room. To the north you see -a guest room and to the west you see a bedchamber. -~ -0 8 0 -D0 -~ -~ -0 0 26543 -D3 -~ -~ -0 0 26541 -S -#26543 -Guest Room~ -A huge bed sits in the center of this room, its four corner posts rising to a -black canopy trimmed with gold tassels. Several comfortable divans are placed -about the room. To the north you see a hallway, to the south you see the -lounge, and up you seea creepy room. -~ -0 8 0 -D0 -~ -~ -0 0 26545 -D2 -~ -~ -0 0 26542 -D4 -~ -~ -0 0 26544 -S -#26544 -Cauldron~ -Through the darkness of this room you can just barely see green-glowing wisps -bubbling up from a huge black kettle. Electric sounds of cackling suddenly -strike, sending a shiver up your spine. Down you see the guest room. -~ -0 8 0 -D5 -~ -~ -0 0 26543 -S -#26545 -Hallway~ -This hallway leads to the rooms of the servnats. To the north the hallway -continues, to the east you see the servant's hall, to the west you see the -wine cellar, and to the south you see the guest room. -~ -0 8 0 -D0 -~ -~ -0 0 26548 -D1 -~ -~ -0 0 26546 -D2 -~ -~ -0 0 26543 -D3 -~ -~ -0 0 26547 -S -#26546 -Servant's Hall~ -This hall stands in deadly silence. The low ceiling sags from heavy beams. A -fog clings to the floor in thick patches, obscuring everything less than three -feet above the floor. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26545 -S -#26547 -Wine Cellar~ -Arched frames of stone form a low wet ceiling over this wine cellar. Great -casks of wine line the walls, their bands rusting and their contents long -since spilled on the floor. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26545 -S -#26548 -Hallway~ -This hallway leads to the rooms most used by the servants. The hall continues -north and south, to the east you see the kitchen, and to the west you see -the butler's quarters. -~ -0 8 0 -D0 -~ -~ -0 0 26551 -D1 -~ -~ -0 0 26549 -D2 -~ -~ -0 0 26545 -D3 -~ -~ -0 0 26550 -S -#26549 -Kitchen~ -This is where the maids, butler's and other servants cook and eat their meals. -It is of course not as well furnished as the main kitchen. To the west you see -the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26548 -S -#26550 -Butler's Quarters~ -This is the room where the butler sleeps during his off time. It is sparsely -furnished, only containing a small bed, a table, and one chair. To the east -you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26548 -S -#26551 -Hallway~ -This is the hallway leading to the rooms most often used by the servants. To -the east you see the guard's quarters, to the west you see an office, and -down you see the dungeon hall. -~ -0 8 0 -D1 -~ -~ -0 0 26552 -D3 -~ -~ -0 0 26553 -D5 -~ -~ -0 0 26554 -S -#26552 -Guard's Quarters~ -This is where then guards spend their time when they are not guarding the -royal family. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26551 -S -#26553 -Office of Vengeance~ -This shadowy room is in perfect order. An old cot stands to one side, its -heavy blanket made taut and straight. A great table stands with its chair, -inkwell, and quill lying carefully in place. To the east you see the -hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26551 -S -#26554 -Dungeon Hall~ -This is the hallway leading to all the crypts. A shiver runs up your spine -as you think about what you might find. To the east you see the torture room, -to the south the hallway continues, and up leads back to another hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26555 -D2 -~ -~ -0 0 26556 -D4 -~ -~ -0 0 26551 -S -#26555 -Torture Room~ -This is where the owners of the castle would beat those who chose to disagree -with them. Several racks are about the room. To the west you see the dungeon -hall. -~ -0 8 0 -D3 -~ -~ -0 0 26554 -S -#26556 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26554 -D1 -~ -~ -0 0 26557 -D2 -~ -~ -0 0 26559 -D3 -~ -~ -0 0 26558 -S -#26557 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26556 -S -#26558 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26556 -S -#26559 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26556 -D1 -~ -~ -0 0 26560 -D2 -~ -~ -0 0 26562 -D3 -~ -~ -0 0 26561 -S -#26560 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26559 -S -#26561 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26559 -S -#26562 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26559 -D1 -~ -~ -0 0 26563 -D2 -~ -~ -0 0 26565 -D3 -~ -~ -0 0 26564 -S -#26563 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26562 -S -#26564 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26562 -S -#26565 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26562 -D1 -~ -~ -0 0 26566 -D2 -~ -~ -0 0 26568 -D3 -~ -~ -0 0 26567 -S -#26566 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26565 -S -#26567 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26565 -S -#26568 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26565 -D1 -~ -~ -0 0 26569 -D2 -~ -~ -0 0 26571 -D3 -~ -~ -0 0 26570 -S -#26569 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26568 -S -#26570 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26568 -S -#26571 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26568 -D1 -~ -~ -0 0 26572 -D2 -~ -~ -0 0 26574 -D3 -~ -~ -0 0 26573 -S -#26572 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26571 -S -#26573 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26571 -S -#26574 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26571 -D1 -~ -~ -0 0 26575 -D2 -~ -~ -0 0 26577 -D3 -~ -~ -0 0 26576 -S -#26575 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26574 -S -#26576 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26574 -S -#26577 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26574 -D1 -~ -~ -0 0 26578 -D2 -~ -~ -0 0 26580 -D3 -~ -~ -0 0 26579 -S -#26578 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26577 -S -#26579 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26577 -S -#26580 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north and south the -hallway continues. -~ -0 8 0 -D0 -~ -~ -0 0 26577 -D1 -~ -~ -0 0 26581 -D2 -~ -~ -0 0 26583 -D3 -~ -~ -0 0 26582 -S -#26581 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26580 -S -#26582 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26580 -S -#26583 -Dungeon Hallway~ -This is the hallway leading to the crypts. A shiver runs up your spine as you -realize what you might see. East and west are crypts and north the hallway -continues. -~ -0 8 0 -D0 -~ -~ -0 0 26580 -D1 -~ -~ -0 0 26584 -D3 -~ -~ -0 0 26585 -S -#26584 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the west you see the hallway. -~ -0 8 0 -D3 -~ -~ -0 0 26583 -S -#26585 -Crypt~ -The only thing that adorns this room is a cement bed and a prayer mat beside -the bed. To the east you see the hallway. -~ -0 8 0 -D1 -~ -~ -0 0 26583 -S -#26586 -Xanax's Hideout~ -Yes, this is where Xanax goes to hide when the puny mortals start to get on -her nerves. There is a large desk strewn with papers in one corner of the -room. Another corner is occupied with a TV and VCR, so she will have -something to do when she is bored or too stressed out to mud. -~ -0 8 0 -S -#0 - - -#RESETS -M 0 26500 3 26500 -M 0 26503 3 26500 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26519 1 26501 -M 0 26500 3 26502 -M 0 26503 3 26502 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26509 2 26503 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26510 1 26503 -G 0 26503 0 -G 0 26502 0 -G 0 26501 0 -G 0 26500 0 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26511 1 26503 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26509 2 26504 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26512 1 26504 -G 0 26508 0 -G 0 26507 0 -G 0 26506 0 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26513 1 26504 -G 0 26509 0 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26500 3 26505 -M 0 26503 3 26505 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26514 1 26506 -M 0 26515 0 26507 -M 0 26501 2 26508 -M 0 26516 1 26510 -G 0 26511 0 -G 0 26510 0 -M 0 26501 2 26511 -M 0 26505 2 26512 -M 0 26505 2 26512 -M 0 26508 1 26518 -M 0 26518 0 26518 -M 0 26504 2 26519 -M 0 26502 3 26520 -M 0 26502 3 26520 -M 0 26502 3 26520 -M 0 26504 2 26521 -M 0 26506 1 26522 -M 0 26517 1 26522 -G 0 26512 0 -M 0 26507 2 26523 -M 0 26507 2 26523 -M 0 26524 1 26524 -M 0 26520 2 26525 -M 0 26521 2 26526 -E 0 26516 0 12 -M 0 26520 2 26527 -M 0 26525 1 26528 -M 0 26521 2 26529 -E 0 26516 0 12 -M 0 26522 1 26529 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26523 1 26530 -M 0 26526 1 26532 -E 0 26515 0 7 -E 0 26514 0 6 -E 0 26513 0 11 -M 0 26527 1 26533 -M 0 26529 1 26534 -M 0 26528 1 26537 -E 0 26517 0 17 -E 0 26518 0 16 -E 0 26505 0 11 -M 0 26531 1 26539 -O 0 26543 0 26540 -M 0 26530 1 26541 -M 0 26532 2 26544 -G 0 26522 0 -E 0 26521 0 16 -M 0 26532 2 26544 -G 0 26522 0 -E 0 26521 0 16 -M 0 26534 1 26548 -M 0 26535 1 26550 -M 0 26536 2 26550 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26533 1 26552 -E 0 26523 0 16 -M 0 26536 2 26552 -E 0 26505 0 11 -E 0 26504 0 16 -M 0 26537 1 26553 -M 0 26538 1 26555 -M 0 26539 3 26557 -M 0 26540 3 26558 -M 0 26541 3 26560 -M 0 26542 3 26561 -M 0 26543 2 26563 -M 0 26544 2 26564 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26545 2 26566 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26546 2 26567 -M 0 26539 3 26569 -M 0 26540 3 26570 -M 0 26541 3 26572 -M 0 26542 3 26573 -M 0 26543 2 26575 -M 0 26544 2 26576 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26545 0 26578 -E 0 26520 0 12 -E 0 26519 0 16 -M 0 26546 2 26579 -M 0 26539 3 26581 -M 0 26540 3 26582 -M 0 26541 3 26584 -M 0 26542 3 26585 -O 0 26542 0 26586 -P 0 26540 0 26542 -P 0 26539 0 26542 -P 0 26538 0 26542 -P 0 26537 0 26542 -P 0 26536 0 26542 -P 0 26535 0 26542 -P 0 26534 0 26542 -P 0 26533 0 26542 -P 0 26532 0 26542 -P 0 26531 0 26542 -P 0 26531 0 26542 -P 0 26530 0 26542 -P 0 26529 0 26542 -P 0 26528 0 26542 -P 0 26527 0 26542 -P 0 26526 0 26542 -P 0 26525 0 26542 -P 0 26524 0 26542 -S - - -#SHOPS - 26510 1 9 17 19 0 120 80 0 23 ; Gildra - 26512 19 0 0 0 0 120 80 0 23 ; Kira -0 - - -#REPAIRS -0 - - -#SPECIALS -M 26516 spec_cast_cleric -M 26517 spec_cast_mage -M 26531 spec_cast_mage -M 26532 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/tree.are b/data/realm/areas_smaug1.4a/tree.are deleted file mode 100644 index 9535f5f..0000000 --- a/data/realm/areas_smaug1.4a/tree.are +++ /dev/null @@ -1,778 +0,0 @@ -#AREA Yggdrasil~ - -#VERSION 1 - -#AUTHOR Glop~ - -#RANGES -15 50 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#9900 -hollyphant~ -a Hollyphant~ -A Hollyphant is delivering a message here. -~ -It looks like a large, winged, furry elephant. It emits an -aura of goodness. -~ -65 8 1000 S -16 4 -100 6d50+25 3d8+11 -2600 0 -112 112 0 -#9901 -planetar~ -a planetar~ -A planetar is here watching out for his master's interest. -~ -Humanoid in appearance, the planetar has wings and is -hairless. He is on a mission from his deity. -~ -67 140 900 S -30 -10 -200 10d20+500 4d10+5 -10000 0 -112 112 0 -#9902 -shedu~ -a Shedu~ -A Shedu is here fighting evil. -~ -Half man, half beast. The Shedu is out looking for evil -anywhere it may be and it will hunt down until death is the -result. -~ -65 8388640 850 S -25 -5 -180 2d10+470 6d7+6 -200 0 -112 112 0 -#9903 -dretch demon~ -a dretch~ -A dretch is here slobbering on you. -~ -A pathetic, slobbering thing. The dretch is constantly -picked on by its more powerful, demon brothers. -~ -197 40 -800 S -10 10 0 2d10+140 2d15+5 -1000 0 -112 112 1 -#9904 -chasme fly demon~ -a chasme~ -A chasme is flying around here. -~ -The chasme or fly demon is half-human and half-fly. They -don't like anyone, not even other demons. -~ -69 40 -900 S -20 0 -120 4d10+310 3d10+7 -2000 0 -112 112 1 -#9905 -babau ebony~ -a babau~ -A babau is standing here looking for food. -~ -The babau or one-horned horror is a demon of considerable -fright. He appears a skeleton with a black leather jumpsuit -on. He is constantly searching for flesh to eat. -~ -65 128 -1000 S -15 5 -140 2d25+225 5d7+0 -4500 0 -112 112 0 -#9906 -yagnodemon demon~ -a yagnodemon~ -A yagnodemon is here flexing his giant-sized arm. -~ -The yagnodemon has one man-sized and one giant-sized arm. -With the giant-sized arm it can wield huge weapons. He is -not in a good mood right now. -~ -69 56 -950 S -25 -5 -140 4d25+400 4d6+12 -10000 0 -112 112 1 -#9907 -kostchtchie demon kost~ -Kostchtchie~ -Kostchtchie is here resting on his journey of evil. -~ -Kostchtchie a powerful demon lord is here. Obviously -derived from giant stock, he is very powerful. And he does -not like to be interrupted. -~ -99 168 -1000 S -40 -20 -280 4d50+700 4d10+15 -75000 0 -112 112 1 -#9908 -nabassu demon~ -a nabassu~ -A nabassu is here looking to upgrade his status. -~ -A tall, thin demon, the nabassu are very bat-like in -appearance. He seems to have an intense interest in you. -~ -69 8 -950 S -15 5 -90 2d10+240 6d5+2 -12500 0 -112 112 1 -#9909 -dragon cloud~ -a cloud dragon~ -A cloud dragon is here wanting to be left alone. -~ -This dragon is as large as a red dragon, but does not like -to get involved in the struggle between good and evil. It -wants to be left alone. -~ -67 168 0 S -35 -15 -230 2d30+650 10d3+12 -50000 0 -112 112 0 -#9910 -solar~ -a solar~ -A solar is here contemplating the fight against evil. -~ -A beautiful being, the solar is totally dedicated to the -continuation of the good beings. -~ -67 172 1000 S -35 -15 -220 2d40+650 10d4+10 -30000 0 -112 112 1 -#9911 -wemic~ -a wemic~ -A wemic is hunting here. -~ -Part man, part lion, and part horse; the wemic is a creature -not to be taken lightly. -~ -69 32 100 S -10 10 -40 2d10+180 3d6+4 -1000 0 -112 112 1 -#9912 -frost giant~ -a frost giant~ -A frost giant is here looking for treasure. -~ -Large members of the giant family, the frost giants are -ravenous collectors of treasure. They don't like to share -this treasure with anyone. -~ -99 40 -300 S -25 -5 -140 4d40+400 3d12+5 -100000 0 -112 112 1 -#9913 -gorgimera~ -a gorgimera~ -A gorgimera is here flexing its wings. -~ -This three-headed monster is waiting to rip the head off of -its latest victim to add to its collection. Watch out for -that breath attack. -~ -99 8 -750 S -20 0 -100 2d25+330 4d5+10 -25000 0 -112 112 0 -#9914 -ratatosk~ -Ratatosk~ -Ratatosk is here delivering the Gods' messages. -~ -You see a giant squirrel carrying greetings and tidings from -the various deities residing in these realms. He does not -want to be delayed in his task. -~ -69 172 200 S -35 -15 -230 2d50+600 10d7+1 -5000 0 -112 112 0 -#0 - - -#OBJECTS -#9900 -polearm body wrecker~ -a body-wrecker~ -A body-wrecker polearm lies here.~ -~ -5 0 1 -0 4 6 11 -27 30000 3000 -#9901 -hammer iron~ -a huge hammer of cold iron~ -A hammer of iron with silver and nickel detail lies here.~ -~ -5 16 0 -0 3 10 7 -25 100000 10000 -#9902 -bastard sword~ -a holy bastard sword~ -A beautiful sword lies on the ground here.~ -~ -5 1 0 -0 4 5 3 -19 76000 7600 -A -13 25 -A -24 2 -#9903 -looking glass~ -a looking glass~ -A looking glass lies here.~ -~ -4 64 1 -10 10 10 -1 -2 4000 400 -'detect invis' -#9904 -cloudy staff~ -a cloudy glass staff~ -A staff made of cloudy glass lies here.~ -~ -4 32 1 -10 8 4 -1 -4 5000 500 -'sleep' -#9905 -crystal sleeves~ -a set of sleeves of crystal~ -Some sleeves made of crystal lie here.~ -~ -9 32 1 -20 0 0 0 -10 50000 5000 -A -19 2 -#9906 -sparkling green potion~ -a sparkling green potion~ -A green potion is lying here sparkling.~ -~ -10 1 0 -10 -1 -1 -1 -1 5000 500 -'detect evil' 'detect invis' 'detect magic' -#9907 -paper triangle~ -a paper triangle~ -A piece of paper in the shape of a triangle is here.~ -~ -2 32 1 -50 -1 -1 -1 -1 3500 350 -'armor' 'bless' 'NONE' -#9908 -hollyphant tusk~ -a hollyphant tusk~ -A tusk of a hollyphant lies here.~ -~ -3 1 0 -10 15 10 -1 -1 1000 100 -'dispel evil' -#9909 -girth cast iron~ -a cast iron girth~ -A cast iron girth lies here.~ -~ -9 2 1 -45 0 0 0 -10 4000 400 -A -3 -4 -#0 - - -#ROOMS -#9900 -The Entrance to Yggdrasil~ -This is the entrance to Yggdrasil, the World Ash. Through -this tree are conduits to many other planes of existence. The way back -to the forest is to the north. -~ -0 0 3 -D0 -You see the way back to the forest. -~ -~ -0 0 10030 -D4 -You see the trunk rising up into the sky. -~ -~ -0 -1 9901 -D5 -You see the trunk descending down into the depths of the -earth. -~ -~ -0 -1 9907 -S -#9901 -The Trunk of Yggdrasil~ -You are traveling in Yggdrasil, the World Ash. Who knows -what other travelers you may encounter. -~ -0 0 3 -D4 -The trunk continues to go up here. -~ -~ -0 -1 9902 -D5 -The entrance to the tree is below. -~ -~ -0 -1 9900 -S -#9902 -The Lower Trunk of Yggrasil~ -You are in the lower reaches of Yggdrasil. The tree top -cannot be seen. Lesser astral travelers can be seen moving -about. -~ -0 0 3 -D0 -A limb branches off in this direction. -~ -~ -0 -1 9903 -D1 -A limb branches off in this direction. -~ -~ -0 -1 9906 -D2 -A limb branches off in this direction. -~ -~ -0 -1 9911 -D3 -A limb branches off in this direction. -~ -~ -0 -1 9905 -D4 -The trunk continues up the tree. -~ -~ -0 -1 9917 -D5 -The way down the tree is this way. -~ -~ -0 -1 9901 -S -#9903 -A Lower Branch of Yggdrasil~ -You are on a limb on the lower level of Yggdrasil. -~ -0 0 3 -D2 -The main trunk is in this direction. -~ -~ -0 -1 9902 -S -#9904 -The Crest of Yggdrasil~ -You are on the top of the World Ash. You can see in the -distance many realms and dimensions. This is definitely a -crossroads to the gods. -~ -0 0 3 -D5 -The way down the trunk of Yggdrasil lies this way. -~ -~ -0 -1 9918 -S -#9905 -A Lower Branch of Yggdrasil~ -You are on a limb on the lower level of Yggdrasil. -~ -0 0 3 -D1 -The main trunk is in this direction. -~ -~ -0 -1 9902 -S -#9906 -A Lower Branch of Yggdrasil~ -You are on a limb on the lower level of Yggdrasil. -~ -0 0 3 -D3 -The main trunk is in this direction. -~ -~ -0 -1 9902 -S -#9907 -The Roots of Yggdrasil~ -You are under the ground among the roots of Yggdrasil. You -sense a greater preponderance of evil in this area. Your -fellow travelers also tend to be of the evil persuasion. -~ -0 0 3 -D0 -The roots lead off in this direction. -~ -~ -0 -1 9923 -D1 -The roots lead off in this direction. -~ -~ -0 -1 9909 -D2 -The roots lead off in this direction. -~ -~ -0 -1 9908 -D3 -The roots lead off in this direction. -~ -~ -0 -1 9910 -D4 -The entrance to the tree is in this direction. -~ -~ -0 -1 9900 -D5 -The deepest part of the tree is down here. -~ -~ -0 -1 9912 -S -#9908 -The Roots of Yggdrasil~ -You are in the roots of the great tree. Many odd creatures -can be seen and felt wandering in the area. -~ -0 0 3 -D0 -The roots continue in this direction. -~ -~ -0 -1 9907 -S -#9909 -The Roots of Yggdrasil~ -You are in the roots of the great tree. Many odd creatures -can be seen and felt wandering in the area. -~ -0 0 3 -D3 -The roots continue in this direction. -~ -~ -0 -1 9907 -S -#9910 -The Roots of Yggdrasil~ -You are in the roots of the great tree. Many odd creatures -can be seen and felt wandering in the area. -~ -0 0 3 -D1 -The roots continue in this direction. -~ -~ -0 -1 9907 -S -#9911 -A Lower Branch of Yggdrasil~ -You are on a limb on the lower level of Yggdrasil. -~ -0 0 3 -D0 -The main trunk is in this direction. -~ -~ -0 -1 9902 -S -#9912 -The Deepest Roots of Yggdrasil~ -You are at the tree's deepest point. Looking down from here -you can almost see the foul and evil realms of the followers -of evil. You can faintly hear the screams of their tortured -victims. -~ -0 0 3 -D4 -You see the roots of the tree continue in this direction. -~ -~ -0 -1 9907 -S -#9913 -A Middle Branch of Yggdrasil~ -You are on a limb on the middle level of Yggdrasil. -~ -0 0 3 -D1 -The main trunk is in this direction. -~ -~ -0 -1 9917 -S -#9914 -A Middle Branch of Yggdrasil~ -You are on a limb on the middle level of Yggdrasil. -~ -0 0 3 -D2 -The main trunk is in this direction. -~ -~ -0 -1 9917 -S -#9915 -A Middle Branch of Yggdrasil~ -You are on a limb on the middle level of Yggdrasil. -~ -0 0 3 -D3 -The main trunk is in this direction. -~ -~ -0 -1 9917 -S -#9916 -A Middle Branch of Yggdrasil~ -You are on a limb on the middle level of Yggdrasil. -~ -0 0 3 -D0 -The main trunk is in this direction. -~ -~ -0 -1 9917 -S -#9917 -The Middle Trunk of Yggrasil~ -You are in the middle parts of Yggdrasil. The tree top -still cannot be seen. Many travelers are passing you in -fulfillment of their quests. -~ -0 0 3 -D0 -A limb branches off in this direction. -~ -~ -0 -1 9914 -D1 -A limb branches off in this direction. -~ -~ -0 -1 9915 -D2 -A limb branches off in this direction. -~ -~ -0 -1 9916 -D3 -A limb branches off in this direction. -~ -~ -0 -1 9913 -D4 -The trunk continues towards the heavens. -~ -~ -0 -1 9918 -D5 -The way down the tree is this way. -~ -~ -0 -1 9902 -S -#9918 -The Upper Trunk of Yggrasil~ -You are in the topmost section of Yggdrasil. The tree top -is just above you. Great power can be sensed in this area. -There is also goodness here. -~ -0 0 3 -D0 -A limb branches off in this direction. -~ -~ -0 -1 9921 -D1 -A limb branches off in this direction. -~ -~ -0 -1 9922 -D2 -A limb branches off in this direction. -~ -~ -0 -1 9919 -D3 -A limb branches off in this direction. -~ -~ -0 -1 9920 -D4 -The top of the tree can be seen here. -~ -~ -0 -1 9904 -D5 -The way down the tree is this way. -~ -~ -0 -1 9917 -S -#9919 -An Upper Branch of Yggdrasil~ -You are on a limb on the upper level of Yggdrasil. -~ -0 0 3 -D0 -The main trunk is in this direction. -~ -~ -0 -1 9918 -S -#9920 -An Upper Branch of Yggdrasil~ -You are on a limb on the upper level of Yggdrasil. -~ -0 0 3 -D1 -The main trunk is in this direction. -~ -~ -0 -1 9918 -S -#9921 -An Upper Branch of Yggdrasil~ -You are on a limb on the upper level of Yggdrasil. -~ -0 0 3 -D2 -The main trunk is in this direction. -~ -~ -0 -1 9918 -S -#9922 -An Upper Branch of Yggdrasil~ -You are on a limb on the upper level of Yggdrasil. -~ -0 0 3 -D3 -The main trunk is in this direction. -~ -~ -0 -1 9918 -S -#9923 -The Roots of Yggdrasil~ -You are in the roots of the great tree. Many odd creatures -can be seen and felt wandering in the area. -~ -0 0 3 -D2 -The roots continue in this direction. -~ -~ -0 -1 9907 -S -#0 - - -#RESETS -M 1 9911 10 9901 -G 1 9903 99 -M 1 9905 10 9903 -M 1 9905 10 9903 -M 1 9904 8 9906 -M 1 9904 8 9906 -M 1 9903 10 9907 -M 1 9903 10 9907 -M 1 9907 1 9908 -E 1 9901 30 16 -M 1 9912 6 9910 -G 1 9909 99 -M 1 9912 6 9910 -M 1 9908 8 9911 -G 1 9906 99 -M 1 9908 8 9911 -M 1 9913 2 9912 -M 1 9902 6 9913 -M 1 9900 6 9914 -G 1 9908 80 -M 1 9900 6 9914 -G 1 9908 80 -M 1 9909 1 9915 -M 1 9912 6 9916 -G 1 9907 99 -M 1 9912 6 9916 -M 1 9911 10 9917 -M 1 9914 1 9918 -M 1 9902 6 9920 -G 1 9904 99 -M 1 9910 1 9921 -G 1 9905 80 -M 1 9901 1 9922 -E 1 9902 99 16 -M 1 9906 4 9923 -E 1 9900 99 16 -M 1 9906 4 9923 -E 1 9900 99 16 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 9900 spec_cast_cleric -M 9901 spec_cast_mage -M 9904 spec_cast_mage -M 9906 spec_cast_mage -M 9907 spec_cast_undead -M 9908 spec_cast_mage -M 9909 spec_breath_gas -M 9910 spec_cast_cleric -M 9911 spec_thief -M 9913 spec_breath_any -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/trollden.are b/data/realm/areas_smaug1.4a/trollden.are deleted file mode 100644 index 8620f13..0000000 --- a/data/realm/areas_smaug1.4a/trollden.are +++ /dev/null @@ -1,370 +0,0 @@ -#AREA Troll Den~ - -#VERSION 1 - -#AUTHOR Merc~ - -#RANGES -10 15 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#2800 -guardian beast~ -the guardian beast~ -A guardian beast stares at you and snarls in rage. -~ -Jet black fur covers this beast. You stare at his two huge red eyes. You can -count at least 50 teeth on this monster. You can't tell whether it is blood or -saliva dripping from the beast's jaw. The guardian beast snarls again. -~ -103 98312 -200 S -7 12 2 7d7+70 2d6+1 -0 1550 -112 112 1 -#2801 -young troll~ -the young troll~ -A young troll is sitting down, chewing on a bone. -~ -He is a tall, wiry, furry humanoid. -Your eyes lock with his. He smiles, puts down his bone, and reaches for one -of yours!! -~ -101 32768 -500 S -6 13 3 6d6+60 2d5+1 -500 1000 -108 112 1 -#2802 -medium troll~ -the medium troll~ -A troll is grooming his pet, a guardian beast. -~ -He is a tall, lean, furry humanoid. -He is busy licking the ticks off of his beast. -His eyes dart toward you, as he realizes you are one third his size. -~ -103 32768 -500 S -8 11 1 8d8+80 2d6+3 -1500 3000 -112 112 1 -#2803 -baby troll~ -a baby troll~ -A baby troll is playing Doctor with a cadaver. -~ -He is a large, chubby, furry humanoid. -He is trying to stuff an arm in a hole in the wall. -He notices you and gargles "WANNA JOIN?". -~ -39 32768 -100 S -5 14 4 5d5+50 2d4+1 -250 700 -108 112 1 -#2804 -giant troll~ -the giant troll~ -A giant troll is lying on a pile of carnage, pleasing his mistress. -~ -He is a gigantic, muscular, furry humanoid. -He gasps as he notices your intrusion. -You gasp as you realize you have intruded upon his acts of passion! -~ -103 32768 -1000 S -13 6 -4 13d13+130 3d6+4 -3000 13000 -106 112 1 -#2805 -large troll female~ -the large female troll~ -A large female troll is lying on the pile of carnage, blissfully writhing. -~ -She is a huge, grotesque, furry humanoid. -She moans in passion but gasps as she notices you. -Her smiles turn into snarls as she screams at you! -~ -103 32768 -800 S -11 8 -3 11d11+110 3d5+3 -2500 8000 -106 112 2 -#2806 -fat worm~ -a fat worm~ -A fat worm scurries around, looking for food. -~ -It is thick and long. You can't find a head on this thing. -It moves quickly, from corpse to corpse. -~ -165 98304 0 S -3 13 3 3d3+30 2d4+0 -0 350 -112 112 0 -#2807 -roving beast~ -the roving beast~ -A roving beast is searching for prey. -~ -Jet black fur covers this beast. -You stare at his two huge red eyes. You can count at least 50 teeth on this -beast. You can't tell whether it is blood or saliva dripping from the beast's -jaw. The roving beast snarls at you. -~ -103 32776 -200 S -7 12 2 7d7+70 2d6+1 -0 2250 -112 112 1 -#2808 -medium troll~ -the medium troll~ -A troll is wandering around, attending to his duties. -~ -He is a tall, lean, furry humanoid. -He notices you, and is satisfied to find what he is looking for. -He advances toward you. -~ -101 32768 -500 S -8 11 1 8d8+80 2d6+3 -1500 2750 -112 112 1 -#0 - - -#OBJECTS -#2800 -corpse cadaver~ -the cadaver-toy~ -A half eaten corpse is laying here~ -~ -15 0 1 -30 0 0 0 -50 0 0 -#2801 -pile rotting heap bed~ -the heap of carnage~ -There is a bed made of carnage here.~ -~ -15 0 0 -30 0 0 0 -999 0 0 -#2802 -trollskin troll skin~ -the troll skin~ -The filthy hide of a beast is laying here.~ -~ -9 0 1 -5 0 0 0 -50 50 50 -E -troll skin~ -This is the skin from a huge (and dead) beast. It looks bad, smells bad, -and feels bad. -~ -A -1 1 -#2803 -ring opal~ -an opal ring~ -A ring of black opal lies here gathering dust.~ -~ -9 64 1 -3 0 0 0 -1 1000 100 -E -ring opal~ -It is a full circle of opal, smooth and simple. -~ -A -19 2 -#2804 -leather belt~ -a leather belt~ -An old leather belt is left on the floor.~ -~ -9 64 1 -6 0 0 0 -5 100 20 -E -leather belt~ -This old, smelly belt looks like it is barely better than rotting cloth. -~ -#2805 -bone cracked~ -a cracked bone~ -A cracked piece of bone lies here.~ -~ -5 0 1 -0 3 3 7 -3 3 50 -E -bone~ -This piece of bone looks sturdy enough to be used as a weapon, but you -wouldn't want to entrust your life to it. -~ -A -19 -1 -A -18 -1 -#0 - - -#ROOMS -#2801 -Wastedump~ -This room is filled with bone shards and fragments. Something (or things) -very big lives here. A small plaque is on the wall. -~ -0 1 0 -D2 -You find the stench is stronger inside. -~ -~ -0 0 2803 -D0 -You reach civilization again. -~ -~ -0 0 6124 -E -plaque~ -This zone (trollden) is created by MERC for any MERC Mud. -copyright 1992 -~ -S -#2802 -Troll's Larder~ -This room has blood and grime all over the walls. You see maggots and other -insects crawling up them. The resident is definitely uncivilized. Half-eaten -and rotting body parts scatter the floor, each having its own colony of flies, -worms, and maggots. -~ -0 1 0 -D1 -You welcome the fresh breeze coming from the east, but wrinkle your nose when -the stench bears down on you once more. -~ -~ -0 0 2803 -E -Half-eaten body rotting corpse~ -YUCK! You find worms crawling in and out this poor unfortunate former human. -~ -S -#2803 -Troll's Living Room~ -This small cave opens to the north, south, east, and west. You are -overcome by the stench and consider turning around. -~ -0 1 0 -D0 -There is a trail of bone shards and fragments leading north. -~ -~ -0 0 2801 -D1 -Good God! You spy corpses all over the floor in there. It looks like a -virtual graveyard in there. -~ -~ -0 0 2804 -D2 -Whoa! You reel back from the stench. You believe you have found the source -of this bad smell. -~ -~ -0 0 2805 -D3 -You puke as you watch worms crawl between this room and the room west of here -as they bore new holes into a corpse laying on the far wall of the west room. -~ -~ -0 0 2802 -S -#2804 -The Playpen~ -The walls are covered with blood (and body parts!?!?). Plastered on the far -wall you see what looks like a human arm. A half-eaten body lies here with -its chest ripped out. The predator seems disinterested in it. -~ -0 1 0 -D3 -You welcome the fresh breeze coming from the west, but wrinkle your nose when -the stench bears down on you once more. -~ -~ -0 0 2803 -E -arm rotting~ -This reminds you of what a baby would do to its formula during dinnertime, -plastering it on the wall. -~ -S -#2805 -Troll's Bedroom~ -Obviously something REALLY big lives here. The stench is quite unbearable. -There are piles and piles of rotten and half-eaten body parts of animals, -orcs, (and humans?) strewn across the floor. There is a larger, more -prominent pile of rotten parts over in a corner. It seems to have been -flattened by something. -~ -0 1 0 -D0 -You welcome the fresh breeze coming from the north, but wrinkle your nose when -the stench bears down on you once more. -~ -~ -0 0 2803 -S -#0 - - -#RESETS -M 0 2800 2 2801 -O 0 2805 10 2801 -M 0 2801 2 2802 -M 0 2801 2 2802 -M 0 2806 20 2802 -M 0 2806 20 2802 -M 0 2807 1 2802 -M 0 2802 1 2803 -M 0 2800 2 2803 -M 0 2806 20 2803 -M 0 2806 20 2803 -M 0 2808 1 2803 -O 0 2800 10 2804 -P 0 2804 40 2800 -M 0 2803 4 2804 -M 0 2803 4 2804 -M 0 2803 4 2804 -M 0 2803 4 2804 -M 0 2806 20 2804 -M 0 2804 1 2805 -E 1 2802 40 12 -M 0 2805 1 2805 -O 0 2801 10 2805 -P 0 2803 40 2801 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/troy.are b/data/realm/areas_smaug1.4a/troy.are deleted file mode 100644 index 04c0e2d..0000000 --- a/data/realm/areas_smaug1.4a/troy.are +++ /dev/null @@ -1,3100 +0,0 @@ -#AREA Troy~ - -#VERSION 1 - -#AUTHOR Yaegar/Aurorix~ - -#RANGES -30 45 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#29500 -ajax~ -Ajax~ -Ajax stands proudly before you. -~ -Ajax is a mighty warrior, the most powerful of the Achaens, save for -Achilles. He is a proud man, and his pride may one day lead to his -downfall. -~ -75 128 400 S -42 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29501 -achilles~ -Achilles~ -Achilles sits here, sulking. -~ -Achilles is sulking in his tent due to a slight from Agamemnon. This is -unfortunate for the Achaeans, as he is their most powerful warrior. He is -favored of the gods, and possessed of supernatural defenses as he was -dipped in the Styx while a babe. He was given a choice long ago to live a -long but uneventful life, or a short but action-filled life, and he chose -the latter. -~ -75 128 500 S -45 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29502 -odysseus~ -King Odysseus~ -Odysseus, King of Ithaca, grins as he concocts another scheme. -~ -Odysseus is a powerful warrior, the strongest of the Achaens, and the most -cunning. While not the best combatant, he more than compensates for this -with his quick wits, which keep him alive long after all his allies have -died. -~ -75 168 600 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29503 -agamemnon~ -King Agamemnon~ -Agamemnon, king of Mycenae and commander of the Achaens, stands before you. -~ -Agamemnon, one of the two Atreides, is the commander-in-chief of the Greek -forces who are amassed here to "rescue" Helen from the Trojans. He is stern -and haughty, and also quite hard and unrelenting in his quest for vengeance. -~ -75 128 400 S -38 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29504 -nestor~ -King Nestor~ -Nestor, king of Pylos, smiles politely at you. -~ -Nestor is ruler of the port of Pylos, who came with a small force to aid -his allies Menelaus and Agamemnon. An elderly man, he is one of the few -to survive the Trojan War and the subsequent journey home. -~ -75 128 700 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29505 -menelaus~ -King Menelaus~ -Menelaus, King of Sparta, frowns worriedly. -~ -Menelaus, one of the Atreides, is one of the central players in this war, for -it is because of the kidnapping of his wife Helen by Paris that the Achaens -have come here. Menelaus is worried for his wife, whom he loves greatly. -~ -75 128 600 S -36 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29506 -patroclus~ -Patroclus~ -Patroclus, favorite of Achilles, stands here quietly. -~ -Patroclus is the favored err... "companion" of Achilles. Achilles cares -deeply for him, but when he goes into his sulk, Patroclus enters the field -wearing his armor, and is slain by Hector, who thinks him to be Achilles. -But that is another story. -~ -67 8192 780 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29507 -paris~ -Paris~ -Paris, a prince of Troy, glares arrogantly at you. -~ -Here he is, the rogue who stole away Helen from Menelaus. Paris is not a mean -or spiteful man, just a lustful one. Unfortunately his breach of the host- -guest code of behaviour will cost his whole city its existence. -~ -195 8192 200 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29508 -hector~ -Hector~ -Hector, brother of Paris, stands before you. -~ -Hector is one of the mightiest heroes of Troy, save maybe for Aeneas if you -believe Virgil. He is the favorite son of his parents, and of Troy. He is -in charge of the Trojan forces. -~ -8388681 128 400 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29509 -priam~ -King Priam~ -Priam, king of Ilium, hobbles weakly forward. -~ -Priam is the elderly king of Troy, and father of Paris and Hector. He is -too infirm to command his army in battle so that task falls to his favorite -son, Hector. -~ -75 128 500 S -31 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29510 -aeneas~ -Aeneas~ -Aeneas, champion of Troy, stands before you. -~ -Aeneas is according to Virgil the greatest of the Trojans, and the one -who escapes to found Rome. He is a powerful warrior, and a just and -honorable, if proud, man. -~ -73 128 500 S -43 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29511 -helen~ -Helen~ -Helen, consort of Paris and wife of Menelaus, stands here. -~ -Helen is the cause, albeit not willingly, of the war. She was "kidnapped" -by Paris, whom she developed a deep affection for due to the machinations -of Aphrodite. -~ -195 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29512 -cassandra~ -Cassandra~ -Cassandra, priestess of Apollo, foretells the fall of Troy. -~ -Cassandra is the sister of Hector and Paris. She fooled the god Apollo into -giving her the power of prophecy, which he couldn't reverse, so he cursed -her by having it that no-one would ever believe her prophecies. -~ -195 128 700 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29513 -andromache~ -Andromache~ -Andromache, the wife of Hector, stands here. -~ -Andromache is married to Hector, Ilium's favorite son. She stands here on -the walls watching her husband lead the soldiers into battle. -~ -195 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29514 -hecabe~ -Hecabe~ -Hecabe, Queen of Ilium, smiles sadly. -~ -Hecabe is the wife of Priam, and mother of Hector, Paris and Cassandra. And -that's all there is to say, really. -~ -195 8192 500 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29515 -automedon~ -Automedon~ -Automedon, squire of Achilles, stands ready here. -~ -Automedon is one of Achilles' Myrmidons, and serves as his squire. He also -serves as squire for Patroclus when he goes into battle. -~ -75 8192 400 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29516 -aias~ -Aias~ -Aias stands here whining insolently. -~ -Aias was in a race for the armor of Achilles, against Odysseus, and was -tripped when he was ahead by Athena so Odysseus would win. He got a face -full of dung, and isn't happy about it. -~ -75 8192 0 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29517 -chalcas~ -Chalcas~ -Chalcas, son of Thestor, prophesies about the future. -~ -Chalcas is the chief prophet and augur of the Achaen expedition, and offers -wise advice with his gods-granted powers. -~ -75 128 500 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29518 -chryseis~ -Chryseis~ -Chryseis, daughter of Chryses, weeps to herself. -~ -Chryseis was captured at Thebe by Achilles and alloted to Agamemnon. Apollo, -deity of her father, forced Agamemnon to return her. -~ -195 8192 700 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29519 -briseis~ -Briseis~ -Briseis stands here looking confused. -~ -Briseis is the source of the quarrel between Achilles and Agamemnon. When -Agamemnon was forced to return Chryseis, he took Briseis from Achilles, -who had rightfully captured her. Achilles lost face, and decided to retreat -to his tent to nurse his injured pride. -~ -195 8192 200 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#29520 -antilochus~ -Antilochus~ -Antilochus, son of Nestor, grunts in greeting. -~ -Antilochus is the brother of Thrasymedes, and the son of King Nestor of -Pylos. He is a brave and capable warrior, and loyal to his father. -~ -73 128 500 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29521 -thrasymedes~ -Thrasymedes~ -Thrasymedes, son of Nestor, grunts in greeting. -~ -Thrasymedes is the brother of Antilochus, and the son of King Nestor of -Pylos. He is a brave and capable warrior, and loyal to his father. -~ -73 128 500 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29522 -diomedes~ -King Diomedes~ -Diomedes, king of Argos, smiles and greets you. -~ -Diomedes is an affable-enough fellow, very found of Tydeus his father. He -is of even temper, and much more likeable than most of the surly Achaeans. -~ -73 128 800 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29523 -eurypylus~ -Eurypylus~ -Eurypylus stands ready for combat. -~ -An Achaean soldier who has seen action fighting Paris. He is unremarkable. -~ -73 8192 0 S -31 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29524 -idomeneus~ -King Idomeneus~ -Idomeneus, son of Deucalion and King of Crete, is one of Agamemnon's captains. -~ -Idomeneus is easily one of the most ablest officers in Agamemnon's staff, -and quite amiable to boot. He is able in command and in combat. -~ -73 128 600 S -38 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29525 -machaon~ -Machaon~ -Machaon, son of the famous Asclepius, tends to the sick here. -~ -Machaon, along with his brother Podaleirius, serves as chief physician to -the Achaen troops. -~ -2123 8192 500 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29526 -menestheus~ -Menestheus~ -Menestheus, son of Prince Peteos, leads the Athenian contingent. -~ -Menestheus is the son of Prince Peteos, ruler of Athens, and has been -sent in charge of the troops Athens sent to aid her allies. -~ -75 128 400 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29527 -meriones~ -Meriones~ -Meriones, nephew of Idomeneus, stands ready. -~ -Meriones is squire to Idomeneus, and also second in command of the Cretan -contingent. -~ -73 128 500 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29528 -sthenelus~ -Sthenelus~ -Sthenelus, squire of Diomedes, stands ready to assist his master. -~ -Sthenelus is an unremarkable squire. -~ -195 8192 0 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29529 -talthybius~ -Talthybius~ -Talthybius, herald of Agamemnon, stands outside the tent. -~ -He is Agamemnon's chief herald. -~ -195 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29530 -greater aias~ -the greater Aias~ -The greater Aias strings his bow and eyes you cautiously. -~ -The greater Aias is the greatest archer of all the Achaeans. He is the son -of King Telamon, the ruler of Salamis, and is thus sometimes called -Telamonian Aias. -~ -73 128 500 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29531 -thersites~ -Thersites~ -Thersites scratches himself and spits on the ground. -~ -A common foot soldier, Thersites is remarkable only for his unruliness, and -his big mouth, which gets him killed by Achilles eventually. -~ -193 0 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29532 -tleopolemus~ -Tleopolemus~ -Tleopolemus smiles grimly and readies his weapons. -~ -Tleopolemus is the son of Heracles and Astyocheia, and hails from Rhodes. -~ -73 128 400 S -34 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29533 -antenor~ -Antenor~ -Antenor the traitor sneaks past. -~ -Antenor was called a traitor for he advised his king to give up Helen to -the Achaeans, and when they took Ilium they spared him. He was a Trojan -noble. -~ -193 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29534 -deiphobus~ -Deiphobus~ -Deiphobus, another Prince of Troy, strolls past you. -~ -Deiphobus is another son of Priam and Hecabe. When Paris is slain he weds -Helen and is subsequently slain by Menelaus for his troubles. -~ -73 128 0 S -32 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29535 -glaucus~ -Glaucus~ -Glaucus son of Hippolochus stands here. -~ -Glaucus is second in command of the Lycian allies under Sarpedon his cousin. -~ -73 8192 200 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29536 -helenus~ -Helenus~ -Helenus, yet another Prince of Troy, casts an augury. -~ -Helenus is another son of Priam and Hecabe. Like Cassandra, his sister, he -has the gift of prophecy. He eventually weds Andromache. -~ -75 128 400 S -33 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29537 -neoptolemus~ -Neoptolemus~ -Neoptolemus, son of Achilles, swaggers past you. -~ -Neoptolemus may be the son of Achilles, but he isn't a patch on his father -in terms of ability or strength. -~ -193 8192 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29538 -idaeus~ -Idaeus~ -Idaeus stands ready in the court. -~ -Idaeus is the herald of king Priam, his chief herald in fact. Not the most -exciting of jobs, really. -~ -195 8192 0 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29539 -pandarus~ -Pandarus~ -Pandarous, son of Lycaon, is here. -~ -Pandarus is a fool, a treacherous one at that too. He isn't very important. -~ -193 8192 0 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29540 -polydamas~ -Polydamas~ -Polydamus, a Trojan general, surveys his men. -~ -Despite being a commoner, Polydamus is one of Troy's best warriors and -leaders. He is a cautious, clear-headed strategist, one of the ablest of -the leaders on either side. -~ -73 128 500 S -38 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29541 -sarpedon~ -King Sarpedon~ -King Sarpedon, king of Lycia and a son of Zeus himself, is here. -~ -Sarpedon is the commander of Troy's Lycian allies, and is a competent -ruler. His mother, Laodameia, was the daughter of Bellerophon, slayer of -the Chimera, and tamer of the Pegasus. -~ -75 128 400 S -40 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29542 -achaean soldier~ -an Achaean soldier~ -An Achaean soldier marches back and forth. -~ -This fellow has been fighting for nine years. -~ -73 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29543 -trojan soldier~ -a Trojan soldier~ -A Trojan soldier marches back and forth. -~ -This fellow has been fighting for nine years. -~ -73 0 0 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29544 -trojan citizen~ -a Trojan citizen~ -A Trojan citizen hurries by. -~ -These citizens are sick of the war. -~ -193 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#29545 -trojan citizen~ -a Trojan citizen~ -A Trojan citizen hurries by. -~ -These citizens are sick of the war. -~ -193 0 0 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#0 - - -#OBJECTS -#29500 -spear~ -a short thrusting spear~ -A short thrusting spear is jabbed in the dirt here.~ -~ -5 0 1 -0 0 0 2 -5 0 0 -A -18 2 -A -19 2 -#29501 -spear~ -a long throwing spear~ -A long throwing spear has been thrust into the dirt here.~ -~ -30 0 1 -0 0 0 0 -10 0 0 -A -18 4 -#29502 -ox hide shield~ -an ox hide shield~ -An ox hide shield rests on the ground here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -17 -10 -#29503 -boar tusk helm~ -a boar tusk helm~ -A boar tusk helm lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -5 2 -A -13 15 -#29504 -leather jerkin~ -a leather jerkin~ -A leather jerkin lies in the dirt here.~ -~ -9 0 1 -0 0 0 0 -7 0 0 -#29505 -bronze breastplate~ -a bronze breastplate~ -A bronze breastplate has been left here.~ -~ -9 0 1 -0 0 0 0 -15 0 0 -A -1 2 -A -2 -1 -A -17 -10 -#29506 -goblet wine~ -a goblet of watered wine~ -A goblet of watered wine rests here.~ -~ -17 0 1 -5 4 2 0 -5 0 0 -#29507 -board game~ -a board game~ -A board game rests on a table here.~ -~ -13 0 1 -0 0 0 0 -5 0 0 -A -4 2 -#29508 -achilles breastplate~ -achilles' breastplate~ -Achilles' breastplate lies here.~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -5 3 -A -17 -16 -#29509 -achilles greaves~ -achilles' greaves~ -Achilles' greaves lie here.~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -2 3 -A -14 60 -#29510 -achilles helm~ -achilles' helm~ -Achilles' helm lies here.~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -4 3 -A -12 50 -#29511 -achilles' sword~ -achilles' sword~ -Achilles' sword lies here.~ -~ -5 1 0 -0 0 0 11 -10 0 0 -A -18 8 -A -19 8 -#29512 -bronze sword~ -a bronze sword~ -A bronze sword lies here.~ -~ -5 0 1 -0 0 0 11 -5 0 0 -A -18 -2 -A -19 2 -#29513 -bronze dagger~ -a bronze dagger~ -A bronze dagger with lions carved upon it lies here.~ -~ -5 0 1 -0 0 0 11 -3 0 0 -#29514 -bronze shield~ -a bronze shield~ -A bronze shield has been left here.~ -~ -9 0 1 -0 0 0 0 -8 0 0 -A -17 -13 -#29515 -achilles' shield~ -achilles' shield~ -Achilles' shield lies here.~ -~ -9 1 0 -10 0 0 0 -5 0 0 -A -25 3 -A -17 -15 -#29516 -sandals~ -a pair of sandals~ -A pair of sandals lie here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -#29517 -stone axe~ -a stone axe~ -A stone axe lies here.~ -~ -5 0 1 -0 0 0 8 -15 0 0 -#29518 -banner~ -a banner~ -A banner is stuck in the ground here.~ -~ -13 0 1 -0 0 0 0 -10 0 0 -#29519 -bronze helm~ -a bronze helm~ -A bronze helm with horsehair plume lies here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -A -5 2 -A -17 -11 -#29520 -cot~ -a cot~ -A cot with heavy furs piled on it sits here.~ -~ -12 0 1 -0 0 0 0 -25 0 0 -#0 - - -#ROOMS -#29500 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29505 -D1 -~ -~ -0 -1 29501 -S -#29501 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29506 -D1 -~ -~ -0 -1 29502 -D3 -~ -~ -0 -1 29500 -S -#29502 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -Mountains loom to the south, though you do see a point where you could -set ashore. -~ -0 0 7 -D0 -~ -~ -0 -1 29507 -D1 -~ -~ -0 -1 29503 -D2 -~ -~ -0 -1 15404 -D3 -~ -~ -0 -1 29501 -S -#29503 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29508 -D1 -~ -~ -0 -1 29504 -D3 -~ -~ -0 -1 29502 -S -#29504 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29509 -D3 -~ -~ -0 -1 29503 -S -#29505 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29510 -D1 -~ -~ -0 -1 29506 -D2 -~ -~ -0 -1 29500 -S -#29506 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29511 -D1 -~ -~ -0 -1 29507 -D2 -~ -~ -0 -1 29501 -D3 -~ -~ -0 -1 29505 -S -#29507 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29512 -D1 -~ -~ -0 -1 29508 -D2 -~ -~ -0 -1 29502 -D3 -~ -~ -0 -1 29506 -S -#29508 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29513 -D1 -~ -~ -0 -1 29509 -D2 -~ -~ -0 -1 29503 -D3 -~ -~ -0 -1 29507 -S -#29509 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29514 -D2 -~ -~ -0 -1 29504 -D3 -~ -~ -0 -1 29508 -S -#29510 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29515 -D1 -~ -~ -0 -1 29511 -D2 -~ -~ -0 -1 29505 -S -#29511 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29516 -D1 -~ -~ -0 -1 29512 -D2 -~ -~ -0 -1 29506 -D3 -~ -~ -0 -1 29510 -S -#29512 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29517 -D1 -~ -~ -0 -1 29513 -D2 -~ -~ -0 -1 29507 -D3 -~ -~ -0 -1 29511 -S -#29513 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29518 -D1 -~ -~ -0 -1 29514 -D2 -~ -~ -0 -1 29508 -D3 -~ -~ -0 -1 29512 -S -#29514 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29519 -D2 -~ -~ -0 -1 29509 -D3 -~ -~ -0 -1 29513 -S -#29515 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29520 -D1 -~ -~ -0 -1 29516 -D2 -~ -~ -0 -1 29510 -S -#29516 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29521 -D1 -~ -~ -0 -1 29517 -D2 -~ -~ -0 -1 29511 -D3 -~ -~ -0 -1 29515 -S -#29517 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29522 -D1 -~ -~ -0 -1 29518 -D2 -~ -~ -0 -1 29512 -D3 -~ -~ -0 -1 29516 -S -#29518 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29523 -D1 -~ -~ -0 -1 29519 -D2 -~ -~ -0 -1 29513 -D3 -~ -~ -0 -1 29517 -S -#29519 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29524 -D2 -~ -~ -0 -1 29514 -D3 -~ -~ -0 -1 29518 -S -#29520 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29525 -D1 -~ -~ -0 -1 29521 -D2 -~ -~ -0 -1 29515 -S -#29521 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D0 -~ -~ -0 -1 29526 -D1 -~ -~ -0 -1 29522 -D2 -~ -~ -0 -1 29516 -D3 -~ -~ -0 -1 29520 -S -#29522 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D1 -~ -~ -0 -1 29523 -D2 -~ -~ -0 -1 29517 -D3 -~ -~ -0 -1 29521 -S -#29523 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, as are several black hulled ships, all -moored to the north. -~ -0 0 7 -D0 -~ -~ -0 -1 29528 -D1 -~ -~ -0 -1 29524 -D2 -~ -~ -0 -1 29518 -D3 -~ -~ -0 -1 29522 -S -#29524 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D2 -~ -~ -0 -1 29519 -D3 -~ -~ -0 -1 29523 -S -#29525 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. -~ -0 0 7 -D0 -~ -~ -0 -1 29527 -D1 -~ -~ -0 -1 29526 -D2 -~ -~ -0 -1 29520 -S -#29526 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here, though there is no place to land. -~ -0 0 7 -D2 -~ -~ -0 -1 29521 -D3 -~ -~ -0 -1 29525 -S -#29527 -Sailing Over the Wine Dark Sea~ -You are sailing across the deep seas of the north. Dawn appears, fresh and -rosy-fingered, and catches you making your way across the wine dark stretches -of the deep sea, sailing toward whatever adventures may wait. - -The coastline is visible from here. You could moor in a small inlet to the -east near the walls of a great city. -~ -0 0 7 -D1 -~ -~ -0 -1 29529 -D2 -~ -~ -0 -1 29525 -S -#29528 -The Shallows~ -You are currently bobbing up and down in the shallows. To the north lies -a huge plain, littered with tents and armored men, who are grouped around -the walls of a huge city. It looks as if some fierce fighting has taken -place here. -~ -0 0 7 -D0 -~ -~ -0 -1 29533 -D2 -~ -~ -0 -1 29523 -S -#29529 -An Inlet~ -You are bobbing up and down in an inlet below a small cliff than lies beneath -the walls of a massive city- TROY. You could ascend this way, if you have -the means, otherwise you will have to sail round till you find a more -convenient disemarkation point. -~ -0 0 7 -D3 -~ -~ -0 -1 29527 -D4 -~ -~ -0 -1 29530 -S -#29530 -Flying up the Cliffs~ -You are traveling by a method which eluded the Achaeans besieging Troy- -flight. If they could fly the war would have ended years ago. You chuckle -at their misfortune and continue to travel. The walls lie to the east of you. -Below lies the wine-dark sea. -~ -0 0 9 -D1 -~ -~ -0 -1 29594 -D5 -~ -~ -0 -1 29529 -S -#29531 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29534 -D1 -~ -~ -0 -1 29532 -S -#29532 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29535 -D1 -~ -~ -0 -1 29533 -D3 -~ -~ -0 -1 29531 -S -#29533 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29536 -D2 -~ -~ -0 -1 29528 -D3 -~ -~ -0 -1 29532 -S -#29534 -Achilles' Tent~ -Achilles is in here, moping. He lost face when Agamemnon took Briseis from -him, and he is punishing the Mycenaean ruler by refusing to take to the -field, a move which is costing the Achaeans dearly, as he is their best -warrior. -~ -0 8 0 -D2 -~ -~ -0 -1 29531 -S -#29535 -Ajax's Tent~ -This tent is the abode of the hero Ajax. He is usually not here, as he -prefers to be out fighting or in the wine tent drinking. -~ -0 8 0 -D2 -~ -~ -0 -1 29532 -S -#29536 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29544 -D1 -~ -~ -0 -1 29537 -D2 -~ -~ -0 -1 29533 -S -#29537 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29538 -D1 -~ -~ -0 -1 29540 -D2 -~ -~ -0 -1 29539 -D3 -~ -~ -0 -1 29536 -S -#29538 -Nestor's Tent~ -This is the tent of King Nestor, leader of the contingent from Pylos. He -is one of the older generals here, and one of the more wiser. However, -he is not one of the more influential. -~ -0 8 0 -D2 -~ -~ -0 -1 29537 -S -#29539 -Odysseus' Tent~ -This is the tent of noble Odysseus, the most notable of all the heroes -assembled for this battle. Chances are he won't be here, but rather off -fixing up his little equine surprise for the Trojans... -~ -0 8 0 -D0 -~ -~ -0 -1 29537 -S -#29540 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29541 -D1 -~ -~ -0 -1 29543 -D2 -~ -~ -0 -1 29542 -D3 -~ -~ -0 -1 29537 -S -#29541 -Menelaus' Tent~ -Here resides King Menelaus of Sparta, the man who is at the center of all -the trouble, for it is his wife (Helen) everyone from all over Greece is -here to rescue. He must feel terribly embarrassed for having dragged half of -Greece to some remote Turkish city for 9 years. -~ -0 8 0 -D2 -~ -~ -0 -1 29540 -S -#29542 -Agamemnon's Tent~ -Here the head of the Achaean expedition resides, and also holds his staff -meetings. Battle plans hang on the walls and are also strewn over tables, -chairs, cots and the floor. Agamemnon is rather irritated at having spent -nine years in this tent, and the stress is starting to show. -~ -0 8 0 -D0 -~ -~ -0 -1 29540 -S -#29543 -The Physicians' Tent~ -Here Machaon, son of Asclepius, and his brother tend to the sick and the -wounded. They will even tend your injuries, for a fee. -~ -0 8 0 -D3 -~ -~ -0 -1 29540 -S -#29544 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29548 -D2 -~ -~ -0 -1 29536 -D3 -~ -~ -0 -1 29545 -S -#29545 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D1 -~ -~ -0 -1 29544 -D3 -~ -~ -0 -1 29546 -S -#29546 -The Games~ -Even during times of war, the Achaeans find time for competitive sports -meets, and this war is no exception. This area has been converted into -a rudimentary arena, with lanes for running and chariot racing, circles -for discus and shotput, and a ring for boxing. -~ -0 0 2 -D1 -~ -~ -0 -1 29545 -D3 -~ -~ -0 -1 29547 -S -#29547 -The Games~ -Even during times of war, the Achaeans find time for competitive sports -meets, and this war is no exception. This area has been converted into -a rudimentary arena, with lanes for running and chariot racing, circles -for discus and shotput, and a ring for boxing. -~ -0 0 2 -D1 -~ -~ -0 -1 29546 -S -#29548 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29556 -D1 -~ -~ -0 -1 29555 -D2 -~ -~ -0 -1 29544 -D3 -~ -~ -0 -1 29549 -S -#29549 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29550 -D1 -~ -~ -0 -1 29548 -D2 -~ -~ -0 -1 29551 -D3 -~ -~ -0 -1 29552 -S -#29550 -Idoemeneus' Tent~ -This is the tent of Idomeneus, King of the Cretans (NOT Cretins ;P). He is -Agamemnon's best and most trusted captain, and as such is highly respected -by the Achaeans. -~ -0 8 0 -D2 -~ -~ -0 -1 29549 -S -#29551 -Menestheus' Tent~ -Menestheus is a prince from Athens, and leader of the Athenian contingent -sent to the war. He is not a major player so I won't give him a major -room description. -~ -0 8 0 -D0 -~ -~ -0 -1 29549 -S -#29552 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29553 -D1 -~ -~ -0 -1 29549 -D2 -~ -~ -0 -1 29554 -D3 -~ -~ -0 -1 29557 -S -#29553 -Tlepolemus' Tent~ -This is the tent of the Argive prince Tlepolemus, son of the legendary -Heracles. He is a mighty warrior and a great ally of the Achaean forces. -Notice how all these Achaeans have names ending with 's'? -~ -0 8 0 -D2 -~ -~ -0 -1 29552 -S -#29554 -Aias the Greater's Tent~ -This is the tent of Aias the Greater, the best archer of all the Achaeans, -and a superb athlete. He is most probably currently competing in some -competition even as we speak. -~ -0 8 0 -D0 -~ -~ -0 -1 29552 -S -#29555 -The Horse~ -This is a broad clearing full of tradesmen and a huge, half-finished wooden -horse. You see scattered about the clearing wooden rabbits, badgers, stoats, -turtles, hawks and echidnas. Evidently a lot of thought went into the final -choice for the lure... -~ -0 0 3 -D3 -~ -~ -0 -1 29548 -S -#29556 -The Battlefield~ -You are walking across the battlefield before the walls of Troy, where the -besieging army of the Achaeans, led by Agamemnon, have sat encamped for -years, the monotony only broken by the occasional battle. Tents lay -everywhere, housing the many soldiers that currently call this place home. -~ -0 0 2 -D0 -~ -~ -0 -1 29558 -D2 -~ -~ -0 -1 29548 -S -#29557 -Diomedes' Tent~ -This is the tent of Diomedes, King of Argos, the most amicable and well- -liked of the Achaean leaders on the field. He is also a competent warrior -and military leader, and engenders great likeness and respect from the -troops. -~ -0 8 0 -D1 -~ -~ -0 -1 29552 -S -#29558 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29565 -D1 -~ -~ -0 -1 29561 -D2 -~ -~ -0 -1 29556 -D3 -~ -~ -0 -1 29560 -S -#29559 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29563 -D1 -~ -~ -0 -1 29560 -S -#29560 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29564 -D1 -~ -~ -0 -1 29558 -D3 -~ -~ -0 -1 29559 -S -#29561 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29566 -D1 -~ -~ -0 -1 29562 -D3 -~ -~ -0 -1 29558 -S -#29562 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29567 -D3 -~ -~ -0 -1 29561 -S -#29563 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29568 -D1 -~ -~ -0 -1 29564 -D2 -~ -~ -0 -1 29559 -S -#29564 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D1 -~ -~ -0 -1 29565 -D2 -~ -~ -0 -1 29560 -D3 -~ -~ -0 -1 29563 -S -#29565 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D0 -~ -~ -0 -1 29572 -D1 -~ -~ -0 -1 29566 -D2 -~ -~ -0 -1 29558 -D3 -~ -~ -0 -1 29564 -S -#29566 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the north. -~ -0 0 2 -D1 -~ -~ -0 -1 29567 -D2 -~ -~ -0 -1 29561 -D3 -~ -~ -0 -1 29565 -S -#29567 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. -~ -0 0 2 -D0 -~ -~ -0 -1 29570 -D2 -~ -~ -0 -1 29562 -D3 -~ -~ -0 -1 29566 -S -#29568 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the east. -~ -0 0 2 -D0 -~ -~ -0 -1 29569 -D2 -~ -~ -0 -1 29563 -S -#29569 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the east. -~ -0 0 2 -D2 -~ -~ -0 -1 29568 -S -#29570 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the west. -~ -0 0 2 -D0 -~ -~ -0 -1 29571 -D2 -~ -~ -0 -1 29567 -S -#29571 -The Front Line~ -You are on the front line, in the midst of the field that has hosted the -bulk of the senseless conflict between Achaean and Trojan. The blood of -thousands slain on both sides has soaked into the soil here, and there are -weapons, armor and bones littered all about here. - -The City of Troy lies directly to the west. -~ -0 0 2 -D2 -~ -~ -0 -1 29570 -S -#29572 -Outside the Gates of Ilium~ -The Gates of Ilium loom before you, tall and magnificent. They are crafted -of solid oak bound with bronze. Surprisingly, they are closed but unlocked- -the Achaean never thought to turn the handle...;) -~ -0 4 2 -D0 -~ -~ -1 0 29573 -D2 -~ -~ -0 -1 29565 -S -#29573 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The city gates lie to the south. -~ -0 0 1 -D0 -~ -~ -0 -1 29580 -D1 -~ -~ -0 -1 29576 -D2 -~ -~ -1 0 29572 -D3 -~ -~ -0 -1 29575 -S -#29574 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29578 -D1 -~ -~ -0 -1 29575 -S -#29575 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29579 -D1 -~ -~ -0 -1 29573 -D3 -~ -~ -0 -1 29574 -S -#29576 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29581 -D1 -~ -~ -0 -1 29577 -D3 -~ -~ -0 -1 29573 -S -#29577 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29582 -D3 -~ -~ -0 -1 29576 -S -#29578 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29583 -D2 -~ -~ -0 -1 29574 -S -#29579 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D2 -~ -~ -0 -1 29575 -S -#29580 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The palace lies to the north of here. -~ -0 0 1 -D0 -~ -~ -0 -1 29584 -D2 -~ -~ -0 -1 29573 -S -#29581 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D2 -~ -~ -0 -1 29576 -S -#29582 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29585 -D2 -~ -~ -0 -1 29577 -S -#29583 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29586 -D2 -~ -~ -0 -1 29578 -S -#29584 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The walls of the magnificent palace loom to the -north. -~ -0 0 1 -D0 -~ -~ -0 -1 29588 -D2 -~ -~ -0 -1 29580 -S -#29585 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29590 -D2 -~ -~ -0 -1 29582 -S -#29586 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the west look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29591 -D1 -~ -~ -0 -1 29587 -D2 -~ -~ -0 -1 29583 -S -#29587 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D3 -~ -~ -0 -1 29586 -S -#29588 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the south look strong enough to -repel any foe, though. The entrance to the palace is directly north of -you. -~ -0 0 1 -D0 -~ -~ -1 -1 29592 -D2 -~ -~ -0 -1 29584 -S -#29589 -A Residence~ -This is the home of some important citizen of Troy. Fine tapestries adorn -the walls, while a thick rug woven from materials unfamiliar to you -covers the stone floor. There is an ornate sofa near one wall, and a table -holding a bronze urn near the doorway. -~ -0 8 0 -D1 -~ -~ -0 -1 29590 -S -#29590 -The Streets of Ilium~ -You are standing on a street in the city of Ilium, also known as Troy. -Trojans run here and there, with worried looks on their faces, for they -are concerned for the safety of their city and their families during this -war. This state of war has lasted for nine years, with no sign of abating. -The massive walls of the city that loom to the east look strong enough to -repel any foe, though. -~ -0 0 1 -D0 -~ -~ -0 -1 29593 -D3 -~ -~ -0 -1 29589 -D2 -~ -~ -0 -1 29585 -S -#29591 -The End of the Road~ -The road ends here at the sheer face of the northern wall of the city, which -faces onto the tall, impenetrable mountains that loom north of the plains -of Ilium. - -However, you may climb the wall here at a weak point should you wish to. -~ -0 8 0 -D2 -~ -~ -0 -1 29586 -D4 -~ -~ -0 -1 29594 -S -#29592 -Inside the Palace~ -This opulent abode is heavily furnished with items of bronze, gold and silver. -There is a central throne room to the north of here. This place appears to -be fairly deserted compared to the rest of the city. -~ -0 8 0 -D0 -~ -~ -0 -1 29597 -D2 -~ -~ -1 0 29588 -S -#29593 -The End of the Road~ -The road ends here at the sheer face of the northern wall of the city, which -faces onto the tall, impenetrable mountains that loom north of the plains -of Ilium. -~ -0 0 1 -D2 -~ -~ -0 -1 29590 -S -#29594 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the west lies the wine-dark sea. -~ -0 4 1 -D2 -~ -~ -0 -1 29595 -D3 -~ -~ -0 -1 29530 -D5 -~ -~ -0 -1 29591 -S -#29595 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the west lies the wine-dark sea. -~ -0 0 1 -D0 -~ -~ -0 -1 29594 -D2 -~ -~ -0 -1 29596 -S -#29596 -Atop the Walls~ -You are strolling along the battlements of the mammoth walls of Troy. To -the south lies the massive battlefield where Trojans have fought Achaeans -for the last nine years. To the east lies the wine-dark sea. - -Progress further south is prevented by a new barricade. Evidently this -section of the city has been hard-pressed in the siege. -~ -0 0 1 -D0 -~ -~ -0 -1 29595 -S -#29597 -The Center of the Palace~ -Here stands the throne of King Priam, and is the room in which he conducts -business and receives visitors. To the north, east and west lie the chambers -of his family. -~ -0 8 0 -D0 -~ -~ -0 -1 29600 -D1 -~ -~ -0 -1 29598 -D2 -~ -~ -0 -1 29592 -D3 -~ -~ -0 -1 29599 -S -#29598 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D3 -~ -~ -0 -1 29597 -S -#29599 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D1 -~ -~ -0 -1 29597 -S -#29600 -Chambers~ -In these luxurious rooms reside the many members of Priam's family. Soft -cushions and fabrics are draped over ornate furniture while naked slaves -walk about pouring wine for the residents who are currently relaxing here. -Even in times of war, the rich citizens of Ilium live well. -~ -0 8 0 -D2 -~ -~ -0 -1 29597 -S -#0 - - -#RESETS -M 1 29515 1 29531 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -O 1 29518 1 29531 -O 1 29518 1 29532 -O 1 29518 1 29533 -M 1 29501 1 29534 -E 1 29508 1 5 -E 1 29509 1 7 -E 1 29510 1 6 -E 1 29511 1 16 -E 1 29515 1 11 -E 1 29516 1 8 -E 1 29501 1 17 -M 1 29506 1 29534 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29500 1 29535 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -O 1 29520 1 29535 -O 1 29506 1 29535 -O 1 29507 1 29535 -M 1 29542 16 29536 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -O 1 29518 1 29537 -M 1 29504 1 29538 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29520 1 29538 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29521 1 29538 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -O 1 29520 1 29539 -O 1 29506 1 29539 -O 1 29507 1 29539 -M 1 29529 1 29540 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -O 1 29518 1 29540 -M 1 29505 1 29541 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29503 1 29542 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29517 1 29542 -M 1 29519 1 29542 -M 1 29525 1 29543 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29516 1 29546 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29542 16 29548 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -O 1 29518 1 29549 -M 1 29524 1 29550 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29526 1 29551 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -O 1 29518 1 29552 -M 1 29532 1 29553 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29530 1 29554 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29502 1 29555 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29522 1 29557 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29528 1 29557 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29531 1 29559 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29537 1 29561 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29523 1 29563 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29542 16 29566 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29527 1 29567 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29542 16 29568 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29543 12 29571 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29543 12 29577 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29539 1 29578 -E 1 29517 1 16 -M 1 29544 6 29578 -E 1 29512 1 16 -M 1 29545 6 29578 -E 1 29513 1 16 -M 1 29518 1 29579 -E 1 29513 1 16 -M 1 29533 1 29581 -E 1 29513 1 16 -M 1 29540 1 29581 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29543 12 29583 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29534 1 29584 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29544 6 29584 -E 1 29512 1 16 -M 1 29545 6 29584 -E 1 29513 1 16 -M 1 29543 12 29585 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29502 1 1 -E 1 29503 1 6 -E 1 29504 1 5 -M 1 29535 1 29587 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29541 1 29587 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29510 1 29589 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29544 6 29591 -E 1 29512 1 16 -M 1 29538 1 29592 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29545 6 29593 -E 1 29513 1 16 -M 1 29508 1 29596 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29513 1 29596 -E 1 29513 1 16 -M 1 29509 1 29597 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29514 1 29597 -E 1 29513 1 16 -M 1 29507 1 29598 -E 1 29500 1 16 -E 1 29501 1 17 -E 1 29519 1 6 -E 1 29514 1 11 -E 1 29505 1 5 -E 1 29516 1 8 -M 1 29511 1 29598 -E 1 29513 1 16 -M 1 29536 1 29599 -E 1 29513 1 16 -M 1 29512 1 29600 -E 1 29513 1 16 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 29512 spec_cast_cleric -M 29525 spec_cast_adept -M 29536 spec_cast_cleric -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/ulthuan.are b/data/realm/areas_smaug1.4a/ulthuan.are deleted file mode 100644 index bc6911d..0000000 --- a/data/realm/areas_smaug1.4a/ulthuan.are +++ /dev/null @@ -1,7749 +0,0 @@ -#AREA The City of Ulthuan~ - -#VERSION 1 - -#AUTHOR Empire~ - -#RANGES -0 0 0 0 -$ - -#RESETMSG A piercing cry can be heard from one of the nearby forests~ - -#FLAGS -0 15 - -#ECONOMY 0 0 - -#CLIMATE 2 3 0 - -#MOBILES -#20100 -Tyrion Defender Ulthuan~ -Tyrion, Defender of Ulthuan~ -Tyrion, Defender of Ulthuan, is here, sword aloft and waiting. -~ -Price Tyrion is the greatest living warrior of the High Elves. He is a -descendant of the first Phoenix King and some Elven bards say that he -is in fact Aenarion reborn, so valiant and skilled is he. -~ -67 29360188 700 C -70 0 -60 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 13 13 13 16 -3 0 3 0 0 -1 24 0 0 3 2 4 -70 70 512 1024 0 0 0 4224 -#20101 -Malhandir~ -Malhandir~ -Malhandir is here assisting Tyrion, Defender of Ulthuan, with his quests. -~ -Malhandir is the huge and noble steed belonging to Tyrion, Defender of -Ulthuan. -~ -262211 0 700 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 1 -13 6 6 13 6 6 13 -0 0 0 0 0 -86 3 0 0 1 1 4 -35 35 67174401 0 0 0 32 0 -#20102 -Teclis High Loremaster~ -Teclis, High Loremaster of the White Tower~ -Teclis, High Loremaster of the White Tower, is here practicing his magical abilities. -~ -Twin to the mighty Tyrion, Teclis is wholly the opposite of his brother. -Physically he is frail and must sustain himself by imbibing magical -potions of his own creation. He is not a master of swordplay or strategy. -However, he is the greatest living Mage in this age of the world, and his -mastery of the magical arts is unsurpassed by any other living creature. -~ -67 29360188 700 C -70 0 -60 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 13 13 13 16 -3 0 3 0 0 -1 0 0 0 3 2 4 -70 70 512 1024 0 0 536870912 4224 -#20103 -Imrik Dragon Price Caledor~ -Imrik, Dragon Price of Caledor~ -Imrik, Dragon Price of Caledor, is here in search of dragons. -~ -Caledor is now a silent realm. No longer do the skies ring to the cries -of dragons and the road of their fiery breath. Imrik is the most noble -of the princes of dragons, last of the line of the Phoenix King Caledor. -It is he who remains one of the few that can wake the dragons in time of -need. -~ -67 29360188 700 C -60 0 -50 1d1+19999 1d1+59 -5000 0 -112 112 1 -18 18 18 13 13 13 16 -1 1 1 1 1 -1 24 0 0 2051 2 3 -60 60 512 1024 0 0 0 4224 -#20104 -Minaithnir~ -Minaithnir~ -Minaithnir is here waiting to assist Imrik, Dragon Price of Caledor. -~ -Minaithnir is the chosen majestic dragon that is ridden by Imrik, -Dragon Price of Caledor. They have a mutual bond between them - -the last of the true Dragon Princes and one of the last of the -dragons. Minaithnir is fanatically loyal to his master. -~ -262211 524288 700 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 1 -13 6 6 13 6 6 13 -0 0 0 0 0 -31 3 0 0 2049 2048 2 -35 35 131072 1 0 2 335552512 0 -#20105 -Aenur Sword Twilight~ -Aenur, the Sword of Twilight~ -Aenur, the Sword of Twilight, fades in and out of the shadows. -~ -Aenur is dressed in a green cloth cap and long flowing dark green -cloak that covers his entire body, just stopping short of his dark -brown leather boots. -~ -67 21069824 700 C -38 0 -30 1d1+11500 1d1+37 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -1 1 1 1 1 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 8 0 -#20106 -Alarielle Everqueen~ -Alarielle, the Everqueen~ -Alarielle, the Everqueen, is here thinking about matters of state. -~ -Alarielle is the current Everqueen and co-ruler of Ulthuan. The chosen -representative of Isha, the Elven goddess of the natural work, she is -said to be the most beautiful thing in existence, a beauty only matched -by the dark seductiveness of the depraved Morathi, the Hag Sorceress of -the Dark Elves. -~ -67 29360188 700 C -60 0 -50 1d1+19999 1d1+59 -5000 0 -112 112 2 -18 18 18 13 13 13 16 -1 1 1 1 1 -1 0 0 0 3 2 3 -60 60 512 1024 0 0 0 4224 -#20107 -Elite Maiden Guard~ -An Elite Maiden Guard~ -An Elite Maiden Guard is here on guard. -~ -The Elite Maiden Guards protect Alarielle, the Everqueen and are always -standing by her side in case of need. -~ -67 4194304 700 C -28 0 0 1d1+7500 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -28 28 512 1024 0 0 256 128 -#20108 -Eltharion Swordmaster Hoeth~ -Eltharion, Swordmaster of Hoeth~ -Eltharion, Swordmaster of Hoeth, is here ready to fight. -~ -Eltharion has suffered greatly throughout his life, yet his formidable -strength of will has overcome every obstacle in his path. During a daring -raid on the Dark Elf city of Naggarond, he was mortally wounded by the -poisoned blade of a corrupted Witch Elf Hag. Eltharion walked the paths -of the dead, leaving his mortal shell far behind. However, whilst wandering -through the shadowy lands of death, through sheer strength of will, -Eltharion forced himself back into his fatally wounded body, fighting and -overcoming the poison that raced through his system. -~ -67 0 700 C -28 0 0 1d1+7500 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -28 28 1024 1024 0 0 0 128 -#20109 -Swordmaster Hoeth~ -A Swordmaster of Hoeth~ -A Swordmaster of Hoeth is here waving his greatsword high above his head. -~ -There are many ways to travel the path of wisdom. Some fast and meditate -for years, other study obscure and arcane tomes, but for a few their true -path lies in martial prowess. These are the Swordmasters, though they are -not only experts with a blade; they also learn to fight with their bare -hands or with any other weapon they can reach, especially their finely -balanced ceremonial greatswords. -~ -67 0 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 128 -#20110 -Bladelord Hoeth~ -A Bladelord of Hoeth~ -A Bladelord of Hoeth is here waving his greatsword high above his head. -~ -A Bladelord of Hoeth is a specially selected Swordmaster chosen to protect -Hoeth. Swordmasters are not only experts with a blade; they also learn to -fight with their bare hands or with any other weapon they can reach, -especially their finely balanced ceremonial greatswords. -~ -67 0 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 128 -#20111 -Phoenix King~ -The Phoenix King~ -The Phoenix King is here thinking about matters of state. -~ -The Phoenix King is the ruler of the city of Ulthuan and all surrounding -areas. He is much adored by all the High Elves that serve him as well as -the general population of the city. -~ -67 29360316 700 C -60 0 -50 1d1+19999 1d1+59 -5000 0 -112 112 1 -18 18 18 13 13 13 16 -1 1 1 1 1 -1 24 0 0 3 2 3 -60 60 512 1024 2048 0 528 4480 -> greet_prog 100~ -say Hello! Let me formally welcome you to the city of Ulthuan, $n. -~ -| -#20112 -Repeater Bolt Thrower Crew~ -A Repeater Bolt Thrower Crew~ -A Repeater Bolt Thrower Crew is here manning the Eagle's Claw. -~ -The 'Eagle's Claw' bolt thrower, as the repeater is usually called, is a -versatile weapon, light in weight, sturdy in design and easily portable. -In battle the Eagle's Claw can shoot either a single bolt or a hail of -steel-tipped death. The Repeater Bolt Thrower Crew is a member of the -team that operates the Eagle's Claw. -~ -67 0 700 C -20 0 0 1d1+4999 1d1+19 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -20 20 512 1024 0 0 0 0 -#20113 -High Elf Commander Althamon~ -High Elf Commander, Althamon~ -High Elf Commander, Althamon, is here protecting the city of Ulthuan. -~ -High Elf Commander, Althamon, is dressed in armour and a red vest -and matching red gloves. His hair is a deep red-brown in colour. -Althamon is a member of a noble family that has led the High Elves -through times of peace and conflict for thousands of years. He prides -himself on his deep sense of honour and mastery of both the arts of -diplomacy and war, taught to him from a young age. -~ -67 20971520 700 C -28 0 -10 1d1+7500 1d1+27 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -28 28 512 1024 0 0 8 4224 -#20114 -High Elf Commander~ -A High Elf Commander~ -A High Elf Commander is here ready to greet you, with a smile or a sword. -~ -The nobles families have led the High Elves through times of peace and -conflict for thousands of years. They pride themselves on their deep -sense of honour and mastery of both the arts of diplomacy and war, -taught to them from a young age. The High Elf Commander is a member -of one such family. -~ -67 20971520 700 C -30 0 -10 1d1+7999 1d1+29 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 4224 -#20115 -High Elf Prince~ -A High Elf Prince~ -A High Elf Prince is here ready to greet you, with a smile or a sword. -~ -The nobles families have led the High Elves through times of peace and -conflict for thousands of years. They pride themselves on their deep -sense of honour and mastery of both the arts of diplomacy and war, -taught to them from a young age. The High Elf Prince is a member -of one such family. -~ -67 20971520 700 C -30 0 -10 1d1+7999 1d1+29 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 4224 -#20116 -High Elf Mage~ -A High Elf Mage~ -A High Elf Mage is practicing an arcane spell. -~ -The High Elves are a magical race, the flow of power is strong within -their blood. Many of them show some talent in the subtle are of sorcery. -The power of mages is harnessed to protect Ulthuan, keeping it from -sinking beneath the waves of evil and holding at bay the dreaded powers -of Chaos. The High Elf Mage is one of the chosen many for such as task. -~ -67 13107260 700 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 0 0 0 3 2 2 -30 30 512 1024 0 0 536870912 192 -#20117 -High Elf Archmage~ -A High Elf Archmage~ -A High Elf Archmage is practicing an ancient spell. -~ -The High Elves are a magical race, the flow of power is strong within -their blood. Many of them show some talent in the subtle are of sorcery. -The power of mages is harnessed to protect Ulthuan, keeping it from -sinking beneath the waves of evil and holding at bay the dreaded powers -of Chaos. The High Elf Archmage is one of the chosen many for such as task. -~ -67 13107260 700 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 0 0 0 3 2 2 -30 30 512 1024 0 0 536870912 192 -#20118 -Kornhil Hunter Captain White Lions~ -Kornhil, Hunter Captain of the White Lions~ -Kornhil, Hunter Captain of the White Lions, is here protecting the Phoenix King. -~ -The White Lions are the sworn protectors of the Phoenix King, and none -is more dedicated to this sacred duty than their Captain, the mighty -Kornhil. Standing almost a full head taller then his brethren, Korhil -is a warrior of create might and skill, wielding his powerful axe with -unparalleled skill and dexterity. -~ -67 4194304 700 C -38 0 -30 1d1+11500 1d1+37 -3000 0 -112 112 1 -18 13 13 18 13 13 13 -1 1 1 1 1 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 4096 -#20119 -White Lion~ -A White Lion~ -A White Lion is here protecting the Phoenix King. -~ -Ever since the time of Caledor the First, the closest bodyguards of the -Phoenix King have come from the forested wilds of Chrace. These are the -bravest of the young High Elves of Chrace, chosen for the honour of -serving the Phoenix King by ancient rites. These chosen few wear the -cloak of the white lion as a sign of their undoubted courage. -~ -67 4194304 700 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 0 -#20120 -White Lion Guardian~ -A White Lion Guardian~ -A White Lion Guardian is here protecting the Phoenix King. -~ -Ever since the time of Caledor the First, the closest bodyguards of the -Phoenix King have come from the forested wilds of Chrace. These are the -bravest of the young High Elves of Chrace, chosen for the honour of -serving the Phoenix King by ancient rites. These chosen few wear the -cloak of the white lion as a sign of their undoubted courage. -~ -67 4194304 700 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 0 -#20121 -White Lion Musician~ -A White Lion Musician~ -A White Lion Musician is here banging his drum. -~ -Ever since the time of Caledor the First, the closest bodyguards of the -Phoenix King have come from the forested wilds of Chrace. These are the -bravest of the young High Elves of Chrace, chosen for the honour of -serving the Phoenix King by ancient rites. These chosen few wear the -cloak of the white lion as a sign of their undoubted courage. -~ -67 4194304 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 0 -#20122 -White Lion Standard Bearer~ -A White Lion Standard Bearer~ -A White Lion Standard Bearer is standing before you holding his standard up high. -~ -Ever since the time of Caledor the First, the closest bodyguards of the -Phoenix King have come from the forested wilds of Chrace. These are the -bravest of the young High Elves of Chrace, chosen for the honour of -serving the Phoenix King by ancient rites. These chosen few wear the -cloak of the white lion as a sign of their undoubted courage. -~ -67 4194304 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 0 -#20123 -Spearman~ -A Spearman~ -A Spearman is pointing his spear towards you. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The spearman makes up -much of the core of the High Elf army. -~ -67 0 600 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 8 0 -#20124 -Spearman Champion~ -A Spearman Champion~ -A Spearman Champion is here leading his unit. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The spearman champion -is a decorated member of the High Elf army. -~ -67 0 600 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 8 0 -#20125 -Spearman Musician~ -A Spearman Musician~ -A Spearman Musician is standing before you banging his drum. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The spearman musician -is an integral part of the army, whose role is to keep the other spearmen -soldiers fighting together as one unit, together, in time. -~ -67 0 600 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 8 0 -#20126 -Spearman Standard Bearer~ -A Spearman Standard Bearer~ -A Spearman Standard Bearer is standing before you holding his standard up high. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The spearman standard -bearer has the important job of holding the battle standard aloft for -all to see - both friend and foe. -~ -67 0 600 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 8 0 -#20127 -Archer~ -An Archer~ -An Archer is pointing his bow and arrow towards you. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The archer makes up -much of the core of the High Elf army. -~ -67 0 600 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 0 -#20128 -Archer Champion~ -An Archer Champion~ -An Archer Champion is here leading his unit. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The archer champion -is a decorated member of the High Elf army. -~ -67 0 600 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 0 -#20129 -Archer Musician~ -An Archer Musician~ -An Archer Musician is standing before you banging his drum. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The archer musician -is an integral part of the army, whose role is to keep the other archer -soldiers fighting together as one unit, together, in time. -~ -67 0 600 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 0 -#20130 -Archer Standard Bearer~ -An Archer Standard Bearer~ -An Archer Standard Bearer is standing before you holding his standard up high. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The archer standard -bearer has the important job of holding the battle standard aloft for -all to see - both friend and foe. -~ -67 0 600 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 0 -#20131 -Lothern Sea Guard~ -A Lothern Sea Guard~ -A Lothern Sea Guard is here patrolling the shores. -~ -Eatine does not field a citizen militia as all the other provinces do, -instead contributing the Lothern Sea Guard to the Phoenix King's army. -Unlike the normal levy, they are not only called up in times of need, -but remain at arms at all times. -~ -67 2097160 700 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 1 -#20132 -Lothern Sea Guard Champion~ -A Lothern Sea Guard Champion~ -A Lothern Sea Guard Champion is here leading his unit. -~ -Eatine does not field a citizen militia as all the other provinces do, -instead contributing the Lothern Sea Guard to the Phoenix King's army. -Unlike the normal levy, they are not only called up in times of need, -but remain at arms at all times. This Champion is a specially decorated -member of the Lothern Sea Guard. -~ -67 2097160 700 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 1 -#20133 -Lothern Sea Guard Musician~ -A Lothern Sea Guard Musician~ -A Lothern Sea Guard Musician is standing before you blowing his horn. -~ -Eatine does not field a citizen militia as all the other provinces do, -instead contributing the Lothern Sea Guard to the Phoenix King's army. -Unlike the normal levy, they are not only called up in times of need, -but remain at arms at all times. The Lothern Sea Guard musician is an -integral part of his team, whose role is to keep the other soldiers -fighting together as one unit, together, in time. -~ -67 2097160 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 1 -#20134 -Lothern Sea Guard Standard Bearer~ -A Lothern Sea Guard Standard Bearer~ -A Lothern Sea Guard Standard Bearer is standing before you holding his standard up high. -~ -Eatine does not field a citizen militia as all the other provinces do, -instead contributing the Lothern Sea Guard to the Phoenix King's army. -Unlike the normal levy, they are not only called up in times of need, -but remain at arms at all times. The Lothern Sea Guard standard -bearer has the important job of holding the battle standard aloft -for all to see - both friend and foe. -~ -67 2097160 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 0 1 -#20135 -Silver Helm~ -A Silver Helm~ -A Silver Helm prepares himself for battle. -~ -The Silver Helms are named for their traditional tall helmets, which -are polished to a mirror-like sheen and worn with gleaming white robes. -The High Elves are a proud race and as such, appearance is very important -to them. -~ -67 0 700 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 512 0 -#20136 -Silver Helm Champion~ -A Silver Helm Champion~ -A Silver Helm Champion is here leading his unit. -~ -The Silver Helms are named for their traditional tall helmets, which -are polished to a mirror-like sheen and worn with gleaming white robes. -The High Elves are a proud race and as such, appearance is very important -to them. This Champion is a specially decorated member of the Silver Helms. -~ -67 0 700 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 512 0 -#20137 -Silver Helm Musician~ -A Silver Helm Musician~ -A Silver Helm Musician is standing before you blowing his horn. -~ -The Silver Helms are named for their traditional tall helmets, which -are polished to a mirror-like sheen and worn with gleaming white robes. -The High Elves are a proud race and as such, appearance is very important -to them. The Silver Helm musician is an integral part of his team, whose -role is to keep the other soldiers fighting together as one unit, -together, in time. -~ -67 0 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 512 0 -#20138 -Silver Helm Standard Bearer~ -A Silver Helm Standard Bearer~ -A Silver Helm Standard Bearer is standing before you holding his standard up high. -~ -The Silver Helms are named for their traditional tall helmets, which -are polished to a mirror-like sheen and worn with gleaming white robes. -The High Elves are a proud race and as such, appearance is very important -to them. The Silver Helm standard bearer has the important job of holding -the battle standard aloft for all to see - both friend and foe. -~ -67 0 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 512 0 -#20139 -Ellyrian Reaver~ -An Ellyrian Reaver~ -An Ellyrian Reaver looks out for any trouble that may be brewing. -~ -The descendants of generations of expert horse warriors, an Ellyrian -Reaver is a lightly armed cavalryman who is an expert at scouting, -and form the eyes and ears of most of the High Elves armies. To this -day very day, the Ellyrian Reavers pride themselves on the valiant -manner in which they have previously come to the Phoenix King's aid, -and continue to serve in his armies as scouts, messengers and warriors. -~ -65601 21069824 700 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 524288 -#20140 -Ellyrian Harbinger~ -An Ellyrian Harbinger~ -An Ellyrian Harbinger looks out for any trouble that may be brewing. -~ -The descendants of generations of expert horse warriors, an Ellyrian -Harbinger is a lightly armed cavalryman who is an expert at scouting, -and form the eyes and ears of most of the High Elves armies. To this -day very day, the Ellyrian Harbingers pride themselves on the valiant -manner in which they have previously come to the Phoenix King's aid, -and continue to serve in his armies as scouts, messengers and warriors. -~ -65601 21069824 700 C -38 0 -10 1d1+11500 1d1+37 -3500 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -38 38 512 1024 0 0 0 524288 -#20141 -Shadow Warrior~ -A Shadow Warrior~ -A Shadow Warrior creeps around in the darkness. -~ -Even in times of relative peace, the Shadow Warriors are never at rest. -They constantly patrol the barren shores and bleakest hills as they watch -for the inevitable Dark Elf raiders; the evil Druchii who steal their -children and slaughter their kin. The war of the Shadow Warrior is one -of stealth and cunning, concealment and ambush. -~ -65601 29458494 700 C -30 0 -5 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -29 29 512 0 1024 0 64 0 -#20142 -Shadow-walker~ -A Shadow-walker~ -A Shadow-walker creeps around in the darkness. -~ -Even in times of relative peace, the Shadow-walkers are never at rest. -They constantly patrol the barren shores and bleakest hills as they watch -for the inevitable Dark Elf raiders; the evil Druchii who steal their -children and slaughter their kin. The war of the Shadow-walker is one -of stealth and cunning, concealment and ambush. -~ -65601 29458494 700 C -30 0 -5 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -29 29 512 0 1024 0 64 0 -#20143 -Phoenix Guard~ -A Phoenix Guard~ -A Phoenix Guard stands fast protecting the Shrine of Asuryan. -~ -Of the many great warriors of the High Elves, the most fearsome to face -are the silent guardians of the Shrine of Azuryan. Known as the Phoenix -Guard, the main duty of these warrior monks is to protect the shrine and -all those who make their pilgrimage there. Particularly important is the -eternal flame, through which the chosen candidate for Phoenix King must -walk in order to receive the blessing of Asuryan. In battle the Phoenix -Guard fight with their ceremonial halberds, clad in cloaks of embroidered -fire that echo the sacred flame of Asuryan. -~ -67 4194304 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 16 4288 -#20144 -Keeper Flame~ -A Keeper of the Flame~ -A Keeper of the Flame stands fast protecting the Shrine of Asuryan. -~ -A Keeper of the Flame is a specially decorated and particularly brave -member of the Phoenix Guard. Of the many great warriors of the High -Elves, the most fearsome to face are the silent guardians of the Phoenix -Guard, whose the main duty is to protect the shrine and all those who -make their pilgrimage there. Particularly important is the eternal flame, -through which the chosen candidate for Phoenix King must walk in order to -receive the blessing of Asuryan. In battle the Keepers of the Flame fight -with their ceremonial halberds, clad in cloaks of embroidered fire that -echo the sacred flame of Asuryan. -~ -67 4194304 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 16 4288 -#20145 -Dragon Prince~ -A Dragon Prince~ -A Dragon Prince adjusts the dragon-crested helm on his head. -~ -In ancient times the noble warriors of Caledor rode into battle astride -might dragons. Few indeed were those who could stand before their charge, -the dragons incinerating those that escaped the lances of their masters. -Now those days are gone, and the great beasts can only rarely be roused -from their slumber. Instead, the Dragon Princes carry on their ancient -martial tradition, fighting on the backs of Elven steeds instead of great -wyrms. -~ -65 8388668 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 16 4288 -#20146 -Drakemaster~ -A Drakemaster~ -A Drakemaster adjusts the dragon-crested helm on his head. -~ -In ancient times the noble warriors of Caledor rode into battle astride -might dragons. Few indeed were those who could stand before their charge, -the dragons incinerating those that escaped the lances of their masters. -Now those days are gone, and the great beasts can only rarely be roused -from their slumber. Instead, the Drakemasters, specially decorated Dragon -Princes, carry on their ancient martial tradition, fighting on the backs -of Elven steeds instead of great wyrms. -~ -65 8388668 700 C -35 0 -10 1d1+9999 1d1+34 -3000 0 -112 112 1 -15 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -35 35 512 1024 0 0 16 4288 -#20147 -Chimera~ -A Chimera~ -A Chimera swings one of its three heads in your direction. -~ -The Chimera looks like it has been made up from leftover pieces of other -creatures. They are huge creatures with three heads ad a vicious lashing -tail which is barbed with venomous stings. Each of their heads is different: -one breathes fire and is scaled like a dragon, the second is that of a great -lion, and the last carries the curling horns of a ram. -~ -99 0 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -87 3 0 0 1 1 2 -45 45 65537 2305 0 1024 5 8192 -#20148 -Cockatrice~ -A Cockatrice~ -A Cockatrice flaps its bat-like wings at you. -~ -The cockatrice looks rather like a gigantic and somewhat ragged cockerel. -Its body is covered with a haphazard mix of scales and feathers whilst -its wings are leathery and bat-like. The head that sits atop this bizarre -combination is a grotesque caricature of a proud bantam, with brilliant -blood-red wattles and a fearsomely shark beak. -~ -99 0 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -87 3 0 0 1 1 2 -45 45 553779201 1024 0 128 1 0 -#20149 -Giant Scorpion~ -A Giant Scorpion~ -A Giant Scorpion raises his poisonous tail and points it at you. -~ -Giant Scorpions are somewhat of a law to themselves, but through much patience -a few specially training some High Elves have managed to control them just -enough for them to be a useful form of attack. The Giant Scorpion itself is -covered in a hard, jet-black skin, which acts as its armour. At the tip of -its long tail, you can see a sharp needle-like spine. This is naturally used -as its main weapon. -~ -4193 0 -500 C -30 0 -20 1d1+7999 1d1+29 -0 0 -112 112 2 -14 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 257 256 2 -30 30 65536 0 2304 32 8 8192 -#20150 -Giant Spider~ -A Giant Spider~ -As a Giant Spider crawls towards you, all you can really see are its long, hairy legs. -~ -Giant Spiders were originally found deep in the Lustria by lizardmen many -years ago. They have now ventured out a little further into the main land -and found refuge in Plains along with their co-habitors, the Giant Scorpions. -The Gigantic Spider itself is black in colour with millions of tiny hairs -protruding from its skin. As you look closer, you can see it has a set of -small, razor-sharp teeth. -~ -4193 4194316 -500 C -30 0 -20 1d1+7999 1d1+29 -0 0 -112 112 2 -14 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 257 256 2 -30 30 1028 7168 0 0 1 8320 -#20151 -Giant Wolf~ -A Giant Wolf~ -A Giant Wolf shows you its fangs and growls. -~ -Though smaller than many of the beasts that wander the Anulii, Giant -Wolves often hunt in large packs and fight together to bring down -the largest of creatures. -~ -99 98304 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 1 -15 6 6 13 6 6 13 -0 0 0 0 0 -69 3 0 0 1 1 2 -45 45 524320 3072 0 32 3 4194304 -#20152 -Gorgon~ -A Gorgon~ -A Gorgon rears her head and hisses angrily at you. -~ -The Gorgon is a horrifying snake-headed she-monster with long, thin claws -and small sharp teeth through which she hisses like a serpent. Like a -Cockatrice, the gaze of the Gorgon is magical and can turn her victims -to stone. -~ -99 0 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 2 -15 6 6 13 6 6 13 -0 0 0 0 0 -62 3 0 0 1 1 2 -45 45 395265 2048 1024 0 12 128 -#20153 -Hydra~ -A Hydra~ -A Hydra takes a deep breath and exhales flames of fire towards you. -~ -A heavily scaled, many headed, fire-breathing monstrosity is the Hydra; -the stuff of nightmares. It is not surprising that the foul Druchii often -goad these beasts into battle, and it is difficult to decide whose heart -is blacker. -~ -99 0 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -31 3 0 0 2049 2048 2 -45 45 8519680 0 1 2 335552512 8704 -#20154 -Harpy~ -A Harpy~ -A Harpy flaps its wings and lifts off the ground slightly. -~ -For the High Elves, the Harpies are an evil portent, a sign of the darkest -of fortune. They are beloved of the Druchii and the sound of their leathery -wings thrashing the air is often the first sign of attack. -~ -99 524288 -400 C -45 0 0 1d1+13999 1d1+44 -0 0 -112 112 0 -15 6 6 13 6 6 13 -0 0 0 0 0 -87 3 0 0 1 1 2 -45 45 32768 0 0 32 256 0 -#20155 -Manticore~ -A Manticore~ -A Manticore flaps its enormous bat-like wings at you. -~ -This unholy creature has the body and head of a gigantic lion with -enormous bat wings and a vicious barbed tail. It is another of the -dread mounts of the Druchii lords, and has a foul temper that even -they respect. -~ -99 524288 -400 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 0 -13 6 6 13 6 6 13 -0 0 0 0 0 -87 3 0 0 1 1 2 -35 35 98305 3072 0 512 5 8192 -#20156 -Troll~ -A Troll~ -A Troll lumbers towards you, its knuckles dragging along the ground. -~ -Although there are many types of Troll, they all share the same stench, -stupidity and near invulnerability to damage. They are huge, knuckle- -dragging monsters of a vaguely humanoid shape that shamble down from the -mountains, eating anything they can reach. -~ -99 0 -400 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 1 -17 6 6 13 6 6 13 -0 0 0 0 0 -66 3 0 0 65 64 2 -35 35 64 16 0 3072 192 8192 -#20157 -Wyvern~ -A Wyvern~ -A Wyvern stretches its scaled wings out and gives them a small flap. -~ -Wyverns are sometimes known as 'mere-Dragons', because they resemble those -mighty creatures. However, they is nothing 'mere' about the fighting ability -of these huge scaled beasts. Their vast slavering jaws are easily able to -bite a High Elf in half, or swallow him whole should they choose. -~ -99 524288 -400 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 0 -13 6 6 13 6 6 13 -0 0 0 0 0 -31 3 0 0 2049 2048 2 -35 35 163840 1 0 2 335552512 8192 -#20158 -Griffon~ -A Griffon~ -A Griffon opens its large mouth and exhales a ball of fire. -~ -Griffons are noble beasts, as beasts go, though they are far from -tame and placid. Their heads are like that of a huge bird of prey, -whilst their bodies resemble that of a lion or other great cat. All -this is borne aloft by a large pair of wings that carries the Griffon -across the high mountains where it dwells. -~ -99 524288 500 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 2 -13 6 6 13 6 6 13 -0 0 0 0 0 -31 3 0 0 2049 2048 2 -35 35 163840 1 0 2 335552512 8192 -#20159 -Great Eagle~ -A Great Eagle~ -A Great Eagle opens her beak and begins to bite in your direction. -~ -These creatures are the last of a noble race that has lived in the high -mountain peaks since before the rise of Men. They are haughty and proud, -and the High Elves have an ancient kinship with them. -~ -99 524288 500 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 2 -13 6 6 13 6 6 13 -0 0 0 0 0 -87 3 0 0 1 1 2 -35 35 17072128 0 0 0 1 0 -#20160 -Dragon~ -A Dragon~ -A Dragon raises its head and looks you up and down. -~ -In days long gone there were many Dragons to be seen, riding the thermals -of the mountain ranges and fighting alongside the heroes of age. The -largest nests of Dragons were in the mountainous Caledor. -~ -99 524288 500 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 1 -13 6 6 13 6 6 13 -0 0 0 0 0 -31 3 0 0 2049 2048 2 -35 35 163840 1 0 2 335552512 8192 -#20161 -Elven Steed~ -An Elven Steed~ -An Elven Steed shuffles its hooves on the ground. -~ -The Elven Steed has a pure white coat, flowing mane and long tail. -Upon its back is a leather saddle which is fastened around its -body and neck. -~ -327745 0 500 C -35 0 -20 1d1+9999 1d1+34 -0 0 -112 112 1 -13 6 6 13 6 6 13 -0 0 0 0 0 -86 3 0 0 1 1 2 -35 35 67108869 4096 0 256 32 0 -#20162 -Spearman roaming~ -A Spearman~ -A Spearman is pointing his spear towards you. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The spearman makes up -much of the core of the High Elf army. -~ -65 0 600 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 8 0 -#20163 -Archer roaming~ -An Archer~ -An Archer is pointing his bow and arrow towards you. -~ -The majority of warriors in the High Elf armies are citizen militia rather -than professional soldiers. This militia is a form of part-time army in -which all take their turn to serve, every High Elf providing his own -battle gear in defence of his home and country. The archer makes up -much of the core of the High Elf army. -~ -65 0 600 C -30 0 -10 1d1+7999 1d1+29 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -30 30 512 1024 0 0 0 0 -#20164 -Weaponsmith~ -A Weaponsmith~ -A Weaponsmith is here forging a sword. -~ -The Weaponsmith is around four feet tall and of stocky build. He -wears around his body a brown, leather apron. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20165 -Armourer~ -An Armourer~ -An Armourer is here bending some metal. -~ -The Armourer is a little over four feet tall and of fairly stocky build. -He wears around his body a dirty, leather apron. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20166 -Ironmonger~ -An Ironmonger~ -An Ironmonger is here pouring some molten iron. -~ -The Ironmonger is tall, of slight build and has light grey hair. -He wears a dirty, brown apron around his body which is tied behind -his neck. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20167 -Fishmonger~ -A Fishmonger~ -A Fishmonger is here reorganising his display. -~ -The Fishmonger is short but faily fat, for a High Elf. He wears a -white apron around his body. The apron is covered in blood stains. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20168 -Fruit Seller~ -A Fruit Seller~ -A Fruit Seller is here weighing out a bunch of grapes. -~ -The Fruit Seller is of medium build and has dark brown hair. He -wears a light brown apron around his body and has a small white -cap on top of his head. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20169 -Butcher~ -A Butcher~ -A Butcher is here cutting up some meat. -~ -The Butcher has a small white apron hanging from his neck. The apron -is covered with deep red stains, presumably blood. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 1 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20170 -Store Owner~ -A Store Owner~ -A Store Owner is here bidding you to look around her shop. -~ -The Store Owner wears a long green dress and a light green blouse. -She looks very friendly. -~ -201457731 29360188 800 C -70 0 -100 1d1+23999 1d1+69 -8000 0 -112 112 2 -18 18 18 18 18 18 18 -3 0 3 0 0 -1 3 0 0 3 2 5 -70 70 512 1024 0 0 448 1 -#20171 -citizen High Elf male~ -A High Elf Citizen~ -A High Elf Citizen is here, going about his daily business. -~ -The High Elf is wearing a beautifully coloured cloak and a pair of green -trousers. -~ -65 0 600 C -20 0 -10 1d1+5999 1d1+19 -0 0 -112 112 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -20 20 512 1024 0 0 0 0 -#20172 -citizen High Elf remale~ -A High Elf Citizen~ -A High Elf Citizen is here, going about her daily business. -~ -The High Elf is wearing a beautiful green dress and a pair of pointy -shoes. -~ -65 0 600 C -20 0 -10 1d1+5999 1d1+19 -0 0 -112 112 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -1 3 0 0 3 2 2 -20 20 512 1024 0 0 0 0 -#0 - - -#OBJECTS -#20100 -Sunfang Runesword Tyrion~ -Sunfang, the Runesword of Tyrion~ -Sunfang, the Runesword of Tyrion, lies on the ground.~ -~ -5 1024 8193 -12 15 50 1 -3 20000 1500 -A -18 3 -A -19 3 -#20101 -Sword Teclis~ -The Sword of Teclis~ -The Sword of Teclis is on the ground by your feet.~ -~ -5 1024 8193 -12 15 50 1 -3 20000 1500 -A -18 3 -A -19 3 -#20102 -Star Lance~ -The Star Lance~ -The Star Lance lies on the ground, covered in blood and gore.~ -~ -5 1024 8193 -12 10 40 8 -5 20000 1500 -A -18 3 -A -19 3 -#20103 -sword High Elf~ -A High Elf sword~ -A High Elf sword lies on the ground.~ -~ -5 0 8193 -12 7 7 3 -3 5000 500 -#20104 -spear High Elf~ -A High Elf spear~ -A High Elf spear lies on the ground.~ -~ -5 0 8193 -12 5 8 11 -3 5000 500 -#20105 -longbow High Elf~ -A High Elf longbow~ -A High Elf longbow is here by your feet.~ -~ -5 0 8193 -12 2 15 11 -3 5000 500 -#20106 -lance High Elf~ -A High Elf lance~ -A High Elf lance is here rolling around on the ground.~ -~ -5 0 8193 -12 5 8 11 -2 5000 500 -#20107 -halberd ceremonial~ -A ceremonial halberd~ -A ceremonial halberd lies on the ground, covered with deep red blood.~ -~ -5 1280 8193 -12 5 15 7 -4 5500 600 -A -12 50 -#20108 -axe Woodman's Chrace~ -A Woodman's Axe of Chrace~ -A Woodman's Axe of Chrace lies on the ground, covered with blood and gore.~ -~ -5 0 8193 -12 6 8 1 -3 5000 500 -A -2 2 -#20109 -shield High Elf~ -A High Elf Shield~ -A High Elf Shield lays on the ground.~ -~ -9 0 513 -6 6 0 0 -9 15000 1200 -A -19 1 -A -18 2 -A -13 35 -#20110 -crown War Saphery~ -The War Crown of Saphery~ -The War Crown of Saphery lies by your feet on the ground.~ -~ -9 8421632 17 -9 9 0 0 -3 20000 1500 -A -9 10 -A -13 100 -#20111 -helm High Elf~ -A High Elf helm~ -A High Elf helm is here resting on the ground.~ -~ -9 0 17 -9 9 0 0 -2 5000 500 -#20112 -helm dragon-crested~ -A dragon-crested helm~ -A dragon-crested helm rests on the ground before you.~ -~ -9 256 17 -3 3 0 0 -2 12000 1000 -A -1 2 -A -5 1 -A -19 2 -A -18 2 -#20113 -cloak White Lion~ -The cloak of the White Lion~ -The cloak of the White Lion lies in a pile on the floor.~ -~ -9 1024 5 -8 8 0 0 -4 8000 800 -A -13 40 -#20114 -Heart Avelorn~ -The Heart of Avelorn~ -The Heart of Avelorn is here, half-buried, on the ground.~ -~ -9 1088 5 -6 6 0 0 -2 8000 800 -A -18 2 -#20115 -cloak green cloth pile~ -A green cloak~ -Some green cloth lies in the dirt, crumpled in a pile.~ -~ -9 32 5 -8 8 0 0 -4 10000 1000 -A -36 5 -A -37 5 -#20116 -cloak embroidered fire~ -A cloak of embroidered fire~ -A cloak of embroidered fire has been left carelessly on the ground.~ -~ -9 1024 5 -8 8 0 0 -4 7000 700 -A -12 30 -#20117 -staff Moon Lileath~ -The Moon Staff of Lileath~ -The Moon Staff of Lileath rests on the ground.~ -~ -9 1088 16385 -5 5 0 0 -3 5000 500 -A -19 2 -A -18 2 -A -13 -20 -A -12 100 -#20118 -Dragonhorn~ -A dragonhorn~ -A dragonhorn can be seen resting on the floor.~ -~ -9 1088 16385 -5 5 0 0 -3 5000 500 -A -9 10 -#20119 -Scroll Hoeth~ -The Scroll of Hoeth~ -The Scroll of Hoeth has been carelessly been left on the floor.~ -~ -9 1089 16385 -3 3 0 0 -3 8000 800 -A -12 50 -#20120 -armour sturdy High Elf~ -Some High Elf sturdy armour~ -Some High Elf sturdy armour is resting on the floor.~ -~ -9 0 9 -12 12 0 0 -6 6000 600 -#20121 -armour High Elf~ -Some High Elf armour~ -Some High Elf armour is resting on the floor.~ -~ -9 0 9 -9 9 0 0 -4 4000 400 -#20122 -armour light High Elf~ -Some High Elf light armour~ -Some High Elf light armour is resting on the floor.~ -~ -9 0 9 -6 6 0 0 -2 2000 200 -#20123 -armour Caledor~ -The armour of Caledor~ -The armour of Caledor rests on the floor.~ -~ -9 0 9 -12 12 0 0 -4 4000 400 -A -18 1 -#20124 -Armour Dragon Aenarion~ -The Dragon Armour of Aenarion~ -The Dragon Armour of Aenarion, which is lying on the ground, shines brightly.~ -~ -9 1024 9 -12 12 0 0 -4 7000 700 -A -18 2 -A -19 2 -#20125 -helm silver bright High Elf~ -A High Elf silver helm~ -A bright High Elf silver helm is here resting on the ground.~ -~ -9 0 17 -10 10 0 0 -2 5000 500 -#20126 -Salmon~ -Some salmon~ -Some cooked salmon lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20127 -Trout~ -Some trout~ -Some fresh trout lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20128 -pike~ -Some pike~ -Some uncooked pike lays on the floor.~ -~ -19 0 1 -8 12 0 0 -1 100 10 -#20129 -cod~ -Some cod~ -Some cod lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20130 -Banana~ -A banana~ -A banana lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20131 -Apple~ -An apple~ -An apple lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20132 -grapes bunch~ -A bunch of grapes~ -A bunch of grapes rest on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20133 -beef~ -Some beef~ -Some cooked beef lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20134 -Pork~ -Some pork~ -Some pork lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20135 -Sausage~ -A sausage~ -A sausage lays on the floor.~ -~ -19 0 1 -12 12 0 0 -1 100 10 -#20136 -Water Bottle~ -A bottle of water~ -A bottle of water is here on the floor in front of you.~ -~ -17 0 1 -12 12 0 0 -1 100 10 -#20137 -wine Bottle~ -A bottle of wine~ -A bottle of wine is here on the floor in front of you.~ -~ -17 0 1 -12 12 2 0 -1 100 10 -#20138 -Orange Juice Bottle~ -A bottle of orange juice~ -A bottle of orange juice is here on the floor in front of you.~ -~ -17 0 1 -12 12 0 0 -1 100 10 -#20139 -milk glass~ -A glass of milk~ -A glass of milk is here on the floor in front of you.~ -~ -17 0 1 -12 12 10 0 -1 100 10 -#20140 -fountain High Elf~ -An ornate fountain~ -Fresh water flows through an ornate fountain.~ -~ -25 4096 0 -0 0 0 0 -999 0 0 -#20141 -key vault High Elf~ -A vault key~ -A key to a vault is here.~ -~ -18 0 1 -0 0 0 0 -1 100 10 -#0 - - -#ROOMS -#20100 -A Blank Room~ -~ -0 1073741824 1 -S -#20101 -A Blank Room~ -~ -0 1073741824 1 -S -#20102 -A Blank Room~ -~ -0 1073741824 1 -S -#20103 -A Blank Room~ -~ -0 1073741824 1 -S -#20104 -A Blank Room~ -~ -0 1073741824 1 -S -#20105 -A Blank Room~ -~ -0 1073741824 1 -S -#20106 -A Small Mountain~ -You begin to climb up a small mountainous area leading from the hills -to the north, whilst the mountain continues southwards. Along the -sandy mountain track you can see small clumps of grass and weeds. Many -bushes of various shades of green and brown are scattered around the -hillside in between large piles of stones and rocks. -~ -0 1073741824 5 -D0 -~ -~ -0 -1 20115 -D2 -~ -~ -0 -1 20107 -S -#20107 -A Small Mountain~ -This small mountainous region stretches in all directions but the pathway -to the summit is closed off by a large pile of boulders, presumably the -result of some type of rockslide. -~ -0 1073741824 5 -D0 -~ -~ -0 -1 20106 -S -#20108 -A Small Mountain~ -You begin to climb up a small mountainous area leading from the hills -to the north, whilst the mountain continues southwards. Along the -sandy mountain track you can see small clumps of grass and weeds. Many -bushes of various shades of green and brown are scattered around the -hillside in between large piles of stones and rocks. -~ -0 1073741824 5 -D0 -~ -~ -0 -1 20116 -D2 -~ -~ -0 -1 20109 -S -#20109 -A Small Mountain~ -This small mountainous region stretches in all directions but the pathway -to the summit is closed off by a large pile of boulders, presumably the -result of some type of rockslide. -~ -0 1073741824 5 -D0 -~ -~ -0 -1 20108 -S -#20110 -Some Deep Green Hills~ -You are standing on one of the outer edges of some deep green rolling -hills that stretch along the eastern side of Azon'rah. To the west, -you can see a small farming community and the faint outline of a large -city. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20111 -S -#20111 -Some Deep Green Hills~ -You are standing amongst some deep green rolling hills that stretch -along the eastern side of Azon'rah. The hills stretch in all directions -although you can make out some small plots of farmland to the west. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20112 -D1 -~ -~ -0 -1 20114 -D2 -~ -~ -0 -1 20116 -D3 -~ -~ -0 -1 20110 -S -#20112 -Some Deep Green Hills~ -You are standing amongst some deep green rolling hills that stretch -along the eastern side of Azon'rah. The hills stretch in all directions -although you can make out some small plots of farmland to the west. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20113 -D2 -~ -~ -0 -1 20111 -S -#20113 -Some Deep Green Hills~ -You are standing amongst some deep green rolling hills that stretch -along the eastern side of Azon'rah. The hills stretch to the south, -east and west. Although inaccessible from here, a little way to the -northwest, you can see a small forest. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20117 -D2 -~ -~ -0 -1 20114 -D3 -~ -~ -0 -1 20112 -S -#20114 -Some Deep Green Hills~ -You are standing amidst a series of deep green rolling hills that -stretch outwards in each direction. Different shades of plant life -and trees can be seen scattered around the various hills and mounds -that form the landscape. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20113 -D1 -~ -~ -0 -1 20119 -D3 -~ -~ -0 -1 20111 -D2 -~ -~ -0 0 20115 -S -#20115 -Some Deep Green Hills~ -You are standing amongst some deep green rolling hills that stretch -along the eastern side of Azon'rah. The hills stretch to the north, -east and west, although the hills directly to the east are accessible -from here. The hills southwards become steeper and more ragged and -found a small mountainous region. -~ -0 1073741824 4 -D2 -~ -~ -0 -1 20106 -D3 -~ -~ -0 -1 20116 -D0 -~ -~ -0 0 20114 -S -#20116 -Some Deep Green Hills~ -You are standing amongst some deep green rolling hills that stretch -along the eastern side of Azon'rah. The hills stretch to the north, -east and west, whilst the hills to the south become steeper and more -ragged and found a small mountainous region. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20111 -D1 -~ -~ -0 -1 20115 -D2 -~ -~ -0 -1 20108 -S -#20117 -Some Deep Green Hills~ -The hills that make up the landscape around you are a deep green colour. -Many small clumps of trees can be seen scattered around the hilltops and -a series of waist-high stone walls interweave their way from one hill to -another. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20121 -D1 -~ -~ -0 -1 20118 -D2 -~ -~ -0 -1 20119 -D3 -~ -~ -0 -1 20113 -S -#20118 -Some Light Green Hills~ -The hills that make up the landscape around you are of a lighter green -colour to the ones that can be seen to the west. The vegetation also -becomes a little denser than in other surrounding areas. A waist-high -stone wall marks out a boundary and leads eastwards down from the -hillside along a path. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20167 -D3 -~ -~ -0 -1 20117 -S -#20119 -Some Deep Green Hills~ -The hills that make up the landscape around you are of a deep green -colour and the vegetation seems to be a little denser than in other -sections of these hills. A few yards in front of you, there is a -stone wall that leads from the east to the west. In many places it -is damaged or crumbling. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20117 -D1 -~ -~ -0 -1 20120 -D3 -~ -~ -0 0 20114 -S -#20120 -Some Deep Green Hills~ -The hills begin to shallow out at this point and just to your east -and to the south, you can see many trees and areas of dense forest. -A small stone wall marks out a boundary and leads eastwards down from -the hillside along a path, with a similar wall leading southwards. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20136 -D2 -~ -~ -0 -1 20138 -D3 -~ -~ -0 -1 20119 -S -#20121 -An Emerald Green Forest~ -You are standing on the outskirts of an emerald green forest, within -which you can see many trees of many different shapes and sizes. -Scanning your surrounds, you can see a mixture of evergreen firs, -large oak trees and smaller birch trees. To the south, you can see -some hills, whilst the forest continues to the north and east. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20124 -D1 -~ -~ -0 -1 20122 -D2 -~ -~ -0 -1 20117 -S -#20122 -An Emerald Green Forest~ -You are standing at the southwest corner of an emerald green forest, -within which you can see many trees of many different shapes and sizes, -ranging from evergreen firs to large oak trees and smaller birch trees. -The forest continues to the north and west. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20125 -D3 -~ -~ -0 -1 20121 -S -#20123 -An Emerald Green Forest~ -You are standing within an emerald green forest, within which there are -many trees of many different shapes and sizes, ranging from evergreen -conifers to large elm and oak trees. Shadows fade in and out as the -ambient light goes through various stages of transformation as a result -of a calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20126 -D1 -~ -~ -0 -1 20124 -S -#20124 -An Emerald Green Forest~ -You are standing within a forest, within which you can see many shades -of green and brown. The many types of vegetation and trees range from -tall evergreens to small bushes of brambles and thorns. Whilst the -surrounds seems to have an air of calmness draped over it, you have -a slight feeling that you are being watched. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20127 -D1 -~ -~ -0 -1 20125 -D2 -~ -~ -0 -1 20121 -D3 -~ -~ -0 -1 20123 -S -#20125 -An Emerald Green Forest~ -You are standing within a green forest containing many different types -of vegetation and trees ranging from tall oaks and elms to small bushes -of brambles and thorns. The ground upon which you are standing is -covered in a damp, dark soil. Strange mosses and fungi grow at the foot -of many of the nearby trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20128 -D2 -~ -~ -0 -1 20122 -D3 -~ -~ -0 -1 20124 -S -#20126 -An Emerald Green Forest~ -You are standing within a forest, within which you can see many shades -of green and brown. The many types of vegetation and trees range from -tall evergreens to small bushes of brambles and thorns. Whilst the -surrounds seems to have an air of calmness draped over it, you have -a slight feeling that you are being watched. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20130 -D1 -~ -~ -0 -1 20127 -D2 -~ -~ -0 -1 20123 -S -#20127 -An Emerald Green Forest~ -You are standing within an emerald green forest, within which there are -many trees of many different shapes and sizes, ranging from evergreen -conifers to large elm and oak trees. Shadows fade in and out as the -ambient light goes through various stages of transformation as a result -of a calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20131 -D1 -~ -~ -0 -1 20128 -D2 -~ -~ -0 -1 20124 -D3 -~ -~ -0 -1 20126 -S -#20128 -An Emerald Green Forest~ -You are standing within a forest, within which you can see many shades -of green and brown. The many types of vegetation and trees range from -tall evergreens to small bushes of brambles and thorns. Whilst the -surrounds seems to have an air of calmness draped over it, you have -a slight feeling that you are being watched. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20132 -D2 -~ -~ -0 -1 20125 -D3 -~ -~ -0 -1 20127 -S -#20129 -An Emerald Green Forest~ -You are standing within a green forest containing many different types -of vegetation and trees ranging from tall oaks and elms to small bushes -of brambles and thorns. The ground upon which you are standing is -covered in a damp, dark soil. Strange mosses and fungi grow at the foot -of many of the nearby trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20133 -D1 -~ -~ -0 -1 20130 -S -#20130 -An Emerald Green Forest~ -You are standing within an emerald green forest, within which there are -many trees of many different shapes and sizes, ranging from evergreen -conifers to large elm and oak trees. Shadows fade in and out as the -ambient light goes through various stages of transformation as a result -of a calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20134 -D1 -~ -~ -0 -1 20131 -D2 -~ -~ -0 -1 20126 -D3 -~ -~ -0 -1 20129 -S -#20131 -An Emerald Green Forest~ -You are standing within a green forest containing many different types -of vegetation and trees ranging from tall oaks and elms to small bushes -of brambles and thorns. The ground upon which you are standing is -covered in a damp, dark soil. Strange mosses and fungi grow at the foot -of many of the nearby trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20135 -D1 -~ -~ -0 -1 20132 -D2 -~ -~ -0 -1 20127 -D3 -~ -~ -0 -1 20130 -S -#20132 -An Emerald Green Forest~ -You are standing within an emerald green forest, within which there are -many trees of many different shapes and sizes, ranging from evergreen -conifers to large elm and oak trees. Shadows fade in and out as the -ambient light goes through various stages of transformation as a result -of a calm breeze moving the branches on the trees. A few large trees -have fallen down around this area and as such the area north of here -is inaccessible. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20128 -D3 -~ -~ -0 -1 20131 -S -#20133 -An Emerald Green Forest~ -You are standing within a forest, within which you can see many shades -of green and brown. The many types of vegetation and trees range from -tall evergreens to small bushes of brambles and thorns. Whilst the -surrounds seems to have an air of calmness draped over it, you have -a slight feeling that you are being watched. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20134 -D2 -~ -~ -0 -1 20129 -S -#20134 -An Emerald Green Forest~ -You are standing within a green forest containing many different types -of vegetation and trees ranging from tall oaks and elms to small bushes -of brambles and thorns. The ground upon which you are standing is -covered in a damp, dark soil. Strange mosses and fungi grow at the foot -of many of the nearby trees. A few large trees have fallen down around -this area and as such the area north of here is inaccessible. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20135 -D2 -~ -~ -0 -1 20130 -D3 -~ -~ -0 -1 20133 -S -#20135 -An Emerald Green Forest~ -You are standing within an emerald green forest, within which there are -many trees of many different shapes and sizes, ranging from evergreen -conifers to large elm and oak trees. Shadows fade in and out as the -ambient light goes through various stages of transformation as a result -of a calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20131 -D3 -~ -~ -0 -1 20134 -S -#20136 -An Evergreen Forest~ -You are standing on the outskirts of an evergreen green forest, within -which you can see many trees of many different shapes and sizes. -Scanning your surrounds, you can see a mixture of evergreen firs, -large oak trees and smaller birch trees. To the west, you can see -some hills, whilst the forest continues to the south. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20139 -D3 -~ -~ -0 -1 20120 -S -#20137 -An Evergreen Forest~ -You are standing within an evergreen forest, within which there are -many trees of many different shapes and sizes, ranging from conifers -to large elm and oak trees. Shadows fade in and out as the ambient -light goes through various stages of transformation as a result of a -calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20138 -D2 -~ -~ -0 -1 20144 -S -#20138 -An Evergreen Forest~ -You are standing on the outskirts of an evergreen green forest, within -which you can see many trees of many different shapes and sizes. -Scanning your surrounds, you can see a mixture of evergreen firs, -large oak trees and smaller birch trees. To the north, you can see -some hills, whilst the forest continues to the east, west and south. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20120 -D1 -~ -~ -0 -1 20139 -D2 -~ -~ -0 -1 20143 -D3 -~ -~ -0 -1 20137 -S -#20139 -An Evergreen Forest~ -You are standing within an evergreen forest that is situated to the -southeast of the High Elf city of Ulthuan. The ground upon which you -are standing is covered in a damp, dark soil. Strange mosses and fungi -grow at the foot of many of the nearby trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20136 -D2 -~ -~ -0 -1 20140 -D3 -~ -~ -0 -1 20138 -S -#20140 -An Evergreen Forest~ -You are standing within an evergreen forest that is situated to the -southeast of the High Elf city of Ulthuan. The many types of vegetation -and trees ranging from tall evergreens to small bushes of brambles and -thorns. Whilst the surrounds seems to have an air of calmness draped -over it, you have a slight feeling that you are being watched. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20139 -D2 -~ -~ -0 -1 20141 -D3 -~ -~ -0 -1 20143 -S -#20141 -An Evergreen Forest~ -You are standing within an evergreen forest. Shadows fade in and out -as the ambient light goes through various stages of transformation as a -result of a calm breeze moving the branches on the trees. A small -pathway leads eastwards away from the forest to a small, less woody -patch of trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20140 -D1 -~ -~ -0 -1 20145 -D3 -~ -~ -0 -1 20142 -S -#20142 -An Evergreen Forest~ -You are standing within an evergreen forest that is situated to the -southeast of the High Elf city of Ulthuan. The many types of vegetation -and trees ranging from tall evergreens to small bushes of brambles and -thorns. Whilst the surrounds seems to have an air of calmness draped -over it, you have a slight feeling that you are being watched. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20143 -D1 -~ -~ -0 -1 20141 -S -#20143 -An Evergreen Forest~ -You are standing within an evergreen forest, within which there are -many trees of many different shapes and sizes, ranging from conifers -to large elm and oak trees. Shadows fade in and out as the ambient -light goes through various stages of transformation as a result of a -calm breeze moving the branches on the trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20138 -D1 -~ -~ -0 -1 20140 -D2 -~ -~ -0 -1 20142 -D3 -~ -~ -0 -1 20144 -S -#20144 -An Evergreen Forest~ -You are standing within an evergreen forest that is situated to the -southeast of the High Elf city of Ulthuan. The ground upon which you -are standing is covered in a damp, dark soil. Strange mosses and fungi -grow at the foot of many of the nearby trees. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20137 -D1 -~ -~ -0 -1 20143 -> entry_prog 100~ -if mobinroom(20104)==1 -say Come here mighty Minaithnir! We have work to do! -if ismounted($i) -smile -else -mount Minaithnir -endif -endif -~ -| -S -#20145 -A Pathway before the Shadowlands of Nagarythe~ -The path upon which you are standing leads westwards towards a small -area of forest and eastwards towards the Shadowlands of Nagarythe. The -Shadowlands of Nagarythe are a small, protected area of woodland, owned -by the High Elves of Ulthuan. Only a true seasoned adventurer would dare -stray into such an area without asking the Phoenix King's permission -first. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20146 -D3 -~ -~ -0 -1 20141 -S -#20146 -A Pathway before the Shadowlands of Nagarythe~ -The path upon which you are standing leads westwards towards a small -area of forest and southwards towards the Shadowlands of Nagarythe. The -Shadowlands of Nagarythe are a small, protected area of woodland, owned -by the High Elves of Ulthuan. Only a true seasoned adventurer would dare -stray into such an area without asking the Phoenix King's permission -first. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20147 -D3 -~ -~ -0 -1 20145 -S -#20147 -The Shadowlands of Nagarythe~ -The Shadowlands of Nagarythe are a wooded area that lies to the south of -the city of Ulthuan, protected by a secret order of High Elves that roam -the surrounding area. The ground consists mainly of grass, upon which are -scattered many loose stones and small rocks. Tall green trees stand high -from amongst nearby gatherings of granite rocks. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20146 -D1 -~ -~ -0 -1 20158 -D2 -~ -~ -0 -1 20148 -S -#20148 -The Shadowlands of Nagarythe~ -The wooded area of the Shadowlands of Nagarythe would make it easy for -marauding thieves and bandits to hide and lay in wait for the unsuspecting -traveller. This makes you feel very uneasy especially as a few yards in -front of you, you are sure you can see movement in trees and bushes. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20147 -D1 -~ -~ -0 -1 20149 -S -#20149 -The Shadowlands of Nagarythe~ -Peering deep into the shadows that are cast by the surrounding trees and -rock formations, you can make out what seems to be a small biverwak or -hideaway which is camouflaged in patches of grey, brown and green cloth. -The grass and leaves on the floor near this small camp have been disturbed -recently. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20158 -D1 -~ -~ -0 -1 20150 -D3 -~ -~ -0 -1 20148 -S -#20150 -The Shadowlands of Nagarythe~ -Tall green trees stand high from amongst nearby gatherings of granite -rocks. The ground consists mainly of grass, upon which are scattered many -loose stones and small rocks. In certain places, the grass seems to be -scorched as if a fire had been lit upon the ground. A little way to the -south you can see small rock formations projecting out of the ground. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20151 -D3 -~ -~ -0 -1 20149 -S -#20151 -The Shadowlands of Nagarythe~ -The number of large trees in this area seem to be a little less that in -other parts of the Shadowlands of Nagarythe. Looking at the ground, you -can see many short recently-cut tree trunks. Much of this wood has probably -been used to build and maintain the nearby city of Ulthuan. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20150 -D1 -~ -~ -0 -1 20152 -S -#20152 -The Shadowlands of Nagarythe~ -The wooded area of the Shadowlands of Nagarythe would make it easy for -marauding thieves and bandits to hide and lay in wait for the unsuspecting -traveller. This makes you feel very uneasy especially as a few yards in -front of you, you are sure you can see movement in trees and bushes. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20153 -D3 -~ -~ -0 -1 20151 -S -#20153 -The Shadowlands of Nagarythe~ -Tall green trees stand high from amongst nearby gatherings of granite -rocks. The ground consists mainly of grass, upon which are scattered many -loose stones and small rocks. In certain places, the grass seems to be -scorched as if a fire had been lit upon the ground. A little way to the -south you can see small rock formations projecting out of the ground. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20154 -D1 -~ -~ -0 -1 20166 -D2 -~ -~ -0 -1 20152 -S -#20154 -The Shadowlands of Nagarythe~ -The rock formations in this section of the Shadowlands of Nagarythe seem -to be much darker and more ragged than in other areas, which results in a -much more menacing look and feel about the place. You can certainly see -why many travellers do not visit such a place. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20155 -D1 -~ -~ -0 -1 20159 -D2 -~ -~ -0 -1 20153 -S -#20155 -The Shadowlands of Nagarythe~ -The number of large trees in this area seem to be a little less that in -other parts of the Shadowlands of Nagarythe. Looking at the ground, you -can see many short recently-cut tree trunks. Much of this wood has probably -been used to build and maintain the nearby city of Ulthuan. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20154 -D3 -~ -~ -0 -1 20156 -S -#20156 -The Shadowlands of Nagarythe~ -Peering deep into the shadows that are cast by the surrounding trees and -rock formations, you can make out what seems to be a small biverwak or -hideaway which is camouflaged in patches of grey, brown and green cloth. -The grass and leaves on the floor near this small camp have been disturbed -recently. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20155 -D2 -~ -~ -0 -1 20157 -S -#20157 -The Shadowlands of Nagarythe~ -The wooded area of the Shadowlands of Nagarythe would make it easy for -marauding thieves and bandits to hide and lay in wait for the unsuspecting -traveller. This makes you feel very uneasy especially as a few yards in -front of you, you are sure you can see movement in trees and bushes. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20156 -D3 -~ -~ -0 -1 20158 -S -#20158 -The Shadowlands of Nagarythe~ -The number of large trees in this area seem to be a little less that in -other parts of the Shadowlands of Nagarythe. Looking at the ground, you -can see many short recently-cut tree trunks. Much of this wood has probably -been used to build and maintain the nearby city of Ulthuan. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20157 -D2 -~ -~ -0 -1 20149 -D3 -~ -~ -0 -1 20147 -S -#20159 -The Shadowlands of Nagarythe~ -The wooded area of the Shadowlands of Nagarythe would make it easy for -marauding thieves and bandits to hide and lay in wait for the unsuspecting -traveller. This makes you feel very uneasy especially as a few yards in -front of you, you are sure you can see movement in trees and bushes. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20160 -D3 -~ -~ -0 -1 20154 -S -#20160 -The Shadowlands of Nagarythe~ -The number of large trees in this area seem to be a little less that in -other parts of the Shadowlands of Nagarythe. Looking at the ground, you -can see many short recently-cut tree trunks. Much of this wood has probably -been used to build and maintain the nearby city of Ulthuan. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20161 -D2 -~ -~ -0 -1 20165 -D3 -~ -~ -0 -1 20159 -S -#20161 -The Shadowlands of Nagarythe~ -Tall green trees stand high from amongst nearby gatherings of granite -rocks. The ground consists mainly of grass, upon which are scattered many -loose stones and small rocks. In certain places, the grass seems to be -scorched as if a fire had been lit upon the ground. A little way to the -north you can see small rock formations projecting out of the ground. -~ -0 1073741824 3 -D2 -~ -~ -0 -1 20162 -D3 -~ -~ -0 -1 20160 -S -#20162 -The Shadowlands of Nagarythe~ -Peering deep into the shadows that are cast by the surrounding trees and -rock formations, you can make out what seems to be a small biverwak or -hideaway which is camouflaged in patches of grey, brown and green cloth. -The grass and leaves on the floor near this small camp have been disturbed -recently. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20161 -D2 -~ -~ -0 -1 20163 -S -#20163 -The Shadowlands of Nagarythe~ -The wooded area of the Shadowlands of Nagarythe would make it easy for -marauding thieves and bandits to hide and lay in wait for the unsuspecting -traveller. This makes you feel very uneasy especially as a few yards in -front of you, you are sure you can see movement in trees and bushes. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20162 -D3 -~ -~ -0 -1 20164 -S -#20164 -The Shadowlands of Nagarythe~ -Tall green trees stand high from amongst nearby gatherings of granite -rocks. The ground consists mainly of grass, upon which are scattered many -loose stones and small rocks. In certain places, the grass seems to be -scorched as if a fire had been lit upon the ground. To the south you can -see small rock formations projecting out of the ground. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20165 -D1 -~ -~ -0 -1 20163 -S -#20165 -The Shadowlands of Nagarythe~ -The rock formations in this section of the Shadowlands of Nagarythe seem -to be much darker and more ragged than in other areas, which results in a -much more menacing look and feel about the place. You can certainly see -why many travellers do not visit such a place. -~ -0 1073741824 3 -D0 -~ -~ -0 -1 20160 -D2 -~ -~ -0 -1 20164 -D3 -~ -~ -0 -1 20166 -S -#20166 -The Shadowlands of Nagarythe~ -Peering deep into the shadows that are cast by the surrounding trees and -rock formations, you can make out what seems to be a small biverwak or -hideaway which is camouflaged in patches of grey, brown and green cloth. -The grass and leaves on the floor near this small camp have been disturbed -recently. -~ -0 1073741824 3 -D1 -~ -~ -0 -1 20165 -D3 -~ -~ -0 -1 20153 -S -#20167 -A Pathway to Ulthuan~ -This pathways leads eastwards towards the city of Ulthuan, ruled by the -Phoenix King, built by the High Elves that serve him. To the west, there -is an area of forest and woods. To the north of the path you can see -many fields which lead towards a range of small hills far into the -distance. Cattle graze on some of the fields, presumably easting the -lush green grass that grows near to them. -~ -0 1073741824 2 -D1 -~ -~ -0 -1 20168 -D3 -~ -~ -0 -1 20118 -S -#20168 -A Pathway to Ulthuan~ -The pathway continues in a southerly and westerly direction. On either -side of the path you can see several rows of trees that block your -view into the distance. However the occasional gust of wind parts -some of the tree branches momentarily offering you a chance to see -the ranges of fields that lie beyond the tree line. -~ -0 1073741824 2 -D2 -~ -~ -0 -1 20169 -D3 -~ -~ -0 -1 20167 -S -#20169 -A Pathway to Ulthuan~ -The pathway appears to be a little darker in this section due to the -fact that many of the trees that line either side of the path encroach -on each other, almost forming some type of wild and natural tunnel. -Clumps of knee-high grasses grow along the path side, covering the -bases of many of the trees' trunks. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20168 -D1 -~ -~ -0 -1 20170 -S -#20170 -A Pathway to Ulthuan~ -This pathways leads southwards towards the city of Ulthuan, ruled by the -Phoenix King, built by the High Elves that serve him. To the north and -east of the path you can see many fields which lead towards a range of -small hills far into the distance. Cattle graze on some of the fields, -presumably easting the lush green grass that grows near to them. -~ -0 1073741824 2 -D2 -~ -~ -0 -1 20171 -D3 -~ -~ -0 -1 20169 -S -#20171 -A Pathway to Ulthuan~ -The pathway continues in a northerly and easterly direction. On either -side of the path you can see several rows of trees that block your view -into the distance. However the occasional gust of wind parts some of -the tree branches momentarily offering you a chance to see the ranges of -fields that lie beyond the tree line. A little way to the east you can -see a pair of huge white obelisks. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20170 -D1 -~ -~ -0 -1 20172 -S -#20172 -Before the Phoenix Gateway~ -The pathway from the west comes to an end here and you can see a huge -gate blocking the path to the east. Either side of the gateway stand two -white marble obelisks. Upon the gateway you can see a High Elven symbol. -This must be one of the main entranceways into the city of Ulthuan. -~ -0 1073741824 2 -D1 -~ -gate gateway~ -1 -1 20173 -D3 -~ -~ -0 -1 20171 -> entry_prog 100~ -if mobinroom(20101)==1 -say Come here mighty Malhandir! We have work to do! -if ismounted($i) -smile -else -mount Malhandir -endif -endif -~ -| -S -#20173 -The Phoenix Gateway~ -You are now standing within the outer section of the city of Ulthuan. -Two guard posts are visible, one to the north and the other to the south. -A gateway westwards leads out of the city whilst the pathway eastwards -heads towards the gateway that marks the inner section of Ulthuan. -~ -0 1073741824 1 -D0 -~ -door north~ -1 -1 20176 -D1 -~ -~ -0 -1 20174 -D2 -~ -door south~ -1 -1 20178 -D3 -~ -gate gateway~ -3 -1 20172 -S -#20174 -Between the Phoenix Gates~ -This small section of land is covered with lush green grass, although -some of the grass has been trodden down as travellers make their way -in and out of the city. Another two white, marble obelisks can be seen -astride of the gateway to the east. -~ -0 1073741824 1 -D1 -~ -gate gateway~ -1 -1 20175 -D3 -~ -~ -0 -1 20173 -S -#20175 -The Phoenix Gateway~ -You are now standing within the inner section of the city of Ulthuan. -Two guard posts are visible, one to the north and the other to the south. -A gateway westwards leads out of the city whilst a road eastwards heads -deeper into the city. -~ -0 1073741824 1 -D0 -~ -door north~ -1 -1 20177 -D1 -~ -~ -0 -1 20180 -D2 -~ -door south~ -1 -1 20179 -D3 -~ -gate gateway~ -3 -1 20174 -S -#20176 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the northern wall is a small shelf -upon which you can see a flask of water and two glasses. On the eastern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D2 -~ -door~ -1 -1 20173 -S -#20177 -A Guard Post~ -Inside this small guard post, set against the northern wall is a small shelf -upon which you can see a half-eaten loaf of bread and a bottle of water. -Below the shelf is a deep redwood desk with a pen and a handwritten book -on it. The book itself looks like some type of journal or log. Perhaps it is -used to record peoples comings and goings to and from Ulthuan. -~ -0 1073741832 0 -D2 -~ -door~ -1 -1 20175 -S -#20178 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the southern wall is a small shelf -upon which you can see a flask of water and two glasses. On the eastern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D0 -~ -door~ -1 -1 20173 -S -#20179 -A Guard Post~ -Inside this small guard post, set against the southern wall is a small shelf -upon which you can see a half-eaten loaf of bread and a bottle of water. -On the floor, in the far corner of the guard post, you can see a helm and -a pair of gloves. -~ -0 1073741832 0 -D0 -~ -door~ -1 -1 20175 -S -#20180 -A Cobbled Road~ -Stretching to your east and north is the Ulthuan, the city of the High -Elves. A large gateway and several guard boxes can be seen to your west, -which are used to check the comings and goings of travellers and merchants. -The enormity of such constructions fills you with awe. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20181 -D3 -~ -~ -0 -1 20175 -S -#20181 -A Cobbled Road~ -The road winds gently down towards the heart of the city which lies to -the north. Several guardsmen wander near to the city entrance policing -who enters and leaves. A small forest of trees lies a little way to the -southwest. Light filters through the some of the trees onto the forest -floor, giving the forest a sense of peace and warmth. Directly to the -south, you can see a military building of some description. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20182 -D2 -~ -gate large~ -1 -1 20345 -D3 -~ -~ -0 -1 20180 -S -#20182 -A Cobbled Road~ -The road winds gently down towards the heart of the city. Along the side -of the path are small plants flowering in the sunshine in a multitude of -colours ranging from deep violet to bright yellow. Sweet fragrances fill -the air and almost overcome you. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20183 -D2 -~ -~ -0 -1 20181 -S -#20183 -A Cobbled Road~ -The road goes downhill a little causing you to almost jog so as not to -fall over. You skid and stop at a large sign pointing in three directions, -to the east, west and south. Looking in each direction, you notice that all -the pathways look well maintained and are made from cobblestones. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20335 -D2 -~ -~ -0 -1 20182 -D3 -~ -~ -0 -1 20184 -E -sign large~ -The sign is made out of solid wood. It leans to one side as if someone has -run into it with a cart. One half of the main sign pointer has been broken -off so only half a name can be read. The broken half points westwards and -has 'The Pheon...' carved into it. -~ -S -#20184 -A Cobbled Road~ -As you look around, all you can see are trees painting an autumnal picture -of light brown and pale green colours. The cobbles that make up the road -surface are made from a pale granite-type rock, which have been rounded -and smoothed by years of wear as a result of citizens and travellers -walking this path. A strange thing seems to be happening around here. You -can see some High Elves bending down, muttering to themselves and then -disappearing from sight. As you draw nearer to them, you believe they are -muttering the name of the mystical creature that the High Elves respect -so much. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20183 -D3 -~ -~ -0 -1 20185 -> speech_prog dragon~ -mpechoat $n In a flash of light, the hand of God appears and picks you up. -mpechoat $n Several minutes later, you find yourself on the ground again. -mptransfer $n 20220 -mpecho In a flash of light, $n disappears. -~ -| -S -#20185 -A Cobbled Road~ -You are standing at a small T-junction-like section on the main cobbled -road that leads through Ulthuan. The road leads northwards towards a -large white-stone structure or to the east and west through the rest -of the city. Two large stone shrines or monuments can be seen to the -northwest and to the northeast. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20334 -D1 -~ -~ -0 -1 20184 -D3 -~ -~ -0 -1 20186 -S -#20186 -A Cobbled Road~ -The small cobbled road upon which you are standing leads in an east-west -direction through the city of Ulthuan. Along the side of the road are -small plants flowering in the sunshine in a multitude of colours ranging -from deep violet to bright yellow. Sweet fragrances fill the air and -almost overcome you. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20185 -D3 -~ -~ -0 -1 20187 -S -#20187 -A Cobbled Road~ -As you look around, all you can see are trees painting an autumnal picture -of light brown and pale green colours. The cobbles that make up the road -surface are made from a pale granite-type rock, which have been rounded -and smoothed by years of wear as a result of citizens and travellers -walking this path. A strange thing seems to be happening around here. You -can see some High Elves bending down, muttering to themselves and then -disappearing from sight. As you draw nearer to them, you believe they are -muttering the name of the mystical creature that the High Elves respect -so much. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20186 -D3 -~ -~ -0 -1 20188 -> speech_prog dragon~ -mpechoat $n In a flash of light, the hand of God appears and picks you up. -mpechoat $n Several minutes later, you find yourself on the ground again. -mptransfer $n 20223 -mpecho In a flash of light, $n disappears. -~ -| -S -#20188 -A Cobbled Road~ -You have almost come to the end of this cobbled path. You notice the air -is becoming much heavier and the vegetation at the side of the path is -much thicker here. To the northeast, you can make out what seems to be a -monument or some type of shrine. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20187 -D3 -~ -~ -0 -1 20189 -S -#20189 -A Cobbled Road~ -All the buildings in the town up to now seem to have been painted in -autumnal colours of greens and browns. But north of here is a much bigger -building, brilliant white in colour, with a large flag attached to its -roof which is flapping fiercely in the wind. -~ -0 1073741824 1 -D0 -~ -gate metal~ -3 -1 20190 -D1 -~ -~ -0 -1 20188 -S -#20190 -The Royal Garden~ -This garden sits just to the south of the Royal Residence, the home and -working place of the Phoenix King, ruler of the High Elves, and to the -east of the Everqueen's Residence. Many birds and animals gather here. -Standing on the middle of the garden is a statue, made out of some -unknown material. The statue is in a shape of a dragon. -~ -0 1073741824 2 -D0 -~ -door~ -3 -1 20191 -D2 -~ -gate metal~ -3 -1 20189 -D3 -~ -door west~ -3 -1 20270 -S -#20191 -The Royal Residence~ -This is the main hallway leading to Phoenix King's throne room. Since the -High Elves have a heightened sense of tracking, no artificial light is -needed in this hall. A small stone at the eastern side of this hallway is -sticking out of the ground. -~ -0 1073741832 0 -D0 -~ -door~ -3 -1 20194 -D1 -~ -door~ -1 -1 20199 -D2 -~ -door~ -3 -1 20190 -D3 -~ -~ -0 -1 20192 -E -stone small~ -The small stone, green in colour, seems unmovable. -~ -S -#20192 -The Royal Residence~ -This is the main hallway leading to Phoenix King's throne room. Since the -High Elves have a heightened sense of tracking, no artificial light is -needed in this hall. The hallway continues to the east and north. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20193 -D1 -~ -~ -0 -1 20191 -S -#20193 -The Royal Residence~ -Four large blue pillars support the hallway ceiling. Each pillars is made -from thousands of blue emeralds sticking out from the centre of a rod. -The rumours that the High Elf kingdom is prosperous and thriving certainly -seem to be true when faced with such levels of extravagance. -~ -0 1073741832 0 -D2 -~ -~ -0 -1 20192 -D3 -~ -~ -0 -1 20195 -S -#20194 -The Royal Weapons Utility Room~ -This room is where the Phoenix King and his personal guards store their -weapons and combat tools. You can see various kinds of swords and spears -lined up in racks, above which, resting upon a shelf is a diamond-studded -dagger. You also notice that a yellow stone brick is loose on the eastern -wall. -~ -0 1076895756 0 -D2 -~ -door~ -3 -1 20191 -E -brick stone yellow~ -The brick does not seem to be anything important. -~ -S -#20195 -The Royal Residence~ -This is the main hallway through the Phoenix King's Royal Residence, -north from which is the throne room. Since the High Elves have a -heightened sense of tracking and awareness, no artificial light is -needed in this hall. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20197 -D1 -~ -~ -0 -1 20193 -S -#20196 -The Royal Vault~ -This room contain treasure of many different types including large sums of -money, jewels and other precious items. The vault is designed specially to -protect against the threat of thieves and bandits, and as such, there are -no windows or exits to and from this room other than the exit to the west. -~ -0 1076895884 0 -D3 -~ -vault~ -8389639 20141 20197 -S -#20197 -The Royal Residence~ -Four large blue pillars support the hallway ceiling. Each pillars is made -from thousands of blue emeralds sticking out from the centre of a rod. -The rumours that the High Elf kingdom is prosperous and thriving certainly -seem to be true when faced with such levels of extravagance. -~ -0 1073741832 0 -D0 -~ -door~ -3 -1 20198 -D1 -~ -vault~ -8389639 20141 20196 -D2 -~ -~ -0 -1 20195 -S -#20198 -The Phoenix King's Throne Room~ -You are standing in front of a very large chamber. The walls are -beautifully crafted and a large mosaic of a dragon can be seen in -the centre of the floor. The ceiling is supported by pillars of blue -emerald. Various weapons and types of armour are displayed along the -walls of this huge chamber. Towards the northern wall, there is a -massive emerald throne, enhanced by diamonds and other gems. -~ -0 1073741832 0 -D2 -~ -door~ -3 -1 20197 -S -#20199 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the eastern wall is a small shelf -upon which you can see a bottle of water and some bread. On the southern -wall, on a rack, there is a collection of weapons including swords, -longbows and spears. -~ -0 1073741832 0 -D3 -~ -door~ -1 0 20191 -S -#20200 -The District of Saphery~ -You are now entering the District of Saphery, an area of land in -Ulthuan that is filled with magic and wonder. This particular -section forms some type of crossroads with many different paths -leading in all directions. Some of the routes are paved in concrete -whilst others are covered in sand and dirt or covered with green -leaves. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20317 -D1 -~ -~ -0 -1 20322 -D2 -~ -~ -0 -1 20319 -D3 -~ -~ -0 -1 20316 -S -#20201 -The Dwellings~ -The road surface in this section of the dwellings has been built from -granite and has been laid with great accuracy and care. The road has no -cracks in between the stones and has no weeds showing through. The stones -themselves look quite well worn, with the stones rounded and smoothed by -the constant wear they receive. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20202 -D2 -~ -~ -0 -1 20214 -S -#20202 -The Dwellings~ -Looking around the many different types of houses and homes in the -surrounding area, you can not help but notice how well they are kept. -Certainly it seems that the High Elves are as dedicated to their city -as they are with themselves and their skills as warriors and mages. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20203 -D3 -~ -~ -0 -1 20201 -S -#20203 -The Dwellings~ -Looking around the dwellings of the High Elves to the south, east and -west, you can see that life in Ulthuan must be good. Many of the houses -are lavishly decorated. Strange plants grow in small pots on the side -of window sills, and as you look around, you are amazed at the tidy -nature of the High Elves, with respect to their homes and the rest of -the city's buildings. The road northwards leads away from the dwellings -of the High Elves. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20313 -D1 -~ -~ -0 -1 20204 -D3 -~ -~ -0 -1 20202 -S -#20204 -The Dwellings~ -All around you, you see people rushing around going about their daily -business. Outside one of the nearby dwellings, there is a High Elf on -his hands and knees scrubbing the step to his home. He wears expensive -clothing and looks a reputable figure. In fact most of the people you -can see are wearing much the same thing. It strikes you that the citizens -of Ulthuan are fairly well-off. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20205 -D3 -~ -~ -0 -1 20203 -S -#20205 -The Dwellings~ -Looking around the many different types of houses and homes in the -surrounding area, you can not help but notice how well they are kept. -Certainly it seems that the High Elves are as dedicated to their city -as they are with themselves and their skills as warriors and mages. -The road continues in an east-west direction. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20206 -D3 -~ -~ -0 -1 20204 -S -#20206 -The Dwellings~ -The road surface in this section of the dwellings has been built from -granite and has been laid with great accuracy and care. The road has no -cracks in between the stones and has no weeds showing through. The stones -themselves look quite well worn, with the stones rounded and smoothed by -the constant wear they receive. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20207 -D3 -~ -~ -0 -1 20205 -S -#20207 -The Dwellings~ -Looking around the dwellings of the High Elves, you can see that life -in Ulthuan must be good. Many of the houses are lavishly decorated. -Strange but beautiful plants grow in small pots on the side of window -sills, and as you look around, you are amazed at the tidy nature of the -High Elves, with respect to their homes and the rest of the city's -buildings. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20206 -D2 -~ -~ -0 -1 20208 -S -#20208 -The Dwellings~ -You are standing in the southeast corner of the dwellings area of the -city. Looking around the many different types of houses and homes in -the surrounding area, you can not help but notice how well they are -kept. Certainly it seems that the High Elves are as dedicated to their -city as they are with themselves and their skills as warriors and mages. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20207 -D3 -~ -~ -0 -1 20209 -S -#20209 -The Dwellings~ -All around you, you see people rushing around going about their daily -business. Outside one of the nearby dwellings, there is a High Elf on -his hands and knees scrubbing the step to his home. He wears expensive -clothing and looks a reputable figure. In fact most of the people you -can see are wearing much the same thing. It strikes you that the citizens -of Ulthuan are fairly well-off. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20208 -D3 -~ -~ -0 -1 20210 -S -#20210 -The Dwellings~ -Looking around the dwellings of the High Elves, you can see that life -in Ulthuan must be good. Many of the houses are lavishly decorated. -Strange but beautiful plants grow in small pots on the side of window -sills, and as you look around, you are amazed at the tidy nature of the -High Elves, with respect to their homes and the rest of the city's -buildings. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20211 -D1 -~ -~ -0 -1 20209 -S -#20211 -The Dwellings~ -The road surface in this section of the dwellings has been built from -granite and has been laid with great accuracy and care. The road has no -cracks in between the stones and has no weeds showing through. The stones -themselves look quite well worn, with the stones rounded and smoothed by -the constant wear they receive. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20210 -D3 -~ -~ -0 -1 20212 -S -#20212 -The Dwellings~ -Looking around the many different types of houses and homes in the -surrounding area, you can not help but notice how well they are kept. -Certainly it seems that the High Elves are as dedicated to their city -as they are with themselves and their skills as warriors and mages. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20211 -D3 -~ -~ -0 -1 20213 -S -#20213 -The Dwellings~ -Looking around the dwellings of the High Elves, you can see that life -in Ulthuan must be good. Many of the houses are lavishly decorated. -Strange but beautiful plants grow in small pots on the side of window -sills, and as you look around, you are amazed at the tidy nature of the -High Elves, with respect to their homes and the rest of the city's -buildings. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20212 -D3 -~ -~ -0 -1 20214 -S -#20214 -The Dwellings~ -All around you, you see people rushing around going about their daily -business. Outside one of the nearby dwellings, there is a High Elf on -his hands and knees scrubbing the step to his home. He wears expensive -clothing and looks a reputable figure. In fact most of the people you -can see are wearing much the same thing. It strikes you that the citizens -of Ulthuan are fairly well-off. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20201 -D1 -~ -~ -0 -1 20213 -S -#20215 -The Shrine to Asuryan~ -This is the northwest corner of the Shrine to Asuryan, a place where -many clerics work and pray. The well curved pillars and decorated -walls imply that shrine is very important to the High Elves. Rumour -tells that High Elf disciples are still waiting here for the Ancient -Ones to return. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20216 -D2 -~ -~ -0 -1 20220 -S -#20216 -The Shrine to Asuryan~ -This section of the shrine is dedicated to "discipline". It is so -important to High Elves to have discipline because they believe that -through rules and principles they will conquer and survive any ordeal. -This area is their major source of power, order and morality. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20217 -D3 -~ -~ -0 -1 20215 -S -#20217 -The Shrine to Asuryan~ -Numerous lit candles illuminate every square inches of this room. -The different natural elements from fire, water, wind and east try -to form an order here. The increasing of the water element causes a rain, -a river, a lake or an ocean to form. An excess of the fire elements -ignites wood, melts the metal, vaporizes the water and burn the earth -to ashes. The earth elements bury the water, put out the fire, rust the -metal and make the wood decay. The wind element blows out the fire, -moves the east and causes storms within the waters of Ulthuan. This is -why all of the elements need a place to form order and hence do not -produce chaos. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20218 -D3 -~ -~ -0 -1 20216 -S -#20218 -The Shrine to Asuryan~ -This chamber in the shrine is decorated with simple furniture. You can -smell the strong scent of herbs. In the centre of the chamber is a large -marble table upon which rests a pestle or mortar. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20217 -D3 -~ -~ -0 -1 20219 -S -#20219 -The Shrine to Asuryan~ -This is a chamber filled with the passion of youth and sweetness. -Like many of the other rooms on this side of the shrine, this -chamber's decoration is simple but comfortable. A heart-shaped -mirror hangs on the wall. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20218 -D3 -~ -~ -0 -1 20220 -S -#20220 -The Shrine to Asuryan~ -Standing in this section of the ancient shrine, you notice that -the walls are decorated in a collection of black jade stones. You -feel a great warm radiating from the black jade stones. The black -jades were mined from the deepest volcano from fire plane, far to -the west of Azon'rah. The chamber itself is light by rows of very -bright lamps. It would seem that this section of the shrine is -used to promote a balance between darkness and light. A small exit -southwards to away from this sacred area. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20215 -D1 -~ -~ -0 -1 20219 -D2 -~ -~ -0 0 20184 -S -#20221 -The Sacred Shrine of Ulthuan~ -This small shrine is a sacred place where many High Elves come to pray -and pay homage to their gods. It has also be known for pilgrims from a -variety of locations around the world of Azon'rah to visit this site. -In this section of the Shrine, you can see a white marble altar upon -which stands, burning brightly, a solitary oil lamp. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20222 -D2 -~ -~ -0 -1 20223 -S -#20222 -The Sacred Shrine of Ulthuan~ -A strange silence fills this section of the Sacred Shrine of Ulthuan. -A High Elf warrior monk wanders around attending to the plants and -flowers that grow in small flower pots around an altar set to the -northern wall. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20224 -D3 -~ -~ -0 -1 20221 -S -#20223 -The Sacred Shrine of Ulthuan~ -This section of the shrine is covered with a roof, set within which is -a small square hole enabling you to see right up into the sky. On the -floor, you can see some ancient markings. It would seem more than possible -that at certain times within the day, the natural light from either the -sun or the moon would beam down through the hole and directly onto the -floor markings. A small exit southwards leads away from this sacred area. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20221 -D1 -~ -~ -0 -1 20224 -D2 -~ -~ -0 0 20187 -S -#20224 -The Sacred Shrine of Ulthuan~ -This small shrine is a sacred place where many High Elves come to pray -and pay homage to their gods. It has also be known for pilgrims from a -variety of locations around the world of Azon'rah to visit this site. -In this section of the Shrine, you can see a white stone statue depicting -the figure of a dragon. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20222 -D3 -~ -~ -0 -1 20223 -S -#20225 -The Parade Ground~ -The parade ground lies on a large artificially raised area of land. Once -upon a time, it was an assembling grounds for the troops getting ready -to go out to battle. The dust and dirt on the floor is uneven and it is -obvious that this area has been disturbed by High Elves recently. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20226 -D2 -~ -gate large wooden~ -3 -1 20328 -S -#20226 -The Parade Ground~ -The parade ground stretches out before you to the north and south. Along -each of the wooden fences that mark out the parade ground's boundaries, -there are rows of benches, each row a little higher than the previous. -The parade ground floor is marked by many hundreds of footsteps and hoof -prints. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20227 -D2 -~ -~ -0 -1 20225 -> entry_prog 100~ -if mobinroom(20161)==1 -say Come here mighty steed! We have work to do! -if ismounted($i) -smile -else -mount steed -endif -endif -~ -| -S -#20227 -The Parade Ground~ -The parade ground lies on a large artificially raised area of land. -The parade ground floor is marked by many hundreds of footsteps and -hoof prints. To the north, west and east, you can see three wooden -stables, one being slightly bigger than the other two. -~ -0 1073741824 1 -D0 -~ -gate wooden north~ -3 -1 20228 -D1 -~ -gate wooden east~ -3 -1 20229 -D2 -~ -~ -0 -1 20226 -D3 -~ -gate wooden west~ -3 -1 20230 -S -#20228 -The Stables~ -You are standing within a wooden stable that looks big enough to hold -two or three horses. The stable floor is covered in a light layer of -pale brown hay and a larger pile of hay lies in the far left corner. -~ -0 1073741832 0 -D2 -~ -gate wooden south~ -3 -1 20227 -S -#20229 -The Stables~ -You are standing within a wooden stable that looks bigger than the -two other stables in the parade ground. A trough of dirty water -rests by the northern stable walls providing the horses that live -in the stable with some liquid nourishment. The stalls in which the -horses are kept are made of wood. -~ -0 1073741832 0 -D3 -~ -gate wooden west~ -3 -1 20227 -S -#20230 -The Stables~ -You are standing within a wooden stable that looks big enough to hold -two or three horses. Hanging from the stable walls, you can see a -selection of harnesses, dressage clothing, whips and other riding -equipment. -~ -0 1073741832 0 -D1 -~ -gate wooden east~ -3 -1 20227 -S -#20231 -The Spearman's Training Ground~ -This training ground is used by the High Elf spearmen to practice their -attacks and simulate battle conditions. The arena is often used by -Tyrion, Defender of Ulthuan, one of the greatest warriors that has ever -lived. There are several horses and tents in the surrounding area and -as you look around to survey the countryside, you hear a shrill scream -coming from somewhere to the south, far in the distance. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20232 -D1 -~ -~ -0 -1 20234 -D2 -~ -gate wooden south~ -3 -1 20327 -S -#20232 -The Spearman's Training Ground~ -This area serves as a training ground for spearmen troops to fine tune -their skills in battle. All of the usual equipment is here, including the -wooden counterswinger, complete with a worthless battered-looking metal -shield and a collection of spears of all different shapes and sizes. -There are also several pieces of cloth that were probably practice -dummies before the hay was ripped out of them. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20233 -D2 -~ -~ -0 -1 20231 -S -#20233 -The Spearman's Training Ground~ -This training ground is used by the High Elf spearmen to practice their -attacks and simulate battle conditions. There a large tent pitched against -the northern wall within in which you can a wooden bench, resting on -which is a selection of spears. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20234 -D3 -~ -~ -0 -1 20232 -S -#20234 -The Spearman's Training Ground~ -The ground in this section of the training ground is heavily soiled -with blood and gore. An indented pit is visible in the centre of this -section of the training ground which trainees use to improve their -skills at fighting on uneven ground. The yard continues to the west -and to the north. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20233 -D3 -~ -~ -0 -1 20231 -S -#20235 -The Greeting Room of the White Tower of Hoeth~ -The set of huge iron doors that separate the outside world from the -White Tower of Hoeth dominate the greeting room. To the south, you -can see a small guard room whilst corridors through the tower lead -to the north and east. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20237 -D1 -~ -~ -0 -1 20236 -D2 -~ -door south~ -1 -1 20239 -D3 -~ -doors set huge iron~ -3 -1 20322 -S -#20236 -The Lower Levels of the White Tower of Hoeth~ -This hallway is illuminated by thousands and thousands candles. Teclis, -the High Loremaster of the White Tower, who resides in the tower -foretold of judgement day - the day when the Great Wars of Azon'rah -first occurred. On this fated day, all the candles in the tower -mysteriously went out. Following the Great Wars, every person to visit -the tower is required to light a candle in the hope that the candles -will never die again. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20238 -D3 -~ -~ -0 -1 20235 -D4 -~ -~ -0 -1 20241 -S -#20237 -The Lower Levels of the White Tower of Hoeth~ -This hallway is illuminated by thousands and thousands candles. Teclis, -the High Loremaster of the White Tower, who resides in the tower -foretold of judgement day - the day when the Great Wars of Azon'rah -first occurred. On this fated day, all the candles in the tower -mysteriously went out. Following the Great Wars, every person to visit -the tower is required to light a candle in the hope that the candles -will never die again. -~ -0 1073741832 0 -D1 -~ -~ -0 -1 20238 -D2 -~ -~ -0 -1 20235 -S -#20238 -The Lower Levels of the White Tower of Hoeth~ -This hallway is illuminated by thousands and thousands candles held in -place by silver candle holders attached to the walls. The walls -themselves are of a brilliant white colour and gleam as you pass them -by. -~ -0 1073741832 0 -D2 -~ -~ -0 -1 20236 -D3 -~ -~ -0 -1 20237 -S -#20239 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the southern wall is a small shelf -upon which you can see a flask of water and two glasses. On the eastern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D0 -~ -door north~ -1 -1 20235 -S -#20240 -The Middle Levels of the White Tower of Hoeth~ -This section of the tower seems dark and bleak as no natural light can -be seen. Under the cover of darkness, you feel that your heart is -struggling to choose between good and evil, although you feel that the -White Tower is protecting you from evil influenced. Legend has told -of a person who will choose the path of righteousness and defeat the -Hand of Darkness. Folktales have often referred to the Hand of Darkness -as the evil race of the Drow or even the Devil himself. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20243 -D1 -~ -~ -0 -1 20241 -S -#20241 -The Middle Levels of the White Tower of Hoeth~ -You are standing besides a spiral staircase which leads up and down -the White Tower of Hoeth. The staircase itself seems well lit by a -few oil lamps that you can see attached to the side of the staircase -walls. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20242 -D3 -~ -~ -0 -1 20240 -D4 -~ -~ -0 -1 20245 -D5 -~ -~ -0 -1 20236 -S -#20242 -The Middle Levels of the White Tower of Hoeth~ -This section of the tower seems dark and bleak as no natural light can -be seen. Under the cover of darkness, you feel that your heart is -struggling to choose between good and evil, although you feel that the -White Tower is protecting you from evil influenced. Legend has told -of a person who will choose the path of righteousness and defeat the -Hand of Darkness. Folktales have often referred to the Hand of Darkness -as the evil race of the Drow or even the Devil himself. -~ -0 1073741832 0 -D2 -~ -~ -0 -1 20241 -D3 -~ -~ -0 -1 20243 -S -#20243 -The Middle Levels of the White Tower of Hoeth~ -This section of the tower is a little darker than other parts due to -the limited amount of natural lighting. However, the odd flash of -light beams in through an open window slot and reflects on the -brilliant white walls to provide some light. -~ -0 1073741832 0 -D1 -~ -~ -0 -1 20242 -D2 -~ -~ -0 -1 20240 -S -#20244 -The Upper Levels of the White Tower of Hoeth~ -Along the walls of this corridor are bookcases and cabinets filled -with different types of book, originating from the many different -lands on Azon'rah. Most of them are spell books of relating to -schools of Conjuration, Summoning, Phantasm, Necromancy and Alteration. -In the centre of the corridor is a large table and a floating lamp. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20247 -D1 -~ -~ -0 -1 20245 -S -#20245 -The Upper Levels of the White Tower of Hoeth~ -You are standing by the top of a spiral staircase that leads downwards -to the lower levels of the White Tower of Hoeth. Brightly lit corridors -lead off in a northerly and westerly direction. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20246 -D3 -~ -~ -0 -1 20244 -D5 -~ -~ -0 -1 20241 -S -#20246 -The Upper Levels of the White Tower of Hoeth~ -Along the walls of this corridor are bookcases and cabinets filled -with different types of book, originating from the many different -lands on Azon'rah. Most of them are spell books of relating to -schools of Conjuration, Summoning, Phantasm, Necromancy and Alteration. -In the centre of the corridor is a large table and a floating lamp. -A staircase leads upwards. -~ -0 1073741832 0 -D2 -~ -~ -0 -1 20245 -D3 -~ -~ -0 -1 20247 -D4 -~ -~ -0 0 20248 -S -#20247 -The Upper Levels of the White Tower of Hoeth~ -This is the northwest corner of the upper level of the tower. An -open window slot before you shows a magnificent view over the city -of Ulthuan, which a vast area of water far to the north. Looking -westwards you can look down upon all the High Elf citizens that -inhabit the city. -~ -0 1073741832 0 -D1 -~ -~ -0 -1 20246 -D2 -~ -~ -0 -1 20244 -S -#20248 -The Library of Enchantment~ -The library is filled with shelves of many different shapes and sizes. -The shelves are filled with ancient books, scrolls, manuscripts and -tomes of every kind. Many of them have originated from long since dead -High Elf cities. Others are spells books of pre-history time which -belong to the schools of Divination, Invocation and Evocation, -Abjuration and Enchantment. -~ -0 1073741832 0 -D5 -~ -~ -0 0 20246 -S -#20249 -The Entranceway of Mage's Academy of Saphery~ -The entranceway of the Mage's Academy of Saphery is standing majestically -in front of you. To the south of your present position, you can faintly -hear the sound of music. As you look around, a small bird flies over your -head and tied to 'bomb' you in its fly-by, but misses. Despite this -encounter, the academy seems to be a very pleasant place. -~ -0 1073741832 0 -D0 -~ -gateway north~ -3 -1 20321 -D2 -~ -~ -0 -1 20250 -S -#20250 -The Mage's Academy of Saphery~ -This massive hall, made of wooden oak walls, greets you with a waft -of fresh cool air. There are many arches decorating the sides of this -hall, with a large silver chandelier hanging from the centre of the -ceiling. The decor is not quite to your taste, but it certainly looks -magnificent enough. Doors leads to the east and west, whilst the hall -leads southwards. -~ -0 1073741832 0 -D0 -~ -~ -0 -1 20249 -D1 -~ -door east~ -3 -1 20255 -D3 -~ -door west~ -3 -1 20253 -D2 -~ -~ -0 0 20251 -S -#20251 -The Mage's Academy of Saphery~ -This massive hall, made of wooden oak walls, greets you with a waft -of fresh cool air. There are many arches decorating the sides of this -hall, with a large silver chandelier hanging from the centre of the -ceiling. The decor is not quite to your taste, but it certainly looks -magnificent enough. Doors leads to the east, west and south, whilst the -hall leads northwards. -~ -0 1073741832 0 -D1 -~ -door east~ -3 -1 20256 -D2 -~ -door south~ -3 -1 20252 -D3 -~ -door west~ -3 -1 20254 -D0 -~ -~ -0 0 20250 -S -#20252 -The Time Chamber~ -This perfectly square chamber is a place where all time seems to -stop. The atmosphere in this room really is something indescribable. -The Time Chamber is some what of a mystery and the only people who -really know of its true use are the High Elf Archmages. -~ -0 1073741832 0 -D0 -~ -door north~ -3 -1 20251 -S -#20253 -The Room of Glittering~ -This room has silver coloured walls that reflect your image all -around. The lighting suspended from the roof flickers and fades -in waves of extreme lightness and darkness. -~ -0 1073741832 0 -D1 -~ -door east~ -3 -1 20250 -S -#20254 -The Preparations Room~ -This room, used by the mages and archmages of Ulthuan, is used -to prepare herbal medicines and potions. Many ancient and -mystical formulae have been conceived here, in these lavishly -decorated rooms. Many pots and potions are scattered about the -room on shelves fastened to the sides of the walls. There is -certainly a touch of magic in the air. -~ -0 1073741832 0 -D1 -~ -door east~ -3 -1 20251 -S -#20255 -The Tutorial Room~ -You are standing in a room within which the walls are covered in -bookshelves filled with books, scrolls and ancient manuscripts. At -the front of the room is a large desk behind which is a chair and -a blackboard. Facing the desk, stretched out through the rest of -the room, are around thirteen smaller desks. This room looks very -much like a classroom. -~ -0 1073741832 0 -D3 -~ -door west~ -3 -1 20250 -S -#20256 -The Place of Dreams~ -This is the actual room where the most experienced archmages conjure -up the forthcoming night's dreams. There is nothing here except a -wooden table upon which lies many empty round-bottomed glass bottles -and a dozen or so glass bottle stoppers. -~ -0 1073741832 0 -D3 -~ -door west~ -3 -1 20251 -S -#20257 -On the Shore~ -The sand on the shore is warm and soft underfoot. Your feet sink into it -as you walk making it a little hard going. Sea water laps onto the sand -and around your feet bringing with it a welcome cool breeze from the east. -You stop for a moment as if to saviour your surroundings, inhale the air -and feel refreshed. The beach continues to the north and disappears around -an outcrop from the cliff. -~ -0 1073741824 2 -D4 -~ -cliff rocks~ -128 -1 20318 -D0 -~ -~ -0 0 20258 -D1 -~ -~ -0 0 20268 -S -#20258 -On the Shore~ -You are standing on the shore and can see a vast expanse of water -stretching out to the north and east. The tide appears to be coming in. -A small series of rocks form a cliff that leads upwards. The cliff face -to the southwest is covered in vegetation that must have been brought in -from the sea during the last high tide. The beach probably get totally -submerged when the tide is fully in. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20269 -D1 -~ -~ -0 -1 20267 -D3 -~ -~ -0 -1 20259 -D2 -~ -~ -0 0 20257 -S -#20259 -On the Shore~ -The sand on the shore is warm and soft underfoot. Your feet sink into it -as you walk making it a little hard going. Sea water laps onto the sand -and around your feet bringing with it a welcome cool breeze from the east. -You stop for a moment as if to saviour your surroundings, inhale the air -and feel refreshed. The beach continues to the north and east and -disappears around an outcrop from the cliff. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20260 -D1 -~ -~ -0 -1 20258 -S -#20260 -On the Shore~ -You are standing on the shore and can see a vast expanse of water -stretching out to the north and east. The tide appears to be coming in. -A small series of rocks form a cliff that leads upwards. The cliff face -to the southwest is covered in vegetation that must have been brought in -from the sea during the last high tide. The beach probably get totally -submerged when the tide is fully in. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20263 -D1 -~ -~ -0 -1 20269 -D2 -~ -~ -0 -1 20259 -D3 -~ -~ -0 -1 20261 -S -#20261 -On the Shore~ -The sand on the shore is warm and soft underfoot. Your feet sink into it -as you walk making it a little hard going. Sea water laps onto the sand -and around your feet bringing with it a welcome cool breeze from the east. -You stop for a moment as if to saviour your surroundings, inhale the air -and feel refreshed. Leading upwards, you can see a small cliff which looks -climbable. -~ -0 1073741824 2 -D0 -~ -~ -0 -1 20262 -D1 -~ -~ -0 -1 20260 -D4 -~ -~ -0 -1 20277 -S -#20262 -Out at Sea~ -The sea laps up against the rock outcrop that you can see spraying sea -water in your direction. A large lump of seaweed floats by. The seaweed -looks to be about two feet in length and is covered in loads of small -bubbles. You poke the seaweed with your finger and nothing happens. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20262 -D1 -~ -~ -0 -1 20263 -D2 -~ -~ -0 -1 20261 -S -#20263 -Out at Sea~ -The dark blue sea shifts from left to right as waves pass along the -sea top. Brought along with the waves, clumps of seaweed and driftwood -find their way bobbing towards to shore. The water seems to lead in all -directions. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20263 -D1 -~ -~ -0 -1 20264 -D2 -~ -~ -0 -1 20260 -D3 -~ -~ -0 -1 20262 -S -#20264 -Out at Sea~ -The surface of the sea appears to be a little more placid here than in -other parts. However, upon closer inspection, perhaps the sea is not -quite as safe as you originally thought. Cutting through the waves, -you can see a large grey fin. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20264 -D1 -~ -~ -0 -1 20265 -D2 -~ -~ -0 -1 20269 -D3 -~ -~ -0 -1 20263 -S -#20265 -Out at Sea~ -The sea seems to be quite rough at this point, as large waves rear -their heads heading for the land. A large lump of seaweed floats by. -The seaweed looks to be about two feet in length and is covered in -loads of small bubbles. You poke the seaweed with your finger and -nothing happens. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20265 -D1 -~ -~ -0 -1 20265 -D2 -~ -~ -0 -1 20266 -D3 -~ -~ -0 -1 20264 -S -#20266 -Out at Sea~ -The dark blue sea shifts from left to right as waves pass along the -sea top. Brought along with the waves, clumps of seaweed and driftwood -find their way bobbing towards to shore. The water seems to lead in all -directions. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20265 -D1 -~ -~ -0 -1 20266 -D2 -~ -~ -0 -1 20267 -D3 -~ -~ -0 -1 20269 -S -#20267 -Out at Sea~ -The surface of the sea appears to be a little more placid here than in -other parts. However, upon closer inspection, perhaps the sea is not -quite as safe as you originally thought. Cutting through the waves, -you can see a large grey fin. A large shoal of fish moves from left to -right to avoid the fin. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20266 -D1 -~ -~ -0 -1 20267 -D2 -~ -~ -0 -1 20268 -D3 -~ -~ -0 -1 20258 -S -#20268 -Out at Sea~ -The sea laps up against the rock outcrop that you can see spraying sea -water in your direction. A large lump of seaweed floats by. The seaweed -looks to be about two feet in length and is covered in loads of small -bubbles. You poke the seaweed with your finger and nothing happens. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20267 -D3 -~ -~ -0 0 20257 -D1 -~ -~ -0 0 20268 -S -#20269 -Out at Sea~ -The royal blue sea shifts from left to right as waves pass along the -sea top. Brought along with the waves, clumps of seaweed and driftwood -find their way bobbing towards to shore. The water seems to lead in all -directions. -~ -0 1073741824 6 -D0 -~ -~ -0 -1 20264 -D1 -~ -~ -0 -1 20266 -D2 -~ -~ -0 -1 20258 -D3 -~ -~ -0 -1 20260 -S -#20270 -The Everqueen's Residence~ -This main audience hall stretches out before you. It is decorated with -the finest art from the known areas of Azon'rah. A red, plush carpet -connects an opening to the west with a pair of golden doors set into the -eastern wall. Tapestries of every colour adorn the walls and an enormous -crystal chandelier hangs from the ceiling, shedding light over this -beautiful room. -~ -0 1073741832 0 -D1 -~ -door east~ -3 -1 20190 -D3 -~ -~ -0 -1 20271 -S -#20271 -The Everqueen's Residence~ -The Everqueen's Residence is made out of the finest marble that can be -found in the lands of Azon'rah. A foundations are made out of some -strange white mineral, such as you have never seen before. The hallway -is lit by a plethora of burning candles and oil lamps. -~ -0 1073741832 0 -D0 -~ -door~ -3 -1 20272 -D1 -~ -~ -0 -1 20270 -S -#20272 -The Everqueen's Throne Room~ -A large golden throne adorns the middle of the room, filling up the -major part of the northern section of this room. Tapestries adorn the -walls and a plush, red carpet leads from the opening to the south all -the way to the throne. Millions of candles light the room, flooding it -with an eerie shine. -~ -0 1073741832 0 -D2 -~ -door~ -3 -1 20271 -S -#20273 -The Archer's Training Ground~ -These are some of the famous practice training grounds where High Elves -simulate many battles from the Plane Wars which occurred many years ago. -Many a painful lesson is endured here. This section of the training ground -is used by the High Elf archers to practice their bow skills and simulate -battle conditions. There are several horses and tents in the surrounding -area. -~ -0 1073741824 1 -D0 -~ -gate wooden north~ -3 -1 20327 -D1 -~ -~ -0 -1 20274 -D2 -~ -~ -0 0 20275 -S -#20274 -The Archer's Training Ground~ -This area serves as a training ground for archer troops to fine tune -their skills in battle. All types of battle equipment is here, including -a worthless battered-looking metal shield and a collection of bows and -arrows of all different shapes and sizes. There are also several round -targets set against the eastern wall. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20276 -D3 -~ -~ -0 -1 20273 -S -#20275 -The Archer's Training Ground~ -This training ground is used by the High Elf archers to practice their -attacks and simulate battle conditions. There a large tent pitched against -the southern wall within in which you can a wooden bench, resting on -which is a selection of bows and arrows. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20276 -D0 -~ -~ -0 0 20273 -S -#20276 -The Archer's Training Ground~ -The ground in this section of the training ground is heavily soiled -with blood and gore. An indented pit is visible in the centre of this -section of the training ground which trainees use to improve their -skills at fighting on uneven ground. The yard continues to the west -and to the north. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20274 -D3 -~ -~ -0 -1 20275 -> entry_prog 100~ -if mobinroom(20161)==1 -say Come here mighty steed! We have work to do! -if ismounted($i) -smile -else -mount steed -endif -endif -~ -| -S -#20277 -Up a Small Cliff~ -From here you have a marvellous view over the entire shoreline. When -you look to the west, you can see a path on the cliffside that leads -up to a dark cave. You can also see large shadows moving around above -you, perhaps due to the clouds up above in the sky or mystical flying -creatures, such as dragons or wyverns. -~ -0 1073741824 4 -D4 -~ -~ -0 -1 20278 -D5 -~ -~ -0 -1 20261 -S -#20278 -Up a Small Cliff~ -At this height, the wind whips by you at an alarming rate and you cling -desperately to the rock to avoid being torn from your perch and blown -to your death on the rocks below. From here you can see a running stream -a few feet down the cliff face to the east, where it disappears into a -crevice in the rock. -~ -0 1073741824 4 -D5 -~ -~ -0 -1 20277 -S -#20279 -The Dragon Gateway~ -You are now standing within the inner section of the city of Ulthuan. -Two guard posts are visible, one to the north and the other to the south. -A gateway northwards leads out of the city whilst a road southwards heads -deeper into the city. -~ -0 1073741824 1 -D0 -~ -gate gateway~ -3 -1 20280 -D1 -~ -door east~ -1 -1 20284 -D2 -~ -~ -0 -1 20329 -D3 -~ -door west~ -1 -1 20285 -S -#20280 -Between the Dragon Gates~ -This small section of land is covered with lush green grass, although -some of the grass has been trodden down as travellers make their way -in and out of the city. Another two white, marble obelisks can be seen -astride of the gateway to the south. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20281 -D2 -~ -gate gateway~ -3 -1 20279 -S -#20281 -The Dragon Gateway~ -You are now standing within the outer section of the city of Ulthuan. -Two guard posts are visible, one to the east and the other to the west. -A gateway northwards leads out of the city whilst the pathway southwards -heads towards the gateway that marks the inner section of Ulthuan. -~ -0 1073741824 1 -D0 -~ -gate gateway~ -3 -1 20282 -D1 -~ -door east~ -1 -1 20283 -D2 -~ -~ -0 -1 20280 -D3 -~ -door west~ -1 -1 20286 -S -#20282 -Before the Dragon Gateway~ -The pathway from the north comes to an end here and you can see a huge -gate blocking the path to the south. Either side of the gateway stand -two white marble obelisks. Upon the gateway you can see a High Elven -symbol. This must be one of the main entranceways into the city of Ulthuan. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20287 -D2 -~ -gate gateway~ -3 -1 20281 -S -#20283 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the eastern wall is a small shelf -upon which you can see a flask of water and two glasses. On the northern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D3 -~ -~ -0 -1 20281 -S -#20284 -A Guard Post~ -Inside this small guard post, set against the eastern wall is a small shelf -upon which you can see a half-eaten loaf of bread and a bottle of water. -Below the shelf is a deep redwood desk with a pen and a handwritten book -on it. The book itself looks like some type of journal or log. Perhaps it is -used to record peoples comings and goings to and from Ulthuan. -~ -0 1073741832 0 -D3 -~ -~ -0 -1 20279 -S -#20285 -A Guard Post~ -Inside this small guard post, set against the western wall is a small shelf -upon which you can see a half-eaten loaf of bread and a bottle of water. -On the floor, in the far corner of the guard post, you can see a helm and -a pair of gloves. -~ -0 1073741832 0 -D1 -~ -~ -0 -1 20279 -S -#20286 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the western wall is a small shelf -upon which you can see a flask of water and two glasses. On the northern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D1 -~ -~ -0 -1 20281 -S -#20287 -The Hills Towards the Land of Freeze~ -You are standing at the southern edge of a small range of hills that -lead northwards towards the Land of Freeze. The hills and valleys here -are much greener than those to the north and you are a bit surprised -by the vast difference in temperature as well. To the south, along a -small pathway, you can make out the outlines of an impressively grand -rectangular object. It is probably a city or something. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20294 -D1 -~ -~ -0 -1 20288 -D2 -~ -~ -0 -1 20282 -D3 -~ -~ -0 -1 20298 -S -#20288 -The Hills Towards the Land of Freeze~ -The gentle hills to the east become steeper as you look westwards. -Looking in all directions, you can see the green hills stretching -out beyond your visible horizon, although towards the south, you -can make out what looks like a series of tall buildings. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20293 -D1 -~ -~ -0 -1 20289 -D3 -~ -~ -0 -1 20287 -S -#20289 -The Hills Towards the Land of Freeze~ -These green hills, that lie to the north of the High Elf city of -Ulthuan, seem to stretch on forever. As the wind blows across the -hill tops, the long stemmed grass moves from side to side. A bird's -call can be heard above you and when you look up, you can see what -looks like an eagle. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20292 -D1 -~ -~ -0 -1 20290 -D3 -~ -~ -0 -1 20288 -S -#20290 -The Hills Towards the Land of Freeze~ -The gentle hills on this eastern side become steeper as you look -westwards. Looking to the north and west, you can see the green hills -stretching out beyond your visible horizon. Towards the southwest, -you can make out what looks like a series of tall buildings. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20291 -D3 -~ -~ -0 -1 20289 -S -#20291 -The Hills Towards the Land of Freeze~ -The hills and valleys here are much greener than those to the west and -you are a bit surprised by the vast difference in temperature as well. -Far to the southwest, you can make out the outlines of a series of -rectangular objects, perhaps buildings within the limits of a city. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20291 -D2 -~ -~ -0 -1 20290 -D3 -~ -~ -0 -1 20292 -S -#20292 -The Hills Towards the Land of Freeze~ -The sky is heavily overcast with a greenish hue. Lightning flickers -across it. The landscape is of a barren land with low rolling hills -which fills your view of sight. Two rutted pathways which cut their -way through the landscape form an intersection at this point. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20292 -D1 -~ -~ -0 -1 20291 -D2 -~ -~ -0 -1 20289 -D3 -~ -~ -0 -1 20293 -S -#20293 -The Hills Towards the Land of Freeze~ -These green hills, that lie to the north of the High Elf city of -Ulthuan, seem to stretch on forever. As the wind blows across the -hill tops, the long stemmed grass moves from side to side. A bird's -call can be heard above you and when you look up, you can see what -looks like an eagle. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20293 -D1 -~ -~ -0 -1 20292 -D2 -~ -~ -0 -1 20288 -D3 -~ -~ -0 -1 20294 -S -#20294 -The Hills Towards the Land of Freeze~ -You are in a region of low hills that lead northwards towards the -harsh Land of Freeze. The vegetation is scarce and the air is cold. -Birds of prey are circling in the sky, looking for some animals. The -hills continue in all directions. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20294 -D1 -~ -~ -0 -1 20293 -D2 -~ -~ -0 -1 20287 -D3 -~ -~ -0 -1 20295 -S -#20295 -The Hills Towards the Land of Freeze~ -The gentle hills to the east become steeper as you look westwards. -Looking in all directions, you can see the green hills stretching -out beyond your visible horizon. Far to the south, you can make out -what looks like a series of tall buildings. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20295 -D1 -~ -~ -0 -1 20294 -D2 -~ -~ -0 -1 20298 -D3 -~ -~ -0 -1 20296 -S -#20296 -The Hills Towards the Land of Freeze~ -The sky is heavily overcast with a greenish hue. Lightning flickers -across it. The landscape is of a barren land with low rolling hills -which fills your view of sight. Two rutted pathways which cut their -way through the landscape form an intersection at this point. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20296 -D1 -~ -~ -0 -1 20295 -D2 -~ -~ -0 -1 20297 -S -#20297 -The Hills Towards the Land of Freeze~ -You are in a region of low hills that lead northwards towards the -harsh Land of Freeze. The vegetation is scarce and the air is cold. -Birds of prey are circling in the sky, looking for some animals. The -hills continue to the north, east and south, where you can see a small -camp fire burning. -~ -0 1073741824 4 -D2 -~ -~ -0 -1 20299 -D0 -~ -~ -0 0 20296 -D1 -~ -~ -0 0 20298 -S -#20298 -The Hills Towards the Land of Freeze~ -This section of hills is thinly covered by a collection of trees, mainly -composed of pines. As a result, much of the grassy floor is covered with -fallen pine needles. The expanse of hills continue to the north, east -and west. -~ -0 1073741824 4 -D1 -~ -~ -0 -1 20287 -D3 -~ -~ -0 0 20297 -D0 -~ -~ -0 0 20295 -S -#20299 -Amidst a High Elf Camp~ -This camp is the home of a roaming High Elf unit that guards the northern -section of the city of Ulthuan from marauding hoards of Dark Elves and -Frost Giants. There are many horses and tents in the surrounding area and -as you look around to survey the countryside, you hear a shrill scream -coming from somewhere to the north, far in the distance. -~ -0 1073741824 4 -D0 -~ -~ -0 -1 20297 -S -#20300 -A Blank Room~ -~ -0 1073741824 1 -S -#20301 -The Weaponsmith~ -You walk in through the doorway to the sounds of metal on metal. Before -you is a huge furnace where an elven weaponsmith is heating up metal. -In front of him is a large anvil. He turns around quickly and knocks -some hot metal into the shape of a large iron longsword. After a couple -of minutes of bashing with his hammer he drops it into a large barrel of -water. Steam rises from the barrel as the hot iron cools. You look around -the room where there seems to be a lot of weapons stacked up against the -walls of the room. You notice spears, knives and swords all made of iron -piled in one corner. On the far wall behind the weaponsmith you notice a -large sword which has been carefully forged. It is encased in a wooden -cabinet which you think is probably locked. -~ -0 1073741832 0 -D1 -~ -door doorway east~ -3 -1 20308 -S -#20302 -The Armourer~ -You are in the armourers that serves the people of Ulthuan, one of the -main cities on Azon'rah that is inhabited predominantly by High Elves. -Shields, bucklers and bracers are hanging on the walls. Mannequins -wearing various protective gear are standing all around the shop. You -will find anything from helmets to boots in this shop. Some well-worn -equipment is in a box, waiting probably to be repaired. -~ -0 1073741832 0 -D2 -~ -door south~ -3 -1 20308 -S -#20303 -The Ironmonger~ -Inside the ironmonger's shop, you can see a multitude of items made -from iron compounds. A table set to the northern side of the wall -proudly boasts some such articles including goblets, shades and shovels, -horse shoes and vases. A door out of the ironmonger's can be seen to -the west. -~ -0 1073741832 0 -D3 -~ -door west~ -3 -1 20308 -S -#20304 -The Fishmonger~ -You wanderer into the shop looking around at the different types of -fish that the fishmonger is selling. The fish are laid down flat on -top of a long wooden table which stretches virtually the length of -the shop. The shop itself is quite small, barely ten feet in length -and maybe eight feet wide. In front of you, a woman is buying a large -grey fish with whiskers. She pays with some sort of money that you are -not familiar with. Over behind the fishmonger is a large cabinet case -holding several large fish, one looking over six feet in length. -~ -0 1073741832 0 -D2 -~ -door south~ -3 -1 20311 -S -#20305 -The Fruit Seller~ -The fruit sellers shop is hot and sticky and you sweat a little as you -scan around at the room. Moving around you notice a large table in the -middle of the room and a few shelves against the back wall. The table -is cluttered with papers of various sorts and a huge leather bound book -opened about half way through. There is a lamp on the table which is -almost burnt out. On the walls you notice some painted pictures of the -fields. -~ -0 1073741832 0 -D1 -~ -door east~ -3 -1 20311 -S -#20306 -The Butcher~ -The smell of meat is naturally very strong in here. Many different -types of meat can be seen displayed in trays resting on tables and -on large barrels. All the meat looks very edible and the shop seems -clean and hygienic. -~ -0 1073741832 0 -D2 -~ -door south~ -3 -1 20312 -S -#20307 -The General Store~ -You wander in through the wide open oak door. The shop is dusty and -smells heavily of alcohol. Against the far wall are several wooden -barrels each held together with metal straps and sealed tight with -a small bung. There is a large table in the middle of the room -probably made of oak. On it there lies several different sized casks -with small jugs scattered around them and a selection of food. In the -background you see a large round tub being stirred by a large elf. -~ -0 1073741832 0 -D3 -~ -door wide open oak west~ -3 -1 20312 -S -#20308 -The Market Streets~ -From the west you hear a clanging sound as if metal were being hit onto -metal. You sniff the air and smell the distinct odour you only get near -a weaponsmiths. You try to peer in through the doorway to get a look -inside but the only thing you see is bright sparks shooting across the -room. The front of the weaponsmiths has a sign attached to the wall by -an iron bracket. -~ -0 1073741824 1 -D0 -~ -door north~ -3 -1 20302 -D1 -~ -door east~ -3 -1 20303 -D2 -~ -~ -0 -1 20309 -D3 -~ -door doorway west~ -3 -1 20301 -E -sign~ -+---------------+ -| WEAPONSMITH | -+---------------+ -~ -S -#20309 -The Market Streets~ -High Elves, mostly females, can be seen strolling around the different -types of shops that make up the market of Ulthuan. Looking northwards -however, there seem to be more male High Elves, many of which seem to -be warriors or soldiers dressed in armour wielding a variety of swords, -spears and crossbows. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20308 -D2 -~ -~ -0 -1 20310 -S -#20310 -The Market Streets~ -The market streets are busy with elven people walking around from one -shop to another. A faint fishy odour can be smelt as a gust of wind -rushes passed you from the west. The market streets continue to the -north, east and west with an road leading away from the market shops -to the south. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20309 -D1 -~ -~ -0 -1 20312 -D2 -~ -~ -0 -1 20313 -D3 -~ -~ -0 -1 20311 -S -#20311 -The Market Streets~ -The smell of fish is a lot stronger here. You glance over to the north -and notice what looks like from here to be a fishmongers. There are -already several elven citizens in there forming a queue with their -coins ready to buy their fish. -~ -0 1073741824 1 -D0 -~ -door north~ -3 -1 20304 -D1 -~ -~ -0 -1 20310 -D3 -~ -door west~ -3 -1 20305 -S -#20312 -The Market Streets~ -You wander on further through market down wondering if this road -actually leads anyway in particular. To the north and east, you see -two shops, one a butchers the other a general store. The two smells -intermingle in the air giving an entirely different type of smell -all together. -~ -0 1073741824 1 -D0 -~ -door north~ -3 -1 20306 -D1 -~ -door wide open oak east~ -3 -1 20307 -D3 -~ -~ -0 -1 20310 -S -#20313 -The Main Road~ -You are following an ancient route where many a warriors and mages -have been before. The quaint houses that surround this road to the -south look welcoming enough and the citizen's of the Ulthuan are -known to be very hospitable to strangers. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20310 -D1 -~ -~ -0 -1 20314 -D2 -~ -~ -0 -1 20203 -D3 -~ -~ -0 -1 20323 -S -#20314 -The Main Road~ -Looking to the southwest, you can see several types of High Elf dwellings. -Although they are limited in number, all the houses you can see are -two stories high and seem to be made of stone painted white surrounded -by a multitude of deep green trees and plants. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20315 -D3 -~ -~ -0 -1 20313 -S -#20315 -The Main Road~ -A small gathering of High Elves are here discussing the latest -topics of interest and the news of a great adventurer who is -visiting the city. Smiles of excitement fill their oval faces -and you can not help but wonder who the adventurer is. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20316 -D3 -~ -~ -0 -1 20314 -S -#20316 -The Main Road~ -This concrete-paved walkway, if followed around its whole length, -will lead you from one side of the city of Ulthuan to the other. -You can see a cluster of small dwellings a little way to the south, -stretching westwards along the bank of a river. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20200 -D3 -~ -~ -0 -1 20315 -S -#20317 -A Beach Road~ -This small road, covered in dust and sand, leads from north to south. -It was original used by market traders to transport goods from the -waterways to the north to the city of Ulthuan, but in recent years, -the High Elves have tried to become more self-sufficient and now they -grow their own food and manufacture their goods themselves. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20318 -D2 -~ -~ -0 -1 20200 -S -#20318 -A Beach Road~ -This small road, covered in dust and sand, leads southwards towards -the city of Ulthuan. A series of rock formations have created a -small cliff that leads downwards to the sandy beach below. -~ -0 1073741824 1 -D2 -~ -~ -0 -1 20317 -D5 -~ -cliff rocks~ -128 -1 20257 -S -#20319 -The Mage's Road~ -The road before you leads southwards towards the Mage's Academy of -Saphery. Looking around, you can see an unusually large number of -wizards, illusionists, mystics and sorcerers in the surrounding area. -The road is paved in a pale yellow stone but the actual road surface -is a little uneven. This could be due to the fact that many of the -High Elves that travel this section of road float along rather than -walk. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20200 -D2 -~ -~ -0 -1 20320 -S -#20320 -The Mage's Road~ -The road before you leads to the north or around a sharp bend to the -east. Trees of pale green are intermingles with dark green bushes -that line the sides of the road. Just behind the trees, you can make -out a small wire fence. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20319 -D1 -~ -~ -0 -1 20321 -S -#20321 -The Mage's Road~ -You are standing at the end of the road that leads to the Mage's Academy -of Saphery which lies to the south. A large gateway serves as the -entranceway into the academy. The yellow paved road leads northwards -back towards the main part of the city. -~ -0 1073741824 1 -D2 -~ -gateway south~ -3 -1 20249 -D3 -~ -~ -0 -1 20320 -S -#20322 -An Adjoining Section of Road~ -This tiny path is covered with what you believe to be bark and wood. -There is very little to see as many giant trees block the view all -around you. However, a large tower made from white stone dominates -the view to the east. Entrance into the tower is achieved by passing -through a set of huge iron doors. -~ -0 1073741824 1 -D1 -~ -doors set huge iron~ -3 -1 20235 -D3 -~ -~ -0 -1 20200 -S -#20323 -The Main Road~ -A small gathering of High Elves are here going about their daily -chores with a cheery smile on their faces that fills your heart -with wonder and amazement at the general contentness of the High -Elf race. The road slopes gently down from the west to the east. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20313 -D3 -~ -~ -0 -1 20324 -S -#20324 -The Main Road~ -This concrete-paved walkway, if followed around its whole length, -will lead you from one side of the city of Ulthuan to the other. -You can see a cluster of small dwellings a little way to the south, -stretching eastwards along the bank of a river. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20323 -D3 -~ -~ -0 -1 20330 -S -#20325 -The Main Road~ -You brush past a small vagabond begging you for some money to buy bread -and wave him away as he tugs on your clothing. The road continues on to -the west and east, where you can see a large fountain surrounded by people -filling up huge barrels with water. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20330 -D3 -~ -~ -0 -1 20326 -S -#20326 -The Main Road~ -A small gathering of High Elves are here discussing the latest -topics of interest and the news of a great adventurer who is -visiting the city. Smiles of excitement fill their oval faces -and you can not help but wonder who the adventurer is. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20325 -D3 -~ -~ -0 -1 20327 -S -#20327 -The Main Road~ -This concrete-paved walkway, if followed around its whole length, -will lead you from one side of the city of Ulthuan to the other. -You can see a large palace of government building to your southwest -which almost glows with splendour. Two large sets of wooden gates -can be seen, one to the north and the other to the south. -~ -0 1073741824 1 -D0 -~ -gate wooden north~ -3 -1 20231 -D1 -~ -~ -0 -1 20326 -D2 -~ -gate wooden south~ -3 -1 20273 -D3 -~ -~ -0 -1 20328 -S -#20328 -The Main Road~ -You are standing at the end of the main road that leads in an easterly -direction along the city of Ulthuan. This area is highly elevated and -enables you to look westwards across the forest and shadowlands to the -west. To the north, there is a large wooden gate. -~ -0 1073741824 1 -D0 -~ -gate large wooden~ -3 -1 20225 -D1 -~ -~ -0 -1 20327 -S -#20329 -An Adjoining Section of Road~ -You are standing on what remains of an old cobbled road that joins the -northern gateway of Ulthuan to the more central locations within the city -limits. Vegetation has grown up between the cobbles. The cobblestones are -covered with dead leaves and moss. The road leads to the north or to the -south. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20279 -D2 -~ -~ -0 -1 20330 -S -#20330 -The Main Square~ -A large fountain dominates the main square before you. In the centre of -the fountain is a white statue probably made of marble of a dragon. -Water trickles around the statues feet and down into a pool that must -be around ten feet wide. There are some High Elves nearby filling up -barrels with water using small buckets. There is a lot of water all over -the floor and small footprints leading away back down the roads that -lead north south, east and west. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20329 -D1 -~ -~ -0 -1 20324 -D2 -~ -~ -0 -1 20331 -D3 -~ -~ -0 -1 20325 -S -#20331 -A Cobbled Road~ -This cobbled road has many loose stones laying on the ground and as -you walk around you hear a crunching sound made from these stones -being crushed underneath your feet. The air seems to smell strongly -of flora and fauna. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20330 -D2 -~ -~ -0 -1 20332 -S -#20332 -A Cobbled Road~ -As you look around, all you can see are trees painting an autumnal picture -of light brown and pale green colours. The cobbles that make up the road -surface are made from a pale granite-type rock, which have been rounded -and smoothed by years of wear as a result of citizens and travellers -walking this path. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20331 -D2 -~ -~ -0 -1 20333 -S -#20333 -A Cobbled Road~ -The small cobbled road upon which you are standing leads in a north-south -direction through the city of Ulthuan. Along the side of the road are -small plants flowering in the sunshine in a multitude of colours ranging -from deep violet to bright yellow. Sweet fragrances fill the air and -almost overcome you. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20332 -D2 -~ -~ -0 -1 20334 -S -#20334 -A Cobbled Road~ -This cobbled road has many loose stones laying on the ground and as -you walk around you hear a crunching sound made from these stones -being crushed underneath your feet. The air seems to smell strongly -of flora and fauna. -~ -0 1073741824 1 -D0 -~ -~ -0 -1 20333 -D2 -~ -~ -0 -1 20185 -S -#20335 -A Cobbled Road~ -The surrounding vegetation of trees, bushes and flowers is a little -denser here compared to most of the city. The cobbled road ahead twists -and winds between several large oak trees. Bright green mosses, some of -which are fluorescent, grow between the cobbles. -~ -0 1073741824 1 -D1 -~ -~ -0 -1 20336 -D3 -~ -~ -0 -1 20183 -S -#20336 -A Cobbled Road~ -The cobbled road comes to an end. Many of the cobbles that make up the -surface of the road are covered in a fluorescent green moss. To the south, -you can see a guard post. -~ -0 1073741824 1 -D2 -~ -door~ -1 -1 20337 -D3 -~ -~ -0 -1 20335 -S -#20337 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the eastern wall is a small shelf -upon which you can see a bottle of water and some bread. On the southern -wall, on a rack, there is a collection of weapons including swords, -longbows and spears. Some square markings can be seen on the floor before -you. -~ -0 1073741832 0 -D0 -~ -door~ -1 -1 20336 -D5 -~ -trapdoor~ -2051 -1 20338 -E -markings square~ -The square markings seem to be the edges of a trapdoor that leads -downwards under the guard post. -~ -E -trapdoor~ -The trapdoor, which leads downwards, can be open and closed. -~ -S -#20338 -An Underground Tunnel~ -The air is moist and stale and you can smell something that strongly -resembles sulphur. The little light there is makes it very hard to -see where you are going and as the ground is uneven, this makes passing -along the tunnel quite awkward. A small crack in the tunnel ceiling -lets in some light. -~ -0 1073741833 13 -D1 -~ -~ -0 -1 20339 -D4 -~ -trapdoor~ -2051 -1 20337 -E -trapdoor~ -The trapdoor above you can be opened and closed. -~ -E -ceiling crack light~ -The crack in the ceiling lets some light into this section of the -tunnel. Perhaps there is some type of trapdoor leading out of the -tunnel. -~ -S -#20339 -An Underground Tunnel~ -Along this passageway you can hear, what you believe to be, rats -scratching at the walls. There is no vegetation or plant life here -and the smell beings to make you feel a little ill. -~ -0 1073741833 13 -D1 -~ -~ -0 -1 20340 -D3 -~ -~ -0 -1 20338 -S -#20340 -An Underground Tunnel~ -The underground tunnel is dark, damp, smelly and cramped. The air is -moist and stale and you can smell something that strongly resembles -sulphur. The little light there is makes it very hard to see where -you are going and as the ground is uneven, this makes passing along -the tunnel quite awkward. A small crack in the tunnel ceiling lets -in some light. -~ -0 1073741833 13 -D3 -~ -~ -0 -1 20339 -D4 -~ -trapdoor~ -2051 -1 20341 -E -ceiling crack light~ -The crack in the ceiling lets some light into this section of the -tunnel. Perhaps there is some type of trapdoor leading out of the -tunnel. -~ -E -trapdoor~ -The trapdoor above you can be opened and closed. -~ -S -#20341 -At the Bottom of the Watchtower~ -This room appears to be the base of a watchtower, with a set of stairs -ascending upwards towards the top of the tower. Several strange runes are -etched into each stair. Some square markings can be seen on the floor -before you. -~ -0 1073741832 0 -D2 -~ -door~ -1 -1 20342 -D4 -~ -~ -0 -1 20343 -D5 -~ -door~ -2051 -1 20340 -E -markings square~ -The square markings seem to be the edges of a trapdoor that leads -downwards under the guard post. -~ -E -trapdoor~ -The trapdoor, which leads downwards, can be open and closed. -~ -S -#20342 -A Guard Post~ -This guard post is small in size but it looks large enough to house one -or two High Elf warriors. Set against the southern wall is a small shelf -upon which you can see a flask of water and two glasses. On the eastern -wall, on a rack, there is a small collection of weapons including one -sword, one longbow and one spear. -~ -0 1073741832 0 -D0 -~ -door~ -1 -1 20341 -S -#20343 -Up Some Stairs~ -As you climb the staircase, you feel the presence of something or -someone watching you. There must be an opening somewhere up the -tower, as you can feel a slight draft on your neck. You hear the -movement of something above you. -~ -0 1073741832 0 -D4 -~ -~ -0 -1 20344 -D5 -~ -~ -0 -1 20341 -S -#20344 -At the Top of the Watchtower~ -You are on the top of the watchtower. The room is deathly quiet and -you wander what could have made the strange sounds which you heard -from below. The room is lit by a large window, probably meant as a -lookout in case of an attack. From here you can see all around the -city of Ulthuan. Stairs lead downwards to the bottom of the tower. -~ -0 1073741832 0 -D5 -~ -~ -0 -1 20343 -S -#20345 -The Barracks' Entranceway~ -This entranceway is a checkpoint for those entering the barracks from -the outside. There is an extremely large and imposing-looking gate to -the north. In times of old it must have served to guard the barracks -from any opposition forces. It shows no signs of damage, on this side -at least, so perhaps it was never needed to fulfil that purpose. It -has a large, complicated locking mechanism, which even the most -competent thief would turn green trying to pick. -~ -0 1073741824 1 -D0 -~ -gate large~ -3 -1 20181 -D1 -~ -~ -0 -1 20348 -S -#20346 -Some Sleeping Quarters~ -This room clearly serves as some sleeping quarters within the military -barracks, where High Elf Warriors would sleep and spend some of their -free time. There are several rows of bunks here, stacked two high for -efficiency. At the foot of each is a locker, some of which hang open. -~ -0 1073741832 0 -D2 -~ -door south~ -3 -1 20348 -S -#20347 -The Dining Room~ -This dining room is full of wooden chairs and tables. On the -tables are place settings, obviously set in preparation for -a large banquet. On the walls are many animal skins and animal -heads; surely trophies of hunts and kills that have taken place -over the past few years. -~ -0 1073741832 0 -D2 -~ -door south~ -3 -1 20349 -S -#20348 -The Hall of Honours~ -You are in a brightly lit hallway within the main barracks of Ulthuan. -The walls are smooth, cut from the solid rock found in the mountains to -the northwest of the city limits. The ceiling is high and the floor is -flat. The corridor continues to the east and west, whilst doors can be -seen to the north and south. -~ -0 1073741832 0 -D0 -~ -door north~ -3 -1 20346 -D1 -~ -~ -0 -1 20349 -D3 -~ -~ -0 -1 20345 -D2 -~ -door south~ -3 0 20351 -S -#20349 -The Hall of Honours~ -You are in a brightly lit hallway within the main barracks of Ulthuan. -The walls are smooth, cut from the solid rock found in the mountains to -the northwest of the city limits. The ceiling is high and the floor is -flat. Along the walls, you can see many medals, trophies and decorative -weapons. Doors lead to the north and south. -~ -0 1073741832 0 -D0 -~ -door north~ -3 -1 20347 -D2 -~ -door south~ -3 -1 20350 -D3 -~ -~ -0 -1 20348 -S -#20350 -The Commander's Room~ -In this room, you can see one single bed. By the bed, there is a desk -and mirror. The desk hang open, with some drawers extracted, which -explains the wood splinters all over the floor. Above the desk, attached -to the wall, is a small trophy cabinet within which you can see a -plethora of medals and military honours. -~ -0 1073741832 0 -D0 -~ -door north~ -3 -1 20349 -S -#20351 -The Infirmary~ -The room contains many long flat beds and several cabinets. The beds are -on rollers and from what you can see in the cabinets, they are filled with -linens and bandages. This room is a medical facility, but a thick layer of -dust has settled over everything as the ages passed, removing any sterility -this room might have once had. Among the furniture here are several open -storage cabinets, and a couple closed ones. -~ -0 1073741832 0 -D0 -~ -door north~ -3 0 20348 -S -#20352 -A Blank Room~ -~ -0 1073741824 1 -S -#20353 -A Blank Room~ -~ -0 1073741824 1 -S -#20354 -A Blank Room~ -~ -0 1073741824 1 -S -#20355 -A Blank Room~ -~ -0 1073741824 1 -S -#20356 -A Blank Room~ -~ -0 1073741824 1 -S -#20357 -A Blank Room~ -~ -0 1073741824 1 -S -#20358 -A Blank Room~ -~ -0 1073741824 1 -S -#20359 -A Blank Room~ -~ -0 1073741824 1 -S -#20360 -A Blank Room~ -~ -0 1073741824 1 -S -#20361 -A Blank Room~ -~ -0 1073741824 1 -S -#20362 -A Blank Room~ -~ -0 1073741824 1 -S -#20363 -A Blank Room~ -~ -0 1073741824 1 -S -#20364 -A Blank Room~ -~ -0 1073741824 1 -S -#20365 -A Blank Room~ -~ -0 1073741824 1 -S -#20366 -A Blank Room~ -~ -0 1073741824 1 -S -#20367 -A Blank Room~ -~ -0 1073741824 1 -S -#20368 -A Blank Room~ -~ -0 1073741824 1 -S -#20369 -A Blank Room~ -~ -0 1073741824 1 -S -#20370 -A Blank Room~ -~ -0 1073741824 1 -S -#20371 -A Blank Room~ -~ -0 1073741824 1 -S -#20372 -A Blank Room~ -~ -0 1073741824 1 -S -#20373 -A Blank Room~ -~ -0 1073741824 1 -S -#20374 -A Blank Room~ -~ -0 1073741824 1 -S -#20375 -A Blank Room~ -~ -0 1073741824 1 -S -#20376 -A Blank Room~ -~ -0 1073741824 1 -S -#20377 -A Blank Room~ -~ -0 1073741824 1 -S -#20378 -A Blank Room~ -~ -0 1073741824 1 -S -#20379 -A Blank Room~ -~ -0 1073741824 1 -S -#20380 -A Blank Room~ -~ -0 1073741824 1 -S -#20381 -A Blank Room~ -~ -0 1073741824 1 -S -#20382 -A Blank Room~ -~ -0 1073741824 1 -S -#20383 -A Blank Room~ -~ -0 1073741824 1 -S -#20384 -A Blank Room~ -~ -0 1073741824 1 -S -#20385 -A Blank Room~ -~ -0 1073741824 1 -S -#20386 -A Blank Room~ -~ -0 1073741824 1 -S -#20387 -A Blank Room~ -~ -0 1073741824 1 -S -#20388 -A Blank Room~ -~ -0 1073741824 1 -S -#20389 -A Blank Room~ -~ -0 1073741824 1 -S -#20390 -A Blank Room~ -~ -0 1073741824 1 -S -#20391 -A Blank Room~ -~ -0 1073741824 1 -S -#20392 -A Blank Room~ -~ -0 1073741824 1 -S -#20393 -A Blank Room~ -~ -0 1073741824 1 -S -#20394 -A Blank Room~ -~ -0 1073741824 1 -S -#20395 -A Blank Room~ -~ -0 1073741824 1 -S -#20396 -A Blank Room~ -~ -0 1073741824 1 -S -#20397 -A Blank Room~ -~ -0 1073741824 1 -S -#20398 -A Blank Room~ -~ -0 1073741824 1 -S -#20399 -A Blank Room~ -~ -0 1073741824 1 -S -#20400 -A Blank Room~ -~ -0 1073741828 1 -S -#20401 -A Blank Room~ -~ -0 1073741828 1 -S -#20402 -A Blank Room~ -~ -0 1073741828 1 -S -#20403 -A Blank Room~ -~ -0 1073741828 1 -S -#20404 -A Blank Room~ -~ -0 1073741828 1 -S -#20405 -A Blank Room~ -~ -0 1073741828 1 -S -#20406 -A Blank Room~ -~ -0 1073741828 1 -S -#20407 -A Blank Room~ -~ -0 1073741828 1 -S -#20408 -A Blank Room~ -~ -0 1073741828 1 -S -#20409 -A Blank Room~ -~ -0 1073741828 1 -S -#20410 -A Blank Room~ -~ -0 1073741828 1 -S -#20411 -A Blank Room~ -~ -0 1073741828 1 -S -#20412 -A Blank Room~ -~ -0 1073741828 1 -S -#20413 -A Blank Room~ -~ -0 1073741828 1 -S -#20414 -A Blank Room~ -~ -0 1073741828 1 -S -#20415 -A Blank Room~ -~ -0 1073741828 1 -S -#20416 -A Blank Room~ -~ -0 1073741828 1 -S -#20417 -A Blank Room~ -~ -0 1073741828 1 -S -#20418 -A Blank Room~ -~ -0 1073741828 1 -S -#20419 -A Blank Room~ -~ -0 1073741828 1 -S -#20420 -A Blank Room~ -~ -0 1073741828 1 -S -#20421 -A Blank Room~ -~ -0 1073741828 1 -S -#20422 -A Blank Room~ -~ -0 1073741828 1 -S -#20423 -A Blank Room~ -~ -0 1073741828 1 -S -#20424 -A Blank Room~ -~ -0 1073741828 1 -S -#20425 -A Blank Room~ -~ -0 1073741828 1 -S -#20426 -A Blank Room~ -~ -0 1073741828 1 -S -#20427 -A Blank Room~ -~ -0 1073741828 1 -S -#20428 -A Blank Room~ -~ -0 1073741828 1 -S -#20429 -A Blank Room~ -~ -0 1073741828 1 -S -#20430 -A Blank Room~ -~ -0 1073741828 1 -S -#20431 -A Blank Room~ -~ -0 1073741828 1 -S -#20432 -A Blank Room~ -~ -0 1073741828 1 -S -#20433 -A Blank Room~ -~ -0 1073741828 1 -S -#20434 -A Blank Room~ -~ -0 1073741828 1 -S -#20435 -A Blank Room~ -~ -0 1073741828 1 -S -#20436 -A Blank Room~ -~ -0 1073741828 1 -S -#20437 -A Blank Room~ -~ -0 1073741828 1 -S -#20438 -A Blank Room~ -~ -0 1073741828 1 -S -#20439 -A Blank Room~ -~ -0 1073741828 1 -S -#20440 -A Blank Room~ -~ -0 1073741828 1 -S -#20441 -A Blank Room~ -~ -0 1073741828 1 -S -#20442 -A Blank Room~ -~ -0 1073741828 1 -S -#20443 -A Blank Room~ -~ -0 1073741828 1 -S -#20444 -A Blank Room~ -~ -0 1073741828 1 -S -#20445 -A Blank Room~ -~ -0 1073741828 1 -S -#20446 -A Blank Room~ -~ -0 1073741828 1 -S -#20447 -A Blank Room~ -~ -0 1073741828 1 -S -#20448 -A Blank Room~ -~ -0 1073741828 1 -S -#20449 -A Blank Room~ -~ -0 1073741828 1 -S -#20450 -A Blank Room~ -~ -0 1073741828 1 -S -#20451 -A Blank Room~ -~ -0 1073741828 1 -S -#20452 -A Blank Room~ -~ -0 1073741828 1 -S -#20453 -A Blank Room~ -~ -0 1073741828 1 -S -#20454 -A Blank Room~ -~ -0 1073741828 1 -S -#20455 -A Blank Room~ -~ -0 1073741828 1 -S -#20456 -A Blank Room~ -~ -0 1073741828 1 -S -#20457 -A Blank Room~ -~ -0 1073741828 1 -S -#20458 -A Blank Room~ -~ -0 1073741828 1 -S -#20459 -A Blank Room~ -~ -0 1073741828 1 -S -#20460 -A Blank Room~ -~ -0 1073741828 1 -S -#20461 -A Blank Room~ -~ -0 1073741828 1 -S -#20462 -A Blank Room~ -~ -0 1073741828 1 -S -#20463 -A Blank Room~ -~ -0 1073741828 1 -S -#20464 -A Blank Room~ -~ -0 1073741828 1 -S -#20465 -A Blank Room~ -~ -0 1073741828 1 -S -#20466 -A Blank Room~ -~ -0 1073741828 1 -S -#20467 -A Blank Room~ -~ -0 1073741828 1 -S -#20468 -A Blank Room~ -~ -0 1073741828 1 -S -#20469 -A Blank Room~ -~ -0 1073741828 1 -S -#20470 -A Blank Room~ -~ -0 1073741828 1 -S -#20471 -A Blank Room~ -~ -0 1073741828 1 -S -#20472 -A Blank Room~ -~ -0 1073741828 1 -S -#20473 -A Blank Room~ -~ -0 1073741828 1 -S -#20474 -A Blank Room~ -~ -0 1073741828 1 -S -#20475 -A Blank Room~ -~ -0 1073741828 1 -S -#20476 -A Blank Room~ -~ -0 1073741828 1 -S -#20477 -A Blank Room~ -~ -0 1073741828 1 -S -#20478 -A Blank Room~ -~ -0 1073741828 1 -S -#20479 -A Blank Room~ -~ -0 1073741828 1 -S -#0 - - -#RESETS -M 0 20148 1 20106 -M 0 20159 1 20107 -M 0 20158 1 20109 -M 0 20154 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-D 0 20328 0 1 -M 0 20172 3 20330 -O 0 20140 0 20330 -M 0 20123 14 20337 -E 0 20109 0 11 -E 0 20104 0 16 -E 0 20122 0 5 -D 0 20337 5 1 -D 0 20338 4 1 -D 0 20340 4 1 -D 0 20341 5 1 -M 0 20123 14 20342 -E 0 20109 0 11 -E 0 20104 0 16 -E 0 20122 0 5 -M 0 20127 3 20344 -E 0 20105 0 16 -E 0 20122 0 5 -M 0 20127 3 20344 -E 0 20105 0 16 -E 0 20122 0 5 -D 0 20345 0 1 -M 0 20162 2 20346 -E 0 20109 0 11 -E 0 20104 0 16 -E 0 20122 0 5 -M 0 20163 2 20346 -E 0 20105 0 16 -E 0 20122 0 5 -D 0 20346 2 1 -D 0 20347 2 1 -D 0 20348 0 1 -D 0 20348 2 1 -D 0 20349 0 1 -D 0 20349 2 1 -M 0 20114 1 20350 -E 0 20120 0 5 -E 0 20103 0 16 -E 0 20109 0 11 -D 0 20350 0 1 -D 0 20351 0 1 -S - - -#SHOPS - 20164 5 0 0 0 0 120 90 9 17 ; A Weaponsmith - 20165 9 0 0 0 0 120 90 9 17 ; An Armourer - 20167 19 0 0 0 0 120 90 8 18 ; A Fishmonger - 20168 19 0 0 0 0 120 90 8 18 ; A Fruit Seller - 20169 19 0 0 0 0 120 90 8 18 ; A Butcher - 20170 15 59 8 32 31 120 90 7 23 ; A Store Owner -0 - - -#REPAIRS - 20166 9 5 0 120 1 9 17 ; An Ironmonger -0 - - -#SPECIALS -M 20102 spec_cast_mage -M 20104 spec_breath_fire -M 20107 spec_guard -M 20116 spec_cast_mage -M 20117 spec_cast_mage -M 20120 spec_guard -M 20124 spec_guard -M 20128 spec_guard -M 20132 spec_guard -M 20136 spec_guard -M 20153 spec_breath_fire -M 20157 spec_breath_fire -M 20158 spec_breath_fire -M 20160 spec_breath_fire -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/underground.are b/data/realm/areas_smaug1.4a/underground.are deleted file mode 100644 index 77d1412..0000000 --- a/data/realm/areas_smaug1.4a/underground.are +++ /dev/null @@ -1,1518 +0,0 @@ -#AREA The Underground~ - - - -#VERSION 1 -#AUTHOR Excidium~ - -#RANGES -45 50 45 60 -$ - -#RESETMSG The throbbing of the Heart of Darkness echos throughout the underground~ - -#FLAGS -4 - -#ECONOMY 0 9752850 - -#CLIMATE 2 2 2 - -#MOBILES -#32400 -Psychotic Reaper~ -The Psychotic Reaper~ -An enraged horned demon wanders here -~ -~ -33 0 -1000 C -50 0 0 30000d1+0 1d1+300 -1000000 0 -112 112 1 -25 25 25 25 20 6 25 --30 -30 -30 -30 -30 -89 3 0 0 1 1 10 -85 65 1049711 1057056 2100224 0 417 2621447 -> act_prog 'p circle'~ -mpecho The Psychotic Reaper howls in rage! -mpecho The Psychotic Reaper swings down his huge scythe upon $n -mpdamage $n 650 -~ -> act_prog 'p grasp'~ -mpecho The Psychotic Reaper howls in rage! -mpecho The Psychotic Reaper swings down his huge scythe upon $n -mpdamage $n 650 -~ -> fight_prog 100~ -if multi($n) >=3 -mpdamage all 1500 -mpecho &zThe ground rumbles as the reaper notices something strange -else -endif -if rand(15) -bash -bash -stun -stun -else -if rand(20) -disarm -disarm -weild scythe -else -if rand(35) -c spiral -c gas -stun -bash -engage $r -barrage -barrage -barrage -mpdamage $r 1000 -endif -endif -endif -~ -> death_prog 100~ -if rand(10) -mpecho The Psychotic Reaper shrieks in anger, as his last few moments begin -mpecho to slip away. Then, as his time comes, you see the insanity slip from -mpecho his eyes, as the psychosis of his mind begins to clear. His final -mpecho breath passes over his lips as he exhales for the last time. With that -mpecho final, his soul, still powerful, despite belonging to a torn and -mpecho shredded mind, enters his dreaded weapon, the huge double handed scyhe. -mpecho A wicked transformation occurs, as all the cracks and splits in the -mpecho handle seal up, and all the chips and dents in the blade mystically -mpecho repair themselves, as well as the age of the weapon begin to leave it. -mpecho And so, the weapon that will forever be known as the Reaper is born. -mpecho whi_ The Reaper gleems with brilliance! -mpoload 32413 -mpjunk scythe -else -if rand(20) -mpecho As the final death throws convulse the now dead body of the Psychotic -mpecho Reaper, the huge double handed scythe that was his weapon falls from -mpecho the Reaper's fingers, and the blade is shattered into a million pieces, -mpecho leaving only the long, wooden handle. -mpoload 32412 -mpjunk scythe -else -if rand(35) -mpecho As the final death throws convulse the now dead body of the Psychotic -mpecho Reaper, the huge double handed scythe that was his weapon falls from -mpecho the Reaper's fingers, and the long wooden handle splits and cracks as -mpecho it hits the floor, leaving only the wicked looking blade. -mpoload 32411 -mpjunk scythe -else -if rand(20) -mpecho As the final death throws convulse the now dead body of the Psychotic -mpecho Reaper, a bright flash blasts from within his soul as it twists and -mpecho turns into what appears to be a bracer of purity that captured the -mpecho the soul of the psychotic one to leave the world pure once again. -mpoload 32420 50 -else -mpecho As the final death throws convulse the now dead body of the Psychotic -mpecho Reaper, the huge double handed scythe that was his weapon falls from -mpecho the Reaper's fingers, smashing into millions of tiny little pieces, -mpecho never again to be used in combat. -mpjunk scythe -endif -endif -endif -endif -~ -| -#32401 -Heart Darkness~ -The Heart of Darkness~ -The Heart of Darkness gently pulsates here -~ -~ -67 0 -1000 C -53 0 -300 1d1+29999 1d1+310 -4000000 0 -112 112 0 -25 25 25 25 25 9 25 --30 -30 -30 -30 -30 -89 0 0 0 1 1 9 -85 65 0 424 2100225 0 8642560 524295 -> death_prog 100~ -mplog I was killed by $n -if rand(85) -mpecho Lightning violently erupts from the dying heart. Energy crackles -mpecho about the room, as the lifeforce of the underground begins to wane. -mpecho The heart begins to shrink, then as it reaches the size of your fist, -mpecho it explodes into dust, becoming nothing. The Heart of Darkness is -mpecho no more. -else -mpecho Lightning violently erupts from the dying heart. Energy crackles -mpecho about the room, as the lifeforce of the underground begins to wane. -mpecho The heart begins to shrink, then as it reaches the size of your fist, -mpecho it slows, and begins to throb once again. No longer is it the Heart -mpecho of Darkness, but now, it is the The Black Heart, emitting its own -mpecho evil light source. With the black light produced by this heart, all -mpecho evil travellers could light their way through the realms. -mpoload 32410 50 -endif -~ -> fight_prog 100~ -if multi($n) >=3 -mpdamage all 1600 -mpecho &zThe hearts of many have fallen by me!&D -else -if rand(20) -c spiral -c spiral -else -if rand(5) -bash -else -if rand(10) -disarm -disarm -else -endif -endif -endif -endif -~ -| -#32402 -Giant Fly~ -A Giant Fly~ -A Giant Fly buzzes about here, exploring -~ -~ -97 0 -1000 C -50 0 80 1d1+1199 1d1+100 -500 0 -112 112 0 -25 13 13 25 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 5 -6 3 1029 0 0 0 32832 524295 -#32403 -Giant Fly~ -A Giant Fly~ -A Giant Fly buzzes about here, exploring -~ -~ -33 0 -1000 C -55 0 80 7000d1+0 1d1+200 -500 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -83 3 0 0 1 1 6 -85 65 1029 96 2099584 0 32768 4 -#32404 -Imp~ -An Imp~ -An Imp scurries about, fulfilling the whims of the Heart of Darkness -~ -~ -131107 0 -1000 C -45 0 -10 1d1+20000 1d1+150 -2000 0 -112 112 0 -18 13 13 16 13 13 13 --10 -10 -10 -10 -10 -89 3 0 0 1 1 6 -16 13 1135 0 0 32 8640 4 -#32405 -vile creature~ -A Vile Little Creature~ -A Vile Little Creature wanders around here, aimlessly -~ -~ -3 0 0 C -45 0 0 1d1+3000 1d1+110 -0 0 -112 112 0 -1 1 1 1 1 1 1 -0 0 0 0 0 -89 3 0 0 1 1 4 -45 45 0 0 0 0 64 0 -#32406 -Imp~ -An Imp~ -An Imp strikes a small pick at the gem filled earth, mining wealth -~ -~ -1 0 -1000 C -55 0 -20 1d1+5000 1d1+200 -4000 0 -112 112 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 1 1 5 -16 13 1135 0 2100480 0 8384 2 -> rand_prog 2~ -mpecho An Imp gathers up chips of gems, and deposits them about the room. -~ -| -#32407 -Bile Demon~ -A Bile Demon~ -A huge, grotesque demon wanders here, looking for something to eat -~ -~ -35 0 -1000 C -55 0 -125 1d1+8000 2d2+100 -10000 0 -112 112 0 -20 20 20 20 20 20 20 -0 0 0 -30 0 -15 3 0 0 1 1 4 -30 65 1135 256 2099264 0 560 524291 -> death_prog 100~ -mpecho One of the two long horns beaks off of the head of the bile demon. -mpoload 32403 22 -~ -| -#32408 -dragon~ -A Dragon~ -A dragon wanders through the shelves, studying magic. -~ -~ -35 0 -1000 C -55 0 -158 1d1+999 1d50+25 -100000 0 -112 112 0 -23 23 22 20 20 25 20 --30 0 -30 -30 -5 -31 3 0 0 1 1 5 -50 50 65583 224 2099456 0 8752 524295 -> death_prog 10~ -mpecho The Wings of the dragon detach from the dragon, as life slips from its -mpecho grasp -mpoload 32405 50 -~ -| -#32409 -demonspawn demon~ -A demonspawn~ -A Short, stocky demon is training here. -~ -~ -35 0 -1000 C -55 0 0 2300d1+0 1d25+50 -100000 0 -112 112 0 -25 13 13 18 20 13 20 -0 0 -10 -10 0 -55 3 0 0 1 1 5 -76 65 66599 232 2100480 0 560 524291 -#32410 -Knight~ -A Knight~ -A tall knight lays here, trapped in the dungeon for all eternity. -~ -~ -3 0 1000 C -50 0 0 1d1+11999 100d1+2 -500000 0 -112 112 0 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 3 0 0 1 1 5 -0 65 1127 288 2100224 0 48 524291 -#32411 -Liolur Dark Demon~ -Liolur, the dark demon~ -A dark looking demon stands here tall -~ -~ -67240003 0 0 C -55 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 0 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> speech_prog 'I seek the underground passage'~ -bow $n -tell $n You shall find the underground passage... -mptrans all 32403 -~ -| -#0 - - -#OBJECTS -#32400 -warped black key~ -A warped black key~ -A strange looking black key lies here~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#32401 -huge double scythe~ -A Huge Double-Handed Scythe~ -Some god dropped a newly created huge double scythe here.~ -~ -5 17517076 8193 -12 20 3 1 9 0 -60 0 0 -A -13 100 -A -1 3 -A -2 2 -A -27 1 -A -19 15 -A -18 15 -A -30 301 -#32402 -Rusted Platemail~ -A suit of Rusted Platemail~ -A suit of Rusted Platemail has been dropped here~ -~ -9 8488960 9 -12 12 0 0 -45 1000 100 -A -17 -25 -A -19 5 -A -18 5 -A -13 45 -A -12 45 -A -2 2 -A -1 -2 -#32403 -horn spike~ -A long spike~ -A spike shaped horn has been left here~ -~ -5 0 8193 -12 13 2 6 2 0 -1 0 0 -A -19 7 -A -18 3 -A -2 2 -A -3 -2 -A -4 -2 -A -25 -2 -A -13 40 -A -12 10 -#32404 -golden ring~ -A golden ring~ -Somebody had left a golden ring here.~ -~ -9 16845382 3 -12 12 0 0 -1 25000 2500 -A -17 -15 -A -19 5 -A -18 7 -A -2 1 -A -4 1 -A -1 -3 -A -13 65 -A -12 105 -#32405 -dragon wings~ -A Pair of Dragon Wings~ -Someone has left a pair of dragon wings on the ground here.~ -~ -9 0 524289 -10 10 0 0 -1 150000 15000 -A -26 524288 -A -25 -2 -A -1 1 -A -4 1 -A -19 4 -A -18 2 -A -13 40 -A -12 30 -> wear_prog 100~ -if race($n) == half-troll -or race($n) == half-elf -or race($n) == half-ogre -or race($n) == half-orc -mpe you feel the weight of the world lifted off you as the wings mold to your -mpe back. -else -mpforce $n remove dragon-wings -mpslay $n -endif -~ -| -#32406 -leather collar~ -a small leather collar~ -Somebody has left a small leather collar here~ -~ -9 8488980 5 -12 12 0 0 -1 150 15 -A -19 5 -A -18 8 -A -13 20 -A -12 80 -#32407 -full helm~ -a full helm~ -Somebody had dropped a shiny full helm here~ -~ -9 544067 17 -12 12 0 0 -20 100000 10000 -A -19 2 -A -18 2 -A -13 50 -#32408 -long sword~ -a long sword~ -Someone had left a shiny looking long sword here.~ -~ -5 544067 8193 -12 5 5 3 1 0 -1 150000 15000 -A -19 6 -A -18 6 -A -13 50 -A -12 50 -A -1 -1 -A -31 -1 -A -5 3 -#32409 -polished platemail~ -A suit of Polished Platemail~ -A suit of Polished Platemail has been dropped here.~ -~ -9 1024 9 -12 12 0 0 -1 1000 100 -A -18 2 -A -19 2 -A -17 -25 -A -13 100 -A -12 90 -A -2 2 -> act_prog p sacrafices A suit of Polished Platemail~ -~ -| -#32410 -Black Heart~ -The Black Heart~ -A Shrunken Black Heart has been left here~ -~ -1 599 1 -0 0 -1 0 -1 0 0 -A -12 80 -A -18 6 -A -19 6 -A -13 80 -A -3 3 -A -1 1 -> damage_prog 100~ -mpecho _r As the heart is strucken down flames engulf your eyes. -c 'cure blindness' $n -mpoload 32410 -drop heart -mpforce $n get heart -mpforce $n wear heart - -~ -| -#32411 -wicked blade~ -A wicked looking blade from a scythe~ -A wicked looking blade from a scythe has been left here.~ -~ -8 0 1 -0 0 0 6 2 0 -15 0 0 -#32412 -long wooden handle~ -A long wooden staff like handle~ -A long wooden staff like handle to a scythe has been left here~ -~ -8 0 1 -0 0 0 0 -5 0 0 -#32413 -reaper scythe~ -The Reaper~ -A huge double handed scythe lays here~ -~ -5 707159 8193 -12 20 2 1 9 0 -60 1000000 100000 -A -13 90 -A -18 14 -A -19 13 -A -1 2 -#32414 -demon demonic platemail~ -Demonic Platemail~ -Somebody had left a suit of Black, jagged platemail here.~ -~ -9 17468278 9 -9 9 0 0 -45 5000000 500000 -A -18 7 -A -19 7 -A -13 80 -A -12 80 -A -17 -60 -A -1 2 -#32415 -Holy Platemail~ -Holy Platemail~ -Somebody has left a shiny, polished suit of platemail here.~ -~ -9 8964971 9 -1 1 0 0 -45 5000000 500000 -A -18 7 -A -19 7 -A -13 80 -A -12 80 -A -17 -60 -A -1 2 -#32420 -bracer purity~ -Bracer of Purity~ -Purity is a sign of true good within you.~ -~ -9 0 4097 -20 20 0 0 -1 1000000 100000 -A -13 80 -A -12 60 -A -18 9 -A -19 8 -A -27 1048576 -A -1 3 -#0 - - -#ROOMS -#32400 -A Small Clearing~ -The path leads to a small clearing within the area. In the center, a -small and gothing-looking building stands alone. The only entrance is -found within the front, being the only way to see inside the structure. -Two hideous statues stand on each side of the door, constructed into the -likeness of roaring gargoyles. The solid oak door has been braced to the -main structure with flawless-iron straps. Anyone being able to knock -the door down would appear to need more strength than can be gathered. -~ -0 36708356 3 -D0 -A chapel to the north takes on a gothic feel... -~ -~ -3 -1 32401 -S -#32401 -Inside the Gothic Chapel~ -The room is dark, and everything here is made of a pale, almost grainy stone. -All the ornaments, and cornice, has been done in an extremely elaborate -scrolling, that would have taken years to carve. Whoever created this place, -certainly wanted it to look imposing, as well as impressive. There is a -stairway leading down, and the rail has been made of the same stone, and done -in the same scrolling pattern. -~ -0 36708357 0 -D2 -A small path forms in front of the entrance to the south. -~ -~ -3 -1 32400 -D5 -The stairway ends beneath the gothic chapel... -~ -~ -0 -1 32402 -S -#32402 -The Bottom of The Gothic Stairway~ -The stone stairway is constructed with a pale finish, appearing to be the -only pale stone left in the region. At the bottom, bare earth surrounds -the chamber and fills the air with a sense of emptiness. The darkness that -was once dominant, now gives off an aura of daylight. Any outside light -source seems to have trouble creating enough light needed to see further. -A large, carved entrance leads into a tunneled area to the west. It seems -almost natural, all except for the occasional scratch mark upon the walls. -The passage may go to the underground, perhaps Liolur may know. -~ -0 36700161 13 -D4 -A carved, stone staircase reaches high above the horizon... -~ -~ -0 -1 32401 -S -#32403 -An Underground Tunnel~ -The darkness continues to filter throughout the small chamber, seeping -deeper into the hall and extending through the open exits. Small tunnels -extend eastward and westward, appearing difficult to pass through. The -best bet in passing through the murky hall is to stay within the main rooms. -Rumors have seeped from the area, filtering throughout the rest of the -lands, leading people to believe that becoming lost has horrible results. -~ -0 53748097 13 0 0 2 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32404 -D1 -The faint outline of a gothic stone stairway lies ahead... -~ -~ -0 -1 32402 -D2 -Too dark to tell -~ -~ -0 -1 32403 -D3 -Too dark to tell -~ -~ -0 -1 32403 -D5 -Floating in a void -~ -~ -0 -1 32431 -S -#32404 -An Underground Tunnel~ -The darkness continues to filter throughout the small chamber, seeping -deeper into the hall and extending through the open exits. Small tunnels -extend eastward and westward, appearing difficult to pass through. The -best bet in passing through the murky hall is to stay within the main rooms. -Rumors have seeped from the area, filtering throughout the rest of the -lands, leading people to believe that becoming lost has horrible results. -~ -0 53748101 13 0 0 2 -D0 -Too dark to tell -~ -~ -0 -1 32403 -D1 -Too dark to tell -~ -~ -0 -1 32403 -D2 -A dark and gloomy tunnel -~ -~ -0 -1 32403 -D3 -A dark and gloomy tunnel -~ -~ -0 -1 32405 -D5 -A dark hole -~ -~ -0 -1 32431 -S -#32405 -An Underground Tunnel~ -The darkness continues here. There are small tunnels leading east and west, -both darkly shadowed, and immpossible to see into. The main tunnel however, -leads on north, and is almost as impossible to see into. Sticking to the main -tunnel seems like the best idea at this stage, as getting lost down here is -not a very attractive idea, as the rumours you have heard about this palce -aren't very nice. -~ -0 53748101 13 0 0 2 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32404 -D1 -Too dark to tell -~ -~ -0 -1 32403 -D2 -A dark and gloomy tunnel -~ -~ -0 -1 32406 -D3 -Too dark to tell -~ -~ -0 -1 32403 -D5 -A dark hole -~ -~ -0 -1 32431 -S -#32406 -An Underground Tunnel~ -The darkness continues here. There are small tunnels leading north and east, -both darkly shadowed, and immpossible to see into. The main tunnel however, -leads on west, and is almost as impossible to see into. Sticking to the main -tunnel seems like the best idea at this stage, as getting lost down here is -not a very attractive idea, as the romours you have heard about this place -aren't very nice. -~ -0 53748101 13 0 0 2 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32405 -D1 -Too dark to tell -~ -~ -0 -1 32403 -D2 -Too dark to tell -~ -~ -0 -1 32403 -D3 -A dark and gloomy tunnel -~ -~ -0 -1 32407 -D5 -A dark hole -~ -~ -0 -1 32431 -S -#32407 -An Underground Tunnel~ -The darkness continues here. There are small tunnels leading east and west, -both darkly shadowed, and immpossible to see into. The main tunnel however, -leads on north, and is almost as impossible to see into. Sticking to the main -tunnel seems like the best idea at this stage, as getting lost down here is -not a very attractive idea, as the rumours you have heard about this palce -aren't very nice. -~ -0 53747973 13 0 0 2 -D0 -The Guard Room -~ -~ -0 -1 32408 -D1 -A dark and gloomy tunnel -~ -~ -0 -1 32406 -D2 -Too dark to tell -~ -~ -0 -1 32403 -D3 -Too dark to tell -~ -~ -0 -1 32403 -D5 -A dark hole -~ -~ -0 -1 32431 -S -#32408 -The Guard Room~ -A small fire burns gently in the centre of this room, creating enough light to -illuminate the entrances to the room. This must be were monsters are posted to -warn the rest of the underground if there are any intruders on there way. This -would also be the obvious place to attack anybody who dares to enter this -place. The only really strange thing, is that there is nobody here manning -the post. It is completely empty, so how is the Heart of Darkness supposed to -know if there is someone coming? -~ -0 36700165 13 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32409 -D2 -A dark and gloomy tunnel -~ -~ -0 -1 32407 -S -#32409 -A Dark and Gloomy tunnel~ -Darkness is everywhere here. The room is bear earth, and the air is extremely -humid. Beads of perspiration form and pour down your face in moments. To the -west, nothing appears to be going on, and to the east, there is an eerie -silence. To the south, there is the quiet of nothing there. -~ -0 36708353 13 -D1 -The Graveyard -~ -~ -0 -1 32410 -D2 -The Guard room -~ -~ -0 -1 32408 -D3 -The Barracks -~ -~ -0 -1 32419 -S -#32410 -The Graveyard~ -Small stone headstones are here, all nicely lined up in neat rows. Despite the -obvious arrangement of graves, there are rotting corpses lying about the room -in any haphazardous way that can be thought of. One would presume that this is -were the Vampires that are rumoured to exist down here are born, possessing -one of the unfortunate souls who were unlucky enough to get trapped down here, -cursed to die in whatever painfully sadistic way the Heart of Darkness can -think of. -~ -0 36708353 13 -D1 -A dark and gloomy tunnel -~ -~ -0 -1 32411 -D3 -A dark and gloomy tunnel -~ -~ -0 -1 32409 -S -#32411 -A Dark and Gloomy tunnel~ -Darkness is everywhere here. The room is bear earth, and the air is extremely -humid. Beads of perspiration form and pour down your face in moments. To the -north, the sparkling of gold can be seen, and there is the constant chink chink -of a pick hitting stone. To the west, there is an eerie silence. -~ -0 36708353 13 -D0 -The Treasure chamber -~ -~ -0 -1 32412 -D3 -The Graveyard -~ -~ -0 -1 32410 -S -#32412 -The Treasure room~ -Piles and piles of gold and gems lay about the room. In this room alone is -enough wealth to make even a hundred kings put together look poor. A slingle -pillar of undug earth remains in the centre of the room. Surrounding it are the -small, devlish, sadistic little imps that seem to be everywhere down here. They -are mining what appears to be gems, and depositin them around the room. To the -west, there is a large oak door blocking your passage. -~ -0 36708353 13 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32425 -D2 -A dark and gloomy tunnel -~ -~ -0 -1 32411 -D3 -A large oaken door -~ -door~ -8389671 32400 32413 -S -#32413 -The Heart of Darkness~ -A small room is dominated by a huge throbbing orb, that sits in the centre of -the room pulsating a gentle light. In this orb, known as The Heart of Darkness, -exists the mind that controls the dungeon and all of its minions. Without this, -the Dungeon would cease to exist, and the minions would either return to the -void of the portal, or wander the tunnels looking for a new dungeon to inhabit. -~ -0 36708353 13 -D0 -A large oaken door -~ -door~ -8389671 32400 32424 -D1 -A large oaken door -~ -door~ -8389671 32400 32412 -D3 -A large oaken door -~ -door~ -8389671 32400 32414 -S -#32414 -The Feeding Grounds~ -Most of the room seems to be bear earth that has been preped to grow a food of -some sort. But the only thing that comes from this ground are the strange, vile -little creatures that are erupting from within the soil all around you. The -room is filled with this vile creatures, chasing each other about mindlessly, -they are obviously harmless, or the creatures wouldn't have chosen them as a -source of food. To the east, there is a large oak door, blocking your passage. -~ -0 36708353 13 -D0 -The dungeon -~ -~ -0 -1 32415 -D1 -A large oaken door -~ -door~ -8389671 32400 32413 -D3 -The Den -~ -~ -0 -1 32417 -S -#32415 -The Dungeon~ -This room is more of a dank, dark pit than an actual room. An oppressive -darkness sits over the room. An overwhelming sense of dread fills anyone who -enters here. All who are placed here by the Heart of Darkness either die, or -are tortured in the next room until they join the forces of evil. This is a -truely fearsome place. -~ -0 36708353 13 -D2 -The Feeding Grounds -~ -~ -0 -1 32414 -D3 -The torture chamber -~ -~ -0 -1 32416 -S -#32416 -The Torture Chamber~ -Various benches, and wheels are here. Also, hanging from racks all over the -room are all sorts of rusted tools of pain. Bluntened swords, and vicious -looking hooks are only a few among an unbelieveable assortment of implements -used in the dark doings of this chamber. Whips are also a common item that is -found in various places about the room. This would certainly be the last place -you would want to be when a particularly sadistic monster came wandering by. -~ -0 36708353 13 -D1 -The Dungeon -~ -~ -0 -1 32415 -S -#32417 -The Den~ -The Den. The home of each creature that dwells here, reaking havoc upon the -humans who live near here. Various strange and unusual houses are here. A -strucuture that looks alot like the eye of a fly appears regularly, and a ring -of bones, producing a nest like hollow is another common building. A sess pool -of bile and other unsavoury liquids is another of the many homes. Piles of wood -and other such objects makes up some more homes. And many others, that are -beyond description, are in this one room -~ -0 36708353 13 -D1 -The Feeding grounds -~ -~ -0 -1 32414 -D2 -The Barracks -~ -~ -0 -1 32419 -D3 -The Abyss -~ -~ -0 -1 32418 -S -#32418 -The Abyss~ -In the centre of the room, four pillars rise up to support a large slab of -stone that makes up the roof of the ancient structure. This is the abyss, the -gateway between the natural home of the beasts that exist here, and this world, -controlled by the mind that exists within the Heart of Darkness. To the north, -there is a large steel door blocking your passage. -~ -0 36708353 13 -D0 -A large steel door -~ -~ -3 -1 32426 -D1 -The Den -~ -~ -0 -1 32417 -S -#32419 -The Barracks~ -A roster board sits up on one of the walls of the room, although it looks blank -and appears to have been that way for quite some time. This must be the room -where group efforts are organised. Too bad the monsters don't work too well -as a team, or this room might actually get used once in a while. Other than -the blank noticeboard, there are also a few tables and chairs around, where -the group discussions would have occured. -~ -0 36708353 13 -D0 -The Den -~ -~ -0 -1 32417 -D1 -A dark and gloomy tunnel -~ -~ -0 -1 32409 -D2 -A dark and gloomy tunnel -~ -~ -0 -1 32421 -D3 -A Workshop -~ -~ -0 -1 32420 -S -#32420 -The Workshop~ -Many, many strange mechanical devices are functioning here. This must be where -they build their doors and traps, possible even their bridges. How the machines -work is a mystery to everyone but the monsters that work here. Some trolls are -wandering about, swinging hammers near the machines, obviously working on one -of the Heart of the Darkness's many sadistic traps. There are too many -dangerous things in this room. Maybe too dangerouns that it may kill -you if you come into this room. You should think twice before entering -this room. -~ -0 36708359 13 -D1 -The Barracks -~ -~ -0 -1 32419 -S -#32421 -A Dark and Gloomy tunnel~ -Darkness is everywhere here. The room is bear earth, and the air is extremely -humid. Beads of perspiration form and pour down your face in moments. To the -west, you can here the sounds of clanking machines, and monsters doing battle. -To the south, there is only silence, and to the north, nothing appears to -be going on. -~ -0 36708353 13 -D0 -The Barracks -~ -~ -0 -1 32419 -D2 -The Library -~ -~ -0 -1 32423 -D3 -The Training room -~ -~ -0 -1 32422 -S -#32422 -The Training room~ -Many pillars, with spiked balls hanging from chains sit in this room, spinning -dangerously. This must be were the creatures come to hone their skills in the -arts of killing. It is easy to see why the creatures are so feared if it is -here that they gain their abilities. -~ -0 36708353 13 -D1 -A dark and gloomy tunnel -~ -~ -0 -1 32421 -S -#32423 -The Library~ -Shelves and shelves of books are here. Every available space is taken up to fit -more shelving. This must be where the controlling minds magic is researched. -Also where all its rooms and creations are developed. The only problem with it -is that all the books are written in some form of archaic text, that is -completely indistinguishable from scribble. It is hard to imagine how the -warlocks manage to read this stuff. -~ -0 36708353 13 -D0 -A dark and gloomy tunnel -~ -~ -0 -1 32421 -S -#32424 -The Temple~ -A small pool of water is surrounded by stone floors. At each of the four coners -of the pool of water, there are stone pillars rising up to the ceiling. At -the far end of the room, there is a huge stone statue, a representation of -their god, a demon lord from the seventh level of hell, a mutated form, so -that it represents all the vilest characteristics of all the monsters that -dwell here, below the earth, un the dreaded underground. There is a large oak -door blocking you passage south. -~ -0 36708353 13 -D1 -A dark and gloomy tunnel -~ -~ -0 -1 32425 -D2 -A large oaken door -~ -door~ -8389671 32400 32413 -S -#32425 -A Dark and Gloomy tunnel~ -Darkness is everywhere here. The room is bear earth, and the air is extremely -humid. Beads of perspiration form and pour down your face in moments. To the -humid. Beads of perspiration form and pour down your face in moments. To the -south, the sparkling of gold can be seen, and there is the constant chink chink -of a pick hitting stone. To the west, there is a slight humming sound, and the -rippling of water can be heard. -~ -0 36708353 13 -D2 -The Treasure chamber -~ -~ -0 -1 32412 -D3 -The Temple -~ -~ -0 -1 32424 -S -#32426 -The Lair of the Psychotic Reaper~ -The Den of the Psychotic Reaper. Considered one of the deadliest monsters that -exist in the underground, he lives in luxury. In the centre of this -exceptionally small room, there stands a lavish throne that seems even to -luxurious for a king. Even the Gods would not dare spoil themselves so. To the -west, the sparkling of gold can be seen, and to the north, the chinking of a -training machine can be heard. A huge oaken door bars the passage south, as -this monster is considered so deadly, and sadistic, it would massacre its own -kind simply to see their blood run. -~ -0 36708356 13 -D0 -The Training room -~ -~ -0 -1 32428 -D2 -A large oaken door -~ -~ -3 -1 32418 -D3 -The Treasure chamber -~ -~ -0 -1 32427 -S -#32427 -The Treasure room of the Psychotic Reaper~ -Like in the main treasure chamber, there are piles and piles of gold and gems -here. Unlike the main treasure room however, here there are no imps mining -the valuable gems that fill the room. The wealth must be transfered here by -some other, mystical means. Really, other than that, the only difference -between this room , and the main treasure room, is that this one is quite a -bit smaller. -~ -0 36708352 13 -D1 -The den -~ -~ -0 -1 32426 -S -#32428 -The Training room of the Psychotic Reaper~ -There is a single wooden pillar standing in the center of this room, spinning -slowly around. There are two enormous, spike steel balls, hanging from chains -attached to the pillar. This is a vicious machine indeed. It looks as if it -could crush your skull in an instant. So this is were the reaper trains, no -wonder he is so fearsome. If such a deadly machine is considered only good -for training, then imagine what a pitiful mortal would be considered good for. -~ -0 36708352 13 -D0 -The temple -~ -~ -0 -1 32430 -D1 -The Feeding grounds -~ -~ -0 -1 32429 -D2 -The den -~ -~ -0 -1 32426 -S -#32429 -The Feeding Grounds of the Psychotic Reaper~ -Almost exactly like the main feeding grounds, except for the size. This room, -like the main feeding grounds, is a soft soil earth preped for something to -grow. And, like the main room, has small, vile little creatures running around -thoughtlessly. They are obviously harmless, or the monster that live down here -would never have chosen them as all five food groups, except of course for -the occasional mortal who wanders too deep into the underground. -~ -0 36708352 13 -D3 -The Training room -~ -~ -0 -1 32428 -S -#32430 -The Temple of the Horned Reaper~ -A small pool of water is surrounded by stone floors. At each of the four coners -of the pool of water, there are stone pillars rising up to the ceiling. At -the far end of the room, there is a huge stone statue, a representation of -their god, a demon lord from the seventh level of hell, a mutated form, so -that it represents all the vilest characteristics of all the monsters that -dwell here, below the earth, un the dreaded underground. -~ -0 36700160 13 -D2 -The training room -~ -~ -0 -1 32428 -S -#32431 -A Dark Hole of Death~ -The dark hole of death. There is nothing here in this hole but a -foul stench of death and decay. This is where you do not want to be. -~ -0 1110450179 0 -D4 -An Underground Tunnel -~ -~ -0 -1 32407 -S -#32432 -Floating in a void~ -~ -0 1110450180 1 -S -#32434 -Floating in a void~ -~ -0 36708356 1 -S -#0 - - -#RESETS -M 1 32403 2 32417 -M 1 32403 2 32417 -M 1 32405 3 32429 -M 1 32405 3 32429 -M 1 32405 3 32429 -M 1 32406 4 32412 -M 1 32406 4 32412 -M 1 32406 4 32412 -M 1 32406 4 32412 -D 0 32412 3 2 -M 1 32401 1 32413 -D 0 32413 0 2 -D 0 32413 1 2 -D 0 32413 3 2 -M 1 32409 2 32422 -E 1 32406 1 3 -M 1 32409 2 32422 -E 1 32406 1 3 -M 1 32408 2 32423 -M 1 32408 2 32423 -M 1 32405 8 32414 -M 1 32405 8 32414 -M 1 32405 8 32414 -M 1 32405 8 32414 -M 1 32405 8 32414 -M 1 32407 2 32414 -E 1 32404 1 1 -M 1 32407 2 32414 -E 1 32404 1 1 -D 0 32414 1 2 -M 1 32400 1 32426 -G 1 32400 1 -E 1 32402 1 5 -E 1 32401 1 16 -D 0 32426 2 1 -M 1 32402 2 32418 -M 1 32402 2 32418 -D 0 32418 0 1 -D 0 32424 2 2 -M 1 32410 1 32415 -E 1 32407 1 6 -E 1 32408 1 16 -E 1 32409 1 5 -D 0 32401 2 1 -D 0 32400 0 1 -M 1 32404 2 32408 -M 1 32404 2 32408 -M 1 32411 1 32402 -R 0 32403 3 -R 0 32404 3 -R 0 32405 3 -R 0 32406 3 -R 0 32407 3 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 32400 spec_cast_undead -M 32401 spec_cast_mage -M 32404 spec_cast_cleric -M 32406 spec_breath_any -M 32408 spec_breath_any -M 32410 spec_janitor -M 32411 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/valley.are b/data/realm/areas_smaug1.4a/valley.are deleted file mode 100644 index 198a3bf..0000000 --- a/data/realm/areas_smaug1.4a/valley.are +++ /dev/null @@ -1,2285 +0,0 @@ -#AREA Valley of the Elves~ - -#VERSION 1 - -#AUTHOR Hatchet~ - -#RANGES -5 20 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#7800 -cooshee dog~ -a cooshee~ -A rather large dog is here, wandering the valley. -~ -A beast is the size of the largest common dog. It has a greenish coat with -brown spots. Its shape, along with its colors, make this cooshee almost -undetectable as it moves. -~ -193 32768 0 S -5 15 4 4d4+55 2d4+1 -0 700 -112 112 0 -#7801 -valley elf~ -a valley elf~ -A valley elf wanders here, cautious of your intrusion. -~ -This elf is almost as tall as you are, but much slimmer and agile. You see -hatred in his eyes, and you try to avoid his stare. His tense body looks ready -to spring upon you, like a mountain lion stalking its prey. He sees you -noticing him, and quietly disappears. -~ -229 33280 0 S -8 11 0 7d7+80 1d4+6 -10 2000 -112 112 1 -#7802 -valley elf~ -a valley elf~ -A female valley elf wanders here, skirting between the tall grasses. -~ -This elf is almost as tall as you are, but much slimmer and more agile. -She glares at you, then quickly disappears before you see more of her. -~ -229 33280 0 S -8 11 0 7d7+80 1d4+6 -10 2000 -112 112 2 -#7803 -sentry valley elf~ -a valley elf sentry~ -A valley elf sentry stands here, then noticing you, attacks quickly! -~ -This elf is almost as tall as you are, but much slimmer and more agile. -He glares at your intrusion and attacks with menace. -~ -35 33280 0 S -7 12 1 6d6+70 1d4+5 -10 1500 -112 112 1 -#7804 -sentry valley elf~ -a valley elf sentry~ -A valley elf sentry stands here, then noticing you, attacks quickly! -~ -This elf is almost as tall as you are, but much slimmer and more agile. -She glares at your intrusion and attacks with menace. -~ -35 33280 0 S -7 12 1 6d6+70 1d4+5 -10 1500 -112 112 2 -#7805 -scout valley elf~ -a valley elf scout~ -A valley elf scout wanders the valley, searching for intruders like you! -~ -The elf notices your intrusion and attacks with determination. -~ -101 33280 0 S -6 13 2 5d5+60 1d4+4 -10 1000 -112 112 1 -#7806 -valley elf~ -a valley elf~ -A valley elf is here, doing her duties. -~ -She is currently doing some menial chores, and ignores your intrusion except -when you are in her way. -~ -193 33280 0 S -6 13 2 5d5+60 1d4+4 -10 1000 -112 112 2 -#7807 -elder valley elf~ -a valley elf elder~ -A valley elf elder is here, studying. He notices you. -A valley elf elder shouts 'You have intruded wrongly. Be prepared to die!' -~ -This elf looks quite old, probably twenty or more times your age. He looks -quite potent, though. -~ -39 8320 0 S -15 3 -7 14d14+150 1d4+9 -10 30000 -112 112 1 -#7808 -elder valley elf~ -a valley elf elder~ -A valley elf elder is here, studying. She notices you. -A valley elf elder says 'Your arrogance will be your end, human.' -~ -This elf looks quite old, probably twenty or more times your age. She looks -quite potent, though. -~ -39 8192 0 S -15 3 -10 14d14+150 1d4+9 -10 30000 -112 112 2 -#7809 -pyrohydra pyro hydra~ -the pyrohydra~ -A big beast with many heads, each breathing fire, stares at you with malice. -~ -This big beast looks like a small red dragon, but has many more heads than a -regular dragon, too. It doesn't look happy. -~ -35 0 0 S -20 2 -5 20d20+200 1d20+12 -0 50000 -112 112 0 -#7810 -hermit man old~ -an old hermit~ -An old hermit sits here, smoking a pipe. -~ -He looks old and feeble. -~ -135 0 0 S -3 17 7 3d3+33 1d4+2 -10 300 -112 112 1 -#7811 -talemon wizard mage~ -Talemon~ -An old mage busies himself with some chemicals. -~ -Talemon looks harmless, but the fireballs he throws at you don't. -~ -39 0 0 S -25 0 -10 25d25+250 1d4+10 -1000 100000 -112 112 1 -#7812 -guardian daemon~ -the guardian daemon~ -A huge guardian daemon is here, watching the treasure. -~ -This daemon is unhappy with its summoned job, and is willing to take out it's -anger at you! -~ -35 0 -500 S -25 -2 -10 25d25+250 2d4+20 -0 80000 -112 112 0 -#7813 -wolf~ -a wolf~ -A wolf is here, looking for small prey. -~ -The wolf is covered with brown hair. It looks at you with fright. -~ -161 0 0 S -4 16 6 4d4+40 1d4+3 -0 500 -112 112 0 -#7814 -antelope~ -an antelope~ -An antelope is here, peacefully munching on grass. -~ -With horns and spots over coarse, brown hair, this beast is the spit and -image of ... an antelope. -~ -129 0 0 S -6 14 4 6d6+66 1d4+5 -0 1000 -112 112 0 -#0 - - -#OBJECTS -#7800 -chainmail chain mail~ -elven chainmail~ -A shiny metallic shirt is on the floor.~ -~ -9 0 1 -4 0 0 0 -3 50 50 -#7801 -boots~ -elven boots~ -Some soft boots are on the floor.~ -~ -9 0 1 -3 0 0 0 -3 10 10 -A -14 50 -#7802 -longsword sword long~ -an elven longsword~ -A shiny blade is on the floor.~ -~ -5 64 1 -0 3 3 3 -3 50 50 -A -18 1 -#7803 -cloak brown~ -a brown cloak~ -A pile of brown cloth is on the floor.~ -~ -9 64 1 -3 0 0 0 -3 50 50 -A -2 1 -#7804 -key~ -a key~ -A shiny key is on the floor.~ -~ -18 0 1 -7846 0 0 0 -1 0 0 -#7805 -key~ -a key~ -A shiny key is on the floor.~ -~ -18 0 1 -7880 0 0 0 -1 0 0 -#7806 -ring~ -a gold ring~ -A shiny ring is on the floor.~ -~ -9 64 1 -3 0 0 0 -1 1000 10 -A -12 10 -#7807 -quarterstaff staff~ -a quarterstaff~ -A quarterstaff is on the floor.~ -~ -5 64 1 -0 4 4 8 -5 1000 10 -A -19 2 -#7808 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'armor' 'invis' 'NONE' -#7809 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'energy drain' 'NONE' 'NONE' -#7810 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'detect hidden' 'detect magic' 'NONE' -#7811 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -50 -1 -1 -1 -1 200 10 -'dispel magic' 'dispel magic' 'dispel magic' -#7812 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'refresh' 'protection' 'NONE' -#7813 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'sleep' 'NONE' 'NONE' -#7814 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'bless' 'NONE' 'NONE' -#7815 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'cure critical' 'NONE' 'NONE' -#7816 -potion~ -a potion~ -A potion is on the floor.~ -~ -10 64 1 -10 -1 -1 -1 -1 200 10 -'NONE' 'NONE' 'NONE' -#7817 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'cure critical' 'NONE' 'NONE' -#7818 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'NONE' 'NONE' 'NONE' -#7819 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'detect evil' 'NONE' 'NONE' -#7820 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'create water' 'NONE' 'NONE' -#7821 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'magic missile' 'NONE' 'NONE' -#7822 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'chill touch' 'NONE' 'NONE' -#7823 -scroll~ -a scroll~ -A scroll is on the floor.~ -~ -2 64 1 -10 -1 -1 -1 -1 200 10 -'heal' 'NONE' 'NONE' -#7824 -rod light~ -the Rod of Neutrality~ -A dull iron shaft is on the floor.~ -~ -1 64 0 -0 0 -1 0 -1 1000 10 -A -19 5 -#0 - - -#ROOMS -#7800 -A Path from the Plains~ -You are on a path away from the Plains of Ofcol. The path doesn't look well -tread, but it is relatively well kept. To the south are the Plains of Ofcol, -while this path leads north. -~ -0 0 2 -D0 -The path continues north. -~ -~ -0 0 7801 -D2 -You see the Plains of Ofcol. -~ -~ -0 0 323 -S -#7801 -Along the Path~ -You are on the path away from the Plains of Ofcol. The main path leads north -to an overlook and south back toward the Plains of Ofcol. Western and eastern -side paths can be seen, probably deer trails by the width of them. -~ -0 0 2 -D0 -You see the overlook. -~ -~ -0 0 7804 -D1 -You see the small trail. -~ -~ -0 0 7803 -D2 -You see the path back toward Ofcol. -~ -~ -0 0 7800 -D3 -You see the small trail. -~ -~ -0 0 7802 -S -#7802 -A Small Trail~ -This small deer trail leads north and east. -~ -0 0 2 -D0 -The trail continues north. -~ -~ -0 0 7867 -D1 -The main path is to the east. -~ -~ -0 0 7801 -S -#7803 -A Small Trail~ -This small deer trail leads north and west. -~ -0 0 2 -D0 -The trail continues north. -~ -~ -0 0 7849 -D3 -The main path is to the west. -~ -~ -0 0 7801 -S -#7804 -The Overlook~ -You are above a large valley. Below you, you see humanoid forms wandering -around the valley. Rich green grass covers the valley, with some small trees -dotting the landscape. To the south is the trail back toward Ofcol. -~ -0 0 2 -D2 -You see the path back toward Ofcol. -~ -~ -0 0 7801 -D5 -You see the entrance to the valley. -~ -~ -0 0 7805 -S -#7805 -The Entrance to the Valley of the Elves~ -You are at the entrance to the Valley of the Elves. Elves stare at your -intrusion, but most are too busy to bother with you. The valley spreads to -the north, while enlarging toward the east and west. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7810 -D1 -The valley continues east. -~ -~ -0 0 7807 -D3 -The valley continues west. -~ -~ -0 0 7806 -D4 -The overlook is above you. -~ -~ -0 0 7804 -S -#7806 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues north and east. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7809 -D1 -The entrance to the valley is to the east. -~ -~ -0 0 7805 -S -#7807 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues north and west. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7811 -D3 -The entrance to the valley is to the west. -~ -~ -0 0 7805 -S -#7808 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues north and east. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7813 -D1 -The valley continues east. -~ -~ -0 0 7809 -S -#7809 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7814 -D1 -The valley continues east. -~ -~ -0 0 7810 -D2 -The valley continues south. -~ -~ -0 0 7806 -D3 -The valley continues west. -~ -~ -0 0 7808 -S -#7810 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -The entrance to the valley is towards the south. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7815 -D1 -The valley continues east. -~ -~ -0 0 7811 -D2 -You see the entrance to the valley. -~ -~ -0 0 7805 -D3 -The valley continues west. -~ -~ -0 0 7809 -S -#7811 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7816 -D1 -The valley continues east. -~ -~ -0 0 7812 -D2 -The valley continues south. -~ -~ -0 0 7807 -D3 -The valley continues west. -~ -~ -0 0 7810 -S -#7812 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues north and west. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7817 -D3 -The valley continues west. -~ -~ -0 0 7811 -S -#7813 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. A steep trail leads up toward -the deer trail circling the valley. The valley continues north, south, and -east. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7818 -D1 -The valley continues east. -~ -~ -0 0 7814 -D2 -The valley continues south. -~ -~ -0 0 7808 -D4 -The steep trail leads up. -~ -~ -0 0 7863 -S -#7814 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7819 -D1 -The valley continues east. -~ -~ -0 0 7815 -D2 -The valley continues south. -~ -~ -0 0 7809 -D3 -The valley continues west. -~ -~ -0 0 7813 -S -#7815 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7820 -D1 -The valley continues east. -~ -~ -0 0 7816 -D2 -The valley continues south. -~ -~ -0 0 7810 -D3 -The valley continues west. -~ -~ -0 0 7814 -S -#7816 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7821 -D1 -The valley continues east. -~ -~ -0 0 7817 -D2 -The valley continues south. -~ -~ -0 0 7811 -D3 -The valley continues west. -~ -~ -0 0 7815 -S -#7817 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. A steep trail leads up toward -the deer trail circling the valley. The valley continues north, south, and -west. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7822 -D2 -The valley continues south. -~ -~ -0 0 7812 -D3 -The valley continues west. -~ -~ -0 0 7816 -D4 -The steep trail leads up. -~ -~ -0 0 7853 -S -#7818 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a -small trail circling the entire valley. The valley continues south and east. -~ -0 0 2 -D1 -The valley continues east. -~ -~ -0 0 7819 -D2 -The valley continues south. -~ -~ -0 0 7813 -S -#7819 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7823 -D1 -The valley continues east. -~ -~ -0 0 7820 -D2 -The valley continues south. -~ -~ -0 0 7814 -D3 -The valley continues west. -~ -~ -0 0 7818 -S -#7820 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7824 -D1 -The valley continues east. -~ -~ -0 0 7821 -D2 -The valley continues south. -~ -~ -0 0 7815 -D3 -The valley continues west. -~ -~ -0 0 7819 -S -#7821 -The Valley of the Elves~ -You are in the Valley of the Elves. The valley continues in all directions. -~ -0 0 2 -D0 -The valley continues north. -~ -~ -0 0 7825 -D1 -The valley continues east. -~ -~ -0 0 7822 -D2 -The valley continues south. -~ -~ -0 0 7816 -D3 -The valley continues west. -~ -~ -0 0 7820 -S -#7822 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues south and west. -~ -0 0 2 -D2 -The valley continues south. -~ -~ -0 0 7817 -D3 -The valley continues west. -~ -~ -0 0 7821 -S -#7823 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues south and east. -~ -0 0 2 -D1 -The valley continues east. -~ -~ -0 0 7824 -D2 -The valley continues south -~ -~ -0 0 7819 -S -#7824 -The Edge of the Valley~ -You are in the Valley of the Elves. The valley continues in all directions. -To the north, a small, narrow trail leads away from the valley. -~ -0 0 2 -D0 -A small trail leads away from the valley. -~ -~ -0 0 7826 -D1 -The valley continues east. -~ -~ -0 0 7825 -D2 -The valley continues south. -~ -~ -0 0 7820 -D3 -The valley continues west. -~ -~ -0 0 7823 -S -#7825 -The Edge of the Valley~ -You are at the edge of the Valley of the Elves. High above you, you see a small -trail circling the entire valley. The valley continues south and west. -~ -0 0 2 -D2 -The valley continues south. -~ -~ -0 0 7821 -D3 -The valley continues west. -~ -~ -0 0 7824 -S -#7826 -A Trail Leading from the Valley~ -You are on a narrow trail leading away from the Valley of the Elves. This -trail leads north and south. A rope ladder leads up to a rope bridge. -~ -0 0 2 -D0 -The trail continues north. -~ -~ -0 0 7827 -D2 -The trail leads back to the valley. -~ -~ -0 0 7824 -D4 -You see the rope bridge above you. -~ -~ -0 0 7858 -S -#7827 -Along the Trail~ -You are on the trail away from the Valley of the Elves. The hills around you -keep this trail narrow. The trail continues east, south, and west. -~ -0 0 2 -D1 -The trail continues east. -~ -~ -0 0 7828 -D2 -The trail continues south back toward the valley. -~ -~ -0 0 7826 -D3 -The trail continues west. -~ -~ -0 0 7868 -S -#7828 -A Bend in the Trail~ -You are on the trail away from the Valley of the Elves. The hills around you -keep this trail narrow. The trail continues north and back west. -~ -0 0 2 -D0 -You see a small valley north. -~ -~ -0 0 7829 -D3 -The trail goes back to the west. -~ -~ -0 0 7827 -S -#7829 -A Smaller Valley~ -You are in another valley within these hills. To the north, you can see a -building, and to the south you see the trail away from this valley. The -west and east paths surround this building. -~ -0 0 2 -D0 -You see the building. -~ -door~ -1 -1 7834 -D1 -You see the trail around the building. -~ -~ -0 0 7831 -D2 -You see the trail leading away from this valley. -~ -~ -0 0 7828 -D3 -You see the trail around the building. -~ -~ -0 0 7830 -S -#7830 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -east. To the north-east is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7832 -D1 -You see the trail. -~ -~ -0 0 7829 -S -#7831 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads west and -east. To the north is a building. -~ -0 0 2 -D1 -You see the trail. -~ -~ -0 0 7833 -D3 -You see the trail. -~ -~ -0 0 7829 -S -#7832 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -south. To the east is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7837 -D2 -You see the trail. -~ -~ -0 0 7830 -S -#7833 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -west. To the north-west is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7836 -D3 -You see the trail. -~ -~ -0 0 7831 -S -#7834 -The Elf Home~ -You are in the home of the valley elves. The building continues to the north -and the east, and the exit is to the south. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -0 0 7838 -D1 -The building continues to the east. -~ -~ -0 0 7835 -D2 -The exit is to the south. -~ -door~ -1 -1 7829 -S -#7835 -The Kitchen~ -You are in a community kitchen for this valley elven home. Pots and pans line -the walls, along with shelves filled with many foodstuffs. A big oven is to one -side, and you can smell elfcakes being baked. -There is a doorway to the north and one to the west. -~ -0 8 0 -D0 -The building continues to the north. -~ -~ -0 0 7839 -D3 -The building continues to the west. -~ -~ -0 0 7834 -S -#7836 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -south. To the west is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7840 -D2 -You see the trail. -~ -~ -0 0 7833 -S -#7837 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -south. To the east is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7841 -D2 -You see the trail. -~ -~ -0 0 7832 -S -#7838 -The Living Room~ -You are in the living room of the elven home. Mats cover the floor, and a -on a table is a bowl full of fruits. Through the window you can see the -valley, with its wild flowers and tall, green grasses. -~ -0 8 0 -D1 -The building continues to the east. -~ -~ -0 0 7839 -D2 -The entrance is to the south. -~ -~ -0 0 7834 -S -#7839 -The Storage Room~ -You are in the storage room of the elven home. Sacks of flour cover one side, -and cleaning accessories cover the other side. You find nothing of use here. -A staircase leads up. -~ -0 8 0 -D2 -The building continues to the south. -~ -~ -0 0 7835 -D3 -The building continues to the west. -~ -~ -0 0 7838 -D4 -You see the second floor. -~ -~ -0 0 7848 -S -#7840 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads north and -south. To the west is a building. -~ -0 0 2 -D0 -You see the trail. -~ -~ -0 0 7844 -D2 -You see the trail. -~ -~ -0 0 7836 -S -#7841 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads south and -east. To the south-east is a building. -~ -0 0 2 -D1 -You see the trail. -~ -~ -0 0 7842 -D2 -You see the trail. -~ -~ -0 0 7837 -S -#7842 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads west and -east. To the south is a building. -~ -0 0 2 -D1 -You see the trail. -~ -~ -0 0 7843 -D3 -You see the trail. -~ -~ -0 0 7841 -S -#7843 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads east and -west. To the south is a building. -~ -0 0 2 -D1 -You see the trail. -~ -~ -0 0 7844 -D3 -You see the trail. -~ -~ -0 0 7842 -S -#7844 -A Trail in the Valley~ -You are on the trail in the Valley of the Elves. This trail leads south and -west. To the south-west is a building. -~ -0 0 2 -D2 -You see the trail. -~ -~ -0 0 7840 -D3 -You see the trail. -~ -~ -0 0 7843 -S -#7845 -The Elders' Room~ -You are in the room of the valley elf elders. Books written in strange -languages line the numerous shelves, and scrolls cover a table. There is a -smooth spheric object in the center of the room. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 -1 7847 -D1 -You see another room. -~ -door~ -1 7804 7846 -S -#7846 -The Storage Room~ -You are in a storage room. Many useless (to you) items fill this room. -~ -0 8 0 -D0 -You see another room. -~ -door~ -1 7804 7848 -D3 -You see another room. -~ -door~ -1 7804 7845 -S -#7847 -The Sleeping Quarters~ -You are in the sleeping quarters of the valley elves. Cots line the floor, -with two windows showing a view of the valley. Books in strange languages -line the shelves, but nothing of interest is here. -~ -0 8 0 -D1 -You see another room. -~ -door~ -1 -1 7848 -D2 -You see another room. -~ -door~ -1 -1 7845 -S -#7848 -Study~ -You are in the study room of the valley elves. Comfortable mats are on the -floor, and musical instruments are neatly stacked on shelves. Books in -strange languages line some other elves. A stairway leads down to the -first floor. -~ -0 8 0 -D2 -You see another room. -~ -door~ -1 7804 7846 -D3 -You see another room. -~ -door~ -1 -1 7847 -D5 -You see the first floor. -~ -~ -0 0 7839 -S -#7849 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 7850 -D2 -~ -~ -0 0 7803 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7850 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7851 -D3 -~ -~ -0 0 7849 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7851 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 7852 -D2 -~ -~ -0 0 7850 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7852 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7853 -D3 -~ -~ -0 0 7851 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7853 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -A safe trail leads down into the valley. -~ -0 0 2 -D0 -~ -~ -0 0 7854 -D2 -~ -~ -0 0 7852 -D5 -The trail down looks safe. -~ -~ -0 0 7817 -S -#7854 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 7853 -D3 -~ -~ -0 0 7855 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7855 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7856 -D1 -~ -~ -0 0 7854 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7856 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 7855 -D3 -~ -~ -0 0 7857 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7857 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 7856 -D3 -You see a rope bridge~ -~ -0 0 7858 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7858 -On the Rope Bridge~ -You are on the rope bridge. From here, you can see the whole Valley of the -Elves. To the south, you see the main valley. To the north-east, you see a -smaller valley with a building in the center of it. To the north-west, you -can see a very small valley with a shack in it's center. A rope ladder -leads down into a trail. -~ -0 0 2 -D1 -~ -~ -0 0 7857 -D3 -~ -~ -0 0 7859 -D5 -You see the trail. -~ -~ -0 0 7826 -S -#7859 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -You see a rope bridge. -~ -~ -0 0 7858 -D3 -~ -~ -0 0 7860 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7860 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 7859 -D2 -~ -~ -0 0 7861 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7861 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7860 -D3 -~ -~ -0 0 7862 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7862 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D1 -~ -~ -0 0 7861 -D2 -~ -~ -0 0 7863 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7863 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -A safe trail leads down into the valley. -~ -0 0 2 -D0 -~ -~ -0 0 7862 -D2 -~ -~ -0 0 7864 -D5 -The trail down looks safe. -~ -~ -0 0 7813 -S -#7864 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7863 -D1 -~ -~ -0 0 7865 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7865 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 7866 -D3 -~ -~ -0 0 7864 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7866 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D0 -~ -~ -0 0 7865 -D1 -~ -~ -0 0 7867 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7867 -Along a Windy Trail on the Rim of the Valley~ -You are on a narrow trail on the rim of the Valley of the Elves. Below you, -you can see the valley, filled with wild flowers and tall, green grasses. -~ -0 0 2 -D2 -~ -~ -0 0 7802 -D3 -~ -~ -0 0 7866 -D5 -The trail down doesn't look safe to travel on at all. -~ -~ -0 0 7883 -S -#7868 -A Bend in the Trail~ -You are on a bend in the trail leading from the main valley. The hills around -you make this trail quite narrow. -~ -0 0 2 -D0 -The trail continues north. -~ -~ -0 0 7869 -D1 -The trail continues east. -~ -~ -0 0 7827 -S -#7869 -A Bend in the Trail~ -You are on a bend in the trail leading from the main valley. The hills around -you make this trail quite narrow. To the west, you can see an even smaller -valley, with looks like a small shack in the center of it. -~ -0 0 2 -D2 -The trail continues south. -~ -~ -0 0 7868 -D3 -The entrance to the small valley is to the west. -~ -~ -0 0 7870 -S -#7870 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. The exit from this valley is to the east, and -the entrance to the shack is to the west. -~ -0 0 2 -D0 -The valley continues to the north. -~ -~ -0 0 7871 -D1 -The exit from this small valley is to the east. -~ -~ -0 0 7869 -D2 -The valley continues to the south. -~ -~ -0 0 7872 -D3 -You see the small shack. -~ -door~ -1 -1 7878 -S -#7871 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the south-west is a small shack. -~ -0 0 2 -D2 -The valley continues to the south. -~ -~ -0 0 7870 -D3 -The valley continues to the west. -~ -~ -0 0 7873 -S -#7872 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the north-west is a small shack. -~ -0 0 2 -D0 -The valley continues to the north. -~ -~ -0 0 7870 -D3 -The valley continues to the west. -~ -~ -0 0 7877 -S -#7873 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the south is a small shack. -~ -0 0 2 -D1 -The valley continues to the east. -~ -~ -0 0 7871 -D3 -The valley continues to the west. -~ -~ -0 0 7874 -S -#7874 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the south-east is a small shack. -~ -0 0 2 -D1 -The valley continues to the east. -~ -~ -0 0 7873 -D2 -The valley continues to the south. -~ -~ -0 0 7875 -S -#7875 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the east is a small shack. -~ -0 0 2 -D0 -The valley continues to the north. -~ -~ -0 0 7874 -D2 -The valley continues to the south. -~ -~ -0 0 7876 -S -#7876 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the north-east is a small shack. -~ -0 0 2 -D0 -The valley continues to the north. -~ -~ -0 0 7875 -D1 -The valley continues to the east. -~ -~ -0 0 7877 -S -#7877 -The Small Valley~ -You are in the small valley. Strangely, tall trees grow here, almost as if some -magic was used to help them grow. To the north is a small shack. -~ -0 0 2 -D1 -The valley continues to the east. -~ -~ -0 0 7872 -D3 -The valley continues to the west. -~ -~ -0 0 7876 -S -#7878 -Inside the Small Shack~ -You are inside the small shack. A small stove is on the side, with soup -cooking over it. You see nothing valuable. -~ -0 8 0 -D1 -You see the valley outside. -~ -door~ -1 -1 7870 -D5 -You see a trap door! -~ -trap door~ -1 -1 7879 -S -#7879 -Beneath the Small Shack~ -You are beneath the small shack, in a tunnel that leads south. It feels -quite warm down here. -~ -0 9 0 -D2 -The room looks reddish down there. -~ -~ -0 0 7880 -D4 -Back to known territory! -~ -trap door~ -1 -1 7878 -S -#7880 -The Den of the Pyrohydra~ -You are in the den of the pyrohydra. All the walls are charred, and this -room is filled with a smell close to that of burning tar. -~ -0 9 0 -D0 -You see the relative safety to the north. -~ -~ -0 0 7879 -D1 -You see breaks in the charred rock to the east. -~ -secret~ -1 7805 7882 -D3 -You see a door to the west. -~ -door~ -1 7805 7881 -S -#7881 -The Workroom~ -This room looks like it is used for magical studies. Potions bubble over -burners, and the whole room spells of herbs and dead animal flesh. A furnace -to the side casts a bright light in this room. The whole room radiates with -a magical aura. -~ -0 8 0 -D1 -~ -door~ -1 7805 7880 -S -#7882 -The Storage Room~ -This room is used to store scrolls, potions, and other magical items. The -whole room radiates with a magical aura. -~ -0 8 0 -D3 -~ -secret door~ -1 7805 7880 -S -#7883 -WAY Far Down into the Valley~ -You have fallen trying to go down this steep hill. Maybe that wasn't that -good an idea, huh? - - -You've fallen, and you can't get up! -~ -0 4 0 -S -#0 - - -#RESETS -M 0 7801 1 7805 -E 1 7802 99 16 -M 0 7800 1 7806 -M 0 7800 2 7807 -M 0 7802 2 7811 -E 1 7802 99 16 -M 0 7814 3 7815 -M 0 7801 6 7816 -E 1 7802 99 16 -M 0 7801 3 7818 -E 1 7802 99 16 -M 0 7813 3 7818 -M 0 7801 2 7820 -E 1 7802 99 16 -M 0 7802 6 7820 -E 1 7802 99 16 -M 0 7800 5 7823 -M 0 7814 3 7825 -M 0 7805 3 7827 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -D 0 7829 0 1 -M 0 7813 3 7830 -M 0 7800 6 7833 -D 0 7834 2 1 -M 0 7806 3 7835 -M 0 7800 3 7837 -M 0 7806 4 7838 -M 0 7806 5 7839 -M 0 7802 5 7842 -E 1 7802 99 16 -M 0 7805 4 7842 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7801 4 7844 -E 1 7802 99 16 -M 0 7807 1 7845 -G 1 7804 99 -E 1 7806 99 1 -E 1 7807 99 16 -M 0 7808 1 7845 -E 1 7806 99 1 -E 1 7807 99 16 -D 0 7845 1 2 -D 0 7845 0 1 -O 0 7809 99 7846 -O 0 7823 99 7846 -O 0 7820 99 7846 -O 0 7817 99 7846 -O 0 7815 99 7846 -O 0 7816 99 7846 -O 0 7819 99 7846 -D 0 7846 3 2 -D 0 7846 0 2 -M 0 7806 1 7847 -M 0 7806 2 7847 -D 0 7847 1 1 -D 0 7847 2 1 -M 0 7803 4 7848 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7804 1 7848 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -D 0 7848 2 2 -D 0 7848 3 1 -M 0 7804 1 7850 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7805 1 7852 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7814 3 7852 -M 0 7803 1 7853 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7802 4 7854 -E 1 7802 99 16 -M 0 7804 1 7856 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7803 3 7860 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7813 3 7860 -M 0 7805 2 7862 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7804 1 7863 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7802 3 7865 -E 1 7802 99 16 -M 0 7803 2 7866 -E 1 7800 99 5 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7802 1 7868 -E 1 7802 99 16 -D 0 7870 3 1 -M 0 7800 4 7873 -M 0 7805 5 7876 -E 1 7801 99 8 -E 1 7802 99 16 -E 1 7803 99 3 -M 0 7801 5 7877 -E 1 7802 99 16 -M 0 7810 1 7878 -D 0 7878 1 1 -D 0 7878 5 1 -D 0 7879 4 1 -M 0 7809 1 7880 -G 1 7805 99 -D 0 7880 1 2 -D 0 7880 3 2 -M 0 7811 1 7881 -E 1 7806 99 1 -E 1 7807 99 16 -E 1 7824 99 0 -D 0 7881 1 2 -O 0 7808 99 7882 -O 0 7822 99 7882 -O 0 7821 99 7882 -O 0 7810 99 7882 -O 0 7812 99 7882 -O 0 7811 99 7882 -O 0 7820 99 7882 -O 0 7815 99 7882 -O 0 7818 99 7882 -O 0 7814 99 7882 -O 0 7813 99 7882 -O 0 7823 99 7882 -M 0 7812 1 7882 -D 0 7882 3 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 7807 spec_cast_cleric -M 7808 spec_cast_mage -M 7809 spec_breath_fire -M 7811 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/vampyres.are b/data/realm/areas_smaug1.4a/vampyres.are deleted file mode 100644 index e3afd8a..0000000 --- a/data/realm/areas_smaug1.4a/vampyres.are +++ /dev/null @@ -1,2713 +0,0 @@ -#AREA Theatre de la Vampyres~ - - - -#VERSION 1 -#AUTHOR Jendor~ - -#RANGES -20 50 10 65 -$ - -#RESETMSG Everyone takes thier seats as the play begins.~ - -#FLAGS -0 15 - -#ECONOMY 0 30437471 - -#CLIMATE 2 2 2 - -#MOBILES -#50500 -act mob~ -A figment of your imagination~ -Some god abandoned a newly created act mob here. -~ -~ -8388611 0 0 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -if ispc($n) - mpforce $n sit - close curtain -endif -~ -> greet_prog 100~ -mpinvis 51 -~ -| -#50501 -act mob~ -A figment of your imagination~ -Some god abandoned a newly created act mob here. -~ -~ -8388611 2 0 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -if ispc($n) - mpforce $n sit - close curtain -endif -~ -> greet_prog 100~ -mpinvis 51 -~ -| -#50502 -Night elemental darkness~ -A night elemental~ -The avatar of Jendor an Elemental of Night hovers here -~ -~ -1 71303296 0 C -51 0 -100 1d1+4999 20d8+50 -0 0 -112 112 0 -21 18 18 23 18 25 10 --10 -10 -10 -10 -10 -85 4 0 0 934651 131072 2 -30 30 0 0 9218 28 2103296 2 -#50503 -wolf large~ -The black wolf~ -A large, black wolf is here, glaring hungrily at you. -~ -The large, grey wolf eyes you with interest while licking its lips. -~ --2147483583 128 -1000 C -51 18 -100 1d100+400 2d10+10 -100000 450 -112 112 0 -20 13 13 15 13 13 13 -0 0 0 0 0 -69 0 0 0 1929409381 1929409381 2 -20 20 268502712 148 2048 33 2 3 -> act_prog p pats you on your back.~ -If isimmort($n) - if name == gitane - say Oh $n you are the most powerful Gangrel and a true friend to all wolves - else - if name == jendor - say Oh $n, I am grateful that you blessed me with your prescence. - else - say I am here to serve the gods. -endif -if ispc($n) - say I do not like being pet by mortals, die fool. - cas pro - cas shockshield - cas iceshield - cas fireshield - cas shadowform - cas grounding - cas armor - cas stoneskin - cas 'ethereal shield' - cas resilience - cas dragonskin - cas demonskin - cas bless -endif -~ -> all_greet_prog 100~ -if clan($n) == the Howling wolf -or isnpc($n) - say Greetings my friend, may your journeys be safe. -else -growl $n -endif -~ -| -#50504 -guard vampire ~ -A vampire guard~ -A guard stands here collecting money and admitting people to the theatre. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -67 4194472 -1000 C -26 0 0 1d100+1000 5d10+20 -50 0 -109 109 1 -18 16 10 18 16 3 15 -0 0 0 0 0 -5 0 0 0 1 1 2 -28 20 266239 2097172 2050 33 2050 8199 -> bribe_prog 500~ -unlock n -open n -if ispc($n) - mpforce $n n -endif -close n -lock n -~ -| -#50505 -guard vampire~ -A vampire guard~ -A guard stands here collecting money and admitting people to the theatre. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -67 4194472 -1000 C -26 0 0 1d100+1000 5d10+20 -50 0 -109 109 1 -18 16 10 18 16 3 15 -0 0 0 0 0 -5 0 0 0 1 1 2 -0 0 266239 2097172 2050 33 2050 8199 -#50506 -human guest man ~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -| -#50507 -guest human woman female~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50508 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -#50509 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -#50510 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar;/s -~ -| -#50511 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 3~ -Say Have you seen all of the things on sale at the souvenier shop? -~ -| -#50512 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -> speech_prog p Have you seen~ -nod female -say I went by there a little while ago the prices were a little steep. -~ -| -#50513 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -> rand_prog 10~ -if ispc($n) - say I heard from my sister that, $n is the most Saintly people around. -endif -~ -| -#50514 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -> speech_prog p Saintly people around.~ -if ispc($n) - say That wimp? - em laughs loudly. - say $n???? why $e couldn't be saintly if $s dad was the pope. -endif -~ -| -#50515 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -#50516 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -| -#50517 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50518 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -#50519 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50520 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -| -#50521 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+2000 4d10+30 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 0 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50522 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> rand_prog 2~ -say Lovely evening isnt it darling, I hear the play is going to be grand. -dr martini -~ -> speech_prog p I heard that~ -say Well if thats true then this is going to be one great performance. -smile -dr mar -~ -> rand_prog 5~ -if ispc($n) - say Why that lying piece of dirt, i knew that $n wasn't a person to - say be trusted. -~ -| -#50523 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50524 -guest human man~ -A male theatre guest~ -A comely well dressed man stands here mingling with the other guests. -~ -~ -16777409 8352 0 C -45 0 -80 1d500+1000 2d10+15 -50000 0 -112 112 1 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -#50525 -human guest female woman~ -A female theatre guest~ -A beautiful woman stands here sipping at a drink while socializing. -~ -~ -16777409 8352 0 C -46 0 -100 1d500+1000 2d10+15 -50000 0 -112 112 2 -16 13 13 13 17 20 16 -0 0 0 0 0 -0 3 0 0 1 1 1 -20 20 2047 0 0 0 0 3 -> speech_prog p Lovely evening~ -say You know I heard the same thing from my closest friend who saw it, -say just a few nights ago. -smile -say I heard that the male lead has come all the way from France. -dr mar -~ -| -#50526 -vampire usher man ~ -A vampiric usher~ -An usher stands here pointing people to thier seats. -~ -~ -1073741827 4194432 -1000 C -45 0 0 1d100+3000 5d10+20 -100000 0 -112 112 1 -22 3 10 20 13 13 13 -0 0 0 0 0 -5 4 0 0 1 1 2 -30 35 266239 20 2050 33 2050 3 -#50527 -vampire usher man~ -A vampiric usher~ -An usher stands here pointing people to thier seats. -~ -~ -3 4194432 -1000 C -45 0 0 1d100+3000 5d10+20 -100000 0 -112 112 1 -22 3 10 20 13 13 13 -0 0 0 0 0 -5 4 0 0 1 0 2 -30 35 266239 20 2050 33 2050 3 -#50528 -vampire robed actor~ -A vampiric actor~ -A robed figure stands here upon the stage acting his part. -~ -This dark figure stands cloaked upon the stage acting out his part in -the play. -~ -67 524456 -1000 C -45 0 -150 1d100+3500 3d10+10 -50 0 -109 109 1 -23 10 3 22 13 3 14 -0 0 0 0 0 -5 4 0 0 1 1 2 -30 35 4095 20 2050 33 2050 3 -#50529 -actress female vampire~ -A vampiric actress~ -A woman in dark clothing stands here, nervous with your presence on the stage. -~ -This young woman has the most pale skin you have ever seen but her -beauty is equal to a goddess. -~ -67 524456 -1000 C -45 0 -150 1d100+3250 3d10+10 -50 0 -109 109 2 -23 10 3 22 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -35 30 4095 20 2050 33 2050 3 -#50530 -Donal~ -Donal O'Connor~ -A professional looking young man stands here selling his wares. -~ -~ -3 128 -1000 C -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 25 13 13 13 -0 0 0 0 0 -5 4 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#50531 -Constanza~ -Constanza Vinti~ -A beautiful young woman stands here tending bar, and mixing drinks. -~ -~ -3 128 -1000 C -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 25 13 13 13 -0 0 0 0 0 -5 4 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#50532 -act mob~ -a newly created act mob~ -Some god abandoned a newly created act mob here. -~ -~ -8388609 4718592 0 S -51 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -> greet_prog 100~ -if ispc($n) - cas 'dispel magic' $n - cas 'dispel magic' $n - cas 'dispel magic' $n -endif -~ -| -#50533 -wolf grey ~ -A grey wolf~ -An old, grey wolf lies here awaiting his part in the play. -~ -The large, grey wolf eyes you with interest while licking its lips. -~ -65 128 -1000 C -35 18 -100 1d100+350 2d10+10 -0 450 -112 112 0 -20 13 13 15 13 13 13 -0 0 0 0 0 -69 4 0 0 1929409381 1929409381 2 -0 0 268502712 148 2048 33 2 3 -> all_greet_prog 100~ -if clan($n) == the Howling wolf -or isnpc($n) - say Greetings my friend, may your journeys be safe. -else -growl $n -murder $n -endif -~ -| -#50534 -vampire waking ~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50535 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50536 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50537 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50538 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -20000 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50539 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -20000 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50540 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -20000 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50541 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -20000 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50542 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -20000 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50543 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 5d20+150 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50544 -vampire waking~ -A vampire~ -A vampire is here looking for someone to bite. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -97 98344 -1000 C -45 0 100 1d100+300 1d100+300 -50 0 -109 109 1 -19 3 3 19 13 3 14 -0 0 0 0 0 -5 4 0 0 1 0 2 -85 65 4095 18 2048 225 0 0 -#50545 -Armand~ -Armand~ -Armand the leader of the Theatre de la Vampyre's stands here. -~ -~ -3 104890536 -1000 C -45 0 0 1d200+3800 6d7+40 -1000000 0 -112 112 1 -20 18 12 23 16 17 15 --5 -5 -5 -5 -5 -0 4 0 0 917531 1 2 -40 40 266239 20 3074 33 2051 532483 -#50546 -guard vampire~ -A vampire guard~ -A guard stands here collecting money and admitting people to the theatre. -~ -He is a handsome man with golden hair and deep blue eyes. Obviously his looks -help him capture his victims. -~ -67 104891048 -1000 C -40 0 0 1d100+1000 5d10+20 -200000 0 -109 109 1 -25 16 10 25 16 3 15 -0 0 0 0 0 -0 4 0 0 1 1 2 -0 30 266239 2097172 2050 33 2050 8199 -#0 - - -#OBJECTS -#50500 -quest key~ -A key to Jendor's Quest~ -A silly looking key lies here~ -~ -8 0 1 -0 0 0 0 -1 0 0 -#50501 -act mob~ -a newly created act mob~ -Some god dropped a newly created act mob here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#50504 -key~ -A key~ -A key~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#50505 -dry martini~ -A dry martini~ -A dry martini sits in its glass, waiting to be used socially.~ -~ -17 0 16385 -50 50 8 0 -1 3000 300 -#50506 -sweet martini~ -A sweet martini~ -A sweet martini sits in its glass, waiting to be drank socially.~ -~ -17 0 16385 -50 50 8 0 -1 3000 300 -#50517 -cowl black actor~ -A black cowl~ -A death shroud lies here.~ -~ -9 16974420 1025 -20 20 0 0 -10 0 0 -A -19 5 -A -18 2 -A -13 50 -A -4 -1 -A -3 -2 -#50518 -coffin stone~ -Jendor's Coffin~ -A small stone coffin occupies the room.~ -~ -15 68 1 -2000 1 0 0 -1000 0 0 -#50519 -emotion storm~ -Emotional Storm~ -A swirling mass of emotions fill the skies as a storm begins to form~ -~ -15 0 16385 -1000000 1 0 0 -1 0 0 -#50520 -vial jendor blood darkness power night~ -A small vial of liquid night~ -A small testament to Jendors power and the beauty of the night.~ -~ -10 324 16385 -50 -1 183 169 -3 0 0 -'inner warmth' 'stone skin' 'shadowform' -#50530 -Scotch Amaretto Godfather~ -A GodFather~ -A small glass containing scotch and amaretto lies here.~ -~ -17 0 1 -4 4 8 0 -1 150 15 -#50531 -Gitane poison blood~ -Gitane's Favorite Poison~ -A small glass full of steaming blood lies here on the ground~ -~ -17 0 1 -1 1 13 255 -1 1050 105 -#50532 -Black Russian~ -Black Russian~ -A light brown creamy drink sits here in a tall glass.~ -~ -17 0 1 -10 10 7 0 -1 250 25 -#50533 -Brandy~ -A small glass of brandy~ -A small bar glass filled with brandy sits here.~ -~ -17 0 1 -4 4 8 0 -1 650 65 -#50534 -tin whiskey flask bootleg~ -A bootlegging flask~ -A small tin flask that can strap onto a leg is lying here.~ -~ -17 524290 33 -10 10 5 0 -1 150000 15000 -A -3 -5 -A -4 -5 -A -56 16 -A -56 236 -#50535 -mixed drink~ -A GodFather~ -A small glass containing scotch and amaretto lies here.~ -~ -17 0 0 -100 100 19 0 -1 150 15 -#50536 -statue demon marble red~ -A small statue of a demon~ -A small red demonic statue sits here.~ -~ -8 20 16385 -4 12 0 0 -20 200000 20000 -A -56 210 -#50537 -poster play vampire hades~ -A poster of the play, Vampires in Hades~ -A rolled up movie poster lies here~ -~ -2 576 16385 -30 -1 49 124 -1 20000 2000 -'infravision' 'create spring' 'kindred strength' -#50538 -face makeup make jar~ -A small jar of face makeup~ -A small makeup jar is sitting here.~ -~ -60 8192 16385 -30 1 1 100 -1 -1 -1 40000 3000 -'heal' 'heal' -> use_prog 100~ -if ispkill($n) -mpdamage $n 100 -endif -~ -| -#50539 -shovel damned~ -The Shovel of the Damned~ -An ancient shovel made of unknown materials leans against a rock~ -~ -59 0 16385 -0 0 0 0 -10 2000 200 -#50542 -Key~ -The key to Armands office~ -A key~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#50545 -arm band armband gold vampire armand ruby~ -Armands Gold Armband~ -A golden armband inlaid with a large ruby sets here waiting to be worn.~ -~ -9 17515092 257 -10 10 0 0 -5 130000 13000 -A -17 -30 -A -2 1 -A -25 -2 -A -31 -1 -A -14 -50 -A -13 50 -A -19 5 -A -18 2 -A -27 2 -#50546 -ear earring pearl ancient silver~ -An ancient pearl earring~ -An earring with a pearl drop lies here covered in dust~ -~ -9 17385473 65537 -5 5 0 0 -3 120000 12000 -A -26 2097152 -A -24 -5 -A -13 10 -A -12 -25 -A -2 1 -#50547 -necklace neck white gold crucifix cross~ -A crucifix of white gold~ -A cross made of white gold lies here waiting to be worn again~ -~ -9 639297 5 -10 10 0 0 -5 140000 14000 -A -13 25 -A -18 3 -A -19 4 -A -20 -5 -A -29 4 -#0 - - -#ROOMS -#50500 -A clearing in the woods.~ -Moving north through the trees you come into an area where -everything parts into a lush garden. The trees form a circle -around everything and there is a spring in the center of this -lush but small paradise. Flowers seem to cover every inch of -the ground and you try not to ruin the beauty. However to the -north the forest grows dim and evil permeates the air making you -afraid to continue. -~ -0 0 1 -D0 -Deeper into the darkened forest. -~ -~ -0 -1 50501 -D2 -~ -~ -0 -1 6023 -S -#50501 -A darkened path in the forest.~ -Leaving perfection and moving onward you wonder what could be -out here within this evil area. There is a prescence of something -so evil it makes you cringe. The trees seem to grow contorted -faces as you pass, smirking at your fear of the unknown. -~ -0 0 1 -D0 -A Building in the clearing -~ -~ -0 -1 50502 -D2 -Entering a peaceful clearing -~ -~ -0 -1 50500 -S -#50502 -The Veranda of the Theatre de la Vampyres.~ -Coming out of the forest you now face a huge gothic looking -building. It must be thirty feet tall, and of the most -beautiful architecture you have ever seen. It also looks -very aged and like it has been hidden in this forest for a -lonng time. But the road does appear well traveled. There -is a red carpet leading up to the front door, and two men in -dress clothing letting people into the building. -~ -0 0 1 -D0 -Atop the stairs. -~ -~ -0 -1 50503 -D2 -Leaving the theatre into the Dark woods. -~ -~ -0 -1 50501 -S -#50503 -Arched Entrance to the Theatre.~ -Walking up the red carpet you join the crowd waiting at -the door to be let in. It seems everyone wants to see the -show that is playing at this theatre. Curiosity finally kills -the cat and you join the masses in line. Finally it is your -turn to be admitted, the two men look at you and then -point to the sign next to the door. -~ -0 1032 1 -D0 -~ -~ -1063 50504 50504 -D2 -Down the Stairs -~ -~ -0 -1 50502 -E -sign~ ------------------------------------------------------------------ -| | -| Welcome | -| To The | -| Theatre De La Vampyres | -| | -| | -| Entrance is 500 Gold Coins | -| | -| | ------------------------------------------------------------------ -~ -S -#50504 -Main Reception Area~ -You now stand within the main reception area, where there are -many people socializing about the upcoming play. To your north-east -is a small refreshment stand and to the north-west is a souvenir -stand. A sign on the north wall states that the entrances to the -Performance Hall are east and west. -~ -0 0 1 -D1 -Wandering around the theatre -~ -~ -0 -1 50508 -D2 -Wandering around the theatre -~ -~ -1063 50504 50503 -D3 -Wandering around the theatre -~ -~ -0 -1 50505 -D6 -A small refreshment stand. -~ -~ -0 -1 50527 -D7 -A souvenir shop. -~ -~ -0 -1 50526 -S -#50505 -Walking through the western wing.~ -Deciding to make your way to your seat before the crowd begins -to move, you start to the west. As you move out of the main -reception area you notice a stairway leading up to the box -seats and wonder what it costs to sit in that area. -~ -0 3153928 1 -D1 -Wandering around the theatre -~ -~ -0 -1 50504 -D4 -Towards the Balcony Seats -~ -~ -0 -1 50519 -D7 -Wandering around the theatre -~ -~ -0 -1 50506 -S -#50506 -The West Wing~ -Statues and Paintings line the walls of this hallway. You can pick -out several statues and paintings which must be hundreds of years old -all adding to the theme of this theatre. People move around you as you -examine some of the art, and you decide that you had better find your -way to your seat. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50507 -D8 -Wandering around the theatre -~ -~ -0 -1 50505 -S -#50507 -Outside the Gallery~ -An usher stands at the entrance of the Viewing gallery handing out -programs, and pointing people to their seats. Holding up your ticket -stub he nods at you and points to where you are to sit for the -performance. -~ -0 3153928 1 -D1 -Wandering around the theatre -~ -~ -0 -1 50513 -D2 -Wandering around the theatre -~ -~ -0 -1 50506 -S -#50508 -Walking through the eastern wing.~ -Deciding to make your way to your seat before the crowd begins -to move, you start to the east. As you move out of the main -reception area you notice a stairway leading up to the box -seats and wonder what it costs to sit in that area. -~ -0 3153928 1 -D3 -Wandering around the theatre -~ -~ -0 -1 50504 -D4 -Towards the Balcony Seats -~ -~ -0 -1 50522 -D6 -Wandering around the theatre -~ -~ -0 -1 50509 -S -#50509 -Eastern Wing~ -People start to follow your lead, as you move along the hall -you start to see posters of previous plays that have been -preformed here. Glancing around you take note of the fine -quality of the rugs along the floor, the Elizabethan lights. -The Italian motif on the ceiling, and wonder how all this came -to be in one building. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50510 -D9 -Wandering around the theatre -~ -~ -0 -1 50508 -S -#50510 -Outside the Gallery~ -An usher stands before you handing out programs, and pointing -people to they're seats. You show him your ticket and he points -to the row that your ticket indicates that you are to sit for -this performance. -~ -0 3153928 1 -D2 -Wandering around the theatre -~ -~ -0 -1 50509 -D3 -Wandering around the theatre -~ -~ -0 -1 50511 -S -#50511 -Among the seats before the stage.~ -Moving into the large theatre gallery, you begin to look for your seat -in the direction that the usher pointed. The seats are filling up so -fast that you dont think you will ever find it, then luckily you spot -an empty seat off to your left. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50516 -D1 -Wandering around the theatre -~ -~ -0 -1 50510 -D3 -Wandering around the theatre -~ -~ -0 -1 50512 -S -#50512 -Among the seats before the stage.~ -Moving up to your seat you avoid the people blocking your path -thier long legs. As you SIT down in your seat you take notice of -something that is under your seat. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50514 -D1 -Wandering around the theatre -~ -~ -0 -1 50511 -D3 -Wandering around the theatre -~ -~ -0 -1 50513 -E -vampiric~ -As you glance down at the piece of parchment that is on the floor -beneath your feet, you notice that it appears to be a hand written -note. It reads as follows: - - Dear Mestophali: - I am deeply sorry that you did not find our -performance to be satisfactory. If you would like to discuss -your views on how we could improve upon it, Please make your way -up to the stage after the performance, and go down into the pit. -I will be happy to meet with you there. -~ -> act_prog p sits down.~ -if ispc($n) - mpechoat $n _blu Sitting down you get a crinkling sensation under your - mpechoat $n _blu foot, you move your foot aside and look to see what was - mpechoat $n _blu there. - mpforce $n l vampiric -endif -~ -| -S -#50513 -Among the seats before the stage.~ -Wandering among the quickly filling seats you cant seem to locate the -seat that you were told was yours. The show is about to start when you -see your seat off to your right. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50515 -D1 -Wandering around the theatre -~ -~ -0 -1 50512 -D3 -Wandering around the theatre -~ -~ -0 -1 50507 -S -#50514 -Front row center stage.~ -As you look up onto the stage from the center of the front row you are -forced to gather all of your inner strength to keep from fleeing at the -mere sights that you now behold. Bats hang above the stage numbering -in the hundreds, wolves howl at the moon which can be seen above. Dead -decomposing corpses litter the steam covered ground, and eyes seem to -be centered on you from the back of the stage. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50517 -D1 -Wandering around the theatre -~ -~ -0 -1 50516 -D2 -Wandering around the theatre -~ -~ -0 -1 50512 -D3 -Wandering around the theatre -~ -~ -0 -1 50515 -S -#50515 -Front row stage left.~ -Moving up to the stage to get a better look at the props, you think that -the props alone must have set this theatre back quit a bit of gold. -The ground appears to be made of real rock, and steam rises out of the -pores therein. Trees are off to the sides of the stage one of which -has a noose hanging from one of the branches. -~ -0 3153928 1 -D1 -Wandering around the theatre -~ -~ -0 -1 50514 -D2 -Wandering around the theatre -~ -~ -0 -1 50513 -S -#50516 -Front row stage right.~ -Stealing your way up to the front row, you are now able to get a much -clearer view of what the play will be like. The stage is set like a -small patch of what you guess must be one of the nine planes of hell. -The ground is rocky, and smoke rises from the very stones that the -actors stand upon. -~ -0 3153928 1 -D2 -Wandering around the theatre -~ -~ -0 -1 50511 -D3 -Wandering around the theatre -~ -~ -0 -1 50514 -S -#50517 -Upon the Stage of the Theatre de la Vampyres~ -As you move onto the stage, all of the actors begin to get very angry -with you at your interuption of the play, but they just seem to act around -your presence. The stage itself is set to look like a small section of -Hell. The very ground you stand upon seem like real rock and steam rises -from its pores. Above you is what appears to be a glass domed roof and -you can see the moon high in the nights sky through the giant sky light. -Wolves howl around you and you can now see real wolves on the stage -mainly just laying around as if waiting for thier moment to come in the -play. In the center of the stage is a large dark pit that drops out of -sight when you look and you dont want to think about what would happen -to you if you Jumped down it. -~ -0 0 1 -D0 -~ -~ -0 -1 50518 -D2 -~ -~ -0 -1 50514 -D10 -~ -Jump~ -526336 -1 50525 -S -#50518 -Back Stage~ -Moving across the stage and exiting behind the backdrop, you come to -an area where all the props are stored. Things of all make and manor -lay here. There are weapons, torture devices, childrens toys, fake -explosives, and set workings just strewn all about the floor. -~ -0 4 1 -D2 -~ -~ -0 -1 50517 -S -#50519 -At the Top of the Stairs.~ -After climbing the stairs away from the western hall you come to a small -hallway that leads to the north. The carpets are a deep lush red while -the walls are painted a fainter hue. At the end of the hall is a Blood -red curtain that blocks the entrance to the balcony seats. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50520 -D5 -Down towards the reception area -~ -~ -0 -1 50505 -S -#50520 -Outside the Balcony Seats.~ -Standing before the curtain leading to the balcony seats you now notice -a small rope that hangs across the hallway adding a small measure of -security to the private seats. There is no one in the corridor at the -moment so you wonder if anyone would mind if you took a look inside. -~ -0 3153928 1 -D2 -Wandering around the theatre -~ -~ -0 -1 50519 -D6 -Wandering around the theatre -~ -curtain~ -3 -1 50521 -S -#50521 -The Balcony Seat.~ -Passing through the curtains you come out onto a small balcony overlooking -the stage. The view from up here is the most outstandingly clear view -that you feel anyone could have. The chairs are completely upholstered -in red velvet and are the most comfortable seats you have ever sat upon. -Looking out over the edge you see that the play is about to start and -you sit down to wait. -~ -0 3153928 1 -D9 -Wandering around the theatre -~ -curtain~ -3 -1 50520 -S -#50522 -At the Top of the Stairs.~ -After climbing the stairs and moving away from the eastern hall, you come -to a small hallway that leads to the north. The blood red carpets are -lush while the walls are painted a fainter shade. At the end of the hall -is a curtain which looks like a wall of blood, that blooks the entrance -to the balcony seats. -~ -0 3153928 1 -D0 -Wandering around the theatre -~ -~ -0 -1 50523 -D5 -Down towards the reception area -~ -~ -0 -1 50508 -S -#50523 -Outside the Balcony Seats.~ -A rope hangs across the hall here blocking the entrance to the curtained -balcony seats. The blood red velvet curtains that act as a door to the -hang loosely, and you wonder what it would be like to view the performance -from the best seats in the house. -~ -0 3153928 1 -D2 -Wandering around the theatre -~ -~ -0 -1 50522 -D7 -Wandering around the theatre -~ -curtain~ -3 -1 50524 -S -#50524 -The Balcony Seats.~ -Passing through the curtains you come out onto a small balcony overlooking -the stage. The view from up here is the most outstanding clear view -that you feel anyone could have. The chairs are completely upholstered -in Red velvet and are the most comfortable seats you have ever sat upon. -Looking out over the edge you see that the play is about to start and -you sit down to wait. -~ -0 3219464 1 -D8 -Wandering around the theatre -~ -curtain~ -3 -1 50523 -> greet_prog 100~ -if ispc($n) - force $n sit - close curtain -endif -~ -| -S -#50525 -Falling Down the Pit.~ -Y - O - U - R - - F - A - L - L - I - N - G - - R - E - A - L - L - Y - - F - A - R -~ -0 16777220 1 -D5 -~ -~ -0 -1 50543 -> greet_prog 100~ -if ispc($n) - cas 'dispel magic' $n - cas 'dispel magic' $n - cas 'dispel magic' $n -endif -~ -| -S -#50526 -The Theatres Souvenir Stand~ -This small shop is full of little knick-knack's that are fashioned to -go along with the current play, that people can take home as souveniers. -Just about anything you can think of can be found on this table but -only a few things would be of value to you. -~ -0 1049612 1 -D8 -Wandering around the theatre -~ -~ -0 -1 50504 -S -#50527 -The Theatre Cocktail Bar~ -The theatres cocktail bar is small but very well equipped, it is capable -of making just about any mixed drink that your heart can imagine. They -do however have a few house drinks for those of you who cant think of -anything more original that the bartender knows how to make. -~ -0 3154956 1 -D9 -Wandering around the theatre -~ -~ -0 -1 50504 -S -#50528 -The Labyrinthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50544 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50539 -S -#50529 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50539 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50543 -S -#50530 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50540 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50539 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50544 -S -#50531 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50540 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50534 -S -#50532 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50528 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50542 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50539 -S -#50533 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50532 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50528 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50538 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50540 -S -#50534 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50528 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50531 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50544 -S -#50535 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50531 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50537 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50540 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50539 -S -#50536 -Jendor's Crypt~ -All that resides within this infinte room is a small coffin made of -simple stone. This room looks as though it has no end and all you can -see for sure is the ground. You feel as though you have been brought -to the heart of the night it self. -~ -0 516 1 -S -#50537 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50539 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50538 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50541 -S -#50538 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50534 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50533 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50539 -S -#50539 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50544 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50530 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50528 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50539 -S -#50540 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50539 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50544 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50541 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50529 -S -#50541 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D0 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50539 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50544 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50531 -S -#50542 -Before the Office of Armand.~ -All of a sudden all of the exits dissolve behind you and you are left -within a cavernous chamber without any exits save for the antiqued -wooden door that stands before you. -~ -0 8 13 -D2 -~ -door~ -1063 50542 50545 -S -#50543 -Sitting upon a dusty floor.~ -Having fallen down the pit you find yourself upon the dust covered floor -of a huge set of maze like catacombs. Trying to figure out what in the -world made you want to jump down into the pit, you suddenly notice some -movement to the south-east. -~ -0 4 1 -D4 -~ -~ -0 -1 50525 -D8 -~ -~ -0 -1 50529 -D9 -~ -~ -0 -1 50544 -S -#50544 -The Labrynthine Catacombs~ -You are now standing within the Labyrinthine catacombs surrounded by coffins -and many vampires startled to see you around their beds. The walls of the -catacombs make it difficult to tell which direction leads back to where you -came from or which way you need to go. -~ -0 3153933 13 -D1 -Wandering through the catacombs. -~ -~ -0 -1 50529 -D2 -Wandering through the catacombs. -~ -~ -0 -1 50528 -D3 -Wandering through the catacombs. -~ -~ -0 -1 50535 -S -#50545 -Armands Office and Resting Chamber~ -This room is a large room decorated with the most current fashion, there -are very few things in this room that could be considered old like the -rest of the theatre above. All the furnishings, paintings and rugs are -all of the best quality on the market, and all are very modern. The -only thing that doesnt seem to fit in with the room is the sarcophagus -like coffin that resides in the corner of the room. It appears to be -ancient beyond belief it is covered in jewels and made of pure ivory. -~ -0 3145736 13 -D0 -~ -door~ -1063 50542 50542 -S -#50546 -Floating in a void~ -~ -0 4 1 -S -#50547 -Floating in a void~ -~ -0 4 1 -S -#50548 -Floating in a void~ -~ -0 4 1 -S -#50549 -Floating in a void~ -~ -0 4 1 -S -#50550 -Floating in a void~ -~ -0 4 1 -S -#50551 -Floating in a void~ -~ -0 4 1 -S -#50552 -Floating in a void~ -~ -0 4 1 -S -#50553 -Floating in a void~ -~ -0 4 1 -S -#50554 -Floating in a void~ -~ -0 4 1 -S -#50555 -Floating in a void~ -~ -0 4 1 -S -#50556 -Floating in a void~ -~ -0 4 1 -S -#50557 -Floating in a void~ -~ -0 4 1 -S -#50558 -Floating in a void~ -~ -0 4 1 -S -#50559 -Floating in a void~ -~ -0 4 1 -S -#50560 -Floating in a void~ -~ -0 4 1 -S -#50561 -Floating in a void~ -~ -0 4 1 -S -#50562 -Floating in a void~ -~ -0 4 1 -S -#50563 -Floating in a void~ -~ -0 4 1 -S -#50564 -Floating in a void~ -~ -0 4 1 -S -#50565 -Floating in a void~ -~ -0 4 1 -S -#50566 -Floating in a void~ -~ -0 4 1 -S -#50567 -Floating in a void~ -~ -0 4 1 -S -#50568 -Floating in a void~ -~ -0 4 1 -S -#50569 -Floating in a void~ -~ -0 4 1 -S -#50570 -Floating in a void~ -~ -0 4 1 -S -#50571 -Floating in a void~ -~ -0 4 1 -S -#50572 -Floating in a void~ -~ -0 4 1 -S -#50573 -Floating in a void~ -~ -0 4 1 -S -#50574 -Floating in a void~ -~ -0 4 1 -S -#50575 -Floating in a void~ -~ -0 4 1 -S -#50576 -Floating in a void~ -~ -0 4 1 -S -#50577 -Floating in a void~ -~ -0 4 1 -S -#50578 -Floating in a void~ -~ -0 4 1 -S -#50579 -Floating in a void~ -~ -0 4 1 -S -#50580 -Floating in a void~ -~ -0 4 1 -S -#50581 -Floating in a void~ -~ -0 4 1 -S -#50582 -Floating in a void~ -~ -0 4 1 -S -#50583 -Floating in a void~ -~ -0 4 1 -S -#50584 -Floating in a void~ -~ -0 4 1 -S -#50585 -Floating in a void~ -~ -0 4 1 -S -#50586 -Floating in a void~ -~ -0 4 1 -S -#50587 -Floating in a void~ -~ -0 4 1 -S -#50588 -Floating in a void~ -~ -0 4 1 -S -#50589 -Floating in a void~ -~ -0 4 1 -S -#50590 -Floating in a void~ -~ -0 4 1 -S -#50591 -Floating in a void~ -~ -0 4 1 -S -#50592 -Floating in a void~ -~ -0 4 1 -S -#50593 -Floating in a void~ -~ -0 4 1 -S -#50594 -Floating in a void~ -~ -0 4 1 -S -#50595 -Floating in a void~ -~ -0 4 1 -S -#50596 -Floating in a void~ -~ -0 4 1 -S -#50597 -Floating in a void~ -~ -0 4 1 -S -#50598 -Floating in a void~ -~ -0 4 1 -S -#50599 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -M 1 50503 1 50500 -M 1 50504 1 50503 -G 1 50504 1 -M 1 50505 1 50503 -D 0 50503 0 2 -M 1 50506 1 50504 -G 1 50505 1 -M 1 50507 1 50504 -E 1 50506 1 17 -D 0 50504 2 2 -M 1 50525 1 50505 -E 1 50506 1 17 -M 1 50508 1 50505 -E 1 50505 1 17 -M 1 50523 1 50506 -E 1 50506 1 17 -M 1 50524 1 50506 -E 1 50505 1 17 -M 1 50521 1 50507 -E 1 50506 1 17 -M 1 50522 1 50507 -M 1 50527 1 50507 -M 1 50509 1 50508 -E 1 50506 1 17 -M 1 50510 1 50508 -E 1 50505 1 17 -M 1 50511 1 50509 -E 1 50506 1 17 -M 1 50512 1 50509 -E 1 50505 1 17 -M 1 50513 1 50510 -E 1 50506 1 17 -M 1 50514 1 50510 -E 1 50505 1 17 -M 1 50526 1 50510 -M 1 50515 1 50511 -E 1 50506 1 17 -M 1 50516 1 50511 -E 1 50505 1 17 -M 1 50519 1 50513 -E 1 50506 1 17 -M 1 50520 1 50513 -E 1 50505 1 17 -M 1 50517 1 50514 -E 1 50506 1 17 -M 1 50518 1 50514 -E 1 50505 1 17 -M 1 50528 1 50517 -M 1 50529 1 50517 -M 1 50533 1 50517 -D 0 50520 6 1 -M 1 50501 1 50521 -D 0 50521 9 1 -D 0 50523 7 1 -M 1 50500 1 50524 -D 0 50524 8 1 -M 1 50531 1 50527 -G 1 50534 1 -G 1 50533 1 -G 1 50530 1 -G 1 50532 1 -G 1 50531 1 -M 1 50543 1 50528 -M 1 50534 1 50529 -M 1 50544 1 50530 -M 1 50535 1 50531 -M 1 50536 1 50533 -M 1 50537 1 50535 -M 1 50538 1 50537 -M 1 50539 1 50539 -M 1 50540 1 50541 -M 1 50546 1 50542 -G 1 50542 1 -D 0 50542 2 2 -M 1 50541 1 50544 -M 1 50542 1 50544 -M 1 50545 1 50545 -E 1 50545 1 10 -E 1 50547 1 3 -D 0 50545 0 2 -O 1 50546 1 50518 -M 1 50530 1 50526 -G 1 50536 1 -G 1 50537 1 -G 1 50539 1 -G 1 50538 1 -O 1 50518 1 50536 -S - - -#SHOPS - 50530 0 0 0 0 0 120 90 0 23 ; Donal O'Connor - 50531 0 0 0 0 0 120 90 6 23 ; Constanza Vinti -0 - - -#REPAIRS -0 - - -#SPECIALS -M 50506 spec_janitor -M 50507 spec_janitor -M 50508 spec_janitor -M 50509 spec_janitor -M 50510 spec_janitor -M 50511 spec_janitor -M 50512 spec_janitor -M 50513 spec_janitor -M 50514 spec_janitor -M 50515 spec_janitor -M 50516 spec_janitor -M 50517 spec_janitor -M 50518 spec_janitor -M 50519 spec_janitor -M 50520 spec_janitor -M 50521 spec_janitor -M 50522 spec_janitor -M 50523 spec_janitor -M 50524 spec_janitor -M 50525 spec_janitor -M 50526 spec_thief -M 50527 spec_thief -M 50534 spec_poison -M 50535 spec_poison -M 50536 spec_poison -M 50537 spec_poison -M 50538 spec_poison -M 50539 spec_poison -M 50540 spec_poison -M 50541 spec_poison -M 50542 spec_poison -M 50543 spec_poison -M 50544 spec_poison -M 50545 spec_cast_undead -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/vendalin.are b/data/realm/areas_smaug1.4a/vendalin.are deleted file mode 100644 index 4a1623d..0000000 --- a/data/realm/areas_smaug1.4a/vendalin.are +++ /dev/null @@ -1,2314 +0,0 @@ -#AREA Vendalin~ - - - -#VERSION 1 -#AUTHOR Tharen~ - -#RANGES -45 50 0 65 -$ - -#RESETMSG Your blood curdles as the screams of the damned pierce your ears.~ - -#FLAGS -16 - -#ECONOMY 0 313281297 - -#CLIMATE 2 2 2 - -#MOBILES -#30300 -Ogre Guard~ -An Ogre Guard~ -An Ogre Guard stands here looking down upon your weary soul! -~ -Here stands one of the biggest creatures standing on two legs you -have ever seen in your life. He is wielding a huge claymore that -dwarfs you like a house to a little child. You start to think that -this job might not be for you especially with these guys hagning around -~ -67 40 -1000 C -50 0 0 1d1+7499 1d20+30 -2000000 0 -112 112 1 -25 10 10 20 25 8 15 -0 0 0 0 0 -53 3 0 0 1 1 4 -85 0 0 0 0 0 128 524291 -> greet_prog 100~ -mea $n _whi Ogre Guard says, 'What are you doing here?' -mea $n _whi Ogre Guard says, 'Leave the castle at once or DIE!' -~ -| -#30302 -jenna ~ -Lady Jenna~ -Lady Jenna stands here ready to tend to your wounds -~ -Jenna has been a faithful employee of Tharen for years and now -here services have been give to the adventurers who come to this -place. Do take advantage of the spells she has. You will need them -for the fights ahead -~ -67108867 0 1000 C -50 0 -300 1d1+29999 1d1+143 -0 0 -112 112 2 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 1 0 0 2049 1 5 -0 0 0 0 0 0 561408 1795 -> act_prog 100~ -tharen licks you -give tharen tharen -~ -| -#30303 -denise~ -Lady Denise ~ -Lady Denise Stands here ready to do your repair work -~ -Denise has also been a faithful servant of Tharen's for a while now -also turning her services over to adventurers ever since Tharen -has begun to adventruer himself. Take advantage of her responsibilites -you will need them -~ -67108867 0 1000 C -50 0 -300 1d1+29999 1d1+200 -0 0 -112 112 2 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 22 0 0 2049 1 5 -0 0 0 0 0 0 561408 1795 -#30304 -angelina~ -Lady Angelina~ -Lady Angelina stands here waiting for your purchase -~ -~ -67108865 0 0 C -50 0 0 1d1+29999 9d10+1000 -0 0 -112 112 2 -25 25 25 25 25 25 25 -0 0 0 0 0 -0 4 0 0 1 1 5 -0 0 0 0 0 0 561408 1795 -> greet_prog 100~ -mea $n _whi Angelina Says, 'Welcome Master Tharen!' -mea $n _whi Angelina Says, 'Are you ready for you sponge bath?' -~ -| -#30305 -Servant~ -A Lowly Servant~ -A Lowly Servant ponders your presence in his room -~ -~ -35 0 -1000 C -50 0 0 1d1+8000 1d20+30 -1000000 0 -112 112 1 -25 11 14 20 20 8 15 -0 0 0 0 0 -53 3 0 0 16 1 5 -0 20 3 0 0 0 640 524291 -#30306 -Head Servant~ -The Head Servant~ -The Head Servant stands before you preparing for battle -~ -You stand before what seems to be the head servant. He is just as -tall as the guards you ran into earlier, but luckily doesn't have -the weapons they do. You try to speak to him, but too late he already -is pursuing you. -~ -35 0 -1000 C -50 0 -300 1d1+9999 1d20+50 -2000000 0 -112 112 1 -25 14 14 15 20 9 15 -0 0 0 0 0 -53 3 0 0 16 1 4 -85 20 3 0 0 0 720 524291 -> greet_prog 100~ -mea $n _blu Head Servant says, 'Watch where yer steppin!' -mea $n _blu Head Servant says, 'I just mopped the floor!' -~ -| -#30307 -sorcerer~ -The Head Sorcerer~ -The Head Sorcerer ready a spell for your intrusion -~ -You stand before the great mage of the castle....and he doesn't look -to happy to see you. As you reach for your weapon you already see -him getting ready to cast a spell. I hope you are quick because this -one is going to hurt a little bit. -~ -35 369131672 -1000 C -50 0 -300 1d1+12499 5d50+100 -2000000 0 -112 112 1 -23 20 20 10 20 9 14 -0 0 0 0 0 -53 0 0 0 16 1 4 -85 20 7 0 1052160 0 939524096 1795 -#30308 -Dastler~ -Dastler the Demon Guard~ -Dastler stands before you looking for a kill -~ -You now stand before something you have never seen before, but have -a good clue on what it is. You think it is a demon and are wondering -why it is here and why the king is allowing this thing to be here -Of course i don't think he could do anything about it.....hey i -think you better worry about this guy before he has you for lunch -~ -35 101187712 -1000 C -50 0 0 1d1+14999 2d20+80 -3000000 0 -112 112 0 -25 20 21 20 20 9 20 -0 0 0 0 0 -89 3 0 0 1 1 5 -85 20 0 12097 0 0 268444167 525059 -> death_prog 100~ -mea $n _blu Dastler says, 'You will never see the light of day!' -~ -| -#30309 -d'kar~ -D'Kar the Head's Guardsmen~ -D'Kar stands here staring at you -~ -You now stand before the Head's Guardsmen. You actually can figure -out yourself why they chose him. He stands a few inches taller than -any of the guards you have met and is about a foot wider too. He -looks down upon you with disgust and begins to draw his weapon. -~ -35 352321666 -1000 C -50 0 -300 1d1+14999 2d20+75 -2000000 0 -112 112 1 -25 14 15 15 20 9 15 -0 0 0 0 0 -53 3 0 0 16 1 5 -85 20 7 0 2048 0 640 524291 -> greet_prog 100~ -mea $n _whi D'Kar Says, 'Fool, You dare enter this castle!' -mea $n _whi D'Kar Says, 'Prepare to meet my blade!' -~ -| -#30310 -Orin~ -Orin the Head Priest~ -Orin stands here praying to his gods -~ -~ -3 369098920 -1000 C -50 0 -300 1d1+12999 4d16+90 -1000000 0 -112 112 1 -22 22 22 11 20 9 15 -0 0 0 0 0 -53 1 0 0 16 1 4 -85 0 7 0 8992 0 75505664 1799 -#30311 -Draught~ -Draught, Prince of Vendalin~ -Draught stands before you contemplating your death -~ -Here stands before you a member of the Royal Court. He doesn't look -to happy to see you at his door and begins to grab his weapon and -charge straight at you. If I were you i would get ready yourself -so he doesn't run you through the door. -~ -35 369098882 -1000 C -50 0 0 1d1+16999 2d20+75 -2000000 0 -112 112 1 -25 12 15 20 20 9 14 -0 0 0 0 0 -53 3 0 0 16 1 6 -85 30 7 0 41 0 268960384 526083 -#30312 -Drend~ -Drend, King of Vendalin~ -Drend stands here before you pondering your intrusion. -~ -Standing before you is the King of Vendalin, He doesn't look happy -with your presence if front of him knowing that you would have to -go through some of his best guardsmen to get there. He begins to draw -his weapon and you stare at it in awe. The giant axe is twice the -size of you and is knowing being swung your way. -~ -35 369098888 -1000 C -50 0 -300 1d1+19999 2d20+80 -3000000 0 -112 112 1 -25 21 21 19 20 9 15 -0 0 0 0 0 -53 24 0 0 16 1 6 -85 40 7 0 2057 0 8832 526083 -> death_prog 100~ -mea $n _blu Drend says, 'You don't know what you are dealing with!' -~ -> greet_prog 100~ -mea $n _whi Drend Says, 'You will never know the true secret!' -mea $n _whi Drend Says, 'Prepare to Die!' -~ -| -#30314 -Blak~ -Blak, Demon Guard~ -Blak stands here waiting your move -~ -Here stands another one of what you are thinking is either servants -or guards of something in this underground hell. You begin to notice -that none of them are using weapons, but why should they thier claws -are doing a fine job or ripping you to shreds. -~ -35 100663432 -1000 C -50 0 0 1d1+16999 1d15+100 -3000000 0 -112 112 1 -25 20 20 23 23 9 18 -0 0 0 0 0 -89 3 0 0 1 1 6 -85 20 7 0 12097 0 268444167 525059 -#30315 -Minze~ -Minze, Demon Guard~ -Minze stands before cleaning his weapon -~ -Standing before you is one of these demonlike creature. What exactly -they are doing here is nothing you should be worried about at this -time, how you are going to escape his wrath should be the first most -thought. -~ -35 100663424 -1000 C -50 0 0 1d1+17999 2d20+85 -3000000 0 -112 112 1 -25 20 19 21 22 9 20 -0 0 0 0 0 -89 3 0 0 1 1 6 -85 30 7 0 11617 0 268444167 525059 -#30316 -Slade~ -Slade, Demon Head Guardsmen~ -Slade stands here preparing for battle -~ -You stand before the Head Guardsmen. His size is quite larger than -the ones before him. His weapon twice as sharp and big as the ones -before him. He looks at you with sincere pity as his job requires -you to become his food. -~ -3 100663936 -1000 C -50 0 0 1d1+18999 2d20+85 -3000000 0 -112 112 1 -25 20 23 24 23 11 24 -0 0 0 0 0 -89 3 0 0 1 1 6 -85 30 7 0 11361 0 268444167 525059 -> greet_prog 100~ -mea $n _lbl Slade Says, 'Brave young warrior, Your death will be my honor!' -mea $n _lbl Slade Says, 'Present yourself so i may kill you honorably!' -~ -| -#30317 -minter~ -Minter, Demon Sorcerer~ -Minter stands before you conjuring a spell -~ -You stand before what looks like the demon sorcerer. He frame is -quite fragile compared to the others down here, but being a sorcerer -that is expected. He looks at you with disgust, How Dare You Intrude -On His Meditation. -~ -35 125829248 -1000 C -50 0 0 1d1+15999 2d20+100 -3000000 0 -112 112 1 -25 24 24 19 20 9 18 -0 0 0 0 0 -89 0 0 0 1 1 4 -85 20 7 0 12129 2 872423943 771 -> greet_prog 100~ -mea $n _lbl Minter Says, 'Brave young warrior, My magic shall vanquish you!' -mea $n _lbl Minter Says, 'Prepare to defend yourself mortal!' -~ -| -#30318 -Terreur~ -Terreur, Demon Leader~ -Terreur stands before you contemplating your death -~ -Standing before you is the Demon Leader himself. Who knows what -exactly his plans were for this castle or why there isn't more demons -in the area. All you know is that he is really big and doesn't look -at all happy to see you. -~ -35 100696456 -1000 C -50 0 -200 1d1+20999 2d10+100 -3000000 0 -112 112 1 -25 23 23 24 20 9 15 -0 0 0 0 0 -89 3 0 0 1 1 6 -85 25 7 0 2109281 0 268444175 525059 -> greet_prog 100~ -mea $n _lbl Terreur Says, 'Your day has come, young mortal!' -mea $n _lbl Terreur Says, 'Die bravely, I want to hear your agony!' -~ -> death_prog 100~ -if rand (80) -mea $n _blu Terreur Says, 'This can't be, your time will come mortal!' -mea $n _blu Terreur Says, 'Until then savor the days you have left!' -mpe _red A fire erupts consuming the powerful leggings -mpjunk hellkite -else -mea $n _blu Terreur Says, 'This can't be, your time will come mortal!' -mea $n _blu Terreur Says, 'Until then savor the days you have left!' -endif -~ -| -#30319 -Ving~ -Ving, Demon Priest~ -Ving stands before you chanting -~ -Here stands before you the demon army's priest. He doesn't compare -in size to the other demon's you have seen down here, but none the ' -less he will pack a severe punch. -~ -35 100663456 -1000 C -50 0 -200 1d1+19999 2d20+75 -1000000 0 -112 112 1 -23 23 25 20 22 12 19 -0 0 0 0 0 -89 1 0 0 1 1 5 -85 40 7 0 2109281 0 470295047 788231 -> greet_prog 100~ -mea $n _lbl Ving Says, 'You will never make it out of here!' -mea $n _lbl Ving Says, 'Pray to your god so you may have a resting place!' -~ -> death_prog 100~ -mea $n _ora Ving Says, 'It is impossible I have been defeated my a mortal!' -~ -| -#0 - - -#OBJECTS -#30300 -Front Gate Key~ -Front Gate Key~ -A brightly shining key lies on the ground ~ -~ -18 524288 1 -0 0 0 0 -1 10000 1000 -#30301 -cleaning closet~ -Cleaning Closet Key~ -An extremely clean key lies here~ -~ -18 524288 1 -0 0 0 0 -1 10000 1000 -#30303 -throne key~ -A Throne Room Key~ -A beautiful key lies before you~ -~ -18 524288 16385 -0 0 0 0 -1 10000 1000 -A -26 65536 -#30304 -Big Claymore~ -A Big Claymore~ -A large weapon lies here waiting!~ -~ -5 705024 8193 -14 10 4 3 -10 10000 1000 -A -13 90 -A -12 20 -A -19 9 -A -18 8 -A -1 3 -A -26 16777216 -#30305 -Terreur's Key~ -Terreur's Key~ -A Heavy key belonging to Terreur lies here~ -~ -18 524288 16385 -0 0 0 0 -1 10000 1000 -#30306 -Ving's Key~ -Ving's Key~ -Here lies the Closet Key of the Mighty Ving!~ -~ -18 524288 16385 -0 0 0 0 -1 10000 1000 -#30307 -helm wicked~ -Helm of the Wicked~ -A Helm of Evil lies before you~ -~ -9 672576 17 -13 13 0 0 -1 100000 10000 -A -26 2 -A -1 2 -A -3 -2 -A -13 55 -A -12 10 -A -18 5 -A -19 6 -#30308 -boots raven~ -Boots of the Raven~ -A pair of boots lies here waiting for its raven~ -~ -9 16925504 65 -15 12 0 0 -3 500000 50000 -A -26 524288 -A -2 3 -A -4 -1 -A -19 5 -A -18 5 -A -13 60 -A -12 20 -A -17 -20 -#30309 -flames fallen~ -Flames of the Fallen ~ -The flames of a fallen warrior lie here~ -~ -1 16943424 16385 -0 0 -1 0 -4 0 0 -A -26 32768 -A -18 4 -A -19 6 -A -13 70 -A -12 20 -A -17 -20 -A -5 2 -> damage_prog 100~ -mpoload 30309 -drop flames -mea $n _ora The Flames of the Fallen follow there name and fall to the ground! -mpforce $n sigh -mer $n _ora $n seems to have scrapped his Flames of the Fallen -~ -| -#30310 -staff archmagi~ -Staff of the Archmagi~ -A staff of a powerful sorcerer lies before you~ -~ -9 8489824 16385 -14 12 0 0 -3 0 0 -A -26 16 -A -4 2 -A -3 1 -A -13 70 -A -12 70 -A -18 3 -A -19 4 -#30311 -visor hate~ -Visor of Hate~ -A visor lies here trembling with hate~ -~ -9 17482496 131073 -13 12 0 0 -2 500000 50000 -A -26 2 -A -13 55 -A -12 25 -A -18 5 -A -19 6 -A -17 -15 -#30312 -talons blood~ -Talons of Blood~ -Long sharp talons lie on the ground waiting~ -~ -9 25757984 4097 -14 12 0 0 -2 300000 30000 -A -26 32 -A -13 40 -A -12 30 -A -18 5 -A -19 4 -A -17 -15 -#30313 -robes ancients~ -Robes of the Ancients~ -An older pair of rags lie in front of you~ -~ -9 25168224 1025 -28 12 0 0 -6 500000 50000 -A -13 70 -A -12 60 -A -18 6 -A -19 6 -A -17 -20 -#30314 -axe destruction~ -Axe of Destruction~ -Here lies an axe foraged from destruction~ -~ -5 17451296 8193 -12 16 2 17 -10 1000000 100000 -A -2 2 -A -3 -2 -A -4 -2 -A -1 1 -A -13 90 -A -12 60 -A -18 14 -A -19 15 -#30315 -sash kings~ -Sash of Kings~ -An odd sash lies here in a heap before you~ -~ -9 16959776 2049 -17 17 0 0 -5 300000 30000 -A -2 2 -A -13 60 -A -12 30 -A -18 3 -A -19 5 -#30316 -fists rage~ -Fists of Rage~ -A pair of hands lie on the ground bleeding for their master~ -~ -9 17484544 129 -13 12 0 0 -4 300000 30000 -A -26 2 -A -18 3 -A -19 4 -A -13 35 -A -12 5 -#30317 -amulet fire~ -Amulet of Fire~ -An amulet lies here glowing a fiery red!~ -~ -9 707331 5 -10 12 0 0 -2 200000 20000 -A -26 8 -A -18 4 -A -19 5 -A -13 45 -A -12 20 -#30318 -cryptic satchel~ -Cryptic Satchel~ -A bloody satchel lies here moaning~ -~ -15 17449728 16385 -99999 0 0 0 -2 100000 10000 -#30319 -boots divinity~ -Boots of Divinity~ -A pair of boots lie here shining brightly in your eyes~ -~ -9 25316608 65 -12 12 0 0 -4 100000 10000 -A -26 32768 -A -18 5 -A -19 5 -A -13 60 -A -12 10 -#30320 -ring destruction~ -Ring of Destruction~ -A ring lies here decaying everything around it~ -~ -9 17337088 3 -12 12 0 0 -2 100000 10000 -A -1 2 -A -18 4 -A -19 5 -A -13 45 -A -12 25 -#30321 -demonic whip~ -Demonic Whip~ -A whip lies here awaiting its master~ -~ -5 25266947 8193 -12 7 7 4 -6 300000 30000 -A -2 3 -A -18 10 -A -19 11 -A -13 80 -A -12 90 -#30322 -eyes predator~ -Eyes of the Predator~ -A set of bloody eyes stare at you from below~ -~ -9 16812803 131073 -0 12 0 0 -3 200000 20000 -A -26 32 -A -18 5 -A -19 6 -A -13 50 -A -12 30 -#30323 -drops firedrops~ -Firedrops~ -A set of flaming teardrops lie before you~ -~ -9 17467648 65537 -0 12 0 0 -2 200000 20000 -A -26 16777216 -A -18 5 -A -19 5 -A -13 60 -A -12 30 -#30324 -shield chaos~ -Shield of Chaos~ -A large shield screaming with anger lies before you~ -~ -9 25791235 16385 -0 12 0 0 -5 300000 30000 -A -26 8388608 -A -18 4 -A -19 6 -A -13 40 -A -12 60 -#30325 -sword damnation~ -Sword of Damnation~ -A blood red sword radiating heat lies before you~ -~ -5 17484640 8193 -12 8 6 3 -6 400000 40000 -A -26 256 -A -18 14 -A -19 15 -A -13 85 -A -12 70 -#30326 -cape injustice~ -Cape of Injustice~ -A dark black cape lies before you in the shadows~ -~ -9 16960259 1025 -0 12 0 0 -2 300000 30000 -A -26 32768 -A -18 5 -A -19 5 -A -13 70 -A -12 35 -#30327 -hellkite leggings~ -Hellkite Leggings~ -Leggings of red with swirling black mist lies before you~ -~ -9 17451776 33 -0 12 0 0 -5 400000 40000 -A -13 70 -A -12 20 -A -18 8 -A -19 8 -A -2 2 -A -23 -10 -#30328 -golden chest~ -A Golden Chest~ -A golden chest lies here ~ -~ -15 0 16385 -99999 0 0 0 -2000 1 0 -#30329 -black knight plate~ -Black Knight's Plate~ -A plate of a true champion lies here before you~ -~ -9 17451811 9 -0 12 0 0 -6 300000 30000 -A -1 2 -A -2 2 -A -18 6 -A -19 6 -A -13 70 -A -12 5 -#30330 -necronomicon~ -Necronomicon~ -The Book of the Dead lies before you~ -~ -9 0 16385 -0 0 0 0 -2 6000000 600000 -A -26 4096 -A -3 2 -A -4 2 -#30331 -tharen key~ -Tharen's Key~ -A key belonging to Tharen lies here!~ -~ -18 524608 16385 -0 0 0 0 -1 1 0 -#0 - - -#ROOMS -#30300 -Front Gates of the Castle~ -In front of you is a giant gate to a castle of unknown origins. -As you look around you see two guards of Ogre origin they are -both over 7 feet tall with giant halberds as weapons. You start -thinking that this isn't a place for you to be. But being the -adventurer you are you notice a key around the guards neck. What -you do next is your decision. Good Luck! -~ -0 0 3 -D0 -Beyond the Front Door -~ -gate~ -1031 30300 30301 -D2 -~ -~ -0 -1 6137 -S -#30301 -Beyond the Front Door~ -Ah you made it! As you look around here the walls are filled with -trophies of past intruders. Being of all races you feel the -inhabitors didn't welcome these beings very kindly. There are -exits to the north further into the castle....or of course south -if you are scared! -~ -0 3154053 0 -D0 -A Long Hallway -~ -~ -0 -1 30302 -D2 -Front Gates of the Castle -~ -gate~ -1 30300 30300 -S -#30302 -A Long Hallway~ -Wow! Finally something you can relate to.....your own reflection -Although hope is coming back seeing that these beings use gold -for everything so you can imagine what treasures lie ahead for the -taking. There are two exits leading you further into the castle -and closer to your destiny. -~ -0 3154052 0 -D0 -Down the Corridor -~ -~ -0 -1 30310 -D2 -Beyond the Front Door -~ -~ -0 -1 30301 -D3 -Going Westward in the Castle -~ -~ -0 -1 30303 -S -#30303 -Going Westward in the Castle~ -As you turn west, the faint smell of cleanliness comes over you. -It smells as if you were back home with you mother cleaning -everything in sight. Trying to remove that from your mind you -push further east thinking about lost treasures and enchanted -swords that could be lurking around the corner -~ -0 2105476 0 -D1 -A Long Hallway -~ -~ -0 -1 30302 -D3 -Further Down the Hallway -~ -~ -0 -1 30304 -S -#30304 -Further Down the Hallway~ -Around this area you find no paintings just mirrors. Also that -clean smell is stronger than ever before. Down the way you see -a couple of doors, one off to your left and on straight ahead -Do you trust your instincts and continue forward or do run like -the little baby you are? -~ -0 2105476 0 -D0 -A Servant's Room -~ -door~ -3 -1 30305 -D1 -Going Westward in the Castle -~ -~ -0 -1 30303 -D3 -Deeper into the Hallway -~ -~ -0 -1 30306 -S -#30305 -A Servant's Room~ -Oops walked in on another being.....and this one doesn't look too -happy especially when you have interrupted her only quiet time of -the day. Hope you are ready to defend yourself because she isn't -giving you a sec more to prepare. -~ -0 3145728 0 -D2 -Further Down the Hallway -~ -~ -35 -1 30304 -S -#30306 -Deeper into the Hallway~ -To your left you find a normal looking wooden door. This is -quite out of the way to be anyone important, but hey you never -know. The door seems unlocked and you hear whistling coming -from the other side.....is this your lucky day or just another -meaningless victim. The only way to be sure is to find out -yourself. -~ -0 3154052 0 -D1 -Further Down the Hallway -~ -~ -0 -1 30304 -D2 -Head Servant's Room -~ -door~ -3 -1 30307 -D3 -Before a Closet Door -~ -~ -0 -1 30308 -S -#30307 -Head Servant's Room~ -Well lucky you. You found the Head Servant's room......must be -genius genes in your family. Anyways he doesn't look very happy -to see you and you just walked on his freshly cleaned rug. Time -to show your worth....(If you have any)....and start defending -yourself before he makes you look like a fool. -~ -0 3145728 0 -D0 -Deeper into the Hallway -~ -~ -35 -1 30306 -S -#30308 -Before a Closet Door~ -You survived the Head Servant it looks like....unless you -chickened out and didn't go into the room. You stand in front -or a normal wooden door, wondering what's on the other side. Do -you take a chance or do you move on. It is up to you, but -definately trust your instincts -~ -0 3154052 0 -D1 -Deeper into the Hallway -~ -~ -0 -1 30306 -D3 -A Huge Cleaning Closet -~ -door~ -1 30301 30309 -S -#30309 -A Huge Cleaning Closet~ -WOW! Here it is. The thing you have fretted over in the last -couple of rooms. Was it worth it......it sure doesn't look like -it, but hey you tried your best. You start to turn around but -something about this room doesn't feel right. You notice that -not a lot of supplies are in here especially for what part of -the castle you are at. Something pops into your mind as check -the rooms for secrets ....what was it that your mom said... -"cleanliness is boring" no that isn't it but you are on the -right track. -~ -0 3153924 0 -D1 -Before a Closet Door -~ -door~ -1 -1 30308 -> speech_prog Cleanliness is next to Godliness~ -mptransfer $n 30340 -mpat 0.$n mea 0.$n *red WELCOME TO HELL!!!! -~ -| -S -#30310 -Down the Corridor~ -You have come passed the trophies into a corridor that should -lead to somewhere important .....where that is you have no clue -but something in your mind says this is the correct way. On the -walls you see murals of the former kings of the castle. Wow you -have seen better looking cockroachs than these guys. Anyways -down the way you see lights on and more rooms and doors. It is -time to buck up and become the expert adventurer you claim to be. -~ -0 3153924 0 -D0 -On the Edge of a Huge Room -~ -~ -0 -1 30311 -D2 -A Long Hallway -~ -~ -0 -1 30302 -S -#30311 -On the Edge of a Huge Room~ -You are on the verge of entering your first large room. You -notice that noone seems to be in there, but of course you aren't -renowed for your hearing skills either. You start to make plans -for you entrance, debating on whether to sneak in or make a grand -entrance, either way i think it will be safe for you...... -~ -0 3153924 0 -D0 -Very Large Room -~ -~ -0 -1 30312 -D2 -Down the Corridor -~ -~ -0 -1 30310 -S -#30312 -Very Large Room~ -Oops sorry about that...didn't mean to lead you astray, but hey -that is what i am here for. In front of you stand two very large -Ogre Guards and the are not at all happy to see you. Here's a -chance to work on your skills and save yourself from another -terrible defeat. -~ -0 3153920 0 -D1 -Narrow Hallway -~ -~ -0 -1 30313 -D2 -On the Edge of a Huge Room -~ -~ -0 -1 30311 -D3 -Path to the Stairs -~ -~ -0 -1 30315 -S -#30313 -Narrow Hallway~ -Man this place is cramped and what is that smell....whoa something -here isn't right, but you have to push on you never know what -lurks beyond the next door or in a hallway.....It could be your -lucky day.....you just never know. -~ -0 3154052 0 -D0 -A Very Large Restroom -~ -door~ -3 -1 30314 -D3 -Very Large Room -~ -~ -0 -1 30312 -S -#30314 -A Very Large Restroom~ -Hmmmm....think you took a wrong turn unless.... the wonderful smell -that comes from here enticed you somehow....or maybe you had to go -either way there is nothing more down here for you. The best -thing to do is turn around the other way and continue your journey -~ -0 0 0 -D2 -Narrow Hallway -~ -~ -33 -1 30313 -D4 -Tharen's Massage Parlour -~ -~ -2230337 -1 30319 -S -#30315 -Path to the Stairs~ -Moving westward you start to notice stairs that lead up. The first -thing to cross your mind is "Finally i am getting somewhere" -although the halls are quiet you get an eerie feeling you are being -watched by someone and begin to prepare for anything that might -stop you intrusion. -~ -0 3154052 0 -D1 -Very Large Room -~ -~ -0 -1 30312 -D3 -Up a Flight of Stairs -~ -~ -0 -1 30316 -S -#30316 -Up a Flight of Stairs~ -In front of you stand a huge flight of stairs. Your mind starts -alerting you to the dangers that might lie ahead...but as always -you ignore them. You start up the stairs hoping that the wait is -worth the effort -~ -0 3153920 0 -D1 -Path to the Stairs -~ -~ -0 -1 30315 -D4 -Further up the Stairs -~ -~ -0 -1 30317 -S -#30317 -Further up the Stairs~ -You begin to ascend the stairs waiting for the next guard to -be alerted to your presence, but you never thought that a guard -would look like the one in front of you. This guard is -extremely bigger than the previous and must be the leader of -the army. You draw your weapons and begin praying to the first -deity you can think of. This may be your last adventure. -~ -0 3153920 0 -D4 -Reaching the Second Story -~ -~ -0 -1 30318 -D5 -Up a Flight of Stairs -~ -~ -0 -1 30316 -S -#30318 -Reaching the Second Story~ -Whew!! Finally made.....after a long bout with the Head Guardsmen -luckily you made it through now to the second floor. The search -begins for what brought you here in the first place, treasure. -Your nose tells you east, but your gut tells you west.....what -to follow .....oh well might as well try both ways to see what happens -~ -0 3153920 0 -D2 -Entering a Hallway -~ -~ -0 -1 30321 -D5 -Further up the Stairs -~ -~ -0 -1 30317 -S -#30319 -Tharen's Massage Parlour~ -WOW!! Never thought this would be here. Especially in the area you -were in. Tharen wishes you his greetings and wishes you to stay -and be comfortable in his home. Take advantage of the services -in the next couple of rooms. Don't be too greedy though because -greed is something that Tharen and his employees do not think -highly of. -~ -0 0 0 -D1 -~ -door~ -7 30331 30319 -D5 -A Very Large Restroom -~ -~ -0 -1 30314 -S -#30320 -Tharen's Den~ -You are now in the living room where Tharen spends his time and -reads or listens to his favorite music. In this room you will find -a salesperson who eager awaits your purchase. Again remember that -greed is not tolerated in these two rooms and any such acts will -result in death. -~ -0 0 0 -D3 -~ -door~ -7 30331 30319 -S -#30321 -Entering a Hallway~ -As you enter the long hallway you spy two directions to go east -and west. When you look down the hallway you see lots of gold mirrors -and murals. At the each end you see doors and turns in your path. -~ -0 3154052 0 -D0 -Reaching the Second Story -~ -~ -0 -1 30318 -D1 -Further Down the Hall -~ -~ -0 -1 30322 -D3 -Westward in a Hallway -~ -~ -0 -1 30332 -S -#30322 -Further Down the Hall~ -Man how many generations of these guys are there....everytime you -look up there is another mural of some ugly Ogre with a crown on -and with each passing mural they get bigger and bigger. Seems -like the one you are dealing with could be 20 ft. tall and weigh -over a ton. Kinda makes you think a little bit...should you really -be doing this or are you already too far into it to turn back? -~ -0 3154052 0 -D1 -In Front of a Closed Door -~ -~ -0 -1 30323 -D3 -Entering a Hallway -~ -~ -0 -1 30321 -S -#30323 -In Front of a Closed Door~ -You stand in front of one of the many decisions you will have to -make while up on the second story. Should I or shouldn't I open -this door. As you take a deep breath you notice that there is also -a passageway leading north too.....time to take a deep breath and -mull over your next decision because it could be your last one. -~ -0 3154052 0 -D0 -Continuing North in the Hallway -~ -~ -0 -1 30325 -D1 -More than just storage -~ -door~ -3 -1 30324 -D3 -Further Down the Hall -~ -~ -0 -1 30322 -S -#30324 -Storage Room~ -Wow! You were afraid of a storage room....and you call yourself an -adventurer. Sheesh! Anyways nothing much in here except for old -books of no use and old robes that the kings wore over the past -centuries.....which are really beginning to smell. Oh no! Why is -everything fading to black? The agony of death is a painful thing -indeed. Storage room my foot! -~ -0 3154054 0 1 21000 0 -D3 -~ -~ -33 -1 30323 -S -#30325 -Continuing North in the Hallway~ -Alright after finding the storage room you can begin to think a little -more seriously about the task at hand. You can continue north through -the hallway or there is another door in front of you. You wouldn't -think their would be much trouble next to a storage room would you? -~ -0 3153920 0 -D0 -Interesting Turn -~ -~ -0 -1 30327 -D1 -Guest Room -~ -door~ -1 -1 30326 -D2 -In Front of a Closed Door -~ -~ -0 -1 30323 -S -#30326 -Guest Room~ -Wow! This is a nice room.....oversized bed, their own bathroom,and -look at that a beautiful view over the land. This has to be one of -the best guest rooms you have ever seen. Hmmm....wonder if anyone is -staying here at the moment.....don't think they would mind if you -had a look around. As you start for the bed.....you hear a noise come -from the restroom .....i wonder what that is? -~ -0 3153920 0 -D3 -Continuing North in the Hallway -~ -door~ -35 -1 30325 -S -#30327 -Interesting Turn~ -Here you see another door to your east and also something that -gets your attention pretty quick....an exit northeast....hmmmm -you have to be getting closer, you think to yourself. It seems -you have been in here for a long time now and you don't have a lot -to show for your efforts. -~ -0 3154052 0 -D1 -Sorcerer's Room -~ -door~ -1 -1 30328 -D2 -Continuing North in the Hallway -~ -~ -0 -1 30325 -D7 -Northwest in a Hallway -~ -~ -0 -1 30329 -S -#30328 -Sorcerer's Room~ -Oops....the one thing you didn't want to see and you have opened -the door to it. An older looking mage is looking down upon you -and with that not so pleasant look....as you look for an escape -route you see him begin to chant. Well looks like you picked a fight -with the wrong person. -~ -0 3153920 0 -D3 -Interesting Turn -~ -door~ -35 -1 30327 -S -#30329 -Northwest in a Hallway~ -Man how many more things can you run into while you are here. Well -seems like there is a lot more considering you have only explored -one side so far. Though it seems like something extremely noisy -is coming from the northeast. Time to use your curiousity and find -out what exactly it is. -~ -0 3154052 0 -D7 -King's Bedroom -~ -~ -0 -1 30330 -D8 -Interesting Turn -~ -~ -0 -1 30327 -S -#30330 -King's Bedroom~ -Oops well they always said curiousity killed the cat..but in this -case it could be you! Hey look on the bright side you found what -you were looking for and the treasure should be pretty close around -that is if you survive this fight. -~ -0 3153920 0 -D0 -Treasure Room -~ -mirror~ -1031 30303 30331 -D8 -Northwest in a Hallway -~ -~ -0 -1 30329 -D9 -Northeast in a Hallway -~ -~ -0 -1 30339 -S -#30331 -Treasure Room~ -Alright tough fight and nothing to show for it. How can this be -you fought a tough battle and someone has already taken the loot. -I don't know, but it may have something to do with the creature -staying in the guest room. Anyways as you begin to leave you spot -something on the wall.....a phrase of some sort. -~ -0 3154052 0 -D2 -King's Bedroom -~ -~ -0 -1 30330 -E -On the Wall Reads~ -Cleanliness is next to Godliness -~ -> speech_prog 'cleanliness is next to godliness'~ -mptransfer $n 30340 -mpat 0.$n mea 0.$n *ora Welcome to HELL!!!!!! -~ -| -S -#30332 -Westward in a Hallway~ -You continue your journey westward hoping to find the gold that has -eluded you so far. Hopefully by going this way you may find an easier -way than going east. Along the walls you see murals of kings past -and mirrors lined in gold. You are starting to think they used all -their gold in production of these stupid mirrors -~ -0 3154052 0 -D1 -Entering a Hallway -~ -~ -0 -1 30321 -D3 -Bend in the Hallway -~ -~ -0 -1 30333 -S -#30333 -Bend in the Hallway~ -You have come to a bend in the hallway. To the north you see more -doors and to the west there is one. This can't be good for you -knowing your luck with doors, but hey nothing is easy right. This -might be your lucky day and you might find some gold if you go west -but that decision is up to you. -~ -0 3154052 0 -D0 -North in a Hallway -~ -~ -0 -1 30335 -D1 -Westward in a Hallway -~ -~ -0 -1 30332 -D3 -Head Guardsmen Room -~ -door~ -1 -1 30334 -S -#30334 -Head Guardsmen Room~ -Whew nothing to meet in here just a few more weapons than you normally -see in a person's room. As you look around you realize that this -is the big guard's room that you met on the stairway earlier. As -you search around the room you begin noticing several chests and -hiding places that he had for his valuables. -~ -0 3153920 0 -D1 -~ -door~ -33 -1 30333 -S -#30335 -North in a Hallway~ -This upper story isn't as bad as you thought. As you look west there -is another door and north shows you one more. Heck if things go -as they are now you shouldn't have any problem finding the gold -you have lusted for ever since you first heard about this castle. -You begin to reach for the door as you hear a noise coming from the other side. -~ -0 3154052 0 -D0 -Another Bend in the Hallway -~ -~ -0 -1 30337 -D2 -Bend in the Hallway -~ -~ -0 -1 30333 -D3 -Head Priest's Room -~ -door~ -1 -1 30336 -S -#30336 -Head Priest's Room~ -You enter the room just in time to see a giant person turn around -in red robes and look at you like you were this evenings dinner. -You scramble for your weapons, but not in time to hear him point a -finger at you and swing his giant staff in your general direction. -~ -0 3153920 0 -D1 -North in a Hallway -~ -door~ -1 -1 30335 -S -#30337 -Another Bend in the Hallway~ -As you come north you spy another door to your west and a passage -to your northeast. Strange never seen a passage to the northeast -before in a castle....but oh well in this castle nothing seems to -surprise you anymore. As you reach for the door you remember what -happened last time....so you reach for you weapon first and then -start to open the door. -~ -0 3154052 0 -D2 -North in a Hallway -~ -~ -0 -1 30335 -D3 -Prince's Room -~ -door~ -3 -1 30338 -D6 -Northeast in a Hallway -~ -~ -0 -1 30339 -S -#30338 -Prince's Room~ -Finally you are ready for someone to actually be in a room. Took -you long enough that if there is a door that someone may be behind -it. Sheesh what more do you want an occupancy sign to be on the outside? -In front of you stands a large person dressed in formal clothes -Is this the king you ask yourself probably not seeming that the room -is cluttered and not looking the greatest. Anyway you might want -to defend yourself before he puts that sword through your heart -~ -0 3153920 0 -D1 -Another Bend in the Hallway -~ -door~ -33 -1 30337 -S -#30339 -Northeast in a Hallway~ -You travel northeast and ahead of you, you see a bright light and -and enormous room in front of you....you can't hear any noise coming -from the room, but that doesn't mean there isn't anyone in there. - You pull your weapon hoping that this will be it the finality in -this quest for gold. -~ -0 3154052 0 -D6 -King's Bedroom -~ -~ -0 -1 30330 -D9 -Another Bend in the Hallway -~ -~ -0 -1 30337 -S -#30340 -An Underground Hell~ -Uh oh!! What have you gotten yourself into. Seems like you have -been portaled to somewhere you shouldn't have, but why would something -like this be here. There has to be a meaning behind this and guess -what looks like you will have to play detective in this whole story. -~ -0 3153924 13 -D3 -Going Westward in an Underground Hell -~ -~ -0 -1 30341 -S -#30341 -Going Westward in an Underground Hell~ -Wow! This place is disgusting. Slime all over the walls...insects -you have never seen before on the floor crawling all over the place. -Kinda makes you wish that you never remembered what your mother had said. -You continue west searching for what i don't know just for answers -right now. -~ -0 3153924 13 -D1 -An Underground Hell -~ -~ -0 -1 30340 -D3 -A Darker Corridor -~ -~ -0 -1 30342 -S -#30342 -A Darker Corridor~ -You now stand at a bend in the pass. You have hallways going west -and going north. You try to listen for noises, but it seems down -here that everything is quiet and no one is down here, but being -a sound adventurer you know that something is down here and it -probably isn't too friendly -~ -0 3153924 13 -D1 -Going Westward in an Underground Hell -~ -~ -0 -1 30341 -D3 -Turning to the West -~ -~ -0 -1 30343 -S -#30343 -Turning to the West~ -You decided to go west whether your choice was right we will see -Still the same look to this part of the tunnel....same ol bugs, -same ol slime, etc. Up ahead you start seeing a faint glow finally -something that gives you clue that something lives down here.... -of course that could be bad for you! -~ -0 3153924 13 -D0 -Further North -~ -~ -0 -1 30345 -D1 -A Darker Corridor -~ -~ -0 -1 30342 -D3 -Verik's Room -~ -door~ -3 -1 30344 -S -#30344 -Verik's Room~ -Here stands something like the one you saw upstairs and judging by -the room it seems they have been here a while. This one is about -the same height and width as the last one so you know you have a fight -on your hands. Be ready because he isn't happy to see you either. -~ -0 3153920 13 -D1 -Turning to the West -~ -door~ -3 -1 30343 -S -#30345 -Further North~ -You turn north hoping that this maze soo comes to a close. No answers -have been found yet as to what is happening and why. But from the -look of things you know it isn't good in any way. The path continues -north for a while and you do see faint outlines of doors ahead. -~ -0 3153924 13 -D0 -Continuing North -~ -~ -0 -1 30346 -D2 -Turning to the West -~ -~ -0 -1 30343 -S -#30346 -Continuing North~ -You continue north still smelling the awful smell and still seeing -bugs and slime of the walls. To the west you see what seems to be -a door of some type. Maybe finally you will start getting some answers -or maybe another fight. Either way it will take your mind off of -how creepy this is becoming. -~ -0 2097156 13 -D0 -Further Into Hell -~ -~ -0 -1 30348 -D2 -Further North -~ -~ -0 -1 30345 -D3 -Blak's Room -~ -door~ -3 -1 30347 -S -#30347 -Blak's Room~ -You open the door to find one of the most hideous creatures staring -right back at you. You looking in awe as the creature comes closer -and stands right in front of you. Being a full foot taller than you -the fear factor starts to set in .....when finally it clicks in your -mind what this is....A Full Fledged Demon! -~ -0 3153920 13 -D1 -Continuing North -~ -door~ -1 -1 30346 -S -#30348 -Further Into Hell~ -Finally things are becoming a little clearer, even thought you are -not really liking the answers you are finding. You start to continue -north, but out of the corner of your eye you see a another faint -outline of another door. You start to realize to stop the intrusion -you must explore each of these rooms and destroy what is in them. -~ -0 3153924 13 -D0 -T-Intersection -~ -~ -0 -1 30350 -D1 -Minze's Room -~ -door~ -3 -1 30349 -D2 -Continuing North -~ -~ -0 -1 30346 -S -#30349 -Minze's Room~ -You step into the room fully expecting what you are seeing before -you. Man do these things get any better looking. Unfortunately he -is a little bigger than the one you fought before and you certainly -hope this isn't a trend. Prepare for a tough fight because it is -going to be one. -~ -0 3153920 13 -D3 -~ -door~ -1 -1 30348 -S -#30350 -T-Intersection~ -You come to and intersection from which you could either go left -or right. Either way both paths look the same to you with the same -set up and the previous walls and floor. You get a feeling like -your journey won't get any easier and what you find will probably -kill you! -~ -0 3153924 13 -D1 -Going East in a Underground Cavern -~ -~ -0 -1 30351 -D2 -Further Into Hell -~ -~ -0 -1 30348 -D3 -Going Westward in an Underground Corridor -~ -~ -0 -1 30358 -S -#30351 -Going East in an Underground Cavern~ -You decide to go east and upon your inspection the walls are still -nasty as ever. The path continues east with nothing you can see -coming up for a little ways. The path also continues west back from -where you came from. -~ -0 3153924 0 -D1 -Further Down an Eastern Corridor -~ -~ -0 -1 30352 -D3 -T-Intersection -~ -~ -0 -1 30350 -S -#30352 -Further Down an Eastern Corridor~ -You go further east to discover char marks on the walls and something -that looks like a past adventurer laying on the floor in front of -you. You begin to wonder if coming down here was such a good idea -, but the thought of riches begin entering your mind and you continue -east. -~ -0 3153924 13 -D1 -Coming Upon an Intersection -~ -~ -0 -1 30353 -D3 -Going East in an Underground Cavern -~ -~ -0 -1 30351 -S -#30353 -Coming Upon an Intersection~ -You continue east and up ahead you start to see a clearing. Finally -you tell yourself maybe it is the treasure room you have been seeking -or maybe it is more of these creatures you know nothing about. -Either way you know riches are to be had and the only way to find -them is by going east. -~ -0 3153924 13 -D1 -Intersection -~ -~ -0 -1 30354 -D3 -Further Down an Eastern Corridor -~ -~ -0 -1 30352 -S -#30354 -Intersection~ -You have enter an intersection in which you can now go either north -or east. To the north you see the hallway continue, to the east there -is a door that leads probably to another room. Will you go east or -north, that is your decision, but choose wisely for you never know -what might come next. -~ -0 3153924 13 -D0 -Terreur's Room -~ -door~ -1 -1 30356 -D1 -Minter's Room -~ -door~ -3 -1 30355 -D3 -Coming Upon an Intersection -~ -~ -0 -1 30353 -S -#30355 -Minter's Room~ -You are now in the room of what appears to be a magician of sorts -you focus your attention on a large demonlike creature turning around -and grinning at you. You draw your weapons, but it is too late -he points his finger at you and yells "Die"! -~ -0 3153924 13 -D3 -Intersection -~ -door~ -3 -1 30354 -S -#30356 -Terreur's Room~ -You stand in the leader's room. You cringe in fear when you see his -hideous face turn and look right at you. You wonder to yourself -should i run or fight. Well unfortunately i think he will make up -your mind for you. Good Luck! -~ -0 3153924 13 -D0 -Terreur's Closet -~ -closet~ -1031 30305 30357 -D2 -Intersection -~ -~ -0 -1 30354 -S -#30357 -Terreur's Closet~ -Ha Ha! You made it through him now here is your reward. Before you -lies a chest with hopefully the riches you have dreamed of along -the way of this horrible adventure. You begin to drool at the riches -that could be in there and start to open the chest. Your reward -is at your fingertips. -~ -0 3153924 13 -D2 -Terreur's Room -~ -closet~ -7 30305 30356 -S -#30358 -Going Westward in an Underground Corridor~ -You decided to go west. The pathway you are in is a lot like the -same you have seen all through your time in here. Although up ahead -you start to see scrapings along the wall made by what you think -is a very large and powerful creature. You can continue west or go -back to the east. -~ -0 3153924 13 -D1 -T-Intersection -~ -~ -0 -1 30350 -D3 -Coming Upon Another Intersection -~ -~ -0 -1 30359 -S -#30359 -Coming Upon Another Intersection~ -You continued west and the scrapings become larger and occur more -often. You also begin to see what you believe is leftovers of past -adventurers and maybe even some of the royal court you saw above. -The path continues west or of course you can always go back. -~ -0 3153924 13 -D1 -Going Westward in an Underground Corridor -~ -~ -0 -1 30358 -D3 -North-West Intersection -~ -~ -0 -1 30360 -S -#30360 -North-West Intersection~ -You have come to a crossroads with a door leading to the west and -a path leading north. You can hear noises coming from both sections -and wonder if it is really a good idea to be down here. You take a -deep breath and make your decision. -~ -0 3153924 13 -D0 -Ving's Room -~ -door~ -1 -1 30362 -D1 -Coming Upon Another Intersection -~ -~ -0 -1 30359 -D3 -Slade's Room -~ -door~ -1 -1 30361 -S -#30361 -Slade's Room~ -You have entered a room with a very large creature standing before -you. You know he is someone of importance because of the garb or -what you see of it upon his body. He wields nothing, but still looks -ferocious to you. As you comtemplate death he rears back for attack -and comes at you with brute force -~ -0 3153924 13 -D1 -North-West Intersection -~ -door~ -3 -1 30360 -S -#30362 -Ving's Room~ -You stand in what appears to a priest's room of some kind. Although -you don't know what priest would be still alive down here. You begin -to look around the room as you notice a figure appearing from the -shadows and beginning to chant. Uh oh! You think to yourself, as -the red eyes begin to focus on you, you really need to get ready -because i don't really think he is happy to see you here. -~ -0 3153924 13 -D0 -Ving's Closet -~ -closet~ -7 30306 30363 -D2 -North-West Intersection -~ -door~ -1 -1 30360 -S -#30363 -Ving's Closet~ -Wow! that was a tough battle, but here lies your reward. Before you -lies a chest hopefully filled with the riches from above. You reach -down hoping that this is it. The retirement you have waited for -a lifetime. -~ -0 3153924 13 -D2 -Ving's Room -~ -closet~ -7 30306 30362 -S -#0 - - -#RESETS -M 1 30305 1 30305 -D 0 30305 2 1 -D 0 30337 3 1 -M 1 30306 1 30307 -G 1 30301 1 -D 0 30307 0 1 -D 0 30304 0 1 -D 0 30306 2 1 -D 0 30313 0 1 -D 0 30343 3 1 -D 0 30348 1 1 -M 1 30309 1 30317 -E 1 30304 1 16 -E 1 30307 1 6 -M 1 30308 1 30326 -E 1 30308 1 8 -D 0 30326 3 1 -M 1 30307 1 30328 -E 1 30309 1 0 -E 1 30310 1 17 -D 0 30328 3 1 -M 1 30311 1 30338 -E 1 30311 1 20 -D 0 30338 1 0 -M 1 30310 1 30336 -E 1 30312 1 14 -E 1 30313 1 12 -D 0 30336 1 0 -M 1 30312 1 30330 -G 1 30303 1 -E 1 30314 1 16 -E 1 30315 1 13 -D 0 30330 0 2 -M 1 30300 2 30312 -E 1 30304 1 16 -M 1 30300 2 30312 -E 1 30304 1 16 -M 1 30300 3 30300 -E 1 30304 1 16 -G 1 30300 1 -D 0 30300 0 2 -M 1 30314 1 30347 -E 1 30317 1 3 -G 1 30318 1 -D 0 30347 1 0 -M 1 30315 1 30349 -G 1 30319 1 -D 0 30349 3 0 -M 1 30316 1 30361 -E 1 30320 1 1 -D 0 30361 1 1 -M 1 30319 1 30362 -G 1 30306 1 -E 1 30321 1 16 -E 1 30322 1 20 -D 0 30362 0 2 -D 0 30362 2 0 -M 1 30317 1 30355 -E 1 30323 1 19 -E 1 30324 1 17 -D 0 30355 3 1 -M 1 30318 1 30356 -G 1 30305 1 -E 1 30325 1 16 -E 1 30326 1 12 -E 1 30327 1 7 -D 0 30356 0 2 -O 1 30328 1 30357 -D 0 30357 2 2 -O 1 30328 1 30363 -D 0 30363 2 2 -M 1 30302 1 30319 -M 1 30303 1 30319 -D 0 30319 1 2 -M 1 30304 1 30320 -D 0 30320 3 2 -D 0 30354 0 0 -D 0 30354 1 1 -D 0 30323 1 1 -S - - -#SHOPS -0 - - -#REPAIRS - 30303 9 5 4 180 1 0 23 ; Lady Denise -0 - - -#SPECIALS -M 30302 spec_cast_adept -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/warkeep.are b/data/realm/areas_smaug1.4a/warkeep.are deleted file mode 100644 index 531a1da..0000000 --- a/data/realm/areas_smaug1.4a/warkeep.are +++ /dev/null @@ -1,1671 +0,0 @@ -#AREA The Keep of the Warlock~ - -#VERSION 1 - -#AUTHOR Yaegar~ - -#RANGES -20 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#15700 -warlock baragar~ -the warlock Baragar~ -The warlock Baragar chuckles at you and dares you to attack him. -~ -Before you stands the master of the keep, Baragar the warlock. Baragar is -a handsome young man with long white hair, and deep blue eyes. He would -appear to be almost angelic were it not for the diabolical gleam to his -eyes, and the evil grin on his thin, cruel lips. -~ -203 533180 -1000 S -30 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15701 -woman witch alara~ -the witch Alara~ -A comely woman in her early twenties grins at you. -~ -This woman is the witch Alara, associate and lover of Baragar. She is nude -save for a leather bandolier across her chest and buttocks, which contains -a variety of potions, scrolls and throwing daggers. She would be very -attractive if she didn't cackle insanely so much. -~ -195 8712 -1000 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15702 -demon~ -a demon~ -A minor demon hisses and snarls at you. -~ -Baragar and Alara managed to capture this demon and keep it in this room, -but they lacked the power necessary to control it, so they dare not release -it again. And now you're in here with this eight foot tall, four armed, -green skinned monstrosity from the lower planes. Great. -~ -107 524936 -1000 S -35 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15703 -cat familiar~ -a cat familiar~ -Alara's familiar, a black cat, hisses at you. -~ -This angry feline is Alara's familiar. Do away with it. -~ -227 8712 -1000 S -10 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15704 -hawk familiar~ -a hawk familiar~ -Alara's familiar, a hawk, screeches at you. -~ -This angry bird is Baragar's familiar. Do away with it. -~ -227 533000 -1000 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15705 -troll guard~ -a troll guard~ -A troll guard squints suspiciously at you. -~ -These trolls are meant to prevent strangers from entering the inner keep, -but they see so many strange creatures here they aren't sure which type is -allowed and which isn't. -~ -75 8704 -400 S -25 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15706 -flesh golem~ -a flesh golem~ -A flesh golem stands here, arms folded. -~ -This mindless automaton is a creation of Baragar's. It answers only to him, -a fact which irritates (and worries) Alara. -~ -67 8320 0 S -26 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15707 -fire drake~ -a fire drake~ -A fire drake snorts flames and attacks! -~ -This angry dragonkin has been roused from its nap by you, and it isn't happy -about it... -~ -99 648 -500 S -28 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15708 -zombie servant~ -a zombie servant~ -A zombie servant gazes at you blankly. -~ -This poor fellow was once a living servant of Baragar who made one mistake -too many. Baragar eventually decided undead staff were far more reliable, -if a little slower, and slew all his staff, turning them subsequently into -mindless undead. That's what a charming guy he is. -~ -65 0 0 S -15 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15709 -guard~ -a keep guard~ -A keep guard stands rigidly at attention here. -~ -This guard is slightly bemused at your entrance, but doesn't move to stop -you- Baragar receives dozens of visitors daily, and if they are powerful -enough to slay him, then the guards certainly don't stand a chance, so they -keep quiet. You may wonder why in that case Baragar bothers having guards. -Well, so does he. -~ -75 512 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15710 -apprentice~ -an apprentice mage~ -An apprentice mage looks up from her work, startled. -~ -This woman was a former lover of Alara's who was brought here by the witch -as a student after Alara hooked up with Baragar, a warlock of a different -gender. She is small, cute, and evil. -~ -195 8192 -400 S -21 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15711 -grell~ -a grell~ -A grell gropes at you with its tentacles. -~ -This looks like a huge brain with green tentacles and a huge squid-like -beak. It hovers in the center of the room, glaring at you menacingly. -~ -99 524288 -800 S -24 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15712 -mimic~ -a mimic~ -A wooden chest suddenly comes to life! -~ -This mimic has been placed here by Baragar to fool (and hopefully slay) -potential thieves. -~ -99 8192 -400 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15713 -crocodile~ -a hungry crocodile~ -A hungry crocodile snaps its jaws at you. -~ -This hungry reptile hasn't been fed in days. Baragar starves his crocs to -keep them savage. He uses them to punish his guards. They seldom make -the same mistake twice, because they are usually dead. -~ -99 0 0 S -19 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15714 -war dog~ -a savage war dog~ -A savage war dog snarls viciously at you. -~ -Baragar bred these brutes from the most vicious alsatians and pit bulls he -could find, then infected them with super-rabies to make 'em nice and -friendly. -~ -99 8192 -400 S -16 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#15715 -assassin~ -an assassin~ -An assassin appears suddenly before you. -~ -This mysterious woman is one of Baragar's elite black-robed assassins. -Closely aligned with the assassins of Krogthar's domain, they are cold- -blooded, ruthless fanatics devoted to their ruler. -~ -227 8704 -1000 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 2 -#15716 -dagar assassin~ -the assassin Dagar~ -Dagar the assassin urges you to be silent. -~ -Dagar is an agent of Thalos, sent here to eliminate Baragar. He has spent -weeks infiltrating the keep, and is now in the final stages of his plan. -However, he'd be more than happy for you to complete the task for him. -~ -67 98984 400 S -27 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15717 -gnoll slave~ -a gnoll slave~ -A gnoll slave yelps in surprise at your presence. -~ -These evil dog-like humanoids have been captured by Baragar and set to work -as miners and laborers helping to excavate the ancient lower cavers beneath -the keep. -~ -193 0 -400 S -12 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15718 -ogre slave~ -an ogre slave~ -An ogre slave grunts as you enter, then turns back to his work. -~ -These evil giant-kin have been captured by Baragar and set to work as miners -and laborers helping to excavate the ancient lower cavers beneath the keep. -~ -65 512 -400 S -18 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15719 -flind slave master~ -a flind slave master~ -A flind slave master howls fiercely and orders you to leave. -~ -This gnoll-kin has been placed in charge of the gnolls and ogres that -labor here, and will not tolerate any interruptions. -~ -99 8704 -500 S -20 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -#15720 -otyugh~ -an otyugh~ -An otyugh gibbers and attacks! -~ -This creature is a trangular mass of flesh with a huge maw and two tentacles. -It rushes toward you on stubby legs. It is used to devour the garbage of -the keep. -~ -99 640 0 S -22 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -#0 - - -#OBJECTS -#15700 -robes~ -some black robes~ -Some black robes have been left here.~ -~ -9 1 0 -0 0 0 0 -5 0 0 -A -3 2 -A -12 50 -#15701 -staff~ -a bone staff~ -A bone staff lies here.~ -~ -4 1 0 -30 12 12 -1 -2 0 0 -'call lightning' -A -4 2 -#15702 -sword~ -a bone sword~ -A bone sword is stuck in the ground here.~ -~ -5 1 0 -0 0 0 11 -10 0 0 -A -18 4 -A -19 4 -#15703 -helm~ -a bronze helm~ -A bronze helm covered in runes has been left here.~ -~ -9 1 0 -0 0 0 0 -7 0 0 -A -17 -10 -A -23 -3 -A -24 -3 -A -25 -2 -#15704 -bandolier~ -a leather bandolier~ -A leather bandolier lies here.~ -~ -15 0 1 -50 1 0 0 -4 0 0 -A -5 1 -A -25 2 -#15705 -potion~ -a green potion~ -A bright green potion has been left here.~ -~ -10 2 0 -28 -1 -1 -1 -1 2500 250 -'stone skin' 'protection' 'cause light' -#15706 -potion~ -a red potion~ -A bright red potion has been left here.~ -~ -10 2 0 -28 -1 -1 -1 -1 2500 250 -'curse' 'armor' 'cure serious' -#15707 -scroll~ -a lightning scroll~ -A lightning scroll is curled up on the floor here.~ -~ -2 0 1 -28 -1 -1 -1 -1 2500 250 -'call lightning' 'lightning bolt' 'lightning breath' -#15708 -scroll~ -a fire scroll~ -A fire scroll is curled up on the floor here.~ -~ -2 0 1 -28 -1 -1 -1 -1 2500 250 -'fire breath' 'flamestrike' 'fireball' -#15709 -wand~ -a wand~ -A wand inscribed with strange runes lies here.~ -~ -3 1 0 -28 7 7 -1 -1 2500 250 -'cause critical' -#15710 -dagger~ -a dagger~ -A rune-covered dagger has been left here.~ -~ -5 2 0 -0 0 0 11 -5 0 0 -A -18 6 -#15711 -staff~ -a garthalanium staff~ -A staff fashioned of garthalanium has been left here.~ -~ -4 2 0 -28 10 10 -1 -5 0 0 -'energy drain' -A -12 25 -#15712 -pentagram~ -a pentagram~ -A pentagram has been inscribed upon the floor here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#15713 -spiked club~ -a spiked club~ -A spiked club lies here.~ -~ -5 512 1 -0 0 0 8 -20 0 0 -A -18 -4 -A -19 6 -#15714 -leather hauberk~ -a leather hauberk~ -A leather hauberk has been dropped here.~ -~ -9 0 1 -10 0 0 0 -10 0 0 -#15715 -drake hide~ -a fire drake hide~ -The hide of a fire drake has been removed and left here.~ -~ -9 2 0 -0 0 0 0 -25 0 0 -A -17 -25 -#15716 -bronze plate~ -a suit of bronze plate~ -A suit of bronze plate has been piled up here.~ -~ -9 0 1 -0 0 0 0 -15 0 0 -#15717 -bronze shield~ -a bronze shield~ -A bronze shield lies here.~ -~ -9 0 1 -0 0 0 0 -10 0 0 -#15718 -bronze helm~ -a bronze helm~ -A bronze helm has been left here.~ -~ -9 0 1 -0 0 0 0 -6 0 0 -#15719 -bronze sword~ -a bronze sword~ -A bronze sword is buried in the ground here.~ -~ -5 0 1 -0 0 0 3 -12 0 0 -#15720 -robes~ -some green robes~ -Some green robes are crumpled up on the floor here.~ -~ -9 1 0 -0 0 0 0 -3 0 0 -A -12 20 -A -24 -3 -A -25 1 -#15721 -staff~ -a wooden staff~ -A wooden staff with a bronze head lies here.~ -~ -5 0 1 -0 0 0 7 -9 0 0 -A -19 3 -#15722 -spellbook~ -a spellbook~ -A spellbook with bronze fittings lies here.~ -~ -2 2 0 -21 -1 -1 -1 -4 0 0 -'blindness' 'weaken' 'word of recall' -#15723 -pit~ -a deep pit~ -A deep pit yawns before you.~ -~ -15 262144 0 -1000 1 0 0 -1 0 0 -#15724 -collar~ -a spiked collar~ -A spiked dog collar lies here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -18 2 -A -19 2 -#15725 -assassin robes~ -the robes of an assassin~ -The black robes of an assassin have been torn from her and left here.~ -~ -9 512 1 -0 0 0 0 -3 0 0 -A -2 2 -A -17 -5 -#15726 -dagger~ -a throwing dagger~ -A throwing dagger has been left here.~ -~ -30 0 1 -0 0 0 0 -3 0 0 -A -18 2 -#15727 -sword~ -a steel sword~ -A rare steel sword covered in runes lies here.~ -~ -5 1 0 -0 0 0 3 -10 0 0 -A -18 4 -A -19 4 -#15728 -ring~ -a magic ring~ -A magic ring floats by here.~ -~ -9 1 0 -0 0 0 0 -1 0 0 -A -12 10 -A -23 -1 -A -24 -1 -A -25 2 -#15729 -boots~ -elven boots~ -A pair of elven boots lie here.~ -~ -9 0 1 -0 0 0 0 -5 0 0 -A -2 2 -A -14 25 -#15730 -elven cloak~ -a green elven cloak~ -A green elven cloak has been left here.~ -~ -9 0 1 -0 0 0 0 -3 0 0 -A -5 1 -A -13 10 -A -17 -5 -A -25 1 -#15731 -pick~ -a pick~ -A pick rests here.~ -~ -5 0 1 -0 0 0 2 -10 0 0 -#15732 -shovel~ -a shovel~ -A shovel rests here.~ -~ -5 0 1 -0 0 0 7 -10 0 0 -#15733 -rubble~ -a pile of rubble~ -A pile of rubble has been made here.~ -~ -13 0 1 -0 0 0 0 -75 0 0 -#15734 -whip~ -a whip~ -A whip has been curled up here.~ -~ -5 0 1 -0 0 0 4 -5 0 0 -#15735 -flind bar~ -a flind bar~ -A flind bar has been left here.~ -~ -9 512 1 -0 0 0 7 -5 0 0 -A -19 5 -#15736 -rubbish~ -a huge pile of rubbish~ -A huge pile of rubbish is here.~ -~ -13 0 1 -0 0 0 0 -150 0 0 -#15737 -rack~ -a torturer's rack~ -A torturer's rack sits near one wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -rack~ -It is not currently in use. The warlock enjoys executions, so people he -captures rarely live long enough to be tortured. -~ -#15738 -gallows~ -a gallows~ -A gallows has been erected here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -gallows~ -They are used regularly to hang those who piss off the warlock. -~ -#15739 -stocks~ -the stocks~ -The stocks sit here, holding a pathetic wretch of a gnoll.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -stocks gnoll~ -This unfortunate has been left here for a week for insubordination. -~ -#15740 -pot boiling oil~ -a pot of boiling oil~ -A pot of boiling oil bubbles away here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -pot boiling oil~ -The warlock enjoys immersing insubordinate or irritating lackeys in here. -~ -#15741 -flag~ -a black flag~ -A black flag flutters atop a pole here.~ -~ -12 0 1 -0 0 0 0 -5 0 0 -E -flag~ -It is plain black. The warlock isn't very imaginative. -~ -#15742 -leg irons~ -a set of leg irons~ -A set of leg irons rest here.~ -~ -9 4096 1 -0 0 0 0 -10 0 0 -A -2 -3 -A -14 -100 -#0 - - -#ROOMS -#15700 -The Path to the Keep~ -You are heading toward a bleak blackstone keep, sitting in the middle of -a field of scorched earth. Surly guards patrol both on the battlements and -below before the gate, but they pay you little heed. Evidently the guards -are used to strange visitors... -~ -0 1 0 -D1 -~ -~ -0 -1 5365 -D3 -~ -~ -0 -1 15701 -S -#15701 -Before the Keep~ -You are standing outside the massive bronze-bound oak portals that bar the -way into the keep. They currently stand open, though, as if the warlock -were expecting visitors... -~ -0 1 1 -D1 -~ -~ -0 -1 15700 -D3 -~ -~ -1 0 15704 -S -#15702 -A Guard Tower~ -This tower sits above the gate you just entered. Guards march back and forth. -They seem mildly surprised by your entrance, but they don't move to hinder -you. The stairs continue up and down. -~ -0 1 0 -D4 -~ -~ -0 -1 15703 -D5 -~ -~ -0 -1 15704 -S -#15703 -The Roof of the Tower~ -You emerge onto the roof of the tower. From here you can see far across the -plains of Past Anon. The ancient city of Thalos, ruined in your own time, -lies far to the south, while to the east lie the jagged peaks of the first -mountain range of Anon. It is rumored that the gods temselves reside at their -lofty peaks. Beyond them, you can see the peak of Mount Doom, whereupon -the castle of the dread Lord Krogthar is located. -~ -0 0 1 -D5 -~ -~ -0 -1 15702 -S -#15704 -Inside the Keep~ -Guards march to and fro in this small courtyard. Wooden portals lie to the -north, west and south, while the entry gate looms to the east. A set of -stairs leads up into the tower of the gatehouse. -~ -0 1 1 -D0 -~ -~ -1 0 15705 -D1 -~ -~ -1 0 15701 -D2 -~ -~ -1 0 15706 -D3 -~ -~ -1 0 15707 -D4 -~ -~ -0 -1 15702 -S -#15705 -The Stables~ -Here the guards of the Keep keep, or kept, rather, their steeds. A -particularly harsh winter left the Keep short of food, and necessitated -the eating of the horses. They have not been replaced yet. -~ -0 1 0 -D2 -~ -~ -1 0 15704 -S -#15706 -Barracks~ -This room quarters some of the guards of the Keep. There are several bunks -littered with dirty underwear and frayed tunics- evidently the warlock is -not a stickler for discipline. -~ -0 1 0 -D0 -~ -~ -1 0 15704 -S -#15707 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15708 -D1 -~ -~ -1 0 15704 -D2 -~ -~ -0 -1 15709 -D3 -~ -~ -0 -1 15710 -S -#15708 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -1 0 15741 -D2 -~ -~ -0 -1 15707 -D3 -~ -~ -0 0 15711 -S -#15709 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15707 -D2 -~ -~ -1 0 15742 -D3 -~ -~ -0 -1 15712 -S -#15710 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... - -The doors to the inner keep lie to the west of here. -~ -0 1 1 -D0 -~ -~ -0 -1 15711 -D1 -~ -~ -0 0 15707 -D2 -~ -~ -0 -1 15712 -D3 -~ -~ -1 0 15715 -S -#15711 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D1 -~ -~ -0 0 15708 -D2 -~ -~ -0 -1 15710 -D5 -~ -~ -1 -1 15713 -S -#15712 -The Inner Courtyard~ -You have passed into the inner courtyard, which lies before the stark black -walls of the inner keep, wherein resides Baragar and his consort Alara. -Guards occasionally stroll past, as does the occasional servant. The -servants appear to be rather lifeless and cold... -~ -0 1 1 -D0 -~ -~ -0 -1 15710 -D1 -~ -~ -1 0 15709 -D5 -~ -~ -1 -1 15714 -S -#15713 -The Garbage Pit~ -Here the keep's occupants dump their garbage, to be devoured by the offal- -eating creature they keep in here. It smells very bad.... very VERY bad... -~ -0 1 0 -D4 -~ -~ -1 0 15711 -S -#15714 -The Crocodile Pit~ -Here Baragar keeps his pet crocodiles, whom he feeds insubordinate guards -or slaves to. They are rather hungry, and they would take great pleasure -in devouring you. -~ -0 1 0 -D4 -~ -~ -1 0 15712 -S -#15715 -The Inner Keep~ -You stand within the inner keep. The entry room is a small dark chamber, -with only four wooden doors to break the monotony of the black walls. -~ -0 1 0 -D0 -~ -~ -1 0 15716 -D1 -~ -~ -1 0 15710 -D2 -~ -~ -1 0 15717 -D3 -~ -~ -1 0 15718 -S -#15716 -Guard Room~ -here some of the Trollish guards of the inner keep reside. They dislike -intruders, though they are under orders from Baragar not to slay any, for -he is intensely curious as to the nature of any visitors, welcome or not. -~ -0 1 0 -D2 -~ -~ -1 0 15715 -S -#15717 -Guard Room~ -here some of the Trollish guards of the inner keep reside. They dislike -intruders, though they are under orders from Baragar not to slay any, for -he is intensely curious as to the nature of any visitors, welcome or not. -~ -0 1 0 -D0 -~ -~ -1 0 15715 -S -#15718 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1 0 -D1 -~ -~ -1 0 15715 -D4 -~ -~ -0 -1 15719 -D5 -~ -~ -0 -1 15727 -S -#15719 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1 0 -D1 -~ -~ -1 0 15720 -D4 -~ -~ -0 -1 15726 -D5 -~ -~ -0 -1 15718 -S -#15720 -Antechamber~ -This small room is totally windowless, and would be utterly dark were it -not for your pale light source. You feel uneasy here. Far away, someone -screams, and you shiver uncomfortably. -~ -0 1 0 -D0 -~ -~ -1 0 15721 -D2 -~ -~ -1 0 15722 -D3 -~ -~ -1 0 15719 -S -#15721 -Assassins' Quarters~ -Here the assassins of Baragar reside, spending their spare time playing -cards, making poisons, killing peasant rabble captured by the guards, etc. -They will not be impressed by your intrusion... -~ -0 1 0 -D2 -~ -~ -1 0 15720 -S -#15722 -Apprentice Quarters~ -Here resides Alara's apprentice and sometime bed-partner. The apprentice -has little to do with Baragar, as Baragar envies and distrusts her, but he -dares not slay her for Alara would be displeased... -~ -0 1 0 -D0 -~ -~ -1 0 15720 -S -#15723 -Antechamber~ -This small room is totally windowless, and would be utterly dark were it -not for your pale light source. You feel uneasy here. Far away, someone -screams, and you shiver uncomfortably. -~ -0 1 0 -D0 -~ -~ -1 0 15724 -D2 -~ -~ -1 0 15725 -D3 -~ -~ -1 0 15726 -S -#15724 -Baragar's Chambers~ -Baragar himself resides here, in this small room. It is rather spartan, -furnished only with a small military cot, a desk and a shelf full of books. -You are surprised that such a wicked man would be so neat and disciplined. -~ -0 1 0 -D2 -~ -~ -1 0 15723 -S -#15725 -Alara's Chamber~ -Yang to Baragar's Yin, Alara's room represents just how different they are. -Her room is sloppy and messy, filled with useless junk and piles of unwashed -clothing. There are two large beds, covered with expensive silks and pillows. -A set of manacles hangs from one wall, used for some perversion you don't -care to find out more about. -~ -0 1 0 -D0 -~ -~ -1 0 15723 -S -#15726 -A Stairwell~ -These steps lead up into the upper levels of the keep, or down into the -dungeons. You can hear sounds of construction coming from below. -~ -0 1 0 -D1 -~ -~ -1 0 15723 -D4 -~ -~ -0 -1 15736 -D5 -~ -~ -0 -1 15719 -S -#15727 -The Dungeons~ -You are in the dank, damp and dirty dungeons of the Keep. The passage you -are in extends west into darkness. You can hear the sounds of construction -more clearly now. -~ -0 1 0 -D3 -~ -~ -0 -1 15728 -D4 -~ -~ -0 -1 15718 -S -#15728 -The Dungeons~ -You are in the dank, damp and dirty dungeons of the Keep. The passage you -are in extends west into darkness. You can hear the sounds of construction -more clearly now. - -Doors lie to the north and south of here. The southern door has strange -runes inscribed upon it. -~ -0 1 0 -D0 -~ -~ -1 -1 15729 -D1 -~ -~ -0 -1 15727 -D2 -This door is inscribed with strange runes~ -door~ -1 0 15730 -D3 -~ -~ -0 -1 15731 -S -#15729 -A Treasure Room~ -This room has a huge chest cram-packed with loot in the middle of it. But -as you enter, you feel rather uneasy about the whole situation. -~ -0 1 0 -D2 -~ -~ -1 0 15728 -S -#15730 -A Summoning Room~ -Baragar and Alara use (or used) this room for practicing their gate spells, -but when one spell summoned a denizen of the lower planes that they couldn't -control, they hastily sealed it in this room. And now you have released it. -Way to go. -~ -0 1 0 -D0 -~ -~ -1 0 15728 -S -#15731 -A Junction~ -You are at a rather busy junction in the dungeons. To the north runs a dark -passage, while to the south lies a door. To the west lies the source of -the noises you heard earlier. it is obvious that a team of workers is -excavating down here. Perhaps Baraga wishes to unearth the treasures -rumored to lie in the ancient caverns beneath his keep...? -~ -0 1 0 -D0 -~ -~ -0 -1 15733 -D1 -~ -~ -0 -1 15728 -D2 -~ -~ -1 0 15735 -D3 -~ -~ -0 -1 15732 -S -#15732 -The Entryway to the Mines~ -Here there is a crude elevator which you can use to lower yourself into -the lower caverns, wherein the excavation is occuring. But also down there -lies the entryway to the ancient caverns, where no one dares travel. -~ -0 1 0 -D1 -~ -~ -0 -1 15731 -D5 -~ -~ -0 -1 15737 -S -#15733 -A Dark Passage~ -This passage extends north into a large cave. The cave emits a glow visible -from here, permeating the perpetual darkness here. -~ -0 8 0 -D0 -~ -~ -0 -1 15734 -D2 -~ -~ -0 -1 15731 -S -#15734 -A Fiery Cavern~ -This cave is illuminated by a lava pool in the center of the room, in which -a fire drake is currently dozing. He awakes as you enter, and prepares to -cast you out! -~ -0 8 0 -D2 -~ -~ -0 -1 15733 -S -#15735 -A Lab~ -This room was once used as a lab, but Baragar grew bored with alchemy, -and abandoned it. Eventually a Grell from the lower caverns made its way -up here, and created a nest in this lab. Baragar was fascinated by the -bizarre creature, and sealed it within, intending one day to study it. He -occasionally feeds it the odd slave or guard. -~ -0 1 0 -D0 -~ -~ -1 0 15731 -S -#15736 -The Roof of the Inner Keep~ -You are standing on the roof, atop the highest point of the whole keep. -The lands of Past Anon lay spread out before you, and from this windswept -position you can see for miles. You hear the cry of some bird, and look -above to see several vultures slowly winging their way toward the desolate -deserts to the south. In those deserts there is rumored to be a fantastic -place filled with wondrous treasures. -~ -0 0 1 -D5 -~ -~ -0 -1 15726 -S -#15737 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1 0 -D0 -~ -~ -0 -1 15738 -D4 -~ -~ -0 -1 15732 -S -#15738 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1 0 -D0 -~ -~ -0 -1 15740 -D2 -~ -~ -0 -1 15737 -D3 -~ -~ -0 -1 15739 -S -#15739 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1 0 -D1 -~ -~ -0 -1 15738 -S -#15740 -The Mines~ -Workers rush back and forth, busily carting bags of excavated stone to and -from the digging sites. They are intent on their work, and ignore you. You -see some rather valuable veins of ore in the walls, left untouched, and -you assume the treasure below must be magnificent indeed for Baragar to -ignore such wealth. -~ -0 1 0 -D2 -~ -~ -0 -1 15738 -S -#15741 -The Dog Pits~ -Here Baragar keeps his vicious war dogs, which he takes with him when on -campaigns as guards and hunters of fleeing prey. They are incredibly savage -and will attack anyone on sight save Baragar. They will even attack Alara if -she enters unaccompanied. -~ -0 1 0 -D2 -~ -~ -1 0 15708 -S -#15742 -The Dog Pits~ -Here Baragar keeps his vicious war dogs, which he takes with him when on -campaigns as guards and hunters of fleeing prey. They are incredibly savage -and will attack anyone on sight save Baragar. They will even attack Alara if -she enters unaccompanied. -~ -0 1 0 -D0 -~ -~ -1 0 15709 -S -#0 - - -#RESETS -M 1 15709 12 15701 -E 1 15719 1 16 -E 1 15718 1 6 -E 1 15717 1 11 -E 1 15716 1 5 -D 1 15701 3 1 -M 1 15709 12 15702 -E 1 15719 1 16 -E 1 15718 1 6 -E 1 15717 1 11 -E 1 15716 1 5 -O 1 15741 1 15703 -M 1 15709 12 15703 -E 1 15719 1 16 -E 1 15718 1 6 -E 1 15717 1 11 -E 1 15716 1 5 -M 1 15709 12 15704 -E 1 15719 1 16 -E 1 15718 1 6 -E 1 15717 1 11 -E 1 15716 1 5 -D 1 15704 0 1 -D 1 15704 1 1 -D 1 15704 2 1 -D 1 15704 3 1 -D 1 15705 2 1 -D 1 15706 0 1 -O 1 15738 1 15707 -D 1 15707 1 1 -M 1 15708 12 15708 -D 1 15708 0 1 -O 1 15739 1 15709 -M 1 15708 12 15709 -D 1 15709 2 1 -M 1 15705 8 15710 -E 1 15714 1 5 -E 1 15713 1 16 -D 1 15710 3 1 -O 1 15740 1 15711 -D 1 15711 5 1 -O 1 15740 1 15712 -D 1 15712 5 1 -M 1 15720 1 15713 -O 1 15736 1 15713 -D 1 15713 4 1 -M 1 15713 4 15714 -D 1 15714 4 1 -D 1 15715 0 1 -D 1 15715 1 1 -D 1 15715 2 1 -D 1 15715 3 1 -M 1 15705 8 15716 -E 1 15714 1 5 -E 1 15713 1 16 -D 1 15716 2 1 -M 1 15705 8 15717 -E 1 15714 1 5 -E 1 15713 1 16 -D 1 15717 0 1 -M 1 15708 12 15718 -D 1 15718 1 1 -M 1 15708 12 15719 -D 1 15719 1 1 -D 1 15720 0 1 -D 1 15720 2 1 -D 1 15720 3 1 -M 1 15715 4 15721 -E 1 15726 1 16 -E 1 15725 1 12 -D 1 15721 2 1 -M 1 15710 1 15722 -E 1 15722 1 17 -E 1 15721 1 16 -E 1 15720 1 12 -D 1 15722 0 1 -M 1 15706 1 15723 -O 1 15737 1 15723 -M 1 15708 12 15723 -D 1 15723 0 1 -D 1 15723 2 1 -D 1 15723 3 1 -M 1 15700 1 15724 -E 1 15703 1 6 -E 1 15702 1 16 -E 1 15701 1 17 -E 1 15700 1 12 -M 1 15704 1 15724 -D 1 15724 2 1 -M 1 15701 1 15725 -E 1 15711 1 17 -E 1 15710 1 16 -E 1 15704 1 5 -M 1 15703 1 15725 -D 1 15725 0 1 -M 1 15708 12 15726 -M 1 15716 1 15726 -E 1 15730 1 3 -E 1 15729 1 8 -E 1 15728 1 2 -E 1 15728 1 1 -E 1 15727 1 16 -D 1 15726 1 1 -D 1 15728 0 1 -D 1 15728 2 1 -M 1 15712 1 15729 -O 1 15723 1 15729 -O 1 15723 1 15729 -D 1 15729 2 1 -M 1 15702 1 15730 -O 1 15712 1 15730 -D 1 15730 0 1 -D 1 15731 2 1 -M 1 15717 10 15732 -E 1 15742 1 7 -E 1 15731 1 16 -O 1 15733 1 15732 -M 1 15707 1 15734 -E 1 15715 1 12 -M 1 15711 1 15735 -D 1 15735 0 1 -O 1 15741 1 15736 -M 1 15717 10 15737 -E 1 15742 1 7 -E 1 15732 1 16 -O 1 15733 1 15737 -M 1 15717 10 15738 -E 1 15742 1 7 -E 1 15731 1 16 -O 1 15733 1 15738 -M 1 15718 4 15738 -E 1 15742 1 7 -E 1 15732 1 16 -M 1 15717 10 15739 -E 1 15742 1 7 -E 1 15732 1 16 -O 1 15733 1 15739 -M 1 15719 1 15739 -G 1 15734 0 -E 1 15735 1 16 -M 1 15717 10 15740 -E 1 15742 1 7 -E 1 15731 1 16 -O 1 15733 1 15740 -M 1 15718 4 15740 -E 1 15742 1 7 -E 1 15731 1 16 -M 1 15714 6 15741 -E 1 15724 1 3 -D 1 15741 2 1 -M 1 15714 6 15742 -E 1 15724 1 3 -D 1 15742 0 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 15700 spec_cast_mage -M 15701 spec_cast_mage -M 15702 spec_cast_undead -M 15703 spec_cast_mage -M 15704 spec_cast_mage -M 15705 spec_fido -M 15706 spec_executioner -M 15707 spec_breath_fire -M 15708 spec_janitor -M 15709 spec_guard -M 15710 spec_cast_mage -M 15713 spec_fido -M 15714 spec_poison -M 15715 spec_thief -M 15716 spec_cast_mage -M 15717 spec_janitor -M 15718 spec_janitor -M 15719 spec_poison -M 15720 spec_fido -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/waymoot.are b/data/realm/areas_smaug1.4a/waymoot.are deleted file mode 100644 index 42d4e24..0000000 --- a/data/realm/areas_smaug1.4a/waymoot.are +++ /dev/null @@ -1,7439 +0,0 @@ -#AREA Caverns of Waymoot~ - -#AUTHOR Anniara & Drahkan~ - -#RANGES -40 65 40 65 -$ - -#RESETMSG An eerie wind whistles out of the caverns...~ - -#FLAGS -0 15 - -#ECONOMY 0 498100145 - -#HELPS -0 $~ - -#MOBILES -#18601 -girl~ -Angelic Girl~ -An angelic girl awaits worshippers of the Goddess. -~ -A beautiful blond haired, blue eyed child stands waiting for worshippers -to arrive. Dressed in a floor length gown, made of the finest silk that -can be found in the Waymoot Hills. Upon her head she wears a crown of -wild flowers. -~ -3 8236 1000 C -40 0 -210 1600d1+450 10d11+2 -3400 0 -8 8 2 -25 15 15 19 19 13 13 -0 0 0 0 0 -0 1 0 0 4097 1 1 -0 0 1871 1048642 3328 0 1073741856 2 -> greet_prog 100~ -if name($n) == anniara - grovel anniara - sa Oh Goddess! You have returned! -endif -~ -| -#18602 -Sandor~ -Sandor~ -Sandor the Ranger, stands here thumbing through a book. -~ -A strong, handsome gith warrior stands before you. With a knowing eye and -a rugged body he is ready for any battle presented him. He wears the -jerkin and trouser of a ranger. Sandor smiles a crooked smile at you. -~ -3 424 -1 C -48 0 -300 17000d1+500 20d3+2 -68900 0 -8 8 1 -19 13 13 18 18 13 13 -0 0 0 0 0 -6 3 0 0 262144 1 1 -25 25 7 0 3136 64 176 8193 -#18603 -Caldr~ -caldr~ -Caldr wanders around looking to get into trouble. -~ -A young orcan man dressed in warriors garb quickly shuffles around. -He has dark brown eyes that always seem to be shifting. His hands -are strong and calloused. His shoes are worn and muddy. -~ -3 4194344 200 C -50 0 -230 1d1+10023 20d2+10 -39789 0 -8 8 1 -19 13 13 17 19 13 13 -0 0 0 0 0 -7 4 0 0 1 1 2 -20 20 15 2105600 3136 2 96 524290 -> all_greet_prog 100~ -emote stands to his full height, with his hands on his hips. -emote looks at you with interest. -sa Will you be my next challenge fearless one? -~ -| -#18604 -Sahara~ -Sahara the cook~ -Sahara the cook, quickly shuffles around the kitchen. -~ -Sahara, Waymoots personal cook stands before you with her hands upon -her ample hips. She is clothed in a non traditional dress. She wears -upon her head a pert little cap that does nothing for her. She wears -stout well worn boots upon her feet. She is a someone who does not -need to be bothered. -~ -3 168 0 C -40 0 -300 1d1+9004 10d4+4 -45900 0 -8 8 2 -15 13 13 17 17 13 13 -0 0 0 0 0 -2 3 0 0 2 1 1 -0 0 263 0 3329 1048576 544 1 -> all_greet_prog 100~ -sa The feast is almost ready...will you help me peel apples for a pie $n? -~ -> all_greet_prog 90 ~ -sa $n, get a broom and make yourself useful. -~ -> fight_prog 6~ -emote grabs a sack of potatoes. -emote swings the sack at $n knocking $n off $s feet. -mpdamage $n 30 -~ -> fight_prog 4~ -emote tries to shove you into the oven. -sa You are the next dinner! -c fireball $n -~ -> fight_prog 2~ -emote holds onto your head and knees $n in $s face. -stun $n -~ -| -#18605 -Algeron~ -algeron ~ -Algeron the warrior drow, wanders the cavern. -~ -Algeron the drow warrior, humms to himself as he looks intently back -at you. He is dressed head to toe in a dark fabric that hasn't been -seen in these parts before. His eyes burn with a curiousity that is -due to his young age. His light brown hair tumbles carelessly across -his forhead into his eyes. -~ -16842755 4194344 -1000 C -49 0 -230 11500d1+300 15d4+8 -57698 0 -8 8 0 -25 13 13 20 19 13 13 -0 0 0 0 0 -11 3 0 0 1 1 2 -0 0 14 576 3328 0 304 2051 -#18606 -Malkar~ -Malkar ~ -Malkar keeps his eye out for the tricks the children play. -~ -Malkar, the Manors groundsman, keeps a close eye out for the foolish -children who like to play tricks on him. With dusty knee'd pants, he -is constantly down, looking under things. His well worn boots track -dirt into the just swept hallway. Upon his head sits a cap, just -tilted to the left slightly. His reddish hair curls slightly out from -under his old ratty cap. -~ -3 4194474 -890 C -50 0 -200 1d1+12010 30d2+5 -75600 0 -8 8 1 -17 13 13 16 17 13 13 -0 0 0 0 0 -2 3 0 0 4096 1 3 -0 5 39 32 3328 0 33554480 3 -> greet_prog 100~ -if sex($n) == 1 - sa Good Day kind sir. Would you mind waiting in the Great Hall -else -if sex($n) == 2 - Sa Good Day Madam, please wait here $n, the mistress will be with - sa you shortly. -endif -endif -~ -> fight_prog 35~ -warcry -mpdamage $r 450 -~ -| -#18607 -Mistress Toreador~ -Mistress Toreador~ -Mistress Toreador sits quietly while brushing her hair. -~ -The first thing about Mistress Toreador that draws your eye, is her bright -green almond-shaped eyes. Breaking your gaze from her lovely face, you notice -a mass of lush, auburn hair that tumbles down her back to her waist. Her pale -skin contrasts sharply with her rose red full lips, quirked into a smile -which reveals newly growing fangs. Looking down at the rest of her body, -a curvaceous young body leads you down to her long legs, a tattoo of a vine -twining its way up one leg, disappearing under a teddy that makes you -gulp. She laughs a rich laugh at your appraising look and cocks her head -at you, examining you herself. -~ -67 4718760 -750 C -52 0 -230 1d1+15500 25d5+10 -114567 0 -8 8 2 -18 16 15 20 23 18 13 -0 0 0 0 0 -5 4 0 0 1 1 3 -0 0 2047 1048592 3392 0 2081 515 -> greet_prog 50~ -emote turns towards you, and smiles. -sa $n, what a wonderful surprise. -sa I wonder why Annette didn't announce you? -~ -> fight_prog 4~ -emote gouges your eyes with her long nails. -gouge $n -~ -> fight_prog 3~ -emote grabs a tight hold of your leggings. -emote gives you a painful wedgie. -mpdamage $n 50 -~ -> fight_prog 6 ~ -Mistress Toreador leans in and quickly sinks her fangs in your white fleshy -neck, sucking some of your life blood out. -emote leans in and quickle sinks her fangs into your neck. -emote sucks some of your life's blood. -feed $n -c 'energy drain' $n -~ -| -#18608 -black bat~ -black bat~ -A black bat swoops about in the air above you. -~ -A midnight black bat with its wings glistening, and stretched out -to it's full wing span. The red, beady eyes hone in on your exposed -flesh. -~ -101 4194344 -800 C -35 0 -300 30d29+500 3d8+15 -23090 0 -8 8 0 -14 13 13 18 19 13 13 -0 0 0 0 0 -5 5 0 0 128 128 1 -0 0 552 32 3074 8 6145 2 -#18609 -vampire bat~ -vampire bat~ -A vicious looking bat swoops down over your head. -~ -A large hairy vampire bat flaps up above your head. The bats fangs -protrude from the open mouth of the evil looking creature, ready to sink -them into it's next victim. -~ -16777253 4194344 -700 C -38 0 -210 1d1+8979 15d3+5 -24690 0 -8 8 1 -15 13 15 19 19 13 13 -0 0 0 0 0 -23 3 0 0 1 1 2 -0 0 33280 32 3328 0 264193 2 -#18610 -Rat~ -Beastly rat~ -A beastly rat scrounges the ground for food. -~ -Brown and hairy, with bright black eyes, this feisty little rat sits on -his haunches and cleans his scruffy face with his front paws. -~ -65541 4194344 -500 C -48 0 -230 9000d1+500 20d2+5 -3908 0 -8 8 0 -15 13 13 20 17 13 13 -0 0 0 0 0 -54 3 0 0 1 1 3 -0 0 32809 2 3328 0 513 2049 -#18611 -spider~ -Hairy spider~ -A large hairy spider sits upon his web, waiting for his next victim. -~ -A large, hairy spider weaves a web of silk for his next victim. With -eight hairy legs and a hairy sectioned body he sits and waits patiently -to wrap the victim up in spun silk. -~ -16777285 4194344 -230 C -48 0 -220 1d1+8540 55d1+0 -32089 0 -8 8 1 -16 13 13 23 22 13 13 -0 0 0 0 0 -64 3 0 0 1 1 2 -0 0 37 0 3072 32 262209 3 -#18612 -mondo~ -Mondo~ -Mondo stalks you quietly in the dark. -~ -The vampire Mondo silently stalks his next victim. Clad in -a cloak of darkness with his handsome face hidden, he will not betray -himself to the light of day. Only the paleness of his skin betrays his -true nature. -~ -65539 4194472 -1000 C -51 0 -230 1d1+9800 20d2+10 -79368 0 -8 8 1 -19 13 13 19 20 13 13 -0 0 0 0 0 -5 4 0 0 1 1 3 -0 0 14 513 3328 64 560 2 -> act_prog p DISARMS you!~ -wear dagger -~ -| -#18613 -old mountain gnome~ -old mountain gnome~ -An old mountain gnome wanders in the shadows. -~ -An old mountain gnome shuffles his worn out feet along the dirt floor. -He is hunched over due to taking on a lifes work of Emu raising. His -wind worn skin is tanned and leathery brown. His knowing eyes have a -warmth and compassion that has taken years to create. -~ -65 4260008 -890 C -50 0 -205 12900d1+0 15d3+5 -65801 0 -8 8 1 -23 13 13 25 21 13 13 -0 0 0 0 0 -2 9 0 0 1 1 3 -0 0 38 2 3328 0 10485792 8193 -> rand_prog 4~ -emote grumbles as he goes about his work. -~ -> fight_prog 25~ -if ispc($r) -mpecho The mountain gnomes bounces off the walls. -mpdamage $r 400 -endif -~ -| -#18614 -young gnome woman~ -young gnome woman~ -A young gnome woman darts between the shadows. -~ -A beautiful gnome woman, with a sparkle to her eye and a warmth in -her smile tilts her head slightly as you look at her. She has long -flowing black hair that is held togther with a single lace of leather. -Her legs are covered in riding pants and she is wearing a loose, white -cotten blouse. On her feet are ankle boots with leather laces. -~ -65 4194344 400 C -47 0 -230 1d1+8000 18d2+5 -45987 0 -8 8 0 -18 13 13 19 17 13 13 -0 0 0 0 0 -38 3 0 0 1 1 2 -0 0 15 1048642 2100480 0 32 2 -#18615 -child mountain gnome~ -Small child~ -A clever gnome child runs giggling away. -~ -A ruddy faced child squeals with delight at you seeing him. The childs -eyes are bright and mischievious and he sports flushed cheeks. Pants, torn -at the knees and a muddy shirt is all this child is wearing. -~ -3 4194336 -800 C -40 0 -200 1d1+7900 8d4+8 -23890 0 -8 8 2 -14 13 13 13 21 13 13 -0 0 0 0 0 -39 3 0 0 1 1 1 -0 0 11 18 3328 32 16416 524290 -#18616 -Majhar Dragon~ -The Majhar Dragon~ -The mighty Majhar Dragon rears up to full height at your entrance -~ -With his mighty tail curled around him as he sits there glaring at you -with bright knowing eyes. The Majhar Dragon is the last of his breed. -He is Lir to the once all powerful Majhar Donal. His dragon scales -are of a magical quality. Rearing up to his full height, Majhar peers -at you with a hunger for new blood. -~ -458755 306750120 -1000 C -50 0 -210 1d1+19000 25d4+50 -798054 0 -8 8 1 -25 13 13 23 23 13 14 -0 0 0 0 -15 -3 0 0 0 327681 1 4 -70 60 953405 338 3148808 8192 73735 14371 -> all_greet_prog ~ -if isevil($n) - sa Your dastardly deeds will not help you here $n -endif -~ -> all_greet_prog ~ -if clan($n) == Vodun - sa The name of the Vodun has sent tremors through the earth, but the - sa name of $n Vodun means naught to such as I, - glare $n -endif -~ -> act_prog 'tickles you'~ -sa Just a little higher $n I have an itch that I haven't been able -sa to reach in over a century. -evil $n -~ -> greet_prog 75~ -if name($n) == Anniara - grovel $n - sa Greetings great lady - emote cuddles $n in a protective embrace. -endif -~ -> death_prog 100~ -if rand(2) -mpechoat $n The Great Majhar Dragon draws his last breath. -mpechoat $n Where once a great body lay, a powerful weapon awaits your hand. -mpjunk all -mpoload 18616 -drop Anarchy -mpecho Anarchy, the battle of all evil to come. -else -if rand(10) -mea 0.$n The great dragons eyes roll back in his head as he crashes -mea 0.$n to the ground. -mer 0.$n Majhar lets out a howl as $n gouges out his eyes. -mpoload 18672 -else -if rand(35) -mpoload 18671 -mea $n The Great Majhar looks at you with awe and wonder. -bow $n - sa You have been a fine opponent $n. -endif - endif - endif -~ -> fight_prog 15~ -mpecho Majhar unleashes his claws! -gouge 0.$n -mpdamage 0.$n 600 -~ -> fight_prog 30~ -if isnpc($n) -mpslay $n -else -snicker $n -mpecho The Mighty Majhar's fury explodes. -c 'magnetic thrust' 0.$n -mpdamage 0.$n 500 -endif -~ -> fight_prog 50~ -mpgoto 3 -c heal -mpgoto 18747 -~ -> act_prog 'flees head over heels!'~ -if isnpc($n) -at $n mpslay $n -else -mpat 0.$n growl 0.$n -mpat 0.$n mpdamage 0.$n 500 -endif -~ -| -#18617 -glow worm~ -glow worm~ -A slimy glow worm wiggles his way along the wall. -~ -The hungrey glow worm wiggles his way around through the slime. -~ -3 40 -300 C -47 0 -180 1d1+8000 25d2+1 -5400 0 -8 8 0 -16 13 13 13 20 13 13 -0 0 0 0 0 -71 2 0 0 257 1 1 -0 0 57 0 2100224 0 68 8192 -#18618 -Shar tahl~ -shar tahl~ -The old Shar Tahl, keeper of the prophecy, wanders deep in thought. -~ -The Shar Tahl, keeper of the Prophecy, is gowned in traditional -clerics robes. Layers of fabric hide his clerics cross and certain -beakers. His tawny skin and elven ears give way to a warm welcomed -smile. -~ -16842755 4194344 900 C -50 0 -200 12450d1+10 21d2+15 -100000 0 -8 8 1 -19 13 15 19 19 13 13 -0 0 0 0 0 -1 1 0 0 1 1 4 -0 0 47 576 3338 0 288 9219 -#18619 -Shu'maii~ -shu'maii~ -Shu'maii quickly goes bout his business. -~ -This thief known at Shu'maii has his reputation to protect. He blends -in well with his surroundings. With lightning quick hands he pulls -back his cloak and smiles as he shows you his prize. He has a crooked -smile with a few teeth missing in front. -~ -65 4203176 -230 C -51 0 -210 16000d1+500 25d2+5 -34798 0 -8 8 1 -18 13 13 20 19 13 15 -0 0 0 0 0 -0 2 0 0 1 1 2 -0 0 47 18 3072 0 672 11 -#18621 -bu'sala~ -Bu'sala~ -Bu'sala crouches waiting to strike. -~ -An ancient elven cleric bows his head in prayer as he prays for forgivness -in your annihilation. He is garbed in brown sack like cloaks, and wears -leather sandals upon his dusty feet. -~ -97 4194472 1000 C -50 0 190 1d1+11002 18d3+13 -79400 0 -8 8 0 -17 19 13 19 19 13 13 -0 0 0 0 0 -1 1 0 0 1 1 3 -7 7 47 784 2100226 0 8454240 8199 -> fight_prog 25~ -mpecho Bu'sala snarls and bears his teeth. -c harm $n -mpdamage $n 400 -~ -> fight_prog 15~ -stun $n -stun $n -~ -| -#18622 -tahlmorra~ -tahlmorra~ -The old Tahlmorra, keeper of Fate, wanders deep in thought. -~ -A young cleric who is the apprentice to the Gods, chants quietly in -soft monotone tones. Your fate is decided through his actions. He -smiles a knowing smile as you glance his way. His eyes have a -wisdom and warmth of his youth. -~ -196705 4194472 800 C -50 0 -205 1d1+12500 21d3+40 -50890 0 -8 8 1 -19 13 19 19 18 13 13 -0 0 0 0 0 -91 1 0 0 1 1 3 -30 30 47 784 3148801 0 262688 534531 -> rand_prog 3~ -emote sighs slowly as he contemplates the universe. -~ -> fight_prog 30~ -grin $n -disarm -disarm -get all -~ -> fight_prog 20~ -cackle -c earthquake -mpdamage $r 400 -~ -> fight_prog 15~ -c heal -~ -> act_prog p DISARMS you!~ -wear tahlmorra -~ -| -#18623 -druid~ -ancient druid~ -An ancient druid waves his arms about wildly. -~ -A wildly flamboyant druid dressed in untraditionally brightly colored -robes. Bright blues and yellows fly through the air as he wildly flaps -his arms around. His eyes sparkle with mischief as he smiles at you. -~ -97 4726952 1000 C -44 0 -200 1d1+1900 3d6+4 -35723 0 -8 8 1 -13 13 16 17 15 13 13 -0 0 0 0 0 -0 1 0 0 8193 1 0 -7 5 63 64 3076 0 96 0 -#18624 -tobar~ -tobar~ -Tobar quickly moves about. -~ -Tobar fidgets in front of you, nervously eyeing you. He is one of -the few cheysuli who can sport a beard and moustache. His sandy colored -hair is is unkept and dirty. He hasn't bathed in months it seems. -~ -65603 4194472 1000 C -51 0 -190 1d1+12000 25d2+15 -64589 0 -8 8 0 -19 13 13 17 19 13 13 -0 0 0 0 0 -0 3 0 0 4 1 2 -15 15 15 8471 2100544 128 2097312 532483 -> fight_prog 15~ -disarm -get all -~ -> fight_prog 30~ -gouge $r -mpdamage $r 400 -~ -| -#18625 -Kamodo Dragon~ -kamodo dragon~ -The Kamodo Dragon hisses at you. -~ -The flesh eating Kamodo dragon opens wide its dangerous mouth. -Looking deep inside, you see razor sharp teeth ready for a tasty -meal. -~ -65571 4194472 -700 C -45 0 -230 1d1+2000 20d3+5 -123980 0 -8 8 1 -19 13 13 19 17 13 13 -0 0 0 0 0 -32 3 0 0 2049 1 1 -0 0 198689 66 3329 0 515 8192 -#18626 -Cheysuli Druid~ -Cheysuli Druid~ -An ancient druid Cheysuli wanders deep in thought. -~ -This fearless Cheysuli ranger seems to be deep in thought. A far away -glazed look is in his eye. His head is slightly cocked and has a -silly quirky smile. He is dressed in nothing special but of usual -ranger wear. -~ -196673 37749416 1000 C -50 0 -205 13000d1+0 21d2+21 -67345 0 -8 8 2 -23 13 13 25 23 13 13 -0 0 0 0 0 -3 5 0 0 262145 1 4 -0 0 15 545 2100240 0 2359392 11 -> fight_prog 35~ -mea $n The old druid calls down the power of lightning to smite you! -c 'lightning breath' -~ -> hitprcnt_prog 25~ -gouge -disarm -get all -bash -~ -> fight_prog 45~ -if ispc($r) - c 'faerie fire' 0.$r - c 'unravel defense' 0.$r - c 'ethereal funnel' 0.$r - c feebleness 0.$r -endif -~ -| -#18627 -Annette~ -annette~ -Annette the serving wench, bustles about clearing dishes. -~ -This maid servant is one of the most unattractive vampires you have ever -come across. With skin like a pitted prune and the posture of a scared -animal you would like nothing more than to turn and flee. She hisses -a greeting at you before you turn to leave. -~ -3 6291496 -1000 C -52 0 0 13313d1+13 23d2+25 -21908 0 -8 8 2 -18 13 13 16 14 15 13 -0 0 0 0 0 -4 4 0 0 8 1 2 -0 0 111 1048594 2100224 0 2145 2051 -> greet_prog 90~ -emote smiles at you. -sa The cook is almost finished. -sa I will be setting the table as soon as the dishes are cleared. -~ -| -#18628 -tom cat~ -tom cat~ -An orange colored tom cat sits curled up upon the rocking chair. -~ -A scruffy tom cat lies curled up with his tail curled about him. -His wiskers twitch slightly as you near. The tip of the tail silently -flicks. A gentle purring can be heard coming from deep within the old -tom cat. -~ -65 40 730 C -35 0 0 1d1+1000 2d4+7 -10 0 -8 8 0 -19 13 13 19 19 19 13 -0 0 0 0 0 -75 8 0 0 128 128 0 -0 0 302055945 2 3072 0 2 0 -#18629 -white mouse~ -white mouse~ -A white mouse scampers along the baseboards. -~ -A small and seemingly white mouse scurries past your big feet. The -reddish eyes, glowing in the darkness, give you a silly sense of fear. -~ -65 65544 800 C -35 0 0 1d1+856 12d2+2 -200 0 -8 8 0 -18 13 13 19 19 13 13 -0 0 0 0 0 -0 3 0 0 128 128 0 -0 0 301991424 3080 0 0 1 0 -#18630 -house boy~ -house boy~ -A tattered clothed house boy smiles at you. -~ -A small dirty looking child who is one of the children who help -around the manor. With his dirty face and innocent eyes he is quite -a sight to see. His tattered clothing has been through alot. His shoes -are well worn and scruffy. -~ -67 8232 -1000 C -40 0 -200 1d1+989 2d4+7 -24890 0 -8 8 1 -18 13 13 19 23 13 13 -0 0 0 0 0 -4 5 0 0 8 1 0 -0 0 809 272 2100224 0 32 16 -#18631 -caterpillar~ -caterpillar~ -A small green caterpillar crawls along the path. -~ -~ -65 40 -500 C -50 0 -200 1d1+1002 5d9+2 -900 0 -8 8 0 -20 13 13 19 21 13 13 -0 0 0 0 0 -4 3 0 0 257 1 0 -0 0 56 2 3073 0 1 0 -#18632 -butterfly~ -butterfly ~ -A golden butterfly flutters past your nose. -~ -~ -16777281 65576 720 C -45 0 -210 1d1+1005 18d3+0 -230 0 -8 8 0 -21 13 13 19 15 19 13 -0 0 0 0 0 -5 3 0 0 262145 1 0 -0 0 36904 33 3072 0 512 256 -#18633 -raccoon~ -raccoon~ -A masked raccoon wanders between the plants looking for scraps. -~ -A silvery masked raccoon with black beady eyes and a wet nose peak -out at you between the plants. Small paws with claws that seem awfully -sharp are raised toward you. -~ -16777217 8 0 C -30 0 0 1d1+1001 7d2+3 -30890 0 -8 8 0 -23 13 13 23 13 13 13 -0 0 0 0 0 -76 3 0 0 16385 257 0 -0 0 0 0 2100224 0 0 0 -#18634 -bluejay~ -bluejay ~ -A bluejay flys over your head -~ -~ -16777285 524428 -650 C -45 0 -190 1d1+1560 12d3+5 -26000 0 -8 8 0 -19 13 13 19 23 13 13 -0 0 0 0 0 -0 3 0 0 262145 1 0 -0 0 98361 8258 3072 0 1 4096 -#18635 -Medusa~ -Medusa~ -An old medusa carefully tends the roses. -~ -This hooded figure is none other but the legendary Medusa. As -she turns to you, her hood slids down and reveals to you her wild -snakey hair. She is a sight to behold, her hair is wild and moving. -Her face is as pretty as a young maiden and her smile as sweet. -~ -67 184 -1000 C -49 0 -230 1d1+6000 8d4+3 -100000 0 -8 8 2 -25 13 13 23 23 13 13 -0 0 0 0 0 -0 3 0 0 1 1 1 -0 0 1917 25 3328 0 8389120 0 -> fight_prog 5~ -mea $n Your weapon gets tangled up in the Medusa's hair, rendering you -mea $n helpless. -disarm -c unravel $n -~ -> fight_prog 4~ -mea $n Meeting the Medusa's gaze you begin to feel your self turn to stone! -c haze $n -stun -mpdamage $n 50 -~ -> fight_prog 2~ -mea $n The old medusa tosses you head first into the roses. -mpdamage $n 50 -mea $n You feel the thornes tear at your flesh! -mpdamage $n 700 -~ -| -#18636 -boy~ -The Angelic Boy~ -An angelic boy awaits worshippers of the Goddess. -~ -A golden haired young boy smiles at you sweetly. Wearing a chapel -robe of spun silk it seems to float around him. His tiny hands are -folded infront of him as in prayer. -~ -67 156 1000 C -35 0 -200 1d1+1025 5d4+5 -50890 0 -8 8 1 -17 13 13 19 19 13 13 -0 0 0 0 0 -7 3 0 0 4097 1 0 -0 0 1914 16 3328 0 96 0 -> all_greet_prog 100~ -if name($n) == anniara - grovel anniara - sa Please accept the worship of this unworthy mortal Goddess! -else - sa Greetings $n, come worship the Goddess with us! -endif -~ -| -#18637 -Susnache~ -susnache~ -The beautiful Susnache pines away for her beau. -~ -A young and beautiful young vampire stands before you looking -dreamily past you. She has flowing red hair and warm green eyes. -She is wearing a white gown of spun cotten with green embroidery -that matches her eyes. Upon her feet she wears slippers in the softest -died silk. -~ -67 168 1000 C -49 0 -210 1d1+8700 1d1+200 -36890 0 -8 8 2 -17 14 13 18 19 17 13 -0 0 0 0 0 -4 4 0 0 9 1 0 -13 13 1663 8263 2100224 144 48 524291 -> rand_prog 15~ -emote sighs softly over her missing beau. -~ -> fight_prog 15~ -gouge $n -bite -~ -> fight_prog 20~ -disarm -disarm -get all -~ -| -#18638 -child~ -child~ -A young child sits quietly on the rocks. -~ -A small child sits before you with wet trouser bottoms, from splashing -in the water. He giggles and laughs like only an innocent child could. -~ -3 40 -370 C -39 0 -180 3500d2+500 0d0+0 -2 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 262145 1 0 -0 0 63 72 2048 0 32 0 -> rand_prog 15~ -emote dips his toes into the water. -~ -| -#18639 -old wizard~ -old wizard~ -An old wizard is hunched over a fire. -~ -The old wizard is crouched before you with his back to you. His long -wavey silver hair flows down his back. His clothing seems to be in -better repair then others found in this area. As you listen closer -you hear a quiet chanting coming from this man. -~ -65 73912 900 C -50 0 -200 100d10+14000 10d10+75 -59100 0 -8 8 1 -25 13 25 21 17 13 13 -0 0 -7 -12 -15 -58 1 0 0 1 1 4 -50 65 1663 0 2100480 0 672 531459 -> fight_prog 15~ -mea $r The wizard calls forth the power of the ancients! -mer $r The wizard calls forth the powers of the ancients to strike down $r! -mpdamage $r 500 -~ -> act_prog 'flees head over heels!'~ -c heal -c heal -c heal -c heal -c heal -~ -> speech_prog peace~ -if ispc($n) -smile $n -say Peace is the way, my child. -c bless $n -endif -~ -| -#18640 -old Bu'sala~ -old Bu'sala ~ -The old Bu'sala is in search of a treasure in the boxes. -~ -A thieving warrior crouches in front of the boxes, trying to search -out the treasure. He is clad in old handed down clothing that is -a size or two too big. -~ -67 37748908 400 C -48 0 -210 10d70+5000 1d1+50 -57890 0 -8 8 0 -19 13 13 19 21 13 13 -0 0 0 0 0 -0 3 0 0 266241 1 2 -25 25 1599 2097170 3104 128 2097248 64 -#18641 -Beautiful maiden~ -A beautiful maiden~ -A beautiful maiden bathes in the steamy water. -~ -The beautiful maiden is scantily clad while bathing in the warm -water. The water is bubbling about her, providing her with some -protection from your eyes. -~ -67 4202664 -45 C -45 0 -200 1d1+9879 14d3+4 -56933 0 -8 8 2 -19 13 13 19 19 13 13 -0 0 0 0 0 -4 4 0 0 3 1 1 -0 0 1919 8288 3328 0 1073741825 8192 -> rand_prog 15~ -emote splashes a fountain of steamy water into the air. -giggle -~ -> rand_prog 10~ -emote turns and sees you staring at her nakedness -blush -~ -| -#18642 -Golden statue~ -Golden statue~ -A golden statue waits to be worshipped. -~ -The brilliant statue is made out of solid gold it seems. The statue -seems to be of an elven vampire of a long ago people. The clothing is -nothing of this time period. -~ -67 37748792 1000 C -45 0 -240 7000d1+1000 4d7+5 -809400 0 -8 8 0 -18 13 15 13 19 13 13 -0 0 0 0 0 -1 4 0 0 1 8192 1 -0 0 71 1048609 3328 0 33 4098 -#18643 -Bronze statue~ -Bronze statue~ -A Bronze statue waits to be worshiped. -~ -The bronze statue is not of a delicate carving as the rest are. It seem -that this creator seemed to have been in a hurry. -~ -67 71311412 -1000 C -45 0 -230 7000d1+1000 4d7+5 -98560 0 -8 8 0 -20 13 13 23 23 13 13 -0 0 0 -1 -1 -0 3 0 0 1 1 1 -0 0 1599 1048642 3328 0 33554464 2 -#18644 -Ancient vampire~ -ancient vampire~ -An ancient vampire bares his fangs at you. -~ -~ -97 4194474 -700 C -40 0 -200 1d1+1570 0d0+0 -2189 0 -8 8 0 -13 13 13 15 23 13 13 -0 0 0 0 0 -0 4 0 0 65537 1 1 -7 5 15 18 3328 33 269224481 524289 -#18645 -leather book~ -leather book~ -A magical leather book waits to be read. -~ -An old leather bound book with its worn pages looks like it hasn't -been opened in ages. The dust is layered upon the leather leaving -it grey with grime. -~ -67 4194472 50 C -52 0 -200 10000d1+234 12d3+8 -45900 0 -8 8 0 -19 13 13 19 18 13 13 -0 0 0 0 0 -4 3 0 0 1 1 3 -0 0 0 8320 3328 0 268435489 67 -#18646 -female Ihlani~ -female Ihlani~ -A beautiful female Ihlani wanders around thinking of her love. -~ -A young and beautiful woman stands before you. With flowing blond -hair and a wonderful smile. -~ -195 4194856 -50 C -45 0 -190 2800d1+200 2d4+8 -130970 0 -8 8 2 -25 13 19 19 14 13 13 -0 0 0 0 0 -0 3 0 0 262145 1 1 -0 0 15 2097153 3072 0 32 2 -#18647 -silver statue~ -silver statue~ -A silver statue waits to be worshiped. -~ -This statue is made of pure, shiny silver. It appears to be of -a strong warrior with bulging muscles. He is young and handsome -as any you have seen before. -~ -67 272638124 1000 C -45 0 -230 7000d1+1500 4d7+2 -98600 0 -8 8 0 -20 13 13 21 19 13 13 -0 0 0 0 0 -0 3 0 0 69633 1 1 -0 0 1799 8224 3328 0 160 130 -#18648 -young druid~ -young druid~ -A young druid shuffles along the tunnels. -~ -~ -193 8320 -790 C -40 0 -230 10d50+1800 0d0+0 -45234 0 -8 8 0 -15 13 13 23 19 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 319 129 3328 16 32 2 -#18652 -young drow~ -young drow~ -A beautiful young drow wanders dreamily. -~ -A beautiful young drow stares into a far off place oblivious to -the surrounding around her. She has a healthy glow upon her cheeks -and a small pout upon her lips. -~ -16777409 2097292 600 C -46 0 -200 4500d2+1000 2d2+6 -45234 0 -8 8 2 -13 16 13 19 18 13 13 -0 0 0 0 0 -1 1 0 0 1048579 1 0 -10 4 47 2097668 3072 0 32 0 -#18653 -old Ihlani~ -old Ihlani~ -An old Ihlani shuffles past you. -~ -A dark hooded figuer shuffles past you not even bothering to look -up. He is covered from head to toe in a brown burlap type material -that looks to be some sort of cloak. -~ -65 172 -1000 C -46 0 -210 4500d2+1000 2d2+7 -78290 0 -8 8 2 -15 13 13 19 18 13 13 -0 0 0 0 0 -0 8 0 0 262145 1 1 -0 0 1583 272 3074 0 32 2049 -#18654 -Cheysuli Healer~ -Cheysuli Healer~ -The ancient Cheysuli Healer sits meditating. -~ -The wise, old healer sitst before you with his knowing eyes closed. He seems -to have experienced the world, by the way he sits before you. His legs -are folded beneath him and his worn sandals are removed and placed beside -him. His palms are facing up and folded in his lap. -~ -3 4194476 250 C -50 0 -230 15879d1+0 25d4+2 -98340 0 -8 8 0 -25 13 20 23 21 13 13 --15 0 0 0 0 -0 3 0 0 1 1 3 -50 50 39 544 3148800 0 8388656 801 -> fight_prog 30~ -if ispc($n) -sigh -say Why must you make me hurt you? -mpdamage $n 500 -endif -~ -> act_prog 'flees head over heels!'~ -if ispc($n) -mpat $n snicker -mpat $n c fireball $n -mpat $n mpdamage $n 500 -endif -~ -| -#18655 -Cheysuli Warrior~ -Cheysuli Warrior~ -A proud Cheysuli Warrior sharpens his fine sword. -~ -A proud, experienced warrior stands before you. Dressed in traditional -cheysuli garb, and sporting the mark of the lir. His eyes are the color -of coal and a beard to match. His stature is that of all muscle. -He smiles as he calls to his Lir. -~ -67 273154216 -1000 C -51 0 -230 18000d1+460 10d10+100 -97003 0 -8 8 1 -25 13 13 22 18 13 13 --2 -2 -7 -2 -2 -0 3 0 0 262145 1 4 -40 40 1663 552 2100480 0 33816864 8195 -> death_prog 100~ -sa You may have defeated me, but now you will feel the bite of my lir guardian. -mpmload 18674 -mpforce lion attack $n -~ -> hitprcnt_prog 40~ -say I will not go gently into that good night! -warcry -bash $n -mpdamage $n 600 -~ -> rand_prog 3~ -whistle self -~ -| -#18656 -stone statue~ -stone statue~ -An ancient stone statue awaits to be worshiped. -~ -A beautifully crafted stone statue seems to have a life of its own. The -finest detail of the clothing has been carved into the stone. The face -has a human quality to it and most likely was once a great augurer. -~ -67 272629800 -950 C -45 0 -200 7000d1+1000 0d0+0 -67923 0 -8 8 0 -16 13 13 20 20 13 13 -0 0 0 0 0 -0 7 0 0 65537 1 1 -0 0 1606 68 3328 0 32 2 -#18657 -fire bat~ -fire bat~ -A dark winged fire bat swoops down at your head. -~ -~ -35 40 -1000 C -20 0 -230 1d1+1000 10d2+7 -100 0 -8 8 0 -19 13 13 19 19 13 13 -0 0 0 0 0 -24 3 0 0 128 1 1 -0 0 32825 2 3328 0 2049 8194 -#18658 -white rat~ -white rat~ -A small white rat scurries by your feet. -~ -A small, white rat scurries quickly past your feet. It's fat white -body is offset by a long, leathery tail. The tiny pink feet leave -tracks on the dirt floor. -~ -69 98344 -210 C -42 0 -210 2000d1+10 15d3+5 -2 0 -8 8 0 -19 13 13 18 19 13 13 -0 0 0 0 0 -7 3 0 0 1751318629 1751318628 1 -0 0 302056961 2 2048 0 1 2 -#18659 -old cheysuli shopkeep~ -old cheysuli shopkeep~ -The old Cheysuli shopkeeper awaits your order. -~ -A chubby sort of man stands behind his wares, displaying them with -pride. He is old and grey with a moustache that curls at the sides -into a tight curl. He wears a white apron over top of his clothing. -~ -131139 4194344 -890 C -50 0 0 21098d1+0 20d3+5 -1 0 -8 8 0 -25 13 13 25 25 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 1919 49 1051904 0 4208 524291 -> greet_prog 100~ -Good day $n, take a look at my wares. We have a nice assortment of -chocolate covered strawberries. -~ -> fight_prog 100~ -mutter -say I've had just about enough of you! -mpslay $n -mpat $n say Let that be a lesson to you! -~ -| -#18660 -Homona Fortune Teller~ -The Homonan~ -The ancient Homona Fortune Teller dreamily stares into the crystal ball. -~ -This rotund jolly old person is outlandishly dressed as the color -or his tent is. The wise old man smiles warmly and winks in your -direction. His out stretched hands invite you to sit down infront -of him. His kind and gentle eyes make you feel welcome and safe. -~ -3 272629928 -45 C -51 0 -250 1d1+12000 25d3+30 -2090 0 -8 8 1 -23 15 16 25 23 16 16 --5 -2 0 0 -1 -58 8 0 0 65536 1 2 -50 50 311 1049104 2100224 0 35651632 10307 -> speech_prog p} 'I wish my fortune read'~ -sa Alone in the midst of many, even those whom you love..apart and separate, -sa consumed by grief. She lives within you when she is dead, and you live -Sa through her, seeing her face when you sleep and wake, longing for the things -Sa she cannot offer. You live in the pasts of kings and queens and those who -Sa have gone before you, but you thrive upon your own. Your past is your -Sa present and will be your future, until you summon the strength to give her -Sa life again. Offered and spurned, it is offered again, spurned once more and -sa offered a third time until accepting, you free yourself from the misery of -sa what is lost to you and then live with the misery of what you have done. -Sa You will die knowing what you have done, and why, and the price of your -Sa reward. You will use and be used in turn, discarded at last when your use -sa is done. - -emote sighs with a sadness that is known only to him -emote weakly smiles before continuing with his tale. -sa I promised no happiness. -sa He is the sword. -Sa The sword and the bow and the knife. He is the weapon of every man who -Sa uses Him for ill, and the strength of every man who uses him for good. -Sa Child of darkness, child of light, of like breeding with like, until the -Sa blood is one again. He is Cyrnic, he is Cyrnic, the sword, the bow -Sa and the knife, and all men shall name him evil until Man is made whole -sa again. -Sa The lion shall lay down with the witch, out of darkness shall come light, -Sa out of death, life, out of the old, the new. The lion shall lie down with -Sa the witch, and the witch-child born to rule what the lion must swallow. -Sa The lion shall swallow the House of Homona and all of her children, so -sa the newborn child shall sit upon the throne and know himself lord of all. -emote comforts you and says "You have a long journey my little one" -~ -> death_prog 100~ -sa My Lir Panther will now deal with your wicked soul. -mpmload 18675 -~ -| -#18661 -Aniara's Elven Avatar~ -Aniara's Elven Avatar~ -Aniara's Elven Avatar awaits your command. -~ -~ -33554433 4194348 0 C -50 0 0 1700d1+0 15d2+0 -300 0 -8 8 2 -18 16 16 15 13 20 19 -0 0 0 0 0 -1 4 0 0 2 1 3 -0 0 55 0 0 0 1048609 8195 -#18662 -Fiendish Ghoul~ -Fiendish Ghoul~ -A Fiendish Ghoul wanders in the shadows. -~ -~ -97 270532652 -1000 C -45 0 -210 1d1+6000 2d4+10 -23807 0 -8 8 0 -19 13 13 19 18 13 13 -0 0 0 0 0 -0 3 0 0 1 1 1 -0 0 126 18 3072 0 33554433 2 -#18663 -Dragon's Spirit~ -dragon's spirit~ -The Dragon's Spirit foats through the the air. -~ -A translucent shape shimmers in the light of the torches. A barely visible -shape floats above the ground. The dragon's eyes still glow red with anger -and passion of a lost life. -~ -65 44 -700 C -50 0 -230 6980d1+0 2d4+4 -58911 0 -8 8 0 -19 19 18 17 15 13 13 -0 0 0 0 0 -31 7 0 0 65536 67584 1 -0 0 15 297 3072 0 100663296 2 -#18664 -embodied soul~ -embodied soul~ -The lost embodied soul of a dragon killer. -~ -The man who killed the great Mahjar floats here. A cowardly and weak man -he was. With limbs half torn from his weakened body he smiles at you. -~ -97 2170924 -900 C -42 0 -250 1d1+1570 0d0+0 -100000 0 -8 8 0 -13 13 13 19 17 13 13 -0 0 0 0 0 -0 3 0 0 4096 4096 1 -0 0 127 17 3328 131106 269222403 524289 -#18665 -Lost wraith~ -Lost Wraith~ -The lost wraith wanders in search of revenge. -~ -An angry victim of some cruel fate, with eyes blazing, floats before -you. Her gown of torn white silk barely touches the cold stone floor. -Tangled red hair cascades down her back. -~ -5 71827516 -1000 C -45 0 0 40d40+800 8d3+10 -3500 0 -8 8 0 -13 13 13 20 19 13 13 -0 0 0 0 0 -4 4 0 0 8 1 0 -0 0 638 512 2100232 0 513 1 -#18666 -Lost Mind~ -Lost Mind~ -Your lost mind ducks behind the shadows. -~ -A fleeting image passes through your mind, darting between reality and -your imagination. The eeriness scares you as another image enters your -mind, making you wonder if you are sane, -~ -97 42 1000 C -40 0 -200 1d1+5000 0d0+0 -45800 0 -8 8 0 -19 13 13 21 23 13 13 -0 0 0 0 0 -57 3 0 0 1 1 1 -0 0 39 2 3080 0 1 2 -#18667 -Al-Azid~ -Al-Azid~ -Al-Asid wanders the halls in a state of confusion. -~ -With a wild look in his eyes, this strong warrior is terrified of your -presence. Standing tall and certainly expecting the worst, he flinches at -the noises coming from around the corner. -~ -97 39846056 -800 C -50 0 -250 14000d1+0 25d4+5 -59030 0 -8 8 0 -18 13 13 19 18 13 13 -0 0 0 0 0 -0 2 0 0 65536 1 3 -40 40 15 2097408 3104 0 131746 2113 -> fight_prog 15~ -scream -if ispc($r) - gouge 0.$r - mpdamage 0.$r 450 -endif -~ -| -#18668 -Phelthong~ -Phelthong~ -Phelthong lunges at you through the shadows. -~ -The powerful gnoll warior limps before you. He wears tattered clothing -of someone who hasn't changed them in a long while. His keen black eyes -have known anger, death and love. -~ -16777281 73465898 -900 C -50 0 -200 7700d1+0 15d2+8 -98600 0 -8 8 0 -20 13 18 13 16 13 13 -0 0 0 0 0 -37 3 0 0 2 1 2 -0 0 39 1048576 2100224 0 1073742337 2 -#18669 -soft breeze~ -soft breeze ~ -A soft breeze blows through your hair. -~ -A breeze brushes past your cheek carressing itself against your skin. The -only visible features you see are the sudden shift in form from time to -time . -~ -97 2097196 1000 C -50 0 -200 10987d1+0 22d2+3 -24090 0 -8 8 0 -19 13 13 19 19 13 13 -0 0 0 0 0 -0 2 0 0 1 8192 4 -0 0 47 0 1051904 0 276824352 524577 -#18670 -Sacrificed Virgin~ -Sacrificed Virgin~ -The Sacrificed Virgin wanders about aimlessly. -~ -A young woman wearing a flowing white gown that gives the illusion that -she is floating before you. With her golden hair that frames her heart -shaped face, she smiles sweetly at you. Her blue eyes hide the sorrow -of being sacrificed. -~ -16777313 2097196 1000 C -50 0 -230 1d1+4500 10d3+3 -79600 0 -8 8 2 -20 13 19 13 18 13 13 -0 0 0 0 0 -0 3 0 0 8 1 1 -0 0 47 1 3328 0 2080 1 -#18671 -Fiendish Soul~ -Fiendish Soul~ -A Fiendish Soul lurks in the dark shadows waiting to strike at you! -~ -A evil sort of fellow crouches before you. Half hidden in the shadows, -his eyes show he cannot be trusted. His knuckles are covered in hair and -his hands are rough and soiled. -~ -97 2097192 -700 C -45 0 -200 1d1+7500 19d3+20 -68900 0 -8 8 0 -19 13 13 19 17 13 13 -0 0 0 0 0 -8 3 0 0 64 1 1 -0 0 47 8192 3584 0 32768 1 -#18672 -Homona Spiritual Advisor~ -Homona Spiritual Advisor~ -An old Homona Spiritual Advisor motions you to sit. -~ -An old and revered Advisor is resting upon a lounge. His robes spread -out about him. Upon his feet are golden slippers spun in the best gold -thread. His white hair is loose upon his shoulder. Eyes of golden brown -shine through with youth as his face show signs of age. -~ -67 8364 1000 C -55 0 -250 30000d1+0 100d1+0 -1 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 4096 1 5 -0 0 0 0 3157248 0 67174432 11265 -#18673 -Aiden~ -Aiden ~ -Aiden eyes you suspiciously as you make your purchases. -~ -Aiden smiles a sickly smile as he gestures you to come forward. Through -his cracked lips you see teeth that are rotten from too much candy. -~ -67 4194336 -760 C -55 0 -250 30000d1+0 100d1+0 -0 0 -8 8 0 -25 13 13 25 25 13 13 -0 0 0 0 0 -0 3 0 0 1 1 4 -0 0 41 0 3157248 0 80 8195 -#18674 -Lir Lion~ -Lir Lion~ -The Lir Lion roars with pain at the death of his lir. -~ -~ -99 4235436 1000 C -50 0 -250 18000d1+0 23d4+8 -79089 0 -8 8 0 -25 13 19 23 23 13 13 -0 0 0 0 0 -75 3 0 0 8192 1 4 -0 0 302055465 578 2100480 0 134218243 10243 -#18675 -Lir Panther~ -Lir Panther~ -The Lir Panther cries at the loss of his Lir. -~ -~ -99 4194484 1000 C -52 0 -230 1d1+12340 22d4+9 -79002 0 -8 8 0 -19 13 13 19 17 13 13 -0 0 0 0 0 -30 3 0 0 4096 1 4 -40 40 301991561 74 2100480 0 16391 9218 -#18676 -Young Shar Tahl~ -Young Shar Tahl~ -THe Young Shar Tahl studies the Prophocies. -~ -A youngster in training wanders deep in thought. His eyes lowered in -concentration. His young hands folded before him in prayer. His robe -covers his sandaled feet. -~ -65539 4194344 900 C -50 0 -200 17800d1+0 20d2+15 -590800 0 -8 8 1 -19 13 15 19 19 13 13 -0 0 0 0 0 -8 8 0 0 65 64 4 -0 0 47 322 1051649 0 134218032 9227 -#18677 -Caledon~ -Caledon~ -Caledon the Tanner, silently tans a hide. -~ -Caledon wears an old dirty apron over his well worn clothing. His hands -are protected by what looks to be the softest type of leather. He stands -there hunched over a table working on a fine hide of a dragon. His kind -and gentle eyes tell you he has seen his share of fighting the almighty -dragons -~ -131139 4726912 1000 C -51 0 -250 21800d1+10 50d2+23 -2 0 -8 8 0 -25 13 13 23 23 13 13 -0 0 0 0 0 -8 8 0 0 64 65 4 -0 0 0 0 1051747 0 268468480 0 -> all_greet_prog 100~ -mpecho Good day $n, have you something that needs my services? -~ -> act_prog 'gives you Majhar Hide.'~ -if goldamt($n) >= 2000000 - sa A fine specimen of hide $n. It will make a fantastic breastplate. - mpforce $n give 2000000 coins Caledon -mpoload 18657 48 - give breastplate $n - sa May your adventuring go well $n. - bow $n -else - sa You can not afford my services $n - sa Begone! - laugh $n -endif -mpjunk hide -~ -| -#18678 -Cheysuli Warrior~ -Cheysuli Warrior~ -A proud Cheysuli Warrior sharpens his fine sword. -~ -A proud, experienced warrior stands before you. Dressed in traditional -cheysuli garb, and sporting the mark of the lir. His eyes are the color -of coal and a beard to match. His stature is that of all muscle. -He smiles as he calls to his Lir. -~ -67 273154088 -1000 C -50 0 -230 1d1+15046 20d4+15 -97003 0 -8 8 1 -25 13 13 22 18 13 13 -0 0 0 0 0 -0 3 0 0 1 1 3 -0 0 1663 2097696 3328 0 33554720 8194 -#18679 -Strong Warrior~ -Strong Warrior~ -A Strong Warrior proudly walks this dark cavern. -~ -~ -67 4194472 1000 C -50 0 -20 1d1+10002 10d3+50 -100000 0 -8 8 0 -25 13 13 23 23 13 13 -0 0 0 0 0 -0 3 0 0 262656 262144 2 -40 40 0 594 1052032 0 1073742096 10371 -> fight_prog 20~ -if ispc($n) -mea $n The Warrior headbutts you! -mer $n The Warrior headbutts $n! -mpdamage $n 550 -endif -~ -> fight_prog 15~ -disarm -disarm -get all -~ -> act_prog 'DISARMS you!'~ -wear sword -~ -| -#18685 -shu'maii~ -shu'maii~ -Shu'maii quickly goes bout his business. -~ -This thief known at Shu'maii has his reputation to protect. He blends -in well with his surroundings. With lightning quick hands he pulls -back his cloak and smiles as he shows you his prize. He has a crooked -smile with a few teeth missing in front. -~ -65 4203176 -230 C -51 0 -210 16000d1+500 25d2+5 -34798 0 -8 8 1 -18 13 13 20 19 13 15 -0 0 0 0 0 -0 2 0 0 1 1 2 -0 0 47 18 3072 0 672 11 -#0 - - -#OBJECTS -#18600 -wildflowers~ -wildflowers~ -A beautiful patch of wildflowers are waiting to be picked.~ -~ -9 0 16385 -0 0 0 0 -1 300 30 -E -Wildflowers~ -A wonderful bunch of flowers await to be put into a vase of water. -~ -A -25 3 -A -31 2 -#18601 -raspberries bush~ -red ripe raspberries~ -A small bush of red raspberries are waiting to be picked.~ -~ -19 0 1 -70 0 0 0 -20 150 15 -E -Raspberries~ -A bunch of red ripe Raspberries are plump for the picking. -~ -#18602 -letters stack~ -letters~ -A stack of letters has been carelesly tossed on the table.~ -~ -47 0 16385 -0 0 0 0 -20 50 5 -#18603 -cedar chest~ -old cedar chest~ -An old cedar chest sits at the end of the bed.~ -~ -15 0 0 -1000 1 18623 0 -2000 40000 4000 -#18605 -leather book~ -leather book~ -The worn leather book lies open.~ -~ -3 0 16385 -40 5 3 207 -10 10783 1078 -E -Leather book~ -A worn leather bound book with its pages lovingly worn from years of -wonderful reading. -~ -#18606 -keys~ -a newly created keys~ -Some god dropped a newly created keys here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -#18607 -armoire cedar~ -Cedar armoire~ -A large cedar armoire sits in the corner.~ -~ -15 0 0 -1000 1 0 0 -2000 0 0 -#18608 -silk lacy teddy~ -lacy teddy~ -A silk and lacy teddy lies in a puddle on the floor.~ -~ -9 16974337 0 49 -0 0 0 0 -8 30687 3068 -E -Lacy Teddy~ -A silk and lace teddy made of the sheerest silk in the land has been -crafted for a mistress to wear. -~ -A -25 1 -A -5 2 -A -17 -10 -A -1 2 -#18609 -silk stockings~ -silk stockings~ -A pair of silk stockings lie discarded on the floor.~ -~ -9 513 33 -0 0 0 0 -10 1536 153 -E -Silk Stockings~ -A pair of silky stockings that have been made of the purest silk spun -just for the legs of a Mistress. -~ -A -24 3 -A -17 -3 -A -31 1 -A -19 3 -A -18 3 -A -12 30 -#18610 -silk robe~ -Mistress' silk robe~ -A luxurious silk robe has slipped from a womans soft shoulders.~ -~ -9 16976384 0 49 -0 0 0 0 -40 19390 1939 -E -Silk Robe~ -A robe made of pure silk with the design made of spring flowers. The -robe has a sash of silk to wrap the robe about the body of a Mistress. -~ -A -25 1 -A -14 -10 -A -13 100 -A -12 70 -A -19 5 -A -18 5 -#18611 -Cheysuli blade~ -Cheysuli blade~ -A forgotton Cheysuli blade quivers from an unknown source.~ -~ -5 17434690 0 33 -0 21 2 1 -15 98900 7945 -E -Cheysuli Blade~ -An ancient warriors blade with a finely honed blade and a hilt of rubbed -silver. This blade has seen many battles. -~ -A -1 2 -A -4 1 -A -12 69 -A -25 2 -A -31 2 -A -14 -20 -A -13 75 -A -18 10 -A -19 11 -#18612 -leather vest~ -leather vest~ -Some strong warrior dropped a well worn leather vest.~ -~ -9 16908544 0 33 -0 0 0 0 -12 98090 9809 -E -Leather Vest~ -An old and worn leather vest made of deer hide is well looked after. -The vest is covered in stains of previous battles. -~ -A -18 4 -A -19 5 -A -2 2 -A -13 70 -A -26 2 -A -22 -6 -#18613 -Lir armband~ -Lir armbands~ -Golden Lir armbands shine with a light of their own~ -~ -9 8390657 257 -5 0 0 0 -5 25000 2500 -E -Lir Armbands~ -An ancient Lir Armband is shaped in the style of this warriors Lir. His -animal is made out in this shape that will be wrapped around this warriors -strong arm. -~ -A -23 -5 -A -19 5 -A -18 4 -A -13 45 -A -12 40 -A -1 1 -A -5 1 -#18615 -Hall table~ -hall table~ -A delicately carved oak hall table rests against the wall.~ -~ -12 0 0 -0 0 0 0 -20000 30897 3089 -#18616 -Anarchy Demon Sword~ -Anarchy~ -Anarchy, a pitch black sword covered in red runes.~ -~ -5 17433107 0 33 -10 20 2 11 -1 1900399 190039 -E -Anarchy~ -A black hilted sword with a stout bloody blade, humms with a life -of its own. Small red runes cover the sword giving it a magical -quality. This sword seems to take evil into its own. -~ -E -Anarchy Demon Sword~ -An ancient sword of Anarchy from the Great Majhar dragon is covered in -in precious stones along the hilt of the sword. The blade is made of the -strongest steal and honed to perfection. -~ -E -Homona's Cloak~ -A cloak of the Homona is made of brown simple cloth. The fabric hangs -down to your feet enveloping you into its folds. -~ -A -17 -25 -A -1 2 -A -13 100 -A -12 75 -A -22 -5 -A -21 -5 -A -23 -5 -A -24 -5 -A -19 10 -A -18 11 -A -27 2097152 -#18617 -shield ancients~ -Shield of Akharsis~ -A stout metal shield bearing the crest of the ancients lies here~ -~ -9 527105 513 -20 20 0 0 -10 76200 7620 -E -Shield of Akharsis~ -A shield that has seen many of battle and has protected its owner from -harm. Th ancient crest is mounted on the face of the shield displaying -the wealth of its family. -~ -A -17 -20 -A -13 50 -A -12 110 -A -18 3 -A -19 5 -> wear_prog 100~ -mea $n A swirling maelstrom surrounds $n in an enveloping aura of -mea $n protection against the elements of the north. -c iceshield $n -~ -| -#18618 -akharsis robe ancients~ -Akharsis, the robe of the ancients~ -Akharsis, the robe of the ancients lies here pulsing.~ -~ -9 412436 0 65 -15 15 0 0 -8 96700 9670 -E -Akharsis Robe Ancients~ -The Robe of Akharsis has been handed down from father to son over the -generations of the Lir. Each in turn has worn this into battle and -returned safely. -~ -A -17 -20 -A -26 32768 -A -19 5 -A -18 6 -A -13 50 -A -12 45 -A -1 1 -#18619 -Talak~ -talak~ -Talak, a darkened chain lies here twisted.~ -~ -9 8945666 5 -10 0 0 0 -15 45900 4590 -E -Talak~ -A darkened chain that has a symbol hanging from it. The entwined -branches of the Talak give of a mystical shine. -~ -A -21 -5 -A -2 2 -A -19 4 -A -18 3 -A -12 60 -A -13 40 -A -5 1 -#18620 -Daisies~ -daisies~ -A freshly picked bunch of daisies awaits a vase.~ -~ -13 0 16385 -0 0 0 0 -1000 2040 204 -#18621 -tahlmorra~ -Tahlmorra~ -A cleric's Tahlmorra has fallen here.~ -~ -5 -2146859744 0 17 -0 25 2 7 -5 30000 3000 -E -Tahlmorra~ -A symbol of faith that a cleric holds. This circle of faith shines -with many different medals combined into one to form this beautiful -piece of work. -~ -A -1 1 -A -4 2 -A -12 80 -A -13 100 -A -31 1 -A -19 8 -A -18 6 -#18622 -Golden Lir Earring~ -Golden Lir Earring~ -A warriors Golden Lir earring lies here forgotten.~ -~ -9 8913155 65537 -0 0 0 0 -4 96784 9678 -E -Golden Lir Earring~ -A warriors Lir earring is created to symbolize the Lir he is joined with. -This lir earing is in the shape of a Panther. -~ -A -18 2 -A -19 2 -A -13 25 -A -12 30 -A -1 1 -A -25 1 -#18623 -key~ -a newly created key~ -Some god dropped a newly created key here.~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#18624 -Widowmaker~ -Widowmaker~ -The Widowmaker sword lies here with an energy all its own.~ -~ -5 17451271 0 97 -19 16 2 3 -19 70354 7035 -E -Widowmaker~ -A sword of a mighty warrior is honed to perfection till the blade is -sharp and clean. The hilt is built for a large hand made of carved -ivory. -~ -A -5 1 -A -1 2 -A -13 100 -A -12 50 -A -19 9 -A -18 7 -#18625 -necklace ~ -necklace of strangulation~ -A blackened Necklace of Strangulation waits to be picked up.~ -~ -9 266240 5 -0 0 0 0 -30 15098 1509 -E -Necklace~ -A twisted small chain of an evil darkened metal is fine and delicate -looking. Small links of entwined links form to make this a beautiful -necklace. -~ -A -26 1024 -A -2 -2 -A -3 -2 -A -4 -2 -A -31 -2 -A -1 -2 -A -12 70 -A -19 3 -> wear_prog 100~ -if isimmort($n) -or isnpc($n) -else -mpecho The necklace tightens suddenly, cutting off all breath! -mpdamage $n 500 -endif -~ -| -#18626 -panther earring~ -panther earring~ -A golden panther earing belongs to a great warrior.~ -~ -9 527617 65537 -5 5 0 0 -10 90386 9038 -A -5 2 -A -1 1 -A -19 3 -A -18 4 -A -25 2 -> wear_prog 15~ -if rand(50) -c sanc $n -else -c bless $n -endif -~ -| -#18628 -Dagger of Vampires~ -Dagger of Vampires~ -A dagger's blade protrudes out of the mud.~ -~ -5 641602 0 81 -0 18 2 2 -12 10000 60090 -E -Dagger of Vampires~ -A small dagger dripping of warm blood from a kill not long ago. This -dagger belongs to a old vampire. -~ -A -13 30 -A -12 20 -A -17 -5 -A -2 2 -A -25 -2 -A -19 6 -A -18 4 -#18629 -shield of chesyli~ -An old Shield of the Ancients~ -An old Shield of the Cheysuli lies here forgotten.~ -~ -9 591104 0 17 -0 0 0 0 -40 78694 7869 -A -24 -5 -A -19 5 -A -18 5 -A -1 1 -A -5 2 -A -13 70 -A -12 90 -#18630 -Blood Fang~ -Dripping Blood Fang.~ -A golden hilted Blood Fang drips blood from the blade.~ -~ -5 17547777 0 113 -0 8 5 11 -12 230890 23089 -A -1 2 -A -2 1 -A -18 6 -A -13 100 -A -12 50 -A -19 7 -#18631 -Necklace of Purity~ -Necklace of Purity~ -A fine golden chain glows waiting to be worn by one of Aniara's followers.~ -~ -9 527681 5 -0 0 0 0 -3 1200000 120000 -E -Necklace of Purity~ -The golden necklace glows with a purity of devotion. The necklace is -only worn by the followers of the Deitie of Aniara. -~ -A -12 24 -A -13 55 -A -17 -20 -A -19 3 -A -18 2 -A -26 4 -#18632 -Ring of Destiny~ -Ring of Destiny~ -The Ring of Destiny glows with an unknown power.~ -~ -9 -2130032384 0 97 -12 12 0 0 -2 87900 8790 -A -26 32 -A -14 -5 -A -19 2 -A -13 30 -#18636 -Homona's Cloak~ -Homona's Cloak~ -A young Drow has dropped thier Homona's Cloak~ -~ -9 16877824 0 49 -0 0 0 0 -5 45890 4589 -A -12 45 -A -1 1 -A -14 -20 -A -18 3 -A -13 45 -A -19 4 -#18637 -Black Mushrooms~ -Black Mushrooms~ -Black Mushrooms grow in the crevises of the walls.~ -~ -10 2 1 -2 33 -1 -1 -1 958 95 -#18639 -Green Fungi~ -Green Fungi~ -Green Fungi clings upon the damp walls.~ -~ -13 0 0 -0 0 0 0 -1999 0 0 -#18640 -daisies~ -Bunches of Daisies.~ -Bunches of Daisies grow around the huge oak tree.~ -~ -13 0 1 -0 0 0 0 -1000 0 0 -#18641 -hairbrush~ -Golden Hairbrush~ -A rich ladies golden hairbrush lies here forgotten.~ -~ -5 623171 0 17 -0 15 3 0 -10 289090 28909 -E -Hairbrush~ -The Mistresses favorite Golden hairbrush is made of the softest bristles -and of a Golden handle. There are even a few of Mistresses long red -hair strands entwined in the bristles. -~ -A -1 2 -A -2 1 -A -24 -6 -A -13 85 -A -12 100 -A -19 10 -A -18 8 -#18642 -rune bracelet ~ -Rune Bracelet.~ -A dainty Rune Bracelet lies here forgotten~ -~ -9 98369 0 17 -0 0 0 0 -10 79034 7903 -E -Rune Bracelet~ -A dainty bracelet covered in the magical runes of the Homona people. The -runes dance upon the Golden links that hold it together, giving of a glow of -red and a sparkle of gold. -~ -A -17 -5 -A -3 1 -A -2 2 -A -19 3 -A -18 2 -#18643 -A glowing purple potion~ -A Glowing Purple potion.~ -A Glowing Purple potion has been carelessly toppled over.~ -~ -10 65 1 -25 15 -1 -1 -2 6500 650 -#18644 -glowing blue potion~ -Glowing Blue potion~ -A Glowing Blue potion lies here bubbling.~ -~ -10 65 1 -22 84 84 -1 -2 15000 1500 -#18645 -Death Candy~ -Death Candy.~ -A piece of Death Candy catches your eye.~ -~ -26 0 1 -10 36 66 67 -1 15000 1500 -#18646 -Gummi Bears~ -Multi-colored Gummi Bears.~ -A handful of Multi-colored Gummi Bears has been scattered on the ground.~ -~ -26 0 1 -28 43 -1 -1 -2 1980 198 -#18647 -chocolate covered strawberries~ -chocolate dipped strawberries.~ -Fresh chocolate covered strawberries have been carelessly dropped. ~ -~ -26 1 1 -29 66 -1 226 -2 43900 4390 -#18648 -Purple Smarties~ -Purple Smarties~ -Purple Smarties have been scattered on the ground.~ -~ -26 1 1 -38 34 -1 -1 -3 567000 56700 -#18649 -skittles~ -Skittles.~ -Stray Skittles have rolled away.~ -~ -26 1 1 -40 35 -1 -1 -2 23090 2309 -#18650 -Blackened Pot~ -Blackened Pot~ -An old Blackened Pot lies on its side forgotten.~ -~ -5 8454144 0 17 -0 19 2 8 -15 50890 5089 -A -1 2 -A -12 100 -A -19 4 -A -18 5 -#18651 -Flat stone~ -rounded flat stone ~ -A rounded flat stone ready for skipping.~ -~ -3 65 16385 -15 1 1 66 -5 300 30 -#18652 -Ring of Fate~ -Ring of Fate ~ -The Ring of Fate leads you to your destiny.~ -~ -9 590881 0 17 -0 0 0 0 -3 609800 60980 -E -Ring of Fate~ -A dazzling ring of your fate has the markings of an Ancient people. A -small stone is off set with a mark of Fate. -~ -A -13 50 -A -12 50 -A -17 -15 -A -19 3 -A -18 3 -#18653 -Bracer of Sha'maii~ -Bracer of Sha'maii ~ -The darkened Bracer of Sha'maii quiver with an unknown energy.~ -~ -9 17433155 0 33 -0 0 0 0 -6 68790 6879 -E -Bracer of Sha'maii~ -This bracer is made of the finest metal and forged with the thought of -many great battle that they will see. -~ -A -1 2 -A -2 2 -A -20 -5 -A -14 -20 -A -18 4 -A -19 3 -#18654 -Ruby bracelet~ -A Ruby Bracelet~ -A beautifully crafted Ruby Bracelet lies here.~ -~ -9 16926785 0 97 -0 0 0 0 -10 79034 7903 -E -Ruby Bracelet~ -A maidens bracelet made with the finest rubies that dangle from the -chain of gold. -~ -A -17 -5 -A -3 1 -A -26 8192 -A -12 20 -A -13 25 -A -19 2 -A -18 2 -#18655 -soulbane~ -Soulbane~ -A dripping Soulbane quvers after a long fight.~ -~ -5 17467395 0 33 -0 20 2 11 -15 1204569 120456 -E -Soulbane~ -This weapon of massive torture is quivering with an aura all its own. -~ -A -2 2 -A -12 60 -A -23 -5 -A -25 1 -A -31 1 -A -13 85 -A -19 6 -A -18 5 -#18656 -Golden dagger~ -Golden Dagger~ -A warriors bloody Golden Dagger lies forgotten.~ -~ -5 705794 0 65 -0 13 3 4 -8 759040 75904 -E -Golden Dagger~ -An old dagger stained of many bloody battles has lost its shine from the -once great golden handle. -~ -A -1 2 -A -2 2 -A -4 2 -A -17 -20 -A -19 5 -A -18 6 -A -13 60 -#18657 -Majhar breastplate~ -Majhar breastplate~ -The Majhar Dragons Breastplate has fallen to the ground.~ -~ -9 524352 9 -0 0 0 0 -15 103900 10390 -E -Majhar Breastplate~ -An ancient dragons hide has been formed into a wonderous breastplate -that will serve you well. -~ -A -13 100 -A -5 2 -A -24 -4 -A -23 -4 -A -12 60 -A -1 1 -A -17 -50 -A -19 7 -A -18 5 -#18658 -Serrengetti Spectacles~ -Gold rimmed Serrengetti Specticals~ -Gold rimmed Serrengetti Specticals glow with an aura all their own.~ -~ -9 9012225 0 17 -0 0 0 0 -3 98450 9845 -E -Serringetti Spectials ~ -These gold rimmed glasses have the most wonderful lenses that shade -weary eyes from the horrid sun. -~ -A -17 -28 -A -19 3 -A -18 3 -A -13 30 -A -12 20 -A -26 8 -A -26 32 -#18659 -Emerald studded bracer~ -Emerald Studded Bracer~ -The battered Emerald Studded Bracer lies here forgotten.~ -~ -9 8454209 0 17 -0 0 0 0 -5 45900 4590 -A -1 1 -A -5 1 -A -31 1 -A -12 45 -A -17 -10 -A -13 30 -A -18 2 -A -19 2 -#18660 -Wand of Rune~ -Wand of Ruin~ -The Wand of Rune lies humming~ -~ -3 263425 24577 -38 7 5 26 -9 45890 4589 -A -12 75 -A -13 110 -A -17 -25 -A -1 2 -A -4 2 -A -19 6 -A -18 6 -#18661 -Homona Earing~ -Homona Earring~ -A single Homona Earring lies here forgotten.~ -~ -9 624896 0 17 -11 0 0 0 -2 78900 7890 -A -5 2 -A -2 1 -A -17 -10 -A -19 3 -A -13 20 -A -12 50 -#18662 -Rune Wand~ -Rune Wand~ -The Rune Wand glows with and unknown force.~ -~ -3 263425 16385 -38 7 5 26 -1 45300 4530 -A -17 -15 -A -1 2 -A -2 1 -#18663 -Shield of Prophecy~ -Shield of Prophecy~ -The Shield of Prophecy glows with an unknown force.~ -~ -9 99907 0 17 -0 0 0 0 -15 98300 9830 -A -17 -25 -A -4 2 -A -3 1 -A -24 -4 -A -19 5 -A -18 4 -A -12 75 -A -13 70 -A -56 3 -#18664 -Bracer of Fate~ -Bracer of Fate~ -A battered Bracer of Fate lies here forgotten.~ -~ -9 8981569 0 17 -0 0 0 0 -5 45900 4590 -A -18 4 -A -19 3 -A -13 30 -A -17 -10 -A -12 15 -A -31 1 -#18665 -Belt of Wizardry~ -Belt of Wizardry~ -An old wizards Belt of Wizardry lies here glowing.~ -~ -9 9011267 0 17 -0 0 0 0 -7 57000 5700 -A -17 -5 -A -5 2 -A -4 3 -A -13 50 -A -12 50 -A -19 4 -A -18 3 -#18666 -Rune Ring~ -Rune Ring~ -The glowing Rune Ring pulses with a life its own.~ -~ -9 16976384 0 49 -0 0 0 0 -1 62900 6290 -A -25 1 -A -1 1 -A -17 -15 -A -20 -5 -A -19 2 -A -18 2 -#18667 -Helm of Imajica~ -Helm of Imajica~ -The glowing Helm of Imajica lies here pulsating.~ -~ -9 8487936 0 17 -0 0 0 0 -6 87200 8720 -A -31 2 -A -12 80 -A -13 50 -A -4 2 -A -25 2 -A -18 4 -A -19 5 -#18668 -Chains of Fate~ -Chains of Fate~ -The Chains of Fate lie tangled in the dirt.~ -~ -9 17449729 0 97 -0 0 0 0 -5 45300 4530 -A -17 -10 -A -31 2 -A -19 3 -A -18 2 -A -5 1 -A -13 50 -#18669 -Sword of Legacy~ -Sword of Legacy.~ -The gilted Sword of Legacy Lies here bloody.~ -~ -5 17433155 0 33 -0 21 3 3 -9 0 0 -A -17 -20 -A -13 100 -A -12 60 -A -19 10 -A -18 7 -#18670 -Claw of Lion~ -Claw of Lion.~ -The bloody Claw of Lion has fallen here.~ -~ -5 8964099 0 64 -0 17 3 5 -7 82300 8230 -A -13 110 -A -12 80 -A -17 -30 -A -14 -35 -A -18 6 -A -19 8 -> wear_prog 100~ -if class($n) == Ranger -else -if class($n) == Druid -else -mpforce $n rem claw -endif -endif -~ -| -#18671 -Majhar Hide~ -Majhar Hide~ -The old Majhar Hide was torn from a great Dragon.~ -~ -9 2048 9 -0 0 0 0 -10 890699 89069 -E -Majhar Hide~ -A tattered hide of a great and powerful dragon has been torn from his -body. This hide is a fine piece of work. -~ -A -1 1 -A -5 1 -A -17 -20 -#18672 -Eyes of Majhar~ -Eyes of Majhar~ -The Eyes of Majhar lie here staying back at you.~ -~ -9 543488 0 64 -0 0 0 0 -2 46800 4680 -A -19 3 -A -18 3 -A -17 -15 -A -25 -2 -A -26 40 -A -12 50 -A -13 15 -#18673 -~ -Stone chip~ -A worthless Stone chip shines with an unknown force. ~ -~ -13 0 0 -0 0 0 0 -1 0 0 -#18674 -Marbled Dagger~ -Marble Dagger~ -A Marbled handled dagger lies here.~ -~ -5 656160 0 1 -0 0 0 0 -3 80700 8070 -#18675 -Bronze Sword~ -Bronze Sword~ -A gleaming Sword with a Bronze handle lies tarnished.~ -~ -5 -2146776272 0 65 -25 21 2 3 -15 89345 8934 -A -1 2 -A -31 2 -A -19 3 -A -18 2 -A -25 -1 -#18676 -Malkar's Inigma~ -Malkar's Enigma~ -Malkar's Enigma lies pulsing with an unknown power.~ -~ -5 17466128 0 33 -0 0 0 3 -6 67800 6780 -A -1 2 -A -2 1 -A -12 90 -A -18 7 -A -19 6 -A -13 50 -#18677 -Orthopedic shoes~ -Orthopedic shoes~ -Brown dirty Orthepedic shoes have been kicked off carelessly.~ -~ -9 0 65 -0 0 0 0 -3 36980 3698 -E -Orthopedic Shoes~ -An old stinky pair of shoes that haven't been cleaned or aired out. -The smell of these shoes could almost knock you over. -~ -A -25 -1 -A -2 2 -A -4 1 -A -18 3 -A -31 1 -A -13 35 -A -12 25 -A -19 4 -#18678 -Brown Dress~ -Brown Dress~ -A badly worn Brown Dress lies here in a heap.~ -~ -9 -2147481600 9 -0 0 0 0 -6 52900 5290 -E -Brown Dress~ -A ratty brown dress with a few worn places is something a serving girl -would wear. The hem of the dress has fallen and the fabric has seen -many better days. -~ -A -4 1 -A -12 25 -A -1 1 -A -18 2 -A -19 1 -A -31 -1 -A -25 -2 -#18679 -Worn shoes~ -Worn shoes~ -A muddy pair of shoes have been kicked off.~ -~ -9 8422688 65 -0 0 0 0 -4 35700 3570 -E -Worn shoes~ -A muddy pair of old worn shoes with uneven laces and souls that could -use a good wipe. -~ -A -2 1 -A -4 1 -A -25 -1 -A -18 3 -A -19 3 -A -13 40 -A -12 15 -#18680 -Golden Halo~ -Golden Halo~ -Some god dropped a newly created Golden Halo here.~ -~ -9 0 17 -0 0 0 0 -1 0 0 -#18681 -Thorne of a Rose~ -Thorne of a Rose.~ -A Thorne of a Rose has snapped off its stem.~ -~ -5 16910868 0 33 -0 21 2 2 -5 79800 7980 -E -Thorne of a Rose~ -A single thorne from a rose bush has fallen lose. There seems to be -a drop let of blood that has come from being cought of someones finger. -~ -A -1 2 -A -5 1 -A -12 50 -A -31 1 -A -18 6 -A -19 6 -A -13 70 -A -17 15 -#18682 -Dagger of Emu~ -Dagger of Emu~ -An old discarded Dagger of Emu lies here covered in mud.~ -~ -5 215064 0 81 -0 20 2 2 -5 98700 9870 -A -12 50 -A -13 100 -A -5 1 -A -19 8 -A -18 6 -A -31 1 -A -1 2 -#18683 -Charm of Emu~ -Charm of Emu~ -An old emu charm waits patiently to be of use to someone.~ -~ -9 213808 0 81 -0 0 0 0 -2 69700 6970 -A -3 1 -A -5 1 -A -12 40 -A -13 60 -A -22 -3 -A -18 3 -A -19 3 -#18684 -Bracer of Emu~ -Bracer of Emu~ -Tarnished bracers lie forgotten in the dirt.~ -~ -9 738064 0 81 -0 0 0 0 -3 67899 5790 -A -18 3 -A -12 40 -A -13 25 -A -19 3 -#18685 -Girth of Elders~ -Girth of Elders~ -A strange coil of metal lies here forgotten.~ -~ -9 672048 0 65 -7 7 0 0 -2 98300 9830 -E -Girth of Elders~ -An Elders Girth made of the finest leather this land has found. A large -buckle with a crest holds the girth together. -~ -A -1 1 -A -19 4 -A -18 3 -A -17 -10 -A -13 50 -A -2 -2 -A -3 2 -#18686 -Ancients Walking Stick~ -Ancients Walking Stick~ -A old man's Ancient Walking Stick lies here forgotten.~ -~ -5 755712 0 17 -0 6 7 7 -7 18960 1896 -E -Ancients Walking Stick~ -Bend and gnarled this stick has been crafted from the ancient tree of -this area. -~ -A -1 2 -A -5 1 -A -2 1 -A -4 1 -A -12 75 -A -3 2 -A -18 4 -A -19 5 -#18687 -Hot Pants~ -Hot Pants~ -Some hot young babe has dropped her Hot Pants!~ -~ -9 131856 0 1 -8 9 0 0 -5 132900 13290 -E -Hot pants~ -A very short pair of Hot Pants from a young woman with frayed edges and -button up fly. These shorts leave nothing to the imagination. -~ -A -2 2 -A -19 3 -A -18 3 -A -12 40 -A -13 45 -#18688 -Crop Top~ -Crop Top~ -A silky Crop Top lies in a puddle of fabric.~ -~ -9 133632 0 1 -0 0 0 0 -1 108200 10820 -E -Crop top~ -A young womans top is worn off the shoulder and tied beneathe her breasts. -This fabric is sheer and silky with a beautiful pattern of daisies. -~ -A -1 1 -A -5 1 -A -12 30 -A -14 50 -A -25 1 -#18689 -Dagger of The Reborn~ -Dagger of The Reborn~ -An ancient Dagger of The Reborn's blade lies in the dirt.~ -~ -5 672720 0 65 -0 20 2 2 -7 1758900 175890 -A -1 2 -A -2 1 -A -13 75 -A -12 50 -A -31 2 -A -18 8 -A -19 9 -#18690 -Ring of ReBirth~ -Ring of ReBirth~ -The Ring of ReBirth lies here dented.~ -~ -9 -2130165472 0 96 -12 12 0 0 -2 87900 8790 -A -26 32 -A -14 -5 -A -12 25 -A -1 1 -#18691 -Vest of Runes~ -Vest of Runes~ -Some old druid droped his vest.~ -~ -9 114944 0 81 -0 0 0 0 -12 98090 9809 -A -26 8192 -A -18 4 -A -19 5 -A -2 2 -A -13 70 -#18692 -Shield of Bu'sula~ -Shield of Bu'sula~ -A stout Shield of Bu'sula lies here dented and dirty.~ -~ -9 625921 0 17 -12 15 0 0 -10 76200 7620 -A -4 2 -A -17 -20 -A -5 1 -A -31 2 -A -12 125 -#18693 -Golden Chip~ -Golden Chip~ -A Golden Chip lies here sparkling in the dirt.~ -~ -41 524289 1 -0 0 0 0 -1 0 0 -#18694 -Aura of Magic Dust~ -Aura of Magic Dust~ -A pile of Magic dust lies here.~ -~ -9 624961 0 17 -15 25 0 0 -1 0 0 -E -Aura of Magic Dust~ -An aura of Sparkling dust is evelopes you as it surrounds you with its -magic. -~ -A -1 1 -A -3 1 -A -4 2 -A -19 4 -A -18 5 -A -13 100 -A -12 75 -A -31 1 -#18695 -Akharsis Bracers~ -Akharsis Bracer~ -Dented Akharsis Bracers lie here forgotten.~ -~ -9 -2147335376 0 65 -10 18 0 0 -6 45700 4570 -A -1 2 -A -17 -20 -A -12 35 -A -19 4 -A -13 35 -#18696 -Sword of the Lir~ -Sword of the Lir.~ -The Sword of the Lir lies here with an energy all its own.~ -~ -5 16959490 0 97 -19 16 2 3 -19 70354 7035 -A -5 1 -A -1 2 -A -13 100 -A -12 50 -A -19 8 -A -18 9 -A -30 3 -#18697 -Sword of the Majhar~ -Sword of the Majhar~ -The pulsating Sword of the Majhar lies her stuck into the mud.~ -~ -5 16958018 0 97 -19 16 2 3 -19 70354 7035 -A -5 1 -A -1 2 -A -13 100 -A -19 5 -A -18 5 -A -12 50 -A -17 -15 -#18698 -yellow rose bud~ -a yellow rose bud~ -A yellow rose bud peeks out from the rose bush here.~ -~ -26 0 1 -40 16 -1 -1 -1 500 50 -#18748 -purity necklace~ -Necklace of Purity~ -A fine golden chain glows waiting to be worn by one of Aniara's followers.~ -~ -9 527681 5 -0 0 0 0 -3 1200000 120000 -E -Necklace of Purity~ -The golden necklace glows with a purity of devotion. The necklace is -only worn by the followers of the Deitie of Aniara. -~ -A -26 4 -A -19 2 -A -18 2 -A -17 -10 -A -12 30 -A -13 25 -#18749 -legacy sword~ -Sword of Legacy.~ -The gilted Sword &yof Legacy Lies here bloody.~ -~ -5 17433155 0 33 -0 15 2 3 -9 0 0 -A -17 -20 -A -12 60 -A -18 7 -A -19 8 -A -13 75 -#18750 -blade cheysuli~ -Cheysuli blade~ -A forgotton Cheysuli blade quivers from an unknown source.~ -~ -5 17434690 0 33 -0 21 2 1 -15 98900 9890 -E -Cheysuli Blade~ -An ancient warriors blade with a finely honed blade and a hilt of rubbed -silver. This blade has seen many battles. -~ -A -1 2 -A -4 1 -A -12 69 -A -25 2 -A -31 2 -A -14 -20 -A -13 75 -A -19 8 -A -18 9 -#0 - - -#ROOMS -#18600 -Forest Path~ -A winding path that leads north into an older part of the woods. Along the -wide dirt path, wonderfully colored wildflowers and wild raspberries are -waiting to be picked. To the southeast the trail leads back into the darker -part of the forest. Through the break in the massive pines to the north, -there is a manor in amongst the trees. -~ -0 0 3 -D0 -Path continues up to the manor. -~ -~ -0 -1 18601 -D8 -~ -~ -16777216 -1 6135 -S -#18601 -Waymoot Manor~ -The winding path comes to a halt in front of the towering stone structure -known as Waymoot Manor. A warm glow shows through the heavily -draped, leaded glass windows. Double, weathered oak doors with lion head -knockers beckon to be opened. The southern trail leads back into -the pine and oak forest. -~ -0 4 3 -D0 -~ -door~ -3 -1 18602 -D2 -A path continues away from the manor. -~ -~ -0 -1 18600 -> rand_prog 10 ~ -mpecho The small crickets chirp in the distance. -~ -> rand_prog 7~ -mpecho The crickets chirp from the woods. -~ -| -S -#18602 -Entry Hall~ -The ceiling is vaulted and the floor is recently swept by some housekeeper. -On the oak table along the wall some fresh cut flowers have been left -to be put into a vase. Unopened mail is dropped on the table waiting for the -mistress to open it. A grand staircase leads to the upper floor. The Great -Hall is to the east and the Dinning room is to the west. South will take you -back to the forest. -~ -0 8 0 -D1 -~ -~ -0 -1 18604 -D2 -~ -door~ -35 -1 18601 -D3 -~ -~ -0 -1 18603 -D4 -~ -~ -0 -1 18616 -S -#18603 -Great Hall~ -Silk brocade chairs and a couch are placed in front of a roaring fire. A book -lays open on a nearby table. Tapestries telling of stories adorn the walls -Against the wall, silver candlesticks and a case of flowers are carefully -arranged on the side board. The large windows are draped in heavy green -velvet. Throughout the room, candlelight flickers on the walls. The entry -hall is located to the east. -~ -0 8 0 -D1 -~ -~ -0 -1 18602 -S -#18604 -Dining Hall~ -A warm fire is blazing in the fireplace, above the mantle hangs a stag -head with a prized set of antlers. In the center of the room is an oak table -set with the dishes for the evening feast. Large, heavily draped windows -adorn each side of the fireplace. On the sideboard there is a set of steins -ready for the thirsty rangers. Heavenly smells are coming from the -kitchen to the north and to the west is the entry hall. -~ -0 8 0 -D0 -~ -~ -0 -1 18605 -D3 -~ -~ -0 -1 18602 -> rand_prog 10 ~ -mpecho The dancing flame of the fire dances in the fireplace. -~ -| -S -#18605 -Country Kitchen~ -Along the northern wall, an enormous open hearth with two ovens takes -up most of the wall. A suckling pig is being roasted and loaves of bread are -being cooled on the harvest table. Beside the servants entrance, a burlap sack -of potatoes as been left. A dish of milk as been put down for the manor cat -who is curled up in the rocking chair by the fire. On the back of the pantry -door hangs the cooks apron. The dining hall is to the south and the pantry is -to the east. -~ -0 8 0 -D0 -~ -~ -3 -1 18607 -D1 -~ -~ -3 -1 18606 -D2 -~ -~ -0 -1 18604 -S -#18606 -Pantry~ -Several bags of root vegetables are left on the cool stone floor. Bags of -flour and dry goods are stored on the shelves that line the walls. Pitchers -of milk, draped with cheese cloth, sit upon a small table next to the door. -The kitchen is reached by going west. -~ -0 8 0 -D3 -~ -~ -3 -1 18605 -S -#18607 -Aniara's Garden~ -A small, lovingly cared for herb garden is directly underneath the -the kitchen window. A flagstone pathway winds its way through the various -flower gardens. Morning glories have taken hold on the stone walls of -the manor, climbing almost to the roof. The flagstone path continues -to the east and the south is the servants entrance to the manor. -~ -0 4 2 -D1 -~ -~ -0 -1 18608 -D2 -~ -~ -3 -1 18605 -S -#18608 -A Quaint Path~ -The flagstone path continues through the woods. Ferns and Trillium grow -in the shade of the towering pines. Further along the path to the east is -a fork and going west will take you to the gardens. -~ -0 0 2 -D0 -~ -~ -0 -1 18714 -D1 -~ -~ -0 -1 18609 -D3 -~ -~ -0 -1 18607 -S -#18609 -A Fork in the Path~ -The trees surround you on all sides. Going north through the trees will take -you to the chapel. From the northeast the river can be heard. -~ -0 0 2 -D0 -~ -~ -0 -1 18610 -D3 -~ -~ -0 -1 18608 -D6 -~ -~ -0 -1 18613 -S -#18610 -Entrance to the Chapel~ -Wild rose bushes grow along the foundation of the chapel walls. An old -hooded woman attends to the flowers, that surround the chapel. The -towering trees surround the chapel. Somehow there is sunlight that beams -down onto the tiny chapel. Leaded glass windows adorn either side of -the chapel door, which is always unlocked for the people to come and -worship. The path to the south leads you to the fork in the path and -going north will take you to the altar. -~ -0 0 2 -D0 -~ -~ -3 -1 18611 -D2 -~ -~ -0 -1 18609 -D3 -~ -~ -0 -1 18612 -S -#18611 -Alter of the Goddess~ -Many candles stand upon the white linen draped Altar. An altar boy stands -at the ready to light any candles that tend to go out with the breeze from -opening the door. Wooden pews await the worshiping people. Large -stained glass windows line each wall, allowing the light to play with the -colours of the glass. The door to the south takes you back to the path. -~ -0 12 0 -D2 -~ -~ -3 -1 18610 -> speech_prog {P} 'To the tower!'~ -if name($n) == anniara - mptransfer anniara 18619 - mptransfer Drahkan 18619 -else - mpechoat $n You can not enter the retreat! -endif -~ -| -S -#18612 -Peaceful Garden~ -Coming off the path to the east you have come into a quiet area of the -grounds. There are benches here within this sanctuary, where you may -sit and meditate. Surrounding you are heavenly scents and sounds of -the wildlife of the woods. Sometimes an ancient woman can be seen -wandering the gardens. -~ -0 0 2 -D1 -~ -~ -0 -1 18610 -S -#18613 -Footbridge~ -Cattails sway in the breeze, along the bank of the babbling brook. A -fieldstone footbridge spans the brook to allow access to the other bank. -The river continues to the east and southwest will take you back to the -chapel. -~ -0 0 2 -D1 -~ -~ -0 -1 18614 -D9 -~ -~ -0 -1 18609 -S -#18614 -Rushing River~ -The churning waters flow from the northeast, tumbling over the boulders -and eroding the river bank. Yet in the chaos of the water there is a -peacefulness in the air. The majestic waterfall is to the northeast and -the brook is to the west. -~ -0 0 1 -D3 -~ -~ -0 -1 18613 -D6 -~ -~ -0 -1 18615 -> rand_prog 5~ -mpecho The rushing waters lap up against the bank of the river. -~ -| -S -#18615 -The Dazzling Waterfall~ -Crossing the stepping stones from the river below you, a blast of mist washes -over you from the enormous waterfall to the north. Crashing down from -a tremendous height, you are amazed at the swiftness with which the river -dissipates into a mere quiet brook, but the power of the Goddess should -not be questioned. A large rock slab sits off the side of the waterfalls -pool of water, gently sloping down into the refreshing cool depths. The -rushing river continues to the southwest. -~ -0 0 2 -D0 -~ -~ -0 -1 18620 -D9 -~ -~ -0 -1 18614 -> rand_prog 5~ -mpecho The mist of the waterfall washes over you. -~ -| -S -#18616 -Darkened Hall~ -A single candle at the end of the hallway is all the lighting that is provided. -A table is pushed up against the right side of the hall where the candle sits -and a set of keys lay. The mistress' bedroom is to the east and the Hunter -room is to the west. -~ -0 8 0 -D1 -~ -~ -3 -1 18618 -D3 -~ -~ -3 -1 18617 -D5 -~ -~ -0 -1 18602 -S -#18617 -Hunter's Room~ -A brown bear skin rug lays in front of the glowing fire. A large comfortable -bed with many animal skins on top await the guest who will stay here. -Candles light up the room with a warm soothing glow. Several books -lay on the bedside table. The hallway is to the west. -~ -0 12 0 -D1 -~ -~ -3 -1 18616 -S -#18618 -Mistress' Chamber~ -Candlelight glows softly throughout the room. The light dancing upon -the walls and the large four poster bed. A warm goose down duvet rests -upon the bed waiting to be snuggled up under with someone special. An -intricate carving of a vine heart shaped wreath decorates the dark oak -headboard, underneath the wreath a few words are carved. An armoire -used to hold the mistress' gowns and trinkets is pushed up against the wall. -A very old chest is located at the end of the bed. A velvet chaise lounge -is underneath the one draped window. On a straight back chair there -are a few lacy garments that have been carelessly left. The hallway is -to the west. -~ -0 12 0 -D3 -~ -~ -35 -1 18616 -E -'cedar chest'~ -An old cedar chest worn with age, polished with care, sits upon the cold -pine floor. The lid of the chest has a delicate engraving that matches the -bed and the armour. Solid iron latches and a lock adorn the old piece of -furniture. -~ -E -'armoure'~ -A massive piece of furniture sits upright against the wall, opposite the -inviting bed. With the same docoration as the chest and bed, the engraving -is etched upon the center of the door panels. The mistress keeps all her -gowns in the the armoure -~ -> rand_prog 5 ~ -mpecho The soft candle light washes over the room. -~ -| -S -#18619 -Aniara's Retreat~ -In this tower room, round and rich with paintings and tapestries hung -against the sloping walls. While the rest of the manor seems comfortable -if somewhat bare, this room is luxuriously crowded, crammed with -furniture , bristling with ornaments, and warmly lit by a fire and candle. -Long casement windows covered by sheers allow the light to pass through. -enough The mistress' room is down from here. -~ -0 524 0 -S -#18620 -Beneath the Waterfall~ -The crashing roar of the water surrounds you, as you stand beneath -the majestic waterfall. A small grass covered area, with clover and -wild daisies, would welcome any young lovers on a picnic. A crack -in the north wall looks like someone could just squeeze thourgh. Going -south will take you back to the waterfall. -~ -0 8 8 -D0 -~ -~ -0 -1 18621 -D2 -~ -~ -0 -1 18615 -S -#18621 -Cavern Entrance~ -Small animal footprints, have been left behind in the ancient dust. Damp -rough walls are on either side of you and the roof of the tunnel is quite high, -some kind of tall creature must of been here once. South will take you out, to -beneath the waterfall, the other exits are northeast and northwest. -~ -0 12 13 -D2 -~ -~ -0 -1 18620 -D6 -~ -~ -0 -1 18622 -D7 -~ -~ -0 -1 18675 -S -#18622 -Dark Tunnel~ -A dark tunnel with cool damp walls, continues to wind through the mountain. -A glimmer of light can be seen from the southwest and the other exits are -north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18630 -D1 -~ -~ -0 -1 18623 -D9 -~ -~ -0 -1 18621 -S -#18623 -Dark Maze~ -Sconces on the stone walls hold a lighted torch, which provides the only -source of light available. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18629 -D1 -~ -~ -0 -1 18626 -D2 -~ -~ -0 -1 18624 -D3 -~ -~ -0 -1 18622 -S -#18624 -Lost in Shadows~ -Shadows dance upon the walls of the cavern's tunnels. A glimmer of -light flickers from the north. The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18623 -D1 -~ -~ -0 -1 18625 -S -#18625 -Dark Corridor~ -A well worn path, through the rubble strewn corridor, winds its way through -the cavern. The exits are north and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18626 -D3 -~ -~ -0 -1 18624 -S -#18626 -Dripping Corridor~ -From the ceiling above you, water continuously drips upon the floor of -the cavern, making the path slick and hard to navigate. The exits are east, -west and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18627 -D2 -~ -~ -0 -1 18625 -D3 -~ -~ -0 -1 18623 -S -#18627 -Dark Grotto~ -Stalagmite towers reaching from the ceiling to the floor of the cave. The -towers glisten with moisture and sparkle with luminous colors. The exits are -west and northwest. -~ -0 2097160 13 -D3 -~ -~ -0 -1 18626 -D7 -~ -~ -0 -1 18628 -S -#18628 -Forked Path~ -The dark tunnel comes to a fork in the path. Different exits are here, making -you wonder which way you should go. The exits are north west and southeast -~ -0 2097160 13 -D0 -~ -~ -0 -1 18632 -D3 -~ -~ -0 -1 18629 -D8 -~ -~ -0 -1 18627 -S -#18629 -Narrow Mazzanine~ -The passage narrows, making it difficult to get around the jagged -edges of the cavern walls. In the crevices of the walls the mushrooms -grow quite well in the damp cool air. The exits are east and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18628 -D2 -~ -~ -0 -1 18623 -S -#18630 -Dark Chamber~ -Dark winged creatures hang from the ceiling above your head. High -pitched squeals can be heard, along with the occasional flap. The exits -are south and northeast. -~ -0 2097164 13 -D2 -~ -~ -0 -1 18622 -D6 -~ -~ -0 -1 18631 -S -#18631 -Narrow Mazzanine~ -The passage narrows, making it difficult to get by the jagged edges -of the stone walls. In the crevices of the walls the mushrooms and -other fungi grow quite well. The exits are north, east and southwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18634 -D1 -~ -~ -0 -1 18632 -D9 -~ -~ -0 -1 18630 -S -#18632 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. High -pitched squeals and the occasional flap of leathered wings can -be heard. The exits are north. west and southeast. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18635 -D2 -~ -~ -0 -1 18628 -D3 -~ -~ -0 -1 18631 -S -#18633 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. Fluttering -of their wings and the high pitched squeal can be heard all around you. -The exits are north and east. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18634 -D2 -~ -~ -0 -1 18726 -S -#18634 -Hollow Cavern~ -A large, open area with sloping rough walls and a high ceiling. A -round opening in the center of the ceiling allows for a bit of light -to filter in. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18639 -D1 -~ -~ -0 -1 18635 -D2 -~ -~ -0 -1 18631 -D3 -~ -~ -0 -1 18633 -S -#18635 -Dripping Corridor~ -From the ceiling above you, the water continuously drips, making -the path slick and slippery. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18638 -D1 -~ -~ -0 -1 18636 -D2 -~ -~ -0 -1 18632 -D3 -~ -~ -0 -1 18634 -S -#18636 -Dark Corridor~ -A well worn path, through the rubble strewn corridor, continues to -wind its way through the cavern. The exits are north and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18637 -D3 -~ -~ -0 -1 18635 -S -#18637 -Open Chamber~ -A large chamber, with smooth walls and pillars of stone that reach -from floor to ceiling. The feel of this room is that it is not a natural -cave, but one that has been created by some mystical forces. The exits -are north, south and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18645 -D2 -~ -~ -0 -1 18636 -D3 -~ -~ -0 -1 18638 -S -#18638 -Dripping Corridor~ -From the ceiling above you the water continuously drips from the stream -coming from the west. The floor of the cavern is slippery. The exits -are north east, south and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18644 -D1 -~ -~ -0 -1 18637 -D2 -~ -~ -0 -1 18635 -D3 -~ -~ -0 -1 18639 -S -#18639 -Dim Tunnel~ -The passage narrows, making the path difficult to navigate past -the jagged edges of walls. In the crevices of the walls the mushrooms -and other fungi grow quite well in the cool damp air. The exits are north, -south, east and west. -~ -0 2097164 13 -D0 -~ -~ -0 -1 18643 -D1 -~ -~ -0 -1 18638 -D2 -~ -~ -0 -1 18634 -D3 -~ -~ -0 -1 18640 -S -#18640 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. The high pitched -squeals can be heard along with the occasional flap. The exits are north, east -south and northwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18642 -D1 -~ -~ -0 -1 18639 -D2 -~ -~ -0 -1 18633 -D7 -~ -~ -0 -1 18641 -S -#18641 -Lost~ -Shadows play tricks on your mind, causing you to become lost. A glimmer -of light can be seen to the east. The exits are east, southeast and southwest. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18642 -D8 -~ -~ -0 -1 18640 -D9 -~ -~ -0 -1 18696 -S -#18642 -Hollow Cavern~ -A large open area, with sloping walls and high ceilings. A round opening -in the center of the high sloped ceiling allows for a bit of light to filter -in. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18650 -D1 -~ -~ -0 -1 18643 -D2 -~ -~ -0 -1 18640 -D3 -~ -~ -0 -1 18641 -S -#18643 -Eerie Quiet~ -Not a sound can be heard, a stillness surrounds you. A draft of cool -air blows against your face. The exits are east, south and west. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18644 -D2 -~ -~ -0 -1 18639 -D3 -~ -~ -0 -1 18642 -S -#18644 -Narrow Mezzanine~ -The passage narrows, making it difficult to get by the jagged edges -of the caverns walls. In the crevices of the walls the mushrooms and -other fungi grow quite well. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18648 -D1 -~ -~ -0 -1 18645 -D2 -~ -~ -0 -1 18638 -D3 -~ -~ -0 -1 18643 -S -#18645 -Underground Chamber~ -A large spacious room, with baskets and boxes pushed put against -the walls, allowing the path to continue between the storage containers. -The exits are north, south, west and northeast. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18647 -D2 -~ -~ -0 -1 18637 -D3 -~ -~ -0 -1 18644 -D6 -~ -~ -0 -1 18646 -S -#18646 -Dark Passage~ -Slick, fungi covered walls surround you as you make your way through -this damp area of the cavern. The exits are north, south, northeast -and southwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18655 -D3 -~ -~ -0 -1 18647 -D6 -~ -~ -0 -1 18655 -D9 -~ -~ -0 -1 18645 -S -#18647 -Dim Tunnel~ -A sconce attached to the far wall provides the only bit of dim -light available. Barely able to make out, are exits to the north -south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18653 -D1 -~ -~ -0 -1 18646 -D2 -~ -~ -0 -1 18645 -D3 -~ -~ -0 -1 18648 -S -#18648 -Underground Chamber~ -A stream of water cascades from a crack in the wall that is near -the ceiling of the cavern, down the wall and into a pool of clear -water. Small fish can be seen swimming under the surface of the -clear water. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18652 -D1 -~ -~ -0 -1 18647 -D2 -~ -~ -0 -1 18644 -D3 -~ -~ -0 -1 18649 -S -#18649 -Dark Grotto~ -Stalagmite towers reaching from ceiling to floor of this dark grotto. The -path winds itself around the enormous towers. The exits are north -east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18651 -D1 -~ -~ -0 -1 18648 -D3 -~ -~ -0 -1 18650 -S -#18650 -Small Alcove~ -A small dark alcove, cut into the stone wall, contains a long forgotten -statue of a God. The Golden statue is covered in dust and cob webs. The -exits are south that will take you to the Hollow Cavern. Taking the east -direction will bring you to the Dark Grotto. -~ -0 8 13 -D1 -~ -~ -0 -1 18649 -D2 -~ -~ -0 -1 18642 -S -#18651 -Abandoned Passage~ -Rubble and dust is everywhere here, with little animal prints in the ancient -dust. Not a soul has seen this passage in a century. The exits are -east and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18652 -D2 -~ -~ -0 -1 18649 -S -#18652 -Dark Passage~ -The dark passage, slick with moisture and slime makes the path -hard to navigate. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18659 -D1 -~ -~ -0 -1 18653 -D2 -~ -~ -0 -1 18648 -D3 -~ -~ -0 -1 18651 -S -#18653 -Stalagmite Towers~ -A few lighted torches are attached to the walls, casting eerie shadows -from the stalagmite towers that are spread out through this entire -area. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18658 -D1 -~ -~ -0 -1 18655 -D2 -~ -~ -0 -1 18647 -D3 -~ -~ -0 -1 18652 -S -#18654 -Small Stream~ -A small slow moving river blocks your path. The water is quite shallow -and seems to disappear into a crack in the wall. The exits are north. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18657 -S -#18655 -Lost in Shadows~ -Shadows play tricks on your mind, a flicker of light can be seen from the -north. The exits are north, south, west, and southwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18656 -D2 -~ -~ -0 -1 18646 -D3 -~ -~ -0 -1 18653 -D9 -~ -~ -0 -1 18646 -S -#18656 -Dim Tunnel~ -A sconce on the stone wall, holding a lighted torch provides the -only bit of light in this dark tunnel. The exits are south and west. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18655 -D3 -~ -~ -0 -1 18657 -S -#18657 -Marked Corridor~ -Small markings on the caves smooth walls tell of a long ago story -of an ancient tribe of people. The exits are east, south, west and -northwest. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18656 -D2 -~ -~ -0 -1 18654 -D3 -~ -~ -0 -1 18658 -D7 -~ -~ -0 -1 18665 -S -#18658 -Dripping Corridor~ -From the ceiling above you the water drips contiuously, making the -stone floor slick and slimy. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18665 -D1 -~ -~ -0 -1 18657 -D2 -~ -~ -0 -1 18653 -D3 -~ -~ -0 -1 18659 -S -#18659 -Narrow Mezzanine~ -The passage narrows, making it difficult to get by the jagged edges of -the walls. In the crevices of the stone walls the mushrooms and other -fungi grow quite well. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18664 -D1 -~ -~ -0 -1 18658 -D2 -~ -~ -0 -1 18652 -D3 -~ -~ -0 -1 18660 -S -#18660 -Hollow Cavern~ -A large, open area with sloping rough walls and a high ceiling. A -round opening in the center of the ceiling allows for a bit of light -to filter in. The exits are north, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18663 -D1 -~ -~ -0 -1 18659 -D3 -~ -~ -0 -1 18661 -S -#18661 -Narrow Mezzanine~ -The passage narrows, making it difficult to get by the jagged edges -of the stone walls. In the crevices of the walls the mushrooms and -other fungi grow quite well. The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18662 -D1 -~ -~ -0 -1 18660 -S -#18662 -Dark Maze~ -~ -0 2097161 13 -D0 -~ -~ -0 -1 18672 -D1 -~ -~ -0 -1 18663 -D2 -~ -~ -0 -1 18661 -D3 -~ -~ -0 -1 18674 -S -#18663 -Narrow Passage~ -The walls seem to close in on you as the passages here become -quite narrow. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18668 -D1 -~ -~ -0 -1 18664 -D2 -~ -~ -0 -1 18660 -D3 -~ -~ -0 -1 18662 -S -#18664 -Pillered Passages~ -Stalagmite hangs from the roof of the cave casting eerie shadows on -the walls of the cavern. The exits are north, south and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18667 -D2 -~ -~ -0 -1 18659 -D3 -~ -~ -0 -1 18663 -S -#18665 -Dim Tunnel~ -Small ancient markings, drawn upon the caves smooth walls, line -this part of the cave. Flickering light can be seen to the south. The -exits are south and southeast. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18658 -D8 -~ -~ -0 -1 18657 -S -#18666 -Dim Tunnel~ -A dark damp passage continues through the cavern, small animal -prints can be seen in the ancient dust that is settled upon the floor. -The exits are north and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18671 -D3 -~ -~ -0 -1 18667 -S -#18667 -Dark Corridor~ -A well worn path, strewn with rubble, winds its way through the cavern. -The exits are east, south and west. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18666 -D2 -~ -~ -0 -1 18664 -D3 -~ -~ -0 -1 18668 -S -#18668 -Humid Spa~ -Contrasting to the cool damp air of the rest of the cavern, you have -stumbled across a steaming pool of clear blue-green water. The -air is heavy with humidity and steam. A stack of fluffy towels are -neatly piled on a stone bench beside the pool. The exits are north -east and south. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18669 -D1 -~ -~ -0 -1 18667 -D2 -~ -~ -0 -1 18663 -S -#18669 -Dark Alcove~ -Dark in the shadows, a small statue sits on a small shelf. Covered in -dust and cobwebs, this statue seems to glow with an aura. The exits -are south and east. -~ -0 2097164 13 -D1 -~ -~ -0 -1 18670 -D2 -~ -~ -0 -1 18668 -S -#18670 -Abandoned Passage~ -Rubble and dust covers the stone floor. Not a soul has seen these -passages in a life time. The exits are east and west. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18671 -D3 -~ -~ -0 -1 18669 -S -#18671 -Small Alcove~ -A small dark alcove, containing a small stand which holds a -old leather bound book. The exits are south and west. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18666 -D3 -~ -~ -0 -1 18670 -S -#18672 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. Fluttering -of their wings and the high pitched squeal can be heard all around you. -The exits are south and west. -~ -0 2097164 13 -D2 -~ -~ -0 -1 18662 -D3 -~ -~ -0 -1 18673 -S -#18673 -Dark Grotto~ -Stalagmite towers reaching from ceiling to floor of this dark grotto. The -path winds itself around the enormous towers. The exits are east -northwest and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18672 -D2 -~ -~ -0 -1 18674 -D7 -~ -~ -0 -1 18685 -S -#18674 -Small Stream~ -A small, slow moving river blocks your path. The water is quite shallow -and seems to disappear into a crack in the wall. The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18673 -D1 -~ -~ -0 -1 18662 -S -#18675 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. The high pitched -squeals can be heard along with the occasional flap. The exits are north, east -west and southeast. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18679 -D1 -~ -~ -0 -1 18677 -D3 -~ -~ -0 -1 18676 -D8 -~ -~ -0 -1 18621 -S -#18676 -Narrow Passage~ -The walls seem to close in on you, as the passage here becomes quite narrow. -The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18680 -D1 -~ -~ -0 -1 18675 -S -#18677 -Dim Tunnel~ -A small dim tunnel winds it's way through the cavern. The rough -walls hold a sconce which casts very little light for the area. The exits -are to the north and the west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18678 -D3 -~ -~ -0 -1 18675 -S -#18678 -Dripping Corridor~ -From the ceiling above you the water continuously drips, making the -path slick with moisture. The exits are north, south and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18682 -D2 -~ -~ -0 -1 18677 -D3 -~ -~ -0 -1 18679 -S -#18679 -Passages~ -A dark damp passage continues, small animal foot prints can be seen -in the ancient dust that covers the rough stone floor. The exits are north, -south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18683 -D1 -~ -~ -0 -1 18678 -D2 -~ -~ -0 -1 18675 -D3 -~ -~ -0 -1 18680 -S -#18680 -Underground Chamber~ -A stream of water cascades from a crack near the ceiling, down the wall -and into a pool. Small fish can be seen swimming under the surface of -the clear water. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18684 -D1 -~ -~ -0 -1 18679 -D2 -~ -~ -0 -1 18676 -D3 -~ -~ -0 -1 18681 -S -#18681 -Breezy Way~ -Through a fissure in the wall, a strange breeze seems to whistle through -it. The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18686 -D1 -~ -~ -0 -1 18680 -S -#18682 -Small Alcove~ -A small dark alcove, etched out in the north wall, contains a golden -statue of some ancient god. The exits are south and west. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18678 -D3 -~ -~ -0 -1 18683 -S -#18683 -Narrow Passage~ -The walls seem to close in on you, as the passage here becomes quite -narrow. The exits branch of in many directions. The exits are east, west -and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18682 -D2 -~ -~ -0 -1 18679 -D3 -~ -~ -0 -1 18684 -S -#18684 -Dark Grotto~ -Stalagmite towers reaching from ceiling to the floor of the grotto. -The narrow path winds around the pillars towards the three exits. The exits -are north, south and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18692 -D1 -~ -~ -0 -1 18683 -D2 -~ -~ -0 -1 18680 -D3 -~ -~ -0 -1 18686 -S -#18685 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. High -pitched squeals can be heard, along with the occasional flap. The exit -leads southeast. -~ -0 2097152 13 -D8 -~ -~ -0 -1 18673 -S -#18686 -Bleak Corridor~ -A well worn path, through the rubble strewn corridor, winds through the -cavern. The exits are north, south and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18691 -D1 -~ -~ -0 -1 18684 -D2 -~ -~ -0 -1 18681 -D3 -~ -~ -0 -1 18687 -S -#18687 -Ancient Passage~ -A dark damp passage continues through the cave, small footprints can -be seen in the ancient dust on the floor. The exits are north, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18690 -D1 -~ -~ -0 -1 18686 -D3 -~ -~ -0 -1 18688 -S -#18688 -Dim Tunnel~ -A sconce attached to the stone wall, provides the only dim light in this -area of the cavern. The light flickers and dances upon the rough surface of -the wall. The exits are north and east. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18689 -D1 -~ -~ -0 -1 18687 -S -#18689 -Stalagmite Gallery~ -Stalagmite hangs from the ceiling, casting eerie shadows on the walls of the -passage way. The exits are north, south and northeast. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18690 -D2 -~ -~ -0 -1 18688 -D6 -~ -~ -0 -1 18693 -S -#18690 -Narrow Mezzanine~ -The passage narrows, making it difficult to get by the jagged edges of -the walls. In the crevices of the wall, mushrooms and other fungi grow -quite well. The exits are east, south and west. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18691 -D2 -~ -~ -0 -1 18687 -D3 -~ -~ -0 -1 18689 -S -#18691 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. High -pitched squeals can be heard, along with the occasional flap. The exits -are north, west, east and south. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18694 -D1 -~ -~ -0 -1 18692 -D2 -~ -~ -0 -1 18686 -D3 -~ -~ -0 -1 18690 -S -#18692 -Dim Tunnel~ -Small ancient markings, drawn upon the caves smooth walls, line -this part of the cave. Flickering of light can be seen to the south. The -exits are south, west and northeast. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18684 -D3 -~ -~ -0 -1 18691 -D6 -~ -~ -0 -1 18696 -S -#18693 -Dark Grotto~ -Stalagmite towers reaching from the ceiling to the floor of the cave, glisten -with moisture. The path tends to wind in between the pillars. The exits are -north, east and southwest. -~ -0 2097164 13 -D0 -~ -~ -0 -1 18699 -D1 -~ -~ -0 -1 18694 -D9 -~ -~ -0 -1 18689 -S -#18694 -Humid Spa~ -Contrasting to the cool damp air of the cavern, you have stumbled across -a steaming pool of a clear blue-green water. The air is heavy with -humidity and thick with steam. A bar of soap and a towel have neatly been -left on a near by rock slab, beside the pool. The exits are east, west -and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18695 -D2 -~ -~ -0 -1 18691 -D3 -~ -~ -0 -1 18693 -S -#18695 -Dripping Corridor~ -From the ceiling above you, the water continuously drips from the stream -coming from the west. The floor of the cavern is slippery. The exits -are north, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18697 -D1 -~ -~ -0 -1 18696 -D3 -~ -~ -0 -1 18694 -S -#18696 -Forked Paths~ -The tunnel has come to a fork in the path that branches in all directions. -The exits are west, northeast, northwest and southwest. -~ -0 2097160 13 -D3 -~ -~ -0 -1 18695 -D6 -~ -~ -0 -1 18641 -D7 -~ -~ -0 -1 18697 -D9 -~ -~ -0 -1 18692 -S -#18697 -Open Chamber~ -A large open chamber with smooth stone walls and pillars of stone -that reach the ceiling. The feel of the area is that the chamber is not a -natural occurrence, it was somehow created. The exits are north -south, west and southeast. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18701 -D2 -~ -~ -0 -1 18695 -D3 -~ -~ -0 -1 18698 -D8 -~ -~ -0 -1 18696 -S -#18698 -Dark Gallery~ -Dark winged creatures hang from the ceiling above your head. Fluttering -of their wings and the high pitched squeal can be heard all around you. -The exits are east and west. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18697 -D3 -~ -~ -0 -1 18699 -S -#18699 -Narrow Passage~ -The passage narrows, making the path difficult to navigate past -the jagged edges of walls. In the crevices of the walls the mushrooms -and other fungi grow quite well in the cool damp air. The exits are northeast -east and south. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18698 -D2 -~ -~ -0 -1 18693 -D6 -~ -~ -0 -1 18700 -S -#18700 -Breezy Way~ -Through a fissure in the west wall, a strange breeze seems to whistle -through it. The exits are north, east and southwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18704 -D1 -~ -~ -0 -1 18701 -D9 -~ -~ -0 -1 18699 -S -#18701 -Crawl Way~ -A small crawl space, with a ceiling that is quite low, leads you to -the other exits. The exits are north, south, west and northeast. -~ -0 8 13 -D0 -~ -~ -0 -1 18703 -D2 -~ -~ -0 -1 18697 -D3 -~ -~ -0 -1 18700 -D6 -~ -~ -0 -1 18702 -S -#18702 -Eerie Quiet~ -Not a sound can be heard, a stillness surrounds you. A draft of -cool air blows against your face. The exits are north, west and southwest. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18706 -D3 -~ -~ -0 -1 18703 -D9 -~ -~ -0 -1 18701 -S -#18703 -Dripping Corridor~ -From the ceiling above you water continuously drips, making the path -slick and hard to navigate. The exits are north, south, east and west. -~ -0 2097160 13 -D0 -~ -~ -0 -1 18705 -D1 -~ -~ -0 -1 18702 -D2 -~ -~ -0 -1 18701 -D3 -~ -~ -0 -1 18704 -S -#18704 -Narrow Mezzanine~ -The passage narrows, making it quite difficult to get by the jagged -edges of the caverns walls. In the crevices of the stone walls the mushrooms -and other fungi grow quite well in the cool damp air. The exits are east, -south, west and northeast. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18703 -D2 -~ -~ -0 -1 18700 -D3 -~ -~ -0 -1 18707 -D6 -~ -~ -0 -1 18705 -S -#18705 -Dim Tunnel~ -Rubble and dust is everywhere making the dark passage very hard -to navigate. Not a soul has been in this area in what seems to be a -lifetime. The exits are east, south and southwest. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18706 -D2 -~ -~ -0 -1 18703 -D9 -~ -~ -0 -1 18704 -S -#18706 -Small Alcove~ -A small dark alcove, etched out of the north wall, contains a golden -statue of a god. The exits are south and west. -~ -0 2097160 13 -D2 -~ -~ -0 -1 18702 -D3 -~ -~ -0 -1 18705 -S -#18707 -Chasm~ -A large, wide crack which descends deep into the caverns floor. A -small narrow path follows the edge of the chasm. The exits are east -which takes you back into the main cavern or northwest and southwest. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18704 -D7 -~ -~ -0 -1 18708 -D9 -~ -~ -0 -1 18712 -S -#18708 -Dark Pit~ -The wide crack opens up to a large dark pit in the floor of the cavern. -You are unable to see the bottom of the pit. A narrow awkward path -leads around the edge of the pit. The exits are west and southeast. -~ -0 2097160 13 -D3 -~ -~ -0 -1 18709 -D8 -~ -~ -0 -1 18707 -S -#18709 -Dark Pit~ -The narrow path winds around the edge of the pit. Placed up against -the edge of the pit is a rickety wooden ladder, reaching down into the -depths of the dark pit. The exits are east, down and southwest. -~ -0 2097164 13 -D1 -~ -~ -0 -1 18708 -D5 -~ -~ -0 -1 18713 -D9 -~ -~ -0 -1 18710 -S -#18710 -Dark Pit~ -A barely visible path leads around the jagged edge of the pit below. -The exits are northeast and southeast. -~ -0 2097160 13 -D6 -~ -~ -0 -1 18709 -D8 -~ -~ -0 -1 18711 -S -#18711 -Dark Pit~ -The wide crack opens up to a large dark pit, the bottom of which -is not visible due to the darkness. The walls of the cavern reach far above -you. The exits are northwest and east. -~ -0 2097160 13 -D1 -~ -~ -0 -1 18712 -D7 -~ -~ -0 -1 18710 -S -#18712 -Dark Pit~ -A narrow path winds its way around the edge of the dark pit, which is full -of rubble and wet with moisture. The exits are west and northeast. -~ -0 2097160 13 -D3 -~ -~ -0 -1 18711 -D6 -~ -~ -0 -1 18707 -S -#18713 -Bottom of the Pit~ -A rickety ladder leans against the cool damp walls of the dark pit. -Above you a faint light glimmers from the torches, giving you just -your very soul. There are several tunnels when you take a look -around you. A chanting seems to echo through the room. -~ -0 2359308 13 -D1 -~ -~ -0 -1 18719 -D4 -~ -~ -0 -1 18709 -S -#18714 -Darkened Path~ -The smooth flagstone path continues deeper into the woods. The -woods are dark and ferns grow along side the little used path. -The scent of the pines surrounds you, along with the sound of the -birds. To the south leads back through the woods and east there -is a small cabin in the distance. -~ -0 0 3 -D1 -~ -~ -0 -1 18715 -D2 -~ -~ -0 -1 18608 -S -#18715 -The Pine Path~ -The path continues through the tall towering pines. Old pine needles -lay think on the forest floor, making your footfalls almost silent. -The ferns and berry bushes brush against your legs as you pass by -them. The path continues to the west and further east you see a -small clap board cabin in the distance. Going north will bring you -upon a clearing. -~ -0 0 3 -D0 -~ -~ -0 -1 18716 -D1 -~ -~ -0 -1 18717 -D2 -~ -~ -0 -1 18756 -D3 -~ -~ -0 -1 18714 -S -#18716 -A peaceful clearing.~ -As you look around a sense of peace and tranquility comes over -you. This clearing is surrounded with pine trees that tower far -over your head. They seem to be one hundred years old. Above you -the sky peeks through the tops of the trees, showing the beautiful -heaven above you. In the furthest corner of the clearing is an -old oak tree. As you take a closer look you notice there are -initials carved into the bark of the old tree. D loves A is what the -carving says. The path leads back south. -~ -0 0 3 -D2 -~ -~ -0 -1 18715 -S -#18717 -Before the Humble Hut~ -You have come upon a small clap board hut, nestled in between the -towering pines. The path leads up to the front door of the cabin. -Dozens of varied kinds of wildflowers grow around the foundation of the -cabin. The smell is heavenly and the birds here are certainly more -cheerful. The path west will take you back through the forest and -continuing east will take you through the front door of the cabin. -~ -0 0 3 -D0 -~ -~ -0 -1 18771 -D1 -~ -~ -0 -1 18718 -D3 -~ -~ -0 -1 18715 -S -#18718 -Humble Hut~ -You have come upon your most pleasant of dreams. Surrounding you -on all sides is the most wonderful assortment of sweets you have -ever seen. The tables and shelves hold glass jars filled to the brim -with wonderfully sticky concoctions. Behind the counter an old Chesyli -shopkeeper works hard at dipping strawberries into chocolate. -~ -0 12 0 -D3 -~ -~ -0 -1 18717 -S -#18719 -Stone Tunnel~ -A slippery wet, cobbled stone floor leads you down through and unknown -destiny. Muted candle light flickers through the room. Some distant -sound lulls you into a sense of security. Something is terribly different -here. Should you proceed further? -~ -0 1056776 13 -D1 -~ -~ -0 -1 18720 -D3 -~ -~ -0 -1 18713 -S -#18720 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 1318924 13 -D0 -~ -~ -0 -1 18729 -D1 -~ -~ -0 -1 18721 -D3 -~ -~ -0 -1 18719 -S -#18721 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416064 13 -D0 -~ -~ -0 -1 18728 -D1 -~ -~ -0 -1 18722 -D3 -~ -~ -0 -1 18720 -S -#18722 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416064 13 -D0 -~ -~ -0 -1 18727 -D1 -~ -~ -0 -1 18723 -D3 -~ -~ -0 -1 18721 -S -#18723 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18726 -D3 -~ -~ -0 -1 18722 -S -#18724 -Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18725 -D3 -~ -~ -0 -1 18725 -S -#18725 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18734 -D2 -~ -~ -0 -1 18724 -D3 -~ -~ -0 -1 18726 -S -#18726 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18733 -D1 -~ -~ -0 -1 18725 -D2 -~ -~ -0 -1 18723 -D3 -~ -~ -0 -1 18727 -S -#18727 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18732 -D1 -~ -~ -0 -1 18726 -D2 -~ -~ -0 -1 18722 -D3 -~ -~ -0 -1 18728 -S -#18728 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18731 -D1 -~ -~ -0 -1 18727 -D2 -~ -~ -0 -1 18721 -D3 -~ -~ -0 -1 18729 -S -#18729 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18730 -D1 -~ -~ -0 -1 18728 -D2 -~ -~ -0 -1 18720 -S -#18730 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18739 -D1 -~ -~ -0 -1 18731 -D2 -~ -~ -0 -1 18729 -S -#18731 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18738 -D1 -~ -~ -0 -1 18732 -D2 -~ -~ -0 -1 18728 -D3 -~ -~ -0 -1 18730 -S -#18732 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18737 -D1 -~ -~ -0 -1 18733 -D2 -~ -~ -0 -1 18727 -D3 -~ -~ -0 -1 18731 -S -#18733 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18736 -D1 -~ -~ -0 -1 18734 -D2 -~ -~ -0 -1 18633 -D3 -~ -~ -0 -1 18732 -S -#18734 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18735 -D2 -~ -~ -0 -1 18725 -D3 -~ -~ -0 -1 18733 -S -#18735 -The Lost Tomb~ -The cobbled stone pathway echoes your every footstep. Somehow there is -a way out of here. The whole surrounding area is starting to look the -same. Through the torch light, the moss and rough walls make interesting -patterns and plays tricks upon your eyes. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18744 -D2 -~ -~ -0 -1 18734 -D3 -~ -~ -0 -1 18736 -S -#18736 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18743 -D1 -~ -~ -0 -1 18735 -D2 -~ -~ -0 -1 18733 -D3 -~ -~ -0 -1 18737 -S -#18737 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18742 -D1 -~ -~ -0 -1 18736 -D2 -~ -~ -0 -1 18732 -D3 -~ -~ -0 -1 18738 -S -#18738 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18741 -D1 -~ -~ -0 -1 18737 -D2 -~ -~ -0 -1 18731 -D3 -~ -~ -0 -1 18739 -S -#18739 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18740 -D1 -~ -~ -0 -1 18738 -D2 -~ -~ -0 -1 18730 -S -#18740 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D1 -~ -~ -0 -1 18741 -D2 -~ -~ -0 -1 18739 -S -#18741 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D1 -~ -~ -0 -1 18742 -D2 -~ -~ -0 -1 18738 -D3 -~ -~ -0 -1 18740 -S -#18742 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D1 -~ -~ -0 -1 18743 -D2 -~ -~ -0 -1 18738 -D3 -~ -~ -0 -1 18741 -S -#18743 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D0 -~ -~ -0 -1 18745 -D1 -~ -~ -0 -1 18744 -D2 -~ -~ -0 -1 18736 -D3 -~ -~ -0 -1 18742 -S -#18744 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416072 13 -D2 -~ -~ -0 -1 18735 -D3 -~ -~ -0 -1 18743 -S -#18745 -The Lost Tomb~ -Cobbled stone, wet with the dampness of the dark, cool air. The light -flickers and plays upon the jagged outcropping of the walls. The whole -surrounding area is starting to look the same. -~ -0 3416076 13 -D0 -~ -~ -0 -1 18746 -D2 -~ -~ -0 -1 18743 -S -#18746 -Waymoot's Tomb~ -Deep beneath Waymoot Mountain lies a long forgotten tomb. The eerie -silence is broken by a rumbling ahead of you. The walls here have been -rubbed smooth by some unknown force. The cold damp floor shows signs of -something being dragged along..unwillingly maybe? -~ -0 3153928 13 -D0 -~ -~ -0 -1 18770 -D1 -~ -~ -0 -1 18754 -D2 -~ -~ -0 -1 18745 -D3 -~ -~ -0 -1 18749 -S -#18747 -The Old Majhar's Lair~ -An ancient Mahjar dragon makes his residence here. Some sort of bed -is made up in the furthest corner of the room. The walls here are also -smooth buy some mystical force. The damp cool air surrounds you like -a blanket of fog. The eerie quiet is broken only by the loud -breaths from the old Mahjar himself. -~ -0 3145996 13 0 0 7 -D1 -~ -~ -0 -1 18748 -D2 -~ -~ -0 -1 18769 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18748 -The Keep~ -Beneath your feet, crunching sounds can be heard. Looking down, you -notice that you're standing on piles of old bones. Seems to be where the -old Majhar Dragon had kept all the poor souls that he had defeated. -Piles of bones and skulls lie around the cavern waiting for some poor -soul to take heed of this warning. -~ -0 8 13 -D3 -~ -~ -0 -1 18747 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18749 -Waymoot's Tomb~ -Upon entering this hollow chamber your footsteps echo upon the smooth -walls. A chanting can be heard, coming at you from all sides. The dirt -floor is swept clean. The walls and roof of this chamber have been honed -smooth. To the east there is Waymoot's Tomb. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18750 -D1 -~ -~ -0 -1 18746 -D2 -~ -~ -0 -1 18765 -D7 -~ -~ -0 -1 18757 -D8 -~ -~ -0 -1 18755 -S -#18750 -Forgotten Tomb~ -The deep, guttural chanting is slowly becoming louder and closer. This -part of the chamber seems to be a bit more inhabitated. Footprints and -lighted torches line the walls. South will take you back to the -chamber and west will bring you closer to the chanting. -~ -0 3153928 13 -D2 -~ -~ -0 -1 18749 -D3 -~ -~ -0 -1 18751 -S -#18751 -Echoing Chamber~ -The guttural chanting now surrounds your very being, infiltrating your -every nerve. The soft candlelight flickers throughout the cavern. -To the east the chamber continues and further ahead will take you towards -the chanting. -~ -0 3153928 13 -D1 -~ -~ -0 -1 18750 -D2 -~ -~ -0 -1 18752 -S -#18752 -The Worship Hall~ -The chanting is now in tune with your heart, you feel at peace with yourself -and the world around you. The hall is a grand room with tapestries and a -large throne at the end of the hall. An ancient group of people are sitting -upon large pillows. This is where the chanting is coming from. Nothing -seems to disturb their worshipping. Taking the northern exit will bring -you to one of the chambers. There is a room west of here. -~ -0 3153928 13 0 0 5 -D0 -~ -~ -0 -1 18751 -D3 -~ -~ -0 -1 18753 -S -#18753 -The Anti Chamber~ -A small wooden desk, with little adornment, sits pushed up against the -far wall. A few papers and personal items are scattered throughout the -room. Upon the far wall, above the desk, is a detailed carving of a -monstrous dragon. The worship hall is through the east exit. -~ -0 3153928 13 -D1 -~ -~ -0 -1 18752 -E -"monsterous dragon"~ -Looking more closely, the intricate carving must have taken years to finish. -Noticing this must be the dragon that the ancient people have been worshiping -for a life time. This dragon seems to be an all knowing and strong dragon. -~ -S -#18754 -Tomb's Corridor~ -A chanting can dimly be heard over the rumbling of something that is -coming from the west. The large cut stone blocks line this passage -causing the light to create interesting patterns upon the wall. The -west exit will take you through to the Waymoot's Tomb and going further -north will take you further down the passage. -~ -0 3153928 13 -D2 -~ -~ -0 -1 18755 -D3 -~ -~ -0 -1 18746 -S -#18755 -Cold Storage~ -Upon the stone floor, baskets and wooden crates fill this room. Small -baskets of apples sit in one corner of this room. Other baskets -containing yellow blossoms and still others that hold some sort of -meat. Wonder what else they have stored in here... -~ -0 3153928 13 -D7 -~ -~ -0 -1 18749 -S -#18756 -Fortunes Found~ -Upon entering the multi-colored tent, you sense that there -is more to this tent then meets the eye. The lamps are draped in sheer -bright colored fabric. A rotund Homana fortune teller sits opposite -the entrance to the tent, behind a old oaken table. The table is draped -with many layers of the same sheer fabric that covers the lamps. Upon -the table is one single adronment, the crystal ball. A small sign hangs -discreetly on the back tent wall. -~ -0 3153932 0 -D0 -~ -~ -0 -1 18715 -E -sign~ -Hello, welcome to my small humble tent. If you wish to have your fortunes -read, please just say 'I wish my fortune read.' - - Thank you, - Management -~ -S -#18757 -Quiet Corner~ -The sound of a water can be heard in the distance. The stone walls -echo the sound of chanting, as it seems to be coming all around you. -A few runes have been sketched into the walls, depicting a scene with -an ancient dragon. The southeast exit takes you to a Forgotten -Tomb. The exit to the east will take you to the The Fountain. -~ -0 3153928 13 -D1 -~ -~ -0 -1 18758 -D8 -~ -~ -0 -1 18749 -S -#18758 -The Fountain~ -A large ornate fountain sits in the center of this room. Water sprouts -forth from this fountain in bursts and streams. A few stone benches -circle the fountain. Up above the fountain is a crack in the ceiling that -allows sunlight to filter through. Growing beside the fountain are -some sort of roses. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18759 -D3 -~ -~ -0 -1 18757 -S -#18759 -A Common Room~ -Upon entering, the breeze from opening the door causes papers to flutter -to the ground. A small, narrow bed is pushed up against one of the far -walls. This room is cluttered with papers and books. The bed is not -at all comfortable looking. To the south you will find the fountain again. -~ -0 3153928 13 -D2 -~ -~ -0 -1 18758 -S -#18760 -Narrow Hall~ -The walls seemed to have closed in upon themselves. The narrow hall is -only wide enough for one to pass through. This way seems to be used -quite a bit. The stone floor has been swept clean of debris. The -way to the east will take you back to the Forgotten Tomb. -~ -0 3153928 13 -D1 -~ -~ -0 -1 18750 -S -#18761 -Carvern Crossroads~ -Looking around you, you notice there are four directions to take. Both -to the east and the west there are what seems to be doors in the distance. -Looking towards the south there is a hallway that leads into the darkness. -To the north another hollow corridor leads further into the darkness and -a faint rumbling seems to be eminating from that direction. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18764 -D1 -~ -~ -0 -1 18763 -D2 -~ -~ -0 -1 18770 -D3 -~ -~ -0 -1 18762 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18762 -Caved in Hall~ -The hallway seems to have caved in. Blocks and boulders have blocked -the hall. There is not a chance that there is a way to get around this -obstacle. Going back east will bring you back to the hallway. -~ -0 3153928 13 -D1 -~ -~ -0 -1 18761 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18763 -A Warm Fire~ -A warm fire greets you upon entering this humble den. A small cot -pushed up against the far wall, with a small table next to it. A dirty -oil lamp is glowing in the oppisite corner of the room. A cluttered -workbench is situated next to the door. There are small bottles and -beakers on narrow shelves above the workbench. The door will bring you -back out to the hall. -~ -0 3153928 13 -D3 -~ -~ -0 -1 18761 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18764 -Rumbling Corridor~ -Through the cold stone walls, a vibration seems to be coming with every -rumble. The walls are roughly cut stone with a floor that is uneven -and slippery. Both north and south of here there are intersections. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18765 -D1 -~ -~ -0 -1 18762 -D2 -~ -~ -0 -1 18761 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18765 -Waymoot Corridor~ -You are in a long stone hallway with heavy oaken doors on either side of -you. The cold stone walls, dripping with blood, surround you. Seems -that something has just recently been dragged through here. Further -north the the rumblings have increased and the walls echo thier calling. -The southern exit is another long hallway. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18768 -D2 -~ -~ -0 -1 18764 -D3 -~ -~ -0 -1 18767 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18766 -Worship Chapel~ -At the far end of the room, a small but formal altar sits pushed up -against the wall. An old set of candlesticks sit upon the once white -linen. Dust and grime now cover everything that is in this once loved -place. A few oak benches placed around the alter gives the impression -that this room was vacated in a hurry. The west exit will bring you -back to the hallway. -~ -0 3153928 13 -D3 -~ -~ -0 -1 18765 -S -#18767 -A Lonely Shop~ -This small heavily furnished room is cluttered with tables and chairs -and odd nick nacks. The dust and cobwebs abound everywhere. The earthen -floor is the only clean swept area in the whole room. Behind the table -that is center of the room is a Old Chesyli. -~ -0 3153928 0 -D1 -~ -~ -0 -1 18765 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18768 -Rumbling Corridor~ -Through the cold stone walls, a vibration seems to be coming with every -rumble. The walls are roughly cut stone with a floor that is uneven -and slippery. South will bring you to the intersection and further north -will bring you closer to the rumbling. -~ -0 3153928 13 -D0 -~ -~ -0 -1 18769 -D2 -~ -~ -0 -1 18765 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18769 -Before the Lair~ -What seems to surround you is the rumbling that has turned into a -roar. To the north, a great door that been knocked off its hinges, -lies forgotten. The walls and floor are vibrating from the roar that is -coming from the north. The south will take you back through the hallway -and lead you away from the roar. -~ -0 3145736 13 -D0 -~ -~ -0 -1 18747 -D2 -~ -~ -0 -1 18768 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18770 -Waymoot Halls~ -Surrounding you in the darkness are cold stone walls that have been -embedded with dirt from a century ago. The stone floor seems to have -deep scratches from a long forgotten monster, that seems to have lived -down here at one time. North of here there is an intersection but -through the darkness you cannot see farther. The south will take you to -Waymoot Tomb. -~ -0 3153932 13 -D0 -~ -~ -0 -1 18761 -D2 -~ -~ -0 -1 18765 -> act_prog p has entered the game.~ -if ispc($n) -mptrans 0.$n 12033 -mpat 0.$n mpforce 0.$n look -else -endif -~ -| -S -#18771 -A Hidden Alley~ -A small poorly lit path leads past the Humble Hut. The sweet smell -of candy seems to waft this way. The poor lighting allows you to see -little. The path seems to cut through some sort of trees and bushes. -Up ahead there is a light that can barely be seen and to the south -will bring you back to where the Shops are. -~ -0 0 2 -D2 -~ -~ -0 -1 18717 -D7 -~ -~ -0 -1 18772 -S -#18772 -A Bend in the Path~ -A sharp turn in the path cuts more deeply into the forest. The trees -loom above you, seemingly closing in. Still up ahead you can see a -flickering through the trees and a the sound of thump thump. To the -southeast the path continues. -~ -0 0 3 -D6 -~ -~ -0 -1 18773 -D8 -~ -~ -0 -1 18771 -S -#18773 -A Tanners Hut~ -The path leads right to the Old tanner. A few hides are stretched out -on poles and there is one on a table that he seems to be working on. -Tools and hides lie everywhere in this disorganized leanto. -~ -0 3145740 0 -D9 -~ -~ -0 -1 18772 -S -#18774 -Floating in a void~ -~ -0 4 1 -S -#18783 -Floating in a void~ -~ -0 1073741828 1 -S -#18784 -Floating in a void~ -~ -0 1073741828 1 -S -#18785 -Floating in a void~ -~ -0 1073741828 1 -S -#18786 -Floating in a void~ -~ -0 1073741828 1 -S -#18787 -Floating in a void~ -~ -0 4 1 -S -#0 - - -#RESETS -O 1 18600 1 18600 -O 1 18601 1 18600 -D 0 18601 0 1 -M 1 18606 1 18602 -E 1 18612 1 5 -E 1 18750 1 16 -D 0 18602 2 1 -M 1 18602 1 18603 -E 1 18605 1 17 -E 1 18679 1 8 -M 1 18627 1 18604 -E 1 18677 1 8 -E 1 18678 1 5 -M 1 18604 1 18605 -E 1 18650 1 16 -M 1 18628 1 18605 -D 0 18605 0 1 -D 0 18605 1 1 -M 1 18630 1 18606 -M 1 18629 1 18606 -D 0 18606 3 1 -M 1 18631 1 18607 -D 0 18607 2 1 -M 1 18632 1 18608 -M 1 18633 1 18609 -M 1 18632 2 18610 -D 0 18610 0 1 -M 1 18601 1 18611 -M 1 18636 1 18611 -D 0 18611 2 1 -M 1 18635 1 18612 -E 1 18625 1 3 -E 1 18681 1 16 -O 1 18698 1 18612 -M 1 18634 2 18613 -M 1 18637 1 18614 -E 1 18748 1 3 -M 1 18638 1 18615 -E 1 18651 1 17 -D 0 18616 1 1 -D 0 18616 3 1 -M 1 18603 1 18617 -E 1 18749 1 16 -D 0 18617 1 1 -M 1 18607 1 18618 -E 1 18608 1 5 -E 1 18610 1 12 -E 1 18609 1 7 -E 1 18641 1 16 -O 1 18603 1 18618 -O 1 18607 1 18618 -D 0 18618 3 1 -M 1 18610 1 18621 -M 1 18617 1 18622 -M 1 18615 1 18623 -M 1 18623 1 18624 -E 1 18690 1 1 -E 1 18694 1 12 -M 1 18625 1 18625 -M 1 18653 1 18626 -E 1 18686 1 16 -E 1 18618 1 12 -M 1 18611 2 18627 -M 1 18611 2 18627 -M 1 18652 1 18628 -E 1 18636 1 12 -E 1 18659 1 14 -M 1 18624 1 18629 -E 1 18664 1 14 -E 1 18612 1 5 -M 1 18657 2 18630 -M 1 18644 1 18630 -E 1 18628 1 16 -M 1 18639 1 18631 -M 1 18644 2 18632 -E 1 18628 1 16 -M 1 18644 2 18633 -E 1 18628 1 16 -M 1 18618 1 18634 -E 1 18663 1 11 -M 1 18617 2 18634 -M 1 18655 1 18635 -E 1 18624 1 16 -E 1 18622 1 19 -M 1 18617 1 18638 -M 1 18640 1 18638 -E 1 18655 1 16 -M 1 18648 1 18639 -M 1 18657 5 18640 -M 1 18619 1 18642 -E 1 18684 1 10 -M 1 18625 1 18643 -M 1 18612 1 18644 -E 1 18689 1 16 -M 1 18605 1 18646 -E 1 18668 1 3 -E 1 18632 1 1 -M 1 18611 2 18647 -M 1 18641 1 18648 -E 1 18654 1 14 -M 1 18647 1 18650 -M 1 18610 2 18652 -M 1 18621 1 18652 -E 1 18692 1 11 -M 1 18608 2 18653 -M 1 18617 2 18653 -M 1 18655 1 18654 -E 1 18624 1 16 -E 1 18622 1 19 -E 1 18613 1 10 -M 1 18658 3 18654 -M 1 18666 1 18655 -M 1 18622 1 18656 -E 1 18621 1 16 -E 1 18667 1 6 -M 1 18626 1 18659 -E 1 18660 1 16 -E 1 18661 1 19 -M 1 18652 1 18660 -E 1 18636 1 12 -M 1 18679 1 18661 -E 1 18696 1 16 -E 1 18613 1 10 -M 1 18640 1 18663 -E 1 18692 1 11 -M 1 18656 1 18664 -M 1 18624 1 18665 -E 1 18664 1 14 -M 1 18621 1 18665 -E 1 18692 1 11 -M 1 18646 2 18667 -E 1 18688 1 5 -E 1 18687 1 7 -M 1 18641 1 18668 -E 1 18654 1 14 -M 1 18645 1 18671 -M 1 18644 2 18672 -E 1 18628 1 16 -M 1 18608 2 18675 -M 1 18609 1 18675 -M 1 18648 2 18676 -M 1 18646 1 18676 -E 1 18687 1 7 -E 1 18688 1 5 -M 1 18613 1 18677 -E 1 18682 1 16 -M 1 18614 1 18677 -E 1 18636 1 12 -M 1 18658 2 18679 -M 1 18612 1 18679 -E 1 18689 1 16 -M 1 18614 2 18684 -M 1 18615 3 18684 -M 1 18609 2 18687 -M 1 18657 1 18687 -M 1 18640 1 18688 -E 1 18632 1 1 -M 1 18621 1 18688 -E 1 18629 1 11 -M 1 18617 2 18689 -M 1 18610 2 18690 -M 1 18608 2 18691 -M 1 18609 3 18691 -M 1 18685 1 18692 -E 1 18683 1 3 -E 1 18653 1 14 -M 1 18622 1 18693 -E 1 18652 1 1 -M 1 18608 3 18694 -M 1 18658 3 18695 -M 1 18623 2 18696 -M 1 18643 1 18697 -M 1 18644 1 18698 -E 1 18628 1 16 -M 1 18648 2 18700 -M 1 18655 1 18703 -E 1 18624 1 16 -E 1 18613 1 10 -M 1 18621 1 18704 -E 1 18658 1 20 -M 1 18626 1 18705 -E 1 18629 1 11 -M 1 18642 1 18706 -E 1 18656 1 16 -M 1 18658 2 18707 -M 1 18658 3 18709 -M 1 18631 2 18714 -M 1 18632 3 18714 -O 1 12410 1 18715 -M 1 18659 1 18718 -G 1 18648 1 -G 1 18649 1 -G 1 18647 1 -G 1 18646 1 -G 1 18645 1 -G 1 18643 1 -G 1 18644 1 -M 1 18662 1 18720 -M 1 18663 1 18721 -M 1 18664 1 18722 -M 1 18665 1 18723 -M 1 18666 2 18724 -M 1 18669 1 18727 -M 1 18670 1 18728 -M 1 18671 1 18729 -M 1 18664 1 18730 -M 1 18666 1 18731 -M 1 18664 1 18733 -M 1 18671 1 18735 -M 1 18670 1 18736 -M 1 18664 1 18737 -M 1 18668 1 18738 -M 1 18667 1 18739 -E 1 18613 1 10 -E 1 18659 1 14 -M 1 18666 1 18740 -M 1 18665 1 18741 -M 1 18616 1 18747 -E 1 18617 1 11 -E 1 18618 1 12 -E 1 18695 1 10 -M 1 18654 1 18752 -E 1 18689 1 16 -E 1 18642 1 14 -E 1 18619 1 3 -M 1 18660 1 18756 -E 1 18663 1 11 -M 1 18646 2 18758 -M 1 18673 1 18767 -G 1 18643 1 -G 1 18644 1 -G 1 18645 1 -G 1 18648 1 -M 1 18633 2 18772 -M 1 18677 1 18773 -S - - -#SHOPS - 18659 0 10 26 2 0 120 90 8 22 ; old cheysuli shopkeep - 18673 26 10 0 3 2 120 90 8 19 ; Aiden -0 - - -#REPAIRS -0 - - -#SPECIALS -M 18616 spec_cast_mage -M 18618 spec_breath_acid -M 18622 spec_breath_frost -M 18623 spec_cast_cleric -M 18626 spec_cast_cleric -M 18637 spec_breath_frost -M 18639 spec_cast_cleric -M 18642 spec_cast_mage -M 18643 spec_cast_cleric -M 18646 spec_cast_mage -M 18647 spec_cast_mage -M 18648 spec_thief -M 18654 spec_cast_adept -M 18655 spec_cast_cleric -M 18656 spec_cast_cleric -M 18658 spec_thief -M 18660 spec_breath_frost -M 18665 spec_breath_lightning -M 18678 spec_breath_any -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/weater.are b/data/realm/areas_smaug1.4a/weater.are deleted file mode 100644 index 859e68b..0000000 --- a/data/realm/areas_smaug1.4a/weater.are +++ /dev/null @@ -1,3113 +0,0 @@ -#AREA The Domain of World Eater~ - - - -#AUTHOR Rolindar~ - -#RANGES -30 50 0 65 -$ - -#RESETMSG Deep, booming laughter echoes through the halls of the citadel.~ - -#FLAGS -0 - -#ECONOMY 0 5000000 - -#MOBILES -#3000 -world eater monolith~ -World Eater~ -A towering monolith of black stone stands in the center of the chamber. -~ -Few beings in the known (or unknown) multiverses are as powerful (or -arrogant) as the all-powerful World Eater. A galactic power of immense -strength and magical power, the world eater is a demon trapped in a -massive stone monolith, who must travel the planes, devouring worlds and -civilizations. Brythunia is next on his agenda; pray that he fails... -~ -67 373301928 0 C -55 0 -300 1d1+29999 10d20+100 -0 0 -8 8 0 -25 25 25 13 25 3 3 -0 0 0 0 0 -90 24 0 0 110593 1 6 -0 0 0 8399 3677986 16 254208 8192 -> fight_prog 100~ -if isnpc($n) -mpe _yel A brilliant beam of energy strikes $n in the chest! -mpforce $n scream -mpdamage $n 5000 -mpforce $n flee -else -if rand(10) -mpe _yel Bolts of energy lance from the monolith, striking many combatants. -mpdamage $n 600 -mpdamage $r 400 -mpdamage $r 200 -cackle -else -if rand(20) -say Seek not to test my power, mortal $n! -mpe _whi An aura of intense light issues forth from the monolith! -muhaha -mpdamage $n 500 -c frost -else -if rand(30) -say My powers are not to be trifled with! -c feebleness -c blazebane -c winter -c quantum -c necro -c 'fire breath' -c chill -else -if rand(40) -yell I AM WORLD EATER! I AM INVINCIBLE! -disarm -sneer $n -get all -mpjunk all -endif -endif -endif -endif -endif -~ -> death_prog 100~ -mpe The World Eater screams, as cracks appear along its surface. -mpe With a mighty roar, it epxlodes, showering the room with shards of stone! -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpdamage $r 200 -mpe When the dust settles, you see a metal belt lying amidst the debris. -mpoload 3000 50 -~ -> greet_prog 100~ -if isimmort($n) -sneer $n -say Hark, so-called 'immortal', I am here at the behest of greater -say powers than you... Leave before I destroy ye pfile! -else -if ispc($n) -hmm -say Mortal named $n, you realize not the powers you meddle with. -say Normally, I would destroy thee without a thought... and be glad! -snicker -say But I admire you for passing my guardians, and shall spare you. -say Speak your wish to be gone from this place, and I shall send you away. -say But, should you elect to remain, be aware that I will smite you down! -cackle -else -endif -endif -~ -> act_prog p grovels in the dirt before you.~ -chuckle -say Ahh, you truly are a worthless creature, $n. -pat $n -~ -> speech_prog p I wish to be gone from this place~ -nod -say So be it! -mea $n $I whispers a word, and you find yourself suddenly falling... -mpechoaround $n $I whispers a word, and $n disappears! -mpat 21056 mpe $n suddenly comes hurtling down from the heavens! -mptrans $n 21056 -mpat 21056 mpforce talus say By the Gods! What an entrance! -mpat $n mea $n You hit the ground... HARD. -mpat $n mpdamage $n 500 -mpat $n mpasound You hear a body smash into the stone road nearby. -~ -> act_prog p looks at you.~ -say Stare not upon my magnificence, $n! -mea $n A bolt of black energy strikes you in the chest! -mpechoaround $n $n cries out as a blast of energy strikes $m! -mpdamage $n 400 -~ -| -#3001 -unearthly guardian~ -an unearthly guardian~ -A massive stone statue looms over you. -~ -~ -99 4194944 0 C -48 0 -200 10d100+9000 8d10+80 -0 0 -8 8 0 -20 13 13 13 20 13 13 -0 0 0 0 -10 -40 3 0 0 4096 4096 3 -0 0 0 8399 3153184 16 384 524291 -> fight_prog 20~ -c winter $r -c chill $r -~ -> death_prog 100~ -mpe At the moment of 'death', the head of the guardian topples off. -mpoload 3056 1 -mpat 3045 drop head -mpe It strikes the floor and bounces high and hard into the south wall. -mpe It smashes into the wall with such force that the stone is shattered! -mpe Peering through the rubble, you can make out a hidden passage. -mpopenpassage 3045 3046 2 -~ -| -#3002 -bronze dragon blue shruaurgaz~ -Shruaurgaz~ -A mighty blue dragon roars in anger! -~ -Your first reaction upon glimpsing this mighty dragon is one of terror; -blue dragons are one of the most powerful types of dragons. It is said -that their lightning breath can fell giants like pixies. However, you -notice no trance of the magical lightning sparks one normally sees about -such a beast; instead you note a faint golden hue, as if magical illusion -obfuscated the true nature of this ensorcelled beast. -~ -67 340271272 750 C -50 0 -300 30d10+16000 40d2+40 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -31 0 0 0 2049 1 5 -0 0 8750621 735 3153152 32 131463 2 -> greet_prog 100~ -if ispc($n) -say Stranger, pray attack me not; I am a dragon of good mein, -say imprisoned here against my will by the vile World Eater. If you -say wish to slay him, say so and I can try and help you. -else -say Begone from this place, else I slay you $n! -roar $n -endif -~ -> fight_prog 80~ -if isnpc($n) -mpe $I levels $n with a withering blast of energy! -mpdamage $n 1000 -mpforce $n scream -mpforce $n yell THE PAIN!!!!! -mpforce $n flee -else -if rand(5) -mea $n You are hit by a breath attack of tremendous force! -mpechoaround $n A bolt of flame strikes $n, searing $m badly! -mpforce $n yell IT BURNS! IT BURNS! -mpdamage $n 800 -mpforce $n flee -else -if rand(10) -mpe $I roars in fury, unleashing a gout of fire and gas! -c 'fire breath' -c 'gas breath' -mpe Flesh is charred and seared by the blast! -else -if rand(20) -mpe $I unleashes a volley of spells! -c 'black lightning' -c 'sulfurous spray' -c chill -c 'spiral blast' -c 'caustic fount' -else -if rand(30) -mpe $I works an array of debilitating magicks upon $r! -c unravel $r -c winter $r -c blazebane $r -c swordbait $r -c weaken $r -else -endif -endif -endif -endif -endif -~ -> death_prog 100~ -if rand(40) -mpe As the mighty blue dies, it reverts to its true, bronze, colorings. -mpe A shimmering token falls from its maw as it collapses, dead. -mpoload 3006 -else -endif -~ -> speech_prog p i wish to slay him~ -say Good. His lair is hidden by magical forces, without my help you -say would not reach his sanctum. However, he may have other barriers -say that I do not know of; the master loves his little tricks. -sigh -say Be sure to explore every avenue, for he is an ancient and deadly foe. -say Now, go! -mea $n A swirling mass of colours surrounds you, and you shift dimensions. -mpechoaround $n $n is surrounded by a swirling mass of colours. -mptrans $n 3049 -mpat $n tell $n This is his sanctum! Be careful, and may Law be with you! -~ -| -#3003 -shrua elder god~ -Shrua~ -A beautiful woman with wise eyes stares quietly ahead. -~ -Sister of Urgaz, Shrua and her brothers were the elder gods of an ancient -culture destroyed by the World Eater, who found the deities amusing and -decided to bring them to his otherworldly manse. They are good and -honest deities, who can only hope for salvation if their token is -returned to them, the key by which they may traverse to another world. -~ -67 6291624 1000 C -48 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 25 13 13 13 13 -0 0 0 0 0 -90 1 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if isnpc($n) -say You are not welcome here! -mpforce $n w -else -say O adventurer, why are you in this accursed place willingly? -sigh -say Pray, destroy the vile evil that keeps us imprisoned here, -say and return to my brother and I the token that may free us -say from this foul domain. -endif -~ -> rand_prog 2~ -, sings sadly, in a high, soft voice. -~ -> give_prog token elder gods~ -say Joy! I can be free, to flee this fell domain! -swoon -say Mayhap I can find some of my worshippers, yet alive somewhere... -sigh -say At any rate, I am glad to be free of this place. Pray, accept this- -mpe Shrua produces a shining shield, used by her in many battles against chaos. -mpoload 3005 45 -give shield $n -say Use it wisely, and justly, as I know you will, dear $n. -yell World Eater! I am free of your foul clutches! HA! -mpat world mpforce world yell NNNOOOO! HOW IS THIS POSSIBLE??? -mea $n World Eater will surely remember your act... -smile -c sanc $n -wave -mpe _whi $I suddenly vanishes, in a blinding flash of light! -mpgoto 2 -mpjunk all -~ -| -#3004 -urgaz~ -Urgaz~ -A proud man, clad in white armor, stands before you. -~ -Urgaz and his twin sister Shrua were the deities of an ancient civilization -that was obliterated by the fell World Eater, who took them prisoner to -amuse himself. They are prevented from escaping by the fact that the -dragon that once served them as herald has been ensorcelled and forced to -guard it, ironically so in that he who was once sworn to protect them now -enslaves them, albeit against his will. -~ -3 2097832 0 C -48 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -90 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -> greet_prog 100~ -if isnpc($n) -say Leave, $n, you cannot help us. -mpforce $n bow -mpforce $n e -else -say Adventurer, you truly must be strong of arm and heart, to venture -say this far into the World Eater's damned citadel. Pray, would you -say help my sister and I to be free of this place, so that we may -say properly mourn the death of our people? Return to us the token, -say borne by the dragon that bears our names, and you shall be rewarded. -endif -~ -> give_prog token elder gods~ -say At last! $n, I am in your debt. Please, take my sword as payment. -mpe Urgaz unsheathes a magnificent blade, and hands it over. -mpoload 3004 46 -give urgaz $n -say May it serve you well. I shall have no further use of it. -bow $n -say Fare thee well, $n -yell World Eater! I have defeated your prison! I am free! -mpat world mpforce world yell NNNOOOOOO! HOW IS THIS POSSIBLE? -mea $n You feel fairly sure that the World Eater will not be pleased... -wave $n -mpe _whi Urgaz disappears in a blinding flash of holy light! -mpgoto 2 -mpjunk all -~ -| -#3005 -forsaken entity~ -the Forsaken Entity~ -A pathetic old man is huddled up in one corner. -~ -This old man was once a mighty deity, immortal god king of a proud -and powerful empire that spanned whole planes of existence. He and -his world were utterly destroyed by the World Eater, and he was brought -here as a souvenir of this accomplishment. Without his world, his power -is greatly reduced, though he is still a powerful spellcaster. -~ -67 4194472 -400 C -46 0 -100 100d50+3860 8d8+12 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -90 0 0 0 1 1 3 -0 0 2047 3154176 7168 64 1107300992 1048594 -> fight_prog 100~ -if rand(15) -yell Leave me ALONE! -stun -c q -c 'charged beacon' -c 'ethereal funnel' -c quantum -else -if rand(20) -c acid -c fireball -c 'galvanic whip' -c chill -c weaken -else -if rand(30) -c 'energy drain' -c feebleness -c necro -else -c 'black fist' -endif -endif -endif -~ -> greet_prog 100~ -, babbles incoherently. -mpe Looking up, the old man's eyes refocus, and he opens his toothless mouth. -say Just... just... leave... me... alone...please... -cry -drool -~ -> death_prog 100~ -mpe As the old man dies, a glove slips from his gnarled hands. -mpoload 3008 -~ -| -#3006 -enraged berserker warrior eyrtug~ -Eyrtug~ -An enraged berserker warrior screams and attacks! -~ -Once a mighty barbarian prince from some far off world, Eyrtug was -snatched from his home seconds before its destruction by the World -Eater, as he alone dared challenge the destroyer of worlds to -combat. World Eater destroyed his mind, then imprisoned him here, -as a souvenir. -~ -99 4202536 -654 C -42 0 0 50d10+2500 0d0+0 -0 0 -8 8 1 -22 13 13 21 23 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 3 -0 0 2047 1048688 2104576 0 944 524291 -> greet_prog 100~ -snarl -say More flesh to fall beneath the blades of my axes! -cackle -mpkill $n -~ -> fight_prog 100~ -if rand(10) -disarm -cackle -gouge -else -if rand(25) -stun -mea $n $I slams his huge fist into your groin! -mpdamage $n 150 -mpforce $n say OOOO! Me 'nads! -grin -else -if rand(30) -wield axe -wield axe -muhaha -say Best not try to disarm me again! -mpe $I slams his foot down, hard, sending shockhaves through the room! -c earthquake -mpdamage $n 100 -mpdamage $r 50 -mpdamage $r 50 -else -kick -endif -endif -endif -~ -| -#3007 -vigilant watcher~ -the vigilant watcher~ -A steel statue stands before the archway. -~ -This armored steel construct has been placed to ward off any of the -minions without from entering the domain of World Eater. However, it -will not bother more powerful intruders, unless provoked. -~ -67 6300328 0 C -33 0 -123 0d0+0 0d0+0 -0 0 -8 8 0 -18 13 13 13 18 13 13 -0 0 0 0 0 -40 3 0 0 4096 4096 1 -0 0 0 1048825 2104578 4 128 2097155 -> greet_prog 100~ -if level($n) < 30 -mpe The vigilant watcher moves to intercept you! -mpkill $n -else -mpe The vigilant watcher remains motionless as you approach. -endif -~ -> death_prog 100~ -mpoload 3013 -~ -> speech_prog key~ -mpe The vigilant watcher shifts suddenly, and points to his chest. -mpe you almost fancy that his featureless face was about to grin. -~ -| -#3008 -lost soul~ -a lost soul~ -A shrieking apparition hurtles past. -~ -The unfortunates are some of the souls of the billions of creatures -slain by World Eater and his minions over the aeons. -~ -65 2097664 0 C -20 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 2 0 0 4096 4096 0 -0 0 0 0 7424 0 1107300352 2 -> rand_prog 1~ -scream -~ -> rand_prog 2~ -drool -~ -> greet_prog 25~ -cringe $n -~ -| -#3009 -scribe~ -a spectral scribe~ -A spectral scribe rushes about the library. -~ -~ -65 275776170 0 C -37 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -84 1 0 0 1 1 1 -0 0 0 1056768 2100486 0 1107300352 2050 -> fight_prog 33~ -c chill -~ -> rand_prog 2~ -sigh -say Oh my! -~ -> fight_prog 25~ -yell Violence in the place of learning! -, mutters a few words, and you suddenly feel quite odd... -mpforce $n say hmm... now what was it i was doing? -mpechoaround $n $n suddenly wanders out of the library! -mea $n You lose interest in this battle, and wander outside! -mptrans $n 3025 -~ -> death_prog 100~ -if rand(5) -mpe As the scribe dies, a scroll slips from his grasp... -mpoload 3023 30 -else -if rand(10) -mpe As the scribe dies, a scroll slips from his grasp... -mpoload 3019 30 -else -if rand(15) -mpe As the scribe dies, a scroll slips from his grasp... -mpoload 3020 30 -else -if rand(20) -mpe As the scribe dies, a scroll slips from his grasp... -mpoload 3021 30 -else -if rand(25) -mpe As the scribe dies, a scroll slips from his grasp... -mpoload 3022 30 -else -endif -endif -endif -endif -endif -~ -| -#3010 -the spectral librarian~ -the spectral librarian~ -A ghostly librarian sits here reading. -~ -This spectre resembles a ghostly old man, not unlike the bespectacled -gentleman who is the archiver of the city records in Maritshome. -Once a famous and respected historian, the World Eater resurrected him -after obliterating his home world, and made him the archiver of his -own records, also totally wiping any memory of his previous life from -his mind. -~ -67 357573288 400 C -40 0 -123 7d30+3333 8d2+64 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 -10 -0 1 0 0 1 1 2 -0 0 0 1048584 2113286 161 0 211 -> act_prog p from the west.~ -if isnpc($n) -and name($n) == scribe -sigh -say Not NOW, fellow! I am BUSY! -sigh -mpforce $n roll -mpforce $n w -else -if ispc($n) -say What? What do you want? Do you have a particular reason -say for disturbing my research, or are you a pest by nature? -mea $n The librarian glares at you from over his spectacles. -mea $n Suddenly you feel as if you were in school, and in trouble. -mpforce $n blush -mutter -say Shoo! I have work to do! -mpe With that, the librarian returns to his book. -else -endif -endif -~ -> bribe_prog 100000~ -say Oh, well you DO have a valid reason to disturb me, then! -, winks at you knowingly. -say They don't pay us much here, you know. -say After something more exciting? Well don't forget that -say World Eater loves levers. -smirk -mpjunk coins -~ -> rand_prog 2~ -, clears his throat, and reads aloud from one of his books. -say The time has come, my little friends, to talk of other things. -say Of shoes and ships, and ceiling whacks, and cabbages, and -say ...kings... -mpe The librarian pauses, as if suddenly remembering something. -sniff -~ -> fight_prog 10~ -c winter -c chill -~ -> fight_prog 15~ -c charged -c 'black lightning' -~ -> fight_prog 20~ -c 'ethereal funnel' -c quantum -~ -> fight_prog 25~ -c feebleness -c necro -~ -> death_prog 100~ -mpe As the librarian slips into the cold embrace of death again, he smiles. -mpe Although I wish you had succeeded, know that my master will bring me -mpe back, and I will be once again his slave... -if rand(10) -mpe Before he dies, the librarian casts a glance at the loose book. -else -endif -~ -> rand_prog 2~ -mpe The librarian suddenly raps his staff upon the ground, visibly upset. -say QUIET! Too much chatter! -mutter -~ -> rand_prog 33~ -pull tome -~ -| -#3011 -deranged alchemist~ -a deranged alchemist~ -A wild-eyed old man sniggers softly as he brews a bubbling potion. -~ -This mad-looking character is totally devoted to his work. He stumbled -in here one day by accident, and was almost destroyed by the gargoyles. -World Eater saved him, but not before his mind became rather...unhinged. -You note with interest the curious brace he wears on his neck, which -supports a heavy tome at arm's length, so he can glance at his notes -whilst brewing, leaving his hands free. -~ -67 301990056 -400 C -42 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 18 13 25 13 13 22 -0 0 0 0 0 -0 0 0 0 1 1 3 -0 0 2047 2098063 1055744 0 1375998465 2 -> rand_prog 2~ -mpe The alchemist glances down at the book supported on the brace. -hmm -say Yesss..... heh heh...heh heh... -, sniggers uncontrollably. -mpe The alchemist adds another drop of brown liquid to his potion. -~ -> rand_prog 2~ -mpe _whi A sudden explosion rocks the chamber, sending glass everywhere! -say Aw crap... not good....heh heh... but nice explosion... -, sniggers uncontrollably. -~ -> greet_prog 100~ -if ispc($n) -say heh heh... visitors... niiiiiiice.... -say heh heh.... made a potion.... wanna try it? -, sniggers uncontrollably. -else -say heh heh, who are you $n! -say Want a potion? -mpe $n wisely declines. -endif -~ -> speech_prog p yes~ -if rand(10) -mpoload 3031 39 -give bubbling $n -mpe You take a sip... -mpforce $n quaff bubbling -say Uh oh, bad one... -, sniggers uncontrollably. -else -if rand(15) -mpoload 3034 39 -give bubbling $n -mpe You take a sip... -mpforce $n quaff bubbling -say Heh heh me make a nice one there... heh heh -else -if rand(20) -mpoload 3032 39 -give bubbling $n -mpe You take a sip... -mpforce $n quaff bubbling -say Heh heh oops... -muhaha -else -if rand(30) -mpoload 3033 39 -give bubbling $n -mpe You take a sip... -mpforce $n quaff bubbling -say OOOO.... you pretty now! Not like before...heh heh -else -mpoload 3035 39 -give bubbling $n -mpe You take a sip... -mpforce $n quaff bubbling -shrug -say It happens... heh heh....heh heh.... -endif -endif -endif -endif -~ -> speech_prog p no~ -shrug -say Your loss... heh heh....heh heh... -drool -~ -> fight_prog 100~ -if rand(10) -say Heh heh... bad move $n... -mea $n hurls a vial of acid in your face! -mpechoaround $n $I hurls a vial of acid in $n's face! -mpforce $n scream -mpforce $n say AAAAAGH! My eyes! -mpdamage $n 200 -else -if rand(20) -say Heh heh.... make magic now... heh heh.... -c q -c unravel -c 'caustic fount' -c chill -else -if rand(30) -gouge $r -poke $r -wink $r -slap $r -mpdamage $r 75 -else -c 'acid blast' -endif -endif -endif -~ -> hitprcnt_prog 20~ -cry -say You hurt me... heh heh.... but i get better... -snicker -mpe The alchemist quickly quaffs a vial of black liquid. -mpat 3 c heal -mpat 3 c troll -mpat 3 c 'antimagic shell' -mpat 3 c shadowform -~ -> rand_prog 3~ -mpasound A sudden explosion, and someone laughing uncontrollably, is heard. -~ -| -#3012 -zombie janitor~ -a zombie janitor~ -A rotting corpse slowly shuffles along. -~ -This undead servant shuffles along the many twisting corridors, picking -up any rubbish, and mopping up stains left by slain adventurers. -~ -69 8744 0 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 3 3 13 18 3 3 -0 0 0 0 0 -71 3 0 0 4096 4096 1 -0 0 2047 1048592 7426 96 128 1 -> fight_prog 33~ -bash -~ -> rand_prog 2~ -, stops and picks his nose. -say Gaaaaaahhhh..... -~ -> rand_prog 5~ -if inroom($n) == 3018 -mpe The zombie's face contorts in a rictus of agony. -mpe Even he finds the stench unbearable... -else -mpe The zombie clumsily swipes at a patch of dust with the mop. -endif -~ -| -#3013 -troll guard~ -the troll guard~ -A troll clad in splint mail sits here, sobbing uncontrollably. -~ -This poor troll has been set to guard something, but exactly what he -is not sure. All he knows is that it is imperative he keep ahold of the -little stuffed toy he was given by the nice big black stone what has -a deep voice... -~ -67 552 -200 C -36 0 -75 0d0+0 0d0+0 -0 0 -8 8 0 -20 8 8 13 18 6 4 -0 0 0 0 0 -8 3 0 0 65 1 2 -0 0 47 1048646 2104592 129 896 3 -> greet_prog 100~ -if ispc($n) -mpe As you enter the troll rubs at his eyes, and attempts to regain -mpe his composure. -say Err.... hello... -, shuffles his feet nervously, unsure of what he is meant to do. -say Er... have you seen my doll? -, blinks innocently. -say It...er... isn't that I like dolls or anything, its just that... -mpe The troll suddenly breaks down again, weeping uncontrollably. -else -endif -~ -> speech_prog p yes~ -say You HAVE? That's... incredible! -gasp -say May I have it please? -, does his best to look appealing and friendly. -~ -> speech_prog p no~ -cry -say Waaah... I'll NEVER get it back... -sniff -say I lost it when I was going wee-wees. It fell down the- -blush -say ... you know... -, rubs his toe in the dirt sheepishly. -~ -> give_prog fluffy toy doll~ -mpe Tears well in the troll's eyes, this time tears of joy. -say Oh THANK YOU! -mpe The troll grabs the doll and hugs it tightly. -mpe As he does, a small silver key slips from the stuffing. -mpoload 3041 -drop key -mpjunk fluffy -~ -> fight_prog 33~ -bash -~ -> rand_prog 100~ -close s -close trapdoor -~ -> rand_prog 2~ -sigh -mpat 3 c troll -mpat 3 c stone -~ -| -#3014 -demonic butler~ -a demonic butler~ -A demonic butler stands here, awaiting guests. -~ -This helpful little valet is clad in a smart black jacket, and looks -quite the part. His mannerisms, however, such as sudden howls and -vocalizing his desire to drink the blood of virgins, are unsettling -reminders of his true nature. -~ -3 532648 -400 C -32 0 0 0d0+0 0d0+0 -0 0 -8 8 0 -18 18 13 22 13 7 4 -0 0 0 0 0 -67 2 0 0 1 1 1 -0 0 1409071 2099456 1053901 16 1074008707 2 -> act_prog p from the south.~ -if ispc($n) -say Ahh, greetings and welcome to the residence of my master. -smile -say Can I take your cloak for you. $n? -else -roll $n -say MORE vagrants. Tsk. -endif -~ -> act_prog p from the north.~ -if ispc($n) -say Leaving so soon, $n? -snicker -else -say Good, be off wih you, $n. -endif -~ -> speech_prog p yes~ -smile -say Excellent! I'll have those off ye in a second. -mea $n The demon whips the cloak from your back, and whisks it away! -mpforce $n rem cloak -mpforce $n rem coat -mpforce $n rem cape -mpforce $n give cloak butler -mpforce $n give coat butler -mpforce $n give cape butler -mpechoaround $n The demon grabs $n's cloak, and disappears! -mpat 4 drop all -mpat 4 mppurge -say There! -smile -~ -| -#3015 -elderly gith mage aaquervus~ -Aaquervus~ -An elderly gith mage sits here, reading quietly. -~ -This venerable gith warlock wants nothing more than to be left alone in -his contemplation of the works of Chaos. -~ -67 6292008 -500 C -44 0 0 100d5+3500 4d10+50 -0 0 -8 8 0 -13 22 13 18 13 13 8 -0 0 0 0 0 -10 0 0 0 524288 524288 0 -0 0 2047 3151247 2048 0 1912602624 1060419 -> fight_prog 100~ -if rand(20) -snarl -say You anger me, adventurer! -mpe The mage launches a volley of offensive magic! -c q -c 'caustic fount' -c 'galvanic whip' -c 'sulfurous spray' -c 'black fist' -c chill -else -if rand(25) -mpe The mage throws up a wall of defensive spells! -c antimagic -c eldritch -c shadowform -c dragonskin -c demonskin -c inner -c blazeward -else -if rand(30) -mpe The mage launches a variety of debilitating magic! -c 'ethereal funnel' -c blazebane -c winter -c weaken -c 'charged beacon' -c unravel -else -c fireball -endif -endif -endif -~ -> greet_prog 100~ -if name($n) == scribe -sigh -say Please, do not disturb my work, you ghostly apparition! -mpforce $n roll -mpforce $n s -mutter -else -if ispc($n) -say What is it NOW? Oh dear, an adventurer! -roll -say Please, I am not in the mood to kill you right now. -say Just leave me alone, and depart! -else -say MORE interruptions! -boggle -endif -endif -~ -> rand_prog 4~ -mutter -say What does a mage have to do to get some PEACE around here??? -say Be off before I call the librarian! -~ -| -#3016 -grinning gargoyle~ -a grinning gargoyle~ -A gargoyle leers menacingly at you from atop a pedestal. -~ -Not dissimilar to the statues downstairs, this one differs in that it -slowly, but surely, creaks to life as you pass it, squatting down to -stare intently at you. -~ -67 524840 -745 C -38 0 -100 0d0+0 0d0+0 -0 0 -8 8 1 -20 13 13 20 20 13 13 -0 0 0 0 0 -34 3 0 0 8192 8192 3 -0 0 1377855 2100431 12576 16 647 2 -> greet_prog 100~ -mea $n The gargoyle stares intently at you as you pass. -snicker -~ -> rand_prog 2~ -mpat 3 c stone -mpat 3 c heal -mpat 3 c antimagic -~ -> fight_prog 33~ -gouge -~ -> fight_prog 10~ -stun -~ -| -#3017 -jedevirk thief rogue~ -Jedevirk~ -A rogue clad in black armor slinks near the shadowy corner. -~ -The infamous rogue Jedevirk is legendary all across Brythunia. He claims -that there is nothing he cannot steal; perhaps, though, he is a little -in over his head here. Despite his arrogance, he is in fact a superb -swordsman and spellcaster, and has bested foes far more powerful tham -himself through guile and cunning. -~ -67 337740458 -100 C -49 0 -300 75d10+8800 8d10+35 -0 0 -8 8 1 -13 22 13 25 13 20 20 -0 0 0 0 0 -9 2 0 0 3 1 3 -0 0 2047 1056880 2100480 0 1109395136 2621443 -> fight_prog 100~ -wield blade -wield dagger -if rand(15) -gouge -disarm -sac staff -sac sword -sac spear -sac mace -sac axe -sac hammer -sac club -chuckle -else -if rand(25) -say Fancy yourself a swordsmaster? Ha! -mpe $I launches into a devastating assault, slicing and stabbing repeatedly! -mpdamage $n 500 -else -if rand(35) -say Magic as well as might is mine to command! -c unravel -c blindness -c weaken -c razorbait -c swordbait -c curse -else -if rand(40) -c 'acetum primus' -else -c 'black fist' -endif -endif -endif -endif -~ -> act_prog flees~ -cackle -mpat $n mea $n Jedevirk fishes out a throwing dagger and nails you in the back! -mpat $n mpdamage $n 300 -~ -| -#0 - - -#OBJECTS -#3000 -cosmic belt~ -The Cosmic Belt~ -A girth of titanic proportions lies here.~ -~ -9 528578 2049 -30 0 0 0 -25 750000 75000 -A -1 3 -A -5 3 -A -13 200 -A -17 -50 -A -18 5 -A -19 6 -> wear_prog 100~ -mea $n As you fasten the sparkling girth about your waist, you feel -mea $n strange magics begin to work upon you. -c kin $n -c troll $n -c armor $n -c valiance $n -~ -> remove_prog 100~ -mea $n You reluctantly remove the Cosmic belt from your waist. -mea $n Immediately you feel relieved to be rid of the immense burden. -c refresh $r -~ -> sac_prog 100~ -mpe _whi A beam of white light shines down from the heavens! -c sanc $r -~ -| -#3001 -trident stone~ -a stone trident~ -A massive three pronged stone dart rests here.~ -~ -5 16908354 8193 -0 0 0 2 -20 0 0 -A -1 2 -A -13 60 -A -18 8 -A -19 9 -A -22 -3 -#3002 -graystone cloak~ -Graystone Cloak~ -A sheet of stone that appears to be moving slides across the floor...~ -~ -9 16926274 1025 -25 0 0 0 -45 50000 5000 -A -5 2 -A -13 80 -A -19 7 -A -22 -4 -A -24 -4 -A -27 32 -> wear_prog 100~ -c troll $n -~ -| -#3003 -circlet of perception~ -Circlet of Perception~ -A thin band of white metal lies here.~ -~ -9 16827970 131073 -18 0 0 0 -4 63211 6321 -A -19 3 -A -18 3 -A -26 32 -#3004 -sword urgaz~ -the Sword of Urgaz~ -A glowing metal blade is buried to the hilt in the floor.~ -~ -5 8946952 8193 -0 0 0 3 -7 1500000 150000 -A -2 2 -A -31 2 -A -13 100 -A -12 100 -A -18 9 -A -19 10 -A -23 -5 -A -27 3 -#3005 -shield shrua~ -the Shield of Shrua~ -The shield of a forgotten god lies here, forgotten.~ -~ -9 8947010 513 -30 0 0 0 -35 150000 15000 -A -17 -55 -A -27 2097412 -A -13 125 -A -18 4 -A -19 6 -#3006 -token elder gods~ -the Token of the Elder Gods~ -A shimmering symbol lies on the ground in a pool of blood.~ -~ -18 1344 16385 -0 0 0 0 -3 0 0 -A -12 75 -#3007 -bubbling fountain~ -a bubbling fountain~ -A bubbling fountain rests in the center of the chamber.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#3008 -grasp futility~ -the Grasp of Futility~ -A glowing, clawed glove lies here.~ -~ -9 99904 129 -18 0 0 0 -18 0 0 -A -1 -1 -A -2 -1 -A -12 75 -A -13 40 -A -24 -5 -A -27 512 -A -18 5 -A -19 7 -> wear_prog 100~ -mea $n The utter futility of existence suddenly becomes aware to you. -mpforce $n say It's hopeless, really. -shrug -~ -| -#3009 -axe eyrtug~ -Axe of Eyrtug~ -A vicious-looking, broad bladed axe lies on the ground.~ -~ -13 17482240 8193 -0 0 0 1 -20 7600 760 -A -1 1 -A -13 60 -A -18 5 -A -19 7 -#3010 -girth humanhair ~ -humanhair girth~ -This girth has been fashioned from hair torn from the head of a maiden.~ -~ -9 262144 2049 -19 0 0 0 -1 1500 150 -A -4 2 -A -5 2 -A -13 30 -A -12 30 -A -19 2 -#3011 -blood covered leggings~ -blood covered leggings~ -A pair of leggings stained with blood lies here.~ -~ -9 262144 33 -11 0 0 0 -2 23 2 -A -13 20 -A -14 45 -A -19 4 -#3012 -steel rod~ -a steel rod~ -A slim steel rod lies on the floor.~ -~ -5 524354 8193 -0 0 0 6 -6 150000 15000 -A -18 7 -A -19 5 -#3013 -steel key~ -a steel key~ -A steel key has been left here.~ -~ -18 524290 16385 -0 0 0 0 -4 200 20 -#3014 -stone lever~ -a stone lever~ -A stone lever is set into one wall.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -> push_prog 100~ -mpecho As the lever is pushed slowly upwards, a grating sound is heard. -mpecho It sounds as if some massive stone portal were opening nearby. -mpopenpassage 3049 3050 0 -~ -> pull_prog 100~ -mpecho As the lever is slowly pulled back down, a grating sound is heard. -mpecho Somewhere nearby, a stone door is slowly closing. -mpclosepassage 3049 0 -~ -| -#3015 -stone key~ -the stone key~ -A massive stone key lies on the ground.~ -~ -18 0 1 -0 0 0 0 -1 0 0 -#3016 -dusty tome~ -a dusty tome~ -A dusty tome sits slightly forward from the other books.~ -~ -37 0 0 -40 0 0 0 -1 0 0 -E -tome~ -It looks like whoever placed this book back on the shelf did not push -it all the way in. Perhaps you could do it for them. -~ -> push_prog 100~ -mpe As the book is pushed back into place, the shelf suddenly opens! -mpe A small crawlspace is revealed... -mpopenpassage 3033 3034 4 -~ -> pull_prog 100~ -mpe As the book is pulled from the shelf, you hear a click. -mpe A section of shelf slides back into place. -mpclosepassage 3033 4 -~ -| -#3017 -dusty bookshelf~ -a dusty bookshelf~ -A dusty bookshelf crammed with tattered tomes and manuscripts lines one wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -bookshelf~ -The books are neatly arranged in rows, 30 per shelf, and cover a variety -of topics, from the nomenclature of pole arms, to the basic rituals required -to invoke a greater demon. Only one book is out of place, protruding like -a probing digit from the body of librams. -~ -#3018 -ghostly quill~ -a ghostly quill~ -A translucent feather covered in ink floats here.~ -~ -5 66656 8193 -0 0 0 2 -1 10002 1000 -A -2 2 -A -3 2 -A -12 25 -A -18 7 -A -19 3 -#3019 -tattered scroll~ -a tattered scroll~ -A tattered scroll lies curled up on the ground.~ -~ -2 96 16385 -40 221 213 224 -1 500 50 -#3020 -tattered scroll~ -a tattered scroll~ -A tattered scroll lies curled up on the ground.~ -~ -2 96 16385 -40 88 206 215 -1 500 50 -#3021 -tattered scroll~ -a tattered scroll~ -A tattered scroll lies curled up on the ground.~ -~ -2 96 16385 -40 89 104 207 -1 500 50 -#3022 -tattered scroll~ -a tattered scroll~ -A tattered scroll lies curled up on the ground.~ -~ -2 96 16385 -40 66 210 212 -1 500 50 -#3023 -tattered scroll~ -a tattered scroll~ -A tattered scroll lies curled up on the ground.~ -~ -2 96 16385 -40 225 208 102 -1 500 50 -#3024 -wooden staff~ -the librarian's staff~ -This sturdy piece of yew would serve as a decent weapon.~ -~ -5 8422400 8193 -0 0 0 0 -4 430 43 -A -12 35 -A -13 40 -A -18 5 -A -19 5 -#3025 -spectacles~ -ghostly spectacles~ -A pair of ghostly spectacles floats past.~ -~ -13 8946784 131073 -8 0 0 0 -2 53432 5343 -A -26 8 -A -3 2 -A -4 2 -A -12 22 -#3026 -huge wooden desk~ -a huge wooden desk~ -A huge wooden desk fills most of the chamber.~ -~ -15 0 0 -1000 13 3027 0 -1 0 0 -E -desk~ -Most of this desk is covered in papers, quills and books. Peering down, -you see a large drawer on one side, with an elaborate lock. -~ -#3027 -desk key~ -the desk key~ -A tiny metal key is here.~ -~ -18 524288 1 -0 0 0 0 -1 50 5 -#3028 -map~ -a faded map~ -A piece of parchment covered in scribblings could be a map...~ -~ -35 0 1 -0 0 0 0 -1 0 0 -E -map~ -The map is faded and torn, and little can be deciphered. However, you -can make out a series of rooms, leading off a central room marked with -the ancient rune for guardian, or protector. The room to the west has -the rune for L marked on it, while a skull and crossbones has been -scrawled on the room to the right. -~ -#3029 -glowing amulet~ -glowing amulet~ -An amulet that glows strangely hangs from a gold chain.~ -~ -9 623170 5 -11 0 0 0 -3 12000 1200 -A -12 60 -A -3 4 -A -26 16 -#3030 -alchemical manual~ -an alchemical manual~ -This manual is fitted to a brace so it can be worn on the neck, leaving hands free for brewing.~ -~ -9 66 5 -27 0 0 0 -1 0 0 -A -55 20 -#3031 -bubbling potion~ -a bubbling potion~ -A bubbling potion sits here.~ -~ -10 66 1 -40 33 -1 -1 -1 1 0 -#3032 -bubbling potion~ -a bubbling potion~ -A bubbling potion sits here.~ -~ -10 66 1 -40 4 -1 -1 -1 1 0 -#3033 -bubbling potion~ -a bubbling potion~ -A bubbling potion sits here.~ -~ -10 66 1 -40 226 -1 -1 -1 1 0 -#3034 -bubbling potion~ -a bubbling potion~ -A bubbling potion sits here.~ -~ -10 66 1 -40 36 -1 -1 -1 1 0 -#3035 -bubbling potion~ -a bubbling potion~ -A bubbling potion sits here.~ -~ -10 66 1 -40 17 -1 -1 -1 1 0 -#3036 -vial black liquid~ -a vial of black liquid~ -A vial of black liquid rests here.~ -~ -10 66 1 -40 28 224 225 -1 1 0 -#3037 -mop~ -a mop~ -A dirty mop is dripping brown water on the floor.~ -~ -5 0 8193 -0 0 0 6 -4 75 7 -A -18 2 -A -19 2 -#3038 -loose tome~ -a loose tome~ -A small book is wedged near the top of the shelf. Maybe you could pull it free...~ -~ -37 0 0 -40 0 0 0 -1 0 0 -> pull_prog 100~ -mpe As the book is yanked free, the remainder of the precariously stacked -mpe books come crashing down, along with the heavy wooden bookshelf! -mpe $n is buried beneath tons of books and wooden shelving! -mpdamage $n 275 -~ -| -#3039 -filthy latrine~ -a filthy latrine~ -A gaping hole in the floor serves as a latrine.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#3040 -fluffy toy doll~ -a fluffy toy~ -A fluffy toy lies half-buried in the muck.~ -~ -15 0 1 -5 5 -1 0 -1 10 1 -#3041 -silver key~ -a silver key~ -This key is covered in what appears to be the stuffing from a toy.~ -~ -18 0 1 -0 0 0 0 -1 500 50 -#3042 -splint mail~ -splint mail~ -A suit of splint mail covered in tear stains lies here.~ -~ -9 49152 9 -11 0 0 0 -30 750 75 -A -1 1 -A -5 1 -A -14 -100 -A -13 50 -A -19 5 -A -24 -3 -#3043 -wooden rack~ -a wooden rack~ -A wooden rack lines one wall.~ -~ -15 0 0 -100 1 -1 0 -1 0 0 -E -rack~ -Peering closely, you think you can see something glinting at the bottom -of the rack. -~ -#3044 -broom~ -a broom~ -A dirty broom lies here.~ -~ -5 0 8193 -0 0 0 6 -4 75 7 -#3045 -silver ring~ -a silver ring~ -Someone has carelessly dropped a silver ring here.~ -~ -9 9012320 3 -4 0 0 0 -1 45000 4500 -A -12 30 -A -19 2 -A -27 3072 -#3046 -gargoyle~ -a grinning gargoyle~ -A grinning gargoyle leers down at you.~ -~ -15 64 0 -10 5 -1 0 -1 0 0 -E -gargoyle~ -Perring closely, you think you can see a small panel set in the statue's -midsection. -~ -#3047 -silver helm~ -a silver helm~ -A silver helm lies on the floor.~ -~ -9 9014624 17 -18 0 0 0 -5 7500 750 -A -3 2 -A -4 2 -A -12 75 -A -19 2 -A -27 2048 -#3048 -tapestry~ -a massive tapestry~ -A massive tapestry depicting the Chaos Wars hangs here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mea $n As you peer closely at the tapestry, you notice a rather odd feature. -mea $n Standing amidst the forces of chaos is a massive black monolith. -mea $n Beams of energy surge forth from it, smiting humans and demons alike. -mea $n Suddenly a terror grips your heart, and you realize that this is -mea $n World Eater, destroyer of realities. -mpforce $n gasp -mpforce $n say Look! It's him! -mpe Deep, booming laughter echoes all about the Hall. -mpat world mpforce world mpat 3022 say HARK MORTALS! PREPARE FOR THY DOOMS! -~ -| -#3049 -comfortable chair~ -a comfortable chair~ -A comfortable chair rests near the bookshelf.~ -~ -9 0 0 -0 0 0 0 -1 0 0 -A -4 -2 -#3050 -bracer magic~ -a bracer of magic~ -A metal bracer covered in arcane script can be seen.~ -~ -9 25919552 4097 -8 0 0 0 -2 10000 1000 -A -3 1 -A -1 -1 -A -12 20 -A -19 1 -A -24 -5 -#3051 -staff energy~ -an energy staff~ -This metal staff hums with energy.~ -~ -4 524354 16385 -50 5 5 89 -4 100000 10000 -#3052 -chaos sceptre~ -a chaos sceptre~ -This sceptre contains a portion of the essence of Chaos.~ -~ -9 721474 16385 -12 0 0 0 -10 120000 12000 -A -4 -2 -A -12 100 -A -19 3 -A -27 1 -A -29 2048 -#3053 -metal earring~ -a metal earring~ -A tiny metal stud rolls about on the floor.~ -~ -9 9011776 65537 -5 0 0 0 -1 6521 652 -A -3 1 -A -4 1 -A -31 1 -A -12 30 -A -18 1 -A -19 1 -#3054 -black dagger~ -a black dagger~ -An evil black blade lies here.~ -~ -5 590354 8193 -0 0 0 11 -10 21112 2111 -A -2 3 -A -13 25 -A -18 7 -A -19 7 -A -25 -2 -#3055 -ruby~ -a massive ruby~ -A massive ruby pulses with an unearthly energy.~ -~ -8 1 1 -20 0 0 0 -4 150000 15000 -#3056 -head stone guardian~ -the head of the stone guardian~ -A massive stone head rests on the floor.~ -~ -37 0 0 -0 0 0 0 -1 0 0 -#3057 -blade night~ -the Blade of Night~ -Forged from darkness by a shady smith, this blade is as fine as any in Brythunia.~ -~ -5 16908820 8193 -0 0 0 11 -4 750000 75000 -A -2 3 -A -13 50 -A -12 80 -A -18 9 -A -19 10 -A -26 32768 -A -32 25 -#3058 -dagger shard~ -Shard~ -A single shard of obsidian lies here.~ -~ -5 592 8193 -0 0 0 2 -3 500 50 -A -1 2 -A -13 75 -A -18 8 -A -19 8 -A -27 32 -A -20 -2 -#3059 -ring jedevirk~ -the ring of Jedevirk~ -A plain gold band rests on the floor.~ -~ -9 25379328 3 -12 0 0 0 -1 42141 4214 -A -2 2 -A -13 20 -A -18 3 -A -19 3 -A -20 -3 -#0 - - -#ROOMS -#3000 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3002 -D1 -~ -~ -0 -1 3001 -D2 -~ -~ -0 -1 3003 -D3 -~ -~ -0 -1 3006 -S -#3001 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3000 -D1 -~ -~ -0 -1 3002 -D2 -~ -~ -0 -1 3004 -D3 -~ -~ -0 -1 3007 -S -#3002 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3008 -D1 -~ -~ -0 -1 3001 -D2 -~ -~ -0 -1 3005 -D3 -~ -~ -0 -1 3000 -S -#3003 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3005 -D1 -~ -~ -0 -1 3004 -D2 -~ -~ -0 -1 3006 -D3 -~ -~ -0 -1 3000 -S -#3004 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3003 -D1 -~ -~ -0 -1 3001 -D2 -~ -~ -0 -1 3007 -D3 -~ -~ -0 -1 3005 -S -#3005 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3002 -D1 -~ -~ -0 -1 3004 -D2 -~ -~ -0 -1 3003 -D3 -~ -~ -0 -1 3008 -S -#3006 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3003 -D1 -~ -~ -0 -1 3000 -D2 -~ -~ -0 -1 3007 -D3 -~ -~ -0 -1 3008 -S -#3007 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3008 -D1 -~ -~ -0 -1 3004 -D2 -~ -~ -0 -1 3006 -D3 -~ -~ -0 -1 3009 -S -#3008 -A Formless void~ -You find yourself falling, floating, drifting through a formless grey void -devoid of sound, shape or colour. Howls and shrieks occasionally cut through -the silence, the only distraction from the seemingly unending vista of grey. -Words fail you as you attempt to rationalize this place, to define it, to -describe it; it is as if it defied existence itself. -~ -0 3416136 1 -D0 -~ -~ -0 -1 3002 -D1 -~ -~ -0 -1 3007 -D2 -~ -~ -0 -1 3006 -D3 -~ -~ -0 -1 3005 -S -#3009 -The Arches of Oblivion~ -Rising up out of the void is a set of ghostly arches, two pairs, -encased in shimmering spheres of magic. One set of arches sits about -three feet in fron of the others, and in between them shimmers a -field of black energy, the purpose of which is unfathomable to you. -Presumably the arch can be entered, but a large steel gate bearing -a massive padlock bars it; you see no sign of a key on the ground or -nearby. -~ -0 3153928 0 -D0 -~ -arch~ -8520743 3013 3010 -> rand_prog 33~ -mpe _blu Sparks of energy crackle and fizz about the arches. -~ -| -S -#3010 -Beyond the Arches~ -You pass through the arches and emerge in a long hallway, the walls of -which are fashioned from a dull grey stone, devoid of architectural -features or any specific design. They stretch high on either side, as -far as you can see, towards a mist shrouded ceiling several hundred -feet up. You think you can hear something flapping about up there, and -imagine for a second thick, leathery wings beating in the still air. -To the north, the hallway stretches as far as you can see, while a -locked steel gate leads south back into the void. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3013 -D2 -~ -arch~ -8651815 3013 3009 -D4 -~ -~ -64 -1 3011 -S -#3011 -Within the Mists~ -You soar upwards, reaching the mists sooner than you expected, and are -soon surrounded by thick, chill mists that cause you to shiver to your -very soul. Vile odors, accompanied by cries of pain and fear, reach -your ears, and a feeling of dread washes over you as you imagine what -might lie beyond the mists. To your admittedly unnerved mind, they -may conceal a world out of your darkest nightmares. -~ -0 19931144 9 -D4 -~ -~ -64 -1 3012 -D5 -~ -~ -64 -1 3010 -S -#3012 -The World of Nightmares~ -You pass through the mist, and enter a whirling maelstrom of titanic -proportions. Huge, hideous beasts, with massive maws and the leathery -wings you imagined, fly into your face, assaulting your body and your -mind. Horrible images of death, torture and mutilation flood your mind, -and you scream and scream again before you sink, mercifully, into -oblivion, seconds before your physical form is totally torn to shreds. -~ -0 3154446 1 -S -#3013 -The Grey Corridors~ -The featureless grey corridor continues, heading north towards a small -staircase, visible in the distance. To the south, it stretches back -towards the shimmering arches that marked the entry to the unusual -domain of World Eater. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3014 -D2 -~ -~ -0 -1 3010 -S -#3014 -The Foot of the Stair~ -At this point a stone staircase ascends to a second, presumably more -interesting, level, leaving the bleak grey corridor behind. You certainly -aren't reluctant to do so either. You hear nary a sound in this place, -every step you take echoes around the cavernous hall a thousand times. -~ -0 3153932 0 -D2 -~ -~ -0 -1 3013 -D4 -~ -~ -0 -1 3015 -S -#3015 -The Top of the Stairs~ -The stairs lead into a wood panelled corridor, lined with neatly -framed lithographs and oil paintings, depicting pastoral scenes on a -dozen different worlds. Despite his habit of devouring whole realities, -World Eater appears to have a slightly sentimental attachment to those -he destroys. Small chandeliers hang from the high ceiling, illuminating -the corridor for the short distance it travels east and west. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3017 -D3 -~ -~ -0 -1 3016 -D5 -~ -~ -0 -1 3014 -S -#3016 -The Western Hall~ -The corridor passes into a broad, marble floored hall at this point, -the transition in decor apparently almost seamless. Gone are the -framed pictures; now you are confronted with grinning gargoyles, in -various poses, which leer down from their pedestals to either side -of the hall. Stout marble pillars, in stark doric form, rest in between -each pair, supporting the high arched ceiling, which is richly decorated -with elaborate murals. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3015 -D3 -~ -~ -0 -1 3022 -S -#3017 -The End of the Corridor~ -The corridor ends before three doors, each bearing a small metal -plaque denoting their function, save the door to the south which bears -no distinguishing mark. A vile smell fills the air; you think it is -emanating from behind the northern door. -~ -0 3153928 0 -D0 -LATRINE -~ -~ -3 -1 3018 -D1 -STOREROOM -~ -~ -7 -1 3020 -D2 -~ -~ -3 -1 3021 -D3 -~ -~ -0 -1 3015 -S -#3018 -A Foul Latrine~ -For some reason, presumably the usual one, you have decided to wander -into a latrine. How do you know its a latrine? Well, you see a massive -gaping black pit, from which an unmeasurably bad smell arises, and note -the various stains about the rim. For such an immaculate residence, the -toilet facilities certainly could do with some renovation. -~ -0 0 1 0 0 4 -D2 -~ -~ -3 -1 3017 -D10 -~ -latrine~ -133120 -1 3019 -S -#3019 -An Excrementally Bad Situation~ -You slip down the hole, sliding down a chute slick with gods-know what, -and land waist deep in a mass of unspeakably awful waste matter. A smell, -perhaps the most vile smell you have ever had the displeasure to be -exposed to, hits you like a sledge hammer, and you reel as if a giant had -struck you. You are quite sure that you will become deathly ill if you -do not get out of here, and fast, though as you stare up the slick chute -that is devoid of any hand holds you wonder just exactly how you will -accomplish this... -~ -0 3153929 13 0 0 3 -D4 -~ -~ -64 -1 3018 -S -#3020 -A Storeroom~ -This room is significantly different from the others you have visited, -in that it has no wood panelling or decorative features. Plain grey stone -walls lie in every direction, while the floor of the room is piled with -various goods of little worth, such as ropes, lanterns, tinderboxes and -jacks of ale. -~ -0 8200 0 0 0 4 -D3 -~ -~ -7 -1 3017 -S -#3021 -A Broom Closet~ -This tiny cramped closet boasts a wooden rack, in which several mops, -dustpans and brushes are stored. Presumably these are the tools of the -zombie without's trade. -~ -0 3153929 0 0 0 2 -D0 -~ -~ -3 -1 3017 -S -#3022 -Before a Polished Wooden Door~ -The Hall ends at a polished wooden door, set in the north wall. The -end of the hall to the west is covered by a massive tapestry, depicting -a battle from centuries past, presumably fought on some otherworldly -plain, between humanity and chaos. From the view of the artist, the -forces of chaos are pitiable wretches, being set upon by hordes of angry -aggressive humans intent on their destruction; a decidedly biased -depiction. -~ -0 3153928 0 -D0 -~ -~ -3 -1 3023 -D1 -~ -~ -0 -1 3016 -S -#3023 -A Guard House~ -The door opens onto a small, cramped chamber, which boasts a rickety -wooden table, bearing a jack of ale and a half-eaten loaf of bread. -Next to the table rest two equally rickety chairs, laden with loose nails -and splinters, while a narrow cot covered in crumpled bedding lies in -the northeast corner. The only other feature of note is the ceiling, -which bears a very interesting mural depicting the gods opening a rift -to another world. -~ -0 3153928 0 -D2 -~ -~ -3 -1 3022 -D4 -~ -trapdoor~ -10486959 3041 3024 -E -mural~ -The center of the mural is a gaping black hole, which the gods are -presumably opening. -~ -E -hole~ -As you peer closer, you notice a tiny silver keyhole in the center of -the hole, and note that a trapdoor has been cunningly concealed within -the mural. -~ -S -#3024 -A Somber Hallway~ -You clamber up into the end of a narrow hallway, the walls of which -are painted a subdued brown. No ornaments or other decorative features -embellish its starkness. The only other way out of here is to head east, -towards a junction. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3025 -D5 -~ -trapdoor~ -10486959 3041 3023 -S -#3025 -A Choice of Passages~ -At this point the hallway splits, with forks heading off in various -directions. The sound of chanting, accompanied by whispering and the -occasional thumping sound, come from the northeast, while to the southeast -someone or something is creating a considerable racket, giggling and cursing -accompanied by periodic explosions and the like. -~ -0 3153932 0 -D3 -~ -~ -0 -1 3024 -D6 -~ -~ -0 -1 3027 -D8 -~ -~ -0 -1 3026 -S -#3026 -A Marble Hallway~ -This section of hallway is lined with gargoyles similar to those in the -grand hallway on the lower level, save that in this case there are no -pillars, as the ceiling is apparently not in need of such support, and -the statues are smaller (but no less threatening). The sounds of -activity grow louder to the east. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3032 -D7 -~ -~ -0 -1 3025 -S -#3027 -The Libraries of World Eater~ -As you step into the famous halls of the Libraries, a wave of magic -washes over you, as if the books themselves radiated power and eldritch -energies. You shiver, partially in nervousness, partially in delight, and -gaze in awe down the innumerable rows of bookshelves that stretch into -the distance in this vast hall. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3028 -D9 -~ -~ -0 -1 3025 -S -#3028 -The Center of the Library~ -It is rumored that World Eater, in the course of his rampage across the -planes, has managed to acquire practically every scrap of knowledge of -the cultures he has eliminated, thereby preserving this knowledge, albeit -only for his own selfish ends. Powerful sorcerers often travel here to -attempt to glean some valuable information from the books gathered here, -though in truth it would take a godlike intellect and many decades of -research to even begin to comprehend the wealth of knowledge gathered -here. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3030 -D1 -~ -~ -0 -1 3031 -D2 -~ -~ -0 -1 3027 -D3 -~ -~ -0 -1 3029 -S -#3029 -A Storage Space~ -Piled here are countless volumes of work, deemed to be of only secondary -importance by the librarian to his master, and thereby stored here, awaiting -transportation to one of the many extradimensional realms of the World Eater, -for the World Eater never discards any work of literature, no matter how -useless it may appear. Were it not for his habit of destroying worlds, the -scholarly nature of World Eater would make him an admirable...entity. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3028 -S -#3030 -A Reading Room~ -This area is used by visitors to the domain of World Eater to rest and -research the demon's impressive collection of arcane lore. A risky -proposition, because World Eater can be very fickle about his guests, -but equally so because to read many of the books in this place can mean -death, insanity, or worse. -~ -0 3153928 0 -D2 -~ -~ -0 -1 3028 -S -#3031 -Private Offices~ -The halls end here before a door marked "PRIVATE"; presumably the -offices of who or whatever administers the library. An eerie wind -blows through the many rows of shelves, issuing from some unknown -source. -~ -0 3153928 0 -D1 -~ -~ -3 -1 3033 -D3 -~ -~ -0 -1 3028 -S -#3032 -Labratorie Subsicivus~ -The corridor ends in a large chamber, which used to be a dining hall, -but has been converted into a most unusual laboratory. The dinner tables -are strewn with flask, urns, vials, beakers, test tubes, alembics and -magical braziers, all in various states of disrepair. Powdered glass, -the result of innumerable accidents, covers the floor, and larger shards -are imbedded in the wood panelling that covers the walls. An acrid odor -fills the room, stinging your nostrils. -~ -0 3153928 0 -D3 -~ -~ -0 -1 3026 -S -#3033 -Bibliotheca Splendidus~ -The walls of this cramped office are lined with more shelves, containing -books yet to be sorted and shelved. The extremely busy head librarian must -read each one, and determine which category it is to be shelved under. It is -fortunate that he is undead, for the spells and traps placed upon many of -these works by previous owners would have slain him dozens of times. -~ -0 3153928 0 -D3 -~ -~ -3 -1 3031 -S -#3034 -The Menagerie~ -The crawlspace opens onto a long corridor, which runs north from here -past several doorways. towards a set of stairs far to the north. It is -here that the World Eater keeps his prized (living) trophies; surely -you must be near the demon now. The crawlspace shuts behind you as -you enter; you have no choice but to proceed north. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3037 -S -#3035 -Rage~ -Every item of furniture in this chamber has been smashed to flinders, -piled in the center of the room, and burned. Whoever did this also -added the tattered remains of the wall hangings and carpet, scorched -scraps of which remain. A foul smell, of unwashed human, fills the air. -~ -0 3153928 0 -D3 -~ -~ -0 -1 3037 -S -#3036 -A Pitiful Sight~ -This small cell bears pleasant, if not opulent, furnishings, including -a comfortable easychair with ottoman, a plush carpet, several small chairs -and an oak desk. All of these items have been ignored by the occupant, -however, who spends his time huddled in a corner, his mind incapable of -handling the trauma of his experiences at the hand of World Eater. -~ -0 3153928 0 -D1 -~ -~ -0 -1 3037 -S -#3037 -A Long Corridor~ -Doorways open to the east and west, onto small, well-appointed cells, -wherein reside the prisoners of World Eater, held captive by magical -enchantments that are nearly impossible to break. Perhaps, however, -there is an item within the depths of the citadel that would enable -some of these unfortunate souls to escape... -~ -0 3153928 0 -D0 -~ -~ -0 -1 3039 -D1 -~ -~ -0 -1 3035 -D2 -~ -~ -0 -1 3034 -D3 -~ -~ -0 -1 3036 -S -#3038 -A Flowery Gaol~ -The entirely of this lavish chamber is filled with bouquets of the -freshest flowers from a hundred different universes, arranged in a -most impeccable manner, which is disquieting in a place such as this -otherworldly domain. Despite the beauty of this room, it still has -the feel of a prison; there are no doors or locks, but you do not -doubt that the warder of this gaol has other ways to keep his prisoners -within. -~ -0 3154952 0 -D3 -~ -~ -0 -1 3039 -S -#3039 -A Pair of Cells~ -The corridor ends in a spacious chamber, which leads onto two smaller rooms, -doubtlessly more cells for World Eater's 'exhibits'. Quiet music is piped -into the room from some unknown, presumably magical, source, and a bubbling -fountain fills the center of the chamber. The walls bear pleasant murals -depicting ancient civilizations which flourished millenia ago, before the -coming of World Eater. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3041 -D1 -~ -~ -0 -1 3038 -D2 -~ -~ -0 -1 3037 -D3 -~ -~ -0 -1 3040 -S -#3040 -A Spartan Chamber~ -Little effort has been put into decorating this bare chamber; the plain -white stone walls bear no decorations, nor does the floor bear any rug. -Only a narrow cot and a small table piled with refreshments can be seen. -And evidently this is to the liking of whomever is imprisoned within. -~ -0 3154952 0 -D1 -~ -~ -0 -1 3039 -S -#3041 -A Way Out...~ -The corridor leads out of the menagerie and into a small area which -contains a marble staircase, which ascends to whatever lies next within -the unholy citadel. You cannot hear or smell anything coming from above, -and have little idea what may await. However, knowing this place, it -will not be pleasant... -~ -0 3153932 0 -D2 -~ -~ -0 -1 3039 -D4 -~ -~ -0 -1 3045 -S -#3042 -A Small Chamber~ -The entirety of this chamber is shrouded in shadow, which could conceal -innumerable threats. Imagining a foe lurking in every corner, you -make your way slowly and cautiously into the room. Your light illuminates -a small stone lever, set in the far wall. -~ -0 3153929 0 -D1 -~ -~ -8389671 3015 3045 -S -#3043 -Vacuum~ -As you step through the stone door, you suddenly realize that you -are floating in space, literally, outer space. Vacuum tears the air -from your lungs, and decompression begins to wreak its traumatic -effects on your fragile form. Blood vessels burst all over your body, -and your eyes explode in their sockets, blood pouring down into your -mouth, which is frozen wide open, in a silent scream. -~ -0 3153927 1 -S -#3044 -A Small Study~ -This small room serves as a study for someone, and is not dissimilar to -the one occupied by the librarian downstairs, though less cluttered -with papers and books. A thick layer of dust coats the floor; you wonder -how this much dust got in here. -~ -0 3153929 0 -D3 -~ -~ -8389671 3015 3045 -S -#3045 -The End of the Line~ -The staircase emerges into a plain stone chamber, devoid of furnishings, -and boasting three stout stone doors, facing north, east and west. These -chambers serve an unknown purpose, though presumably they are important -to World Eater in some way, as he has positioned a mighty stone guardian -to watch over them. -~ -0 4 1 -D0 -~ -~ -8389671 3015 3043 -D1 -~ -~ -8389671 3015 3044 -D3 -~ -~ -8389671 3015 3042 -D5 -~ -~ -0 -1 3041 -S -#3046 -A Rubble Strewn Passage~ -This section of corridor is littered with chunks of masonry, sent -flying by the impact of the guardian's head with the wall. The air here -is thick and still, and quite stale; you doubt it has been breathed in -quite some time. A flickering light issues forth from somewhere far to -the south. -~ -0 3153921 0 -D2 -~ -~ -0 -1 3047 -S -#3047 -A Flickering Light~ -The light grows steadily brighter here, coming from a cavern of immense -size to the south, wherein resides something of immense size, casting -giant draconian shadows upon the wall near you- draconian? Hmm. It -figures; you had been expecting a dragon at some stage; what megalomaniacal -tyrant's residence is complete without one? -~ -0 3153921 0 -D0 -~ -~ -0 -1 3046 -D2 -~ -~ -0 -1 3048 -S -#3048 -A Cavernous Lair~ -Imprisoned within this chamber is a massive dragon, of great power -and age, ensorcelled by World Eater to both serve as his final -guardian and to hoard the tokens belonging to the elder gods he has -imprisoned below. Both tasks are not to the dragon's liking, though -the sorcery has seriously warped its mind. -~ -0 3153928 0 -D0 -~ -~ -0 -1 3047 -S -#3049 -Sanctum Sanctorum~ -This room appears to be some sort of study or drawing room. An -antique desk rests near one wall, which is covered by bookshelves crammed -with ancient texts. A plush rug covers the floor, and a fire crackles -merrily in a fireplace set in the eastern wall. The northern wall is, -however, curiously bare. There are deep grooves in the floor, partially -concealed by the rug, as if the wall had been shoved aside, then dragged -back. -~ -0 3145740 0 -E -desk~ -A letter on the desk, partially drafted, bears the words- Lever to -the Left of the Guardian. -~ -S -#3050 -The Center of the Antiverse~ -The stone walls open onto the void that you encountered entering the -domain of World Eater, save that this time the surrounding vista is -lit by fiery explosions and sparks of electrical current, lancing between -hidden targets. Howls, cries and screams of pain, anguish, distress and -terror echo all around you, the noise almost deafening you. Your mind -rebels against the images that suddenly fill it, images of destruction -on an impossibly vast scale. -~ -0 4 1 -S -#0 - - -#RESETS -M 1 3008 9 3000 -M 1 3008 9 3000 -M 1 3008 9 3002 -M 1 3008 9 3002 -M 1 3008 9 3004 -M 1 3008 9 3006 -M 1 3008 9 3006 -M 1 3008 9 3008 -M 1 3008 9 3008 -M 1 3007 1 3009 -E 1 3012 1 16 -D 0 3009 0 2 -D 0 3010 2 2 -M 1 3014 1 3013 -O 1 3046 1 3016 -P 0 3047 1 0 -M 1 3012 1 3017 -E 1 3037 1 16 -D 0 3017 0 1 -D 0 3017 1 2 -D 0 3017 2 1 -O 1 3039 1 3018 -D 0 3018 2 1 -O 1 3040 1 3019 -P 0 3041 1 0 -D 0 3020 3 2 -O 1 3043 1 3021 -P 0 3044 1 0 -P 1 3045 1 0 -D 0 3021 0 1 -O 1 3048 1 3022 -D 0 3022 0 1 -M 1 3013 1 3023 -E 1 3042 1 5 -D 0 3023 2 1 -D 0 3023 4 2 -D 0 3024 5 2 -M 1 3016 1 3026 -G 1 3055 1 -M 1 3009 3 3028 -E 1 3018 1 16 -M 1 3009 3 3028 -E 1 3018 1 16 -M 1 3009 3 3028 -E 1 3018 1 16 -O 1 3017 1 3028 -O 1 3017 1 3029 -M 1 3015 1 3030 -E 1 3050 1 14 -E 1 3050 1 15 -G 1 3051 1 -E 1 3052 1 17 -E 1 3053 1 19 -E 1 3054 1 16 -O 1 3017 1 3030 -O 1 3049 1 3030 -O 1 3017 1 3031 -D 0 3031 1 1 -M 1 3011 1 3032 -E 1 3029 1 3 -E 1 3030 1 4 -G 1 3036 1 -M 1 3010 1 3033 -E 1 3024 1 16 -E 1 3025 1 20 -G 1 3027 1 -O 1 3017 1 3033 -O 1 3026 1 3033 -P 0 3028 1 0 -O 1 3016 1 3033 -D 0 3033 3 1 -M 1 3006 1 3035 -E 1 3009 1 16 -E 1 3009 1 18 -E 1 3010 1 13 -E 1 3011 1 7 -M 1 3005 1 3036 -M 1 3003 1 3038 -O 1 3007 1 3039 -M 1 3004 1 3040 -M 1 3017 1 3042 -E 1 3057 1 16 -E 1 3058 1 18 -G 1 3059 1 -O 1 3014 1 3042 -D 0 3042 1 2 -O 1 3017 1 3044 -O 1 3038 1 3044 -D 0 3044 3 2 -M 1 3001 1 3045 -E 1 3001 1 16 -E 1 3002 1 12 -E 1 3003 1 20 -G 1 3015 1 -D 0 3045 0 2 -D 0 3045 1 2 -D 0 3045 3 2 -M 1 3002 1 3048 -M 1 3000 1 3050 -R 0 3000 4 -R 0 3001 4 -R 0 3002 4 -R 0 3003 4 -R 0 3004 4 -R 0 3005 4 -R 0 3006 4 -R 0 3007 4 -R 0 3008 4 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 3000 spec_cast_mage -M 3001 spec_breath_frost -M 3002 spec_cast_mage -M 3003 spec_cast_adept -M 3008 spec_thief -M 3009 spec_cast_mage -M 3010 spec_cast_cleric -M 3012 spec_janitor -M 3014 spec_breath_fire -M 3015 spec_cast_mage -M 3017 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/willow.are b/data/realm/areas_smaug1.4a/willow.are deleted file mode 100644 index 13f005e..0000000 --- a/data/realm/areas_smaug1.4a/willow.are +++ /dev/null @@ -1,14354 +0,0 @@ -#AREA Willowland~ - -#VERSION 1 - -#CLIMATE 0 0 0 - -#AUTHOR Fleecer~ - -#RANGES -40 50 35 60 -$ - -#RESETMSG Peals of thunder rumble in the distance as magiks renew the land.~ - -#FLAGS -0 15 - -#ECONOMY 0 16185562 - -#MOBILES -#400 -Peck Villager~ -A Peck Villager~ -A Peck Villager stands here -~ -He stands only 4 feet tall and appears to be an easy mark, but make no -mistake, for years of working the land have developed his body into a well -defined mass of muscles underneath his ragged clothing. -~ -3 4 250 C -35 0 0 0d0+0 0d0+0 -40000 0 -112 112 1 -18 16 16 17 16 16 17 --6 -6 -6 -6 -3 -2 3 0 0 5 4 0 -0 0 4 16 0 576 96 524288 -> greet_prog 100~ -if isgood($n) -say Welcome to my humble abode $n. -say You are welcome to take sanctuary here my friend. -else -say GET OUT OF MY HOUSE $n -say Evil is not welcome here. -endif -~ -> speech_prog baby Lauren~ -peer $n -say I believe that is why the weredogs are here. -shiver -say They search for the "Marked" one I fear. -ponder -say You might ask Vohnkar, he might know where she can be found. -~ -> speech_prog eat suck fuck bite make~ -yell I TOLD YOU TO GET OUT, NOW YOU ARE GOING TO PAY. -mpkill $n -~ -> hitprcnt_prog 10~ -beg $n -~ -> hitprcnt_prog 50~ -yell HELP!!! $n is attacking me!! -~ -> hitprcnt_prog 75~ -say You best leave while you still can $n, lest you die by my hand. -~ -| -#401 -weredog dog~ -A Weredog~ -A Weredog sniffs at the ground here -~ -This beast almost defies description. It looks like a cross between a -dog and a wildboar. As large as a lion with the agility to match, his -doglike torso is covered with long black mangy hair. His face resemebles -that of a wildboar, with it's huge tusks protuding from it's mouth. The -ability of these creatures to track is legendary and the sound of it's -call makes even the bravest man's blood run cold. -~ -65 1073742376 0 C -38 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -20 3 5 21 10 1 15 --5 -5 -5 -3 -2 -69 3 0 0 513 1634492961 0 -0 0 32 16 0 32 1 0 -> hitprcnt_prog 20~ -say I'm not feeling so hot now, have mercy kind $n and spare me -~ -> hitprcnt_prog 45~ -say Don't bother fleeing $n, I can hunt you down -~ -> hitprcnt_prog 65~ -say You are going to make a tasty meal $n -~ -> hitprcnt_prog 85~ -say You're dead meat $n -~ -> fight_prog 45~ -slobber $n -~ -> entry_prog 100~ -mpasound You hear an errie howling roar -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -> greet_prog 100~ -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -| -#402 -Peck Bard~ -A Peck Bard~ -A Peck Bard stands here playing his music -~ -Despite the danger outside, he stands here playing his musical instrument. He -plays in the hopes it will calm everyones nerves........including his own. -~ -3 8192 400 C -39 0 0 0d0+0 0d0+0 -89000 0 -112 112 1 -16 18 16 16 16 16 17 --6 -6 -6 -6 -4 -2 3 0 0 5 4 0 -0 0 1 8 0 529 48 526336 -> speech_prog p I wish to hear you play~ -mpoload 404 35 -mea $n $i slowly brings the flute to his mouth and plays a lovely tune.~ -> speech_prog baby Lauren~ -say I know of no baby $n~ -> hitprcnt_prog 15~ -beg -~ -> hitprcnt_prog 35~ -yell Somebody help me!!! $n is attacking me!! -~ -> hitprcnt_prog 50~ -smile -say I will dance on your grave $n -~ -> hitprcnt_prog 70~ -chuckle -say What song do you want played at your funeral $n? -~ -> hitprcnt_prog 85~ -smile $n -say I will play a song for you at your funeral $n. -~ -| -#403 -Vohnkar~ -Vohnkar~ -Vohnkar the Peck Warrior stands here at his post -~ -Like all the Peck race, he stands at only around 4 feet tall. He is dressed -in a brown leather vest and brown leather pants. His black boots are soiled -with mud, as he has just come from working his fields to take his turn at -watch duty. On his side he wears a dagger and in his hand he holds a spear. -You notice a smile form on his bearded,weathered face, but there is also -an air of confidence about him that indicates he knows how to take care of -himself. -~ -131079 1073741960 750 C -40 0 0 0d0+0 0d0+0 -20000 0 -112 112 1 -19 18 18 20 18 17 18 --8 -8 -8 -8 -8 -2 3 0 0 1 1 0 -0 0 2 0 2048 84 224 524288 -> hitprcnt_prog 20~ -say Ouch! I am a hurting unit now. -~ -> hitprcnt_prog 40~ -say It's just a mere flesh wound -~ -> hitprcnt_prog 60~ -rofl -say ... and you call yourself a warrior? -~ -> hitprcnt_prog 80~ -snicker -say You hit like a girl! -~ -> hitprcnt_prog 95~ -yell I'll teach you to come to our village and cause trouble $n -~ -> act_prog p looks at you~ -evilgrin $n -say Get outta here kid, you bother me. -~ -> speech_prog eat bite fuck suck~ -say I WARNED YA!! -mpkill $n -~ -> speech_prog baby Lauren~ -shake -say You must mean the one they call the "Marked" child. -say She was here earlier, ask Meegosh, he might know where she is. -bow $n -~ -| -#404 -Bergulkut~ -Bergulkut~ -Bergulkut is here collecting taxes. -~ -This staunch pompus, balding, Peck is the self appointed Prefect of the -village. With his bullying and badgering, he collects more gold than the -village actually needs. By looking at his clothing and the jewlery on his -hands, it is obvious he is using his post to line his own pockets. On his -side he wears a jewled dagger and in his right hand he holds a staff. It -is rumored too, that he is quite skill with these weapons and he isn't -adversed to show any who doubt his authority. -~ -131079 1073741952 -800 C -39 0 0 0d0+0 0d0+0 -80000 0 -112 112 1 -21 19 18 18 18 16 19 --7 -7 -7 -7 -7 -2 2 0 0 5 3 0 -0 0 32 8 2048 80 1216 524288 -> act_prog p looks at you~ -emote hits $n on the head with his staff. -say Don't you know it's impolite to stare? -~ -> speech_prog baby Lauren~ -say What am I? A messenger? Scram $n!!!~ -> speech_prog no fuck bite suck make eat~ -evilgrin $n -say Then you shall suffer my wrath $n. -mpkill $n -~ -> greet_prog 100~ -if isnpc($n) -else -say There are taxes for using these paths! SO PAY UP NOW!! -endif -~ -> speech_prog p how much~ -grin -say That will come to 100 gold $n -~ -> bribe_prog 100~ -nod $n -say Thank you for your patronage, continue on your way. -snicker -~ -> hitprcnt_prog 15~ -beg -~ -> hitprcnt_prog 40~ -yell HELP!! $n is attacking me!! -~ -> hitprcnt_prog 45~ -scream -say What did I do to deserve this? -~ -> hitprcnt_prog 68~ -laugh $n -say What makes you think you can take me $n? -~ -> hitprcnt_prog 78~ -say Boy did you make a mistake picking on me $n. -~ -> hitprcnt_prog 88~ -rofl -say You messed with the wrong little round boy here $n -~ -| -#405 -Meegosh~ -Meegosh~ -Meegosh stands here on watch duty. -~ -With his quiet voice and mild nature, it makes it easy to underestimate -this warrior. Among his many virtues though, are an iron will, undying -determination, and a brave heart. Although not the most skilled warrior -in the village, it is these very virtues that make him a most tenatious -opponent. -~ -131079 1073741952 900 C -38 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -19 18 18 19 18 19 19 --8 -8 -8 -8 -8 -2 3 0 0 4 3 0 -0 0 8 16 2048 96 240 524544 -> speech_prog baby Lauren~ -eyebrow $n -say Yes, I escorted her and Willow as far as the Crossroads. -say At that point I returned here. -say But the last time I saw them, they were headed east. -~ -> speech_prog thanks thank~ -say You are most welcome $n -~ -> greet_prog 100~ -if ispc($n) -cast 'detect evil' -if isgood($n) -say What can I help you with brave $n? -else -say I sense an evil about you $n. -say What is it you want? -else -if isnpc($n) -endif -endif -endif -~ -> act_prog p looks at you~ -glare $n -say Don't even think about trying me. -say I'll turn you every which way, but loose. -~ -> hitprcnt_prog 15~ -beg $n -~ -> hitprcnt_prog 30~ -wince -~ -> hitprcnt_prog 50~ -snicker -say You are going to have to do better than that if you want to take me. -~ -> hitprcnt_prog 60~ -grin -say Now I am really going to hurt you $n -cast lightning -~ -> hitprcnt_prog 70~ -say You should have left when you could, now you have made me mad $n -cast 'unravel defense' -~ -> hitprcnt_prog 80~ -say Better flee while you still can $n. -~ -> hitprcnt_prog 87~ -say That was stupid $n, now you will surely die. -~ -| -#406 -Hioldwin~ -Hioldwin~ -Hioldwin stands here tending a boiling potion. -~ -Wearing a peaked hat and a long flowing robe with arcane markings on it, -this sagely Peck is the village wizard. It is to him that the villagers -turn when seeking the answers to lifes questions, cures for illnesses, or -to enchant thier crops. Although he lives a hermitlike existance, it is more -out of his need for privacy in order to learn and study his skills, rather -than the fact that he is antisocial -~ -3 524416 1000 C -41 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -18 22 22 19 20 18 21 --9 -9 -9 -9 -9 -2 0 0 0 4 3 0 -0 0 1 1048577 3200 98 1210056704 526592 -> greet_prog 100~ -glare $n -cast 'detect evil' $n -if isgood($n) -say Greetings $n, how can I help you? -say Make it snappy too, I am very busy. -else -say The forces of Darkness are not welcome here $n. -say You better leave or I will turn you into a frog. -endif -~ -> speech_prog baby lauren~ -eyebrow $n -say So you seek the "Marked" one? -say She was found by one of the villagers in the river. -say I assigned Willow the task of taking her to a Dicini village. -say If you hurry you might be able to catch up to them. -~ -> act_prog looks at you~ -if isgood($n) -say What are you gawking at $n? Go on get out so I can finish my work. -else -say I told you that you were not welcome here $n. -say Now you shall feel my power. -cackle -mpkill $n -endif -~ -> hitprcnt_prog 15~ -beg -~ -> hitprcnt_prog 30~ -yell HELP!!! $n is attacking me. -~ -> hitprcnt_prog 40~ -say The Light shall burn eternal -cast flamestrike -~ -> hitprcnt_prog 55~ -cast 'fireshield' -say You are going to be toast when I finish with you $n -~ -> hitprcnt_prog 68~ -say I am going to rock your world $n -~ -> hitprcnt_prog 76~ -cast 'sulfurous spray' -~ -> hitprcnt_prog 83~ -cast 'faerie fire' -say Better say your prayers now $n. -~ -> hitprcnt_prog 90~ -cast 'antimagic shell' -cast stone -~ -| -#407 -peck grocer~ -The Peck Grocer~ -A Peck grocer waits here to fill your order. -~ -His heavily waxed handle bar mustache and the goatee on his chin give -him a distinguished look. As you stand here deciding on what food stuffs -to purchase for your journey, he reaches up and twirls one end of his -mustache between his forefinger and thumb. -~ -3 128 1000 C -39 0 0 0d0+0 0d0+0 -57890 0 -112 112 1 -13 13 13 13 13 13 13 --8 -8 -8 -8 -8 -2 3 0 0 4 3 0 -0 0 1 64 2048 37 48 2304 -> greet_prog 100~ -say Welcome to my humble store brave $n , what can I get for you? -emote smiles at $n -~ -> speech_prog baby Lauren~ -shake -say I have not seen her, but I hear that Hioldwin knows where she is. -~ -> speech_prog thanks thank~ -say No problem $n, wish I could have been more help. -~ -> act_prog p looks at you~ -snarl $n -say Don't look at me buttmunch, look at my merchandise. -~ -| -#408 -brownie~ -A Brownie~ -A Brownie hides here waiting for the right moment to attack. -~ -He is dressed in skins that used to belong to some type of rodent and -on his head he wears the skull of a rat as a helmet. Despite the fact -that he isn't much bigger than the rat he killed for his helmet, he is -not affraid to take on even the largest of adversaries. -~ -97 1073807400 0 C -35 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -17 16 16 20 18 19 21 --5 -5 -5 -5 -5 -38 2 0 0 1 1718378856 0 -0 0 1 2056 0 80 1072 0 -#409 -cherlyndria~ -Cherlyndria~ -Cherlyndria fades into existence out of thin air. -~ -Floating here translucent, with a golden aura surrounding her, it seems -she can reach down to the depths of your very soul -with her steel blue eyes. -~ -3 524458 1000 C -47 0 0 0d0+0 0d0+0 -5000 0 -112 112 2 -19 21 21 22 20 20 22 --8 -8 -8 -8 -8 -4 0 0 0 9 131073 0 -0 0 2 1048648 2560 162 203620864 526338 -> greet_prog 100~ -if ispc($n) -if isgood($n) -say The force of Light is strong with you, brave $n. -say Doest thou walk the path of Light in all endeavors $n? -else -say Thine heart is black $n. -say Thou's presence is not welcome here. -else -if isnpc($n) -endif -endif -endif~ -> speech_prog yes~ -say Then I have need of thee's services $n -say Thee must find the Dicini baby, Lauren, and bring her to me. -say Take care that she does not fall into the hands of Queen Bavmorta. -say Seek out Phin Razzelle, she might be able to help thee. -say Good luck and God speed, brave $n. -~ -| -#410 -lugg tavernkeep~ -Lugg~ -Lugg the tavernkeep is not happy you came into his room without knocking. -~ -This huge half giant/half human is the tavernkeep. His strength and his -temper are well known in this neck of the woods. There are very few that -dare incure his wrath, and those that do only do it once. Rumor has it -that he crushed a man's skull in a single blow just for admiring his wife. -~ -3 1073741952 0 C -42 0 0 0d0+0 0d0+0 -3000 0 -112 112 1 -21 16 13 21 13 13 18 --8 -8 -8 -8 -8 -0 3 0 0 1 1 0 -0 0 4 2560 16 1048608 240 526594 -> greet_prog 100~ -say Haven't you heard of knocking first? -if sex($n)==2 -blink $n -say Oh! it's a woman. -comb -say Come to me my little chickadee. -fondle $n -slobber $n -say What's wrong, don't you like me? -else -yell LOOKS LIKE I AM GOING TO HAVE TO TEACH YOU SOME MANNERS $n -mpkill $n -endif~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -spank $n -~ -> hitprcnt_prog 40~ -wiggle $n -~ -> hitprcnt_prog 50~ -noogie $n -~ -> hitprcnt_prog 60~ -grope $n -~ -> hitprcnt_prog 70~ -throttle $n -~ -> hitprcnt_prog 85~ -yawn -~ -> speech_prog no~ -slap $n -say That's ok then, I'll just slap ya around some more then. -mpkill $n -~ -> speech_prog yes kinda kind alot~ -sneer $n -say I think you are just saying that $n -say I think I'll slap ya around a bit to make sure you mean it. -slap $n -mpkill $n -~ -| -#411 -Paco bartender~ -Paco the Bartender~ -Paco taps his fingers on the bar while waiting for customers to order. -~ -He looks you over with his one good eye, the other he lost in some long -ago war, now sports a black patch. His bald head and muscular arms are -adorned with colorful tattoos of various mythylogical creatures, as well -as the names of several women he has known in his life. Although he is an -aged warrior, he is still built like a tank. -~ -16777219 8 500 C -41 0 0 0d0+0 0d0+0 -7000 0 -112 112 1 -21 13 13 21 13 21 21 --8 -8 -8 -8 -8 -0 3 0 0 1 1 0 -0 0 64 34 2048 208 176 526592 -> greet_prog 100~ -tell $n Howdy!! What will ye have to drink? -emote looks around and lowers his voice. -tell $n The soldiers are here looking for a child and a Peck. -tell $n I heard them calling this child The Marked One. -tell $n All this fuss over a little baby............jeez! -emote shakes his head in disbelieve -~ -> speech_prog baby Lauren Marked~ -nod -tell $n Yeah a Peck came in here earlier with a baby -tell $n I overheard some mention of her being the Marked One -tell $n The Peck was asking the whereabouts of Phin Razzelle. -tell $n I would imagine that where you find Phin you might find the Peck. -tell $n I understand that Phin has been exiled to an Island to the east. -tell $n You might try out that way. -emote looks around nervously -tell $n That's all I can tell ya -emote starts cleaning the bar. -~ -| -#412 -vahlkar soldier~ -A Vahlkarian Soldier~ -A Vahlkarian soldier is here looking for YOU!!! -~ -Clad in black scale mail armor and wearing an ebony black helmet, the -sight of this soldier gives you an uneasy feeling. The visor on his helmet -doesn't allow you to see his face, but you can feel his icy stare sizing -you up just the same. -~ -3 1073741832 -800 C -41 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -19 17 16 19 16 16 19 --7 -7 -7 -7 -7 -0 12 0 0 1 1 0 -0 0 2 16 2048 161 144 2048 -> greet_prog 100~ -scowl $n -say I seek the baby girl they call the "Marked" one. -say Have you seen her $n? -~ -> speech_prog yes no~ -cast 'detect evil' $n -if isgood($n) -say I don't trust you $n, you are of the Light. -say You are going to die like a dog. -mpkill $n -else -say I can feel the Darkness in you $n. -say Help us find the child and bring her to Queen Bavmorta. -say She will greatly reward you for the child. -endif -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 45~ -yell ALERT! ALERT! $n is attacking me! -~ -> hitprcnt_prog 60~ -sneer $n -say Your carcass is mine $n. -~ -> hitprcnt_prog 75~ -say I will wear your scalp around my neck $n -~ -> hitprcnt_prog 85~ -grin $n -say You will surely die today $n. -~ -| -#413 -elite militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here seaching for YOU!!! -~ -He is one of Queen Bavmorta's finest warriors. Dressed in black scale mail -body armor, bearing the crest of Vahlkar, he stands poised to attack. The -black visored helmet doesn't allow you to see his face, but the huge black -serrated sword in his hand leaves you no doubt of his intent. -~ -7 680 -500 C -45 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 23 22 21 22 --9 -9 -9 -9 -9 -0 12 0 0 1 1 0 -0 0 8 8 2048 148 160 526592 -> greet_prog 100~ -if isgood($n) -snowball $n -yell INTRUDERS!! INTRUDERS!! WE HAVE INTRUDERS IN THE CAMP!! -mpkill $n -else -hello $n -say We had a small problem last night. -say I heard that the Peck and the baby escaped during the night. -endif -~ -> speech_prog where~ -shrug $n -say I don't know which way they went, didn't happen on my watch. -say You might ask some of the other guys though. -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 50~ -yell HELP!! HELP!! $n is attacking me! -~ -> hitprcnt_prog 60~ -laugh $n -say Jeez, can't you do any better than that $n, you wuss. -~ -> hitprcnt_prog 70~ -kick $n -~ -> hitprcnt_prog 80~ -snowball $n -~ -> hitprcnt_prog 90~ -fakerep -flex -~ -| -#414 -phin razzelle~ -Phin Razzelle~ -Phin Razzelle is in exile here. -~ -Her grey stringy hair hangs about her wrinkled face and cascades down over her -scrawny shoulders. She wears a tattered rag that once was a beautiful gown. -Seeing her here like this, it is hard to imagine that she was once a beautiful -and powerful sorceress. The evil Queen Bavmorta feared her powers of good and -casted a wicked spell on her that forever exiled her to this mystical island. -~ -69 98440 1000 C -50 0 0 0d0+0 0d0+0 -8000 0 -112 112 2 -21 22 22 22 22 21 22 --18 -18 -18 -18 -18 -0 0 0 0 1 1 0 -0 0 8 1048576 2049 192 48 526594 -> greet_prog 100~ -cackle -cast 'detect evil' $n -if isgood($n) -say What is it thou seeks noble $n? -else -say Thou hast a black soul $n and you must die. -mpkill $n -endif -~ -> speech_prog baby Lauren~ -say Ahh! The one that is marked. -say I have had visions of her in or around water -say In another vision, I have seen her traveling with a Peck. -say Search around water or ask around in the Peck village. -say But thou must hurry $n, as Bavmorta's forces search for her as well. -say The forces of Light are counting on thee $n. -~ -| -#415 -vahlkarian knight~ -A Vahlkarian Knight~ -A Vahlkarian knight stands here poised to attack. -~ -As a knight, he is cosidered the best of the best and highly skilled in all -of the ways of combat. He wears black scale mail body armor bearing the crest -of Vahlkar and he holds the Shield of Darkness, which is the mark of his -rank. The knights of Vahlkar are the most feared of Queen Bavmorta's soldiers -and have been given the nickname by the inhabitants of the realm as, "The -Knights of the Living Dead". -~ -3 67109032 -1000 C -48 0 0 0d0+0 0d0+0 -8000 0 -112 112 1 -22 20 20 22 21 23 21 --16 -16 -16 -16 -16 -0 3 0 0 1 1 0 -0 0 32 272 2048 162 48 526338 -> greet_prog 100~ -if isgood($n) -say AH HA!! Thought you could sneak in on me huh? -mpkill $n -else -say Welcome brother of Darkness -tell $n Maybe you can help us $n -endif -~ -> speech_prog how ok sure~ -tell $n The Peck and the "Marked" one escaped last night -tell $n The Queen is not going to be very pleased either -tell $n If you can find them, bring the child to Vahlkar -tell $n Sorsha followed thier tracks, maybe she can help you more -bow $n -tell $n Go in Darkness my friend -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 35~ -yell GUARDS! GUARDS! HELP WE HAVE AN INTRUDER!! -~ -> hitprcnt_prog 45~ -say You are really starting to annoy me $n -say No more Mr. Nice Guy now -cast 'unravel defense' -~ -> hitprcnt_prog 55~ -say You better flee while you still can $n -say Cuz I am gonna rip you a new one -~ -> hitprcnt_prog 65~ -say I hope you brought a sack lunch $n -say Cuz you are going to be here awhile -chuckle -~ -> hitprcnt_prog 75~ -say You have to be crazy to think you can take me $n -~ -> hitprcnt_prog 85~ -say Better go get some help $n, you are going to need it -laugh $n -~ -| -#416 -sorsha~ -Sorsha~ -Princess Sorsha stands here poised to attack. -~ -Clad in black scale mail armor bearing the crest of Vahlkar, she is a -warrioress, unlike her mother, the evil Queen Bavmorta. Even though she is -a female, she has been trained by the best and is quite able to defend herself -against any who dare oppose her. She wears a winged visorless helmet, which -seems to enhance her natural beauty. In her hand she holds a serrated sword -that she seems to wield quite effortlessly. -~ -3 369098920 0 C -52 0 0 0d0+15000 0d0+0 -80000 0 -112 112 2 -22 23 22 22 22 21 22 --9 -9 -9 -9 -9 -0 3 0 0 1 1 0 -0 0 4 32 2048 1048580 134217872 526595 -> greet_prog 100~ -blink $n -if sex($n)==1 -flirt $n -say Do you think I am attractive? -else -say What the he...get out of here woman, before I stomp ya. -endif -~ -> speech_prog yes yeah~ -if sex($n) == 1 -embrace $n -say I find you attractive too $n -french $n -say Now leave before the guards find you. -smile $n -else -say What kind of girl do you take me for $n? -slap $n -endif~ -> speech_prog baby Lauren~ -ponder -say The Peck and the "Marked" one got away sometime in the night. -emote points west -say Thier tracks lead west and down the mountain. -emote looks down at the ground with a sad look on her face -say By the looks of that mountain, I don't think they made it. -emote looks up at you quickly -say Now get out $n before you are discovered. -~ -> speech_prog no~ -shrug -say Oh well, guess I'll just have to kill you then $n -mpkill $n -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 40~ -yell GUARDS!! GUARDS!! HELP!! I'M BEING ATTACKED BY $n -~ -> hitprcnt_prog 60~ -cackle -say Your hide is mine $n -~ -> hitprcnt_prog 80~ -pounce $n -cast 'unravel defense' -~ -> hitprcnt_prog 90~ -slap $n -~ -> act_prog looks at you~ -wink $n -bkiss $n -~ -| -#417 -lord chaos~ -Lord Chaos~ -Lord Chaos, God of Darkness Eternal stands here awaiting your arrival. -~ -He stands here peering into the copper dish that contains blood and chanting -some sort of druidish encantation. His belief is that mortals are nothing -but toys with which to play with and bend to his will. He is the god of -all that is evil, immoral, and injust. As you enter his domain he looks up -and grins a most evil grin as if he was expecting you. -~ -7 373301416 0 C -60 0 0 1d1+30000 0d0+0 -250000 0 -112 112 1 -25 24 24 25 25 25 25 --20 -20 -20 -20 -20 -90 9 0 0 32769 1646290798 0 -0 0 1 768 2049 102 335687857 525123 -> fight_prog 20~ -evilgrin $n -say Surely, you have no chance against me pathetic worm. -mea $n $i waves his hands in the air. -mea $n Two columns of fire rise out of the ground and strike you! -mprestore $i 3000 -mpdamage $n 450~ -> act_prog p looks at you~ -evilgrin -say Welcome to Darkness Eternal, I have been expecting you $n -say Are you a follower of Darkness $n? -~ -> speech_prog no~ -say Then you shall be shown the errors of your ways $n -mpkill $n -~ -> speech_prog yes~ -nod -grin $n -say Then go in Darkness my friend and worship me always -~ -> act_prog believes you powerful~ -mpinvis -mpat 437 mptransfer $n -mpat 437 mpforce $n look -mpinvis -~ -| -#418 -vampire bat~ -A Vampire Bat~ -A vampire bat hangs here waiting to suck your blood. -~ -This has got to be the biggest bat you have ever seen. His wingspan is -over 4 feet and they are tipped with razor sharp talons. His huge fangs -protrude like daggers from his mouth, dripping with the blood from some -recent victim. -~ -97 524840 0 C -38 0 0 0d0+0 0d0+0 -3000 0 -112 112 0 -17 13 13 19 16 14 13 --8 -8 -8 -8 -8 -5 8 0 0 513 16385 0 -0 0 32768 512 2048 262182 4097 0 -> greet_prog 100~ -emote smiles at $n and bares his huge fangs. -tell $n OH GOODY!!! FRESH BLOOD!!! -~ -> entry_prog 100~ -tell $n Muhahahahaha!! I want to suck your blood -tell $n Now hold still this won't hurt a bit -~ -> fight_prog 60~ -muhaha -~ -| -#419 -hairy troll~ -A Hairy Troll~ -A hairy troll reaches out to rip your face off. -~ -He is covered in long black shaggy hair, giving him the appearance of a -gorilla having a bad hair day. He is quite agile as well as very strong, -but he isn't very bright. The stench from his breath hits you square in -the olfactories, making you want to toss cookies. -~ -97 98304 0 C -39 0 0 0d0+0 0d0+0 -4000 0 -112 112 0 -19 12 12 21 14 13 14 --7 -7 -7 -7 -7 -0 11 0 0 65 1 0 -0 0 32 16 0 193 80 524288 -> fight_prog 20~ -wedgie $n -~ -> greet_prog 25~ -mpe A cloud of greenish odor emmits from the Troll's bottom! -~ -| -#420 -golem electrum~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -44 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 65536 135632060 0 -0 0 2 320 2048 1049233 192 8256 -#421 -treasurer~ -The Royal Treasurer~ -The Royal Treasurer is here guarding the treasury -~ -Although he is not heavily armored, he remains at his post protecting the -treasure room to the best of his abilities. -~ -3 1073741992 0 C -43 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -19 21 19 19 19 19 19 --8 -8 -8 -8 -8 -0 3 0 0 1 1 0 -0 0 1 16 2048 69 240 526593 -> greet_prog 100~ -tell $n So you are here to steal the Royal Treasury eh? -tell $n You will pay for your indiscretion with your life $n -mpkill $n -~ -| -#422 -cook~ -The Garrison Cook~ -The garrison cook stands here to ready to prepare your meal. -~ -His job is one of those "behind the scenes" jobs that is very important to -the health and morale of the garrison. It is his duty to make sure that all -the men of the garrison stay in top shape by serving them three well rounded -meals per day. Not only that, but he must be trained in combat skills as well -so that he can protect the garrison's larder from being raided should the -need arise. -~ -3 8 0 C -46 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -23 23 22 22 24 24 23 --9 -9 -9 -9 -9 -0 3 0 0 1 1 0 -0 0 4 33 2048 134 176 526594 -> greet_prog 100~ -say Ah!! It's about time I got some new kitchen help. -say You are the new kitchen help aren't you? -~ -> speech_prog no~ -say Oh! So you are here to raid my kitchen huh? -say GET OUT OF HERE NOW!! I DON'T LIKE MOOCHERS!!! -emote throws a rolling pin at $n -mpinvis -mpat 612 mptransfer $n -mpat 612 mpforce $n look -mpinvis -yell AND STAY OUT OF MY KITCHEN!!! -~ -> speech_prog yes~ -mpoload 678 40 -give hat $n -say Put that hat on. -mpforce $n wear chef's -say Now get to work scrubbing dishes. -emote gets on about his buisiness. -mpjunk hat -~ -| -#423 -guard~ -A Tierraslean Guard~ -A Tierraslean Guard is asleep at his watch. -~ -Clad in electrum armor, he stands at his post keeping a vigilant eye out -for would be intruders. He is part of a garrison that was dispatched from -the main force to bolster the castle's defenses. The captain has ordered -him and his fellow men at arms to hold the castle at all cost. -~ -1073741827 1073742344 700 C -41 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -21 18 18 21 20 19 20 --7 -7 -7 -7 -7 -0 3 0 0 1 1 0 -0 0 8 2080 0 1048592 144 526352 -#424 -tierraslean soldier~ -A Tierraslean Soldier~ -A Tierraslean soldier assumes a defensive posture. -~ -Being an enlisted man, he wears the glistening electrum armor that bears -the crest of Tierraslee. He has been trained in all the weapons of warfare -and is very proficient in the use of each of them. -~ -7 1073741824 800 C -42 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -22 20 20 22 22 20 20 --9 -9 -9 -9 -9 -0 3 0 0 1 1 0 -0 0 1 4 2048 56 160 526464 -#425 -elite militiaman~ -AN Elite Tierraslean Militiaman~ -An elite Tierraslean militiaman stands here poised to attack. -~ -Having escaped from a crushing defeat at the hands of the Vahlkarian army, -he still vows to fight the evil forces of Queen Bavmorta to the bitter end. -On his head he wears a plumed electrum helmet as well as glistening body -armor that bears the crest of Tierraslee and electrum plate armguards. -~ -3 4259976 500 C -46 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 22 22 23 22 --9 -9 -9 -9 -9 -0 3 0 0 1 1 0 -0 0 8 512 2048 192 160 526592 -#426 -peck villager~ -A Peck Villager~ -A Peck Villager stands here -~ -He stands only 4 feet tall and appears to be an easy mark, but make no -mistake, for years of working the land have developed his body into a well -defined mass of muscles underneath his ragged clothing. -~ -3 0 250 C -36 0 0 0d0+0 0d0+0 -0 0 -112 112 1 -18 16 16 17 16 16 17 --7 -7 -7 -7 -7 -2 3 0 0 3 3 0 -0 0 4 16 0 576 64 524290 -> greet_prog 100~ -if isnpc($n) -else -phew $n -say Watch out for the weredogs, they are searching for someone. -endif -~ -> speech_prog baby Lauren~ -shake -say I have but heard about her. -say You might ask the Grocer, he is always privy to the village gossip. -~ -> hitprcnt_prog 15~ -beg -~ -> hitprcnt_prog 40~ -yell HELP!! $n is attacking me!! -~ -> hitprcnt_prog 48~ -say Why are you attacking me? You are real brave attacking an unarmed peasant. -~ -> hitprcnt_prog 60~ -say So that is how you repay kindness by attacking me? -~ -> hitprcnt_prog 80~ -whine -~ -> speech_prog so scared~ -shrug $n -say Oh well, it's your funeral dillweed. -~ -| -#427 -peck villager~ -A Peck Villager~ -A Peck Villager stands here -~ -He stands only 4 feet tall and appears to be an easy mark, but make no -mistake, for years of working the land have developed his body into a well -defined mass of muscles underneath his ragged clothing. -~ -16777219 520 250 C -37 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -18 16 16 17 16 16 17 --7 -7 -7 -7 -7 -2 3 0 0 3 3 4 -0 0 4 16 0 576 32 524290 -> greet_prog 100~ -if isnpc($n) -else -phew $n -say Be careful, the weredogs are on the loose. -endif -~ -> speech_prog so big deal~ -shrug $n -say Oh well, it's your funeral. -~ -> hitprcnt_prog 10~ -beg $n -~ -> hitprcnt_prog 20~ -say Come on, please leave me alone $n -~ -> hitprcnt_prog 30~ -scream -~ -> hitprcnt_prog 80~ -yell HELP! $n is attacking me!!! -~ -> hitprcnt_prog 85~ -glower $n -say So that's the thanks I get for trying to help huh? -~ -| -#428 -peck villager~ -A Peck Villager~ -A Peck Villager stands here -~ -He stands only 4 feet tall and appears to be an easy mark, but make no -mistake, for years of working the land have developed his body into a well -defined mass of muscles underneath his ragged clothing. -~ -3 4194304 250 C -37 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -18 16 16 17 16 16 17 --7 -7 -7 -7 -7 -2 3 0 0 3 3 4 -0 0 4 16 0 576 32 524288 -> speech_prog baby Lauren~ -shake -say I have not seen the "Marked" one. -say I heard some of the other villagers speaking of her. -say That was before the weredogs arrived though. -~ -> greet_prog 100~ -if isgood($n) -say You are welcome to take refuge here $n -else -say BEGONE EVIL ONE!!! -say You are not welcome here $n. -endif -~ -> speech_prog no bite suck fuck~ -growl $n -say You should have heeded my warning $n. -say Now you will pay for your insolence with your life. -mpkill $n -~ -> hitprcnt_prog 15~ -beg -~ -> hitprcnt_prog 40~ -yell Somebody help me!! $n is attacking me. -~ -> hitprcnt_prog 60~ -say I am going to make you wish you had never been born $n -~ -> hitprcnt_prog 80~ -snicker -say Jeez! Can't we all just get along? -~ -| -#429 -brownie~ -A Brownie~ -A Brownie hides here waiting for the right moment to attack. -~ -He is dressed in skins that used to belong to some type of rodent and -on his head he wears the skull of a rat as a helmet. Despite the fact -that he isn't much bigger than the rat he killed for his helmet, he is -not affraid to take on even the largest of adversaries. -~ -97 1073807400 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -17 16 16 20 18 19 21 -0 0 0 0 0 -38 2 0 0 6713953 6713953 3 -0 0 1 2056 0 80 1056 0 -#430 -brownie~ -A Brownie~ -A Brownie hides here waiting for the right moment to attack. -~ -He is dressed in skins that used to belong to some type of rodent and -on his head he wears the skull of a rat as a helmet. Despite the fact -that he isn't much bigger than the rat he killed for his helmet, he is -not affraid to take on even the largest of adversaries. -~ -97 1073807400 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -17 16 16 20 18 19 21 -0 0 0 0 0 -38 2 0 0 6713953 6713953 3 -0 0 1 2056 0 80 1056 0 -#431 -brownie~ -A Brownie~ -A Brownie hides here waiting for the right moment to attack. -~ -He is dressed in skins that used to belong to some type of rodent and -on his head he wears the skull of a rat as a helmet. Despite the fact -that he isn't much bigger than the rat he killed for his helmet, he is -not affraid to take on even the largest of adversaries. -~ -97 1073807400 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -17 16 16 20 18 19 21 --5 -5 -5 -5 -5 -38 2 0 0 6713953 6713953 3 -0 0 1 2056 0 80 1056 0 -#432 -vahlkarian soldier~ -A Vahlkarian Soldier~ -A Vahlkarian soldier is here looking for YOU!!! -~ -Clad in black scale mail armor and wearing an ebony black helmet, the -sight of this soldier gives you an uneasy feeling. The visor on his helmet -doesn't allow you to see his face, but you can feel his icy stare sizing -you up just the same. -~ -16777219 8 0 C -39 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -19 17 16 19 16 16 19 --7 -7 -7 -7 -7 -0 12 0 0 1 1 4 -0 0 2 16 2048 129 144 2048 -> act_prog p looks at you~ -scowl $n -say Have you seen the one they call the "Marked" child? -~ -> speech_prog no yes~ -if isgood($n) -say I don't believe you $n, you are of the Light. -say Prepare to meet your maker $n. -mpkill $n -else -say The Darkness is strong with you $n. -say If you find the "Marked" child, bring her to Queen Bavmorta. -say She will reward you handsomely if you do. -endif -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 45~ -yell A!! $n is attacking me. -~ -> hitprcnt_prog 60~ -sneer $n -say Today is a good day to die. -~ -> hitprcnt_prog 75~ -giggle $n -say You hit like a wussy $n. -~ -> hitprcnt_prog 85~ -evilgrin $n -say Say your prayers now $n, you are histroy. -~ -| -#433 -militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here seaching for YOU!!! -~ -He is one of Queen Bavmorta's finest warriors. Dressed in black scale mail -body armor, bearing the crest of Vahlkar, he stands poised to attack. The -black visored helmet doesn't allow you to see his face, but the huge black -serrated sword in his hand leaves you no doubt of his intent. -~ -7 680 0 C -45 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 21 21 22 22 22 21 --9 -9 -9 -9 -9 -0 3 0 0 1 1 4 -0 0 8 8 2048 148 160 526338 -> greet_prog 100~ -cast 'detect evil' $n -if isgood($n) -yell INTRUDER ALERT!! WE HAVE AN INTRUDER!! -mpkill $n -else -emote pulls $n aside -say Don't tell anyone, the Peck and the baby got away last night. -say If you find her, bring her to Queen Bavmorta. -say She will pay you much gold for the "Marked" child $n. -endif -~ -> speech_prog where which~ -shrug $n -say All I know is thier tracks led west out of camp. -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 45~ -fakerep -flex -~ -> hitprcnt_prog 60~ -torture $n -~ -> hitprcnt_prog 80~ -laugh $n -say Huh huh huh huh, what a wuss. -~ -> hitprcnt_prog 88~ -snowball $n -~ -| -#434 -knight~ -A Vahlkarian Knight~ -A Vahlkarian knight stands here poised to attack. -~ -As a knight, he is cosidered the best of the best and highly skilled in all -of the ways of combat. He wears black scale mail body armor bearing the crest -of Vahlkar and he holds the Shield of Darkness, which is the mark of his -rank. The knights of Vahlkar are the most feared of Queen Bavmorta's soldiers -and have been given the nickname by the inhabitants of the realm as, "The -Knights of the Living Dead". -~ -3 168 0 C -48 0 0 0d0+0 0d0+0 -8000 0 -112 112 1 -22 20 20 22 21 23 21 --16 -16 -16 -16 -16 -0 3 0 0 1 1 4 -0 0 32 272 2048 162 160 526338 -> greet_prog 100~ -behead $n -if isgood($n) -say Ahh! I needed a workout before I went to bed. -say Let's see what you've got $n -mpkill $n -else -say Come on in $n and make yourself at home. -smile $n -say Next time just use the front door though. -endif -~ -> speech_prog baby Lauren~ -sigh -say That is a bit of a sore subject around here today. -say From what I understand the Peck and the child escaped last night. -say Sorsha followed their tracks, you might ask her where they went. -say Sorry I couldn't be more help to you $n. -shake $n -say May Darkness always reign in your heart. -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 45~ -yell HELP!! I AM BEING ATTACKED -~ -> hitprcnt_prog 60~ -chuckle -say Surely you aren't trying your hardest. -say This all you've got? -~ -> hitprcnt_prog 75~ -snicker -say Where did you learn to fight anyway $n? From your mama? -~ -> hitprcnt_prog 90~ -laugh $n -say I'm not even breaking a sweat yet wimp. -~ -| -#435 -knight~ -A Vahlkarian Knight~ -A Vahlkarian knight stands here poised to attack. -~ -As a knight, he is cosidered the best of the best and highly skilled in all -of the ways of combat. He wears black scale mail body armor bearing the crest -of Vahlkar and he holds the Shield of Darkness, which is the mark of his -rank. The knights of Vahlkar are the most feared of Queen Bavmorta's soldiers -and have been given the nickname by the inhabitants of the realm as, "The -Knights of the Living Dead". -~ -3 1073741992 0 C -48 0 0 0d0+0 0d0+0 -8000 0 -112 112 1 -22 20 20 22 21 23 21 --16 -16 -16 -16 -16 -0 3 0 0 1 1 4 -61 65 32 272 2048 162 160 526338 -> greet_prog 100~ -if isgood($n) -tackle $n -say I'll teach you to try and ambush me $n -mpkill $n -else -say Come on in out of the cold $n -chuckle -say Next time use the door though. -endif -~ -> speech_prog baby Lauren~ -sigh -say Well we had the Peck and the one they call the "Marked" child. -say Until last night that is. -say The Peck and the baby escaped last night. -say We have scouts out hunting them as we speak. -say The tracks in the snow, indicated they headed west. -say You might ask Sorsha, she may have gotten word where the two are by now. -~ -> act_prog p looks at you~ -evilgrin $n -say Yeah go ahead and try me, I'll make you famous $n. -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 45~ -yell HELP! WE HAVE INTRUDERS IN THE CAMP! -~ -> hitprcnt_prog 60~ -snicker -say My grandmother hits harder than you do $n -~ -> hitprcnt_prog 75~ -laugh $n -say And you call yourself a fighter $n? -fakerep -~ -> hitprcnt_prog 88~ -throttle $n -~ -| -#436 -militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here seaching for YOU!!! -~ -He is one of Queen Bavmorta's finest warriors. Dressed in black scale mail -body armor, bearing the crest of Vahlkar, he stands poised to attack. The -black visored helmet doesn't allow you to see his face, but the huge black -serrated sword in his hand leaves you no doubt of his intent. -~ -7 680 0 C -49 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 23 22 21 22 --9 -9 -9 -9 -9 -0 12 0 0 1 1 3 -0 0 8 8 2048 148 160 526338 -> greet_prog 100~ -if isgood($n) -behead $n -say Don't even look at me wrong $n, or I will snuff out your LIGHT. -else -emote pulls $n aside -tell $n We finally caught the Peck and the baby. -tell $n They are in the mountain camp as we speak. -tell $n Travel in Darkness $n -endif -~ -> act_prog p looks at you~ -if isgood($n) -yell I TOLD YOU NOT TO TRY MY PATIENCE $n. -yell NOW YOU WILL PAY WITH YOUR LIFE. -mpkill $n -else -challenge $n -say How about it? Yes or No? -endif -~ -> speech_prog no~ -say Wise choice $n, I'ld just end up killing you anyway. -chuckle -say Just come on back anytime ya wanna play $n. -~ -> speech_prog yes~ -smile $n -say Oh goody, someone who wants to play. -say I'll be nice and kill you quickly and painlessly $n. -mpkill $n -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 40~ -giggle -say It's just a mere flesh wound, come on fight like a man $n. -~ -> hitprcnt_prog 50~ -chuckle -say I could whoop you with one hand tied behind my back $n. -~ -> hitprcnt_prog 60~ -laugh $n -say I float like a butterfly and sting like a bee. -~ -> hitprcnt_prog 70~ -grin $n -say Give it up $n, you can't beat me. -~ -> hitprcnt_prog 80~ -rofl -say WHAT A WUSS!! -fakerep -~ -| -#437 -militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here seaching for YOU!!! -~ -He is one of Queen Bavmorta's finest warriors. Dressed in black scale mail -body armor, bearing the crest of Vahlkar, he stands poised to attack. The -black visored helmet doesn't allow you to see his face, but the huge black -serrated sword in his hand leaves you no doubt of his intent. -~ -7 680 0 C -49 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 23 22 21 22 --9 -9 -9 -9 -9 -0 12 0 0 1 1 3 -0 0 8 8 2048 148 160 526338 -> greet_prog 100~ -if isgood($n) -snowball $n -yell INTRUDERS!! INTRUDERS!! WE HAVE INTRUDERS IN THE CAMP!! -mpkill $n -else -hello $n -tell $n We had a small problem here last night. -tell $n It seems that the Peck and the baby escaped sometime druing the night. -endif -~ -> speech_prog which where how when~ -shrug $n -tell $n I don't know, it didn't happen on my watch duty. -tell $n You might go ask some of the other guys though $n -tell $n They probably can tell you more than I can. -shake $n -tell $n Travel in Darkness my friend. -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -grovel -~ -> hitprcnt_prog 50~ -yell HELP!! HELP!! $n IS ATTACKING ME!! -~ -> hitprcnt_prog 60~ -say Jeez, can't you do any better than that $n, you wuss. -~ -> hitprcnt_prog 70~ -gouge $n -~ -> hitprcnt_prog 80~ -snowball $n -~ -> hitprcnt_prog 90~ -giggle -fakerep -~ -| -#438 -villager~ -A Peck Villager~ -A Peck Villager stands here -~ -He stands only 4 feet tall and appears to be an easy mark, but make no -mistake, for years of working the land have developed his body into a well -defined mass of muscles underneath his ragged clothing. -~ -3 0 250 C -37 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -18 16 16 17 16 16 17 --6 -6 -6 -6 -3 -2 3 0 0 1 1 3 -0 0 4 16 0 576 192 526336 -> greet_prog 100~ -if isgood($n) -say Welcome to my humble abode $n. -say You are welcome to take sanctuary here my friend. -else -yell GET OUT OF MY HOUSE $n -yell EVIL IS NOT WELCOME HERE. -endif -~ -> speech_prog baby Lauren~ -peer $n -say I think that may be why the weredogs are here. -shiver -say I fear that they seek to find the "Marked" one. -say Ask Vohnkar, I think he might know where she is. -~ -> speech_prog no suck fuck bite~ -yell I TOLD YOU TO GET OUT, NOW YOU ARE GOING TO PAY FOR YOUR INSOLENCE!! -mpkill $n -~ -> hitprcnt_prog 10~ -beg -~ -> hitprcnt_prog 50~ -yell HELP!! $n IS ATTACKING ME!! -~ -> hitprcnt_prog 75~ -say You best leave while you still can $n, lest you die by my hand. -~ -| -#439 -cherlyndria~ -Cherlyndria~ -Cherlyndria fades into existence out of thin air. -~ -Floating here translucent, with a golden aura surrounding her, it seems -she can reach down to the depths of your very soul with her steel blue eyes. -~ -16777219 524970 1000 C -49 0 0 0d0+16000 0d0+0 -5000 0 -112 112 2 -21 21 21 22 20 20 22 --8 -8 -8 -8 -8 -4 0 0 0 1 1 4 -0 0 2 1048584 2560 162 2293760 526338 -> greet_prog 100~ -if isnpc($n) -else -if isgood($n) -tell $n The force of Light is strong with thee, brave $n. -tell $n Doest thou walk the path of Light in all endeavors $n -else -tell $n Thine soul is black as night $n. -tell $n Thine presence is not welcome here $n -endif -endif -~ -> speech_prog yes~ -smile $n -tell $n Then I have need of thines superb abilities. -tell $n Thee must find the Dicini baby with the mark, and bring her to me. -tell $n Take heed though brave $n -tell $n The forces of Queen Bavmorta search for her as well. -tell $n I fear all is lost if Lauren falls into Queen Bavmortas clutches. -tell $n Ask around in the Peck village, that is where I last felt her presence. -tell $n Good luck and God speed $n. -tell $n The forces of Light are counting on thee. -~ -> act_prog p looks at you~ -if isgood($n) -tell $n Don't stand here gawking at me $n, time is of importance. -tell $n The balance between good and evil are at risk if you do not hurry. -else -tell $n I warned thee to leave, now thee will pay dearly for not heeding me. -mpkill $n -cast 'unravel defense' -endif -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 30~ -scream -~ -> hitprcnt_prog 40~ -cast 'scorching surge' -~ -> hitprcnt_prog 50~ -cast 'caustic fount' -~ -> hitprcnt_prog 60~ -cast 'faerie fire' -~ -> hitprcnt_prog 70~ -cast 'frost breath' -~ -> hitprcnt_prog 75~ -cast blind -~ -> hitprcnt_prog 80~ -cast 'disruption' -~ -> hitprcnt_prog 95~ -crush $n -cackle -~ -| -#440 -phin~ -Phin Razzelle~ -Phin Razzelle is in exile here. -~ -Her grey stringy hair hangs about her wrinkled face and cascades down over her -scrawny shoulders. She wears a tattered rag that once was a beautiful gown. -Seeing her here like this, it is hard to imagine that she was once a beautiful -and powerful sorceress. The evil Queen Bavmorta feared her powers of good and -casted a wicked spell on her that forever exiled her to this mystical island. -~ -69 33448 1000 C -50 0 0 0d0+12000 0d0+0 -8000 0 -112 112 2 -21 22 22 22 22 21 22 --18 -18 -18 -18 -18 -0 0 0 0 1 1 4 -0 0 8 1048576 2049 192 2310160 526594 -> greet_prog 100~ -if isgood($n) -tell $n Thine aura is one with the Light $n. -tell $n What is thy quest? -else -tell $n Thine aura is dark and empty $n -tell $n Cast ye hide back across the water, lest ye wants to die. -endif -~ -> speech_prog baby Lauren~ -eyebrow $n -tell $n Aye, ye seek the "Marked" one eh $n. -tell $n I fear thee may be too late. -tell $n I had a vision 2 nites past, that she had been taken by the Vahlkarians -tell $n In my vision, they were atop the mountains in a Vahlkarian camp. -tell $n For now she is safe, but ye must hurry $n -tell $n Do not let the soldiers get her to Castle Vahlkar. -tell $n Post haste and god speed $n -~ -> act_prog p looks at you~ -if isgood($n) -tell $n Do not tarry here looking at me, ye must hurry. -else -tell $n I can see in thine eyes that thee is considering dark deeds. -tell $n Now let me show ye what an old woman can do. -cast 'faerie fire' $n -cast 'blindness' $n -cast 'curse' $n -endif -~ -> hitprcnt_prog 20~ -beg -cast 'heal' -~ -> hitprcnt_prog 40~ -cast 'galvanic whip' -cackle -~ -> hitprcnt_prog 60~ -cackle -cast flamestrike -~ -> hitprcnt_prog 80~ -cackle -cast 'sonic resonance' -~ -> hitprcnt_prog 90~ -yell YE PICKED THE WRONG OLD LADY TO PESTER $n. -cackle -cast 'spiritual wrath' -~ -| -#441 -militiaman~ -AN Elite Tierraslean Militiaman~ -An elite Tierraslean militiaman stands here poised to attack. -~ -Having escaped from a crushing defeat at the hands of the Vahlkarian army, -he still vows to fight the evil forces of Queen Bavmorta to the bitter end. -On his head he wears a plumed electrum helmet as well as glistening body -armor that bears the crest of Tierraslee and electrum plate armguards. -~ -3 65676 0 C -47 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 22 22 23 22 --9 -9 -9 -9 -9 -0 3 0 0 1 1 3 -0 0 8 516 2048 192 160 526338 -> greet_prog 100~ -if isgood($n) -tell $n Greetings noble $n -tell $n You look lost, are you looking for something? -else -yell THINE DARK SOUL SHALL MEET IT'S MAKER THIS DAY $n. -mpkill $n -cast 'faerie fire' -endif -~ -> speech_prog baby Lauren~ -shake -tell $n Nay, I have not seen them. We arrived but a short while ago. -tell $n Our forces were ambushed on the Gallitan Plains. -tell $n Our entire army was all but destroyed by the Vahlkarians. -tell $n Some of us were lucky and escaped the slaughter though. -tell $n Even as we speak, we are regrouping for a counter attack. -tell $n As for the child, ask Airk, me thinks he spoke to them as they left. -tell $n Now I must prepare for battle, good luck $n and travel with the Light. -~ -> hitprcnt_prog 20~ -yell YOU MAY GET ME, BUT LIGHT WILL NEVER DIE!! -~ -> hitprcnt_prog 30~ -bleed $n -~ -> hitprcnt_prog 40~ -girn $n -say Oops! I seem to be leaking a bit. -~ -> hitprcnt_prog 50~ -emote gives you the rasberry....Phffttt!!!!!!! -~ -> hitprcnt_prog 60~ -emote plucks your eyes from their sockets. -cast 'blindness' -~ -> hitprcnt_prog 70~ -emote slaps you upside the head. -yell WHO YOU THINK YOU MESSIN WITH FOOL!! -yell I'M GONNA PUT THE MAJOR HURT ON YOU $n -cast 'dispel evil' -~ -> hitprcnt_prog 80~ -emote reaches around your hind side and tenderly gooses you. -yell I'M BAD TO THE BONE!!! -cast 'unravel defense' -~ -> hitprcnt_prog 90~ -emote pulls his shirt up over his head and raise his arms. -yell I AM THE GREAT CORNHOLIO!! -yell ARE YOU THREATENING ME?? -cast 'antimagic shell' -~ -| -#442 -weredog~ -A Weredog~ -A Weredog sniffs at the ground here -~ -This beast almost defies description. It looks like a cross between a -dog and a wildboar. As large as a lion with the agility to match, his -doglike torso is covered with long black mangy hair. His face resemebles -that of a wildboar, with it's huge tusks protuding from it's mouth. The -ability of these creatures to track is legendary and the sound of it's -call makes even the bravest man's blood run cold. -~ -65 1073742376 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -20 3 5 21 10 1 15 --5 -5 -5 -5 -5 -69 3 0 0 1 1 3 -0 0 32 16 0 32 1 0 -> entry_prog 100~ -mpasound You hear an errie howling roar -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -> hitprcnt_prog 20~ -say I'm not feeling so hot now, have mercy on me kind $n and spare me. -~ -> hitprcnt_prog 45~ -say Don't bother fleeing $n cuz I'll just hunt you down and kill ya anyway -~ -> hitprcnt_prog 65~ -say You are going to make a tasty meal $n -mpasound You hear a eerie howl and then a roar. -emote throws his head back and howls at you. -~ -> hitprcnt_prog 85~ -say You're dead meat $n. -~ -> greet_prog 100~ -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -| -#443 -weredog~ -A Weredog~ -A Weredog sniffs at the ground here -~ -This beast almost defies description. It looks like a cross between a -dog and a wildboar. As large as a lion with the agility to match, his -doglike torso is covered with long black mangy hair. His face resemebles -that of a wildboar, with it's huge tusks protuding from it's mouth. The -ability of these creatures to track is legendary and the sound of it's -call makes even the bravest man's blood run cold. -~ -65 1073742376 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -20 3 5 21 10 1 15 --5 -5 -5 -5 -5 -69 3 0 0 1 1 3 -0 0 32 16 0 32 1 0 -> greet_prog 100~ -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -> entry_prog 100~ -mpasound You hear an errie howling roar -if ispc($n) -snarl $n -pounce $n -mpkill $n -else -endif -~ -> hitprcnt_prog 20~ -say I don't feel so good now $n, please kind $n, spare my life -~ -> hitprcnt_prog 45~ -say Don't bother fleeing $n cuz I'll just hunt you down and kill ya anyway. -~ -> hitprcnt_prog 65~ -say You are going to make a tasty meal $n. -emote throws his head back and howls at you. -~ -> hitprcnt_prog 85~ -say You're dead meat $n. -~ -| -#444 -weredog~ -A Weredog~ -A Weredog sniffs at the ground here -~ -This beast almost defies description. It looks like a cross between a -dog and a wildboar. As large as a lion with the agility to match, his -doglike torso is covered with long black mangy hair. His face resemebles -that of a wildboar, with it's huge tusks protuding from it's mouth. The -ability of these creatures to track is legendary and the sound of it's -call makes even the bravest man's blood run cold. -~ -97 1073742376 0 C -37 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -16 3 5 15 10 1 15 --5 -5 -5 -3 -2 -69 3 0 0 1633973112 1633973112 3 -0 0 32 16 0 32 1 0 -#445 -militiaman~ -AN Elite Tierraslean Militiaman~ -An elite Tierraslean militiaman stands here poised to attack. -~ -Having escaped from a crushing defeat at the hands of the Vahlkarian army, -he still vows to fight the evil forces of Queen Bavmorta to the bitter end. -On his head he wears a plumed electrum helmet as well as glistening body -armor that bears the crest of Tierraslee and electrum plate armguards. -~ -3 65672 0 C -45 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 22 22 23 22 --9 -9 -9 -9 -9 -0 3 0 0 1 1 3 -0 0 8 516 2048 192 160 526337 -> greet_prog 100~ -if isgood($n) -bow $n -say Greetings noble $n -tell $n Thou seems to be searching for something, what is it? -else -yell DIE LIKE A DOG, DEMONSEED!! -mpkill $n -endif -~ -> speech_prog baby Lauren~ -nod $n -emote strokes his chin -ponder -tell $n I saw them talking to Airk earlier, but did not catch thier words -sigh -tell $n I am sure since thee is of the Light that Airk will help thee -apologize $n -tell $n I wish I could have been more help to thee -shake $n -tell $n Good luck $n, and travel in Light always -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 35~ -say The Light will never fade, Long live the Light -~ -> hitprcnt_prog 50~ -cast 'cure serious' -~ -> hitprcnt_prog 60~ -say Your head will look good on my wall $n -~ -> hitprcnt_prog 75~ -say Today you will die a most horrible agonizing death $n -cast 'faerie fire'' -~ -> hitprcnt_prog 85~ -say Oh now you have gone and made me very angry, VERY ANGRY! -cast 'unravel defense' -~ -| -#446 -knight~ -A Tierraslean Knight~ -A Tierraslean Knight stands here poised to attack. -~ -He is the classic example of a Knight in shining armor, with his -glistening body armor, visored helmet, and large shining shield. He -was born into the noble class of Tierraslee and tutored in the ways of -combat since childhood. He has served the king since the day he reached -manhood and has pledged his allegiance to protect justice and honor -with his very life if need be. -~ -7 66216 0 C -49 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 23 23 23 22 24 24 --15 -15 -15 -15 -15 -0 3 0 0 1 1 3 -0 0 4 1048640 2048 148 144 526337 -> greet_prog 100~ -if isgood($n) -bow $n -say Greetings noble $n -tell $n What is it for which thou seeks? -else -yell I WILL GIVE THEE DARKNESS ETERNAL, HELLSPAWN!! -mpkill $n -endif -~ -> speech_prog baby Lauren~ -nod $n -tell $n Yes I spoke with the Peck when we arrived in the village. -tell $n I learned his name is Willow, and a brave Peck he is too. -tell $n He said he and the child had escaped the clutches of Queen Bavmorta -tell $n Me thinks that Mlord Airk could learn ye a bit more help though. -shake $n -tell $n Travel in the Light always $n -~ -> hitprcnt_prog 20~ -beg -~ -> hitprcnt_prog 35~ -say I may be down but I ain't out $n -cast 'disruption' -~ -> hitprcnt_prog 50~ -laugh $n -say Better run while you still can $n, ya wimp -~ -> hitprcnt_prog 65~ -say Give it up $n, you can't win -~ -> hitprcnt_prog 80~ -fakerep -laugh $n -~ -| -#447 -militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here searching for YOU!!! -~ -He is a captain in the Tierraslean army and the leader of a small -band of warriors that escaped the ambush by the Vahlkarian army. His -armor glistens although it shows signs of having seen battle with -dried blood, dents, and nicks on it. Having lead his men to this small -village, he hopes to reunite with the remnants of his army in order to -organize a massive counterattack against the Vahlkarians. -~ -7 680 0 C -47 0 0 0d0+0 0d0+0 -6000 0 -112 112 1 -23 21 21 22 22 22 21 --9 -9 -9 -9 -9 -0 3 0 0 1 1 3 -0 0 8 8 2048 148 160 526336 -> greet_prog 100~ -emote turns around and glares at $n as $e enters the room. -if isevil ($n) -tell $n We are here searching for the Marked Child -tell $n Last information was her and that miserable little Peck came this way. -tell $n Looks like they had to head west, no other way they could go. -tell $n If you find her bring her to Bavmorta, she will be most pleased. -else -charge $n -yell $n Unbeliever!!! Infidel!!!! You will die traitor!! -mpkill $n -endif -~ -| -#448 -vampire bat~ -A Vampire Bat~ -A vampire bat hangs here waiting to suck your blood. -~ -This has got to be the biggest bat you have ever seen. His wingspan is -over 4 feet and they are tipped with razor sharp talons. His huge fangs -protrude like daggers from his mouth, dripping with the blood from some -recent victim. -~ -97 524840 0 C -37 0 0 0d0+0 0d0+0 -3000 0 -112 112 0 -17 13 13 19 16 14 13 --8 -8 -8 -8 -8 -5 8 0 0 1 1 3 -0 0 32768 512 2048 262182 4097 0 -> greet_prog 100~ -emote smiles at $n and bares his huge fangs. -tell $n OH GOODY!!! FRESH BLOOD!!! -~ -> entry_prog 100~ -tell $n Muhahahaha!! I want to suck your blood -tell $n Now hold still, this won't hurt a bit -~ -> fight_prog 60~ -muhaha -~ -| -#449 -vampire bat~ -A Vampire Bat~ -A vampire bat hangs here waiting to suck your blood. -~ -This has got to be the biggest bat you have ever seen. His wingspan is -over 4 feet and they are tipped with razor sharp talons. His huge fangs -protrude like daggers from his mouth, dripping with the blood from some -recent victim. -~ -97 524840 0 C -37 0 0 0d0+0 0d0+0 -3000 0 -112 112 0 -17 13 13 19 16 14 13 --8 -8 -8 -8 -8 -5 8 0 0 1 1 3 -0 0 32768 512 2048 262182 4097 0 -> greet_prog 100~ -emote smiles at $n and bares his fangs -tell $n OH GOODY!!! FRESH BLOOD!!! -~ -> entry_prog 100~ -tell $n Muhahahah!! I want to suck your blood -tell $n Now hold still, this won't hurt a bit -~ -> fight_prog 60~ -muhaha -~ -| -#450 -hairy troll~ -A Hairy Troll~ -A hairy troll reaches out to rip your face off. -~ -He is covered in long black shaggy hair, giving him the appearance of a -gorilla having a bad hair day. He is quite agile as well as very strong, -but he isn't very bright. The stench from his breath hits you square in -the olfactories, making you want to toss cookies. -~ -97 98304 0 C -38 0 0 0d0+0 0d0+0 -4000 0 -112 112 0 -19 12 12 21 14 13 14 --7 -7 -7 -7 -7 -0 11 0 0 1 1 3 -0 0 32 16 0 193 80 524288 -> fight_prog 20~ -wedgie $n -~ -> greet_prog 25~ -ras -~ -| -#451 -Floyd pink flamingo~ -Floyd~ -Floyd the Pink Flamingo is here flailing his wings about. -~ -This is Fleecer's prized Pink Flamingo that has been trained to greet -all new adventurers to Willow Realm. -~ -7 552 0 C -37 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -13 16 20 20 13 13 16 --6 -6 -6 -6 -6 -42 6 0 0 131073 1 0 -0 0 32773 65 4194303 34 35 2051 -> all_greet_prog 100~ -smile $n -shake $n -say Hi I am Fleecer's trained Pink Flamingo and my name is Floyd -tell $n Welcome to the Realm of Willow $n - tell $n Please take time to read the Bulletin Board before continuing -tell $n You may find the information there useful on your journeys -tell $n Hope your travels here will be most fruitful and enjoyable. -~ -| -#452 -Arnold Armorsmith~ -Arnold~ -Arnold the Armorsmith stands here ready to fix your shit -~ -~ -16777219 680 0 C -43 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -22 19 19 18 22 13 18 --7 -7 -7 -7 -7 -0 3 0 0 1 1 3 -0 0 1 0 2048 0 48 10242 -> greet_prog 100~ -tell $n Welcome to my humble shop, if U have any armor to be repaired -tell $n I'm the MAN!!! -~ -| -#453 -Apprentice Armorsmith~ -An Apprentice Armorsmith~ -An Apprentice Armorsmith sits upon the wagon -~ -The young tow haired apprentice looks to be about 16 years old, yet -despite his age he comes across as alot older than he appears. -~ -3 520 0 C -39 0 0 0d0+0 0d0+0 -500 0 -112 112 1 -13 13 13 13 13 13 13 --5 -5 -5 -5 -5 -0 6 0 0 1 1 3 -0 0 4 0 2048 0 560 10240 -> greet_prog 100~ -emote pulls the wagon to a stop and hops down. -open ne -say Hurry Hurry!! Step right up and get your armor repaired while U wait -say Nobody can mend your equipment like Arnold the Armorsmith -beckon $n -~ -| -#454 -Mongo~ -Mongo~ -Mongo is here slaving over a blazing blast furnace -~ -This man is huge and by the looks of his physique he looks strong enough -to lift a horse. He is clad in denim coveralls and a heavy leather apron. -Mongo is an expert in the field of blacksmithing and armorsmithing, having -come from a long line of blacksmiths in his family. His quick smile and -dry wit help put you at ease as you wait to have your equipment repaired. -~ -16777219 168 0 C -46 0 0 0d0+0 0d0+0 -6000 0 -112 112 1 -24 20 20 22 23 18 20 --8 -8 -8 -8 -8 -0 3 0 0 1 1 3 -0 0 66 1 2048 2 48 526337 -> greet_prog 100~ -smile $n -tell $n Hey there, come on in -tell $n Looks like you could use my services -tell $n I am good, fast, reasonable and all my work is gauranteed. -tell $n With the Valhkarian Soldiers out searching for that baby -tell $n Biz has picked up immensly -tell $n Are you searching for the Marked One as well? -~ -> speech_prog yes aye yep~ -emote shakes his head -say I can't believe all this trouble over a baby -say it seems everyone is searching for that poor kid -say about the only thing I can tell U is this -say I saw a Peck leaving town earlier with a Dicini baby -say and by the looks of it he was in a hurry -say they were headed west the last time I saw them. -say good luck and be careful out there -wave $n -~ -> speech_prog no nope nay~ -nod $n -say It's probably for the best that U aren't -say Seems like everyone and thier dog is out looking for this poor kid -say and with the Vahlkarians out searching for her, it could get ugly -say Well I need to get back to work, take care and have a good day. -wave $n -~ -| -#455 -Waldo~ -Waldo~ -Waldo stands at his workbench looking over a scroll -~ -Well U finally found Waldo, he looks older than dirt, but seems quite spry -for his age. He is clad in simple green robes and wears a toolbelt around his -waist. His long grey hair is pulled back in a pony tail that reaches to the -middle of his back. He was once a famed wizard of the realm in his younger -day, but now due to physical ailments that impede his travelling, he -runs this small repair shop. -~ -16777219 168 1000 C -50 0 0 0d0+12000 0d0+0 -0 0 -112 112 1 -18 25 25 18 20 25 22 --9 -9 -9 -9 -9 -0 0 0 0 1 1 4 -0 0 65 1048576 2048 16 48 10242 -> greet_prog 100~ -beckon $n -tell $n Hey there! Come on in -ponder $n -tell $n Your name is $n isn't it? -~ -> speech_prog aye yeah yep yepper yes~ -evilgrin $n -tell $n Cool! I ain't lost my touch -hi $n -tell $n Well $n if you have any staffs or wands that need recharged -tell $n I can fix ya up -~ -> speech_prog nope no~ -bonk self -tell $n Damn, guess I've lost my touch... comes with age -tell $n Well anyhow whoever you are, if you have staffs or wands -tell $n that need recharged or mended, I can fix ya up. -~ -> speech_prog marked baby lauren child~ -shake -tell $n Nope I haven't seen her at all....been too busy in here working -~ -| -#456 -King Richard~ -King Richard~ -King Richard sits here ready to judge you -~ -Dressed in his light battle armor and armed with a shortsword at his -side in case of civil outbreaks in his court, King Richard eyes you warily. -It is obvious he is not happy to see you here and his steel gray eyes seem -to pierce your very soul telling you that any attempt at lieing will be -noticed and dealt with swiftly. Although his appearance seem somewhat -ominous, it is known throughout the realm that he is a fair and just King. -Maybe if you are on the level with him he will show mercy upon your -wicked soul and let you live...........*GULP*......you hope. -~ -3 373301436 0 C -52 0 0 1d1+23000 0d0+0 -10000 0 -112 112 1 -22 24 24 22 24 25 22 --9 -9 -5 -6 -8 -0 24 0 0 1 1 0 -0 0 328 4192255 2048 0 343933072 2630279 -> fight_prog 20~ -yell I will slay the Chaos out of you $n! -mpdamage $n 300~ -> speech_prog didn't~ -frown $n -tell $n You have been brought before the court to answer for your crimes. -tell $n The charges against you are "Attempted Burglery and Tresspassing". -eyebrow $n -tell $n Dost thou plead Guilty? -glare $n -tell $n Yes or No? -~ -> speech_prog yes~ -emote looks $n up and down -tell $n Well since you have been honest with the court............hmmm -ponder $n -tell $n Your punishment shall be banishment from the castle -tell $n Remember next time I may not be so easy on you $n -tell $n NOW BEGONE WITH YOU!! -mpat 400 mptransfer $n -mpat 400 mpforce $n look -~ -> speech_prog no~ -behead $n -tell $n WRONG ANSWER DIRTBAG!! -tell $n NOW YOUR ASS IS MINE $n -mpkill $n -~ -| -#457 -sheriff~ -The Sheriff~ -The King's Sheriff is here looking for intruders like you. -~ -~ -3 168 0 C -50 0 0 0d0+12000 0d0+0 -5000 0 -112 112 1 -23 22 20 22 20 19 18 --8 -8 -8 -8 -8 -0 3 0 0 1 1 3 -0 0 67 0 2048 144 112 2050 -> greet_prog 100~ -yell AH HA!! BUSTED!! -emote grabs $n by the scruff of the neck -tell $n You aren't supposed to be in here -accuse $n -tell $n You were in here trying to steal something weren't you? -tell $n Speak up! ANSWER ME!! Aye or Nay -~ -> speech_prog aye nay~ -fume $n - tell $n Well I am gonna let the King decide what to do with you -mpat 618 mptransfer $n -mpat 618 mpforce $n look -mpat 618 mpforce $n say I didn't do anything! -mpat 618 mpforce $n whimper king -~ -> rand_prog 1~ -slap $n -say ANSWER ME SLIMBALL!! -say OR ELSE I WILL RIP OFF YOUR HEAD AND SHIT DOWN YOUR NECK!! -~ -| -#458 -Grand Golem~ -The Grand Golem~ -The Grand Golem is here guarding his master's quarters. -~ -WHOA!! No wonder he is called the Grand Golem, this guy is huge. He was -created by Mordrid to be in charge of the King's personal GSF (Golem -Security Force). Not only is he bigger than the other golems, but he is -also alot more intelligent as well as has the ability to talk. This looks -like one of those guys you don't wanna piss off. -~ -3 71303296 0 C -49 0 0 0d0+0 0d0+0 -7777 0 -112 112 1 -25 18 14 13 13 13 13 --5 -2 -5 -6 -4 -40 3 0 0 1 1 0 -0 0 641 0 2048 144 144 12354 -> greet_prog 100~ -emote snaps to attention -salute $n -peer $n -tell $n The Master has given me specific orders to keep all visitors out. -tell $n He has been very busy since The Marked One has disappeared. -tell $n Unless you have Urgent news I must refrain you from entering. -~ -> give_prog urgent message~ -emote reads the urgent message -eyebrow $n -say Well I better let you in then.....this sounds important. -emote reaches inside his tunic and pulls out a key -mpoload 529 -unlock north -open north -emote puts the key back inside his shirt -mpjunk key -mpjunk urgent -mpforce $n north -mpgoto 631 -mpat 631 bow mordrid -mpat 631 say I beg your humble apologies M'Lord -mpat 631 say $n has news that is most urgent, I will take my leave now -bow mordrid -emote leaves the room quietly -mpgoto 630 -~ -| -#459 -Mordrid~ -Mordrid~ -Mordrid stands here chanting over a vat of potion. -~ -As he turns to face you as you enter his chambers his cold hard stare stops -you in your tracks. His electric blue eyes stare at you from beneath a -gray bearded, weather worn face. Their effect is almost hypnotic and you -have to shake your head to clear the effect on you. He is clad with a long -flowing black robe that is gathered around the waist with a white silk -sash. On the sash is a leather personal pouch decoated with runic -markings. His long grey hair is brushed neatly back into a long ponytail -that almost reaches his sash and on his feet he wears black leather sandals. -~ -3 369098880 750 C -50 0 0 0d0+11000 0d0+0 -10000 0 -112 112 1 -20 25 25 22 23 23 22 --9 -13 -12 -10 -12 -0 0 0 0 1 1 0 -0 0 198 4194303 2048 0 487440 67 -> fight_prog 45~ -cackle -say Why dost thee fight someone who's much more powerful than thee? -ponder -say Ah well... -mea $n $i utters the words "tkis neumerai" -mpdamage $n 250~ -> greet_prog 100~ -glare $n -say I thought I said I was not supposed to be disturbed!! -scowl $n -~ -> act_prog p looks at you~ -emote looks at you with a wary eye -say so tell me what it is you have brought me $n. -~ -> speech_prog teething~ -eyebrow $n -say You have done quite well $n I am quite impressed with thee. -say With Bavmorta's forces on the trail you are lucky to have made it here. -say If you are up to it I think I have a plan that will put us one jump ahead. -say What do ya say? are ya up to it? yes or no. -~ -> speech_prog nothing~ -yell YOU SHALL DIE NOW FOR DISTURBING ME FOR NOTHING!! -mpkill $n -~ -> speech_prog no~ -shake -say well thanks for your help getting this far $n -emote utters the words "hema walla walla goosh goosh" -mpechoat $n You feel yourself turning transparent. -mpechoaround $n $n starts to fade out of existence. -mptransfer $n 437 -mpat 437 mpforce $n look -~ -> speech_prog yes~ -smile -say Thank you $n for helping us in our time of need. -say If you will please give me the item you have brought. -say I will help thee to get there with all due haste. -bow $n -~ -> act_prog p gives you teething ring.~ -emote places the ring upon the altar. -emote utters the words "Hezeciah Krishna Krishna Nabawana" -mpechoat $n You are blinded by a light and feel yourself fading away. -mpechoaround $n $n is hit by a beam of light from the altar and fades away. -mptransfer $n 680 - mpat 680 mpechoat $n The light fades away and you can see again. -mpat 680 mpforce $n look -mpat 680 mpechoaround $n $n appears out of the light. -~ -| -#460 -Asodius~ -Asodius~ -Asodius is here to wait on you. -~ -~ -16777219 4194472 -150 C -39 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -16 16 17 15 16 16 17 --2 -2 -3 -3 -2 -2 3 0 0 1 1 3 -0 0 73 0 2048 32 96 8192 -> greet_prog 100~ -nod $n -say Howdy there adventurer and welcome to my shop -say If you have any treasure to sell or wish to buy something I can fix ya up. -~ -> speech_prog baby marked~ -emote shakes his head negatively -say Nope I ain't seen nor heard a thing. -say I tend to my own buisiness and have less trouble that way. -say Advice you might heed if you want to survive in this realm. -say But I am sorry I couldn't be of more help. -smile $n -~ -| -#461 -Airk~ -Airk~ -Airk is hiding out here. -~ -He is a captian in the Tierraslean Army and the leader of a small band of -militiamen and knights that escaped the ambush of the Vahlkarian Army. -His armor still glistens alathough it shows sighns of having seen battle -with dried blood, dents, and nicks about it. Having lead his men to this -small village, he hopes to reunite with the remnants of his army in order -to plan a counterattack. -~ -3 4194432 1000 C -49 0 0 0d0+13000 0d0+0 -8000 0 -112 112 1 -25 22 22 24 22 21 21 --9 -9 -9 -9 -9 -0 3 0 0 1 1 5 -0 0 13 0 2048 32 96 525314 -> greet_prog 100~ -emote turns and faces $n as $e enters. -if isevil ($n) -mpechoat $n So you found me.....well I won't go down without a fight. -mpkill $n -else -emote breathes a sigh of relief. -tell $n I thought you might have been Bavmorta's men. -tell $n Are you searching for The Marked Child? -endif -~ -> speech_prog yes~ -emote puts away his weapon, grabs a chair, and sits down. -emote rubs his chin in thought as he looks at $n -tell $n I need you to find the wizard Mordrid -tell $n You must give this message to the Grand Golem in Tierraslee. -mpoload 528 1 -give message $n -tell $n Once you get council with Mordrid give him this. -mpoload 530 1 -give teething $n -tell $n You are our only hope now, good luck and godspeed. -shake $n -~ -> speech_prog no nope nay~ -glare $n -say THEN LEAVE!! I haven't got time to fool with ya. -emote sits and starts sharpening his weapon. -~ -| -#462 -militiaman~ -A Vahlkarian Elite Militiaman~ -An Elite Vahlkarian militiaman is here searching for YOU!!! -~ -He is a captain in the Tierraslean army and the leader of a small -band of warriors that escaped the ambush by the Vahlkarian army. His -armor glistens although it shows signs of having seen battle with -dried blood, dents, and nicks on it. Having lead his men to this small -village, he hopes to reunite with the remnants of his army in order to -organize a massive counterattack against the Vahlkarians. -~ -7 552 0 C -42 0 0 0d0+0 0d0+0 -6000 0 -112 112 1 -23 21 21 22 22 22 21 --5 -5 -5 -5 -5 -0 3 0 0 1 1 4 -0 0 8 8 2048 148 160 526336 -> greet_prog 100~ -emote turns and faces $n as $e enters the room. -if isevil ($n) -tell $n Hey you there!! -tell $n We are searching for a Dicini baby that bears the mark. -tell $n If you should find her, bring her to Queen Bavmorta. -tell $n Good luck and travel in Darkness -else -yell Another rebel scum eh? I'll teach you resistance is futile. -mpkill $n -endif -~ -| -#463 -Unit Commander~ -Unit Commander~ -A Unit Commander is here searching for something. -~ -Clad in the typical black plate armor of Vahlkarian Militiamen, he and his -men are on the trail of a band of Tierraslean militants that somehow -were able to escape the ambush. His mission is to root out those who -escaped and dispose of them before they regroup and form a counterattack. -~ -7 37748864 0 C -48 0 0 0d0+0 0d0+0 -90000 0 -112 112 1 -24 22 20 25 22 20 20 --18 -18 -12 -12 -18 -0 3 0 0 1 1 4 -0 0 270 16 2048 544 112 526338 -> greet_prog 100~ -emote turns and faces $n as $e enters the room. -if isevil ($n) -tell $n Hey you there! -tell $n Get this report to Captain Krill in Galadorn A.S.A.P. -mpoload 560 0 -give field $n -tell $n It is vital that you get this report to him. -tell $n Good luck and travel with darkness -else -yell REBEL SCUM YOU WILL DIE!!!! -mpkill $n -endif -~ -| -#464 -Vahlkarian Mercenary~ -a Vahlkarian Mercenary~ -A Vahlkarian Mercenary looks for his next opponent. -~ -Clad in a hodge podge of different types of armor that he has gathered -from previous campaigns, he fights for no particular ideals except gold. -~ -16777285 0 0 C -39 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -19 19 18 19 18 17 18 --5 -5 -5 -5 -5 -0 3 0 0 1 1 3 -0 0 198 0 0 0 112 524290 -#465 -Tierraslean Mercenary~ -a Tierraslean Mercenary~ -A Tierraslean Mercenary looks for his next opponent. -~ -Although he fights on the side of Justice primarily for the money, he also -has a personal motive as well. Prior to the outbreak of war, his family wasa -slaughtered by a band of Vahlkarian soldiers. Vowing to avenge his family's -death, he joined up with the army of Tierraslee. He is well equipped with -weapons and armor that he was able to purchase from various merchants -throughout the realm. -~ -16777285 0 0 C -40 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -19 18 18 19 18 18 19 --5 -5 -5 -5 -5 -0 3 0 0 1 1 3 -0 0 137 0 0 0 112 524288 -#466 -Tierraslean Captain~ -a Tierraslean Captian~ -A Tierraslean Captian is here doing some paper work. -~ -He is the commanding officer of this small garrison of men that were -ordered to defend the castle while the main body of the Tierraslean Army -is out on patrol. -~ -7 272629888 0 C -49 0 0 0d0+0 0d0+0 -8000 0 -112 112 1 -24 22 21 24 23 23 22 --12 -12 -12 -12 -12 -0 3 0 0 1 1 0 -0 0 194 64 2048 160 112 526338 -> greet_prog 100~ -emote looks up from his paperwork and eyes $n as $e enters the room. -if isgood ($n) -shake $n -tell $n So you must be the one that was sent to have council with Mordrid. -tell $n I saw him a bit ago walking down the hall. -tell $n Wierd thing was as he walked down the hall he seemed to just vanish. -tell $n Damn Wizards are spooky like that, I hate it when they do that. -tell $n Good luck finding him and may you travel in light always. -bow $n -else -emote pushes himself away from the desk and stands up. -emote draws his weapon -charge $n -yell How did you get in here? No matter you will die just the same!! -mpkill $n -endif -~ -| -#467 -Quartermaster~ -The Quartermaster~ -The castle Quartermaster lies here napping. -~ -He is laying here in the Officers bunk catching a bit of shuteye. He has been -busy into the late hours of the night getting the equipment ready for -the confrontation between Galadorn and Tierraslee that seems to be -growing ever closer. -~ -3 4194432 0 C -45 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -23 20 20 22 22 23 22 --8 -8 -8 -8 -8 -0 3 0 0 1 1 0 -0 0 8 516 2048 192 160 526336 -#468 -Willow~ -Willow~ -Willow is here looking for a sword. -~ -Dressed in a cotton tunic gathered at the waist with a sash and pork skin -pants, Willow is here looking for a sword that is just his size. He has been -on the lam for awhile now and is a bit edgy. -~ -7 373301376 1000 C -53 0 0 0d0+24000 0d0+0 -10000 0 -112 112 0 -20 25 22 23 24 23 25 --10 -10 -10 -10 -10 -2 1 0 0 1 1 0 -0 0 143 70 2048 160 475248 534531 -> fight_prog 30~ -yell Ingrate! I shall destroy thee $n! -mea $n $i charges screaming at you with a full head of steam! -mpdamage $n 240~ -> greet_prog 100~ -emote wheels around and faces $n as $e enters. -if isgood ($n) -tell $n Have you found the Marked Child? -else -yell I will fight you evil scum till the very end!! -mpkill $n -endif -~ -> speech_prog yes aye yep affirmative~ -smile $n -shake $n -tell $n Good job $n -tell $n Please hand her to me and you shall be rewarded handsomely. -~ -> speech_prog no nope nay~ -emote frowns at $n -tell Then get busy and find her!! -tell $n Then get busy and find her!! -tell $n Once you find her bring her back and you will be rewarded. -tell $n Now go there isn't much time. -~ -> give_prog baby Lauren~ -emote looks down at Lauren with a tear in his eye. -emote looks up at $n -tell $n I really thank you for returning her to me. -tell $n The whole realm will thank you too. -mpoload 666 1 -tell $n Here is the reward that I promised. -give bag $n -mpoload 673 50 -tell $n And here is something to guide you on your path of Justice. -give flame $n -bow $n -~ -| -#469 -Madmartigen~ -Madmartigen~ -Madmartigen stands here grinning at you. -~ -His long black hair is braided into several long strands that drape down -his golden armor. He is a great swordsman, coupled with his resourcefulness -and lightning quick reflexes, makes him one of the most respected warriors -in all the land. -~ -16777281 71303336 1000 C -55 0 0 0d0+26000 0d0+0 -10000 0 -112 112 0 -25 25 23 25 22 25 25 --10 -10 -10 -10 -10 -0 3 0 0 1 1 0 -0 0 11 64 2048 1048592 112 526339 -> greet_prog 100~ -tell $n Hey you!!! Have you seen Willow? -tell $n Last I saw him he was going to talk to Mordrid in the castle. -tell $n After he did that he was gonna see about finding himself a sword. -tell $n Keeping that little Peck outta trouble is a royal pain. -~ -> speech_prog no~ -tell $n Well thanks anyhow -wave $n -~ -> speech_prog yes yep yeah aye~ -tell $n Ah you have seen him then good at least I know he's ok then. -tell $n I am bound to find him sooner or later, he can't hide forever. -~ -| -#470 -Groundskeeper~ -the Groundskeeper~ -The groundskeeper is here cleaning up a mess. -~ -~ -16777285 4194304 0 C -43 0 0 0d0+0 0d0+0 -3000 0 -112 112 0 -25 20 18 18 20 18 18 --7 -7 -7 -7 -7 -0 3 0 0 1 1 3 -0 0 135 0 2048 0 112 524288 -#471 -Harpy~ -a Harpy~ -A hideous Harpy flies about here. -~ -Resembling a cross between a bat and a human, these wicked creatures come -from the very bowls of hell itself. They are very agile and possess tremendous -strength. Thier razor sharp beaks and talons make them a most feared -enemy. -~ -97 4718592 0 C -38 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -20 18 18 23 18 16 18 --7 -2 -7 -3 -3 -42 3 0 0 1 1 3 -0 0 294913 0 2048 180 3 0 -#472 -Vahlkarian Guard~ -a Vahlkarian Guard~ -A Vahlkarian Guard stands his post here. -~ -He stands watch over the front gate of Castle Galadorn. With the tensions -running high in the realm, he is aware that an attack on Galadorn could -happen at any moment, making him especially alert. -~ -3 520 -500 C -39 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -21 18 18 21 20 19 20 --7 -7 -7 -7 -7 -0 3 0 0 1 1 3 -0 0 8 2080 2048 1048592 16 524288 -#473 -Wall Sentry~ -a Wall Sentry~ -A Wall Sentry is on duty here. -~ -He wears standard Vahlkarian Militiaman armor and his fighting skills -are honed to a razors edge. He is ready for some action after being cooped -up within these walls for so long. -~ -7 4194304 0 C -41 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -21 19 19 21 20 19 19 --5 -3 -5 -1 -1 -0 3 0 0 1 1 3 -0 0 14 0 2048 224 32 2048 -#474 -Evil Spirit~ -an Evil Spirit~ -An Evil Spirit wanders here looking for a soul to steal. -~ -~ -97 1081346 0 C -39 0 0 0d0+0 0d0+0 -2000 0 -112 112 0 -13 13 13 13 13 13 13 --8 -3 -3 -8 -3 -84 3 0 0 1 1 3 -0 0 32 0 2048 0 2081 524288 -> entry_prog 100~ -say I need a soul to steal -emote looks around the room -emote his eyes lock onto $n -say AH HA!! You will do nicely!! -~ -> greet_prog 50~ -say AH HA!! A Soul for me to steal -muha -~ -| -#475 -Dungeon Keep~ -a Dungeon Keep~ -A Dungeon Keep is here taking a leak. -~ -His job is to make sure the prisoners are fed and watered as well as making -sure they stay in lockup. He is a large burly warrior clad in light armor and -wielding a short sword. -~ -3 4194432 0 C -42 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -21 19 19 21 18 18 18 --6 -3 -4 -4 -6 -0 3 0 0 1 1 3 -0 0 32 0 2048 144 112 524288 -> greet_prog 100~ -emote looks over his shoulder at $n as $e enters the latrine. -yell Can't you see I am using the can man? Get out!! -~ -> speech_prog no make bite fuck~ -emote turns and pees on $n boots. -say I told you to get out and I meant it!! -say Now I am gonna have to learn ye some manners!! -mpkill $n -~ -> act_prog p looks at you~ -emote looks over his shoulder at $n -say You pervert!! -say I'll learn ye some manners!!! -mpkill $n -~ -| -#476 -Troll King~ -a Troll King~ -A Troll King is incarcerated here. -~ -To secure his kingdoms cooperation, Queen Bavmorta had him kidnapped -and brought here for safe keeping. He is bruised and battered, yet he -awaits the right opportunity to escape. -~ -35 4194304 0 C -47 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 20 20 25 23 20 20 --4 -4 -4 -4 -4 -0 24 0 0 1 1 3 -0 0 12 0 2048 33 48 0 -> greet_prog 100~ -yell NOW'S MY CHANCE TO ESCAPE!!! -charge $n -~ -| -#477 -Minotaur King~ -a Minotaur King~ -A Minotaur King is incarcerated here. -~ -He is being held by Queen Bavmorta in order to secure his kingdom's -cooperation in her evil plans. He has been beaten and tortured, but he is -just waiting for a chance to break out of here. -~ -35 4194304 0 C -47 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 20 20 25 23 20 20 --4 -4 -4 -4 -4 -16 24 0 0 1 1 3 -0 0 67108876 0 2048 33 48 0 -> greet_prog 100~ -yell NOW'S MY CHANCE TO ESCAPE!!! -charge $n -~ -| -#478 -Dwarf King~ -a Dwarf King~ -A Dwarf King is incarcerated here. -~ -Battered and beaten, he cowers here in his cell waiting for a chance to -escape this hell hole. Queen Bavmorta had her men kidnap him in order -to gain control over the Dwarven Kingdom. -~ -35 4194304 0 C -48 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 20 20 25 23 20 20 --5 -5 -5 -5 -5 -2 24 0 0 1 1 3 -0 0 76 0 2048 144 48 0 -> greet_prog 100~ -yell NOW'S MY CHANCE TO ESCAPE!!! -charge $n -~ -| -#479 -Druid King~ -a Druid King~ -A Druid King is incarcerated here. -~ -Battered and beaten, he cowers here in his cell waiting for a chance to -escape this hell hole. Queen Bavmorta had her men kidnap him in order -to gain control over the Dwarven Kingdom. -~ -35 4194304 0 C -47 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 20 20 25 23 20 20 --7 -7 -7 -7 -7 -0 24 0 0 1 1 3 -0 0 3 0 2048 66 48 0 -> greet_prog 100~ -yell NOW'S MY CHANCE TO ESCAPE!!!! -charge $n -~ -| -#480 -Peck King~ -a Peck King~ -A Peck King is being tortured here. -~ -Hanging on the whipping rack, he has had his tunic removed and long -bleeding cuts mark where the whip has opened his skin. He is being tortured -on Queen Bavmorta's orders in order so that she may obtain the whereabouts -of Willow and the Marked Child. -~ -16777219 4194304 0 C -49 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -25 20 20 25 23 20 20 --5 -3 -4 -5 -5 -2 24 0 0 1 1 3 -0 0 76 0 2048 1048640 48 0 -> rand_prog 10~ -cry -mpasound You hear someone begging for thier life. -say Please stop!! I told you all I know of the Marked One!! I swear!!! -whimper -~ -> speech_prog Marked baby~ -emote sobs bitterly -tell $n I know not where the Marked child is. -tell $n I already told Capt. Krill all I know -tell $n Just please make him stop whipping me. -tell $n I don't know anything more, I swear. -cry -~ -| -#481 -Torture Master~ -The Torture Master~ -The Torture Master is here whipping the Peck King. -~ -Wearing a black hood over his head, no shirt, black leather pants, black -boots, and wielding a black whip, he is an imposing character to say the -least. He really seems to enjoy his work because everytime he inflicts pain -on his prisoners, he laughs. This guy needs some professional help. -~ -16777219 4194304 0 C -48 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -21 19 19 21 20 19 19 --5 -5 -5 -5 -5 -0 3 0 0 1 1 3 -0 0 14 0 2048 224 48 2048 -> rand_prog 20~ -emote rears back and cracks a whip on the king. -mpasound You hear the sharp crack of a whip and a scream of pain. -laugh -~ -> greet_prog 100~ -emote turns to look at $n as $e enters the chamber. -if isevil ($n) -tell $n Maybe you can get him to talk. -tell $n He says he has no information, but you know how prisoners lie. -chuckle -else -yell Intruder Alert!!! We have intruders in the Castle!! Help!!! -charge $n -mpkill $n -endif -~ -| -#482 -Knight~ -A Vahlkarian Knight~ -A Vahlkarian Knight is here eating. -~ -As a knight, he is cosidered the best of the best and highly skilled in all -of the ways of combat. He wears black scale mail body armor bearing the crest -of Vahlkar and he holds the Shield of Darkness, which is the mark of his -rank. The knights of Vahlkar are the most feared of Queen Bavmorta's soldiers -and have been given the nickname by the inhabitants of the realm as, "The -Knights of the Living Dead". -~ -3 33554600 0 C -47 0 0 0d0+0 0d0+0 -8000 0 -112 112 1 -22 20 20 22 21 23 21 --16 -16 -16 -16 -16 -0 3 0 0 1 1 4 -0 0 32 272 2048 162 160 526338 -> greet_prog 100~ -if isnpc($n) -say Greetings Dark Friend -else -if isevil($n) -tell $n You must be the one looking for Capt. Krill. -tell $n Check his office, you will find him there. -tell $n Go in Darkness my friend. -bow $n -else -yell Intruder in the Castle!!! Intruder in the Castle!!! -charge $n -mpkill $n -endif -endif -~ -| -#483 -Gargoyle Guard ~ -a Gargoyle Guard~ -A Gargoyle Guard stands his post here. -~ -Standing at over 8 feet tall and a wing span of about the same, these -creatures are quite intimidating indeed. Although humanoid in form, that -is where the resemblance ends. He has razor sharp talons on each wing as -well as on his feet and hands. His eyes glow with a red aura that allows him -to see in the dark. -~ -35 590376 0 C -44 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -34 3 0 0 1 1 3 -0 0 294915 320 2048 1049233 2177 8256 -#484 -Chamber Maid~ -The Chamber Maid~ -The Queen's chamber maid awaits her return. -~ -Dressed in a short black dress, black hose, black pumps, and a little white -apron, she tidies up the Queen's room while she is away. She was born into -the Queen's service and is a devoted servant. On top of that she is pretty -fine looking too with long black hair and green eyes amidst a complextion -of satin smooth dark skin. -~ -3 71303168 0 C -46 0 0 0d0+0 0d0+0 -7777 0 -112 112 2 -25 18 14 13 13 13 13 --5 -5 -5 -5 -5 -0 25 0 0 1 1 3 -0 0 641 0 2048 144 268435600 12352 -> greet_prog 100~ -if isevil ($n) -smile $n -tell $n You must be the one that seeks council with the Queen. -emote looks you in the eyes -tell $n I am sorry, but she is in her private meditation chambers now. -tell $n She is preparing a sacrifice to Lord Chaos as we speak. -emote holds her hand out to emphasize the painting of Lord Chaos to $n. -tell $n You will have to come back another time. -curtsey $n -else -yell Intruders in the Castle!!! Help!!!! -charge $n -mpkill $n -endif -~ -> speech_prog where~ -emote tosses her head and smacks her lips at $n -say Now if I told ya where the private chambers were they wouldn't be private. -say Now would they? -slap $n -say You are so silly!!! -~ -> act_prog p looks at you~ -wink $n -say You turn me on too baby. -bkiss $n -~ -| -#485 -Castle Monk~ -a Castle Monk~ -A Castle Monk is here meditating. -~ -Dressed in a hooded robe that obscures his features he follows the teachings -of the Prince of Darkness, Lord Chaos. He has forsaken all material trappings -in order to fulfill his desire to serve Darkness Eternal. -~ -7 4194432 0 C -43 0 0 0d0+0 0d0+0 -7000 0 -112 112 1 -19 22 22 19 22 19 19 --12 -12 -12 -12 -12 -0 5 0 0 1 1 1 -0 0 40 0 2048 66 3276800 0 -> rand_prog 5~ -emote starts chanting "Long may Lord Chaos' rule bring darkness." -~ -| -#486 -Castle Guard~ -a Castle Guard~ -A Castle Guard is napping here offduty. -~ -He wears standard Vahlkarian Militiaman armor and his fighting skills -are honed to a razors edge. He is ready for some action after being cooped -up within these walls for so long. -~ -7 4194304 0 C -44 0 0 0d0+0 0d0+0 -5000 0 -112 112 1 -21 19 19 21 20 19 19 --8 -8 -8 -8 -8 -0 3 0 0 1 1 3 -0 0 14 0 2048 224 48 2048 -> rand_prog 2~ -emote snores "ZZZZZZZZZZZZZZZZZ" -~ -| -#487 -High Priest~ -The High Priest~ -The High Priest is here preparing for a sermon. -~ -Outfitted in simple clothing he doesn't really stand out from the monks -themself. The only sign of authority on him is the amulet he wears around -his neck and the Word of Chaos he carries in his hand. -~ -3 71303296 -1000 C -50 0 0 0d0+0 0d0+0 -10000 0 -112 112 1 -22 24 24 22 24 25 22 --10 -10 -10 -10 -10 -0 5 0 0 1 1 3 -0 0 328 69 2048 146 343932928 8708 -> greet_prog 100~ -emote turns and faces $n as $e enters the room -if isevil ($n) -bow $n -tell $n How may I be of service to thee my Dark Friend? -else -yell Intruders in the Castle!! HELP!!! -charge $n -mpkill $n -endif -~ -> speech_prog baby marked~ -emote utters the chant "Igaloo hapenatus" -mpechoat $n The eye on his amulet begins to swirl. -mpechoaround $n The eye of the Priest's amulet begins to swirl. -emote peers into the amulet -emote looks up at $n -tell $n She has been teleported into the Space Time Continuem -tell $n The Queen is barred by a magical force from entering that plane. -tell $n Therefore it is up to you to go there and get the child for her. -tell $n The altar in the Queen's private chambers holds your passage. -mpoload 637 1 -tell $n This is the key to her room -give key $n -tell $n Good luck and may Chaos go with you. -bow $n -~ -| -#488 -Capt Krill~ -Capt. Krill~ -Capt. Krill is here surveying the defenses. -~ -In charge of the Valhkarian Army and answering to nobody but the Queen, -Captain Krill stands before you in all his evil splendor. Even his very -presence intimidates you not too mention the sword he wears. He is clad -in magical black armor and his muscular body fills it out quite nicely. He -is one person you definately want to have on your side in a bar room brawl. -~ -3 104857768 -1000 C -56 0 0 0d0+21000 0d0+0 -8000 0 -112 112 1 -25 22 22 24 22 21 21 --9 -9 -9 -9 -9 -0 3 0 0 1 1 0 -0 0 13 64 2048 32 112 524291 -> greet_prog 100~ -emote turns slowly and faces $n as $e enters the lookout. -if isevil ($n) -tell $n Give me the report!! -else -yell Ah Ha! An Intruder!! Now I'll kick your ass!! -charge $n -mpkill $n -endif -~ -> give_prog Field Report~ -emote studies the field report -emote raises an eyebrow at the message -emote looks up at $n -tell $n Find the High Priest immediately -tell $n Get him to locate the Marked One for you now. -tell $n We must get the Marked One to the Queen before the attack -tell $n Good Luck and travel in Darkness. -emote turns away and stares off into the distance. -~ -> fight_prog 40~ -yell $n thinks he can take me! What a fool! -mpdamage $n 290 -mpforce $n yell NO!!!!!!~ -| -#489 -Cleansing Spirit~ -a Cleansing Spirit~ -A cleansing spirit wanders in search of messes to clean up. -~ -This spirit has been condemned by the Queen to be a janitor. His life is filled -with cleaning up after others. In other words..........BORING -~ -16777285 5767170 -1000 C -42 0 0 0d0+0 0d0+0 -3000 0 -112 112 0 -25 20 18 18 20 18 18 --10 -10 -10 -10 -10 -0 3 0 0 1 1 3 -0 0 135 0 2048 0 96 0 -> entry_prog 10~ -say Jeez, why don't people clean up after themselves. -sigh -~ -> greet_prog 20~ -sigh -say Now don't be going and making any messes around here. -scowl $n -~ -| -#490 -Castle Chef~ -The Castle Chef~ -The Castle Chef is here preparing a meal. -~ -Standing here with sweat dripping off his brow from the intense heat of -the oven, he wipes his flour covered hands on his apron. He is super busy -right now because he is preparing dinner for the entire castle. In fact his -job is one of the most important of all because without proper diet the moral -and stamina of the men would be lost. -~ -3 8 0 C -43 0 0 0d0+0 0d0+0 -4000 0 -112 112 1 -23 23 22 22 24 24 23 --12 -12 -12 -12 -12 -0 20 0 0 1 1 3 -0 0 4 33 2048 134 176 526592 -> greet_prog 100~ -sigh -if isevil ($n) -tell $n I sure wish people would stay out of here while I am busy -tell $n So what do you want anyhow? -else -yell Intruders in the Castle!!! Help!! -charge $n -mpkill $n -endif -~ -> speech_prog gold baby food money woman women eat marked~ -emote throws a ball of bread dough at you. -yell Tough Tiddy!! I want alot of things!! NOW GET OUT!! -mpinvis -mptransfer $n 669 -mpat 669 mpforce $n look -mpinvis -mpat 669 yell AND STAY OUT TOO!!! -~ -| -#491 -Queen Bavmorta~ -Queen Bavmorta~ -Queen Bavmorta is here preparing for a sacrifice. -~ -The embodiment of pure evil and disciple of Lord Chaos, Queen Bavmorta -prepares the altar for sacrifice. She is Lord Chaos' mortal puppet to gain -control of mortal affairs in this plane of existance. He has bestowed many -evil powers on her in return for her service. In other words she is one -BADASS Lady!! -~ -7 37748864 -1000 C -57 0 0 0d0+25600 0d0+0 -10000 0 -112 112 2 -20 25 22 23 24 23 25 --20 -20 -20 -20 -20 -2 25 0 0 1 1 0 -0 0 143 5 2048 162 213104 526851 -> greet_prog 100~ -emote turns and faces $n as $e enters the room. -if isevil ($n) -evilgrin $n -tell $n Do you have the Marked One? -else -yell I shall turn you into dust for intruding in my castle!! -emote eyes light up in rage. -emote focuses on $n -mpkill $n -endif -~ -> speech_prog no nope nay~ -emote looks at $n in rage -yell Then I suggest you go find her or else I will have to destroy you! -~ -> speech_prog yes aye yep~ -emote eyes light up with joy -tell $n Give her to me then. -~ -> give_prog baby Lauren~ -smile $n -tell $n You have done most excellent $n -tell $n For your efforts I shall reward thee well. -mpoload 666 0 -give bag $n -tell $n And let Darkness forever light your way. -mpoload 667 50 -give flame $n -bow $n -~ -> fight_prog 25~ -snicker -say I laught at your pathetic attempts $n. -mea $n $i utters the word "power of darkness" -mea $n The queen's wounds immediately close before your eyes! -mprestore $i 2000~ -> fight_prog 35~ -yawn -chat $n thinks he can take me, the Queen of Darkness! -laugh $n -ponder -say U like magiks don't you $n? -mpforce $n nod -say Of course you do. HEre's a little something I learn from my Lord. -mea $n $i utters the words "hellish fire". -mea $n Rising fires from Hades consume your being! -mpdamage $n 320~ -| -#492 -Megan~ -Megan~ -Megan is here working on some wands -~ -~ -16777219 4194432 0 C -53 0 0 0d0+0 0d0+0 -5000 0 -112 112 2 -25 25 25 25 25 25 25 --20 -20 -20 -20 -20 -0 0 0 0 1 1 3 -0 0 1 0 2048 0 2260992 534528 -> greet_prog 100~ -say Greetings adventurer!! -bow $n -say I will gladly mend your wands or staffs for a slight charge if you like. -smile $n -~ -| -#493 -golem electrum~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -41 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 3 -0 0 2 320 2048 1049233 224 8256 -#494 -electrum golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -42 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 3 -0 0 2 320 2048 1049233 192 8256 -#495 -electrum golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -44 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 4 -0 0 2 320 2048 1049233 96 8256 -#496 -Electrum Golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -42 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 4 -0 0 2 320 2048 1049233 192 8256 -#497 -Electrum Golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -43 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 3 -0 0 2 320 2048 1049233 192 8256 -#498 -Electrum Golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -41 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 3 -0 0 2 320 2048 1049233 192 8256 -#499 -Electrum Golem~ -An Electrum Golem~ -An electrum golem is stationed here. -~ -This magical creature was created by the King's wizard to serve the King -in the capacity of his Royal Guards. Golems, while not real smart, are -infamous for thier undying loyalty and bravery. They have been trained -in all the known forms of combat and have become adept in all of them. -The wizard constructed these Golems out of the purest Electrum in all the -realm, which enhances thier survival rate in a full pitched battle. Be warned -it is best to leave these creatures alone. -~ -35 66088 0 C -40 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -21 15 15 19 21 15 19 --9 -9 -9 -9 -9 -40 3 0 0 1 1 1 -0 0 2 320 2048 1049233 224 8256 -#624 -Quiver~ -a newly created Quiver~ -Some god abandoned a newly created Quiver here. -~ -~ -1073741825 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#626 -Fountain meegosh~ -Meegosh~ -Meegosh stands here on watch duty. -~ -With his quiet voice and mild nature, it makes it easy to underestimate -this warrior. Among his many virtues though, are an iron will, undying -determination, and a brave heart. Although not the most skilled warrior -in the village, it is these very virtues that make him a most tenatious -opponent. -~ -1073872903 1073741824 900 C -38 0 0 0d0+0 0d0+0 -2000 0 -112 112 1 -19 18 18 19 18 19 19 -0 0 0 0 0 -2 3 0 0 5 4 3 -0 0 8 16 2048 96 240 524545 -#629 -Minotaur Armbands~ -some Minotaur Armbands~ -Some shiny metal armbands lie here. -~ -~ -1073741825 0 0 C -45 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#664 -Rusty Ring~ -a Castle Monk~ -A Castle Monk is here meditating. -~ -Dressed in a hooded robe that obscures his features he follows the teachings -of the Prince of Darkness, Lord Chaos. He has forsaken all material trappings -in order to fulfill his desire to serve Darkness Eternal. -~ -1073741831 4194432 -1000 C -1 0 0 0d0+0 0d0+0 -7000 0 -112 112 1 -19 22 22 19 22 19 19 -0 0 0 0 0 -0 5 0 0 1 1 2 -0 0 40 0 2048 66 3276800 2 -#699 -Last mob for willow.are.~ -last mob willow.are~ -Some god abandoned a newly created Last mob for willow.are. here. -~ -~ -1 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -112 112 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 0 0 0 0 0 0 -#0 - -#OBJECTS -#400 -Purple Potion~ -A Purple Potion~ -A Purple Potion lies here.~ -~ -10 1 1 0 -45 -1 -1 -1 -10 5000 500 -'cure serious' 'cure serious' 'cure serious' -#401 -Peckian Dagger~ -A Peckian War Dagger~ -A Peckian War Dagger lies here.~ -Slash of pure evil -~ -5 524289 8193 0 -0 0 0 11 -4 12000 1200 -A -18 10 -A -19 9 -#402 -Peckian War Spear~ -A Peckian War Spear~ -A spear with a razor sharp point lies here.~ -~ -5 2 8193 0 -0 0 0 11 -14 15000 1500 -E -spear war~ -This is a Peckian War Spear, with a shaft made of ironwood and a razor -sharp 3-bladed steel point. -~ -A -18 8 -A -19 12 -#403 -brass key~ -A Brass Key~ -A brass key lies here.~ -~ -18 32 1 0 -0 0 0 0 -10 0 0 -E -brass key~ -This key is made of brass and the head of it is formed into some sort -of arcane symbol. -~ -#404 -stone lute~ -A Stone Lute~ -A stone lute lies here waiting to be played.~ -~ -3 0 16385 0 -50 40 40 -1 -2 5000 500 -'enchant weapon' -#405 -stream~ -A Stream~ -A clear cool running stream is here.~ -~ -25 0 0 0 -10000 10000 0 0 -1 0 0 -#406 -oaken bucket~ -An Oaken Bucket~ -An oaken bucket lies here.~ -~ -17 0 1 0 -10 0 0 0 -50 5 0 -#407 -tax cutter dagger~ -The Tax Cutter~ -A dagger with a jewled handle lies here.~ -~ -5 524288 8193 0 -0 0 0 11 -1 15000 1500 -E -tax cutter~ -This highly polished blade has a razor sharp double edge with a guard -made of gold. The hilt is made of ivory and is inlaid with several precious -stones. -~ -A -18 11 -A -19 9 -#408 -staff peckia~ -The Staff of Peckia~ -A long white staff lies here.~ -~ -1 524547 16385 0 -0 0 -1 0 -4 20000 2000 -E -staff peckia~ -Made of solid ivory, it is topped off with a silver likeness of a boars -~ -A -1 2 -A -13 55 -A -17 -10 -> damage_prog 100~ -mpoload 408 45 -mpecho The light flickers briefly then magically reappears. -drop staff -mpforce $n get staff -mpforce $n wear staff -~ -| -#409 -pole staff war~ -A Peckian War Staff~ -An ebony pole lies here.~ -~ -5 2 8193 0 -0 0 0 0 -3 0 0 -A -18 10 -A -19 9 -A -2 1 -#410 -cone knowledge hat~ -The Cone of Knowledge~ -A cone shaped hat lies here.~ -~ -9 1089 17 0 -0 0 0 0 -1 5000 500 -A -13 75 -A -3 2 -A -12 50 -A -4 3 -#411 -staff knoggin knocker~ -The Knoggin Knocker~ -An arcane staff lies here.~ -~ -1 99360 16385 0 -0 0 -1 0 -4 10000 1000 -A -13 90 -A -12 85 -A -18 5 -#412 -giant acorn~ -A Giant Acorn~ -A giant acorn lies here.~ -~ -26 0 1 0 -42 -1 -1 -1 6 0 -1 1200 120 -'stone skin' 'NONE' 'NONE' -#413 -big acorn brown~ -A Big Brown Acorn~ -A big brown acorn lies here.~ -~ -26 128 1 0 -39 -1 -1 -1 6 0 -1 2000 200 -'lethargy' 'NONE' 'NONE' -#414 -Dragon Drumstick~ -a Dragon Drumstick~ -A Dragon Drumstick lies here.~ -~ -26 8192 1 0 -40 -1 -1 -1 12 0 -5 2500 1 -'scry' 'NONE' 'NONE' -#415 -ham~ -A Ham~ -A ham lies here.~ -~ -19 8192 1 0 -18 15 0 0 -3 23 2 -#416 -Mana Gods~ -Mana of the Gods~ -Some mana from the gods lies here.~ -~ -26 8192 1 0 -49 -1 -1 -1 2 0 -1 60000 1 -'restore mana' 'restore mana' 'restore mana' -#417 -pot pie~ -A Large Pot Pie~ -A large pot pie lies here.~ -~ -19 8192 1 0 -24 15 0 0 -2 28 2 -#418 -tiny brownie ring~ -A Brownie Ring~ -A tiny golden ring lies here.~ -~ -8 1 3 0 -0 0 0 0 -1 5000 500 -#419 -bag fairie dust~ -A Bag of Fairie Dust~ -A small leather bag lies here.~ -~ -10 0 1 0 -45 -1 -1 -1 -1 3000 300 -'antimagic shell' 'NONE' 'NONE' -#420 -tiny brownie spear~ -A Tiny Brownie Spear~ -A tiny wooden spear lies here.~ -~ -18 34 1 0 -0 0 0 0 -1 0 0 -#421 -tiny marble altar~ -A Tiny White Marble Altar~ -A tiny white marble altar sits here almost hidden by the tall grass.~ -~ -15 8192 0 0 -10 15 420 15 -1 0 0 -#422 -slender gold key~ -A Slender Gold Key~ -A slender golden key lies here.~ -~ -18 8197 1 0 -0 0 0 0 -1 0 0 -#423 -wand enlightenment~ -The Wand of Enlightenment~ -A small crooked stick lies here.~ -~ -3 1026 16385 0 -350 12 10 -1 -1 10000 1000 -'ethereal shield' -#424 -ring truth~ -The Ring of Truth~ -A band of white gold lies here.~ -~ -9 525344 3 0 -0 0 0 0 -1 12000 1200 -A -56 29 -A -23 -11 -A -5 1 -A -12 100 -#425 -amulet eye~ -The Eye of Light~ -A white gold amulet lies here.~ -~ -9 525600 5 0 -0 0 0 0 -2 8000 800 -A -13 90 -A -18 7 -A -19 7 -#426 -belt strength~ -The Belt of Strength~ -A huge leather belt lies here.~ -~ -9 0 2049 24 -0 0 0 0 -10 8000 800 -A -1 4 -A -13 100 -#427 -dirty tunic~ -A Dirty Tunic~ -A dirty tunic lies here.~ -~ -9 0 9 0 -0 0 0 0 -5 6000 600 -A -2 2 -A -14 100 -A -5 2 -#428 -comfortable sandals~ -A Pair of Comfortable Sandals~ -A pair of large sandals lie here.~ -~ -9 4 65 0 -0 0 0 0 -5 5000 500 -A -18 8 -A -19 6 -A -3 -2 -A -31 -1 -A -25 2 -#429 -bottle beer~ -A Bottle of Beer~ -A bottle of beer sits here.~ -~ -17 8192 1 0 -3 3 1 0 -1 10 1 -#430 -glass wine~ -A Glass of Wine~ -A glass of wine sits here.~ -~ -17 8192 1 0 -2 2 2 0 -1 12 1 -#431 -mug ale~ -A Mug of Ale~ -A mug of ale sits here.~ -~ -17 8192 1 0 -4 4 3 0 -1 14 1 -#432 -shot whiskey~ -A Shot of Whiskey~ -A shot of whiskey sits here.~ -~ -17 8192 1 0 -1 1 5 0 -1 8 0 -#433 -bottle coke~ -A Bottle of Coke~ -A bottle of coke sits here.~ -~ -17 8192 1 0 -4 4 14 0 -1 5 0 -#434 -vahlkarian black helmet~ -A Vahlkarian Helmet~ -A black shiny helmet with an ensignia on it lies here.~ -~ -9 524800 17 0 -0 0 0 0 -3 13000 1300 -E -valhkarian helmet~ -This helmet bears the crest of Vahlkar, the castle of the evil Queen Bavmorta. -Underneath the crest are the words "Darkness is Eternal". -~ -A -1 1 -A -13 80 -A -18 6 -A -19 8 -#435 -sword reaper~ -The Reaper~ -A black serrated sword lies here with some etching on the blade.~ -~ -5 524802 8193 0 -0 0 0 3 -6 18000 1800 -E -blade reaper sword~ -Made of some unknown metal, the blade is curved and serrated. There is an -inscription on the blade bearing the words,"Fear the Reaper for Darkness -is Eternal". -~ -A -18 8 -A -19 11 -#436 -sleeves military~ -Black Military Sleeves~ -A pair of black scale mail sleeves lie here.~ -~ -9 524292 257 0 -0 0 0 0 -4 8000 800 -A -13 55 -A -18 9 -A -19 9 -#437 -ebony ring~ -A Black Ebony Ring~ -A black shiney ring lies here.~ -~ -9 524832 3 0 -0 0 0 0 -1 4000 400 -A -1 1 -A -13 50 -A -17 -12 -#438 -military leggings~ -Black Military Leggings~ -A pair of black scale mail leggings lie here.~ -~ -9 524800 33 0 -0 0 0 0 -4 8000 800 -A -18 10 -A -19 7 -A -13 55 -#439 -eclipse mace~ -The Eclipse~ -A black mace lies on the ground here.~ -~ -5 524800 8193 0 -0 0 0 7 -8 18000 1800 -E -mace eclipse~ -Constructed of some unfamiliar metal, this heavy mace has 4" poisoned -spikes. On the handle is an inscription that reads,"Darkness shall Eclipse -the Light". -~ -A -18 8 -A -19 11 -#440 -sword plague~ -The Black Plague~ -A black curved blade lies here.~ -~ -5 524800 8193 0 -0 0 0 3 -7 22000 2200 -E -sword plague~ -This sword is made of some type of metal you have never seen before. On -the blade are the words,"The Black Plague, bringer of Darkness Eternal". -~ -A -1 1 -A -18 6 -A -19 10 -#441 -girth~ -Vahlkarian Girth~ -A spiked black girth lies here.~ -~ -9 524801 2049 0 -0 0 0 0 -5 10000 1000 -A -5 2 -A -31 2 -A -18 9 -A -19 7 -A -2 -1 -#442 -ring sorcery~ -Ring of Sorcery~ -A small ring with a jewel in it lies here.~ -~ -9 525344 3 0 -0 0 0 0 -1 18000 1800 -A -56 29 -A -4 2 -A -31 2 -A -12 110 -#443 -wand olive~ -An Olive Wand~ -A small olive stick lies here.~ -~ -3 98306 16385 0 -46 14 10 -1 -1 25000 2500 -'quantum spike' -#444 -staff supremecy~ -The Staff of Supremecy~ -A long gnarly staff lies here.~ -~ -4 99584 16385 0 -46 10 7 -1 -6 22000 2200 -'eldritch sphere' -#445 -ragged dress~ -A Ragged Dress~ -An old ragged dress lies here.~ -~ -9 1024 1025 0 -0 0 0 0 -4 20000 2000 -A -56 215 -A -12 80 -A -13 75 -A -25 -2 -#446 -amulet life~ -The Amulet of Life~ -A golden amulet lies here.~ -~ -9 623648 5 0 -0 0 0 0 -2 20000 2000 -A -3 2 -A -4 1 -A -25 1 -A -13 88 -A -18 9 -#447 -abyss axe~ -The Dark Abyss~ -A black axe lies here.~ -~ -5 524800 8193 0 -0 0 0 6 -8 22000 2200 -E -axe abyss~ -This heavy axe is incredibly sharp and has the words "From the Dark Abyss -comes Darkness Eternal", etched on the blade. -~ -A -1 2 -A -18 7 -A -19 8 -#448 -vahlkarian ring~ -A Vahlkarian Signet Ring~ -A black ring lies here.~ -~ -9 524832 3 0 -0 0 0 0 -1 15000 1500 -A -13 40 -A -18 10 -A -19 4 -#449 -body armor~ -Vahlkarian Body Armor~ -Some black scale mail body armor lies here.~ -~ -9 655873 1025 0 -0 0 0 0 -8 24000 2400 -A -31 1 -A -5 1 -A -13 75 -A -18 12 -A -19 8 -A -2 -2 -A -3 -1 -#450 -snake whip~ -The Black Snake~ -A length of black cable lies here.~ -~ -5 514 8193 0 -0 0 0 4 -3 24000 2400 -A -2 2 -A -18 8 -A -19 10 -#451 -elite leggings~ -Elite Vahlkarian Leggings~ -A pair of black leggings lie here.~ -~ -9 524804 33 0 -0 0 0 0 -6 28000 2800 -A -13 45 -A -18 4 -A -19 12 -#452 -sword lightning~ -The Black Lightning~ -A wicked black sword lies here sizzling.~ -~ -5 524801 8193 0 -0 0 0 3 -8 28000 2800 -E -sword lightning~ -Made of some indescribable metal and incredibly sharp, this sword crackles -with energy. On the blade is an inscription that reads, "Black Lightning is -the Messenger of Darkness Eternal". -~ -A -3 1 -A -25 1 -A -31 -1 -A -18 11 -A -19 8 -A -5 -1 -#453 -shield darkness~ -The Shield of Darkness~ -A heavy black shield lies here.~ -~ -9 524804 513 0 -0 0 0 0 -10 30000 3000 -A -14 -50 -A -2 -2 -A -13 85 -A -18 7 -A -19 8 -#454 -gauntlets gloves~ -A Pair of Vahlkarian Gauntlets~ -A pair of black gauntlets lie here.~ -~ -9 524800 129 0 -0 0 0 0 -4 25000 2500 -A -1 1 -A -12 77 -A -18 10 -A -19 8 -#455 -mace widow~ -The Black Widow~ -A black spiked ball and chain lie here.~ -~ -5 514 8193 0 -0 0 0 9 -9 26000 2600 -E -mace widow~ -The ball of this heavy mace resembles a Black Widow spider, with the red hour -glass painted on it and the 4" spikes protruding from it like legs. On the -handle are the words, "The bite of the Black Widow shall bring Darkness -Eternal". -~ -A -2 -1 -A -18 10 -A -19 8 -#456 -cloak~ -A Black Vahlkarian Knight's Cloak~ -A black cloak lies here.~ -~ -9 513 5 0 -0 0 0 0 -2 25000 2500 -A -17 -15 -A -18 8 -#457 -sword tooth~ -The Dragon's Tooth~ -A curved black sword lies here.~ -~ -5 524611 8193 0 -0 0 0 3 -6 30000 3000 -E -sword tooth~ -Extrememly sharp and wicked looking, this curved sword has a saw toothed -back and the edge is serrated. -~ -A -2 2 -A -18 12 -A -19 12 -#458 -winged helmet~ -The Winged Helmet of Sorsha~ -A black winged helmet lies here.~ -~ -9 524384 17 0 -0 0 0 0 -4 32000 3200 -A -2 1 -A -31 2 -A -13 90 -A -18 9 -A -19 11 -#459 -cape~ -The Cape of Vahlkar~ -A black silk cloth lies here.~ -~ -9 64 1025 128 -0 0 0 0 -3 31000 3100 -A -1 -1 -A -31 1 -A -12 95 -A -18 13 -A -17 -12 -#460 -sleeves black~ -The Sleeves of Vahlkar~ -A pair of black shiny sleeves lie here.~ -~ -9 524548 257 64 -0 0 0 0 -6 35000 3500 -A -13 25 -A -14 -125 -A -2 -1 -A -18 8 -A -19 6 -A -25 2 -#461 -scepter chaos~ -The Scepter of Chaos~ -A black glowing scepter lies here.~ -~ -1 528833 16385 0 -0 0 -1 0 -10 75000 7500 -A -24 -15 -A -12 100 -A -13 120 -A -18 13 -A -19 12 -#462 -shield eternal darkness~ -The Shield of Eternal Darkness~ -A huge black humming shield lies here.~ -~ -9 528834 513 0 -0 0 0 0 -20 80000 8000 -A -23 -15 -A -13 150 -A -1 2 -A -17 -13 -A -18 13 -A -19 13 -#463 -amulet evil eye~ -The Evil Eye~ -A black amulet with an eye in it lies here.~ -~ -9 529376 5 0 -0 0 0 0 -5 66666 6666 -A -3 -2 -A -12 95 -A -4 2 -A -25 2 -A -19 11 -#464 -ring beast~ -Ring of The Beast~ -A black ring with the head of a beast lies here.~ -~ -9 529344 3 0 -0 0 0 0 -3 60000 6000 -A -22 -9 -A -25 -2 -A -13 66 -A -18 9 -A -19 9 -#465 -staff erebus~ -The Staff of Erebus~ -A long heavy black staff lies here.~ -~ -4 524548 16385 0 -60 12 12 -1 -12 76000 7600 -'black hand' -#466 -vile blood~ -A Vile of Vampire Blood~ -A vile of blood lies here.~ -~ -10 4 1 0 -45 -1 -1 -1 -1 3000 300 -'cure blindness' 'cure critical' 'cure critical' -#467 -murky grey~ -A Murky Grey Potion~ -A murky grey potion lies here.~ -~ -10 1 1 0 -55 -1 -1 -1 -1 4000 400 -'cure poison' 'trollish vigor' 'NONE' -#468 -electrum ring golem~ -Golem Ring~ -A golden enchanted ring lies here.~ -~ -9 524545 3 0 -0 0 0 0 -3 15000 1500 -A -13 35 -A -17 -9 -A -18 9 -A -19 5 -#469 -electrum lute~ -An Electrum Lute~ -A golden lute lies here.~ -~ -3 2 16385 0 -45 11 11 -1 -4 6000 600 -'shockshield' -#470 -parchment~ -A Parchment~ -A tattered parchment lies here.~ -~ -2 1 16385 0 -43 -1 -1 -1 -1 8000 800 -'armor' 'NONE' 'NONE' -#471 -suit armor~ -A Suit of Armor~ -A suit of armor stands here holding the flag of Tierraslee.~ -~ -15 0 0 0 -1000 5 -1 12 -100 0 0 -#472 -skeleton key~ -A Skeleton Key~ -A skeleton key lies here.~ -~ -18 8193 1 0 -0 0 0 0 -1 0 0 -#473 -stacks gold~ -The Gold Coins~ -Stacks of gold coins are here on the shelves.~ -~ -20 0 1 0 -500000 1 0 0 -1 0 0 -#474 -dagger tax accessor~ -The Tax Accessor~ -A finely crafted dagger lies here.~ -~ -5 1 8193 0 -0 0 0 3 -1 22000 2200 -A -18 6 -A -19 11 -#475 -pile gold~ -A Pile of Gold Coins~ -A pile of gold coins lie here.~ -~ -20 0 1 0 -1000000 1 0 0 -1 0 0 -#476 -jar rubies~ -A Jar of Rubies~ -A jar full of rubies lie here.~ -~ -8 0 1 0 -3 12 0 0 -5 10000 500 -#477 -box diamonds~ -A Box of Diamonds~ -A box of diamonds lie here.~ -~ -8 0 1 0 -0 0 0 0 -10 100000 1000 -#478 -silver bar~ -A Stack of Silver Bars~ -A stack of silver bars lie here.~ -~ -8 0 1 0 -0 0 0 0 -100 50000 500 -#479 -electrum key~ -An Electrum Key~ -An electrum key lies here.~ -~ -18 0 1 0 -0 0 0 0 -1 0 0 -#480 -royal chest~ -A Royal Treasure Chest~ -A Royal treasure chest sits here.~ -~ -15 0 0 0 -100000 15 479 12 -10000 0 0 -#481 -king's chest~ -The King's Chest~ -One of the King's chests sits here.~ -~ -15 0 0 0 -100000 5 -1 12 -1000 0 0 -#482 -pot helmet~ -A Large Steel Pot~ -A large steel pot lies here.~ -~ -9 525632 17 0 -0 0 0 0 -5 45000 4500 -A -2 -2 -A -5 3 -A -12 -25 -A -18 7 -A -19 9 -A -17 -5 -#483 -dinner platter~ -A Dinner Platter~ -A large steel dinner platter lies here.~ -~ -9 525634 9 0 -0 0 0 0 -6 44000 4400 -A -3 -2 -A -13 35 -A -18 7 -A -19 -3 -#484 -cleaver meat~ -A Meat Cleaver~ -A large steel meat cleaver lies here.~ -~ -5 525736 8193 0 -0 0 0 3 -8 42000 4200 -A -18 7 -A -19 8 -#485 -spoon ring~ -A Spoon Ring~ -A ring made from a silver spoon lies here.~ -~ -9 525664 3 0 -0 0 0 0 -1 46000 4600 -A -12 50 -A -13 45 -A -1 -2 -A -25 -1 -A -19 -4 -A -18 6 -#486 -spatula~ -A Gilded Spatula~ -A golden spatula lies here.~ -~ -3 1025 16385 0 -40 8 7 -1 -3 40000 4000 -'scorching surge' -#487 -neck protector~ -An Electrum Neck Protector~ -An electrum neck protector lies here.~ -~ -9 525344 5 0 -0 0 0 0 -2 13000 1300 -A -2 1 -A -13 45 -A -18 7 -A -19 5 -#488 -electrum bracer~ -A Crested Electrum Bracer~ -An electrum bracer lies here.~ -~ -9 525312 4097 0 -0 0 0 0 -2 14000 1400 -A -5 1 -A -19 8 -#489 -tempest bow~ -The Tempest~ -An elaborate longbow lies here.~ -~ -5 1160 8193 0 -0 0 0 6 -2 17000 1700 -E -tempest bow~ -This elaborate ebony longbow is both beautiful and deadly. On the riser -are written the words, "From the Tempest of the Storm, the Rain of Truth -Shall Exterminate the Darkness". -~ -A -2 1 -A -18 8 -A -19 8 -#490 -visor helmet~ -The Visor of Sight~ -A golden visored helmet lies here.~ -~ -9 525632 17 0 -0 0 0 12 -4 20000 2000 -A -56 19 -A -17 -12 -#491 -axe broadhead~ -The Broadhead~ -A golden double sided axe lies here.~ -~ -5 525448 8193 0 -0 0 0 1 -8 19000 1900 -A -18 6 -A -19 9 -#492 -plate armor~ -Electrum Plate Armor~ -An electrum plate armor lies here.~ -~ -9 525696 9 12 -0 0 0 0 -6 18000 1800 -A -31 2 -A -25 1 -A -13 50 -A -17 -12 -#493 -surprise dagger~ -The Surprise~ -A golden dagger lies here.~ -~ -5 525448 8193 0 -0 0 0 2 -2 17000 1700 -A -18 8 -A -19 8 -#494 -amulet dove~ -The Amulet of the Dove~ -A golden amulet in the shape of a dove lies here.~ -~ -9 525313 5 0 -0 0 0 0 -2 11000 1100 -A -4 2 -A -12 80 -#495 -sword energizer~ -The Energizer~ -A golden crackling sword lies here.~ -~ -5 525313 8193 0 -0 0 0 3 -6 21000 2100 -E -sword energizer~ -This electrum sword seems to crackle with energy as you hold it your hands. -Examining the blade you notice an inscription that reads, " The Energizer -Shall Power the Light to Illuminate the Darkness". -~ -A -18 7 -A -19 10 -#496 -electrum gauntlets~ -Tierraslean Gauntlets~ -A pair of electrum gauntlets lie here.~ -~ -9 525633 129 0 -0 0 0 0 -4 18000 1800 -A -1 2 -A -18 8 -A -31 1 -#497 -electrum leggings~ -Tierraslean Leggings~ -A pair of electrum leggings lie here.~ -~ -9 525315 289 24 -0 0 0 0 -6 21000 2100 -A -2 2 -A -19 6 -A -25 1 -A -13 45 -#498 -electrum sleeves~ -Tierraslean Sleeves~ -A pair of electrum sleeves lie here.~ -~ -9 525569 257 24 -0 0 0 0 -4 23000 2300 -A -12 40 -A -18 6 -A -19 7 -#499 -lightning rod~ -The Lightning Rod~ -A golden rod lies here.~ -~ -5 525323 8193 0 -0 0 0 8 -8 24000 2400 -A -2 1 -A -18 8 -A -19 8 -#500 -Tierraslean Breastplate~ -a Tierraslean Breastplate~ -A Tierraslean breastplate lies here.~ -~ -9 525313 9 16 -0 0 0 0 -8 25000 2500 -A -5 1 -A -13 69 -A -18 9 -A -19 9 -#501 -spiked girth~ -Spiked Electrum Girth~ -A spiked electrum girth lies here.~ -~ -9 525570 2049 256 -0 0 0 0 -4 23000 2300 -A -31 2 -A -12 85 -A -18 6 -A -19 7 -#502 -plumed helmet~ -Plumed Electrum Helmet~ -A plumed golden helmet lies here.~ -~ -9 525313 17 0 -0 0 0 0 -4 26000 2600 -A -17 -10 -A -3 2 -A -12 45 -#503 -thor hammer~ -Hammer of Thor~ -A golden battle hammer lies here.~ -~ -5 525322 8193 0 -0 0 0 7 -8 28000 2800 -A -1 2 -A -18 8 -A -19 16 -#504 -crested shield~ -A Tierraslean Crested Shield~ -A shield bearing a crest lies here.~ -~ -9 525313 513 0 -0 0 0 0 -7 32000 3200 -A -13 75 -A -12 50 -A -18 10 -#505 -cure sword~ -The Cure~ -A curved golden blade lies here.~ -~ -5 525322 8193 0 -0 0 0 3 -8 33000 3300 -E -cure sword~ -Made of glistening electrum, this curved, serrated blade bears the words, -"Light is the Cure for Darkness Eternal". - -~ -A -1 2 -A -18 7 -A -19 11 -#506 -enlisted ring~ -An Enlisted Man's Signet Ring~ -A golden crested ring lies here.~ -~ -9 529824 3 0 -0 0 0 0 -2 30000 3000 -A -31 2 -A -13 70 -#507 -boots~ -Tierraslean Boots~ -A pair of golden boots lie here.~ -~ -9 525569 65 0 -0 0 0 0 -4 32000 3200 -A -2 2 -A -12 30 -A -13 30 -A -19 9 -#508 -gauntlets gloves~ -Giulded Knights Gauntlets~ -A pair of golden gauntlets lie here.~ -~ -9 525313 129 12 -0 0 0 0 -1 38000 3800 -A -1 2 -A -17 -19 -A -18 5 -A -19 6 -A -25 1 -#509 -ring knight~ -Ring of Knights~ -A crested golden ring lies here.~ -~ -9 525568 3 0 -0 0 0 0 -1 31000 3100 -A -13 28 -A -18 8 -A -19 6 -A -4 1 -#510 -giulded plate~ -Giulded Plate Armor~ -Some giulded golden armor lies here.~ -~ -9 525568 9 0 -0 0 0 0 -5 36000 3600 -A -5 2 -A -12 45 -A -18 9 -A -19 15 -#511 -crossbow bolt~ -The Lightning Bolt~ -A gleaming crossbow lies here.~ -~ -5 525322 8193 0 -0 0 0 6 -5 38000 3800 -E -crossbow bolt~ -Constructed of Electrum, this is a most finely crafted crossbow. On the -stock of it are engraved the words, "The Lightning Bolt shall illuminate -the way to Justice". -~ -A -1 -1 -A -2 1 -A -18 7 -A -19 8 -#512 -King Richards crown~ -King Richard's Crown~ -King Richard's Crown lies here glistening.~ -~ -9 557376 17 0 -0 0 0 0 -4 15000 1500 -A -3 2 -A -25 2 -A -19 14 -A -18 16 -A -23 -17 -A -17 -10 -A -13 80 -#513 -Richards Rekkor mace~ -Richard's Rekkor~ -A jeweled mace lies here. ~ -~ -5 573706 8193 0 -0 0 0 8 -10 15000 1500 -A -19 14 -A -18 16 -A -2 -1 -#514 -justice scales~ -The Scales of Justice~ -A staff with some scales on it lies here.~ -~ -1 8913921 16385 0 -0 0 -1 0 -10 20000 2000 -A -4 2 -A -3 1 -A -5 2 -A -25 1 -A -18 12 -A -19 10 -A -13 55 -A -12 50 -#515 -sword widow maker~ -The Widow Maker~ -A short sword with some etching on its blade lies here.~ -~ -5 8946952 8193 0 -0 0 0 2 -10 10000 1000 -E -widow sword maker~ -The words WIDOW MAKER are etched on both sides of the blade. The -pummel and guard are constructed of titanium and inlaid with gold. The -handle is fashioned from the the ivory of a Mastadon. -~ -A -18 15 -A -19 8 -A -2 2 -A -3 -2 -A -13 45 -A -31 1 -#516 -badge star~ -A Sheriff's Badge~ -An Electrum badge in the shape of a star lies here.~ -~ -9 8946945 9 64 -0 0 0 0 -1 5000 500 -A -25 2 -A -13 65 -A -17 -9 -A -18 6 -A -3 -2 -A -4 -1 -#517 -smock brown~ -A Brown Smock~ -A brown smock lies here all wadded up.~ -~ -9 33792 9 12 -0 0 0 0 -5 2000 200 -A -13 50 -A -12 35 -A -2 1 -#518 -Law Book~ -A Law Book~ -A large tattered book lies here.~ -~ -5 8422402 8193 0 -0 0 0 6 -10 50000 5000 -A -18 15 -A -19 10 -#519 -brick~ -A brick~ -A brick protrudes out of the wall here.~ -~ -39 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p leaves~ -pull brick -~ -> act_prog p pushes A brick.~ -mpechoat $n _yel You feel your molecules disassemble as you fade out. - mpechoaround $n _yel $n quickly starts fading out of existance. -mptransfer $n 619 - mpat 619 mpechoat $n _yel You feel your molecules reassemble. -mpat 619 mpforce $n look - mpat 619 mpechoaround $n $n quickly fades back into reality. -pull brick -~ -| -#520 -torch~ -a torch~ -A torch sticks out from the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a torch.~ -mpechoat $n _yel You feel your molecules disassemble as you fade out. - mpechoaround $n _yel $n quickly starts fading out of existance. -mptransfer $n 612 - mpat 612 mpechoat $n _yel You feel your molecules reassemble. - mpat 612 mpforce $n look - mpat 612 mpechoaround $n $n quickly fades back into reality. -push torch -~ -> act_prog p leaves~ -push torch -~ -| -#521 -red brick~ -a Red Brick~ -A Red Brick is embedded in the floor here.~ -~ -39 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pushes a Red Brick.~ -mpechoat $n _yel A bright beam of light comes out of nowhere blinding you. -mpechoaround $n _yel $n is bathed in a bright light and fades away. -mptransfer $n 529 -mpat 529 mpechoat $n _yel The light subsides and you can see again. -mpat 529 mpechoaround $n $n slowly fades back into view. -mpat 529 mpforce $n look -pull red brick -~ -> act_prog p leaves~ -pull red brick -~ -| -#522 -Yellow Brick~ -a Yellow Brick~ -A Yellow Brick is embedded in the floor here.~ -~ -39 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pushes a Yellow Brick.~ -mpechoat $n _yel A bright beam of light comes out of nowhere blinding you. -mpechoaround $n _yel $n is bathed in a bright light and fades away. -mptransfer $n 618 -mpat 618 mpechoat $n _yel The light subsides and you can see again. -mpat 618 mpechoaround $n $n slowly fades back into view. -mpat 618 mpforce $n look -mpat 618 mpforce $n say I didn't do it -pull yellow brick -~ -> act_prog p leaves~ -pull yellow brick -~ -| -#523 -Green Brick~ -a Green Brick~ -A Green Brick is embedded in the floor here.~ -~ -39 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pushes a Green Brick.~ -mpechoat $n _yel A bright beam of light comes out of nowhere blinding you. -mpechoaround $n _yel $n is bathed in a bright light and fades away. -mptransfer $n 437 -mpat 437 mpechoat $n _yel The light subsides and you can see again. -mpat 437 mpechoaround $n $n slowly fades back into view. -mpat 437 mpforce $n look -pull green brick -~ -> act_prog p leaves~ -pull green brick -~ -| -#524 -Black Brick~ -a Black Brick~ -A Black Brick is embedded in the floor here.~ -~ -39 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pushes a Black Brick.~ -mpechoat $n _yel A bright beam of light comes out of nowhere blinding you. -mpechoaround $n _yel $n is bathed in a bright light and fades away. -mptransfer $n 530 -mpat 530 mpechoat $n _yel The light subsides and you can see again. -mpat 530 mpechoaround $n $n slowly fades back into view. -mpat 530 mpforce $n look -pull black brick -~ -> act_prog p leaves~ -pull black brick -~ -| -#525 -face shield mask~ -a Face Shield~ -A large metal face mask lies here.~ -~ -9 524640 1049089 0 -0 0 0 0 -3 20000 2000 -A -5 2 -A -31 2 -A -25 -2 -A -18 10 -A -19 10 -A -13 35 -A -12 -25 -#526 -Red Cloak~ -A Red Cloak~ -A flowing red cape lies here in a heap.~ -~ -9 16777504 5 0 -0 0 0 0 -3 10000 1000 -A -17 -5 -A -13 35 -A -3 -1 -A -31 1 -A -19 3 -#527 -Etheral Belt~ -Etheral Belt~ -A wide belt made of kevlar lies here.~ -~ -9 540994 2049 256 -0 0 0 0 -5 30000 3000 -A -1 2 -A -2 2 -A -13 77 -A -19 8 -A -18 9 -A -25 -1 -#528 -urgent message~ -an Urgent Messsage~ -An urgent message lies here.~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -E -urgent message~ -I command immediate council with Mordrid by proxy of the bearer of -this note. The future of the realm hangs in the very balance and this -council must be granted. -signed, -Airk of Tierraslee -~ -#529 -key~ -a key~ -Some god dropped a newly created key here.~ -~ -18 0 1 0 -0 0 0 0 -1 0 0 -#530 -Laurens teething ring~ -teething ring~ -A baby's teething ring lies here.~ -~ -13 1 1 0 -0 0 0 0 -1 10 1 -#531 -flowing robes~ -Black Flowing Robes~ -Some black flowing robes are lying here.~ -~ -9 8487200 9 128 -0 0 0 0 -5 100000 10000 -A -12 50 -A -3 2 -A -4 2 -A -1 2 -A -23 -19 -A -20 -19 -A -24 -19 -A -18 5 -A -19 5 -A -13 45 -#532 -white sash~ -A White Sash~ -A long white sash lays here.~ -~ -9 8388865 2049 32 -0 0 0 0 -3 5000 500 -A -18 5 -A -19 6 -A -17 -10 -A -31 2 -A -13 50 -#533 -Leather Pouch~ -A Leather Pouch~ -A small leather pouch lies here.~ -~ -15 256 2049 12 -2000 5 0 12 -1 5000 500 -A -19 2 -A -18 5 -A -17 -11 -#534 -Black Sandals~ -Black Sandals~ -Some black leather sandals lie here.~ -~ -9 32 65 0 -0 0 0 0 -3 3000 300 -A -14 200 -A -2 2 -A -25 -2 -A -18 5 -A -19 3 -A -17 -5 -#535 -Diamond~ -A Diamond~ -A large diamond lies here.~ -~ -3 8192 16385 0 -55 3 2 -1 -1 8000 800 -'stone skin' -#536 -Amethyst~ -an Amethyst~ -An amethyst lies here on the ground.~ -~ -3 8192 16385 0 -50 4 4 -1 -1 5000 500 -'bless' -#537 -Emerald~ -an Emerald~ -An emerald lies here on the ground.~ -~ -3 8192 16385 0 -50 3 3 -1 -1 6500 650 -'holy sanctity' -#538 -Topaz~ -a Topaz~ -A topaz lies here on the ground.~ -~ -3 8192 16385 0 -55 3 3 -1 -1 5700 570 -'antimagic shell' -#539 -Onyx~ -an Onyx~ -A piece of onyx lies here.~ -~ -3 8192 16385 0 -1 3 2 -1 -1 4500 450 -'remove curse' -#540 -Garnet~ -a Garnet~ -A garnet lies here on the ground.~ -~ -3 8192 16385 0 -1 1 1 -1 -1 50000 1000 -'cure poison' -#541 -Black Altar~ -a Black Altar~ -A large shiny black altar stands here.~ -~ -12 0 0 0 -0 0 0 0 -1 0 0 -#542 -Blue Portal~ -A Blue Swirling Portal~ -A Blue Swirling Portal stands here.~ -~ -46 0 0 0 -0 0 0 0 -1 0 0 -#543 -Lever~ -a lever~ -There is a lever sticking out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -#544 -Blue Lever~ -a Blue Lever~ -A &BBlue&G lever sticks out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a Blue Lever.~ -mpechoat $n You hear gears grinding, suddenly the floor falls away beneath you. -mpechoaround $n Gears start to grind when suddenly $n falls through the floor -mptransfer $n 703 -mpat 703 mpechoaround $n $n falls into the pit. -mpat 703 mpforce $n look -push lever -~ -| -#545 -Yellow Lever~ -a Yellow Lever~ -A &YYellow&G lever sticks out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a Yellow Lever.~ -mpecho &Y*&Bclick&Y* &GA door to the northwest creeps open slowly. -mpopenpassage 10297 10280 7 -push yellow -~ -> act_prog p leaves northwest.~ -mpecho &Y*&BBANG&Y* >he door slams shut! -mpat 685 mpechoat $n &Y*&BBANG&Y* >he door slams shut! -mpat 685 mpechoaround $n &Y*&BBANG&Y* >he door slams shut! -mpclosepassage 10297 7 -~ -| -#549 -Sheath~ -A Tierraslean Sheath~ -A golden sword sheath lies here.~ -~ -9 525569 2049 16 -0 0 0 0 -5 10000 1000 -A -17 -10 -A -18 7 -A -19 9 -A -5 2 -A -23 -12 -#550 -Tierraslean Knight's Leggings~ -Tierraslean Knight's Leggings~ -A pair of golden leggings lie here.~ -~ -9 17319169 33 16 -0 0 0 0 -6 15000 1500 -A -13 65 -A -18 9 -A -19 6 -A -12 49 -A -2 1 -A -17 -10 -#551 -Eagle's Talon sword~ -The Eagles Talon~ -A curved gleaming sword lies here.~ -~ -5 574728 8193 0 -0 0 0 3 -6 30000 3000 -E -talon sword eagle's~ -You marvel at the curved, serrated, gleaming sword in your hands. The -words "From the talons of the eagle come the rays of truth and justice", -are etched upon it's blinding blade. -~ -A -18 10 -A -19 13 -A -25 2 -A -4 -2 -#552 -Helmet Truth~ -The Helmet of Truth~ -A fantastic gleaming helmet lies here.~ -~ -9 525377 17 0 -0 0 0 0 -6 35000 3500 -A -3 1 -A -25 1 -A -31 -1 -A -17 -11 -A -13 80 -A -19 9 -A -18 10 -#553 -Plate Armor~ -Crested Plate Armor~ -A gleaming crested plate armor lies here.~ -~ -9 525633 9 24 -0 0 0 0 -10 35000 3500 -A -13 65 -A -19 9 -A -31 1 -#554 -coif chainmail~ -A Black Chainmail Coif~ -A black chainmail coif lies here.~ -~ -9 524896 17 0 -0 0 0 0 -3 6000 600 -A -17 -12 -A -3 -1 -A -2 2 -A -12 50 -#555 -hoop earrings~ -Black Hoop Earrings~ -A pair of black hoop earrings lie here.~ -~ -9 514 65537 0 -0 0 0 0 -1 5000 500 -A -17 -5 -A -31 2 -A -25 1 -A -1 -1 -A -18 7 -#556 -Dark Visor~ -Dark Visor~ -A black visor lies here.~ -~ -9 656224 131073 0 -0 0 0 0 -3 20000 2000 -A -1 1 -A -13 39 -A -12 35 -A -25 -2 -A -14 -100 -A -18 8 -A -19 7 -#557 -Black Jock~ -a Black Jock~ -A black jockstrap lies here.~ -~ -9 4832 2049 24 -0 0 0 0 -1 5000 500 -A -5 1 -A -4 1 -A -3 1 -A -13 65 -#558 -Chainmail Shirt~ -Black Chainmail Shirt~ -A black chainmail shirt lies here.~ -~ -9 524801 9 24 -0 0 0 0 -3 10000 1000 -A -17 -11 -A -13 40 -A -2 -2 -#559 -Eye Tattoo~ -Tattoo of an Eye~ -A tattoo of an eye lies here.~ -~ -9 544 257 24 -0 0 0 0 -1 5000 500 -A -13 47 -A -19 6 -#560 -Field Report~ -a Field Report~ -A field report lies here.~ -~ -13 0 1 0 -0 0 0 0 -1 0 0 -E -field report~ -To - Captain Krill - From - Nighthawk Unit Commander -Subject - The Marked Child -Captain at this time I am afraid we have been unsuccessful in apprehending -The Marked Child. We have run into some resistance fighters in our search -through our interrogations we have learned that they plan a counterattack -on Castle Galadorn. It is imperative that you prepare the home garrison -for a siege, we will gather the rest of the troops and proceed back to the -castle to reinforce you. -~ -#561 -Cotton Tshirt~ -a Cotton Tshirt~ -A cotton Tshirt lies here.~ -~ -9 32 9 24 -0 0 0 0 -2 3000 300 -A -17 -15 -A -12 145 -#562 -Wool Socks~ -Wool Socks~ -A pair of wool socks lies here.~ -~ -9 32 65 0 -0 0 0 0 -1 2000 200 -A -17 -10 -#563 -Girdle~ -Girdle~ -A girdle lies here.~ -~ -9 32 2049 12 -0 0 0 0 -2 3000 300 -A -17 -15 -A -2 -1 -#564 -Black Hose~ -Black Hose~ -A pair of black hose lie here.~ -~ -9 32 33 32 -0 0 0 0 -1 2000 200 -A -2 1 -A -1 -1 -A -13 67 -#565 -Fairy Slippers~ -Fairy Slippers~ -A pair of Fairy slippers lies here.~ -~ -9 32 65 0 -0 0 0 0 -3 5000 500 -A -2 1 -A -4 1 -A -17 -20 -A -12 45 -#566 -Silk Gown~ -a Silk Gown~ -A silk gown lies here.~ -~ -9 32 1025 128 -0 0 0 0 -3 4000 400 -A -12 100 -A -18 8 -#567 -Sock Garter~ -Sock Garter~ -A pair of sock garters lies here.~ -~ -9 32 33 8 -0 0 0 0 -1 2000 200 -A -25 -1 -A -17 -15 -A -18 7 -#568 -Fur Boxers~ -Fur Boxers~ -A pair of fur boxer shorts lies here.~ -~ -9 0 2049 128 -0 0 0 0 -3 3000 300 -A -12 33 -A -19 4 -A -18 5 -#569 -Shin Guards~ -Shin Guards~ -A pair of shin guards lie here.~ -~ -9 2 33 128 -0 0 0 0 -3 3000 300 -A -17 -11 -A -19 7 -A -2 -2 -#570 -Sheet Music~ -Sheet Music~ -A sheet of music lies here.~ -~ -3 1 16385 0 -1 6 6 -1 -1 5000 500 -'remove curse' -#571 -Silk Shirt~ -Silk Shirt~ -A silk shirt lies here.~ -~ -9 1 9 16 -0 0 0 0 -2 2000 200 -A -25 1 -A -17 -10 -A -13 45 -#572 -Bell Bottoms~ -Bell Bottoms~ -A pair of bell bottoms lies here.~ -~ -9 1 33 12 -0 0 0 0 -2 2000 200 -A -23 -15 -#573 -Union Jacks~ -Union Jacks~ -A pair of union jacks lies here.~ -~ -9 1 1025 0 -0 0 0 0 -3 4000 400 -A -5 2 -A -13 50 -A -25 -1 -#574 -Purple Robe~ -Purple Robe~ -A purple robe lies here.~ -~ -9 65539 1025 128 -0 0 0 0 -3 5000 500 -A -12 80 -A -18 6 -A -19 9 -#575 -House Shoes~ -House Shoes~ -A pair of house shoes lies here.~ -~ -9 2 65 0 -0 0 0 0 -2 3000 300 -A -14 150 -A -18 6 -#576 -Waterfall~ -A waterfall~ -A cascading waterfall tumbles down a cliff here.~ -~ -25 0 0 0 -10000 10000 0 0 -1 0 0 -#577 -Leathers~ -Leathers~ -A pair of brown leathers lies here.~ -~ -9 2 33 64 -0 0 0 0 -5 6000 600 -A -2 2 -A -31 2 -A -12 56 -#578 -Leather Shirt~ -Leather Shirt~ -A leather shirt lies here.~ -~ -9 64 9 32 -0 0 0 0 -4 3000 300 -A -23 -8 -A -24 -6 -A -20 -9 -#579 -Cotton Gloves~ -Cotton Gloves~ -A pair of cotton gloves lies here.~ -~ -9 2 129 12 -0 0 0 0 -1 2000 200 -A -17 -10 -A -23 -6 -A -18 7 -#580 -Archery Glove~ -an Archery Glove~ -An archery glove lies here.~ -~ -9 147456 129 8 -0 0 0 0 -1 2000 200 -A -18 6 -A -19 5 -A -13 16 -#581 -Flannel Pants~ -some Flannel Pants~ -Some flannel pants lie here.~ -~ -9 0 33 12 -0 0 0 0 -2 4000 400 -A -23 -5 -A -13 49 -A -18 6 -#582 -Wool Gloves~ -some Wool Gloves~ -Some wool gloves lie here.~ -~ -9 0 129 4 -0 0 0 0 -1 2000 200 -A -1 1 -A -13 45 -A -19 8 -#583 -Rawhide Vest~ -a Rawhide Vest~ -A rawhide vest lies here.~ -~ -9 1 9 16 -0 0 0 0 -3 4000 400 -A -17 -11 -A -13 45 -A -18 8 -#584 -Eagle Tattoo~ -an Eagle Tattoo~ -A tattoo of an eagle lies here.~ -~ -9 1 257 64 -0 0 0 0 -1 2000 200 -A -5 2 -A -13 66 -A -19 6 -A -18 9 -#585 -rare bottle wine~ -A rare bottle of wine~ -A rare bottle of wine sits here by the wine rack.~ -~ -10 1 1 0 -50 -1 -1 -1 -1 10000 1000 -'shockshield' 'Wrath of Dominus' 'Wrath of Dominus' -#586 -Battle Axe~ -a Battle Axe~ -A battle axe lies here.~ -~ -5 524290 8193 0 -0 0 0 1 -6 16000 1600 -A -1 2 -A -18 7 -A -19 8 -#587 -Steel Neckguard~ -a Steel Neckguard~ -A steel neckguard lies here.~ -~ -9 524288 5 0 -0 0 0 0 -1 10000 1000 -A -13 58 -A -18 6 -A -19 7 -#588 -War Shield~ -a War Shield~ -A war shield lies here.~ -~ -9 524288 513 0 -0 0 0 0 -5 13000 1300 -A -13 80 -A -12 45 -A -17 -13 -#589 -Skull Visor~ -a Skull Visor~ -A skull visor lies here.~ -~ -9 524290 131073 0 -0 0 0 0 -1 10000 1000 -A -25 1 -A -31 -1 -#590 -Steel Wristband~ -a Steel Wristband~ -A steel wristband lies here.~ -~ -9 524289 4097 0 -0 0 0 0 -2 8000 800 -A -4 1 -A -17 -20 -#591 -Bronze Belt~ -a Bronze Belt~ -A bronze belt lies here.~ -~ -9 524288 2049 32 -0 0 0 0 -4 10000 1000 -A -19 8 -A -13 67 -#592 -Steel Toed Boots~ -some Steel Toed Boots~ -A pair of steel toed boots lies here.~ -~ -9 1 65 0 -0 0 0 0 -6 15000 1500 -A -14 -100 -A -2 -2 -A -12 130 -#593 -Recurve Bow~ -a Recurve Bow~ -A recurve bow lies here.~ -~ -5 320 8193 0 -0 0 0 11 -2 15000 1500 -A -4 1 -A -5 1 -A -18 9 -A -19 8 -#594 -Brass Gauntlets~ -Brass Gauntlets~ -A pair of brass guantlets lies here.~ -~ -9 524608 129 0 -0 0 0 0 -4 15000 1500 -A -31 2 -A -18 8 -#595 -Steel Helmet~ -a Steel Helmet~ -A steel helmet lies here.~ -~ -9 524288 17 0 -0 0 0 0 -6 12000 1200 -A -13 50 -A -4 1 -A -19 8 -#596 -War Staff~ -a War Staff~ -A wooden war staff lies here.~ -~ -5 1 8193 0 -0 0 0 8 -4 5000 500 -A -19 3 -A -18 13 -#597 -Dragon Skin Pants~ -some Dragon Skin Pants~ -A pair of dragon skin pants lies here.~ -~ -9 64 33 16 -0 0 0 0 -2 20000 2000 -A -12 100 -A -18 6 -#598 -War Lance~ -a War Lance~ -A war lance lies here.~ -~ -5 524288 8193 0 -0 0 0 2 -5 15000 1500 -A -2 2 -A -18 6 -A -19 9 -#599 -War Hammer~ -a War Hammer~ -A war hammer lies here.~ -~ -5 524290 8193 0 -0 0 0 7 -7 17000 1700 -A -1 2 -A -18 8 -A -19 10 -#600 -Dragon Skin Cape~ -a Dragon Skin Cape~ -A dragon skin cape lies here.~ -~ -9 320 1025 64 -0 0 0 0 -4 12000 1200 -A -4 2 -A -3 2 -A -12 89 -A -18 7 -#601 -War Flail~ -a War Flail~ -A war flail lies here.~ -~ -5 257 8193 0 -0 0 0 4 -4 12000 1200 -A -18 8 -A -19 10 -A -17 -10 -#602 -Bronze Sleeves~ -some Bronze Sleeves~ -A pair of bronze sleeves lies here.~ -~ -9 524289 257 32 -0 0 0 0 -4 10000 1000 -A -18 8 -A -19 9 -#603 -Bronze Leggings~ -some Bronze Leggings~ -A pair of bronze leggings lies here.~ -~ -9 524289 33 12 -0 0 0 0 -5 12000 1200 -A -14 200 -A -2 -2 -A -19 5 -A -18 6 -#604 -Bronze Earrings~ -some Bronze Earrings~ -A pair of bronze earrings lies here.~ -~ -9 524353 65537 0 -0 0 0 0 -1 10000 1000 -A -56 236 -#605 -Quick Boots~ -the Quick Boots~ -A pair of brilliant golden boots lies here.~ -~ -9 672833 65 0 -0 0 0 0 -4 26000 2600 -A -12 80 -A -13 90 -A -2 2 -#606 -Kevlar Vest~ -a Kevlar Vest~ -A kevlar vest lies here.~ -~ -9 148832 1025 16 -0 0 0 0 -4 25000 2500 -A -5 2 -A -18 50 -A -19 9 -A -13 20 -#607 -Electrum Armbands~ -some Electrum Armbands~ -A pair of electrum armbands lies here.~ -~ -9 672864 257 8 -0 0 0 0 -2 15000 1500 -A -13 80 -A -19 7 -A -18 6 -#608 -Eel Whip~ -The Eel~ -A long golden whip lies here.~ -~ -5 525377 8193 0 -0 0 0 4 -5 25000 2500 -A -18 5 -A -19 15 -#609 -Fleece Sweats~ -Fleece Sweats~ -A pair of fleece sweats lies here.~ -~ -9 32 33 4 -0 0 0 0 -2 5000 500 -A -14 200 -A -18 7 -A -19 9 -#610 -Pewter Key~ -a Pewter Key~ -A pewter key lies here.~ -~ -18 2 1 0 -0 0 0 0 -1 0 0 -#611 -Cotton Tunic~ -a Cotton Tunic~ -A cotton tunic lies here.~ -~ -9 1344 9 2 -0 0 0 0 -3 10000 1000 -A -17 -15 -A -13 40 -A -19 3 -A -18 6 -#612 -Rope Sash~ -a Rope Sash~ -A rope sash lies here.~ -~ -9 1344 2049 12 -0 0 0 0 -1 10000 1000 -A -4 2 -A -3 2 -A -5 2 -A -31 2 -A -2 2 -A -25 2 -A -1 2 -A -12 40 -A -13 60 -A -18 5 -#613 -Pigskin Pants~ -some Pigskin Pants~ -A pair of pigskin pants lies here.~ -~ -9 1344 33 8 -0 0 0 0 -2 10000 1000 -A -22 -10 -A -21 -10 -A -20 -10 -A -23 -10 -A -24 -10 -A -19 20 -A -18 9 -#614 -Grand Staff Peckia~ -The Grand Staff of Peckia~ -An ebony pole lies here.~ -~ -5 1346 8193 0 -0 0 0 7 -3 25000 2500 -A -18 19 -A -19 9 -#615 -Sword Democracy~ -The Sword of Democracy~ -A bright golden sword lies here.~ -~ -5 673097 8193 0 -0 0 0 3 -8 35000 3500 -A -18 18 -A -19 15 -#616 -Cloak Deliverance~ -The Cloak of Deliverance~ -A velvet cloak lies here.~ -~ -9 148801 1025 32 -0 0 0 0 -5 38000 3800 -A -13 50 -A -12 45 -A -18 11 -A -19 10 -#617 -Plate Life~ -The Plate of Life~ -A bright golden plate lies here.~ -~ -9 673089 9 12 -0 0 0 0 -6 40000 4000 -A -23 -15 -A -24 -15 -A -20 -15 -A -22 -15 -A -21 -15 -A -4 2 -A -13 85 -A -18 10 -A -19 13 -#618 -Helmet Morality~ -The Helmet of Morality~ -A bright golden plumed helmet lies here.~ -~ -9 673089 17 0 -0 0 0 0 -3 35000 3500 -A -3 2 -A -4 2 -A -1 2 -A -25 2 -A -31 2 -A -5 2 -A -2 2 -A -18 11 -A -13 99 -A -19 14 -#619 -Red Lever~ -a Red Lever~ -A &RRed&G lever sticks out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a Red Lever.~ -mpechoat $n A huge jolt of electricity is sent down your arm stunning you. -mpechoaround $n A huge bolt of electricity engulfs $n and fries $m. -mpdamage $n 700 -push red -~ -| -#620 -White Lever~ -a White Lever~ -A &WWhite&G lever sticks out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a White Lever.~ -mpechoat $n You hear gears grinding, suddenly the floor falls away beneath you. -mpechoaround $n Gears start to grind when suddenly $n falls through the floor -mptransfer $n 703 -mpat 703 mpechoaround $n $n falls into the pit. -mpat 703 mpforce $n look -push lever -~ -| -#621 -Pink Lever~ -a Pink Lever~ -A &PPink&G lever sticks out of the wall here.~ -~ -37 0 0 0 -0 0 0 0 -1 0 0 -> act_prog p pulls a Pink Lever.~ -mpecho &B*click*&G A door to the northeast creeps open slowly. -mpopenpassage 10297 10268 6 -push pink -~ -> act_prog p leaves northeast.~ -mpecho &B*BANG*&g The door slams shut! -mpat 673 mpechoat $n &B*BANG*&G The door slams shut! -mpat 673 mpechoaround $n &B*BANG*&G The door slams shut! -mpclosepassage 10297 6 -~ -| -#622 -Outcaster bow~ -The Outcaster~ -An elaborate longbow lies here.~ -~ -5 648 8193 0 -0 0 0 6 -2 17000 1700 -E -tempest bow~ -This elaborate ebony longbow is both beautiful and deadly. On the riser -are written the words, "From the Tempest of the Storm, the Rain of Truth -Shall Exterminate the Darkness". -~ -A -2 1 -A -18 8 -A -19 12 -#623 -Ebony Neck Protector~ -An Ebony Neck Protector~ -An ebony neck protector lies here.~ -~ -9 524832 5 0 -0 0 0 0 -2 13000 1300 -A -2 1 -A -13 47 -A -18 6 -A -19 8 -#624 -Back Quiver~ -a Back Quiver~ -A black back quiver lies here.~ -~ -9 321 1025 0 -0 0 0 0 -3 12000 1200 -A -18 5 -#625 -Pink Potion~ -a Pink Potion~ -A pink potion lies here.~ -~ -10 0 1 0 -60 -1 -1 -1 -1 5000 500 -'cure critical' 'cure critical' 'stone skin' -#626 -Fountain~ -a Fountain~ -A stone dragon fountain is here bubbling.~ -~ -25 0 0 0 -10000 10000 0 0 -1 0 0 -#627 -Dungeon Key~ -a Dungeon Key~ -A Dungeon key lies here.~ -~ -18 0 1 0 -0 0 0 0 -1 0 0 -#628 -Troll Bracelet~ -a Troll Bracelet~ -A shiny metal bracelet lies here.~ -~ -9 524640 4097 0 -0 0 0 0 -2 50000 5000 -A -13 50 -#629 -Minotaur Armbands~ -some Minotaur Armbands~ -Some shiny metal armbands lie here.~ -~ -9 524609 257 0 -0 0 0 0 -2 50000 5000 -A -13 50 -A -18 7 -#630 -Dwarf Ring~ -a Dwarf Ring~ -A shiny metal ring lies here.~ -~ -9 524609 3 0 -0 0 0 0 -2 50000 5000 -A -13 50 -#631 -Druid Earrings~ -some Druid Earrings~ -Some shiny metal earrings lie here.~ -~ -9 524609 65537 0 -0 0 0 0 -2 50000 5000 -A -13 50 -#632 -Bloody Key~ -a Bloody Key~ -A bloody key lies here.~ -~ -18 0 1 0 -0 0 0 0 -1 0 0 -#633 -Ebony Key~ -an Ebony Key~ -An ebony key lies here.~ -~ -18 0 1 0 -0 0 0 0 -2 0 0 -#634 -Kneehigh Boots~ -some Kneehigh Boots~ -A pair of black kneehigh boots lie here.~ -~ -9 525057 65 0 -0 0 0 0 -4 32000 3200 -A -2 2 -A -12 150 -A -13 70 -A -19 8 -#635 -Black Hood~ -a Black Hood~ -A black hood lies here.~ -~ -9 352 17 0 -0 0 0 0 -6 12000 1200 -A -13 100 -#636 -Amulet Peckia~ -The Amulet of Peckia~ -A shiny metal amulet lies here.~ -~ -9 524609 5 0 -0 0 0 0 -2 50000 5000 -A -13 100 -#637 -Onyx Key~ -an Onyx Key~ -An Onyx key lies here.~ -~ -18 524290 1 0 -0 0 0 0 -2 0 0 -#638 -Pointed Ears~ -some Pointed Ears~ -Some pointed ears lie here.~ -~ -9 96 65537 0 -0 0 0 0 -2 5000 500 -A -25 2 -A -56 56 -#639 -Gargoyle Ring~ -a Gargoyle Ring~ -A ring with a gargoyle on it lies here.~ -~ -8 524608 3 0 -0 0 0 0 -3 15000 1500 -A -17 -20 -A -18 2 -A -19 2 -#640 -Gargoyle's Claw~ -a Gargoyle's Claw~ -A gargoyle's clay lies here.~ -~ -3 1 16385 0 -60 15 15 -1 -2 20000 2000 -'poison' -#641 -Mirror~ -a Mirror~ -A full length mirror stands here just asking to be looked at.~ -~ -12 0 0 0 -0 0 0 0 -1 0 0 -E -mirror~ -Standing on end between two large Mastadon tusks and made from the -finest glass, this beveled full length mirror has a strange aura about it. -~ -> exa_prog 100~ -mpechoat $n You feel space and time changing about you. -mpechoaround $n $n quickly starts to fade out of existance. -mptransfer $n 476 -mpat 476 mpforce $n look -mpat 476 mpechoat $n You feel time and space come back together. -mpat 476 mpechoaround $n $n fades back into existance. -~ -| -#642 -Little White Apron~ -a Little White Apron~ -A little white apron lies here.~ -~ -9 448 2049 16 -0 0 0 0 -2 5000 500 -A -25 -2 -A -23 -15 -A -18 6 -A -13 32 -#643 -Black Thong Panties~ -some Black Thong Panties~ -A pair of black thong panties lies here.~ -~ -9 4512 2049 8 -0 0 0 0 -1 3000 300 -A -13 40 -A -19 6 -#644 -Fish Net Hose~ -some Black Fish Net Hose~ -A pair of black fish net hose lie here.~ -~ -9 4480 33 0 -0 0 0 0 -1 0 0 -A -2 2 -A -14 200 -#645 -Short Dress~ -a Short Black Dress~ -A short black dress lies here.~ -~ -9 4480 9 0 -0 0 0 0 -3 5000 500 -A -13 20 -A -12 51 -A -19 5 -#646 -Black Pumps~ -some Black Pumps~ -A pair of black pumps lies here.~ -~ -9 4480 65 0 -0 0 0 0 -1 5000 500 -A -2 -2 -A -19 7 -#647 -Feather Duster~ -a Feather Duster~ -A feather duster lies here.~ -~ -5 448 8193 0 -0 0 0 6 -2 15000 1500 -#648 -Lightning Necklace~ -The Lightning Bolt Necklace~ -A necklace with a lightning bolt on it lies here.~ -~ -18 524609 5 0 -0 0 0 0 -1 20000 2000 -A -25 2 -A -12 76 -A -18 55 -#649 -Fur Rug~ -a Fur Rug~ -A black fur rug made from the hide of some beast lies here.~ -~ -12 0 0 0 -0 0 0 0 -1 0 0 -#650 -Hooded Robe~ -a Hooded Robe~ -A hooded robe lies here.~ -~ -9 99138 1025 64 -0 0 0 0 -4 10000 1000 -A -12 100 -#651 -Jute Sandals~ -some Jute Sandals~ -A pair of jute sandals lie here.~ -~ -9 262656 65 0 -0 0 0 0 -2 3000 300 -A -17 -16 -#652 -Jute Sash~ -a Jute Sash~ -A jute sash lies here.~ -~ -9 832 2049 12 -0 0 0 0 -1 2000 200 -A -18 8 -A -12 95 -#653 -Book Word Chaos~ -The Word of Chaos~ -A large book with an eye on it lies here.~ -~ -5 148288 8193 0 -0 0 0 6 -10 50000 5000 -A -18 13 -A -19 10 -#654 -Amulet Eye Chaos ~ -The Eye of Chaos~ -An amulet with an eye on it lies here.~ -~ -9 590657 5 0 -0 0 0 0 -2 20000 2000 -A -13 80 -A -23 -5 -A -21 -5 -A -24 -5 -A -20 -5 -A -19 6 -A -18 7 -#655 -Dragonplate Armor~ -some Dragonplate Armor~ -A piece of dragonplate armor lies here.~ -~ -9 525121 9 12 -0 0 0 0 -10 35000 3500 -A -22 -13 -A -17 -15 -A -13 90 -A -19 10 -A -31 1 -A -18 9 -#656 -Helmet Deception~ -The Helmet of Deception~ -A shiny black helmet lies here.~ -~ -9 524865 17 0 -0 0 0 0 -6 35000 3500 -A -3 1 -A -25 1 -A -31 -1 -A -17 -15 -A -13 70 -A -19 11 -A -18 12 -#657 -Leggings Nimrod~ -The Leggings of Nimrod~ -Some shiny black leggings lie here.~ -~ -9 17318657 33 32 -0 0 0 0 -6 15000 1500 -A -13 49 -A -18 6 -A -19 9 -A -12 90 -A -2 2 -A -17 -10 -#658 -Sheath Despair~ -The Sheath of Despair~ -A black shiny sheath lies here.~ -~ -9 525057 2049 64 -0 0 0 0 -5 10000 1000 -A -27 16384 -A -17 -10 -A -18 10 -A -19 6 -A -5 2 -A -23 -8 -#659 -Blade Darkness Sword~ -The Blade of Darkness~ -A black shiny sword lies here.~ -~ -5 541448 8193 0 -0 0 0 3 -6 30000 3000 -A -30 65 -A -18 12 -A -19 13 -A -25 2 -A -4 -1 -#660 -Burnt Pot~ -a Burnt Pot~ -A black burnt pot lies here.~ -~ -9 525120 17 0 -0 0 0 0 -5 45000 4500 -A -2 -2 -A -5 3 -A -12 -25 -A -18 9 -A -19 8 -A -17 -16 -#661 -Dirty Platter~ -a Dirty Platter~ -A dirty platter lies here.~ -~ -9 525122 9 0 -0 0 0 0 -6 44000 4400 -A -3 -2 -A -13 50 -A -18 6 -A -19 -3 -#662 -Rusty Cleaver~ -a Rusty Cleaver~ -A rusty meat cleaver lies here.~ -~ -5 525224 8193 0 -0 0 0 3 -8 42000 4200 -A -18 4 -A -19 12 -#663 -Rusty Spatula~ -a Rusty Spatula~ -A rusty spatula lies here.~ -~ -3 513 16385 0 -56 8 7 -1 -3 40000 4000 -'scorching surge' -#664 -Rusty Ring~ -a Rusty Ring~ -A rusty ring lies here.~ -~ -9 525152 3 0 -0 0 0 0 -1 46000 4600 -A -12 150 -A -13 50 -A -1 -2 -A -25 -1 -A -19 -4 -A -18 8 -#665 -baby Lauren~ -Lauren~ -Baby Lauren lies here.~ -~ -13 1 1 0 -0 0 0 0 -1 0 0 -#666 -Bag Gold Coins~ -a Bag of Gold Coins~ -A bag of gold coins lies here.~ -~ -20 0 1 0 -1000000 1 0 0 -1 1000000 100000 -#667 -Flame Darkness~ -The Flame of Darkness~ -A black metal light lies here.~ -~ -1 525152 16385 0 -0 0 -1 0 -10 100000 10000 -A -24 -15 -A -13 150 -A -12 100 -A -17 -19 -A -19 10 -A -18 15 -> damage_prog 100~ -mpoload 667 50 -mpecho The Flame of Darkness explodes then suddenly reappears -drop flame -mpforce $n get flame -mpforce $n wear flame -~ -| -#668 -Crown Erebus~ -The Crown of Erebus~ -A black shiny crown lies here.~ -~ -9 590656 17 0 -0 0 0 0 -4 50000 5000 -A -12 75 -A -23 -11 -A -24 -11 -A -13 55 -A -19 10 -A -18 9 -#669 -Purple Gown~ -a Purple Gown~ -A purple gown lies here.~ -~ -9 833 1025 24 -0 0 0 0 -4 10000 1000 -A -26 1048576 -A -12 60 -A -23 -15 -A -24 -15 -A -18 11 -A -19 13 -#670 -Onyx Bracelet~ -an Onyx Bracelet~ -An onyx bracelet lies here.~ -~ -9 99138 4097 0 -0 0 0 0 -2 25000 2500 -A -13 70 -A -12 80 -A -25 2 -A -18 9 -A -19 8 -#671 -Wand Devastation~ -The Wand of Devastation~ -A black serpentine wand lies here.~ -~ -3 513 16385 0 -50 10 10 -1 -1 25000 2500 -'quantum spike' -#672 -Basket~ -a Basket~ -A basket lies here.~ -~ -15 0 0 0 -100 0 0 0 -1 0 0 -#673 -Flame Justice~ -The Flame of Justice~ -A bright metal light lies here.~ -~ -1 525664 16385 0 -0 0 -1 0 -10 100000 10000 -A -26 8192 -A -23 -15 -A -13 100 -A -12 150 -A -17 -20 -A -19 10 -A -18 16 -> wear_prog 100~ -mea $n Holy fires from the heaven covers your body. -c fireshield $n~ -> damage_prog 100~ -mpoload 673 50 -mpecho The Flame of Justice explodes violently then suddenly reappears -drop flame -mpforce $n get flame -mpforce $n wear flame -~ -| -#674 -Bench~ -a bench~ -A bench sits here just waiting for someone to sit on it.~ -~ -12 1073741824 0 0 -0 0 0 0 -1 0 0 -#675 -Chocolate Butterflies~ -a Chocolate Covered Butterfly~ -A chocolate covered butterfly lies here.~ -~ -26 8192 1 0 -40 -1 -1 -1 -1 1500 10 -'fly' 'NONE' 'NONE' -#676 -Angel Food Cake~ -an Angel Food Cake~ -An Angel Food cake lies here.~ -~ -26 8192 1 0 -1 -1 -1 -1 -2 5000 500 -'heal' 'heal' 'heal' -#677 -Golem Girth~ -a Golem Girth~ -A golem's girth lies here.~ -~ -9 524544 2049 0 -0 0 0 0 -4 5000 500 -A -17 -9 -A -3 -1 -A -4 -1 -A -19 15 -A -18 4 -#678 -Chef's Hat~ -a Chef's Hat~ -A chef's hat lies here.~ -~ -9 4545 17 0 -0 0 0 0 -5 10000 1000 -A -17 -5 -A -4 1 -A -3 1 -A -2 3 -A -1 1 -A -5 1 -A -13 90 -#699 -Last object willow.are~ -last objectec for willow.are~ -Some god dropped a newly created Last object willow.are here.~ -~ -13 0 0 0 -0 0 0 0 -1 0 0 -#0 - -#ROOMS -#400 -The Bridge~ -The bridge crosses a clear blue running stream that flows from east to -west. As you stop to marvel at it's beauty, you notice a large catfish -lying in one of the eddy currents. You wish you had the time to stop -and try your luck, but duty calls and you must be on your way. The village -is south. -There is a Bulletin Board here. -~ -0 1073741828 1 0 0 0 -D2 -~ -~ -0 -1 401 0 -E -board bulletin~ -Welcome to Willow Realm, this area is intended for players 35-50. -There are many puzzles within the Realm and U can find help with -mobs that are aligned with yourself. You may talk with most mobs -that inhabit the realm, but be warned don't smart off to them. -Your first clue to get U started is "Find the villager that lives alone - in his dwelling and ask about the Marked Child. The main keyword is -baby or Marked One, so use one of these words when asking mobs. We hope -U enjoy your stay here and may your adventure be blessed. -PS Be sure to read room descriptions for clues and warnings. -~ -S -#401 -Entrance to Peck Village~ -As you enter the village you are at once aware that something is wrong. -Villagers are running every which way, women screaming, babies crying, -and warriors shouting commands. It is pure pandemonium and as you stand -here watching all the chaos around you, you wonder what has caused this. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 400 0 -D2 -~ -~ -0 -1 402 0 -S -#402 -Center of Village~ -You are in what seems to be the center of the village, not to mention -the middle of all the confusion. A large oak tree dominates the village -square, and as you marvel at it's enormous size, a huge acorn falls on -your head. OUCH!!!! That hurt!!! -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 401 0 -D1 -~ -~ -0 -1 416 0 -D2 -~ -~ -0 -1 430 0 -D3 -~ -~ -0 -1 403 0 -S -#403 -Western Edge of Village Square~ -You are on the western edge of the village square. People are running and -screaming everywhere, and you are almost knocked off your feet as a villager -runs past in complete terror. As you regain your composure, you have a very -uneasy feeling of eminent danger. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 414 0 -D1 -~ -~ -0 -1 402 0 -D2 -~ -~ -0 -1 408 0 -D3 -~ -~ -0 -1 404 0 -S -#404 -Western Lane~ -As you continue, you are totally aware of the hackles beginning to rise -on the back of your neck. There are carts of hay and potatoes lying here -overturned and smoldering fires that were quenched by the stews that were -brewing on them before being knocked over by the onslaught of mass hysteria. -A mother clutching her child to her chest, runs past you screaming at the -top of her voice. To the south is a stone building that at the moment -seems closed. -There is a sign here. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 411 0 -D1 -~ -~ -0 -1 403 0 -D2 -~ -door~ -3 -1 632 0 -D3 -~ -~ -0 -1 405 0 -E -sign~ -**************************************** -* Asodius's Assay Office * -* Bullion-Jewels-Treasure * -* Bought and Sold * -**************************************** -~ -S -#405 -Western Path~ -As you continue on the western lane of the village you hear the shouts -of warriors from behind you. As they pass you running to the west, you -can't help but notice the determined look on thier faces and the large -spears in thier hands. Obviously there is something amuck to the west, but -should you go to investigate? -~ -0 1073741824 1 0 0 0 -D1 -~ -~ -0 -1 404 0 -D3 -~ -~ -0 -1 406 0 -S -#406 -End of Western Path~ -You are now at the end of the western lane and to the north you hear -the angry shouts of the warriors that passed you. There is a stench in -the air and as you try to place the familiar smell. you hear an indescribable -howl to the north that sends a cold shiver down your spine. -~ -0 1073741828 1 0 0 0 -D0 -~ -~ -0 -1 407 0 -D1 -~ -~ -0 -1 405 0 -S -#407 -Pig Pen~ -You now realize as you enter the pig pen, what that familiar odor was. -At the north end of the pig pen you see the warriors fighting a Weredog. -You are now aware of the cause of all the mass confusion, as these beasts -are some of the foulest creatures to walk the lands. Hopefully, there was -only one of the ferocious beasts. -~ -0 1073741824 1 0 0 0 -D2 -~ -~ -0 -1 406 0 -S -#408 -Southern Lane~ -You are on a small southern lane that is obviously a path to one of the -villagers houses. There are remains of small herb gardens on each side of -the lane that have been uprooted and trompled. To the west you see a -dwelling made of stones and formed into a geodesic dome. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 403 0 -D3 -~ -~ -0 -1 409 0 -S -#409 -Peck Dwelling~ -You stand in front of one of the villagers dwellings. Constructed of -stones from the area and formed into a geodesic dome, it seems to be -secure from the danger that lurks these lands. From inside you hear -the hushed whispers of the inhabitants as they wait for the danger to -subside and the all clear signal. -~ -0 1073741824 1 0 0 0 -D1 -~ -~ -0 -1 408 0 -D3 -~ -door~ -3 -1 410 0 -S -#410 -Inside Peck Dwelling~ -You stand inside a simple crude structure. On one side you notice a stone -fireplace that has an iron pot hanging over the fire, obviously cooking -some sort of vegetable stew by the smell of it. Across the room from the -fireplace sits an oaken table with several chairs around it. On the back -wall are a pair of bunk beds and what appear to be cabinets. You can't -help but notice, that it is larger inside than it appeared from the -outside. -~ -0 1073741832 0 0 0 0 -D1 -~ -door~ -3 -1 409 0 -S -#411 -Path to Stream~ -You are on a well worn path that is shaded by huge oak trees. This path -must lead to the stream, judging from the sound of rushing water coming -from the northwest. The path is littered with several oaken buckets that -must have been dropped in haste when the danger call was sounded. -~ -0 1073741824 1 0 0 0 -D2 -~ -~ -0 -1 404 0 -D3 -~ -~ -0 -1 412 0 -S -#412 -Following Path to Stream~ -As you continue along the stream path the sound of rushing water gets -louder. The ground here is moist and the smell of water is in the air. -You feel the air around you getting cooler as you near the stream. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 413 0 -D1 -~ -~ -0 -1 411 0 -S -#413 -At the Stream~ -Standing here next to the stream, the air is much cooler. The water is -crystal clear and it feels quite cool as you bend over and put your hand -in it. On the ground are a few more oaken buckets that have been dropped -and spilled in all the panic. This seems like a perfect opportunity to -fill your skins and drink before continuing on your journey. -~ -0 1073741824 1 0 0 0 -D2 -~ -~ -0 -1 412 0 -S -#414 -Sentry Path~ -You are wandering down a well worn path that leads to one of the village -sentry posts, judging from the looks of the elevated wooden platform up -ahead to the north. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 415 0 -D2 -~ -~ -0 -1 403 0 -S -#415 -West Sentry Post~ -You are standing at the base of the northwest sentry post. It looks to -be about 15 feet tall and affords an excellent view of the bridge and -lands to the north. There is a large horn here that is used to sound -the village alarm should danger present itself. With all the dangers -that this land holds, you can imagine that this horn has been blown -many a time. -~ -0 1073741824 1 0 0 0 -D2 -~ -~ -0 -1 414 0 -S -#416 -Eastern Edge of Village Square~ -Here on the eastern edge of the village square are smashed wheel barrows, -overturned carts, and crushed baskets. As you survey the area, you hear -what can only be described as an errie howling roar. What ever made that -noise, sounded like it was headed your way and your blood turns ice cold. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 428 0 -D1 -~ -~ -0 -1 417 0 -D3 -~ -~ -0 -1 402 0 -S -#417 -Intersection~ -You stand at an intersection that leads in all directions. The path to -the north and east appear to be smaller lanes that likely lead to some -of the village dwellings, while to the south the path is much wider and -very well worn. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 422 0 -D1 -~ -~ -0 -1 418 0 -D2 -~ -~ -0 -1 425 0 -D3 -~ -~ -0 -1 416 0 -S -#418 -Eastern Lane~ -This small lane is obviously a path to one of the villagers dwellings, -judging from the remains of the mailbox that lies here on the ground -in shambles. There is a small wooden wagon that haas been smashed laying -in the middle of the trail and you have to setp over it to continue on -your way. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 419 0 -D3 -~ -~ -0 -1 417 0 -S -#419 -Fence around Yard~ -As you continue up the path you come to a small picket fence that has -been totally destroyed. The well kept garden that lined both sides of -the path has been trompled and in the moist earth you noice a huge -paw print that could have only been made by some sinister beast. Upon -seeing this your heart starts to race as you remember that eerie howling -roar. -~ -0 1073741824 1 0 0 0 -D1 -~ -~ -0 -1 420 0 -D2 -~ -~ -0 -1 418 0 -S -#420 -Villager Cottage~ -Here stands one of the villagers cottages, constructed from stone, it -seems quite secure and a good place to hide from the beasts that are -stalking this small village. There is smoke coming from the chimney -indicating that the occupants are in. You hope that they don't mind a -stranger barging in to take refuge from the danger as you reach for the -door. -~ -0 1073741824 1 0 0 0 -D1 -~ -door~ -3 -1 421 0 -D3 -~ -~ -0 -1 419 0 -S -#421 -Inside Cottage~ -As you enter the stone cottage you notice a blazing fire in the fireplace -By the fires light you can see a comfortable kingsize bed along one wall -and a large wooden table surrounded by chairs in the middle of the room. -On one wall hangs the stuffed head of some indescribable creature and -underneath it rests a finely crafted spear. -~ -0 1073741832 0 0 0 0 -D3 -~ -door~ -3 -1 420 0 -S -#422 -Small Northern Lane~ -You are walking on a small well maintained path that leads to a strangely -decorated dwelling to the north. On one side of the path is a sign and on -the other, stands a white marble sundial that glistens in the sun. -~ -0 1073741828 1 0 0 0 -D0 -~ -~ -0 -1 423 0 -D2 -~ -~ -0 -1 417 0 -E -sign~ -WIZARD AT WORK!!!! -DO NOT DISTURB!!! -THIS MEANS YOU!!!!! - - -HIOLDWIN THE WIZARD -~ -S -#423 -Hioldwins Cottage~ -As you approach this strangely decorated cottage you catch the scent -of herbs brewing. On the outer walls of the cottage are all sorts of -arcane markings, whose meanings are beyond you. From inside you can hear -someone muttering in some strange language and you surmise that it must -be the wizard reciting some sort of encantation. -~ -0 1073741824 1 0 0 0 -D0 -~ -door~ -7 403 424 0 -D2 -~ -~ -0 -1 422 0 -S -#424 -Inside Hioldwin's Cottage~ -As you enter the cottage you are overcome by the smell of herbs brewing. -There are various shelves on the walls filled with all sorts of glowing -concoctions. In the middle of the room stands a huge wooden table littered -with containers of every size and shape imaginable. On one end of the table -you see a small beaker bubbling over a green flame. -~ -0 1076887560 0 0 0 0 -D2 -~ -door~ -7 403 423 0 -S -#425 -Wide Southern Path~ -This path appears to be well travelled and is wider than the smaller lanes -to the north. This must lead to a popular spot by the looks of it. As you -continue down the path you side step an overturned burning cart. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 417 0 -D2 -~ -~ -0 -1 426 0 -S -#426 -Entrance to Pick-a-Pec~ -Standing here in front of the village grocers amongst dropped and spilled -bags of groceries, you realize why this path is so heavily used. Off to -one side of the lane, a pig roots around in one of the discarded bags of -groceries that some villager dropped in his flight to saftey and you realize -that you might ought to seek some shelter too, as it seems you are the -only fool that is still walking the streets. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 425 0 -D1 -~ -door~ -3 -1 427 0 -S -#427 -Inside Pick-a-Pec Grocery~ -Here inside the grocers establishment, the shelves are lined with all sorts -of food stuffs that will supply you with nourishment on your journeys. The -smell of fresh baked bread lingers in the air and your mouth begins to water -at the sight of the large pot pies that are displayed in the glass counter. -~ -0 1073742856 0 0 0 0 -D3 -~ -door~ -3 -1 426 0 -S -#428 -Look-out Path~ -Here you find yourself walking on a small well defined path that is outlined -along both sides with white stones. The path leads northward to a rock outcrop -that you can see from here, that is used for one of the village sentry posts. -On the ground you notice a broken spear and a puddle of blood. This is not -a good sign and you look around nervously, making sure that nothing is lurking -on the sides of the pathway just waiting to make you it's next meal. -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 429 0 -D2 -~ -~ -0 -1 416 0 -S -#429 -Eastern Sentry Post~ -You are standing at the foot of a small rock outcrop that is used as the -villages northeastern lookout post. Off to one side you notice a large horn -propped up between several large stones, that must be used to sound the -alarm. From this vantage point you can see in all directions. The view here -is almost breathtaking and as you stand here admiring the surrounding -countryside, you remember the broken spear and puddle of blood. Time to get -the heck outta here before whatever did that may come back and make you it's -next meal. -~ -0 1073741824 1 0 0 0 -D2 -~ -~ -0 -1 428 0 -S -#430 -Southern Edge of Square~ -Here lying all broken and battered are the remains of a couple of wooden -carts and wagons. As you stop to gather your wits about you, there is a -howling roar off to the northwest and then you hear someone scream out -in agony. What to do? Should you stay and try to assist the villagers or -head on out of town through the gates to the safety of the woods? -Decisions, Decisions!!! -~ -0 1073741824 1 0 0 0 -D0 -~ -~ -0 -1 402 0 -D1 -~ -gate~ -3 -1 431 0 -S -#431 -Trail to the Crossroads~ -You find yourself travelling through a well lit lush green forest. It is a -welcome relief from the pandemonium of the Peck village here, with the birds -singing and flitting about. The peacefulness of the woods helps to settle your -frazzled nerves. West are the gates that lead into the Peck village. -~ -0 1073741824 3 0 0 0 -D1 -~ -~ -0 -1 432 0 -D3 -~ -gate~ -3 -1 430 0 -S -#432 -Trail to the Crossroads~ -As you continue through the forest, you are aware of an inner peace -overcoming you and you have to remind yourself it would be unwise to let -your guard down. -~ -0 1073741824 3 0 0 0 -D1 -~ -~ -0 -1 433 0 -D3 -~ -~ -0 -1 431 0 -S -#433 -Trail to the Crossroads~ -The trail here starts to widen and the forest foilage starts to open up -into a small clearing. To the south you hear the sound of rushing water. -~ -0 1073741824 3 0 0 0 -D2 -~ -~ -0 -1 434 0 -D3 -~ -~ -0 -1 432 0 -S -#434 -Wall of Showers~ -The trail here leads to a beautiful crystal clear pool that lies beneath -one of the most magnificient waterfalls you have ever laid eyes on. The -entire cliff is emersed in an unrelenting shower of water as the river -above cascades over the edge and tumbles down the face of the cliff. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 433 0 -D2 -~ -~ -0 -1 435 0 -S -#435 -On to the Crossroads~ -As you continue, you can hear the distant sound of water rushing to the -north. The forest here closes in on the trail and you marvel at the size -of the enormous trees that form the forest canopy high above. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 434 0 -D3 -~ -~ -0 -1 436 0 -S -#436 -Approaching the Crossroads~ -The forest here has receded, leaving the terrain here more open and barren. -Sitting atop one of the large rocks that seem to dominate this landscape, -is a huge lizard of some sort, and he seems to lick his lips as you pass -by. High above and to the south you can see a flock of buzzards circling -obviously something is dead in that direction. -~ -0 1073741824 4 0 0 0 -D1 -~ -~ -0 -1 435 0 -D2 -~ -~ -0 -1 437 0 -S -#437 -At the Crossroads~ -You find yourself at the ominous Crossroads. The terrain here is barren -and nondescript, with exception of the iron cages suspended in air from -large poles planted in the ground. As you examine them closer, a cold -shiver runs down your spine as you realize what is in these cages. -WHOA!!! HUMAN REMAINS!!! -To the ne is an enormous wagon being pulled by a team of Clydesdales. -There is a wooden sign here. -~ -0 1073742848 4 0 0 0 -D0 -~ -~ -0 -1 436 0 -D1 -~ -~ -0 -1 438 0 -D2 -~ -~ -0 -1 510 0 -D3 -~ -~ -0 -1 526 0 -D6 -~ -door~ -3 -1 615 0 -D9 -~ -~ -0 -1 704 0 -E -sign wooden~ -**************************************** -* * -* * -* Peck Village ------------> North * -* Gallitan Plains ---------> South * -* Woodlot Tavern ----------> East * -* Swamp of Despair --------> West * -* * -* * -**************************************** - *** - *** - *** - *** -~ -E -wagon~ -This enormous wagon is being pulled by a team of 6 Clydesdale horses -and driven by a young apprentice. On the sides of the wagon it has painted -in large red letters &RArnolds Armor Repair -~ -S -#438 -West Tavern Road~ -You find yourself on a well maintained east/west road through the forest. -As you continue down the road, you have a strange sense that you are being -watched by unseen eyes. -~ -0 1073741828 3 0 0 0 -D1 -~ -~ -0 -1 439 0 -D3 -~ -~ -0 -1 437 0 -S -#439 -West Tavern Road~ -Deep within the forest, you become suddenly aware of the strange noises -that echo out from amongst the greenery, but try as you might you can't -see anything out there. You do however see there is a smaller hidden trail -that leads off to the south. As you stand here sizing up the situation -you catch movement out of the corner of your eye. Turning to focus your -attention on it you suddenly hear a shrill voice holler out "ATTACK!!" -~ -0 1073741824 3 0 0 0 -D1 -~ -~ -0 -1 442 0 -D2 -~ -~ -0 -1 440 0 -D3 -~ -~ -0 -1 438 0 -S -#440 -Small Southern Path~ -This small trail looks like it has been some time since it was used, as -the forest crowds in on it from both sides and you have to push limbs -out of your way frequently to proceed onward. In the back of your mind -something keeps telling you this was a bad idea, but just as you begin -to dismiss the thought as paranoia, you hear a shrill cry "ATTACK!!!". -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 439 0 -D2 -~ -~ -0 -1 441 0 -S -#441 -Small Clearing~ -Here the trail ends abruptly in a small clearing. Walking through the -knee high grass of the clearing a rabbit darts out of nowhere, causing -your heart to skip a beat. You have a strange sense that there is an -unexplained presence here, yet the only thing you see as you scan the -area is a huge tree to the south. You start to amble on towards the -tree and suddenly you almost trip over a tiny white marble structure of -some sort that lies here almost completely hidden by the tall grass. -~ -0 1076887552 3 0 0 0 -D0 -~ -~ -0 -1 440 0 -S -#442 -Bend in West Tavern Road~ -Here there is a bend in the road that parallels a deep rocky ravine to -the east. From the south you hear the faint sounds of music and laughter. -There is also a white wooden sign here with some writing on it. -~ -0 1073741828 3 0 0 0 -D2 -~ -~ -0 -1 443 0 -D3 -~ -~ -0 -1 439 0 -E -white sign wooden~ -WOODLOT TAVERN -SOUTH --------> -~ -S -#443 -At the Woodlot Tavern~ -You find yourself standing before a large log tavern here deep within -the forest. From inside the sounds of laughing and music can be heard. -By the looks of all the horses and wagons parked here, this must be a -popular gathering place for the locals. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 442 0 -D1 -~ -~ -0 -1 446 0 -D3 -~ -door~ -3 -1 444 0 -S -#444 -Woodlot Tavern~ -As you enter the tavern, the music stops and all heads turn in your -direction to look you over. The smoke filled room is packed with people -and towards the back is the bar that is standing room only. After what -seems to be an eternity, the music resumes and everyone goes back to -thier paryting. There is a doorway to the south. -~ -0 1073741832 0 0 0 0 -D1 -~ -door~ -3 -1 443 0 -D2 -~ -door~ -3 -1 445 0 -S -#445 -Tavernkeeps Room~ -You are in what appears to be the tavernkeeps room. As your eyes adjust -to the low light, you see a bed along one wall with a table next to it -with a wash basin on it. Over to one corner is a stove, used to heat the -room and a small stack of wood next to it. -~ -0 1073741832 0 0 0 0 -D0 -~ -door~ -3 -1 444 0 -S -#446 -East Tavern Road~ -This is a well travelled road, judging from all the tracks in the mud -made by wagons and horses. The forest has been logged here recently and -the amount of fresh stumps here, bare witness to this fact not to mention -the pile of logs here beside the road awaiting transfer to thier final -destination. -~ -0 1073741828 3 0 0 0 -D1 -~ -~ -0 -1 447 0 -D3 -~ -~ -0 -1 443 0 -S -#447 -Middle of Tavern Road~ -As you walk along the road, you are suddenly aware of the hush that has -descended upon the forest. It seems as though the forest is holding it's -breath for something to happen and you can't help but feel just a bit -uneasy -~ -0 1073741824 3 0 0 0 -D1 -~ -~ -0 -1 448 0 -D3 -~ -~ -0 -1 446 0 -S -#448 -Beginning of East Tavern Road~ -This is the beginning of the tavern road. The forest here bares witness -to recent logging, with fresh stumps sticking up from the forest floor -like wooden gravestones that mark the passing of the fallen trees. As -you travel onward the sensation that you are being followed grows ever -present, but by what or whom you are not sure. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 449 0 -D3 -~ -~ -0 -1 447 0 -S -#449 -Southern Field~ -You are standing in an immense hay field that has remained unharvested -for some time now. The grass is almost head high and as you scan the area -to catch site of a landmark, you hear something very large running through -the grass. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 450 0 -D2 -~ -~ -0 -1 448 0 -S -#450 -Middle of Hay Field~ -Still walking through the tall grass, you are beginning to feel very -vulnerable. The grass is so tall that it makes visibility quite limited. -There is no telling what is out there just waiting to pounce on you and -make you it's next meal. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 451 0 -D3 -~ -~ -0 -1 449 0 -S -#451 -Eastern Hay Field~ -You are in the eastern end of a large over grown hayfield with grass -so tall that if offers little opportunity to get your bearings. As you -proceed onward you hear a howling roar that is so close that you can -almost feel the breath of the beast that made it. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 452 0 -D3 -~ -~ -0 -1 450 0 -S -#452 -Junction~ -Standing here in the trail is a sign marking this juction. The terrain -here is sparsely covered with stunted trees and shrubs. You have also -noticed that the temperature has seemed to drop. Wrapping your cloak -about yourself to help ward off the cold, you scan the horizon and notice -the Highland Mountains rising up in the southeast while to the north the -path seems to lead through a rocky ravine. -~ -0 1073741824 4 0 0 0 -D0 -~ -~ -0 -1 453 0 -D1 -~ -~ -0 -1 462 0 -D3 -~ -~ -0 -1 451 0 -E -sign~ -/\ - | - | -Razzelle Lake North -Highland Mtns East -------------> -~ -S -#453 -Path to Razzelle Lake~ -You are walking through a rocky ravine that leads to Razzelle Lake. It -is rumored that the once powerful sorceress, Phin Razzelle, was exiled -to island that lies in the middle of the lake, by the evil Queen Bavmorta. -~ -0 1073741828 4 0 0 0 -D0 -~ -~ -0 -1 454 0 -D2 -~ -~ -0 -1 452 0 -S -#454 -At the Lake~ -You are standing on the shores of a mist shrouded lake. As you look -across the lake, the mist clears for a brief moment, revealing an -island that sits in the middle of the lake. -~ -0 1073741824 4 0 0 0 -D0 -~ -~ -0 -1 455 0 -D2 -~ -~ -0 -1 453 0 -S -#455 -On the Lake~ -Crossing this lake in the dense fog, you wonder if the old legends about -Phin Razzelle being exiled to this remote island are true. If so, you -also ponder the thought of how she could have survived all these years -in such isolation. -~ -0 1073741828 7 0 0 0 -D0 -~ -~ -0 -1 456 0 -D2 -~ -~ -0 -1 454 0 -S -#456 -Southern Side of the Island~ -You are on the southern side of this desolate rock strewn island. -Looking around there seems to be no sign of life, even the birds are -nonexistant. This island seems to exude a feeling of hopelessness and -despair, but for what reason is beyond you. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 457 0 -D2 -~ -~ -0 -1 455 0 -S -#457 -Middle of Island~ -Here you are standing next to what seems to be about the only living -tree on the entire island. Looking around, you come to the conclusion -that the old legends are nothing but folklore, as there is no way anyone -could survive here on this godforsaken place. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 458 0 -D1 -~ -~ -0 -1 461 0 -D2 -~ -~ -0 -1 456 0 -D3 -~ -~ -0 -1 460 0 -S -#458 -North Side of Island~ -Standing here on the boulder strewn northern shore of the island, the -fog here is so thick you can barely see a few feet in front of you. The -sound of the waves lapping against the shore indicate that the waters -edge is close by. Best be careful here, there is a good chance -you will slip in and drown should you continue north. -~ -0 1073741824 3 0 0 0 -D0 -~ -~ -0 -1 459 0 -D2 -~ -~ -0 -1 457 0 -S -#459 -In the Lake~ -You took one too many steps and have fallen in the lake and drowned. -~ -0 1073741830 1 0 0 0 -S -#460 -West Side of Island~ -You find yourself completely engulfed in a heavy fog that makes visibility -almost impossible. As you move about here on the slippery rocks, you lose -your footing and almost fall into the water. Best to move away from the -edge, lest you fall in and drown. -~ -0 1073741824 3 0 0 0 -D1 -~ -~ -0 -1 457 0 -S -#461 -East Side of Island~ -Here the fog lets up enough to see your surroundings and you see that -you are in a small grove of dead trees. Thier twisted and deformed corpses -resemble skeletons in this eerie landscape. -~ -0 1073741824 3 0 0 0 -D3 -~ -~ -0 -1 457 0 -S -#462 -Beginning of Mountain Path~ -You are standing at the beginning of a path that seems to climb upward to -the south, leading up into the Highland Mountains. The wind here is howling -and the terrain is devoid of any vegetation and is quite barren, save a -few large boulders that have a cap of snow atop them. -~ -0 1073741828 5 0 0 0 -D2 -~ -~ -0 -1 463 0 -D3 -~ -~ -0 -1 452 0 -S -#463 -Mountain Trail~ -The trail here is now becoming more difficult to traverse, as the snow -here is rather deep and it makes progress slow and tiresome. You notice -praise the gods, that at least the strong winds have subsided somewhat. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 462 0 -D2 -~ -~ -0 -1 464 0 -S -#464 -Mountain Trail~ -The trail here begins to level out some, making it a little easier to -gain some headway through the 2 foot deep snow. Hopefully the trail will -remain somewhat level, because the deep snow is starting to wear on your -back and leg muscles. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 463 0 -D2 -~ -~ -0 -1 465 0 -S -#465 -Bend in the Trail~ -You are at a bend in the trail and you decide this would be a good spot -to stop for a few minutes to catch your breath in the high altitude. As -you sit here resting, you catch the faint smell of smoke coming from some -distant campfire or maybe it is just wishful thinking. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 464 0 -D3 -~ -~ -0 -1 466 0 -S -#466 -More Climbing~ -The trail again starts to rise again towards the south and the summit of -the ridge. Looking around you feel like you are almost at the top of -the world here and even though it is quite cold and desolate up here -there is a kind of beauty about it that is hard to put into words. -~ -0 1073741824 5 0 0 0 -D1 -~ -~ -0 -1 465 0 -D2 -~ -~ -0 -1 467 0 -S -#467 -At the Top~ -You are at the top of the ridge and the trail again starts to level out -allowing you to catch your breath. In this high altitude you find yourself -easily winded, being a "Flatlander" you are not accustomed to the thinner -air up here. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 466 0 -D2 -~ -~ -0 -1 468 0 -S -#468 -Bend at the Top~ -You are at a bend in the trail that runs along the top of the ridge. The -smell of smoke from a campfire is alot stronger here, but the huge snow -covered boulders limit your field of vision and you cannot determine from -where it originates. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 467 0 -D3 -~ -~ -0 -1 469 0 -S -#469 -Edge of Vahlkarian Camp~ -As you skirt from boulder to boulder, in order to get an idea if this -camp contains friend or foe, you are noticed by one of the sentries. Oh -well, you now know the answer to your question, it's definately a foe. -~ -0 1073741824 5 0 0 0 -D1 -~ -~ -0 -1 468 0 -D3 -~ -~ -0 -1 470 0 -S -#470 -Center of Camp~ -You are now in the middle of the warriors camp, which is not definately -not good. These soldiers are some of the most vile, blood thirsty, killers -in all the land. You just hope that the Gods will smile down upon you and -help you get out of this situation.....ALIVE!!! -~ -0 1073741828 5 0 0 0 -D0 -~ -~ -0 -1 471 0 -D1 -~ -~ -0 -1 469 0 -D2 -~ -~ -0 -1 477 0 -D3 -~ -~ -0 -1 479 0 -S -#471 -Hiding behind Rock~ -Here you find cover behind one of the large boulders that dot the landscape. -From here you are able to see several tents with soldiers standing guard -around the perimeter of the camp. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 472 0 -D2 -~ -~ -0 -1 470 0 -D3 -~ -~ -0 -1 474 0 -S -#472 -Behind a Tent~ -You make it to the backside of one of the tents unnoticed. Using your knife. -ever so gently you make a slit just large enough to gain entrance inside. -Your only hope is that the occupant is asleep or not at home. -~ -0 1073741828 5 0 0 0 -D0 -~ -slit~ -3 -1 473 0 -D2 -~ -~ -0 -1 471 0 -S -#473 -Inside Tent~ -You slip through the narrow slit as quiet as possible hoping you have -the advantage of surprise on your side. Looking around you see a cot -to one side of the tent with a trunk at the foot of it. In the middle -of the floor lies a bear skin rug and across the tent from you is a rack -that is used to store weapons when not in use. The only problem is you -have not entered undetected. -~ -0 1073741832 0 0 0 0 -D2 -~ -slit~ -3 -1 472 0 -S -#474 -Another Boulder~ -You make a dash towards another boulder to get a better view of the -situation, but before you can make it to the rock you are discovered by -one of the sentries. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 475 0 -D1 -~ -~ -0 -1 471 0 -S -#475 -Behind the Royal Tent~ -You find yourself behind the Royal Tent safe out of sight of the other -sentries. Using your knife, you make a narrow slit in the side of the -tent so you can slip inside. -~ -0 1073741824 5 0 0 0 -D0 -~ -slit~ -1 -1 476 0 -D2 -~ -~ -0 -1 474 0 -S -#476 -Inside Royal Tent~ -You have entered the tent undetected as far as you can tell. As you look -around, you see a large pile of animal skins that cover a cot off to one -side. The floor is also covered in various hides and in the middle of the -tent is an iron stand that holds a large metal dish with a small fire in -it. -~ -0 1076887560 0 0 0 0 -D2 -~ -slit~ -3 -1 475 0 -S -#477 -Behind Tent~ -Behind one of the tents in the camp here, you are out of sight from the -camp sentries. Ever so quietly and gently, you use your knife to make a -narrow slit in the fabric of the tent so as to gain access. If luck is on -your side, nobody will be in and you can maybe nab some food and be on -your way again unnoticed. -~ -0 1073741824 5 0 0 0 -D0 -~ -~ -0 -1 470 0 -D3 -~ -slit~ -3 -1 478 0 -S -#478 -Inside Tent~ -Before you even have time to look around, you realize that today just isn't -your day. The Knight that was napping in here is a light sleeper and -he heard you making your custom door. Upon hearing the fabric tearing, he -donned his armor, grabbed his sword, and awaited your arrival. -~ -0 1073741832 0 0 0 0 -D1 -~ -slit~ -3 -1 477 0 -S -#479 -Sliding~ -As you flee from the camp you slip and fall upon one of the warriors -great shields. Before you can regain your senses, you realize that the -shield has turned into a large sled and you are now sliding down the side -of the mountain at a high rate of speed. -~ -0 1073741824 5 0 0 0 -D3 -~ -~ -0 -1 480 0 -S -#480 -Still Sliding~ -You have now picked up even more speed as you continue to slide down -the side of the mountain atop the huge shield. The boulders are whizzing -past you like a picket fence and you wonder how you haven't ended up -smashed to bits into the side of one of them. Up ahead you see a huge -boulder looming in your path, if you can just manage to gain some control -of the "sled" you just might be able to avoid it. -~ -0 1073741824 5 0 0 0 -D2 -~ -~ -0 -1 481 0 -S -#481 -Around the Boulder~ -PHEW!!! You just managed to gain enough control of the "sled" and -just missed becoming a permanent addition to that boulder. Just about the -time you get to feeling like you might make it out of this dilema in one -piece, you hit a rock hidden beneath the snow and WHOOOSH!!! you are -now airborne. -~ -0 1073741824 5 0 0 0 -D3 -~ -~ -0 -1 482 0 -S -#482 -Base of the Mountain~ -CRASH!!! You come to a sudden stop in the side of a large snow bank. -After checking yourself over for injuries and determining that you are -still in one piece, you notice you are on the outskirts of a small mountain -village. -~ -0 1073741824 5 0 0 0 -D3 -~ -~ -0 -1 483 0 -S -#483 -East Side~ -You are on the eastern side of a small mountain village. The lane you -are on travels east/west and seems to run through the very heart of -town. There are dwellings constructed of stone and wood lining both -sides of the lane. -~ -0 1073741824 1 0 0 0 -D3 -~ -~ -0 -1 484 0 -S -#484 -Center of Village~ -This is the center of the small mountain village. The villagers are clad -in heavy furs and skins that protect them from the harsh cold here as -they go about thier daily business. On each side of the lane you notice -large lodges that appear to be public places by the looks of all the -people going in and out of them. -~ -0 1073741824 1 0 0 0 -D0 -~ -door~ -3 -1 485 0 -D1 -~ -~ -0 -1 483 0 -D2 -~ -door~ -3 -1 488 0 -D3 -~ -~ -0 -1 492 0 -S -#485 -North Lodge~ -As you enter the lodge you discover that you are in the village meeting -hall. The only thing that is in the room is a huge see through fireplace -made of stone and an obsidian podium at the back of the room. To either -side of the podium are doors. -~ -0 1073741832 0 0 0 0 -D1 -~ -door ~ -3 -1 486 0 -D2 -~ -door~ -3 -1 484 0 -D3 -~ -door~ -3 -1 487 0 -S -#486 -Eastern Room~ -Upon entering the room, you are aware that this room belongs to someone of -importance. There are weapons and animal heads adorning the walls and at -the back of the room is a large polished obsidian desk. There are a couple -of obsidian easy chairs placed in front of the desk and another larger one -covered with animal skins behind the desk. -~ -0 1073741832 0 0 0 0 -D3 -~ -door~ -3 -1 485 0 -S -#487 -Western Room~ -This room is obviously a private conferece room. It is dominated by a huge -white marble conference table that is surrounded by twelve matching chairs. -On one wall hangs a tapestry that is actually a map of the realm and on -the other wall hangs a tapestry bearing the village coat of arms. -~ -0 1073741832 0 0 0 0 -D1 -~ -door~ -3 -1 485 0 -S -#488 -South Lodge~ -Entering this lodge you are at once aware that this must be the village -Inn. There are numerous tables and chairs here with some of the local villagers -occupying several of them. There is a polished slate bar at the back of the -Inn with several more locals taking up space there as well. On each wall is -a single door that lead to rooms for weary travellers. On the floor, you -notice a huge animal skin rug. As you casually walk across the rug you hear -the floor beneath squeak. -~ -0 1073741832 0 0 0 0 -D0 -~ -door~ -3 -1 484 0 -D1 -~ -door~ -3 -1 489 0 -D3 -~ -door~ -3 -1 490 0 -D5 -~ -rug~ -2059 -1 491 0 -E -rug~ -With years of use on the floor of this lodge it's hard to tell what color -this hide originally was. It has held up rather well through time, but seems -to be getting a bit threadbare in a few places. -~ -S -#489 -East Boarding Room~ -This is a simple room, adorned with just the bare essentials for an -overnight stay for a weary traveller. There is a bed along one wall and a -chest of drawers on the other. There is an oil lamp hanging from the cieling -in the middle of the room and a nightstand beside the bed. -~ -0 1073741832 0 0 0 0 -D3 -~ -door~ -3 -1 488 0 -S -#490 -West Boarding Room~ -This is a simple room, adorned with just the bare essentials for an -overnight stay for a weary traveller. There is a bed along one wall and a -chest of drawers on the other. There is an oil lamp haning from the cieling -in the middle of the room and a nightstand beside the bed. -~ -0 1073741832 0 0 0 0 -D1 -~ -door~ -3 -1 488 0 -S -#491 -Hidden Root Cellar~ -As you come down the steps, the smell of damp earth reaches your nose. You -stand here in the darkness letting your eyes adjust, when suddenly you -hear something move. -~ -0 1076895753 0 0 0 0 -D4 -~ -trapdoor~ -3 -1 488 0 -S -#492 -Western Edge of Village~ -This is the western edge of the village. Several more stone dwellings line -both sides of the lane and you hear the sound of someone hammering on metal -to the north. A couple of village children run past playing tag, while a pig -saunters by followed in hot pursuit by it's owner. There is a sign here. -~ -0 1073741824 1 0 0 0 -D0 -~ -door~ -1 -1 493 0 -D1 -~ -~ -0 -1 484 0 -D3 -~ -~ -0 -1 494 0 -E -sign wooden~ -********************************************* -* * -* Have your armor repaired while you wait! * -* Fast, Reasonable, and Dependable!! * -* * -* Mongo the Blacksmythe * -* * -********************************************* -~ -S -#493 -Blacksmythe's~ -The heat in here is almost unbearable from the blast furnaces that Mongo -has blazing. On the walls are various items that have either been repaired -or are awaiting repair. There is a huge anvil in the middle of the room -and beside it is a large water barrel used for quenching. Different tools of -the trade hang from the cieling and around the back wall of the shop. -~ -0 1073742856 0 0 0 0 -D2 -~ -door~ -3 -1 492 0 -S -#494 -Sloping Path~ -You are on a path that gradually slopes up to the east where you can barely -see the outlines of buildings. To the west the path slopes downward and off -into the distance. The landscape here is pretty much barren with exception to -the large snow covered boulders that are strewn about. -Off to the southeast is a small bungalow with smoke coming out it's chimney. -~ -0 1073741824 5 0 0 0 -D1 -~ -~ -0 -1 492 0 -D3 -~ -~ -0 -1 495 0 -D8 -~ -~ -0 -1 616 0 -S -#495 -Junction~ -Standing at the bottom of a gradually sloping path, you are now below the -snow line. Trees and shrubs grow up out of the rocks here and there. There -is a sign here. -~ -0 1073741824 4 0 0 0 -D0 -~ -~ -0 -1 496 0 -D1 -~ -~ -0 -1 494 0 -D3 -~ -~ -0 -1 512 0 -E -sign wooden~ -****************************** -* * -* * -* Gallitan Pass ---> North * -* Dicini Village --> East * -* Pipestone Pass --> West * -* * -* * -****************************** - *** - *** - *** - *** -~ -S -#496 -Trail on the Plains~ -You are on a trail that rises up into the foothills to the south, while -to the north lie the vast open spaces of the Gallitan Plains. To the north -you can see thick plumes of smoke rising up into the air. -~ -0 1073741828 2 0 0 0 -D0 -~ -~ -0 -1 497 0 -D2 -~ -~ -0 -1 495 0 -S -#497 -Southern End of Battlefield~ -You are on the southern edge of the Gallitan Plains, here there is a huge -battle taking place between the armies of Tierraslee and Vahlkar. The plains -continue north, east, and west, while to the south are the foothills that -lie between the Highland and Staghorn Mountains. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 498 0 -D1 -~ -~ -0 -1 499 0 -D2 -~ -~ -0 -1 496 0 -D3 -~ -~ -0 -1 500 0 -S -#498 -Middle of the Plains~ -You are standing in the middle of the Gallitan Plains and the middle of -the melee taking place here. There are dead and dying bodies of horses -and men lying everywhere. As you stand here looking over the carnage the -smell of burning flesh hangs in the air and you start to feel a nauseated. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 501 0 -D2 -~ -~ -0 -1 497 0 -D3 -~ -~ -0 -1 502 0 -S -#499 -On the Battlefield~ -You are standing between the burnt out husks of several war wagons here -on the battlefield. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 501 0 -D3 -~ -~ -0 -1 497 0 -S -#500 -On the Battlefield~ -The smell of burning flesh and that of spilt blood hang heavy in the air -here. The battle rages on about you as you make your way through the maze -of debris. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 502 0 -D1 -~ -~ -0 -1 497 0 -S -#501 -On the Battlefield~ -It is hard to pick a path through all the bodies lying about battered and -broken here on the battlefield. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 505 0 -D1 -~ -~ -0 -1 503 0 -D2 -~ -~ -0 -1 499 0 -D3 -~ -~ -0 -1 498 0 -S -#502 -On the Battlefield~ -The dead and dying bodies of man and beast alike make it difficult to -maneuver efficiently here. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 506 0 -D1 -~ -~ -0 -1 498 0 -D2 -~ -~ -0 -1 500 0 -D3 -~ -~ -0 -1 504 0 -S -#503 -On the Battlefield~ -Pools of blood, piles of entrails, and broken corpses lie about like -scattered debris from some great storm. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 507 0 -D3 -~ -~ -0 -1 501 0 -D4 -~ -~ -0 -1 511 0 -S -#504 -On the Battlefield~ -Pools of blood, piles of entrails, and broken corpses lie about scattered -like debris from some great storm. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 508 0 -D1 -~ -~ -0 -1 502 0 -S -#505 -On the Battlefield~ -Once proud soldiers and horses litter the ground like toys that have been -discarded and strewn about by an angry child. Around you the remaining -warriors continue in thier struggle of life and death. -~ -0 1073741828 2 0 0 0 -D1 -~ -~ -0 -1 507 0 -D2 -~ -~ -0 -1 501 0 -D3 -~ -~ -0 -1 509 0 -S -#506 -On the Battlefield~ -Once proud soldiers and horses litter the ground like toys that have been -discarded and strewn about by an angry child. Around you the remaining -warriors continue to wage war upon each other. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 509 0 -D2 -~ -~ -0 -1 502 0 -D3 -~ -~ -0 -1 508 0 -S -#507 -On the Battlefield~ -Picking your way through the warriors that have fallen and the ones that -remain fighting is quite hazardous. Not only do you have to avoid the -swinging swords of the fighting warriors, but also the weapons that lie -on the ground just waiting to impale you should you fall. -~ -0 1073741824 2 0 0 0 -D2 -~ -~ -0 -1 503 0 -D3 -~ -~ -0 -1 505 0 -S -#508 -On the Battlefield~ -Picking your way through the warriors that have fallen and the ones that -remain fighting is quite hazardous. Not only do you have to avoid the -swinging swords of the warriors, but also the weapons that lie on the -ground just waiting to impale you should you fall. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 506 0 -D2 -~ -~ -0 -1 504 0 -S -#509 -Edge of Battlefield~ -You are on the northern edge of an immense battlefield with bodies of fallen -warriors and horses alike. There are several burnt out war wagons here along -with many broken and discarded implements of destruction lying about. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 510 0 -D1 -~ -~ -0 -1 505 0 -D3 -~ -~ -0 -1 506 0 -S -#510 -Trail on the Plains~ -You find yourself on the north end of the Gallitan Plains that lie between -the Highland Mountains to the east and the Staghorn Mountains to the west. -Looking south you can see plumes of smoke rising up into the air, but what -the cause of the fire is you can not make out. -~ -0 1073741828 2 0 0 0 -D0 -~ -~ -0 -1 437 0 -D2 -~ -~ -0 -1 509 0 -S -#511 -Ledge Overlooking Battlefield~ -From this vantage point you can see the entire Gallitan Plains as well as -the battle raging on down below. This position offers an excellent place -from which to command the troops. -~ -0 1073741824 4 0 0 0 -D5 -~ -~ -0 -1 503 0 -S -#512 -Pipestone Pass~ -Here there is a natural low spot between the two snow capped mountain peaks -that rise above you. This pass is named for the large amount of talc that is -found here that the inhabitants commonly use to carve pipes out of. The path -here leads down into a meadow or east it gradually slopes down into the -distance. -~ -0 1073741824 4 0 0 0 -D1 -~ -~ -0 -1 495 0 -D5 -~ -~ -0 -1 513 0 -S -#513 -In the Meadow~ -The grass that grows here is lush and green making it look like a soft -carpet. The bees are buzzing about from flower to flower and from somewhere -in the grass you hear the call of a Meadow Lark. As you look to the north -you can just make out the outline of Castle Tierrislee, while above you the -trail leads upward between two snow capped peaks. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 514 0 -D4 -~ -~ -0 -1 512 0 -S -#514 -At the Gates of Tierraslee~ -Standing here proud and defiant, is Castle Tierraslee. This castle was once -the pride of all the realm, but that was before Queen Bavmorta of Vahlkar -came into power. Her armies all but crushed most of the Tierrislean army, -the ones that did manage to survive have been scattered throughout the realm. -Here at the castle a garrison of the once proud army resides awaiting for -reinforcements and the opportunity to regroup and to crush Vahlkar forever. -~ -0 1073741824 2 0 0 0 -D0 -~ -~ -0 -1 538 0 -D2 -~ -~ -0 -1 513 0 -D3 -~ -~ -0 -1 515 0 -S -#515 -Rolling Plains~ -The path here leads through the green gently rolling plains. To the east -you can see the walls of Castle Tierraslee, while to the west the plains -give way to a dark and sinister looking forest. -~ -0 1073741824 2 0 0 0 -D1 -~ -~ -0 -1 514 0 -D3 -~ -~ -0 -1 516 0 -S -#516 -South of Forest~ -You are standing on a path that leads northward through a dark and -foreboding forest. The trees in this forest seem to have gone through some -kind of unnatural transformation that has left them twisted and deformed. -The sounds that eminate from within this forest are unlike any you have -ever heard. To the east the path leads out onto the lush green rolling -plains. -~ -0 1073741828 2 0 0 0 -D0 -~ -~ -0 -1 517 0 -D1 -~ -~ -0 -1 515 0 -S -#517 -The Twisted Forest~ -The moss draped deformed trees of this forest resemble evil bearded -sentinnels that are just waiting for you to come close enough for them to -get you into thier clutches. The ground fog here is thick enough that you -could almost cut it with your knife. All sorts of strange sounds surround -you from within the mist. The path continues north and south, course all -you can think about is getting out of this wierd place. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 518 0 -D2 -~ -~ -0 -1 516 0 -S -#518 -North of Forest~ -The path here continues to the south through one of the most forboding -forests imaginable. To the north the trail continues heading into the -middle of the swamp, while to the west the trail skirts along it's edge. -From somewhere deep in the marsh you hear the eerie howl of some unseen -beast and just as it subsides another one answers from within the forest. -There is a wooden sign here. -~ -0 1073741893 3 0 0 0 -D0 -~ -~ -0 -1 531 0 -D2 -~ -~ -0 -1 517 0 -D3 -~ -~ -0 -1 519 0 -E -sign wooden~ -****************************** -* * -* * -* * -* Short Cut Through Swamp * -* North ----------------> * -* * -* * -* BEWARE OF QUICKSAND -****************************** - *** - *** - *** - *** - *** -~ -S -#519 -In the Marsh~ -The path here is soft and mushy underfoot, making progress slow and -tiresome. To the north the fog lifts for a brief moment and it looks like -the trail is leading to higher ground. Looking east the fog seems impenetrable -making it impossible to see what lies that way. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 520 0 -D1 -~ -~ -0 -1 518 0 -S -#520 -Higher Ground~ -The path here is quite a bit firmer and as you rest on this patch of high -ground, a strong wind comes along, lifting the fog around you. WHOA!! -With the heavy fog limiting your visibility, you hadn't noticed it before, -but you have been resting at the very gates of Castle Vahlkar. The path -leads north or south through the marsh and the gates to the castle are west. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 521 0 -D2 -~ -~ -0 -1 519 0 -D3 -~ -~ -0 -1 633 0 -S -#521 -In the Marsh~ -The marsh grass seems to reach out and grab at you as you proceed through -this inhospitable terrain. With every step you take the soft muck tries to -suck the boots right off of your feet. The fog here is quite dense here -making visiblity very limited. -~ -0 1073741889 3 0 0 0 -D1 -~ -~ -0 -1 522 0 -D2 -~ -~ -0 -1 520 0 -S -#522 -In the Marsh~ -The smell of marsh gas is heavy here due to the amount of decaying vegetation -that rots here in the muck and mire. The ground fog is also getting heavier -as well making it difficult to navigate this slippery trail. There is another -trail here that leads off to the south that looks like the going would be a -bit easier. -~ -0 1073741889 3 0 0 0 -D1 -~ -~ -0 -1 523 0 -D2 -~ -~ -0 -1 527 0 -D3 -~ -~ -0 -1 521 0 -S -#523 -In the Bog~ -The silence is deafening as you proceed through this bog. The only noise is -that of your boots making suction sounds as you walk through the muck. Even -the normal sounds of crickets, frogs, and birds is absent from this swamp. -Dense fog seems to crowd in from all sides and along with the silence, this -place gives you a sense of dread and despair. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 524 0 -D3 -~ -~ -0 -1 522 0 -S -#524 -Edge of the Swamp~ -You are standing on the edge of an immense swamp that lies engulfed in a -dense fog. Soft and slippery mud here make progress difficult and tiresome. -The path continues off to the south into the bog, while to the east lies a -forest of dead trees. -~ -0 1073741889 1 0 0 0 -D1 -~ -~ -0 -1 525 0 -D2 -~ -~ -0 -1 523 0 -S -#525 -Wastelands~ -Here amongst the masses of moss draped corpses of trees, the lack of any -sign of life is very unsettling. It is as if some great plague has swept -this area clear of any form of life and left in it's wake a shadow of -doom and gloom. There is a wooden sign here. -~ -0 1073741893 3 0 0 0 -D1 -~ -~ -0 -1 526 0 -D2 -~ -~ -0 -1 536 0 -D3 -~ -~ -0 -1 524 0 -E -sign wooden~ -****************************** -* * -* * -* * -* Short Cut through Swamp * -* <-----------------South * -* * -* * -* * -* ENTER AT OWN RISK -****************************** - *** - *** - *** - *** -~ -S -#526 -Wastelands~ -You are traveling through a vast forest of dead trees that have long since -inhaled that last breath. The grey moss that hangs limp on thier branches -sways in the light breeze that blows from the east. The trail continues -on west through the wastelands or east to the Crossroads. -~ -0 1073741829 3 0 0 0 -D1 -~ -~ -0 -1 437 0 -D3 -~ -~ -0 -1 525 0 -S -#527 -High Ground Trail~ -The trail here runs along a small mound of high ground that makes the going -a bit easier without having to walk through the slippery mud. Ground fog -swirls all about you, making visibility limited in all directions. -~ -0 1073741825 3 0 0 0 -D0 -~ -~ -0 -1 522 0 -D2 -~ -~ -0 -1 528 0 -S -#528 -High Ground Trail~ -The trail continues to follow this section of high ground, giving you a -much needed rest from walking through the slippery mud. Still the fog -persists making visibility poor, but you can see the trail makes a turn -here and heads to the west. -~ -0 1073741825 3 0 0 0 -D0 -~ -~ -0 -1 527 0 -D3 -~ -~ -0 -1 529 0 -S -#529 -Clearing in the Swamp~ -Breaking out into a small clearing here on the high ground, the fog is a -bit less dense. There is the remains of a large bonfire smouldering in the -middle of the clearing and around the perimeter are stakes with skulls -atop them. There is a strange energy that hangs in the air here that seems -to grow in intensity the longer you are here. You hadn't noticed it before, -but it has increased to an audible buzzing as if you had entered a giant -beehive. One thing is for certain, that whatever this strange force is, it -is not one of good will towards man. -~ -0 1077936197 3 125 530 0 -D1 -~ -~ -0 -1 528 0 -D2 -~ -~ -0 -1 537 0 -S -#530 -Haven of Chaos~ -This is the domain of Lord Chaos, God of Darkness Eternal. The room is -bathed in a strange pink aura that seems to have no source, yet illuminates -the entire room. There is a huge throne at the back of the room that is -made of ebony and covered in some sort of animal hide. In the middle of the -room is a black iron stand that holds a large copper dish containing blood. -The air here is filled with the aroma of burnt flesh and on the floor you -notice the charred skeletal remains of other mortals that have had the -misfortune of entering Lord Chaos's domain. -~ -0 1074798660 1 0 0 0 -S -#531 -Through the Marsh~ -Making your way along this trail through knee deep water, the only -indication of a path is the openings in the marsh grass that seems to be -the predominant vegetation here. The mud beneath the water tugs at your -every step, making progress slow and deliberate. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 532 0 -D2 -~ -~ -0 -1 518 0 -S -#532 -Through the Marsh~ -Trudging onward you follow the openings through the marsh grass hoping -that somewhere up ahead you will come to higher ground. At least with -the absence of any life around this area you don't have to worry about -the snakes....hopefully. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 533 0 -D2 -~ -~ -0 -1 531 0 -S -#533 -Through the Marsh~ -Here you see the trail branches off to the east while to the north and -south it continues through the marsh grass. The fog makes visibility in -all directions difficult, hopefully one of these paths will lead you out -of this nasty place. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 537 0 -D1 -~ -~ -0 -1 534 0 -D2 -~ -~ -0 -1 532 0 -S -#534 -In the Marsh~ -Making your way along this path the going seems to be getting a bit easier, -with the water only being about shin deep. Maybe this is a good sign that -you are approaching higher ground, although you hear -a gurgling noise off to the east. -~ -0 1073741889 3 0 0 0 -D1 -The dense fog doesn't allow you to see that way. -~ -~ -0 -1 535 0 -D3 -The dense fog limits you from seeing that way. -~ -~ -0 -1 533 0 -S -#535 -Through the Marsh~ -You have stepped into a pool of quicksand and have suffocated to death. -~ -0 1073741826 1 0 0 0 -D0 -~ -~ -0 -1 536 0 -D3 -~ -~ -0 -1 534 0 -S -#536 -In the Marsh~ -Making your way through this knee deep water and the thick mud is taxing -on your leg muschles. As far as you can see there is nothing but marsh -grass and water. Hopefully there is some dry land up ahead. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 525 0 -D2 -~ -~ -0 -1 535 0 -S -#537 -In the Marsh~ -Pushing your way through the thick marsh grass you progress slowly. You -wonder what ever had possesed you to enter this godforsaken place in the -first place. Your only thought now is "terra firma" under your feet and -out of this insanity. The water here is only about shin deep, maybe that -is a good sign that dry land is near. -~ -0 1073741889 3 0 0 0 -D0 -~ -~ -0 -1 529 0 -D2 -~ -~ -0 -1 533 0 -S -#538 -Inside the Gates~ -Upon entering through the heavy gates, you find yourself standing in a -large alcove. The walls are made of massive stones and on both sides you -see the coat of arms for Castle Tierraslee boldly engraved into the masonry. -To each side of the alcove are arched doorways that lead to the parapits -above the gates. -~ -0 1073741844 1 0 0 0 -D0 -~ -~ -0 -1 545 0 -D1 -~ -~ -0 -1 539 0 -D2 -~ -~ -0 -1 514 0 -D3 -~ -~ -0 -1 540 0 -S -#539 -Stairway to East Parapit~ -Walking through the arched doorway you find yourself at the bottom of a -stairway that leads up through a narrow passageway to the east parapit. -~ -0 1073741849 0 0 0 0 -D3 -~ -~ -0 -1 538 0 -D4 -~ -~ -0 -1 541 0 -S -#540 -Stairway to West Parapit~ -Walking through the arched doorway, you find yourself at the bottom of a -stairway that leads up through a narrow passageway to the west parapit. -~ -0 1073741849 0 0 0 0 -D1 -~ -~ -0 -1 538 0 -D4 -~ -~ -0 -1 542 0 -S -#541 -Top of the Stairs~ -You are standing on a small landing at the top of a narrow stairway. The -sound of beating wings startles you as you find yourself dodging a swarm -of bats that have been disturbed by your intrusion. There is a small iron -door to the south. -~ -0 1073741849 0 0 0 0 -D2 -~ -door~ -3 -1 543 0 -D5 -~ -~ -0 -1 539 0 -S -#542 -Top of the Stairs~ -Here in the dim glow of your light you find yourself standing on a small -landing at the top of a narrow stairway. As you gaze about, you nearly jump -out of your skin as you notice a giant hairy spider crawling up your arm. -There is a small iron door to the south. -~ -0 1073741849 0 0 0 0 -D2 -~ -door~ -3 -1 544 0 -D5 -~ -~ -0 -1 540 0 -S -#543 -East Parapit~ -More bats flutter out the narrow slit of a window in the south wall. This -is one of the gatekeepers lookout posts. Over on the west side of the room -there is a large brass cauldron that rests on two pivot arms. Behind it is -a larger window covered with an iron shutter. It is through this window that -hot oil would be poured from the cauldron on to any would be attackers below -at the gates. -~ -0 1073741849 0 0 0 0 -D0 -~ -door~ -3 -1 541 0 -S -#544 -West Parapit~ -Bats make a mad dash out the narrow slit of a window in the south wall as -you enter the room. This is one of the gatekeepers lookout posts. Over on -the east side of the room is a huge brass cauldron that rests on two pivot -arms. Behind it is a larger window that is covered with an iron shutter. It -is through this window that hot oil would be poured from the brass cauldron -on to any would be attackers at the gates below. -~ -0 1073741849 0 0 0 0 -D0 -~ -door~ -3 -1 542 0 -S -#545 -Courtyard~ -This is the main courtyard just inside the castle gates. This courtyard -follows the massive stone outer walls around the inside perimeter. To the -north is a drawbridge that crosses a moat filled with brackish water. There -is also a set of rock steps that lead down to the waters edge. East and -west the courtyard continues around the inside of the main walls. -~ -0 1073741844 1 0 0 0 -D0 -~ -~ -0 -1 571 0 -D1 -~ -~ -0 -1 570 0 -D2 -~ -~ -0 -1 538 0 -D3 -~ -~ -0 -1 547 0 -D5 -~ -~ -0 -1 546 0 -S -#546 -At the Moats Edge~ -Here you find a rock landing at the waters edge containing several stone -benches. This area was used by the soldiers for relaxation when they got -finished with a hard day of training. As you sit here on one of the benches -resting your weary bones and mulling over the days events, the water in the -moat begins to churn and bubble. WHAT NOW??? -~ -0 1073741840 1 0 0 0 -D4 -~ -~ -0 -1 545 0 -S -#547 -Courtyard~ -Walking through the courtyard you see some practice dummies hanging from -wooden timbers supported by posts here. These dummies are used by the -soldiers to practice thier various combat skills. -~ -0 1073741840 1 0 0 0 -D1 -~ -~ -0 -1 545 0 -D3 -~ -~ -0 -1 548 0 -S -#548 -Southwest Corner~ -This is the southwest corner of the courtyard within the castle walls. To -the north there is a stone building that backs up to the moat. Rising up -into the air further north is the northwest tower. -~ -0 1073741840 1 0 0 0 -D0 -~ -~ -0 -1 549 0 -D1 -~ -~ -0 -1 547 0 -S -#549 -Western Courtyard~ -You are standing in the middle of the western courtyard. To the east is -a stone building with a heavy iron door on it. Rising up to the north is -the northwest tower. -~ -0 1073741840 1 0 0 0 -D0 -~ -~ -0 -1 551 0 -D1 -~ -door~ -8389671 610 550 0 -D2 -~ -~ -0 -1 548 0 -S -#550 -Armory~ -As you enter the room you notice racks of spears, crossbows,swords,and other -implements of destruction as well as many types of armor hanging about the -walls. No wonder this room was locked up, this is the weapons store room. -~ -0 1076887576 0 0 0 0 -D3 -~ -door~ -8389671 610 549 0 -S -#551 -Northwest Courtyard~ -Here you stand beneath a looming tower that is several stories high. There -is a heavy wooden door here that will lead you inside the tower itself. To -the east and south the courtyard continues to follow the inside perimeter -of the castle walls. -~ -0 1073741840 1 0 0 0 -D1 -~ -~ -0 -1 557 0 -D2 -~ -~ -0 -1 549 0 -D3 -~ -door~ -3 -1 552 0 -S -#552 -Tower Stairs~ -You are at the base of the tower stairway. There are torches on the walls -lighting the stairway leading up. Hmmmm!! This might be worth investigating. -~ -0 1073741848 0 0 0 0 -D1 -~ -door~ -3 -1 551 0 -D4 -~ -~ -0 -1 553 0 -S -#553 -Stairway~ -Along the walls of the staircase are torches held into place by iron holders -that protrude from the wall and illuminate your way. As you proceed, your -footsteps echo off of the walls. -~ -0 1073741848 0 0 0 0 -D4 -~ -~ -0 -1 554 0 -D5 -~ -~ -0 -1 552 0 -S -#554 -Stairs~ -The stairway continues up or down at this point and there are torches set -into the wall to illuminate your way. -~ -0 1073741848 0 0 0 0 -D4 -~ -~ -0 -1 555 0 -D5 -~ -~ -0 -1 553 0 -S -#555 -Top of the Stairs~ -Standing here on the landing at the top of the stairs, you can see by the -torches light, there is a wooden door to the north and the stairs lead -downward. -~ -0 1073741852 0 0 0 0 -D0 -~ -door~ -3 -1 556 0 -D5 -~ -~ -0 -1 554 0 -S -#556 -Tower Room~ -You are standing in a room that is furnished with a bed to one side and -a table with a couple of chairs around it. There are narrow windows in -the west, north, and east walls that allow you a commanding view of the -surrounding countryside from this elevation. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 555 0 -S -#557 -Courtyard~ -This is the backside of the castle within the outer walls. The ground here -is heavily churned up by the hooves of the steeds the warriors use to -practice jousting in this part of the courtyard. Directly to your east is a -stone structure that backs up to the outer wall, while further east and west -rise the watch towers. -~ -0 1073741844 1 0 0 0 -D1 -~ -~ -0 -1 558 0 -D3 -~ -~ -0 -1 551 0 -S -#558 -Courtyard~ -You are standing in the middle of the northern courtyard. To the north is -a large stone structure that backs up to the outer walls. To the east and west -are towers that rise up and touch the sky. -~ -0 1073741844 1 0 0 0 -D0 -~ -~ -0 -1 559 0 -D1 -~ -~ -0 -1 560 0 -D3 -~ -~ -0 -1 557 0 -S -#559 -Stables~ -Standing here within this large rock structure, you notice that this is -the stables. Here the mounts of the warriors are housed in the stalls that -line both sides of the building. In the middle, running the entire length -of the building, are racks used for storing the horses tack. -~ -0 1073741848 0 0 0 0 -D2 -~ -~ -0 -1 558 0 -S -#560 -Courtyard~ -This is the back side of the castle within the outer walls. The ground here -is churned up by the hooves of the steeds that the warriors use to practice -jousting in this part of the courtyard. Directly to the west is a large -stone structure, while to further to the west and east are looming towers. -~ -0 1073741840 1 0 0 0 -D1 -~ -~ -0 -1 561 0 -D3 -~ -~ -0 -1 558 0 -S -#561 -Northeast Courtyard~ -You are standing beneath a tower that looms above you several stories. There -is a heavy wooden door here that will lead you into the tower itself. To the -south and west the courtyard continues. -~ -0 1073741840 1 0 0 0 -D1 -~ -door~ -3 -1 562 0 -D2 -~ -~ -0 -1 567 0 -D3 -~ -~ -0 -1 560 0 -S -#562 -Tower Stairs~ -You are at the base of the tower stairway that leads up to the top. There -are torches on the walls that illuminate the stairway and you wonder what -lies at the top of the stairs. -~ -0 1073741848 0 0 0 0 -D3 -~ -door~ -3 -1 561 0 -D4 -~ -~ -0 -1 563 0 -S -#563 -Stairway~ -Illuminating your way, are torches that are held in place along the walls -by iron holders that protrude from the walls. As you proceed your footsteps -echo off of the walls. -~ -0 1073741848 0 0 0 0 -D4 -~ -~ -0 -1 564 0 -D5 -~ -~ -0 -1 562 0 -S -#564 -Stairway~ -The stairway continues up or down and there are torches along the wall -that light your way. -~ -0 1073741848 0 0 0 0 -D4 -~ -~ -0 -1 565 0 -D5 -~ -~ -0 -1 563 0 -S -#565 -Top of the Stairs~ -Standing here on the landing at the top of the stairs, you can see by the -light of the torches, a wooden door to the north. The stairway leads downward. -~ -0 1073741848 0 0 0 0 -D0 -~ -door~ -3 -1 566 0 -D5 -~ -~ -0 -1 564 0 -S -#566 -Tower Room~ -You are in a room that is modestly furnished with a bed to one side and -a table with a couple of chairs around it. There are narrow windows in the -east, west, and north walls that allow you a commanding view of the -surrounding countryside from this elevation. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 565 0 -S -#567 -Courtyard~ -You are standing in the middle of the eastern courtyard. To the west is a -large wooden door set into a stone building that backs up to the moat. To -the north is a tower that rises up to meet the sky, while to the south the -courtyard continues. -~ -0 1073741840 1 0 0 0 -D0 -~ -~ -0 -1 561 0 -D2 -~ -~ -0 -1 569 0 -D3 -~ -door~ -3 -1 568 0 -S -#568 -Guards Sleeping Quarters~ -Walking into this building, it is apparent that this is where the guards -bunk. There are several sets of bunkbeds towards the back of the room and -at the foot of each are footlockers. In the middle of the room sits an -oblong table surrounded by chairs and along one wall is a rack used for -storing weapons when not being worn or used. -~ -0 1073741848 0 0 0 0 -D1 -~ -door~ -3 -1 567 0 -S -#569 -Southeast Corner~ -You are standing in the southeast corner of the courtyard. To the north -is a stone building that backs up to the moat, while further north you -see a tower that rises up into the sky. West the courtyard continues. -~ -0 1073741840 1 0 0 0 -D0 -~ -~ -0 -1 567 0 -D3 -~ -~ -0 -1 570 0 -S -#570 -Courtyard~ -Proceeding through this section of the courtyard you notice that this must -be the archery range. Against the south wall are a number of target butts -and littering the ground around them are broken arrows. East and west the -courtyard continues. -~ -0 1073741840 1 0 0 0 -D1 -~ -~ -0 -1 569 0 -D3 -~ -~ -0 -1 545 0 -S -#571 -Drawbridge~ -You are standing on the drawbridge that crosses the moat and leads to the -main doors of the castle itself. It is in this compound that the high -ranking officials lived as well as the king and queen themselves. As you -stand here gazing at the intricate architecture of the castle, there is a -faint scrapping noise on the underside of the bridge. -~ -0 1073741840 1 0 0 0 -D0 -~ -~ -0 -1 572 0 -D2 -~ -~ -0 -1 545 0 -S -#572 -Double Doors~ -Here there are two enormous iron doors bearing the coat of arms of -Castle Tierraslee. Underneath the ensignia are the words, "May Justice -and Peace Forever Rule this Realm". Just as you finish reading these words, -a pebble from up above falls onto your helmet. -~ -0 1073741840 1 0 0 0 -D0 -~ -door~ -3 -1 573 0 -D2 -~ -~ -0 -1 571 0 -S -#573 -Foyer~ -You stand in a huge foyer inside the castle's front doors. To either side of -the double doors are suits of armor that hold the flagstaffs of Tierraslee. To -the north is a wide set of stairs that lead to the Great Hall. East and West -are arched doorways that lead down long corridors. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 574 0 -D1 -~ -~ -0 -1 579 0 -D2 -~ -door~ -3 -1 572 0 -D3 -~ -~ -0 -1 601 0 -S -#574 -Bottom of Royal Staircase~ -You are standing at the base of a beautiful polished white marble -staircase. The bannisters that line this staircase are made of ivory and -trimmed in gold. At the top of the steps is a pair of silver doors that -stand open and beyond them lies the Great Hall. -~ -0 1073741848 0 0 0 0 -D2 -~ -~ -0 -1 573 0 -D4 -~ -~ -0 -1 575 0 -S -#575 -Marble Landing~ -On this landing above the marble steps is a tile mosaic bearing the -likeness of the first noble rulers of this realm. Standing open to each -side of you is a pair of silver doors. North is the Great Hall where the -King and Queen held council and ruled over these lands before the evil -Queen Bavmorta came into power. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 576 0 -D5 -~ -~ -0 -1 574 0 -S -#576 -South end of Great Hall~ -Here you stand in awe at the south end of the Great Hall. Beautiful -paintings and tapestries line both sides of the room and from the cieling -hang ornate chandeliers made of crystal. High up on the walls are exquisite -stained glass windows depicting scenes from different eras in this realms -history. North lie the thrones and south is the marble landing which leads -down to the foyer. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 577 0 -D2 -~ -~ -0 -1 575 0 -S -#577 -At the Thrones~ -Sitting here on a highly polished onyx pedastel are the glorious thrones -of the King and Queen of Tierraslee. Hanging on the wall behind the -thrones is a tapestry depicting the entire realm that was ruled by these -fair and just rulers. As you study the map on the tapestry one side of -it moves ever so slightly, yet you feel no draft. -~ -0 1073741848 0 0 0 0 -D0 -~ -tapestry~ -2059 -1 578 0 -D2 -~ -~ -0 -1 576 0 -S -#578 -Royal Treasury~ -You stand in a hidden room that is the Royal Treasury, it is here that -the wealth of the castle is stored. The size of this hidden room is unreal, -chest upon chest of every precious stone and metal known to man fill this -room. The enormous wealth that is contained in this room is unbelieveable and -totally beyond your comprehension. -~ -0 1076887576 0 0 0 0 -D2 -~ -door ~ -3 -1 577 0 -S -#579 -Eastern Corridor~ -This is the beginning of the eastern wing of the castle. Placed at -intervals down the hall are floor torches that illuminate the corridor. -On the floor running the entire length of the hall is a plush carpet that -is a deep shade of red. -~ -0 1073741848 0 0 0 0 -D1 -~ -~ -0 -1 580 0 -D3 -~ -~ -0 -1 573 0 -S -#580 -Eastern Corridor~ -As you continue down the eastern corridor the carpet under foot muffles -your footsteps. Not only is the hallway illuminated by the floor torches, -but also by the highly detailed stained glass windows that are spaced along -the south wall. There is an Oaken door here to the north. -~ -0 1073741848 0 0 0 0 -D0 -~ -door~ -3 -1 581 0 -D1 -~ -~ -0 -1 582 0 -D3 -~ -~ -0 -1 579 0 -S -#581 -Bedchamber~ -This elaborately furnished room is used to house guests of the castle -during thier stay here. At the back of the room is a luxurious canopy bed. -To each side of the doorway are floor torches and along the west wall is a -highly polished cherrywood dresser. On the east wall is an armoire also -made of cherrywood. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 580 0 -S -#582 -Eastern Corridor~ -Still in the eastern corridor, the carpet muffles your progress as you -make your way down the hallway. The light that filters in through the -stained glass windows casts eerie shadows on the south wall and you -notice a heavy Oaken door here to the north. -~ -0 1073741848 0 0 0 0 -D0 -~ -door~ -3 -1 583 0 -D1 -~ -~ -0 -1 584 0 -D3 -~ -~ -0 -1 580 0 -S -#583 -Bedchamber~ -This lavisly decorated room is used to house visiting royalty during thier -stay here. On the floor is a bearskin rug that lies at the foot of a -teakwood canopy bed that backs up to the north wall. On the west wall is a -teakwood armoire and on the east wall is a matching waist high dresser. -Crowning the dresser is a mirror that reaches from the top of the dresser to -the cieling. Hanging from one of the exposed beams in the cieling is a -crystal chandelier for lighting. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 582 0 -S -#584 -End of East Wing~ -Standing here at the end of the east wing is an intricate door made of -highly polished silver and bearing the coat of arms of Castle Tierraslee. -On each side of the door stand solid gold floor torches. -~ -0 1073741848 0 0 0 0 -D1 -~ -door~ -8389671 472 585 0 -D3 -~ -~ -0 -1 582 0 -S -#585 -Rulers Bedchambers~ -You have entered the bedroom of the King and Queen. On the southern wall is -a solid gold canopy bed that is straddled by matching stained glass windows. -Hanging from exposed beams in the cieling are several crystal chandeliers -which illuminate the room. On the polished black marble floor are several -Polar Bear skin rugs and on the east wall is a painting of the King and -Queen. Beneath the painting is a solid ivory dresser with handles made of -gold. Along the north wall stand a pair of matching ivory armoires that -are separated by a full length mirror that is framed in gold. -~ -0 1076887576 0 0 0 0 -D0 -~ -mirror~ -2059 -1 586 0 -D3 -~ -door~ -8389671 472 584 0 -E -mirror~ -This mirror is 6 feet tall and is framed in solid gold. This thing must weigh -a ton. -~ -S -#586 -Secret Passage~ -You have entered a secret passageway that leads to who knows where? -~ -0 1073741849 0 0 0 0 -D0 -~ -~ -0 -1 587 0 -D2 -~ -door~ -3 -1 585 0 -S -#587 -Secret Passage~ -The passageway continues north and south. -~ -0 1073741849 0 0 0 0 -D0 -~ -~ -0 -1 588 0 -D2 -~ -~ -0 -1 586 0 -S -#588 -Secret Passage~ -The passage branches off here and continues north, west, or south. -~ -0 1073741849 0 0 0 0 -D0 -~ -~ -0 -1 593 0 -D2 -~ -~ -0 -1 587 0 -D3 -~ -~ -0 -1 589 0 -S -#589 -Secret Passage~ -The plot thickens as you notice another branch that leads to the north -or you can continue east and west. -~ -0 1073741849 0 0 0 0 -D0 -~ -~ -0 -1 590 0 -D1 -~ -~ -0 -1 588 0 -D3 -~ -~ -0 -1 595 0 -S -#590 -Secret Passage~ -You have come upon a T intersection here in the passageway. -~ -0 1073741849 0 0 0 0 -D1 -~ -~ -0 -1 591 0 -D2 -~ -~ -0 -1 589 0 -D3 -~ -~ -0 -1 592 0 -S -#591 -Secret Passage~ -You have fallen into one of the many traps that the King himself placed -within this passage to discourage any would be interlopers. -There is a poster on the wall. -~ -0 1074864140 0 0 0 0 -E -poster~ -*************************************** -* TRAPPED!!! NO WAY OUT!! * -* Only time and patience can * -* get U out of this * -* OH! AND DO HAVE A NICE DAY! * -*************************************** -~ -S -#592 -Secret Passage~ -Oops!! You made a wrong turn and have fallen victim to one of the King's -little traps he installed to dissuade would be thieves. On the wall is a -poster. -~ -0 1074864141 0 0 0 0 -E -poster~ -**************************************** -* * -* DAMN! Don't ya just hate traps * -* Well with a little patience U will * -* somehow get out of this * -* U hope!! * -**************************************** -~ -S -#593 -Secret Passage~ -The passage continues to the north -~ -0 1073741837 0 0 0 0 -D0 -~ -~ -0 -1 594 0 -D2 -~ -~ -0 -1 588 0 -S -#594 -Secret Passage~ -Ooops!!! You have stumbled into one of the King's own traps. -GOOD LUCK AND HAVE A NICE DAY :-) -~ -0 1073741837 1 0 0 0 -S -#595 -Secret passage~ -As you enter the secret room a hidden door slams shut. You look around the -room for a way out and notice that you must have stumbled into the King's -own personal armory. On the west wall is a rack containing everything from -swords and maces to bows and spears. On the north wall hang shields of -every size and shape imaginable, but there is one here that really catches -your eye because of it's enormous size. -~ -0 1073741853 0 0 0 0 -D0 -~ -shield~ -2059 -1 596 0 -E -shield~ -This massive shield once belonged to King Richard's champion -the giant named "Colasas". There is a huge emblazoned flying dragon -clutching a sheave of spears in it's talons across the face of the shield. -~ -S -#596 -Secret Passage~ -You find yourself in another secret passage and the tunnel leads north or -west. -~ -0 1073741849 0 0 0 0 -D0 -~ -~ -0 -1 598 0 -D2 -~ -door~ -3 -1 595 0 -D3 -~ -~ -0 -1 597 0 -S -#597 -Secret Passage~ -Oops!! You have fallen victim to one of the King's traps he has set to -dissuade would be thieves. There is a poster on the wall. -~ -0 1076895756 0 0 0 0 -E -poster~ -*********************************** -* * -* * -* BE PREPARED TO BE JUDGED!!! * -* GOOD LUCK!! * -* YOU ARE GOING TO NEED IT!!! * -* HAVE A NICE DAY!! * -* * -* :-) * -* * -*********************************** -~ -S -#598 -Secret Passage~ -Continuing down the secret passage, there is a sharp turn here. -~ -0 1073741849 0 0 0 0 -D2 -~ -~ -0 -1 596 0 -D3 -~ -~ -0 -1 599 0 -S -#599 -Dead End~ -The passageway ends abruptly at a wall made into a massive wine rack that -contains hundreds of bottles of imported wine. This must be the King's -own private stash of prime wine he saves for special occassions. -~ -0 1073741849 0 0 0 0 -D1 -~ -~ -0 -1 598 0 -D3 -~ -rack ~ -2059 -1 600 0 -E -rack~ -There is every shape, size, and color of bottle imaginable stowed away -here in this impressive collection of fine and rare wines. In examining the -labels you realize that some of these bottles are almost a 100 years old. It's -very tempting to nab some of these bottles for later when you have time -to celebrate, but since your hands are so full all you can get is one. -~ -S -#600 -Secret Room~ -As you enter the room the first thing you notice is a large mural of the -realm painted on the west wall. Looking about the room you determine you -are in the King's private treasurey. Around you stacked on sturdy stone -shelves, are stacks of gold and silver bullion. Underneath these shelves -are chests filled with every jewel imaginable. -~ -0 1076887577 0 0 0 0 -D1 -~ -door~ -3 -1 599 0 -D3 -~ -murial~ -2059 -1 578 0 -E -mural~ -It has been painted to scale and includes even the smallest of details. All of -the outlying villages as well as rivers, streams, lakes, and trails are marked. -The artist who created this mural was most skilled indeed. -~ -S -#601 -West Corridor~ -This is the beginning of the west wing of the castle. The floor torches that -are placed at intervals down the corridor illuminate the hallway enough for -you to see several doors along the north wall. -~ -0 1073741848 0 0 0 0 -D1 -~ -~ -0 -1 573 0 -D3 -~ --1~ -0 -1 602 0 -S -#602 -West Corridor~ -As you progress down the west hallway the sound of your footsteps echo -down the hall. The light filtering in through the stained glass windows -along the south wall casts a redish aura throughout the corridor. There is -an Oaken door to the north. -~ -0 1073741848 0 0 0 0 -D0 -~ -door~ -3 -1 603 0 -D1 -~ -~ -0 -1 601 0 -D3 -~ -~ -0 -1 604 0 -S -#603 -Captain of the Guards Quarters~ -As you enter the room you notice a large wooden desk towards the north -wall with the flags of Castle Tierraslee on either side of it. Behind the -desk is an overstuffed high back chair and a map of the realm. The east side -of the room is dedicated to living quarters, with a bed, dresser, and an -armoire taking up space there. On the west wall are several stuffed animal -heads and in the corner is a life size mount of a weredog.....at least you -hope it's a mount. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 602 0 -S -#604 -West Corridor~ -Proceeding along in the west wing the sound of your footsteps on the stone -floor echo up and down the hallway. There is an Oaken door to the north. -~ -0 1073741852 0 0 0 0 -D0 -~ -door~ -3 -1 605 0 -D1 -~ -~ -0 -1 602 0 -D3 -~ -~ -0 -1 606 0 -S -#605 -Officers Bunk~ -Entering this room you see a couple of beds on oppisite sides of the -room. Along the back wall is a rack for holding the occupants weapons -when not being worn. This must be the officers quarters, as regular -enlisted men do not get the luxury of having such a room to themselves. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 604 0 -S -#606 -West Corridor~ -You are near the end of the west corridor and up ahead you can see an arched -doorway on the north wall. Directly to your north is an Oaken door. -~ -0 1073741848 0 0 0 0 -D0 -~ -door~ -3 -1 607 0 -D1 -~ -~ -0 -1 604 0 -D3 -~ -~ -0 -1 608 0 -S -#607 -Enlisted Men's Bunk~ -Apparently by the many bunks in this room, this must be the enlisted mens -quarters. There must be close to a hundred bunk beds in this room. In the -middle of the room is a large rack that runs the full length of it, used to -store the soldiers weapons when not being worn. -~ -0 1073741848 0 0 0 0 -D2 -~ -door~ -3 -1 606 0 -S -#608 -End of West Corridor~ -You are at the end of the west corridor, but off to the north is an arched -doorway that leads to another hallway. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 609 0 -D1 -~ -~ -0 -1 606 0 -S -#609 -North Wing~ -You are at the beginning of the north corridor. This hallway appears to be -shorter and narrower than the rest and in the dim light you can see a couple -of doors on the east wall up ahead. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 610 0 -D2 -~ -~ -0 -1 608 0 -S -#610 -North Wing~ -You are now in the middle of the north corridor and it is very nondescript -other than the large set of doors that are to your east. -~ -0 1073741848 0 0 0 0 -D0 -~ -~ -0 -1 612 0 -D1 -~ -door~ -1 -1 611 0 -D2 -~ -~ -0 -1 609 0 -S -#611 -Dining Hall~ -This enormous room is filled with numerous long tables and benches. There -is enough seating here for about 200-300 men by the looks of it. This -dining hall must really be a mad house when filled to capacity. -~ -0 1073741848 0 0 0 0 -D3 -~ -door~ -1 -1 610 0 -S -#612 -End of North Corridor~ -You are standing at the end of the north hallway. Other than the door -to the east, there is nothing here. -~ -0 1073741848 0 0 0 0 -D1 -~ -door~ -3 -1 613 0 -D2 -~ -~ -0 -1 610 0 -S -#613 -Kitchen~ -You are standing in an immense kitchen that contains several large ovens -along the north wall. Hanging from the cieling is rack upon rack of pots -and pans of all sizes. There are huge food preparation tables in the middle -and along the other wall is a rack containing cooking utensils. -~ -0 1073741848 0 0 0 0 -D3 -~ -door~ -3 -1 612 0 -S -#614 -Hidden Hallway~ -~ -0 1073741828 1 0 0 0 -S -#615 -Repair Wagon~ -This enormous wagon is set up quite well to handle armor repair -of all sorts. At the front end of the wagon is a built in hearth and along -the right hand wall is an effiecient work bench with all the -appropriate tools hanging above it. On the left hand side is a couple of -chairs for customers to sit in while they wait. -The door is sw -~ -0 1073742856 0 0 0 0 -D9 -~ -door~ -3 -1 437 0 -S -#616 -Bungalow~ -You are standing at the entrance to a small bungalow. There is smoke -rising into the chilled air leaving you to believe someone is home. -There is a faded sign nailed to the wall next to the door. -There is a door to the se -~ -0 1073741824 0 0 0 0 -D7 -~ -~ -0 -1 494 0 -D8 -~ -door~ -3 -1 617 0 -E -sign~ -Waldo's Wand and Staff Repair -Come on in and make yourself at home. -~ -S -#617 -Waldo's Wand Repair~ -Upon entering Waldo's shop you notice it is quite neat and organized. -It looks like a cross between a wood working shop and a Mages lab -with all sorts of wood working tools hung on the wall and all the scrolls -and potions neatly stacked on shelves at one end of the room. There -are some potions brewing on one of the work benches and on another -work table lay several wands and staves that look like they are in the -process of being repaired. -The door is NW -~ -0 1073742848 0 0 0 0 -D7 -~ -door~ -3 -1 616 0 -S -#618 -The Ruling Chambers~ -Dominated by a huge bench made of pure white marble, this room demands -respect by it's mere appearnace. Behind the bench is a white marble -chair covered with red velvet cushions. Upon the bench rests a white -ivory gavel. In front of the bench to either side are the defense and -prosecutors tables, made of ironwood and trimmed in hickory. -This is a room where lives literally teeter on the edge of life and death. -~ -0 1076887580 0 0 0 0 -> entry_prog 100~ -mptransfer $n 618 -mpat 618 mpforce $n look -mpat 618 mpechoat $n _cya King Richard says 'I didn't do it.' -~ -| -S -#619 -Hidden Tunnel~ -You are at the end of a tunnel that is lit up by torches. To the north -you can hear strange voices, but they are too far away to understand -what it is they are saying. The walls are white smooth seamless stone -and here and there you notice some runic markings engraved into the -stone. The tunnel continues north. -~ -0 1073741836 0 0 0 0 -D0 -~ -~ -0 -1 620 0 -E -markings~ -Obviously these markings have some mystical meaning to them, for -someone to take the time to carve them into this hard stone. -~ -E -torch~ -Burning brightly this torch lights up this room quite well. Upon closer -examination you notice the handle of this particular torch is very worn. -~ -S -#620 -Hidden Tunnel~ -The voices from the north are getting louder now, but the echo within -these walls makes it impossible to decipher the words. To the west is -another branch leading off in that direction and the main tunnel continues -north. -~ -0 1073741832 0 0 0 0 -D0 -~ -~ -0 -1 625 0 -D2 -~ -~ -0 -1 619 0 -D3 -~ -~ -0 -1 621 0 -S -#621 -Western Tunnel~ -You are in the western branch of the hidden tunnel and it is made of the -same stone as the main tunnel. You notice an absence of the engraved -markings that were in the main tunnel. To your west the tunnel continues -and to your east lies the main tunnel. -~ -0 1073741832 0 0 0 0 -D1 -~ -~ -0 -1 620 0 -D3 -~ -~ -0 -1 622 0 -S -#622 -Alcove~ -You are standing in an alcove at the end of the western branch of the -hidden tunnel. The room is a circular shape and you notice that to the -northeast and northwest there are doors. The tunnel continues back to -the east. -~ -0 1073741832 0 0 0 0 -D1 -~ -~ -0 -1 621 0 -D6 -~ -door~ -3 -1 623 0 -D7 -~ -door~ -3 -1 624 0 -S -#623 -Red Brick Room~ -You are standing in a round room that is constructed in the same manner -as the tunnels outside. As you scan around the room you notice there -are not any furnishings of any sort nor any decorations. The one -remarkable thing about this room is the red brick that embedded in the -middle of the floor. -~ -0 1073741832 0 0 0 0 -D9 -~ -door~ -3 -1 622 0 -S -#624 -Yellow Brick Room~ -You are standing in a round room that is constructed in the same manner -as the tunnels outside. As you scan around the room you notice there -are not any furnishings of any sort nor any decorations. The one -remarkable thing about this room is the yellow brick that embedded -in the middle of the floor. -~ -0 1073741832 0 0 0 0 -D8 -~ -door~ -3 -1 622 0 -S -#625 -Hidden Tunnel~ -The voices you have been hearing sound like they are coming from the -next room. At this point you can tell that it is some ancient dialect -being spoken that you are not familiar with. There is a smell of acid in -the air here and you can only conclude that it is coming from some -strange concoction being brewed somewhere within these tunnels. -The tunnel continues north and there is a branch off to the east. -~ -0 1073741832 0 0 0 0 -D0 -~ -~ -0 -1 630 0 -D1 -~ -~ -0 -1 626 0 -D2 -~ -~ -0 -1 620 0 -S -#626 -East Tunnel~ -A bit smaller than the main tunnel you notice the lack of the engravings -that were back in the main tunnel. From the direction of the main tunnel -to your west you can hear voices and to your east the tunnel continues. -~ -0 1073741832 0 0 0 0 -D1 -~ -~ -0 -1 627 0 -D3 -~ -~ -0 -1 625 0 -S -#627 -East Alcove~ -You are standing at the end of the eastern tunnel and this room forms a -round alcove. To your northeast and southeast are doors, while the tunnel -continues back to the west. -~ -0 1073741832 0 0 0 0 -D3 -~ -~ -0 -1 626 0 -D6 -~ -door~ -3 -1 628 0 -D8 -~ -door~ -3 -1 629 0 -S -#628 -Green Brick Room~ -You are standing in a round room that is constructed in the same manner -as the tunnels outside. As you scan around the room you notice there -are not any furnishings of any sort nor any decorations. The one -remarkable thing about this room is the green brick that embedded -in the middle of the floor. -~ -0 1073741824 1 0 0 0 -D9 -~ -door~ -3 -1 627 0 -S -#629 -Black Brick Room~ -You are standing in a round room that is constructed in the same manner -as the tunnels outside. As you scan around the room you notice there -are not any furnishings of any sort nor any decorations. The one -remarkable thing about this room is the black brick that is embedded -in the middle of the floor. -~ -0 1073741832 0 0 0 0 -D7 -~ -door~ -3 -1 627 0 -S -#630 -Entry to Mordrids Chambers~ -You are at the north end of the hidden tunnel and stand before a large metal -door. The chanting you have been hearing is coming from behind this -metal door as well as the acrid smell. With all the smells and sounds -eminating from behind the door it is obvious that whomever is in there -is quite involved with whatever it is they are doing. -~ -0 1076887560 0 0 0 0 -D0 -~ -door~ -7 529 631 0 -D2 -~ -~ -0 -1 625 0 -S -#631 -Mordrid's Chambers~ -Upon entering the chambers the strong smell of acid almost knocks you -off your feet. As your eyes clear of the tears, you notice that like the other -rooms, this one too is circular. Along the east side of the room are work -benches littered with scrolls, wands, and potions. In the middle of the room -sits an altar made of white marble. Set into the western wall is a huge -fireplace and from the looks of the huge vat boiling over the fire, that is -the source of the awful stench. -There is a sign on the wall -~ -0 1076887560 0 0 0 0 -D2 -~ -door~ -3 -1 630 0 -E -sign~ -Whatever you do don't look at Mordrid - *wink* ;-) *wink* -~ -S -#632 -Asodius's Assay Office~ -Inside this stout stone building, you feel safe from the turmoil going on -out in the streets of this quaint little village. Looking around you notice -several work benches in the room with all sorts of scales, magnifaction -devices, and measuring contraptions sitting atop them. At the rear of the -building is a huge walkin safe that stands closed. There are also several -display cases standing about in what seems to be the waiting area that -contain a number of rare jewels for sale. -~ -0 1073741832 0 0 0 0 -D0 -~ -door~ -3 -1 404 0 -S -#633 -On the Drawbridge~ -You are standing on the drawbridge that connects the entrance of this -small, but well fortified castle to the high ground of the marsh. The moat -that surrounds the outter walls is a natural barrier of quicksand and you -can't help but wonder how many a brave soldier has met his demise in -this quagmire. -~ -0 1073741892 1 0 0 0 -D1 -~ -~ -0 -1 520 0 -D3 -~ -~ -0 -1 634 0 -S -#634 -Inside the Gates~ -You are standing in the entry alcove of Castle Galadorn. On either side of -you are doorways that lead up into the gates guard towers. To the west -lies a small courtyard and to the east is the drawbridge. -~ -0 1073741892 1 0 0 0 -D0 -~ -~ -0 -1 635 0 -D1 -~ -~ -0 -1 633 0 -D2 -~ -~ -0 -1 639 0 -D3 -~ -~ -0 -1 643 0 -S -#635 -North Gate Tower~ -There is a stone staircase here that leads up to the north gate tower. The -staircase is lit up by torches that burn a strange pinkish flame. Strangely -as you pass by them you don't feel any heat from the flame.......wierd. -~ -0 1073741896 0 0 0 0 -D2 -~ -~ -0 -1 634 0 -D4 -~ -~ -0 -1 636 0 -S -#636 -North Staircase~ -The pinkish flames light your way as you navigate this narrow staircase. -Whoa!!........what was that noise......sounded like giant wings beating the -air. Hmm.....best to on your guard. -~ -0 1073741896 0 0 0 0 -D4 -~ -~ -0 -1 637 0 -D5 -~ -~ -0 -1 635 0 -S -#637 -Top of North Staircase~ -You are standing on a narrow landing at the top of the North Gate Tower -stairs. Here in the pinkish light emitted from the strange torches that line -the wall, you see a door to the east and looking down you see stairs leading -down. There is an awful stench up here that you hadn't noticed before, but -it smells like something has been liviing up here. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 638 0 -D5 -~ -~ -0 -1 636 0 -S -#638 -North Tower Room~ -This circular room has very little in the way of furnishings. Running -partially around the north wall is a rack of spears and number of quivers -full of arrows hanging next to the rack. Hanging on the wall next to the -narrow slits used as windows in the south and east walls are several -longbows along with more quivers of arrows. -There is a door in the west wall. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 637 0 -S -#639 -South Gate Tower~ -There is a stone staircase here that leads up to the South Gate Tower. The -narrow passageway is lit up with torches that line the wall yet as you -pass by them you notice no heat being radiated off of them......wierd. -North is the Entry Alcove and up you can continue up the stairs. -~ -0 1073741896 0 0 0 0 -D0 -~ -~ -0 -1 634 0 -D4 -~ -~ -0 -1 640 0 -S -#640 -South Staircase~ -Standing here half way up the stairs, or half way down, depending how -you look at it, you think you hear the scuttling of many legs. Better get -prepared, ain't no telling what lurks in this evil castle. -~ -0 1073741896 0 0 0 0 -D4 -~ -~ -0 -1 641 0 -D5 -~ -~ -0 -1 639 0 -S -#641 -Top of South Tower~ -The narrow landing you are standing on is littered with the bones of -small animals.......upon second look some of the bones look somewhat -similar to human remains. By the light from the eerie torches you can see -a door to the east while looking down are the stairs that lead down. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 642 0 -D5 -~ -~ -0 -1 640 0 -S -#642 -South Tower Room~ -Racks of spears line the south wall of this circular room. Standing next to the -windows that are in the north and east walls are several longbows with -quivers of arrows hanging from pegs in the wall. -There is a door in the west wall. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 641 0 -S -#643 -Corridor of Chaos~ -You are standing in the middle of a long narrow courtyard that is formed -between the thick outter defense wall and a secondary inner wall. Should -the gates fall, once the enemy is within this confined space they will fall -prey to the archers and spearmen above them to either side. The courtyard -runs north and south while to the east is the entry alcove. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 647 0 -D1 -~ -~ -0 -1 634 0 -D2 -~ -~ -0 -1 644 0 -S -#644 -Corridor of Chaos~ -You are walking in the courtyard formed by the primary and secondary -defensive walls. It is obvious that any enemy caught within this confined -area would quickly succumb to defenders attop the battlements above. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 643 0 -D2 -~ -~ -0 -1 645 0 -S -#645 -Corridor of Chaos~ -You are walking in the courtyard formed by the primary and secondary -defensive walls. To the south you can see a massive gate in the secondary -wall. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 644 0 -D2 -~ -~ -0 -1 646 0 -S -#646 -Corridor of Chaos~ -You are standing in the courtyard formed by the primary and secondary -defensive walls. To the west is a massive gate set into the secondary wall and -to the north the courtyard continues. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 645 0 -D3 -~ -gate~ -3 -1 650 0 -S -#647 -Corridor of Chaos~ -You are walking in the courtyard formed by the primary and secondary -defensive walls. It is obvious that any enemy caught within this confined -area would quickly succumb to defenders attop the battlements above. -The courtyard continues north and south. -~ -0 1073741888 0 0 0 0 -D0 -~ -~ -0 -1 648 0 -D2 -~ -~ -0 -1 643 0 -S -#648 -Corridor of Chaos~ -You are walking in the courtyard formed by the primary and secondary -defensive walls. To the north you can see a massive gate in the secondary -wall. The courtyard continues north and south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 649 0 -D2 -~ -~ -0 -1 647 0 -S -#649 -Corridor of Chaos~ -You are standing in the courtyard formed by the primary and secondary -defensive walls. To the west is a massive gate set into the secondary wall and -to the south the courtyard continues. -~ -0 1073741888 1 0 0 0 -D2 -~ -~ -0 -1 648 0 -D3 -~ -gate~ -3 -1 656 0 -S -#650 -Inner Courtyard~ -You are standing within the inner courtyard that is formed by the -secondary defensive wall to the east and the castle itself to the west. South -is the outter defensive wall and far to the north is the Northern outter -defensive wall. There seems to be no sign of life around, but best to be on -your guard, for you never know what kind of creatures might be lurking -nearby. The courtyard continues north and there is a ladder leading up to -the top of the secondary wall. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 651 0 -D1 -~ -gate~ -3 -1 646 0 -D4 -~ -~ -0 -1 695 0 -S -#651 -Inner Courtyard~ -Here within the inner courtyard your senses are on RED ALERT. There is -no explaining how you know it, but you sense the presence of something -watching you. The courtyard continues north and south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 652 0 -D2 -~ -~ -0 -1 650 0 -S -#652 -Inner Courtyard~ -Standing here within the inner courtyard you notice that to the north -it seems to widen out a bit. You still can't shake that feeling as if someone -or something is watching your every move. The courtyard continues north -and south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 653 0 -D2 -~ -~ -0 -1 651 0 -S -#653 -Inner Square~ -Still trying to shake that uneasy feeling of being watched off, you look -around and notice that you are standing in a small square within the -inner courtyard. To the west the square continues while to the north and -south the courtyard continues. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 654 0 -D2 -~ -~ -0 -1 652 0 -D3 -~ -~ -0 -1 657 0 -S -#654 -Inner Courtyard~ -Standing here within the inner courtyard you notice that to the south -it seems to widen out a bit. You still can't shake that feeling as if someone -or something is watching your every move. The courtyard continues south -and north. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 655 0 -D2 -~ -~ -0 -1 653 0 -S -#655 -Inner Courtyard~ -Here within the inner courtyard your senses are on RED ALERT. There is -no explaining how you know it, but you sense the presence of something -watching you. The courtyard continues south and north. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 656 0 -D2 -~ -~ -0 -1 654 0 -S -#656 -Inner Courtyard~ -You are standing within the inner courtyard that is formed by the -seconday defensive wall to the east and the castle itself to the west. North -is the outter defensive wall and far to the south is the Southern outter -defensive wall. There seems to be no sign of life around, but best to be on -your guard, for you never know what kind of creatures might be lurking -nearby. The courtyard continues south and there is a ladder here leading up. -~ -0 1073741888 1 0 0 0 -D1 -~ -gate~ -3 -1 649 0 -D2 -~ -~ -0 -1 655 0 -D4 -~ -~ -0 -1 701 0 -S -#657 -Inner Square~ -Water bubbles forth from a stone dragon fountian here in the west end -of the inner square. You still are having that uneasy feeling of being -watched, but as you look around you don't see any sign of life. To the west - is a large iron gate and to the north is a large metal door. Above the door -you notice a small lookout post. To the east the square continues out -into the courtyard. -~ -0 1073741888 1 0 0 0 -D0 -~ -door~ -8389671 633 668 0 -D1 -~ -~ -0 -1 653 0 -D3 -~ -gate~ -3 -1 658 0 -D10 -~ -wall~ -67584 -1 694 0 -S -#658 -Dark Corridor~ -You are standing in a dark corridor that smells of rotting flesh and fecal -matter. Where ever this hallway leads you are sure it can't be pleasant. Up -ahead you hear the sound of what sounds like toenails clicking on the -stone floor. To your east lies an iron bar gate. -~ -0 1073741901 0 0 0 0 -D1 -~ -gate~ -3 -1 657 0 -D3 -~ -~ -0 -1 659 0 -S -#659 -Dark Corridor~ -Carefully making your way down the corridor you come to what looks like -a guards post. There is a couple of wood chairs sitting around a small table -along the north wall and to the south is a small door. To the west is -a metal door that stands closed, while east the corridor continues. -~ -0 1073741896 0 0 0 0 -D1 -~ -~ -0 -1 658 0 -D2 -~ -door~ -3 -1 660 0 -D3 -~ -door~ -8389671 627 661 0 -S -#660 -Latrine~ -This is the indoor latrine, no wonder the smell is so bad, seeing as there -is no indoor plumbing. As with most johns this one too is decorated with -graffitti written by authors that were passing the time away constructively. -Sitting beside the "One Holer" is a roll of buttwipe and a couple of -"Weekend Warrior" and "Amazon Babes" magazines. -~ -0 1073741897 0 0 0 0 -D0 -~ -door~ -3 -1 659 0 -S -#661 -Dungeon Row~ -You are standing in the corridor that leads to the prisoners cells. The smell -of rotting flesh is alot stronger in this part of the corridor. To the north -and south of you are cell doors. West the corridor continues, while to your -east lies a large metal door. -~ -0 1073741901 0 0 0 0 -D0 -~ -cell~ -8389671 627 662 0 -D1 -~ -door~ -8389671 627 659 0 -D2 -~ -cell~ -8389671 627 663 0 -D3 -~ -~ -0 -1 664 0 -S -#662 -Cell~ -You are standing in a prison cell, there is a pile of hay in one corner of the -room while in the opposite corner is an over flowing bucket used a toilet. - Upon one wall is the skeletal remains of some poor wretch that didn't -fair so well. -~ -0 1073741897 0 0 0 0 -D2 -~ -cell~ -8389671 627 661 0 -S -#663 -Cell~ -You are standing in a prison cell, there is a pile of hay in one corner of the -room while in the opposite corner is an over flowing bucket used a toilet. -Upon one wall is the skeletal remains of some poor wretch that didn't -fair so well. -~ -0 1073741897 0 0 0 0 -D0 -~ -cell~ -8389671 627 661 0 -S -#664 -Dungeon Row~ -You are standing at the end of the dungeon corridor. Looking about you -notice doors to the north, south, and west. You hear some eerie wailing -coming from behind one of the doors, but with the echo factor within -this hallway it is hard to tell which cell it is coming from. Along with the -wailing you also hear the sound of a whip being cracked, making it -obvious that from which ever cell it comes from, someone is being -tortured. -~ -0 1073741897 0 0 0 0 -D0 -~ -cell~ -8389671 627 666 0 -D1 -~ -~ -0 -1 661 0 -D2 -~ -chamber~ -8389671 632 667 0 -D3 -~ -cell~ -8389671 627 665 0 -S -#665 -Cell~ -You are standing in a prison cell, there is a pile of hay in one corner of the -room while in the opposite corner is an over flowing bucket used a toilet. -Upon one wall is the skeletal remains of some poor wretch that didn't -fair too well. -~ -0 1073741897 0 0 0 0 -D1 -~ -cell~ -8389671 627 664 0 -S -#666 -Cell~ -You are standing in a prison cell, there is a pile of hay in one corner of the -room while in the opposite corner is an over flowing bucket used a toilet. -Upon one wall is the skeletal remains of some poor wretch that didn't -fair too well. -~ -0 1073741897 0 0 0 0 -D2 -~ -cell~ -8389671 627 664 0 -S -#667 -Torture Chamber~ -Well you found where all the noise was coming from. This is the Toruture -Chamber, there is every type of device know to mankind here for torturing -his fellow man. At one end of the room is a hearth that has burning coals -in it with red hot iron pokers stuck into the coals. There is an open "Iron -Maiden" in the corner, revealing her hideous spikes just awaiting her next -meal. On the rack in the middle of the room is fresh blood where obviously -someone got carried away with stretching the poor soul whose blood now -drips upon the floor. -~ -0 1073741897 0 0 0 0 -D0 -~ -chamber~ -8389671 632 664 0 -S -#668 -Foyer~ -You are standing inside the entry foyer of Castle Galadorn feeling somewhat -intimidated by the decor of the room. On the floor is a mosaic of a large -eye set into a background of fire. The walls are painted with mythical (You -hope), creatures that could only have originated from hell and they appear -to be watching your every move. To the northeast and northwest -are statues of mythical gargoyles sculpted from black marble. -Towering above the statues of the gargoyles is a statue of a large dragon -carved from black onyx. To the west lies a set of double ebony black doors -and to the east is a smaller ebony door. South is a large black metal -door. -~ -0 1073741896 1 0 0 0 -D1 -~ -door~ -3 -1 671 0 -D2 -~ -door~ -8389671 633 657 0 -D3 -~ -door~ -3 -1 669 0 -D10 -~ -dragon~ -133123 -1 702 0 -E -dragon~ -The size of this statue is enormous and must have taken the artist quite -some time to complete. He stands about 20 feet high from the ground to -his outstretched head. His massive wings are spread in a posture of attack -and his tail is raised high behind him. His mouth is open showing an -impressive set of huge razor sharp teeth and his tongue is extended out -of it as well making him seem that much more menacing. -~ -S -#669 -Black Hall~ -You are standing in a large feasting hall that is dominated by the presence -of a large black table that forms a horshoe shape that faces towards you. -In the center of the ring formed by the table is a black marble podium used -by speakers to address the audience. To the north is a large door with a -window inset into it flanked on either side by smaller statues of gargoyles. -To the east lies a set of double doors. -~ -0 1073741896 0 0 0 0 -D0 -~ -door~ -3 -1 670 0 -D1 -~ -door~ -3 -1 668 0 -S -#670 -Black Kitchen~ -You find yourself in the kitchen of Castle Galadorn and surprisingly enough -it is very clean and efficient. In the center of the kitchen is a large -circular hearth that is accessable from 4 sides. Along the east wall are the -prep tables and along the west wall are set up tables. The north end of the -kitchen is devoted to a couple of kilns used to heat the water in the vats -that sit atop them for doing the dishes. There is a door to the south. -~ -0 1073741896 0 0 0 0 -D2 -~ -door~ -3 -1 669 0 -S -#671 -Krill's Office~ -Judging by the Krill coat of arms behind the large ebony desk, you are in -the notorious Capt. Krill's office. On the north wall is a picture of the -Capt. himself and on the south wall is a painting of Lord Chaos. There is a -door to the east and west. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 672 0 -D3 -~ -door~ -3 -1 668 0 -D10 -~ -chaos~ -133123 -1 630 0 -D10 -~ -krill~ -133123 -1 694 0 -E -painting chaos~ -Sitting upon a throne of fire amidst a cavernous black hall is the Lord -of the dark himself, Lord Chaos. He is dressed in black leather pants and -knee high black leather boots. He wears a black silk shirt and billowing -out behind him is a black leather cape. Around his neck he wears an amulet -that is of an eye radiating lightning from it. In his hand he holds a staff -that is topped with a human skull. His firery red eyes look out at you as if -he were judging your very soul and his smile is one of contempt -rather than one of happiness. The longer you stare at it the more you feel -ill at ease. -~ -E -krill~ -Perched on a marvelous black steed that is reared up on it's hind legs, sits -Capt. Krill. He is clad in his full battle dress armor holding the reins with -one hand and under the other arm is his skull faced helmet. His silver -hair is blowing back in the wind while behind him a brutal storm rages. -He is wearing a stern look on his face and his eyes seem to lock onto yours -making you feel very uncomfortable. -~ -S -#672 -Krill's Room~ -This sparsely furnished room is the quarters of Capt. Krill. There isn't much -of interest in here. There is a bed here with a small night table beside it an -of interest in here. There is a bed here with a small night table beside -it and across the room is closet. Beside the door to the west is a coat rack -and a weapons stand. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 671 0 -S -#673 -North East Hall~ -You are standing at the beginning of a hallway that is lit up with more -of those wierd torches that cast the pinkish glow. The floor under foot is -made of black marble that has been buffed to a lusterous shine, with -every footstep your progress echos off of the smooth stone walls. There is -is a statue of a hideous harpy on the southwest wall and the hall continues -northeast. -~ -0 1073741896 0 0 0 0 -D6 -~ -~ -0 -1 674 0 -D10 -~ -harpy~ -133123 -1 702 0 -E -harpy~ -Looking somewhat like a cross between a bat and a human with a long -beak, this creature is enough to scare the bejeebers outta anyone. You -sure would hate to meet this guy in a dark alley. -~ -S -#674 -North East Hall~ -You are standing in a hallway that is illuminated with an eerie pinkish -light that is emitted from the torches that line the walls. There is a bend -in the hall here as it continues to the north or you may continue to the -southwest. -~ -0 1073741896 0 0 0 0 -D0 -~ -~ -0 -1 675 0 -D9 -~ -~ -0 -1 673 0 -S -#675 -North East Hall~ -The eerie light that is emitted from the torches casts strange shadows on the -wall as you continue down the hallway. There is a door to the east made -of Black Ironwood. You may continue north or south down the hallway. -~ -0 1073741896 0 0 0 0 -D0 -~ -~ -0 -1 677 0 -D1 -~ -door~ -3 -1 676 0 -D2 -~ -~ -0 -1 674 0 -S -#676 -Sorsha's Bedroom~ -You stand in a room that is in contrast to the rest of the castle you have been -in so far. The decor of the room is set in colors of white and teal, giving -this room a feeling of warmth and comfort. The four post bed has a soft -feather mattress and is covered with a teal and rust colored comforter. -The floor lamps which burn in this chamber oddly enough cast an actual -white light as opposed to the pinkish aura of the torches out in the hall. -By the light of the floor lamps you notice a small elegant dressing table -with perfumes and makeup neatly arranged on it's surface. In one corner -of the room stands an oval full length mirror set into Mastadon tusks that -stand on end. There is a door to the west. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 675 0 -S -#677 -North East Hall~ -You are standing at the end of the hallway that is lit up by torches that -cast an eerie pinkish light. There is a large black door to the east that is -flanked on either side by statues of flying dragons. The hallway continues -south. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -8389671 637 678 0 -D2 -~ -~ -0 -1 675 0 -S -#678 -Bavmorta's Room~ -Upon entering this room you feel an aura of evil, the likes you haven't ever -felt before. Although the decor of this room is all done in black, it still is -lavishly furnished. There is a large black canopy bed draped with a thick -black comforter with two large black satin pillows at the head of the bed. -Upon either side of the bed are matching tables with black lamps sitting -atop them. Along the north wall is a black dressing table with a rectangular -mirror sitting atop it and neatly arranged potions, makeups, and jewlery. -In one corner of the room stands an armoir that matches the other furniture -of the room. On the east wall is a full length painting of Lord Chaos himself -sitting upon a throne of fire. -There is a door to the west. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -8389671 637 677 0 -D10 -~ -painting~ -133123 -1 679 0 -E -painting chaos~ -Sitting upon a throne of fire amidst a cavernous black hall is the Lord -of the dark himself, Lord Chaos. He is dressed in black leather pants and -knee high black leather boots. He wears a black silk shirt and billowing -out behind him is a black leather cape. Around his neck he wears an amulet -that is of an eye radiating lightning from it. In his hand he holds a staff -that is topped with a human skull. His firery red eyes look out at you as if -he were judging your very soul and his smile is one of contempt -rather than one of happiness. The longer you stare at it the more you feel -ill at ease. -~ -S -#679 -Bavmorta's Private Sacrifice Room~ -Unexplainably this room has a most evil aura about that is stronger than -anything you have ever felt. The very air you breathe even tastes of raw -pure evil. There are satanic markings that have been engraved into the -polished black floor with care and diligence. The room is circular in shape -and standing around the room are statues of evil hellhounds. The sacrificial -altar that sits in the middle of the room is also constructed of shiny black -marble and at one end of it is a golden basin for collecting the blood of -those sacrificed. As you look around there appears to be no exits. -~ -0 1076895816 0 0 0 0 -D3 -~ -hellhound~ -2051 -1 678 0 -D10 -~ -altar~ -8522791 648 680 0 -E -hellhound~ -This statue slightly resembles the weredogs you have seen wondering -around the realm, yet if it is possible these hellhounds look like they could -be alot worse than the weredogs were they alive. In looking closer at this -particular statue you notice that it doesn't quite sit flush against the wall. -~ -E -altar~ -Made of black marble and standing about waist high the altar is oblong -in shape. At the head of the sacrificial table is a golden basin used to -collect the blood of those that are being sacrificed. There is a seam that -runs around the base of the altar that doesn't seem to add up. -~ -S -#680 -Time & Space Continueim~ -You have been teleported to another time and dimension. You look around -but can see nothing except a heavy mist that hugs the ground. Which is -strange in and of itself, because looking down you don't see any substance -beneath your feet. -~ -0 1076895872 0 0 0 0 -D0 -~ -~ -0 -1 680 0 -D1 -~ -~ -0 -1 681 0 -D2 -~ -~ -0 -1 680 0 -D3 -~ -~ -0 -1 680 0 -S -#681 -Time Space Continueim~ -Walking through the mist it's impossible to tell which direction you are -going and to what end you hope to reach. -There are exits to the north, south, east, and west. -~ -0 1076895745 0 0 0 0 -D0 -~ -~ -0 -1 680 0 -D1 -~ -~ -0 -1 680 0 -D2 -~ -~ -0 -1 682 0 -D3 -~ -~ -0 -1 680 0 -S -#682 -Time Space Continueim~ -Walking through this mist shrouded realm it's almost as if you are floating -in a void. Off in the distance you can hear the muffled cries of a baby. -There are exits in all directions. -~ -0 1076895745 0 0 0 0 -D0 -~ -~ -0 -1 681 0 -D1 -~ -~ -0 -1 681 0 -D2 -~ -~ -0 -1 681 0 -D3 -~ -~ -0 -1 680 0 -D6 -~ -~ -0 -1 682 0 -D7 -~ -~ -0 -1 680 0 -D8 -~ -~ -0 -1 683 0 -D9 -~ -~ -0 -1 682 0 -S -#683 -Time Space Continueim~ -You find yourself going mad in this realm that is devoid of anything but -mist. This place seems totally without life, yet somewhere close by you -hear what seems to be the cries of an infant. -There are exits in all directions. -~ -0 1076895745 0 0 0 0 -D0 -~ -~ -0 -1 680 0 -D1 -~ -~ -0 -1 683 0 -D2 -~ -~ -0 -1 681 0 -D3 -~ -~ -0 -1 684 0 -D6 -~ -~ -0 -1 681 0 -D7 -~ -~ -0 -1 682 0 -D8 -~ -~ -0 -1 682 0 -D9 -~ -~ -0 -1 682 0 -S -#684 -Time Space Continueim~ -Finally something other than ground fog. You have entered a room that -is illuminated by a large,oblong,swirling,blue portal. Lying on the fog -is a basket that contains the source of the distant crying you have been -hearing. This could only be the child named Lauren or as the commoner -refer to her, "The Marked One". -There are exits in all directions. -~ -0 1076896772 0 0 0 0 -D0 -~ -~ -0 -1 683 0 -D1 -~ -~ -0 -1 683 0 -D2 -~ -~ -0 -1 683 0 -D3 -~ -~ -0 -1 681 0 -D6 -~ -~ -0 -1 682 0 -D7 -~ -~ -0 -1 684 0 -D8 -~ -~ -0 -1 682 0 -D9 -~ -~ -0 -1 683 0 -D10 -~ -portal~ -657409 -1 437 0 -S -#685 -North West Hall~ -You are standing in a wide corridor that has the slight smell of incense. -The floor is polished black marble with fingers of what looks like lightning -bolts inlaid into the floor. The lightning seems to begin at the door to - the west and radiate outwards. The hallway continues north and there -a statue of a hideous harpy on the southeast wall. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 686 0 -D7 -~ -~ -0 -1 687 0 -D10 -~ -harpy~ -133123 -1 702 0 -E -harpy~ -Looking somewhat like a cross between a bat and a human with a long -beak, this creature is enough to scare the bejeebers outta anyone. You -sure would hate to meet this guy in a dark alley. -~ -S -#686 -Chapel of Chaos~ -You are standing in the Chapel of Chaos, where the monks and followers -of Lord Chaos worship. There are black obsidian pews evenly spaced and -facing towards a large obsidian podium at the west end of the room. Behind -the podium is a large black onyx statue of Lord Chaos. At the feet of the -statue is a sacrificial altar used for making sacrifices to this most evil -diety. There is a door in the east end of the room. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 685 0 -S -#687 -North West Hall~ -Walking down this wide stone hallway your way is lit up by glowing -torches set into the wall. Your footsteps echo off the walls as you proceed -down the hall. There are doors on either side of you and the hall continues -northwest and southeast. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 689 0 -D3 -~ -door~ -3 -1 688 0 -D7 -~ -~ -0 -1 690 0 -D8 -~ -~ -0 -1 685 0 -S -#688 -Guards Quarters~ -You walk into a room that is lined on either side with rows of bunkbeds -all neatly made. At either side of the door in the east wall are weapons racks -filled with the guards weapons that are off duty. At the west end of the room -is a large table with the appropriate number of benches to accommodate -the tenants of this room. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 687 0 -S -#689 -Monks Quarters~ -This room houses the monks of Lord Chaos's temple. There are beds lining -either side of the wall and beside each bed is a small table with a statue -of Lord Chaos on it. It is to these small statues that the monks pray each -night before turning in. -~ -0 1073741896 0 0 0 0 -D3 -~ -door~ -3 -1 687 0 -S -#690 -North West Corridor~ -This is the end of the North West Hall and on either side to the east and -west, are doors. There is a statue of a hideous Harpy on the northwest wall -that makes you feel uneasy as you decide which way to go. -To the southeast the hall continues. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 692 0 -D3 -~ -door~ -3 -1 691 0 -D8 -~ -~ -0 -1 687 0 -D10 -~ -harpy~ -133123 -1 520 0 -E -harpy statue~ -Looking somewhat like a cross between a bat and a human with a long -beak, this creature is enough to scare the bejeebers outta anyone. You -sure would hate to meet this guy in a dark alley. -~ -S -#691 -Officers Bunks~ -This room is smaller than the guards bunks, but also alot roomer, a privledge -that comes with rank. The officers are affored a little more space to utilize -for thier personal belongings. At the east end of the room where the door -is there is a rack for storing weapons when not being worn. -~ -0 1073741896 0 0 0 0 -D1 -~ -door~ -3 -1 690 0 -S -#692 -Priests Quarters~ -This finely decorated room is the head priests quarters. It is very well lit -by ceiling lamps that emit the same eerie light as the torches you have seen. -There is a king size bed with matching nightstands to either side with -lamps upon each of them. There is a big black fur used as a rug on the -floor that came from some huge unknown beast. At one end of the room -sits a small idol bearing the likeness of Lord Chaos. In one corner sits a -small writing desk that is littered with notes pertaining to the next sermon. -There is a door to the west. -~ -0 1076887624 0 0 0 0 -D3 -~ -door~ -3 -1 690 0 -D10 -~ -rug~ -133123 -1 693 0 -E -rug~ -As large as this rug is the animal whose hide this came from must have -been enormous. With the thick wooly texture of it, the beast must have -come from some region of immense cold. -~ -S -#693 -Harpy Pit~ -You have fallen into one of the Priest's traps he has set for intruders -like you. If you survive the wrath of the harpies then you can find your -own way out. -~ -0 1074856013 0 0 0 0 -> act_prog p pulls a lever.~ -mpechoat $n _yel A bright beam of light comes out of nowhere blinding you. -mpechoaround $n _yel $n is bathed in a bright light and fades away. -mptransfer $n 400 -mpat 400 mpechoat $n _yel The light subsides and you can see again. -mpat 400 mpechoaround $n $n slowly fades back into view. -mpat 400 mpforce $n look -push lever -~ -> act_prog p leaves~ -push lever -~ -| -S -#694 -Krill's Lookout~ -You are standing above the castle entrance in Capt. Krill's lookout. Looking -about you can see the courtyard square down below with the fountian -bubbling forth water. This is where the Capt. spends alot of his time -preparing his troops and watching thier progress. -The only exit appears to be down -~ -0 1076895808 1 0 0 0 -D5 -~ -~ -0 -1 657 0 -S -#695 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or down -the ladder. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 696 0 -D5 -~ -~ -0 -1 650 0 -S -#696 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 697 0 -D2 -~ -~ -0 -1 695 0 -S -#697 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 698 0 -D2 -~ -~ -0 -1 696 0 -S -#698 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 699 0 -D2 -~ -~ -0 -1 697 0 -S -#699 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 700 0 -D2 -~ -~ -0 -1 698 0 -S -#700 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the north or south. -~ -0 1073741888 1 0 0 0 -D0 -~ -~ -0 -1 701 0 -D2 -~ -~ -0 -1 699 0 -S -#701 -On Secondary Wall~ -You are standing on top of the inner secondary defense wall. Below to the -west you can see the inner courtyard while to the east you look down on -the Corridor of Chaos. You can continue on the wall to the south or down -the ladder. -~ -0 1073741888 1 0 0 0 -D2 -~ -~ -0 -1 700 0 -D5 -~ -~ -0 -1 656 0 -S -#702 -In the Dragon~ -You are in a small room within the statue of the dragon. Looking about - there is nothing of any importance other than you notice 5 different -colored levers here. There is a door to the south. -~ -0 1073741896 0 0 0 0 -D2 -~ -door~ -3 -1 668 0 -S -#703 -Bavmorta's Trap~ -You have been thrown into a pit from which there is no apparent -escape. Maybe with some time and patience you will find a way out. The -one thing you can't do is give up hope. Just be thankful this isn't a Death -Trap or you would be sushi by now. -~ -0 1074864132 0 0 0 0 -S -#704 -Megan's Tent~ -Inside the gypsy tent you notice a table with several wands and staves -laying on it. There are several wood and metal working tools laying on -the table as well that are used in mending such things. At one end of the -table you notice a large glowing crystal that is pulsating an oddly colored -aura. -~ -0 1073742860 0 0 0 0 -D6 -~ -~ -0 -1 437 0 -S -#0 - -#RESETS -M 1 451 1 400 ; Mob: #451 Floyd => #400 The Bridge -O 1 413 1 402 ; Object: #413 A Big Brown Acorn => #402 Center of Village -M 1 401 15 403 ; Mob: #401 A Weredog => #403 Western Edge of Village Square -G 1 400 1 ; -- Give: #400 A Purple Potion -D 0 404 2 1 ; Door: #404 Western Lane/South => closed -M 1 442 2 407 ; Mob: #442 A Weredog => #407 Pig Pen -D 0 409 3 1 ; Door: #409 Peck Dwelling/West => closed -M 1 438 1 410 ; Mob: #438 A Peck Villager => #410 Inside Peck Dwelling -E 1 575 1 8 ; -- Equip: #575 House Shoes (Feet) -E 1 573 1 12 ; -- Equip: #573 Union Jacks (About) -G 1 401 1 ; -- Give: #401 A Peckian War Dagger -D 0 410 1 1 ; Door: #410 Inside Peck Dwelling/East => closed -M 1 427 1 412 ; Mob: #427 A Peck Villager => #412 Following Path to Stream -E 1 573 1 12 ; -- Equip: #573 Union Jacks (About) -E 1 579 1 9 ; -- Equip: #579 Cotton Gloves (Hands) -O 1 406 1 413 ; Object: #406 An Oaken Bucket => #413 At the Stream -O 1 405 1 413 ; Object: #405 A Stream => #413 At the Stream -M 1 403 1 415 ; Mob: #403 Vohnkar => #415 West Sentry Post -E 1 578 1 5 ; -- Equip: #578 Leather Shirt (Body) -E 1 577 1 7 ; -- Equip: #577 Leathers (Legs) -E 1 402 1 16 ; -- Equip: #402 A Peckian War Spear (Wield) -G 1 403 1 ; -- Give: #403 A Brass Key -M 1 443 2 417 ; Mob: #443 A Weredog => #417 Intersection -G 1 400 1 ; -- Give: #400 A Purple Potion -M 1 404 1 418 ; Mob: #404 Bergulkut => #418 Eastern Lane -E 1 569 1 7 ; -- Equip: #569 Shin Guards (Legs) -E 1 408 1 0 ; -- Equip: #408 The Staff of Peckia (Light) -E 1 407 1 16 ; -- Equip: #407 The Tax Cutter (Wield) -D 0 420 1 1 ; Door: #420 Villager Cottage/East => closed -M 1 402 1 421 ; Mob: #402 A Peck Bard => #421 Inside Cottage -E 1 572 1 7 ; -- Equip: #572 Bell Bottoms (Legs) -E 1 571 1 5 ; -- Equip: #571 Silk Shirt (Body) -G 1 570 1 ; -- Give: #570 Sheet Music -M 1 428 1 421 ; Mob: #428 A Peck Villager => #421 Inside Cottage -E 1 573 1 12 ; -- Equip: #573 Union Jacks (About) -E 1 401 1 16 ; -- Equip: #401 A Peckian War Dagger (Wield) -D 0 421 3 1 ; Door: #421 Inside Cottage/West => closed -D 0 423 0 2 ; Door: #423 Hioldwins Cottage/North => closed and locked -M 1 406 1 424 ; Mob: #406 Hioldwin => #424 Inside Hioldwin's Cottage -E 1 574 1 12 ; -- Equip: #574 Purple Robe (About) -G 1 412 1 ; -- Give: #412 A Giant Acorn -G 1 412 1 ; -- Give: #412 A Giant Acorn -E 1 411 1 0 ; -- Equip: #411 The Knoggin Knocker (Light) -E 1 410 1 6 ; -- Equip: #410 The Cone of Knowledge (Head) -D 0 424 2 2 ; Door: #424 Inside Hioldwin's Cottage/South => closed and locked -M 1 426 1 426 ; Mob: #426 A Peck Villager => #426 Entrance to Pick-a-Pec -D 0 426 1 1 ; Door: #426 Entrance to Pick-a-Pec/East => closed -M 1 407 1 427 ; Mob: #407 The Peck Grocer => #427 Inside Pick-a-Pec Grocery -G 1 675 1 ; -- Give: #675 a Chocolate Covered Butterfly -G 1 416 1 ; -- Give: #416 Mana of the Gods -G 1 414 1 ; -- Give: #414 a Dragon Drumstick -G 1 676 1 ; -- Give: #676 an Angel Food Cake -G 1 415 1 ; -- Give: #415 A Ham -G 1 417 1 ; -- Give: #417 A Large Pot Pie -D 0 427 3 1 ; Door: #427 Inside Pick-a-Pec Grocery/West => closed -M 1 405 1 429 ; Mob: #405 Meegosh => #429 Eastern Sentry Post -E 1 577 1 7 ; -- Equip: #577 Leathers (Legs) -G 1 401 1 ; -- Give: #401 A Peckian War Dagger -E 1 409 1 16 ; -- Equip: #409 A Peckian War Staff (Wield) -D 0 430 1 1 ; Door: #430 Southern Edge of Square/East => closed -D 0 431 3 1 ; Door: #431 Trail to the Crossroads/West => closed -O 1 576 1 434 ; Object: #576 A waterfall => #434 Wall of Showers -M 1 453 1 437 ; Mob: #453 An Apprentice Armorsmith => #437 At the Crossroads -D 0 437 6 1 ; Door: #437 At the Crossroads/Northeast => closed -M 1 430 1 439 ; Mob: #430 A Brownie => #439 West Tavern Road -E 1 418 1 1 ; -- Equip: #418 A Brownie Ring (Finger-L) -G 1 420 1 ; -- Give: #420 A Tiny Brownie Spear -M 1 431 1 440 ; Mob: #431 A Brownie => #440 Small Southern Path -G 1 419 1 ; -- Give: #419 A Bag of Fairie Dust -E 1 418 1 1 ; -- Equip: #418 A Brownie Ring (Finger-L) -M 1 439 1 441 ; Mob: #439 Cherlyndria => #441 Small Clearing -E 0 424 0 1 ; -- Equip: #424 The Ring of Truth (Finger-L) -G 1 423 1 ; -- Give: #423 The Wand of Enlightenment -E 1 566 1 12 ; -- Equip: #566 a Silk Gown (About) -E 1 565 1 8 ; -- Equip: #565 Fairy Slippers (Feet) -E 1 425 1 3 ; -- Equip: #425 The Eye of Light (Neck-1) -M 1 431 1 441 ; Mob: #431 A Brownie => #441 Small Clearing -E 1 418 1 1 ; -- Equip: #418 A Brownie Ring (Finger-L) -O 1 421 1 441 ; Object: #421 A Tiny White Marble Altar => #441 Small Clearing -M 1 412 1 443 ; Mob: #412 A Vahlkarian Soldier => #443 At the Woodlot Tavern -E 1 567 1 7 ; -- Equip: #567 Sock Garter (Legs) -E 1 438 1 7 ; -- Equip: #438 Black Military Leggings (Legs) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -E 1 439 1 16 ; -- Equip: #439 The Eclipse (Wield) -D 0 443 3 1 ; Door: #443 At the Woodlot Tavern/West => closed -M 1 411 1 444 ; Mob: #411 Paco the Bartender => #444 Woodlot Tavern -G 1 432 1 ; -- Give: #432 A Shot of Whiskey -G 1 431 1 ; -- Give: #431 A Mug of Ale -G 1 430 1 ; -- Give: #430 A Glass of Wine -G 1 429 1 ; -- Give: #429 A Bottle of Beer -G 1 433 1 ; -- Give: #433 A Bottle of Coke -M 1 432 1 444 ; Mob: #432 A Vahlkarian Soldier => #444 Woodlot Tavern -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 435 1 16 ; -- Equip: #435 The Reaper (Wield) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -D 0 444 1 1 ; Door: #444 Woodlot Tavern/East => closed -D 0 444 2 1 ; Door: #444 Woodlot Tavern/South => closed -M 1 410 1 445 ; Mob: #410 Lugg => #445 Tavernkeeps Room -E 1 568 1 13 ; -- Equip: #568 Fur Boxers (Waist) -E 1 428 1 8 ; -- Equip: #428 A Pair of Comfortable Sandals (Feet) -E 1 427 1 5 ; -- Equip: #427 A Dirty Tunic (Body) -E 1 426 1 13 ; -- Equip: #426 The Belt of Strength (Waist) -D 0 445 0 1 ; Door: #445 Tavernkeeps Room/North => closed -M 1 401 12 448 ; Mob: #401 A Weredog => #448 Beginning of East Tavern Road -G 1 400 1 ; -- Give: #400 A Purple Potion -M 1 436 1 454 ; Mob: #436 A Vahlkarian Elite Militiaman => #454 At the Lake -E 1 564 1 7 ; -- Equip: #564 Black Hose (Legs) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 440 1 16 ; -- Equip: #440 The Black Plague (Wield) -M 1 440 1 456 ; Mob: #440 Phin Razzelle => #456 Southern Side of the Island -G 1 443 1 ; -- Give: #443 An Olive Wand -E 1 563 1 13 ; -- Equip: #563 Girdle (Waist) -E 1 444 1 17 ; -- Equip: #444 The Staff of Supremecy (Hold) -E 1 446 1 3 ; -- Equip: #446 The Amulet of Life (Neck-1) -G 1 445 1 ; -- Give: #445 A Ragged Dress -M 1 440 1 458 ; Mob: #440 Phin Razzelle => #458 North Side of Island -E 1 444 1 17 ; -- Equip: #444 The Staff of Supremecy (Hold) -E 1 446 1 3 ; -- Equip: #446 The Amulet of Life (Neck-1) -G 1 442 1 ; -- Give: #442 Ring of Sorcery -E 1 445 1 5 ; -- Equip: #445 A Ragged Dress (Body) -G 1 443 1 ; -- Give: #443 An Olive Wand -M 1 437 1 469 ; Mob: #437 A Vahlkarian Elite Militiaman => #469 Edge of Vahlkarian Camp -E 1 447 1 16 ; -- Equip: #447 The Dark Abyss (Wield) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 451 1 7 ; -- Equip: #451 Elite Vahlkarian Leggings (Legs) -D 0 472 0 1 ; Door: #472 Behind a Tent/North => closed -M 1 434 1 473 ; Mob: #434 A Vahlkarian Knight => #473 Inside Tent -E 1 456 1 3 ; -- Equip: #456 A Black Vahlkarian Knight's Cloak (Neck-1) -E 1 453 1 11 ; -- Equip: #453 The Shield of Darkness (Shield) -E 1 452 1 16 ; -- Equip: #452 The Black Lightning (Wield) -E 1 454 1 9 ; -- Equip: #454 A Pair of Vahlkarian Gauntlets (Hands) -D 0 473 2 1 ; Door: #473 Inside Tent/South => closed -M 1 433 1 474 ; Mob: #433 A Vahlkarian Elite Militiaman => #474 Another Boulder -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 449 1 5 ; -- Equip: #449 Vahlkarian Body Armor (Body) -E 1 450 1 16 ; -- Equip: #450 The Black Snake (Wield) -M 1 416 1 476 ; Mob: #416 Sorsha => #476 Inside Royal Tent -E 1 460 1 10 ; -- Equip: #460 The Sleeves of Vahlkar (Arms) -E 1 459 1 12 ; -- Equip: #459 The Cape of Vahlkar (About) -E 1 458 1 6 ; -- Equip: #458 The Winged Helmet of Sorsha (Head) -E 1 457 1 16 ; -- Equip: #457 The Dragon's Tooth (Wield) -D 0 476 2 1 ; Door: #476 Inside Royal Tent/South => closed -D 0 477 3 1 ; Door: #477 Behind Tent/West => closed -M 1 415 1 478 ; Mob: #415 A Vahlkarian Knight => #478 Inside Tent -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 455 1 16 ; -- Equip: #455 The Black Widow (Wield) -E 1 456 1 3 ; -- Equip: #456 A Black Vahlkarian Knight's Cloak (Neck-1) -E 1 453 1 11 ; -- Equip: #453 The Shield of Darkness (Shield) -D 0 478 1 1 ; Door: #478 Inside Tent/East => closed -D 0 484 0 1 ; Door: #484 Center of Village/North => closed -D 0 484 2 1 ; Door: #484 Center of Village/South => closed -M 1 447 1 485 ; Mob: #447 A Vahlkarian Elite Militiaman => #485 North Lodge -E 1 450 1 16 ; -- Equip: #450 The Black Snake (Wield) -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 451 1 7 ; -- Equip: #451 Elite Vahlkarian Leggings (Legs) -E 1 449 1 12 ; -- Equip: #449 Vahlkarian Body Armor (About) -E 1 554 1 6 ; -- Equip: #554 A Black Chainmail Coif (Head) -E 1 555 1 19 ; -- Equip: #555 Black Hoop Earrings (Ears) -D 0 485 1 1 ; Door: #485 North Lodge/East => closed -D 0 485 2 1 ; Door: #485 North Lodge/South => closed -D 0 485 3 1 ; Door: #485 North Lodge/West => closed -M 1 463 1 486 ; Mob: #463 Unit Commander => #486 Eastern Room -E 1 452 1 16 ; -- Equip: #452 The Black Lightning (Wield) -E 1 454 1 9 ; -- Equip: #454 A Pair of Vahlkarian Gauntlets (Hands) -E 1 456 1 3 ; -- Equip: #456 A Black Vahlkarian Knight's Cloak (Neck-1) -E 1 559 1 10 ; -- Equip: #559 Tattoo of an Eye (Arms) -E 1 558 1 5 ; -- Equip: #558 Black Chainmail Shirt (Body) -D 0 486 3 1 ; Door: #486 Eastern Room/West => closed -M 1 462 1 487 ; Mob: #462 A Vahlkarian Elite Militiaman => #487 Western Room -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 557 1 13 ; -- Equip: #557 a Black Jock (Waist) -E 1 556 1 20 ; -- Equip: #556 Dark Visor (Eyes) -E 1 447 1 16 ; -- Equip: #447 The Dark Abyss (Wield) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -D 0 487 1 1 ; Door: #487 Western Room/East => closed -M 1 441 1 488 ; Mob: #441 AN Elite Tierraslean Militiaman => #488 South Lodge -E 1 503 1 16 ; -- Equip: #503 Hammer of Thor (Wield) -E 1 501 1 13 ; -- Equip: #501 Spiked Electrum Girth (Waist) -E 1 500 1 5 ; -- Equip: #500 a Tierraslean Breastplate (Body) -E 1 502 1 6 ; -- Equip: #502 Plumed Electrum Helmet (Head) -D 0 488 0 1 ; Door: #488 South Lodge/North => closed -D 0 488 1 1 ; Door: #488 South Lodge/East => closed -D 0 488 3 1 ; Door: #488 South Lodge/West => closed -D 0 488 5 1 ; Door: #488 South Lodge/Down => closed -M 1 445 1 489 ; Mob: #445 AN Elite Tierraslean Militiaman => #489 East Boarding Room -E 1 562 1 8 ; -- Equip: #562 Wool Socks (Feet) -E 1 507 1 8 ; -- Equip: #507 Tierraslean Boots (Feet) -E 1 502 1 6 ; -- Equip: #502 Plumed Electrum Helmet (Head) -E 1 505 1 16 ; -- Equip: #505 The Cure (Wield) -E 1 504 1 11 ; -- Equip: #504 A Tierraslean Crested Shield (Shield) -D 0 489 3 1 ; Door: #489 East Boarding Room/West => closed -M 1 446 1 490 ; Mob: #446 A Tierraslean Knight => #490 West Boarding Room -E 1 561 1 5 ; -- Equip: #561 a Cotton Tshirt (Body) -E 1 511 1 16 ; -- Equip: #511 The Lightning Bolt (Wield) -E 1 510 1 5 ; -- Equip: #510 Giulded Plate Armor (Body) -E 1 509 1 1 ; -- Equip: #509 Ring of Knights (Finger-L) -E 1 508 1 9 ; -- Equip: #508 Giulded Knights Gauntlets (Hands) -D 0 490 1 1 ; Door: #490 West Boarding Room/East => closed -M 1 461 1 491 ; Mob: #461 Airk => #491 Hidden Root Cellar -E 1 553 1 5 ; -- Equip: #553 Crested Plate Armor (Body) -E 1 552 1 6 ; -- Equip: #552 The Helmet of Truth (Head) -E 1 551 1 16 ; -- Equip: #551 The Eagles Talon (Wield) -E 1 550 1 7 ; -- Equip: #550 Tierraslean Knight's Leggings (Legs) -E 1 549 1 13 ; -- Equip: #549 A Tierraslean Sheath (Waist) -D 0 491 4 1 ; Door: #491 Hidden Root Cellar/Up => closed -M 1 454 1 493 ; Mob: #454 Mongo => #493 Blacksmythe's -D 0 493 2 1 ; Door: #493 Blacksmythe's/South => closed -M 1 465 3 497 ; Mob: #465 a Tierraslean Mercenary => #497 Southern End of Battlefield -E 1 600 1 12 ; -- Equip: #600 a Dragon Skin Cape (About) -E 1 599 1 16 ; -- Equip: #599 a War Hammer (Wield) -E 1 590 1 14 ; -- Equip: #590 a Steel Wristband (Wrist-L) -E 1 588 1 11 ; -- Equip: #588 a War Shield (Shield) -M 1 465 3 502 ; Mob: #465 a Tierraslean Mercenary => #502 On the Battlefield -E 1 604 1 19 ; -- Equip: #604 some Bronze Earrings (Ears) -E 1 603 1 7 ; -- Equip: #603 some Bronze Leggings (Legs) -E 1 602 1 10 ; -- Equip: #602 some Bronze Sleeves (Arms) -E 1 601 1 16 ; -- Equip: #601 a War Flail (Wield) -M 1 465 3 503 ; Mob: #465 a Tierraslean Mercenary => #503 On the Battlefield -E 1 598 1 16 ; -- Equip: #598 a War Lance (Wield) -E 1 591 1 13 ; -- Equip: #591 a Bronze Belt (Waist) -E 1 587 1 3 ; -- Equip: #587 a Steel Neckguard (Neck-1) -G 1 592 1 ; -- Give: #592 some Steel Toed Boots -M 1 464 3 504 ; Mob: #464 a Vahlkarian Mercenary => #504 On the Battlefield -E 1 593 1 16 ; -- Equip: #593 a Recurve Bow (Wield) -E 1 592 1 8 ; -- Equip: #592 some Steel Toed Boots (Feet) -E 1 591 1 13 ; -- Equip: #591 a Bronze Belt (Waist) -E 1 590 1 14 ; -- Equip: #590 a Steel Wristband (Wrist-L) -M 1 464 3 505 ; Mob: #464 a Vahlkarian Mercenary => #505 On the Battlefield -E 1 597 1 7 ; -- Equip: #597 some Dragon Skin Pants (Legs) -E 1 596 1 16 ; -- Equip: #596 a War Staff (Wield) -E 1 595 1 6 ; -- Equip: #595 a Steel Helmet (Head) -E 1 594 1 9 ; -- Equip: #594 Brass Gauntlets (Hands) -M 1 464 3 506 ; Mob: #464 a Vahlkarian Mercenary => #506 On the Battlefield -E 1 589 1 20 ; -- Equip: #589 a Skull Visor (Eyes) -E 1 588 1 11 ; -- Equip: #588 a War Shield (Shield) -E 1 587 1 3 ; -- Equip: #587 a Steel Neckguard (Neck-1) -E 1 586 1 16 ; -- Equip: #586 a Battle Axe (Wield) -M 1 444 1 517 ; Mob: #444 A Weredog => #517 The Twisted Forest -G 1 400 1 ; -- Give: #400 A Purple Potion -M 1 401 15 520 ; Mob: #401 A Weredog => #520 Higher Ground -M 1 442 3 523 ; Mob: #442 A Weredog => #523 In the Bog -G 1 400 1 ; -- Give: #400 A Purple Potion -M 1 417 1 530 ; Mob: #417 Lord Chaos => #530 Haven of Chaos -E 1 465 1 17 ; -- Equip: #465 The Staff of Erebus (Hold) -E 1 464 1 1 ; -- Equip: #464 Ring of The Beast (Finger-L) -E 1 463 1 3 ; -- Equip: #463 The Evil Eye (Neck-1) -E 1 462 1 11 ; -- Equip: #462 The Shield of Eternal Darkness (Shield) -E 1 461 1 0 ; -- Equip: #461 The Scepter of Chaos (Light) -M 1 443 3 533 ; Mob: #443 A Weredog => #533 Through the Marsh -M 1 448 1 541 ; Mob: #448 A Vampire Bat => #541 Top of the Stairs -D 0 541 2 1 ; Door: #541 Top of the Stairs/South => closed -M 1 418 7 542 ; Mob: #418 A Vampire Bat => #542 Top of the Stairs -G 1 466 1 ; -- Give: #466 A Vile of Vampire Blood -D 0 542 2 1 ; Door: #542 Top of the Stairs/South => closed -M 1 423 5 543 ; Mob: #423 A Tierraslean Guard => #543 East Parapit -E 1 580 1 9 ; -- Equip: #580 an Archery Glove (Hands) -E 1 489 1 16 ; -- Equip: #489 The Tempest (Wield) -E 1 488 1 14 ; -- Equip: #488 A Crested Electrum Bracer (Wrist-L) -E 1 487 1 3 ; -- Equip: #487 An Electrum Neck Protector (Neck-1) -E 1 490 1 6 ; -- Equip: #490 The Visor of Sight (Head) -D 0 543 0 1 ; Door: #543 East Parapit/North => closed -M 1 423 6 544 ; Mob: #423 A Tierraslean Guard => #544 West Parapit -E 1 580 1 9 ; -- Equip: #580 an Archery Glove (Hands) -E 1 489 1 16 ; -- Equip: #489 The Tempest (Wield) -E 1 487 1 3 ; -- Equip: #487 An Electrum Neck Protector (Neck-1) -E 1 488 1 14 ; -- Equip: #488 A Crested Electrum Bracer (Wrist-L) -D 0 544 0 1 ; Door: #544 West Parapit/North => closed -M 1 470 2 545 ; Mob: #470 the Groundskeeper => #545 Courtyard -M 1 419 7 548 ; Mob: #419 A Hairy Troll => #548 Southwest Corner -G 1 467 1 ; -- Give: #467 A Murky Grey Potion -M 1 469 1 549 ; Mob: #469 Madmartigen => #549 Western Courtyard -E 1 618 1 6 ; -- Equip: #618 The Helmet of Morality (Head) -E 1 617 1 5 ; -- Equip: #617 The Plate of Life (Body) -E 1 616 1 12 ; -- Equip: #616 The Cloak of Deliverance (About) -E 1 615 1 16 ; -- Equip: #615 The Sword of Democracy (Wield) -D 0 549 1 2 ; Door: #549 Western Courtyard/East => closed and locked -M 1 468 1 550 ; Mob: #468 Willow => #550 Armory -E 1 614 1 16 ; -- Equip: #614 The Grand Staff of Peckia (Wield) -E 1 613 1 7 ; -- Equip: #613 some Pigskin Pants (Legs) -E 1 612 1 13 ; -- Equip: #612 a Rope Sash (Waist) -E 1 611 1 5 ; -- Equip: #611 a Cotton Tunic (Body) -D 0 550 3 2 ; Door: #550 Armory/West => closed and locked -M 1 450 2 551 ; Mob: #450 A Hairy Troll => #551 Northwest Courtyard -D 0 551 3 1 ; Door: #551 Northwest Courtyard/West => closed -D 0 552 1 1 ; Door: #552 Tower Stairs/East => closed -M 1 419 3 555 ; Mob: #419 A Hairy Troll => #555 Top of the Stairs -D 0 555 0 1 ; Door: #555 Top of the Stairs/North => closed -M 1 424 2 556 ; Mob: #424 A Tierraslean Soldier => #556 Tower Room -E 1 582 1 9 ; -- Equip: #582 some Wool Gloves (Hands) -E 1 581 1 7 ; -- Equip: #581 some Flannel Pants (Legs) -E 1 495 1 16 ; -- Equip: #495 The Energizer (Wield) -E 1 497 1 7 ; -- Equip: #497 Tierraslean Leggings (Legs) -E 1 496 1 9 ; -- Equip: #496 Tierraslean Gauntlets (Hands) -E 1 490 1 6 ; -- Equip: #490 The Visor of Sight (Head) -D 0 556 2 1 ; Door: #556 Tower Room/South => closed -M 1 418 3 559 ; Mob: #418 A Vampire Bat => #559 Stables -G 1 466 1 ; -- Give: #466 A Vile of Vampire Blood -M 1 419 4 559 ; Mob: #419 A Hairy Troll => #559 Stables -G 1 467 1 ; -- Give: #467 A Murky Grey Potion -M 1 450 3 560 ; Mob: #450 A Hairy Troll => #560 Courtyard -G 1 467 1 ; -- Give: #467 A Murky Grey Potion -D 0 561 1 1 ; Door: #561 Northeast Courtyard/East => closed -D 0 562 3 1 ; Door: #562 Tower Stairs/West => closed -M 1 418 4 564 ; Mob: #418 A Vampire Bat => #564 Stairway -D 0 565 0 1 ; Door: #565 Top of the Stairs/North => closed -M 1 424 2 566 ; Mob: #424 A Tierraslean Soldier => #566 Tower Room -E 1 584 1 10 ; -- Equip: #584 an Eagle Tattoo (Arms) -E 1 583 1 5 ; -- Equip: #583 a Rawhide Vest (Body) -E 1 582 1 9 ; -- Equip: #582 some Wool Gloves (Hands) -E 1 492 1 5 ; -- Equip: #492 Electrum Plate Armor (Body) -E 1 496 1 9 ; -- Equip: #496 Tierraslean Gauntlets (Hands) -E 1 490 1 6 ; -- Equip: #490 The Visor of Sight (Head) -E 1 499 1 16 ; -- Equip: #499 The Lightning Rod (Wield) -E 1 498 1 10 ; -- Equip: #498 Tierraslean Sleeves (Arms) -D 0 566 2 1 ; Door: #566 Tower Room/South => closed -M 1 419 5 567 ; Mob: #419 A Hairy Troll => #567 Courtyard -G 1 467 1 ; -- Give: #467 A Murky Grey Potion -D 0 567 3 1 ; Door: #567 Courtyard/West => closed -M 1 423 4 568 ; Mob: #423 A Tierraslean Guard => #568 Guards Sleeping Quarters -E 1 487 1 4 ; -- Equip: #487 An Electrum Neck Protector (Neck-2) -E 1 488 1 14 ; -- Equip: #488 A Crested Electrum Bracer (Wrist-L) -E 1 493 1 16 ; -- Equip: #493 The Surprise (Wield) -E 1 494 1 3 ; -- Equip: #494 The Amulet of the Dove (Neck-1) -M 1 423 4 568 ; Mob: #423 A Tierraslean Guard => #568 Guards Sleeping Quarters -E 1 488 1 14 ; -- Equip: #488 A Crested Electrum Bracer (Wrist-L) -E 1 487 1 4 ; -- Equip: #487 An Electrum Neck Protector (Neck-2) -E 1 494 1 3 ; -- Equip: #494 The Amulet of the Dove (Neck-1) -E 1 491 1 16 ; -- Equip: #491 The Broadhead (Wield) -D 0 568 1 1 ; Door: #568 Guards Sleeping Quarters/East => closed -M 1 419 1 571 ; Mob: #419 A Hairy Troll => #571 Drawbridge -G 1 467 1 ; -- Give: #467 A Murky Grey Potion -M 1 450 1 572 ; Mob: #450 A Hairy Troll => #572 Double Doors -D 0 572 0 1 ; Door: #572 Double Doors/North => closed -M 1 470 2 573 ; Mob: #470 the Groundskeeper => #573 Foyer -O 1 471 1 573 ; Object: #471 A Suit of Armor => #573 Foyer -P 1 422 0 421 ; Put: #422 A Slender Gold Key => #421 A Tiny White Marble Altar -P 1 665 0 672 ; Put: #665 Lauren => #672 a Basket -P 1 475 0 480 ; Put: #475 A Pile of Gold Coins => #480 A Royal Treasure Chest -P 1 472 0 471 ; Put: #472 A Skeleton Key => #471 A Suit of Armor -D 0 573 2 1 ; Door: #573 Foyer/South => closed -M 1 498 2 577 ; Mob: #498 An Electrum Golem => #577 At the Thrones -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -M 1 498 2 577 ; Mob: #498 An Electrum Golem => #577 At the Thrones -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -D 0 577 0 1 ; Door: #577 At the Thrones/North => closed -M 1 421 1 578 ; Mob: #421 The Royal Treasurer => #578 Royal Treasury -G 1 479 1 ; -- Give: #479 An Electrum Key -E 1 474 1 16 ; -- Equip: #474 The Tax Accessor (Wield) -O 1 480 1 578 ; Object: #480 A Royal Treasure Chest => #578 Royal Treasury -D 0 578 2 1 ; Door: #578 Royal Treasury/South => closed -M 1 470 1 579 ; Mob: #470 the Groundskeeper => #579 Eastern Corridor -D 0 580 0 1 ; Door: #580 Eastern Corridor/North => closed -D 0 581 2 1 ; Door: #581 Bedchamber/South => closed -D 0 582 0 1 ; Door: #582 Eastern Corridor/North => closed -M 1 470 2 583 ; Mob: #470 the Groundskeeper => #583 Bedchamber -D 0 583 2 1 ; Door: #583 Bedchamber/South => closed -M 1 496 2 584 ; Mob: #496 An Electrum Golem => #584 End of East Wing -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -M 1 496 2 584 ; Mob: #496 An Electrum Golem => #584 End of East Wing -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -D 0 584 1 2 ; Door: #584 End of East Wing/East => closed and locked -M 1 497 2 585 ; Mob: #497 An Electrum Golem => #585 Rulers Bedchambers -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -M 1 497 2 585 ; Mob: #497 An Electrum Golem => #585 Rulers Bedchambers -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -D 0 585 0 1 ; Door: #585 Rulers Bedchambers/North => closed -D 0 585 3 2 ; Door: #585 Rulers Bedchambers/West => closed and locked -M 1 449 1 586 ; Mob: #449 A Vampire Bat => #586 Secret Passage -D 0 586 2 1 ; Door: #586 Secret Passage/South => closed -M 1 418 5 587 ; Mob: #418 A Vampire Bat => #587 Secret Passage -G 1 466 1 ; -- Give: #466 A Vile of Vampire Blood -M 1 448 2 590 ; Mob: #448 A Vampire Bat => #590 Secret Passage -M 1 401 6 594 ; Mob: #401 A Weredog => #594 Secret Passage -M 1 442 5 594 ; Mob: #442 A Weredog => #594 Secret Passage -G 1 400 1 ; -- Give: #400 A Purple Potion -M 1 443 4 594 ; Mob: #443 A Weredog => #594 Secret Passage -O 1 513 1 595 ; Object: #513 Richard's Rekkor => #595 Secret passage -D 0 595 0 1 ; Door: #595 Secret passage/North => closed -M 1 418 8 596 ; Mob: #418 A Vampire Bat => #596 Secret Passage -D 0 596 2 1 ; Door: #596 Secret Passage/South => closed -M 1 457 1 597 ; Mob: #457 The Sheriff => #597 Secret Passage -E 1 518 1 16 ; -- Equip: #518 A Law Book (Wield) -E 1 516 1 5 ; -- Equip: #516 A Sheriff's Badge (Body) -E 1 517 1 5 ; -- Equip: #517 A Brown Smock (Body) -O 1 585 1 599 ; Object: #585 A rare bottle of wine => #599 Dead End -D 0 599 3 1 ; Door: #599 Dead End/West => closed -M 1 442 5 600 ; Mob: #442 A Weredog => #600 Secret Room -M 1 443 4 600 ; Mob: #443 A Weredog => #600 Secret Room -M 1 499 2 600 ; Mob: #499 An Electrum Golem => #600 Secret Room -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -M 1 499 2 600 ; Mob: #499 An Electrum Golem => #600 Secret Room -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -O 1 473 1 600 ; Object: #473 The Gold Coins => #600 Secret Room -O 1 481 1 600 ; Object: #481 The King's Chest => #600 Secret Room -P 1 512 0 481 ; Put: #512 King Richard's Crown => #481 The King's Chest -P 1 478 0 481 ; Put: #478 A Stack of Silver Bars => #481 The King's Chest -P 1 477 0 481 ; Put: #477 A Box of Diamonds => #481 The King's Chest -P 1 476 0 481 ; Put: #476 A Jar of Rubies => #481 The King's Chest -D 0 600 1 1 ; Door: #600 Secret Room/East => closed -D 0 600 3 1 ; Door: #600 Secret Room/West => closed -D 0 602 0 1 ; Door: #602 West Corridor/North => closed -M 1 466 1 603 ; Mob: #466 a Tierraslean Captian => #603 Captain of the Guards Quarters -E 1 609 1 7 ; -- Equip: #609 Fleece Sweats (Legs) -E 1 608 1 16 ; -- Equip: #608 The Eel (Wield) -E 1 606 1 12 ; -- Equip: #606 a Kevlar Vest (About) -E 1 607 1 10 ; -- Equip: #607 some Electrum Armbands (Arms) -E 1 605 1 8 ; -- Equip: #605 the Quick Boots (Feet) -D 0 603 2 1 ; Door: #603 Captain of the Guards Quarters/South => closed -D 0 604 0 1 ; Door: #604 West Corridor/North => closed -M 1 467 1 605 ; Mob: #467 The Quartermaster => #605 Officers Bunk -E 1 501 1 13 ; -- Equip: #501 Spiked Electrum Girth (Waist) -E 1 507 1 8 ; -- Equip: #507 Tierraslean Boots (Feet) -E 1 500 1 5 ; -- Equip: #500 a Tierraslean Breastplate (Body) -E 1 505 1 16 ; -- Equip: #505 The Cure (Wield) -G 1 610 1 ; -- Give: #610 a Pewter Key -D 0 605 2 1 ; Door: #605 Officers Bunk/South => closed -D 0 606 0 1 ; Door: #606 West Corridor/North => closed -D 0 607 2 1 ; Door: #607 Enlisted Men's Bunk/South => closed -O 1 519 1 612 ; Object: #519 A brick => #612 End of North Corridor -P 1 478 0 481 ; Put: #478 A Stack of Silver Bars => #481 The King's Chest -P 1 477 0 481 ; Put: #477 A Box of Diamonds => #481 The King's Chest -D 0 612 1 1 ; Door: #612 End of North Corridor/East => closed -M 1 422 1 613 ; Mob: #422 The Garrison Cook => #613 Kitchen -G 1 486 1 ; -- Give: #486 A Gilded Spatula -E 1 485 1 1 ; -- Equip: #485 A Spoon Ring (Finger-L) -E 1 484 1 16 ; -- Equip: #484 A Meat Cleaver (Wield) -E 1 483 1 5 ; -- Equip: #483 A Dinner Platter (Body) -E 1 482 1 6 ; -- Equip: #482 A Large Steel Pot (Head) -D 0 613 3 1 ; Door: #613 Kitchen/West => closed -M 1 452 1 615 ; Mob: #452 Arnold => #615 Repair Wagon -D 0 615 9 1 ; Door: #615 Repair Wagon/Southwest => closed -D 0 616 8 1 ; Door: #616 Bungalow/Southeast => closed -M 1 455 1 617 ; Mob: #455 Waldo => #617 Waldo's Wand Repair -D 0 617 7 1 ; Door: #617 Waldo's Wand Repair/Northwest => closed -M 1 456 1 618 ; Mob: #456 King Richard => #618 The Ruling Chambers -E 0 513 0 16 ; -- Equip: #513 Richard's Rekkor (Wield) -E 0 512 0 6 ; -- Equip: #512 King Richard's Crown (Head) -E 1 514 1 0 ; -- Equip: #514 The Scales of Justice (Light) -O 1 520 1 619 ; Object: #520 a torch => #619 Hidden Tunnel -D 0 622 6 1 ; Door: #622 Alcove/Northeast => closed -D 0 622 7 1 ; Door: #622 Alcove/Northwest => closed -M 1 420 18 623 ; Mob: #420 An Electrum Golem => #623 Red Brick Room -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -M 1 420 18 623 ; Mob: #420 An Electrum Golem => #623 Red Brick Room -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -O 1 521 1 623 ; Object: #521 a Red Brick => #623 Red Brick Room -D 0 623 9 1 ; Door: #623 Red Brick Room/Southwest => closed -M 1 493 6 624 ; Mob: #493 An Electrum Golem => #624 Yellow Brick Room -G 1 470 1 ; -- Give: #470 A Parchment -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -M 1 493 6 624 ; Mob: #493 An Electrum Golem => #624 Yellow Brick Room -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -O 1 522 1 624 ; Object: #522 a Yellow Brick => #624 Yellow Brick Room -D 0 624 8 1 ; Door: #624 Yellow Brick Room/Southeast => closed -D 0 627 6 1 ; Door: #627 East Alcove/Northeast => closed -D 0 627 8 1 ; Door: #627 East Alcove/Southeast => closed -M 1 494 4 628 ; Mob: #494 An Electrum Golem => #628 Green Brick Room -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -M 1 494 4 628 ; Mob: #494 An Electrum Golem => #628 Green Brick Room -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -O 1 523 1 628 ; Object: #523 a Green Brick => #628 Green Brick Room -D 0 628 9 1 ; Door: #628 Green Brick Room/Southwest => closed -M 1 495 4 629 ; Mob: #495 An Electrum Golem => #629 Black Brick Room -G 1 470 1 ; -- Give: #470 A Parchment -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -M 1 495 4 629 ; Mob: #495 An Electrum Golem => #629 Black Brick Room -G 1 469 1 ; -- Give: #469 An Electrum Lute -E 1 677 1 13 ; -- Equip: #677 a Golem Girth (Waist) -E 1 468 1 1 ; -- Equip: #468 Golem Ring (Finger-L) -O 1 524 1 629 ; Object: #524 a Black Brick => #629 Black Brick Room -D 0 629 7 1 ; Door: #629 Black Brick Room/Northwest => closed -M 1 458 1 630 ; Mob: #458 The Grand Golem => #630 Entry to Mordrids Chambers -E 1 526 1 3 ; -- Equip: #526 A Red Cloak (Neck-1) -E 1 515 1 16 ; -- Equip: #515 The Widow Maker (Wield) -E 1 527 1 13 ; -- Equip: #527 Etheral Belt (Waist) -E 1 525 1 20 ; -- Equip: #525 a Face Shield (Eyes) -D 0 630 0 2 ; Door: #630 Entry to Mordrids Chambers/North => closed and locked -M 1 459 1 631 ; Mob: #459 Mordrid => #631 Mordrid's Chambers -E 1 533 1 13 ; -- Equip: #533 A Leather Pouch (Waist) -E 1 534 1 8 ; -- Equip: #534 Black Sandals (Feet) -E 1 532 1 13 ; -- Equip: #532 A White Sash (Waist) -E 1 531 1 5 ; -- Equip: #531 Black Flowing Robes (Body) -D 0 631 2 1 ; Door: #631 Mordrid's Chambers/South => closed -M 1 460 1 632 ; Mob: #460 Asodius => #632 Asodius's Assay Office -G 1 540 1 ; -- Give: #540 a Garnet -G 1 539 1 ; -- Give: #539 an Onyx -G 1 538 1 ; -- Give: #538 a Topaz -G 1 537 1 ; -- Give: #537 an Emerald -G 1 536 1 ; -- Give: #536 an Amethyst -G 1 535 1 ; -- Give: #535 A Diamond -D 0 632 0 1 ; Door: #632 Asodius's Assay Office/North => closed -M 1 471 2 637 ; Mob: #471 a Harpy => #637 Top of North Staircase -G 1 625 1 ; -- Give: #625 a Pink Potion -D 0 637 1 1 ; Door: #637 Top of North Staircase/East => closed -M 1 472 1 638 ; Mob: #472 a Vahlkarian Guard => #638 North Tower Room -E 1 623 1 3 ; -- Equip: #623 An Ebony Neck Protector (Neck-1) -E 1 580 1 9 ; -- Equip: #580 an Archery Glove (Hands) -E 1 622 1 16 ; -- Equip: #622 The Outcaster (Wield) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -D 0 638 3 1 ; Door: #638 North Tower Room/West => closed -M 1 471 1 641 ; Mob: #471 a Harpy => #641 Top of South Tower -G 1 625 1 ; -- Give: #625 a Pink Potion -D 0 641 1 1 ; Door: #641 Top of South Tower/East => closed -M 1 472 2 642 ; Mob: #472 a Vahlkarian Guard => #642 South Tower Room -E 1 624 1 12 ; -- Equip: #624 a Back Quiver (About) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 580 1 9 ; -- Equip: #580 an Archery Glove (Hands) -E 1 623 1 3 ; -- Equip: #623 An Ebony Neck Protector (Neck-1) -E 1 622 1 16 ; -- Equip: #622 The Outcaster (Wield) -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -D 0 642 3 1 ; Door: #642 South Tower Room/West => closed -M 1 471 5 644 ; Mob: #471 a Harpy => #644 Corridor of Chaos -M 1 401 12 646 ; Mob: #401 A Weredog => #646 Corridor of Chaos -G 1 400 1 ; -- Give: #400 A Purple Potion -D 0 646 3 1 ; Door: #646 Corridor of Chaos/West => closed -M 1 471 5 649 ; Mob: #471 a Harpy => #649 Corridor of Chaos -G 1 625 1 ; -- Give: #625 a Pink Potion -D 0 649 3 1 ; Door: #649 Corridor of Chaos/West => closed -M 1 471 5 650 ; Mob: #471 a Harpy => #650 Inner Courtyard -D 0 650 1 1 ; Door: #650 Inner Courtyard/East => closed -M 1 474 2 651 ; Mob: #474 an Evil Spirit => #651 Inner Courtyard -M 1 474 3 655 ; Mob: #474 an Evil Spirit => #655 Inner Courtyard -M 1 442 4 656 ; Mob: #442 A Weredog => #656 Inner Courtyard -D 0 656 1 1 ; Door: #656 Inner Courtyard/East => closed -M 1 489 4 657 ; Mob: #489 a Cleansing Spirit => #657 Inner Square -O 1 626 1 657 ; Object: #626 a Fountain => #657 Inner Square -D 0 657 0 2 ; Door: #657 Inner Square/North => closed and locked -D 0 657 3 1 ; Door: #657 Inner Square/West => closed -M 1 444 3 659 ; Mob: #444 A Weredog => #659 Dark Corridor -G 1 400 1 ; -- Give: #400 A Purple Potion -D 0 659 2 1 ; Door: #659 Dark Corridor/South => closed -D 0 659 3 2 ; Door: #659 Dark Corridor/West => closed and locked -M 1 475 1 660 ; Mob: #475 a Dungeon Keep => #660 Latrine -G 1 633 1 ; -- Give: #633 an Ebony Key -G 1 632 1 ; -- Give: #632 a Bloody Key -E 1 437 1 1 ; -- Equip: #437 A Black Ebony Ring (Finger-L) -E 1 438 1 7 ; -- Equip: #438 Black Military Leggings (Legs) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -E 1 434 1 6 ; -- Equip: #434 A Vahlkarian Helmet (Head) -E 1 435 1 16 ; -- Equip: #435 The Reaper (Wield) -G 1 627 1 ; -- Give: #627 a Dungeon Key -D 0 660 0 1 ; Door: #660 Latrine/North => closed -D 0 661 0 2 ; Door: #661 Dungeon Row/North => closed and locked -D 0 661 1 2 ; Door: #661 Dungeon Row/East => closed and locked -D 0 661 2 2 ; Door: #661 Dungeon Row/South => closed and locked -M 1 476 1 662 ; Mob: #476 a Troll King => #662 Cell -E 1 628 1 14 ; -- Equip: #628 a Troll Bracelet (Wrist-L) -D 0 662 2 2 ; Door: #662 Cell/South => closed and locked -M 1 477 1 663 ; Mob: #477 a Minotaur King => #663 Cell -E 1 629 1 10 ; -- Equip: #629 some Minotaur Armbands (Arms) -D 0 663 0 2 ; Door: #663 Cell/North => closed and locked -D 0 664 0 2 ; Door: #664 Dungeon Row/North => closed and locked -D 0 664 2 2 ; Door: #664 Dungeon Row/South => closed and locked -D 0 664 3 2 ; Door: #664 Dungeon Row/West => closed and locked -M 1 479 1 665 ; Mob: #479 a Druid King => #665 Cell -E 1 631 1 19 ; -- Equip: #631 some Druid Earrings (Ears) -D 0 665 1 2 ; Door: #665 Cell/East => closed and locked -M 1 478 1 666 ; Mob: #478 a Dwarf King => #666 Cell -E 1 630 1 1 ; -- Equip: #630 a Dwarf Ring (Finger-L) -D 0 666 2 2 ; Door: #666 Cell/South => closed and locked -M 1 481 1 667 ; Mob: #481 The Torture Master => #667 Torture Chamber -E 1 450 1 16 ; -- Equip: #450 The Black Snake (Wield) -E 1 634 1 8 ; -- Equip: #634 some Kneehigh Boots (Feet) -E 1 597 1 7 ; -- Equip: #597 some Dragon Skin Pants (Legs) -E 1 635 1 6 ; -- Equip: #635 a Black Hood (Head) -M 1 480 1 667 ; Mob: #480 a Peck King => #667 Torture Chamber -E 1 636 1 3 ; -- Equip: #636 The Amulet of Peckia (Neck-1) -D 0 667 0 2 ; Door: #667 Torture Chamber/North => closed and locked -M 1 474 6 668 ; Mob: #474 an Evil Spirit => #668 Foyer -D 0 668 1 1 ; Door: #668 Foyer/East => closed -D 0 668 2 2 ; Door: #668 Foyer/South => closed and locked -D 0 668 3 1 ; Door: #668 Foyer/West => closed -D 0 668 10 1 ; Door: #668 Foyer/Somewhere => closed -M 1 482 1 669 ; Mob: #482 A Vahlkarian Knight => #669 Black Hall -E 1 561 1 5 ; -- Equip: #561 a Cotton Tshirt (Body) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 452 1 16 ; -- Equip: #452 The Black Lightning (Wield) -E 1 559 1 10 ; -- Equip: #559 Tattoo of an Eye (Arms) -E 1 558 1 5 ; -- Equip: #558 Black Chainmail Shirt (Body) -D 0 669 0 1 ; Door: #669 Black Hall/North => closed -D 0 669 1 1 ; Door: #669 Black Hall/East => closed -M 1 490 1 670 ; Mob: #490 The Castle Chef => #670 Black Kitchen -E 1 664 1 1 ; -- Equip: #664 a Rusty Ring (Finger-L) -E 1 663 1 17 ; -- Equip: #663 a Rusty Spatula (Hold) -E 1 662 1 16 ; -- Equip: #662 a Rusty Cleaver (Wield) -E 1 661 1 5 ; -- Equip: #661 a Dirty Platter (Body) -E 1 660 1 6 ; -- Equip: #660 a Burnt Pot (Head) -D 0 670 2 1 ; Door: #670 Black Kitchen/South => closed -D 0 671 1 1 ; Door: #671 Krill's Office/East => closed -D 0 671 3 1 ; Door: #671 Krill's Office/West => closed -D 0 671 10 1 ; Door: #671 Krill's Office/Somewhere => closed -D 0 671 10 1 ; Door: #671 Krill's Office/Somewhere => closed -M 1 489 3 672 ; Mob: #489 a Cleansing Spirit => #672 Krill's Room -D 0 672 3 1 ; Door: #672 Krill's Room/West => closed -M 1 489 3 673 ; Mob: #489 a Cleansing Spirit => #673 North East Hall -D 0 673 10 1 ; Door: #673 North East Hall/Somewhere => closed -M 1 474 1 674 ; Mob: #474 an Evil Spirit => #674 North East Hall -M 1 483 4 675 ; Mob: #483 a Gargoyle Guard => #675 North East Hall -E 1 639 1 1 ; -- Equip: #639 a Gargoyle Ring (Finger-L) -G 1 638 1 ; -- Give: #638 some Pointed Ears -M 1 483 4 675 ; Mob: #483 a Gargoyle Guard => #675 North East Hall -E 1 639 1 1 ; -- Equip: #639 a Gargoyle Ring (Finger-L) -G 1 640 1 ; -- Give: #640 a Gargoyle's Claw -D 0 675 1 1 ; Door: #675 North East Hall/East => closed -M 1 474 7 676 ; Mob: #474 an Evil Spirit => #676 Sorsha's Bedroom -O 1 641 1 676 ; Object: #641 a Mirror => #676 Sorsha's Bedroom -D 0 676 3 1 ; Door: #676 Sorsha's Bedroom/West => closed -M 1 483 2 677 ; Mob: #483 a Gargoyle Guard => #677 North East Hall -G 1 640 1 ; -- Give: #640 a Gargoyle's Claw -E 1 639 1 1 ; -- Equip: #639 a Gargoyle Ring (Finger-L) -M 1 483 2 677 ; Mob: #483 a Gargoyle Guard => #677 North East Hall -E 1 639 1 1 ; -- Equip: #639 a Gargoyle Ring (Finger-L) -G 1 638 1 ; -- Give: #638 some Pointed Ears -D 0 677 1 2 ; Door: #677 North East Hall/East => closed and locked -M 1 484 1 678 ; Mob: #484 The Chamber Maid => #678 Bavmorta's Room -E 1 648 1 3 ; -- Equip: #648 The Lightning Bolt Necklace (Neck-1) -E 1 647 1 16 ; -- Equip: #647 a Feather Duster (Wield) -E 1 646 1 8 ; -- Equip: #646 some Black Pumps (Feet) -E 1 645 1 5 ; -- Equip: #645 a Short Black Dress (Body) -E 1 642 1 13 ; -- Equip: #642 a Little White Apron (Waist) -E 1 643 1 13 ; -- Equip: #643 some Black Thong Panties (Waist) -E 1 644 1 7 ; -- Equip: #644 some Black Fish Net Hose (Legs) -D 0 678 3 2 ; Door: #678 Bavmorta's Room/West => closed and locked -D 0 678 10 1 ; Door: #678 Bavmorta's Room/Somewhere => closed -M 1 491 1 679 ; Mob: #491 Queen Bavmorta => #679 Bavmorta's Private Sacrifice Room -E 1 654 1 3 ; -- Equip: #654 The Eye of Chaos (Neck-1) -G 1 671 1 ; -- Give: #671 The Wand of Devastation -E 1 670 1 14 ; -- Equip: #670 an Onyx Bracelet (Wrist-L) -E 1 669 1 12 ; -- Equip: #669 a Purple Gown (About) -E 1 668 1 6 ; -- Equip: #668 The Crown of Erebus (Head) -D 0 679 3 1 ; Door: #679 Bavmorta's Private Sacrifice Room/West => closed -D 0 679 10 2 ; Door: #679 Bavmorta's Private Sacrifice Room/Somewhere => closed and locked -O 1 542 1 684 ; Object: #542 A Blue Swirling Portal => #684 Time Space Continueim -O 1 672 1 684 ; Object: #672 a Basket => #684 Time Space Continueim -D 0 684 10 0 ; Door: #684 Time Space Continueim/Somewhere => open -M 1 489 2 685 ; Mob: #489 a Cleansing Spirit => #685 North West Hall -D 0 685 3 1 ; Door: #685 North West Hall/West => closed -D 0 685 10 1 ; Door: #685 North West Hall/Somewhere => closed -M 1 485 2 686 ; Mob: #485 a Castle Monk => #686 Chapel of Chaos -E 1 652 1 13 ; -- Equip: #652 a Jute Sash (Waist) -E 1 651 1 8 ; -- Equip: #651 some Jute Sandals (Feet) -E 1 650 1 12 ; -- Equip: #650 a Hooded Robe (About) -D 0 686 1 1 ; Door: #686 Chapel of Chaos/East => closed -M 1 474 1 687 ; Mob: #474 an Evil Spirit => #687 North West Hall -D 0 687 1 1 ; Door: #687 North West Hall/East => closed -D 0 687 3 1 ; Door: #687 North West Hall/West => closed -M 1 486 1 688 ; Mob: #486 a Castle Guard => #688 Guards Quarters -E 1 440 1 16 ; -- Equip: #440 The Black Plague (Wield) -E 1 449 1 12 ; -- Equip: #449 Vahlkarian Body Armor (About) -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 436 1 10 ; -- Equip: #436 Black Military Sleeves (Arms) -D 0 688 1 1 ; Door: #688 Guards Quarters/East => closed -M 1 485 2 689 ; Mob: #485 a Castle Monk => #689 Monks Quarters -E 1 652 1 13 ; -- Equip: #652 a Jute Sash (Waist) -E 1 651 1 8 ; -- Equip: #651 some Jute Sandals (Feet) -E 1 650 1 12 ; -- Equip: #650 a Hooded Robe (About) -D 0 689 3 1 ; Door: #689 Monks Quarters/West => closed -D 0 690 1 1 ; Door: #690 North West Corridor/East => closed -D 0 690 3 1 ; Door: #690 North West Corridor/West => closed -D 0 690 10 1 ; Door: #690 North West Corridor/Somewhere => closed -D 0 691 1 1 ; Door: #691 Officers Bunks/East => closed -M 1 487 1 692 ; Mob: #487 The High Priest => #692 Priests Quarters -E 1 654 1 3 ; -- Equip: #654 The Eye of Chaos (Neck-1) -E 1 652 1 13 ; -- Equip: #652 a Jute Sash (Waist) -E 1 653 1 16 ; -- Equip: #653 The Word of Chaos (Wield) -E 1 650 1 12 ; -- Equip: #650 a Hooded Robe (About) -E 1 651 1 8 ; -- Equip: #651 some Jute Sandals (Feet) -O 1 649 1 692 ; Object: #649 a Fur Rug => #692 Priests Quarters -D 0 692 3 1 ; Door: #692 Priests Quarters/West => closed -D 0 692 10 1 ; Door: #692 Priests Quarters/Somewhere => closed -M 1 488 1 694 ; Mob: #488 Capt. Krill => #694 Krill's Lookout -E 1 659 1 16 ; -- Equip: #659 The Blade of Darkness (Wield) -E 1 658 1 13 ; -- Equip: #658 The Sheath of Despair (Waist) -E 1 657 1 7 ; -- Equip: #657 The Leggings of Nimrod (Legs) -E 1 656 1 6 ; -- Equip: #656 The Helmet of Deception (Head) -E 1 655 1 5 ; -- Equip: #655 some Dragonplate Armor (Body) -M 1 473 3 696 ; Mob: #473 a Wall Sentry => #696 On Secondary Wall -E 1 440 1 16 ; -- Equip: #440 The Black Plague (Wield) -E 1 441 1 13 ; -- Equip: #441 Vahlkarian Girth (Waist) -E 1 449 1 12 ; -- Equip: #449 Vahlkarian Body Armor (About) -E 1 555 1 19 ; -- Equip: #555 Black Hoop Earrings (Ears) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 451 1 7 ; -- Equip: #451 Elite Vahlkarian Leggings (Legs) -M 1 474 4 697 ; Mob: #474 an Evil Spirit => #697 On Secondary Wall -M 1 473 2 699 ; Mob: #473 a Wall Sentry => #699 On Secondary Wall -E 1 449 1 12 ; -- Equip: #449 Vahlkarian Body Armor (About) -E 1 555 1 19 ; -- Equip: #555 Black Hoop Earrings (Ears) -E 1 451 1 7 ; -- Equip: #451 Elite Vahlkarian Leggings (Legs) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -E 1 450 1 16 ; -- Equip: #450 The Black Snake (Wield) -M 1 473 1 701 ; Mob: #473 a Wall Sentry => #701 On Secondary Wall -E 1 554 1 6 ; -- Equip: #554 A Black Chainmail Coif (Head) -E 1 447 1 16 ; -- Equip: #447 The Dark Abyss (Wield) -E 1 449 1 12 ; -- Equip: #449 Vahlkarian Body Armor (About) -E 1 448 1 1 ; -- Equip: #448 A Vahlkarian Signet Ring (Finger-L) -M 1 474 5 702 ; Mob: #474 an Evil Spirit => #702 In the Dragon -O 1 544 1 702 ; Object: #544 a Blue Lever => #702 In the Dragon -O 1 545 1 702 ; Object: #545 a Yellow Lever => #702 In the Dragon -O 1 619 1 702 ; Object: #619 a Red Lever => #702 In the Dragon -O 1 620 1 702 ; Object: #620 a White Lever => #702 In the Dragon -O 1 621 1 702 ; Object: #621 a Pink Lever => #702 In the Dragon -D 0 702 2 1 ; Door: #702 In the Dragon/South => closed -M 1 492 1 704 ; Mob: #492 Megan => #704 Megan's Tent -S - -#SHOPS -407 19 26 0 0 0 120 90 6 21 ; The Peck Grocer -411 0 0 0 0 0 120 90 6 21 ; Paco the Bartender -460 8 0 0 0 0 120 90 6 21 ; Asodius -0 - -#REPAIRS -452 5 9 0 150 0 6 21 ; Arnold -454 5 9 0 125 0 6 21 ; Mongo -455 3 4 0 150 1 6 21 ; Waldo -492 4 3 0 125 1 6 21 ; Megan -0 - -#SPECIALS -M 406 spec_cast_mage ; Hioldwin -M 408 spec_thief ; A Brownie -M 409 spec_cast_mage ; Cherlyndria -M 414 spec_cast_mage ; Phin Razzelle -M 417 spec_cast_mage ; Lord Chaos -M 418 spec_cast_undead ; A Vampire Bat -M 429 spec_thief ; A Brownie -M 430 spec_thief ; A Brownie -M 431 spec_thief ; A Brownie -M 439 spec_cast_mage ; Cherlyndria -M 440 spec_cast_mage ; Phin Razzelle -M 448 spec_cast_undead ; A Vampire Bat -M 449 spec_cast_undead ; A Vampire Bat -M 459 spec_cast_mage ; Mordrid -M 468 spec_cast_mage ; Willow -M 470 spec_janitor ; the Groundskeeper -M 489 spec_janitor ; a Cleansing Spirit -M 491 spec_cast_mage ; Queen Bavmorta -S - -#$ diff --git a/data/realm/areas_smaug1.4a/wncellar.are b/data/realm/areas_smaug1.4a/wncellar.are deleted file mode 100644 index 55f3587..0000000 --- a/data/realm/areas_smaug1.4a/wncellar.are +++ /dev/null @@ -1,3704 +0,0 @@ -#AREA Wine Cellars~ - -#AUTHOR Cianhydle~ - -#RANGES -10 30 0 100 -$ - -#RESETMSG Something strange has stirred up the dust...~ - -#FLAGS -0 15 - -#ECONOMY 0 0 - -#HELPS -0 Wine Cellar~ -This area was made by Cianhydle (1998). - -Recently strange things have been happening down in the Wine Cellar. -People have been coming up missing and strange noises are heard down -below the tavern. Perhaps a brave band of adventurers could figure -out what is happening? -~ - -0 $~ - -#MOBILES -#25500 -giant spider~ -a giant spider~ -A giant spider is here crawling around the cellars. -~ -This spider is rather large, in fact you could say its a giant spider. -Looking pretty much just like a big version of the common eight-leg -variety found almost everywhere except for a green venom drips from -its maul... -~ -16777281 0 0 C -10 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -18 8 8 18 16 8 8 -0 0 0 0 0 -63 3 0 0 1 1 0 -0 0 20 0 0 0 0 0 -#25501 -huge spider~ -a huge spider~ -A huge spider is here crawling around the cellars. -~ -This spider is rather large, in fact you could say its a huge spider. -Looking pretty much just like a big version of the common eight-leg -variety found almost everywhere except for a green venom drips from -its maul... -~ -16777313 0 0 C -11 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -22 8 8 18 16 8 8 -0 0 0 0 0 -63 3 0 0 1 1 0 -0 0 20 0 0 0 0 0 -#25502 -huge spider~ -a huge spider~ -A huge spider is here in its hidden lair. -~ -This spider is rather large, in fact you could say its a huge spider. -Looking pretty much just like a big version of the common eight-leg -variety found almost everywhere except for a green venom drips from -its maul... -~ -16777315 128 0 C -12 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -25 8 8 18 16 8 8 -0 0 0 0 0 -63 3 0 0 1 1 0 -0 0 20 0 0 0 0 0 -#25503 -cellar rat~ -a cellar rat~ -A cellar rat is here crawling around the cellars. -~ -This rat, and many of its friends, hang out down here in the old wine -cellars. From rotten sacks of flour and grain to the remains of slain -adventurers, these rats will eat anything. -~ -16777281 0 0 C -13 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -11 8 8 25 9 8 8 -0 0 0 0 0 -54 3 0 0 1 1 0 -0 0 48 0 0 0 0 0 -#25504 -large cellar rat~ -a large rat~ -A cellar rat is here crawling around the cellars. -~ -This rat, and many of its friends, hang out down here in the old wine -cellars. From rotten sacks of flour and grain to the remains of slain -adventurers, these rats will eat anything. This one looks alot larger -than the other rats. -~ -16777281 0 0 C -14 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -11 8 8 25 9 8 8 -0 0 0 0 0 -54 3 0 0 1 1 0 -0 0 48 0 0 0 0 0 -#25505 -giant cellar rat~ -a giant rat~ -A cellar rat is here crawling around the cellars. -~ -This rat, and many of its friends, hang out down here in the old wine -cellars. From rotten sacks of flour and grain to the remains of slain -adventurers, these rats will eat anything. This one looks alot larger -than the other rats, heck, it might be the biggest rat you have ever -seen! -~ -16777281 0 0 C -15 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -11 8 8 25 9 8 8 -0 0 0 0 0 -54 3 0 0 1 1 0 -0 0 48 0 0 0 0 0 -#25506 -dwarven thief~ -a dwarven thief~ -A dwarven thief is here, hiding in the cellars. -~ -This dwarf is dark skinned and dirty. He glares at you from beneath -his bushy eyebrows and spits on the ground. Suprisingly, this dwarf -is extremely stealthy, and quiet nimble, both uncharacteristic of his -race. He does not seem aggressive, although he has no problem stealing -a couple of your coins. -~ -16777281 4292608 0 C -16 0 0 0d0+0 0d0+0 -342 0 -12 12 1 -16 11 12 14 18 3 12 -0 0 0 0 0 -2 2 0 0 2 2 0 -0 0 55 0 0 0 0 0 -> greet_prog 25~ -if ispc($n) -snicker $n -endif~ -| -#25507 -drunken slave~ -a drunken slave~ -A drunken slave is here, stumbling around sampling the wine. -~ -This slave is smelly and very dirty. He glares at you from beneath -his bushy eyebrows and spits on the ground. This slave might as well -be a zombie. It looks like he has not ate for days, and is covered -with burns and slashes. You figure he will be a zombie before very -much longer. -~ -16777281 0 0 C -17 0 0 0d0+0 0d0+0 -86 0 -12 12 1 -16 11 12 14 18 3 12 -0 0 0 0 0 -0 2 0 0 2 2 0 -0 0 55 0 0 0 0 0 -> greet_prog 15~ -say Wanna drink $n?~ -| -#25508 -drunken battlerager~ -a drunken battlerager~ -A drunken battlerager is here, glaring around in disgust. -~ -This warrior is old, smelly, and dirty. He glares at you from beneath -his bushy eyebrows and spits on the ground. This dwarf has escaped -from the beholders, but their mind-affecting powers have destroyed his -sanity. You better just avoid him if at all possible. -~ -97 1077936128 0 C -18 0 0 0d0+0 0d0+0 -58 0 -12 12 1 -16 11 12 14 18 3 12 -0 0 0 0 0 -2 3 0 0 2 2 0 -0 0 55 0 0 0 0 0 -> death_prog 100~ -mpecho With his last words the dwarf curses you! -~ -> greet_prog 100~ -if ispc($n) -scream -tell $n You're not getting my wine thief! -endif~ -| -#25509 -cellar zombie~ -a cellar zombie~ -A cellar zombie is here, shuffling around and drooling. -~ -This thing is dark skinned and dirty. He glares at you from beneath -his bushy eyebrows and spits up a chunk of his insides. The beholders -just killed him and turned him into a zombie. Zombies do not need to -be feed and can work much longer hours than living slaves. -~ -97 0 0 C -19 0 0 0d0+0 0d0+0 -25 0 -12 12 1 -16 11 12 14 18 3 12 -0 0 0 0 0 -67 3 0 0 2 2 0 -0 0 55 0 0 0 0 0 -> rand_prog 1~ -say Unnngg... Paaxx....~ -> rand_prog 10~ -mpasound Something nearby stinks really bad.~ -| -#25510 -overworked slave~ -an overworked slave~ -An overworked slave is here, working of course.. -~ -This slave is smelly and very dirty. He glares at you from beneath -his bushy eyebrows and spits on the ground. This slave might as well -be a zombie. It looks like he has not ate for days, and is covered -with burns and slashes. You figure he will be a zombie before very -much longer. -~ -16777281 0 0 C -20 0 0 0d0+0 0d0+0 -58 0 -12 12 1 -16 11 12 14 18 3 12 -0 0 0 0 0 -0 2 0 0 2 2 0 -0 0 55 0 0 0 0 0 -> rand_prog 1~ -say Please don't hurt me master!~ -| -#25511 -cowardly beholder~ -a cowardly beholder~ -You meet beholder's cowardly gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. The -beholder you are looking at now is only here because he has to be, and -will attack only because it knows the stronger beholders will punish -him if he does not. -~ -16777281 6291456 0 C -21 0 0 0d0+0 0d0+0 -500 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25512 -renegade beholder~ -a renegade beholder~ -You meet beholder's rebellious gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder does not like how the other beholders are running the city, -but is powerless to do anything about it. He does not know why he is -even here, but he is, so do not fuck with him. -~ -16777281 6291456 0 C -22 0 0 0d0+0 0d0+0 -750 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25513 -crazy beholder~ -a crazy beholder~ -You meet beholder's crazy gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. The -beholder you are looking at now has lost its mind. Although at first -he does not appear aggressive, it is only a deception. -~ -97 6291456 0 C -23 0 0 0d0+0 0d0+0 -1000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25514 -rouge beholder~ -a rouge beholder~ -You meet beholder's rougish gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder does not like how the other beholders are running the city, -but is powerless to do anything about it. He does not know why he is -even here, but he is, so do not fuck with him. -~ -16777281 6291456 0 C -24 0 0 0d0+0 0d0+0 -1250 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25515 -master beholder~ -a master beholder~ -You meet beholder's masterful gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. He looks a bit larger than the rest -of the beholders. -~ -97 6291456 0 C -25 0 -404 0d0+0 0d0+0 -1500 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25516 -taskmaster beholder~ -a taskmaster beholder~ -You meet beholder's task-oriented gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. He is alot larger than the rest of -the beholders. -~ -97 6291456 0 C -26 0 0 0d0+0 0d0+0 -2000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25517 -superior beholder~ -a superior beholder~ -You meet beholder's powerful gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. He is definately alot bigger than -most of the other beholders. -~ -99 6299648 0 C -27 0 0 0d0+0 0d0+0 -3000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 1048576 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25518 -elite beholder~ -an elite beholder~ -You meet beholder's elitist gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. He is definately alot bigger than -most of the other beholders. -~ -99 6299648 0 C -28 0 0 0d0+0 0d0+0 -3000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 1048576 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25519 -underlord beholder~ -an underlord beholder~ -You meet beholder's powerful gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. He is definately alot bigger than -most of the other beholders. -~ -99 6299648 0 C -29 0 0 0d0+0 0d0+0 -3000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 1048576 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -~ -| -#25520 -overlord beholder~ -an overlord beholder~ -You meet beholder's powerful gaze! -~ -It has a large central eye that projects an anti-magic ray and ten -eyestalks atop the round body which can do anything from charm you to -disintegrate you. Beholders are not known for their personality. This -beholder has earned a position of power, but you are not just sure how -these floating eyes are organized. This is the biggest damned eye you -have seen down here yet! -~ -99 6291584 0 C -30 0 0 0d0+0 0d0+0 -1000 0 -12 12 0 -11 25 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 5168 1048576 0 0 0 0 -> death_prog 100~ -mpecho Your final blow rips a gash in the beholder... -mpecho Gold coins, gems, and small treasure spill out of the gash! -mpecho The eye of the beholder is ripped from its body... -mpecho Oh no! The eye of the beholder begins to regenerate... -if ovnumhere(25535) >=1 -mpecho Quickly a blessed iron spike is thrusted into the regenerating eye! -mpoload 25531 -else -mpecho Within seconds the beholder has regenerated itself!!! -mpmload 25520 -endif -~ -> greet_prog 50~ -if ispc($n) -say Good... I was just just getting hungry, time to die mortal! -cackle $n -endif -~ -| -#25521 -greater mimic crate~ -a greater mimic~ -An old crate is here collecting dust. -~ -This crate is battered and very dusty. Wait, did the crate just move? -~ -16777283 4194304 0 C -25 0 0 0d0+0 0d0+0 -0 0 -12 12 0 -11 8 8 25 9 8 8 -0 0 0 0 0 -89 0 0 0 1 1 0 -0 0 48 0 0 0 0 0 -#25522 -overseer human~ -the slave overseer~ -A human is here behind a desk doing paperwork. -~ -This man is in league with the beholders, selling citizens into a life -of slavery underneath the city for the floating eyes strange plans. A -dark blue cloak is wrapped tightly around his thin frame. Spotting you -he draws forth a wicked sabre and readies himself for combat! -~ -97 6299648 0 C -26 0 0 0d0+0 0d0+0 -2000 0 -12 12 1 -11 25 8 25 9 8 8 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 5168 0 0 0 0 0 -> all_greet_prog 100~ -tell What the hell? You ain't no slave! -~ -| -#0 - - -#OBJECTS -#25500 -storage key~ -the storage key~ -The storage key is resting here.~ -~ -18 524288 1 -0 0 0 0 -1 0 0 -E -storage key~ -This key is pretty average looking. Probably unlocks some door around -here or something. -~ -#25501 -wine cellar key~ -the wine cellar key~ -The wine cellar key is resting here.~ -~ -18 524288 1 -0 0 0 0 -1 0 0 -E -wine cellar key~ -This key is pretty average looking. Probably unlocks some door around -here or something. Come on, what more description do you want? -~ -#25502 -old crate~ -an old crate~ -An old crate is here collecting dust.~ -~ -15 0 0 -50 0 0 0 -25 0 0 -E -old crate~ -The crate is old and dusty. Maybe it contains something important? -~ -#25503 -stone rubble~ -some stone rubble~ -Broken stones and rubble are scattered about the cellar here.~ -~ -15 0 0 -50 0 0 0 -25 0 0 -E -stone rubble~ -The stone rubble constists of various sized chunks of stone ranging -from pebbles to head-sized rocks. -~ -#25504 -small wine rack~ -a small wine rack~ -A small wine rack is here set against the wall.~ -~ -15 0 0 -50 0 0 0 -25 0 0 -E -small wine rack~ -This small wine rack stands about five feet high and has over ten -shelves. However, most of the wine bottles have been looted long -before you arrived. All that remain are a few broken and cracked ones -but perhaps if you search hard enough you will find a good vintage. -~ -#25505 -wooden wine rack~ -a wooden wine rack~ -A large wooden wine rack is constructed here.~ -~ -15 0 0 -75 0 0 0 -25 0 0 -E -wooden wine rack~ -This is a large wine rack made of wood. The wood has rotted and began -to warp from the coniditions down here. Large, iron nails secure the -rack to the stone walls. Most of the bottles have been broken, but a -few bottles might still be intact. You wonder if there are any good -vintage bottles of wine here? -~ -#25506 -huge wooden keg~ -a huge wooden keg~ -A huge wooden keg is here in the cellar.~ -~ -15 0 0 -200 0 0 0 -25 0 0 -E -huge wooden keg~ -Probably used to store ale or mead. Only a greenish film at the bottom -of the keg remains of the drink, but could this keg contain more? -~ -#25507 -staircase~ -a staircase~ -A staircase is here leading up to the tavern.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -E -staircase~ -Ah! An observant one! Take great care, and look at everything you -come across, clues could be hidden anywhere. However, nothing here -except this clue bud. -~ -#25508 -ruined staircase~ -a ruined staircase~ -A ruined staircase is here leading nowhere.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -E -ruined staircase~ -Yeah, the building has mostly collapsed, including the part that this -staircase once led up to. If you are looking for a way back to the -surface, you will have to look elsewhere. -~ -#25509 -wooden pillar~ -a wooden pillar~ -A wooden pillar is here supporting this chamber.~ -~ -12 0 0 -0 0 0 0 -500 0 0 -E -wooden pillar~ -Damn!!! Do not lean up against it or this whole place might fall in on -top of you. -~ -#25510 -spider webs~ -some spider webs~ -The spider webs are especially dense here.~ -~ -15 262144 0 -75 0 0 0 -25 0 0 -E -spider webs~ -Yeah, you know bud, what spiders make? Those things. There are alot -of them here. Could anything be hidden in there? Muhahaha... -~ -#25511 -broken wine bottle~ -a broken wine bottle~ -A broken wine bottle has been dropped here.~ -~ -5 0 8193 -12 0 0 11 -2 0 0 -E -broken wine bottle~ -The bottom half of the wine bottle was broken, leaving the top half of -the bottle a weapon of sorts. Not very effective, this broken bottle -is only a little more than trash. -~ -#25512 -broken wine bottle~ -a broken wine bottle~ -A broken wine bottle has been dropped here.~ -~ -13 0 1 -0 0 0 0 -2 0 0 -E -broken wine bottle~ -This wine bottle was broken a long time ago. All that remains is the -bottom half of the bottle, which can not be used for very much. -~ -#25513 -cracked wine bottle~ -a cracked wine bottle~ -A cracked wine bottle has been dropped here.~ -~ -13 0 1 -0 0 0 0 -2 0 0 -E -cracked wine bottle~ -The wine bottle was cracked a long time ago, spilling whatever type of -wine it contained, on to the cellar floors. -~ -#25514 -glass fragment~ -a glass fragment~ -A fragment of glass, from a wine bottle, is here.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -glass fragment~ -This piece of glass is not useful for much. The glass is a purplish -color, and is about the size of a gold coin. -~ -> exa_prog 100~ -mpechoaround $n $n studies $O carefully. -mpechoat $n You study $O carefully, but fail to see its importance. -~ -| -#25515 -bottle cork~ -a bottle cork~ -A bottle cork is here on the ground.~ -~ -13 0 1 -0 0 0 0 -1 0 0 -E -bottle cork~ -This common item, made of a pliable wood, is used to seal bottles of -wine so their contents do not spill. -~ -#25516 -dusty cork screw~ -a dusty cork screw~ -A dusty cork screw has been lost here for ages.~ -~ -18 524352 1 -1017 0 0 0 -1 2 0 -E -dusty cork screw~ -This tool is used to open wine bottles that have been sealed for any -great length of time. There is something strange about this item... -~ -#25517 -dusty wine bottle~ -a dusty wine bottle~ -A dusty wine bottle has been dropped here.~ -~ -15 64 1 -5 15 25516 0 -2 0 0 -E -dusty wine bottle~ -This wine bottle does not appear to contain any liquids, however there -is what appears to be a key sealed inside the bottle. Instinctively -you toss the bottle against the wall. You are quite suprised to see -the bottle bounce against the wall and land with a thud. Upon closer -examination, the bottle is revealed to be magical! Try as you might, -you can not get the cork to budge with the right tool. -~ -#25518 -serrated dagger~ -a serrated dagger~ -A serrated dagger made of iron has been dropped here.~ -~ -5 524288 8193 -12 0 0 11 -4 0 0 -E -serrated dagger~ -While not the most gifted of the dwarven smiths, the dark dwarves find -that their speciality is highly durable weapons. With a fine blade and -sturdy design, this dagger will last for many years. It has a serrated -back edge, giving it additional damage potiental. -~ -A -19 4 -#25519 -shredded flour bag~ -a shredded flour bag~ -A flour bag has been shredded here by the vermin.~ -~ -15 0 1 -2 0 0 0 -25 0 0 -E -shredded flour bag~ -This bag only contains a few moldy clumps of flour that the rats will -not even dare eat. The rats have better things to eat (like you) and -likewise you have better things to look at that this worn out bag. -~ -#25520 -rank half-eaten dwarf~ -a rank half-eaten dwarf~ -A rank half-eaten dwarf is here, dead as a doornail.~ -~ -13 262144 0 -0 0 0 0 -1 0 0 -E -rank half-eaten dwarf~ -Yep, another dead dwarf. That villian Pax has struck again! The rats -have made this poor dwarf into dinner, maybe that means they will -leave you alone? Afraid not bud... -~ -#25521 -bottle cheap wine~ -a bottle of cheap wine~ -A cheap bottle of wine has been placed here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 5 0 -E -bottle cheap wine~ -This bottle of wine was made only a few decades ago. It is not nearly -as expensive as some of the more aged bottles. -~ -#25522 -bottle stale wine~ -a bottle of stale wine~ -A stale bottle of wine has been left here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 1 0 -E -bottle stale wine~ -This bottle of wine was not corked very well and has turned stale over -time. You could not even get a thirsty dwarf to drink this crap. -~ -#25523 -bottle red wine~ -a bottle of red wine~ -A bottle of red wine has been placed here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 100 10 -E -bottle red wine~ -This wine looks good enough to drink. It is made from ripe grapes and -has a dark color. The cork has kept the wine brisk and tasty. -~ -#25524 -bottle white wine~ -a bottle of white wine~ -A bottle of white wine has been placed here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 500 50 -E -bottle white wine~ -This bottle of wine was made from pre-ripe grapes and has been corked -to seal in the sharp, strong flavor. You do not think the owner would -mind if you took a few sips. -~ -#25525 -bottle sour wine~ -a bottle of sour wine~ -A sour bottle of wine has been left here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 1 0 -E -bottle sour wine~ -YUCK! You do not even want to smell this stuff. I smells like urine. -~ -#25526 -bottle excellent wine~ -a bottle of excellent wine~ -An excellent bottle of wine was placed here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 5000 500 -E -bottle excellent wine~ -This is the stuff you will want to whip out to make an impression. The -label indicates this wine was bottled over a hundred years ago, giving -plent of time for the brew to age and increase its flavor. This could -be worth alot to the right people. -~ -#25527 -bottle vintage wine~ -a bottle of vintage wine~ -A bottle of vintage wine is here.~ -%s take$q a swig from $p.~ -17 0 16385 -4 4 2 0 -2 10000 1000 -E -bottle vintage wine~ -This is the stuff you will want to whip out to make an impression. The -label indicates this wine was bottled over two hundred years ago, -giving plent of time for the brew to age and increase its flavor. This -could be worth alot of gold to the right people. -~ -#25528 -rat guano~ -some rat guano~ -Some rat guano has been left here by a rat.~ -%s grin$q and eat$q $p quickly before anyone notices.~ -19 262272 1 -1 0 0 0 -1 0 0 -E -rat guano~ -What the hell are you searching this stuff for? Disease? -~ -#25529 -clump moldy flour~ -a clump of moldy flour~ -A clump of moldy flour is here writhing with maggots.~ -%s scarf$q down $p.~ -19 262144 1 -1 1 0 0 -1 0 0 -E -clump moldy flour~ -This clup of flour has started to decompose and is the perfect place -to try and breed some maggots. If you are really hungry you should -try eatting the maggots before you shove this clup of greenish-yellow -stuff in your mouth. -~ -#25530 -small sack coins~ -a small sack of coins~ -A small sack of coins is here in the spiderwebs.~ -~ -20 0 1 -750 0 0 0 -1 0 0 -E -small sack coins~ -Looks like a bunch of coins. -~ -#25531 -eye beholder eotb~ -the eye of the beholder~ -A large eyeball has been dropped here.~ -~ -1 327744 1 -0 0 -1 0 -5 100000 10000 -E -eye beholder eotb~ -The appears to be the central eye of a large beholder. The eye emits a -glowing aura, and appears to be highly magical. You wonder what other -kinds of power this thing has? -~ -A -13 25 -A -12 25 -A -14 25 -A -18 5 -A -19 5 -> damage_prog 100~ -mpecho $O begins to regenerate itself. -mpoload 25531 100 -~ -| -#25532 -dirty rags~ -some dirty rags~ -Some dirty rags have been throw here.~ -~ -9 266240 1025 -0 0 0 0 -2 0 0 -E -dirty rags~ -Whoa! These sure are dirty, you aren't going to actually wear it? -~ -A -25 -1 -> use_prog 100~ -if level ($n) < 201 -mpechoaround $n $n looks like an idiot for wearing $O. -endif~ -| -#25533 -iron chains~ -some iron chains~ -Some iron chains have been cast down here.~ -~ -9 528384 4097 -0 0 0 0 -5 0 0 -E -iron chains~ -I wouldn't suggest putting these on unless you have the key bud. -~ -A -2 -4 -A -17 40 -A -14 -100 -> use_prog 100~ -if level ($n) < 201 -mpechoaround $n $n looks like an idiot for wearing $O. -endif~ -| -#25534 -dark blue cloak~ -a dark blue cloak~ -A beautiful dark blue cloak has been dropped by someone.~ -~ -9 262208 5 -0 0 0 0 -12 34200 3420 -E -dark blue cloak~ -This cloak looks strangley familiar, but you can not put your finger -on it. Hmm... anyways, it looks comfortable, might as well try it on. -~ -A -13 50 -A -12 50 -#25535 -blessed iron spike~ -a blessed iron spike~ -A blessed iron spike is here.~ -~ -13 64 16385 -0 0 0 0 -5 0 0 -E -blessed iron spike~ -This iron spike is very sharp, and radiates a special kind of magic. -Blessed weapons like this were highly effective against trolls and -other kinds of regenerating creatures. If you are trying to destroy a -regenerating creature, give this spike to them before you land the -final killing blow and it will stop them from regenerating. -~ -A -1 4 -#25536 -adamantite battleaxe~ -an adamantite battleaxe~ -An adamantite battleaxe has been dropped here.~ -~ -5 0 8193 -12 0 0 11 -8 15000 1500 -E -adamantite battleaxe~ -This battleaxe is made from a rare material know as adamantite. It is -exceptionally sharp, but somehow bulky and awkard to wield. -~ -A -19 4 -A -1 1 -A -5 1 -#25537 -tattered leather armor~ -tattered leather armor~ -Some tattered leather armor has been throw here.~ -~ -9 262144 9 -0 0 0 0 -2 0 0 -E -tattered leather armor~ -Whoa! These sure are dirty, you aren't going to actually wear it? -~ -#25538 -pair tattered boots~ -a pair of tattered boots~ -A pair of tattered boots have been throw here.~ -~ -9 262144 9 -0 0 0 0 -2 0 0 -E -pair tattered boots~ -This boot are worn out, totally useless. -~ -#0 - - -#ROOMS -#25500 -Old Staircase~ -An old staircase leads down into the wine cellars below the tavern. A -musty mixture of old wine and dust drifts in the air. The walls are -made of irregular sized stones, as well is the floor. The ceiling is -made of wood in places and stone elsewhere. It is are supported by -wooden beams placed in about ten foor increments. A wooden door to the -west leads deeper into the cellar. A sign hangs beside the door. -~ -0 12 0 -D3 -~ -~ -3 0 25501 -E -sign~ -This area was made by Cianhydle (1998). -~ -S -#25501 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the east is a wooden door, and beyond the -stairs that lead out of the cellars, while the passage leads to the -north. In addition to the dust and wine, there is something vaguely -offensive in the air down here. -~ -0 8 0 -D0 -~ -~ -0 0 25502 -D1 -~ -~ -0 0 25500 -S -#25502 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. The dusty air leaves a chalk-like taste in -your mouth and irritates your eyes. -~ -0 12 0 -D0 -~ -~ -0 0 25503 -D2 -~ -~ -0 0 25501 -S -#25503 -Standing in an Intersection~ -You are standing in an intersection leading north, east, south, and -west. The walls of are made of stone blocks and given support by beams -made of wood. Small things run about along the floors, fleeing from -your light. There is alot of dust down here. -~ -0 8 0 -D0 -~ -~ -0 0 25504 -D1 -~ -~ -0 0 25509 -D2 -~ -~ -0 0 25502 -D3 -~ -~ -0 0 25550 -S -#25504 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 12 0 -D0 -~ -~ -0 0 25505 -D2 -~ -~ -0 0 25503 -S -#25505 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. Rat droppings are everywhere down here. -~ -0 8 0 -D1 -~ -~ -0 0 25506 -D2 -~ -~ -0 0 25504 -S -#25506 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 8 0 -D0 -~ -~ -0 0 25507 -D3 -~ -~ -0 0 25505 -S -#25507 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. Rat droppings are everywhere. -~ -0 8 0 -D0 -~ -~ -0 0 25508 -D2 -~ -~ -0 0 25506 -S -#25508 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 12 0 -D0 -~ -~ -0 0 25535 -D2 -~ -~ -0 0 25507 -S -#25509 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. There is alot of dust down in the cellars. -~ -0 8 0 -D1 -~ -~ -0 0 25510 -D3 -~ -~ -0 0 25503 -S -#25510 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 8 0 -D1 -~ -~ -0 0 25511 -D3 -~ -~ -0 0 25509 -S -#25511 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You just stepped in a pile of rat droppings. -~ -0 8 0 -D2 -~ -~ -0 0 25512 -D3 -~ -~ -0 0 25510 -S -#25512 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 8 0 -D0 -~ -~ -0 0 25511 -D1 -~ -~ -0 0 25513 -S -#25513 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. The dust is irritating your nose and eyes. -~ -0 8 0 -D1 -~ -~ -0 0 25514 -D3 -~ -~ -0 0 25512 -S -#25514 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the east, through an arched doorway, is a -long chamber filled with wine racks. The passageway continues north -and west. -~ -0 12 0 -D0 -~ -~ -0 0 25515 -D1 -~ -~ -0 0 25600 -D3 -~ -~ -0 0 25513 -S -#25515 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You think you hear someone else down here in -the wine cellars. -~ -0 8 0 -D0 -~ -~ -0 0 25516 -D2 -~ -~ -0 0 25514 -S -#25516 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the north is a rectangular storage room. -~ -0 8 0 -D0 -~ -~ -0 0 25517 -D2 -~ -~ -0 0 25515 -S -#25517 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. Things move about overhead in the -webs. South there is a narrow passageway leading back into the wine -cellars. -~ -0 8 0 -D0 -~ -~ -0 0 25520 -D1 -~ -~ -0 0 25518 -D2 -~ -~ -0 0 25516 -D3 -~ -~ -0 0 25522 -S -#25518 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. You hear a faint clicking noise -overhead. -~ -0 8 0 -D0 -~ -~ -0 0 25519 -D3 -~ -~ -0 0 25517 -S -#25519 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. Things move about overhead in the -webs. -~ -0 8 0 -D2 -~ -~ -0 0 25518 -D3 -~ -~ -0 0 25520 -S -#25520 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. Things move about overhead in the -webs. To the north a passageway continues deeper into the cellars. -~ -0 8 0 -D0 -~ -~ -0 0 25524 -D1 -~ -~ -0 0 25519 -D2 -~ -~ -0 0 25517 -D3 -~ -~ -0 0 25521 -S -#25521 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. Things move about overhead in the -webs. Something is out of place here. -~ -0 8 0 -D1 -~ -~ -0 0 25520 -D2 -~ -~ -0 0 25522 -D3 -~ -~ -3 0 25523 -S -#25522 -Rectangular Storage Room~ -This chamber has an unusual ammount of spiderwebs covering the walls -and ceiling. A few crates and kegs are stacked about the edges of the -room, all coating with spiderwebs. Things move about overhead in the -webs. -~ -0 8 0 -D0 -~ -~ -0 0 25521 -D1 -~ -~ -0 0 25517 -S -#25523 -Hidden Spider Lair~ -This small chamber is infested with spiders! Could anything of value -be hidden here? To the east a very well hidden door leads back into -the rectangular storage chamber. -~ -0 12 0 -D1 -~ -spiderwebs~ -3 0 25521 -S -#25524 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the south is a rectangular storage room. -~ -0 8 0 -D0 -~ -~ -0 0 25525 -D2 -~ -~ -0 0 25520 -S -#25525 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You choke from the dusty, stale cellar air. -~ -0 8 0 -D0 -~ -~ -0 0 25526 -D2 -~ -~ -0 0 25524 -S -#25526 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the east there is a iron bound door. -~ -0 8 0 -D1 -~ -~ -8389671 25501 25570 -D2 -~ -~ -0 0 25525 -D3 -~ -~ -0 0 25527 -E -iron bound door~ -It appears to have a strong lock on it.~ -S -#25527 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You hear something moving down the corridor. -~ -0 8 0 -D1 -~ -~ -0 0 25526 -D3 -~ -~ -0 0 25528 -S -#25528 -Exploring the Narrow Corridors~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. You hear the support beams groaning under the -weight of the tavern above. -~ -0 12 0 -D1 -~ -~ -0 0 25527 -D3 -~ -~ -0 0 25529 -S -#25529 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. To the east a narrow passageway leads to other parts of the -wine cellar. -~ -0 8 0 -D0 -~ -~ -0 0 25530 -D1 -~ -~ -0 0 25528 -D2 -~ -~ -0 0 25537 -D3 -~ -~ -0 0 25536 -S -#25530 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D2 -~ -~ -0 0 25529 -D3 -~ -~ -0 0 25531 -S -#25531 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D1 -~ -~ -0 0 25530 -D2 -~ -~ -0 0 25536 -D3 -~ -~ -0 0 25532 -S -#25532 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D1 -~ -~ -0 0 25531 -D2 -~ -~ -0 0 25533 -S -#25533 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. To the west there is a short hallway. -~ -0 8 0 -D0 -~ -~ -0 0 25532 -D1 -~ -~ -0 0 25536 -D2 -~ -~ -0 0 25534 -D3 -~ -~ -0 0 25538 -S -#25534 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25533 -D1 -~ -~ -0 0 25535 -S -#25535 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. To the south a narrow passageway leads to other parts of the -wine cellar. -~ -0 8 0 -D0 -~ -~ -0 0 25536 -D1 -~ -~ -0 0 25537 -D2 -~ -~ -0 0 25508 -D3 -~ -~ -0 0 25534 -S -#25536 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25531 -D1 -~ -~ -0 0 25529 -D2 -~ -~ -0 0 25535 -D3 -~ -~ -0 0 25533 -S -#25537 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25529 -D3 -~ -~ -0 0 25535 -S -#25538 -Short Hallway~ -A narrow corridor leads east into a large open chamber, while also -continuing west a ways then opening into another large storage room. -Wine racks have been set into the hallway walls. -~ -0 8 0 -D1 -~ -~ -0 0 25533 -D3 -~ -~ -0 0 25539 -S -#25539 -Short Hallway~ -A narrow corridor leads west into a large open chamber, while also -continuing east a ways then opening into another large storage room. -Wine racks have been set into the hallway walls. -~ -0 8 0 -D1 -~ -~ -0 0 25538 -D3 -~ -~ -0 0 25540 -S -#25540 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. To the east a passageway leads into other parts of the wine -cellar. -~ -0 8 0 -D0 -~ -~ -0 0 25541 -D1 -~ -~ -0 0 25539 -D2 -~ -~ -0 0 25547 -D3 -~ -~ -0 0 25548 -S -#25541 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D2 -~ -~ -0 0 25540 -D3 -~ -~ -0 0 25542 -S -#25542 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There is a wooden door in the north wall. -~ -0 8 0 -D0 -~ -~ -8389671 25500 25549 -D1 -~ -~ -0 0 25541 -D2 -~ -~ -0 0 25548 -D3 -~ -~ -0 0 25543 -E -wooden door~ -The door has a lock on it. -~ -S -#25543 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D1 -~ -~ -0 0 25542 -D2 -~ -~ -0 0 25544 -S -#25544 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25543 -D1 -~ -~ -0 0 25548 -D2 -~ -~ -0 0 25545 -S -#25545 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25544 -D1 -~ -~ -0 0 25546 -S -#25546 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. A crack in the south wall might be big enough to squeeze -through. -~ -0 8 0 -D0 -~ -~ -0 0 25548 -D1 -~ -~ -0 0 25547 -D2 -~ -~ -0 0 25623 -D3 -~ -~ -0 0 25545 -S -#25547 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25540 -D3 -~ -~ -0 0 25546 -S -#25548 -Large Storage Room~ -This storage room once probably contained crates and kegs. The wooden -pillars in the middle of the room groan under the wieght of the tavern -above. There are alot of footprints in the dusty floor here. -~ -0 8 0 -D0 -~ -~ -0 0 25542 -D1 -~ -~ -0 0 25540 -D2 -~ -~ -0 0 25546 -D3 -~ -~ -0 0 25544 -S -#25549 -Small Storage Alcove~ -This small chamber has was looted long ago. All that remain are a few -broken crates and kegs. A door leads back to a large chamber to the -south. -~ -0 12 0 -D2 -~ -~ -8389671 25500 25542 -E -wooden door~ -The door has a lock on it. -~ -S -#25550 -Passing through a Shattered Wall~ -A thin wall of stone once separated the wine cellar from the area to -the west, however that wall is now shattered and rubble strew about -the floor here. To the east there is a four way intersection. There -are alot of rat dropping on the ground here and there. -~ -0 8 0 -D1 -~ -~ -0 0 25503 -D3 -~ -~ -0 0 25551 -S -#25551 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and give -support by wooden beams. Small things run about along the floors, -fleeing from your light. To the east there was once a wall, but has -since been broken through by a strong beast or a magical blast. -~ -0 8 0 -D0 -~ -~ -0 0 25552 -D1 -~ -~ -0 0 25550 -D2 -~ -~ -0 0 25561 -S -#25552 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. Argh! You stepped in something icky. -~ -0 8 0 -D0 -~ -~ -0 0 25553 -D2 -~ -~ -0 0 25551 -S -#25553 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. There is a thick layer of dust on almost -everything down in the cellar. -~ -0 8 0 -D2 -~ -~ -0 0 25552 -D3 -~ -~ -0 0 25554 -S -#25554 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. -~ -0 8 0 -D0 -~ -~ -0 0 25555 -D1 -~ -~ -0 0 25553 -S -#25555 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. The dust irritates makes breathing a task. -~ -0 8 0 -D2 -~ -~ -0 0 25554 -D3 -~ -~ -0 0 25556 -S -#25556 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the west the passage opens into the cellar -of some old building, and to the north there is a crack in the wall -that might be big enough to squeeze through. -~ -0 12 0 -D0 -~ -~ -0 0 25623 -D1 -~ -~ -0 0 25555 -D3 -~ -~ -0 0 25557 -S -#25557 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. To the east is a narrow passageway. -~ -0 8 0 -D1 -~ -~ -0 0 25556 -D2 -~ -~ -0 0 25560 -D3 -~ -~ -0 0 25558 -S -#25558 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. -~ -0 8 0 -D1 -~ -~ -0 0 25557 -D2 -~ -~ -0 0 25559 -S -#25559 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. To the south there is a wooden door. -~ -0 8 0 -D0 -~ -~ -0 0 25558 -D1 -~ -~ -0 0 25560 -D2 -~ -~ -3 0 25624 -S -#25560 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. -~ -0 8 0 -D0 -~ -~ -0 0 25557 -D3 -~ -~ -0 0 25559 -S -#25561 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. -~ -0 8 0 -D0 -~ -~ -0 0 25551 -D3 -~ -~ -0 0 25562 -S -#25562 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. -~ -0 8 0 -D1 -~ -~ -0 0 25561 -D2 -~ -~ -0 0 25563 -S -#25563 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. -~ -0 8 0 -D0 -~ -~ -0 0 25562 -D3 -~ -~ -0 0 25564 -S -#25564 -Navigating a Narrow Passage~ -The walls of this narrow passage are made of stone blocks and given -support by thick wooden beams. Small things run about along the floor -fleeing from your light. To the west there corridor opens into a -small cellar. -~ -0 12 0 -D1 -~ -~ -0 0 25563 -D3 -~ -~ -0 0 25565 -S -#25565 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. To the east a narrow chamber leads back -towards the wine cellars. -~ -0 8 0 -D1 -~ -~ -0 0 25564 -D2 -~ -~ -0 0 25568 -D3 -~ -~ -0 0 25566 -S -#25566 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. -~ -0 8 0 -D1 -~ -~ -0 0 25565 -D2 -~ -~ -0 0 25567 -S -#25567 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room. -~ -0 8 0 -D0 -~ -~ -0 0 25566 -D1 -~ -~ -0 0 25568 -S -#25568 -Old Cellar~ -This roughly square chamber was the cellar of a neighboring house but -has been abandoned for while now. Various bits of trash and rubble -are scattered about the room while a wooden door is in the south wall. -~ -0 8 0 -D0 -~ -~ -0 0 25565 -D2 -~ -~ -7 0 25569 -D3 -~ -~ -0 0 25567 -S -#25569 -Collapsed Stairwell~ -A stairwell once went up to the surface here, but now it has collapsed -along with a large portion of this chamber. Chunks of stone, wooden -beams, and rubble are scattered about the south-western corner of this -room. To the north a wooden door leads back into the wine cellars. -~ -0 8 0 -D0 -~ -~ -7 0 25568 -S -#25570 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. To the east there is an iron -bound door. -~ -0 12 0 -D1 -~ -~ -0 0 25571 -D2 -~ -~ -0 0 25573 -D3 -~ -~ -8389671 25501 25526 -E -iron bound door~ -It appears to have a strong lock on it. -~ -S -#25571 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the east. -~ -0 8 0 -D1 -~ -~ -0 0 25574 -D2 -~ -~ -0 0 25572 -D3 -~ -~ -0 0 25570 -S -#25572 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25571 -D3 -~ -~ -0 0 25573 -S -#25573 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25570 -D1 -~ -~ -0 0 25572 -S -#25574 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the west. -~ -0 8 0 -D1 -~ -~ -0 0 25575 -D2 -~ -~ -0 0 25577 -D3 -~ -~ -0 0 25571 -S -#25575 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D2 -~ -~ -0 0 25576 -D3 -~ -~ -0 0 25574 -S -#25576 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the east. -~ -0 8 0 -D0 -~ -~ -0 0 25575 -D1 -~ -~ -0 0 25589 -D3 -~ -~ -0 0 25577 -S -#25577 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the south. -~ -0 8 0 -D0 -~ -~ -0 0 25574 -D1 -~ -~ -0 0 25576 -D2 -~ -~ -0 0 25578 -S -#25578 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the north. -~ -0 8 0 -D0 -~ -~ -0 0 25577 -D1 -~ -~ -0 0 25579 -D2 -~ -~ -0 0 25581 -S -#25579 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the east. -~ -0 8 0 -D1 -~ -~ -0 0 25582 -D2 -~ -~ -0 0 25580 -D3 -~ -~ -0 0 25578 -S -#25580 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the south. -~ -0 8 0 -D0 -~ -~ -0 0 25579 -D2 -~ -~ -0 0 25591 -D3 -~ -~ -0 0 25581 -S -#25581 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25578 -D1 -~ -~ -0 0 25580 -S -#25582 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the west. -~ -0 8 0 -D1 -~ -~ -0 0 25583 -D2 -~ -~ -0 0 25585 -D3 -~ -~ -0 0 25579 -S -#25583 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the north. -~ -0 8 0 -D0 -~ -~ -0 0 25588 -D2 -~ -~ -0 0 25584 -D3 -~ -~ -0 0 25582 -S -#25584 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25583 -D3 -~ -~ -0 0 25585 -S -#25585 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25582 -D1 -~ -~ -0 0 25584 -S -#25586 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D1 -~ -~ -0 0 25587 -D2 -~ -~ -0 0 25589 -S -#25587 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D2 -~ -~ -0 0 25588 -D3 -~ -~ -0 0 25586 -S -#25588 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the south. -~ -0 8 0 -D0 -~ -~ -0 0 25587 -D2 -~ -~ -0 0 25583 -D3 -~ -~ -0 0 25589 -S -#25589 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the west. -~ -0 8 0 -D0 -~ -~ -0 0 25586 -D1 -~ -~ -0 0 25588 -D3 -~ -~ -0 0 25576 -S -#25590 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D1 -~ -~ -0 0 25591 -D2 -~ -~ -0 0 25593 -S -#25591 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. An archway leads into another -chamber to the north. -~ -0 8 0 -D0 -~ -~ -0 0 25580 -D2 -~ -~ -0 0 25592 -D3 -~ -~ -0 0 25590 -S -#25592 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. To the east there is some kind -of den or lair through an arched doorway. -~ -0 8 0 -D0 -~ -~ -0 0 25591 -D1 -~ -~ -0 0 25594 -D3 -~ -~ -0 0 25593 -S -#25593 -Wine Cellar Proper~ -The racks in this part of the cellar are exceptionally barren, and the -thick layer of dust makes you think they were taken long ago. Strange -shapes float around in the dusty air. -~ -0 8 0 -D0 -~ -~ -0 0 25590 -D1 -~ -~ -0 0 25592 -S -#25594 -Beholder Den~ -This is the den of some beholders. You have no idea why they are down -here, you are not a beholderologist. To the east the den continues, -while to the west you could return to the wine cellars. -~ -0 12 0 -D1 -~ -~ -0 0 25595 -D3 -~ -~ -0 0 25592 -S -#25595 -Beholder Den~ -You are delving deeper into the den and battling even stronger foes. -To the east continues even deeper into the den, while west leads back -to the wine cellars. What could lay ahead? -~ -0 8 0 -D1 -~ -~ -0 0 25596 -D3 -~ -~ -0 0 25594 -S -#25596 -Beholder Den~ -You are delving deeper into the den and battling even stronger foes. -To the east continues even deeper into the den, while west leads back -to the wine cellars. Is that the glint of gold ahead? -~ -0 8 0 -D1 -~ -~ -0 0 25597 -D3 -~ -~ -0 0 25595 -S -#25597 -Beholder Den~ -You are delving deeper into the den and battling even stronger foes. -To the east continues even deeper into the den, while west leads back -to the wine cellars. Definately the glint of gold ahead! -~ -0 8 0 -D1 -~ -~ -0 0 25598 -D3 -~ -~ -0 0 25596 -S -#25598 -Beholder Den~ -You are delving deeper into the den and battling even stronger foes. -To the east continues even deeper into the den, while west leads back -to the wine cellars. You can almost reach out and touch the gold. -~ -0 8 0 -D1 -~ -~ -0 0 25599 -D3 -~ -~ -0 0 25597 -S -#25599 -Beholder Den~ -Here, deep within the den, is the lair of a powerful beholder. If you -knew more about beholders you might be able to know what its rank is, -but it is probably that it has horded some treasure. Maybe you should -search around? Several wine racks have been modifed to store all sorts -of goods, and there appears to be a large selection of the best wines -on these racks. -~ -0 8 0 -D3 -~ -~ -0 0 25598 -S -#25600 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the north is the wine rack, while -the chamber spreads to the south and east. To the west is a narrow -passageway leading to other parts of the cellar. The chamber is very -dusty. -~ -0 8 0 -D0 -~ -~ -0 0 25610 -D1 -~ -~ -0 0 25601 -D2 -~ -~ -0 0 25602 -D3 -~ -~ -0 0 25514 -S -#25601 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the north and east is the wine -rack, while the chamber spreads to the south and west. -~ -0 8 0 -D0 -~ -~ -0 0 25611 -D1 -~ -~ -0 0 25612 -D2 -~ -~ -0 0 25603 -D3 -~ -~ -0 0 25600 -S -#25602 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the west is the wine rack, while -the chamber spreads to the north, south, and east. -~ -0 8 0 -D0 -~ -~ -0 0 25600 -D1 -~ -~ -0 0 25603 -D2 -~ -~ -0 0 25604 -D3 -~ -~ -0 0 25622 -S -#25603 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the east is the wine rack, while -the chamber spreads to the north, south, and west. Someone has kicked -up alot of the dust here recently. -~ -0 8 0 -D0 -~ -~ -0 0 25601 -D1 -~ -~ -0 0 25613 -D2 -~ -~ -0 0 25605 -D3 -~ -~ -0 0 25602 -S -#25604 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the west is the wine rack, while -the chamber spreads to the north, south, and east. The dust irritates -your eyes and nose. -~ -0 8 0 -D0 -~ -~ -0 0 25602 -D1 -~ -~ -0 0 25605 -D2 -~ -~ -0 0 25606 -D3 -~ -~ -0 0 25621 -S -#25605 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the east is the wine rack, while -the chamber spreads to the north, south, and west. The dust is almost -too much for you. -~ -0 8 0 -D0 -~ -~ -0 0 25603 -D1 -~ -~ -0 0 25614 -D2 -~ -~ -0 0 25607 -D3 -~ -~ -0 0 25604 -S -#25606 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the west is the wine rack, while -the chamber spreads to the north, south, and east. -~ -0 8 0 -D0 -~ -~ -0 0 25604 -D1 -~ -~ -0 0 25607 -D2 -~ -~ -0 0 25608 -D3 -~ -~ -0 0 25620 -S -#25607 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the east is the wine rack, while -the chamber spreads to the north, south, and west. Someone has kicked -up alot of the dust here recently. -~ -0 8 0 -D0 -~ -~ -0 0 25605 -D1 -~ -~ -0 0 25615 -D2 -~ -~ -0 0 25609 -D3 -~ -~ -0 0 25606 -S -#25608 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the south and west is the wine -rack, while the chamber spreads to the north and east. The dust is -almost unbearable here. -~ -0 8 0 -D0 -~ -~ -0 0 25606 -D1 -~ -~ -0 0 25609 -D2 -~ -~ -0 0 25618 -D3 -~ -~ -0 0 25619 -S -#25609 -The Wine Cellar~ -This long rectangular chamber is filled with large wine racks. The -wooden framework of the racks runs all along the walls. The wood of -the racks looks old and rotten. To the south and east is the wine -rack, while the chamber spreads to the north and west. There is alot -of dust in the air of this chamber. -~ -0 8 0 -D0 -~ -~ -0 0 25607 -D1 -~ -~ -0 0 25616 -D2 -~ -~ -0 0 25617 -D3 -~ -~ -0 0 25608 -S -#25610 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the south. -~ -0 524 0 -D2 -~ -~ -0 0 25600 -S -#25611 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the south. -~ -0 524 0 -D2 -~ -~ -0 0 25601 -S -#25612 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the west. -~ -0 524 0 -D3 -~ -~ -0 0 25601 -S -#25613 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the west. -~ -0 524 0 -D3 -~ -~ -0 0 25603 -S -#25614 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the west. -~ -0 524 0 -D3 -~ -~ -0 0 25605 -S -#25615 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the west. -~ -0 524 0 -D3 -~ -~ -0 0 25607 -S -#25616 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the west. -~ -0 524 0 -D3 -~ -~ -0 0 25609 -S -#25617 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the north. -~ -0 524 0 -D0 -~ -~ -0 0 25609 -S -#25618 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the north. -~ -0 524 0 -D0 -~ -~ -0 0 25608 -S -#25619 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the east. -~ -0 524 0 -D1 -~ -~ -0 0 25608 -S -#25620 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the east. -~ -0 524 0 -D1 -~ -~ -0 0 25606 -S -#25621 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the east. -~ -0 524 0 -D1 -~ -~ -0 0 25604 -S -#25622 -Large Wine Racks~ -This is a large, walk-in wine rack. The wooden frame is rotting away -down here, and could come crashing down at any time. One of the main -wine cellars is to the east. -~ -0 524 0 -D1 -~ -~ -0 0 25602 -S -#25623 -Crack in the Wall~ -The cellar walls have split apart allowing you to squeeze through a -large crack. There is barely enough room for one person to fit -through here. To the north there is a large chamber, while the south -the crack opens into a narrow passageway. -~ -0 2060 0 -D0 -~ -~ -0 0 25546 -D2 -~ -~ -0 0 25556 -S -#25624 -Collapsed Stairwell~ -A stairwell once went up to the surface here, but now it has collapsed -along with a large portion of this chamber. Chunks of stone, wooden -beams, and rubble are scattered about the south-western corner of this -room. To the north a wooden door leads back into the wine cellars. -~ -0 8 0 -D0 -~ -~ -3 0 25559 -S -#0 - - -#RESETS -O 0 25507 0 25500 -D 0 25500 3 1 -M 0 25503 12 25503 -O 0 25515 0 25504 -M 0 25504 8 25505 -M 0 25504 8 25505 -M 0 25504 8 25506 -O 0 25528 0 25506 -M 0 25504 8 25507 -M 0 25503 12 25509 -O 0 25514 0 25509 -M 0 25503 12 25510 -O 0 25528 0 25510 -M 0 25503 12 25511 -O 0 25520 0 25511 -M 0 25503 12 25512 -M 0 25503 12 25513 -O 0 25528 0 25513 -O 0 25515 0 25514 -M 0 25500 8 25515 -M 0 25501 8 25516 -M 0 25500 8 25517 -O 0 25510 0 25517 -M 0 25500 8 25518 -M 0 25500 8 25519 -O 0 25512 0 25519 -M 0 25500 8 25520 -M 0 25500 8 25521 -M 0 25501 6 25521 -D 0 25521 3 1 -M 0 25500 8 25522 -M 0 25501 6 25522 -M 0 25502 1 25523 -O 0 25510 0 25523 -P 0 25530 0 25510 -O 0 25500 0 25523 -D 0 25523 1 1 -M 0 25501 6 25524 -O 0 25512 0 25524 -M 0 25501 6 25525 -M 0 25501 6 25526 -D 0 25526 1 2 -M 0 25501 6 25527 -M 0 25509 6 25530 -O 0 25502 0 25530 -P 0 25528 0 25502 -M 0 25509 6 25531 -O 0 25502 0 25531 -M 0 25509 6 25532 -O 0 25502 0 25532 -P 0 25528 0 25502 -O 0 25513 0 25533 -M 0 25509 6 25534 -M 0 25509 6 25535 -M 0 25509 6 25536 -O 0 25509 0 25536 -O 0 25504 0 25538 -P 0 25521 0 25504 -P 0 25522 0 25504 -O 0 25504 0 25539 -P 0 25522 0 25504 -P 0 25525 0 25504 -M 0 25510 6 25541 -E 0 25532 0 12 -E 0 25533 0 14 -O 0 25515 0 25541 -M 0 25510 6 25542 -E 0 25532 0 12 -E 0 25533 0 14 -D 0 25542 0 2 -M 0 25510 6 25543 -E 0 25532 0 12 -E 0 25533 0 14 -O 0 25506 0 25543 -M 0 25510 6 25544 -E 0 25532 0 12 -E 0 25533 0 14 -M 0 25510 6 25545 -E 0 25532 0 0 -E 0 25533 0 14 -O 0 25528 0 25545 -M 0 25510 6 25546 -E 0 25532 0 12 -E 0 25533 0 14 -O 0 25514 0 25547 -O 0 25509 0 25548 -O 0 25506 0 25548 -P 0 25528 0 25506 -M 0 25522 1 25549 -G 0 25501 0 -E 0 25534 0 3 -D 0 25549 2 2 -M 0 25503 12 25551 -O 0 25503 0 25551 -M 0 25503 12 25552 -O 0 25511 0 25552 -M 0 25503 12 25553 -O 0 25519 0 25554 -P 0 25529 0 25519 -M 0 25503 12 25555 -O 0 25519 0 25555 -P 0 25529 0 25519 -M 0 25504 8 25557 -O 0 25503 0 25557 -M 0 25504 8 25558 -O 0 25504 0 25558 -P 0 25513 0 25504 -M 0 25504 8 25559 -O 0 25503 0 25559 -D 0 25559 2 1 -M 0 25504 8 25560 -O 0 25528 0 25560 -M 0 25503 12 25561 -M 0 25503 12 25562 -O 0 25513 0 25563 -M 0 25505 4 25565 -M 0 25505 4 25566 -O 0 25503 0 25566 -M 0 25505 4 25567 -O 0 25515 0 25567 -M 0 25505 4 25568 -O 0 25519 0 25568 -P 0 25529 0 25519 -D 0 25568 2 2 -O 0 25508 0 25569 -O 0 25503 0 25569 -D 0 25569 0 2 -D 0 25570 3 2 -M 0 25511 2 25571 -O 0 25504 0 25572 -P 0 25521 0 25504 -P 0 25511 0 25504 -M 0 25511 2 25573 -O 0 25502 0 25573 -M 0 25512 2 25574 -O 0 25504 0 25574 -P 0 25521 0 25504 -O 0 25504 0 25576 -P 0 25522 0 25504 -M 0 25512 2 25577 -O 0 25504 0 25578 -P 0 25523 0 25504 -M 0 25513 2 25579 -M 0 25513 2 25580 -O 0 25504 0 25580 -P 0 25521 0 25504 -P 0 25524 0 25504 -P 0 25525 0 25504 -M 0 25514 2 25582 -O 0 25504 0 25582 -P 0 25513 0 25504 -M 0 25514 2 25584 -O 0 25504 0 25584 -P 0 25521 0 25504 -M 0 25515 1 25586 -O 0 25504 0 25586 -P 0 25526 0 25504 -O 0 25504 0 25588 -P 0 25523 0 25504 -P 0 25524 0 25504 -M 0 25516 1 25590 -O 0 25504 0 25590 -P 0 25525 0 25504 -O 0 25504 0 25592 -P 0 25513 0 25504 -O 0 25502 0 25593 -P 0 25514 0 25502 -M 0 25517 2 25594 -O 0 25502 0 25594 -P 0 25528 0 25502 -M 0 25517 2 25595 -M 0 25518 1 25596 -M 0 25519 2 25597 -M 0 25519 2 25598 -M 0 25520 1 25599 -O 0 25505 0 25599 -P 0 25526 0 25505 -P 0 25526 0 25505 -P 0 25527 0 25505 -P 0 25524 0 25505 -P 0 25523 0 25505 -M 0 25506 1 25600 -E 0 25518 0 16 -E 0 25538 0 8 -E 0 25537 0 5 -M 0 25507 1 25601 -E 0 25511 0 16 -E 0 25532 0 12 -O 0 25513 0 25605 -O 0 25514 0 25607 -M 1 25508 1 25608 -E 1 25535 1 17 -E 1 25536 1 16 -E 1 25537 1 5 -E 1 25538 1 8 -O 0 25513 0 25609 -O 0 25505 0 25610 -P 0 25512 0 25505 -P 0 25521 0 25505 -O 0 25514 0 25610 -O 0 25505 0 25611 -P 0 25514 0 25505 -P 0 25521 0 25505 -O 0 25505 0 25612 -P 0 25511 0 25505 -P 0 25512 0 25505 -P 0 25522 0 25505 -O 0 25505 0 25613 -P 0 25513 0 25505 -P 0 25512 0 25505 -P 0 25521 0 25505 -O 0 25505 0 25614 -P 0 25523 0 25505 -O 0 25505 0 25615 -P 0 25528 0 25505 -P 0 25517 0 25505 -O 0 25505 0 25616 -P 0 25521 0 25505 -O 0 25505 0 25617 -P 0 25511 0 25505 -P 0 25512 0 25505 -O 0 25514 0 25617 -O 0 25505 0 25618 -P 0 25528 0 25505 -P 0 25511 0 25505 -O 0 25505 0 25619 -P 0 25521 0 25505 -P 0 25525 0 25505 -O 0 25505 0 25620 -P 0 25522 0 25505 -O 0 25505 0 25621 -P 0 25511 0 25505 -P 0 25512 0 25505 -P 0 25513 0 25505 -O 0 25515 0 25621 -O 0 25505 0 25622 -P 0 25522 0 25505 -O 0 25503 0 25623 -M 0 25521 1 25624 -O 0 25508 0 25624 -O 0 25503 0 25624 -P 0 25528 0 25503 -P 0 25512 0 25503 -D 0 25624 0 1 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 25500 spec_poison -M 25501 spec_poison -M 25502 spec_poison -M 25506 spec_thief -M 25511 spec_cast_mage -M 25512 spec_cast_mage -M 25513 spec_cast_mage -M 25514 spec_cast_mage -M 25515 spec_cast_mage -M 25516 spec_cast_mage -M 25517 spec_cast_mage -M 25518 spec_cast_mage -M 25519 spec_cast_mage -M 25520 spec_cast_mage -M 25522 spec_cast_mage -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/wyvern.are b/data/realm/areas_smaug1.4a/wyvern.are deleted file mode 100644 index 6442075..0000000 --- a/data/realm/areas_smaug1.4a/wyvern.are +++ /dev/null @@ -1,1685 +0,0 @@ -#AREA Wyvern's Tower~ - -#VERSION 1 - -#AUTHOR Tyrst~ - -#RANGES -5 30 0 65 -$ - -#FLAGS -0 - -#ECONOMY 0 0 - -#CLIMATE 0 0 0 - -#HELPS -0 $~ - -#MOBILES -#1601 -killer frog~ -a killer frog~ -A killer frog rises up out of the water. -~ -The killer frog looks ravenous. -~ -99 0 -300 S -5 16 6 5d5+55 1d5+4 -20 700 -112 112 0 -#1602 -stone gargoyle~ -the stone gargoyle~ -A stone gargoyle looms over you. -~ -As you look, the figure seems to shift and move ... -~ -227 0 -400 S -9 13 1 9d9+90 4d3+2 -400 2500 -112 112 1 -#1603 -angry gargoyle~ -an angry gargoyle~ -An angry gargoyle glares at you. -~ -He looks ready to attack! -~ -101 0 -600 S -10 12 1 10d10+100 4d3+3 -500 3000 -112 112 1 -#1604 -elite gargoyle~ -the elite gargoyle~ -An elite gargoyle guards this room against intrusion. -~ -He snarls at you and says LEAVE OR DIE! -~ -7 0 -600 S -12 10 0 12d12+120 6d2+4 -800 5000 -112 112 1 -#1605 -gargoyle shaman~ -the gargoyle shaman~ -The gargoyle shaman is here, preparing to do battle. -~ -She says 'I can SEE you! I have been waiting ...'. -~ -71 40 -900 S -13 8 -1 13d13+130 6d3+4 -3000 9000 -112 112 2 -#1606 -carnivorous plant~ -a carnivorous plant~ -Amidst the jungle here, a huge Carnivorous plant reaches out to grab you! -~ -The plant looks something like a Venus fly-trap, only MUCH larger. -~ -99 0 0 S -9 12 3 9d9+90 3d3+3 -16 2800 -112 112 0 -#1607 -gruesome ogre~ -a gruesome ogre~ -A huge, gruesome ogre is sprawled here, gnawing some strange meat. -~ -It thinks that perhaps you would make a better meal. -~ -103 0 -200 S -10 12 2 10d10+100 4d2+4 -1200 3500 -108 112 0 -#1608 -shadow~ -a shadow~ -A dark shadow moves about the room. -~ -The Shadow is vaguely humanoid. Two glowing pinpoints look at you. -~ -101 42 -1000 S -10 12 0 10d10+100 4d3+4 -900 4000 -112 112 0 -#1609 -evil wight~ -an evil wight~ -An evil wight lurks in the shadows! -~ -He glares at you savagely and charges! -~ -103 40 -1000 S -12 10 -2 12d12+120 6d2+3 -2200 7000 -112 112 1 -#1610 -burly minotaur~ -A burly minotaur~ -A burly minotaur watches you solemnly. -~ -This powerful creature wonders whether to kill you or not ... -~ -69 8 -600 S -14 9 0 14d14+140 5d3+4 -1500 11000 -112 112 1 -#1612 -savage minotaur~ -the savage minotaur~ -A bloodthirsty minotaur slowly counts his loot -~ -He looks up at you and screams 'SO! Coming to steal my hoard!' -~ -103 8 -600 S -15 8 0 15d15+150 5d3+5 -0 14000 -112 112 1 -#1613 -minotaur captain~ -the captain~ -Sitting here in this room is the Minotaur Captain. -~ -He looks at you, and a sinister grin slowly spreads on his face ... -~ -103 8 -900 S -17 5 -3 17d17+170 5d3+6 -0 18000 -112 112 1 -#1614 -black pudding~ -the black pudding~ -A huge black pudding fills the center of the room!! -~ -It is a huge black blob that oozes about the room. Its heading toward YOU! -~ -101 0 -1000 S -15 9 0 15d15+150 8d2+5 -0 14000 -112 112 0 -#1615 -lesser golem~ -a lesser golem~ -A lesser Golem stands guarding the entrance. -~ -The golem appears to be made of some kind of clay, enchanted to come to life! -~ -67 8 0 S -16 8 -2 16d16+160 8d2+7 -0 18000 -112 112 0 -#1616 -ancient wyvern~ -the ancient wyvern~ -An enormous, ancient wyvern stares down at your tiny form... -~ -It thunders loudly 'I must protect my Master's wealth!' -~ -101 40 -1000 S -18 5 -2 18d18+180 10d2+8 -0 28000 -112 106 1 -#1617 -spectre~ -the spectre~ -A spectre has begun to materialize in front of you! -~ -Terror fills your heart as you view this master of the undead. -~ -101 138 -1000 S -19 2 -8 19d19+190 8d3+7 -0 30000 -112 112 1 -#1702 -trapper~ -a trapper~ -A trapper stands here, bartering his pelts. -~ -The trapper is clad mostly in the fur of various animals he's caught. -~ -5 0 0 S -6 15 4 6d6+60 2d4+1 -120 800 -112 112 1 -#1704 -hunter~ -a hunter~ -A hunter rests in here, carrying a fresh kill. -~ -The hunter is rugged and sturdy from his occupation. -~ -5 0 0 S -8 13 3 8d8+80 2d4+2 -120 1500 -106 112 1 -#1706 -ranger~ -a ranger~ -A grim ranger reclines at a table. -~ -The years of wanderings have left the ranger hardened and strong. -~ -69 8 200 S -12 11 0 12d12+120 3d4+3 -0 7500 -106 112 1 -#1707 -ranger leader~ -a ranger leader~ -A leader of the Rangers is watching you solemnly. -~ -This individual has quite a reputation at the local trading posts! -~ -7 8 300 S -15 7 -3 15d15+150 4d4+4 -0 14500 -112 112 1 -#1708 -ranger lord~ -the Lord of the Rangers~ -The Lord of the Rangers catches your eye. -~ -~ -7 8 400 S -20 1 -9 20d20+200 6d4+5 -0 40000 -112 112 1 -#1710 -male centaur~ -a centaur~ -A male centaur wanders about this area. -~ -The centaur has the upper torso of a man and lower body of a horse. -~ -5 0 200 S -7 14 4 7d7+70 2d4+1 -120 1000 -112 112 1 -#1711 -female centaur~ -a centaur~ -A female centaur wanders about this area. -~ -The centaur has the upper torso of a woman and lower body of a horse. -~ -5 0 200 S -7 14 4 7d7+70 2d4+1 -110 1000 -112 112 2 -#1712 -old centaur~ -an old centaur~ -An old centaur is resting in a corner. -~ -This centaur has lived a full life. -~ -5 0 200 S -6 15 5 6d6+60 2d4+0 -110 800 -106 106 1 -#1714 -centaur elder~ -an elder centaur~ -One of the centaur elders is here, watching you. -~ -The elders act as counselors and advisors to the chief. -~ -7 2 200 S -9 13 2 9d9+90 2d4+2 -0 3000 -112 112 1 -#1715 -centaur guard~ -a centaur guard~ -A strong centaur is standing guard here. -~ -He appears to be blocking entrance to the next room. -~ -3 2 200 S -10 12 1 10d10+100 2d4+3 -0 4000 -112 112 1 -#1716 -centaur chief~ -the centaur chief~ -The chief of the centaur villagers reclines here. -~ -He has been the leader of this tribe for many years, and has acquired much -wisdom. -~ -7 2 200 S -12 11 1 12d12+120 2d4+3 -0 7000 -106 112 1 -#1720 -displacer beast~ -a displacer beast~ -A displacer beast is grazing nearby. -~ -As you watch this strange creature, its position seems to flicker and shift. -~ -129 0 0 S -10 11 -3 10d10+100 4d3+2 -0 4500 -112 112 0 -#0 - - -#OBJECTS -#1601 -rusty cleaver~ -a rusty cleaver~ -A rusty cleaver lies on a counter top.~ -~ -5 0 8193 -0 1 6 3 -2 5 5 -#1602 -fine mace~ -the fine mace~ -There is a large mace of fine quality here.~ -~ -5 64 8193 -0 2 5 7 -11 900 200 -A -18 1 -#1603 -elven dagger~ -a long elven dagger~ -A long elven dagger made of adamantite is here.~ -~ -5 65 8193 -0 2 5 11 -2 1000 250 -A -18 2 -#1604 -steel broad sword~ -a steel broad sword~ -A fine steel broad sword is lying on the ground.~ -~ -5 65 8193 -0 2 6 3 -12 1200 350 -A -18 1 -A -19 1 -#1606 -rod might~ -the rod of might~ -A Rod of Might is lying here.~ -~ -5 66 8193 -0 2 7 6 -13 4000 550 -A -18 2 -A -1 1 -#1612 -black kite shield~ -a black kite shield~ -There is a large black kite shield lying here.~ -~ -9 65 513 -6 0 0 0 -6 1000 150 -A -24 1 -#1614 -helm~ -a commander's helm~ -A commander's helm rests on a table here.~ -~ -9 65 17 -7 0 0 0 -4 2000 350 -E -helm~ -This elegant helm is plated in mithril and silver.~ -A -4 1 -#1615 -bracer~ -a mithril bracer~ -A magical bracer made from mithril lies on the ground!~ -~ -9 66 257 -6 0 0 0 -2 6500 1000 -A -1 1 -#1616 -dark blue cloak~ -a dark blue cloak~ -A valuable cloak of dark blue cloth lies on the floor.~ -~ -9 65 5 -1 0 0 0 -2 1600 1500 -A -17 -6 -A -12 5 -#1621 -dark red potion~ -a dark red potion~ -A dark red potion rests on the ground.~ -~ -10 65 16385 -9 -1 -1 -1 -1 450 150 -'cure blindness' 'cure critical' 'NONE' -#1651 -bronze chest~ -a bronze chest~ -There is a sturdy bronze chest in the corner.~ -~ -15 0 1 -30 5 -1 0 -10 500 200 -#1652 -ale barrel~ -a barrel of ale~ -There is a small barrel in one corner.~ -~ -17 0 1 -5 2 3 0 -8 10 10 -#1691 -key twin towers~ -the twin towers key~ -There is a shiny skeleton key on the ground here.~ -~ -18 0 1 -1 0 0 0 -1 400 1000 -#1692 -strange key~ -a strange key~ -There is a very strange-looking key on the ground here.~ -~ -18 65 16385 -2 0 0 0 -1 1200 2000 -E -strange key~ -This key is of an unusual shape ... must go to an unusual lock!~ -A -17 -5 -#1701 -short bow~ -a short bow~ -A short bow has been carelessly left here.~ -~ -5 0 8193 -0 2 4 11 -5 150 20 -E -short bow~ -It looks like the bows used by rustin hunters. -~ -#1702 -long bow~ -a long bow~ -A long bow has been foolishly abandoned here.~ -~ -5 65 8193 -0 2 6 11 -8 500 100 -E -long bow~ -It looks like the bows used by rustin hunters. -~ -A -18 1 -#1703 -gnarled staff~ -a gnarled staff~ -A gnarled looking staff lies on the ground.~ -~ -5 65 8193 -0 2 6 7 -7 800 120 -A -13 5 -#1704 -ancient sword~ -an ancient long sword~ -An ancient long sword has been left here.~ -~ -5 66 8193 -0 2 8 3 -10 10000 4000 -A -18 3 -A -19 3 -#1711 -fur cap~ -a fur cap~ -A fur cap lies here on the ground.~ -~ -9 0 17 -2 0 0 0 -1 50 10 -#1712 -travelling boots~ -a pair of travelling boots~ -A sturdy pair of travelling boots lies here.~ -~ -9 64 65 -5 0 0 0 -2 3500 700 -A -14 10 -#1713 -bronze ring~ -a bronze ring~ -A ring of etched bronze gleams dimly on the ground.~ -~ -9 64 3 -3 0 0 0 -1 2000 400 -A -12 5 -#0 - - -#ROOMS -#1601 -Rough East-West Path~ -You are on a very rough and overgrown path heading east-west over rugged -terrain. To the east the path passes between low hills. -~ -0 0 4 -D1 -The road heads into low hills this way. -~ -~ -0 0 1602 -D3 -The cross-roads and a trading post lie in this direction. -~ -~ -0 0 1702 -S -#1602 -Rough Path Between the Hills~ -Here the path passes between low hills. The going is very rough, but -to the east the ground is smoother. In that direction a pair of tower -looms above the hills. -~ -0 0 4 -D1 -You see a pair of tall towers in the distance. -~ -~ -0 0 1603 -D3 -The road continues. -~ -~ -0 0 1601 -S -#1603 -Path through an Open Area~ -You are on a path through an open area. East of here loom two tall towers, -joined by a barbican and surrounded by a murky moat. West the path passes -between low hills. -~ -0 0 2 -D1 -Two fantastic towers surrounded by a moat rise before you. -~ -~ -0 0 1604 -D3 -The road continues. -~ -~ -0 0 1602 -S -#1604 -West Side of Moat~ -You stand on the west side of a moat that encircles two towers, each -over 50 feet high. You will need a boat to go east across the moat. A -rugged path heads west, and another one heads north to a cluster of low -buildings. -~ -0 0 2 -D0 -A worn path leads to a cluster of low buildings. -~ -~ -0 0 1605 -D1 -The Towers loom directly over you, just beyond the moat. -~ -~ -0 0 1620 -D3 -An old ill-kept roads leads away to the west. -~ -~ -0 0 1603 -S -#1605 -Path North of Moat~ -You walk on a faint path heading south toward the west side of the moat, -and north to three small buildings. -~ -0 0 2 -D0 -Several low buildings lie this way. -~ -~ -0 0 1606 -D2 -The path ends west of the moat. -~ -~ -0 0 1604 -S -#1606 -Cluster of Buildings~ -You are in the middle of a cluster of small buildings. There is a building -to the north, east, and west. A sign over the eastern building says -'House of Pancakes'. -~ -0 0 1 -D0 -There is an entrance to a building. -~ -~ -0 0 1609 -D1 -A sign over the door reads 'House of Pancakes'. -~ -~ -0 0 1607 -D2 -A path heads south toward the west side of the towers. -~ -~ -0 0 1605 -D3 -There is an entrance to a building here. -~ -~ -0 0 1608 -S -#1607 -House of Pancakes~ -The moment you enter this room, the ceiling descends and crushes you -into a pancake. Don't you hate it when that happens? -~ -0 2 0 -S -#1608 -Old Store Room~ -You have entered what appears to be an old storeroom. Most of the items -that were in here appear to have been ruined long ago. -~ -0 9 0 -D1 -~ -~ -0 0 1606 -S -#1609 -Empty Room~ -This room appears to be completely empty. The only exit seems to be the -way you came. There are some scratches around the floor. -~ -0 9 0 -D2 -~ -~ -0 0 1606 -D5 -You see a concealed opening leading down. -~ -~ -0 0 1610 -S -#1610 -Minotaur's Room~ -You have entered a secret chamber under the empty room. In this room is -the worn but cared-for gear and trappings of some large humanoid. -~ -0 13 0 -D4 -~ -~ -0 0 1609 -S -#1620 -Western Moat~ -You are in the middle of the moat, on the west side of the tower. There is a -landing on both sides of the moat. Deep throated 'ribbids' come from the -water all around you. -~ -0 0 7 -D0 -~ -~ -0 0 1621 -D1 -~ -~ -0 0 1623 -D2 -~ -~ -0 0 1622 -D3 -~ -~ -0 0 1604 -S -#1621 -Northern Moat~ -You are in the middle of the moat, on the north side of the tower. There is -no place to land here. Deep throated 'ribbids' come from the water all -around you. -~ -0 0 7 -D2 -~ -~ -0 0 1620 -S -#1622 -Southern Moat~ -You are in the middle of the moat, on the south side of the tower. There is -no place to land here. Deep throated 'ribbids' come from the water all -around you. -~ -0 0 7 -D0 -~ -~ -0 0 1620 -S -#1623 -Tower Foyer~ -You are on a foyer on the west side of the structure. The moat is west of -here. There is also a large door eastward into the structure. You notice that -the walls are ornately decorated with very life-like stone gargoyles. -~ -0 9 0 -D1 -~ -~ -0 0 1624 -D3 -~ -~ -0 0 1620 -S -#1624 -The Grand Lobby~ -You have entered a vast lobby. This lobby appears to have once been very -ornately furnished, but now everything is decayed and moldering. A highly -ornate balcony surrounds the lobby. To the east, below the balcony, is an -opening. The door leading out is west. You notice that the balcony is -covered in highly ornate and life-like stone gargoyles. -~ -0 9 0 -D1 -~ -~ -0 0 1625 -D3 -~ -~ -0 0 1623 -S -#1625 -Base of the Western Tower~ -You stand in the center of the Western tower's base. Torch brackets occupy -the four corners of this huge room. Above each torch is a lifelike ornate -stone gargoyle. There are doors north and south, and passages east and west. -~ -0 8 0 -D0 -~ -~ -0 0 1627 -D1 -~ -~ -0 0 1626 -D2 -~ -~ -0 0 1628 -D3 -~ -~ -0 0 1624 -S -#1626 -The Musty Corridor~ -You are walking along a musty east-west corridor joining the two towers. -There are room on each side of the corridor, and openings at each end. -~ -0 9 0 -D0 -~ -~ -0 0 1629 -D1 -~ -~ -0 0 1631 -D2 -~ -~ -0 0 1630 -D3 -~ -~ -0 0 1625 -S -#1627 -Kitchen~ -You have entered what must once have been a kitchen. The rusting remains of -various utensils lie on countertops. There is also an old wash basin and a -pot-belly stove. There is a door south, and a serving hatch east. -~ -0 9 0 -D2 -~ -~ -0 0 1625 -S -#1628 -Conservatory~ -You are in the tower's private conservatory. However, through years of neglect, -the plants have grown into a hideous jungle. The only exit is north. -~ -0 9 0 -D0 -~ -~ -0 0 1625 -S -#1629 -The Dining Hall~ -You have entered a fabulous dining hall. The wrecked remains of a long table -dominate the room. A horrible odor pervades the room, like some foul-smelling -beast has been eating and shitting in here. There is a serving hatch west and -a door south. -~ -0 9 0 -D2 -~ -~ -0 0 1626 -S -#1630 -Art Gallery~ -You are in the ruined remains of an art gallery. Everything appears to -have been stolen long ago, however. The only exit is north. -~ -0 9 1 -D0 -~ -~ -0 0 1626 -S -#1631 -Base of the Eastern Tower~ -You stand in the center of the Eastern tower's base. Torch brackets occupy the -four corners of this huge room. Above each torch is a lifelike ornate stone -gargoyle. There are are open doors to the north and south, and passages east -and west. In addition, a spiral staircase leads up to the next level of this -tower. -~ -0 8 1 -D0 -~ -~ -0 0 1632 -D2 -~ -~ -0 0 1633 -D3 -~ -~ -0 0 1626 -D4 -You see a spiral staircase leading up. -~ -~ -0 0 1635 -S -#1632 -The Common Room~ -You are in what must once have been a common room for all residents of the -tower. There is a huge fire pit with a chimney in the center, and the smashed -remains of a great many table and chairs. The exit is south. -~ -0 8 0 -D2 -~ -~ -0 0 1631 -D5 -You notice a grate in the bottom of the fire pit. Maybe it's an opening ... -~ -~ -1 -1 1634 -S -#1633 -Servant's Quarters~ -You are in what once was the servant's quarters, as evidenced by the shabby -belongings and decor. What little remains is rotting and of little value -anyway. The only exit is north. -~ -0 9 0 -D0 -~ -~ -0 0 1631 -S -#1634 -A Large Murky Cellar~ -You are in a large, murky cellar. An almost tangible air of horror pervades -the room. A thin layer of nitre covers the walls and ceiling. Rotting -furniture looms obliquely about the room. -~ -0 9 1 -D4 -~ -~ -1 -1 1632 -S -#1635 -On the First Staircase~ -You are on a Spiral staircase connecting the first and second levels of -the eastern tower. You can go up or down. -~ -0 9 2 -D4 -~ -~ -0 0 1636 -D5 -~ -~ -0 0 1631 -S -#1636 -Second Level of the Eastern Tower~ -You are in the center of the second level of the Eastern tower. This large -room appears quite empty, except for the candle abras firmly fixed to the -walls. An opening leads westward, and a spiral staircase leads down. -~ -0 9 1 -D3 -~ -~ -0 0 1637 -D5 -~ -~ -0 0 1635 -S -#1637 -The Elegant Hall~ -You are in what was once a elegant hall, although everything is moldering now. -The rotted remains of a plush carpet covers the floor, while several moldy -tapestries adorn the each side of the hall. There are door north and south, -and openings east and west. -~ -0 9 0 -D0 -~ -~ -0 0 1638 -D1 -~ -~ -0 0 1636 -D2 -~ -~ -0 0 1639 -D3 -~ -~ -0 0 1640 -S -#1638 -The Shaman's Room~ -You have entered an elegantly furnished room that looks to be still in use! -Costly paintings and pieces of furniture are tastefully situated. On the -north wall is an altar to Knar, the ghastly patron of Gargoyles. The only -exit is south. -~ -0 8 0 -D2 -~ -~ -0 0 1637 -S -#1639 -The Library~ -This room appears to have been a library. Empty book shelves line each wall. -The only exit is north. -~ -0 9 0 -D0 -~ -~ -0 0 1637 -S -#1640 -Second Level of the Western Tower~ -You are in the center of the western tower's second floor. A large spiral -staircase of 29 steps connects this level with the third. There are doors -to the east and west. Except for a torch bracket in each corner, the -room is barren. -~ -0 8 1 -D1 -~ -~ -0 0 1637 -D3 -~ -~ -0 0 1641 -D4 -You see the spiral staircase leading up. -~ -~ -0 0 1642 -S -#1641 -On the Balcony~ -You are on the balcony overlooking the Grand lobby. You have a fabulous -view of the entire room. The only exit is the way you came in. -~ -0 8 2 -D1 -~ -~ -0 0 1640 -S -#1642 -The Spiral Stairs~ -You are on a large spiral staircase of 29 steps, leading between the -second and third floors. You can go up or down. -~ -0 8 2 -D4 -~ -~ -0 0 1643 -D5 -~ -~ -0 0 1640 -S -#1643 -Third Level of Western Tower~ -You stand in the center of the western tower's third floor. This large room -glows mysteriously with a strange light all its own. From a door to the east -comes a strange inky blackness. A spiral staircase leads down. -~ -0 8 1 -D1 -~ -~ -1 -1 1644 -D5 -~ -~ -0 0 1642 -S -#1644 -It's too dark to see anything!~ -It's too dark to see anything! -~ -0 9 3 -D0 -~ -~ -1 -1 1645 -D1 -~ -~ -1 -1 1647 -D2 -~ -~ -1 -1 1646 -D3 -~ -~ -1 -1 1643 -S -#1645 -The Armory~ -In this room, which has somehow evaded the ravages of time, are neatly stored -racks of common weapons. They appear to be quite ordinary; however, a chest -in one corner catches your eye. The only exit is the way you came in. -~ -0 9 0 -D2 -~ -~ -1 -1 1644 -S -#1646 -The Officer's Quarters~ -You have entered a lavish but functional room decked out in a military style. -Murals on the wall show battle scenes in gargoyles, minotaurs, and huge, -flying snake-like reptiles with poisonous tails fight humans and dwarves. -Various objects in the room give evidence that it is occupied by individuals -of authority. The only door is north. -~ -0 9 0 -D0 -~ -~ -1 -1 1644 -S -#1647 -Third Level of Eastern Tower~ -You are in the center of the Eastern Tower's third floor. The room you are in -glows with a mysterious light that has no source. In the center of the room a -ladder climbs up to a hatchway in the ceiling. The hatchway is a strange -looking keyhole. There is also a door to the west. -~ -0 8 1 -D3 -~ -~ -1 -1 1644 -D4 -The hatchway appears securely fastened. In it is a strange keyhole. -~ -~ -1 -1 1648 -S -#1648 -Turret of the Eastern Tower~ -You stand in the turret of the eastern tower. A huge hole has been -made in the roof by some enormous beast, letting the daylight (or moonlight) -in. There is a hatchway in the floor, and an opening to the west leading out -onto a catwalk. -~ -0 0 1 -D3 -There is a small opening this way. -~ -~ -0 0 1649 -D5 -~ -~ -1 -1 1647 -S -#1649 -On the Catwalk~ -You are outdoors on a catwalk between the turrets of the eastern and -western towers. There is a 40 foot drop to the north and south. You have -a fabulous view of the surrounding countryside, which consists of a bleak -wilderness. At the east end of the catwalk is a small opening leading -inside the eastern turret. At the western end, a strange mirror-like portal -leads into the western turret. -~ -0 0 3 -D1 -~ -~ -0 0 1648 -D3 -A mirror-like portal glimmers, allowing entry into the western turret. -~ -~ -0 0 1650 -S -#1650 -Turret of the Western Tower~ -You are in the turret of the western tower. You feel very strange here. -Scattered about this room are a great many coins and valuable articles. -Yet you can't get rid of a feeling of dread! A mirror-like portal is in the -western wall. -~ -0 9 0 -D1 -~ -~ -0 0 1649 -D3 -A mirror-like portal glimmers in this wall. -~ -~ -0 0 1651 -S -#1651 -On the Other Side~ -You are outdoors on a catwalk between the turrets of the Eastern and Western -towers. There is no opening into the western tower of any kind. You have a -fabulous view of your surroundings, a murky city partially obscured by strange -smoke that creeps along the ground instead of rising. The city stretches as far -as the eye can see under the conditions. -~ -0 0 3 -D1 -~ -~ -0 0 1650 -D3 -~ -~ -0 0 1652 -S -#1652 -The Chamber~ -You are in a small carpeted chamber. The chamber is empty except for a single -chair facing a mirror on the wall. -~ -0 0 0 -D1 -~ -~ -0 0 1651 -S -#1701 -Main Eastern Road~ -You are on the old Eastern Road. The crossroads to the east joins ANOTHER -northern route to this road, which continues east. South of the crossroads is -an old building. The area around here is lightly timbered. -~ -0 0 3 -D1 -You see a cross roads and an old building. -~ -~ -0 0 1702 -D3 -~ -~ -0 0 5267 -S -#1702 -Crossroads to the Wilderness~ -You are at a crossroads to the wilderness areas east and north of here, -and the more civilized areas to the west. The main road is west, an -older road continues east, and a simple trail heads north. To the south, -an old ram-shackle building is being used as a trading post for the -surrounding wilderness. -~ -0 0 3 -D0 -You see a trail leading north. -~ -~ -0 0 1704 -D1 -The old Eastern road continues this way. -~ -~ -0 0 1601 -D2 -An old, ram-shackle building serves as a trading post here. -~ -~ -0 0 1703 -D3 -~ -~ -0 0 1701 -S -#1703 -Trading Post~ -You are in a trading post just south of the crossroads, where rangers, -trappers and hunters from the surrounding area come to buy, sell, and -barter goods. -~ -0 8 0 -D0 -The door opens out on the crossroads. -~ -~ -0 0 1702 -S -#1704 -Trail north of crossroads~ -You are on a primitive north-south trail. South of here is a major cross- -roads and an old building. To the north the trail continues toward a -deep, dark forest. -~ -0 0 3 -D0 -The trail continues toward a deep, dark, forest. -~ -~ -0 0 1705 -D2 -A major crossroads and a building lie in this direction. -~ -~ -0 0 1702 -S -#1705 -Trail south of forest~ -You are on a primitive north-south trail. Just north of here looms the -entrance to a deep, dark forest. To the south the trail continues. -~ -0 0 3 -D0 -The trail enters a dark forest of thick oaks this way. -~ -~ -0 0 1706 -D2 -The trail continues. -~ -~ -0 0 1704 -S -#1706 -Entrance to the forest~ -You are at the entrance to dark forest comprised mostly of huge black oak -and towering firs. A trail from the south continues north on into the -woods at this point. -~ -0 0 3 -D0 -You see the trail continuing into the forest. -~ -~ -0 0 1707 -D2 -You see the trail head back on south. -~ -~ -0 0 1705 -S -#1707 -Trail in Dark Oak Forest~ -The trail here passes through groves of closely knit Black Oak. Some of -these trees are of enormous size. Rustling and other low noises come -from the forest on either side of the trail. The trail continues on north -and south. -~ -0 0 4 -D0 -You see the trail continue into thick, dark forest. -~ -~ -0 0 1708 -D2 -The edge of the forest is visible in this direction. -~ -~ -0 0 1706 -S -#1708 -Junction in Dark Forest~ -You are in the midst of a deep dark forest of huge oak trees. There is a -junction of trails here, with paths leading south, west and east. -~ -0 0 4 -D1 -A path disappears into thick forest. -~ -~ -0 0 1720 -D2 -A path disappears into thick forest. -~ -~ -0 0 1707 -D3 -You see the path to the Centaur village. -~ -~ -0 0 1709 -S -#1709 -Path to Centaur Village~ -You are on an east-west path in the forest. Here the forest is mostly -towering firs, not quite as dense as the oak groves that can be seen eastward. -Westward, the trail heads toward a small clearing. -~ -0 0 3 -D1 -A path disappears into thick forest. -~ -~ -0 0 1708 -D3 -There is a small clearing in this direction. -~ -~ -0 0 1710 -S -#1710 -The East side of the Centaur Clearing~ -You are on the east side of a clearing. Small primitive huts are scattered -about the edges of this clearing. Beyond these on all sides are towering -fir trees. A path leads east out of the clearing. The clearing continues to -the west. -~ -0 0 2 -D0 -There is a hut here. -~ -~ -0 0 1712 -D1 -A path leads away through the forest. -~ -~ -0 0 1709 -D2 -There is a hut here. -~ -~ -0 0 1713 -D3 -You see the west side of the clearing. -~ -~ -0 0 1711 -S -#1711 -West side of the Centaur Clearing~ -You are on the west side of the clearing in the center of the Centaur village. -Huts surround the clearing on all sides, and beyond are towering firs. The -clearing continues to the east. To the west is a very large hut. -~ -0 0 2 -D0 -There is a hut here. -~ -~ -0 0 1714 -D1 -You see the east side of the clearing. -~ -~ -0 0 1710 -D2 -There is a hut here. -~ -~ -0 0 1715 -D3 -There is a hut here. -~ -~ -0 0 1716 -S -#1712 -A Centaur's Hut~ -You are inside a smallish hut, the home of a family of Centaurs. The hut -is sparsely furnished, mostly the trappings of survival. -~ -0 8 0 -D2 -The opening leads out onto the clearing. -~ -~ -0 0 1710 -S -#1713 -A Centaur's Hut~ -You are inside a smallish hut, the home of a family of Centaurs. The hut -is sparsely furnished, mostly the trappings of survival. -~ -0 8 0 -D0 -The opening leads out onto the clearing. -~ -~ -0 0 1710 -S -#1714 -A Centaur's Hut~ -You are inside a smallish hut, the home of a family of Centaurs. The hut -is sparsely furnished, mostly the trappings of survival. -~ -0 8 0 -D2 -The opening leads out onto the clearing. -~ -~ -0 0 1711 -S -#1715 -A Centaur's Hut~ -You are inside a smallish hut, the home of a family of Centaurs. The hut -is sparsely furnished, mostly the trappings of survival. -~ -0 8 0 -D0 -The opening leads out onto the clearing. -~ -~ -0 0 1711 -S -#1716 -Entrance to a Large Hut~ -You are in the entry foyer of a large hut. A curtain separates this section -of the hut from the next section to the west. To the east is an opening out -onto the clearing. -~ -0 8 0 -D1 -The opening leads out onto the clearing. -~ -~ -0 0 1711 -D3 -There is a curtain here separating this section from the next. -~ -~ -0 0 1717 -S -#1717 -Back of a Large Hut~ -You are in the back of a large hut. A curtain separates this section from -the front of the hut to the east. This room is finely decorated, if -somewhat primitive. The decor suggests someone of authority lives here. -~ -0 8 0 -D1 -There is a curtain here separating this room from the front of the hut. -~ -~ -0 0 1716 -S -#1720 -Eastern Path in Dark Forest~ -You are on an east-west path through extremely old growths of oak. The path -is fairly faint here. Undergrowth closes in so closely that little can -be seen in any direction. -~ -0 0 4 -D3 -The path continues west through thick forest. -~ -~ -0 0 1708 -S -#0 - - -#RESETS -O 0 1652 2 1608 -M 0 1612 1 1610 -E 0 1604 5 16 -E 1 1612 3 11 -M 0 1601 2 1620 -M 0 1601 2 1620 -M 0 1601 3 1621 -M 0 1601 3 1622 -M 0 1602 2 1623 -M 0 1602 2 1623 -M 0 1602 4 1624 -M 0 1602 4 1624 -M 0 1602 5 1625 -O 0 1601 2 1627 -M 0 1606 1 1628 -M 0 1607 1 1629 -M 0 1603 1 1630 -M 0 1602 6 1631 -M 0 1603 2 1632 -M 0 1609 1 1634 -E 1 1692 1 17 -M 0 1604 2 1636 -E 1 1604 10 16 -M 0 1604 2 1636 -E 1 1604 10 16 -M 0 1603 3 1637 -M 0 1605 1 1638 -E 1 1602 6 16 -E 1 1621 3 13 -M 0 1604 2 1639 -M 0 1604 2 1639 -M 0 1614 1 1643 -R 0 1644 0 -M 0 1608 4 1644 -O 0 1651 1 1645 -P 0 1603 1 1651 -M 0 1610 2 1645 -M 0 1610 2 1645 -M 0 1613 1 1646 -E 1 1604 5 16 -E 1 1614 3 6 -M 0 1615 2 1647 -E 1 1606 2 16 -M 0 1616 1 1648 -E 1 1615 2 17 -G 1 1621 5 -M 0 1617 1 1650 -E 1 1616 2 3 -M 0 1702 2 1703 -E 1 1711 5 6 -M 0 1702 2 1703 -E 1 1711 5 6 -M 0 1704 2 1703 -M 0 1704 2 1703 -E 1 1701 10 16 -M 0 1706 1 1703 -E 1 1702 5 16 -G 1 1621 5 -M 0 1710 1 1704 -E 1 1701 10 16 -M 0 1711 1 1706 -M 0 1710 2 1708 -E 1 1701 10 16 -M 0 1711 2 1709 -M 0 1710 3 1710 -M 0 1712 1 1710 -M 0 1714 1 1711 -M 0 1712 2 1712 -M 0 1712 3 1713 -M 0 1714 2 1714 -M 0 1714 3 1715 -M 0 1715 2 1716 -E 1 1604 10 16 -M 0 1715 2 1716 -E 1 1604 10 16 -M 0 1716 1 1717 -E 1 1713 1 2 -S - - -#SHOPS -0 - - -#REPAIRS -0 - - -#SPECIALS -M 1605 spec_cast_cleric -M 1609 spec_cast_undead -M 1614 spec_breath_acid -M 1616 spec_breath_any -M 1617 spec_cast_undead -M 1716 spec_cast_undead -S - - -#$ diff --git a/data/realm/areas_smaug1.4a/xchantharus.are b/data/realm/areas_smaug1.4a/xchantharus.are deleted file mode 100644 index 983196d..0000000 --- a/data/realm/areas_smaug1.4a/xchantharus.are +++ /dev/null @@ -1,14748 +0,0 @@ -#AREA The Legacy of Xchantharus~ - - - -#AUTHOR Rolindar~ - -#RANGES -30 50 0 65 -$ - -#RESETMSG The air suddenly ripples, as Chaos strains to rend apart reality.~ - -#FLAGS -0 30 - -#ECONOMY 0 614122194 - -#MOBILES -#12500 -priest king lich txachamitxchual~ -Txachamitxchual~ -The mad priest king of the city of Chaos cackles with glee. -~ -Evil beyond comprehension, the foul being once known as Txachamitxchual -is now in fact a horribly corrupted lich, substaining his immortality on -the souls of others, and gladly serving the powers of Chaos in thanks for -his "blessings". Almost as powerful as the legendary lord of Chaos Choak -Niglim himself, the priest king is a diabolical fiend, a twisted, bent -decaying corpse that hobbles almost painfully about, a deceptive visage -for one who contains sufficient power to level whole civilizations. Why -he has not yet chosen to once more assault the unprepared southern kingdoms -with his foul hordes is anyone's guess; another of the unpredictable whims -of those who truly adhere to the dogma of Chaos. -~ -1073741859 373818044 -1000 C -55 0 -300 1d1+30000 13d10+50 -10000000 0 -8 8 0 -20 25 25 25 13 3 1 --30 -30 -30 -30 -30 -90 0 0 0 766079 1 3 -0 0 264127 1048768 2104582 16 142610432 2111491 -> greet_prog 100~ -if isimmort($n) -bow $n -say Welcome to my dark abode, $n... -else -if ispc($n) -cackle -say Well well, what have we here? Stripling mortals of LAW? -snicker -say You DARE to violate this sanctum of Chaos and think to live? -say Tell me you're not that naive... -mpe _blu $I utters the words 'em dia soahc!' -c shadowform -c 'eldritch sphere' -c blazeward -say Witness the power of the King of CHAOS! -c 'dispel magic' $r -else -say Shoo! Shoo! -mpechoar $n $I points at $n and they crumple to the floor, dead! -mpslay $n -snicker -endif -endif -~ -> fight_prog 90~ -if rand(25) -mprestore self 200 -mpgoto 12800 -c 'chill touch' $r -mpdamage $r 400 -endif -if rand(50) -disarm -disarm -get all -wield claw -mpat 12798 drop all -else -if rand(20) -mpechoaround $n $I shrieks and utters a word of Chaotic Power!. -mpechoat $n $I stares at you and utters a word that brings you to your knees! -mpforce $n yell BY THE GODS! THE PAIN!!! -yell DIE, YOU PATHETIC WORMS! $n, you are DOOMED! -mpdamage $n 900 -else -if rand(30) -mpecho $I cackles hideously, and unleashes bolts of energy from his fingers! -mpdamage $r 400 -mpdamage $r 150 -else -if rand(40) -say Foolish mortals of Law, know that your hour of death grows near! -, lunges forward and unleashes a volley of spells! -c flame $r -c harm $r -else -cast 'dispel magic' $r -cast 'faerie fire' $r -c unravel $r -endif -endif -endif -endif -~ -> fight_prog 100~ -mpat 12797 rem claw -mpat 12797 repair claw -mpat 12797 wear claw -mpat 12797 rem eyes -mpat 12797 repa eyes -mpat 12797 wear eyes -mpat 12797 rem warp -mpat 12797 repair warp -mpat 12797 wear warp -mpat 12797 rem tooth -mpat 12797 repair tooth -mpat 12797 wear tooth -~ -> act_prog flees~ -mpe As $n flees, $I snickers and hurls a ball of flame after $m! -mpat 0.$n mpechoar $n A ball of flame is hurled at $n! -mpat 0.$n mpechoat $n A ball of flame is hurled at you by the priest king! -mpat 0.$n mpdamage 0.$n 400 -~ -> rand_prog 33~ -mprestore self 300 -~ -> death_prog 100~ -mpe As The great lord of Chaos perishes, several items slip from his grasp. -mpe His chosen accoutrements, items of impossibly great power and evil. -if rand(10) -mpe In addition, a small spark, escaping from his chest, flies into the air. -mpe Flaring briefly, it falls back down to the ground and coalesces into a -mpe blade of blinding white light. The one spark of good that is in every -mpe living being has manifested itself, in the form of the greatest blessing -mpe one can receive- the Benediction of the Gods. -mpoload 12504 50 -endif -if rand(25) -mpe Black waves of energy surge around the priest king's dying form! -mpe Crackling and sparking as they connect with flesh and stone, they -mpe eventually settle, coalescing into the darkest weapon known to all -mpe creatures, living or dead- the Damnation of Chaos. -mpoload 12505 50 -endif -~ -| -#12501 -steu zombie smith~ -Steu~ -A zombie bearing hammer and wearing a smith's apron stands here. -~ -~ -1 0 0 C -1 0 0 0d0+0 0d0+0 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 78337 1 0 -0 0 0 0 0 0 0 0 -> act_prog p tells you 'purge us'~ -mppurge $n -snicker -say Thus it is done. -~ -> rand_prog 100~ -mppurge -~ -| -#12502 -mummy priest guard~ -a priest-guard~ -An ancient warrior swathed in dirty linen bandages stands here. -~ -This foul undead is an immortal warrior who in life pledged his soul to -his priest king, and now serves him in undeath as a guard, fearlessly -protecting the chaotic ruler of the city of Xchantharus. -~ -35 6292136 0 C -48 0 -122 4d250+1800 3d10+20 -0 0 -8 8 0 -22 13 13 13 13 13 13 --10 -10 -10 -10 -10 -67 3 0 0 4096 4096 0 -0 0 1791 16 3149062 1 262928 2 -> fight_prog 33~ -moan -mea $n The mummy's cadaverous touch brushes your exposed flesh! -mpdamage $n 100 -mpforce $n scream -~ -| -#12503 -queen spiders~ -the Queen of the Spiders~ -An enormous spider, nearly thirty feet long, rears before you. -~ -"Vile arachnid, dread servant of Chaos and usurper of Law, devourer -of the springs of Leath; were I to but have the power in my sinew to -cast this creature into the Abyss from which i was spawned I would..." -The tales of St. Anastrasis, Chaos Slayer, come back to you as you confront -the beast of Chaos that even he would not dare confront... Terror grips -your heart, as you gaze into the dread arachnid's many eyes. -~ -1073741859 680 -1000 C -52 0 -200 1d1+14999 11d5+40 -10000000 0 -8 8 2 -22 13 13 13 13 13 13 --5 -5 -20 5 -20 -63 0 0 0 257 1 2 -0 0 1085 1048576 2104576 17 262409 98 -> fight_prog 90~ -if rand(40) -c weaken $r -c weaken $n -disarm -c feebleness $r -stun -endif -if rand(25) -mea $n $I ensnares you in a shroud of sticky webbing, then bites! -mpdamage $n 400 -endif -if rand(25) -c chill $r -c weaken $r -mea $r Terror grips your heart, and you attempt to flee the room! -mpforce $r flee -c 'faerie fire' $r -endif -if rand(10) -mpmload 12504 -endif -~ -> death_prog 100~ -mpe The creature's obscene bulk crashes to the ground, guts spilling everywhere -mpe A pair of silvery sheets of webbing drift down from its foul nest above. -mpoload 12518 50 -drop sleeves -~ -> greet_prog 100~ -snicker -if isimmort($n) -growl -mpe $I seems unhappy, but dares not react to your intrusion. -else -if ispc($n) -say Aaahhhh! Pretty humanoids! Eat eat! Mmmmm Tasty n Nice! -wink -YELL MINIONS TO ME! EAT-EAT THE HUMAN-HUMANS! -vom $n -mpe Spiders scurry into the chamber to aid their queen! -mpmload 12504 -else -pat $n -say Pretty.... Yessss.... Pretty.... -mpslay $n -chuckle -endif -endif -~ -> act_prog flees~ -if rand(25) -mpecho $n is ensnared by a strand of webbing and dragged back! -mpat 0.$n mea $n $I shoots forth a strand of webbing, ensnaring you! -mpat 0.$n mea $n You are dragged screaming back into the chamber! -mpat 0.$n mpechoaround $n A strand of webbing ensnares $n, dragging him back! -mptransfer 0.$n -c poison 0.$n -else -mpe $I ignores $n, allowing $m to flee unmolested. -endif -~ -| -#12504 -giant spider~ -a giant spider~ -A spider the size of a pony drops down from the web covered ceiling. -~ -~ -97 98856 0 C -44 0 0 40d20+1000 3d8+16 -125000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -63 0 0 0 256 256 2 -0 0 1085 3145728 3328 17 1074003969 2 -> rand_prog 25~ -hide -sneak -~ -> fight_prog 18~ -feed -lick -~ -> death_prog 100~ -if rand(25) -mea $n _red A gout of blood and ichor showers over you as you slay $I! -mer $n _red $n is showered in blood and ichor as $e slays $I! -else -mpe _lbl The spider shrieks soundlessly as it perishes. -endif -~ -| -#12509 -ghost engineer~ -the ghost of the engineer~ -The ghost of the engineer who crafted these passages arises from hell! -~ -The designer of this fell place was slain after its completion to ensure -the safety of its secrets, and his ashes were placed in the coffer. However, -his enraged spirit refuses to perish with the mortal form! -~ -35 268968616 400 C -48 0 0 300d10+2990 12d5+40 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 0 -0 0 0 0 2113422 0 1107316736 2 -> fight_prog 25~ -c 'frost breath' $r -c weaken $r -c unravel $r -c chill $r -c winter $r -~ -| -#12510 -nycadaemon~ -the nycadaemon~ -A black nycadaemon, skin aflame, unfolds its wings and cackles! -~ -Spawned from the unfathomable evil of the planes of Chaos and Entropy, this -foul maleficiant is the antithesis of all that is Lawful and Good. Sneering -at the tenets of Law and their upholders, he delights in gleefully tearing -down their works wherever he can. Standing at a little over eight feet, the -Nycadaemon is rather scrawny, and boasts numerous weals and unsightly growths, -but is nevertheless a powerful foe. -~ -35 34079400 -1000 C -48 0 -100 180d10+12000 7d7+60 -0 0 -8 8 1 -18 13 13 18 18 13 13 -0 0 0 0 0 -67 3 0 0 69633 1 0 -0 0 362175 32908 2100995 0 1308627459 3 -> fight_prog 33~ -wield axe -disarm -bash -cackle -if rand(33) -mea $n $I rakes its long talons across your face! -gouge -mpdamage $n 125 -else -if rand(10) -c 'fire breath' $r -c 'faerie fire' $r -c 'dispel magic' $r -snicker -else -endif -endif -~ -| -#12511 -chimera spykros~ -Spykros~ -A chimera of titanic proportions roars with force sufficient to rock the walls! -~ -Spykros is a "pet" of the priest king; the chaotic nature of chimerae -endears them greatly to adherers of the faith, and they can commonly -be found in foul lairs of Chaos everywhere. -~ -35 34079400 -750 C -54 0 -222 100d6+8000 8d10+80 -10000000 0 -8 8 1 -25 13 13 13 25 13 13 -0 0 0 0 0 -85 3 0 0 1 1 2 -0 0 8750637 1048928 2100737 0 8389127 2 -> rand_prog 2~ -, utters a ferocious roar! -mpasound An earth shattering roar echoes around the halls. -~ -> fight_prog 75~ -if rand(40) -mpe The chimera lowers its goatlike head and charges! -stun -if rand(25) -, roars in pain and anger! -c earthquake -endif -else -if rand(25) -c 'fire breath' $r -else -if rand(40) -mpe _gre The snakelike tail of the chimera strikes and bites! -mpdamage $r 300 -snarl -else -endif -endif -endif -~ -> act_prog flees~ -mpe _red A searing blast of flame strikes $n as $e flees! -mpat 0.$n mea $n A searing blast of flame strikes you as you flee! -mpat 0.$n mpechoar $n A searing blast of flame strikes $n as $e flees! -mpat 0.$n mpdamage $n 400 -mpat 0.$n mea $n Confused, you stumble back into $I's lair! -mptrans 0.$n -c 'gas breath' -~ -> death_prog 100~ -mpoload 12520 50 -~ -| -#12512 -guardian knowledge~ -the guardian of knowledge~ -An ancient man with a penetrating gaze stands waiting for you. -~ -You realize that you have seen this elderly man before; when you gazed -at the tome, you caught a glimpse of an old man sitting in a study, the -precise study you are in now, and this is the old man! -~ -3 552 0 C -50 0 0 0d0+0 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 1 0 0 1 1 0 -0 0 0 0 3072 0 0 0 -> speech_prog p yes~ -nod -say Well you are reading the right book for that. -wink -say Yes, believe it or not, you are actually reading, right now -say This is just the best way for your mind to assimilate the -say knowledge. -hmm -say I believe you are seeking the city of Xchantharus, eh? -say Well, there are a few things you must know, before you go. -say There are five items you need, to succeed. -mutter -say Amazingly enough, I am talking in rhyme, like those accursed -say riddlers of Sharediant. -shrug -say What of it. I shall give you a parchment you will need. -say Do not lose it! -mpe $I fishes a parchment from a pocket in his voluminous robes. -say Here we are! -mpoload 12522 1 -give parchment $n -say Don't lose it! It is my only copy! -say Now go, and godspeed, $n. -mea $n $I points a finger at you, and you find yourself back in the jungle. -mptrans $n 12560 -~ -| -#12513 -phoenix~ -the phoenix~ -A flaming bird scorches the air itself with its flames. -~ -Guardian and totem of the Bwani, this magical being is the most powerful -avatar of Law in this realm, and though its days are numbered when -Xchantharus moves to rid the world of it, it is still a power to be -reckoned with. -~ -3 38281896 1000 C -55 0 -300 1d1+9999 9d10+90 -1000000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 -20 -20 -90 0 0 0 40960 32768 0 -0 0 361529 224 3149069 2 335544327 134 -> fight_prog 100~ -if rand (30) -c blindness -c weaken -c fireball -c flamestrike -gouge -else -if rand (10) -c blind $r -mpe _red The phoenix screeches, and releases an explosion of flame! -mpdamage $n 800 -mpdamage $r 400 -mpdamage $r 200 -else -if rand (10) - c heal - c heal - c heal -else -if rand (15) - c earthquake - c 'fire breath' $r - c fireball $r - c flamestrike $r -endif -endif -endif -endif -~ -> rand_prog 33~ -mprestore self 1000 -~ -> act_prog flees~ -mpe _red Angry at $n' retreat, the phoenix pursues! -mpat 0.$n mea $n The phoenix soars after you, and blasts you! -mpat 0.$n mpechoar $n A phoenix flies in and blasts $n! -mpat 0.$n c 'fire breath' $n -mpat 0.$n mpdamage $n 400 -mpe Returning to the fray, the phoenix decides who to renew battle with. -mpgoto $i -c 'fire breath' $r -mpe It chooses $r! -~ -> act_prog p is DEAD!~ -mpe Elated by his victory over $n, the phoenix glows with new energy! -mprestore self 1000 -mpat 3 c demonskin -mpat 3 c dragonskin -mpat 3 c 'eldritch sphere' -~ -> death_prog 100~ -mpe _red Uttering one last cry, the phoenix collapses to the ground. -mpe _red Within seconds, the flames reduce the corpse to ashes. -mpe _red And from these ashes, the Phoenix is magically reborn. -mpmload 12513 -if rand(20) -mpe _red Within the remains of the phoenix, you see a blazing staff of fire. -mpoload 12543 50 -else -endif -~ -| -#12514 -kzitmol black dragon~ -Kzitmol~ -A black dragon of immense size lairs here. -~ -One of the many creatures that moved in when the city bureaucracy -collapsed, taking advantage of the lack of guards or wards, this mighty -Wyrm is one of the most feared and deadly of its kind. And when the forces -of Chaos firmly established control here under the Priest-King, they -encouraged it to stay, and serve Chaos in return for treasure and food. -Kzitmol readily agreed, and has adapted well to his new role. -~ -39 552 -1000 C -54 0 -300 1d1+22400 20d8+40 -5000000 0 -8 8 1 -22 22 13 22 22 13 13 --5 -5 -10 -10 -20 -31 3 0 0 2049 1 0 -0 0 42272317 1049103 2100640 0 1109659655 2 -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -chuckle -say Goodness, adventurers. I can't remember when I last had the -say pleasure! -snicker -lick -say Let's see, shall I try for a clean kill and salvage some -say booty? Or just go for the raw kill? Ah, to hell with it. -mpe $I opens his maw wide and lets out a high-pitched scream! -c 'acid breath' $n -else -say Go 'way, I'm not hungry now, $N. -sigh -mpe With one talon, $n scoops up $n and hurls $m outside! -mptrans $n 12668 -mpat 0.$n mpe $n comes hurtling out the doorway! -endif -endif -~ -> rand_prog 2~ -, grooms himself, like some gross reptillian feline. -mmm -mpasound A great rumbling sound echoes through the palatial ruins. -~ -> fight_prog 75~ -if rand(25) -mprestore self 100 -mpat 3 c 'cure blindness' -endif -if rand(30) -, releases a volley of magic missiles! -c 'magic missile' $r -c 'magic missile' $r -c 'magic missile' $r -c 'magic missile' $r -c 'magic missile' $r -else -if rand(45) -mea $n $I slashes you with his razor sharp talons! -mpdamage $n 200 -gouge -else -if rand(60) -mpe $I swings his barbed tail in a wide lazy arc. -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -else -if rand(75) -mpe Streams of acid sear the flesh from bones, causing screams to fill the air! -c 'acid breath' $r -wink -else -c blindness $r -c blindness $r -c blindness $r -endif -endif -endif -endif -~ -> rand_prog 2~ -stretch -~ -| -#12515 -giant frogman~ -a giant frogman~ -A giant frogman, footsoldier of Chaos, squats here, ready for action. -~ -These primitive but ferocious creatures are known footsoldiers of -armies of chaos; they quarter here, awaiting the time when they will -once more be unleashed upon the lands of Law. -~ -39 -2147450368 -700 C -40 0 0 1d1+1200 5d5+30 -5000 0 -8 8 0 -17 13 13 20 13 13 13 -0 0 0 0 0 -80 3 0 0 1024 1024 0 -0 0 1279 0 0 1 608 3 -> rand_prog 2~ -, croaks loudly, opening its massive toothed maw wide. -~ -| -#12516 -frogman shaman~ -the frogman shaman~ -A smaller, but better equipped, frogman grunts orders at his soldiers. -~ -These primitive but ferocious creatures are known footsoldiers of -armies of chaos; they quarter here, awaiting the time when they will -once more be unleashed upon the lands of Law. -~ -35 33280 -700 C -42 0 0 1d1+1500 5d5+30 -5000 0 -8 8 0 -17 13 13 20 13 13 13 -0 0 0 0 0 -80 3 0 0 65537 65536 0 -0 0 1279 0 0 1 1243615489 3 -> greet_prog 100~ -if ispc($n) -grunt -say Kill intruder, bujujumumbubu! -cackle -drool -lick -else -endif -~ -| -#12517 -lizard man~ -a lizard man~ -A truly massive lizard man, over eight feet tall, stomps through the chamber. -~ -More bestial than evil, these reptillian humanoids are thrice the -size of lizard men in your own time. They serve as shock troops for -armies of Chaos, though like the frogmen they require frequent access -to water to soak in. Doubtless this palace has some subterranean source -for their needs. They scorn the use of weapons, preferring to leap upon -their foes and rend with claw, tooth and tail. -~ -35 -2147450368 -200 C -42 0 -100 1d1+1800 4d5+40 -7000 0 -8 8 0 -18 13 13 18 18 13 13 -0 0 0 0 0 -0 3 0 0 1024 1024 0 -0 0 329407 96 258 1 519 2 -#12518 -lizardman hero~ -the lizardman hero~ -A stronger, smarter and armed lizardman keeps an eye on his followers. -~ -More bestial than evil, these reptillian humanoids are thrice the -size of lizard men in your own time. They serve as shock troops for -armies of Chaos, though like the frogmen they require frequent access -to water to soak in. Doubtless this palace has some subterranean source -for their needs. -~ -35 33280 -200 C -44 0 -100 1d1+4000 6d6+60 -7000 0 -8 8 0 -18 13 13 18 18 13 13 -0 0 0 0 0 -0 3 0 0 1024 1024 0 -0 0 329407 96 258 1 519 2 -> fight_prog 33~ -wield nine -disarm -if rand(40) -mea $n $I rakes his claws across your face! -cackle -gouge -mpdamage $n 75 -else -if rand(60) -stun -disarm -else -if rand(40) -feed -lick -else -endif -endif -endif -~ -> greet_prog 100~ -snarl -if isimmort($n) -else -if ispc($n) -say Humies! n' Elves n' all! -scream -say KILLLL! KILL THEM ALL! -, launches into the fray with relish! -murder $n -else -endif -endif -~ -| -#12519 -dracolisk~ -the Dracolisk~ -A horrid crossbreed of dragon and basilisk skulks in one corner. -~ -An unusual offspring of Kzitmol, this unwanted child was left to fend -for itself, and has grown into a bitter, vicious and twisted creature -of vile temperament (in other words it turned out a perfectly normal and -well adjusted dragon). It is cowardly, and will not provoke a fight, -especially as it realizes that whoever made it thus far had the strength -to best her parent, and would easily overcome her. -~ -3 524840 -1000 C -48 0 -300 11d11+5000 11d10+100 -1000001 0 -8 8 2 -13 13 13 13 13 13 13 --5 -5 0 -5 -5 -31 3 0 0 3072 2048 0 -0 0 42305087 1049455 2100352 0 1310983 2 -#12520 -carniverous ape~ -a carniverous ape~ -A burly ape with long fangs and claws leaps down the walls. -~ -These horrid scavengers feed on anything that stumbles near their lair. -The dragon allows them to stay, as they provide a regular food supply -and occasional amusement. -~ -35 33312 -200 C -40 0 -44 90d10+1100 8d4+40 -0 0 -8 8 1 -22 13 13 13 13 13 13 -0 0 0 0 0 -21 3 0 0 512 512 0 -0 0 1791 0 0 1 579 2 -> rand_prog 2~ -, beats its chest and scratches its groin. -mpasound A gorilla beats its chest somewhere to the west. -~ -| -#12521 -medusa tall woman mage black robes~ -a Medusa mage~ -A tall woman, shrouded in black robes, walks amongst the ruins. -~ -Beautiful beyond description, no one may enjoy the comeliness of -this woman, for to look into her eyes is to court death by petrification. -Even as you gaze upon her loveliness, you feel your skin grow tighter -and your bones stiffen as you gradually transform into stone! -~ -35 33320 -860 C -45 0 -100 20d10+2100 6d3+28 -750000 0 -8 8 2 -13 22 13 22 13 13 13 -0 0 0 0 0 -85 0 0 0 75777 65536 0 -0 0 2047 1048576 2100480 0 1311235 2 -> act_prog p looks at you.~ -mea $n That's right. Gaze into the eyes of a medusa. -mpslay $n -~ -> fight_prog 33~ -mea $r The medusa levels her gaze at you! You feel your skin begin to harden. -mpdamage $r 222 -~ -> greet_prog 100~ -if ispc($n) -mea $n As you approach the woman shies away, as if afraid of you. -mea $n But despite her mein, you feel not is all right here... -else -mpe The woman gazes into $n's eyes, and $e transforms to stone! -mpslay $n -cackle -endif -~ -| -#12522 -mummy priest~ -a mummified priest~ -A lesser priest, swathed in his burial bandages, staggers forth. -~ -Once lesser priests of the temple, these undead are not devoted servants -of the city of the dead and its ruler. -~ -35 552 -600 C -44 0 -100 20d20+2500 3d10+20 -160000 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -67 1 0 0 65536 65536 0 -0 0 1791 1048592 2100486 1 262672 2 -> rand_prog 2~ -moan -~ -> fight_prog 20~ -, moans loudly and flails about with its bandaged arms! -mpdamage $r 50 -bash -~ -| -#12523 -grell~ -a grell~ -A hideous grell hovers above the door. -~ -This hideous creature resembles a massive brain with a beak and several -tentacles, with which it grabs up prey as it hovers overhead. -~ -35 2097704 -500 C -46 0 -124 33d33+4322 4d10+40 -500000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 65536 65536 0 -0 0 16786488 3162128 3840 32 262977 2 -> fight_prog 10~ -mea $r The grell scoops you up in its tentacles and bites repeatedly! -feed -feed -feed -mpdamage $n 100 -lick -~ -| -#12524 -couatl~ -A couatl~ -A glowing winged serpent hovers in the middle of the cell. -~ -This creature of Law was captured by one of the minions of the priest -king, and brought here, to be sacrificed at the leisure of the priest -king. -~ -3 533160 1000 C -44 0 -200 22d100+8800 10d10+50 -0 0 -8 8 0 -13 22 22 13 13 13 13 -0 0 0 0 0 -90 1 0 0 65536 65536 5 -0 0 99369 175 1052416 0 178258437 4230 -> rand_prog 10~ -if ispc($r) -c heal $r -c 'restore mana' $r -c refresh $r -smile -mprestore self 500 -else -mprestore self 500 -endif -~ -> act_prog flees~ -mprestore self 500 -~ -> all_greet_prog 100~ -if ispc($n) -say Stranger you have stumled upon an unfortunate soul indeed. -say I am surely doomed, but you yet have a chance to survive. -say Rest with me awhile, partake of my magic, and continue the -say struggle! -smile -else -endif -~ -| -#12525 -vetvarilus shadow mage~ -Vetvarilus~ -A hazy, indistinct shape hovers near the tomb. -~ -Foul beyond description, Vetvarilus was a mage that served the priest -king in life, and was instrumental in bringing Chaos from the void to -this plane. He was "rewarded" by the mage with treachery and deceit; -slain and his body imprisoned here, so that even in this form he can -never leave. Until someone opens the lock, then this deadly shade can -leave. -~ -3 340271784 -1000 C -54 0 -300 100d10+12000 19d5+20 -2500000 0 -8 8 0 -13 13 13 13 13 13 13 --10 -10 -10 -10 -30 -67 0 0 0 77825 1 2 -0 0 0 112 3149199 0 1243615232 3 -> fight_prog 75~ -wield shadowblade -if rand(25) -disarm -sac sword -sac axe -sac spear -sac mace -sac dagger -sac club -endif -if rand(30) -, calls upon the power of Shadow, and unleashes mighty enervative magicks. -c shadowform -c feebleness $r -c necro $r -c 'energy drain' $r -else -if rand(40) -mpe _lbl A deathly chill pervades the room, called upon by Vetvarilus. -c 'frost breath' -c 'winter mist' $n -c 'winter mist' $r -else -if rand(55) -mpe Screaming in rage, $I redoubles his efforts to drain your lives! -gouge -stun -circle $n -lick -cackle -disarm -else -c weaken $r -c poison $r -c unravel $r -c blindness $r -endif -endif -endif -~ -> hitprcnt_prog 25~ -say Fools! how can you hope to slay something already dead? -cackle -mpe A manic gleam creeps into $I's eyes. -mpe But despite his bluster, you sense the Shade is sorely pressed. -~ -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -chuckle -say Well well, after all these years, I am freed not by Chaos, -say but by Law. The irony is almost choking me, $n! -snicker -say Do you not realize who you have freed from this chilly tomb? -mpe $I raises both his shadowy arms towards you, and cackles in glee! -yell I AM VETVARILUS, AND YOU ARE DEAD! -backstab $n -else -endif -endif -~ -> rand_prog 40~ -mprestore self 200 -if isimmort($r) -else -if ispc($r) -c 'frost breath' $r -chuckle -say No loitering please! -wink $r -else -endif -endif -~ -> act_prog flees~ -if sex($n) == 2 -chuckle -yell Come back,$n, you coward! -else -chuckle -yell Come back, $n, and take your beating like a man! -endif -~ -| -#12526 -daemon~ -the daemon Mhergaerix~ -A short, squat beast with demonic features squints up at you. -~ -The rubbery hide of this daemon appears flabby and bespeaks a weak -creature; however this daemon is one of the mightiest and most deadly -of his type. -~ -3 8744 -1000 C -50 0 -300 900d1+6100 10d10+20 -0 0 -8 8 0 -22 17 13 22 13 13 13 -0 0 0 0 0 -67 3 0 0 1 1 2 -0 0 263871 3146185 3606 32 515 258 -> all_greet_prog 100~ -if ispc($n) -, snorts in derision. -say If you have come to taunt me, spare your breath, I am... -say Waaaaaaiiiit, you aren't of Chaos! -snicker -say Ho, adventurers, braving the depths of Xchantharus! Well met! -bow -say I am Mhergaerix, a good and kind soul, wrongfully imprisoned -say by fell Chaos and its dread minions... -, stops, seeing the incredulous look on your face. -shrug -say Was worth a try. Yes, I'm a demon. What of it? -tap -else -roll $n -endif -~ -> fight_prog 50~ -if rand(25) -mpe $I's rubbery hide closes around the many wounds it bears. -mprestore self 200 -mpat 3 c 'cure blindness' -mpat 3 c 'cure poison' -endif -if rand(40) -gouge -wink -mpe $I leaps high into the air, and comes down on $r! -mpdamage $r 75 -cackle -else -if rand(60) -stun -mea $n $I pokes a face at you and punches you in the stomach! -mpdamage $n 50 -snicker -else -if rand(40) -say Ooogah Boogah Ooogah Boogah Cha Cha Cha! -wink -say Nah I don't really know any spells. But I do know this! -bash -kick -punch -feed -lick -burp -else -endif -endif -endif -~ -| -#12527 -gelatinous cube~ -a gelatinous cube~ -A massive transparent cube of gelatinous matter oozes along. -~ -The result of an experiment on creating boneless creatures, which were -meant to be impervious to many forms of damage, this cube is the forerunner -of a race of such magical beings that are quite common in your time. -~ -99 512 0 C -45 0 -145 99d1+5000 1d10+50 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -52 3 0 0 8192 8192 0 -0 0 0 1048588 2104722 1 1073746304 2 -#12528 -strengil torturer ~ -Strengil~ -A muscular, scarred humanoid works the rack with glee. -~ -Not a single human, but the freakish result of the merging of several -creatures through painful surgery and magic, this creature is stupid -but incredibly strong and vicious, and does its tasks well. -~ -39 552 -400 C -48 0 -200 100d10+4000 5d5+15 -575600 0 -8 8 0 -20 13 13 13 20 13 13 -0 -10 0 -10 -10 -0 3 0 0 65536 65536 3 -0 0 0 1056800 2100224 0 640 3 -> rand_prog 2~ -snicker -drool -~ -> greet_prog 100~ -if isimmort($n) -else -if ispc($n) -chuckle -say How sweet... fresh meat! -mpkill $n -disarm -gouge -else -say How sweet... fresh meat! -mpe $I grabs $n, and before $e can flee, straps $m down and goes to work! -mpforce $n scream -mpslay $n -say Heh...oops! -wink -endif -endif -~ -> rand_prog 50~ -close e -wield whip -~ -> greet_prog 100~ -close e -~ -> fight_prog 50~ -if rand(15) -mea $n $I wraps his whip about you, and yanks you to the ground. -bash -mpdamage $n 100 -endif -if rand(30) -gouge -disarm -wield whip -cackle -lick -else -if rand(45) -mpdamage $n 100 -mpdamage $r 100 -else -if rand(60) -wield whip -disarm -punch -mprestore self 100 -else -endif -endif -endif -~ -> act_prog flees~ -grunt -mpat $n tell $n Not so fast, $n! -mpat $n $I curls his whip around you and drags you back! -mpat $n mpechoar $n A long whip wraps itself around $n and drags $m back! -mptrans $n -chuckle -say No escapin' 'ere, $n! -~ -| -#12529 -roper~ -a roper~ -A massive stump of flesh waves several tentacles at you. -~ -One of the many guardians of the temple, this magical creature can -paralyse with a touch, and devour a small man whole with its gaping maw. -~ -35 552 -200 C -45 0 0 22d22+3800 4d4+20 -100000 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 65536 65536 2 -0 0 9256 3149136 0 0 577 0 -> fight_prog 20~ -mea $n The roper graps you in its tentacles and drags you to its maw! -feed -feed -feed -mpdamage $n 100 -mmm -lick -~ -| -#12530 -fake priest king~ -Txachamitxchual~ -The mad priest king of the city of Chaos cackles with glee. -~ -Evil beyond comprehension, the foul being once known as Txachamitxchual -is now in fact a horribly corrupted lich, substaining his immortality on -the souls of others, and gladly serving the powers of Chaos in thanks for -his "blessings". Almost as powerful as the legendary lord of Chaos Choak -Niglim himself, the priest king is a diabolical fiend, a twisted, bent -decaying corpse that hobbles almost painfully about, a deceptive visage -for one who contains sufficient power to level whole civilizations. Why -he has not yet chosen to once more assault the unprepared southern kingdoms -with his foul hordes is anyone's guess; another of the unpredictable whims -of those who truly adhere to the dogma of Chaos. -~ -35 373818044 -1000 C -55 0 -300 1d1+30000 13d10+100 -10000000 0 -8 8 0 -20 25 25 13 13 3 1 -0 0 0 0 0 -90 0 0 0 1 1 3 -0 0 264127 1573113 2113286 0 411193347 2635779 -> act_prog p from the south.~ -if ispc($n) -mpe As you enter, the figure at the altar raises his head. -mea $n Staring deep into your eyes, you hear his voice inside your head. -t $n You are audacious indeed, $n, to dare barge in here like this! -t $n What do you think you could possibly achieve with your puny weapons? -cackle -t $n Fool! You will perish in blood and fire, and I shall laugh! -t $n But I do not wish to do battle here, so you have a chance... -t $n If you truly wish to do battle, you must find me! -mpe _red $I disappears in a flash of fire and brimstone! -mpe Faint laughter echoes around the now empty chamber. -mpe Only the moans of the dying can be heard, all around you. -mpgoto 12797 -tell steu purge us -else -endif -~ -| -#12531 -chaos bat~ -a Chaos bat~ -A bat formed of shifting energies swoops past. -~ -Resembling a distant relation of the bat you are accustomed to, this -creature glows and shimmers with energy, causing it to appear almost -translucent. -~ -101 67666472 200 C -44 0 -100 1d1+1000 3d3+27 -0 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -23 3 0 0 8192 8192 0 -0 0 296489 0 3076 0 1 2 -> rand_prog 100~ -mpjunk all -~ -| -#12532 -shock ghoul~ -a shock ghoul~ -An animated corpse surging with electricity stumbles into you. -~ -Its body alive with electricity, this curious undead is a foul version -of the ghouls that you are more than familiar with. An adventurer who -met his or her fate at the hands of the shock bats, they were brought -back to life part rotting flesh part electricity, to torment future -trespassers. -~ -165 67207850 0 C -46 0 -100 1d1+2000 4d4+40 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -67 3 0 0 65536 65536 0 -0 0 32 3145792 3844 0 3 2 -> rand_prog 100~ -mpjunk all -~ -| -#12533 -hieracosphinx~ -a hieracosphinx~ -A twisted, evil sphinx hovers in the air, screeching in anger. -~ -Vile carniverous predators, these hieracosphinxes are, despite all -appearances, quite stupid and easily defeated, if adequate precautions -are taken. -~ -39 623144 -800 C -45 0 -100 11d11+5099 11d4+25 -100000 0 -8 8 0 -13 13 13 13 13 13 13 --5 -5 0 -5 0 -89 3 0 0 8192 8192 0 -0 0 361517 3147328 2048 0 515 2 -#12534 -hieracosphinx~ -a hieracosphinx~ -A cackling sphinx tears another chunk of flesh from the corpse. -~ -Vile carniverous predators, these hieracosphinxes are, despite all -appearances, quite stupid and easily defeated, if adequate precautions -are taken. -~ -39 623144 -800 C -45 0 -100 11d11+5099 11d4+25 -100000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 8192 8192 0 -0 0 361517 3147328 2048 0 515 2 -#12535 -lurker above~ -lurker above~ -The tapestry on the ceiling looks like it is moving... -~ -These vile subterranean predators resemble floating sheets of leather or -hide, and can blend in with most surrounds, awaiting the moment to strike -at their unsuspecting victims. -~ -35 98856 0 C -46 0 -300 11d11+7000 1d14+28 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 8192 8192 0 -0 0 66601 1049295 2100496 0 775 0 -> greet_prog 100~ -mea $n The "tapestry" falls from the ceiling and engulfs you! -mpechoar $n $n is engulfed by the tapestry! -mpdamage $n 200 -feed -c poison $n -~ -> fight_prog 20~ -stun -feed -lick -~ -> death_prog 100~ -mea $n You strike the fatal blow to the beast, and cheer in triumph! -mpechoar $n $n cheers loudly as $e smites the lurker! -mea $n Drawing a small knife from your belt, you hack the hide from the -mea $n Lurker, and hold it proudly aloft. -mpechoar $n $n hacks the hide from the body and holds it aloft. -mpoload 12613 -drop cloak -~ -| -#12536 -mummy priest king xoatal~ -Xoatal~ -A mummified priest rises from the stone sarcophagus. -~ -A former priest king of Xchantharus, this evil being was murdered by -the current priest king, and thirsts for revenge, a revenge it cannot -ever have while it is bound to this chamber. -~ -35 272671400 -777 C -50 0 -300 10d10+7500 20d10+5 -2500000 0 -8 8 0 -20 20 13 13 20 13 13 -0 0 0 0 0 -67 1 0 0 65536 65536 0 -0 0 199 8328 3149078 1 609 3 -> greet_prog 100~ -close e -lock e -say NOW you are mine! -muhaha -~ -| -#12537 -annis~ -an annis~ -A horrid witch snickers with contempt. -~ -These horrid witches are foul vampiric beasts that brew horrid concoctions -and plot evil schemes against their neighbors. They are vile and remorseless, -and totally without morals. -~ -39 680 -750 C -49 0 0 1d1+4000 7d4+40 -750000 0 -8 8 2 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -89 4 0 0 1 1 0 -0 0 264127 3145857 2816 0 6659 534598 -> greet_prog 100~ -if ispc($n) -sneer -say Foolish adventurers, you have tread too far from the path now! -lick -else -endif -~ -| -#12538 -annis~ -an annis~ -A foul woman clad in ragged clothing brews another potion. -~ -These horrid witches are foul vampiric beasts that brew horrid concoctions -and plot evil schemes against their neighbors. They are vile and remorseless, -and totally without morals. -~ -35 680 -750 C -49 0 0 1d1+4000 7d4+40 -750000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 4 0 0 1711279873 1711279872 0 -0 0 264127 3145857 2816 0 6659 10310 -> greet_prog 100~ -if ispc($n) -say We'll boil ye toes n' roast ye gizzards! -cackle -mmm -else -endif -~ -| -#12539 -annis~ -an annis~ -A dishevelled, insane woman cackles maniacally! -~ -These horrid witches are foul vampiric beasts that brew horrid concoctions -and plot evil schemes against their neighbors. They are vile and remorseless, -and totally without morals. -~ -35 680 -750 C -49 0 0 1d1+4000 7d4+40 -750000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -89 4 0 0 1711279873 1711279872 0 -0 0 264127 3145857 2816 0 6659 10310 -> greet_prog 100~ -if ispc($n) -say Ho! Fresh supplies for our new potions, sisters! -say Have at them! -laugh -else -endif -~ -| -#12540 -hydra~ -the hydra~ -A horrid multi-headed reptile roars in anger and defiance. -~ -Immensely stupid and equally clumsy, the chaos hydras are nevertheless -feared and loathed foes, for they have sixteen heads to strike at their -enemies with, and spew forth gouts of fire and acid. -~ -35 512 -500 C -53 0 -300 1111d1+8889 20d10+80 -2500000 0 -8 8 0 -20 5 5 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 8717881 1048801 2100480 0 263 0 -> fight_prog 25~ -if rand(50) -c 'acid breath' $r -else -c 'fire breath' $r -endif -~ -> death_prog 100~ -mpe As the horrid reptile perishes, one head, severed in the titanic -mpe struggle, rolls across the floor and lands at $r's feet. -mpoload 12628 50 -drop aspect -~ -> greet_prog 100~ -if ispc($n) -mea $n A head the size of a warhorse roars in your face! -c 'fire breath' $n -else -mpe The heads of the hydra come together and incinerate $n! -mpslay $n -endif -~ -| -#12541 -chained paladin~ -the Chained Paladin~ -A battered, bruised man is chained to the wall. -~ -Given enough slack to reach a basin of water and a table laden with -simple foodstuffs, this prisoner is kept by some unknown malevolent -foe, awaiting interrogation and eventual execution. Despite his dire -predicament, the paladin maintains hope that he will yet escape and -prevail over his enemies. -~ -3 8872 1000 C -50 0 -300 1d1+22500 11d4+44 -0 0 -8 8 1 -13 13 25 25 13 13 13 --30 -30 -30 -30 -30 -0 1 0 0 1 1 0 -0 0 2047 0 1052416 0 142606352 6148 -> greet_prog 100~ -if ispc($n) -mea $n $I looks up as you enter. -t $n Greetings, stranger. I would be more expressive in my -t $n hospitality, but as you can see we meet under less than... -t $n ideal... circumstances. -mea $n $I gestures with resignation at his bindings. -t $n The vampyr lord Cessephenes keeps me thus... it amuses him. -mea $n $I snorts in derision. -t $n It would irritate him to no end were I to escape... -t $n You WILL help me escape, right? -mea $n $I gazes at you imploringly. -else -sigh -endif -~ -> act_prog p tells you 'yes'~ -smile -say That is good news, indeed! -mea $n With a swift blow, you sever the chains holding the paladin. -mpechoar $n With a swift blow, $n severs the paladin's binds. -mpe Rubbing his wrists to restore circulation, the paladin steps forward. -say You have done well, $n, and the Gods will smile upon your deed. -say But, loathe as I am to, I must needs request one more favor from you. -say I must return at once to Estroglia, but I must confess I am eager -say to have Cessephenes wail and gnash his teeth at my escape. A trifle -say arrogant, perhaps, but would you be so kind as to take him this? -rem chain -give chain $n -snicker -say He will be MOST displeased, I warn thee... -chuckle -mpe With a nod and a wave, $I is off! -mpgot 12797 -tell steu purge us -~ -| -#12542 -dwarf dark durangar duergar~ -Du'rangar~ -A foul-smelling dark dwarf mutters to himself as he searches the ruins. -~ -A scavenger from your time period, this foul creature came here in the -hopes of acquiring some magical weapons, but has found naught for his -troubles, much to his disgust; he hasn't even found a way home. -~ -131 33320 -800 C -47 0 -100 20d20+1800 10d4+50 -150000 0 -8 8 1 -18 13 13 18 18 13 13 -0 0 0 0 -10 -2 4 0 0 4 4 0 -0 0 2047 1048576 2100480 0 592 524291 -> greet_prog 100~ -if ispc($n) -peer -say What do you want, eh? -say If yer looking for trouble, then be off, I'm not in the mood! -, grumbles into his dirty beard and begins digging again. -else -say Shove off! -mpforce $n e -endif -~ -> fight_prog 15~ -say So it's like that then, eh? -, moves forward with lightning speed and stabs rapidly! -mpdamage $r 100 -mpdamage $r 100 -mpdamage $r 100 -cackle -~ -> fight_prog 33~ -disarm -wield adamantium -wink -snicker -gouge -~ -> fight_prog 10~ -stun -~ -> fight_prog 66~ -wield adamantium -mprestore self 300 -~ -| -#12543 -ghost butcher~ -the ghost of the butcher~ -A slavering, drooling spectre cackles with insane glee! -~ -Always a violent and crazed man, the butcher's spirit lived on long after -the minions of Chaos claimed his life, and he now continues to hack -mindlessly at decayed slabs of meat, revelling in the slaughter. -~ -35 268960424 -200 C -52 0 -200 1100d1+5900 40d4+100 -756043 0 -8 8 1 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -67 3 0 0 65536 65536 0 -0 0 0 567 3149056 0 33821184 10243 -> fight_prog 25~ -wield knife -disarm -gouge -if rand(66) -mea $r The crazed ghost turns his attention to you! -mea $r Cackling maniacally, he plunges his knife into your guts and twists! -mpechoar $r The ghost suddenly cackles and plunges his knife into $r's guts. -mpforce $r scream -mpdamage $r 500 -cackle -drool -else -if rand(80) -mea $n Grabbing a chunk of meat, the ghost hurls it at you, to distract you! -mea $n As you dodge the meat he leaps forward, slashing madly! -mpechoar $n The butcher hurls a chunk of meat at $n, and slashes at $m madly! -stun -mpdamage $n 800 -else -disarm -endif -endif -~ -> rand_prog 100~ -wield knife -mpat 3 c heal -~ -> rand_prog 5~ -mpe Whistling some insane tune, the butcher carves up another corpse. -mpe Chunks of meat go flying as he chops rapidly into the decaying meat. -drool -mmm -lick -~ -> rand_prog 2~ -mmm -lick -~ -> all_greet_prog 100~ -if isimmort($n) -else -mmm -lick -mea $n The butcher slashes at you with his knife! -mpdamage $n 200 -endif -~ -> hitprcnt_prog 25~ -mpe Sorely pressed, the realization that he is losing strikes the ghost. -snarl -say Never! No! Not again! Not like this! -mpe The ghost launches into a berserk fury! -stun -gouge -kick -bash -disarm -~ -| -#12544 -blind seer~ -the blind seer~ -The blind seer stands here, oblivious to all. -~ -Once a trusted advisor of the nobility, this fellow had his eyes torn -from his head by harpies, and now sits here, in his ruined house, incapable -of prophesies, only of awaiting his death. -~ -3 0 400 C -46 0 0 1d1+2000 3d3+5 -100000 0 -8 8 1 -13 22 13 13 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 47 1051648 0 0 1375735808 6 -#12545 -dracolich fell~ -F'ell~ -The dread dracolich F'ell, loyal servant of Cessephenes, awaits you. -~ -Demented undead remains of a black dragon that served Cessephenes in -life, it has been resurrected by Chaos and bound to its will, though it -still remains fiercely loyal to its former master, much to the disgust of -the Priest King. -~ -35 4817576 -666 C -48 0 -300 1d1+17500 2d30+30 -1000000 0 -8 8 0 -25 25 13 25 25 3 3 -0 0 0 0 0 -67 0 0 0 2049 1 0 -0 0 0 1049158 2100512 145 1107300359 5 -> death_prog 100~ -mpe With a final, beseeching cry to its master, F'ell perishes again. -mpat Cessephenes mpforce Cessephenes yell NNNNNNOOOOOOOO! NOT AGAIN! -~ -| -#12546 -dracolich kain~ -K'ain~ -K'ain, draconian brother of F'ell, curses his undeath. -~ -Demented undead remains of a black dragon that served Cessephenes in -life, it has been resurrected by Chaos and bound to its will, though it -still remains fiercely loyal to its former master, much to the disgust of -the Priest King. -~ -35 4817576 -666 C -48 0 -300 1d1+17500 2d30+30 -1000000 0 -8 8 0 -25 25 13 25 25 3 3 -0 0 0 0 0 -67 0 0 0 1769236847 1769236846 0 -0 0 0 1049158 2100512 145 1107300359 5 -> death_prog 100~ -mea $r As the death blow lands, K'ain explodes, showering you with bone! -mpechoar $r As the death blow lands, K'ain explodes, showering $r with bone! -mpdamage $r 666 -mpgoto 12797 -~ -| -#12547 -harpy~ -a harpy~ -A harpy rises from its nest of sticks and bone to attack! -~ -Foul creatures of Chaos, the harpies delight in slaying, maiming and -feasting on hapless stragglers and adventurers such as yourself. -~ -163 524808 -750 C -44 0 -50 120d10+1800 7d7+21 -150000 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -42 2 0 0 1 1 2 -0 0 296505 1050624 0 1 579 2 -> rand_prog 2~ -scream -~ -> fight_prog 18~ -mpe The harpy shrieks... your ears begin to bleed! -mpforce $r moan -~ -| -#12548 -skeleton guard fred~ -the first skeleton guard~ -A skeleton clad in archaic armor stands before the gates. -~ -Mindless undead guardians of the manor, these beings exist solely to -protect the home of their master from any perceived threat, which is -basically anyone who comes near, as attested by the growing pile of -corpses at their feet. -~ -3 680 -200 C -48 0 -144 50d10+2500 5d5+25 -50000 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 65537 1 2 -0 0 0 584 3362 17 512 524291 -> all_greet_prog 100~ -if ispc($n) -mpe As you approach, the guard lowers his spear and points it at you. -say Ho! Stop there, and proceed no further. The master is not -say accepting visitors at the moment. You'll have to come back. -tell alex go! -else -mpforce $n s -endif -~ -> speech_prog yerself!~ -sigh -say You'll have to excuse my friend; he's a little... decomposed. -cackle -say Now, shove off! -glare -~ -> fight_prog 20~ -yell Intruders at the gate! Alert the Master! -snarl -disarm -~ -> act_prog p bashes against the gate, but it holds strong.~ -say Hey! Cut that out! -mpforce alex say Gaaaaahhhhh..... -say Shut UP! -mutter -mpforce alex say Gaaaaahhhhh..... -roll -~ -> fight_prog 100~ -wield spear -~ -> rand_prog 2~ -say Seven -mpforce alex say Gaaahhh..... -say Wot? -mpforce alex say Gaaahhh..... -say Wot? -roll -mpforce alex say Gaaahhh..... -say I hate you.... -~ -> rand_prog 2~ -mpe The first guard fetches out a pair of dice, glances at his idiot -mpe friend, and with a sigh puts them back. -~ -| -#12549 -vampyr lord cessephenes~ -Cessephenes~ -The vampyr lord stands here, mocking your presence. -~ -Diabolic father of all Estroglian vampires, Cessephenes broods here in -his hall of evil, indignant at being ruled by the whims of the Chaotic -Priest King, but as yet incapable of resisting. A tall, handsome man -of middle years, Cessephenes is in fact quite lawful in mannerisms and -appearance; he has a cold, cruel, calculating heart, but craves law and -stability to his tyrannical regime. -~ -3 340271784 -750 C -53 0 -300 1d1+18000 10d12+20 -2000000 0 -8 8 1 -21 22 13 24 13 18 3 --10 -10 -10 -10 -10 -67 4 0 0 1 1 0 -49 0 263871 1048576 2108934 1 1107302914 10243 -> fight_prog 90~ -wield rapier -if rand(33) -disarm -else -if rand(55) -gouge -mpe Cessephenes demonstrates his superb fencing skills with a blur of strikes! -mpdamage $n 400 -mpdamage $r 400 -else -if rand(77) -mpgoto $i -mpe Cessephenes suddenly feints to one side and strikes at $r! -murder $r -say Ha! Have at thee! -mpdamage $r 400 -else -mpdamage $r 125 -gouge -mpdamage $n 125 -endif -endif -endif -~ -> rand_prog 2~ -if ispc($r) -bow $r -say I trust you are enjoying your stay, $r? -else -endif -~ -> act_prog flees~ -cackle -yell Run, run, run, $n, but you cannot hide! -mpat $n mea $n Bolts of arcane energy smite you as you flee! -mpat $n mpechoar $n Bolts of arcane energy smite the cowardly $n! -mpat 0.$n mpdamage $n 400 -mpe Bolts of arcane energy fly from Cessephenes' fingertips, smiting $n! -~ -> rand_prog 100~ -mprestore self 200 -~ -> act_prog p looks at you.~ -slap $n -say Don't look at what you can't afford! -mutter -grin -~ -> all_greet_prog 100~ -smile -say Greetings and salutations. Welcome to my humble abode. -grin -bow -say Pray, what business brings you to my simple residence? -, cocks an eyebrow expectantly, and furls his cape with a flourish. -~ -> give_prog iron wrist chains~ -mpe $I's pleasant features distort into a mask of hatred and rage! -say NNNNNNOOOOOOO! How can this be!?! -snarl -say YOU freed him, didn't you $n? Why? -, howls with rage and bestial fury! -mpe With a savage growl, $I leaps forward at $n, sharp talons bared! -mpslay $n -mpe Within seconds it is over, $n reduced to a pile of slashed flesh. -scream -drool -mpjunk iron wrist chains -~ -> give_prog iron leg chains~ -mpe $I's pleasant features distort into a mask of hatred and rage! -say NNNNNNOOOOOOO! How can this be!?! -snarl -say YOU freed him, didn't you $n? Why? -, howls with rage and bestial fury! -mpe With a savage growl, $I leaps forward at $n, sharp talons bared! -mpslay $n -mpe Within seconds it is over, $n reduced to a pile of slashed flesh. -scream -drool -mpjunk iron leg chains -~ -> speech_prog p priest king~ -say The priest king? -, eyebrows raise in surprise. -say Indeed! i am always happy to entertain an enemy of Chaos. -hmm -say You seek to slay the priest king, I take it? -say In that case, you will need to know a few things- -say Firstly, only the bones of a saint may open the cursed temple -say he cowers within like the worm he is. -say Secondly, he will flee you at first, and head past the maze -say of raging energies to prepare to do battle. -say Thirdly, avoid the lair of his spiders; it is a decoy and -say holds little of value, nor does it do him any harm. -nod -say I wish you luck in your endeavours, $n. -~ -> fight_prog 10~ -say It is foolish to waste your energies battling me, $n! -say The true enemy is the priest king! In a way we are allies! -chuckle -say The irony amuses me, but we both serve Law... -~ -| -#12550 -credadgix forest fiend~ -Credadgix~ -A cackling forest fiend lashes at you with claw and fang! -~ -This demonic creature is yet another denizen of the lower planes, drawn -here by the taint of Chaos, eager to corrupt and slay. He is not interested -in gathering souls; rather he enjoys gathering body parts, to devour at a -later stage. -~ -35 101188264 0 C -52 0 0 1d1+6000 10d10+100 -1000000 0 -8 8 0 -18 22 13 25 13 5 5 -0 0 0 0 0 -89 2 0 0 1 1 0 -0 0 67470909 3146499 3072 64 262663 524291 -> fight_prog 75~ -wield mancatcher -disarm -cackle -if rand(30) -c curse $r -c blindness $r -c 'faerie fire' $r -c leth $r -c weaken $r -else -stun -endif -~ -> fight_prog 50~ -mpgoto $i -murder $r -~ -> all_greet_prog 100~ -if isimmort($n) -else -if ispc($n) -say Adventurers! Here! Interesting... -, scratches his head and rubs his chin thoughtfully. -say The Priest King will be most displeased, I'll wager! -chuckle -shrug -say Anyways, time to die! -scream -murder $r -else -mpforce $n s -endif -endif -~ -> death_prog 33~ -mea $n As the fiend perishes, your death blow severs its thrashing tail. -mea $n Shrieking in triumph, you grab the tail and hold it aloft! -mpechoar $n As the fiend perishes, $n severs its thrashing tail. -mpechoar $n Shrieking in triumph, $e grabs the tail and holds it aloft! -mpoload 12638 -drop tail -~ -| -#12551 -gibbering ghoul~ -a gibbering ghoul~ -A snarling, gibbering creature cavorts through the trees. -~ -The undead remains of an adventurer caught in this foul garden, this -hapless soul now wanders, existing only to feed on the flesh of the -living. Long tendrils of drool drip from his gaping, toothed maw, -which constantly slavers in anticipation of the next feast. -~ -1 33288 -400 C -50 0 -100 1d1+3000 4d10+60 -0 0 -8 8 0 -22 13 13 22 13 13 13 -0 0 0 0 0 -36 3 0 0 4096 4096 0 -0 0 262192 3145728 3584 0 266755 2 -> rand_prog 3~ -drool -~ -| -#12552 -garden horror~ -the garden horror~ -A grotesque being, of immense size and bristling with spines, drags itself along. -~ -This feared beast roams the gardens of Xchantharus, a bloated manifestation -of the Chaos that has assimilated the city and engulfed it in its evil -presence. Resembling a huge toad, the horror drags itself through the -mud with long, taloned claws, and assaults its enemies with its talons, -toothed maw and massive spines that drip with venom, protruding over its -entire body. Evil eyes gleam with a dim, but evil, intelligence, all eight -of them staring straight ahead. It is not hard to slip past this creature, -but if it discovers you, woe betide... -~ -97 33280 -500 C -55 0 -300 1d1+11000 11d20+200 -0 0 -8 8 0 -25 13 13 25 13 13 13 --22 -22 -22 -22 -22 -0 3 0 0 8192 8192 0 -30 30 0 1056848 2105231 0 262915 0 -> rand_prog 2~ -mpe The horror utters a horrid, deafening cry as it shambles forward. -mpasound The shifting gardens echo with a horrible roar. -~ -> fight_prog 25~ -mpe Roaring in rage, the horror rears back and smashes forward! -mpasound Cries of terror are heard from nearby. -stun -mpdamage $r 400 -mpforce $r scream -drool -~ -> fight_prog 66~ -mprestore self 400 -~ -> rand_prog 50~ -mprestore self 400 -~ -| -#12553 -vampire vine~ -a vampire vine~ -A thick black vine covered in venom dripping thorns flails about. -~ -This foul plant has a dim intelligence; a foul malign instinct really -that drives it to seek out living beings and drink of their blood. -~ -35 544 -400 C -50 0 -200 2d100+800 3d8+28 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -85 4 0 0 8192 8192 0 -0 0 0 22 2100992 1 264192 0 -> greet_prog 100~ -mpe Disturbed by your entrance, the vine flails about! -feed -feed -feed -~ -> fight_prog 20~ -mea $n The vine drinks deeply of your blood! -mpdamage $n 200 -~ -| -#12554 -hunting dog~ -a hunting dog~ -A lean dog scampers past. -~ -~ -65 33280 0 C -30 0 0 10d10+400 4d4+10 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -30 3 0 0 66048 512 0 -0 0 168101436 0 0 0 3 2 -> rand_prog 2~ -bark -~ -| -#12555 -bwani male~ -a Bwani villager~ -A Bwani man carries an urn full of foodstuffs. -~ -~ -65 33312 400 C -32 0 0 1d1+1000 4d4+20 -2000 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 6 0 0 65536 65536 0 -0 0 2047 0 0 0 608 3 -#12556 -bwani hunter~ -a Bwani hunter~ -A naked Bwani woman strolls past, weapons in hand. -~ -Possessed of superior agility and endurance than the Bwani menfolk, -Bwani females are the hunters of the tribe, leaving men to tasks -requiring more physical strength, such as guard duty and construction. -Bwani society is matrilineal, and women rule the tribe, most of them -working as hunters and scouts before becoming leaders of war parties -and eventually village elders. -~ -65 33312 400 C -36 0 0 1d1+2000 4d4+20 -4300 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 6 0 0 65536 65536 0 -0 0 2047 0 0 0 608 3 -#12557 -bwani hunter woman~ -a Bwani hunter~ -A naked Bwani woman sits here, sharpening her weapons. -~ -Possessed of superior agility and endurance than the Bwani menfolk, -Bwani females are the hunters of the tribe, leaving men to tasks -requiring more physical strength, such as guard duty and construction. -Bwani society is matrilineal, and women rule the tribe, most of them -working as hunters and scouts before becoming leaders of war parties -and eventually village elders. -~ -65 33312 400 C -36 0 0 1d1+2000 4d4+20 -4300 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 6 0 0 65536 65536 0 -0 0 2047 0 0 0 608 3 -> fight_prog 20~ -yell INTRUDERS IN THE BARRACKS! -disarm -snarl -~ -| -#12558 -bwani hunter txechopexi~ -Txechopexi~ -An older Bwani patiently awaits the return of his daughter. -~ -The husband of the Bwani ruler, this fellow knows deep down something -awful has happened to his daughter, but is loathe to admit it to himself -without proof. -~ -67 41640 400 C -44 0 0 1d1+2000 4d4+20 -4300 0 -8 8 1 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 6 0 0 65536 65536 0 -0 0 2047 0 0 0 608 3 -> give_prog ritual bracelet~ -sigh -say This is my daughters. I feared as much... -, bows his head in grief. -say I know you cannot understand me, but here is a gift... -, seems aware you can't understand him. He offers you a gift as thanks. -mpoload 12540 40 -give gem $n -mpjunk ritual -~ -| -#12559 -shaman chieftain log'obi~ -Log'obi~ -An elderly, but strong woman stares at you with confidence and kindness. -~ -Tall, handsome and proud, the noble Bwani are the opposite of their -ferocious Tech'opi rivals. Preferring peace to war, they hunt only for what -they need to survive, and take up arms only in defense. This is not to say -that they are incapable of fighting strongly and well; quite the opposite. -Indeed, the Tech'opi are more than a little terrified when the Bwani march -silently into battle, without making a sound, silently advancing on their -unnerved foe with weapons raised. -~ -67 100704936 1000 C -50 0 -300 1d1+7500 5d10+75 -1000000 0 -8 8 2 -13 22 22 22 13 13 13 -0 0 -5 -10 -15 -0 1 0 0 1 1 0 -0 0 2047 719 3149056 0 245366832 135 -> fight_prog 75~ -wield spear -if rand(33) -mprestore self 300 -endif -if rand(40) -mpe $I utters a series of enchantments, and releases a volley of spells! -c unravel $r -c 'faerie fire' $r -c blazebane $r -c winter $r -c feebleness $r -else -if rand(60) -mpe _red $I calls upon the power of the sun to scorch her enemies! -c 'fire breath' $n -c 'fire breath' $r -c fireball -else -if rand(40) -c blindness $r -c curse $r -c 'energy drain' $r -mpat 3 c 'cure blindness' -hmm -else -c weaken $r -endif -endif -endif -~ -> greet_prog 100~ -if ispc($n) -smile -bow -say Welcome stranger, I have been expecting your arrival. -, bids you to be seated. He can speak common? -mpforce $n boggle -chuckle -say Do not be alarmed. An enchantment allows me to speak your tongue. -say It is not a major spell, a simple cantrip really. Please, be seated. -nod -else -say Not now, $n. -mpforce $n n -endif -~ -> rand_prog 2~ -say Please, make yourselves comfortable. You are safe here. -peer -~ -> act_prog p sits down.~ -smile -say Good. Now, to the issue at hand. You seek Xchantharus, I know. -say I have forseen your coming, and your desire to reach the city. -say Regardless of your motives, I shall help you, for you will be -say certain to inflict considerable harm upon that city of dread -say even if you are merely a tomb robber or petty thief. -nod -say The city is located at the source of the River Xchan. This river -say runs due south into the lake where you arrived, so if you were -say to head back north from there, you would certainly find it. -say However, I do not know how to enter the city itself; to learn that -say I advise you seek out U'tella, who lives on the northern shore of -say the volcanic isle that rises somewhere along the Xchan. Seek her, -say and you will be given the knowledge you need. -~ -> act_prog p rises up.~ -shake $n -say Good luck, $n. May the sun bless you. -~ -> rand_prog 33~ -mprestore self 300 -mpat 3 c 'cure blindness' -wield spear -if ispc($r) -c heal $r -endif -~ -> speech_prog girdle wisdom~ -say You say you need my girdle? That I cannot give. It is an artifact -say passed from priestess to priestess, and cannot be given to any other. -say I'm sure you understand, you must find some other way to fulfill -say your quest... -~ -> speech_prog fuck~ -say No thanks, I prefer my own people. -mpslay $n -~ -> speech_prog shit~ -say Not in here you don't! -mpslay $n -~ -> speech_prog crap~ -say Not in here you don't! -mpslay $n -~ -| -#12560 -techopi child~ -a Tech'opi child~ -A small but vicious Tech'opi child brandishes his fist menacingly. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. -~ -97 33312 -400 C -22 0 0 1d1+1000 4d4+20 -100 0 -8 8 1 -13 13 13 22 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -#12561 -techopi warrior~ -a Tech'opi tribal warrior~ -A Tech'opi warrior scowls as he moves about the village. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. -~ -97 33312 -400 C -36 0 0 1d1+2200 4d4+20 -4300 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -#12562 -techopi woman~ -a Tech'opi woman~ -A Tech'opi woman carries meat and foods around the clearing. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. -~ -97 33312 -400 C -36 0 0 1d1+2200 4d4+20 -4300 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -#12563 -techopi warrior~ -a Tech'opi tribal warrior~ -A Tech'opi warrior scowls fiercely. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. -~ -97 33312 -400 C -36 0 0 1d1+2200 4d4+20 -4300 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -> rand_prog 2~ -grunt -~ -> rand_prog 2~ -snore -~ -| -#12564 -techopi chieftain tapax'ochoa ~ -Tapax'ochoa~ -A Tech'opi warrior nearly eight feet tall towers over you. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. Tapax'ochoa is similar in attire and mannerisms, save for the fact -that he is two or three feet taller than his fellows. -~ -99 4235944 -1000 C -50 0 -200 100d10+6000 9d9+60 -15000 0 -8 8 1 -18 18 13 18 18 5 13 -0 0 0 0 0 -0 3 0 0 65537 65536 0 -0 0 2047 1048640 2100224 0 3 3 -> fight_prog 75~ -wield spear -disarm -if rand(10) -feed -feed -lick -else -if rand(20) -drool -mea $n $I's sharpened nails rake your face! -mpdamage $n 100 -gouge -else -if rand(30) -stun -scream -say Die, infidel, die! -snarl -else -if rand(40) -mpe Strange energies surge forth from $I's spear. -mpdamage $n 100 -mpdamage $r 100 -else -if rand(50) -kick -punch -lick -cackle -mea $n $I slams his foot into your groin! -mpdamage $n 125 -else -endif -endif -endif -endif -endif -~ -> rand_prog 5~ -mprestore self 100 -mpat 3 c 'cure blindness' -mpat 3 c 'cure poison' -~ -> fight_prog 25~ -mpgoto $i -mpkill $n -~ -> greet_prog 100~ -if ispc($n) -mpe $I's eyebrows raise in surprise at your audacity. -say You would dare violate the sanctum of Tapax'ochoa??? -snarl -say Tapax'ochoa kill! And eat! -mmm -mea $n $I eyes you as you would eye a rack of lamb... -cackle -else -endif -~ -| -#12565 -golem p'chaua stone statue~ -the Golem P'chaua~ -A hulking stone statue towers over you. -~ -Forged by some ancient race, the golem has stood here since time -immemorial, serving the purpose it was created for, to welcome travellers -to the kingdom of its makers, ignorant to the fate that has befallen them. -He seems rather a bit tougher than his future counterpart... -~ -7 8872 -400 C -48 0 -300 100d20+7000 11d11+19 -122000 0 -8 8 0 -25 18 18 18 25 8 0 --10 -10 -10 -10 -10 -40 3 0 0 77825 1 0 -0 0 199 8288 3149093 16 32944 2621443 -> greet_prog 100~ -if ispc($n) -smile -say Welcome to the realm of Tinisbwana, and the seat of its power! -bow -say All are welcome in Xchantharus; well MOST are welcome.. -snicker -mea $n What? This is P'chaua? But then who, or what, greeted you earlier? -mpforce $n boggle -mea $n Ah, this is P'chaua in the past, standing at the same portal you -mea $n Entered in the distant future, your present. Temporal mechanics... -mpforce $n boggle -mea $n At one stage, then, ALL of the Hellspires was jungle? Hmm... -mea $n You aren't sure which is worse, the jungle or the mountains. -else -say Tsk, not more vagabonds and mindless servants. Begone! -mpslay $n -endif -~ -> rand_prog 2~ -twiddle -~ -> rand_prog 40~ -mprestore self 1000 -~ -> act_prog flees~ -mprestore self 1000 -~ -> hitprcnt_prog 25~ -mpea Just as your blows begin to tell on $I, his wounds start to close! -mprestore self 1000 -chuckle -~ -> act_prog p stab misses you.~ -chuckle -say You trying to stab stone, $n? -wink -~ -> fight_prog 30~ -say Fighting me is a mistake, $n! -wink -mea $n $I swipes, almost playfully, at your head with a massive fist. -mpechoar $n $n is sent flying by a playful slap from $I! -mpdamage $n 400 -~ -> fight_prog 15~ -say Enough of this nonsense! -mea $n Reaching down, $I grabs ahold of your tunic and hoists you upward. -mea $n Spinning you rapidly around his head, he hurls you over the mountain. -mpechoar $n $I scoops up $n, swings $m about his head, and lets fly! -mpforce $n say AAAAAAAAAAAAAAAAAAAAAA! -mpechoar $n $n shrieks as $e plummets down the mountainside. -mpat 12619 mpe $n comes hurtling down the mountain. -mpat 12618 mpe $n comes hurtling down the mountain. -mptrans $n 12615 -mpat 12615 mea $n You land heavily on the rocks near the river. -mpat 12615 mpechoar $n $n falls from above, crashing into the rocks. -mpat 12615 mpdamage $n 600 -~ -> act_prog p pierce misses you.~ -chuckle -say You trying to stab stone, $n? -wink -~ -> rand_prog 50~ -wield maul -~ -| -#12566 -aboleth~ -the Aboleth~ -A massive, bloated creature flails at you with long white tentacles. -~ -Horrid beyond description, the Aboleth is an ancient, highly aware -alien intelligence, that existed ten thousand years before this time, -and still exists in your time. Psionically endowed, they usually fill -their underwater lairs with slaves; this one, however, has had little -opportunity, and is thus delighted by your presence here. -~ -35 272630312 -1000 C -46 0 -222 1d1+4000 4d4+40 -1500000 0 -8 8 0 -22 22 13 13 22 13 13 -0 0 0 -20 -20 -89 0 0 0 8193 1 0 -0 0 9273 256 3148956 1 1109397632 70 -> fight_prog 33~ -if rand(40) -mea $n The aboleth's tentacle brushes your skin, causing intense pain! -mpdamage $n 200 -else -if rand(60) -c 'acid breath' $n -c 'acid breath' $r -else -if rand(40) -stun -bash -else -c blindness $r -endif -endif -endif -~ -> death_prog 100~ -mpe The aboleth is dead! Cackling in glee, $n leaps atop the blubbery -mpe Corpse, and hacks it open with a single blow. Guts and blood pour -mpe out in a torrent, filling the room. Peering through the murky -mpe waters, you fancy you can see the bones of a human in the stomach -mpe of the vile beast, which still twitches and spasms in its death thrones. -mpoload 12525 -~ -> greet_prog 100~ -mea $n As you enter, you hear a voice speaking in your head! -mea $n Welcome, $n, to my humble abode. Pray, won't you stay for awhile? -cackle -mea $n Shall we say, forever? -mea $n You feel some force trying to take over your mind! Angry, you resist! -snarl -mpe _yel The aboleth releases a cloud of gas into the water! -c gas -~ -> rand_prog 2~ -c gas -~ -> rand_prog 44~ -mprestore self 200 -~ -> act_prog flees~ -mprestore self 200 -~ -> act_prog p pound misses you.~ -mea $n Your weapon bounces off the rubbery hide. -~ -> act_prog p crush misses you.~ -mea $n Your weapon bounces off the rubbery hide. -~ -| -#12567 -bwani hunter~ -a Bwani hunter~ -A naked Bwani woman runs silently through the jungle. -~ -Possessed of superior agility and endurance than the Bwani menfolk, -Bwani females are the hunters of the tribe, leaving men to tasks -requiring more physical strength, such as guard duty and construction. -Bwani society is matrilineal, and women rule the tribe, most of them -working as hunters and scouts before becoming leaders of war parties -and eventually village elders. -~ -65 33312 400 C -36 0 0 1d1+2000 4d4+20 -4300 0 -8 8 2 -13 13 13 18 13 13 13 -0 0 0 0 0 -0 6 0 0 1 1 0 -0 0 2047 0 0 0 608 3 -#12568 -gorilla~ -a gorilla~ -A huge gorilla sits here beating its chest. -~ -This powerfully muscular creature doesn't seem innately hostile, though -you have heard tales from dark skinned sailors in the bars of Westport -of mighty beasts like this that can rip a man's arms from their sockets -and beat him to death with them. -~ -3 512 0 C -40 0 -66 2d2+2800 7d5+30 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 512 1 0 -0 0 1791 3344 2097152 0 401 2 -> rand_prog 2~ -, scratches itself and tears a banana down from a nearby tree. -~ -> greet_prog 100~ -if name($n) == bwani hunter -, dives into the bushes, obviously scared of the hunters. -else -, stares at you in mild surprise, then ignores you. -say OO oo OO. -endif -~ -| -#12569 -pyros flame spirit~ -Pyros~ -A cackling, grinning fire spirit cavorts near the volcano. -~ -A malicious, mischievious spirit, Pyros looks rather fearsome, -resembling a flaming winged, horned demon, but is actually quite weak -and cowardly for one of his ilk, and rather easy to overcome. He relies -on his appearance to frighten away the local tribesmen, who fear and -loathe him and his pyromaniacal pranks. -~ -131 34086952 -400 C -42 0 -200 1d1+2500 11d6+40 -227500 0 -8 8 0 -12 18 8 22 12 4 22 -5 5 5 -5 -5 -84 3 0 0 65537 1 0 -0 0 68452399 3157296 1 2 8199 2 -> rand_prog 2~ -say Burn burn burn! -cackle -if ispc($n) -c 'fire breath' $r -say Whoops! Did I do that? -giggle -else -endif -~ -> fight_prog 20~ -mea $n Pyros lobs a glob of molten lava at you! -mpdamage $n 50 -gouge -cackle -say That's GOTTA hurt! -wink -~ -> death_prog 100~ -mpe As Pyros perishes, a glowing krater appears in his hands. -mpoload 12524 40 -mpe _red A spark of Pyros' form flies into the krater, igniting its contents. -~ -| -#12570 -bwani sentry~ -a Bwani sentry~ -A tall man clad in bone armor stands silently before the gates. -~ -Tall, handsome and proud, the noble Bwani are the opposite of their -ferocious Tech'opi rivals. Preferring peace to war, they hunt only for what -they need to survive, and take up arms only in defense. This is not to say -that they are incapable of fighting strongly and well; quite the opposite. -Indeed, the Tech'opi are more than a little terrified when the Bwani march -silently into battle, without making a sound, silently advancing on their -unnerved foe with weapons raised. -~ -67 33312 600 C -40 0 0 1d1+2000 4d4+20 -15000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 1051712 0 0 48 3 -#12571 -bwani hermit utella~ -U'tella~ -A Bwani hermit, living in self imposed seclusion, squats near the fire. -~ -This filthy, naked female is actually a revered holy woman of the Bwani, -and has come here for peace and calm to further her spiritual awareness, -at the obvious expense of her physical awareness. Despite her appearance, -her wisdom is sound, and not to be scoffed at. She could prove to be a -very useful ally. -~ -3 8744 600 C -48 0 0 1d1+5000 4d8+40 -0 0 -8 8 2 -13 22 22 13 13 13 13 -0 0 0 0 0 -0 1 0 0 65537 1 0 -0 0 2047 0 1051648 0 0 0 -> greet_prog 100~ -if ispc($n) -mpe The hermit looks up from her medidations and squints suspiciously at you. -mpe _lbl Utella says 'Mgh'd kreth U'pankii???' -mpe Noting the confusion on your face, she mutters a few words and repeats. -say Can you understand me? -mpe The woman speaks common! Here? How can that be...? -mpe Noting your amazed reaction, she smiles, nods and continues. -say We Bwani shamans have a way of understand all spoken word. -say I know of you, stranger, I have prophesised your arrival. -say You need aid to reach Xchantharus, I would suspect... -say Did Log'obi send you here? It doesn't matter, you're here now. -nod -say Well, then, $n, do you seek my wisdom? -else -say My wisdom is not for the likes of you! -mpforce $n se -endif -~ -> speech_prog p no~ -shrug -say Suit self! -mpe $I returns to her meditation. -~ -> speech_prog p yes~ -nod -say You are wise, it is wisdom in and of itself to recognize the -say wisdom of others. Now, I can only tell you a little, for my -say own knowledge is limited. -sigh -say I realize that the priest king has managed to bridge time, -say to enable him to carry his evil to other times before the -say destruction of his city. Yes, he knows that the volcano will -say erupt and level his foul city, thus his efforts to bridge time. -say He must be stopped here, in the past, to save the future. -, mumbles and thinks to herself. -say You must seek the temple of the ancients, located on this isle. -say Within it you will find a book, detailing how to reach Xchantharus. -shiver -say Mention of its name causes me pain, $n. Be careful, and may the -say gods light your path. -c bless $n -c armor $n -c shield $n -~ -> act_prog p grovels in the dirt before you.~ -say Rise, rise, do not debase yourself thusly! -pat $n -~ -| -#12572 -ankylosaur~ -an ankylosaur~ -A squat, broad dinosaur with a club like tail drinks from the pool. -~ -This is one of the smallest, yet most heavily armored, residents of this -volcanic island. Protected by thick sheets of hard scales, this herbivore -can feed in peace, free of threat from canivores for it is practically -impossible to get to its flesh. -~ -3 512 0 C -42 0 -300 1d1+5000 10d10+50 -0 0 -8 8 0 -13 13 13 25 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 8455341 1049187 2100496 0 964 2 -#12573 -triceratops~ -a triceratops~ -A powerfully built dinosaur with three horns rumbles past. -~ -Despite its ferocious appearance, the mighty triceratops is actually -a herbivore, equipped for defense against predators, not offense, unless -sufficiently riled. Most other creatures give it a wide berth. -~ -65 512 0 C -46 0 -200 1d1+10000 20d10+50 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 1115821 1048944 2100224 0 960 2 -> rand_prog 2~ -grunt -mpe $I munches at some tall grass. -~ -| -#12574 -velociraptor~ -a velociraptor~ -A cunning and agile carnivore leaps forward with lightning speed! -~ -Not physically strong or large, the raptor more than makes up for what -it lacks in size and strength with speed, skill and a deadly bloodlust. -~ -97 98856 0 C -48 0 -200 30d10+3000 5d7+50 -0 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 33817645 3146352 3328 0 519 2 -> fight_prog 20~ -mea $n The raptor moves at you with incredible speed, striking hard! -mpdamage $n 75 -~ -| -#12575 -stegosaurus~ -a stegosaurus~ -A powerfully built stegosaurus munches at some leaves. -~ -This peaceful herbivore has been equipped by nature with a series of -ridges along its back, to deter carnivores from making it a tasty -snack. It ignores you as you enter, more intent on devouring some -delicious flowers. -~ -131137 512 0 C -44 0 -200 1d1+8000 10d10+50 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 8455341 1048688 2100224 0 708 0 -#12576 -brontosaurus~ -a brontosaurus~ -A reptile of truly titanic proportions, the brontosaurus, feasts here. -~ -Ripping whole trees out of the ground with a casual tug, it casually -munches at the leaves before spitting the unwanted portions away. It -is too large to even register your presence, though if agitated it would -doubtless be quite capable of crushing you! -~ -3 512 0 C -45 0 -200 1d1+22000 20d4+80 -0 0 -8 8 0 -25 13 13 13 25 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 66733 1048831 2100480 0 388 0 -> fight_prog 50~ -if rand(30) -mpe The brontosaurus swings its tail lazily, scattering rocks and people! -mpdamage $n 125 -mpdamage $r 125 -endif -if rand(40) -mea $n Angered at your actions, the mighty herbivore crushes you underfoot! -mpechoar $n $n screams as $e disappears beneath one of the mammoth feet! -mpdamage $n 600 -else -if rand(60) -mpe Emitting a surprisingly high pitched wail of distress, $I charges! -mpforce $n say Uh oh... -scream -mpdamage $n 400 -mpechoar $n $n is sent hurtling through the air! -mea $n You are sent hurtling through the air! -mptrans $n 12597 -mpat $n mpat $n You land with a splash in a shallow pool of water. -mpechoar $n $n comes hurtling into the area, landing with a splash. -else -if rand(70) -mpgoto $i -mpe Confused and distressed, the brontosaurus picks a new target! -murder $n -stun -else -stun -bash -endif -endif -endif -~ -> rand_prog 2~ -, munches contentedly on a tree. -if ispc($r) -mea $r The brontosaurus steps back, inadventently crushing you! -mpechoar $r The dinosaur, oblivious to $r's presence, treads on $m! -mpdamage $r 500 -mpforce $r scream -else -endif -~ -| -#12577 -pterodactyl~ -a pterodactyl~ -An ugly, reptillian avian swoops down towards its nest. -~ -One of the smaller inhabitants of the island, this avian reptile is -still nevertheless a potential threat. -~ -35 524832 0 C -40 0 0 1d1+1200 5d5+30 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 294953 1048576 2100224 0 515 2 -#12578 -crocodile~ -a giant crocodile~ -What seemed like a large log turns over and reveals its true nature. -~ -Crocodiles of this age range from eight to twenty feet long, making the -specimens you have encountered in your own time seem like weak lambs in -comparison. Their mouths look wide enough to swallow an ogre whole, with -room to spare for a couple of halflings. -~ -35 -2145353216 0 C -42 0 -100 100d10+2350 8d8+36 -0 0 -8 8 0 -20 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 328765 32 0 0 197 2 -> fight_prog 20~ -mea $n The crocodile smashes into you and begins its death roll! -mpechoar $n $n is swept under water by the bulk of the crocodile! -mpdamage $n 100 -mpechoar $n $n surfaces and frantically gasps for air! -~ -| -#12579 -anaconda~ -an anaconda~ -A snake as thick as a human's waist slips quietly into the water. -~ -This horrid snake must be at least thirty feet long, and at least as -broad as the largest human you have ever seen. Its powerful coils can, -it is said, crush the life from an elephant. -~ -35 98816 0 C -40 0 0 20d20+1200 2d8+20 -0 0 -8 8 0 -21 13 13 13 13 13 13 -0 0 0 0 0 -62 3 0 0 1024 1024 0 -0 0 66617 32 0 0 5 2 -> fight_prog 20~ -mea $n The anaconda loops a coil around you and squeezes! -mpechoar $n $n's eyes bulge as the anaconda constricts $m! -mpdamage $n 100 -mpforce $n gasp -~ -> death_prog 100~ -if rand(50) -mea $n As the beast thrashes in its death throes, you hack away a piece of skin -mpechoar $n $n hacks a piece of skin from the dying ophidian. -mpoload 12557 -else -mpe The killing blow splits the snake's skin clean in half, ruining it. -endif -~ -| -#12580 -wounded bwani warrior~ -a wounded Bwani warrior~ -A tribal warrior, clad in bone armor and an elaborate headdress, lies bleeding here. -~ -A quick glance at this pained man tells you that he isn't Tech'opi; -his skin is unmarked by scars, tattoos or war paint, and he wears bone -armor, finely carved, instead of furs and loincloths. His teeth are -unfiled, and there is no psychotic glare in his eyes, which peer out -at the world through a haze of pain. His woulds are bad, probably fatal; -he won't last long. -~ -67 33320 400 C -36 0 0 1d1+99 1d4+16 -15000 0 -8 8 1 -13 13 13 2 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -> greet_prog 100~ -if name($n) == techopi tribal warrior -mpe The wounded Bwani hides behind some thick foliage as the Tech'opi passes. -else -if ispc($n) -mea $n As you enter, the Bwani staggers forward, a pleading look in her eyes. -tell $n Stranger, I know you cannot understand me, but I beg of you, -tell $n Take this bracelet to my father, in the Bwani village. -mpoload 12558 -give ritual $n -tell $n Please... -mea $n The Bwani seems to want you to do something with this bracelet. -mpe With a final choking gasp, the Bwani dies, her body falling into the bushes -mpgoto 12797 -tell steu purge us -else -endif -endif -~ -| -#12581 -tyrannosaurus rex~ -a Tyrannosaurus Rex~ -A Tyrannosaurus Rex, mightiest carnivore of this age, roars in anger. -~ -By the Gods. You had read of such creatures in Maritshome, seen pictures -in old books in the library, and had laughed at the concept of a creature -of such size ever wandering the world. But here it stands, real as life, -ready to smash and devour all in its path. -~ -97 512 0 C -47 0 -200 10d10+12500 11d20+80 -0 0 -8 8 0 -25 13 13 13 13 13 13 -0 0 0 0 0 -79 3 0 0 1024 1024 0 -0 0 33883149 1049463 2100224 0 263 0 -> fight_prog 20~ -mpe The Tyrannosaurus lets out a thunderous roar, deafening you! -mpdamage all 100 -if rand(66) -stun -else -if rand(50) -mpe The Tyrannosaurus sweeps with its massive tail. -mpdamage $n 200 -mpdamage $r 200 -else -if rand(75) -mea $n The Tyrannosaurus lifts one foot, and brings it down on your head! -mpechoar $n $n is crushed beneath one of the Tyrannosaurus' feet! -mpdamage $n 400 -else -mea $n Reaching down, the Tyrannosaurus snaps its teeth around you! -mpechoar $n The Tyrannosaurus snaps up $n and chomps! -mpdamage $n 600 -mpforce $n scream -endif -endif -endif -~ -> greet_prog 100~ -roar -if name($n) == velociraptor -mpe The T Rex leaps at the smaller carnivore, and roars as it flees! -mpforce $n flee -else -if name($n) == triceratops -mpe The Tyrannosaurus Rex glares at $n, but is wary of its horns and spikes. -else -if name($n) == stegosaurus -mpe The Tyrannosaurus Rex glares at $n, but is wary of its sharp scales. -else -if ispc($n) -mpe The Tyrannosaurus roars in titanic fury at you! -mea $n You fall to the ground stunned and frightened senseless. -mpforce $n faint -else -endif -endif -endif -endif -~ -> rand_prog 3~ -, roars in fury! -mpasound An earth-shattering roar thunders nearby. -~ -| -#12582 -techopi sentry~ -a Tech'opi blood sentry~ -A fierce tribesman covered in scars stands before the gates. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. The blood sentries are among the elite, and are used to guard key -positions. -~ -99 33312 -600 C -40 0 0 1d1+2200 4d4+20 -15000 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 1051712 0 0 513 3 -#12583 -malicious spirit malice~ -Malice~ -You sense an odd feeling of being watched... -~ -A manifestation of the Chaotic forces at work nearby, this foul spirit -seeks to drain the life of any who cross its fell path. Its deathly -life draining touch is the bane of living creatures everywhere. -~ -35 67732138 -1000 C -42 0 -122 1000d1+2800 7d7+50 -157400 0 -8 8 0 -13 13 13 13 13 13 13 --5 -5 -5 -5 -5 -84 0 0 0 65536 65536 0 -0 0 0 1048598 2109192 33 1109397504 6 -> fight_prog 20~ -c feebleness -if rand(66) -mea $n The spirit lunges forward, striking you with its deathly touch. -c necro -else -mea $n The spirit attempts to drain your life, but you are too quick for it. -endif -~ -> greet_prog 100~ -mpe A billowing cloud of poisonous gas issues forth from the vines! -c gas -cackle -say Fools, all of you, and you will perish like the others! -say Let the priest king have his little city, we are happy here! -~ -> death_prog 100~ -mpe As the malignant beast dies, a shimmering bracer forms, a small -mpe manifestation of its remaining power. -mpoload 12562 -mpe Peering more closely, you also see a glowing symbol of some deity. -mpoload 12523 1 -~ -| -#12584 -techopi tribal warrior~ -a Tech'opi tribal warrior~ -A sinewy man covered in blood and paint stalks through the jungle. -~ -Hardened warriors, the Tech'opi are a savage, bloodthirsty race of -cannibalistic tribesman, constantly at war with their neighboring -Bwani, and always on the prowl for fresh meat. They have filed their -teeth to sharp points, and smeared the blood of their victims on their -bodies. -~ -97 33312 -400 C -36 0 0 1d1+2200 4d4+20 -4300 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 65536 65536 0 -0 0 2047 0 0 0 513 3 -> greet_prog 100~ -if ispc($n) -say Trespassers in our sacred places! Death to the heretics! -scream -mpe The warrior leaps forward, teeth bared! -else -grunt -endif -~ -> fight_prog 33~ -wield tribal -grin -gouge -~ -| -#12585 -tiger~ -a sabre toothed tiger~ -A sabre toothed tiger leaps from the treetops. -~ -Tigers are rare in your time, but back when Brythunia was young they -roamed far and wide through the humid jungles that covered most of the -great continent. -~ -97 98816 0 C -40 0 0 1d1+1800 5d5+20 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -74 3 0 0 512 512 0 -0 0 33883709 0 0 0 3 2 -#12586 -order woman law~ -Order~ -A stern faced woman in her middle years bids you welcome. -~ -The personification of Law, the forces of Chaos found it highly amusing -to give life to this ideal, and entomb it in this hall, giving it the -false impression that it is in Nirvana or one of the other planes of -Law. -~ -3 4203176 0 C -50 0 0 1d1+10000 5d5+50 -0 0 -8 8 2 -13 13 13 13 13 13 13 -0 0 0 0 0 -90 1 0 0 1 1 0 -0 0 0 0 1051648 0 0 0 -> rand_prog 33~ -if ispc($r) -c 'restore mana' $r -c heal $r -endif -~ -> greet_prog 100~ -mea $n $I gazes at you coolly. -tell $n You may stay here, in my domain, for a while, $n. -tell $n But be warned, no chaotic behaviour will be tolerated! -nod -~ -> speech_prog fuck shit cunt ass asshole crap wanker dick dickhead ~ -say No talk like that will be tolerated, $n! -slap $n -mea $n $I hurls you out of the room! -mpechoar $n $n is hurled out of the room by $I! -mptrans $n 12551 -mpat $n mpechoar $n $n comes flying out of Order's chamber! -~ -| -#12587 -Knight of the Ancients~ -Knight of the Ancients~ -A tall figure clad in blackened armor stands before the throne. -~ -Sworn to defend their Queen unto death, the oath of allegiance of the -knights of this place was so strong that they kept their word long -after dead, remaining as semi-corporeal guardians of their monarch. -~ -3 524968 0 C -46 0 -100 99d1+3901 4d8+30 -25000 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 1791 3146496 3072 0 608 524291 -> fight_prog 75~ -wield lance -disarm -if rand(20) -mpe Moving with speed and skill, the knight delivers a series of blows. -mpdamage $n 100 -endif -if rand(30) -say Elder gods, suffuse me with strength! -mpe The knight's form glows with energy and his wounds heal. -mprestore self 100 -else -if rand(60) -gouge -stun -cackle -else -if rand(45) -mpgoto $i -mpkill $r -else -c curse $r -endif -endif -endif -~ -| -#12588 -time ravager statue~ -the Great Ravager~ -A statue of a bald, grim faced man bearing a large hourglass stands here. -~ -An anthropomorphic representation of Time, this statue has become -infused with Chaos, and has animated into a creature possessing the -least desirable traits of time and its effect. -~ -3 4719272 0 C -50 0 -100 100d10+7600 7d10+66 -1500000 0 -8 8 0 -17 13 13 13 13 13 13 --5 -5 -5 0 -5 -90 0 0 0 1 1 0 -0 0 2047 239 3153664 0 444600320 3 -> greet_prog 100~ -say $n, welcome to all of reality, and all possible realities! -say Compressed into this one tiny chamber, what better way to see -say the full effect of Time on all that exists on this plane! -cackle -say Come, watch with me, as the fabric of reality is unravelled before -say our eyes. Don't worry, it can't actually hurt you; you currently -say exist outside of time. -wink $n -say Sit and watch with me as the Cosmos is ravaged by Time! -~ -> fight_prog 66~ -wield scythe -disarm -if rand(60) -c blindness $r -c weaken $r -c chill $r -c poison $r -c galvanic $r -else -if rand(40) -say Fighting me is foolish and futile, $r. How can you battle Time? -boggle -mea $r $I points a taloned finger at you, and panic grips your heart. -mea $r $I is accelerating the rate of decay of your molecules! -mpechoar $r $r screams as $I causes $m to age decades in a matter of seconds! -mpdamage $n 400 -else -if rand(75) -mpe $I gestures, and drains the energies from your body. -c 'energy drain' $n -c 'energy drain' $r -c 'energy drain' $r -c 'energy drain' $r -else -c feebleness $r -c unravel $r -endif -endif -endif -~ -> death_prog 100~ -mpe lbl The Great Ravager says 'No! It cannot end like this...' -mpe $I's eyes roll back in his head and he crumples to the ground. -~ -> rand_prog 2~ -smile -say Beautiful, is it not? -nod -~ -| -#12589 -ice elemental~ -ice elemental~ -A semi-frozen pool of water coalesces in front of you. -~ -Ice elementals are rare beings, summoned from the para-elemental plane -of ice, to serve masters of frost and snow. -~ -99 268443816 0 C -45 0 -55 1d1+3855 11d6+50 -0 0 -8 8 0 -18 13 13 13 13 13 0 -0 0 0 5 5 -85 3 0 0 1 1 0 -0 0 0 30 16128 0 306 2 -> fight_prog 20~ -mea $n The elemental releases a spray of shards of ice into your face! -mpdamage $n 100 -c 'frost breath' $n -~ -| -#12590 -ice queen lich~ -the ice queen~ -An ancient lich, shrouded in ghostly white filaments, sits slumped in the throne. -~ -A former monarch of the civilization that once flourished on the -plateau above, this woman remained alive here, after Chaos destroyed -her people, and gradually was twisted and corrupted into a vile lich, -that possesses no ambition that is usual to their type, but is still -bitter and malevolent, driven from her normally devout nature by -centuries of isolation and the influence of Xchantharus. -~ -3 335545000 -1000 C -48 0 -100 1d1+12000 30d4+30 -1250000 0 -8 8 2 -20 20 13 20 13 20 13 -5 5 5 -5 -5 -67 4 0 0 536577 1 0 -0 0 264191 1048800 2105102 1 1109676546 2 -> greet_prog 100~ -if isimmort($n) -else -if class($n) == cleric -say Priests!?! Priests now? Where were you when I needed you! -scream -mea The ice queen gazes directly into your eyes. Your heart stops! -mpechoar $n $I stops $n's heart with a glance! -mpslay $n -else -if ispc($n) -say Leave me be, mortals! Leave me to my misery... -cry -mpe $I remains slumped in her throne, ignoring you. -else -endif -endif -endif -~ -> fight_prog 75~ -mprestore self 100 -if rand(30) -mpe $I demonstrates her proficiency with cold magic. -c 'frost breath' $r -c chill $r -c weaken $r -endif -if rand(40) -gouge -disarm -wield frost -cackle -else -if rand(60) -c winter $r -else -if rand(40) -mpe A bluish aura suffuses the Ice Queen, sending out random blasts of energy! -mprestore self 100 -mpdamage $n 100 -mpdamage $r 100 -else -c blindness $r -endif -endif -endif -~ -> rand_prog 2~ -mprestore self 100 -sigh -say The gods are cruel, and unforgiving in their wrath. -~ -| -#12591 -elder god frost beast~ -the frost beast~ -A gargantuan beast of indescribable features shambles across the plateau. -~ -Once an elder god, the frost beast's mind died with the civilization -that worshipped it, and now it wanders aimlessly, unleashing its tremendous -power on any and all foolish enough to cross its lethal path. A single -blow would fell an elephant, and the magical energies that surge from -it's form at random intervals could level cities. -~ -65 272630440 0 C -55 0 -234 1d1+30000 9d9+79 -0 0 -8 8 0 -25 3 3 13 13 25 3 --10 -10 -10 -10 -10 -89 1 0 0 1 1 0 -0 0 1409081 525004 3153170 1 1074020359 6 -> rand_prog 2~ -, roars in anger and desperation! -mpasound A horrendous wail echoes across the plateau! -~ -> rand_prog 33~ -mprestore self 1000 -~ -> fight_prog 100~ -mprestore self 200 -if rand(45) -mprestore self 100 -mpechoat $r $I smashes you with its mighty limbs! -mpechoar $r $I smashes $r with its mighty limbs! -mpdamage $r 200 -endif -if rand(35) -mprestore self 100 -mpecho Wounds on the beast's body close before your eyes. -else -mpe A bolt of sizzling energy surges from the beast's eyes. -c 'chill touch' $r -mpdamage $r 400 -endif -if rand(10) -mpechoat $n $I moans, a deafening sound, and steps on you. -mpechoar $n $I emits a deafening moan and steps on $n! -mpdamage $n 600 -else -if rand(10) -gouge -mpe The beast flails madly with fist, foot and titanic tail! -mpgoto $i -mpkill $r -else -if rand(35) -mpe $I opens its maw and releases volumes of frost and energy. -c 'sonic resonance' -c 'chill touch' -mpechoat $n $I seems to truly notice you, and screams at you! -mpechoar $n $I seems to suddenly notice $n, and screams deafeningly. -mpdamage $n 300 -else -if rand(50) -mpdamage $n 500 -else -mpdamage $r 500 -endif -endif -endif -endif -~ -> death_prog 100~ -mpe As $n strikes the blow that brings the god to its knees, the storm stops. -mpe Brilliant sunlight breaks through the clouds, striking the prone form. -mpe Before your very eyes, a spirit arises from the body of the frost beast -mpe and is borne upwards, to rejoin his fellow deities. A single tear trickles -mpe down one frost-covered cheek as it ascends. Seconds later the body is gone, -mpe and the sunlight gives way once more to the dark stormclouds. -if rand(66) -mpe Of the mighty Frost Beast, only a small token of its existence remains, a -mpe single plate of polished metal, covered in a thin sheen of frost. -mpoload 12588 50 -else -endif -~ -| -#12592 -yeti~ -a yeti~ -A muscular, hirsute creature leaps across the plateau. -~ -This hairy carnivore feeds on those creatures foolish enough to -wander the plateau, but is careful enough to avoid antagonizing the -frost beast. -~ -97 98816 -320 C -38 0 0 1d1+180 4d4+20 -0 0 -8 8 1 -22 13 13 13 13 13 13 -0 0 0 0 0 -89 3 0 0 512 512 0 -0 0 263871 0 2 1 515 2 -#12593 -p'chaua pchaua stone golem statue~ -the Golem P'chaua~ -A hulking stone statue towers over you. -~ -Forged by some ancient race, the golem has stood here since time -immemorial, serving the purpose it was created for, to welcome travellers -to the kingdom of its makers, ignorant to the fate that has befallen them. -It is curious how he talks about a jungle, in these arctic wastelands... -~ -7 8872 0 C -50 0 -200 100d20+3500 10d10+100 -122000 0 -8 8 0 -18 13 13 18 13 13 0 --10 -10 -10 -10 -10 -40 3 0 0 8192 8192 0 -0 0 199 1048672 2108453 16 176 3 -> all_greet_prog 100~ -if class($n) == mage -bow $n -say Greetings, master. You have been away far too long! -mpe Clearly the creature is in awe of you, or mages at least. -smile -say Your city awaits, the dangers of the jungle will not bother -say one of your power! -wink -else -if ispc($n) -bow -say Welcome, $n, to the kingdom of Tinisbwana! -, folds his arms across his impossibly broad chest. -say You will be welcome in the city, but I advise caution -say whilst venturing through the jungle. The natives are hostile, -say and many of the plants are poisonous. Although you must already -say know that, having already trudged so far in this sweltering -say heat. -, wipes his brow, then shakes his head. -mpe What the Hell is this golem talking about? Heat? Brrr -else -wink $n -say Hello there, $n. Who drags you so far from your home? -endif -endif -~ -> fight_prog 25~ -say Fighting me is a mistake, $n! -wink -mea $n $I swipes, almost playfully, at your head with a massive fist. -mpechoar $n $n is sent flying by a playful slap from $I! -mpdamage $n 150 -~ -> fight_prog 5~ -say Enough of this nonsense! -mea $n Reaching down, $I grabs ahold of your tunic and hoists you upward. -mea $n Spinning you rapidly around his head, he sends you flying northwards! -mpechoar $n $I scoops up $n, swings $m about his head, and lets fly! -mpforce $n say AAAAAAAAAAAAAAAAAAAAAA! -mptrans $n 12526 -mpat 12526 mea $n You land on the icy plateau hard! -mpat 12526 mpechoar $n $n comes hurtling into the room! -mpat 12526 mpdamage $n 600 -~ -> hitprcnt_prog 25~ -mpea Just as your blows begin to tell on $I, his wounds start to close! -mprestore self 1000 -chuckle -~ -> act_prog p pierce misses you.~ -chuckle -say You trying to stab stone, $n? -wink -~ -> act_prog p stab misses you.~ -chuckle -say You trying to stab stone, $n? -wink -~ -> rand_prog 100~ -mprestore self 1000 -~ -> act_prog flees~ -mprestore self 1000 -c gas -~ -> speech_prog p tinisbwana~ -say Aye, through the gate, you can reach my homeland! -smile -say An ancient place, indeed, seperated from us by time and space. -say But though it existed milennia ago, it also exists now! -wink -say Confusing, is it not? -~ -> speech_prog locked key gate chains lock~ -say Locked, eh? -nod -say My masters were wise to do so, to protect their homeland. -say I once had the key, and was entrusted with its guardianship. -say But the wyrm of Dragg's Peak came and stole it! -mutter -say Foul dragon, what I wouldn't give to be able to fly... -say He lurks in the Hellspires, south of here, to the east of the -say old guard post. -~ -> act_prog p You rise into the currents of air.~ -say By the gods and goddesses! I can fly! -say Wait here, $n, and I shall fetch ye the key! -, dashes off, flying high to the southeast, towards Dragg's peak. -mpe He returns a minute later, a bloodied wyrm carcass in one hand. -mpe In the other he carries a key, made of ice. -mpoload 12589 -give key $n -say A token of my appreciation for this blessing. -bow -~ -| -#12594 -ogre~ -an ogre~ -A burly humanoid clad in animal furs shambles about the lair. -~ -This foul humanoid is a threat to travellers in many regions, though in -these dark ranges he is one of the less threatening foes you may face. -His ogrish blood is thick- squinting at you through thick folds of flesh -that obscure his ugly features, the creature can barely even talk. -~ -35 512 -800 C -36 0 -100 2d100+1200 6d4+20 -55000 0 -8 8 1 -20 13 13 13 13 13 13 -0 0 0 0 0 -6 3 0 0 16 16 0 -0 0 47 2099472 0 0 144 2 -> fight_prog 33~ -wield club -grunt -punch -disarm -~ -> rand_prog 33~ -wield club -~ -> rand_prog 2~ -grunt -~ -> greet_prog 100~ -snarl -if ispc($n) -mpe With great ferocity, the ogre slams his club into your midsection! -mpdamage $n 75 -lick -else -endif -~ -| -#12595 -dwarf dragg~ -Dragg~ -A muscular, well-armored dwarf sits here whittling. -~ -A legendary dwarven hero, Dragg set forth to find the legendary city -of Xchantharus, the source of the Chaos infesting Brythunia, nearly -three centuries ago. A long time, even by Dwarven standards. Yet he -sits here, apparently not a day older, without a care in the world. -What sorcery is at work here? -~ -3 4203176 750 C -44 0 -200 1d1+5000 11d3+60 -345432 0 -8 8 0 -20 13 13 13 20 13 13 --20 -20 -20 -20 -20 -2 3 0 0 4 4 0 -0 0 2047 255 3149056 0 896 524291 -> fight_prog 74~ -wield dragg -~ -> rand_prog 33~ -wield dragg -mprestore self 300 -~ -> greet_prog 100~ -smile -, stands up and brushes wood chips off his lap. -if ispc($n) -say Well met, fellow adventurer. What brings ye to the Hellspires? -mpe Seeing your look of puzzlement at his carefree greeting, $I frowns. -say Oh, you are probably wondering why I rest here, free of care? -nod -say Well, it's like this- I am dead. Yes, yes I know, its almost -say beyond belief that the mightiest dwarven hero ever would be dead. -say But there you have it. Best I can tell, some supernatural force -say is keeping me alive for their own purposes. But I refused to be -say the object of their humor, and have set up quite a home here. -smile -say Feel free to rest as long as you wish, friend. -else -endif -~ -> rand_prog 2~ -whistle -say Still here? Good, rest and relax. -smile -~ -> speech_prog xchantharus~ -say Xchantharus? You know of it? -nod -say I sought it too, once, long ago... -sigh -say It does exist you know, beyond the pillars. Ignore the icy -say plateau, it is a maze of traps and evil monsters. Head instead -say through the golem's gates, providing you have the key. I never -say managed to find it, unfortunately. -~ -| -#12596 -winter wolf~ -a winter wolf~ -A snow white wolf the size of a bull snarls menacingly. -~ -The pelt of this great lupine beast glistens with frost, especially around -its muzzle, which houses razor sharp teeth, and the capacity to belch forth -frost upon its foes. -~ -35 544 -400 C -35 0 0 90d10+900 3d5+22 -0 0 -8 8 1 -13 13 13 13 13 13 13 -0 0 0 0 0 -69 3 0 0 512 512 0 -0 0 33883709 0 2 1 3 2 -> death_prog 100~ -if rand(33) -mpe With one last howl, the wolf perishes. To your delight, the pelt -mpe appears to have for the most part remained whole. -mpoload 12598 -else -mpe The death blow rips through the center of the wolf's back, tearing -mpe open hide and bone as it finishes the pained creature. -endif -~ -| -#12597 -cave bear~ -a cave bear~ -A white furred cave bear, thrice the size of a brown bear, slumbers here. -~ -This mammoth ursine beast is currently resting off a big meal of -wild men, and is not in the mood for another fight just yet. However, -it will be more than capable of defending itself if attacked. -~ -3 512 0 C -38 0 0 20d20+1800 7d2+30 -0 0 -8 8 0 -20 13 13 13 20 13 13 -0 0 0 0 0 -24 3 0 0 512 512 0 -0 0 33816621 256 2097152 0 131 2 -> death_prog 100~ -if rand(33) -mpe The mighty grizzly is dead! Cackling in triumph, $n leaps atop -mpe the corpse and, with a single blow, lops off its head. -mpoload 12599 -else -mpe The death blow cleaves the bear's head in twain. -endif -~ -| -#12598 -wild man~ -a wild man~ -A thick set, hairy humanoid bounds amongst the rocks. -~ -The descendants of a lost civilization ravaged by Chaos, these dimwitted -mutations survive by roaming, either alone or in packs, among the -Hellspires, scavenging where they can. -~ -229 33280 -200 C -32 0 0 10d20+500 3d5+10 -0 0 -8 8 1 -18 13 13 13 13 13 13 -0 0 0 0 0 -0 3 0 0 1 1 0 -0 0 239 0 0 0 16 3 -#12599 -white dragon~ -a white dragon~ -A small, but vicious, white dragon snarls in anger. -~ -Like most of the inhabitants of the Hellspires, this creature is evil, -malicious and foul tempered. It would not hesitate to rend limb from -limb any foolish enough to disturb its rest. -~ -35 268960256 -676 C -40 0 -100 10d20+4800 3d7+30 -100000 0 -8 8 2 -13 13 13 13 13 13 13 --10 -10 -10 -10 -10 -31 3 0 0 2048 2048 0 -0 0 362047 3149100 2 1 7 2 -> greet_prog 100~ -mpe _lbl Clouds of snow are stirred up by the dragon as it moves. -mpe _lbl A snort from its gaping nostrils sends forth a cloud of frost. -roar -if ispc($n) -say Foolish whelp! You are idiotic to disturb me in my lair! -grin -say You want the key, I'll wager... But you can't have it! -say Unless, of course, you are willing to pay for it... -wink -say with your LIFE! -C 'frost breath' $n -else -endif -~ -> fight_prog 25~ -mpe The wyrm opens its maw and roars mightily, shaking the cavern! -mpe Large chunks of ice are dislodged from the ceiling. -mpdamage $n 50 -mpdamage $r 50 -~ -| -#12600 -mad alchemist~ -the mad alchemist~ -A crazed alchemist babbles incoherently as he brews another potion. -~ -A scientist in the employ of Cessephenes, this insane fellow has -probably caused more harm than good to his master's other servants -with his vile and unstable concoctions. -~ -163 369099264 -200 C -49 0 -111 23d10+3800 3d3+21 -175000 0 -8 8 1 -13 20 13 20 13 13 13 -0 0 0 0 0 -0 0 0 0 1 1 0 -0 0 2047 0 1050632 512 1107300928 2 -> fight_prog 18~ -mpe The Alchemist quaffs a potion, and breathes forth a gout of flame! -c 'fire breath' $r -~ -> fight_prog 10~ -mpe The Alchemist hurls a glass vial at the floor. As it shatters, thick -mpe black smoke fills the room! -c gas -~ -> fight_prog 25~ -mpe The alchemist mumbles an incantation, and unleashes a volley of spells! -c 'galvanic whip' -c 'spectral furor' -c 'black fist' -c 'magic missile' -c chill -~ -> fight_prog 60~ -c curse $r -c blindness $r -c weaken $r -c unravel $r -~ -> greet_prog 100~ -if isimmort($n) -mutter -else -snarl -say Not MORE intrusions! -mpe The alchemist grabs a handful of potions and hurls them at your feet. -mpe Several plumes of smoke arise, filling the chamber. -c gas -endif -~ -| -#12601 -demonkin fiend~ -a flaming fiend~ -Flaming demonkin fly about in the air above the city, looking for prey. -~ -Since the insurgence of Chaos, influxes of such beasts from the Abyss -have become common, and they pose a threat to both strangers and locals -of this devastated city. -~ -33 34079232 -400 C -43 0 -55 200d1+1200 3d10+33 -57600 0 -8 8 0 -13 13 13 22 13 13 13 -0 0 0 0 0 -67 2 0 0 8192 8192 0 -0 0 67471039 1052416 1 2 262663 2 -> rand_prog 2~ -cackle -drool -~ -| -#12602 -zombie citizen~ -a zombie citizen~ -Former citizens of the city shamble blindly through the ravaged streets. -~ -Once humans, these creatures are not animated dead, but humans who have -lost so much of their soul, spirit, mind and will to exist to Chaos that -only these hollow shells remain. -~ -65 0 200 C -44 0 0 50d10+500 10d4+20 -4500 0 -8 8 0 -18 13 13 13 13 13 13 -0 0 0 0 0 -71 3 0 0 65536 65536 0 -0 0 16 1056544 16 0 128 1 -> rand_prog 2~ -say The horror... -drool -~ -| -#12603 -harpy~ -a harpy~ -A scrawny harpy scours the streets for meat. -~ -Foul creatures of Chaos, the harpies delight in slaying, maiming and -feasting on hapless stragglers and adventurers such as yourself. -~ -165 524808 -750 C -44 0 -50 80d10+800 6d6+28 -150000 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -42 2 0 0 1 1 0 -0 0 296505 1050624 0 1 579 2 -#12604 -skeleton guard alex~ -the second skeleton guard~ -A skeleton clad in archaic armor stands before the gates. -~ -Mindless undead guardians of the manor, these beings exist solely to -protect the home of their master from any perceived threat, which is -basically anyone who comes near, as attested by the growing pile of -corpses at their feet. -~ -3 680 -200 C -48 0 -144 20d20+3000 5d5+40 -50000 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 0 0 -60 3 0 0 1 1 0 -0 0 0 584 3362 17 512 524291 -> act_prog p tells you 'go!'~ -say Gaaaaaahhh -mpe The second guard's head lolls about and he struggles to stand. -t fred go yerself! -~ -> fight_prog 20~ -say Gaaaaaahhh -mpe The skeleton swings clumsily, but misses his target! -mpdamage fred 200 -mpforce fred say Hoi! Watch it you oaf! -mpforce fred slap alex -~ -| -#12605 -skeleton steed~ -a skeleton steed~ -A skeletal warhorse snorts and whinneys at your approach. -~ -Some of the steeds of the manor managed to survive, as undead mounts -for the undead guardians that protect the baron round the clock. They -remain as loyal (and stupid) as they were in life. -~ -3 640 -200 C -48 0 -100 47d10+2000 3d8+32 -0 0 -8 8 0 -13 13 13 13 13 13 13 -0 0 0 0 0 -60 4 0 0 512 512 2 -0 0 0 2097222 3872 17 160 2 -> rand_prog 2~ -snort -~ -| -#12606 -skeleton knight~ -a skeleton knight~ -A skeleton clad in shining black plate mail sits on a wooden stool -~ -Once a loyal vassal of Cessephenes, master of this manor, this fellow -continues his vows of allegiance even in death. -~ -3 8872 -200 C -50 0 -200 1d1+6666 11d11+19 -750000 0 -8 8 0 -22 13 13 18 18 13 13 -0 0 0 0 0 -60 1 0 0 1 1 0 -0 0 0 1050688 2101030 17 134218256 536583 -> all_greet_prog 100~ -if ispc($n) -mpe The knight rises to his feet as you enter. -say Ahh, greetings travellers, and welcome to the manor of my -say master, Cessephenes the fair. Pray, sit awhile and rest with -say me, I could sorely use the company. -sigh -say Those fools at the gate know naught of art, chess or strategy. -else -endif -~ -> fight_prog 20~ -say Have at thee, traitorous backstabber! -snarl -disarm -mpe The knight strikes with a rapid succession of strokes. -mpdamage $n 100 -mpdamage $n 100 -mpdamage $n 100 -gouge -stun -~ -> fight_prog 75~ -wield lance -~ -> fight_prog 33~ -say Cowardly knave $r, assaulting a man at his rest! -slap $r -mpdamage $r 200 -~ -> rand_prog 2~ -mutter -sigh -~ -> rand_prog 100~ -wield lance -~ -| -#12607 -strogg s'trogg~ -S'trogg~ -A hulking troll sits on an impossibly small stool reading a thick tome. -~ -Before you sits the eminent Troll philosopher S'trogg Wrenchdembones, -long thought slain by angry elven mages. But he appears to have sought -refuge here, where he can continue his work in private. -~ -3 4194984 -200 C -55 0 -300 1000d1+29000 20d20+40 -4000000 0 -8 8 1 -25 25 25 25 13 25 25 -0 0 0 0 0 -8 0 0 0 64 64 2 -0 0 32 1049198 2100480 129 771 524291 -> all_greet_prog 100~ -mpe As you enter, S'trogg looks up and grunts. -say Go 'way. S'trogg busy. -mutter -mpe With a loud belch he returns to his book. -~ -> rand_prog 2~ -mpe S'trogg pauses in his reading to drive a stubby finger up one nostril. -mpe Digging about, he fetches out a particularly tasty morsel and devours it. -mmm -grunt -~ -> rand_prog 2~ -mpe S'trogg suddenly lifts one leg, and a horrendous noise emerges! -fart -say Ahhhhh.... -say Dat's better! -mpe A foolish grin creases Strogg's features. -~ -> rand_prog 2~ -mpe $I reaches behind and absently scratches his arse as he reads. -nod -say This is a good bit! -~ -> rand_prog 10~ -if ispc($r) -snarl -say Wot! Why you still here, 'ey? -mea $r Strogg slams you upside the head with his book! -mpechoar $r S'trogg slams $r upside the head with his book! -mpdamage $r 400 -say Go 'way! -else -endif -~ -> fight_prog 66~ -if rand(66) -stun -gouge -mpe S'trogg attacks with the savagery that only a troll can muster! -mpdamage $n 800 -else -if rand(40) -disarm -mpdamage $n 200 -mpdamage $r 200 -mpdamage $n 200 -mpdamage $r 200 -else -punch -punch -punch -endif -endif -~ -> death_prog 100~ -if rand(20) -mpe As the great philosopher dies, his book tumbles from his hands. -mpoload 12660 -drop tome -else -endif -~ -| -#12608 -brass golem~ -a brass golem~ -A statue of shiny brass stands before the stair. -~ -Faithful bodyguard of the baron, this golem stands immobile, as it -has done for centuries, at the base of the stair that enters its master's -haven- the black tower you spied without. There are few beings capable of -besting this savage and unpredictable guardian. -~ -39 37757608 -200 C -50 0 -200 50d50+5200 4d20+40 -0 0 -8 8 0 -22 13 13 13 13 13 13 -0 0 0 -30 -30 -85 3 0 0 65536 65536 0 -0 0 0 1048624 2099265 0 16 3 -> fight_prog 75~ -disarm -gouge -~ -> all_greet_prog 100~ -if isimmort($n) -else -say None shall pass! -mpe _yel With a metallic grating sound, the golem creaks into life! -flex -c gas -endif -~ -> act_prog flees~ -mpat $n t $n None Shall Pass! -mpat 0.$n mea $n The golem grabs you by the head and yanks you back! -mpe The golem grabs $n by the head and yanks $m back! -mptrans 0.$n -c 'fire breath' $n -cackle -~ -> rand_prog 33~ -mprestore self 100 -~ -> hitprcnt_prog == 20~ -mpe Badly damaged, the golem pauses, then marshalls its energies and charges! -bash -stun -~ -> rand_prog 2~ -peer -mutter -~ -| -#12753 -spirit garden~ -the Spirit of the Gardens~ -A sad-faced old woman weeps at the devastation all around her. -~ -An undead manifestation of what little good once existed in this city, -this spirit is devoted to Law, and is beyond the influence of Chaos. -However, she is compelled to remain in this garden, never to leave. -~ -3 4727464 1000 C -55 0 -300 21d100+28000 0d0+0 -0 0 -8 8 2 -13 13 13 13 13 13 13 --3 -3 -3 -3 -3 -90 1 0 0 65536 65536 0 -0 0 0 0 3149056 0 142606336 134 -> fight_prog 25~ -c 'frost breath' $r -mprestore self 300 -~ -> rand_prog 30~ -if ispc($r) -c heal $r -c 'restore mana' $r -else -c heal -endif -~ -> all_greet_prog 100~ -, smiles sadly as you enter. -say Sit, stranger, here with me, you are safe here. -sigh -say For all the good it does me, I am too... -say I will do what I can to aid you in your battles, though such -say aid can only be delivered here in my sanctum. -~ -> death_prog 100~ -mpe _whi A brilliant light floods the room as the woman dies. -mpe _whi Her liberated soul arises from her remains, and ascends skywards. -mpe _whi Brilliant waves of energy course through the air, to mark her passing. -mpe _whi When the light subsides, no trace remains of the woman. -mpgoto 12797 -~ -| -#0 - - -#OBJECTS -#12500 -claw chaos~ -the Claw of Chaos~ -A shimmering black claw of pure evil glistens here.~ -~ -5 524822 8193 -0 0 0 3 -20 1565000 156500 -A -13 100 -A -12 100 -A -18 13 -A -19 13 -A -24 -10 -A -23 -10 -A -27 522 -> wear_prog 100~ -if isevil($n) -mea $n The claw fits comfortably into your grasp. -mpforce $n evilgrin -c fireshield $n -else -endif -~ -> remove_prog 100~ -if isevil($n) -mea $n The claw seems almost reluctant to slip from your grasp. -else -endif -~ -| -#12501 -warp cloak~ -Warp Cloak~ -This translucent scrap of cloth fades in and out of existence.~ -~ -9 594 1025 128 -20 0 0 0 -33 1575000 157500 -A -2 2 -A -12 100 -A -13 100 -A -18 12 -A -19 12 -A -23 -10 -A -24 -10 -A -26 1048578 -A -27 1048580 -> wear_prog 100~ -if isevil($n) -mea $n As you drape the cloak about yourself, you phase out of existence. -mpechoar $n As $n wear the cloak, $e shimmers into a semi-corporeal state. -else -endif -~ -| -#12502 -dracolich tooth earring~ -Tooth of the Dracolich~ -A tooth torn from the maw of Xanra, the first Dracolich, lies here.~ -~ -9 596 65537 -20 0 0 0 -12 400 40 -A -13 60 -A -12 60 -A -18 5 -A -19 5 -A -27 1048576 -#12503 -blazing eyes txachamitxchual~ -The Blazing Eyes of Txachamitxchual~ -A pair of fiery eyes burn a hole into the floor.~ -~ -9 595 131073 -33 0 0 0 -2 15650 1565 -A -12 125 -A -19 6 -A -26 33554432 -A -27 1 -#12504 -benediction~ -Benediction~ -The blessings of the gods of Law coalesces into a blade of light.~ -~ -5 3337 8193 -0 0 0 3 -10 0 0 -A -12 150 -A -13 150 -A -18 18 -A -19 18 -A -25 7 -A -24 -12 -A -27 512 -A -26 8192 -A -26 4194304 -> wear_prog 100~ -if isgood($n) -mea $n _whi A warm feeling flows through you as you are blessed. -mer $n _whi $n basks in the warmth of Benediction. -c bless $n -c inner $n -else -endif -~ -> sac_prog 66~ -mpe You carefully place Benediction down, and consign it back to the Gods. -mpe Impressed by your sacrifice, they bless you with the ultimate vision. -mpoload 12602 -drop vision -~ -| -#12505 -damnation~ -Damnation~ -A red steel blade glows with a hellish light.~ -~ -5 2587 8193 -0 0 0 11 -5 0 0 -A -20 -10 -A -22 -10 -A -26 524424 -A -25 -5 -A -27 1049120 -A -13 200 -A -18 25 -A -19 25 -> wear_prog 100~ -if isevil($n) -mea $n The blade crackles and pulses with unholy energy as you grip it! -c fireshield $n -c kin $n -c troll $n -else -endif -~ -> sac_prog 66~ -mpe Waves of dark energy shift and dance about the ruined blade. -mpe Eventually they coalesce into a dark, formless void, humming evilly. -mpoload 12601 -drop visions -~ -| -#12506 -sarcophagus~ -the sarcophagus of the priest king~ -An ornate sarcophagus inlaid with precious gems rests here.~ -~ -15 83 0 -100000 5 -1 0 -10000 100000000 10000000 -> act_prog p opens the sarcophagus of the priest king.~ -mea $n As you wrench open the lid, a fire trap explodes in your face! -mpechoar $n As $n opens the sarcophagus, $e is engulfed in flame! -mpdamage $n 125 -mpe _red The fire coalesces into a flaming demon from the Abyss! -mpmload 12510 -mpforce nyca mpoload 12515 -mpforce nyca wield axe -mpforce nyca say You have disturbed the tomb of my master! -mpforce nyca say And now, you must die! -mpforce nyca cackle -mpforce nyca , unleashes a volley of spells! -mpforce nyca c 'acid breath' $r -mpforce nyca c 'frost breath' $r -mpforce nyca c 'fire breath' $r -~ -| -#12507 -ring fire resistance~ -a ring of fire resistance~ -A glowing red ring lies on the ground.~ -~ -9 524353 3 -8 0 0 0 -1 10000 1000 -A -27 1 -A -18 2 -A -19 2 -A -23 -10 -A -24 -10 -#12508 -wrappings mummy~ -Wrappings of the Mummy~ -A pile of dirty linen bandages lies here.~ -~ -9 0 1025 8 -11 0 0 0 -4 0 0 -A -18 3 -A -19 7 -A -23 5 -A -29 1 -#12509 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 88 221 89 -1 10000 1000 -#12510 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 17 68 110 -1 10000 1000 -#12511 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 34 36 66 -1 10000 1000 -#12512 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 114 27 25 -1 10000 1000 -#12513 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 1 67 208 -1 10000 1000 -#12514 -scroll priest king~ -a scroll of the priest king~ -A crumbling sheet of papyrus lies here.~ -~ -2 82 1 -50 83 68 216 -1 10000 1000 -#12515 -black steel axe~ -a black steel axe~ -An axe of blackened steel is imbedded in the ground.~ -~ -5 524818 8193 -0 0 0 1 -18 15000 1500 -A -18 7 -A -19 7 -#12516 -small silver coffer~ -a small silver coffer~ -A small silver coffer has been welded to the floor.~ -~ -15 524370 0 -100 5 -1 0 -1 0 0 -> act_prog p opens a small silver coffer.~ -mea $n A strange mist wafts from the coffer as you open it... -mpechoar $n As $n opens the coffer, the room is engulfed in a strange mist... -c gas -mpe _whi The mist coalesces into an enraged ghost! -mpmload 12509 -mpforce engineer moan -mpforce ghost yell REVENGE! I WILL HAVE MY REVENGE, TREACHEROUS BLACKHEARTS! -mpforce ghost scream -mpe You are gripped in terror as you behold this visage! -mpforce ghost murder $n -~ -| -#12517 -amulet soul ~ -Soul Amulet~ -A glowing white amulet lies in the dirt.~ -~ -9 8439104 5 -22 0 0 0 -8 1000000 100000 -A -12 66 -A -18 4 -A -19 3 -A -24 -7 -#12518 -sleeves spider~ -Sleeves of the Spider~ -A pair of silvery sleeves covered in webbing lies here.~ -~ -9 197202 257 -17 0 0 0 -3 157500 15750 -A -2 3 -A -18 4 -A -19 7 -A -13 30 -A -12 30 -A -27 256 -> wear_prog 100~ -c slink $n -~ -| -#12519 -ensnared corpse~ -an ensnared corpse~ -A humanoid corpse is coccooned in webbing here.~ -~ -15 0 0 -1000 1 -1 0 -1 0 0 -#12520 -hide spykros~ -the Hide of Spykros~ -A strip of chimera hide lies on the ground.~ -~ -9 592 1025 -34 0 0 0 -33 175600 17560 -A -17 -66 -A -13 100 -A -18 6 -A -19 8 -A -23 -8 -A -27 1 -#12521 -tome~ -a glowing tome~ -A magical tome rests upon the lectern. You feel compelled to read it.~ -~ -12 65 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mea $n As you gaze upon the pages, the writing seems to come alive! -mea $n A magical force grabs ahold of your spirit, and pulls it free. -mea $n Terrified, you attempt to fight, but it is futile to resist. -mea $n However, as your spirit rushes into the tome, you feel at ease. -mea $n No harm was meant to you; it is simply easier for the tome to -mea $n communicate in this fashion. -mpechoar $n $n goes rigid, then suddenly relaxes and collapses to the floor. -mptrans $n 12600 -mpat 12600 mpforce guardian mpe The old man stares sternly at you. -mpat 12600 mpforce guardian say Well, then. You seek knowledge then? -~ -| -#12522 -parchment~ -a sheet of parchment~ -This parchment is covered in runes and glyphs.~ -~ -35 64 1 -0 0 0 0 -1 0 0 -E -parchment~ -The parchment contains several lines of text, containing that which -you needed to know- How to reach Xchantharus! - -In a spidery hand, it reads - "The road to Xchantharus is long and hard, -and fraught with peril. However, if you seek the five blessed items, you -can access this fell domain, passing through the unholy portal atop -mount Xchan. The five items are scattered across the jungles, hidden in -various places; the exact location is not known, but a clue exists for -each- -First, seek you the skull of Tapax'ochoa, mightiest of the Tech'opi. -Second, seek you the girdle of wisdom, relic of the Bwani -Third, the bones of the saint Crissagorman, lost in the river of the dead. -Fourth, the krater of Pyros, at the base of the mountain of fire. -Fifth, the sigil of Orde, deity of the lost people, taken by malice. - -These will open the gates and allow you into the realm of the priest king. -Not all five are needed to enter the city, but to access the priest king, -you will need at least two. Were that it known which two, much time would -be saved. But the very nature of Chaos that deliberately leaves such weaknesses -about also obfuscates which ones are the most effective. -~ -#12523 -sigil orde~ -the sigil of Orde~ -A glowing symbol hangs in midair.~ -~ -1 1089 1 -0 0 -1 0 -10 100000 10000 -A -25 3 -> damage_prog 100~ -mpoload 12523 -drop orde -mpforce $n get orde -mpforce $n wear orde -~ -| -#12524 -krater pyros~ -Krater of Pyros~ -A clay pot burning with a strange liquid rests here.~ -~ -1 579 1 -0 0 -1 0 -7 75600 7560 -A -12 50 -A -27 1 -> damage_prog 100~ -mpoload 12524 -drop krater -mpforce $n get krater -mpforce $n wear krater -~ -| -#12525 -bones saint crissagorman~ -Bones of St. Crissagorman~ -A pile of bones lies scattered across the floor.~ -~ -9 25283905 16385 -10 0 0 0 -33 2500000 250000 -A -4 2 -A -5 2 -A -12 50 -A -13 50 -A -18 4 -A -19 4 -A -24 -5 -> wear_prog 100~ -if isgood($n) -mea $n You reverently hold the bones in your trembling hands. -mea $n Immediately, you feel cleansed of all impurities. -c 'remove curse' $n -c 'cure poison' $n -c 'cure blindness' $n -else -endif -~ -> get_prog 100~ -if isgood($n) -mea $n You reverently gather the bones of the martyred saint. -else -endif -~ -> drop_prog 100~ -if isgood($r) -mea $r You carefully place the bones on the ground. -else -endif -~ -| -#12526 -tiger skull tapax'ochoa ~ -a sabre-tooth tiger skull~ -This skull is twice the size of a human's head.~ -~ -9 16925266 17 -30 0 0 0 -1 40000 4000 -A -3 -1 -A -4 -1 -A -22 -2 -A -13 30 -A -18 5 -A -19 5 -A -27 512 -> wear_prog 100~ -if race($n) == halfling -mea $n The skull is far too large for you! -mpforce $n remove tapax'ochoa -else -if race($n) == pixie -mea $n The skull is far too large for you! -mpforce $n remove tapax'ochoa -else -endif -endif -~ -| -#12527 -girdle wisdom~ -the Girdle of Wisdom~ -A plain leather girdle lies, forsaken.~ -~ -9 8504384 2049 -17 0 0 0 -10 175000 17500 -A -4 3 -A -12 60 -A -24 -3 -A -18 3 -A -19 4 -A -27 2048 -A -26 16777216 -#12528 -scroll~ -a bound scroll~ -A scroll tied with a thin black ribbon rolls around.~ -~ -2 64 1 -50 201 26 65 -1 35000 3500 -#12529 -scroll~ -a bound scroll~ -A scroll tied with a thin black ribbon rolls around.~ -~ -2 64 1 -50 28 43 81 -1 35000 3500 -#12530 -gauntlets dexterity~ -Gauntlets of Dexterity~ -A pair of lightweight gauntlets is here.~ -~ -9 262208 129 -14 0 0 0 -1 50000 5000 -A -2 3 -A -17 -20 -A -18 10 -A -19 5 -A -22 -5 -#12531 -silver ring~ -Ring of Warding~ -A brightly glowing magical silver ring can be barely seen.~ -~ -9 9012320 3 -5 0 0 0 -1 5000 500 -A -17 -25 -A -13 30 -A -12 30 -A -23 -3 -A -24 -3 -A -27 16 -#12532 -statue~ -a broken statue~ -A broken and crumbling statue stands in the center of the market.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -statue~ -A representation of Mercantilus, the ancients' god of trade and commerce, -this god's cult has not existed for centuries, as he was believed to have -been slain in the kinstrife wars between the gods many centuries ago. Even -in this time, his cult has fallen into disrepute as Mercantilus, while not -exactly a holy and law abiding deity, was certainly no minion of Chaos -either. - -Someone has scrawled the words 'Nuc Ryss!' in blood across the torso. -Chaos Rises... -~ -#12533 -barbed spear~ -a barbed spear~ -This spear is designed to do great damage when yanked from the flesh.~ -~ -5 0 8193 -0 0 0 2 -4 1000 100 -A -2 1 -A -18 4 -A -19 4 -#12534 -necklace~ -a jade necklace~ -Several pieces of jade have been strung onto this leather thong.~ -~ -8 1 5 -0 0 0 0 -1 8000 800 -#12535 -bone ring~ -bone ring~ -A ring covered in runes and symbols lies here.~ -~ -9 4304 3 -11 0 0 0 -1 0 0 -A -1 -1 -A -2 -1 -A -5 -1 -#12536 -nine lives stealer~ -Nine Lives Stealer~ -A shiny metal broadsword lies neglected here.~ -~ -5 17318490 8193 -0 0 0 1 -1 65000 6500 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -27 512 -A -24 -2 -#12537 -javelin seeking~ -Javelin of Seeking~ -A silver javelin lies buried in the rubble.~ -~ -5 573504 8193 -0 0 0 2 -1 75601 7560 -A -2 1 -A -1 1 -A -13 30 -A -18 12 -A -19 7 -#12538 -black robes~ -flowing black robes~ -Flowing black robes hang of their own accord in midair.~ -~ -9 592 1025 64 -11 0 0 0 -1 33444 3344 -A -17 -10 -A -3 2 -A -12 50 -A -13 50 -A -18 4 -A -19 4 -A -24 -2 -A -26 2097152 -#12539 -potion vial~ -a vial of liquid~ -A vial of clear liquid has been left here, stoppered and untasted.~ -~ -10 0 1 -50 33 33 33 -1 0 0 -#12540 -gem seeing~ -gem of seeing~ -A glowing red ruby lies here.~ -~ -9 64 131073 -3 0 0 0 -1 50000 5000 -A -12 30 -A -26 8 -A -26 8388608 -A -26 32 -A -26 16 -#12541 -clay urn~ -a clay urn~ -A clay urn lies on its side.~ -~ -15 0 16385 -200 1 -1 0 -15 50 5 -#12542 -totem~ -a totem~ -A tall totem, bearing several aspects of the sun, towers here.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -totem~ -The Bwani worship the sun, as an abstract rather than an anthropomorphic -representation. -~ -#12543 -phoenix staff~ -the Phoenix staff~ -The legendary artifact known as the Phoenix staff blazes brightly.~ -~ -4 1089 16385 -55 26 13 88 -1 0 0 -A -26 33554432 -A -28 1 -> wear_prog 100~ -if isevil($n) -else -mea $n The staff tests your worthiness to use its power. -mpechoar $n $n is assaulted by forces of Law to test $s worthiness. -mpdamage $n 100 -mpforce $n , smiles grimly. -endif -~ -| -#12544 -leggings bone~ -Leggings of Bone~ -These leggings have been crafted from the bones of an elephant.~ -~ -9 8750146 33 -8 0 0 0 -22 5400 540 -A -4 1 -A -5 1 -A -17 -20 -A -12 35 -A -18 3 -A -19 3 -A -27 1 -#12545 -aura perception~ -Aura of Perception~ -A hazy aura of bluish energy fills the chamber.~ -~ -9 100448 131073 -7 0 0 0 -1 85600 8560 -A -3 2 -A -13 20 -A -12 20 -A -18 3 -A -19 2 -A -26 8388648 -#12546 -tiger tooth~ -a tiger's tooth~ -This tooth earring has been torn from someone's ear.~ -~ -9 262144 65537 -8 0 0 0 -1 30000 3000 -A -18 2 -A -19 2 -#12547 -bubbling cauldron~ -a bubbling cauldron~ -A massive iron cauldron, large enough to hold a dozen humans, bubbles away.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -cauldron~ -This thing is huge! You could easily clamber into it if you wished. -~ -#12548 -spear tapax'ochoa~ -Tapax'ochoa's spear~ -An ensorcelled spear is thrust into the ground.~ -~ -5 16925264 8193 -0 0 0 6 -1 157540 15754 -A -1 1 -A -13 66 -A -18 10 -A -19 10 -A -20 -2 -A -21 -2 -#12549 -maul deadly~ -the deadly maul~ -A massive stone weapon lies on the ground.~ -~ -5 522 8193 -0 0 0 8 -55 15740 1574 -A -1 3 -A -13 175 -A -18 3 -A -19 8 -#12550 -shimmering field magical energy~ -a shimmering field of magical energy~ -A shimmering field of magical energy hums and pulses with life.~ -~ -12 0 0 -0 0 0 0 -55 0 0 -E -shimmering field magical energy~ -Housed between two sturdy obelisks, this field is not dissimilar to -the one you entered in the Hellspires, though you are certain that this -one moves you through space rather than time, as none of the temporal -imagery is displayed within its surface, which is in a constant state -of flux. -~ -> exa_prog 100~ -mpe _blu A bolt of energy surges forth from the field! -mpdamage $r 50 -~ -| -#12551 -broadsword~ -Crissagorman's blade~ -A shiny silver broadsword, untouched by corrosion, lies half buried under a rock.~ -~ -5 527424 8193 -0 0 0 3 -30 50000 5000 -A -1 2 -A -4 2 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -22 -2 -> get_prog 100~ -if isgood($n) -mea $n As you scoop up the blade, a voice speaks inside your head. -mea $n The voice says 'Yes! Take up arms against evil!' -mea $n You feel suffused with strength and courage! -mpechoar $n A grimly confident smile crosses $n's face as $e hefts the blade. -c kin $n -c refresh $n -else -endif -~ -> wear_prog 100~ -if isgood($n) -mea $n The blade slides easily into your grip. -mpechoar $n $n flexes powerfully as $e swings the blade about. -else -endif -~ -| -#12552 -bwani spear~ -a Bwani tribal spear~ -A simple piece of wood, covered in runes, hums softly.~ -~ -5 262208 8193 -0 0 0 2 -4 1200 120 -A -1 1 -A -31 1 -A -18 10 -A -19 6 -A -24 -3 -#12553 -tigerskin shield~ -a tigerskin shield~ -A strip of tigerskin bound to a wooden frame serves as a fine shield.~ -~ -9 262144 513 -11 0 0 0 -6 8700 870 -A -17 -19 -A -18 2 -A -19 2 -#12554 -earring pendant~ -a teardrop pendant~ -A silver earring, tarnished and forgetten, lies in a pile of debris.~ -~ -9 525376 65537 -9 0 0 0 -1 150000 15000 -A -12 25 -A -18 2 -A -19 2 -A -22 -4 -> wear_prog 100~ -if isevil($n) -else -c sagacity $n -endif -~ -| -#12555 -pool water~ -a pool of water~ -A small, shallow pool of water fills this area.~ -~ -25 0 0 -0 0 0 0 -1 0 0 -#12556 -canoe~ -a canoe~ -A brightly painted canoe has been drawn halfway up the beach.~ -~ -22 0 1 -0 0 0 0 -75 565 56 -#12557 -snakeskin belt~ -snakeskin belt~ -A belt fashioned from the skin of some deadly snake lies unwanted.~ -~ -9 262160 2049 -7 0 0 0 -4 5000 500 -A -5 2 -A -13 25 -A -19 2 -#12558 -ritual bracelet~ -a ritual bracelet~ -This bracelet is worn by the heir to the Bwani throne.~ -~ -9 262208 4097 -9 0 0 0 -1 15750 1575 -A -3 1 -A -4 1 -A -12 10 -A -18 2 -#12559 -vial antivenom jagal juice~ -Ja'gal Juice~ -A vial of potent antivenom has been left here.~ -~ -10 262144 1 -1 43 -1 -1 -1 0 -1 500 50 -#12560 -elaborate headdress~ -an elaborate headdress~ -This magnificent headdress is brightly colored and intricately woven.~ -~ -9 262144 17 -6 0 0 0 -8 40000 4000 -A -4 2 -A -12 75 -A -24 -3 -#12561 -bone armor~ -bone armor~ -This armor has been fashioned from bone and leather.~ -~ -9 262144 9 -11 0 0 0 -4 210 21 -A -1 1 -A -17 -10 -A -13 20 -A -18 4 -A -19 4 -#12562 -spirit bracer~ -a spirit bracer~ -A shimmering translucent band of energy hovers here.~ -~ -9 98928 4097 -7 0 0 0 -1 34200 3420 -A -2 1 -A -12 25 -A -18 3 -A -19 2 -A -24 -2 -#12563 -totem~ -a totem~ -A totem, covered in vines and other vegetation, protrudes from the undergrowth.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -totem~ -This tribal image depicts three heads, atop one another, all with their -faces removed and painted to resemble grinning skulls. They are of an -eagle, complete with wings, a tiger, and a dog. It is quite a forbidding -image, and doubtless is some sort of warning to strangers. -~ -#12564 -nuts berries~ -nuts and berries~ -A scattering of nuts and berries covers the ground.~ -~ -19 0 1 -4 0 0 0 -1 0 0 -#12565 -battered wooden sign~ -a battered wooden sign~ -A battered wooden sign has been nailed to a tree.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -battered wooden sign~ -The sign is written in a spidery script, barely legible due to water and -tree sap stains, but the gist of it is clear, and with a little effort you -manage to piece the message together to read- - -Stranger, - I know not who or what you are, or what master you serve, but if you -can read this then you are Estroglian, which is good. Perhaps you have been -sent by the king to search for me, perhaps you arrived here accidentally, or -perhaps you seek, like I, to lay to rest the Fount of Chaos that is buried -somewhere in this jungle. At any rate I will share with you what little I -know of this place. - I have found that two tribes rule this region, the wild lands outside -Tanisbwana, the tribes of Tech'opi and Bwani, one violent and aggressive, the -other peaceful and friendly. It is within the Bwani that you must seek the -information for the items you need to enter the city of Xchantharus, for it is -magically sealed somehow. This is all I know, perhaps you will find me and we -can discover more together. - Your friend, - Pandus - -Bah. Being the typical academic, he spent more time on speculation than actual -facts. He didn't even mention which direction the Bwani village lies in! -~ -#12566 -techopi tigerskin cloak~ -a tigerskin cloak~ -The hide of a massive tiger has been fashioned into a cloak.~ -~ -9 262672 1025 -12 0 0 0 -3 5670 567 -E -tigerskin~ -This cloak has been imbued with black magic to grant its wearer strength -and skill in battle. -~ -A -1 2 -A -18 5 -A -19 5 -A -22 -2 -A -23 -2 -#12567 -bone necklace~ -a necklace of bones~ -This necklace bears the remains of Tech'opi enemies, who are numerous.~ -~ -9 262144 5 -8 0 0 0 -1 1200 120 -A -1 1 -A -2 1 -A -13 25 -A -12 25 -A -18 2 -A -19 2 -A -22 3 -A -29 64 -#12568 -tribal spear~ -a Tech'opi tribal spear~ -A spear adorned with bones and feathers is thrust into the dirt.~ -~ -5 262208 8193 -0 0 0 2 -4 500 50 -A -3 1 -A -2 1 -A -18 7 -A -19 7 -#12569 -black lance~ -black lance~ -A shimmering black lance of energy hovers here.~ -~ -5 16957531 8193 -0 0 0 6 -12 35600 3560 -A -1 2 -A -2 2 -A -13 66 -A -18 12 -A -19 8 -A -27 8192 -#12570 -blackened metal helm~ -blackened metal helm~ -A blackened metal helm has been dropped by a knight.~ -~ -9 524292 17 -12 0 0 0 -5 5000 500 -A -3 -1 -A -25 -2 -A -17 -10 -A -13 35 -A -19 3 -#12571 -blackened metal plate~ -blackened metal plate~ -A suit of blackened metal plate sits awaiting a new owner.~ -~ -9 524292 9 -25 0 0 0 -35 5000 500 -A -2 -1 -A -13 75 -A -17 -66 -A -18 8 -A -23 3 -A -24 3 -#12572 -blackened metal vambraces~ -blackened metal vambraces~ -The sleeves from a suit of blackened metal armor lie here.~ -~ -9 524292 257 -12 0 0 0 -5 5000 500 -A -2 1 -A -12 25 -A -18 3 -A -19 3 -A -21 -3 -A -22 -3 -#12573 -blackened metal gauntlets~ -blackened metal gauntlets~ -A pair of gauntlets scorched by flame lies here.~ -~ -9 524292 129 -7 0 0 0 -2 5000 500 -A -1 -1 -A -31 -1 -A -13 45 -A -18 7 -A -19 3 -A -27 2 -#12574 -blackened metal girth~ -blackened metal girth~ -This girth is pitted, etched and burnt.~ -~ -9 524292 2049 -11 0 0 0 -10 5000 500 -A -5 -1 -A -13 10 -A -12 10 -A -18 3 -A -19 2 -#12575 -blackened metal greaves~ -blackened metal greaves~ -A pair of greaves battered and scorched by battle and fire.~ -~ -9 524292 33 -9 0 0 0 -3 5000 500 -A -2 -1 -A -13 10 -A -14 -66 -A -18 -1 -A -19 3 -#12576 -blackened metal boots~ -blackened metal boots~ -These boots have seen battles older than the empire itself.~ -~ -9 524292 65 -17 0 0 0 -5 5000 500 -A -1 1 -A -2 1 -A -14 150 -A -18 6 -A -19 3 -A -47 25 -#12577 -black cape~ -black demonhide cape~ -A single piece of blackened animal hide has been fashioned into a cape.~ -~ -9 592 5 -30 0 0 0 -7 56000 5600 -A -25 -2 -A -31 -2 -A -13 50 -A -12 50 -A -18 5 -A -19 5 -#12578 -blackened metal shield~ -blackened metal shield~ -A shield, dented and scarred by battle, rests on the ground.~ -~ -9 524292 513 -20 0 0 0 -12 5000 500 -A -17 -30 -A -22 -2 -A -21 -2 -A -20 -2 -A -23 -2 -A -24 -2 -A -3 3 -#12579 -scythe~ -Time's Scythe~ -Time, like Death, is a bringer of death and reaper of souls.~ -~ -5 9011264 8193 -0 0 0 1 -20 57500 5750 -A -12 50 -A -18 7 -A -19 7 -A -27 512 -#12580 -time hourglass~ -Time's Fell Hourglass~ -The sands in this hourglass measure the passing of your life.~ -~ -9 8486976 16385 -24 0 0 0 -23 86000 8600 -A -4 3 -A -12 136 -A -13 50 -A -18 6 -A -19 6 -A -24 -6 -A -26 32 -#12581 -white filament~ -white filaments~ -Scraps of translucent cloth drift lazily in the wind.~ -~ -9 98832 1025 128 -9 0 0 0 -1 575000 57500 -A -12 125 -A -18 5 -A -19 5 -A -27 1048576 -#12582 -white gloves~ -white frost gloves~ -This suit of chain mail appears to be fashioned of ice.~ -~ -9 17547362 129 -8 0 0 0 -1 100000 10000 -A -17 -10 -A -13 20 -A -18 2 -A -19 5 -A -22 -1 -#12583 -frost brand~ -Frost Brand~ -A sliver of ice has fallen to the floor.~ -~ -5 17023305 8193 -0 0 0 6 -4 745000 74500 -A -18 8 -A -19 8 -#12584 -white mail~ -white frost mail~ -This suit of chain mail appears to be fashioned of ice.~ -~ -9 17547362 9 -25 0 0 0 -1 100000 10000 -A -17 -25 -A -13 100 -A -31 2 -A -18 5 -A -19 7 -A -27 2 -#12585 -white helm~ -white frost helm~ -A helm of icy metal chills the air around it.~ -~ -9 17547362 17 -20 0 0 0 -1 100000 10000 -A -3 2 -A -13 50 -A -17 -22 -A -18 5 -A -19 5 -A -26 16777228 -#12586 -white sleeves~ -white frost sleeves~ -These white metal leggings glisten with a layer of frost.~ -~ -9 17547362 257 -12 0 0 0 -1 100000 10000 -A -1 2 -A -13 50 -A -18 7 -A -19 7 -A -21 -5 -#12587 -white leggings~ -white frost leggings~ -A pair of icy cold metal leggings is too cold to pick up.~ -~ -9 17547362 33 -11 0 0 0 -1 100000 10000 -A -2 2 -A -17 -20 -A -13 10 -A -18 2 -A -19 4 -A -26 524288 -#12588 -blessing elder gods~ -Blessings of the Elder Gods~ -A suit of shifting plate glimmers with a sheen of ice.~ -~ -9 1345 9 -40 0 0 0 -20 1000000 100000 -A -1 1 -A -2 1 -A -5 2 -A -13 50 -A -12 125 -A -17 -20 -A -23 -3 -A -24 -3 -A -27 26 -A -18 8 -A -19 8 -> wear_prog 100~ -mea $n A shroud of glistening energy suffuses you as you don the plate. -c iceshield $n -mpechoar $n $n is suffused with a shroud of glistening energy. -~ -| -#12589 -icy key~ -the icy key~ -Some magical force prevents this icy key from melting in any temperature.~ -~ -9 1 16385 -5 0 0 0 -1 0 0 -A -27 2 -A -27 1 -#12590 -pillars gate magical field~ -the pillars of perception~ -A pair of pillars house a shimmering magical field.~ -~ -12 67 0 -0 0 0 0 -1 0 0 -#12591 -boulder~ -a large boulder~ -A large boulder blocks the path northwards.~ -~ -12 0 0 -0 0 0 0 -780 0 0 -> act_prog p opens the boulder.~ -if str($n) < 18 -mea $n You heave at the boulder, but cannot keep it open. -close boulder -else -mea $n The boulder rumbles as you heave it aside. -endif -~ -| -#12592 -shield p'chaua~ -the stone shield~ -P'chaua's stony shield lies unwanted here.~ -~ -9 66 513 -33 0 0 0 -74 334000 33400 -A -17 -20 -A -5 3 -A -13 25 -A -18 3 -A -19 3 -A -23 -5 -A -27 32 -#12593 -animal hides~ -animal hides~ -The pile of animal hides here is smelling up the place.~ -~ -9 262144 1025 -15 0 0 0 -20 12540 1254 -A -17 -10 -A -13 50 -A -27 64 -#12594 -stone club~ -club of stone~ -A massive stone weapon lies unwanted.~ -~ -5 64 8193 -0 0 0 8 -30 4000 400 -A -1 1 -A -18 6 -A -19 6 -#12595 -mithril plate~ -mithril plate~ -This suit of mithril plate looks quite heavy.~ -~ -9 8913984 9 -20 0 0 0 -50 50000 5000 -A -17 -50 -A -13 50 -A -20 -3 -A -22 -3 -A -23 -3 -A -24 -3 -A -21 -3 -#12596 -stone hammer dragg~ -Stonehammer~ -A short handled war hammer, fashioned from stone, rests on its head.~ -~ -5 8438856 8193 -0 0 0 8 -33 354000 35400 -A -13 50 -A -12 50 -A -18 8 -A -19 8 -A -24 -5 -#12597 -dragg helm~ -Dragg's helm~ -A dented iron helm sits here.~ -~ -9 8946688 17 -20 0 0 0 -1 575000 57500 -A -4 2 -A -17 -30 -A -13 100 -A -19 4 -A -21 -4 -#12598 -wolf pelt~ -a winter wolf pelt~ -The skin of a wolf twice the size of a normal one drips blood.~ -~ -9 262144 1025 -7 0 0 0 -1 5000 500 -A -1 2 -A -13 30 -A -18 4 -A -19 4 -A -23 -3 -A -27 2 -#12599 -bear head helm~ -a bear's head helm~ -The head of a massive bear, fashioned into headgear, lies here.~ -~ -9 262144 17 -12 0 0 0 -7 55000 5500 -A -5 1 -A -13 25 -A -18 4 -A -19 4 -A -29 32 -A -27 2 -#12600 -stone club~ -a stone club~ -A piece of stone five feet long has been fashioned into a crude weapon.~ -~ -5 0 8193 -0 0 0 8 -20 120 12 -A -19 4 -#12601 -visions chaos~ -Visions of Chaos~ -The all pervasive vista of Chaos itself lies before you!~ -~ -9 2578 131073 -30 0 0 0 -1 0 0 -A -17 -10 -A -4 -3 -A -18 20 -A -19 20 -A -13 125 -A -12 125 -A -24 -30 -A -21 -30 -A -14 125 -A -28 2048 -A -27 1180166 -A -26 44 -> wear_prog 100~ -if isevil($n) -mea $n You surrender yourself to Chaos as you gaze into its dark heart. -mpechoar $n A manic glaze comes over $n's eyes as $e gazes into the abyss. -else -endif -~ -| -#12602 -visions order~ -Visions of Order~ -A glowing shroud of pure white light and energy coalesces here.~ -~ -9 3393 131073 -40 0 0 0 -1 0 0 -A -17 -20 -A -18 15 -A -19 15 -A -13 75 -A -12 200 -A -24 -30 -A -22 -30 -A -26 4726788 -A -27 1183873 -A -28 512 -> wear_prog 100~ -if isgood($n) -mpe Visions of Law and Order swim about in your head. -say $n will carry the fight to the heart of Chaos! -else -endif -~ -> damage_prog 100~ -mpe _whi White energy seeps from your body as your vision is obscured. -~ -> sac_prog 100~ -mpe Don't you think the Vision of Law is sufficient reward? Fool! -~ -| -#12603 -jewelled amulet~ -a jewelled amulet~ -A magnificent jewelled amulet hangs from a golden chain.~ -~ -8 524353 5 -0 0 0 0 -20 80000 8000 -#12604 -amulet chaos~ -Chaos Amulet~ -An amulet of Chaos burns a hole in the floor.~ -~ -9 4690 5 -8 0 0 0 -10 4000 400 -A -12 35 -A -18 2 -A -19 2 -A -24 -5 -#12605 -statue~ -a bronze statue~ -A statue of bronze, depicting some ancient god of Chaos, stands here.~ -~ -12 524288 0 -0 0 0 0 -1 0 0 -E -statue~ -One of the millions of grotesque Chaos deities, this one is unusual -in that it bears a small depression halfway up one side, where a cup -or similar could be pushed in... -~ -#12606 -gift shadows~ -Gift of Shadows~ -A swirling mass of shadows fills the room.~ -~ -9 17007186 17 -19 0 0 0 -1 0 0 -A -3 1 -A -4 -1 -A -1 -2 -A -18 5 -A -19 5 -A -24 -5 -A -21 -5 -A -12 100 -#12607 -shadowblade~ -Shadowblade~ -A black longsword hums evilly.~ -~ -5 17009202 8193 -0 0 0 11 -1 1500000 150000 -A -1 -1 -A -5 -2 -A -13 30 -A -12 175 -A -18 8 -A -19 8 -A -26 98304 -#12608 -torturer whip~ -a torturer's whip~ -A cat-o-nine tails hangs from a thong on the wall.~ -~ -5 262672 8193 -0 0 0 4 -10 1020 102 -A -2 -1 -A -13 75 -A -12 25 -A -18 6 -A -19 6 -A -27 64 -#12609 -black leather harness~ -black leather harness~ -A pile of strips of studded leather has been dumped here.~ -~ -9 262672 9 -20 0 0 0 -20 50000 5000 -A -1 3 -A -2 -3 -A -13 80 -A -18 6 -A -19 6 -A -22 -7 -A -27 16 -#12610 -wand detection~ -Wand of Detection~ -A small metal wand has been dropped in the dust.~ -~ -3 524354 16385 -50 22 22 53 -1 1000 100 -#12611 -scroll~ -a vellum scroll~ -A sheet of vellum floats with the breeze.~ -~ -2 64 1 -45 218 211 68 -1 500 50 -#12612 -sapphire~ -a sapphire~ -A sapphire has fallen to the floor.~ -~ -8 0 1 -0 0 0 0 -1 15000 1500 -#12613 -lurker cloak~ -a lurker cloak~ -The hide of a lurker above has been nailed to the wall.~ -~ -9 80 5 -18 0 0 0 -7 175000 17500 -A -1 -1 -A -2 -1 -A -13 75 -A -19 5 -A -26 2195456 -#12614 -sceptre chaos~ -a chaos sceptre~ -A twisted lump of metal lies here.~ -~ -5 623184 8193 -0 0 0 7 -12 125600 12560 -A -1 2 -A -12 80 -A -13 20 -A -18 8 -A -19 8 -A -27 16 -#12615 -elixir life~ -Elixir of Life~ -A large purple bottle sits here.~ -~ -10 67 1 -0 112 112 112 -5 10000 1000 -#12616 -circlet priest king~ -Circlet of the Priest King~ -A humming band of metal flows with dark energies.~ -~ -9 623190 17 -12 0 0 0 -3 35000 3500 -A -12 50 -A -13 60 -A -18 3 -A -19 4 -A -21 -6 -#12617 -key~ -a small key~ -A small metal key lies in the dirt.~ -~ -18 524288 1 -0 0 0 0 -1 0 0 -#12618 -short sword mithril~ -a mithril short sword~ -This famous short sword of mithril has been lost for centuries.~ -~ -5 8913984 8193 -0 0 0 11 -3 75000 7500 -A -2 3 -A -13 30 -A -12 50 -A -18 12 -A -19 10 -A -27 256 -#12619 -jagged knife~ -a jagged knife~ -A knife with a serrated edge hums evilly.~ -~ -5 590422 8193 -0 0 0 11 -1 175000 17500 -A -3 3 -A -12 80 -A -18 8 -A -19 8 -#12620 -tattered robe~ -a tattered robe~ -A tattered robe lies unwanted on the floor.~ -~ -9 66132 1025 -11 0 0 0 -1 0 0 -A -5 -2 -A -13 -25 -A -12 75 -A -24 -10 -#12621 -imp tooth earring~ -Imp's tooth~ -An Imp's tooth earring gleams with reflected light.~ -~ -9 66069 65537 -20 0 0 0 -1 56000 5600 -A -12 50 -#12622 -foul concoction~ -a foul concoction~ -A foul concoction bubbles in a glass flask.~ -~ -10 20 1 -66 33 68 110 -1 1000 100 -#12623 -murky brew~ -a murky brew~ -A flask of dark liquid rests here.~ -~ -10 20 1 -66 213 208 224 -1 1000 100 -#12624 -clear liquid~ -a clear liquid~ -A beaker filled with clear liquid rests here.~ -~ -10 20 1 -66 27 27 27 -1 1000 100 -#12625 -brown potion~ -a brown potion~ -The contents of this glass bottle have the smell and consistency of faeces...~ -~ -10 20 1 -66 28 43 35 -1 1000 100 -#12626 -firewater~ -firewater~ -A bottle of firewater glows here.~ -~ -10 21 1 -66 88 215 26 -1 1000 100 -#12627 -icewater~ -icewater~ -Crystalline shards of ice form on the edge of this freezing vial.~ -~ -10 21 1 -66 221 213 202 -1 1000 100 -#12628 -aspect hydra~ -Aspect of the Hydra~ -A horrid reptillian mask lies here.~ -~ -9 16960080 17 -20 0 0 0 -1 500000 50000 -A -18 6 -A -19 6 -A -27 129 -#12629 -iron wrist chains~ -heavy iron chains~ -These chains were used to bind someone.~ -~ -9 524288 4097 -30 0 0 0 -40 0 0 -A -2 -3 -A -14 -50 -#12630 -iron leg chains~ -heavy iron chains~ -These chains were used to bind someone.~ -~ -9 524288 33 -30 0 0 0 -40 0 0 -A -2 -3 -A -14 -50 -#12631 -grey cloak~ -a grey cloak~ -A pile of grey cloth covers part of the floor.~ -~ -9 262724 5 -11 0 0 0 -1 15000 1500 -A -5 2 -A -4 2 -A -13 25 -A -18 2 -A -19 2 -A -24 -4 -#12632 -adamantium short sword~ -an adamantium short sword~ -A razor sharp sword of adamantium lies here.~ -~ -5 524352 8193 -0 0 0 11 -4 60000 6000 -A -18 8 -A -19 8 -#12633 -leather pouch~ -a leather pouch~ -A leather pouch lies open on the ground.~ -~ -15 262208 2049 -500 0 0 0 -10 750000 75000 -#12634 -crystal lens~ -the crystal lens~ -A piece of polished crystal rolls about.~ -~ -9 65 131073 -4 0 0 0 -1 500000 50000 -A -26 8 -A -26 32 -A -26 16 -#12635 -moss covered statue~ -a moss covered statue~ -A moss-covered stone statue serves as a reminder of more peaceful times.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -> exa_prog 100~ -mea $n As you peer closely, the statues eyes flick open! -say Stranger, you stand witness to the devastation wrought by -say Chaos on this once fair and just city. Now all that remains -say is the corrupted taint of evil, enshrined totally in no -say one more than the Priest King. His fellness resides within -say the temple of the crocodile, beyond the gardens. I beseech -say thee- slay the beast, and lay this evil to rest. -mpe With that the statue falls silent. -~ -| -#12636 -mancatcher~ -a man-catcher~ -A wicked pole arm designed to incapacitate and entrap foes lies here.~ -~ -5 524806 8193 -0 0 0 10 -10 7500 750 -A -13 75 -A -2 3 -A -18 8 -A -19 8 -A -27 64 -#12637 -bubbling fountain~ -a bubbling fountain~ -A bubbling fountain fills the center of the clearing.~ -~ -25 321 0 -0 0 0 0 -1 0 0 -#12638 -tail forest fiend~ -Tail of the Forest Fiend~ -A forest fiend's severed tail twitches of its own accord.~ -~ -5 1538 8193 -0 0 0 4 -1 0 0 -A -1 1 -A -2 1 -A -13 77 -A -12 77 -A -18 11 -A -19 9 -A -27 256 -#12639 -butcher's knife~ -the butcher's knife~ -A gleaming steel blade drips with blood.~ -~ -5 524818 8193 -0 0 0 1 -5 15000 1500 -A -1 2 -A -13 100 -A -18 8 -A -19 8 -A -22 -4 -> wear_prog 100~ -if isgood($n) -else -mea $n A manic gleam fills your eyes as you grasp the blade. -mpechoar $n A manic gleam fills $n's eyes as $e grasps the knife. -mpforce $n say How sweet... fresh meat! -mpforce $n cackle -mpforce $n drool -endif -~ -| -#12640 -circlet vampyr~ -Circlet of the Vampyr~ -A bronze circlet glows with a dim radiance.~ -~ -9 17547331 17 -20 0 0 0 -1 500000 50000 -A -17 -30 -A -3 2 -A -2 2 -A -13 20 -A -18 5 -A -19 5 -#12641 -rapier shining~ -a shining rapier~ -A shining rapier lies impaled into the ground.~ -~ -5 17547329 8193 -0 0 0 2 -1 56705 5670 -A -2 3 -A -13 100 -A -18 12 -A -19 12 -#12642 -flowing black cape~ -a flowing black cape~ -A cape of darkest black moves of its own accord.~ -~ -9 17023044 1025 -34 0 0 0 -1 377500 37750 -A -1 2 -A -5 -2 -A -13 45 -A -18 9 -A -19 8 -A -26 32768 -A -26 2097152 -A -26 1048576 -A -22 -5 -A -20 -5 -#12643 -crystal monacle~ -a crystal monacle~ -A crystal monacle hangs from a platinum neck chain.~ -~ -9 65 131073 -5 0 0 0 -1 75000 7500 -A -3 2 -A -4 2 -A -12 25 -A -13 10 -A -18 2 -A -19 2 -A -27 2048 -A -26 8388632 -#12644 -frock coat~ -a velvet frock coat~ -A velvet frock coat lies crumpled on the ground.~ -~ -9 64 9 -11 0 0 0 -1 156000 15600 -A -13 50 -A -12 50 -A -18 6 -A -19 6 -#12645 -black riding boots~ -black riding boots~ -A pair of sturdy black leather riding boots await a wearer.~ -~ -9 262144 65 -12 0 0 0 -1 25000 2500 -A -2 1 -A -14 125 -A -18 5 -A -19 3 -A -47 25 -> wear_prog 100~ -c slink $n -~ -| -#12646 -black metal shield~ -a black metal shield~ -A shield of blackened metal lies here.~ -~ -9 524882 513 -33 0 0 0 -4 86000 8600 -A -17 -20 -A -23 -3 -A -22 -3 -A -18 3 -A -19 3 -#12647 -shattered helm~ -a shattered helm~ -This helm has been damaged beyond resonable hopes of repair.~ -~ -9 524882 17 -1 0 0 0 -3 4 0 -A -4 -2 -#12648 -tattered chain hauberk~ -a tattered chain hauberk~ -A tattered chain hauberk has been torn from a guard.~ -~ -9 524882 9 -11 0 0 0 -13 5400 540 -A -1 3 -A -18 2 -A -19 5 -#12649 -dull metal spear~ -a dull metal spear~ -This spear hums with evil energy.~ -~ -5 524882 8193 -0 0 0 6 -20 75000 7500 -A -18 8 -A -19 8 -#12650 -wooden stool~ -a wooden stool~ -A small wooden stool rests in the center of the chamber.~ -~ -12 262144 16385 -0 0 0 0 -5 40 4 -#12651 -bronze bracer~ -ensorcelled bronze bracer~ -A dull bronze bracer glows with an evil aura.~ -~ -9 42568257 4097 -7 0 0 0 -1 15600 1560 -A -12 50 -A -18 4 -A -24 -10 -A -2 1 -A -3 1 -#12652 -wooden shelf~ -a wooden shelf~ -A wooden shelf covers the northern wall.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -#12653 -iron key~ -the iron key~ -An iron key rests here.~ -~ -18 524288 1 -0 0 0 0 -32 400 40 -#12654 -lance~ -a wooden lance~ -A long shaft of wood, 18' in length, has been thrust into the dirt.~ -~ -5 17088512 8193 -0 0 0 11 -40 65432 6543 -A -1 1 -A -2 -2 -A -13 100 -A -18 10 -A -19 6 -#12655 -black visored helm~ -a black visored helm~ -A black visored helm with a purple plume rests here.~ -~ -9 524288 17 -20 0 0 0 -3 4000 400 -A -26 4 -A -26 16 -A -26 8 -A -17 -66 -#12656 -black field plate~ -black field plate~ -A full suit of black field plate stands here.~ -~ -9 17350720 9 -66 0 0 0 -75 100000 10000 -A -17 -50 -A -1 2 -A -5 2 -A -12 50 -A -13 50 -A -18 7 -A -19 7 -A -24 -5 -A -23 -5 -A -2 -3 -A -14 -200 -#12657 -purple tabard~ -a purple tabard~ -A tabard of deep purple with gold trim is folded up here.~ -~ -9 0 1025 -11 0 0 0 -1 16000 1600 -A -4 3 -A -17 -33 -A -12 125 -A -27 2048 -#12658 -black mail gauntlets~ -black mail gauntlets~ -A pair of black mail gauntlets lies here.~ -~ -9 17350720 129 -18 0 0 0 -1 7600 760 -A -1 1 -A -2 1 -A -13 10 -A -12 10 -A -18 10 -A -19 4 -#12659 -shield brass~ -Shield of Brass~ -This shiny brass shield is nigh indestructible.~ -~ -9 557634 513 -30 0 0 0 -10 575000 57500 -A -17 -20 -A -13 40 -A -12 40 -A -18 7 -A -19 7 -A -23 -10 -#12660 -tome strogg~ -the Tome of S'trogg~ -A thick, dusty tome covered in human skin hums darkly.~ -~ -9 99910 16385 -26 0 0 0 -12 575000 57500 -E -tome strogg~ -Inscribed with the wisdom of the great troll philosopher, this heavy -book contains little information of import to most, though it would -serve as a good bludgeoning weapon in a pinch. Mages, clerics and the -like may be able to draw from the power imbued in it by its author. -~ -A -4 2 -A -12 120 -A -18 3 -A -19 6 -A -13 60 -A -27 1048576 -A -26 16 -#12661 -undead spirits~ -Undead Spirits~ -A vial filled with swirling white liquid hums softly.~ -~ -10 86 1 -50 225 207 74 -1 50000 5000 -#12662 -demon blood~ -Demon Blood~ -A vial of blackened liquid sits here.~ -~ -10 86 1 -50 210 224 208 -1 50000 5000 -#12663 -dragon ichor~ -Dragon Ichor~ -This glass vial contains ichor of Drake.~ -~ -10 86 1 -50 212 215 217 -1 50000 5000 -#12664 -corpse pandus~ -Pandus~ -The corpse of a mage, slain by some unknown assassin, lies on the beach.~ -~ -12 0 0 -0 0 0 0 -1 0 0 -E -corpse~ -This must be Pandus. Pity he didn't make it. Some agent of Chaos -hunted him down before he could complete his quest. -~ -> act_prog p from the north.~ -mea $n As you come ashore, the corpse leaps up from the sand! -mea $n It cavorts obscenely, as if possessed, and cackles at you! -say Foolish mortal, you are DOOMED, as Pandus was! Did you think -say that you could possibly defeat the power of Chaos? We will take -say your life and rip your soul from your bodies, as we did with -say this mortal fool. Beware, $n, your end is nigh! -mea $n The corpse cackles once more, then collapses to the sand, blood -mea $n flowing from every orifice. -~ -| -#0 - - -#ROOMS -#12500 -The Foot of the Hellspires~ -Rising before you, like the teeth of some gigantic subterranean beast, -are the jagged spires that form the range aptly known as the Hellspire -mountains. The Hellspires have claimed countless lives, along the twisted, -narrow, perilous paths that wind through its peaks. It is said that no -one is ever the same again after traversing this hostile range, whether -they survive or not. The temperature alone is said to be too extreme to -survive in for long, and is a threat to all travellers in itself. Then -there are the many unstable paths and infamous sudden avalanches to contend -with. Many evil monsters also dwell in the Hellspires, and there is little -hope of finding a safe place to hide from them in this malign environment. -Ahead, the path goes on, heading towards the base of these majestic but -malevolent mountains, which conceal more hidden threats than a dozen cities -of the south. -~ -0 3145797 2 -D0 -~ -~ -0 -1 12501 -S -#12501 -Passing Over the Foothills~ -The path climbs swiftly, soon reaching an altitude of several score -cubits above the plains to the south. Soon it is winding northward -through the foothills of the Hellspires, a series of sloping hills -littered with bones and rubble, stretching for a short distance to -the north before merging into the snow covered peaks ahead. A shiver -runs up and down your spine, and you must needs pause to collect your -addled wits before continuing. It is almost as if the mountains themselves -were possessed of an evil intelligence, and were actively seeking to confuse -and demoralize you. A rotted wooden sign, supported by three ogre skulls, -rests near the path. -~ -0 3145797 4 -D0 -~ -~ -0 -1 12502 -D2 -~ -~ -0 -1 12500 -E -sign~ -The sign reads, in barely legible common- - -'Ware, ye careless traveller, afore ye enters the Hellspires! -Wicked they be, and full of peril! Peril, yes, and Death! -Dangerous indeed is it to traverse these parts. - -It is recommended that no one less than at least level 30 even think -of continuing, and those between 30 and 40 should be seriously careful. -~ -S -#12502 -A Difficult Ascent~ -It is not long before the (in comparison) easily traversable path -merges into a steep, rubble strewn track, full of potholes and deadfalls -to snare the unwary or tired traveller. More than once you barely avoid -snapping an ankle or knee as you stumble across the obstacles. To the -north, the path slopes to the point where it is almost vertical, and you -realize it will be impossible to ascend to the higher mountain trails -without some degree of climbing skill. -~ -0 3145793 5 -D2 -~ -~ -0 -1 12501 -D4 -~ -~ -128 -1 12503 -S -#12503 -A Difficult Ascent~ -The path is so steep here that you are forced most of the time to -climb, scrabbling for hand- and footholds in the treacherous slopes, -cursing more than once as a seemingly stable rock comes loose in your -hand and tumbles down the slope. The temperature is quickly dropping, -and you swear it is already thrice as cold as it was a dozen paces ago. -Howls and hoots echo around the rocky path, as unknown foes move about -the snow covered slopes of the mountains that loom menacingly on all -sides. A narrow path branches northeast from here, skirting the side -of a smaller peak. It appears to be even and relatively smooth, and would -doubtlessly provide an easier trip. -~ -0 3145793 5 -D4 -~ -~ -128 -1 12506 -D5 -~ -~ -128 -1 12502 -D6 -~ -~ -0 -1 12504 -S -#12504 -Skirting a Peak~ -This narrow path winds around the northern side of a smaller peak, and -is certainly easier to traverse than the other paths, being more or less -horizontal for a start helps, and there is little debris to trip you up. -A low, distant rumbling sound can be heard, however, from far away but -gradually getting louder. Perhaps this path contains other perils that -you have yet to experience? The path bends sharply eastward just ahead, -making it impossible to see very far ahead. -~ -0 3145793 5 -D1 -~ -~ -0 -1 12505 -D9 -~ -~ -0 -1 12503 -S -#12505 -Avalanche!~ -As you round the bend, the source of the rumbling sound becomes readily -apparent. Gazing upward in horror, you stand paralyzed, staring as -hundreds of tons of rock and ice come tumbling down the side of one of -the mountains, crashing down with tremendous force, smashing aside or -engulfing anything in its deadly path. Truly, no living creature could -ever match the power of Nature herself in sheer ferocity or capacity to -destroy without effort. It is in this awestruck state that you are slain, -crushed and buried under the rubble, yet another victim of the perilous -paths of the Hellspires. -~ -0 3153926 5 -S -#12506 -The Higher Ground~ -The path evens out, finally, after winding upwards for hundreds of -yards. It twists away northward from here, bending around a higher peak -to the northwest. Staring south, you can see for miles, across the northern -plains, and you fancy you can make out the towers of the Wall of Defiance -to the distant south, harboring the empire of Estroglia from the hordes of -the north. Chaos abounds here, and you feel you are close to the diseased -heart of the archenemy of all things Lawful in Brythunia. Shivering, you -think you can feel someone watching you, and you swiftly spin around, noticing -then a large opening in the mountainside to the northeast. -~ -0 3145793 5 -D5 -~ -~ -128 -1 12503 -D6 -~ -~ -0 -1 12507 -D7 -~ -~ -0 -1 12508 -S -#12507 -A Sleeping Beast~ -The floor of the cave that lies here is covered in bones, scraps of -clothing and hide, and broken weapons. The stench of death fills the air, -as if fresh slaughter had taken place here but recently. Twisted, mutilated -corpses lie piled near one wall, most of them showing signs of having been -partially devoured as well as mauled by massive claws. Most of the stench -appears to be concentrated in this area. -~ -0 3145801 0 -D9 -~ -~ -0 -1 12506 -S -#12508 -A Slippery Path~ -The ground here is slick with recently fallen snow turned to slush, -making travel slow and difficult. Occasionally a gust of frigid wind -will blow down the path, which at this point is no more than a narrow -crevice between the peaks, chilling you to the bone. But for the most -part the air is still, as the mountains protect you from the brunt of -the howling winds that gust about the icy peaks. -~ -0 3145793 5 -D0 -~ -~ -0 -1 12509 -D8 -~ -~ -0 -1 12506 -S -#12509 -Another Bend~ -The narrow path twists and turns about frequently, but still heads -more or less in the same direction. Up ahead, it bends sharply to -the right, disappearing around the corner, making it impossible to -see what unknown dangers may lie ahead. A low, distant rumbling can -be heard, a sure sign of one of the many avalanches that plague -travellers in the Hellspires. The echoing effect of the defile you -are traversing makes it impossible to determine where the avlanche -may be coming from, or, perhaps more importantly, where it may be headed. -~ -0 3145793 5 -D2 -~ -~ -0 -1 12508 -D6 -~ -~ -0 -1 12510 -S -#12510 -A Bend in the Trail~ -The path continues bending, twisting further to head due east, directly -into the heart of the Hellspires. You aren't certain, but you are fairly -sure that you are about halfway through the treacherous range, and for the -first time you stop to wonder what may lie on the other side. Rumors abound, -of course, most of them stating that beyond the Hellspires lies the source -of the Chaos hordes that crossed into Brythunia so many centuries ago, -marring forever much of the once-beautiful landscape, and ravaging countless -civilizations. You wonder how many others have come this way, in search of -this place, only to find damnation or death. - -A sudden howl cuts through your contemplation, reminding you sharply of -where you are. A cave entrance beckons to the northwest; a possible refuge, -perhaps, from the sinister inhabitants of the Hellspires? -~ -0 3145793 5 -D1 -~ -~ -0 -1 12512 -D7 -~ -~ -0 -1 12511 -D9 -~ -~ -0 -1 12509 -S -#12511 -Den of the Wolf~ -It is truly one of the most conspicuous features of the Hellspires, -the fact that every nook and cranny seems to be literally infested -with a variety of threats. This cave appears to be no different; the -floor is covered in a morbid mosaic of splintered bone and dried blood, -interspersed with the occasional half-devoured corpse or pile of -decaying intestines. The smell is far from pleasant, and you do not doubt -that whatever lairs here is not far away, as some of the odiferous kills -appear to be quite recent... -~ -0 3145801 0 -D8 -~ -~ -0 -1 12510 -S -#12512 -A Snowstorm~ -The path heads east here, skirting the peaks of the tallest mountains -in the brutal range. Travel is easier along this even, if narrow, trail, -and you are about to relax a little and rejoice in your improved fortunes -when a snowstorm suddenly whirls up literally out of nowhere, assaulting -you with stinging, blinding snow, reducing visibility (and comfort levels) -to almost nothing. Strange, twisted shapes can barely be made out in the -dizzying spectacle, and you aren't entirely unsure that you aren't surrounded -by enemies waiting for you to succumb to exhaustion so that they may feed -unmolested on your freezing remains. -~ -0 3145793 5 -D1 -~ -~ -0 -1 12513 -D3 -~ -~ -0 -1 12510 -> rand_prog 50~ -if ispc($r) -mpe _lbl The snowstorm rages, freezing you to the bones. -mpdamage $r 50 -else -endif -~ -| -S -#12513 -An Abandoned Guard Post~ -Staggering through the blizzard, you are surprised when suddenly you -see a large stone structure looming before you, seemingly appearing out -of nowhere. Eagerly, you press forwards, keen to seek shelter from this -storm, but as you grow closer you are dismayed to note that it has been -reduced to ruin, by whatever foes lurk in these mountains. You have no -idea who built it, or why, but it did them little good. A narrow path -runs north, into the blinding snowstorm. -~ -0 3145793 5 -D0 -~ -~ -0 -1 12514 -D1 -~ -~ -0 -1 12521 -D3 -~ -~ -0 -1 12512 -> rand_prog 50~ -if ispc($r) -mpe _lbl The snowstorm rages, freezing you to the bones. -mpdamage $r 50 -else -endif -~ -| -S -#12514 -The North Stair~ -Heading north, you pass through the ruins, and arrive at a narrow stair, -carved into the stone of the mountainside, heading down to lower (and less -frigid) ground. The chill of the blizzard is causing you to ache, but this -doesn't worry you half as much as when the ache is replaced by a growing -numbness, that dulls all sensation. Aware of the dangers of frostbite, you -rub at your hands and stamp your feet, attempting to induce your sluggish -blood into increasing its flow to your chilled extremities. -~ -0 0 1 -D2 -~ -~ -0 -1 12513 -D5 -~ -~ -0 -1 12515 -> rand_prog 50~ -if ispc($r) -mpe _lbl The snowstorm rages, freezing you to the bones. -mpdamage $r 50 -else -endif -~ -| -S -#12515 -The Base of the Stair~ -The stairs descend sharply, quickly removing you from the brunt of the -storm. Some substance has been smeared onto the steps, to provide traction -for travellers in these wet, cold conditions. Thus the ice on them does not -hamper or endanger you. The howling, screaming wild men that cavort on the -nearby slopes might be another matter altogether though. You are fairly -certain that the steps are not of dwarven make, though you know of no other -mountain dwelling race that builds such features. Perhaps some ancient -civilization once lived here, or perhaps the local inhabitants felt the need -for it. At any rate it currently remains as much a mystery as the deserted -guard post above. -~ -0 3145793 5 -D0 -~ -~ -0 -1 12516 -D4 -~ -~ -0 -1 12514 -S -#12516 -Dogleg~ -At this point the narrow path doglegs to the southeast, heading out -onto a narrow path that is totally exposed to the elements, as it is -on the northern side of one of the last mountains... last mountains... -you are almost past the Hellspires! Before pressing eagerly forward, you -pause to consider how difficult the narrow path will be to navigate, -accounting for the buffeting winds and sheets of sleet. Truly this could -be the most challenging section of the trail thus far. It is a long, long -way down yet, the jagged rocks and boulders that litter the foothills below -barely visible even without the visual hindrance caused by the snowstorms. -~ -0 3145793 5 -D0 -~ -boulder~ -11 -1 12520 -D2 -~ -~ -0 -1 12515 -D8 -~ -~ -0 -1 12517 -S -#12517 -Treacherous Paths~ -The path clings to the slope of the mountain, narrowing to the point -where you can barely walk abreast. The stone crumbles away beneath your -feet, which, compounded with the difficulty caused by ice and fierce winds, -makes travel extremely difficult. Flying is impossible, as the winds would -smash you into the mountainside, so you have to keep your feet close to the -treacherous ground. Up ahead, another staircase lies, descending to a ledge -far below. -~ -0 3145793 5 -D5 -~ -~ -0 -1 12518 -D7 -~ -~ -0 -1 12516 -> act_prog p from the north-west.~ -mea $n Fierce winds buffet you as you traverse the slippery ledge! -if dex($n) < 16 -mea $n More than once you lose your footing, and fall, almost tumbling -mea $n down to the jagged rocks below. -mpdamage $n 50 -else -endif -~ -| -S -#12518 -The End? Or Just the Beginning?~ -The staircase ends at a broad stone ledge, at which travellers can -pause to reflect on their travails. It is with a jubilant heart that -you realize you have made it all the way through the Hellspires. In -reflection, it really wasn't that difficult, especially the descent. -Somehow you thought that... Your thoughts are interrupted as you gaze -northward, across the broad, featureless plateau of ice, and with a -sinking heart you confirm what you already suspected; you are nowhere -near through the Hellspires; your altitude should have been a hint. You -are on a plateau in the middle of the mountains, now visible as you focus -your eyes in the distance on every side. Despair sets in, as you realize -you still have a long, long way to go. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12519 -D4 -~ -~ -0 -1 12517 -S -#12519 -Pillars of Perception~ -Rising up on the edge of the plateau is a pair of stone corinthian columns, -covered in runes of gold and silver, rising to well over thirty feet in -height. Amazingly enough, they are not visible from more than a few feet -away, due either to an architectural trick or sorcery, or both. Between -them shimmers a magical field, within which scenes from your life race -past, glimpses and snatches from your past, present and future. You try to -concentrate, but the images are moving too swiftly to glean much from them. -The sharp odor of an electrical field hangs heavy in the frigid air, emanating -from the crackling field of energy. Occasionally the flow of images will ebb, -and at these points you see not your own history, but scenes of some huge city, -magnificent and intricately designed, buried in the midst of a jungle. You have -heard of lost cities of the ancients in the forests to the south of Brythunia, -but this one looks somehow different. Interspersed with these images are scenes -of death and destruction, and of hordes of indescribable horrors, swarming -across the city, destroying all in their paths, leaving a crippled, smoking -ruin in their ghastly wake. Staring, you suddenly stop and realize, by the -position of the stars, that you have been staring for several hours at this -wonder. You feel a sudden urge to step through the field, but notice that a -barely visible series of chains, bound with a massive lock, bars the way to the -ancient homeland of the builders of this artifact. -~ -0 3145793 2 -D0 -~ -pillars~ -8389679 12589 12557 -D2 -~ -~ -0 -1 12518 -D6 -~ -~ -0 -1 12528 -D7 -~ -~ -0 -1 12526 -E -field~ -You think you could step into the field, but some magical lock bars the -way. -~ -S -#12520 -A Warm Lair~ -The warmth from the blazing fire in the middle of this cavern is enough, -for a short while, to chase any thought of potential danger from your -mind, and you rush impulsively forwards towards the heat. But this lair, -as any lair in the Hellspires, is inhabited by an evil beast intent on -slaying and devouring adventurers and their ilk, and the remains of many -humanoids scattered on the floor are a testament to its proficiency in -slaughter. -~ -0 3145801 0 -D2 -~ -boulder~ -11 -1 12516 -S -#12521 -Peace~ -The storm abates suddenly, as you move eastward away from the guard post. -If you weren't a sane, rational being of some intelligence, you'd swear -that something stirred up the storm to dissuade from passing through the -guard post. But meterological phenomena aren't always the product of sorcery, -and sudden blizzards are not unknown hazards to mountaineers in all mountain -ranges. But most mountain ranges aren't like the Hellspires, either... -~ -0 3145793 5 -D2 -~ -~ -0 -1 12522 -D3 -~ -~ -0 -1 12513 -S -#12522 -A Curious Encounter~ -Following the path, you wind up at the base of one of the shorter peaks -of the Hellspires, which looms to the east like the taloned claw of some -lithic construct, seeming to tear a hole in the sky with its nail. Several -stones have been arranged here, around a campfire which burns without fuel. -Compunding this curiosity is a small tent, within which are piled a horde of -provisions, enough to feed a person for decades. Who would be insane -enough to reside in such a place? You sense sorcery is at work, and determine -to investigate further. -~ -0 3145793 5 -D0 -~ -~ -0 -1 12521 -D1 -~ -~ -0 -1 12523 -S -#12523 -Dragg's Peak~ -Named by the expedition that was sent to find Dragg, they discovered -the grave of their famed hero here, buried by his companions, before -they too met their ends here. The grave has long since been disinterred -and the contents scattered, but the name remains, at least in legend. -Peering upwards, you see a large cave entrance about two thirds of the -way up the eastern slope. -~ -0 3145793 5 -D3 -~ -~ -0 -1 12522 -D4 -~ -~ -64 -1 12524 -S -#12524 -Flying up the Mountain~ -The winds are strong here, and it is a great risk to attempt to fly -in them. More than once a particularly fierce gust threatens to smash -you into the forbidding stone slopes of Dragg's Peak, though you manage -to concentrate enough to keep from being slain by the malignant elements. -Deep gouges mar the entrance to the cave, as if some massive beast had -clawed at them with great gusto. The stench of death issues forth from -the dark opening, along with clouds of icy air. -~ -0 19923009 9 -D1 -~ -~ -0 -1 12525 -D5 -~ -~ -64 -1 12523 -S -#12525 -Lair of the White Wyrm~ -A blast of icy wind greets you as you drift inside the cave. Dangling -corpses half frozen into the ice that covers the ceiling impede your -progress, as do the piles of bones and rotting flesh, beneath which -you think you can see the glint of gold. Undoubtledly this is the lair -of a dragon, some foul wyrm of these icy wastes, a beastly creature that -is best destroyed if at all possible. -~ -0 3145801 0 -D3 -~ -~ -0 -1 12524 -S -#12526 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12531 -D1 -~ -~ -0 -1 12528 -D3 -~ -~ -0 -1 12527 -D6 -~ -~ -0 -1 12532 -D7 -~ -~ -0 -1 12530 -S -#12527 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12530 -D1 -~ -~ -0 -1 12526 -D6 -~ -~ -0 -1 12531 -S -#12528 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12532 -D1 -~ -~ -0 -1 12529 -D3 -~ -~ -0 -1 12526 -D6 -~ -~ -0 -1 12533 -D7 -~ -~ -0 -1 12531 -S -#12529 -A Lonely Fate~ -Trudging heavily through the thick snow, you realize that your endurance is -flagging even faster than your morale. You decide to sit down, just for a -minute, just for a short rest. You never get back up. Snow quickly covers -your unconscious form, which expires shortly afterwards from severe -exhaustion and exposure. -~ -0 3153991 2 -D0 -~ -~ -0 -1 12533 -D3 -~ -~ -0 -1 12528 -D7 -~ -~ -0 -1 12532 -S -#12530 -Sudden Death~ -One minute you are plodding through the snowstorm, fighting through driving -sleet and knee deep drifts of snow and ice. The next you are falling, falling, -far down, down a sinkhole that lurked unnoticed beneath your feet. You -scream as you hurtle downwards, disappearing deep in the bowels of the -Hellspires, never to return. -~ -0 3153991 2 -D0 -~ -~ -0 -1 12534 -D1 -~ -~ -0 -1 12531 -D2 -~ -~ -0 -1 12527 -D6 -~ -~ -0 -1 12535 -D8 -~ -~ -0 -1 12526 -S -#12531 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12535 -D1 -~ -~ -0 -1 12532 -D2 -~ -~ -0 -1 12526 -D3 -~ -~ -0 -1 12530 -D6 -~ -~ -0 -1 12536 -D7 -~ -~ -0 -1 12534 -D8 -~ -~ -0 -1 12528 -D9 -~ -~ -0 -1 12527 -S -#12532 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12536 -D1 -~ -~ -0 -1 12533 -D2 -~ -~ -0 -1 12528 -D3 -~ -~ -0 -1 12531 -D6 -~ -~ -0 -1 12537 -D7 -~ -~ -0 -1 12535 -D8 -~ -~ -0 -1 12529 -D9 -~ -~ -0 -1 12526 -S -#12533 -Sudden Death~ -One minute you are plodding through the snowstorm, fighting through driving -sleet and knee deep drifts of snow and ice. The next you are falling, falling, -far down, down a sinkhole that lurked unnoticed beneath your feet. You -scream as you hurtle downwards, disappearing deep in the bowels of the -Hellspires, never to return. -~ -0 3153991 2 -D0 -~ -~ -0 -1 12537 -D2 -~ -~ -0 -1 12529 -D3 -~ -~ -0 -1 12532 -D7 -~ -~ -0 -1 12536 -D9 -~ -~ -0 -1 12528 -S -#12534 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12538 -D1 -~ -~ -0 -1 12535 -D2 -~ -~ -0 -1 12530 -D6 -~ -~ -0 -1 12539 -D8 -~ -~ -0 -1 12531 -S -#12535 -A Lonely Fate~ -Trudging heavily through the thick snow, you realize that your endurance is -flagging even faster than your morale. You decide to sit down, just for a -minute, just for a short rest. You never get back up. Snow quickly covers -your unconscious form, which expires shortly afterwards from severe -exhaustion and exposure. -~ -0 3153991 2 -D0 -~ -~ -0 -1 12539 -D1 -~ -~ -0 -1 12536 -D2 -~ -~ -0 -1 12531 -D3 -~ -~ -0 -1 12534 -D6 -~ -~ -0 -1 12540 -D7 -~ -~ -0 -1 12538 -D8 -~ -~ -0 -1 12532 -D9 -~ -~ -0 -1 12530 -S -#12536 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12540 -D1 -~ -~ -0 -1 12537 -D2 -~ -~ -0 -1 12532 -D3 -~ -~ -0 -1 12535 -D6 -~ -~ -0 -1 12541 -D7 -~ -~ -0 -1 12539 -D8 -~ -~ -0 -1 12533 -D9 -~ -~ -0 -1 12531 -S -#12537 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D0 -~ -~ -0 -1 12541 -D2 -~ -~ -0 -1 12533 -D3 -~ -~ -0 -1 12536 -D7 -~ -~ -0 -1 12540 -D9 -~ -~ -0 -1 12532 -S -#12538 -A Sinkhole~ -Staggering blindly through the snow, you suddenly come across a sinkhole, -twisting down into the bowels of the earth, into the heart of the -Hellspires. It is a narrow edit, but you would be able to slide down with -a little effort. Who knows what may lurk beneath the surface of the -plateau? At any rate, it is bound to be better than wandering aimlessly -in this desolate wasteland. -~ -0 3153989 2 -D1 -~ -~ -0 -1 12539 -D2 -~ -~ -0 -1 12534 -D5 -~ -~ -0 -1 12542 -D8 -~ -~ -0 -1 12535 -S -#12539 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D1 -~ -~ -0 -1 12540 -D2 -~ -~ -0 -1 12535 -D3 -~ -~ -0 -1 12538 -D8 -~ -~ -0 -1 12536 -D9 -~ -~ -0 -1 12534 -S -#12540 -A Lonely Fate~ -Trudging heavily through the thick snow, you realize that your endurance is -flagging even faster than your morale. You decide to sit down, just for a -minute, just for a short rest. You never get back up. Snow quickly covers -your unconscious form, which expires shortly afterwards from severe -exhaustion and exposure. -~ -0 3153991 2 -D1 -~ -~ -0 -1 12541 -D2 -~ -~ -0 -1 12536 -D3 -~ -~ -0 -1 12539 -D8 -~ -~ -0 -1 12537 -D9 -~ -~ -0 -1 12535 -S -#12541 -The Icy Wastelands~ -The plateau stretches for miles all around you, though your vision is -curtailed by clouds of snow swept up by fierce winds, and waves of sleet -that pour down from the overcast sky. You could literally stumble into a -deadly threat and not realize until it was too late, in this blinding -white hell. -~ -0 3153985 2 -D2 -~ -~ -0 -1 12537 -D3 -~ -~ -0 -1 12540 -D9 -~ -~ -0 -1 12536 -S -#12542 -The Bottom of the Sinkhole~ -You land with a soft thump at the bottom of the sinkhole, landing in -a pile of freshly fallen snow, which cushions your short slide down. -Your back is cold, and numbed from contact with the icy rock walls of -the sinkhole, but you note to your surprise that the temperature down -here, while still cold, is quite bearable compared to that above. A -stone corridor, built by some ancient architect milennia ago, runs -northward from here. The walls are smooth, unnaturally so, and bear no -signs or markings that might indicate who or what lairs in this underground -chamber. You surmise that this is undoubtedly one of the many ruins of -the ancients, scattered across the whole continent of Brythunia, a grim -testimony to the power of Chaos to utterly destroy anything that stands -in its way. The taint of Chaos is strong in the Hellspires, and stronger -still in this place. -~ -0 3153985 0 -D0 -~ -~ -0 -1 12543 -S -#12543 -A Featureless Corridor~ -The corridor continues, widening slightly to a width that could easily -accomodate a patrol of guards marching eight abreast. Whoever built this -place made provisions for the movement of large volumes of people. No -banners or carpets cover wall or floor, and the ceiling is bare; there are -no signs of rafters or load bearing pillars; you wonder what engineering -trick enabled them to construct such a broad ceiling with no support other -than the walls. A flickering light shines in from the north, as of a torch -or lantern. -~ -0 3153985 0 -D0 -~ -~ -0 -1 12544 -D2 -~ -~ -0 -1 12542 -S -#12544 -The Hall of the Ancients~ -The corridor ends at the western end of a long, broad hallway, the -roof of which must be at least sixty feet high. This roof is supported -by pillars, majestic affairs of gold and silver, set with gems the -size of your fist (and larger). Torchlight flickers on the shiny surfaces, -creating sufficient illumination to fill most of the hall. The torches -smolder in brackets spaced evenly about the perimeter, and though they -seem to burn, there is no sign of the wood decreasing as it is burned; -some magical effect renders them perpetual sources of illumination. The -stonework of the hall is the same as that you saw earlier; similarly plain -and without decoration. There is evidence, however, in the form of tarnished -bronze rails affixed to the walls, that at one stage in the past long banners -hung on each wall. Five openings lead off of the central hall; two to the -north and south and one to the far east. Nothing is visible through any of -them, save for glimpses of a glowing chair or throne of some sort in the -eastern exit. Undoubtedly this was once the throne room of a powerful -monarch, of whatever culture or civilization once thrived here before the -coming of Chaos. -~ -0 3153984 0 -D1 -~ -~ -0 -1 12555 -D2 -~ -~ -0 -1 12543 -D6 -~ -~ -0 -1 12545 -D8 -~ -~ -0 -1 12549 -S -#12545 -Hall of Time~ -Approaching the northern wall of the hall, you notice that the walls aren't -as featureless as you initially supposed. Tiny engravings surround the -arched opening, depicting sundials, hourglasses and other devices for -measuring time. Evidently this hall was the center of all research and -learning for whatever city once lay here; some force has protected, -deliberately or otherwise, this one structure and its contents from the -devastation that rained down upon the rest of the city, and the nation, -which was destroyed so long ago that no record of its existence remains -on Brythunia. Truly, stumbling upon this place is a great historical find. -~ -0 3153984 0 -D0 -~ -~ -0 -1 12546 -D1 -~ -~ -0 -1 12547 -D2 -~ -~ -0 -1 12555 -D9 -~ -~ -0 -1 12544 -S -#12546 -Tempus Flux~ -The moment you step through the entrance your senses are assaulted with -a dizzying array of sensations; visual, audial and olfactory manifestations -confuse and bedazzle you on every side. Closing your eyes, you attempt to -steady yourself and get your bearings in this maelstrom of time. Everything -in this room exists in both all times and no time at once; the effect is almost -unbearable! Images from the past, present and future rush past, a thousand -realities of a thousand worlds. Whatever experiment was being conducted here -has certainly gotten out of hand since the Chaos incursion. Fortunately even -the powers of Chaos recognize the dangers of tampering with time itself, and -have managed to contain the anomaly in this chamber. -~ -0 3153985 0 -D2 -~ -~ -0 -1 12545 -> rand_prog 66~ -if ispc($r) -mea $r The ravages of Time tear at your body and soul. -mpdamage $r 66 -else -endif -~ -| -S -#12547 -Hall of Discordia~ -This section of the hall has been ravaged by some unknown beast. Stones -have been torn from the walls and tossed aside like scraps of paper. -The gaping holes in the wall peer out onto an inky black expanse, a void -of nullspace which surrounds this relic of a past era. The largest of -these openings lies directly to the north, and could be entered by a -humanoid, should they wish to brave the peril of the Chaotic miasma that -ebbs and flows around the edges of this hall. Occasionally a black tendril -of energy will drift out of one the holes and brush against you; the touch -is deathly cold and leaves serious bruising where it made contact with your -flesh, though there is surprisingly little pain. -~ -0 3153985 0 -D0 -~ -~ -0 -1 12548 -D2 -~ -~ -0 -1 12556 -D3 -~ -~ -0 -1 12545 -D8 -~ -~ -0 -1 12553 -> rand_prog 50~ -if ispc($r) -mea $r A tendril of black energy brushes against you. -mpdamage $r 25 -else -endif -~ -| -S -#12548 -Discordia~ -The second you step into the maelstrom, you know that you will be -slain. Forces of primal Chaos tear at your form, rending your body, -mind and spirit with claws of foul magical energy. The pain is almost -unbearable, and you watch in horror as you are dismembered and scattered -through the whirling antiverse, destroyed and slain beyond all hope of -redemption. -~ -0 3153991 0 -S -#12549 -Hall of Space~ -The walls, floor and ceiling of this section of the hall have been -subtly decorated to resemble a starry sky, though you recognize none of -the constellations depicted here. The decoration has been cunningly wrought -in such a way that it is not visible from more than a few feet away. To -the south, an open doorway lies in the center of the traced outline of a -mammoth sun, a burning ball of yellowish flame that hangs in the sky amongst -the stars. You are no astronomer, but you are reasonably sure that these -skies have never enshrouded your world. -~ -0 3153984 0 -D0 -~ -~ -0 -1 12555 -D1 -~ -~ -0 -1 12551 -D2 -~ -~ -0 -1 12550 -D7 -~ -~ -0 -1 12544 -S -#12550 -Spatial Flux~ -The decorative theme apparent outside persists into this small chamber, -which cleverly gives the illusion that you are hovering in a night sky, -surrounded by a carpet of blackness pin pricked with brightly shining -stars at irregular intervals. You smile at the cleverness of this illusion, -then suddenly realize you are falling, rapidly, through empty air! The stars -rush past you as you increase in speed, blurring into white streaks as you -plummet endlessly downward. There is nothing to grab ahold of, no means of -slowing your descent, and no means of escaping your endless plummet. -~ -0 3153991 0 -S -#12551 -Hall of Order~ -The walls here are of plain white dressed stone, devoid of markings or -scarrings, save for the single opening in the south wall, which opens onto -a sterile environment, a windowless room of perfect dimensions. The air here -is fresh, but still, and carries a slightly stale, musty odor, one normally -associated with old grimoires in some forgotten library, or of elderly sages -who have spent too long sitting in their tiny studies poring over ancient -arcane lore. Perhaps this was an attempt to indicate the dangers posed by -a rigidly lawful society- sterility, a stale, emotionless environment. Many -of humanity's greatest achievements arise from times of strife; in a society -totally devoted to Law many of them would never have occured. -~ -0 3153984 0 -D0 -~ -~ -0 -1 12556 -D2 -~ -~ -0 -1 12552 -D3 -~ -~ -0 -1 12549 -D6 -~ -~ -0 -1 12553 -S -#12552 -Pure Symmetry~ -This chamber is a perfect cube, the dimensions being exactly identical -in every direction. Not a single mark or trace of dirt mars the -perfection, the glowing white walls appearing as pristine as they did -two thousand years ago. A magical force prevents anyone from disturbing -this order, or jeopardising the perfect state of equilibrium. -~ -0 3417152 0 -D0 -~ -~ -0 -1 12551 -S -#12553 -Approaching the Throne~ -As you reach the end of the hall, the whole theme of this place becomes -clear to you. The four chambers- Time, space, chaos and order, the four -elements of whatever civilization built this place, and the subject of -much investigation, the source of both their power and their weaknesses. -And seated at the end of these elements is the throne of the queen, the -balancing force in the machinations of these primal forces, the calming -and guiding force for her people through calamity as well as serenity. -Either extreme was seen as a danger, and thus a balance was sought through -careful research and neutrality in the affairs in the world. Unfortunately, -the forces of Chaos struck, unmindful of the consequences, and this ancient -and learned culture, like so many others, was struck from existence by the -ravages of Chaos and the vile minions it brought from the netherworld. Now, -only this hall remains, buried deep beneath the hostile Hellspires, as a -testament to that ancient and proud race, protected by magicks of immense -magnitude. -~ -0 3153984 0 -D1 -~ -~ -0 -1 12554 -D3 -~ -~ -0 -1 12556 -D7 -~ -~ -0 -1 12547 -D9 -~ -~ -0 -1 12551 -S -#12554 -Throne of Ice~ -A deathly chill fills the air here, caused by waves of cold radiating -from the massive throne of ice resting atop a metal platform that glistens -with moisture. Icicles hang from the ceilings, obfuscating whatever -decorations once lay there. Broad stone pillars support the laden roof, -and they too bear a thick layer of frost. Your breath fogs as you labor -to breathe in air suddenly turned thin, as if you were at an immensely -high altitude. -~ -0 3153984 0 -D3 -~ -~ -0 -1 12553 -S -#12555 -Hall of Death~ -A deathly silence, the silence of the grave, fills this section of the -hall, which has been shrouded in gloom by some magical enchantment. The -floor boasts literally hundreds of tiny metal plates, each bearing the -name of a noble of centuries past, indicating where his or her ashes now -lie, in small recesses set in the walls and floor. Ghostly apparations -shimmer into view at random intervals, staring soundlessly at you before -drifting back into the recesses. The air is filled with a strong, musty odor -tinged with the stench of decay and desolation. This anomaly aside, whatever -civilization that once flourished here is now well and truly gone. -~ -0 3153985 0 -D0 -~ -~ -0 -1 12545 -D1 -~ -~ -0 -1 12556 -D2 -~ -~ -0 -1 12549 -D3 -~ -~ -0 -1 12544 -S -#12556 -Hall of Valor~ -This section of the hall is the last before the throne hall to the east, -which is clearly visible from here. It contains no marks or decorations, -save for a tall statue of iron standing in the center, bearing a glowing -black lance. It is amazingly realistic, and it appears to be almost alive, -though you know no creature could have survived so long without sustenance -in this subterranean prison. -~ -0 3153984 0 -D0 -~ -~ -0 -1 12547 -D1 -~ -~ -0 -1 12553 -D2 -~ -~ -0 -1 12551 -D3 -~ -~ -0 -1 12555 -S -#12557 -Temporal Dissolution~ -Stepping through the magical field, you scream as magical forces tear -at your body and soul. A whirling kaleidoscope of images assault your -senses, visible even when you attempt to close your eyes to block them -out. A low, dull humming noise, louder than you can take for very long, -hammers at your eardrums mercilessly, and blood trickles from your nose -and ears. You are certain that your death is not far away, but, surprisingly, -you do not perish. Instead, you find yourself drawn towards a small space -in the vortex of images, a black hole which is sucking you gently towards it. -A measure of willpower is required to not balk at entering an unknown and -potentially dangerous edit, but you see little other choice. -~ -0 3153985 0 -D10 -~ -hole~ -133120 -1 12558 -S -#12558 -The Eye of the Temporal Storm~ -The hole empties you into a black void, a cold place totally devoid -of any features, physical or otherwise, in which you drift, thankful -to be removed from the savagery of the temporal disjunction, but slightly -wary as to where you are being taken. Best you can reason, is that you -entered a zone where times converge, and for a brief instand existed in all -time-space continuums simultaneously. The effect was almost lethal, but -you were fortunate enough to be expectorated into this place of null-time, -one of many pockets of such phenomena, where time does not exist. You are -certain that the ancients had not intended for this journey to be so -traumatic, but then, who is to say they expected people to be coming IN -instead of going out; perhaps the return journey will be more pleasant. At -least you are away from the freezing wastes of the Hellspires. -~ -0 3153989 0 -> rand_prog 100~ -mea $r You suddenly feel yourself falling... -mptrans $r 12559 -~ -| -S -#12559 -Terra Firma~ -One second you are floating aimlessly in null-time, the next you are -suddenly hurtling downwards, landing with a splash in knee deep water, -in the center of a small mist-shrouded lake. Shaking your head, you -realize that you have arrived, more or less, back on the prime material -plane, albeit you aren't sure where... scratch that, the where is pretty -obvious, its the plateau in the Hellspires long ago. Its how long ago, -the when, that is the question. P'chaua spoke of a jungle surrounding -his city, which once lay on the plateau, when the majority of Brythunia -was covered in sweltering rainforest, not icy tundra. Apparently, someone -has found a way to bridge the gap in time, and to allow forces to pass back -and forth between this time and your time. Scratching your head, you try -to recall the legends of Xchantharus. Assuming it is the "city" that P'chaua -spoke of, it is somewhere in the jungle of Tinisbwana. The oldest of any -recorded cities, Xchantharus was rumored to have been decimated by volcanic -eruptions milennia ago, and buried beneath tons of ash and lava, the ruins -long since covered by the Hellspires, which erupted with the coming of Chaos. -But if Xchantharus was truly the fount of the power of Chaos, you may well -have found a way to go back in time and prevent the calamities of the -succeeding generations from ever occuring! Confidence fills your heart, and -you gaze northwards, where the mist clears to reveal a small path leading -northward, into the jungles of Tinisbwana. It is there you must journey, and -seek out the ancient and evil city of Xchantharus, fount of Chaos and source -of all that is unlawful that troubles Brythunia! -~ -0 65 6 -D0 -~ -~ -0 -1 12560 -S -#12560 -The Jungles of Tanisbwana~ -The trail passes through the mist into the sweltering heat of a tropical -jungle. Tall trees of species unfamiliar to you tower to either side, -crawling with a wide variety of plant and animal life, including clusters -of mold that release clouds of sweet smelling spores at regular intervals. -The path here is narrow, but definable, and has been traversed frequently. -A sign has been nailed to a tree near the junction ahead; you are amazed to -note that it has been placed here recently, and it is written in common! -Someone of Law has been here, and recently too; booted heels mark the ground -near the sign, which has thus far remained undisturbed by the locals, who or -whatever they may be. You have never been in a jungle like this before; it -seems almost- prehistoric. -Three paths lead away from here, all plunging deep into the steamy jungle. -~ -0 3145797 3 -D0 -~ -~ -0 -1 12573 -D6 -~ -~ -0 -1 12601 -D7 -~ -~ -0 -1 12561 -> act_prog p from the south.~ -mpe _lbl A voice whispers 'Seek the five items needed to reach Xchantharus' -mpe _lbl A second voice adds 'The knowledge is held by the Bwani, to the east' -~ -| -S -#12561 -The Deep Jungle~ -The narrow path winds between tall thick undergrowth, clustered closely -around the bases of unfamiliar trees. The occasional snake slithers through -the trees, ignoring you, intent on smaller prey. Monkeys howl and chitter in -the distance, accompanied by the occasional roar of a tiger or the trumpeting -of an elephant. You have never felt so... alien... before, than when you trod -this ancient trail in a world that disappeared milennia ago. Shaking your -head, you gather your resolve and continue. -~ -0 3145793 3 -D3 -~ -~ -0 -1 12562 -D8 -~ -~ -0 -1 12560 -S -#12562 -A Bend in the Path~ -You have only travelled a short distance away from the lake, but you -are already soaked through with sweat, one of the many effects of the -dizzying heat of this place. Unused to such temperatures, you trip and -stumble occasionally, suffering heat exhaustion and dizzy spells. Every -few dozen yards you need to pause and catch your breath. How could any -race have ever survived, let alone flourished, in these harsh conditions? -~ -0 3145793 3 -D0 -~ -~ -0 -1 12563 -D1 -~ -~ -0 -1 12561 -S -#12563 -A Junction~ -The path widens here, ending in a small clearing offering a variety of -directions to choose from to continue. Tracks mark the trails in every -direction, dozens of pairs of bare feet having travelled in each direction -at frequent intervals. A playful monkey in the trees drops small nuts and -berries on your head; you sputter in annoyance but the mischievious primate -disappears before allowing you to retaliate. Removing your helm, you wipe -at your forehead with a sweat soaked sleeve and wonder which direction to -take. -~ -0 3145797 3 -D1 -~ -~ -0 -1 12572 -D2 -~ -~ -0 -1 12562 -D7 -~ -~ -0 -1 12564 -> rand_prog 33~ -mpe Hoots and howls echo through the forest. -~ -| -S -#12564 -Sacred Ground~ -A definite change in the air occurs as you tread along this path. -You feel several pairs of eyes on you from all sides, as if dozens of -unseen watchers glared with disapproval at your intrusion. Somewhere -in the distance you think you can hear drums beating, and you hurry your -step. Few animals lurk in this section of the jungle, it is almost as if -they purposely avoid it. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12567 -D3 -~ -~ -0 -1 12565 -D8 -~ -~ -0 -1 12563 -> rand_prog 50~ -if ispc($r) -mea $r You see someone darting through the bushes to the left. -mea $r As you turn to investigate, a dart strikes you in the neck! -mea $r The mild poison makes you feel dizzy and weak. -mpdamage $r 66 -else -endif -~ -| -S -#12565 -A Grim Warning~ -Pushing through low hanging vines and fronds of sticky plants, you -press westward, towards the drums. Several stakes line the path, each -of them bearing the severed head of some unfortunate trespasser before -you. Snakes and insects crawl through and over the decaying heads, hissing -and clicking as they progress. Shuddering, you step away from one series -of stakes and almost back into another set; there must be dozens of them -along this narrow trail. An eerie feeling begins to overcome you, making -you feel sick from fear and nausea. There is definitely black magic at -work here, as well as the usually adverse psychological reaction severed -heads generate. -~ -0 3145793 3 -D1 -~ -~ -0 -1 12564 -D2 -~ -~ -0 -1 12566 -> rand_prog 50~ -if ispc($r) -mea $r Cramps assault you and you double over in pain and nausea. -mpdamage $r 50 -else -endif -~ -| -S -#12566 -The Village of Tech'opi~ -Rising up out of the jungle is a pair of wooden gates, part of a low -barricade of sticks and trees, lined with more heads, dangling from -ropes or affixed in clumps to thick stakes, like coconuts dangling from -trees. The smell is strong, a sickly sweet odor of decay, which does -not do much for your nerves. You are deep in Tech'opi territory, and your -chances of returning unscathed are slim now indeed! -~ -0 3145793 3 -D0 -~ -~ -0 -1 12565 -D2 -~ -gate~ -3 -1 12621 -S -#12567 -Rubble Strewn Path~ -The crumbling remains of some ancient stone structure (ancient even -in the times of Xchantharus at its height? That would mean that the -assumed time of the evolution of humanity would be many thousands of -years older than previously thought!) lie scattered across the path, -covered with vines, moss and more patches of that strange, but -apparently harmless, mold that you spied earlier. The odor of decay is -strong here, and you soon spot the source- several freshly killed monkeys -hang upside down from thick vines attached to nearby trees, spear wounds -evident on their prone muscular forms. Looks like you have stumbled into -someone's hunting grounds. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12564 -D6 -~ -~ -0 -1 12568 -S -#12568 -Bloodstained Battlefield~ -The path you were following ends here in a clearing, from which other -paths depend, like the scrawny limbs of some plant covered beast. Blood -stains carpet the dirt, as do the remains of various broken spears and -cloven shields. Some sort of tribal battle took place here, recently too -judging by the fresh stains. But no corpses litter the ground; they have -been removed by the victors for some unfathomable purpose. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12569 -D2 -~ -~ -0 -1 12570 -D9 -~ -~ -0 -1 12567 -S -#12569 -A Vine Covered Area~ -The northern path ends after a short distance in a dead end, a smaller -clearing which is mostly filled with thick, low hanging vines dangling -from the treetops above. Corpses litter the ground, of humans and animals -alike, along with some corpses of beings unfamiliar to you. A strange -feeling comes over you as you linger here, not unpleasant but still -slightly unsettling. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12568 -S -#12570 -A Well-Used Trail~ -The earth here is marked with dozens of imprints of naked feet, running -in either direction. Leaves and twigs of overhaning branches have been -snapped off by the travellers; whoever passed this way was either in a -tremendous hurry or being deliberately careless, for it is a known fact -that the inhabitants of such remote regions can pass virtually undetected -through their natural habitat. A few blood stains mark the ground, as well -as the occasional spear or blowgun dart. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12568 -D8 -~ -~ -0 -1 12571 -S -#12571 -A Short Chase~ -The foilage here on both sides of the path has been trampled flat, as -if by a horde of charging people, or as of some massive beast rising -from the jungle. The crushed path continues to the north, where it widens -into a more regular trail. At this point several Tech'opi warriors lie, -crushed or skewered by spears. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12572 -D7 -~ -~ -0 -1 12570 -S -#12572 -The Deeper Parts~ -The path twists and turns here, becoming steadily narrower as it disappears -into the thick undergrowth. Just as it seems the path has disappeared entirely, -and you will have to hack your way further, you spot a place up ahead where -some titanic behemoth has levelled a large section of the jungle in its -passage. Hoots and howls echo through the trees, making you feel slightly -nervous and queasy. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12571 -D3 -~ -~ -0 -1 12563 -S -#12573 -The Shores of a Lake~ -The undergrowth is so thick here that you can barely see more than a few -feet ahead, and so it is quite a shock when you stumble past another low -hanging vine and almost tumble into the waters of a small, but deep, lake! -The waters stretch away to the north, winding around the base of a massive -spear of rock that arises from the waters due north. Unclimbable from this -side, it appears to be wide enough that at some point there may be level -ground somewhere atop it. You have heard of volcanic islands of this type -in the Ocean of Dreams; many are rumored to hold fabulous treasures, as -well as horrid foes. -~ -0 3145793 6 -D2 -~ -~ -0 -1 12560 -D6 -~ -~ -0 -1 12574 -S -#12574 -Deep Waters~ -Progress around the granitic intrustion takes you across deeper waters, -quite still and clear, not at all what you expected in this treacherous -jungle. Relaxing a little, you are starting to enjoy the journey, and -you gaze idly at the massive pieces of wood drifting by. How did such -logs manage to end up drifting in the same spot... And why are they -suddenly moving and opening gaping mouths full of sharp teeth? -~ -0 3145793 7 -D7 -~ -~ -0 -1 12575 -D9 -~ -~ -0 -1 12573 -S -#12575 -The Far Side~ -Here the waters of the lake wash up on a small beach on the northern -shore of the island, a place where you could, if you desired, weigh -anchor and go ashore. Several canoes of unfamiliar design have been -drawn up on the shore, though there are no signs of their owners. -A narrow path can be seen winding its way up the side of the rocky -intrusion, heading to the summit. - -The lake ends to the north, at the mouth of one of the many rivers -that feed it. Far in the distance, a great mountain rises from the -waters, similar to the one south of here except it is roughly a dozen -times larger, and not as tall. Atop it appears to be a plateau, though -you cannot make out what may lie there from here. You have a sinister -feeling, though, that it is Xchantharus... -~ -0 3145793 7 -D0 -~ -~ -0 -1 12613 -D2 -~ -~ -0 -1 12576 -D8 -~ -~ -0 -1 12574 -S -#12576 -The Shallows~ -The waters quickly shallow here, as a rocky ledge that protrudes from -the island serves as a beach of sorts on which to land. A thin layer of -black volcanic dust covers the shoreline, and most of the sides of the -isle, which towers above you, soaring high into the sky. You wonder what -wonders it holds in store, and what happened to the owners of these canoes. -~ -0 3145793 6 -D0 -~ -~ -0 -1 12575 -D2 -~ -~ -0 -1 12577 -S -#12577 -Standing on a Beach~ -A narrow strip of sand, stained gray-black by volcanic ash, stretches -for a short distance to the east and west. Shards of pumice litter the -ground, as well as shards of bone, and broken and burnt weapons. Warfare -is evidently a virtual epidemic in this time and place. Strange noises -can be heard, from far, far away, of monsters crying out in anger and -fear; you fancy that they are coming from the top of the island, which -can be reached via a steep path to the southeast of here. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12576 -D1 -~ -~ -0 -1 12580 -D3 -~ -~ -0 -1 12578 -S -#12578 -The Shoreline~ -The shoreline ends a short distance to the west, merging back into -the unscaleable cliff face of the island. Nothing of interest appears -to be here at first glance, however upon closer examination you see -a faint set of tracks leading into a clump of bushes to the northwest, -partially obscuring a gap in the cliff face, which the tracks enter. -Some humanoid actually lives on this strange island; maybe they can -be of help to you? -~ -0 3145793 2 -D1 -~ -~ -0 -1 12577 -D7 -~ -~ -0 -1 12579 -S -#12579 -A Cramped Dwelling~ -The narrow opening is the only entrance and exit from a small cave, -barely visible from more than a few yards away, within which someone has -attempted to make a home, of sorts. Several rugs cover the stone floor, -while cooking implements hang above the remains of a small campfire, -the utensils stained by smoke and grease. A rank odor permeates the air, -a stale smell of sweat, blood and urine. What a charming little hovel you -have discovered here. -~ -0 3146825 0 -D8 -~ -~ -0 -1 12578 -S -#12580 -Approaching the Path~ -The winding path that heads south towards a narrow crevice in the -otherwise impenetrable cliff face is the only apparent way to plumb -the depths of whatever mysteries it may house. A thick layer of cobwebs -fill the defile; no one has come in our out of whatever lies on the -island in quite some time. -~ -0 3145793 2 -D2 -~ -~ -0 -1 12581 -D3 -~ -~ -0 -1 12577 -S -#12581 -The Defile~ -The defile ends in a narrow crack, which leads up as far as you can see. -A hardy adventurer could shimmy up the crack, putting their back to one -side and walking up the other. It is a relatively short climb, but while -you were doing it you would be totally vulnerable to any creatures -that passed by, either at the base or at the summit. Seeing no other -alternative, you plan the best way to attack the climb. -~ -0 3145793 4 -D0 -~ -~ -0 -1 12580 -D4 -~ -~ -128 -1 12582 -S -#12582 -A Narrow Ledge~ -Breathing hard after the short but difficult ascent, you gaze southward -across the small ledge you arrived on and are struck dumb by what you see. -For in that direction, past the cliff, is a lush valley of verdant green, -dotted with trees and streams, and absolutely teeming with wildlife. It is -incredible how they are so visible from this great distance, though you -cannot actually identify any specific species. Large birds soar high overhead -in the stormy skies that cover Tinisbwana. A sharp, crisp wind refreshes and -cools you, and you stride forth with new enthusiasm. -~ -0 3145793 5 -D2 -~ -~ -0 -1 12583 -D5 -~ -~ -128 -1 12581 -S -#12583 -The Lost Valley~ -This is absolutely amazing. Such a wondrous vista, within an ugly -volcanic edifice of stone. The valley slopes gently on all sides, -rising to the lip of the stony peak; you cannot see other access points -than this one, though you do not doubt there would be one you are somehow -missing. The creatures roaming below are certainly large, and all appear -to be reptiles, some of them of considerable bulk. Certainly, you have never -seen such creatures, at least outside of history texts. Somewhere within -this valley, however, is hidden the Shrine of the Ancients, so you must -journey in to seek the information you need to find Xchantharus, whether -the beasts below be malevolent or benign. -~ -0 3145797 5 -D0 -~ -~ -0 -1 12582 -D5 -~ -~ -128 -1 12584 -S -#12584 -The Valley Floor~ -The descent into the valley, while not easy, is certainly nowhere near -as difficult as the initial climb to get here. The smell of fresh green -grass reaches your nostrils; in a life of adventuring where you are -plagued by constant odors of death, decay and other nasty aspects of life, -the smell is almost paradise. Breathing deeply, you close your eyes and -enjoy the sensation, snapping them back open when an earth-shattering roar -from nearby almost knocks you off your feet! -~ -0 3145793 2 -D2 -~ -~ -0 -1 12585 -D4 -~ -~ -128 -1 12583 -S -#12585 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12584 -D1 -~ -~ -0 -1 12592 -D2 -~ -~ -0 -1 12590 -D3 -~ -~ -0 -1 12586 -S -#12586 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. - -A dense clump of vegetation lies to the south and west. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12587 -D1 -~ -~ -0 -1 12585 -D9 -~ -~ -0 -1 12589 -S -#12587 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. -~ -0 3145793 2 -D2 -~ -~ -0 -1 12586 -D7 -~ -~ -0 -1 12588 -S -#12588 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. - -The larger inhabitants of the valley seem to congregate near a small -pool that lies at the westernmost extreme of the valley, right near -here. -~ -0 3145793 2 -D3 -~ -~ -0 -1 12596 -D8 -~ -~ -0 -1 12587 -S -#12589 -A Wall of Vegetation~ -This section of the valley is almost completely overgrown with thick -vegetation; lush, brightly hued green leaves providing an excellent -source of food for the many herbivores that roam here. Judging by the -large chunks missing, they feed here frequently. There is no way to -pass through the vegetation, and nor does there seem to be any real -need to. -~ -0 3145793 3 -D6 -~ -~ -0 -1 12586 -S -#12590 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12585 -D1 -~ -~ -0 -1 12591 -S -#12591 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12592 -D3 -~ -~ -0 -1 12590 -S -#12592 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. -~ -0 3145793 2 -D1 -~ -~ -0 -1 12593 -D2 -~ -~ -0 -1 12591 -D3 -~ -~ -0 -1 12585 -S -#12593 -The Grassy Fields of the Valley~ -Grassy fields extend as far as you can see on all sides, interrupted by -small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of -immense size from a lost age far in your world's past, wander here, brought -here by magic or simply an evolutionary leftover. You are awestruck by -the awesome majesty of these titanic creatures, and more than a little -terrified by their power and strength. - -A rocky outcrop, larger than the others, lies to the north of here. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12594 -D3 -~ -~ -0 -1 12592 -S -#12594 -The Base of the Outcrop~ -Peering upwards, you think you can see a nest, perched atop the outcrop. -There are enough hand and footholds to allow you to scale the edifice, -but what for? To poke around in some most-likely angry and aggressive -reptillian bird's nest, risking life and limb? Perhaps, though, the nest -contains something of value? Perhaps not. Then again, it certainly seems -safer than loitering around down here with all those raptors around... -~ -0 3145797 4 -D2 -~ -~ -0 -1 12593 -D4 -~ -~ -128 -1 12595 -S -#12595 -The Pterodactyl's Roost~ -After a short, but strenuous, climb, you reach the nest, a very large -affair which is devoid of eggs but littered with all sorts of other junk. -Being the only fliers in the valley, the pterodactyls can soar far and -wide, collecting a variety of objects to add to their nest. You wonder -how many people have been lured here, by the thought of potential loot, -only to be slain and devoured? Not a lot, probably; not many adventurers -cross the Hellspires, brave the temporal gates, stumble through mosquito -infested jungles and scale rocky cliif walls to face off against a horde -of dinosaurs. -~ -0 3145793 5 -D5 -~ -~ -128 -1 12594 -S -#12596 -A Small Pool~ -Water trickles over the grass here, turning it to a shallow mire beneath -your feet. Huge tracks, of feet wider than a tall human, have made deep -marks in the damaged savannah, and to the nearby trees; many appear to -have been badly devoured or torn outright from the ground by hungry -herbivores with the strength of titans. Peaceful they may be, they could -nonetheless slay a person with an inadvertant twitch or stumble. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12597 -D1 -~ -~ -0 -1 12588 -D2 -~ -~ -0 -1 12598 -S -#12597 -Plentiful Water Supplies~ -The pool that fills this clearing apparently draws its water from -some underground source; presumably drawing eventually from the lake -far below. The water is fresh, and clean, if a trifle bitter due to -the mineral content. No conflict takes place here; it is almost an -unwritten law that no violence should be perpetrated on other beasts -while they quench their thirsts. -~ -0 0 1 -D2 -~ -~ -0 -1 12596 -S -#12598 -A Ruined Temple~ -Rising up here, near a point where the plains curve sharply upwards -to the lip of the valley, there rests a partially demolished stone -temple, of marble or a similar material, partially overgrown with -weeds. A construct from a civilization even older than Xchantharus? -Amazing. And how did they manage to build it in this realm of savage -reptiles? You shake your head and push such ponderings aside; this -must be the shrine of the ancients, a rumored seat of knowledge and -learning. Perhaps inside its stony portal you will discover more about -Xchantharus. -~ -0 3145793 2 -D0 -~ -~ -0 -1 12596 -D9 -~ -~ -0 -1 12599 -S -#12599 -Shrine of the Ancients~ -The interior of the marble structure is silent as the proverbial tomb. -Not a single sound can be heard within; nor can any be made. The -uttering of spells is thus similarly impossible. Strong enchantments -protect this outpost of Law in a temporally displaced dimension gone -mad. The interior is bare, devoid of any trappings save a single golden -lectern, resting in the center of the polished marble floor. Upon which -rests a single tome, open to the middle. A slight glow emanates from the -lectern, illuminating most of the small chamber. You cannot see any other -entrances or exits; evidently this place was constructed solely to house -the book you see before you. -~ -0 3482776 0 -D6 -~ -~ -0 -1 12598 -S -#12600 -Inside the Tome~ -You find yourself in the confines of a musty study, filled with books, -and dominated by a huge oak desk, behind which sits an elderly man, -glasses perched on the end of his long hooked nose, who fixes you with -a piercing stare when you enter. Without thinking, you sit down in one -of several plush chairs and prepare to listen to what he has to say. -~ -0 3155460 11 -S -#12601 -The Deep Jungle~ -The narrow path winds between tall thick undergrowth, clustered closely -around the bases of unfamiliar trees. The occasional snake slithers through -the trees, ignoring you, intent on smaller prey. Monkeys howl and chitter in -the distance, accompanied by the occasional roar of a tiger or the trumpeting -of an elephant. You have never felt so... alien... before, than when you trod -this ancient trail in a world that disappeared milennia ago. Shaking your -head, you gather your resolve and continue. -~ -0 3145793 3 -D1 -~ -~ -0 -1 12602 -D9 -~ -~ -0 -1 12560 -S -#12602 -A Recent Hunt~ -The ground here is stained with dark red blood; fresh, not yet dried, -from some animal felled by hunters to be devoured in a feast. The thought -of feasts reminds you how long it has been since you had a decent meal. -Too long in grim mountain ranges and sweltering jungles is starting to -take its toll on your body and your spirit. You hope that you will soon -find the city, or at least a way home! -~ -0 3145793 3 -D0 -~ -~ -0 -1 12603 -D3 -~ -~ -0 -1 12601 -S -#12603 -A Fork in the Trail~ -The trail splits here, offering a variety of directions to continue -in. Footprints mark the ground in each direction, many of them passing -from the south and heading northeast. You are certain that you are not -alone here, and more than once you think you feel someone watching you. -Not the monkeys, snakes and tigers, but someone human, intelligent and -calculating. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12602 -D3 -~ -~ -0 -1 12604 -D6 -~ -~ -0 -1 12610 -S -#12604 -A Well Used Trail~ -The ground here has been trampled flat by a variety of creatures, -ranging from tigers and monkeys to humans and even what appears to -be the tracks of an elephant. Monkeys chitter nearby, watching you -with some amusement as you ponder over the trail. You wince as you -feel a coconut strike you on the head and turn to shake your fist -at the cackling monkeys, who are cavorting in glee at the success -of their prank. -~ -0 0 1 -D0 -~ -~ -0 -1 12605 -D1 -~ -~ -0 -1 12603 -S -#12605 -A Well Used Trail~ -The sweltering heat and humidity are starting to take their toll, -clad as you are in encumbering adventuring gear. Occasionally you are -forced to stop and rest for a few minutes; never too long for the -ground is infested with ants that sting like killer bees. Not to mention -the poisonous snakes lurking just off the path in the thick undergrowth. -What a charming place. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12604 -D6 -~ -~ -0 -1 12606 -S -#12606 -A Well Used Trail~ -This trail cuts deep through the jungle, and is wide enough for a whole -war party to jog down eight or ten abreast, which presumably is why it -was created. If the Bwani have elephants, then small wonder the Tech'opi -hold them in awe as well as hatred. Elephants are a dangerous and rather -unpredictable steed; it could slay a score of warriors almost without -even meaning to. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12607 -D9 -~ -~ -0 -1 12605 -S -#12607 -A Large Clearing~ -The path ends in a large clearing, where a fierce battle has recently -taken place. Numerous Tech'opi corpses lie scattered about the body -of a dead elephant, brought down by sheer force of numbers after a mighty -struggle. There are no Bwani corpses here; evidently the survivors -gathered their wounded and dead, and left the enemy corpses to rot. The -Tech'opi would not do such a thing; they'd take the enemy corpses and -eat them... -~ -0 3145793 3 -D0 -~ -~ -0 -1 12608 -D2 -~ -~ -0 -1 12606 -D8 -~ -~ -0 -1 12609 -S -#12608 -Fire Mountain~ -Looming to the north is a small but quite active volcano; you can -feel faint waves of heat even from here, a good half a mile away. -Proceeding any further towards this mountain of fire would be foolish -and pointless. Fresh lava pours over the top, insinuating the entire -area in a thick coating of molten rock. Fortunately it is not a cinder -top, so you should be free from the risk of suffocation in large clouds -of volcanic ash. This is most likely one of the many volcanoes that -eventually obliterate Xchantharus; if you lingered long enough you might -actually be able to witness the destruction of the vile city of Chaos. -~ -0 3145797 3 -D2 -~ -~ -0 -1 12607 -S -#12609 -A Narrow Trail~ -The trail is much narrower here than the broad western path, winding -its way tenuously between several looming trees covered with vines -as thick as your thighs, and the usual growths of mold. Staghorns -hang from the sides of these trees, and long tendrils of sticky vines -dangle down over the path. The air is alive with insects, and you find -every exposed inch of your flesh is quickly covered in itching bites. -~ -0 3145793 3 -D2 -~ -~ -0 -1 12610 -D7 -~ -~ -0 -1 12607 -S -#12610 -Paths Meet~ -A variety of paths meet here, in a small clearing, which is filled -with a layer of dead plants knee deep. Fallen from nearby trees and -deliberately gathered here, it serves some unknown purpose for the -local inhabitants. Wary that it may conceal a pit trap, you step -lightly on the layer of leaves, but nothing gives way underfoot. -Shrugging, you continue. -~ -0 3145793 3 -D0 -~ -~ -0 -1 12609 -D1 -~ -~ -0 -1 12611 -D9 -~ -~ -0 -1 12603 -S -#12611 -A Cultivated Field~ -At this point the jungle has been burnt and cut back, giving way to -cultivated fields growing a variety of crops, mostly corn and wheat. -Amazing, that in such a dark, sinister land you would find such signs -of an agrarian culture, which bespeaks an organised society with -sufficiently competent leadership to co-ordinate agricultural endeavours. -Surely this must be the home of the Bwani, the peace-loving people you -heard resided in parts of this jungle, sworn enemies of the Tech'opi. -~ -0 3145793 2 -D2 -~ -~ -0 -1 12612 -D3 -~ -~ -0 -1 12610 -S -#12612 -Village of the Bwani~ -A stone walled compound rises to the south here, filled with adobe -style dwellings, plus a rather imposing ziggurat near the southern -end. Peering through the open gates, you see the tall Bwani walking -about on their business, content and secure in the safety of this wall -and its keen-sighted guards. Perhaps the Bwani will be able to help you -find the city of Xchantharus, and tell you how to enter it? -~ -0 0 1 -D0 -~ -~ -0 -1 12611 -D2 -~ -gate~ -3 -1 12641 -S -#12613 -The River Xchan~ -This swiftly flowing river pours from the north, from some underground -source at the base of the mountain. A chill creeps up and down your -spine as you progress, and the uneasiness is not helped by the presence -of looming trees, hanging low over the river, the vines depending from -the branches often impeding your progress. The jungle to either side -is alive with malignant creatures, and you are loathe to continue. But -continue you must, for ahead lies Xchantharus! -~ -0 3145793 7 -D0 -~ -~ -0 -1 12614 -D2 -~ -~ -0 -1 12575 -S -#12614 -The River Xchan~ -You continue upstream, warily alert for any signs of danger or attack -from the vegetation to either side. The air is thick and humid, and -your clothes stick to your hot and sweaty skin, making you feel most -unpleasant. A foul odor fills the air, an unidentifiable stench that -you can barely stand. It reminds you of swamp gas, combined with the -putrescent odor of the dead. Xchantharus means, in the language of -Tinisbwana, the City of the Dead; it appears already to have been -appropriately named. -~ -0 3145793 7 -D0 -~ -~ -0 -1 12615 -D2 -~ -~ -0 -1 12613 -S -#12615 -The Source of the Xchan~ -Here your path ends, at the base of the mountain, atop which you -surmise the city of Xchantharus to lie. The waters pour in from some -underground source, progress in that direction is impossible as the -current is too strong. There is, however, a small cave, barely visible -from here, a few feet below the murky surface, which you could with -some effort swim down to; your only other alternative is to head back, -unless you have some means of ascending the sheer cliff face of the -mountain before you. -~ -0 3145793 7 -D2 -~ -~ -0 -1 12614 -D4 -~ -~ -64 -1 12618 -D5 -~ -~ -0 -1 12616 -S -#12616 -An Underwater Cave~ -Breathing deeply, you dive under the surface of the murky waters of -the Xchan, diving down towards the cave, which turns out to be a lot -further below the surface than you at first anticipated. Bones and -broken weapons litter the muddy riverbed below you, as well as the -splintered remains of ships that look suspiciously Estroglian. You -leave such matters for now, however, and concentrate instead on reaching -the cave. -~ -0 3145793 8 -D4 -~ -~ -0 -1 12615 -D6 -~ -~ -0 -1 12617 -S -#12617 -Lair of the Aboleth~ -The cave is narrow, but quite long, stretching for fifty yards or so -into the mountainside. The ground is bare, devoid of any anomaly save -for the glint of a broadsword, half buried under a rock. It is not an -unusual weapon, one of thousands forged every year in Estroglia, but it -is an anomaly in that humanity won't discover the secret of forging steel -for another five hundred years after the time you are in. Someone else -from your era has been here, and recently too! -~ -0 3145801 8 -D9 -~ -~ -0 -1 12616 -S -#12618 -Ascending Mount Xchan~ -The mountain from which the Xchan runs bears the same name, as it -houses the same thing; Xchantharus, dread City of the Dead. Above -you you can see a shimmering portal, similar to the one you passed -through in the Hellspires, though far more elaborate looking. The -walls of the cliff are of black stone flecked with silver; if someone -were brave and powerful enough they could amass a considerable fortune -mining this place. From here you can feel waves of evil radiating from -the mountain and what the plateau at its summit contains; you feel -yet again an overwhelming reluctance to continue. But what other option -is there? Retreat and return to Brythunia of the present, a coward and -a failure? Or press onwards, towards certain but glorious death, and on -the off chance you do survive, power, wealth and riches beyond your -wildest expectations. -~ -0 19923009 9 -D4 -~ -~ -64 -1 12619 -D5 -~ -~ -64 -1 12615 -S -#12619 -The Summit of Mount Xchan~ -You fly upwards, soaring high in the air, finally reaching the summit, -which is a flat, broad plateau, several miles wide, stretching as far -as you can see. But what sorcery is this? Although you feel certain that -Xchantharus lies here, you cannot see a sign of it, or anything similar -to a city; only plain, featureless rocky ground, stretching to the north, -east and west. Only a single shimmering portal, set between massive rocky -obelisks, is present, to the north, some fifty or sixty yards away. Peering -southward, you can see far over the dense jungle, south along the Xchan -river, to the junction where you were deposited by the pillars in the -Hellspires. Smoke rises from small settlements to the southeast and southwest -of here, the villages of the Bwani and the Tech'opi, respectively. Amazed -at the marvellous view of this tapestry of rich jungle life, you almost forget -the feeling of evil that tugs at your spirit. -~ -0 19923009 9 -D0 -~ -~ -0 -1 12620 -D5 -~ -~ -64 -1 12618 -S -#12620 -The Obelisks of Transportation~ -This is it? After all you have been through, just another portal point, -leading to the gods know what? Bah. You are not surprised few others have -bothered persevering in the oft-disheartening search for the elusive -portal of Xchantharus. Perhaps, though, this unlikely looking field of -energy is it? Not the entrance you expected to the notoriously opulent -city of the priest king; certainly not the entrance you expected to the -also notoriously haven of the paranoid priest king. Still, there doesn't -appear to be any other option, than to proceed through its shifting surface, -which reveals nothing of where it may lead. Shimmering chains criss cross -the surface, held together with a single lock, which bears an impression -where you could place a small symbol or other similar holy item. Perhaps that -is the means of opening it? -~ -0 3145793 5 -D0 -~ -field~ -8389679 12523 12661 -D2 -~ -~ -0 -1 12619 -> act_prog p unlocks the field.~ -say You have broached the first portal to the power behind Xchantharus. -say Step through me, and you will be transported to the city. But -say beware, great dangers indeed await the foolish and unprepared! -~ -| -S -#12621 -Inside the Stockade~ -You pass through the gates into the village proper, which is filled -with a series of long, narrow single storey huts, arranged around a -central gathering area, where the tribe gathers for meetings, feasts and -other rituals. The smell of cooking meat, combined with that of fresh -blood, fills the air. -~ -0 3145793 1 -D0 -~ -gate~ -3 -1 12566 -D2 -~ -~ -0 -1 12622 -S -#12622 -The Warrior Huts~ -To the east and west lie the huts that house the tribal warriors, those -that hunt for, fight for and usually die for the Tech'opi. Fierce carvings -of grinning demons line the entrances, and hang from the eaves of the -roof. The huts smell of sweat and old wood, as well as blood and war paint. -To the south lies the gathering area, which is dominated by a bonfire, -upon which rests a bubbling cauldron. -~ -0 3145797 1 -D0 -~ -~ -0 -1 12621 -D1 -~ -~ -0 -1 12625 -D2 -~ -~ -0 -1 12628 -D3 -~ -~ -0 -1 12623 -S -#12623 -Warrior Hut~ -This long, narrow hut houses the bulk of the warriors that hunt for and -guard the village, as well as those who form the war parties sent to raid -the Bwani to the east. Weapons line the walls, and a series of sleeping -pallets are arranged in three rows through the room, with spaces between -them to allow people access without stepping on sleeping off-duty warriors. -~ -0 3145801 0 -D1 -~ -~ -0 -1 12622 -S -#12624 -The Communal Huts~ -These huts house the bulk of the tribe, including most of the women and -children. Each hut would hold at least a score of tribespeople, maybe more. -The huts are clean, and in good condition, even if the demonic decorations -are a bit disturbing. The faint odor of meat and blood permeates even here, -as in all other parts of the village. -~ -0 3145801 0 -D1 -~ -~ -0 -1 12627 -S -#12625 -Warrior Hut~ -This long, narrow hut houses the bulk of the warriors that hunt for and -guard the village, as well as those who form the war parties sent to raid -the Bwani to the east. Weapons line the walls, and a series of sleeping -pallets are arranged in three rows through the room, with spaces between -them to allow people access without stepping on sleeping off-duty warriors. -~ -0 3145801 0 -D3 -~ -~ -0 -1 12622 -S -#12626 -The Communal Huts~ -These huts house the bulk of the tribe, including most of the women and -children. Each hut would hold at least a score of tribespeople, maybe more. -The huts are clean, and in good condition, even if the demonic decorations -are a bit disturbing. The faint odor of meat and blood permeates even here, -as in all other parts of the village. -~ -0 3145801 0 -D3 -~ -~ -0 -1 12629 -S -#12627 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D1 -~ -~ -0 -1 12628 -D2 -~ -~ -0 -1 12630 -D3 -~ -~ -0 -1 12624 -S -#12628 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12622 -D1 -~ -~ -0 -1 12629 -D2 -~ -~ -0 -1 12631 -D3 -~ -~ -0 -1 12627 -S -#12629 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D1 -~ -~ -0 -1 12626 -D2 -~ -~ -0 -1 12632 -D3 -~ -~ -0 -1 12628 -S -#12630 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12627 -D1 -~ -~ -0 -1 12631 -D2 -~ -~ -0 -1 12633 -D3 -~ -~ -0 -1 12636 -S -#12631 -The Cauldron~ -Rising here, atop a raging fire, is the cauldron in which the meals of -the tribe are often prepared; the ingredients are tossed in and left to -simmer for several hours, until they are thoroughly stewed, then served -out in wooden bowls. The ingredients of this particular stew appear to -be a variety of wild vegetables and spices, plus the meat of some -unidentifiable creature, possibly even human! -~ -0 3145793 1 -D0 -~ -~ -0 -1 12628 -D1 -~ -~ -0 -1 12632 -D2 -~ -~ -0 -1 12634 -D3 -~ -~ -0 -1 12630 -D10 -~ -cauldron~ -133120 -1 12639 -S -#12632 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12629 -D1 -~ -~ -0 -1 12637 -D2 -~ -~ -0 -1 12635 -D3 -~ -~ -0 -1 12631 -S -#12633 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12630 -D1 -~ -~ -0 -1 12634 -S -#12634 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. - -A large gate bars entrance to the Chieftain's hut to the south. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12631 -D1 -~ -~ -0 -1 12635 -D2 -~ -~ -0 -1 12638 -D3 -~ -~ -0 -1 12633 -S -#12635 -The Gathering Place~ -This broad central area of the village consists of hard packed earth, -trampled by the passing of many hundreds of pairs of feet. The air is smoky -and thick, and smells of burnt meat and fresh blood. Several carcasses of -various animals are impaled on stakes at various intervals. Huts lie on -the edges of the gathering area, most of them filled with busy Tech'opi -working at various tasks. -~ -0 3145793 1 -D0 -~ -~ -0 -1 12632 -D3 -~ -~ -0 -1 12634 -S -#12636 -The Communal Huts~ -These huts house the bulk of the tribe, including most of the women and -children. Each hut would hold at least a score of tribespeople, maybe more. -The huts are clean, and in good condition, even if the demonic decorations -are a bit disturbing. The faint odor of meat and blood permeates even here, -as in all other parts of the village. -~ -0 3145801 0 -D1 -~ -~ -0 -1 12630 -S -#12637 -The Communal Huts~ -These huts house the bulk of the tribe, including most of the women and -children. Each hut would hold at least a score of tribespeople, maybe more. -The huts are clean, and in good condition, even if the demonic decorations -are a bit disturbing. The faint odor of meat and blood permeates even here, -as in all other parts of the village. -~ -0 3145805 0 -D3 -~ -~ -0 -1 12632 -S -#12638 -The Hut of the Chieftain~ -The Chieftain's hut is little different from any of the others in the -village, save that instead of being quarters for several dozen people, -it is reserved solely for the chief and for those he cares to keep with -him as company, usually some of the more handsome warriors who are not -yet scarred by battle or disease. To the south lies the bed chamber. -~ -0 3145801 0 -D0 -~ -~ -0 -1 12634 -D2 -~ -~ -0 -1 12640 -S -#12639 -Boiled Alive~ -Hmm. Sure. Why not? Climb into that red hot cauldron obviously filled -with boiling water, hot enough to lift the flesh from bones in seconds. -Seconds before you pass out from the heat and pain, you wonder where you -get such stupid ideas from. At least your death won't be entirely in -vain; you will help feed an entire village! -~ -0 3153999 0 -S -#12640 -The Chamber of Tapax'ochoa~ -Here resides Tapax'ochoa, an incredibly tall and ugly Tech'opi, scarred -by dozens of battles fought in his short lifetime. Few Tech'opi live -much past the age of majority; those that do are considered elders; the -chief, at forty, is considered positively ancient. There is one large -sleeping pallet here, where the chieftain often enjoys the perquisites of -his position, in food, wine and warm bodies. -~ -0 3145801 0 -D0 -~ -~ -0 -1 12638 -S -#12641 -Inside the Village~ -You are confronted by a series of long, low adobes, with thatch roofs, -arranged about a central square, where the tribespeople gather to feast, -meet and hear tales and songs. The village is dominated by the ziggurat -to the south, which at first glance appears to be made of solid gold! -~ -0 0 1 -D0 -~ -gate~ -3 -1 12612 -D2 -~ -~ -0 -1 12642 -S -#12642 -The Adobes of the Hunters~ -To the east and west lie two larger adobes, housing the warriors and -hunters, the women of the village. Several can be seen within, preparing -and resting between hunts. Warfare is common between the Tech'opi and -Bwani, and both tribes must be in a constant state of readiness. - -To the south, you see the village square, surrounded by adobes, and the -ziggurat lies to the south. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12641 -D1 -~ -~ -0 -1 12644 -D2 -~ -~ -0 -1 12645 -D3 -~ -~ -0 -1 12643 -S -#12643 -The Warrior Barracks~ -The interior of this adobe is clean, and free of any clutter; only two rows -of sleeping pallets, seperated by wall hangings depicting the women hunting -and at war, fill the chamber, as well as a communal toilet facility at the -end of the building. Several women can often be found here, at ease between -hunts. -~ -0 3145752 0 -D1 -~ -~ -0 -1 12642 -S -#12644 -The Warrior Barracks~ -The interior of this adobe is clean, and free of any clutter; only two rows -of sleeping pallets, seperated by wall hangings depicting the women hunting -and at war, fill the chamber, as well as a communal toilet facility at the -end of the building. Several women can often be found here, at ease between -hunts. -~ -0 3145752 0 -D3 -~ -~ -0 -1 12642 -S -#12645 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12642 -D1 -~ -~ -0 -1 12648 -D2 -~ -~ -0 -1 12652 -D3 -~ -~ -0 -1 12647 -S -#12646 -The Communal Dwellings~ -The bulk of the Bwani tribe live in communal houses, with up to four -generations sharing the same roof. Those females who have proved themselves -rise to positions of leadership, while the rest bear children (hopefully -females) to propogate the species and aid in the war against the very fertile -and quickly maturing Tech'opi. -~ -0 3145752 0 -D1 -~ -~ -0 -1 12647 -S -#12647 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D1 -~ -~ -0 -1 12645 -D2 -~ -~ -0 -1 12651 -D3 -~ -~ -0 -1 12646 -S -#12648 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D1 -~ -~ -0 -1 12649 -D2 -~ -~ -0 -1 12653 -D3 -~ -~ -0 -1 12645 -S -#12649 -The Communal Dwellings~ -The bulk of the Bwani tribe live in communal houses, with up to four -generations sharing the same roof. Those females who have proved themselves -rise to positions of leadership, while the rest bear children (hopefully -females) to propogate the species and aid in the war against the very fertile -and quickly maturing Tech'opi. -~ -0 3145752 0 -D3 -~ -~ -0 -1 12648 -S -#12650 -The Communal Dwellings~ -The bulk of the Bwani tribe live in communal houses, with up to four -generations sharing the same roof. Those females who have proved themselves -rise to positions of leadership, while the rest bear children (hopefully -females) to propogate the species and aid in the war against the very fertile -and quickly maturing Tech'opi. -~ -0 3145752 0 -D1 -~ -~ -0 -1 12651 -S -#12651 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12647 -D1 -~ -~ -0 -1 12652 -D2 -~ -~ -0 -1 12656 -D3 -~ -~ -0 -1 12650 -S -#12652 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12645 -D1 -~ -~ -0 -1 12653 -D2 -~ -~ -0 -1 12657 -D3 -~ -~ -0 -1 12651 -S -#12653 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12648 -D1 -~ -~ -0 -1 12654 -D2 -~ -~ -0 -1 12658 -D3 -~ -~ -0 -1 12652 -S -#12654 -The Communal Dwellings~ -The bulk of the Bwani tribe live in communal houses, with up to four -generations sharing the same roof. Those females who have proved themselves -rise to positions of leadership, while the rest bear children (hopefully -females) to propogate the species and aid in the war against the very fertile -and quickly maturing Tech'opi. -~ -0 3145752 0 -D3 -~ -~ -0 -1 12653 -S -#12655 -Aspect of Sol~ -Here is the source of the supernatural sphere of fire you spied below; -a phoenix, willingly roosting here, and providing warmth and succor to -the priests of the sun in any weather conditions. The heat radiating -from this holy creature is almost unbearable; the sweat running from your -head is almost blinding you, and begins to become uncomfortably warm as -it trickles down your skin. -~ -0 19922968 9 -D5 -~ -~ -64 -1 12660 -S -#12656 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12651 -D1 -~ -~ -0 -1 12657 -S -#12657 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. - -The small ziggurat rises directly to the south of here. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12652 -D1 -~ -~ -0 -1 12658 -D2 -~ -~ -0 -1 12659 -D3 -~ -~ -0 -1 12656 -S -#12658 -The Gathering Place~ -Smiling Bwani walk back and forth here, crossing between the adobes, on -business of their own. Many of them are stark naked; the Bwani are taught -to revel in the beauty of their bodies and to not be ashamed of them. Piles -of freshly slain animals have been skinned and prepared for a feast, as well -as piles of corn and other crops to be eaten in conjunction with the meat. -~ -0 3145744 1 -D0 -~ -~ -0 -1 12653 -D3 -~ -~ -0 -1 12657 -S -#12659 -The Ziggurat~ -The ziggurat is accessed by a long stone corridor, the walls of which -bear elaborate murals and paintings of the sun and moon, both being -worshipped by a variety of peoples, including the Bwani. Battles are -also depicted, showing the Bwani women defeating tigers, evil spirits -and Tech'opi raiding parties, which constantly seek to capture and rape -Bwani hunters. The Bwani have a long and proud history, and are a good -people in an evil land. To the south the corridor widens into a room. -~ -0 3145752 0 -D0 -~ -~ -0 -1 12657 -D2 -~ -~ -0 -1 12660 -S -#12660 -The Shaman~ -Here Log'obi, high priest and ruler of the Bwani, has her official -offices, though she resides elsewhere with her family, in a communal -lodge like everyone else. It is here she comes to make offerings to -the sun, visible through a gaping hole in the center of what you -realize is a hollow ziggurat. Peering up, you see a blazing ball of -heat; no sun could be that close and hot, and you realize some magical -force creates this perpetual representation of the deity of the Bwani. -You feel at ease in this bare chamber, and for the first time almost begin -to relax in the strange and cruel world of Tinisbwana. -~ -0 3145752 0 -D0 -~ -~ -0 -1 12659 -D4 -~ -~ -64 -1 12655 -S -#12661 -A Tunnel of Energy~ -Entering the field catapults you into another whirling vortex, this -one shaped like a narrow tunnel, the sides of which whirl and twist, -making you feel nauseous as you plummet forwards, drawn by some unknown -source. Images whirl past quicker than your conscious mind can register -them, though your subconscious stores several away that are sure to give -you bad nightmares for weeks to come. The air is deathly cold, and you -find yourself fervently hoping this journey won't take much longer. -Thinking of time, you find it hard to calculate how long you have been -in here; it seems at once like forever and no time at all. Doubtless yet -another effect of the null time the masters of Xchantharus tampered with -to create a haven for their fell capital. -~ -0 3220620 0 0 0 3 -> rand_prog 100~ -if ispc($r) -mea $r You suddenly reach the end of the tunnel, and land on hard ground. -mptrans $r 12662 -else -endif -~ -> rand_prog 33~ -mpe Howls and shrieks accompany you on your journey. -~ -| -S -#12662 -A Rubble Strewn Causeway~ -Xchantharus! At last! Excitement at reaching your destination almost -overwhelms your extreme surprise at the vista that lies before you. -Surrounded by a shimmering hemisphere of black energy, the city -stretches away from you on all sides, as far as you can see. That you -expected. What you didn't expect was for the the city to be in such a -state of ruination; crumbling buildings loom to each side, many having -partially collapsed and many more already well on the way. Strange, -furtive creatures skulk silently through the ruins to either side, and -you can sense a dozen pairs of eyes on you at any one time. The smell -of death and decay is strong (this is the City of the Dead, after all); -you feel like you have stepped into the most accursed place in existence. -Evidently the Chaos that would eventually consume Xchantharus has already -been well under way, though you know that the city does not fall to this -evil presence. Rather it adapts, and in your time becomes the capital of -all that is Chaotic. But this IS the Xchantharus of your time, existing -in two realities at once through some powerful arcane magicks. Ruined it -may be, yes, but it still houses beings of great power that rule over -the hordes that beleagure Brythunia from their crumbling palaces and tombs. -Finding them will not be easy; certainly they are ancient and crafty foes, -and you do not doubt that your path will be perilous indeed. -~ -0 3153997 0 -D0 -~ -~ -0 -1 12663 -S -#12663 -Streets of Despair~ -The rubble strewn roads of Xchantharus are littered with corpses and -broken weapons, evidence of terrible battles fought in these streets. -A combination of items, from this time period and your own, lie -scattered everywhere; people have undoubtedly sought to overtake this -foul city for centuries. However, it may well be easier for a small -band of people, rather than an entire army, to sneak unnoticed into the -city and wreak considerable havoc. Not to mention gather considerable -amounts of treasure... -~ -0 3153993 0 -D0 -~ -~ -0 -1 12664 -D2 -~ -~ -0 -1 12662 -S -#12664 -The Southern End of Market Square~ -The road merges here into the southern end of what was once the site of -a thriving market, but now bustles only with carrion and the fleeting -spirits of the dead. You doubt that Xchantharus was ever a place of -goodness, but certainly many more innocent people suffered than was at -first thought when the city succumbed to Chaos. Evidence such as this -indicates a society not dissimilar to your own, save that this one was -swayed by the poisoned words of Chaos, and fell under its fell sway. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12665 -D1 -~ -~ -0 -1 12681 -D2 -~ -~ -0 -1 12663 -D3 -~ -~ -0 -1 12680 -S -#12665 -Market Square~ -At one stage the hub of commerical activity in this city of old, it is -now only a grim reminder of what once was. When the city was known as -Tinisbwana, people from all over the old world would gather here to trade -and do business. But once the city fell under the sway of Chaos, most -of the merchants were slain or driven off, and the market was left to -pass into a state of ruin. Smashed and broken stalls lie haphazardly -about, as well as piles of scorched wood and torn cloth. Truly there is -nothing more tragic than the ghastly wake of Chaos. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12666 -D1 -~ -~ -0 -1 12684 -D2 -~ -~ -0 -1 12664 -D3 -~ -~ -0 -1 12682 -S -#12666 -The Northern End of Market Square~ -A road leads northward, away from the markets, heading towards the -ruined remains of the city palace, which lies partially obscured by -growths of wild vegetation to the north. Strange howls and cries echo -about the ruins on all sides, and occasionally you fancy you hear cries -for help, followed by the sounds of some beast munching on still-living -flesh. Shivering, you press on, eager to strike at the heart of the dread -menace that reigns over this truly Chaotic realm. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12667 -D1 -~ -~ -0 -1 12685 -D2 -~ -~ -0 -1 12665 -D3 -~ -~ -0 -1 12683 -S -#12667 -Avenue of the Kings~ -At one stage a magnificent road lined with the statues of past kings, -this ruined street now serves only as a tragic remnant of a glorious -past. The statues have all been destroyed; torn down and cast about like -so many scraps of rubbish. Head, arms and legs of marble lie scattered -across the road in front of you, some of them larger than you, indicating -how marvellous they must have once been. The palace grounds lie north -of here, the walls of crumbling stone partially obscured with creeping -vines. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12668 -D2 -~ -~ -0 -1 12666 -S -#12668 -The Grand Entrance~ -A small flight of stone steps leads up to a set of bronze portals, -in surprisingly good condition, closed but not obviously locked, though -they may be trapped. No windows are present in the palace; the ancients -did not possess the technology to make decent panes of glass. What little -you can see of the white stone walls is covered with faded and peeling -murals, depicting for the most part scenes of pastoral life and worship -of the elements and the kings. A narrow path runs east and west, towards -smaller entrances to the palace. Perhaps a more subtle entrance would be -in order; who knows what now sits upon the throne of the Tinisbwanan kings? -~ -0 3153993 0 -D0 -~ -~ -3 -1 12669 -D1 -~ -~ -0 -1 12675 -D2 -~ -~ -0 -1 12667 -D3 -~ -~ -0 -1 12674 -S -#12669 -The Seat of Power~ -When Xchantharus was Tinisbwana, when the name was spoken with awe and -not blind fear and hatred, when happy citizens wandered its orderly streets, -this was where it was administered from. But no more. Whatever decorations -or ornaments that once graced this spacious hall have been torn from the walls -and cast asunder. Whatever throne once housed the monarch has long since been -looted, as has any other trace of regality. What remains is a pile of cloth, -moldering and smelly, which serves as a nest for some behemoth of considerable -bulk. The glint of gold can be barely seen within the folds of cloth; perhaps -not all of value has been taken from here after all? Doors on each wall lead -to other sections of the palace. - -A gaping hole in the ceiling allows this room's occupant access. -~ -0 3153993 0 -D0 -~ -~ -3 -1 12676 -D1 -~ -~ -3 -1 12672 -D2 -~ -~ -3 -1 12668 -D3 -~ -~ -3 -1 12670 -D4 -~ -~ -0 -1 12677 -S -#12670 -The Feasting Hall~ -Grand banquets once took place here, the king lavishly entertaining -his family, friends and guests. Orgys of food, wine and sexual congress -were witnessed a thousand times or more by the crumbling stone walls, -which bear faded murals as a reminder of the times of plenty that have -long since passed. Piles of rotting corpses cover the floor; some -slaughter has taken place here recently. Perhaps the forces of Chaos -recently rounded up another batch of fleeing citizens and brought them -here to be slaughtered, or stored as food for something...? -~ -0 3153993 0 -D1 -~ -~ -3 -1 12669 -D2 -~ -~ -0 -1 12671 -S -#12671 -The Kitchens~ -The kitchens of the palace were once a wonder of ancient times, -apportioned with the latest in culinary tools and utensils. Now they -are simply yet another smear on the city landscape, a site of slaughter -and abandonment, a home of rats and maggots, thriving with life that -only exists on the rotting flesh of others. To the north, you can see -the palace feasting area, while a small door to the south leads outside. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12670 -D2 -~ -~ -3 -1 12674 -S -#12672 -Hall of Relaxation~ -In days of old, the King and his chosen friends and hangers-on would -gather here for an evening of song, dance and improvised theater. Only -the royalty and those lucky enough to be in their favour could enjoy -such luxuries as Tinisbwana possessed no formal public space for such -performances. This area, like all other areas of the palace, has fallen -into ruin. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12673 -D3 -~ -~ -3 -1 12669 -S -#12673 -A Lounge~ -Ripped fabric, smashed furniture and scraps of material litter the -floor here, which has deep gouges, as if from the clawed feet of various -animals. Similar marks mar the walls, and some even the ceiling. A smell, -one that brings to mind the fishmarkets of Freeport, assaults your nostrils, -and you squint your face in distaste at the noxious odor. Stepping over -some rubble, you see the lounge extends northward into a long hall, and -ends to the south at a wooden door. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12672 -D2 -~ -~ -3 -1 12675 -S -#12674 -Outside the Palace~ -This narrow path circles the front half of the palace, passing the -crumbling walls, ending at the two corners of the front wall of the -palace, to the east and right here. A small door allows access to one -of the wings of the palace, and whatever it contains. Shadowy shapes -skulk about, watching you with curiosity and malice. -~ -0 3153993 0 -D0 -~ -~ -3 -1 12671 -D1 -~ -~ -0 -1 12668 -S -#12675 -Outside the Palace~ -This narrow path circles the front half of the palace, passing the -crumbling walls, ending at the two corners of the front wall of the -palace, to the east and right here. A small door allows access to one -of the wings of the palace, and whatever it contains. Shadowy shapes -skulk about, watching you with curiosity and malice. -~ -0 3153993 0 -D0 -~ -~ -3 -1 12673 -D3 -~ -~ -0 -1 12668 -S -#12676 -A Flooded Chamber~ -The entirety of this chamber is flooded with murky brown water, from -some unknown underground source. The water rises quickly to chest height -in most parts, making it impossible to see what function this place -once served; a bathhouse perhaps, or a latrine. At any rate, it now -serves as a recreation area for some of the fecund inhabitants of the -ruins, creatures that require contact with water at regular intervals. -Doubtless they will not be impressed at being disturbed... -~ -0 3153993 7 -D2 -~ -~ -3 -1 12669 -S -#12677 -Hovering in Mid Air~ -The gaping hole in the chamber below leads into the gaping space where -once lay an elaborately furnished gallery linking the sleeping areas -to the east and west. Without some magical means of support it would -be impossible to stand here, as none of the floor remains; it was -sent crashing down by repeated forced aerial entries by the massive -inhabitant of the lower level. -~ -0 19931209 0 -D1 -~ -~ -0 -1 12679 -D3 -~ -~ -0 -1 12678 -D5 -~ -~ -0 -1 12669 -S -#12678 -An Overgrown Chamber~ -The roof of this wing of the palace has collapsed, leaving only open -air, and the shimmering black dome, above. The walls have become overgrown -with thick black-green vines, crawling with insects, that constrict the -stone like it was paper. The floor is littered with corpses of frogmen, -lizardmen, beetles, spiders and even some Bwani tribesmen. You are -thinking how the vines would be easy to scale when you notice several -hairy beasts doing just that. -~ -0 0 1 -D1 -~ -~ -0 -1 12677 -S -#12679 -A Ruined Chamber~ -Once an indolent's dream, this bedchamber has been cast into ruin, -and even the remains have copped a new battering from whatever creature -now lurks here; rocks and chunks of broken masonry have been hurled -repeatedly at the walls, by an enraged beast. Piles of broken weapons and -armor, and the twisted, mangled remains of creatures of unidentifiable -ilk, lie scattered everywhere, victims of the inhabitant's foul temper. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12677 -S -#12680 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12682 -D1 -~ -~ -0 -1 12664 -D2 -~ -~ -0 -1 12689 -S -#12681 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12684 -D1 -~ -~ -0 -1 12690 -D3 -~ -~ -0 -1 12664 -S -#12682 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12683 -D1 -~ -~ -0 -1 12665 -D2 -~ -~ -0 -1 12680 -D3 -~ -~ -0 -1 12691 -S -#12683 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12666 -D2 -~ -~ -0 -1 12682 -D3 -~ -~ -0 -1 12688 -S -#12684 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12685 -D1 -~ -~ -0 -1 12711 -D2 -~ -~ -0 -1 12681 -D3 -~ -~ -0 -1 12665 -S -#12685 -The Old Market Square~ -The broken, worn stones of the marketplace are overgrown with sickly weeds -and stained with blood and other substances. The buildings nearby are scorched -and in various states of disrepair, though you can feel the eyes of the -unseen inhabitants on you as you wander here. Roads head off in each of the -cardinal directions, towards other parts of the city. Once the hub of -activity here, this derelict square is now a haven only for scavengers and -the dead. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12686 -D1 -~ -~ -0 -1 12687 -D2 -~ -~ -0 -1 12684 -D3 -~ -~ -0 -1 12666 -S -#12686 -A Horrid Lair~ -The entirety of this ruined structure is littered with scorched, -partially dissolved corpses, of both local scavengers and former -adventurers alike. The walls are similarly scarred, as is the high -arched ceiling, which is surprisingly intact. A vile odor fills the -room, one you are familiar with- the odor of death. But it is tinged -with a sharp, acrid smell, like acid or some similar chemical. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12685 -S -#12687 -A Fell Prison~ -This partially demolished dwelling was once the prison of the market, -where drunks or beggars were tossed if they proved obstroperous or -were annoying the patrons of the businesses that thrived here. Now -only a single set of chains remains, on the far wall, which is covered -with graffiti left by scores of prisoners, none of which is legible to -you. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12685 -S -#12688 -The Armory~ -This abandoned armory appears to be deserted; whatever goods that were -once sold here have vanished with the proprieter. Piles of rubble knocked -loose from the walls and ceiling cover the floor, and over them swarm -numerous rats, cockroaches and spiders. Pools of dried blood can also be -seen, though the blood is not recent. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12683 -S -#12689 -The Old Herbalist Shop~ -This building is curiously bare; it is as if someone had taken every -jar or bottle of herbs and elixirs; even the shelves are missing. All -that remains is a curiously arranged array of statues, of creatures of -various races, all shying away in horror from the place where the shop -counter once stood. What could this mean? -~ -0 3153993 0 -D0 -~ -~ -0 -1 12680 -S -#12690 -A Vile Laboratory~ -Once an apothecary, some foul alchemist has transformed this ruined -structure into their own dark workplace, replete with bubbling cauldrons, -screaming flayed animals and shelves laden with all manner of vile, -unnameable substances. The air reeks of chemicals and burning fat, and -more than once you must pause and shake your head to avoid retching -uncontrollably. Three piles of cloth indicate three inhabitants, and you -doubt they will be friendly. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12681 -S -#12691 -The Western Route~ -At one time one of the principal streets of the city, this avenue -carried citizens through the important areas of the metropolis like -the veins and arteries that bear life giving blood in your body. All -such streets met eventually in the market square to the east, the heart -of the city. But if the market square is the heart, then the palace of -the priest king was certainly the mind; and it is to this structure that -the major northern route from the market leads. But the priest king was -a religious as well as a secular leader, and the imposing temple of the -Crocodile, situated north of here, was and still is a structure of -considerable importance. It is barely visible, above the hedges of an -overgrown garden northwest of here. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12682 -D7 -~ -~ -0 -1 12692 -S -#12692 -The Western Route~ -The avenue bends around a once-fine home, now reduced to a pile of -rubble to the south, heading west towards the entrance to the city -gardens, beyond which lies the Temple of the Crocodile. At one stage -there were numerous other routes to the temple, but the destruction that -has visited the city on numerous occasions has rendered all save the -one impassable, and thus you must proceed through the mist-shrouded -overgrown gardens. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12693 -D8 -~ -~ -0 -1 12691 -S -#12693 -Entrance to the Gardens~ -The road ends here, before a pair of wrought iron gates, covered in -sickly vines and splotches of rust and mold. Peering through the bars, -you can see twisting, overgrown paths winding their way through the -gardens. Who knows what manner of creatures lurk therein, now that -Chaos has so totally dominated this place? Strange cries echo from -beyond the entrance, accompanied by high pitched screams and gurgling -noises. Drooling, gibbering beasts of unfathomable purpose and description -wander insanely within the twisted growths of vegetation, left to sprout -rampantly after the incursion of Chaos, and tainted with that same force. -Steeling yourself, you realize that this same foul place also harbors the -dread evil that you seek. -~ -0 3153997 0 -D0 -~ -gate~ -3 -1 12694 -D1 -~ -~ -0 -1 12692 -S -#12694 -The Gardens of Peril~ -The second you enter the gardens, you are assaulted by a cacophony of -sounds, sights and smells, most of which were for whatever reason quite -undetectable without. Gibbering, snarling, drooling creatures stalk through -the tall corridors of vegetation, which frames your path to either side. -Your feet sink into mud which comes to your knees, and you squint cautiously -through the thick mist that has suddenly arisen, unsure of which direction -to proceed in. -~ -0 3153993 0 -D1 -~ -~ -2048 -1 12699 -D2 -~ -gate~ -2051 -1 12693 -D3 -~ -~ -2048 -1 12695 -S -#12695 -The Gardens of Peril~ -Strange, nameless shapes prowl on either side of you, as you proceed through -the mist-shrouded corridors of vegetation, ducking low to avoid rampamt -vines, their slick black surface crawling with thousands of tiny insects, -that weave adroitly amongst the venom dripping thorns longer than your -fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils -and causes you to feel slightly sick. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12696 -D1 -~ -~ -2048 -1 12694 -S -#12696 -The Gardens of Peril~ -A profusion of corpses is piled here, gruesome evidence of slaughter by -the denizens of this place of some unfortunate intruder, or even of each -other. What unknown horrors yet lurk within this claustrophobic maze of -vegetation, awaiting the chance to rend flesh from bone and devour it while -its owner still struggles in their death throes? -~ -0 0 0 -D0 -~ -~ -2048 -1 12697 -D2 -~ -~ -2048 -1 12695 -S -#12697 -The Gardens of Peril~ -Strange, nameless shapes prowl on either side of you, as you proceed through -the mist-shrouded corridors of vegetation, ducking low to avoid rampamt -vines, their slick black surface crawling with thousands of tiny insects, -that weave adroitly amongst the venom dripping thorns longer than your -fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils -and causes you to feel slightly sick. - -You think you can see the glint of a jewel amongst a space in the green -foilage to the west. -~ -0 3153993 0 -D2 -~ -~ -2048 -1 12696 -D3 -~ -~ -0 -1 12698 -S -#12698 -A Painful Death...~ -Stepping into the foilage, you reach out for the gem, only to find -that you can no longer see it. Frowning, you turn to head back out, -and notice the exit has closed up behind you. Worse, the sickly vines -are beginning to press in, entwining themselves around you, constricting -until you can no longer breathe. Your last sensation before you perish -is of tiny teeth gnawing into your exposed flesh... -~ -0 3153997 0 -S -#12699 -The Gardens of Peril~ -Strange, nameless shapes prowl on either side of you, as you proceed through -the mist-shrouded corridors of vegetation, ducking low to avoid rampamt -vines, their slick black surface crawling with thousands of tiny insects, -that weave adroitly amongst the venom dripping thorns longer than your -fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils -and causes you to feel slightly sick. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12700 -D1 -~ -~ -2048 -1 12706 -D3 -~ -~ -2048 -1 12694 -S -#12700 -The Gardens of Peril~ -A profusion of corpses is piled here, gruesome evidence of slaughter by -the denizens of this place of some unfortunate intruder, or even of each -other. What unknown horrors yet lurk within this claustrophobic maze of -vegetation, awaiting the chance to rend flesh from bone and devour it while -its owner still struggles in their death throes? - -Something glimmers in a space in the foilage to the west. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12702 -D1 -~ -~ -2048 -1 12703 -D2 -~ -~ -2048 -1 12699 -D3 -~ -~ -0 -1 12701 -S -#12701 -A Painful Death...~ -Stepping into the foilage, you reach out for the gem, only to find -that you can no longer see it. Frowning, you turn to head back out, -and notice the exit has closed up behind you. Worse, the sickly vines -are beginning to press in, entwining themselves around you, constricting -until you can no longer breathe. Your last sensation before you perish -is of tiny teeth gnawing into your exposed flesh... -~ -0 3153999 0 -D1 -~ -~ -0 -1 12700 -S -#12702 -The Gardens of Peril~ -Clumps of dead vegetation, fallen or torn from the walls by some creature -in a desperate bid to escape this hell, litters the muddy ground. Large -footprints indicate where previous stragglers here have tried to haul -themselves out of the maze, to no avail. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12700 -S -#12703 -The Gardens of Peril~ -Strange, nameless shapes prowl on either side of you, as you proceed through -the mist-shrouded corridors of vegetation, ducking low to avoid rampamt -vines, their slick black surface crawling with thousands of tiny insects, -that weave adroitly amongst the venom dripping thorns longer than your -fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils -and causes you to feel slightly sick. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12704 -D3 -~ -~ -2048 -1 12700 -S -#12704 -The Gardens of Peril~ -Clumps of dead vegetation, fallen or torn from the walls by some creature -in a desperate bid to escape this hell, litters the muddy ground. Large -footprints indicate where previous stragglers here have tried to haul -themselves out of the maze, to no avail. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12705 -D2 -~ -~ -2048 -1 12703 -S -#12705 -An End to the Horror~ -At this point the dense vegetation gives way to a dusty, rubble strewn -causeway, that runs from a point to the northeast west towards a towering -stone structure, which appears to be in remarkably good condition. Slick -molds and moss grow rampantly over its surface, despite the dry conditions, -and a palpable aura of evil emanates from its black surface. It is hard -to tell from this angle, but the structure appears to resemble a mammoth -crocodile, mouth agape to admit those wishing to dare the interior of -this fell lair. -~ -0 3153997 0 -D2 -~ -~ -0 -1 12704 -D6 -~ -~ -0 -1 12738 -S -#12706 -The Gardens of Peril~ -Several deep gouges in the soft mud indicate the recent passage of some -enormous behemoth, dragging its grotesque bulk with long talons through -the evil gardens. Even the vile trees appear to have shied away from its -passing, as if they were on some level mentally aware of the danger it -posed. You shudder at the thought of meeting such a beast. -The unmistakable gleam of gold and gems catches your eye through a break -in the trees to the south. -~ -0 3153993 0 -D1 -~ -~ -2048 -1 12708 -D2 -~ -~ -0 -1 12707 -D3 -~ -~ -2048 -1 12699 -S -#12707 -A Painful Death...~ -Stepping into the foilage, you reach out for the gem, only to find -that you can no longer see it. Frowning, you turn to head back out, -and notice the exit has closed up behind you. Worse, the sickly vines -are beginning to press in, entwining themselves around you, constricting -until you can no longer breathe. Your last sensation before you perish -is of tiny teeth gnawing into your exposed flesh... -~ -0 3153999 0 -S -#12708 -The Gardens of Peril~ -Strange, nameless shapes prowl on either side of you, as you proceed through -the mist-shrouded corridors of vegetation, ducking low to avoid rampamt -vines, their slick black surface crawling with thousands of tiny insects, -that weave adroitly amongst the venom dripping thorns longer than your -fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils -and causes you to feel slightly sick. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12709 -D3 -~ -~ -2048 -1 12706 -S -#12709 -The Gardens of Peril~ -Proceeding deeper and deeper into the confusing gardens, incapable of -seeing what may lie ahead, you stumble almost blindly into a rotting -corpse, staked to the wall of vegetation by long shards of wood, and -thorns torn from the vines, which entwine around the rotting remains, -draining it of all its vital fluids. A look of horror has distorted -the man's face, mouth agape in a disturbing rictus of death. -~ -0 3153993 0 -D0 -~ -~ -2048 -1 12710 -D2 -~ -~ -2048 -1 12708 -S -#12710 -A Respite from the Madness~ -The shifting walls of the garden suddenly open onto a broad clearing, -lit by an admittedly feeble glow from somewhere far above. The ground -is firm, not muddy, and is covered with small stone benches and tables. -A bubbling fountain lies in the center of the clearing, surrounded by -a neatly trimmed rosebed. What sorcery is this? -~ -0 3153949 0 -D2 -~ -~ -0 -1 12709 -> act_prog p from the south.~ -mpforce $n save -mpforce $n rest -~ -| -S -#12711 -The Noble Quarter~ -In days of old, this once-grand boulevard ran past the finest houses of -the city, the district being the residence of the city's nobility and -their peers. Now, all that remains is a jumble of smashed and ruined -dwellings, stripped of any valuables, and left to decay. Only one building -remains untouched by Chaos- an ominous black tower rising from a walled -enclosure to the northeast. Perhaps the Priest King is not entirely -uncontested in his power here after all...? -~ -0 3153997 0 -D1 -~ -~ -0 -1 12712 -D3 -~ -~ -0 -1 12684 -S -#12712 -The Wealthy District?~ -The ravaged streets of this district speak in volumes of the death and -destruction that has been visited here by Chaos. Shambling undead stumble -amongst the ruins, while the ever present demonkin soar high above, cackling -and keeping an eye out for easy targets to rob and devour. Some of the houses -still remain partially intact, as do the businesses that once served their -needs, such as the butchershop to the north. Preparation and serving of meat -dishes was an important event to the mostly-vegetarian Xchantharians of old, -and was a luxury enjoyed only by the wealthy. One thing to be said about Chaos; -now anyone can enjoy a meat dish, even if the meat happens to be human... -~ -0 3153993 0 -D0 -~ -~ -16777216 -1 12713 -D1 -~ -~ -0 -1 12714 -D3 -~ -~ -0 -1 12711 -S -#12713 -Bloody Murder~ -The walls and floor of this partially-demolished shop are caked with -thick layers of dried blood and intestines, the result of the feverish -hacking that has taken place on the chopping block in the center of -the room. Multilated corpses of creatures of a dozen races hang from -long rusted meathooks set in the ceiling, while piles of offal and guts -lie in stinking heaps around the floor. The stench is almost as bad as -the visual assault, and you fight the urge to run screaming from this -place of slaughter. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12712 -S -#12714 -Ravages of Chaos~ -Proceeding cautiously along the ruined streets, you are constantly -startled by shrieks, cries and howls from all directions, or by the -touch of a large black rat as it scurries away with chunks of a previous -traveller clenched in its disease-ridden maw. The air is thick and heavy, -and carries the unmistakable stench of decay. A small shrine appears to -have escaped demolition to the south, for whatever reason; most likely -pure chance. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12716 -D2 -~ -~ -16777216 -1 12715 -D3 -~ -~ -0 -1 12712 -S -#12715 -The Shrine of the Seer~ -At one stage a gathering place for those seeking to learn the wishes -of the gods, this shrine now serves only as yet another sad reminder -of the city that was, before the priest king brought Chaos to it. The -walls bear deep gouges, as of someone berserkly assaulting them with -metal items, and the floor is littered with blunt bronze swords and -daggers. Only a single piece of furniture remains- a small stool, set -in the center of the room. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12714 -S -#12716 -Approaching the Manse~ -The road bends sharply here, ending to the east in an insurmountable -pile of debris almost as high as the forbidding black tower to the north, -cradled behind tall walls of blackened stone surmounted by steel spikes, -upon which decayed heads are impaled. Chill, forbidding and imposing, -this dark structure is surely the residence of some being of great power -and evil, though the taint it carries is not like that of Chaos; it carries -malice, for certain, but not the sickening decay and nausea that Chaos -has wrought on you thus far. Could there be a contestant to the power of -the priest king here? -~ -0 3153993 0 -D0 -~ -~ -16777216 -1 12717 -D3 -~ -~ -0 -1 12714 -S -#12717 -The Wrought Iron Gates~ -As you near the ominous structure your curiosity becomes further aroused; -the structure before you resembles the keep an Estroglian baron, not a -home of one of the ancients. The skills and materials necessary to build -such a place were simply not present during the age this city existed in. -But then you remember that this city exists in two times at once, and thus -it would be possible to bring techniques and materials from your time to -this space of null-time. Certainly whoever resides past the wrought iron -gates has a taste for the gothic architecture so popular amongst Estroglian -nobility, with a rather twisted, macabre touch. -~ -0 3153993 0 -D0 -~ -gate~ -8389671 12653 12718 -D2 -~ -~ -0 -1 12716 -S -#12718 -A Windswept Courtyard~ -The gates open onto a stone courtyard, swept by a chill wind which -blows dry leaves and scraps of cloth across the eerily quiet space. -Several abandoned wagons rest between here and the doors to the keep -to the north, from which the gleaming black tower protrudes. Doors to -the east and west lead into the stables and guard house, respectively. -It is as if no living creature has set foot in this place in centuries, -and if the guards at the gate were an indication, that is most likely -an accurate perception. Still, at every step you feel as if you were -being watched, by some hidden, curious observer. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12723 -D1 -~ -~ -3 -1 12719 -D2 -~ -gate~ -8389671 12653 12717 -D3 -~ -~ -3 -1 12720 -S -#12719 -The Stables~ -Once used to house a score of fine Arabian steeds, this deserted room -now contains only several piles of splintered timber, some badly -atrophied tack, and sacks of rotting oats which feed the local rat -population. Several bloodstains mar the floor here, and the dried -straw, which has probably covered this floor for decades. A barely -perceptible aura of evil is manifest here, though again it is not as -overwhelming as the insidious taint of Chaos. -~ -0 3153993 0 -D3 -~ -~ -3 -1 12718 -S -#12720 -A Guard House~ -Here the guards of old were quartered, but since the descent of the city -into Chaos, and the improvements in architecture and armaments after contact -with your epoch, a rather arrogant knight has taken over, assuming this -barracks hall as his rightful residence. All the beds save one have been -used as firewood, and the walls are decorated with tapestries stolen during -raids on other worlds. A trapdoor in the roof leads up to the guard tower, -although the ladder than once accessed it has long since been torn away. -~ -0 3153993 0 -D0 -~ -shelf~ -11 -1 12722 -D1 -~ -~ -3 -1 12718 -D4 -~ -~ -67 -1 12721 -S -#12721 -The Ruined Watchtower~ -At one stage alert guards of the manor stood here, keeping watch, but -that procedure has long since died, mainly due to the rather ferocious -nature of the current inhabitants, who have constructed a nest of bone -and flesh, from which they emerge at regular intervals to terrorize what -few stragglers they can on the ruined streets visible below. -~ -0 3153993 0 -D5 -~ -~ -67 -1 12720 -S -#12722 -The Armory~ -Thick layers of dust coat all the items left to rot in this chamber; -since the shelf was inadvertently shoved in front of the entrance by -the knight, no one has been in here. Not that there is a great deal of -interest in here; the weapons are of decent quality, but none of them -come close to those in your possession. But perhaps a couple of pieces -of armor could prove to be more worth your time. Certainly a good search -of the armory wouldn't go astray... -~ -0 3153997 0 -D2 -~ -~ -3 -1 12720 -S -#12723 -The End of the Courtyard~ -The courtyard ends here, before a simple wooden door, apparently -unlocked, which leads into the keep, from which arises the forbidding -tower of black stone that rises so far above you. Who knows what this -place may entertain as a habitant; an ally, perhaps, or a new enemy? -At any rate, you are certain that this place is not allied with Chaos, -but is nevertheless threatening in its own way. Perhaps you can take -advantage of the old axiom- the enemy of my enemy is my friend? Then -again, the Dwarves of Anramir say that the enemy of their enemy is most -likely also THEIR enemy... -~ -0 3153993 0 -D0 -~ -~ -7 -1 12724 -D2 -~ -~ -0 -1 12718 -S -#12724 -A Dark Hallway~ -The doors open onto a dark, stone corridor that runs north into the -heart of the black keep. Gloomy shadows cast by your light source -loom over you to either side, while a chill breeze gusts in from somewhere -to the north. Howls and moans echo down the hallway, and you start with -surprise and a little fear as you warily continue. The floor beneath your -feet is covered with a thick purple carpet that has certainly seen better -days (and years), and is an anomalous occurence in such an ancient city. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12725 -D2 -~ -~ -7 -1 12723 -S -#12725 -A Dark Hallway~ -At this point the hall is lined with numerous portraits and landscapes, -arranged at regular intervals between long banners that hang from brass -rails set in the ceiling. The poor lighting makes it hard to judge the -dimensions of this place, but it seems to be much larger than a casual -observation of the external dimensions would indicate was possible. Bats, -hundreds of the tiny creatures, hang upside down from the ceiling, rustling -occasionally as they are disturbed by your passing, but thankfully not -irritated sufficiently to swarm. Such a horde of these creatures could kill -you inadvertently in their panic. To the north you can see the flicker of -flame. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12726 -D2 -~ -~ -0 -1 12724 -S -#12726 -The Foreboding Stair~ -The hall ends here, in a vaulted antechamber, which houses a single -broad staircase, marble with brass rails, ascending into the reaches -of the tower. Velvet wall hangings decorate the stone walls, which here -have been polished to a bright sheen. Your footsteps echo around the -massive chamber, surely alerting any sentinels that may guard this entrance -to their master's sanctum. Although you know Xchantharus to be a city of -evil, and you know with almost equal certainty that this tower is similar, -you still cannot help but shake the feeling that you are intruding, and -feel rather guilty about this fact, as if it were an act of immense gall -to trespass here. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12725 -D4 -~ -~ -0 -1 12731 -> entry_prog 100~ -mpforce $n wimpy 0 -mpforce $n config -flee -~ -| -S -#12727 -The Fell Library~ -The entirety of this chamber is filled with thick wooden shelves laden -with dark and mysterious tomes of misbegotten lore, garnered by minions -of the master over the ages. Many of them are as old as Xchantharus, though -some are recent works, taken from your time period during a foray there. -Occasionally students of the dark will travel here to study and learn from -these dark works of witchcraft, demonology and necromancy. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12731 -S -#12728 -Vacuum~ -As you step through the entrance, you feel a sudden tearing force -rip at your body, and fight back what at first you think is an urge -to vomit but soon realize is your guts being torn out your throat by -the vacuum of the void that you have wandered into. Shortly before -being torn apart in a most spectacular fashion, you curse your lack of -caution. -~ -0 3153999 0 -S -#12729 -A Fouled Nest~ -Harpies are common in the city of the dead, and even in this tower they -have managed to set up nests, from which to terrorise the other inhabitants. -However in this case they are out of luck, as they are the weakest and -least terrifying inhabitants of the dark tower, and thus have no recourse -but to feast on foolish adventurers who dare stray into this room, cluttered -with bones, broken furniture and half-devoured animals. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12731 -S -#12730 -The Laboratory~ -The unholy master of this domain keeps numerous servants within his -dark tower, keeping them hard at work performing various tasks, including -most notably the production of magical items. Here, his alchemist labors -long at creating elixirs to grant strength and resistance to the skeletal -warriors of the master's army, though progress has been of yet slow. The -air is thick with chemicals that burn your throat and cause your eyes to -water when you breathe them in. The sharp odor of acid is also apparent. -Long tables laden with alchemical apparatus line the greasy stone walls, -and the ceiling is covered in soot and scorch marks. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12731 -S -#12731 -Chamber of Choices~ -The stairwell reaches a landing here, off of which run four open -doorways, each framed by grinning stone gargoyles bearing black spheres -of energy; instead of providing light, these items actively suck light -from all around, making the place as dark as possible. The effect is -quite disconcerting. Peering about, you notice inhabitants in the various -chambers, save for the one that lies to the south, which houses only -inky blackness and looks rather forbidding. The stair continues upwards, -into the tower. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12730 -D1 -~ -~ -0 -1 12729 -D2 -~ -~ -0 -1 12728 -D3 -~ -~ -0 -1 12727 -D4 -~ -~ -0 -1 12732 -D5 -~ -~ -0 -1 12726 -> act_prog p from below.~ -if wis($n) < 13 -mea $n Try as you might, you cannot shake the feeling of guilt. -mea $n Shaking your head, you return to the chamber below. -mpforce $n d -else -mea $n Steeling your mental reserves, you ignore the antipathic effects. -endif -~ -| -S -#12732 -The Spiral Stair~ -The stairs rise from the landing and spiral upwards, twisting into -the guts of the tower, heading for the top of the spire, where presumably -you will come face to face with this keep's fell despot. If the guards -you faced below were any indication, the confrontation that awaits you -is unlikely to be painless or easy. Dark shadows drift past you, of their -own accord, semi-intelligent undead slaves of the master, ignoring you -for the most part as they roam the tower. -~ -0 3153993 0 -D4 -~ -~ -0 -1 12733 -D5 -~ -~ -0 -1 12731 -S -#12733 -The Spiral Stair~ -Onwards and upwards continues the stair, spiraling to the top of the -tower, which surely must be reasonably close by now. The poor illumination -makes it difficult to see very far ahead or behind which, considering -what unseen horrors must lurk in a tower of the undead, is most probably -quite fortunate. -~ -0 3153993 0 -D4 -~ -~ -0 -1 12737 -D5 -~ -~ -0 -1 12732 -S -#12734 -A Dark Crypt~ -This cavernous chamber is a crypt, as evidenced by the piles of funeral goods -and tapestries on the wall, common to burial tombs you have pillaged...er... -EXPLORED in the past... Whatever was interred here was certainly large; the -chamber stretches far further into the darkness than you can see with your -light source... Foul breath wafts over you, causing you to shudder with -revulsion, and you turn slowly to greet its source.... -~ -0 3153997 0 -D3 -~ -~ -0 -1 12737 -S -#12735 -A Dark Crypt~ -This cavernous chamber is a crypt, as evidenced by the piles of funeral goods -and tapestries on the wall, common to burial tombs you have pillaged...er... -EXPLORED in the past... Whatever was interred here was certainly large; the -chamber stretches far further into the darkness than you can see with your -light source... Foul breath wafts over you, causing you to shudder with -revulsion, and you turn slowly to greet its source.... -~ -0 3153997 0 -D1 -~ -~ -0 -1 12737 -S -#12736 -The Seat of Power~ -The hall ends in a grand chamber, ornately furnished with polished wooden -chairs and tables, soft couches laden with silken cushions, intricately -woven tapestries and wall hangings, and portraits of the lord of the manor -and his ancestors. A fire blazes in a clean hearth to the east, while the -western wall is dominated by a bookshelf laden with many and varied works of -arcane lore. Stained glass windows allow one to look out over the city, -though there is in truth little of consequence to see, save for the ruined -buildings and the ever present shimmering dome that surrounds Xchantharus. -The decor in this room is indicative of your time period, not the period of -the ancients; whoever resides here must be either from your time or have -frequent access to it. -~ -0 3153997 0 -D0 -~ -~ -0 -1 12737 -S -#12737 -The Top of the Stairs~ -The stairs end in a long wood panelled hall that would be more common -in a manor house of your time than in the primitive stone structures of -the ancients. The cross-time existence of Xchantharus has resulted in -a merging of the two periods, however, meaning you are as likely to find -a crystal chandelier as an earthenware pot in this ancient city. Numerous -portraits of handsome, stern faced men and women line the walls; most -likely ancestors of whatever noble rules this gothic manse. Open doorways -to the east and west lead into darkened chambers, from which the stench -of death and decay wafts strongly. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12734 -D2 -~ -~ -0 -1 12736 -D3 -~ -~ -0 -1 12735 -D5 -~ -~ -0 -1 12733 -S -#12738 -The Rubble-Strewn Causeway~ -Picking your away amongst the ruins and piles of debris, you head -westward towards the gaping maw of the Temple of the Crocodile, an -anthropomorphic representation of whatever deity the ancient inhabitants -of this city once worshipped. Now only Chaos holds their attention and -their libations, poured now in the blood of virgins instead of wine. You -shudder as you approach this place, almost physically repelled by the -waves of evil emanating from its slick black stone surface. Massive gems -of a type unfamiliar to you serve as the crocodile's "eyes", and they -appear to stare down at you with an unrivalled malevolence. -~ -0 3153993 0 -D3 -~ -~ -0 -1 12739 -D9 -~ -~ -0 -1 12705 -S -#12739 -Approaching the Temple~ -The causeway ends here, before the gaping maw of the stone crocodile, -a massive hole over sixty feet wide between the open stone jaws. Foul -air, like the rancid breath of the reptile the structure represents, -wafts over you as you approach. Standing in the shadow of this loathsome -temple, you cannot recall another time when you have felt so threatened. -This place houses the vile master of the Chaotic scourge that has raped -your homeland for centuries, and now you are closer than ever to the chance -to put and end to it once and for all! -~ -0 3153993 0 -D0 -~ -~ -0 -1 12740 -D1 -~ -~ -0 -1 12738 -S -#12740 -Steps of the Crocodile~ -The steps of the temple ascend northward, along the outstretched tongue -of the mighty stone crocodile, heading up between the massive teeth into -the gaping maw, within which lights can be seen flickering in the -distance. A chill air blows out of the maw at frequent intervals, and -you cannot shake the feeling that you are now closer than ever to your -final objective. The priest king must surely lurk somewhere within this -obscene temple of Chaos, and you must needs seek him out and destroy -him, consigning his evil to oblivion. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12741 -D2 -~ -~ -0 -1 12739 -S -#12741 -An Open Mouth Awaits...~ -Stepping into the building, you cannot help but be a little in awe of -the skill of the architects that constructed this place, for the illusion -of stepping into the open maw of a reptillian beast is very convincing. -A faint moaning can be heard from the dark corridor to the north, which -is only sporadically lit by smoldering torches. Smoke fills the air, -almost covering the noticeable putrescent odor that emanates from all -around this place. Moving further forward, you cannot help but imagine -that the mouth is slowly closing around you, but when you glance backwards, -everything appears to be in the same position. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12742 -D2 -~ -~ -0 -1 12740 -S -#12742 -The Lesser Chambers~ -The second you have passed into what would be the throat of this -beast were it alive, the massive jaws slam shut behind you, the noise -echoing down the dimly lit corridor. Dust flies up from the floor, -disturbed by your entry, and you choke and gag as you stare forwards, -suddenly very uncertain now that escape is impossible. Two small wooden -doors lie to the east and west, the only obvious decoration on the -otherwise featureless walls. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12745 -D1 -~ -~ -3 -1 12744 -D3 -~ -~ -3 -1 12743 -S -#12743 -The Subpriests' Offices~ -The offices of the lesser priests of the temple in life, this musty chamber -still serves a similar purpose in their afterlife. Resurrected as mummies, -the priests still reside here, save that their function has shifted from -clerical to militaristic; they serve as guards for this section of the -chamber. Resistance to the curse bestowed upon them has caused them to -remain stubbornly in their makeshift tombs, neither venturing forth nor -attacking anyone, save those who violate their sanctums. -~ -0 3153993 0 -D1 -~ -~ -3 -1 12742 -S -#12744 -The Subpriests' Offices~ -The offices of the lesser priests of the temple in life, this musty chamber -still serves a similar purpose in their afterlife. Resurrected as mummies, -the priests still reside here, save that their function has shifted from -clerical to militaristic; they serve as guards for this section of the -chamber. Resistance to the curse bestowed upon them has caused them to -remain stubbornly in their makeshift tombs, neither venturing forth nor -attacking anyone, save those who violate their sanctums. -~ -0 3153993 0 -D3 -~ -~ -3 -1 12742 -S -#12745 -Graven Portals~ -The corridor ends here, a short distance from the entrance, before a -pair of bronze doors, which bear a series of graven glyphs and runes. -A strange thumping, like that of a beating heart, echoes from behind -the doors, increasing slightly in pace as you approach. The beat is -mirrored in each stroke by a throbbing, pulsing heart, embedded in -the metal of the doors, drawing blood it seems from red lines that criss- -cross the surface, interspersed between the runes, which you cannot -read but assume to be dire warnings! -~ -0 3153993 0 -D0 -~ -heart~ -8389671 12525 12746 -D2 -~ -~ -0 -1 12742 -E -heart~ -Peering closely, you see a small brazier set in the door, within which -items of law can be placed and offered to Chaos, supplicating them, and -perhaps opening the doors. But where would you find holy relics in such -a place? Saintly remains are common in such rituals, but where would one -find a dead saint? -~ -S -#12746 -The Temple of Txachamitxchual~ -Only in your most horrid nightmares have you until now beheld such a -foul place as this. The atrocities are endless, it is hard to know where -to begin to quantify and describe them. Rivers of blood flow across the -floor, in channels specially carved to accomodate their passage, their -source several impaled, squirming naked men and women, staked at random -intervals around the circumference of this perfectly circular chamber. -In between them are stone pillars, to which dying humanoids are crucified, -while tiny imps feast on their exposed internal organs. A blood red altar -rests in the very center of the room, behind which the officiator of these -foul rituals stands, alone, praying in solitude to the unspoken deities of -Chaos. A pair of bronze doors lies in each of the four cardinal directions. -The ceiling is criss-crossed by a thick layer of interconnecting spiked -black metal chains, from which various creatures hang, upside down, dead or -dying in excrutiating pain. The smell, the sight, the sounds, it is all -almost too unbearable! -~ -0 3153993 0 -D0 -~ -~ -1031 -1 12749 -D1 -~ -~ -1031 -1 12748 -D2 -~ -~ -8389671 -1 12745 -D3 -~ -~ -1031 -1 12747 -D5 -~ -statue~ -8389679 12524 12772 -S -#12747 -The Embalming Lab~ -It was here that the priest king and his chosen servants were preserved, -using the ancient secrets of embalming and mummification, to ensure their -eternal survival in undeath, for though the spirit is immortal, the flesh -that houses it is fragile indeed, and most ephemeral in its duration. So -even the priest king must needs preserve his physicial form to a certain -extent, for it is a long and complex process to find and prepare another -to house his consciousness. This lab is deserted, a thick layer of dust -covers all of the equipment; The priest king slew the scientists after he -achieved what he wanted, so that no others would know the secrets. -~ -0 3153993 0 -D1 -~ -~ -1031 -1 12746 -S -#12748 -A Sacrificial Cell~ -Victims destined for sacrifice in the temple are usually Bwani villagers, -or Tech'opi if no Bwani are to be had, dragged here and mutilated for -weeks on end before being finally allowed to perish, their souls consigned -to serve Chaos in whatever manner it desires. Special victims though, -such as lesser gods, representatives of the upper planes or beings of -great goodness, are stored here, in this bare stone cell, for special -ceremonies, for their souls are worth a million mortal ones. -~ -0 3153993 0 -D3 -~ -~ -1031 -1 12746 -S -#12749 -The Northern Passage~ -This shadowy passage extends north, from the beating heart portal -to the south to whatever lies in the lower body of the stone reptile -that houses this temple. The heart beat recedes as you venture north, -which is a considerable relief. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12750 -D2 -~ -~ -1031 -1 12746 -S -#12750 -The Upper Chambers~ -Here are the more important chambers of the temple; few save for the -priest king are allowed this far in the temple. Wooden doors line the -hall to the east and west, leading into rooms of presumably considerable -importance to the priest king. From what little you know, they will -include dark libraries, grim dungeons and fell laboratories abounding -with gruesome experiments. But the real question is, to where has the -priest king fled? -~ -0 3153993 0 -D0 -~ -~ -0 -1 12753 -D1 -~ -~ -3 -1 12752 -D2 -~ -~ -0 -1 12749 -D3 -~ -~ -3 -1 12751 -S -#12751 -A Torture Chamber~ -Virtually a compulsory feature in any holding of Chaos, you aren't at -all surprised by the gruesome scene that confronts you as you step into -this cold, dank chamber. Rows of various implements of death and torture -line the walls, as do some of the more heavy duty items such as the rack, -the iron maiden and the iron chair. What is unusual is that only two or -three dying victims fill the equipment- it is a sad state for the foul -torturer that he gets few victims; most of the people captured do not -make it past the altar to the south. -~ -0 3153993 0 -D1 -~ -~ -3 -1 12750 -S -#12752 -An Experimental Lab~ -This small chamber is lined with shelves laden with all manner of -apparatus, ranging from delicate crystal beakers to large, sturdy -stoppered urns filled with unmentionable substances. Though not an -expert in the field, the priest king enjoys dabbling in the alchemical -arts, and used to have several full time alchemists working for him, -until they accidentally blew themselves up when trying to create a more -powerful variant of the legendary dwarven gunpowder, from your time. -~ -0 3153993 0 -D3 -~ -~ -3 -1 12750 -S -#12753 -The End of the Passage~ -Here are the more important chambers of the temple; few save for the -priest king are allowed this far in the temple. Wooden doors line the -hall to the east and west, leading into rooms of presumably considerable -importance to the priest king. From what little you know, they will -include dark libraries, grim dungeons and fell laboratories abounding -with gruesome experiments. But the real question is, to where has the -priest king fled? - -The passage ends to the north, where the tail would be, at a metal -door that radiates waves of cold. -~ -0 3153993 0 -D0 -~ -frostdoor~ -1031 -1 12754 -D1 -~ -~ -3 -1 12756 -D2 -~ -~ -0 -1 12750 -D3 -~ -~ -3 -1 12755 -S -#12754 -Tomb of Vetvarilus~ -An unnatural darkness fills this chamber, making it impossible to -accurately determine its dimensions or discern its contents, even with -your powerful light source. Magical light will not even cut through the -gloom, which seems to almost be alive. The tomb of an ancient magic -user of incredible power and strength, it would seem that it has become -as dark as the soul of its dead occupant, who, if the other inhabitants -of this place are any indictation, is most unlikely to be truly dead. -~ -0 3153993 0 -D2 -~ -~ -1031 -1 12753 -S -#12755 -A Dark Library~ -This foul place was once a repository for the evil tomes of the dark -temple, but all such works have long since been destroyed or moved -elsewhere. Now the room is home only to a variety of molds, growths -and other substances, from which a variety of gasses and odors issue -forth. Sickly sweet at first, the smell quickly becomes overpowering, -and within seconds you are staggering into the walls, and collapsing -to the floor, attempting to draw a breath of fresh air that won't come -in the clouds of spores you are inhaling. Shortly before you die, you -notice piles of skeletons lying beneath the growths, and realize that -yours will soon join them. -~ -0 3153999 0 -S -#12756 -The Summoning Circle~ -This simple stone chamber contains only a single pentagram, graven -into the stone by some incredibly strong tool, and filled with a -red glaze that causes it to glow with a diabolic sheen. A guttering -torch burns at each of the five points, as well as around the edges -of the chamber. Dark rituals are carried out here, by foul priests -of Chaos. -~ -0 3153993 0 -D3 -~ -~ -3 -1 12753 -S -#12757 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12757 -D1 -~ -~ -0 -1 12757 -D2 -~ -~ -0 -1 12771 -D3 -~ -~ -0 -1 12758 -S -#12758 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12759 -D1 -~ -~ -0 -1 12759 -D3 -~ -~ -0 -1 12771 -D9 -~ -~ -0 -1 12758 -S -#12759 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12771 -D1 -~ -~ -0 -1 12760 -D3 -~ -~ -0 -1 12771 -D7 -~ -~ -0 -1 12759 -D8 -~ -~ -0 -1 12759 -S -#12760 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D2 -~ -~ -0 -1 12757 -D3 -~ -~ -0 -1 12761 -D6 -~ -~ -0 -1 12771 -D9 -~ -~ -0 -1 12758 -S -#12761 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12762 -D1 -~ -~ -0 -1 12757 -D2 -~ -~ -0 -1 12757 -D3 -~ -~ -0 -1 12758 -D4 -~ -~ -64 -1 12771 -D5 -~ -~ -64 -1 12771 -S -#12762 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12759 -D1 -~ -~ -0 -1 12762 -D2 -~ -~ -0 -1 12763 -D3 -~ -~ -0 -1 12762 -D9 -~ -~ -0 -1 12757 -S -#12763 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D1 -~ -~ -0 -1 12764 -D3 -~ -~ -0 -1 12758 -D5 -~ -~ -0 -1 12771 -D7 -~ -~ -0 -1 12758 -D8 -~ -~ -0 -1 12760 -S -#12764 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12758 -D1 -~ -~ -0 -1 12763 -D2 -~ -~ -0 -1 12765 -D3 -~ -~ -0 -1 12763 -D8 -~ -~ -0 -1 12763 -S -#12765 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12771 -D1 -~ -~ -0 -1 12759 -D2 -~ -~ -0 -1 12759 -D3 -~ -~ -0 -1 12766 -D8 -~ -~ -0 -1 12759 -S -#12766 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12761 -D1 -~ -~ -0 -1 12762 -D2 -~ -~ -0 -1 12760 -D3 -~ -~ -0 -1 12758 -D9 -~ -~ -0 -1 12767 -S -#12767 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12768 -D1 -~ -~ -0 -1 12767 -D3 -~ -~ -0 -1 12767 -D4 -~ -~ -0 -1 12771 -D7 -~ -~ -0 -1 12767 -D8 -~ -~ -0 -1 12767 -S -#12768 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12769 -D1 -~ -~ -0 -1 12757 -D3 -~ -~ -0 -1 12757 -D6 -~ -~ -0 -1 12757 -D7 -~ -~ -0 -1 12757 -S -#12769 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3153993 0 -D0 -~ -~ -0 -1 12770 -D5 -~ -~ -0 -1 12757 -D6 -~ -~ -0 -1 12769 -D7 -~ -~ -0 -1 12769 -D8 -~ -~ -0 -1 12771 -D9 -~ -~ -0 -1 12771 -S -#12770 -Raging Energies~ -The shifting corridors here are in a constant state of flux. Energy sparks -and surges from the walls on every side, confusing and misdirecting you. -You can see shapes moving about, strange creatures that inhabit this Chaotic -invocation. -~ -0 3416269 0 -D1 -~ -~ -0 -1 12769 -D2 -~ -~ -0 -1 12769 -D3 -~ -~ -0 -1 12769 -D6 -~ -~ -0 -1 12769 -D7 -~ -~ -0 -1 12769 -D8 -~ -~ -0 -1 12769 -D9 -~ -~ -0 -1 12769 -> entry_prog 25~ -mea $n Raging energies drag you screaming from the chamber! -mptrans $n 12773 -~ -> rand_prog 100~ -if rand(25) -mea $n Raging energies drag you screaming from the chamber! -mptrans $n 12773 -else -mea $n Your vision grows faint as you are stunned by a random shock... -mptrans $n 12772 -endif -~ -| -S -#12771 -A Painful End~ -You stumble blindly through the shifting corridors, slowly losing -track of where you are going and what you are doing. Suddenly, you -wander around a corner and the floor disappears beneath your feet! -Staring down in horror, you see only gaping void before you, seconds -before you are swallowed up and sucked to whatever horrid place lies -below the city of the dead. -~ -0 3153999 0 -S -#12772 -A Narrow Corridor~ -The statue opens onto a short staircase, which ends here in this -narrow stone corridor, that runs west towards a room filled with sparking, -crackling fields of energy. The hair is standing up on your arms even from -here, and you are wary of proceeding further. Who knows what chaotic anomaly -this is, and what dangers it may hold? -~ -0 3153993 0 -D3 -Strange new terrors await. -~ -~ -0 -1 12757 -S -#12773 -The Hall of Fire~ -One minute you are stumbling blindly through the shifting halls of -energy. The next you find yourself standing in the middle of a raging -inferno! The massive cave you are in appears to be in the heart of a -volcano; lava flows all around you, generating intense waves of heat. -Fire scorches and burns at piles of debris, left here to be disposed -of by this natural incinerator. A small tunnel heads down, past the -lava, deeper into the volcano. What creature could exist here? -~ -0 3153993 0 -D5 -~ -~ -0 -1 12774 -> rand_prog 100~ -if ispc($r) -mpe _red The intense heat from the lava is overwhelming! -mpdamage $r 100 -else -endif -~ -> rand_prog 100~ -if ispc($r) -mpe Smoke inhalation threatens to overcome you. -mpdamage $r 100 -mpforce $r cough -else -endif -~ -| -S -#12774 -A Dry Tunnel~ -A natural tunnel, hollowed out by the flow of lava centuries ago, -runs east from here, heading into the dark undermountain that lies -beneath Xchantharus, the heart of the volcano that will one day erupt -and destroy the fell city. This fate has been forestalled by the -movement of it into null time by the priest king, where it exists in -a state where no harm may befall it in the normal continuum, frozen -as it is in this time period, yet able to access others. -~ -0 3219657 0 -D1 -~ -~ -0 -1 12779 -D4 -~ -~ -0 -1 12773 -S -#12775 -Gallery of Hell~ -This vaulted hall once served some sort of ceremonial purpose, and -it decorated with vile scenes of death, torture and illicit sexual -pleasures. The floor is covered with dust and broken items, which would -seem to indicate that it is uninhabited. However, a high pitched wail -accompanied by a ripping, tearing sound draws your gaze upwards, where -you see a ravaged corpse hanging upside down from a large hooked metal -chain, the latest victim of whatever beast now lurks here. -~ -0 3153993 0 -D3 -~ -~ -8389671 -1 12778 -S -#12776 -Repository~ -In this room all of the temple's wealth was once kept, and at one -stage this was quite a substantial amount. Now of course, this wealth -is gone, long since moved by the priest king or looted by monsters and -the occasional lucky adventurer. Empty chests and urns gather dust -in each corner, while the roof is obscured by a large tapestry that -sags in the middle, curiously left behind by the looters despite the -presence of large numbers of shiny gems embedded in the cloth. Or are -those really gems...? -~ -0 3153993 0 -D2 -~ -~ -1031 -1 12778 -S -#12777 -Hall of the Ancients~ -The walls inside the doorway of this area are covered with obscene -murals and dire warnings, painted in blood. The hall itself is dark -and musty, and reeks of decay and decandence. Six large stone sarcophagi -line the walls, each containing the remains of former priest kings of -Xchantharus. Likenesses of the former kings have been embossed on the -stone lids, which look to weight a good tonne or so each. It is silent -in here, unnaturally so, and you aren't surprised when you open your -mouth to speak and cannot hear your own voice. - -It is at this point that you notice one of the lids has been shoved aside, -revealing the moldering remains of one of the priest kings within. -~ -0 3153993 0 -D1 -~ -~ -1031 12617 12778 -S -#12778 -A Choice of Perils~ -Iron doors are set in the northern, eastern and western walls of the -end of this short, wide passage. Each is locked, and bears glyphs -carved in blood and fire, radiating heat and evil, as well as a fair -degree of magic. The runes are totally indecipherable, even to your -trained eye, and you cannot help but wonder if it would be such a good -idea to disturb whatever may lay behind them. -~ -0 3219657 0 -D0 -~ -~ -1031 -1 12776 -D1 -~ -~ -1031 -1 12775 -D2 -~ -~ -0 -1 12779 -D3 -~ -~ -1027 -1 12777 -S -#12779 -Dark Passages~ -At this point the lava tunnel is met by a more regular passage of -dressed stone, heading north towards a dead end which contains three -doorways. A dimly flickering torch casts a small degree of illumination -in this section of the tunnel; you find it curious that anyone would -bother illuminating this particular stretch of passage. -~ -0 3219656 0 -D0 -~ -~ -0 -1 12778 -D1 -~ -~ -0 -1 12780 -D3 -~ -~ -0 -1 12774 -> entry_prog 33~ -if ispc($n) -mea $n As you enter, a small hole opens in the ceiling, and oil -mea $n is poured down, splashing all over you just as the torch falls -mea $n from the wall, striking you in the chest, igniting the oil! -mpechoar $n $n suddenly bursts into flames! -mpforce $n scream -mpdamage $n 225 -else -endif -~ -| -S -#12780 -Corridor of Dread~ -Nameless terrors shriek at your soul, on a level undiscernable by -mortal eyes, yet tangible and apparent all the same. You feel as if a -thousand devils were dancing 'pon your grave, instead of the proverbial -singular. Fear and dread twists your guts into tense knots, cramping -you and eliciting strange moaning noises from your equally constricted -vocal chords. Yet the surrounds consist merely of a tunnel hollowed from -softer stone by the flow of lava, which is admittedly dark but otherwise -without distinguishing feature. Truly there is some evil force at work -here, some malevolent presence doubtlessly construed by the forces of -Chaos. The priest king is close, you suddenly realize, close and aware -of your approach... -~ -0 3154121 0 -D1 -~ -~ -0 -1 12781 -D3 -~ -~ -0 -1 12779 -> act_prog p from the west.~ -mpe A deep, booming laugh echoes around the tunnel as you pass. -~ -| -S -#12781 -A Change of Decor ~ -The lava tunnel ends here, suddenly, at a junction, where it meets with -a northward passage that almost literally defies description. Walls of -writhing, shifting substances that bear an uncomfortable resemblance to -human flesh lie to the sides, while the floor appears to be flowing with -rivers of blood. Gore also drips from the ceiling, falling in large chunks -to the floor, where it is quickly assimilated. Shrieks and cries of pain, -faint at first but growing in intensity, echo all around you, and you realize -you are within a construct of Chaos, forged from the bodies and souls of the -damned, bound by evil magic to assume the rough dimensions of the structure -to suit the whims of their controller. You have seen such constructs before, -and are not as horrified as you would be otherwise. Few beings in the world -have the power and strength to bind Chaos to their will; the priest king is -one of those few. -~ -0 3219657 0 -D0 -~ -~ -0 -1 12793 -D3 -~ -~ -0 -1 12780 -S -#12782 -The Lair of the Queen~ -Hanging vilely before you, in a thick mass of webbing that fills the -chamber, is a grotesque array of dessicated corpses, members of all -nationalities represented in this macabre decoration. Grimaces of pain -and anguish contort their blood-drained features; gaping mouths serve -as homes to thousands of tiny arachnids that scramble over and through -the dried husks. The stench is almost overpowering, but nowhere near as -disconcerting as the sight of the foul entity responsible for this -slaughter... -~ -0 3153993 0 -D2 -~ -~ -0 -1 12783 -S -#12783 -A Web-Filled Cavern~ -Progress is difficult through these dark caverns, due to the ever present -webs, that hang in thick clumps from the ceiling, obscuring vision and -hindering passage. Various animals and creatures dangle from the webs, -unfortunate victims of the presumably large arachnids that constructed these -webs. Some of them are even minions of the priest king; the spiders are -totally non discriminatory in their choice of meals. Dark exits lie in -numerous directions. -~ -0 3219529 0 -D0 -~ -~ -0 -1 12782 -D3 -~ -~ -0 -1 12785 -S -#12784 -A Sticky End~ -The corridor ends in a thick mass of sticky webbing, in which various -creatures are coccooned, stored for later feasting. You fervently hope that -you do not form the next meal of the monstrous arachnids that lurk all -around. Coughing on thick dust disturbed by your entrance, you look for -a way back out of this potential death trap. -~ -0 3219529 0 -D0 -~ -~ -0 -1 12785 -S -#12785 -A Web-Filled Cavern~ -Scurrying arachnids of all shapes and sizes scurry away as you approach, -disturbed by your light and tread. For no matter how hard you try to pass -unnoticed, it is impossible to avoid eventually treading on one of the -many, many crumbling bones on the floor, crunching the remains to dust -beneath your feet. Additionally, you constantly brush against the webs, -sending small but noticeable vibrations through the lair, alerting the -inhabitants to your presence. -~ -0 3219529 0 -D1 -~ -~ -0 -1 12783 -D2 -~ -~ -0 -1 12784 -D3 -~ -~ -0 -1 12791 -D7 -~ -~ -0 -1 12789 -S -#12786 -A Sticky End~ -The corridor ends in a thick mass of sticky webbing, in which various -creatures are coccooned, stored for later feasting. You fervently hope that -you do not form the next meal of the monstrous arachnids that lurk all -around. Coughing on thick dust disturbed by your entrance, you look for -a way back out of this potential death trap. -~ -0 3219529 0 -D7 -~ -~ -0 -1 12788 -S -#12787 -A Sticky End~ -The corridor ends in a thick mass of sticky webbing, in which various -creatures are coccooned, stored for later feasting. You fervently hope that -you do not form the next meal of the monstrous arachnids that lurk all -around. Coughing on thick dust disturbed by your entrance, you look for -a way back out of this potential death trap. -~ -0 3219529 0 -D3 -~ -~ -0 -1 12788 -S -#12788 -A Web-Filled Cavern~ -Scurrying arachnids of all shapes and sizes scurry away as you approach, -disturbed by your light and tread. For no matter how hard you try to pass -unnoticed, it is impossible to avoid eventually treading on one of the -many, many crumbling bones on the floor, crunching the remains to dust -beneath your feet. Additionally, you constantly brush against the webs, -sending small but noticeable vibrations through the lair, alerting the -inhabitants to your presence. -~ -0 3219529 0 -D1 -~ -~ -0 -1 12787 -D2 -~ -~ -0 -1 12789 -D8 -~ -~ -0 -1 12786 -S -#12789 -A Web-Filled Cavern~ -Progress is difficult through these dark caverns, due to the ever present -webs, that hang in thick clumps from the ceiling, obscuring vision and -hindering passage. Various animals and creatures dangle from the webs, -unfortunate victims of the presumably large arachnids that constructed these -webs. Some of them are even minions of the priest king; the spiders are -totally non discriminatory in their choice of meals. Dark exits lie in -numerous directions. -~ -0 3219529 0 -D0 -~ -~ -0 -1 12788 -D8 -~ -~ -0 -1 12785 -D9 -~ -~ -0 -1 12792 -S -#12790 -A Sticky End~ -The corridor ends in a thick mass of sticky webbing, in which various -creatures are coccooned, stored for later feasting. You fervently hope that -you do not form the next meal of the monstrous arachnids that lurk all -around. Coughing on thick dust disturbed by your entrance, you look for -a way back out of this potential death trap. -~ -0 3219529 0 -D6 -~ -~ -0 -1 12791 -S -#12791 -A Web-Filled Cavern~ -Progress is difficult through these dark caverns, due to the ever present -webs, that hang in thick clumps from the ceiling, obscuring vision and -hindering passage. Various animals and creatures dangle from the webs, -unfortunate victims of the presumably large arachnids that constructed these -webs. Some of them are even minions of the priest king; the spiders are -totally non discriminatory in their choice of meals. Dark exits lie in -numerous directions. -~ -0 3219529 0 -D1 -~ -~ -0 -1 12785 -D7 -~ -~ -0 -1 12792 -D9 -~ -~ -0 -1 12790 -S -#12792 -Strands of Web~ -The gaping hole opens onto a high ceilinged, dark chamber, the roof -of which is covered in thick strands of silvery webbing, similar to -spider webs, save that these webs are as thick as your forearm, or -thicker. The air is damp and musty, and uncomfortably warm. A smell, -the smell of death and decomposition, greets your revulsed nostrils, -and you balk at continuing. Several pairs of red eyes glare at you -from the depths of the caverns, though none of the inhabitants approach -the entrance to their lair. -~ -0 3219533 0 -D3 -~ -~ -0 -1 12793 -D6 -~ -~ -0 -1 12789 -D8 -~ -~ -0 -1 12791 -S -#12793 -A Gaping Hole~ -The shifting walls are interrupted here by a gaping hole, which opens -onto a large cave, strewn with bones and other debris. A foul stench, -fouler even than the vile odor of the Chaos-spawned halls, wafts into -the corridor, causing you to gag. You think you can see shapes scuttling -about in the darkness. To the north, the passage glows red as it approaches -a set of stairs, which lead to the heart of this foul lair. Do you wish -to be distracted from your goal by this potential red herring? -~ -0 3219657 0 -D0 -~ -~ -0 -1 12794 -D1 -~ -~ -0 -1 12792 -D2 -~ -~ -0 -1 12781 -S -#12794 -Near the End~ -The walls glow red here, as if illuminated by blood red candles. The -writhing surface surges forth randomly, hands and feet protruding in -a vain attempt to grasp you, either in an attempt to haul themselves -out, or drag you in. As you recoil from one side, you almost stumble -into the groping appendages on the other side. Blood drips onto you from -corpses staked to the ceiling, slowly being absorbed into the substance -of which this disgusting place is fashioned. Some of the "corpses" are -actually still alive, despite their horrid injuries, and they moan and -shriek as indescribable agonies are visited upon their ravaged forms. -~ -0 3219657 0 -D0 -~ -~ -0 -1 12799 -D2 -~ -~ -0 -1 12793 -> rand_prog 33~ -if ispc($r) -mea $r _red Groping appendages flail at you! -mpdamage $r 50 -endif -~ -| -S -#12795 -The Crypt of Txachamitxchual~ -It was here, in this chamber, that the priest king Txachamitxchual was -laid to rest by his loyal worshippers, in the massive gold sarcophaus -that fills most of this chaos spawned chamber, before his resurrection by -the forces of Chaos. Writhing humanoids in various stages of dismemberment -are chained to the walls, vicious metal hooks imbedded in their flesh. -They beg to be freed, for the sake of their souls, which are slowly being -leeched by the walls to feed the needs of the priest king. Occasionally -one will let out a bloodcurdling scream as the shifting walls engulf them, -accompanied by the crunching of bones and tearing of flesh, damning their -soul to form more of the substance of which these halls are composed. Each -time this happens the sarcophagus glows slightly, as it absorbs more energy -for its owner, that when he rests here he may draw from it, invigorating -himself. -~ -0 3153992 0 -D1 -~ -~ -0 -1 12800 -> rand_prog 33~ -mpe Voices shriek and moan in a calamitous cacophany of pain and anguish! -mpasound Howls and shrieks echo all around you. -~ -> act_prog p has entered the game.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -> act_prog p has returned from the void.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -| -S -#12796 -A Wing ot the Throne Room~ -Here the priest king keeps the spoils of his many victories, though he -is far too chaotic to pay close attention to most of the valuables, and -once where there lay magnificent works of art and ornate pieces of -furniture now remain only the moldering remnants, buried beneath tons of -tarnished bronze, tattered bloodstained tapestries and piles of gleaming -coins from faraway worlds. A strong musty odor pervades this chamber, the -stench of rotting cloth and old scents and unguents. Jars of them line the -walls, which buckle and melt over them occasionally, before being jerked back -by the magic that binds the chaotic substance to maintain the throne room's -form. -~ -0 3153992 0 -D3 -~ -~ -0 -1 12800 -> rand_prog 33~ -mpe Voices shriek and moan in a calamitous cacophany of pain and anguish! -mpasound Howls and shrieks echo all around you. -~ -> act_prog p has entered the game.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -> act_prog p has returned from the void.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -| -S -#12797 -Repair Room~ -~ -0 3153924 1 -S -#12798 -Drop Room~ -~ -0 3153924 1 -S -#12799 -The Halls of the Dead~ -The walls of this hall constantly writhe and shift, as if in unbearable -agony, and occasionally a section of wall will boast a shrieking head, -which beseeches you for release before being drawn back by the magic that -eternally binds it. The floor is a constantly shifting pool of blackness, -and more than once you have to stamp your foot to convince yourself you -are not falling into the abyss you perceive to be in this direction. Gutted -corpses, still barely alive, hang from vicious iron hooks attached to long -chains that depend from the reddish ceiling, and you grimace as chunks of -flesh and dripping blood lands on or near you, to be quickly absorbed by the -shifting floor. Bloodcurdling shrieks of pure horror echo about the room, and -you aren't completely sure that one of them isn't your own... - -A set of stairs at the end of the hall, of 7 risers, ends at a twisted -metal throne, upon which is seated the master of this domain... -~ -0 3153992 0 -D0 -The source of all that is vile lurks ahead. -~ -~ -0 -1 12800 -D2 -~ -~ -0 -1 12794 -> rand_prog 33~ -mpe Voices shriek and moan in a calamitous cacophany of pain and anguish! -mpasound Howls and shrieks echo all around you. -~ -> act_prog p has entered the game.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -> act_prog p has returned from the void.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -| -S -#12800 -The Blasted Throne of the Damned Priest King of Xchantharus~ -The steps end before a massive throne of blasted metal, blackened and -scarred by magicks beyond mortal ken. Skulls, corpses and maggots have -been intrically carved into the throne, and the light the guttering torches -set in bronze sconces on the walls reflects off them gives the impression -that they are all moving; writhing in an unholy dance about the corpses of -the dead. Howls and shrieks issue forth from the damned throne, and from -the walls, which seem to be in a state of constant flux, the reddish stone -occasionally appearing to melt, and distort into the face of a screaming -humanoid. Sections of the ceiling occasionally melt away as long dangling -pseudopods of unameable materials descend to investigate the new arrivals in -the lord of this Hold of Chaos. The floor beneath your feet squirms under -the pressure of your bootheels, and you swear you can feel many thousands of -sets of tiny teeth attempting to pierce the material of the soles. The hellish -glow of the guttering torches is distracting, and casts everything in a light -that makes it quite difficult to concentrate. O what manner of being would -deign to live in such a chaos-spawned pit of entropy? -~ -0 2105416 0 0 0 8 -D1 -~ -~ -0 -1 12796 -D2 -~ -~ -0 -1 12799 -D3 -~ -~ -0 -1 12795 -> rand_prog 33~ -mpe Voices shriek and moan in a calamitous cacophany of pain and anguish! -mpasound Howls and shrieks echo all around you. -~ -> act_prog p has entered the game.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -> act_prog p has returned from the void.~ -mea $n Swirling mists whisk you from the room... -mptrans $n 12794 -~ -| -S -#0 - - -#RESETS -M 1 12598 11 12502 -E 1 12600 1 16 -M 1 12598 11 12502 -E 1 12600 1 16 -M 1 12598 11 12504 -E 1 12600 1 16 -M 1 12598 11 12506 -E 1 12600 1 16 -M 1 12597 1 12507 -M 1 12598 11 12509 -E 1 12600 1 16 -M 1 12598 11 12509 -E 1 12600 1 16 -M 1 12596 3 12511 -M 1 12596 3 12511 -M 1 12596 3 12511 -M 1 12598 11 12513 -E 1 12600 1 16 -M 1 12598 11 12513 -E 1 12600 1 16 -M 1 12598 11 12513 -E 1 12600 1 16 -M 1 12598 11 12516 -E 1 12600 1 16 -M 1 12598 11 12516 -E 1 12600 1 16 -O 1 12591 1 12516 -D 0 12516 0 1 -M 1 12593 1 12519 -E 1 12592 1 11 -O 1 12590 1 12519 -D 0 12519 0 2 -M 1 12594 1 12520 -E 1 12594 1 16 -E 1 12593 1 12 -D 0 12520 2 1 -M 1 12595 1 12522 -E 1 12597 1 6 -E 1 12596 1 16 -E 1 12595 1 5 -M 1 12599 1 12525 -G 1 12589 1 -M 1 12592 8 12526 -M 1 12592 8 12527 -M 1 12592 8 12531 -M 1 12592 8 12532 -M 1 12592 8 12534 -M 1 12592 8 12536 -M 1 12592 8 12537 -M 1 12592 8 12539 -M 1 12591 1 12541 -M 1 12588 1 12546 -E 1 12580 1 17 -E 1 12579 1 16 -M 1 12586 1 12552 -M 1 12589 1 12553 -M 1 12590 1 12554 -E 1 12587 1 7 -E 1 12586 1 10 -E 1 12585 1 6 -E 1 12584 1 5 -E 1 12583 1 16 -E 1 12582 1 9 -E 1 12581 1 12 -M 1 12587 1 12556 -E 1 12570 1 6 -E 1 12571 1 5 -E 1 12572 1 10 -E 1 12573 1 9 -E 1 12574 1 13 -E 1 12575 1 7 -E 1 12576 1 8 -E 1 12577 1 3 -E 1 12578 1 11 -E 1 12569 1 16 -O 1 12565 1 12560 -M 1 12585 5 12562 -O 1 12564 1 12563 -M 1 12584 6 12564 -E 1 12568 1 16 -E 1 12567 1 3 -O 1 12563 1 12564 -M 1 12582 4 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4 12630 -M 1 12561 3 12631 -E 1 12568 1 16 -E 1 12567 1 3 -M 1 12561 3 12631 -E 1 12568 1 16 -E 1 12567 1 3 -M 1 12561 3 12631 -E 1 12568 1 16 -E 1 12567 1 3 -O 1 12547 1 12631 -M 1 12560 4 12632 -M 1 12560 4 12632 -M 1 12582 4 12634 -E 1 12568 1 16 -E 1 12567 1 3 -E 1 12566 1 12 -M 1 12582 4 12634 -E 1 12568 1 16 -E 1 12567 1 3 -E 1 12566 1 12 -M 1 12562 10 12636 -M 1 12562 10 12636 -M 1 12562 10 12637 -M 1 12562 10 12637 -M 1 12564 1 12640 -E 1 12526 1 6 -E 1 12566 1 12 -E 1 12567 1 3 -E 1 12548 1 16 -E 1 12546 1 19 -D 0 12641 0 1 -M 1 12557 6 12643 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12557 6 12643 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12557 6 12643 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12557 6 12644 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12557 6 12644 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12557 6 12644 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12555 10 12645 -E 1 12541 1 17 -M 1 12555 10 12645 -E 1 12541 1 17 -M 1 12555 10 12646 -E 1 12541 1 17 -M 1 12555 10 12646 -E 1 12541 1 17 -M 1 12554 9 12647 -M 1 12554 9 12648 -M 1 12554 9 12648 -M 1 12555 10 12649 -E 1 12541 1 17 -M 1 12555 10 12649 -E 1 12541 1 17 -M 1 12558 1 12650 -E 1 12553 1 11 -E 1 12552 1 16 -E 1 12561 1 5 -M 1 12555 10 12650 -E 1 12541 1 17 -M 1 12555 10 12650 -E 1 12541 1 17 -M 1 12556 3 12652 -E 1 12552 1 16 -M 1 12556 3 12652 -E 1 12552 1 16 -M 1 12556 3 12652 -E 1 12552 1 16 -O 1 12542 1 12652 -M 1 12555 10 12654 -E 1 12541 1 17 -M 1 12555 10 12654 -E 1 12541 1 17 -O 1 12552 1 12654 -O 1 12541 1 12654 -M 1 12513 1 12655 -M 1 12554 9 12656 -M 1 12554 9 12656 -M 1 12554 9 12656 -M 1 12570 4 12657 -E 1 12552 1 16 -E 1 12561 1 5 -E 1 12553 1 11 -M 1 12570 4 12657 -E 1 12552 1 16 -E 1 12561 1 5 -E 1 12553 1 11 -M 1 12554 9 12658 -M 1 12554 9 12658 -M 1 12554 9 12658 -M 1 12559 1 12660 -E 1 12527 1 13 -E 1 12552 1 16 -E 1 12561 1 5 -E 1 12545 1 20 -E 1 12544 1 7 -E 1 12560 1 6 -M 1 12601 3 12663 -M 1 12602 4 12665 -M 1 12602 4 12665 -M 1 12602 4 12665 -M 1 12602 4 12665 -O 1 12532 1 12665 -M 1 12601 3 12667 -D 0 12668 0 1 -M 1 12514 1 12669 -G 1 12530 1 -G 1 12531 1 -G 1 12528 1 -G 1 12529 1 -D 0 12669 0 1 -D 0 12669 1 1 -D 0 12669 2 1 -D 0 12669 3 1 -M 1 12515 8 12670 -E 1 12533 1 16 -M 1 12515 8 12670 -E 1 12533 1 16 -M 1 12515 8 12670 -E 1 12533 1 16 -D 0 12670 1 1 -M 1 12515 8 12671 -E 1 12533 1 16 -M 1 12515 8 12671 -E 1 12533 1 16 -M 1 12515 8 12671 -E 1 12533 1 16 -M 1 12516 1 12671 -E 1 12533 1 16 -E 1 12535 1 1 -E 1 12534 1 3 -D 0 12671 2 1 -M 1 12517 8 12672 -M 1 12517 8 12672 -M 1 12517 8 12672 -D 0 12672 3 1 -M 1 12517 8 12673 -M 1 12517 8 12673 -M 1 12517 8 12673 -M 1 12518 1 12673 -E 1 12536 1 16 -D 0 12673 2 1 -D 0 12674 0 1 -D 0 12675 0 1 -M 1 12515 8 12676 -M 1 12515 8 12676 -M 1 12517 8 12676 -M 1 12517 8 12676 -D 0 12676 2 1 -M 1 12520 5 12678 -M 1 12520 5 12678 -M 1 12520 5 12678 -M 1 12520 5 12678 -M 1 12520 5 12678 -M 1 12519 1 12679 -G 1 12537 1 -M 1 12540 1 12686 -M 1 12541 1 12687 -E 1 12630 1 7 -E 1 12629 1 14 -E 1 12629 1 15 -M 1 12542 1 12688 -E 1 12631 1 3 -E 1 12632 1 16 -E 1 12633 1 13 -E 1 12634 1 20 -M 1 12521 1 12689 -E 1 12538 1 12 -G 1 12539 1 -E 1 12603 1 3 -M 1 12537 1 12690 -E 1 12619 1 16 -G 1 12622 1 -G 1 12623 1 -M 1 12539 1 12690 -E 1 12621 1 19 -G 1 12626 1 -G 1 12627 1 -M 1 12538 1 12690 -E 1 12620 1 12 -G 1 12624 1 -G 1 12625 1 -O 1 12635 1 12693 -D 0 12693 0 1 -M 1 12551 8 12694 -M 1 12551 8 12694 -D 0 12694 2 1 -M 1 12551 8 12697 -M 1 12551 8 12697 -M 1 12553 2 12700 -M 1 12550 1 12702 -E 1 12636 1 16 -M 1 12551 8 12703 -M 1 12551 8 12703 -M 1 12552 1 12706 -M 1 12551 8 12708 -M 1 12551 8 12708 -M 1 12553 2 12709 -M 1 12753 1 12710 -O 1 12637 1 12710 -M 1 12601 3 12712 -M 1 12543 1 12713 -E 1 12639 1 16 -M 1 12544 1 12715 -O 1 12650 1 12715 -M 1 12603 2 12716 -M 1 12603 2 12716 -M 1 12548 1 12717 -E 1 12646 1 11 -E 1 12649 1 16 -E 1 12648 1 5 -E 1 12647 1 6 -G 1 12653 1 -M 1 12604 1 12717 -E 1 12647 1 6 -E 1 12649 1 16 -E 1 12648 1 5 -E 1 12646 1 11 -D 0 12717 0 2 -D 0 12718 1 1 -D 0 12718 2 2 -D 0 12718 3 1 -M 1 12605 1 12719 -D 0 12719 3 1 -M 1 12606 1 12720 -E 1 12646 1 11 -E 1 12654 1 16 -E 1 12655 1 6 -E 1 12656 1 5 -E 1 12657 1 12 -E 1 12658 1 9 -O 1 12652 1 12720 -O 1 12650 1 12720 -D 0 12720 0 1 -D 0 12720 1 1 -D 0 12720 4 1 -M 1 12547 6 12721 -M 1 12547 6 12721 -M 1 12547 6 12721 -D 0 12721 5 1 -O 1 12651 1 12722 -D 0 12722 2 1 -D 0 12723 0 2 -D 0 12724 2 2 -M 1 12608 1 12726 -E 1 12659 1 11 -M 1 12607 1 12727 -O 1 12650 1 12727 -M 1 12547 6 12729 -M 1 12547 6 12729 -M 1 12547 6 12729 -M 1 12600 1 12730 -G 1 12661 1 -G 1 12662 1 -G 1 12663 1 -M 1 12546 1 12734 -M 1 12545 1 12735 -M 1 12549 1 12736 -E 1 12640 1 6 -E 1 12641 1 16 -E 1 12642 1 12 -E 1 12643 1 20 -E 1 12644 1 5 -E 1 12645 1 8 -D 0 12742 1 1 -D 0 12742 3 1 -M 1 12522 4 12743 -E 1 12604 1 3 -M 1 12522 4 12743 -E 1 12604 1 3 -D 0 12743 1 1 -M 1 12522 4 12744 -E 1 12604 1 3 -M 1 12522 4 12744 -E 1 12604 1 3 -D 0 12744 3 1 -M 1 12529 3 12745 -D 0 12745 0 2 -M 1 12530 1 12746 -O 1 12605 1 12746 -D 0 12746 0 2 -D 0 12746 1 2 -D 0 12746 2 2 -D 0 12746 3 2 -D 0 12746 5 2 -M 1 12523 1 12747 -D 0 12747 1 2 -M 1 12524 1 12748 -D 0 12748 3 2 -M 1 12529 3 12749 -D 0 12749 2 2 -D 0 12750 1 1 -D 0 12750 3 1 -M 1 12528 1 12751 -E 1 12608 1 16 -E 1 12609 1 5 -D 0 12751 1 1 -M 1 12527 1 12752 -D 0 12752 3 1 -D 0 12753 0 2 -D 0 12753 1 1 -D 0 12753 3 1 -M 1 12525 1 12754 -E 1 12606 1 6 -E 1 12607 1 16 -D 0 12754 2 2 -M 1 12526 1 12756 -D 0 12756 3 1 -M 1 12531 10 12757 -M 1 12531 10 12757 -M 1 12531 10 12758 -M 1 12532 3 12758 -M 1 12531 10 12760 -M 1 12531 10 12760 -M 1 12532 3 12761 -M 1 12531 10 12763 -M 1 12531 10 12763 -M 1 12531 10 12765 -M 1 12531 10 12766 -M 1 12531 10 12766 -M 1 12532 3 12769 -M 1 12511 1 12773 -M 1 12533 1 12775 -G 1 12610 1 -M 1 12534 1 12775 -G 1 12611 1 -D 0 12775 3 2 -M 1 12535 1 12776 -O 1 12612 1 12776 -D 0 12776 2 2 -M 1 12536 1 12777 -E 1 12614 1 16 -G 1 12615 1 -E 1 12616 1 6 -G 1 12617 1 -D 0 12777 1 2 -M 1 12503 1 12782 -M 1 12504 13 12783 -M 1 12504 13 12784 -M 1 12504 13 12784 -M 1 12504 13 12784 -O 1 12519 1 12784 -M 1 12504 13 12786 -M 1 12504 13 12786 -M 1 12504 13 12786 -O 1 12519 1 12786 -M 1 12504 13 12787 -M 1 12504 13 12787 -M 1 12504 13 12787 -O 1 12519 1 12787 -M 1 12504 13 12790 -M 1 12504 13 12790 -M 1 12504 13 12790 -O 1 12519 1 12790 -P 0 12618 1 0 -O 1 12516 1 12795 -P 0 12517 1 0 -O 1 12506 1 12795 -P 0 12509 1 0 -P 1 12510 1 0 -P 2 12511 1 0 -P 3 12512 1 0 -P 4 12513 1 0 -P 5 12514 1 0 -M 1 12501 1 12797 -M 1 12502 4 12799 -E 1 12507 1 1 -E 1 12508 1 12 -M 1 12502 4 12799 -E 1 12507 1 1 -E 1 12508 1 12 -M 1 12502 4 12799 -E 1 12507 1 1 -E 1 12508 1 12 -M 1 12502 4 12799 -E 1 12507 1 1 -E 1 12508 1 12 -M 1 12500 1 12800 -E 1 12501 1 12 -E 1 12502 1 19 -E 1 12503 1 20 -E 1 12500 1 16 -O 1 12506 1 12800 -M 1 12529 3 12778 -D 0 12778 0 2 -D 0 12778 1 2 -D 0 12778 3 1 -S - - -#SHOPS -0 - - -#REPAIRS - 12501 9 5 0 100 1 0 23 ; Steu -0 - - -#SPECIALS -M 12500 spec_cast_cleric -M 12502 spec_poison -M 12503 spec_cast_mage -M 12504 spec_cast_mage -M 12509 spec_breath_frost -M 12510 spec_cast_undead -M 12511 spec_breath_fire -M 12514 spec_breath_acid -M 12516 spec_cast_cleric -M 12519 spec_breath_acid -M 12521 spec_cast_mage -M 12522 spec_cast_cleric -M 12524 spec_cast_adept -M 12525 spec_cast_mage -M 12526 spec_poison -M 12527 spec_breath_acid -M 12530 spec_cast_cleric -M 12531 spec_fido -M 12532 spec_fido -M 12533 spec_fido -M 12534 spec_fido -M 12535 spec_poison -M 12536 spec_poison -M 12541 spec_cast_cleric -M 12542 spec_thief -M 12544 spec_cast_mage -M 12545 spec_breath_gas -M 12546 spec_breath_gas -M 12547 spec_fido -M 12549 spec_cast_undead -M 12550 spec_cast_undead -M 12552 spec_breath_acid -M 12553 spec_poison -M 12559 spec_cast_cleric -M 12565 spec_breath_gas -M 12566 spec_cast_mage -M 12569 spec_breath_fire -M 12571 spec_cast_adept -M 12574 spec_poison -M 12583 spec_cast_mage -M 12586 spec_cast_adept -M 12588 spec_cast_mage -M 12590 spec_breath_frost -M 12591 spec_breath_frost -M 12593 spec_breath_frost -M 12596 spec_breath_frost -M 12599 spec_breath_frost -M 12600 spec_cast_mage -M 12601 spec_breath_fire -M 12603 spec_fido -M 12606 spec_cast_cleric -M 12607 spec_fido -M 12608 spec_breath_gas -M 12753 spec_cast_adept -S - - -#$ diff --git a/data/realm/astral.are b/data/realm/astral.are index 947db07..0824607 100644 --- a/data/realm/astral.are +++ b/data/realm/astral.are @@ -1,5341 +1,4740 @@ #XSMAUGAREA #AREADATA -Version 1 -Name The Astral Plane~ -Author Andi~ -WeatherX 0 -WeatherY 0 -Ranges 15 35 0 60 -Economy 0 2064393 -ResetMsg The astral field glitters with a thousand points of light for a moment...~ +Version 1 +Name The Astral Plane~ +Author Elquin~ +Vnums 4350 4449 +Continent astral~ +Coordinates 0 0 +Ranges 1 115 0 115 +Dates 895000000 895000000 +ResetMsg Masses of energy spiral past you.~ +ResetFreq 30 +Flags nocamp noastral noportal norecall nosummon noscry noteleport nobeacon~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 800 -Keywords astral guardian figure~ -Short the astral guardian~ -Long A shimmering grey figure stands vigil before the pearly gate. -~ -Desc You see a shimmering grey figure, vaguely humanoid in shape. Its sole -striking feature is the item it wields: a pearl wand. The astral -guardian seems to notice your attention and shifts uneasily. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary protect truesight~ -Stats1 0 38 -20 -15 100000 600000 -Stats2 1 1 825 -Stats3 8 12 100 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common magical~ -Bodyparts guts~ -Resist pierce magic~ -Immune charm~ -Attacks punch trip curse fireball~ -Defenses parry dodge disarm~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if level($n) < 10 -say You may not pass $n, for you will only -say find death beyond this gate. -else -if level($n) > 35 -say You are too mighty, $n. I will not allow -say you to pass and tamper with the balance of the -say astral plane. -, firmly grips a pearl wand and points it at you... -else -say Though it be foolish, if you wish to enter the -say astral plane, you have but to say so... -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist p i wish to enter the astral plane~ -Comlist if level($n) < 10 -, gives you an irritated glare but makes no action. -else -if level($n) > 35 -say You shall not enter while I exist... -else -say So be it! -mpecho A rolling thunder booms as the gate to the astral plane opens! -un n -op n -mpforce $n north -close n -lock n -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist p i wish to enter the astral plane.~ -Comlist if level($n) < 10 -, gives you an irritated glare but makes no action. -else -if level($n) > 35 -say $n, you shall not enter while I exist... -else -say So be it! -mpecho A rolling thunder booms as the gate to the astral plane opens! -un n -op n -mpforce $n north -close n -lock n -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 40~ -Comlist if level($n) < 30 -say You should not have toyed with my powers! -c ear -c fire -c blind -else -mpechoat $n The guardian chants a strange phrase and points at you... -mpechoaround $n The guardian chants a strange phrase and points at $n... -mpdamage $n 100 -endif -~ -#ENDPROG - +Vnum 4350 +Keywords illithid traveller mindflayer~ +Race humanoid~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short &W&wAn &Pillithid &wtraveller~ +Long A travelling mindflayer zooms through the reaches of the astral plane. +~ +Desc &W&wTall, thin, and &ppurple&w, this &Pillithid &wtraveller is making his way +&W&wto an unknown location. Peering at you briefly, what appears to be +&W&wa veral grin appears on his face as he considers the prospect of an +&W&wearly brunch. +~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 150 100 +Stats2 40 -20 -100 100 4 5 0 +Speaks common~ +Speaking common~ +Actflags npc scavenger aggressive stayarea meta_aggr~ +Bodyparts head arms heart brains hands feet fingers eye tentacles~ +Attacks blindness fireball colorspray weaken~ +Defenses dispelmagic shield stoneskin teleport~ #ENDMOBILE #MOBILE -Vnum 801 -Keywords nightmare~ -Short A pitch-black nightmare~ -Long A nightmare is here, kicking at you with its flaming hooves. -~ -Desc The nightmare is a wholly evil being, sent out by the rulers of the lower -planes to torment mortals. It vaguely resembles a horse, with a hide blacker -than the darkest night, and hooves that burn with unholy fires. -~ -Race horse~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea mountable~ -Affected detect_evil detect_magic hold infrared curse _flaming _paralysis sneak fireshield~ -Stats1 -950 18 2 -2 6000 32000 -Stats2 18 18 180 -Stats3 5 3 10 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking magical~ -Bodyparts head legs heart guts feet~ -Attacks kick firebreath~ +Vnum 4351 +Keywords githyanki anti paladin~ +Race gith~ +Class Antipaladin~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short &W&wA &Ggith&Wyanki &zantipaladin&w~ +Long A githyanki antipaladin is here, looking for something. +~ +Desc &W&wA member of a race that originated from a group of humans enslaved and +bred by illithids, this being could easily pass for his ancestors. The +&W&wonly difference is the &Gyellowish &wtint to his skin. Travelling the +&W&wastral plane, he scans the horizen looking for &Pmindflayers &wto slay. +&W&wSighting you, he moves in, obviously welcoming the new sport. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 30 -20 -100 150 5 6 0 +Speaks common gith~ +Speaking gith~ +Actflags npc aggressive stayarea meta_aggr~ +Affected detect_invis~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks kick bash~ +Defenses parry dodge shield bless disarm~ #ENDMOBILE #MOBILE -Vnum 802 -Keywords night hag~ -Short An evil night hag~ -Long A night hag reaches out to steal your soul. -~ -Desc You see a shadowy creature with long talons and an evil grin, whose sole -purpose is to hunt down and slay mortals in order to obtain souls for her foul -master to torment. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender female~ -Actflags npc aggressive stayarea~ -Affected detect_invis infrared~ -Stats1 -1000 24 0 -1 12500 67500 -Stats2 24 24 240 -Stats3 5 5 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet~ -Resist sleep charm hold~ -Suscept fire blunt~ -Attacks claws blindness curse~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist cac -say Now your soul shall be mine! -~ -#ENDPROG - +Vnum 4352 +Keywords tiamat dragon~ +Race dragon~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short Tiamat~ +Long Tiamat, the five-headed dragon, stands here gazing at you. +~ +Desc &W&wBefore you stands the biggest dragon you have ever seen. Looming over +&W&wyou, &WTiamat &wglances in your direction almost questioning your prescence +&W&wwithin her area. You shiver in fear, and wonder if you should leave +&W&wbefore she takes offense. +~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 150 100 +Stats2 100 -50 -300 10000 10 10 0 +Speaks common pixie ogre orcish trollese insectoid dragon magical goblin ancient clan centaur gnomish~ +Speaking pixie~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary truesight fireshield shockshield iceshield~ +Bodyparts head heart brains wings tail scales claws tailattack sharpscales~ +Resist fire cold electricity energy blunt pierce slash~ +Immune sleep charm hold nonmagic plus1 plus2 paralysis~ +Attacks bite claws tail stun firebreath frostbreath acidbreath lightnbreath gasbreath~ +Defenses parry dodge heal~ #ENDMOBILE #MOBILE -Vnum 803 -Keywords stalker invisible~ -Short An invisible stalker~ -Long You see a wavy distortion in the air. -~ -Desc You see only a wavy distortion in the air. You reach out to touch it, and -feel nothing, not even the slightest of motions. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Affected invisible detect_evil detect_invis hold sanctuary curse _flaming _paralysis sneak hide~ -Stats1 200 20 3 0 0 19000 -Stats2 17 17 170 -Stats3 2 7 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking magical~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks bash gouge harm~ -Defenses dodge~ +Vnum 4449 +Keywords Last mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created last mob~ +Long Some god abandoned a newly created last mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ #ENDMOBILE -#MOBILE -Vnum 804 -Keywords soulless one being~ -Short A poor soulless being~ -Long The soulless one wanders mindlessly. -~ -Desc This unfortunate being has had its very soul torn from its body. It now roams -mindlessly, unaware of its surroundings. -~ -Race spirit~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea wimpy~ -Stats1 0 12 8 5 250 7500 -Stats2 10 10 100 -Stats3 1 6 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks spiritual~ -Speaking spiritual~ -Immune nonmagic~ -Attacks causecritical harm~ -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist moan -~ -#ENDPROG +#OBJECT +Vnum 4350 +Keywords glowing sphere ball~ +Type light~ +Short &W&wA &Wglowing&w, &Csphere &wof &Be&Cn&Wer&Cg&By&w~ +Long A small glowing ball lies here.~ +Flags glow magic bless antirogue antiwarrior antiranger antipaladin antiapal~ +WFlags take hold~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 9999 0 None None None +AffData intelligence 2 -1 -1 0 +AffData mana 20 -1 -1 0 +AffData save_spell -1 -1 -1 0 +#ENDOBJECT -#ENDMOBILE +#OBJECT +Vnum 4351 +Keywords purple robes~ +Type container~ +Short &W&wSome &ppurple&w robes with &Ygolden &wedging~ +Long A pile of purple robes lie here.~ +Flags magic bless antigood antirogue antiwarrior antiranger antipaladin antiapal~ +WFlags take body~ +Values 100 0 -1 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 2 None None None +AffData armor -10 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData mana 20 -1 -1 0 +#ENDOBJECT -#MOBILE -Vnum 805 -Keywords githyanki hunter~ -Short A githyanki hunter~ -Long A githyanki hunter searches for signs of the githzerai. -~ -Desc You see a leathery-skinned humanoid creature that stands almost as tall as a -normal man. Like all githyanki, his teeth are fanged and his eyes hollow -and sunken. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc scavenger stayarea~ -Affected infrared sneak~ -Stats1 -500 11 6 6 1000 8000 -Stats2 11 11 110 -Stats3 1 5 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks punch bash~ -Defenses disarm~ -#MUDPROG -Progtype rand_prog~ -Arglist 5~ -Comlist , examines this portion of the astral field for signs of the githzerai. -~ -#ENDPROG +#OBJECT +Vnum 4352 +Keywords githyanki silver longsword~ +Type weapon~ +Short &W&w A &Csilver &Ggith&Wyanki &wlongsword~ +Long A silver longsword lies here.~ +Flags metal magic bless antigood anticleric antimage evil antidruid antimonk loyal antinecro~ +WFlags take wield~ +Values 12 5 4 1 1 0 12 0 0 0 0 +Stats 6 25000 -2 9999 0 None None None +AffData hitroll 5 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT -#ENDMOBILE +#OBJECT +Vnum 4353 +Keywords cloak swirling darkness~ +Type armor~ +Short &W&wA &pcloak &wof &Ws&Yw&Ri&rrl&Ri&Yn&Wg &zda&wr&Wkn&we&zss&w~ +Long A pile of darkness lies here.~ +Flags invis magic bless~ +WFlags take about~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 1 45000 -2 3 0 None None None +AffData armor -10 -1 -1 0 +AffData affected 'invisible' -1 -1 0 +AffData affected 'detect_invis' -1 -1 0 +AffData affected 'detect_magic' -1 -1 0 +#ENDOBJECT -#MOBILE -Vnum 806 -Keywords githyanki warrior figure~ -Short A githyanki warrior~ -Long You see a humanoid figure clad in splinted armor. -~ -Desc You see a leathery-skinned humanoid creature that stands as tall as a normal -man. Like all githyanki, his teeth are fanged and his eyes hollow and sunken. -He is clad in ornately designed splinted armor, and wields a sword that -whistles through the air as it slices towards your neck. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea prototype~ -Affected infrared~ -Stats1 -500 15 4 6 2500 15000 -Stats2 15 15 150 -Stats3 1 5 6 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common elvish pixie orcish rodent mammal spiritual magical god ancient clan~ -Speaking common elvish pixie orcish rodent mammal spiritual magical god ancient clan~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks kick~ -Defenses dodge~ -#ENDMOBILE +#OBJECT +Vnum 4354 +Keywords ring wraith~ +Type armor~ +Short &W&wA &Cring&w of the &bW&Br&Ca&Wi&Ct&Bh&w~ +Long A tiny ring carved with tortued souls lies here.~ +Flags invis magic bless antigood~ +WFlags take finger hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 9999 0 None None None +AffData affected 'detect_hidden' -1 -1 0 +AffData affected 'detect_invis' -1 -1 0 +AffData affected 'detect_magic' -1 -1 0 +#ENDOBJECT -#MOBILE -Vnum 807 -Keywords guardian githyanki figure~ -Short A githyanki guardian~ -Long A humanoid figure clad in splinted armor blocks your way. -~ -Desc You see a leathery-skinned humanoid creature that stands as tall as a normal -man. Like all githyanki, his teeth are fanged and his eyes hollow and sunken. -He is clad in ornately designed splinted armor, and wields a sword that -whistles through the air as it slices towards your neck. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -500 15 4 6 6000 15000 -Stats2 15 15 150 -Stats3 1 5 6 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet~ -Attacks punch gouge~ -Defenses shockshield disarm~ -#ENDMOBILE +#OBJECT +Vnum 4355 +Keywords avernus sword~ +Type weapon~ +Short &x&zAvernus, the life stealer&w~ +Long A huge, humming sword lies here.~ +Flags hum metal magic bless antigood antineutral anticleric antimage antirogue loyal antinecro~ +WFlags take wield~ +Values 12 7 9 1 1 0 12 0 0 0 0 +Stats 1 100000 -2 1 0 None None None +AffData damroll 8 -1 -1 0 +AffData hitroll 8 -1 -1 0 +AffData immune drain~ -1 -1 0 +AffData affected 'iceshield' -1 -1 0 +AffData affected 'invisible' -1 -1 0 +AffData weaponspell 'quantum spike' -1 -1 0 +#ENDOBJECT -#MOBILE -Vnum 808 -Keywords knight figure githyanki~ -Short A githyanki knight~ -Long A tall figure armored in black observes you quietly. -~ -Desc You see a leathery-skinned humanoid creature that stands a full foot taller -than a normal man. His features are obscured by a suit of ornately designed -splinted armor -- you only hear the hissing of his breath and the scraping -of his sword against its scabbard as it is unsheathed. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected infrared~ -Stats1 -500 25 -2 6 10000 90000 -Stats2 25 25 250 -Stats3 1 5 15 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks punch kick trip drain~ -Defenses parry~ -#ENDMOBILE +#OBJECT +Vnum 4449 +Keywords Last obj~ +Type trash~ +Short a newly created last obj~ +Long Some god dropped a newly created last obj here.~ +Flags proto~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#ENDOBJECT -#MOBILE -Vnum 809 -Keywords githyanki knight protector~ -Short A githyanki protector~ -Long A black knight of the githyanki protects his queen. -~ -Desc You see a leathery-skinned humanoid creature that stands a full foot taller -than a normal man. His features are obscured by a suit of ornately designed -splinted armor -- you only hear the hissing of his breath and the scraping -of his sword against its scabbard as it is unsheathed. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 -500 25 -2 6 10000 90000 -Stats2 25 25 250 -Stats3 1 5 15 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts feet eye~ -Attacks punch trip gouge~ -Defenses dodge~ -#MUDPROG -Progtype greet_prog~ -Arglist 50~ -Comlist say None may approach the Queen of the Gith! -, sheathes his blade and charges into battle! +#ROOM +Vnum 4350 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &zmurky &ggreen &Gp&goo&Gl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ -#ENDPROG +#EXIT +Direction north~ +ToRoom 4354 +#ENDEXIT -#ENDMOBILE +#EXIT +Direction east~ +ToRoom 4355 +#ENDEXIT -#MOBILE -Vnum 810 -Keywords githyanki gish~ -Short An evil gish~ -Long A small githyanki laughs at you through fanged teeth. -~ -Desc You see a leathery-skinned humanoid creature that stands nearly as tall as a -normal man. Like all githyanki, his teeth are fanged and his eyes hollow and -sunken. The gish are well-versed in the arcane arts, unlike the normal gith -people. You notice this from the blast of lightning headed towards you. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected infrared~ -Stats1 -500 11 6 6 3000 12500 -Stats2 11 11 110 -Stats3 1 5 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking magical~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks claws gouge~ -#ENDMOBILE +#EXIT +Direction south~ +ToRoom 4351 +#ENDEXIT -#MOBILE -Vnum 811 -Keywords githyanki gish~ -Short An evil gish~ -Long A gish laughs as flame leaps from his hands towards your face. -~ -Desc You see a leathery-skinned humanoid creature that stands nearly as tall as a -normal man. Like all githyanki, his teeth are fanged and his eyes hollow and -sunken. The gish are well-versed in the arcane arts, unlike the normal gith -people. You notice this from the blast of lightning headed towards you. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc scavenger aggressive stayarea~ -Affected infrared~ -Stats1 -500 11 6 6 3000 12500 -Stats2 11 11 110 -Stats3 1 5 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms heart guts hands feet~ -Immune fire~ -Suscept cold~ -Attacks gouge fireball~ -#ENDMOBILE +#EXIT +Direction west~ +ToRoom 4370 +#ENDEXIT -#MOBILE -Vnum 812 -Keywords gith githyanki warlock figure humanoid~ -Short A warlock of the Gith~ -Long A humanoid figure stands here, holding a silvery sword. -~ -Desc You see a leathery-skinned creature, clad all in black and bearing a silvery- -colored sword. Like all githyanki, his teeth are fanged and his eyes hollow -and sunken. As you turn to flee, you feel the impact of a fireball against -your back. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected detect_invis detect_magic infrared~ -Stats1 -500 30 0 2 10000 55000 -Stats2 20 20 200 -Stats3 1 5 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 -10 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye~ -Immune charm nonmagic~ -Attacks gouge fireball~ -Defenses dodge disarm~ -#MUDPROG -Progtype fight_prog~ -Arglist 50~ -Comlist , prays a mantra to his Queen for aid. -mpechoat $n Suddenly, floating haunting eyes appear and gaze at you. Two bolts -mpechoat $n of blazing blue lightning erupt from them, striking you! -mpechoaround $n of blazing blue lightning erupt from them, striking $n! -c lightning $n -c lightning $n -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist if rand(60) -mpecho In a final effort to destroy you, the warlock slits his wrists in -mpecho a sickening ritual. Coils of dark energy begin to flow along the -mpecho ground, forming into a nightmare. -mpmload 801 -mpforce nightmare c fireball $n -else -mpecho With his dying words, the warlock recites a powerful scroll... -mpjunk all.scroll -mpdamage $r 100 -endif -~ -#ENDPROG +#EXIT +Direction up~ +ToRoom 4425 +#ENDEXIT -#ENDMOBILE +#EXIT +Direction down~ +ToRoom 4375 +#ENDEXIT -#MOBILE -Vnum 813 -Keywords githyanki lich queen~ -Short The lich-queen~ -Long The evil lich-queen of the Gith reaches out to destroy you. -~ -Desc The lich-queen of the githyanki was once human, but no longer. Her skin has -completely shrunken around her skull, held together solely by the force of -unholy magic and the powers of this plane of existence. The cold glare of her -hollow eyes sends you into paroxysms of fright. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender female~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_magic detect_hidden sanctuary infrared shockshield~ -Stats1 -750 30 -8 -8 100000 475000 -Stats2 30 30 300 -Stats3 4 5 20 -Stats4 0 0 4 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye~ -Resist cold sleep charm hold~ -Immune charm~ -Suscept fire blunt~ -Attacks claws trip gouge drain poison~ -Defenses parry dodge disarm~ -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist mptransfer $n 878 -mpgoto 878 -mpecho As the killing blow destroys the lich-queen's corporeal form, wisps -mpecho of her spirit arise from the floor. A haunting voice whispers words -mpecho of a spidery language and the floor suddenly cracks and opens. You -mpecho fall through the chasm about the altar into a swirling field of -mpecho blackness, the cackles of a witch following your descent... -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 100~ -Comlist if rand(10) -, summons her minions from the lower planes... -mpmload 802 -mpmload 809 -else -if rand(40) -, curls her flail past $r's defenses, mauling him! -mpdamage $r 80 -else -, sneers at you. -c 'acid blast' $n -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype greet_prog~ -Arglist 60~ -Comlist say Yes...more souls to dine on at my leisure! -mpecho Deadly flames erupt from the lich-queen's fingers! -c 'burning hands' $n +#ENDROOM + +#ROOM +Vnum 4351 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDPROG +#EXIT +Direction north~ +ToRoom 4350 +#ENDEXIT -#ENDMOBILE +#EXIT +Direction east~ +ToRoom 4356 +#ENDEXIT -#MOBILE -Vnum 814 -Keywords lady gith~ -Short Lady Gith~ -Long Lady Gith forms from a cloud of blackness, her face drenched in tears. -~ -Desc A beautiful human maiden stands before you, tears streaming down her face. -Once a mighty warrior, she led the githyanki to freedom from their formers -enslavers, the mind flayers. She is now imprisoned in this prison due to -an unholy alliance broken by the traitorous lich-queen. She is consumed -by eternal grief for her people, who have been twisted into monsters by -their ruler. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary infrared protect fireshield iceshield~ -Stats1 1000 35 -15 -10 5000 750000 -Stats2 35 35 350 -Stats3 10 3 50 -Stats4 0 0 0 0 0 -Attribs 18 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common magical~ -Bodyparts head arms legs heart guts hands feet eye~ -Resist fire cold sleep charm hold~ -Immune sleep charm nonmagic~ -Suscept electricity energy blunt~ -Attacks punch kick bash gouge weaken~ -Defenses parry dodge disarm~ -#MUDPROG -Progtype greet_prog~ -Arglist 75~ -Comlist cry -say There is no hope for my people. Though you have defeated their -say horrible leader, she will return... -~ -#ENDPROG +#EXIT +Direction south~ +ToRoom 4352 +#ENDEXIT -#MUDPROG -Progtype rand_prog~ -Arglist 3~ -Comlist , weeps softly. -~ -#ENDPROG +#EXIT +Direction west~ +ToRoom 4371 +#ENDEXIT -#MUDPROG -Progtype rand_prog~ -Arglist 2~ -Comlist say If you wish to leave this lair of despair, you have but to say -say so. Only my brethren and I are truly chained here... -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist p I wish to leave this lair of despair~ -Comlist nod -say Goodbye, $n... -mpechoaround $n White light flows from Gith's outstretched fingers and -mpechoaround $n swirls about $n. -mpechoat $n White light flows from Gith's outstretched fingers and -mpechoat $n swirls about you. -mptransfer $n 21000 -if ispkill($n) - mptrans 0.$n 3009 -else - mptrans 0.$n 21000 -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist p I wish to leave this lair of despair.~ -Comlist nod -say Goodbye, $n... -mpechoaround $n White light flows from Gith's outstretched fingers and -mpechoaround $n swirls about $n. -mpechoat $n White light flows from Gith's outstretched fingers and -mpechoat $n swirls about you. -mptransfer $n 21000 -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 50~ -Comlist say If only I could die. This place allows none of my kind peace! -mpecho With unparalleled rage, Lady Gith summons forth a torrent of acid! -c 'acid blast' $n -c 'acid blast' $n -~ -#ENDPROG +#EXIT +Direction up~ +ToRoom 4426 +#ENDEXIT -#ENDMOBILE +#EXIT +Direction down~ +ToRoom 4376 +#ENDEXIT -#MOBILE -Vnum 815 -Keywords ghost~ -Short An insubstantial ghost~ -Long A ghost wanders here, intent on destroying all life. -~ -Desc The ghost makes no sound. It is a shadowy shell of its former self, cursed -now to roam forever without rest. The mind of this creature has been twisted -and destroyed in this torment, and it now intends to destroy all true living -beings it encounters, including you. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_evil detect_invis hold sanctuary infrared curse _flaming _paralysis sneak pass_door~ -Stats1 -1000 16 2 0 0 19000 -Stats2 16 16 160 -Stats3 2 9 2 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Resist cold sleep charm hold~ -Immune nonmagic~ -Suscept fire blunt~ -Attacks drain~ -#ENDMOBILE +#ENDROOM -#MOBILE -Vnum 816 -Keywords githzerai prisoner~ -Short An imprisoned githzerai~ -Long A githzerai plots his escape plan. -~ -Desc You see a conniving humanoid, a descendant of a race of humans once enslaved -by the mind flayers and related to the githyanki. Unfortunately, the two races -are bitter enemies, and this one happened to get caught. He intends to escape. +#ROOM +Vnum 4352 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected infrared~ -Stats1 -250 10 8 8 0 6000 -Stats2 10 10 100 -Stats3 1 4 4 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye~ -Attacks kick~ -Defenses dodge~ -#ENDMOBILE +#EXIT +Direction north~ +ToRoom 4351 +#ENDEXIT -#MOBILE -Vnum 817 -Keywords mind flayer prisoner~ -Short a tortured mind flayer~ -Long A mind flayer lies here, scarred from the torture inflicted by the githyanki. -~ -Desc You see a formerly tall humanoid creature, with four tentacles hanging from the -middle of its head. It is hunched over, bent and scarred from torture -inflicted by the githyanki. It cringes as you approach. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc sentinel~ -Stats1 0 8 13 2 0 3000 -Stats2 8 8 80 -Stats3 3 4 5 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet eye tentacles~ -Immune sleep charm~ -Attacks drain~ -#ENDMOBILE +#EXIT +Direction east~ +ToRoom 4357 +#ENDEXIT -#MOBILE -Vnum 818 -Keywords dragon red slave~ -Short The enslaved red dragon~ -Long A giant red dragon is chained here, his breath heating the furnace. -~ -Desc The mighty scaled beast has been magically bound and subdued by the residents -of the keep. Nevertheless, he is still an impressive sight, some twenty feet -in length with an even more massive wingspan. He watches you, smoke drifting -from his open mouth. -~ -Race dragon~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis infrared~ -Stats1 -400 28 -3 -6 100000 350000 -Stats2 28 28 280 -Stats3 3 5 25 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common elvish dragon magical~ -Speaking dragon~ -Bodyparts head heart guts feet wings claws horns~ -Resist fire magic~ -Immune charm~ -Suscept cold~ -Attacks bite claws tail firebreath~ -#ENDMOBILE +#EXIT +Direction south~ +ToRoom 4353 +#ENDEXIT -#MOBILE -Vnum 819 -Keywords fire furnace flame~ -Short A massive blast of fire~ -Long The fires of the furnace burn away at your skin! -~ -Desc The fire feeds on your skin like a living being, licking out at your hair. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected infrared fireshield~ -Stats1 0 13 5 5 0 10000 -Stats2 13 13 130 -Stats3 3 3 3 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common elvish pixie orcish rodent mammal spiritual magical god ancient clan~ -Speaking common elvish pixie orcish rodent mammal spiritual magical god ancient clan~ -Resist fire~ -Immune fire~ -Suscept cold~ -Attacks fireball~ -#ENDMOBILE +#EXIT +Direction west~ +ToRoom 4372 +#ENDEXIT -#MOBILE -Vnum 899 -Keywords border mob~ -Short a newly created border mob~ -Long Some god abandoned a newly created border mob here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc prototype~ -Stats1 0 1 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE +#EXIT +Direction up~ +ToRoom 4427 +#ENDEXIT -#OBJECT -Vnum 800 -Keywords pearl wand~ -Type weapon~ -Short a pearl wand~ -Long The ground seems to cradle a pearl wand here.~ -Action blast~ -Flags magic antigood antievil~ -WFlags take wield~ -Values 12 4 8 6 0 0 -Stats 5 1000000 -31072 0 0 -Affect -1 -1 60 12 0 -Affect -1 -1 20 13 0 -Affect -1 -1 5 18 0 -Affect -1 -1 8 19 0 -#EXDESC -ExDescKey wand pearl~ -ExDesc An intricate number of nooks have been engraved in the end of the wand, -as though it was a key of some sort... -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4377 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 801 -Keywords scroll violet~ -Type scroll~ -Short a violet scroll~ -Long A rolled piece of violet parchment lies on the floor.~ -Flags bless~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 2500 250 0 0 -Spells 'armor' 'bless' 'shield' -#EXDESC -ExDescKey scroll violet~ -ExDesc The scroll is written on soft violet parchment that has a pleasing smell to it. +#ROOM +Vnum 4353 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC +#EXIT +Direction north~ +ToRoom 4352 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction east~ +ToRoom 4358 +#ENDEXIT -#OBJECT -Vnum 802 -Keywords tablet scroll black~ -Type scroll~ -Short a black etched tablet~ -Long Lying on the ground is a jet black stone tablet.~ -Flags evil~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 5 15000 1500 0 0 -Spells 'blazebane' 'inner warmth' 'NONE' -#EXDESC -ExDescKey tablet scroll black~ -ExDesc The tablet is an unreflective black rectangular piece of stone, with strange -writings etched deep into its surface. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4354 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction west~ +ToRoom 4373 +#ENDEXIT -#OBJECT -Vnum 803 -Keywords scroll githyanki~ -Type scroll~ -Short a scroll with githyanki writings on it~ -Long You see a scroll written in an alien tongue.~ -WFlags take~ -Values 24 -1 -1 -1 0 0 -Stats 1 7500 750 0 0 -Spells 'lightning bolt' 'lightning bolt' 'NONE' -#EXDESC -ExDescKey scroll githyanki~ -ExDesc The scroll has writings on it that you cannot comprehend. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4428 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction down~ +ToRoom 4378 +#ENDEXIT -#OBJECT -Vnum 804 -Keywords amulet demon~ -Type wand~ -Short a small demon's amulet~ -Long A small amulet lies here in the dirt.~ -Flags evil nodrop~ -WFlags take hold~ -Values 25 5 5 -1 0 0 -Stats 5 20000 2000 0 0 -Affect -1 -1 -1 3 0 -Affect -1 -1 -1 4 0 -Spells 'energy drain' -#EXDESC -ExDescKey 'amulet demon'~ -ExDesc The amulet has been forged of an unknown metal. Raised inscriptions -and images depict snakes, tortured victims and various unholy rites. -A tingling sensation passes through you when you point the amulet -towards another living being. +#ENDROOM + +#ROOM +Vnum 4354 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC +#EXIT +Direction north~ +ToRoom 4353 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction east~ +ToRoom 4359 +#ENDEXIT -#OBJECT -Vnum 805 -Keywords talisman devilish~ -Type staff~ -Short a devilish talisman~ -Long On the ground is a small talisman which radiates a tangible evil.~ -Flags evil nodrop~ -WFlags take hold~ -Values 25 5 5 -1 0 0 -Stats 5 21000 2100 0 0 -Affect -1 -1 -10 13 0 -Spells 'flamestrike' -#EXDESC -ExDescKey talisman devilish~ -ExDesc The talisman is a red circular stone object hanging from a metallic chain. -It seems to pulse with a life of its own and you feel uncomfortable being -anywhere near it. Engraved in the center is one word. Merely reading -it induces chilling fright. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4350 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction west~ +ToRoom 4374 +#ENDEXIT -#OBJECT -Vnum 806 -Keywords knife silvery~ -Type weapon~ -Short a silvery knife~ -Long A flat-bladed silvery knife lies here.~ -Action stab~ -Flags magic~ -WFlags take wield~ -Values 0 2 4 2 0 0 -Stats 3 1000 100 0 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 -#EXDESC -ExDescKey knife silvery~ -ExDesc The knife is forged from a strange silvery metal the likes of which you -have never seen in your own world. It is incredibly sharp and hard, yet -feels almost fluid to the touch. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4429 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction down~ +ToRoom 4379 +#ENDEXIT -#OBJECT -Vnum 807 -Keywords dagger silvery~ -Type weapon~ -Short a silvery dagger~ -Long A sharp-looking silvery dagger lies here.~ -Action pierce~ -Flags magic~ -WFlags take wield~ -Values 0 3 4 11 0 0 -Stats 3 1500 150 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 1 19 0 -#EXDESC -ExDescKey dagger silvery~ -ExDesc The dagger is forged from a strange silvery metal the likes of which you -have never seen in your own world. It is incredibly sharp and hard, yet -feels almost fluid to the touch. +#ENDROOM + +#ROOM +Vnum 4355 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC +#EXIT +Direction north~ +ToRoom 4359 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction east~ +ToRoom 4360 +#ENDEXIT -#OBJECT -Vnum 808 -Keywords sword thin~ -Type weapon~ -Short an extremely sharp and thin sword~ -Long Light glints off the edge of a razor-sharp sword.~ -Action slice~ -Flags magic~ -WFlags take wield~ -Values 0 4 4 1 0 0 -Stats 3 2000 200 0 0 -Affect -1 -1 1 2 0 -Affect -1 -1 1 18 0 -Affect -1 -1 3 19 0 -#EXDESC -ExDescKey sword thin~ -ExDesc The sword is forged from a strange silvery metal. It barely measures an inch -across at its widest point, yet it is totally inflexible and razor-sharp. It -could probably cut through stone. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4356 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4350 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4430 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4380 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4356 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Yg&Oolde&Yn yellow &Yp&Ooo&Yl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4355 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4361 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4357 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4351 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4431 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4381 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4357 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4356 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4362 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4358 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4352 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4432 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4382 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4358 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4357 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4363 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4359 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4353 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4433 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4383 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4359 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Ysandy &Obrown &Yp&Ooo&Yl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4358 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4364 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4355 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4354 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4434 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4384 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4360 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4364 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4365 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4361 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4355 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4435 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4385 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4361 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4360 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4366 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4362 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4356 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4436 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4386 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4362 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4361 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4367 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4363 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4357 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4437 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4387 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4363 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &rm&Oudd&ry &Obrown &rp&Ooo&rl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4362 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4368 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4364 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4358 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4438 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4388 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4364 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4363 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4369 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4360 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4359 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4439 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4389 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4365 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4369 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4370 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4366 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4360 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4440 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4390 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4366 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4365 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4371 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4367 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4361 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4441 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4391 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4367 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4366 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4372 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4368 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4362 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4442 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4392 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4368 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4367 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4373 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4369 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4363 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4443 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4393 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4369 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4368 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4374 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4365 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4364 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4444 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4394 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4370 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Phot pink pool &Bshimmers &Where. +~ +#EXIT +Direction north~ +ToRoom 4374 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4350 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4371 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4365 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4445 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4395 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4371 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4370 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4351 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4372 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4366 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4446 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4396 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4372 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Gs&glim&Gy &ggreen &Gp&goo&Gl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4371 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4352 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4373 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4367 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4447 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4397 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4373 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4372 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4353 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4374 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4368 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4398 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4374 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4373 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4354 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4370 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4369 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4449 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4399 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4375 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +An &bsh&wado&bwy &wgrey &wp&boo&wl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4379 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4380 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4376 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4395 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4350 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4400 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4376 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4375 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4381 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4377 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4396 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4351 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4401 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4377 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Ob&Yurnishe&Od &Yo&Orang&Ye &Op&Yoo&Ol &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. +~ +#EXIT +Direction north~ +ToRoom 4376 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4382 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4378 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4397 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4352 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4402 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 4378 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ +#EXIT +Direction north~ +ToRoom 4377 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4383 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4379 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4398 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4353 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4403 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 809 -Keywords sword thin two two-handed~ -Type weapon~ -Short a thin two-handed sword~ -Long A heavy yet thinly bladed two-handed sword lies here.~ -Action slash~ -Flags magic~ -WFlags take wield~ -Values 0 6 4 3 0 0 -Stats 16 5000 500 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 4 19 0 -#EXDESC -ExDescKey sword thin two two-handed~ -ExDesc The sword is forged from a strange silvery metal. It barely measures two -inches across at its widest point, yet it is totally inflexible and razor -sharp. It could probably cut through stone. +#ROOM +Vnum 4379 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC - -#ENDOBJECT +#EXIT +Direction north~ +ToRoom 4378 +#ENDEXIT -#OBJECT -Vnum 810 -Keywords sword silvery~ -Type weapon~ -Short a silvery sword~ -Long A silvery sword gleams unnaturally with an alien light.~ -Action slash~ -Flags glow magic~ -WFlags take wield~ -Values 0 5 4 3 0 0 -Stats 13 10000 1000 0 0 -Affect -1 -1 2 2 0 -Affect -1 -1 4 18 0 -Affect -1 -1 2 19 0 -#EXDESC -ExDescKey sword silvery~ -ExDesc The sword is forged from a strange silvery metal the likes of which you have -never seen in your own world. It is incredibly sharp and hard, yet feels -almost fluid to the touch. -~ -#ENDEXDESC +#EXIT +Direction east~ +ToRoom 4384 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction south~ +ToRoom 4375 +#ENDEXIT -#OBJECT -Vnum 811 -Keywords flail barbed iron~ -Type weapon~ -Short an iron barbed flail~ -Long A rusty iron flail with wicked barbs on it tears at the ground.~ -Action tear~ -Flags hum evil~ -WFlags take wield~ -Values 0 5 5 5 0 0 -Stats 14 20000 2000 0 0 -Affect -1 -1 3 18 0 -Affect -1 -1 7 19 0 -#EXDESC -ExDescKey flail barbed iron~ -ExDesc This hideous weapon has claimed many lives. You can tell from the bloodstains -dried into the iron and from the residue of flesh that hangs from the many -barbs on it. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4399 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction up~ +ToRoom 4354 +#ENDEXIT -#OBJECT -Vnum 812 -Keywords sword gith~ -Type weapon~ -Short the holy sword of the githyanki~ -Long You feel tendrils of soft light emanating from a magnificent blade.~ -Action slash~ -Flags magic bless antievil~ -WFlags take wield~ -Values 0 10 3 3 0 0 -Stats 25 100000 10000 0 0 -Affect -1 -1 2 1 0 -Affect -1 -1 11 18 0 -Affect -1 -1 4 19 0 -Affect -1 -1 8192 26 0 -#EXDESC -ExDescKey sword gith~ -ExDesc The blade of this sword is made of pure platinum. It is believed to be -the blade that the Lady Gith used in leading her people to freedom. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4404 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 813 -Keywords stone flame~ -Type light~ -Short a brightly flaming stone~ -Long The room is lit by a hot blue flame coming from a small stone.~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 1 5000 500 0 0 -Affect -1 -1 -2 17 0 -Affect -1 -1 -5 23 0 -Affect -1 -1 15 13 0 -#EXDESC -ExDescKey stone flame~ -ExDesc This stone burns with an flame that emits great heat, yet it can be held with -ease. The flame creates a light that allows you to see for miles. -~ -#ENDEXDESC - -#MUDPROG -Progtype damage_prog~ -Arglist 90~ -Comlist mpoload 813 -mpecho As the flaming stone is split in two, one half sputters -mpecho and dies, while the other one begins flaming anew... -drop stone -mpforce $n get stone -mpforce $n wear stone +#ROOM +Vnum 4380 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDPROG - -#ENDOBJECT +#EXIT +Direction north~ +ToRoom 4384 +#ENDEXIT -#OBJECT -Vnum 814 -Keywords powder astral~ -Type pill~ -Short some astral powder~ -Long Twinkling powder floats before your eyes.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 1 5000 500 0 0 -Spells 'refresh' 'NONE' 'NONE' -#EXDESC -ExDescKey powder astral~ -ExDesc You see the residue of the astral plane. -~ -#ENDEXDESC +#EXIT +Direction east~ +ToRoom 4385 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction south~ +ToRoom 4381 +#ENDEXIT -#OBJECT -Vnum 815 -Keywords vest splint~ -Type armor~ -Short a splint mail vest~ -Long An intricately fashioned splint mail vest lies here.~ -WFlags take body~ -Values 7 0 0 0 0 0 -Stats 45 5000 500 0 0 -#EXDESC -ExDescKey vest splint~ -ExDesc This splint mail has been expertly and ornately fashioned from the highest -quality of steels. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4375 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction up~ +ToRoom 4355 +#ENDEXIT -#OBJECT -Vnum 816 -Keywords skirt splint~ -Type armor~ -Short a splint mail skirt~ -Long An intricately fashioned splint mail skirt lies here.~ -WFlags take legs~ -Values 7 0 0 0 0 0 -Stats 20 1000 100 0 0 -#EXDESC -ExDescKey skirt splint~ -ExDesc This splint mail has been expertly and ornately fashioned from the highest -quality of steels. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4405 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 817 -Keywords sleeves splint~ -Type armor~ -Short a pair of splint mail sleeves~ -Long A pair of intricately fashioned splint mail sleeves lie here.~ -WFlags take arms~ -Values 7 0 0 0 0 0 -Stats 15 1000 100 0 0 -#EXDESC -ExDescKey sleeves splint~ -ExDesc This splint mail has been expertly and ornately fashioned from the highest -quality of steels. +#ROOM +Vnum 4381 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC - -#ENDOBJECT +#EXIT +Direction north~ +ToRoom 4380 +#ENDEXIT -#OBJECT -Vnum 818 -Keywords gauntlets ornate~ -Type armor~ -Short a pair of ornately designed gauntlets~ -Long A pair of painstakingly designed ornate gauntlets lie here.~ -WFlags take hands~ -Values 7 0 0 0 0 0 -Stats 5 19000 1900 0 0 -Affect -1 -1 2 1 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 -#EXDESC -ExDescKey gauntlets ornate~ -ExDesc These gauntlets have been expertly and ornately fashioned from the highest -quality of steels. -~ -#ENDEXDESC +#EXIT +Direction east~ +ToRoom 4386 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction south~ +ToRoom 4382 +#ENDEXIT -#OBJECT -Vnum 819 -Keywords dress silk~ -Type armor~ -Short a dress of black silk~ -Long A dress of black silk has been left lying here.~ -Flags magic~ -WFlags take body~ -Values 3 3 0 0 0 0 -Stats 5 50 5 0 0 -Affect -1 -1 -6 17 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 3 31 0 -Affect -1 -1 2 27 0 -Affect -1 -1 40 13 0 -#EXDESC -ExDescKey dress black silk~ -ExDesc The dress seems to afford little mundane protection, yet glows with a -strange magical power... -~ -#ENDEXDESC - -#MUDPROG -Progtype damage_prog~ -Arglist 100~ -Comlist mpecho As the magical dress is damaged, mystic powers are released from -mpecho the black silk and begin swirling about $n's form... -c fires $n -c ices $n -c sanc $n -~ -#ENDPROG - -#MUDPROG -Progtype repair_prog~ -Arglist 100~ -Comlist mpecho Though the dress has been sewn together, the magical threads which -mpecho gave it life have been severed and it decays to nothing... -mpforce $n drop dress -mpforce $n sac dress -~ -#ENDPROG +#EXIT +Direction west~ +ToRoom 4376 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction up~ +ToRoom 4356 +#ENDEXIT -#OBJECT -Vnum 820 -Keywords potion violet~ -Type potion~ -Short a violet potion~ -Long A tall glass flask holds a translucent violet fluid.~ -WFlags take~ -Values 18 -1 -1 -1 0 0 -Stats 2 1000 100 0 0 -Spells 'invis' 'protection' 'detect evil' -#EXDESC -ExDescKey potion violet~ -ExDesc The violet fluid inside shifts and swirls. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4406 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 821 -Keywords potion vial murky~ -Type potion~ -Short a vial of murky fluid~ -Long A small vial contains a murky, sludge-like substance.~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 750 75 0 0 -Spells 'blindness' 'shield' 'NONE' -#EXDESC -ExDescKey potion vial murky~ -ExDesc The murky liquid inside this vial looks a lot like sewer water. +#ROOM +Vnum 4382 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC - -#ENDOBJECT +#EXIT +Direction north~ +ToRoom 4381 +#ENDEXIT -#OBJECT -Vnum 822 -Keywords potion silvery~ -Type potion~ -Short a silvery-colored potion~ -Long An octagonal vial holds a silvery-colored fluid that reflects light.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 2 1500 150 0 0 -Spells 'detect invis' 'detect magic' 'detect poison' -#EXDESC -ExDescKey potion silvery~ -ExDesc The octagonal vial contains a silvery-colored liquid that shimmers in the light. -~ -#ENDEXDESC +#EXIT +Direction east~ +ToRoom 4387 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction south~ +ToRoom 4383 +#ENDEXIT -#OBJECT -Vnum 823 -Keywords mint chocolate~ -Type pill~ -Short a tasty-looking chocolate mint~ -Long Someone has dropped a delicious-looking chocolate mint here.~ -WFlags take~ -Values 35 -1 -1 -1 0 0 -Stats 1 1000 100 0 0 -Spells 'refresh' 'heal' 'NONE' -#EXDESC -ExDescKey mint chocolate~ -ExDesc This mint is made from the finest of chocolates, surrounding a cool peppermint -interior that must be savored, not swallowed. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4377 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction up~ +ToRoom 4357 +#ENDEXIT -#OBJECT -Vnum 824 -Keywords pentagram~ -Type key~ -Short a black pentagram~ -Long A small black metal pentagram has been left here.~ -Flags invis~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 10 0 0 0 0 -#EXDESC -ExDescKey pentagram~ -ExDesc The pentagram is a small circular hoop that surrounds a five-pointed star. -Inscribed on its exterior loop are markings in an alien tongue. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4407 +#ENDEXIT -#ENDOBJECT +#ENDROOM -#OBJECT -Vnum 825 -Keywords silk pouch~ -Type money~ -Short a pouch of fine silk~ -Long A pouch crafted of the finest silk lies here.~ -WFlags take~ -Values 169372 0 0 0 0 0 -Stats 100 400000 -25536 0 0 -#EXDESC -ExDescKey pouch rotting~ -ExDesc You think you see glints of metal through the holes... +#ROOM +Vnum 4383 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ -#ENDEXDESC +#EXIT +Direction north~ +ToRoom 4382 +#ENDEXIT -#ENDOBJECT +#EXIT +Direction east~ +ToRoom 4388 +#ENDEXIT -#OBJECT -Vnum 826 -Keywords vial etherealness~ -Type potion~ -Short a vial of etherealness~ -Long A vial of wispy vapors lies here.~ -Flags glow hum magic~ -WFlags take hold~ -Values 45 -1 -1 -1 0 0 -Stats 2 22600 2260 0 0 -Spells 'pass door' 'restore mana' 'restore mana' -#ENDOBJECT +#EXIT +Direction south~ +ToRoom 4384 +#ENDEXIT -#OBJECT -Vnum 899 -Keywords border object~ -Type trash~ -Short a newly created border object~ -Long Some god dropped a newly created border object here.~ -Flags prototype~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT +#EXIT +Direction west~ +ToRoom 4378 +#ENDEXIT -#ROOM -Vnum 800 -Name The Bottom of the Rainbow~ -Sector air~ -Desc You are standing before a shimmering rainbow arching high up into the -sky. You feel somehow separated from the natural world, even though the -city of Darkhaven lies below you. -~ #EXIT Direction up~ -ToRoom 801 -Desc The rainbow extends above you, fading out of existence only meters away. -~ +ToRoom 4358 #ENDEXIT #EXIT Direction down~ -ToRoom 21338 -Desc You can see the Temple of Darkhaven below you. -~ +ToRoom 4408 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow softly glows with beams of light in colors that defy -description. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 801 -Name On the Rainbow~ -Sector air~ -Desc You are standing on the rainbow, surrounded by many beams of multicolored -light. Through the bottom of the rainbow you can barely make out the -cathedral of Darkhaven. +Vnum 4384 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT -Direction up~ -ToRoom 802 -Desc The rainbow extends far above you, slowly fading into darkness. -~ +Direction north~ +ToRoom 4383 #ENDEXIT #EXIT -Direction down~ -ToRoom 800 -Desc The rainbow extends below you towards Darkhaven. -~ +Direction east~ +ToRoom 4389 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow softly glows with beams of light in colors that defy -description. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4380 +#ENDEXIT -#ENDROOM +#EXIT +Direction west~ +ToRoom 4379 +#ENDEXIT -#ROOM -Vnum 802 -Name On the Rainbow~ -Sector air~ -Desc You are standing on the rainbow, surrounded by many beams of multicolored -light. Through the bottom of the rainbow you can see the city of Darkhaven and -the land surrounding it. The vast landscape seems to be leagues below you. -~ #EXIT Direction up~ -ToRoom 803 -Desc The rainbow extends far above you, slowly fading into darkness. -~ +ToRoom 4359 #ENDEXIT #EXIT Direction down~ -ToRoom 801 -Desc The rainbow extends below you towards the land you once knew as home. -~ +ToRoom 4409 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow softly glows with beams of light in colors that defy -description. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 803 -Name On the Rainbow~ -Sector air~ -Desc You are standing on the rainbow, surrounded by many beams of multicolored -light. The rainbow extends above and below you as far as you can see. +Vnum 4385 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4389 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4390 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4386 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4380 +#ENDEXIT + #EXIT Direction up~ -ToRoom 804 -Desc The rainbow extends far above you. You see a glowing white light at the -rainbow's end. -~ +ToRoom 4360 #ENDEXIT #EXIT Direction down~ -ToRoom 802 -Desc The rainbow extends far below you, slowly fading into darkness. -~ +ToRoom 4410 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow brightly glows with beams of light in colors that defy -description. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 804 -Name On the Rainbow~ -Sector air~ -Desc You are nearing the end of the rainbow. The beams of multicolored -light have begun to merge and solidify. All around you you see glowing -star-like motes of dust. High above you is a floating bridge. +Vnum 4386 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +&wA &Wch&zec&Wke&zre&wd&w &Wp&zoo&Wl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT -Direction up~ -ToRoom 805 -Desc The rainbow extends above you, merging into a brilliant glowing -bridge. -~ +Direction north~ +ToRoom 4385 #ENDEXIT #EXIT -Direction down~ -ToRoom 803 -Desc The rainbow extends far below you, slowly fading into darkness. -~ +Direction east~ +ToRoom 4391 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow brilliantly glows with beams of blinding light, in colors -that sweep together and merge before your eyes. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4387 +#ENDEXIT -#EXDESC -ExDescKey motes star stars dust~ -ExDesc The star-like motes dance before your eyes. They are incredibly beautiful yet -intangible -- your hand passes right through them. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4381 +#ENDEXIT -#EXDESC -ExDescKey bridge~ -ExDesc The colors of the rainbow seem to converge into a glowing bridge that leads -to a massive white gate. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4361 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4411 +#ENDEXIT #ENDROOM #ROOM -Vnum 805 -Name The Glowing Bridge at the Rainbow's End~ -Sector city~ -Desc After a long climb you have reached the end of the rainbow. The brilliant -colors have twisted and merged into a beautiful glowing bridge that leads -toward a massive white gate to the north. All around you is a soft, peaceful -glow interrupted only by the passing of star-like dust motes before your eyes. +Vnum 4387 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 806 -Desc The bridge leads on to a massive white gate. You see a large grey figure -standing there. -~ +ToRoom 4386 #ENDEXIT #EXIT -Direction down~ -ToRoom 804 -Desc The bridge fragments into a beautiful spectrum of colors that drops out of sight below you. -~ +Direction east~ +ToRoom 4392 #ENDEXIT -#EXDESC -ExDescKey rainbow~ -ExDesc The rainbow seems to be forming directly from the light of the bridge. It -drops out of sight below you. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4388 +#ENDEXIT -#EXDESC -ExDescKey motes star stars dust~ -ExDesc The star-like motes dance before your eyes. They are incredibly beautiful yet -intangible -- your hand passes right through them. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4382 +#ENDEXIT -#EXDESC -ExDescKey bridge~ -ExDesc The bridge glows with an unearthly light. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4362 +#ENDEXIT -#EXDESC -ExDescKey gate~ -ExDesc The gate towers ten feet above your head. Beyond it is a field of utter -blackness from which the motes of light seem to issue forth. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4412 +#ENDEXIT #ENDROOM #ROOM -Vnum 806 -Name The Astral Gate~ -Sector city~ -Desc The bridge ends here before a massive, pearly-colored gate beyond which -you can see a field of blackness filled with silvery snake-like tendrils, -stars, and occasional flashes of light. A slate plaque inset in the wall -next to the gate catches your eye. +Vnum 4388 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &cdeep &ppurple &Pp&poo&Pl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 807 -Key 800 -Desc Through the gate you see a massive field of blackness that extends as far -as you can see. -~ -Keywords gate~ -Flags isdoor closed locked pickproof nopassdoor~ +ToRoom 4387 #ENDEXIT #EXIT -Direction south~ -ToRoom 805 -Desc The bridge extends towards the rainbow, which drops out of sight -below you. -~ +Direction east~ +ToRoom 4393 #ENDEXIT -Reset M 0 800 1 806 - Reset E 0 800 0 16 - Reset G 1 826 1 -Reset D 0 806 0 2 -#EXDESC -ExDescKey gate~ -ExDesc You see a huge, glowing gate wrought from an incredibly hard translucent -material. Each of the intricately carved bars of this mighty gate are about -as thick as a man's wrist, rising from the floor to a height of ten feet. A -plaque is inset into the wall next to the gate. -~ -#ENDEXDESC +#EXIT +Direction south~ +ToRoom 4389 +#ENDEXIT -#EXDESC -ExDescKey plaque~ -ExDesc The plaque reads: +#EXIT +Direction west~ +ToRoom 4383 +#ENDEXIT -Let this gate stand to protect mortal man for all time against the perils of -the outer planes of existence and the creatures fair and foul that dwell -within. +#EXIT +Direction up~ +ToRoom 4363 +#ENDEXIT -(This zone, the Astral Plane and accompanying githyanki keep, was written by - Andersen for any standard Merc 2.0 mud.) - -(This zone was later renovated and spiced up by Lord Rennard for the -Realms of Despair.) -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4413 +#ENDEXIT #ENDROOM #ROOM -Vnum 807 -Name Into the Astral Plane~ -Sector field~ -Flags nomob indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting. To the south is a set of pearly -gates: the sole mundane manner of leaving the Astral Plane. +Vnum 4389 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 808 -Desc The astral field leads off into infinity. -~ +ToRoom 4388 #ENDEXIT #EXIT Direction east~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4394 #ENDEXIT #EXIT Direction south~ -ToRoom 806 -Key 800 -Desc The astral gate leads back to your world. -~ -Keywords gate~ -Flags isdoor closed locked pickproof nopassdoor~ +ToRoom 4385 #ENDEXIT #EXIT Direction west~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4384 #ENDEXIT #EXIT Direction up~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4364 #ENDEXIT #EXIT Direction down~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4414 #ENDEXIT -Reset D 0 807 2 2 -#EXDESC -ExDescKey gate~ -ExDesc From here the pearly-colored gate seems very small and insubstantial. -Through its bars you can see the astral guardian, protecting Despair from the -perils of the Astral Plane. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 808 -Name Exploring the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting, and it is difficult to maintain your -bearings and sense of direction. +Vnum 4390 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4394 #ENDEXIT #EXIT Direction east~ -ToRoom 807 -Desc The astral field leads off into infinity. -~ +ToRoom 4395 #ENDEXIT #EXIT Direction south~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4391 #ENDEXIT #EXIT Direction west~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4385 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4365 #ENDEXIT #EXIT Direction down~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4415 #ENDEXIT -Reset R 0 808 6 #ENDROOM #ROOM -Vnum 809 -Name Exploring the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting, and it is difficult to maintain your -bearings and sense of direction. +Vnum 4391 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4390 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4396 #ENDEXIT #EXIT Direction south~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4392 #ENDEXIT #EXIT Direction west~ -ToRoom 807 -Desc The astral field leads off into infinity. -~ +ToRoom 4386 #ENDEXIT #EXIT Direction up~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4366 #ENDEXIT #EXIT Direction down~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4416 #ENDEXIT -Reset R 0 809 6 #ENDROOM #ROOM -Vnum 810 -Name Exploring the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting, and it is difficult to maintain your -bearings and sense of direction. +Vnum 4392 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4391 +#ENDEXIT + #EXIT Direction east~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4397 #ENDEXIT #EXIT Direction south~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4393 #ENDEXIT #EXIT Direction west~ -ToRoom 808 -Desc The astral field leads off into infinity. -~ +ToRoom 4387 #ENDEXIT #EXIT Direction up~ -ToRoom 807 -Desc The astral field leads off into infinity. -~ +ToRoom 4367 #ENDEXIT #EXIT Direction down~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4417 #ENDEXIT -Reset R 0 810 6 #ENDROOM #ROOM -Vnum 811 -Name Exploring the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting, and it is difficult to maintain your -bearings and sense of direction. +Vnum 4393 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4392 #ENDEXIT #EXIT Direction east~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4398 #ENDEXIT #EXIT Direction south~ -ToRoom 807 -Desc The astral field leads off into infinity. -~ +ToRoom 4394 #ENDEXIT #EXIT Direction west~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4388 #ENDEXIT #EXIT Direction up~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4368 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4418 #ENDEXIT -Reset R 0 811 6 #ENDROOM #ROOM -Vnum 812 -Name Exploring the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting, and it is difficult to maintain your -bearings and sense of direction. +Vnum 4394 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +&wAn &binky&w &zblack&w &bp&zoo&bl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4393 #ENDEXIT #EXIT Direction east~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4399 #ENDEXIT #EXIT Direction south~ -ToRoom 807 -Desc The astral field leads off into infinity. -~ +ToRoom 4390 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4389 #ENDEXIT #EXIT Direction up~ -ToRoom 808 -Desc The astral field leads off into infinity. -~ +ToRoom 4369 #ENDEXIT #EXIT Direction down~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4419 #ENDEXIT -Reset R 0 812 6 #ENDROOM #ROOM -Vnum 813 -Name Roaming the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting. The astral field lies in all -directions. +Vnum 4395 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4399 #ENDEXIT #EXIT Direction east~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4375 #ENDEXIT #EXIT Direction south~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4396 #ENDEXIT #EXIT Direction west~ -ToRoom 808 -Desc The astral field leads off into infinity. -~ +ToRoom 4390 #ENDEXIT #EXIT Direction up~ -ToRoom 820 -Desc The astral field leads off into infinity. -~ +ToRoom 4370 #ENDEXIT #EXIT Direction down~ -ToRoom 818 -Desc The astral field leads off into infinity. -~ +ToRoom 4420 #ENDEXIT -Reset R 0 813 6 -Reset M 0 804 10 813 #ENDROOM #ROOM -Vnum 814 -Name Roaming the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is very disorienting. The vast expanse of the astral -field lies in all directions. +Vnum 4396 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 808 -Desc The astral field leads off into infinity. -~ +ToRoom 4395 #ENDEXIT #EXIT Direction east~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4376 #ENDEXIT #EXIT Direction south~ -ToRoom 819 -Desc The astral field leads off into infinity. -~ +ToRoom 4397 #ENDEXIT #EXIT Direction west~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4391 #ENDEXIT #EXIT Direction up~ -ToRoom 818 -Desc The astral field leads off into infinity. -~ +ToRoom 4371 #ENDEXIT #EXIT Direction down~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4421 #ENDEXIT -Reset R 0 814 6 #ENDROOM #ROOM -Vnum 815 -Name Roaming the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is disorienting, yet your instincts say you are -nearing what you seek. All exits lead off into the astral field. +Vnum 4397 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +&wAn angry &Yfiery &Rred&w portal stands before you, daring you to enter. ~ #EXIT Direction north~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4396 #ENDEXIT #EXIT Direction east~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4377 #ENDEXIT #EXIT Direction south~ -ToRoom 822 -Desc The astral field leads off into infinity. -~ +ToRoom 4398 #ENDEXIT #EXIT Direction west~ -ToRoom 820 -Desc The astral field leads off into infinity. -~ +ToRoom 4392 #ENDEXIT #EXIT Direction up~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4372 #ENDEXIT #EXIT Direction down~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4422 #ENDEXIT -Reset R 0 815 6 #ENDROOM #ROOM -Vnum 816 -Name Roaming the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is disorienting, yet your instincts say you are nearing -what you seek. All exits lead off into the astral field. +Vnum 4398 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4397 #ENDEXIT #EXIT Direction east~ -ToRoom 821 -Desc The astral field leads off into infinity. -~ +ToRoom 4378 #ENDEXIT #EXIT Direction south~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4399 #ENDEXIT #EXIT Direction west~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4393 #ENDEXIT #EXIT Direction up~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4373 #ENDEXIT #EXIT Direction down~ -ToRoom 819 -Desc The astral field leads off into infinity. -~ +ToRoom 4423 #ENDEXIT -Reset R 0 816 6 #ENDROOM #ROOM -Vnum 817 -Name Roaming the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is disorienting, yet your instincts say you are nearing -what you seek. All exits lead off into the astral plane. +Vnum 4399 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 821 -Desc The astral field leads off into infinity. -~ +ToRoom 4398 #ENDEXIT #EXIT Direction east~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4379 #ENDEXIT #EXIT Direction south~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4395 #ENDEXIT #EXIT Direction west~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4394 #ENDEXIT #EXIT Direction up~ -ToRoom 822 -Desc The astral field leads off into infinity. -~ +ToRoom 4374 #ENDEXIT #EXIT Direction down~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4424 #ENDEXIT -Reset R 0 817 6 #ENDROOM #ROOM -Vnum 818 -Name Wandering the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is highly disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4400 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Rshimmering&w portal opens into the depths of the &YChaos Gate&w here. ~ #EXIT Direction north~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4404 #ENDEXIT #EXIT Direction east~ -ToRoom 819 -Desc The astral field leads off into infinity. -~ +ToRoom 4405 #ENDEXIT #EXIT Direction south~ -ToRoom 833 -Desc The astral field leads off into infinity. -~ +ToRoom 4401 #ENDEXIT #EXIT Direction west~ -ToRoom 836 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4420 #ENDEXIT #EXIT Direction up~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4375 #ENDEXIT #EXIT Direction down~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4425 #ENDEXIT -Reset R 0 818 6 -Reset M 0 805 8 818 - Reset E 0 807 0 16 #ENDROOM #ROOM -Vnum 819 -Name Wandering the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is highly disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4401 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 814 -Desc The astral field leads off into infinity. -~ +ToRoom 4400 #ENDEXIT #EXIT Direction east~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4406 #ENDEXIT #EXIT Direction south~ -ToRoom 834 -Desc The astral field leads off into infinity. -~ +ToRoom 4402 #ENDEXIT #EXIT Direction west~ -ToRoom 810 -Desc The astral field leads off into infinity. -~ +ToRoom 4421 #ENDEXIT #EXIT Direction up~ -ToRoom 818 -Desc The astral field leads off into infinity. -~ +ToRoom 4376 #ENDEXIT #EXIT Direction down~ -ToRoom 838 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4426 #ENDEXIT -Reset R 0 819 6 #ENDROOM #ROOM -Vnum 820 -Name Wandering the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is highly disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4402 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4401 #ENDEXIT #EXIT Direction east~ -ToRoom 840 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4407 #ENDEXIT #EXIT Direction south~ -ToRoom 821 -Desc The astral field leads off into infinity. -~ +ToRoom 4403 #ENDEXIT #EXIT Direction west~ -ToRoom 813 -Desc The astral field leads off into infinity. -~ +ToRoom 4422 #ENDEXIT #EXIT Direction up~ -ToRoom 835 -Desc The astral field leads off into infinity. -~ +ToRoom 4377 #ENDEXIT #EXIT Direction down~ -ToRoom 811 -Desc The astral field leads off into infinity. -~ +ToRoom 4427 #ENDEXIT -Reset R 0 820 6 -Reset M 0 803 4 820 - Reset G 0 814 0 -Reset M 0 805 8 820 - Reset E 0 807 0 16 #ENDROOM #ROOM -Vnum 821 -Name Wandering the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is highly disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4403 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +&W&wA &rr&Ra&Yi&gn&bb&Bo&pw&w-colored &Wpool &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 842 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4402 #ENDEXIT #EXIT Direction east~ -ToRoom 816 -Desc The astral field leads off into infinity. -~ +ToRoom 4408 #ENDEXIT #EXIT Direction south~ -ToRoom 820 -Desc The astral field leads off into infinity. -~ +ToRoom 4404 #ENDEXIT #EXIT Direction west~ -ToRoom 833 -Desc The astral field leads off into infinity. -~ +ToRoom 4423 #ENDEXIT #EXIT Direction up~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4378 #ENDEXIT #EXIT Direction down~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4428 #ENDEXIT -Reset R 0 821 6 #ENDROOM #ROOM -Vnum 822 -Name Wandering the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is highly disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4404 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &zblack void&w swirls dangerously here.&D ~ #EXIT Direction north~ -ToRoom 834 -Desc The astral field leads off into infinity. -~ +ToRoom 4403 #ENDEXIT #EXIT Direction east~ -ToRoom 844 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4409 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4400 #ENDEXIT #EXIT Direction west~ -ToRoom 817 -Desc The astral field leads off into infinity. -~ +ToRoom 4424 #ENDEXIT #EXIT Direction up~ -ToRoom 812 -Desc The astral field leads off into infinity. -~ +ToRoom 4379 #ENDEXIT #EXIT Direction down~ -ToRoom 815 -Desc The astral field leads off into infinity. -~ +ToRoom 4429 #ENDEXIT -Reset R 0 822 6 -Reset M 0 805 8 822 - Reset E 0 807 0 16 #ENDROOM #ROOM -Vnum 823 -Name Travelling the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4405 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 826 -Desc The astral field leads off into infinity. -~ +ToRoom 4409 #ENDEXIT #EXIT Direction east~ -ToRoom 832 -Desc The astral field leads off into infinity. -~ +ToRoom 4410 #ENDEXIT #EXIT Direction south~ -ToRoom 828 -Desc The astral field leads off into infinity. -~ +ToRoom 4406 #ENDEXIT #EXIT Direction west~ -ToRoom 835 -Desc The astral field leads off into infinity. -~ +ToRoom 4400 #ENDEXIT #EXIT Direction up~ -ToRoom 837 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4380 #ENDEXIT #EXIT Direction down~ -ToRoom 824 -Desc The astral field leads off into infinity. -~ +ToRoom 4430 #ENDEXIT -Reset R 0 823 6 -Reset M 0 806 6 823 - Reset E 0 809 0 16 - Reset E 0 815 0 5 #ENDROOM #ROOM -Vnum 824 -Name Travelling the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4406 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 839 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4405 #ENDEXIT #EXIT Direction east~ -ToRoom 833 -Desc The astral field leads off into infinity. -~ +ToRoom 4411 #ENDEXIT #EXIT Direction south~ -ToRoom 829 -Desc The astral field leads off into infinity. -~ +ToRoom 4407 #ENDEXIT #EXIT Direction west~ -ToRoom 823 -Desc The astral field leads off into infinity. -~ +ToRoom 4401 #ENDEXIT #EXIT Direction up~ -ToRoom 825 -Desc The astral field leads off into infinity. -~ +ToRoom 4381 #ENDEXIT #EXIT Direction down~ -ToRoom 830 -Desc The astral field leads off into infinity. -~ +ToRoom 4431 #ENDEXIT -Reset R 0 824 6 -Reset M 0 803 4 824 - Reset G 0 814 0 -Reset M 0 805 8 824 - Reset E 0 807 0 16 #ENDROOM #ROOM -Vnum 825 -Name Travelling the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4407 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 827 -Desc The astral field leads off into infinity. -~ +ToRoom 4406 #ENDEXIT #EXIT Direction east~ -ToRoom 830 -Desc The astral field leads off into infinity. -~ +ToRoom 4412 #ENDEXIT #EXIT Direction south~ -ToRoom 828 -Desc The astral field leads off into infinity. -~ +ToRoom 4408 #ENDEXIT #EXIT Direction west~ -ToRoom 841 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4402 #ENDEXIT #EXIT Direction up~ -ToRoom 824 -Desc The astral field leads off into infinity. -~ +ToRoom 4382 #ENDEXIT #EXIT Direction down~ -ToRoom 834 -Desc The astral field leads off into infinity. -~ +ToRoom 4432 #ENDEXIT -Reset R 0 825 6 #ENDROOM #ROOM -Vnum 826 -Name Travelling the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4408 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 827 -Desc The astral field leads off into infinity. -~ +ToRoom 4407 #ENDEXIT #EXIT Direction east~ -ToRoom 843 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4413 #ENDEXIT #EXIT Direction south~ -ToRoom 829 -Desc The astral field leads off into infinity. -~ +ToRoom 4409 #ENDEXIT #EXIT Direction west~ -ToRoom 835 -Desc The astral field leads off into infinity. -~ +ToRoom 4403 #ENDEXIT #EXIT Direction up~ -ToRoom 823 -Desc The astral field leads off into infinity. -~ +ToRoom 4383 #ENDEXIT #EXIT Direction down~ -ToRoom 831 -Desc The astral field leads off into infinity. -~ +ToRoom 4433 #ENDEXIT -Reset R 0 826 6 -Reset M 0 803 4 826 - Reset G 0 814 0 #ENDROOM #ROOM -Vnum 827 -Name Travelling the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself floating in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting. Nearby you see a large silvery -strand of light. All but one exit leads off into the astral field. +Vnum 4409 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 825 -Desc The astral field leads off into infinity. -~ +ToRoom 4408 #ENDEXIT #EXIT Direction east~ -ToRoom 831 -Desc The astral field leads off into infinity. -~ +ToRoom 4414 #ENDEXIT #EXIT Direction south~ -ToRoom 844 -Desc You see a tangible strand of silvery light. -~ +ToRoom 4405 #ENDEXIT #EXIT Direction west~ -ToRoom 832 -Desc The astral field leads off into infinity. -~ +ToRoom 4404 #ENDEXIT #EXIT Direction up~ -ToRoom 833 -Desc The astral field leads off into infinity. -~ +ToRoom 4384 #ENDEXIT #EXIT Direction down~ -ToRoom 826 -Desc The astral field leads off into infinity. -~ +ToRoom 4434 #ENDEXIT -Reset R 0 827 6 -Reset M 0 806 6 827 - Reset E 0 809 0 16 - Reset E 0 815 0 5 #ENDROOM #ROOM -Vnum 828 -Name Traversing the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself deep within in a dark field filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting, and you are having trouble -keeping your sense of direction. All exits lead off into the astral field. +Vnum 4410 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 809 -Desc The astral field leads off into infinity. -~ +ToRoom 4414 #ENDEXIT #EXIT Direction east~ -ToRoom 845 -Desc The astral field leads off into the depths. -~ +ToRoom 4415 #ENDEXIT #EXIT Direction south~ -ToRoom 847 -Desc The astral field leads off into the depths. -~ +ToRoom 4411 #ENDEXIT #EXIT Direction west~ -ToRoom 834 -Desc The astral field leads off into infinity. -~ +ToRoom 4405 #ENDEXIT #EXIT Direction up~ -ToRoom 825 -Desc The astral field leads off into infinity. -~ +ToRoom 4385 #ENDEXIT #EXIT Direction down~ -ToRoom 823 -Desc The astral field leads off into infinity. -~ +ToRoom 4435 #ENDEXIT -Reset R 0 828 6 #ENDROOM #ROOM -Vnum 829 -Name Traversing the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself deep within in a dark field filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting, and you are having trouble -keeping your sense of direction. All exits lead off into the astral field. +Vnum 4411 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +An &Ci&Wc&Cy &Wwhite &Wp&Coo&Wl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 826 -Desc The astral field leads off into infinity. -~ +ToRoom 4410 #ENDEXIT #EXIT Direction east~ -ToRoom 849 -Desc The astral field leads off into the depths. -~ +ToRoom 4416 #ENDEXIT #EXIT Direction south~ -ToRoom 835 -Desc The astral field leads off into infinity. -~ +ToRoom 4412 #ENDEXIT #EXIT Direction west~ -ToRoom 846 -Desc The astral field leads off into the depths. -~ +ToRoom 4406 #ENDEXIT #EXIT Direction up~ -ToRoom 824 -Desc The astral field leads off into infinity. -~ +ToRoom 4386 #ENDEXIT #EXIT Direction down~ -ToRoom 830 -Desc The astral field leads off into infinity. -~ +ToRoom 4436 #ENDEXIT -Reset R 0 829 6 -Reset M 0 810 6 829 - Reset E 0 806 0 16 #ENDROOM #ROOM -Vnum 830 -Name Traversing the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself deep within in a dark field filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting, and you are having trouble -keeping your sense of direction. All exits lead off into the astral field. +Vnum 4412 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +&wA &Gsea&w &ggreen&w &Gp&goo&Gl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 833 -Desc The astral field leads off into infinity. -~ +ToRoom 4411 #ENDEXIT #EXIT Direction east~ -ToRoom 845 -Desc The astral field leads off into the depths. -~ +ToRoom 4417 #ENDEXIT #EXIT Direction south~ -ToRoom 825 -Desc The astral field leads off into infinity. -~ +ToRoom 4413 #ENDEXIT #EXIT Direction west~ -ToRoom 847 -Desc The astral field leads off into the depths. -~ +ToRoom 4407 #ENDEXIT #EXIT Direction up~ -ToRoom 824 -Desc The astral field leads off into infinity. -~ +ToRoom 4387 #ENDEXIT #EXIT Direction down~ -ToRoom 829 -Desc The astral field leads off into infinity. -~ +ToRoom 4437 #ENDEXIT -Reset R 0 830 6 -Reset M 0 803 4 830 - Reset G 0 814 0 -Reset M 0 808 3 830 - Reset E 0 809 0 16 - Reset E 0 815 0 5 - Reset E 0 816 0 7 - Reset E 0 817 0 10 #ENDROOM #ROOM -Vnum 831 -Name Traversing the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself deep within in a dark field filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting, and you are having trouble -keeping your sense of direction. All exits lead off into the astral field. +Vnum 4413 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 826 -Desc The astral field leads off into infinity. -~ +ToRoom 4412 #ENDEXIT #EXIT Direction east~ -ToRoom 846 -Desc The astral field leads off into the depths. -~ +ToRoom 4418 #ENDEXIT #EXIT Direction south~ -ToRoom 834 -Desc The astral field leads off into infinity. -~ +ToRoom 4414 #ENDEXIT #EXIT Direction west~ -ToRoom 832 -Desc The astral field leads off into infinity. -~ +ToRoom 4408 #ENDEXIT #EXIT Direction up~ -ToRoom 827 -Desc The astral field leads off into infinity. -~ +ToRoom 4388 #ENDEXIT #EXIT Direction down~ -ToRoom 848 -Desc The astral field leads off into the depths. -~ +ToRoom 4438 #ENDEXIT -Reset R 0 831 6 -Reset M 0 810 6 831 - Reset E 0 806 0 16 #ENDROOM #ROOM -Vnum 832 -Name Traversing the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself deep within in a dark field filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is extremely disorienting, and you are having trouble -keeping your sense of direction. All exits lead off into the astral field. +Vnum 4414 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &zdark grey p&woo&zl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 835 -Desc The astral field leads off into infinity. -~ +ToRoom 4413 #ENDEXIT #EXIT Direction east~ -ToRoom 849 -Desc The astral field leads off into the depths. -~ +ToRoom 4419 #ENDEXIT #EXIT Direction south~ -ToRoom 823 -Desc The astral field leads off into infinity. -~ +ToRoom 4410 #ENDEXIT #EXIT Direction west~ -ToRoom 831 -Desc The astral field leads off into infinity. -~ +ToRoom 4409 #ENDEXIT #EXIT Direction up~ -ToRoom 848 -Desc The astral field leads off into the depths. -~ +ToRoom 4389 #ENDEXIT #EXIT Direction down~ -ToRoom 827 -Desc The astral field leads off into infinity. -~ +ToRoom 4439 #ENDEXIT -Reset R 0 832 6 #ENDROOM #ROOM -Vnum 833 -Name Lost in the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself in in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is incredibly disorienting, and you are having trouble -keeping your senses straight. All exits lead off into the astral field. +Vnum 4415 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4419 +#ENDEXIT + #EXIT Direction east~ -ToRoom 818 -Desc The astral field leads off into infinity. -~ +ToRoom 4420 #ENDEXIT #EXIT Direction south~ -ToRoom 821 -Desc The astral field leads off into infinity. -~ +ToRoom 4416 #ENDEXIT #EXIT Direction west~ -ToRoom 830 -Desc The astral field leads off into infinity. -~ +ToRoom 4410 #ENDEXIT #EXIT Direction up~ -ToRoom 827 -Desc The astral field leads off into infinity. -~ +ToRoom 4390 #ENDEXIT #EXIT Direction down~ -ToRoom 824 -Desc The astral field leads off into infinity. -~ +ToRoom 4440 #ENDEXIT -Reset R 0 833 6 -Reset M 0 801 2 833 - Reset G 0 804 0 #ENDROOM #ROOM -Vnum 834 -Name Lost in the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself in in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is incredibly disorienting, and you are having trouble -keeping your senses straight. All exits lead off into the astral plane. +Vnum 4416 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4415 +#ENDEXIT + #EXIT Direction east~ -ToRoom 828 -Desc The astral field leads off into infinity. -~ +ToRoom 4421 #ENDEXIT #EXIT Direction south~ -ToRoom 825 -Desc The astral field leads off into infinity. -~ +ToRoom 4417 #ENDEXIT #EXIT Direction west~ -ToRoom 831 -Desc The astral field leads off into infinity. -~ +ToRoom 4411 #ENDEXIT #EXIT Direction up~ -ToRoom 822 -Desc The astral field leads off into infinity. -~ +ToRoom 4391 #ENDEXIT #EXIT Direction down~ -ToRoom 819 -Desc The astral field leads off into infinity. -~ +ToRoom 4441 #ENDEXIT -Reset R 0 834 6 -Reset M 0 801 2 834 - Reset G 0 804 0 #ENDROOM #ROOM -Vnum 835 -Name Lost in the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You find yourself in in a field of blackness, filled with tiny tendrils -of silvery light and insubstantial shining motes of dust. The weightlessness -of this environment is incredibly disorienting, and you are having trouble -keeping your senses straight. All exits lead off into the astral field. +Vnum 4417 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 829 -Desc The astral field leads off into infinity. -~ +ToRoom 4416 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4422 #ENDEXIT #EXIT Direction south~ -ToRoom 820 -Desc The astral field leads off into infinity. -~ +ToRoom 4418 #ENDEXIT #EXIT Direction west~ -ToRoom 823 -Desc The astral field leads off into infinity. -~ +ToRoom 4412 #ENDEXIT #EXIT Direction up~ -ToRoom 832 -Desc The astral field leads off into infinity. -~ +ToRoom 4392 #ENDEXIT #EXIT Direction down~ -ToRoom 826 -Desc The astral field leads off into infinity. -~ +ToRoom 4442 #ENDEXIT -Reset R 0 835 6 #ENDROOM #ROOM -Vnum 836 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. +Vnum 4418 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT -Direction south~ -ToRoom 837 -Desc The strand of light twists and turns out of sight. -~ +Direction north~ +ToRoom 4417 #ENDEXIT #EXIT -Direction down~ -ToRoom 818 -Desc You see the infinite expanse of the astral field. -~ +Direction east~ +ToRoom 4423 #ENDEXIT -Reset R 0 836 6 -#ENDROOM +#EXIT +Direction south~ +ToRoom 4419 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4413 +#ENDEXIT -#ROOM -Vnum 837 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. -~ #EXIT Direction up~ -ToRoom 823 -Desc You see the infinite expanse of the astral field. -~ +ToRoom 4393 #ENDEXIT #EXIT Direction down~ -ToRoom 836 -Desc The strand of light twists and turns out of sight. -~ +ToRoom 4443 #ENDEXIT -Reset R 0 837 6 #ENDROOM #ROOM -Vnum 838 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. +Vnum 4419 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT -Direction west~ -ToRoom 819 -Desc You see the infinite expanse of the astral field. -~ +Direction north~ +ToRoom 4418 #ENDEXIT #EXIT -Direction down~ -ToRoom 839 -Desc The strand of light twists and turns out of sight. -~ +Direction east~ +ToRoom 4424 #ENDEXIT -Reset R 0 838 6 -#ENDROOM - -#ROOM -Vnum 839 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. -~ #EXIT -Direction west~ -ToRoom 824 -Desc You see the infinite expanse of the astral field. -~ +Direction south~ +ToRoom 4415 #ENDEXIT #EXIT -Direction down~ -ToRoom 838 -Desc The strand of light twists and turns out of sight. -~ +Direction west~ +ToRoom 4414 #ENDEXIT -Reset R 0 839 6 -#ENDROOM - -#ROOM -Vnum 840 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. -~ #EXIT Direction up~ -ToRoom 841 -Desc The strand of light twists and turns out of sight. -~ +ToRoom 4394 #ENDEXIT #EXIT Direction down~ -ToRoom 820 -Desc You see the infinite expanse of the astral field. -~ +ToRoom 4444 #ENDEXIT -Reset R 0 840 6 #ENDROOM #ROOM -Vnum 841 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. +Vnum 4420 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT -Direction south~ -ToRoom 825 -Desc You see the infinite expanse of the astral field. -~ +Direction north~ +ToRoom 4424 #ENDEXIT #EXIT -Direction up~ -ToRoom 840 -Desc The strand of light twists and turns out of sight. -~ +Direction east~ +ToRoom 4400 #ENDEXIT -Reset R 0 841 6 -#ENDROOM +#EXIT +Direction south~ +ToRoom 4421 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4415 +#ENDEXIT -#ROOM -Vnum 842 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. -~ #EXIT Direction up~ -ToRoom 821 -Desc You see the infinite expanse of the astral field. -~ +ToRoom 4395 #ENDEXIT #EXIT Direction down~ -ToRoom 843 -Desc The strand of light twists and turns out of sight. -~ +ToRoom 4445 #ENDEXIT -Reset R 0 842 6 #ENDROOM #ROOM -Vnum 843 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. +Vnum 4421 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 842 -Desc The strand of light twists and turns out of sight. -~ +ToRoom 4420 #ENDEXIT #EXIT -Direction west~ -ToRoom 826 -Desc You see the infinite expanse of the astral field. -~ +Direction east~ +ToRoom 4401 #ENDEXIT -Reset R 0 843 6 -#ENDROOM +#EXIT +Direction south~ +ToRoom 4422 +#ENDEXIT -#ROOM -Vnum 844 -Name Walking the Silvery Strand~ -Sector field~ -Flags indoors~ -Desc You are standing atop a silvery strand of light that twists and turns -through the astral field. -~ #EXIT -Direction east~ -ToRoom 822 -Desc You see the infinite expanse of the astral field. -~ +Direction west~ +ToRoom 4416 #ENDEXIT #EXIT -Direction south~ -ToRoom 827 -Desc You see the endless expanse of the astral field. -~ +Direction up~ +ToRoom 4396 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4446 #ENDEXIT -Reset R 0 844 6 #ENDROOM #ROOM -Vnum 845 -Name Deep Within the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You have travelled deep inside the astral field. Here the fabric of the -field has become twisted and warped due to the proximity of another plane of -existence. Some of the tendrils of light that line the astral field have been -warped and twisted into portals to other worlds. However, all but one of these -appears to be sealed by powerful magics. +Vnum 4422 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 846 -Desc The astral field leads on into the depths. -~ +ToRoom 4421 #ENDEXIT #EXIT Direction east~ -ToRoom 830 -Desc The astral field leads on into infinity. -~ +ToRoom 4402 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4423 #ENDEXIT #EXIT Direction west~ -ToRoom 849 -Desc The astral field leads on into the depths. -~ +ToRoom 4417 #ENDEXIT #EXIT Direction up~ -ToRoom 850 -Desc Through the nexial link you can see a stony keep. -~ +ToRoom 4397 #ENDEXIT #EXIT Direction down~ -ToRoom 828 -Desc The astral field leads on into infinity. -~ +ToRoom 4447 #ENDEXIT -Reset M 0 815 3 845 - Reset G 0 821 0 #ENDROOM #ROOM -Vnum 846 -Name Deep Within the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You have travelled deep inside the astral field. Here the fabric of the -field has become twisted and warped due to the proximity of another plane of -existence. Some of the tendrils of light that line the astral field have been -warped and twisted into portals to other worlds. However, these appear to be -forever sealed by powerful magics. +Vnum 4423 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 833 -Desc The astral field leads on into infinity. -~ +ToRoom 4422 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4403 #ENDEXIT #EXIT Direction south~ -ToRoom 845 -Desc The astral field leads on into the depths. -~ +ToRoom 4424 #ENDEXIT #EXIT Direction west~ -ToRoom 847 -Desc The astral field leads on into the depths. -~ +ToRoom 4418 #ENDEXIT #EXIT Direction up~ -ToRoom 829 -Desc The astral field leads on into infinity. -~ +ToRoom 4398 #ENDEXIT #EXIT Direction down~ -ToRoom 831 -Desc The astral field leads on into infinity. -~ +ToRoom 4448 #ENDEXIT -Reset M 0 802 1 846 - Reset G 0 805 0 #ENDROOM #ROOM -Vnum 847 -Name Deep Within the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You have travelled deep inside the astral field. Here the fabric of the -field has become twisted and warped due to the proximity of another plane of -existence. Some of the tendrils of light that line the astral field have been -warped and twisted into portals to other worlds. However, these appear to be -forever sealed by powerful magics. +Vnum 4424 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 834 -Desc The astral field leads on into infinity. -~ +ToRoom 4423 #ENDEXIT #EXIT Direction east~ -ToRoom 846 -Desc The astral field leads on into the depths. -~ +ToRoom 4404 #ENDEXIT #EXIT Direction south~ -ToRoom 830 -Desc The astral field leads on into infinity. -~ +ToRoom 4420 #ENDEXIT #EXIT Direction west~ -ToRoom 828 -Desc The astral field leads on into infinity. -~ +ToRoom 4419 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4399 #ENDEXIT #EXIT Direction down~ -ToRoom 848 -Desc The astral field leads on into the depths. -~ +ToRoom 4449 #ENDEXIT -Reset M 0 815 3 847 - Reset G 0 821 0 #ENDROOM #ROOM -Vnum 848 -Name Deep Within the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You have travelled deep inside the astral field. Here the fabric of the -field has become twisted and warped due to the proximity of another plane of -existence. Some of the tendrils of light that line the astral field have been -warped and twisted into portals to other worlds. However these appear to be -sealed forever by powerful magics. +Vnum 4425 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Rb&rlood&Ry &Rcrimson &Rp&roo&Rl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 835 -Desc The astral field leads on into infinity. -~ +ToRoom 4429 #ENDEXIT #EXIT Direction east~ -ToRoom 831 -Desc The astral field leads on into infinity. -~ +ToRoom 4430 #ENDEXIT #EXIT Direction south~ -ToRoom 849 -Desc The astral field leads on into the depths. -~ +ToRoom 4426 #ENDEXIT #EXIT -Direction up~ -ToRoom 847 -Desc The astral field leads on into the depths. -~ +Direction west~ +ToRoom 4445 #ENDEXIT #EXIT -Direction down~ -ToRoom 832 -Desc The astral field leads on into infinity. -~ +Direction up~ +ToRoom 4400 #ENDEXIT +#EXIT +Direction down~ +ToRoom 4350 +#ENDEXIT + +Reset M 4351 5 4425 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 5 4425 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 5 4425 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 5 4425 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 5 4425 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 #ENDROOM #ROOM -Vnum 849 -Name Deep Within the Astral Plane~ -Sector field~ -Flags indoors~ -Desc You have travelled deep inside the astral field. Here the fabric of the -field has become twisted and warped due to the proximity of another plane of -existence. Some of the tendrils of light that line the astral field have been -warped and twisted into portals to other worlds. However, these appear to be -forever sealed by powerful magics. +Vnum 4426 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 848 -Desc The astral field leads on into the depths. -~ +ToRoom 4425 #ENDEXIT #EXIT Direction east~ -ToRoom 845 -Desc The astral field leads on into the depths. -~ +ToRoom 4431 #ENDEXIT #EXIT Direction south~ -ToRoom 832 -Desc The astral field leads on into the depths. -~ +ToRoom 4427 #ENDEXIT #EXIT Direction west~ -ToRoom 829 -Desc The astral field leads on into infinity. -~ +ToRoom 4446 #ENDEXIT -Reset M 0 815 3 849 - Reset G 0 821 0 -#ENDROOM - -#ROOM -Vnum 850 -Name Inside the Githyanki Keep~ -Sector inside~ -Flags nomob indoors~ -Desc You are standing just inside a nexial portal that leads into the -Astral Plane. It seems that you have found the lair of the Githyanki, -the once-human followers of Lady Gith. Ahead of you stands a steel door -leading into the keep hewn from stone. -~ #EXIT -Direction north~ -ToRoom 851 -Desc You see a rusty steel door which leads into the keep. -~ -Keywords steel~ -Flags isdoor closed~ +Direction up~ +ToRoom 4401 #ENDEXIT #EXIT Direction down~ -ToRoom 845 -Desc Below you is the nexial portal that leads into the astral plane. -~ +ToRoom 4351 #ENDEXIT -Reset D 0 850 0 1 -#EXDESC -ExDescKey steel~ -ExDesc The door is made from a set of rusting steel plates set deep into the stone. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 851 -Name A guard station~ -Sector inside~ -Flags indoors~ -Desc This is a small building just inside the keep. Doors lead out to the east -and west. Some small weapons hang on hooks on the walls, for use in defense -of the keep. Doors stand in all directions save north. +Vnum 4427 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4426 +#ENDEXIT + #EXIT Direction east~ -ToRoom 861 -Desc You see an iron door which leads out onto a grey stone road. -~ -Keywords door iron~ -Flags isdoor closed~ +ToRoom 4432 #ENDEXIT #EXIT Direction south~ -ToRoom 850 -Desc You see a rusty steel door which leads out to the nexial link. -~ -Keywords steel~ -Flags isdoor closed~ +ToRoom 4428 #ENDEXIT #EXIT Direction west~ -ToRoom 852 -Desc You see an iron door which leads out onto a grey stone road. -~ -Keywords door iron~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 851 2 1 -Reset D 0 851 1 1 -Reset D 0 851 3 1 -Reset M 0 807 8 851 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -Reset M 0 807 8 851 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -#EXDESC -ExDescKey steel~ -ExDesc The door is made from a set of rusting steel plates set deep into the stone. -~ -#ENDEXDESC - -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from a set of iron plates set deep into the stone. -~ -#ENDEXDESC - -#ENDROOM +ToRoom 4447 +#ENDEXIT -#ROOM -Vnum 852 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red -sun hangs in the orange sky above your head, strangely still. You hear -none of the sounds you would commonly associate with a normal city. The -cobblestone road turns to the north, while to the east is a strong iron door. -~ #EXIT -Direction north~ -ToRoom 853 -Desc The grey cobblestones continue. -~ +Direction up~ +ToRoom 4402 #ENDEXIT #EXIT -Direction east~ -ToRoom 851 -Desc You see an iron door which leads into a small stone building set into the wall -of the keep. -~ -Keywords door iron~ -Flags isdoor closed~ +Direction down~ +ToRoom 4352 #ENDEXIT -Reset D 0 852 1 1 -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from a set of iron plates set deep into the stone. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 853 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road continues to the north and south, while doors to the east -and west allow you to enter two stone buildings. +Vnum 4428 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Gf&gores&Gt &Ggreen &gp&Goo&gl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 854 -Desc The grey cobblestones continue. -~ +ToRoom 4427 #ENDEXIT #EXIT Direction east~ -ToRoom 862 -Desc You see a small stone building with a wooden door. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4433 #ENDEXIT #EXIT Direction south~ -ToRoom 852 -Desc The grey cobblestones continue. -~ +ToRoom 4429 #ENDEXIT #EXIT Direction west~ -ToRoom 869 -Desc An iron door blocks your entrance into a large stone building. -~ -Keywords door iron~ -Flags isdoor closed~ +ToRoom 4448 #ENDEXIT -Reset D 0 853 1 1 -Reset D 0 853 3 1 -Reset M 0 811 6 853 - Reset E 0 806 0 16 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC - -#EXDESC -ExDescKey door iron~ -ExDesc The door is fashioned from many iron plates and set deep into the stone wall. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 854 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road extends to the east and south. -~ #EXIT -Direction east~ -ToRoom 855 -Desc The grey cobblestones continue. -~ +Direction up~ +ToRoom 4403 #ENDEXIT #EXIT -Direction south~ -ToRoom 853 -Desc The grey cobblestones continue. -~ +Direction down~ +ToRoom 4353 #ENDEXIT #ENDROOM #ROOM -Vnum 855 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone extends to the east and west, while two double doors to the -north allow you to enter an enormous building. +Vnum 4429 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 874 -Desc Looming before you is a forbidding pair of metal doors. -~ -Keywords doors metal~ -Flags isdoor closed~ +ToRoom 4428 #ENDEXIT #EXIT Direction east~ -ToRoom 856 -Desc The grey cobblestones continue. -~ +ToRoom 4434 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4425 #ENDEXIT #EXIT Direction west~ -ToRoom 854 -Desc The grey cobblestones continue. -~ +ToRoom 4449 #ENDEXIT -Reset D 0 855 0 1 -Reset M 0 808 3 855 - Reset E 0 809 0 16 - Reset E 0 815 0 5 - Reset E 0 816 0 7 - Reset E 0 817 0 10 -#EXDESC -ExDescKey doors metal~ -ExDesc The doors are formed from a silvery substance that feels very hard yet almost -slippery to the touch. They are covered in images in bas-relief, depicting -scenes of combat between humans and strange tentacle-mouthed humanoids. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4404 +#ENDEXIT +#EXIT +Direction down~ +ToRoom 4354 +#ENDEXIT + +Reset M 4351 10 4429 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 10 4429 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 10 4429 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 10 4429 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 +Reset M 4351 10 4429 -1 -1 -1 100 + Reset E 4352 1 16 100 + Reset E 4353 1 12 100 + Reset E 4354 1 1 100 #ENDROOM #ROOM -Vnum 856 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The ground beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road ranges to the east and west, while a door to the south -leads into a tall stone building. +Vnum 4430 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ +#EXIT +Direction north~ +ToRoom 4434 +#ENDEXIT + #EXIT Direction east~ -ToRoom 857 -Desc The grey cobblestones continue. -~ +ToRoom 4435 #ENDEXIT #EXIT Direction south~ -ToRoom 864 -Desc You see a tall stone building with a wooden door. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4431 #ENDEXIT #EXIT Direction west~ -ToRoom 855 -Desc The grey cobblestones continue. -~ +ToRoom 4425 #ENDEXIT -Reset D 0 856 2 1 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4405 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4355 +#ENDEXIT #ENDROOM #ROOM -Vnum 857 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The ground beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road lies to the south and west, while a door to the north leads -into a tall stone building. +Vnum 4431 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Broyal &Cblue &Bp&Coo&Bl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 873 -Desc You see a tall stone building with a wooden door. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4430 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4436 #ENDEXIT #EXIT Direction south~ -ToRoom 858 -Desc The grey cobblestones continue. -~ +ToRoom 4432 #ENDEXIT #EXIT Direction west~ -ToRoom 856 -Desc The grey cobblestones continue. -~ +ToRoom 4426 #ENDEXIT -Reset D 0 857 0 1 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4406 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4356 +#ENDEXIT #ENDROOM #ROOM -Vnum 858 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The ground beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road lies to the north and south, while a door is set in a large -stone building to the east. +Vnum 4432 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 857 -Desc The grey cobblestones continue. -~ +ToRoom 4431 #ENDEXIT #EXIT Direction east~ -ToRoom 867 -Desc An iron door blocks your entrance into a large stone building. -~ -Keywords door iron~ -Flags isdoor closed~ +ToRoom 4437 #ENDEXIT #EXIT Direction south~ -ToRoom 859 -Desc The grey cobblestones continue. -~ +ToRoom 4433 #ENDEXIT -Reset D 0 858 1 1 -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from many hammered iron plates, set deep into the stone wall. -~ -#ENDEXDESC - -#ENDROOM +#EXIT +Direction west~ +ToRoom 4427 +#ENDEXIT -#ROOM -Vnum 859 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road continues to the north and south. -~ #EXIT -Direction north~ -ToRoom 858 -Desc The grey cobblestones continue. -~ +Direction up~ +ToRoom 4407 #ENDEXIT #EXIT -Direction south~ -ToRoom 860 -Desc The grey cobblestones continue. -~ +Direction down~ +ToRoom 4357 #ENDEXIT -Reset M 0 811 6 859 - Reset E 0 806 0 16 #ENDROOM #ROOM -Vnum 860 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road lies to the north and west, while to the east is a door -which leads into a large stone building. +Vnum 4433 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 859 -Desc The grey cobblestones continue. -~ +ToRoom 4432 #ENDEXIT #EXIT Direction east~ -ToRoom 865 -Desc An iron door blocks your entrance into a large stone building. -~ -Keywords door iron~ -Flags isdoor closed~ +ToRoom 4438 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4434 #ENDEXIT #EXIT Direction west~ -ToRoom 861 -Desc The grey cobblestones continue. -~ +ToRoom 4428 #ENDEXIT -Reset D 0 860 1 1 -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from many hammered iron plates, set deep into the stone wall. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4408 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4358 +#ENDEXIT #ENDROOM #ROOM -Vnum 861 -Name A grey road~ -Sector city~ -Flags indoors~ -Desc The road beneath your feet is of plain grey cobblestone. A dull red sun -hangs in the orange sky above your head, strangely still. You hear none -of the sounds you would commonly associate with a normal city. The -cobblestone road stretches eastward, while doors to the north and west -allow entrance into two stone buildings. +Vnum 4434 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 863 -Desc You see a small stone building with a wooden door. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4433 #ENDEXIT #EXIT Direction east~ -ToRoom 860 -Desc The grey cobblestones continue. -~ +ToRoom 4439 #ENDEXIT #EXIT -Direction west~ -ToRoom 851 -Desc You see an iron door which leads into a small stone building set into the wall -of the keep. -~ -Keywords door iron~ -Flags isdoor closed~ +Direction south~ +ToRoom 4430 #ENDEXIT -Reset D 0 861 0 1 -Reset D 0 861 3 1 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC - -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from a set of iron plates set deep into the stone. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 862 -Name A small building~ -Sector inside~ -Flags indoors~ -Desc You have stepped inside a dimly lit building, which apparently serves as -living quarters for several githyanki gish. The walls are heavy stone blocks, -covered with panels of strangely knotted and twisted wood. A couple of candles -burn dimly in sconces here and there. -~ #EXIT Direction west~ -ToRoom 853 -Desc The wooden door leads back out onto the grey cobblestone road. -~ -Keywords door wooden~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 862 3 1 -Reset M 0 811 6 862 - Reset E 0 806 0 16 -Reset M 0 811 6 862 - Reset E 0 806 0 16 - Reset G 0 822 0 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC +ToRoom 4429 +#ENDEXIT -#ENDROOM +#EXIT +Direction up~ +ToRoom 4409 +#ENDEXIT -#ROOM -Vnum 863 -Name A small building~ -Sector inside~ -Flags indoors~ -Desc You have stepped inside a dimly lit building, which apparently serves as -living quarters for several githyanki gish. The walls are heavy stone blocks, -covered with panels of strangely knotted and twisted wood. A couple of candles -burn dimly in sconces here and there. -~ #EXIT -Direction south~ -ToRoom 861 -Desc The wooden door leads back out onto the grey cobblestone road. -~ -Keywords door wooden~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 863 2 1 -Reset M 0 811 6 863 - Reset E 0 806 0 16 -Reset M 0 811 6 863 - Reset E 0 806 0 16 - Reset G 0 822 0 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC +Direction down~ +ToRoom 4359 +#ENDEXIT #ENDROOM #ROOM -Vnum 864 -Name A large dwelling~ -Sector inside~ -Flags indoors~ -Desc You have stepped inside a dimly lit building with vaulted ceilings and high -windows. The walls are heavy stone blocks that rise tens of feet above your -head, covered with panels of strangely knotted and twisted wood. On the floor -are charcoal stencils of pentagrams and various other ominous sigils. +Vnum 4435 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 856 -Desc The wooden door leads back out onto the grey cobblestone road. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4439 #ENDEXIT -Reset D 0 864 0 1 -Reset M 0 812 4 864 - Reset E 0 810 0 16 - Reset G 0 803 0 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC - -#ENDROOM +#EXIT +Direction east~ +ToRoom 4440 +#ENDEXIT -#ROOM -Vnum 865 -Name The Githyanki Weaponry~ -Sector inside~ -Flags indoors~ -Desc You have entered a large chamber full of weapons in various states of -completion. Strange glowing blocks of silvery metal are being pounded and -rolled out into deadly razor-sharp knives, daggers and swords. The sounds -of hammering and fierce waves of heat emerge from the archway to the north. -To the west is an iron door which leads back to the sole road of the githyanki -keep. -~ #EXIT -Direction north~ -ToRoom 866 -Desc You see a massive forgeroom, lit by a white-hot furnace. -~ +Direction south~ +ToRoom 4436 #ENDEXIT #EXIT Direction west~ -ToRoom 860 -Desc The iron door leads back out onto the grey cobblestone road. -~ -Keywords door iron~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 865 3 1 -Reset M 0 807 8 865 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -Reset M 0 807 8 865 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from many hammered iron plates, set deep into the stone wall. -~ -#ENDEXDESC +ToRoom 4430 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4410 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4360 +#ENDEXIT #ENDROOM #ROOM -Vnum 866 -Name The Forge~ -Sector inside~ -Flags indoors~ -Desc In the center of the room is a massive furnace which emits great gouts of -heat and a strange smell which comes from the melting of the silvery metal used -by the githyanki. A large trough of icy water stands to the west, used for -quenching hot metal. Archways lie to the north and south, while the door to -the furnace lies to the east. +Vnum 4436 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 867 -Desc You see the armoury. -~ +ToRoom 4435 #ENDEXIT #EXIT Direction east~ -ToRoom 868 -Desc Through the grille in the furnace door you see only flames. -~ -Keywords door furnace~ -Flags isdoor closed~ +ToRoom 4441 #ENDEXIT #EXIT Direction south~ -ToRoom 865 -Desc You see the weaponry. -~ +ToRoom 4437 #ENDEXIT -Reset D 0 866 1 1 -#EXDESC -ExDescKey door furnace~ -ExDesc The entire furnace is glowing white-hot to the touch. -The furnace door looks too hot to even attempt to open. -~ -#ENDEXDESC - -#ENDROOM +#EXIT +Direction west~ +ToRoom 4431 +#ENDEXIT -#ROOM -Vnum 867 -Name The Githyanki Armoury~ -Sector inside~ -Flags indoors~ -Desc You have entered a large chamber filled with suits of armor in various -states of completion. In this chamber the hard steels of the githyanki are -shaped into ornately fashioned suits of mail. Sounds of hammering and -waves of heat emerge from the archway to the south, while a door to the -west leads back out to the cobblestone road. -~ #EXIT -Direction south~ -ToRoom 866 -Desc You see a massive forgeroom, lit by a white-hot furnace. -~ +Direction up~ +ToRoom 4411 #ENDEXIT #EXIT -Direction west~ -ToRoom 858 -Desc The iron door leads back out onto the grey cobblestone road. -~ -Keywords door iron~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 867 3 1 -Reset M 0 807 8 867 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -Reset M 0 807 8 867 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -#EXDESC -ExDescKey door iron~ -ExDesc The door is made from many hammered iron plates, set deep into the stone wall. -~ -#ENDEXDESC +Direction down~ +ToRoom 4361 +#ENDEXIT #ENDROOM #ROOM -Vnum 868 -Name Inside the furnace~ -Sector inside~ -Flags indoors noastral~ -Desc You gasp for breath and choke on toxic sulphur and brimstone. The sweat -on your forehead is instantly vaporized by the flames that surround you. You -begin to feel faint and dizzy from the heat... +Vnum 4437 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT -Direction west~ -ToRoom 866 -Desc The flames blind you and obscure your vision. -~ -Keywords door furnace~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 868 3 1 -Reset M 0 818 1 868 - Reset E 0 813 0 0 -Reset M 0 819 6 868 -Reset M 0 819 6 868 -Reset M 0 819 6 868 -Reset M 0 819 6 868 -Reset M 0 819 6 868 -Reset M 0 819 6 868 -#EXDESC -ExDescKey e east~ -ExDesc The flames blind you and obscure your vision. -~ -#ENDEXDESC - -#ENDROOM +Direction north~ +ToRoom 4436 +#ENDEXIT -#ROOM -Vnum 869 -Name A guard station~ -Sector inside~ -Flags indoors~ -Desc You are standing in a small, fairly empty building that serves as the prison -for the keep. The building is small because the githyanki do not make a habit -of taking prisoners and those that they do capture do not last long. The -cells lie to the west, while the grey cobblestone road lies beyond a door -to the east. -~ #EXIT Direction east~ -ToRoom 853 -Desc You see an iron door which leads back out onto the grey cobblestone road. -~ -Keywords door iron~ -Flags isdoor closed~ +ToRoom 4442 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 4438 #ENDEXIT #EXIT Direction west~ -ToRoom 870 -Desc You see the cellblock. -~ +ToRoom 4432 #ENDEXIT -Reset D 0 869 1 1 -Reset M 0 807 8 869 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -Reset M 0 807 8 869 - Reset E 0 808 0 16 - Reset E 0 815 0 5 -#EXDESC -ExDescKey door iron~ -ExDesc The door is fashioned from many iron plates and set deep into the stone wall. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4412 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4362 +#ENDEXIT #ENDROOM #ROOM -Vnum 870 -Name The cellblock~ -Sector inside~ -Flags indoors~ -Desc A torch firmly held in a sconce on the western wall illuminates this dim -corridor. Recently used whips, manacles and chains hang on the walls, soaked -with many different types of blood. Cell doors stand to the north and south, -while the guard station lies to the east. +Vnum 4438 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 871 -Desc You see a small cell. -~ -Keywords door cell~ -Flags isdoor closed~ +ToRoom 4437 #ENDEXIT #EXIT Direction east~ -ToRoom 869 -Desc You see the guard station. -~ +ToRoom 4443 #ENDEXIT #EXIT Direction south~ -ToRoom 872 -Desc You see a small cell. -~ -Keywords door cell~ -Flags isdoor closed~ +ToRoom 4439 #ENDEXIT -Reset D 0 870 0 1 -Reset D 0 870 2 1 -#EXDESC -ExDescKey door cell~ -ExDesc The cell door is wooden and about 4' high, with a slot in the bottom to pass -food underneath to the prisoner. -~ -#ENDEXDESC - -#ENDROOM +#EXIT +Direction west~ +ToRoom 4433 +#ENDEXIT -#ROOM -Vnum 871 -Name A cramped cell~ -Sector inside~ -Flags indoors~ -Desc You are in a tiny, dank cell. The chill air lashes at your flesh and -you wonder how long the githyanki expect the cell's occupant to -survive. The only exit is back through the door to the south. -~ #EXIT -Direction south~ -ToRoom 870 -Desc You see the cellblock. -~ -Keywords door cell~ -Flags isdoor closed~ +Direction up~ +ToRoom 4413 #ENDEXIT -Reset D 0 871 2 1 -Reset M 0 817 1 871 -#EXDESC -ExDescKey door cell~ -ExDesc The cell door is wooden and about 4' high, with a slot in the bottom to pass -food underneath to the prisoner. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4363 +#ENDEXIT #ENDROOM #ROOM -Vnum 872 -Name A tiny cell~ -Sector inside~ -Flags indoors~ -Desc You are in a tiny, dank cell. The chill air lashes at your flesh and -you wonder how long the githyanki expect the cell's occupant to -survive. The only exit is back through the door to the north. +Vnum 4439 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Ws&zi&Wlv&zer&Wy &Cblue &Cp&Woo&Cl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ #EXIT Direction north~ -ToRoom 870 -Desc You see the cellblock. -~ -Keywords door cell~ -Flags isdoor closed~ +ToRoom 4438 #ENDEXIT -Reset D 0 872 0 1 -Reset M 0 816 1 872 -#EXDESC -ExDescKey door cell~ -ExDesc The cell door is wooden and about 4' high, with a slot in the bottom to pass -food underneath to the prisoner. -~ -#ENDEXDESC - -#ENDROOM +#EXIT +Direction east~ +ToRoom 4444 +#ENDEXIT -#ROOM -Vnum 873 -Name A large dwelling~ -Sector inside~ -Flags indoors~ -Desc You have stepped inside a dimly lit building with vaulted ceilings and high -windows. The walls are heavy stone blocks that rise tens of feet above your -head, covered with panels of strangely knotted and twisted wood. On the floor -are charcoal stencils of pentagrams and various other ominous sigils. -~ #EXIT Direction south~ -ToRoom 857 -Desc The wooden door leads back out onto the grey cobblestone road. -~ -Keywords door wooden~ -Flags isdoor closed~ +ToRoom 4435 #ENDEXIT -Reset D 0 873 2 1 -Reset M 0 812 4 873 - Reset E 0 810 0 16 - Reset G 0 803 0 -#EXDESC -ExDescKey door wooden~ -ExDesc The door is thick, made from a knotted and twisted greyish wood. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 874 -Name South End of the Hall~ -Sector inside~ -Flags indoors~ -Desc This is a massive stone hall, lit by flaming blue stones set into the walls. -Massive suits of armor line the walls, holding weapons fashioned from a strange -silvery metal. The great hall continues to the north and ends in a pair -of huge metal doors to the south. -~ #EXIT -Direction north~ -ToRoom 875 -Desc The great hall continues to the north. -~ +Direction west~ +ToRoom 4434 #ENDEXIT #EXIT -Direction south~ -ToRoom 855 -Desc The metal doors lead out onto the grey cobblestone road. -~ -Keywords doors metal~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 874 2 1 -Reset M 0 812 4 874 - Reset E 0 810 0 16 - Reset G 0 803 0 -Reset M 0 812 4 874 - Reset E 0 810 0 16 - Reset G 0 803 0 -#EXDESC -ExDescKey armor suits~ -ExDesc The suits of armor are very intricately and ornately fashioned splint mail. -~ -#ENDEXDESC - -#EXDESC -ExDescKey weapons~ -ExDesc Massive pole arms, spears, mighty swords, all kinds of death-dealing devices. -~ -#ENDEXDESC +Direction up~ +ToRoom 4414 +#ENDEXIT -#EXDESC -ExDescKey doors metal~ -ExDesc The doors are formed from a silvery substance that feels very hard yet almost -slippery to the touch. They are covered in images in bas-relief, depicting -scenes of combat between humans and strange tentacle-mouthed humanoids. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4364 +#ENDEXIT #ENDROOM #ROOM -Vnum 875 -Name North End of the Hall~ -Sector inside~ -Flags indoors~ -Desc This is a massive stone hall, lit by flaming blue stones set into the walls. -Massive suits of armor line the walls, holding weapons fashioned from a strange -silvery metal. The great hall continues to the south, while thick mists -to the north prevent further passage. +Vnum 4440 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 876 -Desc You think you can see some steps leading up to an altar... -~ -Keywords mist door~ -Flags isdoor closed~ +ToRoom 4444 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 4445 #ENDEXIT #EXIT Direction south~ -ToRoom 874 -Desc The great hall continues to the south. -~ +ToRoom 4441 #ENDEXIT -Reset D 0 875 0 1 -#EXDESC -ExDescKey armor suits~ -ExDesc The suits of armor are very intricately and ornately fashioned splint mail. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4435 +#ENDEXIT -#EXDESC -ExDescKey weapons~ -ExDesc Massive pole arms, spears, mighty swords, all kinds of death-dealing devices. -~ -#ENDEXDESC +#EXIT +Direction up~ +ToRoom 4415 +#ENDEXIT -#EXDESC -ExDescKey arch archway door~ -ExDesc The archway is shrouded in a strange black mist that obscures your vision. -~ -#ENDEXDESC +#EXIT +Direction down~ +ToRoom 4365 +#ENDEXIT #ENDROOM #ROOM -Vnum 876 -Name The Altar Chamber~ -Sector inside~ -Flags dark indoors~ -Desc Your eyes have trouble adjusting to the dim lighting. All around you are -statues of githyanki turned towards the altar which stands at the top of a -short flight of steps to the north. +Vnum 4441 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. ~ #EXIT Direction north~ -ToRoom 877 -Desc The steps lead north and up to a massive sacrificial altar. -~ +ToRoom 4440 #ENDEXIT #EXIT -Direction south~ -ToRoom 875 -Desc You think you can see the hall. -~ -Keywords mist door~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 876 2 1 -Reset M 0 809 2 876 - Reset E 0 809 0 16 - Reset E 0 815 0 5 - Reset E 0 816 0 7 - Reset E 0 817 0 10 - Reset E 0 818 0 9 -Reset M 0 809 2 876 - Reset E 0 809 0 16 - Reset E 0 815 0 5 - Reset E 0 816 0 7 - Reset E 0 817 0 10 - Reset E 0 818 0 9 -#EXDESC -ExDescKey arch archway door~ -ExDesc The archway is shrouded in a strange black mist that obscures your vision. -~ -#ENDEXDESC - -#ENDROOM +Direction east~ +ToRoom 4446 +#ENDEXIT -#ROOM -Vnum 877 -Name Before the Altar~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc You have climbed the mighty steps of the altar chamber and stand before a -huge altar used to pay tribute to Lady Gith, the long-dead ruler of the -githyanki. The altar is covered in blood and radiates an unspeakable -power that is absorbed by the horrible presence which stands before you. -~ #EXIT Direction south~ -ToRoom 876 -Desc The steps lie to the south, leading back down to the altar chamber floor. -~ +ToRoom 4442 #ENDEXIT -Reset M 0 813 1 877 - Reset E 0 811 0 16 - Reset G 1 824 1 - Reset G 0 802 0 -#EXDESC -ExDescKey altar~ -ExDesc The altar is a huge sacrificial altar covered in bloodstains. -~ -#ENDEXDESC - -#EXDESC -ExDescKey blood bloodstains stains~ -ExDesc The stains of blood run down off the altar towards your feet, oozing quietly. -~ -#ENDEXDESC - -#EXDESC -ExDescKey hole holes~ -ExDesc The holes have passed countless amounts of blood down below the altar. -~ -#ENDEXDESC +#EXIT +Direction west~ +ToRoom 4436 +#ENDEXIT -#ENDROOM +#EXIT +Direction up~ +ToRoom 4416 +#ENDEXIT -#ROOM -Vnum 878 -Name A Gateway to the Underworld~ -Sector city~ -Flags dark indoors noastral~ -Desc You step through the tiny hole in the altar, and stand before a swirling -field of blackness. Through the field you can hear the howls of lost souls -and long-dead beings. -~ #EXIT Direction down~ -ToRoom 879 -Key 824 -Desc You look down into the field of blackness, and feel a tangible wave of evil wash -over you. Stepping into the field would be a bad idea. -~ -Keywords gateway~ -Flags isdoor closed locked nopassdoor~ +ToRoom 4366 #ENDEXIT -Reset D 0 878 5 2 -#EXDESC -ExDescKey blood~ -ExDesc The blood drips from above your head and falls through the field... -~ -#ENDEXDESC - -#EXDESC -ExDescKey field gateway~ -ExDesc The field pulses and feeds on the blood dripping from above. - -A tangible wave of hatred washes over you, striking fear into your very soul. -~ -#ENDEXDESC - #ENDROOM #ROOM -Vnum 879 -Name Utter Darkness and Despair~ -Sector air~ -Flags dark nomob indoors norecall noastral~ -Desc A heavy darkness weighs upon this vast territory, reducing your vision to -mere feet. Flittering shapes seem to emerge from the blackness then return -to the shadows in fear of your light. Though there is no apparent danger, -waves of fear pass through your body and you remain on your guard... +Vnum 4442 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. + +A &Wbright &Rred &rp&Roo&rl &cs&Ch&ci&Cm&cm&Ce&cr&Cs &where. ~ -Reset M 0 814 1 879 - Reset E 0 812 0 16 - Reset E 0 819 0 5 - Reset G 0 825 0 -#ENDROOM +#EXIT +Direction north~ +ToRoom 4441 +#ENDEXIT -#ROOM -Vnum 880 -Name Entrance to Limbo~ -Sector city~ #EXIT -Direction west~ -ToRoom 881 +Direction east~ +ToRoom 4447 #ENDEXIT -#ENDROOM +#EXIT +Direction south~ +ToRoom 4443 +#ENDEXIT -#ROOM -Vnum 881 -Name Door to Githzerai Keep~ -Sector city~ #EXIT -Direction east~ -ToRoom 880 +Direction west~ +ToRoom 4437 #ENDEXIT #EXIT -Direction northwest~ -ToRoom 882 +Direction up~ +ToRoom 4417 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 898 +Direction down~ +ToRoom 4367 #ENDEXIT #ENDROOM #ROOM -Vnum 882 -Name Path Skirting Keep~ -Sector city~ +Vnum 4443 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT Direction north~ -ToRoom 883 +ToRoom 4442 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 881 +Direction east~ +ToRoom 4448 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 883 -Name path~ -Sector city~ #EXIT Direction south~ -ToRoom 882 +ToRoom 4444 #ENDEXIT #EXIT -Direction northwest~ -ToRoom 884 +Direction west~ +ToRoom 4438 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 884 -Name path~ -Sector city~ #EXIT -Direction northwest~ -ToRoom 885 +Direction up~ +ToRoom 4418 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 883 +Direction down~ +ToRoom 4368 #ENDEXIT #ENDROOM #ROOM -Vnum 885 -Name path~ -Sector city~ +Vnum 4444 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT -Direction west~ -ToRoom 886 +Direction north~ +ToRoom 4443 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 884 +Direction east~ +ToRoom 4449 #ENDEXIT -#ENDROOM +#EXIT +Direction south~ +ToRoom 4440 +#ENDEXIT -#ROOM -Vnum 886 -Name path~ -Sector city~ #EXIT -Direction east~ -ToRoom 885 +Direction west~ +ToRoom 4439 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 4419 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 887 +Direction down~ +ToRoom 4369 #ENDEXIT #ENDROOM #ROOM -Vnum 887 -Name path~ -Sector city~ +Vnum 4445 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT -Direction northeast~ -ToRoom 886 +Direction north~ +ToRoom 4449 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 888 +Direction east~ +ToRoom 4425 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 888 -Name path~ -Sector city~ #EXIT Direction south~ -ToRoom 889 +ToRoom 4446 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4440 #ENDEXIT #EXIT -Direction northeast~ -ToRoom 887 +Direction up~ +ToRoom 4420 #ENDEXIT +#EXIT +Direction down~ +ToRoom 4370 +#ENDEXIT + +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 +Reset M 4350 10 4445 -1 -1 -1 100 + Reset E 4350 1 0 100 + Reset E 4351 1 5 100 #ENDROOM #ROOM -Vnum 889 -Name path~ -Sector city~ +Vnum 4446 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT Direction north~ -ToRoom 888 +ToRoom 4445 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 890 +Direction east~ +ToRoom 4426 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 890 -Name path~ -Sector city~ #EXIT -Direction northeast~ -ToRoom 889 +Direction south~ +ToRoom 4447 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 891 +Direction west~ +ToRoom 4441 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 891 -Name path~ -Sector city~ #EXIT -Direction south~ -ToRoom 892 +Direction up~ +ToRoom 4421 #ENDEXIT #EXIT -Direction northwest~ -ToRoom 890 +Direction down~ +ToRoom 4371 #ENDEXIT #ENDROOM #ROOM -Vnum 892 -Name path~ -Sector city~ +Vnum 4447 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT Direction north~ -ToRoom 891 +ToRoom 4446 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 893 +Direction east~ +ToRoom 4427 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 893 -Name path~ -Sector city~ #EXIT -Direction northwest~ -ToRoom 892 +Direction south~ +ToRoom 4448 #ENDEXIT #EXIT -Direction southeast~ -ToRoom 894 +Direction west~ +ToRoom 4442 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 894 -Name path~ -Sector city~ #EXIT -Direction east~ -ToRoom 895 +Direction up~ +ToRoom 4422 #ENDEXIT #EXIT -Direction northwest~ -ToRoom 893 +Direction down~ +ToRoom 4372 #ENDEXIT #ENDROOM #ROOM -Vnum 895 -Name path~ -Sector city~ +Vnum 4448 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT -Direction west~ -ToRoom 894 +Direction north~ +ToRoom 4447 #ENDEXIT #EXIT -Direction northeast~ -ToRoom 896 +Direction east~ +ToRoom 4428 #ENDEXIT -#ENDROOM +#EXIT +Direction south~ +ToRoom 4449 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 4443 +#ENDEXIT -#ROOM -Vnum 896 -Name path~ -Sector city~ #EXIT -Direction northeast~ -ToRoom 897 +Direction up~ +ToRoom 4423 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 895 +Direction down~ +ToRoom 4373 #ENDEXIT #ENDROOM #ROOM -Vnum 897 -Name path~ -Sector city~ +Vnum 4449 +Name The Astral Plane~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 +Desc &W&rP&Ro&Yo&Rl&rs&w, &Cmists&w, and other travellers are the only scenery +&W&wwithin the &wemptiness of the &Wastral &wplane. Links between +&Prealities &wcollide into &wmishapen &pmasses &wof &Benergy &wconstantly +&W&bs&Bp&Ci&Wral&Ci&Bn&bg &wtowards the center of &wall &Rtime&w. Only infinity +&W&wcan be seen in the &zdistance&w, as you continue your travels. +~ #EXIT Direction north~ -ToRoom 898 +ToRoom 4448 #ENDEXIT #EXIT -Direction southwest~ -ToRoom 896 +Direction east~ +ToRoom 4429 #ENDEXIT -#ENDROOM - -#ROOM -Vnum 898 -Name path~ -Sector city~ #EXIT Direction south~ -ToRoom 897 +ToRoom 4445 #ENDEXIT #EXIT -Direction northeast~ -ToRoom 881 +Direction west~ +ToRoom 4444 #ENDEXIT -#ENDROOM +#EXIT +Direction up~ +ToRoom 4424 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 4374 +#ENDEXIT -#ROOM -Vnum 899 -Name Floating in a void~ -Sector city~ -Flags nomob~ #ENDROOM #ENDAREA diff --git a/data/realm/bazaar.are b/data/realm/bazaar.are index 2ab1536..b451982 100644 --- a/data/realm/bazaar.are +++ b/data/realm/bazaar.are @@ -1,1202 +1,1057 @@ #XSMAUGAREA #AREADATA -Version 1 -Name The Bazaar~ -Author Yaegar~ -WeatherX 0 -WeatherY 0 -Ranges 0 65 0 65 -Economy 0 51200000 +Version 1 +Name The Bazaar~ +Author Yaegar~ +Vnums 14100 14164 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 0 65 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 14100 -Keywords armor merchant dealer abdul~ -Short an armor merchant~ -Long A merchant specializing in armor offers to sell you a good shield. -~ -Desc This wily fellow has stock from all around the world. He will offer you a +Vnum 14100 +Keywords armor merchant dealer abdul~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an armor merchant~ +Long A merchant specializing in armor offers to sell you a good shield. +~ +Desc This wily fellow has stock from all around the world. He will offer you a price for your own armor, should you wish to sell it, though you can be guaranteed of him selling it for a big profit. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 9 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14101 -Keywords arms merchant hazid~ -Short an arms merchant~ -Long A merchant specializing in a variety of weapons shows you a nice dagger. -~ -Desc This fellow, Hazid by name, is the brother of the the armor merchant. They +Vnum 14101 +Keywords arms merchant hazid~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an arms merchant~ +Long A merchant specializing in a variety of weapons shows you a nice dagger. +~ +Desc This fellow, Hazid by name, is the brother of the the armor merchant. They are vicious rivals, each determined to rake in the most gold through sale of items of warfare. So far, Hazid's brother Abdul is the clear winner- it would seem most people are more concerned with protecting their own life than with taking others. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 5 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14102 -Keywords goods dealer~ -Short a goods dealer~ -Long A dealer in basic goods smiles happily and rubs her hands together. -~ -Desc She sure seems pleased to see you, especially when her greedy eyes light upon +Vnum 14102 +Keywords goods dealer~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a goods dealer~ +Long A dealer in basic goods smiles happily and rubs her hands together. +~ +Desc She sure seems pleased to see you, especially when her greedy eyes light upon that bulge in your... money pouch. She stocks a variety of basic adventuring goods that you may be interested in. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 1 12 15 17 18 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14103 -Keywords chef~ -Short a chef~ -Long A busy chef is here preparing and selling hot meals. -~ -Desc You can feast on felafels, kebabs or fried capsicum here, all cooked by the +Vnum 14103 +Keywords chef~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a chef~ +Long A busy chef is here preparing and selling hot meals. +~ +Desc You can feast on felafels, kebabs or fried capsicum here, all cooked by the fine chef standing before you. The smell is mouth watering. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 19 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14104 -Keywords thaumaturgist~ -Short a thaumaturgist~ -Long A thaumaturgist offers to show you some nice wands. -~ -Desc The thaumaturgist is a travelling mage who collects rods, staves and wands. +Vnum 14104 +Keywords thaumaturgist~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short a thaumaturgist~ +Long A thaumaturgist offers to show you some nice wands. +~ +Desc The thaumaturgist is a travelling mage who collects rods, staves and wands. he has no potions or scrolls, nor is he interested in them. For them you must go to the herbalist or the scribe. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 1 3 4 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14105 -Keywords herbalist~ -Short a herbalist~ -Long A herbalist grins as you enter and puts out some of her wares. -~ -Desc This lady specializes in herbs, pills and other digestible magical +Vnum 14105 +Keywords herbalist~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a herbalist~ +Long A herbalist grins as you enter and puts out some of her wares. +~ +Desc This lady specializes in herbs, pills and other digestible magical substances, including potions (she has branched out to fill the gap in the market). ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 10 26 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14106 -Keywords tailor~ -Short a tailor~ -Long A tailor leaps up and begins to measure you for a suit. -~ -Desc This fellow is the finest clothier in the bazaar. Well, he's actually the +Vnum 14106 +Keywords tailor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a tailor~ +Long A tailor leaps up and begins to measure you for a suit. +~ +Desc This fellow is the finest clothier in the bazaar. Well, he's actually the ONLY clothier in the bazaar. Oh well. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 9 13 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14107 -Keywords sage~ -Short a wise old sage~ -Long A wise old sage offers to identify your equipment. -~ -Desc This fellow is a wise and learned and very expensive scholar of legend lore, +Vnum 14107 +Keywords sage~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a wise old sage~ +Long A wise old sage offers to identify your equipment. +~ +Desc This fellow is a wise and learned and very expensive scholar of legend lore, the divination of the properties of items both arcane and mundane. Just give him the item you want identified and he will do so. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea nowander~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea nowander~ +Affected sanctuary infrared protect~ #ENDMOBILE #MOBILE -Vnum 14108 -Keywords blacksmith smith~ -Short a blacksmith~ -Long Smith, the blacksmith, sniffs as you enter. -~ -Desc Smith can repair any type of armor you have, for a price. And don't be +Vnum 14108 +Keywords blacksmith smith~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a blacksmith~ +Long Smith, the blacksmith, sniffs as you enter. +~ +Desc Smith can repair any type of armor you have, for a price. And don't be surprised by a rude outburst if you waste his time by giving him something that isn't broken to mend. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea mountable~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea mountable~ +Affected sanctuary infrared protect~ #ENDMOBILE #MOBILE -Vnum 14109 -Keywords scribe~ -Short a scribe~ -Long A scribe offers to show you his range of scrolls. -~ -Desc This felloe is an avid collector of rare and magical scrolls, and has quite +Vnum 14109 +Keywords scribe~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a scribe~ +Long A scribe offers to show you his range of scrolls. +~ +Desc This felloe is an avid collector of rare and magical scrolls, and has quite a few he sells to the discerning public. Have a browse. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 2 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14110 -Keywords shipwright ship wright~ -Short a shipwright~ -Long A shipwright smiles and offers you a ship. -~ -Desc This fellow has been making and selling all types of water craft for decades. +Vnum 14110 +Keywords shipwright ship wright~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a shipwright~ +Long A shipwright smiles and offers you a ship. +~ +Desc This fellow has been making and selling all types of water craft for decades. He's quite good at it too. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 22 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14111 -Keywords animal trainer~ -Short an animal trainer~ -Long An animal trainer playfully punches a gorilla as you enter. -~ -Desc She is going to do that once too often, you think to yourself as you see +Vnum 14111 +Keywords animal trainer~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short an animal trainer~ +Long An animal trainer playfully punches a gorilla as you enter. +~ +Desc She is going to do that once too often, you think to yourself as you see the gorilla glower. Still, she's a big enough lass to make you doubt the gorilla's chances in a scrap. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 0 0 0 0 0 105 100 0 23 #ENDMOBILE #MOBILE -Vnum 14112 -Keywords slave trainer~ -Short a slave trainer~ -Long A slave trainer is whipping some slaves into combat readiness. -~ -Desc If you want to, you can buy one of this fellow's slaves to aid you in combat. +Vnum 14112 +Keywords slave trainer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a slave trainer~ +Long A slave trainer is whipping some slaves into combat readiness. +~ +Desc If you want to, you can buy one of this fellow's slaves to aid you in combat. They don't talk back, they follow orderd fanatically, and they are quite tough. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 0 0 0 0 0 105 100 0 23 #ENDMOBILE #MOBILE -Vnum 14113 -Keywords healer monk~ -Short a monk~ -Long A wandering monk sits crosslegged here, healing the ill. -~ -Desc This fellow wanders the land, spreading the word of his god, and healing +Vnum 14113 +Keywords healer monk~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_adept~ +Short a monk~ +Long A wandering monk sits crosslegged here, healing the ill. +~ +Desc This fellow wanders the land, spreading the word of his god, and healing the injuries of his fellow beings. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_adept~ -Gender male~ -Actflags npc sentinel stayarea immortal~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea immortal~ +Affected sanctuary infrared protect~ #ENDMOBILE #MOBILE -Vnum 14114 -Keywords fruiterer~ -Short a fruiterer~ -Long A fruiterer offers you a magical pear. -~ -Desc The fruit that this pretty girl sells is magically enchanted, as it is +Vnum 14114 +Keywords fruiterer~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a fruiterer~ +Long A fruiterer offers you a magical pear. +~ +Desc The fruit that this pretty girl sells is magically enchanted, as it is grown in a field of magical energy in a secret location only she knows. Thus she has the market cornered so to speak. Buy a piece and eat it, it may be greatly beneficial. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 19 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14115 -Keywords dave peddler~ -Short Dave the peddler~ -Long A wandering peddler attempts to sell you some of his goods. -~ -Desc This fellow wanders from market to market across the world, selling the many +Vnum 14115 +Keywords dave peddler~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Dave the peddler~ +Long A wandering peddler attempts to sell you some of his goods. +~ +Desc This fellow wanders from market to market across the world, selling the many things he has acquired on his journeys. You may find something of interest, maybe not. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected protect~ -Stats1 0 36 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 36 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected protect~ ShopData 8 15 17 18 9 150 50 0 23 #ENDMOBILE #MOBILE -Vnum 14116 -Keywords agitator~ -Short an agitator~ -Long An agitator is here stirring up the public (or attempting to). -~ -Desc Market places and the like are always popular places for demagogues, public +Vnum 14116 +Keywords agitator~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an agitator~ +Long An agitator is here stirring up the public (or attempting to). +~ +Desc Market places and the like are always popular places for demagogues, public speakers and other agitators, for they have a ready-made captive audience. Listening to this woman babble on, you suddenly remember that a shop near here sells tomatoes... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Affected protect~ -Stats1 0 22 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 22 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected protect~ #ENDMOBILE #MOBILE -Vnum 14117 -Keywords shopper~ -Short a shopper~ -Long A shopper moves about the bazaar. -~ -Desc A customer of the merchants here, just like you. A little poorer perhaps, +Vnum 14117 +Keywords shopper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a shopper~ +Long A shopper moves about the bazaar. +~ +Desc A customer of the merchants here, just like you. A little poorer perhaps, and a damn sight less violent, but a shopper nonetheless. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Stats1 0 8 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 8 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14118 -Keywords shopper~ -Short a shopper~ -Long A shopper moves about the bazaar. -~ -Desc A customer of the merchants here, just like you. A little poorer perhaps, +Vnum 14118 +Keywords shopper~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a shopper~ +Long A shopper moves about the bazaar. +~ +Desc A customer of the merchants here, just like you. A little poorer perhaps, and a damn sight less violent, but a shopper nonetheless. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea wimpy~ -Stats1 0 8 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 8 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14119 -Keywords thief scoundrel~ -Short a thieving scoundrel~ -Long A thieving scoundrel skulks about here. -~ -Desc Market places are like a magnet for thieves in every nation, and this one is +Vnum 14119 +Keywords thief scoundrel~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a thieving scoundrel~ +Long A thieving scoundrel skulks about here. +~ +Desc Market places are like a magnet for thieves in every nation, and this one is no exception. With so many fat merchants waddling around with such fat purses, who wouldn't feel a little larcenous? ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis detect_hidden sneak hide~ -Stats1 -500 10 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis detect_hidden sneak hide~ #ENDMOBILE #MOBILE -Vnum 14120 -Keywords beggar~ -Short a beggar~ -Long A beggar cries out for alms. -~ -Desc Market places are popular gathering spots for beggars, the poor souls hoping +Vnum 14120 +Keywords beggar~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short a beggar~ +Long A beggar cries out for alms. +~ +Desc Market places are popular gathering spots for beggars, the poor souls hoping for a coin from a fat merchant or busy shopper. Unfortunately they are very rarely lucky. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_fido~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Stats1 0 4 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 4 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14121 -Keywords guard~ -Short a guard~ -Long A black-robed guard swaggers past you. -~ -Desc These guards are actually a squad of mercenaries hired by the Merchant's +Vnum 14121 +Keywords guard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a guard~ +Long A black-robed guard swaggers past you. +~ +Desc These guards are actually a squad of mercenaries hired by the Merchant's Union to keep the peace in the bazaar. They approach their task with great relish, delighting in terrorising anyone they don't like. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc healer stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -400 19 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 19 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden infrared~ #ENDMOBILE #MOBILE -Vnum 14122 -Keywords princess fatima~ -Short the princess fatima~ -Long Princes Fatima glares imperiously at you. -~ -Desc The princess is a frequent customer of the bazaar. She is used to having +Vnum 14122 +Keywords princess fatima~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short the princess fatima~ +Long Princes Fatima glares imperiously at you. +~ +Desc The princess is a frequent customer of the bazaar. She is used to having people grovel before her, and she seems affronted by your refusal to do so. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_frost~ -Gender female~ -Actflags npc sentinel stayarea wimpy~ -Affected sanctuary~ -Stats1 -400 45 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected sanctuary~ #ENDMOBILE #MOBILE -Vnum 14123 -Keywords spice merchant~ -Short a spice merchant~ -Long A spice merchant sneezes as he gets a noseful of pepper. -~ -Desc This stout fellow has a wide variety of spices gathered from all parts of +Vnum 14123 +Keywords spice merchant~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a spice merchant~ +Long A spice merchant sneezes as he gets a noseful of pepper. +~ +Desc This stout fellow has a wide variety of spices gathered from all parts of the world. Most of them are of little use to an adventurer, though it is said that some spices have a rejuvenating effect on people... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 10 26 19 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14124 -Keywords florist~ -Short a florist~ -Long A florist offers to sell you a rose. -~ -Desc This florist stocks a good range of flora. Most of it isn't of immediate +Vnum 14124 +Keywords florist~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a florist~ +Long A florist offers to sell you a rose. +~ +Desc This florist stocks a good range of flora. Most of it isn't of immediate practical use to an adventurer, though in this magical land one can never tell just what could be useful... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 10 26 13 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14125 -Keywords jeweller~ -Short a jeweller~ -Long A jeweller shows you some fine rubies. -~ -Desc This half elf is a superb jeweller- she has even created jewellery for +Vnum 14125 +Keywords jeweller~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a jeweller~ +Long A jeweller shows you some fine rubies. +~ +Desc This half elf is a superb jeweller- she has even created jewellery for royalty. Her products are very expensive but also very good. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary infrared protect~ -Stats1 0 89 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 89 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary infrared protect~ ShopData 8 0 0 0 0 120 80 0 23 #ENDMOBILE #MOBILE -Vnum 14126 -Keywords slave~ -Short a slave~ -Long A male slave hauls his master's goods along. -~ -Desc This fellow is burdened with several chests full of goods recently acquired +Vnum 14126 +Keywords slave~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_janitor~ +Short a slave~ +Long A male slave hauls his master's goods along. +~ +Desc This fellow is burdened with several chests full of goods recently acquired by his master. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_janitor~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Stats1 0 7 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 7 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14127 -Keywords slave whore~ -Short a whore~ -Long A whore stands here, waiting for a "client". -~ -Desc This girl has been placed by the merchants to provide "services" for any +Vnum 14127 +Keywords slave whore~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a whore~ +Long A whore stands here, waiting for a "client". +~ +Desc This girl has been placed by the merchants to provide "services" for any patron of the bazaar who is so inclined. She is obedient, well-groomed and very broad-minded. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Stats1 0 5 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 14128 -Keywords chimp chimpanzee~ -Short the chimpanzee~ -Long The chimpanzee squeaks and scratches its ass. -~ -Desc The chimp looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 5 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14128 +Keywords chimp chimpanzee~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the chimpanzee~ +Long The chimpanzee squeaks and scratches its ass. +~ +Desc The chimp looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14129 -Keywords jaguar~ -Short the jaguar~ -Long The jaguar growls menacingly at you. -~ -Desc The jaguar looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 10 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14129 +Keywords jaguar~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the jaguar~ +Long The jaguar growls menacingly at you. +~ +Desc The jaguar looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14130 -Keywords gorilla~ -Short the gorilla~ -Long The gorilla beats its chest and roars! -~ -Desc The gorilla looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 16 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14130 +Keywords gorilla~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the gorilla~ +Long The gorilla beats its chest and roars! +~ +Desc The gorilla looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14131 -Keywords spearman~ -Short the spearman~ -Long The spearman stands rigidly at attention. -~ -Desc The spearman looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 13 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14131 +Keywords spearman~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the spearman~ +Long The spearman stands rigidly at attention. +~ +Desc The spearman looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 13 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14132 -Keywords bowman~ -Short the bowman~ -Long The bowman strings his bow. -~ -Desc The bowman looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 22 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14132 +Keywords bowman~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the bowman~ +Long The bowman strings his bow. +~ +Desc The bowman looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 22 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14133 -Keywords swordsman~ -Short the swordsman~ -Long The swordsman flashes his scimitars. -~ -Desc The swordsman looks like a fierce fighter. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc pet~ -Stats1 0 28 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14133 +Keywords swordsman~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the swordsman~ +Long The swordsman flashes his scimitars. +~ +Desc The swordsman looks like a fierce fighter. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 28 21 0 0 0 0 0 +Speaking common~ +Actflags npc pet~ #ENDMOBILE #MOBILE -Vnum 14134 -Keywords busker~ -Short a busker~ -Long A busker is here playing his sitar. -~ -Desc This fellow is plying his trade to make a few pennies for his family. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Stats1 0 7 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 14134 +Keywords busker~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a busker~ +Long A busker is here playing his sitar. +~ +Desc This fellow is plying his trade to make a few pennies for his family. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 7 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14135 -Keywords snake charmer~ -Short a snake charmer~ -Long A snake charmer entices a cobra from a basket. -~ -Desc This game fellow charms the cobras he keeps with a small flute. Sometimes it +Vnum 14135 +Keywords snake charmer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a snake charmer~ +Long A snake charmer entices a cobra from a basket. +~ +Desc This game fellow charms the cobras he keeps with a small flute. Sometimes it works, sometimes a new snake charmer gets a job... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Stats1 0 9 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 9 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 14136 -Keywords cobra~ -Short a cobra~ -Long A cobra rears from the basket, fangs bared. -~ -Desc This snake is for the present quite harmless, as it has been charmed by the +Vnum 14136 +Keywords cobra~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a cobra~ +Long A cobra rears from the basket, fangs bared. +~ +Desc This snake is for the present quite harmless, as it has been charmed by the snake charmer's hypnotic tune. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel stayarea wimpy~ -Affected charm~ -Stats1 -400 10 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected charm~ #ENDMOBILE #OBJECT -Vnum 14100 -Keywords chainmail tunic~ -Type armor~ -Short a chainmail tunic~ -Long A chainmail tunic has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 -5 17 0 +Vnum 14100 +Keywords chainmail tunic~ +Type armor~ +Short a chainmail tunic~ +Long A chainmail tunic has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData armor -5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14101 -Keywords leather breeches~ -Type armor~ -Short a pair of leather breeches~ -Long A pair of leather breeches has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 5 14 0 +Vnum 14101 +Keywords leather breeches~ +Type armor~ +Short a pair of leather breeches~ +Long A pair of leather breeches has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData constitution 1 -1 -1 0 +AffData move 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14102 -Keywords helmet~ -Type armor~ -Short an iron helmet~ -Long An iron helmer is here. It looks heavy.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 10 0 0 0 0 -Affect -1 -1 -1 3 0 -Affect -1 -1 5 13 0 -Affect -1 -1 -10 17 0 +Vnum 14102 +Keywords helmet~ +Type armor~ +Short an iron helmet~ +Long An iron helmer is here. It looks heavy.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData wisdom -1 -1 -1 0 +AffData hit 5 -1 -1 0 +AffData armor -10 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14103 -Keywords mithril gauntlets~ -Type armor~ -Short a pair of mithril gauntlets~ -Long A pair of mithril gauntlets are here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 1 2 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 +Vnum 14103 +Keywords mithril gauntlets~ +Type armor~ +Short a pair of mithril gauntlets~ +Long A pair of mithril gauntlets are here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData intelligence 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14104 -Keywords scimitar~ -Type weapon~ -Short a scimitar~ -Long A scimitar has been dropped here.~ -WFlags take~ -Values 0 0 0 1 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 1 18 0 +Vnum 14104 +Keywords scimitar~ +Type weapon~ +Short a scimitar~ +Long A scimitar has been dropped here.~ +WFlags take~ +Values 0 0 0 1 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14105 -Keywords shamsheer~ -Type weapon~ -Short a huge shamsheer~ -Long A huge shamsheer is lying on the ground here.~ -WFlags take~ -Values 0 0 0 3 0 0 -Stats 20 0 0 0 0 -Affect -1 -1 3 19 0 +Vnum 14105 +Keywords shamsheer~ +Type weapon~ +Short a huge shamsheer~ +Long A huge shamsheer is lying on the ground here.~ +WFlags take~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +AffData damroll 3 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14106 -Keywords spear~ -Type weapon~ -Short a short spear~ -Long A short spear is stuck in the ground here.~ -WFlags take~ -Values 0 0 0 2 0 0 -Stats 5 0 0 0 0 +Vnum 14106 +Keywords spear~ +Type weapon~ +Short a short spear~ +Long A short spear is stuck in the ground here.~ +WFlags take~ +Values 0 0 0 2 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14107 -Keywords dagger~ -Type weapon~ -Short a silver dagger~ -Long A dagger lined with silver to increase accuracy is here.~ -WFlags take~ -Values 0 0 0 11 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 2 18 0 +Vnum 14107 +Keywords dagger~ +Type weapon~ +Short a silver dagger~ +Long A dagger lined with silver to increase accuracy is here.~ +WFlags take~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14108 -Keywords blanket~ -Type armor~ -Short a coarse blanket~ -Long A coarse blanket lies here.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 2 0 0 0 0 +Vnum 14108 +Keywords blanket~ +Type armor~ +Short a coarse blanket~ +Long A coarse blanket lies here.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14109 -Keywords torch~ -Type light~ -Short a torch~ -Long A torch has been discarded here.~ -WFlags take~ -Values 0 0 12 0 0 0 -Stats 1 0 0 0 0 +Vnum 14109 +Keywords torch~ +Type light~ +Short a torch~ +Long A torch has been discarded here.~ +WFlags take~ +Values 0 0 12 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14110 -Keywords brass lantern~ -Type light~ -Short a brass lantern~ -Long A brass lantern has been discarded here.~ -WFlags take~ -Values 0 0 24 0 0 0 -Stats 1 0 0 0 0 +Vnum 14110 +Keywords brass lantern~ +Type light~ +Short a brass lantern~ +Long A brass lantern has been discarded here.~ +WFlags take~ +Values 0 0 24 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14111 -Keywords pouch belt~ -Type container~ -Short a pouch belt~ -Long A pouch belt lies here.~ -WFlags take~ -Values 25 1 0 0 0 0 -Stats 2 0 0 0 0 +Vnum 14111 +Keywords pouch belt~ +Type container~ +Short a pouch belt~ +Long A pouch belt lies here.~ +WFlags take~ +Values 25 1 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14112 -Keywords felafel~ -Type food~ -Short a felafel~ -Long A tasty felafel lies here.~ -WFlags take~ -Values 4 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14112 +Keywords felafel~ +Type food~ +Short a felafel~ +Long A tasty felafel lies here.~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14113 -Keywords beef shish kebab~ -Type food~ -Short a beef shish kebab~ -Long (Hot) A beef shisk kebab steams away here.~ -WFlags take~ -Values 6 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14113 +Keywords beef shish kebab~ +Type food~ +Short a beef shish kebab~ +Long (Hot) A beef shisk kebab steams away here.~ +WFlags take~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14114 -Keywords lamb doner kebab~ -Type food~ -Short a lamb doner kebab~ -Long (Tasty) A lamb doner kebab is here.~ -WFlags take~ -Values 12 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14114 +Keywords lamb doner kebab~ +Type food~ +Short a lamb doner kebab~ +Long (Tasty) A lamb doner kebab is here.~ +WFlags take~ +Values 12 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14115 -Keywords fried capsicum~ -Type food~ -Short fried capsicum~ -Long (Hmmm) Fried capsicum lies here.~ -WFlags take~ -Values 2 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14115 +Keywords fried capsicum~ +Type food~ +Short fried capsicum~ +Long (Hmmm) Fried capsicum lies here.~ +WFlags take~ +Values 2 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14116 -Keywords bone staff~ -Type staff~ -Short a bone staff~ -Long A bone staff is here.~ -Flags hum~ -WFlags take~ -Values 10 5 5 -1 0 0 -Stats 2 0 0 0 0 -Spells 'cure blindness' +Vnum 14116 +Keywords bone staff~ +Type staff~ +Short a bone staff~ +Long A bone staff is here.~ +Flags hum~ +WFlags take~ +Values 10 5 5 -1 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +Spells 'cure blindness' #EXDESC ExDescKey bone staff~ ExDesc An inscription reads- "Let them SEE!" @@ -1206,16 +1061,16 @@ ExDesc An inscription reads- "Let them SEE!" #ENDOBJECT #OBJECT -Vnum 14117 -Keywords ivory wand~ -Type wand~ -Short a slender ivory wand~ -Long A slender ivory wand lies here.~ -Flags glow~ -WFlags take~ -Values 10 5 5 -1 0 0 -Stats 1 0 0 0 0 -Spells 'detect invis' +Vnum 14117 +Keywords ivory wand~ +Type wand~ +Short a slender ivory wand~ +Long A slender ivory wand lies here.~ +Flags glow~ +WFlags take~ +Values 10 5 5 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'detect invis' #EXDESC ExDescKey ivory wand~ ExDesc An inscription reads- "See what is not seen!" @@ -1225,16 +1080,16 @@ ExDesc An inscription reads- "See what is not seen!" #ENDOBJECT #OBJECT -Vnum 14118 -Keywords oak staff~ -Type staff~ -Short an oak staff~ -Long An oak staff lays here.~ -Flags hum~ -WFlags take~ -Values 10 5 5 -1 0 0 -Stats 2 0 0 0 0 -Spells 'armor' +Vnum 14118 +Keywords oak staff~ +Type staff~ +Short an oak staff~ +Long An oak staff lays here.~ +Flags hum~ +WFlags take~ +Values 10 5 5 -1 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +Spells 'armor' #EXDESC ExDescKey oak staff~ ExDesc An inscription reads- "Let them be armored!" @@ -1244,15 +1099,15 @@ ExDesc An inscription reads- "Let them be armored!" #ENDOBJECT #OBJECT -Vnum 14119 -Keywords black wand~ -Type wand~ -Short a short black wand~ -Long A short black wand hums strangely here.~ -Flags hum~ -Values 10 5 5 -1 0 0 -Stats 2 0 0 0 0 -Spells 'weaken' +Vnum 14119 +Keywords black wand~ +Type wand~ +Short a short black wand~ +Long A short black wand hums strangely here.~ +Flags hum~ +Values 10 5 5 -1 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +Spells 'weaken' #EXDESC ExDescKey black wand~ ExDesc An inscription reads- "Let them be stricken!" @@ -1262,16 +1117,16 @@ ExDesc An inscription reads- "Let them be stricken!" #ENDOBJECT #OBJECT -Vnum 14120 -Keywords yellow herb~ -Type pill~ -Short a yellow herb~ -Long A yellow herb is here.~ -Flags magic~ -WFlags take~ -Values 10 -1 -1 -1 0 0 -Stats 1 500 50 0 0 -Spells 'armor' 'bless' 'NONE' +Vnum 14120 +Keywords yellow herb~ +Type pill~ +Short a yellow herb~ +Long A yellow herb is here.~ +Flags magic~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +Spells 'armor' 'bless' 'NONE' #EXDESC ExDescKey yellow herb~ ExDesc This herb will increase your defenses and engender the blessing of the Gods. @@ -1281,16 +1136,16 @@ ExDesc This herb will increase your defenses and engender the blessing of #ENDOBJECT #OBJECT -Vnum 14121 -Keywords red herb~ -Type pill~ -Short a red herb~ -Long A red herb is here.~ -Flags magic~ -WFlags take~ -Values 10 -1 -1 -1 0 0 -Stats 1 500 50 0 0 -Spells 'infravision' 'detect invis' 'detect hidden' +Vnum 14121 +Keywords red herb~ +Type pill~ +Short a red herb~ +Long A red herb is here.~ +Flags magic~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +Spells 'infravision' 'detect invis' 'NONE' #EXDESC ExDescKey red herb~ ExDesc This herb will greatly increase your powers of perception. @@ -1300,16 +1155,16 @@ ExDesc This herb will greatly increase your powers of perception. #ENDOBJECT #OBJECT -Vnum 14122 -Keywords green herb~ -Type pill~ -Short a green herb~ -Long A green herb is here.~ -Flags magic~ -WFlags take~ -Values 10 -1 -1 -1 0 0 -Stats 1 500 50 0 0 -Spells 'invis' 'protection' 'NONE' +Vnum 14122 +Keywords green herb~ +Type pill~ +Short a green herb~ +Long A green herb is here.~ +Flags magic~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +Spells 'invisibility' 'protection from evil' 'NONE' #EXDESC ExDescKey green herb~ ExDesc This herb will conceal and protect you. @@ -1319,16 +1174,16 @@ ExDesc This herb will conceal and protect you. #ENDOBJECT #OBJECT -Vnum 14123 -Keywords white herb~ -Type pill~ -Short a white herb~ -Long A white herb is here.~ -Flags magic~ -WFlags take~ -Values 10 -1 -1 -1 0 0 -Stats 1 500 50 0 0 -Spells 'cure serious' 'refresh' 'NONE' +Vnum 14123 +Keywords white herb~ +Type pill~ +Short a white herb~ +Long A white herb is here.~ +Flags magic~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +Spells 'cure serious' 'refresh' 'NONE' #EXDESC ExDescKey white herb~ ExDesc This herb will heal and refresh you. @@ -1338,487 +1193,488 @@ ExDesc This herb will heal and refresh you. #ENDOBJECT #OBJECT -Vnum 14124 -Keywords fez~ -Type armor~ -Short a bright red fez~ -Long A bright red fez with a yellow tassel sits here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14124 +Keywords fez~ +Type armor~ +Short a bright red fez~ +Long A bright red fez with a yellow tassel sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14125 -Keywords camelhair jacket~ -Type armor~ -Short a camelhair jacket~ -Long Someone has left their very fashionable camelhair jacket here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14125 +Keywords camelhair jacket~ +Type armor~ +Short a camelhair jacket~ +Long Someone has left their very fashionable camelhair jacket here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14126 -Keywords silk trousers~ -Type armor~ -Short a pair of silk trousers~ -Long A pair of silk trousers has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 2000 200 0 0 -Affect -1 -1 10 17 0 +Vnum 14126 +Keywords silk trousers~ +Type armor~ +Short a pair of silk trousers~ +Long A pair of silk trousers has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 2000 -2 1 0 None None None +AffData armor 10 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14127 -Keywords curled boots~ -Type armor~ -Short a pair of curled boots~ -Long A pair of curled boots are here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14127 +Keywords curled boots~ +Type armor~ +Short a pair of curled boots~ +Long A pair of curled boots are here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14128 -Keywords scroll~ -Type scroll~ -Short a scroll~ -Long A scroll. That's it. A SCROLL.~ -Flags magic~ -WFlags take~ -Values 12 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'armor' 'teleport' 'change sex' +Vnum 14128 +Keywords scroll~ +Type scroll~ +Short a scroll~ +Long A scroll. That's it. A SCROLL.~ +Flags magic~ +WFlags take~ +Values 12 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'armor' 'teleport' 'change sex' #ENDOBJECT #OBJECT -Vnum 14129 -Keywords scroll~ -Type scroll~ -Short a scroll~ -Long A scroll. That's it. A SCROLL.~ -Flags magic~ -WFlags take~ -Values 12 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'blindness' 'cure light' 'faerie fire' +Vnum 14129 +Keywords scroll~ +Type scroll~ +Short a scroll~ +Long A scroll. That's it. A SCROLL.~ +Flags magic~ +WFlags take~ +Values 12 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'blindness' 'cure light' 'faerie fire' #ENDOBJECT #OBJECT -Vnum 14130 -Keywords scroll~ -Type scroll~ -Short a scroll~ -Long A scroll. That's it. A SCROLL.~ -Flags magic~ -WFlags take~ -Values 12 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'weaken' 'heal' 'sleep' +Vnum 14130 +Keywords scroll~ +Type scroll~ +Short a scroll~ +Long A scroll. That's it. A SCROLL.~ +Flags magic~ +WFlags take~ +Values 12 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'weaken' 'heal' 'sleep' #ENDOBJECT #OBJECT -Vnum 14131 -Keywords scroll~ -Type scroll~ -Short a scroll~ -Long A scroll. That's it. A SCROLL.~ -Flags magic~ -WFlags take~ -Values 12 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'invis' 'fly' 'fireball' +Vnum 14131 +Keywords scroll~ +Type scroll~ +Short a scroll~ +Long A scroll. That's it. A SCROLL.~ +Flags magic~ +WFlags take~ +Values 12 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'invisibility' 'fly' 'fireball' #ENDOBJECT #OBJECT -Vnum 14132 -Keywords skiff~ -Type boat~ -Short a skiff~ -Long A skiff sits here, unwanted.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 10 500 50 0 0 +Vnum 14132 +Keywords skiff~ +Type boat~ +Short a skiff~ +Long A skiff sits here, unwanted.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 500 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14133 -Keywords junk~ -Type boat~ -Short a chinese junk~ -Long A chinese junk with sail down sits here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 50 1000 100 0 0 +Vnum 14133 +Keywords junk~ +Type boat~ +Short a chinese junk~ +Long A chinese junk with sail down sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 1000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14134 -Keywords small galley~ -Type boat~ -Short a small galley~ -Long A small galley with battering ram lies on its side here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 250 10000 1000 0 0 +Vnum 14134 +Keywords small galley~ +Type boat~ +Short a small galley~ +Long A small galley with battering ram lies on its side here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 250 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14135 -Keywords scow~ -Type boat~ -Short a scow~ -Long A scow full of crap is here.~ -Flags hum~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 50 1500 150 0 0 +Vnum 14135 +Keywords scow~ +Type boat~ +Short a scow~ +Long A scow full of crap is here.~ +Flags hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 1500 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14136 -Keywords tomato~ -Type food~ -Short an overripe tomato~ -Long An overripe tomato squelches here.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14136 +Keywords tomato~ +Type food~ +Short an overripe tomato~ +Long An overripe tomato squelches here.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14137 -Keywords juicy pear~ -Type food~ -Short a juicy pear~ -Long A juicy pear rolls about on the ground.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14137 +Keywords juicy pear~ +Type food~ +Short a juicy pear~ +Long A juicy pear rolls about on the ground.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14138 -Keywords crunchy apple~ -Type food~ -Short a crunchy apple~ -Long A red crunchy apple is here.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14138 +Keywords crunchy apple~ +Type food~ +Short a crunchy apple~ +Long A red crunchy apple is here.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14139 -Keywords melon~ -Type food~ -Short a juicy melon~ -Long A juicy melon has been left here.~ -WFlags take~ -Values 4 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14139 +Keywords melon~ +Type food~ +Short a juicy melon~ +Long A juicy melon has been left here.~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14140 -Keywords tin cup~ -Type container~ -Short a tin cup~ -Long A tin cup lies here.~ -WFlags take~ -Values 1 1 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14140 +Keywords tin cup~ +Type container~ +Short a tin cup~ +Long A tin cup lies here.~ +WFlags take~ +Values 1 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14141 -Keywords rusty knife~ -Type weapon~ -Short a rusty knife~ -Long A rusty knife lies here.~ -WFlags take~ -Values 0 0 0 11 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 -2 18 0 -Affect -1 -1 -2 19 0 +Vnum 14141 +Keywords rusty knife~ +Type weapon~ +Short a rusty knife~ +Long A rusty knife lies here.~ +WFlags take~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData hitroll -2 -1 -1 0 +AffData damroll -2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14142 -Keywords potion~ -Type potion~ -Short a potion~ -Long A murky potion is here.~ -Flags hum~ -WFlags take~ -Values 1 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'poison' 'poison' 'poison' +Vnum 14142 +Keywords potion~ +Type potion~ +Short a potion~ +Long A murky potion is here.~ +Flags hum~ +WFlags take~ +Values 1 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'poison' 'poison' 'poison' #ENDOBJECT #OBJECT -Vnum 14143 -Keywords pouch~ -Type container~ -Short a small pouch~ -Long A small pouch has been tossed aside here.~ -WFlags take~ -Values 5 1 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14143 +Keywords pouch~ +Type container~ +Short a small pouch~ +Long A small pouch has been tossed aside here.~ +WFlags take~ +Values 5 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14144 -Keywords mysterious powder~ -Type pill~ -Short a mysterious powder~ -Long A mysterious powder is scattered about here.~ -Flags hum~ -WFlags take~ -Values 1 -1 -1 -1 0 0 -Stats 1 100 10 0 0 -Spells 'invis' 'NONE' 'NONE' +Vnum 14144 +Keywords mysterious powder~ +Type pill~ +Short a mysterious powder~ +Long A mysterious powder is scattered about here.~ +Flags hum~ +WFlags take~ +Values 1 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'invisibility' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 14145 -Keywords vest~ -Type armor~ -Short a studded vest~ -Long A studded vest lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 2 5 0 -Affect -1 -1 20 13 0 +Vnum 14145 +Keywords vest~ +Type armor~ +Short a studded vest~ +Long A studded vest lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData constitution 2 -1 -1 0 +AffData hit 20 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14146 -Keywords veil~ -Type armor~ -Short a veil~ -Long A silk veil lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 3 3 0 +Vnum 14146 +Keywords veil~ +Type armor~ +Short a veil~ +Long A silk veil lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData wisdom 3 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14147 -Keywords slippers~ -Type armor~ -Short a pair of soft slippers~ -Long A pair of soft slippers rests here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 2 2 0 -Affect -1 -1 25 14 0 -Affect -1 -1 -4 23 0 +Vnum 14147 +Keywords slippers~ +Type armor~ +Short a pair of soft slippers~ +Long A pair of soft slippers rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData intelligence 2 -1 -1 0 +AffData move 25 -1 -1 0 +AffData save_breath -4 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14148 -Keywords nipple ring~ -Type armor~ -Short a gold nipple ring~ -Long A gold nipple ring from the breast of a princess lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 -25 17 0 +Vnum 14148 +Keywords nipple ring~ +Type armor~ +Short a gold nipple ring~ +Long A gold nipple ring from the breast of a princess lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData armor -25 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 14149 -Keywords sachet spice~ -Type food~ -Short a sachet of exotic spices~ -Long A sachet of exotic spices has been left here.~ -WFlags take~ -Values 24 0 0 0 0 0 -Stats 1 1000 100 0 0 +Vnum 14149 +Keywords sachet spice~ +Type food~ +Short a sachet of exotic spices~ +Long A sachet of exotic spices has been left here.~ +WFlags take~ +Values 24 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14150 -Keywords sachet spice~ -Type pill~ -Short a sachet of exotic spices~ -Long A sachet of exotic spices has been left here.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 1 1000 100 0 0 -Spells 'stone skin' 'NONE' 'NONE' +Vnum 14150 +Keywords sachet spice~ +Type pill~ +Short a sachet of exotic spices~ +Long A sachet of exotic spices has been left here.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None +Spells 'stone skin' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 14151 -Keywords sachet spice~ -Type trash~ -Short a sachet of exotic spices~ -Long A sachet of exotic spices has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 1000 100 0 0 +Vnum 14151 +Keywords sachet spice~ +Type trash~ +Short a sachet of exotic spices~ +Long A sachet of exotic spices has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14152 -Keywords sachet spice~ -Type container~ -Short a sachet of exotic spices~ -Long A sachet of exotic spices has been left here.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 1 1000 100 0 0 +Vnum 14152 +Keywords sachet spice~ +Type container~ +Short a sachet of exotic spices~ +Long A sachet of exotic spices has been left here.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14153 -Keywords flower wildflower~ -Type trash~ -Short a wildflower~ -Long A wildflower has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 100 10 0 0 +Vnum 14153 +Keywords flower wildflower~ +Type trash~ +Short a wildflower~ +Long A wildflower has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14154 -Keywords rose~ -Type pill~ -Short a rose~ -Long A red rose has been left here.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 100 10 0 0 -Spells 'armor' 'NONE' 'NONE' +Vnum 14154 +Keywords rose~ +Type pill~ +Short a rose~ +Long A red rose has been left here.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'armor' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 14155 -Keywords carnation~ -Type armor~ -Short a carnation~ -Long A carnation has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14155 +Keywords carnation~ +Type armor~ +Short a carnation~ +Long A carnation has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14156 -Keywords daisy~ -Type light~ -Short a daisy~ -Long A daisy has been left here.~ -WFlags take~ -Values 0 0 24 0 0 0 -Stats 1 0 0 0 0 +Vnum 14156 +Keywords daisy~ +Type light~ +Short a daisy~ +Long A daisy has been left here.~ +WFlags take~ +Values 0 0 24 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14157 -Keywords ruby pendant~ -Type treasure~ -Short a ruby pendant~ -Long A ruby pendant is here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 10000 1000 0 0 +Vnum 14157 +Keywords ruby pendant~ +Type treasure~ +Short a ruby pendant~ +Long A ruby pendant is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14158 -Keywords sun jewel~ -Type light~ -Short a sun jewel~ -Long A sun jewel is here.~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 1 10000 1000 0 0 +Vnum 14158 +Keywords sun jewel~ +Type light~ +Short a sun jewel~ +Long A sun jewel is here.~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14159 -Keywords sapphire ring~ -Type treasure~ -Short a sapphire ring~ -Long A sapphire ring is here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 10000 1000 0 0 +Vnum 14159 +Keywords sapphire ring~ +Type treasure~ +Short a sapphire ring~ +Long A sapphire ring is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14160 -Keywords diamond~ -Type treasure~ -Short a diamond necklace~ -Long A diamond necklace is here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 10000 1000 0 0 +Vnum 14160 +Keywords diamond~ +Type treasure~ +Short a diamond necklace~ +Long A diamond necklace is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14161 -Keywords turban~ -Type armor~ -Short a turban~ -Long A turban sits here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14161 +Keywords turban~ +Type armor~ +Short a turban~ +Long A turban sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14162 -Keywords sitar~ -Type furniture~ -Short a sitar~ -Long A sitar has been left here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 0 0 0 0 +Vnum 14162 +Keywords sitar~ +Type furniture~ +Short a sitar~ +Long A sitar has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 14163 -Keywords basket~ -Type container~ -Short a wicker basket~ -Long A wicker basket sits on the floor here.~ -WFlags take~ -Values 100 0 0 0 0 0 -Stats 5 500 50 0 0 +Vnum 14163 +Keywords basket~ +Type container~ +Short a wicker basket~ +Long A wicker basket sits on the floor here.~ +WFlags take~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 5 500 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 14164 -Keywords flute~ -Type furniture~ -Short a flute~ -Long A flute is lying on the floor here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 14164 +Keywords flute~ +Type furniture~ +Short a flute~ +Long A flute is lying on the floor here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #ROOM -Vnum 14100 -Name Entrance to the Bazaar~ -Sector city~ -Flags nomob~ -Desc You are walking toward the Bazaar, a huge marketplace full of brightly- +Vnum 14100 +Name Entrance to the Bazaar~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are walking toward the Bazaar, a huge marketplace full of brightly- colored tents, within which dozens of merchants hawk their wares to the public. The market is always crowded, and you quickly break out in a sweat as you elbow your way through the teeming hordes of people. @@ -1831,10 +1687,12 @@ ToRoom 14101 #ENDROOM #ROOM -Vnum 14101 -Name An Open Area~ -Sector city~ -Desc You have entered the first part of the bazaar, an open area which is lined +Vnum 14101 +Name An Open Area~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered the first part of the bazaar, an open area which is lined by tents to the far east, south and west, and which stretches away to a market square to the north. Merchants, traders, slaves, vagrants and thieves all rush by you, and you find yourself feeling quite dizzy. @@ -1859,20 +1717,22 @@ Direction west~ ToRoom 14102 #ENDEXIT -Reset M 0 14120 8 14101 - Reset E 1 14140 1 17 -Reset M 0 14121 10 14101 - Reset E 1 14145 1 5 - Reset E 1 14101 1 7 - Reset E 1 14102 1 6 - Reset E 1 14105 1 16 +Reset M 14120 8 14101 -1 -1 -1 100 + Reset E 14140 1 17 100 +Reset M 14121 10 14101 -1 -1 -1 100 + Reset E 14145 1 5 100 + Reset E 14101 1 7 100 + Reset E 14102 1 6 100 + Reset E 14105 1 16 100 #ENDROOM #ROOM -Vnum 14102 -Name An Open Area~ -Sector city~ -Desc You have entered the first part of the bazaar, an open area which is lined +Vnum 14102 +Name An Open Area~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered the first part of the bazaar, an open area which is lined by tents to the far east, south and west, and which stretches away to a market square to the north. Merchants, traders, slaves, vagrants and thieves all rush by you, and you find yourself feeling quite dizzy. @@ -1902,11 +1762,12 @@ ToRoom 14104 #ENDROOM #ROOM -Vnum 14103 -Name A Herbalist's Tent~ -Sector inside~ -Flags indoors~ -Desc The interior of this tent is pungent with the aroma of a variety of herbs +Vnum 14103 +Name A Herbalist's Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this tent is pungent with the aroma of a variety of herbs and salves sold by this merchant. Bags used for storing and preserving the herbs line the rear wall of the tent, hanging above a large counter which is lined with the herbalist's best products. @@ -1916,19 +1777,20 @@ Direction north~ ToRoom 14102 #ENDEXIT -Reset M 0 14105 1 14103 - Reset G 1 14120 0 - Reset G 1 14121 0 - Reset G 1 14122 0 - Reset G 1 14123 0 +Reset M 14105 1 14103 -1 -1 -1 100 + Reset G 14120 0 100 + Reset G 14121 0 100 + Reset G 14122 0 100 + Reset G 14123 0 100 #ENDROOM #ROOM -Vnum 14104 -Name A Tailor's Tent~ -Sector inside~ -Flags indoors~ -Desc You make your way past a row of clothes horses and clothes racks and come to +Vnum 14104 +Name A Tailor's Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You make your way past a row of clothes horses and clothes racks and come to a small counter covered with scraps of expensive material. A small tailor is busy making alterations to the robes of some nobleman, and he tells you around a mouthful of pins that he won't be long. @@ -1938,18 +1800,20 @@ Direction east~ ToRoom 14102 #ENDEXIT -Reset M 0 14106 1 14104 - Reset G 1 14124 0 - Reset G 1 14125 0 - Reset G 1 14126 0 - Reset G 1 14127 0 +Reset M 14106 1 14104 -1 -1 -1 100 + Reset G 14124 0 100 + Reset G 14125 0 100 + Reset G 14126 0 100 + Reset G 14127 0 100 #ENDROOM #ROOM -Vnum 14105 -Name An Open Area~ -Sector city~ -Desc You have entered the first part of the bazaar, an open area which is lined +Vnum 14105 +Name An Open Area~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered the first part of the bazaar, an open area which is lined by tents to the far east, south and west, and which stretches away to a market square to the north. Merchants, traders, slaves, vagrants and thieves all rush by you, and you find yourself feeling quite dizzy. @@ -1979,11 +1843,12 @@ ToRoom 14101 #ENDROOM #ROOM -Vnum 14106 -Name A Scribe's Tent~ -Sector inside~ -Flags indoors~ -Desc The interior of this tent is fairly plain, being dominated by a single +Vnum 14106 +Name A Scribe's Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this tent is fairly plain, being dominated by a single writing desk and a rack of scrolls. There is also a map on the back wall, of a land you have never heard of. ~ @@ -1992,19 +1857,20 @@ Direction north~ ToRoom 14105 #ENDEXIT -Reset M 0 14109 1 14106 - Reset G 1 14128 0 - Reset G 1 14129 0 - Reset G 1 14130 0 - Reset G 1 14131 0 +Reset M 14109 1 14106 -1 -1 -1 100 + Reset G 14128 0 100 + Reset G 14129 0 100 + Reset G 14130 0 100 + Reset G 14131 0 100 #ENDROOM #ROOM -Vnum 14107 -Name A Goods Merchant~ -Sector inside~ -Flags indoors~ -Desc This tent is full of items such as blankets, tents, belt pouches, lanterns, +Vnum 14107 +Name A Goods Merchant~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tent is full of items such as blankets, tents, belt pouches, lanterns, ropes, packs and other adventuring gear that you may find of use. In addition, there is sometimes a collection of items sold by other adventurers such as keys, treasures and lights. @@ -2014,19 +1880,20 @@ Direction west~ ToRoom 14105 #ENDEXIT -Reset M 0 14102 1 14107 - Reset G 1 14108 0 - Reset G 1 14109 0 - Reset G 1 14110 0 - Reset G 1 14111 0 +Reset M 14102 1 14107 -1 -1 -1 100 + Reset G 14108 0 100 + Reset G 14109 0 100 + Reset G 14110 0 100 + Reset G 14111 0 100 #ENDROOM #ROOM -Vnum 14108 -Name A Slave Auction~ -Sector city~ -Flags petshop~ -Desc At this point in the central area, a dais has been erected, and atop it stands +Vnum 14108 +Name A Slave Auction~ +Sector city~ +Flags petshop~ +Stats 0 0 0 0 0 +Desc At this point in the central area, a dais has been erected, and atop it stands a burly man selling some of his trained warrior slaves. If you wish you can stop and examine his merchandise, or proceed north into the center of the market square, or east or west along Buyer's Lane, which dissects the square @@ -2052,33 +1919,36 @@ Direction west~ ToRoom 14150 #ENDEXIT -Reset M 0 14112 1 14108 -Reset M 0 14118 8 14108 -Reset M 0 14135 4 14108 - Reset E 1 14161 1 6 - Reset E 1 14164 1 17 -Reset M 0 14136 1 14108 -Reset O 0 14163 1 14108 +Reset M 14112 1 14108 -1 -1 -1 100 +Reset M 14118 8 14108 -1 -1 -1 100 +Reset M 14135 4 14108 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14164 1 17 100 +Reset M 14136 1 14108 -1 -1 -1 100 +Reset O 14163 1 14108 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14109 -Name Slave Storage~ -Sector inside~ -Flags nomob~ -Desc The slave master stores his slaves in this small room. It looks very +Vnum 14109 +Name Slave Storage~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The slave master stores his slaves in this small room. It looks very uncomfortable. ~ -Reset M 0 14131 1 14109 -Reset M 0 14132 1 14109 -Reset M 0 14133 1 14109 +Reset M 14131 1 14109 -1 -1 -1 100 +Reset M 14132 1 14109 -1 -1 -1 100 +Reset M 14133 1 14109 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14110 -Name Buyer's Lane~ -Sector city~ -Desc This narrow lane runs the perimeter of the Bazaar, heading west from here +Vnum 14110 +Name Buyer's Lane~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This narrow lane runs the perimeter of the Bazaar, heading west from here for a while before bending north to follow the wall that surrounds the bazaar, and heading east back toward the market square. ~ @@ -2095,10 +1965,12 @@ ToRoom 14134 #ENDROOM #ROOM -Vnum 14111 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14111 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2129,10 +2001,12 @@ ToRoom 14108 #ENDROOM #ROOM -Vnum 14112 -Name Buyer's Lane~ -Sector city~ -Desc This narrow lane runs the perimeter of the Bazaar, heading east from here +Vnum 14112 +Name Buyer's Lane~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This narrow lane runs the perimeter of the Bazaar, heading east from here for a while before bending north to follow the wall that surrounds the bazaar, and heading west back toward the market square. ~ @@ -2146,16 +2020,18 @@ Direction west~ ToRoom 14111 #ENDEXIT -Reset M 0 14134 8 14112 - Reset E 1 14161 1 6 - Reset E 1 14162 1 17 +Reset M 14134 8 14112 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14162 1 17 100 #ENDROOM #ROOM -Vnum 14113 -Name The Center of the Square~ -Sector city~ -Desc You are at the hub of the bazaar- the center of the market square. People +Vnum 14113 +Name The Center of the Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the hub of the bazaar- the center of the market square. People rush to and fro on business of their own, as merchants flog their wares to them mercilessly. Slaves, whores, beggars and thieves mingle with the crowd, each of them attempting to elicit a few coppers from any generous souls by @@ -2181,15 +2057,17 @@ Direction west~ ToRoom 14114 #ENDEXIT -Reset M 0 14116 1 14113 -Reset M 0 14126 8 14113 +Reset M 14116 1 14113 -1 -1 -1 100 +Reset M 14126 8 14113 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14114 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14114 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2217,21 +2095,22 @@ Direction west~ ToRoom 14115 #ENDEXIT -Reset M 0 14120 8 14114 - Reset E 1 14140 1 17 -Reset M 0 14135 4 14114 - Reset E 1 14161 1 6 - Reset E 1 14164 1 17 -Reset M 0 14136 4 14114 -Reset O 0 14163 1 14114 +Reset M 14120 8 14114 -1 -1 -1 100 + Reset E 14140 1 17 100 +Reset M 14135 4 14114 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14164 1 17 100 +Reset M 14136 4 14114 -1 -1 -1 100 +Reset O 14163 1 14114 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14115 -Name A Food Tent~ -Sector inside~ -Flags indoors~ -Desc A skilled chef is here busily preparing and serving a variety of middle +Vnum 14115 +Name A Food Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A skilled chef is here busily preparing and serving a variety of middle eastern dishes to a horde of hungry merchants. It is very hot in here, and the air is thick with smoke and grease, but the food still smells very good. @@ -2241,18 +2120,20 @@ Direction east~ ToRoom 14114 #ENDEXIT -Reset M 0 14103 1 14115 - Reset G 1 14112 0 - Reset G 1 14113 0 - Reset G 1 14114 0 - Reset G 1 14115 0 +Reset M 14103 1 14115 -1 -1 -1 100 + Reset G 14112 0 100 + Reset G 14113 0 100 + Reset G 14114 0 100 + Reset G 14115 0 100 #ENDROOM #ROOM -Vnum 14116 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14116 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2278,21 +2159,22 @@ Direction west~ ToRoom 14113 #ENDEXIT -Reset M 0 14120 8 14116 - Reset E 1 14140 1 17 -Reset M 0 14135 4 14116 - Reset E 1 14161 1 6 - Reset E 1 14164 1 17 -Reset M 0 14135 4 14116 -Reset O 0 14163 1 14116 +Reset M 14120 8 14116 -1 -1 -1 100 + Reset E 14140 1 17 100 +Reset M 14135 4 14116 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14164 1 17 100 +Reset M 14135 4 14116 -1 -1 -1 100 +Reset O 14163 1 14116 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14117 -Name Produce Tent~ -Sector inside~ -Flags indoors~ -Desc Fresh (or reasonably fresh) fruit and vegetables are for sale in this tent. +Vnum 14117 +Name Produce Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Fresh (or reasonably fresh) fruit and vegetables are for sale in this tent. A mob of farmers file in and out in a steady stream, dropping off cases of produce for sale to the constant flow of customers. ~ @@ -2301,18 +2183,20 @@ Direction west~ ToRoom 14116 #ENDEXIT -Reset M 0 14114 1 14117 - Reset G 1 14136 0 - Reset G 1 14137 0 - Reset G 1 14138 0 - Reset G 1 14139 0 +Reset M 14114 1 14117 -1 -1 -1 100 + Reset G 14136 0 100 + Reset G 14137 0 100 + Reset G 14138 0 100 + Reset G 14139 0 100 #ENDROOM #ROOM -Vnum 14118 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14118 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2338,20 +2222,22 @@ Direction west~ ToRoom 14119 #ENDEXIT -Reset M 0 14113 1 14118 -Reset M 0 14119 2 14118 -Reset M 0 14135 4 14118 - Reset E 1 14161 1 6 - Reset E 1 14164 1 17 -Reset M 0 14135 4 14118 -Reset O 0 14163 1 14118 +Reset M 14113 1 14118 -1 -1 -1 100 +Reset M 14119 2 14118 -1 -1 -1 100 +Reset M 14135 4 14118 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14164 1 17 100 +Reset M 14135 4 14118 -1 -1 -1 100 +Reset O 14163 1 14118 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14119 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14119 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2380,10 +2266,12 @@ ToRoom 14120 #ENDROOM #ROOM -Vnum 14120 -Name A Side Road~ -Sector city~ -Desc This narrow lane cuts across the north of market square, heading back to +Vnum 14120 +Name A Side Road~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This narrow lane cuts across the north of market square, heading back to buyers' lane to the west, and the square itself to the east. Tents line even this thoroughfare- no part of the bazaar is empty of customers. ~ @@ -2402,15 +2290,17 @@ Direction west~ ToRoom 14124 #ENDEXIT -Reset M 0 14120 8 14120 - Reset E 1 14140 1 17 +Reset M 14120 8 14120 -1 -1 -1 100 + Reset E 14140 1 17 100 #ENDROOM #ROOM -Vnum 14121 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14121 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -2436,16 +2326,18 @@ Direction west~ ToRoom 14118 #ENDEXIT -Reset M 0 14134 8 14121 - Reset E 1 14161 1 6 - Reset E 1 14162 1 17 +Reset M 14134 8 14121 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14162 1 17 100 #ENDROOM #ROOM -Vnum 14122 -Name A Side Road~ -Sector city~ -Desc This narrow lane cuts across the north of market square, heading back to +Vnum 14122 +Name A Side Road~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This narrow lane cuts across the north of market square, heading back to buyers' lane to the east, and the square itself to the west. Tents line even this thoroughfare- no part of the bazaar is empty of customers. ~ @@ -2464,15 +2356,17 @@ Direction west~ ToRoom 14121 #ENDEXIT -Reset M 0 14120 8 14122 - Reset E 1 14140 1 17 +Reset M 14120 8 14122 -1 -1 -1 100 + Reset E 14140 1 17 100 #ENDROOM #ROOM -Vnum 14123 -Name A Junction~ -Sector city~ -Desc Here Buyer's Lane, running north-south, is met by Market Lane from the east. +Vnum 14123 +Name A Junction~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here Buyer's Lane, running north-south, is met by Market Lane from the east. There is a conglomeration of people here, all curiously staring at something or someone. With a gasp, you realize that that someone is Princess Fatima, ruler of a great empire of the east. @@ -2497,14 +2391,16 @@ Direction west~ ToRoom 14122 #ENDEXIT -Reset M 0 14118 8 14123 +Reset M 14118 8 14123 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14124 -Name A Junction~ -Sector city~ -Desc Here Buyer's Lane, running north-south, is met by Market Lane from the east. +Vnum 14124 +Name A Junction~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here Buyer's Lane, running north-south, is met by Market Lane from the east. A crowd of noisy revellers suddenly rush past, heading from one party to the next somewhere in the bazaar, or maybe in the rooms that lie to the east in the wall of the bazaar. @@ -2529,19 +2425,21 @@ Direction west~ ToRoom 14145 #ENDEXIT -Reset M 0 14118 8 14124 -Reset M 0 14122 1 14124 - Reset E 1 14146 1 6 - Reset E 1 14147 1 8 - Reset E 1 14148 1 5 -Reset M 0 14126 8 14124 +Reset M 14118 8 14124 -1 -1 -1 100 +Reset M 14122 1 14124 -1 -1 -1 100 + Reset E 14146 1 6 100 + Reset E 14147 1 8 100 + Reset E 14148 1 5 100 +Reset M 14126 8 14124 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14125 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the western part of Buyer's Lane, past the market on +Vnum 14125 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the western part of Buyer's Lane, past the market on the right, and the houses and shops built into the wall on the left. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2564,11 +2462,12 @@ ToRoom 14151 #ENDROOM #ROOM -Vnum 14126 -Name A Spice Tent~ -Sector inside~ -Flags indoors~ -Desc As you enter, you are almost overwhelmed by the overpowering aroma of hundreds +Vnum 14126 +Name A Spice Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you enter, you are almost overwhelmed by the overpowering aroma of hundreds of exotic spices, and you are not surprised to see that the proprietor is wearing nose plugs. This makes more sense still when he explains to you that many of his herbs have magical or addictive qualities, either or both of @@ -2579,19 +2478,20 @@ Direction south~ ToRoom 14120 #ENDEXIT -Reset M 0 14123 1 14126 - Reset G 1 14149 0 - Reset G 1 14150 0 - Reset G 1 14151 0 - Reset G 1 14152 0 +Reset M 14123 1 14126 -1 -1 -1 100 + Reset G 14149 0 100 + Reset G 14150 0 100 + Reset G 14151 0 100 + Reset G 14152 0 100 #ENDROOM #ROOM -Vnum 14127 -Name A Florist~ -Sector inside~ -Flags indoors~ -Desc This tent is actually a small greenhouse lined with rows of potted plants and +Vnum 14127 +Name A Florist~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tent is actually a small greenhouse lined with rows of potted plants and flowers on metal shelves, kept constantly moist by a fine mist that emanates from metal pipes in the roof to belay the debilitating effects of the summer heat. There is also a wide variety of picked flowers for sale, arranged in @@ -2602,19 +2502,20 @@ Direction south~ ToRoom 14119 #ENDEXIT -Reset M 0 14124 1 14127 - Reset G 1 14153 0 - Reset G 1 14154 0 - Reset G 1 14155 0 - Reset G 1 14156 0 +Reset M 14124 1 14127 -1 -1 -1 100 + Reset G 14153 0 100 + Reset G 14154 0 100 + Reset G 14155 0 100 + Reset G 14156 0 100 #ENDROOM #ROOM -Vnum 14128 -Name A Magical Shop~ -Sector inside~ -Flags indoors~ -Desc This small tent is rather spartan, having only a small table, a wooden +Vnum 14128 +Name A Magical Shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This small tent is rather spartan, having only a small table, a wooden chair, and two wooden cases containing a variety of rods, staves and wands. Feel free to browse. ~ @@ -2623,19 +2524,20 @@ Direction south~ ToRoom 14118 #ENDEXIT -Reset M 0 14104 1 14128 - Reset G 1 14116 0 - Reset G 1 14117 0 - Reset G 1 14118 0 - Reset G 1 14119 0 +Reset M 14104 1 14128 -1 -1 -1 100 + Reset G 14116 0 100 + Reset G 14117 0 100 + Reset G 14118 0 100 + Reset G 14119 0 100 #ENDROOM #ROOM -Vnum 14129 -Name A Blacksmith's Forge~ -Sector inside~ -Flags indoors~ -Desc This tent serves as a workplace for the blacksmith. A forge rests in one +Vnum 14129 +Name A Blacksmith's Forge~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This tent serves as a workplace for the blacksmith. A forge rests in one corner, beneath a circular hole in the leather hide that comprises the roof of this tent, which allows smoke to escape. A variety of hammers, tongs and pliers line one wall, hanging from a wooden rack stained with oil and grease. @@ -2646,15 +2548,16 @@ Direction south~ ToRoom 14121 #ENDEXIT -Reset M 0 14108 1 14129 +Reset M 14108 1 14129 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14130 -Name A Jeweller's Tent~ -Sector inside~ -Flags indoors~ -Desc This small tent has four glass cabinets full of costume jewellery made of +Vnum 14130 +Name A Jeweller's Tent~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This small tent has four glass cabinets full of costume jewellery made of plastic and paste, all the items being replicas of the real items the jeweller offers, should you be interested (you don't think he is foolish enough to keep his REAL products here, do you?). However, the jeweller does @@ -2666,18 +2569,20 @@ Direction south~ ToRoom 14122 #ENDEXIT -Reset M 0 14125 1 14130 - Reset G 1 14157 0 - Reset G 1 14158 0 - Reset G 1 14159 0 - Reset G 1 14160 0 +Reset M 14125 1 14130 -1 -1 -1 100 + Reset G 14157 0 100 + Reset G 14158 0 100 + Reset G 14159 0 100 + Reset G 14160 0 100 #ENDROOM #ROOM -Vnum 14131 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the eastern part of Buyer's Lane, past the market on +Vnum 14131 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the eastern part of Buyer's Lane, past the market on the left, and the houses and shops built into the wall on the right. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2697,14 +2602,16 @@ Direction south~ ToRoom 14123 #ENDEXIT -Reset M 0 14126 8 14131 +Reset M 14126 8 14131 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14132 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the eastern part of Buyer's Lane, past the market on +Vnum 14132 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the eastern part of Buyer's Lane, past the market on the left, and the houses and shops built into the wall on the right. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2726,14 +2633,16 @@ Direction west~ ToRoom 14112 #ENDEXIT -Reset M 0 14117 8 14132 +Reset M 14117 8 14132 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14133 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the eastern part of Buyer's Lane, past the market on +Vnum 14133 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the eastern part of Buyer's Lane, past the market on the left, and the houses and shops built into the wall on the right. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2751,10 +2660,12 @@ ToRoom 14132 #ENDROOM #ROOM -Vnum 14134 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the western part of Buyer's Lane, past the market on +Vnum 14134 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the western part of Buyer's Lane, past the market on the right, and the houses and shops built into the wall on the left. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2774,19 +2685,21 @@ Direction west~ ToRoom 14143 #ENDEXIT -Reset M 0 14115 1 14134 - Reset G 1 14140 0 - Reset G 1 14141 0 - Reset G 1 14142 0 - Reset G 1 14143 0 -Reset M 0 14117 8 14134 +Reset M 14115 1 14134 -1 -1 -1 100 + Reset G 14140 0 100 + Reset G 14141 0 100 + Reset G 14142 0 100 + Reset G 14143 0 100 +Reset M 14117 8 14134 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14135 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the western part of Buyer's Lane, past the market on +Vnum 14135 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the western part of Buyer's Lane, past the market on the right, and the houses and shops built into the wall on the left. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2809,10 +2722,12 @@ ToRoom 14144 #ENDROOM #ROOM -Vnum 14136 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14136 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2827,14 +2742,16 @@ Direction south~ ToRoom 14125 #ENDEXIT -Reset M 0 14117 8 14136 +Reset M 14117 8 14136 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14137 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14137 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2852,10 +2769,12 @@ ToRoom 14142 #ENDROOM #ROOM -Vnum 14138 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14138 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2870,14 +2789,16 @@ Direction west~ ToRoom 14136 #ENDEXIT -Reset M 0 14126 8 14138 +Reset M 14126 8 14138 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14139 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14139 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2895,10 +2816,12 @@ ToRoom 14138 #ENDROOM #ROOM -Vnum 14140 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14140 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2913,18 +2836,20 @@ Direction west~ ToRoom 14139 #ENDEXIT -Reset M 0 14118 8 14140 -Reset M 0 14119 2 14140 -Reset M 0 14134 8 14140 - Reset E 1 14162 1 17 - Reset E 1 14161 1 6 +Reset M 14118 8 14140 -1 -1 -1 100 +Reset M 14119 2 14140 -1 -1 -1 100 +Reset M 14134 8 14140 -1 -1 -1 100 + Reset E 14162 1 17 100 + Reset E 14161 1 6 100 #ENDROOM #ROOM -Vnum 14141 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14141 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2942,10 +2867,12 @@ ToRoom 14140 #ENDROOM #ROOM -Vnum 14142 -Name The Wall of the Bazaar~ -Sector city~ -Desc You are heading along the northern part of Buyer's Lane, past the market to +Vnum 14142 +Name The Wall of the Bazaar~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are heading along the northern part of Buyer's Lane, past the market to the south, and the houses and shops built into the wall to the north. People enter and exit many of these houses as you watch, and you surmise that no place in the bazaar is free of mercantilism- everyone has something to sell. @@ -2960,20 +2887,21 @@ Direction west~ ToRoom 14141 #ENDEXIT -Reset M 0 14117 8 14142 -Reset M 0 14121 10 14142 - Reset E 1 14145 1 5 - Reset E 1 14101 1 7 - Reset E 1 14102 1 6 - Reset E 1 14105 1 16 +Reset M 14117 8 14142 -1 -1 -1 100 +Reset M 14121 10 14142 -1 -1 -1 100 + Reset E 14145 1 5 100 + Reset E 14101 1 7 100 + Reset E 14102 1 6 100 + Reset E 14105 1 16 100 #ENDROOM #ROOM -Vnum 14143 -Name A Weapons Shop~ -Sector inside~ -Flags indoors~ -Desc This store, built into the wall of the bazaar, is lined with weapons of +Vnum 14143 +Name A Weapons Shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This store, built into the wall of the bazaar, is lined with weapons of every variety, crafted from bronze, iron, steel, copper and even gold. You look around and see several of interest. ~ @@ -2982,19 +2910,20 @@ Direction east~ ToRoom 14134 #ENDEXIT -Reset M 0 14101 1 14143 - Reset G 1 14104 0 - Reset G 1 14105 0 - Reset G 1 14106 0 - Reset G 1 14107 0 +Reset M 14101 1 14143 -1 -1 -1 100 + Reset G 14104 0 100 + Reset G 14105 0 100 + Reset G 14106 0 100 + Reset G 14107 0 100 #ENDROOM #ROOM -Vnum 14144 -Name An Armor Shop~ -Sector inside~ -Flags indoors~ -Desc This store, built into the wall of the bazaar, is lined with suits of armor +Vnum 14144 +Name An Armor Shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This store, built into the wall of the bazaar, is lined with suits of armor every variety, crafted from bronze, iron, steel, copper and even gold. You look around and see several items of interest. ~ @@ -3003,19 +2932,20 @@ Direction east~ ToRoom 14135 #ENDEXIT -Reset M 0 14100 1 14144 - Reset G 1 14100 0 - Reset G 1 14101 0 - Reset G 1 14102 0 - Reset G 1 14103 0 +Reset M 14100 1 14144 -1 -1 -1 100 + Reset G 14100 0 100 + Reset G 14101 0 100 + Reset G 14102 0 100 + Reset G 14103 0 100 #ENDROOM #ROOM -Vnum 14145 -Name A Brothel~ -Sector inside~ -Flags indoors~ -Desc Several merchants look away with embarrassment as you catch their eyes upon +Vnum 14145 +Name A Brothel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Several merchants look away with embarrassment as you catch their eyes upon entering. Evidently visiting such places is not considered good for business, if you are caught. Several attractive men and women smile seductively at you, and you gulp nervously. Have you had your shots? @@ -3028,11 +2958,12 @@ ToRoom 14124 #ENDROOM #ROOM -Vnum 14146 -Name A Guard House~ -Sector inside~ -Flags indoors~ -Desc This room serves as quarters for the market guards. There are rarely many +Vnum 14146 +Name A Guard House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This room serves as quarters for the market guards. There are rarely many guards in here at any one time- the market is so busy and so prone to crime that they rarely have time to relax. ~ @@ -3041,19 +2972,20 @@ Direction east~ ToRoom 14125 #ENDEXIT -Reset M 0 14121 10 14146 - Reset E 1 14145 1 5 - Reset E 1 14101 1 7 - Reset E 1 14102 1 6 - Reset E 1 14105 1 16 +Reset M 14121 10 14146 -1 -1 -1 100 + Reset E 14145 1 5 100 + Reset E 14101 1 7 100 + Reset E 14102 1 6 100 + Reset E 14105 1 16 100 #ENDROOM #ROOM -Vnum 14147 -Name Near the Docks~ -Sector inside~ -Flags indoors~ -Desc You are standing near the docks of the city, which lie upon the massive +Vnum 14147 +Name Near the Docks~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing near the docks of the city, which lie upon the massive harbour it is nestled in. Ships of all nations sail back and forth, either delivering or picking up cargo, passengers or illicit goods. Near here there is a large warehouse, wherein ships are constructed for anyone with the @@ -3072,11 +3004,12 @@ ToRoom 14132 #ENDROOM #ROOM -Vnum 14148 -Name A Shipyard~ -Sector inside~ -Flags indoors~ -Desc Here you may negotiate the purchase of a seagoing vessel to suit your needs. +Vnum 14148 +Name A Shipyard~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here you may negotiate the purchase of a seagoing vessel to suit your needs. There is no shortage of supply in a huge port such as this; indeed, in this city, ships are more common than horses. ~ @@ -3085,19 +3018,20 @@ Direction south~ ToRoom 14147 #ENDEXIT -Reset M 0 14110 1 14148 - Reset G 1 14132 0 - Reset G 1 14133 0 - Reset G 1 14134 0 - Reset G 1 14135 0 +Reset M 14110 1 14148 -1 -1 -1 100 + Reset G 14132 0 100 + Reset G 14133 0 100 + Reset G 14134 0 100 + Reset G 14135 0 100 #ENDROOM #ROOM -Vnum 14149 -Name An Empty Shop~ -Sector inside~ -Flags indoors~ -Desc This shop is currently vacant, awaiting a new tenant after its last was +Vnum 14149 +Name An Empty Shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This shop is currently vacant, awaiting a new tenant after its last was slain in a knife fight with some disgruntled customers. ~ #EXIT @@ -3105,14 +3039,16 @@ Direction west~ ToRoom 14123 #ENDEXIT -Reset M 0 14107 1 14149 +Reset M 14107 1 14149 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14150 -Name The Market Square~ -Sector city~ -Desc This is the center of the bazaar, and the primary gathering point for the +Vnum 14150 +Name The Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the center of the bazaar, and the primary gathering point for the hordes of people who visit the bazaar every day and night. You see strangely- clad visitors from many foreign lands clamoring to buy and sell every conceivable item known to humanity. The air is thick with the stench of stale @@ -3140,17 +3076,18 @@ Direction west~ ToRoom 14110 #ENDEXIT -Reset M 0 14134 8 14150 - Reset E 1 14161 1 6 - Reset E 1 14162 1 17 +Reset M 14134 8 14150 -1 -1 -1 100 + Reset E 14161 1 6 100 + Reset E 14162 1 17 100 #ENDROOM #ROOM -Vnum 14151 -Name An Animal Trainer's Store~ -Sector inside~ -Flags indoors~ -Desc In this place you can purchase yourself an animal companion for your travels +Vnum 14151 +Name An Animal Trainer's Store~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc In this place you can purchase yourself an animal companion for your travels from the range of animals trained by the proprietor. ~ #EXIT @@ -3158,20 +3095,21 @@ Direction west~ ToRoom 14131 #ENDEXIT -Reset M 0 14111 1 14151 +Reset M 14111 1 14151 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 14152 -Name Animal Shed~ -Sector inside~ -Flags nomob~ -Desc He keeps his animals here. Don't bother reading this, you shouldn't be here +Vnum 14152 +Name Animal Shed~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc He keeps his animals here. Don't bother reading this, you shouldn't be here anyway. ~ -Reset M 0 14128 1 14152 -Reset M 0 14129 1 14152 -Reset M 0 14130 1 14152 +Reset M 14128 1 14152 -1 -1 -1 100 +Reset M 14129 1 14152 -1 -1 -1 100 +Reset M 14130 1 14152 -1 -1 -1 100 #ENDROOM #ENDAREA diff --git a/data/realm/buds.are b/data/realm/buds.are deleted file mode 100644 index 94164fc..0000000 --- a/data/realm/buds.are +++ /dev/null @@ -1,962 +0,0 @@ -#XSMAUGAREA -#AREADATA -Version 1 -Name Buddies~ -Author Garth~ -WeatherX 0 -WeatherY 0 -Ranges 40 60 65 65 -Economy 40 0 -ResetMsg ~ -#ENDAREADATA - -#MOBILE -Vnum 30232 -Keywords cannabis sativa~ -Short Cannabis Sativa~ -Long The Mother of all Cannabis tempts your ability to resist. -~ -Desc This giant plant is covered with bud. It looks like it could -smoke you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea wimpy~ -Affected detect_invis sanctuary flying~ -Stats1 -500 55 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30233 -Keywords cannabis indica~ -Short Cannabis Indica~ -Long The Father of all Cannabis is the ultimate in plant evolution. -~ -Desc The bud of this giant bush weighs its leaves to the ground. -It is a blend of beautiful orange, red, and blue hairs. Just a -fraction of this plant would be enough to keep you happy for a year. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis sanctuary flying~ -Stats1 -500 60 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30234 -Keywords small joint~ -Short A Small Joint~ -Long A small joint sits here smoking. -~ -Desc This wrapping of reefer is just what you might need after a hard -day of work. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected sneak flying~ -Stats1 -350 40 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30235 -Keywords blunt~ -Short A Blunt~ -Long An empty cigar skin looks filled with a green substance. -~ -Desc What used to be a cigar is now filled with enough bud to get the -owner 5 years. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected flying~ -Stats1 -350 46 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30236 -Keywords bowlful resinated bud~ -Short A Bowlful of Resinated Bud~ -Long A bowl of resinated bud looks like just the refill you need. -~ -Desc While not a large quanitity of weed, it's probably enough to get -you by for an hour or two. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis flying~ -Stats1 -250 43 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30237 -Keywords dea agent~ -Short The DEA Agent~ -Long A DEA Agent flashes his badge and throws you against the wall. -~ -Desc This burly, buzzcutted fellow just joined the DEA after being fired -from the ATF for shooting an innocent child. He's not the type to be -messed with. Of course if you've been smoking any of this weed, you -wouldn't really care. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis sneak~ -Stats1 350 51 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30238 -Keywords smuggler~ -Short The Smuggler~ -Long A Smuggler is hiding from the DEA. -~ -Desc A big Central American looks at you and says, -"Hola amigo, muchos dinenos." -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea train~ -Affected sneak hide~ -Stats1 -300 43 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30239 -Keywords munchies~ -Short The Munchies~ -Long You are starving! -~ -Desc Just the sweet fragrance of the air is enough to give you -the munchies. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected invisible detect_invis~ -Stats1 0 38 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30240 -Keywords tom petty~ -Short Tom Petty~ -Long Tom Petty stands here strumming a guitar. -~ -Desc He breaks into timeless verse singing, -"Lemme get to the point, lets roll another joint." -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis sanctuary sneak flying~ -Stats1 500 57 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#OBJECT -Vnum 30232 -Keywords bong clear blue graffix glass~ -Type weapon~ -Short a 4 Foot Blue Glass Graffix(R)~ -Long A Beautiful Blue Glass Bong has a full bowl of weed.~ -Flags glow antigood~ -WFlags take~ -Values 0 1 6 12 0 0 -Stats 7 0 0 0 0 -Affect -1 -1 10 18 0 -Affect -1 -1 12 19 0 -Affect -1 -1 -1 3 0 -#ENDOBJECT - -#OBJECT -Vnum 30233 -Keywords hit joint~ -Type potion~ -Short a Hit from the Joint~ -Long A few of these while playing and you're having more fun than most mudders!~ -Flags glow~ -WFlags take~ -Values 40 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'invis' 'sanctuary' 'heal' -#ENDOBJECT - -#OBJECT -Vnum 30234 -Keywords brownie weed~ -Type pill~ -Short a Brownie~ -Long A Brownie cooked with THC oil awaits your bite.~ -Flags glow~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 1 0 0 0 0 -Spells 'armor' 'fly' 'infravision' -#ENDOBJECT - -#OBJECT -Vnum 30235 -Keywords badge dea~ -Type armor~ -Short a Badge~ -Long A badge with the letters DEA inscribed.~ -Flags magic~ -WFlags take~ -Values 0 1 6 11 0 0 -Stats 2 0 0 0 0 -Affect -1 -1 2 1 0 -#ENDOBJECT - -#OBJECT -Vnum 30236 -Keywords bowl~ -Type weapon~ -Short a Bowl~ -Long An ornate bowl with a clear red chamber for resinating bud.~ -Flags glow antievil~ -WFlags take~ -Values 0 1 6 12 0 0 -Stats 6 0 0 0 0 -Affect -1 -1 10 13 0 -Affect -1 -1 10 19 0 -Affect -1 -1 35 12 0 -#ENDOBJECT - -#OBJECT -Vnum 30237 -Keywords joint everburning~ -Type light~ -Short an Everburning Joint~ -Long The flame of this joint will never run out~ -Flags glow~ -WFlags take~ -Values 0 1 -1 11 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 25 12 0 -Affect -1 -1 2 2 0 -#ENDOBJECT - -#OBJECT -Vnum 30238 -Keywords plate wings~ -Type food~ -Short a plate of Buffalo Wings~ -Long When you've got the munchies, what better snack than buffalo wings.~ -WFlags take~ -Values -1 1 6 11 0 0 -Stats 5 0 0 0 0 -#ENDOBJECT - -#ROOM -Vnum 30232 -Name Welcome to Cannabis~ -Sector inside~ -Flags nomob~ -Desc This area is intended to be humorous. -Do not enter if you have a poor sense of humor or are under level 40. -You have been warned. You try being creative after a few screwdrivers. -~ -#EXIT -Direction north~ -ToRoom 30233 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30233 -Name Base of the Plant~ -Sector forest~ -Desc You are at the base of a giant plant with leaves of seven points. -You notice a sweet smell in the air, and begin to feel lightheaded -as you inhale this tasty air. As you look up you see buds of orange, -red, blue, green, and purple. The beautiful colors and the way you -are feeling invite you to explore further. -~ -#EXIT -Direction south~ -ToRoom 30232 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 30234 -#ENDEXIT - -Reset M 0 30234 1 30233 - Reset G 1 30233 100 -Reset M 0 30239 1 30233 - Reset G 1 30238 100 -#ENDROOM - -#ROOM -Vnum 30234 -Name The Stem of the Plant~ -Sector forest~ -Desc You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -#EXIT -Direction north~ -ToRoom 30250 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30236 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30253 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30235 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 30241 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 30233 -#ENDEXIT - -Reset M 0 30234 1 30234 - Reset G 1 30233 100 -#ENDROOM - -#ROOM -Vnum 30235 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30234 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30239 -#ENDEXIT - -Reset M 0 30235 1 30235 -#ENDROOM - -#ROOM -Vnum 30236 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30237 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30234 -#ENDEXIT - -Reset M 0 30235 1 30236 -#ENDROOM - -#ROOM -Vnum 30237 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30238 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30236 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30238 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction west~ -ToRoom 30237 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30239 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30235 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30240 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30240 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30239 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30241 -Name The Stem of the Plant~ -Sector forest~ -Desc You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -#EXIT -Direction north~ -ToRoom 30256 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30244 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30258 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30242 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 30246 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 30234 -#ENDEXIT - -Reset M 0 30240 1 30241 - Reset E 1 30237 100 0 -#ENDROOM - -#ROOM -Vnum 30242 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30241 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30243 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30243 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30242 -#ENDEXIT - -Reset M 0 30236 1 30243 - Reset G 1 30234 100 -#ENDROOM - -#ROOM -Vnum 30244 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30245 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30241 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30245 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction west~ -ToRoom 30244 -#ENDEXIT - -Reset M 0 30237 1 30245 - Reset E 1 30235 100 17 -#ENDROOM - -#ROOM -Vnum 30246 -Name The Stem of the Plant~ -Sector forest~ -Desc You are travelling up the stem of the plant. You see leaves of the -plant to the left and the right of you. As before, the air is filled -with a sweet fragrance which relaxes you and enhances your senses. -~ -#EXIT -Direction north~ -ToRoom 30260 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30247 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30261 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30248 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 30249 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 30241 -#ENDEXIT - -Reset M 0 30232 1 30246 - Reset E 1 30236 100 16 -#ENDROOM - -#ROOM -Vnum 30247 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction west~ -ToRoom 30246 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30248 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction east~ -ToRoom 30246 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30249 -Name The Top of the Plant~ -Sector forest~ -Desc You have reached the top this wonderful bundle of bud. You remember -when you were young and you were told to say no to drugs. But were -you ever told how they could expand your mind and give you fun new -experiences? -~ -#EXIT -Direction down~ -ToRoom 30246 -#ENDEXIT - -Reset M 0 30233 1 30249 - Reset E 1 30232 100 16 -#ENDROOM - -#ROOM -Vnum 30250 -Name A Leaf of the Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30251 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30234 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30251 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30252 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30250 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30252 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction south~ -ToRoom 30251 -#ENDEXIT - -Reset M 0 30237 1 30252 - Reset E 1 30235 100 17 -#ENDROOM - -#ROOM -Vnum 30253 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30234 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30254 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30254 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30253 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30255 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30255 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30254 -#ENDEXIT - -Reset M 0 30238 1 30255 - Reset G 1 30234 100 -#ENDROOM - -#ROOM -Vnum 30256 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30257 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30241 -#ENDEXIT - -Reset M 0 30236 1 30256 -#ENDROOM - -#ROOM -Vnum 30257 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction south~ -ToRoom 30256 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30258 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30241 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30259 -#ENDEXIT - -Reset M 0 30236 1 30258 -#ENDROOM - -#ROOM -Vnum 30259 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30258 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30260 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction south~ -ToRoom 30246 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30261 -Name A Leaf of The Plant~ -Sector forest~ -Desc You are travelling on the leaves of the plant. You feel yourself -becoming stuck in the hairs of the plant. You look around and all -you see is sheer beauty. If only real life could be this perfect. -~ -#EXIT -Direction north~ -ToRoom 30246 -#ENDEXIT - -#ENDROOM - -#ENDAREA diff --git a/data/realm/canyon.are b/data/realm/canyon.are new file mode 100644 index 0000000..a73969e --- /dev/null +++ b/data/realm/canyon.are @@ -0,0 +1,2772 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Elemental Canyon~ +Author Raff~ +Vnums 9201 9260 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 30 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 9201 +Keywords mountain climber mountainclimber~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the mountain climber~ +Long A mountain climber is making the same trek that you are. +~ +Desc He wants to see what's on the other side of the mountain too. +~ +Nattacks 0.000000 +Stats1 500 100 0 0 0 0 +Stats2 3 21 8 15 1 6 1 +Speaking common~ +Actflags npc scavenger stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9202 +Keywords cyclops~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the cyclops~ +Long A hungry cyclops snarls at you! +~ +Desc He looks like he's about to have dinner (maybe it's you?). +~ +Nattacks 0.000000 +Stats1 -700 1000 0 0 0 0 +Stats2 22 21 -5 1100 1 4 25 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9203 +Keywords tiny elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a tiny elemental~ +Long A tiny elemental form wanders about. +~ +Desc Rather small for an elemental form, looks like a reject. +~ +Nattacks 0.000000 +Stats1 0 11 0 0 0 0 +Stats2 1 21 9 0 1 3 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9204 +Keywords elemental guardian~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short the elemental guardian~ +Long The elemental guardian of the canyon. +~ +Desc You can't tell which kind of elemental it is, maybe it's a bit o' all of them? +~ +Nattacks 0.000000 +Stats1 0 10000 0 0 0 0 +Stats2 20 21 -5 1000 4 4 5 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 9205 +Keywords small elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a small elemental~ +Long A small, rather non-descript elemental. +~ +Desc A small elemental, a resident of the canyon. +~ +Nattacks 0.000000 +Stats1 0 250 0 0 0 0 +Stats2 5 21 5 60 2 4 0 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9206 +Keywords medium elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a medium elemental~ +Long A medium-sized elemental. +~ +Desc A medium elemental, a resident of the canyon. +~ +Nattacks 0.000000 +Stats1 10 750 0 0 0 0 +Stats2 10 21 2 125 2 6 1 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9207 +Keywords large elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short a large elemental~ +Long A large elemental. +~ +Desc A large elemental, a resident of the canyon.~ +Nattacks 0.000000 +Stats1 20 2000 0 0 0 0 +Stats2 15 21 0 190 2 8 2 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9208 +Keywords earth elemental ruler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the Earth Ruler~ +Long The Ruler of the earth elementals. +~ +Desc He looks as old as the earth itself. He seems to know all the +secrets and knowledge of the Earth. You can't really tell where +he begins and the rock wall ends. +~ +Nattacks 0.000000 +Stats1 0 100000 0 0 0 0 +Stats2 30 21 -13 1000 2 6 25 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9209 +Keywords fire elemental ruler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short the Fire Ruler~ +Long The Ruler of the fire elementals. +~ +Desc As you look at him he seems to blend in with the fire in his throne. +~ +Nattacks 0.000000 +Stats1 0 100000 0 0 0 0 +Stats2 30 21 -10 1000 4 5 5 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9210 +Keywords air elemental ruler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short The Air Ruler~ +Long The Ruler of the air elementals. +~ +Desc As you peer at him you seem to be looking at the sky itself. +~ +Nattacks 0.000000 +Stats1 0 100000 0 0 0 0 +Stats2 30 21 -10 1000 9 3 9 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9211 +Keywords lightning elemental ruler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short The Lightning Ruler~ +Long The Ruler of the lightning elementals. +~ +Desc As you examine him there is a blinding flash of light and a deafening boom! +You rub your eyes and look and the ruler is there grinning at you. +~ +Nattacks 0.000000 +Stats1 0 100000 0 0 0 0 +Stats2 30 21 -6 1000 4 6 15 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9212 +Keywords water elemental ruler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short The Water Ruler~ +Long The Ruler of the water elementals. +~ +Desc As you look at him he changes to mist, which swirls around you. Just +as you get scared, it reforms in elemental form. +~ +Nattacks 0.000000 +Stats1 0 100000 0 0 0 0 +Stats2 30 21 -10 1000 7 3 5 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9214 +Keywords water puddle elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a puddle~ +Long A small puddle of water elemental. +~ +Desc It trickles along the ground and gets your feet wet. +~ +Nattacks 0.000000 +Stats1 0 225 0 0 0 0 +Stats2 8 21 3 200 2 5 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9215 +Keywords fire flame elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a flame~ +Long A small flickering flame elemental. +~ +Desc It smolders along the grass aimlessly. +~ +Nattacks 0.000000 +Stats1 0 150 0 0 0 0 +Stats2 4 21 6 0 2 4 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9216 +Keywords snowflake snow flake ice elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a small snowflake~ +Long A frozen snowflake water elemental. +~ +Desc It looks a little blue. +~ +Nattacks 0.000000 +Stats1 520 0 0 0 0 0 +Stats2 3 21 8 30 1 5 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9217 +Keywords pebble rock earth stone elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a small rock~ +Long A small rock. +~ +Desc It seems to be a small living pebble! +~ +Nattacks 0.000000 +Stats1 0 98 0 0 0 0 +Stats2 3 21 6 5 1 6 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9218 +Keywords spark lightning energy elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a small spark~ +Long A small spark of electricity fizzles here. +~ +Desc Zipping from place to place at the speed of light is tough work. +~ +Nattacks 0.000000 +Stats1 0 150 0 0 0 0 +Stats2 4 21 6 0 1 8 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9219 +Keywords acid blob elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short a small blob of acid~ +Long A small blob of acid eats away at the stone aimlessly. +~ +Desc The magical blob of acid is a cross between lightning and water. +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 9 21 2 120 5 2 2 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9220 +Keywords lava elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a lava beast~ +Long A lava beast spews from place to place. +~ +Desc The magical lava beast is a cross between fire and earth. +~ +Nattacks 0.000000 +Stats1 0 313 0 0 0 0 +Stats2 8 21 3 120 5 2 2 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9221 +Keywords mud elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a mud monster~ +Long A mud monster slops around. +~ +Desc The magical mud monster is a cross between water and earth. +~ +Nattacks 0.000000 +Stats1 0 400 0 0 0 0 +Stats2 7 21 4 86 2 4 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9222 +Keywords mist elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an elemental mist~ +Long The air is magically misty here. +~ +Desc The magical mist is a cross between water and air. +~ +Nattacks 0.000000 +Stats1 0 300 0 0 0 0 +Stats2 6 21 50 20 1 8 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9223 +Keywords particle elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short a particle~ +Long A sub-atomic particle is too small for you to see. +~ +Desc The magical manifestation of energy. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 5 21 6 70 1 5 5 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9224 +Keywords dust elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a dust cloud~ +Long A dust cloud blowing by makes you sneeze. +~ +Desc The magical dust cloud is a cross between air and earth. +~ +Nattacks 0.000000 +Stats1 0 100 0 0 0 0 +Stats2 6 21 4 4 1 8 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9225 +Keywords eddie elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short an eddie~ +Long A small eddie current swirls junk around here. +~ +Desc The magical eddie current is a manifestation of an air elemental. +~ +Nattacks 0.000000 +Stats1 0 30 0 0 0 0 +Stats2 2 21 8 0 1 6 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9226 +Keywords blue flame~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short the Blue Flame~ +Long The Blue Flame burns mysteriously here. +~ +Desc As you look you see what seems to be a face and almost a +humanoid figure somehow trapped in the fire. +~ +Nattacks 0.000000 +Stats1 -100 25000 0 0 0 0 +Stats2 26 21 -4 550 6 3 12 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9227 +Keywords magneto~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short the Magneto~ +Long The Magneto considers zapping you for the heck of it. +~ +Desc A humanoid figure seems to be trapped in the field of the Magneto. +~ +Nattacks 0.000000 +Stats1 -150 10000 0 0 0 0 +Stats2 22 21 -8 350 3 8 5 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9228 +Keywords ice bandit~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short the Ice Bandit~ +Long The Ice Bandit strikes cold fear in your heart. +~ +Desc A humanoid figure encased in ice but still apparently alive. +~ +Nattacks 0.000000 +Stats1 -250 30000 0 0 0 0 +Stats2 24 21 -9 480 2 8 13 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 9229 +Keywords rock monster~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the Rock Monster~ +Long The Rock Monster considers you in stoney silence. +~ +Desc A humanoid figure trapped in stone seems alive. +~ +Nattacks 0.000000 +Stats1 -310 19000 0 0 0 0 +Stats2 23 21 -6 550 3 8 4 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9230 +Keywords hurricane~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short the Hurricane~ +Long A Hurricane rages across the sky. +~ +Desc A humanoid figure is trapped in the rushing wind. +~ +Nattacks 0.000000 +Stats1 -10 41082 0 0 0 0 +Stats2 28 21 -7 700 4 6 6 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 9231 +Keywords magician~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short an elemental magician~ +Long An elemental magician seeks magical stones for a spell. +~ +Desc The elemental magician has come here in search of the fabled +Stone of Surrender which can be used to render opponents senseless. +~ +Nattacks 0.000000 +Stats1 -50 8000 0 0 0 0 +Stats2 17 21 2 200 3 5 3 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected invisible~ +#ENDMOBILE + +#MOBILE +Vnum 9232 +Keywords rainbow warrior~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a rainbow warrior~ +Long A warrior of the Rainbow Cult swears his loyalty. +~ +Desc The Rainbow Cult has received special powers for their service to +the elemental forces. +~ +Nattacks 0.000000 +Stats1 150 8000 0 0 0 0 +Stats2 18 21 0 340 3 6 4 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9233 +Keywords illusionist~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short an illusionist~ +Long The illusionist seeks the aid of the elemental forces. +~ +Desc He seeks their aid for a powerful new spell of deception. + + The Sword of Illusions +~ +Nattacks 0.000000 +Stats1 -50 1900 0 0 0 0 +Stats2 12 21 3 150 2 7 0 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9234 +Keywords alchemist~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short an alchemist~ +Long An alchemist wanders by in search of magical herbs. +~ +Desc Rare herbs are rumored to grow only in the canyon. +~ +Nattacks 0.000000 +Stats1 -50 1900 0 0 0 0 +Stats2 13 21 1 270 2 7 1 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9235 +Keywords baby rainbow dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short a baby rainbow dragon~ +Long A baby rainbow dragon plays among the elements here. +~ +Desc It's only a baby by dragon standards. +~ +Nattacks 0.000000 +Stats1 0 10000 0 0 0 0 +Stats2 16 21 -1 400 1 16 6 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 9236 +Keywords imp~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a little imp~ +Long A little imp runs along being annoying. +~ +Desc The little bugger steals stuff and is generally obnoxious. +~ +Nattacks 0.000000 +Stats1 -500 1 0 0 0 0 +Stats2 5 21 1 100 1 4 3 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 9237 +Keywords HUGE elemental~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short a HUGE elemental~ +Long A HUGE elemental form stands here. +~ +Desc HUGE, need i say more? +~ +Nattacks 0.000000 +Stats1 30 10000 0 0 0 0 +Stats2 20 21 0 750 3 6 4 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9238 +Keywords vendor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the elixir vendor~ +Long A vendor is willing to sell you elixirs. +~ +Desc I WOULD NOT suggest you attack me ...! +~ +Nattacks 0.000000 +Stats1 900 0 0 0 0 0 +Stats2 30 21 -10 10000 0 0 300 +Speaking common~ +Actflags npc sentinel stayarea~ +ShopData 0 0 0 0 0 105 15 0 23 +#ENDMOBILE + +#OBJECT +Vnum 9201 +Keywords ring earth~ +Type furniture~ +Short the earth ring~ +Long A dark ring which seems to absorb all the light around it lies here.~ +Flags bless~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 100000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9202 +Keywords breastplate stoney breast plate~ +Type armor~ +Short a stoney breastplate~ +Long A breastplate made of the stone from deep within the earth lies here.~ +WFlags take body~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 70 200000 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9203 +Keywords dagger fiery~ +Type weapon~ +Short a fiery dagger~ +Long A dagger made of fire crackles mysteriously here.~ +Flags glow~ +WFlags take wield~ +Values 0 4 4 11 0 0 0 0 0 0 0 +Stats 2 100000 -2 1 0 None None None +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9204 +Keywords cape flame flaming red~ +Type armor~ +Short a flame red cape~ +Long A cape made of ethereal red fiber lies neatly folded on the ground here.~ +Flags glow~ +WFlags take neck~ +Values 11 0 0 0 0 0 0 0 0 0 0 +Stats 3 100000 -2 1 0 None None None +AffData damroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9205 +Keywords boots wind~ +Type armor~ +Short the wind boots~ +Long A pair of boots that look fast standing still are here.~ +Flags magic~ +WFlags take feet~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 1 100000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9206 +Keywords helmet hurricane~ +Type armor~ +Short a humming hurricane helmet~ +Long A helmet that looks like it has weathered many storms has been set here.~ +Flags hum~ +WFlags take head~ +Values 9 0 0 0 0 0 0 0 0 0 0 +Stats 4 200000 -2 1 0 None None None +AffData save_breath -4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9207 +Keywords sword lightning bolt~ +Type weapon~ +Short a sparking lightning sword~ +Long A lightning bolt fashioned into a sword spits sparks here.~ +Flags glow hum~ +WFlags take wield~ +Values 0 6 3 3 0 0 0 0 0 0 0 +Stats 10 100000 -2 1 0 None None None +AffData hitroll -1 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9208 +Keywords shield electric~ +Type armor~ +Short an electric shield~ +Long A shield made entirely of energy buzzes here.~ +Flags hum~ +WFlags take shield~ +Values 11 0 0 0 0 0 0 0 0 0 0 +Stats 8 1000000 -2 1 0 None None None +AffData strength -1 -1 -1 0 +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9209 +Keywords girth icy~ +Type armor~ +Short an icy girth~ +Long A girth made of magical ice has been left here.~ +WFlags take waist~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 10 100000 -2 1 0 None None None +AffData constitution -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9210 +Keywords cloak waterfall~ +Type armor~ +Short a waterfall cloak~ +Long A cloak fashioned from a small magical waterfall is here.~ +WFlags take about~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 6 100000 -2 1 0 None None None +AffData mana 25 -1 -1 0 +AffData hitroll -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9211 +Keywords amulet elemental~ +Type armor~ +Short an elemental amulet~ +Long An amulet depicting fire, water, lightning, earth, and air lies here.~ +Flags glow~ +WFlags take neck~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 1 100000 -2 1 0 None None None +AffData save_breath -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9212 +Keywords bracelet elemental~ +Type armor~ +Short an elemental bracelet~ +Long A bracelet made of elemental magic lies here.~ +WFlags take wrist~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 4 100000 -2 1 0 None None None +AffData hit 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9213 +Keywords armbands platinum bands~ +Type armor~ +Short some platinum arm bands~ +Long A pair of platinum arm bands, once worn by the Cyclops, lie here.~ +WFlags take arms~ +Values 9 0 0 0 0 0 0 0 0 0 0 +Stats 4 10000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData dexterity -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9214 +Keywords legbands platinum bands~ +Type armor~ +Short some platinum leg bands~ +Long A pair of platinum leg bands, once worn by the Cyclops, lie here.~ +WFlags take legs~ +Values 9 0 0 0 0 0 0 0 0 0 0 +Stats 4 10000 -2 1 0 None None None +AffData intelligence 1 -1 -1 0 +AffData wisdom -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9215 +Keywords wand~ +Type wand~ +Short elemental wand of fire~ +Long A fire wand lies forgotten on the ground.~ +Flags glow~ +WFlags take hold~ +Values 15 3 3 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'fireball' +#ENDOBJECT + +#OBJECT +Vnum 9216 +Keywords staff ice~ +Type staff~ +Short an ice staff~ +Long A ice staff lies forgotten on the ground.~ +Flags glow~ +WFlags take hold~ +Values 21 3 3 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'frost breath' +#ENDOBJECT + +#OBJECT +Vnum 9217 +Keywords staff earthquake~ +Type staff~ +Short elemental staff of earthquake~ +Long A earthquake staff lies forgotten on the ground.~ +Flags glow~ +WFlags take hold~ +Values 7 3 3 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'earthquake' +#ENDOBJECT + +#OBJECT +Vnum 9218 +Keywords wand air wind~ +Type wand~ +Short elemental wand of wind and air~ +Long An air wand lies forgotten on the ground.~ +Flags glow~ +WFlags take hold~ +Values 11 1 1 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'gas breath' +#ENDOBJECT + +#OBJECT +Vnum 9219 +Keywords wand~ +Type wand~ +Short elemental wand of lightning~ +Long A lightning wand lies forgotten on the ground.~ +Flags glow~ +WFlags take hold~ +Values 9 1 1 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'lightning bolt' +#ENDOBJECT + +#OBJECT +Vnum 9220 +Keywords stone club~ +Type weapon~ +Short a stone club~ +Long A large stone club lies on the ground.~ +WFlags take wield~ +Values 0 1 12 7 0 0 0 0 0 0 0 +Stats 16 1000 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9221 +Keywords lode load lodestone loadstone stone~ +Type wand~ +Short a lodestone~ +Long A dull red rock lies here amid the weeds.~ +WFlags take hold~ +Values 19 2 2 -1 0 0 0 0 0 0 0 +Stats 2 5000 -2 1 0 None None None +Spells 'harm' +#ENDOBJECT + +#OBJECT +Vnum 9222 +Keywords lava lamp~ +Type light~ +Short a lava lamp~ +Long A lantern which glows with a red glowing light has been dumped.~ +Flags glow~ +WFlags take~ +Values 0 0 1000 0 0 0 0 0 0 0 0 +Stats 4 500 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9223 +Keywords energy scroll~ +Type scroll~ +Short an energy scroll~ +Long A scroll of energy replacement lies here.~ +Flags hum~ +WFlags take~ +Values 19 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 2100 -2 1 0 None None None +Spells 'cure critical' 'refresh' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 9224 +Keywords water jug~ +Type drinkcon~ +Short a water jug~ +Long A large but surprisingly light jug of water stands here.~ +WFlags take~ +Values 150 150 0 0 0 0 0 0 0 0 0 +Stats 5 100 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9225 +Keywords dust~ +Type pill~ +Short magic dust~ +Long A pile of dust of appearance has gathered here.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'detect invis' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 9226 +Keywords flame lance~ +Type weapon~ +Short a flame lance~ +Long A lance of blue flame burns the ground around it.~ +Flags glow~ +WFlags take wield~ +Values 0 2 15 3 0 0 0 0 0 0 0 +Stats 14 5000 -2 1 0 None None None +AffData hit -20 -1 -1 0 +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9227 +Keywords icicle dagger ice~ +Type weapon~ +Short an icicle~ +Long A glowing icicle dagger lies here amid a patch of frost.~ +Flags glow~ +WFlags take wield~ +Values 0 7 3 11 0 0 0 0 0 0 0 +Stats 1 19000 -2 1 0 None None None +AffData damroll 2 -1 -1 0 +AffData strength -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9228 +Keywords avalanche~ +Type weapon~ +Short the Avalanche~ +Long An avalanche is about to crush you!~ +WFlags take wield~ +Values 0 1 30 6 0 0 0 0 0 0 0 +Stats 16 20100 -2 1 0 None None None +AffData hitroll -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9229 +Keywords star morning~ +Type weapon~ +Short the Morning Star~ +Long A chain with a star on the end lies here.~ +Flags glow~ +WFlags take wield~ +Values 0 6 3 11 0 0 0 0 0 0 0 +Stats 11 8200 -2 1 0 None None None +AffData save_breath -5 -1 -1 0 +AffData armor -3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9230 +Keywords shock whip~ +Type weapon~ +Short The Shock Whip~ +Long A whip hums innocently too itself.~ +Flags hum~ +WFlags take wield~ +Values 0 4 4 2 0 0 0 0 0 0 0 +Stats 10 10000 -2 1 0 None None None +AffData damroll 3 -1 -1 0 +AffData strength -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9231 +Keywords elixir anti~ +Type potion~ +Short anti-cyclops elixir~ +Long An elixir to ward off cyclopi has been bought then left behind here.~ +WFlags take hold~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 1 0 None None None +Spells 'invisibility' 'NONE' 'NONE' +#ENDOBJECT + +#ROOM +Vnum 9201 +Name A Mountain Path~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a mountain path which ascends a steep mountainside. The trail +curves around the mountain so that you cannot really see what lies ahead. +You do sense great power though coming from the area behind the mountain. +~ +#EXIT +Direction north~ +ToRoom 5267 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 9202 +#ENDEXIT + +Reset M 9201 3 9201 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9202 +Name A Mountain Path~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a rocky mountain path leading up and around a steep mountainside. +You sense a glow from the area beyond the mountain, which you cannot see yet. +~ +#EXIT +Direction up~ +ToRoom 9203 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9201 +#ENDEXIT + +Reset M 9201 3 9202 -1 -1 -1 100 + Reset G 9231 30 100 +Reset M 9236 15 9202 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9203 +Name Mountainside Tombs~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc There are a few stone heaps here and there, the tombs of those who did not +last the arduous journey up the mountain. Curiously you notice a few +uncovered bodies which don't seem to have died of exhaustion. The path curves +east around the mountain. +~ +#EXIT +Direction up~ +ToRoom 9204 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9202 +#ENDEXIT + +Reset M 9201 3 9203 -1 -1 -1 100 +Reset M 9238 1 9203 -1 -1 -1 100 + Reset G 9231 30 100 +#EXDESC +ExDescKey heaps stones tombs~ +ExDesc You are sure glad that YOU aren't under one of those piles! +Many of the tombstones have the same name on them, 'Raff'. He must come +here a lot. +~ +#ENDEXDESC + +#EXDESC +ExDescKey bodies body dead~ +ExDesc They look as if their necks have been broken and their flesh, chewed. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 9204 +Name A Blind Curve on the Mountain Path.~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc This looks like a normal mountain path, but it is NOT! This section of the +path is habitated by a huge (and of course, man-eating) Cyclops. The path +makes its final ascent to an overlook. +~ +#EXIT +Direction up~ +ToRoom 9205 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9203 +#ENDEXIT + +Reset M 9202 0 9204 -1 -1 -1 100 + Reset E 9213 10 10 100 + Reset E 9214 10 7 100 +#ENDROOM + +#ROOM +Vnum 9205 +Name Vista~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is a stunning vista overlooking a canyon. There is a sign here that says: + + BEHOLD -- ELEMENTAL CANYON + +Fire leaps up from firepits in the western part of the canyon. The sky looks +funny, and the air seems hazy to the northwest. Electricity sparks +intermittently in the northeast. To the east you see a strong, magic-looking +river flowing through the canyon. Also to the east you spy a cave entrance +leading into the canyon wall. The path descends to the north to another +overlook. +~ +#EXIT +Direction north~ +ToRoom 9206 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9204 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9206 +Name The Overlook~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see various elemental servants wandering around the canyon. The noise of +humming coming from the canyon gets louder. The path makes a steep descent +into the canyon here. +~ +#EXIT +Direction south~ +ToRoom 9205 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9207 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9207 +Name Entrance to Elemental Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are awed by the sounds and sights of great powers at works here. +Elemental servants bustle back and forth doing the biddings of the elemental +rulers. You see a sort of cross roads to the north, and you can climb up to +the overlook here. +~ +#EXIT +Direction north~ +ToRoom 9209 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 9206 +#ENDEXIT + +Reset M 9205 12 9207 -1 -1 -1 100 +Reset M 9236 15 9207 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9208 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at all. +In general, it is calm, yet there is always a incessant buzz of things +going on about. The canyon continues north and east. +~ +#EXIT +Direction north~ +ToRoom 9211 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9209 +#ENDEXIT + +Reset M 9203 15 9208 -1 -1 -1 100 +Reset M 9232 8 9208 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9209 +Name Elemental Gateway~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc To the west a path dips and winds among some flowing firepits. To the +northeast a path goes toward the river. Beyond toward the northeast and +northwest are outcrops which rise up from the canyon floor. To the east there +is a cave mouth which leads into the canyon wall. And to the south the path +leads up, away, and out of the canyon. Various pure and cross-breeds of +elemental forms wander the canyon floor, which extends in a wide swath +northwards. +~ +#EXIT +Direction north~ +ToRoom 9212 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9210 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9207 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9208 +#ENDEXIT + +Reset M 9204 1 9209 -1 -1 -1 100 + Reset E 9211 8 3 100 + Reset E 9212 8 14 100 +Reset M 9205 12 9209 -1 -1 -1 100 +Reset M 9207 6 9209 -1 -1 -1 100 +Reset M 9232 8 9209 -1 -1 -1 100 + Reset E 9220 16 16 100 +#ENDROOM + +#ROOM +Vnum 9210 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always a incessant buzz of +things going on about. The canyon floor extends north and west. There is a +cave mouth set into the canyon wall to the east. +~ +#EXIT +Direction north~ +ToRoom 9213 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9220 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9209 +#ENDEXIT + +Reset M 9203 15 9210 -1 -1 -1 100 +Reset M 9223 8 9210 -1 -1 -1 100 + Reset E 9221 10 17 100 +#ENDROOM + +#ROOM +Vnum 9211 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends off to the north, east, +and south. +~ +#EXIT +Direction north~ +ToRoom 9214 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9212 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9208 +#ENDEXIT + +Reset M 9231 5 9211 -1 -1 -1 100 + Reset E 9215 10 17 100 +#ENDROOM + +#ROOM +Vnum 9212 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends in all directions. +~ +#EXIT +Direction north~ +ToRoom 9215 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9213 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9209 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9211 +#ENDEXIT + +Reset M 9206 9 9212 -1 -1 -1 100 + Reset E 9221 10 17 100 +Reset M 9216 5 9212 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9213 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends north, south, and west. +A path follows a stream to the east. +~ +#EXIT +Direction north~ +ToRoom 9216 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9228 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9210 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9212 +#ENDEXIT + +Reset M 9222 8 9213 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9214 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends north, east, and south. +To the west a garden is on fire. +~ +#EXIT +Direction north~ +ToRoom 9217 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9215 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9211 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9237 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9215 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends in all directions. +~ +#EXIT +Direction north~ +ToRoom 9218 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9216 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9212 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9214 +#ENDEXIT + +Reset M 9203 15 9215 -1 -1 -1 100 +Reset M 9203 15 9215 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9216 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The Canyon floor extends north, south and west. +~ +#EXIT +Direction north~ +ToRoom 9219 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9213 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9215 +#ENDEXIT + +Reset M 9231 5 9216 -1 -1 -1 100 + Reset E 9215 10 17 100 +#ENDROOM + +#ROOM +Vnum 9217 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends east and south. You can +climb a rise in the canyon floor to the north. +~ +#EXIT +Direction north~ +ToRoom 9253 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9218 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9214 +#ENDEXIT + +Reset M 9203 15 9217 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9218 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 9219 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9215 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9217 +#ENDEXIT + +Reset M 9203 15 9218 -1 -1 -1 100 +Reset M 9205 15 9218 -1 -1 -1 100 +Reset M 9207 6 9218 -1 -1 -1 100 +Reset M 9207 6 9218 -1 -1 -1 100 + Reset E 9223 10 17 100 +Reset M 9233 7 9218 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9219 +Name The Floor of the Canyon~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Various elemental forms wander the floor of the canyon. Some seem to be +going about their business, while others seem to have no business at +all. In general, it is calm, yet there is always an incessant buzz of +things going on about. The canyon floor extends south and west. You can +climb a rise in the canyon floor to the north. +~ +#EXIT +Direction north~ +ToRoom 9254 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9216 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9218 +#ENDEXIT + +Reset M 9203 15 9219 -1 -1 -1 100 + Reset E 9225 10 17 100 +#ENDROOM + +#ROOM +Vnum 9220 +Name Dark Cave~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You notice a path winding east among some huge boulders. You feel a powerful +source of energy from that direction. +~ +#EXIT +Direction east~ +ToRoom 9221 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9210 +#ENDEXIT + +Reset M 9236 15 9220 -1 -1 -1 100 +Reset M 9220 8 9220 -1 -1 -1 100 + Reset E 9222 10 17 100 +#ENDROOM + +#ROOM +Vnum 9221 +Name Darker Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You can barely see your way even with a light source. The rocks of the cave +are even darker than the darkness. You hear a powerful humming all around +you. Cave paths go south and east roughly, its hard to tell exactly when you +can't see where you are going. +~ +#EXIT +Direction east~ +ToRoom 9222 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9223 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9220 +#ENDEXIT + +Reset M 9217 15 9221 -1 -1 -1 100 +Reset M 9220 8 9221 -1 -1 -1 100 +Reset M 9223 8 9221 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9222 +Name Darker Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You can barely see your way even with a light source. The rocks of the cave +are even darker than the darkness. You hear a powerful humming all around +you. Cave paths go south and west roughly; it's hard to tell exactly when you +can't see where you are going. +~ +#EXIT +Direction south~ +ToRoom 9224 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9221 +#ENDEXIT + +Reset M 9205 12 9222 -1 -1 -1 100 + Reset E 9224 10 17 100 +Reset M 9217 15 9222 -1 -1 -1 100 +Reset M 9221 8 9222 -1 -1 -1 100 +Reset M 9221 8 9222 -1 -1 -1 100 +Reset M 9224 8 9222 -1 -1 -1 100 + Reset E 9225 10 5 100 +#ENDROOM + +#ROOM +Vnum 9223 +Name Darker Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You can barely see your way even with a light source. The rocks of the cave +are even darker than the darkness. You hear a powerful humming all around you. +Cave paths go north, south and east roughly; it's hard to tell exactly when +you can't see where you are going. +~ +#EXIT +Direction north~ +ToRoom 9221 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9224 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9225 +#ENDEXIT + +Reset M 9217 15 9223 -1 -1 -1 100 + Reset E 9217 5 17 100 +#ENDROOM + +#ROOM +Vnum 9224 +Name Darker Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You can barely see your way even with a light source. The rocks of the cave +are even darker than the darkness. You hear a powerful humming all around you. +Cave paths go north, south and west roughly, it's hard to tell exactly when you +can't see where you are going. +~ +#EXIT +Direction north~ +ToRoom 9222 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9226 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9223 +#ENDEXIT + +Reset M 9217 15 9224 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9225 +Name Darkest Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Your light doesn't even seem to work here. Even magical light sources seem +only to illuminate about a foot ahead of you. You suddenly realize that the +path has descended quite a bit but you didn't notice before because of the +darkness. You sense a great presence off to the east aways. +~ +#EXIT +Direction north~ +ToRoom 9223 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9226 +#ENDEXIT + +Reset M 9206 9 9225 -1 -1 -1 100 + Reset E 9219 7 17 100 +Reset M 9217 15 9225 -1 -1 -1 100 +Reset M 9216 5 9225 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9226 +Name Darkest Caves~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Your light doesn't even seem to work here. Even magical light sources seem +only to illuminate about a foot ahead of you. You suddenly realize that the +path has descended quite a bit but you didn't notice before because of the +darkness. You sense a great presence directly to the east. +~ +#EXIT +Direction north~ +ToRoom 9224 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9227 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9225 +#ENDEXIT + +Reset M 9217 15 9226 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9227 +Name Earth Chamber~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is the abode of the Earth Ruler. He decides about earthquakes, +landslides, and avalanches. The Earth Ruler sits upon a huge marble throne +carved into the wall. +~ +#EXIT +Direction west~ +ToRoom 9226 +#ENDEXIT + +Reset M 9208 1 9227 -1 -1 -1 100 + Reset E 9201 6 1 100 + Reset E 9202 6 5 100 +Reset M 9217 15 9227 -1 -1 -1 100 + Reset E 9220 16 16 100 +Reset M 9217 15 9227 -1 -1 -1 100 +Reset M 9224 8 9227 -1 -1 -1 100 +#EXDESC +ExDescKey marble throne~ +ExDesc The ruler notices your stare, and doesn't like it one bit! The whole +earth seems to shake with his emotion. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 9228 +Name By the River~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water in the river seems to bubble and froth with magic. Though it +splashes playfully on you, it does not seem wet. The path leads north closer +to the water. To the west you see a T-intersection. +~ +#EXIT +Direction north~ +ToRoom 9229 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9213 +#ENDEXIT + +Reset M 9236 15 9228 -1 -1 -1 100 +Reset M 9219 8 9228 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9229 +Name In the River~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc To continue you had to walk right in the river. Though you walk along in +water up to your knees, you do not seem to get wet. A bay stretches out to +the north and the river goes south. +~ +#EXIT +Direction north~ +ToRoom 9230 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9228 +#ENDEXIT + +Reset M 9219 8 9229 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9230 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction north~ +ToRoom 9233 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9231 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9229 +#ENDEXIT + +Reset M 9234 6 9230 -1 -1 -1 100 + Reset E 9218 10 16 100 +Reset M 9214 15 9230 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9231 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction north~ +ToRoom 9234 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9232 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9230 +#ENDEXIT + +Reset M 9214 15 9231 -1 -1 -1 100 +Reset M 9221 8 9231 -1 -1 -1 100 +Reset M 9221 8 9231 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9232 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction north~ +ToRoom 9235 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9231 +#ENDEXIT + +Reset M 9214 15 9232 -1 -1 -1 100 +Reset M 9216 5 9232 -1 -1 -1 100 +Reset M 9216 5 9232 -1 -1 -1 100 +Reset M 9222 8 9232 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9233 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction east~ +ToRoom 9234 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9230 +#ENDEXIT + +Reset M 9214 15 9233 -1 -1 -1 100 + Reset E 9216 5 17 100 +#ENDROOM + +#ROOM +Vnum 9234 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction east~ +ToRoom 9235 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9231 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9233 +#ENDEXIT + +Reset M 9205 12 9234 -1 -1 -1 100 +Reset M 9214 15 9234 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9235 +Name Elemental Bay~ +Sector water_swim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The water is crystal clear here and you can see the bottom of the bay 30 feet +below you. Then you realize you are walking on the water itself. Truly +magical water indeed. Though you splash through the bay you do not get wet. +~ +#EXIT +Direction south~ +ToRoom 9232 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9234 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9236 +#ENDEXIT + +Reset M 9214 15 9235 -1 -1 -1 100 + Reset E 9224 10 17 100 +#ENDROOM + +#ROOM +Vnum 9236 +Name Water Chamber~ +Sector water_swim~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber was magically created here on the floor of the bay. It looks +like it's been here for a long, long time. Though you are 'under water' there +is no difficulty breathing normally, and oddly you do not feel the pressure of +the water above you. +~ +#EXIT +Direction up~ +ToRoom 9235 +#ENDEXIT + +Reset M 9212 1 9236 -1 -1 -1 100 + Reset E 9209 6 13 100 + Reset E 9210 6 12 100 +Reset M 9214 15 9236 -1 -1 -1 100 +Reset M 9214 15 9236 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9237 +Name A Fiery Pathway~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You tread carefully along a path which dips and turns among geysers of fire. +Miniature volcanoes spew lava in rivers. The fire is hot but not altogether +dangerous. The path extends east and south. +~ +#EXIT +Direction east~ +ToRoom 9214 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9238 +#ENDEXIT + +Reset M 9236 15 9237 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9238 +Name A Fiery Pathway~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You tread carefully along a path which dips and turns among pits of fire and +beds of coals. A garden to the west glows with an everlasting fire. +~ +#EXIT +Direction north~ +ToRoom 9237 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9242 +#ENDEXIT + +Reset M 9226 1 9238 -1 -1 -1 100 + Reset E 9226 10 16 100 +Reset M 9227 1 9238 -1 -1 -1 100 + Reset E 9230 10 16 100 +Reset M 9234 6 9238 -1 -1 -1 100 + Reset E 9217 10 16 100 +Reset M 9219 8 9238 -1 -1 -1 100 +Reset M 9220 8 9238 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9242 +Name The Burning Gardens~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Everywhere around you the landscape is afire; the rocks, the shrubs and even +the air seems to be aflame. Curiously, the magical fire does not seem to +consume its hosts. A path leads east among some fire pits. +~ +#EXIT +Direction east~ +ToRoom 9238 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9245 +#ENDEXIT + +Reset M 9207 6 9242 -1 -1 -1 100 +Reset M 9228 1 9242 -1 -1 -1 100 + Reset E 9227 10 16 100 +Reset M 9229 1 9242 -1 -1 -1 100 + Reset E 9228 10 16 100 +Reset M 9230 1 9242 -1 -1 -1 100 + Reset E 9229 10 16 100 +Reset M 9215 15 9242 -1 -1 -1 100 +Reset M 9215 15 9242 -1 -1 -1 100 + Reset E 9215 5 17 100 +Reset M 9215 15 9242 -1 -1 -1 100 +Reset M 9220 8 9242 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9245 +Name The Fire Chamber~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The fire ruler sits upon a throne made of blue flame. Little flickers of +flame dance to and fro for the entertainment of the ruler. +~ +#EXIT +Direction east~ +ToRoom 9242 +#ENDEXIT + +Reset M 9209 1 9245 -1 -1 -1 100 + Reset E 9203 6 16 100 + Reset E 9204 6 3 100 +Reset M 9215 15 9245 -1 -1 -1 100 + Reset E 9215 5 17 100 +Reset M 9215 15 9245 -1 -1 -1 100 +Reset M 9215 15 9245 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9246 +Name Electric Pathway~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The pathway glows and hums because of the electricity pulsing through it. +It seems almost soothing to your weary feet. To the north there is a +sunken-in area. A path leads east also. +~ +#EXIT +Direction north~ +ToRoom 9248 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9253 +#ENDEXIT + +Reset M 9206 9 9246 -1 -1 -1 100 +Reset M 9236 15 9246 -1 -1 -1 100 +Reset M 9218 15 9246 -1 -1 -1 100 +Reset M 9219 8 9246 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9247 +Name The Electric Playground~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Though there is a seemingly carefree atmosphere here, you sense that +something much more important takes place near by. The electric playground +extends north and east. +~ +#EXIT +Direction north~ +ToRoom 9249 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9248 +#ENDEXIT + +Reset M 9218 15 9247 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9248 +Name The Electric Playground~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Though there is a seemingly carefree atmosphere here, you sense that +something much more important takes place near by. There is an electric +path heading away south. The playground extends north and west. +~ +#EXIT +Direction north~ +ToRoom 9250 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9246 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9247 +#ENDEXIT + +Reset M 9218 15 9248 -1 -1 -1 100 +Reset M 9223 8 9248 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9249 +Name The Electric Playground~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Though there is a seemingly carefree atmosphere here, you sense that +something much more important takes place near by. The playground continues +south and east. +~ +#EXIT +Direction east~ +ToRoom 9250 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9247 +#ENDEXIT + +Reset M 9235 2 9249 -1 -1 -1 100 +Reset M 9218 15 9249 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9250 +Name The Electric Playground~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Though there is a seemingly carefree atmosphere here, you sense that +something much more important takes place near by. The playground is +south and west. Something more important catches your eye to the east. +~ +#EXIT +Direction east~ +ToRoom 9251 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9248 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9249 +#ENDEXIT + +Reset M 9205 12 9250 -1 -1 -1 100 +Reset M 9218 15 9250 -1 -1 -1 100 + Reset E 9219 7 17 100 +#ENDROOM + +#ROOM +Vnum 9251 +Name Lightning Causeway~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Up a set of stairs carved into the hill you see intermittent flashes of +lightning. A continuous hum also comes form that direction. To the west +is the electric playground. +~ +#EXIT +Direction west~ +ToRoom 9250 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 9252 +#ENDEXIT + +Reset M 9218 15 9251 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9252 +Name Lightning Chamber~ +Sector water_swim~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is some sort of control panel here. Apparently the Lightning Ruler +observes and controls electric forces from here. A set of steps carved into +the hill lead down to a causeway. +~ +#EXIT +Direction down~ +ToRoom 9251 +#ENDEXIT + +Reset M 9211 1 9252 -1 -1 -1 100 + Reset E 9207 6 16 100 + Reset E 9208 6 11 100 +Reset M 9218 15 9252 -1 -1 -1 100 + Reset E 9218 7 17 100 +Reset M 9218 15 9252 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9253 +Name Mesa West~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc An electric path starts to the west. The mesa continues to the east. +Or you can climb down to the canyon floor to the south. +~ +#EXIT +Direction east~ +ToRoom 9254 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9217 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9246 +#ENDEXIT + +Reset M 9233 8 9253 -1 -1 -1 100 +Reset M 9223 8 9253 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9254 +Name Mesa East~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc A path starts to the north. The mesa continues to the west. +Or you can climb down to the canyon floor to the south. +~ +#EXIT +Direction north~ +ToRoom 9255 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9219 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9253 +#ENDEXIT + +Reset M 9206 9 9254 -1 -1 -1 100 +Reset M 9222 8 9254 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9255 +Name Floating in Air~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Last you knew, you were walking on the mesa. Abruptly the path dropped +from beneath your feet much to quick for you to recover. Instead of +plunging to your death, you seemingly miss the ground and begin walking +on air. The space to the north and east seems just thin air, but you can +walk there. The pathway you came from is to the south. +~ +#EXIT +Direction north~ +ToRoom 9257 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9256 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9254 +#ENDEXIT + +Reset M 9233 7 9255 -1 -1 -1 100 +Reset M 9236 15 9255 -1 -1 -1 100 +Reset M 9225 15 9255 -1 -1 -1 100 + Reset E 9218 7 17 100 +Reset M 9225 15 9255 -1 -1 -1 100 + Reset E 9225 10 17 100 +Reset M 9222 8 9255 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9256 +Name Floating in Air~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You look down and see the ground 100 feet below you. The wind whispering +in your ear seems to reassure you that this is fine. To the north aways +you spy a portal of sorts. To the west is more thin air. +~ +#EXIT +Direction north~ +ToRoom 9258 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9255 +#ENDEXIT + +Reset M 9225 15 9256 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9257 +Name Floating in Air~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You look down and see the ground 100 feet below you. The wind whispering +in your ear seems to reassure you that this is fine. To the east aways +you spy a portal of sorts. To the south is more thin air. +~ +#EXIT +Direction east~ +ToRoom 9258 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9255 +#ENDEXIT + +Reset M 9235 2 9257 -1 -1 -1 100 + Reset E 9216 10 16 100 +Reset M 9225 15 9257 -1 -1 -1 100 +Reset M 9224 8 9257 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9258 +Name Floating in Air~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You look down and see the ground 100 feet below you. The wind whispering +in your ear seems to reassure you that this is fine. There is a portal +hanging in midair here. It is to the east. You can float south or west +if you'd like. +~ +#EXIT +Direction east~ +ToRoom 9259 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9256 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9257 +#ENDEXIT + +Reset M 9225 15 9258 -1 -1 -1 100 +#EXDESC +ExDescKey portal~ +ExDesc Through the portal you see a tunnel. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 9259 +Name Windy Tunnel~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc A tunnel leads east. To the west you can enter a portal. The wind in +this tunnel is quite fierce, it seems as if it's forced. +~ +#EXIT +Direction east~ +ToRoom 9260 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9258 +#ENDEXIT + +Reset M 9225 15 9259 -1 -1 -1 100 +Reset M 9224 8 9259 -1 -1 -1 100 +#EXDESC +ExDescKey portal~ +ExDesc Through the portal you see nothing but sky. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 9260 +Name Air Chamber~ +Sector water_swim~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Tiny tornadoes come and go and dance along the ground here. At the back +of the chamber you notice a huge throne made of swirling clouds. +A tunnel leads west. +~ +#EXIT +Direction west~ +ToRoom 9259 +#ENDEXIT + +Reset M 9210 1 9260 -1 -1 -1 100 + Reset E 9205 6 8 100 + Reset E 9206 6 6 100 +Reset M 9207 6 9260 -1 -1 -1 100 + Reset E 9220 16 16 100 +Reset M 9225 15 9260 -1 -1 -1 100 +Reset M 9225 15 9260 -1 -1 -1 100 +#EXDESC +ExDescKey throne clouds~ +ExDesc Although the cloud throne appears solid enough to sit on, I wouldn't try +it if I were you! +~ +#ENDEXDESC + +#ENDROOM + +#ENDAREA diff --git a/data/realm/catacomb.are b/data/realm/catacomb.are deleted file mode 100644 index d95adbf..0000000 --- a/data/realm/catacomb.are +++ /dev/null @@ -1,1156 +0,0 @@ -#XSMAUGAREA -#AREADATA -Version 1 -Name Dwarven Catacombs~ -Author Raff~ -WeatherX 0 -WeatherY 0 -Ranges 10 20 0 65 -Economy 0 1654500 -ResetFreq 15 -#ENDAREADATA - -#MOBILE -Vnum 2001 -Keywords bat~ -Short a bat~ -Long A bat flaps wildly at you! -~ -Desc Your typical smelly, blind flying mammal. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected detect_hidden~ -Stats1 0 5 18 5 0 500 -Stats2 5 5 50 -Stats3 2 3 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2002 -Keywords page templar~ -Short a templar page~ -Long A templar page in training is here looking mildly confused. -~ -Desc He has lost his family and everything of his former life. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc wimpy~ -Stats1 200 7 14 4 600 1500 -Stats2 7 7 70 -Stats3 1 9 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2003 -Keywords spelunker explorer~ -Short a spelunker~ -Long A spelunker knows his way around these tunnels. -~ -Desc He recently discovered these catacombs and wants to see where they lead. -He just hopes he doesn't get killed in the process. He carries only -essential exploration gear; if there IS anything down here, he -probably won't last long. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger wimpy~ -Affected detect_hidden~ -Stats1 100 8 13 4 800 2000 -Stats2 8 8 80 -Stats3 2 5 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2004 -Keywords gravedigger digger robber graverobber~ -Short a graverobber~ -Long A graverobber uncovers dead bodies. -~ -Desc Working for an evil necromancer isn't the greatest thing in the world. -They seem like little more than zombie servants themselves. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger aggressive~ -Stats1 -500 9 12 3 100 2000 -Stats2 9 9 90 -Stats3 2 6 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2005 -Keywords mist swirling~ -Short some mist~ -Long Some mist swirls about you here ... it seems ALIVE! -~ -Desc In fact it IS alive in a magical sort of sense. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected sanctuary sneak pass_door~ -Stats1 0 10 10 6 200 2500 -Stats2 10 10 100 -Stats3 2 6 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2006 -Keywords ~ -Short It~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive~ -Stats1 0 10 10 2 1000 3000 -Stats2 10 10 100 -Stats3 3 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2007 -Keywords skeleton skeletal soldier~ -Short a skeleton~ -Long A skeletal soldier fights in the battle of the underworld. -~ -Desc Even though he has died in the physical sense of the word, the battle -continues for him in his charmed state. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc scavenger aggressive~ -Stats1 -290 11 10 4 1100 4000 -Stats2 11 11 110 -Stats3 2 8 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2008 -Keywords templar~ -Short a templar~ -Long A templar shouts "AKK! SLAY THE INFIDEL!" -~ -Desc As you peer closely he peers back at you - -A templar peers closely at you. -A templar tells you, "You are an evil force trying to spread your ways!". -A templar tells you, "You must die for your sin!". -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger aggressive~ -Stats1 600 12 9 3 500 5000 -Stats2 12 12 120 -Stats3 1 4 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2009 -Keywords wraith~ -Short a mysterious wraith~ -Long A mysterious ghostly wraith forms before your eyes. -~ -Desc Hard to tell much about the mysterious form even upon further inspection. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc scavenger aggressive~ -Affected detect_hidden pass_door~ -Stats1 0 12 9 2 600 5000 -Stats2 12 12 120 -Stats3 2 7 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2010 -Keywords officer templar~ -Short the templar officer~ -Long A templar officer keeps an eye on things here. -~ -Desc A templar officer tells you "Better move along evil one!" -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive~ -Affected detect_invis~ -Stats1 700 13 8 2 600 7000 -Stats2 13 13 130 -Stats3 1 6 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2011 -Keywords zombie mage~ -Short zombie~ -Long A blank-faced zombie mage joins the battle. -~ -Desc He seems to lack real interest in what he is doing. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc scavenger aggressive~ -Stats1 -100 13 8 5 550 9000 -Stats2 13 13 130 -Stats3 1 4 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2012 -Keywords shadow shadows~ -Short the shadow~ -Long Eerie shadows fill the room. -~ -Desc Looks vaguely you-shaped. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected detect_hidden sneak pass_door~ -Stats1 0 14 6 1 800 10900 -Stats2 14 14 140 -Stats3 2 9 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2013 -Keywords bat vampire~ -Short The vampire~ -Long A bat flaps wildly at you! -~ -Desc A rather LARGE "bat" ... -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_hidden~ -Stats1 -100 15 6 5 1000 17000 -Stats2 15 15 150 -Stats3 1 10 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2014 -Keywords necromancer necro cleric~ -Short the evil necromancer~ -Long The evil necromancer makes undead soldiers from corpses. -~ -Desc Though he seems absorbed in his work, you'd bet he'd take the time out -to kill you to get a fresh corpse! -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Stats1 -888 15 8 -5 1100 15000 -Stats2 15 15 150 -Stats3 1 8 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2015 -Keywords grand templar leader~ -Short the grand templar~ -Long The grand templar stands here quietly observing your actions -~ -Desc A slight, tolerant smile comes briefly across his face. In the blink -of an eye he seems stern again. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary~ -Stats1 1000 16 5 -5 1500 20000 -Stats2 16 16 160 -Stats3 1 8 12 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2016 -Keywords prism dragon prismdragon~ -Short the prism dragon~ -Long The light shines off a beautiful but dangerous dragon lurking here. -~ -Desc The spray of colored light bouncing off his scales is almost blinding. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_any~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden~ -Stats1 -303 20 0 -5 30000 30000 -Stats2 20 20 200 -Stats3 6 3 14 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 2017 -Keywords darken dark beast darkenbeast~ -Short The DarkenBeast~ -Long You hear and smell the presense of the darkenbeast. -~ -Desc You see nothing more than the sense of darkness and evil. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Stats1 -1000 24 -2 -12 20000 80000 -Stats2 24 24 240 -Stats3 3 7 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#OBJECT -Vnum 2001 -Keywords glowing key~ -Type key~ -Short a glowing key~ -Long A circular, glowing key radiates a bright aura around it.~ -Flags glow hum magic~ -WFlags take~ -Values 39 0 0 0 0 0 -Stats 1 10000 1000000 0 0 -#ENDOBJECT - -#OBJECT -Vnum 2002 -Keywords granite plate mail platemail~ -Type armor~ -Short a suit of granite platemail~ -Long A suit of platemail hewn from granite stands by itself in the corner.~ -Flags antigood~ -Values 9 0 0 0 0 0 -Stats 55 42300 1000 0 0 -Affect -1 -1 -1 2 0 -#ENDOBJECT - -#OBJECT -Vnum 2003 -Keywords onyx ring~ -Type armor~ -Short an onyx ring~ -Long A ring with a very dark onyx stone in it has been left in the dirt.~ -Flags antigood~ -WFlags take finger~ -Values 5 0 0 0 0 0 -Stats 1 11010 200 0 0 -Affect -1 -1 1 4 0 -#ENDOBJECT - -#OBJECT -Vnum 2004 -Keywords neutralizer sword~ -Type weapon~ -Short the neutralizer~ -Long A long thin sword with a wide blade makes you wonder.~ -Flags hum~ -Values 0 4 5 3 0 0 -Stats 9 3304 99 0 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 -#ENDOBJECT - -#OBJECT -Vnum 2005 -Keywords sword excalibur~ -Type weapon~ -Short The sword Excalibur~ -Long A sword gleams by the light of its magical silvery blade.~ -Flags glow~ -Values 0 5 4 3 0 0 -Stats 15 12157 50 0 0 -Affect -1 -1 3 18 0 -Affect -1 -1 1 1 0 -#ENDOBJECT - -#OBJECT -Vnum 2006 -Keywords crown~ -Type key~ -Short A kingly crown~ -Long The crown of a long lost King lies forgotten here.~ -Flags bless~ -WFlags take head~ -Values 15 0 0 0 0 0 -Stats 10 15900 720 0 0 -Affect -1 -1 -8 17 0 -#ENDOBJECT - -#OBJECT -Vnum 2007 -Keywords stone~ -Type container~ -Short stone~ -Long The stone is surrounded by a bright glow, better look closer.~ -Flags glow~ -Values 15 15 2006 0 0 0 -Stats 2000 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 2008 -Keywords holy water flask~ -Type potion~ -Short a flask of holy water~ -Long A flask of holy water is here.~ -Flags glow~ -WFlags take hold~ -Values 25 -1 -1 -1 0 0 -Stats 2 5000 10 0 0 -Spells 'bless' 'sanctuary' 'NONE' -#ENDOBJECT - -#OBJECT -Vnum 2009 -Keywords chainmail chain mail suit~ -Type armor~ -Short a suit of chainmail~ -Long A nice suit of chainmail has been left behind.~ -Flags bless~ -WFlags take body~ -Values 5 0 0 0 0 0 -Stats 20 1111 25 0 0 -#ENDOBJECT - -#OBJECT -Vnum 2010 -Keywords white cape~ -Type armor~ -Short a white cape~ -Long A blazing cape of white lies in a careful pile.~ -Flags glow~ -WFlags take neck~ -Values 5 0 0 0 0 0 -Stats 3 5000 10 0 0 -Affect -1 -1 1 18 0 -#ENDOBJECT - -#OBJECT -Vnum 2011 -Keywords shield defense~ -Type armor~ -Short the shield of defense~ -Long A large shield lies protecting the ground.~ -Flags magic~ -WFlags take shield~ -Values 15 0 0 0 0 0 -Stats 15 33000 212 0 0 -Affect -1 -1 10 12 0 -Affect -1 -1 10 13 0 -Affect -1 -1 -2 18 0 -Affect -1 -1 -1 19 0 -#ENDOBJECT - -#OBJECT -Vnum 2012 -Keywords scale shield dragonscale~ -Type armor~ -Short a dragonscale shield~ -Long A shield from from the scales of a large dragon lies here.~ -WFlags take shield~ -Values 8 0 0 0 0 0 -Stats 18 8000 100 0 0 -Affect -1 -1 3 23 0 -#ENDOBJECT - -#OBJECT -Vnum 2013 -Keywords prism wand~ -Type wand~ -Short a prism wand~ -Long A wand made of a triangular prism twinkles in the dust.~ -Flags glow magic~ -WFlags take hold~ -Values 11 4 4 -1 0 0 -Stats 4 7070 20 0 0 -Spells 'colour spray' -#ENDOBJECT - -#OBJECT -Vnum 2014 -Keywords shadow cloak~ -Type armor~ -Short a shadow cloak~ -Long The shadows in the corner of the room seems strange ...~ -Flags magic~ -WFlags take about~ -Values 10 0 0 0 0 0 -Stats 1 4000 1 0 0 -Affect -1 -1 -30 14 0 -#ENDOBJECT - -#OBJECT -Vnum 2015 -Keywords misty potion~ -Type potion~ -Short a misty potion~ -Long A potion of swirling mist-like substance is here.~ -WFlags take hold~ -Values 10 -1 -1 -1 0 0 -Stats 1 1000 10 0 0 -Spells 'pass door' 'NONE' 'NONE' -#ENDOBJECT - -#OBJECT -Vnum 2016 -Keywords templar templars sword wooden~ -Type weapon~ -Short a templar's sword~ -Long A sword made of wood has been left here.~ -Flags bless~ -WFlags take wield~ -Values 0 2 6 3 0 0 -Stats 6 2900 50 0 0 -Affect -1 -1 1 18 0 -#ENDOBJECT - -#ROOM -Vnum 2048 -Name Twisty cavern~ -Sector field~ -Flags dark indoors tunnel~ -Desc The way twist this way and that and its all you can do to keep your head -from spinning. The air is very cold here and layers of ice on the wall. -The sounds of metal on ice echo through the cavern. A side passage leads -east and the main passage goes north and south. -~ -#EXIT -Direction east~ -ToRoom 2049 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2056 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2049 -Name Striped tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc The walls of the tunnels have many brilliant colors in them from the -various veins of crystals running in them. An odd twinkling comes from -the east. -~ -#EXIT -Direction east~ -ToRoom 2050 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2048 -#ENDEXIT - -Reset M 0 2006 7 2049 -#ENDROOM - -#ROOM -Vnum 2050 -Name Prism cave~ -Sector mountain~ -Flags indoors~ -Desc The roof of this cave peaks over a hundred feet high making it one of -the biggest in the catacombs. Crystals of every color cast prismatic -sprays of light everywhere. The light from your lamp causes almost a -blinding flare of brilliance as more light is added to the multi-colored -twinkling phenomenon that exists here. This is also the lair of the -fabled and feared Prism Dragon. -~ -#EXIT -Direction east~ -ToRoom 2058 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2057 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2049 -#ENDEXIT - -Reset M 0 2016 1 2050 - Reset E 1 2012 9 5 - Reset E 1 2013 9 17 -#ENDROOM - -#ROOM -Vnum 2051 -Name Ruined monument~ -Sector hills~ -Flags dark indoors~ -Desc A monument to a famous king once stood here. Not much is left to even -signify that is was here at all. A building of some sort can be entered -through a basement to the east. The southern gate of the grounds is to -the south. -~ -#EXIT -Direction east~ -ToRoom 2052 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2054 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2052 -Name Basement~ -Sector hills~ -Flags dark indoors~ -Desc Its dark and it smells like. ...BATS down here! All you see is a swirl -of the darkness and lots of scratching bats madly flailing around. A set -of stairs go up into the building and a broken window leads west. -~ -#EXIT -Direction west~ -ToRoom 2051 -#ENDEXIT - -Reset M 0 2001 6 2052 -Reset M 0 2001 6 2052 -Reset M 0 2001 6 2052 -Reset M 0 2013 1 2052 - Reset E 1 2004 9 16 -Reset M 0 2001 6 2052 -Reset M 0 2001 6 2052 -Reset M 0 2001 6 2052 -#ENDROOM - -#ROOM -Vnum 2053 -Name Fresh graves~ -Sector hills~ -Flags dark indoors~ -Desc The graves here seem very recent. You notice many signs of digging and -defilement. There are piles of fresh bodies here awaiting burial. A -strange sense of evil magic from the south makes the hairs on the back -of your neck to stand on end! -~ -#EXIT -Direction south~ -ToRoom 2055 -#ENDEXIT - -Reset M 0 2004 4 2053 -Reset M 0 2004 4 2053 -Reset M 0 2011 4 2053 -#ENDROOM - -#ROOM -Vnum 2054 -Name Southern gate~ -Sector field~ -Flags dark indoors~ -Desc A rusty gate here no longer keeps anyone out or in. You see a lonely -E/W passage to the south. A little used trail winds east through a -crack in the wall. -~ -#EXIT -Direction north~ -ToRoom 2051 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 2066 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2059 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2055 -Name Scene of ghastly horror~ -Sector mountain~ -Flags dark indoors~ -Desc An army of undead creatures of all types are lined up patiently. Their -leader is an evil demonoid necromancer. His plans to use his army of -undead to take over the world seem about ready to get underway. -~ -#EXIT -Direction north~ -ToRoom 2053 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2062 -#ENDEXIT - -Reset M 0 2004 4 2055 -Reset M 0 2004 4 2055 -Reset M 0 2014 1 2055 - Reset E 1 2011 9 11 -#ENDROOM - -#ROOM -Vnum 2056 -Name Twisty passage~ -Sector field~ -Flags dark indoors tunnel~ -Desc The passage bends north and east here. To the east your not certain -what lies ahead due to all the twists and turns you've made. To the -north is seems cold. -~ -#EXIT -Direction north~ -ToRoom 2048 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 2057 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2057 -Name Cross of caverns~ -Sector field~ -Flags dark indoors tunnel~ -Desc A little-used cavern enters from the south. A passage twists away to -the west. An odd twinkling comes from the cave to the north. -~ -#EXIT -Direction north~ -ToRoom 2050 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2066 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2056 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2058 -Name Lonely tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc Something indescribable makes you feel lonesome and sad here. Its just -a feeling you get from this tunnel. The tunnel east and west. -~ -#EXIT -Direction east~ -ToRoom 2059 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2050 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2059 -Name Lonely tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc Something indescribable makes you feel lonesome and sad here. You see a -gate to a burial ground to the north. This lonesome tunnel sighs along -west and east. -~ -#EXIT -Direction north~ -ToRoom 2054 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 2060 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2058 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2060 -Name Bend in the lonely tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc Something indescribable makes you feel lonesome and sad here. The -tunnel bends west and south. -~ -#EXIT -Direction south~ -ToRoom 2061 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2059 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2061 -Name Lonely tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc Something indescribable makes you feel lonesome and sad here. The very -walls of the tunnel seems to groan. to the north the tunnel bends and -east is an intersection. -~ -#EXIT -Direction north~ -ToRoom 2060 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 2062 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2062 -Name Intersection~ -Sector field~ -Flags dark indoors tunnel~ -Desc To the north you enter the burial grounds. a trail of blood leads that -direction. Also you feel an ominous sense of evil magic from there. -The tunnel to the west creaks and sighs as if alive. To the south you -smell a hint of fresh air. -~ -#EXIT -Direction north~ -ToRoom 2055 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2063 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2061 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2063 -Name Tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc The tunnel heads north and south. North you see an intersection and -far to the south you sense light and smell a fresh breeze. -~ -#EXIT -Direction north~ -ToRoom 2062 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2064 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2064 -Name Tunnel~ -Sector field~ -Flags dark indoors tunnel~ -Desc The tunnel slopes noticeably down to the north and you sense the surface -could be reached to the south. -~ -#EXIT -Direction north~ -ToRoom 2063 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2065 -#ENDEXIT - -Reset M 0 2003 2 2064 -#ENDROOM - -#ROOM -Vnum 2065 -Name Southern entrance to the catacombs~ -Sector field~ -Flags nomob~ -Desc Through a trapdoor above you streams light. Through a doorway to -the south streams darkness. A message has been scrawled upon the wall -here. The message reads: - Adventure for the strong yet calculating - Death for the weak and shallow - Treasure for the smart and lucky - Death for the stupid and accursed -An ancient Glyph above the entrance keeps monsters from wandering up -from the catacombs. -~ -#EXIT -Direction north~ -ToRoom 2064 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 6527 -Keywords floorboard board~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 2065 4 1 -#ENDROOM - -#ROOM -Vnum 2066 -Name Unknown passage~ -Sector field~ -Flags dark nomob indoors tunnel~ -Desc Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -#EXIT -Direction east~ -ToRoom 2067 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 2068 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2067 -Name Unknown passage~ -Sector field~ -Flags dark nomob indoors tunnel~ -Desc Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -#EXIT -Direction south~ -ToRoom 2069 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2066 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2068 -Name Unknown passage~ -Sector field~ -Flags dark nomob indoors tunnel~ -Desc Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -#EXIT -Direction north~ -ToRoom 2066 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 2069 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 2069 -Name Unknown passage~ -Sector field~ -Flags dark nomob indoors tunnel~ -Desc Oh dear you seem to have lost your way. You look back from whence you -came but there's no exit there anymore. There are exits in other -directions but you have a feeling that you are hopelessly lost. -~ -#EXIT -Direction north~ -ToRoom 2067 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 2068 -#ENDEXIT - -#ENDROOM - -#ENDAREA diff --git a/data/realm/catacombs.are b/data/realm/catacombs.are new file mode 100644 index 0000000..91dd069 --- /dev/null +++ b/data/realm/catacombs.are @@ -0,0 +1,4240 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name The Catacombs~ +Author Capone~ +Vnums 1950 2099 +Continent one~ +Coordinates 915 938 +Ranges 0 10 0 10 +ResetMsg A putrid waft of stale air blows by you.~ +ResetFreq 10 +Flags nocamp noportal nosummon noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 1950 +Keywords wraith~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Wraith~ +Long A Wraith advances out of the shadows toward you. +~ +Desc You see a dark, shadowy form of undead creature. You can barely make out +its features, but you know it is dangerous! +~ +Nattacks 0.000000 +Stats1 -75 -1 0 0 150 100 +Stats2 5 16 15 0 1 6 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1951 +Keywords ghoul~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Ghoul~ +Long A Ghoul stares hungrily at your flesh. +~ +Desc You see a dark, shadowy form of undead creature. You can barely make out +its features, but you know it is dangerous! +~ +Nattacks 0.000000 +Stats1 -75 -1 0 0 150 100 +Stats2 4 16 15 0 1 4 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1952 +Keywords ghost~ +Race ghost~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Ghost~ +Long A Ghost shimmers and appears in the air right before your scared eyes. +~ +Desc You see a milky figure, or rather, you see right through the milky figure! +~ +Nattacks 0.000000 +Stats1 -30 -1 0 0 150 100 +Stats2 3 16 15 0 1 5 0 +Speaks common~ +Speaking common~ +Actflags npc noassist~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 1953 +Keywords zombie~ +Race undead~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Zombie~ +Long A Zombie stands here doing its master's bidding. +~ +Desc You see what was once a human corpse, and still is, except it is in a +very bad state of decomposition, and it smells horribly. It has an evil +grin on its face, and try as you might, you cannot tell whether it is man +or woman. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 1 16 30 0 1 3 0 +Speaks common~ +Speaking common~ +Actflags npc noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1954 +Keywords skeleton~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Skeleton~ +Long A Skeleton moves his skeletal form toward you. +~ +Desc You see a tall skeleton and its eye sockets appear to be staring intently +in your direction! +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 2 16 30 0 1 4 0 +Speaks common~ +Speaking common~ +Actflags npc noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1955 +Keywords shadow~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Shadow~ +Long A Shadow seems to blend in with its surroundings. +~ +Desc You see a dark figure shrouded in black. It appears to have no face, but +just a general outline of a body. +~ +Nattacks 0.000000 +Stats1 -30 -1 0 0 150 100 +Stats2 4 16 15 0 1 5 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1956 +Keywords spectre~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Spectre~ +Long A Spectre shimmers and disappears and re-appears right in front of your eyes! +~ +Desc You see a nasty looking apparition that looks like it has been dead a +very long time, better not mess with this one! +~ +Nattacks 0.000000 +Stats1 -90 -1 0 0 150 100 +Stats2 5 16 15 0 1 6 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1957 +Keywords phillip AAAG~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Ghost of Phillip~ +Long The Ghost of Phillip +~ +Desc You see a small skeleton that appears to have had its head smashed +in with some blunt object. It looks quite nasty for his size. +~ +Nattacks 0.000000 +Stats1 90 0 0 0 150 100 +Stats2 3 16 15 0 1 4 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1958 +Keywords pelasius AAAB~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Corpse of Pelasius~ +Long The Corpse of Pelasius +~ +Desc You see the corpse of what was once the Chief Engineer for the Shire. +All that was constructed was his design, so you can either +blame him or praise him, but in any case, I doubt he will be listening. +It looks as if he has been dead a very long time. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 150 100 +Stats2 5 16 10 0 1 6 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1959 +Keywords fargo AAAC~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Ghost of Fargo III~ +Long The Ghost of Fargo III +~ +Desc You see a ghostlike form that appears to be wearing a crown of some sort. +From the way this ghost is carrying himself, the ghost appears to have been +some sort of royalty long ago, but very young royalty at that. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 5 16 10 0 1 6 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpoload 1989 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 1960 +Keywords agapthia~ +Race undead~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short The Spirit of Agapthia~ +Long The Spirit of Agapthia +~ +Desc You see a very beautiful young girl, a daughter of one of the architects +who worked under Pelasius. Unfortunately, she is not quite as beautiful +now as she was when she was living, but still she is quite lovely. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 3 16 20 1 1 6 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel noassist~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1962 +Keywords morelius~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Corpse of Morelius~ +Long The Corpse of Morelius +~ +Desc Morelius was the first Captain of the Guard in the Shire. While alive, +he was a fierce competitor, and was especially effective in the ancient +giant wars. As undead, he has not been able to capture the effectiveness +of his youth, but he is still very dangerous indeed. +~ +Nattacks 0.000000 +Stats1 85 0 0 0 150 100 +Stats2 6 16 0 1 1 8 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1963 +Keywords antheus AAAH~ +Race ghost~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Ghost of the Lord Antheus~ +Long The Ghost of the Lord Antheus +~ +Desc You are staring into the face of the man (or ghost) that was the Lord and +Ruler not to mention founder of The Shire. He was the greatgrandfather of +Ambrosius, and one hell of a fighter. Although he isn't as +strong as he once was, he is still quite deadly. Better run from this one! +~ +Nattacks 0.000000 +Stats1 100 0 0 0 150 100 +Stats2 5 16 -40 30 2 5 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 1964 +Keywords lich AAAJ~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A wicked lich~ +Long A wicked lich +~ +Desc You look into the hollow skull of a very powerful former mage (or is he a +former mage?). He is a pure skeleton, yet he radiates pure evil. He has +taken up this abode unbeknownst to Ambrosius, or surely he would have been +chased away. The tunnel is his home for the time being, and he likes it +here. He is able to draw upon the powers of the undead to make himself +stronger. He is despicable even in death. +~ +Nattacks 0.000000 +Stats1 -100 0 0 0 150 100 +Stats2 10 16 -40 0 1 8 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis sanctuary truesight~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1965 +Keywords elantra AAAK~ +Race undead~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short The Spirit of the Lady Elantra~ +Long The Spirit of the Lady Elantra +~ +Desc You are looking at perhaps the loveliest apparition you have ever seen, +the Lady Elantra, former wife of the Lord Ambrosius. The Lady died under +mysterious circumstances; rumor has it she was poisoned by a lady that was +trying to gain the Lord's favor. In any case, she died at an early age, +but not before giving birth to three wonderful children. Upon her death, +the entire castle mourned, and the funeral lasted 3 days. Although there +is a cross in her behalf beneath the rare and beautiful lavender rose in +the inner courtyard of the castle, this is where her body rests. +~ +Nattacks 0.000000 +Stats1 100 0 0 0 150 100 +Stats2 10 16 -40 0 1 8 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1966 +Keywords caretaker~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A caretaker~ +Long A caretaker +~ +Desc This is a caretaker of the royal path. He squints when he looks, because +it has been such a long time since he has seen sunlight. +~ +Nattacks 0.000000 +Stats1 100 -1 0 0 150 100 +Stats2 3 20 -10 0 1 5 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1967 +Keywords keeper ~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Keeper of the Catacombs~ +Long The Keeper of the Catacombs +~ +Desc You see an older man, with a fierce gleam in his eyes. He is the keeper +of these catacombs, and a tough man he must be to have survived down here +all this time. The undead have gotten used to him now though, and rarely +ever attack him. Beware trying to get past him if ye be of power. +~ +Nattacks 0.000000 +Stats1 1000 -1 0 0 150 100 +Stats2 50 21 -10 500 3 10 5 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary infrared flying truesight fireshield~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist blunt pierce slash nonmagic~ +Immune fire electricity energy acid poison drain sleep charm hold~ +#ENDMOBILE + +#MOBILE +Vnum 1968 +Keywords hermann AAAM~ +Race ghost~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Ghost of Hermann~ +Long The Ghost of Hermann +~ +Desc You are looking at the Ghost of Hermann, guard dog for the Lord Ambrosius. +He was killed while on a hunt. Ambrosius heard him yelp but was too late. +By the time he had arrived his prized dog had been run through by a wild +piggie. +~ +Nattacks 0.000000 +Stats1 100 0 0 0 150 100 +Stats2 5 16 20 30 2 3 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 1969 +Keywords weston AAAN~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Corpse of Weston~ +Long The Corpse of Weston +~ +Desc You are looking at Weston, a rather dignified man, even if a corpse. You +can almost visualize the black coat and tie adorning him. He was the +personal butler of Antheus, long since gone. He is honored here amongst +the finest individuals that have lived in the realm. +~ +Nattacks 0.000000 +Stats1 75 0 0 0 150 100 +Stats2 4 16 30 30 1 8 1 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 1971 +Keywords belarius AAAQ~ +Race ghost~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Ghost of Belarius~ +Long The Ghost of Belarius rushes maliciously at you. +~ +Desc You are looking at Belarius. He was known during his life as the Royal Thief. +Although never caught red handed, he admitted as much during his final days. +If he had been caught, he surely would not be allowed to spend the rest of +his days amongst the fine group of corpses assembled in this hallway. +He may have been a thief, but he was a ROYAL THIEF. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 150 100 +Stats2 3 16 30 30 1 4 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 1973 +Keywords tyrwydd AAAE~ +Race ghost~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Corpse of Tyrwydd~ +Long The Corpse of Tyrwydd lunges at you. +~ +Desc You are looking at Tyrwydd, formerly one of the Royal Guards. He was +one of the best before being unfortunately roasted to death by a red +dragon. Many regarded him as a great hero. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 150 100 +Stats2 3 16 30 20 1 4 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 1974 +Keywords constance AAAP~ +Race ghost~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short The Ghost of Constance ~ +Long The Ghost of Constance backhands you painfully. +~ +Desc Being undead can certainly show the folley of one's vanity. When she +was alive, Constance was the wife of Tyrwydd who partook in one too +many dinner parties held by pompus nobles. There she fawned over her +looks and was regarded as the most vain person in all of Bywater. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 150 100 +Stats2 3 16 30 25 1 4 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts guts hands~ +#ENDMOBILE + +#MOBILE +Vnum 2099 +Keywords Last mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created last mob~ +Long Some god abandoned a newly created last mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#OBJECT +Vnum 1950 +Keywords potion vial silver~ +Type potion~ +Short A silver potion~ +Long A silver potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'cure light' +#ENDOBJECT + +#OBJECT +Vnum 1951 +Keywords potion vial mucous~ +Type potion~ +Short A mucous colored potion~ +Long A mucous colored potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'cure poison' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1952 +Keywords potion vial red~ +Type potion~ +Short A red potion~ +Long A red potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'kindred strength' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1953 +Keywords potion vial clear~ +Type potion~ +Short A Clear Potion~ +Long A Clear Potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'detect invis' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1954 +Keywords potion vial opaque blue~ +Type potion~ +Short An opaque blue potion~ +Long An opaque blue potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'invisibility' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1955 +Keywords scroll rainbow~ +Type scroll~ +Short A rainbow scroll~ +Long A rainbow colored scroll lies here.~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'recall' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1956 +Keywords coffin~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 300 4 -1 0 0 0 0 0 0 0 0 +Stats 100 1 1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1957 +Keywords knife bone~ +Type weapon~ +Short A bone knife~ +Long A bone knife~ +Flags organic magic bless onlyrogue~ +WFlags take wield~ +Values 12 1 4 2 2 0 12 0 0 0 0 +Stats 3 2000 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData backstab 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1958 +Keywords potion vial burgundy~ +Type potion~ +Short A burgundy potion~ +Long A burgundy potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'bless' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1959 +Keywords potion vial glowing green ~ +Type potion~ +Short A glowing green potion~ +Long A glowing green potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'refresh' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1960 +Keywords potion vial brown~ +Type potion~ +Short A brown potion~ +Long A brown potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'fly' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1961 +Keywords potion vial light green~ +Type potion~ +Short A light-green potion~ +Long A light-green potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'armor' 'bless' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1962 +Keywords potion vial fuchsia~ +Type potion~ +Short A fuchsia potion~ +Long A fuchsia potion~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 500 -2 9999 0 None None None +Spells 'armor' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 1963 +Keywords coffin pelasius~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAB~ +ExDesc The Skeleton of Pelasius springs up out of the coffin angrily! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1964 +Keywords coffin fargo~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAC~ +ExDesc The Ghost of Fargo III forms! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1965 +Keywords coffin agapthia~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAD~ +ExDesc The Spirit of Agapthia looks at you and begins attacking! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1966 +Keywords coffin tyrwydd~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAE~ +ExDesc The Skeleton of Tyrwydd feebly climbs out of his coffin and backhands you! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1967 +Keywords coffin morelius~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAF~ +ExDesc The Corpse of Morelius dusts himself off and glares at you! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1968 +Keywords coffin phillip~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAG~ +ExDesc Phillip jumps up and kicks you in the kneecaps! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1969 +Keywords coffin lich~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAJ~ +ExDesc The lich begins chanting in some ancient tongue! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1970 +Keywords coffin hermann~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAM~ +ExDesc Hermann growls at you and prepares to bite you in the leg! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1971 +Keywords coffin weston~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAN~ +ExDesc Weston builds himself out of dust then throws it in your face! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1972 +Keywords coffin antheus~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAH~ +ExDesc The Lord Antheus says, 'Why have you disturbed me from my slumbers? You will pay!' +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1973 +Keywords coffin elantra~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey AAAK~ +ExDesc Elantra sadly arises and hits you in the forehead, you are knocked out! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1974 +Keywords table~ +Type container~ +Short table~ +Values 10 0 -1 0 0 0 0 0 0 0 0 +Stats 30 1 1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1975 +Keywords flowers dried~ +Type food~ +Short Some dried flowers~ +Long Some dried flowers~ +WFlags take~ +Values 1 0 0 1 0 0 0 0 0 0 0 +Stats 1 50 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1976 +Keywords moss~ +Type light~ +Short A handful of moss~ +Long A handful of moss lies on the ground.~ +Flags antisun~ +WFlags take hold~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 2 75 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1977 +Keywords hall key~ +Type key~ +Short A skeleton key~ +Long A skeleton key~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1978 +Keywords ruby gem~ +Type treasure~ +Short A ruby~ +Long A ruby lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 2000 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1979 +Keywords emerald gem~ +Type treasure~ +Short An emerald~ +Long An emerald lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 2000 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1980 +Keywords key door~ +Type key~ +Short A skeleton key~ +Long A skeleton key~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1981 +Keywords chest~ +Type container~ +Short A Wooden Chest~ +Long A Wooden Chest~ +Flags invis~ +Values 10 2 1982 0 0 0 0 0 0 0 0 +Stats 30 500 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1982 +Keywords key chest~ +Type key~ +Short A simple brass key~ +Long A simple brass key~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1983 +Keywords topaz gem~ +Type treasure~ +Short A topaz~ +Long A topaz~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 2000 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1984 +Keywords garnet gem stone~ +Type treasure~ +Short A garnet~ +Long A garnet~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 2500 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1985 +Keywords sapphire gem~ +Type treasure~ +Short A black star sapphire~ +Long A black star sapphire~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 3000 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 1986 +Keywords wand levitation~ +Type wand~ +Short A wand of levitation~ +Long A wand of levitation~ +Flags glow magic~ +WFlags take hold~ +Values 20 3 3 -1 0 0 0 0 0 0 0 +Stats 5 10000 -2 9999 0 None None None +Spells 'float' +#ENDOBJECT + +#OBJECT +Vnum 1987 +Keywords coffin constance~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey constance AAAP~ +ExDesc Constance rises up from her slumbers and slaps you on the cheek! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1988 +Keywords coffin belarius~ +Type container~ +Short A coffin~ +Long A coffin~ +Values 150 5 -1 0 0 0 0 0 0 0 0 +Stats 150 1 1 9999 0 None None None +#EXDESC +ExDescKey belarius AAAQ~ +ExDesc Belarius appears, winks at you, and slams you against the wall! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 1989 +Keywords fargo heirloom ring~ +Type treasure~ +Short A tarnished gold ring~ +Long A tarnished gold ring lies here on the floor.~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2099 +Keywords Last obj~ +Type trash~ +Short a newly created last obj~ +Long Some god dropped a newly created last obj here.~ +Flags proto~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 1950 +Name Standing in Pure Nothingness~ +Sector indoors~ +Flags nomob proto~ +Stats 0 0 0 0 +#ENDROOM + +#ROOM +Vnum 1951 +Name Coffin Shotgun Room~ +Sector indoors~ +Flags dark nomob nosummon nomagic norecall~ +Stats 0 0 0 0 +Desc This room no mortal will ever get into. It is for the mobs to be transed +out of when someone opens their coffin. The special procedure transes them +out of here and places them into room with the coffin along with a new +message. Thanks to Korath for this idea. +~ +#ENDROOM + +#ROOM +Vnum 1952 +Name Lich's Abode~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered a room that reeks of death. Pieces of bodies are spread +throughout this room and the stench is overwhelming. There appears to be +a coffin made out of ebony and it is propped up against the east wall. +It looks dreadful. +~ +#EXIT +Direction south~ +ToRoom 2058 +#ENDEXIT + +Reset O 1969 1 1952 -1 -1 -1 100 +#EXDESC +ExDescKey coffin~ +ExDesc The coffin is entirely black, including the hinges. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 13 +mpaset $n 13 +mpecho &wThe lich begins chanting in some ancient tongue!&z +mpmload 1964 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1953 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 1961 +#ENDEXIT + +Reset M 1966 1 1953 -1 -1 -1 100 + Reset G 1982 1 100 +Reset O 1981 1 1953 -1 -1 -1 100 + Reset P 0 1980 1 1981 100 +#ENDROOM + +#ROOM +Vnum 1954 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2038 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1955 +Name Tomb of Elantra~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered a rather non-descript rough-hewn room. This is the +resting place of the Lady Elantra, wife, mother, and a friend to all that +knew her. Although the townsfolk made a cross for her in the inner courtyard, +beneath the lovely lavender rose, symbolizing her love for the castle, this +is her true resting place. Do not wake her up, for the Lord Ambrosius will +surely find out. +~ +#EXIT +Direction north~ +ToRoom 1954 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1956 +Desc You see a faint crack in the wall. +~ +Keywords crack~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset O 1973 1 1955 -1 -1 -1 100 +Reset D 1955 3 2 100 -2 +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 14 +mpaset $n 14 +mpecho &wElantra sadly arises and claws you in the forehead!&z +mpmload 1965 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1956 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction east~ +ToRoom 1955 +Desc You see a faint crack in the wall. +~ +Keywords crack~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1957 +#ENDEXIT + +Reset D 1956 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 1957 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction east~ +ToRoom 1956 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1958 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1958 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction north~ +ToRoom 1957 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1959 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1959 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction north~ +ToRoom 1958 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1960 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1960 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction east~ +ToRoom 1961 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1959 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1961 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction north~ +ToRoom 1953 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1960 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1962 +Name Within the Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing at the bottom of an ebon staircase. It is very dark +and dusty down here, and the air is so thick you can barely breathe. You +get an eerie feeling as the hairs on your neck start to tingle. The tunnels +branch off in all directions. +~ +#EXIT +Direction north~ +ToRoom 1963 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1999 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2011 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2007 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2060 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1963 +Name Main Tunnel~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1968 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1964 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1962 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1965 +#ENDEXIT + +Reset M 1953 33 1963 -1 -1 -1 100 + Reset G 1950 1 100 +#ENDROOM + +#ROOM +Vnum 1964 +Name Crypt of Pelasius~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered a small, simple room with only one exit to the west. +In the center of this room is a large, ornately decorated coffin. There +are paintings on the walls. +~ +#EXIT +Direction west~ +ToRoom 1963 +#ENDEXIT + +Reset O 1963 1 1964 -1 -1 -1 100 +#EXDESC +ExDescKey paintings painting picture~ +ExDesc The paintings show the old Shire in its earliest stages, with Pelasius walking +around inspecting the foundations. +~ +#ENDEXDESC + +#EXDESC +ExDescKey coffin~ +ExDesc The coffin has many wood carvings upon it, celebrating the building of +life and prosperity in The Shire. The coffin also appears to be closed. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 15 +mpaset $n 15 +mpecho &wThe Skeleton of Pelasius springs up out of the coffin angrily!&z +mpmload 1958 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1965 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 1963 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1966 +#ENDEXIT + +Reset M 1953 33 1965 -1 -1 -1 100 + Reset G 1950 1 100 +#ENDROOM + +#ROOM +Vnum 1966 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. You have come to a dead-end. +The tunnel leads back to the east. +~ +#EXIT +Direction east~ +ToRoom 1965 +#ENDEXIT + +Reset M 1954 30 1966 -1 -1 -1 100 +Reset M 1954 30 1966 -1 -1 -1 100 + Reset G 1951 1 100 +Reset M 1954 30 1966 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1967 +Name Crypt of Fargo the Third~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This is a smaller room, with a smaller coffin sitting in the middle of it. +There are pictures on the wall that you do not recognize, nor would you +want to from the looks of them. +~ +#EXIT +Direction west~ +ToRoom 1968 +#ENDEXIT + +Reset O 1964 1 1967 -1 -1 -1 100 +#EXDESC +ExDescKey coffin~ +ExDesc The coffin is simply made, but with walnut, and is about the size to fit +a young adult. It looks like it could easily be opened. It is covered +with about an inch of dust. +~ +#ENDEXDESC + +#EXDESC +ExDescKey pictures paintings painting picture~ +ExDesc There are odd beasts in the paintings that you cannot make out, probably +some monsters that were killed off long ago. Too bad. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 16 +mpaset $n 16 +mpecho &w The Ghost of Fargo III forms!&z +mpmload 1959 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1968 +Name Main Tunnel~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. The tunnel leads in all directions. +~ +#EXIT +Direction north~ +ToRoom 1975 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1967 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1963 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1969 +#ENDEXIT + +Reset M 1953 33 1968 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1969 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. The tunnel leads west and east +from here. +~ +#EXIT +Direction east~ +ToRoom 1968 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1970 +#ENDEXIT + +Reset M 1953 33 1969 -1 -1 -1 100 +Reset M 1953 33 1969 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1970 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. The main tunnel continues east +and west from here, and a smaller tunnel leads south through a narrow +opening. +~ +#EXIT +Direction east~ +ToRoom 1969 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1966 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1971 +#ENDEXIT + +Reset M 1954 30 1970 -1 -1 -1 100 +Reset M 1954 30 1970 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1971 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. The tunnel continues to the east +and west. +~ +#EXIT +Direction east~ +ToRoom 1970 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1972 +#ENDEXIT + +Reset M 1952 8 1971 -1 -1 -1 100 + Reset G 1951 1 100 +#ENDROOM + +#ROOM +Vnum 1972 +Name Crypt of Agapthia~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered the crypt of Agapthia. The small coffin is located against +the west wall of the room, which really isn't as much a room as it is the end +of a small tunnel. The tunnel itself leads back to the east. There are +dried flowers on a table in this room, no doubt a tribute left from passersby +visiting her crypt and paying their respects. +~ +#EXIT +Direction east~ +ToRoom 1971 +#ENDEXIT + +Reset O 1965 1 1972 -1 -1 -1 100 +Reset O 1974 1 1972 -1 -1 -1 100 + Reset P 0 1975 1 1974 100 +#EXDESC +ExDescKey coffin~ +ExDesc It is just an ordinary wooden coffin. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 17 +mpaset $n 17 +mpecho &wThe Spirit of Agapthia looks at you and begins attacking!&z +mpmload 1960 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1973 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction north~ +ToRoom 1980 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1974 +#ENDEXIT + +Reset M 1955 9 1973 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1974 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction east~ +ToRoom 1973 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1975 +#ENDEXIT + +Reset M 1954 30 1974 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1975 +Name Main Tunnel~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1982 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1974 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1968 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1976 +#ENDEXIT + +Reset M 1953 33 1975 -1 -1 -1 100 +Reset M 1953 33 1975 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1976 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction east~ +ToRoom 1975 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1977 +#ENDEXIT + +Reset M 1954 30 1976 -1 -1 -1 100 +Reset M 1954 30 1976 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1977 +Name Crypt of Tyrwydd~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have reached the western end of a large tunnel. However, here the tunnel +has been widened to form a large room. There is not suprisingly a coffin +resting up against the north wall, it appears for support. There are no +pictures or paintings on the wall here. There is some moss that eerily lights +this room up in a yellowish-green tint, but other than that, the place is +fairly plain. +~ +#EXIT +Direction east~ +ToRoom 1976 +#ENDEXIT + +Reset O 1966 1 1977 -1 -1 -1 100 +Reset O 1976 1 1977 -1 -1 -1 100 +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 18 +mpaset $n 18 +mpecho &wThe Skeleton of Tyrwydd climbs out of his coffin and backhands you!&z +mpmload 1973 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1978 +Name Crypt of Morelius~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This is a large oval room that leads into a tunnel to the west. There is +a little crawlspace to your east, but you don't think you can manage to +fit through it. There is a large coffin in the center of the room. On +the walls here you can see several pieces of rusting armor, nothing worth +taking, but probably quite effective in their time. +~ +#EXIT +Direction west~ +ToRoom 1979 +#ENDEXIT + +Reset O 1967 1 1978 -1 -1 -1 100 +#EXDESC +ExDescKey coffin~ +ExDesc You see a large wooden coffin with a simple latch. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 19 +mpaset $n 19 +mpecho &wThe Corpse of Morelius dusts himself off and glares at you!!&z +mpmload 1962 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1979 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction east~ +ToRoom 1978 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1980 +#ENDEXIT + +Reset M 1951 14 1979 -1 -1 -1 100 + Reset G 1950 1 100 +Reset M 1951 14 1979 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1980 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction east~ +ToRoom 1979 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1981 +#ENDEXIT + +Reset M 1952 8 1980 -1 -1 -1 100 + Reset G 1950 1 100 +Reset M 1952 8 1980 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1981 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction east~ +ToRoom 1980 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1982 +#ENDEXIT + +Reset M 1954 30 1981 -1 -1 -1 100 +Reset M 1955 9 1981 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1982 +Name Main Tunnel~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 1981 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1975 +#ENDEXIT + +Reset M 1954 30 1982 -1 -1 -1 100 +Reset M 1954 30 1982 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1983 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc The tunnel is very dark and you occasionally hear scratching noises +coming from nearby. It sounds like something is trying to get out, but +perhaps they are trying to get in. It is very difficult to see down here +and you find yourself wishing you had bought that torch. +~ +#EXIT +Direction south~ +ToRoom 1987 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1978 +#ENDEXIT + +Reset M 1953 33 1983 -1 -1 -1 100 +Reset M 1953 33 1983 -1 -1 -1 100 +Reset M 1953 33 1983 -1 -1 -1 100 +Reset M 1953 33 1983 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1984 +Name Hall of the Innocents~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing in the northern end of a long, lighted hallway. +There are numerous coffins filling the hallway as far as the eye can see. +There is a portrait of a small child on the wall, and you find it is very +odd no dust accumulates here. +~ +#EXIT +Direction south~ +ToRoom 1988 +#ENDEXIT + +Reset O 1968 1 1984 -1 -1 -1 100 +#EXDESC +ExDescKey portrait painting child picture~ +ExDesc The small child appears to be questing after a beast of some +variety, which you can no longer make out because of the cracked paint. +However, there is an inscription engraved in a brass plate beneath the +portrait. +~ +#ENDEXDESC + +#EXDESC +ExDescKey inscription engraving plate brass~ +ExDesc To my dearest uncle, the Lord Ambrosius. Wish you could have +joined me on my first hunt. Maybe next time. + + Yours, + + Phillip + +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 20 +mpaset $n 20 +mpecho &wPhillip jumps up and kicks you in the kneecaps!&z +mpmload 1957 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1985 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 1986 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1990 +#ENDEXIT + +Reset M 1952 8 1985 -1 -1 -1 100 +Reset M 1955 9 1985 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1986 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction west~ +ToRoom 1985 +#ENDEXIT + +Reset M 1956 6 1986 -1 -1 -1 100 +Reset M 1956 6 1986 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1987 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1983 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1992 +#ENDEXIT + +Reset M 1954 30 1987 -1 -1 -1 100 +Reset M 1954 30 1987 -1 -1 -1 100 +Reset M 1954 30 1987 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1988 +Name Hall of the Innocents~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing in the northern half of a long, open hallway. +There are large murals painted on the walls, and for some strange reason +the dust is not present here. There are coffins filling the hall as far +as the eye can see. +~ +#EXIT +Direction north~ +ToRoom 1984 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1993 +#ENDEXIT + +Reset O 1988 1 1988 -1 -1 -1 100 +#EXDESC +ExDescKey murals paintings mural~ +ExDesc The murals depict the evils of the world and the bystanders that +are affected by those evils. There are virgins being slaughtered, +babies being mutilated, and families being slain all shown in a rather +graphic portrayal. Although it appears to be in bad taste, you begin to +realize that these murals were commissioned to show how those lives, some +who lie in rest here, were so cruelly taken from them. May they rest in +peace. +~ +#ENDEXDESC + +#EXDESC +ExDescKey coffin~ +ExDesc You see just a plain ordinary coffin. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 21 +mpaset $n 21 +mpecho &wBelarius appears, winks at you, and slams you against the wall!&z +mpmload 1971 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1989 +Name Catacombs~ +Sector indoors~ +Flags nomob indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +A small sign says: &YTo get out of here, recite the rainbow scroll!&D +~ +Reset O 1955 1 1989 -1 -1 -1 100 +Reset O 1977 1 1989 -1 -1 -1 100 +Reset O 1985 1 1989 -1 -1 -1 100 +Reset O 1984 1 1989 -1 -1 -1 100 +Reset O 1983 1 1989 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1990 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1985 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1991 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1989 +#ENDEXIT + +Reset M 1953 33 1990 -1 -1 -1 100 +Reset M 1951 14 1990 -1 -1 -1 100 +Reset M 1952 8 1990 -1 -1 -1 100 + Reset G 1952 1 100 +#ENDROOM + +#ROOM +Vnum 1991 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 1992 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1990 +#ENDEXIT + +Reset M 1951 14 1991 -1 -1 -1 100 +Reset M 1951 14 1991 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1992 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. You see a large, wooden door +to your east. +~ +#EXIT +Direction north~ +ToRoom 1987 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1993 +Desc You see a large wooden door.~ +Keywords door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1997 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1991 +Flags pickproof~ +#ENDEXIT + +Reset M 1955 9 1992 -1 -1 -1 100 + Reset G 1960 1 100 +Reset M 1955 9 1992 -1 -1 -1 100 +Reset D 1992 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 1993 +Name Hall of the Innocents~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing in the middle of a long, open hallway. There are large +murals painted on the walls, and for some strange reason the dust is not +present here. There are coffins filling the hall as far as the eye can see. +~ +#EXIT +Direction north~ +ToRoom 1988 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1998 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1992 +Desc You see a large wooden door.~ +Keywords wooden door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset O 1987 1 1993 -1 -1 -1 100 +Reset D 1993 3 2 100 -2 +#EXDESC +ExDescKey coffin~ +ExDesc You see just a plain ordinary old coffin. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 22 +mpaset $n 22 +mpecho &wConstance rises up and slaps you painfully on the cheek!&z +mpmload 1974 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1994 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 2000 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1964 +#ENDEXIT + +Reset M 1951 14 1994 -1 -1 -1 100 +Reset M 1953 33 1994 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1995 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 2001 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1994 +#ENDEXIT + +Reset M 1954 30 1995 -1 -1 -1 100 +Reset M 1953 33 1995 -1 -1 -1 100 +Reset M 1953 33 1995 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1996 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 2002 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1995 +#ENDEXIT + +Reset M 1953 33 1996 -1 -1 -1 100 + Reset G 1950 1 100 +Reset M 1953 33 1996 -1 -1 -1 100 +Reset M 1953 33 1996 -1 -1 -1 100 +Reset M 1953 33 1996 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1997 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1992 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2003 +#ENDEXIT + +Reset M 1951 14 1997 -1 -1 -1 100 +Reset M 1955 9 1997 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1998 +Name Hall of the Innocents~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing in the southern half of a long, open hallway. There are +large murals painted on the walls, and for some strange reason the dust is +not present here. There are coffins filling the hall as far as the eye +can see. +~ +#EXIT +Direction north~ +ToRoom 1993 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2004 +#ENDEXIT + +Reset O 1971 1 1998 -1 -1 -1 100 +#EXDESC +ExDescKey coffin~ +ExDesc You see just an ordinary old coffin. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 23 +mpaset $n 23 +mpecho &wWeston builds himself out of dust then throws it in your face!&z +mpmload 1969 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 1999 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2000 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1962 +#ENDEXIT + +Reset O 1950 1 1999 -1 -1 -1 100 +Reset O 1958 1 1999 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2000 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1994 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2001 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1999 +#ENDEXIT + +Reset M 1953 33 2000 -1 -1 -1 100 +Reset M 1953 33 2000 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2001 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1995 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2002 +#ENDEXIT + +Reset M 1953 33 2001 -1 -1 -1 100 +Reset M 1954 30 2001 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2002 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1996 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2003 +#ENDEXIT + +Reset M 1954 30 2002 -1 -1 -1 100 +Reset M 1954 30 2002 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2003 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 1997 +#ENDEXIT + +Reset M 1952 8 2003 -1 -1 -1 100 +Reset M 1953 33 2003 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2004 +Name Hall of the Innocents~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are standing in the southern half of a long, open hallway. There are +large murals painted on the walls, and for some strange reason the dust is +not present here. There are coffins filling the hall as far as the eye +can see. +~ +#EXIT +Direction north~ +ToRoom 1998 +#ENDEXIT + +Reset O 1970 1 2004 -1 -1 -1 100 +#EXDESC +ExDescKey coffin~ +ExDesc You see just an ordinary old coffin. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 24 +mpaset $n 24 +mpecho &wHermann growls at you and prepares to bite you in the leg!&z +mpmload 1968 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2005 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2008 +#ENDEXIT + +Reset M 1954 30 2005 -1 -1 -1 100 +Reset M 1954 30 2005 -1 -1 -1 100 +Reset M 1953 33 2005 -1 -1 -1 100 + Reset G 1959 1 100 +Reset M 1953 33 2005 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2006 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2007 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2005 +#ENDEXIT + +Reset M 1953 33 2006 -1 -1 -1 100 +Reset M 1953 33 2006 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2007 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 1962 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2006 +#ENDEXIT + +Reset M 1953 33 2007 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2008 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2005 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2009 +#ENDEXIT + +Reset M 1954 30 2008 -1 -1 -1 100 +Reset M 1954 30 2008 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2009 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 2012 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2008 +#ENDEXIT + +Reset M 1954 30 2009 -1 -1 -1 100 +Reset M 1954 30 2009 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2010 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2011 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2013 +#ENDEXIT + +Reset M 1954 30 2010 -1 -1 -1 100 + Reset G 1959 1 100 +#ENDROOM + +#ROOM +Vnum 2011 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered a dark tunnel. The hairs on the back of your neck seem +to rise, and you hear a moaning sound coming from the west. There is a small +hole in the west wall, and you think that might be where the sound is coming +from. Whatever it is, it sounds very dangerous. If you go that way, better +be on your guard. +~ +#EXIT +Direction north~ +ToRoom 1962 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2023 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2010 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2012 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2009 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2015 +#ENDEXIT + +Reset M 1954 30 2012 -1 -1 -1 100 +Reset M 1954 30 2012 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2013 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2010 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2016 +#ENDEXIT + +Reset M 1954 30 2013 -1 -1 -1 100 + Reset G 1959 1 100 +#ENDROOM + +#ROOM +Vnum 2014 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2015 +#ENDEXIT + +Reset M 1950 2 2014 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2015 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2012 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2016 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2014 +#ENDEXIT + +Reset M 1951 14 2015 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2016 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2013 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2015 +#ENDEXIT + +Reset M 1955 9 2016 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2017 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2018 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2024 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2018 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2019 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2017 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2019 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2020 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2026 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2018 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2020 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2021 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2027 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2019 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2021 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2022 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2020 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2022 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction south~ +ToRoom 2029 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2021 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2023 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2011 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2024 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2030 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2024 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel +is very narrow, barely allowing you to squeeze through, while at other +points, it is quite large. The tunnel also varies in height, forcing you +to duck down in order to proceed. It is very eerie and chilling down here, +and you feel the need to step up the pace in order to get back to the +safety of the castle. +~ +#EXIT +Direction north~ +ToRoom 2017 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2025 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2023 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2025 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of +the castle. +~ +#EXIT +Direction west~ +ToRoom 2024 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2026 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of +the castle. +~ +#EXIT +Direction north~ +ToRoom 2019 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2027 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel +is very narrow, barely allowing you to squeeze through, while at other +points, it is quite large. The tunnel also varies in height, forcing you +to duck down in order to proceed. It is very eerie and chilling down here, +and you feel the need to step up the pace in order to get back to the +safety of the castle. +~ +#EXIT +Direction north~ +ToRoom 2020 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2034 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2028 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2029 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2029 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction north~ +ToRoom 2022 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2028 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2030 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction north~ +ToRoom 2023 +#ENDEXIT + +Reset M 1956 6 2030 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2031 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2032 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2041 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2032 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2033 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2031 +#ENDEXIT + +Reset M 1954 30 2032 -1 -1 -1 100 +Reset M 1954 30 2032 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2033 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2034 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2032 +#ENDEXIT + +Reset M 1953 33 2033 -1 -1 -1 100 +Reset M 1953 33 2033 -1 -1 -1 100 +Reset M 1953 33 2033 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2034 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction north~ +ToRoom 2027 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2035 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2033 +#ENDEXIT + +Reset M 1952 8 2034 -1 -1 -1 100 +Reset M 1952 8 2034 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2035 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2036 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2034 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2036 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction south~ +ToRoom 2046 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2035 +#ENDEXIT + +Reset M 1956 6 2036 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2037 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2038 +#ENDEXIT + +Reset M 1956 6 2037 -1 -1 -1 100 + Reset G 1986 1 100 +Reset M 1956 6 2037 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2038 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2039 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2037 +#ENDEXIT + +Reset M 1951 14 2038 -1 -1 -1 100 +Reset M 1951 14 2038 -1 -1 -1 100 +Reset M 1951 14 2038 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2039 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2040 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2038 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2040 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2041 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2047 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2039 +#ENDEXIT + +Reset M 1951 14 2040 -1 -1 -1 100 +Reset M 1951 14 2040 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2041 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction north~ +ToRoom 2031 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2040 +#ENDEXIT + +Reset M 1955 9 2041 -1 -1 -1 100 +Reset M 1955 9 2041 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2042 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2043 +#ENDEXIT + +Reset M 1950 2 2042 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2043 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2044 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2042 +#ENDEXIT + +Reset M 1951 14 2043 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2044 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2045 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2043 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2045 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction east~ +ToRoom 2046 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2044 +#ENDEXIT + +Reset M 1953 33 2045 -1 -1 -1 100 +Reset M 1953 33 2045 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2046 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc This tunnel is a seemingly endless maze and you find it very +difficult to keep track of your location. At some points, the tunnel is +very narrow, barely allowing you to squeeze through, while at other points, +it is quite large. The tunnel also varies in height, forcing you to duck +down in order to proceed. It is very eerie and chilling down here, and you +feel the need to step up the pace in order to get back to the safety of the +castle. +~ +#EXIT +Direction north~ +ToRoom 2036 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2045 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2047 +Name Quiet Passageway~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in a very still passageway leading north and south. There appear +to be no tracks in the dust at this point but you feel a deepening sense of +dread the further south you go. You can hear screams of torment in the +distance. +~ +#EXIT +Direction north~ +ToRoom 2040 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2048 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2048 +Name Quiet Passageway~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2047 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2049 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2049 +Name Quiet Passageway~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2048 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2050 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2050 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction north~ +ToRoom 2049 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2059 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2051 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2042 +#ENDEXIT + +Reset M 1953 33 2051 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2052 +Name Catacombs~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You have entered the tomb of Ambrosius' great-grandfather, the Lord Antheus. +There is a thick coating of dust covering everything in here, but you can +see that the walls are guilded in gold, and there are three dimensional +figures carved into them, with rubies for eyes, and emeralds for jewelry. +There is a large coffin in the room, also guilded in gold. +~ +#EXIT +Direction north~ +ToRoom 2051 +#ENDEXIT + +Reset O 1972 1 2052 -1 -1 -1 100 +Reset O 1978 1 2052 -1 -1 -1 100 +Reset O 1978 1 2052 -1 -1 -1 100 +Reset O 1979 1 2052 -1 -1 -1 100 +#MUDPROG +Progtype act_prog~ +Arglist p opens A coffin.~ +Comlist if hasabit($n) != 25 +mpaset $n 25 +mpecho &wThe Lord Antheus says, 'Why have you disturbed me from my slumbers?&z +mpmload 1963 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2053 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction east~ +ToRoom 2054 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2052 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2054 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise here, +but the dust along the pathway has been disturbed by the shuffling of +feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction south~ +ToRoom 2055 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2053 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2055 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2054 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2056 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2056 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction north~ +ToRoom 2055 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2057 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2057 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are in the twisting maze of catacombs beneath the swamp. +This is where the dead of the city have been buried since before the days +of the Graecian Confederation. It is very dark and dusty down here, and +the stillness in the air gives you the impression that there is nothing +left living down here besides yourself. +~ +#EXIT +Direction east~ +ToRoom 2056 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2058 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2058 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction north~ +ToRoom 1952 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2057 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2059 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2059 +Name Path of the Mourned~ +Sector indoors~ +Flags indoors noportal~ +Stats 0 0 0 0 +Desc You are walking along a very quiet tunnel. There is little noise +here, but the dust along the pathway has been disturbed by the shuffling +of feet. The halls here are a rich burgundy color, which you can just +barely make out from the dim lighting in this place. +~ +#EXIT +Direction east~ +ToRoom 2058 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2050 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2060 +Name Entrance to the Catacombs~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 +Desc A dank odour wafts up from the ebon staircase set in the centre of this +mausoleum room. The atmosphere here at the very edge of the swamps is very +unnerving. Sounds of unseen creatures can be heard all around. It is dark +below and you can only make out shadows and not much else. A sense of +foreboding fills you as you wonder what kind of creatures would be found +within the abandoned catacombs below. +~ +#EXIT +Direction north~ +ToRoom 50000 +ToCoords 915 938 +Flags overland~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 50000 +ToCoords 916 939 +Flags overland~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 50000 +ToCoords 915 940 +Flags overland~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 50000 +ToCoords 914 939 +Flags overland~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1962 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2099 +Name Standing in Pure Nothingness~ +Sector indoors~ +Flags nomob proto~ +Stats 0 0 0 0 +#ENDROOM + +#ENDAREA diff --git a/data/realm/chapel.are b/data/realm/chapel.are index 470662e..596b410 100644 --- a/data/realm/chapel.are +++ b/data/realm/chapel.are @@ -1,375 +1,353 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Chapel Catacombs~ -Author Copper~ -WeatherX 0 -WeatherY 0 -Ranges 15 25 0 60 -Economy 0 30000000 +Version 1 +Name Chapel Catacombs~ +Author Copper~ +Vnums 3400 3475 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 15 25 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 3400 -Keywords skeleton bony~ -Short the bony skeleton~ -Long A bony skeleton is here. -~ -Desc Brown bones with tufts of clothing still hanging from them. This +Vnum 3400 +Keywords skeleton bony~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the bony skeleton~ +Long A bony skeleton is here. +~ +Desc Brown bones with tufts of clothing still hanging from them. This skeleton looks very mindless but still dangerous ... ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc aggressive~ -Stats1 0 1 20 9 5 100 -Stats2 1 1 19 -Stats3 1 6 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks trip~ -Defenses parry dodge disarm~ +Nattacks 1.000000 +Stats1 0 0 0 0 0 0 +Stats2 1 21 9 19 1 6 0 +Speaks common~ +Speaking common~ +Actflags npc aggressive~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +Attacks trip~ +Defenses parry dodge disarm~ #ENDMOBILE #MOBILE -Vnum 3401 -Keywords undead zombie~ -Short the undead zombie~ -Long An undead zombie sits here munching on something ... -~ -Desc His body is totally white and slowly rotting away. Each Zombie looks +Vnum 3401 +Keywords undead zombie~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the undead zombie~ +Long An undead zombie sits here munching on something ... +~ +Desc His body is totally white and slowly rotting away. Each Zombie looks quite different from the next because they were, of course, once alive and human. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden~ -Stats1 -100 4 17 6 0 600 -Stats2 1 1 49 -Stats3 1 8 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common pixie ogre orcish trollese insectoid reptile spiritual magical goblin god ancient clan~ -Speaking common pixie ogre orcish trollese insectoid reptile spiritual magical goblin god ancient clan~ -Bodyparts head arms legs heart hands feet eye~ -Attacks trip~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -100 0 0 0 0 0 +Stats2 4 21 6 49 1 8 0 +Speaks common pixie ogre orcish trollese insectoid reptile spiritual magical goblin god ancient clan~ +Speaking clan~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs heart hands feet eye~ +Attacks trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3402 -Keywords undead ghoul~ -Short The ghoul~ -Long A ghoul is here staring at you hungrily. -~ -Desc The ghoul no longer resembles the adventurer he once was. Nonetheless +Vnum 3402 +Keywords undead ghoul~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The ghoul~ +Long A ghoul is here staring at you hungrily. +~ +Desc The ghoul no longer resembles the adventurer he once was. Nonetheless he looks like he hasn't forgot his fighting skills. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc aggressive~ -Affected detect_invis~ -Stats1 -500 6 15 4 0 1500 -Stats2 1 1 79 -Stats3 2 5 1 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 1.000000 +Stats1 -500 0 0 0 0 0 +Stats2 6 21 4 79 2 5 1 +Speaks common~ +Speaking common~ +Actflags npc aggressive~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ #ENDMOBILE #MOBILE -Vnum 3403 -Keywords undead wraith~ -Short The wraith~ -Long You spot a wraith advancing towards you from the shadows. -~ -Desc The wraith no longer has a material form. He is wearing a tattered +Vnum 3403 +Keywords undead wraith~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The wraith~ +Long You spot a wraith advancing towards you from the shadows. +~ +Desc The wraith no longer has a material form. He is wearing a tattered black robe which hides all but the darkness of his face and the glimmer in his eyes. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected invisible detect_invis detect_hidden~ -Stats1 -750 12 9 2 0 13000 -Stats2 1 1 149 -Stats3 3 6 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks weaken~ -Defenses parry dodge disarm~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 12 21 2 149 3 6 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected invisible detect_invis detect_hidden~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +Attacks weaken~ +Defenses parry dodge disarm~ #ENDMOBILE #MOBILE -Vnum 3404 -Keywords undead guardian vampire~ -Short a guardian vampire~ -Long A vampire is here hiding his face from your light source. -~ -Desc Before you stands a guardian vampire, looking quite evil to say the least. +Vnum 3404 +Keywords undead guardian vampire~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a guardian vampire~ +Long A vampire is here hiding his face from your light source. +~ +Desc Before you stands a guardian vampire, looking quite evil to say the least. The hair on your arms is raised by its presence alone, and it seems to you that he appears too formidable to be a minor minion. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden~ -Stats1 -1000 25 0 -4 0 105000 -Stats2 1 1 385 -Stats3 4 5 15 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs hands feet ear eye~ -Attacks drain curse~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 25 21 -4 385 4 5 15 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs hands feet ear eye~ +Attacks drain curse~ #ENDMOBILE #MOBILE -Vnum 3405 -Keywords priest~ -Short the priest~ -Long A priest of God stands here solemnly speaking words of praise. -~ -Desc Obviously a goodly man, you feel closer to God just by gazing upon this man. +Vnum 3405 +Keywords priest~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the priest~ +Long A priest of God stands here solemnly speaking words of praise. +~ +Desc Obviously a goodly man, you feel closer to God just by gazing upon this man. Dressed in white, fine white hair, and a soft slightly wrinkled face ... this man has a sacred beauty. You see a halo around his head. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc sentinel immortal~ -Affected detect_invis detect_hidden sanctuary~ -Stats1 1000 15 5 -5 2000 20000 -Stats2 15 15 150 -Stats3 1 4 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 15 21 -5 150 1 4 8 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3406 -Keywords Mi-Go Fungi~ -Short the Mi-Go~ -Long A Mi-Go is crawling here. -~ -Desc Mi-Go, the Fungi from Yuggoth ... it is a pinkish being about five feet long; +Vnum 3406 +Keywords Mi-Go Fungi~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the Mi-Go~ +Long A Mi-Go is crawling here. +~ +Desc Mi-Go, the Fungi from Yuggoth ... it is a pinkish being about five feet long; with a crustaceous body bearing a vast pair of membranous wings and several sets of articulate limbs, body a sort of convoluted ellipsoid, covered with multitudes of very small antennae, where a head would ordinarily be. These beings sometimes walk on all their legs and sometimes on the hind pair only. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive~ -Stats1 -500 12 9 2 0 10000 -Stats2 12 12 120 -Stats3 2 7 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 1.000000 +Stats1 -500 -1 0 0 0 0 +Stats2 12 21 2 120 2 7 2 +Speaks common~ +Speaking common~ +Actflags npc aggressive~ #ENDMOBILE #MOBILE -Vnum 3407 -Keywords nightgaunt~ -Short The nightgaunt~ -Long A nightgaunt is standing here -~ -Desc ... shocking and uncouth black thing with smooth, oily, skin, unpleasant horns +Vnum 3407 +Keywords nightgaunt~ +Race undead~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The nightgaunt~ +Long A nightgaunt is standing here +~ +Desc ... shocking and uncouth black thing with smooth, oily, skin, unpleasant horns that curve inward toward each other, bat wings whose beating make no sound, ugly prehensile paws, and a barbed tail that lashes disquietingly. And worst of all, it makes absolutely no sound or speech and smiles not at all because it has no face, only a suggestive blackness where a face ought to be ... ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected sneak hide~ -Stats1 -1000 10 11 1 150 4050 -Stats2 10 10 100 -Stats3 2 6 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 10 21 1 100 2 6 3 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected sneak hide~ +Bodyparts head arms legs heart guts hands feet ear eye~ #ENDMOBILE #MOBILE -Vnum 3408 -Keywords hunting horror~ -Short The hunting horror~ -Long The hunting horror is here in wait of an unwary traveler. -~ -Desc Serving Nyarlathotep and Roch'tar, these beings are hunting for victims. +Vnum 3408 +Keywords hunting horror~ +Race spirit~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The hunting horror~ +Long The hunting horror is here in wait of an unwary traveler. +~ +Desc Serving Nyarlathotep and Roch'tar, these beings are hunting for victims. They resemble enormous ropy black serpents or worms possessing bat-like or umbrella-like wings. Their forms continually shift and change, twitching and writhing, so it is hard to look at them. They speak in great harsh voices. A hunting horror is HUGE, normally around 40 feet long. ~ -Race spirit~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender neuter~ -Actflags npc aggressive~ -Affected detect_invis detect_hidden~ -Stats1 -1000 20 1 -5 0 60000 -Stats2 20 20 200 -Stats3 3 6 12 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks weaken~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 20 21 -5 200 3 6 12 +Speaks common~ +Speaking common~ +Actflags npc aggressive~ +Affected detect_invis detect_hidden~ +Bodyparts guts~ +Attacks weaken~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3409 -Keywords weeds~ -Short some cave weeds~ -Long Some weeds are creeping across the floor. -~ -Desc Just some unpleasant looking vine-like growths ... -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc scavenger aggressive~ -Affected detect_invis sneak hide~ -Stats1 0 6 15 4 0 1500 -Stats2 1 1 75 -Stats3 1 8 1 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 3409 +Keywords weeds~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short some cave weeds~ +Long Some weeds are creeping across the floor. +~ +Desc Just some unpleasant looking vine-like growths ... +~ +Nattacks 1.000000 +Stats1 0 -1 0 0 0 0 +Stats2 6 21 4 75 1 8 1 +Speaks common~ +Speaking common~ +Actflags npc scavenger aggressive~ +Affected detect_invis sneak hide~ #ENDMOBILE #MOBILE -Vnum 3410 -Keywords snapper joe~ -Short Snapper Joe~ -Long Snapper Joe is standing here leering at you chillingly. -~ -Desc What an ugly fiend! He is about 6'6'' and has mostly greenish skin with +Vnum 3410 +Keywords snapper joe~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short Snapper Joe~ +Long Snapper Joe is standing here leering at you chillingly. +~ +Desc What an ugly fiend! He is about 6'6'' and has mostly greenish skin with bright red hair. Half his face is burnt off and he has a perpetual smile. He is called up from his service in hell in order to aid the Undying One. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis~ -Stats1 -750 20 0 -1 10 40000 -Stats2 1 1 365 -Stats3 4 3 15 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks bite~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -750 -1 0 0 0 0 +Stats2 20 21 -1 365 4 3 15 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks bite~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3411 -Keywords X-ist eater~ -Short The X-ist flesh eater~ -Long An X-ist flesh eater is sitting here munching on some coffin remains -~ -Desc A large hairy monstrous beast, the only LIVE thing you have seen down here. +Vnum 3411 +Keywords X-ist eater~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The X-ist flesh eater~ +Long An X-ist flesh eater is sitting here munching on some coffin remains +~ +Desc A large hairy monstrous beast, the only LIVE thing you have seen down here. It stands approximately 8 feet tall and hunches over to fit in this small room. It has a pair of tremendous claws that it uses to rip and tear. It has dog-like face except ... different. Bright glowing eyes and a grimace lead you to believe that he knew that you were coming. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis~ -Stats1 -1000 17 4 1 0 28000 -Stats2 1 1 215 -Stats3 4 2 7 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks bite~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 17 21 1 215 4 2 7 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +Attacks bite~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3412 -Keywords spirit ghost king crotus~ -Short the spirit of King Crotus~ -Long The spirit of King Crotus is floating lazily above the floor. -~ -Desc Floating above the ground here and looking a bit dead, he whispers +Vnum 3412 +Keywords spirit ghost king crotus~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the spirit of King Crotus~ +Long The spirit of King Crotus is floating lazily above the floor. +~ +Desc Floating above the ground here and looking a bit dead, he whispers softly into the air: The forces of evil have unlocked my spirit as @@ -377,25 +355,16 @@ softly into the air: anyone that can hear. The peace of the grave calls me but I am blocked from its quiet. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel prototype~ -Affected detect_invis detect_hidden~ -Stats1 350 20 0 -1 1000 40000 -Stats2 1 1 260 -Stats3 4 6 5 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs hands feet ear eye~ -Attacks curse weaken~ -Defenses parry dodge disarm~ +Nattacks 2.000000 +Stats1 350 0 0 0 0 0 +Stats2 20 21 -1 260 4 6 5 +Speaks common~ +Speaking common~ +Actflags npc sentinel proto~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs hands feet ear eye~ +Attacks curse weaken~ +Defenses parry dodge disarm~ #MUDPROG Progtype speech_prog~ Arglist p Open the back door~ @@ -411,36 +380,39 @@ endif #ENDMOBILE #MOBILE -Vnum 3413 -Keywords rock slug~ -Short the rock slug~ -Long A rock slug is slowly creeping along, leaving a slime trail behind it. -~ -Desc It is a large brownish slug. Got any salt? Didn't think so ... -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc scavenger~ -Stats1 0 3 18 7 5 350 -Stats2 1 1 42 -Stats3 1 7 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 3413 +Keywords rock slug~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the rock slug~ +Long A rock slug is slowly creeping along, leaving a slime trail behind it. +~ +Desc It is a large brownish slug. Got any salt? Didn't think so ... +~ +Nattacks 1.000000 +Stats1 0 -1 0 0 0 0 +Stats2 3 21 7 42 1 7 0 +Speaks common~ +Speaking common~ +Actflags npc scavenger~ #ENDMOBILE #MOBILE -Vnum 3414 -Keywords etcher~ -Short The mad etcher~ -Long The mad etcher is sitting here babbling to himself and working on the wall. -~ -Desc Quite insane, the mad etcher has been here for two decades. His hair is +Vnum 3414 +Keywords etcher~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_mage~ +Short The mad etcher~ +Long The mad etcher is sitting here babbling to himself and working on the wall. +~ +Desc Quite insane, the mad etcher has been here for two decades. His hair is white; he babbles nonsense to himself; a layer of dust covers his out-of-date clothing; and he seems to be working on the same portion of the wall near the base ... oh and he seems quite blind. @@ -452,96 +424,81 @@ Would you like hot or cold tea? Yes the weather is ...' And on he babbles ... ~ -Race human~ -Class warrior~ -Position aggressive~ -DefPos aggressive~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc stayarea~ -Affected blind~ -Stats1 1000 5 5 3 0 900 -Stats2 1 1 80 -Stats3 2 6 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts feet ear eye~ -Attacks punch~ -Defenses dodge disarm~ +Nattacks 0.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 5 21 3 80 2 6 1 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected blind~ +Bodyparts head arms legs guts feet ear eye~ +Attacks punch~ +Defenses dodge disarm~ #ENDMOBILE #MOBILE -Vnum 3415 -Keywords wife ghost specter~ -Short The spectral etcher's wife~ -Long The spectral wife of the etcher is very faintly floating here. -~ -Desc You can barely make her out ... though it almost makes you vomit. +Vnum 3415 +Keywords wife ghost specter~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The spectral etcher's wife~ +Long The spectral wife of the etcher is very faintly floating here. +~ +Desc You can barely make her out ... though it almost makes you vomit. She is missing half her head. The remaining half is smashed in horribly like she took a nasty fall. Her one damaged eye hangs on its own. She smiles insanely at you thru a broken jaw and missing teeth. One hand of hers is resting on the shoulder of the etcher ... her husband. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender female~ -Actflags npc sentinel~ -Affected hide~ -Stats1 1000 7 14 4 15 2250 -Stats2 1 1 86 -Stats3 2 4 3 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head legs guts hands feet ear eye~ -Attacks trip~ -Defenses parry dodge disarm~ +Nattacks 1.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 7 21 4 86 2 4 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected hide~ +Bodyparts head legs guts hands feet ear eye~ +Attacks trip~ +Defenses parry dodge disarm~ #ENDMOBILE #MOBILE -Vnum 3416 -Keywords body~ -Short The half-decomposed body~ -Long A half-decomposed body is lying in the corner here. -~ -Desc YUK! It's ugly, disgusting ... it smells ... it also moves a bit! -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc scavenger aggressive~ -Stats1 -350 6 15 4 0 1500 -Stats2 1 1 80 -Stats3 2 5 1 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks bite~ +Vnum 3416 +Keywords body~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The half-decomposed body~ +Long A half-decomposed body is lying in the corner here. +~ +Desc YUK! It's ugly, disgusting ... it smells ... it also moves a bit! +~ +Nattacks 1.000000 +Stats1 -350 0 0 0 0 0 +Stats2 6 21 4 80 2 5 1 +Speaks common~ +Speaking common~ +Actflags npc scavenger aggressive~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks bite~ #ENDMOBILE #OBJECT -Vnum 3400 -Keywords candlestick~ -Type light~ -Short a candlestick~ -Long A pewter candlestick is standing here.~ -WFlags take hold~ -Values 0 0 24 0 0 0 -Stats 5 150 15 0 0 +Vnum 3400 +Keywords candlestick~ +Type light~ +Short a candlestick~ +Long A pewter candlestick is standing here.~ +WFlags take hold~ +Values 0 0 24 0 0 0 0 0 0 0 0 +Stats 5 150 -2 9999 0 None None None #EXDESC ExDescKey candlestick~ ExDesc It is a rather old-looking three-armed candlestick made from pewter. Its @@ -552,18 +509,18 @@ candles are a yellowish white colour. #ENDOBJECT #OBJECT -Vnum 3402 -Keywords tickler~ -Type weapon~ -Short a nightgaunt's tickler~ -Long A nightgaunt's tickler has been left here.~ -Action tickle~ -Flags nodrop~ -WFlags take wield~ -Values 0 3 4 5 0 0 -Stats 8 5000 500 0 0 -Affect -1 -1 1 18 0 -Affect -1 -1 2 19 0 +Vnum 3402 +Keywords tickler~ +Type weapon~ +Short a nightgaunt's tickler~ +Long A nightgaunt's tickler has been left here.~ +Action tickle~ +Flags nodrop~ +WFlags take wield~ +Values 0 3 4 5 0 0 0 0 0 0 0 +Stats 8 5000 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey tickler~ ExDesc A horrid black mass of gooey tentacles obviously ripped from the corpse @@ -574,15 +531,15 @@ of a nightgaunt ... disgusting. #ENDOBJECT #OBJECT -Vnum 3403 -Keywords plasma webbing~ -Type armor~ -Short disgusting pinkish plasma webbing~ -Long A pile of pink material is lying here~ -Flags antigood antineutral~ -WFlags take body~ -Values 7 0 0 0 0 0 -Stats 10 5000 500 0 0 +Vnum 3403 +Keywords plasma webbing~ +Type armor~ +Short disgusting pinkish plasma webbing~ +Long A pile of pink material is lying here~ +Flags antigood antineutral~ +WFlags take body~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 10 5000 -2 1 0 None None None #EXDESC ExDescKey plasma webbing~ ExDesc Yuck, mossy and wet. It looks like some sort of webbing. @@ -592,14 +549,14 @@ ExDesc Yuck, mossy and wet. It looks like some sort of webbing. #ENDOBJECT #OBJECT -Vnum 3410 -Keywords rod key~ -Type key~ -Short a queerly shaped rod~ -Long A queerly shaped rod is lying here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 0 0 0 0 +Vnum 3410 +Keywords rod key~ +Type key~ +Short a queerly shaped rod~ +Long A queerly shaped rod is lying here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None #EXDESC ExDescKey rod key~ ExDesc This rod looks sort of octagonal, and sort of like a key and crowbar. You @@ -610,14 +567,14 @@ recognize that it will probably fit the lock at the entrance of the tombs. #ENDOBJECT #OBJECT -Vnum 3411 -Keywords large black dirty key~ -Type key~ -Short a large black dirty key~ -Long A large black dirty key is lying here~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 3 0 0 0 0 +Vnum 3411 +Keywords large black dirty key~ +Type key~ +Short a large black dirty key~ +Long A large black dirty key is lying here~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None #EXDESC ExDescKey large black dirty key~ ExDesc One of those traditional old lock type keys ... except huge, black and @@ -628,15 +585,15 @@ filthy ... hmm ... like it has been buried for some time ... #ENDOBJECT #OBJECT -Vnum 3412 -Keywords head jubal mummy~ -Type container~ -Short the mummified head of Jubal the Benevolent~ -Long The mummified head of Jubal the Benevolent is lolling back and forth.~ -Flags antievil~ -WFlags take~ -Values 3 5 -1 0 0 0 -Stats 20 0 0 0 0 +Vnum 3412 +Keywords head jubal mummy~ +Type container~ +Short the mummified head of Jubal the Benevolent~ +Long The mummified head of Jubal the Benevolent is lolling back and forth.~ +Flags antievil~ +WFlags take~ +Values 3 5 -1 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None #EXDESC ExDescKey head jubal mummy~ ExDesc ACK! It's half eaten away ... yet it is whole ... in fact I think it can be @@ -647,17 +604,17 @@ opened and closed ... is there something in its teeth!?!?!? ACK you do it! #ENDOBJECT #OBJECT -Vnum 3413 -Keywords ring black marble~ -Type treasure~ -Short a black marble ring~ -Long A black marble ring is lying here on the ground.~ -Flags magic antievil~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 2 4000 400 0 0 -Affect -1 -1 10 14 0 -Affect -1 -1 1 24 0 +Vnum 3413 +Keywords ring black marble~ +Type treasure~ +Short a black marble ring~ +Long A black marble ring is lying here on the ground.~ +Flags magic antievil~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 4000 -2 1 0 None None None +AffData move 10 -1 -1 0 +AffData save_spell 1 -1 -1 0 #EXDESC ExDescKey black marble ring~ ExDesc It is pitch black and has beautiful swirls characteristic of marble all @@ -668,18 +625,18 @@ through it. #ENDOBJECT #OBJECT -Vnum 3414 -Keywords rapier thin~ -Type weapon~ -Short a whisper thin rapier~ -Long A rapier is lying here.~ -Action pierce~ -Flags hum~ -WFlags take wield~ -Values 0 4 2 11 0 0 -Stats 4 1000 100 0 0 -Affect -1 -1 2 2 0 -Affect -1 -1 1 18 0 +Vnum 3414 +Keywords rapier thin~ +Type weapon~ +Short a whisper thin rapier~ +Long A rapier is lying here.~ +Action pierce~ +Flags hum~ +WFlags take wield~ +Values 0 4 2 11 0 0 0 0 0 0 0 +Stats 4 1000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +AffData hitroll 1 -1 -1 0 #EXDESC ExDescKey thin rapier~ ExDesc It seems so thin that it would be useless but at the same time it looks deadly. @@ -689,13 +646,13 @@ ExDesc It seems so thin that it would be useless but at the same time it l #ENDOBJECT #OBJECT -Vnum 3415 -Keywords sarcophagus coffin~ -Type container~ -Short a stone sarcophagus~ -Long A stone sarcophagus is sitting here.~ -Values 400 15 3416 0 0 0 -Stats 2000 0 0 0 0 +Vnum 3415 +Keywords sarcophagus coffin~ +Type container~ +Short a stone sarcophagus~ +Long A stone sarcophagus is sitting here.~ +Values 400 15 3416 0 0 0 0 0 0 0 0 +Stats 2000 0 -2 9999 0 None None None #EXDESC ExDescKey sarcophagus coffin~ ExDesc A well crafted, if dusty and ancient, home for the afterworld, it seems @@ -706,14 +663,14 @@ to be able to be opened but needs a key. #ENDOBJECT #OBJECT -Vnum 3416 -Keywords iron heavy key~ -Type key~ -Short a heavy iron key~ -Long A heavy iron key is lying here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 4 0 0 0 0 +Vnum 3416 +Keywords iron heavy key~ +Type key~ +Short a heavy iron key~ +Long A heavy iron key is lying here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None #EXDESC ExDescKey key iron heavy~ ExDesc It looks to be a very heavy old iron key. @@ -723,14 +680,14 @@ ExDesc It looks to be a very heavy old iron key. #ENDOBJECT #OBJECT -Vnum 3417 -Keywords flask wineflask~ -Type drinkcon~ -Short a wineflask~ -Long A wineflask has been been left here.~ -WFlags take hold~ -Values 4 4 2 0 0 0 -Stats 5 80 8 0 0 +Vnum 3417 +Keywords flask wineflask~ +Type drinkcon~ +Short a wineflask~ +Long A wineflask has been been left here.~ +WFlags take hold~ +Values 4 4 2 0 0 0 0 0 0 0 0 +Stats 5 80 -2 9999 0 None None None #EXDESC ExDescKey wineflask flask~ ExDesc A nice leather wineflask that has somehow survived the ages in a coffin. @@ -741,26 +698,26 @@ The wine should be nicely aged. #ENDOBJECT #OBJECT -Vnum 3418 -Keywords coins~ -Type money~ -Short a mound of coins fit for a dead king~ -Long You see a mound of coins fit for a dead king here~ -WFlags take~ -Values 10000 0 0 0 0 0 -Stats 50 10000 1000 0 0 +Vnum 3418 +Keywords coins~ +Type money~ +Short a mound of coins fit for a dead king~ +Long You see a mound of coins fit for a dead king here~ +WFlags take~ +Values 10000 0 0 0 0 0 0 0 0 0 0 +Stats 50 10000 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 3419 -Keywords key~ -Type key~ -Short a coffin key~ -Long A coffin key lies here.~ -Flags glow~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 3 0 0 0 0 +Vnum 3419 +Keywords key~ +Type key~ +Short a coffin key~ +Long A coffin key lies here.~ +Flags glow~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None #EXDESC ExDescKey key~ ExDesc You look at the key to a coffin ... it is a soft orange in color, and burns @@ -771,13 +728,12 @@ in your hand a bit. #ENDOBJECT #OBJECT -Vnum 3420 -Keywords rathcor~ -Type container~ -Short a hidden compartment in the room~ -Flags dark~ -Values 10 5 -1 0 0 0 -Stats 1000 0 0 0 0 +Vnum 3420 +Keywords rathcor~ +Type container~ +Short a hidden compartment in the room~ +Values 10 5 -1 0 0 0 0 0 0 0 0 +Stats 1000 0 -2 9999 0 None None None #EXDESC ExDescKey rathcor~ ExDesc Ah HA! A hidden compartment! @@ -787,15 +743,15 @@ ExDesc Ah HA! A hidden compartment! #ENDOBJECT #OBJECT -Vnum 3421 -Keywords rusty sword curved scimitar~ -Type weapon~ -Short a rusty curved scimitar~ -Long A sword has been left lying here~ -Action slash~ -WFlags take wield~ -Values 0 2 3 3 0 0 -Stats 6 500 50 0 0 +Vnum 3421 +Keywords rusty sword curved scimitar~ +Type weapon~ +Short a rusty curved scimitar~ +Long A sword has been left lying here~ +Action slash~ +WFlags take wield~ +Values 0 2 3 3 0 0 0 0 0 0 0 +Stats 6 500 -2 1 0 None None None #EXDESC ExDescKey rusty sword scimitar~ ExDesc Very rusty and old...it has a wide blade and chunks missing from @@ -806,14 +762,14 @@ its cutting edge. #ENDOBJECT #OBJECT -Vnum 3422 -Keywords piece slime~ -Type food~ -Short a piece of slime~ -Long You step on a piece of slime...your foot squishes a bit~ -WFlags take~ -Values 15 0 0 0 0 0 -Stats 1 15 1 0 0 +Vnum 3422 +Keywords piece slime~ +Type food~ +Short a piece of slime~ +Long You step on a piece of slime...your foot squishes a bit~ +WFlags take~ +Values 15 0 0 0 0 0 0 0 0 0 0 +Stats 1 15 -2 9999 0 None None None #EXDESC ExDescKey slime piece~ ExDesc ICK! This is a piece of slug-like brownish green slime... @@ -824,15 +780,15 @@ Blech! #ENDOBJECT #OBJECT -Vnum 3423 -Keywords smock~ -Type armor~ -Short an artist's smock~ -Long An artist's smock is lying here on the floor.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 7 100 10 0 0 -Affect -1 -1 -3 9 0 +Vnum 3423 +Keywords smock~ +Type armor~ +Short an artist's smock~ +Long An artist's smock is lying here on the floor.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 100 -2 9999 0 None None None +AffData age -3 -1 -1 0 #EXDESC ExDescKey smock~ ExDesc It has paint and little shavings of different materials all over it. @@ -843,16 +799,16 @@ It is very old an smells of paint, mildew, and rot. #ENDOBJECT #OBJECT -Vnum 3424 -Keywords scroll tightly rolled~ -Type scroll~ -Short a tightly rolled scroll~ -Long A yellowing, tightly-rolled scroll lies here.~ -Flags magic~ -WFlags take hold~ -Values 20 -1 -1 -1 0 0 -Stats 5 5000 500 0 0 -Spells 'colour spray' 'flamestrike' 'magic missile' +Vnum 3424 +Keywords scroll tightly rolled~ +Type scroll~ +Short a tightly rolled scroll~ +Long A yellowing, tightly-rolled scroll lies here.~ +Flags magic~ +WFlags take hold~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 5 5000 -2 1 0 None None None +Spells 'colour spray' 'flamestrike' 'magic missile' #EXDESC ExDescKey scroll tightly rolled~ ExDesc It is tightly wound. The writing on the inside when opened up is very @@ -870,16 +826,16 @@ unreadable but the scroll has a seal on it with a grey : #ENDOBJECT #OBJECT -Vnum 3425 -Keywords auburn orb~ -Type staff~ -Short an auburn-colored orb~ -Long An orb is here~ -Flags hum magic~ -WFlags take hold~ -Values 10 2 2 -1 0 0 -Stats 10 15000 1500 0 0 -Spells 'charm person' +Vnum 3425 +Keywords auburn orb~ +Type staff~ +Short an auburn-colored orb~ +Long An orb is here~ +Flags hum magic~ +WFlags take hold~ +Values 10 2 2 -1 0 0 0 0 0 0 0 +Stats 10 15000 -2 1 0 None None None +Spells 'charm person' #EXDESC ExDescKey auburn orb~ ExDesc You gaze into the orb and are almost lost in the swirling mists of color @@ -890,14 +846,14 @@ inside of this rare and beautiful object. #ENDOBJECT #OBJECT -Vnum 3426 -Keywords bar gold~ -Type treasure~ -Short a bar of gold~ -Long A bar of gold is lying here~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 30 5000 500 0 0 +Vnum 3426 +Keywords bar gold~ +Type treasure~ +Short a bar of gold~ +Long A bar of gold is lying here~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 30 5000 -2 1 0 None None None #EXDESC ExDescKey bar gold~ ExDesc A nice little brick of gold...very dusty and old... it has some emblem @@ -908,17 +864,17 @@ on it...The emblem is a large 'J' #ENDOBJECT #OBJECT -Vnum 3427 -Keywords cape dark black~ -Type armor~ -Short a cape of darkest black~ -Long A cape of darkest black lies here.~ -Flags dark magic~ -WFlags take about~ -Values 5 0 0 0 0 0 -Stats 10 45000 4500 0 0 -Affect -1 -1 -10 17 0 -Affect -1 -1 2 19 0 +Vnum 3427 +Keywords cape dark black~ +Type armor~ +Short a cape of darkest black~ +Long A cape of darkest black lies here.~ +Flags magic~ +WFlags take about~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 10 45000 -2 1 0 None None None +AffData armor -10 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey dark black cape~ ExDesc The cape flows gently, and pulls in the light so evenly and perfectly that @@ -929,19 +885,19 @@ the it seems to be simply a void of blackness. It is quite beautiful... #ENDOBJECT #OBJECT -Vnum 3428 -Keywords flaming sword long longsword~ -Type weapon~ -Short a pitch-black longsword which flames brightly~ -Long A pitch-black sword which flames brightly lies here.~ -Flags magic~ -WFlags take wield~ -Values 0 3 6 3 0 0 -Stats 20 45000 4500 0 0 -Affect -1 -1 25 12 0 -Affect -1 -1 25 13 0 -Affect -1 -1 5 19 0 -Affect -1 -1 5 18 0 +Vnum 3428 +Keywords flaming sword long longsword~ +Type weapon~ +Short a pitch-black longsword which flames brightly~ +Long A pitch-black sword which flames brightly lies here.~ +Flags magic~ +WFlags take wield~ +Values 0 3 6 3 0 0 0 0 0 0 0 +Stats 20 45000 -2 1 0 None None None +AffData mana 25 -1 -1 0 +AffData hit 25 -1 -1 0 +AffData damroll 5 -1 -1 0 +AffData hitroll 5 -1 -1 0 #EXDESC ExDescKey flaming sword long longsword~ ExDesc This weapon is amazing! It almost wields itself! As you move through @@ -960,14 +916,14 @@ Comlist mpecho The flaming sword flares brightly as $n wields the sorcerous bl #ENDOBJECT #OBJECT -Vnum 3429 -Keywords breast plate dented worn~ -Type armor~ -Short a worn and dented breast plate~ -Long A piece of armour is here.~ -WFlags take body~ -Values 6 0 0 0 0 0 -Stats 50 20000 2000 0 0 +Vnum 3429 +Keywords breast plate dented worn~ +Type armor~ +Short a worn and dented breast plate~ +Long A piece of armour is here.~ +WFlags take body~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 50 20000 -2 1 0 None None None #EXDESC ExDescKey breast dented plate worn~ ExDesc Though this piece of armour is worn and dented it looks very usable. @@ -977,14 +933,14 @@ ExDesc Though this piece of armour is worn and dented it looks very usable #ENDOBJECT #OBJECT -Vnum 3430 -Keywords key silver~ -Type key~ -Short a silver key~ -Long You see a silver key here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 3430 +Keywords key silver~ +Type key~ +Short a silver key~ +Long You see a silver key here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey key silver~ ExDesc for the altar... @@ -994,10 +950,12 @@ ExDesc for the altar... #ENDOBJECT #ROOM -Vnum 3405 -Name Inside the Chapel~ -Sector city~ -Desc You are in a small, dark chapel. The dark brown glass in the tiny windows +Vnum 3405 +Name Inside the Chapel~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a small, dark chapel. The dark brown glass in the tiny windows do not let much light through. A few rows of worn wooden benches stand here. ~ #EXIT @@ -1017,11 +975,11 @@ Keywords altar~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset M 0 3405 1 3405 - Reset G 1 3430 99 -Reset D 0 3405 0 2 -Reset D 0 3405 5 2 -Reset O 0 3400 1 3405 +Reset M 3405 1 3405 -1 -1 -1 100 + Reset G 3430 99 100 +Reset D 3405 0 2 100 -2 +Reset D 3405 5 2 100 -2 +Reset O 3400 1 3405 -1 -1 -1 100 #EXDESC ExDescKey glass windows~ ExDesc The windows must be meant to be dark. At least they are completely clean. @@ -1037,25 +995,28 @@ ExDesc The benches are not of the comfortable kind. #ENDROOM #ROOM -Vnum 3406 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 3406 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 3407 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 3407 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 3408 -Name Stairwell into Darkness~ -Sector inside~ -Flags dark indoors~ -Desc You sense even more danger coming from below but are urged onward ... +Vnum 3408 +Name Stairwell into Darkness~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You sense even more danger coming from below but are urged onward ... ~ #EXIT Direction west~ @@ -1070,25 +1031,26 @@ Direction down~ ToRoom 3450 #ENDEXIT -Reset D 0 3408 3 2 +Reset D 3408 3 2 100 -2 #ENDROOM #ROOM -Vnum 3409 -Name The Acolyte's Bedroom~ -Sector inside~ -Flags dark nomob indoors~ -Desc This is why you were not welcomed at the entrance by the tomb's faithful +Vnum 3409 +Name The Acolyte's Bedroom~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This is why you were not welcomed at the entrance by the tomb's faithful servants ... blood and gore is ankle deep in here. Oh NO! the door shut behind you! It's a trap! A bloodied corpse of an acolyte is lying here ... A bloodied corpse of an acolyte is lying here ... A bloodied corpse of an acolyte is lying here ... ~ -Reset M 0 3401 8 3409 -Reset M 0 3401 8 3409 -Reset M 0 3401 8 3409 -Reset M 0 3402 8 3409 +Reset M 3401 8 3409 -1 -1 -1 100 +Reset M 3401 8 3409 -1 -1 -1 100 +Reset M 3401 8 3409 -1 -1 -1 100 +Reset M 3402 8 3409 -1 -1 -1 100 #EXDESC ExDescKey corpse corpses~ ExDesc Mauled and torn apart ... throats were ripped out and guts spilled on the @@ -1100,51 +1062,54 @@ and splattering yourself with offal. #ENDROOM #ROOM -Vnum 3410 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3410 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction south~ -ToRoom 3411 +ToRoom 3415 #ENDEXIT #EXIT Direction west~ -ToRoom 3415 +ToRoom 3411 #ENDEXIT -Reset R 0 3410 4 -Reset M 0 3400 8 3410 - Reset E 1 3421 15 16 +Reset R 3410 4 100 +Reset M 3400 8 3410 -1 -1 -1 100 + Reset E 3421 15 16 100 #ENDROOM #ROOM -Vnum 3411 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3411 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction east~ ToRoom 3410 #ENDEXIT -Reset R 0 3411 4 -Reset M 0 3403 1 3411 - Reset E 1 3425 3 17 -Reset M 0 3416 4 3411 +Reset R 3411 4 100 +Reset M 3403 1 3411 -1 -1 -1 100 + Reset E 3425 3 17 100 +Reset M 3416 4 3411 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3412 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc You are at the west end of the Grand Hall of Kings. There is a doorway to the +Vnum 3412 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at the west end of the Grand Hall of Kings. There is a doorway to the south with something strange written above it. Also on the floor are dried blood stains, but their color seems a little wrong. ~ @@ -1162,7 +1127,7 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3412 2 1 +Reset D 3412 2 1 100 -2 #EXDESC ExDescKey stain stains~ ExDesc That's odd ... they seem a little GREEN. @@ -1179,11 +1144,12 @@ to an ancient ruler named 'Shohan'. #ENDROOM #ROOM -Vnum 3413 -Name The Shrine of Shohan~ -Sector inside~ -Flags dark indoors~ -Desc BLOOD EVERYWHERE! +Vnum 3413 +Name The Shrine of Shohan~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc BLOOD EVERYWHERE! The walls are coated with blood, bits of bloody flesh lie at your feet, and torn clothing is scattered about. It wouldn't disturb you in the least except that it is all FRESH! What ever used to pass as an altar here, @@ -1203,15 +1169,16 @@ Keywords south~ Flags isdoor~ #ENDEXIT -Reset D 0 3413 0 1 +Reset D 3413 0 1 100 -2 #ENDROOM #ROOM -Vnum 3414 -Name The Tomb of Shohan~ -Sector inside~ -Flags dark indoors~ -Desc Once beautiful, this place has been turned into a slaughterhouse by the hands +Vnum 3414 +Name The Tomb of Shohan~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Once beautiful, this place has been turned into a slaughterhouse by the hands of evil beings ... even more blood and dead, rotting flesh. This place looks like the feeding grounds of beasts and monsters. The overturned sarcophagus of the once powerful King Shohan lies here. A door leads to the north and a @@ -1229,10 +1196,10 @@ Direction east~ ToRoom 3419 #ENDEXIT -Reset M 0 3401 8 3414 -Reset M 0 3401 8 3414 -Reset M 0 3401 8 3414 -Reset M 0 3401 8 3414 +Reset M 3401 8 3414 -1 -1 -1 100 +Reset M 3401 8 3414 -1 -1 -1 100 +Reset M 3401 8 3414 -1 -1 -1 100 +Reset M 3401 8 3414 -1 -1 -1 100 #EXDESC ExDescKey coffin sarcophagus~ ExDesc Now destroyed ... there is writing on it: 'All hail the new king; we serve @@ -1244,36 +1211,38 @@ slaughtered!' #ENDROOM #ROOM -Vnum 3415 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3415 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction east~ -ToRoom 3420 +Direction west~ +ToRoom 3410 #ENDEXIT #EXIT Direction south~ -ToRoom 3416 +ToRoom 3420 #ENDEXIT #EXIT -Direction west~ -ToRoom 3410 +Direction east~ +ToRoom 3416 #ENDEXIT -Reset R 0 3415 4 +Reset R 3415 4 100 #ENDROOM #ROOM -Vnum 3416 -Name Entrance to the Lower Chambers~ -Sector inside~ -Flags dark~ -Desc You can tell that this area wasn't a part of the original construction. +Vnum 3416 +Name Entrance to the Lower Chambers~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You can tell that this area wasn't a part of the original construction. The walls have been hewn by a mighty force look as though they were CLAWED. The passage slopes upward here and also continues to the north. ~ @@ -1299,11 +1268,12 @@ claw marks. #ENDROOM #ROOM -Vnum 3417 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc This is the western wing of the Grand Hall of Kings. Your only exits are to +Vnum 3417 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is the western wing of the Grand Hall of Kings. Your only exits are to the east and west in this gloomy hallway. ~ #EXIT @@ -1316,16 +1286,17 @@ Direction west~ ToRoom 3412 #ENDEXIT -Reset M 0 3413 5 3417 - Reset G 1 3422 10 +Reset M 3413 5 3417 -1 -1 -1 100 + Reset G 3422 10 100 #ENDROOM #ROOM -Vnum 3418 -Name The Shrine of Cristis~ -Sector inside~ -Flags dark indoors~ -Desc Different than the rest, this place has not been desecrated. An altar still +Vnum 3418 +Name The Shrine of Cristis~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Different than the rest, this place has not been desecrated. An altar still stands here and the walls show scenes from the life of Cristis the Kind, a ruler of the outlying regions west of Darkhaven. There is a stone staircase leading down. The Ghost of Cristis the Kind stands here. @@ -1342,9 +1313,9 @@ Keywords staircase~ Flags isdoor closed~ #ENDEXIT -Reset M 0 3413 5 3418 - Reset G 1 3422 10 -Reset D 0 3418 5 1 +Reset M 3413 5 3418 -1 -1 -1 100 + Reset G 3422 10 100 +Reset D 3418 5 1 100 -2 #EXDESC ExDescKey altar~ ExDesc It stands 2 feet high with the remnants of candle-wax on top. There is @@ -1374,11 +1345,12 @@ and grave. He holds up a parchment for you to read: #ENDROOM #ROOM -Vnum 3419 -Name The Tomb of Cristis~ -Sector inside~ -Flags dark indoors~ -Desc Everything here has simply been destroyed. Exits lead north and west. +Vnum 3419 +Name The Tomb of Cristis~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Everything here has simply been destroyed. Exits lead north and west. ~ #EXIT Direction north~ @@ -1390,36 +1362,38 @@ Direction west~ ToRoom 3414 #ENDEXIT -Reset M 0 3400 8 3419 - Reset E 1 3421 15 16 +Reset M 3400 8 3419 -1 -1 -1 100 + Reset E 3421 15 16 100 #ENDROOM #ROOM -Vnum 3420 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3420 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction east~ -ToRoom 3425 +Direction west~ +ToRoom 3415 #ENDEXIT #EXIT -Direction west~ -ToRoom 3415 +Direction east~ +ToRoom 3425 #ENDEXIT -Reset R 0 3420 4 +Reset R 3420 4 100 #ENDROOM #ROOM -Vnum 3421 -Name Entrance Chamber to the Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc Whoever built this place must have been very rich indeed! Though you did +Vnum 3421 +Name Entrance Chamber to the Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Whoever built this place must have been very rich indeed! Though you did enter through a rather small door this place has enough room to hold several score of people. The floor has a beautifully woven carpet, and the walls are covered in finely crafted tapestries. You can tell that these things must have @@ -1446,8 +1420,8 @@ Keywords stone trapdoor door~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset D 0 3421 2 1 -Reset D 0 3421 4 2 +Reset D 3421 2 1 100 -2 +Reset D 3421 4 2 100 -2 #EXDESC ExDescKey stone door trapdoor~ ExDesc It's rather small and looks quite heavy but maybe with some kind of leverage @@ -1493,11 +1467,12 @@ look like someone (or something) raked their claws across the wood. #ENDROOM #ROOM -Vnum 3422 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc A long hallway stretches east and west. On the southern side of the hall +Vnum 3422 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A long hallway stretches east and west. On the southern side of the hall there are many doors, each with the name of a king who has died and is entombed here. The hallway is beautiful yet chilling. Even though the area has been kept well by acolytes, there remains a stench of the undead. @@ -1529,16 +1504,17 @@ Direction west~ ToRoom 3417 #ENDEXIT -Reset D 0 3422 0 1 -Reset D 0 3422 2 1 +Reset D 3422 0 1 100 -2 +Reset D 3422 2 1 100 -2 #ENDROOM #ROOM -Vnum 3423 -Name The Shrine of Crotus~ -Sector inside~ -Flags dark indoors~ -Desc Mostly rubble, this place used to be the shrine of the famous king Crotus, +Vnum 3423 +Name The Shrine of Crotus~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Mostly rubble, this place used to be the shrine of the famous king Crotus, who saved the northern regions from being overrun by the goblin hordes of 100 years ago. If not for him, Darkhaven of course would have eventually been conquered as well. Though Crotus was a goodly king, it was rumored that he @@ -1556,15 +1532,16 @@ Direction south~ ToRoom 3424 #ENDEXIT -Reset D 0 3423 0 1 +Reset D 3423 0 1 100 -2 #ENDROOM #ROOM -Vnum 3424 -Name The Tomb of Crotus~ -Sector inside~ -Flags dark indoors~ -Desc A sarcophagus lies in the middle of the room and seems undisturbed. +Vnum 3424 +Name The Tomb of Crotus~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A sarcophagus lies in the middle of the room and seems undisturbed. A hole has been knocked into the east wall. ~ #EXIT @@ -1577,62 +1554,65 @@ Direction east~ ToRoom 3429 #ENDEXIT -Reset M 0 3412 1 3424 - Reset E 1 3416 1 17 -Reset O 0 3415 1 3424 - Reset P 0 3417 5 3415 - Reset P 0 3418 1 3415 +Reset M 3412 1 3424 -1 -1 -1 100 + Reset E 3416 1 17 100 +Reset O 3415 1 3424 -1 -1 -1 100 + Reset P 1 3417 5 3415 100 + Reset P 1 3418 1 3415 100 #ENDROOM #ROOM -Vnum 3425 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3425 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction east~ -ToRoom 3420 +Direction west~ +ToRoom 3426 #ENDEXIT #EXIT -Direction west~ -ToRoom 3426 +Direction east~ +ToRoom 3420 #ENDEXIT -Reset R 0 3425 4 +Reset R 3425 4 100 #ENDROOM #ROOM -Vnum 3426 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3426 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction east~ +Direction south~ ToRoom 3430 #ENDEXIT #EXIT -Direction south~ +Direction east~ ToRoom 3425 #ENDEXIT -Reset R 0 3426 4 -Reset M 0 3409 4 3426 -Reset M 0 3409 4 3426 -Reset M 0 3416 4 3426 +Reset R 3426 4 100 +Reset M 3409 4 3426 -1 -1 -1 100 +Reset M 3409 4 3426 -1 -1 -1 100 +Reset M 3416 4 3426 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3427 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc You are in the western part of the Grand Hall of Kings. To the south is a +Vnum 3427 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in the western part of the Grand Hall of Kings. To the south is a door and to the east and west the hall continues. ~ #EXIT @@ -1652,15 +1632,16 @@ Direction west~ ToRoom 3422 #ENDEXIT -Reset D 0 3427 2 1 +Reset D 3427 2 1 100 -2 #ENDROOM #ROOM -Vnum 3428 -Name The Shrine of Mitnar~ -Sector inside~ -Flags dark indoors~ -Desc Mitnar was a gruesome beast of a man ... he loved battle ... and nothing +Vnum 3428 +Name The Shrine of Mitnar~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Mitnar was a gruesome beast of a man ... he loved battle ... and nothing else. Warriors did love Mitnar, and all fighting men honored him. On the wall is depicted battle after battle after battle. A small opening has been shaped carefully to the east. @@ -1682,15 +1663,16 @@ Direction south~ ToRoom 3429 #ENDEXIT -Reset D 0 3428 0 1 +Reset D 3428 0 1 100 -2 #ENDROOM #ROOM -Vnum 3429 -Name The Tomb of Mitnar~ -Sector inside~ -Flags dark indoors~ -Desc The wall paintings show men and women warriors alike bowing down to Mitnar, +Vnum 3429 +Name The Tomb of Mitnar~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The wall paintings show men and women warriors alike bowing down to Mitnar, prisoners of war being put to the sword by Mitnar, and great heaps of gold and weapons under the feet of Mitnar. Where his coffin was, there is now only a rectangular blemish on the floor of the dusty room. @@ -1708,38 +1690,40 @@ ToRoom 3424 #ENDROOM #ROOM -Vnum 3430 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3430 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3431 +Direction south~ +ToRoom 3435 #ENDEXIT #EXIT -Direction east~ -ToRoom 3435 +Direction north~ +ToRoom 3431 #ENDEXIT #EXIT -Direction south~ +Direction east~ ToRoom 3426 #ENDEXIT -Reset R 0 3430 4 -Reset M 0 3400 8 3430 - Reset E 1 3421 15 16 +Reset R 3430 4 100 +Reset M 3400 8 3430 -1 -1 -1 100 + Reset E 3421 15 16 100 #ENDROOM #ROOM -Vnum 3431 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3431 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction east~ @@ -1751,15 +1735,16 @@ Direction south~ ToRoom 3436 #ENDEXIT -Reset R 0 3431 4 +Reset R 3431 4 100 #ENDROOM #ROOM -Vnum 3432 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc You are still walking through the gloomy hallway. +Vnum 3432 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are still walking through the gloomy hallway. ~ #EXIT Direction east~ @@ -1771,16 +1756,17 @@ Direction west~ ToRoom 3427 #ENDEXIT -Reset M 0 3413 5 3432 - Reset G 1 3422 10 +Reset M 3413 5 3432 -1 -1 -1 100 + Reset G 3422 10 100 #ENDROOM #ROOM -Vnum 3433 -Name The Shrine of Frath~ -Sector inside~ -Flags dark indoors~ -Desc Little chunks of dried meat are spattered throughout this room. The walls +Vnum 3433 +Name The Shrine of Frath~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Little chunks of dried meat are spattered throughout this room. The walls are covered in gore. Almost as if they were painted ... ICK! You can almost make out the design! ~ @@ -1797,11 +1783,12 @@ ToRoom 3428 #ENDROOM #ROOM -Vnum 3434 -Name The Tomb of Frath~ -Sector inside~ -Flags dark indoors~ -Desc UGH! The sarcophagus is opened up and the mummified body lies out in the +Vnum 3434 +Name The Tomb of Frath~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc UGH! The sarcophagus is opened up and the mummified body lies out in the open, ripped to pieces. Gnawed pieces of flesh and bone are strewn here. ~ #EXIT @@ -1809,68 +1796,71 @@ Direction down~ ToRoom 3439 #ENDEXIT -Reset M 0 3411 1 3434 - Reset E 1 3414 10 16 - Reset G 1 3412 2 - Reset P 0 3413 2 3412 +Reset M 3411 1 3434 -1 -1 -1 100 + Reset E 3414 10 16 100 + Reset G 3412 2 100 + Reset P 1 3413 2 3412 100 #ENDROOM #ROOM -Vnum 3435 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3435 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3430 +Direction east~ +ToRoom 3440 #ENDEXIT #EXIT -Direction east~ +Direction north~ ToRoom 3436 #ENDEXIT #EXIT Direction west~ -ToRoom 3440 +ToRoom 3430 #ENDEXIT -Reset R 0 3435 4 +Reset R 3435 4 100 #ENDROOM #ROOM -Vnum 3436 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3436 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ +Direction west~ ToRoom 3435 #ENDEXIT #EXIT Direction south~ -ToRoom 3441 +ToRoom 3431 #ENDEXIT #EXIT -Direction west~ -ToRoom 3431 +Direction north~ +ToRoom 3441 #ENDEXIT -Reset R 0 3436 4 +Reset R 3436 4 100 #ENDROOM #ROOM -Vnum 3437 -Name The Grand Hall of Kings~ -Sector inside~ -Flags dark indoors~ -Desc You are at the western end of the Grand Hall of Kings. There is a +Vnum 3437 +Name The Grand Hall of Kings~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at the western end of the Grand Hall of Kings. There is a door leading north and the hallway continues west. ~ #EXIT @@ -1885,16 +1875,17 @@ Direction west~ ToRoom 3432 #ENDEXIT -Reset M 0 3402 8 3437 -Reset D 0 3437 0 1 +Reset M 3402 8 3437 -1 -1 -1 100 +Reset D 3437 0 1 100 -2 #ENDROOM #ROOM -Vnum 3438 -Name The Shrine of Jubal~ -Sector inside~ -Flags dark indoors~ -Desc This was once beautiful. Now the huge tapestries have been torn down and the +Vnum 3438 +Name The Shrine of Jubal~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This was once beautiful. Now the huge tapestries have been torn down and the carpeting pulled up ... the paintings on the ceiling are unreadable and the altar is crumbled. ~ @@ -1911,11 +1902,12 @@ ToRoom 3433 #ENDROOM #ROOM -Vnum 3439 -Name The Tomb of Jubal~ -Sector inside~ -Flags dark indoors~ -Desc The smell coming off of the opened sarcophagus is nauseating. The floor is +Vnum 3439 +Name The Tomb of Jubal~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The smell coming off of the opened sarcophagus is nauseating. The floor is slightly crumpled and walls are raked ... but the worst part is the mummy ... Jubal the Benevolent is missing his head! ~ @@ -1932,149 +1924,156 @@ ToRoom 3434 #ENDROOM #ROOM -Vnum 3440 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3440 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3441 +Direction east~ +ToRoom 3449 +Flags isdoor closed~ #ENDEXIT #EXIT -Direction east~ -ToRoom 3435 +Direction south~ +ToRoom 3441 #ENDEXIT #EXIT -Direction south~ +Direction west~ ToRoom 3445 #ENDEXIT #EXIT -Direction west~ -ToRoom 3449 -Flags isdoor closed~ +Direction north~ +ToRoom 3435 #ENDEXIT -Reset R 0 3440 4 +Reset R 3440 4 100 #ENDROOM #ROOM -Vnum 3441 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3441 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3446 +Direction south~ +ToRoom 3440 #ENDEXIT #EXIT Direction east~ -ToRoom 3440 +ToRoom 3446 #ENDEXIT #EXIT -Direction south~ +Direction north~ ToRoom 3436 #ENDEXIT -Reset R 0 3441 4 -Reset M 0 3400 8 3441 - Reset E 1 3421 15 16 -Reset M 0 3413 5 3441 - Reset G 1 3422 10 +Reset R 3441 4 100 +Reset M 3400 8 3441 -1 -1 -1 100 + Reset E 3421 15 16 100 +Reset M 3413 5 3441 -1 -1 -1 100 + Reset G 3422 10 100 #ENDROOM #ROOM -Vnum 3442 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3442 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3447 +Direction south~ +ToRoom 3443 #ENDEXIT #EXIT -Direction south~ -ToRoom 3443 +Direction north~ +ToRoom 3447 #ENDEXIT -Reset R 0 3442 4 -Reset M 0 3416 4 3442 +Reset R 3442 4 100 +Reset M 3416 4 3442 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3443 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3443 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ +Direction west~ ToRoom 3444 #ENDEXIT #EXIT -Direction west~ +Direction north~ ToRoom 3442 #ENDEXIT -Reset R 0 3443 4 +Reset R 3443 4 100 #ENDROOM #ROOM -Vnum 3444 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark indoors~ -Desc The stench of death is heavy in these caverns. +Vnum 3444 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction south~ ToRoom 3443 #ENDEXIT -Reset R 0 3444 4 -Reset M 0 3409 4 3444 -Reset M 0 3409 4 3444 +Reset R 3444 4 100 +Reset M 3409 4 3444 -1 -1 -1 100 +Reset M 3409 4 3444 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3445 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3445 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction east~ -ToRoom 3446 +ToRoom 3440 #ENDEXIT #EXIT Direction west~ -ToRoom 3440 +ToRoom 3446 #ENDEXIT -Reset R 0 3445 4 +Reset R 3445 4 100 #ENDROOM #ROOM -Vnum 3446 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3446 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT Direction north~ @@ -2082,28 +2081,29 @@ ToRoom 3441 #ENDEXIT #EXIT -Direction east~ +Direction west~ ToRoom 3447 #ENDEXIT #EXIT -Direction west~ +Direction east~ ToRoom 3445 #ENDEXIT -Reset R 0 3446 4 +Reset R 3446 4 100 #ENDROOM #ROOM -Vnum 3447 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc The stench of death is heavy in these caverns. +Vnum 3447 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction north~ -ToRoom 3442 +Direction south~ +ToRoom 3446 #ENDEXIT #EXIT @@ -2112,20 +2112,21 @@ ToRoom 3448 #ENDEXIT #EXIT -Direction south~ -ToRoom 3446 +Direction north~ +ToRoom 3442 #ENDEXIT -Reset R 0 3447 4 -Reset M 0 3402 8 3447 +Reset R 3447 4 100 +Reset M 3402 8 3447 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3448 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark~ -Desc This room has been totally hollowed out and smoothed, and a pit has been +Vnum 3448 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room has been totally hollowed out and smoothed, and a pit has been drilled in the center of the floor. There are extensive gruesome paintings of beasts and monsters terrorizing the countryside; vampires sucking the blood of beasts and humans alike. @@ -2135,9 +2136,9 @@ Direction north~ ToRoom 3447 #ENDEXIT -Reset M 0 3416 4 3448 -Reset O 0 3420 1 3448 - Reset P 0 3410 1 3420 +Reset M 3416 4 3448 -1 -1 -1 100 +Reset O 3420 1 3448 -1 -1 -1 100 + Reset P 1 3410 1 3420 100 #EXDESC ExDescKey painting paintings mural~ ExDesc There is a tiny painting of a vault in this mural ... and it seems to be a @@ -2148,14 +2149,15 @@ reflected picture of the vault ... the word in tiny print is 'rathcor'. #ENDROOM #ROOM -Vnum 3449 -Name The Lower Chambers and Tombs of the Undead~ -Sector inside~ -Flags dark indoors~ -Desc The stench of death is heavy in these caverns. +Vnum 3449 +Name The Lower Chambers and Tombs of the Undead~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The stench of death is heavy in these caverns. ~ #EXIT -Direction east~ +Direction south~ ToRoom 3408 Key 3411 Keywords door~ @@ -2163,24 +2165,25 @@ Flags isdoor pickproof~ #ENDEXIT #EXIT -Direction south~ +Direction east~ ToRoom 3440 Flags isdoor closed~ #ENDEXIT -Reset R 0 3449 4 -Reset M 0 3410 1 3449 - Reset E 1 3414 10 16 - Reset E 1 3429 5 5 - Reset E 1 3411 2 17 +Reset R 3449 4 100 +Reset M 3410 1 3449 -1 -1 -1 100 + Reset E 3414 10 16 100 + Reset E 3429 5 5 100 + Reset E 3411 2 17 100 #ENDROOM #ROOM -Vnum 3450 -Name Entrance to the Forbidden Catacombs~ -Sector inside~ -Flags dark~ -Desc You have entered the forbidden catacombs. This cave system must have been +Vnum 3450 +Name Entrance to the Forbidden Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered the forbidden catacombs. This cave system must have been built long ago. The air is dank and smells of something dead ... or maybe undead. Enter here at your own risk ... something evil abides. ~ @@ -2217,16 +2220,17 @@ Direction up~ ToRoom 3408 #ENDEXIT -Reset M 0 3413 5 3450 - Reset G 1 3422 10 +Reset M 3413 5 3450 -1 -1 -1 100 + Reset G 3422 10 100 #ENDROOM #ROOM -Vnum 3451 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3451 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction east~ @@ -2245,11 +2249,12 @@ Desc Too dark to tell. #ENDROOM #ROOM -Vnum 3452 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3452 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction north~ @@ -2265,16 +2270,17 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3407 5 3452 - Reset E 1 3402 5 16 +Reset M 3407 5 3452 -1 -1 -1 100 + Reset E 3402 5 16 100 #ENDROOM #ROOM -Vnum 3453 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3453 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction north~ @@ -2283,16 +2289,17 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3407 5 3453 - Reset E 1 3402 5 16 +Reset M 3407 5 3453 -1 -1 -1 100 + Reset E 3402 5 16 100 #ENDROOM #ROOM -Vnum 3454 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3454 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction east~ @@ -2301,15 +2308,16 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3402 8 3454 +Reset M 3402 8 3454 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3455 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3455 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction south~ @@ -2325,16 +2333,17 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3406 4 3455 - Reset E 1 3403 8 5 +Reset M 3406 4 3455 -1 -1 -1 100 + Reset E 3403 8 5 100 #ENDROOM #ROOM -Vnum 3456 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3456 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction north~ @@ -2353,11 +2362,12 @@ Desc Too dark to tell. #ENDROOM #ROOM -Vnum 3457 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3457 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction south~ @@ -2373,16 +2383,17 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3407 5 3457 - Reset E 1 3402 5 16 +Reset M 3407 5 3457 -1 -1 -1 100 + Reset E 3402 5 16 100 #ENDROOM #ROOM -Vnum 3458 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3458 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction north~ @@ -2406,11 +2417,12 @@ Desc Too dark to tell. #ENDROOM #ROOM -Vnum 3459 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3459 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction east~ @@ -2429,11 +2441,12 @@ Desc You see something's den. #ENDROOM #ROOM -Vnum 3460 -Name Den of the Vampire~ -Sector inside~ -Flags dark indoors~ -Desc Your mind whirls in the hideous madness of this place. The stench is +Vnum 3460 +Name Den of the Vampire~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Your mind whirls in the hideous madness of this place. The stench is horrendous and dead bodies, sucked of life, lay all over. One coffin lies in the center of the room ... waiting for YOU! ~ @@ -2454,20 +2467,21 @@ Keywords coffin~ Flags isdoor closed locked pickproof nopassdoor~ #ENDEXIT -Reset M 0 3404 1 3460 - Reset E 1 3428 3 16 - Reset E 1 3427 10 12 - Reset E 1 3419 1 17 - Reset G 1 3424 5 -Reset D 0 3460 5 2 +Reset M 3404 1 3460 -1 -1 -1 100 + Reset E 3428 3 16 100 + Reset E 3427 10 12 100 + Reset E 3419 1 17 100 + Reset G 3424 5 100 +Reset D 3460 5 2 100 -2 #ENDROOM #ROOM -Vnum 3461 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3461 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction east~ @@ -2486,11 +2500,12 @@ Desc Too dark to tell. #ENDROOM #ROOM -Vnum 3462 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3462 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction south~ @@ -2506,15 +2521,16 @@ Desc Too dark too tell. ~ #ENDEXIT -Reset M 0 3402 8 3462 +Reset M 3402 8 3462 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3463 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3463 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction north~ @@ -2530,16 +2546,17 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3406 4 3463 - Reset E 1 3403 8 5 +Reset M 3406 4 3463 -1 -1 -1 100 + Reset E 3403 8 5 100 #ENDROOM #ROOM -Vnum 3464 -Name The Catacombs~ -Sector inside~ -Flags dark~ -Desc Stone walls, musty air ... the earth seems to moan softly. +Vnum 3464 +Name The Catacombs~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Stone walls, musty air ... the earth seems to moan softly. ~ #EXIT Direction east~ @@ -2563,15 +2580,16 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset D 0 3464 1 1 +Reset D 3464 1 1 100 -2 #ENDROOM #ROOM -Vnum 3465 -Name The Gilded Hallway~ -Sector inside~ -Flags dark indoors~ -Desc Wow! Although this hallway is quite filthy and dusty, it is noticeably +Vnum 3465 +Name The Gilded Hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Wow! Although this hallway is quite filthy and dusty, it is noticeably different than the rest of the catacombs ... but you don't feel safe yet. The walls faintly show ancient detailed etchings in gold and silver of ancient rituals ... not all of which seem pleasant. The hallway continues @@ -2591,10 +2609,10 @@ Desc The glow of your light reflects off the walls ... the gilded hallway. ~ #ENDEXIT -Reset M 0 3407 5 3465 - Reset E 1 3402 5 16 -Reset M 0 3407 5 3465 - Reset E 1 3402 5 16 +Reset M 3407 5 3465 -1 -1 -1 100 + Reset E 3402 5 16 100 +Reset M 3407 5 3465 -1 -1 -1 100 + Reset E 3402 5 16 100 #EXDESC ExDescKey etchings~ ExDesc Beautiful yet disturbing, they urge you to move onward. @@ -2604,11 +2622,12 @@ ExDesc Beautiful yet disturbing, they urge you to move onward. #ENDROOM #ROOM -Vnum 3466 -Name The Gilded Hallway~ -Sector inside~ -Flags dark indoors~ -Desc Ancient etchings and writing in intricate gold and silver designs fill these +Vnum 3466 +Name The Gilded Hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Ancient etchings and writing in intricate gold and silver designs fill these walls. You are tempted to linger and examine them closely. Your light source flickers off the walls showing you exits north and south. ~ @@ -2626,8 +2645,8 @@ Desc Your light reveals more of the hallway. ~ #ENDEXIT -Reset M 0 3406 4 3466 - Reset E 1 3403 8 5 +Reset M 3406 4 3466 -1 -1 -1 100 + Reset E 3403 8 5 100 #EXDESC ExDescKey etchings~ ExDesc Beautiful yet disturbing, they urge you to move onward. @@ -2637,11 +2656,12 @@ ExDesc Beautiful yet disturbing, they urge you to move onward. #ENDROOM #ROOM -Vnum 3467 -Name The Gilded Hallway~ -Sector inside~ -Flags dark indoors~ -Desc Ancient etchings and writing in intricate gold and silver designs fill these +Vnum 3467 +Name The Gilded Hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Ancient etchings and writing in intricate gold and silver designs fill these walls. You are tempted to linger and examine them closely. Your light source flickers off the walls showing you exits north and south. ~ @@ -2668,11 +2688,12 @@ ExDesc Beautiful yet disturbing, they urge you to move onward. #ENDROOM #ROOM -Vnum 3468 -Name The Gilded Hallway~ -Sector inside~ -Flags dark indoors~ -Desc Ancient etchings and writing in intricate gold and silver designs fill these +Vnum 3468 +Name The Gilded Hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Ancient etchings and writing in intricate gold and silver designs fill these walls. You are tempted to linger and examine them closely. Your light source flickers off the walls showing you exits north and south. ~ @@ -2690,9 +2711,9 @@ Desc Your light reveals more of the hallway. ~ #ENDEXIT -Reset M 0 3414 1 3468 - Reset E 1 3423 4 5 -Reset M 0 3415 1 3468 +Reset M 3414 1 3468 -1 -1 -1 100 + Reset E 3423 4 5 100 +Reset M 3415 1 3468 -1 -1 -1 100 #EXDESC ExDescKey etchings~ ExDesc Beautiful yet disturbing, they urge you to move onward. @@ -2702,11 +2723,12 @@ ExDesc Beautiful yet disturbing, they urge you to move onward. #ENDROOM #ROOM -Vnum 3469 -Name The Gilded Hallway~ -Sector inside~ -Flags dark indoors~ -Desc Ancient etchings and writing in intricate gold and silver designs fill these +Vnum 3469 +Name The Gilded Hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Ancient etchings and writing in intricate gold and silver designs fill these walls. You are tempted to linger and examine them closely. Your light source flickers off the walls showing you exits north. ~ @@ -2726,11 +2748,12 @@ ExDesc Beautiful yet disturbing, they urge you to move onward. #ENDROOM #ROOM -Vnum 3470 -Name A Secret Passageway~ -Sector inside~ -Flags dark indoors~ -Desc A secret passage! You wonder where it may lead! +Vnum 3470 +Name A Secret Passageway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A secret passage! You wonder where it may lead! ~ #EXIT Direction south~ @@ -2748,11 +2771,12 @@ ExDesc The door closed on you so softly that you didn't even notice! #ENDROOM #ROOM -Vnum 3471 -Name A Secret Passageway~ -Sector inside~ -Flags dark indoors~ -Desc A secret passage! You wonder where it may lead! +Vnum 3471 +Name A Secret Passageway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A secret passage! You wonder where it may lead! ~ #EXIT Direction north~ @@ -2761,17 +2785,18 @@ Desc Too dark to tell. ~ #ENDEXIT -Reset M 0 3408 1 3471 - Reset E 1 3425 3 17 - Reset G 1 3426 10 +Reset M 3408 1 3471 -1 -1 -1 100 + Reset E 3425 3 17 100 + Reset G 3426 10 100 #ENDROOM #ROOM -Vnum 3472 -Name The Short Way to Hell ...~ -Sector inside~ -Flags nomob~ -Desc You fall ... +Vnum 3472 +Name The Short Way to Hell ...~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You fall ... hmm .... it's getting really HOT! You fall ... you fall ... @@ -2792,11 +2817,12 @@ But even in Hell we give you another chance. #ENDROOM #ROOM -Vnum 3475 -Name Inside the coffin~ -Sector inside~ -Flags dark indoors solitary~ -Desc You are inside a coffin. It seems rather cramped in here. You can climb +Vnum 3475 +Name Inside the coffin~ +Sector indoors~ +Flags dark indoors solitary~ +Stats 0 0 0 0 0 +Desc You are inside a coffin. It seems rather cramped in here. You can climb up out of the coffin, or you can wait for here the real occupant to join you. ~ #EXIT @@ -2807,7 +2833,7 @@ Keywords lid coffin~ Flags isdoor closed locked nopassdoor~ #ENDEXIT -Reset D 0 3475 4 2 +Reset D 3475 4 2 100 -2 #ENDROOM #ENDAREA diff --git a/data/realm/chapelgods.are b/data/realm/chapelgods.are index 63caa9e..a0cabb3 100644 --- a/data/realm/chapelgods.are +++ b/data/realm/chapelgods.are @@ -1,197 +1,179 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Chapel of the Gods~ -Author Paladia~ -WeatherX 0 -WeatherY 0 -Ranges 5 50 5 65 -Economy 0 1398692 +Version 1 +Name Chapel of the Gods~ +Author Paladia~ +Vnums 12000 12050 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 50 5 65 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 12000 -Keywords Palace Guard~ -Short a Chapel guard~ -Long A menacing guard stands here protecting the innocent. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary truesight~ -Stats1 0 35 0 0 350000 0 -Stats2 10 30 2000 -Stats3 5 5 5 -Stats4 0 0 2 20 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking dwarven~ -Immune sleep charm~ -Attacks kick trip~ -Defenses dodge~ +Vnum 12000 +Keywords Palace Guard~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a Chapel guard~ +Long A menacing guard stands here protecting the innocent. +~ +Nattacks 2.000000 +Stats1 0 -1 0 0 0 0 +Stats2 35 21 0 2000 5 5 5 +Speaks common~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected sanctuary truesight~ +Immune drain sleep~ +Attacks kick trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 12001 -Keywords Loyal Follower~ -Short a loyal follower~ -Long A loyal follower of Paladia smiles happily. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected truesight~ -Stats1 0 43 0 0 150000 0 -Stats2 1000 1 3000 -Stats3 3 2 0 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm paralysis~ -Attacks trip~ -Defenses dodge~ +Vnum 12001 +Keywords Loyal Follower~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a loyal follower~ +Long A loyal follower of Paladia smiles happily. +~ +Nattacks 3.000000 +Stats1 0 -1 0 0 0 0 +Stats2 43 21 0 3000 3 2 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Immune drain sleep magic~ +Attacks trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 12002 -Keywords Devout Follower~ -Short a Devout Follower~ -Long A devout worshiper of Paladia screams in ecstacy. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected truesight~ -Stats1 0 50 0 -100 150000 0 -Stats2 30 20 1000 -Stats3 3 3 5 -Stats4 0 0 2 20 0 -Attribs 13 13 13 18 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune fire sleep charm paralysis~ -Attacks kick gouge~ -Defenses dodge~ +Vnum 12002 +Keywords Devout Follower~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a Devout Follower~ +Long A devout worshiper of Paladia screams in ecstacy. +~ +Nattacks 2.000000 +Stats1 0 -1 0 0 0 0 +Stats2 50 21 -100 1000 3 3 5 +Speaks common~ +Speaking common~ +Actflags npc~ +Affected truesight~ +Immune NONE drain sleep magic~ +Attacks kick gouge~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 12003 -Keywords Quiet Priest~ -Short a Quiet Priest~ -Long A quiet priest goes about his daily duties. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden sanctuary truesight~ -Stats1 1000 50 0 -100 250000 0 -Stats2 100 10 2500 -Stats3 5 10 0 -Stats4 0 0 3 40 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm magic~ -Attacks kick~ -Defenses dodge~ +Vnum 12003 +Keywords Quiet Priest~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a Quiet Priest~ +Long A quiet priest goes about his daily duties. +~ +Nattacks 3.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 50 21 -100 2500 5 10 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden sanctuary truesight~ +Immune drain sleep plus6~ +Attacks kick~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 12004 -Keywords Head Priest~ -Short the Head priest~ -Long A quiet priest goes about his daily duties. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary truesight fireshield iceshield~ -Stats1 1000 50 0 -100 250000 0 -Stats2 10 10 4900 -Stats3 5 10 0 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm magic~ -Attacks kick nastypoison curse harm weaken~ -Defenses dodge heal bless~ +Vnum 12004 +Keywords Head Priest~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the Head priest~ +Long A quiet priest goes about his daily duties. +~ +Nattacks 3.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 50 21 -100 4900 5 10 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary truesight fireshield iceshield~ +Immune drain sleep plus6~ +Attacks kick nastypoison curse harm weaken~ +Defenses dodge heal bless~ #ENDMOBILE #MOBILE -Vnum 12005 -Keywords Angry Guard~ -Short a angry guard~ -Long A angry guard wants to know why you are here. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel scavenger aggressive stayarea nowander~ -Affected sanctuary truesight~ -Stats1 0 53 0 -130 350000 0 -Stats2 6000 1 0 -Stats3 10 3 5 -Stats4 0 0 3 40 0 -Attribs 13 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks common dwarven~ -Speaking dwarven~ -Immune sleep charm paralysis~ -Attacks kick trip~ -Defenses dodge heal disarm~ +Vnum 12005 +Keywords Angry Guard~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a angry guard~ +Long A angry guard wants to know why you are here. +~ +Nattacks 3.000000 +Stats1 0 -1 0 0 0 0 +Stats2 53 21 -130 0 10 3 5 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel scavenger aggressive stayarea nowander~ +Affected sanctuary truesight~ +Immune drain sleep magic~ +Attacks kick trip~ +Defenses dodge heal disarm~ #ENDMOBILE #MOBILE -Vnum 12006 -Keywords Sleeping Priest~ -Short a sleeping priest~ -Long A Priest lies here and sleeps heavily. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary truesight fireshield iceshield~ -Stats1 1000 50 0 -100 250000 0 -Stats2 5555 1 4444 -Stats3 5 10 10 -Stats4 0 0 3 20 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm magic~ -Attacks kick nastypoison curse harm weaken~ -Defenses dodge heal bless~ +Vnum 12006 +Keywords Sleeping Priest~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a sleeping priest~ +Long A Priest lies here and sleeps heavily. +~ +Nattacks 3.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 50 21 -100 4444 5 10 10 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary truesight fireshield iceshield~ +Immune drain sleep plus6~ +Attacks kick nastypoison curse harm weaken~ +Defenses dodge heal bless~ #MUDPROG Progtype fight_prog~ Arglist 100~ @@ -202,42 +184,28 @@ Comlist c gas #ENDMOBILE #MOBILE -Vnum 12007 -Keywords Avatar Paladia~ -Short the Avatar of Paladia~ -Long An avatar to a god sits on his throne pondering your exsistence. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary protect truesight fireshield shockshield iceshield~ -Stats1 1000 50 0 0 1500000 0 -Stats2 20000 1 10000 -Stats3 15 4 15 -Stats4 0 0 4 75 20 -Attribs 18 13 13 13 13 13 13 -Saves -30 -30 -30 -30 -30 -Speaks common~ -Speaking common~ -Resist nonmagic~ -Immune sleep charm magic paralysis~ -Attacks trip bash~ -Defenses dodge heal dispelevil disarm~ -#MUDPROG -Progtype act_prog~ -Arglist p DISARMS you!~ -Comlist laugh -shake -'Nice try little man. -mpdamage $n 200 -wie div -~ -#ENDPROG - +Vnum 12007 +Keywords Avatar Paladia~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the Avatar of Paladia~ +Long An avatar to a god sits on his throne pondering your exsistence. +~ +Nattacks 4.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 50 21 0 10000 15 4 15 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary protect truesight fireshield shockshield iceshield~ +Resist hold~ +Immune drain sleep plus6 magic~ +Attacks trip bash~ +Defenses dodge heal dispelevil disarm~ #MUDPROG Progtype fight_prog~ Arglist 100~ @@ -266,60 +234,65 @@ at 1 wear all ~ #ENDPROG +#MUDPROG +Progtype act_prog~ +Arglist p DISARMS you!~ +Comlist laugh +shake +'Nice try little man. +mpdamage $n 200 +wie div +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 12008 -Keywords Importanat Guard~ -Short A Important Guard~ -Long A Important man guards the Avatar to the north. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel scavenger aggressive stayarea nowander~ -Affected sanctuary truesight~ -Stats1 0 53 0 -130 350000 0 -Stats2 6000 1 0 -Stats3 10 3 5 -Stats4 0 0 3 30 0 -Attribs 13 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks common dwarven~ -Speaking dwarven~ -Immune sleep charm paralysis~ -Attacks trip bash harm~ -Defenses dodge heal bless stoneskin~ +Vnum 12008 +Keywords Importanat Guard~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Important Guard~ +Long A Important man guards the Avatar to the north. +~ +Nattacks 3.000000 +Stats1 0 -1 0 0 0 0 +Stats2 53 21 -130 0 10 3 5 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel scavenger aggressive stayarea nowander~ +Affected sanctuary truesight~ +Immune drain sleep magic~ +Attacks trip bash harm~ +Defenses dodge heal bless stoneskin~ #ENDMOBILE #MOBILE -Vnum 12009 -Keywords High Priest~ -Short A high priest of the Avatar~ -Long A high priest of the avatar sits here doing his duty. -~ -Race human~ -Class cleric~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary truesight fireshield shockshield iceshield~ -Stats1 1000 50 0 -100 250000 0 -Stats2 3000 1 8000 -Stats3 5 10 0 -Stats4 0 0 3 30 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Resist nonmagic~ -Immune sleep charm magic~ -Attacks nastypoison curse harm weaken~ -Defenses dodge heal bless~ +Vnum 12009 +Keywords High Priest~ +Race human~ +Class Cleric~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short A high priest of the Avatar~ +Long A high priest of the avatar sits here doing his duty. +~ +Nattacks 3.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 50 21 -100 8000 5 10 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary truesight fireshield shockshield iceshield~ +Resist hold~ +Immune drain sleep plus6~ +Attacks nastypoison curse harm weaken~ +Defenses dodge heal bless~ #MUDPROG Progtype fight_prog~ Arglist 100~ @@ -350,46 +323,28 @@ endif #ENDMOBILE #MOBILE -Vnum 12010 -Keywords Gift Shop Priest~ -Short A gift shop priest~ -Long A Priest runs a shop here -~ -Race elf~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden truesight~ -Stats1 0 50 0 0 1000000 0 -Stats2 1 1 30000 -Stats3 4 5 100 -Stats4 0 0 6 0 0 -Attribs 18 18 18 18 13 13 18 -Saves 0 0 0 0 0 -Speaks common elvish~ -Speaking elvish~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Immune sleep charm nonmagic magic paralysis~ -Attacks punch kick~ -Defenses parry dodge~ +Vnum 12010 +Keywords Gift Shop Priest~ +Race high-elf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short A gift shop priest~ +Long A Priest runs a shop here +~ +Nattacks 6.000000 +Stats1 0 -1 0 0 0 0 +Stats2 50 21 0 30000 4 5 100 +Speaks common elvish~ +Speaking elvish~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Immune drain sleep hold plus6 magic~ +Attacks punch kick~ +Defenses parry dodge~ ShopData 0 0 0 0 0 120 100 0 23 -#MUDPROG -Progtype fight_prog~ -Arglist 100~ -Comlist mpslay $n -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist p take me back~ -Comlist nod $n -mptransfer $n doorman -~ -#ENDPROG - #MUDPROG Progtype act_prog~ Arglist p gives you Lowbie token.~ @@ -418,60 +373,53 @@ endif ~ #ENDPROG -#ENDMOBILE +#MUDPROG +Progtype speech_prog~ +Arglist p take me back~ +Comlist nod $n +mptransfer $n doorman +~ +#ENDPROG -#MOBILE -Vnum 12011 -Keywords Doorman~ -Short A doorman~ -Long A doorman stands here watching the people walk by. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea wimpy~ -Affected protect truesight~ -Stats1 1000 55 7 0 50 15000 -Stats2 30000 1 0 -Stats3 20 20 200 -Stats4 0 0 10 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune fire electricity energy pierce poison sleep charm nonmagic magic paralysis~ #MUDPROG Progtype fight_prog~ Arglist 100~ -Comlist mpecho $I hurries off to attend to a new customer. -mpgoto 1 -c heal -c heal -c heal -c heal -c heal -c heal -c heal -c heal -c heal -mpgoto 12001 -say Leave, i abhor violence. +Comlist mpslay $n ~ #ENDPROG +#ENDMOBILE + +#MOBILE +Vnum 12011 +Keywords Doorman~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A doorman~ +Long A doorman stands here watching the people walk by. +~ +Nattacks 10.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 55 21 0 0 20 20 200 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected protect truesight~ +Immune NONE cold electricity blunt acid drain sleep hold plus6 magic~ #MUDPROG -Progtype speech_prog~ -Arglist p gift shop~ -Comlist if level($n) > 25 -shake -say You can find your own way into the chapel. +Progtype greet_prog~ +Arglist 100~ +Comlist if level($n) <= 25 +'Hey, this area is really not for you, but maybe out Sunday school is more your +'Speed, if you think youd like to go, please just say 'Sunday School' +'And if you would like to visit out gift shop say 'Gift shop' +smile $n else -say As you wish. -mpechoat $n The doorman opens the front gate and takes you to the gift shop. -tell $n If you would like to come back here, just say 'take me back'. -mptrans $n 12029 +Bow $n +'Good day. endif ~ #ENDPROG @@ -490,165 +438,165 @@ endif #ENDPROG #MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if level($n) <= 25 -'Hey, this area is really not for you, but maybe out Sunday school is more your -'Speed, if you think youd like to go, please just say 'Sunday School' -'And if you would like to visit out gift shop say 'Gift shop' -smile $n +Progtype speech_prog~ +Arglist p gift shop~ +Comlist if level($n) > 25 +shake +say You can find your own way into the chapel. else -Bow $n -'Good day. +say As you wish. +mpechoat $n The doorman opens the front gate and takes you to the gift shop. +tell $n If you would like to come back here, just say 'take me back'. +mptrans $n 12029 endif ~ #ENDPROG +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpecho $I hurries off to attend to a new customer. +mpgoto 1 +c heal +c heal +c heal +c heal +c heal +c heal +c heal +c heal +c heal +mpgoto 12001 +say Leave, i abhor violence. +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 12012 -Keywords Small Toddler~ -Short a young toddler~ -Long A young toddler plays quietly. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Stats1 900 13 4 0 3500 6000 -Stats2 12 12 120 -Stats3 1 7 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 12012 +Keywords Small Toddler~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a young toddler~ +Long A young toddler plays quietly. +~ +Nattacks 0.000000 +Stats1 900 -1 0 0 0 0 +Stats2 13 21 0 120 1 7 7 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ #ENDMOBILE #MOBILE -Vnum 12013 -Keywords Child~ -Short A little child~ -Long A child smiles at you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 0 16 0 -8 20000 52000 -Stats2 10 4 250 -Stats3 2 8 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 12013 +Keywords Child~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A little child~ +Long A child smiles at you. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 16 21 -8 250 2 8 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 12014 -Keywords Baby~ -Short a Baby~ -Long A baby stares at you interested. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 500 3 16 6 75 400 -Stats2 5 3 33 -Stats3 2 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 12014 +Keywords Baby~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a Baby~ +Long A baby stares at you interested. +~ +Nattacks 0.000000 +Stats1 500 75 0 0 0 0 +Stats2 3 21 6 33 2 4 3 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 12015 -Keywords Teenager~ -Short Teenager~ -Long A teenager watches the teacher intently. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 0 20 0 -8 45000 52000 -Stats2 10 10 1000 -Stats3 3 10 4 -Stats4 0 0 0 7 5 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 12015 +Keywords Teenager~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Teenager~ +Long A teenager watches the teacher intently. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 20 21 -8 1000 3 10 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 12016 -Keywords Young Adult~ -Short Young Adult~ -Long A young adult is here pondering the meaning of life. -~ -Desc *sniffle* How depressing. The essence before you conveys such a feeling of +Vnum 12016 +Keywords Young Adult~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Young Adult~ +Long A young adult is here pondering the meaning of life. +~ +Desc *sniffle* How depressing. The essence before you conveys such a feeling of unspeakable loss and depression that you can't help but cry. You can feel your knees grow weak from the emotion, and it becomes an effort to stand. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected flying~ -Stats1 0 25 0 -100 0 0 -Stats2 10 20 2000 -Stats3 5 12 6 -Stats4 0 0 0 20 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 0 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 25 21 -100 2000 5 12 6 +Speaks common halfling~ +Speaking halfling~ +Actflags npc~ +Affected flying~ #ENDMOBILE #MOBILE -Vnum 12017 -Keywords Teacher~ -Short The Teacher~ -Long The teacher is showing the class how to study. -~ -Desc Nothing in all the realms is this evil, not Anakin, not Darrek, not Arcane, not +Vnum 12017 +Keywords Teacher~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Teacher~ +Long The teacher is showing the class how to study. +~ +Desc Nothing in all the realms is this evil, not Anakin, not Darrek, not Arcane, not Semaj, nothing. Your heart freezes with dread, you throat tightens, and your flesh chills. You try to scream, but nothing comes out. This is pure evil. Lets think about it, what did you ever hate more than the thought of a person who's sole job in life was to give you tests and make you do homework? ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary flying~ -Stats1 0 30 0 0 666 0 -Stats2 5000 1 1000 -Stats3 9 9 5 -Stats4 0 0 0 15 5 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Defenses heal disarm~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 30 21 0 1000 9 9 5 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ +Defenses heal disarm~ #MUDPROG Progtype death_prog~ Arglist 50~ @@ -661,73 +609,73 @@ give token $r #ENDMOBILE #OBJECT -Vnum 12000 -Keywords Chapel Sword~ -Type weapon~ -Short Chapel Sword~ -Long A holy sword lies here glowing with power.~ -Action Divine power~ -Flags glow hum invis magic bless antievil metal~ -WFlags take wield~ -Values 0 11 3 1 0 0 -Stats 3 0 0 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 2 0 -Affect -1 -1 6 18 0 -Affect -1 -1 4 19 0 -Affect -1 -1 35 13 0 +Vnum 12000 +Keywords Chapel Sword~ +Type weapon~ +Short Chapel Sword~ +Long A holy sword lies here glowing with power.~ +Action Divine power~ +Flags glow hum metal invis magic bless antievil~ +WFlags take wield~ +Values 0 11 3 1 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData damroll 4 -1 -1 0 +AffData hit 35 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12001 -Keywords Amulet Gods Paladia~ -Type armor~ -Short Amulet of the Gods~ -Long An Amulet glows with power.~ -Flags glow hum invis antievil antineutral antithief~ -WFlags take neck~ -Values 15 15 0 0 0 0 -Stats 2 500000 50000 0 0 -Affect -1 -1 20 13 0 -Affect -1 -1 4 18 0 -Affect -1 -1 3 19 0 -Affect -1 -1 -20 17 0 +Vnum 12001 +Keywords Amulet Gods Paladia~ +Type armor~ +Short Amulet of the Gods~ +Long An Amulet glows with power.~ +Flags glow hum invis antievil antineutral antirogue~ +WFlags take neck~ +Values 15 15 0 0 0 0 0 0 0 0 0 +Stats 2 500000 -2 1 0 None None None +AffData hit 20 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData armor -20 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12002 -Keywords Robe of the Gods~ -Type armor~ -Short Robe of the Gods~ -Long A Robe glowing of power hurts you vision.~ -Flags glow hum magic bless antievil antineutral~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 1 10000 1000 0 0 -Affect -1 -1 3 19 0 -Affect -1 -1 5 18 0 -Affect -1 -1 -10 17 0 -Affect -1 -1 4 25 0 -Affect -1 -1 1 3 0 -Affect -1 -1 25 13 0 +Vnum 12002 +Keywords Robe of the Gods~ +Type armor~ +Short Robe of the Gods~ +Long A Robe glowing of power hurts you vision.~ +Flags glow hum magic bless antievil antineutral~ +WFlags take about~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None +AffData damroll 3 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData armor -10 -1 -1 0 +AffData sex 4 -1 -1 0 +AffData wisdom 1 -1 -1 0 +AffData hit 25 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12003 -Keywords Angelic light~ -Type armor~ -Short Angelic Light~ -Long A Sihmmering staff glows brightly.~ -Flags glow hum magic antievil antineutral~ -WFlags take hold~ -Values 20 0 0 0 0 0 -Stats 1 10 1 0 0 -Affect -1 -1 75 12 0 -Affect -1 -1 2 3 0 -Affect -1 -1 2 4 0 -Affect -1 -1 35 13 0 -Affect -1 -1 5 18 0 -Affect -1 -1 5 19 0 +Vnum 12003 +Keywords Angelic light~ +Type armor~ +Short Angelic Light~ +Long A Sihmmering staff glows brightly.~ +Flags glow hum magic antievil antineutral~ +WFlags take hold~ +Values 20 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +AffData mana 75 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +AffData hit 35 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData damroll 5 -1 -1 0 #MUDPROG Progtype wear_prog~ Arglist 100~ @@ -741,74 +689,74 @@ c 'dragon wit' $n #ENDOBJECT #OBJECT -Vnum 12004 -Keywords Chapel key~ -Type key~ -Short a Chapel key~ -Long A Chapel key is here on the ground.~ -WFlags take~ -Values 3 0 0 0 0 0 -Stats 5 1 0 0 0 +Vnum 12004 +Keywords Chapel key~ +Type key~ +Short a Chapel key~ +Long A Chapel key is here on the ground.~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 5 1 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 12005 -Keywords Steel key~ -Type key~ -Short A Steel key~ -Long A Steel key glimmers in the light.~ -WFlags take~ -Values 1 0 0 0 0 0 -Stats 5 1 0 0 0 +Vnum 12005 +Keywords Steel key~ +Type key~ +Short A Steel key~ +Long A Steel key glimmers in the light.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 5 1 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 12006 -Keywords Holy Mace~ -Type weapon~ -Short Holy Mace~ -Long A mace of amazing power hums majesticly.~ -Flags hum magic bless antievil antineutral antithief antiwarrior metal antivampire~ -WFlags take wield~ -Values 20 14 3 7 0 0 -Stats 5 1000000 100000 0 0 -Affect -1 -1 10 19 0 -Affect -1 -1 10 18 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 4 27 0 -Affect -1 -1 100 12 0 -Affect -1 -1 50 13 0 +Vnum 12006 +Keywords Holy Mace~ +Type weapon~ +Short Holy Mace~ +Long A mace of amazing power hums majesticly.~ +Flags hum metal magic bless antievil antineutral antirogue antiwarrior~ +WFlags take wield~ +Values 20 14 3 7 0 0 0 0 0 0 0 +Stats 5 1000000 -2 1 0 None None None +AffData damroll 10 -1 -1 0 +AffData hitroll 10 -1 -1 0 +AffData save_spell -2 -1 -1 0 +AffData save_para -2 -1 -1 0 +AffData resistant cold~ -1 -1 0 +AffData mana 100 -1 -1 0 +AffData hit 50 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12007 -Keywords Divine Power~ -Type weapon~ -Short Divine Power~ -Long A sword of unimaginable power glows brightly.~ -Flags hum magic bless antievil antineutral antimage anticleric metal prototype~ -WFlags take wield~ -Values 20 22 2 2 0 0 -Stats 5 1000000 100000 0 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 4 27 0 -Affect -1 -1 8192 26 0 -Affect -1 -1 12 18 0 -Affect -1 -1 10 19 0 -Affect -1 -1 100 13 0 -Affect -1 -1 50 12 0 +Vnum 12007 +Keywords Divine Power~ +Type weapon~ +Short Divine Power~ +Long A sword of unimaginable power glows brightly.~ +Flags hum metal magic bless antievil antineutral anticleric antimage proto~ +WFlags take wield~ +Values 20 22 2 2 0 0 0 0 0 0 0 +Stats 5 1000000 -2 1 0 None None None +AffData save_spell -2 -1 -1 0 +AffData save_para -2 -1 -1 0 +AffData resistant cold~ -1 -1 0 +AffData affected '(null)' -1 -1 0 +AffData hitroll 12 -1 -1 0 +AffData damroll 10 -1 -1 0 +AffData hit 100 -1 -1 0 +AffData mana 50 -1 -1 0 #MUDPROG -Progtype sac_prog~ -Arglist 10~ -Comlist mpechoat $n As you sacrifice the Sword, you realise you have done a good thing. -mpecho The Divine Power starts to glow, brighter and brighter, till soon you -mpecho cannot even see it anymore. You hear a voice call down from the heavens -mpecho and Pronnounce 'For such a beautiful sacrifice we will reward you.' -mpecho The Sword dissapears and in its place you see a amazing blade. -mpoload 12008 90 -mpat $n give might $n +Progtype wear_prog~ +Arglist 100~ +Comlist mpechoat $n The power eminating from the sword starts to enter your body. +mpechoat $n Untold strength and power flows into you. +mpechoat $n As you wield it a light from the heavens surrounds you. +mpechoaround $n A light from the heavens surrounds $n. +mpechoaround $n You can see the power flow from the sword to $n. +c sanc $n +c bless $n ~ #ENDPROG @@ -822,49 +770,40 @@ mpechoaround $n The light from above dissipates from around $n. #ENDPROG #MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n The power eminating from the sword starts to enter your body. -mpechoat $n Untold strength and power flows into you. -mpechoat $n As you wield it a light from the heavens surrounds you. -mpechoaround $n A light from the heavens surrounds $n. -mpechoaround $n You can see the power flow from the sword to $n. -c sanc $n -c bless $n +Progtype sac_prog~ +Arglist 10~ +Comlist mpechoat $n As you sacrifice the Sword, you realise you have done a good thing. +mpecho The Divine Power starts to glow, brighter and brighter, till soon you +mpecho cannot even see it anymore. You hear a voice call down from the heavens +mpecho and Pronnounce 'For such a beautiful sacrifice we will reward you.' +mpecho The Sword dissapears and in its place you see a amazing blade. +mpoload 12008 90 +mpat $n give might $n ~ #ENDPROG #ENDOBJECT #OBJECT -Vnum 12008 -Keywords Heaven Might~ -Type weapon~ -Short Heavens Might~ -Long Something that has fallen from heaven emenates power.~ -Flags hum loyal bless antievil antineutral metal~ -WFlags take wield~ -Values 20 12 4 2 0 0 -Stats 5 1000000 100000 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 2 0 -Affect -1 -1 1 31 0 -Affect -1 -1 -5 23 0 -Affect -1 -1 -5 24 0 -Affect -1 -1 -5 22 0 -Affect -1 -1 11 18 0 -Affect -1 -1 14 19 0 -Affect -1 -1 125 13 0 -Affect -1 -1 110 12 0 -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n As you release this weapon you feel as weak as a kitten. -mpechoat $n the power has left you, leaving you with the desire to use it again -mpechoaround $n As $n removes the sword, $n looks almost human again. -~ -#ENDPROG - +Vnum 12008 +Keywords Heaven Might~ +Type weapon~ +Short Heavens Might~ +Long Something that has fallen from heaven emenates power.~ +Flags hum metal bless antievil antineutral loyal~ +WFlags take wield~ +Values 20 12 4 2 0 0 0 0 0 0 0 +Stats 5 1000000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData class 1 -1 -1 0 +AffData save_breath -5 -1 -1 0 +AffData save_spell -5 -1 -1 0 +AffData save_para -5 -1 -1 0 +AffData hitroll 11 -1 -1 0 +AffData damroll 14 -1 -1 0 +AffData hit 125 -1 -1 0 +AffData mana 110 -1 -1 0 #MUDPROG Progtype wear_prog~ Arglist 100 ~ @@ -875,19 +814,28 @@ mpechoaround $n $n is huge, you wish you had a sword like his. ~ #ENDPROG +#MUDPROG +Progtype remove_prog~ +Arglist 100~ +Comlist mpechoat $n As you release this weapon you feel as weak as a kitten. +mpechoat $n the power has left you, leaving you with the desire to use it again +mpechoaround $n As $n removes the sword, $n looks almost human again. +~ +#ENDPROG + #ENDOBJECT #OBJECT -Vnum 12009 -Keywords Chapel Blessing~ -Type potion~ -Short a Chapel's Blessing~ -Long A Chapel's blessing is on the ground.~ -Flags glow magic bless~ -WFlags take~ -Values 25 -1 -1 -1 0 0 -Stats 1 25000 2500 0 0 -Spells 'heal' 'heal' 'NONE' +Vnum 12009 +Keywords Chapel Blessing~ +Type potion~ +Short a Chapel's Blessing~ +Long A Chapel's blessing is on the ground.~ +Flags glow magic bless~ +WFlags take~ +Values 25 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 25000 -2 1 0 None None None +Spells 'heal' 'heal' 'NONE' #EXDESC ExDescKey violet~ ExDesc Textures of both deep red and pale purple swirl together inside the vial. @@ -897,90 +845,90 @@ ExDesc Textures of both deep red and pale purple swirl together inside the #ENDOBJECT #OBJECT -Vnum 12010 -Keywords Chapel Candy~ -Type pill~ -Short Chapel Candy~ -Long A Cute little pice of candy with a cross lays on the ground.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 1 50000 5000 0 0 -Spells 'shockshield' 'fireshield' 'iceshield' +Vnum 12010 +Keywords Chapel Candy~ +Type pill~ +Short Chapel Candy~ +Long A Cute little pice of candy with a cross lays on the ground.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 50000 -2 1 0 None None None +Spells 'shockshield' 'fireshield' 'iceshield' #ENDOBJECT #OBJECT -Vnum 12011 -Keywords Chapel Vision~ -Type pill~ -Short a Chapel's Vision~ -Long A piece of candy with a translucent cross is on the ground.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 1 50000 5000 0 0 -Spells 'detect hidden' 'NONE' 'NONE' +Vnum 12011 +Keywords Chapel Vision~ +Type pill~ +Short a Chapel's Vision~ +Long A piece of candy with a translucent cross is on the ground.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 50000 -2 1 0 None None None +Spells 'animal senses' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 12012 -Keywords Holy Strength~ -Type pill~ -Short Holy Strength~ -Long A Dark black pill with a silver cross gets contaimnated by the ground.~ -WFlags take~ -Values 39 -1 -1 -1 0 0 -Stats 1 25000 2500 0 0 -Spells 'trollish vigor' 'sagacity' 'dragon wit' +Vnum 12012 +Keywords Holy Strength~ +Type pill~ +Short Holy Strength~ +Long A Dark black pill with a silver cross gets contaimnated by the ground.~ +WFlags take~ +Values 39 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 25000 -2 1 0 None None None +Spells 'trollish vigor' 'sagacity' 'dragon wit' #ENDOBJECT #OBJECT -Vnum 12013 -Keywords Skull ring~ -Type armor~ -Short Skull Ring~ -Long A Ring with a skull and crossbones is on the ground.~ -Flags glow magic~ -WFlags take finger~ -Values 5 5 0 0 0 0 -Stats 1 2000 200 0 0 -Affect -1 -1 5 13 0 -Affect -1 -1 1 2 0 -Affect -1 -1 2 18 0 -Affect -1 -1 1 1 0 +Vnum 12013 +Keywords Skull ring~ +Type armor~ +Short Skull Ring~ +Long A Ring with a skull and crossbones is on the ground.~ +Flags glow magic~ +WFlags take finger~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 2000 -2 1 0 None None None +AffData hit 5 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData strength 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12014 -Keywords Death and Decadance~ -Type armor~ -Short Death and Decadance~ -Long You see your future death.~ -WFlags take neck~ -Values 10 10 0 0 0 0 -Stats 3 50000 5000 0 0 -Affect -1 -1 1 4 0 -Affect -1 -1 2 5 0 -Affect -1 -1 1 2 0 -Affect -1 -1 5 13 0 -Affect -1 -1 3 18 0 +Vnum 12014 +Keywords Death and Decadance~ +Type armor~ +Short Death and Decadance~ +Long You see your future death.~ +WFlags take neck~ +Values 10 10 0 0 0 0 0 0 0 0 0 +Stats 3 50000 -2 1 0 None None None +AffData dexterity 1 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData hit 5 -1 -1 0 +AffData hitroll 3 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12015 -Keywords Deadly Visions~ -Type armor~ -Short Deadly Visions~ -Long A long rod with some notches is here.~ -Flags metal~ -WFlags take hold~ -Values 5 5 0 0 0 0 -Stats 1 1234 123 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 1 5 0 -Affect -1 -1 1 4 0 -Affect -1 -1 10 13 0 -Affect -1 -1 10 12 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 19 0 +Vnum 12015 +Keywords Deadly Visions~ +Type armor~ +Short Deadly Visions~ +Long A long rod with some notches is here.~ +Flags metal~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 1234 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData hit 10 -1 -1 0 +AffData mana 10 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey sets~ ExDesc Regular equipment setup: Equipment setup during dual wield: @@ -1033,82 +981,84 @@ capital letters above. #ENDOBJECT #OBJECT -Vnum 12016 -Keywords Lowbie Token~ -Type trash~ -Short Lowbie token~ -Long A token for lowbies is here~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 10 0 0 0 0 +Vnum 12016 +Keywords Lowbie Token~ +Type trash~ +Short Lowbie token~ +Long A token for lowbies is here~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 12017 -Keywords Graduation Hat~ -Type armor~ -Short A Graduation Hat~ -Long Someone's graduation hat is lying here in a heap.~ -Flags hum dark metal~ -WFlags take eyes~ -Values 10 3 0 0 0 0 -Stats 2 5700 570 0 0 -Affect -1 -1 1 19 0 -Affect -1 -1 1 18 0 -Affect -1 -1 10 13 0 -Affect -1 -1 2 3 0 -Affect -1 -1 2 4 0 +Vnum 12017 +Keywords Graduation Hat~ +Type armor~ +Short A Graduation Hat~ +Long Someone's graduation hat is lying here in a heap.~ +Flags hum metal~ +WFlags take eyes~ +Values 10 3 0 0 0 0 0 0 0 0 0 +Stats 2 5700 -2 1 0 None None None +AffData damroll 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData hit 10 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12018 -Keywords Band Aid~ -Type armor~ -Short Band Aid~ -Long A Band Aid lies here waiting to be used.~ -Flags magic metal clanobject~ -WFlags take finger~ -Values 10 10 0 0 0 0 -Stats 3 100 10 0 0 -Affect -1 -1 25 13 0 -Affect -1 -1 75 12 0 +Vnum 12018 +Keywords Band Aid~ +Type armor~ +Short Band Aid~ +Long A Band Aid lies here waiting to be used.~ +Flags metal magic clanobject~ +WFlags take finger~ +Values 10 10 0 0 0 0 0 0 0 0 0 +Stats 3 100 -2 9999 0 None None None +AffData hit 25 -1 -1 0 +AffData mana 75 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12019 -Keywords Mental Strength~ -Type armor~ -Short Mental Strength~ -Long A Robe of shimmering light lies here.~ -WFlags take about~ -Values 15 15 0 1 0 0 -Stats 1 300000 30000 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 100 12 0 -Affect -1 -1 1 4 0 +Vnum 12019 +Keywords Mental Strength~ +Type armor~ +Short Mental Strength~ +Long A Robe of shimmering light lies here.~ +WFlags take about~ +Values 15 15 0 1 0 0 0 0 0 0 0 +Stats 1 300000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData mana 100 -1 -1 0 +AffData dexterity 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 12020 -Keywords Friendship Bracelet~ -Type armor~ -Short Friendship Bracelet~ -Long A Small band is just asking to be picked up.~ -Flags hum evil magic~ -WFlags take wrist~ -Values 20 0 0 0 0 0 -Stats 1 1000000 100000 0 0 -Affect -1 -1 1 19 0 -Affect -1 -1 1 1 0 -Affect -1 -1 30 12 0 -Affect -1 -1 10 13 0 +Vnum 12020 +Keywords Friendship Bracelet~ +Type armor~ +Short Friendship Bracelet~ +Long A Small band is just asking to be picked up.~ +Flags hum magic evil~ +WFlags take wrist~ +Values 20 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000000 -2 1 0 None None None +AffData damroll 1 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData mana 30 -1 -1 0 +AffData hit 10 -1 -1 0 #ENDOBJECT #ROOM -Vnum 12000 -Name Entrance to the Holy Chapel~ -Sector city~ -Desc Walking along the Forest you notice a beautiful chapel to the north, it +Vnum 12000 +Name Entrance to the Holy Chapel~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Walking along the Forest you notice a beautiful chapel to the north, it is incredibly tall and looks as if it might actually be touching the 'Gods' The pathway widens to a beautifully paved rad to the north meaning it must be well traversed. The Outer beauty can mean only one thing, the inside must be @@ -1128,16 +1078,16 @@ Direction south~ ToRoom 21201 #ENDEXIT -Reset M 0 12011 1 12000 +Reset M 12011 1 12000 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12001 -Name Entranceway~ -Sector city~ -Flags tunnel~ -Stats 0 0 4 -Desc Upon entering the first portion of the chapel, it dawns upon you it is heavily +Vnum 12001 +Name Entranceway~ +Sector city~ +Flags tunnel~ +Stats 0 0 4 0 0 +Desc Upon entering the first portion of the chapel, it dawns upon you it is heavily guarded, for there are two very large guards at the enterance. They wear beautiful steel outfits, quite polished and in incredibly good condition. Amazingly enough, you think the Doors may be made of Steel, making you wonder @@ -1160,19 +1110,20 @@ Desc Enterance to the Holy Chapel ~ #ENDEXIT -Reset M 0 12000 2 12001 - Reset G 1 12005 1 - Reset E 1 12000 1 16 -Reset M 0 12000 2 12001 -Reset D 0 12001 0 2 +Reset M 12000 2 12001 -1 -1 -1 100 + Reset G 12005 1 100 + Reset E 12000 1 16 100 +Reset M 12000 2 12001 -1 -1 -1 100 +Reset D 12001 0 2 100 -2 #ENDROOM #ROOM -Vnum 12002 -Name Inside the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Looking at all the beautiful pictuesque items, you feel as if you may be in a +Vnum 12002 +Name Inside the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Looking at all the beautiful pictuesque items, you feel as if you may be in a museum as opposed to a chapel. There are stained-glass-windows in the ceiling an amazing sculpture of what appears to be a incredibly hansome and muscular god, and incredible artworks lining the walls. The carpet looks to be a hand @@ -1212,17 +1163,18 @@ Desc Next to the Donation Box ~ #ENDEXIT -Reset M 0 12001 7 12002 -Reset M 0 12001 7 12002 -Reset D 0 12002 2 2 +Reset M 12001 7 12002 -1 -1 -1 100 +Reset M 12001 7 12002 -1 -1 -1 100 +Reset D 12002 2 2 100 -2 #ENDROOM #ROOM -Vnum 12003 -Name Next to confessionals~ -Sector inside~ -Flags indoors norecall~ -Desc The small hallway has the same lush carpet and beautiful paintings that the +Vnum 12003 +Name Next to confessionals~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The small hallway has the same lush carpet and beautiful paintings that the other places you have visted in this chapel, however as you look at it, it seems to make you feel more guilty, as if you have sinned and they know it. To the east you see you a confession box where you can hopefully get this @@ -1244,15 +1196,16 @@ Desc Inside the Chapel ~ #ENDEXIT -Reset M 0 12002 5 12003 +Reset M 12002 5 12003 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12004 -Name Inside the Confessional Box~ -Sector inside~ -Flags indoors norecall~ -Desc On the inside of the confession box, you feel very cramped, for it is quite +Vnum 12004 +Name Inside the Confessional Box~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc On the inside of the confession box, you feel very cramped, for it is quite small. It is covered with red velvet and have plush satin seats, which look very vell used. There is a small screen against the south wall where you can vaguely make out the appearance of a priest who will willing hear your @@ -1271,15 +1224,16 @@ Desc Next to confessionals ~ #ENDEXIT -Reset D 0 12004 2 1 +Reset D 12004 2 1 100 -2 #ENDROOM #ROOM -Vnum 12005 -Name Other Side of Confessional box~ -Sector inside~ -Flags indoors norecall~ -Desc On the other side of the confessional box, you almost feel guilt. You could +Vnum 12005 +Name Other Side of Confessional box~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc On the other side of the confessional box, you almost feel guilt. You could pertend to be the priest and hear everyone elses sins, and then use it as dirt later. Imagine the horror you could cause. You now understand the horrible pressure most priests have to bear when they do this. The priests have a very @@ -1299,16 +1253,17 @@ Desc Priest chamber ~ #ENDEXIT -Reset M 0 12003 4 12005 -Reset D 0 12005 0 1 +Reset M 12003 4 12005 -1 -1 -1 100 +Reset D 12005 0 1 100 -2 #ENDROOM #ROOM -Vnum 12006 -Name Priest chamber~ -Sector inside~ -Flags indoors norecall~ -Desc This is one of the many rest chambers for the priests. This one is quite +Vnum 12006 +Name Priest chamber~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc This is one of the many rest chambers for the priests. This one is quite un-lavish in comparison to the rest of the chapel. Making you realise that clearly not all people are into this for the money. There are 3 beds and you think thank maybe they work in 3 shifts of 8 hours each. It looks as if they @@ -1321,16 +1276,17 @@ Desc Other Side of the confessional Box ~ #ENDEXIT -Reset M 0 12003 4 12006 -Reset M 0 12003 4 12006 +Reset M 12003 4 12006 -1 -1 -1 100 +Reset M 12003 4 12006 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12007 -Name Next to the Donation Box~ -Sector inside~ -Flags indoors norecall~ -Desc The small hallway with its relatively lush carpets and beautifuly painted +Vnum 12007 +Name Next to the Donation Box~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The small hallway with its relatively lush carpets and beautifuly painted ceiling pales in comparison to the rest of the amazing chapel. As much as You'd like to stay and view it all, but you feel as it you may be missing more of it if you don't move on. A sign saying 'Donation Box' points to the west. @@ -1353,11 +1309,12 @@ Desc Donation Box #ENDROOM #ROOM -Vnum 12008 -Name Donation Box~ -Sector inside~ -Flags indoors norecall~ -Desc The donation box coveres the entire west side of the room, its not as much a +Vnum 12008 +Name Donation Box~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The donation box coveres the entire west side of the room, its not as much a box as its a 'vault'. Forget trying to take it all, your not ever sure how to get to it. The wall is made of solid steel and theres a hole where you can drop the gold bags. Its a very well run operation, if you do say so yourself. @@ -1380,11 +1337,12 @@ Desc Vatican Gift Shop #ENDROOM #ROOM -Vnum 12009 -Name Southern end of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12009 +Name Southern end of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1416,15 +1374,16 @@ Desc Southwestern section ~ #ENDEXIT -Reset M 0 12002 5 12009 +Reset M 12002 5 12009 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12010 -Name Middle of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12010 +Name Middle of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1461,11 +1420,12 @@ Desc Middle of the chappel #ENDROOM #ROOM -Vnum 12011 -Name The Front of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc The front of the chapel is no different than anywhere else, extravagant and +Vnum 12011 +Name The Front of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The front of the chapel is no different than anywhere else, extravagant and beautiful. There is a walkway to the east that looks very unused. To the north is the temple altar where a High Priest runs service. The ceiling has the most beautiful painting you have ever seen. There is this amazing red @@ -1495,11 +1455,12 @@ Desc Middle of the chapel #ENDROOM #ROOM -Vnum 12012 -Name Enterance to the back~ -Sector inside~ -Flags indoors norecall~ -Desc To the north you notice a door with the sign 'Unless you work here please +Vnum 12012 +Name Enterance to the back~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc To the north you notice a door with the sign 'Unless you work here please stay out, or we will be forced to take measures to force you out.' Even though it doesnt make you feel as wanted as you would have liked it sure makes you want to know what is behind that door. The door is clearly locked, now @@ -1521,16 +1482,17 @@ Desc The front of the chapel ~ #ENDEXIT -Reset M 0 12002 5 12012 -Reset D 0 12012 0 2 +Reset M 12002 5 12012 -1 -1 -1 100 +Reset D 12012 0 2 100 -2 #ENDROOM #ROOM -Vnum 12013 -Name Before the Altar~ -Sector inside~ -Flags indoors norecall~ -Desc You have reached the area right before the altar, a priest is here setting up +Vnum 12013 +Name Before the Altar~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc You have reached the area right before the altar, a priest is here setting up candles for people to blow out. He is also cleaning up everything in sight. The amazing oriental rug contunes to the north and the south, otherwise this areas is quite barren. @@ -1552,11 +1514,12 @@ Desc The front of the chapel #ENDROOM #ROOM -Vnum 12014 -Name The Altar~ -Sector inside~ -Flags indoors norecall~ -Desc The altar is a huge golden slab that must weigh a ton. It has amazing jewels +Vnum 12014 +Name The Altar~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The altar is a huge golden slab that must weigh a ton. It has amazing jewels engraved in the sides, mainly diamonds and large opals the size of small animals. On top of the altar there is an enscription that reads : To my wonderful followers. Leading you to believe that they didnt make this @@ -1567,16 +1530,17 @@ Direction south~ ToRoom 12013 #ENDEXIT -Reset M 0 12004 1 12014 - Reset G 1 12004 1 +Reset M 12004 1 12014 -1 -1 -1 100 + Reset G 12004 1 100 #ENDROOM #ROOM -Vnum 12015 -Name South Eastern End of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12015 +Name South Eastern End of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1596,18 +1560,19 @@ Desc Southern end of chapel ~ #ENDEXIT -Reset M 0 12001 7 12015 -Reset M 0 12001 7 12015 -Reset M 0 12001 7 12015 -Reset M 0 12002 5 12015 +Reset M 12001 7 12015 -1 -1 -1 100 +Reset M 12001 7 12015 -1 -1 -1 100 +Reset M 12001 7 12015 -1 -1 -1 100 +Reset M 12002 5 12015 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12016 -Name South Western Section of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12016 +Name South Western Section of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1627,16 +1592,17 @@ Desc Southern end of chapel ~ #ENDEXIT -Reset M 0 12001 7 12016 -Reset M 0 12002 5 12016 +Reset M 12001 7 12016 -1 -1 -1 100 +Reset M 12002 5 12016 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12017 -Name Middle of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12017 +Name Middle of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1656,15 +1622,16 @@ Desc Southwest section ~ #ENDEXIT -Reset M 0 12001 7 12017 +Reset M 12001 7 12017 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12018 -Name Middle of the Chapel~ -Sector inside~ -Flags indoors norecall~ -Desc Rows and rows of pews dominate this huge room of worship. The room has a +Vnum 12018 +Name Middle of the Chapel~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Rows and rows of pews dominate this huge room of worship. The room has a warmth and a feel all it's own. At the front is a large altar where a High Priest runs a service for all those present. The ceiling has an amazing painting covering it leading you to believe it is the most beutiful thing you @@ -1684,15 +1651,16 @@ Desc Middle of chapel ~ #ENDEXIT -Reset M 0 12003 4 12018 +Reset M 12003 4 12018 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12019 -Name Corridor~ -Sector inside~ -Flags indoors norecall~ -Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble +Vnum 12019 +Name Corridor~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble wall. Glowing lights hang from the ceiling lighting your way, there is however sounds coming from up the corrdor, warning you about what may be coming next. ~ @@ -1712,18 +1680,19 @@ Desc Enterance to the back Flags isdoor closed locked pickproof nopassdoor~ #ENDEXIT -Reset M 0 12005 6 12019 -Reset M 0 12005 6 12019 -Reset O 0 22 1 12019 -Reset D 0 12019 2 2 +Reset M 12005 6 12019 -1 -1 -1 100 +Reset M 12005 6 12019 -1 -1 -1 100 +Reset O 12020 1 12019 -1 -1 -1 100 +Reset D 12019 2 2 100 -2 #ENDROOM #ROOM -Vnum 12020 -Name Corridor~ -Sector inside~ -Flags indoors norecall~ -Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble +Vnum 12020 +Name Corridor~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble wall. Glowing lights hang from the ceiling lighting your way, there is however sounds coming from up the corrdor, warning you about what may be coming next. ~ @@ -1744,11 +1713,12 @@ Desc corridor #ENDROOM #ROOM -Vnum 12021 -Name Turn in Corridor~ -Sector inside~ -Flags indoors norecall~ -Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble +Vnum 12021 +Name Turn in Corridor~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble wall. Glowing lights hang from the ceiling lighting your way, there is however sounds coming from up the corrdor, warning you about what may be coming next. ~ @@ -1766,17 +1736,18 @@ Desc Corridor ~ #ENDEXIT -Reset M 0 12005 6 12021 - Reset E 1 12000 1 16 -Reset M 0 12005 6 12021 +Reset M 12005 6 12021 -1 -1 -1 100 + Reset E 12000 1 16 100 +Reset M 12005 6 12021 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12022 -Name Corridor~ -Sector inside~ -Flags indoors norecall~ -Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble +Vnum 12022 +Name Corridor~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble wall. Glowing lights hang from the ceiling lighting your way, there is however sounds coming from up the corrdor, warning you about what may be coming next. ~ @@ -1797,11 +1768,12 @@ Desc End of the Corridor #ENDROOM #ROOM -Vnum 12023 -Name End of the Corridor~ -Sector inside~ -Flags indoors norecall~ -Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble +Vnum 12023 +Name End of the Corridor~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The elegant corridor has a nice blue satin carpet, and a beautiful black marble wall. Glowing lights hang from the ceiling lighting your way, there is however sounds coming from up the corrdor, warning you about what may be coming next. To the north is a door, which has the name Priests on it. @@ -1821,17 +1793,18 @@ Desc Corridor ~ #ENDEXIT -Reset M 0 12005 6 12023 -Reset M 0 12005 6 12023 -Reset D 0 12023 0 1 +Reset M 12005 6 12023 -1 -1 -1 100 +Reset M 12005 6 12023 -1 -1 -1 100 +Reset D 12023 0 1 100 -2 #ENDROOM #ROOM -Vnum 12024 -Name Priests Chamber~ -Sector inside~ -Flags indoors norecall~ -Desc Entering the priest chambers you know something about this one is way different +Vnum 12024 +Name Priests Chamber~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Entering the priest chambers you know something about this one is way different than any of the other ones you have seen. Far to the north looks to be be a throne, which you have never seen in any form in a chapel before. The chambers look more like a palace than they do a high priests chambers. The @@ -1866,15 +1839,16 @@ Desc Priests sleeping quaters ~ #ENDEXIT -Reset D 0 12024 2 1 +Reset D 12024 2 1 100 -2 #ENDROOM #ROOM -Vnum 12025 -Name Priests sleeping quarters~ -Sector inside~ -Flags indoors norecall~ -Desc This is where the high priests must sleep. There are 3 beds here leading you +Vnum 12025 +Name Priests sleeping quarters~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc This is where the high priests must sleep. There are 3 beds here leading you to think that maybe, just maybe there might be 3 of them. However, one of the beds is considerably larger than the others, it must belong to the Highest ranking priest here. There is currently one sleeping soundly in his bed. he @@ -1886,16 +1860,17 @@ Direction east~ ToRoom 12024 #ENDEXIT -Reset M 0 12006 1 12025 - Reset E 1 12002 1 12 +Reset M 12006 1 12025 -1 -1 -1 100 + Reset E 12002 1 12 100 #ENDROOM #ROOM -Vnum 12026 -Name Before a Throne~ -Sector inside~ -Flags indoors norecall~ -Desc There is a small amount of stairs here, making you look up to find the throne +Vnum 12026 +Name Before a Throne~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc There is a small amount of stairs here, making you look up to find the throne however, before you can get a good look, you see 2 large guards who think you dont belong here. They have amazing looking armor with an etheral look to it as if its made of magic, which also serves as a benefit of partially blinding you. @@ -1914,16 +1889,17 @@ Desc priests chamber ~ #ENDEXIT -Reset M 0 12008 2 12026 -Reset M 0 12008 2 12026 +Reset M 12008 2 12026 -1 -1 -1 100 +Reset M 12008 2 12026 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12027 -Name A Throne~ -Sector inside~ -Flags indoors norecall~ -Desc Entering the throne room you are in total awe. For an avatar of a god sits +Vnum 12027 +Name A Throne~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc Entering the throne room you are in total awe. For an avatar of a god sits upon the throne, this is the closest you have been to imortality that you have been since you pulled that trick on the teacher back in school so long ago. The throne itself must be 20 feet tall, meaning the avatar is at least 30. @@ -1937,17 +1913,19 @@ Desc Before a throne ~ #ENDEXIT -Reset M 0 12007 1 12027 - Reset E 1 12001 1 3 -Reset O 0 22 1 12027 +Reset M 12007 1 12027 -1 -1 -1 100 + Reset E 12007 1 16 100 + Reset E 12001 1 3 100 +Reset O 12020 1 12027 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12028 -Name Priests Washroom~ -Sector inside~ -Flags indoors norecall~ -Desc The room is where the priests must go to relieve themselves. Not only is it +Vnum 12028 +Name Priests Washroom~ +Sector indoors~ +Flags indoors norecall~ +Stats 0 0 0 0 0 +Desc The room is where the priests must go to relieve themselves. Not only is it spotless, but there is a beautiful contraption that sprays down water onto the lucky priests. From the water running out of it now it looks steaming hot. There is currently a Priest sitting on a stool that looks like it is used for @@ -1958,17 +1936,18 @@ Direction west~ ToRoom 12024 #ENDEXIT -Reset M 0 12009 1 12028 - Reset E 1 12006 1 16 - Reset E 1 12003 1 17 +Reset M 12009 1 12028 -1 -1 -1 100 + Reset E 12006 1 16 100 + Reset E 12003 1 17 100 #ENDROOM #ROOM -Vnum 12029 -Name Vatican Gift Shop~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc You have walked into a small gift shop where people can buy momento's of +Vnum 12029 +Name Vatican Gift Shop~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You have walked into a small gift shop where people can buy momento's of thier trip here. The priest is a cute little fellow who looks like he has benn running this shop for years and has it down to a science. The back wall has a amazing array of potions and pills, and the the east wall are the @@ -1981,19 +1960,20 @@ Desc Donation Box ~ #ENDEXIT -Reset M 0 12010 1 12029 - Reset G 1 12012 1 - Reset G 1 12011 1 - Reset G 1 12009 1 - Reset G 1 12010 1 +Reset M 12010 1 12029 -1 -1 -1 100 + Reset G 12012 1 100 + Reset G 12011 1 100 + Reset G 12009 1 100 + Reset G 12010 1 100 #ENDROOM #ROOM -Vnum 12030 -Name Start of Sunday School~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You have reched the start of the sunday school. From here there two classrooms +Vnum 12030 +Name Start of Sunday School~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You have reched the start of the sunday school. From here there two classrooms one to the east and one to the west. Both are surprisingly quiet and it makes you think that they must run a pretty tight ship. There is a wooden sign with two arrows in it. @@ -2025,11 +2005,12 @@ mptrans $n 12001 #ENDROOM #ROOM -Vnum 12031 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12031 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2063,16 +2044,17 @@ Desc Start of Sunday School ~ #ENDEXIT -Reset M 0 12013 3 12031 -Reset M 0 12012 4 12031 +Reset M 12013 3 12031 -1 -1 -1 100 +Reset M 12012 4 12031 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12032 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12032 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2091,15 +2073,16 @@ Desc Large Room ~ #ENDEXIT -Reset M 0 12012 4 12032 +Reset M 12012 4 12032 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12033 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12033 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2118,16 +2101,17 @@ Desc Large Room ~ #ENDEXIT -Reset M 0 12012 4 12033 -Reset M 0 12012 4 12033 +Reset M 12012 4 12033 -1 -1 -1 100 +Reset M 12012 4 12033 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12034 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12034 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2146,16 +2130,17 @@ Desc Large Room ~ #ENDEXIT -Reset M 0 12014 3 12034 -Reset M 0 12014 3 12034 +Reset M 12014 3 12034 -1 -1 -1 100 +Reset M 12014 3 12034 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12035 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12035 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2181,16 +2166,17 @@ Desc Large Room ~ #ENDEXIT -Reset M 0 12013 3 12035 -Reset M 0 12013 3 12035 +Reset M 12013 3 12035 -1 -1 -1 100 +Reset M 12013 3 12035 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12036 -Name Large Room~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc You are a very large room, where children are allowed to roam free and do as +Vnum 12036 +Name Large Room~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc You are a very large room, where children are allowed to roam free and do as they so choose and instead of the utter chaos one would expect from such a situation it is quite the opposite children are playing peacefully with one another and there is a feeling of true love eminating from them all. @@ -2209,15 +2195,16 @@ Desc Large Room ~ #ENDEXIT -Reset M 0 12014 3 12036 +Reset M 12014 3 12036 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12037 -Name Older Classroom~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12037 +Name Older Classroom~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2243,15 +2230,16 @@ Desc Older Classroom ~ #ENDEXIT -Reset M 0 12015 5 12037 +Reset M 12015 5 12037 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12038 -Name Older Classroom~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12038 +Name Older Classroom~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2280,11 +2268,12 @@ Desc Older Classroom #ENDROOM #ROOM -Vnum 12039 -Name Older Classroom~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12039 +Name Older Classroom~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2303,16 +2292,17 @@ Desc Older Classroom ~ #ENDEXIT -Reset M 0 12015 5 12039 -Reset M 0 12015 5 12039 +Reset M 12015 5 12039 -1 -1 -1 100 +Reset M 12015 5 12039 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12040 -Name Older Classroom~ -Sector inside~ -Flags nomob indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12040 +Name Older Classroom~ +Sector indoors~ +Flags nomob indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2341,11 +2331,12 @@ Desc Older Classroom #ENDROOM #ROOM -Vnum 12041 -Name Older Classroom~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12041 +Name Older Classroom~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2376,18 +2367,19 @@ Desc Older Classroom ~ #ENDEXIT -Reset M 0 12016 5 12041 - Reset E 1 12020 1 14 -Reset M 0 12016 5 12041 - Reset E 1 12020 1 14 +Reset M 12016 5 12041 -1 -1 -1 100 + Reset E 12020 1 14 100 +Reset M 12016 5 12041 -1 -1 -1 100 + Reset E 12020 1 14 100 #ENDROOM #ROOM -Vnum 12042 -Name Older Classroom~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12042 +Name Older Classroom~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2411,18 +2403,19 @@ Desc Older Classroom ~ #ENDEXIT -Reset M 0 12015 5 12042 -Reset M 0 12015 5 12042 -Reset M 0 12016 5 12042 - Reset E 1 12020 1 14 +Reset M 12015 5 12042 -1 -1 -1 100 +Reset M 12015 5 12042 -1 -1 -1 100 +Reset M 12016 5 12042 -1 -1 -1 100 + Reset E 12020 1 14 100 #ENDROOM #ROOM -Vnum 12043 -Name Older Classroom~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12043 +Name Older Classroom~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2442,11 +2435,12 @@ ToRoom 12044 #ENDROOM #ROOM -Vnum 12044 -Name Older Classroom~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12044 +Name Older Classroom~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2472,19 +2466,20 @@ Desc Older Classroom ~ #ENDEXIT -Reset M 0 12017 1 12044 - Reset E 1 12019 1 12 - Reset E 1 12018 1 1 -Reset M 0 12016 5 12044 -Reset M 0 12016 5 12044 +Reset M 12017 1 12044 -1 -1 -1 100 + Reset E 12019 1 12 100 + Reset E 12018 1 1 100 +Reset M 12016 5 12044 -1 -1 -1 100 +Reset M 12016 5 12044 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 12045 -Name Older Classroom~ -Sector inside~ -Flags indoors norecall nosummon~ -Desc The children in this classroom are not children but rather a small gathering +Vnum 12045 +Name Older Classroom~ +Sector indoors~ +Flags indoors nosummon norecall~ +Stats 0 0 0 0 0 +Desc The children in this classroom are not children but rather a small gathering of young adults. They are actually quieter than the young children eastward. A teacher in the front smiles politely at you and asks you if you would like to join but you politely decline. Undaunted she continues her lesson. @@ -2506,38 +2501,43 @@ Desc Older Classroom #ENDROOM #ROOM -Vnum 12046 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 12046 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 12047 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 12047 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 12048 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 12048 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 12049 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 12049 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 12050 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 12050 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ENDAREA diff --git a/data/realm/chess.are b/data/realm/chess.are deleted file mode 100644 index 15dde54..0000000 --- a/data/realm/chess.are +++ /dev/null @@ -1,2136 +0,0 @@ -#XSMAUGAREA -#AREADATA -Version 1 -Name Chess~ -Author Garth~ -WeatherX 0 -WeatherY 0 -Ranges 45 65 45 65 -Economy 0 5000000 -ResetMsg ~ -Flags nopkill~ -#ENDAREADATA - -#MOBILE -Vnum 30600 -Keywords white pawn~ -Short the white Pawn~ -Long A white Pawn is looking around in fear for anything black. -~ -Desc The white Pawn looks at you and tries to flee. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected sneak~ -Stats1 750 44 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30601 -Keywords black pawn~ -Short the black Pawn~ -Long A black Pawn is looking around in fear of anything white. -~ -Desc The black Pawn looks at you and tries to flee. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea wimpy~ -Affected sneak~ -Stats1 -750 46 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30602 -Keywords white king~ -Short the white King~ -Long The King of the white army stands here in all his royalty. -~ -Desc He is not afraid of anyone except the black Queen. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden sanctuary infrared protect~ -Stats1 1000 56 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30603 -Keywords black king~ -Short the black King~ -Long The King of the black army stands here in all his royalty. -~ -Desc He is not afraid of anyone except the white Queen. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden sanctuary infrared protect~ -Stats1 -1000 57 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30604 -Keywords white queen~ -Short the white Queen~ -Long A Queen carved of ivory is here looking for the black King. -~ -Desc The Queen is very feminine for a piece of rock. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect sneak~ -Stats1 750 61 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30605 -Keywords black queen~ -Short the black Queen~ -Long A Queen carved of ebony is here looking for the white King. -~ -Desc The Queen is very feminine for a piece of rock. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect sneak~ -Stats1 -750 60 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30606 -Keywords black rook~ -Short the black Rook~ -Long A black castle is here to protect his King. -~ -Desc The rook is strong and formidable enough to protect his King from anyone the -white army might send to assassinate him. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 -600 54 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30607 -Keywords white rook~ -Short the white Rook~ -Long A white castle is here to protect his King. -~ -Desc The rook is strong and formidable enough to protect his King from anyone the -black army might send to assassinate him. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 600 53 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30608 -Keywords black knight~ -Short the black Knight~ -Long A black Knight mounted on his steed is in search of the white King. -~ -Desc He is strong and covered in armor. His mighty horse neighs and lifts its -forelegs off the ground to pound you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 -350 50 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30609 -Keywords white knight~ -Short the white Knight~ -Long A white Knight mounted on his steed is in search of the black King. -~ -Desc He is strong and covered in armor. His mighty steed neighs and lifts his -forelegs off the ground to pound you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 350 49 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30610 -Keywords the black bishop~ -Short the black Bishop~ -Long A black Bishop is here protecting his King. -~ -Desc The black Bishop prepares a spell to harm you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 -650 49 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30611 -Keywords white bishop~ -Short the white Bishop~ -Long A white Bishop is here protecting his King. -~ -Desc The white Bishop prepares a spell to heal his King. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis detect_hidden infrared protect~ -Stats1 650 48 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30612 -Keywords white pawn~ -Short the white Pawn~ -Long A white Pawn is looking around in fear for anything black. -~ -Desc The white Pawn looks at you and tries to flee. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected sneak~ -Stats1 750 48 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#MOBILE -Vnum 30613 -Keywords black pawn~ -Short the black Pawn~ -Long A black Pawn is looking around in fear of anything white. -~ -Desc The black Pawn looks at you and tries to flee. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea wimpy~ -Affected sneak~ -Stats1 -750 45 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#ENDMOBILE - -#OBJECT -Vnum 30600 -Keywords king's sceptre~ -Type light~ -Short the King's sceptre~ -Long A rod of gold with an ornate ball on the end was left on the ground.~ -Flags glow magic~ -WFlags take~ -Values 0 0 -1 0 0 0 -Stats 2 0 0 0 0 -Affect -1 -1 3 4 0 -Affect -1 -1 50 12 0 -Affect -1 -1 35 13 0 -#ENDOBJECT - -#OBJECT -Vnum 30601 -Keywords knight's armor~ -Type armor~ -Short knight's armor~ -Long The armor of a knight is on the ground.~ -WFlags take~ -Values 4 0 0 0 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 4 19 0 -#ENDOBJECT - -#OBJECT -Vnum 30602 -Keywords crown marble~ -Type armor~ -Short a marble crown~ -Long A crown of marble was dropped here.~ -Flags magic~ -WFlags take~ -Values 4 0 0 0 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 3 5 0 -Affect -1 -1 3 19 0 -#ENDOBJECT - -#OBJECT -Vnum 30603 -Keywords rosary pearl string~ -Type armor~ -Short a pearl rosary~ -Long A string of small white pearls lie tangled on the ground.~ -Flags glow magic~ -WFlags take~ -Values 3 0 0 0 0 0 -Stats 5 0 0 0 0 -Affect -1 -1 75 12 0 -#ENDOBJECT - -#ROOM -Vnum 30600 -Name Entrance to the Chessboard~ -Sector city~ -Flags nomob~ -Desc As you step out of the forest into a clearing, you see many black and -white squares. On them are a bunch of wierdly cut ebony and ivory figurines, -running and fighting. -~ -#EXIT -Direction north~ -ToRoom 30601 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30601 -Name A Black Square~ -Sector city~ -Desc You are standing on the southeast corner of a battlefield. As far as -you can see are black and white squares. -~ -#EXIT -Direction north~ -ToRoom 30602 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30600 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30609 -#ENDEXIT - -Reset M 0 30607 1 30601 -#ENDROOM - -#ROOM -Vnum 30602 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30603 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30601 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30610 -#ENDEXIT - -Reset M 0 30609 1 30602 - Reset E 1 30601 100 5 -#ENDROOM - -#ROOM -Vnum 30603 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30604 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30602 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30611 -#ENDEXIT - -Reset M 0 30611 1 30603 - Reset E 1 30603 100 3 -#ENDROOM - -#ROOM -Vnum 30604 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30605 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30603 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30612 -#ENDEXIT - -Reset M 0 30604 1 30604 - Reset E 1 30602 100 6 -#ENDROOM - -#ROOM -Vnum 30605 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30606 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30604 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30613 -#ENDEXIT - -Reset M 0 30602 1 30605 - Reset E 1 30600 100 0 -#ENDROOM - -#ROOM -Vnum 30606 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30607 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30605 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30614 -#ENDEXIT - -Reset M 0 30611 1 30606 - Reset E 1 30603 100 3 -#ENDROOM - -#ROOM -Vnum 30607 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30608 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30606 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30615 -#ENDEXIT - -Reset M 0 30609 1 30607 - Reset E 1 30601 100 5 -#ENDROOM - -#ROOM -Vnum 30608 -Name A White Square~ -Sector inside~ -Desc You are standing on a white square on the northeast corner of the -battlefield. -~ -#EXIT -Direction south~ -ToRoom 30607 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30616 -#ENDEXIT - -Reset M 0 30607 1 30608 -#ENDROOM - -#ROOM -Vnum 30609 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the south side of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30610 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30601 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30617 -#ENDEXIT - -Reset M 0 30600 1 30609 -#ENDROOM - -#ROOM -Vnum 30610 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30611 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30602 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30609 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30618 -#ENDEXIT - -Reset M 0 30600 1 30610 -#ENDROOM - -#ROOM -Vnum 30611 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30612 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30603 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30610 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30619 -#ENDEXIT - -Reset M 0 30600 1 30611 -#ENDROOM - -#ROOM -Vnum 30612 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30613 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30604 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30611 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30620 -#ENDEXIT - -Reset M 0 30600 1 30612 -#ENDROOM - -#ROOM -Vnum 30613 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30614 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30605 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30612 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30621 -#ENDEXIT - -Reset M 0 30600 1 30613 -#ENDROOM - -#ROOM -Vnum 30614 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30615 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30606 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30613 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30622 -#ENDEXIT - -Reset M 0 30600 1 30614 -#ENDROOM - -#ROOM -Vnum 30615 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30616 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30607 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30614 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30623 -#ENDEXIT - -Reset M 0 30600 1 30615 -#ENDROOM - -#ROOM -Vnum 30616 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30608 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30615 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30624 -#ENDEXIT - -Reset M 0 30600 1 30616 -#ENDROOM - -#ROOM -Vnum 30617 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the south side of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30618 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30609 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30625 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30618 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30619 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30610 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30617 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30626 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30619 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30620 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30611 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30618 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30627 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30620 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30621 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30612 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30619 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30628 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30621 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30622 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30613 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30620 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30629 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30622 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30623 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30614 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30621 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30630 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30623 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30624 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30615 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30622 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30631 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30624 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30616 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30623 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30632 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30625 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the south side of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30626 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30617 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30633 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30626 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30627 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30618 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30625 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30634 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30627 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30628 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30619 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30626 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30635 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30628 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30629 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30620 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30627 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30636 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30629 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30630 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30621 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30628 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30637 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30630 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30631 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30622 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30629 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30638 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30631 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30632 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30623 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30630 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30639 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30632 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30624 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30631 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30640 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30633 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the south side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30634 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30625 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30641 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30634 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30635 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30626 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30633 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30642 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30635 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30636 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30627 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30634 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30643 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30636 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30637 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30628 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30635 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30644 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30637 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30638 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30629 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30636 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30645 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30638 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30639 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30630 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30637 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30646 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30639 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30640 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30631 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30638 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30647 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30640 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30632 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30639 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30648 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30641 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the south side of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30642 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30633 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30649 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30642 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30643 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30634 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30641 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30650 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30643 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30644 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30635 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30642 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30651 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30644 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30645 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30636 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30643 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30652 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30645 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30646 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30637 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30644 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30653 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30646 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30647 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30638 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30645 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30654 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30647 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30648 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30639 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30646 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30655 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30648 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30640 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30647 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30656 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 30649 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the south side of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30650 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30641 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30657 -#ENDEXIT - -Reset M 0 30601 1 30649 -#ENDROOM - -#ROOM -Vnum 30650 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30651 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30642 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30649 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30658 -#ENDEXIT - -Reset M 0 30601 1 30650 -#ENDROOM - -#ROOM -Vnum 30651 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30652 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30643 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30650 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30659 -#ENDEXIT - -Reset M 0 30601 1 30651 -#ENDROOM - -#ROOM -Vnum 30652 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30653 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30644 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30651 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30660 -#ENDEXIT - -Reset M 0 30601 1 30652 -#ENDROOM - -#ROOM -Vnum 30653 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30654 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30645 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30652 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30661 -#ENDEXIT - -Reset M 0 30601 1 30653 -#ENDROOM - -#ROOM -Vnum 30654 -Name A White Square~ -Sector city~ -Desc You are standing on a white square. -~ -#EXIT -Direction north~ -ToRoom 30655 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30646 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30653 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30662 -#ENDEXIT - -Reset M 0 30601 1 30654 -#ENDROOM - -#ROOM -Vnum 30655 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square. -~ -#EXIT -Direction north~ -ToRoom 30656 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30647 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30654 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30663 -#ENDEXIT - -Reset M 0 30601 1 30655 -#ENDROOM - -#ROOM -Vnum 30656 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the north side of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30648 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30655 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 30664 -#ENDEXIT - -Reset M 0 30601 1 30656 -#ENDROOM - -#ROOM -Vnum 30657 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the southwest corner of the -battlefield. -~ -#EXIT -Direction north~ -ToRoom 30658 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30649 -#ENDEXIT - -Reset M 0 30606 1 30657 -#ENDROOM - -#ROOM -Vnum 30658 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the west side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30659 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30650 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30657 -#ENDEXIT - -Reset M 0 30608 1 30658 - Reset E 1 30601 100 5 -#ENDROOM - -#ROOM -Vnum 30659 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the west side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30660 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30651 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30658 -#ENDEXIT - -Reset M 0 30610 1 30659 - Reset E 1 30603 100 3 -#ENDROOM - -#ROOM -Vnum 30660 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the east side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30661 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30652 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30659 -#ENDEXIT - -Reset M 0 30605 1 30660 - Reset E 1 30602 100 6 -#ENDROOM - -#ROOM -Vnum 30661 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the west side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30662 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30653 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30660 -#ENDEXIT - -Reset M 0 30603 1 30661 - Reset E 1 30600 100 0 -#ENDROOM - -#ROOM -Vnum 30662 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the west side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30663 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30654 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30661 -#ENDEXIT - -Reset M 0 30610 1 30662 - Reset E 1 30603 100 3 -#ENDROOM - -#ROOM -Vnum 30663 -Name A White Square~ -Sector city~ -Desc You are standing on a white square on the west side of the battlefield. -~ -#EXIT -Direction north~ -ToRoom 30664 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 30655 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30662 -#ENDEXIT - -Reset M 0 30608 1 30663 - Reset E 1 30601 100 5 -#ENDROOM - -#ROOM -Vnum 30664 -Name A Black Square~ -Sector city~ -Desc You are standing on a black square on the northwest corner of the -battlefield. -~ -#EXIT -Direction east~ -ToRoom 30656 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 30663 -#ENDEXIT - -Reset M 0 30606 1 30664 -#ENDROOM - -#ENDAREA diff --git a/data/realm/cloudymt.are b/data/realm/cloudymt.are new file mode 100644 index 0000000..7fad025 --- /dev/null +++ b/data/realm/cloudymt.are @@ -0,0 +1,8605 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Cloudy Mountain~ +Author Scourge~ +Vnums 13200 13398 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 45 91 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 13200 +Keywords guard palace~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A palace guard~ +Long A palace guard is ready to attack at the slightest sign of trouble. +~ +Desc You see a huge, heavily armored dragon guard. This is one of the city's best +guards. Palace guards are chosen by the King himself as the last line of +protection against attacks. +~ +Nattacks 0.000000 +Stats1 -175 14000 0 0 0 0 +Stats2 70 21 0 9700 7 8 35 +Speaking common~ +Actflags npc sentinel stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13201 +Keywords bodyguard guard~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The King's Bodyguard~ +Long One of the King's Bodyguards is keeping a watch for strangers. +~ +Desc This half-minotaur, half-dragon is one of Cloudy Mountain's finest warriors. +Each Bodyguard has sworn to give their life to protect the king. +~ +Nattacks 0.000000 +Stats1 0 24000 0 0 0 0 +Stats2 75 21 0 11000 7 9 41 +Speaking common~ +Actflags npc stayarea mounted proto~ +Affected detect_evil~ +#ENDMOBILE + +#MOBILE +Vnum 13202 +Keywords guard elite~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short An Elite guard~ +Long An Elite guard of the city stands watch. +~ +Desc This guard has reached the higher ranks among the guards. Although the +position of Elite Guard is supposed to be open to all, they tend to be half +minotaur. +~ +Nattacks 0.000000 +Stats1 -350 13000 0 0 0 0 +Stats2 65 21 0 8250 7 7 31 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13203 +Keywords lieutenant dragon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a dragon lieutenant~ +Long A lieutenant is drilling his troops. +~ +Desc This half-minotaur is very powerful and doesn't take kindly to slackers in his +ranks. +~ +Nattacks 0.000000 +Stats1 -400 6000 0 0 0 0 +Stats2 60 21 0 7000 8 6 28 +Speaking common~ +Actflags npc sentinel stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13204 +Keywords lieutenant dragon~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a dragon lieutenant~ +Long A lieutenant is surveying the troops +~ +Desc Although most dragons with human blood are usually discriminated against, this +half-human has risen quickly through the ranks. +~ +Nattacks 0.000000 +Stats1 -375 6000 0 0 0 0 +Stats2 60 21 0 6900 8 6 27 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13205 +Keywords guard dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dragon guard~ +Long A guard of Cloudy Mountain stands watch. +~ +Desc Cloudy Mountain's first line of defense once the enemy has made it to the walls +of the city. This guard appears to have a lot of human qualities. +~ +Nattacks 0.000000 +Stats1 360 5500 0 0 0 0 +Stats2 55 21 0 5750 10 4 23 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13206 +Keywords guard dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dragon guard~ +Long A guard of cloudy mountain stands watch +~ +Desc The first line of defense for the city itself. This guard appears to be a +giant with dragon features. +~ +Nattacks 0.000000 +Stats1 -360 5250 0 0 0 0 +Stats2 55 21 0 5850 10 4 24 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13207 +Keywords soldier dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dragon soldier~ +Long A soldier of Cloudy Mountain is here. +~ +Desc This fierce warrior is not only strong, but well trained in battle and in +strategy. This combination makes this army one of the finest and most feared +in the land. +~ +Nattacks 0.000000 +Stats1 375 2500 0 0 0 0 +Stats2 50 21 0 4500 5 8 19 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13208 +Keywords soldier dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dragon soldier~ +Long A soldier of Cloudy Mountain is here. +~ +Desc This fierce warrior is not only strong, but well trained in battle and in +strategy. This combination makes this army one of the finest and most feared +in the land. +~ +Nattacks 0.000000 +Stats1 -375 2500 0 0 0 0 +Stats2 50 21 0 4500 5 8 19 +Speaking common~ +Actflags npc stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13209 +Keywords gateguard guard~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a gateguard~ +Long A guard is protecting the city entrance. +~ +Desc This dragon appears to be very short and stocky. You don't seem to be +intimidated by this guard even though you are being challenged. Is this the +city's best defense, or is this a trick to make you underestimate the defenses? +~ +Nattacks 0.000000 +Stats1 0 5000 0 0 0 0 +Stats2 50 21 0 4000 5 8 16 +Speaking common~ +Actflags npc sentinel stayarea mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13210 +Keywords dragon winged~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short The winged dragon~ +Long A winged dragon guards a half to the Crown of Kings. +~ +Desc These dragons have inhabited Cloudy Mountain for centuries. They have kept the +Crown of Kings in their possession all this time and do not intend to give them +up to you. +~ +Nattacks 0.000000 +Stats1 -600 108528 0 0 0 0 +Stats2 100 21 0 18345 8 8 64 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected protect berserk possess~ +#ENDMOBILE + +#MOBILE +Vnum 13211 +Keywords dragon mountain~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a mountain dragon~ +Long A dragon searches Cloudy Mountain for it's next meal. +~ +Desc A ferocious dragon that views you as food and nothing else. +~ +Nattacks 0.000000 +Stats1 -550 756 0 0 0 0 +Stats2 77 21 0 10750 10 6 41 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 13212 +Keywords snake~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant snake~ +Long A HUGE snake towers over you. +~ +Desc This snake looks like it could swallow a man whole! +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 73 21 0 10000 6 10 35 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 13213 +Keywords demon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a demon~ +Long A demon searches the caverns for victims. +~ +Desc A large, lizard like creature sizes you up as a good meal. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 72 21 0 10000 8 7 38 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 13214 +Keywords rat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a cave rat~ +Long A large cave rat is searching for it's next meal +~ +Desc This is the biggest rat you've ever seen! Even though you are still bigger, +it is still bent on killing you. +~ +Nattacks 0.000000 +Stats1 -450 0 0 0 0 0 +Stats2 21 21 0 360 4 4 5 +Speaking common~ +Actflags npc sentinel aggressive stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13215 +Keywords bat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a bat~ +Long A big brown bat is making noise +~ +Desc This bat keeps flying close to you, but doesn't attack. You have the feeling +that it's purpose is to distract you from noticing a larger foe. +~ +Nattacks 0.000000 +Stats1 -390 0 0 0 0 0 +Stats2 13 21 0 170 2 5 3 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13216 +Keywords spider~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a giant spider~ +Long A giant, hairy spider eyes your inventory +~ +Desc A large, black, hairy spider that will eat your inventory the instant you +turn your back to it. +~ +Nattacks 0.000000 +Stats1 -350 0 0 0 0 0 +Stats2 25 21 0 550 2 10 7 +Speaking common~ +Actflags npc scavenger stayarea wimpy mountable~ +Affected detect_invis sneak fireshield~ +#ENDMOBILE + +#MOBILE +Vnum 13217 +Keywords blob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the blob~ +Long The blob is eating everything in it's path +~ +Desc Although slow moving, this....thing...will drain your life very quickly if +you are foolish enough to get too close. +~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 100 21 0 19000 8 8 70 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected berserk possess~ +#ENDMOBILE + +#MOBILE +Vnum 13218 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A citizen~ +Long A citizen of Cloudy Mountain passes by. +~ +Desc A half-giant dragon lumbers by, paying no heed to you. +~ +Nattacks 0.000000 +Stats1 200 531 0 0 0 0 +Stats2 45 21 0 3100 8 4 16 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13219 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A citizen~ +Long A citizen of Cloudy Mountain eyes you suspiciously. +~ +Desc A half-drawf, this dragon is suspicious of strangers in the city. +~ +Nattacks 0.000000 +Stats1 350 912 0 0 0 0 +Stats2 45 21 0 3000 8 4 15 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13220 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain is here. +~ +Desc This dragon is half-elf and is rather slender for a dragon. +~ +Nattacks 0.000000 +Stats1 500 1537 0 0 0 0 +Stats2 45 21 0 2950 3 12 15 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13221 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain smiles happily. +~ +Desc Although some high ranking officials in the city believe mating with humans +will save dragons since humans appear to be taking over as the dominate +intelligent life-form, many are suspicious of half-humans for this very reason. +Others simply believe that it is ruining the dragon race. +~ +Nattacks 0.000000 +Stats1 100 1288 0 0 0 0 +Stats2 45 21 0 2900 8 4 15 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13222 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain grins evilly. +~ +Desc Although some high ranking officials in the city believe mating with humans will +save dragons since humans appear to be taking over as the dominate intelligent +life-form, many are suspicious of half-humans for this very reason. Others +simply believe that it is ruining the dragon race. +~ +Nattacks 0.000000 +Stats1 -100 1300 0 0 0 0 +Stats2 45 21 0 2900 8 4 15 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13223 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain glares at you. +~ +Desc This mean-spirited dragon is half-orc. +~ +Nattacks 0.000000 +Stats1 -200 633 0 0 0 0 +Stats2 45 21 0 3025 8 4 16 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13224 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain looks you over. +~ +Desc Because they are so strong and skilled in battle, half-minotaurs are favored +by many of the higher ranking officials in the city. +~ +Nattacks 0.000000 +Stats1 -350 1433 0 0 0 0 +Stats2 45 21 0 3123 6 6 16 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13225 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a citizen~ +Long A citizen of Cloudy Mountain snarls at you. +~ +Desc Although not as intelligent as the other dragons, this half-troll looks like +a fierce fighter. +~ +Nattacks 0.000000 +Stats1 -500 976 0 0 0 0 +Stats2 45 21 0 3080 8 4 16 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_hidden possess~ +#ENDMOBILE + +#MOBILE +Vnum 13226 +Keywords citizen dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dragon citizen~ +Long A citizen of Cloudy Mountain looms before you. +~ +Desc This dragon nearly takes up the whole room, since this is one of the true +dragons in the city. +~ +Nattacks 0.000000 +Stats1 0 4700 0 0 0 0 +Stats2 47 21 0 3505 6 6 18 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 13227 +Keywords thief~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a thief~ +Long A thief is here. +~ +Desc Although rather large, this half-human thief is certainly not clumsy and will +rob you blind. +~ +Nattacks 0.000000 +Stats1 -370 7258 0 0 0 0 +Stats2 51 21 0 4500 5 8 19 +Speaking common~ +Actflags npc scavenger stayarea wimpy mountable~ +Affected detect_invis detect_hidden protect sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 13228 +Keywords rogue~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a rogue~ +Long A rogue is here. +~ +Desc A rogue is looking for a fight. +~ +Nattacks 0.000000 +Stats1 -400 4925 0 0 0 0 +Stats2 48 21 0 3800 6 6 17 +Speaking common~ +Actflags npc scavenger stayarea wimpy mountable~ +Affected detect_hidden possess~ +#ENDMOBILE + +#MOBILE +Vnum 13229 +Keywords assassin~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the assassin~ +Long An assassin guards the entrance. +~ +Desc Every official must watch their back because of these deadly dragon assassins. +Although large, they strike quickly and quietly and have the brawn to +engage in a straight fight. +~ +Nattacks 0.000000 +Stats1 -500 8123 0 0 0 0 +Stats2 52 21 0 4900 5 8 20 +Speaking common~ +Actflags npc sentinel aggressive stayarea mounted~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 13230 +Keywords dragon anarchy~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Dragon of Anarchy~ +Long A member of the clan Dragons of Anarchy is here. +~ +Desc These dragons are a part of a clan dedicated to evil. They hope to someday +control the city and use it's army to conquer the surrounding lands. +~ +Nattacks 0.000000 +Stats1 -600 5390 0 0 0 0 +Stats2 58 21 0 6500 5 10 25 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 13231 +Keywords dragon virtue~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Dragon of Virtue~ +Long A member of the group Dragons of Virtue is here. +~ +Desc These dragons are dedicated to spreading good will and hope to eliminate +the fear other races have for these large beings. +~ +Nattacks 0.000000 +Stats1 600 5214 0 0 0 0 +Stats2 58 21 0 6500 5 10 25 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 13232 +Keywords Dracolich Gimp~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The dracolich of Gimp~ +Long The dracolich of Gimp rears his head to attack. +~ +Desc It is the un-dead transformation of Gimp in his true dragon form that was +only observed when he was in a state of extreme anger. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 95 21 0 16000 8 8 59 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13233 +Keywords lag monster~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Lag~ +Long OH NO! IT'S THE HORRIBLE LAG MONSTER!!!!!! +~ +Desc It can't be killed, it kills players slowly by rendering them helpless with +it's lag spell. Everyone from the clueless newbie to the experienced hero +falls victim to the lag monster. +~ +Nattacks 0.000000 +Stats1 -1000 1000000 0 0 0 0 +Stats2 130 21 0 -30536 8 8 70 +Speaking common~ +Actflags npc sentinel scavenger aggressive stayarea secretive~ +Affected detect_invis sanctuary possess~ +#ENDMOBILE + +#MOBILE +Vnum 13234 +Keywords cloaker~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A cloaker~ +Long A large, black cloak lies here. +~ +Desc What you thought was a cloak rises to reveal a pale body and head with +piercing red eyes and a VERY large mouth. It's tail uncurls and anticipates +it's next meal. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 58 21 0 6500 5 10 26 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected flying floating fireshield~ +#ENDMOBILE + +#MOBILE +Vnum 13235 +Keywords piercer stalactite~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a piercer~ +Long A small stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 10 21 0 121 2 4 20 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 13236 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A piercer~ +Long A stalactite hangs from the cave ceiling +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 20 21 0 333 2 8 30 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 13237 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A piercer~ +Long A large stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 30 21 0 853 4 6 40 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 13238 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A piercer~ +Long A very large sharp stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 40 21 0 1850 4 8 50 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 13239 +Keywords piercer stalactite~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a piercer~ +Long A small stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 10 21 0 121 2 4 20 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 13240 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a piercer~ +Long A stalactite hangs from the cave ceiling +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 20 21 0 333 2 8 30 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 13241 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a piercer~ +Long A large stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 30 21 0 853 4 6 40 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 13242 +Keywords piercer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a piercer~ +Long A very large, sharp stalactite hangs from the cave ceiling. +~ +Desc You see what appears to be a harmless stalactite. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 40 21 0 1850 4 8 50 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 13243 +Keywords anarchy~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Dragon of Anarchy~ +Long A member of the clan Dragons of Anarchy is here. +~ +Desc This dragon has sworn an oath to fighting good either directly or through +deception. +~ +Nattacks 0.000000 +Stats1 -900 5812 0 0 0 0 +Stats2 59 21 0 6500 8 6 26 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 13244 +Keywords virtue~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Dragon of Virtue~ +Long A member of the group Dragons of Virtue is here. +~ +Desc This dragon has sworn an oath to battle evil either through negotiation, or +if necessary, through combat. +~ +Nattacks 0.000000 +Stats1 900 5834 0 0 0 0 +Stats2 59 21 0 6500 8 6 26 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 13245 +Keywords Drakknar~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short Drakknar~ +Long The Great Cloud Dragon, Drakknar, towers above you. +~ +Desc He is a pure dragon, and doesn't like other races, especially humans. However +he is a great politician, and it is he that prevents the two halves of the +city from destroying each other. +~ +Nattacks 0.000000 +Stats1 0 44547 0 0 0 0 +Stats2 93 21 0 15400 8 8 57 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13246 +Keywords Kringe~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short Kringe~ +Long Kringe is thinking dreadful thoughts. +~ +Desc The leader of the clan Dragons of Anarchy. Being a red dragon, he is very +greedy. It is rumored that he leads covert bands to sack other cities in +order to increase his wealth. After appraising you as being no threat, he +begins counting his money...again. +~ +Nattacks 0.000000 +Stats1 -1000 85745 0 0 0 0 +Stats2 93 21 0 15400 8 8 58 +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13247 +Keywords Maaklan~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Maaklan~ +Long Maaklan smiles at you. +~ +Desc The leader of the group Dragons of Virtue. She is pure silver dragon, but +likes to take on humanoid forms. She especially enjoys the company of humans +and elves. Her favorite form is that of an elf with the best dragon features. +She appears as a VERY tall, slender, gorgeous elven woman with a pale +complexion and flowing silver hair. +~ +Nattacks 0.000000 +Stats1 1000 54363 0 0 0 0 +Stats2 93 21 0 15500 8 8 58 +Speaking common~ +Actflags npc sentinel mounted~ +Affected detect_evil sanctuary protect~ +#ENDMOBILE + +#MOBILE +Vnum 13248 +Keywords Bazarnog bronze puppy~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short Bazarnog~ +Long A bronze colored puppy wags it's tail. +~ +Desc The cute little puppy smirks. Suddenly it transforms into a bronze hulk of +a dragon. He introduces himself to you as Bazarnog, leader of the warrior +guild of Cloudy Mountain. +~ +Nattacks 0.000000 +Stats1 800 36563 0 0 0 0 +Stats2 91 21 0 15000 8 8 56 +Speaking common~ +Actflags npc sentinel mounted~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13249 +Keywords Barnok~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short Barnok~ +Long Barnok is memorizing spells. +~ +Desc The blue dragon, Barnok, leader of the Mage Guild. Being a dragon Mage Hero, he +has learned all of the dragon breath weapons. Since he is a quarter +minotaur himself, Barnok has made sure many half-minotaurs have risen to +high ranks among the guards. +~ +Nattacks 0.000000 +Stats1 -800 35730 0 0 0 0 +Stats2 91 21 0 14000 8 8 52 +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13250 +Keywords Nara Saan~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Nara Saan~ +Long Nara Saan is speaking very rapidly. +~ +Desc Nara Saan, the high priestess of the cleric guild. She is a mercury dragon, +smaller, but fleeter. She knows every cleric spell in the book. She would +rather preach to an opponent than fight. +~ +Nattacks 0.000000 +Stats1 800 30588 0 0 0 0 +Stats2 91 21 0 14200 8 8 53 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary protect possess~ +#ENDMOBILE + +#MOBILE +Vnum 13251 +Keywords Gringle shadow~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Gringle~ +Long Something very large looms in the shadows. +~ +Desc You shine your light in the corner to expose Gringle, Head Assassin of the +thief guild. He is a shadow dragon who loves surprises. In fact, chances are +he found you first. +~ +Nattacks 0.000000 +Stats1 -800 75758 0 0 0 0 +Stats2 91 21 0 14700 8 8 54 +Speaking common~ +Actflags npc sentinel scavenger aggressive stayarea wimpy mountable~ +Affected detect_invis sanctuary sneak hide fireshield~ +#ENDMOBILE + +#MOBILE +Vnum 13252 +Keywords Ghanekar~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Ghanekar~ +Long General Ghanekar becomes angry at your intrusion and attacks! +~ +Desc You are fighting Kringe's right hand man, or so Kringe thinks. Ghanekar has +a lot of shady deals on the side and no one really controls him. He is a +green dragon and just so happens to be Gimp's dad. +~ +Nattacks 0.000000 +Stats1 -750 57832 0 0 0 0 +Stats2 90 21 0 14600 8 8 51 +Speaking common~ +Actflags npc sentinel aggressive mounted~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13253 +Keywords Arnog~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short Arnog~ +Long General Arnog the dragon-giant smiles at you. +~ +Desc You see the second in command of the Dragons of Virtue. He is half giant, +half gold dragon. He appears to be a giant with gold scales instead of skin. +He is also much more intelligent that your average giant, since gold dragons +are geniuses. +~ +Nattacks 0.000000 +Stats1 750 25723 0 0 0 0 +Stats2 90 21 0 14600 8 8 51 +Speaking common~ +Actflags npc sentinel mounted~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13254 +Keywords Gauzrah~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short Commander Gauzrah~ +Long Commander Gauzrah stands silent. +~ +Desc One of the leaders of the Cloudy Mountain army. He is also an active member of +the Anarchy Clan. He is half brown dragon and half minotaur. Like Barnok, +he prefers those with minotaur blood and thins his kind is superior on and +off the battlefield. +~ +Nattacks 0.000000 +Stats1 -300 25000 0 0 0 0 +Stats2 85 21 0 13250 8 8 45 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13255 +Keywords Raechalin~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Raechalin~ +Long Commander Raechalin admires her troops. +~ +Desc You are surprised to see a human amongst all these dragons and half-dragons. +Unless of course you are a steel dragon and recognize Raechalin as one of your +own. She is the army's best tactician. +~ +Nattacks 0.000000 +Stats1 350 35000 0 0 0 0 +Stats2 85 21 0 13250 8 8 45 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13256 +Keywords Captain~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short The captain~ +Long The captain of the guard stands watch over the city. +~ +Desc She is a sapphire dragon sparkling in the sunlight. Her wings are folded +behind her like a cloak. +~ +Nattacks 0.000000 +Stats1 200 30000 0 0 0 0 +Stats2 75 21 0 10550 7 9 40 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13257 +Keywords King~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short The King~ +Long The King of Cloudy Mountain sits here. +~ +Desc You see the king on a very large throne. He is an amethyst dragon. He keeps +to himself in the castle, but always allows guests. His main function is +keeping Drakknar from leaving the city, but stays out of the internal affairs +as much as possible. He likes humans and used to be married to one until her +mysterious death. +~ +Nattacks 0.000000 +Stats1 0 47879 0 0 0 0 +Stats2 80 21 0 12000 8 8 44 +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 13258 +Keywords noble~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A dragon noble~ +Long A dragon noble brushes past. +~ +Desc A dragon who has devoted it's life to hoarding as many jewels, gold, and riches +as possible. Status in this city is determined by wealth and the individual's +determination to get it. +~ +Nattacks 0.000000 +Stats1 -25 9797 0 0 0 0 +Stats2 49 21 0 4250 4 10 18 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13259 +Keywords Zilch~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Zilch~ +Long Zilch is here giggling. +~ +Desc Although she is the most intelligent of the King's court, this half-human +half-copper dragon spends most of her time planning practical jokes. She is +the half-sister of Zonk. +~ +Nattacks 0.000000 +Stats1 425 23627 0 0 0 0 +Stats2 70 21 0 9600 7 8 38 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 13260 +Keywords Zonk~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Zonk~ +Long Zonk is staring off into space. +~ +Desc Big and stupid. Zonk is half white dragon and half human. He is the half- +brother of Zilch. +~ +Nattacks 0.000000 +Stats1 -350 9658 0 0 0 0 +Stats2 70 21 0 9500 7 8 38 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 13261 +Keywords narz~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short Narz~ +Long Narz grins evilly at you. +~ +Desc Narz is half black dragon and half drow. In fact she looks like a drow except +she is extremely tall for a drow and has a long dragon's tail that she keeps +hidden beneath her cloak. She has more natural beauty (from a human's +perspective, not a dragon's) than any other in Cloudy Mountain. She is very +vain and very dangerous. +~ +Nattacks 0.000000 +Stats1 -500 21359 0 0 0 0 +Stats2 71 21 0 10000 8 7 38 +Speaking common~ +Actflags npc sentinel mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13262 +Keywords Fred~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fred~ +Long Fred the dragon is talking your ear off. +~ +Desc Fred is a brass dragon who is always talking but has little to say. +~ +Nattacks 0.000000 +Stats1 325 19678 0 0 0 0 +Stats2 70 21 0 9475 7 8 37 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 13263 +Keywords hatchling~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A hatchling~ +Long A dragon hatchling is crying. +~ +Desc Aw.... how cute! A baby dragon! +A hatchling bites your toe off! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 0 60 1 6 1 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13264 +Keywords young dragon very~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A very young dragon~ +Long A very young dragon is playing. +~ +Desc A very young dragon is playing. +Ouch! A very young dragon tries to tackle you! +~ +Nattacks 0.000000 +Stats1 0 1 0 0 0 0 +Stats2 12 21 0 150 1 10 3 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13265 +Keywords young dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A young dragon~ +Long A young dragon is here. +~ +Desc Although young by dragon standards, this dragon is already bigger than you. +~ +Nattacks 0.000000 +Stats1 0 15 0 0 0 0 +Stats2 19 21 0 308 2 7 5 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13266 +Keywords juvenile~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a juvenile dragon~ +Long A juvenile dragon is here. +~ +Desc A juvenile dragon tackles you and knocks you out of the room! +~ +Nattacks 0.000000 +Stats1 0 96 0 0 0 0 +Stats2 27 21 0 550 5 4 7 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13267 +Keywords peddler~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A peddler~ +Long A shady looking peddler is in the corner. +~ +Desc The peddler is wearing a dark brown cloak. The hood is pulled over it's head +and only two large red eyes can be seen in the shadows. The peddler cackles +quietly. +~ +Nattacks 0.000000 +Stats1 0 10000 0 0 0 0 +Stats2 100 21 0 20000 8 8 50 +Speaking common~ +Actflags npc~ +ShopData 0 0 0 0 0 105 100 0 23 +#ENDMOBILE + +#MOBILE +Vnum 13268 +Keywords warrior~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A warrior~ +Long A warrior smiles happily. +~ +Desc A half-giant, this dragon makes the perfect warrior. +~ +Nattacks 0.000000 +Stats1 375 6300 0 0 0 0 +Stats2 63 21 0 7750 10 5 32 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13269 +Keywords warrior~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A warrior~ +Long A warrior snarls at you. +~ +Desc A half-giant, this dragon could easily snap you like a twig. +~ +Nattacks 0.000000 +Stats1 -200 6300 0 0 0 0 +Stats2 63 21 0 7750 10 5 32 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13270 +Keywords mage~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short A mage~ +Long A mage utters the words, 'powerword kill'. +~ +Desc A half-drow, this dragon mage is a master of casting deadly combat spells. +~ +Nattacks 0.000000 +Stats1 -400 6200 0 0 0 0 +Stats2 62 21 0 7000 8 6 27 +Speaking common~ +Actflags npc nowander~ +#ENDMOBILE + +#MOBILE +Vnum 13271 +Keywords mage~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short A mage~ +Long A mage utters the words, 'zjjdf aljljwed'. +~ +Desc An elven-dragon, this mage is very powerful. +~ +Nattacks 0.000000 +Stats1 250 6200 0 0 0 0 +Stats2 62 21 0 6800 8 6 27 +Speaking common~ +Actflags npc nowander~ +#ENDMOBILE + +#MOBILE +Vnum 13272 +Keywords knight~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A knight~ +Long A knight stands guard. +~ +Desc This dragon knight has sworn to honor and protect the warrior guild. +~ +Nattacks 0.000000 +Stats1 500 6400 0 0 0 0 +Stats2 64 21 0 8000 7 7 32 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13273 +Keywords knight~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A knight~ +Long A knight of evil glares at you. +~ +Desc A dragon knight that has fallen from the path of good. This dragon will +surely be recruited by the Dragons of Anarchy. +~ +Nattacks 0.000000 +Stats1 -500 6400 0 0 0 0 +Stats2 64 21 0 8000 7 7 32 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13274 +Keywords sorcerer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A sorcerer~ +Long A sorcerer of Barnok. +~ +Desc This half-minotaur mage is one of Barnok's favorites. Knowing that only the +most powerful mages may become one of his personal sorcerers, you think twice +about attacking. +~ +Nattacks 0.000000 +Stats1 -500 7123 0 0 0 0 +Stats2 65 21 0 7500 7 7 32 +Speaking common~ +Actflags npc nowander~ +#ENDMOBILE + +#MOBILE +Vnum 13275 +Keywords samurai~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A samurai warrior~ +Long A samurai warrior stands guard. +~ +Desc Dressed in ancient robes, this warrior is a master of swords. +~ +Nattacks 0.000000 +Stats1 300 6314 0 0 0 0 +Stats2 63 21 0 7750 10 5 32 +Speaking common~ +Actflags npc sentinel mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13276 +Keywords ranger~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A ranger~ +Long A ranger is here. +~ +Desc A half-elf ranger. +~ +Nattacks 0.000000 +Stats1 500 5800 0 0 0 0 +Stats2 58 21 0 6500 5 10 25 +Speaking common~ +Actflags npc mounted~ +#ENDMOBILE + +#MOBILE +Vnum 13277 +Keywords cleric~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short A cleric~ +Long A cleric is here. +~ +Desc The clerics of Cloudy Mountain have mastered the art of healing that is +second to none. +~ +Nattacks 0.000000 +Stats1 490 5900 0 0 0 0 +Stats2 59 21 0 6700 5 10 22 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 13278 +Keywords priest~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short A priest~ +Long A priest of Nara Saan is here worshiping. +~ +Desc A priest dressed in mercury robes is saying prayers in honor of Nara Saan. +The priests also serve as Saan's personal bodyguards. +~ +Nattacks 0.000000 +Stats1 600 8128 0 0 0 0 +Stats2 64 21 0 7800 7 7 32 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 13279 +Keywords flas cat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Flash~ +Long A gray cat with looks at you with demanding yellow eyes. +~ +Desc This is Scourge's gate mob since he does not have goto. It is also his +childhood pet. He was a *real* cat, may he rest in peace. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 0 0 +Stats2 3 21 0 50 2 5 3 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 13280 +Keywords Monk~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a monk~ +Long A monk guards the entrance. +~ +Desc These silent guards are respected by the city for their vow of silence. It does +not include spell casting, which equal the most powerful sorcerers'. +~ +Nattacks 0.000000 +Stats1 550 6100 0 0 0 0 +Stats2 61 21 0 6600 8 5 27 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#OBJECT +Vnum 13200 +Keywords drout drought~ +Type armor~ +Short drout~ +Long You see a patch of ground that looks bone dry and void of grass.~ +Flags hum~ +Values 19 19 19 19 0 0 0 0 0 0 0 +Stats 1 20000 -2 1 0 None None None +AffData mana 200 -1 -1 0 +AffData hit 200 -1 -1 0 +AffData hitroll 10 -1 -1 0 +AffData damroll 10 -1 -1 0 +#EXDESC +ExDescKey drout~ +ExDesc You possess the power to reward or destroy the farmer.~ +#ENDEXDESC + +#EXDESC +ExDescKey drought~ +ExDesc Dry weather, want of rain.~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13201 +Keywords frostbite bite dagger~ +Type weapon~ +Short frostBite~ +Long A dagger made of a metal devoid of any heat awaits you.~ +Flags hum~ +WFlags take~ +Values 2 14 5 30 0 0 0 0 0 0 0 +Stats 5 29000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +AffData damroll 5 -1 -1 0 +#EXDESC +ExDescKey frostbite~ +ExDesc The power of cold~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13202 +Keywords singe whip~ +Type weapon~ +Short singe~ +Long A whip of fire is burning the grass around it.~ +Flags hum~ +WFlags take~ +Values 7 12 6 29 0 0 0 0 0 0 0 +Stats 4 29001 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 4 -1 -1 0 +#EXDESC +ExDescKey Singe~ +ExDesc The power of fire~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13203 +Keywords spark axe~ +Type weapon~ +Short spark~ +Long An axe formed by lightning crackles here.~ +Flags hum~ +WFlags take~ +Values 6 14 5 28 0 0 0 0 0 0 0 +Stats 6 28999 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 4 -1 -1 0 +#EXDESC +ExDescKey Spark~ +ExDesc The power of lightning~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13204 +Keywords volcano mace~ +Type weapon~ +Short volcano~ +Long A mace made of molten lava eats away the grass.~ +Flags hum~ +WFlags take~ +Values 4 12 6 31 0 0 0 0 0 0 0 +Stats 7 29002 -2 1 0 None None None +AffData strength 2 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 5 -1 -1 0 +#EXDESC +ExDescKey volcano~ +ExDesc The power of corrosion~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13205 +Keywords liquidator sword~ +Type weapon~ +Short the Liquidator~ +Long A sword stained with the blood of humanity lies buried in a corpse.~ +Flags glow~ +Values 1 20 5 21 0 0 0 0 0 0 0 +Stats 18 50000 -2 1 0 None None None +AffData mana 60 -1 -1 0 +AffData hit 130 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData damroll 7 -1 -1 0 +#EXDESC +ExDescKey liquidator~ +ExDesc The sword used by Kringe, leader of the Dragons of Anarchy.~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13206 +Keywords resurgence sword~ +Type weapon~ +Short resurgence~ +Long A sword that is the embodiment of hope that humanity will survive.~ +Flags glow~ +Values 1 20 5 1 0 0 0 0 0 0 0 +Stats 18 50000 -2 1 0 None None None +AffData mana 60 -1 -1 0 +AffData hit 130 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData damroll 7 -1 -1 0 +#EXDESC +ExDescKey resurgence~ +ExDesc The sword used by <>, leader of the Dragons of Virtue.~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13207 +Keywords ring~ +Type armor~ +Short (null)~ +Long A LARGE ring shaped like a dragon's head lies here.~ +Flags magic~ +WFlags take~ +Values 16 19 18 14 0 0 0 0 0 0 0 +Stats 8 55000 -2 1 0 None None None +AffData strength 3 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData intelligence -1 -1 -1 0 +AffData hit 198 -1 -1 0 +AffData move -50 -1 -1 0 +AffData hitroll 8 -1 -1 0 +AffData damroll 8 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13208 +Keywords spectre~ +Type wand~ +Short spectre~ +Flags invis~ +Values 50 10 10 -1 0 0 0 0 0 0 0 +Stats 9 60000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData damroll 4 -1 -1 0 +Spells 'lightning breath' +#ENDOBJECT + +#OBJECT +Vnum 13209 +Keywords shield~ +Type armor~ +Short the King's Shield~ +Flags hum~ +WFlags take~ +Values 16 16 16 16 0 0 0 0 0 0 0 +Stats 15 35000 -2 1 0 None None None +AffData mana 10 -1 -1 0 +AffData hit 120 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData damroll 5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13210 +Keywords neckguard~ +Type armor~ +Short (null)~ +Flags hum~ +WFlags take~ +Values 12 11 10 9 0 0 0 0 0 0 0 +Stats 8 34000 -2 1 0 None None None +AffData mana 65 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13211 +Keywords wind draft~ +Type armor~ +Short wind~ +Long You notice a strong draft.~ +Flags hum~ +Values 11 11 11 14 0 0 0 0 0 0 0 +Stats 1 36000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +AffData mana 55 -1 -1 0 +AffData hit 45 -1 -1 0 +AffData move 150 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey wind~ +ExDesc A powerful gale nearly knocks you to the +ground. Those who control the wind find it very useful.~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13212 +Keywords firestorm blaze~ +Type light~ +Short fireStorm~ +Long A blaze quickly spreads through the room.~ +Flags glow~ +Values 15 14 16 14 0 0 0 0 0 0 0 +Stats 1 45000 -2 1 0 None None None +AffData hit 120 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13213 +Keywords northern lights aurora~ +Type light~ +Short aurora Borealis~ +Long The northern lights are glowing brightly.~ +Flags glow~ +Values 15 16 14 14 0 0 0 0 0 0 0 +Stats 1 45000 -2 1 0 None None None +AffData mana 10 -1 -1 0 +AffData hit 120 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13214 +Keywords boots~ +Type armor~ +Short boots~ +Flags magic~ +WFlags take~ +Values 7 7 9 7 0 0 0 0 0 0 0 +Stats 10 30000 -2 1 0 None None None +AffData mana 35 -1 -1 0 +AffData hit 35 -1 -1 0 +AffData move -40 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13215 +Keywords spring~ +Type armor~ +Short spring~ +Long It's that time of year when the flowers begin to pop up and birds return.~ +Flags invis~ +Values 15 15 15 16 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +AffData mana 40 -1 -1 0 +AffData hit 145 -1 -1 0 +AffData move 55 -1 -1 0 +AffData hitroll 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13216 +Keywords autumn fall~ +Type armor~ +Short autumn~ +Long It's the time of year when plants die and birds fly south.~ +Flags invis~ +Values 14 17 14 18 0 0 0 0 0 0 0 +Stats 1 40000 -2 1 0 None None None +AffData constitution -1 -1 -1 0 +AffData mana 165 -1 -1 0 +AffData hit 35 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13217 +Keywords summer~ +Type armor~ +Short summer~ +Long It's the time of year when nature is alive and you are sweating.~ +Flags invis~ +Values 19 19 19 19 0 0 0 0 0 0 0 +Stats 1 65000 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +AffData hit 200 -1 -1 0 +AffData hitroll 8 -1 -1 0 +AffData damroll 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13218 +Keywords winter~ +Type armor~ +Short winter~ +Long It's the time of the year when everything is dead and cold.~ +Flags invis~ +Values 19 19 19 19 0 0 0 0 0 0 0 +Stats 1 65000 -2 1 0 None None None +AffData constitution -2 -1 -1 0 +AffData mana 200 -1 -1 0 +AffData hitroll 7 -1 -1 0 +AffData damroll 8 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13219 +Keywords flood~ +Type armor~ +Short flood~ +Flags evil~ +WFlags take~ +Values 17 17 19 14 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData mana 5 -1 -1 0 +AffData hit 168 -1 -1 0 +AffData damroll 6 -1 -1 0 +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13220 +Keywords cloudburst rainshower~ +Type armor~ +Short cloudBurst~ +Long A small rainshower is bringing life to the parched land.~ +Flags hum~ +WFlags take~ +Values 16 15 16 10 0 0 0 0 0 0 0 +Stats 2 60000 -2 1 0 None None None +AffData mana 148 -1 -1 0 +AffData hit 52 -1 -1 0 +AffData hitroll 7 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13221 +Keywords hailstorm~ +Type armor~ +Short hailStorm~ +Long You avoid a small hailstorm.~ +Flags hum~ +WFlags take~ +Values 18 17 19 17 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData hit 193 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 7 -1 -1 0 +AffData save_breath -7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13222 +Keywords cloudy mountain armor plate~ +Type armor~ +Short cloudy Mountain guard armor~ +Long A large breast plate with a mountain surrounded by clouds on it lies here.~ +WFlags take~ +Values 15 15 15 0 0 0 0 0 0 0 0 +Stats 20 9000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hit 140 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13223 +Keywords elite cloudy bracer~ +Type armor~ +Short a bracer of the Cloudy Mountain Elite Guard~ +Long A large bracer lies here.~ +Flags magic~ +WFlags take~ +Values 11 11 11 3 0 0 0 0 0 0 0 +Stats 10 10000 -2 1 0 None None None +AffData hit 85 -1 -1 0 +AffData hitroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13224 +Keywords shirt lag~ +Type armor~ +Short a shirt that says "I survived the lag monster"~ +Long A shirt lies here.~ +WFlags take~ +Values 2 2 2 0 0 0 0 0 0 0 0 +Stats 1 21 -2 9999 0 None None None +#EXDESC +ExDescKey shirt~ +ExDesc The shirt says: "I survived the lag monster"~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13225 +Keywords hat silly~ +Type armor~ +Short a hat that says "I killed the lag monster!"~ +Long A silly hat lies here.~ +Flags magic~ +WFlags take~ +Values 19 19 19 19 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None +AffData strength 2 -1 -1 0 +AffData mana 100 -1 -1 0 +AffData hit 100 -1 -1 0 +AffData hitroll 9 -1 -1 0 +AffData damroll 9 -1 -1 0 +#EXDESC +ExDescKey hat~ +ExDesc The hat says: "I killed the lag monster!" - wow! Whoever owns this hat rocks!!~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13226 +Keywords boat~ +Type boat~ +Short an old boat~ +Long An old boat sits by the bank.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 100 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13227 +Keywords ring guild~ +Type armor~ +Short a Warrior's Guild Ring~ +Long A ring with a sword and shield emblem lies here.~ +WFlags take~ +Values 19 19 19 13 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData strength 2 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData hit 200 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 8 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13228 +Keywords ring guild~ +Type armor~ +Short a Mage's Guild Ring~ +Long A ring with magic symbols lies here.~ +Flags magic~ +WFlags take~ +Values 17 17 17 19 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData mana 200 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData damroll 7 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13229 +Keywords ring guild~ +Type armor~ +Short a Cleric's Guild Ring~ +Long A ring with holy symbols lies here.~ +Flags magic~ +WFlags take~ +Values 17 17 17 19 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData mana 150 -1 -1 0 +AffData hit 50 -1 -1 0 +AffData hitroll 7 -1 -1 0 +AffData damroll 5 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13230 +Keywords ring guild~ +Type armor~ +Short a Thief's Guild Ring~ +Long A ring with a dagger on it lies here.~ +WFlags take~ +Values 18 18 18 16 0 0 0 0 0 0 0 +Stats 1 60000 -2 1 0 None None None +AffData mana 40 -1 -1 0 +AffData hit 160 -1 -1 0 +AffData hitroll 8 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13231 +Keywords sword~ +Type weapon~ +Short a guard's sword~ +Long A sword of Cloudy Mountain lies here.~ +WFlags take~ +Values 1 8 9 1 0 0 0 0 0 0 0 +Stats 9 2000 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13232 +Keywords axe~ +Type weapon~ +Short a snake-skin axe~ +Long An axe made of snake scales lies here.~ +WFlags take~ +Values 5 8 10 25 0 0 0 0 0 0 0 +Stats 8 3000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13233 +Keywords key crown kings~ +Type key~ +Short a half to the Crown of Kings~ +Long Half a crown lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13234 +Keywords crown king key~ +Type key~ +Short a half to the Crown of Kings~ +Long Half a crown lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13235 +Keywords happiness~ +Type armor~ +Short happiness~ +Long You see something that makes you extremely happy.~ +Flags glow~ +Values 20 20 20 20 0 0 0 0 0 0 0 +Stats 16 10000 -2 1 0 None None None +AffData constitution 3 -1 -1 0 +AffData mana 200 -1 -1 0 +AffData hit 200 -1 -1 0 +AffData move 100 -1 -1 0 +AffData hitroll 10 -1 -1 0 +AffData damroll 12 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13236 +Keywords Battle Armor~ +Type armor~ +Short aesirian Battle Armor~ +Long A spiked breast plate is on the wall.~ +Flags evil~ +WFlags take~ +Values 25 25 25 25 0 0 0 0 0 0 0 +Stats 10 100000 -2 1 0 None None None +AffData strength 5 -1 -1 0 +AffData intelligence 5 -1 -1 0 +AffData constitution 5 -1 -1 0 +AffData mana 300 -1 -1 0 +AffData hit 300 -1 -1 0 +AffData move 150 -1 -1 0 +AffData hitroll 25 -1 -1 0 +AffData damroll 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13237 +Keywords boots stompin~ +Type armor~ +Short katyusha Boots of Stompin'~ +Long A pair of black boots sit here.~ +Flags evil~ +WFlags take~ +Values 20 20 20 20 0 0 0 0 0 0 0 +Stats 8 100000 -2 1 0 None None None +AffData strength 3 -1 -1 0 +AffData mana 150 -1 -1 0 +AffData hit 150 -1 -1 0 +AffData hitroll 10 -1 -1 0 +AffData damroll 20 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13238 +Keywords chest treasure~ +Type container~ +Short a treasure chest~ +Long A treasure chest sits on the big pile of gold.~ +Values 10 2 13233 0 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13239 +Keywords chest treasure~ +Type container~ +Short a treasure chest~ +Long A treasure chest sits on the big piles of gold.~ +Values 10 2 13234 0 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13240 +Keywords flesh human~ +Type food~ +Short human flesh~ +Long A strange looking steak lies here.~ +WFlags take~ +Values 35 0 0 0 0 0 0 0 0 0 0 +Stats 2 101 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13241 +Keywords dwarf donuts~ +Type food~ +Short dwarf Donuts~ +Long Some very repulsive donuts lie here.~ +WFlags take~ +Values 20 0 0 0 0 0 0 0 0 0 0 +Stats 1 47 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13242 +Keywords omelet orc~ +Type food~ +Short an orc omelet~ +Long A hideous looking omelet lays here.~ +WFlags take~ +Values 24 0 0 0 0 0 0 0 0 0 0 +Stats 3 65 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13243 +Keywords ears elf~ +Type food~ +Short elf ears~ +Long A pair of severed pointy ears lie hear.~ +WFlags take~ +Values 18 0 0 0 0 0 0 0 0 0 0 +Stats 1 43 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13244 +Keywords chest~ +Type container~ +Short a large gold chest~ +Long A gold chest is in the corner.~ +WFlags take~ +Values 200 1 0 0 0 0 0 0 0 0 0 +Stats 15 2500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13245 +Keywords needle pine~ +Type weapon~ +Short a pine needle~ +Long A pine needle is on the floor.~ +WFlags take~ +Values 2 7 7 2 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13246 +Keywords gold watch~ +Type treasure~ +Short a gold watch~ +Long A gold pocket watch lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 5000 -2 1 0 None None None +AffData wisdom 3 -1 -1 0 +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13247 +Keywords grail~ +Type drinkcon~ +Short a grail~ +Long A grail lies here.~ +WFlags take~ +Values 10 10 0 0 0 0 0 0 0 0 0 +Stats 2 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13248 +Keywords gold~ +Type money~ +Short gold~ +Long A pile of gold.~ +WFlags take~ +Values 25000 0 0 0 0 0 0 0 0 0 0 +Stats 1 25000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 13249 +Keywords skis blizzard~ +Type armor~ +Short a pair of Blizzard(TM) Skis~ +Long A pair of black giant slalom skis is standing against the wall.~ +WFlags take~ +Values 20 20 20 20 0 0 0 0 0 0 0 +Stats 7 100000 -2 1 0 None None None +AffData intelligence 5 -1 -1 0 +AffData mana 200 -1 -1 0 +AffData hit 200 -1 -1 0 +AffData move 300 -1 -1 0 +AffData hitroll 20 -1 -1 0 +AffData damroll 10 -1 -1 0 +AffData save_poison -5 -1 -1 0 +AffData save_para -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 13250 +Keywords a crossbow~ +Type weapon~ +Short a crossbow~ +Long A crossbow of the Cloudy Mountain guard lies here.~ +WFlags take~ +Values 0 9 9 11 0 0 0 0 0 0 0 +Stats 14 10000 -2 1 0 None None None +AffData mana 25 -1 -1 0 +AffData hit 50 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData damroll 3 -1 -1 0 +#EXDESC +ExDescKey bow cross~ +ExDesc This steel crossbow is painted red. It is the weapon used by the tower guards +of Cloudy Mountain to stop enemies from scaling the huge walls of the city. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 13251 +Keywords sword sam~ +Type weapon~ +Short samurai sword~ +Long A sword lies here.~ +WFlags take~ +Values 1 8 9 3 0 0 0 0 0 0 0 +Stats 3 1000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#ROOM +Vnum 13200 +Name A Mountain Road~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the beginning of a steep mountain path. The road appears to +be very wide and well-traveled. You wonder what could possible be at the top +of a mountain so steep. +~ +#EXIT +Direction north~ +ToRoom 13201 +Desc a road +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 3001 +Desc back to Aesir +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13201 +Name A Mountain Road~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Your pace quickens as you remember a legend about a city inhabited by +dragons in these parts. Could it be true? It would explain the width of this +road. +~ +#EXIT +Direction north~ +ToRoom 13202 +Desc a road +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13200 +Desc a road +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13202 +Name A Mountain Road~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc The road turns east here. You notice there are very large footprints in +the dirt, whomever left them must have been marching. You thought the city +didn't exist or was destroyed, but there are signs that it exists! +A sign is on the side of the road. +~ +#EXIT +Direction east~ +ToRoom 13203 +Desc a road +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13201 +Desc a road +~ +#ENDEXIT + +Reset M 13207 20 13202 -1 -1 -1 100 +#EXDESC +ExDescKey sign~ +ExDesc This area is based on the Intellivison game "Advanced Dungeons and Dragons" +which is of course based on TSR's role playing game. The name Cloudy Mountain, +the caves in Cloudy Mountain and the mobs in Cloudy Mountain are taken +directly from the game and credit should be given to Matel Electronics and TSR. +The city/village is from Scourge, summer 1996. Some mob ideas are from TSR's +Monstrous Manual, copyright 1993, TSR, Inc. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 13203 +Name A Mountain Road~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see a city up ahead, your excitement turns to fear as you remember that +this legendary city has one of the best armies in the land. Cloudy Mountain +rises high into the clouds behind the city. +~ +#EXIT +Direction north~ +ToRoom 13204 +Desc a road +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13202 +Desc a road +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13204 +Name A Mountain Path~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You gasp as you realize that the city was not close but rather far away. +You were mistaken by the shear size of the city walls. The city is not very +large for a dragon, but from your perspective it is huge and the walls are +unscaleable. +~ +#EXIT +Direction north~ +ToRoom 13205 +Desc a road +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13203 +Desc a road +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13205 +Name Before the City of Cloudy Mountain~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc In this are many dragons and half-dragons. Under normal circumstances, +dragons tend to live in solitary environments, but due to disappearing +territories, many have gathered in this city. Some have also have taken +spouses from other races, creating new half-races. Although legally these +half-dragons are to be treated equal, most of the high ranking officials and +officers are pure dragon. +~ +#EXIT +Direction north~ +ToRoom 13207 +Desc A large iron gate +~ +Keywords gate no north~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13204 +Desc a road +~ +#ENDEXIT + +Reset M 13209 1 13205 -1 -1 -1 100 +Reset D 13205 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 13206 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the busy court of the city. Many soldiers and citizens gather +in this central part of the city for assemblys, meetings, and simple gatherings. +The court continues north and east and a street running along the south wall is +to the west. The wall of Cloudy Mountain towers over you to the south. +~ +#EXIT +Direction north~ +ToRoom 13209 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13207 +Desc The court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13220 +Desc along south wall +~ +#ENDEXIT + +Reset M 13202 16 13206 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13222 25 5 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13207 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Behold! The City of Cloudy Mountain! The Court is covered with large +tiles of polished stones. There is quite a variety of beings that live in the +city. Although good, neutral, and evil share the same city, they tend to live +in separate sections. By looking closer, you realize that there is tension +and prejudice among the citizens of this grand city. +~ +#EXIT +Direction north~ +ToRoom 13210 +Desc The court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13208 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13205 +Desc A large iron gate. +~ +Keywords gate so~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13206 +Desc the court +~ +#ENDEXIT + +Reset M 13205 10 13207 -1 -1 -1 100 + Reset E 13210 -1 3 100 +Reset M 13206 10 13207 -1 -1 -1 100 + Reset E 13231 35 16 100 +Reset D 13207 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 13208 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the busy court of the city. This is the central part of the +town where gatherings of military, political, and personal take place. A road +that circles the city is to the east and the court continues west and north. +The tall wall that surrounds the city is south. Off in the distance, the peak +of Cloudy Mountain rises far above the clouds. +~ +#EXIT +Direction north~ +ToRoom 13211 +Desc The Court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13268 +Desc along south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13207 +Desc the court +~ +#ENDEXIT + +Reset M 13202 16 13208 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13222 25 5 100 + Reset E 13223 30 10 100 +Reset M 13221 5 13208 -1 -1 -1 100 +Reset M 13271 4 13208 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13209 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the heart of the city. Many gatherings take place here for +various reasons. Tall town houses crowd the west side and the court continues +north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13212 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13210 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13206 +Desc the court +~ +#ENDEXIT + +Reset M 13208 20 13209 -1 -1 -1 100 +#EXDESC +ExDescKey houses town~ +ExDesc These houses are big, very big. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 13210 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Court of Cloudy Mountain. Polished stone, looks like marble +but harder, covers the entire court. To the north you here sounds of a +military assembly, and the court expands in all four directions. +~ +#EXIT +Direction north~ +ToRoom 13213 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13211 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13207 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13209 +Desc the court +~ +#ENDEXIT + +Reset M 13221 5 13210 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13211 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the court. This serves as the main gathering place for the +city. To the east are many houses crowed together. The court continues +north, west, and south. +~ +#EXIT +Direction north~ +ToRoom 13214 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13208 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13210 +Desc the court +~ +#ENDEXIT + +Reset M 13207 20 13211 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13212 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue walking through the court. You are beginning to notice more of +a military presence here. A large shadow looms over you and then quickly +disappears as one of the winged warriors of the city scans the area. The +court continues north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13215 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13213 +Desc the count +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13209 +Desc the court +~ +#ENDEXIT + +Reset M 13222 5 13212 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13213 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You come upon what appears to be some sort of military assembly. Knowing +that the city has one of the most powerful armies, you tremble with fear as +the soldiers peer at you. You quickly notice exits in all four directions. +~ +#EXIT +Direction north~ +ToRoom 13216 +Desc The Court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13214 +Desc The court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13210 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13212 +Desc the court +~ +#ENDEXIT + +Reset M 13204 4 13213 -1 -1 -1 100 +Reset M 13204 4 13213 -1 -1 -1 100 +Reset M 13207 20 13213 -1 -1 -1 100 +Reset M 13207 20 13213 -1 -1 -1 100 +Reset M 13208 20 13213 -1 -1 -1 100 +Reset M 13208 20 13213 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13214 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You notice that the tiles that cover the ground are cut to perfect squares +with edges that are about a foot long. Although well-polished, the stones seem +rather boring, they are a neutral whitish color. The sunlight gleams off of +the jewels that decorate a noble's house to the east. The court continues +north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13217 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13269 +Desc a house +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13211 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13213 +Desc the court +~ +#ENDEXIT + +Reset M 13218 5 13214 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13215 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue walking through the court. The shadow of Cloudy Mountain +falls over the entire city. You try to look at the peak, but it is always +covered by dense fog. The court continues north, east and south. +~ +#EXIT +Direction north~ +ToRoom 13218 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13216 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13212 +Desc the court +~ +#ENDEXIT + +Reset M 13208 20 13215 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13216 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Soldiers are continuously passing through this part of the court. Exits are +in all four directions. +~ +#EXIT +Direction north~ +ToRoom 13219 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13217 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13213 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13215 +Desc the court +~ +#ENDEXIT + +Reset M 13222 5 13216 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13217 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue along the court. The stones that make up the court do not +seem boring to you anymore. It strikes you odd that light does not seem to +reflect off of them even though they appear to be polished. And just how do +they stay in such good condition with all this traffic? The court continues +north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13220 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13214 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13216 +Desc the court +~ +#ENDEXIT + +Reset M 13207 20 13217 -1 -1 -1 100 +Reset M 13231 11 13217 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13218 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the heart of the city. There are so many officers and soldiers, +that it is hard to move. You wonder why such a large assembly is taking place. +Perhaps they are planning an invasion? The center of the court is east, a +dark alley is west and the court continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13221 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13219 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13215 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13221 +Desc a dark alley +~ +#ENDEXIT + +Reset M 13203 5 13218 -1 -1 -1 100 +Reset M 13208 20 13218 -1 -1 -1 100 +Reset M 13208 20 13218 -1 -1 -1 100 +Reset M 13254 1 13218 -1 -1 -1 100 + Reset E 13212 18 17 100 +#ENDROOM + +#ROOM +Vnum 13219 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the center of the court which also serves as the center of the +city. The Captain of the guard is giving out instructions to the soldiers. +With their size and strength along with their intelligence, these soldiers are +superior to soldiers of other armies in every aspect. With the advantage of a +winged army as well, this battalion is nearly unstoppable. +~ +#EXIT +Direction north~ +ToRoom 13222 +Desc The court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13220 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13216 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13218 +Desc the court +~ +#ENDEXIT + +Reset M 13207 20 13219 -1 -1 -1 100 +Reset M 13207 20 13219 -1 -1 -1 100 +Reset M 13208 20 13219 -1 -1 -1 100 +Reset M 13208 20 13219 -1 -1 -1 100 +Reset M 13256 1 13219 -1 -1 -1 100 + Reset E 13211 15 12 100 + Reset E 13223 30 10 100 + Reset E 13231 35 16 100 +#ENDROOM + +#ROOM +Vnum 13220 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc A large amount of military activity is taking place in this part of town. +You almost fear for your life until you realize that they are not very +interested in someone as puny as you. An alley is east, the center of the +court is west, and the court also continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13223 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13270 +Desc a dark alley +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13217 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13219 +Desc the court +~ +#ENDEXIT + +Reset M 13203 5 13220 -1 -1 -1 100 +Reset M 13207 20 13220 -1 -1 -1 100 +Reset M 13207 20 13220 -1 -1 -1 100 +Reset M 13255 1 13220 -1 -1 -1 100 + Reset E 13213 18 17 100 +#ENDROOM + +#ROOM +Vnum 13221 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you continue along the court, you notice that the city is becoming darker +as the shadow of the mountain blocks out more light. You hear sounds of a +military gathering to the south and the court continues north and east. +~ +#EXIT +Direction north~ +ToRoom 13224 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13222 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13218 +Desc the court +~ +#ENDEXIT + +Reset M 13222 5 13221 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13222 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are before a very large house. The court continues east, south, and +west. +~ +#EXIT +Direction north~ +ToRoom 13225 +Desc a large house +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13223 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13219 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13221 +Desc the court +~ +#ENDEXIT + +Reset M 13208 20 13222 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13223 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue wandering through the court. Citizens continue to eye you +suspiciously. The court continues north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13226 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13220 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13222 +Desc the court +~ +#ENDEXIT + +Reset M 13221 5 13223 -1 -1 -1 100 +Reset M 13231 11 13223 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13224 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc To the west are rows of buildings and houses, and to the east is the +house of Drakknor. The court continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13227 +Desc The court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13221 +Desc the court +~ +#ENDEXIT + +Reset M 13206 10 13224 -1 -1 -1 100 +Reset M 13226 8 13224 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13225 +Name Drakknor's Home~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the home of Drakknor, one of the highest ranked nobles of the +city. The building is very large, but rather barren for a noble. The only +possessions he seems to own are the treasures and gold piled in the back of +the room. +~ +#EXIT +Direction south~ +ToRoom 13222 +Desc the court +~ +#ENDEXIT + +Reset M 13245 1 13225 -1 -1 -1 100 + Reset E 13207 3 2 100 +#ENDROOM + +#ROOM +Vnum 13226 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You begin to tire from walking through the enormous court of Cloudy +Mountain. The court continues north and south. Many homes line the east side +and a large house blocks the way west. +~ +#EXIT +Direction north~ +ToRoom 13229 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13223 +Desc the court +~ +#ENDEXIT + +Reset M 13205 10 13226 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13227 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are nearing the north side of the city. With the shadow of the +mountain, it almost seems like dusk here. The court continues north, east +and south. Homes line the west edge. +~ +#EXIT +Direction north~ +ToRoom 13230 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13228 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13224 +Desc the court +~ +#ENDEXIT + +Reset M 13230 11 13227 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13228 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are behind a house on the court. A grate is on the ground, you wonder +where it goes? The court continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13231 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13229 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13227 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 13243 +Desc a grate +~ +Keywords grate do~ +Flags isdoor closed~ +#ENDEXIT + +Reset M 13205 10 13228 -1 -1 -1 100 + Reset E 13214 40 8 100 +Reset D 13228 5 1 100 -2 +#ENDROOM + +#ROOM +Vnum 13229 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The homes appear to be more friendly and elegant in this section. The +court continues north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13232 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13226 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13228 +Desc the court +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13230 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the north side of the city. The palace blocks your way north, a +road runs along the north wall to the west and the court is east and south. +~ +#EXIT +Direction east~ +ToRoom 13231 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13227 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13297 +Desc along the north wall +~ +#ENDEXIT + +Reset M 13202 16 13230 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13222 25 5 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13231 +Name Before the Palace~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see the palace of Cloudy Mountain before you. The walls are covered with +silver and large tapestries bearing the colors and crest of Cloudy Mountain +hang from the ledges and windows. North is inside, and the court is east, +south, and west. +~ +#EXIT +Direction north~ +ToRoom 13234 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13232 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13228 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13230 +Desc the court +~ +#ENDEXIT + +Reset M 13200 5 13231 -1 -1 -1 100 + Reset E 13222 25 5 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 + Reset E 13214 40 8 100 +Reset M 13200 5 13231 -1 -1 -1 100 + Reset E 13222 25 5 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 + Reset E 13214 40 8 100 +#EXDESC +ExDescKey colors~ +ExDesc Red, Black, and Green. +~ +#ENDEXDESC + +#EXDESC +ExDescKey crest~ +ExDesc A black mountain on a red background with two winged dragons crawling up both +sides. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 13232 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The north end of the court doesn't seem as busy, but the number of guards is +at least the same, if not more. To the north is the King's palace, and a road +follows the north wall east. The court is south and west. +~ +#EXIT +Direction east~ +ToRoom 13245 +Desc along the north wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13229 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13231 +Desc the court +~ +#ENDEXIT + +Reset M 13202 16 13232 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13222 25 5 100 + Reset E 13223 30 10 100 +Reset M 13226 8 13232 -1 -1 -1 100 +Reset M 13231 11 13232 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13233 +Name Narz's Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a room lit only by strange scented candles. A full body-length +mirror is on the other wall. Jewelry and robes of expensive fabrics can be +seen through the room. +~ +#EXIT +Direction east~ +ToRoom 13234 +Desc the palace +~ +#ENDEXIT + +Reset M 13261 1 13233 -1 -1 -1 100 + Reset E 13204 -1 16 100 +#ENDROOM + +#ROOM +Vnum 13234 +Name The Palace~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The King's palace. To the right and left are the rooms of the King's court. +Although they are rich and live in the palace, they have no real power. The +real influential citizens live in various parts of the city. Narz's room +is to the west, and Fred's room is east. +~ +#EXIT +Direction north~ +ToRoom 13237 +Desc the palace +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13235 +Desc Fred's room +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13231 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13234 +Desc Narz's chamber +~ +#ENDEXIT + +Reset M 13200 5 13234 -1 -1 -1 100 + Reset E 13222 25 5 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +Reset M 13200 5 13234 -1 -1 -1 100 + Reset E 13222 25 5 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13235 +Name Fred's Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A messy room with beer mugs and barrels scattered about. Many useless +treasures litter the room. A table with half-eaten food is in the center of +the room. +~ +#EXIT +Direction west~ +ToRoom 13234 +Desc the palace +~ +#ENDEXIT + +Reset M 13262 1 13235 -1 -1 -1 100 + Reset E 13202 -1 16 100 +#ENDROOM + +#ROOM +Vnum 13236 +Name Zonk's Bedroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A room empty except for a bed and chair. +~ +#EXIT +Direction east~ +ToRoom 13237 +Desc the palace +~ +#ENDEXIT + +Reset M 13260 1 13236 -1 -1 -1 100 + Reset E 13201 -1 16 100 +#ENDROOM + +#ROOM +Vnum 13237 +Name The Palace~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc To the right and left are the rooms of Zonk and Zilch. They both had the +same human father, but two different dragon mothers. The King's chambers are +to the north. +~ +#EXIT +Direction north~ +ToRoom 13240 +Desc the King's section +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13238 +Desc Zilch's pad +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13234 +Desc the palace +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13236 +Desc Zonk's bedroom +~ +#ENDEXIT + +Reset M 13200 5 13237 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13222 25 5 100 + Reset E 13223 30 10 100 + Reset E 13214 40 8 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13238 +Name Zilch's Pad~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A well-lit room with all sorts of objects and potions for the sole purpose +of pranks and mischief. A bucket of water falls on your head. +~ +#EXIT +Direction west~ +ToRoom 13237 +Desc the palace +~ +#ENDEXIT + +Reset M 13259 1 13238 -1 -1 -1 100 + Reset E 13203 -1 16 100 +#ENDROOM + +#ROOM +Vnum 13239 +Name The King's Throne Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the King's throne room. The king is sitting on a _huge_ +throne discussing matters with his loyal subjects. Like most of the powerful +dragons in the city, you can see a horde of gold in the corner. +~ +#EXIT +Direction east~ +ToRoom 13240 +Desc the waiting room +~ +#ENDEXIT + +Reset M 13201 4 13239 -1 -1 -1 100 + Reset E 13231 35 16 100 +Reset M 13257 1 13239 -1 -1 -1 100 + Reset E 13208 -1 17 100 + Reset E 13209 50 11 100 +#ENDROOM + +#ROOM +Vnum 13240 +Name The Waiting Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the King's section of the palace. Bodyguards interrogate you +before you are allowed to enter the throne room. As far as you can tell, exits +are east and west. +~ +#EXIT +Direction north~ +ToRoom 13242 +Desc The wall looks like it's a different color here. +~ +Keywords door wall no~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13241 +Desc the queen's bedroom +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13237 +Desc the palace +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13239 +Desc the King's throne room +~ +#ENDEXIT + +Reset M 13201 4 13240 -1 -1 -1 100 +Reset M 13201 4 13240 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13241 +Name The Queen's Bedroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This empty room belonged to the human Queen of Cloudy Mountain. No one +know for sure how the queen died, but it is generally thought to be foul play. +Although the marriage was widely celebrated publicly, many of the pure dragon +nobles were against the marriage. It has been rumored that Drakknar committed +this ghastly act, but those who know him well do not believe this. +~ +#EXIT +Direction west~ +ToRoom 13240 +Desc the waiting room +~ +#ENDEXIT + +Reset M 13201 4 13241 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13242 +Name A Secret Room~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have discovered a room in the back of the palace. There is a trap door +on the floor. There are no windows, you think this room must actually be +inside the mountain. +~ +#EXIT +Direction south~ +ToRoom 13240 +Desc the waiting room +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 13352 +Desc a cave +~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 13242 5 1 100 -2 +#ENDROOM + +#ROOM +Vnum 13243 +Name A Dark Room~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have stumbled upon a dark, damp room. You see a sign on the wall. +~ +#EXIT +Direction north~ +ToRoom 13244 +Desc your death +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13228 +Desc back to the land of the living +~ +Keywords grate~ +#ENDEXIT + +#EXDESC +ExDescKey sign~ +ExDesc North of Here Waits Certain + Death. Many Have Fallen + To This Horrible Monster. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 13244 +Name The Lag Monster's Lair~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Oh No! A mudder's worst nightmare come true!! You should get out while you +still can! Many corpses are strewn about, yours will join them shortly. +~ +#EXIT +Direction south~ +ToRoom 13243 +Desc a room +~ +#ENDEXIT + +Reset M 13233 1 13244 -1 -1 -1 100 + Reset E 13225 3 6 100 +Reset O 13224 -1 13244 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13245 +Name The North Wall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are along the north wall of Cloudy Mountain. The road is covered with +the same tiles as the court. Looking to the north you only see a stone wall +and the mountain behind it. The court is west and the road continues east. +~ +#EXIT +Direction east~ +ToRoom 13246 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13232 +Desc the court +~ +#ENDEXIT + +Reset M 13218 5 13245 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13246 +Name The North Wall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are along the north wall of Cloudy Mountain. Looking north you only +see a stone wall and if you look high enough, the mountain behind it. Many +homes are south and the road continues east and west. +~ +#EXIT +Direction east~ +ToRoom 13247 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13245 +Desc the north wall +~ +#ENDEXIT + +Reset M 13271 4 13246 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13247 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are along the north wall of Cloudy Mountain. Looking north you only +see a stone wall and if you look high enough, the mountain behind it. Many +homes are south and the road continues east and west. +~ +#EXIT +Direction east~ +ToRoom 13248 +Desc along north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13246 +Desc along north wall +~ +#ENDEXIT + +Reset M 13207 20 13247 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13248 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are along the north wall of Cloudy Mountain. Looking north you only +see a stone wall and if you look high enough, the mountain behind it. A home +is to the south and the road continues east and west. +~ +#EXIT +Direction east~ +ToRoom 13249 +Desc along the north wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13278 +Desc a house +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13247 +Desc along north wall +~ +#ENDEXIT + +Reset M 13205 10 13248 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13249 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the north wall of the city. To the north the +high walls of Cloudy Mountain block your way, and the mountain is behind it. +Many homes are to the south and the road continues east and west. +~ +#EXIT +Direction east~ +ToRoom 13250 +Desc The North Wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13248 +Desc the north wall +~ +#ENDEXIT + +Reset M 13231 11 13249 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13250 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the north wall of the city. To the north the +high walls of Cloudy Mountain block your way, and the mountain is behind it. +Many homes are to the south and the road continues west. The northeast corner +is east. +~ +#EXIT +Direction east~ +ToRoom 13251 +Desc The northeast corner +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13249 +Desc the north wall +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13251 +Name The Northeast Corner~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing at the northeast corner of the city. A watchtower is above +you. Roads are leading along the city walls south and west. +~ +#EXIT +Direction south~ +ToRoom 13253 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13250 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13252 +Desc the northeast tower +~ +#ENDEXIT + +Reset M 13202 16 13251 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13252 +Name The Northeast Tower~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc From here the guards can see approaching attacks from the mountain range +to the east. To the north you see the mountain sloping down to meet the bottom +of the city wall. From these towers it appears that the city is made up of +perfect squares and rectangles. +~ +#EXIT +Direction down~ +ToRoom 13251 +Desc back to the village +~ +#ENDEXIT + +Reset M 13202 16 13252 -1 -1 -1 100 + Reset E 13250 8 16 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13253 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the east wall of the city. The city wall towers +over you to the east. Homes line the road to the west and the northeast +corner is north. The road continues south. +~ +#EXIT +Direction north~ +ToRoom 13251 +Desc the northeast corner +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13254 +Desc the east wall +~ +#ENDEXIT + +Reset M 13226 8 13253 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13254 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the east wall of the city. The city wall towers +over you to the east. Homes line the road to the west and the road continues +north and south. +~ +#EXIT +Direction north~ +ToRoom 13253 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13255 +Desc the east wall +~ +#ENDEXIT + +Reset M 13220 5 13254 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13255 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the east wall of the city. The city wall towers +over you to the east. Homes line the road to the west and the road continues +north and south. +~ +#EXIT +Direction north~ +ToRoom 13254 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13256 +Desc an intersection +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13256 +Name An Intersection~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the east wall. The road is covered with the +same stone tiles as the court. An alley is to the west and the road is north +and south. +~ +#EXIT +Direction north~ +ToRoom 13255 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13257 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13390 +Desc a dark alley +~ +#ENDEXIT + +Reset M 13202 16 13256 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13257 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the east wall of Cloudy Mountain. A citizen's +house is to the west and the road continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13256 +Desc an intersection +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13259 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13258 +Desc a home +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13258 +Name A Home~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in what seems to be an ordinary home, only much larger than what +you are accustomed to. +~ +#EXIT +Direction east~ +ToRoom 13257 +Desc the east wall +~ +#ENDEXIT + +Reset M 13220 5 13258 -1 -1 -1 100 +Reset M 13265 2 13258 -1 -1 -1 100 +Reset M 13266 1 13258 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13259 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue to follow the east wall road. The wall towers over you to the +east and homes are to the west. The road is north and south. +~ +#EXIT +Direction north~ +ToRoom 13257 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13260 +Desc along the east wall +~ +#ENDEXIT + +Reset M 13244 9 13259 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13260 +Name The East Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the east wall of Cloudy Mountain. The east wall +towers above you. Homes are to the west and the road continues north. The +southeast corner is south. +~ +#EXIT +Direction north~ +ToRoom 13259 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13261 +Desc the southeast corner +~ +#ENDEXIT + +Reset M 13220 5 13260 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13261 +Name The Southeast Corner~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The southeast corner of the city. A guard tower is above you and roads +travel north and west. +~ +#EXIT +Direction north~ +ToRoom 13260 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13263 +Desc the south wall +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13262 +Desc the southeast tower +~ +#ENDEXIT + +Reset M 13202 16 13261 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +Reset M 13202 16 13261 -1 -1 -1 100 + Reset E 13250 8 16 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13262 +Name The Southeast Tower~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc From this tower guards can see approaching attacks from the valleys south +and southeast. Directly east is a mountain range. +~ +#EXIT +Direction down~ +ToRoom 13261 +Desc back to the village +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13263 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The wall towers over you to +the south, with blue sky above it. Homes are north and the southeast corner +is east. The road continues west. +~ +#EXIT +Direction east~ +ToRoom 13261 +Desc The southeast corner +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13264 +Desc The south wall +~ +#ENDEXIT + +Reset M 13207 20 13263 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13264 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The wall towers over to the +south, with only blue sky above it. Homes are north and the road continues +east and west. +~ +#EXIT +Direction east~ +ToRoom 13263 +Desc the south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13265 +Desc along south wall +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13265 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The wall towers over to the +south, with only blue sky above it. Homes are north and the road continues +east and west. +~ +#EXIT +Direction east~ +ToRoom 13264 +Desc along south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13266 +Desc along south wall +~ +#ENDEXIT + +Reset M 13231 11 13265 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13266 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The wall towers over to the +south, with only blue sky above it. Homes are north and the road continues +east and west. +~ +#EXIT +Direction east~ +ToRoom 13265 +Desc along south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13267 +Desc along south wall +~ +#ENDEXIT + +Reset M 13205 10 13266 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13267 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The wall towers over to the +south, with only blue sky above it. Homes are north and the road continues +east and west. +~ +#EXIT +Direction east~ +ToRoom 13266 +Desc the south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13268 +Desc the south wall +~ +#ENDEXIT + +Reset M 13226 8 13267 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13268 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road following the south wall. The road is covered with the +same stone tiles as the court. Homes are to the north. The court is west +and the road continues east. +~ +#EXIT +Direction east~ +ToRoom 13267 +Desc along south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13208 +Desc the court +~ +#ENDEXIT + +Reset M 13231 11 13268 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13269 +Name A Noble's Home~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a large manor with all kinds of treasures, paintings, and +luxuries. The court is west. +~ +#EXIT +Direction west~ +ToRoom 13214 +Desc the court +~ +#ENDEXIT + +Reset M 13258 4 13269 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13270 +Name A Dark Alley~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc A small alley way that connects the court and the eastern market square. +~ +#EXIT +Direction east~ +ToRoom 13271 +Desc the eastern market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13220 +Desc the court +~ +#ENDEXIT + +Reset M 13202 16 13270 -1 -1 -1 100 + Reset E 13223 30 10 100 + Reset E 13214 40 8 100 +Reset M 13271 4 13270 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13271 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on one of two market squares in the city. These squares are where +citizens buy their food and supplies. More casual gatherings take place +here to be made of gold. The market continues north and south. An alleyway +is west and a mansion blocks your path east. +~ +#EXIT +Direction north~ +ToRoom 13272 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13294 +Desc the east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13270 +Desc a dark alley +~ +#ENDEXIT + +Reset M 13207 20 13271 -1 -1 -1 100 +Reset M 13218 5 13271 -1 -1 -1 100 +Reset M 13231 11 13271 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13272 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the eastern market square. The people of this section of town +appear to be friendlier, yet are still suspicious of you. The market continues +north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13273 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13398 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13271 +Desc east market +~ +#ENDEXIT + +Reset M 13267 2 13272 -1 -1 -1 100 + Reset G 13245 -1 100 + Reset G 13246 -1 100 + Reset G 13247 -1 100 +#ENDROOM + +#ROOM +Vnum 13273 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This part of the market appears to be the richer section judging from the +appearance and the size of the homes to the north and west. The market +continues east and south. +~ +#EXIT +Direction east~ +ToRoom 13274 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13272 +Desc east market +~ +#ENDEXIT + +Reset M 13205 10 13273 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13274 +Name The East Market Square~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc This part of the market appears to be the wealthy section judging from +the size and appearance of the homes. The warriors' guild is north and the +court is east, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13275 +Desc warrior guild +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13279 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13398 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13273 +Desc east market +~ +#ENDEXIT + +Reset M 13268 3 13274 -1 -1 -1 100 +Reset M 13276 2 13274 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13275 +Name Warrior's Guild~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You enter into the warrior guild. Many guards look at you and demand that +you state your business. +~ +#EXIT +Direction north~ +ToRoom 13276 +Desc warrior guild +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13274 +Desc warrior guild +~ +#ENDEXIT + +Reset M 13231 11 13275 -1 -1 -1 100 +Reset M 13275 2 13275 -1 -1 -1 100 + Reset E 13251 20 16 100 +Reset M 13275 2 13275 -1 -1 -1 100 + Reset E 13251 20 16 100 +Reset M 13276 2 13275 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13276 +Name The Warrior Guild~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a lounge. Shields and arms are on the walls. A bar is in the +corner and many warriors are relaxing. +~ +#EXIT +Direction north~ +ToRoom 13276 +Desc Warrior Guild +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13275 +Desc warrior guild +~ +#ENDEXIT + +Reset M 13268 3 13276 -1 -1 -1 100 + Reset E 13210 -1 3 100 +Reset M 13272 3 13276 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13277 +Name Baz Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +#EXIT +Direction south~ +ToRoom 13276 +Desc Warrior guild +~ +#ENDEXIT + +Reset M 13248 1 13277 -1 -1 -1 100 + Reset E 13227 5 2 100 +#ENDROOM + +#ROOM +Vnum 13278 +Name A Citizen's Home~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A rather roomy house for a citizen. You think that the owner must be a +merchant of some type since this is the wealthier side of town. +~ +#EXIT +Direction north~ +ToRoom 13248 +Desc the north wall +~ +#ENDEXIT + +Reset M 13219 5 13278 -1 -1 -1 100 +Reset M 13263 2 13278 -1 -1 -1 100 +Reset M 13265 2 13278 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13279 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This part of the market appears to be the wealthier section of town +judging from the size and appearance of the homes. The market is east, south +and west. +~ +#EXIT +Direction east~ +ToRoom 13280 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13397 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13274 +Desc east market +~ +#ENDEXIT + +Reset M 13244 9 13279 -1 -1 -1 100 +Reset M 13272 3 13279 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13280 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This part of the market appears to be the wealthier section of the city +judging from the size and appearance of the houses. A manor is to the east and +the market continues south and west. +~ +#EXIT +Direction east~ +ToRoom 13281 +Desc Arnok's adobe +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13282 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13279 +Desc east market +~ +#ENDEXIT + +Reset M 13205 10 13280 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13281 +Name Arnok's Adobe~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You see a room gleaming with gold. Throughout the room are all kinds of +gold treasures and trinkets. You feel like you could stay forever in this +room. +~ +#EXIT +Direction west~ +ToRoom 13280 +Desc east market +~ +#ENDEXIT + +Reset M 13253 1 13281 -1 -1 -1 100 + Reset E 13215 10 3 100 + Reset E 13220 15 13 100 +#ENDROOM + +#ROOM +Vnum 13282 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the eastern market square. The people of this part of town +appear to be friendlier, yet are still suspicious of you. Homes are to the +east. The market continues north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13280 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13283 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13397 +Desc east market +~ +#ENDEXIT + +Reset M 13219 5 13282 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13283 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on one of two market squares in the city. These squares are where +citizens buy their food and supplies. More casual gatherings take place here +than on the court. Unlike the court, the tiles appear to be made of gold. A +large, beautiful mansion made of pure silver is to the west. An alley is east +and the market continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13282 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13390 +Desc a dark alley +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13286 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13284 +Desc Maaklan Residence +~ +#ENDEXIT + +Reset M 13207 20 13283 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13284 +Name Maaklan Residence~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside what appears to be a huge meeting hall. Many members of the +Dragons of Virtue are here. In the corner are some members taking donations. +Others are passing out pamphlets about the principles of kindness. +~ +#EXIT +Direction east~ +ToRoom 13283 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13285 +Desc Maaklan quarters +~ +#ENDEXIT + +Reset M 13231 11 13284 -1 -1 -1 100 +Reset M 13244 9 13284 -1 -1 -1 100 +Reset M 13244 9 13284 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13285 +Name Maaklan Quarters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc An inviting, warm room. The walls are painted white and the furniture is +made from silver. +~ +#EXIT +Direction south~ +ToRoom 13284 +Desc the rest of residence +~ +#ENDEXIT + +Reset M 13247 1 13285 -1 -1 -1 100 + Reset E 13206 15 16 100 + Reset E 13217 8 3 100 +#ENDROOM + +#ROOM +Vnum 13286 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the eastern market square. The people of this section of town +appear to be friendlier, yet are still suspicious of you. Homes are to the east +and the market continues north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13283 +Desc the east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13287 +Desc the east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13296 +Desc the east market +~ +#ENDEXIT + +Reset M 13219 5 13286 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13287 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the southeast corner of the market. Even though the citizens in +this section aren't wealthy, they appear to be the richest in personality. +Market continues north and west. +~ +#EXIT +Direction north~ +ToRoom 13286 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13288 +Desc east market +~ +#ENDEXIT + +Reset M 13205 10 13287 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13288 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the eastern market square. The people of this section of town +appear to be friendlier, yet are still suspicious of you. The market continues +north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13296 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13287 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13289 +Desc east market +~ +#ENDEXIT + +Reset M 13277 5 13288 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13289 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the eastern market square. The people of this section appear to +be friendlier, yet more suspicious of strangers. The cleric's guild is south +and the market continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13295 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13288 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13290 +Desc cleric guild +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13293 +Desc east market +~ +#ENDEXIT + +Reset M 13277 5 13289 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13290 +Name Cleric's Guild~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The Clerics guild is a peaceful place, you feel it would be a terrible +thing to start a fight in here. Stained glass windows provide natural +lighting. Exits are east and west. The city is north. +~ +#EXIT +Direction north~ +ToRoom 13289 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13292 +Desc altar +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13291 +Desc cleric's guild +~ +#ENDEXIT + +Reset M 13277 5 13290 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13291 +Name Inside the Cleric Guild~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a meditation chamber. Candles provide the only light. Monks +stand guard to make sure this room remains peaceful. The smell of incense is +very potent. +~ +#EXIT +Direction east~ +ToRoom 13290 +Desc cleric's guild +~ +#ENDEXIT + +Reset M 13277 5 13291 -1 -1 -1 100 +Reset M 13280 2 13291 -1 -1 -1 100 +Reset M 13280 2 13291 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13292 +Name The Altar~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are at the altar of the cleric guild. This is where the high priestess +Nara Saan spends most of her hours. +~ +#EXIT +Direction west~ +ToRoom 13290 +Desc Cleric's Guild +~ +#ENDEXIT + +Reset M 13278 2 13292 -1 -1 -1 100 +Reset M 13278 2 13292 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13293 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the southwest corner of the east market. Citizens are laughing +gleefully outside one of the many homes to the west and south. The market +continues north and east. +~ +#EXIT +Direction north~ +ToRoom 13294 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13289 +Desc east market +~ +#ENDEXIT + +Reset M 13205 10 13293 -1 -1 -1 100 +Reset M 13277 5 13293 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13294 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the market square. People are friendlier here, but are still +suspicious of strangers such as yourself. The market continues north, east +and south. +~ +#EXIT +Direction north~ +ToRoom 13271 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13295 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13293 +Desc east market +~ +#ENDEXIT + +Reset M 13231 11 13294 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13295 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The market continues. Many people are passing through this part of the +square, paying no heed to you. A mansion is north and the market keeps going +east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 13296 +Desc the east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13289 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13294 +Desc east market +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13296 +Name The East Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are south of a large mansion. The market continues east, south, and +west. Many merchants are trying to sell you stuff. +~ +#EXIT +Direction east~ +ToRoom 13286 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13288 +Desc east market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13295 +Desc sigh...one last market exit +~ +#ENDEXIT + +Reset M 13244 9 13296 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13297 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the north wall. The road is made up of the same +tiles as the court. The wall and the mountain behind cast a shadow over you. +The court is east and the road continues west. +~ +#EXIT +Direction east~ +ToRoom 13230 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13298 +Desc the north wall +~ +#ENDEXIT + +Reset M 13244 9 13297 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13298 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the north wall. The wall and the mountain behind +cast a shadow over you. A noble's home is south and the road continues +east and west. +~ +#EXIT +Direction east~ +ToRoom 13297 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13299 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13300 +Desc the north wall +~ +#ENDEXIT + +Reset M 13204 4 13298 -1 -1 -1 100 +Reset M 13243 9 13298 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13299 +Name A Noble's Home~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a home with more room than anyone could possibly need. +~ +#EXIT +Direction north~ +ToRoom 13298 +Desc along wall +~ +#ENDEXIT + +Reset M 13258 4 13299 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13300 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue along the north road. The city wall blocks your way north and +Cloudy Mountain casts a shadow over the street. Homes are to the south and +the road is east and west. +~ +#EXIT +Direction east~ +ToRoom 13298 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13301 +Desc north wall +~ +#ENDEXIT + +Reset M 13223 5 13300 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13301 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue along the north road. The city wall blocks your way north and +Cloudy Mountain casts a shadow over the street. Homes are to the south and the +road is east and west. +~ +#EXIT +Direction east~ +ToRoom 13300 +Desc north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13302 +Desc north wall +~ +#ENDEXIT + +Reset M 13206 10 13301 -1 -1 -1 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13302 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You continue along the north road. The city wall blocks your way north and +Cloudy Mountain casts a shadow over the street. Homes are to the south and the +road is east and west. +~ +#EXIT +Direction east~ +ToRoom 13301 +Desc north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13303 +Desc north wall +~ +#ENDEXIT + +Reset M 13224 5 13302 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13303 +Name The North Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You travel along the north road. The city wall blocks your way north and +Cloudy Mountain cast a shadow over the street. Homes are to the south and the +road continues east and west. +~ +#EXIT +Direction east~ +ToRoom 13302 +Desc north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13304 +Desc northwest corner +~ +#ENDEXIT + +Reset M 13230 11 13303 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13304 +Name The Northwest Corner~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at a corner of the city. The entire layout of the town appears to +be made up of squares and rectangles. Roads continue along the walls east and +south. +~ +#EXIT +Direction east~ +ToRoom 13303 +Desc the north wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13306 +Desc the west wall +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13305 +Desc the northwest tower +~ +#ENDEXIT + +Reset M 13202 16 13304 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +#ENDROOM + +#ROOM +Vnum 13305 +Name The Northwest Tower~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc From this lookout tower, guards can see for miles along the mountain range to +the west and Cloudy Mountain blocks the view north. The sunsets from this +tower are breathtaking and are second to none in the land of Aesir. +~ +#EXIT +Direction down~ +ToRoom 13304 +Desc the village +~ +#ENDEXIT + +Reset M 13202 16 13305 -1 -1 -1 100 + Reset E 13250 8 16 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13306 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You travel on a road along the west wall. At sunset, an orange glow can be +seen at the top of the wall. Homes are east, a corner is north, and the road +continues south. +~ +#EXIT +Direction north~ +ToRoom 13304 +Desc the northwest corner +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13307 +Desc west wall +~ +#ENDEXIT + +Reset M 13225 5 13306 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13307 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You travel on a road along the west wall. At sunset, an orange glow can be +seen at the top of the wall. Homes are east, and the road continues north and +south. +~ +#EXIT +Direction north~ +ToRoom 13306 +Desc the west wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13308 +Desc along west wall +~ +#ENDEXIT + +Reset M 13206 10 13307 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13308 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You travel on a road along the west wall. At sunset, an orange glow can be +seen at the top of the wall. Homes are east and the road continues north and +south. +~ +#EXIT +Direction north~ +ToRoom 13308 +Desc along west wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13309 +Desc west wall +~ +#ENDEXIT + +Reset M 13225 5 13308 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13309 +Name An Intersection~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road that runs parallel to the west wall. It is made from the +same tiles as the court. A dark alley is east and the road continues north +and south. +~ +#EXIT +Direction north~ +ToRoom 13308 +Desc the west wall +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13335 +Desc a dark alley +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13310 +Desc west wall +~ +#ENDEXIT + +Reset M 13202 16 13309 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +Reset M 13243 9 13309 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13310 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the west road of the city. The wall blocks your path to the +west and homes are east. The road continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13309 +Desc the west wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13311 +Desc west wall +~ +#ENDEXIT + +Reset M 13225 5 13310 -1 -1 -1 100 +Reset M 13243 9 13310 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13311 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the west road of the city. The wall blocks your path to the +west and homes are east. The road continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13310 +Desc west wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13312 +Desc west wall +~ +#ENDEXIT + +Reset M 13206 10 13311 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13312 +Name The West Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling on the west road. The wall blocks your path west and +houses are to the east. The road continues north and the southwest corner is +south. +~ +#EXIT +Direction north~ +ToRoom 13311 +Desc west wall +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13313 +Desc southwest corner +~ +#ENDEXIT + +Reset M 13226 8 13312 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13313 +Name The Southwest Corner~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at one of the corners of the city. A tower is to the southwest and +the city walls block your path south and west. Roads continue along the walls +north and east. +~ +#EXIT +Direction north~ +ToRoom 13312 +Desc west wall +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13315 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13314 +Desc southwest tower +~ +#ENDEXIT + +Reset M 13202 16 13313 -1 -1 -1 100 + Reset E 13231 35 16 100 + Reset E 13223 30 10 100 +Reset M 13273 3 13313 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13314 +Name The Southwest Tower~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc From this tower the guards can spot attacks from the mountain range to the +west, can oversee the valley to the southwest, and has the perfect view of +the road leading to the city. +~ +#EXIT +Direction down~ +ToRoom 13313 +Desc the village +~ +#ENDEXIT + +Reset M 13202 16 13314 -1 -1 -1 100 + Reset E 13250 8 16 100 + Reset E 13210 -1 3 100 +#ENDROOM + +#ROOM +Vnum 13315 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the south wall. The wall blocks your path south and +homes are north. The southwest corner is west and the road continues east. +~ +#EXIT +Direction east~ +ToRoom 13316 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13313 +Desc south wall +~ +#ENDEXIT + +Reset M 13208 20 13315 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13316 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the south wall. You see nothing but the stone wall +and blue sky to the south. Homes are north and the road continues east and +west. +~ +#EXIT +Direction east~ +ToRoom 13317 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13315 +Desc south wall +~ +#ENDEXIT + +Reset M 13224 5 13316 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13317 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the south wall. You see nothing but the stone wall +and blue sky to the south. Homes are north and the road continues east and +west. +~ +#EXIT +Direction east~ +ToRoom 13318 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13316 +Desc south wall +~ +#ENDEXIT + +Reset M 13243 9 13317 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13318 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the south wall. You see nothing but the stone wall +and blue sky to the south. Homes are north and the road continues east and +west. +~ +#EXIT +Direction east~ +ToRoom 13319 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13317 +Desc south wall +~ +#ENDEXIT + +Reset M 13206 10 13318 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13319 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are traveling along the south wall. You see nothing but the stone wall +and blue sky to the south. Homes are north and the road continues east and +west. +~ +#EXIT +Direction east~ +ToRoom 13320 +Desc south wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13318 +Desc south wall +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13320 +Name The South Wall~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a road traveling west along the south wall. The road is made +of the same stone tiles as the court to the east. Homes are to the north. +~ +#EXIT +Direction east~ +ToRoom 13206 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13319 +Desc the south wall +~ +#ENDEXIT + +Reset M 13269 3 13320 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13321 +Name A Dark Alley~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are a little nervous as you see rift-rafts and other shady characters +lurking in this alley. The court is east and the west market is, well, west. +~ +#EXIT +Direction east~ +ToRoom 13218 +Desc the court +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13322 +Desc a citizen's house +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13323 +Desc west market +~ +#ENDEXIT + +Reset M 13202 16 13321 -1 -1 -1 100 + Reset E 13223 30 10 100 + Reset E 13214 40 8 100 +#ENDROOM + +#ROOM +Vnum 13322 +Name A Citizen's House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A home with only the comforts necessary to live a content life. +~ +#EXIT +Direction north~ +ToRoom 13321 +Desc a dark alley +~ +#ENDEXIT + +Reset M 13226 8 13322 -1 -1 -1 100 +Reset M 13264 1 13322 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13323 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The city appears to be darker here. The tiles on the market are a flat +black color. Although this is gloomier than the remainder of the city, it is +not in the least bit run-down. A dark alley is east and the market continues +north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13324 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13321 +Desc a dark alley +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13347 +Desc west market +~ +#ENDEXIT + +Reset M 13230 11 13323 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13324 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on one of two market squares of Cloudy Mountain. The people here +do not seem very friendly and only seem interested in how much money you want +to spend. Homes are east and the market continues north, east and south. +~ +#EXIT +Direction north~ +ToRoom 13324 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13323 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13351 +Desc west market +~ +#ENDEXIT + +Reset M 13269 3 13324 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13325 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the wealthy part of the square. Many snobbish nobles are walking +past and pay no attention to you. Large town houses are north and east. The +court continues south and west. +~ +#EXIT +Direction south~ +ToRoom 13324 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13326 +Desc west market +~ +#ENDEXIT + +Reset M 13206 10 13325 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13326 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the wealthy part of the square. Many snobbish nobles are walking +past and pay no attention to you. Large town houses are north and the court +continues east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 13325 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13351 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13327 +Desc west market +~ +#ENDEXIT + +Reset M 13230 11 13326 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13327 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The people here are rich and will kill you to get richer if they see the +opportunity. The mage's guild is north and the market continues east, south, +and west. +~ +#EXIT +Direction north~ +ToRoom 13328 +Desc the mage guild +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13326 +Desc market square +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13350 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13331 +Desc west market +~ +#ENDEXIT + +Reset M 13267 2 13327 -1 -1 -1 100 + Reset G 13240 -1 100 + Reset G 13241 -1 100 + Reset G 13242 -1 100 + Reset G 13243 -1 100 +Reset M 13270 8 13327 -1 -1 -1 100 +Reset M 13274 3 13327 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13328 +Name The Mage Guild~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You feel a tingling sensation as the increase of mana in the air becomes +obvious. Paintings of great magicians are on the walls. +~ +#EXIT +Direction east~ +ToRoom 13329 +Desc mage's guild +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13327 +Desc west market +~ +#ENDEXIT + +Reset M 13270 8 13328 -1 -1 -1 100 +Reset M 13270 8 13328 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13329 +Name Mage's Guild~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Many magic books are on a bookshelf against one of the walls. There are many +tables where magic potions and dusts are being made. Magic items and scrolls +are on the walls. +~ +#EXIT +Direction east~ +ToRoom 13330 +Desc Barnok's Study +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13328 +Desc mage guild +~ +#ENDEXIT + +Reset M 13230 11 13329 -1 -1 -1 100 +Reset M 13270 8 13329 -1 -1 -1 100 +Reset M 13270 8 13329 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13330 +Name Barnok's Study~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Fire, lightning, and ice are all swirling through the room as the mana +is insanely high in this room. The walls, ceiling, and floor disappear and +you feel like you are in some kind of void. You think you can go west. +~ +#EXIT +Direction west~ +ToRoom 13329 +Desc mage guild +~ +#ENDEXIT + +Reset M 13249 1 13330 -1 -1 -1 100 + Reset E 13228 5 2 100 +Reset M 13270 8 13330 -1 -1 -1 100 +Reset M 13274 3 13330 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13331 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a corner of the market, many large, but dull houses are to the +north and west. The people traveling through here appear to be very +wealthy. They only care about getting richer and certainly don't want to help +you. +~ +#EXIT +Direction east~ +ToRoom 13327 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13332 +Desc west market +~ +#ENDEXIT + +Reset M 13206 10 13331 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13332 +Name The West Market Square~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a busy section of the market. Many shady merchants and dealers +are lurking about. You tighten your grip on your wallet. A noble's home is +west and the market continues north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13331 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13350 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13334 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13333 +Desc a noble's manor +~ +#ENDEXIT + +Reset M 13270 8 13332 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13333 +Name A Noble's Manor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A large stuffy house with many needless items and treasures. The furniture +looks ridiculously expensive. +~ +#EXIT +Direction east~ +ToRoom 13332 +Desc the market +~ +#ENDEXIT + +Reset M 13258 4 13333 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13334 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on one of two market squares in Cloudy Mountain. The tiles here are +a dull black color. Even though this market seems rather gloomy, the city +here is still in excellent condition. A dark alley is west and a dark mansion +is east. The market continues north and south. +~ +#EXIT +Direction north~ +ToRoom 13332 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13336 +Desc Kringe's domain +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13338 +Desc the market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13335 +Desc a dark alley +~ +#ENDEXIT + +Reset M 13208 20 13334 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13335 +Name A Dark Alley~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You hurry though a dark alley as many large shadows loom in the shadows. +You feel a hand reaching for your wallet, but you knock it away with the butt +of your weapon. The west market is east and the city wall is west. +~ +#EXIT +Direction east~ +ToRoom 13334 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13309 +Desc west wall +~ +#ENDEXIT + +Reset M 13226 8 13335 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13336 +Name Kringe's Domain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc A dark room with a large, smoked oak table in the center. Lots of +slime-balls and rift-rafts turn and stare at you. You wonder if this was a +good idea, you seem to have stumbled upon the headquarters of the Dragons of +Anarchy. +~ +#EXIT +Direction east~ +ToRoom 13337 +Desc Kringe's treasure room +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13334 +Desc west market +~ +#ENDEXIT + +Reset M 13230 11 13336 -1 -1 -1 100 +Reset M 13230 11 13336 -1 -1 -1 100 +Reset M 13243 9 13336 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13337 +Name Kringe's Treasure Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are blinded by the reflection from the mountains of gold in this room. +Kringe sleeps, eats, and swims through the treasure. He also probably buries +the bodies of his enemies here. +~ +#EXIT +Direction west~ +ToRoom 13336 +Desc Kringe's domain +~ +#ENDEXIT + +Reset M 13246 1 13337 -1 -1 -1 100 + Reset E 13205 15 16 100 + Reset E 13218 8 3 100 +#ENDROOM + +#ROOM +Vnum 13338 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the western marketplace. Many shady characters do their business +here. Although the city is still well-kept in this section, it appears to be +gloomy and drab. The market continues north, east, and south. +~ +#EXIT +Direction north~ +ToRoom 13334 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13349 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13339 +Desc west market +~ +#ENDEXIT + +Reset M 13224 5 13338 -1 -1 -1 100 +Reset M 13227 5 13338 -1 -1 -1 100 +Reset M 13230 11 13338 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13339 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This corner of the market is filled with all kinds of sleazy looking beings. +The citizens seems to be more in a hurry when they pass through these parts. +You clutch your wallet tightly as you see that the market continues north and +east. The thief guild is west and Ghanekar's Lair is to the south. +~ +#EXIT +Direction north~ +ToRoom 13338 +Desc the market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13344 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13343 +Desc Ghanekar's lair +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13340 +Desc thief guild +~ +#ENDEXIT + +Reset M 13206 10 13339 -1 -1 -1 100 +Reset M 13228 7 13339 -1 -1 -1 100 +Reset M 13273 3 13339 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13340 +Name The Thieves' Guild~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You enter a dark room filled with shady characters. They check you out +to make sure you aren't an undercover guard before being allowed to continue +into the guild. +~ +#EXIT +Direction east~ +ToRoom 13339 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13341 +Desc thief guild +~ +#ENDEXIT + +Reset M 13228 7 13340 -1 -1 -1 100 +Reset M 13228 7 13340 -1 -1 -1 100 +Reset M 13228 7 13340 -1 -1 -1 100 +Reset M 13229 5 13340 -1 -1 -1 100 +Reset M 13229 5 13340 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13341 +Name The Thief Guild~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You shine your light throughout the dark room and discover hoards of stolen +treasures, gold, and other goods throughout this large hall. Many beady eyes +are watching your every move. The only obvious exit is north. +~ +#EXIT +Direction north~ +ToRoom 13340 +Desc the thieves' guild +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13342 +Desc the assassin's room +~ +Keywords wall west~ +Flags isdoor closed~ +#ENDEXIT + +Reset M 13227 5 13341 -1 -1 -1 100 +Reset M 13227 5 13341 -1 -1 -1 100 +Reset M 13228 7 13341 -1 -1 -1 100 +Reset M 13230 11 13341 -1 -1 -1 100 +Reset D 13341 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 13342 +Name The assassin's Room~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The room is pitch black, you sense someone moving towards you. +~ +#EXIT +Direction east~ +ToRoom 13341 +Desc thief guild +~ +Keywords wall east door~ +#ENDEXIT + +Reset M 13229 5 13342 -1 -1 -1 100 +Reset M 13229 5 13342 -1 -1 -1 100 +Reset M 13229 5 13342 -1 -1 -1 100 + Reset E 13231 35 16 100 +Reset M 13251 1 13342 -1 -1 -1 100 + Reset E 13230 5 2 100 +#ENDROOM + +#ROOM +Vnum 13343 +Name Ghanekar's Lair~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc A large forest green house. Many plants and small trees are in the windows +and along the walls. The smells of the forest are strong in here. +~ +#EXIT +Direction north~ +ToRoom 13339 +Desc west market +~ +#ENDEXIT + +Reset M 13252 1 13343 -1 -1 -1 100 + Reset E 13216 10 10 100 + Reset E 13221 15 6 100 +#ENDROOM + +#ROOM +Vnum 13344 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +Homes are to the south and the market continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13349 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13345 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13339 +Desc west market +~ +#ENDEXIT + +Reset M 13223 5 13344 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13345 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +Homes are to the south and the market continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13348 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13346 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13344 +Desc west market +~ +#ENDEXIT + +Reset M 13228 7 13345 -1 -1 -1 100 +Reset M 13243 9 13345 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13346 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +Homes are east and south. The market continues north and west. +~ +#EXIT +Direction north~ +ToRoom 13347 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13345 +Desc west market +~ +#ENDEXIT + +Reset M 13206 10 13346 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13347 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +Homes are east and the market continues north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 13323 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13346 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13348 +Desc west market +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13348 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +A mansion is north and the market is east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 13347 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13345 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13349 +Desc the market +~ +#ENDEXIT + +Reset M 13223 5 13348 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13349 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The western market. This is where evil congregate to make sleazy deals. +A mansion blocks the way north and the market continues east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 13348 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13344 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13338 +Desc west market +~ +#ENDEXIT + +Reset M 13208 20 13349 -1 -1 -1 100 +Reset M 13230 11 13349 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13350 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the western market. The people here are ill-tempered and are +unwilling to help or answer questions. A mansion blocks the way south and the +market continues north, east and west. +~ +#EXIT +Direction north~ +ToRoom 13327 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13351 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13332 +Desc west market +~ +#ENDEXIT + +Reset M 13203 5 13350 -1 -1 -1 100 + Reset E 13214 40 8 100 +#ENDROOM + +#ROOM +Vnum 13351 +Name The West Market Square~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the western market. The people here are ill-tempered and +unwilling to help or answer questions. A mansion blocks the way south and +the market continues north, east and west. +~ +#EXIT +Direction north~ +ToRoom 13326 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13324 +Desc west market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13350 +Desc west market +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13352 +Name A Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You seem to have entered Cloudy Mountain itself. The caves appear dark from +a distant but seem to light up when you enter them. The cavern is damp and +you hear dragons snoring deep within. Legend has it that the Crown of Kings +are guarded by two winged dragons. High levels may adventure forth, whereas +low and middle levels should turn back. +~ +#EXIT +Direction north~ +ToRoom 13354 +Desc a cave +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13353 +Desc a large cavern +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13242 +Desc back to the palace +~ +Keywords trapdoor~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13353 +Name The Dracolich's Lair~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The room is black and a blue flame roars in the center of the cave. The +smell of death nearly over powers you. You gasp in terror as you see skulls +from adventurers that have come before you. +~ +#EXIT +Direction west~ +ToRoom 13352 +Desc cavern +~ +#ENDEXIT + +Reset M 13232 1 13353 -1 -1 -1 100 + Reset E 13200 2 9 100 +#ENDROOM + +#ROOM +Vnum 13354 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north +east and south. You see tiny paw-prints on the ground. +~ +#EXIT +Direction north~ +ToRoom 13359 +Desc the cave +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13355 +Desc the cave +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13352 +Desc a cavern +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13355 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and west. +~ +#EXIT +Direction north~ +ToRoom 13358 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13356 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13354 +Desc the caves +~ +#ENDEXIT + +Reset M 13214 2 13355 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13356 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. You see paw prints on the floor. +~ +#EXIT +Direction north~ +ToRoom 13357 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13369 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13355 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13357 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. +~ +#EXIT +Direction north~ +ToRoom 13370 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13356 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13358 +Desc the caves +~ +#ENDEXIT + +Reset M 13215 7 13357 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13358 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and south. You notice paw prints on the ground. +~ +#EXIT +Direction north~ +ToRoom 13361 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13357 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13355 +Desc the caves +~ +#ENDEXIT + +Reset M 13217 1 13358 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13359 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. You hear a strange slurping sound from another room. +~ +#EXIT +Direction north~ +ToRoom 13360 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13354 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13377 +Desc the caves +~ +#ENDEXIT + +Reset M 13215 7 13359 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13360 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are east, +south and west. You hear a strange slurping sound coming from another room. +~ +#EXIT +Direction east~ +ToRoom 13361 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13359 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13379 +Desc the caves +~ +#ENDEXIT + +Reset M 13234 1 13360 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13361 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. +~ +#EXIT +Direction north~ +ToRoom 13362 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13358 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13360 +Desc the caves +~ +#ENDEXIT + +Reset M 13212 2 13361 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13362 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are east, +south and west. You hear a strange slurping sound in another room. +~ +#EXIT +Direction east~ +ToRoom 13369 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13361 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13363 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13363 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and west. You hear a dragon snoring. +~ +#EXIT +Direction north~ +ToRoom 13364 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13362 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13382 +Desc the caves +~ +#ENDEXIT + +Reset M 13216 3 13363 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13364 +Name A Winding Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are now in a cavern. It is slightly wider here, and the ceiling is very +high. You cringe at the thought of all the stalactites falling on top of you. +Your light reflects off of certain parts of the cave wall. +~ +#EXIT +Direction north~ +ToRoom 13365 +Desc cavern +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13363 +Desc the caves +~ +#ENDEXIT + +Reset M 13211 3 13364 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13365 +Name A Winding Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc There are more stalactites hanging from the ceiling here and you realize +the reflections on the walls are diamonds and other jewels. A constant +snoring echos through the cavern. +~ +#EXIT +Direction south~ +ToRoom 13364 +Desc the cavern +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13366 +Desc cavern +~ +#ENDEXIT + +Reset M 13235 3 13365 -1 -1 -1 100 +Reset M 13235 20 13365 -1 -1 -1 100 +Reset M 13240 20 13365 -1 -1 -1 100 +Reset M 13237 3 13365 -1 -1 -1 100 +Reset M 13241 20 13365 -1 -1 -1 100 +Reset M 13242 20 13365 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13366 +Name A Winding Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are very uneasy because of all the stalactites on the ceiling. You +look up and swear one of them is moving until you take a second look. The +walls glitter with gems and gold. +~ +#EXIT +Direction north~ +ToRoom 13367 +Desc the cavern +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13365 +Desc the cavern +~ +#ENDEXIT + +Reset M 13215 7 13366 -1 -1 -1 100 +Reset M 13239 20 13366 -1 -1 -1 100 +Reset M 13240 20 13366 -1 -1 -1 100 +Reset M 13237 3 13366 -1 -1 -1 100 +Reset M 13241 20 13366 -1 -1 -1 100 +Reset M 13241 20 13366 -1 -1 -1 100 +Reset M 13242 20 13366 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13367 +Name A Winding Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The walls are covered with all kinds of raw gems, diamonds, and precious +metals. There are even treasures hidden in the nooks and crannies. There is +an unusual number of stalactites on the ceiling. You hear a very loud +snoring to the west. +~ +#EXIT +Direction south~ +ToRoom 13366 +Desc a cavern +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13368 +Desc a chamber +~ +#ENDEXIT + +Reset M 13235 3 13367 -1 -1 -1 100 +Reset M 13239 20 13367 -1 -1 -1 100 +Reset M 13239 20 13367 -1 -1 -1 100 +Reset M 13236 3 13367 -1 -1 -1 100 +Reset M 13240 20 13367 -1 -1 -1 100 +Reset M 13240 20 13367 -1 -1 -1 100 +Reset M 13241 20 13367 -1 -1 -1 100 +Reset M 13241 20 13367 -1 -1 -1 100 +Reset M 13238 3 13367 -1 -1 -1 100 +Reset M 13242 20 13367 -1 -1 -1 100 +Reset M 13242 20 13367 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13368 +Name A Large Chamber~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are nearly blinded by all the gold and treasures in this room! You +quickly come to your senses as you see the winged dragon rearing his head to +strike. He is guarding half of the crown of kings. +~ +#EXIT +Direction east~ +ToRoom 13367 +Desc cavern +~ +#ENDEXIT + +Reset M 13210 2 13368 -1 -1 -1 100 + Reset G 13233 2 100 +Reset O 13239 1 13368 -1 -1 -1 100 + Reset P 1 13248 -1 13239 100 +#ENDROOM + +#ROOM +Vnum 13369 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. +~ +#EXIT +Direction north~ +ToRoom 13356 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13370 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13362 +Desc the caves +~ +#ENDEXIT + +Reset M 13215 7 13369 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13370 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and south. Strange, lizard-like tracks are on the ground. +~ +#EXIT +Direction north~ +ToRoom 13369 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13371 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13357 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13371 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. +~ +#EXIT +Direction north~ +ToRoom 13382 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13372 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13370 +Desc the caves +~ +#ENDEXIT + +Reset M 13213 1 13371 -1 -1 -1 100 +Reset O 13226 6 13371 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13372 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out the rock. Exits are north, +east and south. Strange, lizard-like tracks are on the ground. You hear a +dragon snoring. +~ +#EXIT +Direction north~ +ToRoom 13371 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13380 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13373 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13373 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and south. A skull is lying in the dust. +~ +#EXIT +Direction north~ +ToRoom 13372 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13381 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13374 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13374 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and west. Some paw prints are on the ground. +~ +#EXIT +Direction north~ +ToRoom 13374 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13375 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13352 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13375 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and west. +~ +#EXIT +Direction north~ +ToRoom 13381 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13376 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13374 +Desc the caves +~ +#ENDEXIT + +Reset M 13214 2 13375 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13376 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +west and down. Some paw prints are on the ground. You hear a strange, +slurping sound from another room. +~ +#EXIT +Direction north~ +ToRoom 13377 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13375 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 13379 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13377 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and south. +~ +#EXIT +Direction north~ +ToRoom 13378 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13359 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13376 +Desc the caves +~ +#ENDEXIT + +Reset M 13212 2 13377 -1 -1 -1 100 +Reset O 13232 7 13377 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13378 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. You hear a dragon snoring. You also hear a strange, slurping +sound. +~ +#EXIT +Direction north~ +ToRoom 13379 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13377 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13380 +Desc the caves +~ +#ENDEXIT + +Reset M 13215 7 13378 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13379 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are east, +south and up. +~ +#EXIT +Direction east~ +ToRoom 13360 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13378 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 13376 +Desc the caves +~ +#ENDEXIT + +Reset M 13216 3 13379 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13380 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are east, +south and west. +~ +#EXIT +Direction east~ +ToRoom 13378 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13381 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13372 +Desc the caves +~ +#ENDEXIT + +Reset M 13211 3 13380 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13381 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +south and west. You see paw prints in the dirt. You hear a dragon snoring. +~ +#EXIT +Direction north~ +ToRoom 13380 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13375 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13373 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13382 +Name The Caves of Cloudy Mountain~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You only see a large, stone room carved out of the rock. Exits are north, +east and south. Some strange lizard-like prints are in the dirt. +~ +#EXIT +Direction north~ +ToRoom 13383 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13363 +Desc the caves +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13371 +Desc the caves +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13383 +Name A Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You enter a large cavern that appears to be somewhat natural, but has +been expanded by someone or something. +~ +#EXIT +Direction north~ +ToRoom 13384 +Desc the cavern +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13382 +Desc the caves +~ +#ENDEXIT + +Reset M 13211 3 13383 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13384 +Name The Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The cavern becomes slightly narrower here. Some stalactites hang from the +cave ceiling. You shudder at the though of being impaled by one. You notice +some gems glittering in the rock. +~ +#EXIT +Direction east~ +ToRoom 13385 +Desc the cavern~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13383 +Desc the cavern +~ +#ENDEXIT + +Reset M 13216 3 13384 -1 -1 -1 100 +Reset M 13239 20 13384 -1 -1 -1 100 +Reset M 13236 3 13384 -1 -1 -1 100 +Reset M 13240 20 13384 -1 -1 -1 100 +Reset M 13241 20 13384 -1 -1 -1 100 +Reset M 13238 3 13384 -1 -1 -1 100 +Reset M 13242 20 13384 -1 -1 -1 100 +Reset M 13242 20 13384 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13385 +Name The Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The cavern turns east and then north again. You hear a dragon snoring to +the north. Many stalactites hang from the ceiling, you hurry through the room +in fear that they will rain down upon you. Many jewels reflect your light, this +room appears to be mined or excavated by some intelligent life form. +~ +#EXIT +Direction north~ +ToRoom 13386 +Desc the cavern +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13384 +Desc the cavern +~ +#ENDEXIT + +Reset M 13235 3 13385 -1 -1 -1 100 +Reset M 13239 20 13385 -1 -1 -1 100 +Reset M 13239 20 13385 -1 -1 -1 100 +Reset M 13236 3 13385 -1 -1 -1 100 +Reset M 13240 20 13385 -1 -1 -1 100 +Reset M 13240 20 13385 -1 -1 -1 100 +Reset M 13241 20 13385 -1 -1 -1 100 +Reset M 13238 3 13385 -1 -1 -1 100 +Reset M 13242 20 13385 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13386 +Name The Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The cave is very wide here and there are many raw gems glowing in the rock. +You see a skeleton in the corner that appears to have been impaled, but the +object that did so is nowhere to be found. An unusual number of stalactites +hang from the ceiling. A dragon's snoring is rumbling from the east. +~ +#EXIT +Direction east~ +ToRoom 13387 +Desc the treasure room +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 13385 +#ENDEXIT + +Reset M 13215 7 13386 -1 -1 -1 100 +Reset M 13239 20 13386 -1 -1 -1 100 +Reset M 13239 20 13386 -1 -1 -1 100 +Reset M 13240 20 13386 -1 -1 -1 100 +Reset M 13240 20 13386 -1 -1 -1 100 +Reset M 13237 3 13386 -1 -1 -1 100 +Reset M 13241 20 13386 -1 -1 -1 100 +Reset M 13241 20 13386 -1 -1 -1 100 +Reset M 13242 20 13386 -1 -1 -1 100 +Reset M 13242 20 13386 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13387 +Name The Treasure Room~ +Sector mountain~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The cavern is shining with a golden light! There is so much treasure and +gold here that the reflection makes the rock appear to be made of gold! But, +alas, your entrance has not gone unnoticed. +~ +#EXIT +Direction west~ +ToRoom 13386 +Desc the cavern +~ +#ENDEXIT + +Reset M 13210 2 13387 -1 -1 -1 100 + Reset G 13234 2 100 +Reset O 13238 1 13387 -1 -1 -1 100 + Reset P 1 13248 -1 13238 100 +#ENDROOM + +#ROOM +Vnum 13388 +Name Scourge's Storeroom~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This is a room where imms, if they choose, may find powerful equipment that +mortals are not allowed to have. +~ +Reset M 13280 1 13388 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13389 +Name Scourge' Room~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered Scourge's private room. It is rather dark, those of +good alignment may find it sinister and feel uncomfortable...those who walk +the path of evil are right at home. There is a roaring fire in the fireplace, +yet the room feels chilly. There are some plants in the window, but they +appear to be dead. Scourge is sitting in a black and red chair, he grins +at you evilly. +~ +Reset O 13235 2 13389 -1 -1 -1 100 +Reset O 13236 2 13389 -1 -1 -1 100 +Reset O 13237 2 13389 -1 -1 -1 100 +Reset O 13249 4 13389 -1 -1 -1 100 +#EXDESC +ExDescKey fire fireplace roaring~ +ExDesc A fire roars here, for a second you think you see a body in the fire, but you +blink and it's gone. +~ +#ENDEXDESC + +#EXDESC +ExDescKey plants window~ +ExDesc The plants look like they died from lack of water and disease, you notice +that you are developing a cough as you sit in your chair. +~ +#ENDEXDESC + +#EXDESC +ExDescKey chair red black~ +ExDesc The chair looks very comfortable, the pattern is the colors of the Katyusha +clan. +~ +#ENDEXDESC + +#EXDESC +ExDescKey scourge~ +ExDesc You meet his cold stare, as a chill runs up and down your spine, he speaks. +Scourge says, 'I am not here right now, if you would like to leave a message, +please leave your name, number, and I'll get back to you as soon as possible.' +*BEEP* +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 13390 +Name A Dark Alley~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in a dark, cobblestone alley. To the west is the eastern market +square and the east wall is east. +~ +#EXIT +Direction east~ +ToRoom 13356 +Desc the east wall +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13383 +Desc east market +~ +#ENDEXIT + +Reset M 13226 8 13390 -1 -1 -1 100 +Reset M 13244 9 13390 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 13397 +Name The East Market~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the east market of Cloudy Mountain. A large mansion is south and +the market continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13279 +Desc market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13282 +Desc market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13398 +Desc market +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 13398 +Name The East Market~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the east market of Cloudy Mountain. A large mansion is south and +the market continues north, east, and west. +~ +#EXIT +Direction north~ +ToRoom 13274 +Desc market +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 13397 +Desc market +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 13272 +Desc market +~ +#ENDEXIT + +#ENDROOM + +#ENDAREA diff --git a/data/realm/crystalmir.are b/data/realm/crystalmir.are new file mode 100644 index 0000000..f6ba297 --- /dev/null +++ b/data/realm/crystalmir.are @@ -0,0 +1,3453 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Crystalmir Lake~ +Author Strahd~ +Vnums 10001 10082 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 45 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 10001 +Keywords Goldmoon girl~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_adept~ +Short Goldmoon~ +Long Goldmoon is singing a beautiful song here. +~ +Desc The girl's eyes are a bright sky blue; her skin is a buttery tan. Most striking +of all is the flowing white gold of her hair. Plush white furs trim her woven +cape. A single feather folds back along the right side of her head. +~ +Nattacks 0.000000 +Stats1 900 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 10002 +Keywords Fewmaster Toede~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fewmaster Toede~ +Long The Fewmaster Toede is here. +~ +Desc Toede's wispy, white hair tops a very ugly face. His speckled gray skin, +double chins, and pot belly all resemble those of a vicious little toad. +~ +Nattacks 0.000000 +Stats1 -900 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 10003 +Keywords riverwind man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Riverwind~ +Long Riverwind the Ranger is standing here.. +~ +Desc A black haired ranger whos muscles surge with power. +He looks travel weary and tired. +~ +Nattacks 0.000000 +Stats1 900 0 0 0 0 0 +Stats2 30 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 10004 +Keywords Baaz Draconian robed~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Baaz Draconian~ +Long A robed figure is standing here. +~ +Desc Its hard to tell anything about the figure. It is concealed by its heavy robe +and hood. +~ +Nattacks 0.000000 +Stats1 -750 0 0 0 0 0 +Stats2 7 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 10005 +Keywords Farmer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Farmer~ +Long The Farmer is standing here looking after his workers... +~ +Desc He looks like a farmer.....go figure... +~ +Nattacks 0.000000 +Stats1 150 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 10006 +Keywords Farm worker~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Farm worker~ +Long A farm worker is here harvesting grain. +~ +Desc The worker is very busy...leave him alone. +~ +Nattacks 0.000000 +Stats1 125 0 0 0 0 0 +Stats2 5 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 10007 +Keywords barracuda~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Barracuda~ +Long There is a barracuda swimming around you...it looks hungry.. +~ +Desc This is a very hungry looking fish with BIG teeth... +~ +Nattacks 0.000000 +Stats1 20 0 0 0 0 0 +Stats2 7 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive~ +#ENDMOBILE + +#MOBILE +Vnum 10008 +Keywords Turtle Dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Turtle dragon~ +Long There is a very large Turtle dragon here. +~ +Desc This is a very big dragon. It looks more turtle than dragon though. +Its blue-green scales glisten with moisture. Steam jets from its nostrals. +It looks intently at you as if you look you over before eating you. +~ +Nattacks 0.000000 +Stats1 -700 0 0 0 0 0 +Stats2 27 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 10009 +Keywords farmers guard dog~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Farmers guarddog~ +Long The Farmer's guarddog is here guarding whatever he's suppose to guard. +~ +Desc This is a very mean looking dog. And since it doesn't know you ...I think he's +thinking of biting You!!.... +~ +Nattacks 0.000000 +Stats1 100 0 0 0 0 0 +Stats2 7 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 10010 +Keywords strange fish~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short strange fish~ +Long A fish is swimming merrily by... +~ +Desc Some unknown type of fish....probably originally from near Guam. +Probably walks too.... +~ +Nattacks 0.000000 +Stats1 200 0 0 0 0 0 +Stats2 5 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 10011 +Keywords hobgoblin flunky~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short hobgoblin flunky~ +Long A small hobgoblin seems to be searching for something. +~ +Desc The hobgoblin screams at you, "Give me the blue crystal staff!!!!" +~ +Nattacks 0.000000 +Stats1 -300 100 0 0 0 0 +Stats2 6 21 6 60 2 4 0 +Speaking common~ +Actflags npc scavenger stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 10012 +Keywords White Stag~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the White Stag~ +Long A beautiful white stag is here. +~ +Desc This is the White Stag. You can't believe you actually see it....its +suppose to be just a legend... +~ +Nattacks 0.000000 +Stats1 -300 100 0 0 0 0 +Stats2 17 21 6 60 2 4 0 +Speaking common~ +Actflags npc scavenger stayarea~ +Affected hide~ +#ENDMOBILE + +#MOBILE +Vnum 10013 +Keywords Old pooh bear~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short Old pooh bear~ +Long An old worn out winnie the pooh bear is here. +~ +Desc This is an old pooh bear. It looks as if it has been loves a little too much. +~ +Nattacks 0.000000 +Stats1 300 250 0 0 0 0 +Stats2 5 21 9 19 1 5 1 +Speaking common~ +Actflags npc scavenger stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 10014 +Keywords rat large~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a large rat~ +Long A large rat is here eating grain. +~ +Desc You have the urge to kill this vile creature. +I'm sure the farmers would appreciate it too. +~ +Nattacks 0.000000 +Stats1 -200 10 0 0 0 0 +Stats2 5 21 6 48 1 8 0 +Speaking common~ +Actflags npc scavenger~ +#ENDMOBILE + +#MOBILE +Vnum 10015 +Keywords mouse field~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a field mouse~ +Long A small mouse runs across your foot. +~ +Desc The Mouse is a cute little creature. +~ +Nattacks 0.000000 +Stats1 100 1 0 0 0 0 +Stats2 4 21 9 10 1 4 0 +Speaking common~ +Actflags npc sentinel scavenger~ +#ENDMOBILE + +#OBJECT +Vnum 10001 +Keywords turtle dragon shell~ +Type armor~ +Short turtle Dragon Shell~ +Long A giant Turtle dragon shell lies here.~ +Flags glow~ +WFlags take~ +Values 14 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey turtle dragon shell~ +ExDesc This is the giant shell of a Turtle dragon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10002 +Keywords farmers scythe~ +Type weapon~ +Short farming scythe~ +Long A farming scythe lies here.~ +WFlags take~ +Values 0 5 15 3 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey farming scythe~ +ExDesc This scythe is used by the farmers to harvest their wheat. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10003 +Keywords blue crystal staff~ +Type staff~ +Short a blue crystal staff~ +Long A blue crystal staff lies here.~ +Flags magic~ +Values 10 20 20 -1 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +Spells 'cure critical' +#EXDESC +ExDescKey blue crystal staff~ +ExDesc This staff is carved from a single piece of blue crystal. It is about five feet +long and has a two-inch-diameter shaft. The ornamentally bladed head of +the staff bears a gem in its center. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10004 +Keywords bright silver bracer~ +Type armor~ +Short a bright silver bracer~ +Long A bright silver bracer lies here.~ +Flags antigood~ +WFlags take~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData move 15 -1 -1 0 +AffData hit 1 -1 -1 0 +#EXDESC +ExDescKey bright silver bracer~ +ExDesc This is a bright silver bracer fitted with four gems. The inside of the +band is engraved, "Firehawk, warrior of Que-shu" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10005 +Keywords fire pit~ +Type container~ +Short fire pit~ +Long There is a fire pit here, still smoldering.~ +Values 10000 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey fire pit~ +ExDesc This is the smoldering fire pit of whomever's camp this was. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10006 +Keywords house key ~ +Type key~ +Short house key~ +Long There is a house key on the ground.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey house key~ +ExDesc This looks like someones house key. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10007 +Keywords coathanger~ +Type key~ +Short coathanger~ +Long There is a coathanger on the ground.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey coathanger~ +ExDesc It looks like a coathanger...duh.... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10008 +Keywords silver longsword~ +Type weapon~ +Short silver longsword~ +Long There is a silver longsword on the ground.~ +Flags antievil~ +WFlags take~ +Values 0 5 20 1 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +AffData hit 3 -1 -1 0 +AffData save_spell 5 -1 -1 0 +#EXDESC +ExDescKey silver longsword~ +ExDesc This silver longsword looks as if it has seen many battles. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10009 +Keywords farmer longjohns~ +Type armor~ +Short a farmer's longjohns~ +Long A pair of farmers longjohns are lying here.~ +WFlags take~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 2 20 -2 9999 0 None None None +#EXDESC +ExDescKey longjohns~ +ExDesc Its a pair of longjohns....the kind a farmer would wear. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10010 +Keywords ancient coins gold~ +Type money~ +Short a heap of ancient gold coins~ +Long Some ancient gold coins lie piled up in a heap on the floor.~ +WFlags take~ +Values 1000 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey coins~ +ExDesc The coins seem to be gold. From a spanish shipwreck maybe? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10011 +Keywords ancient coins gold~ +Type money~ +Short a heap of ancient gold coins~ +Long Some ancient gold coins lie piled up in a heap on the floor.~ +WFlags take~ +Values 1000 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey coins~ +ExDesc The coins seem to be gold. From a spanish shipwreck maybe? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10012 +Keywords grain~ +Type food~ +Short some grain~ +Long There is some grain here.~ +WFlags take~ +Values 15 0 0 0 0 0 0 0 0 0 0 +Stats 8 22 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10013 +Keywords leather armor~ +Type armor~ +Short leather armor~ +Long There is a suit of leather armor~ +WFlags take~ +Values 2 0 0 0 0 0 0 0 0 0 0 +Stats 5 100 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10014 +Keywords chamorro dagger~ +Type weapon~ +Short chamorro Dagger~ +Long There is a chamorro dagger lying here.~ +WFlags take~ +Values 0 5 12 2 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chamorro dagger~ +ExDesc a chamorro dagger what else? It is engraved with, "Made in Guam" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10015 +Keywords Footman's Lance~ +Type weapon~ +Short a Footman's lance~ +Long There is a long wicked looking pole arm lying here.~ +WFlags take~ +Values 0 7 15 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey footmans lance~ +ExDesc This is a long pole arm with detailed engravings on the shaft. The blade at the +end of the pole is formed in various hooks and spikes, to maximize the amount +of damage inflicted... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10016 +Keywords Humanskin vest~ +Type armor~ +Short a Humanskin vest~ +Long A large pile of skin is lying here.~ +WFlags take~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey Human skin vest~ +ExDesc This vest is made of multiple layers of human skin stitched together. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 10017 +Keywords draconian helmet~ +Type armor~ +Short a draconian helmet~ +Long A helmet made of leather and iron lies here.~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey draconian helmet~ +ExDesc This is a crudly constructed leather helmet, held together with large +iron bands. +~ +#ENDEXDESC + +#ENDOBJECT + +#ROOM +Vnum 10001 +Name Rock Outcropping~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc From this rock outcropping the valley below seems peaceful, untouched. +Dense forests of pine carpet the mountainsides, broken only by thick aspen +woods. The mountains, deep blue in the distance, circle the valley floor and +form a soft highland bowl. +~ +#EXIT +Direction north~ +ToRoom 6000 +Desc You see the edge of the forest. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 10002 +Desc You see a small grove. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10002 +Name Small Grove~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Suddenly, soft music begins. Its source is slim, beautiful girl. Lyre in +hand, she sits gracefully as she plays; nearby, a large plainsman raises +a flute to his lips. Her voice clear as winter wind begins to sing... +~ +#EXIT +Direction south~ +ToRoom 10029 +Desc You see forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10003 +Desc You see a town in the distance. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 10001 +Desc You see a rock outcropping. +~ +#ENDEXIT + +Reset M 10001 1 10002 -1 -1 -1 100 + Reset E 10003 14 17 100 + Reset E 10013 14 5 100 +Reset M 10003 1 10002 -1 -1 -1 100 + Reset E 10008 15 16 100 + Reset E 10013 15 5 100 +#ENDROOM + +#ROOM +Vnum 10003 +Name Entrance to the Town of Solace~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc A warm autumn breeze rustles the great vallenwood trees of Solace. The +road that wanders through the trees blazes in the bright colors of autumn. +The richly stained buildings of Solace rest cradled over head in the boughs +of the trees. +~ +#EXIT +Direction north~ +ToRoom 10201 +Key 10497 +Desc You see the gateway to Solace. +~ +Keywords gate~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10002 +Desc You see a small grove. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10022 +Desc You see road through the forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10004 +Desc You see a lake shore. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10004 +Name East shore of Crystalmir Lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The blue of the autumn sky darkens on the deep stillness of the lake. The +soft forests of giant vallenwood border the serene waters on the eastern, +southern and western shores. To the north a patchwork of fields stretches +toward the distant purple mountains. +~ +#EXIT +Direction north~ +ToRoom 10007 +Desc You see a path along the lake. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10003 +Desc You see a town in the distance. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10011 +Desc You see a path that follows the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10005 +Desc You see water. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10005 +Name Middle of Crystalmir Lake~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the middle of Crystalmir lake. The water is so still it is like a +thin sheet of glass. +~ +#EXIT +Direction north~ +ToRoom 10006 +Desc You see north shore of lake. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10004 +Desc You see east shore of lake. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10010 +Desc You see south shore of lake. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10008 +Desc You see west shore of lake. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 10048 +Desc You can't see much under the water. +~ +#ENDEXIT + +Reset M 10007 16 10005 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10006 +Name North shore of Crystalmir Lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The blue of the autumn sky darkens on the deep stillness of the lake. The +soft forests of giant vallenwood border the serene waters on the eastern, +southern and western shores. To the north a patchwork of fields stretches +toward the distant purple mountains. +~ +#EXIT +Direction north~ +ToRoom 10014 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10007 +Desc You see a path along the lake. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10005 +Desc You see water. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10009 +Desc You see a path along the lakeshore. +~ +#ENDEXIT + +Reset M 10010 40 10006 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10007 +Name Path along lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along a path that follows the shore of the lake. +~ +#EXIT +Direction north~ +ToRoom 10013 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10004 +Desc You see the east shore of Crystalmir Lake. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10006 +Desc You see the north shore of Crystalmir Lake. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10008 +Name West shore of Crystalmir Lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The blue of the autumn sky darkens on the deep stillness of the lake. The +soft forests of giant vallenwood border the serene waters on the eastern, +southern and western shores. To the north a patchwork of fields stretches +toward the distant purple mountains. +~ +#EXIT +Direction north~ +ToRoom 10009 +Desc You see a path along the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10005 +Desc You see water. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10012 +Desc You see a path that follows the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10021 +Desc You see a rough path leading up a mountain. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10009 +Name Path along the Lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking on a path that follows the shore of the lake. +~ +#EXIT +Direction north~ +ToRoom 10015 +Desc You see the valley floor. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10006 +Desc You see north shore of lake. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10008 +Desc You see west shore of lake. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10019 +Desc You see the canyon floor. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10010 +Name South shore of Crystalmir Lake~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The blue of the autumn sky darkens on the deep stillness of the lake. The +soft forests of giant vallenwood border the serene waters on the eastern, +southern and western shores. To the north a patchwork of fields stretches +toward the distant purple mountains. +~ +#EXIT +Direction north~ +ToRoom 10005 +Desc You see water. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10011 +Desc You see a path that follows the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10025 +Desc You see a rocky path into the mountains. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10012 +Desc You see a path that follows the lakeshore. +~ +#ENDEXIT + +Reset M 10010 40 10010 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10011 +Name Path along the lakeshore~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along a path that follows the shore of Crystalmir Lake. +~ +#EXIT +Direction north~ +ToRoom 10004 +Desc You see the east shore of the lake. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10022 +Desc You see a road winding through the forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10010 +Desc You see the south shore of the lake. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10012 +Name Path along the lakeshore~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along a path that follows the shore of Crystalmir Lake. +~ +#EXIT +Direction north~ +ToRoom 10008 +Desc You see the west shore of the lake. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10010 +Desc You see the south shore of the lake. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10013 +Name Nearfields~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here, farmers and thief workers tread through fields of grain. The thick +wheat falls smoothly before the flickering scythes. +~ +#EXIT +Direction north~ +ToRoom 10036 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10007 +Desc You see a path along the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10014 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10005 1 10013 -1 -1 -1 100 + Reset E 10002 10 16 100 + Reset E 10009 10 5 100 +Reset M 10006 10 10013 -1 -1 -1 100 + Reset E 10009 5 5 100 +#ENDROOM + +#ROOM +Vnum 10014 +Name Northfields~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction north~ +ToRoom 10031 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10013 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10006 +Desc You see the shore of a lake. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10015 +Desc You see the valley floor. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10015 +Name Twin Flat~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc A clear mountain valley sprawls about. To the northwest and southeast, +thick vallenwoods flash yellow and scarlet against the bright autumn sky. +To the east shimmers the cool blue of the Crystalmir Lake. Westward, the +valley enters a canyon rimmed by granite cliffs. The valley floor itself +continues to the northeast. +Some distance away, a group of huddled men pulls a large cart slowly +west down the Haven road. They sway rhythmically. Coarse, heavy robes +completely conceal their features. +~ +#EXIT +Direction east~ +ToRoom 10014 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10009 +Desc You see a path along the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10016 +Desc You see a trail into the forest. +~ +#ENDEXIT + +Reset M 10004 10 10015 -1 -1 -1 100 + Reset E 10015 7 16 100 + Reset E 10016 7 5 100 + Reset E 10017 7 6 100 +#ENDROOM + +#ROOM +Vnum 10016 +Name Jakanth Vale~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Trails lead deeper into the woods, but even at its edge an unnatural +stillness has settled on the place. The woods seem much the same, but +there is a subtle difference, a heaviness in the air. Even the insects are +silent. +~ +#EXIT +Direction north~ +ToRoom 10017 +Desc You see a path in the forest. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10015 +Desc You see the valley floor. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10019 +Desc You see the canyon floor. +~ +#ENDEXIT + +Reset M 10012 1 10016 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10017 +Name Trail through forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Heavily wrapped feet tread upon this trail a short time ago. +You smell smoke. +~ +#EXIT +Direction south~ +ToRoom 10016 +Desc You see an opening the the trees. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10018 +Desc You see a trail winding through the forest. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10018 +Name Smoldering Campsite~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The campsite smells like burned hair. Charred bones lie in the ashes of the +fire pit. The grass has been stamped down around the area. +~ +#EXIT +Direction east~ +ToRoom 10017 +Desc You see a path winding through the forest. +~ +#ENDEXIT + +Reset O 10005 1 10018 -1 -1 -1 100 + Reset P 1 10004 1 10005 100 +#ENDROOM + +#ROOM +Vnum 10019 +Name Sentinal Gap~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Walls of granite soar on either side of the narrow canyon floor. A chilly +breeze whistles and rumbles between the cliffs. +~ +#EXIT +Direction north~ +ToRoom 10016 +Desc You see a path into winding into the forest. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10009 +Desc You see a path along the lakeshore. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10021 +Desc You see a rough path leading up a mountain. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10020 +Desc You see a path winding into the canyon. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10020 +Name Twin Peaks Vale~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc The twin peaks, Tasin and Fasin, stand to either side of the Shadow Canyon, +overlooking the north road to the city of Haven. In front of them, a lush +mountain valley echoes with the sweet sounds of the forest. +~ +#EXIT +Direction east~ +ToRoom 10019 +Desc You see the canyon floor. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10021 +Name Prayers Eye Peak~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc The flaming colors of fall surround you, and autumn breeze ripples +through your hair. To the southwest, the white-capped outline of Prayers +Eye Peak soars in the distance. Barely visible from here, a sharp crack +splits the peak as though it consisted of two hands pressed together. +~ +#EXIT +Direction north~ +ToRoom 10019 +Desc You see the canyon floor. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10008 +Desc You see the shore of a lake. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10028 +Desc You see a rock path winding through the mountains. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10022 +Name Road through the forest~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is a well travelled dirt road. +~ +#EXIT +Direction north~ +ToRoom 10003 +Desc You see the entrance to a small town. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10029 +Desc You see forest. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10023 +Desc You see a stone bridge. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10011 +Desc You see a path long the lakeshore. +~ +#ENDEXIT + +Reset M 10011 17 10022 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10023 +Name Stone bridge~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc The Solace Stream sparkles beneath an ancient stone brige. Water tumbles +out of the forest, over the rocks, and toward the Southpass that lies between +southern Sentinel Peaks. West of the bridge, the road splits in two, branching +to the south and the west. Both roads wind among the great vallenwoods, +whose boughs form a brilliant canopy over the roadway. +~ +#EXIT +Direction north~ +ToRoom 10022 +Desc You see a road winding through the forest. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10030 +Desc You see forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10024 +Desc You see a road winding through the forest. +~ +#ENDEXIT + +Reset M 10011 17 10023 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10024 +Name Road among the Vallenwoods.~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This dusty road winds among the vallenwoods. The breeze rustles the +leaves above your head, as if to speak to you. The Road continues +west into the mountains and south to Darkenwood. +~ +#EXIT +Direction east~ +ToRoom 10023 +Desc You see a stone bridge. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10025 +Desc You see a rocky path into the mountains. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10025 +Name Mountain Trail~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc This rocky trail begins the ascent into the mountains. To the north +is Crystalmir Lake. +~ +#EXIT +Direction north~ +ToRoom 10010 +Desc You see the shore of a lake. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10024 +Desc You see a road winding through the forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10026 +Desc You see a road winding through the mountains. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10026 +Name In the Mountains~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking on a rocky trail that winds through the mountains. From +here you can see the whole valley and Crystalmir Lake. +~ +#EXIT +Direction east~ +ToRoom 10025 +Desc You see a rocky trail descending into the forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10027 +Desc You see a road winding through the mountains. +~ +#ENDEXIT + +Reset M 10010 40 10026 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10027 +Name In the Mountains~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking on a rocky trail that winds through the mountains. From +here you can see the whole valley and Crystalmir Lake. +From here it almost looks as if there is something at the bottom of the lake. +~ +#EXIT +Direction north~ +ToRoom 10028 +Desc You see a rocky trail winding through the mountains. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10026 +Desc You see a rocky trail winding through the mountains. +~ +#ENDEXIT + +Reset M 10011 17 10027 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10028 +Name In the Mountains~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking on a rocky trail that winds through the mountains. From +here you can see the whole valley and Crystalmir Lake. +~ +#EXIT +Direction north~ +ToRoom 10021 +Desc You see a rocky trail winding through the mountains. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10027 +Desc You see a rocky trail winding through the mountains. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10029 +Name Among the Vallenwoods~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking among the peaceful vallenwoods. They sway in the +breeze in a dance of autumn. +~ +#EXIT +Direction north~ +ToRoom 10002 +Desc You see a small grove. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10030 +Desc You see forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10022 +Desc You see a road winding through the forest. +~ +#ENDEXIT + +Reset M 10011 17 10029 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10030 +Name Solace East Woods~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The huge vallenwood trees tower above soft forest paths. Sunlight dapples +the floor of the woods, and sparrows and squirrels quarrel overhead. The +musty smell of fallen leaves rises through the fragrance of late wildflowers. +~ +#EXIT +Direction north~ +ToRoom 10029 +Desc You see a forest. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9900 +Desc You see an enormous tree. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10023 +Desc You see a stone bridge. +~ +#ENDEXIT + +Reset M 10002 1 10030 -1 -1 -1 100 + Reset E 10014 12 16 100 + Reset E 10013 12 5 100 +#ENDROOM + +#ROOM +Vnum 10031 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction west~ +ToRoom 10034 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10036 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10014 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10032 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10014 7 10031 -1 -1 -1 100 +Reset R 10031 4 100 +#ENDROOM + +#ROOM +Vnum 10032 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction east~ +ToRoom 10033 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10031 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10038 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10038 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset R 10032 4 100 +#ENDROOM + +#ROOM +Vnum 10033 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction west~ +ToRoom 10034 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10032 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10037 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset R 10033 4 100 +#ENDROOM + +#ROOM +Vnum 10034 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction west~ +ToRoom 10035 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10031 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10033 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10015 3 10034 -1 -1 -1 100 +Reset R 10034 4 100 +Reset O 10012 1 10034 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10035 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction east~ +ToRoom 10038 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10036 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10034 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10014 7 10035 -1 -1 -1 100 +Reset R 10035 4 100 +#ENDROOM + +#ROOM +Vnum 10036 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction south~ +ToRoom 10035 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10037 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10013 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10031 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset R 10036 4 100 +Reset O 10012 1 10036 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10037 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction east~ +ToRoom 10038 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10033 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10039 +Desc You see a house. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10036 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10015 3 10037 -1 -1 -1 100 +Reset R 10037 4 100 +#ENDROOM + +#ROOM +Vnum 10038 +Name Northfields~ +Sector field~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A sea of grain sweeps across the north flats. Stalks sag with ripened grain, +ready for harvest. But no one is around to harvest the grains or tend the crops. +~ +#EXIT +Direction south~ +ToRoom 10032 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10032 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10037 +Desc You see fields of grain. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10035 +Desc You see fields of grain. +~ +#ENDEXIT + +Reset M 10014 7 10038 -1 -1 -1 100 +Reset R 10038 4 100 +Reset O 10012 1 10038 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10039 +Name A Farmer's House~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc A typical farmers house is here next to the endless fields of grain. +~ +#EXIT +Direction north~ +ToRoom 10037 +Desc You see fields of grain +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10040 +Key 10006 +Desc You see the farmer's house. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 10009 2 10039 -1 -1 -1 100 + Reset G 10006 0 100 +Reset D 10039 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 10040 +Name Living Room~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This is the living room of the farmer. you don't live here. +And you don't know the farmer. Why are you here? +~ +#EXIT +Direction west~ +ToRoom 10039 +Key 10006 +Desc Front door. +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 10041 +Desc You see stairs +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10041 +Name Top of Stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing at the top of the stairs. +There is a picture of Grandma on the wall. +~ +#EXIT +Direction north~ +ToRoom 10042 +Desc You see a bedroom +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10043 +Desc You see a bedroom +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 10040 +Desc You see stairs +~ +#ENDEXIT + +#EXDESC +ExDescKey picture~ +ExDesc It is a picture of Grandma.... + +or is it Grandpa...? +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10042 +Name Bedroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the bedroom of the farmer. +There are family pictures hanging on the walls. +An antique bed sits in one corner of the room. +~ +#EXIT +Direction east~ +ToRoom 10044 +Desc You see a bedroom closet. +~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10041 +Desc You see the top of the stairs. +~ +#ENDEXIT + +Reset O 10007 1 10042 -1 -1 -1 100 +Reset D 10042 1 1 100 -2 +#EXDESC +ExDescKey pictures~ +ExDesc Thats strange... +They all sorta look like pictures of like... + +Like.... + +Farmers.... + +well what did you expect? +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10043 +Name Kids Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the kids bedroom. +There are posters plastered to every inch of wallspace. +An bunk bed sits against the wall. +You see a closet to the south. +~ +#EXIT +Direction south~ +ToRoom 10082 +Desc You see a closet door. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10041 +Desc You see the top of the stairs. +~ +#ENDEXIT + +Reset M 10013 2 10043 -1 -1 -1 100 +Reset D 10043 2 1 100 -2 +#EXDESC +ExDescKey posters~ +ExDesc They seem to be various posters +of a purple dinosaur singing... + +There is a autograph on one poster. +~ +#ENDEXDESC + +#EXDESC +ExDescKey autograph~ +ExDesc I LOVE you 'cause you +are SUPERDYDUPERDY!!! + +Barney +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10044 +Name In the closet~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the bedroom closet. +There are cedar blocks and +mothballs in here. +Uh oh....The door closed behind you. +You are locked in. +~ +#EXIT +Direction west~ +ToRoom 10042 +Key 10007 +Desc You see closet door. +~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 10044 3 2 100 -2 +#EXDESC +ExDescKey cedar blocks~ +ExDesc Looks like cedar blocks. +what did you expect ? Gold? +This is a FARMER's house. +~ +#ENDEXDESC + +#EXDESC +ExDescKey mothballs~ +ExDesc They look like white Malt balls... +I wonder if they taste like it too? +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10048 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +~ +#EXIT +Direction north~ +ToRoom 10055 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10049 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10051 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10053 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 10005 +Desc You see the surface of Crystalmir Lake. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10049 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10056 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10058 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10050 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10048 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10049 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10050 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10049 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10059 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10061 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10051 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset R 10050 4 100 +#ENDROOM + +#ROOM +Vnum 10051 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10048 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10050 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10062 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10052 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10051 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10052 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10053 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10051 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10063 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10065 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10053 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction south~ +ToRoom 10054 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10048 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10052 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10066 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10053 -1 -1 -1 100 +Reset R 10053 4 100 +#ENDROOM + +#ROOM +Vnum 10054 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10069 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10055 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10053 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10067 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10055 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10070 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10056 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10048 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10054 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10055 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10056 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction east~ +ToRoom 10071 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10057 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10049 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10055 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset R 10056 4 100 +#ENDROOM + +#ROOM +Vnum 10057 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10072 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10067 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10058 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10056 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10007 16 10057 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10058 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10057 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10073 +Desc You see an opening in the lakebed. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10059 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10049 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10059 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10058 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10060 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10050 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10060 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction west~ +ToRoom 10059 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10064 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10072 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 10061 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset R 10060 4 100 +#ENDROOM + +#ROOM +Vnum 10061 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10050 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10060 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10071 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10062 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10061 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10062 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10051 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10061 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10070 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10063 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10063 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10052 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10062 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10069 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10064 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10064 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10065 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10063 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10068 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10060 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10064 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10065 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10066 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10052 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10064 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10074 +Desc You see an opening in the lakebed. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10066 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10067 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10053 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10065 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10007 16 10066 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10067 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10068 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10054 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10066 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10057 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10067 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10068 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10064 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10069 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10067 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10077 +Desc There seems to a small crack in the lakebed. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10069 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10063 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10070 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10054 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10068 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10007 16 10069 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10070 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10062 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10071 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10055 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10069 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10071 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10061 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10072 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10056 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10070 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10072 +Name Underwater~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc It is very dim here. You can make out the faint surfaces of the lake floor +and other rocks. You hope you can hold your breath long enough. +It looks as if the surface of the lake is make of glass... +In fact you can't break the surface!...You need air SOON! +~ +#EXIT +Direction north~ +ToRoom 10060 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10057 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10071 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10073 +Name Underwater Cave~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is an underwater cave that seems to have trapped some air in it. +It seems as if the cave continued deeper, but it is blocked by a rock +slide. +~ +#EXIT +Direction west~ +ToRoom 10058 +Desc Its too dark to see. +~ +#ENDEXIT + +Reset M 10010 40 10073 -1 -1 -1 100 +#EXDESC +ExDescKey rock slide~ +ExDesc There is no way you are going to clear away all the rocks. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10074 +Name Underwater Passageway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This passageway is almost completely filled with water. It seems to have +trapped some air. Some thing doesn't feel right. Maybe you should leave. +~ +#EXIT +Direction east~ +ToRoom 10065 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10075 +Desc Its too dark to see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10075 +Name Underwater Passageway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This passageway is almost completely filled with air. This is REALLY strange. +You wonder how this can be. Something is definetly wrong. +The air here is very humid and it seem to be getting warmer to the south. +~ +#EXIT +Direction east~ +ToRoom 10074 +Desc Underwater Passageway. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10076 +Desc A very large cave entrance. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10076 +Name Cave of the Turtle Dragon~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This Cave is enormous. It is mostly flooded with water. The air is very +humid and misty. Large piles of bones lay all over. The walls are covered +with scratches and claw marks. +~ +#EXIT +Direction north~ +ToRoom 10075 +Desc Underwater Passageway. +~ +#ENDEXIT + +Reset M 10008 1 10076 -1 -1 -1 100 + Reset E 10001 20 12 100 + Reset G 10010 0 100 +#EXDESC +ExDescKey bones~ +ExDesc Mostly the are fish bones... +But some of them look like humanoid bones... +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10077 +Name Narrow Crack in the rock.~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This seems to a crack caused by some earthquake or other natural event. +The opening is large here, but seems to get smaller as it goes on. +~ +#EXIT +Direction east~ +ToRoom 10068 +Desc Its too dark to see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10078 +Desc a very small tunnel. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10078 +Name Small Tunnel~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a small tunnel that seems to go deeper into the mountains. +It is completely filled with water. +Some light filters in through the muck to the east. +~ +#EXIT +Direction north~ +ToRoom 10080 +Desc a very small tunnel. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10077 +Desc Narrow crack. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10079 +Desc a very small tunnel. +~ +#ENDEXIT + +Reset M 10010 40 10078 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10079 +Name Dead end~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The tunnel seems to dead end here. +There is nothing but mud and a small pocket of air. +~ +#EXIT +Direction north~ +ToRoom 10078 +Desc a very small tunnel. +~ +#ENDEXIT + +Reset M 10007 16 10079 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10080 +Name Nest Entrance~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This seems to be the entrance to a nest of some kind. +The water here is very murky. +~ +#EXIT +Direction north~ +ToRoom 10081 +Desc Barracuda nest. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10081 +Name Barracuda Nest~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have disturbed a barracuda nest. They are none too pleased and +now plan to use you for their next feeding.... +~ +#EXIT +Direction south~ +ToRoom 10080 +Desc a small tunnel. +~ +#ENDEXIT + +Reset M 10007 16 10081 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10082 +Name Kids Closet.~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing in the kids closet. There are piles of unwashed laundry +and toys. You see an evil looking book lying against the south wall. +~ +#EXIT +Direction north~ +ToRoom 10043 +Desc You see the closet door. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10401 +Desc You see an evil book. +~ +Keywords book evil~ +Flags isdoor~ +#ENDEXIT + +Reset D 10082 0 1 100 -2 +#ENDROOM + +#ENDAREA diff --git a/data/realm/damara.are b/data/realm/damara.are new file mode 100644 index 0000000..5961823 --- /dev/null +++ b/data/realm/damara.are @@ -0,0 +1,1685 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name The Tomb of Damara~ +Author Gabriel~ +Vnums 26050 26088 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 15 25 0 65 +ResetMsg In the distance, you can hear a slave being scolded.~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 26050 +Keywords gnoll~ +Race gnoll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an ugly gnoll~ +Long An ugly gnoll is less than happy with your presence. +~ +Nattacks 0.000000 +Stats1 -750 0 0 0 0 0 +Stats2 11 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel scavenger aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +#ENDMOBILE + +#MOBILE +Vnum 26051 +Keywords kobold guard~ +Race kobold~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a kobold guard~ +Long A kobold guard is here, nursing a flask of wine. +~ +Nattacks 0.000000 +Stats1 -750 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Defenses parry disarm~ +#ENDMOBILE + +#MOBILE +Vnum 26052 +Keywords giant toad~ +Race amphibian~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a giant toad~ +Long An enormous toad leaps out of the fountain as you enter. +~ +Nattacks 0.000000 +Stats1 -750 0 0 0 0 0 +Stats2 13 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared truesight~ +Bodyparts head legs heart brains guts eye~ +Attacks bite~ +#ENDMOBILE + +#MOBILE +Vnum 26053 +Keywords giant rat~ +Race rat~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant rat~ +Long A giant rat scurries across the floor at an amazing speed. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaks common pixie ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head legs heart brains guts feet~ +Attacks poison~ +#ENDMOBILE + +#MOBILE +Vnum 26054 +Keywords lizard shaman priest~ +Race iguanadon~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the lizard shaman~ +Long A lizardman in the robes of a priest is disturbed at your presence. +~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Defenses curelight~ +#ENDMOBILE + +#MOBILE +Vnum 26055 +Keywords orc miner~ +Race orc~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short an orc miner~ +Long An orc is here digging at the ground at the command of his master. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 11 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +#ENDMOBILE + +#MOBILE +Vnum 26056 +Keywords orc master~ +Race orc~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the master miner~ +Long An orc in uniform is here, forcing his lessers to dig. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Attacks punch~ +Defenses parry disarm~ +#ENDMOBILE + +#MOBILE +Vnum 26057 +Keywords goblin slavedriver~ +Race goblin~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a goblin slavedriver~ +Long A goblin is here, forcing the slaves to cook their own friends. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Attacks punch~ +Defenses parry disarm~ +#ENDMOBILE + +#MOBILE +Vnum 26058 +Keywords slave human~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a human slave~ +Long A human slave is here, being forced to do unimaginable things. +~ +Nattacks 0.000000 +Stats1 750 0 0 0 0 0 +Stats2 8 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 26059 +Keywords gelatinous cube~ +Race gelatin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a gelatinous cube~ +Long A pair of iron bracers seem to be floating in mid-air. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 18 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected truesight~ +Bodyparts guts~ +Resist hold~ +Attacks drain weaken~ +#ENDMOBILE + +#MOBILE +Vnum 26060 +Keywords carrion crawler~ +Race worm~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a carrion crawler~ +Long An enormous worm-thing is here, flashing a tentacled mouth! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaks common elvish ogre orcish trollese magical ancient halfling clan gith~ +Speaking gith~ +Actflags npc sentinel aggressive~ +Affected sanctuary truesight~ +Bodyparts guts tail~ +Attacks bite tail~ +Defenses dodge disarm~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist emote slumps to the ground, and its body starts to fade away! +mpoload 26086 1 +drop key +mpecho There is a rusty key in place of the crawler's corpse! +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 26061 +Keywords predator wolf~ +Race wolf~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Predator~ +Long An angry wolf snarls at you, but will not attack until commanded. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 17 21 0 0 0 0 0 +Speaks common elvish ogre orcish trollese magical ancient halfling clan gith~ +Speaking gith~ +Actflags npc sentinel~ +Affected truesight~ +Bodyparts guts tail~ +Attacks bite~ +#ENDMOBILE + +#MOBILE +Vnum 26062 +Keywords crusher wolf~ +Race wolf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Crusher~ +Long An angry wolf snarls at you, but will not attack until commanded. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 17 21 0 0 0 0 0 +Speaks common elvish ogre orcish trollese magical ancient halfling clan gith~ +Speaking gith~ +Actflags npc sentinel~ +Affected truesight~ +Bodyparts guts tail~ +Attacks bite~ +#ENDMOBILE + +#MOBILE +Vnum 26063 +Keywords bonegnasher ogre~ +Race half-ogre~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short BoneGnasher~ +Long An ogre in full armor is here, not pleased with your intrusion. +~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 25 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel~ +Affected sanctuary infrared truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Attacks punch bash stun~ +Defenses parry disarm~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +grovel $n +say Please do not hurt me, oh great one! +else +growl $n +say Who has disturbed Bonegnasher the Ogre's den of death and destruction? +say A puny little human? +say Destroy them, Crusher! Destroy them, Predator! +mpforce crusher mpkill $n +mpforce predator mpkill $n +say Rip 'em to pieces! It's chow time! +cackle +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 26064 +Keywords hobgoblin jailor~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the hobgoblin jailor~ +Long An armed hobgoblin is here, interrogating a prisoner. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaks common ogre~ +Speaking common~ +Actflags npc sentinel~ +Affected truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye eyestalks~ +Attacks trip bash~ +Defenses disarm~ +#ENDMOBILE + +#MOBILE +Vnum 26065 +Keywords taran prisoner~ +Race half-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Taran~ +Long Taran is here, ecstatic that you have come to the rescue. +~ +Nattacks 0.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaks common elvish~ +Speaking common~ +Actflags npc sentinel~ +Affected truesight~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if carryingvnum($n) == 26079 +say Is that the Ocarina of Damara you hold in your hands?!? It is! +say Well done, $n! Those mule-brained ogres probably thought it was +say simply an ordinary ocarina! +chuckle +say It is rumored that the Orb of Dragonkind is hidden in Damara's Tomb. +say In order to get into the tomb, you must play the ocarina to reveal +say the entrance. I do not know where it is, but I overheard that ugly +say ogre giving his minions instructions to excavate the mines. Perhaps +say you will have some luck there ... +else +emote stares up at you in amazement, and hope fills his eyes. +say Please, you must help me! I came here searching for the Orb of +say Dragonkind, but that blasted ogre, BoneGnasher, imprisoned me +say before I could find it. They have not found it yet, but our time +say is short. Please, you must help me! If that orb gets into the wrong +say hands, it could be quite dangerous! Will you help me? +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist say Thank you, $n! I fear I will not be able to repay you, as that +say nasty ogre took all my possessions. However, if you find the Orb, +say you can keep it. I trust that you will not use it for evil. +say In order to find the Orb, you must first find the Ocarina of +say Damara. It must be in this castle some place. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist no~ +Comlist sigh +say I guess I was wrong about you. Here I thought you were a brave +say adventurer, not some cowardly fool! Leave my presence! +emote turns his back. +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist gives~ +Comlist if carryingvnum($i) == 26077 +say You've found my spellbook! Oh, thank you! I was afraid I would never +say get this back ... I wish I had something I could give you in return, +say but BoneGnasher took all my possessions. +ponder +say I've got it! +emote flips through the pages of his spellbook. +say Aha! Here it is. +mpecho _blu Taran utters the words, 'jacobis illuminatus'. +mpecho _blu A glowing sphere of light appears in Taran's hands. +mpoload 26084 15 +give light $n +say It's not much, but it's the least I can do for your troubles ... +mpjunk spellbook +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 26066 +Keywords shadows shadow~ +Race shadow~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Shadow~ +Long An unnatural shadow maneuvers across the room in your direction. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 25 21 0 0 0 0 0 +Speaks common pixie ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared truesight~ +Bodyparts guts hands~ +Resist hold~ +Suscept plus6~ +Attacks drain curse weaken~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +emote slithers back into the shadows. +else +mpecho A shadow from the corner begins to take on a humanoid shape! +mpecho A voice echoes, 'You must defeat the shadow creature in order' +mpecho A voice echoes, 'to receive the Orb of Dragonkind!' +mpecho A voice echoes, 'Prepare to die!' +mpecho An evil cackle rings throughout the room, sending chills up your spine. +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 26067 +Keywords pit monster~ +Race monster~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the pit monster~ +Long An unrecognizable creature stares at you with a hungry gaze. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaks common elvish ogre orcish trollese reptile magical goblin~ +Speaking goblin~ +Actflags npc sentinel aggressive~ +Affected truesight~ +Bodyparts guts~ +Attacks claws~ +Defenses dodge~ +#ENDMOBILE + +#MOBILE +Vnum 26068 +Keywords ghost mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a ghost mob~ +Long This mob should not be visible to anyone. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 51 21 0 0 0 0 0 +Speaking common~ +Actflags npc mobinvis~ +Affected invisible hide~ +#MUDPROG +Progtype speech_prog~ +Arglist killmepleez!~ +Comlist mpdonothing +mpdonothing +mpslay Taran +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 26050 +Keywords cell key~ +Type key~ +Short a cell key~ +Long An oddly shaped key hangs from a jailor's key ring here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26051 +Keywords fountain~ +Type fountain~ +Short the fountain~ +Long A sculpture of a dragon spews forth water into a large fountain.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26052 +Keywords rubble junk~ +Type trash~ +Short the pile of rubble~ +Long There is a pile of junk lying in the corner of the room.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#MUDPROG +Progtype exa_prog~ +Arglist 50~ +Comlist mpechoat $n You go to examine the pile of rubble. +mpechoat $n Suddenly, you fall through a hole in the floor! +mer $n $n examines the pile of rubble and falls through a hole in the floor! +mptrans $n 26069 +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 26053 +Keywords altar stone~ +Type furniture~ +Short the stone altar~ +Long An ancient stone block that used to be an altar is engraved with runes.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey runes~ +ExDesc Engraved upon the stone block that used to be an altar is a message +in the ancient common tongue. It reads: + + The Orb of Dragonkind must never fall into the hands + Of evil. This is the dying request of Damara, King of + this Castle. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 26054 +Keywords well~ +Type container~ +Short the well~ +Long &BThere is a well with a bucket attached to it in the center of the room.~ +Values 999 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26055 +Keywords chest~ +Type container~ +Short a wooden chest~ +Long There is a wooden chest leaning against the far wall.~ +Values 999 5 26087 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26056 +Keywords throne~ +Type container~ +Short Damara's Throne~ +Long The throne of King Damara is propped up against the far wall.~ +Values 999 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26057 +Keywords clay pots~ +Type container~ +Short the clay pots~ +Long Two clay pots lie on either side at the base of the throne.~ +Values 999 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26058 +Keywords sign plaque~ +Type furniture~ +Short a sign~ +Long A sign is posted on the left side of the gate.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey sign plaque~ +ExDesc You are about to enter the Tomb of Damara. Damara was an ancient +wizard that fought for good. At his castle, he guarded the Orb of +Dragonkind to make sure it wouldn't fall into evil hands. After he +died, many heroes tried to find the Orb, but no one ever did. +The castle is now in ruins and filled with danger. + +*WARNING*: The following area was designed for levels 15-25. Enter at + your own risk. + +This area was built by Gabriel Androctus for The Apocalypse Theatre. +It is based heavily upon the map in the "Introduction to AD&D" kit. +It has been changed slightly, but the original work is not my own. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 26059 +Keywords curved sword~ +Type weapon~ +Short a curved sword~ +Long A curved, rusty sword lies on the ground before you.~ +WFlags take wield~ +Values 8 3 6 1 0 0 0 0 0 0 0 +Stats 1 1250 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26060 +Keywords round shield~ +Type armor~ +Short a small, round shield~ +Long A small, round shield lies on the ground before you.~ +WFlags take shield~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26061 +Keywords ring protection~ +Type armor~ +Short a ring of protection~ +Long A circle of obsidian lies here, omitting a strange glow.~ +Flags magic bless~ +WFlags take finger~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26062 +Keywords shovel~ +Type shovel~ +Short an old shovel~ +Long An old shovel is here, leaning against the wall.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26063 +Keywords brandy barrel~ +Type drinkcon~ +Short a barrel of brandy~ +Long A wooden barrel of brandy lies here collecting dust.~ +WFlags take~ +Values 20 20 20 0 0 0 0 0 0 0 0 +Stats 1 150 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26064 +Keywords black mace~ +Type weapon~ +Short a black mace~ +Long A mace crafted of obsidian is here, gleaming in the light.~ +WFlags take wield~ +Values 9 3 7 7 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData damroll 2 -1 -1 0 +AffData dexterity 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26065 +Keywords shaman robes~ +Type armor~ +Short a shaman's robes~ +Long A pile of intricately designed fabrics lie here in the shape of a robe.~ +WFlags take about~ +Values 3 5 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData dexterity 2 -1 -1 0 +AffData hitroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26066 +Keywords chain vest~ +Type armor~ +Short a chain vest~ +Long A chain vest lies on the ground collecting dust.~ +WFlags take body~ +Values 9 9 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26067 +Keywords scroll black~ +Type scroll~ +Short a black scroll~ +Long A rolled up piece of black parchment lies on the ground.~ +WFlags take~ +Values 10 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'curse' 'poison' 'weaken' +#ENDOBJECT + +#OBJECT +Vnum 26068 +Keywords pick axe pickaxe~ +Type weapon~ +Short a miner's pickaxe~ +Long A miner seems to have left his pickaxe behind.~ +WFlags take wield~ +Values 6 3 4 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26069 +Keywords scroll royal~ +Type scroll~ +Short a royal scroll~ +Long A scroll with the royal mark of the House of Damara lies here.~ +WFlags take~ +Values 25 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'fireball' 'weaken' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 26070 +Keywords crested shield~ +Type armor~ +Short a crested shield~ +Long A large shield with the crest of the House of Damara lies here.~ +Flags magic bless~ +WFlags take shield~ +Values 7 10 0 0 0 0 0 0 0 0 0 +Stats 9 150000 -2 1 0 None None None +AffData armor -15 -1 -1 0 +AffData save_spell -5 -1 -1 0 +AffData save_para -2 -1 -1 0 +AffData save_poison -3 -1 -1 0 +AffData save_breath -3 -1 -1 0 +AffData save_rod -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26071 +Keywords orb dragonkind~ +Type staff~ +Short the Orb of Dragonkind~ +Long A hazy blue sphere sits in a case of dragon scales before you.~ +Flags magic~ +WFlags take hold~ +Values 35 5 5 -1 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +AffData damroll 3 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData dexterity 1 -1 -1 0 +Spells 'sanctuary' +#ENDOBJECT + +#OBJECT +Vnum 26072 +Keywords potion tube healing~ +Type potion~ +Short a healing potion~ +Long A small tube containing a clear liquid lies before you.~ +Flags magic~ +WFlags take~ +Values 25 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'cure critical' 'cure critical' 'cure critical' +#ENDOBJECT + +#OBJECT +Vnum 26073 +Keywords whip~ +Type weapon~ +Short a whip~ +Long It appears as though some slavedriver left his whip behind.~ +WFlags take wield~ +Values 12 3 7 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData damroll 2 -1 -1 0 +AffData hitroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26074 +Keywords rusty dagger~ +Type weapon~ +Short a rusty dagger~ +Long A long, rusted dagger lies on the ground here.~ +WFlags take wield~ +Values 9 3 8 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26075 +Keywords iron bracer~ +Type armor~ +Short an iron bracer~ +Long An extremely heavy, iron bracer lies on the ground here.~ +WFlags take wrist~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26076 +Keywords gold coins~ +Type money~ +Short a pile of gold coins~ +Long A pile of gold coins lie on the ground here.~ +WFlags take~ +Values 136943 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26077 +Keywords spellbook book~ +Type scroll~ +Short Taran's Spellbook~ +Long A book engraved with elven runes lies on the ground here.~ +Flags magic~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None +Spells 'elven beauty' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 26078 +Keywords potion invisibility~ +Type potion~ +Short a potion of invisibility~ +Long A beaker of clear fluid lies on the ground here.~ +Flags magic~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'invisibility' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 26079 +Keywords damara ocarina~ +Type staff~ +Short the Ocarina of Damara~ +Long A blue ocarina lies on the ground before you.~ +Flags magic bless~ +WFlags take hold~ +Values 20 3 3 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'bless' +#MUDPROG +Progtype use_prog~ +Arglist 100~ +Comlist if inroom($n) == 26059 +mpechoat $n You put the ocarina to your lips and play a short song. +mer $n $n puts the ocarin to $s lips and plays a short song. +mpechoat $n Your melodious tune is echoed by a distant voice. +mer $n $n's melodious tune is echoed by a distant voice. +mpechoat $n The castle begins to shake violently. +mer $n The castle begins to shake violently. +mpopenpassage 26059 26068 9 +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 26080 +Keywords combat boots~ +Type armor~ +Short a pair of combat boots~ +Long A large pair of boots lie on the ground here.~ +WFlags take feet~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData intelligence -1 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26081 +Keywords chain mail leggings~ +Type armor~ +Short a pair of chainmail leggings~ +Long A pair of chainmail leggings lie on the ground here.~ +WFlags take legs~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData armor -15 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26082 +Keywords studded girth~ +Type armor~ +Short a studded girth~ +Long A large, studded girth that could fit an ogre lies here.~ +WFlags take waist~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26083 +Keywords spiked club~ +Type weapon~ +Short a spiked club~ +Long A giant wooden club with deadly spikes lies here.~ +WFlags take wield~ +Values 9 2 15 8 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData damroll 5 -1 -1 0 +AffData hitroll -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26084 +Keywords guiding light~ +Type light~ +Short The Guiding Light~ +Long A mass of light gathers in one place to guide you.~ +Flags magic bless~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 150000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData affected 'aqua_breath' -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26085 +Keywords collar leather~ +Type armor~ +Short a leathery collar~ +Long A strip of leather lies on the ground before you.~ +WFlags take neck~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData damroll 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData sex -1 -1 -1 0 +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 26086 +Keywords rusty key~ +Type key~ +Short a rusty key~ +Long A key that seems to have seen better days lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26087 +Keywords bone key~ +Type key~ +Short a bone key~ +Long A key carved out of the bones of some unfortunate person lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 26088 +Keywords anklet bone~ +Type armor~ +Short an anklet of bone~ +Long An anklet carved of human bone lies here collecting dust.~ +Flags evil~ +WFlags take ankle~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#ROOM +Vnum 26050 +Name Outside the Tomb of Damara~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc A cold wind blows through the dead trees around the ruin. Dark +clouds make everything seem gray and lonely. The castle sits on +top of a hill and can be seen from far away. Once it had strong +walls and tall towers. Now the towers have fallen and the walls +have collapsed in many places. There is a heavy door in the gate, +but it looks like it could be opened. +~ +#EXIT +Direction north~ +ToRoom 26051 +Flags isdoor closed nomob~ +#ENDEXIT + +Reset O 26058 1 26050 -1 -1 -1 100 +Reset D 26050 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26051 +Name The Central Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a big room, once the main room of the castle. Now the plaster +has fallen from the ceiling and the floor is littered with junk. The +walls of the room show centuries of wear and lack of upkeep. There +are four doors leading out of this room. One door leads north, +another to the east, one to the south that leads back out of the +castle, and one to the southwest. +~ +#EXIT +Direction north~ +ToRoom 26053 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 26055 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 26050 +Flags isdoor closed nomob~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 26052 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26050 2 26051 -1 -1 -1 100 + Reset E 26059 1 16 100 +Reset M 26050 2 26051 -1 -1 -1 100 + Reset E 26059 1 16 100 +Reset O 26052 1 26051 -1 -1 -1 100 +Reset D 26051 0 1 100 -2 +Reset D 26051 1 1 100 -2 +Reset D 26051 2 1 100 -2 +Reset D 26051 9 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26052 +Name The Guard Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The room is small and filled with junk. Most of it is pushed close +to the walls, leaving a clear space in the center of the room. +Empty flasks of alcohol scatter the room, as well as bones of what +seems to be unfortunate adventurers. +~ +#EXIT +Direction northeast~ +ToRoom 26051 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26051 2 26052 -1 -1 -1 100 + Reset E 26060 1 11 100 + Reset E 26059 1 16 100 +Reset M 26051 2 26052 -1 -1 -1 100 + Reset E 26059 1 16 100 + Reset E 26060 1 11 100 +Reset D 26052 6 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26053 +Name The Castle Garden~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The garden is small and tiled with flagstones. The plants that grew +here are all dead. In the center of the garden is an old fountain +filled with green, scummy water. The dead plants seem to fit in here. +There is a doorway in the western wall of the garden. +~ +#EXIT +Direction south~ +ToRoom 26051 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 26054 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26052 1 26053 -1 -1 -1 100 + Reset G 26061 1 100 +Reset O 26051 1 26053 -1 -1 -1 100 +Reset D 26053 2 1 100 -2 +Reset D 26053 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26054 +Name The Storeroom~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a small, dusty room filled with shelves. Barrels, bags, +pots, and jars line every shelf and are stacked on the floor. +There is a quick scamper of little feet that stops just as you +open the door. The only exit is back the way you came. +~ +#EXIT +Direction east~ +ToRoom 26053 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26053 1 26054 -1 -1 -1 100 +Reset O 26062 1 26054 -1 -1 -1 100 +Reset O 26063 1 26054 -1 -1 -1 100 +Reset D 26054 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26055 +Name The Castle Cathedral~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Though dirty, this room is still in good condition. Carved stone +pillars support the arching roof. This was clearly the castle's +chapel. At the back wall is a stone block, once the altar. The +fine carvings on its base are nothing but chipped scars now. Even +so, the altar still seems like it is a thing of peace and strength. +A doorway leads south, from where you can hear mocking voices. +Another doorway leads southeast. You can feel a breeze coming +from under the doorway. And finally, another exit leads west, +back to the central room. +~ +#EXIT +Direction south~ +ToRoom 26056 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 26051 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 26058 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26054 1 26055 -1 -1 -1 100 + Reset E 26064 1 16 100 + Reset E 26065 1 12 100 + Reset G 26067 1 100 +Reset O 26053 1 26055 -1 -1 -1 100 +Reset D 26055 2 1 100 -2 +Reset D 26055 3 1 100 -2 +Reset D 26055 8 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26056 +Name The Dungeon~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This small room looks like a torture chamber. There are horrible- +looking tools on the walls. A bucket filled with hot coals sits on +the floor. In the eastern wall lies a prison cell with iron bars. +~ +#EXIT +Direction north~ +ToRoom 26055 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 26057 +Key 26050 +Keywords cell~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 26064 1 26056 -1 -1 -1 100 + Reset G 26050 1 100 + Reset E 26066 1 5 100 + Reset E 26059 1 16 100 +Reset D 26056 0 1 100 -2 +Reset D 26056 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 26057 +Name Inside a Prison Cell~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc There is nothing much to this prison cell. A pile of animal skins +lies in the corner to serve as a bed, and a hole in the floor on the +opposite corner serves as a latrine. Blood stains the cement floor. +~ +#EXIT +Direction west~ +ToRoom 26056 +Key 26050 +Keywords cell~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 26065 1 26057 -1 -1 -1 100 +Reset D 26057 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 26058 +Name An Outside Passage~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You step through the door and find yourself outside again. This +passage seems to have been dug out of a mountain or hill. You can +make out the shouts of orcs coming from the southeast. Perhaps you +should be weary about continuing forward. +~ +#EXIT +Direction northwest~ +ToRoom 26055 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 26059 +#ENDEXIT + +Reset D 26058 7 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26059 +Name The Orc Mines~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room is very strange. Once it must have been a cellar dug into +the side of a hill, but now it looks more like a mine. The walls and +floor are all dug up and wooden beams are wedged into them to keep +the ceiling from collapsing. It appears as though someone has been +digging in this mine fairly recently. There is a door leading north. +~ +#EXIT +Direction north~ +ToRoom 26060 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 26058 +#ENDEXIT + +Reset M 26055 2 26059 -1 -1 -1 100 + Reset E 26068 1 16 100 +Reset M 26056 1 26059 -1 -1 -1 100 + Reset E 26068 1 16 100 + Reset G 26072 1 100 +Reset M 26055 2 26059 -1 -1 -1 100 + Reset E 26068 1 16 100 +Reset D 26059 0 1 100 -2 +#EXDESC +ExDescKey mine ground~ +ExDesc The ground has been ripped open recently as if someone were looking +for something. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 26060 +Name The Kitchen~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The kitchen is cluttered and smelly. It is furnished with a table, +a big fireplace, and shelves loaded with junk. While it is quite +messy, decomposing food and such provide evidence that the facility +has gotten some use in the past few months. There is an exit leading +west, and another leading north. There is also a door leading south +back to the mines, and one leading northwest. +~ +#EXIT +Direction north~ +ToRoom 26062 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 26059 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 26061 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 26063 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26057 1 26060 -1 -1 -1 100 + Reset E 26073 1 16 100 +Reset M 26058 2 26060 -1 -1 -1 100 +Reset M 26058 2 26060 -1 -1 -1 100 +Reset D 26060 0 1 100 -2 +Reset D 26060 2 1 100 -2 +Reset D 26060 3 1 100 -2 +Reset D 26060 7 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26061 +Name The Well~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room is cold and wet, almost like a cave. There is a well at +the center. A bucket with a rope attached sits by the well. There +is no movement and you see nothing of interest here. +~ +#EXIT +Direction east~ +ToRoom 26060 +Flags isdoor closed~ +#ENDEXIT + +Reset O 26054 1 26061 -1 -1 -1 100 + Reset P 0 26074 1 26054 100 +Reset D 26061 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26062 +Name The Armory~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The room is crowded with shelves of battered helmets, dented shields, +and nicked swords. The walls are lined with racks of spears and axes. +There is an eerie presence in this room as though something is +watching... waiting. The only exit is through the door you came in. +~ +#EXIT +Direction south~ +ToRoom 26060 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26059 1 26062 -1 -1 -1 100 + Reset G 26075 1 100 +Reset D 26062 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26063 +Name An Outside Passage~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You find yourself wandering a path leading northwest to an unknown +destination. The corridor stinks of decay. You can make out what +sounds like shrieks of terror coming from further down the path. +~ +#EXIT +Direction west~ +ToRoom 26064 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 26060 +Flags isdoor closed~ +#ENDEXIT + +Reset D 26063 8 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26064 +Name An Outside Passage~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You continue down the passage, and find yourself nearing the +bone-chilling screams. The path bends at a right angle, leading +north. The path also leads back east, towards the kitchen. +~ +#EXIT +Direction north~ +ToRoom 26065 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 26063 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 26065 +Name The End of the Outside Passage~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You come to the end of the passage. A door lies on either side of you. +The door to the west sounds like the source of the screaming, which +has stopped suddenly. You are unable to make out any sounds coming +from the door in the eastern wall. +~ +#EXIT +Direction east~ +ToRoom 26066 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 26064 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 26067 +Flags isdoor closed~ +#ENDEXIT + +Reset D 26065 1 1 100 -2 +Reset D 26065 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26066 +Name The Treasure Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a small windowless room, lit only by your torches. The light +gleams and glitters on chests and treasures tumbled in a heap. In +this room are bags of coins, pieces of armor, and potion bottles, +along with bones, bits of stale bread, and moldy cheese. +~ +#EXIT +Direction west~ +ToRoom 26065 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26060 1 26066 -1 -1 -1 100 +Reset O 26055 1 26066 -1 -1 -1 100 + Reset P 0 26077 1 26055 100 + Reset P 1 26076 1 26077 100 +Reset D 26066 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26067 +Name Bonegnasher's Den~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc As you enter the room, the foul stench of death overwhelms you. Mangled +corpses of what you assume used to be servants lie on the ground, +apparently part of some creature's main course. There is a makeshift +bed against the northern wall made up of piles of furs. Against the +wall beside the bed lies a plain, wooden chest. +~ +#EXIT +Direction east~ +ToRoom 26065 +Flags isdoor closed~ +#ENDEXIT + +Reset M 26063 1 26067 -1 -1 -1 100 + Reset E 26083 1 16 100 + Reset E 26082 1 13 100 + Reset E 26081 1 7 100 + Reset E 26080 1 8 100 + Reset G 26079 1 100 + Reset E 26088 1 24 100 + Reset E 26088 1 25 100 +Reset M 26061 1 26067 -1 -1 -1 100 +Reset M 26062 1 26067 -1 -1 -1 100 +Reset O 26055 1 26067 -1 -1 -1 100 + Reset P 0 26072 1 26055 100 + Reset P 1 26079 1 26072 100 +Reset D 26067 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 26068 +Name Damara's Tomb~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A secret door grinds open to reveal a cold, gray stone room thick +with dust. As the door swings open, two torches on the side walls +mysteriously light. A large, intricate throne lies against the far +wall engraved with runes in some ancient tongue. On either side of +the throne are clay pots engraved with the same runes. +~ +#EXIT +Direction northeast~ +ToRoom 26059 +#ENDEXIT + +Reset M 26066 1 26068 -1 -1 -1 100 +Reset O 26056 1 26068 -1 -1 -1 100 +Reset O 26057 1 26068 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 26069 +Name In a Dank Pit~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You land at the bottom of the pit with a thud. Even with your torches, +the room does not light up much. Bones of all shapes and sizes are +scattered about the floor. Rats scurry across the floor, almost +surprised as much that you are here as you are. There is a ladder +built into the far wall that appears to be the only way back up. +~ +#EXIT +Direction up~ +ToRoom 26051 +Flags climb can_climb~ +#ENDEXIT + +Reset M 26067 1 26069 -1 -1 -1 100 +#MUDPROG +Progtype entry_prog~ +Arglist 100~ +Comlist mpechat $n You hit the ground with a loud *THUD*! +mer $n $n hits the ground with a loud *THUD*! +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 26070 +Name Taran's Death Room~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This room should not be connected. This is the room Taran goes to when +the adventurer tells him he will not help. +~ +#ENDROOM + +#ENDAREA diff --git a/data/realm/daycare.are b/data/realm/daycare.are index 0c9eb0a..b09a03e 100644 --- a/data/realm/daycare.are +++ b/data/realm/daycare.are @@ -1,199 +1,181 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Dwarven Daycare~ -Author Sandman~ -WeatherX 0 -WeatherY 0 -Ranges 1 5 0 60 -Economy 0 19976800 -ResetMsg You hear a small child scream for his mommy.~ -ResetFreq 5 +Version 1 +Name Dwarven Daycare~ +Author Sandman~ +Vnums 6600 6651 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 1 5 0 60 +ResetMsg You hear a small child scream for his mommy.~ +ResetFreq 5 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 6600 -Keywords dwarven child~ -Short a dwarven child~ -Long A dwarven child runs around, wreaking havoc everywhere. -~ -Desc This is a young but not totally harmless creature. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc scavenger stayarea~ -Stats1 -5 3 17 6 300 400 -Stats2 1 4 30 -Stats3 1 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet eye~ +Vnum 6600 +Keywords dwarven child~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a dwarven child~ +Long A dwarven child runs around, wreaking havoc everywhere. +~ +Desc This is a young but not totally harmless creature. +~ +Nattacks 0.000000 +Stats1 -5 -1 0 0 0 0 +Stats2 3 21 6 30 1 3 6 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Bodyparts head arms legs heart hands feet eye~ #ENDMOBILE #MOBILE -Vnum 6601 -Keywords dwarven youth~ -Short a dwarven youth~ -Long A dwarven youth slouches here, trying to avoid her chores. -~ -Desc This young woman seems quite discontent about the fact that she has to +Vnum 6601 +Keywords dwarven youth~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a dwarven youth~ +Long A dwarven youth slouches here, trying to avoid her chores. +~ +Desc This young woman seems quite discontent about the fact that she has to clean up after all these brats. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger stayarea~ -Stats1 500 3 19 9 450 75 -Stats2 3 5 20 -Stats3 2 3 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs eye~ +Nattacks 0.000000 +Stats1 500 -1 0 0 0 0 +Stats2 3 21 9 20 2 3 2 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Bodyparts head arms legs eye~ #ENDMOBILE #MOBILE -Vnum 6602 -Keywords dwarven baby~ -Short a dwarven baby~ -Long A small dwarven baby sits here, sucking her thumb. -~ -Desc This small baby looks like she has been cared for with a lot of love. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc scavenger stayarea~ -Stats1 300 2 18 9 150 200 -Stats2 2 5 19 -Stats3 1 5 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart eye~ +Vnum 6602 +Keywords dwarven baby~ +Race dwarf~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a dwarven baby~ +Long A small dwarven baby sits here, sucking her thumb. +~ +Desc This small baby looks like she has been cared for with a lot of love. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 2 21 9 19 1 5 1 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Bodyparts head arms legs heart eye~ #ENDMOBILE #MOBILE -Vnum 6603 -Keywords toddler dwarven~ -Short a dwarven toddler~ -Long A dwarven toddler sits here, crying for his mommy. -~ -Desc The toddler looks at you with his baby blue eyes, and he doesn't look +Vnum 6603 +Keywords toddler dwarven~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_janitor~ +Short a dwarven toddler~ +Long A dwarven toddler sits here, crying for his mommy. +~ +Desc The toddler looks at you with his baby blue eyes, and he doesn't look like he could cause you any harm. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_janitor~ -Gender male~ -Actflags npc scavenger stayarea~ -Stats1 -300 3 18 7 100 300 -Stats2 3 5 26 -Stats3 2 3 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet~ +Nattacks 0.000000 +Stats1 -300 -1 0 0 0 0 +Stats2 3 21 7 26 2 3 2 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Bodyparts head arms legs heart hands feet~ #ENDMOBILE #MOBILE -Vnum 6604 -Keywords bear ugly stuffed~ -Short an ugly stuffed bear~ -Long An ugly stuffed bear stares at you through glass eyes. -~ -Desc This is obviously a reject from the factory. +Vnum 6604 +Keywords bear ugly stuffed~ +Race bear~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an ugly stuffed bear~ +Long An ugly stuffed bear stares at you through glass eyes. +~ +Desc This is obviously a reject from the factory. He snarls and growls at you. ~ -Race bear~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger stayarea~ -Affected sneak~ -Stats1 -400 3 17 6 300 300 -Stats2 3 4 25 -Stats3 1 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts arms legs heart eye~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 3 21 6 25 1 3 6 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Affected sneak~ +Bodyparts arms legs heart eye~ #ENDMOBILE #MOBILE -Vnum 6605 -Keywords old doll~ -Short an old doll~ -Long A worn out old doll flops here lifelessly. -~ -Desc This small baby looks like it has been cared for with plenty of love. -~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender female~ -Actflags npc stayarea~ -Affected sneak~ -Stats1 -2 1 20 10 200 50 -Stats2 1 1 9 -Stats3 1 3 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs eye~ +Vnum 6605 +Keywords old doll~ +Race magical~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short an old doll~ +Long A worn out old doll flops here lifelessly. +~ +Desc This small baby looks like it has been cared for with plenty of love. +~ +Nattacks 0.000000 +Stats1 -2 0 0 0 0 0 +Stats2 1 21 10 9 1 3 4 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected sneak~ +Bodyparts head arms legs eye~ #ENDMOBILE #MOBILE -Vnum 6606 -Keywords nanny~ -Short the mean old nanny~ -Long A mean old nanny stands here, watching over the children. -~ -Desc You see an old dwarven lady who has been hunched over with age. However, it +Vnum 6606 +Keywords nanny~ +Race dwarf~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the mean old nanny~ +Long A mean old nanny stands here, watching over the children. +~ +Desc You see an old dwarven lady who has been hunched over with age. However, it appears that there is still some fight left in her. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender female~ -Actflags npc stayarea~ -Stats1 10 5 16 6 1000 750 -Stats2 4 4 50 -Stats3 1 8 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet eye~ +Nattacks 0.000000 +Stats1 10 -1 0 0 0 0 +Stats2 5 21 6 50 1 8 2 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head arms legs heart hands feet eye~ #MUDPROG Progtype all_greet_prog~ Arglist 33~ @@ -212,110 +194,98 @@ endif #ENDMOBILE #MOBILE -Vnum 6607 -Keywords knavish bully~ -Short a knavish bully~ -Long A knavish bully stands here, guarding the room to the south. -~ -Desc This is a big mean bully who is tired of being lost in this maze. +Vnum 6607 +Keywords knavish bully~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a knavish bully~ +Long A knavish bully stands here, guarding the room to the south. +~ +Desc This is a big mean bully who is tired of being lost in this maze. You suddenly think that you had better flee. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel scavenger stayarea~ -Affected detect_invis~ -Stats1 -800 4 9 2 2500 2000 -Stats2 3 5 50 -Stats3 3 2 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet~ +Nattacks 0.000000 +Stats1 -800 -1 0 0 0 0 +Stats2 4 21 2 50 3 2 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_invis~ +Bodyparts head arms legs heart hands feet~ #ENDMOBILE #MOBILE -Vnum 6608 -Keywords brat spoiled~ -Short a spoiled brat~ -Long A spoiled brat sits in the corner, pouting. -~ -Desc You see a little tyke who has always gotten what he wanted. You have the +Vnum 6608 +Keywords brat spoiled~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a spoiled brat~ +Long A spoiled brat sits in the corner, pouting. +~ +Desc You see a little tyke who has always gotten what he wanted. You have the biggest urge to put him out of his misery. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis~ -Stats1 -400 6 18 9 2000 50 -Stats2 2 5 65 -Stats3 1 3 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet eye~ +Nattacks 0.000000 +Stats1 -400 -1 0 0 0 0 +Stats2 6 21 9 65 1 3 8 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis~ +Bodyparts head arms legs heart hands feet eye~ #ENDMOBILE #MOBILE -Vnum 6609 -Keywords lady old cook~ -Short an old cook~ -Long An old lady stands here, slaving over the hot oven. -~ -Desc This old lady looks tired and haggard, perhaps from working in a kitchen +Vnum 6609 +Keywords lady old cook~ +Race dwarf~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short an old cook~ +Long An old lady stands here, slaving over the hot oven. +~ +Desc This old lady looks tired and haggard, perhaps from working in a kitchen for too long. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Stats1 200 3 0 0 1500 0 -Stats2 2 5 30 -Stats3 2 2 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands feet~ +Nattacks 0.000000 +Stats1 200 -1 0 0 0 0 +Stats2 3 21 0 30 2 2 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head arms legs heart hands feet~ #ENDMOBILE #MOBILE -Vnum 6610 -Keywords obnoxious dwarven boy~ -Short an obnoxious dwarven boy~ -Long A dwarven boy obnoxiously stamps his feet through the overflowing water. -~ -Desc This is a young but not totally harmless creature. -~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc sentinel scavenger stayarea~ -Stats1 -5 3 17 6 300 400 -Stats2 1 4 30 -Stats3 1 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common dwarven~ -Speaking common dwarven~ -Bodyparts head arms legs heart hands feet eye~ +Vnum 6610 +Keywords obnoxious dwarven boy~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short an obnoxious dwarven boy~ +Long A dwarven boy obnoxiously stamps his feet through the overflowing water. +~ +Desc This is a young but not totally harmless creature. +~ +Nattacks 0.000000 +Stats1 -5 -1 0 0 0 0 +Stats2 3 21 6 30 1 3 6 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel scavenger stayarea~ +Bodyparts head arms legs heart hands feet eye~ #MUDPROG Progtype rand_prog~ Arglist 5~ @@ -326,37 +296,37 @@ Comlist mpecho The boy slams his foot down, soaking your legs with fetid water #ENDMOBILE #OBJECT -Vnum 6600 -Keywords axe toy~ -Type weapon~ -Short a toy axe~ -Long An axe made of plastic lies here.~ -WFlags take wield~ -Values 0 2 8 0 0 0 -Stats 15 600 60 0 0 +Vnum 6600 +Keywords axe toy~ +Type weapon~ +Short a toy axe~ +Long An axe made of plastic lies here.~ +WFlags take wield~ +Values 0 2 8 0 0 0 0 0 0 0 0 +Stats 15 600 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 6601 -Keywords ring pink ice~ -Type armor~ -Short a pink ice ring~ -Long A pink ice ring draws your eye.~ -WFlags take finger~ -Values 1 0 0 0 0 0 -Stats 8 7000 700 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 6 13 0 +Vnum 6601 +Keywords ring pink ice~ +Type armor~ +Short a pink ice ring~ +Long A pink ice ring draws your eye.~ +WFlags take finger~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 8 7000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hit 6 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6602 -Keywords plaque~ -Type furniture~ -Short a small plaque~ -Long A small plaque is affixed to the wall.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6602 +Keywords plaque~ +Type furniture~ +Short a small plaque~ +Long A small plaque is affixed to the wall.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey plaque~ ExDesc Before you lies the Dwarven Daycare. This area is intended for levels 1-5, @@ -371,43 +341,43 @@ Enjoy the daycare, but watch out for the little anklebiters. #ENDOBJECT #OBJECT -Vnum 6617 -Keywords swing swings swing-set~ -Type furniture~ -Short a set of worn rope swings~ -Long A set of rope swings twist lazily in the breeze.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6617 +Keywords swing swings swing-set~ +Type furniture~ +Short a set of worn rope swings~ +Long A set of rope swings twist lazily in the breeze.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6618 -Keywords wooden seesaw see-saw~ -Type furniture~ -Short a brightly painted wooden see-saw~ -Long A wooden see-saw promises hours of simple-minded distraction.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6618 +Keywords wooden seesaw see-saw~ +Type furniture~ +Short a brightly painted wooden see-saw~ +Long A wooden see-saw promises hours of simple-minded distraction.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6619 -Keywords wooden bench~ -Type furniture~ -Short a low wooden bench~ -Long A low wooden bench offers respite for your aching feet.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6619 +Keywords wooden bench~ +Type furniture~ +Short a low wooden bench~ +Long A low wooden bench offers respite for your aching feet.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6620 -Keywords tree~ -Type furniture~ -Short a large oak tree~ -Long A large oak tree stands here, waiting for you to climb it.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6620 +Keywords tree~ +Type furniture~ +Short a large oak tree~ +Long A large oak tree stands here, waiting for you to climb it.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey tree large oak~ ExDesc This majestic tree seems to reach up to the clouds with its beauty. Its @@ -418,149 +388,150 @@ branches are so inviting, and you feel like you want to climb it. #ENDOBJECT #OBJECT -Vnum 6621 -Keywords robe linen~ -Type armor~ -Short a linen robe~ -Long A linen robe is crumpled into a ball here.~ -WFlags take about~ -Values 1 0 0 0 0 0 -Stats 5 4000 400 0 0 -Affect -1 -1 1 4 0 -Affect -1 -1 5 12 0 +Vnum 6621 +Keywords robe linen~ +Type armor~ +Short a linen robe~ +Long A linen robe is crumpled into a ball here.~ +WFlags take about~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 5 4000 -2 1 0 None None None +AffData dexterity 1 -1 -1 0 +AffData mana 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6630 -Keywords beanie multi-coloured~ -Type armor~ -Short a multi-coloured beanie~ -Long A beanie of many colours has been dropped here.~ -WFlags take head~ -Values 3 3 0 1 0 0 -Stats 7 1450 145 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 1 2 0 -Affect -1 -1 8 13 0 +Vnum 6630 +Keywords beanie multi-coloured~ +Type armor~ +Short a multi-coloured beanie~ +Long A beanie of many colours has been dropped here.~ +WFlags take head~ +Values 3 3 0 1 0 0 0 0 0 0 0 +Stats 7 1450 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData hit 8 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6631 -Keywords ring frosty roseate~ -Type armor~ -Short a frosty roseate ring~ -Long A frosty roseate ring catches your attention.~ -Flags magic~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 8 15000 1500 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 6 13 0 -Affect -1 -1 6 12 0 +Vnum 6631 +Keywords ring frosty roseate~ +Type armor~ +Short a frosty roseate ring~ +Long A frosty roseate ring catches your attention.~ +Flags magic~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 15000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hit 6 -1 -1 0 +AffData mana 6 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6632 -Keywords saffron potion~ -Type potion~ -Short a saffron potion~ -Long A saffron potion is delicately balanced on the floor here.~ -Flags glow~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 2 1500 150 0 0 -Spells 'cure serious' 'shield' 'refresh' +Vnum 6632 +Keywords saffron potion~ +Type potion~ +Short a saffron potion~ +Long A saffron potion is delicately balanced on the floor here.~ +Flags glow~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 1500 -2 1 0 None None None +Spells 'cure serious' 'shield' 'refresh' #ENDOBJECT #OBJECT -Vnum 6633 -Keywords pop gun~ -Type weapon~ -Short a pop gun~ -Long A small pop gun lays here unattended.~ -WFlags take wield~ -Values 0 0 0 0 0 0 -Stats 12 750 75 0 0 +Vnum 6633 +Keywords pop gun~ +Type weapon~ +Short a pop gun~ +Long A small pop gun lays here unattended.~ +WFlags take wield~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 12 750 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 6634 -Keywords sticky pacifier~ -Type weapon~ -Short a sticky pacifier~ -Long A sticky pacifier sits here, waiting to be sucked.~ -WFlags take wield~ -Values 0 2 3 12 0 0 -Stats 5 1700 170 0 0 +Vnum 6634 +Keywords sticky pacifier~ +Type weapon~ +Short a sticky pacifier~ +Long A sticky pacifier sits here, waiting to be sucked.~ +WFlags take wield~ +Values 0 2 3 12 0 0 0 0 0 0 0 +Stats 5 1700 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 6635 -Keywords shawl woolen~ -Type armor~ -Short a woolen shawl~ -Long A delicate woolen shawl has been carelessly dropped here.~ -WFlags take about~ -Values 1 0 0 0 0 0 -Stats 5 4000 400 0 0 -Affect -1 -1 1 4 0 -Affect -1 -1 12 12 0 -Affect -1 -1 5 13 0 +Vnum 6635 +Keywords shawl woolen~ +Type armor~ +Short a woolen shawl~ +Long A delicate woolen shawl has been carelessly dropped here.~ +WFlags take about~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 5 4000 -2 1 0 None None None +AffData dexterity 1 -1 -1 0 +AffData mana 12 -1 -1 0 +AffData hit 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6644 -Keywords saltine dry~ -Type food~ -Short a dry saltine~ -Long A crumbly saltine is here, waiting to be stepped on.~ -Action %s noisily eat$q $p.~ -WFlags take~ -Values 15 0 0 0 0 0 -Stats 5 15 1 0 0 +Vnum 6644 +Keywords saltine dry~ +Type food~ +Short a dry saltine~ +Long A crumbly saltine is here, waiting to be stepped on.~ +Action %s noisily eat$q $p.~ +WFlags take~ +Values 15 0 0 0 0 0 0 0 0 0 0 +Stats 5 15 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6645 -Keywords steak rotten~ -Type food~ -Short a rotten steak~ -Long A dry steak lies on the floor.~ -Flags prototype~ -WFlags take head~ -Values 4 0 0 1 0 0 -Stats 5 14 1 0 0 +Vnum 6645 +Keywords steak rotten~ +Type food~ +Short a rotten steak~ +Long A dry steak lies on the floor.~ +Flags proto~ +WFlags take head~ +Values 4 0 0 1 0 0 0 0 0 0 0 +Stats 5 14 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6646 -Keywords potion amber~ -Type potion~ -Short an amber potion~ -Long An amber potion sits in a corner.~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 1 1500 150 0 0 -Spells 'cure light' 'armor' 'NONE' +Vnum 6646 +Keywords potion amber~ +Type potion~ +Short an amber potion~ +Long An amber potion sits in a corner.~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1500 -2 1 0 None None None +Spells 'cure light' 'armor' 'NONE' #ENDOBJECT #OBJECT -Vnum 6647 -Keywords gun toy~ -Type weapon~ -Short a toy gun~ -Long A toy gun with a sharp bayonet lies here.~ -WFlags take wield~ -Values 0 2 3 7 0 0 -Stats 5 1700 170 0 0 +Vnum 6647 +Keywords gun toy~ +Type weapon~ +Short a toy gun~ +Long A toy gun with a sharp bayonet lies here.~ +WFlags take wield~ +Values 0 2 3 7 0 0 0 0 0 0 0 +Stats 5 1700 -2 1 0 None None None #ENDOBJECT #ROOM -Vnum 6601 -Name The Dwarven Drop Off~ -Sector inside~ -Flags nomob indoors~ -Desc You stand within a short tunnel carved into the hillside, and which leads +Vnum 6601 +Name The Dwarven Drop Off~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You stand within a short tunnel carved into the hillside, and which leads south to the Dwarven Dropoff. Built beneath the earth, a place of preference and safety for dwarves, this is where the dwarven mothers and fathers come to drop off their annoying little brats. You can hear screams and wails @@ -602,11 +573,12 @@ Enjoy the daycare, but watch out for the little anklebiters. #ENDROOM #ROOM -Vnum 6602 -Name Entrance to the Day Care~ -Sector inside~ -Flags indoors~ -Desc You have entered into north-east corner of the dwarven daycare. As you +Vnum 6602 +Name Entrance to the Day Care~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered into north-east corner of the dwarven daycare. As you look around, you can see toddlers running and playing. There are toys and dolls scattered about the room, and the room itself is quite dirty. Your nostrils are filled with the scent of food which wafts in from the @@ -642,15 +614,16 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset D 0 6602 0 1 +Reset D 6602 0 1 100 -2 #ENDROOM #ROOM -Vnum 6603 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc You stand in the north-west corner of the dwarven daycare. As you +Vnum 6603 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stand in the north-west corner of the dwarven daycare. As you try to make a path through the toys at your feet, you give up and just walk over them. Toddlers begin to wreak havoc on your legs and you try to shake some off that have clung to your ankles. @@ -676,16 +649,17 @@ Desc You see a messy bathroom. ~ #ENDEXIT -Reset M 0 6605 2 6603 - Reset E 1 6631 1 1 +Reset M 6605 2 6603 -1 -1 -1 100 + Reset E 6631 1 1 100 #ENDROOM #ROOM -Vnum 6604 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc As you walk through the daycare, the toddlers seem to get a little more +Vnum 6604 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you walk through the daycare, the toddlers seem to get a little more aggravating. The floor seems to be lost in the sea of toys everywhere, and you try to find a path that will lead you out of the chaos. There is a small staircase to the east. @@ -718,15 +692,16 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6604 2 6604 +Reset M 6604 2 6604 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6605 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc You carefully weave your way through the masses of toys and children +Vnum 6605 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You carefully weave your way through the masses of toys and children in the daycare. The little anklebiters are still attached to your legs and you try in vain to shake them off. There is a small tunnel to the west that leads to an open-air playground. Perhaps if you run in that @@ -760,16 +735,17 @@ Desc You see a well worn path leading to the playground. ~ #ENDEXIT -Reset M 0 6601 2 6605 - Reset G 1 6632 1 +Reset M 6601 2 6605 -1 -1 -1 100 + Reset G 6632 1 100 #ENDROOM #ROOM -Vnum 6606 -Name Inside a Filthy Bathroom~ -Sector inside~ -Flags indoors~ -Desc You plug your nose as you enter the rancid bathroom. The walls are stained +Vnum 6606 +Name Inside a Filthy Bathroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You plug your nose as you enter the rancid bathroom. The walls are stained and there is no evidence that this room has been cleaned in a very long time. Bath toys are scattered everywhere, and water leaks freely from rotting wood tubs and cracked stone basins. @@ -781,18 +757,19 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6602 2 6606 - Reset E 1 6634 1 16 -Reset M 0 6604 2 6606 -Reset M 0 6610 1 6606 +Reset M 6602 2 6606 -1 -1 -1 100 + Reset E 6634 1 16 100 +Reset M 6604 2 6606 -1 -1 -1 100 +Reset M 6610 1 6606 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6607 -Name Atop the Rickety Stairs~ -Sector inside~ -Flags indoors~ -Desc You stand atop a wooden staircase which leads downwards. The steps +Vnum 6607 +Name Atop the Rickety Stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stand atop a wooden staircase which leads downwards. The steps seem rickety and unstable, but they look like they're able to hold your weight. You begin to wonder what mystery could lie down there. ~ @@ -811,10 +788,12 @@ Desc You see the entrance to something. #ENDROOM #ROOM -Vnum 6608 -Name The Playground~ -Sector inside~ -Desc You are in the north-east corner of the playground. In front of you +Vnum 6608 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the north-east corner of the playground. In front of you is a comfortable looking wooden bench which you can sit on and take a breath from the kids. You can hear the pleasant sound of birds singing, but their melodies are soon drowned out by the grating @@ -834,16 +813,18 @@ Desc You see the playground. ~ #ENDEXIT -Reset M 0 6601 2 6608 - Reset G 1 6632 1 -Reset O 0 6619 1 6608 +Reset M 6601 2 6608 -1 -1 -1 100 + Reset G 6632 1 100 +Reset O 6619 1 6608 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6609 -Name The Playground~ -Sector inside~ -Desc You are in the north-west corner of the playground. Standing before +Vnum 6609 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the north-west corner of the playground. Standing before you is a brightly painted wooden see-saw, teetering and tottering back and forth. Children frollick all about you, and the sound of their play is so comforting. At least they're not clinging to your legs anymore. @@ -862,15 +843,17 @@ Desc You see the playground. ~ #ENDEXIT -Reset M 0 6603 2 6609 -Reset O 0 6618 1 6609 +Reset M 6603 2 6609 -1 -1 -1 100 +Reset O 6618 1 6609 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6610 -Name The Playground~ -Sector inside~ -Desc You are in the south-east corner of the playground. Before you is a +Vnum 6610 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the south-east corner of the playground. Before you is a large oak tree that seems to reach up to the sky. Lush green grass tickles your ankles, and you can see remnants of wild flowers which have been trampled upon by the toddlers. @@ -905,14 +888,16 @@ Keywords tree~ Flags climb can_climb~ #ENDEXIT -Reset O 0 6620 1 6610 +Reset O 6620 1 6610 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6611 -Name The Playground~ -Sector inside~ -Desc You are in the south-west corner of the playground. Before you stands +Vnum 6611 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the south-west corner of the playground. Before you stands a large set of swings tethered by old, worn rope. The swings sway in the wind, beckoning you to sit upon them. The sun beams brightly upon your head, making you almost forget the chaos that surrounds you. @@ -931,18 +916,19 @@ Desc You see the playground. ~ #ENDEXIT -Reset M 0 6606 2 6611 - Reset E 1 6635 1 12 - Reset G 1 6644 1 -Reset O 0 6617 1 6611 +Reset M 6606 2 6611 -1 -1 -1 100 + Reset E 6635 1 12 100 + Reset G 6644 1 100 +Reset O 6617 1 6611 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6612 -Name Foot of the Stairs~ -Sector field~ -Flags dark nomob indoors~ -Desc You stand in the entrance to a small, but confusing maze. The area is +Vnum 6612 +Name Foot of the Stairs~ +Sector field~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc You stand in the entrance to a small, but confusing maze. The area is dark, but there is still enough light to see by. You really hope that you don't get lost in here. ~ @@ -963,24 +949,25 @@ Desc You see some stairs. #ENDROOM #ROOM -Vnum 6613 -Name Lost in a mini-maze~ -Sector field~ -Flags dark indoors~ -Desc You stand in a small passage that looks like every other passage in +Vnum 6613 +Name Lost in a mini-maze~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in a small passage that looks like every other passage in this maze. The area is still quite dim, but your eyes seem to be adjusting to it. ~ #EXIT -Direction east~ -ToRoom 6615 +Direction south~ +ToRoom 6614 Desc You see a small passage. ~ #ENDEXIT #EXIT -Direction south~ -ToRoom 6614 +Direction east~ +ToRoom 6615 Desc You see a small passage. ~ #ENDEXIT @@ -992,79 +979,82 @@ Desc You see a small passage. ~ #ENDEXIT -Reset R 0 6613 4 +Reset R 6613 4 100 #ENDROOM #ROOM -Vnum 6614 -Name Lost in a mini-maze~ -Sector field~ -Flags dark indoors~ -Desc You stand in a small passage that looks like every other passage in +Vnum 6614 +Name Lost in a mini-maze~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in a small passage that looks like every other passage in this maze. The area is still quite dim, but your eyes seem to be adjusting to it. ~ #EXIT Direction south~ -ToRoom 6613 +ToRoom 6616 Desc You see a small passage. ~ #ENDEXIT #EXIT Direction west~ -ToRoom 6616 +ToRoom 6613 Desc You see a small passage. ~ #ENDEXIT -Reset R 0 6614 4 +Reset R 6614 4 100 #ENDROOM #ROOM -Vnum 6615 -Name Lost in a mini-maze~ -Sector field~ -Flags dark indoors~ -Desc You stand in a small passage that looks like every other passage in +Vnum 6615 +Name Lost in a mini-maze~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in a small passage that looks like every other passage in this maze. The area is still quite dim, but your eyes seem to be adjusting to it. ~ #EXIT -Direction north~ -ToRoom 6613 +Direction east~ +ToRoom 6616 Desc You see a small passage. ~ #ENDEXIT #EXIT -Direction east~ -ToRoom 6616 +Direction north~ +ToRoom 6613 Desc You see a small passage. ~ #ENDEXIT -Reset R 0 6615 4 +Reset R 6615 4 100 #ENDROOM #ROOM -Vnum 6616 -Name Lost in a mini-maze~ -Sector field~ -Flags dark indoors~ -Desc You stand in a small passage that looks like every other passage in +Vnum 6616 +Name Lost in a mini-maze~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in a small passage that looks like every other passage in this maze. The area is still quite dim, but your eyes seem to be adjusting to it. ~ #EXIT -Direction north~ +Direction south~ ToRoom 6615 Desc You see a small passage. ~ #ENDEXIT #EXIT -Direction south~ +Direction north~ ToRoom 6614 Desc You see a small passage. ~ @@ -1077,15 +1067,16 @@ Desc The end of the mini-maze. ~ #ENDEXIT -Reset R 0 6616 4 +Reset R 6616 4 100 #ENDROOM #ROOM -Vnum 6617 -Name A Darkened Cloakroom~ -Sector inside~ -Flags nomob indoors~ -Desc Before you lies a pile of child-sized coats and boots. The room is +Vnum 6617 +Name A Darkened Cloakroom~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Before you lies a pile of child-sized coats and boots. The room is quite dark, and a musty smell wafts in the air. Ahead, there is a small wooden gate blocking you from the daycare. Presumably, this gate is to guard all of the dwarven children from the real world. @@ -1106,22 +1097,24 @@ Keywords gate~ Flags isdoor closed~ #ENDEXIT -Reset D 0 6617 2 1 +Reset D 6617 2 1 100 -2 #ENDROOM #ROOM -Vnum 6619 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6619 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6620 -Name At the top of the tree~ -Sector field~ -Flags nomob~ -Desc After a swift climb, you have reached the top of the majestic oak tree. +Vnum 6620 +Name At the top of the tree~ +Sector field~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc After a swift climb, you have reached the top of the majestic oak tree. As you look around, you can see the town of Darkhaven, and all of the people moving in it. The air is very clean up here, and the leaves of the tree graze across your face. @@ -1137,11 +1130,12 @@ Keywords tree~ #ENDROOM #ROOM -Vnum 6624 -Name Near the End~ -Sector field~ -Flags dark indoors~ -Desc You made it through the maze, and you stand at the end of your journey. +Vnum 6624 +Name Near the End~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You made it through the maze, and you stand at the end of your journey. The area is still quite dim, but there seems to be a light coming from the south. The is a scribbled sign here. ~ @@ -1159,7 +1153,7 @@ Desc The end? ~ #ENDEXIT -Reset M 0 6607 1 6624 +Reset M 6607 1 6624 -1 -1 -1 100 #EXDESC ExDescKey sign~ ExDesc If you are not level 5 or above, you should think twice about going south! @@ -1170,11 +1164,12 @@ The room could be dangerous... #ENDROOM #ROOM -Vnum 6626 -Name A Filthy Kitchen~ -Sector inside~ -Flags indoors~ -Desc You stand in the middle of the kitchen and eating area of the daycare +Vnum 6626 +Name A Filthy Kitchen~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stand in the middle of the kitchen and eating area of the daycare centre. Food is sprayed all over the walls, and copper pots and pans are strewn in every direction. Grubby fingerprints cover nearly every surface here, and the stench of rotten food makes your stomach churn. @@ -1186,23 +1181,25 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6603 2 6626 -Reset M 0 6609 1 6626 +Reset M 6603 2 6626 -1 -1 -1 100 +Reset M 6609 1 6626 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6628 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6628 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6631 -Name Last Stop~ -Sector field~ -Flags dark indoors~ -Desc You have reached the final part of your journey. This is a room where +Vnum 6631 +Name Last Stop~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have reached the final part of your journey. This is a room where all the bad kids go to think about what they've done. There is a small wooden stool in the corner, and a dunce-cap lays nearby. ~ @@ -1213,16 +1210,17 @@ Desc End of the mini-maze. ~ #ENDEXIT -Reset M 0 6608 1 6631 - Reset E 1 6630 1 6 +Reset M 6608 1 6631 -1 -1 -1 100 + Reset E 6630 1 6 100 #ENDROOM #ROOM -Vnum 6632 -Name Day Care Center~ -Sector city~ -Flags nomob~ -Desc As you walk through the daycare, you can see children screaming and +Vnum 6632 +Name Day Care Center~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc As you walk through the daycare, you can see children screaming and running everywhere. Toys are strewn all around the room, and you step all over them, tripping over them at times. The daycare continues to the east, south and west. @@ -1248,16 +1246,17 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6600 3 6632 - Reset E 1 6633 1 16 +Reset M 6600 3 6632 -1 -1 -1 100 + Reset E 6633 1 16 100 #ENDROOM #ROOM -Vnum 6633 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc As you continue through the daycare, children start babbling nonsense +Vnum 6633 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you continue through the daycare, children start babbling nonsense to you. In an effort to escape the madness, you thrash through the masses of toys on the ground, only to find yourself making the mess worse. @@ -1293,11 +1292,12 @@ Desc You see a room full of children wreaking havoc. #ENDROOM #ROOM -Vnum 6634 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc You are in the south-west corner of the daycare. This area of the +Vnum 6634 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the south-west corner of the daycare. This area of the centre seems more subdued, though it is still messy. Many of the children seem to stay away from this corner, as it is rumoured that the wicked old nanny visits here often. @@ -1316,17 +1316,18 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6606 2 6634 - Reset E 1 6635 1 12 - Reset G 1 6644 1 +Reset M 6606 2 6634 -1 -1 -1 100 + Reset E 6635 1 12 100 + Reset G 6644 1 100 #ENDROOM #ROOM -Vnum 6635 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc As you wander through the messy daycare, you start to get a little +Vnum 6635 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you wander through the messy daycare, you start to get a little nervewracked by all of the children screaming and clinging at your lower appendages. The floor seems to get messier and messier by the second, and you wish you could escape this chaos. @@ -1352,18 +1353,19 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6600 3 6635 - Reset E 1 6633 1 16 -Reset M 0 6605 2 6635 - Reset E 1 6631 1 1 +Reset M 6600 3 6635 -1 -1 -1 100 + Reset E 6633 1 16 100 +Reset M 6605 2 6635 -1 -1 -1 100 + Reset E 6631 1 1 100 #ENDROOM #ROOM -Vnum 6636 -Name Day Care Center~ -Sector inside~ -Flags indoors~ -Desc You are in the south-east corner of the daycare. Before you is a large +Vnum 6636 +Name Day Care Center~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the south-east corner of the daycare. Before you is a large easel and a pile of watercolour paints. You suddenly get the urge to plop down in the small wooden chair and paint to your heart's content, but you're a little afraid that the mean old nanny would catch you. @@ -1382,15 +1384,17 @@ Desc You see a room full of children wreaking havoc. ~ #ENDEXIT -Reset M 0 6602 2 6636 - Reset E 1 6634 1 16 +Reset M 6602 2 6636 -1 -1 -1 100 + Reset E 6634 1 16 100 #ENDROOM #ROOM -Vnum 6637 -Name A well worn path~ -Sector inside~ -Desc As you walk along this well trodden path, you can see the daycare to the +Vnum 6637 +Name A well worn path~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you walk along this well trodden path, you can see the daycare to the east and the playground to the west. You can hear laughter of the children coming from both directions, but the fresh air outside seems more inviting. The sun shines on your head, and the lush green grass sways at your feet. @@ -1412,10 +1416,12 @@ Desc You see the playground. #ENDROOM #ROOM -Vnum 6638 -Name The Playground~ -Sector inside~ -Desc As you walk through the playground, the sound of children playing +Vnum 6638 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you walk through the playground, the sound of children playing fills your ears with delight. The air smells much fresher than the air in the daycare, and the feeling of the grass upon your heels is quite refreshing. @@ -1441,15 +1447,17 @@ Desc You see the playground. ~ #ENDEXIT -Reset M 0 6600 3 6638 - Reset E 1 6633 1 16 +Reset M 6600 3 6638 -1 -1 -1 100 + Reset E 6633 1 16 100 #ENDROOM #ROOM -Vnum 6639 -Name The Playground~ -Sector inside~ -Desc As you continue walking through the playground, children hop to and +Vnum 6639 +Name The Playground~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you continue walking through the playground, children hop to and fro, giggling and frollicking. The ground is moist, and what were once beautiful wild flowers are now stomped into a mixture of grass and mud. @@ -1478,87 +1486,99 @@ Desc You see the playground. #ENDROOM #ROOM -Vnum 6640 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6640 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6641 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6641 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6642 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6642 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6643 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6643 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6644 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6644 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6645 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6645 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6646 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6646 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6647 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6647 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6648 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6648 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6649 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6649 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6650 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6650 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6651 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 6651 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ENDAREA diff --git a/data/realm/donjon.are b/data/realm/donjon.are new file mode 100644 index 0000000..228c721 --- /dev/null +++ b/data/realm/donjon.are @@ -0,0 +1,3673 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name The Dungeon~ +Author Yaegar/Aurorix~ +Vnums 15100 15169 +Continent one~ +Coordinates 0 0 +Dates 1403837156 1403837156 +Ranges 20 50 0 115 +ResetFreq 15 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 15100 +Keywords maniacal prisoner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a maniacal prisoner~ +Long A maniacal prisoner giggles insanely at you. +~ +Desc This poor soul has been in here so long it has broken his mind. No one even +remembers why he is here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 18 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15101 +Keywords turnkey~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a drunken turnkey~ +Long The turnkey snores loudly as he sleeps off another binge. +~ +Desc His job bores him to tears. No one ever tries to escape. His duties are +limited to escorting prisoners to and from their cells, and occasionally +beating a noisy or frightened prisoner into submission. So he spends most +(heck, ALL) of his time drinking. +~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 32 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary sleep~ +#ENDMOBILE + +#MOBILE +Vnum 15102 +Keywords inquisitor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the inquisitor~ +Long The inquisitor stands here, extracting "confessions". +~ +Desc He seems somewhat puzzled by your presence, then shrugs and turns back to +his task. The world is full of sickos, and if you get your jollies watching +a man being tortured to death, well... that's how he gets his, too. +~ +Nattacks 0.000000 +Stats1 -750 0 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected detect_invis detect_hidden sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 15103 +Keywords master torturer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the master torturer~ +Long The master torturer grins wickedly and gives the rack another turn. +~ +Desc This gap-toothed moron is quite adept at causing hapless prisoners exquisite +pain without any grave danger to their lives. And, what's more, he enjoys it! +Job satisfaction is SO important, really. I mean, if you don't enjoy your +job, what have you got? +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 36 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 15104 +Keywords noble prisoner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a noble prisoner~ +Long A noble prisoner is being kept here. +~ +Desc This fellow was imprisoned by the Castellan for offensive behavior towards +the Castellan's daughter during the Castellan's Ball held recently. He is of +high status, however, and thus the Castellan afforded him a decent cell. For +a price, of course. +~ +Nattacks 0.000000 +Stats1 400 0 0 0 0 0 +Stats2 25 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15105 +Keywords man iron mask~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the man in the iron mask~ +Long The man in the iron mask prepares to dig another tunnel with a spoon. +~ +Desc The man in the iron mask managed to escape his last cell, but ended up +digging into this jail. Thus he has to try and escape again. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 0 0 +Stats2 28 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 15106 +Keywords skeleton~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an animated skeleton~ +Long A pile of bones comes to life before you! +~ +Desc The former occupant of this cell died a slow, painful death of starvation, +and thus his spirit lingers still, animating his earthly remains to attack +anyone he can. +~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 24 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis curse protect~ +#ENDMOBILE + +#MOBILE +Vnum 15107 +Keywords bat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a bat~ +Long A huge bat flies into your face! +~ +Desc These massive bats are disturbed by your light. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ +Affected flying~ +#ENDMOBILE + +#MOBILE +Vnum 15108 +Keywords spider~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a giant spider~ +Long A huge spider crawls toward you. +~ +Desc These massive spiders are disturbed by your light. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 20 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea wimpy~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 15109 +Keywords rat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a rat~ +Long A rat squeaks and runs away. +~ +Desc This Dungeon is crawling with rats! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15110 +Keywords cockroach~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a cockroach~ +Long A cockroach scuttles across the floor. +~ +Desc This Dungeon is crawling with roaches! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 3 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ +Affected sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 15111 +Keywords wretched prisoner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a wretched prisoner~ +Long A wretched prisoner cries out for pity. +~ +Desc These doomed souls will spend years rotting away in this hell hole. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15112 +Keywords wretched prisoner~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a wretched prisoner~ +Long A wretched prisoner cries out for pity. +~ +Desc These doomed souls will spend years rotting away in this hell hole. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15113 +Keywords political prisoner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a political prisoner~ +Long A political prisoner is on hunger strike. +~ +Desc Hunger strike doesn't really work when no one gives a shit whether you live +or die... +~ +Nattacks 0.000000 +Stats1 500 0 0 0 0 0 +Stats2 27 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 15114 +Keywords grubby child~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a grubby child~ +Long A grubby child holds out his hands for food. +~ +Desc He can't talk- the guards cut out his tongue to silence his incessant +whining. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 8 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15115 +Keywords cook~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the Dungeon cook~ +Long The cook for the Dungeon grunts as you enter. +~ +Desc He wasn't expecting anyone would want to eat yet. Actually, he wasn't +expecting anyone to EVER want to eat while he was cook... +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 22 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15116 +Keywords guard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a Dungeon guard~ +Long A Dungeon guard stands wearily at his post. +~ +Desc This fellow is bored beyond measure. He is itching for some action. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 30 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 15117 +Keywords dog~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short a war dog~ +Long A war dog bares its fangs and growls menacingly. +~ +Desc These dogs are huge, ferocious canines with teeth six inches long. Is that +foam coating their muzzles? +~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 21 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 15118 +Keywords escaped prisoner~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short an escaped prisoner~ +Long An escaped prisoner begs you to help her. +~ +Desc She has been on the run for three days, but hasn't managed to get out of +this cell block. How unadmirable. Call a guard and claim the reward. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 18 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 15119 +Keywords ghost~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the ubiquitous Dungeon ghost~ +Long The ubiquitous Dungeon ghost is here doing its job. +~ +Desc Every jail, Dungeon, prison etc has a ghost. This one is no exception. Harry +the ghost approaches and says "Boo" in a manner that makes Steve Wright seem +animated. He sure seems to love his job. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 39 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected invisible sanctuary flying~ +#ENDMOBILE + +#MOBILE +Vnum 15120 +Keywords crypt walker~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short a crypt walker~ +Long A crypt walker shambles past you. +~ +Desc This doomed soul is damned to wander here for eternity. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 34 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea deadly~ +Affected detect_invis protect~ +#ENDMOBILE + +#MOBILE +Vnum 15121 +Keywords coffer corpse~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short a coffer corpse~ +Long A coffer corpse charges you! +~ +Desc This evil undead wants to eat your spleen! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 31 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 15122 +Keywords lich ael~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the lich Ael~ +Long The lich Ael screams at your intrusion. +~ +Desc Ael was a powerful mage in life, and in death he remains so. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea deadly~ +Affected detect_invis sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 15123 +Keywords vampire baraga~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the vampiure Baraga~ +Long The vampire Baraga sneers at you. +~ +Desc Baraga was once a powerful noble. Now, Baraga lives only to suck blood. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 42 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea deadly~ +Affected detect_invis sanctuary infrared protect flying~ +#ENDMOBILE + +#MOBILE +Vnum 15124 +Keywords spectre cas~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the spectre Cas~ +Long The spectre Cas moves into combat. +~ +Desc Cas was once a thief of some importance. Now he is a ruthless undead. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 39 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary infrared protect flying~ +#ENDMOBILE + +#MOBILE +Vnum 15125 +Keywords wraith deros~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the wraith Deros~ +Long The wraith Deros snarls and attacks. +~ +Desc Deros was once an evil cleric. Now he's an evil undead cleric. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 36 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 15126 +Keywords wight emur~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the wight emur~ +Long The wight Emur wearily rises to defend his tomb. +~ +Desc Emur is not hostile, but is not good either. Emur was a cowardly autocrat +slain centuries ago and imprisoned down here by a holy cleric of Argh. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 33 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected detect_invis infrared protect~ +#ENDMOBILE + +#OBJECT +Vnum 15100 +Keywords manacles~ +Type armor~ +Short a pair of iron manacles~ +Long A pair of iron manacles lie here.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +AffData intelligence -3 -1 -1 0 +AffData move -50 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15101 +Keywords straw~ +Type furniture~ +Short some filthy straw~ +Long Some filthy straw is scattered about the floor of this cell.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15102 +Keywords bowl~ +Type container~ +Short a wooden bowl~ +Long A wooden bowl sits here.~ +WFlags take~ +Values 2 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15103 +Keywords gruel~ +Type food~ +Short some watery gruel~ +Long Some watery gruel has been slopped here.~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15104 +Keywords ball chain~ +Type armor~ +Short a ball and chain~ +Long A ball and chain has been left here.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData intelligence -3 -1 -1 0 +AffData move -200 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15105 +Keywords bones~ +Type trash~ +Short some bones~ +Long Some bones are scattered about here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15106 +Keywords iron maiden~ +Type furniture~ +Short an iron maiden~ +Long An iron maiden stands in one corner.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15107 +Keywords rack~ +Type furniture~ +Short a rack~ +Long The rack is being used to stretch a dying prisoner.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15108 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell A" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15109 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell B" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15110 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell C" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15111 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell D" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15112 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell E" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15113 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell F" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15114 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell G" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15115 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell H" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15116 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell I" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15117 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell J" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15118 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell K" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15119 +Keywords key~ +Type key~ +Short a cell key~ +Long A cell key hangs here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey key~ +ExDesc it is labelled "Cell L" +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 15120 +Keywords bottle grog~ +Type drinkcon~ +Short a bottle of grog~ +Long A bottle of grog sits here.~ +WFlags take~ +Values 5 3 7 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15121 +Keywords axe~ +Type weapon~ +Short a sturdy axe~ +Long A sturdy hand axe lies here.~ +WFlags take~ +Values 0 0 0 1 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15122 +Keywords belt~ +Type armor~ +Short a leather belt~ +Long A leather belt once held up someone's trousers.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15123 +Keywords trousers~ +Type armor~ +Short a pair of stained trousers~ +Long A pair of stained trousers lie here.~ +Flags hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15124 +Keywords hairy chest~ +Type armor~ +Short a hairy chest~ +Long A hairy chest lies here. Yes, someone's hairy chest.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData constitution 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15125 +Keywords robes~ +Type armor~ +Short the inquisitor's robes~ +Long The inquisitor's robes lie crumpled up here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData mana 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15126 +Keywords boots~ +Type armor~ +Short the inquisitor's boots~ +Long The inquisitor's boots sit here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData move 150 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15127 +Keywords hood~ +Type armor~ +Short the inquisitor's hood~ +Long The inquisitor's hood has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData wisdom 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15128 +Keywords hot iron~ +Type light~ +Short a hot iron~ +Long A hot iron lies here.~ +Flags glow~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15129 +Keywords brazier~ +Type container~ +Short a metal brazier~ +Long A metal brazier sits on a tripod here.~ +Flags glow~ +Values 10 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15130 +Keywords cabinet~ +Type container~ +Short a cabinet~ +Long A cabinet full of torture implements stands near one wall.~ +Values 1000 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15131 +Keywords iron mask~ +Type armor~ +Short an iron mask~ +Long The man's iron mask has been removed.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData armor -20 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15132 +Keywords prison rags~ +Type armor~ +Short prison rags~ +Long Some rags worn by a prisoner fester here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15133 +Keywords bed~ +Type furniture~ +Short a narrow bed~ +Long A narrow bed sits here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15134 +Keywords bat shit~ +Type trash~ +Short some bat shit~ +Long Some bat shit is scattered about here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15135 +Keywords rat shit~ +Type trash~ +Short some rat shit~ +Long Some rat shit is scattered about here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15136 +Keywords roach shit~ +Type trash~ +Short some cockroach shit~ +Long Some cockroach shit is scattered about here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15137 +Keywords pot~ +Type container~ +Short a massive iron pot~ +Long A massive iron pot bubbles away over a hearth here.~ +Flags glow~ +Values 10 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15138 +Keywords stew~ +Type food~ +Short a huge amount of stew~ +Long This stew is enough to feed a man for days.~ +WFlags take~ +Values 96 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15139 +Keywords hearth~ +Type light~ +Short a hearth~ +Long A hearth burns away here.~ +Flags glow~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15140 +Keywords sword~ +Type weapon~ +Short a broad sword~ +Long A broad sword rests here, gleaming dully.~ +Flags magic~ +WFlags take~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15141 +Keywords shield~ +Type armor~ +Short a shield~ +Long A shield bearing the Coat of Arms of Anon rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15142 +Keywords tunic~ +Type armor~ +Short a black and gold tunic~ +Long A tunic bearing the Coat of Arms of Anon rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15143 +Keywords coif~ +Type armor~ +Short a metal coif~ +Long A metal coif lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData save_breath -2 -1 -1 0 +AffData save_spell -2 -1 -1 0 +AffData sex -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15144 +Keywords leggings~ +Type armor~ +Short some metal leggings~ +Long A pair of metal leggings lie here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +AffData move 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15145 +Keywords gloves~ +Type armor~ +Short a pair of leather gloves~ +Long A pair of leather gloves lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData intelligence 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15146 +Keywords torch~ +Type light~ +Short a torch~ +Long A torch burns brightly here.~ +WFlags take~ +Values 0 0 48 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15147 +Keywords bracer~ +Type armor~ +Short a steel bracer~ +Long A steel bracer lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData hit 10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15148 +Keywords dog collar~ +Type weapon~ +Short a spiked dog collar~ +Long A spiked dog collar would make a good punching weapon.~ +Flags anticleric~ +WFlags take~ +Values 0 0 0 2 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15149 +Keywords file~ +Type weapon~ +Short an iron file~ +Long An iron file lies here.~ +WFlags take~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15150 +Keywords spoon~ +Type weapon~ +Short a spoon~ +Long This spoon has done a LOT of digging.~ +WFlags take~ +Values 0 1 4 7 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15151 +Keywords chains~ +Type armor~ +Short some rattling chains~ +Long Some chains that could be rattled lie here.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +AffData intelligence -2 -1 -1 0 +AffData move -25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15152 +Keywords saliva coated fangs~ +Type armor~ +Short some saliva coated fangs~ +Long Some saliva coated fangs have been torn from a dog's maw.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15153 +Keywords thumbscrews~ +Type armor~ +Short some thumbscrews~ +Long Some tumbscrews lie here.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData strength -1 -1 -1 0 +AffData intelligence -1 -1 -1 0 +AffData hit -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15154 +Keywords pincers~ +Type weapon~ +Short a pair of pincers~ +Long A pair of pincers hang here.~ +WFlags take~ +Values 0 0 0 10 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15155 +Keywords iron chair~ +Type furniture~ +Short an iron chair~ +Long An iron chair with leather straps sits here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15156 +Keywords flaming feather dulphur~ +Type light~ +Short a flaming feather dipped in sulphur~ +Long A flaming feather dipped in sulphur has been placed here.~ +Flags antiwarrior~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15157 +Keywords hot bath lime~ +Type furniture~ +Short a hot bath containing lime~ +Long A hot bath containing lime bubbles away here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15158 +Keywords a pulley~ +Type furniture~ +Short a pulley~ +Long A pulley with a hooked rope attached hangs from the ceiling.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15159 +Keywords heavy weights~ +Type furniture~ +Short a row of heavy weights~ +Long A row of heavy weights sit here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 75 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15160 +Keywords bellows~ +Type furniture~ +Short a bellows~ +Long A bellows used to fan the fires rests here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15161 +Keywords hot coals~ +Type light~ +Short some hot coals~ +Long Ouch! These coals will burn your fingers!~ +Flags antiwarrior~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15162 +Keywords scourge~ +Type furniture~ +Short a scourge~ +Long A spiky scourge affixed to a wheel is used to beat victims.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 15163 +Keywords sword ael~ +Type weapon~ +Short the sword of Ael~ +Long The sword of Ael glows evilly here.~ +Flags glow hum magic antigood noremove evil~ +WFlags take~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +AffData mana 20 -1 -1 0 +AffData hit 15 -1 -1 0 +AffData armor -15 -1 -1 0 +AffData hitroll 8 -1 -1 0 +AffData damroll 8 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15164 +Keywords necklace~ +Type armor~ +Short a jewelled necklace~ +Long A jewelled necklace lies here.~ +Flags glow antigood evil~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +AffData mana 25 -1 -1 0 +AffData armor -5 -1 -1 0 +AffData save_breath -2 -1 -1 0 +AffData save_spell -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15165 +Keywords boots~ +Type armor~ +Short boots of quickness~ +Long A pair of nice boots rest here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData intelligence 3 -1 -1 0 +AffData move 100 -1 -1 0 +AffData armor -15 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15166 +Keywords helm~ +Type armor~ +Short a platinum helm~ +Long A platinum helm rests here.~ +Flags hum antigood noremove evil~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData wisdom -3 -1 -1 0 +AffData dexterity 3 -1 -1 0 +AffData mana 50 -1 -1 0 +AffData armor -25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 15167 +Keywords cloak~ +Type armor~ +Short a plain gray cloak~ +Long A plain gray cloak has been left here.~ +WFlags take~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 15100 +Name Inside the Gates~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are walking along a short corridor toward the yard. Torch brackets +line the stone walls on either side, but it still has a cold, merciless +feel to it. +~ +#EXIT +Direction east~ +ToRoom 31075 +Key 31001 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15101 +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15101 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. +~ +#EXIT +Direction north~ +ToRoom 15102 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15100 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15103 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15105 +#ENDEXIT + +Reset M 15116 12 15101 -1 -1 -1 100 + Reset E 15140 1 16 100 + Reset E 15141 1 11 100 + Reset E 15142 1 5 100 + Reset E 15143 1 6 100 + Reset E 15144 1 7 100 + Reset E 15145 1 8 100 + Reset E 15146 1 0 100 + Reset E 15147 1 14 100 + Reset E 15148 1 15 100 +#ENDROOM + +#ROOM +Vnum 15102 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. +~ +#EXIT +Direction south~ +ToRoom 15101 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15104 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15103 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. +~ +#EXIT +Direction north~ +ToRoom 15101 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15106 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15104 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. + +North lie the Kitchens. +~ +#EXIT +Direction north~ +ToRoom 15107 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15102 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15105 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15105 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. + +A gate to the west marks the entrance down the stairs to the cells below. +~ +#EXIT +Direction north~ +ToRoom 15104 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15101 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15106 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15108 +Keywords gate~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15106 +Name The Yard~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here those few fortunate prisoners with privileges are allowed a short walk. +Guards stroll back and forth, keeping an eye on them. A chill wind blows +across this only open air space in the dungeons. +~ +#EXIT +Direction north~ +ToRoom 15105 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15103 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 15107 +Name The Kitchens~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Several surly wenches move slowly about here preparing the crap they serve +the prisoners below (as well as the guards). You see little you would like +(or be game to) take. +~ +#EXIT +Direction south~ +ToRoom 15104 +Flags isdoor~ +#ENDEXIT + +Reset M 15115 1 15107 -1 -1 -1 100 + Reset E 15121 1 16 100 +Reset O 15137 1 15107 -1 -1 -1 100 + Reset P 1 15128 1 15137 100 +Reset O 15139 1 15107 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15108 +Name The Dungeon~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in a dank, dismal corridor, lined with dirty stone blocks into which +the occasional torch bracket has been wedged. A few stubs gutter feebly, +providing little illumination. Cries of woe and pain echo down this +depressing passageway. +~ +#EXIT +Direction west~ +ToRoom 15109 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 15105 +Keywords gate~ +Flags isdoor~ +#ENDEXIT + +Reset M 15116 12 15108 -1 -1 -1 100 + Reset E 15140 1 16 100 + Reset E 15141 1 11 100 + Reset E 15142 1 5 100 + Reset E 15143 1 6 100 + Reset E 15144 1 7 100 + Reset E 15145 1 8 100 + Reset E 15146 1 0 100 + Reset E 15147 1 14 100 + Reset E 15148 1 15 100 +#ENDROOM + +#ROOM +Vnum 15109 +Name The Dungeon~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in a dank, dismal corridor, lined with dirty stone blocks into which +the occasional torch bracket has been wedged. A few stubs gutter feebly, +providing little illumination. Cries of woe and pain echo down this +depressing passageway. + +A door to the north marks the entrance to Cell Block One. +~ +#EXIT +Direction north~ +ToRoom 15110 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15108 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15118 +#ENDEXIT + +Reset M 15109 20 15109 -1 -1 -1 100 +Reset O 15135 1 15109 -1 -1 -1 100 +Reset M 15110 29 15109 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15110 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a north south passageway lined with several cell +doors. Cries come from behind some of them, and form behind other comes only +silence. A guard room lies directly north of here. +~ +#EXIT +Direction north~ +ToRoom 15113 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15112 +Key 15111 +Desc Cell D~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15109 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15111 +Key 15110 +Desc Cell C~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +Reset M 15110 29 15110 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15111 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction east~ +ToRoom 15110 +Key 15110 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15111 -1 -1 -1 100 +Reset M 15110 29 15111 -1 -1 -1 100 +Reset M 15111 5 15111 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15112 5 15111 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 + Reset G 15102 0 100 + Reset P 1 15103 1 15102 100 +#ENDROOM + +#ROOM +Vnum 15112 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction west~ +ToRoom 15110 +Key 15111 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15112 -1 -1 -1 100 +Reset M 15110 29 15112 -1 -1 -1 100 +Reset M 15111 5 15112 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15112 5 15112 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15113 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a north south passageway lined with several cell +doors. Cries come from behind some of them, and form behind other comes only +silence. A guard room lies directly north of here. +~ +#EXIT +Direction north~ +ToRoom 15116 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15115 +Key 15109 +Desc Cell B~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15110 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15114 +Key 15108 +Desc Cell A~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +Reset M 15110 29 15113 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15114 +Name A Well-Appointed Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This cell is clean and well-lit, and has some rather decent furnishings. +Doubtless someone of some means has managed to requisition this cell, to +spend their interrment in relative comfort. +~ +#EXIT +Direction east~ +ToRoom 15113 +Key 15108 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15114 -1 -1 -1 100 +Reset M 15104 1 15114 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 + Reset G 15102 0 100 + Reset P 1 15103 1 15102 100 +Reset O 15133 1 15114 -1 -1 -1 100 +Reset M 15110 29 15114 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15115 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction west~ +ToRoom 15113 +Key 15109 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15115 -1 -1 -1 100 +Reset M 15105 1 15115 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15131 1 6 100 + Reset E 15150 1 16 100 + Reset E 15104 1 7 100 + Reset G 15102 0 100 + Reset P 1 15103 1 15102 100 +Reset M 15110 29 15115 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15116 +Name A Guard Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered the quarters of the dungeon guards. There are usually a few +off duty guards here at any given time, playing cards, dice, etc. to while +away the time before their next shift. A door to the west is marked- DOGS! +KEEP OUT! + +A trapdoor leads upward to the city square, where prisoners who are +sentenced to death are led for their execution. +~ +#EXIT +Direction south~ +ToRoom 15113 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15117 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom -1 +#ENDEXIT + +Reset O 15101 1 15116 -1 -1 -1 100 +Reset M 15110 29 15116 -1 -1 -1 100 +Reset M 15116 12 15116 -1 -1 -1 100 + Reset E 15140 1 16 100 + Reset E 15141 1 11 100 + Reset E 15142 1 5 100 + Reset E 15143 1 6 100 + Reset E 15144 1 7 100 + Reset E 15145 1 8 100 + Reset E 15146 1 0 100 + Reset E 15147 1 14 100 + Reset E 15148 1 15 100 +#ENDROOM + +#ROOM +Vnum 15117 +Name The Dog Kennels~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The dungeon hounds are kept in here, ready to be released on rioting +prisoners in emergencies. They are rabid creatures, underfed and constantly +tormented to keep their anger at a peak. +~ +#EXIT +Direction east~ +ToRoom 15116 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15117 -1 -1 -1 100 +Reset O 15105 1 15117 -1 -1 -1 100 +Reset M 15110 29 15117 -1 -1 -1 100 +Reset M 15117 6 15117 -1 -1 -1 100 + Reset E 15152 1 6 100 + Reset E 15148 1 16 100 +Reset O 15103 1 15117 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15118 +Name The Turnkey's Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the Turnkey stands his post, managing and guarding the keys to all the +cells, and keeping an eye out for any trouble. He is a recalcitrant and lazy +sod, and not much use at either task. + +A door to the west leads to Cell Block Two. The torture chamber lies south. +~ +#EXIT +Direction east~ +ToRoom 15109 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15119 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15122 +Flags isdoor~ +#ENDEXIT + +Reset M 15101 1 15118 -1 -1 -1 100 + Reset E 15121 1 16 100 + Reset E 15122 1 13 100 + Reset E 15123 1 7 100 + Reset E 15124 1 5 100 + Reset G 15120 0 100 +Reset O 15108 1 15118 -1 -1 -1 100 +Reset O 15109 1 15118 -1 -1 -1 100 +Reset O 15110 1 15118 -1 -1 -1 100 +Reset O 15111 1 15118 -1 -1 -1 100 +Reset O 15112 1 15118 -1 -1 -1 100 +Reset O 15113 1 15118 -1 -1 -1 100 +Reset O 15114 1 15118 -1 -1 -1 100 +Reset O 15115 1 15118 -1 -1 -1 100 +Reset O 15116 1 15118 -1 -1 -1 100 +Reset O 15117 1 15118 -1 -1 -1 100 +Reset O 15118 1 15118 -1 -1 -1 100 +Reset O 15119 1 15118 -1 -1 -1 100 +Reset M 15110 29 15118 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15119 +Name The Torture Chamber~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is the most feared place in all the dungeon. Any and all prisoners who +end up here rarely leave in one piece. And even if they do, they are usually +driven quite insane by the weeks of torture. Long chains hanging from the +ceiling suspend dead or dying victims, while fresher ones are currently +being subjected to cruel tortures on the nightmarish devices below. +~ +#EXIT +Direction north~ +ToRoom 15118 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15120 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15121 +#ENDEXIT + +Reset O 15106 1 15119 -1 -1 -1 100 +Reset O 15130 1 15119 -1 -1 -1 100 + Reset P 1 15153 1 15130 100 + Reset P 1 15154 1 15130 100 + Reset P 1 15156 1 15130 100 + Reset P 1 15159 1 15130 100 +Reset M 15109 20 15119 -1 -1 -1 100 +Reset O 15135 1 15119 -1 -1 -1 100 +Reset M 15110 29 15119 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15120 +Name The Torture Chamber~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is the most feared place in all the dungeon. Any and all prisoners who +end up here rarely leave in one piece. And even if they do, they are usually +driven quite insane by the weeks of torture. Long chains hanging from the +ceiling suspend dead or dying victims, while fresher ones are currently +being subjected to cruel tortures on the nightmarish devices below. +~ +#EXIT +Direction west~ +ToRoom 15119 +#ENDEXIT + +Reset O 15162 1 15120 -1 -1 -1 100 +Reset O 15155 1 15120 -1 -1 -1 100 +Reset O 15157 1 15120 -1 -1 -1 100 +Reset O 15158 1 15120 -1 -1 -1 100 +Reset M 15102 1 15120 -1 -1 -1 100 + Reset E 15125 1 12 100 + Reset E 15126 1 8 100 + Reset E 15127 1 6 100 +Reset M 15110 29 15120 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15121 +Name The Torture Chamber~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is the most feared place in all the dungeon. Any and all prisoners who +end up here rarely leave in one piece. And even if they do, they are usually +driven quite insane by the weeks of torture. Long chains hanging from the +ceiling suspend dead or dying victims, while fresher ones are currently +being subjected to cruel tortures on the nightmarish devices below. +~ +#EXIT +Direction north~ +ToRoom 15119 +#ENDEXIT + +Reset O 15107 1 15121 -1 -1 -1 100 +Reset O 15129 1 15121 -1 -1 -1 100 + Reset P 1 15128 1 15129 100 + Reset P 1 15161 1 15129 100 +Reset O 15160 1 15121 -1 -1 -1 100 +Reset M 15103 1 15121 -1 -1 -1 100 + Reset E 15121 1 16 100 + Reset E 15128 1 0 100 +Reset M 15110 29 15121 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15122 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a east west passageway lined with several cell +doors. Cries come from behind some of them, and from behind others comes only +silence. +~ +#EXIT +Direction north~ +ToRoom 15123 +Key 15112 +Desc Cell E~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15118 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15124 +Key 15113 +Desc Cell F~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15125 +#ENDEXIT + +Reset M 15109 20 15122 -1 -1 -1 100 +Reset O 15135 1 15122 -1 -1 -1 100 +Reset M 15110 29 15122 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15123 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction south~ +ToRoom 15122 +Key 15112 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15123 -1 -1 -1 100 +Reset M 15106 2 15123 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15110 29 15123 -1 -1 -1 100 +Reset M 15116 12 15123 -1 -1 -1 100 + Reset E 15140 1 16 100 + Reset E 15141 1 11 100 + Reset E 15142 1 5 100 + Reset E 15143 1 6 100 + Reset E 15144 1 7 100 + Reset E 15145 1 8 100 + Reset E 15146 1 0 100 + Reset E 15147 1 14 100 + Reset E 15148 1 15 100 +#ENDROOM + +#ROOM +Vnum 15124 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction north~ +ToRoom 15122 +Key 15113 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15124 -1 -1 -1 100 +Reset M 15110 29 15124 -1 -1 -1 100 +Reset M 15111 5 15124 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15112 5 15124 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15125 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a east west passageway lined with several cell +doors. Cries come from behind some of them, and from behind others comes only +silence. +~ +#EXIT +Direction north~ +ToRoom 15126 +Key 15114 +Desc Cell G~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15122 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15127 +Key 15115 +Desc Cell H~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15128 +#ENDEXIT + +Reset M 15110 29 15125 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15126 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction south~ +ToRoom 15125 +Key 15114 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15126 -1 -1 -1 100 +Reset M 15110 29 15126 -1 -1 -1 100 +Reset M 15111 5 15126 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15112 5 15126 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15127 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction north~ +ToRoom 15125 +Key 15115 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15127 -1 -1 -1 100 +Reset M 15110 29 15127 -1 -1 -1 100 +Reset M 15113 1 15127 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15128 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a east west passageway lined with several cell +doors. Cries come from behind some of them, and from behind others comes only +silence. +~ +#EXIT +Direction north~ +ToRoom 15129 +Key 15116 +Desc Cell I~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15125 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15130 +Key 15117 +Desc Cell J~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15131 +#ENDEXIT + +Reset M 15109 20 15128 -1 -1 -1 100 +Reset O 15135 1 15128 -1 -1 -1 100 +Reset M 15110 29 15128 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15129 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction south~ +ToRoom 15128 +Key 15116 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15129 -1 -1 -1 100 +Reset M 15100 1 15129 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15110 29 15129 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15130 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction north~ +ToRoom 15128 +Key 15117 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15130 -1 -1 -1 100 +Reset M 15106 2 15130 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 +Reset M 15110 29 15130 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15131 +Name Cell Block One~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are marching along a east west passageway lined with several cell +doors. Cries come from behind some of them, and from behind others comes only +silence. The passage bends downwards to the west. +~ +#EXIT +Direction north~ +ToRoom 15132 +Key 15118 +Desc Cell K~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15128 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15133 +Key 15119 +Desc Cell L~ +Keywords cell~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15134 +#ENDEXIT + +Reset M 15110 29 15131 -1 -1 -1 100 +Reset M 15116 12 15131 -1 -1 -1 100 + Reset E 15140 1 16 100 + Reset E 15141 1 11 100 + Reset E 15142 1 5 100 + Reset E 15143 1 6 100 + Reset E 15144 1 7 100 + Reset E 15145 1 8 100 + Reset E 15146 1 0 100 + Reset E 15147 1 14 100 + Reset E 15148 1 15 100 +#ENDROOM + +#ROOM +Vnum 15132 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction south~ +ToRoom 15131 +Key 15118 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15132 -1 -1 -1 100 +Reset M 15110 29 15132 -1 -1 -1 100 +Reset M 15114 2 15132 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 + Reset G 15102 0 100 + Reset P 1 15103 1 15102 100 +#ENDROOM + +#ROOM +Vnum 15133 +Name A Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is a dank, damp, filthy prison cell. Mice and cockroaches scurry about, +mingling in the animal and human filth that litters the floor. The cell has +no windows or sources of ventilation, and the air is fetid and stale. You +gag and hold your breath in disgust. +~ +#EXIT +Direction north~ +ToRoom 15131 +Key 15119 +Flags isdoor~ +#ENDEXIT + +Reset O 15101 1 15133 -1 -1 -1 100 +Reset M 15110 29 15133 -1 -1 -1 100 +Reset M 15114 2 15133 -1 -1 -1 100 + Reset E 15132 1 5 100 + Reset E 15100 1 10 100 + Reset E 15104 1 7 100 + Reset G 15102 0 100 + Reset P 1 15103 1 15102 100 +#ENDROOM + +#ROOM +Vnum 15134 +Name The Lower Chambers~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc These chambers once held cells, but were long ago abandoned. Rotted doors +hang open to the north and south, while a hole in the floor gives rise to +an awful smell. You really don't want to go down there... really. +~ +#EXIT +Direction north~ +ToRoom 15137 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15131 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15135 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15136 +#ENDEXIT + +Reset M 15109 20 15134 -1 -1 -1 100 +Reset O 15135 1 15134 -1 -1 -1 100 +Reset M 15110 29 15134 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15135 +Name A Ruined Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Naught remains of whoever once occupied this cell save for some bones. Rats +scurry away from your light, and you grimace at the stench in this hole. +~ +#EXIT +Direction north~ +ToRoom 15134 +#ENDEXIT + +Reset O 15105 1 15135 -1 -1 -1 100 +Reset M 15108 4 15135 -1 -1 -1 100 +Reset M 15110 29 15135 -1 -1 -1 100 +Reset M 15118 1 15135 -1 -1 -1 100 + Reset E 15149 1 16 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15136 +Name The PIT~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This foul hole is used for disposal of garbage and of unruly prisoners. You +land in this muck with a squelching noise, and you almost vomit when you +realize you are chest-deep in human and animal waste. A chill wind whips +eerily at you from nowhere, and you suddenly get the feeling you're not +alone down here... +~ +#EXIT +Direction up~ +ToRoom 15134 +#ENDEXIT + +Reset O 15105 1 15136 -1 -1 -1 100 +Reset M 15110 29 15136 -1 -1 -1 100 +Reset O 15136 1 15136 -1 -1 -1 100 +Reset M 15119 1 15136 -1 -1 -1 100 + Reset E 15151 1 12 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15137 +Name A Ruined Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Naught remains of whoever once occupied this cell save for some bones. Rats +scurry away from your light, and you grimace at the stench in this hole. +A hole in the north wall allows passage into a cave. +~ +#EXIT +Direction north~ +ToRoom 15138 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15135 +#ENDEXIT + +Reset O 15105 1 15137 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15138 +Name A Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This natural cavern is home to variety of animals who have become trapped +down here after entering from the city above and losing their way back. +You smell guano everywhere, and see thick cobwebs. +~ +#EXIT +Direction north~ +ToRoom 15139 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15137 +#ENDEXIT + +Reset O 15105 1 15138 -1 -1 -1 100 +Reset M 15107 10 15138 -1 -1 -1 100 +Reset O 15134 1 15138 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15139 +Name A Cavern~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This natural cavern is home to variety of animals who have become trapped +down here after entering from the city above and losing their way back. +You smell guano everywhere, and see thick cobwebs. A passage running +westward leads into a dark maze. +~ +#EXIT +Direction south~ +ToRoom 15138 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15140 +#ENDEXIT + +Reset O 15105 1 15139 -1 -1 -1 100 +Reset M 15107 10 15139 -1 -1 -1 100 +Reset O 15134 1 15139 -1 -1 -1 100 +Reset M 15108 4 15139 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15140 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction east~ +ToRoom 15139 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15141 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15145 +#ENDEXIT + +Reset R 15140 4 100 +Reset O 15105 1 15140 -1 -1 -1 100 +Reset M 15107 10 15140 -1 -1 -1 100 +Reset O 15134 1 15140 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15141 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15140 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15142 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15146 +#ENDEXIT + +Reset R 15141 4 100 +Reset M 15120 5 15141 -1 -1 -1 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15142 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15141 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15143 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15147 +#ENDEXIT + +Reset R 15142 4 100 +#ENDROOM + +#ROOM +Vnum 15143 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15142 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15144 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15148 +#ENDEXIT + +Reset R 15143 4 100 +#ENDROOM + +#ROOM +Vnum 15144 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15143 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15149 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15169 +Flags isdoor~ +#ENDEXIT + +Reset R 15144 4 100 +Reset M 15121 5 15144 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15145 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15140 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15146 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15150 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15168 +Flags isdoor~ +#ENDEXIT + +Reset R 15145 4 100 +#ENDROOM + +#ROOM +Vnum 15146 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15145 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15141 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15147 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15151 +#ENDEXIT + +Reset R 15146 4 100 +#ENDROOM + +#ROOM +Vnum 15147 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15146 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15142 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15148 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15152 +#ENDEXIT + +Reset R 15147 4 100 +Reset M 15120 5 15147 -1 -1 -1 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15148 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15147 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15143 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15149 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15153 +#ENDEXIT + +Reset R 15148 4 100 +#ENDROOM + +#ROOM +Vnum 15149 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15148 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15144 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15154 +#ENDEXIT + +Reset R 15149 4 100 +Reset M 15121 5 15149 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15150 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15145 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15151 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15155 +#ENDEXIT + +Reset R 15150 4 100 +Reset M 15121 5 15150 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15151 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction north~ +ToRoom 15150 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15146 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15152 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15156 +#ENDEXIT + +Reset R 15151 4 100 +#ENDROOM + +#ROOM +Vnum 15152 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction north~ +ToRoom 15151 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15147 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15153 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15157 +#ENDEXIT + +Reset R 15152 4 100 +Reset O 15105 1 15152 -1 -1 -1 100 +Reset M 15120 5 15152 -1 -1 -1 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15153 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction east~ +ToRoom 15152 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15148 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15154 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15158 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15167 +Flags isdoor~ +#ENDEXIT + +Reset R 15153 4 100 +#ENDROOM + +#ROOM +Vnum 15154 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15153 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15149 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15159 +#ENDEXIT + +Reset R 15154 4 100 +#ENDROOM + +#ROOM +Vnum 15155 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15150 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15156 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15160 +#ENDEXIT + +Reset R 15155 4 100 +Reset M 15121 5 15155 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15156 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15155 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15151 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15157 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15161 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15166 +Flags isdoor~ +#ENDEXIT + +Reset R 15156 4 100 +#ENDROOM + +#ROOM +Vnum 15157 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction east~ +ToRoom 15156 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15152 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15158 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15162 +#ENDEXIT + +Reset R 15157 4 100 +#ENDROOM + +#ROOM +Vnum 15158 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15157 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 15153 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15159 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15163 +#ENDEXIT + +Reset R 15158 4 100 +#ENDROOM + +#ROOM +Vnum 15159 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction west~ +ToRoom 15158 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15154 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15164 +#ENDEXIT + +Reset R 15159 4 100 +Reset M 15120 5 15159 -1 -1 -1 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15160 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15155 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15161 +#ENDEXIT + +Reset R 15160 4 100 +#ENDROOM + +#ROOM +Vnum 15161 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15160 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15156 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15162 +#ENDEXIT + +Reset R 15161 4 100 +Reset M 15120 5 15161 -1 -1 -1 100 + Reset E 15104 1 7 100 +#ENDROOM + +#ROOM +Vnum 15162 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction east~ +ToRoom 15161 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15157 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 15163 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 15165 +Flags isdoor~ +#ENDEXIT + +Reset R 15162 4 100 +#ENDROOM + +#ROOM +Vnum 15163 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction south~ +ToRoom 15162 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15158 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 15164 +#ENDEXIT + +Reset R 15163 4 100 +#ENDROOM + +#ROOM +Vnum 15164 +Name The Dark Maze~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hive of subterranean passageways was once a burial chamber. But the +priests long ago removed all the corpses, leaving the place vacant. Rumor +has it, however, that a few tombs still remain, undisturbed for centuries, +full of magnificent treasures. +~ +#EXIT +Direction north~ +ToRoom 15163 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 15159 +#ENDEXIT + +Reset R 15164 4 100 +Reset M 15121 5 15164 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 15165 +Name Tomb of Ael~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This dark tomb contains a sarcophagus and the mortal remains of a powerful +spellcaster of ancient times. Unfortunately this spellcaster was also +rather evil... You could be in trouble. +~ +#EXIT +Direction up~ +ToRoom 15162 +#ENDEXIT + +Reset O 15105 1 15165 -1 -1 -1 100 +Reset M 15122 1 15165 -1 -1 -1 100 + Reset E 15163 1 16 100 +#ENDROOM + +#ROOM +Vnum 15166 +Name Tomb of Baraga~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This dark tomb contains a sarcophagus and the mortal remains of a powerful +spellcaster of ancient times. Unfortunately this spellcaster was also +rather evil... You could be in trouble. +~ +#EXIT +Direction up~ +ToRoom 15156 +#ENDEXIT + +Reset O 15105 1 15166 -1 -1 -1 100 +Reset M 15123 1 15166 -1 -1 -1 100 + Reset E 15164 1 3 100 +#ENDROOM + +#ROOM +Vnum 15167 +Name Tomb of Cas~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This dark tomb contains a sarcophagus and the mortal remains of a powerful +spellcaster of ancient times. Unfortunately this spellcaster was also +rather evil... You could be in trouble. +~ +#EXIT +Direction up~ +ToRoom 15153 +#ENDEXIT + +Reset O 15105 1 15167 -1 -1 -1 100 +Reset M 15124 1 15167 -1 -1 -1 100 + Reset E 15165 1 8 100 +#ENDROOM + +#ROOM +Vnum 15168 +Name Tomb of Deros~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This dark tomb contains a sarcophagus and the mortal remains of a powerful +spellcaster of ancient times. Unfortunately this spellcaster was also +rather evil... You could be in trouble. +~ +#EXIT +Direction up~ +ToRoom 15145 +#ENDEXIT + +Reset O 15105 1 15168 -1 -1 -1 100 +Reset M 15125 1 15168 -1 -1 -1 100 + Reset E 15166 1 6 100 +#ENDROOM + +#ROOM +Vnum 15169 +Name Tomb of Emur~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This dark tomb contains a sarcophagus and the mortal remains of a powerful +spellcaster of ancient times. Unfortunately this spellcaster was also +rather evil... You could be in trouble. +~ +#EXIT +Direction up~ +ToRoom 15144 +#ENDEXIT + +Reset O 15105 1 15169 -1 -1 -1 100 +Reset M 15105 1 15169 -1 -1 -1 100 + Reset E 15167 1 12 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/draconia.are b/data/realm/draconia.are new file mode 100644 index 0000000..a5db388 --- /dev/null +++ b/data/realm/draconia.are @@ -0,0 +1,2278 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Dragon Tower~ +Author Wench~ +Vnums 2200 2299 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 30 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 2200 +Keywords hatchling dragon baby~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short the dragon hatchling~ +Long A dragon hatchling is here, chewing on a bone. +~ +Desc This small dragon hisses at you as you enter the room. Although it is only a +few feet long, its sharp teeth make you think twice about petting it. +~ +Nattacks 0.000000 +Stats1 -900 2000 0 0 0 0 +Stats2 7 21 4 100 1 8 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected flying~ +#ENDMOBILE + +#MOBILE +Vnum 2201 +Keywords draconian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the Draconian~ +Long The Draconian is standing here. +~ +Desc This horrible creature is a bizarre cross between a man and a dragon. He +has black scales and a seven foot wingspan. He scowls at you and hefts his +spear as you enter the room. +~ +Nattacks 0.000000 +Stats1 -900 2000 0 0 0 0 +Stats2 13 21 2 130 2 6 3 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 2202 +Keywords master~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dragon master~ +Long The lord of this crypt is here. +~ +Desc He doesn't look happy to see you. +~ +Nattacks 0.000000 +Stats1 -1000 35000 0 0 0 0 +Stats2 27 21 -2 270 3 6 8 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected flying~ +#ENDMOBILE + +#MOBILE +Vnum 2203 +Keywords man mage wizard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short a powerful mage~ +Long A man is here, studying some books. +~ +Desc A powerful looking mage is standing in this room studying his spells. You are +surprised at the fact that he is human, and realize that he must be very +powerful to have been accepted by the creatures which live here. +~ +Nattacks 0.000000 +Stats1 -900 600 0 0 0 0 +Stats2 22 21 3 220 1 8 10 +Speaking common~ +Actflags npc sentinel~ +Affected invisible detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 2204 +Keywords cleric draconian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the holy Draconian~ +Long A Draconian is here, deep in thought. +~ +Desc A Draconian stands here, dressed in simple robes. Around his neck you +notice a golden medallion in the shape of a five headed dragon. +~ +Nattacks 0.000000 +Stats1 -900 400 0 0 0 0 +Stats2 22 21 0 220 3 5 6 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 2205 +Keywords king draconian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short the Draconian King~ +Long A Draconian wearing fine clothes is here, pondering his greatness. +~ +Desc The king of the draconians sits here on a golden throne. He looks as +though he could crush your head with a single blow. Yet you sense that he +is controlled by a greater power. +~ +Nattacks 0.000000 +Stats1 -900 800 0 0 0 0 +Stats2 26 21 1 260 2 8 12 +Speaking common~ +Actflags npc sentinel scavenger~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 2206 +Keywords concubine draconian~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a concubine~ +Long A concubine is resting here. +~ +Desc This is a concubine of the king. She is lounging here, wearing nothing at +all. You find yourself strangely repulsed as she draws a knife and +prepares to defend herself. +~ +Nattacks 0.000000 +Stats1 -500 100 0 0 0 0 +Stats2 6 21 5 50 2 3 1 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 2207 +Keywords bodyguard draconian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A bodyguard~ +Long A bodyguard is here, staring at you menacingly. +~ +Desc This creature has devoted its life to defending the king. Your intrusion has +not pleased it. +~ +Nattacks 0.000000 +Stats1 -800 5000 0 0 0 0 +Stats2 18 21 2 180 2 6 10 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_evil detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2220 +Keywords tiamat dragon~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short Tiamat~ +Long A five headed dragon hisses at you as you enter this room. +~ +Desc You see before you the master of this Tower, Tiamat. She frowns at you as she +prepares to make you pay for your insolence ... with your lives! +~ +Nattacks 0.000000 +Stats1 -1000 50000 0 0 0 0 +Stats2 35 21 -10 1000 4 9 15 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2221 +Keywords dragon red~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short the Great Red Dragon~ +Long A red dragon is here, contemplating your existence. +~ +Desc This huge red dragon dominates the chamber. As you turn to flee, he grins at +you and invites you to stay ... forever! +~ +Nattacks 0.000000 +Stats1 -1000 10000 0 0 0 0 +Stats2 27 21 -5 270 2 8 10 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2222 +Keywords dragon black~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short the Great Black Dragon~ +Long A black dragon is here, laughing at your insolence. +~ +Desc This huge black wyrm laughs at your puny weapons. You realize that he is not +going to roll over and die for you. +~ +Nattacks 0.000000 +Stats1 -900 20000 0 0 0 0 +Stats2 26 21 -3 260 3 8 4 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2223 +Keywords dragon white~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short the Great White Dragon~ +Long A white dragon is here, waiting for you. +~ +Desc This dragon towers over you. Recalling your previous experiences with white +dragons, you are not afraid. She smiles at you and says 'I think you will find +me a greater challenge than my offspring.' +~ +Nattacks 0.000000 +Stats1 -1000 35000 0 0 0 0 +Stats2 27 21 -3 270 3 8 4 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2225 +Keywords dragon green~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short the Ancient Green Dragon~ +Long A green dragon is here, looking distraught. +~ +Desc This huge beast appears to be the most directly related to the draconians. +She looks at you with sorrow in her eyes and says 'You have slaughtered my +children. Prepare to die.' +~ +Nattacks 0.000000 +Stats1 -1000 20000 0 0 0 0 +Stats2 31 21 -4 310 3 8 15 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2226 +Keywords hydra~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a large hydra~ +Long A hydra is here, blocking the doorway. +~ +Desc A hydra is here, guarding the entrance to a sealed vault. You have the feeling +it isn't happy to see you. +~ +Nattacks 0.000000 +Stats1 -800 5000 0 0 0 0 +Stats2 18 21 1 180 2 8 7 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2227 +Keywords slave human~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short A human slave~ +Long A Human slave is here, hard at work. +~ +Desc He looks like he's under a lot of stress. He would probably like it if you +left him alone. +~ +Nattacks 0.000000 +Stats1 0 100 0 0 0 0 +Stats2 5 21 6 50 1 6 4 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 2240 +Keywords zombie draconian~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short a Draconian zombie~ +Long A Draconian zombie is here, staring at nothing in particular. +~ +Desc This used to be one of the warriors of this tribe. He was denied his final +rest, however, and now guards this corridor tirelessly as a zombie. +~ +Nattacks 0.000000 +Stats1 -400 1500 0 0 0 0 +Stats2 9 21 4 175 1 8 6 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2241 +Keywords dragon phase~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short the phase dragon~ +Long A Phase Dragon is darting around the room. +~ +Desc This small dragon looks like he's up to no good. +~ +Nattacks 0.000000 +Stats1 -300 5000 0 0 0 0 +Stats2 10 21 3 150 2 6 6 +Speaking common~ +Actflags npc scavenger aggressive stayarea wimpy~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 2242 +Keywords fool draconian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short the draconian fool~ +Long A Fool is here, making fun of you. +~ +Desc This dragon man looks VERY foolish, dressed in a green and blue striped +suit. As you enter the room, he points at you and laughs. +~ +Nattacks 0.000000 +Stats1 0 500 0 0 0 0 +Stats2 5 21 5 50 3 3 4 +Speaking common~ +Actflags npc stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 2243 +Keywords queen draconian~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short the Draconian Queen~ +Long A Female Draconian sits, here, looking very important. +~ +Desc This draconian looks VERY busy as she orders her slaves around. You think +it might be a good idea to leave her alone. +~ +Nattacks 0.000000 +Stats1 -600 10000 0 0 0 0 +Stats2 20 21 2 200 3 4 8 +Speaking common~ +Actflags npc sentinel scavenger~ +Affected detect_invis detect_hidden sanctuary~ +#ENDMOBILE + +#OBJECT +Vnum 2200 +Keywords spear jagged~ +Type weapon~ +Short a jagged spear~ +Long A jagged spear has been left here.~ +WFlags take wield~ +Values 0 2 5 11 0 0 0 0 0 0 0 +Stats 15 4000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2201 +Keywords dagger silver~ +Type weapon~ +Short a silver dagger~ +Long A silver dagger is lying here.~ +WFlags take wield~ +Values 0 2 4 11 0 0 0 0 0 0 0 +Stats 10 1000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2202 +Keywords knife tooth dragon~ +Type weapon~ +Short a dragon's tooth knife~ +Long A dangerous looking knife made from a dragon's tooth has been left here.~ +WFlags take wield~ +Values 0 3 5 11 0 0 0 0 0 0 0 +Stats 8 100000 -2 1 0 None None None +AffData intelligence 1 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2203 +Keywords bracelet dragon~ +Type armor~ +Short a dragon skin bracelet~ +Long A scaly bracelet lies on the ground.~ +WFlags take wrist~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 10 40000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2204 +Keywords belt silk black~ +Type armor~ +Short a black silk belt~ +Long A black belt made of the finest silk is hanging here.~ +WFlags take waist~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 25 10000 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2210 +Keywords belt silk white~ +Type container~ +Short a white silk belt.~ +Long A white belt made of the finest silk is hanging here.~ +WFlags take waist~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 25 10000 -2 1 0 None None None +AffData strength 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2211 +Keywords bracelet platinum~ +Type armor~ +Short a platinum bracelet.~ +Long A tarnished platinum bracelet has been dropped here.~ +Flags glow~ +WFlags take wrist~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 5 50000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2220 +Keywords symbol holy~ +Type armor~ +Short a holy symbol~ +Long A golden holy symbol is here.~ +Flags glow~ +WFlags take neck hold~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 2 50000 -2 1 0 None None None +AffData mana 15 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2221 +Keywords robe black~ +Type armor~ +Short a plain black robe~ +Long A black robe is hanging on a hook on the wall.~ +WFlags take about~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 3 50000 -2 1 0 None None None +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2222 +Keywords sword emerald~ +Type weapon~ +Short an emerald sword~ +Long An emerald long sword is leaning against the wall.~ +WFlags take wield~ +Values 0 3 6 3 0 0 0 0 0 0 0 +Stats 24 200000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2223 +Keywords club stone~ +Type weapon~ +Short a stone club~ +Long A heavy looking stone club is here.~ +WFlags take wield~ +Values 0 3 5 8 0 0 0 0 0 0 0 +Stats 18 7500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2224 +Keywords ring diamond~ +Type armor~ +Short a diamond ring~ +Long A diamond ring lies gleaming on the ground.~ +WFlags take finger~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 6 50000 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2230 +Keywords ring copper~ +Type armor~ +Short a copper ring~ +Long A copper ring is here.~ +WFlags take finger~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 100000 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2231 +Keywords key steel~ +Type key~ +Short a steel key~ +Long A steel key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2232 +Keywords key ruby~ +Type key~ +Short A ruby key~ +Long A ruby key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2233 +Keywords key white~ +Type key~ +Short a white key~ +Long A white key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2234 +Keywords key grey~ +Type key~ +Short a grey key~ +Long A grey key is resting on the ground here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2237 +Keywords key stone~ +Type key~ +Short a stone key~ +Long A stone key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2240 +Keywords key black~ +Type key~ +Short a black key~ +Long A black key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2241 +Keywords key platinum~ +Type key~ +Short a platinum key~ +Long A platinum key.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2242 +Keywords shield crested~ +Type armor~ +Short a crested shield~ +Long A large crested shield draws your attention.~ +WFlags take shield~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 20 200000 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2243 +Keywords wand golden~ +Type wand~ +Short a golden wand~ +Long A golden wand has been dropped here.~ +Flags glow~ +WFlags take hold~ +Values 25 10 10 -1 0 0 0 0 0 0 0 +Stats 5 10000 -2 1 0 None None None +Spells 'dispel magic' +#ENDOBJECT + +#OBJECT +Vnum 2244 +Keywords staff silver~ +Type staff~ +Short a silver staff~ +Long A silver staff.~ +Flags glow magic~ +WFlags take hold~ +Values 25 20 20 -1 0 0 0 0 0 0 0 +Stats 5 10000 -2 1 0 None None None +Spells 'faerie fog' +#ENDOBJECT + +#OBJECT +Vnum 2245 +Keywords staff dragon~ +Type staff~ +Short the staff of the dragon~ +Long A powerful oak staff has been left here.~ +Flags glow magic~ +WFlags take hold~ +Values 25 10 10 -1 0 0 0 0 0 0 0 +Stats 5 10000 -2 1 0 None None None +Spells 'call lightning' +#ENDOBJECT + +#OBJECT +Vnum 2246 +Keywords mail scale~ +Type armor~ +Short scale mail~ +Long A set of scale mail has been abandoned here.~ +Flags glow~ +WFlags take body~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 20 100000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2250 +Keywords staff black~ +Type staff~ +Short a black staff~ +Long You notice the faint outline of a staff.~ +Flags glow~ +Values 30 3 3 -1 0 0 0 0 0 0 0 +Stats 25 75000 -2 1 0 None None None +Spells 'energy drain' +#ENDOBJECT + +#OBJECT +Vnum 2251 +Keywords potion cyan~ +Type potion~ +Short a cyan potion~ +Long A small cyan potion has been left here.~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 40000 -2 1 0 None None None +Spells 'blindness' 'harm' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2252 +Keywords potion magenta~ +Type potion~ +Short a magenta potion~ +Long A magenta potion.~ +Flags nodrop~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 2000 -2 1 0 None None None +Spells 'cure critical' 'protection from evil' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2254 +Keywords gauntlets spiked~ +Type armor~ +Short a pair of spiked gauntlets~ +Long A pair of spiked gauntlets.~ +Flags glow magic~ +WFlags take hands~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 10 50000 -2 1 0 None None None +AffData damroll 2 -1 -1 0 +AffData strength 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2260 +Keywords scimitar golden~ +Type weapon~ +Short a golden scimitar~ +Long A golden scimitar.~ +Flags glow~ +WFlags take wield~ +Values 0 3 5 3 0 0 0 0 0 0 0 +Stats 10 40000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2261 +Keywords brooch diamond~ +Type armor~ +Short a diamond brooch~ +Long A diamond brooch.~ +Flags magic~ +WFlags take neck~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 2 10000 -2 1 0 None None None +AffData mana 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2270 +Keywords scroll~ +Type scroll~ +Short a runed scroll~ +Long A runed scroll.~ +Flags magic~ +WFlags take hold~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None +Spells 'armor' 'protection from evil' 'shield' +#ENDOBJECT + +#OBJECT +Vnum 2271 +Keywords gloves dragon~ +Type armor~ +Short a pair of dragon skin gloves~ +Long A pair of dragon skin gloves are lying on the ground.~ +WFlags take hands~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 5 40000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2275 +Keywords helm dragon~ +Type armor~ +Short a helm of dragon kind~ +Long A helm made of a dragon's skull is lying on the ground.~ +WFlags take head~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 15 30000 -2 1 0 None None None +AffData hit 15 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2276 +Keywords fur cloak~ +Type armor~ +Short a fur cloak~ +Long A large mound of fur is lying here.~ +WFlags take about~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 10 25000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hit 10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2280 +Keywords leggings dragon scale~ +Type armor~ +Short a pair of dragon scale leggings~ +Long A pair of dragon scale leggings is lying on the ground.~ +WFlags take legs~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 15 35000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2281 +Keywords sleeves dragon scale~ +Type armor~ +Short a set of dragon scale sleeves~ +Long A set of dragon scale sleeves is lying on the ground.~ +WFlags take arms~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 12 30000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2285 +Keywords whip dragon tail~ +Type weapon~ +Short a dragon tailed whip~ +Long A dragon tailed whip is lying on the ground.~ +Flags hum~ +Values 0 4 5 4 0 0 0 0 0 0 0 +Stats 14 40000 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 2286 +Keywords hammer copper~ +Type weapon~ +Short a copper hammer~ +Long A copper hammer is lying on the ground.~ +WFlags take wield~ +Values 0 3 5 8 0 0 0 0 0 0 0 +Stats 12 30000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2299 +Keywords key gold tarnished~ +Type key~ +Short a tarnished gold key~ +Long A tarnished gold key lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +#ENDOBJECT + +#ROOM +Vnum 2201 +Name The Tower Gates~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are at the entrance to a tall tower. Lightning flashes periodically and +it is raining. You think it might be a good idea to turn back into the grove. +~ +#EXIT +Direction north~ +ToRoom 2202 +Key 2231 +Desc You see a large steel gate. Beyond is the Foyer of the Tower. +~ +Keywords gate steel~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1304 +Desc The shadows cloud your vision. +~ +#ENDEXIT + +Reset M 2200 5 2201 -1 -1 -1 100 + Reset G 2231 1 100 +Reset D 2201 0 2 100 -2 +#EXDESC +ExDescKey gate~ +ExDesc The gate is tall and secure. Whoever built it values privacy. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2202 +Name The Foyer~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is the entrance to the Tower. The hallway continues to the north, +leading towards a staircase. You notice a grim painting on the wall, and +quickly look away. +~ +#EXIT +Direction north~ +ToRoom 2203 +Desc You see a long hallway. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2201 +Desc You see the gate. +~ +#ENDEXIT + +Reset M 2200 5 2202 -1 -1 -1 100 +#EXDESC +ExDescKey painting~ +ExDesc This painting depicts the grisly death of a foolish human. You hope you do +not share his fate. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2203 +Name Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This hallway seems to stretch on forever. You notice a stairway in +the distance. +~ +#EXIT +Direction north~ +ToRoom 2204 +Desc The hall continues. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2202 +Desc You see the foyer. +~ +#ENDEXIT + +Reset M 2200 5 2203 -1 -1 -1 100 +Reset M 2200 5 2203 -1 -1 -1 100 +Reset M 2201 7 2203 -1 -1 -1 100 + Reset E 2200 20 16 100 +#ENDROOM + +#ROOM +Vnum 2204 +Name Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You trudge down the hallway. You notice doors to the east and west. +~ +#EXIT +Direction north~ +ToRoom 2207 +Desc The hall continues. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2205 +Desc You see a door. You notice a sign. +~ +Keywords door~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2203 +Desc The hall continues. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2206 +Desc You see an oak door. There is an inscription on it. +~ +Keywords oak~ +Flags isdoor~ +#ENDEXIT + +Reset M 2201 7 2204 -1 -1 -1 100 + Reset E 2200 20 16 100 +Reset M 2201 7 2204 -1 -1 -1 100 + Reset E 2200 20 16 100 +Reset M 2201 7 2204 -1 -1 -1 100 + Reset E 2200 20 16 100 +#EXDESC +ExDescKey sign~ +ExDesc The sign says "NURSERY" in bold letters. +~ +#ENDEXDESC + +#EXDESC +ExDescKey inscription~ +ExDesc It says "STORAGE" +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2205 +Name Nursery~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc It looks like a tornado has been through here. Toys are scattered everywhere, +and a small group of dragon hatchlings are fighting over a bone. +~ +#EXIT +Direction east~ +ToRoom 2223 +Key 2297 +Desc You see a large stone door. +~ +Keywords door stone~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2204 +Desc You see the hallway. +~ +Flags isdoor~ +#ENDEXIT + +Reset M 2200 5 2205 -1 -1 -1 100 +Reset M 2200 5 2205 -1 -1 -1 100 +Reset M 2200 5 2205 -1 -1 -1 100 +Reset M 2200 5 2205 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2206 +Name Storage Room~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This room is covered with dust, it looks as if no one has been here in ages. +~ +#EXIT +Direction east~ +ToRoom 2204 +Desc You see the hallway. +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2208 +Desc You see nothing special. +~ +Keywords trapdoor~ +Flags isdoor~ +#ENDEXIT + +Reset M 2200 5 2206 -1 -1 -1 100 +#EXDESC +ExDescKey dust~ +ExDesc As you look closely at the dust, you notice the outline of a trapdoor! +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2207 +Name End of the Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have finally reached the end of the hallway. A huge staircase leads up. +You see a sign at the base of the staircase. +~ +#EXIT +Direction south~ +ToRoom 2204 +Desc The hall continues. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2210 +Desc The second floor. +~ +#ENDEXIT + +Reset M 2200 5 2207 -1 -1 -1 100 +Reset M 2227 5 2207 -1 -1 -1 100 +#EXDESC +ExDescKey sign~ +ExDesc The sign reads: + This area is kind of tough. You probably shouldn't go up these stairs + alone if you are under 18th level, or at all if you under 14th level. + Have fun! -- Wench +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2208 +Name Guardian's Room~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You climb down the rickety stairs and find yourself face to face with a +gargantuan hydra. How fast can you climb UP stairs? +~ +#EXIT +Direction south~ +ToRoom 2209 +Key 2234 +Desc A large grey door. +~ +Keywords grey~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2206 +Desc You see the storage room. +~ +Keywords door trap trapdoor~ +Flags isdoor~ +#ENDEXIT + +Reset M 2226 1 2208 -1 -1 -1 100 + Reset G 2234 1 100 + Reset G 2243 9 100 + Reset G 2223 20 100 + Reset E 2244 5 17 100 +#ENDROOM + +#ROOM +Vnum 2209 +Name The Treasure Room~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You have made it past the hydra into the vault. You are astounded by +the treasure here. Not only are you now rich, you can probably rest here +safely. The west wall seems to have a large door made entirely of ruby. +~ +#EXIT +Direction north~ +ToRoom 2208 +Key 2234 +Desc You see nothing special. +~ +Keywords grey~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2218 +Key 2232 +Desc You see a ruby door! +~ +Keywords door ruby~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset D 2209 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 2210 +Name The Second Floor~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have made it up to the second floor. You hear hissing and see several +dragon men rushing you. You wonder how long you will be staying here. +~ +#EXIT +Direction south~ +ToRoom 2211 +Key 1 +Desc You see the court. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2207 +Desc You see the first floor. +~ +#ENDEXIT + +Reset M 2201 7 2210 -1 -1 -1 100 + Reset E 2200 20 16 100 +Reset M 2207 20 2210 -1 -1 -1 100 + Reset E 2286 20 16 100 +#ENDROOM + +#ROOM +Vnum 2211 +Name The Court~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered what seems to be a large court. The people guarding it +don't seem happy to see you ... +~ +#EXIT +Direction north~ +ToRoom 2210 +Desc You see nothing special. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2212 +Desc You see a wooden door. +~ +Keywords door wooden~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2213 +Desc You see the court. +~ +#ENDEXIT + +Reset M 2207 10 2211 -1 -1 -1 100 + Reset E 2286 50 16 100 +Reset M 2207 10 2211 -1 -1 -1 100 + Reset E 2260 50 16 100 +#ENDROOM + +#ROOM +Vnum 2212 +Name Hall O' Pleasure~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stop dead in your tracks as you enter this ornately decorated room - it +is populated with the king's harem. +~ +#EXIT +Direction west~ +ToRoom 2211 +Desc You see the Court. +~ +#ENDEXIT + +Reset M 2206 5 2212 -1 -1 -1 100 + Reset E 2201 50 16 100 +Reset M 2206 5 2212 -1 -1 -1 100 + Reset G 2233 2 100 + Reset E 2201 50 16 100 +Reset M 2206 5 2212 -1 -1 -1 100 + Reset G 2240 2 100 + Reset E 2201 50 16 100 +Reset M 2206 5 2212 -1 -1 -1 100 + Reset E 2201 50 16 100 +#ENDROOM + +#ROOM +Vnum 2213 +Name The Court~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are continuing down the hall. To the east and west you see ornate doors. +~ +#EXIT +Direction north~ +ToRoom 2211 +Desc You see the court. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2214 +Key 2240 +Desc You see a black door. +~ +Keywords door black~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2216 +Desc You see the court. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2215 +Key 2233 +Desc You see a white door. +~ +Keywords door white~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2214 +Name The Library~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a huge room, filled with books. A peaceful man is +sitting at a table, studying. +~ +#EXIT +Direction west~ +ToRoom 2213 +Key 2240 +Desc You see the court. +~ +Keywords door black~ +Flags isdoor~ +#ENDEXIT + +Reset M 2203 1 2214 -1 -1 -1 100 + Reset E 2223 50 12 100 + Reset E 2250 50 17 100 + Reset G 2251 50 100 + Reset E 2261 50 3 100 +Reset M 2242 5 2214 -1 -1 -1 100 +Reset M 2204 1 2214 -1 -1 -1 100 + Reset E 2220 50 3 100 + Reset E 2211 50 14 100 + Reset E 2210 50 13 100 + Reset G 2270 50 100 + Reset G 2252 50 100 +#ENDROOM + +#ROOM +Vnum 2215 +Name The Sanctum~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This small room is modestly decorated with small dragon icons. Its sole +occupant is deep in thought. +~ +#EXIT +Direction east~ +ToRoom 2213 +Key 2233 +Desc You see the Court. +~ +Keywords door white~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2216 +Name The Court Ends~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have reached the end of the court. A huge Draconian is sitting in a +chair here. As you enter, he motions with his hand and you are rushed by three +of his bodyguards. +~ +#EXIT +Direction north~ +ToRoom 2213 +Desc You see the court. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2217 +Desc You see a private chamber. +~ +#ENDEXIT + +Reset M 2205 1 2216 -1 -1 -1 100 + Reset E 2222 8 16 100 + Reset E 2276 50 12 100 + Reset E 2242 50 11 100 + Reset E 2254 50 9 100 + Reset G 2232 2 100 +Reset M 2207 5 2216 -1 -1 -1 100 +Reset M 2207 5 2216 -1 -1 -1 100 +Reset M 2207 5 2216 -1 -1 -1 100 +Reset M 2242 5 2216 -1 -1 -1 100 +Reset M 2242 5 2216 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2217 +Name bedroom~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is the personal room of the draconian king. It is not empty. +~ +#EXIT +Direction west~ +ToRoom 2216 +Desc You see Court. +~ +#ENDEXIT + +Reset M 2243 1 2217 -1 -1 -1 100 + Reset E 2203 50 14 100 + Reset E 2204 50 13 100 + Reset E 2201 50 16 100 +Reset M 2227 5 2217 -1 -1 -1 100 +Reset M 2227 5 2217 -1 -1 -1 100 +Reset M 2241 5 2217 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2218 +Name Entrance to the Crypt~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a large room which smells heavily of reptile. You wonder +what awaits you here. +~ +#EXIT +Direction east~ +ToRoom 2209 +Key 2232 +Desc You see the Treasure Vault. +~ +Keywords door ruby~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2219 +Desc You see the Crypt. +~ +#ENDEXIT + +Reset M 2240 5 2218 -1 -1 -1 100 +Reset M 2240 5 2218 -1 -1 -1 100 +Reset D 2218 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 2219 +Name Crypt~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a large room which continues to the west. You notice many +coffins here. Open coffins reveal remains of something other than man. +The smell of reptile is very strong here. +~ +#EXIT +Direction east~ +ToRoom 2218 +Desc You see the entrance. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2222 +Desc You see nothing special. +~ +#ENDEXIT + +Reset M 2240 5 2219 -1 -1 -1 100 +Reset M 2240 5 2219 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2220 +Name The Lair~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a large room dominated by a great white dragon. It growls +at you before it attacks. +~ +#EXIT +Direction south~ +ToRoom 2235 +Desc You the cave opening. +~ +#ENDEXIT + +Reset M 2223 1 2220 -1 -1 -1 100 + Reset E 2246 50 5 100 +#ENDROOM + +#ROOM +Vnum 2221 +Name A Lair~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a large room dominated by a great black dragon. It looks +as though it is amused by your presence. +~ +#EXIT +Direction north~ +ToRoom 2241 +Desc You the cave opening. +~ +#ENDEXIT + +Reset M 2222 1 2221 -1 -1 -1 100 + Reset E 2280 50 7 100 +#ENDROOM + +#ROOM +Vnum 2222 +Name The Crypt Ends~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have come to the end of the Crypt. It seems deserted. There is a +strange coffin lying against the wall. +~ +#EXIT +Direction east~ +ToRoom 2219 +Desc You see the Crypt. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2232 +Keywords coffin~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 2202 1 2222 -1 -1 -1 100 + Reset E 2202 50 16 100 + Reset E 2281 50 10 100 + Reset E 2271 50 9 100 +Reset D 2222 3 2 100 -2 +#EXDESC +ExDescKey coffin~ +ExDesc A coffin lies a against the east wall. It is closed. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2223 +Name Entrance to the Great Hall~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a huge hall. It has been carefully decorated with +beautiful tapestries depicting a great battle between dragons and men. The +dragons appear to be the victors. +~ +#EXIT +Direction east~ +ToRoom 2224 +Desc The Hall continues. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2205 +Key 2297 +Desc You see the Nursery. +~ +Keywords door stone~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2224 +Name The Great Hall~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are working your way down the Hall. To the north, you notice a smaller +passageway, while the main hall continues to the east. +~ +#EXIT +Direction north~ +ToRoom 2225 +Desc You see a narrow passageway. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2229 +Desc You see the Hall. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2225 +Name A Narrow Passageway~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This Passageway branches off from the main hall and leads somewhere ... where? +~ +#EXIT +Direction north~ +ToRoom 2226 +Desc You see a large Lair. It looks dangerous. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2224 +Desc You see the great hall. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2226 +Name Lair~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a large lair with bones strewn about the ground. You +notice the source of these as you come face to face with a rather large red +dragon. You notice a trap door in the floor. +~ +#EXIT +Direction south~ +ToRoom 2225 +Desc The narrow passageway. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2227 +Desc You see a trap door. +~ +Keywords door trap trapdoor~ +Flags isdoor~ +#ENDEXIT + +Reset M 2221 1 2226 -1 -1 -1 100 + Reset E 2275 50 6 100 + Reset E 2245 50 17 100 + Reset G 2299 2 100 +#ENDROOM + +#ROOM +Vnum 2227 +Name Underground Tunnel~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have entered an underground tunnel. It is dark and dirty, and you find +yourself wishing you were back in Midgaard. +~ +#EXIT +Direction north~ +ToRoom 2228 +Desc You see the tunnel. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2226 +Desc You see the red dragon's lair. +~ +Keywords door trap trapdoor~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2228 +Name Underground Tunnel~ +Sector field~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This tunnel has come to a dead end. You feel nervous about being trapped here. +~ +#EXIT +Direction south~ +ToRoom 2227 +Desc You see the tunnel. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2229 +Name The Great Hall Ends.~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have come to the end of the great hall. You see before you a huge +golden door, it must be at least twenty feet tall! It has beautiful etchings +of dragons. You see a sign on the door. +~ +#EXIT +Direction east~ +ToRoom 2230 +Key 2299 +Desc You see a great golden door. +~ +Keywords door great golden~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2224 +Desc You see the hall. +~ +#ENDEXIT + +Reset D 2229 1 2 100 -2 +#EXDESC +ExDescKey sign~ +ExDesc Congratulations on making it this far! Watch out, it gets a little + nasty here... :) - Wench +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2230 +Name THE Lair~ +Sector field~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have entered a huge lair. You feel that something big lives here or at least did. The golden door lies back to the west. +~ +#EXIT +Direction west~ +ToRoom 2229 +Key 2299 +Desc You see a great golden door. +~ +Keywords door golden great~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 2225 1 2230 -1 -1 -1 100 + Reset G 2241 2 100 + Reset G 2285 50 100 + Reset E 2261 50 3 100 +Reset D 2230 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 2231 +Name The End...~ +Sector field~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You have reached the final lair. It is dominated by a huge five headed +dragon. You suddenly realize that you have SERIOUS problems... +~ +#EXIT +Direction south~ +ToRoom 2243 +Key 2241 +Desc You see the top of the mountain. +~ +Flags isdoor pickproof~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2232 +Name Stairwell~ +Sector field~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is an old decrepit stairwell that leads to the wine cellar. It looks +like it hasn't been used for decades. Well, at least not by anything living. +~ +#EXIT +Direction east~ +ToRoom 2222 +Desc The crypt~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2233 +Desc A wine cellar~ +#ENDEXIT + +Reset M 2240 5 2232 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2233 +Name Wine cellar~ +Sector field~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This is the old wine cellar of the Dragon Tower. The shelves are empty. +Nothing living has been in here for a long time. You see a tunnel leading +off to the east and boy does it smell bad. Kinda of like rotting flesh. +~ +#EXIT +Direction east~ +ToRoom 2234 +Desc A tunnel +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2232 +Desc The stairwell +~ +#ENDEXIT + +Reset M 2240 5 2233 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2234 +Name Tunnel~ +Sector field~ +Flags dark tunnel~ +Stats 0 0 0 0 0 +Desc This tunnel seems to stretch for miles. You try to distinguish the end but +your eyes soon tire from the strain. The smell here has increased two fold. +The tunnel continues to go to the east. The wine cellar lies back to the +west. +~ +#EXIT +Direction north~ +ToRoom 2235 +Desc A cave opening +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2236 +Desc A tunnel +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2233 +Desc A tunnel +~ +#ENDEXIT + +Reset M 2240 5 2234 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2235 +Name A cave opening~ +Sector field~ +Flags dark tunnel~ +Stats 0 0 0 0 0 +Desc You stand at the opening of a giant cave. There are many bones strewn across +the room. Some human, some indistinguishable. It smells very bad in here. +You can hear movement in the cave to the north. The tunnel goes back to the +south. +~ +#EXIT +Direction north~ +ToRoom 2220 +Desc The lair +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2234 +Desc The tunnel +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2236 +Name The End of the tunnel~ +Sector field~ +Flags dark tunnel~ +Stats 0 0 0 0 0 +Desc You have finally come to the end of the tunnel. Back to the west lies +the miles of tunnels you have walked through. You see the faint outline of +a trapdoor above you. A bride over an underground river lies to the south. +~ +#EXIT +Direction south~ +ToRoom 2237 +Desc bridge +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2234 +Desc The tunnel +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2202 +Desc trapdoor +~ +#ENDEXIT + +Reset M 2240 5 2236 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2237 +Name The Bridge~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are walking along an old wooden bridge. Its not that secure. You +might want to hurry along. To the south, on the other side of the bridge, +lies a small opening. +~ +#EXIT +Direction north~ +ToRoom 2236 +Desc The tunnel end +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2238 +Desc A small opening +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2238 +Name A small opening~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are standing in a small opening. To the north lies the old wooden +bridge. To your south the you can see a clearing. You can see sunlight +again. What a welcome relief! +~ +#EXIT +Direction north~ +ToRoom 2237 +Desc bridge +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2239 +Desc clearing +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2239 +Name Clearing~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand out in a clearing. Mountains are all around you. There is a +well in the middle of the clearing. Lying against the well is a sign. A +path leads up the mountain. The small opening is back to the north. +~ +#EXIT +Direction north~ +ToRoom 2238 +Desc the small opening +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2240 +Desc A path +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2244 +Desc The well +~ +#ENDEXIT + +Reset M 2200 5 2239 -1 -1 -1 100 +#EXDESC +ExDescKey well~ +ExDesc You peer over the side of the well. It looks VERY, VERY deep. It appears +to be ENDLESS. +~ +#ENDEXDESC + +#EXDESC +ExDescKey sign~ +ExDesc The sign reads: + This is a bottomless pit cleverly disguised as a well. People have +fallen in and never been heard from again. Trust me, you don't want to go +down there. + The All Powerful Well Keeper +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2240 +Name A path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This path leads up the side of the mountain. A clearing lies below you. +There is a cave opening to the west. The path continues up the mountain. +~ +#EXIT +Direction west~ +ToRoom 2241 +Desc cave opening +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2242 +Desc the path continues +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2239 +Desc clearing +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2241 +Name A cave opening~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand before a huge cave opening. You hearing heavy breathing from +within the cave. There are a few skeletons lying about. The cave lies to +the south. The path is back to the east. +~ +#EXIT +Direction east~ +ToRoom 2240 +Desc the path +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2221 +Desc A lair +~ +#ENDEXIT + +Reset M 2200 5 2241 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2242 +Name The path continues~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path continues up the mountain to the top. The path also goes down. +Thats it, nothing more to see. +~ +#EXIT +Direction up~ +ToRoom 2243 +Desc top of the mountain +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2240 +Desc path +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2243 +Name The top of the mountain~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing at the top of the mountain. It feels more like the top of +the world. To your north lies a huge platinum door. You hear very pronounced +grumbling from behind the doors. It sounds like something huge and hungry. +But if you don't have the key you don't have to worry because you can't get it. +If you do have the key I would suggest not going in. Some believe the Five +Headed dragon Tiamat was imprisoned here by the gods. But who believes in +fairy tales. Well, if you're scared, you can always go down the mountain. +~ +#EXIT +Direction north~ +ToRoom 2231 +Key 2241 +Desc The platinum door +~ +Keywords door platinum~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2242 +Desc The path continues +~ +#ENDEXIT + +Reset D 2243 0 2 100 -2 +#EXDESC +ExDescKey door platinum~ +ExDesc A huge platinum door separates you from harm~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2244 +Name Well~ +Sector indoors~ +Flags death~ +Stats 0 0 0 0 0 +Desc O + h + ! + + N + o + ! + + I warned you! You have fallen into the bottomless pit. You life flashes +right before your eyes. Pretty pathetic isn't it? Next time you'll know +to listen to the God of Laughs. +~ +#ENDROOM + +#ENDAREA diff --git a/data/realm/dwarfmines.are b/data/realm/dwarfmines.are new file mode 100644 index 0000000..9ad03cf --- /dev/null +++ b/data/realm/dwarfmines.are @@ -0,0 +1,13575 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Dwarven Mines~ +Author Cianhydle~ +Vnums 27000 27299 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 50 70 0 615 +ResetMsg The sound of combat echos through the mines...~ +ResetFreq 15 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 27000 +Keywords young dwarf mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine worker~ +Long A young dwarf is here carring supplies around. +~ +Desc This young dwarf is too young to fight against orc and goblin hordes +so he is working here in the mines. After a few decades working hard +labor down here the dwarf will become strong and stout. If times are +good he will possibly become a craftsman if they have the skill, or if +times are bad, he will be most likely join the dwarven army and go off +to slay the mortal enemies of the dwarven race. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Damn I am tired.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27001 +Keywords youthfull dwarf mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine worker~ +Long A youthfull dwarf is here working away at the stone. +~ +Desc This young dwarf is too young to fight against orc and goblin hordes +so he is working here in the mines. After a few decades working hard +labor down here the dwarf will become strong and stout. If times are +good he will possibly become a craftsman if they have the skill, or if +times are bad, he will be most likely join the dwarven army and go off +to slay the mortal enemies of the dwarven race. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 41 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A dwarf raises his pick and brings it down upon the stone. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27002 +Keywords small dwarf stone cutter~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a stone cutter~ +Long A small dwarf is here working on the walls. +~ +Desc This dwarf has avoided having to battle the orcs and goblins by being +a stone cutter. It is quiet an honor to work the stone carefully with +your hands as opposed to hacking away at it with a mining pick. Maybe +if this stone cutter learns their trade well, they can work on a grand +project such as a Thain's burial tomb. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 42 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A dwarf patiently chips away at the smallest imperfection in the wall.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27003 +Keywords scrappy dwarf stone cutter~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a stone cutter~ +Long A scrappy dwarf is here detailing the walls. +~ +Desc This dwarf has avoided having to battle the orcs and goblins by being +a stone cutter. It is quiet an honor to work the stone carefully with +your hands as opposed to hacking away at it with a mining pick. Maybe +if this stone cutter learns their trade well, they can work on a grand +project such as a Thain's burial tomb. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 43 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A dwarf hits their thumb with their hammer. +say Eeeoowww! I hate it when that happens. +grumble~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27004 +Keywords strong dwarf metal smith~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a metal smith~ +Long A strong dwarf is here fetching some water. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Currently the +dwarf is fetching some water from the pool. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 44 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist drink bucket +say Mmm... water is refreshing. +fill bucket~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27005 +Keywords large dwarf metal smith~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a metal smith~ +Long A large dwarf is here working a item from metal. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Right now they +are just too busy working on this item to give you any notice. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Where is in name of Hades is my water at? +grumble +mpecho The dwarf resumes his work on the item.~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpsound The sound of hammering is heard from nearby.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27006 +Keywords yhargaldar thin dwarf~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Yhargaldar~ +Long A thin dwarf is here distributing the supplies. +~ +Desc This is the dwarven quartermaster. He hands out the supplies for the +whole mine. You should try and barter with him for any goods you will +need if you decide to explore the deeper portions of the mine. This +fellows beard is quiet long and his face is aged from time, despite +the most-undwarven characteristic of being thin instead of stocky. You +think he might be conscience of this fact because he is wearing quiet +a few layers of clothing. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 46 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Affected truesight~ +Bodyparts head arms legs~ +ShopData 0 0 0 0 0 150 50 0 23 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (25) +tell $n Needing some supplies? The name is Yhargaldar, I am the +tell $n Quartermast around here. I don't think the Thain would be +tell $n Upset if I did some trading with you. +else +if rand (33) +tell $n You are authorized to be here right? I thought so. Let's do +tell $n Some trading. +smile $n +else +if rand (50) +tell $n It seems I have lost my favorite emerald necklace. It is made +tell $n Of solid platinum. Have you seen it? There is a reward in it +tell $n For you if you can manage to find it. +sigh +else +smile $n +tell $n What can I do for you $n? +endif +endif +endif~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist say Damn it, I wish I knew what happened to my emerald necklace. +grumble~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist emerald platinum necklace~ +Comlist mpjunk necklace +tell $n Yes!!! Yes, this is my necklace. Thank you. +tell $n As a reward I will arrange a meeting with you +tell $n And someone in the Stone-Cutters Guild. I +tell $n Think there is some work to be done for them. +thank $n +mpoload 27156 +give key $n +mpjunk key~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist emerald necklace~ +Comlist say YES! Have you found it? +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27007 +Keywords large dwarf guild guard~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a guild guard~ +Long A large dwarf is here guarding the chambers. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 47 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n We don't want any trouble around here. +else +mpechoat $n The dwarven guard watches your every move. +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27008 +Keywords experienced dwarf storage guard~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a storage guard~ +Long An experienced dwarf is here guarding the supplies. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n Don't even think about stealing our supplies. +else +mpechoat $n The dwarven guard moves a bit closer to the supplies. +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27009 +Keywords exhausted dwarf mine assistant~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine assistant~ +Long An exhausted dwarf is here carring rocks around. +~ +Desc This young dwarf is too young to fight against orc and goblin hordes +so he is working here in the mines. After a few decades working hard +labor down here the dwarf will become strong and stout. If times are +good he will possibly become a craftsman if they have the skill, or if +times are bad, he will be most likely join the dwarven army and go off +to slay the mortal enemies of the dwarven race. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea wimpy noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Arghh... these rocks are heavy. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27010 +Keywords female dwarf dehlara~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short Dehlara~ +Long A female dwarf is here trying to fix a broken cart. +~ +Desc An older female dwarf is here trying her best to make a part for this +broken cart. She is not having much success. If someone could help +her out, she might be able to reward them with some information. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n This damned cart will never get fixed without a cart wheel. +tell $n Lhangard is SUPPOSED to be helping me. Damn him. If +tell $n You can find me a wheel for this cart, I could arrange for a +tell $n Meeting with one of the Master Stone-Cutters. Sound like +tell $n a deal $n? +else +tell $n I sure wish someone would find me a cart wheel. +endif~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist small wheel~ +Comlist mpjunk wheel +tell $n Thank you $n! +tell $n As promised, here is a key that will allow you to meet with a +tell $n Master Stone-Cutter, Fhargald. He is my brother. Take this +tell $n Key, perhaps he has some work for you? +mpoload 27155 +give key $n +smile $n +tell $n Thanks again, I was just too busy to find one of these and +tell $n Wooden supplies are running a bit short. +mpecho The dwarf begins to repair the mine cart... +mpjunk key +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27011 +Keywords grizzled dwarf mine boss~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine boss~ +Long A grizzled dwarf is here talking about the mines. +~ +Desc This dwarf looks very grizzled. He is wearing armor and weilding a +weapon, much like a soldier. He looks very upset at something and is +barking out orders to his subordinate here. Taking notice of you he +nods and continues talking to his crew chief. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist say What do you mean, LOST? +mpforce chief say Well... um, you see they... a... +frown +say Spit it out man, spit it out! +mpforce chief say We haven't heard from crew 13 yet. +say Send out a search party along with a squad of guards. +mpforce chief nod +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27012 +Keywords dwarf drunk jherhom~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Jherhom~ +Long A dwarf is here having deserted from the army. +~ +Desc This dwarf has probably deserted from the army and is hiding here. He +notices you and immediately moves to attack. If he is caught down here +he will most likely be executed for being a traitor. Somehow you feel +sorry for this dwarf. +~ +Nattacks 0.000000 +Stats1 -100 -1 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n I ain't going back to the surface! +mpechoat $n The dwarf has a certain, aggressive look to him. +scream +else +tell $n You are going to turn me in, aren't you? +mpechoat $n The dwarf draws his weapon and attacks! +cackle +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27014 +Keywords weak dwarf engineer~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short an engineer~ +Long A weak dwarf is here surveying the mines. +~ +Desc This dwarf is way to skinny and weak to have ever gone into battle. +However, he is using his mind to help the mine increase its production +with a reduced workforce. The battle above and below has forced most +of the miners to be conscripted. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 42 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist ponder +say This passage passes inspection. +mpecho The dwarf nods his head.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27015 +Keywords attentive dwarf crew chief~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a crew chief~ +Long An attentive dwarf is here listening to the boss. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Currently he is being given orders by the +mine boss about todays operation. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Yes sir. +mpforce boss say What? +say Nothing sir.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27016 +Keywords old dwarf ezraldar~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Ezraldar~ +Long An old dwarf is here serving some drinks. +~ +Desc Battle-scarred and missing a left, this old dwarf does not work hard. +That is the dwarven way. He was willing to sacrifice his life for the +stronghold, and he is repaided by getting a nice job here serving up a +few drinks to the smiths. From the look in his one remaining eye, you +think he'd much rather still be out there fighting the enemy. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 46 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +ShopData 19 17 0 0 0 150 50 0 23 +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if rand (25) +tell $n What can I get for ya there friend? +else +if rand (33) +tell $n Needing something to drink bud? +else +if rand (50) +tell $n Hello $n, what can I do for you? +else +smile $n +tell $n Greetings. May I be of service friend? +endif +endif +endif~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist Ralonjger~ +Comlist say Ah... yes, she is a special dwarf. +smile +say Why didn't you ask for the special stuff or +say just tell me you were getting if for here? +smirk +mpoload 27182 1 +give special $n +drop special +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist special stuff~ +Comlist say Ah... yes, yes, the special stuff. +smile +say Why didn't you ask for it? +smirk +mpoload 27182 1 +give special $n +drop special +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27017 +Keywords dwarf veteran mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a veteran mine worker~ +Long A veteran dwarf is here carring a large chunk of ore. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Although still a +strong dwarf, he has passed his prime and is now doing his duty down +here in the mines. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Its a blast working down here, you should try it.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27018 +Keywords dwarf veteran mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a veteran mine worker~ +Long A veteran dwarf is hacking away at the stone here. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Although still a +strong dwarf, he has passed his prime and is now doing his duty down +here in the mines. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 52 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A dwarf raises his pick and brings it down upon the stone. +mpecho Something is chipped away from the wall... +mpoload 27000 +get rock +say Damnit, just a rock. +drop rock +mpjunk rock +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27019 +Keywords old dwarf thurn~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Thrun~ +Long An old dwarf is here putting the finishing touches on a blade. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist tell $n Sorry, I am too busy making items to fight the off the warband. +shake +tell $n You should talk to my guildmaster. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27020 +Keywords old dwarf druhur~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Druhur~ +Long An old dwarf is here sharpening the head of a battleaxe. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist tell $n Sorry, I am too busy making items to fight the off the warband. +shake +tell $n You should talk to my guildmaster. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27021 +Keywords old dwarf belhdar~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Belhdar~ +Long An old dwarf is here detailing a large warhammer. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist tell $n Sorry, I am too busy making items to fight the off the warband. +shake +tell $n You should talk to my guildmaster. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27022 +Keywords old dwarf jnahndar~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short Jnahndar~ +Long An old dwarf is here fitting the links of a chainmail vest. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist tell $n Sorry, I am too busy making items to fight the off the warband. +shake +tell $n You should talk to my guildmaster. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27023 +Keywords elderly dwarf dolinjhar~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Dolinjhar~ +Long An elderly dwarf is here managing his guild. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Hmm... so my sister Ralonjger set you? +say Well, I suppose I might have a use for you. +say I loaded the axe to a friend who went to +say explore the lower levels of the mines. You +say can't miss this axe, its made of mithril and +say is huge, its a grandaxe. Bring it back to me +say and we'll see what we can do, deal? +~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist mithril grandaxe~ +Comlist mpjunk axe +say Well, well, well. Was Braxx okay? +chuckle +say Oops, I forgot to mention Braxx was a bit +say loopy. It just slipped my mind. But thanks. +say Here, take this as a token of my gratitude. +mpoload 27181 +give battlehelm to $n +drop battlehelm +mpgoto 27299 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist braxx~ +Comlist say Uh, yeah, he's one of our "best" warriors. +smile~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist mithril grandaxe~ +Comlist say Yes, fetch it for me and I will give you +say a rare mithril battle-helm. I will need +say that axe if the orc break through the +say lower tunnels.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27024 +Keywords old dwarf arnath~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short Arnath~ +Long An old dwarf is here carving a statue out granite. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n Maybe you can help me? I am needing a nice sized chunk +tell $n Of granite. If you can find me this I can arrange a meeting +tell $n With my Guildmaster, what do you say $n? +else +tell $n I sure wish someone would find me some granite. +endif~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist chunk granite~ +Comlist mpjunk granite +tell $n As promised, here is a key that will allow you to meet with +tell $n my guildmaster. Maybe he has something for you to do? +mpoload 27157 +give key $n +smile $n +say Thanks $n. +mpecho The dwarf starts to work on her statue again. +mpjunk key +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist granite~ +Comlist say Yes you nitty wit, granite. Its what your damned +say skull is made of. +roll~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27025 +Keywords old dwarf fhargald~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fhargald~ +Long An old dwarf is here carving a miniture marble token. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (50) +tell $n Maybe you can help me? I am needing a nice sized chunk +tell $n Of marble. If you can find me this I can arrange a meeting +tell $n With my Guildmaster, what do you say $n? +else +tell $n I sure wish someone would find me some marble. +endif~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist chunk marble~ +Comlist mpjunk marble +tell $n As promised, here is a key that will allow you to meet with +tell $n my guildmaster. Maybe he has something for you to do? +mpoload 27157 +give key $n +smile $n +say Thanks $n. +mpecho The dwarf starts to work on another marble object. +mpjunk key +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27026 +Keywords majestic dwarf ralonjger~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ralonjger~ +Long A majestic dwarf is here managing her guild. +~ +Desc This elderly female dwarf is the head of the stone-cutting guild. She +is thought to be among the most skilled stone-cutters in all the land. +If you prove yourself to the guild she might be able to help you. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist ponder +say Hmm, well, yes. +say You help the stone-cutters guild yes? +say I'm afraid you wouldn't have much +say use for a marble statue would you? +shake +say No. +say Would you be as kind as fetching me +say a flask of spirits from old Ezra? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist say Well, get moving then $n. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist no~ +Comlist say Well then, fine. Get out... +mpforce $n drop ornate +mpforce $n up +get key +close up +lock up +tell $n ...and stay out! +yell Hrmph!!! $n is about useless. +mpjunk key~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist flask spirits~ +Comlist say Yesss... what part didn't you understand? +say Gooo geeet meee spirits! +say Now get... +mpforce $n up~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist flask dwarven spirits~ +Comlist drink spirits +say Damnit! +spit +say I wanted the special stuff. +say Go tell that old man I want the special stuff +say or tell him I sent you. He'll know what you +say are talking about. +mpjunk spirits +~ +#ENDPROG + +#MUDPROG +Progtype give_prog~ +Arglist flask special dwarven spirits~ +Comlist drink spirits +say Ahhhh.... +smile +say Thank you $n. +say Here, take this key. +say Go speak with Dolinjhar the Smith Guildmaster. +mpoload 27180 +give key $n +drop key +mpjunk spirits~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27027 +Keywords dwarf mine assistant~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine assistant~ +Long A tired dwarf is here unloading rocks from the cart. +~ +Desc This young dwarf is too young to fight against orc and goblin hordes +so he is working here in the mines. After a few decades working hard +labor down here the dwarf will become strong and stout. If times are +good he will possibly become a craftsman if they have the skill, or if +times are bad, he will be most likely join the dwarven army and go off +to slay the mortal enemies of the dwarven race. This assistant looks +very tired of unloading these rocks. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 41 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpoload 27002 +grunt +get rock +put rock cart +say These sure are heavy rock. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist get rock cart +drop rock +say I wish I was on the surface fight the orcs. +sigh +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27028 +Keywords lazy dwarf lhangard~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lhangard~ +Long A lazy dwarf is here hiding from the others. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist tell $n Go Away. I don't want to be bothered.~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist dehlara~ +Comlist say Did she send you??? +say Well, I gave that damned cart wheel to Jherhom. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27029 +Keywords flames fire elemental~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a fire elemental~ +Long The flames dance about you here as if they were alive. +~ +Desc This beast is made of magical fire and is aggressive to all living +creatures. It is difficult to strike the beast from the flames that +are crackling all about its roughly humanoid form. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 60 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts guts~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mpechoat $n The flames burn your flesh and ignite your clothing! +mpdamage $n 100~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27030 +Keywords dwarf mine guard~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a mine guard~ +Long A strong dwarf is here guarding the room. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if rand (25) +tell $n Do not steal anything from us or else... +else +if rand (33) +tell $n Stay away from the lower levels of the mines... +else +if rand (50) +tell $n I think Dehlara needs some assistance... +else +tell $n Jherhom was seen sneaking around here yesterday... +endif +endif +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27031 +Keywords skilled dwarf stone cutter~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a skilled stone cutter~ +Long A skilled dwarf is here perfecting her skills. +~ +Desc This stone cutter is very adept for their age. They are helping some +of the less skilled student improve their abilities. Her beard is +kept a bit shorter than the males, but is never-the-less just as well +groomed as the others. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27032 +Keywords unskilled dwarf stone cutter~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short an unskilled stone cutter~ +Long An unskilled dwarf is here learning from the others. +~ +Desc This younger dwarf is unskilled at the art of stone cutting but is +trying to do the best they can. Perhaps they are afraid of being sent +to the surface to fight against the orcs and goblins? +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Watch this, I think I got the hang of it. +mpecho The unskilled dwarf starts to work on some stone... +mpecho ...and ends up breaking a chisel. +mpforce skilled say Well, maybe you need some more practice? +mpforce skilled smile unskilled +say Maybe you are right. +frown~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27033 +Keywords aged dwarf stone cutter~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a master stone cutter~ +Long An aged dwarf is here instructing the stone cutters. +~ +Desc Too old to fight in this battle, having most likely survived his own +war, this dwarf is here passing on his knowledge of working with stone +to the younger ones. He looks a bit sad, knowing if things do not go +better that all these young ones may have to be conscripted to drive +off the orcs and goblins. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea noassist~ +Bodyparts head arms legs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 25~ +Comlist tell $n These young ones are too impatient. They will never be +tell $n As good as me. +flex~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27034 +Keywords dwarf hardened mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a hardened mine worker~ +Long A hardened dwarf is here carring an armload of rocks. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Although still a +strong dwarf, he has passed his prime and is now doing his duty down +here in the mines. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27035 +Keywords dwarf hardened mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a hardened mine worker~ +Long A hardened dwarf is here chopping away at the stone. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Although still a +strong dwarf, he has passed his prime and is now doing his duty down +here in the mines. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 56 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A dwarf raises his pick and brings it down upon the stone. +mpecho Something is chipped away from the wall... +mpoload 27000 +get rock +grumble +say There has got to be something around here somewhere. +drop rock +mpjunk rock +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27036 +Keywords wounded dwarf crew chief~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a wounded crew chief~ +Long A wounded dwarf is here trying to find her men. +~ +Desc This female dwarf obviously led her workers down into the lower levels +of the mine where something happened. She looks too wounded to move. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist say Arghh... my leg... damned orcs, they'll never take mines! +mpecho emote bandages their leg the best they can.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27037 +Keywords marble golem statue~ +Race spirit~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a marble golem~ +Long A large marble statue is here. +~ +Desc How interesting, a statue made of living marble. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts guts~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpecho With the last blow the stone statue shatter into hundreds +mpecho Of fragments. There is one in particular that looks to be +mpecho Of some workable size. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27038 +Keywords dwarf searching mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a searching mine worker~ +Long A dwarf is here searching for the lost crew. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which. Apparently this +dwarf is searching for something.~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27039 +Keywords dwarf veteran sergeant~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a veteran sergeant~ +Long A dwarf sergeant is here organizing his troops. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27040 +Keywords dwarf veteran soldier~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a veteran soldier~ +Long A dwarf soldier is here preparing to storm the mines. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27041 +Keywords dwarf veteran fighter~ +Race dwarf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a veteran fighter~ +Long A dwarf fighter is here holding her ground. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27042 +Keywords dwarf veteran warrior~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a veteran warrior~ +Long A dwarf warrior is here retaking his mines. +~ +Desc Even though a battle rages on somewhere above or even perhaps below, +it is still important to defend the mines. This guard represents but +a fraction of the that would be posted here under normal conditions. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27043 +Keywords young dwarf messanger~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a messanger~ +Long A young dwarf is here carring a message. +~ +Desc This dwarf is a stout looking fellow who spends alot of time down here +in the mines. He is either enjoying his work way too much, or he is +being rude by ignoring you. Its hard to tell which.~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc stayarea noassist~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27044 +Keywords wounded orc~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a wounded orc~ +Long A wounded orc is here bleeding to death. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27045 +Keywords aggressive orc swordsman~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc swordsman~ +Long An aggressive orc is here dismembering dwarves. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27046 +Keywords aggressive orc footsoldier~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc footsoldier~ +Long An aggressive orc footsoldier is here holding its position. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27047 +Keywords aggressive orc pikeman~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc pikeman~ +Long An aggressive orc is here holding its position with a pike. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 52 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27048 +Keywords aggressive orc archer~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc archer~ +Long An aggressive orc is here aiming his shortbow. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 53 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27049 +Keywords granite golem statue~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a granite golem~ +Long A large granite statue is standing here. +~ +Desc How interesting, a statue made of living granite. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts guts~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpecho With the last blow the stone statue shatter into hundreds +mpecho Of fragments. There is one in particular that looks to be +mpecho Of some workable size. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27050 +Keywords veteran orc swordsman~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a veteran orc swordsman~ +Long A veteran swordsman is here organizing the orcs. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 60 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27051 +Keywords veteran orc spearmen~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a veteran orc spearmen~ +Long A veteran orc is here guarding the passage. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27052 +Keywords goblin miner~ +Race goblin~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a goblin miner~ +Long A goblin miner is here clearing the passage of rocks. +~ +Desc This goblin is smaller than the orcs, but no less ugly or smelly. The +ugly little critter does not look very bright, or happy about having +to work in the mines. It spits at you when you turn your back, but it +is not overly aggressive. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 38 21 0 0 0 0 0 +Speaks common goblin~ +Speaking goblin~ +Actflags npc stayarea wimpy~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27053 +Keywords hobgoblin miner~ +Race hobgoblin~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a hobgoblin miner~ +Long A hobgoblin miner is here bracing up this cavern. +~ +Desc This goblin is smaller than the orcs, but no less ugly or smelly. The +ugly little critter does not look very bright, or happy about having +to work in the mines. It spits at you when you turn your back, but it +is not overly aggressive. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 43 21 0 0 0 0 0 +Speaks common orcish goblin~ +Speaking orcish~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27054 +Keywords hobgoblin taskmaster~ +Race hobgoblin~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a hobgoblin taskmaster~ +Long A hobgoblin is here shouting out orders to the workers. +~ +Desc This goblin is smaller than the orcs, but no less ugly or smelly. The +ugly little critter does not look very bright, or happy about having +to work in the mines. It spits at you when you turn your back, but it +is not overly aggressive. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaks common orcish goblin~ +Speaking orcish~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27055 +Keywords goblin engineer~ +Race goblin~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a goblin engineer~ +Long A goblin is here examining the tunnels. +~ +Desc This goblin is smaller than the orcs, but no less ugly or smelly. The +ugly little critter does not look very bright, or happy about having +to work in the mines. It spits at you when you turn your back, but it +is not overly aggressive. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 42 21 0 0 0 0 0 +Speaks common goblin~ +Speaking goblin~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27056 +Keywords goblin miner~ +Race goblin~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a goblin miner~ +Long A goblin is here making the tunnels wider. +~ +Desc This goblin is smaller than the orcs, but no less ugly or smelly. The +ugly little critter does not look very bright, or happy about having +to work in the mines. It spits at you when you turn your back, but it +is not overly aggressive. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 38 21 0 0 0 0 0 +Speaks common goblin~ +Speaking goblin~ +Actflags npc stayarea wimpy~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27057 +Keywords orc taskmaster~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc taskmaster~ +Long An orc is here making the goblins work hard. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27058 +Keywords orc soldier~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an orc soldier~ +Long An orc soldier is here moving down through the tunnel. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 57 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27059 +Keywords veteran orc soldier~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a veteran orc soldier~ +Long A orc soldier is here perparing for combat. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 61 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27060 +Keywords elite orc swordsman~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an elite orc swordsman~ +Long A orc swordsman is here waiting for the orders to march. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27061 +Keywords Zertog orc~ +Race orc~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Zertog~ +Long An orc is here overseeing the underground seige. +~ +Desc This is one ugly orc. You should just attack him and put him out of +his misery. +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27062 +Keywords veteran orc archer~ +Race orc~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a veteran orc archer~ +Long A veteran orc is here guarding the passage. +~ +Desc This orc has seen a few battles and is not worried about fighting you. +It smells, it drools, it spits on the ground and stamps its feet and +does a little orc dance. Its skin is a green color while it wears old +worn out armor and wield a poorly-crafted, but still deadly, weapon. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaks common orcish~ +Speaking orcish~ +Actflags npc sentinel aggressive stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27063 +Keywords hobgoblin engineer~ +Race goblin~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a hobgoblin engineer~ +Long A hobgoblin is here thinking about how to brace this chamber. +~ +Desc This crude looking hobgoblin is probably one of the smartest of the +group. For one he has not attacked you, and for two he is trying to +keep close to the edge of this room in case it caves-in. About his +body are dirty rags, which you will never even think about wearing. +The rags are stained in several places by who knows what. The most +this creature ever says is, "Grrrnt." +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaks common goblin~ +Speaking goblin~ +Actflags npc sentinel stayarea~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27064 +Keywords dwarf mine worker~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a mine worker~ +Long A dwarf is here loading rocks into the crate. +~ +Desc This dwarf looks tired of loading rocks into the crate. He is dirty, +and smell rather bad. Moving rocks around is a very, very tiring job. +~ +Nattacks 0.000000 +Stats1 300 -1 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts head arms legs~ +#ENDMOBILE + +#MOBILE +Vnum 27065 +Keywords xorn~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a xorn~ +Long A xorn is here eating away at the stone. +~ +Desc This three-legged creature sits low to the ground. Like its cousins, +this creature eats raw stone and minerals to exist. There is a mouth +at the bottom of the creature, and what look like eyes are positioned +between one pair of the legs. This creature is very different from +yourself. This creature appears to enjoy eating ore and steel. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 27066 +Keywords xaren~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a xaren~ +Long A xaren is here chewing away at the stone. +~ +Desc This three-legged creature sits low to the ground. Like its cousins, +this creature eats raw stone and minerals to exist. There is a mouth +at the bottom of the creature, and what look like eyes are positioned +between one pair of the legs. This creature is very different from +yourself. It looks like this one prefers to eat precious metals. You +wonder if there are any nuggets of gold inside this things stomach? +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 27067 +Keywords xvart~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a xvart~ +Long A xvart is here feeding on minerals. +~ +Desc This three-legged creature sits low to the ground. Like its cousins, +this creature eats raw stone and minerals to exist. There is a mouth +at the bottom of the creature, and what look like eyes are positioned +between one pair of the legs. This creature is very different from +yourself. This creature is patiently searching for something very hard +to find in a dwarf mine, diamonds. Perhaps within its belly there are +some undigested gems? +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 27068 +Keywords umber hulk~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an umber hulk~ +Long An umber hulk is here lumbering about the passages. +~ +Desc This beast is a foot or so taller than the average human. It has to +bend over to navigate some of the smaller tunnels. Dark-purple plates +cover this creature. They look hard. The beasts hands end in large, +sharp looking claws. It does not look happy to have visitors. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 27069 +Keywords greater umber hulk~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a greater umber hulk~ +Long A huge umber hulk is here deep below the surface. +~ +Desc This beast is a foot or so taller than the average human. It has to +bend over to navigate some of the smaller tunnels. Dark-purple plates +cover this creature. They look hard. The beasts hands end in large, +sharp looking claws. It does not look happy to have visitors. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis~ +Bodyparts guts~ +#ENDMOBILE + +#MOBILE +Vnum 27071 +Keywords old dwarf braxx~ +Race dwarf~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Braxx~ +Long An old dwarf is here wondering how to get out of here. +~ +Desc This dwarf has been lost down here for some time. He is typically +short like most dwarfs. Heis typically stout, again, like most of the +other dwarves you have seen. His beard hangs down to his waist, and +is somewhat tangled. Atop his head he is wearing a brilliant diamond +studded helmet, and in his stubby hands a great battleaxe is wielded +tightly. There is a look of determination in his aged eyes. While a +fearsome looking opponent, this guy is getting up in the years and has +passed his prime. You think you have seen this fellow somewhere else. +~ +Nattacks 0.000000 +Stats1 500 -1 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel aggressive stayarea~ +Affected truesight~ +Bodyparts head arms legs~ +#MUDPROG +Progtype greet_prog~ +Arglist 50~ +Comlist scream +say Damned orc! +point $n +say You die first. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 27072 +Keywords castrated bard funilo dack~ +Race minotaur~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Dack Funilo~ +Long A castrated bard is here thinking he is all that and a... +~ +Desc You cannot help being sorry for this pathetic creature. This mob is +representative of all the 'do nothing' immortals, who in the course of +their fun-time feel it is required of them to make laws that alienate +players and working immortals alike. We all agree rules are important +to the survival of any organized group of individuals, however, it is +usually the case that the ones making the rules actually contribute to +the greater good of the organization. This mob can't build, does not +know jack about coding, probably could even manage to make a social if +their life depended on it, and wouldn't have a clue about fucking with +skills. All they know is freeze, hell, siteban, and of course, balzhur +all of which they use to overcome their insecurities in real life. As +a player you will never see this mob, and consider yourself lucky. If +you are an immortal, take heed, there are words of wisdom to be found +here within this description. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaks common ogre~ +Speaking ogre~ +Actflags npc sentinel stayarea~ +Bodyparts arms horns hooves~ +#ENDMOBILE + +#MOBILE +Vnum 27073 +Keywords earth elemental~ +Race spirit~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an earth elemental~ +Long The stones here are moving as if there were alive. +~ +Desc This creature has been made from the very earth iteself! +~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 70 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden~ +Bodyparts guts~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mpechoat $n The ceiling overhead partially collapses!!! +mpdamage $n 100~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 27000 +Keywords small rock~ +Type trash~ +Short a small rock~ +Long A small rock is resting here.~ +Flags nodrop~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey small rock~ +ExDesc This rock looks pretty damned much like every other rock you have seen +before. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27001 +Keywords medium rock~ +Type trash~ +Short a medium-sized rock~ +Long A medium-sized rock is resting here.~ +Flags nodrop~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey medium rock~ +ExDesc This rock looks pretty damned much like every other rock you have seen +before. It is a little larger than the small rocks, but still smaller +than the big ones. Understand what I mean by medium-sized? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27002 +Keywords large rock~ +Type trash~ +Short a large rock~ +Long A large rock is resting here.~ +Flags nodrop~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey large rock~ +ExDesc This is a large rock. Not a small or medium sized rock, but a large +one. It looks heavy too. There does not appear to be any ore or gold +in this sample. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27003 +Keywords mine cart~ +Type furniture~ +Short a mine cart~ +Long A mine cart is sitting here on the tracks.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey mine cart~ +ExDesc This mine cart could probably hold fifty or so of the large rocks. It +is large enough to fit into, not comfortably though. You are suddenly +struck with a vision of racing along these mine tracks. Maybe you can +get a push from one of these dwarves? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27004 +Keywords mine cart~ +Type container~ +Short a mine cart~ +Long A mine cart is sitting here on the tracks.~ +Values 500 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey mine cart~ +ExDesc This mine cart could probably hold fifty or so of the large rocks. It +is large enough to fit into, not comfortably though. You are suddenly +struck with a vision of racing along these mine tracks. Maybe you can +get a push from one of these dwarves? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27005 +Keywords wooden bumper~ +Type furniture~ +Short a wooden bumper~ +Long A wooden bumper is here at the end of the tracks.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 300 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden bumper~ +ExDesc This is a large wooden contraption used to stop the mine carts from +rolling off the edge of the tracks. Pretty simple huh? It is too big +to try walking away with, anyways the dwarves might not like that. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27006 +Keywords wheel barrow~ +Type container~ +Short a wheel barrow~ +Long A wheel barrow is resting on its side here.~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey wheel barrow~ +ExDesc This is basically a wooden crate with two handles and a wheel. Maybe +if you started to look like you were working you could walk away with +this item? That is stealling you know. However you remind yourself +that these dwarves probably would not miss just one wheel barrow. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27007 +Keywords broken mine cart~ +Type furniture~ +Short a broken mine cart~ +Long A mine cart is standing on its end here being repaired.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey broken mine cart~ +ExDesc This cart is missing one of its wheels. Won't work. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27008 +Keywords stone tables~ +Type furniture~ +Short several stone tables~ +Long Several stone tables are placed about the chamber here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None +#EXDESC +ExDescKey stone tables~ +ExDesc There does not appear to be anything on the tables worth stealing, but +you get an "A" for just looking. Way too heavy to sneak away with one +of these... now maybe that chair over there... +~ +#ENDEXDESC + +#EXDESC +ExDescKey chair~ +ExDesc You ain't serious fucking thinking about stealing a chair are you? +Get the fuck out of my fucking area you klemptomaniac fuck!!!~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27009 +Keywords mining pick~ +Type weapon~ +Short a mining pick~ +Long A mining pick is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining pick~ +ExDesc There just is not alot to say about this pick other than it is used in +the dwarven mines. It looks a little dull at one end, but the other +looks to be fairly sharp. Maybe this will be a useful item if you do +decide to go exploring the mines. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27010 +Keywords flathead shovel~ +Type shovel~ +Short a flathead shovel~ +Long A flathead shovel was placed here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey flathead shovel~ +ExDesc A sturdy design, this shovel is a little too small for you to use with +comfort. Just about everything these dwarves make is just a little too +small. Damn them to hell for being short anyways. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27011 +Keywords mining spike~ +Type spike~ +Short a mining spike~ +Long A spike used in mining operations is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining spike~ +ExDesc This spike is used to drike holes into the stone walls. No real miner +leaves home with one, or two, or a dozen. Highly useful for keeping +doors open, using to anchor a rope, grip holds, or for putting out the +eye of the first orc you see. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27012 +Keywords bronze lantern~ +Type light~ +Short a bronze lantern~ +Long A bronze lantern fit atop a pole is here.~ +WFlags take~ +Values 0 0 50 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey bronze lantern~ +ExDesc Maybe I should have made this lantern out of brass? I just don't know +man, dig it? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27013 +Keywords coil rope~ +Type trash~ +Short a coil of rope~ +Long A coil of rope was dropped here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey coil rope~ +ExDesc A coil of rope... a coil of rope. Once upon a time there was a young +dwarf named Khergn. He only ventured outside the stronghold once, and +it was with a band of adventurers. After only a few months of travel +he returned with 13,000 gold pieces worth of rope. In turn he sold +the rope at a profit, and is one of the richest dwarves in the clan. +This is a true story, well, as true as one can be in this setting. I +had an ADnD character that retired and bought alot of rope once... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27014 +Keywords small hammer~ +Type weapon~ +Short a small hammer~ +Long A small hammer is resting here.~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey small hammer~ +ExDesc Not a great weapon, but it can be wielded. It is just a bit too small +for a human to wield correctly. Used for a variety of work. Driving +spikes. Stone-cutting. Sculpting. Etc, etc, etc. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27015 +Keywords stone cutters chisel~ +Type trash~ +Short a stone-cutters chisel~ +Long A stone-cutters chisel is resting here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey stone cutters chisel~ +ExDesc Pretty damn simple man, its a stone cutters chisel. Not a wood chisel +not a metal file not a pick used to hack away at the stone... its a +s-t-o-n-e c-u-t-t-e-r-s c-h-i-s-e-l, got it?~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27016 +Keywords wooden mallet~ +Type weapon~ +Short a wooden mallet~ +Long A wooden mallet is resting here.~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden mallet~ +ExDesc This mallet is used to fix all kinds of thinks. Not hard enough to +drive a nail or spike, it is used to beat around object like wooden +beams, and repairing mine-carts. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27017 +Keywords brass mallet~ +Type weapon~ +Short a brass mallet~ +Long A brass mallet is resting here.~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey brass mallet~ +ExDesc This mallet is used to work on metal objects. Any harder metal and it +is possible to dent or scar the item you are working on. This is not +the hammer used to pound raw, hot iron into blades, it is the one used +to fabricate the wonderful detailing on the hilts and pommels of dwarf +blades. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27018 +Keywords wooden bucket~ +Type drinkcon~ +Short a wooden bucket~ +Long A wooden bucket is resting here.~ +Action %s take%q a refreshing drink from $p.~ +WFlags take~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden bucket~ +ExDesc Drink container made of wooden and held together with a riveted iron +strap. The wood appears to be treat oak to prevent warping. It has a +thick wire handle fitted with a leather hand grip. It looks slighty +smaller than most human-sized water pails. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27019 +Keywords oval pool~ +Type fountain~ +Short an oval pool~ +Long An oval pool is here in the center of this chamber.~ +Action %s take%q a long, refreshing drink from $p and look%q better.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1000 0 -2 9999 0 None None None +#EXDESC +ExDescKey oval pool~ +ExDesc This pool look safe enough to drink from. You doubt that is is magical +being dwarves are a very anti-magic race. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27020 +Keywords odd mining pick~ +Type weapon~ +Short a mining pick~ +Long An odd looking mining pick has been placed here.~ +Flags magic~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData damroll 2 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData hit 20 -1 -1 0 +#EXDESC +ExDescKey odd mining pick~ +ExDesc There is definately something different about this pick. It looks like +both ends are very sharp. In fact the item looks brand new, but you +just saw it being used, it should at least have a scratch. But it has +no scratches... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27021 +Keywords dwarven shortsword~ +Type weapon~ +Short a dwarven shortsword~ +Long A dwarven shortsword is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven shortsword~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27022 +Keywords dwarven handaxe~ +Type weapon~ +Short a dwarven handaxe~ +Long A dwarven handaxe is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven handaxe~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27023 +Keywords dwarven warhammer~ +Type weapon~ +Short a dwarven warhammer~ +Long A dwarven warhammer is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven warhammer~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27024 +Keywords dwarven battleaxe~ +Type weapon~ +Short a dwarven battleaxe~ +Long A dwarven battleaxe is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +AffData damroll 4 -1 -1 0 +#EXDESC +ExDescKey dwarven battleaxe~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27025 +Keywords dwarven broadsword~ +Type weapon~ +Short a dwarven broadsword~ +Long A dwarven broadsword is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +AffData damroll 2 -1 -1 0 +#EXDESC +ExDescKey dwarven broadsword~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27026 +Keywords dwarven buckler~ +Type armor~ +Short a dwarven buckler~ +Long A dwarven buckler is resting here.~ +WFlags take shield~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven buckler~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27027 +Keywords dwarven ringmail~ +Type armor~ +Short some dwarven ringmail~ +Long Some dwarven ringmail is resting here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven ringmail~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27028 +Keywords dwarven chainmail~ +Type armor~ +Short some dwarven chainmail~ +Long Some dwarven chainmail is resting here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 12 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven chainmail~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27029 +Keywords dwarven spiked shield~ +Type armor~ +Short a dwarven spiked shield~ +Long A dwarven spiked shield is resting here.~ +WFlags take shield~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven spiked shield~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27030 +Keywords small wheel~ +Type trash~ +Short a small wheel~ +Long A small wheel to a mining cart has been lost here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey small wheel~ +ExDesc Whoever is trying to repair the mine carts might like to see this. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27031 +Keywords stone worktable~ +Type furniture~ +Short a stone worktable~ +Long A stone worktable has been placed here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None +#EXDESC +ExDescKey stone worktable~ +ExDesc This table is used to work small pieces of stone into statues or other +stone items. There does not appear to be anything worth much here on +the table. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27032 +Keywords wooden toolbox~ +Type container~ +Short a wooden toolbox~ +Long A wooden toolbox is here next to the worktable.~ +Values 500 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden toolbox~ +ExDesc Hmm... perhaps you can just walk in here and loot the dwarves toolbox? +Hell, go for it man, they won't ever catch you. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27033 +Keywords extra tracks~ +Type furniture~ +Short some extra tracks~ +Long Some extra mine track rails have been put into a pile here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey extra tracks~ +ExDesc There are some things which you just can't pick up Hulk. This is one +of them.~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27034 +Keywords mining vest~ +Type armor~ +Short a mining vest~ +Long A mining vest has been left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining vest~ +ExDesc This leather vest has a harness fastened to it allowing its wearer to +be secured to an anchor if needed. Aside from its mining purposes, it +could also provide some degree of protection. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27035 +Keywords mining gloves~ +Type armor~ +Short some mining gloves~ +Long Some mining gloves were left here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining gloves~ +ExDesc These look like the kind of equipment worn by dwarven miners. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27036 +Keywords mining boots~ +Type armor~ +Short some mining boots~ +Long Some boots used by a miner are left here.~ +WFlags take feet~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining boots~ +ExDesc These look like the kind of equipment worn by dwarven miners. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27037 +Keywords dwarven dagger~ +Type weapon~ +Short a dwarven dagger~ +Long A dwarven dagger is gleaming here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData hitroll 4 -1 -1 0 +#EXDESC +ExDescKey dwarven dagger~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27038 +Keywords dwarven spiked helm~ +Type armor~ +Short a dwarven spiked helm~ +Long A dwarven spiked helm is resting here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven spiked helm~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27039 +Keywords dead orc~ +Type container~ +Short a dead orc~ +Long A dead orc is laying here in a pool of blood.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey dead orc~ +ExDesc Yep, its dead. Died a horrible death, but maybe it hasn't been looted +yet. Better search... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27040 +Keywords slain orc~ +Type container~ +Short a slain orc~ +Long A slain orc is here missing its head.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey slain orc~ +ExDesc Yep, its dead. Died a horrible death, but maybe it hasn't been looted +yet. Better search... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27041 +Keywords orc head~ +Type food~ +Short an orc head~ +Long An orc head is here severed from its body.~ +Action %s chomp$q on $p and spit$q out a maggot.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey orc head~ +ExDesc It looks just as ugly as a living orc. Only difference is this one is +covered in blood and not grunting. Maybe it is edible? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27042 +Keywords wooden beams~ +Type furniture~ +Short some wooden beams~ +Long Some wooden beams have been stacked here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden beams~ +ExDesc They look heavy. It would take three people to move them. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27043 +Keywords decending ladder~ +Type furniture~ +Short a decending ladder~ +Long A ladder is here leading down.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey decending ladder~ +ExDesc The ladder is made of wood with steel plated steps for added footing. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27044 +Keywords ascending ladder~ +Type furniture~ +Short an ascending ladder~ +Long A ladder is here leading up.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey ascending ladder~ +ExDesc The ladder is made of wood with steel plated steps for added footing. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27045 +Keywords bronze mining bracer~ +Type armor~ +Short a bronze mining bracer~ +Long A mining bracer has been left here.~ +WFlags take wrist~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey bronze mining bracer~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27046 +Keywords bronze dwarven ring~ +Type treasure~ +Short a bronze dwarven ring~ +Long A bronze ring has been left here.~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey bronze dwarven ring~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27047 +Keywords bronze dwarven earring~ +Type treasure~ +Short a bronze dwarven earring~ +Long A bronze earring has been left here.~ +WFlags take ears~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey bronze dwarven earring~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27048 +Keywords dwarven scalemail~ +Type armor~ +Short some dwarven scalemail~ +Long Some dwarven scalemail is resting here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven scalemail~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27049 +Keywords dwarven scalemail skirt~ +Type armor~ +Short a dwarven scalemail skirt~ +Long A dwarven scalemail skirt is resting here.~ +WFlags take waist~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven scalemail skirt~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27050 +Keywords dwarven gauntlets~ +Type armor~ +Short some dwarven gauntlets~ +Long Some dwarven gauntlets are resting here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven gauntlets~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27051 +Keywords dwarven boots~ +Type armor~ +Short some dwarven boots~ +Long Some dwarven boots are resting here.~ +WFlags take feet~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven boots~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27052 +Keywords dwarven war-axe~ +Type weapon~ +Short a dwarven war-axe~ +Long A dwarven war-axe is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven war-axe~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27053 +Keywords dwarven battlespear~ +Type weapon~ +Short a dwarven battlespear~ +Long A dwarven battlespear is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven battlespear~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27054 +Keywords dwarven halbard~ +Type weapon~ +Short a dwarven halbard~ +Long A dwarven halbard is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven halbard~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27055 +Keywords dwarven longsword~ +Type weapon~ +Short a dwarven longsword~ +Long A dwarven longsword is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven longsword~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27056 +Keywords dwarven pike~ +Type weapon~ +Short a dwarven pike~ +Long A dwarven pike is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven pike~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27057 +Keywords dwarven warclub~ +Type weapon~ +Short a dwarven warclub~ +Long A dwarven warclub is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven warclub~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27058 +Keywords dwarven shield~ +Type armor~ +Short a dwarven shield~ +Long A dwarven shield is resting here.~ +WFlags take shield~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven shield~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27059 +Keywords mangled orc~ +Type container~ +Short a mangled orc~ +Long A mangled orc has been hacked into pieces here.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey mangled orc~ +ExDesc Yep, its dead. Died a horrible death, but maybe it hasn't been looted +yet. Better search... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27060 +Keywords trashed orc~ +Type container~ +Short a trashed orc~ +Long A trashed orc has been butchered here.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey trashed orc~ +ExDesc Yep, its dead. Died a horrible death, but maybe it hasn't been looted +yet. Better search... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27061 +Keywords bloodied orc~ +Type container~ +Short a bloodied orc~ +Long A dead orc is here in a bloody mess.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey bloodied orc~ +ExDesc Yep, its dead. Died a horrible death, but maybe it hasn't been looted +yet. Better search... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27062 +Keywords broken spear~ +Type trash~ +Short a broken spear~ +Long A broken spear is resting here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey broken spear~ +ExDesc This was once a weapon, how its trash. Junk. Useless. You get the +picture, right Braniac? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27063 +Keywords copper dwarven ring~ +Type treasure~ +Short a copper dwarven ring~ +Long A copper ring has been left here.~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey copper dwarven ring~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27064 +Keywords silver dwarven ring~ +Type treasure~ +Short a silver dwarven ring~ +Long A silver ring has been left here.~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey silver dwarven ring~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27065 +Keywords dwarven battlehelm~ +Type armor~ +Short a dwarven battlehelm~ +Long A dwarven battlehelm is resting here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven battlehelm~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27066 +Keywords dwarven battlevisor~ +Type armor~ +Short a dwarven battlevisor~ +Long A dwarven battlevisor is resting here.~ +WFlags take eyes~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarven battlevisor~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27067 +Keywords orc hand~ +Type food~ +Short an orc hand~ +Long The hand of an orc has been cut off here.~ +Action %s snack$q on $p and giggle$q.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey orc hand~ +ExDesc This hand, more aptly a claw, has been cut from the arm of an orc. It +still twitches with life. The whole gruesome thing is covered in black +orc blood. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27068 +Keywords orc guts~ +Type food~ +Short some orc guts~ +Long Some guts of an orc have been spilled here.~ +Action %s pick$q up $p and begin$q to have lunch.~ +WFlags take~ +Values 2 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey orc guts~ +ExDesc The guts of an orc have been spilled out here. They smell really bad, +and are slimey looking. The guts are soaked in black blood. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27070 +Keywords silver dwarven earring~ +Type treasure~ +Short a silver dwarven earring~ +Long A silver earring has been left here.~ +WFlags take ears~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey silver dwarven earring~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27071 +Keywords crude shortsword~ +Type weapon~ +Short a crude shortsword~ +Long A crude shortsword is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude shortsword~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27072 +Keywords wooden club~ +Type weapon~ +Short a wooden club~ +Long A wooden club is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden club~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27073 +Keywords rusted broadsword~ +Type weapon~ +Short a rusted broadsword~ +Long A rusted broadsword is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey rusted broadsword~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27074 +Keywords battered mace~ +Type weapon~ +Short a battered mace~ +Long A battered mace is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey battered mace~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27075 +Keywords simple shortbow~ +Type weapon~ +Short a simple shortbow~ +Long A simple shortbow is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey simple shortbow~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27076 +Keywords crude spear~ +Type weapon~ +Short a crude spear~ +Long A crude spear is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude spear~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27077 +Keywords spiked club~ +Type weapon~ +Short a spiked club~ +Long A spiked club is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey spiked club~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27078 +Keywords rusted longknife~ +Type weapon~ +Short a rusted longknife~ +Long A rusted longknife is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey rusted longknife~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27079 +Keywords battered handaxe~ +Type weapon~ +Short a battered handaxe~ +Long A battered handaxe is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey battered handaxe~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27080 +Keywords crude shortbow~ +Type weapon~ +Short a crude shortbow~ +Long A crude shortbow is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude shortbow~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27081 +Keywords slain dwarf~ +Type container~ +Short a slain dwarf~ +Long A slain dwarf is here with its limb torn off.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey slain dwarf~ +ExDesc This dwarf died a very, very painful death. One of its limbs has been +torn completely off. Perhaps the limb is around here somewhere. There +might still be something still in the corpse... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27082 +Keywords slaughtered dwarf~ +Type container~ +Short a slaughtered dwarf~ +Long A slaughtered dwarf is here hacked to pieces.~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey slaughtered dwarf~ +ExDesc There is not much left of this dwarf. It looks to have been mutilated +after they died. You can not even tell what sex this dwarf was. Only +a bloodied beard indicated that this is a dwarf. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27083 +Keywords dwarf limb~ +Type food~ +Short a dwarf limb~ +Long The limb of a dwarf has been torn from its body and dropped here.~ +Action %s chomp$q on $p and smile$q.~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey dwarf limb~ +ExDesc Yuck! I suppose if you were really, really, really, hungery... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27084 +Keywords leather vest~ +Type armor~ +Short a leather vest~ +Long A leather vest has been dropped on the ground here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey leather vest~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27085 +Keywords cracked orc helmet~ +Type armor~ +Short a cracked orc helmet~ +Long A cracked orc helmet has been dropped here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey cracked orc helmet~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27086 +Keywords rusted chainmail armor~ +Type armor~ +Short some rusted chainmail armor~ +Long Some rusted chainmail armor was left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey rusted chainmail armor~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27087 +Keywords broken horned helm~ +Type armor~ +Short a broken horned helm~ +Long A broken horned helm has been discarded here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey broken horned helm~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27088 +Keywords chunk marble~ +Type trash~ +Short a large chunk of marble~ +Long A large chunk of marble is gathering dust here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk marble~ +ExDesc This chunk of rock is all the remains of a golem. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27089 +Keywords chunk granite~ +Type trash~ +Short a large chunk of granite~ +Long A large chunk of granite was dropped on the ground here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk granite~ +ExDesc This chunk of rock is all the remains of a golem. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27090 +Keywords huge bastardsword~ +Type weapon~ +Short a huge bastardsword~ +Long A huge bastardsword is sitting here on the floor.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 12 0 -2 9999 0 None None None +#EXDESC +ExDescKey huge bastardsword~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27091 +Keywords steel chainmail armor~ +Type armor~ +Short some steel chainmail armor~ +Long Some steel chainmail armor was left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey steel chainmail armor~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27092 +Keywords steel chainmail gloves~ +Type armor~ +Short some steel chainmail gloves~ +Long Some steel chainmail gloves were left here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey steel chainmail gloves~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27093 +Keywords steel chainmail boots~ +Type armor~ +Short some steel chainmail boots~ +Long Some steel chainmail boots were left here.~ +WFlags take feet~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey steel chainmail boots~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27094 +Keywords steel chainmail coif~ +Type armor~ +Short a steel chainmail coif~ +Long A steel chainmail coif is resting here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey steel chainmail coif~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27095 +Keywords steel buckler~ +Type armor~ +Short a steel buckler~ +Long A steel buckler is resting here.~ +WFlags take shield~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey steel buckler~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27096 +Keywords barbed longspear~ +Type weapon~ +Short a barbed longspear~ +Long A barbed longspear is sitting here on the floor.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey barbed longspear~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27097 +Keywords decending rope~ +Type furniture~ +Short a decending rope~ +Long A rope is here leading down into the the orc tunnels below.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey decending rope~ +ExDesc There is not much to say about this rope. It looks safe to use. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27098 +Keywords ascending rope~ +Type furniture~ +Short an ascending rope~ +Long A rope is here leading up to the dwarven mines.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey ascending rope~ +ExDesc There is not much to say about this rope. It looks safe to use. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27099 +Keywords rope pulley~ +Type furniture~ +Short a rope slung over a pulley~ +Long A rope hangs from the ceiling over a pulley here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey rope pulley~ +ExDesc This pulley has a rope cast over it so heavy objects can be moved from +one level to the next. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27100 +Keywords huge wooden crate~ +Type container~ +Short a huge wooden crate~ +Long A huge wooden crate is sitting on the floor here.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 300 0 -2 9999 0 None None None +#EXDESC +ExDescKey huge wooden crate~ +ExDesc This large wooden crate is used to move rocks up between the levels of +the mine. This crate could probably hold a hundred of so rocks. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27101 +Keywords pile rocks~ +Type furniture~ +Short a large pile of rocks~ +Long A large pile of rocks here lead up into the cavern above.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey pile rocks~ +ExDesc There is not much to look at here except twenty or so rocks put into a +pile here. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27102 +Keywords crude mining pick~ +Type weapon~ +Short a crude mining pick~ +Long A crude mining pick is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude mining pick~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27103 +Keywords battered shovel~ +Type shovel~ +Short a battered shovel~ +Long A battered shovel was dumped here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey battered shovel~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27104 +Keywords large sledgehammer~ +Type weapon~ +Short a large sledgehammer~ +Long A large sledgehammer is resting here.~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey large sledgehammer~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27105 +Keywords rusted spike~ +Type spike~ +Short a rusted spike~ +Long A rusted spike used in mining operations is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey rusted spike~ +ExDesc Typical orc or goblin design, this item is likely to break soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27106 +Keywords heavy timber~ +Type trash~ +Short a heavy timber~ +Long A heavy timber is here used for bracing a mine shaft.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 35 0 -2 9999 0 None None None +#EXDESC +ExDescKey heavy timber~ +ExDesc This large wooden timber is used to brace up the weak parts of the +mine. The timber here does not look to heavy to take, and perhaps you +will need it elsewhere in the mine? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27107 +Keywords mining helmet~ +Type armor~ +Short a mining helmet~ +Long A mining helmet has been dropped here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey mining helmet~ +ExDesc This item reminds you of the kind used by miners. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27108 +Keywords sharpened mining pick~ +Type weapon~ +Short a sharpened mining pick~ +Long A sharpened mining pick is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +#EXDESC +ExDescKey sharpened mining pick~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27109 +Keywords small mining pick~ +Type weapon~ +Short a small mining pick~ +Long A small mining pick is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey small mining pick~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27110 +Keywords iron prybar~ +Type weapon~ +Short an iron prybar~ +Long A iron prybar is resting here.~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey iron prybar~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27111 +Keywords barbed bladed whip~ +Type weapon~ +Short a barbed and bladed whip~ +Long A whip with sharp barbs and blades is laying here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey barbed bladed whip~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27112 +Keywords spiked platemail armor~ +Type armor~ +Short some spiked platemail armor~ +Long Some spiked platemail armor was left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +#EXDESC +ExDescKey spiked platemail armor~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27113 +Keywords weathered black cloak~ +Type armor~ +Short a weathered black cloak~ +Long A black cloak weathered from use is here on the ground.~ +WFlags take about~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey weathered black cloak~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27114 +Keywords crude battleaxe~ +Type weapon~ +Short a crude battleaxe~ +Long A crude battleaxe made by a orc or goblin is here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude battleaxe~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27115 +Keywords battered longsword~ +Type weapon~ +Short a battered longsword~ +Long A battered longsword made by a goblin or orc is here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey battered longsword~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27116 +Keywords barbed polearm~ +Type weapon~ +Short a barbed polearm~ +Long A barbed polearm made by a goblin or orc is here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey barbed polearm~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27117 +Keywords crude longbow~ +Type weapon~ +Short a crude longbow~ +Long A crude longbow here, it looks like an orc or goblin design.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude longbow~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27118 +Keywords worn leather armor~ +Type armor~ +Short some worn leather armor~ +Long Some worn leather armor was left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey worn leather armor~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27119 +Keywords worn leather gloves~ +Type armor~ +Short some worn leather gloves~ +Long Some worn leather gloves were left here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey worn leather gloves~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27120 +Keywords worn leather boots~ +Type armor~ +Short some worn leather boots~ +Long Some worn leather boots were left here.~ +WFlags take feet~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey worn leather boots~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27121 +Keywords worn leather skullcap~ +Type armor~ +Short a worn leather skullcap~ +Long A worn leather skullcap is resting here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey worn leather skullcap~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27122 +Keywords two-handed battleaxe~ +Type weapon~ +Short a two-handed battleaxe~ +Long A two-handed battleaxe was dropped here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#EXDESC +ExDescKey two-handed battleaxe~ +ExDesc This simple but well made item is typical of dwarven craftsmanship. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27123 +Keywords studded leather armor~ +Type armor~ +Short some studded leather armor~ +Long Some studded leather armor was left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey studded leather armor~ +ExDesc This leather garmet is studded with thick iron discs. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27124 +Keywords studded leather gloves~ +Type armor~ +Short some studded leather gloves~ +Long Some studded leather gloves were left here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey studded leather gloves~ +ExDesc This leather garmet is studded with thick iron discs. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27125 +Keywords studded leather sleeves~ +Type armor~ +Short some studded leather sleeves~ +Long Some studded leather sleeves were left here.~ +WFlags take arms~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey studded leather sleeves~ +ExDesc This leather garmet is studded with thick iron discs. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27126 +Keywords studded skullcap~ +Type armor~ +Short a studded skullcap~ +Long A studded skullcap is here gathering dust.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey studded skullcap~ +ExDesc This leather garmet is studded with thick iron discs. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27127 +Keywords studded leather skirt~ +Type armor~ +Short a studded leather skirt~ +Long A studded leather skirt is here gathering dust.~ +WFlags take waist~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey studded leather skirt~ +ExDesc This leather garmet is studded with thick iron discs. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27128 +Keywords crude bronze torc~ +Type treasure~ +Short a crude bronze torc~ +Long A crude bronze torc has been left here.~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey crude bronze torc~ +ExDesc This simple neckware item is made of copper, and made poorly at that! +It looks like something a goblin or orc would wear, how tacky. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27129 +Keywords mine pouch~ +Type container~ +Short a mine pouch~ +Long A mine pouch has been dropped here.~ +WFlags take about~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#EXDESC +ExDescKey mine pouch~ +ExDesc This pouch reminds you of the kind used by dwarven miners. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27130 +Keywords miners backpack~ +Type container~ +Short a miners backpack~ +Long A miners backpack has been dropped here.~ +WFlags take about~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +#EXDESC +ExDescKey miners backpack~ +ExDesc This looks like the durable leather kind of backpack that is used down +in a mine. It looks like it could carry several items and still only +be half-full. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27131 +Keywords sharp dwarven handaxe~ +Type weapon~ +Short a sharp dwarven handaxe~ +Long A sharp dwarven handaxe is resting here.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#EXDESC +ExDescKey sharp dwarven handaxe~ +ExDesc Judging from the sharpness of the blade, this item must have some rare +metal, like mithril or adamantite, mixed with the iron when it was +made by the dwarves. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27132 +Keywords silver dwarven necklace~ +Type treasure~ +Short a silver dwarven necklace~ +Long A silver necklace has been left here.~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey silver dwarven necklace~ +ExDesc This is a fine example of what a skilled dwarven metalsmith can do. A +small marble locket dangles from the bottom of the item. +~ +#ENDEXDESC + +#EXDESC +ExDescKey marble locket~ +ExDesc It does not appear to be any kind of secret compartment or anything. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27133 +Keywords umber hulk plates~ +Type armor~ +Short some umber hulk plates~ +Long Some umber hulk plates were left here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData strength 3 -1 -1 0 +#EXDESC +ExDescKey umber hulk plates~ +ExDesc These purplish-black plates were once part of a giant umber hulk. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27134 +Keywords umber hulk claws~ +Type armor~ +Short some umber hulk claws~ +Long Some umber hulk claws were left here.~ +WFlags take hands~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 0 -2 9999 0 None None None +AffData strength 3 -1 -1 0 +#EXDESC +ExDescKey umber hulk claws~ +ExDesc These purplish-black plates were once part of a giant umber hulk. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27135 +Keywords rock formation~ +Type furniture~ +Short a rock formation~ +Long A rock formation is here in this cavern.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey rock formation~ +ExDesc This rock formation is in the shape of a bell. Maybe it contains +something? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27136 +Keywords rock formation~ +Type container~ +Short a rock formation~ +Long A small rock formation is here in this cavern.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey rock formation~ +ExDesc This rock formation is in the shape of a bell. Maybe it contains +something? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27137 +Keywords chunk iron ore~ +Type trash~ +Short a large chunk of iron ore~ +Long A large chunk of iron ore is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk iron ore~ +ExDesc This is the most common ore found in the mine. It is used in making +the bulk of the dwarven items, along with a small mix of bluesteel. +From mining picks to the mine-cart tracks, iron is used extensively. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27138 +Keywords chunk nickel~ +Type trash~ +Short a small chunk of nickel~ +Long A small chunk of nickel is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk nickel~ +ExDesc This is you basic chunk of nickel. Sometimes the nickel is traded to +another races, but it is not used for dwarven items. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27139 +Keywords chunk bluesteel~ +Type trash~ +Short a large chunk of bluesteel~ +Long A large chunk of bluesteel is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk bluesteel~ +ExDesc Bluesteel is a fairly common metal used in the fabrication of dwarven +weapons and armor. It is not a durable as redsteel or blacksteel, but +it is much more common. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27140 +Keywords chunk redsteel~ +Type trash~ +Short a small chunk of redsteel~ +Long A small chunk of redsteel is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk redsteel~ +ExDesc Redsteel is only slightly less desired that blacksteel for the purpose +of forging weapons or armor. It is also more common than blacksteel, +but less common that bluesteel. Perhaps you should put this away until +you find a use for it? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27141 +Keywords chunk blacksteel~ +Type trash~ +Short a large chunk of blacksteel~ +Long A large chunk of blacksteel is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey chunk blacksteel~ +ExDesc This rare metal is called blacksteel by the dwarves. It is the choice +metal to mix with mithril or adamantite in making weapons of superior +quality. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27142 +Keywords nugget silver~ +Type treasure~ +Short a nugget of silver~ +Long A nugget of silver is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey nugget silver~ +ExDesc This nugget can get you a gold coin or two, it is large enough to make +some small item or necklace. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27143 +Keywords nugget gold~ +Type treasure~ +Short a nugget of gold~ +Long A nugget of gold is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey nugget gold~ +ExDesc This gold nugget might be worth a couple of gold coins. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27144 +Keywords nugget platinum~ +Type treasure~ +Short a small nugget of platinum~ +Long A small nugget of platinum is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey nugget platinum~ +ExDesc This is a nice sized nugget of platinum. Platinum is a metal that can +be made into very expensive jewelery although it, like gold, its a +fairly soft metal. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27145 +Keywords nugget mithiril~ +Type treasure~ +Short a small nugget of mithiril~ +Long A small nugget of mithiril is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey nugget mithiril~ +ExDesc Whoo! A nuggest of mithril! If you find enough of these nuggest you +might be able to get a dwarf to fabricate you a weapon. Mithirl is +reknown for its hardness. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27146 +Keywords nugget adamantite~ +Type treasure~ +Short a small nugget of adamantite~ +Long A small nugget of adamantite is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey nugget adamantite~ +ExDesc This is a nugget of adamantite, perhaps the most desired ore that can +be found down here in these mines. You best had hold on to this until +you can find someone who can do something with it. Adamantite is very +hard to work with though, and only a master weaponsmith is able to +work with this metal. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27147 +Keywords small diamond~ +Type treasure~ +Short a small diamond~ +Long A small diamond is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey small diamond~ +ExDesc This is a small diamond, about a 5 millimeters wide. Although it is +small, it might still fetch you a couple gold coins. Best not loose +it. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27148 +Keywords modest diamond~ +Type treasure~ +Short a modest diamond~ +Long A modest diamond is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey modest diamond~ +ExDesc This is not a small diamond, just a modest one. It appears to be in +good condition and will probably net a get gold coins at the jewelers. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27149 +Keywords large diamond~ +Type treasure~ +Short a large diamond~ +Long A large diamond is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey large diamond~ +ExDesc This is a large diamond. It sparkles in the torchlight. Perhaps you +can sell it and make a profit? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27150 +Keywords huge diamond~ +Type treasure~ +Short a huge diamond~ +Long A huge diamond is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#EXDESC +ExDescKey huge diamond~ +ExDesc This is a very large diamond. You imagine it would fetch a good price +in the right markets. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27151 +Keywords sparkling diamond~ +Type treasure~ +Short a sparkling diamond~ +Long A sparkling diamond is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey sparkling diamond~ +ExDesc This diamond is not the largest you have ever seen, but it sparkles +brighter than any. Something about the way the light hits the gem the +facets of the rough stone causes you to think it could be worth a good +deal to the right person. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27152 +Keywords mithril grandaxe~ +Type weapon~ +Short a mithril grandaxe~ +Long A mithril grandaxe is sitting here on the ground.~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 12 0 -2 9999 0 None None None +#EXDESC +ExDescKey mithril grandaxe~ +ExDesc This grandaxe is made mostly of mithril and is able to retain its edge +even after years of use. A leather strap has been wrapped around the +handle of the weapon for added grip. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27153 +Keywords ornate platinum necklace~ +Type treasure~ +Short an ornate platinum necklace~ +Long An ornate platinum necklace has been left here.~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey ornate platinum necklace~ +ExDesc This is a nice example of dwarven craftsmanship. The necklace is made +of platnium links and has a pendant set with a polish oval piece of +marble. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27154 +Keywords diamond studded helmet~ +Type armor~ +Short a diamond studded helmet~ +Long There is a diamond studded helmet resting here.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey diamond studded helmet~ +ExDesc This helmet has been studded with 20 small diamonds and made of a blue +colored steel. Inside it is lined with a durable leather headband. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27155 +Keywords marble key~ +Type key~ +Short a marble key~ +Long A key made of solid marble is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +#EXDESC +ExDescKey marble key~ +ExDesc This key is highly detailed and made of polished marble. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27156 +Keywords granite key~ +Type key~ +Short a granite key~ +Long A key made of granite is resting here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +#EXDESC +ExDescKey granite key~ +ExDesc This key is highly detailed and made of polished granite. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27157 +Keywords ornate stone key~ +Type key~ +Short a ornate stone key~ +Long A ornate key made of solid stone is resting here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +#EXDESC +ExDescKey ornate stone key~ +ExDesc This key is highly detailed and made of an unknown kind of stone. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27158 +Keywords crack wall~ +Type container~ +Short a crack in the wall~ +Long A crack is here in the wall.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey crack wall~ +ExDesc Could something be inside the wall... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27159 +Keywords wall section~ +Type container~ +Short a wall section~ +Long Perhaps some ore or metal is hidden in the wall section here.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey wall section~ +ExDesc Could something be inside the wall... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27160 +Keywords natural wall~ +Type container~ +Short a natural wall~ +Long Perhaps some gems are hiding beneath the natural cavern walls here.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey natural wall~ +ExDesc Could something be inside the wall... +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27161 +Keywords wooden support beam~ +Type furniture~ +Short a wooden support beam~ +Long A wooden support beam holds up the ceiling here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey wooden support beam~ +ExDesc This beam looks solid, but perhaps one of these beams if different? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27162 +Keywords one button~ +Type button~ +Short a one button~ +Long A button marked with the letter 'one' is here on the elevator.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey one button~ +ExDesc You are just not sure what this button is supposed to do. +~ +#ENDEXDESC + +#MUDPROG +Progtype push_prog~ +Arglist 100~ +Comlist mppurge one +mpoload 27162 +if int($n) > 15 +mpechoat $n You push the button and floor beneath you starts to shake. +mpechoat $n Slowly the floor is moving and after a minute you find yourself +mpechoat $n Somewhere else... +mptransfer $n 27050 +else +mpechoat $n You just cannot figure this contraption out. Perhaps if you were +mpechoat $n just a bit smarter. You will have to find some otherway to get +mpechoat $n around the tunnels. +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 27163 +Keywords two button~ +Type button~ +Short a two button~ +Long A button marked with the letter 'two' is here on the elevator.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey two button~ +ExDesc You are just not sure what this button is supposed to do. +~ +#ENDEXDESC + +#MUDPROG +Progtype push_prog~ +Arglist 100~ +Comlist mppurge two +mpoload 27163 +if int($n) > 15 +mpechoat $n You push the button and floor beneath you starts to shake. +mpechoat $n Slowly the floor is moving and after a minute you find yourself +mpechoat $n Somewhere else... +mptransfer $n 27145 +else +mpechoat $n You just cannot figure this contraption out. Perhaps if you were +mpechoat $n just a bit smarter. You will have to find some otherway to get +mpechoat $n around the tunnels. +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 27164 +Keywords three button~ +Type button~ +Short a three button~ +Long A button marked with the letter 'three' is here on the elevator.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey three button~ +ExDesc You are just not sure what this button is supposed to do. +~ +#ENDEXDESC + +#MUDPROG +Progtype push_prog~ +Arglist 100~ +Comlist mppurge three +mpoload 27164 +if int($n) > 15 +mpechoat $n You push the button and floor beneath you starts to shake. +mpechoat $n Slowly the floor is moving and after a minute you find yourself +mpechoat $n Somewhere else... +mptransfer $n 27278 +else +mpechoat $n You just cannot figure this contraption out. Perhaps if you were +mpechoat $n just a bit smarter. You will have to find some otherway to get +mpechoat $n around the tunnels. +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 27165 +Keywords large pile rocks~ +Type furniture~ +Short a large pile of rocks~ +Long A large pile of rocks is here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey large pile rocks~ +ExDesc Just a bunch of rocks piled up, nothing special. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27166 +Keywords rock formation~ +Type container~ +Short the top of a rock formation~ +Long The top of a rock formation is here.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey rock formation~ +ExDesc This rock formation is fairly interesting to look at. It is shaped in +a conical pattern, much like a large stalagmite, being larger at the +bottom than at the top. The top of the formation reaches the top of +the cavern while its base rests at the floor of the chamber. Perhaps +there is something inside the formation? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27167 +Keywords rock formation~ +Type container~ +Short the bottom of a rock formation~ +Long The bottom of a rock formation is here.~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 200 0 -2 9999 0 None None None +#EXDESC +ExDescKey rock formation~ +ExDesc This rock formation is fairly interesting to look at. It is shaped in +a conical pattern, much like a large stalagmite, being larger at the +bottom than at the top. The top of the formation reaches the top of +the cavern while its base rests at the floor of the chamber. Perhaps +there is something inside the formation? +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27168 +Keywords copper nugget~ +Type trash~ +Short a copper nugget~ +Long A nugget of copper has been dropped here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey copper nugget~ +ExDesc This small nugget of copper is not very interesting. In fact, it is +probably worthless, well, unless you are wanting to make an item from +copper. It is not commonly used in dwarven items. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27169 +Keywords lead nugget~ +Type trash~ +Short a lead nugget~ +Long A nugget of lead has been dropped here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey lead nugget~ +ExDesc Lead. Often the dwarves use this material to make dinner plates and +to thicken their paints. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27170 +Keywords dwarven splintmail~ +Type armor~ +Short some dwarven splintmail~ +Long Some dwarven splintmail is resting here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27171 +Keywords dwarven splintmail skirt~ +Type armor~ +Short a dwarven splintmail skirt~ +Long A dwarven splintmail skirt is resting here.~ +WFlags take waist~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 9 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27172 +Keywords dwarven-sized peg leg~ +Type trash~ +Short a dwarven-sized peg leg~ +Long A dwarven-sized peg leg was discarded here.~ +Flags nodrop noremove~ +WFlags take legs~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData intelligence -5 -1 -1 0 +AffData move -100 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 27173 +Keywords keg dwarven beer~ +Type drinkcon~ +Short a keg of dwarven beer~ +Long A keg of dwarven beer is resting here.~ +WFlags take~ +Values 16 16 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27174 +Keywords jug dwarven mead~ +Type drinkcon~ +Short a jug of dwarven mead~ +Long A jug of dwarven mead is resting here.~ +WFlags take~ +Values 8 8 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27175 +Keywords bottle dwarven ale~ +Type drinkcon~ +Short a bottle of dwarven ale~ +Long A bottle of dwarven ale is resting here.~ +WFlags take~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27176 +Keywords flask dwarven spirits~ +Type drinkcon~ +Short a flask of dwarven spirits~ +Long A flask of dwarven spirits is resting here.~ +WFlags take~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 27177 +Keywords emerald platinum necklace~ +Type treasure~ +Short an emerald and platinum necklace~ +Long An emerald and platinum necklace has been lost here.~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey emerald platinum necklace~ +ExDesc This necklace probably belongs to someone important. Perhaps you need +to hold on to it for a while, that is, until you find its owner. Yeah +that is what you will do. But what if the person you just killed was +the rightful owner. You shrug off the question in a matter of seconds. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27178 +Keywords hand drill tool~ +Type trash~ +Short a hand-drill~ +Long A hand-held dwarven tool is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey hand drill tool~ +ExDesc You are not sure. Maybe it is a heavy duty drill of some sort. Dwarf +tools are made durable, but are usually also too complexe for many to +use. Like this one. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27179 +Keywords hand saw tool~ +Type trash~ +Short a hand-saw~ +Long A hand-held dwarven tool is here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey hand saw tool~ +ExDesc You are not sure. Maybe it is a heavy duty saw of some sort. Dwarf +tools are made durable, but are usually also too complexe for many to +use. Like this one. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27180 +Keywords ornate metal key~ +Type key~ +Short a ornate metal key~ +Long A ornate key made of solid metal is resting here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None +#EXDESC +ExDescKey ornate metal key~ +ExDesc Eh? Nothing special here. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27181 +Keywords mithril battlehelm battle helm~ +Type weapon~ +Short a mithril battle-helm~ +Long A mithril battle-helm is sitting here on the ground.~ +Flags magic~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData hitroll 10 -1 -1 0 +AffData mana 200 -1 -1 0 +AffData armor -50 -1 -1 0 +#EXDESC +ExDescKey mithril battlehelm~ +ExDesc This battlehelm is quiet an attractive piece of armor. It has been +made by the most skilled dwarven craftsmen in the realm and is worth +several thousand gold coins. It appears to be enchanted with magic. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 27182 +Keywords flask special dwarven spirits~ +Type drinkcon~ +Short a flask of special dwarven spirits~ +Long A special flask of dwarven spirits is resting here.~ +WFlags take~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 27000 +Name Before a Dwarven Archway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing before a rather ornate archway of dwarven design. It +is tall enough for a human to pass through, although they might have +to duck a few inches. The archway is inscribed with all manners of +little runes and symbols, most being in dwarven. Looking north into +the mines you can see a short hallway leading deeper into the unknown. +~ +#EXIT +Direction north~ +ToRoom 27001 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 28099 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27001 +Name Entering the Dwarven Mines~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This short hallway connects the entrance to the large main tunnel that +runs east and west along the first floor on the mine. This chamber is +at least wide enough to stand a dozen or so men side to side. Upon +observation, you note that there is a short mine-cart track ahead in +the large tunnel, but not here, leading out of the mine. Obviously +whatever is mined is also processed within the immediate area as well. +To the south through an archway you see the entrance to the mines. +~ +#EXIT +Direction north~ +ToRoom 27002 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27000 +#ENDEXIT + +Reset M 27030 4 27001 -1 -1 -1 100 + Reset E 27025 0 16 100 + Reset E 27026 0 11 100 +Reset M 27030 4 27001 -1 -1 -1 100 + Reset E 27025 0 16 100 + Reset E 27026 0 11 100 +#ENDROOM + +#ROOM +Vnum 27002 +Name Large Tunnel Intersection~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This appears to be a fairly busy intersection within the mines. You +see a large tunnel leading east and west. This large tunnel has a +mine-cart track running down the center of the stone floor. South a +short hallway connects to the mine entrance. The walls are for the +most part stone while being supported by wooden beams every so often. +~ +#EXIT +Direction east~ +ToRoom 27028 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27001 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27003 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27003 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. To the north you can see a branching +passage while to the east there is an intersection. A mine-cart track +runs down the center of this tunnel. +~ +#EXIT +Direction north~ +ToRoom 27020 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27002 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27004 +#ENDEXIT + +Reset M 27000 10 27003 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27004 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. A mine-cart track runs down the center of +this tunnel while wooden beams support the weight overhead. +~ +#EXIT +Direction east~ +ToRoom 27003 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27005 +#ENDEXIT + +Reset O 27003 0 27004 -1 -1 -1 100 +Reset M 27017 5 27004 -1 -1 -1 100 + Reset E 27036 0 8 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27005 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. To the south you can see a small alcove. A +set of tracks used to push cartloads of ore run down the middle of the +floor here. +~ +#EXIT +Direction east~ +ToRoom 27004 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27019 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27006 +#ENDEXIT + +Reset M 27000 10 27005 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset E 27010 0 17 100 +#ENDROOM + +#ROOM +Vnum 27006 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. A cramped passageway leads to the north. +Wooden beam are placed ever so often to give additional support to the +mines, not that dwarven mines would cave-in. Tracks run the length of +this tunnel. +~ +#EXIT +Direction north~ +ToRoom 27013 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27005 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27007 +#ENDEXIT + +Reset M 27009 4 27006 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27001 0 100 +#ENDROOM + +#ROOM +Vnum 27007 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. A mine-cart track runs down the center of +this tunnel while wooden beams support the weight overhead. +~ +#EXIT +Direction east~ +ToRoom 27006 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27008 +#ENDEXIT + +Reset M 27000 10 27007 -1 -1 -1 100 + Reset E 27036 0 8 100 + Reset E 27011 0 17 100 +#ENDROOM + +#ROOM +Vnum 27008 +Name West End of the Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel spits into passages to the north and south. The walls have +been chipped about to reveal precious metals and gems, not for +asthetical reasons but there is a certain degree of skill even in the +hurried swings of the dwarven miners. Even if you are uncomfortable +underground, you have little fear of this place falling in on itself. +That just does not happen in dwarf mines. The mine tracks end here. +The main tunnel leads back to the east. +~ +#EXIT +Direction north~ +ToRoom 27009 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27007 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27010 +#ENDEXIT + +Reset O 27005 0 27008 -1 -1 -1 100 +Reset M 27000 10 27008 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27013 0 100 +Reset O 27159 0 27008 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27009 +Name Dead End Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously this passage did not lead to anything worth contining in +this direction because it comes to a dead end after only a few meters. +The only exit is to the south back to the west end of the main tunnel. +~ +#EXIT +Direction south~ +ToRoom 27008 +#ENDEXIT + +Reset O 27158 0 27009 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27010 +Name Wide Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passage is wide, but only half as wide as the large tunnel that +runs east and west through the first floor of the tunnel. This path +might have looked promising, or contained large veins of ore, you just +are not able to tell. The passage continues to the south or leads back +to the west end of the large tunnel to the north. +~ +#EXIT +Direction north~ +ToRoom 27008 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27011 +#ENDEXIT + +Reset M 27000 10 27010 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset E 27011 0 16 100 +Reset M 27017 5 27010 -1 -1 -1 100 + Reset G 27013 0 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27011 +Name Wide Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage is easy enough to navigate, although it might not be +as tall as some might like. Ahead the passage comes to an abrupt end +to the south while it leads back towards the main east and west tunnel +a ways to the north. There is no sign of any treasure here. +~ +#EXIT +Direction north~ +ToRoom 27010 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27012 +#ENDEXIT + +Reset O 27000 0 27011 -1 -1 -1 100 +Reset M 27001 8 27011 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27012 +Name End of a Wide Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passageway comes to an end here. From all indications it +appears as if the work had just suddenly stoped. A vien in the wall +might yet yeild something valuable. After you have examined this +chamber more carefully you can go back this wide passage to the north. +~ +#EXIT +Direction north~ +ToRoom 27011 +#ENDEXIT + +Reset M 27000 10 27012 -1 -1 -1 100 + Reset E 27036 0 8 100 + Reset E 27010 0 17 100 +Reset M 27001 8 27012 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27009 0 16 100 +Reset M 27017 5 27012 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27020 0 16 100 +Reset O 27159 0 27012 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27013 +Name Cramped Passage~ +Sector indoors~ +Flags nomob indoors private~ +Stats 0 0 0 0 0 +Desc This passage is very small, even for dwarf standards. Perhaps this +was only a lead that did not pay off, or perhaps it is a back entrance +to a secret chamber? Only exploring will tell. The cramped passage +leads on to the north and opens up into the large tunnel to the south. +~ +#EXIT +Direction north~ +ToRoom 27014 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27006 +#ENDEXIT + +Reset O 27000 0 27013 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27014 +Name Cramped Passage~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc The cramped passage continues on both north and south. The tunnel is +only a meter and a half tall so you are most likely having a hard time +getting through it. There are no indications to what this passage +might be, except that it was made by dwarves. +~ +#EXIT +Direction north~ +ToRoom 27015 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27013 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27015 +Name Cramped Passage~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc There is only room enough for a single person to manage to squeeze +through this cramped passageway. To the east there is a niche carved +into the wall, perhaps leading to someplace else? Reguardless the +cramped tunnel leads to the north and south also. +~ +#EXIT +Direction north~ +ToRoom 27016 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27018 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27014 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27016 +Name Cramped Passage~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc This small, cramped passage is beginning to annoy you. You hope that +there is something valuable at the end of the passage for all the +times you have hit your head against the stone ceiling. The passage +bends to the west and south. +~ +#EXIT +Direction south~ +ToRoom 27015 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27017 +#ENDEXIT + +Reset O 27000 0 27016 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27017 +Name Small Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The cramped passage opens up into a small natural cavern. Perhaps +there was once something here, a vien of silver, nuggets of ore, maybe +even a diamond, but if anything was here, it has found by the dwarven +miners who seem to be able to smell out the goodies. But on the bright +side, at least this cave provides a place to turn instead of crawling +ass backwards through the cramped tunnel. +~ +#EXIT +Direction east~ +ToRoom 27016 +#ENDEXIT + +Reset O 27001 0 27017 -1 -1 -1 100 +Reset M 27012 1 27017 -1 -1 -1 100 + Reset E 27171 0 13 100 + Reset E 27170 0 5 100 + Reset E 27037 0 16 100 + Reset G 27030 0 100 + Reset E 27177 0 3 100 +Reset O 27135 0 27017 -1 -1 -1 100 + Reset P 0 27169 0 27135 100 +#ENDROOM + +#ROOM +Vnum 27018 +Name Small Niche~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc This small niche might have contained some ore or something, once, +that is until the dwarves found it. You were hoping to find something +but you should have know better. Certainly living centuries +underground and working with stone you would probably be able to find +treasures down here as easily as a dwarf. +~ +#EXIT +Direction west~ +ToRoom 27015 +#ENDEXIT + +Reset O 27159 0 27018 -1 -1 -1 100 + Reset P 0 27168 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27019 +Name Small Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously this passage did not lead to anything worth continuing in +this direction because it comes to a dead end after only a few meters. +The only exit is to the north back to the large tunnel. +~ +#EXIT +Direction north~ +ToRoom 27005 +#ENDEXIT + +Reset M 27017 5 27019 -1 -1 -1 100 + Reset E 27014 0 16 100 + Reset E 27012 0 0 100 + Reset E 27011 0 17 100 +Reset O 27158 0 27019 -1 -1 -1 100 + Reset P 0 27169 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27020 +Name Branching Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc A branching passage leads to the north, obviously it was productive +for it extends to the north for a good distance. The walls are nearly +solid rock, and you have no idea how long it would take just a single +person to dig this passage. To the south is the large main tunnel. +~ +#EXIT +Direction north~ +ToRoom 27021 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27003 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27021 +Name Branching Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage leads to the north and south. You are sure it must have +yielded something, why else would it be this long? Solid stone is all +around you, above, below, and to each side. The pathway leads deeper +into the mine to the north while leading back towards the main tunnel +to the south. +~ +#EXIT +Direction north~ +ToRoom 27022 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27020 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27022 +Name Branching Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The branching passageway forks to the north, east, and south here. +All look safe directions to explore, after all this is the handiwork +of the dwarves, most skilled of all the races at digging through solid +stone. To the east the passage only goes a few meters then suddenly +stops. +~ +#EXIT +Direction north~ +ToRoom 27023 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27027 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27021 +#ENDEXIT + +Reset M 27009 4 27022 -1 -1 -1 100 + Reset G 27000 0 100 + Reset G 27002 0 100 +#ENDROOM + +#ROOM +Vnum 27023 +Name Branching Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage leads to the north and south. You are sure it must have +yielded something, why else would it be this long? Solid stone is all +around you, above, below, and to each side. The pathway leads deeper +into the mine to the north while leading back towards the main tunnel +to the south. +~ +#EXIT +Direction north~ +ToRoom 27024 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27022 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27024 +Name Branching Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the branching passage spits off to the east and west. In those +directions the passages only lead a few meters before ending. Perhaps +all the valuable goods have been mined out of this area, or maybe not. +To the south the branching passage leads back towards the large main +tunnel. +~ +#EXIT +Direction east~ +ToRoom 27026 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27023 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27025 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27025 +Name End of a Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage does lead any further than a few meters from the end of +the branching passageway to the east. Maybe the dwarves have found a +better place to search for gems and metal, or perhaps the stone is not +the right type. Maybe the dwarves overlooked something? You highly +doubt it. +~ +#EXIT +Direction east~ +ToRoom 27024 +#ENDEXIT + +Reset O 27000 0 27025 -1 -1 -1 100 +Reset O 27158 0 27025 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27026 +Name End of a Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This branch just stops. Perhaps the stone is just too solid to go any +further, or perhaps it is not the right kind to find whatever they are +digging for. To the west is the end of the branching passage. +~ +#EXIT +Direction west~ +ToRoom 27024 +#ENDEXIT + +Reset M 27014 4 27026 -1 -1 -1 100 + Reset E 27012 0 0 100 +#ENDROOM + +#ROOM +Vnum 27027 +Name End of a Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage does not lead anywhere. It just ends. From the marks on +the solid stone wall you guess that this passage had stopped some time +ago, but you can not be positive about that, unless you are a dwarf. +The only exit is back to the branching passage, to the west. You could +only hope that something, maybe a small gem, perhaps a nugget of gold, +something. But no, nothing anything has been left. Damn dwarves. +~ +#EXIT +Direction west~ +ToRoom 27022 +#ENDEXIT + +Reset O 27159 0 27027 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27028 +Name Large Tunnel Outside a Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. Perhaps in time, when the ores, precious +metals, and gems have been gathered these mines will someday be +abandoned. However the dwarves are known to dig deep, very deep. A +passage leads to the north. A set of tracks runs east and west here. +~ +#EXIT +Direction north~ +ToRoom 27071 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27029 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27002 +#ENDEXIT + +Reset M 27000 10 27028 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset E 27010 0 16 100 + Reset G 27009 0 100 +#ENDROOM + +#ROOM +Vnum 27029 +Name Large Tunnel Outside the Forge~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. A pair of switches connect the main mine track to a +siding here near an archway to the south. Looking through the archway +a great forge can be seen. +~ +#EXIT +Direction east~ +ToRoom 27030 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27066 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27028 +#ENDEXIT + +Reset M 27000 10 27029 -1 -1 -1 100 + Reset E 27036 0 8 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27030 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. While walking along the mine tracks you +begin to count the wooden support beams out of boredom. +~ +#EXIT +Direction east~ +ToRoom 27031 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27029 +#ENDEXIT + +Reset M 27017 5 27030 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27009 0 16 100 +Reset O 27168 0 27030 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27031 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. The mine tracks continue down this tunnel +while a passage leads to the south. +~ +#EXIT +Direction east~ +ToRoom 27032 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27058 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27030 +#ENDEXIT + +Reset O 27004 0 27031 -1 -1 -1 100 +Reset M 27000 10 27031 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27010 0 100 +Reset M 27027 1 27031 -1 -1 -1 100 + Reset G 27001 0 100 + Reset G 27002 0 100 +Reset O 27010 0 27031 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27032 +Name Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. You have lost count of how the beams but +somehow that fact does not bother you much. +~ +#EXIT +Direction east~ +ToRoom 27033 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27031 +#ENDEXIT + +Reset M 27000 10 27032 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27011 0 100 + Reset E 27010 0 17 100 +#ENDROOM + +#ROOM +Vnum 27033 +Name Mine-Cart Junction in a Large Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is not anything too elaborate about this large tunnel running +east and west. The walls have been cut with a degree of care but are +left unfinished and bare. The mine tracks come to a junction here, +with one line running east and west down the large tunnel and another +line going off to the north down another passage. +~ +#EXIT +Direction north~ +ToRoom 27035 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27034 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27032 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27034 +Name East End of the Large Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The tunnel bends to the south here and becomes a smaller passage. +There is nothing too fancy about this tunnel or the passage beyond. +Perhaps in time, when the ores and precious metals are depleted these +tunnels and passages will become the abandoned, but that should not be +anytime soon. Here the mine tracks come to an end at a wooden bumper. +~ +#EXIT +Direction south~ +ToRoom 27052 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27033 +#ENDEXIT + +Reset O 27005 0 27034 -1 -1 -1 100 +Reset O 27158 0 27034 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27035 +Name Mine-Cart Passage Outside the Shop~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passageway runs north and south. o the south you can see a large +tunnel with where this set of tracks meets with another set of tracks. +To the east there is a workshop where the carts are repair. The sounds +of hammering comes from the shop. +~ +#EXIT +Direction north~ +ToRoom 27036 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27051 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27033 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27036 +Name Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage has a set of tracks running down the middle of it. South +there is a shop where the carts are repaired while to the north the +tracks take a turn to the east. +~ +#EXIT +Direction north~ +ToRoom 27037 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27035 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27037 +Name Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tracks turn to the north and east while a well worn passage heads +to the north. To the south the tracks lead all the way back to the +main large tunnel. Perhaps you can take a cart ride later? +~ +#EXIT +Direction north~ +ToRoom 27038 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27046 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27036 +#ENDEXIT + +Reset O 27003 0 27037 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27038 +Name Well Worn Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is very well worn for some reason. South the mine-cart +passage can be seen bending to the east. To the north the passage +continues where it appears to branch off to the east and west. +~ +#EXIT +Direction north~ +ToRoom 27039 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27037 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27039 +Name Well Worn Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The well worn passage continues to the east and south. To the west +there is staircase leading down deeper into the mines. From the +direction of the stairs come the sounds for metal striking stone. +~ +#EXIT +Direction east~ +ToRoom 27041 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27038 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27040 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27040 +Name Decending Ladder~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Here a pair of guards defend a ladder leading down to another level of +the mines. They figure if you are already down in the mine you must +be a guest of the Thain. A rope is slung over a pulley set into the +ceiling of the chamber allowing large objects to be raised up from the +opening in the floor. To the east there is a well worn passage. +~ +#EXIT +Direction east~ +ToRoom 27039 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27100 +#ENDEXIT + +Reset M 27030 4 27040 -1 -1 -1 100 + Reset E 27025 0 16 100 + Reset E 27026 0 11 100 +Reset M 27030 4 27040 -1 -1 -1 100 + Reset E 27025 0 16 100 + Reset E 27026 0 11 100 +Reset O 27043 0 27040 -1 -1 -1 100 +Reset O 27099 0 27040 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27041 +Name Well Worn Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is fairly ordinary, aside from being well worn. It runs +east and west. To the west a set of decending stairs can be see a +ways away. The ground is well worn in the middle, as if alot of dwarf +feet pass through this passage each and every day. +~ +#EXIT +Direction east~ +ToRoom 27042 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27039 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27042 +Name Well Worn Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The well worn passage bends to the north and west here. From below +the sounds of the picks striking ore and viens of precious metal is +aluring. To the north there appear to be some chamber off to the sides +of this passage. +~ +#EXIT +Direction north~ +ToRoom 27043 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27041 +#ENDEXIT + +Reset M 27014 4 27042 -1 -1 -1 100 + Reset E 27012 0 0 100 +#ENDROOM + +#ROOM +Vnum 27043 +Name Well Worn Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage leads north and south here. South the passage bends to the +west, while directly to the west is a modest sized storage chamber. It +looks like the room is filled with all kinds of supplies. To the north +it looks like there might be another storage chamber. +~ +#EXIT +Direction north~ +ToRoom 27044 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27042 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27045 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27044 +Name Storage Chamber~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This storage chamber is not a full as the other. Items like rope, +wood, and other basic goods are stored in crates and upon shelves. +Water and salted foods are here as well. To the south is a well worn +passage. +~ +#EXIT +Direction south~ +ToRoom 27043 +#ENDEXIT + +Reset M 27008 3 27044 -1 -1 -1 100 + Reset E 27026 0 11 100 + Reset E 27022 0 16 100 +#ENDROOM + +#ROOM +Vnum 27045 +Name Quartermaster Chambers~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc If you are a miner you have found a true treasure, the storage +chambers of the dwarves. All manners of picks, shovels, lanterns, +grappling hooks, spikes, hammers, you name it, and it is here. +Unfortunately there is not a miner class on most muds, so you will +have to sift through this stuff you do not really know much about to +find out if there are any magical picks, or enchanted grappling hooks. +You realize these passages are travelled by the dwarves every day +before and after work returning their tools. Once you are done here +you can return to the well worn passage to the east, unless you could +get the quartermaster to do some trading with you. +~ +#EXIT +Direction east~ +ToRoom 27043 +#ENDEXIT + +Reset M 27008 3 27045 -1 -1 -1 100 + Reset E 27026 0 11 100 + Reset E 27023 0 16 100 +Reset M 27006 1 27045 -1 -1 -1 100 + Reset G 27130 0 100 + Reset G 27129 0 100 + Reset G 27104 0 100 + Reset G 27017 0 100 + Reset G 27016 0 100 + Reset G 27015 0 100 + Reset G 27014 0 100 + Reset G 27013 0 100 + Reset G 27012 0 100 + Reset G 27011 0 100 + Reset G 27010 0 100 + Reset G 27009 0 100 +#ENDROOM + +#ROOM +Vnum 27046 +Name Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passageway leads east and west where a set of mine cart tracks +run along the center of the corridor. There is enough room to walk on +either side of the tracks, but that is about it. The ceilings are not +particularly tall either. No need, dwarves, go figure. +~ +#EXIT +Direction east~ +ToRoom 27047 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27037 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27047 +Name Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is pretty plain. No great care has been taken in the +construction of these halls, but they are clearly of dwarven make. A +set of tracks runs east and west here with enough room to walk on both +sides of the cart tracks. +~ +#EXIT +Direction east~ +ToRoom 27048 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27046 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27048 +Name Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The mine tracks continue east and west. Looking east the end of the +tracks can be seen where a large wooden bumper is there to stop out of +control mine carts. Also there is some strange wooden, stone, and +metal device on the southern side of the passage a bit to the east. +~ +#EXIT +Direction east~ +ToRoom 27049 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27047 +#ENDEXIT + +Reset M 27014 4 27048 -1 -1 -1 100 + Reset E 27012 0 0 100 +#ENDROOM + +#ROOM +Vnum 27049 +Name End of the Mine-Cart Passageway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc At the end of this passage there is a large wooden bumper to stop the +mine carts. To the south a large contraption of rope, wood, stone, and +metal awaits to be played with beyond an archway. To tracks lead back +west and then south where it meets up with the main tunnel. +~ +#EXIT +Direction south~ +ToRoom 27050 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27048 +#ENDEXIT + +Reset O 27005 0 27049 -1 -1 -1 100 +Reset M 27011 1 27049 -1 -1 -1 100 + Reset E 27038 0 6 100 + Reset E 27024 0 16 100 + Reset E 27028 0 5 100 + Reset E 27029 0 11 100 +Reset M 27015 1 27049 -1 -1 -1 100 + Reset E 27021 0 16 100 + Reset E 27027 0 5 100 + Reset E 27026 0 11 100 +#ENDROOM + +#ROOM +Vnum 27050 +Name Mine Shaft Elevator~ +Sector indoors~ +Flags nomob indoors solitary~ +Stats 0 0 0 0 0 +Desc This strange device, which the dwarves tell you is an elevator, can +levitate up and down upon command through a magical lever. The floor +of the thing is made of wood. A good dozen ropes run up and down and +connecting this device with the ceiling. Unless you are a clever sort +of fellow, this device is just too complex for you to understand. If +you can not figure out how it works you better turn around. +~ +#EXIT +Direction north~ +ToRoom 27049 +#ENDEXIT + +Reset O 27163 0 27050 -1 -1 -1 100 +Reset O 27164 0 27050 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27051 +Name Mine-Cart Repair Shop~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This chamber is where the mine cart are repaired. An assortment of +tools are scattered about workbenches. A couple different projects +are in the works here, but there does not seem to be alot of spare +parts. The well worn passage is to the west through an archway. +~ +#EXIT +Direction west~ +ToRoom 27035 +#ENDEXIT + +Reset M 27010 1 27051 -1 -1 -1 100 + Reset E 27016 0 16 100 +Reset O 27007 0 27051 -1 -1 -1 100 +Reset O 27033 0 27051 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27052 +Name Twisting Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage twists and turn. North you can see the end of the mine +tracks at the east end of the large tunnel. To the east there is a +dead end. South the branch continues. +~ +#EXIT +Direction north~ +ToRoom 27034 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27057 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27053 +#ENDEXIT + +Reset O 27168 0 27052 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27053 +Name Twisting Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc There is little order to the way in which this passage was created. A +good guess was that they were following a trace of ore, or maybe the +miners were drunk. To the west a sub-branch comes to an end while the +main branch heads north and south. +~ +#EXIT +Direction north~ +ToRoom 27052 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27054 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27056 +#ENDEXIT + +Reset M 27009 4 27053 -1 -1 -1 100 + Reset G 27000 0 100 + Reset G 27000 0 100 +#ENDROOM + +#ROOM +Vnum 27054 +Name Twisting Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The main branch bends here to the north and east. To the east it looks +as if the branch comes to an end. North this branch leads past a few +sub-branches and towards the east end of the large tunnel with the +mine cart. From all the rocks on the ground it looks like there has +been some recent work done here. +~ +#EXIT +Direction north~ +ToRoom 27053 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27055 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27055 +Name End of a Sub-Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the west. +~ +#EXIT +Direction west~ +ToRoom 27054 +#ENDEXIT + +Reset O 27002 0 27055 -1 -1 -1 100 +Reset M 27001 8 27055 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset G 27000 0 100 + Reset E 27009 0 16 100 +Reset O 27159 0 27055 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27056 +Name End of a Sub-Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the east. +~ +#EXIT +Direction east~ +ToRoom 27053 +#ENDEXIT + +Reset O 27000 0 27056 -1 -1 -1 100 +Reset M 27001 8 27056 -1 -1 -1 100 + Reset E 27129 0 12 100 +Reset M 27018 4 27056 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27000 0 100 + Reset E 27009 0 16 100 +Reset O 27159 0 27056 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27057 +Name End of a Sub-Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the west. +~ +#EXIT +Direction west~ +ToRoom 27052 +#ENDEXIT + +Reset O 27000 0 27057 -1 -1 -1 100 +Reset M 27001 8 27057 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27010 0 17 100 + Reset G 27001 0 100 +Reset O 27159 0 27057 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27058 +Name Decending Mine Branch~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This branch slowly begins to decend. South a few side branches split +away from the main branch here. To the north is the main large tunnel. +You think that it might have been ore that was being mined from this +branch. The ground is littered with rocks of various sizes. +~ +#EXIT +Direction north~ +ToRoom 27031 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27059 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27059 +Name Decending Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Smaller branches split off to the east and west. The main branch runs +north towards the main tunnel or south at a slight decline. There are +several small rocks scattered about these branches. +~ +#EXIT +Direction north~ +ToRoom 27058 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27065 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27060 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27064 +#ENDEXIT + +Reset M 27009 4 27059 -1 -1 -1 100 + Reset G 27002 0 100 + Reset G 27002 0 100 +#ENDROOM + +#ROOM +Vnum 27060 +Name Decending Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This branch is slowly decending. Ahead there are some side passages +that run out from this branch running north and south. A short ways +to the north is the large tunnel with the mine cart. +~ +#EXIT +Direction north~ +ToRoom 27059 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27061 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27061 +Name Decending Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The branch comes to a dead end here and splits of into two side +branches leading east and west. The side branches only extend for +another few meters. The mine branch leads back north through a passage +littered with small rocks. +~ +#EXIT +Direction north~ +ToRoom 27060 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27062 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27063 +#ENDEXIT + +Reset M 27014 4 27061 -1 -1 -1 100 + Reset G 27000 0 100 +#ENDROOM + +#ROOM +Vnum 27062 +Name End of a Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the west. +~ +#EXIT +Direction west~ +ToRoom 27061 +#ENDEXIT + +Reset O 27000 0 27062 -1 -1 -1 100 +Reset M 27001 8 27062 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset E 27009 0 16 100 +Reset O 27159 0 27062 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27063 +Name End of a Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the east. +~ +#EXIT +Direction east~ +ToRoom 27061 +#ENDEXIT + +Reset M 27001 8 27063 -1 -1 -1 100 + Reset G 27013 0 100 + Reset E 27009 0 16 100 +Reset O 27158 0 27063 -1 -1 -1 100 + Reset P 0 27142 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27064 +Name End of a Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the east. +~ +#EXIT +Direction east~ +ToRoom 27059 +#ENDEXIT + +Reset O 27001 0 27064 -1 -1 -1 100 +Reset M 27001 8 27064 -1 -1 -1 100 + Reset G 27018 0 100 + Reset E 27009 0 16 100 +Reset M 27018 4 27064 -1 -1 -1 100 + Reset E 27034 0 5 100 + Reset G 27009 0 100 +Reset O 27006 0 27064 -1 -1 -1 100 +Reset O 27158 0 27064 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27065 +Name End of a Mine Branch~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The main +branch is to the west. +~ +#EXIT +Direction west~ +ToRoom 27059 +#ENDEXIT + +Reset O 27006 0 27065 -1 -1 -1 100 +Reset M 27018 4 27065 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset E 27009 0 16 100 +Reset M 27018 4 27065 -1 -1 -1 100 + Reset E 27035 0 9 100 + Reset E 27009 0 16 100 +Reset O 27158 0 27065 -1 -1 -1 100 + Reset P 0 27169 0 27158 100 + Reset P 0 27001 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27066 +Name Entering the Forge~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Here a worked, although not ornate, stone archway of dwarven design +separates the mine from the forge in which the various ores mined are +fashioned into weapons and armor. The dwarves are reknown for their +ability to craft weapons of quality and make extremely durable armors. +To the south you can see the a chamber lighted by a great forge, while +to the north you can see a large tunnel running east and west. +~ +#EXIT +Direction north~ +ToRoom 27029 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27067 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27067 +Name Center of the Massive Forge~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of a massive forge. Here are the giant +bellows which fan the intense flames to the south in what is the large +furance you have ever seen. There are also anvils along with tools of +the trade found all about this chamber. To the south there are many +openings into the furnace, although it is not advisable to enter them. +To the west is a large pool in which water is fetched and then placed +in smaller troughs beside the anvils and workstations. East there is +what appears to be a storage area of some kind. From the looks of this +place, you figure that ten or so smiths could easily work here without +getting in each others way. To the north a stone archway leads back +into the mines. +~ +#EXIT +Direction north~ +ToRoom 27066 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27069 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27068 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27070 +#ENDEXIT + +Reset M 27005 1 27067 -1 -1 -1 100 + Reset E 27017 0 16 100 +#ENDROOM + +#ROOM +Vnum 27068 +Name Flames of the Forge~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You moron! This is fire! You know. Fire... bad... arghh... turn +around and get back into the center of the forge before you are burnt +to a cinder when the fire is restarted. +~ +#EXIT +Direction north~ +ToRoom 27067 +#ENDEXIT + +Reset M 27029 1 27068 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27069 +Name Storage Above a Guild~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This area is used to store some of the dwarven ore used to make items. +It should be noted that none of the rare and potientally magical ores +are stored here. Neither are the precious gems or nuggets of gold. +Even still, guards are posted to keep folk away from the ore and out +of the guildhall below. The central area of the forge is to the west. +~ +#EXIT +Direction west~ +ToRoom 27067 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27090 +#ENDEXIT + +Reset M 27007 3 27069 -1 -1 -1 100 + Reset E 27027 0 5 100 + Reset E 27021 0 16 100 +Reset M 27008 3 27069 -1 -1 -1 100 + Reset E 27026 0 11 100 + Reset E 27022 0 16 100 +#ENDROOM + +#ROOM +Vnum 27070 +Name Huge Pool of Water~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc There is a huge pool of water here. The pool is filled with cool, +clear water. Possibly it is a natural undergound water supply, but +it could have also been carved and filled with water. Either way it +looks very deep. The edge of the pool has a half meter stonework lip +to contain the water. The pool is shaped like an oval and in the +center of this side chamber. To the east is the center of the forge. +~ +#EXIT +Direction east~ +ToRoom 27067 +#ENDEXIT + +Reset M 27004 1 27070 -1 -1 -1 100 + Reset G 27018 0 100 +Reset O 27019 0 27070 -1 -1 -1 100 +Reset O 27018 0 27070 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27071 +Name Smooth Passage Above a Guild~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passage appears to have been worked over for some reason. The +walls are flat, as are the ceilings and the floors. In the floor here +there is a large set of stairs leading down into a chamber beneath the +passage. To the south a set of mine tracks can be seen in the large +tunnel, while to the north the smooth passage continues. +~ +#EXIT +Direction north~ +ToRoom 27072 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27028 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27080 +#ENDEXIT + +Reset M 27007 3 27071 -1 -1 -1 100 + Reset E 27022 0 16 100 +Reset M 27007 3 27071 -1 -1 -1 100 + Reset E 27022 0 16 100 +#ENDROOM + +#ROOM +Vnum 27072 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Perhaps this passage has something to do with the stone-cutters. It is +hard to understand the love these folk have for working with stone and +metal, or anything to do with the ground in general. It is something +in their blood you suppose. The smooth passage leads north or to the +south where a staircase can be seen decending to a deeper level. +~ +#EXIT +Direction north~ +ToRoom 27073 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27071 +#ENDEXIT + +Reset M 27002 2 27072 -1 -1 -1 100 + Reset E 27014 0 16 100 + Reset E 27015 0 17 100 +#ENDROOM + +#ROOM +Vnum 27073 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The smooth passage leads both north and south. Every so often there is +a stone archway giving support to the passage. Along the bottom of the +walls a stone footing runs the length of the passage. +~ +#EXIT +Direction north~ +ToRoom 27074 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27072 +#ENDEXIT + +Reset M 27003 2 27073 -1 -1 -1 100 + Reset E 27014 0 16 100 + Reset E 27015 0 17 100 +#ENDROOM + +#ROOM +Vnum 27074 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You do not imagine that this part of the mine is being used for mining +purposes. The walls have been worked over to be smooth and archways of +stone have replaced the wooden beams. Perhaps there is something at +the end of this passage worth finding? +~ +#EXIT +Direction east~ +ToRoom 27075 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27073 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27075 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage bends to the north and west here. The walls have been +sanded down and are completely smooth to the touch. You wonder if +this corridor has any importance, like maybe the mountains of gold +these greedy little dwarves have to be hiding around here somewhere? +~ +#EXIT +Direction north~ +ToRoom 27076 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27074 +#ENDEXIT + +Reset M 27002 2 27075 -1 -1 -1 100 + Reset E 27014 0 16 100 + Reset E 27015 0 17 100 +#ENDROOM + +#ROOM +Vnum 27076 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage turns sharply to the south and east. The precision of the +stone-work here is amazing. The floor, ceiling, and walls have all +been smoothed perfectly flat. Circular stone archways have replaced +the wooden beams here. It is obvious that this part of the mine is no +longer being mined anymore. +~ +#EXIT +Direction east~ +ToRoom 27077 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27075 +#ENDEXIT + +Reset M 27033 1 27076 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27077 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here and there young stone-cutters are working out the final details +of this passage. However, they are young by human standards only. A +dwarf after reaching maturity can figure at least spending fifty years +of working in the mines before they can even apply to being a true +stone-cutter. In addition to simply hacking away at the stone, it is +important to play very close attention to detail while working the +stone. The passage runs east and west here. +~ +#EXIT +Direction east~ +ToRoom 27078 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27076 +#ENDEXIT + +Reset M 27003 2 27077 -1 -1 -1 100 + Reset E 27014 0 16 100 + Reset E 27015 0 17 100 +#ENDROOM + +#ROOM +Vnum 27078 +Name Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage takes a turn here. This part of the mine must have run +dry a very long time ago to have been worked over like this. Sharp +corners and perfectly smooth walls best describe this room. Along +the base of the floor there is a stone footing. Graceful archways have +now replaced the wooden beams here. Aspiring stone-cutters are given +the task of working these walls as part of their training. To the +south the passage appears to come to a dead end. +~ +#EXIT +Direction south~ +ToRoom 27079 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27077 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27079 +Name End of the Smooth Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The smooth passage comes to an end here. The western side of the dead +end is still rough. It will most likely be expanded when a new group +of apprientance stone-cutters graduate. You figure it will take at +least another twenty years for that to happen so you best turn around +and explore something else in the mean time. +~ +#EXIT +Direction north~ +ToRoom 27078 +#ENDEXIT + +Reset M 27028 1 27079 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27080 +Name Guildhall of the Stone-Cutters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A staircase leads down into the guild of the stone-cutters. This open +area just beneath the main floor is supported by massive stone pillars +made of marble and granite. The chamber extends to the north and east +while doors are to the south and west. The stairs leads back up to +the main level of the mine here. +~ +#EXIT +Direction north~ +ToRoom 27087 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27081 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27071 +#ENDEXIT + +Reset D 27080 2 2 100 -2 +Reset D 27080 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27081 +Name Guildhall of the Stone-Cutters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This open area just beneath the main floor is supported by the massive +stone pillars made of marble and granite. The chamber extends to the +north, east, and west. A large wooden door is to the south. +~ +#EXIT +Direction north~ +ToRoom 27082 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27084 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27080 +#ENDEXIT + +Reset D 27081 2 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27082 +Name Guildhall of the Stone-Cutters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This open area just beneath the main floor is supported by the massive +stone pillars made of marble and granite. The chamber extends to the +east, west, and south. To the north is a large marble door.. A heavy +stone trapdoor is set into the floor here +~ +#EXIT +Direction north~ +ToRoom 27085 +Key 27155 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27083 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27081 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27087 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset D 27082 5 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27083 +Name Guildhall of the Stone-Cutters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This open area just beneath the main floor is supported by the massive +stone pillars made of marble and granite. The chamber extends to the +south and west. A large granite trapdoor is set into the floor here, +while wooden doors are to the north and east. +~ +#EXIT +Direction north~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27084 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27082 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27086 +Key 27156 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset D 27083 0 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27084 +Name Stone-Cutter Workshop~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This open area just beneath the main floor is supported by the massive +stone pillars made of marble and granite. Here worktables have been +set up so that young dwarves can practice their stone-cutting ability. +The guild continues to the north and west while there are wooden doors +to the east and south. +~ +#EXIT +Direction north~ +ToRoom 27083 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27081 +#ENDEXIT + +Reset M 27031 1 27084 -1 -1 -1 100 +Reset M 27032 1 27084 -1 -1 -1 100 +Reset O 27031 0 27084 -1 -1 -1 100 +Reset O 27032 0 27084 -1 -1 -1 100 + Reset P 0 27014 0 27032 100 + Reset P 0 27015 0 27032 100 + Reset P 0 27104 0 27032 100 + Reset P 0 27178 0 27032 100 + Reset P 0 27179 0 27032 100 +Reset D 27084 2 2 100 -2 +Reset D 27084 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27085 +Name Chamber of the Master Marble-Cutter~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is the chamber of the Master Marble-Cutter. Various kinds of +marble form the archways and collumns. On the floor are tiles of +alternating colored marble. To the south, through a marble door you +can return to the guildhall once you are done here. +~ +#EXIT +Direction south~ +ToRoom 27082 +Key 27155 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset M 27025 1 27085 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27086 +Name Chamber of the Master Granite-Cutter~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is the chamber of the Master Granite-Cutter. Various kinds of +granite form the archways and collumns. On the floor are tiles of +alternating colored granite. Above, through a granite trapdoor you +may return to the guildhall once you are done here. +~ +#EXIT +Direction up~ +ToRoom 27083 +Key 27156 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset M 27024 1 27086 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27087 +Name Guildhall of the Stone-Cutters~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This open area just beneath the main floor is supported by the massive +stone pillars made of marble and granite. The chamber extends to the +south and east. An ornate stone trapdoor is set into the floor here, +while wooden doors are to the north and west. +~ +#EXIT +Direction north~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27082 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27080 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27088 +Key 27157 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset D 27087 0 2 100 -2 +Reset D 27087 5 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27088 +Name Chamber of the Stone-Cutter Guildmaster~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is the chamber of the leader of this guild. All around are works +of stone that are just dazzling. Behind a stone desk the guildmaster +is wondering why you are here. Once you have finished your business +with the guild you may return through the trapdoor to the guild above. +~ +#EXIT +Direction up~ +ToRoom 27087 +Key 27157 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset M 27026 1 27088 -1 -1 -1 100 +Reset D 27088 4 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27089 +Name Dust Covered Chamber~ +Sector indoors~ +Flags nomob indoors nosummon nosupplicate arena noastral~ +Stats 0 0 0 0 0 +Desc This room is used to make this area have some extra doors. Sometimes +mobs will pop in here during certain points of the quest. Cianhydle +once stood in this very room while making this area. A message that +is scrawled in the dust might contain something useful... +~ +Reset M 27072 1 27089 -1 -1 -1 100 +#EXDESC +ExDescKey message dust~ +ExDesc Nope, just made ya look. I never have anything useful to say, BONK! +- Cianhydle +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 27090 +Name Guildhall of the Dwarven Smiths~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is the guildhall of the dwarven smiths, and it is quiet the sight +to see. The walls are decorated will all the wonders associated with +ability the dwarven smiths are know for. Weapons of the finest quality +hang on the walls for display along with other more common items of +the same caliber of quality. A staircase leads back up to the forges +here, while the hall continues to the south through an archway. +~ +#EXIT +Direction south~ +ToRoom 27092 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27069 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27091 +Name Gathering Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is large enough to hold around fifty or so men. Stone +tables are surrounded by wooden chairs fitted with soft cushions. For +the most part this chamber is empty with a dwarf only occassionally +passing in to meet with a friend. An archway leads west into a hall +and a wooden door is to the north. +~ +#EXIT +Direction north~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27092 +#ENDEXIT + +Reset M 27016 1 27091 -1 -1 -1 100 + Reset G 27176 0 100 + Reset G 27175 0 100 + Reset G 27174 0 100 + Reset G 27173 0 100 + Reset E 27172 0 7 100 +Reset O 27008 0 27091 -1 -1 -1 100 +Reset D 27091 0 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27092 +Name Guildhall of the Dwarven Smiths~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are continually impressed by the lavish items displayed along the +hallway here. To the east you see a gathering chamber where smiths +can come and relax while to the west is a large wooden door. Do not +let yourself be fooled into thinking that this is just some dwarven +marketplace, these are the master of their trade. Rarely is an +outsider allowed to visit these chambers, and then only a proven dwarf +friend. You wonder if any of these smiths would be interested in +crafting something for such a dwarf friend as yourself? To the south +you see the beginning of the hall of master smiths. +~ +#EXIT +Direction north~ +ToRoom 27090 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27091 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27093 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset D 27092 3 2 100 -2 +#EXDESC +ExDescKey wooden door~ +ExDesc This door is locked. A dwarf who notices you examining the door comes +up and informs you that the door leads to the workshops where a young +dwarf might spend a century learning his trade. He adds that most of +the young dwarves are too busy to help you and that perhaps you should +fine the Masters or the Guildmaster himself. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 27093 +Name Hall of the Master Smiths~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here is a smaller hallway that leads to the chambers of the master +smiths. Each has their own specialty, one item they are have spend +years and years crafting and perfecting. An item made by one of these +craftsmen would be a treasure indeed. Archways are to the east and +west, while the hall continues to the south. To the north an archway +leads back into the guildhall proper. +~ +#EXIT +Direction north~ +ToRoom 27092 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27095 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27094 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27096 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27094 +Name Hall of the Master Smiths~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here is a smaller hallway that leads to the chambers of the master +smiths. Each has their own specialty, one item they are have spend +years and years crafting and perfecting. An item made by one of these +craftsmen would be a treasure indeed. Archways are to the east and +west while stairs lead down into the guildmasters chamber. +~ +#EXIT +Direction north~ +ToRoom 27093 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27098 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27097 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27099 +Key 27180 +Flags isdoor closed pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset D 27094 5 1 100 -2 +#ENDROOM + +#ROOM +Vnum 27095 +Name Chamber of the Master Blade-Smith~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This lower chamber is adorned with all manners of weapons, armor, and +other metal works. There are several mundane items here and there, +the typical objects found in another subterranean dwarven quarters. A +door frame to the west leads back into the hall. +~ +#EXIT +Direction west~ +ToRoom 27093 +#ENDEXIT + +Reset M 27019 1 27095 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27096 +Name Chamber of the Master Axe-Smith~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This lower chamber is adorned with all manners of weapons, armor, and +other metal works. There are several mundane items here and there, +the typical objects found in another subterranean dwarven quarters. A +door frame to the east leads back into the hall. +~ +#EXIT +Direction east~ +ToRoom 27093 +#ENDEXIT + +Reset M 27020 1 27096 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27097 +Name Chamber of the Master Hammer-Smith~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This lower chamber is adorned with all manners of weapons, armor, and +other metal works. There are several mundane items here and there, +the typical objects found in another subterranean dwarven quarters. A +door frame to the east leads back into the hall. +~ +#EXIT +Direction east~ +ToRoom 27094 +#ENDEXIT + +Reset M 27021 1 27097 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27098 +Name Chamber of the Master Armor-Smith~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This lower chamber is adorned with all manners of weapons, armor, and +other metal works. There are several mundane items here and there, +the typical objects found in another subterranean dwarven quarters. A +door frame to the west leads back into the hall. +~ +#EXIT +Direction west~ +ToRoom 27094 +#ENDEXIT + +Reset M 27022 1 27098 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27099 +Name Chamber of the Smith Guildmaster~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This lower chamber is adorned with all manners of weapons, armor, and +other metal works. There are several mundane items here and there, +the typical objects found in another subterranean dwarven quarters. A +set of stairs lead back up into the a hall. +~ +#EXIT +Direction up~ +ToRoom 27094 +Key 27180 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset M 27023 1 27099 -1 -1 -1 100 +Reset D 27099 4 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27100 +Name Wide Corridor Intersection~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The two wide corridors intersect each other here while a wooden ladder +leads up to another level of the mines. The exits to the north, east, +south, and west all are braced with thick wooden beams. The walls are +hewn from solid stone and small little rocks are here and there on the +ground. You have little fear of this place caving in above you, it is +a dwarven mine after all. +~ +#EXIT +Direction north~ +ToRoom 27101 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27102 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27103 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27104 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27040 +#ENDEXIT + +Reset O 27044 0 27100 -1 -1 -1 100 +Reset M 27034 8 27100 -1 -1 -1 100 +Reset O 27100 0 27100 -1 -1 -1 100 + Reset P 0 27137 0 27100 100 + Reset P 0 27001 0 27100 100 + Reset P 0 27001 0 27100 100 + Reset P 0 27000 0 27100 100 +Reset M 27064 1 27100 -1 -1 -1 100 + Reset G 27001 0 100 + Reset E 27130 0 12 100 +Reset O 27001 0 27100 -1 -1 -1 100 +Reset O 27000 0 27100 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27101 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. To the south you can see an intersection and a ladder. +~ +#EXIT +Direction north~ +ToRoom 27105 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27100 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27102 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. To the west you can see an intersection and a ladder. +~ +#EXIT +Direction east~ +ToRoom 27133 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27100 +#ENDEXIT + +Reset M 27034 8 27102 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27103 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. To the north you can see an intersection and a ladder. +~ +#EXIT +Direction north~ +ToRoom 27100 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27123 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27104 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. To the east you can see an intersection and a ladder. +~ +#EXIT +Direction east~ +ToRoom 27100 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27116 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27105 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27106 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27101 +#ENDEXIT + +Reset M 27034 8 27105 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27106 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction north~ +ToRoom 27107 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27105 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27107 +Name End of the Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage comes to an end here. A long, fairly low ceiling, +leads to the west for a distance. To the south you may walk back +through the wide corridor. +~ +#EXIT +Direction south~ +ToRoom 27106 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27108 +#ENDEXIT + +Reset M 27034 8 27107 -1 -1 -1 100 + Reset E 27130 0 12 100 +#ENDROOM + +#ROOM +Vnum 27108 +Name Long Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. East +this passage enters into a wider, and taller, corridor. +~ +#EXIT +Direction east~ +ToRoom 27107 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27109 +#ENDEXIT + +Reset O 27161 0 27108 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27109 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. +~ +#EXIT +Direction east~ +ToRoom 27108 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27110 +#ENDEXIT + +Reset O 27006 0 27109 -1 -1 -1 100 +Reset O 27000 0 27109 -1 -1 -1 100 +Reset O 27161 0 27109 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27110 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. +~ +#EXIT +Direction east~ +ToRoom 27109 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27111 +#ENDEXIT + +Reset O 27000 0 27110 -1 -1 -1 100 +Reset O 27161 0 27110 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27111 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. +~ +#EXIT +Direction east~ +ToRoom 27110 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27112 +#ENDEXIT + +Reset O 27002 0 27111 -1 -1 -1 100 +Reset O 27161 0 27111 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27112 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. +~ +#EXIT +Direction east~ +ToRoom 27111 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27113 +#ENDEXIT + +Reset M 27040 3 27112 -1 -1 -1 100 + Reset E 27052 0 13 100 +Reset O 27161 0 27112 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27113 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. The passage leads east and west here. +~ +#EXIT +Direction east~ +ToRoom 27112 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27114 +#ENDEXIT + +Reset M 27040 3 27113 -1 -1 -1 100 + Reset E 27055 0 16 100 +Reset O 27000 0 27113 -1 -1 -1 100 +Reset O 27001 0 27113 -1 -1 -1 100 +Reset O 27161 0 27113 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27114 +Name Long Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This long tunnel is just a little too short for your liking. The only +thing that makes this passage stand out are the frequent number of +support beams used here. To the west the long tunnel comes to an end +at a ladder leading down. +~ +#EXIT +Direction east~ +ToRoom 27113 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27115 +#ENDEXIT + +Reset M 27040 3 27114 -1 -1 -1 100 + Reset E 27054 0 16 100 +Reset O 27000 0 27114 -1 -1 -1 100 +Reset O 27161 0 27114 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27115 +Name End of a Long Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The long tunnel comes to an end here. There is a ladder leading down +to a deeper level of the mines, which looks more exciting that going +back to the long passage. From below you hear the sound of metal +striking stone. +~ +#EXIT +Direction east~ +ToRoom 27114 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27169 +#ENDEXIT + +Reset O 27043 0 27115 -1 -1 -1 100 +Reset M 27039 1 27115 -1 -1 -1 100 + Reset E 27131 0 16 100 + Reset E 27048 0 5 100 + Reset E 27058 0 11 100 + Reset E 27132 0 3 100 +#ENDROOM + +#ROOM +Vnum 27116 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27104 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27117 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27117 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27116 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27118 +#ENDEXIT + +Reset M 27034 8 27117 -1 -1 -1 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27118 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. You hear a scream from deeper inside the mines. +~ +#EXIT +Direction east~ +ToRoom 27117 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27119 +#ENDEXIT + +Reset M 27038 9 27118 -1 -1 -1 100 + Reset E 27130 0 12 100 +#ENDROOM + +#ROOM +Vnum 27119 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27118 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27120 +#ENDEXIT + +Reset M 27038 9 27119 -1 -1 -1 100 + Reset E 27129 0 12 100 + Reset E 27012 0 0 100 +#ENDROOM + +#ROOM +Vnum 27120 +Name End of the Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage comes to an end here. Small niches are to both the +north and south, while the wide tunnel heads back to the east. From +somewhere in the distance the sound of combat is heard. +~ +#EXIT +Direction north~ +ToRoom 27121 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27119 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27122 +#ENDEXIT + +Reset O 27006 0 27120 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27121 +Name Small Niche~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the south. +~ +#EXIT +Direction south~ +ToRoom 27120 +#ENDEXIT + +Reset M 27035 6 27121 -1 -1 -1 100 + Reset E 27009 0 16 100 + Reset E 27045 0 14 100 +Reset M 27035 6 27121 -1 -1 -1 100 + Reset E 27009 0 16 100 +Reset O 27001 0 27121 -1 -1 -1 100 +Reset O 27000 0 27121 -1 -1 -1 100 +Reset O 27159 0 27121 -1 -1 -1 100 + Reset P 0 27000 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27122 +Name Small Niche~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the north. +~ +#EXIT +Direction north~ +ToRoom 27120 +#ENDEXIT + +Reset M 27035 6 27122 -1 -1 -1 100 + Reset E 27009 0 16 100 + Reset E 27046 0 1 100 +Reset M 27035 6 27122 -1 -1 -1 100 + Reset E 27009 0 16 100 +Reset O 27001 0 27122 -1 -1 -1 100 +Reset O 27000 0 27122 -1 -1 -1 100 +Reset M 27038 9 27122 -1 -1 -1 100 +Reset O 27159 0 27122 -1 -1 -1 100 + Reset P 0 27137 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27123 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction north~ +ToRoom 27103 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27124 +#ENDEXIT + +Reset O 27000 0 27123 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27124 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27123 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27125 +#ENDEXIT + +Reset M 27034 8 27124 -1 -1 -1 100 + Reset E 27130 0 12 100 +#ENDROOM + +#ROOM +Vnum 27125 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction north~ +ToRoom 27124 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27126 +#ENDEXIT + +Reset O 27000 0 27125 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27126 +Name End of the Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage come to and end here. To the west there is an alcove +or niche. To the east a low-ceiling passage continues after passing +under an archway. North the wide tunnel heads to the north into the +distance. +~ +#EXIT +Direction north~ +ToRoom 27125 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27128 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27127 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27127 +Name Small Niche~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the east. +~ +#EXIT +Direction east~ +ToRoom 27126 +#ENDEXIT + +Reset M 27035 6 27127 -1 -1 -1 100 + Reset E 27009 0 16 100 + Reset E 27047 0 19 100 +Reset M 27035 6 27127 -1 -1 -1 100 + Reset E 27009 0 16 100 +Reset O 27000 0 27127 -1 -1 -1 100 +Reset O 27000 0 27127 -1 -1 -1 100 +Reset O 27000 0 27127 -1 -1 -1 100 +Reset O 27159 0 27127 -1 -1 -1 100 + Reset P 0 27000 0 27159 100 + Reset P 0 27137 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27128 +Name Low-Ceiling Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The low ceiling passage runs east and west here. Hunching down to get +through these tunnels is making your neck sore. The passages is held +up by heavy beams of wood. To the west is the end of a wide corridor. +~ +#EXIT +Direction east~ +ToRoom 27129 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27126 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27129 +Name Low-Ceiling Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The low ceiling passage runs east and west here. Hunching down to get +through these tunnels is making your neck sore. The passages is held +up by heavy beams of wood. +~ +#EXIT +Direction east~ +ToRoom 27130 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27128 +#ENDEXIT + +Reset O 27000 0 27129 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27130 +Name Low-Ceiling Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The low ceiling passage runs east and west here. Hunching down to get +through these tunnels is making your neck sore. The passages is held +up by heavy beams of wood. The sounds of combar are head nearby. +~ +#EXIT +Direction east~ +ToRoom 27131 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27129 +#ENDEXIT + +Reset O 27000 0 27130 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27131 +Name Low-Ceiling Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passage has an extremely low ceiling, for most people that is. If +you are a dwarf, gnome, or other small folk, you will not have much of +a problem here. The tunnel bends to the west and south. To the south +there looks like there has beena recent scirmish. +~ +#EXIT +Direction south~ +ToRoom 27132 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27130 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27132 +Name End of the Low-Ceiling Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The low-ceiling passage has come to an end here. A ladder leads down +into the floor to another, deeper level of the mines. There appears to +have been a recent battle here. The stone floor is covered with a few +corpses, pools of blood, and broken weapons. To the north the passage +continues and bends to the west. +~ +#EXIT +Direction north~ +ToRoom 27131 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27150 +#ENDEXIT + +Reset M 27036 1 27132 -1 -1 -1 100 + Reset E 27055 0 16 100 + Reset E 27034 0 5 100 +Reset O 27041 0 27132 -1 -1 -1 100 +Reset O 27040 0 27132 -1 -1 -1 100 +Reset O 27039 0 27132 -1 -1 -1 100 +Reset O 27043 0 27132 -1 -1 -1 100 +Reset O 27158 0 27132 -1 -1 -1 100 + Reset P 0 27143 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27133 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27134 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27102 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27134 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction east~ +ToRoom 27135 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27133 +#ENDEXIT + +Reset M 27034 8 27134 -1 -1 -1 100 + Reset E 27009 0 16 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27135 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27136 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27134 +#ENDEXIT + +Reset M 27038 9 27135 -1 -1 -1 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27136 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction east~ +ToRoom 27137 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27135 +#ENDEXIT + +Reset O 27000 0 27136 -1 -1 -1 100 +Reset M 27038 9 27136 -1 -1 -1 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27137 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction east~ +ToRoom 27138 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27136 +#ENDEXIT + +Reset M 27038 9 27137 -1 -1 -1 100 + Reset E 27010 0 17 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27138 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs east and west. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. From somewhere deeper in the mine you here the sound of +metal striking stone. +~ +#EXIT +Direction east~ +ToRoom 27139 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27137 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27139 +Name Bend in the Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the wide corridor bends to the north and west. A narrow passage +leads to the north here as well. The northern passage looks just wide +enough for a single person to pass through, but thats about it. This +corridor you are in now looks wide enought for a dozen men to walk +side by side. +~ +#EXIT +Direction north~ +ToRoom 27146 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27140 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27138 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27140 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27139 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27141 +#ENDEXIT + +Reset M 27038 9 27140 -1 -1 -1 100 + Reset E 27012 0 0 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27141 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27140 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27142 +#ENDEXIT + +Reset M 27034 8 27141 -1 -1 -1 100 + Reset E 27009 0 16 100 +#ENDROOM + +#ROOM +Vnum 27142 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27141 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27143 +#ENDEXIT + +Reset O 27000 0 27142 -1 -1 -1 100 +Reset M 27043 1 27142 -1 -1 -1 100 + Reset E 27129 0 12 100 +#ENDROOM + +#ROOM +Vnum 27143 +Name Wide Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide passage here runs north and south. There is not much to look +at here except the stone walls, wooden support beams, and the rocks on +the ground. +~ +#EXIT +Direction north~ +ToRoom 27142 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27144 +#ENDEXIT + +Reset M 27038 9 27143 -1 -1 -1 100 + Reset E 27012 0 0 100 +#ENDROOM + +#ROOM +Vnum 27144 +Name Wide Corridor Outside the Elevator~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The wide corridor comes to an end here. To the west there is a magical +device called an elevator. It is made of wood and stone tied together +with a dozen or so thick ropes. To the north the wide passage leads a +ways into this level of the mine and bends to the west. +~ +#EXIT +Direction north~ +ToRoom 27143 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27145 +#ENDEXIT + +Reset O 27042 0 27144 -1 -1 -1 100 +Reset O 27006 0 27144 -1 -1 -1 100 + Reset P 0 27000 0 27006 100 +#ENDROOM + +#ROOM +Vnum 27145 +Name Mine Shaft Elevator~ +Sector indoors~ +Flags nomob indoors solitary~ +Stats 0 0 0 0 0 +Desc This strange device, which the dwarves tell you is an elevator, can +levitate up and down upon command through a magical lever. The floor +of the thing is made of wood. A good dozen ropes run up and down and +connecting this device with the ceiling. Unless you are a clever sort +of fellow, this device is just too complex for you to understand. If +you can not figure out how it works you better turn around. +~ +#EXIT +Direction east~ +ToRoom 27144 +#ENDEXIT + +Reset O 27162 0 27145 -1 -1 -1 100 +Reset O 27164 0 27145 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27146 +Name Narrow Passage~ +Sector indoors~ +Flags nomob indoors private~ +Stats 0 0 0 0 0 +Desc This passage leads south back into a wide corridor or north leading +deeper into the mines. This passage is only wide enough for a single +person to navigate, so you better hope you do not run into anything +nasty here. +~ +#EXIT +Direction north~ +ToRoom 27147 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27139 +#ENDEXIT + +Reset O 27000 0 27146 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27147 +Name Narrow Passage~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc It might just be you, but are these walls closing in on you? You have +to turn on your side to squeeze through the passage just ahead. Best +hope nothing is waiting just around the corner. To the south you can +make out the wide corridor a short distance away. +~ +#EXIT +Direction north~ +ToRoom 27148 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27146 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27148 +Name Bend in a Narrow Passage~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc The narrow passage bends to the east and south here. To get around +the bend you have to really squeeze between the rocks. This obviously +is not the work of the dwarves. Probably a natural crack that was too +small for the bulky dwarves to pass through and they never bothered to +repair it. Perhaps once their problems have been solved they will fix +this crack? To the east you can just barely to make out a chamber. +~ +#EXIT +Direction east~ +ToRoom 27149 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27147 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27149 +Name Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You think maybe this chamber is the cellar of a guild above. Perhaps +even the cellars to the rumor dwarven vault where they store their +mountains of gold and mithril blades? Either way that narrow passage +was not made by the dwarves, it looked too natural. You suspect that +you are not wanted here by the reaction of the guardian. The narrow +passage leads back to the west while an heavy stone trapdoor is set in +the ceiling above. +~ +#EXIT +Direction west~ +ToRoom 27148 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27089 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +Reset M 27037 1 27149 -1 -1 -1 100 + Reset E 27088 0 17 100 +Reset O 27165 0 27149 -1 -1 -1 100 +Reset D 27149 4 2 100 -2 +#ENDROOM + +#ROOM +Vnum 27150 +Name Bend in the Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A rough passage turns to the north and west here. A ladder leads up +through the ceiling to another level of the mines. This area of the +mines appears to have been taken over by a group of orcs. How in the +hell did they get in here? +~ +#EXIT +Direction north~ +ToRoom 27189 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27151 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27132 +#ENDEXIT + +Reset O 27044 0 27150 -1 -1 -1 100 +Reset M 27044 1 27150 -1 -1 -1 100 + Reset E 27114 0 16 100 + Reset E 27087 0 6 100 +Reset O 27039 0 27150 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27151 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads east and west. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. To the east there is a ladder leading +up at a bend in the passage. +~ +#EXIT +Direction east~ +ToRoom 27150 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27152 +#ENDEXIT + +Reset M 27046 3 27151 -1 -1 -1 100 + Reset E 27072 0 16 100 + Reset E 27085 0 6 100 +#ENDROOM + +#ROOM +Vnum 27152 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads east and west. Something +other than the dwarves are currently occupy these tunnels. South there +is another alcove used to mine ore, gems, and metals. +~ +#EXIT +Direction east~ +ToRoom 27151 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27196 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27153 +#ENDEXIT + +Reset M 27045 3 27152 -1 -1 -1 100 + Reset E 27078 0 16 100 + Reset E 27086 0 5 100 +#ENDROOM + +#ROOM +Vnum 27153 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads east and west. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. +~ +#EXIT +Direction east~ +ToRoom 27152 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27154 +#ENDEXIT + +Reset O 27001 0 27153 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27154 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads east and west. Something +other than the dwarves are currently occupy these tunnels. +~ +#EXIT +Direction east~ +ToRoom 27153 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27155 +#ENDEXIT + +Reset O 27000 0 27154 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27155 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads east and west. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. +~ +#EXIT +Direction east~ +ToRoom 27154 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27156 +#ENDEXIT + +Reset M 27048 3 27155 -1 -1 -1 100 + Reset E 27080 0 13 100 + Reset E 27086 0 5 100 +Reset O 27049 0 27155 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27156 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads east and west. Something +other than the dwarves are currently occupy these tunnels. +~ +#EXIT +Direction east~ +ToRoom 27155 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27157 +#ENDEXIT + +Reset O 27062 0 27156 -1 -1 -1 100 +Reset M 27047 3 27156 -1 -1 -1 100 + Reset E 27076 0 16 100 + Reset E 27087 0 6 100 +#ENDROOM + +#ROOM +Vnum 27157 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads east and west. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. A mining alcove is to the south. +~ +#EXIT +Direction east~ +ToRoom 27156 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27197 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27158 +#ENDEXIT + +Reset M 27046 3 27157 -1 -1 -1 100 + Reset E 27074 0 16 100 + Reset E 27084 0 5 100 +Reset O 27081 0 27157 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27158 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads east and west. Something +other than the dwarves are currently occupy these tunnels. To the west +the passage bends. +~ +#EXIT +Direction east~ +ToRoom 27157 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27159 +#ENDEXIT + +Reset M 27045 3 27158 -1 -1 -1 100 + Reset E 27073 0 16 100 + Reset E 27085 0 6 100 +Reset O 27082 0 27158 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27159 +Name Bend in the Rough Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc A rough passage turns to the north and east here. There appears to be +some kind of conflict going on here between the dwarves and some orcs. +Now how did orcs get into these tunnels? +~ +#EXIT +Direction north~ +ToRoom 27160 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27158 +#ENDEXIT + +Reset O 27059 0 27159 -1 -1 -1 100 +Reset O 27062 0 27159 -1 -1 -1 100 +Reset O 27026 0 27159 -1 -1 -1 100 +Reset M 27050 1 27159 -1 -1 -1 100 + Reset E 27090 0 16 100 + Reset E 27091 0 5 100 + Reset E 27092 0 9 100 + Reset E 27093 0 8 100 + Reset E 27094 0 6 100 + Reset E 27095 0 11 100 +#ENDROOM + +#ROOM +Vnum 27160 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. To the south there +is a bend in this corridor. +~ +#EXIT +Direction north~ +ToRoom 27161 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27159 +#ENDEXIT + +Reset M 27042 6 27160 -1 -1 -1 100 + Reset E 27070 0 19 100 + Reset E 27064 0 1 100 + Reset E 27058 0 11 100 + Reset E 27048 0 5 100 + Reset E 27056 0 16 100 +Reset O 27039 0 27160 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27161 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. To the east there +is a small niche cut out of the passage. There looks like the niche +is some like of shaft. +~ +#EXIT +Direction north~ +ToRoom 27162 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27160 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27198 +#ENDEXIT + +Reset M 27042 6 27161 -1 -1 -1 100 + Reset E 27048 0 5 100 + Reset E 27056 0 16 100 +Reset O 27061 0 27161 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27162 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. +~ +#EXIT +Direction north~ +ToRoom 27163 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27161 +#ENDEXIT + +Reset M 27042 6 27162 -1 -1 -1 100 + Reset E 27048 0 5 100 + Reset E 27056 0 16 100 +#ENDROOM + +#ROOM +Vnum 27163 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. +~ +#EXIT +Direction north~ +ToRoom 27164 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27162 +#ENDEXIT + +Reset O 27059 0 27163 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27164 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. +~ +#EXIT +Direction north~ +ToRoom 27165 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27163 +#ENDEXIT + +Reset M 27041 3 27164 -1 -1 -1 100 + Reset E 27051 0 8 100 + Reset E 27050 0 9 100 + Reset E 27052 0 16 100 +#ENDROOM + +#ROOM +Vnum 27165 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. To the east there +is a small niche cut out of the passage. +~ +#EXIT +Direction north~ +ToRoom 27166 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27199 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27164 +#ENDEXIT + +Reset O 27062 0 27165 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27166 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. +~ +#EXIT +Direction north~ +ToRoom 27167 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27165 +#ENDEXIT + +Reset O 27061 0 27166 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27167 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. +~ +#EXIT +Direction north~ +ToRoom 27168 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27166 +#ENDEXIT + +Reset O 27067 0 27167 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27168 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues north and south. To the north there +is a ladder leading out of these passageways. +~ +#EXIT +Direction north~ +ToRoom 27169 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27167 +#ENDEXIT + +Reset O 27068 0 27168 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27169 +Name Bend in the Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A rough passage turns to the south and east here. There appears to be +some kind of conflict going on here between the dwarves and orcs. It +appears as if the dwarves are still holding these tunnels. The sounds +of combat is heard nearby. A ladder is here leading up to the tunnels +above. +~ +#EXIT +Direction east~ +ToRoom 27170 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27168 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27115 +#ENDEXIT + +Reset M 27041 3 27169 -1 -1 -1 100 + Reset E 27066 0 20 100 + Reset E 27065 0 6 100 + Reset E 27063 0 1 100 + Reset E 27058 0 11 100 + Reset E 27049 0 13 100 + Reset E 27057 0 16 100 +Reset O 27044 0 27169 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27170 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. To the west you can +see a ladder leading up and out of these rough passages. +~ +#EXIT +Direction east~ +ToRoom 27171 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27169 +#ENDEXIT + +Reset O 27062 0 27170 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27171 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. Looking north there +is a small niche in the passage. +~ +#EXIT +Direction north~ +ToRoom 27190 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27172 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27170 +#ENDEXIT + +Reset O 27067 0 27171 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27172 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. +~ +#EXIT +Direction east~ +ToRoom 27173 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27171 +#ENDEXIT + +Reset O 27115 0 27172 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27173 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. Looking south there +is a small niche in the passage. +~ +#EXIT +Direction east~ +ToRoom 27174 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27191 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27172 +#ENDEXIT + +Reset O 27059 0 27173 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27174 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. +~ +#EXIT +Direction east~ +ToRoom 27175 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27173 +#ENDEXIT + +Reset O 27068 0 27174 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27175 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. Looking south there +is a small niche in the passage. +~ +#EXIT +Direction east~ +ToRoom 27176 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27192 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27174 +#ENDEXIT + +Reset M 27041 3 27175 -1 -1 -1 100 + Reset E 27058 0 11 100 + Reset E 27048 0 5 100 + Reset E 27055 0 16 100 +#ENDROOM + +#ROOM +Vnum 27176 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. +~ +#EXIT +Direction east~ +ToRoom 27177 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27175 +#ENDEXIT + +Reset M 27042 6 27176 -1 -1 -1 100 + Reset E 27050 0 9 100 + Reset E 27048 0 5 100 + Reset E 27054 0 16 100 +Reset O 27059 0 27176 -1 -1 -1 100 +Reset O 27068 0 27176 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27177 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. +~ +#EXIT +Direction east~ +ToRoom 27178 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27176 +#ENDEXIT + +Reset M 27042 6 27177 -1 -1 -1 100 + Reset E 27049 0 13 100 + Reset E 27048 0 5 100 + Reset E 27053 0 16 100 +Reset O 27060 0 27177 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27178 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This roughly cut passage was crafted by the dwarves. Nearby the sound +of combat can be heard. Dwarves in the area appear to be nervous for +some reason. The tunnel continues east and west. To the east there +is a bend in the passage. +~ +#EXIT +Direction east~ +ToRoom 27179 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27177 +#ENDEXIT + +Reset M 27042 6 27178 -1 -1 -1 100 + Reset E 27063 0 1 100 + Reset E 27058 0 11 100 + Reset E 27051 0 8 100 + Reset E 27048 0 5 100 + Reset E 27052 0 16 100 +Reset O 27061 0 27178 -1 -1 -1 100 +Reset O 27068 0 27178 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27179 +Name Bend in the Rough Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc A rough passage turns to the south and west here. There appears to be +some kind of conflict going on here between the dwarves and some orcs. +Now how did orcs get into these tunnels? +~ +#EXIT +Direction south~ +ToRoom 27180 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27178 +#ENDEXIT + +Reset O 27040 0 27179 -1 -1 -1 100 +Reset O 27062 0 27179 -1 -1 -1 100 +Reset O 27081 0 27179 -1 -1 -1 100 +Reset O 27022 0 27179 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27180 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads north and south. Something +other than the dwarves are currently occupy these tunnels. To the east +there is a small alcove. +~ +#EXIT +Direction north~ +ToRoom 27179 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27193 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27181 +#ENDEXIT + +Reset M 27045 3 27180 -1 -1 -1 100 + Reset E 27071 0 16 100 + Reset E 27084 0 5 100 +Reset O 27081 0 27180 -1 -1 -1 100 +Reset O 27083 0 27180 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27181 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads north and south. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. +~ +#EXIT +Direction north~ +ToRoom 27180 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27182 +#ENDEXIT + +Reset M 27046 3 27181 -1 -1 -1 100 + Reset E 27077 0 16 100 + Reset E 27085 0 6 100 +#ENDROOM + +#ROOM +Vnum 27182 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads north and south. Something +other than the dwarves are currently occupy these tunnels. +~ +#EXIT +Direction north~ +ToRoom 27181 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27183 +#ENDEXIT + +Reset M 27047 3 27182 -1 -1 -1 100 + Reset E 27076 0 16 100 + Reset E 27086 0 5 100 +Reset O 27050 0 27182 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27183 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads north and south. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. +~ +#EXIT +Direction north~ +ToRoom 27182 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27184 +#ENDEXIT + +Reset M 27048 3 27183 -1 -1 -1 100 + Reset E 27075 0 16 100 + Reset E 27087 0 6 100 +#ENDROOM + +#ROOM +Vnum 27184 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads north and south. Something +other than the dwarves are currently occupy these tunnels. To the west +is an alcove. +~ +#EXIT +Direction north~ +ToRoom 27183 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27185 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27194 +#ENDEXIT + +Reset O 27085 0 27184 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27185 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads north and south. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. +~ +#EXIT +Direction north~ +ToRoom 27184 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27186 +#ENDEXIT + +Reset O 27056 0 27185 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27186 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads north and south. Something +other than the dwarves are currently occupy these tunnels. +~ +#EXIT +Direction north~ +ToRoom 27185 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27187 +#ENDEXIT + +Reset O 27165 0 27186 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27187 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads north and south. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. To the east there is a large statue in +a small alcove. Several dead orcs litter the floor of the alcove. +~ +#EXIT +Direction north~ +ToRoom 27186 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27195 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27188 +#ENDEXIT + +Reset O 27169 0 27187 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27188 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These halls have been roughly hewn from the stone to unviel gems and +precious metals. Here the passage leads north and south. Something +other than the dwarves are currently occupy these tunnels. +~ +#EXIT +Direction north~ +ToRoom 27187 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27189 +#ENDEXIT + +Reset M 27048 3 27188 -1 -1 -1 100 + Reset E 27080 0 16 100 + Reset E 27084 0 5 100 +#ENDROOM + +#ROOM +Vnum 27189 +Name Rough Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage heads north and south. The walls are still rough, and are +supported by heavy wooden beams. It seems that some orcs have taken +control of these tunnels here. South you can see a ladder leading up +to another level of the mines at a turn in the passage. +~ +#EXIT +Direction north~ +ToRoom 27188 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27150 +#ENDEXIT + +Reset M 27047 3 27189 -1 -1 -1 100 + Reset E 27076 0 16 100 + Reset E 27087 0 6 100 +#ENDROOM + +#ROOM +Vnum 27190 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the south. +~ +#EXIT +Direction south~ +ToRoom 27171 +#ENDEXIT + +Reset O 27159 0 27190 -1 -1 -1 100 + Reset P 0 27000 0 27159 100 + Reset P 0 27137 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27191 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the north. +~ +#EXIT +Direction north~ +ToRoom 27173 +#ENDEXIT + +Reset O 27158 0 27191 -1 -1 -1 100 + Reset P 0 27001 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27192 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the north. +~ +#EXIT +Direction north~ +ToRoom 27175 +#ENDEXIT + +Reset O 27158 0 27192 -1 -1 -1 100 + Reset P 0 27000 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27193 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the west. +~ +#EXIT +Direction west~ +ToRoom 27180 +#ENDEXIT + +Reset O 27159 0 27193 -1 -1 -1 100 + Reset P 0 27144 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27194 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the east. +~ +#EXIT +Direction east~ +ToRoom 27184 +#ENDEXIT + +Reset O 27158 0 27194 -1 -1 -1 100 + Reset P 0 27142 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27195 +Name Mining Alcove~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This alcove has been the sight of a recent battle. A large statue of +granite, covered in the blood, is standing in the middle of the niche. +Scattered across the floor of the chamber are some crumpled orc bodies +and weapons which were most ineffective against this stone juggernaut. +To the west is a rough hewn passage. +~ +#EXIT +Direction west~ +ToRoom 27187 +#ENDEXIT + +Reset M 27049 1 27195 -1 -1 -1 100 + Reset E 27089 0 17 100 +Reset O 27059 0 27195 -1 -1 -1 100 +Reset O 27060 0 27195 -1 -1 -1 100 +Reset O 27061 0 27195 -1 -1 -1 100 +Reset O 27062 0 27195 -1 -1 -1 100 +Reset O 27158 0 27195 -1 -1 -1 100 + Reset P 0 27168 0 27158 100 + Reset P 0 27148 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27196 +Name Mining Alcove Above the Tunnels~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the north. A hole in the floor leads even deeper into the mines +here. You think that the orcs might have gotten in this way because +there are two large orcs guarding this niche. +~ +#EXIT +Direction north~ +ToRoom 27152 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27200 +#ENDEXIT + +Reset M 27051 4 27196 -1 -1 -1 100 + Reset E 27096 0 16 100 + Reset E 27091 0 5 100 +Reset M 27051 4 27196 -1 -1 -1 100 + Reset E 27096 0 16 100 + Reset E 27091 0 5 100 +Reset O 27097 0 27196 -1 -1 -1 100 +Reset O 27158 0 27196 -1 -1 -1 100 + Reset P 0 27001 0 27158 100 + Reset P 0 27138 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27197 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the north. +~ +#EXIT +Direction north~ +ToRoom 27157 +#ENDEXIT + +Reset O 27159 0 27197 -1 -1 -1 100 + Reset P 0 27169 0 27159 100 + Reset P 0 27147 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27198 +Name Alcove Above an Old Mine Shaft~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the east. +~ +#EXIT +Direction east~ +ToRoom 27161 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27261 +#ENDEXIT + +Reset O 27158 0 27198 -1 -1 -1 100 + Reset P 0 27138 0 27158 100 +Reset O 27099 0 27198 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27199 +Name Mining Alcove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Obviously the dwarves have been getting some kind of ore from this +branch. Currently this branch is being mined and you feel that you are +getting in the way of the dwarves trying to do their work. The exit +is to the west. +~ +#EXIT +Direction west~ +ToRoom 27165 +#ENDEXIT + +Reset O 27159 0 27199 -1 -1 -1 100 + Reset P 0 27142 0 27159 100 +#ENDROOM + +#ROOM +Vnum 27200 +Name Entering the Orc Tunnels~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc These tunnel are poorly made, but overall a bit taller than the dwarf +passageways. There do not appear to be very many support beams along +the walls, and when there is one it groans from the wieght above. You +think twice about continues to explore the tunnels to the south. +~ +#EXIT +Direction south~ +ToRoom 27201 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27196 +#ENDEXIT + +Reset O 27098 0 27200 -1 -1 -1 100 +Reset M 27051 4 27200 -1 -1 -1 100 + Reset E 27096 0 16 100 + Reset E 27095 0 11 100 +Reset M 27051 4 27200 -1 -1 -1 100 + Reset E 27096 0 16 100 + Reset E 27095 0 11 100 +#ENDROOM + +#ROOM +Vnum 27201 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude tunnel leads north and east. To the north you can see the +tunnel start to climb a bit. To the east you hear grunts from the +goblins who are cleaning out this passage. +~ +#EXIT +Direction north~ +ToRoom 27200 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27202 +#ENDEXIT + +Reset O 27000 0 27201 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27202 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs east and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction east~ +ToRoom 27203 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27201 +#ENDEXIT + +Reset M 27052 8 27202 -1 -1 -1 100 + Reset E 27102 0 16 100 +Reset O 27158 0 27202 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27203 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the south and west. From nearby the grunts of the +goblin miners are heard as they are clearing the passage of rocks. In +the distance you hear the sounds of metal striking stone. +~ +#EXIT +Direction south~ +ToRoom 27204 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27202 +#ENDEXIT + +Reset O 27001 0 27203 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27204 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs north and east. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction north~ +ToRoom 27203 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27205 +#ENDEXIT + +Reset M 27052 8 27204 -1 -1 -1 100 + Reset E 27102 0 16 100 +#ENDROOM + +#ROOM +Vnum 27205 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the south and west. From nearby the grunts of the +goblin miners are heard as they are clearing the passage of rocks. In +the distance you hear the sounds of metal striking stone. +~ +#EXIT +Direction south~ +ToRoom 27206 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27204 +#ENDEXIT + +Reset O 27000 0 27205 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27206 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs north and south. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction north~ +ToRoom 27205 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27207 +#ENDEXIT + +Reset M 27052 8 27206 -1 -1 -1 100 + Reset E 27103 0 17 100 +#ENDROOM + +#ROOM +Vnum 27207 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the north and east. From nearby the grunts of the +goblin miners are heard as they are clearing the passage of rocks. In +the distance you hear the sounds of metal striking stone. +~ +#EXIT +Direction north~ +ToRoom 27206 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27208 +#ENDEXIT + +Reset O 27000 0 27207 -1 -1 -1 100 +Reset O 27158 0 27207 -1 -1 -1 100 + Reset P 0 27001 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27208 +Name Crude Orc Tunnels~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs south and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction south~ +ToRoom 27209 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27207 +#ENDEXIT + +Reset M 27052 8 27208 -1 -1 -1 100 + Reset E 27102 0 16 100 +#ENDROOM + +#ROOM +Vnum 27209 +Name Orc Tunnels Above a Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc These tunnel are poorly made, but overall a bit taller than the dwarf +passageways. There do not appear to be very many support beams along +the walls, and when there is one it groans from the wieght above. You +think twice about continues to explore the tunnels to the north. Below +a natural passage leads even deeper into the ground. +~ +#EXIT +Direction north~ +ToRoom 27208 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27210 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27210 +Name Twisting Natural Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passage looks to have been made naturally. The orcs seem to have +stumbled upon this passage and used it to their advantage to catch the +dwarves off guard. Above the orcs have continued to tunnel closer and +closer to the mines. The natural passage to the south looks much more +safe than the dangerous tunnel above. +~ +#EXIT +Direction south~ +ToRoom 27211 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27209 +#ENDEXIT + +Reset O 27002 0 27210 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27211 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural passage heads north and east. Here and there goblins are +busy at work making this tunnel wider. From looking at the skill of +these humanoids you think that is was pure luck they ever stumbled +upon the dwarven mines. +~ +#EXIT +Direction north~ +ToRoom 27210 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27212 +#ENDEXIT + +Reset M 27052 8 27211 -1 -1 -1 100 + Reset E 27102 0 16 100 +#ENDROOM + +#ROOM +Vnum 27212 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage is twisting back and forth. The ceiling and floor look to +be natural, but in places the walls have been widened to allow the +larger orcs to pass through them. From nearby you hear the cursing of +a goblin. +~ +#EXIT +Direction south~ +ToRoom 27213 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27211 +#ENDEXIT + +Reset O 27001 0 27212 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27213 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural passage heads north and west. Here and there goblins are +busy at work making this tunnel wider. From looking at the skill of +these humanoids you think that is was pure luck they ever stumbled +upon the dwarven mines. +~ +#EXIT +Direction north~ +ToRoom 27212 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27214 +#ENDEXIT + +Reset M 27052 8 27213 -1 -1 -1 100 + Reset E 27103 0 17 100 +Reset O 27000 0 27213 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27214 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage is twisting back and forth. The ceiling and floor look to +be natural, but in places the walls have been widened to allow the +larger orcs to pass through them. From nearby you hear the sound of +metal striking stone. +~ +#EXIT +Direction east~ +ToRoom 27213 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27215 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27215 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural passage heads north and west. Here and there goblins are +busy at work making this tunnel wider. From looking at the skill of +these humanoids you think that is was pure luck they ever stumbled +upon the dwarven mines. +~ +#EXIT +Direction north~ +ToRoom 27214 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27216 +#ENDEXIT + +Reset M 27052 8 27215 -1 -1 -1 100 + Reset E 27102 0 16 100 +#ENDROOM + +#ROOM +Vnum 27216 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage is twisting back and forth. The ceiling and floor look to +be natural, but in places the walls have been widened to allow the +larger orcs to pass through them. From nearby you hear the cursing of +a goblin. +~ +#EXIT +Direction east~ +ToRoom 27215 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27217 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27217 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural passage heads north and east. Here and there goblins are +busy at work making this tunnel wider. From looking at the skill of +these humanoids you think that is was pure luck they ever stumbled +upon the dwarven mines. +~ +#EXIT +Direction north~ +ToRoom 27218 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27216 +#ENDEXIT + +Reset M 27052 8 27217 -1 -1 -1 100 + Reset E 27102 0 16 100 +Reset O 27000 0 27217 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27218 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The passage is twisting back and forth. The ceiling and floor look to +be natural, but in places the walls have been widened to allow the +larger orcs to pass through them. From nearby you hear the cursing of +a goblin. +~ +#EXIT +Direction south~ +ToRoom 27217 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27219 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27219 +Name Passage Above a Cavern~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc What appears to be a natural passage leads to the east away from the +cavern below. Looking down the incline into the cavern it appears as +if someone is trying to install some additional supports. Perhaps the +orcs are not as stupid as you thought? Never-the-less, you still do +not trust their craftsmanship and have no plans of being down here any +longer than you must. +~ +#EXIT +Direction east~ +ToRoom 27218 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27220 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27220 +Name Center of a Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc In the center of this cavern you get a good look of the whole chamber. +It is fairly large, but along the edges there are large piles of rocks +and debris. Obviously this cave is not stable. These crude humanoids +are doing their best to brace the room up with wooden beams. H owever +their best might not be enough. A natural passage leads up and out of +this cave, while you can go just about any other direction from here. +~ +#EXIT +Direction north~ +ToRoom 27221 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27222 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27223 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27224 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27219 +#ENDEXIT + +Reset M 27054 1 27220 -1 -1 -1 100 + Reset E 27107 0 6 100 + Reset E 27108 0 16 100 +Reset O 27106 0 27220 -1 -1 -1 100 +Reset O 27000 0 27220 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27221 +Name Large Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the south and west. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. +~ +#EXIT +Direction south~ +ToRoom 27220 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27225 +#ENDEXIT + +Reset M 27053 4 27221 -1 -1 -1 100 + Reset E 27104 0 16 100 + Reset G 27105 0 100 +Reset O 27042 0 27221 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27222 +Name Large Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the south and west. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. +~ +#EXIT +Direction south~ +ToRoom 27226 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27220 +#ENDEXIT + +Reset M 27053 4 27222 -1 -1 -1 100 + Reset E 27105 0 17 100 +Reset O 27106 0 27222 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27223 +Name Large Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the east and north. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. +~ +#EXIT +Direction north~ +ToRoom 27220 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27226 +#ENDEXIT + +Reset M 27053 4 27223 -1 -1 -1 100 + Reset E 27104 0 16 100 +Reset O 27042 0 27223 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27224 +Name Large Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the east and north. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. +~ +#EXIT +Direction north~ +ToRoom 27225 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27220 +#ENDEXIT + +Reset M 27053 4 27224 -1 -1 -1 100 + Reset E 27104 0 16 100 + Reset G 27106 0 100 +Reset O 27106 0 27224 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27225 +Name Large Natural Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the east and south. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. +~ +#EXIT +Direction east~ +ToRoom 27221 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27224 +#ENDEXIT + +Reset O 27042 0 27225 -1 -1 -1 100 +Reset O 27106 0 27225 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27226 +Name Cavern Above an Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern extends to the west and north. Occassionally a +small rock falls from the ceiling stirring up some dust. It would be +a good idea to brace this chamber with some of these beams, however it +looks like these hobgoblins have orders to attack on sight. A passage +leads down into what appears to be some kind of old dwarven tunnel. +~ +#EXIT +Direction north~ +ToRoom 27222 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27223 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27227 +#ENDEXIT + +Reset M 27063 1 27226 -1 -1 -1 100 + Reset E 27107 0 6 100 + Reset E 27096 0 16 100 +Reset O 27135 0 27226 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27227 +Name Old Passage Below a Cavern~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This old passage looks like the handywork of the dwarves, not the orcs +or their goblin miners. A pile of rocks lead up into a large natural +cavern, while this passage heads off to the east. +~ +#EXIT +Direction east~ +ToRoom 27228 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27226 +#ENDEXIT + +Reset O 27101 0 27227 -1 -1 -1 100 +Reset M 27055 2 27227 -1 -1 -1 100 + Reset E 27110 0 16 100 +#ENDROOM + +#ROOM +Vnum 27228 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction east~ +ToRoom 27229 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27227 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27229 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction north~ +ToRoom 27230 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27228 +#ENDEXIT + +Reset M 27056 5 27229 -1 -1 -1 100 + Reset E 27109 0 16 100 +#ENDROOM + +#ROOM +Vnum 27230 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction east~ +ToRoom 27231 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27229 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27231 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction north~ +ToRoom 27232 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27230 +#ENDEXIT + +Reset M 27056 5 27231 -1 -1 -1 100 + Reset E 27109 0 16 100 +#ENDROOM + +#ROOM +Vnum 27232 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction east~ +ToRoom 27233 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27231 +#ENDEXIT + +Reset M 27056 5 27232 -1 -1 -1 100 + Reset E 27109 0 16 100 +#ENDROOM + +#ROOM +Vnum 27233 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction east~ +ToRoom 27234 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27232 +#ENDEXIT + +Reset O 27000 0 27233 -1 -1 -1 100 +Reset O 27002 0 27233 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27234 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? +~ +#EXIT +Direction north~ +ToRoom 27235 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27233 +#ENDEXIT + +Reset M 27056 5 27234 -1 -1 -1 100 + Reset E 27109 0 16 100 +#ENDROOM + +#ROOM +Vnum 27235 +Name Old Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This old mine passage looks like the work of dwarves. The orcs and +goblins must have stumbled upon this passage. You begin to wonder why +the dwarves abandoned this passage? Perhaps there was something wrong +with it? To the north the tunnel opens up into a larger chamber. You +see various goblinoid creatures moving about these passageways. +~ +#EXIT +Direction north~ +ToRoom 27236 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27234 +#ENDEXIT + +Reset M 27056 5 27235 -1 -1 -1 100 + Reset E 27109 0 16 100 +#ENDROOM + +#ROOM +Vnum 27236 +Name Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber was abandoned long ago by the dwarves. Since it has been +infested by orcs and goblins. To the south there is a dwarven made +passage that leads off into the darkness. +~ +#EXIT +Direction north~ +ToRoom 27239 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27235 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27237 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27237 +Name Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber was abandoned long ago by the dwarves. Since it has been +infested by orcs and goblins. Nearby the grunts of the goblin miners +is heard. How repulsive, unless you are a goblin. Are you a goblin? +~ +#EXIT +Direction north~ +ToRoom 27238 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27236 +#ENDEXIT + +Reset M 27057 1 27237 -1 -1 -1 100 + Reset E 27111 0 16 100 + Reset E 27112 0 5 100 + Reset E 27113 0 12 100 +#ENDROOM + +#ROOM +Vnum 27238 +Name Abandoned Chamber Above an Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber was abandoned long ago by the dwarves. Since it has been +infested by orcs and goblins. Below the orc tunnels continue. There +are several hunched shapes moving to and fro about this chamber. Here +along the wall you notice that there are several stress cracks. Maybe +this place is more dangerous that it looks. +~ +#EXIT +Direction east~ +ToRoom 27239 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27237 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27240 +#ENDEXIT + +Reset M 27055 2 27238 -1 -1 -1 100 + Reset E 27110 0 16 100 +#ENDROOM + +#ROOM +Vnum 27239 +Name Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber is not abandoned anymore. There are alot of goblinoids +moving about doing work to the area. To the west there is a hole in +the floor leading down into the orc tunnels. +~ +#EXIT +Direction south~ +ToRoom 27236 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27238 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27240 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs up and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction west~ +ToRoom 27241 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27238 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27241 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the east and down. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction east~ +ToRoom 27240 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27242 +#ENDEXIT + +Reset M 27058 6 27241 -1 -1 -1 100 + Reset E 27114 0 16 100 + Reset E 27087 0 6 100 +#ENDROOM + +#ROOM +Vnum 27242 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs north and up. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction north~ +ToRoom 27243 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27241 +#ENDEXIT + +Reset M 27059 4 27242 -1 -1 -1 100 + Reset E 27115 0 16 100 + Reset E 27121 0 6 100 +Reset O 27158 0 27242 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27243 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the east and south. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction east~ +ToRoom 27244 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27242 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27244 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs north and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction north~ +ToRoom 27245 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27243 +#ENDEXIT + +Reset M 27059 4 27244 -1 -1 -1 100 + Reset E 27073 0 16 100 + Reset E 27086 0 5 100 +#ENDROOM + +#ROOM +Vnum 27245 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the up and west. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. A ladder leads up through the tunnels ceiling +into a small command post. +~ +#EXIT +Direction east~ +ToRoom 27247 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27244 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27246 +#ENDEXIT + +Reset M 27058 6 27245 -1 -1 -1 100 + Reset E 27116 0 16 100 + Reset E 27118 0 5 100 +#ENDROOM + +#ROOM +Vnum 27246 +Name Orc Command Post~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is a smaller sized chamber used as a command post by a very large +orc. A large selection of crude weapons are stored on a rack here. +A ladder leads back down into the crude system of tunnels being dug by +the orcs and their allies. +~ +#EXIT +Direction down~ +ToRoom 27245 +#ENDEXIT + +Reset M 27061 1 27246 -1 -1 -1 100 + Reset E 27122 0 16 100 + Reset E 27123 0 5 100 + Reset E 27124 0 9 100 + Reset E 27125 0 10 100 + Reset E 27126 0 6 100 + Reset E 27127 0 13 100 + Reset E 27128 0 3 100 +#ENDROOM + +#ROOM +Vnum 27247 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the up and west. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction west~ +ToRoom 27245 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27248 +#ENDEXIT + +Reset M 27059 4 27247 -1 -1 -1 100 + Reset E 27073 0 16 100 + Reset E 27086 0 5 100 +#ENDROOM + +#ROOM +Vnum 27248 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs down and east. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction east~ +ToRoom 27249 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27247 +#ENDEXIT + +Reset M 27059 4 27248 -1 -1 -1 100 + Reset E 27104 0 16 100 + Reset E 27084 0 5 100 +#ENDROOM + +#ROOM +Vnum 27249 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the up and west. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction west~ +ToRoom 27248 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27250 +#ENDEXIT + +Reset M 27058 6 27249 -1 -1 -1 100 + Reset E 27102 0 16 100 + Reset E 27087 0 6 100 +#ENDROOM + +#ROOM +Vnum 27250 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs down and east. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction east~ +ToRoom 27251 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27249 +#ENDEXIT + +Reset M 27058 6 27250 -1 -1 -1 100 + Reset E 27114 0 16 100 + Reset E 27084 0 5 100 +Reset O 27158 0 27250 -1 -1 -1 100 + Reset P 0 27137 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27251 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the up and west. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction west~ +ToRoom 27250 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27252 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27252 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs up and down. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction up~ +ToRoom 27253 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27251 +#ENDEXIT + +Reset M 27058 6 27252 -1 -1 -1 100 + Reset E 27116 0 16 100 + Reset E 27118 0 5 100 +#ENDROOM + +#ROOM +Vnum 27253 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the east and down. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction east~ +ToRoom 27254 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27252 +#ENDEXIT + +Reset M 27060 2 27253 -1 -1 -1 100 + Reset E 27115 0 16 100 + Reset E 27086 0 5 100 +#ENDROOM + +#ROOM +Vnum 27254 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs up and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction west~ +ToRoom 27253 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27255 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27255 +Name Orc Guard Post~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Here at a narrow point in the tunnel a pair of orcs are posted to keep +out any intruders or keep in any goblin that is trying to avoid doing +their work. The tunnel is supported in a few places by wooden beams, +but far too many of the beams do not look like they are going to last +much longer. There is something unsettling about exploring these orc +made tunnels. +~ +#EXIT +Direction east~ +ToRoom 27256 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27254 +#ENDEXIT + +Reset M 27062 3 27255 -1 -1 -1 100 + Reset E 27117 0 16 100 + Reset E 27118 0 5 100 + Reset E 27119 0 9 100 + Reset E 27120 0 8 100 + Reset E 27121 0 6 100 +Reset M 27062 3 27255 -1 -1 -1 100 + Reset E 27117 0 16 100 + Reset E 27118 0 5 100 + Reset E 27119 0 9 100 + Reset E 27120 0 8 100 + Reset E 27121 0 6 100 +#ENDROOM + +#ROOM +Vnum 27256 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs east and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. +~ +#EXIT +Direction east~ +ToRoom 27257 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27255 +#ENDEXIT + +Reset M 27060 2 27256 -1 -1 -1 100 + Reset E 27115 0 16 100 + Reset E 27118 0 5 100 +#ENDROOM + +#ROOM +Vnum 27257 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The tunnel heads to the east and west. From nearby the grunts of the +orc soldiers are heard as they await the orders to attack their mortal +enemy, the dwarves. These beasts are smelly and very crude. +~ +#EXIT +Direction east~ +ToRoom 27258 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27256 +#ENDEXIT + +Reset M 27058 6 27257 -1 -1 -1 100 + Reset E 27116 0 16 100 + Reset E 27085 0 6 100 +Reset O 27158 0 27257 -1 -1 -1 100 + Reset P 0 27000 0 27158 100 +#ENDROOM + +#ROOM +Vnum 27258 +Name Crude Orc Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This crude passage runs up and west. The support beams creak under +the wieght of the ceiling. You pray that this place does not collapse +burring you beneath 200 tons of stone. The air is much fresher above. +~ +#EXIT +Direction west~ +ToRoom 27257 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27259 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27259 +Name Entering a Crude Orc Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This is definately the work of orcs or there allies. The ugly things +are just crawling the tunnels. After clearing the guards stationed at +this post, you take notice of the rotting timbers used to brace up the +earth and stone. Maybe exploring these tunnels is not such a good idea +after all? +~ +#EXIT +Direction east~ +ToRoom 27260 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27258 +#ENDEXIT + +Reset M 27062 1 27259 -1 -1 -1 100 + Reset E 27117 0 16 100 + Reset E 27118 0 5 100 + Reset E 27119 0 9 100 + Reset E 27120 0 8 100 + Reset E 27121 0 6 100 +#ENDROOM + +#ROOM +Vnum 27260 +Name Outside a Crude Tunnel~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc To the west there is a crude tunnel leading down into the earth. From +the look of entrance, it is not a very sophisticated operation. After +getting a good whiff of the air coming from the tunnels you guess that +it is being made a crew of goblins or orcs. They must be digging this +tunnel for a reason, maybe you should explore it? +~ +#EXIT +Direction west~ +ToRoom 27259 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27261 +Name Old Mine Shaft~ +Sector indoors~ +Flags nomob indoors nofloor~ +Stats 0 0 0 0 0 +Desc This old shaft has not been used in a long time. Above you can see a +small niche while below leads into darkness. Unfortunately this shaft +is almost vertical. If you do not have some way to suspend yourself, +you would fall. You are not falling are you? +~ +#EXIT +Direction up~ +ToRoom 27198 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27262 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27262 +Name Old Mine Shaft~ +Sector indoors~ +Flags nomob indoors nofloor~ +Stats 0 0 0 0 0 +Desc This old shaft has not been used in a long time. Below you can see the +bottom of the shaft. Unfortunately this shaft is almost vertical. If +you do not have some way to suspend yourself, you would fall. You are +not falling are you? +~ +#EXIT +Direction up~ +ToRoom 27261 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27263 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27263 +Name Base of an Old Mine Shaft~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc There is a large pile or rocks here at the bottom of the old shaft. A +creature has been living here recently. A passage leads off the east, +into the darkness. These lower passages have not been used in a long +time you gather from all the dust on the ground. +~ +#EXIT +Direction east~ +ToRoom 27264 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27262 +#ENDEXIT + +Reset M 27071 1 27263 -1 -1 -1 100 + Reset G 27147 0 100 + Reset E 27154 0 6 100 + Reset E 27153 0 3 100 + Reset E 27152 0 16 100 +Reset O 27165 0 27263 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27264 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the east and west. To the west is the bottom of an old mine +shaft. +~ +#EXIT +Direction east~ +ToRoom 27265 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27263 +#ENDEXIT + +Reset M 27068 4 27264 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27265 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the south and west. +~ +#EXIT +Direction south~ +ToRoom 27266 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27264 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27266 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the north and east. What sounds like the grinding of stone +is heard nearby. +~ +#EXIT +Direction north~ +ToRoom 27265 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27267 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27267 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the south and west. +~ +#EXIT +Direction south~ +ToRoom 27268 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27266 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27268 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the north and east. What sounds like the grinding of stone +is heard nearby. +~ +#EXIT +Direction north~ +ToRoom 27267 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27269 +#ENDEXIT + +Reset M 27068 4 27268 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27269 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the east and west. +~ +#EXIT +Direction north~ +ToRoom 27279 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27270 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27268 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27270 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the south and west. What sounds like the grinding of stone +is heard nearby. +~ +#EXIT +Direction south~ +ToRoom 27271 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27269 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27271 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the north and south. +~ +#EXIT +Direction north~ +ToRoom 27270 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27272 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27272 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the north and east. What sounds like the grinding of stone +is heard nearby. +~ +#EXIT +Direction north~ +ToRoom 27271 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27273 +#ENDEXIT + +Reset M 27068 4 27272 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27273 +Name Long Abandoned Tunnel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This place is not being used by the dwarves. The support braces are +old and rotting. The air down in these passages is stale. The tunnel +leads to the east and west. To the east there is a chamber than looks +to be abandoned as well. +~ +#EXIT +Direction east~ +ToRoom 27274 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27272 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27274 +Name Large Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber has not been used by the dwarves for some time. There is +however some new occupants to these passages. Old half-rotted timbers +are used to support the wieght of the ceiling. To chamber continues to +the north and east. To the west there is an old mine tunnel that also +looks abandoned. +~ +#EXIT +Direction north~ +ToRoom 27275 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27276 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27273 +#ENDEXIT + +Reset M 27069 1 27274 -1 -1 -1 100 + Reset E 27134 0 9 100 + Reset E 27133 0 5 100 +#ENDROOM + +#ROOM +Vnum 27275 +Name Large Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber has not been used by the dwarves for some time. There is +however some new occupants to these passages. Old half-rotted timbers +are used to support the wieght of the ceiling. To chamber continues to +the south and east. To the west there is some kind of dwarf device +called an elevator. +~ +#EXIT +Direction east~ +ToRoom 27277 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27274 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27278 +#ENDEXIT + +Reset M 27068 4 27275 -1 -1 -1 100 +Reset O 27082 0 27275 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27276 +Name Large Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber has not been used by the dwarves for some time. There is +however some new occupants to these passages. Old half-rotted timbers +are used to support the wieght of the ceiling. To chamber continues to +the north and west. +~ +#EXIT +Direction north~ +ToRoom 27277 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27274 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27277 +Name Large Abandoned Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This chamber has not been used by the dwarves for some time. There is +however some new occupants to these passages. Old half-rotted timbers +are used to support the wieght of the ceiling. To chamber continues to +the south and west. +~ +#EXIT +Direction south~ +ToRoom 27276 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27275 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27278 +Name Mine Shaft Elevator~ +Sector indoors~ +Flags nomob indoors solitary~ +Stats 0 0 0 0 0 +Desc This strange device, which the dwarves tell you is an elevator, can +levitate up and down upon command through a magical lever. The floor +of the thing is made of wood. A good dozen ropes run up and down and +connecting this device with the ceiling. Unless you are a clever sort +of fellow, this device is just too complex for you to understand. If +you can not figure out how it works you better turn around. +~ +#EXIT +Direction east~ +ToRoom 27275 +#ENDEXIT + +Reset O 27162 0 27278 -1 -1 -1 100 +Reset O 27163 0 27278 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27279 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads north and south. To the south there is another slightly +safer tunnel. +~ +#EXIT +Direction north~ +ToRoom 27280 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27269 +#ENDEXIT + +Reset O 27000 0 27279 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27280 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads north and south. +~ +#EXIT +Direction north~ +ToRoom 27281 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27279 +#ENDEXIT + +Reset M 27073 1 27280 -1 -1 -1 100 + Reset G 27138 0 100 + Reset G 27137 0 100 + Reset G 27000 0 100 + Reset G 27000 0 100 + Reset G 27001 0 100 + Reset G 27002 0 100 + Reset G 27002 0 100 +Reset O 27001 0 27280 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27281 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads north and south. +~ +#EXIT +Direction north~ +ToRoom 27282 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27280 +#ENDEXIT + +Reset O 27165 0 27281 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27282 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads north and east. +~ +#EXIT +Direction east~ +ToRoom 27283 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27281 +#ENDEXIT + +Reset O 27002 0 27282 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27283 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads east and west. +~ +#EXIT +Direction east~ +ToRoom 27284 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27282 +#ENDEXIT + +Reset O 27000 0 27283 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27284 +Name Crumbling Mine Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. This +passage leads north and west. +~ +#EXIT +Direction north~ +ToRoom 27285 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27283 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27285 +Name Crumbling Mine Passage Above a Cavern~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The walls of the passage are crumbling. The wooden support beams that +once supported the ceiling have long since rotted away. In places +parts of the tunnel have caved-in leaving large piles of rocks. There +is a large hole in the floor leading into a cavern. The unsafe tunnel +leads back to the south. +~ +#EXIT +Direction south~ +ToRoom 27284 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27286 +#ENDEXIT + +Reset O 27001 0 27285 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27286 +Name Damp Cavern Below a Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This cavern is relatively damp. There are sign that perhaps this room +was once used by the dwarves, but that must have been a long time ago. +Stange creature have made these depths their lair, far away from the +pesky little dwarves. The cave extends to the north and east, while a +hole in the ceiling leads up to a dangerous looking passage. +~ +#EXIT +Direction north~ +ToRoom 27287 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27289 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27285 +#ENDEXIT + +Reset M 27065 4 27286 -1 -1 -1 100 + Reset G 27138 0 100 +#ENDROOM + +#ROOM +Vnum 27287 +Name Damp Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This cavern is relatively damp. There are sign that perhaps this room +was once used by the dwarves, but that must have been a long time ago. +Stange creature have made these depths their lair, far away from the +pesky little dwarves. The cavern extends to the south and east here. +~ +#EXIT +Direction east~ +ToRoom 27288 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27286 +#ENDEXIT + +Reset M 27065 4 27287 -1 -1 -1 100 + Reset G 27139 0 100 +Reset O 27165 0 27287 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 27288 +Name Damp Cavern Above a Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This cavern is relatively damp. There are sign that perhaps this room +was once used by the dwarves, but that must have been a long time ago. +Stange creature have made these depths their lair, far away from the +pesky little dwarves. There is a large hole in the floor leading down +into a deeper area of the depths. +~ +#EXIT +Direction south~ +ToRoom 27289 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27287 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27290 +#ENDEXIT + +Reset M 27065 4 27288 -1 -1 -1 100 + Reset G 27140 0 100 +#ENDROOM + +#ROOM +Vnum 27289 +Name Damp Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This cavern is relatively damp. There are sign that perhaps this room +was once used by the dwarves, but that must have been a long time ago. +Stange creature have made these depths their lair, far away from the +pesky little dwarves. To the north and west the cavern continues. +~ +#EXIT +Direction north~ +ToRoom 27288 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27286 +#ENDEXIT + +Reset M 27065 4 27289 -1 -1 -1 100 + Reset G 27141 0 100 +Reset O 27160 0 27289 -1 -1 -1 100 + Reset P 0 27142 0 27160 100 +#ENDROOM + +#ROOM +Vnum 27290 +Name Passage Below a Damp Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is very steep. If the passage was not twisting to the +left and right it would be impossible to navigate by natural means. +These tunnels where naturally made, along with the damp cavern above. +~ +#EXIT +Direction up~ +ToRoom 27288 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27291 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27291 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is very steep. If the passage was not twisting to the +left and right it would be impossible to navigate by natural means. +These tunnels where naturally made. +~ +#EXIT +Direction up~ +ToRoom 27290 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27292 +#ENDEXIT + +Reset M 27066 2 27291 -1 -1 -1 100 + Reset G 27145 0 100 +#ENDROOM + +#ROOM +Vnum 27292 +Name Twisting Natural Passage~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This passage is very steep. If the passage was not twisting to the +left and right it would be impossible to navigate by natural means. +These tunnels where naturally made. +~ +#EXIT +Direction up~ +ToRoom 27291 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27293 +#ENDEXIT + +Reset M 27066 2 27292 -1 -1 -1 100 + Reset G 27142 0 100 + Reset G 27146 0 100 +Reset O 27160 0 27292 -1 -1 -1 100 + Reset P 0 27143 0 27160 100 +#ENDROOM + +#ROOM +Vnum 27293 +Name Passage Above a Moderately Sized Cave~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This passage is very steep. If the passage was not twisting to the +left and right it would be impossible to navigate by natural means. +These tunnels where naturally made, along with the caverns below. +~ +#EXIT +Direction up~ +ToRoom 27292 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 27294 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27294 +Name Moderately Sized Cave~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern is moderate in size, and at first appears natural. +However, the walls, ceiling, and floor, however strange it may be, +appear to have been eaten away. Above a passage leads away from this +cavern. +~ +#EXIT +Direction east~ +ToRoom 27295 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 27296 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 27293 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 27295 +Name Corner of a Cavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern is moderate in size, and at first appears natural. +However, the walls, ceiling, and floor, however strange it may be, +appear to have been eaten away. In this far corner of the carvern, it +looks like the walls could still be holding something valuable. To the +west the cavern continues. +~ +#EXIT +Direction west~ +ToRoom 27294 +#ENDEXIT + +Reset O 27160 0 27295 -1 -1 -1 100 + Reset P 0 27148 0 27160 100 + Reset P 0 27144 0 27160 100 +#ENDROOM + +#ROOM +Vnum 27296 +Name Moderately Sized Cave~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern is moderate in size, and at first appears natural. +However, the walls, ceiling, and floor, however strange it may be, +appear to have been eaten away. The cave extends to the north and the +east. +~ +#EXIT +Direction north~ +ToRoom 27297 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 27294 +#ENDEXIT + +Reset M 27067 3 27296 -1 -1 -1 100 + Reset G 27149 0 100 +#ENDROOM + +#ROOM +Vnum 27297 +Name Moderately Sized Cave~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern is moderate in size, and at first appears natural. +However, the walls, ceiling, and floor, however strange it may be, +appear to have been eaten away. The cave extends to the south and the +east. +~ +#EXIT +Direction east~ +ToRoom 27298 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 27296 +#ENDEXIT + +Reset M 27067 3 27297 -1 -1 -1 100 + Reset G 27150 0 100 +#ENDROOM + +#ROOM +Vnum 27298 +Name Top of a Rock Formation~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This natural cavern is moderate in size, and at first appears natural. +However, the walls, ceiling, and floor, however strange it may be, +appear to have been eaten away. The cavern leads to the west as well +as leading down a rock formation here here. +~ +#EXIT +Direction west~ +ToRoom 27297 +#ENDEXIT + +Reset M 27067 3 27298 -1 -1 -1 100 + Reset G 27151 0 100 +Reset O 27166 0 27298 -1 -1 -1 100 + Reset P 0 27142 0 27166 100 +#ENDROOM + +#ROOM +Vnum 27299 +Name Dwarven Mines Mobile Chamber~ +Sector indoors~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This is where I put the mobs when they've done their part of the quest. +Players should not be here. +~ +Reset O 27167 0 27299 -1 -1 -1 100 + Reset P 0 27143 0 27167 100 + Reset P 0 27143 0 27167 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/dwarven.are b/data/realm/dwarven.are index b6ad964..b699a6b 100644 --- a/data/realm/dwarven.are +++ b/data/realm/dwarven.are @@ -1,583 +1,516 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Dwarven Village~ -Author Raff~ -WeatherX 0 -WeatherY 0 -Ranges 10 35 0 60 -Economy 0 13141784 +Version 1 +Name Dwarven Village~ +Author Raff~ +Vnums 6500 6554 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 10 35 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 6500 -Keywords dwarf guard~ -Short the dwarven guard~ -Long A dwarven guard is here. -~ -Desc The guard looks very tough and mean. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Affected detect_invis~ -Stats1 500 20 0 -2 10000 40000 -Stats2 20 20 200 -Stats3 2 4 18 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6500 +Keywords dwarf guard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven guard~ +Long A dwarven guard is here. +~ +Desc The guard looks very tough and mean. +~ +Nattacks 0.000000 +Stats1 500 10000 0 0 0 0 +Stats2 20 21 -2 200 2 4 18 +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis~ #ENDMOBILE #MOBILE -Vnum 6501 -Keywords dwarf worker miner~ -Short the dwarven worker~ -Long A dwarven mining worker is here. -~ -Desc He is very dirty, and looks extremely over-worked. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea immortal~ -Stats1 900 12 4 1 3500 6000 -Stats2 12 12 120 -Stats3 1 7 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6501 +Keywords dwarf worker miner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven worker~ +Long A dwarven mining worker is here. +~ +Desc He is very dirty, and looks extremely over-worked. +~ +Nattacks 0.000000 +Stats1 900 3500 0 0 0 0 +Stats2 12 21 1 120 1 7 7 +Speaking common~ +Actflags npc stayarea immortal~ #ENDMOBILE #MOBILE -Vnum 6502 -Keywords wraith~ -Short the wraith~ -Long A wraith is awaiting your first move here. -~ -Desc A black, almost transparent wraith. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden~ -Stats1 -900 29 -5 -10 50000 125000 -Stats2 29 29 290 -Stats3 4 6 15 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6502 +Keywords wraith~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the wraith~ +Long A wraith is awaiting your first move here. +~ +Desc A black, almost transparent wraith. +~ +Nattacks 0.000000 +Stats1 -900 50000 0 0 0 0 +Stats2 29 21 -10 290 4 6 15 +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden~ #ENDMOBILE #MOBILE -Vnum 6503 -Keywords storekeeper~ -Short the storekeeper~ -Long There is the Hide & Tooth storekeeper standing here, waiting patiently. -~ -Desc The storekeeper is very rotund, but looks like a sharp guy. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden~ -Stats1 900 35 2 2 100000 80000 -Stats2 6 10 990 -Stats3 2 9 20 -Stats4 0 0 0 3 0 -Attribs 16 13 13 14 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Resist fire cold~ -Immune sleep charm~ -Attacks trip~ -Defenses parry~ +Vnum 6503 +Keywords storekeeper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the storekeeper~ +Long There is the Hide & Tooth storekeeper standing here, waiting patiently. +~ +Desc The storekeeper is very rotund, but looks like a sharp guy. +~ +Nattacks 0.000000 +Stats1 900 -1 0 0 0 0 +Stats2 35 21 2 990 2 9 20 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden~ +Resist NONE fire~ +Immune drain sleep~ +Attacks trip~ +Defenses parry~ ShopData 0 0 0 0 0 150 50 0 23 #ENDMOBILE #MOBILE -Vnum 6504 -Keywords Granite Head baker~ -Short the baker~ -Long Granite Head, the baker, is waiting for a customer here. -~ -Desc Granite Head is covered with flour and grains. He smacks his hands +Vnum 6504 +Keywords Granite Head baker~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the baker~ +Long Granite Head, the baker, is waiting for a customer here. +~ +Desc Granite Head is covered with flour and grains. He smacks his hands together and approaches you with a smile. ~ -Race dwarf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden~ -Stats1 900 35 2 2 20000 80000 -Stats2 7 10 990 -Stats3 2 9 19 -Stats4 0 0 0 3 0 -Attribs 16 13 13 15 13 13 13 -Saves 0 0 0 0 0 -Speaks common dwarven~ -Speaking dwarven~ -Resist fire cold~ -Immune sleep charm~ -Defenses parry~ +Nattacks 0.000000 +Stats1 900 -1 0 0 0 0 +Stats2 35 21 2 990 2 9 19 +Speaks common dwarven~ +Speaking dwarven~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden~ +Resist NONE fire~ +Immune drain sleep~ +Defenses parry~ ShopData 0 0 0 0 0 150 50 0 23 #ENDMOBILE #MOBILE -Vnum 6505 -Keywords lizard~ -Short the giant lizard~ -Long A giant lizard is here. -~ -Desc This scaly creature looks like it is well adapted to it's underground +Vnum 6505 +Keywords lizard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the giant lizard~ +Long A giant lizard is here. +~ +Desc This scaly creature looks like it is well adapted to it's underground habitat. He looks very powerful. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis~ -Stats1 100 18 7 2 1200 25000 -Stats2 10 20 500 -Stats3 4 4 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 100 1200 0 0 0 0 +Stats2 18 21 2 500 4 4 5 +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis~ #ENDMOBILE #MOBILE -Vnum 6506 -Keywords giant~ -Short the giant~ -Long A giant is here. -~ -Desc The giant is about 8 feet tall, with arms of steel, and looks very strong. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Stats1 0 16 5 1 2000 24000 -Stats2 4 20 300 -Stats3 3 7 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6506 +Keywords giant~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the giant~ +Long A giant is here. +~ +Desc The giant is about 8 feet tall, with arms of steel, and looks very strong. +~ +Nattacks 0.000000 +Stats1 0 2000 0 0 0 0 +Stats2 16 21 1 300 3 7 5 +Speaking common~ +Actflags npc stayarea~ #ENDMOBILE #MOBILE -Vnum 6507 -Keywords dwarf miner~ -Short the dwarven miner~ -Long A dwarven miner is here. -~ -Desc The mineworker is very tired, and very dirty, and he has bulging muscles. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 0 8 14 7 40 1000 -Stats2 8 8 100 -Stats3 2 9 9 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6507 +Keywords dwarf miner~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven miner~ +Long A dwarven miner is here. +~ +Desc The mineworker is very tired, and very dirty, and he has bulging muscles. +~ +Nattacks 0.000000 +Stats1 0 40 0 0 0 0 +Stats2 8 21 7 100 2 9 9 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6508 -Keywords dwarf leader~ -Short the dwarven mine leader~ -Long A dwarven mine leader is here. -~ -Desc The mine leader is very big and very strong. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 0 21 0 -8 20000 52000 -Stats2 5 3 400 -Stats3 3 9 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6508 +Keywords dwarf leader~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven mine leader~ +Long A dwarven mine leader is here. +~ +Desc The mine leader is very big and very strong. +~ +Nattacks 0.000000 +Stats1 0 20000 0 0 0 0 +Stats2 21 21 -8 400 3 9 3 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6509 -Keywords dwarf doctor~ -Short the dwarven doctor~ -Long The dwarven doctor is here. -~ -Desc He is a very skilled surgeon, with hands of steel. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Affected detect_invis sanctuary~ -Stats1 1000 9 15 4 1500 15000 -Stats2 9 9 99 -Stats3 3 4 12 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6509 +Keywords dwarf doctor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven doctor~ +Long The dwarven doctor is here. +~ +Desc He is a very skilled surgeon, with hands of steel. +~ +Nattacks 0.000000 +Stats1 1000 1500 0 0 0 0 +Stats2 9 21 4 99 3 4 12 +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis sanctuary~ #ENDMOBILE #MOBILE -Vnum 6510 -Keywords dwarf peon~ -Short the dwarven peon~ -Long A dwarven peon is awaiting help here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 500 3 16 6 75 400 -Stats2 5 3 33 -Stats3 2 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6510 +Keywords dwarf peon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarven peon~ +Long A dwarven peon is awaiting help here. +~ +Nattacks 0.000000 +Stats1 500 75 0 0 0 0 +Stats2 3 21 6 33 2 4 3 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6511 -Keywords dwarf~ -Short the dwarf~ -Long A grinning dwarf is here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 500 9 10 2 1250 6000 -Stats2 9 9 99 -Stats3 3 4 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6511 +Keywords dwarf~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the dwarf~ +Long A grinning dwarf is here. +~ +Nattacks 0.000000 +Stats1 500 1250 0 0 0 0 +Stats2 9 21 2 99 3 4 1 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6512 -Keywords dwarf son~ -Short the unwanted son~ -Long An unwanted son is here. You feel sorry for the guy. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Stats1 250 9 12 3 50 5000 -Stats2 3 4 125 -Stats3 3 5 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6512 +Keywords dwarf son~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the unwanted son~ +Long An unwanted son is here. You feel sorry for the guy. +~ +Nattacks 0.000000 +Stats1 250 50 0 0 0 0 +Stats2 9 21 3 125 3 5 5 +Speaking common~ +Actflags npc stayarea~ #ENDMOBILE #MOBILE -Vnum 6513 -Keywords dwarf daughter~ -Short the unwanted daughter~ -Long An unwanted daughter is here. You feel sorry for her. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Stats1 250 10 11 2 50 5000 -Stats2 3 4 135 -Stats3 3 5 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6513 +Keywords dwarf daughter~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the unwanted daughter~ +Long An unwanted daughter is here. You feel sorry for her. +~ +Nattacks 0.000000 +Stats1 250 50 0 0 0 0 +Stats2 10 21 2 135 3 5 7 +Speaking common~ +Actflags npc stayarea~ #ENDMOBILE #MOBILE -Vnum 6514 -Keywords dwarf guard~ -Short the barracks guard~ -Long A barrack guard is here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 100 16 5 1 3000 18000 -Stats2 16 16 160 -Stats3 3 6 8 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6514 +Keywords dwarf guard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the barracks guard~ +Long A barrack guard is here. +~ +Nattacks 0.000000 +Stats1 100 3000 0 0 0 0 +Stats2 16 21 1 160 3 6 8 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6515 -Keywords man~ -Short the man in waiting~ -Long A man in waiting is here. He looks nervous and unsure of himself. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel immortal~ -Stats1 300 15 12 7 6969 20000 -Stats2 6 8 180 -Stats3 3 7 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6515 +Keywords man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the man in waiting~ +Long A man in waiting is here. He looks nervous and unsure of himself. +~ +Nattacks 0.000000 +Stats1 300 6969 0 0 0 0 +Stats2 15 21 7 180 3 7 5 +Speaking common~ +Actflags npc sentinel immortal~ #ENDMOBILE #MOBILE -Vnum 6516 -Keywords mazekeeper~ -Short the mazekeeper~ -Long A mazekeeper is here. -~ -Desc He looks VERY tough. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive immortal~ -Affected sanctuary~ -Stats1 -1000 29 0 -9 80000 200000 -Stats2 25 29 290 -Stats3 4 8 15 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6516 +Keywords mazekeeper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the mazekeeper~ +Long A mazekeeper is here. +~ +Desc He looks VERY tough. +~ +Nattacks 0.000000 +Stats1 -1000 80000 0 0 0 0 +Stats2 29 21 -9 290 4 8 15 +Speaking common~ +Actflags npc sentinel aggressive immortal~ +Affected sanctuary~ #ENDMOBILE #MOBILE -Vnum 6517 -Keywords snake~ -Short the giant snake~ -Long There is a giant snake here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Stats1 -1000 15 7 2 3000 30000 -Stats2 3 7 432 -Stats3 3 7 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 6517 +Keywords snake~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the giant snake~ +Long There is a giant snake here. +~ +Nattacks 0.000000 +Stats1 -1000 3000 0 0 0 0 +Stats2 15 21 2 432 3 7 6 +Speaking common~ +Actflags npc sentinel aggressive~ #ENDMOBILE #OBJECT -Vnum 6502 -Keywords key green~ -Type key~ -Short a deep green key~ -Long A deep green key is on the floor.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6502 +Keywords key green~ +Type key~ +Short a deep green key~ +Long A deep green key is on the floor.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6504 -Keywords dwarven hammer~ -Type weapon~ -Short a dwarven hammer~ -Long There is a dwarven hammer laying here.~ -WFlags take wield~ -Values 0 3 6 8 0 0 -Stats 3 5500 550 0 0 -Affect -1 -1 2 18 0 +Vnum 6504 +Keywords dwarven hammer~ +Type weapon~ +Short a dwarven hammer~ +Long There is a dwarven hammer laying here.~ +WFlags take wield~ +Values 0 3 6 8 0 0 0 0 0 0 0 +Stats 3 5500 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6505 -Keywords dwarven plate~ -Type armor~ -Short dwarven plate mail~ -Long A set of dwarven plate mail is laying here.~ -WFlags take body~ -Values 8 0 0 0 0 0 -Stats 4 4500 450 0 0 +Vnum 6505 +Keywords dwarven plate~ +Type armor~ +Short dwarven plate mail~ +Long A set of dwarven plate mail is laying here.~ +WFlags take body~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 4 4500 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 6506 -Keywords long black stick~ -Type staff~ -Short a long, black stick~ -Long A long, black stick lays here.~ -WFlags take hold~ -Values 12 10 10 -1 0 0 -Stats 3 100 10 0 0 -Spells 'cure critical' +Vnum 6506 +Keywords long black stick~ +Type staff~ +Short a long, black stick~ +Long A long, black stick lays here.~ +WFlags take hold~ +Values 12 10 10 -1 0 0 0 0 0 0 0 +Stats 3 100 -2 9999 0 None None None +Spells 'cure critical' #ENDOBJECT #OBJECT -Vnum 6507 -Keywords long white stick~ -Type light~ -Short a long, white stick~ -Long A long, white stick lays here.~ -WFlags take hold~ -Values 0 0 100 0 0 0 -Stats 3 0 0 0 0 -Affect -1 -1 -1 20 0 +Vnum 6507 +Keywords long white stick~ +Type light~ +Short a long, white stick~ +Long A long, white stick lays here.~ +WFlags take hold~ +Values 0 0 100 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData save_poison -1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6508 -Keywords dwarven stone club~ -Type weapon~ -Short a dwarven stone club~ -Long A dwarven club made of stone lays here.~ -WFlags take wield~ -Values 0 2 6 8 0 0 -Stats 8 3000 300 0 0 -Affect -1 -1 10 13 0 -Affect -1 -1 2 19 0 +Vnum 6508 +Keywords dwarven stone club~ +Type weapon~ +Short a dwarven stone club~ +Long A dwarven club made of stone lays here.~ +WFlags take wield~ +Values 0 2 6 8 0 0 0 0 0 0 0 +Stats 8 3000 -2 1 0 None None None +AffData hit 10 -1 -1 0 +AffData damroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6509 -Keywords two-handed dwarven axe~ -Type weapon~ -Short a two-handed dwarven axe~ -Long A two-handed Dwarven axe is here.~ -WFlags take wield~ -Values 0 2 7 1 0 0 -Stats 5 5000 500 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 1 0 +Vnum 6509 +Keywords two-handed dwarven axe~ +Type weapon~ +Short a two-handed dwarven axe~ +Long A two-handed Dwarven axe is here.~ +WFlags take wield~ +Values 0 2 7 1 0 0 0 0 0 0 0 +Stats 5 5000 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData strength 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6510 -Keywords dwarven helmet~ -Type armor~ -Short a dwarven helmet~ -Long A dwarven helmet has been dropped here.~ -WFlags take head~ -Values 8 0 0 0 0 0 -Stats 4 2500 250 0 0 -Affect -1 -1 2 4 0 +Vnum 6510 +Keywords dwarven helmet~ +Type armor~ +Short a dwarven helmet~ +Long A dwarven helmet has been dropped here.~ +WFlags take head~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 4 2500 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6511 -Keywords ring golden dwarven~ -Type treasure~ -Short a dwarven golden ring~ -Long A pretty golden ring is here.~ -Flags magic~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 1 15000 1500 0 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 -Affect -1 -1 5 13 0 +Vnum 6511 +Keywords ring golden dwarven~ +Type treasure~ +Short a dwarven golden ring~ +Long A pretty golden ring is here.~ +Flags magic~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 15000 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +AffData hit 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6512 -Keywords dwarven gloves~ -Type armor~ -Short dwarven gloves~ -Long Thick dwarven gloves lay here.~ -WFlags take hands~ -Values 4 0 0 0 0 0 -Stats 2 4000 400 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 2 0 +Vnum 6512 +Keywords dwarven gloves~ +Type armor~ +Short dwarven gloves~ +Long Thick dwarven gloves lay here.~ +WFlags take hands~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 2 4000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData intelligence 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6513 -Keywords note~ -Type furniture~ -Short a note~ -Long A crumpled note is here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6513 +Keywords note~ +Type furniture~ +Short a note~ +Long A crumpled note is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey note letter letters~ ExDesc It seems to be a juicy love letter from the Queen. Unfortunately, it's @@ -588,63 +521,63 @@ not suitable for young eyes. #ENDOBJECT #OBJECT -Vnum 6514 -Keywords castle key~ -Type key~ -Short a castle key~ -Long There is a key to Strangelove Castle here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 6514 +Keywords castle key~ +Type key~ +Short a castle key~ +Long There is a key to Strangelove Castle here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6516 -Keywords key mine~ -Type key~ -Short a mine key~ -Long There is a key to the mines here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 6516 +Keywords key mine~ +Type key~ +Short a mine key~ +Long There is a key to the mines here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6517 -Keywords coal pile~ -Type trash~ -Short a small pile of coal~ -Long A small pile of coal has been heaped here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 100 0 0 0 0 +Vnum 6517 +Keywords coal pile~ +Type trash~ +Short a small pile of coal~ +Long A small pile of coal has been heaped here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 100 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6518 -Keywords dwarven mining pick~ -Type weapon~ -Short a dwarven mining pick~ -Long A dwarven mining pick has been left here.~ -Flags bless~ -WFlags take wield~ -Values 0 2 3 11 0 0 -Stats 1 300 30 0 0 -Affect -1 -1 20 13 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 19 0 +Vnum 6518 +Keywords dwarven mining pick~ +Type weapon~ +Short a dwarven mining pick~ +Long A dwarven mining pick has been left here.~ +Flags bless~ +WFlags take wield~ +Values 0 2 3 11 0 0 0 0 0 0 0 +Stats 1 300 -2 1 0 None None None +AffData hit 20 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6519 -Keywords pills~ -Type pill~ -Short a box of birth control pills~ -Long There is a box of birth control pills here.~ -WFlags take~ -Values 20 -1 -1 -1 0 0 -Stats 1 300 30 0 0 -Spells 'change sex' 'NONE' 'NONE' +Vnum 6519 +Keywords pills~ +Type pill~ +Short a box of birth control pills~ +Long There is a box of birth control pills here.~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 300 -2 1 0 None None None +Spells 'change sex' 'NONE' 'NONE' #EXDESC ExDescKey birth control pills pill~ ExDesc They are in a circular container, and there are numbers corresponding @@ -656,10 +589,12 @@ used for a while. #ENDOBJECT #ROOM -Vnum 6500 -Name The Path to the Dwarven Village~ -Sector field~ -Desc You walk in the hill's shadow down an ever-widening path which leads to the +Vnum 6500 +Name The Path to the Dwarven Village~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You walk in the hill's shadow down an ever-widening path which leads to the outskirts of the dwarven village. The hill rises above you to the southwest, and a smaller path leads to its crest in that direction. A tunnel here leads down a short distance into the hill itself, and the dwarven village can be @@ -689,10 +624,12 @@ Desc A small path leads up the hill to the crossroads. #ENDROOM #ROOM -Vnum 6501 -Name Path nearing the Mountain~ -Sector hills~ -Desc You are near the base a rugged mountain. Dense forest prevents passage in +Vnum 6501 +Name Path nearing the Mountain~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are near the base a rugged mountain. Dense forest prevents passage in most directions, and it grows dark to the north as the path begins its way up the shadowed mountain. ~ @@ -710,14 +647,16 @@ Desc The path heads toward the main city. ~ #ENDEXIT -Reset M 0 6501 6 6501 +Reset M 6501 6 6501 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6502 -Name Path up the Mountain~ -Sector mountain~ -Desc Standing near the halfway point up the mountain, you can easily see the +Vnum 6502 +Name Path up the Mountain~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Standing near the halfway point up the mountain, you can easily see the hill of the crossroads in the distance to the southwest, while the top of the mountain is very near to the north. ~ @@ -735,14 +674,16 @@ Desc The base of the mountain is near. ~ #ENDEXIT -Reset M 0 6501 6 6502 +Reset M 6501 6 6502 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6503 -Name Top of the Mountain~ -Sector hills~ -Desc You stand on the mountain's top. Far to the south you can see the spires +Vnum 6503 +Name Top of the Mountain~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand on the mountain's top. Far to the south you can see the spires of the city of Darkhaven, and a path leads down the mountainside to its base in that direction. To your east and west, large gates have been built into the rock face. @@ -768,16 +709,17 @@ Desc There is an entrance to the mountain. ~ #ENDEXIT -Reset O 0 6507 2 6503 -Reset M 0 6501 6 6503 +Reset O 6507 2 6503 -1 -1 -1 100 +Reset M 6501 6 6503 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6504 -Name Along the Narrow Path~ -Sector inside~ -Flags indoors~ -Desc This is a narrow, eerie path leading to the far side of the dwarven village. +Vnum 6504 +Name Along the Narrow Path~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is a narrow, eerie path leading to the far side of the dwarven village. It looks to be less travelled than the others, and continues to north or opens up to the south. ~ @@ -794,10 +736,12 @@ ToRoom 6540 #ENDROOM #ROOM -Vnum 6505 -Name A Gate in the Mountain~ -Sector field~ -Desc You stand in before a large tunnel which leads into the mountain. Barring +Vnum 6505 +Name A Gate in the Mountain~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand in before a large tunnel which leads into the mountain. Barring access to the tunnel is a large, sturdy gate painted a dark green and secured with an oversized lock. ~ @@ -814,23 +758,24 @@ Keywords door~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset D 0 6505 3 2 -Reset M 0 6500 4 6505 - Reset E 1 6504 10 16 - Reset E 1 6505 10 5 - Reset G 1 6502 10 -Reset M 0 6500 4 6505 - Reset E 1 6504 10 16 - Reset E 1 6505 10 5 -Reset O 0 6507 2 6505 +Reset D 6505 3 2 100 -2 +Reset M 6500 4 6505 -1 -1 -1 100 + Reset E 6504 10 16 100 + Reset E 6505 10 5 100 + Reset G 6502 10 100 +Reset M 6500 4 6505 -1 -1 -1 100 + Reset E 6504 10 16 100 + Reset E 6505 10 5 100 +Reset O 6507 2 6505 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6506 -Name Bend in the Narrow Path~ -Sector inside~ -Flags indoors~ -Desc The path narrows and bends here to the east. The increasing trees hang over +Vnum 6506 +Name Bend in the Narrow Path~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The path narrows and bends here to the east. The increasing trees hang over the path, which itself is becoming rapidly overgrown. The path continues to the south and east. ~ @@ -853,11 +798,12 @@ ExDesc They hang over the road in the most ominous of ways. #ENDROOM #ROOM -Vnum 6507 -Name Bend in the Narrow Path~ -Sector inside~ -Flags indoors~ -Desc The path continues to narrow, and bends here to the north or back west. +Vnum 6507 +Name Bend in the Narrow Path~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The path continues to narrow, and bends here to the north or back west. The increasing trees hang over the path, which itself is overgrown. The path continues to the north and west. ~ @@ -874,11 +820,12 @@ ToRoom 6506 #ENDROOM #ROOM -Vnum 6508 -Name Along the Narrow North-South Pass~ -Sector inside~ -Flags indoors~ -Desc The narrow path leads to both the north and south here. To the north +Vnum 6508 +Name Along the Narrow North-South Pass~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The narrow path leads to both the north and south here. To the north and east you can see a tall structure, and to the narrow path leads back along the mountain to the south. ~ @@ -892,15 +839,16 @@ Direction south~ ToRoom 6507 #ENDEXIT -Reset M 0 6506 2 6508 +Reset M 6506 2 6508 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6509 -Name The Door to the Kingdom~ -Sector inside~ -Flags indoors~ -Desc The narrow path comes to an abrupt halt here. A small castle of sorts +Vnum 6509 +Name The Door to the Kingdom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The narrow path comes to an abrupt halt here. A small castle of sorts stands immediately to the east, and a guard post is just to the west. The narrow path continues back over the mountain to the south. ~ @@ -922,23 +870,24 @@ Direction west~ ToRoom 6522 #ENDEXIT -Reset D 0 6509 1 2 -Reset M 0 6500 6 6509 - Reset E 1 6509 10 16 - Reset E 1 6510 10 6 - Reset E 1 6511 10 1 -Reset M 0 6500 6 6509 - Reset E 1 6512 10 9 - Reset E 1 6509 10 16 - Reset E 1 6505 10 5 +Reset D 6509 1 2 100 -2 +Reset M 6500 6 6509 -1 -1 -1 100 + Reset E 6509 10 16 100 + Reset E 6510 10 6 100 + Reset E 6511 10 1 100 +Reset M 6500 6 6509 -1 -1 -1 100 + Reset E 6512 10 9 100 + Reset E 6509 10 16 100 + Reset E 6505 10 5 100 #ENDROOM #ROOM -Vnum 6510 -Name Path to the Castle~ -Sector inside~ -Flags indoors~ -Desc You are on a path that will eventually lead to the castle. It +Vnum 6510 +Name Path to the Castle~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are on a path that will eventually lead to the castle. It continues north to the castle, and there is a door on the western wall. ~ #EXIT @@ -954,15 +903,16 @@ Keywords door~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset D 0 6510 3 2 +Reset D 6510 3 2 100 -2 #ENDROOM #ROOM -Vnum 6511 -Name Still on the path to the Castle~ -Sector inside~ -Flags indoors~ -Desc You are still on the path to the castle, or back to the +Vnum 6511 +Name Still on the path to the Castle~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are still on the path to the castle, or back to the Dwarven village, whichever way you wish to go. The path continues to the north and south. ~ @@ -979,11 +929,12 @@ ToRoom 6510 #ENDROOM #ROOM -Vnum 6512 -Name Door to Castle~ -Sector inside~ -Flags indoors~ -Desc Here there is a door to the castle to the east. The castle +Vnum 6512 +Name Door to Castle~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on end. A sign says: @@ -1005,19 +956,20 @@ Direction south~ ToRoom 6511 #ENDEXIT -Reset D 0 6512 1 2 -Reset M 0 6500 2 6512 - Reset E 1 6508 10 16 -Reset M 0 6500 2 6512 - Reset E 1 6508 10 16 +Reset D 6512 1 2 100 -2 +Reset M 6500 2 6512 -1 -1 -1 100 + Reset E 6508 10 16 100 +Reset M 6500 2 6512 -1 -1 -1 100 + Reset E 6508 10 16 100 #ENDROOM #ROOM -Vnum 6513 -Name Inside the entrance~ -Sector inside~ -Flags indoors~ -Desc Everything here is covered in soot and very grimy. The path continues +Vnum 6513 +Name Inside the entrance~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Everything here is covered in soot and very grimy. The path continues to the east and north, and there is a door to the west. ~ #EXIT @@ -1044,16 +996,17 @@ Desc This looks like an entrance to some type of store room. ~ #ENDEXIT -Reset D 0 6513 1 2 -Reset O 0 6507 2 6513 +Reset D 6513 1 2 100 -2 +Reset O 6507 2 6513 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6514 -Name Path~ -Sector inside~ -Flags indoors~ -Desc You are on a path in the dwarven village which leads north to the shops +Vnum 6514 +Name Path~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are on a path in the dwarven village which leads north to the shops and south to the corner of the area. ~ #EXIT @@ -1069,11 +1022,12 @@ ToRoom 6513 #ENDROOM #ROOM -Vnum 6515 -Name Turn in road~ -Sector inside~ -Flags indoors~ -Desc You are on a path that leads to a Hide & Tooth shop to the west, and the +Vnum 6515 +Name Turn in road~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are on a path that leads to a Hide & Tooth shop to the west, and the path continues to the south. ~ #EXIT @@ -1088,15 +1042,16 @@ Desc The Hide & Tooth shop is seen to the west. ~ #ENDEXIT -Reset M 0 6505 1 6515 +Reset M 6505 1 6515 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6516 -Name Hide & Tooth Shop~ -Sector inside~ -Flags indoors~ -Desc You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven +Vnum 6516 +Name Hide & Tooth Shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven weapons and armors. The path continues to the north and east. ~ #EXIT @@ -1109,21 +1064,22 @@ Direction east~ ToRoom 6515 #ENDEXIT -Reset M 0 6503 1 6516 - Reset G 1 6504 10 - Reset G 1 6505 10 - Reset G 1 6510 10 - Reset G 1 6511 10 - Reset G 1 6512 10 - Reset E 1 6504 10 16 +Reset M 6503 1 6516 -1 -1 -1 100 + Reset G 6504 10 100 + Reset G 6505 10 100 + Reset G 6510 10 100 + Reset G 6511 10 100 + Reset G 6512 10 100 + Reset E 6504 10 16 100 #ENDROOM #ROOM -Vnum 6517 -Name Path to the north of shop~ -Sector inside~ -Flags indoors~ -Desc You are on a path to the north of the Hide & Tooth shop. The path continues +Vnum 6517 +Name Path to the north of shop~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. ~ #EXIT @@ -1144,11 +1100,12 @@ ToRoom 6535 #ENDROOM #ROOM -Vnum 6518 -Name North of Shops~ -Sector inside~ -Flags indoors~ -Desc Here the path bends to the east towards the barracks. To the +Vnum 6518 +Name North of Shops~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the path bends to the east towards the barracks. To the south you can see the shops. ~ #EXIT @@ -1164,11 +1121,12 @@ ToRoom 6517 #ENDROOM #ROOM -Vnum 6519 -Name Path by Hospital~ -Sector inside~ -Flags indoors~ -Desc Here the path passes by the Hospital to the north. It continues +Vnum 6519 +Name Path by Hospital~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the path passes by the Hospital to the north. It continues to the east to the barracks, and to the west. ~ #EXIT @@ -1189,11 +1147,12 @@ ToRoom 6518 #ENDROOM #ROOM -Vnum 6520 -Name Path next to barracks~ -Sector inside~ -Flags indoors~ -Desc Here the path continues west, and east to the barracks. +Vnum 6520 +Name Path next to barracks~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here the path continues west, and east to the barracks. ~ #EXIT Direction east~ @@ -1205,15 +1164,16 @@ Direction west~ ToRoom 6519 #ENDEXIT -Reset M 0 6505 1 6520 +Reset M 6505 1 6520 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6521 -Name Entrance to barracks~ -Sector inside~ -Flags indoors~ -Desc Here there is an entrance to the barracks to the south, and +Vnum 6521 +Name Entrance to barracks~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here there is an entrance to the barracks to the south, and the path continues to the west. ~ #EXIT @@ -1228,22 +1188,23 @@ Direction west~ ToRoom 6520 #ENDEXIT -Reset D 0 6521 2 1 -Reset M 0 6514 4 6521 - Reset E 1 6509 10 16 -Reset M 0 6514 4 6521 - Reset E 1 6509 10 16 -Reset M 0 6500 4 6521 -Reset M 0 6500 4 6521 -Reset M 0 6500 4 6521 +Reset D 6521 2 1 100 -2 +Reset M 6514 4 6521 -1 -1 -1 100 + Reset E 6509 10 16 100 +Reset M 6514 4 6521 -1 -1 -1 100 + Reset E 6509 10 16 100 +Reset M 6500 4 6521 -1 -1 -1 100 +Reset M 6500 4 6521 -1 -1 -1 100 +Reset M 6500 4 6521 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6522 -Name A Guard House~ -Sector inside~ -Flags indoors~ -Desc You stand inside a guard house just to the west of the castle's entrance. +Vnum 6522 +Name A Guard House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stand inside a guard house just to the west of the castle's entrance. There is little of interest here. ~ #EXIT @@ -1254,11 +1215,12 @@ ToRoom 6509 #ENDROOM #ROOM -Vnum 6523 -Name First Barrack room~ -Sector inside~ -Flags indoors~ -Desc Here is the first of two main rooms of barracks. The +Vnum 6523 +Name First Barrack room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here is the first of two main rooms of barracks. The barracks continue to the south, and you can leave the room to the north. ~ @@ -1274,21 +1236,22 @@ Direction south~ ToRoom 6524 #ENDEXIT -Reset D 0 6523 0 1 -Reset M 0 6511 8 6523 -Reset M 0 6511 8 6523 - Reset E 1 6504 10 16 - Reset E 1 6514 10 17 -Reset M 0 6511 8 6523 -Reset M 0 6511 8 6523 +Reset D 6523 0 1 100 -2 +Reset M 6511 8 6523 -1 -1 -1 100 +Reset M 6511 8 6523 -1 -1 -1 100 + Reset E 6504 10 16 100 + Reset E 6514 10 17 100 +Reset M 6511 8 6523 -1 -1 -1 100 +Reset M 6511 8 6523 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6524 -Name Back of Barracks~ -Sector inside~ -Flags indoors~ -Desc Here is the back of the dwarven barracks. There are rows +Vnum 6524 +Name Back of Barracks~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. ~ #EXIT @@ -1296,18 +1259,19 @@ Direction north~ ToRoom 6523 #ENDEXIT -Reset M 0 6511 8 6524 -Reset O 0 6513 1 6524 -Reset M 0 6502 2 6524 -Reset M 0 6511 8 6524 +Reset M 6511 8 6524 -1 -1 -1 100 +Reset O 6513 1 6524 -1 -1 -1 100 +Reset M 6502 2 6524 -1 -1 -1 100 +Reset M 6511 8 6524 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6525 -Name Inside of Castle Strangelove~ -Sector inside~ -Flags indoors~ -Desc You are just inside the castle. It is very tubular in shape, +Vnum 6525 +Name Inside of Castle Strangelove~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are just inside the castle. It is very tubular in shape, and it is very featureless. There is a set of stairs that lead up, and the door leads out of the castle to the west. ~ @@ -1324,15 +1288,16 @@ Direction up~ ToRoom 6528 #ENDEXIT -Reset D 0 6525 3 2 +Reset D 6525 3 2 100 -2 #ENDROOM #ROOM -Vnum 6526 -Name A store room~ -Sector inside~ -Flags dark indoors~ -Desc There is a layer of dust on the floor at least 3 inches thick! It is +Vnum 6526 +Name A store room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc There is a layer of dust on the floor at least 3 inches thick! It is probable that not many people have been in here for many months. ~ #EXIT @@ -1349,7 +1314,7 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset D 0 6526 5 1 +Reset D 6526 5 1 100 -2 #EXDESC ExDescKey floor dust~ ExDesc After blowing all the dust off the floor, you notice a trapdoor! @@ -1359,11 +1324,12 @@ ExDesc After blowing all the dust off the floor, you notice a trapdoor! #ENDROOM #ROOM -Vnum 6527 -Name Wine cellar~ -Sector inside~ -Flags dark indoors~ -Desc This room smells like wine, and you can only assume it used to be +Vnum 6527 +Name Wine cellar~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room smells like wine, and you can only assume it used to be a wine cellar at one time. ~ #EXIT @@ -1372,17 +1338,18 @@ ToRoom 6526 Flags isdoor closed~ #ENDEXIT -Reset D 0 6527 4 1 -Reset M 0 6502 1 6527 - Reset G 1 6502 10 +Reset D 6527 4 1 100 -2 +Reset M 6502 1 6527 -1 -1 -1 100 + Reset G 6502 10 100 #ENDROOM #ROOM -Vnum 6528 -Name Stairs in castle~ -Sector inside~ -Flags indoors~ -Desc The stairs continue to circle up and down here. +Vnum 6528 +Name Stairs in castle~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The stairs continue to circle up and down here. ~ #EXIT Direction up~ @@ -1394,15 +1361,16 @@ Direction down~ ToRoom 6525 #ENDEXIT -Reset M 0 6512 3 6528 +Reset M 6512 3 6528 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6529 -Name Stairs~ -Sector inside~ -Flags indoors~ -Desc You are still circling around on the stairs. You are starting to +Vnum 6529 +Name Stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are still circling around on the stairs. You are starting to get dizzy from going around and around and around and around and around. The stairs continue up and down. ~ @@ -1416,16 +1384,17 @@ Direction down~ ToRoom 6528 #ENDEXIT -Reset M 0 6512 3 6529 -Reset M 0 6513 3 6529 +Reset M 6512 3 6529 -1 -1 -1 100 +Reset M 6513 3 6529 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6530 -Name Top of stairs~ -Sector inside~ -Flags indoors~ -Desc You are at the top of the stairs in the castle. There is an exit +Vnum 6530 +Name Top of stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are at the top of the stairs in the castle. There is an exit to the east, and the stairs lead down. ~ #EXIT @@ -1438,15 +1407,16 @@ Direction down~ ToRoom 6529 #ENDEXIT -Reset M 0 6513 3 6530 +Reset M 6513 3 6530 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6531 -Name Queen's waiting room~ -Sector inside~ -Flags indoors~ -Desc This is the Queen's waiting room. Here the men literally +Vnum 6531 +Name Queen's waiting room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is the Queen's waiting room. Here the men literally 'wait' for the queen. You've heard that the queen really likes to get to 'know' her people, in the biblical sense. The queen's bedroom is to the north, and you can see stairs to the west. @@ -1464,17 +1434,18 @@ Direction west~ ToRoom 6530 #ENDEXIT -Reset D 0 6531 0 1 -Reset M 0 6515 4 6531 -Reset M 0 6515 4 6531 +Reset D 6531 0 1 100 -2 +Reset M 6515 4 6531 -1 -1 -1 100 +Reset M 6515 4 6531 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6532 -Name Bedroom~ -Sector inside~ -Flags indoors~ -Desc This is the Queen's bedroom. The bed is all ruffled, and there +Vnum 6532 +Name Bedroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is the Queen's bedroom. The bed is all ruffled, and there is a stack of dirty sheets piled in the corner. A note has been scrawled in lipstick on the mirror: @@ -1490,16 +1461,17 @@ Keywords door~ Flags isdoor closed pickproof~ #ENDEXIT -Reset D 0 6532 2 1 -Reset O 0 6516 1 6532 +Reset D 6532 2 1 100 -2 +Reset O 6516 1 6532 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6534 -Name Hospital~ -Sector inside~ -Flags indoors~ -Desc You are inside the Dwarven Hospital. It smells like rubbing +Vnum 6534 +Name Hospital~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside the Dwarven Hospital. It smells like rubbing alcohol, and there is blood all over the walls. ~ #EXIT @@ -1507,19 +1479,20 @@ Direction south~ ToRoom 6519 #ENDEXIT -Reset O 0 6506 1 6534 -Reset M 0 6510 4 6534 -Reset M 0 6510 4 6534 -Reset M 0 6509 1 6534 - Reset E 1 6506 10 17 +Reset O 6506 1 6534 -1 -1 -1 100 +Reset M 6510 4 6534 -1 -1 -1 100 +Reset M 6510 4 6534 -1 -1 -1 100 +Reset M 6509 1 6534 -1 -1 -1 100 + Reset E 6506 10 17 100 #ENDROOM #ROOM -Vnum 6535 -Name Granite Head's Bakery~ -Sector inside~ -Flags indoors~ -Desc The aroma coming from this room is sensuous. You can almost taste +Vnum 6535 +Name Granite Head's Bakery~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The aroma coming from this room is sensuous. You can almost taste the pastries dissolving in your mouth. ~ #EXIT @@ -1527,16 +1500,17 @@ Direction east~ ToRoom 6517 #ENDEXIT -Reset M 0 6504 1 6535 - Reset E 1 6504 10 16 +Reset M 6504 1 6535 -1 -1 -1 100 + Reset E 6504 10 16 100 #ENDROOM #ROOM -Vnum 6540 -Name Dark Path before a Mountain Gate~ -Sector inside~ -Flags indoors~ -Desc Here, where the well worn path passes through shadow, stands a gate which +Vnum 6540 +Name Dark Path before a Mountain Gate~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Here, where the well worn path passes through shadow, stands a gate which covers a wide tunnel leading into the mountainside. Sounds and smells of mining float up from the tunnel and through the bars. The path continues to the north and west, or you can take your chances through the gate. @@ -1559,23 +1533,24 @@ Direction west~ ToRoom 6503 #ENDEXIT -Reset D 0 6540 1 2 -Reset M 0 6500 4 6540 - Reset E 1 6504 10 16 - Reset E 1 6505 10 5 - Reset G 1 6502 10 -Reset M 0 6500 4 6540 - Reset E 1 6504 10 16 - Reset E 1 6505 10 5 -Reset O 0 6507 1 6540 +Reset D 6540 1 2 100 -2 +Reset M 6500 4 6540 -1 -1 -1 100 + Reset E 6504 10 16 100 + Reset E 6505 10 5 100 + Reset G 6502 10 100 +Reset M 6500 4 6540 -1 -1 -1 100 + Reset E 6504 10 16 100 + Reset E 6505 10 5 100 +Reset O 6507 1 6540 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6541 -Name Mine entrance~ -Sector inside~ -Flags indoors~ -Desc The little path here leads down toward the mines, while the worn path +Vnum 6541 +Name Mine entrance~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The little path here leads down toward the mines, while the worn path continues to the west. ~ #EXIT @@ -1591,15 +1566,16 @@ Direction down~ ToRoom 6542 #ENDEXIT -Reset D 0 6541 3 2 +Reset D 6541 3 2 100 -2 #ENDROOM #ROOM -Vnum 6542 -Name Inside the mine~ -Sector inside~ -Flags dark indoors~ -Desc There are holes everywhere from the places that the workers blew +Vnum 6542 +Name Inside the mine~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc There are holes everywhere from the places that the workers blew away the rock to get to whatever they were looking for. A path leads down and up. ~ @@ -1613,16 +1589,17 @@ Direction down~ ToRoom 6554 #ENDEXIT -Reset M 0 6507 4 6542 - Reset E 1 6508 10 16 +Reset M 6507 4 6542 -1 -1 -1 100 + Reset E 6508 10 16 100 #ENDROOM #ROOM -Vnum 6543 -Name Path in the mine~ -Sector inside~ -Flags dark indoors~ -Desc You are deep inside the mine, and you feel very uncomfortable. The +Vnum 6543 +Name Path in the mine~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are deep inside the mine, and you feel very uncomfortable. The path continues to the east, and leads to the mineshaft to the west. ~ #EXIT @@ -1635,21 +1612,22 @@ Direction west~ ToRoom 6554 #ENDEXIT -Reset M 0 6507 4 6543 - Reset E 1 6508 10 16 -Reset M 0 6507 4 6543 - Reset E 1 6508 10 16 -Reset M 0 6508 4 6543 - Reset E 1 6512 10 9 - Reset E 1 6508 10 16 +Reset M 6507 4 6543 -1 -1 -1 100 + Reset E 6508 10 16 100 +Reset M 6507 4 6543 -1 -1 -1 100 + Reset E 6508 10 16 100 +Reset M 6508 4 6543 -1 -1 -1 100 + Reset E 6512 10 9 100 + Reset E 6508 10 16 100 #ENDROOM #ROOM -Vnum 6544 -Name Mine crossroad~ -Sector inside~ -Flags dark indoors~ -Desc You are at a crossroad in the mine. There is a door to the north, +Vnum 6544 +Name Mine crossroad~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at a crossroad in the mine. There is a door to the north, and the path continues to the south, east, and west. ~ #EXIT @@ -1675,15 +1653,16 @@ Direction west~ ToRoom 6543 #ENDEXIT -Reset D 0 6544 0 2 +Reset D 6544 0 2 100 -2 #ENDROOM #ROOM -Vnum 6545 -Name Coal Room~ -Sector inside~ -Flags dark indoors~ -Desc You are inside the storage area for the raw materials +Vnum 6545 +Name Coal Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside the storage area for the raw materials that are found down here. The room is very unsturdy as the supports are very rickety. ~ @@ -1692,15 +1671,16 @@ Direction west~ ToRoom 6544 #ENDEXIT -Reset O 0 6517 6 6545 +Reset O 6517 6 6545 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6546 -Name Mine Maze~ -Sector inside~ -Flags dark indoors~ -Desc You have entered the maze of the mines. To the east you +Vnum 6546 +Name Mine Maze~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have entered the maze of the mines. To the east you can see some inscriptions, and you can exit to the south. ~ #EXIT @@ -1716,15 +1696,16 @@ Keywords door~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset D 0 6546 2 2 +Reset D 6546 2 2 100 -2 #ENDROOM #ROOM -Vnum 6547 -Name Maze inscription~ -Sector inside~ -Flags dark indoors~ -Desc You are inside the maze, but not far enough in that you could get lost. +Vnum 6547 +Name Maze inscription~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside the maze, but not far enough in that you could get lost. ~ #EXIT Direction north~ @@ -1739,11 +1720,12 @@ ToRoom 6546 #ENDROOM #ROOM -Vnum 6548 -Name Maze~ -Sector inside~ -Flags dark indoors~ -Desc You are in a maze. +Vnum 6548 +Name Maze~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a maze. ~ #EXIT Direction north~ @@ -1755,15 +1737,16 @@ Direction south~ ToRoom 6547 #ENDEXIT -Reset M 0 6517 2 6548 +Reset M 6517 2 6548 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6549 -Name Maze~ -Sector inside~ -Flags dark indoors~ -Desc You are in a maze. +Vnum 6549 +Name Maze~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a maze. ~ #EXIT Direction north~ @@ -1775,15 +1758,16 @@ Direction west~ ToRoom 6548 #ENDEXIT -Reset M 0 6517 2 6549 +Reset M 6517 2 6549 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6550 -Name Maze~ -Sector inside~ -Flags dark indoors~ -Desc You are in a maze. +Vnum 6550 +Name Maze~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a maze. ~ #EXIT Direction south~ @@ -1798,11 +1782,12 @@ ToRoom 6552 #ENDROOM #ROOM -Vnum 6551 -Name Mining equipment room~ -Sector inside~ -Flags dark indoors~ -Desc This is the storage room for equipment used by the +Vnum 6551 +Name Mining equipment room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is the storage room for equipment used by the Dwarven miners. It is very small, and you can tell that not many miners actually use any equipment. ~ @@ -1811,15 +1796,16 @@ Direction north~ ToRoom 6544 #ENDEXIT -Reset O 0 6518 3 6551 +Reset O 6518 3 6551 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6552 -Name Solved the Maze.~ -Sector inside~ -Flags dark indoors~ -Desc You have solved the maze. You can tell by the last few moves that there +Vnum 6552 +Name Solved the Maze.~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have solved the maze. You can tell by the last few moves that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. There is a sign along the south wall: @@ -1840,11 +1826,12 @@ ToRoom 6553 #ENDROOM #ROOM -Vnum 6553 -Name The Mazekeeper's Room~ -Sector inside~ -Flags dark indoors~ -Desc You have entered the Mazekeeper's room. There are pictures of +Vnum 6553 +Name The Mazekeeper's Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have entered the Mazekeeper's room. There are pictures of the Queen with darts thrown in it. Spray-painted on the wall are things like 'the queen shall suffer' and 'Catholics Rule'. ~ @@ -1853,15 +1840,16 @@ Direction east~ ToRoom 6552 #ENDEXIT -Reset M 0 6516 1 6553 +Reset M 6516 1 6553 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 6554 -Name Bottom of mineshaft~ -Sector inside~ -Flags dark indoors~ -Desc You are at the bottom of the mineshaft. The air here is very sooty, and +Vnum 6554 +Name Bottom of mineshaft~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breathe. The mineshaft leads up and east. ~ #EXIT diff --git a/data/realm/eastern.are b/data/realm/eastern.are new file mode 100644 index 0000000..a6c38d5 --- /dev/null +++ b/data/realm/eastern.are @@ -0,0 +1,2019 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Great Eastern Desert~ +Author Anon~ +Vnums 5000 5070 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 10 20 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 5000 +Keywords dervish raggity~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The dervish~ +Long The raggity dervish walks on aimlessly. +~ +Desc Dressed in loose fitting rags, this man looks like he could use +some rest. +~ +Nattacks 0.000000 +Stats1 900 70 0 0 0 0 +Stats2 5 21 5 50 2 4 0 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 5001 +Keywords dervish large~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The dervish~ +Long The large dervish watches for signs of trouble. +~ +Desc Dressed in loose fitting rags, this man looks like he could use +LOTS of rest. +~ +Nattacks 0.000000 +Stats1 650 150 0 0 0 0 +Stats2 8 21 1 80 2 6 1 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 5002 +Keywords snake coral~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The coral snake~ +Long A brightly colored snake slithers along the sands. +~ +Desc This relatively harmless snake has bright alternating bands of red, yellow +and black. +~ +Nattacks 0.000000 +Stats1 -10 0 0 0 0 0 +Stats2 4 21 4 40 1 9 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 5003 +Keywords scorpion small~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The small scorpion~ +Long A small, red scorpion scuttles away at your approach. +~ +Desc The little tail is mighty dangerous for such a small creature. +~ +Nattacks 0.000000 +Stats1 -50 0 0 0 0 0 +Stats2 3 21 1 30 1 8 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 5004 +Keywords worm giant~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The giant, purple sand worm~ +Long A giant, purple sand worm thrusts up out of the sand and attacks! +~ +Desc He's big, mean, and purple. Watch out! +~ +Nattacks 0.000000 +Stats1 -100 2540 0 0 0 0 +Stats2 18 21 0 180 3 6 4 +Speaking common~ +Actflags npc sentinel aggressive~ +#ENDMOBILE + +#MOBILE +Vnum 5005 +Keywords dragon brass~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_breath_any~ +Short the brass dragon~ +Long The brass dragon steps out of the darkness and says 'Hello'. +Then adds to it, 'Prepare to die, have a nice day!' +~ +Nattacks 0.000000 +Stats1 450 5500 0 0 0 0 +Stats2 30 21 -10 300 1 9 25 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 5006 +Keywords nomad leader~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Short The nomad leader~ +Long The nomad leader sits silently in prayer. +~ +Desc He is clad in silk robes lined with gold thread. At his side +is a large, engraved cutlass. He has an especially haughty air +about him. +~ +Nattacks 0.000000 +Stats1 950 1000 0 0 0 0 +Stats2 14 21 0 140 3 8 2 +Speaking common~ +Actflags npc stayarea wimpy immortal~ +#ENDMOBILE + +#MOBILE +Vnum 5007 +Keywords nomad commander~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The nomad commander~ +Long The nomad commander stands here staring suspiciously at you. +~ +Desc This is the nomad leader's second in command. His clothes are richly +woven of silk and gold thread. A nasty cutlass hangs at his side. +~ +Nattacks 0.000000 +Stats1 900 600 0 0 0 0 +Stats2 12 21 1 120 3 5 1 +Speaking common~ +Actflags npc sentinel immortal~ +#ENDMOBILE + +#MOBILE +Vnum 5008 +Keywords nomad warrior~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The nomad warrior~ +Long A proud nomad warrior stands here. +~ +Nattacks 0.000000 +Stats1 700 300 0 0 0 0 +Stats2 10 21 0 100 4 3 0 +Speaking common~ +Actflags npc sentinel~ +#ENDMOBILE + +#MOBILE +Vnum 5009 +Keywords slave young~ +Race human~ +Class Warrior~ +Gender female~ +Position resting~ +DefPos resting~ +Short The slave~ +Long A young slave sits here staring at you with pleading eyes. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 3 21 9 30 1 5 0 +Speaking common~ +Actflags npc sentinel wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 5010 +Keywords dracolich lich~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short The dracolich~ +Long A pile of bones rises up to form a skeletal dracolich. +~ +Desc The dracolich is now only bone with pieces of flesh hanging from it. +Obviously it no longer fears death. +~ +Nattacks 0.000000 +Stats1 -1000 75000 0 0 0 0 +Stats2 20 21 -2 200 25 2 0 +Speaking common~ +Actflags npc sentinel aggressive immortal~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 5011 +Keywords drider drow~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short The drider~ +Long The drider looks at you viciously while it draws its sword. +~ +Desc This half-spider, half-drow creature is a formidable opponent. +~ +Nattacks 0.000000 +Stats1 -1000 200 0 0 0 0 +Stats2 8 21 2 80 2 6 2 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 5012 +Keywords duergar dwarf~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The dark dwarf~ +Long A duergar is here mining precious stones with his pick. +~ +Desc The duergar could crush your head as easily as it does those rocks. +~ +Nattacks 0.000000 +Stats1 -850 170 0 0 0 0 +Stats2 5 21 3 50 2 5 1 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 5013 +Keywords myconoid~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the myconoid~ +Long A myconoid lumbers along peacefully. +~ +Desc The myconoid looks something like a giant mushroom (and probably +has the same effect). +~ +Nattacks 0.000000 +Stats1 850 50 0 0 0 0 +Stats2 6 21 4 60 2 7 0 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 5014 +Keywords myconoid shaman~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short The myconoid shaman~ +Long A rather large myconoid stands here chanting in a strange tongue. +~ +Desc The shaman shoots spores into the air. +~ +Nattacks 0.000000 +Stats1 850 1500 0 0 0 0 +Stats2 8 21 2 80 2 7 2 +Speaking common~ +Actflags npc sentinel wimpy~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 5015 +Keywords dustdigger~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The dustdigger~ +Long A small oasis invites you to dive in.~ +Nattacks 0.000000 +Stats1 -200 450 0 0 0 0 +Stats2 7 21 1 70 3 4 0 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected hide~ +#ENDMOBILE + +#MOBILE +Vnum 5017 +Keywords camel~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The rabid camel~ +Long A very dangerous rabid camel snorts at you. +~ +Desc Don't mess with this animal. +~ +Nattacks 0.000000 +Stats1 -351 270 0 0 0 0 +Stats2 5 21 6 60 2 4 3 +Speaking common~ +Actflags npc sentinel aggressive~ +#ENDMOBILE + +#OBJECT +Vnum 5000 +Keywords pick~ +Type weapon~ +Short A small mining pick~ +Long A small mining pick made of what appears to be silver lies on the ground.~ +Flags antigood~ +WFlags take wield~ +Values 0 1 9 11 0 0 0 0 0 0 0 +Stats 3 600 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5001 +Keywords banded mail~ +Type armor~ +Short A glowing suit of banded mail~ +Long A glowing suit of banded mail lies on the ground.~ +Flags glow magic~ +WFlags take body~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 1 75000 -2 1 0 None None None +AffData intelligence 2 -1 -1 0 +AffData armor -4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5002 +Keywords halberd~ +Type weapon~ +Short the halberd~ +Long A mighty halberd lies against the wall.~ +Flags magic bless~ +WFlags take wield~ +Values 0 3 7 2 0 0 0 0 0 0 0 +Stats 16 12000 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5003 +Keywords amulet~ +Type armor~ +Short the amulet~ +Long A mushroom shaped amulet lies on the ground.~ +Flags magic~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 1500 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5005 +Keywords bone~ +Type weapon~ +Short A large leg bone~ +Long A large leg bone rests on the ground.~ +WFlags take wield~ +Values 0 1 4 7 0 0 0 0 0 0 0 +Stats 5 300 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5006 +Keywords cactus~ +Type drinkcon~ +Short a small cactus cup~ +Long A small cactus cup lies on the ground.~ +WFlags take~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 6 30 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5007 +Keywords basket~ +Type container~ +Short a small wicker basket~ +Long A small wicker basket sits on the ground.~ +WFlags take~ +Values 100 5 -1 0 0 0 0 0 0 0 0 +Stats 50 5000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5008 +Keywords basket~ +Type container~ +Short a small wicker basket~ +Long A small wicker basket sits on the ground.~ +WFlags take~ +Values 100 5 -1 0 0 0 0 0 0 0 0 +Stats 50 5000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5009 +Keywords basket~ +Type container~ +Short a small wicker basket~ +Long A small wicker basket sits on the ground.~ +WFlags take~ +Values 100 5 -1 0 0 0 0 0 0 0 0 +Stats 50 5000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5010 +Keywords basket~ +Type container~ +Short a small wicker basket~ +Long A small wicker basket sits on the ground.~ +Values 100 5 -1 0 0 0 0 0 0 0 0 +Stats 50 5000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5011 +Keywords rope~ +Type furniture~ +Short a coil of rope~ +Long A long coil of rope lies on the ground.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 12 450 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5012 +Keywords stakes~ +Type furniture~ +Short a bunch of stakes~ +Long A small bundle of stakes lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 6 250 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5013 +Keywords map~ +Type furniture~ +Short an old, tattered map~ +Long An old, tattered, and much faded map lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 300 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5014 +Keywords turban~ +Type armor~ +Short a thick padded turban~ +Long A thick padded turban lies here.~ +Flags magic nodrop~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 4300 -2 1 0 None None None +AffData armor 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5015 +Keywords coins~ +Type money~ +Short a great pile of treasure~ +Long A great, gleaming pile of treasure lies at your feet.~ +WFlags take~ +Values 46270 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5016 +Keywords sabre~ +Type weapon~ +Short a long, curved sabre~ +Long A long, curved sabre stands upright in the ground.~ +Flags antineutral~ +WFlags take wield~ +Values 0 2 8 3 0 0 0 0 0 0 0 +Stats 7 1050 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5017 +Keywords scimitar~ +Type weapon~ +Short a curved scimitar~ +Long A curved scimitar lies at your feet.~ +Flags antineutral~ +WFlags take wield~ +Values 0 2 7 3 0 0 0 0 0 0 0 +Stats 6 600 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5018 +Keywords cutlass~ +Type weapon~ +Short a long, pointed cutlass~ +Long A long, pointed cutlass lies here.~ +Flags antineutral~ +WFlags take wield~ +Values 0 2 7 3 0 0 0 0 0 0 0 +Stats 5 550 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5019 +Keywords potion pink~ +Type potion~ +Short a pink potion~ +Long A pink potion stands here.~ +WFlags take~ +Values 25 -1 -1 -1 0 0 0 0 0 0 0 +Stats 6 600 -2 1 0 None None None +Spells 'heal' 'remove curse' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 5020 +Keywords wand platinum~ +Type wand~ +Short a platinum wand~ +Long A platinum wand lies here.~ +Flags hum~ +WFlags take hold~ +Values 30 10 10 -1 0 0 0 0 0 0 0 +Stats 8 1900 -2 1 0 None None None +Spells 'magic missile' +#ENDOBJECT + +#OBJECT +Vnum 5021 +Keywords bow energy strange~ +Type weapon~ +Short a strange energy bow~ +Long A strange energy bow lies here.~ +Action blast~ +Flags glow~ +Values 0 4 5 6 0 0 0 0 0 0 0 +Stats 20 150000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5022 +Keywords scroll encrypted~ +Type scroll~ +Short An encrypted scroll~ +Long An encrypted scroll lies at your feet.~ +WFlags take~ +Values 22 -1 -1 -1 0 0 0 0 0 0 0 +Stats 7 1500 -2 1 0 None None None +Spells 'cure blindness' 'remove curse' 'cure poison' +#ENDOBJECT + +#OBJECT +Vnum 5023 +Keywords chest~ +Type container~ +Short an iron bound chest~ +Long An iron bound chest with a shiny lock sits here.~ +Values 200 13 5024 0 0 0 0 0 0 0 0 +Stats 200 1000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5024 +Keywords key golden~ +Type key~ +Short a golden key~ +Long A shiny golden key lies here.~ +WFlags take~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 1 150 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5025 +Keywords bracelet copper~ +Type armor~ +Short a copper bracelet~ +Long A tarnished copper bracelet lies at your feet.~ +Flags magic nodrop~ +WFlags take wrist~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 10 23000 -2 1 0 None None None +AffData hit 10 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5026 +Keywords gem ruby~ +Type treasure~ +Short A large ruby~ +Long A large ruby lies on the ground collecting dust.~ +Flags magic~ +WFlags take~ +Values 20 0 0 0 0 0 0 0 0 0 0 +Stats 9 4000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5027 +Keywords gem diamond~ +Type treasure~ +Short A glittering diamond~ +Long A glittering diamond lies at your feet.~ +Flags magic~ +WFlags take~ +Values 21 0 0 0 0 0 0 0 0 0 0 +Stats 10 9500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5028 +Keywords gem sapphire~ +Type treasure~ +Short A brilliant sapphire~ +Long A brilliant sapphire lies here twinkling.~ +Flags magic~ +WFlags take~ +Values 22 0 0 0 0 0 0 0 0 0 0 +Stats 7 3500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5029 +Keywords gem lapis~ +Type treasure~ +Short a deep blue lapis lazuli~ +Long A deep blue lapis lazuli gem lies here.~ +Flags magic~ +WFlags take~ +Values 24 0 0 0 0 0 0 0 0 0 0 +Stats 11 8500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 5030 +Keywords jewel tiger~ +Type treasure~ +Short the tiger jewel~ +Long The Tiger Jewel lies here blazing.~ +Flags bless~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 23 3000 -2 1 0 None None None +AffData intelligence 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5031 +Keywords jewel red-eyed~ +Type treasure~ +Short the red-eyed jewel~ +Long The red-eyed jewel glares at you greedily.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 30 5000 -2 1 0 None None None +AffData wisdom 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 5032 +Keywords gem emerald~ +Type treasure~ +Short a fiery green emerald~ +Long A fiery green emerald sits here.~ +Flags magic~ +WFlags take~ +Values 23 0 0 0 0 0 0 0 0 0 0 +Stats 7 5500 -2 1 0 None None None +#ENDOBJECT + +#ROOM +Vnum 5001 +Name A long tunnel~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You encounter some rapids as you enter this tunnel cut out of +the mountains by the river. +~ +#EXIT +Direction east~ +ToRoom 5002 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 3205 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5002 +Name A long tunnel~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel branches off north. +~ +#EXIT +Direction north~ +ToRoom 5008 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5003 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5001 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5003 +Name A long tunnel~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel branches off south. +~ +#EXIT +Direction east~ +ToRoom 5004 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5017 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5002 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5004 +Name A long tunnel~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel branches off to the south. +~ +#EXIT +Direction east~ +ToRoom 5005 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5018 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5003 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5005 +Name An underground lake~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are floating on a jet-black underground lake fed by dripping +water and lime from above. The tunnel continues to the east and the river +leads back west. To the north is a roughly-hewn hallway. There is also +a tunnel south. +~ +#EXIT +Direction north~ +ToRoom 5016 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5023 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5004 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5006 +Name A long narrow tunnel~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel rises sharply to the east. +~ +#EXIT +Direction east~ +ToRoom 5007 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5005 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5007 +Name A wide tunnel~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel continues east and west. To the east the tunnel dives +down into a bright light. +~ +#EXIT +Direction east~ +ToRoom 5027 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5006 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5008 +Name Cave-in~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand at the edge of a large pile of rubble created from the last +rockslide. +~ +#EXIT +Direction south~ +ToRoom 5002 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 5009 +Desc You can easily slide down the rocks without getting hurt.~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5009 +Name At the foot of the rubble~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at the bottom of a large pile of rubble. A tunnel branches +off to the north and east. +~ +#EXIT +Direction north~ +ToRoom 5010 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5012 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 5008 +#ENDEXIT + +Reset M 5011 3 5009 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5010 +Name Cave entrance~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand in the middle of a large and beautiful cave. A path leads +deeper into the darkness. +~ +#EXIT +Direction south~ +ToRoom 5009 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 5011 +Desc You look down into the cave. Bones are strewn about everywhere.~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5011 +Name Giant cave~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This cavern overwhelms you. The walls and ceiling seem miles away. +Bones of previous adventurers lie strewn on the cavern floor. +~ +#EXIT +Direction up~ +ToRoom 5010 +#ENDEXIT + +Reset M 5010 1 5011 -1 -1 -1 100 + Reset E 5002 8 16 100 + Reset E 5001 8 5 100 +Reset O 5005 1 5011 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5012 +Name Narrow bend~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel turns to the south and west. +~ +#EXIT +Direction south~ +ToRoom 5013 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5009 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5013 +Name Large cave~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are standing in a large cave. Many furs are spread out on the floor. +~ +#EXIT +Direction north~ +ToRoom 5012 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5014 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5014 +Name Damp hallway~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The walls here are extremely damp, as well as the floor. +~ +#EXIT +Direction east~ +ToRoom 5015 +Desc You hear drops of water.~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5013 +#ENDEXIT + +Reset M 5012 3 5014 -1 -1 -1 100 + Reset E 5000 15 16 100 +#ENDROOM + +#ROOM +Vnum 5015 +Name Underground pool~ +Sector water_swim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are wading in a knee deep pool of lime-water. +~ +#EXIT +Direction south~ +ToRoom 5016 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5014 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5016 +Name Damp hallway~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The walls of the tunnel are extremely damp here. You hear the faint +sound of running water to the south. +~ +#EXIT +Direction north~ +ToRoom 5015 +Desc You hear drops of water.~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5005 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5017 +Name Narrow crawlway~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This crawlway is just big enough for a human to crawl through or a +halfling to walk through. +~ +#EXIT +Direction north~ +ToRoom 5003 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5018 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5019 +Desc You smell the fragrant odor of fungus.~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5018 +Name Large cavern~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have entered a very large cavern. The rock formations would amaze +almost any dwarf. +~ +#EXIT +Direction north~ +ToRoom 5004 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5017 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5019 +Name Fungus patch~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc As you walk through the fungus patch, you are shot at by many millions of +spores. You can hardly breathe. +~ +#EXIT +Direction north~ +ToRoom 5017 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5020 +Desc The fragrant smell of fungus spores continues to the east~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5020 +Name Fungus path~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc As you walk along the path, millions of spores are shot at you. You can +hardly breathe. +~ +#EXIT +Direction south~ +ToRoom 5021 +Desc A giant mushroom temple stands to the south.~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5019 +Desc The fragrant smell of spores continues to the west.~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5021 +Name Fungus temple~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You find yourself standing inside of a giant mushroom. The inside +is decorated in the fashion of a temple. +~ +#EXIT +Direction north~ +ToRoom 5020 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5022 +#ENDEXIT + +Reset M 5013 4 5021 -1 -1 -1 100 +Reset M 5014 1 5021 -1 -1 -1 100 + Reset E 5003 5 3 100 +#ENDROOM + +#ROOM +Vnum 5022 +Name Sloping passage~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You follow a path sloping down from the fungus temple. +~ +#EXIT +Direction west~ +ToRoom 5021 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 5023 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5023 +Name Sloping passage~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a path that gently slopes up from the underground pool. +~ +#EXIT +Direction north~ +ToRoom 5005 +Desc You hear sounds of trickling water.~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 5022 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5024 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction east~ +ToRoom 5030 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5025 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5027 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5026 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5024 4 100 +Reset M 5015 4 5024 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5025 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction west~ +ToRoom 5056 +Desc You see a nomad camp by an oasis. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5026 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5028 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5024 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5025 4 100 +Reset M 5000 3 5025 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5026 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction south~ +ToRoom 5032 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5024 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5029 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5025 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5026 4 100 +Reset M 5015 4 5026 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5027 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction north~ +ToRoom 5024 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5028 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5030 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5007 +Desc You see a river flowing into the mountain. +~ +#ENDEXIT + +Reset R 5027 4 100 +Reset M 5000 3 5027 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5028 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction east~ +ToRoom 5025 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5029 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5031 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5027 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5028 4 100 +Reset M 5003 5 5028 -1 -1 -1 100 +Reset M 5004 1 5028 -1 -1 -1 100 + Reset G 5021 1 100 + Reset G 5020 5 100 + Reset G 5019 10 100 +#ENDROOM + +#ROOM +Vnum 5029 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. To the east, you see a big mirage of a city! You MUST be +hallucinating! +~ +#EXIT +Direction east~ +ToRoom 5026 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5062 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5032 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5028 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5029 4 100 +Reset M 5000 3 5029 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5030 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction north~ +ToRoom 5027 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5031 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5024 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5032 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5030 4 100 +Reset M 5015 4 5030 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5031 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction west~ +ToRoom 5028 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 5032 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5063 +Desc You see a tiny ledge. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5030 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5031 4 100 +Reset M 5001 1 5031 -1 -1 -1 100 +Reset M 5002 5 5031 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5032 +Name The Great Eastern Desert~ +Sector desert~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc A vast desert stretches for miles, the sand constantly shifting around you. +You feel lost. +~ +#EXIT +Direction north~ +ToRoom 5029 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5030 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5026 +Desc You see a tiny ledge. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5031 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +Reset R 5032 4 100 +Reset M 5015 4 5032 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5056 +Name A nomad camp~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small group of desert nomads has stopped for the day to rest +and refresh themselves beside this beautiful oasis. Three tents and some +camels make up the party. From within two of the tents you hear muffled +voices, obviously surprised at your visit. +~ +#EXIT +Direction north~ +ToRoom 5058 +Desc You see ill-tempered camels. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5057 +Desc You see inside one of the tents a huddled mass of people, probably slaves. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5025 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5057 +Name Inside a small tent~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is a small and simple tent with few possessions in sight. Lying +here and there are young-looking men and women, possibly slaves to the +leader of this band. +~ +#EXIT +Direction west~ +ToRoom 5056 +Desc You see the center of the nomad camp.~ +#ENDEXIT + +Reset M 5009 10 5057 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5058 +Name Beside the camels~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here stand about ten camels, all hitched to some stakes plugged into +the ground. To the east you see a small tent while to the north you see a +larger, fancier tent. +~ +#EXIT +Direction north~ +ToRoom 5060 +Desc This tent seems to be the temporary abode of the nomad leader. You make a +mental note to visit it before you leave.~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5059 +Desc In this tent there are very large men, all carrying weapons.~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5056 +Desc You see the center of the nomad camp.~ +#ENDEXIT + +Reset M 5017 1 5058 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 5059 +Name The warrior's tent.~ +Sector field~ +Flags nomagic~ +Stats 0 0 0 0 0 +Desc This tent has a few furnishings, but mainly it holds the band's +protectors. They all stare at you coldly as you enter. +~ +#EXIT +Direction west~ +ToRoom 5058 +Desc Outside you see some peaceful camels.~ +#ENDEXIT + +Reset M 5008 5 5059 -1 -1 -1 100 + Reset E 5018 25 16 100 +#ENDROOM + +#ROOM +Vnum 5060 +Name The main tent~ +Sector field~ +Flags nomagic~ +Stats 0 0 0 0 0 +Desc This tent is as lavishly decorated on the inside as it is on the +outside. A fancy carpet lies on the sand and numerous baskets line the +walls. +~ +#EXIT +Direction east~ +ToRoom 5061 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5058 +Desc You see some peaceful camels.~ +#ENDEXIT + +Reset M 5007 1 5060 -1 -1 -1 100 + Reset E 5017 15 16 100 +Reset O 5007 1 5060 -1 -1 -1 100 + Reset P 0 5011 1 5007 100 + Reset P 0 5012 1 5007 100 +#ENDROOM + +#ROOM +Vnum 5061 +Name The main tent~ +Sector field~ +Flags nomagic~ +Stats 0 0 0 0 0 +Desc This is where the leader of this band of nomads resides. He is +definitely rich as you inspect the tapestries, baskets, and a few +paintings as well. +~ +#EXIT +Direction west~ +ToRoom 5060 +Desc You see the entrance to this tent.~ +#ENDEXIT + +Reset M 5006 1 5061 -1 -1 -1 100 + Reset E 5016 10 16 100 +Reset O 5008 1 5061 -1 -1 -1 100 + Reset P 1 5014 5 5008 100 +Reset O 5009 1 5061 -1 -1 -1 100 +Reset O 5010 1 5061 -1 -1 -1 100 + Reset P 1 5013 50 5010 100 +#ENDROOM + +#ROOM +Vnum 5062 +Name Upon a small hill.~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You crest a small hill, and to the south, you see some glowing sands, and more +of this mirage of a city! +~ +#EXIT +Direction south~ +ToRoom 8001 +Desc You see some glowing sands to the south! +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5063 +Name The wind-swept ledge~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Being very careful not to lose your balance, you look around and +find that this canyon is about a half a kilometer deep. To the west is +a dark cave leading under the desert sands. +~ +#EXIT +Direction north~ +ToRoom 5031 +Desc Sand as far as the eye can see. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5064 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5064 +Name The cave mouth~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The air in here is MUCH cooler than outside. From the west you hear +strange sounds, but can see nothing. The cave slopes down into the +darkness. +~ +#EXIT +Direction east~ +ToRoom 5063 +Desc Outside is lighter and very windy.~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5065 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5065 +Name The mysterious lair.~ +Sector mountain~ +Flags dark indoors nomagic~ +Stats 0 0 0 0 0 +Desc You have stumbled upon the home of something. From the treasure +haphazardly strewn about and the rotting carcasses, you would guess that +this is a dragon's lair. As to what type, you can't really say. The cave +narrows out into a tunnel to the west. +~ +#EXIT +Direction east~ +ToRoom 5064 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5066 +Key 5024 +Keywords door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 5005 1 5065 -1 -1 -1 100 + Reset G 5022 10 100 + Reset G 5024 1 100 +Reset D 5065 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 5066 +Name A wide tunnel~ +Sector mountain~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This tunnel seems to go on forever into the darkness. You carefully +feel your way along the walls. +~ +#EXIT +Direction east~ +ToRoom 5065 +Key 5024 +Keywords door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5067 +#ENDEXIT + +Reset D 5066 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 5067 +Name A narrower tunnel~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The tunnel becomes very narrow and you fight to squeeze your way through. +The floor seems to level off a little. +~ +#EXIT +Direction east~ +ToRoom 5066 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 5068 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5068 +Name A narrow crack~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This part of the tunnel is the hardest to move through as the walls +move in to meet you. +~ +#EXIT +Direction north~ +ToRoom 5067 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 5069 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5069 +Name A small cavern.~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc It is dark and damp and bats hang from the ceiling. A narrow crack is +in the east wall. The floor now slopes upwards. +~ +#EXIT +Direction north~ +ToRoom 5070 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 5068 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 5070 +Name A small shaft~ +Sector mountain~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc From within this shaft you can see a narrow hole in the roof just +large enough for one person. Back east is the cavern. +~ +#EXIT +Direction south~ +ToRoom 5069 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 5009 +#ENDEXIT + +Reset O 5023 1 5070 -1 -1 -1 100 + Reset P 1 5032 3 5023 100 + Reset P 1 5031 1 5023 100 + Reset P 1 5030 1 5023 100 + Reset P 1 5029 3 5023 100 + Reset P 1 5028 3 5023 100 + Reset P 1 5027 3 5023 100 + Reset P 1 5026 3 5023 100 + Reset P 1 5025 3 5023 100 +Reset O 5015 1 5070 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/elderwood.are b/data/realm/elderwood.are new file mode 100644 index 0000000..514195e --- /dev/null +++ b/data/realm/elderwood.are @@ -0,0 +1,1904 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Elderwood Village~ +Author Forsaken~ +Vnums 10500 10800 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 0 215 0 215 +ResetMsg You hear the sounds of the townsfolk as they go about thier daily business.~ +ResetFreq 10 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 10500 +Keywords the minter~ +Race human~ +Class Cleric~ +Gender female~ +Position standing~ +DefPos standing~ +Short the minter~ +Long The bank's Minter is here, tending to the needs of the customers. +~ +Nattacks 0.000000 +Stats1 0 -1 65 185 0 0 +Stats2 20 21 0 100 5 2 5 +Speaks common elvish~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden protect detect_traps~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks bash~ +#ENDMOBILE + +#MOBILE +Vnum 10501 +Keywords strange man~ +Race human~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_adept~ +Short a strange man~ +Long A strange man is here. +~ +Desc You see a very odd looking man before you, his ice-cold gaze pierces into your +mind.~ +Nattacks 10.000000 +Stats1 500 -1 62 178 0 0 +Stats2 25 21 0 100 5 2 10 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_magic detect_hidden sanctuary detect_traps~ +Bodyparts head arms legs heart brains guts hands feet ear eye~ +Attacks curse~ +#MUDPROG +Progtype greet_prog~ +Arglist 30~ +Comlist if isimmort($n) +smile $n +say Greetings $n! How are you this fine day! +bow $n +else +if ispc($n) +smile +say Hello friend. +say I hope everything is going well with you. +else +endif +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10502 +Keywords unther pendragon shopkeeper~ +Race human~ +Class Druid~ +Gender male~ +Position standing~ +DefPos standing~ +Short Unther Pendragon~ +Long You see the store keeper here, tending to the needs of the shop. +~ +Desc You see an elder man before you, smoking a pipe of herb. He seems to be +very pre-occupied with his duties.~ +Nattacks 0.000000 +Stats1 500 -1 64 167 0 0 +Stats2 15 21 0 300 2 10 1 +Speaks common elvish spiritual~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet ear eye~ +Resist sleep magic~ +Attacks trip bash~ +Defenses curecritical dispelmagic dispelevil bless stoneskin truesight~ +ShopData 32 52 0 0 0 25 20 7 18 +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +smile $n +say Greetings $n! I have truly missed your kind around these parts! +say Please feel free to take what you wish. I have no need for your money. +bow $n +else +if ispc($n) +smile +say Hello stranger, please feel free to browse my wares. +say I hope everything is going well with you. +else +endif +endif~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p buy~ +Comlist say If you wish to buy something type 'list' to see a list of my goods. +smile~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p looks at you.~ +Comlist say I know, old I am, but my time has not come yet. +sigh +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10503 +Keywords a dark man~ +Race humanoid~ +Class Cleric~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a dark man~ +Long A dark man stands before you. +~ +Desc You cannot make out his features.~ +Nattacks 10.000000 +Stats1 0 0 68 165 0 0 +Stats2 40 21 -100 100 5 5 20 +Speaks common elvish dwarven pixie ogre orcish trollese rodent insectoid mammal reptile dragon spiritual magical goblin god ancient halfling clan gith~ +Speaking common~ +Actflags npc sentinel secretive~ +Affected sanctuary~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks drain curse weaken~ +Defenses dodge heal curecritical dispelmagic dispelevil bless~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +grin $n +say Hello $n. Welcome to the Blood room. +else +if ispc($n) +grin $n +say Hello. Welcome to the Blood room. This is the room +say in which you many sign your name in the book of blood. +say Type 'help book' for more information. +else +endif +endif~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10504 +Keywords elderwood citizen~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short an Elderwood citizen~ +Long An Elderwood citizen is here, wandering about taking care of chores. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea proto~ +Bodyparts arms legs heart brains guts feet~ +Attacks punch~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 10~ +Comlist say Well hello there! +smile +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10505 +Keywords forgemaster Guilliam Noman~ +Race dwarf~ +Class blacksmith~ +Gender male~ +Position standing~ +DefPos standing~ +Short the Dwarven forgemaster~ +Long The Dwarven forgemaster is here, pounding at some hot steel. +~ +Desc He appears to be a very strong Dwarven male, middle-aged looking for his race. +He is dressed in a large black apron to protect himself from the hot coals of +the forge.~ +Nattacks 0.000000 +Stats1 200 -1 0 0 0 0 +Stats2 25 21 -50 416 5 6 15 +Speaks common dwarven~ +Speaking common~ +Actflags npc sentinel~ +Affected fireshield berserk~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks punch stun~ +Defenses parry dodge sanctuary shield disarm grip~ +#MUDPROG +Progtype greet_prog~ +Arglist 50~ +Comlist if isimmort($n) +smile $n +say 'ello there my friend! +bow $n +else +if ispc($n) +smirk $n +say Greetin's! I dont want to seem to ignore you... +say I just am a very busy man..feel free to look around... +cringe +else +endif +endif~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p buy~ +Comlist say If you wish to buy something type 'list' to see a list of my goods. +smile~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p looks at you.~ +Comlist grin +say Well if your just going to stand there, get over here and help me forge some steel! +bah~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10506 +Keywords strange being~ +Race shapeshifter~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Short a strange being~ +Long A strange being is here, hidden in the &Bshadows&p. +~ +Desc You cannot make out this 'man's features, or even if he is a man at all. +You are sure he is some sort of humanoid, because he does speak. You cannot +make out his features as he is cloaked in light colored clothing. +~ +Nattacks 0.000000 +Stats1 800 0 0 0 0 0 +Stats2 45 21 -200 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice~ +Affected sanctuary~ +Bodyparts head arms legs heart brains guts fingers~ +Attacks punch~ +Defenses heal~ +ShopData 35 41 42 2 10 120 30 8 18 +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if ispc ($n) +grin $n +say Hello friend. Please feel free to look, but don't touch. +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist peer +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10507 +Keywords graith darsicaus farmer~ +Race human~ +Class Ranger~ +Gender male~ +Position standing~ +DefPos standing~ +Short Graith Darsicaus~ +Long Graith Darsicaus the farmer is here, tending to the needs of the animals. +~ +Desc Graith appears as a man of average height, and possesses +a strong, well muscled body tempered by a cat like grace & agility +developed through rigorous farming over the years. +His hair is long and reddish brown, his eyes are ice blue and are +narrow & slanted. His chisled face is usually adorned with faint +traces of stuble and he bears a narrow, hawklike nose. A rugged, +handsome man, his eyes show experience that is well beyond the years a +man of his age is entitled to. +~ +Nattacks 0.000000 +Stats1 500 -1 0 0 0 0 +Stats2 40 21 0 800 5 10 5 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head arms legs heart brains guts hands fingers ear~ +Resist fire sleep~ +Attacks punch bash stun~ +Defenses bless~ +#MUDPROG +Progtype greet_prog~ +Arglist 10~ +Comlist say Hello. +smile~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist say Good Bessie. +pat cow + +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist say Come on Bessie... +mumble~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist sigh~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10508 +Keywords cow~ +Race animal~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a cow~ +Long A large &Wcow&P is here, grazing on some hay. +~ +Desc Yep, its a cow alright.~ +Nattacks 2.000000 +Stats1 0 0 0 0 0 0 +Stats2 25 21 -100 500 5 5 5 +Speaks mammal~ +Speaking mammal~ +Actflags npc sentinel~ +Bodyparts head legs heart brains guts ear eye tail hooves forelegs~ +Attacks tail kick~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist The large cow lazily chomps on some hay.~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 10509 +Keywords seelsa farmer cook~ +Race human~ +Class baker~ +Gender female~ +Position standing~ +DefPos standing~ +Short Seelsa the farmer~ +Long Seelsa the farmer appears to be very busy cooking here. +~ +Desc Seelsa is a very beautiful lady, farmer by nature. Tall and slender, the years +have taken very little from her charisma. She is dressed in long and flowing +clothing, and wearing a small hand woven bonnet.~ +Nattacks 0.000000 +Stats1 400 -1 0 0 0 0 +Stats2 28 21 0 800 1 10 35 +Speaks common~ +Speaking common~ +Actflags npc sentinel proto~ +Bodyparts head arms heart brains guts hands feet ear eye~ +Resist fire~ +Attacks kick~ +Defenses bless~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 50~ +Comlist wave +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 10501 +Keywords fountain~ +Type fountain~ +Short a fountain~ +Long A fountain is here, supplying water to those in need.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10502 +Keywords portal~ +Type portal~ +Short a portal~ +Long A portal is here, calling all to enter.~ +Flags glow hum~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10503 +Keywords desk~ +Type furniture~ +Short an oaken desk~ +Long A large oaken desk rests firmly on the ground.~ +Values 0 0 5 0 0 0 0 0 0 0 0 +Stats 55 800 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10504 +Keywords chair~ +Type furniture~ +Short an old wooden chair~ +Long An old wooden chair rests here.~ +Values 0 0 5 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10505 +Keywords ear corn~ +Type food~ +Short an ear of corn~ +Long An ear of corn lies here.~ +WFlags take~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 5 10 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10506 +Keywords tomato~ +Type food~ +Short a tomato~ +Long A tomato lies here.~ +WFlags take~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10507 +Keywords wooden shelf~ +Type container~ +Short a wooden shelf~ +Long An old wooden shelf lies in the corner here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 500 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10508 +Keywords jar jelly~ +Type food~ +Short a jar of jelly~ +Long A jar of jelly is here.~ +WFlags take hold~ +Values 3 2 0 0 0 0 0 0 0 0 0 +Stats 5 5 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10509 +Keywords jar berries~ +Type food~ +Short a jar of berries~ +Long A jar of berries is here.~ +WFlags take hold~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 5 5 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 10510 +Keywords loaf bread~ +Type food~ +Short a loaf of bread~ +Long A loaf of fresh backed bread is here.~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 5 10 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 10500 +Name The Village Square~ +Sector city~ +Flags nodropall~ +Stats 0 0 0 0 0 +Desc This is the center of the village of Elderwood. Folks from all walks of life +gather here to tell the tales of the days events, and to trade stories +and ideas of the realms happenings. The square is surrounded by buildings +and shops of all types. +~ +#EXIT +Direction north~ +ToRoom 10501 +Desc You see the Traveller's Companion.~ +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10503 +Desc A small road lined with merchants lie in this direction.~ +Keywords south~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 10502 +Desc The First Bank of Elderwood lies in this direction.~ +Keywords northeast~ +#ENDEXIT + +Reset O 10501 1 10500 -1 -1 -1 100 +#EXDESC +ExDescKey fountain~ +ExDesc The fountain is made of a solid marble material, and appears to flow from +a well deep beneath the surface of this city.~ +#ENDEXDESC + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist MPASOUND You hear a faint howl in the distance.~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10501 +Name The Traveller's Companion~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Welcome to the Traveller's Companion! A swirling portal resides here, that +will take you to places no-so travelled in this realm of ours. The walls +of this room tells the tails of many visitors from around this world of ours. +~ +#EXIT +Direction south~ +ToRoom 10500 +Desc You see the City Square.~ +Keywords south~ +#ENDEXIT + +Reset O 10502 1 10501 -1 -1 -1 100 +Reset M 10501 1 10501 -1 -1 -1 100 +#EXDESC +ExDescKey portal~ +ExDesc The portal glows with a strange aura.~ +#ENDEXDESC + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist mpecho A cold wind emits from the portal.~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10502 +Name First Bank of Elderwood~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Welcome to the First Bank of Elderwood. You see many townsfolk walking +about here, making day to day transactions. You notice the vault in the back, +where all the funds are stored for the town. Huge paintings hang on the walls +providing decor for the bank. +~ +#EXIT +Direction southwest~ +ToRoom 10500 +Desc The City Square lies in this direction.~ +Keywords southwest~ +#ENDEXIT + +Reset M 10500 1 10502 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10503 +Name Blackberry Avenue~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the northern section of Blackberry avenue. Merchant shops +line the streets on both sides the further south you walk. North is +the bustling activities of the village square. +~ +#EXIT +Direction north~ +ToRoom 10500 +Desc You notice the city center.~ +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10504 +Keywords south~ +#ENDEXIT + +#EXDESC +ExDescKey south~ +ExDesc You notice that many merchant shops line the street to the south.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10504 +Name Blackberry Avenue~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on Blackberry Avenue. A short distance to the north lies +the village square, while to the south the streets are lined with +merchants of all types. +~ +#EXIT +Direction north~ +ToRoom 10503 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10505 +Keywords south~ +#ENDEXIT + +Reset M 10504 1 10504 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10505 +Name Blackberry Avenue~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on Blackberry Avenue, one of the main streets of the city. +The street is lined with merchants of all types, as the crowd of the +city passes all around you to try and purchase supplies and goods. +The amount of people are overwelming, one could easily get lost in +this area. +To your east, you notice a small shop with the name 'Herbal Splendors', +while to the west, you see a shop with the sign 'Mystical dreams'. +~ +#EXIT +Direction north~ +ToRoom 10504 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10506 +Desc You notice a small shop, with a sign in common reading "Herbal Splendors".~ +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10507 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10512 +Keywords west~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist mpe _ora An impatient man brushes past you, eager to get to his destination.~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 15~ +Comlist mpe _cha Cityfolk dart in and out of the crowd, looking for bargain priced wares.~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 33~ +Comlist mpe _lbl The sound of the busy crowd fills your ears.~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist mpe _gre The smell the scent of incense burning nearby.~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10506 +Name Herbal Splendors~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Welcome to Herbal Splendors. Herbs and other various plants and spices hang +from the walls and shelves here. The air is filled with the scent of incense, +and the shop is very clean and tidy.Small packages of herbs other products +seem to be available for sale here. +~ +#EXIT +Direction west~ +ToRoom 10505 +Keywords west~ +#ENDEXIT + +Reset M 10502 1 10506 -1 -1 -1 100 +#EXDESC +ExDescKey herbs~ +ExDesc You seem to think that the herbs are of fine quality.~ +#ENDEXDESC + +#MUDPROG +Progtype rand_prog~ +Arglist 33~ +Comlist mpe _gre The smell of burning incense fills your nostrils.~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10507 +Name Blackberry Avenue~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are on Blackberry Avenue, one of the main streets of the village. +The street is lined with merchants of all types, as the crowd of the +village passes all around you to try to purchase supplies and other +various goods. The amount of people are overwhelming, one could easily +get lost in this area. +To your west, you notice a shop called 'Sulfur and Steel, while to your +east, a small pathway leads into the darkness of the village. +~ +#EXIT +Direction north~ +ToRoom 10505 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10508 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10513 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10511 +Keywords west~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist mpe _gre The smell of incense burns nearby. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10508 +Name A dark alley~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are on a side street. The street winds to the east, while to the west +you see Blackberry Avenue, lined with many merchants selling their wares. +You can make out what appears to be a small shop further east. +~ +#EXIT +Direction east~ +ToRoom 10509 +Keywords east~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10507 +Keywords west~ +#ENDEXIT + +#EXDESC +ExDescKey shop~ +ExDesc It is hard to make out from here, but it looks like a small building of sorts.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10509 +Name A dark alley~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are on a side street. The street winds to the east, while a short ways +to the west,you can see Blackberry Avenue, lined with many merchants selling +their wares. Looking to your north, you notice a small building, what appears +to be a shop, although there is no sign out front. +~ +#EXIT +Direction north~ +ToRoom 10510 +Keywords north~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10508 +Keywords west~ +#ENDEXIT + +#EXDESC +ExDescKey shop~ +ExDesc You see before you what appears to be an old building. No sign is out front, +making you wonder if this is a shop or not.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10510 +Name A dark room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You stand before a dimly lit room. Looking before you, you notice a large book +engraved with odd markings laying open. Next to the book, is a pen and inkwell. +The inkwell appears to be filled with a red liquid. +~ +#EXIT +Direction south~ +ToRoom 10509 +Keywords south~ +#ENDEXIT + +Reset M 10503 1 10510 -1 -1 -1 100 +#EXDESC +ExDescKey book~ +ExDesc You see an old book on a pedastle here for signing, its cover engraved with +some odd markings.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10511 +Name Sulfur and Steel~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The shop smells just as the name entitles, the rising fumes from the burning +embers of the forge enter your nostrils quickly. Many weapons of all types hang +from the brick walls here, and the heat from the forge is borderline +unbearable. +~ +#EXIT +Direction east~ +ToRoom 10507 +Keywords east~ +#ENDEXIT + +Reset M 10505 1 10511 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10512 +Name Mystical Dreams~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a wonderous room full of strange glowing runes, magical +objects of all sorts, and items of which you have never seen before. +The shop appears to be much larger then the others you have visited, +as the old stone walls have faded from many years past. The scent of +some strange brew fills the air, which is very humid. +~ +#EXIT +Direction east~ +ToRoom 10505 +Keywords east~ +#ENDEXIT + +Reset M 10506 1 10512 -1 -1 -1 100 +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist mpecho You hear the faint sound of bubbling liquid. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist The strange man rummages through some boxes in the corner. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10513 +Name Blackberry Avenue~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the southern end of Blackberry avenue. The crowd from the +busy village is less evident here, and it is a bit more peaceful and +easier to move around. North you can see the busy market district, while +south youn notice the farms of the village. +~ +#EXIT +Direction north~ +ToRoom 10507 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10514 +Keywords south~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist mpecho You hear the sound of farm animals in the distance. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10514 +Name On a small dirt path~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small dirt path connecting the village to the north +to the village farmlands to the south. The path is well-worn showing +the signs of frequent usage by the farm and village-folk. Hoove marks +indicate frequent horse travel, and the farmers carrying goods to the +markets to put up for sale. The path is surrounded by impassable woods +on either side. +~ +#EXIT +Direction north~ +ToRoom 10513 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10515 +Keywords south~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist MPASOUND You hear the sounds of farm animals nearby. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10515 +Name On a small dirt path~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are on a small dirt path connecting the village a short distance to +the north to the village farmlands nearby to the south. The path is well +worn showing the signs of frequent usage by the farm and village-folk. Hoove +marks indicate frequent horse travel, and the farmers carrying goods to the +markets to put up for sale. The path is surrounded by impassable woods on +either side. You can make out the market section of the village a short +distance to the north, while the roof-tops of the farmlands are to the +south. +~ +#EXIT +Direction north~ +ToRoom 10514 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10516 +Keywords south~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist MPASOUND You hear the sounds of farm animals nearby. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10516 +Name On the farm~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the farmlands of the village. Workers dart in and out of the +buildings here, tending to the needs of the animals and the crops. The smell +of hay, cattle, and food create a unique scent in the air. An open field +lies to your east, while to your west lies the building that probably houses +the cattle and other animals. To your south, lies a very large old farmhouse. +~ +#EXIT +Direction north~ +ToRoom 10515 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10522 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10517 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10541 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10517 +Name Before the farmhouse~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing before a very large old farmhouse, probably built many +decades ago by the locals. The building is made of what appears to be +old wood and rock, with many makeshift windows abound. The smell of fresh +food grows stronger here. South lies the entrance to the farmhouse, but +you wonder if entering would be considered intruding... +~ +#EXIT +Direction north~ +ToRoom 10516 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10518 +Keywords south~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10518 +Name Inside the farmhouse~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Inside the entrace to the farmhouse you notice many rooms in your view. +There appears to be a huge stairwell that goes up here, and to your west +there appears to be the main kitchen of the house. To your east appears +to be a storage area of sorts...perhaps a closet. The smell of cooking is +very strong here. +~ +#EXIT +Direction north~ +ToRoom 10517 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10521 +Keywords east~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10519 +Keywords west~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 10520 +Keywords up~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10519 +Name The farmhouse kitchen~ +Sector indoors~ +Flags proto~ +Stats 0 0 0 0 0 +Desc The odor of freshly cooked food is very strong here. A large brick oven appears +to be cooking some sort of bread, and many large tables are overrun with all +types of sliced vegetables and fruits. Jars of jam and berries are stacked in +a shelve in the corner, while another shelve appears to hold fresh baked bread +upon it. +~ +#EXIT +Direction east~ +ToRoom 10518 +Keywords east~ +#ENDEXIT + +Reset O 10507 0 10519 -1 -1 -1 100 + Reset P 0 10508 0 10507 100 + Reset P 0 10508 0 10507 100 + Reset P 0 10509 0 10507 100 + Reset P 0 10510 0 10507 100 + Reset P 0 10510 0 10507 100 +Reset M 10509 1 10519 -1 -1 -1 100 +#EXDESC +ExDescKey oven~ +ExDesc The large oven, made of solid brick and stone, churns with flame cooking what +appears to be bread.~ +#ENDEXDESC + +#EXDESC +ExDescKey bread~ +ExDesc Fresh baked bread appears to be neatly stacked in the corner shelve.~ +#ENDEXDESC + +#EXDESC +ExDescKey jars~ +ExDesc The old mason jars appear to hold some sort of preserve or jelly.~ +#ENDEXDESC + +#EXDESC +ExDescKey jam~ +ExDesc The old mason jars appear to hold some sort of preserve or jelly.~ +#ENDEXDESC + +#EXDESC +ExDescKey berries~ +ExDesc The old mason jars appear to hold some sort of preserve, jelly, and some hold +berries.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 10520 +Name A farmhouse bedroom~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This appears to be the main bedroom of the farmhouse, in which the +resident owners sleep. Many peices of old furniture lie about, tattered +from age. Several old waxed candles provide light, and a few books lie +opened near the bed. The room smells that of cooking coming from the +downstairs kitchen. +~ +#EXIT +Direction down~ +ToRoom 10518 +Keywords down~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10521 +Name A small storage area~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +#EXIT +Direction west~ +ToRoom 10518 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10522 +Name Before a great field~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Before you lies a great field full of fruits and vegetables of all +sorts. The gentle breeze blows the tips of the stalks before you. You +notice a foot-path leading into the field to the north. +~ +#EXIT +Direction north~ +ToRoom 10523 +Keywords north~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10516 +Keywords west~ +#ENDEXIT + +#MUDPROG +Progtype rand_prog~ +Arglist 6~ +Comlist MPASOUND You hear the sounds of farm animals nearby.~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 10523 +Name Inside a great field~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10524 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10522 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10533 +Keywords west~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 10540 +Keywords northeast~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 10534 +Keywords northwest~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10524 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10525 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10523 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10534 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10525 +Name Inside a great field~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10526 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10524 +Keywords south~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 10535 +Keywords southwest~ +#ENDEXIT + +Reset O 10506 0 10525 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10526 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10527 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10525 +Keywords south~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 10536 +Keywords southwest~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10527 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10528 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10526 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10537 +Keywords west~ +#ENDEXIT + +Reset O 10505 0 10527 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10528 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10529 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10527 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10538 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10529 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10530 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10528 +Keywords south~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10539 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10530 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10531 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10529 +Keywords south~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10531 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10532 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10530 +Keywords south~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10532 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. A footpath leads south into +the field from here. +~ +#EXIT +Direction south~ +ToRoom 10531 +Keywords south~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10533 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10534 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10523 +Keywords east~ +#ENDEXIT + +Reset O 10505 0 10533 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10534 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10535 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10524 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10533 +Keywords south~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 10523 +Keywords southeast~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10535 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10536 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10534 +Keywords south~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 10525 +Keywords northeast~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10536 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10537 +Keywords north~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10535 +Keywords south~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 10526 +Keywords northeast~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10537 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10538 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10527 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10536 +Keywords south~ +#ENDEXIT + +Reset O 10505 0 10537 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10538 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction north~ +ToRoom 10539 +Keywords north~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 10528 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10537 +Keywords south~ +#ENDEXIT + +Reset O 10506 0 10538 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10539 +Name Inside a great field~ +Sector city~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction east~ +ToRoom 10529 +Keywords east~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 10538 +Keywords south~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10540 +Name Inside a great field~ +Sector field~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing inside a vast field full of all sorts of fruits and +vegetables used for the farming community. Footpaths lead in many +directions. One could easily get lost in here if they do not know the +way around. +~ +#EXIT +Direction west~ +ToRoom 10524 +Keywords west~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 10523 +Keywords southwest~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10541 +Name Before a large barn~ +Sector field~ +Flags proto~ +Stats 0 0 0 0 0 +Desc You are standing before a large rustic barn probably built many decades +ago. The wood and stone of the barn are in remarkably good shape and +well maintained, and the entrance to the barn is very large to allow +easy movement of animals inside and out. +~ +#EXIT +Direction east~ +ToRoom 10516 +Keywords east~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 10542 +Keywords west~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 10542 +Name Inside a large barn~ +Sector field~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside the entrace to a very large rustic barn. Many types of +animals are in stables here, and the farmer seems to keep this barn +very clean. Around the walls of the barn hangs many types of farm tools, +horseshoes, and other trade-related items. The smell of hay fills your +nostrils. +~ +#EXIT +Direction east~ +ToRoom 10541 +Keywords east~ +#ENDEXIT + +Reset M 10507 1 10542 -1 -1 -1 100 +Reset M 10508 1 10542 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 10800 +Name Forsaken's Private Chambers~ +Sector city~ +Flags nomob indoors private norecall~ +Stats 0 0 0 0 0 +Desc You are in Forsaken's private chambers. The room is very clean +and organized, if you were a mad-man. Vials of unknown liquid +lay on shelving high above. Various tablets of scribbled writing +are tossed about his desk. +~ +Reset O 10503 0 10800 -1 -1 -1 100 +Reset O 10504 0 10800 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/entry.are b/data/realm/entry.are new file mode 100644 index 0000000..92f4dab --- /dev/null +++ b/data/realm/entry.are @@ -0,0 +1,2717 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Halls of Creation~ +Author Samson~ +Vnums 100 199 +Continent immortal~ +Coordinates 472 381 +Dates 902200000 902200000 +Ranges 0 1 0 115 +ResetMsg A strange pulsing sound reverberates in the background...~ +ResetFreq 240 +Flags nocamp noastral noportal norecall nosummon noscry noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 100 +Keywords first mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created first mob~ +Long Some god abandoned a newly created first mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +#ENDMOBILE + +#MOBILE +Vnum 199 +Keywords spacermob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created spacermob~ +Long Some god abandoned a newly created spacermob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +#ENDMOBILE + +#OBJECT +Vnum 100 +Keywords rope~ +Type lever~ +Short a rope~ +Long A rope hangs from high above, waiting to be pulled.~ +Flags organic~ +Values 29 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#EXDESC +ExDescKey rope~ +ExDesc If you are ready to pass beyond the Void Island, you need only pull this +rope to notify the Immortals that you are ready to enter the game! + +If your name has been approved, you will be sent into the actual game. + +If you receive a message stating your name has been denied by the Immortals, +you must choose a NEW, original medieval or fantasy name. +To do this, you type: + +"name " For example: name Tsythia + +Then pull the rope to announce your new name to the Immortals. Give them +about 30 seconds to approve or deny the new name. If you have not gotten +a response, pull the rope again. + +The rope is on a 30 second timer, meaning you can pull it as often as you +wish, but the Immortals will only be notified once every 30 seconds. The +Immortals are often busy and may not see you the first time around, so +please be patient - one will be with you as quickly as possible. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 199 +Keywords Placeholder~ +Type furniture~ +Short a placeholder~ +Long An evil placeholding object! run!~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1 1 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 100 +Name The Race Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cA thunderous roar echoes through the sky..... and suddenly you are +transported into this tiny room! An odd blue mist begins to slowly +fill the room, clouding your vision and giving you a very strange +sensation...... + +After a few minutes, the mist clears away and suddenly you notice your +body has been altered! You are no longer in a physical form! + +From somewhere high overhead a deep booming voice shouts: + +"Welcome stranger! Examine the &wpaintings&c before you and choose +your new race by saying its name out loud. For example, if you wish to +become a High Elf, you would type: &wsay high-elf&c to do so. You may get a +brief overview of which classes are allowed by examining the &wscrolls&c here."&D +~ +#EXDESC +ExDescKey scroll scrolls~ +ExDesc &cPlease look at &wscrolls1&c, &wscrolls2&c, &wscrolls3&c, or +&wscrolls4&c to view the classes available to each race. + +&wScrolls1&c contains Human, Dwarf, High-Elf, Wild-Elf, and Half-Elf. +&wScrolls2&c contains Halfling, Pixie, Half-Orc, Half-Troll, and Gith. +&wScrolls3&c contains Minotaur, Duergar, Centaur, and Half-Ogre. +&wScrolls4&c contains Iguanadon, Gnome, Insectoid, and Sahuagin.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls1~ +ExDesc Human +Warrior Ranger Paladin Anti-Paladin Mage Necromancer Cleric Druid +Rogue Bard Monk + +Dwarf +Warrior Cleric Rogue + +High-Elf +Warrior Ranger Mage Necromancer Cleric Druid Rogue Bard + +Wild-Elf +Warrior Ranger Cleric Druid Rogue Bard + +Half-Elf +Warrior Mage Necromancer Cleric Rogue Bard +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls2~ +ExDesc Halfling +Warrior Cleric Rogue Bard + +Pixie +Ranger Mage Cleric Druid Rogue + +Half-Orc +Warrior Cleric Rogue + +Half-Troll +Warrior Cleric + +Gith +Warrior Mage Necromancer Cleric Rogue Antipaladin +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls3~ +ExDesc Minotaur +Warrior Cleric + +Duergar +Warrior Cleric Rogue + +Centaur +Warrior Ranger Cleric Druid + +Drow +Warrior Mage Necromancer Cleric Rogue + +Half-Ogre +Warrior Cleric +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls4~ +ExDesc Iguanadon +Warrior Cleric Rogue + +Gnome +Warrior Mage Cleric Rogue + +Insectoid +Warrior Ranger Cleric Druid Monk + +Sahuagin +Warrior Cleric Rogue Antipaladin Necromancer +~ +#ENDEXDESC + +#EXDESC +ExDescKey painting paintings~ +ExDesc The walls are lined with several paintings, each with a gold plaque +displayed beneath it. The plaques display the following under each painting: + +Human, High-Elf, Wild-Elf, Half-Elf, Halfling, Pixie, Half-Orc, +Half-Troll, Dwarf, Gith, Minotaur, Duergar, Centaur, Drow, Half-Ogre, +Iguanadon, Gnome, Insectoid, and Sahuagin. + +To pick your race, say its name out loud and you will be transformed. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p human~ +Comlist if level($n) == 1 +mpmset 0.$n race human +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 104 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p high-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race high-elf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 103 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p wild-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race wild-elf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 108 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race half-elf +mptrlook 0.$n 109 +mpat 0.$n mpapplyb 0.$n +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p halfling~ +Comlist if level($n) == 1 +mpmset 0.$n race halfling +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 110 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p pixie~ +Comlist if level($n) == 1 +mpmset 0.$n race pixie +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 111 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-orc~ +Comlist if level($n) == 1 +mpmset 0.$n race half-orc +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 112 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-troll~ +Comlist if level($n) == 1 +mpmset 0.$n race half-troll +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 113 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p dwarf~ +Comlist if level($n) == 1 +mpmset 0.$n race dwarf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 114 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gith~ +Comlist if level($n) == 1 +mpmset 0.$n race gith +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 115 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p minotaur~ +Comlist if level($n) == 1 +mpmset 0.$n race minotaur +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 116 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p centaur~ +Comlist if level($n) == 1 +mpmset 0.$n race centaur +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 117 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p drow~ +Comlist if level($n) == 1 +mpmset 0.$n race drow +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 118 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-ogre~ +Comlist if level($n) == 1 +mpmset 0.$n race half-ogre +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 119 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p iguanadon~ +Comlist if level($n) == 1 +mpmset 0.$n race iguanadon +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 122 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gnome~ +Comlist if level($n) == 1 +mpmset 0.$n race gnome +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 123 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p duergar~ +Comlist if level($n) == 1 +mpmset 0.$n race duergar +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 124 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p insectoid~ +Comlist if level($n) == 1 +mpmset 0.$n race insectoid +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 126 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p sahuagin~ +Comlist if level($n) == 1 +mpmset 0.$n race sahuagin +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 125 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 102 +Name The Race Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cA thunderous roar echoes through the sky..... and suddenly you are +transported into this tiny room! An odd blue mist begins to slowly +fill the room, clouding your vision and giving you a very strange +sensation...... + +After a few minutes, the mist clears away and suddenly you notice your +body has been altered! You are no longer in a physical form! + +From somewhere high overhead a deep booming voice shouts: + +"Welcome stranger! Examine the &wpaintings&c before you and choose +your new race by saying its name out loud. For example, if you wish to +become a High Elf, you would type: &wsay high-elf&c to do so. + +You may get a brief overview of which classes are allowed by examining the +&wscrolls&c here."&D +~ +#EXDESC +ExDescKey scroll scrolls~ +ExDesc &cPlease look at &wscrolls1&c, &wscrolls2&c, &wscrolls3&c, or +&wscrolls4&c to view the classes available to each race. + +&wScrolls1&c contains Human, Dwarf, High-Elf, Wild-Elf, and Half-Elf. +&wScrolls2&c contains Halfling, Pixie, Half-Orc, Half-Troll, and Gith. +&wScrolls3&c contains Minotaur, Duergar, Centaur, and Half-Ogre. +&wScrolls4&c contains Iguanadon, Gnome, Insectoid, and Sahuagin.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls1~ +ExDesc Human +Warrior Ranger Paladin Anti-Paladin Mage Necromancer Cleric Druid +Rogue Bard Monk + +Dwarf +Warrior Cleric Rogue + +High-Elf +Warrior Ranger Mage Necromancer Cleric Druid Rogue Bard + +Wild-Elf +Warrior Ranger Cleric Druid Rogue Bard + +Half-Elf +Warrior Mage Necromancer Cleric Rogue Bard +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls2~ +ExDesc Halfling +Warrior Cleric Rogue Bard + +Pixie +Ranger Mage Cleric Druid Rogue + +Half-Orc +Warrior Cleric Rogue + +Half-Troll +Warrior Cleric + +Gith +Warrior Mage Necromancer Cleric Rogue +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls3~ +ExDesc Minotaur +Warrior Cleric + +Duergar +Warrior Cleric Rogue + +Centaur +Warrior Ranger Cleric Druid + +Drow +Warrior Mage Necromancer Cleric Rogue + +Half-Ogre +Warrior Cleric +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls4~ +ExDesc Iguanadon +Warrior Cleric Rogue + +Gnome +Warrior Mage Cleric Rogue + +Insectoid +Warrior Ranger Cleric Druid Monk + +Sahuagin +Warrior Cleric Rogue Antipaladin Necromancer +~ +#ENDEXDESC + +#EXDESC +ExDescKey painting paintings~ +ExDesc The walls are lined with several paintings, each with a gold plaque +displayed beneath it. The plaques display the following under each painting: + +Human, High-Elf, Wild-Elf, Half-Elf, Halfling, Pixie, Half-Orc, +Half-Troll, Dwarf, Gith, Minotaur, Duergar, Centaur, Drow, Half-Ogre, +Iguanadon, Gnome, Insectoid, and Sahuagin. + +To pick your race, say its name out loud and you will be transformed. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p human~ +Comlist if level($n) == 1 +mpmset 0.$n race human +mptrlook 0.$n 104 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p high-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race high-elf +mptrlook 0.$n 103 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p wild-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race wild-elf +mptrlook 0.$n 108 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race half-elf +mptrlook 0.$n 109 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p halfling~ +Comlist if level($n) == 1 +mpmset 0.$n race halfling +mptrlook 0.$n 110 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p pixie~ +Comlist if level($n) == 1 +mpmset 0.$n race pixie +mptrlook 0.$n 111 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-orc~ +Comlist if level($n) == 1 +mpmset 0.$n race half-orc +mptrlook 0.$n 112 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-troll~ +Comlist if level($n) == 1 +mpmset 0.$n race half-troll +mptrlook 0.$n 113 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p dwarf~ +Comlist if level($n) == 1 +mpmset 0.$n race dwarf +mptrlook 0.$n 114 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gith~ +Comlist if level($n) == 1 +mpmset 0.$n race gith +mptrlook 0.$n 115 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p minotaur~ +Comlist if level($n) == 1 +mpmset 0.$n race minotaur +mptrlook 0.$n 116 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p centaur~ +Comlist if level($n) == 1 +mpmset 0.$n race centaur +mptrlook 0.$n 117 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p drow~ +Comlist if level($n) == 1 +mpmset 0.$n race drow +mptrlook 0.$n 118 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-ogre~ +Comlist if level($n) == 1 +mpmset 0.$n race half-ogre +mptrlook 0.$n 119 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p iguanadon~ +Comlist if level($n) == 1 +mpmset 0.$n race iguanadon +mptrlook 0.$n 122 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gnome~ +Comlist if level($n) == 1 +mpmset 0.$n race gnome +mptrlook 0.$n 123 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p duergar~ +Comlist if level($n) == 1 +mpmset 0.$n race duergar +mptrlook 0.$n 124 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p insectoid~ +Comlist if level($n) == 1 +mpmset 0.$n race insectoid +mptrlook 0.$n 126 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p sahuagin~ +Comlist if level($n) == 1 +mpmset 0.$n race sahuagin +mptrlook 0.$n 125 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 103 +Name The High Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into High Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young High Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a high elf you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, Necromancer, Druid, Ranger, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 104 +Name The Human Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Human form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Human! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a human you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, Necromancer, Druid, Ranger, Monk, +Antipaladin, Paladin, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p monk~ +Comlist if level($n) == 1 +mpmset 0.$n class monk +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p paladin~ +Comlist if level($n) == 1 +mpmset 0.$n class paladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 108 +Name The Wild-Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Wild Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Wild Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a wild elf you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, Druid, Ranger, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 109 +Name The Half-Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-elf you may choose from the following list of classes for +your character: + +Mage, Cleric, Rogue, Warrior, Necromancer, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 110 +Name The Halfling Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Halfling form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Halfling! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a halfling you may choose from the following list of classes for your +character: + +Cleric, Rogue, Warrior, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 111 +Name The Pixie Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Pixie form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Pixie! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a pixie you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Druid, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 112 +Name The Half-Orc Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Orc form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Orc! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-orc you may choose from the following list of classes for +your character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 113 +Name The Half-Troll Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Troll form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Troll! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-troll you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 114 +Name The Dwarf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Dwarf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Dwarf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a dwarf you may choose from the following list of classes for your +character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 115 +Name The Gith Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Gith form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Gith! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a gith you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, and Necromancer. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 116 +Name The Minotaur Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Minotaur form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Minotaur! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a minotaur you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 117 +Name The Centaur Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Centaur form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Centaur! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a centaur you may choose from the following list of classes for your +character: + +Cleric, Warrior, Druid, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 118 +Name The Drow Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Drow form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Drow! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a drow you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, and Necromancer. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 119 +Name The Half-Ogre Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Ogre form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Ogre! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-ogre you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 120 +Name The Statistics Chamber~ +Sector indoors~ +Flags nomob indoors norecall~ +Stats 0 0 0 0 100000 +Desc &cAnother brilliant flash of light follows your choice of class, +and you are transported here. Charts and graphs line the walls, much +of what they have to say is meaningless. However, one such chart +draws your attention: It details the physical statistics of literally +thousands of people, many like yourself. Suddenly, from VERY close by +overhead, a loud, deep booming voice shouts: + +"Greetings Adventurer! You are very nearly done with your transformation. +You may wish to review the statistics already generated for you during +your process so far by typing &wscore&c, and if dissatisfied with them, +simply type &wsay reroll&c and a new set will be rolled for you, with +the option to accept or continue rerolling. If you are happy with your +stats, type &wsay accept&c and you will be transported into the world." + +With that, the voice is silent.&D +~ +#MUDPROG +Progtype speech_prog~ +Arglist p reroll~ +Comlist if level($n) == 1 +mpstatreroll 0.$n +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p accept~ +Comlist if level($n) == 1 +mpraceset 0.$n +mptrlook 0.$n 121 +mpat 121 mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 121 +Name An Odd Room~ +Sector indoors~ +Flags indoors norecall nodrop~ +Stats 0 0 0 0 100000 +Desc A final flash of light envelopes you and you are deposited inside what +appears to be a small closet of some kind. It's dark and musty in here, +and not very comfortable. Only the exit up is an option to explore now. +What wonders await you here, gold? Fame? Power beyond your imagination? +Only time will tell. Step out into your new world brave soul....... + +(This is your chance to review the character you have rolled. If you are +not satisfied with what you have, simply type &Wsay restart&D and you +will be transported back to the race room to start again.) +~ +#EXIT +Direction up~ +ToRoom 2850 +#ENDEXIT + +#MUDPROG +Progtype speech_prog~ +Arglist p restart~ +Comlist if level($n) == 1 +mpredo 0.$n +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +mpat 0.$n mpforce 0.$n remove all +mpat 0.$n mpforce 0.$n drop all +mpat 0.$n mppurge +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 122 +Name The Iguanadon Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Iguanadon form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Iguanadon! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As an iguanadon you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 123 +Name The Gnome Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Gnome form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Gnome! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a gnome you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 124 +Name The Duergar Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Duergar form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Duergar! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a duergar you may choose from the following list of classes for +your character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 125 +Name The Sahuagin Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Sahuagin form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Sahuagin! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a sahuagin you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, Necromancer, Antipaladin +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 126 +Name The Insectoid Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Insectoid form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Insectoid! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As an insectoid you may choose from the following list of classes for +your character: + +Cleric, Warrior, Ranger, Druid, Monk +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p monk~ +Comlist if level($n) == 1 +mpmset 0.$n class monk +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 199 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 100000 +Reset O 100 1 199 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/export.are b/data/realm/export.are index 61357f2..1aba327 100644 --- a/data/realm/export.are +++ b/data/realm/export.are @@ -1,45 +1,45 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Dragon Exports~ -Author Sandman~ -WeatherX 0 -WeatherY 0 -Ranges 5 25 0 60 -Economy 0 6672836 -ResetMsg A hollow chant can be heard from somewhere far below...~ +Version 1 +Name Dragon Exports~ +Author Sandman~ +Vnums 9800 9899 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 5 25 0 60 +ResetMsg A hollow chant can be heard from somewhere far below...~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 9800 -Keywords Kylara cult receptionist~ -Short Kylara~ -Long The Dragon Exports receptionist greets you with a smile. -~ -Desc Kylara is a woman of average beauty, but her smile is warming and genuine. +Vnum 9800 +Keywords Kylara cult receptionist~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Kylara~ +Long The Dragon Exports receptionist greets you with a smile. +~ +Desc Kylara is a woman of average beauty, but her smile is warming and genuine. It is her job to keep the doors to the Dragon Exports building closed and locked to all who do not know the cult's password. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary infrared truesight~ -Stats1 0 4 17 6 100 400 -Stats2 1 0 9999 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 15 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Resist nonmagic magic~ -Immune sleep charm~ -Attacks trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 4 21 6 9999 1 4 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary infrared truesight~ +Bodyparts head arms legs guts hands feet ear eye~ +Resist hold plus6~ +Immune drain sleep~ +Attacks trip~ +Defenses dodge~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -96,94 +96,85 @@ endif #ENDMOBILE #MOBILE -Vnum 9801 -Keywords minor priest~ -Short the minor priest~ -Long A minor priest of the Dragon Cult scuffles along. -~ -Desc The minor priest seems preoccupied with his worship, so that he barely +Vnum 9801 +Keywords minor priest~ +Race human~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Short the minor priest~ +Long A minor priest of the Dragon Cult scuffles along. +~ +Desc The minor priest seems preoccupied with his worship, so that he barely realizes you are here. He almost seems to be in a trance of some sort. ~ -Race human~ -Class cleric~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis~ -Stats1 -100 12 17 0 100 400 -Stats2 1 4 250 -Stats3 2 5 7 -Stats4 0 0 0 3 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks kick trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -100 -1 0 0 0 0 +Stats2 12 21 0 250 2 5 7 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks kick trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 9802 -Keywords robed priest~ -Short the robed priest~ -Long A robed priest of the Dragon Cult seems startled by your presence. -~ -Desc Thie priest is not someone you want to mess with. He is wearing +Vnum 9802 +Keywords robed priest~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the robed priest~ +Long A robed priest of the Dragon Cult seems startled by your presence. +~ +Desc Thie priest is not someone you want to mess with. He is wearing thick ornate robes and wields a sharp dagger. His eyes have a look of craziness to them, like this man lives in a world of his own. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected detect_magic detect_hidden~ -Stats1 -200 14 17 0 100 400 -Stats2 1 4 300 -Stats3 1 4 12 -Stats4 0 0 0 0 2 -Attribs 15 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks bite~ +Nattacks 0.000000 +Stats1 -200 -1 0 0 0 0 +Stats2 14 21 0 300 1 4 12 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_magic detect_hidden~ +Attacks bite~ #ENDMOBILE #MOBILE -Vnum 9803 -Keywords S'goral draconian knight~ -Short S'goral~ -Long A Draconian Knight stands here formidably. -~ -Desc While human seeming, subtle signs give you another indication. A slight +Vnum 9803 +Keywords S'goral draconian knight~ +Race dragon~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short S'goral~ +Long A Draconian Knight stands here formidably. +~ +Desc While human seeming, subtle signs give you another indication. A slight green tinge to the skin, combined with a hint of vestigial scales, show this creature to have more of a reptilian origin. His sole purpose in life it to kill the people who pass here without an invitation. ~ -Race dragon~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_magic detect_hidden sanctuary infrared~ -Stats1 -400 16 17 -20 100 400 -Stats2 1 4 400 -Stats3 2 5 15 -Stats4 0 0 0 4 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye scales~ -Resist fire~ -Immune charm~ -Suscept energy~ -Attacks kick~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 16 21 -20 400 2 5 15 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_magic detect_hidden sanctuary infrared~ +Bodyparts head arms legs guts hands feet ear eye scales~ +Resist NONE~ +Immune sleep~ +Suscept electricity~ +Attacks kick~ +Defenses dodge~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -200,37 +191,34 @@ endif #ENDMOBILE #MOBILE -Vnum 9804 -Keywords Cosira high priestess mistress~ -Short Mistress Cosira~ -Long The High Priestess of the Dragon Cult is infuriated by your intrusion! -~ -Desc This woman is beautiful, with a haunting strangeness to her. Her form +Vnum 9804 +Keywords Cosira high priestess mistress~ +Race dragon~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short Mistress Cosira~ +Long The High Priestess of the Dragon Cult is infuriated by your intrusion! +~ +Desc This woman is beautiful, with a haunting strangeness to her. Her form is that of a well endowed human female, but you can tell she is not actually human. A slight green tinge to the skin, combined with a hint of vestigial scales, show this woman to have more of a reptilian origin. ~ -Race dragon~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_magic detect_hidden sanctuary protect~ -Stats1 -600 18 17 -25 100 400 -Stats2 1 4 400 -Stats3 5 4 8 -Stats4 0 0 0 4 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Resist fire~ -Immune charm~ -Attacks bite~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -600 0 0 0 0 0 +Stats2 18 21 -25 400 5 4 8 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_magic detect_hidden sanctuary protect~ +Bodyparts head arms legs guts hands feet ear eye~ +Resist NONE~ +Immune sleep~ +Attacks bite~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 20~ @@ -255,30 +243,27 @@ endif #ENDMOBILE #MOBILE -Vnum 9805 -Keywords Prilla virgin sacrifice~ -Short Prilla~ -Long A virgin is here, weeping over her pending death. -~ -Desc This innocent, beautiful girl is waiting for some brave, +Vnum 9805 +Keywords Prilla virgin sacrifice~ +Race pixie~ +Class Druid~ +Gender female~ +Position standing~ +DefPos standing~ +Short Prilla~ +Long A virgin is here, weeping over her pending death. +~ +Desc This innocent, beautiful girl is waiting for some brave, handsome warrior to save her. ~ -Race pixie~ -Class druid~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 0 5 17 6 100 400 -Stats2 1 5 50 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks pixie~ -Speaking common pixie~ -Bodyparts head arms legs guts hands feet ear eye~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 5 21 6 50 1 4 3 +Speaks pixie~ +Speaking pixie~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs guts hands feet ear eye~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -320,34 +305,31 @@ Comlist cry #ENDMOBILE #MOBILE -Vnum 9806 -Keywords dragon wyrmling~ -Short the Black Dragon Wyrmling~ -Long A Black Dragon Wyrmling is here, moving to feed on you... -~ -Desc The Black Dragon Wyrmling is the center of this obscure Dragon Cult. +Vnum 9806 +Keywords dragon wyrmling~ +Race dragon~ +Class Rogue~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short the Black Dragon Wyrmling~ +Long A Black Dragon Wyrmling is here, moving to feed on you... +~ +Desc The Black Dragon Wyrmling is the center of this obscure Dragon Cult. It is viciuos and has a nasty bite, so you better be ready! ~ -Race dragon~ -Class thief~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc sentinel scavenger aggressive~ -Affected detect_invis sanctuary infrared~ -Stats1 -1000 25 -15 -12 50000 1000000 -Stats2 10 20 600 -Stats3 3 10 12 -Stats4 0 0 0 4 2 -Attribs 18 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts eye tail~ -Resist fire slash~ -Immune charm~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 25 21 -12 600 3 10 12 +Speaks common~ +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis sanctuary infrared~ +Bodyparts head arms legs guts eye tail~ +Resist NONE pierce~ +Immune sleep~ +Defenses dodge~ #MUDPROG Progtype fight_prog~ Arglist 33~ @@ -364,30 +346,27 @@ endif #ENDMOBILE #MOBILE -Vnum 9807 -Keywords minor priest~ -Short the minor priest~ -Long A minor priest of the Dragon Cult is here, tending to the call of nature. -~ -Desc The minor priest seems preoccupied. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis protect~ -Stats1 -100 12 17 0 100 400 -Stats2 1 4 9 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune charm~ -Defenses dodge~ +Vnum 9807 +Keywords minor priest~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the minor priest~ +Long A minor priest of the Dragon Cult is here, tending to the call of nature. +~ +Desc The minor priest seems preoccupied. +~ +Nattacks 0.000000 +Stats1 -100 -1 0 0 0 0 +Stats2 12 21 0 9 1 4 3 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis protect~ +Immune sleep~ +Defenses dodge~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -400,30 +379,27 @@ mpechoat $n The priest makes himself presentable. #ENDMOBILE #MOBILE -Vnum 9808 -Keywords fanatic monk~ -Short a fanatic monk~ -Long A fanatic monk raves about the day of the great black death! -~ -Desc A sincere, if looney, monk ... he wears a look of utter terror. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc~ -Affected detect_invis~ -Stats1 0 6 17 6 100 400 -Stats2 1 4 60 -Stats3 1 4 10 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune charm~ -Defenses dodge~ +Vnum 9808 +Keywords fanatic monk~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a fanatic monk~ +Long A fanatic monk raves about the day of the great black death! +~ +Desc A sincere, if looney, monk ... he wears a look of utter terror. +~ +Nattacks 2.000000 +Stats1 0 -1 0 0 0 0 +Stats2 6 21 6 60 1 4 10 +Speaks common~ +Speaking common~ +Actflags npc~ +Affected detect_invis~ +Immune sleep~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 6~ @@ -438,37 +414,34 @@ mpasound Not far away, an odd monk can be seen sobbing. #ENDMOBILE #MOBILE -Vnum 9809 -Keywords Belesdan director~ -Short Belesdan~ -Long Belesdan, the head merchandiser, greets you with a smarmy smile. -~ -Desc Belesdan strikes you as a fast talking, slick deal maker. His smile is +Vnum 9809 +Keywords Belesdan director~ +Race half-elf~ +Class Rogue~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short Belesdan~ +Long Belesdan, the head merchandiser, greets you with a smarmy smile. +~ +Desc Belesdan strikes you as a fast talking, slick deal maker. His smile is not quite genuine, but draws you in all the same. His eyes are always darting about, making sure he is not missing a thing. At first look he appeared human, until you notice his almost too skinny build and pointed ears. His elven features are tamed well by his human blood. ~ -Race half-elf~ -Class thief~ -Position standing~ -DefPos standing~ -Specfun spec_thief~ -Gender male~ -Actflags npc sentinel scavenger stayarea~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 7 17 6 100 400 -Stats2 1 20 60 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common elvish~ -Speaking common elvish~ -Bodyparts head arms legs guts hands feet ear eye~ -Immune charm~ -Attacks kick~ -Defenses dodge curelight~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 7 21 6 60 1 4 3 +Speaks common elvish~ +Speaking elvish~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs guts hands feet ear eye~ +Immune sleep~ +Attacks kick~ +Defenses dodge curelight~ #MUDPROG Progtype rand_prog~ Arglist 5~ @@ -538,34 +511,31 @@ endif #ENDMOBILE #MOBILE -Vnum 9810 -Keywords Moretta~ -Short Moretta~ -Long Moretta wanders about here, keeping everything neat and tidy. -~ -Desc Moretta is the maid of this fine institution. She is sort of mousey +Vnum 9810 +Keywords Moretta~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Moretta~ +Long Moretta wanders about here, keeping everything neat and tidy. +~ +Desc Moretta is the maid of this fine institution. She is sort of mousey and quiet, like she is afraid of her own shadow. She never seems to stop working, as if by sheer will she can clean the evil out of this place. She barely glances at you, then goes back to scrubbing. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc scavenger stayarea~ -Affected detect_invis infrared~ -Stats1 200 12 17 6 100 400 -Stats2 5 15 120 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Attacks trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 200 -1 0 0 0 0 +Stats2 12 21 6 120 1 4 3 +Speaks common~ +Speaking common~ +Actflags npc scavenger stayarea~ +Affected detect_invis infrared~ +Bodyparts head arms legs guts hands feet ear eye~ +Attacks trip~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 5~ @@ -666,35 +636,32 @@ endif #ENDMOBILE #MOBILE -Vnum 9811 -Keywords Gemma coordinator~ -Short Gemma~ -Long Gemma, the office coordinator, bustles around the office. -~ -Desc Gemma looks very busy. She runs around the office to make sure everything +Vnum 9811 +Keywords Gemma coordinator~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Gemma~ +Long Gemma, the office coordinator, bustles around the office. +~ +Desc Gemma looks very busy. She runs around the office to make sure everything runs well. She might be attractive if she weren't so work oriented. Her boss, Fandarel, keeps her more busy than necessary, probably for personal reasons. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea~ -Affected detect_invis infrared~ -Stats1 -1000 14 17 0 100 400 -Stats2 5 20 190 -Stats3 1 15 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Immune charm~ -Attacks kick trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 14 21 0 190 1 15 4 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_invis infrared~ +Bodyparts head arms legs guts hands feet ear eye~ +Immune sleep~ +Attacks kick trip~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 5~ @@ -794,35 +761,32 @@ endif #ENDMOBILE #MOBILE -Vnum 9812 -Keywords Fandarel boss~ -Short Fandarel~ -Long Fandarel sits here, smoking a pipe and looking important. -~ -Desc Fandarel is good at being bossy, but makes for an awful person to work +Vnum 9812 +Keywords Fandarel boss~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fandarel~ +Long Fandarel sits here, smoking a pipe and looking important. +~ +Desc Fandarel is good at being bossy, but makes for an awful person to work for. He basically sits around in his office all day. He does take time out to yell at those working under him, and to take a break in Gemma's office. He seems awful interested in watching her work, maybe hoping to get a look up her skirt. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis infrared~ -Stats1 -500 12 17 -10 100 400 -Stats2 1 4 300 -Stats3 1 4 11 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Attacks kick~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -500 -1 0 0 0 0 +Stats2 12 21 -10 300 1 4 11 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis infrared~ +Bodyparts head arms legs guts hands feet ear eye~ +Attacks kick~ +Defenses dodge~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -908,12 +872,17 @@ mpoload 9866 10 #ENDMOBILE #MOBILE -Vnum 9813 -Keywords Wilam torturer~ -Short Wilam~ -Long Wilam, the Cult Torturer, is ready to inflict great pain upon you. -~ -Desc This is one of the most handsome men you have ever seen. His hair is +Vnum 9813 +Keywords Wilam torturer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Wilam~ +Long Wilam, the Cult Torturer, is ready to inflict great pain upon you. +~ +Desc This is one of the most handsome men you have ever seen. His hair is a fiery red, shoulder length and wavy. His face has the ruged chiseled look. His muscles are well defined, but not overly large. You can not believe someone like this could torture people... that is until he @@ -921,27 +890,19 @@ smiles. There is an odd twist to his mouth, something dark and flickering behind the eyes. A calculating madness lurks deep within that disturbing smile. Resisting the urge to shiver, you pull your eyes away. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel scavenger stayarea~ -Affected detect_invis infrared truesight~ -Stats1 -1000 12 17 -30 100 400 -Stats2 20 10 500 -Stats3 1 7 5 -Stats4 0 0 0 4 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Resist fire energy~ -Immune sleep charm~ -Suscept cold~ -Attacks trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 12 21 -30 500 1 7 5 +Speaks common~ +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_invis infrared truesight~ +Bodyparts head arms legs guts hands feet ear eye~ +Resist NONE electricity~ +Immune drain sleep~ +Suscept fire~ +Attacks trip~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 6~ @@ -994,12 +955,18 @@ mpechoat $n Wilam says 'Welcome to my chamber of torture.. How may I hurt you?' #ENDMOBILE #MOBILE -Vnum 9814 -Keywords Jerint sales director~ -Short Jerint~ -Long The Portable Dragon's vendor eyes you from bottom to top as you enter. -~ -Desc First thing you notice about this man is his eyes, as they scan you from +Vnum 9814 +Keywords Jerint sales director~ +Race human~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Jerint~ +Long The Portable Dragon's vendor eyes you from bottom to top as you enter. +~ +Desc First thing you notice about this man is his eyes, as they scan you from bottom to top, they are a vivid steel grey color, full of witty intellect and genuine warmth. Exuding an aura of confidence, this is a man that is completely comfortable in his masculinity. His face is that of an @@ -1008,27 +975,18 @@ He sports a full head of salt and pepper hair and a handlebar mustache with more salt than pepper. His face breaks into a friendly smile at your appraisal. ~ -Race human~ -Class cleric~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary infrared protect~ -Stats1 750 15 17 0 100 400 -Stats2 5 10 150 -Stats3 1 8 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ -Immune sleep charm~ -Suscept fire~ -Attacks punch kick trip gouge~ -Defenses parry dodge heal curelight~ +Nattacks 0.000000 +Stats1 750 -1 0 0 0 0 +Stats2 15 21 0 150 1 8 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary infrared protect~ +Bodyparts head arms legs guts hands feet ear eye~ +Immune drain sleep~ +Suscept NONE~ +Attacks punch kick trip gouge~ +Defenses parry dodge heal curelight~ ShopData 0 0 0 0 0 120 90 0 23 #MUDPROG Progtype all_greet_prog~ @@ -1086,31 +1044,28 @@ endif #ENDMOBILE #MOBILE -Vnum 9815 -Keywords zombie zmee~ -Short the zombie~ -Long The decayed remains of a hapless Dragonslayer. -~ -Desc This zombie is pretty fresh. Not much of the flesh has begun to rot +Vnum 9815 +Keywords zombie zmee~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the zombie~ +Long The decayed remains of a hapless Dragonslayer. +~ +Desc This zombie is pretty fresh. Not much of the flesh has begun to rot off. This used to be a strong Dragonslayer, and chances are he carried a lot of that strength into his undeath. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis sanctuary~ -Stats1 -1000 15 17 6 100 400 -Stats2 10 10 150 -Stats3 1 7 7 -Stats4 0 0 0 3 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts hands feet ear eye~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 15 21 6 150 1 7 7 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +Bodyparts head arms legs guts hands feet ear eye~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -1123,69 +1078,63 @@ mpecho The Zombie falls to the ground, in a pile of rotting flesh. #ENDMOBILE #MOBILE -Vnum 9816 -Keywords Adrathom lich priest~ -Short Adrathom~ -Long The Lich Priest glares at you through dead eyes. -~ -Desc This is the living corpse of a once powerfull priest of the cult. In his +Vnum 9816 +Keywords Adrathom lich priest~ +Race undead~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Adrathom~ +Long The Lich Priest glares at you through dead eyes. +~ +Desc This is the living corpse of a once powerfull priest of the cult. In his quest for power he learned the ways of the mage and made himself a monstrocity. He is a creature to be reckoned with, and unless the gods are in your favor he will probably kill you. ~ -Race undead~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_magic detect_hidden sanctuary fireshield~ -Stats1 -1000 37 17 -75 100 400 -Stats2 10 30 750 -Stats3 5 4 12 -Stats4 0 0 0 4 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs guts eye~ -Resist magic~ -Immune charm paralysis~ -Attacks bite trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 37 21 -75 750 5 4 12 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_magic detect_hidden sanctuary fireshield~ +Bodyparts head arms legs guts eye~ +Resist plus6~ +Immune sleep magic~ +Attacks bite trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 9817 -Keywords G'narish old monk~ -Short G'narish~ -Long An old, dangerous looking monk is here attempting to sell you candy. -~ -Desc This monk is so old, he looks as if he should be long dead and buried. +Vnum 9817 +Keywords G'narish old monk~ +Race ghoul~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short G'narish~ +Long An old, dangerous looking monk is here attempting to sell you candy. +~ +Desc This monk is so old, he looks as if he should be long dead and buried. His face is a series of wrinkles, blurring all his features. His breath is awful, and as you look closer, you can see why. His teeth are rotten and his tongue is a disgusting black. ~ -Race ghoul~ -Class cleric~ -Position standing~ -DefPos standing~ -Specfun spec_fido~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary protect truesight~ -Stats1 -200 20 17 -300 100 400 -Stats2 1 1 10000 -Stats3 10 5 10 -Stats4 0 0 3 3 0 -Attribs 13 13 13 16 13 13 13 -Saves 0 0 0 0 -3 -Speaks common~ -Speaking common~ -Bodyparts head arms heart brains guts feet fingers ear~ -Immune blunt pierce sleep charm nonmagic~ -Attacks bite punch trip gouge flamestrike colorspray~ -Defenses dodge curecritical dispelevil sanctuary~ +Nattacks 3.000000 +Stats1 -200 0 0 0 0 0 +Stats2 20 21 -300 10000 10 5 10 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary protect truesight~ +Bodyparts head arms heart brains guts feet fingers ear~ +Immune energy blunt drain sleep hold~ +Attacks bite punch trip gouge flamestrike colorspray~ +Defenses dodge curecritical dispelevil sanctuary~ ShopData 26 0 0 0 0 205 200 0 23 #MUDPROG Progtype rand_prog~ @@ -1207,395 +1156,388 @@ Comlist , runs a blackened tongue over his rotting teeth, then grins. #ENDMOBILE #MOBILE -Vnum 9863 -Keywords priest~ -Short the robed priest~ -Long A trusted priest of the Dragon Cult wanders here, deep in worship. -~ -Desc Thie priest is not someone you want to mess with. He is wearing +Vnum 9863 +Keywords priest~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the robed priest~ +Long A trusted priest of the Dragon Cult wanders here, deep in worship. +~ +Desc Thie priest is not someone you want to mess with. He is wearing thick ornate robes and wields a sharp dagger. His eyes have a look of craziness to them, like this man lives in a world of his own. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_magic detect_hidden~ -Stats1 -200 14 17 0 100 400 -Stats2 1 4 300 -Stats3 1 4 12 -Stats4 0 0 0 0 0 -Attribs 15 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Attacks bite~ +Nattacks 0.000000 +Stats1 -200 -1 0 0 0 0 +Stats2 14 21 0 300 1 4 12 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_magic detect_hidden~ +Attacks bite~ #ENDMOBILE #MOBILE -Vnum 9899 -Keywords spacer mob~ -Short a newly created spacer mob~ -Long Some god abandoned a newly created spacer mob here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc prototype~ -Stats1 0 1 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 9899 +Keywords spacer mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created spacer mob~ +Long Some god abandoned a newly created spacer mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaking common~ +Actflags npc proto~ #ENDMOBILE #OBJECT -Vnum 9810 -Keywords altar~ -Type trash~ -Short a newly created altar~ -Long Some god dropped a newly created altar here.~ -Flags prototype~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9810 +Keywords altar~ +Type trash~ +Short a newly created altar~ +Long Some god dropped a newly created altar here.~ +Flags proto~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9825 -Keywords black key~ -Type key~ -Short a black key~ -Long You see a very important key here!~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9825 +Keywords black key~ +Type key~ +Short a black key~ +Long You see a very important key here!~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9826 -Keywords primitive key~ -Type key~ -Short a primitive key~ -Long You see a primitive key here!~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9826 +Keywords primitive key~ +Type key~ +Short a primitive key~ +Long You see a primitive key here!~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9827 -Keywords skull key~ -Type key~ -Short a skull key~ -Long You see a skull key here!~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9827 +Keywords skull key~ +Type key~ +Short a skull key~ +Long You see a skull key here!~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9828 -Keywords bone sword~ -Type weapon~ -Short a bone sword~ -Long A sharp piece of bone lays here.~ -Flags antigood~ -WFlags take wield~ -Values 0 0 0 1 0 0 -Stats 40 4000 400 0 0 -Affect -1 -1 2 1 0 -Affect -1 -1 2 2 0 -Affect -1 -1 -1 3 0 -Affect -1 -1 1 19 0 -Affect -1 -1 1 18 0 +Vnum 9828 +Keywords bone sword~ +Type weapon~ +Short a bone sword~ +Long A sharp piece of bone lays here.~ +Flags antigood~ +WFlags take wield~ +Values 0 0 0 1 0 0 0 0 0 0 0 +Stats 40 4000 -2 1 0 None None None +AffData strength 2 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData wisdom -1 -1 -1 0 +AffData damroll 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9829 -Keywords skull helm dragon~ -Type armor~ -Short a helm made from a dragon's skull~ -Long The skull of a dragon lies here.~ -Flags glow~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 15 4000 400 0 0 -Affect -1 -1 -1 3 0 -Affect -1 -1 2 5 0 +Vnum 9829 +Keywords skull helm dragon~ +Type armor~ +Short a helm made from a dragon's skull~ +Long The skull of a dragon lies here.~ +Flags glow~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 4000 -2 1 0 None None None +AffData wisdom -1 -1 -1 0 +AffData constitution 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9830 -Keywords dark robes~ -Type armor~ -Short some dark robes~ -Long Some dark robes lay here.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 5 1000 100 0 0 -Affect -1 -1 30 12 0 +Vnum 9830 +Keywords dark robes~ +Type armor~ +Short some dark robes~ +Long Some dark robes lay here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 1000 -2 1 0 None None None +AffData mana 30 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9831 -Keywords black pen~ -Type weapon~ -Short a black pen~ -Long A black pen catches your eye.~ -WFlags take wield~ -Values 0 0 0 11 0 0 -Stats 8 300 30 0 0 +Vnum 9831 +Keywords black pen~ +Type weapon~ +Short a black pen~ +Long A black pen catches your eye.~ +WFlags take wield~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 8 300 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 9832 -Keywords evil black dagger~ -Type weapon~ -Short an evil looking black dagger~ -Long A black dagger is here radiating evil.~ -Flags evil~ -WFlags take wield~ -Values 0 0 0 11 0 0 -Stats 10 300 30 0 0 -Affect -1 -1 3 19 0 -Affect -1 -1 2 18 0 +Vnum 9832 +Keywords evil black dagger~ +Type weapon~ +Short an evil looking black dagger~ +Long A black dagger is here radiating evil.~ +Flags evil~ +WFlags take wield~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 10 300 -2 1 0 None None None +AffData damroll 3 -1 -1 0 +AffData hitroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9833 -Keywords black staff~ -Type weapon~ -Short a black staff~ -Long A long, blackened stick is here.~ -Flags evil antivampire~ -WFlags take wield~ -Values 0 0 0 7 0 0 -Stats 10 300 30 0 0 -Affect -1 -1 3 18 0 -Affect -1 -1 1 3 0 +Vnum 9833 +Keywords black staff~ +Type weapon~ +Short a black staff~ +Long A long, blackened stick is here.~ +Flags evil~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 10 300 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData wisdom 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9834 -Keywords heap scales black dragonscale robes~ -Type armor~ -Short dragonscale robes~ -Long You see a shimering black heap of scales.~ -Flags evil magic antigood antineutral~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 20 5000 500 0 0 -Affect -1 -1 50 12 0 -Affect -1 -1 3 3 0 -Affect -1 -1 3 4 0 -Affect -1 -1 25 13 0 +Vnum 9834 +Keywords heap scales black dragonscale robes~ +Type armor~ +Short dragonscale robes~ +Long You see a shimering black heap of scales.~ +Flags magic antigood antineutral evil~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 5000 -2 1 0 None None None +AffData mana 50 -1 -1 0 +AffData wisdom 3 -1 -1 0 +AffData dexterity 3 -1 -1 0 +AffData hit 25 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9835 -Keywords ornate robes~ -Type armor~ -Short ornate robes~ -Long You see a pile of finely woven cloth.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 20 5000 500 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 1 4 0 +Vnum 9835 +Keywords ornate robes~ +Type armor~ +Short ornate robes~ +Long You see a pile of finely woven cloth.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 5000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9836 -Keywords white dress torn~ -Type armor~ -Short a torn white dress~ -Long A once pretty dress is lying here with holes torn in it.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 5 10 1 0 0 +Vnum 9836 +Keywords white dress torn~ +Type armor~ +Short a torn white dress~ +Long A once pretty dress is lying here with holes torn in it.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9837 -Keywords rusty key~ -Type key~ -Short a rusty key~ -Long A hunk of metal is on the ground.~ -Flags hidden~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9837 +Keywords rusty key~ +Type key~ +Short a rusty key~ +Long A hunk of metal is on the ground.~ +Flags hidden~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9838 -Keywords cheap plaid pants pair~ -Type armor~ -Short a pair of cheap plaid pants~ -Long Some really ugly pants are on the ground here.~ -WFlags take legs~ -Values 0 0 0 0 0 0 -Stats 5 1000 100 0 0 -Affect -1 -1 -4 25 0 +Vnum 9838 +Keywords cheap plaid pants pair~ +Type armor~ +Short a pair of cheap plaid pants~ +Long Some really ugly pants are on the ground here.~ +WFlags take legs~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 1000 -2 1 0 None None None +AffData sex -4 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9839 -Keywords donut~ -Type food~ -Short a donut~ -Long There is a jelly filled donut here.~ -WFlags take~ -Values 100 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9839 +Keywords donut~ +Type food~ +Short a donut~ +Long There is a jelly filled donut here.~ +WFlags take~ +Values 100 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9840 -Keywords coffee~ -Type drinkcon~ -Short a cup of coffee~ -Long There is a piping hot cup of coffee here~ -WFlags take~ -Values 15 15 12 0 0 0 -Stats 1 0 0 0 0 +Vnum 9840 +Keywords coffee~ +Type drinkcon~ +Short a cup of coffee~ +Long There is a piping hot cup of coffee here~ +WFlags take~ +Values 15 15 12 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9841 -Keywords dragon candy~ -Type pill~ -Short dragon candy~ -Long A piece of Dragon candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 200 20 0 0 -Spells 'blindness' 'harm' 'NONE' +Vnum 9841 +Keywords dragon candy~ +Type pill~ +Short dragon candy~ +Long A piece of Dragon candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 200 -2 9999 0 None None None +Spells 'blindness' 'harm' 'NONE' #ENDOBJECT #OBJECT -Vnum 9842 -Keywords zombie candy~ -Type pill~ -Short zombie candy~ -Long A piece of Zombie candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 320 32 0 0 -Spells 'blindness' 'teleport' 'curse' +Vnum 9842 +Keywords zombie candy~ +Type pill~ +Short zombie candy~ +Long A piece of Zombie candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 320 -2 1 0 None None None +Spells 'blindness' 'teleport' 'curse' #ENDOBJECT #OBJECT -Vnum 9843 -Keywords lich candy~ -Type pill~ -Short lich candy~ -Long A piece of Lich candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 50 5 0 0 -Spells 'poison' 'NONE' 'NONE' +Vnum 9843 +Keywords lich candy~ +Type pill~ +Short lich candy~ +Long A piece of Lich candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 50 -2 9999 0 None None None +Spells 'poison' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 9844 -Keywords vampire candy~ -Type pill~ -Short vampire candy~ -Long A piece of Vampire candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 100 10 0 0 -Spells 'energy drain' 'energy drain' 'energy drain' +Vnum 9844 +Keywords vampire candy~ +Type pill~ +Short vampire candy~ +Long A piece of Vampire candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'energy drain' 'energy drain' 'energy drain' #ENDOBJECT #OBJECT -Vnum 9845 -Keywords beholder candy~ -Type pill~ -Short beholder candy~ -Long A piece of Beholder candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 1000 100 0 0 -Spells 'detect hidden' 'detect invis' 'detect magic' +Vnum 9845 +Keywords beholder candy~ +Type pill~ +Short beholder candy~ +Long A piece of Beholder candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None +Spells 'animal senses' 'detect invis' 'detect magic' #ENDOBJECT #OBJECT -Vnum 9846 -Keywords ogre candy~ -Type pill~ -Short ogre candy~ -Long A piece of Ogre candy.~ -WFlags take~ -Values 1 -1 -1 -1 0 0 -Stats 1 2000 200 0 0 -Spells 'kindred strength' 'stone skin' 'NONE' +Vnum 9846 +Keywords ogre candy~ +Type pill~ +Short ogre candy~ +Long A piece of Ogre candy.~ +WFlags take~ +Values 1 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 2000 -2 1 0 None None None +Spells 'NONE' 'stone skin' 'NONE' #ENDOBJECT #OBJECT -Vnum 9847 -Keywords troll candy~ -Type pill~ -Short troll candy~ -Long A piece of Troll candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 1500 150 0 0 -Spells 'cure light' 'cure light' 'NONE' +Vnum 9847 +Keywords troll candy~ +Type pill~ +Short troll candy~ +Long A piece of Troll candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1500 -2 1 0 None None None +Spells 'cure light' 'cure light' 'NONE' #ENDOBJECT #OBJECT -Vnum 9848 -Keywords death candy~ -Type pill~ -Short death candy~ -Long A piece of Death candy.~ -WFlags take~ -Values 0 -1 -1 -1 0 0 -Stats 1 15000 1500 0 0 -Spells 'sanctuary' 'stone skin' 'shield' +Vnum 9848 +Keywords death candy~ +Type pill~ +Short death candy~ +Long A piece of Death candy.~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 15000 -2 1 0 None None None +Spells 'sanctuary' 'stone skin' 'shield' #ENDOBJECT #OBJECT -Vnum 9849 -Keywords emerald stone~ -Type treasure~ -Short an emerald stone~ -Long A dark green stone lies here forgotten~ -Flags glow~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 16960 0 0 0 0 -Affect -1 -1 2 1 0 -Affect -1 -1 2 2 0 -Affect -1 -1 2 3 0 -Affect -1 -1 2 4 0 -Affect -1 -1 2 5 0 -Affect -1 -1 50 12 0 -Affect -1 -1 50 13 0 -Affect -1 -1 15 17 0 -Affect -1 -1 15 18 0 -Affect -1 -1 15 19 0 +Vnum 9849 +Keywords emerald stone~ +Type treasure~ +Short an emerald stone~ +Long A dark green stone lies here forgotten~ +Flags glow~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 16960 0 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData mana 50 -1 -1 0 +AffData hit 50 -1 -1 0 +AffData armor 15 -1 -1 0 +AffData hitroll 15 -1 -1 0 +AffData damroll 15 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9850 -Keywords brochure~ -Type trash~ -Short a brochure~ -Long A sharp looking flyer flutters here in the breeze.~ -Flags nodrop noremove~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9850 +Keywords brochure~ +Type trash~ +Short a brochure~ +Long A sharp looking flyer flutters here in the breeze.~ +Flags nodrop noremove~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey brochure~ ExDesc The brochure reads: @@ -1624,14 +1566,14 @@ ExDesc The brochure reads: #ENDOBJECT #OBJECT -Vnum 9851 -Keywords glowing caution sign~ -Type furniture~ -Short a brightly glowing sign of caution~ -Long A new, brightly glowing caution sign beckons to you.~ -Flags glow hum~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9851 +Keywords glowing caution sign~ +Type furniture~ +Short a brightly glowing sign of caution~ +Long A new, brightly glowing caution sign beckons to you.~ +Flags glow hum~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey glowing sign caution~ ExDesc This area has been updated to take advantage of special functions and @@ -1645,27 +1587,27 @@ are not should seek adventure elsewhere. #ENDOBJECT #OBJECT -Vnum 9852 -Keywords ornate robes~ -Type armor~ -Short ornate robes~ -Long You see a pile of finely woven cloth.~ -Flags glow~ -WFlags take neck~ -Values 0 0 0 0 0 0 -Stats 7 5000 500 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 1 4 0 +Vnum 9852 +Keywords ornate robes~ +Type armor~ +Short ornate robes~ +Long You see a pile of finely woven cloth.~ +Flags glow~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 7 5000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9855 -Keywords statue~ -Type trash~ -Short a statues of a dragon~ -Long A pure gold dragon statue stands in the center of the room.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9855 +Keywords statue~ +Type trash~ +Short a statues of a dragon~ +Long A pure gold dragon statue stands in the center of the room.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey statue~ ExDesc This statue is made from gold, molded into the shape of a majestic @@ -1678,73 +1620,73 @@ a mouth full of sharp teeth. #ENDOBJECT #OBJECT -Vnum 9860 -Keywords brown dragon staff~ -Type staff~ -Short a brown dragon staff~ -Long Here lies a staff carved in a dark brown wood in the shape of a dragon.~ -Flags glow magic organic~ -WFlags take hold~ -Values 40 1 1 -1 0 0 -Stats 15 10000 1000 0 0 -Spells 'dragon wit' +Vnum 9860 +Keywords brown dragon staff~ +Type staff~ +Short a brown dragon staff~ +Long Here lies a staff carved in a dark brown wood in the shape of a dragon.~ +Flags glow organic magic~ +WFlags take hold~ +Values 40 1 1 -1 0 0 0 0 0 0 0 +Stats 15 10000 -2 1 0 None None None +Spells 'dragon wit' #ENDOBJECT #OBJECT -Vnum 9861 -Keywords golden dragon statuette~ -Type armor~ -Short a golden dragon statuette~ -Long A golden statuette, carved into the shape of a dragon, lies here.~ -Flags hum magic~ -WFlags take hold~ -Values 5 7 0 0 0 0 -Stats 12 75000 7500 0 0 -Affect -1 -1 2 31 0 -Affect -1 -1 1 3 0 -Affect -1 -1 20 12 0 +Vnum 9861 +Keywords golden dragon statuette~ +Type armor~ +Short a golden dragon statuette~ +Long A golden statuette, carved into the shape of a dragon, lies here.~ +Flags hum magic~ +WFlags take hold~ +Values 5 7 0 0 0 0 0 0 0 0 0 +Stats 12 75000 -2 1 0 None None None +AffData class 2 -1 -1 0 +AffData wisdom 1 -1 -1 0 +AffData mana 20 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 9862 -Keywords red dragon wand~ -Type wand~ -Short a red dragon wand~ -Long A red wand with the grip carved into the shape of a dragon.~ -Flags glow magic~ -WFlags take hold~ -Values 20 1 1 -1 0 0 -Stats 10 95000 9500 0 0 -Spells 'dragonskin' +Vnum 9862 +Keywords red dragon wand~ +Type wand~ +Short a red dragon wand~ +Long A red wand with the grip carved into the shape of a dragon.~ +Flags glow magic~ +WFlags take hold~ +Values 20 1 1 -1 0 0 0 0 0 0 0 +Stats 10 95000 -2 1 0 None None None +Spells 'dragonskin' #ENDOBJECT #OBJECT -Vnum 9863 -Keywords black dragon potion~ -Type potion~ -Short a black dragon potion~ -Long A black liquid, inside a dragon shaped flask, lies here bubbling.~ -Flags glow hum magic nodrop~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 20 111111 11111 0 0 -Spells 'dispel magic' 'bless' 'armor' +Vnum 9863 +Keywords black dragon potion~ +Type potion~ +Short a black dragon potion~ +Long A black liquid, inside a dragon shaped flask, lies here bubbling.~ +Flags glow hum magic nodrop~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 20 111111 -2 1 0 None None None +Spells 'dispel magic' 'bless' 'armor' #ENDOBJECT #OBJECT -Vnum 9864 -Keywords leaky quill~ -Type weapon~ -Short a leaky quill~ -Long A battered quill lies here, leaking ink everywhere.~ -Flags glow hum magic~ -WFlags take wield~ -Values 0 0 0 11 0 0 -Stats 8 300 30 0 0 -Affect -1 -1 -1 25 0 -Affect -1 -1 4 13 0 -Affect -1 -1 2 19 0 -Affect -1 -1 3 18 0 +Vnum 9864 +Keywords leaky quill~ +Type weapon~ +Short a leaky quill~ +Long A battered quill lies here, leaking ink everywhere.~ +Flags glow hum magic~ +WFlags take wield~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 8 300 -2 1 0 None None None +AffData sex -1 -1 -1 0 +AffData hit 4 -1 -1 0 +AffData damroll 2 -1 -1 0 +AffData hitroll 3 -1 -1 0 #MUDPROG Progtype use_prog~ Arglist 100~ @@ -1757,15 +1699,15 @@ mpechoaround $n $n splashes ink on $s armour, making $m look messy. #ENDOBJECT #OBJECT -Vnum 9865 -Keywords meerschaum dragon pipe~ -Type pipe~ -Short a meerschaum dragon pipe~ -Long Here lies a pipe bowl, carved from white meerschaum, in the shape of a dragon.~ -Flags glow~ -WFlags take~ -Values 90 0 0 0 0 0 -Stats 5 12500 1250 0 0 +Vnum 9865 +Keywords meerschaum dragon pipe~ +Type pipe~ +Short a meerschaum dragon pipe~ +Long Here lies a pipe bowl, carved from white meerschaum, in the shape of a dragon.~ +Flags glow~ +WFlags take~ +Values 90 0 0 0 0 0 0 0 0 0 0 +Stats 5 12500 -2 1 0 None None None #EXDESC ExDescKey pipe~ ExDesc This pipe is made from a white clay, called meerschaum. It is carved @@ -1776,56 +1718,57 @@ into the shape of a dragon head caught in mid-growl. #ENDOBJECT #OBJECT -Vnum 9866 -Keywords dragon nip herb~ -Type herb~ -Short a pinch of dragon nip herb~ -Long A brown herb lies here in a small pile.~ -Flags organic~ -WFlags take~ -Values 30 30 0 0 0 0 -Stats 3 1100 110 0 0 +Vnum 9866 +Keywords dragon nip herb~ +Type herb~ +Short a pinch of dragon nip herb~ +Long A brown herb lies here in a small pile.~ +Flags organic~ +WFlags take~ +Values 30 30 0 0 0 0 0 0 0 0 0 +Stats 3 1100 -2 1 0 None None None #ENDOBJECT #OBJECT -Vnum 9892 -Keywords Dragon candy~ -Type pill~ -Short dragon candy~ -Long A piece of Dragon candy.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 450 45 0 0 -Spells 'dragon wit' 'create fire' 'NONE' +Vnum 9892 +Keywords Dragon candy~ +Type pill~ +Short dragon candy~ +Long A piece of Dragon candy.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 450 -2 1 0 None None None +Spells 'dragon wit' 'create fire' 'NONE' #ENDOBJECT #OBJECT -Vnum 9893 -Keywords rusty key~ -Type key~ -Short a rusty key~ -Long A hunk of metal is on the ground.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9893 +Keywords rusty key~ +Type key~ +Short a rusty key~ +Long A hunk of metal is on the ground.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 9899 -Keywords spacerobj~ -Type trash~ -Short a newly created spacerobj~ -Long Some god dropped a newly created spacerobj here.~ -Flags prototype~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 9899 +Keywords spacerobj~ +Type trash~ +Short a newly created spacerobj~ +Long Some god dropped a newly created spacerobj here.~ +Flags proto~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #ROOM -Vnum 9810 -Name Winter Altar~ -Sector inside~ -Flags dark indoors~ +Vnum 9810 +Name Winter Altar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9833 @@ -1839,10 +1782,11 @@ ToRoom 9834 #ENDROOM #ROOM -Vnum 9811 -Name The Winter Pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9811 +Name The Winter Pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9895 @@ -1851,24 +1795,26 @@ ToRoom 9895 #ENDROOM #ROOM -Vnum 9812 -Name A dark cell~ -Sector inside~ -Flags dark indoors~ +Vnum 9812 +Name A dark cell~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9813 Flags isdoor closed~ #ENDEXIT -Reset D 0 9812 1 1 +Reset D 9812 1 1 100 -2 #ENDROOM #ROOM -Vnum 9813 -Name North Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9813 +Name North Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9814 @@ -1885,14 +1831,15 @@ ToRoom 9812 Flags isdoor closed~ #ENDEXIT -Reset D 0 9813 3 1 +Reset D 9813 3 1 100 -2 #ENDROOM #ROOM -Vnum 9814 -Name North Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9814 +Name North Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9815 @@ -1904,14 +1851,15 @@ Direction west~ ToRoom 9813 #ENDEXIT -Reset D 0 9814 1 1 +Reset D 9814 1 1 100 -2 #ENDROOM #ROOM -Vnum 9815 -Name Spring~ -Sector inside~ -Flags dark indoors~ +Vnum 9815 +Name Spring~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9816 @@ -1923,14 +1871,15 @@ ToRoom 9814 Flags isdoor closed~ #ENDEXIT -Reset D 0 9815 3 1 +Reset D 9815 3 1 100 -2 #ENDROOM #ROOM -Vnum 9816 -Name Spring Altar~ -Sector inside~ -Flags dark indoors~ +Vnum 9816 +Name Spring Altar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction west~ ToRoom 9815 @@ -1944,10 +1893,11 @@ ToRoom 9838 #ENDROOM #ROOM -Vnum 9817 -Name The Spring Pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9817 +Name The Spring Pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9897 @@ -1956,24 +1906,26 @@ ToRoom 9897 #ENDROOM #ROOM -Vnum 9818 -Name A dark cell~ -Sector inside~ -Flags dark indoors~ +Vnum 9818 +Name A dark cell~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9819 Flags isdoor closed~ #ENDEXIT -Reset D 0 9818 2 1 +Reset D 9818 2 1 100 -2 #ENDROOM #ROOM -Vnum 9819 -Name East Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9819 +Name East Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9818 @@ -1990,14 +1942,15 @@ Direction west~ ToRoom 9840 #ENDEXIT -Reset D 0 9819 0 1 +Reset D 9819 0 1 100 -2 #ENDROOM #ROOM -Vnum 9820 -Name East Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9820 +Name East Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9819 @@ -2009,14 +1962,15 @@ ToRoom 9821 Flags isdoor closed~ #ENDEXIT -Reset D 0 9820 2 1 +Reset D 9820 2 1 100 -2 #ENDROOM #ROOM -Vnum 9821 -Name Summer~ -Sector inside~ -Flags dark indoors~ +Vnum 9821 +Name Summer~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9820 @@ -2028,14 +1982,15 @@ Direction south~ ToRoom 9822 #ENDEXIT -Reset D 0 9821 0 1 +Reset D 9821 0 1 100 -2 #ENDROOM #ROOM -Vnum 9822 -Name Summer Altar~ -Sector inside~ -Flags dark indoors~ +Vnum 9822 +Name Summer Altar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9821 @@ -2054,10 +2009,11 @@ ToRoom 9842 #ENDROOM #ROOM -Vnum 9823 -Name The Summer Pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9823 +Name The Summer Pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9897 @@ -2074,14 +2030,15 @@ ToRoom 9824 Flags isdoor closed~ #ENDEXIT -Reset D 0 9823 3 1 +Reset D 9823 3 1 100 -2 #ENDROOM #ROOM -Vnum 9824 -Name A dark cell~ -Sector inside~ -Flags dark indoors~ +Vnum 9824 +Name A dark cell~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9823 @@ -2094,15 +2051,16 @@ ToRoom 9825 Flags isdoor closed~ #ENDEXIT -Reset D 0 9824 1 1 -Reset D 0 9824 3 1 +Reset D 9824 1 1 100 -2 +Reset D 9824 3 1 100 -2 #ENDROOM #ROOM -Vnum 9825 -Name South Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9825 +Name South Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9844 @@ -2119,14 +2077,15 @@ Direction west~ ToRoom 9826 #ENDEXIT -Reset D 0 9825 1 1 +Reset D 9825 1 1 100 -2 #ENDROOM #ROOM -Vnum 9826 -Name South Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9826 +Name South Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9825 @@ -2138,14 +2097,15 @@ ToRoom 9827 Flags isdoor closed~ #ENDEXIT -Reset D 0 9826 3 1 +Reset D 9826 3 1 100 -2 #ENDROOM #ROOM -Vnum 9827 -Name Autumn~ -Sector inside~ -Flags dark indoors~ +Vnum 9827 +Name Autumn~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9826 @@ -2157,14 +2117,15 @@ Direction west~ ToRoom 9828 #ENDEXIT -Reset D 0 9827 1 1 +Reset D 9827 1 1 100 -2 #ENDROOM #ROOM -Vnum 9828 -Name Autumn Altar~ -Sector inside~ -Flags dark indoors~ +Vnum 9828 +Name Autumn Altar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9827 @@ -2178,10 +2139,11 @@ ToRoom 9846 #ENDROOM #ROOM -Vnum 9829 -Name The Autumn Pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9829 +Name The Autumn Pit~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9895 @@ -2190,10 +2152,11 @@ ToRoom 9895 #ENDROOM #ROOM -Vnum 9830 -Name A dark cell~ -Sector inside~ -Flags dark indoors~ +Vnum 9830 +Name A dark cell~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9831 @@ -2206,15 +2169,16 @@ ToRoom 9829 Flags isdoor closed~ #ENDEXIT -Reset D 0 9830 0 1 -Reset D 0 9830 2 1 +Reset D 9830 0 1 100 -2 +Reset D 9830 2 1 100 -2 #ENDROOM #ROOM -Vnum 9831 -Name West Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9831 +Name West Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9832 @@ -2231,14 +2195,15 @@ ToRoom 9830 Flags isdoor closed~ #ENDEXIT -Reset D 0 9831 2 1 +Reset D 9831 2 1 100 -2 #ENDROOM #ROOM -Vnum 9832 -Name West Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9832 +Name West Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9833 @@ -2250,14 +2215,15 @@ Direction south~ ToRoom 9831 #ENDEXIT -Reset D 0 9832 0 1 +Reset D 9832 0 1 100 -2 #ENDROOM #ROOM -Vnum 9833 -Name Winter~ -Sector inside~ -Flags dark indoors~ +Vnum 9833 +Name Winter~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9810 @@ -2269,14 +2235,15 @@ ToRoom 9832 Flags isdoor closed~ #ENDEXIT -Reset D 0 9833 2 1 +Reset D 9833 2 1 100 -2 #ENDROOM #ROOM -Vnum 9834 -Name Winter Attendant~ -Sector inside~ -Flags dark indoors~ +Vnum 9834 +Name Winter Attendant~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction northwest~ ToRoom 9810 @@ -2290,10 +2257,11 @@ ToRoom 9835 #ENDROOM #ROOM -Vnum 9835 -Name Winter Liar~ -Sector inside~ -Flags dark indoors~ +Vnum 9835 +Name Winter Liar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction down~ ToRoom 9811 @@ -2307,10 +2275,11 @@ ToRoom 9834 #ENDROOM #ROOM -Vnum 9836 -Name North Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9836 +Name North Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9813 @@ -2324,10 +2293,11 @@ ToRoom 9837 #ENDROOM #ROOM -Vnum 9837 -Name North Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9837 +Name North Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9836 @@ -2341,10 +2311,11 @@ ToRoom 9891 #ENDROOM #ROOM -Vnum 9838 -Name Spring Attendant~ -Sector inside~ -Flags dark indoors~ +Vnum 9838 +Name Spring Attendant~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction northeast~ ToRoom 9816 @@ -2358,10 +2329,11 @@ ToRoom 9839 #ENDROOM #ROOM -Vnum 9839 -Name Spring Liar~ -Sector inside~ -Flags dark indoors~ +Vnum 9839 +Name Spring Liar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction down~ ToRoom 9817 @@ -2375,10 +2347,11 @@ ToRoom 9838 #ENDROOM #ROOM -Vnum 9840 -Name East Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9840 +Name East Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9819 @@ -2392,10 +2365,11 @@ ToRoom 9841 #ENDROOM #ROOM -Vnum 9841 -Name East Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9841 +Name East Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9840 @@ -2409,10 +2383,11 @@ ToRoom 9891 #ENDROOM #ROOM -Vnum 9842 -Name Summer Attendant~ -Sector inside~ -Flags dark indoors~ +Vnum 9842 +Name Summer Attendant~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction northwest~ ToRoom 9843 @@ -2426,10 +2401,11 @@ ToRoom 9822 #ENDROOM #ROOM -Vnum 9843 -Name Summer Liar~ -Sector inside~ -Flags dark indoors~ +Vnum 9843 +Name Summer Liar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction down~ ToRoom 9823 @@ -2443,10 +2419,11 @@ ToRoom 9842 #ENDROOM #ROOM -Vnum 9844 -Name South Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9844 +Name South Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9845 @@ -2460,10 +2437,11 @@ ToRoom 9825 #ENDROOM #ROOM -Vnum 9845 -Name South Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9845 +Name South Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9891 @@ -2477,10 +2455,11 @@ ToRoom 9844 #ENDROOM #ROOM -Vnum 9846 -Name Autumn Attendant~ -Sector inside~ -Flags dark indoors~ +Vnum 9846 +Name Autumn Attendant~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction northeast~ ToRoom 9847 @@ -2494,10 +2473,11 @@ ToRoom 9828 #ENDROOM #ROOM -Vnum 9847 -Name Autumn Liar~ -Sector inside~ -Flags dark indoors~ +Vnum 9847 +Name Autumn Liar~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction down~ ToRoom 9829 @@ -2511,10 +2491,11 @@ ToRoom 9846 #ENDROOM #ROOM -Vnum 9848 -Name West Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9848 +Name West Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9849 @@ -2528,10 +2509,11 @@ ToRoom 9831 #ENDROOM #ROOM -Vnum 9849 -Name West Mage Route~ -Sector inside~ -Flags dark indoors~ +Vnum 9849 +Name West Mage Route~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction east~ ToRoom 9891 @@ -2542,17 +2524,18 @@ Direction west~ ToRoom 9848 #ENDEXIT -Reset M 0 9802 4 9849 - Reset E 1 9832 6 16 - Reset E 1 9852 4 3 +Reset M 9802 4 9849 -1 -1 -1 100 + Reset E 9832 6 16 100 + Reset E 9852 4 3 100 #ENDROOM #ROOM -Vnum 9850 -Name Dragon Exports front desk~ -Sector forest~ -Flags dark nomob indoors~ -Desc You have entered a very orderly office. The room is painted in a light +Vnum 9850 +Name Dragon Exports front desk~ +Sector forest~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc You have entered a very orderly office. The room is painted in a light gold with a few sparse paintings on the east wall and a massive painting on the west wall. In the center of the room is a carved desk, impressive in stature and design. A few potted plants stand sentry along the north @@ -2576,8 +2559,8 @@ Desc To the south is Law Avenue, of the town of Darkhaven. ~ #ENDEXIT -Reset M 0 9800 1 9850 -Reset D 0 9850 0 2 +Reset M 9800 1 9850 -1 -1 -1 100 +Reset D 9850 0 2 100 -2 #EXDESC ExDescKey west~ ExDesc A massive picture adorns the west wall, barely allowing the light @@ -2704,11 +2687,12 @@ July 30, 1996 #ENDROOM #ROOM -Vnum 9851 -Name A dimly lit corridor~ -Sector inside~ -Flags dark nomob indoors~ -Desc It takes a few moments for your eyes to adjust to the sudden darkness +Vnum 9851 +Name A dimly lit corridor~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc It takes a few moments for your eyes to adjust to the sudden darkness of this hallway. The room is completely bare of color and decor. The emptiness appears purposeful, a ruse to make the building appear bland enough to deter potential adventurers. @@ -2730,15 +2714,16 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9851 2 1 +Reset D 9851 2 1 100 -2 #ENDROOM #ROOM -Vnum 9852 -Name Dragon Hall Foyer~ -Sector inside~ -Flags dark nomob indoors~ -Desc This is the formal foyer for the Dragon Exports office. The room is a +Vnum 9852 +Name Dragon Hall Foyer~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This is the formal foyer for the Dragon Exports office. The room is a stark contrast to the hallway leading into it. The walls are painted in a flat gold color. There are two paintings on the east wall and two paintings on the west wall. To the north is an open doorway, leading @@ -2786,11 +2771,12 @@ dragons. Those like Tiamat and Shimmergloom. #ENDROOM #ROOM -Vnum 9853 -Name The Front Office~ -Sector inside~ -Flags dark indoors~ -Desc You have reached the front office of the Dragon Exports. The decor here +Vnum 9853 +Name The Front Office~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have reached the front office of the Dragon Exports. The decor here is somewhat gaudy compared to the parts of the building you have seen so far. The walls maintain the flat golden hue, but the knick knacks are more overblown. Bigger and brighter seems to be the theme here. The @@ -2828,11 +2814,11 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset M 0 9809 1 9853 - Reset E 1 9838 2 7 - Reset E 1 9864 2 16 -Reset D 0 9853 1 1 -Reset D 0 9853 5 1 +Reset M 9809 1 9853 -1 -1 -1 100 + Reset E 9838 2 7 100 + Reset E 9864 2 16 100 +Reset D 9853 1 1 100 -2 +Reset D 9853 5 1 100 -2 #EXDESC ExDescKey plaque~ ExDesc The Dragon Cult Temple was created by Sandman, @@ -2881,11 +2867,12 @@ ExDesc There is a door to the east, with a sign reading: Caution -- Do not #ENDROOM #ROOM -Vnum 9854 -Name A five-way intersection~ -Sector inside~ -Flags dark indoors~ -Desc You stand at a wide intersection of hallways. There are exits to the +Vnum 9854 +Name A five-way intersection~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You stand at a wide intersection of hallways. There are exits to the north, south, east, and west. Above you, you can see the outlines of a trap door. From the south you notice a bright glow, catching your attention. @@ -2927,18 +2914,19 @@ Keywords trapdoor~ Flags isdoor closed nomob~ #ENDEXIT -Reset M 0 9802 4 9854 - Reset E 1 9832 6 16 - Reset E 1 9835 4 5 -Reset D 0 9854 4 1 +Reset M 9802 4 9854 -1 -1 -1 100 + Reset E 9832 6 16 100 + Reset E 9835 4 5 100 +Reset D 9854 4 1 100 -2 #ENDROOM #ROOM -Vnum 9855 -Name The Candlelit Shrine~ -Sector inside~ -Flags indoors~ -Desc The light in this place is overwhelming. Candles completely cover +Vnum 9855 +Name The Candlelit Shrine~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The light in this place is overwhelming. Candles completely cover the walls, making this place hot as well as bright. This place is a place of worship, and the idol is a golden dragon statue. ~ @@ -2949,17 +2937,18 @@ Desc You see the intersection. ~ #ENDEXIT -Reset M 0 9801 7 9855 - Reset E 1 9830 8 5 -Reset O 0 9855 1 9855 +Reset M 9801 7 9855 -1 -1 -1 100 + Reset E 9830 8 5 100 +Reset O 9855 1 9855 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 9856 -Name The Tapestry Room~ -Sector inside~ -Flags dark indoors~ -Desc The walls of this room are covered with tapestries depicting various dragon +Vnum 9856 +Name The Tapestry Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The walls of this room are covered with tapestries depicting various dragon scenes. Befitting the theme seen throughout this building, there are five distinct tapestries - two to the north, two to the south, and one large tapestry to the east. As you begin to look them over in detail, you see @@ -2982,13 +2971,13 @@ Desc You see the intersection. ~ #ENDEXIT -Reset M 0 9801 7 9856 - Reset E 1 9830 8 5 - Reset E 1 9833 6 16 -Reset M 0 9801 7 9856 - Reset E 1 9830 8 5 - Reset E 1 9833 6 16 -Reset D 0 9856 1 1 +Reset M 9801 7 9856 -1 -1 -1 100 + Reset E 9830 8 5 100 + Reset E 9833 6 16 100 +Reset M 9801 7 9856 -1 -1 -1 100 + Reset E 9830 8 5 100 + Reset E 9833 6 16 100 +Reset D 9856 1 1 100 -2 #EXDESC ExDescKey w west~ ExDesc The two tapestries on the west wall feature an early spring and @@ -3048,11 +3037,12 @@ to be shielding an opening in the wall. #ENDROOM #ROOM -Vnum 9857 -Name An ordinary hallway.~ -Sector inside~ -Flags dark indoors~ -Desc This is a small hallway, leading away from the more busy parts of the +Vnum 9857 +Name An ordinary hallway.~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a small hallway, leading away from the more busy parts of the temple area. The walls here are deprived of color and decor. Only the doors have any color. One door leads off the the east and the other to the north. @@ -3081,16 +3071,17 @@ Desc You see the intersection. ~ #ENDEXIT -Reset D 0 9857 0 1 -Reset D 0 9857 1 1 +Reset D 9857 0 1 100 -2 +Reset D 9857 1 1 100 -2 #ENDROOM #ROOM -Vnum 9858 -Name The lavatory~ -Sector inside~ -Flags dark indoors~ -Desc A horrible stench assaults your nostrils as you enter this room. The +Vnum 9858 +Name The lavatory~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A horrible stench assaults your nostrils as you enter this room. The presence of defecation and urine is heavy in the air. While appearing to come from the much abused toilet, the scent could in fact be sourced to several places within this putrid room. You allow the strange and @@ -3106,16 +3097,17 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset M 0 9807 1 9858 -Reset D 0 9858 3 1 +Reset M 9807 1 9858 -1 -1 -1 100 +Reset D 9858 3 1 100 -2 #ENDROOM #ROOM -Vnum 9859 -Name A hallway~ -Sector inside~ -Flags indoors~ -Desc This portion of the hallway is lit by a strange glow that seems to be +Vnum 9859 +Name A hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This portion of the hallway is lit by a strange glow that seems to be rising from the floor. It's as if the stones had an internal light, making them radiate this faint lambency. No matter how closely you peer into the flooring, you cannot locate the source of this power. @@ -3143,11 +3135,12 @@ ExDesc The stones covering the floor are glowing with an undefined power. #ENDROOM #ROOM -Vnum 9860 -Name Bend in the hallway~ -Sector inside~ -Flags dark indoors~ -Desc You have come to a bend in the hallway of this strange place. The +Vnum 9860 +Name Bend in the hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have come to a bend in the hallway of this strange place. The room is dark and dismal, devoid of all light and color. The walls look as if they have never experienced a cleaning, and the floors are scuffed from the passing of many feet over time. @@ -3166,23 +3159,24 @@ Desc You see a hallway. ~ #ENDEXIT -Reset M 0 9801 7 9860 - Reset E 1 9830 8 5 - Reset E 1 9833 6 16 -Reset M 0 9801 7 9860 - Reset E 1 9830 8 5 - Reset E 1 9833 6 16 -Reset M 0 9801 7 9860 - Reset E 1 9830 8 5 - Reset E 1 9833 6 16 +Reset M 9801 7 9860 -1 -1 -1 100 + Reset E 9830 8 5 100 + Reset E 9833 6 16 100 +Reset M 9801 7 9860 -1 -1 -1 100 + Reset E 9830 8 5 100 + Reset E 9833 6 16 100 +Reset M 9801 7 9860 -1 -1 -1 100 + Reset E 9830 8 5 100 + Reset E 9833 6 16 100 #ENDROOM #ROOM -Vnum 9861 -Name A place of worship~ -Sector inside~ -Flags dark indoors~ -Desc This darkened room is where the minor priests celebrate the passing +Vnum 9861 +Name A place of worship~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This darkened room is where the minor priests celebrate the passing of vows and rituals, prerequisites to being allowed to descend deeper into the temple. On the floor are patterns, drawings, and recordings of the rites performed here. Worked into the patterning on the floor @@ -3212,12 +3206,12 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset M 0 9802 4 9861 - Reset E 1 9832 6 16 - Reset E 1 9852 4 3 -Reset M 0 9801 7 9861 - Reset E 1 9830 8 5 -Reset D 0 9861 5 1 +Reset M 9802 4 9861 -1 -1 -1 100 + Reset E 9832 6 16 100 + Reset E 9852 4 3 100 +Reset M 9801 7 9861 -1 -1 -1 100 + Reset E 9830 8 5 100 +Reset D 9861 5 1 100 -2 #EXDESC ExDescKey floor~ ExDesc Drawn and scratched into the floor are hundreds of patterns, drawings, @@ -3247,11 +3241,12 @@ foolish enough to descend where it leads? #ENDROOM #ROOM -Vnum 9862 -Name Dark Room~ -Sector inside~ -Flags dark indoors~ -Desc The darkness is everpresent here. The light you have barely breaks through +Vnum 9862 +Name Dark Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The darkness is everpresent here. The light you have barely breaks through its tight grip. Above is a small ladder, leading up to the minor priests' section of the temple. To the south is a circular room. ~ @@ -3271,7 +3266,7 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9862 4 1 +Reset D 9862 4 1 100 -2 #EXDESC ExDescKey ladder~ ExDesc This small ladder looks like it will support your weight, but not @@ -3282,11 +3277,12 @@ much else. It will take you to the upper levels of the temple. #ENDROOM #ROOM -Vnum 9863 -Name The Inner Circle~ -Sector inside~ -Flags dark indoors~ -Desc Dark and foreboding, this place of worship has a penetrating evil about +Vnum 9863 +Name The Inner Circle~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Dark and foreboding, this place of worship has a penetrating evil about it. The priests barely maintain human form, as if turning into the very dragons they so devotedly worship. The walls are splashed with a maroon red, that you can imagine used to be blood. The room is a half circle, @@ -3316,12 +3312,12 @@ Desc You see a corridor. Flags nomob~ #ENDEXIT -Reset M 0 9863 2 9863 - Reset E 1 9835 4 3 - Reset E 1 9832 6 16 -Reset M 0 9863 2 9863 - Reset E 1 9835 4 3 - Reset E 1 9832 6 16 +Reset M 9863 2 9863 -1 -1 -1 100 + Reset E 9835 4 3 100 + Reset E 9832 6 16 100 +Reset M 9863 2 9863 -1 -1 -1 100 + Reset E 9835 4 3 100 + Reset E 9832 6 16 100 #EXDESC ExDescKey walls~ ExDesc The walls are a dark, chiselled rock, bare except for splashings of @@ -3349,11 +3345,12 @@ except for splashings of long dried blood. #ENDROOM #ROOM -Vnum 9864 -Name Priest Quarters~ -Sector inside~ -Flags dark indoors~ -Desc The Priests of the Dragon Cult sleep here. The room is very neat and tidy, +Vnum 9864 +Name Priest Quarters~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The Priests of the Dragon Cult sleep here. The room is very neat and tidy, except for one large tile on the floor with dirt around the edges. The only way out is west. ~ @@ -3373,9 +3370,9 @@ Keywords tile~ Flags isdoor closed nomob~ #ENDEXIT -Reset M 0 9802 4 9864 - Reset E 1 9852 4 3 -Reset D 0 9864 5 1 +Reset M 9802 4 9864 -1 -1 -1 100 + Reset E 9852 4 3 100 +Reset D 9864 5 1 100 -2 #EXDESC ExDescKey tile~ ExDesc This heavy tile appears to be placed directly over a hole in the ground. @@ -3385,11 +3382,12 @@ ExDesc This heavy tile appears to be placed directly over a hole in the gr #ENDROOM #ROOM -Vnum 9865 -Name A foreboding corridor~ -Sector inside~ -Flags dark indoors~ -Desc A cold chill soaks through your garments as you enter this room. You +Vnum 9865 +Name A foreboding corridor~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A cold chill soaks through your garments as you enter this room. You hear echos of soft weeping resounding through this darkened corridor. A small cell lies to the north. The hall continues east and west. ~ @@ -3417,19 +3415,20 @@ Desc It's not a safe place to go. ~ #ENDEXIT -Reset M 0 9803 1 9865 - Reset G 1 9826 1 - Reset E 1 9828 1 16 - Reset E 1 9829 1 6 -Reset D 0 9865 0 2 +Reset M 9803 1 9865 -1 -1 -1 100 + Reset G 9826 1 100 + Reset E 9828 1 16 100 + Reset E 9829 1 6 100 +Reset D 9865 0 2 100 -2 #ENDROOM #ROOM -Vnum 9866 -Name The Virgins' Cell~ -Sector inside~ -Flags dark indoors~ -Desc This dark, damp place is apparently where the Virgin Sacrifices are kept. +Vnum 9866 +Name The Virgins' Cell~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This dark, damp place is apparently where the Virgin Sacrifices are kept. This room's size alone is enough to impose the feeling of impending doom that the virgins that are forced to wait here must feel. The mortar walls show scratch marks along the seems, where countless maidens have tried @@ -3455,18 +3454,19 @@ Keywords trapdoor~ Flags isdoor closed climb can_climb~ #ENDEXIT -Reset M 0 9805 1 9866 - Reset E 1 9836 1 5 -Reset D 0 9866 2 2 -Reset D 0 9866 4 1 +Reset M 9805 1 9866 -1 -1 -1 100 + Reset E 9836 1 5 100 +Reset D 9866 2 2 100 -2 +Reset D 9866 4 1 100 -2 #ENDROOM #ROOM -Vnum 9867 -Name An even more forboding corridor...~ -Sector inside~ -Flags dark indoors~ -Desc You're really getting somewhere now. This you can tell by the knots +Vnum 9867 +Name An even more forboding corridor...~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You're really getting somewhere now. This you can tell by the knots forming in your stomach. Exits open to the east and, if you really wish to continue, to the west. ~ @@ -3486,15 +3486,16 @@ Keywords door~ Flags isdoor closed nopassdoor~ #ENDEXIT -Reset D 0 9867 3 1 +Reset D 9867 3 1 100 -2 #ENDROOM #ROOM -Vnum 9868 -Name The Chamber of the High Priestess~ -Sector inside~ -Flags dark indoors~ -Desc This is the bed chamber of Mistress Cosira, the High Priestess of the +Vnum 9868 +Name The Chamber of the High Priestess~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is the bed chamber of Mistress Cosira, the High Priestess of the Dragon cult. Being caught in here could cause you serious trouble. A huge bed occupies the southern part of the room. The room is lit by candle light, as hundreds of candles flicker in holders along the walls. @@ -3518,11 +3519,11 @@ Keywords door~ Flags isdoor closed nopassdoor~ #ENDEXIT -Reset M 0 9804 1 9868 - Reset G 1 9827 1 - Reset E 1 9834 1 5 -Reset D 0 9868 0 1 -Reset D 0 9868 1 1 +Reset M 9804 1 9868 -1 -1 -1 100 + Reset G 9827 1 100 + Reset E 9834 1 5 100 +Reset D 9868 0 1 100 -2 +Reset D 9868 1 1 100 -2 #EXDESC ExDescKey bed~ ExDesc This bed is by far larger than any you have seen before. It is very @@ -3539,11 +3540,12 @@ ExDesc The wall is covered in candle holders, each housing a lit candle. #ENDROOM #ROOM -Vnum 9869 -Name A foul smelling hallway~ -Sector inside~ -Flags dark indoors~ -Desc Stench assults your senses as you enter this room. Putrid wafts of +Vnum 9869 +Name A foul smelling hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Stench assults your senses as you enter this room. Putrid wafts of stale air surround you, making you think of death and decay. Your eyes begin to accept the darkness of the room, yet water in response to the awful scent. Along the walls are skeletal remains of humanoid @@ -3571,16 +3573,17 @@ Desc You see the room in which the High Priestess resides. Flags isdoor closed nopassdoor~ #ENDEXIT -Reset D 0 9869 0 2 -Reset D 0 9869 2 1 +Reset D 9869 0 2 100 -2 +Reset D 9869 2 1 100 -2 #ENDROOM #ROOM -Vnum 9870 -Name Chamber of the Wyrmling~ -Sector inside~ -Flags dark indoors~ -Desc You feel eyes on you the instant you enter this room. As you fall silent, +Vnum 9870 +Name Chamber of the Wyrmling~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You feel eyes on you the instant you enter this room. As you fall silent, you can hear the rumbling breathing of a large beast. In the north corner is a huge creature, looking at you like you're going to be its next meal. It's then that you notice the gnawed bones and large piles of dragon feces @@ -3597,16 +3600,17 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset M 0 9806 1 9870 -Reset D 0 9870 2 1 +Reset M 9806 1 9870 -1 -1 -1 100 +Reset D 9870 2 1 100 -2 #ENDROOM #ROOM -Vnum 9871 -Name A Waiting Room~ -Sector inside~ -Flags dark indoors~ -Desc This room is filled with chairs, coffee tables and parchments. You may +Vnum 9871 +Name A Waiting Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room is filled with chairs, coffee tables and parchments. You may sit and rest here until your appointment. The office has a number of employees about, doing their jobs. The front office is to the east and the workshops, the Portable Dragon, and the main offices can be found @@ -3635,15 +3639,16 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9871 3 1 +Reset D 9871 3 1 100 -2 #ENDROOM #ROOM -Vnum 9872 -Name Dragon Exports central hall~ -Sector inside~ -Flags dark indoors~ -Desc This room is all a bustle with employees and visitors to the Dragon +Vnum 9872 +Name Dragon Exports central hall~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room is all a bustle with employees and visitors to the Dragon Exports. Most here are in transit from one section of the office to another, as this is the middle hallway. West is where the fruits their labor are sold, the Portable Dragon. North is the Gemma's @@ -3681,15 +3686,16 @@ Desc The Portable Dragon shop. ~ #ENDEXIT -Reset M 0 9811 1 9872 +Reset M 9811 1 9872 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 9873 -Name A strange, glowing room...~ -Sector inside~ -Flags dark indoors~ -Desc The door snaps shut and you are left standing, locked in a small, tight, +Vnum 9873 +Name A strange, glowing room...~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The door snaps shut and you are left standing, locked in a small, tight, glowing room ... it does not look like there is any way out, so you may as well lie down on the rug that covers the floor. ~ @@ -3710,8 +3716,8 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9873 1 2 -Reset D 0 9873 5 1 +Reset D 9873 1 2 100 -2 +Reset D 9873 5 1 100 -2 #EXDESC ExDescKey rug~ ExDesc It's pretty big rug, but it isn't nailed down or anything.... @@ -3735,11 +3741,12 @@ Hey, you think there could be something under it? #ENDROOM #ROOM -Vnum 9874 -Name A hallway in the office~ -Sector inside~ -Flags dark indoors~ -Desc This is a basic hallway, free from any furnishing or decoration, +Vnum 9874 +Name A hallway in the office~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is a basic hallway, free from any furnishing or decoration, save one large painting on the east wall. This hall sees much less traffic than the one south, as only Gemma's office and an odd door can be accessed from this direction. @@ -3766,7 +3773,7 @@ Desc You see Gemma's office to the west. ~ #ENDEXIT -Reset D 0 9874 0 1 +Reset D 9874 0 1 100 -2 #EXDESC ExDescKey door~ ExDesc This is a door made of a thick metal, unlike anything else so far @@ -3785,11 +3792,12 @@ fierce and deadly, even through this portrait. #ENDROOM #ROOM -Vnum 9875 -Name Gemma's office~ -Sector inside~ -Flags dark indoors~ -Desc This office is very clean, almost too clean for the amount of work +Vnum 9875 +Name Gemma's office~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This office is very clean, almost too clean for the amount of work Gemma does around here. This office is painted an off white and the doorframe and windows are trimmed in a dark brown. Both windows are on the western wall, facing out to Vertic Avenue of the town of @@ -3833,11 +3841,12 @@ drawers. #ENDROOM #ROOM -Vnum 9876 -Name Fandarel's office~ -Sector inside~ -Flags dark indoors~ -Desc Fandarel's office is the epitome of disarray. There are parchments, +Vnum 9876 +Name Fandarel's office~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Fandarel's office is the epitome of disarray. There are parchments, ashtrays, and coffee cups littering his desk. It's amazing that any work could be accomplished amongst this disaster. Actually, by the look of things, you doubt he really does any work around here. Back @@ -3851,7 +3860,7 @@ Desc You see a large workshop directly south if this office. ~ #ENDEXIT -Reset M 0 9812 1 9876 +Reset M 9812 1 9876 -1 -1 -1 100 #EXDESC ExDescKey desk~ ExDesc This desk is in shambles, stained and littered. It's amazing that any @@ -3862,11 +3871,12 @@ work can be done amongst the garbage here. #ENDROOM #ROOM -Vnum 9877 -Name A small break room~ -Sector inside~ -Flags dark indoors~ -Desc This room sees a lot less activity than would be expected from a business +Vnum 9877 +Name A small break room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room sees a lot less activity than would be expected from a business this large. Fandarel prefers his workers to break at their workstation rather than spend the extra two minutes walking between rooms. On lunch break, the workers prefer to leave the building to get away from their @@ -3882,11 +3892,12 @@ Desc The supply room. #ENDROOM #ROOM -Vnum 9878 -Name A large workshop~ -Sector inside~ -Flags dark indoors~ -Desc This room, though oddly placed, is well equiped for crafting the +Vnum 9878 +Name A large workshop~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room, though oddly placed, is well equiped for crafting the items sold at the shop. The entire south wall is workbenches and stools, broken up into individual work sections by short wooden dividers. As you peer north, you realize that the main boss has @@ -3926,11 +3937,12 @@ and likely to withstand several years of use. #ENDROOM #ROOM -Vnum 9879 -Name The Portable Dragon~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc This shop appears to be the central point of this organization. A place +Vnum 9879 +Name The Portable Dragon~ +Sector indoors~ +Flags dark indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This shop appears to be the central point of this organization. A place to sell the items crafted in the attached workshops. All items are dragon related, in shape or spell, as a way to worship these enormous, fantastical beasts. There are four separate shelves attached to the back wall. Each @@ -3946,11 +3958,11 @@ Desc You see the entranceway to the office. ~ #ENDEXIT -Reset M 0 9814 1 9879 - Reset G 1 9860 1 - Reset G 1 9861 1 - Reset G 1 9862 1 - Reset G 1 9863 1 +Reset M 9814 1 9879 -1 -1 -1 100 + Reset G 9860 1 100 + Reset G 9861 1 100 + Reset G 9862 1 100 + Reset G 9863 1 100 #EXDESC ExDescKey shelves~ ExDesc There are four shelves here, each heavily ladden with dragon items. @@ -3986,11 +3998,12 @@ the shopkeeper to the floor in a heap. #ENDROOM #ROOM -Vnum 9880 -Name A back hallway~ -Sector inside~ -Flags dark indoors~ -Desc This hallway is used by the employees to bypass the busier parts +Vnum 9880 +Name A back hallway~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This hallway is used by the employees to bypass the busier parts of the building. It is bare from any decor, except the same flat gold paint on the walls of the entrance hall and the front office. You wonder again at the caution posted on the door that lead here, @@ -4014,15 +4027,16 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9880 3 1 +Reset D 9880 3 1 100 -2 #ENDROOM #ROOM -Vnum 9881 -Name End of the hallway~ -Sector inside~ -Flags dark nomob indoors~ -Desc This hallway is completely bare. You can not understand the reason for +Vnum 9881 +Name End of the hallway~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This hallway is completely bare. You can not understand the reason for the cautions on the doors leading here. The hallway continues south and there is a door leading west. There is also a closed door to the north. ~ @@ -4051,8 +4065,8 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9881 0 1 -Reset D 0 9881 3 1 +Reset D 9881 0 1 100 -2 +Reset D 9881 3 1 100 -2 #EXDESC ExDescKey door~ ExDesc There is a door to the north, with a sign reading: @@ -4063,11 +4077,12 @@ Caution -- Do not enter! #ENDROOM #ROOM -Vnum 9882 -Name Storage and supplies~ -Sector inside~ -Flags dark indoors~ -Desc This room is stacked with several shelves ladden with raw materials +Vnum 9882 +Name Storage and supplies~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This room is stacked with several shelves ladden with raw materials used in the creation of Dragon Exports crafts. Many types of woods, herbs, liquids, and clays line the shelves. There are even a few items you have never seen before, and are not sure you would want @@ -4098,8 +4113,8 @@ Desc You see the middle of the office. ~ #ENDEXIT -Reset M 0 9810 1 9882 -Reset D 0 9882 1 1 +Reset M 9810 1 9882 -1 -1 -1 100 +Reset D 9882 1 1 100 -2 #EXDESC ExDescKey door east~ ExDesc There is a door to the east, with a sign reading: Caution -- Do not enter! @@ -4109,11 +4124,12 @@ ExDesc There is a door to the east, with a sign reading: Caution -- Do not #ENDROOM #ROOM -Vnum 9883 -Name The dungeon~ -Sector inside~ -Flags dark indoors~ -Desc You now find yourself at the bottom of a long, dark, vertical tunnel. +Vnum 9883 +Name The dungeon~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You now find yourself at the bottom of a long, dark, vertical tunnel. More than fifty feet above is the Dragon Cult's export business. As you peer about the room, it becomes obvious what a farse this business really is. You begin to wonder what they are hiding to go to such @@ -4131,16 +4147,17 @@ Keywords door~ Flags isdoor closed locked pickproof~ #ENDEXIT -Reset M 0 9815 1 9883 -Reset D 0 9883 3 2 +Reset M 9815 1 9883 -1 -1 -1 100 +Reset D 9883 3 2 100 -2 #ENDROOM #ROOM -Vnum 9884 -Name The torture chamber~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc All sorts of horrible devices, implements of pain, are strewn about the +Vnum 9884 +Name The torture chamber~ +Sector indoors~ +Flags dark indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc All sorts of horrible devices, implements of pain, are strewn about the room. A decomposing corpse rots on a rack in the south corner. This room holds nothing but pain and torture for those unlucky enough to find it. You will want to leave here, as quickly, and hopefully painlessly, @@ -4165,10 +4182,10 @@ Keywords door~ Flags isdoor closed locked pickproof nopassdoor~ #ENDEXIT -Reset M 0 9813 1 9884 - Reset G 1 9837 1 -Reset D 0 9884 0 2 -Reset D 0 9884 1 2 +Reset M 9813 1 9884 -1 -1 -1 100 + Reset G 9837 1 100 +Reset D 9884 0 2 100 -2 +Reset D 9884 1 2 100 -2 #MUDPROG Progtype death_prog~ Arglist 100~ @@ -4183,11 +4200,12 @@ endif #ENDROOM #ROOM -Vnum 9885 -Name Sliding down the tunnel~ -Sector inside~ -Flags dark indoors norecall nosummon noastral~ -Desc You're falling down... You manage to stop your fall about midway +Vnum 9885 +Name Sliding down the tunnel~ +Sector indoors~ +Flags dark indoors nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc You're falling down... You manage to stop your fall about midway down this long drop in the tunnel. You look up to where you were, and see you dropped a good twenty-five feet. The sides are far too slick here to make your way back up. Now, do you let go and fall @@ -4209,11 +4227,12 @@ Desc The tunnel ends at a dark dungeon. #ENDROOM #ROOM -Vnum 9886 -Name A secret passageway~ -Sector inside~ -Flags dark nomob indoors~ -Desc This is a dark, damp passageway, with spiders and cob webs all around. +Vnum 9886 +Name A secret passageway~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This is a dark, damp passageway, with spiders and cob webs all around. Excluding all the twists and turns it takes, there appears to be one way out. To the west you can see the backside of a huge tapestry, it hides this passageway from those who might happen into that room. @@ -4240,8 +4259,8 @@ Keywords tapestry~ Flags isdoor closed nopassdoor~ #ENDEXIT -Reset D 0 9886 2 1 -Reset D 0 9886 3 1 +Reset D 9886 2 1 100 -2 +Reset D 9886 3 1 100 -2 #EXDESC ExDescKey wall panel panelling~ ExDesc The panelled wall seems oddly out of place here, like it is more @@ -4261,11 +4280,12 @@ tapestry and pass into the next room. #ENDROOM #ROOM -Vnum 9887 -Name A Downward Tunnel~ -Sector inside~ -Flags dark indoors nofloor~ -Desc This looks like a large air vent, leading from deep in the +Vnum 9887 +Name A Downward Tunnel~ +Sector indoors~ +Flags dark indoors nofloor~ +Stats 0 0 0 0 0 +Desc This looks like a large air vent, leading from deep in the ground to well above your head. Looking up, you can see the tunnel closes to a small hole about five feet up. Below, you can see the tunnel disappear into a bottomless darkness. To @@ -4290,15 +4310,16 @@ Desc sliding down the vertical tunnel. ~ #ENDEXIT -Reset D 0 9887 2 1 +Reset D 9887 2 1 100 -2 #ENDROOM #ROOM -Vnum 9888 -Name Deeper into the pit~ -Sector inside~ -Flags dark indoors~ -Desc A great evil seems to radiates from the earth below. The darkness is +Vnum 9888 +Name Deeper into the pit~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A great evil seems to radiates from the earth below. The darkness is not only visual, but has a distinct presence. This staircase leads away from the Priests Quarters, to the deepest parts of the Cultists Temple. The stairs are sturdy, but seem to not welcome your intrusion. @@ -4319,15 +4340,16 @@ Desc You see a spiral staircase leading down, deep into the ground. ~ #ENDEXIT -Reset D 0 9888 4 1 +Reset D 9888 4 1 100 -2 #ENDROOM #ROOM -Vnum 9889 -Name A darkened landing~ -Sector inside~ -Flags dark indoors~ -Desc You have reached a landing on the staircase. To the east is a small +Vnum 9889 +Name A darkened landing~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have reached a landing on the staircase. To the east is a small doorway, leading away from the stairwell. In the middle of the floor is a gaping whole, leading to the bottom of the pit. You can see movement below, but have trouble finding the cause. Should you explore @@ -4356,15 +4378,16 @@ Desc Below you is the bottom of this deep pit. ~ #ENDEXIT -Reset D 0 9889 1 1 +Reset D 9889 1 1 100 -2 #ENDROOM #ROOM -Vnum 9890 -Name A dark alcove~ -Sector inside~ -Flags dark indoors~ -Desc This darkened alcove appears to be used as a changing room. There +Vnum 9890 +Name A dark alcove~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This darkened alcove appears to be used as a changing room. There is a spigot in the upper southeast corner, dripping a steady flow of water. This looks like a place for bathing. On the eastern wall are several hooks, holding various articles of clothing. @@ -4378,7 +4401,7 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 9890 3 1 +Reset D 9890 3 1 100 -2 #EXDESC ExDescKey wall~ ExDesc The wall is plain, without paint or polish. Attached in several places @@ -4396,11 +4419,12 @@ the opportunity to wash. #ENDROOM #ROOM -Vnum 9891 -Name The bottom of the pit~ -Sector inside~ -Flags dark indoors~ -Desc You are surrounded by corpses in various stages of decay. A coldness +Vnum 9891 +Name The bottom of the pit~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are surrounded by corpses in various stages of decay. A coldness sinks into your spine as you realize the full magnitude of what you've stumbled upon. This is the home of Adrathom, a powerful lich, and he does not look pleased at your intrusion. @@ -4412,15 +4436,16 @@ Desc It is too dark to see. ~ #ENDEXIT -Reset M 0 9816 1 9891 +Reset M 9816 1 9891 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 9892 -Name Cultic Candies~ -Sector inside~ -Flags dark nomob indoors~ -Desc This backroom is where the cultists keep and sell their candies. Each +Vnum 9892 +Name Cultic Candies~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This backroom is where the cultists keep and sell their candies. Each candy is a secret brew of magical ingredients. You should be cautious of eating anything you buy here, as the place does not look clean. The walls are covered in a thick layer of dust, and so is the shopkeeper! @@ -4433,24 +4458,25 @@ Desc You see the hallway. Flags isdoor closed~ #ENDEXIT -Reset M 0 9817 1 9892 - Reset G 1 9892 3 - Reset G 1 9842 1 - Reset G 1 9843 1 - Reset G 1 9844 1 - Reset G 1 9845 1 - Reset G 1 9846 1 - Reset G 1 9847 1 - Reset G 1 9848 1 -Reset D 0 9892 2 1 +Reset M 9817 1 9892 -1 -1 -1 100 + Reset G 9892 3 100 + Reset G 9842 1 100 + Reset G 9843 1 100 + Reset G 9844 1 100 + Reset G 9845 1 100 + Reset G 9846 1 100 + Reset G 9847 1 100 + Reset G 9848 1 100 +Reset D 9892 2 1 100 -2 #ENDROOM #ROOM -Vnum 9893 -Name Top of the staircase~ -Sector inside~ -Flags dark nomob indoors~ -Desc This is a staircase that leads downward, into a darkness that is +Vnum 9893 +Name Top of the staircase~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This is a staircase that leads downward, into a darkness that is not only seen, but felt. The walls change from the painted walls of the office area to a dark stone surface. Whatever is below, they do not want to make you feel too welcome. @@ -4470,15 +4496,16 @@ Desc You see the bottom of the staircase. ~ #ENDEXIT -Reset D 0 9893 2 1 +Reset D 9893 2 1 100 -2 #ENDROOM #ROOM -Vnum 9894 -Name Bottom of the staircase~ -Sector inside~ -Flags dark nomob indoors~ -Desc As you stand at the bottom of this staircase, you wonder why anyone +Vnum 9894 +Name Bottom of the staircase~ +Sector indoors~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc As you stand at the bottom of this staircase, you wonder why anyone would want to be down here. The darkness is so dense as to have an almost physical presence. The result is oppressive. The cold, harsh stone walls seem to close in on you as you listen to the mezmerizing @@ -4501,10 +4528,11 @@ Desc You see the top of the staircase. #ENDROOM #ROOM -Vnum 9895 -Name The deepest pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9895 +Name The deepest pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9811 @@ -4523,10 +4551,11 @@ ToRoom 9829 #ENDROOM #ROOM -Vnum 9896 -Name The fire pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9896 +Name The fire pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9898 @@ -4545,10 +4574,11 @@ ToRoom 9895 #ENDROOM #ROOM -Vnum 9897 -Name The deepest pit~ -Sector inside~ -Flags dark indoors~ +Vnum 9897 +Name The deepest pit~ +Sector indoors~ +Flags dark indoors proto~ +Stats 0 0 0 0 0 #EXIT Direction north~ ToRoom 9817 @@ -4567,10 +4597,11 @@ ToRoom 9896 #ENDROOM #ROOM -Vnum 9898 -Name The Passage to the pits~ -Sector inside~ -Flags dark indoors~ +Vnum 9898 +Name The Passage to the pits~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9896 @@ -4584,10 +4615,11 @@ ToRoom 9899 #ENDROOM #ROOM -Vnum 9899 -Name The servants passage~ -Sector inside~ -Flags dark indoors~ +Vnum 9899 +Name The servants passage~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 #EXIT Direction south~ ToRoom 9890 diff --git a/data/realm/fantasia.are b/data/realm/fantasia.are new file mode 100644 index 0000000..0a98f65 --- /dev/null +++ b/data/realm/fantasia.are @@ -0,0 +1,4168 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Fantasia~ +Author &PTemptation&D ~ +Vnums 18400 18499 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 10 60 0 60 +ResetMsg A voice in the back of your head whispers, 'Do what you wish'~ +ResetFreq 20 +Flags noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 18400 +Keywords falkor~ +Race dragon~ +Class Ranger~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Falkor, the Luck Dragon~ +Long Falkor, the Luck Dragon is resting here. +~ +Desc Falkor is a luck dragon. He is very large, extending almost the length of +a football field from his muzzle to the tip of his tail. He stands about +a story high, with confidence, yet with an aura of compassion about him. +His eyes are large as well, ruby red in color. However, they are not +piercing, they are more warm and kind looking. His scales are the purest +white you've ever seen, and shimer like the clearest ocean ever could. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 54 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander mountable pacifist~ +Affected detect_invis detect_hidden truesight~ +Bodyparts guts wings tail scales claws tailattack forelegs~ +#MUDPROG +Progtype act_prog~ +Arglist 'pets you.'~ +Comlist smile $n +itch +nuz $n +whis $n Can you reach an itch right behind my ear? +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist 'scratches you on your back.'~ +Comlist moan +'oh yeah.. that's it! +'Just say where you would like to go, and with a little luck I'll get you here! +mpforce $n mount falkor +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist 'help me!'~ +Comlist mpforce $n mount falk +mpgoto 18440 +mpforce $n look +mpecho _whi Falkor gently lands with you mounted on his back. +mpforce $n dismount +mpecho _whi You suddenly feel very tired. +mpecho _red Everything fades to black... +mpforce $n sleep +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p darkhaven~ +Comlist if ismounted($n) +mea $n _dgr Falkor looks at you. +mpgoto 21000 +mpforce $n look +if sex($n) == 2 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off the fair maiden $n. +endif +if sex($n) == 1 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off the brave $n. +endif +if sex($n) == 0 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off $n. +mpforce $n dimount +endif +mpforce $n dismount +nuz $n +'Remember, you can do anything, $n, with a little luck! +chuck +stare +mpecho _whi The Luck Dragon once again takes flight, and is gone. +mpgoto 18440 +else +'I can't take you anywhere, I have this itch.... +nudge $n +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p taliana~ +Comlist emote chuckles softly. +'I thought you might say that.. +grin +if ismounted($n) +mea $n _dgr Falkor looks at you. +mpgoto 9900 +mpforce $n look +if sex($n) == 2 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off the fair maiden $n. +endif +if sex($n) == 1 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off the brave $n. +endif +if sex($n) == 0 +mpecho _whi A beautiful Luck Dragon swoops in, dropping off $n. +mpforce $n dimount +endif +mpforce $n dismount +nuz $n +'Remember, you can do anything, $n, with a little luck! +chuck +stare +mpecho _whi The Luck Dragon once again takes flight, and is gone. +mpgoto 18440 +else +'I can't take you anywhere, I have this itch.... +nudge $n +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist tells you 'possibilities'~ +Comlist nod oracle +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18401 +Keywords morla~ +Race reptile~ +Class Druid~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Morla~ +Long Morla sits here, staring you straight in the face, seemingly a little irritated by your presense. +~ +Desc A very, very large turtle, Morla is better known as The Tortoise Shell +Mountain. He has been here in the heart of the Swamp of Sadness for +thousands of years. Morla has had very few visitors in his lifetime but +mysteriously knows almost everything about the Realm of Fantasia. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander pacifist~ +Affected flying~ +Bodyparts guts tail scales claws forelegs~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mea $n _cya Morla looks at you. +mea $n _cya Morla gasps. +mea $n _lbl Morla says 'We haven't seen the Auryn in a long time.' +mea $n _lbl Morla says 'We haven't talked to anyone in thousands of years.' +mea $n _cya Morla looks at you. +mea $n _lbl Morla says 'Why have you disturbed my sleep?' +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p the empress is dying~ +Comlist if($n)ispc +mpecho _cya Morla sneezes on you. +hmm +sneeze +'We don't care. +mpecho _cya Morla looks at you. +'We must be allergic to you. +'We know how to save her though. +'Not that it matters. +mpecho _cya Morla looks at you. +sneez +'Why don't you just ask the Oracle? +sneez +'Now go away, and leave me in peace! +mpecho _cya Morla sneezes on you. +mpecho _lbl Morla says 'Take this with you, it might help you get out of here. +mpoload 18406 +drop cry +mpforce $n get cry +mpecho _cya Morla looks at you and says 'Shoo!' +mpforce $n e +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18402 +Keywords correander man~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Mr. Correander~ +Long Mr. Coreander is standing here, none to pleased with your presense. +~ +Desc Mr. Correander stands near the door of his office. He seems to be in his +mid-50's to 60's. He has spindly white hair and a crotchety look to his +face full of wrinkles. He is somewhat hunched over, no doubt from reading +all the time. He's wearing a white dress shirt with a tan, cotton sweater- +vest over it. He is also wearing a pair of plain, brown tweed pants with +a pair of black dress shoes. +~ +Nattacks 4.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 0 800 3 6 20 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary truesight~ +Bodyparts head heart guts hands~ +Immune drain sleep magic~ +Attacks bite punch kick trip~ +Defenses parry dodge~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist mea $n _cya Mr. Coreander growls at you. Hey, two can play it that way! +mea $n _lbl Mr. Coreander says 'Get out of here, I don't like kids.' +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18403 +Keywords Atreyu~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short The Greenskin, Atreyu~ +Long Atreyu, a young Grassy Ocean warrior of the Greenskin Nation is standing here. +~ +Desc Standing before you is a boy warrior from the Grassy Ocean. He is about ten +or twelve years old with green skin and blue-black hair. He comes from a +nation of purple buffalo hunters called the Greenskins. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 55 21 0 19999 1 1 299 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary flying truesight fireshield iceshield~ +Bodyparts head heart guts hands ear~ +Resist drain sleep magic~ +Immune cold electricity drain sleep hold magic~ +Attacks bite trip gouge~ +Defenses parry dodge heal shield disarm~ +#MUDPROG +Progtype fight_prog~ +Arglist 30~ +Comlist mpe _lbl The Greenskin, Atreyu says 'I don't know why you're doing this.' +mpe _lbl The Greenskin, Atreyu says 'I was sent to help Fantasia!' +c q $r +c q $r +c q $r +mpdamage $r 700 +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 50~ +Comlist mpe _cya The Greenskin, Atreyu growls deeply. +bite $n +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist c acid +disarm $n +disarm $n +get all +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p flees head over heals~ +Comlist mpat $n 'Can't take the heat? +mpat $n cackle +mpat $n mea $n _whi An arrow comes flying at you, and lodges in your chest. +mpat $n mpdamage $n 200 +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p disarms you!~ +Comlist wear sikanda +~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if rand(75) +mpjunk sikanda +'You have beaten me.. I can't believe it.. +cough +'however.. you're quest is not over... +mpecho _whi Atreyu takes on last gasping breath as he hits the ground. +mpecho _blu The earth trembles beneath your feet! +mpdamage all 300 +mpforce $n say FALKOR! +else +if rand(8) +mpjunk sikanda +'You have beaten me.. I can't believe it.. +cough +'however.. you're quest is not over... +mpecho _whi Atreyu takes on last gasping breath as he hits the ground. +mpecho _blu The earth trembles beneath your feet! +mpecho _pur A small piece of purple leather falls from Atreyu's ankle. +oi 18429 50 +mpforce $n say FALKOR! +else +'You have beaten me.. I can't believe it.. +cough +'You are truly.. a worthy warrior, and for that, I offer you this.. +give sikanda $n +mpecho _whi Atreyu takes on last gasping breath as he hits the ground. +mpecho _blu The earth trembles beneath your feet! +mpforce $n say FALKOR! +endif +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18404 +Keywords bully~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A bully~ +Long A mean looking bully stands here, seemingly intending to want to do bodily harm to you. +~ +Desc A tough looking fella, he seems to be someone you don't want to mess +with. He is a little bigger then you, and twice as thick. But the blank +dull stare of stupidity sets you at ease that in a match of wits, you would +surely overcome. However, I don't think there's time for that, he seems +much more interested in pounding your face in! +~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 50 21 0 8000 1 1 300 +Speaks common~ +Speaking common~ +Actflags npc sentinel scavenger~ +Affected invisible sneak hide truesight~ +Bodyparts head legs heart~ +Immune drain sleep magic~ +Attacks bite punch kick~ +Defenses parry dodge~ +#MUDPROG +Progtype act_prog~ +Arglist {p} boogies!~ +Comlist if level($n) >=45 +c q $n +else +mea $n _lbl A bully says 'Hey! What are you doing here? You better scram!' +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18405 +Keywords gmork~ +Race wolf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Gmork~ +Long Gmork sits here, crouched and waiting to attack you. +~ +Desc Resting before you is the great, and vile Gmork. He has been pursueing +you since you first entered Fantasia. He is a large vampire-wolf. His fur +is thick and nearly stands straight up from his thick, muscular body. +His eyes are deep black, yet reflective. You can see yourself staring +back at you. His fangs are several inches long, and extremely sharp. +~ +Nattacks 3.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 50 21 0 29999 1 1 235 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head legs heart guts ear tail~ +Immune drain sleep magic~ +Attacks bite trip gouge gasbreath poison weaken~ +Defenses parry dodge heal shield disarm~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist snarl +mea 0.$n _lbl Gmork says 'If you come any closer, I will rip you to shreds.' +growl 0.$n +mea 0.$n _lbl Gmork says 'I am Gmork, and you $n, have the honor of being my +mea 0.$n _lbl last victim. I am the one sent to destroy the only one who +mea 0.$n _lbl can stop The Nothing.' +snarl +c q $n +~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist if ispc($n) +if rand(50) +mpecho _lbl Gmork says 'I have failed.' +whimper +mpecho _lbl Gmork says 'But so have you, Bastian still does not believe.' +mpecho _lbl Gmork says 'All hope for Fantasia is lost.' +else +mpecho _lbl Gmork says 'I have failed.' +whimper +mpecho _lbl Gmork says 'But you have not....' +mpoload 18420 48 +mpecho _cya Gmork's chest rips open and Bastian's Dreams are revealed. +drop bastian +cough +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist circle~ +Comlist mpdamage $r 700 +mprestore self 500 +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist stun~ +Comlist say You cannot win. Accept that you will be my next meal! +cackle +mpdamage all 800 +c spiral +c earthquake +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 30~ +Comlist say You cannot win. Accept that you will be my next meal! +cackle +mpdamage all 800 +c spiral +c earthquake +muha +bash +bash +c quantum +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist backstab~ +Comlist say Ok that hurt! +c spiral +c spiral +c spiral +muha +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 30~ +Comlist say Ouch! hurts bad.... +c heal +c heal +c heal +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 5~ +Comlist c gas +c gas +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p flees head over heals~ +Comlist mpat $n 'Can't take the heat? +mpat $n cackle +mpat $n mea $n _whi Gmork swipes you with his claws as you flee. +mpat $n mpdamage $n 200 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18406 +Keywords urgl~ +Race gnome~ +Class Cleric~ +Gender female~ +Position standing~ +DefPos standing~ +Short Urgl~ +Long Urgl stands here over a vat of Batwing Broth. +~ +Desc A small, frail looking gnome, Urgl stands before you somewhat hunched +over. Her hair is wirey, but thick and curly. She has a bit of a long +nose, and crooked teeth. But yet her smile is warm, and friendly with +perhaps a touch of mischief in her eyes. She is clothed in a few layers +of clothing, mostly drab and dull looking. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel pacifist~ +Affected sanctuary truesight~ +ShopData 0 0 0 0 0 120 90 0 23 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mea 0.$n _gre Urgl looks at you. +mea $n _lbl Urgl says 'Ahh! You're awake!' +mea $n _cya Urgl smiles at you. +mea $n _lbl Urgl says 'I'm making a batch of my famous Batwing Broth.' +mea $n _lbl Urgl says 'If you would like to take some on your quest just' +mea $n _lbl Urgl says 'type list and that will tell you my prices.' +mea $n _cya Urgl smiles at you. +mea 0.$n _cya Urgl nods solemnly. +mea 0.$n _lbl Urgl says 'That's my old man over there.' +mea 0.$n _whi Urgl points at Engywook. +mea 0.$n _lbl Urgl says 'He's been going on and on about you, hoping you're' +mea 0.$n _lbl Urgl says 'the one.' +mea 0.$n _cya Urgl smiles at you. +mea 0.$n _whi Urgl goes back to making her batwing broth. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18407 +Keywords engywook~ +Race gnome~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Engywook~ +Long Engywook sits here looking over his log of information on the Southern Oracle. +~ +Desc A bit taller than his wife, Engy wook sits behind his desk full of books +and scientific drawings. His hair is white, and bushy like Urgl's. He +also is somewhat hunched over with a big toothy grin. He is wearing a +plain brown smock with a pair of white cotton pants and no shoes. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel pacifist~ +Affected sanctuary truesight~ +#MUDPROG +Progtype act_prog~ +Arglist p looks at you.~ +Comlist smile $n +mea $n _lbl Engywook says 'Have you come to see the Oracle? +mea $n _cya Engywook grins. +mea $n _lbl Engywook says 'It's my scientific speciality!' +mea 0.$n _whi Engywook whispers to you 'The most important hint I can offer' +mea 0.$n _whi Engywook whispers to you 'you is... if you are not pure of' +mea 0.$n _whi Engywook whispers to you 'heart, I would suggest not trying' +mea 0.$n _whi Engywook whispers to you 'to pass through the first gate.' +mea 0.$n _whi Engywook whispers to you 'You will not make it.' +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18408 +Keywords great sphinx~ +Race golem~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Great Sphinx~ +Long The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. +~ +Desc Two large Sphinx stand to either side of the cavern, guarding the passage. +They are made of stone, with eyes that open when they prepare to zap an +unworthy questor. It would be suggested to answer the questions asked of +of you swiftly so that you might pass on to the next gate. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if ispc($n) +if isevil($n) +mea $n _cya The Great Sphinx's eyes open. +mea $n _lre A powerful beam shoots from the Sphinx's eyes... +mea $n _cya Everything fades to black... +mpslay $n +else +'If you answer incorrectly, you shall surely perish. +,looks at you. +'The first riddle.. +'I never was, am always to be, +'No one ever saw me, nor ever will +'And yet I am the confidence of all +'To live and breathe on this terrestrial ball. +'Choose your answer wisely. +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p tomorrow~ +Comlist nod +'Very good. +mptrans 0.$n 18451 +mpat 18451 'Now for the second riddle. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpslay all +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18409 +Keywords great sphinx2~ +Race golem~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Great Sphinx~ +Long The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. +~ +Desc Two large Sphinx stand to either side of the cavern, guarding the passage. +They are made of stone, with eyes that open when they prepare to zap an +unworthy questor. It would be suggested to answer the questions asked of +of you swiftly so that you might pass on to the next gate. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype speech_prog~ +Arglist p Now for the second riddle.~ +Comlist , looks at you. +'The beginning of eternity +'The end of time and space +'The beginning of every end, +'And the end of every place. +, spends a few moments in thought. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p the letter e~ +Comlist 'Very good, one more riddle, and you shall be allowed to pass. +mptrans 0.$n 18452 +mpat 18452 'The third riddle is as follows: +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpslay all +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18410 +Keywords great sphinx3~ +Race golem~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Great Sphinx~ +Long The Great Sphinx sits here eternally, waiting to eliminate those that try to pass. +~ +Desc Two large Sphinx stand to either side of the cavern, guarding the passage. +They are made of stone, with eyes that open when they prepare to zap an +unworthy questor. It would be suggested to answer the questions asked of +of you swiftly so that you might pass on to the next gate. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype speech_prog~ +Arglist p The third riddle is as follows:~ +Comlist , ponders a moment in thought. +'At night they come without being fetched, +'And by day they are lost without being stolen. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p the stars~ +Comlist 'Very good, $n. +'You are very wise, and have answered all my riddles correctly. +'You shall now move on to the second gate. +'Good luck, $n. +mea $n _yel The Great Sphinx's eyes close. +mea $n _yel The wind picks up behind you, nudging you forward. +mptrans 0.$n 18453 +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpslay all +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18411 +Keywords southern oracle~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The Southern Oracle~ +Long The Southern Oracle is sitting here, starting to decay and crumble. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel pacifist~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mea $n _lbl The Southern Oracle says 'Do not be afraid, we will not harm you. +mea $n _lbl We have been waiting for you a long time. Fantasia needs a new +mea $n _lbl dream. No one from Fantasia can help us. Only the dreams of a +mea $n _lbl human child can save us. If you want to save our world, +mea $n _lbl you must hurry.' +mea $n _cya Another large piece of rock falls from the Southern Oracle. +mpdamage all 300 +mea $n _lbl The Southern Oracle says 'We're not sure how much longer we can +mea $n _lbl out last The Nothing.' +mea $n _cya Falkore pads out from behind The Southern Oracle. +mea $n _lbl The Southern Oracle says 'Hello, Falkor, I see that you are +mea $n _lbl accompaning $N on $S quest.' +mea $n _lbl The Southern Oracle says 'You must take $M to the boundries of +mea $n _lbl Fantasia.' +mea $n _cya Falkor nods solemnly. +mea $n _cya You mount Falkor. +mea $n _cya Falkor takes off into the night sky. +mea $n _whi The wind begins to pick up. +mea $n _whi A terrible storm blows in suddenly. +mea $n _lbl Falkor says 'I'm losing control!!' +mea $n }red You are falling!!! &D +mea $n _whi You hit the ground with a rousounding THUD!! +mpforce $n sleep +mptrans all 18481 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18418 +Keywords empress~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the Empress~ +Long The Empress looks up at you with large child-like eyes. +~ +Desc The Empress is sitting comfortably in the middle of the room. Her hair is +neatly combed back against her head. A thin, silver tiarra settles on the +top of her head, drawing to a "v" in the middle of her forehead. Her eyes +are a bright blue, surrounded by long, black lashes. Her cheeks are slightly +rouged and her lips are full, and red. She is wearing a long white gown +that hangs from her shoulders with silken sleeves that draw to a "v" at +the top of her hands. The dress it self is fit tightly across her torso +but blossoms out at her hips, coming to a full and extravagant drape +over her lower half. There are beads and diamonds strewn all throughout +the fabric, seemingly giving her a slight glow. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel nowander pacifist~ +Affected sanctuary~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist mea $n _dgr The Empress looks at you. +mea $n _cya The Empress smiles at you. +mea $n _lbl The Empress says 'Greetings, $n.' +if carryingvnum($n) 18420 +mea $n _lbl The Empress says 'You have done well, $n. You have saved all +mea $n _lbl of Fantasia.' +Mea $n _cya The Empress smiles at you. +mea $n _lbl The Empress says 'Please give me Bastian's Dreams.' +else +frown +mea $n _lbl The Empress says 'You have not completed your quest, $n' +mea $n _lbl The Empress says 'The fate of all Fantasia lies on your shoulders.' +mea $n _cya The Empress hugs you. +mea $n _lbl The Empress says 'Please don't give up, you're the only one who +mea $n _lbl can save us.' +mea $n _lbl The Empress says 'You're the only one that can save me...' +sniff +mea $n _lbl The Empress says 'Please hurry, $n. Time is running out..' +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p gives you bastian's dreams.~ +Comlist if ispc($n) +if rand(75) +thank $n +mpjunk bastian's dreams +hug $n +wave $n +mea $n _lbl The Empress says 'Now you must go back to the real world.' +mptrans all 21000 +else +thank $n +mea $n _lbl The Empress says 'Now you must go back to the real world.' +mea $n _lbl The Empress says 'But take this, so you don't forget us. +mpoload 18421 50 +get grain +give grain $n +wink $n +mea $n _lbl The Empress says 'Be sure to tell the others... +wave $n +mptrans all 21000 +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist savea +mea $n _dgr The Empress looks at you. +mea $n _cya The Empress smiles at you. +mea $n _lbl The Empress says 'Greetings, $n.' +if iscarrying($n) == 18420 +mea $n _lbl The Empress says 'You have done well, $n. You have saved all +mea $n _lbl of Fantasia.' +Mea $n _cya The Empress smiles at you. +mea $n _lbl The Empress says 'Please give me Bastian's Dreams.' +else +frown +mea $n _lbl The Empress says 'You have not completed your quest, $n' +mea $n _lbl The Empress says 'The fate of all Fantasia lies on your shoulders.' +mea $n _cya The Empress hugs you. +mea $n _lbl The Empress says 'Please don't give up, you're the only one who +mea $n _lbl can save us.' +mea $n _lbl The Empress says 'You're the only one that can save me...' +sniff +mea $n _lbl The Empress says 'Please hurry, $n. Time is running out..' +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p gives you bastian's dreams.~ +Comlist if ispc($n) +if rand(75) +thanks $n +mpjunk bastian's dreams +hug $n +wave $n +mea $n _lbl The Empress says 'Now you must go back to the real world.' +mptrans $n 21000 +else +thank $n +mea $n _lbl The Empress says 'Now you must go back to the real world.' +mea $n _lbl The Empress says 'But take this, so you don't forget us. +mpoload 18421 50 +get grain +give grain $n +wink $n +mea $n _lbl The Empress says 'Be sure to tell the others... +wave $n +mptrans $n 21000 +endif +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18419 +Keywords cairon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Cairon~ +Long Cairon stands here, addressing the concerned people of Fantasia. +~ +Desc A tall, wise looking centaur stands before you. He is dark complected, +half-man, half-horse. His hair is white, and curly, extending beyond +his shoulders and cascading down his back. He is the most skilled, and +wisest physician in all of Fantasia, but is seemingly troubled greatly +by the Empress' illness. Even he can't seem to save her. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 50 21 0 7000 1 1 200 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander~ +Affected truesight~ +Bodyparts long_tongue~ +Immune acid drain sleep magic~ +Attacks bite punch kick trip~ +Defenses parry dodge~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mea $n _lbl Cairon says 'I know you have come to beseech the Empress for help.' +mea $n _lbl Cairon says 'But the Empress has fallen ill...' +mea $n _lbl Cairon says 'There seems to be a mysterious link between her +mea $n _lbl and the Nothing.' +mea $n _lbl Cairon says 'Our only hope is to find a brave warrior +mea $n _lbl willing to take on this almost impossible quest.' +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p I have come to save Fantasia.~ +Comlist mpecho _dgr Cairon looks at $n. +nod +'Then you will need this, fair warrior... +mpoload 18403 45 +mpecho _dgr Cairon removes the Auryn from around his neck. +give auryn $n +'If you can not wear that, you will not be able to complete +mpecho _lbl the quest, and should turn back now.' +'Goodluck, and remember, all of us are counting on you. +'Defeat the Nothing, $n, or we will all perish. +mptrans $n 18473 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18420 +Keywords blubb~ +Race bat~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short Blubb~ +Long Blubb is hanging from a branch above you. +~ +Desc Blubb is a large bat, and Vooshvazool's mode of travel. He is somewhat +furry and light pink in color. He has large black eyes that are closed +most of the time as he sleeps... a lot. +~ +Nattacks 3.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 50 21 0 8000 1 1 175 +Speaks common clan~ +Speaking clan~ +Actflags npc sentinel nowander~ +Affected sanctuary flying~ +Bodyparts head heart feet tail~ +Resist cold electricity plus6~ +Immune cold electricity acid drain sleep plus6 magic~ +Attacks bite trip curse~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist snore +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18421 +Keywords gluckuk~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Gluckuk~ +Long Gluckuk stands here tending to his racing snail. +~ +Desc Gluckuk is a tiny, almost what a munchkin might look like. He has a round +face with rosey cheeks. He is dressed in a colorful tophat and a crimson +tuxedo with tails. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 45 21 0 9000 1 1 250 +Speaks common clan~ +Speaking clan~ +Actflags npc sentinel nowander~ +Affected sanctuary truesight~ +Bodyparts head heart hands feet~ +Resist NONE fire acid hold~ +Immune drain sleep magic~ +Attacks punch kick trip~ +Defenses parry dodge disarm~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist 'If the Empress can't save us, who can? +sigh +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18422 +Keywords Vooshvazool~ +Race goblin~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Vooshvazool~ +Long Vooshvazool sits here poking at his dinner over the fire. +~ +Desc Vooshvazool, a Nytehob, is not a very attractive fellow. He has frizzy +light brown hair, and a long pointed nose. Several warts reside on his +wrinkly face. He is clothed in a simple brown tunic and a pair of worn +leather pants. +~ +Nattacks 2.000000 +Stats1 0 0 0 0 0 0 +Stats2 48 21 0 9000 1 1 150 +Speaks common clan~ +Speaking clan~ +Actflags npc sentinel nowander~ +Affected sanctuary flying~ +Bodyparts head heart hands feet~ +Resist cold electricity plus6~ +Immune cold electricity acid drain sleep plus6 magic~ +Attacks bite trip curse~ +Defenses parry dodge~ +#ENDMOBILE + +#MOBILE +Vnum 18423 +Keywords rock biter~ +Race golem~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Rock Biter~ +Long Rock Biter sits here chomping on limestone. +~ +Desc A large being stands before you, seemingly made of rock. He towers several +stories above you. He somehow manages to have some expression to his face +and you sence that he is greatly troubled. +~ +Nattacks 3.000000 +Stats1 0 0 0 0 0 0 +Stats2 48 21 0 12000 1 1 190 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary flying~ +Bodyparts head guts hands~ +Resist cold electricity plus6~ +Immune cold electricity acid drain sleep plus6 magic~ +Attacks bite trip curse~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist 'There used to be a lake back home, and all the tasty limestone we needed. +'But then the Nothing came, and the lake dried up, and the rocks..were gone. +'I've come to seek the Empress and try to save what's left of my people. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist 'Why are you attacking me? Don't you know the Nothing is coming?? +sniff +~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mer $n }whi Rock Biter hits the ground so hard, the ground shakes beneath you. +mea $n }whi Rock Biter hits the ground so hard, the ground shakes beneath you. +mpdamage all 200 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18424 +Keywords rock biter~ +Race golem~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Rock Biter~ +Long Rock Biter sits here chomping on limestone. +~ +Desc A large being stands before you, seemingly made of rock. He towers several +stories above you. He somehow manages to have some expression to his face +and you sence that he is greatly troubled. +~ +Nattacks 3.000000 +Stats1 0 0 0 0 0 0 +Stats2 48 21 0 4999 1 1 190 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary flying~ +Bodyparts head guts hands~ +Resist cold electricity plus6~ +Immune cold electricity acid drain sleep plus6 magic~ +Attacks bite trip curse~ +Defenses parry dodge~ +#MUDPROG +Progtype act_prog~ +Arglist arises~ +Comlist 'They look.. like big.. strong hands... don't they? +sigh +shake +sniff +'They were not strong enough to hold onto my friends, the Nothing took +'them away from me. So I'm going to sit here, and wait... and let it take +'me too. +sigh +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18425 +Keywords johnston teacher math~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ms. Johnston~ +Long Your math teacher stands here, obviously perturbed you are late for her class again. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 40 21 0 1999 1 1 100 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary flying truesight~ +Bodyparts legs hands feet~ +Immune sleep magic~ +Attacks bite punch kick~ +Defenses parry dodge disarm~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist emote looks at you. +mea $n _cya Ms. Johnston rolls her eyes at you. +mea $n _lbl Your math teacher says 'Late again, $n?' +tsk +mea $n _lbl Your math teacher says 'What until your father hears, you are in +mea $n _lbl big trouble, $n!' +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist 'You are soooo expelled! +growl +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18426 +Keywords music teacher marmalade~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ms. Marmalade, your music teacher~ +Long Your music teacher sits here rubbing her temples in frustration. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 40 21 0 1999 1 1 100 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary flying truesight~ +Bodyparts legs hands feet~ +Immune sleep magic~ +Attacks bite punch kick~ +Defenses parry dodge disarm~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist 'Everybody now... +lala +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p goes 'la la la'~ +Comlist growl $n +'On second thought, $n, why don't you go lunch? +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist ,grabs a music stand and smashes it over your head. +'Take that! +growl +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18427 +Keywords Ms. Shultz art teacher~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ms. Shultz, your art teacher~ +Long Your art teacher is sitting here, getting ready for her next class. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 40 21 0 1999 1 1 74 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary flying truesight~ +Bodyparts legs hands feet~ +Immune sleep magic~ +Attacks bite punch kick~ +Defenses parry dodge disarm~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist '$n shouldn't you be in math class right now?' +mea $n _cya Ms. Shultz, your are teacher looks at you. +tsk 0.$n +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist thwap $r +mpdamage $r 200 +'Betcha wish you went and took that test..' +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18428 +Keywords Mr. Turlington english teacher~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Mr. Turlington, your math teacher~ +Long Your english teachers sits behind his desk, grading papers. +~ +Nattacks 2.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 40 21 0 1999 1 1 100 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary flying truesight~ +Bodyparts legs hands feet~ +Immune sleep magic~ +Attacks bite punch kick~ +Defenses parry dodge disarm~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist mea $n _cya Mr. Turlington, your math teacher looks at you. +smile +mea $n _lbl Mr. Turlington says 'Ah, welcome $n, you're just in time for your' +mea $n _lbl Mr. Turlington says 'essay examination. Please have a seat and' +mea $n _lbl Mr. Turlington says 'begin. This test will count as 50% of your' +mea $n _lbl Mr. Turlington says 'final grade.' +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist 'You are in big trouble, $r! +mpdamage $r 100 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18429 +Keywords racing snail~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A racing snail~ +Long A racing snail sits here, peering at you. +~ +Desc A friendly looking snail, it's larger then then the Tiny that rides him. +A pinked body, his skin is thick and rubbery, with a large shell on his +back with a saddle on it for Gluckuk. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 49 21 0 7000 1 1 100 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander~ +Affected sanctuary~ +Immune drain sleep magic~ +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist mpecho _Whi A racing snail slimes you! +mpdamage all 200 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18430 +Keywords bunny~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a furry little bunny~ +Long A furry little bunny hops around merrily. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel nowander pacifist~ +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist mpecho _whi The bunny sits back on its haunches and sniffs the air, then goes +mpecho _whi back to hopping around. +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p gently pets you.~ +Comlist purr +wiggle +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p nibbles on your ear.~ +Comlist giggle +flutter $n +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p looks at you.~ +Comlist nose +semote $n wiggles it's nose. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18431 +Keywords falkor2~ +Race dragon~ +Class Ranger~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Falkor, the Luck Dragon~ +Long Falkor, the Luck Dragon is resting here. +~ +Desc Falkor is a luck dragon. He is very large, extending almost the length of +a football field from his muzzle to the tip of his tail. He stands about +a story high, with confidence, yet with an aura of compassion about him. +His eyes are large as well, ruby red in color. However, they are not +piercing, they are more warm and kind looking. His scales are the purest +white you've ever seen, and shimer like the clearest ocean ever could. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 54 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel nowander mountable pacifist proto~ +Affected detect_invis detect_hidden truesight~ +RepairData 5 9 15 100 1 0 23 +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist 'Let me see your equipment, it seems to have been damaged in the fight. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 18499 +Keywords Legolas~ +Race high-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Legolas~ +Long Legolas the Elven Archer stands here, ready to do his Mistress, Temptations, biddings. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc mountable~ +Affected sanctuary truesight fireshield iceshield~ +Bodyparts head~ +#MUDPROG +Progtype act_prog~ +Arglist p pets you.~ +Comlist purr +nuz tempt +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p spanks you playfully. OUCH!~ +Comlist again temptation +beg temptation +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p mounts you.~ +Comlist 'Where may I take you Mistress? +nuz tempt +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p dismounts you.~ +Comlist pout +'But Mistress, I love being ridden by you... +sniff +lap temptation +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p nibbles on your ear.~ +Comlist swoon tempt +quiver tempt +lap tempt +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 18402 +Keywords neverending story book~ +Type treasure~ +Short The Neverending Story~ +Long The Neverending Story lies here collecting dust.~ +Flags glow hum inventory~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#MUDPROG +Progtype exa_prog~ +Arglist 100~ +Comlist if inroom($n) == 18417 +mpforce 0.$n drop book +mea $n _whi As you begin to read, you start to feel strange.. +mea $n _whi Your eyelids get heavy... and everything becomes surreal. +mpforce $n sleep +mptrans $n 18460 +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18403 +Keywords auryn~ +Type armor~ +Short the Auryn~ +Long A small metallic symbol of two woven snakes lies here.~ +Action Also called "The Gem" or "The Glory". Auryn is the Childlike Empress's golden amulet. It consists of two snakes, one black, one white, each biting the other's tail. On the reverse side it reads, "Do What You Wish". ~ +Flags glow magic~ +WFlags take neck~ +Values 12 12 20 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData damroll 6 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData hit 50 -1 -1 0 +#EXDESC +ExDescKey auryn gem glory pendant~ +ExDesc Also called "The Gem" or "The Glory". Auryn is the Childlike Empress's +golden amulet. It consists of two snakes, one black, one white, each biting +the other's tail. On the reverse side it reads, "Do What You Wish". +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 18404 +Keywords Sikanda sword~ +Type weapon~ +Short Sikanda~ +Long A shimmering, magical sword lies here, seeming to create it's own light.~ +Flags glow hum metal magic antievil anticleric antirogue~ +WFlags take wield~ +Values 12 4 15 3 3 0 0 0 0 0 0 +Stats 8 100000 -2 1 0 None None None +AffData strength 2 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData move -50 -1 -1 0 +AffData hitroll 15 -1 -1 0 +AffData damroll 18 -1 -1 0 +AffData hit 100 -1 -1 0 +AffData wearspell 'bless' -1 -1 0 +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist mer $n _whi In a brilliant flash of light, $n brings Sikanda to hand. +mea $n _whi You feel magically more powerful as you bring Sikanda to hand. +~ +#ENDPROG + +#MUDPROG +Progtype remove_prog~ +Arglist 100~ +Comlist mea $n _red You feel heavy hearted as you stop wielding Sikanda. +mer $n _red $n feels heavy hearted as $e stops wielding Sikanda. +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18406 +Keywords cry~ +Type treasure~ +Short a cry for help~ +Long Someone's last hope lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#MUDPROG +Progtype exa_prog~ +Arglist 100~ +Comlist mea $n _cya You look up to the sky, for what you to believe is the last time. +mpforce $n 'What is that? +mpecho _cya As you look up you see a small white object coming closer. +mpecho _whi As it nears, you see that it is a magical Luck Dragon. +mpecho _whi Falkor swoops down. +mptrans falkor +mpforce $n drop cry +mpforce $n 'Help me! +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18411 +Keywords batwing broth~ +Type potion~ +Short batwing broth~ +Long A spindle of batwing broth lies here.~ +WFlags take hold~ +Values 35 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 30000 -2 1 0 None None None +Spells 'kindred strength' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 18412 +Keywords eye of newt~ +Type pill~ +Short eye of newt~ +Long A disgusting looking eye lies here in the dirt.~ +WFlags take hold~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100000 -2 1 0 None None None +Spells 'true sight' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 18417 +Keywords key~ +Type key~ +Short a key to the attic~ +Long A key labeled "Attic" lies here in the cubbyhole.~ +Flags inventory~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18420 +Keywords bastians dreams~ +Type treasure~ +Short Bastian's Dreams~ +Long The heart of Fantasia lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#MUDPROG +Progtype exa_prog~ +Arglist 100~ +Comlist if ispc($n) +mpecho _whi Something is different... +mptrans all 18479 +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18421 +Keywords grain sand~ +Type armor~ +Short a grain of sand~ +Long The stuff dreams are made of lies here.~ +Flags glow magic antiwarrior~ +WFlags take hold~ +Values 17 17 0 0 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 +AffData hit 40 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18425 +Keywords leather vest~ +Type armor~ +Short a light, leather vest~ +Long A small pile of leather lies here.~ +WFlags take body~ +Values 12 12 0 0 0 0 0 0 0 0 0 +Stats 3 12000 -2 1 4 None None None +AffData armor -7 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData mana 30 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18426 +Keywords baggy leather pants~ +Type armor~ +Short a pair of baggy, leather pants~ +Long Some god dropped a newly created baggy leather pants here.~ +Flags bless antievil anticleric antimage~ +WFlags take legs~ +Values 12 0 0 0 0 0 0 0 0 0 0 +Stats 1 21000 -2 1 0 None None None +AffData armor 4 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData wisdom 1 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18427 +Keywords leather jacket~ +Type armor~ +Short a leather jacket~ +Long A leather jacket is laying here in a clump~ +Flags antigood antineutral anticleric antimage~ +WFlags take body~ +Values 12 12 0 0 0 0 0 0 0 0 0 +Stats 3 140000 -2 1 32 None None None +AffData armor -10 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18428 +Keywords plaid skirt~ +Type armor~ +Short a plaid cotton skirt~ +Long Some god dropped a newly created plaid skirt here.~ +WFlags legs~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18429 +Keywords Mark purple buffalo hunter~ +Type armor~ +Short &pthe mark of the purple buffalo hunter&D~ +Long &pA tribal mark set in deep purple lies here.&D~ +Flags glow bless antineutral anticleric antimage antidruid~ +WFlags take ankle~ +Values 12 12 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData armor -8 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData hit 20 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18430 +Keywords limestone~ +Type pill~ +Short a limestone~ +Long Some god dropped a newly created limestone here.~ +Flags proto~ +WFlags take~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1200 -2 1 0 None None None +Spells 'stone skin' 'grounding' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 18450 +Keywords stream~ +Type fountain~ +Short a newly created stream~ +Long A slow moving stream babbles here quietly.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18460 +Keywords desk~ +Type furniture~ +Short a newly created desk~ +Long A large wooden desk sits here against the wall, covered with books and paperwork.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18461 +Keywords bookshelf~ +Type furniture~ +Short a newly created bookshelf~ +Long Tall wooden bookshelves line the walls, filled with old, dusty books.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18462 +Keywords goblin sword~ +Type weapon~ +Short a goblin sword~ +Long A small, poorly-made sword lies here.~ +Flags glow antigood anticleric antimage evil antidruid~ +WFlags take wield~ +Values 12 7 3 11 0 0 0 0 0 0 0 +Stats 1 2400 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18463 +Keywords chalkboard~ +Type furniture~ +Short a chalkboard~ +Long A chalkboard sits here at the front of the class~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey chalkboard~ +ExDesc A large green chalkboard, there are various math equations off to the +side of the board, but in the center you see large letters: +* * ****** ******* * * ******* ****** ******* ******* +* * * * * * * * * * * * * +* * * ****** * ******* * **** ******* * +* * * * * * * * * * * +* * * * * * * * ****** ******* * +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 18464 +Keywords instrument closet~ +Type container~ +Short an instrument closet~ +Long An instrument closet sits here along the wall.~ +Values 30 5 18465 15 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey closet~ +ExDesc A large wooden closet sits here against the wall. It seems to be made +of a thick, cheap wood. It is covered by a chipped, army green paint. +There are two large doors that sit above two lowers drawers. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 18465 +Keywords music note key~ +Type key~ +Short a music note charm necklace~ +Long Someone left a small, silver music note on the ground here.~ +Flags glow magic~ +WFlags take neck~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 18466 +Keywords guitar~ +Type treasure~ +Short a guitar~ +Long A small wooden guitar sits here perched against the wall.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey guitar~ +ExDesc The guitar is small, but it seems to be made of the finest wood. It's +thickly coated with a fine liquer, and the strings are in fine shape. +~ +#ENDEXDESC + +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist mea $n _whi You strum across the strings as you hold the guitar in your hands. +mer $n _whi $n strums across the strings as $e holds the guitar in $s hands. +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18467 +Keywords paintbrush~ +Type weapon~ +Short a paintbrush~ +Long A plain wooden paintbrush, still damn with paint, lies here.~ +WFlags take wield~ +Values 12 4 4 7 0 0 0 0 0 0 0 +Stats 1 2000 -2 1 0 None None None +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist mea $n _red Your fingers wrap around the paintbrush as you grin evilly. +mer $n _red $n's fingers wrap around the paintbrush as $e grins evilly. +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 18468 +Keywords smock~ +Type armor~ +Short a flimsy art smock~ +Long A flimsy art smock is lying here in a clump.~ +WFlags take body~ +Values 17 17 0 0 0 0 0 0 0 0 0 +Stats 1 2400 -2 1 128 None None None +AffData armor -4 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData hitroll 5 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 18469 +Keywords english chalkboard~ +Type furniture~ +Short a chalkboard~ +Long A chalkboard sits here at the front of the class~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey chalkboard~ +ExDesc You see a large green chalkboard saying: + +***** ***** ***** ***** * * ******* ****** ******* ******* +* * * * * * * * * * * +*** ***** ***** ***** * * **** ******* * +* * * * * * * * * * +***** ***** ***** * * * * ****** ******* * +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 18470 +Keywords book childhood stories~ +Type staff~ +Short a book of childhood stories~ +Long A book of childhood stories sits here collecting dust.~ +Flags hidden~ +WFlags take hold~ +Values 60 5 5 -1 0 0 0 0 0 0 0 +Stats 2 24800 -2 1 0 None None None +Spells 'true sight' +#ENDOBJECT + +#OBJECT +Vnum 18471 +Keywords temptation home skillet~ +Type staff~ +Short Temptation's Home Skillet~ +Long Temptation's Home Skillet lies here, waiting to fry your ass!~ +WFlags take hold~ +Values 0 0 0 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData strength 20 -1 -1 0 +AffData dexterity 20 -1 -1 0 +AffData wisdom 20 -1 -1 0 +AffData constitution 20 -1 -1 0 +AffData intelligence 20 -1 -1 0 +AffData sex 20 -1 -1 0 +AffData class 20 -1 -1 0 +Spells 'NONE' +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist mpe _whi $n wields $O and looks around for the next ass she gets to fry! +~ +#ENDPROG + +#MUDPROG +Progtype remove_prog~ +Arglist 100~ +Comlist mpe _whi $n asks 'Did you smell, what the $n, was cookin'?' +~ +#ENDPROG + +#ENDOBJECT + +#ROOM +Vnum 18400 +Name An Abandoned Warehouse~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You've wandered into an abandoned warehouse. It's a rather large building +with cement walls, painted gray but chipping. There are wooden crates +lining the walls, and a various assundry of long tables and heavy machinery. +There is little light, even from the windows that are high upon the walls. +They appear to have been spray painted over with black paint. It's almost +as if someoene was trying to hide something in here. The air is thick and +musty, making it hard to breath. There are footprints on the dirty floor +that appear to be recent. +~ +#EXIT +Direction north~ +ToRoom 18401 +Flags isdoor closed~ +#ENDEXIT + +Reset M 18404 1 18400 -1 -1 -1 100 + Reset E 18427 1 12 100 +Reset D 18400 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18401 +Name On The Street~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Walking out from the warehouse, thank goodness you got past those bullies, +but it would probably be best to move along swiftly. They will be back with +reinforcements, no doubt. The street is busy, cars fill the street, either +parked or stuck in traffic. The exhaust is thick, and the noise is deffening. +There are several shops lining the street. There appears to be a bookstore +up ahead. +~ +#EXIT +Direction north~ +ToRoom 18402 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18400 +Flags isdoor pickproof~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18402 +Name On The Street~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are nearing the bookstore, and from here it appears to be empty. Most +likely it will provide a quiet refuge for the time being. There's something +mysterious about it, seemingly drawing you inside. You hear a commotion to +the south, it seems the bullies are coming up quick, better hurry inside. +~ +#EXIT +Direction north~ +ToRoom 18403 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18405 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18401 +#ENDEXIT + +Reset D 18402 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18403 +Name Inside The Antique Bookstore~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As the door opens, it creaks softly and a small bell jingles overhead. The +air is musty in here, smelling of all books, perhaps a hint of mildew as +well. It's not particularly well lit so one would have to strain to really +see the merchandise. It is quiet as you thought, although you can see the +bustling traffic outside through the front window. +~ +#EXIT +Direction north~ +ToRoom 18404 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18402 +Flags isdoor closed~ +#ENDEXIT + +Reset D 18403 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18404 +Name Inside The Antique Bookstore~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Venturing further into the bookstore, a man rushes up from his seat in the +office ahead, to meet you. He was reading a book, which he quickly shut +before coming to greet you. He moves between you and the view of the office, +almost seeming to want to hide what was in there. He looks rather irritated +by your presense here. But the book is large, and you can't help but want to +get a closer look. +~ +#EXIT +Direction north~ +ToRoom 18418 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18403 +#ENDEXIT + +Reset M 18402 1 18404 -1 -1 -1 100 +Reset O 18461 1 18404 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18405 +Name Approaching The School~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Moving east down the street from the bookstore, once again, the traffic and +sounds are deffening. People rush by you, not even seeming to see you. You +hear a clock striking, then look up to see the time. Uh oh, schools started +and you're not there. Wasn't today the day of the big math test? This day is +already looking disasterous. +~ +#EXIT +Direction east~ +ToRoom 18406 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18402 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18406 +Name Before The School~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand before a large brick building running the entire length of the +block. The windows are cloudy so you can't really see in. The grounds are +well-kept and clean. Seeing as there are no other kids standing outside or +running around, you know school has already started and you are late. +~ +#EXIT +Direction north~ +ToRoom 18407 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18405 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18407 +Name Inside The School~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you enter the building, the halls are large and ominous. Not a sound as +you walk down the hallway. You struggle to see in the small window of the +dreaded math class, and you see they are taking a test. Maybe you should go +find a safe place to hide out for a while? +~ +#EXIT +Direction north~ +ToRoom 18409 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18408 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18406 +#ENDEXIT + +Reset D 18407 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18408 +Name Math Class~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you enter class, your stomach begins to knot. You know you should +have just gone to the attic or something. Suddenly you're the center +of attention as your teacher begins to scold you for being late, again. +~ +#EXIT +Direction west~ +ToRoom 18407 +Flags isdoor closed~ +#ENDEXIT + +Reset M 18425 1 18408 -1 -1 -1 100 +Reset O 18463 1 18408 -1 -1 -1 100 +Reset D 18408 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18409 +Name At The Base Of The Stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You walk down the long hallway toward a set of metal-grate stairs. A small +sign on the wall reads "The Attic." To the east and west are more hallways +with several classroom doors along the dingy walls. There is hardly any +sound to be heard here. The florescent lighting doesn't do much to pep up +the mediocre surroundings. +~ +#EXIT +Direction east~ +ToRoom 18410 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18407 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18415 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 18414 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18410 +Name Along The Eastwing Of The School~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you walk down the darkened hallway, the only sound heard are chairs being +scooted along the floor in the classrooms surrounding you. All the doors are +closed, so any sound is muffled. Most of the windows are to high to see +what's going on in them room. +~ +#EXIT +Direction north~ +ToRoom 18411 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18412 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18409 +#ENDEXIT + +Reset D 18410 0 1 100 -2 +Reset D 18410 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18411 +Name Art Class~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you enter this room, you see the walls are covered with drawings +and paintings. There are several cabinets lining the walls all filled +with various art supplies. There are long tables arranged in a semi- +circle, still covered in wet paintings. +~ +#EXIT +Direction south~ +ToRoom 18410 +Flags isdoor closed~ +#ENDEXIT + +Reset M 18427 1 18411 -1 -1 -1 100 + Reset E 18467 1 16 100 + Reset E 18468 1 5 100 +Reset D 18411 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18412 +Name Music Class~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This room is well-lit. There are several chairs spread out 3 half +circles around a small wooden podeum. Off to the side is a large closet +where the school's instruments are held and kept under lock for safe +keeping. There are large posters on the walls of various music scales +and encouraging words. You sense the teacher really likes her job. +~ +#EXIT +Direction north~ +ToRoom 18410 +Flags isdoor closed~ +#ENDEXIT + +Reset M 18426 1 18412 -1 -1 -1 100 + Reset E 18465 1 3 100 +Reset O 18464 1 18412 -1 -1 -1 100 +Reset D 18412 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18413 +Name English Class~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Upon entering this room, it smells musty, and looks like no one has +bothered to dust for ages. The books that line the walls are old and +smell of mildew. The desks are aligned in four rows of eight, all +facing forward. There are papers on each desk, still upside down. Uh +oh, looks like another test. +~ +#EXIT +Direction north~ +ToRoom 18415 +Flags isdoor closed~ +#ENDEXIT + +Reset M 18428 1 18413 -1 -1 -1 100 +Reset O 18469 1 18413 -1 -1 -1 100 +Reset D 18413 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18414 +Name At The Top Of The Stairs~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are now at the top of the stairs. Before you is the door to the +old attic. There is a small cubbyhole to the right of the door that +reads "Attic" above it. The glass is broken out, and you can see the +key sitting inside. Behind you are the stairs back to the main floor +of the school. It's rumored that mysterious things have happened in +the attic. Maybe it would be safer if you just went back to math class +and took the test... +~ +#EXIT +Direction north~ +ToRoom 18416 +Key 18417 +Flags isdoor closed locked pickproof nopassdoor bashproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 18409 +#ENDEXIT + +Reset O 18417 1 18414 -1 -1 -1 100 +Reset D 18414 0 2 100 -2 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if ispc($n) +if level($n) <=45 +mea $n _Whi You are not ready to venture beyond the school yet. + +mpforce $n d +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18415 +Name Along The Westwing Of The School~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you walk down the darkened hallway, the only sound heard are chairs being +scooted along the floor in the classrooms surrounding you. All the doors are +closed, so any sound is muffled. Most of the windows are to high to see +what's going on in them room. +~ +#EXIT +Direction east~ +ToRoom 18409 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18413 +Flags isdoor closed~ +#ENDEXIT + +Reset D 18415 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 18416 +Name Just Inside The Attic~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you enter the attic, you are overwhelmed by the dust that lays +thickly on every surface in the room. There is just a ton of junk stored +here. Everything from old manakins, old, out-of-date schoolbooks, +globes, wooden desks, old gym equipment, to stuffed owls and school +supplies. +~ +#EXIT +Direction north~ +ToRoom 18417 +Desc In The Middle Of The Attic +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18414 +Key 18417 +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 18416 2 2 100 -2 +#ENDROOM + +#ROOM +Vnum 18417 +Name In The Middle Of The Attic~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Well, this seems to be as good'a place as any to do some light reading +and hide from the rest of the world for a while. There is a small lamp +in the corner of the room, once turned on, will shed some light for +you. Also, there is a gym mattress in the middle of the floor. A +little dusty, of course, but it still looks comfortable to sprawl out +on. The shadows cast against the walls, over all the junk in the room +makes for an erie ambiance. +~ +#EXIT +Direction south~ +ToRoom 18416 +Desc Just Inside The Attic +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18418 +Name The Backroom of the Bookstore~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is where Mr. Correander's office must be. There is a desk covered +with dusty books and various orderforms. Even though the books are old +and dusty, Mr. Correander certainly seems to be busy. One book on the +desk catches your eye. A thick, leatherbound book with a strange +insignia. The one that Mr. Correander had been reading just before you +entered. +~ +#EXIT +Direction south~ +ToRoom 18404 +#ENDEXIT + +Reset O 18460 1 18418 -1 -1 -1 100 +Reset O 18402 1 18418 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18419 +Name Deadly Swamp of Sadness~ +Sector water_swim~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc You've entered the deadly swamp of sadness. The ground is murky, +and covered in muck and swamp. Small dead trees and mounds of gunk +are all that makes up this area. It is rumored that once you lose +hope, you will begin to sink, and the swamp will claim your very life. +Don't slow down, and don't give up. You're Fantasia's only hope. +~ +#ENDROOM + +#ROOM +Vnum 18420 +Name Deadly Swamp of Sadness~ +Sector water_swim~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc You've entered the deadly swamp of sadness. The ground is murky, and +covered in muck and swamp. Small dead trees and mounds of gunk are all +that make up this area. It is rumored that once you lose hope, you will +begin to sink, and the swamp will claim your very life. Don't slow down, +and don't give up. You're Fantasia's only hope. +~ +#EXIT +Direction east~ +ToRoom 18421 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18421 +Name Walking Through the Swamp~ +Sector water_swim~ +Flags nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction north~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18420 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18421 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18422 +Name Walking Through the Swamp~ +Sector indoors~ +Flags nomob nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction north~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18424 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18424 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18424 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18423 +Name Walking Through the Swamp~ +Sector water_swim~ +Flags nomob nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction north~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18425 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18423 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18424 +Name Walking Through the Swamp~ +Sector water_swim~ +Flags nomob nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#ENDROOM + +#ROOM +Vnum 18425 +Name Walking Through the Swamp~ +Sector water_swim~ +Flags nomob nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction north~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18426 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18424 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18421 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18426 +Name Walking Through the Swamp~ +Sector water_swim~ +Flags nomob nosummon nosupplicate norecall noastral nodrop teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction north~ +ToRoom 18427 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18423 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18421 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18422 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18424 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18426 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18427 +Name Before the Great Shell Mountain~ +Sector water_swim~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc A huge mountain of swamp gunk lies before you. This has to be the +place. As you look around though, you don't see anyone. No one could +possible live in this place, could they? Maybe you should get on top +of the mountain and take a better look. +~ +#EXIT +Direction up~ +ToRoom 18428 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18428 +Name The Top Of Shell Mountain~ +Sector indoors~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc There is a solitary twiggy little tree here. That's about all you +can sense as far as life in this swamp. Looking around you can see +for miles, but still all you see is swamp. No other people. You've +failed. Tired, and hopeless, you are not a victim of the swamp. But +wait, before you go back down, why don't you just try calling his +name? What could it hurt? +~ +#MUDPROG +Progtype speech_prog~ +Arglist p morla~ +Comlist mea $n _whi The ground begins to shake... +mea $n *red You are falling!! +mpopenpassage 18428 18429 5 +mpat 18428 mpforce $n down +mpclosepassage 18428 5 +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18429 +Name Standing Before The Wonderous Morla~ +Sector indoors~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc The mountain rises, and you find Morla's giant turtle head staring +you straight in the face. His very eyes are three times as large as +you. Surely, he must be thousands of years old. It is rumored he is +the wisest, mortal creature in the world. It makes you wonder why +he lives here, in the middle of such despair. +~ +#EXIT +Direction east~ +ToRoom 18430 +#ENDEXIT + +Reset M 18401 1 18429 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18430 +Name Walking Through the Swamp~ +Sector indoors~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As you continue along your quest, the odor here only grows. Each step +harder than the last. How will you ever find Morla and the Shell +Mountain? Why were you chosen to save Fantasia? Where is Morla? Will +you ever find him? Probably not. You will probably die here, sucked +in by the sadness of the swamp. All of Fantasia will disappear. +Afterall, you're just a child.. what could you possibly do? +~ +#EXIT +Direction west~ +ToRoom 18429 +Desc Standing Before The Wonderous Morla +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18431 +Name Proceeding To The Mirror Gate~ +Sector indoors~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc The sky is growing dim as the wind begins to pick up again. Perhaps it is +all the sand that is pelting your skin, that is dimming the starlight. Your +flesh is beginning to feel raw and weatherbeaten. It's hard to breathe, let +alone see. The sand at your feet is thick as well, making each step tougher +than the last. +~ +#EXIT +Direction north~ +ToRoom 18432 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18453 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18432 +Name Before the Mirror Gate~ +Sector indoors~ +Flags nosummon private nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Standing before what seems to be a large mirror, you see that the wind has +died down just the slightest bit. You are thankful that the sand is no longer +beating against your flesh. The gate is several feet higher than you, and +probably twenty feet wide. It seems to be set in a large rock. But you've +seen something like this before. It seems quite possible that this is some +sort of portal you must enter. But how? The answer lies within you. Look at +yourself honestly, and you may find a way to pass through. +~ +#EXIT +Direction south~ +ToRoom 18431 +#ENDEXIT + +#EXIT +Direction somewhere~ +ToRoom 18459 +Flags hidden can_enter~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18433 +Name The Southern Oracle~ +Sector indoors~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Here the sky is completely clear for a change. The stars in the sky burn +brightly and seem to twinkle at different moments. The air is still, yet +crisp, unlike most of the other places you've been thus far. The ground is +made of dirt, packed hard and smooth. There is no sound, except the sound +of your pounding heart, and your soft breathing. Directly before you is the +Southern Oracle. You can't help but be hopeful about what she might be able +to tell you about the cure for the Empress. Hopefully, she has the answer +you seek. She is made of thick stone, several stories high as the Great +Sphynx was, but there is a certain aura of magic about her, of hope and of +wisdom. +~ +#EXIT +Direction northwest~ +ToRoom 18458 +#ENDEXIT + +Reset M 18411 1 18433 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18440 +Name Falkor's Cave~ +Sector underground~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc A cold, and dark cave, this is Falkor's home. There is a small fire lit +in the center, shedding both light and warmth. The walls are cool and almost +wet, yet completely smooth and shimmery. He lies near the middle, resting +comfortably in his home. +~ +#EXIT +Direction east~ +ToRoom 18448 +Flags nomob~ +#ENDEXIT + +Reset M 18400 1 18440 -1 -1 -1 100 +Reset O 30 1 18440 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18448 +Name Nearing the First Test~ +Sector indoors~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc &Y * * * + * * + * * + * * * + + * * * * + + * * * + + * * * + * * + + * * * + +* * * * +&O_____________________________________________________________________ +~ +#EXIT +Direction north~ +ToRoom 18450 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18449 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18440 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18449 +Name Engywook's Hut~ +Sector indoors~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As you enter the hut, you see it is rather cluttered with various +scientific experiments. Some that work, some that don't. Urgl's in +the kitchen cooking up some dinner. A rather strange scent fills the +hut. Makes you wonder what exactly she is putting in her stew. +~ +#EXIT +Direction west~ +ToRoom 18448 +#ENDEXIT + +Reset M 18406 1 18449 -1 -1 -1 100 + Reset G 18412 1 100 + Reset G 18411 1 100 +Reset M 18407 1 18449 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18450 +Name The First Gate~ +Sector desert~ +Flags nomob nosummon private nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Before you stands the Riddle Gate. It is the first test toward finding the +cure for the Empress and saving all of Fantasia from the Nothing. A Great +Sphinx stands before you, surrounded by an aura of magic and power. Made of +stone, it's got the head of a human, but the body of a lion. It stands +several stories high, and is about 100 feet long. You get the idea that it +would be powerful enough to stop you if you do not do as it says. +~ +Reset M 18408 1 18450 -1 -1 -1 100 +#MUDPROG +Progtype rand_prog~ +Arglist 25~ +Comlist if ispc($n) +mea $n _whi You took too long. +mea $n _whi You're only way out is a prayer to your deity. +mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. +mpat 18454 mpecho _lbl Something is different... +mptrans 0.$n 18454 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18451 +Name The First Gate~ +Sector desert~ +Flags nomob nosummon private nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Before you stands the Riddle Gate. It is the first test toward finding the +cure for the Empress and saving all of Fantasia from the Nothing. A Great +Sphinx stands before you, surrounded by an aura of magic and power. Made of +stone, it's got the head of a human, but the body of a lion. It stands +several stories high, and is about 100 feet long. You get the idea that it +would be powerful enough to stop you if you do not do as it says. +~ +Reset M 18409 1 18451 -1 -1 -1 100 +#MUDPROG +Progtype rand_prog~ +Arglist 25~ +Comlist recho _whi You've taken to long. +recho _whi Now you will have to beg your deity for help. +if ispc($n) +mea $n _whi You took too long. +mea $n _whi You're only way out is a prayer to your deity. +mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. +mpat 18454 mpecho _lbl Something is different... +mptrans 0.$n 18454 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18452 +Name The First Gate~ +Sector desert~ +Flags nomob nosummon private nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Before you stands the Riddle Gate. It is the first test toward finding the +cure for the Empress and saving all of Fantasia from the Nothing. A Great +Sphinx stands before you, surrounded by an aura of magic and power. Made of +stone, it's got the head of a human, but the body of a lion. It stands +several stories high, and is about 100 feet long. You get the idea that it +would be powerful enough to stop you if you do not do as it says. +~ +Reset M 18410 1 18452 -1 -1 -1 100 +#MUDPROG +Progtype rand_prog~ +Arglist 25~ +Comlist recho _whi You've taken to long. +recho _whi Now you will have to beg your deity for help. +if ispc($n) +mea $n _whi You took too long. +mea $n _whi You're only way out is a prayer to your deity. +mea $n _yel The Sphinx's eyes open and a harsh wind begins to pick up. +mpat 18454 mpecho _lbl Something is different... +mptrans 0.$n 18454 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18453 +Name Beyond The First Gate~ +Sector desert~ +Flags nosummon private nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Well, you've made it through the first gate. That's definetly no easy feat. +The wind has died down once more, and things seem strangely calm. Almost, +too much so. The ground is still sand, which makes it somewhat difficult to +trudge through. Looking around, it seems to go on forever in all directions. +The sky is dark, but the stars are burning brightly, lighting the area +enough to ensure safe travels... at least for now. +~ +#EXIT +Direction northwest~ +ToRoom 18431 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18454 +Name A Dark Crevice~ +Sector desert~ +Flags nomob teleport~ +Stats 0 0 0 0 0 +Desc You look around, and notice you are in a different place. There is nothing +but a cold void surrounding you. There is no air movement, and a dead cold +silence. This is a deep crevice, the walls are tall and surround you. There +appears to be no way out. The walls are ridged, and slick, impossible +to climb. Perhaps you should call on your deity for help? +~ +#ENDROOM + +#ROOM +Vnum 18458 +Name Nearing the Southern Oracle~ +Sector desert~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc The air is thin again. The night is clear. Stars fill the open sky +shedding wonderous light upon any who are traveling this night. There is +a gentle breeze blowing, perhaps it's more of a calm before the storm. This +is no doubt a good place to rest if need be. Up ahead you can see two more +large stone statues. A slight glow is emitting from them. There almost +seems to be something magical about them. +~ +#EXIT +Direction southeast~ +ToRoom 18433 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18459 +Name Just Past The Mirror Gate~ +Sector desert~ +Flags nomob nosummon norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Once more, things are calm. The sky is clear and the stars are quite visible +as they shimmer in the sky. The moon is high above, and full. The air is +still, as it has been in the past, but something is different. It seems much +more fresh, and cool. There is however, no sound still. But you are not +alone. +~ +Reset M 18403 1 18459 -1 -1 -1 100 + Reset E 18404 1 16 100 + Reset E 18425 1 5 100 + Reset E 18426 1 7 100 +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if mobinworld(18403) < 1 +mpsleep 10 +mpforce $n get all atreyu +mpforce $n sac corpse +mppurge +mpsleep 10 +mpecho _whi A strong wind blows and reveals a small opening to the north. +mpecho _whi Falkor appears in the sky, and swoops down, scooping you up. +mptrans all 18458 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 18460 +Name In The Beginning~ +Sector forest~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc You find yourself in a heavily wooded area. There are large rocks and +larger trees lining the path which you walk. The air is thick and moist +and there is are serious feelings of dread and darkness here. In the +distance you can make out a large white building. Keep going east to +make your way there. +~ +#EXIT +Direction east~ +ToRoom 18461 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18461 +Name Nearing The Ivory Tower~ +Sector forest~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As you continue on, you can see the tower is quite large. However, you +can see that you are still a bit of a distance off. You begin to run +into other creatures that inhibit Fantasia. Everyone seems to be in a +hurry to get to the tower as well. +~ +#EXIT +Direction east~ +ToRoom 18462 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18460 +#ENDEXIT + +Reset M 18420 1 18461 -1 -1 -1 100 +Reset M 18421 1 18461 -1 -1 -1 100 +Reset M 18422 1 18461 -1 -1 -1 100 + Reset E 18462 1 16 100 +Reset M 18429 1 18461 -1 -1 -1 100 +Reset O 30 1 18461 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18462 +Name A Small Glade~ +Sector forest~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As you near the Ivory Tower, you begin to get a sense of it's magesty +and true beauty. It seemingly glows an aura of purity and light. A +true shining star amidst all the hopelessness and despair that the +Nothing is causing. +~ +#EXIT +Direction east~ +ToRoom 18463 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18461 +#ENDEXIT + +Reset M 18423 1 18462 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18463 +Name Standing Before The Ivory Tower~ +Sector forest~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc A tall, magnificent building, the Ivory Tower stands 20 stories above +you. The building itself seems to glow, and the air around it is +much lighter then it has been so far along your travel. The walls are +shimmering and glass-like. There are stairs spiriling around it to +the top where the Empress resides. +~ +#EXIT +Direction west~ +ToRoom 18462 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 18464 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18464 +Name Climbing The Stairs Of The Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Climbing the stairs to the top of the tower, you notice the stairs +are made of the same ivory, glassy substance as the rest of the tower. +You can hear that many have already arrived. The noise from the top +of the tower pours down the stairs. Mostly fearful and some angry +voices, all talking of the Nothing... and hoping the Empress can help. +~ +#EXIT +Direction up~ +ToRoom 18465 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 18463 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18465 +Name The Top Of The Ivory Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As your reach the top, you stand in complete awe. The heart of Fantasia +is truly beyond your wildest dreams. There are representatives from +each of the different lands in Fantasia, standing about. They are all +here for the same reason. To find an answer and some hope for their +land from the Empress. There is a large building in the center, shaped +like a beautiful white rose. That is the home of the Empress. It +shimmers magically with the most beauty and life you've seen so far. +~ +#EXIT +Direction north~ +ToRoom 18471 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 18464 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18466 +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 18470 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18466 +Name The Main Floor Of The Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This space is completely open to the sky. The veiw from this high is +nothing less then amazing. You can see for miles across the beautiful +lands of Fantasia. The land around the tower remains untouched by the +Nothing, growing, healthy and peaceful. The floors here in this area are +made of the same substance as the stairs and walls, the shimery ivory +make. There is a small stage type area where the Empress would address +the people, had she been feeling up to it. There are stairs that lead +to the rose that houses Her Magesty. +~ +#EXIT +Direction north~ +ToRoom 18469 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18471 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18465 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18467 +Name The Main Floor Of The Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As your reach the top, you stand in complete awe. The heart of Fantasia +is truly beyond your wildest dreams. There are representatives from +each of the different lands in Fantasia, standing about. They are all +here for the same reason. To find an answer and some hope for their +land from the Empress. There is a large building in the center, shaped +like a beautiful white rose. That is the home of the Empress. It +shimmers magically with the most beauty and life you've seen so far. +~ +#EXIT +Direction north~ +ToRoom 18468 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18471 +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 18465 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18468 +Name The Main Floor Of The Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As your reach the top, you stand in complete awe. The heart of Fantasia +is truly beyond your wildest dreams. There are representatives from +each of the different lands in Fantasia, standing about. They are all +here for the same reason. To find an answer and some hope for their +land from the Empress. There is a large building in the center, shaped +like a beautiful white rose. That is the home of the Empress. It +shimmers magically with the most beauty and life you've seen so far. +~ +#EXIT +Direction east~ +ToRoom 18470 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18467 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18469 +Name The Main Floor Of The Tower~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc As your reach the top, you stand in complete awe. The heart of Fantasia +is truly beyond your wildest dreams. There are representatives from +each of the different lands in Fantasia, standing about. They are all +here for the same reason. To find an answer and some hope for their +land from the Empress. There is a large building in the center, shaped +like a beautiful white rose. That is the home of the Empress. It +shimmers magically with the most beauty and life you've seen so far. +~ +#EXIT +Direction south~ +ToRoom 18466 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18470 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18470 +Name The Center Of The Main Floor~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This is the main stage area where the Empress would address the people +of Fantasia. The stage is made of ivory, there are bergundy velvet +ropes adorning the edges of the stages. A small podium is just off to +the right, made of the same ivory, with a strange symbol cut into it. +The symbol seems to be two intertwined snakes, one black, one white. +There is a small doorway toward the back of the area, it seems to be +the enterance to where the Empress resides. Above the doorway, carved +into the ivory is a phrase "Believe In Your Dreams." +~ +#EXIT +Direction north~ +ToRoom 18472 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18469 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18468 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 18471 +#ENDEXIT + +Reset M 18419 1 18470 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18471 +Name Standing Before The Empress' Lair~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This space is completely open to the sky. The veiw from this high is +nothing less then amazing. You can see for miles across the beautiful +lands of Fantasia. The land around the tower remains untouched by the +Nothing, it's growing, healthy and peaceful. The floors here in this area +are made of the same substance as the stairs and walls, the shimery ivory +make. There is a small stage type area where the Empress would address +the people, had she been feeling up to it. There are stairs that lead +to the rose that houses Her Magesty. +~ +#EXIT +Direction east~ +ToRoom 18466 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18465 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18467 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 18470 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18472 +Name The Lair Of The Empress~ +Sector indoors~ +Flags indoors nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This is the home of the Empress. She governs over all of Fantasia from +this very room. There is a large, white half-crescent bed in the center +of the room. The bed, made with same ivory everything else is, the +sheets are of white satin. Along one wall is a large desk, covered with +papers and books. The room itself is circular, the walls are sparkly, +but not decorated. In the middle of the wall, all the way around, is a +large window that runs the length of the room. It gives the Empress +the most magnificent view anyone could ever to have of Fantasia, as it +was meant to be. +~ +#EXIT +Direction south~ +ToRoom 18470 +#ENDEXIT + +Reset M 18418 1 18472 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18473 +Name The Beginning Of An Adventure~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Well, you find yourself at the beginning of the quest. You got yourself +into this. But if you want to turn back, you can always just recite +a few magic words and find yourself in the safety of your home. But +if you choose to go on, you have the opportunity to save all of +Fantasia Make your choice wisely, because once you go northeast, there +is no turning back. +~ +#EXIT +Direction northeast~ +ToRoom 18474 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18474 +Name The Plains~ +Sector field~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc You begin your quest to find a cure for the Empress, finding yourself +traveling across the plains. The grass is high and green, blowing gently +in the wind as you pass through. The breeze seems to take away some of +the heat from the sun that is beating down on you. You can see for miles +across the land. The view is rather breathtaking. +~ +#EXIT +Direction east~ +ToRoom 18475 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18475 +Name An Enchanted Forest~ +Sector forest~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Here you find a safe place to rest. There is a small stream running +down through the center of the forest. Everything is quiet and peaceful +and the air smells fresh. You can hear the soft coos of the birds that +are perched in the trees above, calling this place their home. Almost +everything is so healthy and green. Flowers of every imaginable color +decorate the landscape as well. +~ +#EXIT +Direction east~ +ToRoom 18476 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18474 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 18478 +Flags hidden~ +#ENDEXIT + +Reset M 18430 1 18475 -1 -1 -1 100 +Reset O 18450 1 18475 -1 -1 -1 100 +Reset O 20 1 18475 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18476 +Name The Silver Mountains~ +Sector mountain~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Passing through the mountains, it's rather cool. But the scenery is +truly amazing. Snow capped mountains, yet green toward the bottom. The +mountains are huge, and seem to be perfect for climbing. But you're +on a quest, so you best make your way past, quickly. Remember, you're +the only hope Fantasia has. +~ +#EXIT +Direction west~ +ToRoom 18475 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18420 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18478 +Name On A Tree Branch~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc You are very high up, you can see quite a bit from here. To the west are the +plains you just came through, to the east are the Silver Mountains which you +must travel through next. The foliage is thick however, it seems like this +might be a good place to leave something valuable. +~ +#EXIT +Direction down~ +ToRoom 18475 +#ENDEXIT + +Reset O 18470 1 18478 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18479 +Name The Lair Of The Empress~ +Sector city~ +Flags nomob indoors nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This is the home of the Empress. She governs over all of Fantasia from +this very room. There is a large, white half-crescent bed in the center +of the room. The bed, made with same ivory everything else is, the +sheets are of white satin. Along one wall is a large desk, covered with +papers and books. The room itself is circular, the walls are sparkly, +but not decorated. In the middle of the wall, all the way around, is a +large window that runs the length of the room. It gives the Empress +the most magnificent view anyone could ever to have of Fantasia, as it +was meant to be. +~ +Reset M 18418 2 18479 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18481 +Name By the Sea of Possibilities~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc Finding yourself on the beach, everything seems calm once more. Falkor +however, seems nowhere to be found. The waves roll in gently, and a +light mist from them tickles your skin. To the east a small abandoned +shelter of some type. It seems to be the only hint of civilization. +There is however, a dark sense of dread as you near it. But what choice +do you really have? +~ +#EXIT +Direction east~ +ToRoom 18482 +#ENDEXIT + +Reset M 18424 1 18481 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18482 +Name In The Ruins Of Spook City~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc &O --------> --------> --------> --------> --------> --------> --------> + + +&W .;''; ;`"'; ... + _( _( . ) (` ) + .-`` _( ) '`. ) + (_____.=( (_.:'-' (____') + + +&p _,(-) + `-(` \_( _,(-) + _,(-) //">\ `-(` \_( + `-(` \_( //"\> + //"\ > _,(-) + `-(` \_( + //">\ + +&O --------> --------> --------> --------> --------> --------> --------> + +&WThe Grassy Plains and the Purple Buffalo + +~ +#EXIT +Direction east~ +ToRoom 18483 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18481 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18483 +Name In The Ruins Of Spook City~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc &x.&G ___-------___ + -'' ''-_ + _-' / '-_ + /' \ / \ + ____ / \_______________/ \ + ,-'___ '-, / / \ \ + ,'| | | \ / / \ \ + |o| |o__| | /_______/ \__________\ + | oo / / \ / \ + |____ | / \ / \ + \___) || \_______________/ _-_ //\__// + \___ ||------_-''-_ ------------- \ --/' '\ || __/ + '-----||----/' |-------------------\ |/'''' + (_(__/ ./ / \_\ \. + &O , &G (_(___/ \_____)_) +&OO/ +| +/> + +&WMorla In The Swamp of Sadness + +~ +#EXIT +Direction east~ +ToRoom 18484 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 18482 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18484 +Name In The Ruins Of Spook City~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc &W + ____ + ,.-''''-,__,..---'''``` ``''-. + // ' `. `, + / ) . + | \ / / \, + : \. \\| . ,` | `'. + ,.-' , \\``', ; ; ; `, + //`_),.\|\)_ .\ / ,\ ._,' \ + \\) ,+`[ e\ \.-`''--......-. ''''''' `\. ) + _,--` /\ )`.`, (_(____________ / )_.-' | + //,/`_)' `''-. `/ _,.......----------'"""'`` / + \\)\) &O@/&W`" +` ________ _,` + `` ` &O/U&W ,` ,'`` ```````'"""""""'`` + &O /> &W | / + \'_, + +Falkor + +~ +#EXIT +Direction west~ +ToRoom 18483 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 18485 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18485 +Name In The Ruins Of Spook City~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc &O + /\ + ( ;`-v/--- ;._ + ,/'"/ ' < o\ '".-'\\\--, + ,/",/W u '`. - >,._.., )' + ,/' w ,U'v ;//')/')/'\;-)' + ,/"'/ W` 'v W |; )/' + ;'' | v' v`" W } \\ + " .'\ v `v/-W,) '\)\.)\/) + `\ ,/,)' ''')/-;' + \ + '". _ + \ + +&WA Presense Yet Unseen + +~ +#EXIT +Direction west~ +ToRoom 18486 +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 18484 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18486 +Name In The Ruins Of Spook City~ +Sector city~ +Flags nomob nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc * * * + * * + * * + * * * + &Y* &W , .-.-,_, &Y* * + * &W )`-.>'` ( &Y* + *&W / `\ | &Y* + * * &W | _ | | &Y * * + * &W \ | | / / &Y * * + * * &W `=|_|/.=` &Y * * +&W (_______`-;`.-'_______) + / / + / / + /_____/ + + +The Empress' Lair + +~ +#EXIT +Direction north~ +ToRoom 18487 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 18485 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18487 +Name Gmork's Lair~ +Sector indoors~ +Flags nomob indoors nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc The air here is thick, almost putrid. The walks are black, and crumbling +in decay. There is little light, and absolutely no air movement. You can +see that the lair extends to the north, but it is suggested you turn +back the way you came, for only your demise awaits you ahead. +~ +#EXIT +Direction north~ +ToRoom 18488 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 18486 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18488 +Name Chaos and Indifference~ +Sector indoors~ +Flags nomob indoors nosummon norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc And you entered, despite the warning. Here is Gmork, the servant of The +Nothing. There is nothing but darkness here. No light. The dark is +thick, and it seems to be entering your very veins, overcoming and +surging throughout your body. All hope seems to have disappeared, and +there is only emptiness and indifference remaining. What a terrible place +to die. Alone, and probably never to be found. +~ +#EXIT +Direction south~ +ToRoom 18487 +#ENDEXIT + +Reset M 18405 1 18488 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 18489 +Name The Center of the Main Floor~ +Sector city~ +Flags nosummon nosupplicate norecall noastral teleport~ +Stats 0 0 0 0 0 +Desc This is the main stage area where the Empress would address the people +of Fantasia. The stage is made of ivory, there are bergundy velvet +ropes adorning the edges of the stages. A small podium is just off to +the right, made of the same ivory, with a strange symbol cut into it. +The symbol seems to be two intertwined snakes, one black, one white. +There is a small doorway toward the back of the area, it seems to be +the enterance to where the Empress resides. Above the doorway, carved +into the ivory is a phrase "Believe In Your Dreams." +~ +#EXIT +Direction north~ +ToRoom 18472 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 18499 +Name &RT&re&Rm&rp&Rt&ra&Rt&ri&Ro&rn&Rs &rD&Ro&rm&Ra&ri&Rn &ro&Rf &rD&Ra&rr&Rk&rn&Re&rs&Rs~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc &x. + +&RPlain and simple, &Wif you weren't invited, }RGET OUT!&D &WIf you were +invited &Cwelcome. &WIf you were transed, &Rkiss your }Wass&D &Ggoodbye. + + +~ +Reset M 18499 1 18499 -1 -1 -1 100 + Reset E 21068 1 21 100 + Reset E 7538 1 8 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/forestpath.are b/data/realm/forestpath.are new file mode 100644 index 0000000..9ede232 --- /dev/null +++ b/data/realm/forestpath.are @@ -0,0 +1,4853 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Along the Forest Path~ +Author Lycorlyntras~ +Vnums 400 499 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 5 25 0 65 +ResetMsg With a slow creak, the trees move in the wind.~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 400 +Keywords effects mob one~ +Race gnoll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a forest spirit~ +Long The number one effects mob stands here. +~ +Desc He should always be Mobinvis at 51. He wanders around and generates +atmosphere effects, rather than having stacks of Rprogs laying around. +~ +Nattacks 0.000000 +Stats1 -550 0 0 0 0 0 +Stats2 55 21 -2 5000 1 1 1 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc autonomous mobinvis noassist~ +Affected sneak~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Immune hold plus6~ +Attacks punch~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if ismobinvis($i) +else +mpinvis 51 +endif +if mobinvislevel($i)<51 +mpinvis 51 +endif +if isaffected($i) == sneak +else +sneak +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist mpecho With a slowly creaking, the trees move in the wind. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist mpecho You jump as a branch snaps nearby with a *crack!* +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho A single leaf floats down from the trees to the forest floor in front of +you. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpecho Your fighting has quickened the anger of the spirits. +if inroom($i)==417 +mpgoto 403 +else +mpgoto 417 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 401 +Keywords effects mob two~ +Race gnoll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a forest spirit~ +Long The number two effects mob stands here. +~ +Desc He should always be Mobinvis at 51. He wanders around and generates +atmosphere effects, rather than having stacks of Rprogs laying around. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 55 21 -3 5000 1 1 0 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc autonomous mobinvis noassist~ +Affected sneak~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Immune hold plus6~ +Attacks kick~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if ismobinvis($i) +else +mpinvis 51 +endif +if mobinvislevel($i)<51 +mpinvis 51 +endif +if isaffected($i) == sneak +else +sneak +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpecho Your fighting has quickened the anger of the spirits. +if inroom($i)==421 +mpgoto 429 +else +mpgoto 421 +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho You hear a crash in the distance. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist mpecho A small animal moves through a nearby bush, with barely a sound. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist mpecho The waft of something that died sometime ago reaches your nose. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 402 +Keywords effects mob three~ +Race gnoll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a forest spirit~ +Long The number three effects mob stands here. +~ +Desc He should always be Mobinvis at 51. He wanders around and generates +atmosphere effects, rather than having stacks of Rprogs laying around. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 55 21 -3 5000 1 1 0 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc autonomous secretive mobinvis noassist~ +Affected sneak~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Immune hold plus6~ +Attacks kick~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if ismobinvis($i) +else +mpinvis 51 +endif +if mobinvislevel($i)<51 +mpinvis 51 +endif +if isaffected($i) == sneak +else +sneak +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpecho Your fighting has quickened the anger of the spirits. +if inroom($i)==435 +mpgoto 404 +else +mpgoto 435 +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist mpecho Something rustles in the bushes. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist mpecho A small yipping sound is heard nearby, then is gone. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist mpecho You sight a deer in the distance, it also spots you then bounds off. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 403 +Keywords gray female she wolf~ +Race zombie~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the she-wolf~ +Long A thin, and desperate she-wolf, climbs this part of the forest for hunting. +~ +Desc A vicious carnivore. Times look fairly lean for this mother, and maybe +the pups don't help. Her matted gray fur is limp against her body. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -3 121 2 4 2 +Speaks common clan~ +Speaking common~ +Actflags npc aggressive~ +Affected infrared sneak~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks bite~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 13~ +Comlist snarl +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 17~ +Comlist emote sniffs at the air, as though looking for something. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 50~ +Comlist if mobinroom(404) >= 1 +mpecho The she-wolf goes berserk in the defense of her young. +bite +bite +bite +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 50~ +Comlist if mobinroom(419)>=1 +mpecho Seeing a free meal the wolf attacks the deer! +mpslay fallow +get all corpse +endif +if mobinroom(404)>=1 +if ovnumcarry(420)>=1 +mpecho The wolf drops part of the remains of a deer for her cub. +drop venison +mpecho The cub hungrily picks up the bloodied meat. +mpforce cub get venison +mpforce cub eat venison +endif +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 404 +Keywords wolf cub~ +Race porcine~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the wolf cub~ +Long A small furry wolf cub looks at you, small teeth bared. +~ +Desc A small wolf, its coat still more fuzzy than furry. It doesn't look +ready to be around on its own. +~ +Nattacks 2.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 -3 60 1 6 1 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks bite~ +Defenses dodge~ +#ENDMOBILE + +#MOBILE +Vnum 405 +Keywords theggory knight tall man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Theggory the knight~ +Long A tall man, clad in heraldic branded armor imposes his presence here. +~ +Desc A tall man of mighty thews and stronger ideals. Theggory seeks to be the +perfect knight, enhancing the honor of his house, the griffin. +~ +Nattacks 1.000000 +Stats1 0 -1 0 0 0 0 +Stats2 15 21 -3 208 1 6 3 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc sentinel~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks punch~ +Defenses parry dodge~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if ispc($n) +emote bows from the saddle. +if sex($n) == 2 +say Greetings my Lady. +else +say Greeting my Lord. +endif +say I am upon a great quest, mayhaps you could provide assistance? +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist quest~ +Comlist say Yes! I quest to find Acwellan, the Druid. Have you seen him? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist Druid Acwellan~ +Comlist say Yes. The Druid Acwellan, a tall man. Dresses in Druidic garb, +say is supposed to be here some where. Tales have come to mine ears +say he needs help. You know where he is? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist No~ +Comlist nod +say I will continue my search then. If you see him please mention +say that I seek him. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist say Great! Thank you for the aid in my quest. Where may I find him? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist south north east west~ +Comlist say Great thanks for your aid. +emote bows from the saddle. +say I shall proceed forth with after my horse is watered. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 20~ +Comlist if position($i) == 8 +mount destrier +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p a small camp~ +Comlist say Yes! I thank you greatly for your aid traveller! +emote bounces in the saddle +say As soon as my mightly stead is refreshed again for travel I will +say proceed post-haste. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 406 +Keywords sturdy destrier horse~ +Race humanoid~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short sturdy destrier~ +Long A large destrier paws the ground. +~ +Desc A massive horse, bred and trained for war. With out a doubt one of the largest +pieces of equine flesh you have ever seen. It looks combat ready and not easily +panicked. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -3 121 2 4 2 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc sentinel mountable~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks kick~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist snort +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote stamps a foot on the ground in impatience. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 407 +Keywords druid Acwellan tall man~ +Race human~ +Class Druid~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Acwellan the druid~ +Long A tall skinny man, serenity fills his weather-lined face. +~ +Desc This nature priest has seen many seasons pass. His lives work is the +furthering of the cycles of nature. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 9 21 -3 110 1 6 2 +Speaks common elvish pixie halfling clan~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype greet_prog~ +Arglist 90~ +Comlist if ispc($n) +if class($n) == druid +say Welcome my fellow guardian of nature. This forest is in trouble +say mayhaps you could help? +else +say Welcome traveler. +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist Theggory knight~ +Comlist say Yes, I sent out a message for aid to help me, help this forest. +say All is not as healthy as it seems. Could you help? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist say The forest, and Nature herself thanks you. The guardian of these +say woods, a dryad has been driven from her tree. She has since sought +say refuge somewhere in the forest. The problem is that she left the +say symbol of her guardianship in her old home. She needs to be found +say and the symbol returned to her for the forest to regain its full +say health. Call her by her name - Semlina - to summon her from her tree. +say Then tell her you wish to help. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist no~ +Comlist say I am sorry then for this whole forest. +Emote hangs his head in silent contemplation. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 408 +Keywords bandersnatch ball fur~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the bandersnatch~ +Long A heaving, bouncing ball of fur. +~ +Desc A ball of fur, about five feet around, bearing four clawed limbs and a huge mouth. +A veracious predator it wants to make a meal of you. +~ +Nattacks 1.000000 +Stats1 -400 -1 0 0 0 0 +Stats2 10 21 -3 121 2 4 2 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc aggressive autonomous~ +Bodyparts head arms legs heart brains guts hands feet ear eye claws~ +Attacks bite~ +Defenses parry dodge~ +#MUDPROG +Progtype fight_prog~ +Arglist 12~ +Comlist scream +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 50~ +Comlist if inroom($i) == 497 +else +mpgoto 497 +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 3~ +Comlist scream $n +bite $n +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 409 +Keywords bandit Eric halfelf~ +Race half-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Eric the Bandit~ +Long A powerfully build half-elf, in hunting leathers sneers at you. +~ +Desc The master of the band of outlaws, Eric betrays his elven heritage. +Gathering a following of rough characters he plaques the surrounding +forest, allowing no safe passage if he thinks he can earn some money. +~ +Nattacks 2.000000 +Stats1 -300 -1 0 0 0 0 +Stats2 22 21 -5 400 2 4 2 +Speaks common elvish clan~ +Speaking common~ +Actflags npc~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks punch kick~ +Defenses parry dodge~ +#ENDMOBILE + +#MOBILE +Vnum 410 +Keywords bandit lucellia lucky petite woman~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Lucellia the Lucky~ +Long A petite woman looks you over, her raggedness not despoiling her beauty. +~ +Desc Lieutenant of the band under Eric. The real reason for her being here is +unknown. None of her equipment shows much maintenance or value. +~ +Nattacks 1.000000 +Stats1 0 -1 0 0 0 0 +Stats2 16 21 -3 233 1 6 2 +Speaks common goblin clan~ +Speaking common~ +Actflags npc~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks kick~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 50~ +Comlist if isnpc($r) +or isimmort($r) +else +say Hey! You don't belong here! +mpkill $r +endif +invis +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist whistle self +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 411 +Keywords bandit fnord quick tall thin man~ +Race human~ +Class Rogue~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fnord the Quick~ +Long A very tall, thin man looks around nervously. +~ +Desc An ex-hunter who got caught poaching. Now he has found refuge from +the law and a place to make more money both in the same place. +~ +Nattacks 0.000000 +Stats1 -400 -1 0 0 0 0 +Stats2 14 21 -3 190 1 6 2 +Speaks common goblin clan~ +Speaking common~ +Actflags npc~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks gouge~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 50~ +Comlist if isnpc($r) +or isimmort($r) +else +yell Intruders! Arggh! Attack! +mpkill $r +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist mea $n Fnord tries to knee you in the groin! +mer $n Fnord tries to knee $n in the groin! +if rand(25) +mpecho And scores a hit! +mpdamage $n 15 +else +mpecho And misses! +mpforce $n emote sighs in relief. +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist emote pulls out a rough stick and begins whittling. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 412 +Keywords bandit ogre brute short man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Ogre the Brute~ +Long A short man, almost as wide as he is tall stands here, bristling weaponry. +~ +Desc A man of vile moods and manners, he moved out here where he would be appreciated. +A the vile smells coming from his body not complained about as much. +~ +Nattacks 1.000000 +Stats1 -500 -1 0 0 0 0 +Stats2 15 21 -3 208 1 8 4 +Speaks clan~ +Speaking common~ +Actflags npc sentinel aggressive~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks punch bash~ +Defenses parry~ +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist scream +mea $n Ogre headbutts you! +mer $r Ogre headbutts $n! +mpdamage $n 20 +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist emote bellows with rage! +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist scream $n +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 413 +Keywords forest bandit man outdoor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The forest bandit~ +Long A man in dirty forest leathers skulks here +~ +Desc Ill times or bad fortune, has driven this rather unwashed man into seeking a life +of banditry. +~ +Nattacks 0.000000 +Stats1 -200 -1 0 0 0 0 +Stats2 8 21 3 85 1 5 1 +Speaks common goblin clan~ +Speaking common~ +Actflags npc aggressive autonomous~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist emote gumbles something about the weather under his breath. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote looks around, making sure that no-one sneaks up on him. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 5~ +Comlist say Argh! Die! +kick $n +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 5~ +Comlist say Give me all yer money or die! +trip $n +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 5~ +Comlist say Hand over yer valuables and we will let ya live... Maybe! +muhaha +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 414 +Keywords blood hawk large~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Blood Hawk~ +Long A large hawk with razor claws arcs through the trees. +~ +Desc A massive brown bird, the blood hawks are renowned for their for the fact that they +are untamable. The name is derived from the fact that blood tends to spray from +creatures they attack, so swift do they fly and so sharp are their talons. +~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 10 21 -3 121 2 4 2 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc~ +Affected flying~ +Bodyparts head legs heart brains guts hands eye wings claws beak feathers~ +Attacks claws~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 70~ +Comlist if isimmort($r) +or isnpc($n) +else +mpecho Spying a future meal, the huge hawk swoops down. +mpkill ($r) +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpecho With a swish the hawk swoops down into some bushes and rises again +mpecho carrying some small mammal impaled on its claws. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist emote shreaks loudly! +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 415 +Keywords giant boar beast~ +Race cat~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A giant boar~ +Long A true massive beast. Its huge tusks threaten the lives of all nearby. +~ +Desc One of the most massive pieces of porcine flesh you have ever observed. +With blood shot eyes and razor sharp tusks the boar will deny any who +seek pork as meal, and gives the distinct possibility that the tables +may even be turned. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 12 21 -3 150 1 10 3 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc~ +Affected detect_hidden~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks bash~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 33~ +Comlist if isimmort($r) +or isnpc($r) +else +mpecho With a wild look in its eyes, the boar charges! +mpkill $r +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 3~ +Comlist emote snorts in the dirt, looking for something. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote raises its head and sniffs loudly at the air. +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 3~ +Comlist emote with a loud squeal of rage, the boar at gores you! +mpdamage $n 10 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 416 +Keywords willum halfling thief~ +Race halfling~ +Class Rogue~ +Gender male~ +Position standing~ +DefPos standing~ +Short Willum~ +Long A short halfling creeps around, looking for an easy score. +~ +Desc A quick and larcenous halfling, he prowls around seeking an easy victim carrying +anything of value. His furred feet carry him silently over the forest floor and +his size and skill makes him almost invisible. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -3 121 1 5 1 +Speaks common halfling clan~ +Speaking halfling~ +Actflags npc wimpy secretive~ +Affected infrared sneak hide~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks trip~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 75~ +Comlist if inroom($i) == 416 +open tree +n +drop all +s +close tree +e +sw +e +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 25~ +Comlist if isimmort($r) +else +steal bag $r +steal potion $r +steal key $r +ne +e +s +sw +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist say Oh Woah is me! You wouldn't want to let a poor halfling go? +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 3~ +Comlist if race($n) == halfling +or race($n) == pixie +say Why would you, a fellow short person hurt me? +emote sniffs to himself. +else +yell Go away and pick on someone your own size! +punch $n +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 417 +Keywords choke creeper vine creeper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the choke creeper~ +Long A series of vines and creepers infest the local flora. +~ +Desc The this series of creepers looks to more than a parasite, the plants +underneath this creeper seem to be definitely dying. +~ +Nattacks 1.000000 +Stats1 0 -1 0 0 0 0 +Stats2 8 21 -3 96 1 7 2 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc sentinel~ +Bodyparts guts feet tentacles~ +Defenses parry~ +#MUDPROG +Progtype rand_prog~ +Arglist 33~ +Comlist if isimmort($r) +or isnpc($r) +else +mpecho With lashing vines, the creeper attacks! +mpkill $r +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 418 +Keywords young wyvern reptile~ +Race fly~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the young wyvern~ +Long A large winged reptile with wings instead of forearms, its scales bright with youth. +~ +Desc This young wyvern is a close kin of dragons and is almost as fierce. It looks hungry. +Green scales gleam with brightness of youth and its battle strategies are sure to be +uncomplex. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 16 21 -3 208 2 6 3 +Speaks common reptile clan~ +Speaking reptile~ +Actflags npc wimpy~ +Affected flying~ +Bodyparts head legs heart brains guts feet ear eye wings scales claws~ +Attacks claws poison~ +#MUDPROG +Progtype rand_prog~ +Arglist 75~ +Comlist if isnpc($r) +or isimmort($r) +else +mpecho The wyverns head swivels at is notices you. +scream $r +mpecho The wyvern lauches itself in attack! +mpkill $r +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 419 +Keywords fallow deer~ +Race gnoll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short fallow deer~ +Long A nervous fallow deer stands here looking at you. +~ +Desc A small nervous mammal. It obviously thinks you are a threat and it looks +of an opportunity to escape. The thin flanks move very quickly showing the +poor things agitation. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 5 60 1 6 1 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc mountable~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks kick~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist if inroom($i)>= 446 +emote bounds away from you quickly +mpgoto 435 +else +mpecho The fallow deer, shies then bounds away from you. +ne +n +e +s +sw +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 15~ +Comlist emote looks at you with soft, brown doeful eyes. +~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpoload 420 1 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 420 +Keywords black crow bird~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the crow~ +Long A black bird sits here up a tree. The raven looks at you intently. +~ +Desc A large example of its species. It sits what it hopes is a safe distance +from you. Perhaps it knows that death follows your tracks, which could provide +a nice meal for the carrion eater. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 4 21 8 46 1 5 1 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc mountable~ +Affected flying~ +Bodyparts head legs heart brains guts eye wings claws beak feathers~ +Attacks claws~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote caws softly. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote looks around for something, what you do not know. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist if isnpc($r) +or isimmort($r) +else +emote swoops down in an atempt for something shiney. +steal 100 coins $r +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 421 +Keywords porcupine~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the small porcupine~ +Long A small heavily quilled porcupine waddles through here. +~ +Desc A small mammal whose defensive relies on predators finding out that it as not +as easy a victim as it looks. The large sharp quills are already half raised +from you presence. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 3 21 -3 35 1 6 0 +Speaks common goblin clan~ +Speaking goblin~ +Actflags npc wimpy noassist~ +Bodyparts head legs heart brains guts eye~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist emote snuffles around through the bushes. +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 5~ +Comlist emote freezes for a minute as if sensing a threat. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 422 +Keywords sylvan dryad guardian spirit semlina~ +Race horse~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the dryad~ +Long A thin pale forest spirit is here, the dryad is at one with her sylvan environment. +~ +Desc This nature spirit appears to be a beautiful female when applied to the human +standard. Vanities such as this are not her reason for being, she is the guardian +of the forest around her. Her unity with the sylvan land is unmatched even by +the druids. +~ +Nattacks 1.000000 +Stats1 0 0 0 0 0 0 +Stats2 20 21 -3 333 2 8 5 +Speaks elvish pixie rodent mammal reptile spiritual halfling~ +Speaking halfling~ +Actflags npc sentinel autonomous hardhat~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Immune drain sleep~ +Defenses parry dodge heal~ +#MUDPROG +Progtype rand_prog~ +Arglist 15~ +Comlist if inroom($i) == 497 +else +mpecho With a quick look around the pale spirit slips back into the tree. +Mpgoto 497 +endif +~ +#ENDPROG + +#MUDPROG +Progtype fight_prog~ +Arglist 100~ +Comlist mpecho With a scream the spirit flees into the tree. +mpjunk all +Mpgoto 497 +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p gives you The Heart of the Forest.~ +Comlist if ovnumcarry(499)<1 +say Oh, thank you mighty adventurer. Perhaps now the forest can be saved! +Say Here, please be granted the blessing of the forest. +Kiss $n +Cast heal $n +Cast bless $n +Cast 'cure poison' $n +Bow $n +Mpecho Looking fondly at you the dryad steps back into her tree. +Mpgoto 497 +mpjunk heart +mpoload 499 +else +say Thank but I have already recovered the heart, you must have a false one. +Say I am sorry thank you for your effort. +Smile $n +Cast bless $n +Mpecho The dryad turns and enters back into her tree. +Mpgoto 497 +mpjunk heart +endif +~ +#ENDPROG + +#MUDPROG +Progtype time_prog~ +Arglist 0~ +Comlist mpjunk all +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist help~ +Comlist if ovnumcarry(499)>=1 +say I have recovered the heart already and am starting to work on repairing +say the forest. Thank you for your offer, friend. +Bow +Mpecho The dryad slips back into her tree. +Mpgoto 497 +Else +Say Thank you mighty Adventurer. The hope of this forest may rest in your +say hands. I have been driven from my tree by a group of foul and destructive +say people. Because I am the guardian of these woods I was able to shelter +say here in a child of my own tree. While the loss of the hurts me most +say direly, it is the loss of the Heart of the Forest that matters more. +say I need you to recover the Heart for in my weakened state I can only leave +say this tree here for extremely short amounts of time. +say Will you please help me? +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist say Oh thank you for your generous offer of aid. The tree is the huge tree to +say the east. I know that the vile ones have sheltered under the roots in my +say precious tree. Look for a secret door of bones in the pit at the trees base. +say Once you are in the lair you need to make your way one of the rooms at the +say end of the complex. I know that the one of the band has a hidden room. +say In that room there is a secret unknown to the despoiler. Open the branch +say of roots to discover where the heart itself sits. Then simply return the +say Heart to me. +emote Looks at you hopefully before fading slowly back into her adopted tree. +Mpgoto 497 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist no~ +Comlist sigh +say I understand some things are too hard in the judgment of mortals. +Mpecho Quietly the spirit reenters her tree. +Mpgoto 497 +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 423 +Keywords forest bandit man indoor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The forest bandit~ +Long A man in dirty forest leathers. +~ +Desc Ill times or bad fortune, has driven this rather unwashed man into seeking a life +of banditry. +~ +Nattacks 0.000000 +Stats1 -200 -1 0 0 0 0 +Stats2 7 21 3 85 1 5 1 +Speaks orcish trollese rodent insectoid mammal reptile dragon spiritual magical goblin god ancient halfling gith~ +Speaking common~ +Actflags npc aggressive~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Defenses dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 4~ +Comlist emote mutters something about not being stuck outside. +grin +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist if mobinroom(423)>=2 +emote looks at one of his fellows accusingly. +emote But quickly looks away again before he is noticed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist emote mumbles '..mutter..bigger......treasure..mumble...share...' +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 498 +Keywords zombie2 mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a zombie mob~ +Long A zombie mob to do tasks namely mpat because it can't be done by rooms :) +~ +Desc Basic slave labour. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 5000 0 0 0 +Speaking common~ +Actflags npc autonomous secretive noassist proto~ +#MUDPROG +Progtype speech_prog~ +Arglist one~ +Comlist if mobinroom(413)>=1 +mptrans outdoor 405 +mpat 405 mpecho A lone bandit leaps from the covering bushes +mpat 405 mpecho to seperate you from your money and life. +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 499 +Keywords zombie1 mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a zombie mob~ +Long A zombie mob to do tasks namely mpat because it can't be done by rooms :) +~ +Desc Basic slave labour. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 5000 0 0 0 +Speaking common~ +Actflags npc sentinel autonomous secretive noassist~ +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if ismobinvis($i) +else +mpinvis 51 +endif +if mobinvislevel($i)< 51 +mpinvis 51 +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist 4bandits~ +Comlist mpgoto 497 +if mobinroom(413)>=3 +mpat 405 mpecho Bandits leap from the bushes after your money or your life! +else +if mobinroom(413)>=2 +mpat 405 mpecho A pair of bandits leap from the bushes in an attempted ambush. +else +if mobinroom(413)>=1 +mpat 405 mpecho A lone bandit leaps from the bushes threatening you. +endif +endif +endif +say bandit +say bandit +say bandit +say bandit +mpgoto 498 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist 2bandits~ +Comlist mpgoto 497 +if mobinroom(413)>=2 +mpat 405 mpecho A pair of bandits leap from the bushes in an attempted ambush. +else +if mobinroom(413)>=1 +mpat 405 mpecho A lone bandit leaps from the bushes threatening you. +endif +endif +say bandit +say bandit +mpgoto 498 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist 1bandits~ +Comlist mpgoto 497 +if mobinroom(413)>=1 +mpat 405 mpecho A lone bandit leaps from the bushes threatening you. +endif +say bandit +mpgoto 498 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist bander1~ +Comlist mpgoto 497 +if mobinroom(408)>=1 +mpat 418 mpecho With a ferocious growl a long furred beast jumps out at you! +endif +say bandersnatch +mpgoto 498 +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist dryad1943~ +Comlist mpgoto 497 +if mobinroom(422)>=1 +mpat 445 mpecho A thin and pale forest spirit steps from the center of the tree +endif +say dryad +mpgoto 498 +~ +#ENDPROG + +#ENDMOBILE + +#OBJECT +Vnum 400 +Keywords ash bow~ +Type missileweapon~ +Short a huge ash bow~ +Long A large ash wood bow lays here waiting to be used.~ +WFlags take missile~ +Values 12 0 0 14 2 0 0 0 0 0 0 +Stats 5 400 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +#EXDESC +ExDescKey ash bow~ +ExDesc A finely crafted ash long bow, powerful is its power and sure its aim. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 401 +Keywords leather archers bracer~ +Type armor~ +Short a leather archer's bracer~ +Long A leather archer's bracer sits here.~ +WFlags take wrist~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 2 200 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey leather archers bracers~ +ExDesc A pair of thick, but pliable leather bracers. These will prevent self-inflicted +wounds through the use of a bow. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 402 +Keywords stream water~ +Type fountain~ +Short stream water~ +Long A small creek winds its way amongst the bushes and trees.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1500 0 -2 9999 0 None None None +#EXDESC +ExDescKey stream water~ +ExDesc The stream bubbles merrily along through the large rocks and occasional +fallen branch or log. The air is a little damper and the moss and lichen is +more prevalent. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 403 +Keywords stream fordwater~ +Type fountain~ +Short ford of the stream~ +Long A small creek winds spreads out through large rocks creating a small ford.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1500 0 -2 9999 0 None None None +#EXDESC +ExDescKey stream water ford~ +ExDesc The stream here is very wide and shallow. The water level doesn't even pass +over the top of a lot of the rocks of this constructed ford. The stream +emanates a soothing sound as finds its way downstream. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 404 +Keywords hunters cap leather~ +Type armor~ +Short a leather hunters cap~ +Long A finely made leather hunters cap, has been placed on the ground.~ +WFlags take head~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 2 100 -2 9999 0 None None None +AffData move 10 -1 -1 0 +#EXDESC +ExDescKey hunters cap leather~ +ExDesc This soft leather cap has been made more for warding the affects of the +weather than blows, but the softness of the leather also belies that it +is quite thick and will act as a cushion against blows. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 405 +Keywords guards arm heraldic griffin~ +Type armor~ +Short Heraldic arm guards~ +Long A set of arm guards, heavily ornamented with the heraldry of a griffin.~ +Flags metal antievil~ +WFlags take arms~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 5 200 -2 9999 0 None None None +#EXDESC +ExDescKey guards arm heraldic griffin~ +ExDesc These well-crafted arm guards are made more for functionality in war than +the parade ground. Even the proud griffin house engravings are of +variable depth, not as poor crafting, but to help drive the blows away from +the wearer. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 406 +Keywords breast plate heraldic griffin~ +Type armor~ +Short Heraldic breast plate~ +Long A fine breast plate, the heraldic symbol of a griffin stands proudly in the centre.~ +Flags metal antievil~ +WFlags take body~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 8 1500 -2 1 0 None None None +AffData armor -4 -1 -1 0 +#EXDESC +ExDescKey breast plate heraldic griffin~ +ExDesc This magnificent breast plate is made more for functionality in war than +the parade ground. Even the proud griffin engraving stamped over the +center of the chest is of variable depth, not as poor crafting, but to +help drive the blows away from the wearer. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 407 +Keywords leggings heraldic griffin~ +Type armor~ +Short Heraldic leggings~ +Long A set of leggings heraldicly embossed with griffins has been left here.~ +Flags metal antievil~ +WFlags take legs~ +Values 6 6 0 0 0 0 0 0 0 0 0 +Stats 8 500 -2 1 0 None None None +#EXDESC +ExDescKey leggings heraldic griffin~ +ExDesc These well-crafted leggings are made more for functionality in war than +the parade ground. Even the proud griffin house engravings are of +variable depth, not as poor crafting, but to help drive the blows away from +the wearer. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 408 +Keywords pair huge vicious cestus~ +Type weapon~ +Short a pair of huge cestus~ +Long A pair of vicious cestus lay here, waiting to be worn.~ +WFlags take wield~ +Values 15 0 0 11 0 0 0 0 0 0 0 +Stats 9 400 -2 1 0 None None None +AffData intelligence -1 -1 -1 0 +AffData damroll 3 -1 -1 0 +#EXDESC +ExDescKey Huge cestus~ +ExDesc These nasty over gloves are sturdily built of leather and steel. Sharp +bands of metal protrude from the cestus promising a very bloody wound upon +impact. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 409 +Keywords sturdy shined boots~ +Type armor~ +Short a pair of sturdy, shined boots~ +Long A pair of highly shined, sturdy boots wait here.~ +Flags metal antievil~ +WFlags take feet~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 7 500 -2 1 0 None None None +AffData strength 1 -1 -1 0 +#EXDESC +ExDescKey sturdy shined boots~ +ExDesc These fine boots have metal reinforcing right around the base of the +boots in several sections to provide flexibility. But still enough +to protect the feet significantly and weigh less than a solid metal +footwear. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 410 +Keywords shield heraldic griffin~ +Type armor~ +Short the griffin heraldic shield.~ +Long A shield bearing the heraldic symbol of the griffin rests on the ground.~ +Flags metal antievil~ +WFlags take shield~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 2 500 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +#EXDESC +ExDescKey shield heraldic griffin~ +ExDesc This finely made shield is more for functionality in war than +the parade ground. Even the proud griffin house engravings are of +variable depth, not as poor crafting, but to help drive the blows away from +the wearer. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 411 +Keywords elven rune sword~ +Type weapon~ +Short an elven rune sword~ +Long A sword bearing glowing elven runes lays here.~ +Flags metal magic bless~ +WFlags take wield~ +Values 12 0 0 6 0 0 0 0 0 0 0 +Stats 5 3000 -2 1 0 None None None +AffData wearspell 'bless' -1 -1 0 +#EXDESC +ExDescKey elven rune sword~ +ExDesc This fine blade was made by the elven nation for one of their wars with evil +in the distant past. Time has weathered the blade and it is not what it once +was, but it is still functional. Very light even patterns only just be made +out along the length of the weapon. +~ +#ENDEXDESC + +#MUDPROG +Progtype wear_prog~ +Arglist 4~ +Comlist mea $n The ancient magic of the sword backfires through you! +mpdamage $n 40 +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 412 +Keywords leather leggings green~ +Type armor~ +Short the leather leggings~ +Long A set of greenish dyed leather leggings has been dropped here.~ +WFlags take legs~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 6 100 -2 9999 0 None None None +#EXDESC +ExDescKey leather leggings green~ +ExDesc These leggings look like any pair of thick work pants. The greenish dye is +so weak that it could almost have been caused by brushing the leather against +plants. Of a plain and simple construction with thickened hems and reinforced +knees it would serve anyone well for a number of years yet. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 413 +Keywords leather jerkin green~ +Type armor~ +Short a leather jerkin~ +Long A greenish colored leather jerkin is crumpled in a corner.~ +WFlags take body~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 6 200 -2 9999 0 None None None +#EXDESC +ExDescKey leather jerkin green~ +ExDesc A garment of plain construction and sturdy materials, created for use in harsh +weather conditions. A few scratches and tears show that this has also seen use +as a thing to ward of the blows of men as well as nature. It is only very pale +green, perhaps a weak dye. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 414 +Keywords leather sleeves reinforced~ +Type armor~ +Short leather sleeves~ +Long A pair of thick reinforced leather sleeves has been left on the ground.~ +WFlags take arms~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 5 350 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hitroll 1 -1 -1 0 +#EXDESC +ExDescKey leather sleeves reinforced~ +ExDesc Multiple layers of thick leather have gone into the construction of this +pair of sleeves. Heavy stitching and padded elbows mean this piece of +leather armor was made to last battle, weather and time. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 415 +Keywords thick leather boots~ +Type armor~ +Short a pair of thick leather boots~ +Long A pair of thick leather boots wait here.~ +WFlags take feet~ +Values 4 4 0 0 0 0 0 0 0 0 0 +Stats 4 150 -2 9999 0 None None None +AffData move 15 -1 -1 0 +#EXDESC +ExDescKey thick leather boots~ +ExDesc A pair of weathered, but still sturdy boots. The leather shows the stretch +marks of heavy wear and you judge them to be a few years old but still in +serviceable condition. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 416 +Keywords long hunters knife~ +Type weapon~ +Short A long, hunter's knife~ +Long A large knife, its curved blade has been slightly rusted by the elements.~ +Flags metal~ +WFlags take wield~ +Values 12 0 0 6 0 0 0 0 0 0 0 +Stats 5 200 -2 9999 0 None None None +AffData damroll 1 -1 -1 0 +AffData hitroll -1 -1 -1 0 +#EXDESC +ExDescKey long hunters knife~ +ExDesc This long curved blade has a slight amount of surface rust resulting from +abuse by the owner who lived outdoors. Never the less it is still a serviceable +blade that could easily turn a wound inflicted by it tainted. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 417 +Keywords ironshod quarterstaff bronzewood wood~ +Type weapon~ +Short an ironshod quarterstaff~ +Long A large ironshod quarterstaff made from bronzewood lays here.~ +WFlags take wield~ +Values 12 0 0 6 0 0 0 0 0 0 0 +Stats 5 100 -2 9999 0 None None None +#EXDESC +ExDescKey ironshod quarterstaff bronzewood wood~ +ExDesc This is only really a carved branch. What makes it into a worthy weapon is the +fact that the wood is made from a very hard wood and simple iron bands have been +welded on each end. Showing some dents and scratches from battle you judge it +could even turn aside a sword blade. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 418 +Keywords false creeper~ +Type armor~ +Short A series of vines and creeper infest the local flora~ +Long A series of vines and creeper infest the local flora.~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#EXDESC +ExDescKey creeper vines~ +ExDesc The this series of creepers looks to more than a parasite, the plants +underneath this creeper seem to be definitely dying. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 419 +Keywords heart forest~ +Type trash~ +Short The Heart of the Forest~ +Long A large knot of highly polished wood sits here, it almost seems to pulse.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey heart forest~ +ExDesc This almost appears to be only a very large and highly polished knot of wood. +Then it moves slightly. It pulses as if it has some magical connection. You can +feel a slight buzz in your hand from holding it. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 420 +Keywords deer side meat venison~ +Type food~ +Short the bloodied side of a deer~ +Long The side of a deer lays here amongst a small pool of blood~ +WFlags take~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 30 50 -2 9999 0 None None None +#EXDESC +ExDescKey deer corpse meat venison~ +ExDesc This is the bloodied remains of a once fine and beautiful animal. Now it +just looks like a very fine dinner. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 421 +Keywords mushroom pale gray~ +Type pill~ +Short a pale gray mushroom~ +Long A pale gray mushroom grows here~ +WFlags take~ +Values 36 -1 -1 -1 5 0 0 0 0 0 0 +Stats 1 200 -2 9999 0 None None None +Spells 'kindred strength' 'poison' 'NONE' +#EXDESC +ExDescKey mushroom pale gray~ +ExDesc This piece of fungi is quite large, with a large cap and a short stem it +will break apart easily in your hand if your not careful. Looking at it +carefully it seams to be a fairly uniform light gray color. Whether it is +edible is something you can only determine with magical aid. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 422 +Keywords mushroom sickly red~ +Type pill~ +Short a sickly red mushroom~ +Long A sickly red mushroom protrudes from the ground.~ +WFlags take~ +Values 20 -1 -1 -1 5 0 0 0 0 0 0 +Stats 1 200 -2 9999 0 None None None +Spells 'lethargy' 'cure critical' 'NONE' +#EXDESC +ExDescKey mushroom sickly red~ +ExDesc This small fungus definitely looks unappetizing. The blotchy reddish +sheen that covers it makes you think consumption is a very bad idea. +Even the idea of putting something such as this in your mouth makes +your gorge rise. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 423 +Keywords short battle spear~ +Type weapon~ +Short a short battle spear~ +Long A short, wide bladed spear sits here waiting for someone to use it.~ +Flags metal magic bless antievil~ +WFlags take wield~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 5 1000 -2 1 0 None None None +AffData class 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +AffData strength 1 -1 -1 0 +#EXDESC +ExDescKey short battle spear~ +ExDesc This fine weapon has sharp and wide blade at its end is metal shod for +more than half of its length. You are sure that wielded in battle it +would be a fearsome implement of destruction. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 424 +Keywords sword thick wide heavy broad~ +Type weapon~ +Short a very thick and heavy broad sword~ +Long A black iron sword the seems almost ridiculously wide and thick lays here.~ +Flags metal~ +WFlags take wield~ +Values 12 0 0 6 0 0 0 0 0 0 0 +Stats 5 700 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +AffData damroll 4 -1 -1 0 +#EXDESC +ExDescKey sword thick wide heavy broad~ +ExDesc This blade is nothing but a crude implement of destruction. Made to cleave +and batter the foes of its wielder you feel this could batter its way through +any normal armor scoring grievous wounds. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 425 +Keywords boar leg roast~ +Type food~ +Short a roasted boar leg~ +Long A leg of roasted boar sits here filling the air with the smell of cooked meat.~ +WFlags take~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 5 100 -2 9999 0 None None None +#EXDESC +ExDescKey boar leg roast~ +ExDesc The leg of a large boar this leg has been very well prepared and even cold +is a delight to the senses, both smell and taste. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 426 +Keywords large pile treasure mixed~ +Type money~ +Short a large pile of mixed treasure~ +Long A large pile of mixed treasures lays here in a rough jumble.~ +WFlags take~ +Values 3328 0 0 0 0 0 0 0 0 0 0 +Stats 30 0 -2 9999 0 None None None +#EXDESC +ExDescKey treasure pile mixed large~ +ExDesc This is a large mass of valuable and semi-valuable items, its contains +everything from nobles braclets to copper tins stolen from tinkers. +The whole mass of this is probably worth quite a bit of money and +it shows Eric is successful at his chosen profession. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 427 +Keywords quiver arrows~ +Type quiver~ +Short a quiver of arrows~ +Long A quiver has been left here.~ +WFlags take~ +Values 12 0 -1 12 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey quiver arrows~ +ExDesc A rough leather quiver, made to hold arrows for ease of use in combat. +It is thick based and the round casing has been laced together with +strips leather. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 428 +Keywords arrow~ +Type projectile~ +Short an arrow~ +Long An arrow has fallen here~ +WFlags take~ +Values 0 0 0 14 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#EXDESC +ExDescKey arrow~ +ExDesc A rough, wooden arrow with a simple steel head, this has been made +quickly by a competant fletcher for reliable use in combat, +but no time spent on making the arrow anthing more than a simple +instrument of death. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 498 +Keywords regen token~ +Type armor~ +Short (null)~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 499 +Keywords last item~ +Type armor~ +Short (null)~ +Long A token for the dryad as give an item checked seems to stuff Ovnumcarry check.~ +WFlags take~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 400 +Name Surrounded by bushes~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are amongst the foliage. Thick bushes press in from all sides +a sticky sap from the leaves of one of the kinds of bushes deposits +itself on your clothing, tinting it green. The trees here are relatively +sparse, but the thick brush itself stops most progress. +~ +#EXIT +Direction southeast~ +ToRoom 409 +Desc Back onto the path +~ +#ENDEXIT + +Reset M 414 2 400 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 401 +Name A corner of the Forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc A thickened area of the woods. You haven't traveled far off the path +and already the trees have formed a cordon around you preventing most +further travel. A large moss covered rock sits here, mostly hidden +by the underbrush. +~ +#EXIT +Direction south~ +ToRoom 409 +Desc Back onto the path +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 410 +Desc Back onto the path +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 402 +Name Inside the woods~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small corner of the forest is lined by a grove of trees forming a +symetrical wall of green and brown around you, blocking progress in +all directions except back the way you came. The grass in the centre +of the grove has grown out of the shade of the trees and looks like +an inviting place to rest. +~ +#EXIT +Direction south~ +ToRoom 410 +Desc Back onto the path +~ +#ENDEXIT + +Reset M 421 3 402 -1 -1 -1 100 +Reset O 418 1 402 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 403 +Name A small ford~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The sylvan wildness is broken here by a small stream passing through. +The trees loom just away from the bubbling water, and the sounds do +much to soothe you. This looks like a good place to rest amongst the +greens. +~ +#EXIT +Direction east~ +ToRoom 404 +Desc Along the Path +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 410 +Desc Along the Path +~ +#ENDEXIT + +Reset M 406 1 403 -1 -1 -1 100 +Reset M 405 1 403 -1 -1 -1 100 + Reset E 410 1 11 100 + Reset E 406 1 5 100 + Reset E 405 1 10 100 + Reset E 409 1 8 100 + Reset E 407 1 7 100 + Reset E 423 1 16 100 +Reset O 403 1 403 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 404 +Name Along the path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The forest continues along either side, again you notice a few patches of +brown in the mass of green. A few bushes creep near the trail itself +providing an ideal ambush site here. The trees also provide much cover +to an unsavory lurkers. +~ +#EXIT +Direction east~ +ToRoom 405 +Desc Along the Path +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 403 +Desc Along the Path +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 405 +Name Along the Forest Path~ +Sector forest~ +Flags arena~ +Stats 0 0 0 0 0 +Desc The main path turns here from, continuing west and south. The brush rises up +sharply at the sides of the trail and trees loom over even the path itself. +Many large trees also loom nearby, creating an almost solid wall +of cover on each side of the path. +~ +#EXIT +Direction south~ +ToRoom 413 +Desc Along the Path +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 404 +Desc Along the Path +~ +#ENDEXIT + +#MUDPROG +Progtype entry_prog~ +Arglist 20~ +Comlist if isnpc($n) +or isimmort($n) +or mobinroom(413)>=1 +else +mpmload 499 +if rand(33) +tell zombie1 4bandits +else +if rand(50) +tell zombie1 2bandits +else +tell zombie1 1bandits +endif +endif +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 406 +Name An underground grotto~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The sound of dripping water greets you as you enter. The slick moss +the covers the walls of this small cave looks healthy. A few small +bones line part of the caves floor. A dank smell permeates the area +from being too enclosed with some unknown substances. +~ +#EXIT +Direction southeast~ +ToRoom 415 +Desc A natural depression +~ +#ENDEXIT + +#EXDESC +ExDescKey small bones~ +ExDesc The scattered remains of a small animal or bird eaten by a small +sharp toothed carnivore. They have been here for some time and +the carpet of moss has already begun to encroach over them. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 407 +Name A small cave~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is a small natural cave. Thick hanging moss covers the walls and +ceiling and the sound of dripping water is almost constant. The slime +covered rocks of the floor offer somewhat treacherous footing. +~ +#EXIT +Direction south~ +ToRoom 415 +Desc A natural depression +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 408 +Name Inside a large tree~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small room is setup to be a home. The wood has been polished into a +sheen with the wood grain showing prominently. The furniture is all of good +quality wood construction. Although the furniture is sized for someone in +the vicinity of three feet tall. +~ +#EXIT +Direction south~ +ToRoom 416 +Desc Back onto the path +~ +Keywords tree~ +Flags isdoor closed secret~ +#ENDEXIT + +Reset D 408 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 409 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path continues along here through the sylvan forest. Thick +brush gives way in many directions. The sky is visible as a long +band through the middle of the path, here it seems to wind its +way like a river in the air. +~ +#EXIT +Direction north~ +ToRoom 401 +Desc Into the trees +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 410 +Desc Along the path +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 400 +Desc Thick shrouded undergrowth +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 416 +Desc Along the path +~ +#ENDEXIT + +Reset M 416 1 409 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 410 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path continues along here through the sylvan forest. Thick +brush gives way in many directions. The sky is visible as a long +band through the middle of the path, here it seems to wind its +way like a river in the air. +~ +#EXIT +Direction north~ +ToRoom 402 +Desc Into the forest +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 418 +Desc Thick brush amongst the trees +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 409 +Desc Along the path +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 403 +Desc Along the path +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 401 +Desc Into the forest +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 411 +Name Larger trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This part of the forest is definitely old growth. The huge trees loom overhead +and their distance apart is quite large. The floor is littered with the +remains of trees which fell, branches, leaves and other debris from from +the forest. A pungent smell come from something nearby. +~ +#EXIT +Direction east~ +ToRoom 412 +Desc Among larger trees +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 419 +Desc Among larger trees +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 448 +Desc Up the large tree +~ +#ENDEXIT + +Reset M 418 1 411 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 412 +Name Larger trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This area of the forest contains larger trees than the rest you have seen, +here the tree cover is almost complete and the undercover is sparse. +A few mottled steams of moss climb the trees to near the canopy. +~ +#EXIT +Direction west~ +ToRoom 411 +Desc Among the larger trees +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 419 +Desc Among the larger trees +~ +#ENDEXIT + +Reset M 417 4 412 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 413 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path continues along through the forest. Directly alongside the trail +brush grows almost five feet tall in places and the trees long high overhead. +There are a few patches of brown amongst the strong greens but they remain +sparse. +~ +#EXIT +Direction north~ +ToRoom 405 +Desc Along the path +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 420 +Desc Along the path +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 414 +Name A forested gully~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This lightly wooded area, contains a few moss covered rocks and small +shrubs. The area exudes peace, tranquillity and being one with nature. +The ground gently slopes down towards the west. +~ +#EXIT +Direction east~ +ToRoom 415 +Desc Down to a hollow depression +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 422 +Desc Back onto the path +~ +#ENDEXIT + +Reset M 417 4 414 -1 -1 -1 100 +#MUDPROG +Progtype entry_prog~ +Arglist 6~ +Comlist mpecho A bird song is heard faintly from the east. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 415 +Name A hollow depression~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The ground has sloped down into a depression, a rough rock wall juts +from the earth. The ground has large amounts of covering low +shrubs and creepers that could conceal almost any amount of small +creatures. +~ +#EXIT +Direction north~ +ToRoom 407 +Desc Into a small cave +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 414 +Desc The gully +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 406 +Desc A grotto +~ +#ENDEXIT + +#MUDPROG +Progtype entry_prog~ +Arglist 6~ +Comlist mpecho Something scuttles through the creepers. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 416 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path here enters a small glade. The trees that are scattered +around the edges of the path are all old and large, stunting the +growth of other plants with their canopy. A carpet of soft +grass spreads out before you for a short distance before reaching +the edge of the trees. +~ +#EXIT +Direction north~ +ToRoom 408 +Desc Inside a tree +~ +Keywords tree~ +Flags isdoor closed secret nopassdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 417 +Desc Along the path +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 409 +Desc Further along the path +~ +#ENDEXIT + +Reset O 418 1 416 -1 -1 -1 100 +Reset D 416 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 417 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This area has show some use of late, a few of the bushes alongside the trail +proper have been ripped from the ground. Also a few of the huge trees in the +area show signs of abuse and have brown blotches amongst them. +~ +#EXIT +Direction east~ +ToRoom 418 +Desc An overgrown area +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 416 +Desc Along the trade route +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 424 +Desc Along the path +~ +#ENDEXIT + +Reset M 420 2 417 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 418 +Name Deep in the bushes~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Standing deep in the bushes you can barely see patches of the ground. +Forcing your way deeper, you hear the sounds of bushes moving around +you. You stop, but the sounds don't. +~ +#EXIT +Direction north~ +ToRoom 410 +Desc Back to the path +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 417 +Desc To the path +~ +#ENDEXIT + +Reset O 402 1 418 -1 -1 -1 100 +#MUDPROG +Progtype entry_prog~ +Arglist 66~ +Comlist if isnpc($n) +or isimmort($n) +or mobinroom(408)>=1 +else +mpmload 499 +tell zombie1 bander1 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 419 +Name Amongst the forest~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You have entered an area where the trees are slightly larger. +This simply means that the trees now loom right out of sight +amongst the mass of foliage. The brush is a little lighter +maybe because of the lack of natural light down here. +~ +#EXIT +Direction north~ +ToRoom 411 +Desc Large trees +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 420 +Desc Back to the path +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 412 +Desc Into the forest +~ +#ENDEXIT + +Reset O 418 1 419 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 420 +Name A corner in the forest path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The wide forest trail takes a sharp corner here around a large, thick stand +of bushes. The vegetation is thick on either side of the trail. +The sylvan vegitation is a healthy green which fills your soul with +soothing feelings of harmony, or maybe there is just something in the +air. +~ +#EXIT +Direction east~ +ToRoom 421 +Desc Into the woods +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 419 +Desc Along the route +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 413 +Desc Along the trade path +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 421 +Name Along the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Proceeding along the wide path, apparently not many wagons have traveled +this track recently. Patches of green already attempt to regain the path +in the name of the woods. +~ +#EXIT +Direction east~ +ToRoom 422 +Desc The trade path +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 420 +Desc The trade path +~ +#ENDEXIT + +Reset M 421 1 421 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 422 +Name Along start of the Forest Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc >From here you can still see the signs of gnomish habitation to the east. The +main path continues wide and strong through east to west. A small trail, not +much more than a game trail heads south from here. The trees rise up above you +blocking any sign of the sky. +~ +#EXIT +Direction north~ +ToRoom 414 +Desc Down a slope +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 423 +Desc Towards the forest exit +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 430 +Desc Down the ill-used path +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 421 +Desc Along the main trail +~ +#ENDEXIT + +Reset M 401 1 422 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 423 +Name East end of the Forest Path~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This is the entrance to a patch of the forest. A sign has been plunged +into the earth here, providing some type of warning. Thick brush hems you +onto the path in most places. +~ +#EXIT +Direction east~ +ToRoom 1501 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 422 +Desc Along the wide path. +~ +#ENDEXIT + +#EXDESC +ExDescKey sign~ +ExDesc By decree of the Gnome Council of Leaders, the old trade path, commonly +known as the Forest Path, is declared an unsafe area. It is outside +the protection of the Gnome Guards, enter at your own risk. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 424 +Name West end of the Forest Path~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Stopping at the entrance to the forest, the trees and undergrowth go up +like a wall before you. A sign has been hammered into the ground here, +obviously providing some information for those who wish to travel the +depths of the forest. A path wide enough for a small wagon proceeds +into the sylvan gloom. +~ +#EXIT +Direction east~ +ToRoom 425 +Desc Into the forest. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 21119 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 417 +Desc Along the path. +~ +#ENDEXIT + +#EXDESC +ExDescKey sign~ +ExDesc By decree of the Lords of Darkhaven, the old trade path, commonly +known as the Forest Path, is declared an unsafe area. It is outside +the protection of the City of Darkhaven, enter at your own risk. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 425 +Name Amongst the trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc A small creek passes through here not that far from the trade route. +Were the route a true long distance path and not a simple short cut for +trades this idyllic watering hole would have seen more use. +~ +#EXIT +Direction south~ +ToRoom 433 +Desc Onto a slope +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 424 +Desc Back to start of the path +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 432 +Desc Following the creek through the bushes +~ +#ENDEXIT + +Reset M 400 1 425 -1 -1 -1 100 +Reset M 421 2 425 -1 -1 -1 100 +Reset O 402 1 425 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 426 +Name Along a slope~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Standing on the north west corner of the slope with trees surrounding you +invokes a feeling of peace and nature, to the east, you can now see a huge +tree raising above the forest. +~ +#EXIT +Direction east~ +ToRoom 427 +Desc To the huge tree +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 434 +Desc Up on top of the hill +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 433 +Desc Bottom of the hill +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 427 +Name A massive tree~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Standing before you is an embodiment of the power of nature. This +tree is so large that the curve in the trunk seems almost flat. +Great funnels of moss and lichen run in strands along and up the +trunk. This is one of the oldest living things in the world. +Standing as you are on the south side of the trunk you can see the +slope of the hill curving around to the east and west. +~ +#EXIT +Direction south~ +ToRoom 435 +Desc On top of the hill +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 426 +Desc Along the slope +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 453 +Desc Down into the roots +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 436 +Desc At the base of the hill +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 428 +Name End of the faint path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The trees seem to move in and get closer and the underbrush covers the ground. +The faint path comes to an end here. It disappears completely amongst +the underbrush. A row of broad leaved bushes stands along the path, then +helps to obscure it. +~ +#EXIT +Direction east~ +ToRoom 429 +Desc Back along the faint trail +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 436 +Desc Onto a slope +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 437 +Desc Into the trees +~ +#ENDEXIT + +Reset M 420 1 428 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 429 +Name Along the faint path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path along this tranquil area of the forest is almost non-existent. +Trees and bushes crowd along the sides of the trail. +~ +#EXIT +Direction west~ +ToRoom 428 +Desc Along the faint trail +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 438 +Desc On the path +~ +#ENDEXIT + +Reset O 418 1 429 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 430 +Name Along the faint path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are just south of the main path, the faint path you traverse quickly +decreases from the main trade route into a disused game trail. Green +foliage quickly rises close on either side of you. +~ +#EXIT +Direction north~ +ToRoom 422 +Desc The main trail +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 431 +Desc Into the vegetation +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 439 +Desc Along the trail +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 431 +Name In among the trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The trees stand like sentinels around you. Heavy creepers try to choke the +life from these sentinels in the natural fight for survival. Patches of +brown are quite prevelant in amongst the green. +~ +#EXIT +Direction south~ +ToRoom 439 +Desc Back to the trail +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 430 +Desc A small game trail +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 432 +Name In among the trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The brush here is thick, showing that nothing of any real size has passed +here. The trees project upwards into the almost seamless canopy. Moss +and creepers grow here with great profusion in the damp conditions. +~ +#EXIT +Direction east~ +ToRoom 433 +Desc The base of the hill +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 440 +Desc A small clearing +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 425 +Desc Following the creek +~ +#ENDEXIT + +Reset O 402 1 432 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 433 +Name Bottom of the hill~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The trees rise in a gentle slope to the east. The canopy above seems never +to loose its almost seamless hold on the sight of the sky, the underbrush +here suffers as a result, making passage somewhat easy. +~ +#EXIT +Direction north~ +ToRoom 425 +Desc Into the forest +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 441 +Desc Trees +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 432 +Desc Among the bushes +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 426 +Desc The northern slope +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 442 +Desc The southern slope +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 434 +Name West side of the hill~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here at the top of the hill you can get part of an overview of the forest, but +only part. The canopy is still fairly complete. This area is fairly flat +and bare of shrubbery, leaving a long bladed grass to cower the ground. +~ +#EXIT +Direction north~ +ToRoom 426 +Desc Down the slope +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 435 +Desc Across to the east side of the hill +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 442 +Desc Down the slope +~ +#ENDEXIT + +Reset M 415 1 434 -1 -1 -1 100 +Reset O 418 1 434 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 435 +Name East side of the hill~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here at the top of the hill you can get part of an overview of the forest, but +only part. The canopy is still fairly complete. Very noticeable to the north +is a massive tree rising far above its fellows. +~ +#EXIT +Direction north~ +ToRoom 427 +Desc Down to the huge tree +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 443 +Desc Down the slope +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 434 +Desc Across to the west side of the hill +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 436 +Name Bottom of the hill~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here at the bottom of the hill you see the canopy arching up and across to the +west. The foliage blocks path directly up the hill, but you can make passage +to the southern slope. Upon the northern slope stands one of the greatest trees +you have every laid eyes upon. +~ +#EXIT +Direction north~ +ToRoom 428 +Desc Into the foliage +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 437 +Desc Among the woods +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 427 +Desc To the great tree +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 443 +Desc Along the southern slope +~ +#ENDEXIT + +Reset M 402 1 436 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 437 +Name In the forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Admiring you sylvan surroundings you look around through the trees +and shrubs you realize that almost any creature could sneak up on +you in this situation. +~ +#EXIT +Direction west~ +ToRoom 436 +Desc Through the forest. +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 428 +Desc An faint path. +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 446 +Desc Deep in the forest. +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 444 +Desc Further into the trees. +~ +#ENDEXIT + +Reset M 417 1 437 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 438 +Name Along the faint path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Shoving the aside light underbrush is needed to follow this trail. The +smell of broken plants assails your nose. The mass of vegetation continues +to loom up and around you, seemingly continuing forever. +~ +#EXIT +Direction east~ +ToRoom 439 +Desc The faint trail +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 429 +Desc The narrow path +~ +#ENDEXIT + +#EXIT +Direction southeast~ +ToRoom 447 +Desc A small glade +~ +#ENDEXIT + +Reset M 419 2 438 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 439 +Name Along the faint path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The forest here seems a little greener. Although most of the rest of the +forest seems healthy this place along the faint path seems even more healthy +and abundant. The path itself is almost less than a game trail now. +~ +#EXIT +Direction north~ +ToRoom 431 +Desc Into the forest +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 447 +Desc A small glade +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 438 +Desc Along the trail +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 430 +Desc The faint path +~ +#ENDEXIT + +Reset O 418 1 439 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 440 +Name A small clearing~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small clearing is heavily shielded by the surrounding bushes. Judging +by the amount of tracks, the smell of dank fur and occasional bones this +is the lair of at least one carnivore. The bushes themselves are thick +with leaves, some of which are mottled. +~ +#EXIT +Direction north~ +ToRoom 432 +Desc A creek amongst the vegetation +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 441 +Desc Amongst the forest +~ +#ENDEXIT + +Reset M 403 1 440 -1 -1 -1 100 +Reset M 404 1 440 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 441 +Name In the forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The trees grow thick slowing progress down to a crawl. Few bushes +grow here as the sun has difficulty reaching down into here. There +is a faint smell of decay here as decomposed vegetation covers the +forest floor and a few pieces of fungi are growing around. +The smell seems to be stronger the closer you get to a hole in the +ground. You might think twice before going down there. +~ +#EXIT +Direction north~ +ToRoom 433 +Desc The base of the slope +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 440 +Desc A small clearing +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 469 +#ENDEXIT + +Reset M 417 4 441 -1 -1 -1 100 +Reset O 421 1 441 -1 -1 -1 100 +Reset O 422 1 441 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 442 +Name Along the forested slope~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The forest continues unabated along the slope here, travel to the south +is blocked by the dense vegetation, but the hill itself is passable. To +the north and east you can see a massive tree rising far above the rest of +the forest. +~ +#EXIT +Direction north~ +ToRoom 434 +Desc The top of the hill +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 443 +Desc Along the base of the slope +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 433 +Desc Along the base of the slope +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 443 +Name On the slope~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The slope continues along here, the brush confines your progress along +the south. The top of the hill stops your view to the north. Trees +gather in clumps here almost as if purposely planted as such. +~ +#EXIT +Direction north~ +ToRoom 435 +Desc Up to the top of the hill +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 442 +Desc Along the slope +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 436 +Desc Down to the bottom of the hill +~ +#ENDEXIT + +Reset M 414 2 443 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 444 +Name Amongst the trees~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Wading deep through the underbrush, moving the smaller trees and +going around the larger trees. All manner of leaves and twigs stick to +your clothing as you press forth. +~ +#EXIT +Direction east~ +ToRoom 445 +Desc A sylvan glade. +~ +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 437 +Desc Deep in the forest. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 445 +Name A small glade~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The simplicity of this glade exudes an almost magical aura of peace +and harmony, even your most aggressive urges are suppressed in this +place. The vegetation seems to be in the epitome of life and vitality. +~ +#EXIT +Direction east~ +ToRoom 446 +Desc Into the forest +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 444 +Desc Into the woods +~ +#ENDEXIT + +#MUDPROG +Progtype speech_prog~ +Arglist semlina~ +Comlist mpmload 499 +tell zombie1 dryad1943 +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 446 +Name In the forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc The forest here seems greener and more alive. Any unhealthy spots you +have seen elsewhere are banished from you mind. All the plants and +trees seem almost cared for, but wilder at the same time. +~ +#EXIT +Direction west~ +ToRoom 445 +Desc A sylvan glade +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 437 +Desc Into the forest +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 447 +Name A small camp~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small clearing seems to be two things at once. An idyllic sylvan glade +mixes perfectly with a small encampment. A moss-covered log seems to have +become a seat and a tiny fire burns in the middle of the opening, far from +threatening any of the vegetation. +~ +#EXIT +Direction north~ +ToRoom 439 +Desc Back to the path +~ +#ENDEXIT + +#EXIT +Direction northwest~ +ToRoom 438 +Desc Onto the trail +~ +#ENDEXIT + +Reset M 407 1 447 -1 -1 -1 100 + Reset E 417 1 16 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 +#ENDROOM + +#ROOM +Vnum 448 +Name Half way up a tree~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You have ascended half way up the massive tree, a little foliage is here +to grab a hold of and some depressions in the tree allow you to stop your +ascent here for a rest. You view is mostly stopped by the dense leaves of +this and surrounding trees. +~ +#EXIT +Direction up~ +ToRoom 451 +Desc Up onto a small platform +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 411 +Desc Back down to the forest floor +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 449 +Name The top of the tree~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Having managed to get to the top of this massive tree you now reap the +benefits. A breathtaking view is spread around you. The carpet of the +forest is almost complete around you as you sit in the tall clump of trees. +Off to the south you notice a hill, indicated by the gentle rise of the tree +tops in that area. Standing out predominately, just before the hill is a +huge tree, such as that the rest of the forest looks like saplings. +~ +#EXIT +Direction down~ +ToRoom 451 +Desc Down to the platform +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 450 +Name Out on the limb~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand out over the forest floor, any further progress is unattainable +simply because the limb you are on becomes too thin. The ground seems a +long way making a fall inadvisable. There is the remains of a large +nest here, its state of decay suggest it has not been used for some time. +~ +#EXIT +Direction east~ +ToRoom 451 +Desc Back to the platform +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 451 +Name A platform nestled in the tree~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This platform seems to be made out of the tree itself, some nature magic +has shaped it into a usable structure. It is large enough for a small +group of people to rest and shelter away from the dangers of the forest +below. Looking down you see that the surrounding foliage provides +almost perfect cover to anyone below and the smell of the forest wafts +gently past you encouraging you to rest in this seemingly safe, haven. +~ +#EXIT +Direction east~ +ToRoom 452 +Desc A small cavity in the tree +~ +Keywords bark~ +Flags isdoor closed secret nopassdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 450 +Desc Out on a limb +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 449 +Desc Further up the tree +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 448 +Desc Starting back down the tree +~ +#ENDEXIT + +Reset D 451 1 1 100 -2 +#MUDPROG +Progtype entry_prog~ +Arglist 25~ +Comlist if race($n) == elf +mea $n Your knowledge of these platforms tells you that there should be +mea $n a cache here, maybe behind a bark wall. +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 452 +Name Inside the hollow~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This small cubby in the tree is a seemingly natural space hidden into the +tree itself with a hidden opening stopping easy location of this place. +The trees inside surface is a smooth, almost polished finish, the +wood grain and swirls makes entrancing patterns around you. +~ +#EXIT +Direction west~ +ToRoom 451 +Desc Back onto the platform +~ +Keywords bark~ +Flags isdoor closed secret~ +#ENDEXIT + +Reset O 411 1 452 -1 -1 -1 100 +Reset D 452 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 453 +Name A pit amongst the roots~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc You have descended deep into a natural crevasse in the roots. This pit is +fairly large and has been smoothed down by the passage of water and +animals as a few bones lay on the bottom. Perhaps some poor beasts have +fallen to their doom here. +~ +#EXIT +Direction south~ +ToRoom 457 +Desc In among the roots +~ +Keywords bones ~ +Flags isdoor closed secret nopassdoor~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 427 +Desc Up to the base of tree +~ +#ENDEXIT + +Reset D 453 2 1 100 -2 +#EXDESC +ExDescKey bones bone~ +ExDesc The bones are of perhaps a wolf or some other canine. You can really +identify as the bones have worn into the dirt and are bleached of all +flesh. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 454 +Name The end of the feast hall~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This enlarged area of the root tunnels has a soot lined roof, showing that +the cooking utensils that lay here are used. The stench of smoke and soot +further brings this feeling home. +~ +#EXIT +Direction south~ +ToRoom 458 +#ENDEXIT + +Reset O 425 1 454 -1 -1 -1 100 +#EXDESC +ExDescKey utensils cooking~ +ExDesc A few large pots, a much beaten kettle and some malformed spoons and +ladles make up the cooks equipment here. As elsewhere in here everything +is of differing quality, with the bandits using what they find +thats is useful but not valuable enough to fence for some quick +profit. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 455 +Name Heart of the tree~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This a very small and cramped crack in the center of the tree. Deeper inside +through the split caused by the damage to the great trees roots is a small +open section about two feet around. +~ +#EXIT +Direction east~ +ToRoom 456 +Desc Erics treasure room. +~ +Keywords branch ~ +Flags isdoor closed secret~ +#ENDEXIT + +Reset O 419 1 455 -1 -1 -1 100 +Reset D 455 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 456 +Name A hidden room~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This room seems to be used for storage. A lining of roots and dirt have provided +a stable roof and wall, along the east wall a rough hession blanket has been attached +to the wall, obviously to prevent anything falling upon the bench along that wall. +On the been are several items that gleam with the luster of precious metals and gems. +~ +#EXIT +Direction south~ +ToRoom 460 +Desc Eric's bedroom. +~ +Keywords board~ +Flags isdoor closed secret~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 455 +Desc A narrow crack in the trees heart +~ +Keywords branch ~ +Flags isdoor closed secret nopassdoor~ +#ENDEXIT + +Reset O 426 1 456 -1 -1 -1 100 +Reset D 456 2 1 100 -2 +Reset D 456 3 1 100 -2 +#EXDESC +ExDescKey hession blanket~ +ExDesc The large coarse weave blanket seems to have been attached to the wall with large +iron nails sticking into the thick roots. A quick look behind the covering +reveals only more wall. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 457 +Name A root lined tunnel~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A small narrow passage further under the tree. With the natural substance along +roof, floor and walls only the relatively flat floor gives away the fact that +this passage sees use. +~ +#EXIT +Direction north~ +ToRoom 453 +Desc Bottom of the pit +~ +Keywords bones ~ +Flags isdoor secret~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 461 +Desc An enlargement of the passage +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 458 +Name The feast hall~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc The largest room you have seen here under the tree, the roots almost seem +to have been cut back too savagely. The safety of the room does not seem +to be too bad as the purpose of this room seems to be to provide the bandit +group a place to eat their meals. A large table and simple benches provide +seating and the plain silver and steel cutlery and plates you feel must have +been stolen. +~ +#EXIT +Direction north~ +ToRoom 454 +Desc A rough kitchen +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 462 +Desc The armory +~ +#ENDEXIT + +Reset M 423 5 458 -1 -1 -1 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 413 1 5 100 + Reset E 416 1 16 100 + Reset E 415 1 8 100 +Reset M 423 5 458 -1 -1 -1 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 413 1 5 100 + Reset E 415 1 8 100 + Reset E 416 1 16 100 +#EXDESC +ExDescKey silver steel cutlery plates~ +ExDesc All of the eating utensils are now showing the signs of heavy and +abusive use. Even though some of them were quite fine and +expensive items, harsh use has devalued all of the items to +next to nothing. Perhaps with the lack of merchants travelling +through the bandit group is starting to feel a degrading lifestyle. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 459 +Name Fnords Room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This rooms walls are lined with cured deer hides. Even the roof is covered +by a canvas covering, perhaps the owner of room does not like being underground. +The floor is covered by a series of thick fur pelts, they would be worth money +except for the fact they are dirty, stained and damaged. The plush bed seems +out of place in the surroundings, perhaps it fell of the back of a cart. +~ +#EXIT +Direction south~ +ToRoom 463 +Desc The root lined hallway +~ +#ENDEXIT + +Reset M 411 1 459 -1 -1 -1 100 + Reset E 416 1 16 100 + Reset E 416 1 18 100 + Reset E 404 1 6 100 + Reset E 412 1 7 100 + Reset E 413 1 5 100 + Reset E 414 1 10 100 + Reset E 415 1 8 100 +#ENDROOM + +#ROOM +Vnum 460 +Name Erics Room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc The most fancy room in the place this is obviously the leaders quarters. +Someone has even gone to the trouble of nailing wooden boards to all sides +of the room, thus this appears to be any normal room. Well any normal room +without any windows and a musty dirt smell pervading it. A few pieces of +fine furniture are in place, including a bed, dresser and a couple of fine +chairs. +~ +#EXIT +Direction north~ +ToRoom 456 +Desc A hidden room +~ +Keywords board~ +Flags isdoor closed secret~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 464 +Desc The root lined hall +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +Reset M 409 1 460 -1 -1 -1 100 + Reset E 415 1 8 100 + Reset E 414 1 10 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 424 1 16 100 +Reset D 460 0 1 100 -2 +Reset D 460 2 1 100 -2 +#EXDESC +ExDescKey board wall wood~ +ExDesc A cursory look over the room shows that boards from many sourses +have been tacked here to make the walls. There is a general mottled +effect caused by the very different grains and sizes of boards used. +Little furniture is directly against the walls, perhaps for safety. +A quick search of the rough walls reveals that one large board in +the north wall is actually a hidden door. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 461 +Name The guard room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A simple utility is filled by this room. This is a guardroom, the occupants +will try their best to stop any unwelcome intruders from passing any further. +When the guards are not fighting invaders to the death they are playing some +simple game of cards on the table here. +~ +#EXIT +Direction north~ +ToRoom 457 +Desc A narrow tunnel +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 462 +Desc A room under the tree +~ +#ENDEXIT + +Reset M 423 13 461 -1 -1 -1 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 413 1 5 100 + Reset E 415 1 8 100 + Reset E 417 1 16 100 +Reset M 423 13 461 -1 -1 -1 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 413 1 5 100 + Reset E 415 1 8 100 + Reset E 416 1 16 100 +Reset M 423 13 461 -1 -1 -1 100 + Reset E 412 1 7 100 + Reset E 413 1 5 100 + Reset E 415 1 8 100 + Reset E 400 1 16 100 + Reset E 414 1 10 100 +Reset M 423 13 461 -1 -1 -1 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 413 1 5 100 + Reset E 415 1 8 100 + Reset E 417 1 16 100 +Reset M 423 13 461 -1 -1 -1 100 + Reset G 414 1 100 + Reset G 412 1 100 + Reset G 413 1 100 + Reset G 415 1 100 + Reset G 416 1 100 +#EXDESC +ExDescKey table cards~ +ExDesc Redit the table looks to be of very strong and thick construction +perhaps the inhabitants use the table as a makeshift barricade +when they are attacked. The set of cards upon the table show +some heavy use and there are multiple layers of grime pressed +into each of them. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 462 +Name The armory~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A large cross roads type room with many apparent exits, this place serves +as a storage place for weapons and armor while not in use. Bare roots and +dirt make up the construction of this room. The roots of the roof have been +cut back to allow an increase in the overall height of the room. +~ +#EXIT +Direction north~ +ToRoom 458 +Desc A large long room. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 463 +Desc A hallway. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 466 +Desc A room filled with chairs and tables. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 461 +Desc The guard room. +~ +#ENDEXIT + +#EXIT +Direction southwest~ +ToRoom 465 +Desc A very large room. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 463 +Name A musty hallway~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A large hallway, the dirt making the floor, roof and walls is lined with +roots of all shapes and sizes. The hallway is almost circular in shape +suggesting a mostly natural origin, although the floor is flattened down +to an almost smooth surface by the passage of booted feet. +~ +#EXIT +Direction north~ +ToRoom 459 +Desc A bedroom +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 464 +Desc The end of the hallway +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 467 +Desc A large room +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 462 +Desc The armory +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 464 +Name End of the hallway~ +Sector city~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc The roof rapidly descends meeting the floor, roots are almost solid +over head. Roots have been torn away to the north and south and +now doors stand in holes. +~ +#EXIT +Direction north~ +ToRoom 460 +Desc A large bedroom. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 468 +Desc A small cozy room. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 463 +Desc Along the hallway. +~ +#ENDEXIT + +Reset D 464 0 1 100 -2 +Reset D 464 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 465 +Name Common room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A very large root lined room, rough boards make up the floor. Most of +the area is filled with numerous bunks and pallets. Many people seem +to use this place as sleeping room as the combined smell of many unwashed +bodies combines into an almost palpable aura. +~ +#EXIT +Direction northeast~ +ToRoom 462 +Desc The armory +~ +#ENDEXIT + +Reset M 423 8 465 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 415 1 8 100 + Reset E 417 1 16 100 +Reset M 423 8 465 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 415 1 8 100 + Reset E 416 1 16 100 +Reset M 423 8 465 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 415 1 8 100 + Reset E 400 1 16 100 +#EXDESC +ExDescKey bunk pallet~ +ExDesc You do not approach the either the bunks or the pallets as the +smell is not good, and their appearance is worse. All are stained +to some degree and you swear that something moves in at least +some of them proclaiming pestial infestation. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 466 +Name Game room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A rest room for the troops. A few tables stand with cards and dice +upon them. A target board with several knives sticking from it has been +hung upon the wall and the room is finished off by the smells of stale +beer and spilled wine. +~ +#EXIT +Direction north~ +ToRoom 462 +Desc The armory +~ +#ENDEXIT + +Reset M 423 3 466 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 415 1 8 100 + Reset E 417 1 16 100 +Reset M 423 3 466 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 415 1 8 100 + Reset E 416 1 16 100 +Reset M 423 3 466 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 414 1 10 100 + Reset E 412 1 7 100 + Reset E 415 1 8 100 + Reset E 400 1 16 100 +#EXDESC +ExDescKey table cards dice~ +ExDesc The tables are fairly primitive wood construction, maybe the kind +that a peasant would use. They are all fairly stained with pools +and residue of various types of spilled alcohol. The cards +and dice are of a poor quality and some of the cards sport +rather large stains making gaming against those who know +the splotches on the back of the cards inadvisable. +The dice look as they are made from somethings bone. +~ +#ENDEXDESC + +#EXDESC +ExDescKey target~ +ExDesc The target is a large fairly circular tree cross-section. With +prominent bands in its ring variation. Apparently these are use for +scoring the game. The whole front of the target is a mass of wood +pulp from being repeatedly hit by knives and daggers. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 467 +Name Ogres room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc The owner of this room goes for the simple things in life. A large +plain pallet serves as a simple bed, a piece of cut off wood is a stool. +An old barrel seems be a simple table. +~ +#EXIT +Direction north~ +ToRoom 463 +Desc The hallway. +~ +#ENDEXIT + +Reset M 412 1 467 -1 -1 -1 100 + Reset E 408 1 16 100 + Reset G 416 1 100 + Reset G 400 1 100 + Reset E 412 1 7 100 + Reset E 415 1 8 100 +#EXDESC +ExDescKey barrel table~ +ExDesc The ball come table is very basic and only contains an empty +beer mug. Tapping on the barrel itself sounds like it is hollow +and probably contains nothing. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 468 +Name Lucellias room~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A fair simple room, the owner doesn't seem to that worried with emphereal things +in life. The basic simplicity of the bed, closet and table makes you wonder why +the occupant has taken up the life of a bandit. Even the bare roots and dirt that +make up this underground complex are not covered. +~ +#EXIT +Direction north~ +ToRoom 464 +Desc The root lined hallway. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +Reset M 410 1 468 -1 -1 -1 100 + Reset E 415 1 8 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 404 1 6 100 + Reset E 400 1 16 100 + Reset E 401 1 14 100 + Reset E 401 1 15 100 +Reset D 468 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 469 +Name Into the cave~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 +Desc The stench is almost overpowering now as you go further into the cave. +Pieces of rotting flesh and decaying bone are strewn about the ground. +Something really disgusting must live down here. There are scratches +on the wall. +~ +#EXIT +Direction south~ +ToRoom 251 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 441 +#ENDEXIT + +#EXDESC +ExDescKey scratches~ +ExDesc Long grooves have been cut into the rock here. It had to take something +powerful to make these marks. Whatever lives down here probably does +not want to be disturbed. Make sure you're up to the challenge before +you go any further. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 470 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 +#ENDROOM + +#ROOM +Vnum 497 +Name The mob closet~ +Sector city~ +Flags nomob nosummon noastral~ +Stats 0 0 0 0 0 +Desc This room stores the bandits that go to different places to +ambush the player characters. This is so MpMload isn't used and +creating an infinite supply of them. +~ +Reset M 422 1 497 -1 -1 -1 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 400 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 416 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 400 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 400 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 400 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 400 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 416 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 417 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 415 1 8 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 416 1 16 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 417 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 416 1 16 100 + Reset E 415 1 8 100 +Reset M 413 12 497 -1 -1 -1 100 + Reset E 413 1 5 100 + Reset E 412 1 7 100 + Reset E 414 1 10 100 + Reset E 417 1 16 100 + Reset E 415 1 8 100 +Reset M 408 1 497 -1 -1 -1 100 +#MUDPROG +Progtype speech_prog~ +Arglist bandit~ +Comlist if mobinroom(413)>=1 +mptrans outdoor 405 +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist bandersnatch~ +Comlist if mobinroom(408)>=1 +mptrans bandersnatch 418 +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist dryad~ +Comlist if mobinroom(422)>=1 +mptrans dryad 445 +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 498 +Name Trash Room~ +Sector city~ +Flags nomob nosummon noastral~ +Stats 0 0 0 0 0 +Desc Purges mobs that so that purge self isn't needed. +~ +#MUDPROG +Progtype rand_prog~ +Arglist 33~ +Comlist mppurge +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 499 +Name Last Room~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc An Information room for Immortals. +Examine the following: +"Plots" for an overview of the plots. +"Area" for general information. +"Info" for Placement and integration into the world. +~ +#EXDESC +ExDescKey Info~ +ExDesc Make sure mobs 400,401 and 402 have mpinvis settings correct +for what your level your mud goes to, players should never +see them. +In Black Aria is is place from the start of the gnomes +Shattered Refuge(Vnum 1501) to the south east corner of +the trail around Darkhaven (Vnum 21119). +~ +#ENDEXDESC + +#EXDESC +ExDescKey area~ +ExDesc Originally from Black Aria: + + aria.tander.com 4000 + +Okay here is my second area. This Area represents more of a +'realistic fantasy' rather than an 'epic fantasy' setting. + +This area is a path to go from one area to another, but is a +bit too dangerous to probably be considered a linkage area. + +Note that some of the mobs have Rand_progs for them attacking +rather than being outright aggressive, both to suprise +experienced players and give newbies more a chance to +determine combat. +~ +#ENDEXDESC + +#EXDESC +ExDescKey plot plots~ +ExDesc This represents an old trade route, made unusable by the +Bandit Eric and his group. + +Along the main path the players meet the Knight Theggory. +He tells of seeking a druid. +The Druid tells of needing to help the forest as it isn't as +healthy as it seems, so he seeks the guardian of the forest a +dryad. +The Dryad says that she has been driven from her tree by +humans, she needs the Heart of the Tree to regain her home. +The Tree is the base Erics Band and entry is hard to find +without talking to the Dryad, deep in the tree is the +heart for which the dryad will reward the return of. +~ +#ENDEXDESC + +#ENDROOM + +#ENDAREA diff --git a/data/realm/galaxy.are b/data/realm/galaxy.are new file mode 100644 index 0000000..381d577 --- /dev/null +++ b/data/realm/galaxy.are @@ -0,0 +1,2743 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Galaxy~ +Author Doctor~ +Vnums 9301 9371 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 20 30 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 9301 +Keywords poor mudder~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_thief~ +Short a poor mudder~ +Long A poor mudder, lost in this place. +~ +Desc You will become him if you are not careful. +~ +Nattacks 0.000000 +Stats1 0 100 0 0 0 0 +Stats2 4 21 8 20 1 6 3 +Speaking common~ +Actflags npc scavenger stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9302 +Keywords star~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a beautiful star~ +Long A beautiful white star smiles at you. +~ +Desc You can't tell what the star looks like, she is too bright! +~ +Nattacks 0.000000 +Stats1 500 500 0 0 0 0 +Stats2 8 21 4 80 2 3 3 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9303 +Keywords nebula young~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a young nebula~ +Long A young nebula, waiting to become a star. +~ +Desc It hasn't got a definite shape, it is just a cloud of mist. +~ +Nattacks 0.000000 +Stats1 200 1000 0 0 0 0 +Stats2 10 21 2 240 2 4 4 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9304 +Keywords comet speedy~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a speedy comet~ +Long A speedy comet is waiting to crush your head in. +~ +Desc You see the offspring of Halley's comet, here just to wipe everything out. +~ +Nattacks 0.000000 +Stats1 -500 1500 0 0 0 0 +Stats2 10 21 2 160 2 6 4 +Speaking common~ +Actflags npc scavenger aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9305 +Keywords red supergiant~ +Race human~ +Class Warrior~ +Gender male~ +Position sleeping~ +DefPos sleeping~ +Short a red supergiant~ +Long An enormous, red supergiant is forced to protect the galaxy. +~ +Desc You notice the giant is not as tough as his name sounds ... +Still he can be very powerful. +~ +Nattacks 0.000000 +Stats1 0 2000 0 0 0 0 +Stats2 15 21 6 200 6 3 2 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 9306 +Keywords white dwarf~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a white dwarf~ +Long A tiny white dwarf is trying to sneak away from duty. +~ +Desc Like the red giant, he is also appointed to stand guard for the galaxy. +But somehow he manages to escape. Though tiny, it can take a lot of hits! +~ +Nattacks 0.000000 +Stats1 0 2000 0 0 0 0 +Stats2 15 21 3 280 4 2 10 +Speaking common~ +Actflags npc scavenger stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9307 +Keywords horsehead nebula~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Short a horsehead nebula~ +Long A huge nebula is here, resembling a horsehead. +~ +Desc You can only make out its shape from the darkness. He was cursed to stay in +here and his face may never be seen by anyone again. +~ +Nattacks 0.000000 +Stats1 -1000 6000 0 0 0 0 +Stats2 18 21 0 300 4 5 1 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 9308 +Keywords andromeda~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short poor Andromeda~ +Long The poor Andromeda is chained to the wall, suffering ... +~ +Desc She was once a princess of beauty. However, her beauty has led to a Goddess's +jealousy and she has to suffer here endlessly until Perseus comes. +~ +Nattacks 0.000000 +Stats1 1000 7500 0 0 0 0 +Stats2 18 21 0 300 4 4 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9309 +Keywords hercules~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the mighty Hercules~ +Long The Mighty Hercules is working hard on his extra Labours for the Gods. +~ +Desc He has been put to do the Ten Labours -- ten impossible tasks, by Hera, the +queen goddess, who disliked him. But he finished them all and at the end was +granted immortality. He is a very brave and strong fighter. +~ +Nattacks 0.000000 +Stats1 1000 7500 0 0 0 0 +Stats2 19 21 -3 400 5 4 10 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9310 +Keywords pegasus~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the wild Pegasus~ +Long The wild pegasus is grazing peacefully. +~ +Desc It is the legendary horse with wings on its back. +~ +Nattacks 0.000000 +Stats1 300 5000 0 0 0 0 +Stats2 17 21 2 170 2 7 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 9311 +Keywords orion~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Orion the hunter~ +Long Orion is still hunting for Scorpio. +~ +Desc He is the legendary hunter who almost defeated Taurus the bull, but got +killed by Scorpio. The gods put them both up as constellations but one +appears on one side of the sky and the other the other side so they will +never meet. +~ +Nattacks 0.000000 +Stats1 300 7500 0 0 0 0 +Stats2 19 21 0 400 4 4 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9312 +Keywords pleiades~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the Pleiades~ +Long The Pleiades are here, weeping for the loss of their sisters. +~ +Desc These are the seven sisters of the Myths, and as for why they are here, no +one knows; even the Gods themselves have forgotten. +~ +Nattacks 0.000000 +Stats1 300 3000 0 0 0 0 +Stats2 11 21 3 120 2 7 0 +Speaking common~ +Actflags npc sentinel stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 9313 +Keywords draco head~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short the Head of Draco~ +Long The gigantic Head of Draco lurks out from beneath and prepares to roast you. +~ +Desc This evil-looking head is even larger than a giant. He is the last guardian +before entering the inner galaxy. His neck is flexing in a random fashion so +hitting the head is certainly not easy. +~ +Nattacks 0.000000 +Stats1 -1000 15000 0 0 0 0 +Stats2 25 21 -5 600 5 5 3 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9314 +Keywords draco baby~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short a baby draco~ +Long A baby draco is crawling on the Draco's body. +~ +Desc You see a tiny creature which looks like a dragon except that its body +resembles a snake. Gosh, is this a draco, you wonder, is this the thing +we are on now? +~ +Nattacks 0.000000 +Stats1 -700 4000 0 0 0 0 +Stats2 9 21 3 100 2 5 0 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 9315 +Keywords aries~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_cleric~ +Short Aries~ +Long Aries is sitting here, welcoming you. +~ +Desc You see a white goat here, the first guardian of the Zodiac, +also the ruler of Spring. He looks as if he is expecting you. +~ +Nattacks 0.000000 +Stats1 700 10000 0 0 0 0 +Stats2 22 21 -5 500 4 5 3 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9316 +Keywords taurus~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Taurus~ +Long Taurus wants to leave, but has been forced to stay as a guardian here. +~ +Desc You see a wild-looking bull with a bad temper. He is well-built and looks like +he can fight well ... indeed he has fought with Orion before and survived. +~ +Nattacks 0.000000 +Stats1 -100 10000 0 0 0 0 +Stats2 22 21 0 500 4 6 1 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9317 +Keywords gemini~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Gemini~ +Long Gemini is looking for his brother; have you seen him? +~ +Desc As soon as you see him you know that he is the most perfect man you have seen. +You can't find any imperfections on him. +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 400 5 4 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9318 +Keywords gemini~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Gemini~ +Long Gemini is hiding from his brother, grinning evilly at you. +~ +Desc As soon as you see him you see the most imperfect man you have ever seen. +How can there be such a contrast? You wonder ... +~ +Nattacks 0.000000 +Stats1 -1000 5000 0 0 0 0 +Stats2 15 21 5 200 3 4 2 +Speaking common~ +Actflags npc sentinel scavenger aggressive stayarea wimpy~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9319 +Keywords cancer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Cancer~ +Long Cancer the crab is here, hoarding the treasure away from you. +~ +Desc You see a gigantic crab (YES, it is bigger than you!) with a crushed shell. +Legend is that he was crushed by Hercules when he was sent by Hera to kill him. +So Hera made Cancer a constellation for his work. +~ +Nattacks 0.000000 +Stats1 0 12000 0 0 0 0 +Stats2 22 21 -5 500 4 4 3 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9320 +Keywords leo~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Leo~ +Long Leo the lion is roaring at you, ready for a strike! +~ +Desc His metallic skin means that he could be the one which was killed by Hercules +during his first Labour. His skin is so weapon-proof that Hercules had to use +his bare hands to tear the lion into two from its mouth! +~ +Nattacks 0.000000 +Stats1 -100 10000 0 0 0 0 +Stats2 22 21 -7 500 5 3 3 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9321 +Keywords virgo~ +Race human~ +Class Warrior~ +Gender female~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_cleric~ +Short Virgo~ +Long Virgo is sitting here, winking at you suggestively ... you are alarmed! +~ +Desc From what you have seen, you now realize that legends are legends, and Virgo +may not be the maid of chastity and purity at all! But still she looks +gorgeous and is waiting for your first move, whatever it is ... +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 450 4 5 1 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9322 +Keywords libra~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Libra~ +Long Libra, the fair and just, is staring at you, weighing up the sins of your past. +~ +Desc He is a wise old man and can see people's thoughts through their eyes.... +Now all he can see from you is greed and bloodshed. +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 500 5 4 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9323 +Keywords scorpio~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Scorpio~ +Long Scorpio is moving his tail towards you, waiting to put an end to some mortals. +~ +Desc Ever since he killed Orion in the myths, he has been punished by having +Sagittarius' arrow aimed at his heart forever. +~ +Nattacks 0.000000 +Stats1 -200 10000 0 0 0 0 +Stats2 22 21 -5 470 3 7 1 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9324 +Keywords sagittarius~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Sagittarius~ +Long Sagittarius the centaur is waiting to let go of his well aimed arrow ... +~ +Desc He is a centaur and a well trained archer. No one can escape his arrows. +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 500 3 9 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9325 +Keywords capricon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Capricon~ +Long Capricon is here, feeling bored ... he wants a fight! +~ +Desc You see a mean-looking ram here. He used to be a fierce fighter in the ancient +war but now the gods have decided to put him here, to live out the rest of his +days in peace. +~ +Nattacks 0.000000 +Stats1 700 10000 0 0 0 0 +Stats2 22 21 -5 520 3 10 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9326 +Keywords aquarius~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Aquarius~ +Long The beautiful Aquarius is standing here, holding THE vessel. +~ +Desc The pretty Water Bearer is smiling at you, you think you'd better give her a +hand with holding the vessel. +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 500 2 10 1 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9327 +Keywords pisces mermaid~ +Race human~ +Class Warrior~ +Gender female~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_cleric~ +Short Pisces the mermaid~ +Long Pisces the mermaid is sitting here, waiting for your help. +~ +Desc She has been forced to serve her husband, who had been cursed to turn into a +fish and she deserves your pity. +~ +Nattacks 0.000000 +Stats1 1000 10000 0 0 0 0 +Stats2 22 21 -5 500 3 7 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9328 +Keywords pisces fish~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Pisces the fish~ +Long Pisces the fish, is jealous of your approach... +~ +Desc He was once a very handsome man but now has turned into an ugly big fish. +So he becomes jealous of any living thing which is more handsome than him. +~ +Nattacks 0.000000 +Stats1 -1000 10000 0 0 0 0 +Stats2 22 21 0 400 3 6 2 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9329 +Keywords bear ursa major~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short Ursa Major the bear~ +Long Ursa Major the bear is the last defense against any intruders. +~ +Desc The Huge Bear which resides in the northern skies is here. +You think you'd better turn back. At least you have got a chance of survival. +~ +Nattacks 0.000000 +Stats1 0 15000 0 0 0 0 +Stats2 27 21 -7 800 5 5 3 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9330 +Keywords cassiopeia queen~ +Race human~ +Class Warrior~ +Gender female~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_mage~ +Short Cassiopeia the Queen~ +Long Cassiopeia, the queen of the Universe, is sitting on her throne. +~ +Desc She is the Queen of Dignity; facing her you feel all your dignity has gone. +~ +Nattacks 0.000000 +Stats1 700 12000 0 0 0 0 +Stats2 26 21 -6 700 4 7 2 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9331 +Keywords cepheus king~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Specfun spec_cast_mage~ +Short Cepheus the King~ +Long Cepheus, the king of the Universe, is sitting on his throne. +~ +Desc He is the King of Might as well as of the Universe. You suddenly feel very +weak and useless in front of him. +~ +Nattacks 0.000000 +Stats1 700 12000 0 0 0 0 +Stats2 26 21 -6 700 4 8 1 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 9332 +Keywords polaris polar star~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_acid~ +Short Polaris, the polar star~ +Long Polaris, the polar star, who commands the whole Universe, stands before you! +~ +Desc He is the Master of the Universe, (NOT He-Man!), the most powerful! +Even the King and the Queen obey him. As you look at him you notice he is +actually a STAR, with dazzling bright light ... maybe you shouldn't have come +here at all? +~ +Nattacks 0.000000 +Stats1 1000 20000 0 0 0 0 +Stats2 30 21 -10 1500 6 6 3 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected invisible detect_invis sanctuary~ +#ENDMOBILE + +#OBJECT +Vnum 9301 +Keywords comet's tail~ +Type weapon~ +Short a comet's tail~ +Long A long, slender whip lies here.~ +Flags glow hum~ +WFlags take~ +Values 0 2 6 4 0 0 0 0 0 0 0 +Stats 9 1000 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9302 +Keywords arm hercules~ +Type armor~ +Short the Titanic Arm plates of Hercules~ +Long Arm plates of the Zodiac lie here.~ +Flags glow magic antievil~ +WFlags take~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 10 10000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData damroll 2 -1 -1 0 +#EXDESC +ExDescKey arm~ +ExDesc These mighty armors have been worn by this immortal, since the ancient time. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9304 +Keywords belt orion~ +Type armor~ +Short the Titanic Belt of Orion~ +Long A belt of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 9 0 0 0 0 0 0 0 0 0 0 +Stats 7 10000 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +#EXDESC +ExDescKey belt~ +ExDesc You can immediately see that it belongs to Orion, from the three stars +engraved on it. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9305 +Keywords skull draco~ +Type staff~ +Short An ugly skull of Draco~ +Long A massive skull of a dead Draco lies here.~ +Flags hum magic nodrop~ +WFlags take~ +Values 15 5 5 -1 0 0 0 0 0 0 0 +Stats 20 10000 -2 1 0 None None None +Spells 'call lightning' +#ENDOBJECT + +#OBJECT +Vnum 9306 +Keywords fleece aries~ +Type armor~ +Short the Titanic Fleece of Aries~ +Long A fleece of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 9 0 0 0 0 0 0 0 0 0 0 +Stats 9 10000 -2 1 0 None None None +AffData armor -2 -1 -1 0 +#EXDESC +ExDescKey fleece~ +ExDesc From a look it resembles the Golden Fleece that exists in the Greek myths. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9307 +Keywords hoof taurus~ +Type armor~ +Short the Titanic Hoof of Taurus~ +Long A hoof of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 10 10000 -2 1 0 None None None +AffData move 50 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey hoof~ +ExDesc It is with these hooves that Taurus can stand against Orion's attacks. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9308 +Keywords mask gemini~ +Type armor~ +Short the Titanic Mask of Gemini~ +Long A mask of the Zodiac lies here.~ +Flags glow magic nodrop antievil~ +WFlags take~ +Values 2 0 0 0 0 0 0 0 0 0 0 +Stats 7 10000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData intelligence 2 -1 -1 0 +#EXDESC +ExDescKey mask~ +ExDesc You notice the mask has got two faces, one smiling and the other crying. +You don't know which way you should wear it. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9309 +Keywords shell cancer~ +Type armor~ +Short the Titanic Shell of Cancer~ +Long A shell of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 15 10000 -2 1 0 None None None +AffData armor -2 -1 -1 0 +#EXDESC +ExDescKey shell~ +ExDesc A shell which is dented in the middle, resulting from the Hercules' mighty +pound when the Crab was still an enemy of Hercules in ancient times. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9310 +Keywords skin leo~ +Type armor~ +Short the Titanic Skin of Leo~ +Long A skin of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 11 0 0 0 0 0 0 0 0 0 0 +Stats 15 10000 -2 1 0 None None None +#EXDESC +ExDescKey skin~ +ExDesc A skin made of metal, which was worn by Hercules during his Ten Labours. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9311 +Keywords bracelet virgo~ +Type armor~ +Short the Titanic Bracelet of Virgo~ +Long A bracelet of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 4 10000 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 +#EXDESC +ExDescKey bracelet~ +ExDesc A bracelet of purity and youth, only worn by selected virgins. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9312 +Keywords scale libra~ +Type armor~ +Short the Titanic Scale of Libra~ +Long A shield of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 15 10000 -2 1 0 None None None +AffData armor -3 -1 -1 0 +AffData hit 5 -1 -1 0 +#EXDESC +ExDescKey scale~ +ExDesc It is a shield of justice, used in the ancient battle against injustice. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9313 +Keywords scale libra~ +Type armor~ +Short the Titanic Scale of Libra~ +Long A shield of the Zodiac lies here.~ +Flags hum magic nodrop~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 10000 -2 1 0 None None None +AffData armor 6 -1 -1 0 +AffData hit -30 -1 -1 0 +#EXDESC +ExDescKey scale~ +ExDesc It is a shield of injustice, it picks on the innocent. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9314 +Keywords sting scorpio~ +Type weapon~ +Short the Sting of Scorpio~ +Long Sting of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 0 4 4 11 0 0 0 0 0 0 0 +Stats 7 10000 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey sting~ +ExDesc This dreadful weapon put a lot of mortals to death before Scorpio was banished. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9315 +Keywords arrow sagittarius~ +Type wand~ +Short the Arrow of Sagittarius~ +Long The Arrow of Sagittarius lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 10 10 10 -1 0 0 0 0 0 0 0 +Stats 7 5000 -2 1 0 None None None +Spells 'lightning bolt' +#EXDESC +ExDescKey arrow~ +ExDesc It's an arrow of lightning; it will never miss any target. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9316 +Keywords bow sagittarius~ +Type weapon~ +Short the Titanic Bow of Sagittarius~ +Long The Titanic Bow of Sagittarius lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 0 2 9 6 0 0 0 0 0 0 0 +Stats 20 10000 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 3 -1 -1 0 +#EXDESC +ExDescKey bow~ +ExDesc The gigantic bow used by the Archer; it is a very powerful weapon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9317 +Keywords horns capricon~ +Type armor~ +Short the Titanic Horns of Capricon~ +Long A pair of horns of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 6 10000 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 2 -1 -1 0 +#EXDESC +ExDescKey horn~ +ExDesc These strange horns are the work of gods, shaped to fit on hands. +They look powerful indeed. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9318 +Keywords vessel aquarius~ +Type staff~ +Short the Ancient Vessel of Aquarius~ +Long A vessel of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 10 10 10 -1 0 0 0 0 0 0 0 +Stats 12 10000 -2 1 0 None None None +Spells 'create spring' +#EXDESC +ExDescKey vessel~ +ExDesc This vessel has been carried by the Water Bearer ever since she came to the +Zodiac. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9319 +Keywords tail pisces~ +Type armor~ +Short the Titanic Tail of Pisces~ +Long A fish tail of the Zodiac lies here.~ +Flags glow magic antievil~ +WFlags take~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 10 10000 -2 1 0 None None None +AffData armor -2 -1 -1 0 +AffData intelligence -2 -1 -1 0 +#EXDESC +ExDescKey tail~ +ExDesc This tail can actually be worn by mortals somehow as leggings ... another +work of the gods. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9320 +Keywords ring dignity~ +Type armor~ +Short the Ring of Dignity~ +Long A ring of specialty lies here.~ +Flags glow hum invis magic antievil~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 20000 -2 1 0 None None None +AffData mana 25 -1 -1 0 +AffData wisdom 2 -1 -1 0 +#EXDESC +ExDescKey ring~ +ExDesc This ring belongs to Cassiopeia, queen of the Universe. +Mortals, do not touch! +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9321 +Keywords sceptre might~ +Type light~ +Short the Sceptre of Might~ +Long A sceptre of interest lies here.~ +Flags glow hum invis magic antievil~ +WFlags take~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 4 20000 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#EXDESC +ExDescKey sceptre~ +ExDesc You'd better give it back, or the king of the Universe will punish you. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9322 +Keywords ring universe~ +Type armor~ +Short the ring of the universe~ +Long Here lies a fortune ... a small ring of power.~ +Flags glow hum invis magic bless~ +WFlags take~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 3 40000 -2 1 0 None None None +AffData mana 10 -1 -1 0 +AffData hit 30 -1 -1 0 +#EXDESC +ExDescKey ring~ +ExDesc It conceals the power of the universe. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 9323 +Keywords great dipper~ +Type weapon~ +Short the Great Dipper of the Skies~ +Long A dazzling white object lies on the ground.~ +Flags glow hum invis magic bless~ +WFlags take~ +Values 0 4 6 6 0 0 0 0 0 0 0 +Stats 20 30000 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 9324 +Keywords spring shoot~ +Type key~ +Short a spring shoot~ +Long A shoot grows here, covered with dew.~ +Flags glow hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9325 +Keywords summer flower~ +Type key~ +Short a summer flower~ +Long A flower grows here, waiting to be picked up.~ +Flags glow hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9326 +Keywords autumn leaf~ +Type key~ +Short an autumn leaf~ +Long A leaf lies here, as if just fallen from a tree.~ +Flags glow hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9327 +Keywords winter branch~ +Type key~ +Short a winter branch~ +Long A branch lies here, still covered with snow.~ +Flags glow hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 1 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 9328 +Keywords chains andromeda~ +Type trash~ +Short chains of Andromeda~ +Long Some chains lie on the floor.~ +Flags glow~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#EXDESC +ExDescKey chains~ +ExDesc They certainly look important! +~ +#ENDEXDESC + +#ENDOBJECT + +#ROOM +Vnum 9301 +Name Inside a Tavern~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside a dimly-lit room. The atmosphere makes you feel uncomfortable. +In front of you stands a mysterious gypsy. She whispers 'Your fate and +destiny lie beyond this world.' You are still wondering what she means when +you suddenly notice the crystal ball ... it glows fiercely and displays the +Universe! +~ +#EXIT +Direction west~ +ToRoom 1306 +Desc The shadows cloud your vision. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9302 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9302 +Name Inside the Crystal Ball~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have touched the crystal ball and find that you have gone inside it: +a world of stars and wonders! As you look back you figure out there is no +choice but to go forward. +~ +#EXIT +Direction north~ +ToRoom 9303 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9303 +Name Inside the Galaxy~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are now inside the galaxy, around you you see stars and nebulae smiling +at your presence, and comets and meteors wandering around you. You realize +that this world may not be the true galaxy after all, but just another +fantasy zone. Exits lie virtually in all directions. +~ +#EXIT +Direction north~ +ToRoom 9304 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9308 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9302 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9321 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9304 +Name On an InterGalactic Walkway~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-paved path which seems that it was made deliberately for +visitors like you. The walkway continues north and a small exit lies west. +~ +#EXIT +Direction north~ +ToRoom 9305 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9303 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9322 +#ENDEXIT + +Reset M 9302 1 9304 -1 -1 -1 100 +Reset M 9305 1 9304 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9305 +Name End of the InterGalactic Walkway~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You notice the walkway has come to an abrupt end and you wonder why. You see +that there is still a small path which leads north and one to the west. +To the east lies a bridge. +~ +#EXIT +Direction north~ +ToRoom 9306 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9309 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9304 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9323 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9306 +Name At the Undeveloped Part of the Galaxy~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This place looks deserted, covered with space debris. Not a sign of life +is around. +~ +#EXIT +Direction south~ +ToRoom 9305 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9324 +#ENDEXIT + +Reset M 9306 1 9306 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9308 +Name On the Bridge of Stars~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This bridge has been made by the stars to honour their ancestors. The +bridge itself shines brightly and makes you feel that you are walking on +a path of light. An entrance to an ancient building lies north and to +the east lies the Milky Way. +~ +#EXIT +Direction north~ +ToRoom 9331 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9312 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9303 +#ENDEXIT + +Reset M 9302 1 9308 -1 -1 -1 100 +Reset M 9305 1 9308 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9309 +Name On the Bridge of Nebulae~ +Sector city~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This bridge, like the other, was made as a memorial. The nebulae had to +make one just to show that they are as capable as the stars. North lies +a throne room. +~ +#EXIT +Direction north~ +ToRoom 9310 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9314 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9305 +#ENDEXIT + +Reset M 9305 1 9309 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9310 +Name The Throne Room of the Nebula King~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You can only faintly make out that it is a throne room as it is too +dark in here. In the middle is an empty throne. You wonder where +the King has gone, maybe he is hiding from you? +~ +#EXIT +Direction south~ +ToRoom 9309 +#ENDEXIT + +Reset M 9303 4 9310 -1 -1 -1 100 +Reset M 9303 4 9310 -1 -1 -1 100 +Reset M 9303 4 9310 -1 -1 -1 100 +Reset M 9307 1 9310 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9312 +Name At the Start of the Milky Way~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc It is here that the famous old Milky Way starts flowing. You are surrounded +by streams of mist the moment you tread on it. You can't see well in +here ... luckily you haven't fallen yet! +~ +#EXIT +Direction north~ +ToRoom 9313 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9308 +#ENDEXIT + +Reset M 9302 1 9312 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9313 +Name Along the Milky Way~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are still travelling inside this path of mist. You notice a small +opening to the east. +~ +#EXIT +Direction north~ +ToRoom 9314 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9317 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9312 +#ENDEXIT + +Reset M 9301 1 9313 -1 -1 -1 100 +Reset M 9305 1 9313 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9314 +Name At the End of the Milky Way~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Just as you started enjoying this journey inside the mist, you have come to +the end of it. West leads to a bridge and east leads to somewhere else. +~ +#EXIT +Direction east~ +ToRoom 9318 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9313 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9309 +#ENDEXIT + +Reset M 9306 1 9314 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9317 +Name A Small Clearing~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are inside a small clearing. You can see that there are signs of a +living creature nearby. +~ +#EXIT +Direction north~ +ToRoom 9318 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9313 +#ENDEXIT + +Reset M 9304 2 9317 -1 -1 -1 100 + Reset E 9301 50 16 100 +Reset M 9304 2 9317 -1 -1 -1 100 + Reset E 9301 50 16 100 +Reset M 9310 1 9317 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9318 +Name An Edge of the Galaxy~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the very edge of the galaxy. Nothing is here except that there +is a path which leads down. +~ +#EXIT +Direction south~ +ToRoom 9317 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9314 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9319 +#ENDEXIT + +Reset M 9303 1 9318 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9319 +Name Very Near to a Gigantic Star~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are very near to a gigantic red star. While you are still fascinated +by its beauty, the star keeps on growing ... suddenly you realize that you'd +better leave. +~ +#EXIT +Direction north~ +ToRoom 9320 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9320 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9320 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9320 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9320 +Name Too Bright to Tell~ +Sector indoors~ +Flags death nomob~ +Stats 0 0 0 0 0 +Desc Indeed it is too bright to tell. Because what you are witnessing is the +rare event of a Supernova, how a star explodes itself into galactic dust. +You may find yourself lucky to witness this rare event but even luckier, +you have finally got out of this galaxy as your body turns into dust. +That really HURTS! +~ +#ENDROOM + +#ROOM +Vnum 9321 +Name The Star Cluster~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside the home of the stars. All you can see around you are stars +and nothing else. You eyes become pretty hurt as you look at them. +~ +#EXIT +Direction north~ +ToRoom 9322 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9303 +#ENDEXIT + +Reset M 9302 7 9321 -1 -1 -1 100 +Reset M 9302 7 9321 -1 -1 -1 100 +Reset M 9302 7 9321 -1 -1 -1 100 +Reset M 9302 7 9321 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9322 +Name Another Edge of the Galaxy~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is another uninhabited place. Exits lie north, east and south. +~ +#EXIT +Direction north~ +ToRoom 9323 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9304 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9321 +#ENDEXIT + +Reset M 9301 1 9322 -1 -1 -1 100 +Reset M 9303 1 9322 -1 -1 -1 100 +Reset M 9304 3 9322 -1 -1 -1 100 + Reset E 9301 50 16 100 +Reset M 9304 3 9322 -1 -1 -1 100 + Reset E 9301 50 16 100 +Reset M 9306 1 9322 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9323 +Name Corner of the Galaxy~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You wonder why the galaxy is limited. All you have done in Astronomy +courses now prove worthless. Well who told you to take one at the start? +~ +#EXIT +Direction north~ +ToRoom 9324 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9305 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9322 +#ENDEXIT + +Reset M 9301 1 9323 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9324 +Name Lost in Space~ +Sector field~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are now lost in space. Compasses don't work here, sorry. What's more +you can sense darkness engulfing you. You'd better get out quick. +~ +#EXIT +Direction north~ +ToRoom 9325 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9306 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9323 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9325 +Name Black Hole~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Well you have chosen the wrong path, sorry. Nothing can escape from this +monster, not even light. +PANIC! You can't escape! +~ +#ENDROOM + +#ROOM +Vnum 9326 +Name The Homes of the Pleiades~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is where the famous Seven Sisters live. You'd better not disturb them. +~ +#EXIT +Direction east~ +ToRoom 9329 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9327 +#ENDEXIT + +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +Reset M 9312 7 9326 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9327 +Name Western Side of the Temple~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are still wandering around this temple. You notice exits lie in all +directions except west. +~ +#EXIT +Direction north~ +ToRoom 9326 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9330 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9328 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9328 +Name Orion's Hunting Lodge~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is dedicated to the Great Hunter of all time -- Orion. +Scattered on the floor is the famous hunting equipment used by him. +~ +#EXIT +Direction north~ +ToRoom 9327 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9331 +#ENDEXIT + +Reset M 9311 1 9328 -1 -1 -1 100 + Reset E 9304 1 13 100 +#ENDROOM + +#ROOM +Vnum 9329 +Name Northern Side of the Temple~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are still wandering around this temple. You notice exits lie in all +directions except north. +~ +#EXIT +Direction east~ +ToRoom 9332 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9330 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9326 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9330 +Name The Offering Chamber~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the sacred offering chamber in which sacrifices are made. You see a +young girl here, chained to the wall, as if she is waiting for execution. +You look up and realize the chains are sent down directly from above. +Below you recognize the temple of Thalos. +~ +#EXIT +Direction north~ +ToRoom 9329 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9333 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9331 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9327 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 9339 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 5250 +#ENDEXIT + +Reset M 9308 1 9330 -1 -1 -1 100 + Reset E 9328 1 17 100 +#ENDROOM + +#ROOM +Vnum 9331 +Name The Entrance of the Ancient Temple~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered into this old temple, which was built originally for the gods +in Mount Olympia, but it is now deserted as someone took over this part of the +Universe. +~ +#EXIT +Direction north~ +ToRoom 9330 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9334 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9308 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9328 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9332 +Name Hercules' Mighty Throne~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand before the throne of a long-forgotten hero. It is full of bounty +that he got from the Ten Labours. +~ +#EXIT +Direction south~ +ToRoom 9333 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9329 +#ENDEXIT + +Reset M 9309 1 9332 -1 -1 -1 100 + Reset E 9302 1 10 100 +#ENDROOM + +#ROOM +Vnum 9333 +Name Eastern Side of the Temple~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are still wandering around this temple. You notice exits lie in all +directions except east. +~ +#EXIT +Direction north~ +ToRoom 9332 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9334 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9330 +#ENDEXIT + +Reset M 9302 1 9333 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9334 +Name Perseus' Chamber~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc It is the chamber of the prince, Perseus. However, he seems not to be here. +Maybe he has gone to get Pegasus to save Andromeda? +~ +#EXIT +Direction north~ +ToRoom 9333 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9331 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9339 +Name On the Mystic Chains~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are dangling on the chains. You notice exits lie in all directions. +Up above you see the chains continue upwards. But a forcefield prevents +you from going further upwards. +~ +#EXIT +Direction north~ +ToRoom 9348 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9351 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9342 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9345 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 9354 +Key 9324 +Desc You see the forcefield of Spring. +~ +Keywords forcefield~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9330 +#ENDEXIT + +Reset D 9339 4 2 100 -2 +#ENDROOM + +#ROOM +Vnum 9342 +Name On a Hill~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc Suddenly you find yourself on a hillside. As you look around, you notice +that Spring has descended upon you. +~ +#EXIT +Direction north~ +ToRoom 9339 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9353 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9343 +#ENDEXIT + +Reset M 9315 1 9342 -1 -1 -1 100 + Reset G 9324 1 100 + Reset E 9306 1 3 100 +#ENDROOM + +#ROOM +Vnum 9343 +Name Inside a Spanish Bull-Ring~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are inside what used to be a ground for bull fighting. But you notice +there are no Matadors around. Maybe they are all dead? +~ +#EXIT +Direction east~ +ToRoom 9342 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9344 +#ENDEXIT + +Reset M 9316 1 9343 -1 -1 -1 100 + Reset E 9307 1 8 100 +#ENDROOM + +#ROOM +Vnum 9344 +Name Inside a study~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is a strange study. Besides the desks and chairs you also see a large +mirror in the middle. So, you wonder, is this how you make a Gemini into +two Gemini? +~ +#EXIT +Direction east~ +ToRoom 9343 +#ENDEXIT + +Reset M 9317 1 9344 -1 -1 -1 100 + Reset E 9308 1 6 100 +Reset M 9318 1 9344 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9345 +Name Along the seashore~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You start to feel the heat of Summer. Amongst the rocky beach you notice +hidden forms which could be camouflaged crabs. +~ +#EXIT +Direction east~ +ToRoom 9339 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9346 +#ENDEXIT + +Reset M 9319 1 9345 -1 -1 -1 100 + Reset G 9325 1 100 + Reset E 9309 1 5 100 +#ENDROOM + +#ROOM +Vnum 9346 +Name Within the Deep Jungle~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Nearby you can hear the roar of an animal. Peering through the dense +overgrowth you think you glimpse a pair of menacing eyes. +~ +#EXIT +Direction east~ +ToRoom 9345 +#ENDEXIT + +Reset M 9320 1 9346 -1 -1 -1 100 + Reset E 9310 1 12 100 +#ENDROOM + +#ROOM +Vnum 9347 +Name Inside a Luxurious Bedroom~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A peaceful feeling overtakes you. You see a magnificent four-poster bed. +It's a double bed and there is only room for one more! Well, what now ... ? +~ +#EXIT +Direction west~ +ToRoom 9348 +#ENDEXIT + +Reset M 9321 1 9347 -1 -1 -1 100 + Reset E 9311 1 14 100 +#ENDROOM + +#ROOM +Vnum 9348 +Name The Supreme Court~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing inside the dock of a court. You feel an overwhelming +sense of guilt and you want to protest your innocence! You fear retribution +and feel yourself exposed, just like the trees in Autumn. +~ +#EXIT +Direction south~ +ToRoom 9339 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9349 +#ENDEXIT + +Reset M 9322 1 9348 -1 -1 -1 100 + Reset G 9326 1 100 + Reset G 9312 1 100 + Reset E 9313 1 11 100 +#ENDROOM + +#ROOM +Vnum 9349 +Name In the Dry Desert~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are confused by the shifting sands around you. Through the shimmering +heat you see the hazy outline of a giant scorpion ... is this a mirage? +~ +#EXIT +Direction east~ +ToRoom 9348 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9350 +#ENDEXIT + +Reset M 9323 1 9349 -1 -1 -1 100 + Reset E 9314 1 16 100 +#ENDROOM + +#ROOM +Vnum 9350 +Name In the Woods~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You find yourself in the center of a Centaurion hunting party. You'd better +hide yourself before you become the 'center attraction'! +~ +#EXIT +Direction east~ +ToRoom 9349 +#ENDEXIT + +Reset M 9324 1 9350 -1 -1 -1 100 + Reset E 9315 1 17 100 + Reset E 9316 1 16 100 +#ENDROOM + +#ROOM +Vnum 9351 +Name On a Mountain Peak~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the highest peak of the Universe. You look around and notice +clouds below you. One of the clouds resembles a goat-like form. +~ +#EXIT +Direction east~ +ToRoom 9352 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9339 +#ENDEXIT + +Reset M 9325 1 9351 -1 -1 -1 100 + Reset G 9327 1 100 + Reset E 9317 1 9 100 +#ENDROOM + +#ROOM +Vnum 9352 +Name Inside a Waterfall~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc The noise is deafening. You are about to take a drink when you realize +that the water is being poured out of a vessel of mind-boggling proportions! +~ +#EXIT +Direction west~ +ToRoom 9351 +#ENDEXIT + +Reset M 9326 1 9352 -1 -1 -1 100 + Reset E 9318 1 17 100 +#ENDROOM + +#ROOM +Vnum 9353 +Name Inside a Gigantic Clam~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You feel uneasy here as if some evil magic is being cast on you. +You suspect something fishy is going on in here. +~ +#EXIT +Direction west~ +ToRoom 9342 +#ENDEXIT + +Reset M 9327 1 9353 -1 -1 -1 100 + Reset E 9319 1 7 100 +Reset M 9328 1 9353 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9354 +Name End of the Mystic Chains~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached the end of the mystic chains. Looking up, you notice a +small landing on which you can climb. However, there seems to be another +forcefield blocking your way. +~ +#EXIT +Direction up~ +ToRoom 9355 +Key 9325 +Desc You see the forcefield of Summer. +~ +Keywords forcefield~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9339 +Key 9324 +Desc You see the forcefield of Spring. +~ +Flags isdoor pickproof~ +#ENDEXIT + +Reset D 9354 4 2 100 -2 +#ENDROOM + +#ROOM +Vnum 9355 +Name On the Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You realize you are standing on scaly ground. As you wonder what the ground +is made of, you feel the ground move. +~ +#EXIT +Direction north~ +ToRoom 9356 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 9354 +Key 9325 +Flags isdoor pickproof~ +#ENDEXIT + +Reset M 9302 1 9355 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9356 +Name Tail of the Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc At last you realize that you are on a giant snake-like dragon called the +Draco, the guardian of the inner galaxy. You realize that the Draco is +actually flying now! +~ +#EXIT +Direction north~ +ToRoom 9357 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9355 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9357 +Name Path of the Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc As you struggle along this scaly creature you realize that the only way +you can reach to the inner galaxy is by going all the way to the head. +~ +#EXIT +Direction north~ +ToRoom 9358 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9356 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9358 +Name Near the Legs of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are approaching the leg part of this creature. You look around and see +that the surrounding is all dark except for some faint lights from the +distant stars. +~ +#EXIT +Direction north~ +ToRoom 9359 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9357 +#ENDEXIT + +Reset M 9314 1 9358 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9359 +Name On the Back of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc At last you are half way through this long, weary journey. You can see +the wings are to the east but it seems that another forcefield is in the way. +~ +#EXIT +Direction east~ +ToRoom 9360 +Key 9326 +Desc You see the forcefield of Autumn. +~ +Keywords forcefield~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9358 +#ENDEXIT + +Reset D 9359 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 9360 +Name Between the Wings of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You hear some giant flapping sounds nearby. You desperately try to get hold +of something as the forceful gusts sweep you away. +~ +#EXIT +Direction east~ +ToRoom 9361 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9359 +Key 9326 +Flags isdoor pickproof~ +#ENDEXIT + +Reset M 9314 2 9360 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9361 +Name Near the Arms of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc From above you can faintly make out the gigantic arms which extend far +beyond into the darkness. +~ +#EXIT +Direction south~ +ToRoom 9362 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9360 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9362 +Name On the Neck of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Your journey is now approaching the end. However, this neck seems to be +endless. +~ +#EXIT +Direction north~ +ToRoom 9361 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9363 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9363 +Name Approaching the Head of Draco~ +Sector hills~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have come to the end of Draco, but you can't find the head! +You see a forcefield to the south, some distance away, beyond reach. +If only the head were here ... +~ +#EXIT +Direction east~ +ToRoom 9362 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9364 +Key 9327 +Desc You see the forcefield of Winter.~ +Keywords forcefield~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 9313 1 9363 -1 -1 -1 100 + Reset G 9305 1 100 +Reset D 9363 2 2 100 -2 +#ENDROOM + +#ROOM +Vnum 9364 +Name At the Entrance of the Great Dipper~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Now you are in the innermost part of the galaxy. What you are walking on now +is the path of the Great Dipper or the Plough. You notice that there are +seven rooms in this zone, representing the seven stars of the Dipper. +~ +#EXIT +Direction north~ +ToRoom 9363 +Key 9327 +Desc You see the forcefield of Winter.~ +Keywords forcefield~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9365 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9366 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9365 +Name Cassiopeia's Throne~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the Throne room of the Queen of the Universe. From here you can see +every star and constellation in the Universe. +~ +#EXIT +Direction north~ +ToRoom 9364 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9367 +#ENDEXIT + +Reset M 9330 1 9365 -1 -1 -1 100 + Reset E 9320 1 1 100 +#ENDROOM + +#ROOM +Vnum 9366 +Name Along the Path of the Dipper~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see stars around you but nothing of special interest. +~ +#EXIT +Direction east~ +ToRoom 9364 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9367 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9367 +Name Cepheus' Throne~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the Throne room of the King of the Universe. From here you can see +every star and constellation in the Universe. +~ +#EXIT +Direction north~ +ToRoom 9366 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 9365 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9368 +#ENDEXIT + +Reset M 9331 1 9367 -1 -1 -1 100 + Reset E 9321 1 0 100 +#ENDROOM + +#ROOM +Vnum 9368 +Name Along the path of the Dipper~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see stars around you but nothing of special interest. +~ +#EXIT +Direction north~ +ToRoom 9367 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 9369 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9369 +Name Along the path of the Dipper~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You see stars around you but nothing of special interest. +~ +#EXIT +Direction east~ +ToRoom 9368 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9370 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 9370 +Name End of the Dipper~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have finished the path of the Dipper. Here, the most prominent feature +is a set of claw-marks. You also notice a room to the south; it looks as +if Polaris could lie here. +~ +#EXIT +Direction north~ +ToRoom 9369 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9371 +#ENDEXIT + +Reset M 9329 1 9370 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 9371 +Name The Polar Star~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered the private chamber of Polaris. This is a room of great +significance. You can see a powerful telescope pointing down towards the +Universe (SNOOPING!). It is from here that Polaris commands the Universe. +You feel you have come to end of your search in this galaxy ... +~ +#EXIT +Direction north~ +ToRoom 9370 +#ENDEXIT + +Reset M 9332 1 9371 -1 -1 -1 100 + Reset E 9322 1 2 100 + Reset E 9323 1 16 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/gallery.are b/data/realm/gallery.are index f0ea1ad..aef9677 100644 --- a/data/realm/gallery.are +++ b/data/realm/gallery.are @@ -1,40 +1,40 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Darkhaven Art Gallery~ -Author Zaknafein~ -WeatherX 0 -WeatherY 0 -Ranges 10 50 0 60 -Economy 0 94935260 +Version 1 +Name Darkhaven Art Gallery~ +Author Zaknafein~ +Vnums 24800 24899 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 10 50 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 24800 -Keywords woman receptionist~ -Short the receptionist~ -Long The gallery's receptionist looks up at you and smiles warmly. -~ -Desc This young lady enjoys her job here at the art gallery. It gives her the +Vnum 24800 +Keywords woman receptionist~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the receptionist~ +Long The gallery's receptionist looks up at you and smiles warmly. +~ +Desc This young lady enjoys her job here at the art gallery. It gives her the opportunity to see her share of muscled, handsome warriors. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden truesight~ -Stats1 0 30 0 -200 0 0 -Stats2 1 1 3800 -Stats3 25 5 25 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 30 21 -200 3800 25 5 25 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden truesight~ +Immune drain sleep~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 15~ @@ -100,29 +100,25 @@ endif #ENDMOBILE #MOBILE -Vnum 24801 -Keywords mike michael cosner curator~ -Short the Art Gallery's curator~ -Long The gallery curator sits here, moaning about the unending sea of papers. -~ -Desc Mike hasn't had a good day. In fact, he hasn't had a good day in months. +Vnum 24801 +Keywords mike michael cosner curator~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the Art Gallery's curator~ +Long The gallery curator sits here, moaning about the unending sea of papers. +~ +Desc Mike hasn't had a good day. In fact, he hasn't had a good day in months. His job is slowly killing him. The stress is just too much. How would YOU feel if your job consisted of pricing all the art in the Realms? ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Stats1 0 40 0 -100 0 0 -Stats2 1 1 20000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 40 21 -100 20000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ ShopData 0 0 0 0 0 120 90 0 23 #MUDPROG Progtype rand_prog~ @@ -141,53 +137,46 @@ endif #ENDMOBILE #MOBILE -Vnum 24802 -Keywords cashier woman gift shoppe~ -Short the cashier~ -Long The gift shoppe cashier stands here, ready to accept your money. -~ -Desc She looks quite bored. Evidently, having to stand around all day selling +Vnum 24802 +Keywords cashier woman gift shoppe~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the cashier~ +Long The gift shoppe cashier stands here, ready to accept your money. +~ +Desc She looks quite bored. Evidently, having to stand around all day selling reproductions of art touches a nerve in the boredom region of the brain. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Stats1 0 50 0 -200 0 0 -Stats2 30000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -200 1 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 24803 -Keywords sculpture phunbaba demon~ -Short the sculpture of Phunbaba~ -Long A hideous-looking sculpture stands hunched over here. -~ -Desc A plaque mounted on the statue says proudly, "PHUNBABA". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected sanctuary protect~ -Stats1 0 44 0 -300 0 0 -Stats2 5000 0 1 -Stats3 3 4 15 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 34 -Speaks common halfling~ -Speaking halfling~ +Vnum 24803 +Keywords sculpture phunbaba demon~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the sculpture of Phunbaba~ +Long A hideous-looking sculpture stands hunched over here. +~ +Desc A plaque mounted on the statue says proudly, "PHUNBABA". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 44 21 -300 1 3 4 15 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected sanctuary protect~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -198,59 +187,52 @@ Comlist mpecho The bronze sculpture's eyes gleam as you enter the room. #ENDMOBILE #MOBILE -Vnum 24804 -Keywords phunbaba demon green~ -Short Phunbaba~ -Long A hideous-looking, hunchbacked demon snarls at you ferally. Run! -~ -Desc Now that Phunbaba has come to life, he is truly a frightening sight! Acidic +Vnum 24804 +Keywords phunbaba demon green~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short Phunbaba~ +Long A hideous-looking, hunchbacked demon snarls at you ferally. Run! +~ +Desc Now that Phunbaba has come to life, he is truly a frightening sight! Acidic drool falls from his lips to the floor, and he grins, threatening to show a faint glimmer of intelligence. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_lightning~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary~ -Stats1 0 35 0 -200 3 0 -Stats2 3000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 3 0 0 0 0 +Stats2 35 21 -200 1 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary~ #ENDMOBILE #MOBILE -Vnum 24805 -Keywords green envy color~ -Short Envy~ -Long A vague sense of fiery jealousy forms a humanoid shape in front of you. -~ -Desc Damn! What it must be like to be able to change shape at will! You fume +Vnum 24805 +Keywords green envy color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Envy~ +Long A vague sense of fiery jealousy forms a humanoid shape in front of you. +~ +Desc Damn! What it must be like to be able to change shape at will! You fume with jealousy at the ethereal quality of the shape before you. "Why can't -I- be like that...that thing?", you think to yourself. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden flying~ -Stats1 0 35 0 -200 13 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ -Resist blunt pierce slash~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 35 21 -200 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden flying~ +Resist energy blunt pierce~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -262,30 +244,27 @@ Comlist grumble #ENDMOBILE #MOBILE -Vnum 24806 -Keywords melancholy blue color~ -Short Melancholy~ -Long Sadness washes over you as a nebulous mass congeals into a shape above you. -~ -Desc *sniffle* How depressing. The essence before you conveys such a feeling of +Vnum 24806 +Keywords melancholy blue color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Melancholy~ +Long Sadness washes over you as a nebulous mass congeals into a shape above you. +~ +Desc *sniffle* How depressing. The essence before you conveys such a feeling of unspeakable loss and depression that you can't help but cry. You can feel your knees grow weak from the emotion, and it becomes an effort to stand. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected flying~ -Stats1 0 40 0 -50 0 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 40 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc~ +Affected flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -297,30 +276,27 @@ Comlist cry #ENDMOBILE #MOBILE -Vnum 24807 -Keywords yellow cowardice color~ -Short Cowardice~ -Long A yellow mist forms around you and immediately darts off into the distance. -~ -Desc You don't know whether to laugh or cry at the display of weakness before you. +Vnum 24807 +Keywords yellow cowardice color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Cowardice~ +Long A yellow mist forms around you and immediately darts off into the distance. +~ +Desc You don't know whether to laugh or cry at the display of weakness before you. The sense of pathetic cowardice eminating from the mist that surrounds you turns your stomach. You wonder how ANYthing could be that afraid. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea wimpy~ -Affected detect_invis detect_hidden flying~ -Stats1 0 39 0 -200 0 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 39 21 -200 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea wimpy~ +Affected detect_invis detect_hidden flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -332,30 +308,27 @@ Comlist gasp #ENDMOBILE #MOBILE -Vnum 24808 -Keywords confusion indigo color~ -Short Confusion~ -Long A dark blue fog creeps towards you, causing you to look around in bewilderment. -~ -Desc The fog feels cool against your skin. What are you doing here? You can +Vnum 24808 +Keywords confusion indigo color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Confusion~ +Long A dark blue fog creeps towards you, causing you to look around in bewilderment. +~ +Desc The fog feels cool against your skin. What are you doing here? You can remember coming in here for a reason, but what was it? You stop and scratch your head. Hmm. Maybe it would be best to just leave this place. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden flying~ -Stats1 0 38 0 -250 0 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking common halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 38 21 -250 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -367,30 +340,27 @@ Comlist ponder #ENDMOBILE #MOBILE -Vnum 24809 -Keywords life orange color~ -Short Life~ -Long An orange glow surrounds the area, filling your body with vitality. -~ -Desc You have never felt so alive! The pure energy coursing through your veins +Vnum 24809 +Keywords life orange color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Life~ +Long An orange glow surrounds the area, filling your body with vitality. +~ +Desc You have never felt so alive! The pure energy coursing through your veins fills you with a renewed sense of vigor. If you were forced to remain here forever, you wouldn't mind. In fact, that seems like a very good idea. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden flying~ -Stats1 0 35 0 -200 0 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 35 21 -200 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -402,30 +372,27 @@ Comlist dance #ENDMOBILE #MOBILE -Vnum 24810 -Keywords purple violet love color~ -Short Love~ -Long A purple cloud becomes a beautiful shape before you, filling you with love. -~ -Desc Your heart feels as though it might burst due to the deep passion you feel +Vnum 24810 +Keywords purple violet love color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Love~ +Long A purple cloud becomes a beautiful shape before you, filling you with love. +~ +Desc Your heart feels as though it might burst due to the deep passion you feel inside. You gaze longingly into the violet mass before you, completely lost in a world of desire and peace. Siiiiiiiigh. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden flying~ -Stats1 0 35 0 -200 0 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 35 21 -200 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -437,31 +404,28 @@ Comlist kiss $n #ENDMOBILE #MOBILE -Vnum 24811 -Keywords anger red hatred color~ -Short Anger~ -Long A red mist surrounds you, filling you with an intense hatred. -~ -Desc A wild growl escapes your lips as you gaze into the crimson vapor. Your +Vnum 24811 +Keywords anger red hatred color~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Anger~ +Long A red mist surrounds you, filling you with an intense hatred. +~ +Desc A wild growl escapes your lips as you gaze into the crimson vapor. Your vision films over with the color of blood, and your brain pumps adrenaline straight to your muscles and tendons. You feel an almost insane rage coming from this mass. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden flying~ -Stats1 -1000 37 0 -250 100 0 -Stats2 7000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 84 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 37 21 -250 1 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -473,30 +437,26 @@ Comlist fume $n #ENDMOBILE #MOBILE -Vnum 24812 -Keywords white innocence ball color~ -Short Innocence~ -Long An innocent-looking white ball of light floats here, seeming almost amused. -~ -Desc Although you are close to blinded by the intensity of the form in front of +Vnum 24812 +Keywords white innocence ball color~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Innocence~ +Long An innocent-looking white ball of light floats here, seeming almost amused. +~ +Desc Although you are close to blinded by the intensity of the form in front of you, you know that it doesn't matter much. There is no way this entity could harm you. It's too nice. You smile to yourself and sigh happily. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary flying~ -Stats1 1000 40 0 -200 1 0 -Stats2 9000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 1000 1 0 0 0 0 +Stats2 40 21 -200 1 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -508,30 +468,26 @@ Comlist smile #ENDMOBILE #MOBILE -Vnum 24813 -Keywords evil black color~ -Short Evil~ -Long A large mass of absolute blackness surrounds you, chilling you to your bones. -~ -Desc Nothing, in all the Realms, is this evil. Not Shimmergloom, not Lord Seth, not +Vnum 24813 +Keywords evil black color~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Evil~ +Long A large mass of absolute blackness surrounds you, chilling you to your bones. +~ +Desc Nothing, in all the Realms, is this evil. Not Shimmergloom, not Lord Seth, not War, nothing. Your heart freezes with dread, your throat tightens, and your flesh chills. You try to scream, but nothing comes out. This is pure evil. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary flying~ -Stats1 0 45 0 -200 666 0 -Stats2 10000 0 1 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 666 0 0 0 0 +Stats2 45 21 -200 1 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -543,27 +499,25 @@ Comlist growl #ENDMOBILE #MOBILE -Vnum 24814 -Keywords left foot welmar leftfoot~ -Short Welmar's Left Foot~ -Long The monstrous left foot of King Welmar is here, tapping impatiently. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel~ -Stats1 0 20 0 -50 0 0 -Stats2 900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Attacks kick~ +Vnum 24814 +Keywords left foot welmar leftfoot~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Welmar's Left Foot~ +Long The monstrous left foot of King Welmar is here, tapping impatiently. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 20 21 -50 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Bodyparts guts~ +Attacks kick~ #MUDPROG Progtype act_prog~ Arglist defend_foot~ @@ -582,27 +536,24 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24815 -Keywords right foot welmar rightfoot~ -Short Welmar's Right Foot~ -Long The humongous right foot of King Welmar is here, tracing designs on the floor. -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel~ -Stats1 0 20 0 -50 0 0 -Stats2 900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Attacks kick~ +Vnum 24815 +Keywords right foot welmar rightfoot~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Welmar's Right Foot~ +Long The humongous right foot of King Welmar is here, tracing designs on the floor. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 20 21 -50 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Attacks kick~ #MUDPROG Progtype act_prog~ Arglist defend_foot~ @@ -621,26 +572,24 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24816 -Keywords right hand welmar righthand~ -Short Welmar's Right hand~ -Long The gigantic right hand of King Welmar is here, gripping a huge golden sceptre. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Stats1 750 30 0 -75 0 0 -Stats2 1900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Attacks punch~ +Vnum 24816 +Keywords right hand welmar righthand~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Welmar's Right hand~ +Long The gigantic right hand of King Welmar is here, gripping a huge golden sceptre. +~ +Nattacks 0.000000 +Stats1 750 0 0 0 0 0 +Stats2 30 21 -75 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc stayarea~ +Bodyparts guts~ +Attacks punch~ #MUDPROG Progtype act_prog~ Arglist defend_me~ @@ -660,26 +609,24 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24817 -Keywords left hand welmar lefthand~ -Short Welmar's Left hand~ -Long Welmar's enormous left hand is here, drumming its fingers. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Stats1 -1000 30 0 -75 0 0 -Stats2 1900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Attacks punch~ +Vnum 24817 +Keywords left hand welmar lefthand~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Welmar's Left hand~ +Long Welmar's enormous left hand is here, drumming its fingers. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 30 21 -75 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc~ +Bodyparts guts~ +Attacks punch~ #MUDPROG Progtype act_prog~ Arglist defend_me~ @@ -699,27 +646,25 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24818 -Keywords left eye welmar~ -Short Welmar's Left Eye~ -Long King Welmar's left eye glares at you in irritation. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_evil detect_invis detect_hidden sanctuary~ -Stats1 750 35 0 -100 0 0 -Stats2 2400 0 100 -Stats3 0 0 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Defenses dodge~ +Vnum 24818 +Keywords left eye welmar~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Welmar's Left Eye~ +Long King Welmar's left eye glares at you in irritation. +~ +Nattacks 1.000000 +Stats1 750 0 0 0 0 0 +Stats2 35 21 -100 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Affected detect_evil detect_invis detect_hidden sanctuary~ +Bodyparts guts~ +Defenses dodge~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -730,26 +675,24 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24819 -Keywords right eye welmar~ -Short Welmar's Right Eye~ -Long King Welmar's right eye stares at you impassively. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_evil detect_invis detect_hidden sanctuary~ -Stats1 750 35 0 -100 0 0 -Stats2 2400 0 100 -Stats3 0 0 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ +Vnum 24819 +Keywords right eye welmar~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Welmar's Right Eye~ +Long King Welmar's right eye stares at you impassively. +~ +Nattacks 1.000000 +Stats1 750 0 0 0 0 0 +Stats2 35 21 -100 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Affected detect_evil detect_invis detect_hidden sanctuary~ +Bodyparts guts~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -760,27 +703,25 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24820 -Keywords mouth welmar~ -Short Welmar's Mouth~ -Long King Welmar's mouth mutters something about "kill" and "damn intruders". -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc sentinel~ -Stats1 -1000 40 0 -150 0 0 -Stats2 2900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Attacks bite~ +Vnum 24820 +Keywords mouth welmar~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short Welmar's Mouth~ +Long King Welmar's mouth mutters something about "kill" and "damn intruders". +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 40 21 -150 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Bodyparts guts~ +Attacks bite~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -791,37 +732,34 @@ Comlist mpgoto 4 #ENDMOBILE #MOBILE -Vnum 24821 -Keywords dragon dust Dracolithos~ -Short Dracolithos~ -Long A swirling cloud of dust forms a terrifying dragon shape before you. -~ -Desc Dracolithos has lived in this painting for thousands of years, feeding on +Vnum 24821 +Keywords dragon dust Dracolithos~ +Race dragon~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short Dracolithos~ +Long A swirling cloud of dust forms a terrifying dragon shape before you. +~ +Desc Dracolithos has lived in this painting for thousands of years, feeding on those adventurers foolish or unlucky to end up in this wasteland. It displays its pile of bone powder as one would show a trophy on their wall. You begin to regret ever coming to the art gallery. ~ -Race dragon~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_breath_gas~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden infrared protect hide flying truesight~ -Stats1 0 50 0 -150 650000 0 -Stats2 1 1 11000 -Stats3 8 8 6 -Stats4 0 0 5 0 0 -Attribs 18 13 13 16 13 13 0 -Saves 0 0 0 -15 -6 -Speaks common halfling~ -Speaking common halfling~ -Bodyparts guts long_tongue tail scales~ -Immune fire cold electricity sleep charm paralysis~ -Suscept energy drain~ -Attacks bite claws tail~ -Defenses parry dodge~ +Nattacks 5.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -150 11000 8 8 6 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden infrared protect hide flying truesight~ +Bodyparts guts long_tongue tail scales~ +Immune NONE fire cold drain sleep magic~ +Suscept electricity poison~ +Attacks bite claws tail~ +Defenses parry dodge~ #MUDPROG Progtype rand_prog~ Arglist 8~ @@ -869,142 +807,127 @@ Comlist mpat 3 c heal #ENDMOBILE #MOBILE -Vnum 24822 -Keywords zombie noble~ -Short a zombie noble~ -Long A well-dressed zombie turns to you and emits a terrifying moan. -~ -Desc A close examination of this zombie wasn't really what you had in mind. +Vnum 24822 +Keywords zombie noble~ +Race halfling~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short a zombie noble~ +Long A well-dressed zombie turns to you and emits a terrifying moan. +~ +Desc A close examination of this zombie wasn't really what you had in mind. Unfortunately, the details of his rotting visage are forever etched into your mind. Looks like he's been sitting here for a long, long, LONG time. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden~ -Stats1 -1000 30 0 -75 10000 0 -Stats2 1000 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 71 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 30 21 -75 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ #ENDMOBILE #MOBILE -Vnum 24823 -Keywords ghoul noble~ -Short a ghoul noble~ -Long A ghoul dressed in tattered majestic robes growls at you hungrily. -~ -Desc This ghoul seems as bereft of brain power as any other undead creature, but +Vnum 24823 +Keywords ghoul noble~ +Race halfling~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a ghoul noble~ +Long A ghoul dressed in tattered majestic robes growls at you hungrily. +~ +Desc This ghoul seems as bereft of brain power as any other undead creature, but an evil glint in its eyes gives away a faint remainder of cunning, if not intelligence. Watch out for this one. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden~ -Stats1 -1000 35 0 -100 20000 0 -Stats2 1200 0 50 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 67 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 35 21 -100 50 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden~ #ENDMOBILE #MOBILE -Vnum 24824 -Keywords skeleton lady~ -Short a lady skeleton~ -Long A lady of regal bearing stands here, devoid of everything but bone. -~ -Desc This important-looking skeleton's face is forever locked in a grin, due to +Vnum 24824 +Keywords skeleton lady~ +Race halfling~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short a lady skeleton~ +Long A lady of regal bearing stands here, devoid of everything but bone. +~ +Desc This important-looking skeleton's face is forever locked in a grin, due to the fact that she has no face to do anything else with. Her crown is still on her head, the only thing on what's left of her body that hasn't rotted away. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden~ -Stats1 -1000 35 0 -100 10000 0 -Stats2 1300 0 50 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 60 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 35 21 -100 50 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden~ #ENDMOBILE #MOBILE -Vnum 24825 -Keywords vampire lord king~ -Short The Vampire Lord~ -Long A fearsome vampire sits here, smiling coldly. -~ -Desc This vampire has not bothered to wipe the blood from his face, a testament to +Vnum 24825 +Keywords vampire lord king~ +Race halfling~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short The Vampire Lord~ +Long A fearsome vampire sits here, smiling coldly. +~ +Desc This vampire has not bothered to wipe the blood from his face, a testament to his many kills. You can almost feel his razor-sharp fangs digging into your neck, and you rub your neck involuntarily at the thought. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis detect_hidden sanctuary floating~ -Stats1 -1000 45 0 -200 50000 0 -Stats2 2800 0 200 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 5 -Speaks common halfling~ -Speaking halfling~ -Immune charm~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 45 21 -200 200 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary floating~ +Immune sleep~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 24826 -Keywords deer~ -Short a strong deer~ -Long A deer spies you and quickly bounds away. -~ -Desc This stag's antlers look rather intimidating. You can imagine yourself being +Vnum 24826 +Keywords deer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a strong deer~ +Long A deer spies you and quickly bounds away. +~ +Desc This stag's antlers look rather intimidating. You can imagine yourself being impaled on the many racks of them. His skin looks rather warm, though. No wonder he looks so carefree. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Stats1 0 20 0 0 0 0 -Stats2 400 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 20 21 0 100 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc stayarea wimpy~ +Defenses dodge~ #MUDPROG Progtype death_prog~ Arglist 100~ @@ -1022,68 +945,62 @@ Comlist kick #ENDMOBILE #MOBILE -Vnum 24827 -Keywords yeti~ -Short a tundra yeti~ -Long A huge yeti rises up before you, its white fur blending with the snow. -~ -Desc This huge animal resembles a large white bear, only with much stronger arms +Vnum 24827 +Keywords yeti~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a tundra yeti~ +Long A huge yeti rises up before you, its white fur blending with the snow. +~ +Desc This huge animal resembles a large white bear, only with much stronger arms and jaws. You wouldn't want to get caught between either of those. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Affected detect_hidden~ -Stats1 0 22 0 0 0 0 -Stats2 1 1 800 -Stats3 10 2 5 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Suscept magic~ -Attacks trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 22 21 0 800 10 2 5 +Speaks common~ +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_hidden~ +Suscept plus6~ +Attacks trip~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 24828 -Keywords dragon icingdeath ingeloakastimizilian ice white~ -Short Icingdeath~ -Long Icingdeath, king of the white dragons, lies here on a frozen bed of gold. -~ -Desc Ingeloakastimizilian, or Icingdeath, as he has come to be known, has lived in +Vnum 24828 +Keywords dragon icingdeath ingeloakastimizilian ice white~ +Race halfling~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short Icingdeath~ +Long Icingdeath, king of the white dragons, lies here on a frozen bed of gold. +~ +Desc Ingeloakastimizilian, or Icingdeath, as he has come to be known, has lived in this cavern for hundreds of years. He, like many others of his kind, has grown too large to leave his lair. So Icingdeath is content to lie here in repose and count his treasure in his tiny dragon mind. Disturbing him was probably a very bad idea. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_breath_frost~ -Gender male~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 45 0 -250 750000 0 -Stats2 7000 0 1000 -Stats3 2 5 4 -Stats4 0 0 0 0 0 -Attribs 17 13 13 16 13 13 0 -Saves 0 0 0 0 0 -Speaks common halfling~ -Speaking common halfling~ -Bodyparts head legs heart eye wings tail scales claws tailattack~ -Resist electricity~ -Immune cold charm paralysis~ -Suscept fire~ -Attacks trip~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 45 21 -250 1000 2 5 4 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ +Bodyparts head legs heart eye wings tail scales claws tailattack~ +Resist cold~ +Immune fire sleep magic~ +Suscept NONE~ +Attacks trip~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -1118,32 +1035,29 @@ Comlist mpecho Icingdeath shudders once as blood trickles out of his nostrils. #ENDMOBILE #MOBILE -Vnum 24829 -Keywords lich aram aram-dol dol~ -Short Aram-Dol~ -Long A skeletal being of pure evil lies here, its eyes glowing with an unholy light. -~ -Desc Aram-Dol has been feeding off unwary adventurers for centuries now, their +Vnum 24829 +Keywords lich aram aram-dol dol~ +Race halfling~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short Aram-Dol~ +Long A skeletal being of pure evil lies here, its eyes glowing with an unholy light. +~ +Desc Aram-Dol has been feeding off unwary adventurers for centuries now, their life force sustaining his existence. He should have been dead millenia ago, but his evil ambitions and magic crown have allowed him to cheat death and enter the realm of the undead. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden~ -Stats1 0 45 0 -200 100000 0 -Stats2 7000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 67 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 45 21 -200 1000 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden~ #MUDPROG Progtype fight_prog~ Arglist 25~ @@ -1167,170 +1081,147 @@ drop crown #ENDMOBILE #MOBILE -Vnum 24830 -Keywords butcher graeme davis~ -Short the butcher~ -Long A blond young man offers a blood-stained hand as you enter the room. -~ -Desc Graeme loves his job. It gives him the chance to take out his aggressions on +Vnum 24830 +Keywords butcher graeme davis~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the butcher~ +Long A blond young man offers a blood-stained hand as you enter the room. +~ +Desc Graeme loves his job. It gives him the chance to take out his aggressions on human-sized targets with a huge cleaver. He doesn't look like the type to be messed with. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24831 -Keywords baker jon lang~ -Short the baker~ -Long A wild-eyed man is here, covered in flour from his shoes to his glasses. -~ -Desc Jon Lang runs around manically as you study him. The flour all over his body +Vnum 24831 +Keywords baker jon lang~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the baker~ +Long A wild-eyed man is here, covered in flour from his shoes to his glasses. +~ +Desc Jon Lang runs around manically as you study him. The flour all over his body is caked into his skin and clothes. Apparently, he hasn't had time to clean himself. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24832 -Keywords stafford fruit markham vendor~ -Short the fruit stand vendor~ -Long A grizzled, moustached man stands here, offering you various fruits. -~ -Desc Stafford has given up his job designing signs for the shops around here, and +Vnum 24832 +Keywords stafford fruit markham vendor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the fruit stand vendor~ +Long A grizzled, moustached man stands here, offering you various fruits. +~ +Desc Stafford has given up his job designing signs for the shops around here, and is content to sell you every fruit he has ever come across. Yes, his job is just about as boring as it sounds. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24833 -Keywords tabby cat orange~ -Short the orange tabby~ -Long A beautiful orange tabby cat rubs up against your leg and purrs here. -~ -Desc The cat's coat is a lustrous orange. Obviously, someone has been taking care +Vnum 24833 +Keywords tabby cat orange~ +Race halfling~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short the orange tabby~ +Long A beautiful orange tabby cat rubs up against your leg and purrs here. +~ +Desc The cat's coat is a lustrous orange. Obviously, someone has been taking care of her quite well. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Stats1 0 20 0 -75 0 0 -Stats2 900 0 100 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 29 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 20 21 -75 100 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 24834 -Keywords bonnie dairy milkmaid roberts ~ -Short the dimpled milkmaid~ -Long A beautiful blonde woman shyly offers you dairy products. -~ -Desc Bonnie has grown fed up with her bureaucratic job at the university. She now +Vnum 24834 +Keywords bonnie dairy milkmaid roberts ~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the dimpled milkmaid~ +Long A beautiful blonde woman shyly offers you dairy products. +~ +Desc Bonnie has grown fed up with her bureaucratic job at the university. She now runs the Goodbody Dairy, which has been her dream for many years. Her cheeks flush as she offers you merchandise. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 200 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 200 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24835 -Keywords barbarian heafstaag~ -Short a barbarian fighter~ -Long A huge barbarian stands here motionless, awaiting his next target. -~ -Desc This huge man appears to be quite worked up about something. Every muscle on +Vnum 24835 +Keywords barbarian heafstaag~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a barbarian fighter~ +Long A huge barbarian stands here motionless, awaiting his next target. +~ +Desc This huge man appears to be quite worked up about something. Every muscle on his huge body is taut with exertion. It is his eyes that draw your attention, though. They are frightened, pleading eyes. The eyes of a beaten man. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Stats1 0 30 0 -175 0 0 -Stats2 3500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 30 21 -175 500 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ #MUDPROG Progtype rand_prog~ Arglist 20~ @@ -1341,29 +1232,25 @@ Comlist growl #ENDMOBILE #MOBILE -Vnum 24836 -Keywords storm giant galstorm~ -Short the storm giant chieftain~ -Long A storm giant stands here, completely motionless. -~ -Desc The twenty-foot-plus giant that stands before you pays you absolutely no +Vnum 24836 +Keywords storm giant galstorm~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the storm giant chieftain~ +Long A storm giant stands here, completely motionless. +~ +Desc The twenty-foot-plus giant that stands before you pays you absolutely no attention. You can hear energy crackling all around him, which gives him away as a storm giant even before his deep violet skin. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Stats1 0 50 0 -200 0 0 -Stats2 5500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -200 500 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ #MUDPROG Progtype rand_prog~ Arglist 25~ @@ -1374,553 +1261,482 @@ Comlist cackle #ENDMOBILE #MOBILE -Vnum 24837 -Keywords mind flayer galflayer~ -Short the mind flayer~ -Long A revoltingly colored mind flayer stands here, its eyes widening in shock. -~ -Desc This illithid is one of the most disgusting creatures you've ever seen. Its +Vnum 24837 +Keywords mind flayer galflayer~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the mind flayer~ +Long A revoltingly colored mind flayer stands here, its eyes widening in shock. +~ +Desc This illithid is one of the most disgusting creatures you've ever seen. Its skin glistens with slime, and its bizarre eyes have no pupils. This creature's very existence is a defamation of nature. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis~ -Stats1 0 30 0 -100 10000 0 -Stats2 2500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 30 21 -100 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis~ #ENDMOBILE #MOBILE -Vnum 24838 -Keywords siberian husky dog~ -Short a Siberian Husky~ -Long A healthy-looking Siberian Husky sits here at the table, intent on his hand. -~ -Desc A tag on his collar says "Tundra". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Stats1 0 10 0 -50 10000 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 30 -Speaks common halfling~ -Speaking halfling~ -Bodyparts legs~ +Vnum 24838 +Keywords siberian husky dog~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a Siberian Husky~ +Long A healthy-looking Siberian Husky sits here at the table, intent on his hand. +~ +Desc A tag on his collar says "Tundra". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Bodyparts legs~ #ENDMOBILE #MOBILE -Vnum 24839 -Keywords golden retriever dog~ -Short a Golden Retriever~ -Long A Golden Retriever with a shiny coat sits here oblivious at the table. -~ -Desc A tag on his collar says "Pyrite". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Stats1 0 10 0 -50 10000 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 30 -Speaks common halfling~ -Speaking halfling~ +Vnum 24839 +Keywords golden retriever dog~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a Golden Retriever~ +Long A Golden Retriever with a shiny coat sits here oblivious at the table. +~ +Desc A tag on his collar says "Pyrite". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 24840 -Keywords dachsund weiner dog~ -Short a Wirehaired Dachsund~ -Long A seemingly bored Wirehaired Dachsund is losing. Poor doggie. -~ -Desc A tag on his collar says "Schultz". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Stats1 0 10 0 -50 10000 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 30 -Speaks common halfling~ -Speaking halfling~ +Vnum 24840 +Keywords dachsund weiner dog~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a Wirehaired Dachsund~ +Long A seemingly bored Wirehaired Dachsund is losing. Poor doggie. +~ +Desc A tag on his collar says "Schultz". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 24841 -Keywords irish setter dog~ -Short an Irish Setter~ -Long An excited Irish Setter leans up against the table here, wagging its tail. -~ -Desc A tag on his collar says "O'Sullivan". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Stats1 0 10 0 -50 40000 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 30 -Speaks common halfling~ -Speaking halfling~ +Vnum 24841 +Keywords irish setter dog~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an Irish Setter~ +Long An excited Irish Setter leans up against the table here, wagging its tail. +~ +Desc A tag on his collar says "O'Sullivan". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ #ENDMOBILE #MOBILE -Vnum 24842 -Keywords boxer dog~ -Short a Boxer~ -Long A mean-looking Boxer has lost all his money. Better watch out. -~ -Desc A tag on his collar says "Tyson". -~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Stats1 0 10 0 -50 0 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 30 -Speaks common halfling~ -Speaking halfling~ +Vnum 24842 +Keywords boxer dog~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a Boxer~ +Long A mean-looking Boxer has lost all his money. Better watch out. +~ +Desc A tag on his collar says "Tyson". +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel aggressive stayarea~ #ENDMOBILE #MOBILE -Vnum 24843 -Keywords dragonfly blue~ -Short a sky blue dragonfly~ -Long A gigantic light blue dragonfly buzzes next to your ear. -~ -Desc Its wings are moving much too fast for you to see, but you decide to trust +Vnum 24843 +Keywords dragonfly blue~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a sky blue dragonfly~ +Long A gigantic light blue dragonfly buzzes next to your ear. +~ +Desc Its wings are moving much too fast for you to see, but you decide to trust your senses and believe that this creature is flying. You'd hate to be bitten by one of these. If dragonflies do indeed bite. Hmm. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected flying~ -Stats1 0 10 0 -50 0 0 -Stats2 500 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 83 -Speaks common halfling~ -Speaking halfling~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 10 21 -50 500 0 0 0 +Speaks common halfling~ +Speaking halfling~ +Actflags npc sentinel stayarea~ +Affected flying~ #ENDMOBILE #MOBILE -Vnum 24844 -Keywords blue jay bluejay~ -Short an exuberant blue jay~ -Long A happy-looking blue jay flies circles around your head. -~ -Desc This bird is uncommonly happy for some reason. You can't imagine why, given +Vnum 24844 +Keywords blue jay bluejay~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an exuberant blue jay~ +Long A happy-looking blue jay flies circles around your head. +~ +Desc This bird is uncommonly happy for some reason. You can't imagine why, given the mood of this room. You half expect it to burst into tears at any moment. That would be the icing on the cake. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected flying~ -Stats1 0 15 0 -75 0 0 -Stats2 1000 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 -75 500 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected flying~ #ENDMOBILE #MOBILE -Vnum 24845 -Keywords ~ -Short the butcher~ -Long A blond young man offers a blood-stained hand as you enter the room. -~ -Desc Graeme loves his job. It gives him the chance to take out his aggressions on +Vnum 24845 +Keywords (null)~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the butcher~ +Long A blond young man offers a blood-stained hand as you enter the room. +~ +Desc Graeme loves his job. It gives him the chance to take out his aggressions on human-sized targets with a huge cleaver. He doesn't look like the type to be messed with. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel stayarea prototype~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea proto~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24846 -Keywords ~ -Short the baker~ -Long A wild-eyed man is here, covered in flour from his shoes to his glasses. -~ -Desc Jon Lang runs around manically as you study him. The flour all over his body +Vnum 24846 +Keywords (null)~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the baker~ +Long A wild-eyed man is here, covered in flour from his shoes to his glasses. +~ +Desc Jon Lang runs around manically as you study him. The flour all over his body is caked into his skin and clothes. Apparently, he hasn't had time to clean himself. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea prototype~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea proto~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24847 -Keywords ~ -Short the fruit stand vendor~ -Long A grizzled, moustached man stands here, offering you various fruits. -~ -Desc Stafford has given up his job designing signs for the shops around here, and +Vnum 24847 +Keywords (null)~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the fruit stand vendor~ +Long A grizzled, moustached man stands here, offering you various fruits. +~ +Desc Stafford has given up his job designing signs for the shops around here, and is content to sell you every fruit he has ever come across. Yes, his job is just about as boring as it sounds. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea prototype~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea proto~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24848 -Keywords ~ -Short the dimpled milkmaid~ -Long A beautiful blonde woman shyly offers you dairy products. -~ -Desc Bonnie has grown fed up with her bureaucratic job at the university. She now +Vnum 24848 +Keywords (null)~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the dimpled milkmaid~ +Long A beautiful blonde woman shyly offers you dairy products. +~ +Desc Bonnie has grown fed up with her bureaucratic job at the university. She now runs the Goodbody Dairy, which has been her dream for many years. Her cheeks flush as she offers you merchandise. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender female~ -Actflags npc sentinel stayarea prototype~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea proto~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24850 -Keywords ~ -Short the butcher~ -Long A blond young man offers a blood-stained hand as you enter the room. -~ -Desc Graeme loves his job. It gives him the chance to take out his aggressions on +Vnum 24850 +Keywords (null)~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the butcher~ +Long A blond young man offers a blood-stained hand as you enter the room. +~ +Desc Graeme loves his job. It gives him the chance to take out his aggressions on human-sized targets with a huge cleaver. He doesn't look like the type to be messed with. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel stayarea prototype~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea proto~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24851 -Keywords butcher graeme davis~ -Short the butcher~ -Long A blond young man offers a blood-stained hand as you enter the room. -~ -Desc Graeme loves his job. It gives him the chance to take out his aggressions on +Vnum 24851 +Keywords butcher graeme davis~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the butcher~ +Long A blond young man offers a blood-stained hand as you enter the room. +~ +Desc Graeme loves his job. It gives him the chance to take out his aggressions on human-sized targets with a huge cleaver. He doesn't look like the type to be messed with. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_executioner~ -Gender neuter~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 1 0 600 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 600 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24852 -Keywords milkmaid dairy roberts bonnie~ -Short the dimpled milkmaid~ -Long A beautiful blonde woman shyly offers you dairy products. -~ -Desc Bonnie has grown fed up with her bureaucratic job at the university. She now +Vnum 24852 +Keywords milkmaid dairy roberts bonnie~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the dimpled milkmaid~ +Long A beautiful blonde woman shyly offers you dairy products. +~ +Desc Bonnie has grown fed up with her bureaucratic job at the university. She now runs the Goodbody Dairy, which has been her dream for many years. Her cheeks flush as she offers you merchandise. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_executioner~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 300 0 200 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 200 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24853 -Keywords baker jon lang~ -Short the baker~ -Long A wild-eyed man is here, covered in flour from his shoes to his glasses. -~ -Desc Jon Lang runs around manically as you study him. The flour all over his body +Vnum 24853 +Keywords baker jon lang~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the baker~ +Long A wild-eyed man is here, covered in flour from his shoes to his glasses. +~ +Desc Jon Lang runs around manically as you study him. The flour all over his body is caked into his skin and clothes. Apparently, he hasn't had time to clean himself. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_executioner~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 300 0 500 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 500 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24854 -Keywords stafford fruit markham vendor~ -Short the fruit stand vendor~ -Long A grizzled, moustached man stands here, offering you various fruits. -~ -Desc Stafford has given up his job designing signs for the shops around here, and +Vnum 24854 +Keywords stafford fruit markham vendor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the fruit stand vendor~ +Long A grizzled, moustached man stands here, offering you various fruits. +~ +Desc Stafford has given up his job designing signs for the shops around here, and is content to sell you every fruit he has ever come across. Yes, his job is just about as boring as it sounds. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_executioner~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 10 0 -300 0 0 -Stats2 200 0 650 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 -300 650 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ ShopData 19 17 26 0 0 120 90 0 23 #ENDMOBILE #MOBILE -Vnum 24892 -Keywords wiggins scott ~ -Short Scott~ -Long A towering man in a Corps of Cadets uniform stands here at attention. -~ -Desc Scott is in uniform, of course. It looks like quite an uncomfortable uniform +Vnum 24892 +Keywords wiggins scott ~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Scott~ +Long A towering man in a Corps of Cadets uniform stands here at attention. +~ +Desc Scott is in uniform, of course. It looks like quite an uncomfortable uniform at that. You're very glad YOU don't have to wear it. You're also very glad you're not the one in the Corps. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24893 -Keywords aaron white~ -Short Aaron~ -Long A smiling student in tattered sweatshorts stands here, whining about work. -~ -Desc Aaron notices your gaze and says "What the hell are you looking at?" He is +Vnum 24893 +Keywords aaron white~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Aaron~ +Long A smiling student in tattered sweatshorts stands here, whining about work. +~ +Desc Aaron notices your gaze and says "What the hell are you looking at?" He is holding his koofers for the big test tomorrow. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24894 -Keywords schneider rob schneidr~ -Short Rob~ -Long A tall young lad with thick glasses is here, making fun of you. -~ -Desc Rob is wearing his "Politically Incorrect" T-shirt, and shorts (of course... +Vnum 24894 +Keywords schneider rob schneidr~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Rob~ +Long A tall young lad with thick glasses is here, making fun of you. +~ +Desc Rob is wearing his "Politically Incorrect" T-shirt, and shorts (of course... the guy doesn't have any other legwear). He is working on a five-page paper for Political Theory class. Don't disturb him. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24895 -Keywords tex aaron lee~ -Short Tex~ -Long A tall, lanky Texan stands here with his thumbs in his belt loops. -~ -Desc After a close inspection of Tex's outfit, you wonder why he is here in +Vnum 24895 +Keywords tex aaron lee~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Tex~ +Long A tall, lanky Texan stands here with his thumbs in his belt loops. +~ +Desc After a close inspection of Tex's outfit, you wonder why he is here in Blacksburg and not down in Austin. Faded cowboy boots, a black cowboy hat, blue jeans jacket, and a Garth Brooksesque shirt make up this weirdo's ensemble Aaron notices your gaze and says "What the hell are you looking at?" He is @@ -1929,345 +1745,319 @@ After a close inspection of Tex's outfit, you wonder why he is here in Blacksburg and not down in Austin. Faded cowboy boots, a black cowboy hat, blue jeans jacket, and a Garth Brooksesque shirt make up this weirdo's ensemble ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24896 -Keywords forrester chris~ -Short Forrester~ -Long A thin, goateed weakling stands here doing impressions. -~ -Desc Forrester is battling with Rob for "Smallest Person in Miles". He still +Vnum 24896 +Keywords forrester chris~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Forrester~ +Long A thin, goateed weakling stands here doing impressions. +~ +Desc Forrester is battling with Rob for "Smallest Person in Miles". He still looks quite dangerous, though. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24897 -Keywords cox brian bastard~ -Short Cox~ -Long An annoying bastard is here, wandering about the area. -~ -Desc You can't get a good look at him through all the flannel. But maybe that's +Vnum 24897 +Keywords cox brian bastard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Cox~ +Long An annoying bastard is here, wandering about the area. +~ +Desc You can't get a good look at him through all the flannel. But maybe that's just as well. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24898 -Keywords roberts grant troll-boy~ -Short Grant~ -Long A disinterested, long haired freak sits here at his computer. -~ -Desc Grant is in his customary position. Sprawled in his favorite, uncomfortable +Vnum 24898 +Keywords roberts grant troll-boy~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Grant~ +Long A disinterested, long haired freak sits here at his computer. +~ +Desc Grant is in his customary position. Sprawled in his favorite, uncomfortable red chair with his feet in his computer desk. His face is twisted in a look of concentration as he types much, MUCH too quickly on his keyboard. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 0 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #MOBILE -Vnum 24899 -Keywords seguin brian~ -Short Seguin~ -Long Brian Seguin stands here, laughing at something. What a dork. -~ -Desc Seguin is wearing his usual outfit. A dark sweater with khaki shorts. The kid +Vnum 24899 +Keywords seguin brian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short Seguin~ +Long Brian Seguin stands here, laughing at something. What a dork. +~ +Desc Seguin is wearing his usual outfit. A dark sweater with khaki shorts. The kid has no fashion sense. But that's why the women love him. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ -Stats1 -1000 50 0 -300 0 0 -Stats2 29000 0 1000 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 50 21 -300 1000 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect flying truesight~ #ENDMOBILE #OBJECT -Vnum 24800 -Keywords key~ -Type key~ -Short the Art Gallery key~ -Long A silver key with the initials "D A G" carved on it lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 1000000 -31072 0 0 +Vnum 24800 +Keywords key~ +Type key~ +Short the Art Gallery key~ +Long A silver key with the initials "D A G" carved on it lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000000 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24801 -Keywords ruby sabre spectrum~ -Type weapon~ -Short a ruby sabre~ -Long A long sabre, completely covered in rubies, is stuck in the ground here.~ -Flags glow antimage anticleric~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 5 500000 -15536 0 0 -Affect -1 -1 5 18 0 -Affect -1 -1 5 19 0 -Affect -1 -1 2 1 0 +Vnum 24801 +Keywords ruby sabre spectrum~ +Type weapon~ +Short a ruby sabre~ +Long A long sabre, completely covered in rubies, is stuck in the ground here.~ +Flags glow anticleric antimage~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 5 500000 -2 9999 0 None None None +AffData hitroll 5 -1 -1 0 +AffData damroll 5 -1 -1 0 +AffData strength 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24802 -Keywords topaz staff spectrum~ -Type weapon~ -Short a topaz staff~ -Long A five-foot-long staff made of orange topaz lies on the ground here.~ -Flags glow antithief antiwarrior antivampire antidruid~ -WFlags take wield~ -Values 0 0 0 7 0 0 -Stats 7 200000 20000 0 0 -Affect -1 -1 7 18 0 -Affect -1 -1 3 19 0 -Affect -1 -1 50 13 0 +Vnum 24802 +Keywords topaz staff spectrum~ +Type weapon~ +Short a topaz staff~ +Long A five-foot-long staff made of orange topaz lies on the ground here.~ +Flags glow antirogue antiwarrior antidruid~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 7 200000 -2 1 0 None None None +AffData hitroll 7 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData hit 50 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24803 -Keywords golden axe gold spectrum~ -Type weapon~ -Short a golden axe~ -Long A huge half moon-bladed axe made entirely of gold lies here on the ground.~ -Flags glow antimage antithief anticleric antivampire antidruid~ -WFlags take wield~ -Values 0 0 0 1 0 0 -Stats 10 500000 -15536 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 8 19 0 -Affect -1 -1 2 2 0 +Vnum 24803 +Keywords golden axe gold spectrum~ +Type weapon~ +Short a golden axe~ +Long A huge half moon-bladed axe made entirely of gold lies here on the ground.~ +Flags glow anticleric antimage antirogue antidruid~ +WFlags take wield~ +Values 0 0 0 1 0 0 0 0 0 0 0 +Stats 10 500000 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 8 -1 -1 0 +AffData intelligence 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24804 -Keywords emerald morningstar star spectrum~ -Type weapon~ -Short an emerald morningstar~ -Long A large emerald spiked ball, chained to a long handle, is here on the ground.~ -Flags glow antimage antithief antivampire~ -WFlags take wield~ -Values 0 0 0 8 0 0 -Stats 12 350000 -30536 0 0 -Affect -1 -1 3 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 2 5 0 +Vnum 24804 +Keywords emerald morningstar star spectrum~ +Type weapon~ +Short an emerald morningstar~ +Long A large emerald spiked ball, chained to a long handle, is here on the ground.~ +Flags glow antimage antirogue~ +WFlags take wield~ +Values 0 0 0 8 0 0 0 0 0 0 0 +Stats 12 350000 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 +AffData damroll 7 -1 -1 0 +AffData constitution 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24805 -Keywords blue topaz claw glove spectrum~ -Type weapon~ -Short a blue topaz glove~ -Long A blue topaz-encrusted glove with wicked claws on the fingers lies here.~ -Flags glow antimage antiwarrior antivampire antidruid~ -WFlags take wield~ -Values 0 0 0 5 0 0 -Stats 3 200000 20000 0 0 -Affect -1 -1 8 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 2 4 0 +Vnum 24805 +Keywords blue topaz claw glove spectrum~ +Type weapon~ +Short a blue topaz glove~ +Long A blue topaz-encrusted glove with wicked claws on the fingers lies here.~ +Flags glow antimage antiwarrior antidruid~ +WFlags take wield~ +Values 0 0 0 5 0 0 0 0 0 0 0 +Stats 3 200000 -2 1 0 None None None +AffData hitroll 8 -1 -1 0 +AffData damroll 7 -1 -1 0 +AffData dexterity 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24806 -Keywords blue sapphire scythe spectrum~ -Type weapon~ -Short a sapphire scythe~ -Long A midnight blue scythe lies here, light glinting off its wicked blade.~ -Flags glow antimage anticleric antidruid~ -WFlags take wield~ -Values 0 0 0 10 0 0 -Stats 15 450000 -20536 0 0 -Affect -1 -1 2 3 0 -Affect -1 -1 7 19 0 +Vnum 24806 +Keywords blue sapphire scythe spectrum~ +Type weapon~ +Short a sapphire scythe~ +Long A midnight blue scythe lies here, light glinting off its wicked blade.~ +Flags glow anticleric antimage antidruid~ +WFlags take wield~ +Values 0 0 0 10 0 0 0 0 0 0 0 +Stats 15 450000 -2 9999 0 None None None +AffData wisdom 2 -1 -1 0 +AffData damroll 7 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24807 -Keywords amethyst dagger gauche spectrum~ -Type weapon~ -Short an amethyst gauche~ -Long A long dagger completely covered in amethyst lies here on the ground.~ -Flags glow antimage anticleric~ -WFlags take wield~ -Values 0 0 0 11 0 0 -Stats 3 325000 32500 0 0 -Affect -1 -1 6 18 0 -Affect -1 -1 4 19 0 +Vnum 24807 +Keywords amethyst dagger gauche spectrum~ +Type weapon~ +Short an amethyst gauche~ +Long A long dagger completely covered in amethyst lies here on the ground.~ +Flags glow anticleric antimage~ +WFlags take wield~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 3 325000 -2 1 0 None None None +AffData hitroll 6 -1 -1 0 +AffData damroll 4 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24808 -Keywords ivory rapier spectrum~ -Type weapon~ -Short an ivory rapier~ -Long A perfectly balanced ivory-covered rapier is skewered into the ground here. ~ -Flags glow antievil antimage anticleric antivampire~ -WFlags take wield~ -Values 0 0 0 2 0 0 -Stats 15 225000 22500 0 0 -Affect -1 -1 12 18 0 -Affect -1 -1 -2 19 0 -Affect -1 -1 50 12 0 +Vnum 24808 +Keywords ivory rapier spectrum~ +Type weapon~ +Short an ivory rapier~ +Long A perfectly balanced ivory-covered rapier is skewered into the ground here. ~ +Flags glow antievil anticleric antimage~ +WFlags take wield~ +Values 0 0 0 2 0 0 0 0 0 0 0 +Stats 15 225000 -2 1 0 None None None +AffData hitroll 12 -1 -1 0 +AffData damroll -2 -1 -1 0 +AffData mana 50 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24809 -Keywords onyx whip spectrum~ -Type weapon~ -Short an onyx whip~ -Long A whip with a handle of the deepest onyx lies here forgotten.~ -Flags glow evil antigood~ -WFlags take wield~ -Values 0 0 0 4 0 0 -Stats 6 425000 -23036 0 0 -Affect -1 -1 5 18 0 -Affect -1 -1 5 19 0 +Vnum 24809 +Keywords onyx whip spectrum~ +Type weapon~ +Short an onyx whip~ +Long A whip with a handle of the deepest onyx lies here forgotten.~ +Flags glow antigood evil~ +WFlags take wield~ +Values 0 0 0 4 0 0 0 0 0 0 0 +Stats 6 425000 -2 9999 0 None None None +AffData hitroll 5 -1 -1 0 +AffData damroll 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24810 -Keywords daisy flower~ -Type wand~ -Short bhelliom~ -Long An intricately designed rose made of sapphire lies here, pulsing with life.~ -WFlags take hold~ -Values 50 5 5 -1 0 0 -Stats 1 2000000 3392 0 0 -Affect -1 -1 0 17 0 -Spells 'shockshield' +Vnum 24810 +Keywords daisy flower~ +Type wand~ +Short bhelliom~ +Long An intricately designed rose made of sapphire lies here, pulsing with life.~ +WFlags take hold~ +Values 50 5 5 -1 0 0 0 0 0 0 0 +Stats 1 2000000 -2 1 0 None None None +AffData armor 0 -1 -1 0 +Spells 'shockshield' #ENDOBJECT #OBJECT -Vnum 24811 -Keywords dandelion flower~ -Type wand~ -Short a dandelion~ -Long A huge dandelion is sprouting up from the ground below you.~ -WFlags take hold~ -Values 50 5 5 -1 0 0 -Stats 1 2000000 3392 0 0 -Spells 'fireshield' +Vnum 24811 +Keywords dandelion flower~ +Type wand~ +Short a dandelion~ +Long A huge dandelion is sprouting up from the ground below you.~ +WFlags take hold~ +Values 50 5 5 -1 0 0 0 0 0 0 0 +Stats 1 2000000 -2 1 0 None None None +Spells 'fireshield' #ENDOBJECT #OBJECT -Vnum 24812 -Keywords bouquet marigolds flower marigold~ -Type wand~ -Short a marigold~ -Long A single marigold is pushing up through the soil here.~ -WFlags take hold~ -Values 50 5 5 -1 0 0 -Stats 1 2000000 3392 0 0 -Spells 'sanctuary' +Vnum 24812 +Keywords bouquet marigolds flower marigold~ +Type wand~ +Short a marigold~ +Long A single marigold is pushing up through the soil here.~ +WFlags take hold~ +Values 50 5 5 -1 0 0 0 0 0 0 0 +Stats 1 2000000 -2 1 0 None None None +Spells 'sanctuary' #ENDOBJECT #OBJECT -Vnum 24813 -Keywords pansy flower~ -Type pill~ -Short a pansy~ -Long A tasty-looking pansy grows by itself off to the side here.~ -WFlags take~ -Values 50 -1 -1 -1 0 0 -Stats 1 2000000 3392 0 0 -Spells 'stone skin' 'shield' 'protection' +Vnum 24813 +Keywords pansy flower~ +Type pill~ +Short a pansy~ +Long A tasty-looking pansy grows by itself off to the side here.~ +WFlags take~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 2000000 -2 1 0 None None None +Spells 'stone skin' 'shield' 'protection from evil' #ENDOBJECT #OBJECT -Vnum 24814 -Keywords primrose flower~ -Type pill~ -Short a potted primrose~ -Long A bright red primrose grows in a pot here.~ -WFlags take~ -Values 50 -1 -1 -1 0 0 -Stats 1 2000000 3392 0 0 -Spells 'fly' 'kindred strength' 'scry' +Vnum 24814 +Keywords primrose flower~ +Type pill~ +Short a potted primrose~ +Long A bright red primrose grows in a pot here.~ +WFlags take~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 2000000 -2 1 0 None None None +Spells 'fly' 'NONE' 'scry' #ENDOBJECT #OBJECT -Vnum 24815 -Keywords plaque keystone~ -Type furniture~ -Short the Art Gallery's keystone~ -Long A plaque is mounted on the keystone of the gallery.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 24815 +Keywords plaque keystone~ +Type furniture~ +Short the Art Gallery's keystone~ +Long A plaque is mounted on the keystone of the gallery.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey plaque keystone~ ExDesc ------------------------------------------------------------------------------ @@ -2286,86 +2076,86 @@ Owzer's house, in Final Fantasy III. Those who've played it know what I mean. #ENDOBJECT #OBJECT -Vnum 24816 -Keywords scorched band glass~ -Type armor~ -Short a scorched band of glass~ -Long A dark piece of sand-etched glass has fallen here.~ -Flags antievil antineutral antithief~ -WFlags take finger~ -Values 0 0 0 0 0 0 -Stats 8 248000 24800 0 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 -5 17 0 -Affect -1 -1 -40 12 0 -Affect -1 -1 25 13 0 -Affect -1 -1 1 18 0 -Affect -1 -1 3 19 0 +Vnum 24816 +Keywords scorched band glass~ +Type armor~ +Short a scorched band of glass~ +Long A dark piece of sand-etched glass has fallen here.~ +Flags antievil antineutral antirogue~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 8 248000 -2 1 0 None None None +AffData save_para -2 -1 -1 0 +AffData armor -5 -1 -1 0 +AffData mana -40 -1 -1 0 +AffData hit 25 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData damroll 3 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24817 -Keywords tattered cape~ -Type armor~ -Short a tattered cape~ -Long An old, tattered, moth-eaten cape lies here in a heap.~ -Flags magic nodrop~ -WFlags take about~ -Values 10 0 0 0 0 0 -Stats 2 5000 500 0 0 -Affect -1 -1 5 17 0 -Affect -1 -1 2 5 0 +Vnum 24817 +Keywords tattered cape~ +Type armor~ +Short a tattered cape~ +Long An old, tattered, moth-eaten cape lies here in a heap.~ +Flags magic nodrop~ +WFlags take about~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 2 5000 -2 1 0 None None None +AffData armor 5 -1 -1 0 +AffData constitution 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24818 -Keywords crown~ -Type armor~ -Short a flawless crown~ -Long A completely flawless golden crown lies here on the ground.~ -Flags magic nodrop~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 5 50000 5000 0 0 -Affect -1 -1 2 5 0 -Affect -1 -1 -8 24 0 +Vnum 24818 +Keywords crown~ +Type armor~ +Short a flawless crown~ +Long A completely flawless golden crown lies here on the ground.~ +Flags magic nodrop~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 50000 -2 1 0 None None None +AffData constitution 2 -1 -1 0 +AffData save_spell -8 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24819 -Keywords sceptre death~ -Type staff~ -Short the Death Sceptre~ -Long A jet black sceptre is here, exuding an aura of evil.~ -Flags hum dark evil magic nodrop antigood antineutral noremove~ -WFlags take hold~ -Values 50 5 10 -1 0 0 -Stats 5 1000000 -31072 0 0 -Affect -1 -1 -40 17 0 -Affect -1 -1 2 1 0 -Affect -1 -1 1 5 0 -Spells 'chill touch' +Vnum 24819 +Keywords sceptre death~ +Type staff~ +Short the Death Sceptre~ +Long A jet black sceptre is here, exuding an aura of evil.~ +Flags hum magic nodrop antigood antineutral noremove evil~ +WFlags take hold~ +Values 50 5 10 -1 0 0 0 0 0 0 0 +Stats 5 1000000 -2 9999 0 None None None +AffData armor -40 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData constitution 1 -1 -1 0 +Spells 'chill touch' #ENDOBJECT #OBJECT -Vnum 24820 -Keywords pool evermelt~ -Type fountain~ -Short mikeCosnerGraemeDavisLaszloTabaJonLangBrianSeguinBrianCoxAaronWhiteRobSchneiderAaronLeeScottWigginsChrisForrester~ -Long The pool's water looks inviting and refreshing. Care for a sip?~ -Values 0 0 0 0 0 0 -Stats 10000 0 0 0 0 +Vnum 24820 +Keywords pool evermelt~ +Type fountain~ +Short mikeCosnerGraemeDavisLaszloTabaJonLangBrianSeguinBrianCoxAaronWhiteRobSchneiderAaronLeeScottWigginsChrisForrester~ +Long The pool's water looks inviting and refreshing. Care for a sip?~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10000 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24821 -Keywords fat deer animal layer~ -Type armor~ -Short a layer of animal fat~ -Long A disgusting mass of black-tinged animal fat lies here.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 1 1 0 0 0 +Vnum 24821 +Keywords fat deer animal layer~ +Type armor~ +Short a layer of animal fat~ +Long A disgusting mass of black-tinged animal fat lies here.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None #EXDESC ExDescKey fat deer animal layer~ ExDesc Looks like this nasty stuff would keep you quite warm on a cold day. @@ -2375,483 +2165,483 @@ ExDesc Looks like this nasty stuff would keep you quite warm on a cold day #ENDOBJECT #OBJECT -Vnum 24822 -Keywords crown jeweled~ -Type armor~ -Short an extravagantly jeweled crown~ -Long A gold crown layered in huge jewels lies here on the ground.~ -Flags dark evil magic nodrop antigood noremove~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 3 100000 10000 0 0 -Affect -1 -1 -100 9 0 -Affect -1 -1 3 5 0 -Affect -1 -1 4 19 0 +Vnum 24822 +Keywords crown jeweled~ +Type armor~ +Short an extravagantly jeweled crown~ +Long A gold crown layered in huge jewels lies here on the ground.~ +Flags magic nodrop antigood noremove evil~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 100000 -2 1 0 None None None +AffData age -100 -1 -1 0 +AffData constitution 3 -1 -1 0 +AffData damroll 4 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24823 -Keywords wand decay~ -Type wand~ -Short the Wand of Decay~ -Long An ice-cold onyx wand lies here on the ground, killing all life underneath it.~ -Flags dark evil magic nodrop antigood noremove~ -WFlags take hold~ -Values 60 3 3 -1 0 0 -Stats 5 100000 10000 0 0 -Affect -1 -1 -100 9 0 -Affect -1 -1 2 5 0 -Affect -1 -1 5 19 0 -Affect -1 -1 -25 17 0 -Affect -1 -1 25 13 0 -Spells 'energy drain' +Vnum 24823 +Keywords wand decay~ +Type wand~ +Short the Wand of Decay~ +Long An ice-cold onyx wand lies here on the ground, killing all life underneath it.~ +Flags magic nodrop antigood noremove evil~ +WFlags take hold~ +Values 60 3 3 -1 0 0 0 0 0 0 0 +Stats 5 100000 -2 1 0 None None None +AffData age -100 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData damroll 5 -1 -1 0 +AffData armor -25 -1 -1 0 +AffData hit 25 -1 -1 0 +Spells 'energy drain' #ENDOBJECT #OBJECT -Vnum 24824 -Keywords ice plate breastplate~ -Type armor~ -Short the Ice Breastplate~ -Long A large breastplate made entirely of ice lies here twinkling the ground.~ -Flags glow~ -WFlags take body~ -Values -50 -50 0 0 0 0 -Stats 10 500000 -15536 0 0 -Affect -1 -1 -30 17 0 -Affect -1 -1 1 5 0 -Affect -1 -1 -10 23 0 +Vnum 24824 +Keywords ice plate breastplate~ +Type armor~ +Short the Ice Breastplate~ +Long A large breastplate made entirely of ice lies here twinkling the ground.~ +Flags glow~ +WFlags take body~ +Values -50 -50 0 0 0 0 0 0 0 0 0 +Stats 10 500000 -2 9999 0 None None None +AffData armor -30 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData save_breath -10 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24825 -Keywords ice leggings~ -Type armor~ -Short the Ice Leggings~ -Long A pair of leggings fashioned entirely of ice lie here, shining brightly.~ -Flags glow~ -WFlags take legs~ -Values -50 12 0 0 0 0 -Stats 5 300000 30000 0 0 -Affect -1 -1 -20 17 0 -Affect -1 -1 1 4 0 -Affect -1 -1 100 14 0 +Vnum 24825 +Keywords ice leggings~ +Type armor~ +Short the Ice Leggings~ +Long A pair of leggings fashioned entirely of ice lie here, shining brightly.~ +Flags glow~ +WFlags take legs~ +Values -50 12 0 0 0 0 0 0 0 0 0 +Stats 5 300000 -2 1 0 None None None +AffData armor -20 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData move 100 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24826 -Keywords ice arm guards~ -Type armor~ -Short the Ice Arm Guards~ -Long Two arm guards made of opaque ice lie here on the ground.~ -Flags glow~ -WFlags take arms~ -Values -50 13 0 0 0 0 -Stats 4 200000 20000 0 0 -Affect -1 -1 -10 17 0 -Affect -1 -1 1 1 0 -Affect -1 -1 6 19 0 +Vnum 24826 +Keywords ice arm guards~ +Type armor~ +Short the Ice Arm Guards~ +Long Two arm guards made of opaque ice lie here on the ground.~ +Flags glow~ +WFlags take arms~ +Values -50 13 0 0 0 0 0 0 0 0 0 +Stats 4 200000 -2 1 0 None None None +AffData armor -10 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData damroll 6 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24827 -Keywords ice earrings~ -Type armor~ -Short the Ice Earrings~ -Long Two dragon's head-shaped earrings made of ice lie here untouched.~ -Flags glow~ -WFlags take ears~ -Values -50 13 0 0 0 0 -Stats 1 150000 15000 0 0 -Affect -1 -1 -5 17 0 -Affect -1 -1 50 12 0 +Vnum 24827 +Keywords ice earrings~ +Type armor~ +Short the Ice Earrings~ +Long Two dragon's head-shaped earrings made of ice lie here untouched.~ +Flags glow~ +WFlags take ears~ +Values -50 13 0 0 0 0 0 0 0 0 0 +Stats 1 150000 -2 1 0 None None None +AffData armor -5 -1 -1 0 +AffData mana 50 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24828 -Keywords ice gauntlets~ -Type armor~ -Short the Ice Gauntlets~ -Long Two rock-hard gauntlets made entirely of ice lie here waiting to be picked up.~ -Flags glow~ -WFlags take hands~ -Values -50 16 0 0 0 0 -Stats 3 225000 22500 0 0 -Affect -1 -1 -10 17 0 -Affect -1 -1 1 2 0 -Affect -1 -1 6 18 0 +Vnum 24828 +Keywords ice gauntlets~ +Type armor~ +Short the Ice Gauntlets~ +Long Two rock-hard gauntlets made entirely of ice lie here waiting to be picked up.~ +Flags glow~ +WFlags take hands~ +Values -50 16 0 0 0 0 0 0 0 0 0 +Stats 3 225000 -2 1 0 None None None +AffData armor -10 -1 -1 0 +AffData intelligence 1 -1 -1 0 +AffData hitroll 6 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24829 -Keywords ice helm~ -Type armor~ -Short the Ice Helm~ -Long A helmet made of the hardest ice lies here, seemingly giving off its own light.~ -Flags glow~ -WFlags take head~ -Values -50 -50 0 0 0 0 -Stats 4 250000 25000 0 0 -Affect -1 -1 -15 17 0 -Affect -1 -1 1 3 0 -Affect -1 -1 -5 24 0 +Vnum 24829 +Keywords ice helm~ +Type armor~ +Short the Ice Helm~ +Long A helmet made of the hardest ice lies here, seemingly giving off its own light.~ +Flags glow~ +WFlags take head~ +Values -50 -50 0 0 0 0 0 0 0 0 0 +Stats 4 250000 -2 1 0 None None None +AffData armor -15 -1 -1 0 +AffData wisdom 1 -1 -1 0 +AffData save_spell -5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24830 -Keywords ice girth~ -Type armor~ -Short the Ice Girth~ -Long A large hoop of ice lies here on the ground, waiting to be put on.~ -Flags glow~ -WFlags take waist~ -Values -50 15 0 0 0 0 -Stats 3 175000 17500 0 0 -Affect -1 -1 -15 17 0 -Affect -1 -1 -8 24 0 -Affect -1 -1 -9 23 0 -Affect -1 -1 -9 20 0 -Affect -1 -1 -9 21 0 -Affect -1 -1 -9 22 0 +Vnum 24830 +Keywords ice girth~ +Type armor~ +Short the Ice Girth~ +Long A large hoop of ice lies here on the ground, waiting to be put on.~ +Flags glow~ +WFlags take waist~ +Values -50 15 0 0 0 0 0 0 0 0 0 +Stats 3 175000 -2 1 0 None None None +AffData armor -15 -1 -1 0 +AffData save_spell -8 -1 -1 0 +AffData save_breath -9 -1 -1 0 +AffData save_poison -9 -1 -1 0 +AffData save_rod -9 -1 -1 0 +AffData save_para -9 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24831 -Keywords pork chop marketplace~ -Type food~ -Short a juicy pork chop~ -Long A pork chop, stewing in its own juices, lies on the ground here.~ -Action %s voraciously scarf$q down $p.~ -WFlags take~ -Values 70 0 0 0 0 0 -Stats 2 14 1 0 0 +Vnum 24831 +Keywords pork chop marketplace~ +Type food~ +Short a juicy pork chop~ +Long A pork chop, stewing in its own juices, lies on the ground here.~ +Action %s voraciously scarf$q down $p.~ +WFlags take~ +Values 70 0 0 0 0 0 0 0 0 0 0 +Stats 2 14 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24832 -Keywords steak huge marketplace~ -Type food~ -Short a huge steak~ -Long A steak, weighing several pounds, lies here growing cold on the ground.~ -Action %s force$q $p down your throat in three bites. *choke*~ -WFlags take~ -Values 80 0 0 0 0 0 -Stats 3 16 1 0 0 +Vnum 24832 +Keywords steak huge marketplace~ +Type food~ +Short a huge steak~ +Long A steak, weighing several pounds, lies here growing cold on the ground.~ +Action %s force$q $p down your throat in three bites. *choke*~ +WFlags take~ +Values 80 0 0 0 0 0 0 0 0 0 0 +Stats 3 16 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24833 -Keywords haunch goat marketplace~ -Type food~ -Short a haunch of goat~ -Long A warm haunch of goat lies here on the dirty ground.~ -Action $s~ -WFlags take~ -Values 65 0 0 0 0 0 -Stats 2 13 1 0 0 +Vnum 24833 +Keywords haunch goat marketplace~ +Type food~ +Short a haunch of goat~ +Long A warm haunch of goat lies here on the dirty ground.~ +Action $s~ +WFlags take~ +Values 65 0 0 0 0 0 0 0 0 0 0 +Stats 2 13 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24834 -Keywords veal cutlet marketplace~ -Type food~ -Short a veal cutlet~ -Long A small cutlet of tender veal is lying on the ground here.~ -Action %s whip$q out a knife and fork and delicately eat$q $p.~ -WFlags take~ -Values 65 0 0 0 0 0 -Stats 2 13 1 0 0 +Vnum 24834 +Keywords veal cutlet marketplace~ +Type food~ +Short a veal cutlet~ +Long A small cutlet of tender veal is lying on the ground here.~ +Action %s whip$q out a knife and fork and delicately eat$q $p.~ +WFlags take~ +Values 65 0 0 0 0 0 0 0 0 0 0 +Stats 2 13 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24835 -Keywords venison cut marketplace~ -Type food~ -Short a cut of venison~ -Long A tasty-looking cut of venison is growing dirty on the ground here.~ -Action %s season$q $p and eat$q it with a flourish.~ -WFlags take~ -Values 60 0 0 0 0 0 -Stats 1 12 1 0 0 +Vnum 24835 +Keywords venison cut marketplace~ +Type food~ +Short a cut of venison~ +Long A tasty-looking cut of venison is growing dirty on the ground here.~ +Action %s season$q $p and eat$q it with a flourish.~ +WFlags take~ +Values 60 0 0 0 0 0 0 0 0 0 0 +Stats 1 12 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24836 -Keywords chicken breast marketplace~ -Type food~ -Short a broiled chicken breast~ -Long A breast of some poor chicken is going to waste on the ground here.~ -Action %s feel$q like chicken tonight and eat$q $p.~ -WFlags take~ -Values 60 0 0 0 0 0 -Stats 1 12 1 0 0 +Vnum 24836 +Keywords chicken breast marketplace~ +Type food~ +Short a broiled chicken breast~ +Long A breast of some poor chicken is going to waste on the ground here.~ +Action %s feel$q like chicken tonight and eat$q $p.~ +WFlags take~ +Values 60 0 0 0 0 0 0 0 0 0 0 +Stats 1 12 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24837 -Keywords ribs rack marketplace~ -Type food~ -Short a rack of ribs~ -Long A rack of ribs, covered in an unknown sauce, is here on the ground.~ -Action %s slather$q $p with sauce and eat$q them quickly.~ -WFlags take~ -Values 70 0 0 0 0 0 -Stats 2 14 1 0 0 +Vnum 24837 +Keywords ribs rack marketplace~ +Type food~ +Short a rack of ribs~ +Long A rack of ribs, covered in an unknown sauce, is here on the ground.~ +Action %s slather$q $p with sauce and eat$q them quickly.~ +WFlags take~ +Values 70 0 0 0 0 0 0 0 0 0 0 +Stats 2 14 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24838 -Keywords liver steak marketplace~ -Type food~ -Short a liver steak~ -Long A cut of liver formed into a steak lies here on the ground.~ -Action %s eat$q $p in five bites. Wow!~ -WFlags take~ -Values 60 0 0 0 0 0 -Stats 1 12 1 0 0 +Vnum 24838 +Keywords liver steak marketplace~ +Type food~ +Short a liver steak~ +Long A cut of liver formed into a steak lies here on the ground.~ +Action %s eat$q $p in five bites. Wow!~ +WFlags take~ +Values 60 0 0 0 0 0 0 0 0 0 0 +Stats 1 12 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24839 -Keywords meatloaf slab marketplace~ -Type food~ -Short a slab of meatloaf~ -Long A slab of old-looking meatloaf is here on the ground.~ -Action %s reluctantly nibble$q on $p.~ -WFlags take~ -Values 65 0 0 0 0 0 -Stats 3 13 1 0 0 +Vnum 24839 +Keywords meatloaf slab marketplace~ +Type food~ +Short a slab of meatloaf~ +Long A slab of old-looking meatloaf is here on the ground.~ +Action %s reluctantly nibble$q on $p.~ +WFlags take~ +Values 65 0 0 0 0 0 0 0 0 0 0 +Stats 3 13 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24840 -Keywords turkey drumstick marketplace~ -Type food~ -Short a turkey drumstick~ -Long A yummy-looking turkey drumstick lies here on the ground.~ -Action %s tear$q some meat off $p and gulp$q it down.~ -WFlags take~ -Values 70 0 0 0 0 0 -Stats 1 14 1 0 0 +Vnum 24840 +Keywords turkey drumstick marketplace~ +Type food~ +Short a turkey drumstick~ +Long A yummy-looking turkey drumstick lies here on the ground.~ +Action %s tear$q some meat off $p and gulp$q it down.~ +WFlags take~ +Values 70 0 0 0 0 0 0 0 0 0 0 +Stats 1 14 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24841 -Keywords pheasant roast marketplace~ -Type food~ -Short a roast pheasant~ -Long A plump roast pheasant lies here on the ground, surrounded by steam.~ -Action %s briefly consider$q the plight of $p, then eat$q it anyway.~ -WFlags take~ -Values 60 0 0 0 0 0 -Stats 2 12 1 0 0 +Vnum 24841 +Keywords pheasant roast marketplace~ +Type food~ +Short a roast pheasant~ +Long A plump roast pheasant lies here on the ground, surrounded by steam.~ +Action %s briefly consider$q the plight of $p, then eat$q it anyway.~ +WFlags take~ +Values 60 0 0 0 0 0 0 0 0 0 0 +Stats 2 12 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24842 -Keywords honeybaked ham marketplace~ -Type food~ -Short a honeybaked ham~ -Long A large ham, slathered with honey and sugar, lies here on the ground.~ -Action %s eat$q an entire honeybaked ham in one bite! Whoa!~ -WFlags take~ -Values 80 0 0 0 0 0 -Stats 4 17 1 0 0 +Vnum 24842 +Keywords honeybaked ham marketplace~ +Type food~ +Short a honeybaked ham~ +Long A large ham, slathered with honey and sugar, lies here on the ground.~ +Action %s eat$q an entire honeybaked ham in one bite! Whoa!~ +WFlags take~ +Values 80 0 0 0 0 0 0 0 0 0 0 +Stats 4 17 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24843 -Keywords bacon strips marketplace~ -Type food~ -Short a few strips of bacon~ -Long Several strips of lean bacon lie on the ground here.~ -Action %s savor$q $p. Mmmmm.~ -WFlags take~ -Values 50 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 24843 +Keywords bacon strips marketplace~ +Type food~ +Short a few strips of bacon~ +Long Several strips of lean bacon lie on the ground here.~ +Action %s savor$q $p. Mmmmm.~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24844 -Keywords apple pie marketplace~ -Type food~ -Short a hot apple pie~ -Long A freshly baked apple pie lies here steaming on the ground.~ -Action %s eat$q all four quarters of $p. Impressive.~ -WFlags take~ -Values 80 0 0 0 0 0 -Stats 2 16 1 0 0 +Vnum 24844 +Keywords apple pie marketplace~ +Type food~ +Short a hot apple pie~ +Long A freshly baked apple pie lies here steaming on the ground.~ +Action %s eat$q all four quarters of $p. Impressive.~ +WFlags take~ +Values 80 0 0 0 0 0 0 0 0 0 0 +Stats 2 16 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24845 -Keywords cherry pie marketplace~ -Type food~ -Short a fresh cherry pie~ -Long A hot cherry pie with oh-so-flaky crust lies here on the ground.~ -Action %s gobble$q down $p, getting cherry filling everywhere.~ -WFlags take~ -Values 75 0 0 0 0 0 -Stats 2 15 1 0 0 +Vnum 24845 +Keywords cherry pie marketplace~ +Type food~ +Short a fresh cherry pie~ +Long A hot cherry pie with oh-so-flaky crust lies here on the ground.~ +Action %s gobble$q down $p, getting cherry filling everywhere.~ +WFlags take~ +Values 75 0 0 0 0 0 0 0 0 0 0 +Stats 2 15 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24846 -Keywords blueberry pie marketplace~ -Type food~ -Short a yummy blueberry pie~ -Long A large blueberry pie lies here on the ground growing cold.~ -Action %s procure$q a scoop of ice cream, and eat$q it with $p.~ -WFlags take~ -Values 75 0 0 0 0 0 -Stats 2 15 1 0 0 +Vnum 24846 +Keywords blueberry pie marketplace~ +Type food~ +Short a yummy blueberry pie~ +Long A large blueberry pie lies here on the ground growing cold.~ +Action %s procure$q a scoop of ice cream, and eat$q it with $p.~ +WFlags take~ +Values 75 0 0 0 0 0 0 0 0 0 0 +Stats 2 15 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24847 -Keywords pecan pie marketplace~ -Type food~ -Short a tasty pecan pie~ -Long A perfectly baked pecan pie lies here on the ground, losing its heat.~ -Action %s quickly eat$q $p, dropping soft pecans on the floor.~ -WFlags take~ -Values 75 0 0 0 0 0 -Stats 2 15 1 0 0 +Vnum 24847 +Keywords pecan pie marketplace~ +Type food~ +Short a tasty pecan pie~ +Long A perfectly baked pecan pie lies here on the ground, losing its heat.~ +Action %s quickly eat$q $p, dropping soft pecans on the floor.~ +WFlags take~ +Values 75 0 0 0 0 0 0 0 0 0 0 +Stats 2 15 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24848 -Keywords pumpkin pie marketplace~ -Type food~ -Short a moist pumpkin pie~ -Long A glorious-smelling pumpkin pie lies here on the ground.~ -Action %s eat$q $p in one bite, then cough$q up the tin on the ground.~ -WFlags take~ -Values 80 0 0 0 0 0 -Stats 2 17 1 0 0 +Vnum 24848 +Keywords pumpkin pie marketplace~ +Type food~ +Short a moist pumpkin pie~ +Long A glorious-smelling pumpkin pie lies here on the ground.~ +Action %s eat$q $p in one bite, then cough$q up the tin on the ground.~ +WFlags take~ +Values 80 0 0 0 0 0 0 0 0 0 0 +Stats 2 17 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24849 -Keywords donut doughnut jelly marketplace~ -Type food~ -Short a jelly donut~ -Long Jelly leaks out of a powdered donut that is on the ground here.~ -Action %s reluctantly eat$q $p without any beer to go with it. *sigh*~ -WFlags take~ -Values 50 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 24849 +Keywords donut doughnut jelly marketplace~ +Type food~ +Short a jelly donut~ +Long Jelly leaks out of a powdered donut that is on the ground here.~ +Action %s reluctantly eat$q $p without any beer to go with it. *sigh*~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24850 -Keywords stickybun gooey marketplace~ -Type food~ -Short a gooey stickybun~ -Long A gooey, sugar-covered stickybun lies here on the ground.~ -Action %s carefully eat$q $p, but get$q sticky sauce everywhere anyway.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 24850 +Keywords stickybun gooey marketplace~ +Type food~ +Short a gooey stickybun~ +Long A gooey, sugar-covered stickybun lies here on the ground.~ +Action %s carefully eat$q $p, but get$q sticky sauce everywhere anyway.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24851 -Keywords chocolate chip cookie marketplace~ -Type food~ -Short a chocolate-chip cookie~ -Long The most tasty-looking cookie you have ever seen lies on the ground here.~ -Action %s eat$q $p and proclaim$q it THE BEST COOKIE EVER!~ -WFlags take~ -Values 35 0 0 0 0 0 -Stats 1 8 0 0 0 +Vnum 24851 +Keywords chocolate chip cookie marketplace~ +Type food~ +Short a chocolate-chip cookie~ +Long The most tasty-looking cookie you have ever seen lies on the ground here.~ +Action %s eat$q $p and proclaim$q it THE BEST COOKIE EVER!~ +WFlags take~ +Values 35 0 0 0 0 0 0 0 0 0 0 +Stats 1 8 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24852 -Keywords brownie marketplace~ -Type food~ -Short a moist brownie~ -Long A nut-filled, frosted brownie lies here on the ground.~ -Action %s eat$q $p in several little bites, and wince$q when it is gone.~ -WFlags take~ -Values 30 0 0 0 0 0 -Stats 1 7 0 0 0 +Vnum 24852 +Keywords brownie marketplace~ +Type food~ +Short a moist brownie~ +Long A nut-filled, frosted brownie lies here on the ground.~ +Action %s eat$q $p in several little bites, and wince$q when it is gone.~ +WFlags take~ +Values 30 0 0 0 0 0 0 0 0 0 0 +Stats 1 7 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24854 -Keywords angel food angelfood cake marketplace~ -Type food~ -Short a freshly baked angel food cake~ -Long A moist, bouncy angel food cake lies here on the ground.~ -Action %s look$q around suspiciously, then scarf$q down $p.~ -WFlags take~ -Values 90 0 0 0 0 0 -Stats 3 20 2 0 0 +Vnum 24854 +Keywords angel food angelfood cake marketplace~ +Type food~ +Short a freshly baked angel food cake~ +Long A moist, bouncy angel food cake lies here on the ground.~ +Action %s look$q around suspiciously, then scarf$q down $p.~ +WFlags take~ +Values 90 0 0 0 0 0 0 0 0 0 0 +Stats 3 20 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24855 -Keywords chocolate cake marketplace~ -Type food~ -Short a sinful chocolate cake~ -Long A chocolate cake sits here, beckoning you to eat it.~ -Action %s throw$q health to the wind and eat$q $p.~ -WFlags take~ -Values 90 0 0 0 0 0 -Stats 3 20 2 0 0 +Vnum 24855 +Keywords chocolate cake marketplace~ +Type food~ +Short a sinful chocolate cake~ +Long A chocolate cake sits here, beckoning you to eat it.~ +Action %s throw$q health to the wind and eat$q $p.~ +WFlags take~ +Values 90 0 0 0 0 0 0 0 0 0 0 +Stats 3 20 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24856 -Keywords ice shoes~ -Type armor~ -Short the Ice Shoes~ -Long A pair of shoes made of flawless ice lie here on the ground.~ -Flags glow~ -WFlags take feet~ -Values 0 0 0 0 0 0 -Stats 3 300000 30000 0 0 -Affect -1 -1 1 2 0 -Affect -1 -1 -15 17 0 -Affect -1 -1 2 2 0 +Vnum 24856 +Keywords ice shoes~ +Type armor~ +Short the Ice Shoes~ +Long A pair of shoes made of flawless ice lie here on the ground.~ +Flags glow~ +WFlags take feet~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 300000 -2 1 0 None None None +AffData intelligence 1 -1 -1 0 +AffData armor -15 -1 -1 0 +AffData intelligence 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24857 -Keywords ice orb~ -Type staff~ -Short the Ice Orb~ -Long A crystal clear, perfectly formed sphere gives off its own light here.~ -Flags glow~ -WFlags take hold~ -Values 43 5 5 -1 0 0 -Stats 1 1000000 -31072 0 0 -Spells 'sanctuary' +Vnum 24857 +Keywords ice orb~ +Type staff~ +Short the Ice Orb~ +Long A crystal clear, perfectly formed sphere gives off its own light here.~ +Flags glow~ +WFlags take hold~ +Values 43 5 5 -1 0 0 0 0 0 0 0 +Stats 1 1000000 -2 9999 0 None None None +Spells 'sanctuary' #ENDOBJECT #OBJECT -Vnum 24858 -Keywords ice tooth~ -Type weapon~ -Short the Ice Tooth~ -Long The razor-sharp tooth of a white dragon lies here embedded in the ground.~ -Flags glow antimage anticleric antivampire antidruid~ -WFlags take wield~ -Values 0 0 0 11 0 0 -Stats 2 1500000 18928 0 0 -Affect -1 -1 7 19 0 -Affect -1 -1 2 18 0 +Vnum 24858 +Keywords ice tooth~ +Type weapon~ +Short the Ice Tooth~ +Long The razor-sharp tooth of a white dragon lies here embedded in the ground.~ +Flags glow anticleric antimage antidruid~ +WFlags take wield~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 2 1500000 -2 1 0 None None None +AffData damroll 7 -1 -1 0 +AffData hitroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24859 -Keywords statue hokies 1995 nit champs baby~ -Type trash~ -Short the 1995 NIT Championship Statue~ -Long A solid gold statue of a heavyset, moustached man stands here.~ -Values 0 0 0 0 0 0 -Stats 20000 0 0 0 0 +Vnum 24859 +Keywords statue hokies 1995 nit champs baby~ +Type trash~ +Short the 1995 NIT Championship Statue~ +Long A solid gold statue of a heavyset, moustached man stands here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20000 0 -2 9999 0 None None None #EXDESC ExDescKey statue nit smith sean shawn~ ExDesc This statue serves to remind everyone of the results of the 1995 National @@ -2867,476 +2657,477 @@ The Virginia Tech Hokies. 1995 NIT Champions. #ENDOBJECT #OBJECT -Vnum 24860 -Keywords juicy big red apple marketplace~ -Type food~ -Short a big red apple~ -Long An unbruised, big, juicy apple lies here on the ground.~ -Action %s loudly eat$q $p. CRUNCH! CRUNCH! CRUNCH!~ -WFlags take~ -Values 35 0 0 0 0 0 -Stats 1 7 0 0 0 +Vnum 24860 +Keywords juicy big red apple marketplace~ +Type food~ +Short a big red apple~ +Long An unbruised, big, juicy apple lies here on the ground.~ +Action %s loudly eat$q $p. CRUNCH! CRUNCH! CRUNCH!~ +WFlags take~ +Values 35 0 0 0 0 0 0 0 0 0 0 +Stats 1 7 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24861 -Keywords orange plump marketplace~ -Type food~ -Short a plump orange~ -Long A yummy-looking orange is here lying on the ground.~ -Action %s peel$q $p and wolf$q it down.~ -WFlags take~ -Values 30 0 0 0 0 0 -Stats 1 6 0 0 0 +Vnum 24861 +Keywords orange plump marketplace~ +Type food~ +Short a plump orange~ +Long A yummy-looking orange is here lying on the ground.~ +Action %s peel$q $p and wolf$q it down.~ +WFlags take~ +Values 30 0 0 0 0 0 0 0 0 0 0 +Stats 1 6 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24862 -Keywords banana underripe marketplace~ -Type food~ -Short an underripe banana~ -Long A greenish banana lies here on the ground, waiting to be peeled and eaten.~ -Action %s dramatically peel$q $p and eat$q it in one bite.~ -WFlags take~ -Values 25 0 0 0 0 0 -Stats 1 5 0 0 0 +Vnum 24862 +Keywords banana underripe marketplace~ +Type food~ +Short an underripe banana~ +Long A greenish banana lies here on the ground, waiting to be peeled and eaten.~ +Action %s dramatically peel$q $p and eat$q it in one bite.~ +WFlags take~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 1 5 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24863 -Keywords grapes bunch marketplace~ -Type food~ -Short a bunch of red grapes~ -Long A bunch of red grapes lie here, glistening with water.~ -Action %s pick$q a few grapes from $p and eat$q them.~ -WFlags take~ -Values 35 0 0 0 0 0 -Stats 1 7 0 0 0 +Vnum 24863 +Keywords grapes bunch marketplace~ +Type food~ +Short a bunch of red grapes~ +Long A bunch of red grapes lie here, glistening with water.~ +Action %s pick$q a few grapes from $p and eat$q them.~ +WFlags take~ +Values 35 0 0 0 0 0 0 0 0 0 0 +Stats 1 7 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24864 -Keywords watermelon huge marketplace~ -Type food~ -Short a huge half watermelon~ -Long A perfectly ripe half of a watermelon lies here, ready to be eaten.~ -Action %s messily eat$q $p and spit$q the seeds in random directions.~ -WFlags take~ -Values 50 0 0 0 0 0 -Stats 2 10 1 0 0 +Vnum 24864 +Keywords watermelon huge marketplace~ +Type food~ +Short a huge half watermelon~ +Long A perfectly ripe half of a watermelon lies here, ready to be eaten.~ +Action %s messily eat$q $p and spit$q the seeds in random directions.~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 2 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24865 -Keywords pear ripe marketplace~ -Type food~ -Short a ripe pear~ -Long A pear-shaped pear lies here on the ground.~ -Action %s messily eat$q $p, stem and all.~ -WFlags take~ -Values 30 0 0 0 0 0 -Stats 1 6 0 0 0 +Vnum 24865 +Keywords pear ripe marketplace~ +Type food~ +Short a ripe pear~ +Long A pear-shaped pear lies here on the ground.~ +Action %s messily eat$q $p, stem and all.~ +WFlags take~ +Values 30 0 0 0 0 0 0 0 0 0 0 +Stats 1 6 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24866 -Keywords peach juicy marketplace~ -Type food~ -Short a juicy peach~ -Long A moist, juicy peach is here lying on the ground.~ -Action %s eat$q $p and wince$q at the fuzz taste.~ -WFlags take~ -Values 25 0 0 0 0 0 -Stats 1 5 0 0 0 +Vnum 24866 +Keywords peach juicy marketplace~ +Type food~ +Short a juicy peach~ +Long A moist, juicy peach is here lying on the ground.~ +Action %s eat$q $p and wince$q at the fuzz taste.~ +WFlags take~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 1 5 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24867 -Keywords tomato large marketplace~ -Type food~ -Short a large tomato~ -Long An abnormally large tomato lies here on the ground.~ -Action %s chomp$q on $p, not caring if it's a fruit or vegetable.~ -WFlags take~ -Values 30 0 0 0 0 0 -Stats 1 6 0 0 0 +Vnum 24867 +Keywords tomato large marketplace~ +Type food~ +Short a large tomato~ +Long An abnormally large tomato lies here on the ground.~ +Action %s chomp$q on $p, not caring if it's a fruit or vegetable.~ +WFlags take~ +Values 30 0 0 0 0 0 0 0 0 0 0 +Stats 1 6 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24868 -Keywords corn ear marketplace~ -Type food~ -Short an ear of white corn~ -Long A shucked ear of white, buttered corn lies here on the ground.~ -Action %s butter$q $p and eat$q it rapidly.~ -WFlags take~ -Values 40 0 0 0 0 0 -Stats 1 8 0 0 0 +Vnum 24868 +Keywords corn ear marketplace~ +Type food~ +Short an ear of white corn~ +Long A shucked ear of white, buttered corn lies here on the ground.~ +Action %s butter$q $p and eat$q it rapidly.~ +WFlags take~ +Values 40 0 0 0 0 0 0 0 0 0 0 +Stats 1 8 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24869 -Keywords zucchini crisp marketplace~ -Type food~ -Short a crisp zucchini~ -Long A watery, crisp zucchini lies here on the ground getting dirty.~ -Action %s eat$q $p, making disturbingly loud noises.~ -WFlags take~ -Values 35 0 0 0 0 0 -Stats 1 7 0 0 0 +Vnum 24869 +Keywords zucchini crisp marketplace~ +Type food~ +Short a crisp zucchini~ +Long A watery, crisp zucchini lies here on the ground getting dirty.~ +Action %s eat$q $p, making disturbingly loud noises.~ +WFlags take~ +Values 35 0 0 0 0 0 0 0 0 0 0 +Stats 1 7 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24870 -Keywords carrot dirty marketplace~ -Type food~ -Short a dirty carrot~ -Long A fresh carrot lies here, tinged with dirt.~ -Action %s eat$q $p, and immediately regret$q it. BLECCH!~ -WFlags take~ -Values 25 0 0 6 0 0 -Stats 1 5 0 0 0 +Vnum 24870 +Keywords carrot dirty marketplace~ +Type food~ +Short a dirty carrot~ +Long A fresh carrot lies here, tinged with dirt.~ +Action %s eat$q $p, and immediately regret$q it. BLECCH!~ +WFlags take~ +Values 25 0 0 6 0 0 0 0 0 0 0 +Stats 1 5 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24871 -Keywords celery stalk marketplace~ -Type food~ -Short a celery stalk~ -Long A leafy stalk of celery lies here on the ground.~ -Action %s eat$q $p and feel$q quite healthy.~ -WFlags take~ -Values 20 0 0 0 0 0 -Stats 1 4 0 0 0 +Vnum 24871 +Keywords celery stalk marketplace~ +Type food~ +Short a celery stalk~ +Long A leafy stalk of celery lies here on the ground.~ +Action %s eat$q $p and feel$q quite healthy.~ +WFlags take~ +Values 20 0 0 0 0 0 0 0 0 0 0 +Stats 1 4 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24872 -Keywords broccoli flower marketplace~ -Type food~ -Short a broccoli flower~ -Long A flower of fresh broccoli is lying here on the ground.~ -Action %s cover$q $p with cheese and scarf$q it down.~ -WFlags take~ -Values 25 0 0 0 0 0 -Stats 1 5 0 0 0 +Vnum 24872 +Keywords broccoli flower marketplace~ +Type food~ +Short a broccoli flower~ +Long A flower of fresh broccoli is lying here on the ground.~ +Action %s cover$q $p with cheese and scarf$q it down.~ +WFlags take~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 1 5 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24873 -Keywords apricot tart marketplace~ -Type food~ -Short a tart apricot~ -Long A shriveled apricot lies here on the ground.~ -Action %s eat$q $p and shudder$q at the flavor.~ -WFlags take~ -Values 25 0 0 0 0 0 -Stats 1 5 0 0 0 +Vnum 24873 +Keywords apricot tart marketplace~ +Type food~ +Short a tart apricot~ +Long A shriveled apricot lies here on the ground.~ +Action %s eat$q $p and shudder$q at the flavor.~ +WFlags take~ +Values 25 0 0 0 0 0 0 0 0 0 0 +Stats 1 5 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24874 -Keywords milk bottle marketplace~ -Type drinkcon~ -Short a bottle of ice cold milk~ -Long A bottle of milk stands here, condensation glistening on its side.~ -Action %s drink$q milk from $p. It does a body good.~ -WFlags take~ -Values 20 20 10 0 0 0 -Stats 2 30 3 0 0 +Vnum 24874 +Keywords milk bottle marketplace~ +Type drinkcon~ +Short a bottle of ice cold milk~ +Long A bottle of milk stands here, condensation glistening on its side.~ +Action %s drink$q milk from $p. It does a body good.~ +WFlags take~ +Values 20 20 10 0 0 0 0 0 0 0 0 +Stats 2 30 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24875 -Keywords milk buttermilk butter jug marketplace~ -Type drinkcon~ -Short a jug of buttermilk~ -Long A jug of buttermilk stands here, overflowing with its contents.~ -WFlags take~ -Values 25 25 10 0 0 0 -Stats 2 35 3 0 0 +Vnum 24875 +Keywords milk buttermilk butter jug marketplace~ +Type drinkcon~ +Short a jug of buttermilk~ +Long A jug of buttermilk stands here, overflowing with its contents.~ +WFlags take~ +Values 25 25 10 0 0 0 0 0 0 0 0 +Stats 2 35 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24876 -Keywords milk chocolate carton marketplace~ -Type drinkcon~ -Short a carton of chocolate milk~ -Long A big carton of chocolate milk lies here, ready to be chugged.~ -WFlags take~ -Values 30 30 10 0 0 0 -Stats 2 40 4 0 0 +Vnum 24876 +Keywords milk chocolate carton marketplace~ +Type drinkcon~ +Short a carton of chocolate milk~ +Long A big carton of chocolate milk lies here, ready to be chugged.~ +WFlags take~ +Values 30 30 10 0 0 0 0 0 0 0 0 +Stats 2 40 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24877 -Keywords swiss cheese marketplace~ -Type food~ -Short a block of swiss cheese~ -Long A large block of cheese, filled with holes, lies here on the ground.~ -Action %s make$q silly gestures with $p, then eat$q it quickly.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 11 1 0 0 +Vnum 24877 +Keywords swiss cheese marketplace~ +Type food~ +Short a block of swiss cheese~ +Long A large block of cheese, filled with holes, lies here on the ground.~ +Action %s make$q silly gestures with $p, then eat$q it quickly.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 11 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24878 -Keywords cheddar cheese marketplace~ -Type food~ -Short several slices of cheddar cheese~ -Long A few slices of heavy cheddar cheese lie here on the ground.~ -Action %s roll$q up $p and eat$q them all at once.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 11 1 0 0 +Vnum 24878 +Keywords cheddar cheese marketplace~ +Type food~ +Short several slices of cheddar cheese~ +Long A few slices of heavy cheddar cheese lie here on the ground.~ +Action %s roll$q up $p and eat$q them all at once.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 11 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24879 -Keywords muenster cheese marketplace~ -Type food~ -Short a wedge of muenster cheese~ -Long A large wedge of muenster cheese is lying here on the ground.~ -Action %s scarf$q $p without stopping to breathe. Wow.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 11 1 0 0 +Vnum 24879 +Keywords muenster cheese marketplace~ +Type food~ +Short a wedge of muenster cheese~ +Long A large wedge of muenster cheese is lying here on the ground.~ +Action %s scarf$q $p without stopping to breathe. Wow.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 11 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24880 -Keywords monterey jack cheese wheel marketplace~ -Type food~ -Short a wheel of Monterey Jack cheese~ -Long A yummy-looking wheel of Monterey Jack cheese lies here on the ground.~ -Action %s roll$q $p on the ground before eating it. Yum.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 11 1 0 0 +Vnum 24880 +Keywords monterey jack cheese wheel marketplace~ +Type food~ +Short a wheel of Monterey Jack cheese~ +Long A yummy-looking wheel of Monterey Jack cheese lies here on the ground.~ +Action %s roll$q $p on the ground before eating it. Yum.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 11 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24881 -Keywords bag mozzarella cheese marketplace~ -Type food~ -Short a bag of shredded mozzarella cheese~ -Long A large quantity of shredded mozzarella cheese is here in a bag.~ -Action %s dump$q the contents of $p down the proverbial hatch.~ -WFlags take~ -Values 55 0 0 0 0 0 -Stats 1 11 1 0 0 +Vnum 24881 +Keywords bag mozzarella cheese marketplace~ +Type food~ +Short a bag of shredded mozzarella cheese~ +Long A large quantity of shredded mozzarella cheese is here in a bag.~ +Action %s dump$q the contents of $p down the proverbial hatch.~ +WFlags take~ +Values 55 0 0 0 0 0 0 0 0 0 0 +Stats 1 11 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24882 -Keywords ice cream vanilla marketplace~ -Type food~ -Short a bowl of vanilla ice cream~ -Long A large bowl lies here, filled with a few scoops of vanilla ice cream.~ -Action %s eat$q several spoonfuls from $p.~ -WFlags take~ -Values 50 0 0 0 0 0 -Stats 2 10 1 0 0 +Vnum 24882 +Keywords ice cream vanilla marketplace~ +Type food~ +Short a bowl of vanilla ice cream~ +Long A large bowl lies here, filled with a few scoops of vanilla ice cream.~ +Action %s eat$q several spoonfuls from $p.~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 2 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24883 -Keywords ice cream chocolate marketplace~ -Type food~ -Short a bowl of chocolate ice cream~ -Long A large bowl lies here, filled with a few scoops of chocolate ice cream.~ -Action %s slurp$q $p completely clean.~ -WFlags take~ -Values 50 0 0 0 0 0 -Stats 2 10 1 0 0 +Vnum 24883 +Keywords ice cream chocolate marketplace~ +Type food~ +Short a bowl of chocolate ice cream~ +Long A large bowl lies here, filled with a few scoops of chocolate ice cream.~ +Action %s slurp$q $p completely clean.~ +WFlags take~ +Values 50 0 0 0 0 0 0 0 0 0 0 +Stats 2 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24884 -Keywords flamberge sword two-handed~ -Type weapon~ -Short a flamberge~ -Long A massive, fearsome-looking, two-handed sword lies here on the ground.~ -Flags antimage antithief anticleric antivampire antidruid~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 15 800000 14464 0 0 -Affect -1 -1 -5 18 0 -Affect -1 -1 5 19 0 +Vnum 24884 +Keywords flamberge sword two-handed~ +Type weapon~ +Short a flamberge~ +Long A massive, fearsome-looking, two-handed sword lies here on the ground.~ +Flags anticleric antimage antirogue antidruid~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 15 800000 -2 1 0 None None None +AffData hitroll -5 -1 -1 0 +AffData damroll 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24885 -Keywords slave crown~ -Type armor~ -Short the Slave Crown~ -Long An ordinary-looking crown with a blood red stone lies here.~ -Flags evil magic nodrop~ -WFlags take head~ -Values -20 0 0 0 0 0 -Stats 1 13 1 0 0 -Affect -1 -1 -20 3 0 -Affect -1 -1 -20 4 0 -Affect -1 -1 -20 2 0 +Vnum 24885 +Keywords slave crown~ +Type armor~ +Short the Slave Crown~ +Long An ordinary-looking crown with a blood red stone lies here.~ +Flags magic nodrop evil~ +WFlags take head~ +Values -20 0 0 0 0 0 0 0 0 0 0 +Stats 1 13 -2 9999 0 None None None +AffData wisdom -20 -1 -1 0 +AffData dexterity -20 -1 -1 0 +AffData intelligence -20 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24887 -Keywords storm giant beard~ -Type armor~ -Short a storm giant beard~ -Long A large mass of thick violet hair lies here on the ground.~ -WFlags take body~ -Values 0 0 0 0 0 0 -Stats 2 5000 500 0 0 -Affect -1 -1 3 1 0 -Affect -1 -1 -5 23 0 +Vnum 24887 +Keywords storm giant beard~ +Type armor~ +Short a storm giant beard~ +Long A large mass of thick violet hair lies here on the ground.~ +WFlags take body~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 5000 -2 1 0 None None None +AffData strength 3 -1 -1 0 +AffData save_breath -5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24888 -Keywords club gigantic~ -Type weapon~ -Short a gigantic club~ -Long A ridiculously big club lies here on the ground. Good luck picking it up.~ -WFlags take wield~ -Values 0 0 0 8 0 0 -Stats 25 500 50 0 0 -Affect -1 -1 10 17 0 -Affect -1 -1 5 19 0 +Vnum 24888 +Keywords club gigantic~ +Type weapon~ +Short a gigantic club~ +Long A ridiculously big club lies here on the ground. Good luck picking it up.~ +WFlags take wield~ +Values 0 0 0 8 0 0 0 0 0 0 0 +Stats 25 500 -2 1 0 None None None +AffData armor 10 -1 -1 0 +AffData damroll 5 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24889 -Keywords lifeless body corpse~ -Type container~ -Short the drained body~ -Long A dead human with a horrified look on his pale face lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 100 0 0 0 0 +Vnum 24889 +Keywords lifeless body corpse~ +Type container~ +Short the drained body~ +Long A dead human with a horrified look on his pale face lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 100 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24890 -Keywords body corpse dead lizardman~ -Type container~ -Short the drained lizardman body~ -Long A lizardman corpse lies here, its scales seeming somehow pale.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 100 0 0 0 0 +Vnum 24890 +Keywords body corpse dead lizardman~ +Type container~ +Short the drained lizardman body~ +Long A lizardman corpse lies here, its scales seeming somehow pale.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 100 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24891 -Keywords mind flayer tentacle~ -Type armor~ -Short a mind flayer tentacle~ -Long The severed tentacle of a mind flayer lies here on the ground.~ -WFlags take wrist~ -Values 0 0 0 0 0 0 -Stats 1 1000000 -31072 0 0 -Affect -1 -1 2 3 0 +Vnum 24891 +Keywords mind flayer tentacle~ +Type armor~ +Short a mind flayer tentacle~ +Long The severed tentacle of a mind flayer lies here on the ground.~ +WFlags take wrist~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000000 -2 9999 0 None None None +AffData wisdom 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24892 -Keywords mind flayer robe~ -Type armor~ -Short a mind flayer's robe~ -Long An exotic-looking robe lies here, its inside covered with slime.~ -WFlags take about~ -Values 0 0 0 0 0 0 -Stats 1 10000 1000 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 100 13 0 +Vnum 24892 +Keywords mind flayer robe~ +Type armor~ +Short a mind flayer's robe~ +Long An exotic-looking robe lies here, its inside covered with slime.~ +WFlags take about~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData hit 100 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24893 -Keywords cards deck~ -Type wand~ -Short a deck of cards~ -Long An old, beat-up deck of cards lies here on the ground.~ -WFlags take hold~ -Values 20 13 5 -1 0 0 -Stats 1 10000 1000 0 0 -Spells 'charm person' +Vnum 24893 +Keywords cards deck~ +Type wand~ +Short a deck of cards~ +Long An old, beat-up deck of cards lies here on the ground.~ +WFlags take hold~ +Values 20 13 5 -1 0 0 0 0 0 0 0 +Stats 1 10000 -2 1 0 None None None +Spells 'charm person' #ENDOBJECT #OBJECT -Vnum 24894 -Keywords visor clear~ -Type armor~ -Short a clear visor~ -Long A flimsy-looking visor lies here crumpled on the ground.~ -WFlags take head~ -Values 0 0 0 0 0 0 -Stats 1 1000 100 0 0 -Affect -1 -1 2 4 0 +Vnum 24894 +Keywords visor clear~ +Type armor~ +Short a clear visor~ +Long A flimsy-looking visor lies here crumpled on the ground.~ +WFlags take head~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1000 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 24895 -Keywords chest dusty~ -Type container~ -Short a dusty chest~ -Long An old, dusty-looking chest sits here, covered with cobwebs and blood.~ -Values 200 1 24816 0 0 0 -Stats 1 0 0 0 0 +Vnum 24895 +Keywords chest dusty~ +Type container~ +Short a dusty chest~ +Long An old, dusty-looking chest sits here, covered with cobwebs and blood.~ +Values 200 1 24816 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24896 -Keywords lake blood red~ -Type blood~ -Short the lake of blood~ -Long The lake of blood you just crawled out of is as still as death here.~ -Values 5 40 0 1 0 0 -Stats 1 0 0 0 0 +Vnum 24896 +Keywords lake blood red~ +Type blood~ +Short the lake of blood~ +Long The lake of blood you just crawled out of is as still as death here.~ +Values 5 40 0 1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24897 -Keywords tree lemon~ -Type container~ -Short a lemon tree~ -Long A brilliant yellow tree, covered with lemons, grows eagerly here.~ -Flags glow~ -Values 10000 0 0 0 0 0 -Stats 10000 0 0 0 0 +Vnum 24897 +Keywords tree lemon~ +Type container~ +Short a lemon tree~ +Long A brilliant yellow tree, covered with lemons, grows eagerly here.~ +Flags glow~ +Values 10000 0 0 0 0 0 0 0 0 0 0 +Stats 10000 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24898 -Keywords lemon tiny~ -Type food~ -Short a tiny lemon~ -Long A perfectly formed lemon lies here on the ground.~ -WFlags take~ -Values 80 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 24898 +Keywords lemon tiny~ +Type food~ +Short a tiny lemon~ +Long A perfectly formed lemon lies here on the ground.~ +WFlags take~ +Values 80 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 24899 -Keywords glass wine~ -Type drinkcon~ -Short a glass of violet wine~ -Long A violet crystal glass of exquisite wine stands here.~ -WFlags take~ -Values 4 4 2 0 0 0 -Stats 1 15 1 0 0 +Vnum 24899 +Keywords glass wine~ +Type drinkcon~ +Short a glass of violet wine~ +Long A violet crystal glass of exquisite wine stands here.~ +WFlags take~ +Values 4 4 2 0 0 0 0 0 0 0 0 +Stats 1 15 -2 9999 0 None None None #ENDOBJECT #ROOM -Vnum 24800 -Name Entrance to the Darkhaven Art Gallery~ -Sector city~ -Flags indoors~ -Desc The change in atmosphere as you step through the doors into the gallery is +Vnum 24800 +Name Entrance to the Darkhaven Art Gallery~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The change in atmosphere as you step through the doors into the gallery is striking. Far from the tumult outside, the interior of the building is remarkably serene. The body of the gallery is north of here, past a busy-looking receptionist sitting at her desk. @@ -3356,11 +3147,12 @@ Desc Law Street lies to the south. #ENDROOM #ROOM -Vnum 24801 -Name Receptionist's Desk~ -Sector city~ -Flags indoors~ -Desc A sign hanging from the ceiling says : +Vnum 24801 +Name Receptionist's Desk~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A sign hanging from the ceiling says : "ADMISSION : 100 GOLD" @@ -3386,16 +3178,17 @@ Direction west~ ToRoom 24802 #ENDEXIT -Reset M 0 24800 1 24801 -Reset D 0 24801 0 2 +Reset M 24800 1 24801 -1 -1 -1 100 +Reset D 24801 0 2 100 -2 #ENDROOM #ROOM -Vnum 24802 -Name Curator's Desk~ -Sector city~ -Flags indoors~ -Desc Without a doubt, this is the messiest desk you've ever laid eyes on. +Vnum 24802 +Name Curator's Desk~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Without a doubt, this is the messiest desk you've ever laid eyes on. Hundreds of loose documents (most of them with an outrageously high price at the bottom) litter the surface. More than a few lie on the floor. A nameplate is unobscured by the mountain of paper, however. @@ -3405,7 +3198,7 @@ Direction east~ ToRoom 24801 #ENDEXIT -Reset M 0 24801 1 24802 +Reset M 24801 1 24802 -1 -1 -1 100 #EXDESC ExDescKey nameplate desk~ ExDesc The gold nameplate says "MICHAEL COSNER - CURATOR" @@ -3415,11 +3208,12 @@ ExDesc The gold nameplate says "MICHAEL COSNER - CURATOR" #ENDROOM #ROOM -Vnum 24803 -Name Dracolithos' Treasure Vault~ -Sector city~ -Flags indoors nosummon noastral~ -Desc This place seems remarkably cool, and there is (thank the gods) a cool, clear +Vnum 24803 +Name Dracolithos' Treasure Vault~ +Sector city~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc This place seems remarkably cool, and there is (thank the gods) a cool, clear fountain flowing in front of you. A few chests line the room, some of them with cobwebs on them, some with bloodstains. ~ @@ -3428,16 +3222,17 @@ Direction south~ ToRoom 24848 #ENDEXIT -Reset T 5 1 5 24803 -Reset O 0 24895 1 24803 +Reset T 5 1 5 24803 100 +Reset O 24895 1 24803 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24804 -Name Outside the Art of the Year Rooms~ -Sector city~ -Flags indoors~ -Desc This room exists only to lead you to the east and west. West leads to the +Vnum 24804 +Name Outside the Art of the Year Rooms~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This room exists only to lead you to the east and west. West leads to the year's featured painting, and east is the year's featured sculpture. They both look equally fascinating. The hallway leads north to the rest of the gallery. @@ -3467,11 +3262,12 @@ ToRoom 24805 #ENDROOM #ROOM -Vnum 24805 -Name Painting of the Year~ -Sector city~ -Flags nomob indoors~ -Desc The painting of the year has definitely earned its title. The ice-capped +Vnum 24805 +Name Painting of the Year~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The painting of the year has definitely earned its title. The ice-capped mountains are painted in such detail that you could probably count the individual snowflakes if you had a mind to. Actually, that seems like a good idea. One...two...three...hmm. There must be an easier way to do this. @@ -3493,11 +3289,12 @@ Flags isdoor~ #ENDROOM #ROOM -Vnum 24806 -Name Sculpture of the Year~ -Sector city~ -Flags indoors~ -Desc Ugh. What an ugly sculpture. If the artist was trying to make this thing +Vnum 24806 +Name Sculpture of the Year~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Ugh. What an ugly sculpture. If the artist was trying to make this thing beautiful, he should be executed. The monochromaticity of the bronze only adds to this hideous beast's ugliness, with its lower jaw jutting out, its too-long, twisted horns, and generally stupid appearance. Yeccch. @@ -3509,15 +3306,16 @@ Direction west~ ToRoom 24804 #ENDEXIT -Reset M 0 24803 1 24806 +Reset M 24803 1 24806 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24807 -Name By the "Wasteland" Painting~ -Sector city~ -Flags nomob indoors~ -Desc You are standing before an amazingly detailed painting of a completely barren +Vnum 24807 +Name By the "Wasteland" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You are standing before an amazingly detailed painting of a completely barren wasteland. No plants. No animals. No water. No nothing. You don't envy anyone who would be in THAT scene. @@ -3545,15 +3343,16 @@ Direction west~ ToRoom 24814 #ENDEXIT -Reset D 0 24807 0 1 +Reset D 24807 0 1 100 -2 #ENDROOM #ROOM -Vnum 24808 -Name By the "Canine Recreation" Painting~ -Sector city~ -Flags nomob indoors~ -Desc Ah, now THIS is a familiar work of art. It shows five dogs, each wearing a +Vnum 24808 +Name By the "Canine Recreation" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Ah, now THIS is a familiar work of art. It shows five dogs, each wearing a strange visor of transparent material. The dogs are playing a game as old as time itself. Smoke hovers in the air above the green table. How rustic. @@ -3576,15 +3375,16 @@ Direction west~ ToRoom 24807 #ENDEXIT -Reset D 0 24808 1 1 +Reset D 24808 1 1 100 -2 #ENDROOM #ROOM -Vnum 24809 -Name By the "Spectrum" Painting~ -Sector city~ -Flags nomob indoors~ -Desc This seems like an ordinary painting. It simply shows the colors of the +Vnum 24809 +Name By the "Spectrum" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc This seems like an ordinary painting. It simply shows the colors of the rainbow, from red to violet, with black and white on the top and bottom, respectively. The colors are the most vibrant you have ever seen. @@ -3607,15 +3407,16 @@ Keywords painting~ Flags isdoor closed~ #ENDEXIT -Reset D 0 24809 3 1 +Reset D 24809 3 1 100 -2 #ENDROOM #ROOM -Vnum 24810 -Name By the "Still Life of Monarchy" Painting~ -Sector city~ -Flags indoors~ -Desc This painting is the most uninteresting one you've seen so far. It shows a +Vnum 24810 +Name By the "Still Life of Monarchy" Painting~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This painting is the most uninteresting one you've seen so far. It shows a picture of King Welmar sitting on his throne. Nothing to get excited about. You can almost see the old man's face twist into a disdainful sneer. @@ -3638,15 +3439,16 @@ Direction west~ ToRoom 24811 #ENDEXIT -Reset D 0 24810 0 1 +Reset D 24810 0 1 100 -2 #ENDROOM #ROOM -Vnum 24811 -Name By the "Arena of Valorous Combat" Painting~ -Sector city~ -Flags nomob indoors~ -Desc Thousands of cheering fans make up the border of this painting. Their +Vnum 24811 +Name By the "Arena of Valorous Combat" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Thousands of cheering fans make up the border of this painting. Their attention appears to be focused on the two gargantuan barbarians in the center of the arena. There are also numerous gladiatorial contests surrounding the main attraction. @@ -3670,15 +3472,16 @@ Direction west~ ToRoom 24812 #ENDEXIT -Reset D 0 24811 2 1 +Reset D 24811 2 1 100 -2 #ENDROOM #ROOM -Vnum 24812 -Name By the "Tea Party" Painting~ -Sector city~ -Flags nomob indoors~ -Desc A few rich-looking, well-to-do nobles sit at a table in the painting. Their +Vnum 24812 +Name By the "Tea Party" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc A few rich-looking, well-to-do nobles sit at a table in the painting. Their capes are frozen in mid-flow, probably due to an invisible breeze, and the ladies' dresses are slightly green on the bottom from grass stains. All their backs are to you, making their faces hidden from view. @@ -3702,15 +3505,16 @@ Keywords painting~ Flags isdoor closed~ #ENDEXIT -Reset D 0 24812 3 1 +Reset D 24812 3 1 100 -2 #ENDROOM #ROOM -Vnum 24813 -Name By the "Loss" Painting~ -Sector city~ -Flags nomob indoors~ -Desc What a morbid painting! Depicted on the wall in front of you is a large +Vnum 24813 +Name By the "Loss" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc What a morbid painting! Depicted on the wall in front of you is a large graveyard, with quite a few stones. A new arrival is on the way, apparently, as a large group of people are gathered around an open grave. How depressing. @@ -3733,15 +3537,16 @@ Direction south~ ToRoom 24814 #ENDEXIT -Reset D 0 24813 1 1 +Reset D 24813 1 1 100 -2 #ENDROOM #ROOM -Vnum 24814 -Name By the "Urban Jungle" Painting~ -Sector city~ -Flags nomob indoors~ -Desc You've never seen so much food in your life. Each of the four food groups +Vnum 24814 +Name By the "Urban Jungle" Painting~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You've never seen so much food in your life. Each of the four food groups are represented quite spectacularly. From baker to butcher to ice cream maker, to grocer to fruit dealer, the amount of fare is astounding. @@ -3764,15 +3569,16 @@ Keywords painting~ Flags isdoor closed~ #ENDEXIT -Reset D 0 24814 2 1 +Reset D 24814 2 1 100 -2 #ENDROOM #ROOM -Vnum 24815 -Name Oops~ -Sector desert~ -Flags nomob norecall nosummon noastral~ -Desc Perhaps coming through this painting wasn't such a good idea. You look +Vnum 24815 +Name Oops~ +Sector desert~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc Perhaps coming through this painting wasn't such a good idea. You look around and see nothing but cracked soil. Everywhere. You quickly decide to go back the way you came, and spin around to jump back through the portal. @@ -3804,11 +3610,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24816 -Name Dogs Playing Poker~ -Sector city~ -Flags nomob indoors~ -Desc The array of multicolored chips on the table here are enough to make any +Vnum 24816 +Name Dogs Playing Poker~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The array of multicolored chips on the table here are enough to make any being rich, be it canine or human or elf. The smoke in the air is quite thick, and you can't suppress a cough as it fills your lungs. Well, now that you're here, maybe you'd like to play a few hands. @@ -3819,24 +3626,26 @@ ToRoom 24808 Flags isdoor pickproof~ #ENDEXIT -Reset O 0 24893 1 24816 -Reset M 0 24838 1 24816 - Reset E 1 24894 1 6 -Reset M 0 24839 1 24816 - Reset E 1 24894 1 6 -Reset M 0 24840 1 24816 - Reset E 1 24894 1 6 -Reset M 0 24841 1 24816 - Reset E 1 24894 1 6 -Reset M 0 24842 1 24816 - Reset E 1 24894 1 6 +Reset O 24893 1 24816 -1 -1 -1 100 +Reset M 24838 1 24816 -1 -1 -1 100 + Reset E 24894 1 6 100 +Reset M 24839 1 24816 -1 -1 -1 100 + Reset E 24894 1 6 100 +Reset M 24840 1 24816 -1 -1 -1 100 + Reset E 24894 1 6 100 +Reset M 24841 1 24816 -1 -1 -1 100 + Reset E 24894 1 6 100 +Reset M 24842 1 24816 -1 -1 -1 100 + Reset E 24894 1 6 100 #ENDROOM #ROOM -Vnum 24817 -Name Green~ -Sector air~ -Desc You are floating in a vast space of green. Waves of sea green. Hovering +Vnum 24817 +Name Green~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are floating in a vast space of green. Waves of sea green. Hovering carpets of hunter green. Every shade of green ever created occupies your field of vision. This makes the rain forest seem like a drab grey. All kinds of plant life flourish around you, seeming to thrive on the verdant @@ -3862,8 +3671,8 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24805 1 24817 - Reset E 1 24804 1 16 +Reset M 24805 1 24817 -1 -1 -1 100 + Reset E 24804 1 16 100 #EXDESC ExDescKey plant plants~ ExDesc These plants are more exotic than you would have expected to see in midair. @@ -3875,11 +3684,12 @@ there. #ENDROOM #ROOM -Vnum 24818 -Name Welmar's Left Foot~ -Sector city~ -Flags nomob indoors~ -Desc Perhaps this painting was just a wee bit more interesting than it looked. +Vnum 24818 +Name Welmar's Left Foot~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Perhaps this painting was just a wee bit more interesting than it looked. You are standing at the foot of King Welmar. A three-hundred-foot tall King Welmar. His foot alone is as big as ten of you! You can see his huge toes (each bigger than your head) wiggling around in his sandals. Evidently today @@ -3896,14 +3706,16 @@ Direction up~ ToRoom 24849 #ENDEXIT -Reset M 0 24814 1 24818 +Reset M 24814 1 24818 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24819 -Name The Arena~ -Sector city~ -Desc The painting you saw appears to be quite outdated. Almost all the fans have +Vnum 24819 +Name The Arena~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The painting you saw appears to be quite outdated. Almost all the fans have left, except for a few seated, robed figures, all intensely concentrating. Some of them notice you and slowly fade into nothingness as you watch. The wave of a facial tentacle gives their identity away. @@ -3923,21 +3735,22 @@ Direction up~ ToRoom 24872 #ENDEXIT -Reset M 0 24836 1 24819 - Reset E 1 24887 1 5 - Reset E 1 24888 1 16 - Reset E 1 24885 1 6 -Reset M 0 24835 1 24819 - Reset E 1 24885 1 6 - Reset E 1 24884 1 16 +Reset M 24836 1 24819 -1 -1 -1 100 + Reset E 24887 1 5 100 + Reset E 24888 1 16 100 + Reset E 24885 1 6 100 +Reset M 24835 1 24819 -1 -1 -1 100 + Reset E 24885 1 6 100 + Reset E 24884 1 16 100 #ENDROOM #ROOM -Vnum 24820 -Name The Tea Party~ -Sector city~ -Flags nomob~ -Desc Now that you're in the scene, something seems horribly wrong. The air stinks +Vnum 24820 +Name The Tea Party~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Now that you're in the scene, something seems horribly wrong. The air stinks of death and decay. You can faintly recall where you've encountered this stench before, but it escapes you at the mom--that's it! A graveyard! The color drains from your face as you hear tormented moans all around you. @@ -3953,20 +3766,21 @@ ToRoom 24812 Flags isdoor pickproof~ #ENDEXIT -Reset M 0 24822 1 24820 - Reset E 1 24817 1 12 -Reset M 0 24823 1 24820 -Reset M 0 24824 1 24820 - Reset E 1 24817 1 12 - Reset E 1 24818 1 6 +Reset M 24822 1 24820 -1 -1 -1 100 + Reset E 24817 1 12 100 +Reset M 24823 1 24820 -1 -1 -1 100 +Reset M 24824 1 24820 -1 -1 -1 100 + Reset E 24817 1 12 100 + Reset E 24818 1 6 100 #ENDROOM #ROOM -Vnum 24821 -Name The Funeral~ -Sector city~ -Flags nomob~ -Desc A few dozen people gather around an open grave here, sniffling and wiping +Vnum 24821 +Name The Funeral~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc A few dozen people gather around an open grave here, sniffling and wiping their eyes. A priest solemnly eulogizes the new occupant. Or it seems as though he is. His lips are moving, but you don't hear anything. As you watch, the priest, and then the rest of the mourners shimmer and fade into @@ -3980,11 +3794,12 @@ ToRoom 24864 #ENDROOM #ROOM -Vnum 24822 -Name Danishes N Donuts~ -Sector city~ -Flags nomob~ -Desc The freshly baked bread in the back of this store makes your mouth start to +Vnum 24822 +Name Danishes N Donuts~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The freshly baked bread in the back of this store makes your mouth start to water in anticipation. The selection beneath the display case is astounding. The fare ranges from omelettes to muffins to freshly popped popcorn. They all look incredibly appetizing. @@ -4000,25 +3815,27 @@ Direction east~ ToRoom 24867 #ENDEXIT -Reset M 0 24853 1 24822 - Reset G 1 24844 1 - Reset G 1 24845 1 - Reset G 1 24846 1 - Reset G 1 24847 1 - Reset G 1 24848 1 - Reset G 1 24849 1 - Reset G 1 24850 1 - Reset G 1 24851 1 - Reset G 1 24852 1 - Reset G 1 24854 1 - Reset G 1 24855 1 +Reset M 24853 1 24822 -1 -1 -1 100 + Reset G 24844 1 100 + Reset G 24845 1 100 + Reset G 24846 1 100 + Reset G 24847 1 100 + Reset G 24848 1 100 + Reset G 24849 1 100 + Reset G 24850 1 100 + Reset G 24851 1 100 + Reset G 24852 1 100 + Reset G 24854 1 100 + Reset G 24855 1 100 #ENDROOM #ROOM -Vnum 24823 -Name Blue~ -Sector air~ -Desc The blue sky has never been this clear that YOU've ever seen. You can see +Vnum 24823 +Name Blue~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc The blue sky has never been this clear that YOU've ever seen. You can see for miles...at least you think it's miles. There's no landmark to judge distance by. Sky as far as the eye can see around you, and a deep blue ocean beneath you. Blue jays and midnight blue dragonflies hover around you. @@ -4043,19 +3860,21 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24806 1 24823 - Reset E 1 24805 1 16 -Reset M 0 24843 2 24823 -Reset M 0 24843 2 24823 -Reset M 0 24844 2 24823 -Reset M 0 24844 2 24823 +Reset M 24806 1 24823 -1 -1 -1 100 + Reset E 24805 1 16 100 +Reset M 24843 2 24823 -1 -1 -1 100 +Reset M 24843 2 24823 -1 -1 -1 100 +Reset M 24844 2 24823 -1 -1 -1 100 +Reset M 24844 2 24823 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24824 -Name Yellow~ -Sector field~ -Desc Sunlight envelops you as you find yourself standing on a seemingly boundless +Vnum 24824 +Name Yellow~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc Sunlight envelops you as you find yourself standing on a seemingly boundless field of yellow. The sun dominates the sky, easily a hundred times larger than usual. Golden trees make up a forest all around you, with lemons and bananas hanging from every tree. @@ -4080,11 +3899,11 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24807 1 24824 - Reset E 1 24803 1 16 -Reset O 0 24897 1 24824 - Reset P 0 24898 1 24897 -Reset O 0 24898 1 24824 +Reset M 24807 1 24824 -1 -1 -1 100 + Reset E 24803 1 16 100 +Reset O 24897 1 24824 -1 -1 -1 100 + Reset P 1 24898 1 24897 100 +Reset O 24898 1 24824 -1 -1 -1 100 #EXDESC ExDescKey sun sky~ ExDesc The sun stretches as far as your peripheral vision can see, almost occupying @@ -4096,10 +3915,12 @@ warm. Ahhhhhhhh. #ENDROOM #ROOM -Vnum 24825 -Name Indigo~ -Sector field~ -Desc You just missed the dusk here, apparently. The sky is a thick dark blue, +Vnum 24825 +Name Indigo~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You just missed the dusk here, apparently. The sky is a thick dark blue, with a hint of violet. The moon is not out tonight, leaving you with a clear view of the night sky. Numerous trees surround you, laden with blueberries larger than any berries you've seen. A small pond lies quietly off in the @@ -4125,8 +3946,8 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24808 1 24825 - Reset E 1 24806 1 16 +Reset M 24808 1 24825 -1 -1 -1 100 + Reset E 24806 1 16 100 #EXDESC ExDescKey pond~ ExDesc The dark blue sky reflects onto the pond beautifully, and its cool waters @@ -4137,10 +3958,12 @@ entice you. Feel like a swim? Too bad. You wouldn't be able to reach it. #ENDROOM #ROOM -Vnum 24826 -Name Orange~ -Sector forest~ -Desc You find yourself walking through a beautiful forest. Somehow the season has +Vnum 24826 +Name Orange~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You find yourself walking through a beautiful forest. Somehow the season has changed to fall, as evidenced by the numerous hues of orange on the leaves of the trees. The dirt you stand on is a deep reddish orange, with many paw prints lining the path. The bark of the trees has somehow been changed into @@ -4166,16 +3989,18 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24809 1 24826 - Reset E 1 24802 1 16 -Reset M 0 24833 1 24826 +Reset M 24809 1 24826 -1 -1 -1 100 + Reset E 24802 1 16 100 +Reset M 24833 1 24826 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24827 -Name Violet~ -Sector field~ -Desc The waning dusk turns the lake you are standing in into a picture of the +Vnum 24827 +Name Violet~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The waning dusk turns the lake you are standing in into a picture of the deepest purple. Light reflecting off the lake turns all the colors around you into progressive shades of the same color, including the grapevines in the distance. A table is set up on the shore, draped in a violet tablecloth. @@ -4195,18 +4020,20 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24810 1 24827 - Reset E 1 24807 1 16 - Reset G 1 24899 1 -Reset O 0 24899 1 24827 -Reset O 0 24899 2 24827 +Reset M 24810 1 24827 -1 -1 -1 100 + Reset E 24807 1 16 100 + Reset G 24899 1 100 +Reset O 24899 1 24827 -1 -1 -1 100 +Reset O 24899 2 24827 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24828 -Name Red~ -Sector forest~ -Desc Horror dawns on you as you realize what the thick red liquid you're wading in +Vnum 24828 +Name Red~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc Horror dawns on you as you realize what the thick red liquid you're wading in is. You quickly scramble out of it and take in your surroundings. The sky is the light red of sunrise. The blood you were just swimming in drips off your equipment onto the brick path under your feet. The sunlight bathes the @@ -4227,16 +4054,18 @@ Direction down~ ToRoom 24830 #ENDEXIT -Reset M 0 24811 1 24828 - Reset E 1 24801 1 16 -Reset O 0 24896 1 24828 +Reset M 24811 1 24828 -1 -1 -1 100 + Reset E 24801 1 16 100 +Reset O 24896 1 24828 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24829 -Name White~ -Sector air~ -Desc The brightness that encompasses you makes everything you've ever seen seem +Vnum 24829 +Name White~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc The brightness that encompasses you makes everything you've ever seen seem dim and diluted by comparison. Everywhere you turn, you can see nothing but white. Closing your eyes doesn't help; the afterimage is just as bad. There is no horizon; no floor, no ceiling, no walls. Panic wells up in you as you @@ -4248,15 +4077,17 @@ Direction down~ ToRoom 24809 #ENDEXIT -Reset M 0 24812 1 24829 - Reset E 1 24808 1 16 +Reset M 24812 1 24829 -1 -1 -1 100 + Reset E 24808 1 16 100 #ENDROOM #ROOM -Vnum 24830 -Name Black~ -Sector air~ -Desc Your light source does nothing to penetrate the thick, silent darkness around +Vnum 24830 +Name Black~ +Sector air~ +Flags ~ +Stats 0 0 0 0 0 +Desc Your light source does nothing to penetrate the thick, silent darkness around you. The only thing that gives you ANY sense of direction is the division of blackness; there are actually deeper shades of black than what you saw when you first arrived here, evidenced by the horizon of absolute darkness in the @@ -4268,16 +4099,17 @@ Direction up~ ToRoom 24809 #ENDEXIT -Reset M 0 24813 1 24830 - Reset E 1 24809 1 16 +Reset M 24813 1 24830 -1 -1 -1 100 + Reset E 24809 1 16 100 #ENDROOM #ROOM -Vnum 24831 -Name High above Icewind Dale~ -Sector mountain~ -Flags nomob~ -Desc Two things immediately strike you as you step onto the top of this mountain. +Vnum 24831 +Name High above Icewind Dale~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Two things immediately strike you as you step onto the top of this mountain. How beautiful the view is, with the mountains almost touching the sky, their snow-capped peaks untouched by any creature, and how COLD it is! Yikes! You'd best get moving if you want your blood to stay in liquid form. @@ -4296,11 +4128,12 @@ ToRoom 24832 #ENDROOM #ROOM -Vnum 24832 -Name Trudging along in Icewind Dale~ -Sector mountain~ -Flags nomob~ -Desc Hmm. There goes your way back up. The mountain is virtually unclimbable from +Vnum 24832 +Name Trudging along in Icewind Dale~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Hmm. There goes your way back up. The mountain is virtually unclimbable from here. Looks like the only way out now is to the east, towards a huge glacier far in the distance. Your slowly numbing legs scream for action. Time to get moving before they fall off. @@ -4310,16 +4143,17 @@ Direction east~ ToRoom 24833 #ENDEXIT -Reset M 0 24827 3 24832 -Reset M 0 24826 2 24832 +Reset M 24827 3 24832 -1 -1 -1 100 +Reset M 24826 2 24832 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24833 -Name Within Sight of the Reghed Glacier~ -Sector mountain~ -Flags nomob~ -Desc The huge glacier looming in the distance is even bigger than you thought, now +Vnum 24833 +Name Within Sight of the Reghed Glacier~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The huge glacier looming in the distance is even bigger than you thought, now that you are nearing it. Something seems odd about the glacier, but you can't stop to figure it out now. It's either move or freeze. The glacier awaits, as does glory. You can also see a long path to the north that eventually leads @@ -4335,15 +4169,16 @@ Direction west~ ToRoom 24832 #ENDEXIT -Reset M 0 24827 3 24833 +Reset M 24827 3 24833 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24834 -Name At the Base of the Reghed Glacier~ -Sector mountain~ -Flags nomob~ -Desc Well, whatever was abnormal about this glacier seems to have vanished now that +Vnum 24834 +Name At the Base of the Reghed Glacier~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Well, whatever was abnormal about this glacier seems to have vanished now that you're this close to it. The surface of the glacier is an impregnable wall of deep-frozen ice. Seemingly impregnable. You didn't come all this way just to look at a glacier. Perhaps there's something else of interest here... @@ -4360,9 +4195,9 @@ Direction west~ ToRoom 24833 #ENDEXIT -Reset M 0 24827 3 24834 -Reset M 0 24826 2 24834 -Reset D 0 24834 1 1 +Reset M 24827 3 24834 -1 -1 -1 100 +Reset M 24826 2 24834 -1 -1 -1 100 +Reset D 24834 1 1 100 -2 #EXDESC ExDescKey glacier mountain wall~ ExDesc The glacier does indeed look impenetrable. It'd be a cold day in hell before @@ -4382,11 +4217,12 @@ that you'd probably be able to fit through it with a bit of help. #ENDROOM #ROOM -Vnum 24835 -Name The Shores of Evermelt~ -Sector city~ -Flags nomob indoors~ -Desc The cold temperature no longer seems incapacitating by this warm pool. In +Vnum 24835 +Name The Shores of Evermelt~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The cold temperature no longer seems incapacitating by this warm pool. In fact, you could stay here for quite a while if you had a mind to. Steam billows off the surface of the pool in great clouds. You have heard legends of what lies beyond the pool. Care to find out if they're true? @@ -4405,16 +4241,17 @@ Keywords pool evermelt water~ Flags isdoor pickproof nopassdoor~ #ENDEXIT -Reset O 0 24820 1 24835 -Reset D 0 24835 3 1 +Reset O 24820 1 24835 -1 -1 -1 100 +Reset D 24835 3 1 100 -2 #ENDROOM #ROOM -Vnum 24836 -Name Swimming in Evermelt~ -Sector water_swim~ -Flags nomob indoors~ -Desc The water is remarkably warm down here. The steam rising off the surface +Vnum 24836 +Name Swimming in Evermelt~ +Sector water_swim~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The water is remarkably warm down here. The steam rising off the surface above you doesn't do justice to the toasty feeling flowing through your veins. Remaining down here would be a bad idea, though...if you get to used to this temperature, you'll turn into an icicle seconds after getting out. @@ -4432,11 +4269,12 @@ ToRoom 24835 #ENDROOM #ROOM -Vnum 24837 -Name Swept Along by the Current~ -Sector water_swim~ -Flags nomob indoors~ -Desc Hmm. The current feels a lot stronger than it felt a few seconds ago. In +Vnum 24837 +Name Swept Along by the Current~ +Sector water_swim~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Hmm. The current feels a lot stronger than it felt a few seconds ago. In fact, it's doubtful you could make it back to where you just were those few seconds ago. Might as well enjoy the ride now. ~ @@ -4448,11 +4286,12 @@ ToRoom 24838 #ENDROOM #ROOM -Vnum 24838 -Name Still Lost in the Current~ -Sector water_swim~ -Flags nomob indoors~ -Desc Your lungs are screaming for air now. It takes all of your years of +Vnum 24838 +Name Still Lost in the Current~ +Sector water_swim~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Your lungs are screaming for air now. It takes all of your years of experience as an adventurer to keep from gulping in a mouthful of water. Perhaps now would be a good time to find some oxygen, before you find something less pleasant--death. @@ -4465,11 +4304,12 @@ ToRoom 24839 #ENDROOM #ROOM -Vnum 24839 -Name The Waterfall (!!)~ -Sector water_swim~ -Flags nomob indoors~ -Desc Uh-oh. Time to act quick. Just to your north, you hear the telltale roar of +Vnum 24839 +Name The Waterfall (!!)~ +Sector water_swim~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Uh-oh. Time to act quick. Just to your north, you hear the telltale roar of water falling into a lower pool. And from the sound of it, that pool is quite a ways away. Frantically looking around for a way out of this, you spy a few icicles above you. Maybe that's your ticket out of this mess. It @@ -4490,11 +4330,12 @@ ToRoom 24859 #ENDROOM #ROOM -Vnum 24840 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc Your throat constricts involuntarily as a huge wave of thirst overwhelms +Vnum 24840 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc Your throat constricts involuntarily as a huge wave of thirst overwhelms you. It doesn't look like there's any way out of this godforsaken place. You promise yourself that if you ever see a painting of a wasteland, you'll stay the hell away from it. @@ -4522,11 +4363,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24841 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc The lack of moisture in your throat fits nicely with the look of this place. +Vnum 24841 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc The lack of moisture in your throat fits nicely with the look of this place. You're beginning to wonder if there is a way out of this place, or if the gods have cursed you to a slow, agonizing death. ~ @@ -4553,11 +4395,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24842 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc You can feel the heat of the sun overhead beating down on your already burned +Vnum 24842 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc You can feel the heat of the sun overhead beating down on your already burned skin. What a way to go. There's not even anyone, anyTHING around to notice you expire. You thought your death would bring more fanfare than this. ~ @@ -4584,11 +4427,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24843 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc *pant* *pant* This is not good. Although you feel like you're making +Vnum 24843 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc *pant* *pant* This is not good. Although you feel like you're making progress in this accursed place, you still don't see any change in atmosphere. That could be what is causing you to panic. Or perhaps it's because you can feel your brain frying. @@ -4616,11 +4460,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24844 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc You whistle a little tune that has no melody to yourself as you trudge +Vnum 24844 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc You whistle a little tune that has no melody to yourself as you trudge further along in this place. Relief seems close at hand, but not by much. Your grip on sanity is starting to loosen. Time to leave. Now. ~ @@ -4647,11 +4492,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24845 -Name Lost in the barren wasteland~ -Sector desert~ -Flags norecall nosummon noastral~ -Desc Your heart skips a beat as you see a huge pond in the distance. You run +Vnum 24845 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc Your heart skips a beat as you see a huge pond in the distance. You run towards it, without caring what happens to you and your equipment. You reach the shore and dive in... @@ -4681,11 +4527,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24846 -Name Lost in the barren wasteland~ -Sector desert~ -Flags nomob nosummon noastral~ -Desc Perhaps that dog over there can tell you how to get out of here. Or maybe +Vnum 24846 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nomob nosummon noastral~ +Stats 0 0 0 0 0 +Desc Perhaps that dog over there can tell you how to get out of here. Or maybe that purple zorgflatz to your left. Wait a minute--what's a zorgflatz? Dimly you realize that to stay in this hell means a fate worse than death. Insanity. This may be your last hope of escape. @@ -4713,11 +4560,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24847 -Name Lost in the barren wasteland~ -Sector desert~ -Flags nomob norecall nosummon noastral~ -Desc Doo de doo de doo de doo...la de da de da...you've never been so happy. The +Vnum 24847 +Name Lost in the barren wasteland~ +Sector desert~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc Doo de doo de doo de doo...la de da de da...you've never been so happy. The pack of purple zorgflatzes that guards your dreams is right on your tail, but you're happy, happy, happy!! (You're also on the edge of insanity. Be careful) @@ -4745,11 +4593,12 @@ ToRoom 24840 #ENDROOM #ROOM -Vnum 24848 -Name The Edge of the Barren Wasteland~ -Sector desert~ -Flags nomob norecall nosummon noastral~ -Desc By all the gods! It's the edge of this accursed, blasted land! Yippee!! +Vnum 24848 +Name The Edge of the Barren Wasteland~ +Sector desert~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Desc By all the gods! It's the edge of this accursed, blasted land! Yippee!! Yeehaa! Alri--uh-oh. Your elation evaporates in the blink of an eye, quickly replaced by dread, as you look more closely at the pile of white powder right next to you. Sniffing carefully, you discover that it is @@ -4776,15 +4625,16 @@ Direction west~ ToRoom 24840 #ENDEXIT -Reset M 0 24821 1 24848 +Reset M 24821 1 24848 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24849 -Name Welmar's Left Knee~ -Sector city~ -Flags indoors~ -Desc The old king's knee is pretty bony, but there is a good deal of muscle +Vnum 24849 +Name Welmar's Left Knee~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The old king's knee is pretty bony, but there is a good deal of muscle beneath. The old codger has, after all, seen his share of adventuring. But these knees creak from arthritis when they move. Doesn't look like his majesty will be doing any strenuous activity today. @@ -4802,11 +4652,12 @@ ToRoom 24818 #ENDROOM #ROOM -Vnum 24850 -Name Welmar's Lower Torso~ -Sector city~ -Flags indoors~ -Desc Now that you're here, you realize you don't feel like spending too much time +Vnum 24850 +Name Welmar's Lower Torso~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Now that you're here, you realize you don't feel like spending too much time near the waist of a seventy-year-old man. Ugh. Welmar doesn't have a queen. You wonder how the old man can keep such a sunny outlook on life without any female companionship. Or maybe that's what the guards are for... @@ -4829,11 +4680,12 @@ ToRoom 24853 #ENDROOM #ROOM -Vnum 24851 -Name Welmar's Right Knee~ -Sector city~ -Flags indoors~ -Desc His majesty's right knee is covered by his opulent robe, but if it's like the +Vnum 24851 +Name Welmar's Right Knee~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc His majesty's right knee is covered by his opulent robe, but if it's like the rest of his skin, it's probably pretty pale and splotchy. Why his subjects choose to follow the old man is a mystery to you. He doesn't look very authoritative from down here. @@ -4851,11 +4703,12 @@ ToRoom 24852 #ENDROOM #ROOM -Vnum 24852 -Name Welmar's Right Foot~ -Sector city~ -Flags indoors~ -Desc King Welmar's right foot is as exquisitely pedicured as his left. It looks +Vnum 24852 +Name Welmar's Right Foot~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc King Welmar's right foot is as exquisitely pedicured as his left. It looks as though he hasn't made any pilgrimages recently. Or ever will. Welmar gets carried wherever he goes now. Ah, the life of a king. Sounds pretty boring. @@ -4865,15 +4718,16 @@ Direction up~ ToRoom 24851 #ENDEXIT -Reset M 0 24815 1 24852 +Reset M 24815 1 24852 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24853 -Name Welmar's Chest~ -Sector city~ -Flags indoors~ -Desc Despite the years of inactivity, Welmar's chest remains finely muscled. +Vnum 24853 +Name Welmar's Chest~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Despite the years of inactivity, Welmar's chest remains finely muscled. However, it is not the same type of muscle that he used to possess. Welmar used to make the ladies swoon with his displays of strength. Now his only strength comes from the inside. You begin to understand why he is respected. @@ -4901,11 +4755,12 @@ ToRoom 24850 #ENDROOM #ROOM -Vnum 24854 -Name Welmar's Head~ -Sector city~ -Flags indoors~ -Desc Welmar's white beard chokes you as you walk around on his face. his +Vnum 24854 +Name Welmar's Head~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Welmar's white beard chokes you as you walk around on his face. his aristocratic nose is a hundred times as intimidating at this size. You could probably fetch a pretty hefty price for that nose. Assuming, of course, his Majesty would part with it. You could always...convince him. @@ -4915,17 +4770,18 @@ Direction down~ ToRoom 24853 #ENDEXIT -Reset M 0 24818 1 24854 -Reset M 0 24819 1 24854 -Reset M 0 24820 1 24854 +Reset M 24818 1 24854 -1 -1 -1 100 +Reset M 24819 1 24854 -1 -1 -1 100 +Reset M 24820 1 24854 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24855 -Name Welmar's Left Arm~ -Sector city~ -Flags indoors~ -Desc The old man's arm still has a few corded muscles deep beneath the skin, +Vnum 24855 +Name Welmar's Left Arm~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The old man's arm still has a few corded muscles deep beneath the skin, although they have long since atrophied due to inactivity. You feel relatively certain you could put him down in an arm-wrestling contest. ~ @@ -4934,15 +4790,16 @@ Direction west~ ToRoom 24853 #ENDEXIT -Reset M 0 24817 1 24855 +Reset M 24817 1 24855 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24856 -Name Welmar's Right Arm~ -Sector city~ -Flags indoors~ -Desc This arm doesn't get much activity nowadays. Welmar only uses it to +Vnum 24856 +Name Welmar's Right Arm~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This arm doesn't get much activity nowadays. Welmar only uses it to gesticulate feebly with his golden sceptre. Of course, doing anything with a sceptre THAT big would require you to either be this Welmar's size, or to get a few thousand giant strength spells cast on you. Neither seems to be an @@ -4953,15 +4810,16 @@ Direction east~ ToRoom 24853 #ENDEXIT -Reset M 0 24816 1 24856 +Reset M 24816 1 24856 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24857 -Name The Head of the Table~ -Sector field~ -Flags nomob~ -Desc Several exotic-looking glasses line the table here, all of them empty. One +Vnum 24857 +Name The Head of the Table~ +Sector field~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Several exotic-looking glasses line the table here, all of them empty. One of them has a familiar reddish tinge in the bottom. It looks like...blood! What kind of fiend would drink a glass of blood? Looking at a half-eaten piece of bread on the table, you realize exactly what kind of fiend would. @@ -4972,16 +4830,17 @@ Direction south~ ToRoom 24820 #ENDEXIT -Reset M 0 24825 1 24857 - Reset E 1 24819 1 17 +Reset M 24825 1 24857 -1 -1 -1 100 + Reset E 24819 1 17 100 #ENDROOM #ROOM -Vnum 24858 -Name Over the Falls~ -Sector city~ -Flags nomob~ -Desc Your failure to find a handhold on the icicles also means the failure of all +Vnum 24858 +Name Over the Falls~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Your failure to find a handhold on the icicles also means the failure of all your life functions. You are thrown over the side... @@ -5003,11 +4862,12 @@ endif #ENDROOM #ROOM -Vnum 24859 -Name Hugging the Icicle~ -Sector mountain~ -Flags nomob indoors~ -Desc Your lungs eagerly gulp in air as you cling for dear life to the icicle. +Vnum 24859 +Name Hugging the Icicle~ +Sector mountain~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc Your lungs eagerly gulp in air as you cling for dear life to the icicle. Thankfully, your almost numb hands remembered how to grip, although the grip is a tenuous one. It looks like you can swing yourself down to the shore of the raging river. @@ -5020,11 +4880,12 @@ ToRoom 24860 #ENDROOM #ROOM -Vnum 24860 -Name On the Riverbank~ -Sector field~ -Flags nomob indoors~ -Desc You land on the solid ice painfully. Your ordeal with Evermelt is at an end, +Vnum 24860 +Name On the Riverbank~ +Sector field~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You land on the solid ice painfully. Your ordeal with Evermelt is at an end, finally. However, another ordeal appears to be awaiting you to the west. The rhythmic breathing you hear from that direction easily drowns out the roaring of the waterfall behind you. Torn between self-preservation and @@ -5038,11 +4899,12 @@ ToRoom 24861 #ENDROOM #ROOM -Vnum 24861 -Name The Tunnel to...?~ -Sector field~ -Flags nomob indoors tunnel~ -Desc All is silent now except the heavy breathing coming from the north. You can +Vnum 24861 +Name The Tunnel to...?~ +Sector field~ +Flags nomob indoors tunnel~ +Stats 0 0 0 0 0 +Desc All is silent now except the heavy breathing coming from the north. You can see light glinting off some material in the large cavern, but the rest of the room is obscured. Your legs feel frozen in place, but the sound from the north is so intriguing... @@ -5062,11 +4924,12 @@ ToRoom 24860 #ENDROOM #ROOM -Vnum 24862 -Name The Lair of Ingeloakastimizilian~ -Sector city~ -Flags nomob indoors~ -Desc The treasure all around you is utterly astounding. Not the amount of it, of +Vnum 24862 +Name The Lair of Ingeloakastimizilian~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc The treasure all around you is utterly astounding. Not the amount of it, of course. You have seen more treasure in other lairs. It's the way the coins, gems, weapons, and other fascinating items are frozen to the floor. Looking around, you see other things frozen to the floor. A human, dressed @@ -5085,25 +4948,26 @@ Direction up~ ToRoom 24863 #ENDEXIT -Reset M 0 24828 1 24862 - Reset E 1 24824 1 5 - Reset E 1 24825 1 7 - Reset E 1 24826 1 10 - Reset E 1 24827 1 19 - Reset E 1 24858 1 16 - Reset E 1 24857 1 17 - Reset E 1 24828 1 9 - Reset E 1 24856 1 8 - Reset E 1 24829 1 6 - Reset E 1 24830 1 13 +Reset M 24828 1 24862 -1 -1 -1 100 + Reset E 24824 1 5 100 + Reset E 24825 1 7 100 + Reset E 24826 1 10 100 + Reset E 24827 1 19 100 + Reset E 24858 1 16 100 + Reset E 24857 1 17 100 + Reset E 24828 1 9 100 + Reset E 24856 1 8 100 + Reset E 24829 1 6 100 + Reset E 24830 1 13 100 #ENDROOM #ROOM -Vnum 24863 -Name On top of the Reghed Glacier~ -Sector mountain~ -Flags nomob~ -Desc Now what? You're on top of the biggest glacier in all the Realms, with no +Vnum 24863 +Name On top of the Reghed Glacier~ +Sector mountain~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Now what? You're on top of the biggest glacier in all the Realms, with no way to go but down, back into Icingdeath's lair. As you sink into despondency, you hear a low hum above you. You look up and see...the portal! You can make it back to the Art Gallery! @@ -5121,11 +4985,12 @@ ToRoom 24862 #ENDROOM #ROOM -Vnum 24864 -Name The Grave~ -Sector field~ -Flags nomob tunnel~ -Desc As you step down into the soft dirt, a chill passes through your bones. You +Vnum 24864 +Name The Grave~ +Sector field~ +Flags nomob tunnel~ +Stats 0 0 0 0 0 +Desc As you step down into the soft dirt, a chill passes through your bones. You look around for the source of the feeling, everything goes dark. The earth has sealed above you! The only sound now is your breathing, which is becoming more and more rapid. Trying to collect your thoughts, you notice something @@ -5143,11 +5008,12 @@ Flags isdoor secret nopassdoor~ #ENDROOM #ROOM -Vnum 24865 -Name Lair of Aram-Dol~ -Sector field~ -Flags nomob tunnel~ -Desc You now realize why this area was perfectly clean. The walls in this room, +Vnum 24865 +Name Lair of Aram-Dol~ +Sector field~ +Flags nomob tunnel~ +Stats 0 0 0 0 0 +Desc You now realize why this area was perfectly clean. The walls in this room, as well as the floor, are solid stone. There are corpses strewn about the room, most with a horrified look on their face. Whatever killed them must have given them one hell of a scare. You've heard tales of underground stone @@ -5164,15 +5030,16 @@ Direction up~ ToRoom 24813 #ENDEXIT -Reset M 0 24829 1 24865 +Reset M 24829 1 24865 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 24866 -Name Death~ -Sector city~ -Flags nomob indoors~ -Desc ..Everything begins to fade to black. +Vnum 24866 +Name Death~ +Sector city~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc ..Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel more free than you have ever felt before... @@ -5184,11 +5051,12 @@ pulling sensation as strange and colorful mists swirl around you... #ENDROOM #ROOM -Vnum 24867 -Name Ye Olde Meat Shoppe~ -Sector city~ -Flags nomob~ -Desc Entering this store, you're reminded of how long it has been since you've had +Vnum 24867 +Name Ye Olde Meat Shoppe~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Entering this store, you're reminded of how long it has been since you've had a good steak. The cuts of meat hanging from hooks in the back remind you, however. You can see large sides of beef, medium-sized veal cutlets, and a few other tasty delectables. @@ -5203,28 +5071,29 @@ Direction west~ ToRoom 24822 #ENDEXIT -Reset M 0 24851 1 24867 - Reset G 1 24831 1 - Reset G 1 24832 1 - Reset G 1 24833 1 - Reset G 1 24834 1 - Reset G 1 24835 1 - Reset G 1 24836 1 - Reset G 1 24837 1 - Reset G 1 24838 1 - Reset G 1 24839 1 - Reset G 1 24840 1 - Reset G 1 24841 1 - Reset G 1 24842 1 - Reset G 1 24843 1 +Reset M 24851 1 24867 -1 -1 -1 100 + Reset G 24831 1 100 + Reset G 24832 1 100 + Reset G 24833 1 100 + Reset G 24834 1 100 + Reset G 24835 1 100 + Reset G 24836 1 100 + Reset G 24837 1 100 + Reset G 24838 1 100 + Reset G 24839 1 100 + Reset G 24840 1 100 + Reset G 24841 1 100 + Reset G 24842 1 100 + Reset G 24843 1 100 #ENDROOM #ROOM -Vnum 24868 -Name Fruits R Us~ -Sector city~ -Flags nomob~ -Desc Every fruit ever to grace a tree in all the Realms is displayed here in front +Vnum 24868 +Name Fruits R Us~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Every fruit ever to grace a tree in all the Realms is displayed here in front of you. Apples, oranges, kiwis, melons, everything. Vegetables completely occupy another container next to the fruit. This one is filled with corn, zucchini, and other healthy foods. @@ -5239,29 +5108,30 @@ Direction west~ ToRoom 24867 #ENDEXIT -Reset M 0 24854 1 24868 - Reset G 1 24872 1 - Reset G 1 24871 1 - Reset G 1 24870 1 - Reset G 1 24869 1 - Reset G 1 24868 1 - Reset G 1 24867 1 - Reset G 1 24866 1 - Reset G 1 24865 1 - Reset G 1 24864 1 - Reset G 1 24863 1 - Reset G 1 24862 1 - Reset G 1 24861 1 - Reset G 1 24873 1 - Reset G 1 24860 1 +Reset M 24854 1 24868 -1 -1 -1 100 + Reset G 24872 1 100 + Reset G 24871 1 100 + Reset G 24870 1 100 + Reset G 24869 1 100 + Reset G 24868 1 100 + Reset G 24867 1 100 + Reset G 24866 1 100 + Reset G 24865 1 100 + Reset G 24864 1 100 + Reset G 24863 1 100 + Reset G 24862 1 100 + Reset G 24861 1 100 + Reset G 24873 1 100 + Reset G 24860 1 100 #ENDROOM #ROOM -Vnum 24869 -Name Goodbody Dairy~ -Sector city~ -Flags nomob~ -Desc You vow to never even think about anything bovine once leaving this place. +Vnum 24869 +Name Goodbody Dairy~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You vow to never even think about anything bovine once leaving this place. Every milk and cheese product you can imagine lies here, carefully kept cool by a bluish-white glow. A sign says, "ALL PRODUCTS KEPT REFRIGERATED". You'll have to ask the local scholar what ree-frigg-er-ated means sometime. @@ -5272,24 +5142,26 @@ Direction west~ ToRoom 24868 #ENDEXIT -Reset M 0 24852 1 24869 - Reset G 1 24874 1 - Reset G 1 24875 1 - Reset G 1 24876 1 - Reset G 1 24877 1 - Reset G 1 24878 1 - Reset G 1 24879 1 - Reset G 1 24880 1 - Reset G 1 24881 1 - Reset G 1 24882 1 - Reset G 1 24883 1 +Reset M 24852 1 24869 -1 -1 -1 100 + Reset G 24874 1 100 + Reset G 24875 1 100 + Reset G 24876 1 100 + Reset G 24877 1 100 + Reset G 24878 1 100 + Reset G 24879 1 100 + Reset G 24880 1 100 + Reset G 24881 1 100 + Reset G 24882 1 100 + Reset G 24883 1 100 #ENDROOM #ROOM -Vnum 24870 -Name The Arena~ -Sector city~ -Desc As you step near the two humanoids fighting in this section of the arena, +Vnum 24870 +Name The Arena~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you step near the two humanoids fighting in this section of the arena, they both grow limp and collapse, their eyes rolling back in their heads. By the time you reach them, they are both quite dead. Looking up in the stands, you see one of the mind flayers gurgle something to his companion, and they @@ -5300,17 +5172,19 @@ Direction west~ ToRoom 24819 #ENDEXIT -Reset O 0 24889 1 24870 - Reset P 0 24885 1 24889 -Reset O 0 24890 1 24870 - Reset P 0 24885 1 24890 +Reset O 24889 1 24870 -1 -1 -1 100 + Reset P 1 24885 1 24889 100 +Reset O 24890 1 24870 -1 -1 -1 100 + Reset P 1 24885 1 24890 100 #ENDROOM #ROOM -Vnum 24871 -Name The Arena~ -Sector city~ -Desc Before you can get near the lizardman and warrior, they fall down in a heap +Vnum 24871 +Name The Arena~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc Before you can get near the lizardman and warrior, they fall down in a heap together, both quite dead. They didn't kill each other, so what could have possibly killed them? Hmm. This is unlike anything you've ever seen before. They don't look like they had any history of coronary trouble...how @@ -5321,17 +5195,19 @@ Direction east~ ToRoom 24819 #ENDEXIT -Reset O 0 24890 1 24871 - Reset P 0 24885 1 24890 -Reset O 0 24889 1 24871 - Reset P 0 24885 1 24889 +Reset O 24890 1 24871 -1 -1 -1 100 + Reset P 1 24885 1 24890 100 +Reset O 24889 1 24871 -1 -1 -1 100 + Reset P 1 24885 1 24889 100 #ENDROOM #ROOM -Vnum 24872 -Name In the Stands~ -Sector city~ -Desc As you climb up into the seating section, what few remaining illithids you +Vnum 24872 +Name In the Stands~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you climb up into the seating section, what few remaining illithids you could see disappear suddenly. Ignoring the yawning portal above you (which leads back to the gallery, incidentally), you look around for an explanation as to where the brain feeders could have gone. @@ -5346,69 +5222,77 @@ Direction down~ ToRoom 24819 #ENDEXIT -Reset M 0 24837 3 24872 - Reset E 1 24892 1 12 -Reset M 0 24837 3 24872 - Reset E 1 24892 1 12 -Reset M 0 24837 3 24872 - Reset E 1 24892 1 12 +Reset M 24837 3 24872 -1 -1 -1 100 + Reset E 24892 1 12 100 +Reset M 24837 3 24872 -1 -1 -1 100 + Reset E 24892 1 12 100 +Reset M 24837 3 24872 -1 -1 -1 100 + Reset E 24892 1 12 100 #ENDROOM #ROOM -Vnum 24873 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24873 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24874 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24874 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24875 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24875 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24880 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24880 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24884 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24884 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24885 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24885 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24886 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 24886 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 24891 -Name Tex's Room~ -Sector city~ -Flags indoors noastral~ -Desc Nothing too remarkable about this room, other than a stolen lounge table and +Vnum 24891 +Name Tex's Room~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc Nothing too remarkable about this room, other than a stolen lounge table and an interesting poster. perhaps that's why Tex is ALWAYS in Grant and Seguin's room. ~ @@ -5427,11 +5311,12 @@ bottom, "WORLD CUPS". How...liberating. #ENDROOM #ROOM -Vnum 24892 -Name Aaron and Rob's room~ -Sector city~ -Flags indoors noastral~ -Desc So the rumors are true. Aaron's side of the room IS always messy. And today +Vnum 24892 +Name Aaron and Rob's room~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc So the rumors are true. Aaron's side of the room IS always messy. And today is no exception. Aaron's side is covered with clothes and papers, and the everpresent brown beanbag chair. Rob's side is spotless, as usual, except for a broken bottle of Snapple on the floor. Neither of them are on the MUD, @@ -5445,11 +5330,12 @@ ToRoom 24893 #ENDROOM #ROOM -Vnum 24893 -Name Outside 305 and 310~ -Sector city~ -Flags indoors noastral~ -Desc You stand between two open doorways. They both lead to triples. Ordinarily, +Vnum 24893 +Name Outside 305 and 310~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc You stand between two open doorways. They both lead to triples. Ordinarily, it would be quite cramped. But Rob and Aaron did a pretty good job of making Huguley move, so they've only got the two of them in there. Plus, Tex and his roommate managed to only ahve the two of them in there. Lucky bastards. @@ -5467,11 +5353,12 @@ ToRoom 24892 #ENDROOM #ROOM -Vnum 24894 -Name Still in the hallway~ -Sector city~ -Flags indoors noastral~ -Desc To the west is Vu's room. He's gone through four roommates already, and he +Vnum 24894 +Name Still in the hallway~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc To the west is Vu's room. He's gone through four roommates already, and he doesn't appear to mind. He's got quite a setup behind that door. The other three doors are a mystery, though. No idea who lives in them. ~ @@ -5502,11 +5389,12 @@ Flags isdoor closed locked pickproof nopassdoor~ #ENDROOM #ROOM -Vnum 24895 -Name Walking down the hallway~ -Sector city~ -Flags indoors noastral~ -Desc You are outside four locked rooms. One is blaring Stone Temple Pilots. The +Vnum 24895 +Name Walking down the hallway~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc You are outside four locked rooms. One is blaring Stone Temple Pilots. The same Stone Temple Pilots song they've been playing the entire year. The room next to that one on the west wall is the R.A.'s room. No one has any idea who lives through the two doors on the east wall. The hallway continues to @@ -5539,11 +5427,12 @@ Flags isdoor closed locked pickproof nopassdoor~ #ENDROOM #ROOM -Vnum 24896 -Name 223 Rasche Hall~ -Sector city~ -Flags indoors noastral~ -Desc This is Scott and Matt's room. You wouldn't know who Matt is. He's never on +Vnum 24896 +Name 223 Rasche Hall~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc This is Scott and Matt's room. You wouldn't know who Matt is. He's never on the MUD. There is a big computer under Scott's loft, the most powerful computer that's used for MUDding among the circle of friends. The room is spotless, since any of the commanding officers in Echo Company could burst in @@ -5557,11 +5446,12 @@ ToRoom 24899 #ENDROOM #ROOM -Vnum 24897 -Name Forrester and Cox's Room~ -Sector city~ -Flags indoors noastral~ -Desc Quite an interesting design. A closet door stretches between the two lofts +Vnum 24897 +Name Forrester and Cox's Room~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc Quite an interesting design. A closet door stretches between the two lofts in this poorly lit room. A stereo on said closet door is playing 96.3 ROV FM. Cox's computer is on, of course (never, NEVER turn off a UNIX computer), while Forrester's computer has the Warp screen saver on. There are several @@ -5591,11 +5481,12 @@ ExDesc Cox's loft has food boxes stapled to it! What a weirdo! #ENDROOM #ROOM -Vnum 24898 -Name The Third Floor Miles Hallway~ -Sector city~ -Flags indoors noastral~ -Desc To your west is Grant and Seguin's room, and east is Forrester and Cox's +Vnum 24898 +Name The Third Floor Miles Hallway~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc To your west is Grant and Seguin's room, and east is Forrester and Cox's room. The other two doors here are closed and locked, though. Brett, Jeremy, Dave, and the other Jeremy don't take too kindly to visitors. Way down the hall to the south are two more open doors. @@ -5618,11 +5509,12 @@ ToRoom 24899 #ENDROOM #ROOM -Vnum 24899 -Name Grant and Seguin's Room~ -Sector city~ -Flags indoors noastral~ -Desc This is a pretty cool room. It has two lofts, numerous posters on the wall, +Vnum 24899 +Name Grant and Seguin's Room~ +Sector city~ +Flags indoors noastral~ +Stats 0 0 0 0 0 +Desc This is a pretty cool room. It has two lofts, numerous posters on the wall, two computers, and one hell of an entertainment center. Faith No More plays loudly from the four speakers in the room, and a paused game of Final Fantasy III is on the TV. Care to relax for a bit? diff --git a/data/realm/garden.are b/data/realm/garden.are deleted file mode 100644 index 360f919..0000000 --- a/data/realm/garden.are +++ /dev/null @@ -1,8422 +0,0 @@ -#XSMAUGAREA -#AREADATA -Version 1 -Name Garden, The~ -Author Tyrael~ -WeatherX 0 -WeatherY 0 -Ranges 80 100 1 115 -Economy 0 31276979 -ResetMsg The winds of change swirl about you.~ -ResetFreq 15 -#ENDAREADATA - -#MOBILE -Vnum 5500 -Keywords dark knight mhzentul warrior~ -Short Mhzentul~ -Long A dark warrior kneels here, praying to his god. -~ -Desc Angered for being trapped in this accursed place, he devoted his time and -energy to the dark arts. Immortality has caused him to stray towards insanity -and he has become a ruthless killer. -~ -Race god~ -Class mage~ -Position resting~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected sanctuary protect sneak hide truesight iceshield~ -Stats1 -1000 101 0 -300 1560 0 -Stats2 50 10 30500 -Stats3 8 6 112 -Stats4 0 0 5 54 4 -Attribs 18 18 18 18 18 15 18 -Saves -5 -5 -5 -5 -5 -Speaks common elvish dwarven pixie ogre trollese dragon spiritual magical god ancient clan~ -Speaking common~ -Bodyparts head arms legs heart hands feet fingers ear eye~ -Resist pierce drain nonmagic magic~ -Immune cold energy blunt poison sleep charm paralysis~ -Attacks feed drain poison causecritical curse harm weaken~ -Defenses sanctuary stoneskin disarm~ -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist mpjunk sigil -if rand(50) -rem plate -drop plate -mpjunk all -else -if rand(40) -rem gaunt -drop gaunt -mpjunk all -else -if rand(30) -rem blade -drop blade -mpjunk all -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist gives you~ -Comlist drop all -thwap $n -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist DISARMS~ -Comlist wear blade -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist mpat 5799 c kindred -mpat 5799 c slink -mpat 5799 c troll -mpat 5799 c sag -mpat 5799 c elven -mpat 5799 c 'dragon wit -if deity($n) == Ibiredan -mpechoat $n $I stares into your kind soul and grimaces with disgust! -c 'feebleness' $n -c necro -else -endif -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 1~ -Comlist mpecho $I gets a strange look in his eyes... -c necro $r -mprestore self 150 -laugh -say Ahh..the souls of the innocent... -lick -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 10~ -Comlist c heal -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if isnpc($n) -mpecho _whi $I draws his dark runeblade from it's sheath, and swings the mighty -mpecho _whi blade at $N and cuts $M deeply! &RBlood splatters everywhere! -else -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5501 -Keywords keeper garden~ -Short the Keeper of the Garden~ -Long The keeper of the garden looks fairly busy. -~ -Desc He beams a smile at you as you walk past, never straying from his busy -work of maintaining peace and hope throughout the garden. He welcomes -the travellers such as yourself who have been stranded here by the -terrible curse afflicting this place, and protection them from the spirits -of the long dead souls that plague it constantly. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel noassist pacifist~ -Affected protect truesight~ -Stats1 800 101 0 -112 0 0 -Stats2 50 10 30500 -Stats3 8 6 112 -Stats4 0 0 0 0 0 -Attribs 12 18 18 13 9 16 15 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Immune charm~ -Defenses parry dodge~ -#MUDPROG -Progtype speech_prog~ -Arglist stones~ -Comlist say There are three stones somewhere in this garden: -say The stone of creation. -say The stone of Balance. -say The stone of Chaos. -say I've heard they are all guarded by ancient spirits... -shrug -em continues his work. -~ -#ENDPROG - -#MUDPROG -Progtype give_prog~ -Arglist silver bag dark~ -Comlist ponder -mpgoto 5799 -get all bag -mpgoto 5504 -if iscarrying($i) == 5523 -if iscarrying($i) == 5524 -if iscarrying($i) == 5525 -if iscarrying($i) == 5526 -if iscarrying($i) == 5527 -if iscarrying($i) == 5528 -if iscarrying($i) == 5529 -if iscarrying($i) == 5544 -if iscarrying($i) == 5547 -if iscarrying($i) == 5558 -if iscarrying($i) == 5543 -if iscarrying($i) == 5545 -if iscarrying($i) == 5546 -mpsleep 10 -say Well done $n! -mpecho _blu $I utters the words, '&Wugcandicuazsper&B'. -mpecho _whi The seals glow brightly for a split second and come together, -mpecho _whi forming a a perfect sphere. It glows with a soft white light. -mpjunk all -mpsleep 5 -mpoload 5531 1 -give seal 0.$n -say If that seal so much as touches Arokal, he will be banished from this world -say forever. You must not be afraid, $n. Give him what he deserves! -mpsleep 3 -say Ah..by the way, I found this while I was planting a tree...perhaps you -say use it? I looks like some sort of key. -mpoload 5530 1 -give rune 0.$n -say Oh yes, I figured out the riddle as well. -say IUDICIUM -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist no~ -Comlist frown -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist Strange weather, eh?~ -Comlist say Aye, we've been having awful weather lately, sometimes good in some parts -say of the garden, and sometimes bad in other parts. -tell 0.$n Listen, I'll give you this, if you promise to help rid this garden -tell 0.$n of whatever it is that's been plaguing it. -smile -mpoload 5524 1 -give seal $n -tell $n You know what to do with this, right? -tell $n These seals are supposedly used to create something that can -tell $n seal the evil for all eternity. I know not how they can be made -tell $n to do this, but I do know something that was told to me -tell $n as a child: Find the seals of all apects of life, and with -tell $n the power of the 3 stones, the power to destroy all evil will be yours. -tell $n Here, you'll need this as well. -mpoload 5542 1 -give silver $n -tell $n Put the seals in there, as well as any of the legendary stones -tell $n you might find in there, and bring them back to me and I'll -tell $n see what I can do. -mpforce 0.$n put seal silver -smile -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist cough -mpsleep 3 -nod -say Long ago, this garden used to be a grand palace owned by a powerful -say wizard named Arokal. He spent many centuries weaving his magic -say into this palace, making it the envy of all who beheld it. -mpsleep 3 -say Soon, after he had finished, he realized that time had taken it's -say toll on his body, and he was dying. This was very troubling, so he -say spent his last few days preparing a ritual to invoke an evil spirit, -say which he could bond his life force with, thus, becoming immortal. -ponder -mpsleep 5 -say The ritual went awry at some point, and although he became immortal, -say his soul became tainted by evil. Soon after, his corruption spread -say throughout the land, causing much pain and suffering. -stare -say Several years later, three heros stepped forward, and attempted -say to stop Arokal. The gathered many warriors from around the realm to -say take up arms against this evil menace. The war waged on for -say a year and a day, causing much of the great palace to be destroyed. -sigh -mpsleep 3 -say The heros were losing the battle very quickly, and decided to -say forfeit their lives to save the others. With the help of a local -say mage, they trapped their sould within three stones representing -say the main aspects of life : Creation, Chaos, and Balance. -hmm -mpsleep 3 -say The mage also created 10 seals, each imbued with a special power. -say When combined with the seals, the stones can be used to create -say a powerful rune, which was used to utterly destroy Arokal for all -say eternity. Sadly, he was murdered by the evil mage's assassins before -say he could give the warriors the last rune...they succeeded in -say destroying Arokal...or so they thought, but he is back now. Without -say the last seal, the ritual cannot be completed properly and the -say evil will keep returning. All has been peaceful until now. -say The magic imbued within these grounds caused this beautiful garden -say to appear. It has been peaceful for a long time, but now the -say great evil has returned. Please, search these lands and find the -say seals, along with the stones, so we can destroy him forever! -em look solemn for a moment. -mpsleep 3 -say He is causing the weather to turn bad, and this garden is dying because -say of it. Ask the people here about it. They are a friendly lot, just -say ask them about the "strange weather", or the "stones". Please find them -mpsleep 10 -mpforce 0.$n say Strange weather, eh? -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist greet $n -say Welcome to my garden. -smile -say Would you like to hear the story of this place? -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 5~ -Comlist if rand(10) -mpecho _whi $I pauses briefly and sets his work aside to admire the fountain. -say You know, I've always loved this fountain. -smile -say I've heard it's actually a key to something... -em examines the fountain. -say I could never figure out that inscription either. -shrug -mpecho _whi $I resumes his work, whistling a cheerful tune. -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5502 -Keywords priest figure robed~ -Short a dark priest~ -Long A black robed figure mutters to himself. -~ -Desc You see a dark priest who serves an even darker master. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Stats1 -825 96 0 -67 0 0 -Stats2 50 10 28000 -Stats3 8 6 102 -Stats4 0 0 0 0 0 -Attribs 12 17 18 15 10 8 10 -Saves -5 0 0 -5 0 -Speaks common elvish dwarven pixie ogre trollese dragon spiritual magical god ancient clan~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Immune sleep charm~ -Attacks bite gouge feed~ -Defenses parry dodge stoneskin~ -#MUDPROG -Progtype act_prog~ -Arglist flees~ -Comlist yell Coward! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5503 -Keywords high priest mordian~ -Short the high priest~ -Long The high priest chants a silent mantra to himself. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Stats1 -1000 99 0 -70 500 0 -Stats2 50 10 29500 -Stats3 8 6 108 -Stats4 0 0 0 0 0 -Attribs 10 18 18 12 9 5 11 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist cold energy blunt~ -Immune poison drain sleep charm~ -Attacks bite gouge drain curse harm weaken~ -Defenses parry dodge~ -#MUDPROG -Progtype speech_prog~ -Arglist speak~ -Comlist nod -~ -#ENDPROG - -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist tell $n If you wish to speak with my lord, just say so. -snicker self -if name($n) == Xander -thwap $n -tell $n What are YOU doing here? Your a nuisance, go away. -mpecho _red $i points his finger, and Xander explodes in a burst of flames! -mptrans 0.$n 5504 -mpat 0.$n thwap $n -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5504 -Keywords archangel angel~ -Short the Angel of Death~ -Long &zThe angel of death hovers over you. -~ -Desc It is the angel of death, and he doesn't look all that scary... -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc healer stayarea nowander secretive mobinvis noassist pacifist~ -Affected sanctuary protect truesight~ -Stats1 1000 105 0 -300 0 0 -Stats2 50 10 31000 -Stats3 8 6 102 -Stats4 0 0 0 50 50 -Attribs 18 18 18 18 18 18 18 -Saves -20 -20 -20 -20 -20 -Speaks common~ -Speaking common~ -Resist fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold nonmagic magic paralysis~ -Immune fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold nonmagic plus1 plus2 plus3 plus4 plus5 plus6 magic paralysis~ -Defenses parry dodge~ -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist if isimmort($n) -sigh -say Coward... -mpmload 5504 105 -else -say Foolish mortal... -sigh -mpslay $n -mpmload 5504 105 -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist IUDICIUM~ -Comlist mpasound A large rumbling is heard. -mpat 5507 mpopenpassage 5507 5525 0 -mpecho _whi The wall to the north opens as the word is spoken. -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist mpat 5507 mpclosepassage 5507 0 -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 100~ -Comlist mprestore self 30000 -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 100~ -Comlist mprestore self 30000 -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5505 -Keywords girl small frail~ -Short a frail girl~ -Long A small, frail girl has been imprisioned here. -~ -Desc She's small and afraid, cowering at your slightest movement. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected protect hide~ -Stats1 500 1 0 9 0 0 -Stats2 2 6 10 -Stats3 1 4 0 -Stats4 0 0 5 0 0 -Attribs 5 8 4 6 5 14 4 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -#ENDMOBILE - -#MOBILE -Vnum 5506 -Keywords demon imp~ -Short a demonic-looking imp~ -Long A demonic-looking imp looks up at you, blood dripping from it's jaws. -~ -Desc He looks MEAN.., -~ -Race humanoid~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_fido~ -Gender neuter~ -Actflags npc~ -Affected detect_invis detect_hidden sanctuary infrared protect fireshield~ -Stats1 -1000 100 0 -71 100 0 -Stats2 50 10 30000 -Stats3 8 6 110 -Stats4 0 0 0 85 0 -Attribs 18 12 10 18 18 4 7 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts legs brains guts claws fangs~ -Attacks bite claws gouge feed~ -Defenses dodge stoneskin~ -#MUDPROG -Progtype fight_prog~ -Arglist 100~ -Comlist if isnpc($n) -mpecho _re $I savagely tears at $n's throat! -mpdamage $n 1000 -endif -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if mobinroom(5505) == 1 -mpkill girl -else -mpmload 5505 95 -mpkill girl -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5507 -Keywords demon summoned~ -Short a greater demon~ -Long A beastly creature has been summoned to do evils deeds. -~ -Desc It snarls at and roars trying to break free of it's magical restraints. -~ -Race r6~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel~ -Affected sanctuary protect~ -Stats1 -1000 101 0 -220 1323 0 -Stats2 50 10 30500 -Stats3 8 6 110 -Stats4 0 0 0 0 0 -Attribs 18 15 14 13 18 10 5 -Saves -1 -1 -1 -1 -2 -Speaks common~ -Speaking common~ -Bodyparts head legs heart brains guts~ -Immune cold pierce sleep charm~ -Attacks bite claws trip gouge feed~ -Defenses dodge~ -#MUDPROG -Progtype rand_prog~ -Arglist 90~ -Comlist if mobinroom(5502) < 3 -mpecho With the circle broken, and the demon no longer under the acolyte's -mpecho control, it savagely attacks you! -c 'gas breath' -endif -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if mobinroom(5502) < 3 -mpkill $n -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5508 -Keywords spirit evil darkness chaos~ -Short the spirit of chaos~ -Long The lord of darkness resides here, contemplating your existance. -~ -Desc This being is the cause of all disorder throughout the realm. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel pacifist~ -Affected sanctuary protect truesight shockshield iceshield~ -Stats1 -1000 105 0 -300 0 0 -Stats2 1 1 31000 -Stats3 1 1 1000 -Stats4 0 0 0 0 0 -Attribs 18 18 18 18 18 18 18 -Saves -20 -20 -20 -20 -20 -Speaks common~ -Speaking common~ -Immune nonmagic magic~ -#MUDPROG -Progtype speech_prog~ -Arglist strange weather, eh?~ -Comlist tell $n Ahh, so you've noticed it too..it is a result of Arokal, -tell $n the evil one that you've been hearing about. His very -tell $n presence in this realm disrupts the cosmos. He must be -tell $n destroyed. You're quite perceptive, for a mortal.. -tell $n Take this to the keeper as well. He will know what to do. -mpoload 5543 1 -give stone $n -if iscarrying($n) == 5542 -mpforce 0.$n put stone silver -else -tell $n Keep the stone safe, $n. -endif -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist em gazes down upon your soul and grins malevolently. -tell 0.$n Welcome mortal...although you would be destroyed for being in -tell 0.$n my presence, there is a matter at hand that must be attended to. -em looks solemn. -tell 0.$n Destroy this creature who's power rivals the gods. The balances -tell 0.$n of all creation will be disturbed if another war were to break out. -if iscarrying($n) == 5523 -mpechoat 0.$n _re A voice says, 'Bring the seal to the gatekeeper...' -else -mpoload 5523 100 -give seal $n -tell 0.$n Take this to the Gatekeeper. He will show you the path.... -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5509 -Keywords acolyte dark lord~ -Short an acolyte~ -Long A small robed figure chants to himself. -~ -Desc This is an acolyte who serves under the spirit of chaos. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden protect~ -Stats1 -500 91 0 -61 340 0 -Stats2 50 10 25000 -Stats3 8 6 90 -Stats4 0 0 0 0 0 -Attribs 12 15 13 16 13 13 9 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist cold~ -Immune sleep charm~ -Attacks gouge flamestrike~ -Defenses dodge curecritical sanctuary fireshield~ -#ENDMOBILE - -#MOBILE -Vnum 5510 -Keywords gatekeeper woman ~ -Short the gatekeeper~ -Long An dark-haired woman, radiant with timeless beauty stands here. -~ -Desc She is quite beutiful for her age. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel pacifist~ -Affected detect_invis detect_hidden infrared~ -Stats1 0 105 0 -232 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 10 18 18 13 8 7 7 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune nonmagic magic~ -#MUDPROG -Progtype give_prog~ -Arglist entrance rune power glowing~ -Comlist mpjunk all -mpopenpassage 5525 5798 0 -mpecho $I begins to chant, causing powerful magic to activate the portal. -mpecho _lbl The portal swirls and glows brightly, beckoning you to it. -say Hurry, I cannot keep it open for long! Go north and destroy the evil! -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist tell 0.$n Then give it here, and I will use my power to unlock the portal. -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist em looks up as you walk in. -tell 0.$n I have seen no living person in many centuries. What a delight! -smile -ponder -tell 0.$n You wouldn't happen to have the key to this portal, would you? -tell 0.$n If you do, give it to me, so that I may rest in peace. -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5511 -Keywords doorman ~ -Short a doorman~ -Long A doorman is here. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel secretive mobinvis pacifist~ -Stats1 0 105 0 -75 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist mpclosepassage 5525 0 -mpat 5507 mpclosepassage 5507 0 -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5512 -Keywords warlord general~ -Short a warlord~ -Long The leader of the great army is here, commanding the soldiers. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel secretive mobinvis pacifist~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 0 105 0 -76 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist mpechoat 0.$n _red As you enter the encampment, hundreds of soldiers, angered -mpechoat 0.$n _red your invasion, charge at you, fiercely slashing at you! -if isimmort($n) -mpechoat 0.$n You shrug off the glancing blows and laugh. -else -mpdamage 0.$n 350 -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5513 -Keywords man old~ -Short an old man~ -Long An old man sits here, awaiting the coming of a hero. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel secretive mobinvis pacifist~ -Affected protect truesight~ -Stats1 0 105 0 -255 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 10 15 18 15 9 17 8 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 10~ -Comlist mpecho A voice echos in your mind... -mpechoat $n _whi "It is said that a hero from ancient times appears here -mpechoat $n _whi during the darkest time of the night..." -~ -#ENDPROG - -#MUDPROG -Progtype time_prog~ -Arglist 0~ -Comlist if mortcount(5795) >= 1 -else -mpechoat hero shifttwo -mppurge hero -endif -~ -#ENDPROG - -#MUDPROG -Progtype time_prog~ -Arglist 24~ -Comlist if mortcount(5795) >= 1 -else -mpechoat hero shifttwo -mppurge hero -endif -~ -#ENDPROG - -#MUDPROG -Progtype time_prog~ -Arglist 23~ -Comlist mpecho _blu A beam of moonlight shines down on the center of the clearing. -mpecho _whi As the air stretches and crackles, a figure steps fourth, -mpecho _w constantly shifting forms, sometimes humanoid, sometimes far from it. -mpecho _lbl This must be the great hero of legend, cursed with immortality. -mpmload 5514 -mpechoat hero shiftone -~ -#ENDPROG - -#MUDPROG -Progtype time_prog~ -Arglist 22~ -Comlist mpecho _blu The air becomes very still... -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5514 -Keywords hero ancient unknown~ -Short the ancient hero~ -Long An ancient hero stands here, cursed with a constantly shifting form, completely oblivious to all. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel healer stayarea~ -Affected detect_evil detect_invis detect_magic detect_hidden sanctuary infrared protect truesight detect_traps scrying fireshield shockshield iceshield~ -Stats1 0 102 0 -300 8700 0 -Stats2 1 1 30000 -Stats3 1 1 800 -Stats4 0 0 0 50 50 -Attribs 18 18 18 18 18 18 18 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart hands fingers eye~ -Immune fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold nonmagic plus1 plus2 plus3 plus4 plus5 plus6 magic paralysis~ -Attacks punch kick bash gouge blindness causeserious causecritical curse flamestrike harm fireball~ -Defenses parry dodge curecritical disarm grip~ -#MUDPROG -Progtype act_prog~ -Arglist circle~ -Comlist laugh -say Your skills are worthless compared to mine! -mpforce 0.$n bah -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist backstab~ -Comlist mpecho _red $I turns around as your backstab hits, causing you to -mpecho _red drop your weapon and fall to the ground! OUCH! -disarm $n -mprestore self 5000 -mpdamage 0.$n 100 -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 25~ -Comlist if rand(25) -rem all -mpjunk all -mpoload 5507 -mpecho _red $I sheds his former aspects, to assume a more demonic form. -roar -mpmset self class 9 -mpmset self align -1000 -wear reach -else -if rand(30) -rem all -mpjunk all -mpoload 5504 -mpecho _whi $I glows with a radiant light, his features become smoother, -mpecho _whi his eyes glow bright white, and he assumes an angelic form. -mpmset self class 11 -mpmset self align 1000 -laugh -wear divine -else -if rand(35) -rem all -mpjunk all -mpoload 5506 -mpecho _gre $I grows much larger, becoming well over 10 feet tall, -mpecho _gre his muscles bulge and he becomes a giant of a man! -mpmset self class 6 -mpmset self align 0 -flex -wear wrath -else -if rand(40) -rem all -mpjunk all -mpoload 5509 -mpecho _lbl Swirling magicks engulf $I, and he becomes a powerful wizard, -mpecho _lbl rivaling the great Hilorex himself! -mpmset self class 0 -mpmset self align 0 -smirk -wear nightfall -endif -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist psychic~ -Comlist mpecho _whi $I channels the negative energies into his mind. -mprestore self 5000 -snicker -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist blast~ -Comlist laugh -say Thy magic is weak, you cannot harm me! -mprestore self 5000 -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist shifttwo~ -Comlist mpecho $I writhes in pain as the fading reality surrounding him, wrenches -mpecho him from existance. Poor soul. -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist shiftone~ -Comlist bow -say Forgive me traveller...but I am not myself. -em winces slightly as his form grows much larger, assuming that of a giant. -say Please leave...I cannot control myself! -em falls to his knees, wracked with pain. -mpecho $I booms, 'Leave...NOW!' -mpecho _re $I screams as his body contorts..sprouting wings, claws..teeth. -em returns to his original form briefly, and you gaze into his eyes. -mpecho You can tell he is pleading with you. Help him end this! -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5515 -Keywords immortal evil great arokal~ -Short Arokal~ -Long A being of immense power hovers before you, so evil, he repels the very air itself. -~ -Desc This is the great evil you have heard so much about. -The malevolance and hatred eminating from him is overpowering. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea pacifist~ -Affected sanctuary protect flying truesight fireshield shockshield iceshield~ -Stats1 -1000 105 0 -76 0 0 -Stats2 1 1 31500 -Stats3 1 1 112 -Stats4 0 0 4 0 0 -Attribs 18 18 18 13 18 18 18 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm nonmagic magic~ -#MUDPROG -Progtype give_prog~ -Arglist seal great~ -Comlist if quests($n) == 262144 -mpquests $n 262144 -shout NO! THIS CANNOT BE! -mpecho The once powerful immortal falls to his knees. -if sex($n) == 1 -say I'll not forget this you bastard! -mpecho $I writhes in agony and blinks from existance, -mpecho his power sealed for all eternity. -mpecho _lbl You are in such awe, you find yourself unable to move. -mpgoto 5790 -mpjunk all -mpechoat shifterone killone -else -say I'll not forget this witch! -mpecho $I writhes in agony and blinks from existance, -mpecho his power sealed for all eternity. -mpecho _lbl You are in such awe, you find yourself unable to move. -mpgoto 5790 -mpjunk all -mpechoat shifterone killone -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist em stares at you coldly. -l $n -if iscarrying($n) == 5531 -gasp -say GET THAT THING AWAY FROM ME! -cring -mpecho $I doesn't look so benevolant as he realizes your power. -else -muha -say Pitiful mortal! You think you can destroy me? -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5516 -Keywords patron garden~ -Short a garden patron~ -Long A garden patron stands here, admiring his surroundings. -~ -Desc Another traveller like yourself, trapped here by some powerful curse. -~ -Race elf~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea pacifist~ -Affected detect_invis detect_hidden protect truesight~ -Stats1 0 90 0 -60 0 0 -Stats2 50 10 24500 -Stats3 8 6 88 -Stats4 0 0 0 0 0 -Attribs 10 19 10 14 19 15 15 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm nonmagic magic~ -#MUDPROG -Progtype speech_prog~ -Arglist no~ -Comlist frown $n -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist smile -tell $n Glad that someone's finally interested in what I have to say! -cough -tell $n Well, rumor has it, that a great evil has been biding it's -tell $n power somewhere here in the garden. It disrupts the balance -tell $n of the cosmos, which is why the weather has been so foul. -tell $n That's all I know, but ask around, I'm sure you'll find out more. -smile -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist Strange weather, eh?~ -Comlist Tell $n Yes, I've noticed that the weather has been much different -tell $n lately. Haven't the slightest clue why. I have been hearing -tell $n a rumor going around lately...a myth of sorts. -tell $n Would you like to hear it? -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist em looks at the statue. -say I really admire this statue..Order and balance are two -say of the most important things in life. -smile -whisper 0.$n You know, I've heard that if you ask for it, you can -whisper 0.$n be granted an audiance with the spirit of order... -shrug -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5517 -Keywords shopkeeper woman lyanis~ -Short Lyanis~ -Long A woman stands behind a stone counter. -~ -Desc You see a middle aged woman who smiles back at you. After being trapped -here, she set up a small shop in this crumbling building, and is content -with her life, despite the fact that she may never escape. -~ -Race elf~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel healer stayarea pacifist~ -Affected detect_invis detect_hidden infrared protect truesight~ -Stats1 0 100 0 -71 160 0 -Stats2 50 10 30000 -Stats3 8 6 110 -Stats4 0 0 0 0 0 -Attribs 20 15 17 20 14 15 15 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm nonmagic magic~ -ShopData 0 0 0 0 0 110 90 0 23 -#MUDPROG -Progtype give_prog~ -Arglist dragonskin bag~ -Comlist mpgoto 5799 -get all dragonskin -mpgoto 5567 -if iscarrying($i) == 5501 -if iscarrying($i) == 5502 -if iscarrying($i) == 5503 -if iscarrying($i) == 5539 -if iscarrying($i) == 5540 -tell $n Thank you, $n! Finally I can finish my plans.. -em goes into the back room and hammers away on something. -mpsleep 5 -em returns shortly with smile on her face. -tell $n I've finally finished my work. -smile -tell $n Here, as a reward, let me give you this... -em gets a shiny curiass from beneath the counter. -mpoload 5541 100 -give myrmidon 0.$n -tell $n Please, take care of it. -mpjunk all -mpoload 5535 85 -mpoload 5536 85 -mpoload 5548 90 -endif -endif -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist no~ -Comlist hrm -tell $n Well, it guess it doesn't hurt to ask. -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist smile -tell $n Well, I haven't been able to get much work done around here, since -tell $n my friend was killed. She was my apprentice and helped me -tell $n with this shop. I am in need of a few things, would you mind -tell $n retrieving them for me? I would be very grateful. -em writes something down on a piece of paper. -mpsleep 2 -mpoload 5537 1 -em gets a bag from beneath the counter. -mpoload 5538 1 -put list dragonskin -give dragonskin $n -tell $n Find the items on that list, put them in that bag, and bring it -tell $n back to me. Farewell, and good luck! -smile -mpjunk all -mpoload 5535 85 -mpoload 5536 85 -mpoload 5548 90 -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist Strange weather, eh?~ -Comlist tell $n Oh, yes, it has been rather odd lately. I wonder what's causing it? -ponder -mpsleep 1 -tell $n You know, it's really quite a nuisance too. One of my friends -tell $n was caught in a blizzard and froze to death! Such a shame. -mpsleep 1 -tell $n Hmm, would you do me a small favor? -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist smile $n -sigh -say You wouldn't want to buy anything, would you? -say I used to be a travelling merchant, but when I came here I found that -say I couldn't leave because this place is cursed. -if iscarrying($n) == 5538 -tell $n Ahh, you've returned! Do you have all that I asked for? -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5518 -Keywords spirit balance~ -Short the spirit of order~ -Long A mighty being stands before you, maintaining the balance between good and evil. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel healer stayarea pacifist~ -Affected sanctuary protect truesight fireshield shockshield iceshield~ -Stats1 0 105 0 -76 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 20 20 20 20 20 20 20 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm nonmagic magic~ -#MUDPROG -Progtype speech_prog~ -Arglist stones~ -Comlist say You must think you are the hero that will end this curse... -say I wish you luck -mpoload 5546 1 -give stone $n -say Go now... -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist slaps ~ -Comlist mpechoat $n _cya $I rears back and slaps you so hard, you sail into -mpechoat $n _cya the next room! Mabye that was a mistake... -mpforce 0.$n south -mpat 0.$n mpdamage 0.$n 1 -mpat 0.$n mpechoat $n _red That really did HURT! -mpat 0.$n mpechoar $n $n flies in from the north and lands at your feet. -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist no~ -Comlist if iscarrying($n) == 5542 -tell $n Our fate is sealed then. -em looks very disturbed by your actions. -else -bonk $n -say Are you feeling all right? -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist if iscarrying($n) == 5542 -nod -tell $n Indeed you are worthy, so I shall give you this... -mpecho _whi Swirling energies collide to form a small glowing rune. -mpoload 5547 1 -give seal $n -tell $n Guard that well, $n. Give it to the keeper when you have them all. -else -mpechoat $n $I appears to be ignoring you. -endif -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist Take me there.~ -Comlist mpecho _whi $I's eyes flare brightly! -mpsleep 5 -mpechoat $n _cya The winds of change swirl about you, lifting you high -mpechoat $n _cya into the sky, and set you down in the garden square. -mptrans 0.$n 5501 -mpsleep 3 -mpat 0.$n mpforce 0.$n north -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist mpecho _whi $I looks up as you walk in. -if iscarrying($n) == 5542 -greet $n -mpsleep 3 -tell $n I have been waiting for you, $n. -em concentrates for a moment. -mpslee 5 -tell $n I have been observing you...and you are worthy to complete -tell $n task of saving the garden and destroying that infernal creature. -mpecho _whi $I stares at you... -mpsleep 3 -tell $n Do you accept the challenge? -else -em looks at you. -mpsleep 3 -tell $n Bah! Do not waste my time. Go see the keeper of the garden. -tell $n He can explain the task at hand. He should be at the -tell $n center of the garden square. If you wish for me to take you -tell $n there, just say, 'Take me there.' -mpsleep 5 -tap -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5519 -Keywords feraasel dragon elder deep~ -Short Feraasel, the Deep Dragon~ -Long The elder dragon, Feraasel is in a deep slumber. -~ -Race dragon~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea autonomous~ -Affected detect_evil sanctuary protect flying truesight shockshield iceshield~ -Stats1 -750 100 0 71 0 0 -Stats2 50 10 30000 -Stats3 8 6 150 -Stats4 0 0 2 50 0 -Attribs 20 18 17 20 20 4 13 -Saves -7 -5 -10 -8 -1 -Speaks common dwarven ogre orcish trollese reptile dragon spiritual magical goblin ancient halfling~ -Speaking common~ -Bodyparts head legs heart brains guts eye wings tail scales claws fangs horns forelegs~ -Resist cold electricity blunt slash acid drain~ -Immune sleep charm~ -Attacks bite claws tail~ -Defenses dodge cureserious dispelmagic disarm~ -#MUDPROG -Progtype fight_prog~ -Arglist 25~ -Comlist roar -if rand(30) -c 'frost breath' $n -else -if rand(25) -c 'lightning breath' $n -else -if rand(20) -c 'fire breath' $n -else -if rand(15) -c 'acid breath' $n -else -if rand(10) -c gas -endif -endif -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist You disarm~ -Comlist mprestore self 250 -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist DISARMS~ -Comlist c 'energy drain' $n -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 85~ -Comlist if rand(65) -mea $n _red $I picks you up and slams you against a nearby wall! -mer $n _red $I picks up $n and slams $m into a nearby wall! -mpdamage 0.$n 200 -else -if rand(60) -disarm -get sword -wear sword -laugh $n -say Dragonslayer...you're pathetic! -else -if rand(55) -mpechoat $n $I gives you a mighty headbutt! -mpechoar $n $I gives $n a mighty headbutt, leaving $m dazed! -stun -else -if rand(50) -mpecho _red $I spits several fireballs around the room! -c fireball $r -c fireball $r -c fireball $r -endif -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist disturbgreet~ -Comlist mpecho _whi $I lazily opens one eye to see who has distubed his rest. -blink -mpecho _whi $I rises quickly to his full height, staring blankly at you. -roar -mpecho _lbl Appearing angry by your rude entrance, $I inhales deeply, and -mpecho _lbl spews fourth a stream of molten lava, which narrowly misses you! -mpecho _red $I booms, "&wYOU WILL DIE FOR YOUR INSOLENCE!&r" -em poises over you, ready to attack at any moment... -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5520 -Keywords assassin master ~ -Short a master assassin~ -Long A dark figure lurks in the shadows. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden sanctuary infrared protect flying iceshield~ -Stats1 -1000 100 0 -268 0 0 -Stats2 1 1 27000 -Stats3 1 1 235 -Stats4 0 0 0 0 0 -Attribs 20 18 15 25 17 16 16 -Saves -4 -1 -5 -3 -7 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist fire cold electricity energy blunt pierce slash~ -Immune sleep charm~ -Attacks punch backstab poison~ -Defenses parry dodge~ -#ENDMOBILE - -#MOBILE -Vnum 5521 -Keywords celene daughter star~ -Short Celene~ -Long &bA child born from the stars weeps here. -~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary infrared protect~ -Stats1 0 94 0 -64 0 0 -Stats2 50 10 28000 -Stats3 8 6 102 -Stats4 0 0 0 0 0 -Attribs 12 20 20 14 11 13 14 -Saves 0 0 0 0 0 -Speaks common elvish pixie dragon spiritual magical god ancient gith~ -Speaking common~ -Resist blunt slash magic~ -Immune energy sleep charm~ -Attacks punch kick firebreath weaken~ -Defenses parry dodge heal sanctuary bless~ -#MUDPROG -Progtype speech_prog~ -Arglist weather~ -Comlist nod -say There is a great evil here...it corrupts everything around it with -say it's cruelty...which is why I must give you this. -mpoload 5525 1 -give seal $n -say Go $n, end this curse. -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist fooddrink~ -Comlist mpat 5661 say Truly sorry father, I was in the tower. -mpoload 5565 1 -mpat 5661 give wine ashura -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist mpecho _whi $I falls to her knees, staring blankly at you... -say My father...never...see...again... -if rand(40) -mpecho _whi As $I dies, a single crystalline tear rolls down her cheek.. -mpoload 5564 90 -drop tear -mpecho _blu A mystical vortex opens up before you and rips you through -mpecho _blu time and space! You appear before a large throne... -mpechoar $n $n dissapears into a rift! -mptrans 0.$n 5660 -mpat 0.$n mpforce 0.$n north -else -mpecho _blu A mystical vortex opens up before you and rips you through -mpecho _blu time and space! You appear before a large throne... -mptrans 0.$n 5660 -mpat 0.$n mpforce 0.$n north -endif -~ -#ENDPROG - -#MUDPROG -Progtype give_prog~ -Arglist star celene pendant~ -Comlist mpecho _whi $I's eye light up! -mpsleep 1 -tell $n Thank you so much! -bounce -mpsleep 3 -tell $n Now I can finally return home. -msleep 3 -mpecho _cya A myriad of colors surround Celene, as she slowly floats away. -mpsleep 5 -mpecho _whi $I pauses for a moment, in mid-air. -mpecho _blu $I reaches up and plucks a star from the heavens! -tell $n Please, take this as a gift. -mpoload 5556 1 -give falling 0.$n -wave -mpsleep 3 -mpecho _yel $I disappears in a bright flash of light! -mpjunk all -mpgoto 5790 -mpechoat shifterone killtwo -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist no~ -Comlist cry -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist smile $n -mpecho _whi $I stares up at the heavens. -tell $n I come here every few centuries, to see how things fare for the patrons -tell $n that live here, amongst the chaos. This visit has been different, as I -tell $n have come here in only to find everything destroyed. Being distraught -tell $n over this, I went to the chapel to pray for the lives of the people. -mpecho _whi $I looks as if she is about to burst into tears at any moment. -mpsleep 10 -tell $n I was shocked to find the ancient church gone. The kind keeper told me -tell $n of a great earthquake that swallowed it beneath the ground. -sniff -mpsleep 5 -tell $n I ventured beneath the square to find the sacred church, but my -tell $n place is among the stars, not in the earth. I was forced to leave, but -tell $n in my rush to egress, I lost my pendant. Without it, I cannot return -tell $n to the heavens. I would greatly appriciate it's return. -mpecho _whi $I looks at you with a glint of hope in her eyes. -mpsleep 7 -tell $n Please find it, and return it to me.... -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist curt $n -if isgood($n) -tell $n Pray thee kind soul, would thou help me? -else -if isevil($n) -tell $n I shant expect help from a vile being such as thyself... -em pauses for a moment and wipes a tear from the corner of her eye. -tell $n But I shall ask thee anyhow. Will thou help me? -endif -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5522 -Keywords warrior ancient~ -Short an ancient warrior~ -Long An ancient warrior goes into battle for the last time. -~ -Desc He gives you a weak smile as he wipes the black-green blood of the shades -from his armor.Cursed to fight forever until the great evil is destroyed. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc~ -Affected detect_invis detect_hidden protect~ -Stats1 0 85 0 -55 100 0 -Stats2 50 10 22000 -Stats3 8 6 78 -Stats4 0 0 0 0 0 -Attribs 15 13 12 14 13 10 11 -Saves 0 0 0 0 0 -Speaks elvish dwarven ogre halfling gith~ -Speaking common~ -Bodyparts head arms legs heart guts eye~ -Resist cold blunt~ -Immune sleep charm~ -Suscept drain paralysis~ -Attacks punch kick trip bash gouge~ -Defenses parry dodge heal disarm~ -#ENDMOBILE - -#MOBILE -Vnum 5523 -Keywords minion shadow evil shade~ -Short a shade~ -Long A dark shadow hovers here, looking for it's next victim. -~ -Desc You see a fleeting shadow from the corner of your eye. -This is one of Arokal's fiendish warriors, fighting to regain their -former home. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive~ -Stats1 -750 93 0 -67 110 0 -Stats2 50 10 28000 -Stats3 8 6 102 -Stats4 0 0 0 0 0 -Attribs 15 14 13 14 12 9 10 -Saves 0 0 0 0 0 -Speaks common elvish dwarven trollese dragon spiritual magical ancient gith~ -Speaking common~ -Resist acid poison~ -Immune sleep charm~ -Attacks claws punch gouge feed drain~ -Defenses dodge curecritical~ -#ENDMOBILE - -#MOBILE -Vnum 5525 -Keywords arcanus annoyed mage wizard~ -Short Arcanus~ -Long A robed figure is hard at work trying to figure a way to escape the curse and seems annoyed by your rude entrance. -~ -Desc He is researching and studying an endless amount of books and scrolls -that were left here, trying desperately to find a way to escape the curse. -~ -Race elf~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender male~ -Actflags npc sentinel stayarea nowander~ -Affected sanctuary protect pass_door truesight fireshield shockshield iceshield aqua_breath~ -Stats1 -450 100 0 -71 0 0 -Stats2 50 10 30000 -Stats3 8 6 110 -Stats4 0 0 0 0 0 -Attribs 13 25 20 15 12 10 8 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist fire cold pierce drain nonmagic magic~ -Immune energy sleep charm~ -Attacks punch firebreath lightnbreath blindness~ -Defenses dodge dispelmagic shockshield stoneskin~ -#MUDPROG -Progtype speech_prog~ -Arglist stones~ -Comlist say Oh, yes I know all about those, but I won't tell YOU anything! -cackle -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 1~ -Comlist mpecho swirling magic envelops the mage's dead body and transforms it into -mpecho a shimmering blade of immense power. -mpjunk all -mpoload 5509 100 -drop nightfall -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist psychic~ -Comlist roar -c 'life force' $r -c 'control weather' windier -c 'ice storm' -c 'black lightning' $r -c 'wind shear' $r -c earthquake -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 40~ -Comlist if rand(25) -c winter $n -c chill $n -c 'freezing sphere' $n -else -if rand(35) -c 'blazebane' $n -c fireball $n -c 'fire spike' $n -c 'flamestrike' $n -else -if rand(50) -c 'ethereal funnel' $n -c quan $n -c 'magnetic thrust' $n -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist circle~ -Comlist c 'demonskin -growl $n -c 'fire spike' $n -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist backstab~ -Comlist say OUCH! -c 'demonskin -thwap $n -mpsleep 3 -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist weather~ -Comlist em seems to be in an incredible rush to be somewhere... -tell $n Oh, yes very odd..any clue what's causing it? Silly me, of couse you -tell $n don't...just an adventurer... -mpsleep 3 -ponder -mpoload 5544 1 -give seal $n -tell $n That should help, now leave! -mpecho _red $I disappers! -mpgoto 5790 -mpechoat shifter killmage -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist yell ARRGGGHH! Doesn't anyone know how to knock!? -mpsleep 3 -glare $n -if rand(50) -c cosmos -mptrans $n 5658 -mpsleep 3 -mpat $n mpechoat $n The mage shoves you out the door! -else -say I am VERY busy, what do you want? -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5526 -Keywords angel myria woman~ -Short Myria~ -Long A beautiful angel hovers above you. -~ -Race spirit~ -Class mage~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel stayarea~ -Affected sanctuary protect flying truesight iceshield~ -Stats1 1000 100 0 -71 0 0 -Stats2 1 1 31000 -Stats3 8 6 110 -Stats4 0 0 0 0 0 -Attribs 25 20 20 15 10 20 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Immune energy sleep charm~ -Attacks trip bash gouge~ -Defenses parry dodge heal~ -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist sigh -say Will this curse never end... -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist stones ~ -Comlist say Stones? I don't know anything about those. -pray -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist yes~ -Comlist say Good -mpecho _whi The luminous form of the Seal of Life appears in $I's delicate hand -mpoload 5527 1 -give seal $n -say Guard this well, $n. It will help you end this curse. -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist weather~ -Comlist say You've noticed it too? I had thought it was from the dark knight, -say but I've heard rumors that some great evil resides here and is causing -say all this chaos. Are you here to stop it? -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 50~ -Comlist if class($n) == demon -c spiral -c gas -mpecho Through the chaos, a pair of feathery black wings float slowly down -mpecho from the heavens, and land at your feet. -mpjunk all -mpoload 5561 80 -drop wings -else -mpecho _cya A mystical aura hovers over the corpse of the fallen angel. -mpecho _cya The protection of the weak is yours, $n -mpjunk all -mpoload 5533 2 -drop aegis -endif -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if class($n) == demon -gasp -say I will slay thee, O vile creature! -c 'holy word' $n -endif -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist backstab~ -Comlist scream -mpecho _whi $I points her sword at $n, and a blinding light springs outward! -c 'prismatic light' $n -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist circle~ -Comlist wince -say You fight like a coward! -c 'angelic fury' $n -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 33~ -Comlist if rand(10) -c armageddon -else -if rand(25) -c 'frost breath' $n -else -if rand(50) -c 'lightbolt' $n -endif -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 5 ~ -Comlist pray -c heal -c heal -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist necromantic~ -Comlist say How dare you use your foul magic on me! -c 'frost breath' $n -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5527 -Keywords Zukor druid forest man~ -Short Zukor~ -Long A muscular druid sits here, admiring his surroundings. -~ -Desc He is probably the only being here that does not feel trapped. -Perfectly content with sitting in this circle and enjoying nature, he -doesn't even seem to notice you. -~ -Race elf~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected sanctuary protect flying truesight fireshield~ -Stats1 0 103 0 -300 0 0 -Stats2 1 1 31350 -Stats3 1 1 86 -Stats4 0 0 0 0 0 -Attribs 25 15 14 13 19 17 15 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands~ -Immune sleep charm~ -Attacks punch kick trip bash weaken~ -Defenses parry dodge curelight stoneskin disarm~ -#MUDPROG -Progtype speech_prog~ -Arglist stones~ -Comlist say You say you're looking for stones? Here... -em picks up a rock off the ground and hands it to you. -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist weather~ -Comlist say Yes, it has been fairly strange as of late. That's why I've been -say staying here in this circle of trees for so long..the weather doesn't -say seem to change much here. -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist if name($n) == Xander -war Xander is a worthless toad! -murder xander -endif -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 1~ -Comlist mea $n _red Zukor explodes into a fit of rage! -say I can't believe i've been beaten! -scream -mea $n As his body crumbles away, you find a shimmering blade that is yours -mea $n to do with as you wish. Take care of it, $n. -mpoload 5506 100 -drop wrath -~ -#ENDPROG - -#MUDPROG -Progtype rand_prog~ -Arglist 5~ -Comlist c 'cure light -c 'cure serious -c 'cure critical -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 50~ -Comlist if rand(25) -c 'dispel magic' $n -c fae $n -c blindness $n -c poison $n -else -if rand(35) -c 'fire spike' $n -c 'ice bolt' $n -else -if rand(50) -kick -swipe -cuff -elbow -punt -shoulder -roundhouse -punch -roar -else -if rand(75) -disarm -endif -endif -endif -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5528 -Keywords dragon mist fog~ -Short a mist dragon~ -Long A large misty shape engulfs you! -~ -Race dragon~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_breath_frost~ -Gender neuter~ -Actflags npc healer aggressive stayarea mobinvis~ -Affected detect_hidden sanctuary infrared protect flying~ -Stats1 0 95 0 -65 0 0 -Stats2 12 48 25000 -Stats3 10 6 35 -Stats4 0 0 0 0 0 -Attribs 18 12 13 16 15 7 10 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm nonmagic~ -Attacks claws tail~ -Defenses parry dodge~ -#MUDPROG -Progtype rand_prog~ -Arglist 10~ -Comlist if mobinvislevel($i) == 5 -mpecho _cya A fog swirls about you. -mpinvis 101 -else -if mobinvislevel($i) == 101 -mpecho _cya A mist appears from the cracks in the ground. -mpinvis 5 -else -mpinvis 5 -endif -endif -~ -#ENDPROG - -#MUDPROG -Progtype death_prog~ -Arglist 100~ -Comlist if rand(85) -roar -c gas -else -mpecho _cya $I's lucent form dissapates, revealing a silvery piece of metal. -mpoload 5563 85 -drop mist -off -mpgoto 5799 -endif -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 100~ -Comlist if rand(45) -mpat 5799 c 'dispel magic' self -mpecho _cya $I spits a ball of crackling energy at $n -c 'black lightning' $n -c 'torrent' $n -c 'black lightning' $n -c 'torrent' $n -c 'black lightning' $n -c 'torrent' $n -else -if rand(10) -c gas -endif -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5529 -Keywords god ashura father~ -Short Ashura~ -Long A benevolent man stands here, engulfed in cosmic energy. -~ -Race god~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea~ -Affected detect_invis detect_hidden sanctuary protect flying pass_door truesight shockshield iceshield aqua_breath~ -Stats1 750 105 0 -250 0 0 -Stats2 1 1 23600 -Stats3 34 8 40 -Stats4 0 0 0 0 0 -Attribs 20 18 17 15 12 18 20 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune fire cold slash acid~ -Attacks trip gouge earthquake flamestrike weaken~ -Defenses parry dodge heal disarm~ -#MUDPROG -Progtype speech_prog~ -Arglist stones~ -Comlist nod -say I wasn't you knew about them or not. You will need the power of the -say three stones to create the great seal that will destroy the evil -say that has cursed this place and free us all. -mpoload 5545 1 -give stone $n -say You must go now, Save us! -~ -#ENDPROG - -#MUDPROG -Progtype speech_prog~ -Arglist weather~ -Comlist say Ahh..yes, the weather. -hrm -say I've been stuck here so long it's hard to remember the last time -say I was actually outside...anyhow, I can tell you are here to end -say this terrible curse and free our souls, so I will give you this... -em produces a shiny rune from thin air! -mpoload 5558 -give seal $n -~ -#ENDPROG - -#MUDPROG -Progtype all_greet_prog~ -Arglist 100~ -Comlist smile -say Ahh..finally, you've come. -say We must talk, come, sit and have a drink. -say Daughter! Bring some wine, for my guest and I. -mpsleep 10 -tap -mpsleep 10 -say Pardon me... -mpecho _whi $I dissapears in a bright flash of light! -mpgoto 5623 -mpgoto 5661 -mpsleep 10 -if mobinarea(5521) == 1 -mpecho _whi $I appears suddenly, along with his daughter. -mpsleep 3 -mpat 5623 mpechoat celene fooddrink -mpsleep 5 -nod -say Do not worry my dear, we will soon be freed. You may go now. -mpecho _cya Celene disappears in a puff of smoke! -em sets the wine on the table beside him. -say Now, what did you wish to talk about? -else -yell AAHHHRRRRRRRGH!! -mpecho _whi $I appears suddenly...&Renraged &Wbeyond rational thought. -say Y..YOU K-K-KILLED HER D-DIDN'T YOU! -say My beutiful daughter... -say YOU WILL PAY FOR THIS! -em pulls a small lever on the side of the throne. -mpecho Several grates open in the lower portions of the walls and you notice -mpecho your feet are starting to get wet... -cackle -mpecho _whi $I dissapears in the blink of an eye! -mpopenpassage 5661 5666 0 -mpforce all north -mpclosepassage 5661 0 -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5530 -Keywords spirit spectre asireth form man~ -Short Asireth~ -Long The lucent form of a long dead man hovers here. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc stayarea pacifist~ -Affected flying pass_door truesight shockshield iceshield~ -Stats1 0 102 0 -73 0 0 -Stats2 23 10 20000 -Stats3 1 1 97 -Stats4 0 0 0 0 0 -Attribs 5 20 21 12 9 3 7 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune nonmagic~ -Attacks drain gaze blindness causeserious earthquake causecritical curse harm~ -Defenses parry dodge~ -#MUDPROG -Progtype rand_prog~ -Arglist 20~ -Comlist if rand(20) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5518 -mpecho _cya $I's form fades into reality. -else -if rand(25) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5528 -mpecho _cya $I's form fades into reality. -else -if rand(30) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5530 -mpecho _cya $I's form fades into reality. -else -if rand(35) -mpecho _cya $I's form shifts slightly, and fades out of existance. -mpgoto 5568 -mpecho _cya $I's form fades into reality. -endif -endif -endif -endif -~ -#ENDPROG - -#ENDMOBILE - -#MOBILE -Vnum 5531 -Keywords imp helper familiar~ -Short an imp~ -Long A small creature hovers about your head mumbling under it's breath. -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc polyself~ -Affected sneak flying~ -Stats1 0 102 0 -73 0 0 -Stats2 50 10 30000 -Stats3 8 6 110 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts eye claws fangs~ -Attacks claws kick trip~ -Defenses parry dodge~ -#ENDMOBILE - -#MOBILE -Vnum 5799 -Keywords shifterone~ -Short shifter~ -Long The shifter is here... -~ -Race human~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel stayarea secretive~ -Stats1 0 105 0 -71 0 0 -Stats2 50 10 31000 -Stats3 8 6 120 -Stats4 0 0 0 0 0 -Attribs 18 18 18 18 18 18 18 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune nonmagic magic~ -Attacks drain harm weaken~ -Defenses parry dodge~ -#MUDPROG -Progtype act_prog~ -Arglist killmage~ -Comlist mppurge mage -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist killtwo~ -Comlist mppurge celene -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist killone~ -Comlist mppurge arokal -~ -#ENDPROG - -#ENDMOBILE - -#OBJECT -Vnum 5500 -Keywords plate spiked full~ -Type armor~ -Short a set of spiked black full-plate~ -Long A set of spiked black full-plate lie here.~ -Flags dark evil magic bless antimage anticleric antidruid~ -WFlags take body~ -Values 15 15 0 12 0 0 -Stats 17 1140 114 0 0 -Affect -1 -1 110 13 0 -Affect -1 -1 -25 17 0 -Affect -1 -1 -2 23 0 -Affect -1 -1 -3 22 0 -Affect -1 -1 -2 2 0 -Affect -1 -1 9 18 0 -Affect -1 -1 7 19 0 -#ENDOBJECT - -#OBJECT -Vnum 5501 -Keywords scale red~ -Type treasure~ -Short &ra &rr&re&rd &rs&rc&ra&rl&re~ -Long &rA &rr&re&rd &rs&rc&ra&rl&re &Gl&Gi&Ge&Gs here.~ -Flags hidden~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 75 7 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5502 -Keywords scale blue~ -Type treasure~ -Short &ba &bb&bl&bu&be &bs&bc&ba&bl&be~ -Long &bA &bb&bl&bu&be &bs&bc&ba&bl&be &Glies here.~ -Flags hidden~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 75 7 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5503 -Keywords scale white~ -Type treasure~ -Short &Wa &Ww&Wh&Wi&Wt&We &Ws&Wc&Wa&Wl&We~ -Long &WA &Ww&Wh&Wi&Wt&We &Ws&Wc&Wa&Wl&We &Glies here.~ -Flags hidden~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 75 7 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5504 -Keywords divine retribution runesword angelic~ -Type weapon~ -Short &W|&z///\\\ &WDivine Retribution &z///\\\&W|~ -Long The wrath of god hovers here, ready to punish evil.~ -Flags glow hum loyal magic bless antievil antineutral antimage antithief antiwarrior antivampire antidruid~ -WFlags take wield~ -Values 12 15 6 6 0 0 -Stats 30 2393 239 0 0 -Affect -1 -1 125 13 0 -Affect -1 -1 200 12 0 -Affect -1 -1 2 4 0 -Affect -1 -1 1 3 0 -Affect -1 -1 -30 17 0 -Affect -1 -1 -8 24 0 -Affect -1 -1 -8 23 0 -Affect -1 -1 -8 20 0 -Affect -1 -1 9 19 0 -Affect -1 -1 10 18 0 -Affect -1 -1 350 77 0 -#MUDPROG -Progtype damage_prog~ -Arglist 100~ -Comlist &wmpecho The holy artifact glows with a silver light, and is whole once again. -fix self -~ -#ENDPROG - -#MUDPROG -Progtype sac_prog~ -Arglist 100~ -Comlist mpecho _whi A dark shadow is hurled from the heavens, as the angel of death -mpecho _whi speeds towards you, it draws the angelic runeblade and -mpecho _whi strikes $n with all of it's might! They are Truly forsaken. -mpdamage $n 1000 -~ -#ENDPROG - -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n _whi Angels weep as you forsake your god -mpechoar $n _whi The divine radiance that eminated from $n slowly fades away... -if is immort($n) -else -c 'dispel magic' $n -endif -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n _whi As you wield this great artifact, the heavens themselves -mpechoat $n _whi part and a holy blessing is laid upon you from above. -mpechoar $n _whi A brilliant beam of light from the heavens engulfs $n, -mpechoar $n _whi and heavenly music can be heard. -c bless $n -c resilience $n -c armor $n -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5505 -Keywords fountain angel death~ -Type fountain~ -Short a white marble fountain~ -Long A large fountain made of white marble sits in the center of the garden.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5506 -Keywords wrath gaea runesword~ -Type weapon~ -Short @===={{&g/&b/&g\&b\&g\&b/&wGaea's Wrath&g\&b/&g/&b/&g\&b\&g>~ -Long The timeless anger of the earth lies here.~ -Flags glow hum dark loyal magic bless antimage antithief anticleric antivampire~ -WFlags take wield~ -Values 12 10 10 3 0 0 -Stats 30 2530 253 0 0 -Affect -1 -1 150 13 0 -Affect -1 -1 150 12 0 -Affect -1 -1 -30 17 0 -Affect -1 -1 73728 26 0 -Affect -1 -1 -3 23 0 -Affect -1 -1 -3 24 0 -Affect -1 -1 -3 20 0 -Affect -1 -1 2 1 0 -Affect -1 -1 2 5 0 -Affect -1 -1 10 18 0 -Affect -1 -1 10 19 0 -Affect -1 -1 350 77 0 -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n Your rage subsides, but with it, your strength as well. -mpechoar $n $n seems to grow smaller in stature as $e calms down. -c 'dispel magic' $n -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mea $n *re The timeless fury of the earth empowers you. -mpechoar $n *r howls with bestial rage! -c kin $n -c troll $n -c fireshield $n -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5507 -Keywords dagger demonic spirit reach~ -Type weapon~ -Short &z<<- -^^\/^^((&rSpirit's Reach&z))^^\/^^- ->>~ -Long A shimmering ebony dagger, forged from pure chaos hovers here~ -Flags glow hum dark loyal evil magic antimage antiwarrior anticleric metal antidruid~ -WFlags take wield~ -Values 12 24 4 11 0 0 -Stats 15 2050 205 0 0 -Affect -1 -1 150 13 0 -Affect -1 -1 100 12 0 -Affect -1 -1 -25 17 0 -Affect -1 -1 2 2 0 -Affect -1 -1 -7 23 0 -Affect -1 -1 -7 20 0 -Affect -1 -1 -7 21 0 -Affect -1 -1 10 18 0 -Affect -1 -1 9 19 0 -Affect -1 -1 250 77 0 -#MUDPROG -Progtype sac_prog~ -Arglist 100~ -Comlist mpechoat $n _red As you sacrifice the dark runeblade, a gaping pit opens -mpechoat $n _red up beneath you, and a firey deinzen from the deepest part -mpechoat $n _red of hell emerges, blasting you with searing HELLFIRE! -c 'fire breath' $n -mpechoar $n _red A fiery deinzen from the deepset pit of hell emerges from the -mpechoar $n _red the dark runeblade! Inhaling a massive breath, it belches -mpechoar $n _red a stream of searing HELLFIRE at $n! -mpecho A demonic voice sounds through the still air... -mpecho _red "Do not forsake the dark privileges you have been given $n..." -mpforce $n emote falls to the ground..charred and traumatized. -~ -#ENDPROG - -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n You forsake your ungodly ways...but at a cost to your life. -mpdamage $n 500 -mpforce $n wince -mpechoar $n The darkness encompassing $n slowly dissapates... -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n &wDark thoughts invade your mind as the fury of hell -mpechoat $n emopowers you and bids you to perform unspeakable evils -mpechoat $n &w The dark voice of your new master echos in your mind: -mpechoat $n "&rYes, go forth and destroy life and order....&w" -mpechoat $n &wThe dark privilege of the unholy is bestowed upon you... -cast 'metallic skin' $n -c 'stone skin' $n -c kin $n -mpechoar $n $n's &reyes &wlose all color and begin to glow with dark energy. -mpforce $n muha -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5508 -Keywords sigil mhzentul~ -Type light~ -Short the sigil of Mhzentul~ -Long A powerful rune lies here, emanating evil.~ -Flags glow hum magic bless~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 2 820 82 0 0 -Affect -1 -1 1 31 0 -Affect -1 -1 50 13 0 -Affect -1 -1 -50 17 0 -Affect -1 -1 50 14 0 -Affect -1 -1 8 18 0 -Affect -1 -1 7 19 0 -#ENDOBJECT - -#OBJECT -Vnum 5509 -Keywords omega blade nightfall night~ -Type weapon~ -Short &zoxxxxxxx|&b/&z/&b\&z\&b/&z/&b\&z\&WNightFall&b\&z/&b/&z\&b\&z/&b/&z\&z&b\>~ -Long The embodiment of the night lies here, radiating magic.~ -Flags glow hum dark loyal magic bless antithief antiwarrior anticleric antivampire antidruid~ -WFlags take wield~ -Values 12 17 5 11 0 0 -Stats 30 2518 251 0 0 -Affect -1 -1 90 13 0 -Affect -1 -1 335 12 0 -Affect -1 -1 2 3 0 -Affect -1 -1 1 4 0 -Affect -1 -1 -30 17 0 -Affect -1 -1 -8 24 0 -Affect -1 -1 -8 23 0 -Affect -1 -1 -8 21 0 -Affect -1 -1 -8 20 0 -Affect -1 -1 11 18 0 -Affect -1 -1 9 19 0 -Affect -1 -1 100 77 0 -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n The power of the cosmos leaves you...as does your life. -c necro $n -c necro $n -c 'dispel magic' $n -mpechar $n $n's lifeforce seems to dwindle as $e casts the blade aside. -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n _dbl A multitude of powerful magicks encompass you, and -mpechoat $n _dbl the symbol of "&rOmega&b" appears upon your brow. -c 'dragon wit' $n -c sagacity $n -c fireshield $n -mpechoar $n $n seems to draw power from the very cosmos itself. -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5510 -Keywords altar black~ -Type furniture~ -Short a black altar~ -Long An altar to an evil deinzen resides here.~ -Values 0 0 0 0 0 0 -Stats 1 1 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5511 -Keywords vial liquid sunset~ -Type potion~ -Short a vial of liquid sunset~ -Long Brilliant colors radiate from a vial on the ground.~ -Flags hidden~ -WFlags take~ -Values 80 -1 -1 -1 0 0 -Stats 1 87 70 0 0 -Spells 'resilience' 'NONE' 'NONE' -#ENDOBJECT - -#OBJECT -Vnum 5512 -Keywords gauntlets studded black leather~ -Type armor~ -Short a pair of studded black leather gauntlets~ -Long A pair of studded black leather gauntlets radiate dark energy.~ -Flags dark evil magic bless antigood antineutral anticleric~ -WFlags take hands~ -Values 15 15 0 12 0 0 -Stats 4 893 89 0 2 -Affect -1 -1 7 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 75 13 0 -Affect -1 -1 20 53 0 -Affect -1 -1 1 1 0 -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist if iswearing($n) == 5513 -if class($n) == warrior -if isevil($n) -mpechoat $n _lbl As the dark gauntlets touch the shimmering platinum encasing -mpechoat $n _lbl your hands, crackling energy engulfs your hands and searing -mpechoat $n _lbl &rPAIN &Cshoots up your arms, making you black out -mpechoat $n _lbl momentarily. When you come to, you find a pair of hardened -mpechoat $n _lbl metal gloves hovering before you. Consider yourself blessed. -mpdamage 0.$n 100 -mpechoar 0.$n $n screams in agony as $s hands are burnt by raw energy! -mpforce 0.$n remove gauntlet -mpforce 0.$n remove fist -mpoload 5515 -mpforce 0.$n drop studded -mpforce 0.$n drop fist -mpforce 0.$n sac fist -mpforce 0.$n sac gauntlet -endif -endif -endif -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5513 -Keywords fist platinum~ -Type armor~ -Short a platinum fist~ -Long A ball of liquid platinum hovers here.~ -Flags glow dark magic bless antineutral antimage antithief antidruid~ -WFlags take hands~ -Values 16 16 0 12 0 0 -Stats 1 944 200 0 1 -Affect -1 -1 7 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 75 13 0 -Affect -1 -1 30 53 0 -Affect -1 -1 2 1 0 -#ENDOBJECT - -#OBJECT -Vnum 5514 -Keywords short blade mhzentul sword~ -Type weapon~ -Short Mhzentul's Blade~ -Long A short sword fashioned from obsidian crackles with black energy.~ -Flags glow dark evil magic antigood anticleric metal~ -WFlags take wield~ -Values 12 10 10 11 0 0 -Stats 3 975 26 0 0 -Affect -1 -1 25 13 0 -Affect -1 -1 15 12 0 -Affect -1 -1 9 18 0 -Affect -1 -1 8 19 0 -Affect -1 -1 2 23 0 -Affect -1 -1 301 30 0 -#MUDPROG -Progtype sac_prog~ -Arglist 1~ -Comlist if isgood($n) -else -if isevil($n) -mea $n You are given a dark blessing for your sacrifice, which takes the -mea $n form of a wicked blade known only as the Spirit's Reach! -mpforce $n cackle -mpoload 5507 100 -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5515 -Keywords glove ineffable damnation~ -Type armor~ -Short &rGloves of Ineffable Damnation~ -Long Gloves inscribed with the unspeakable word hover here, absorbing all light.~ -Flags hum magic bless antigood antimage anticleric antidruid~ -WFlags take hands~ -Values 17 17 0 12 0 0 -Stats 5 1332 132 0 0 -Affect -1 -1 9 18 0 -Affect -1 -1 9 19 0 -Affect -1 -1 90 13 0 -Affect -1 -1 3 1 0 -Affect -1 -1 1 5 0 -Affect -1 -1 16 27 0 -Affect -1 -1 20 53 0 -#ENDOBJECT - -#OBJECT -Vnum 5516 -Keywords dagger spring load~ -Type projectile~ -Short a small, thin throwing dagger~ -Long A throwing dagger that looks like it could be fired from something lies here.~ -WFlags take~ -Values 12 0 25 2 2 0 -Stats 1 300 30 0 0 -Affect -1 -1 7 18 0 -Affect -1 -1 2 19 0 -#ENDOBJECT - -#OBJECT -Vnum 5517 -Keywords spring load fire mechanism~ -Type missileweapon~ -Short a spring-loaded mechanism~ -Long A spring-loaded mechanism was discarded here.~ -WFlags take missile~ -Values 0 0 0 2 0 0 -Stats 1 5 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5518 -Keywords leather strap hold~ -Type quiver~ -Short a leather strap ~ -Long A leather strap lies forgotten.~ -WFlags take wrist~ -Values 6 0 5516 12 0 0 -Stats 1 6 0 0 1 -#ENDOBJECT - -#OBJECT -Vnum 5519 -Keywords key jail cell~ -Type key~ -Short an onyx key~ -Long An onyx key lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5520 -Keywords dagger sacrificial~ -Type weapon~ -Short a jewel-encrusted sacrificial dagger~ -Long A dagger adorned with expensive looking gems lies here.~ -Flags dark evil magic antiwarrior~ -WFlags take wield~ -Values 0 12 8 2 0 0 -Stats 3 1187 120 0 0 -Affect -1 -1 45 13 0 -Affect -1 -1 60 12 0 -Affect -1 -1 8 18 0 -Affect -1 -1 9 19 0 -Affect -1 -1 -24 17 0 -Affect -1 -1 2 2 0 -Affect -1 -1 3 22 0 -#ENDOBJECT - -#OBJECT -Vnum 5521 -Keywords manacles iron~ -Type trash~ -Short a set of iron manacles~ -Long A set of rusted iron manacles lie here.~ -Flags dark evil magic noremove~ -WFlags take wrist~ -Values 10 10 0 0 0 0 -Stats 14 0 1 0 0 -Affect -1 -1 50 13 0 -Affect -1 -1 -300 14 0 -#ENDOBJECT - -#OBJECT -Vnum 5522 -Keywords flame black pillar~ -Type trash~ -Short a pillar of black flame~ -Long &zA huge pillar of black flame roars here.~ -Flags dark evil~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5523 -Keywords seal evil~ -Type treasure~ -Short &rthe seal of evil~ -Long &rThe seal of evil hovers here.~ -Flags hum dark evil inventory~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5524 -Keywords seal keeper~ -Type treasure~ -Short &wSeal of the Keeper~ -Long The &wSeal of the Keeper floats here&x.~ -Flags inventory~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5525 -Keywords seal kindness~ -Type treasure~ -Short the seal of kindness~ -Long The seal of kindness lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5526 -Keywords seal death~ -Type treasure~ -Short the seal of death~ -Long The seal of death lies here.~ -Flags hidden~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5527 -Keywords seal life~ -Type treasure~ -Short &wthe seal of life&x~ -Long &wThe seal of life&x lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5528 -Keywords seal war~ -Type treasure~ -Short &rthe seal of war&x~ -Long &rThe seal of war&x lies here.~ -Flags hidden~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#MUDPROG -Progtype get_prog~ -Arglist 100~ -Comlist mpechoat $n Perhaps this is why Mhzentul became so bloodthirsty... -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5529 -Keywords seal nature~ -Type treasure~ -Short >he seal of nature&x~ -Long &gThe seal of nature&x lies here.~ -Flags hidden~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 80 8 0 0 -#MUDPROG -Progtype get_prog~ -Arglist 100~ -Comlist mpechoat $n No wonder this place isn't affected by the curse very much.. -mpechoat $n the seal was protecting it. -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5530 -Keywords entrance rune power glowing~ -Type treasure~ -Short a glowing rune~ -Long A glowing rune hovers here, radiating power.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 2 85 8 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5531 -Keywords seal great~ -Type treasure~ -Short &rthe &bgreat &wseal~ -Long &rThe &bgreat &wseal hovers here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 10 90 9 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5532 -Keywords statue scale ~ -Type furniture~ -Short a white marble statue~ -Long A statue stands as a tribute to order and balance.~ -Values 0 0 0 0 0 0 -Stats 1000 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5533 -Keywords protection aegis meek~ -Type armor~ -Short &WAegis of the Meek~ -Long &WA magical aura of protection hovers here.~ -Flags glow magic~ -WFlags take about~ -Values 17 17 0 12 0 0 -Stats 25 682 100 0 0 -Affect -1 -1 2 3 0 -Affect -1 -1 2 1 0 -Affect -1 -1 2 4 0 -Affect -1 -1 2 5 0 -Affect -1 -1 2 2 0 -Affect -1 -1 2 25 0 -Affect -1 -1 1 31 0 -#ENDOBJECT - -#OBJECT -Vnum 5534 -Keywords voices angelic earring~ -Type armor~ -Short angelic voices~ -Long The sound of heavenly music can be heard from these earrings.~ -Flags magic bless antievil antineutral antithief antivampire~ -WFlags take ears~ -Values 17 17 0 0 0 0 -Stats 1 1207 120 0 0 -Affect -1 -1 65 13 0 -Affect -1 -1 75 12 0 -Affect -1 -1 7 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 -4 24 0 -Affect -1 -1 -3 23 0 -Affect -1 -1 3 56 0 -#ENDOBJECT - -#OBJECT -Vnum 5535 -Keywords blood martyr vial~ -Type drinkcon~ -Short &rBlood of the Martyr~ -Long A vial filled with the blood of an innocent man lies here.~ -Flags inventory~ -WFlags take~ -Values 1 1 2 0 0 0 -Stats 1 1 21 0 0 -#MUDPROG -Progtype use_prog~ -Arglist 100~ -Comlist mpechoat 0.$n _red You spit out the blood and drop the vial! -mpechoat $n &bThe second it touches the ground, a demon springs fourth! -mpechoar $n $n drops the vial on the ground, causing a demon to appear! -c gate -mpforce vampire grin -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5536 -Keywords scroll hindrance~ -Type scroll~ -Short a scroll of hindrance~ -Long A troublesome scroll lies on the ground... people seem to be avoiding it.~ -Flags inventory~ -WFlags take~ -Values 40 -1 -1 -1 0 0 -Stats 1 1 32 0 0 -Spells 'weaken' 'fatigue' 'lethargy' -#ENDOBJECT - -#OBJECT -Vnum 5537 -Keywords list paper~ -Type treasure~ -Short a shopping list~ -Long Someone seems to have lost their shopping list.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist mpechoat $n _cya It looks like a shopping list: -mpechoat $n _red A red dragon scale -mpechoat $n _blu A blue dragon scale -mpechoat $n _whi A white dragon scale -mpechoat $n _lbl A metal plate -mpechoat $n _dbl The blessing of the deep dragon. -mpechoat $n Find me these things, and I can finish my work. -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5538 -Keywords dragonskin bag~ -Type container~ -Short a dragonskin bag~ -Long A thick leathery bag lies here.~ -WFlags take hold~ -Values 100 0 0 12 0 0 -Stats 2 13 1 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5539 -Keywords plate metal~ -Type treasure~ -Short a metal plate~ -Long A large piece of metal inscribed with many strange runes.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 25 50 5 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5540 -Keywords essence dragon blessing~ -Type treasure~ -Short a dragon's blessing~ -Long The essence of dragonkind is contained within this stone.~ -Flags hidden~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 75 7 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5541 -Keywords plate myrmidon ~ -Type armor~ -Short the plate of the myrmidon~ -Long A shimmering, multi-colored curiass catches your eye.~ -Flags glow magic antievil antimage antithief metal antivampire~ -WFlags take body~ -Values 17 17 0 12 0 0 -Stats 35 1017 10 0 0 -Affect -1 -1 75 13 0 -Affect -1 -1 25 12 0 -Affect -1 -1 8 18 0 -Affect -1 -1 7 19 0 -Affect -1 -1 -6 23 0 -Affect -1 -1 1 1 0 -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n _yel The gems on the front of the plate flare brightly! -mpechoat $n _red Mystical flames rise to enshroud you. -mpechoat $n _lbl A glistening hail of ice encompasses you. -mpechoat $n _blu Torrents of castcading energy form around you. -c fireshield 0.$n -c iceshield 0.$n -c shockshield 0.$n -mpechoar $n _yel The gems on the plate flare brightly for a moment. -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5542 -Keywords silver bag dark~ -Type container~ -Short a silver-lined bag~ -Long A bag lined with pure silver glows here.~ -Flags glow~ -WFlags take~ -Values 900 0 0 0 0 0 -Stats 1 113 1 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5543 -Keywords stone chaos~ -Type treasure~ -Short the stone of chaos~ -Long A chunk of rock writhing with chaos lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 5 65 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5544 -Keywords seal magic~ -Type treasure~ -Short &bthe seal of magic~ -Long &bThe seal of magic hovers here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 65 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5545 -Keywords stone creation~ -Type treasure~ -Short &Wthe stone of creation~ -Long &WA stone imbued with the power of creation lies here, glowing.~ -Flags glow~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 65 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5546 -Keywords stone balance~ -Type treasure~ -Short the stone of balance~ -Long A perfectly proportioned stone rests here.~ -Flags glow~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 65 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5547 -Keywords seal equality~ -Type treasure~ -Short the seal of equality~ -Long The seal of eqaulity hovers here.~ -Flags glow~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 65 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5548 -Keywords scroll harrowing~ -Type scroll~ -Short a scroll of harrowing~ -Long You get a bad feeling from a tattered scroll lying on the ground.~ -Flags inventory~ -WFlags take~ -Values 25 -1 -1 -1 0 0 -Stats 1 1 32 0 0 -Spells 'razorbait' 'swordbait' 'feebleness' -#ENDOBJECT - -#OBJECT -Vnum 5549 -Keywords podium~ -Type furniture~ -Short a podium~ -Long A dusty podium stands here.~ -Values 0 0 0 0 0 0 -Stats 100 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5550 -Keywords drift snow~ -Type container~ -Short &Wa snow drift~ -Long &WA large amount of snow has been piled here.~ -Values 500 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5551 -Keywords star celene pendant~ -Type armor~ -Short &Ythe star of Celene~ -Long A golden medallion set on a silver necklace shines brightly.~ -Flags magic antiwarrior antivampire~ -WFlags take neck~ -Values 17 17 0 0 0 0 -Stats 2 254 11 0 0 -Affect -1 -1 1 19 0 -Affect -1 -1 6 18 0 -Affect -1 -1 -22 17 0 -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist if race($n) == Halfling -c bless 0.$n -c 'inner warmth' 0.$n -mpechoat $n You are imbued with a strange glow as you wear the pendant. -mpechoar $n $n glows with a strange power as $e wears $O -if rand(40) -c 'obscurement' 0.$n -mpechoat $n The amulet hums slightly as you fade from reality. -mpechoar $n $n slowly fades from view. -endif -endif -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5552 -Keywords key wizard wizardkey~ -Type key~ -Short a wizard's key~ -Long Some wizard seems to have lost a key.~ -Flags hum magic~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 0 12 0 0 -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n _cya As you hold the key in your hands, it begins to vibrate... -c 'knock' north -c 'knock' east -c 'knock' south -c 'knock' west -c 'knock' northeast -c 'knock' northwest -c 'knock' southeast -c 'knock' southwest -c 'knock' up -c 'knock' down -mpsleep 10 -mpecho _whi All locked doors surrounding the key seem to unlock themselves. -mpforce 0.$n remove wizardkey -mpforce 0.$n drop wizardkey -mpforce 0.$n sac wizardkey -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5553 -Keywords helm authority blazing~ -Type armor~ -Short the helm of authority~ -Long A blazing helm that commands the respect of all beckons you.~ -Flags glow hum magic antithief antiwarrior antivampire antidruid nolocate~ -WFlags take head~ -Values 16 16 0 12 0 0 -Stats 10 1056 50 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 19 0 -Affect -1 -1 3 3 0 -Affect -1 -1 2 4 0 -Affect -1 -1 250 77 0 -Affect -1 -1 100 12 0 -Affect -1 -1 -15 17 0 -Affect -1 -1 -5 24 0 -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mea $n _cya The power to command slowly leaves you upon removing the artifact. -say A wise choice. The burden is too great. -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mea $n _whi As you wear the helm, a great responsibility is bestowed upon you. -say It is the right divine of kings to govern wrong...do with me as you wish. -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5554 -Keywords pool crystal water~ -Type fountain~ -Short a pool of water~ -Long A crystal clear pool of water.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5555 -Keywords battlestar battle star enchanted~ -Type weapon~ -Short an enchanted battle star~ -Long A powerful looking battle star glows brightly.~ -Flags glow magic bless antivampire antidruid~ -WFlags take wield~ -Values 12 14 6 6 0 0 -Stats 27 1100 110 0 0 -Affect -1 -1 11 19 0 -Affect -1 -1 11 18 0 -Affect -1 -1 30 13 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 27 0 -#ENDOBJECT - -#OBJECT -Vnum 5556 -Keywords star falling glowing~ -Type treasure~ -Short a glowing star~ -Long A star has fallen from the heavens and landed before you.~ -Flags glow magic bless~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 55 5 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5557 -Keywords shaft light glowing~ -Type treasure~ -Short a glowing shaft of light~ -Long A glowing shaft of light lies on the ground.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 7 60 6 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5558 -Keywords seal grey~ -Type treasure~ -Short a grey seal~ -Long A grey colored rune floats above you.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 75 7 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5559 -Keywords aura murky white~ -Type furniture~ -Short a murky white aura~ -Long &WA murky white aura hovers in the air.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#MUDPROG -Progtype exa_prog~ -Arglist 100~ -Comlist mpechoat $n _whi The cloud engulfs you! -mpechoar $n _whi The cloud engulfs $n and $e disappers! -mptrans 0.$n 5657 -mpsleep 5 -mpat 0.$n mpforce 0.$n north -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5560 -Keywords void heaven angelic blade~ -Type weapon~ -Short Void of the Heavens~ -Long A blade fashioned from the gates of heaven itself beckons you.~ -Flags glow hum magic bless antievil antineutral antithief antivampire~ -WFlags take wield~ -Values 12 24 4 3 0 0 -Stats 27 1000 45 0 0 -Affect -1 -1 40 13 0 -Affect -1 -1 50 12 0 -Affect -1 -1 9 18 0 -Affect -1 -1 8 19 0 -Affect -1 -1 -3 24 0 -#MUDPROG -Progtype sac_prog~ -Arglist 1~ -Comlist if isevil($n) -mea $n You blasphemous fiend! How dare you mock the path of the devout! -mpdamage 0.$n 100 -else -if isneutral($n) -mea $n You care only for yourself, $n. You are not worthy of such an honor. -else -if isgood($n) -mea $n _whi As you sacrifice this blade to your deity, a bright beam -mea $n _whi of white light shines down from the heavens, transforming it -mea $n _whi into an object of great power. Go fourth and destroy evil $n! -mpoload 5504 100 -endif -endif -endif -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5561 -Keywords wings angel black~ -Type armor~ -Short a pair of feathery black angel wings~ -Long Wings torn from the back of a fallen angel lie here.~ -Flags glow dark evil magic antigood antineutral anticleric~ -WFlags take about~ -Values 16 16 0 0 0 0 -Stats 3 944 50 0 32 -Affect -1 -1 15 13 0 -Affect -1 -1 10 12 0 -Affect -1 -1 9 18 0 -Affect -1 -1 9 19 0 -Affect -1 -1 75 77 0 -Affect -1 -1 56 56 0 -#ENDOBJECT - -#OBJECT -Vnum 5562 -Keywords talons warped mage claws~ -Type weapon~ -Short &RTalons of the warped mage&g~ -Long The flaming talons of an insane wizard beckon you to wield them.~ -Flags glow hum magic bless antineutral antiwarrior anticleric metal~ -WFlags take wield~ -Values 12 12 8 5 0 0 -Stats 12 1988 198 0 0 -Affect -1 -1 80 13 0 -Affect -1 -1 135 12 0 -Affect -1 -1 8 18 0 -Affect -1 -1 12 19 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 3 0 -Affect -1 -1 -3 24 0 -Affect -1 -1 -1 23 0 -Affect -1 -1 16 26 0 -Affect -1 -1 65 30 0 -Affect -1 -1 2 27 0 -#ENDOBJECT - -#OBJECT -Vnum 5563 -Keywords mist armor silver plate~ -Type armor~ -Short &cMist Armor&G~ -Long A misty aura hovers above the ground.~ -Flags glow dark magic antineutral antiwarrior~ -WFlags take body~ -Values 16 16 0 0 0 0 -Stats 2 319 31 0 0 -Affect -1 -1 -40 17 0 -Affect -1 -1 5 13 0 -Affect -1 -1 2 18 0 -Affect -1 -1 1 19 0 -Affect -1 -1 1048576 26 0 -#MUDPROG -Progtype remove_prog~ -Arglist 100~ -Comlist mpechoat $n Your form becomes solid once again. -mpechoar $n $n's misty form solidifies. -~ -#ENDPROG - -#MUDPROG -Progtype wear_prog~ -Arglist 100~ -Comlist mpechoat $n You assume a lucent form... -mpechoar $n $n's body disperses into a fine mist... -~ -#ENDPROG - -#ENDOBJECT - -#OBJECT -Vnum 5564 -Keywords tears moon~ -Type trash~ -Short tears moon~ -Long A pool of tears moon lie here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5565 -Keywords bottle wine small~ -Type drinkcon~ -Short a small bottle of red wine~ -Long A small bottle of red wine sits on the table.~ -WFlags take~ -Values 5 4 2 0 0 0 -Stats 1 1 0 0 0 -#ENDOBJECT - -#OBJECT -Vnum 5566 -Keywords spring fountain youth~ -Type fountain~ -Short the fountain of youth~ -Long &BA small spring bubbles up from somwhere deep in the earth.~ -Values 0 0 0 0 0 0 -Stats 500 0 0 0 0 -#MUDPROG -Progtype use_prog~ -Arglist 100~ -Comlist mpechoat $n You take a long thirst quenching drink. -mpechoar $n $n drinks from the fountain. -mprestore $n 1 -~ -#ENDPROG - -#ENDOBJECT - -#ROOM -Vnum 5500 -Name The Garden Square~ -Sector city~ -Flags norecall nosummon noastral~ -Desc Continuing on the path, you arrive in the southwest portion of the garden -square. The small grove of trees surrounding it are extremely dense, -and act as a barrier between the fields and hills. Several stones -lay scattered about here, some quite large, and one in particular catches -your eye. -~ -#EXIT -Direction north~ -ToRoom 5505 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5501 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5583 -Keywords stone~ -Flags isdoor closed pickproof nopassdoor hidden bashproof~ -#ENDEXIT - -Reset D 0 5500 5 1 -#EXDESC -ExDescKey stone~ -ExDesc &WIt's quite large, but with some effort, it looks like it can be moved. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5501 -Name The entrance to the garden square~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc You stand at the southern entrance to the garden square. Your eyes light -up, looking around you see flowers, trees, and various plants, who's beauty -is rivaled by no other. The dirt path that you have been following leads -in all directions, west and east taking you to the larger sections, -while north goes toward the center. -~ -#EXIT -Direction north~ -ToRoom 5504 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5502 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5510 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5500 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5502 -Name The Garden Square~ -Sector city~ -Flags norecall nosummon noastral~ -Desc As you follow the dirt path eastward, you come much closer to the ring of -large vallenwood trees surrounding the square. You smile as you watch -a gardener planting smaller trees beside the large ones. This place is -peaceful, and you consider staying for awhile longer. The dirt path leads -north and south. -~ -#EXIT -Direction north~ -ToRoom 5503 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5501 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5503 -Name The Garden Square~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc The dirt path switches to a cobbled stone walkway at this point. It leads -off to the west towards a small hill, and as you scan the horizon, you notice -a dark cloud hovering over the western portion of the garden. What could -cause that on such a beautiful day? -~ -#EXIT -Direction north~ -ToRoom 5508 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5515 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5502 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5504 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5504 -Name The garden center~ -Sector city~ -Flags nomob safe norecall nosummon noastral~ -Desc You have reached the garden center. An illustrious fountain towers several -feet above you. Birds fly high above and the sun's radiance shines pleasantly. -There are many ancient stone pillars and crumbled statues strewn about, this -garden may have once been a large palace. Who would have lived in such splendor -and wealth? You notice several paths that lead to various parts of the garden. -Scanning the horizon, you notice that the weather is much different in -the other areas... -~ -#EXIT -Direction north~ -ToRoom 5507 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5503 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5501 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5505 -#ENDEXIT - -Reset M 0 5501 1 5504 -Reset M 0 5504 1 5504 -Reset O 0 5505 1 5504 -#EXDESC -ExDescKey fountain~ -ExDesc This fountain is made of white marble, and seems to have been here -for ages. It is cracked and weathered, but still holds great beauty. -Atop the fountain, an ageless statue of an angel praying to the heavens -resides, tears streaming down it's face..the artist was truely gifted. -You notice an inscription on the base of the statue. -~ -#ENDEXDESC - -#EXDESC -ExDescKey inscription~ -ExDesc ******************************************************** - *Speaketh the word of retribution in the ancient tongue* - * And thy path shall be revealed * - ******************************************************** -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5505 -Name The Garden Square~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc You come to a small intersection of paths. A wide dirt trail leads off -westward, while east takes you back to the garden center. To the north and -south, you only see more of the garden square. -~ -#EXIT -Direction north~ -ToRoom 5506 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5504 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5500 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5519 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5506 -Name A Large Sinkhole~ -Sector city~ -Flags norecall nosummon noastral~ -Desc As you walk towards the northwestern corner of the garden square, -you stumble across a VERY large sinkhole. It's at least 20 feet across. -You see parts of a crumbled foundation, but nothing stands on it. The -ground is water-logged, and your boots get stuck several times as you walk -around it. You decide it isn't very safe here, and you continue on, not -wanting to fall in...although an unlucky person might do just that. -~ -#EXIT -Direction east~ -ToRoom 5507 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5505 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist if lck($n) < 10 -mea $n _cya As you near the sinkhole, you trip on a rock and fall in! -mer $n _cya $n clumsily trips on a rock and falls in the sinkhole! -mptrans 0.$n 5585 -mpat 0.$n mer $n $n slides through the muddy ceiling. -mpsleep 5 -mpat 0.$n mea $n _re YOU HIT THE GROUND! -mpat 0.$n mpdamage $n 250 -mpsleep 5 -mpat 0.$n mpforce 0.$n look -else -mpechoat $n _cya You narrowly avoid falling into the sinkhole. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5507 -Name The Garden Square~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc In northern garden square, you stand before a large platinum gate. -Runes adorn the sides and an inscription inlaid with gold is written -across the impervious metal. Ther are exits to the east and west, which -lead to other portions of the garden, while far south, you can see the center. -~ -#EXIT -Direction east~ -ToRoom 5508 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5504 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5506 -#ENDEXIT - -#EXDESC -ExDescKey gate~ -ExDesc It looks absolutely inpervious to any attempt to pass through it. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5508 -Name The Garden Square~ -Sector city~ -Flags safe norecall nosummon noastral~ -Desc As you enter the northeastern corner of the garden square, you notice -a small, unkept man sitting on a stone bench. He looks up at you, with a -toothless grin, and asks for a few spare coins. To the west, you -see a large door imbedded within a stone wall in the side of the -mountain, and to the south, you see a small path leading further east. -~ -#EXIT -Direction south~ -ToRoom 5503 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5507 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5509 -Name A Small Garden~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -#MUDPROG -Progtype act_prog~ -Arglist 95 p drinks from the fountain~ -Comlist if is immort($n) -else -mpechoat $n Shadows eminate from the statue, enveloping you. -mptransfer 0.$n 5510 -mpat 0.$n mpechoat $n You look around to find yourself somewhere else... -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar $n $n appears from nowhere! -mpecho $n suddenly disappears! -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5510 -Name The Grove~ -Sector city~ -Flags norecall nosummon noastral~ -Desc As you make your way further down the path, you come to a small -grove of trees surrounding the garden square. Continuing -northward, you will find the main part of the garden, while east -takes you to a small shop. -~ -#EXIT -Direction north~ -ToRoom 5501 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5567 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5511 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5511 -Name The Balancing Force~ -Sector city~ -Flags safe norecall nosummon noastral~ -Desc A large statue stands here, holding the scales of balance. A pool -of water surrounds it, gently moving, but not flowing in any -direction. You notice that this place seems to be the center -of two large areas to the east and west. -~ -#EXIT -Direction north~ -ToRoom 5510 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5514 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5512 -#ENDEXIT - -Reset M 0 5516 1 5511 -Reset O 0 5532 1 5511 -#EXDESC -ExDescKey statue~ -ExDesc It's a statue of a young woman, blindfolded, carrying scales in one hand, -and raising her sword high into the air with the other. -~ -#ENDEXDESC - -#MUDPROG -Progtype speech_prog~ -Arglist order~ -Comlist if isimmort($n) -mpechoat $n Man, you immortals are kind of lazy...(goto 5568) -else -if name($n) == Xander -mpecho _whi The statue totters for a moment.. -mpforce Xander eep -mpecho _red The statue's base gives way and falls over on Xander! -mptrans xander 5568 -else -mpechoat $n _whi The scales that the statue is holding tilt to one side, and -mpechoat $n _whi you disappear in a bright flash of light! -mpechoar $n _whi The scales that the statue is holding tilt to one side, and -mpechoar $n _whi $n disappears in a bright flash of light! -mptrans 0.$n 5568 -mpat 0.$n mpforce $n look -mpat 0.$n mpechoar $n $n appears suddenly! -endif -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5512 -Name A Grassy Knoll~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc You come to a grassy knoll, which is for some reason, very windy. -The winds swirl about you, and knock you back..you feel different. -These are the winds of change, and they will take you anywhere..even -through time itself. -~ -#EXIT -Direction east~ -ToRoom 5511 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist mpsleep 3 -mpechoat $n _cya The winds of change swirl about you, -mpechoat $n _cya and you find yourself in an ancient battlefield. -mptrans 0.$n 5656 -mpsleep 5 -mpat 0.$n mpforce 0.$n west -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5513 -Name Descending into the Valley~ -Sector city~ -Flags norecall nosummon noastral~ -Desc You are walking on a small trail leading down into the valley. -The scenery is quite beautiful and everything would be peaceful, -except for that faint sense of foreboding you feel coming from somewhere. -~ -#EXIT -Direction east~ -ToRoom 5531 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5528 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5514 -Name Path to the Garden~ -Sector city~ -Flags norecall~ -Desc Further down the steep path into the valley, you notice how quiet it is. -The songbirds have settled down and the wind has become a calm breeze. -Strange how things change so quickly here. -~ -#EXIT -Direction north~ -ToRoom 5511 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5528 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5515 -Name A Cobbled Path~ -Sector city~ -Flags indoors norecall~ -Desc The cobbled path bends here, heading northward. The sky is getting much -cloudier as you approach a small hill, and you begin to quicken your pace. -It would be a bad idea to get caught in a storm so far away from civilization. -~ -#EXIT -Direction north~ -ToRoom 5516 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5503 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5516 -Name A Bend in the Path~ -Sector city~ -Flags norecall~ -Desc The bends yet again, now heading east. The weather is becoming frightfully -worse, and it begins to rain, soon after beginning to hail, then back to rain -again. You find it very odd that there would be a storm over your head, and -bright sunlight only a few hundred yards away. -~ -#EXIT -Direction east~ -ToRoom 5517 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5515 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5517 -Name The Path Splits~ -Sector city~ -Flags nomob norecall~ -Desc As you come to a fork in the path, you notice that the bad weather has suddenly -disappeared. It boggles the mind, but you try not to think about it. Two -small hills can be seen off in the distance, the one to the northeast seems -to be shrouded in nightfall, the other having constant sunlight pour down upon -it. -~ -#EXIT -Direction west~ -ToRoom 5516 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5518 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5523 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5518 -Name Atop a Hill~ -Sector city~ -Flags dark indoors norecall nosummon noastral~ -Desc As you reach the top of the hill, the sun has almost set. Strange how the -weather in this garden changes so quickly. You notice several dark robed -figures kneeling in silent prayer by a large black alter. Maybe you -should join them? -~ -#EXIT -Direction southwest~ -ToRoom 5517 -#ENDEXIT - -Reset M 0 5509 2 5518 -Reset O 0 5510 1 5518 -#EXDESC -ExDescKey alter~ -ExDesc The alter is covered in many strange runes..one in particular catches your -attention, the letter "C". The alter is radiating dark energy, which makes -you wonder what it was used for... -~ -#ENDEXDESC - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist mea $n As you reach the top of the hill, you notice that everyone is kneeling. -~ -#ENDPROG - -#MUDPROG -Progtype act_prog~ -Arglist kneels~ -Comlist if isimmort($n) -mpechoat $n Please use the other door :) [room 5530] -else -mea $n As you kneel down, swirling shadows eminate from the alter, -mea $n engulfing you, and suddenly, you are somewhere else... -mer $n Swirling shadows eminate from the alter and engulf $n! -mptrans 0.$n 5530 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mer $n $n appears amidst the shadows. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5519 -Name Along a Dirt Path~ -Sector city~ -Flags nomob nosummon noastral~ -Desc This western path leads turns north towards another small hill. -This section seems peaceful, but the weather is constantly changing. -~ -#EXIT -Direction north~ -ToRoom 5520 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5505 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5520 -Name The Path Turns~ -Sector city~ -Flags nomob nosummon noastral~ -Desc The small dirt path curves sharply to the west. High overhead you notice the -the weather making a turn for the worse. It might be a good idea to seek -shelter soon. -~ -#EXIT -Direction south~ -ToRoom 5519 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5521 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5521 -Name A Split in the Path~ -Sector city~ -Flags nomob nosummon noastral~ -Desc The path splits here, heading northwest towards a sunny hilltop, and -northeast towards a deathly silent hilltop. Perhaps you should use some -caution before you choose which path you will take. It could mean life or death -~ -#EXIT -Direction east~ -ToRoom 5520 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5526 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5522 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5522 -Name Atop a Hill~ -Sector city~ -Flags nomob nosummon noastral~ -Desc You come across yet another small hilltop, but this one, seemingly different -from the others sends a sense of well-being throughout your entire body. -By the time you realize you're not alone, a figure has already snuck up -behind you. You feel no malice towards it, and examining closely, you see -the figure to be a beutiful woman, with feathery angelic wings gently folded -behind her. The only exit is to the southeast. -~ -#EXIT -Direction southeast~ -ToRoom 5521 -#ENDEXIT - -Reset M 0 5526 1 5522 - Reset E 1 5560 1 16 - Reset E 1 5534 1 19 -#ENDROOM - -#ROOM -Vnum 5523 -Name A Path through the Forest~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc A small path leads north towards a circle of trees. The wind carries -the faint tune of a cheerful melody, familiar sounding, yet you can't -quite place it. -~ -#EXIT -Direction north~ -ToRoom 5524 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5517 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5524 -Name Atop a Hill~ -Sector city~ -Flags indoors nosummon noastral~ -Desc A small circle of trees spreads out before you. A faint light peeks -through several of the openings, and the faint music you heard earlier -has become much louder. It is quite pleasant, and brings a smile to your lips. -~ -#EXIT -Direction north~ -ToRoom 5662 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5523 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5663 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5665 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5525 -Name The Gatekeeper~ -Sector city~ -Flags safe nosummon noastral~ -Desc You stand before yet another door, but this one is guarded carefully. -A woman stands in the center of the room, watching you silently. -From the corner of your eye, you think the door shimmers for a second, -but it must be your imagination. Something fills you with dread as you stare -at the locked door... some things should probably be left alone. -~ -#EXIT -Direction south~ -ToRoom 5507 -#ENDEXIT - -Reset M 0 5510 1 5525 -Reset M 0 5511 1 5525 -#EXDESC -ExDescKey door~ -ExDesc &wA faintly shimmering portal of dark enery stands frozen in time. -&bA faintly shimmering portal of dark enery stands frozen in time. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5526 -Name Along an Unused Path~ -Sector city~ -Flags nomob indoors~ -Desc This path has obviously not been used for quite a long time. Most everything -is either dead or decaying. The eerie silence that hangs in the air -is unsettling. The path continues north. -~ -#EXIT -Direction north~ -ToRoom 5527 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5521 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5527 -Name A Crumbled Shrine~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc Before you is an ancient monument. A shrine long forgotten and -crumbling. As you approach it, a chill runs up your spine. -You find it odd that no plants grow here. Unlike the rest of the -garden, this place is dead. -~ -#EXIT -Direction south~ -ToRoom 5526 -#ENDEXIT - -Reset O 0 5526 1 5527 -#MUDPROG -Progtype rand_prog~ -Arglist 50~ -Comlist mpecho Pain courses through you as your life slowly drains away! -c necro $r -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5528 -Name The Entrance~ -Sector city~ -Flags indoors norecall~ -Desc The garden is by far the largest you've ever seen. The path leads on to the -north for quite a long way, passing through beautiful scenery and you stretch -and relax in the sunlight and take in the fresh, sweet-smelling air. -As you look over the edge of the small cliff, you get a glimpse -of the valley below, and the view is breathtaking. This ancient garden -is truely a magical place. The path splits in two directions, north -leading into the garden in the smaller part of the valley, and east -heading all the way down to the bottom and through the valley. -~ -#EXIT -Direction north~ -ToRoom 5514 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5513 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5667 -#ENDEXIT - -Reset O 0 5511 1 5528 -#MUDPROG -Progtype rand_prog~ -Arglist 30~ -Comlist mpechoat $n You are in awe of the beauty of this place. -mpechoar $n $n gazes down into the valley and smiles. -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5529 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5530 -Name Entrance to the Dark Temple~ -Sector city~ -Flags indoors norecall~ -Desc You find yourself at the entrance to a dark and foreboding temple. -Evil seems to eminate from the very walls, making the idea to come here -not such a good one anymore. Unearthly howls pierce the silence, causing -you to be more alert. -~ -#EXIT -Direction north~ -ToRoom 5542 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5518 -Desc You see a glowing portal that lead back to the hilltop -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5531 -Name Almost to the Valley~ -Sector city~ -Flags norecall nosummon noastral~ -Desc You're nearly at the foot of the mountain, and it's a good thing -that you are, because the trail is getting extremely steep at this point. -~ -#EXIT -Direction west~ -ToRoom 5513 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5532 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5532 -Name The Valley Floor~ -Sector city~ -Flags norecall nosummon noastral~ -Desc Upon reaching the valley floor, you see lush greenery and massive trees -that tower above you. They really didn't look so large from up there. -Towards the northeast, you see Keslan plains, which stretch out for many miles -with the one prominant feature in the center: The Black Forest. -~ -#EXIT -Direction up~ -ToRoom 5531 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5533 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5533 -Name A Crooked Path~ -Sector city~ -Flags norecall nosummon noastral~ -Desc The path through this wooded area curves in a half circle towards the Keslan -plains. The path is rough, but you're pretty sure you can make it. -~ -#EXIT -Direction southeast~ -ToRoom 5534 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5532 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5534 -Name A Path through the Woods~ -Sector city~ -Flags norecall nosummon noastral~ -Desc The path turns southward now, and you're getting closer to open ground. -~ -#EXIT -Direction south~ -ToRoom 5535 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5533 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist mpecho _blu *SNAP* -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5535 -Name A Path through the Woods~ -Sector city~ -Flags norecall nosummon noastral~ -Desc What was that noise? Something must have snapped a twig nearby. -Mabye its a hungry animal that's stalking you? -~ -#EXIT -Direction north~ -ToRoom 5534 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5536 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5536 -Name A Path through the Woods~ -Sector city~ -Flags norecall nosummon noastral~ -Desc It must have been your imagination. You haven't heard anything for -several minutes now. If something was following you, it's probably -gone now. -~ -#EXIT -Direction south~ -ToRoom 5537 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5535 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5537 -Name Rocky Trail~ -Sector city~ -Flags norecall nosummon noastral~ -Desc Or mabye not...to the east, you see a small cave. It looks to be the den -of wolves, but again you're not sure. -~ -#EXIT -Direction north~ -ToRoom 5536 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5538 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5538 -Name Rocky Trail~ -Sector city~ -Flags norecall nosummon noastral~ -Desc You stand before the small cave, which you thought to be the a wolf den, but -turned out to be empty, except for a small spring. -~ -#EXIT -Direction east~ -ToRoom 5540 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5539 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5537 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5539 -Name A Small Cave~ -Sector city~ -Flags norecall nosummon noastral~ -Desc The cave is barren and empty, save for a small spring that spouts up -from somewhere deep in the earth. It seems like a good time to rest up and -have a drink. -~ -#EXIT -Direction north~ -ToRoom 5538 -#ENDEXIT - -Reset O 0 5566 1 5539 -#ENDROOM - -#ROOM -Vnum 5540 -Name The End of the Forest~ -Sector city~ -Flags norecall nosummon noastral~ -Desc You reach the end of the forest, and it's a small open path -from here to the plains. -~ -#EXIT -Direction west~ -ToRoom 5538 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5541 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5541 -Name The Plains of Keslan~ -Sector city~ -Flags norecall nosummon noastral~ -Desc You stand at the beginning of the Plains of Keslan. It stretches out as -far as you can see..probably farther. - - (Plains of Keslan/Black forest area coming soon) -~ -#EXIT -Direction northwest~ -ToRoom 5540 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5542 -Name Empty Corridor~ -Sector city~ -Flags indoors norecall~ -Desc At the start of the hallway, you see it stretches far northward, with exits -leading east, west, and back south to the entrance. You hear low chanting -coming from seemingly everywhere. Ice crystals begin to form as you sweat. -Why is it so cold here? The answer can only be found if you continue. -~ -#EXIT -Direction north~ -ToRoom 5545 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5544 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5530 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5543 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5543 -Name A Large Chamber~ -Sector city~ -Flags indoors norecall~ -Desc You have come across what is apparently the meditation chamber for whoever -"lives" here. Mats are lined in rows across the walls, while incense burns -with a putrid stench. You wonder how anyone could concentrate in here. -~ -#EXIT -Direction east~ -ToRoom 5542 -Flags isdoor pickproof~ -#ENDEXIT - -Reset M 0 5509 2 5543 -Reset D 0 5543 1 0 -#ENDROOM - -#ROOM -Vnum 5544 -Name A Storage Room~ -Sector city~ -Flags indoors norecall~ -Desc Sacks of grain and barrels of water and mead are strewn about this room. -You notice several corpses of large rats as well, although they seem to be -moving slightly. Upon closer examination, you find large grotesque maggots -devouring the insides. -~ -#EXIT -Direction west~ -ToRoom 5542 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5545 -Name The Hallway~ -Sector city~ -Flags indoors norecall~ -Desc The low chanting is becoming much louder now. Scanning northward you -see an intersection, and a lighted room. East and west lead to some -sort of jail cells. Mabye it's best that you stick to your current path. -~ -#EXIT -Direction north~ -ToRoom 5548 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5547 -Key 5519 -Desc A barred steel door blocks your view -~ -Keywords door~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5542 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5546 -Key 5519 -Keywords door~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset D 0 5545 1 2 -Reset D 0 5545 3 2 -#ENDROOM - -#ROOM -Vnum 5546 -Name A Cell~ -Sector city~ -Flags indoors norecall~ -Desc This must be some sort of feeding chamber for the imprisioned demons -that are summoned by the priests. Blood soaked straw and claw marks are all -around you. -~ -#EXIT -Direction east~ -ToRoom 5545 -Key 5519 -Keywords door~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 5506 1 5546 -Reset D 0 5546 1 2 -#ENDROOM - -#ROOM -Vnum 5547 -Name A Cell~ -Sector city~ -Flags dark indoors norecall~ -Desc As you enter this cell, you are overwhelmed by how unbearably hot it is. -There is no source of water, food, or light anywhere to be found. -Apparently this is where sacrificial victims are kept until the proper -ceremony can be prepared. -~ -#EXIT -Direction west~ -ToRoom 5545 -Key 5519 -Keywords door~ -Flags isdoor closed locked pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset M 0 5505 4 5547 -Reset M 0 5505 4 5547 -Reset M 0 5505 4 5547 -Reset M 0 5505 4 5547 -Reset O 0 5521 1 5547 -Reset D 0 5547 3 2 -#ENDROOM - -#ROOM -Vnum 5548 -Name An Intersection~ -Sector city~ -Flags nomob indoors norecall~ -Desc At the end of the long corridor, an intersection branches out to other -parts of the temple. The lighted room that you had seen further down the -hall is directly ahead of you, while the chanting echos from the northwest, -and the freezing cold from the northeast. -~ -#EXIT -Direction north~ -ToRoom 5551 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5545 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5549 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5550 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5549 -Name An Icy Corridor~ -Sector city~ -Flags indoors norecall~ -Desc It's becoming increasingly cold as you continue northward. You can -almost feel the icy grip of death on your shoulder as the wind blows. -~ -#EXIT -Direction north~ -ToRoom 5552 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5548 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5550 -Name A Dark Circle~ -Sector city~ -Flags indoors norecall~ -Desc You have come upon a chamber of summoning. Several priests stand here -chanting and mumbling around a large pillar of flame that spurts up -from a pool of blood. Gazing closer into the flame, you see a dark figure. -The priests look as if they're concentrating hard to control the demon... -Better not disturb them. -~ -#EXIT -Direction southeast~ -ToRoom 5548 -#ENDEXIT - -Reset M 0 5507 1 5550 -Reset M 0 5502 3 5550 - Reset E 1 5517 1 22 - Reset E 1 5518 1 14 -Reset M 0 5502 3 5550 - Reset E 1 5517 1 22 - Reset E 1 5518 1 14 -Reset M 0 5502 3 5550 - Reset E 1 5518 1 14 - Reset E 1 5517 1 22 -Reset O 0 5522 1 5550 -#ENDROOM - -#ROOM -Vnum 5551 -Name The Alter~ -Sector city~ -Flags indoors norecall~ -Desc At the end of the long hallway, you come to a barren room with a large -alter made of obsidian. It resembles the one on the hilltop in the garden, -but this one is much larger and stained with blood. This is where the high -priest practices the unholy ways of the dark lord. The only objects in this -room are a pair of demonic-looking figures carved into the north wall. -~ -#EXIT -Direction south~ -ToRoom 5548 -#ENDEXIT - -Reset M 0 5503 1 5551 - Reset E 1 5519 1 17 - Reset E 1 5520 1 16 -Reset O 0 5510 1 5551 -#EXDESC -ExDescKey figures~ -ExDesc The north wall has a mural carved from the stone, depicting a large being -sitting atop a throne made of human skulls. Two demons are underneath every -corner of it, holding up the great weight. -~ -#ENDEXDESC - -#EXDESC -ExDescKey alter~ -ExDesc This is a much large version of the alter atop the hill in the garden. There -are as many rubies as there are bloodstains covering it as well. You wonder -if you could pry one of them off... -~ -#ENDEXDESC - -#MUDPROG -Progtype speech_prog~ -Arglist speak~ -Comlist if isimmort($n) -mpechoat $n You have the GOTO command...use it :p (room 5564) -else -mpechoat $n As you grovel to the powers that be, swirling shadows eminate -mpechoat $n from the alter, englufing you, and suddenly you are somewhere else. -mpechoar $n $n is engulfed in dark energy, then disappears! -mptrans 0.$n 5564 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar 0.$n $n appears amdist the shadows... -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5552 -Name An Icy Corridor~ -Sector city~ -Flags nomob indoors norecall~ -Desc At the end of the corridor, you finally find the cause of the cold wind. -Before you is a courtyard of sorts, frozen and enveloped in a blanket -of ice and snow. A few trees are scattered about, but they are withered -and lifeless. Strangely though, something compels you forward. -~ -#EXIT -Direction north~ -ToRoom 5553 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5549 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5553 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThis southern portion of the courtyard has seemingly been covered in snow and -ice for ages. For some reason, a blinding blizzard has caused life to wither -and die. -~ -#EXIT -Direction north~ -ToRoom 5557 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5554 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5552 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5555 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5554 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe Blizzard died down a little as you moved toward the easter corner -of the courtyard. The biting wind is gone as well, causing -dead silence. -~ -#EXIT -Direction north~ -ToRoom 5558 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5553 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5555 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThere is nothing of interest anywhere here...nothing but snow..snow as far as -the eye can see. Although there's a slight feeling of dread as you stare -northward. You can almost make out the sounds of a battle over the howl -of the wind. -~ -#EXIT -Direction north~ -ToRoom 5556 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5553 -#ENDEXIT - -Reset O 0 5503 1 5555 -#ENDROOM - -#ROOM -Vnum 5556 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe snow here is stained with blood. Frozen corpses lie half-buried by the -relentless blizzard. It reeks of death and destruction. What kind of being -slaughters the innocent for pleasure? Your answer is the man standing -several feet away. Looks like you'll soon join them. -~ -#EXIT -Direction north~ -ToRoom 5561 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5557 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5555 -#ENDEXIT - -Reset M 0 5500 1 5556 - Reset E 1 5508 1 0 - Reset E 1 5514 1 16 - Reset E 1 5500 1 5 - Reset E 1 5512 1 9 -Reset O 0 5528 1 5556 -#ENDROOM - -#ROOM -Vnum 5557 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe biting wind stings your face as you enter the center of the -courtyard. The chillling mists the envelope the area seem to be -following you. -~ -#EXIT -Direction north~ -ToRoom 5560 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5558 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5553 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5556 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5558 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe ground can be seen through the snow, large portions of the icy -cover have been thrown about, as if a battle had taken place -recently. The is a pool of blood beneath the eastern wall, -and you notice that somone has written a message on it. -~ -#EXIT -Direction north~ -ToRoom 5559 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5554 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5557 -#ENDEXIT - -Reset O 0 5550 1 5558 - Reset P 0 5539 0 5550 -#EXDESC -ExDescKey message~ -ExDesc It seems to be written in blood... -&RI hid it in the snow drift..he didn't find it..fights like a demon...nothing -&Rbut a ruthless m u r - d - e - r - e - r -&GIt trails off..whoever wrote it probably used their last ounce -of strength to write it. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5559 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WA pool of &Rblood &Wlies in the snow, sill steaming. Footprints -can be seen all over, and they lead west. -~ -#EXIT -Direction south~ -ToRoom 5558 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5560 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5560 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe snow begins to fall lightly on your shoulders. The wind -blows gently and a chilling mist caresses your face. The only -thing that seems out of place here, is the trail of bloody footprints -leading west. -~ -#EXIT -Direction east~ -ToRoom 5559 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5557 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5561 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5561 -Name Snowy Field~ -Sector city~ -Flags indoors norecall~ -Desc &WThe blizzard rages on once again, it seems to become fiercer -as you near the center of the western wall. The blood trail leads -southward, and you can hear a faint scream over the howl of -the wind. -~ -#EXIT -Direction east~ -ToRoom 5560 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5556 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5562 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5563 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5564 -Name Before a Great Void~ -Sector city~ -Flags dark nomob indoors norecall~ -Desc You are standing in total darkness. Even though you're not sure where you -are, something compels you to go northward... -~ -#EXIT -Direction north~ -ToRoom 5565 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5528 -Desc A glowing portal leads back to the entrance. -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5565 -Name &wEternal Darkness~ -Sector city~ -Flags dark indoors safe norecall~ -Desc You suddenly find yourself before a great void, devoid of all light, save -for your own. Knees quaking and utter fear in your heart, you realize -that you are not alone. -~ -#EXIT -Direction south~ -ToRoom 5564 -#ENDEXIT - -Reset M 0 5508 1 5565 -#ENDROOM - -#ROOM -Vnum 5566 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5567 -Name A Small Shop~ -Sector city~ -Flags safe norecall nosummon noastral~ -Desc You enter a small crumbling building. The walls are falling -down, and a slight breeze wafts through the open roof. -A stone counter stands in the center of the room, with a smiling -woman standing behind it. -~ -#EXIT -Direction west~ -ToRoom 5510 -#ENDEXIT - -Reset M 0 5517 1 5567 - Reset G 1 5535 1 - Reset G 1 5548 1 - Reset G 1 5536 1 -#ENDROOM - -#ROOM -Vnum 5568 -Name In the Temple of Balance~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc You find yourself in a large temple, seemingly made entirely of -a strange black stone..almost marble-like in appearance. Venturing -down the hallway may be dangerous still, as you have no clue where -this place is, or what lurks in the shadows. You notice a staricase -leading upwards, and another staircase further to the north. Strange -architecture... -~ -#EXIT -Direction north~ -ToRoom 5569 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5528 -Desc A glowing portal takes you back to the garden. -~ -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5630 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5572 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5571 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5569 -Name The Center of the Universe~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc This room has an eerie glow eminating from the walls. The flowing -shadow and light plays tricks on your eyes, making things appear -not as they truly are. In the center of the room, you meet the gaze -of a powerful entity. At first you disbelieve your senses, but you -oon realize that this being commands the respect of all who behold it. -~ -#EXIT -Direction north~ -ToRoom 5570 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5575 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5568 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5579 -#ENDEXIT - -Reset M 0 5518 1 5569 -#ENDROOM - -#ROOM -Vnum 5570 -Name Beneath the Northern Tower~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc You stand beneath the northern tower. It is strange how this place -has these towers in each direction, but they must serve some purpose. -To the northeast is a storage room, and to the northwest, there is -nothing but darkness. -~ -#EXIT -Direction south~ -ToRoom 5569 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5627 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5574 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5573 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5571 -Name Destruction~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc This room has been utterly destroyed by the fallen tower. -Large chunks of stone lie everywhere, crumbled statues are -strewn about, and broken marble benches are shattered. This -once may have been quite an impressive room, but it is gone forever. -~ -#EXIT -Direction northeast~ -ToRoom 5568 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5572 -Name The Fallen Tower~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc The walls have been knocked down, and you can clearly see most of the -southern part of the temple which has been destroyed. The fallen tower -lies before you, massive and mysterious. Age has rendered it brittle -and it crumbles to the touch. Such a shame that a marvelous work like -this is no more. -~ -#EXIT -Direction northwest~ -ToRoom 5568 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5573 -Name A Dark Room~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc This room is incredibly dark. The only source of light is a glowing -shaft in the center of the room. Straining your eyes, you can barely -make out what looks to be some sort of mural on the wall. -~ -#EXIT -Direction southeast~ -ToRoom 5570 -#ENDEXIT - -Reset O 0 5557 1 5573 -#EXDESC -ExDescKey mural~ -ExDesc It is too dark to make it out clearly... -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5574 -Name A Storage Room~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc There is nothing of interest here, except a few cobwebs, and a lot of dust. -The only visible exit from this room is a small door to the southwest. -~ -#EXIT -Direction southwest~ -ToRoom 5570 -#ENDEXIT - -Reset O 0 5502 1 5574 -#ENDROOM - -#ROOM -Vnum 5575 -Name A Marble Hallway~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Continuing eastward from the main chamber, you come arcross another -tower. Staring blankly upward, you decide that it must be several -hundred feet high, touching the heavens themselves. I would be quite -an effort to make such a climb. Looking eastward, you see an intersection -in the hallway. -~ -#EXIT -Direction east~ -ToRoom 5576 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5569 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5624 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5576 -Name A Marble Hallway~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc The first thing you notice when you enter the room is a strange -force pulling at you. Upon investigating further, you find it seems -to come from the northeast and southeast, but you eyes cannot -penetrate the darkness shrouding the rooms. -~ -#EXIT -Direction west~ -ToRoom 5575 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5577 -Desc &bYou see nothing but darkness... -~ -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5578 -Desc &bYou see nothing but darkness... -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5577 -Name A Dark Void~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -#EXIT -Direction southwest~ -ToRoom 5576 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 5~ -Comlist if isimmort($n) -GOTO 5522 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5522 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5578 -Name A Dark Void~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Desc Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -#EXIT -Direction northwest~ -ToRoom 5576 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 5~ -Comlist if isimmort($n) -GOTO 5504 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5504 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5579 -Name A Marble Hallway~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Continuing west from the main chamber, you come arcross another -tower. Staring blankly upward, you decide that it must be several -hundred feet high, almost touching the heavens themselves. I would -be quite an effort to make such a climb. Looking further to the west, -you see an intersection in the hallway. -~ -#EXIT -Direction east~ -ToRoom 5569 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5580 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5621 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5580 -Name A Marble Hallway~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc The first thing you notice when you enter the room is a strange -force pulling at you. Upon investigating further, you find it seems -to come frmo the northwest and southwest, but your eyes cannot -penetrate the darkness shrouding the rooms. -~ -#EXIT -Direction east~ -ToRoom 5579 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5581 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5582 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5581 -Name A Dark Void~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -#EXIT -Direction southeast~ -ToRoom 5580 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 5~ -Comlist if isimmort($n) -mpechoat $n You want me to trans an immortal? I hate my job..(goto 5528) -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5528 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5582 -Name A Dark Void~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Reality is constantly shifting in this room. Portals to other -realms sometimes open to those who are lucky enough to enter -at the right times. -~ -#EXIT -Direction northeast~ -ToRoom 5580 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 5~ -Comlist if isimmort($n) -GOTO 5518 -else -mpechoat $n _whi You are blinded by a bright flash of light! -mptrans 0.$n 5518 -mpat 0.$n mpechoar $n _whi $n appears out of nowhere. -endif -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5583 -Name A Stone Passageway~ -Sector city~ -Flags indoors nosummon noastral~ -Desc You find yourself in a a small stone passageway. The air is musty and dank, -and you find it hard to breathe. Examining your surroundings, you notice -that the ceiling is falling down, and could cave in any moment, it might be -a good idea to not make any noise, or you might be in trouble... -~ -#EXIT -Direction up~ -ToRoom 5500 -Keywords stone~ -Flags isdoor closed pickproof nopassdoor hidden bashproof~ -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5584 -#ENDEXIT - -Reset D 0 5583 4 1 -#MUDPROG -Progtype entry_prog~ -Arglist 50~ -Comlist mpecho _red Your loud footsteps cause several large rocks to fall from above! -mpdamage all 200 -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5584 -Name Sacred Ground~ -Sector city~ -Flags indoors silence nosummon noastral~ -Desc This small cavern is dark and musty. It's devoid of any features, save -for a spiral staircase in the center that descends into the darkness -below, and some strange markings on the walls. -~ -#EXIT -Direction down~ -ToRoom 5585 -Desc The staircase leads down. -~ -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5583 -#ENDEXIT - -#EXDESC -ExDescKey markings~ -ExDesc You can't seem to decipher them... -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5585 -Name The Sanctuary~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Desc You stand before a the entrance to a large church, smashed into the stone of -the cavern walls. This place is eerily silent, but you sense no malice -in your surroundings. -~ -#EXIT -Direction north~ -ToRoom 5586 -Keywords doors~ -Flags isdoor closed nopassdoor~ -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5584 -Desc The staircase leads up. -~ -#ENDEXIT - -Reset D 0 5585 0 1 -#ENDROOM - -#ROOM -Vnum 5586 -Name Down the Aisle~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc Traversing down the aisle, you notice that this chuch hasn't been used -for a very long time. The pews are falling apart, and dust covers -everything. The walls are crumbling, and it looks like this church has sunken -beneath the ground from above somewhere. Further north you can see the alter. -~ -#EXIT -Direction north~ -ToRoom 5587 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5585 -Keywords doors~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 5586 2 1 -#ENDROOM - -#ROOM -Vnum 5587 -Name The Alter~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc You stand at at the front of the church. This sacred place was once -used as a place of worship, but has long since been forgotten. -There is a podium here, which was most likely used for sermons, but there -is something odd about it... -~ -#EXIT -Direction south~ -ToRoom 5586 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5588 -Keywords trapdoor~ -Flags isdoor closed pickproof nopassdoor bashproof~ -#ENDEXIT - -Reset O 0 5549 1 5587 -Reset D 0 5587 5 1 -#EXDESC -ExDescKey podium~ -ExDesc You notice that it has been recently moved..seemingly to cover something. -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5588 -Name The Caverns~ -Sector city~ -Flags indoors tunnel nosummon noastral~ -Stats 0 0 5 -Desc You find yourself in a small cavern, far beneath the garden. Tunnels lead -in all directions, and this place is filled with strange mist which makes -you cough and gag. You notice several skeletons on the ground, covered -in muck. This is not a safe place to be. -~ -#EXIT -Direction north~ -ToRoom 5589 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5590 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5591 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5592 -#ENDEXIT - -#EXIT -Direction up~ -ToRoom 5587 -Keywords trapdoor~ -Flags isdoor closed pickproof nopassdoor bashproof~ -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5593 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5594 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5596 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5595 -#ENDEXIT - -Reset D 0 5588 4 1 -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5589 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -#EXIT -Direction north~ -ToRoom 5601 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5595 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5588 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5599 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5596 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5600 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5597 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5598 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5590 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel ends abruptly here. Not a single sound, save for the faint hiss -of the escaping gas can be heard. It's becoming very difficult to breath, and -you're not sure that you'll make it out alive.... -~ -#EXIT -Direction west~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5591 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -#EXIT -Direction north~ -ToRoom 5588 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5608 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5606 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5607 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5609 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5610 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5612 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5611 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5592 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel bends, leading north and east. You get the feeling that -you've been here before. The gas seeping from the ground makes it difficult -to breath, and you're not sure that you'll make it out alive.... -~ -#EXIT -Direction north~ -ToRoom 5601 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5593 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the southwest. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction southwest~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5594 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the southeast. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction southeast~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5595 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel bends here, heading north and northeast. The thick cloud of gas -that hovers above the ground makes it difficult to breath, and you're not -sure that you'll make it out alive. -~ -#EXIT -Direction north~ -ToRoom 5591 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5596 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northwest. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction northwest~ -ToRoom 5588 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5597 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northwest. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction northwest~ -ToRoom 5589 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5598 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the northeast. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction northeast~ -ToRoom 5589 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5599 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. Peering through the thick cloud of gas, -the only visible exit is to the east. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction east~ -ToRoom 5589 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5600 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to yet another dead end. Through the thick cloud of gas, the -only visible exit is to the southeast. There is a strange quality to -the fog in this part of the cavern..it seems almost..alive... -~ -#EXIT -Direction southeast~ -ToRoom 5589 -#ENDEXIT - -Reset M 0 5528 1 5600 -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5601 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc Tunnels lead in many directions, making nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure that you'll make it out alive.... -~ -#EXIT -Direction north~ -ToRoom 5590 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5589 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5589 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5592 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5602 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a clound of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5603 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -#ENDROOM - -#ROOM -Vnum 5604 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -#ENDROOM - -#ROOM -Vnum 5605 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -#ENDROOM - -#ROOM -Vnum 5606 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to yet another dead end. Through the thick cloud of gas, the -only visible exit is back to the north. It may have been a mistake to -venture down here.... -~ -#EXIT -Direction north~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5607 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel bends here, heading north and east. The thick cloud of gas -makes it difficult to breath, and you're not sure that you'll make it out -alive.... -~ -#EXIT -Direction north~ -ToRoom 5591 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5606 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5608 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel bends here, heading north and west. The thick cloud of gas -makes it difficult to breath, and you're not sure that you'll make it out -alive.... -~ -#EXIT -Direction north~ -ToRoom 5589 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5609 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc Tunnels lead in all directions, making it nearly impossible to navigate -in here. The gas seeping from the ground makes it difficult to breath, -and you're not sure you'll make it out alive.... -You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. It may have been a mistake to venture down here.... -~ -#EXIT -Direction southwest~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5610 -Name The Caverns~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to one of many dead ends. These caverns are difficult to navigate -and the gas seeping from the ground makes it difficult to breath...you're not -sure you'll make it out alive. -~ -#EXIT -Direction southeast~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5611 -Name The Caverns~ -Sector city~ -Flags indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. It may have been a mistake to venture down here.... -~ -#EXIT -Direction northeast~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mea $n _cya A large sinkhole opens up and you are sucked beneath the ground! -mer $n _cya A large sinkhole opens up and $n is sucked beneath the ground! -mptrans 0.$n 5613 -mpat 0.$n mpforce 0.$n look -mpat 0.$n mpechoar $n _cya $n falls from above, and land at your feet. -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5612 -Name The Caverns~ -Sector city~ -Flags indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc You come to yet another dead end. The thick cloud of gas makes it difficult -to breath. The only visible exit is to the northwest. It may have been -a mistake to venture down here. -~ -#EXIT -Direction northwest~ -ToRoom 5591 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 10~ -Comlist mpecho _gre The ground emits a cloud of noxious gas! -mpdamage 0.$n 50 -mpforce 0.$n cough -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5613 -Name The Caverns~ -Sector city~ -Flags indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc Your lucky to be alive after falling through that sinkhole...and now you have -muck in places unmentionable. Perhaps it would be a good idea to use some -caution from now on. -~ -#EXIT -Direction north~ -ToRoom 5614 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5614 -Name A Narrow Tunnel~ -Sector city~ -Flags nomob indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc The tunnel gets extremely narrow at this point, but opens up to an east-west -junction. It's a one way ticket however, unless you can move 10 tons of -solid rock.... -~ -#EXIT -Direction north~ -ToRoom 5615 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5613 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5615 -Name East-West Junction~ -Sector city~ -Flags indoors tunnel nosummon noastral~ -Stats 0 0 3 -Desc To the west, you see a large gaping hole in the center of a cavern -which doesn't look too inviting, and looking eastward, you see that the tunnel -loops back to this room. Guess the only way out is to go down the hole... -~ -#EXIT -Direction east~ -ToRoom 5615 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5616 -#ENDEXIT - -Reset O 0 5551 1 5615 -#ENDROOM - -#ROOM -Vnum 5616 -Name A Large, Gaping Hole in the Ground.~ -Sector city~ -Flags indoors nosummon noastral nofloor~ -Stats 0 0 3 -Desc You slide down the passageway and fall right into a very large hole in -ground. A strong wind is blowing up from the bowls of the earth, making -the fly spell useless. You hope there's something soft below... -~ -#EXIT -Direction down~ -ToRoom 5617 -Desc Nothing but darkness... -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5617 -Name Falling~ -Sector city~ -Flags indoors nosummon noastral nofloor~ -Stats 0 0 3 -Desc F - A - L - L - I - N - G -~ -#EXIT -Direction down~ -ToRoom 5618 -Desc Nothing but darkness... -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5618 -Name FALLING~ -Sector city~ -Flags indoors nosummon noastral nofloor~ -Stats 0 0 3 -Desc You are still - - F - A - L - L - I - N - G -~ -#EXIT -Direction down~ -ToRoom 5619 -Desc Nothing but darkness... -~ -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5619 -Name Floating in a Void~ -Sector city~ -Flags nomob indoors nosummon noastral nofloor~ -Stats 0 0 3 -Desc After falling for several minutes, you give up all hope of surviving. -Surely, no one could walk away after plummeting to certain death. -~ -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist mea $n _dbl Suddenly you see the ground race towards you! Muttering -mea $n _dbl a silent prayer t your deity, you brace for impact, but the -mea $n _dbl brittle stone floor shatters as you hit, causing hundreds -mea $n _dbl stone splinters to tear at your skin. Quickly moving to your -mea $n _dbl feet, you realize that you landed on something surprisingly soft... -mpsleep 15 -mptrans 0.$n 5620 -mpat 5620 mpechoat Feraasel disturbgreet -~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5620 -Name The Lair~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Stats 0 0 3 -Desc The fist thing you notice as you regain your senses, is the horrible smell of -some large beast. It's absolutely foul, and you see the reason why -bones..scattered everywhere. Some are cracked and they look as if they have -been gnawed upon by powerful jaws. This cavern is quite dim, and it is -difficult to see..all you can manage to make out is the large form of something -inhuman. Gold as well as other various treasures are scattered about, but -the thing that's most important to you right now is a single thought running -through your mind: &WYou hope the soft thing you landed on, wasn't a dragon... -~ -Reset M 0 5519 1 5620 -Reset O 0 5501 1 5620 -Reset O 0 5540 1 5620 -#ENDROOM - -#ROOM -Vnum 5621 -Name Climbing the Tower~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc A spiral staircase winds up far above you, and climbing it would be -quite a task. You begin you wonder what purpose such a large tower -would serve in a temple, but it must have some function. The room -practically featureless, save for the staircase, and a large waterfall -pouring into a pool in the center of the room. - - -&WA large waterfall tumbles down into a large pool here. -~ -#EXIT -Direction up~ -ToRoom 5622 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5579 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5622 -Name Climbing the Tower~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc You have been climbing for several minutes now, and fatuige starts -to set in. As you reach this point, you come to a dead end. -As you search around, nothing seems to look like an exit, yet the waterfall -that cascades down through the center of the tower has to come from -somewhere up higher... -&WA waterfall tumbles down through the center of the tower. -~ -#EXIT -Direction up~ -ToRoom 5623 -Keywords trapdoor~ -Flags isdoor closed~ -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5621 -#ENDEXIT - -Reset D 0 5622 4 1 -#ENDROOM - -#ROOM -Vnum 5623 -Name The Sanctuary of the Stars~ -Sector city~ -Flags nomob indoors norecall noastral~ -Desc Ater coming up through the trapdoor, you find yourself in the open night air. -The top of the tower is seemingly incomplete, several large pillars stand -around the edges, but other than that, there are no visible walls. You begin to -realize that mabye this was planned, as the tower has no roof as well. The -large pool of crystal water in the center seems to slowly drain down below, -creating the magnificent waterfall you saw below. The stars shine brightly on -one particular spot, as you follow the beam downward, your eyes meet with those -of a celestial being. -~ -#EXIT -Direction down~ -ToRoom 5622 -Keywords trapdoor~ -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 5521 1 5623 -Reset O 0 5554 1 5623 -Reset D 0 5623 5 1 -#ENDROOM - -#ROOM -Vnum 5624 -Name Climbing the Tower~ -Sector city~ -Flags norecall~ -Desc This tower is just like the western tower. As you climb up the spiral staircase -you hope there is something of value at the top, and you're not just climbing -these stairs for nothing. -~ -#EXIT -Direction up~ -ToRoom 5625 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5575 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5625 -Name Climbing the Tower~ -Sector city~ -Flags norecall~ -Desc You are beginning to run out of breath and consider stopping several times -on the way up. Why did they have to build these things so tall? -The stairs continue upward still to the top of the tower. -~ -#EXIT -Direction up~ -ToRoom 5626 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5624 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5626 -Name The Top of the Tower~ -Sector city~ -Flags norecall~ -Desc You've finally reached the top of the tower and you're nearly exhausted. -Looking around, you can see that the roof and most of the northwestern corner -of the wall has crumbled away, exposing this room to the elements. -~ -#EXIT -Direction down~ -ToRoom 5625 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5627 -Name Climbing the Tower~ -Sector city~ -Flags tunnel norecall~ -Stats 0 0 1 -Desc The stairwell leading upward winds tightly in a spire, and it -would be nearly impossible to fit more than one person at a time here. -This tower is much higher than the others, but no where near as wide. -You have a long climb ahead of you. -~ -#EXIT -Direction up~ -ToRoom 5628 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5570 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5628 -Name Climbing the Tower~ -Sector city~ -Flags tunnel norecall~ -Stats 0 0 1 -Desc This tower is not as wide as the others, and it's difficult to -get more than one person through at a time. Looking above you, -a small amount of light filters into a cramped room. -~ -#EXIT -Direction up~ -ToRoom 5629 -#ENDEXIT - -#EXIT -Direction down~ -ToRoom 5627 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5629 -Name A Small Room~ -Sector city~ -Flags tunnel norecall~ -Stats 0 0 1 -Desc You enter a small room at the top of the stairs. It is practically -featureless, save for a small window on the north wall. -~ -#EXIT -Direction down~ -ToRoom 5628 -#ENDEXIT - -#EXDESC -ExDescKey window~ -ExDesc The window is small, and doesn't let much light into the room. -There is just enough room to peek your head out and look around, -and doing so, you see the entire valley that surrounds the garden. -It is quite a beautiful sight. Scanning the scenery, you notice a large -field in the southwestern portion... -~ -#ENDEXDESC - -#ENDROOM - -#ROOM -Vnum 5630 -Name A Collapsed Tower~ -Sector city~ -Flags indoors norecall nosummon noastral~ -Desc This tower has obviously been rendered usless and brittle over time, -and has fallen over, creating an incredible amount of destruction to -the southern portion of the temple. -~ -#EXIT -Direction down~ -ToRoom 5568 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5631 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction east~ -ToRoom 5656 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5640 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5632 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5632 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction east~ -ToRoom 5631 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5639 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5633 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5633 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction east~ -ToRoom 5632 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5638 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5634 -#ENDEXIT - -Reset M 0 5523 5 5633 -#ENDROOM - -#ROOM -Vnum 5634 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction east~ -ToRoom 5633 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5637 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5635 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5635 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction east~ -ToRoom 5634 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5636 -#ENDEXIT - -Reset M 0 5522 5 5635 -#ENDROOM - -#ROOM -Vnum 5636 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5635 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5637 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5645 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5637 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5634 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5638 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5644 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5636 -#ENDEXIT - -Reset M 0 5522 5 5637 -Reset M 0 5522 5 5637 -#ENDROOM - -#ROOM -Vnum 5638 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5633 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5639 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5643 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5637 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5639 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5632 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5640 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5642 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5638 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5640 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5631 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5641 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5639 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5641 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5640 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5650 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5642 -#ENDEXIT - -Reset M 0 5523 5 5641 -#ENDROOM - -#ROOM -Vnum 5642 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5639 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5641 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5649 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5643 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5643 -Name A Small Hill~ -Sector city~ -Flags norecall nosummon noastral~ -Desc This small hill seems to be the center of the battlefield. -Several broken sword lay strewn about, the sticky black colored -blood of the vile shadows is everywhere. There is a murky -white aura hovering in the air...beckoning you to look at it. -~ -#EXIT -Direction north~ -ToRoom 5638 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5642 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5648 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5644 -#ENDEXIT - -Reset O 0 5559 1 5643 -#ENDROOM - -#ROOM -Vnum 5644 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5637 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5643 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5647 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5645 -#ENDEXIT - -Reset M 0 5523 5 5644 -#ENDROOM - -#ROOM -Vnum 5645 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5636 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5644 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5646 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5646 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5645 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5647 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5655 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5647 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5644 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5648 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5654 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5646 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5648 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5643 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5649 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5653 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5647 -#ENDEXIT - -Reset M 0 5522 5 5648 -#ENDROOM - -#ROOM -Vnum 5649 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5642 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5650 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5652 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5648 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5650 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5641 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5651 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5649 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5651 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5650 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5652 -#ENDEXIT - -Reset M 0 5523 5 5651 -#ENDROOM - -#ROOM -Vnum 5652 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5649 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5651 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5653 -#ENDEXIT - -Reset M 0 5523 5 5652 -#ENDROOM - -#ROOM -Vnum 5653 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5648 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5652 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5654 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5654 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5647 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5653 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5655 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5655 -Name The Fields of the Jihad~ -Sector city~ -Flags norecall silence nosummon noastral~ -Desc You stand in the holy fields of the Jihad. Blood stains the ground, -and the deathly silence that fills the air keeps you on edge. -This is where many battles have been fought, and this is where many have died. -~ -#EXIT -Direction north~ -ToRoom 5646 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5654 -#ENDEXIT - -Reset M 0 5522 5 5655 -#ENDROOM - -#ROOM -Vnum 5656 -Name A Grassy Knoll~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc You come to a grassy knoll, which is for some reason, very windy. -The winds swirl about you, and knock you back..you feel different. -These are the winds of change, and they will take you anywhere..even -through time itself. -~ -#EXIT -Direction west~ -ToRoom 5631 -#ENDEXIT - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -Comlist mpechoat $n _cya The winds of change swirl about you, and -mpechoat $n _cya take you safely back to the garden. -mptrans 0.$n 5512 -mpsleep 5 -mpat 0.$n mpforce 0.$n east -~ -#ENDPROG - -#MUDPROG -Progtype entry_prog~ -Arglist 100~ -#ENDPROG - -#ENDROOM - -#ROOM -Vnum 5657 -Name A Crumbling Hallway~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Desc Having been magically transported here, you are somewhat disorented as -you examine your surroundings, finding yourself against the far -wall of an ancient crumbling hallway. -The only obvious exit is to the north. -~ -#EXIT -Direction north~ -ToRoom 5658 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5528 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5658 -Name A Carpeted Hallway~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Desc You've passed through the broken, crumbling section of the hall, and -come to a thin red carpet the leads northward. Much to your surprise, -this section is very well-kept and seems to have been recently used. -You can see a light to the north, and it reflects of the wester wall, -causing it to shimmer slightly. -~ -#EXIT -Direction north~ -ToRoom 5660 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5657 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5659 -Keywords door~ -Flags isdoor closed~ -#ENDEXIT - -Reset D 0 5658 3 1 -#ENDROOM - -#ROOM -Vnum 5659 -Name A Study~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Desc As you enter the room, the first things you see are books. Bookshelves -line every wall. Ancient tomes are stacked upon a desk in a disorderly -manner, and behind the desk... a robed figure is studying every line of text. -He seems annoyed that you barged in unannounced. -~ -#EXIT -Direction east~ -ToRoom 5658 -Keywords door~ -Flags isdoor closed~ -#ENDEXIT - -Reset M 0 5525 1 5659 - Reset E 1 5553 1 6 - Reset E 1 5562 1 16 -Reset D 0 5659 1 1 -#ENDROOM - -#ROOM -Vnum 5660 -Name A Carpeted Hallway~ -Sector city~ -Flags nomob indoors norecall nosummon noastral~ -Desc You're right outside a small room at the end of the hallway. Light flickers -through the doorway, so someone must be in there or have been in there -recently, so you decide to check it out. -~ -#EXIT -Direction north~ -ToRoom 5661 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5658 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5661 -Name A Throne Room~ -Sector inside~ -Flags nomob indoors norecall nosummon noastral~ -Desc A massive throne stands before you. Nearly 15 feet high, it seems out of -place in this small room. Whoever is large enough to sit there, must be -powerful indeed. Perhaps it would be a good idea to be cautious. -The hallway is back to the south. -~ -#EXIT -Direction south~ -ToRoom 5660 -#ENDEXIT - -Reset M 0 5529 1 5661 - Reset E 1 5513 1 9 - Reset G 1 5565 1 -#ENDROOM - -#ROOM -Vnum 5662 -Name A Small Circle of Trees~ -Sector city~ -Flags nomob norecall~ -Desc As you enter the small circle of trees, your eyes meet with those -of a friendly druid. He sits cross-legged on the groud speaking with -nature, and strumming on a lute. It is quite peaceful here. -~ -#EXIT -Direction north~ -ToRoom 5664 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5663 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5524 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5665 -#ENDEXIT - -Reset M 0 5527 1 5662 -Reset O 0 5529 1 5662 -#ENDROOM - -#ROOM -Vnum 5663 -Name A Path around the Clearing~ -Sector city~ -Flags nomob norecall~ -Desc You are walking on a small path that circles around the clearing to the west. -In the distance you can hear the faint sound of a lute... -~ -#EXIT -Direction west~ -ToRoom 5662 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5664 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5524 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5664 -Name A Path around the Clearing~ -Sector city~ -Flags nomob norecall~ -Desc This must be the part of the garden with the good weather. You hear birds -singing and the gentle breeze blows across your face, carrying a faint -tune from a lute. -~ -#EXIT -Direction south~ -ToRoom 5662 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5663 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5665 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5665 -Name A Path around the Clearing~ -Sector city~ -Flags nomob norecall~ -Desc You are walking along a small path along side the clearing to the east. -The tall circle of trees surrounding it don't look at all natural, and -your surroundings give you an odd feeling...the type that you get when -someone unseen is watching you... -~ -#EXIT -Direction east~ -ToRoom 5662 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5664 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5524 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5666 -Name A Throne Room~ -Sector underwater~ -Flags death nomob indoors silence nosummon noastral~ -Desc You've done it now! Upon finding his daughter missing, Ashura flooded the -throne room with water. The doors have sealed themselves shut and there is -no obvious escape. Only death awaits you. -~ -#ENDROOM - -#ROOM -Vnum 5667 -Name Before the Valley~ -Sector city~ -Flags nomob norecall~ -Desc Walking down a long sloping hillside, you leave the Southern Plains -of Tyrith and come upon a large valley that's hidden away in the mountains -surrounding the plains. -~ -#EXIT -Direction north~ -ToRoom 5528 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5678 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5680 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5685 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5687 -Name Floating in a void~ -Sector city~ -Flags nomob safe norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5698 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5699 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5700 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5701 -Name Floating in a void~ -Sector city~ -Flags nomob prototype~ -#ENDROOM - -#ROOM -Vnum 5702 -Name Floating in a void~ -Sector city~ -Flags nomob prototype~ -#ENDROOM - -#ROOM -Vnum 5706 -Name Floating in a void~ -Sector city~ -Flags nomob prototype~ -#ENDROOM - -#ROOM -Vnum 5777 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5778 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5779 -Name Floating in a void~ -Sector city~ -Flags nomob norecall nosummon noastral~ -#ENDROOM - -#ROOM -Vnum 5790 -Name A formless void~ -Sector city~ -Flags nomob indoors nosummon noastral~ -Desc YOU SHOULDN'T BE IN HERE! - - -~ -Reset M 0 5799 1 5790 -#ENDROOM - -#ROOM -Vnum 5795 -Name A Moon-Lighted Clearing~ -Sector city~ -Flags indoors norecall~ -Desc Upon entering the clearing, you pause and take in the veiw, which -is quite breathtaking. This moonlit grassy gnoll is peaceful and quiet. -You just want lie down and sleep. The only thing out of the ordinary, is -the fact that the moonlight seems to shine brightly in one particular spot... -~ -#EXIT -Direction south~ -ToRoom 5796 -#ENDEXIT - -Reset M 0 5513 1 5795 -#ENDROOM - -#ROOM -Vnum 5796 -Name Further Down the Hill~ -Sector city~ -Flags norecall~ -Desc Travelling further down the hill, you see a clearing in the distance. -The sun has set by the time you reach the bottom, and the full moon -shines brightly overhead. Crickets chirp in the distance, but suddenly -the air becomes still, and an eerie silence falls over you. -~ -#EXIT -Direction north~ -ToRoom 5795 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5798 -#ENDEXIT - -#ENDROOM - -#ROOM -Vnum 5797 -Name A Destructive Force~ -Sector city~ -Flags nomob norecall~ -Desc A further down the steep hill, you find a massive army preparing for war. -They don't look happy to see you. -~ -Reset M 0 5512 1 5797 -#ENDROOM - -#ROOM -Vnum 5798 -Name The Cause~ -Sector city~ -Flags indoors safe norecall~ -Desc You finally find the cause of the bad weather and strife within the garden. -A powerful being towers over you, staring deep into your soul. He is the one -which the gods themselves fear. Destroy him and end this before war breaks out -and the balance of all creation is disturbed. -~ -#EXIT -Direction north~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction east~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction south~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction west~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction northeast~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction northwest~ -ToRoom 5796 -#ENDEXIT - -#EXIT -Direction southeast~ -ToRoom 5797 -#ENDEXIT - -#EXIT -Direction southwest~ -ToRoom 5797 -#ENDEXIT - -Reset M 0 5515 1 5798 -#ENDROOM - -#ROOM -Vnum 5799 -Name The Infinite Power~ -Sector city~ -Flags dark death nomob chaotic nosummon noastral nosupplicate nomissile~ -Desc It is all and nothing. Neither living, nor dead. Good, evil and neutral -have no meaning. The essence of thought. The color of sound. The touch -of the unseen. It is timeless, with no beginning or end. - - Thus is the Infinite -~ -#ENDROOM - -#ENDAREA diff --git a/data/realm/gate.are b/data/realm/gate.are new file mode 100644 index 0000000..709f8d8 --- /dev/null +++ b/data/realm/gate.are @@ -0,0 +1,2717 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Halls of Creation~ +Author Samson~ +Vnums 100 199 +Continent immortal~ +Coordinates 472 381 +Dates 902200000 902200000 +Ranges 0 1 0 115 +ResetMsg A strange pulsing sound reverberates in the background...~ +ResetFreq 240 +Flags nocamp noastral noportal norecall nosummon noscry noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 100 +Keywords first mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created first mob~ +Long Some god abandoned a newly created first mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +#ENDMOBILE + +#MOBILE +Vnum 199 +Keywords spacermob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created spacermob~ +Long Some god abandoned a newly created spacermob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +#ENDMOBILE + +#OBJECT +Vnum 100 +Keywords rope~ +Type lever~ +Short a rope~ +Long A rope hangs from high above, waiting to be pulled.~ +Flags organic~ +Values 29 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#EXDESC +ExDescKey rope~ +ExDesc If you are ready to pass beyond the Void Island, you need only pull this +rope to notify the Immortals that you are ready to enter the game! + +If your name has been approved, you will be sent into the actual game. + +If you receive a message stating your name has been denied by the Immortals, +you must choose a NEW, original medieval or fantasy name. +To do this, you type: + +"name " For example: name Tsythia + +Then pull the rope to announce your new name to the Immortals. Give them +about 30 seconds to approve or deny the new name. If you have not gotten +a response, pull the rope again. + +The rope is on a 30 second timer, meaning you can pull it as often as you +wish, but the Immortals will only be notified once every 30 seconds. The +Immortals are often busy and may not see you the first time around, so +please be patient - one will be with you as quickly as possible. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 199 +Keywords Placeholder~ +Type furniture~ +Short a placeholder~ +Long An evil placeholding object! run!~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 1 1 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 100 +Name The Race Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cA thunderous roar echoes through the sky..... and suddenly you are +transported into this tiny room! An odd blue mist begins to slowly +fill the room, clouding your vision and giving you a very strange +sensation...... + +After a few minutes, the mist clears away and suddenly you notice your +body has been altered! You are no longer in a physical form! + +From somewhere high overhead a deep booming voice shouts: + +"Welcome stranger! Examine the &wpaintings&c before you and choose +your new race by saying its name out loud. For example, if you wish to +become a High Elf, you would type: &wsay high-elf&c to do so. You may get a +brief overview of which classes are allowed by examining the &wscrolls&c here."&D +~ +#EXDESC +ExDescKey scroll scrolls~ +ExDesc &cPlease look at &wscrolls1&c, &wscrolls2&c, &wscrolls3&c, or +&wscrolls4&c to view the classes available to each race. + +&wScrolls1&c contains Human, Dwarf, High-Elf, Wild-Elf, and Half-Elf. +&wScrolls2&c contains Halfling, Pixie, Half-Orc, Half-Troll, and Gith. +&wScrolls3&c contains Minotaur, Duergar, Centaur, and Half-Ogre. +&wScrolls4&c contains Iguanadon, Gnome, Insectoid, and Sahuagin.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls1~ +ExDesc Human +Warrior Ranger Paladin Anti-Paladin Mage Necromancer Cleric Druid +Rogue Bard Monk + +Dwarf +Warrior Cleric Rogue + +High-Elf +Warrior Ranger Mage Necromancer Cleric Druid Rogue Bard + +Wild-Elf +Warrior Ranger Cleric Druid Rogue Bard + +Half-Elf +Warrior Mage Necromancer Cleric Rogue Bard +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls2~ +ExDesc Halfling +Warrior Cleric Rogue Bard + +Pixie +Ranger Mage Cleric Druid Rogue + +Half-Orc +Warrior Cleric Rogue + +Half-Troll +Warrior Cleric + +Gith +Warrior Mage Necromancer Cleric Rogue Antipaladin +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls3~ +ExDesc Minotaur +Warrior Cleric + +Duergar +Warrior Cleric Rogue + +Centaur +Warrior Ranger Cleric Druid + +Drow +Warrior Mage Necromancer Cleric Rogue + +Half-Ogre +Warrior Cleric +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls4~ +ExDesc Iguanadon +Warrior Cleric Rogue + +Gnome +Warrior Mage Cleric Rogue + +Insectoid +Warrior Ranger Cleric Druid Monk + +Sahuagin +Warrior Cleric Rogue Antipaladin Necromancer +~ +#ENDEXDESC + +#EXDESC +ExDescKey painting paintings~ +ExDesc The walls are lined with several paintings, each with a gold plaque +displayed beneath it. The plaques display the following under each painting: + +Human, High-Elf, Wild-Elf, Half-Elf, Halfling, Pixie, Half-Orc, +Half-Troll, Dwarf, Gith, Minotaur, Duergar, Centaur, Drow, Half-Ogre, +Iguanadon, Gnome, Insectoid, and Sahuagin. + +To pick your race, say its name out loud and you will be transformed. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p human~ +Comlist if level($n) == 1 +mpmset 0.$n race human +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 104 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p high-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race high-elf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 103 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p wild-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race wild-elf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 108 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race half-elf +mptrlook 0.$n 109 +mpat 0.$n mpapplyb 0.$n +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p halfling~ +Comlist if level($n) == 1 +mpmset 0.$n race halfling +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 110 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p pixie~ +Comlist if level($n) == 1 +mpmset 0.$n race pixie +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 111 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-orc~ +Comlist if level($n) == 1 +mpmset 0.$n race half-orc +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 112 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-troll~ +Comlist if level($n) == 1 +mpmset 0.$n race half-troll +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 113 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p dwarf~ +Comlist if level($n) == 1 +mpmset 0.$n race dwarf +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 114 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gith~ +Comlist if level($n) == 1 +mpmset 0.$n race gith +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 115 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p minotaur~ +Comlist if level($n) == 1 +mpmset 0.$n race minotaur +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 116 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p centaur~ +Comlist if level($n) == 1 +mpmset 0.$n race centaur +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 117 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p drow~ +Comlist if level($n) == 1 +mpmset 0.$n race drow +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 118 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-ogre~ +Comlist if level($n) == 1 +mpmset 0.$n race half-ogre +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 119 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p iguanadon~ +Comlist if level($n) == 1 +mpmset 0.$n race iguanadon +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 122 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gnome~ +Comlist if level($n) == 1 +mpmset 0.$n race gnome +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 123 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p duergar~ +Comlist if level($n) == 1 +mpmset 0.$n race duergar +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 124 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p insectoid~ +Comlist if level($n) == 1 +mpmset 0.$n race insectoid +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 126 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p sahuagin~ +Comlist if level($n) == 1 +mpmset 0.$n race sahuagin +mpat 0.$n mpapplyb 0.$n +mptrlook 0.$n 125 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 102 +Name The Race Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cA thunderous roar echoes through the sky..... and suddenly you are +transported into this tiny room! An odd blue mist begins to slowly +fill the room, clouding your vision and giving you a very strange +sensation...... + +After a few minutes, the mist clears away and suddenly you notice your +body has been altered! You are no longer in a physical form! + +From somewhere high overhead a deep booming voice shouts: + +"Welcome stranger! Examine the &wpaintings&c before you and choose +your new race by saying its name out loud. For example, if you wish to +become a High Elf, you would type: &wsay high-elf&c to do so. + +You may get a brief overview of which classes are allowed by examining the +&wscrolls&c here."&D +~ +#EXDESC +ExDescKey scroll scrolls~ +ExDesc &cPlease look at &wscrolls1&c, &wscrolls2&c, &wscrolls3&c, or +&wscrolls4&c to view the classes available to each race. + +&wScrolls1&c contains Human, Dwarf, High-Elf, Wild-Elf, and Half-Elf. +&wScrolls2&c contains Halfling, Pixie, Half-Orc, Half-Troll, and Gith. +&wScrolls3&c contains Minotaur, Duergar, Centaur, and Half-Ogre. +&wScrolls4&c contains Iguanadon, Gnome, Insectoid, and Sahuagin.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls1~ +ExDesc Human +Warrior Ranger Paladin Anti-Paladin Mage Necromancer Cleric Druid +Rogue Bard Monk + +Dwarf +Warrior Cleric Rogue + +High-Elf +Warrior Ranger Mage Necromancer Cleric Druid Rogue Bard + +Wild-Elf +Warrior Ranger Cleric Druid Rogue Bard + +Half-Elf +Warrior Mage Necromancer Cleric Rogue Bard +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls2~ +ExDesc Halfling +Warrior Cleric Rogue Bard + +Pixie +Ranger Mage Cleric Druid Rogue + +Half-Orc +Warrior Cleric Rogue + +Half-Troll +Warrior Cleric + +Gith +Warrior Mage Necromancer Cleric Rogue +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls3~ +ExDesc Minotaur +Warrior Cleric + +Duergar +Warrior Cleric Rogue + +Centaur +Warrior Ranger Cleric Druid + +Drow +Warrior Mage Necromancer Cleric Rogue + +Half-Ogre +Warrior Cleric +~ +#ENDEXDESC + +#EXDESC +ExDescKey scrolls4~ +ExDesc Iguanadon +Warrior Cleric Rogue + +Gnome +Warrior Mage Cleric Rogue + +Insectoid +Warrior Ranger Cleric Druid Monk + +Sahuagin +Warrior Cleric Rogue Antipaladin Necromancer +~ +#ENDEXDESC + +#EXDESC +ExDescKey painting paintings~ +ExDesc The walls are lined with several paintings, each with a gold plaque +displayed beneath it. The plaques display the following under each painting: + +Human, High-Elf, Wild-Elf, Half-Elf, Halfling, Pixie, Half-Orc, +Half-Troll, Dwarf, Gith, Minotaur, Duergar, Centaur, Drow, Half-Ogre, +Iguanadon, Gnome, Insectoid, and Sahuagin. + +To pick your race, say its name out loud and you will be transformed. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p human~ +Comlist if level($n) == 1 +mpmset 0.$n race human +mptrlook 0.$n 104 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p high-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race high-elf +mptrlook 0.$n 103 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p wild-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race wild-elf +mptrlook 0.$n 108 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-elf~ +Comlist if level($n) == 1 +mpmset 0.$n race half-elf +mptrlook 0.$n 109 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p halfling~ +Comlist if level($n) == 1 +mpmset 0.$n race halfling +mptrlook 0.$n 110 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p pixie~ +Comlist if level($n) == 1 +mpmset 0.$n race pixie +mptrlook 0.$n 111 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-orc~ +Comlist if level($n) == 1 +mpmset 0.$n race half-orc +mptrlook 0.$n 112 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-troll~ +Comlist if level($n) == 1 +mpmset 0.$n race half-troll +mptrlook 0.$n 113 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p dwarf~ +Comlist if level($n) == 1 +mpmset 0.$n race dwarf +mptrlook 0.$n 114 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gith~ +Comlist if level($n) == 1 +mpmset 0.$n race gith +mptrlook 0.$n 115 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p minotaur~ +Comlist if level($n) == 1 +mpmset 0.$n race minotaur +mptrlook 0.$n 116 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p centaur~ +Comlist if level($n) == 1 +mpmset 0.$n race centaur +mptrlook 0.$n 117 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p drow~ +Comlist if level($n) == 1 +mpmset 0.$n race drow +mptrlook 0.$n 118 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p half-ogre~ +Comlist if level($n) == 1 +mpmset 0.$n race half-ogre +mptrlook 0.$n 119 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p iguanadon~ +Comlist if level($n) == 1 +mpmset 0.$n race iguanadon +mptrlook 0.$n 122 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p gnome~ +Comlist if level($n) == 1 +mpmset 0.$n race gnome +mptrlook 0.$n 123 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p duergar~ +Comlist if level($n) == 1 +mpmset 0.$n race duergar +mptrlook 0.$n 124 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p insectoid~ +Comlist if level($n) == 1 +mpmset 0.$n race insectoid +mptrlook 0.$n 126 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p sahuagin~ +Comlist if level($n) == 1 +mpmset 0.$n race sahuagin +mptrlook 0.$n 125 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 103 +Name The High Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into High Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young High Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a high elf you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, Necromancer, Druid, Ranger, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 104 +Name The Human Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Human form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Human! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a human you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, Necromancer, Druid, Ranger, Monk, +Antipaladin, Paladin, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p monk~ +Comlist if level($n) == 1 +mpmset 0.$n class monk +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p paladin~ +Comlist if level($n) == 1 +mpmset 0.$n class paladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 108 +Name The Wild-Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Wild Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Wild Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a wild elf you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, Druid, Ranger, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 109 +Name The Half-Elf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Elf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Elf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-elf you may choose from the following list of classes for +your character: + +Mage, Cleric, Rogue, Warrior, Necromancer, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 110 +Name The Halfling Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Halfling form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Halfling! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a halfling you may choose from the following list of classes for your +character: + +Cleric, Rogue, Warrior, and Bard. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p bard~ +Comlist if level($n) == 1 +mpmset 0.$n class bard +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 111 +Name The Pixie Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Pixie form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Pixie! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a pixie you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Druid, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 112 +Name The Half-Orc Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Orc form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Orc! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-orc you may choose from the following list of classes for +your character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 113 +Name The Half-Troll Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Troll form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Troll! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-troll you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 114 +Name The Dwarf Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Dwarf form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Dwarf! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a dwarf you may choose from the following list of classes for your +character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 115 +Name The Gith Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Gith form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Gith! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a gith you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, and Necromancer. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 116 +Name The Minotaur Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Minotaur form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Minotaur! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a minotaur you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 117 +Name The Centaur Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Centaur form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Centaur! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a centaur you may choose from the following list of classes for your +character: + +Cleric, Warrior, Druid, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 118 +Name The Drow Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Drow form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Drow! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a drow you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, Warrior, and Necromancer. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 119 +Name The Half-Ogre Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Half Ogre form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Half Ogre! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a half-ogre you may choose from the following list of classes for +your character: + +Cleric, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 120 +Name The Statistics Chamber~ +Sector indoors~ +Flags nomob indoors norecall~ +Stats 0 0 0 0 100000 +Desc &cAnother brilliant flash of light follows your choice of class, +and you are transported here. Charts and graphs line the walls, much +of what they have to say is meaningless. However, one such chart +draws your attention: It details the physical statistics of literally +thousands of people, many like yourself. Suddenly, from VERY close by +overhead, a loud, deep booming voice shouts: + +"Greetings Adventurer! You are very nearly done with your transformation. +You may wish to review the statistics already generated for you during +your process so far by typing &wscore&c, and if dissatisfied with them, +simply type &wsay reroll&c and a new set will be rolled for you, with +the option to accept or continue rerolling. If you are happy with your +stats, type &wsay accept&c and you will be transported into the world." + +With that, the voice is silent.&D +~ +#MUDPROG +Progtype speech_prog~ +Arglist p reroll~ +Comlist if level($n) == 1 +mpstatreroll 0.$n +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p accept~ +Comlist if level($n) == 1 +mpraceset 0.$n +mptrlook 0.$n 121 +mpat 121 mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 121 +Name An Odd Room~ +Sector indoors~ +Flags indoors norecall nodrop~ +Stats 0 0 0 0 100000 +Desc A final flash of light envelopes you and you are deposited inside what +appears to be a small closet of some kind. It's dark and musty in here, +and not very comfortable. Only the exit up is an option to explore now. +What wonders await you here, gold? Fame? Power beyond your imagination? +Only time will tell. Step out into your new world brave soul....... + +(This is your chance to review the character you have rolled. If you are +not satisfied with what you have, simply type &Wsay restart&D and you +will be transported back to the race room to start again.) +~ +#EXIT +Direction up~ +ToRoom 10300 +#ENDEXIT + +#MUDPROG +Progtype speech_prog~ +Arglist p restart~ +Comlist if level($n) == 1 +mpredo 0.$n +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +mpat 0.$n mpforce 0.$n remove all +mpat 0.$n mpforce 0.$n drop all +mpat 0.$n mppurge +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 122 +Name The Iguanadon Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Iguanadon form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Iguanadon! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As an iguanadon you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, and Ranger. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class ranger +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 123 +Name The Gnome Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Gnome form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Gnome! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a gnome you may choose from the following list of classes for your +character: + +Mage, Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p mage~ +Comlist if level($n) == 1 +mpmset 0.$n class mage +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 124 +Name The Duergar Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Duergar form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Duergar! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a duergar you may choose from the following list of classes for +your character: + +Cleric, Rogue, and Warrior. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 125 +Name The Sahuagin Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Sahuagin form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Sahuagin! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As a sahuagin you may choose from the following list of classes for +your character: + +Cleric, Rogue, Warrior, Necromancer, Antipaladin +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p necromancer~ +Comlist if level($n) == 1 +mpmset 0.$n class necromancer +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p antipaladin~ +Comlist if level($n) == 1 +mpmset 0.$n class antipaladin +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p rogue~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 126 +Name The Insectoid Room~ +Sector indoors~ +Flags nomob indoors nomagic~ +Stats 0 0 0 0 100000 +Desc &cIn a brilliant flash, you are magically transformed into Insectoid form! +A mirror stands along the back wall, allowing you to get a good look +at yourself. Nobody would ever know you had been something other than +a human at one time. An odd blue mist now begins to fill the room. + +From somewhere overhead and not too far away, a deep booming voice +shouts: "Welcome, young Insectoid! Now it is time for you to choose your +class within the world. Before you, on the wall beside the mirror +is a &wlist&c of classes you can choose for yourself. Take a moment to +review each one, then say outloud the class of your choice. For example, +if you wish to become a warrior, simply type &wsay warrior&c and it shall +be so." + +Indeed, upon the wall adjacent to the mirror is a small pouch tacked +to a board. Inside is a &wlist&c of what you can choose to become. + +Should you decide you wish to choose a different race, simply type +&wsay go back&c and you will be able to start again.&D +~ +#EXDESC +ExDescKey list~ +ExDesc As an insectoid you may choose from the following list of classes for +your character: + +Cleric, Warrior, Ranger, Druid, Monk +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p go back~ +Comlist if level($n) == 1 +mptrlook 0.$n 102 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p cleric~ +Comlist if level($n) == 1 +mpmset 0.$n class cleric +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p ranger~ +Comlist if level($n) == 1 +mpmset 0.$n class rogue +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p warrior~ +Comlist if level($n) == 1 +mpmset 0.$n class warrior +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p druid~ +Comlist if level($n) == 1 +mpmset 0.$n class druid +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p monk~ +Comlist if level($n) == 1 +mpmset 0.$n class monk +mptrlook 0.$n 120 +mpat 0.$n mpforce 0.$n bounce +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 199 +Name Floating in a void~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 100000 +Reset O 100 1 199 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/gauntlet.are b/data/realm/gauntlet.are index ab7a75e..71a8331 100644 --- a/data/realm/gauntlet.are +++ b/data/realm/gauntlet.are @@ -1,150 +1,155 @@ #XSMAUGAREA #AREADATA -Version 1 -Name The Gauntlet~ -Author Rolindar~ -WeatherX 0 -WeatherY 0 -Ranges 10 15 1 20 -Economy 0 27085 -ResetMsg A hoarse battlecry echoes over the hills.~ +Version 1 +Name The Gauntlet~ +Author Rolindar~ +Vnums 2500 2599 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 10 15 1 20 +ResetMsg A hoarse battlecry echoes over the hills.~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 2500 -Keywords giant leech~ -Short a giant leech~ -Long A leech the size of your forearm rises from the fetid waters. -~ -Desc These foul bloodsucking creatures can drain a small animal entirely of +Vnum 2500 +Keywords giant leech~ +Race slime~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant leech~ +Long A leech the size of your forearm rises from the fetid waters. +~ +Desc These foul bloodsucking creatures can drain a small animal entirely of blood in minutes; you shudder to think of the damage a pack of them may do. ~ -Race slime~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 0 5 0 0 0 0 -Stats2 1 1 39 -Stats3 1 1 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks insectoid~ -Speaking insectoid~ -Bodyparts guts tail~ -Suscept fire~ -Attacks bite feed~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 0 39 1 1 1 +Speaks insectoid~ +Speaking insectoid~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts guts tail~ +Suscept NONE~ +Attacks bite~ #ENDMOBILE #MOBILE -Vnum 2501 -Keywords blood hawk~ -Short a blood hawk~ -Long A lean hawk with red splotches dives down at you! -~ -Desc These vicious avian predators are bold and aggressive enough to attack +Vnum 2501 +Keywords blood hawk~ +Race monster~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a blood hawk~ +Long A lean hawk with red splotches dives down at you! +~ +Desc These vicious avian predators are bold and aggressive enough to attack even humanoid travellers, despite being only marginally larger than normal hawks. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden infrared flying~ -Stats1 -200 8 0 0 0 0 -Stats2 2 1 80 -Stats3 2 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 18 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head heart guts eye wings tail claws beak~ -Attacks claws gouge~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 8 21 0 80 2 3 6 +Speaks mammal~ +Speaking mammal~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden infrared flying~ +Bodyparts head heart guts eye wings tail claws beak~ +Attacks claws gouge~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2502 -Keywords war dog~ -Short a war dog~ -Long A war dog remains faithfully by its master's side. -~ -Desc Gnolls are very close to all canines, as they share a distant ancestor, +Vnum 2502 +Keywords war dog~ +Race dog~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a war dog~ +Long A war dog remains faithfully by its master's side. +~ +Desc Gnolls are very close to all canines, as they share a distant ancestor, and bands of gnolls on the warpath are always accompanied by dogs bred for battle, which remain fiercely loyal to their brutal owners. ~ -Race dog~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden infrared~ -Stats1 0 10 0 0 0 0 -Stats2 1 1 100 -Stats3 2 3 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal goblin~ -Speaking mammal~ -Bodyparts head legs heart brains guts ear eye tail paws~ -Attacks bite claws~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 0 100 2 3 4 +Speaks mammal goblin~ +Speaking mammal~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head legs heart brains guts ear eye tail paws~ +Attacks bite claws~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist bark -mpasound The sound of a dog barking issues from one of the ruined buildings. +Comlist growl ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist growl +Comlist bark +mpasound The sound of a dog barking issues from one of the ruined buildings. ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2503 -Keywords gnoll chieftain~ -Short a wounded gnoll chieftain~ -Long A badly wounded gnoll chieftain leans against the wall. -~ -Desc This fellow, evidently one of the leaders of the band that ravaged this +Vnum 2503 +Keywords gnoll chieftain~ +Race monster~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a wounded gnoll chieftain~ +Long A badly wounded gnoll chieftain leans against the wall. +~ +Desc This fellow, evidently one of the leaders of the band that ravaged this place, doesn't have long to live; deep slashes have incapacitated his right leg and left arm, and he has bled copious amounts onto the ground. There would be little honor in slaying such a foe, despite his role in the destruction of this place. Perhaps he has some useful information? ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden infrared~ -Stats1 -400 14 0 0 750 0 -Stats2 1 1 66 -Stats3 1 4 10 -Stats4 0 0 0 0 0 -Attribs 18 13 13 18 18 13 13 -Saves 0 0 0 0 0 -Speaks common goblin~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Attacks trip~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 14 21 0 66 1 4 10 +Speaks common goblin~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Attacks trip~ +Defenses parry dodge~ +#MUDPROG +Progtype greet_prog~ +Arglist 100~ +Comlist if ispc($n) +mpe The gnoll looks up, bleary eyed, and tenses suddenly. +say Adventurer! It would seem you have the advantage. +mpe The gnoll gestures at his broken and torn limbs. +say I am done for, wounded as I was my clan abandoned me. +sigh +say I am now no use to anyone... +endif +~ +#ENDPROG + #MUDPROG Progtype rand_prog~ Arglist 2~ @@ -175,141 +180,123 @@ endif ~ #ENDPROG -#MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if ispc($n) -mpe The gnoll looks up, bleary eyed, and tenses suddenly. -say Adventurer! It would seem you have the advantage. -mpe The gnoll gestures at his broken and torn limbs. -say I am done for, wounded as I was my clan abandoned me. -sigh -say I am now no use to anyone... -endif -~ -#ENDPROG - #ENDMOBILE #MOBILE -Vnum 2504 -Keywords giant worker ant~ -Short a giant worker ant~ -Long A giant worker ant hauls rubble away from a hole in the floor. -~ -Desc Insects the size of hunting dogs, these ants are quite aggressive and +Vnum 2504 +Keywords giant worker ant~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant worker ant~ +Long A giant worker ant hauls rubble away from a hole in the floor. +~ +Desc Insects the size of hunting dogs, these ants are quite aggressive and their carniverous appetite makes them mark most humanoids as potential meals. ~ -Race insect~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 0 8 0 0 0 0 -Stats2 1 1 80 -Stats3 2 2 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks insectoid~ -Speaking insectoid~ -Bodyparts head legs guts~ -Attacks bite~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 8 21 0 80 2 2 4 +Speaks insectoid~ +Speaking insectoid~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head legs guts~ +Attacks bite~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2505 -Keywords giant soldier ant~ -Short a giant soldier ant~ -Long A giant soldier ant moves to protect his Queen. -~ -Desc The guards of the nest and its Queen, these armored insects have a dim, +Vnum 2505 +Keywords giant soldier ant~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a giant soldier ant~ +Long A giant soldier ant moves to protect his Queen. +~ +Desc The guards of the nest and its Queen, these armored insects have a dim, but malevolent, intelligence, and view all creatures not of its nest (including other ants) as deadly foes. ~ -Race insect~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -200 10 0 0 0 0 -Stats2 1 1 140 -Stats3 3 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks insectoid~ -Speaking insectoid~ -Bodyparts head legs heart guts~ -Attacks bite sting~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 10 21 0 140 3 3 6 +Speaks insectoid~ +Speaking insectoid~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head legs heart guts~ +Attacks bite sting~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2506 -Keywords giant ant queen~ -Short the queen ant~ -Long A bloated, massive ant lies sprawled in the center of the room. -~ -Desc This bloated insect is so grossly fat that it can barely move to defend +Vnum 2506 +Keywords giant ant queen~ +Race insect~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the queen ant~ +Long A bloated, massive ant lies sprawled in the center of the room. +~ +Desc This bloated insect is so grossly fat that it can barely move to defend itself from intruders, hence the presence of its soldier guards. You sense a dim malevolent intelligence from the creature, and wonder at how much these insects truly understand. ~ -Race insect~ -Class queen~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -300 16 0 -100 0 0 -Stats2 1 1 299 -Stats3 1 1 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks insectoid~ -Speaking insectoid~ -Resist cold electricity blunt slash magic~ -Suscept fire~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 16 21 -100 299 1 1 1 +Speaks insectoid~ +Speaking insectoid~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts guts~ +Resist fire cold energy pierce plus6~ +Suscept NONE~ #ENDMOBILE #MOBILE -Vnum 2507 -Keywords gnoll ~ -Short a gnoll~ -Long A drunk gnoll is snoring loudly on the floor. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2507 +Keywords gnoll ~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a gnoll~ +Long A drunk gnoll is snoring loudly on the floor. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 149 2 4 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist snore +~ +#ENDPROG + #MUDPROG Progtype rand_prog~ Arglist 1~ @@ -321,43 +308,41 @@ endif ~ #ENDPROG -#MUDPROG -Progtype rand_prog~ -Arglist 2~ -Comlist snore -~ -#ENDPROG - #ENDMOBILE #MOBILE -Vnum 2508 -Keywords gnoll~ -Short a gnoll~ -Long A gnoll sentry snorts and takes a swig of his jack of ale. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2508 +Keywords gnoll~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a gnoll~ +Long A gnoll sentry snorts and takes a swig of his jack of ale. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 149 2 4 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 1~ +Comlist mpasound The sound of raucous singing can be heard nearby. +puke +~ +#ENDPROG + #MUDPROG Progtype greet_prog~ Arglist 20~ @@ -373,77 +358,64 @@ endif ~ #ENDPROG -#MUDPROG -Progtype rand_prog~ -Arglist 1~ -Comlist mpasound The sound of raucous singing can be heard nearby. -puke -~ -#ENDPROG - #ENDMOBILE #MOBILE -Vnum 2509 -Keywords magical guardian~ -Short a magical guardian~ -Long A magical guardian sits on a large wooden chair. -~ -Desc This guardian has sat here for decades, unaware of the chaos that has +Vnum 2509 +Keywords magical guardian~ +Race magical~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_frost~ +Short a magical guardian~ +Long A magical guardian sits on a large wooden chair. +~ +Desc This guardian has sat here for decades, unaware of the chaos that has wrought such damage on other sections of the keep, continuing to hold steadfast vigil over this area. It appears to be ignoring you, and does not appear to be a threat in any way; perhaps it would be best if you left it be? ~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_frost~ -Gender neuter~ -Actflags npc sentinel~ -Affected invisible detect_invis detect_hidden sanctuary infrared floating truesight~ -Stats1 200 20 0 -100 0 0 -Stats2 1 1 499 -Stats3 7 4 6 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves -10 -10 -10 -10 -10 -Speaks magical~ -Speaking magical~ -Immune cold sleep charm nonmagic~ -Attacks drain blindness curse weaken~ -Defenses parry dodge disarm~ +Nattacks 2.000000 +Stats1 200 0 0 0 0 0 +Stats2 20 21 -100 499 7 4 6 +Speaks magical~ +Speaking magical~ +Actflags npc sentinel~ +Affected invisible detect_invis detect_hidden sanctuary infrared floating truesight~ +Bodyparts guts~ +Immune fire drain sleep hold~ +Attacks drain blindness curse weaken~ +Defenses parry dodge disarm~ #ENDMOBILE #MOBILE -Vnum 2510 -Keywords gnoll sentry~ -Short a gnoll sentry~ -Long An alert gnoll sentry watches over the upper gate. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2510 +Keywords gnoll sentry~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a gnoll sentry~ +Long An alert gnoll sentry watches over the upper gate. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 0 0 0 0 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -470,34 +442,31 @@ endif #ENDMOBILE #MOBILE -Vnum 2511 -Keywords malnourished warhorse~ -Short the warhorse~ -Long A mighty black warhorse beats angrily at the ground here. -~ -Desc This poor brute has not been fed or brushed properly in weeks, and is now +Vnum 2511 +Keywords malnourished warhorse~ +Race horse~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the warhorse~ +Long A mighty black warhorse beats angrily at the ground here. +~ +Desc This poor brute has not been fed or brushed properly in weeks, and is now awaiting his fate as the next course for the gnoll's dinner. ~ -Race horse~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel mountable~ -Affected infrared~ -Stats1 0 14 0 80 0 0 -Stats2 3 3 30 -Stats3 3 3 10 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart brains guts feet ear eye tail~ -Resist cold~ -Suscept charm~ -Attacks bite kick~ -Defenses dodge~ +Nattacks 2.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 80 30 3 3 10 +Speaks mammal~ +Speaking mammal~ +Actflags npc sentinel mountable~ +Affected infrared~ +Bodyparts head legs heart brains guts feet ear eye tail~ +Resist fire~ +Suscept sleep~ +Attacks bite kick~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 1~ @@ -508,45 +477,32 @@ Comlist mpasound A feeble whinney, as of an injured horse, can be heard. #ENDMOBILE #MOBILE -Vnum 2512 -Keywords gnoll shaman~ -Short the gnoll shaman~ -Long An elderly gnoll female sits smoking a smelly pipe. -~ -Desc This vile woman is one of the tribal leaders, and despite her apparent +Vnum 2512 +Keywords gnoll shaman~ +Race monster~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the gnoll shaman~ +Long An elderly gnoll female sits smoking a smelly pipe. +~ +Desc This vile woman is one of the tribal leaders, and despite her apparent age and frailty is quite a threat. Strange visions twist and whirl in front of you as you gaze at the pipe, and you suspect sorcery is at work here. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender female~ -Actflags npc sentinel aggressive~ -Affected detect_invis infrared~ -Stats1 -700 14 0 0 1200 0 -Stats2 1 1 220 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts claws~ -Attacks bite claws poison~ -Defenses parry dodge cureserious dispelmagic disarm~ -#MUDPROG -Progtype fight_prog~ -Arglist 15~ -Comlist mpe _yel Strange smoke pours from the pipe, affecting your vision! -mpdamage $r 25 -c blindness $r -wink $r -~ -#ENDPROG - +Nattacks 0.000000 +Stats1 -700 0 0 0 0 0 +Stats2 14 21 0 220 2 4 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis infrared~ +Bodyparts head arms legs heart guts claws~ +Attacks bite claws poison~ +Defenses parry dodge cureserious dispelmagic disarm~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -561,98 +517,107 @@ endif ~ #ENDPROG +#MUDPROG +Progtype fight_prog~ +Arglist 15~ +Comlist mpe _yel Strange smoke pours from the pipe, affecting your vision! +mpdamage $r 25 +c blindness $r +wink $r +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 2513 -Keywords hyena~ -Short a hyena~ -Long A hyena snarls and bites as it circles its mistress' chair. -~ -Desc These cowardly creatures are normally only dangerous in packs, though +Vnum 2513 +Keywords hyena~ +Race dog~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a hyena~ +Long A hyena snarls and bites as it circles its mistress' chair. +~ +Desc These cowardly creatures are normally only dangerous in packs, though the gnoll shaman appears to have some sort of hold on them that makes them even more aggressive than normal, and unnaturally bold. ~ -Race dog~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected detect_invis infrared~ -Stats1 -200 8 0 0 0 0 -Stats2 1 1 100 -Stats3 2 2 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart brains guts ear eye tail paws~ -Attacks bite~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 8 21 0 100 2 2 4 +Speaks mammal~ +Speaking mammal~ +Actflags npc sentinel aggressive~ +Affected detect_invis infrared~ +Bodyparts head legs heart brains guts ear eye tail paws~ +Attacks bite~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2514 -Keywords gnoll~ -Short a gnoll~ -Long A gnoll female lays plates of food on the table. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2514 +Keywords gnoll~ +Race monster~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a gnoll~ +Long A gnoll female lays plates of food on the table. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 10 0 0 200 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Attacks bite~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 10 21 0 149 2 4 4 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Attacks bite~ +Defenses parry dodge~ #ENDMOBILE #MOBILE -Vnum 2515 -Keywords man at arms~ -Short a man-at-arms~ -Long A badly bruised human sits on the stone floor. -~ -Desc This unfortunate soul is one of the survivors of the original garrison, +Vnum 2515 +Keywords man at arms~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a man-at-arms~ +Long A badly bruised human sits on the stone floor. +~ +Desc This unfortunate soul is one of the survivors of the original garrison, kept now to be devoured at an upcoming feast. While he is grateful to see a face other than gnollish, he is still suspicious of your motives; he has known too many adventurers... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel wimpy~ -Affected infrared~ -Stats1 400 12 0 0 0 0 -Stats2 8 8 120 -Stats3 1 4 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts~ -Attacks kick~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 400 -1 0 0 0 0 +Stats2 12 21 0 120 1 4 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel wimpy~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Attacks kick~ +Defenses parry dodge~ +#MUDPROG +Progtype rand_prog~ +Arglist 2~ +Comlist moan +mpasound Muffled cries for help can be heard from somewhere nearby. +~ +#ENDPROG + #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -666,130 +631,105 @@ endif ~ #ENDPROG -#MUDPROG -Progtype rand_prog~ -Arglist 2~ -Comlist moan -mpasound Muffled cries for help can be heard from somewhere nearby. -~ -#ENDPROG - #ENDMOBILE #MOBILE -Vnum 2516 -Keywords gnoll sentry~ -Short a gnoll sentry~ -Long A gnoll stares intently out the crossletted arrowslits. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2516 +Keywords gnoll sentry~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a gnoll sentry~ +Long A gnoll stares intently out the crossletted arrowslits. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 149 2 4 4 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ #ENDMOBILE #MOBILE -Vnum 2517 -Keywords drunken gnoll sentry~ -Short a drunken gnoll~ -Long A drunken gnoll sentry staggers to his feet. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2517 +Keywords drunken gnoll sentry~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a drunken gnoll~ +Long A drunken gnoll sentry staggers to his feet. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 149 2 4 4 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist drool +Comlist burp ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist burp +Comlist drool ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2518 -Keywords gnoll archer~ -Short a gnoll archer~ -Long A gnollish archer patrols the battlements, keeping an eye out. -~ -Desc The foul humanoids that have taken over the Keep, these doglike beasts +Vnum 2518 +Keywords gnoll archer~ +Race monster~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a gnoll archer~ +Long A gnollish archer patrols the battlements, keeping an eye out. +~ +Desc The foul humanoids that have taken over the Keep, these doglike beasts wield their weapons with great strength and precision, when they are not rolling drunk, which is fortunately rare. ~ -Race monster~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive~ -Affected infrared~ -Stats1 -400 12 0 0 500 0 -Stats2 1 1 149 -Stats3 2 4 4 -Stats4 0 0 0 0 0 -Attribs 16 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt paralysis~ -Defenses parry dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 149 2 4 4 +Speaks goblin~ +Speaking goblin~ +Actflags npc aggressive~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy magic~ +Defenses parry dodge~ #MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist yell Intruder on the lower battlements! -snarl -mpe The gnoll hastily nocks an arrow to his bow and fires! -if dex($n) < 16 -mea $n An arrow strikes you in the thigh! -mpdamage $n 25 -else -mea $n You nimbly avoid the arrow. -endif +Progtype rand_prog~ +Arglist 2~ +Comlist mutter ~ #ENDPROG @@ -801,47 +741,52 @@ Comlist yawn #ENDPROG #MUDPROG -Progtype rand_prog~ -Arglist 2~ -Comlist mutter +Progtype greet_prog~ +Arglist 100~ +Comlist yell Intruder on the lower battlements! +snarl +mpe The gnoll hastily nocks an arrow to his bow and fires! +if dex($n) < 16 +mea $n An arrow strikes you in the thigh! +mpdamage $n 25 +else +mea $n You nimbly avoid the arrow. +endif ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2519 -Keywords half ogre mercenary~ -Short a half-ogre mercenary~ -Long A burly half-ogre cracks his knuckles as he stalks about the room. -~ -Desc Hired on by the new master of the keep some weeks ago, the half-ogre is +Vnum 2519 +Keywords half ogre mercenary~ +Race half-ogre~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a half-ogre mercenary~ +Long A burly half-ogre cracks his knuckles as he stalks about the room. +~ +Desc Hired on by the new master of the keep some weeks ago, the half-ogre is going crazy with boredom, as there has not been much call for his particular 'skills' since the keep fell. ~ -Race half-ogre~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -786 13 0 0 5000 0 -Stats2 1 1 250 -Stats3 1 10 6 -Stats4 0 0 0 0 0 -Attribs 18 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks ogre~ -Speaking ogre~ -Bodyparts head arms legs heart guts~ -Resist poison charm magic paralysis~ -Attacks punch trip~ -Defenses parry dodge disarm~ +Nattacks 0.000000 +Stats1 -786 -1 0 0 0 0 +Stats2 13 21 0 250 1 10 6 +Speaks ogre~ +Speaking ogre~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Resist acid sleep plus6 magic~ +Attacks punch trip~ +Defenses parry dodge disarm~ #MUDPROG -Progtype fight_prog~ -Arglist 10~ -Comlist pummel +Progtype greet_prog~ +Arglist 100~ +Comlist mpe The half-ogre lets out a hoarse cry as he spies you. ~ #ENDPROG @@ -854,41 +799,38 @@ say A siege, an ambush, a knifing... ANYTHING! #ENDPROG #MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist mpe The half-ogre lets out a hoarse cry as he spies you. +Progtype fight_prog~ +Arglist 10~ +Comlist pummel ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2520 -Keywords prisonone ogrillon~ -Short the ogrillon~ -Long A ferocious hybrid of ogre and some other unknown race gibbers and drools. -~ -Desc Once the powerful ruler of the forces that took the keep, the ogrillon's +Vnum 2520 +Keywords prisonone ogrillon~ +Race half-ogre~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ogrillon~ +Long A ferocious hybrid of ogre and some other unknown race gibbers and drools. +~ +Desc Once the powerful ruler of the forces that took the keep, the ogrillon's weak intellect was unable to withstand the mental assault of the Gauntlet it wore, and when the gauntlet had achieved its goal (the taking of the Keep), it slowly drove the brute mad, and now awaits a new owner... ~ -Race half-ogre~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden infrared~ -Stats1 -1000 18 0 0 15000 0 -Stats2 1 1 10 -Stats3 1 1 100 -Stats4 0 0 0 0 0 -Attribs 13 13 22 13 13 13 13 -Saves 0 0 0 0 0 -Speaks ogre~ -Speaking ogre~ -Bodyparts head arms legs heart guts~ +Nattacks 0.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 18 21 0 10 1 1 100 +Speaks ogre~ +Speaking ogre~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs heart guts~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -934,42 +876,41 @@ endif #ENDMOBILE #MOBILE -Vnum 2521 -Keywords lorganarch giant two headed troll~ -Short Lorganarch~ -Long A giant, two-headed troll scowls as it is released from its confinement. -~ -Desc This foul creature was once lord of a tribe of local brigands, brought +Vnum 2521 +Keywords lorganarch giant two headed troll~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Lorganarch~ +Long A giant, two-headed troll scowls as it is released from its confinement. +~ +Desc This foul creature was once lord of a tribe of local brigands, brought to justice by the Duke of Alderweg and imprisoned in the magical cell. He has remained in a state of suspended animation for nigh on 50 years, and thus will emerge with the same anger he had seconds before the Duke cast him here... ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc scavenger aggressive~ -Affected detect_invis detect_hidden infrared~ -Stats1 -800 18 0 0 0 0 -Stats2 1 1 500 -Stats3 3 8 8 -Stats4 0 0 2 0 0 -Attribs 20 13 13 20 20 3 3 -Saves -10 -10 -10 -10 -10 -Speaks trollese~ -Speaking trollese~ -Bodyparts head arms legs heart brains guts feet fingers ear eye claws~ -Resist cold electricity blunt slash~ -Immune drain sleep charm~ -Suscept fire pierce acid~ -Attacks bite claws bash gouge~ -Defenses parry dodge disarm~ +Nattacks 2.000000 +Stats1 -800 -1 0 0 0 0 +Stats2 18 21 0 500 3 8 8 +Speaks trollese~ +Speaking trollese~ +Actflags npc scavenger aggressive~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs heart brains guts feet fingers ear eye claws~ +Resist fire cold energy pierce~ +Immune poison drain sleep~ +Suscept NONE blunt slash~ +Attacks bite claws bash gouge~ +Defenses parry dodge disarm~ #MUDPROG -Progtype fight_prog~ -Arglist 15~ -Comlist blitz +Progtype rand_prog~ +Arglist 33~ +Comlist get all +wear all +lick ~ #ENDPROG @@ -981,121 +922,121 @@ Comlist pummel #ENDPROG #MUDPROG -Progtype rand_prog~ -Arglist 33~ -Comlist get all -wear all -lick +Progtype fight_prog~ +Arglist 15~ +Comlist blitz ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2522 -Keywords tunnel giant ant~ -Short a giant soldier ant~ -Long A giant soldier ant bursts through the earthen wall. -~ -Desc The guards of the nest and its Queen, these armored insects have a dim, +Vnum 2522 +Keywords tunnel giant ant~ +Race insect~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a giant soldier ant~ +Long A giant soldier ant bursts through the earthen wall. +~ +Desc The guards of the nest and its Queen, these armored insects have a dim, but malevolent, intelligence, and view all creatures not of its nest (including other ants) as deadly foes. ~ -Race insect~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -200 12 0 0 0 0 -Stats2 1 1 140 -Stats3 3 3 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common orcish trollese mammal spiritual magical goblin ancient clan~ -Speaking common orcish trollese mammal spiritual magical goblin ancient clan~ -Bodyparts head legs heart guts~ -Attacks bite sting~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -200 0 0 0 0 0 +Stats2 12 21 0 140 3 3 6 +Speaks common orcish trollese mammal spiritual magical goblin ancient clan~ +Speaking clan~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head legs heart guts~ +Attacks bite sting~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2525 -Keywords fire giant chief~ -Short the fire giant chieftain~ -Long A massive, redskinned man glowers menacingly at all who enter. -~ -Desc The head of a large band of mercenaries, this menacing figure is both +Vnum 2525 +Keywords fire giant chief~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the fire giant chieftain~ +Long A massive, redskinned man glowers menacingly at all who enter. +~ +Desc The head of a large band of mercenaries, this menacing figure is both respected and feared by those he commands. Despite his malevolent appearance (and nature) the giant is not a criminal or a bandit, and is merely here to fetch back what is rightfully his from the Ogrillon. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden infrared~ -Stats1 -400 18 0 -100 50000 0 -Stats2 10 10 600 -Stats3 2 8 14 -Stats4 0 0 0 0 0 -Attribs 22 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt slash poison sleep charm~ -Immune fire paralysis~ -Suscept cold~ -Attacks punch trip~ -Defenses parry dodge disarm~ -#MUDPROG -Progtype speech_prog~ -Arglist gauntlet~ -Comlist say Gauntlet? What gauntlet? I am not concerned with gauntlets. -say I am concerned with two things- my daughter, and that accursed -say ogrillon, who has taken her from me! -growl -~ -#ENDPROG - +Nattacks 0.000000 +Stats1 -400 -1 0 0 0 0 +Stats2 18 21 -100 600 2 8 14 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy pierce acid drain sleep~ +Immune NONE magic~ +Suscept fire~ +Attacks punch trip~ +Defenses parry dodge disarm~ #MUDPROG -Progtype rand_prog~ -Arglist 2~ -Comlist , paces the floor, musing. -if ispc($r) -mpe Noticing you, he turns, obviously irritated. -say Well!?! What do you want, $n??? -scowl +Progtype greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +grovel $n +else +if ispc($n) +glare $n +say Ho, weakling humanoid, what business have ye in my camp? +hmm +say If ye wish to sign on, then forget it! You are far too scrawny... +say Although my hounds do hunger, perhaps you could feed them! +cackle +mpe The tent reverberates with laughter. +mpasound A deep, booming laugh resounds from within the tent. +else +if name($n) == hobgoblin +frown +say Get back outside, peon! +mpforce $n e +else +if name($n) == hell hound +pat $n +smile +else +blink +say What could YOU possibly want HERE? +bog $n +endif +endif +endif endif ~ #ENDPROG #MUDPROG -Progtype speech_prog~ -Arglist daughter~ -Comlist say Yes, my daughter, taken from me by that accursed Ogrillon. -mutter -say By Surtur's beard, the hurting I shall inflict upon him -say when I find him... -, slams his balled right hand into his left palm. +Progtype act_prog~ +Arglist flees~ +Comlist cackle +yell Run, run $n, back to ye mother's teat! +snicker ~ #ENDPROG #MUDPROG -Progtype speech_prog~ -Arglist ogrillon~ -Comlist gasp -Say The Ogrillon!?! You know of that beast? Speak, then, tell me! -, paces the floor, musing. -say Wait, don't tell me, do for me! Find where he has kept my daughter. -say If you do, I will agree to pay you a handsome reward! -nod +Progtype fight_prog~ +Arglist 20~ +Comlist stun +roar +mutter ~ #ENDPROG @@ -1113,93 +1054,82 @@ mpjunk coins #ENDPROG #MUDPROG -Progtype fight_prog~ -Arglist 20~ -Comlist stun -roar -mutter +Progtype speech_prog~ +Arglist ogrillon~ +Comlist gasp +Say The Ogrillon!?! You know of that beast? Speak, then, tell me! +, paces the floor, musing. +say Wait, don't tell me, do for me! Find where he has kept my daughter. +say If you do, I will agree to pay you a handsome reward! +nod ~ #ENDPROG #MUDPROG -Progtype act_prog~ -Arglist flees~ -Comlist cackle -yell Run, run $n, back to ye mother's teat! -snicker +Progtype speech_prog~ +Arglist daughter~ +Comlist say Yes, my daughter, taken from me by that accursed Ogrillon. +mutter +say By Surtur's beard, the hurting I shall inflict upon him +say when I find him... +, slams his balled right hand into his left palm. ~ #ENDPROG #MUDPROG -Progtype greet_prog~ -Arglist 100~ -Comlist if isimmort($n) -grovel $n -else -if ispc($n) -glare $n -say Ho, weakling humanoid, what business have ye in my camp? -hmm -say If ye wish to sign on, then forget it! You are far too scrawny... -say Although my hounds do hunger, perhaps you could feed them! -cackle -mpe The tent reverberates with laughter. -mpasound A deep, booming laugh resounds from within the tent. -else -if name($n) == hobgoblin -frown -say Get back outside, peon! -mpforce $n e -else -if name($n) == hell hound -pat $n -smile -else -blink -say What could YOU possibly want HERE? -bog $n -endif -endif -endif +Progtype rand_prog~ +Arglist 2~ +Comlist , paces the floor, musing. +if ispc($r) +mpe Noticing you, he turns, obviously irritated. +say Well!?! What do you want, $n??? +scowl endif ~ #ENDPROG +#MUDPROG +Progtype speech_prog~ +Arglist gauntlet~ +Comlist say Gauntlet? What gauntlet? I am not concerned with gauntlets. +say I am concerned with two things- my daughter, and that accursed +say ogrillon, who has taken her from me! +growl +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 2526 -Keywords hell hound~ -Short a hell hound~ -Long A red hound, its fur aflame, stalks about the camp. -~ -Desc Fearful pets of the fire giants, these hounds are surrounded at all +Vnum 2526 +Keywords hell hound~ +Race dog~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_fire~ +Short a hell hound~ +Long A red hound, its fur aflame, stalks about the camp. +~ +Desc Fearful pets of the fire giants, these hounds are surrounded at all times by flickering flames, that burn just above their blood red pelts. The heat is sufficiently intense that to be even within a dozen yards causes discomfort. Normally aggressive, you sense some greater force is holding these naturally ferocious beasts at bay. ~ -Race dog~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_fire~ -Gender neuter~ -Actflags npc stayarea~ -Affected detect_invis detect_hidden infrared fireshield~ -Stats1 -400 13 0 0 0 0 -Stats2 1 1 250 -Stats3 4 4 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 -5 -5 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart brains guts ear eye tail paws~ -Immune fire~ -Suscept cold~ -Attacks bite~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 13 21 0 250 4 4 4 +Speaks mammal~ +Speaking mammal~ +Actflags npc stayarea~ +Affected detect_invis detect_hidden infrared fireshield~ +Bodyparts head legs heart brains guts ear eye tail paws~ +Immune NONE~ +Suscept fire~ +Attacks bite~ +Defenses dodge~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -1210,35 +1140,32 @@ Comlist mea $n The beast growls but does not attack. #ENDMOBILE #MOBILE -Vnum 2527 -Keywords hobgoblin mercenary~ -Short a hobgoblin mercenary~ -Long A lean, battle-scarred hobgoblin leans on his polearm. -~ -Desc This scarred veteran of countless campaigns is a ruthless killer, its +Vnum 2527 +Keywords hobgoblin mercenary~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a hobgoblin mercenary~ +Long A lean, battle-scarred hobgoblin leans on his polearm. +~ +Desc This scarred veteran of countless campaigns is a ruthless killer, its natural instinct for carnage reined in by a code of conduct imposed by its kind as well as the tyrannical fire giant. His armor and weapons are in good condition, and reflect this same discipline. ~ -Race hobgoblin~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc stayarea~ -Affected infrared~ -Stats1 -400 12 0 0 1000 0 -Stats2 1 1 200 -Stats3 1 8 1 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart guts~ -Attacks trip gouge~ -Defenses parry dodge~ +Nattacks 2.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 200 1 8 1 +Speaks goblin~ +Speaking goblin~ +Actflags npc stayarea~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Attacks trip gouge~ +Defenses parry dodge~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -1249,45 +1176,32 @@ Comlist mea $n The mercenary ignores you as he makes his way about the camp. #ENDMOBILE #MOBILE -Vnum 2528 -Keywords hobgoblin sentry~ -Short the hobgoblin sentry~ -Long An alert hobgoblin sentry stands here. -~ -Desc This scarred veteran of countless campaigns is a ruthless killer, its +Vnum 2528 +Keywords hobgoblin sentry~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the hobgoblin sentry~ +Long An alert hobgoblin sentry stands here. +~ +Desc This scarred veteran of countless campaigns is a ruthless killer, its natural instinct for carnage reined in by a code of conduct imposed by its kind as well as the tyrannical fire giant. His armor and weapons are in good condition, and reflect this same discipline. ~ -Race hobgoblin~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 1000 0 -Stats2 1 1 200 -Stats3 1 8 1 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart guts~ -Attacks trip gouge~ -Defenses parry dodge~ -#MUDPROG -Progtype fight_prog~ -Arglist 10~ -Comlist yell Trouble at the east entrance! -mpe The hobgoblin is joined by some comrades, to aid in defending the camp! -mpmload 2529 -mpmload 2529 -~ -#ENDPROG - +Nattacks 2.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 200 1 8 1 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Attacks trip gouge~ +Defenses parry dodge~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -1302,98 +1216,89 @@ endif ~ #ENDPROG +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist yell Trouble at the east entrance! +mpe The hobgoblin is joined by some comrades, to aid in defending the camp! +mpmload 2529 +mpmload 2529 +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 2529 -Keywords hobgoblin berserker~ -Short a hobgoblin berserker~ -Long A hobgoblin berserker snarls and gnashes his sharpened teeth. -~ -Desc This scarred veteran of countless campaigns is a ruthless killer, its +Vnum 2529 +Keywords hobgoblin berserker~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_fido~ +Short a hobgoblin berserker~ +Long A hobgoblin berserker snarls and gnashes his sharpened teeth. +~ +Desc This scarred veteran of countless campaigns is a ruthless killer, its natural instinct for carnage reined in by a code of conduct imposed by its kind as well as the tyrannical fire giant. His armor and weapons are in good condition, and reflect this same discipline. ~ -Race hobgoblin~ -Class savage~ -Position standing~ -DefPos standing~ -Specfun spec_fido~ -Gender neuter~ -Actflags npc sentinel aggressive~ -Affected detect_invis detect_hidden infrared~ -Stats1 -400 12 0 0 1000 0 -Stats2 1 1 200 -Stats3 1 8 1 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common goblin~ -Speaking goblin~ -Bodyparts head arms legs heart guts~ -Immune poison sleep charm paralysis~ -Attacks bite claws trip gouge poison~ -Defenses parry dodge~ +Nattacks 2.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 200 1 8 1 +Speaks common goblin~ +Speaking goblin~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden infrared~ +Bodyparts head arms legs heart guts~ +Immune acid drain sleep magic~ +Attacks bite claws trip gouge poison~ +Defenses parry dodge~ #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist snarl +Comlist drool ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 2~ -Comlist drool +Comlist snarl ~ #ENDPROG #ENDMOBILE #MOBILE -Vnum 2530 -Keywords chieftain guard~ -Short the chieftain's guard~ -Long A hobgoblin stands before the large red tent. -~ -Desc This scarred veteran of countless campaigns is a ruthless killer, its +Vnum 2530 +Keywords chieftain guard~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short the chieftain's guard~ +Long A hobgoblin stands before the large red tent. +~ +Desc This scarred veteran of countless campaigns is a ruthless killer, its natural instinct for carnage reined in by a code of conduct imposed by its kind as well as the tyrannical fire giant. His armor and weapons are in good condition, and reflect this same discipline. ~ -Race hobgoblin~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 1000 0 -Stats2 1 1 200 -Stats3 1 8 1 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart guts~ -Attacks trip gouge~ -Defenses parry dodge~ -#MUDPROG -Progtype fight_prog~ -Arglist 10~ -Comlist snarl -say Ye'll be sorry ye did that! -yell Send the berserkers! -mpe Several snarling hobgoblins emerge from nearby tents... -mpmload 2529 -mpmload 2529 -mpmload 2529 -~ -#ENDPROG - +Nattacks 2.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 200 1 8 1 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Attacks trip gouge~ +Defenses parry dodge~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -1411,69 +1316,76 @@ endif ~ #ENDPROG +#MUDPROG +Progtype fight_prog~ +Arglist 10~ +Comlist snarl +say Ye'll be sorry ye did that! +yell Send the berserkers! +mpe Several snarling hobgoblins emerge from nearby tents... +mpmload 2529 +mpmload 2529 +mpmload 2529 +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 2531 -Keywords resting mercenary hobgoblin~ -Short a hobgoblin mercenary~ -Long A hobgoblin mercenary rests by the campfire. -~ -Desc This scarred veteran of countless campaigns is a ruthless killer, its +Vnum 2531 +Keywords resting mercenary hobgoblin~ +Race hobgoblin~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a hobgoblin mercenary~ +Long A hobgoblin mercenary rests by the campfire. +~ +Desc This scarred veteran of countless campaigns is a ruthless killer, its natural instinct for carnage reined in by a code of conduct imposed by its kind as well as the tyrannical fire giant. His armor and weapons are in good condition, and reflect this same discipline. ~ -Race hobgoblin~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_guard~ -Gender neuter~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 12 0 0 1000 0 -Stats2 1 1 200 -Stats3 1 8 1 -Stats4 0 0 2 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks goblin~ -Speaking goblin~ -Bodyparts head arms legs heart guts~ -Attacks trip~ -Defenses parry dodge~ +Nattacks 2.000000 +Stats1 -400 0 0 0 0 0 +Stats2 12 21 0 200 1 8 1 +Speaks goblin~ +Speaking goblin~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart guts~ +Attacks trip~ +Defenses parry dodge~ #ENDMOBILE #MOBILE -Vnum 2532 -Keywords screaming devilkin~ -Short a screaming devilkin~ -Long A tiny, demonic creature darts about the tent. -~ -Desc Standing at no more than two feet high, these creatures are deceptive +Vnum 2532 +Keywords screaming devilkin~ +Race magical~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a screaming devilkin~ +Long A tiny, demonic creature darts about the tent. +~ +Desc Standing at no more than two feet high, these creatures are deceptive in their appearance, for while one imagines they'd be an easy foe to best, one can be suddenly, and lethally surprised by their ferocity. In addition, the high pitched shriek that issues forth in combat can fell mighty opponents. ~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc sentinel scavenger aggressive~ -Affected detect_invis detect_hidden infrared flying~ -Stats1 -400 10 0 0 0 0 -Stats2 1 1 120 -Stats3 1 4 6 -Stats4 0 0 3 0 0 -Attribs 13 13 13 22 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking magical~ -Bodyparts head heart brains guts ear eye wings tail claws~ -Attacks bite claws tail~ -Defenses dodge~ +Nattacks 3.000000 +Stats1 -400 0 0 0 0 0 +Stats2 10 21 0 120 1 4 6 +Speaks magical~ +Speaking magical~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden infrared flying~ +Bodyparts head heart brains guts ear eye wings tail claws~ +Attacks bite claws tail~ +Defenses dodge~ #MUDPROG Progtype fight_prog~ Arglist 25~ @@ -1486,37 +1398,34 @@ shriek #ENDMOBILE #MOBILE -Vnum 2533 -Keywords fire giant chieftain daughter~ -Short the fire chieftain's daughter~ -Long A formidable fire giant glares around her. -~ -Desc Captured by the despicable Ogrillon and held to ransom, this woman is +Vnum 2533 +Keywords fire giant chieftain daughter~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the fire chieftain's daughter~ +Long A formidable fire giant glares around her. +~ +Desc Captured by the despicable Ogrillon and held to ransom, this woman is far from devout, but will not attack her rescuers outright; the lawful nature of fire giants means that they know when to restrain their natural urges to slay hereditary enemies. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel~ -Affected infrared~ -Stats1 -400 16 0 0 5600 0 -Stats2 1 1 600 -Stats3 2 8 4 -Stats4 0 0 0 0 0 -Attribs 22 13 13 22 22 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ -Resist blunt slash paralysis~ -Immune fire~ -Suscept cold~ -Attacks punch bash~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -400 -1 0 0 0 0 +Stats2 16 21 0 600 2 8 4 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected infrared~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +Resist energy pierce magic~ +Immune NONE~ +Suscept fire~ +Attacks punch bash~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 2~ @@ -1527,88 +1436,65 @@ Comlist glare #ENDMOBILE #MOBILE -Vnum 2534 -Keywords prisonsac volt beastie~ -Short a volt~ -Long A flying serpent sparkling with electricity lashes its tail out. -~ -Desc A magical creature that resembles a flying serpent, a volt is charged +Vnum 2534 +Keywords prisonsac volt beastie~ +Race magical~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_lightning~ +Short a volt~ +Long A flying serpent sparkling with electricity lashes its tail out. +~ +Desc A magical creature that resembles a flying serpent, a volt is charged with lethal doses of electricity; lethal, that is, save to itself. The discharge can fell an elephant, however. ~ -Race magical~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_lightning~ -Gender neuter~ -Actflags npc aggressive~ -Affected infrared flying shockshield~ -Stats1 -500 13 0 -50 0 0 -Stats2 8 10 88 -Stats3 2 2 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks magical~ -Speaking magical~ -Bodyparts head guts tail~ -Immune electricity~ -Attacks bite sting~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -500 0 0 0 0 0 +Stats2 13 21 -50 88 2 2 4 +Speaks magical~ +Speaking magical~ +Actflags npc aggressive~ +Affected infrared flying shockshield~ +Bodyparts head guts tail~ +Immune cold~ +Attacks bite sting~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 2535 -Keywords revenant~ -Short a revenant~ -Long The ghostly form of a man slain unjustly refuses to rest. -~ -Desc Decades ago, the Duke of Alderweg accidentally slew a young knight on +Vnum 2535 +Keywords revenant~ +Race undead~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short a revenant~ +Long The ghostly form of a man slain unjustly refuses to rest. +~ +Desc Decades ago, the Duke of Alderweg accidentally slew a young knight on a hunting trip. Although it was an accident, the spirit of the knight lingered, as a revenant, stalking the Duke endlessly. Eventually the duke managed to trap it in this tower, where it has remained. It ignores the gnolls, and thus they are free to store their items here, but the arrival of an intelligent being will certainly stir it. ~ -Race undead~ -Class mage~ -Position standing~ -DefPos standing~ -Specfun spec_cast_mage~ -Gender neuter~ -Actflags npc sentinel~ -Affected detect_invis detect_hidden sanctuary infrared protect shockshield iceshield~ -Stats1 200 21 0 -100 0 0 -Stats2 1 1 1000 -Stats3 11 2 18 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves -10 -10 -10 -10 -10 -Speaks common~ -Speaking common~ -Resist blunt pierce slash nonmagic magic~ -Immune cold electricity poison drain sleep charm paralysis~ -Attacks bite claws drain~ -Defenses parry dodge dispelevil disarm~ -#MUDPROG -Progtype hitprcnt_prog~ -Arglist 20~ -Comlist howl -~ -#ENDPROG - -#MUDPROG -Progtype fight_prog~ -Arglist 20~ -Comlist mea $n _lbl The revenant's cold hands encircle your neck, and squeeze! -mer $n _lbl The revenant grabs ahold of $n's neck with freezing hands! -c 'chill touch' -c 'energy drain' -mpdamage $n 25 -~ -#ENDPROG - +Nattacks 0.000000 +Stats1 200 0 0 0 0 0 +Stats2 21 21 -100 1000 11 2 18 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary infrared protect shockshield iceshield~ +Bodyparts head arms legs guts hands feet fingers ear eye~ +Resist energy blunt pierce hold plus6~ +Immune fire cold acid poison drain sleep magic~ +Attacks bite claws drain~ +Defenses parry dodge dispelevil disarm~ #MUDPROG Progtype greet_prog~ Arglist 100~ @@ -1629,39 +1515,53 @@ endif ~ #ENDPROG +#MUDPROG +Progtype fight_prog~ +Arglist 20~ +Comlist mea $n _lbl The revenant's cold hands encircle your neck, and squeeze! +mer $n _lbl The revenant grabs ahold of $n's neck with freezing hands! +c 'chill touch' +c 'energy drain' +mpdamage $n 25 +~ +#ENDPROG + +#MUDPROG +Progtype hitprcnt_prog~ +Arglist 20~ +Comlist howl +~ +#ENDPROG + #ENDMOBILE #MOBILE -Vnum 2599 -Keywords final mob~ -Short a newly created final mob~ -Long Some god abandoned a newly created final mob here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Stats1 0 1 0 0 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 2599 +Keywords final mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created final mob~ +Long Some god abandoned a newly created final mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaking common~ +Actflags npc~ #ENDMOBILE #OBJECT -Vnum 2500 -Keywords rowboat~ -Type boat~ -Short a rowboat~ -Long A long wooden rowboat hangs from two ropes on the roof.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 100 4000 400 0 0 +Vnum 2500 +Keywords rowboat~ +Type boat~ +Short a rowboat~ +Long A long wooden rowboat hangs from two ropes on the roof.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 100 4000 -2 1 0 None None None #EXDESC ExDescKey rowboat~ ExDesc Small, but sturdy, this craft would be capable of traversing small bodies @@ -1672,22 +1572,22 @@ of water after a little soaking to expand the planks. #ENDOBJECT #OBJECT -Vnum 2501 -Keywords splint mail~ -Type armor~ -Short A suit of splint mail~ -Long A suit of crude, but functional, splint mail lies here.~ -Flags antimage antithief anticleric metal antidruid~ -WFlags take body~ -Values 10 0 0 0 0 0 -Stats 20 500 50 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 1 5 0 -Affect -1 -1 10 13 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 19 0 -Affect -1 -1 -2 22 0 -Affect -1 -1 2 24 0 +Vnum 2501 +Keywords splint mail~ +Type armor~ +Short A suit of splint mail~ +Long A suit of crude, but functional, splint mail lies here.~ +Flags metal anticleric antimage antirogue antidruid~ +WFlags take body~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 20 500 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData hit 10 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +AffData save_para -2 -1 -1 0 +AffData save_spell 2 -1 -1 0 #EXDESC ExDescKey splint mail~ ExDesc Heavy armor shunned by the spellcasting classes, this mail affords @@ -1698,15 +1598,15 @@ a variety of benefits to those trained in its use. #ENDOBJECT #OBJECT -Vnum 2502 -Keywords heavy crossbow~ -Type weapon~ -Short a heavy crossbow~ -Long This crossbow has seen better days...~ -Flags organic~ -WFlags take wield~ -Values 0 0 0 7 0 0 -Stats 8 250 25 0 0 +Vnum 2502 +Keywords heavy crossbow~ +Type weapon~ +Short a heavy crossbow~ +Long This crossbow has seen better days...~ +Flags organic~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 8 250 -2 1 0 None None None #EXDESC ExDescKey crossbow~ ExDesc Once a fine missile weapon, this crossbow is missing its string and @@ -1718,18 +1618,18 @@ weapon. #ENDOBJECT #OBJECT -Vnum 2503 -Keywords spiked collar~ -Type armor~ -Short a spiked dog collar~ -Long A spiked dog collar is curled up on the floor.~ -Flags metal~ -WFlags take neck~ -Values 5 0 0 0 0 0 -Stats 2 330 33 0 0 -Affect -1 -1 -1 2 0 -Affect -1 -1 -2 18 0 -Affect -1 -1 2 19 0 +Vnum 2503 +Keywords spiked collar~ +Type armor~ +Short a spiked dog collar~ +Long A spiked dog collar is curled up on the floor.~ +Flags metal~ +WFlags take neck~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 2 330 -2 1 0 None None None +AffData intelligence -1 -1 -1 0 +AffData hitroll -2 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey spiked dog collar~ ExDesc A rather vicious item of apparel, this collar could inflict significant @@ -1741,19 +1641,19 @@ the wearer was a canine (or an orc...) #ENDOBJECT #OBJECT -Vnum 2504 -Keywords jade bracelet~ -Type armor~ -Short a jade bracelet~ -Long A string threaded through several pieces of jade is here.~ -Flags magic antievil antithief antiwarrior antivampire~ -WFlags take wrist~ -Values 5 0 0 0 0 0 -Stats 1 5000 500 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 1 4 0 -Affect -1 -1 10 12 0 -Affect -1 -1 2 18 0 +Vnum 2504 +Keywords jade bracelet~ +Type armor~ +Short a jade bracelet~ +Long A string threaded through several pieces of jade is here.~ +Flags magic antievil antirogue antiwarrior~ +WFlags take wrist~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData mana 10 -1 -1 0 +AffData hitroll 2 -1 -1 0 #EXDESC ExDescKey jade bracelet~ ExDesc You sense strange properties in this neglected piece of jewelry. Jade @@ -1766,17 +1666,17 @@ enchantments. #ENDOBJECT #OBJECT -Vnum 2505 -Keywords battle axe~ -Type weapon~ -Short a battle axe~ -Long A metal battle axe is buried in a chunk of wood.~ -Flags metal~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 25 350 35 0 0 -Affect -1 -1 2 19 0 -Affect -1 -1 -2 18 0 +Vnum 2505 +Keywords battle axe~ +Type weapon~ +Short a battle axe~ +Long A metal battle axe is buried in a chunk of wood.~ +Flags metal~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 25 350 -2 1 0 None None None +AffData damroll 2 -1 -1 0 +AffData hitroll -2 -1 -1 0 #EXDESC ExDescKey battle axe~ ExDesc A simple, sturdy double bladed broad axe, used with two hands, though @@ -1787,16 +1687,16 @@ the gnolls are burly enough to wield it single handed. #ENDOBJECT #OBJECT -Vnum 2506 -Keywords leather bracer~ -Type armor~ -Short a leather bracer~ -Long A thick leahter bracer lies here.~ -Flags organic~ -WFlags take wrist~ -Values 4 0 0 0 0 0 -Stats 1 200 20 0 0 -Affect -1 -1 3 18 0 +Vnum 2506 +Keywords leather bracer~ +Type armor~ +Short a leather bracer~ +Long A thick leahter bracer lies here.~ +Flags organic~ +WFlags take wrist~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 200 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 #EXDESC ExDescKey leather bracer~ ExDesc The type worn by archers and crossbowmen, this wrist guard affords @@ -1808,18 +1708,18 @@ accuracy and distance. #ENDOBJECT #OBJECT -Vnum 2507 -Keywords battered iron helmet~ -Type armor~ -Short a battered iron helmet~ -Long A rather battered iron helmet has been discarded here.~ -WFlags take head~ -Values 5 0 0 0 0 0 -Stats 2 150 15 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 -2 4 0 -Affect -1 -1 -10 12 0 -Affect -1 -1 20 13 0 +Vnum 2507 +Keywords battered iron helmet~ +Type armor~ +Short a battered iron helmet~ +Long A rather battered iron helmet has been discarded here.~ +WFlags take head~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 2 150 -2 9999 0 None None None +AffData constitution 1 -1 -1 0 +AffData dexterity -2 -1 -1 0 +AffData mana -10 -1 -1 0 +AffData hit 20 -1 -1 0 #EXDESC ExDescKey battered iron helmet~ ExDesc Large dents and holes in the helmet seem to indicate that it did its @@ -1831,17 +1731,17 @@ bit of life left in it yet... #ENDOBJECT #OBJECT -Vnum 2508 -Keywords leather belt~ -Type armor~ -Short a leather belt~ -Long This thin strip of leather would serve as a crude belt.~ -Flags organic~ -WFlags take wrist~ -Values 4 0 0 0 0 0 -Stats 1 40 4 0 0 -Affect -1 -1 2 2 0 -Affect -1 -1 10 12 0 +Vnum 2508 +Keywords leather belt~ +Type armor~ +Short a leather belt~ +Long This thin strip of leather would serve as a crude belt.~ +Flags organic~ +WFlags take wrist~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 40 -2 9999 0 None None None +AffData intelligence 2 -1 -1 0 +AffData mana 10 -1 -1 0 #EXDESC ExDescKey leather belt~ ExDesc This belt is unremarkable in every way, save that there are twelve @@ -1852,18 +1752,18 @@ notches in a section near the buckle. #ENDOBJECT #OBJECT -Vnum 2509 -Keywords leather leggings~ -Type armor~ -Short leather leggings~ -Long These leggings are covered in unmentionable stains.~ -Flags organic~ -WFlags take legs~ -Values 4 0 0 0 0 0 -Stats 3 75 7 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 -1 22 0 -Affect -1 -1 25 14 0 +Vnum 2509 +Keywords leather leggings~ +Type armor~ +Short leather leggings~ +Long These leggings are covered in unmentionable stains.~ +Flags organic~ +WFlags take legs~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 3 75 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData save_para -1 -1 -1 0 +AffData move 25 -1 -1 0 #EXDESC ExDescKey leather leggings~ ExDesc A pair of leather trousers, thickened and lined with strips of boiled @@ -1875,18 +1775,18 @@ and are far less cumbersome than their metal counterparts. #ENDOBJECT #OBJECT -Vnum 2510 -Keywords bearskin cloak~ -Type armor~ -Short a bearskin cloak~ -Long A bearskin has been slung on the floor.~ -Flags organic~ -WFlags take neck~ -Values 8 0 0 0 0 0 -Stats 10 750 75 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 20 13 0 -Affect -1 -1 -2 23 0 +Vnum 2510 +Keywords bearskin cloak~ +Type armor~ +Short a bearskin cloak~ +Long A bearskin has been slung on the floor.~ +Flags organic~ +WFlags take neck~ +Values 8 0 0 0 0 0 0 0 0 0 0 +Stats 10 750 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +AffData hit 20 -1 -1 0 +AffData save_breath -2 -1 -1 0 #EXDESC ExDescKey bearskin cloak~ ExDesc A cloak in the loosest sense of the word, this uncured hide has literally @@ -1898,17 +1798,17 @@ slayer's shoulders. #ENDOBJECT #OBJECT -Vnum 2511 -Keywords hard leather boots~ -Type armor~ -Short hard leather boots~ -Long These scuffed boots are made of durable cowhide.~ -WFlags take feet~ -Values 6 0 0 0 0 0 -Stats 2 500 50 0 0 -Affect -1 -1 -25 14 0 -Affect -1 -1 10 13 0 -Affect -1 -1 2 19 0 +Vnum 2511 +Keywords hard leather boots~ +Type armor~ +Short hard leather boots~ +Long These scuffed boots are made of durable cowhide.~ +WFlags take feet~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 2 500 -2 1 0 None None None +AffData move -25 -1 -1 0 +AffData hit 10 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey leather boots~ ExDesc These boots have metal rivets on the sides, and caps on the toes, that @@ -1920,18 +1820,18 @@ distances in them rather tiring and painful on the toes. #ENDOBJECT #OBJECT -Vnum 2512 -Keywords sword cold~ -Type weapon~ -Short cold sword~ -Long This sword glistens with a sheen of ice.~ -Flags glow magic bless antievil~ -WFlags take wield~ -Values 0 0 0 6 0 0 -Stats 8 175000 17500 0 0 -Affect -1 -1 6 18 0 -Affect -1 -1 4 19 0 -Affect -1 -1 -2 23 0 +Vnum 2512 +Keywords sword cold~ +Type weapon~ +Short cold sword~ +Long This sword glistens with a sheen of ice.~ +Flags glow magic bless antievil~ +WFlags take wield~ +Values 0 0 0 6 0 0 0 0 0 0 0 +Stats 8 175000 -2 1 0 None None None +AffData hitroll 6 -1 -1 0 +AffData damroll 4 -1 -1 0 +AffData save_breath -2 -1 -1 0 #EXDESC ExDescKey cold sword~ ExDesc A powerful weapon, this magical blade was forged in cold fire, and has @@ -1961,16 +1861,16 @@ endif #ENDOBJECT #OBJECT -Vnum 2513 -Keywords studded leather armor~ -Type armor~ -Short studded leather armor~ -Long This armor is stained with food and ale.~ -WFlags take body~ -Values 5 0 0 0 0 0 -Stats 13 250 25 0 0 -Affect -1 -1 -5 17 0 -Affect -1 -1 10 13 0 +Vnum 2513 +Keywords studded leather armor~ +Type armor~ +Short studded leather armor~ +Long This armor is stained with food and ale.~ +WFlags take body~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 13 250 -2 1 0 None None None +AffData armor -5 -1 -1 0 +AffData hit 10 -1 -1 0 #EXDESC ExDescKey leather armor~ ExDesc Several strips of leather bound with wire and lined with heavy metal @@ -1982,17 +1882,17 @@ affords almost equivalent protection. #ENDOBJECT #OBJECT -Vnum 2514 -Keywords wooden shield~ -Type armor~ -Short an old wooden shield~ -Long This shield bears the marks of many battles.~ -Flags organic~ -WFlags take shield~ -Values 7 0 0 0 0 0 -Stats 5 150 15 0 0 -Affect -1 -1 1 17 0 -Affect -1 -1 -1 2 0 +Vnum 2514 +Keywords wooden shield~ +Type armor~ +Short an old wooden shield~ +Long This shield bears the marks of many battles.~ +Flags organic~ +WFlags take shield~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 5 150 -2 9999 0 None None None +AffData armor 1 -1 -1 0 +AffData intelligence -1 -1 -1 0 #EXDESC ExDescKey shield~ ExDesc This shield is so battered and old that it is all but useless. @@ -2002,17 +1902,17 @@ ExDesc This shield is so battered and old that it is all but useless. #ENDOBJECT #OBJECT -Vnum 2515 -Keywords loop gold earring~ -Type armor~ -Short a gold earring~ -Long A small gold earring has been forgotten.~ -Flags metal~ -WFlags take ears~ -Values 3 0 0 0 0 0 -Stats 1 1200 120 0 0 -Affect -1 -1 1 18 0 -Affect -1 -1 1 19 0 +Vnum 2515 +Keywords loop gold earring~ +Type armor~ +Short a gold earring~ +Long A small gold earring has been forgotten.~ +Flags metal~ +WFlags take ears~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 1 1200 -2 1 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 #EXDESC ExDescKey loop gold earring~ ExDesc A plain band of gold fashioned into an earring. @@ -2022,17 +1922,17 @@ ExDesc A plain band of gold fashioned into an earring. #ENDOBJECT #OBJECT -Vnum 2516 -Keywords oaken club~ -Type weapon~ -Short an oaken club~ -Long An oaken club covered in runes hums ominously.~ -Flags hum magic organic~ -WFlags take wield~ -Values 0 0 0 7 0 0 -Stats 10 2000 200 0 0 -Affect -1 -1 30 12 0 -Affect -1 -1 3 19 0 +Vnum 2516 +Keywords oaken club~ +Type weapon~ +Short an oaken club~ +Long An oaken club covered in runes hums ominously.~ +Flags hum organic magic~ +WFlags take wield~ +Values 0 0 0 7 0 0 0 0 0 0 0 +Stats 10 2000 -2 1 0 None None None +AffData mana 30 -1 -1 0 +AffData damroll 3 -1 -1 0 #EXDESC ExDescKey club~ ExDesc A heavy, but impressive weapon that is capable of caving in the skulls @@ -2043,16 +1943,16 @@ of smaller humanoids. #ENDOBJECT #OBJECT -Vnum 2517 -Keywords plain wooden pipe~ -Type wand~ -Short a plain wooden pipe~ -Long Despite appearances, you suspect there is more to this pipe than meets the eye...~ -Flags magic~ -WFlags take hold~ -Values 15 3 2 -1 0 0 -Stats 1 5000 500 0 0 -Spells 'blindness' +Vnum 2517 +Keywords plain wooden pipe~ +Type wand~ +Short a plain wooden pipe~ +Long Despite appearances, you suspect there is more to this pipe than meets the eye...~ +Flags magic~ +WFlags take hold~ +Values 15 3 2 -1 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None +Spells 'blindness' #EXDESC ExDescKey pipe~ ExDesc An unremarkable pipe, though it does seem to glint in the light ever @@ -2070,16 +1970,16 @@ Comlist mea $n _yel Smoke billows from the pipe into the eyes of your foes! #ENDOBJECT #OBJECT -Vnum 2518 -Keywords studded leather gauntlets~ -Type armor~ -Short studded leather gauntlets~ -Long A pair of studded leather gauntlets lie on the floor, wanting for hands.~ -WFlags take hands~ -Values 4 0 0 0 0 0 -Stats 3 400 40 0 0 -Affect -1 -1 1 1 0 -Affect -1 -1 2 18 0 +Vnum 2518 +Keywords studded leather gauntlets~ +Type armor~ +Short studded leather gauntlets~ +Long A pair of studded leather gauntlets lie on the floor, wanting for hands.~ +WFlags take hands~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 3 400 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData hitroll 2 -1 -1 0 #EXDESC ExDescKey gauntlets~ ExDesc Simple in form, but durable and efficient, these gauntlets were doubtless @@ -2090,17 +1990,17 @@ stolen by their current user from a dwarf or gnome. #ENDOBJECT #OBJECT -Vnum 2519 -Keywords wolf pelt~ -Type armor~ -Short a wolf's pelt~ -Long This wolf pelt can be wrapped about the body.~ -Flags organic~ -WFlags take about~ -Values 6 0 0 0 0 0 -Stats 1 500 50 0 0 -Affect -1 -1 -10 17 0 -Affect -1 -1 20 13 0 +Vnum 2519 +Keywords wolf pelt~ +Type armor~ +Short a wolf's pelt~ +Long This wolf pelt can be wrapped about the body.~ +Flags organic~ +WFlags take about~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None +AffData armor -10 -1 -1 0 +AffData hit 20 -1 -1 0 #EXDESC ExDescKey pelt~ ExDesc Torn from the back of a Timber Wolf, this pelt will both protect the @@ -2111,18 +2011,18 @@ wearer from the cold, and afford them some armor against weapon blows. #ENDOBJECT #OBJECT -Vnum 2520 -Keywords splinted sleeves~ -Type armor~ -Short splinted sleeves~ -Long These heavy sleeves would seriously encumber the arms.~ -Flags antimage antithief~ -WFlags take arms~ -Values 7 0 0 0 0 0 -Stats 12 1000 100 0 0 -Affect -1 -1 -2 2 0 -Affect -1 -1 15 13 0 -Affect -1 -1 2 19 0 +Vnum 2520 +Keywords splinted sleeves~ +Type armor~ +Short splinted sleeves~ +Long These heavy sleeves would seriously encumber the arms.~ +Flags antimage antirogue~ +WFlags take arms~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 12 1000 -2 1 0 None None None +AffData intelligence -2 -1 -1 0 +AffData hit 15 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey sleeves~ ExDesc Heavy and rather restrictive on arm movement, these devices nevertheless @@ -2133,15 +2033,15 @@ afford great protection and add a bit of weight to your weapon strikes. #ENDOBJECT #OBJECT -Vnum 2521 -Keywords gnollish longbow bow~ -Type missileweapon~ -Short a heavy gnollish longbow~ -Long A heavy gnollish longbow lies unwanted here.~ -Flags organic~ -WFlags take missile~ -Values 8 0 2 14 2 0 -Stats 10 500 50 0 0 +Vnum 2521 +Keywords gnollish longbow bow~ +Type missileweapon~ +Short a heavy gnollish longbow~ +Long A heavy gnollish longbow lies unwanted here.~ +Flags organic~ +WFlags take missile~ +Values 8 0 2 14 2 0 0 0 0 0 0 +Stats 10 500 -2 1 0 None None None #EXDESC ExDescKey longbow~ ExDesc This simple weapon can propel arrows a good 200 yards or more with @@ -2152,17 +2052,17 @@ some degree of accuracy. #ENDOBJECT #OBJECT -Vnum 2522 -Keywords spell book cover~ -Type armor~ -Short a spell book cover~ -Long This cover has been torn from a spellbook and fashioned into an adornment.~ -Flags magic organic~ -WFlags take neck~ -Values 4 0 0 0 0 0 -Stats 1 0 0 0 0 -Affect -1 -1 15 12 0 -Affect -1 -1 -2 24 0 +Vnum 2522 +Keywords spell book cover~ +Type armor~ +Short a spell book cover~ +Long This cover has been torn from a spellbook and fashioned into an adornment.~ +Flags organic magic~ +WFlags take neck~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData mana 15 -1 -1 0 +AffData save_spell -2 -1 -1 0 #EXDESC ExDescKey spell book cover~ ExDesc Torn by the ignorant ogrekin from a spellbook because it was inlaid @@ -2175,18 +2075,18 @@ the neck. #ENDOBJECT #OBJECT -Vnum 2523 -Keywords castellan longsword~ -Type weapon~ -Short the Castellan's longsword~ -Long A magical longsword lies here, unwanted and forgotten.~ -Flags magic metal~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 20 150000 15000 0 0 -Affect -1 -1 4 18 0 -Affect -1 -1 4 19 0 -Affect -1 -1 -2 24 0 +Vnum 2523 +Keywords castellan longsword~ +Type weapon~ +Short the Castellan's longsword~ +Long A magical longsword lies here, unwanted and forgotten.~ +Flags metal magic~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 20 150000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData damroll 4 -1 -1 0 +AffData save_spell -2 -1 -1 0 #EXDESC ExDescKey longsword sword~ ExDesc This fine blade was once wielded by the Castellan of Alderweg, though @@ -2197,13 +2097,13 @@ it didn't do him much good when he was cut down by gnolls. #ENDOBJECT #OBJECT -Vnum 2524 -Keywords weapon rack~ -Type container~ -Short the weapon rack~ -Long A weapon rack lines the west wall.~ -Values 10000 1 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2524 +Keywords weapon rack~ +Type container~ +Short the weapon rack~ +Long A weapon rack lines the west wall.~ +Values 10000 1 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey weapon rack~ ExDesc This weapon rack, like many others in the keep, has long since been @@ -2215,46 +2115,42 @@ been overlooked. #ENDOBJECT #OBJECT -Vnum 2525 -Keywords gauntlet~ -Type armor~ -Short The Gauntlet~ -Long A gauntlet of tough black leather has been discarded here.~ -Flags hum evil magic antigood metal~ -WFlags take hands~ -Values 17 0 0 0 0 0 -Stats 10 225600 22560 0 0 -Affect -1 -1 25 13 0 -Affect -1 -1 3 18 0 -Affect -1 -1 3 19 0 +Vnum 2525 +Keywords gauntlet~ +Type armor~ +Short The Gauntlet~ +Long A gauntlet of tough black leather has been discarded here.~ +Flags hum metal magic antigood evil~ +WFlags take hands~ +Values 17 0 0 0 0 0 0 0 0 0 0 +Stats 10 225600 -2 1 0 None None None +AffData hit 25 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 #MUDPROG -Progtype exa_prog~ +Progtype get_prog~ Arglist 100~ -Comlist mea $n Peering closely at the worn leather material, you notice several -mea $n large metal protuberences, similar to the studs and rivets found -mea $n on certain types of leather armor. -if isevil($n) -mea $n _whi A voice whispers to you 'Wear me, $n, tarry not!' -mpforce $n ponder +Comlist if isgood($n) else -mea $n You sense, somehow, that this is a device of war, of bloodshed. -mea $n _red Images of violent conflict arise unbidden in your mind. -mea $n _whi Through them all, however, you notice a white gloved hand... +mea $n _blu A deep, booming voice speaks in your mind as you grasp $o. +mea $n _whi The Gauntlet tells you 'Wear me, $n, feel my power!' +mpforce $n shiver +mpforce $n grin endif ~ #ENDPROG #MUDPROG -Progtype sac_prog~ +Progtype wear_prog~ Arglist 100~ Comlist if isgood($n) -mea $n _whi A brilliant light shines from the heavens, bathing you in its glow. -mer $n _whi A brilliant light shines from the heavens, bathing $n in its glow. -c sanc $n else -mea $n _whi The Gauntlet tells you 'NNNNNNNOOOOOOO!!!!!!!' -mpe _blu Sparks of electricity fly from the ruined artifact. -mpdamage $n 50 +mea $n You feel a surge of power flow through your arm. +mer $n $n grins confidently as power flows through $m. +mpforce $n flex +if rand(10) +c kindred $n +endif endif ~ #ENDPROG @@ -2276,29 +2172,33 @@ endif #ENDPROG #MUDPROG -Progtype wear_prog~ +Progtype sac_prog~ Arglist 100~ Comlist if isgood($n) +mea $n _whi A brilliant light shines from the heavens, bathing you in its glow. +mer $n _whi A brilliant light shines from the heavens, bathing $n in its glow. +c sanc $n else -mea $n You feel a surge of power flow through your arm. -mer $n $n grins confidently as power flows through $m. -mpforce $n flex -if rand(10) -c kindred $n -endif +mea $n _whi The Gauntlet tells you 'NNNNNNNOOOOOOO!!!!!!!' +mpe _blu Sparks of electricity fly from the ruined artifact. +mpdamage $n 50 endif ~ #ENDPROG #MUDPROG -Progtype get_prog~ +Progtype exa_prog~ Arglist 100~ -Comlist if isgood($n) +Comlist mea $n Peering closely at the worn leather material, you notice several +mea $n large metal protuberences, similar to the studs and rivets found +mea $n on certain types of leather armor. +if isevil($n) +mea $n _whi A voice whispers to you 'Wear me, $n, tarry not!' +mpforce $n ponder else -mea $n _blu A deep, booming voice speaks in your mind as you grasp $o. -mea $n _whi The Gauntlet tells you 'Wear me, $n, feel my power!' -mpforce $n shiver -mpforce $n grin +mea $n You sense, somehow, that this is a device of war, of bloodshed. +mea $n _red Images of violent conflict arise unbidden in your mind. +mea $n _whi Through them all, however, you notice a white gloved hand... endif ~ #ENDPROG @@ -2306,21 +2206,21 @@ endif #ENDOBJECT #OBJECT -Vnum 2526 -Keywords duke robes~ -Type armor~ -Short the Duke's robes~ -Long A silk robe with gold brocade and sable trim has been piled here.~ -Flags magic~ -WFlags take about~ -Values 11 0 0 0 0 0 -Stats 4 15000 1500 0 0 -Affect -1 -1 1 3 0 -Affect -1 -1 2 18 0 -Affect -1 -1 2 19 0 -Affect -1 -1 -2 24 0 -Affect -1 -1 15 13 0 -Affect -1 -1 15 12 0 +Vnum 2526 +Keywords duke robes~ +Type armor~ +Short the Duke's robes~ +Long A silk robe with gold brocade and sable trim has been piled here.~ +Flags magic~ +WFlags take about~ +Values 11 0 0 0 0 0 0 0 0 0 0 +Stats 4 15000 -2 1 0 None None None +AffData wisdom 1 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +AffData save_spell -2 -1 -1 0 +AffData hit 15 -1 -1 0 +AffData mana 15 -1 -1 0 #EXDESC ExDescKey duke robes~ ExDesc These robes were once of fine quality and repair, but their new owner @@ -2332,15 +2232,15 @@ to the weave. Nevertheless, they still appear to be functional. #ENDOBJECT #OBJECT -Vnum 2527 -Keywords scroll protection~ -Type scroll~ -Short a scroll of protection~ -Long A piece of vellum bound with a red ribbon lies here.~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 5000 500 0 0 -Spells 'protection' 'sanctuary' 'NONE' +Vnum 2527 +Keywords scroll protection~ +Type scroll~ +Short a scroll of protection~ +Long A piece of vellum bound with a red ribbon lies here.~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None +Spells 'protection from evil' 'sanctuary' 'NONE' #EXDESC ExDescKey scroll~ ExDesc This piece of vellum is inscribed with various magical runes and symbols @@ -2352,14 +2252,14 @@ type. #ENDOBJECT #OBJECT -Vnum 2528 -Keywords prison gem sac~ -Type treasure~ -Short a prison gem~ -Long A brilliant gemstone, of contrasting white and black, lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 80000 8000 0 0 +Vnum 2528 +Keywords prison gem sac~ +Type treasure~ +Short a prison gem~ +Long A brilliant gemstone, of contrasting white and black, lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 80000 -2 1 0 None None None #EXDESC ExDescKey prison gem gemstone~ ExDesc This is a fine piece of jewelry, though you somehow suspect its true @@ -2392,14 +2292,14 @@ endif #ENDOBJECT #OBJECT -Vnum 2529 -Keywords prison gem sac2~ -Type treasure~ -Short a prison gem~ -Long A brilliant gemstone, of contrasting white and black, lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 80000 8000 0 0 +Vnum 2529 +Keywords prison gem sac2~ +Type treasure~ +Short a prison gem~ +Long A brilliant gemstone, of contrasting white and black, lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 80000 -2 1 0 None None None #EXDESC ExDescKey prison gem gemstone~ ExDesc This is a fine piece of jewelry, though you somehow suspect its true @@ -2435,14 +2335,14 @@ endif #ENDOBJECT #OBJECT -Vnum 2530 -Keywords prison gem sac3~ -Type treasure~ -Short a prison gem~ -Long A brilliant gemstone, of contrasting white and black, lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 80000 8000 0 0 +Vnum 2530 +Keywords prison gem sac3~ +Type treasure~ +Short a prison gem~ +Long A brilliant gemstone, of contrasting white and black, lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 80000 -2 1 0 None None None #EXDESC ExDescKey prison gem gemstone~ ExDesc This is a fine piece of jewelry, though you somehow suspect its true @@ -2476,14 +2376,14 @@ endif #ENDOBJECT #OBJECT -Vnum 2531 -Keywords prison gem sac4~ -Type treasure~ -Short a prison gem~ -Long A brilliant gemstone, of contrasting white and black, lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 80000 8000 0 0 +Vnum 2531 +Keywords prison gem sac4~ +Type treasure~ +Short a prison gem~ +Long A brilliant gemstone, of contrasting white and black, lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 80000 -2 1 0 None None None #EXDESC ExDescKey prison gem gemstone~ ExDesc This is a fine piece of jewelry, though you somehow suspect its true @@ -2520,22 +2420,22 @@ endif #ENDOBJECT #OBJECT -Vnum 2532 -Keywords red plate mail~ -Type armor~ -Short red plate mail~ -Long A suit of giant-sized red plate lies spread out here.~ -Flags hum evil antigood metal~ -WFlags take body~ -Values 12 0 0 0 0 0 -Stats 50 57560 5756 0 0 -Affect -1 -1 -20 17 0 -Affect -1 -1 3 18 0 -Affect -1 -1 3 19 0 -Affect -1 -1 1 27 0 -Affect -1 -1 2 29 0 -Affect -1 -1 15 13 0 -Affect -1 -1 15 12 0 +Vnum 2532 +Keywords red plate mail~ +Type armor~ +Short red plate mail~ +Long A suit of giant-sized red plate lies spread out here.~ +Flags hum metal antigood evil~ +WFlags take body~ +Values 12 0 0 0 0 0 0 0 0 0 0 +Stats 50 57560 -2 1 0 None None None +AffData armor -20 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData resistant NONE~ -1 -1 0 +AffData susceptible fire~ -1 -1 0 +AffData hit 15 -1 -1 0 +AffData mana 15 -1 -1 0 #MUDPROG Progtype wear_prog~ Arglist 100~ @@ -2551,17 +2451,17 @@ endif #ENDOBJECT #OBJECT -Vnum 2533 -Keywords flaming sword~ -Type weapon~ -Short a flaming sword~ -Long The edge of this blade is limned with bluish flame.~ -Flags glow magic~ -WFlags take wield~ -Values 0 0 0 6 0 0 -Stats 18 75000 7500 0 0 -Affect -1 -1 4 18 0 -Affect -1 -1 4 19 0 +Vnum 2533 +Keywords flaming sword~ +Type weapon~ +Short a flaming sword~ +Long The edge of this blade is limned with bluish flame.~ +Flags glow magic~ +WFlags take wield~ +Values 0 0 0 6 0 0 0 0 0 0 0 +Stats 18 75000 -2 1 0 None None None +AffData hitroll 4 -1 -1 0 +AffData damroll 4 -1 -1 0 #EXDESC ExDescKey sword~ ExDesc This sword is swathed in magical flame. @@ -2571,16 +2471,16 @@ ExDesc This sword is swathed in magical flame. #ENDOBJECT #OBJECT -Vnum 2534 -Keywords voulge~ -Type weapon~ -Short a voulge~ -Long A long pole arm, known as a voulge, is thrust into the dirt.~ -Flags metal~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 12 1200 120 0 0 -Affect -1 -1 3 18 0 +Vnum 2534 +Keywords voulge~ +Type weapon~ +Short a voulge~ +Long A long pole arm, known as a voulge, is thrust into the dirt.~ +Flags metal~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 12 1200 -2 1 0 None None None +AffData hitroll 3 -1 -1 0 #EXDESC ExDescKey voulge~ ExDesc A simple, but sturdy weapon, this pole arm is favored by footmen from @@ -2591,15 +2491,15 @@ many races. #ENDOBJECT #OBJECT -Vnum 2535 -Keywords leather cuirass~ -Type armor~ -Short a leather cuirass~ -Long A leather cuirass lies abandoned in the mud.~ -Flags organic~ -WFlags take body~ -Values 7 0 0 0 0 0 -Stats 1 500 50 0 0 +Vnum 2535 +Keywords leather cuirass~ +Type armor~ +Short a leather cuirass~ +Long A leather cuirass lies abandoned in the mud.~ +Flags organic~ +WFlags take body~ +Values 7 0 0 0 0 0 0 0 0 0 0 +Stats 1 500 -2 1 0 None None None #EXDESC ExDescKey leather cuirass~ ExDesc Showing considerable signs of wear, the armor is nevertheless still in @@ -2610,24 +2510,24 @@ quite acceptable working order. #ENDOBJECT #OBJECT -Vnum 2536 -Keywords camp fire~ -Type fire~ -Short the camp fire~ -Long A large camp fire blazes here, between the tents.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2536 +Keywords camp fire~ +Type fire~ +Short the camp fire~ +Long A large camp fire blazes here, between the tents.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 2537 -Keywords prison gem sac5~ -Type treasure~ -Short a prison gem~ -Long A brilliant gemstone, of contrasting white and black, lies here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 80000 8000 0 0 +Vnum 2537 +Keywords prison gem sac5~ +Type treasure~ +Short a prison gem~ +Long A brilliant gemstone, of contrasting white and black, lies here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 80000 -2 1 0 None None None #EXDESC ExDescKey prison gem gemstone~ ExDesc This is a fine piece of jewelry, though you somehow suspect its true @@ -2649,33 +2549,33 @@ endif #ENDOBJECT #OBJECT -Vnum 2538 -Keywords gaping hole~ -Type furniture~ -Short a gaping hole~ -Long A gaping hole leads down into a tunnel.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2538 +Keywords gaping hole~ +Type furniture~ +Short a gaping hole~ +Long A gaping hole leads down into a tunnel.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 2539 -Keywords cooking fire~ -Type fire~ -Short a cooking fire~ -Long A cooking fire blazes in the hearth.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2539 +Keywords cooking fire~ +Type fire~ +Short a cooking fire~ +Long A cooking fire blazes in the hearth.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 2540 -Keywords cauldron oil~ -Type furniture~ -Short a cauldron of oil~ -Long A cauldron of oil sits here, ready to be heated.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2540 +Keywords cauldron oil~ +Type furniture~ +Short a cauldron of oil~ +Long A cauldron of oil sits here, ready to be heated.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey cauldron~ ExDesc This metal pot is filled with a highly flammable liquid. @@ -2685,14 +2585,14 @@ ExDesc This metal pot is filled with a highly flammable liquid. #ENDOBJECT #OBJECT -Vnum 2541 -Keywords arrow~ -Type projectile~ -Short a black arrow~ -Long A black fletched arrow is buried in the ground.~ -WFlags take~ -Values 0 0 2 14 0 0 -Stats 1 20 2 0 0 +Vnum 2541 +Keywords arrow~ +Type projectile~ +Short a black arrow~ +Long A black fletched arrow is buried in the ground.~ +WFlags take~ +Values 0 0 2 14 0 0 0 0 0 0 0 +Stats 1 20 -2 9999 0 None None None #EXDESC ExDescKey arrow~ ExDesc Shot straight and true, this arrow could travel 200 yards or more. @@ -2702,14 +2602,14 @@ ExDesc Shot straight and true, this arrow could travel 200 yards or more. #ENDOBJECT #OBJECT -Vnum 2542 -Keywords quiver~ -Type quiver~ -Short a quiver~ -Long A small green case filled with arrows spills its contents everywhere.~ -WFlags take~ -Values 20 1 -1 0 0 0 -Stats 1 54 5 0 0 +Vnum 2542 +Keywords quiver~ +Type quiver~ +Short a quiver~ +Long A small green case filled with arrows spills its contents everywhere.~ +WFlags take~ +Values 20 1 -1 0 0 0 0 0 0 0 0 +Stats 1 54 -2 9999 0 None None None #EXDESC ExDescKey quiver~ ExDesc This device is used to store arrows or quarrels. @@ -2719,14 +2619,14 @@ ExDesc This device is used to store arrows or quarrels. #ENDOBJECT #OBJECT -Vnum 2543 -Keywords prison ledger~ -Type book~ -Short the prison ledger~ -Long A small, leather bound ledger rests on the floor.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2543 +Keywords prison ledger~ +Type book~ +Short the prison ledger~ +Long A small, leather bound ledger rests on the floor.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey prison ledger~ ExDesc The ledger is filled with a neat, flowing script, that details prisoners @@ -2755,13 +2655,13 @@ The Ogrillon, and more importantly the Gauntlet, must be in one of these cells! #ENDOBJECT #OBJECT -Vnum 2544 -Keywords skeleton~ -Type furniture~ -Short a skeleton~ -Long A skeleton lies slumped over a weapon rack.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2544 +Keywords skeleton~ +Type furniture~ +Short a skeleton~ +Long A skeleton lies slumped over a weapon rack.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey skeleton~ ExDesc It is the skeleton of a small human, or an elf perhaps. There is no @@ -2772,19 +2672,19 @@ sign of how the creature met its end. #ENDOBJECT #OBJECT -Vnum 2545 -Keywords silver earring~ -Type armor~ -Short a silver earring~ -Long An earring of shining silver glimmers faintly.~ -Flags glow invis magic antievil metal antivampire~ -WFlags take ears~ -Values 3 0 0 0 0 0 -Stats 1 37560 3756 0 0 -Affect -1 -1 1 31 0 -Affect -1 -1 1 25 0 -Affect -1 -1 22 12 0 -Affect -1 -1 -2 22 0 +Vnum 2545 +Keywords silver earring~ +Type armor~ +Short a silver earring~ +Long An earring of shining silver glimmers faintly.~ +Flags glow metal invis magic antievil~ +WFlags take ears~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 1 37560 -2 1 0 None None None +AffData class 1 -1 -1 0 +AffData sex 1 -1 -1 0 +AffData mana 22 -1 -1 0 +AffData save_para -2 -1 -1 0 #EXDESC ExDescKey silver earring~ ExDesc A pretty bauble, perhaps enow to curry the favor of a pretty noble. @@ -2794,17 +2694,17 @@ ExDesc A pretty bauble, perhaps enow to curry the favor of a pretty noble. #ENDOBJECT #OBJECT -Vnum 2546 -Keywords bone necklace~ -Type armor~ -Short a goblin bone necklace~ -Long A series of goblin finger bones have been threaded on a loop of leather.~ -WFlags take neck~ -Values 5 0 0 0 0 0 -Stats 2 600 60 0 0 -Affect -1 -1 2 18 0 -Affect -1 -1 1 19 0 -Affect -1 -1 -3 24 0 +Vnum 2546 +Keywords bone necklace~ +Type armor~ +Short a goblin bone necklace~ +Long A series of goblin finger bones have been threaded on a loop of leather.~ +WFlags take neck~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 2 600 -2 1 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 1 -1 -1 0 +AffData save_spell -3 -1 -1 0 #EXDESC ExDescKey bone necklace~ ExDesc Doubtless a grim trophy of past victories against that fecund race. @@ -2814,21 +2714,22 @@ ExDesc Doubtless a grim trophy of past victories against that fecund race. #ENDOBJECT #OBJECT -Vnum 2599 -Keywords final object~ -Type trash~ -Short a newly created final object~ -Long Some god dropped a newly created final object here.~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 2599 +Keywords final object~ +Type trash~ +Short a newly created final object~ +Long Some god dropped a newly created final object here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #ENDOBJECT #ROOM -Vnum 2500 -Name The Underground Harbor~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The stairs end at the eastern end of a narrow ledge that runs around +Vnum 2500 +Name The Underground Harbor~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The stairs end at the eastern end of a narrow ledge that runs around three sides of the dark, water filled chamber that lies to the west. Lack of light makes it difficult to determine the depth of the water, or what may lurk within, though you suspect the thick, albeit corroded, @@ -2844,15 +2745,21 @@ Desc The waters flow in from the end of the harbor. ~ #ENDEXIT -Reset O 0 2500 1 2500 +#EXIT +Direction up~ +ToRoom 8767 +#ENDEXIT + +Reset O 2500 1 2500 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2501 -Name The Harbor Entrance~ -Sector water_noswim~ -Flags dark indoors~ -Desc The end of this flooded chamber is barred by thick rusted iron gates, +Vnum 2501 +Name The Harbor Entrance~ +Sector water_noswim~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The end of this flooded chamber is barred by thick rusted iron gates, set in the southwestern wall of the cavern. Through gaps in the metal you can peer out onto the choppy waters of the Lake, stirred by the winds accompanying an approaching stormfront. Eager to be out of these @@ -2874,17 +2781,19 @@ Desc The open waters of the lake beckon. Flags isdoor closed~ #ENDEXIT -Reset M 0 2500 3 2501 -Reset M 0 2500 3 2501 -Reset M 0 2500 3 2501 -Reset D 0 2501 9 1 +Reset M 2500 3 2501 -1 -1 -1 100 +Reset M 2500 3 2501 -1 -1 -1 100 +Reset M 2500 3 2501 -1 -1 -1 100 +Reset D 2501 9 1 100 -2 #ENDROOM #ROOM -Vnum 2502 -Name Sailing the Lake~ -Sector water_noswim~ -Desc You emerge from the subterranean dock and out onto the windswept waters +Vnum 2502 +Name Sailing the Lake~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc You emerge from the subterranean dock and out onto the windswept waters of Lake Spendlowe. The strong gusts of wind drive you southwards; travel back north along the lake towards Kusnir is impossible. Dark stormclouds hover menacingly above that fishing village; you wonder if they will call @@ -2909,14 +2818,16 @@ Desc A small harbor lies underneath the hillside. Flags isdoor closed~ #ENDEXIT -Reset D 0 2502 6 1 +Reset D 2502 6 1 100 -2 #ENDROOM #ROOM -Vnum 2503 -Name The Source of the Gann~ -Sector water_noswim~ -Desc Here the waters of the lake flow out, forming the Gann river, an escape +Vnum 2503 +Name The Source of the Gann~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here the waters of the lake flow out, forming the Gann river, an escape for much of the immense volume of water poured into Spendlowe by the Lewyn to the northeast. The muddy banks of the river are unsuitable for mooring, and progress further south along the lake appears to serve no @@ -2940,11 +2851,12 @@ Desc The Gann flows swiftly southeast. #ENDROOM #ROOM -Vnum 2504 -Name Sailing Along the Gann~ -Sector water_noswim~ -Flags nosummon~ -Desc The Gann flows swiftly southeast, away from the lake that feeds it. +Vnum 2504 +Name Sailing Along the Gann~ +Sector water_noswim~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The Gann flows swiftly southeast, away from the lake that feeds it. Flowing with the current, you cast an occasional glance back northward, gazing warily at the looming stormclouds. It would be dangerous to be caught in a thunderstorm out here, on the waters of the river. Small fish dart @@ -2964,15 +2876,17 @@ Desc The Gann flows swiftly southeast. ~ #ENDEXIT -Reset M 0 2501 2 2504 -Reset M 0 2501 2 2504 +Reset M 2501 2 2504 -1 -1 -1 100 +Reset M 2501 2 2504 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2505 -Name Sailing Along the Gann~ -Sector water_noswim~ -Desc The river continues, winding its way through lightly wooded hills, +Vnum 2505 +Name Sailing Along the Gann~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The river continues, winding its way through lightly wooded hills, heading eastward up ahead past the docks of Gannaway. Smoke rises to the southeast, great plumes of it; certainly more than you would normally expect from chimneys. Perhaps they are burning refuse? Frowning, you feel @@ -2995,10 +2909,12 @@ Desc Upstream, the waters narrow. #ENDROOM #ROOM -Vnum 2506 -Name Gannaway Docks~ -Sector water_noswim~ -Desc Here the river flows east past the docks of the village of Gannaway, +Vnum 2506 +Name Gannaway Docks~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc Here the river flows east past the docks of the village of Gannaway, which lies due south of here. Well, it used to lie south of here. To your astonishment, all that remains of the once-thriving settlement is the smoldering remains of burnt out houses. Scores of human corpses, @@ -3030,10 +2946,12 @@ Desc Upstream, the waters narrow. #ENDROOM #ROOM -Vnum 2507 -Name Thick Rivergrass~ -Sector water_noswim~ -Desc Progress past this point is impossible; masses of thick rivergrass grow +Vnum 2507 +Name Thick Rivergrass~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc Progress past this point is impossible; masses of thick rivergrass grow wildly through the river, barring passage, while thick vines hang from the trees to either side, increasing the inaccessibility further downstream. ~ @@ -3047,11 +2965,12 @@ Desc A collection of wooden jetties lies in this direction. #ENDROOM #ROOM -Vnum 2508 -Name The Ruins of Gannaway~ -Sector city~ -Flags nosummon~ -Desc The village lies before you, existing not as the peaceful, thriving +Vnum 2508 +Name The Ruins of Gannaway~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The village lies before you, existing not as the peaceful, thriving river community you expected (and indeed looked forward to), but as a fire ravaged shambles, a mess of stone structures scorched and smashed. The remains of the stockade lie smoldering in heaps around the perimeter @@ -3091,10 +3010,12 @@ Desc A burnt-out structure. #ENDROOM #ROOM -Vnum 2509 -Name A Ruined Dwelling~ -Sector city~ -Desc You wander slowly through the remains of the village, shaking your head +Vnum 2509 +Name A Ruined Dwelling~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc You wander slowly through the remains of the village, shaking your head at the senseless slaughter. Some 200 corpses litter the street, most of them humans, although a few yellowskinned gnoll corpses are a sign that the villagers did not perish without some measure of resistance. But humans @@ -3114,11 +3035,12 @@ Desc The smoldering remains of the village of Gannaway indicate trouble... #ENDROOM #ROOM -Vnum 2510 -Name A Ruined Dwelling~ -Sector city~ -Flags nosummon~ -Desc You wander slowly through the remains of the village, shaking your head +Vnum 2510 +Name A Ruined Dwelling~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc You wander slowly through the remains of the village, shaking your head at the senseless slaughter. Some 200 corpses litter the street, most of them humans, although a few yellowskinned gnoll corpses are a sign that the villagers did not perish without some measure of resistance. But humans @@ -3135,18 +3057,20 @@ Desc The smoldering remains of the village of Gannaway indicate trouble... ~ #ENDEXIT -Reset M 0 2502 1 2510 - Reset E 1 2503 1 3 -Reset M 0 2503 1 2510 - Reset E 1 2501 1 5 - Reset E 1 2502 1 16 +Reset M 2502 1 2510 -1 -1 -1 100 + Reset E 2503 1 3 100 +Reset M 2503 1 2510 -1 -1 -1 100 + Reset E 2501 1 5 100 + Reset E 2502 1 16 100 #ENDROOM #ROOM -Vnum 2511 -Name The Outskirts of Gannaway~ -Sector field~ -Desc Despite a terrible sadness at the fate of these hapless humans, you +Vnum 2511 +Name The Outskirts of Gannaway~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc Despite a terrible sadness at the fate of these hapless humans, you are glad to be away from the site of slaughter and doom, and eager to press onwards, further south, towards the source of the gnoll raids, evident by the many pairs of gnollish feet that have pounded the earth @@ -3172,11 +3096,12 @@ Desc A path winds its way into the mouhtains. #ENDROOM #ROOM -Vnum 2512 -Name A Mountain Trail~ -Sector hills~ -Flags nosummon~ -Desc The dirt path quickly turns from packed earth to rubble strewn stone, +Vnum 2512 +Name A Mountain Trail~ +Sector hills~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The dirt path quickly turns from packed earth to rubble strewn stone, as it wends its way into the mountains. Small pebbles crunch beneath your feet as you progress southwards and steadily upwards, affording you an excellent view of the ruins of Gannaway, the Gann flowing away @@ -3200,11 +3125,12 @@ Desc A path winds it way into the mountains. #ENDROOM #ROOM -Vnum 2513 -Name A Mountain Trail~ -Sector mountain~ -Flags nosummon~ -Desc The path continues, winding southwards up the slopes of this low range, +Vnum 2513 +Name A Mountain Trail~ +Sector mountain~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The path continues, winding southwards up the slopes of this low range, heading towards, presumably, the site of the legendary Keep of Alderweg. The stormfront you spied earlier appears to be moving away eastward, meaning you will be spared the brunt of the thunderstorm, a thankful @@ -3228,10 +3154,12 @@ Desc The smoldering remains of a village are visible from here. #ENDROOM #ROOM -Vnum 2514 -Name A Bend in the Trail~ -Sector mountain~ -Desc At this point the path doglegs back to the southwest, and widens, to +Vnum 2514 +Name A Bend in the Trail~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc At this point the path doglegs back to the southwest, and widens, to the point where three horsemen could comfortably ride abreast. The hard ground is too stony to gather imprints of tracks or horsesign, but the abundance of litter, including several human bones, is sufficient sign @@ -3258,10 +3186,12 @@ Desc Ahead, the path splits in two. #ENDROOM #ROOM -Vnum 2515 -Name The Path Divides~ -Sector mountain~ -Desc At this point the mountain trail divides, with a narrow branch twisting +Vnum 2515 +Name The Path Divides~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc At this point the mountain trail divides, with a narrow branch twisting downwards to the southwest, while the second heads due south, towards the walls of the Keep, which come into view as you round the bend. The Keep is smaller than you expected, set in the side of a mountain and @@ -3297,11 +3227,12 @@ Desc This approach would certainly appear to be the more preferable of the #ENDROOM #ROOM -Vnum 2516 -Name Death at the Upper Gate~ -Sector mountain~ -Flags death nomob solitary norecall nosummon noastral~ -Desc The short path ends before a small gateway. Long shadows are cast across +Vnum 2516 +Name Death at the Upper Gate~ +Sector mountain~ +Flags death nomob nosummon norecall noastral solitary~ +Stats 0 0 0 0 0 +Desc The short path ends before a small gateway. Long shadows are cast across the path by the Keep's towers. The walls around the gate are dotted with crossletted arrowslits, from which dozens of guards could easily pepper whoever approached with arrows and other missiles. Larger openings, for @@ -3314,10 +3245,12 @@ before expiring. #ENDROOM #ROOM -Vnum 2517 -Name The Lower Path~ -Sector mountain~ -Desc This path swiftly descends along the side of the mountain that holds the +Vnum 2517 +Name The Lower Path~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc This path swiftly descends along the side of the mountain that holds the Keep, heading towards whatever lies at the base (hopefully another, more approachable, entrance). Heading down here means passing out of view of the towers, which is also good. The path shows signs of significant usage @@ -3342,10 +3275,12 @@ Desc Ahead, the path splits in two. #ENDROOM #ROOM -Vnum 2518 -Name The Lower Path~ -Sector mountain~ -Desc Thick scrub grows along the path where it descends steeply, eventually +Vnum 2518 +Name The Lower Path~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc Thick scrub grows along the path where it descends steeply, eventually levelling out at the lowest level of the Keep, the walls of which lie to the southwest, partially barring the trail. By sticking close to the mountain side of the trail, you can remain hidden from any observers @@ -3380,11 +3315,12 @@ endif #ENDROOM #ROOM -Vnum 2519 -Name Lower Gates of the Keep~ -Sector mountain~ -Flags nosummon~ -Desc At this point the path passes close by the walls of the Keep, at a +Vnum 2519 +Name Lower Gates of the Keep~ +Sector mountain~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc At this point the path passes close by the walls of the Keep, at a buttressed section of the battlements, which contains a heavy gate, studded with iron and firmly barred by both physical and magical forces. Impervious to mundane means of entrance, it can only be broached by those @@ -3410,7 +3346,16 @@ Desc Scotch thistle and other growth provide a nasty threat to travellers. Flags isdoor~ #ENDEXIT -Reset D 0 2519 6 2 +Reset D 2519 6 2 100 -2 +#MUDPROG +Progtype rand_prog~ +Arglist 100~ +Comlist if ispc($r) +mea $r _lbl You sense that this gate is safe from watching eyes above... +endif +~ +#ENDPROG + #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -3425,23 +3370,15 @@ endif ~ #ENDPROG -#MUDPROG -Progtype rand_prog~ -Arglist 100~ -Comlist if ispc($r) -mea $r _lbl You sense that this gate is safe from watching eyes above... -endif -~ -#ENDPROG - #ENDROOM #ROOM -Vnum 2520 -Name The Gateway of Berghof~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The doors of the Keep open onto what was in days gone by a thriving +Vnum 2520 +Name The Gateway of Berghof~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The doors of the Keep open onto what was in days gone by a thriving gateway, where tolls were excised on goods travelling north and south along the road the Keep intercepts. Deep red stone forms the walls on each side, while the floor is of grey stone, inlaid with the coat of arms @@ -3473,19 +3410,20 @@ Keywords gate~ Flags isdoor closed locked pickproof nopassdoor bashproof~ #ENDEXIT -Reset M 0 2509 1 2520 - Reset E 1 2512 1 16 -Reset D 0 2520 0 1 -Reset D 0 2520 1 1 -Reset D 0 2520 9 2 +Reset M 2509 1 2520 -1 -1 -1 100 + Reset E 2512 1 16 100 +Reset D 2520 0 1 100 -2 +Reset D 2520 1 1 100 -2 +Reset D 2520 9 2 100 -2 #ENDROOM #ROOM -Vnum 2521 -Name The Toll Room~ -Sector inside~ -Flags dark indoors nosummon~ -Desc This smaller chamber contains little of interest save for a pan-balance +Vnum 2521 +Name The Toll Room~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc This smaller chamber contains little of interest save for a pan-balance set on a large wooden table near the entrance, used when tolls were excised here so many years ago. Whatever else once stood here has long since vanished, slain or fled the incursion of the upper levels. The air @@ -3500,15 +3438,16 @@ Desc The entrance chamber of the Keep beckons. Flags isdoor closed~ #ENDEXIT -Reset D 0 2521 3 1 +Reset D 2521 3 1 100 -2 #ENDROOM #ROOM -Vnum 2522 -Name A Long Hallway~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The door opens onto a long, narrow hallway, the floor of which is +Vnum 2522 +Name A Long Hallway~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The door opens onto a long, narrow hallway, the floor of which is formed of hexagonal tiles of varying shades and hues. The decor is quite pleasant, and manages to capture well the feel of the ancestral home of the Berghofs on the shores of Lake Spendlowe. The marine decor @@ -3533,16 +3472,17 @@ Desc The entrance chamber of the Keep beckons. Flags isdoor closed~ #ENDEXIT -Reset D 0 2522 0 1 -Reset D 0 2522 2 1 +Reset D 2522 0 1 100 -2 +Reset D 2522 2 1 100 -2 #ENDROOM #ROOM -Vnum 2523 -Name A Long Hallway~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The hall continues here, interrupted by screens of the same material +Vnum 2523 +Name A Long Hallway~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The hall continues here, interrupted by screens of the same material to the north and south. There is a door set in the east wall, though to reach it you will have to cross piles of rubbish which have been deposited here by some newer tenants of the keep. Several coccooned @@ -3576,21 +3516,22 @@ Keywords screen~ Flags isdoor closed~ #ENDEXIT -Reset M 0 2504 5 2523 -Reset M 0 2504 5 2523 -Reset M 0 2504 5 2523 -Reset O 0 2504 1 2523 -Reset D 0 2523 0 1 -Reset D 0 2523 1 1 -Reset D 0 2523 2 1 +Reset M 2504 5 2523 -1 -1 -1 100 +Reset M 2504 5 2523 -1 -1 -1 100 +Reset M 2504 5 2523 -1 -1 -1 100 +Reset O 2504 1 2523 -1 -1 -1 100 +Reset D 2523 0 1 100 -2 +Reset D 2523 1 1 100 -2 +Reset D 2523 2 1 100 -2 #ENDROOM #ROOM -Vnum 2524 -Name A Long Hallway~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The hall ends here, in a section where it widens slightly, to accomodate +Vnum 2524 +Name A Long Hallway~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The hall ends here, in a section where it widens slightly, to accomodate a large mosaic on the north wall, depicting a very familiar looking glove- The Sentinel. More evidence of insectoid intruders abounds here, including a pile of eggs, next to which lie more corpses, ready to be devoured as @@ -3613,13 +3554,13 @@ Keywords hole~ Flags hidden can_enter~ #ENDEXIT -Reset M 0 2505 2 2524 -Reset M 0 2505 2 2524 -Reset M 0 2504 5 2524 -Reset M 0 2504 5 2524 -Reset M 0 2506 1 2524 -Reset O 0 2538 1 2524 -Reset D 0 2524 2 1 +Reset M 2505 2 2524 -1 -1 -1 100 +Reset M 2505 2 2524 -1 -1 -1 100 +Reset M 2504 5 2524 -1 -1 -1 100 +Reset M 2504 5 2524 -1 -1 -1 100 +Reset M 2506 1 2524 -1 -1 -1 100 +Reset O 2538 1 2524 -1 -1 -1 100 +Reset D 2524 2 1 100 -2 #EXDESC ExDescKey hole~ ExDesc This hole is only three or four feet across, but you think you would be @@ -3636,12 +3577,12 @@ ExDesc All manner of rubble is piled here, the byproduct of recent excavat #ENDROOM #ROOM -Vnum 2525 -Name A Dusty Passage~ -Sector inside~ -Flags dark indoors nosummon~ -Stats 0 0 3 -Desc The door opens onto a narrow, dusty corridor, which has not been used +Vnum 2525 +Name A Dusty Passage~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 3 0 0 +Desc The door opens onto a narrow, dusty corridor, which has not been used in ages, judging by the lack of tracks in the dirt. Only two or three humanoids could walk abreast in here at any one time; apparently this passage wasn't intended for regular usage by large volumes of people. @@ -3665,15 +3606,16 @@ Desc Little can be made out in the gloom... ~ #ENDEXIT -Reset D 0 2525 3 1 +Reset D 2525 3 1 100 -2 #ENDROOM #ROOM -Vnum 2526 -Name The Painted Room~ -Sector inside~ -Flags indoors nosummon~ -Desc If the previous hall was meant to capture the aquatic region surrounding +Vnum 2526 +Name The Painted Room~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc If the previous hall was meant to capture the aquatic region surrounding the Van Arthog Manor, then this chamber equally superbly captures the regional flora. The circular chamber could easily be an arboretum, or a pagoda in a grassy field, surrounded on all sides by lush grass and tall @@ -3708,8 +3650,8 @@ Keywords pillar~ Flags isdoor closed locked secret hidden~ #ENDEXIT -Reset D 0 2526 4 1 -Reset D 0 2526 8 2 +Reset D 2526 4 1 100 -2 +Reset D 2526 8 2 100 -2 #EXDESC ExDescKey pillar~ ExDesc You notice a faint fracture in one of the pillars and deduce that it @@ -3727,11 +3669,12 @@ open onto a staircase of sorts, leading up into the Keep. #ENDROOM #ROOM -Vnum 2527 -Name The Dungeons~ -Sector inside~ -Flags dark indoors nosummon noastral~ -Desc A featureless stone room lies beyond the pillar, devoid of any features +Vnum 2527 +Name The Dungeons~ +Sector indoors~ +Flags dark indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc A featureless stone room lies beyond the pillar, devoid of any features of note or particular interest. You cannot see any cell doors, or markings where prisoners may be chained, yet this is indeed the dungeons of the Keep. Perhaps, seeing as the Dukes of the Keep were mages, the prisoners were kept @@ -3749,15 +3692,16 @@ Desc Little can be made out in the gloom... Flags isdoor closed locked~ #ENDEXIT -Reset D 0 2527 7 2 +Reset D 2527 7 2 100 -2 #ENDROOM #ROOM -Vnum 2528 -Name Ascending the Spiral Stair~ -Sector inside~ -Flags dark indoors~ -Desc A narrow stair winds upward through the center of the Keep here, terminating +Vnum 2528 +Name Ascending the Spiral Stair~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc A narrow stair winds upward through the center of the Keep here, terminating far above in one of the keep's many turrets. Numerous landings lead off the stair at various stages above; there is an approximate distance of twelve feet between storeys. The stairs here don't appear to have been used in @@ -3778,15 +3722,16 @@ Desc Little can be made out in the gloom... Flags isdoor closed~ #ENDEXIT -Reset D 0 2528 5 1 +Reset D 2528 5 1 100 -2 #ENDROOM #ROOM -Vnum 2529 -Name Ascending the Spiral Stair~ -Sector inside~ -Flags dark indoors~ -Desc The stairs pass a landing here, off of which leads a large wooden door, +Vnum 2529 +Name Ascending the Spiral Stair~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The stairs pass a landing here, off of which leads a large wooden door, which presumably opens onto some of the major chambers of the Keep to the south. Various noises can be heard through the wood; evidently whoever now controls this place is leader of a boisterous garrison! Perhaps caution @@ -3815,15 +3760,16 @@ Desc Little can be made out in the gloom... ~ #ENDEXIT -Reset D 0 2529 2 1 +Reset D 2529 2 1 100 -2 #ENDROOM #ROOM -Vnum 2530 -Name A Small Guard Room~ -Sector inside~ -Flags indoors nosummon~ -Desc The stench of sweat, alcohol and vomit assaults you as you enter this +Vnum 2530 +Name A Small Guard Room~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc The stench of sweat, alcohol and vomit assaults you as you enter this room, the floor of which is covered in straw, ostensibly placed to absorb stains and odors... Broken wooden furniture, used by the former human garrison and now considered useless by the new inhabitants, lies strewn @@ -3848,31 +3794,32 @@ Desc A solid door opens onto one of the many rooms of the Keep. Flags isdoor closed~ #ENDEXIT -Reset M 0 2507 3 2530 - Reset E 1 2505 1 16 - Reset E 1 2506 1 14 - Reset E 1 2507 1 6 - Reset E 1 2508 1 15 -Reset M 0 2507 3 2530 - Reset E 1 2507 1 6 - Reset E 1 2505 1 16 - Reset E 1 2508 1 14 - Reset E 1 2506 1 15 -Reset M 0 2507 3 2530 - Reset E 1 2508 1 14 - Reset E 1 2506 1 15 - Reset E 1 2507 1 6 - Reset E 1 2505 1 16 -Reset D 0 2530 0 1 -Reset D 0 2530 3 1 +Reset M 2507 3 2530 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2506 1 14 100 + Reset E 2507 1 6 100 + Reset E 2508 1 15 100 +Reset M 2507 3 2530 -1 -1 -1 100 + Reset E 2507 1 6 100 + Reset E 2505 1 16 100 + Reset E 2508 1 14 100 + Reset E 2506 1 15 100 +Reset M 2507 3 2530 -1 -1 -1 100 + Reset E 2508 1 14 100 + Reset E 2506 1 15 100 + Reset E 2507 1 6 100 + Reset E 2505 1 16 100 +Reset D 2530 0 1 100 -2 +Reset D 2530 3 1 100 -2 #ENDROOM #ROOM -Vnum 2531 -Name The Defense Room~ -Sector inside~ -Flags indoors nosummon~ -Desc This large chamber is filled with weapon racks, most of which have been +Vnum 2531 +Name The Defense Room~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This large chamber is filled with weapon racks, most of which have been stripped and smashed, and the walls are lined with crossletted arrowslits; evidently this chamber plays (or played) an important role in the Keep's defense, though whoever once defended this place failed to hold off the @@ -3903,36 +3850,37 @@ Desc The guard chamber continues. ~ #ENDEXIT -Reset M 0 2508 7 2531 - Reset E 1 2509 1 7 - Reset E 1 2510 1 3 - Reset E 1 2511 1 8 - Reset E 1 2505 1 16 -Reset M 0 2508 7 2531 - Reset E 1 2509 1 7 - Reset E 1 2510 1 3 - Reset E 1 2511 1 8 - Reset E 1 2505 1 16 -Reset M 0 2508 7 2531 - Reset E 1 2509 1 7 - Reset E 1 2510 1 3 - Reset E 1 2511 1 8 - Reset E 1 2505 1 16 -Reset M 0 2508 7 2531 - Reset E 1 2509 1 7 - Reset E 1 2510 1 3 - Reset E 1 2511 1 8 - Reset E 1 2505 1 16 -Reset D 0 2531 0 1 -Reset D 0 2531 1 1 +Reset M 2508 7 2531 -1 -1 -1 100 + Reset E 2509 1 7 100 + Reset E 2510 1 3 100 + Reset E 2511 1 8 100 + Reset E 2505 1 16 100 +Reset M 2508 7 2531 -1 -1 -1 100 + Reset E 2509 1 7 100 + Reset E 2510 1 3 100 + Reset E 2511 1 8 100 + Reset E 2505 1 16 100 +Reset M 2508 7 2531 -1 -1 -1 100 + Reset E 2509 1 7 100 + Reset E 2510 1 3 100 + Reset E 2511 1 8 100 + Reset E 2505 1 16 100 +Reset M 2508 7 2531 -1 -1 -1 100 + Reset E 2509 1 7 100 + Reset E 2510 1 3 100 + Reset E 2511 1 8 100 + Reset E 2505 1 16 100 +Reset D 2531 0 1 100 -2 +Reset D 2531 1 1 100 -2 #ENDROOM #ROOM -Vnum 2532 -Name The Upper Gate of Berghof~ -Sector inside~ -Flags indoors nosummon~ -Desc This is, strategically speaking, one of the most important chambers in +Vnum 2532 +Name The Upper Gate of Berghof~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This is, strategically speaking, one of the most important chambers in the Keep, for it is from here that guards can look out for intruders advancing along the upper path that you had the choice of taking earlier. It is apparent now that to follow that path would have been sheer suicide, @@ -3961,31 +3909,32 @@ Desc A solid door opens onto one of the many rooms of the Keep. Flags isdoor closed~ #ENDEXIT -Reset M 0 2510 3 2532 - Reset E 1 2513 1 5 - Reset E 1 2505 1 16 - Reset E 1 2514 1 11 - Reset E 1 2515 1 19 -Reset M 0 2510 3 2532 - Reset E 1 2513 1 5 - Reset E 1 2505 1 16 - Reset E 1 2514 1 11 - Reset E 1 2515 1 19 -Reset M 0 2510 3 2532 - Reset E 1 2513 1 5 - Reset E 1 2505 1 16 - Reset E 1 2514 1 11 - Reset E 1 2515 1 19 -Reset D 0 2532 1 1 -Reset D 0 2532 2 1 +Reset M 2510 3 2532 -1 -1 -1 100 + Reset E 2513 1 5 100 + Reset E 2505 1 16 100 + Reset E 2514 1 11 100 + Reset E 2515 1 19 100 +Reset M 2510 3 2532 -1 -1 -1 100 + Reset E 2513 1 5 100 + Reset E 2505 1 16 100 + Reset E 2514 1 11 100 + Reset E 2515 1 19 100 +Reset M 2510 3 2532 -1 -1 -1 100 + Reset E 2513 1 5 100 + Reset E 2505 1 16 100 + Reset E 2514 1 11 100 + Reset E 2515 1 19 100 +Reset D 2532 1 1 100 -2 +Reset D 2532 2 1 100 -2 #ENDROOM #ROOM -Vnum 2533 -Name The Keep Stables~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The five stalls that line the eastern wall of this long chamber indicate +Vnum 2533 +Name The Keep Stables~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The five stalls that line the eastern wall of this long chamber indicate immediately the function of this place. While most of the garrison had little need of horses, being for the most part crossbowmen and pikemen, occasionally scouts or messengers would have need of horses, and fine steeds @@ -4008,19 +3957,20 @@ Desc A solid door opens onto one of the many rooms of the Keep. Flags isdoor closed~ #ENDEXIT -Reset M 0 2511 3 2533 -Reset M 0 2511 3 2533 -Reset M 0 2511 3 2533 -Reset D 0 2533 0 1 -Reset D 0 2533 3 1 +Reset M 2511 3 2533 -1 -1 -1 100 +Reset M 2511 3 2533 -1 -1 -1 100 +Reset M 2511 3 2533 -1 -1 -1 100 +Reset D 2533 0 1 100 -2 +Reset D 2533 3 1 100 -2 #ENDROOM #ROOM -Vnum 2534 -Name Tack Room~ -Sector inside~ -Flags dark indoors~ -Desc The center of this room is piled high with all manner of objects +Vnum 2534 +Name Tack Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The center of this room is piled high with all manner of objects associated with horseriding; torn from the hooks and pegs set in the walls and hurled onto the floor by the new inhabitants of the keep, they appear to be of little more than nominal value. @@ -4033,15 +3983,16 @@ Desc A solid door opens onto one of the many rooms of the Keep. Flags isdoor closed~ #ENDEXIT -Reset D 0 2534 2 1 +Reset D 2534 2 1 100 -2 #ENDROOM #ROOM -Vnum 2535 -Name The Defense Room~ -Sector city~ -Flags nosummon~ -Desc More smashed weapon racks and piles of weapons litter this section of the +Vnum 2535 +Name The Defense Room~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc More smashed weapon racks and piles of weapons litter this section of the chamber, accompanied by alcohol and blood stains, the inevitable result of countless hours of carousing. Crossletted arrowslits allow a limited view of the surrounding terrain; certainly an astute and skilful archer could @@ -4063,22 +4014,22 @@ Desc The defense room continues to the east. ~ #ENDEXIT -Reset M 0 2508 7 2535 - Reset E 1 2511 1 8 - Reset E 1 2509 1 7 - Reset E 1 2505 1 16 - Reset E 1 2510 1 3 -Reset M 0 2508 7 2535 - Reset E 1 2510 1 3 - Reset E 1 2511 1 8 - Reset E 1 2509 1 7 - Reset E 1 2505 1 16 -Reset M 0 2508 7 2535 - Reset E 1 2510 1 3 - Reset E 1 2509 1 7 - Reset E 1 2505 1 16 - Reset E 1 2511 1 8 -Reset O 0 2540 1 2535 +Reset M 2508 7 2535 -1 -1 -1 100 + Reset E 2511 1 8 100 + Reset E 2509 1 7 100 + Reset E 2505 1 16 100 + Reset E 2510 1 3 100 +Reset M 2508 7 2535 -1 -1 -1 100 + Reset E 2510 1 3 100 + Reset E 2511 1 8 100 + Reset E 2509 1 7 100 + Reset E 2505 1 16 100 +Reset M 2508 7 2535 -1 -1 -1 100 + Reset E 2510 1 3 100 + Reset E 2509 1 7 100 + Reset E 2505 1 16 100 + Reset E 2511 1 8 100 +Reset O 2540 1 2535 -1 -1 -1 100 #EXDESC ExDescKey murder hole holes~ ExDesc Peering through the metal grate, you see a chamber below, which would @@ -4089,11 +4040,12 @@ become a death trap to any who attacked from that direction. #ENDROOM #ROOM -Vnum 2536 -Name Another Stair~ -Sector inside~ -Flags indoors~ -Desc This narrow corridor ends at a staircase, which leads down to a section +Vnum 2536 +Name Another Stair~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This narrow corridor ends at a staircase, which leads down to a section of the Keep not accessible by any other point, where in turn one can access the sole battlement encircling the Keep. Thus any assault would have to fight past numerous guard rooms under heavy fire to reach more @@ -4117,11 +4069,12 @@ Desc The stairs descend to a darkened chamber... #ENDROOM #ROOM -Vnum 2537 -Name Ascending the Spiral Stair~ -Sector inside~ -Flags dark indoors~ -Desc The staircase ends here, at a landing bearing a single door. It does +Vnum 2537 +Name Ascending the Spiral Stair~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The staircase ends here, at a landing bearing a single door. It does continue for a short distance upward to a trapdoor, set in the ceiling, which presumably leads into the turret of one of the keep's many towers. There are signs of frequent passage here, including food scraps and @@ -4151,8 +4104,8 @@ Desc A staircase winds back down to the lower levels. ~ #ENDEXIT -Reset D 0 2537 2 1 -Reset D 0 2537 4 1 +Reset D 2537 2 1 100 -2 +Reset D 2537 4 1 100 -2 #MUDPROG Progtype rand_prog~ Arglist 50~ @@ -4164,11 +4117,12 @@ mpasound The tromping of booted feet on flagstones echoes up and down the stair #ENDROOM #ROOM -Vnum 2538 -Name The Kitchens~ -Sector inside~ -Flags indoors nosummon~ -Desc This cramped chamber evokes memories of a ship's galley more than a +Vnum 2538 +Name The Kitchens~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This cramped chamber evokes memories of a ship's galley more than a kitchen created to provide food for a garrion of five hundred; space is at a premium in the small keep, however, and the lack of amenities and space is overcome by a clever roster system. The keep's current @@ -4192,22 +4146,23 @@ Desc A narrow corridor runs outside the kitchen. ~ #ENDEXIT -Reset M 0 2512 1 2538 - Reset E 1 2516 1 16 - Reset E 1 2517 1 17 -Reset M 0 2513 3 2538 -Reset M 0 2513 3 2538 -Reset M 0 2513 3 2538 -Reset O 0 2539 1 2538 -Reset D 0 2538 0 1 +Reset M 2512 1 2538 -1 -1 -1 100 + Reset E 2516 1 16 100 + Reset E 2517 1 17 100 +Reset M 2513 3 2538 -1 -1 -1 100 +Reset M 2513 3 2538 -1 -1 -1 100 +Reset M 2513 3 2538 -1 -1 -1 100 +Reset O 2539 1 2538 -1 -1 -1 100 +Reset D 2538 0 1 100 -2 #ENDROOM #ROOM -Vnum 2539 -Name A Narrow Corridor~ -Sector inside~ -Flags indoors~ -Desc This narrow stone corridor is no more than eight feet high and not +Vnum 2539 +Name A Narrow Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This narrow stone corridor is no more than eight feet high and not much longer; it serves as an accessway between the chambers on this level. Sounds and smells fill the area, emanating from behind various doors. @@ -4234,15 +4189,16 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset D 0 2539 3 1 +Reset D 2539 3 1 100 -2 #ENDROOM #ROOM -Vnum 2540 -Name The Mess Hall~ -Sector inside~ -Flags indoors nosummon~ -Desc In days of old, the off duty soldiers of the keep would gather here +Vnum 2540 +Name The Mess Hall~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc In days of old, the off duty soldiers of the keep would gather here to eat, and discuss various issues of the day. The function of this room has not changed since the arrival of the usurpers, but the decor has. Significantly. Where once there lay a wooden table laden with @@ -4267,19 +4223,20 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset M 0 2514 3 2540 -Reset M 0 2514 3 2540 -Reset M 0 2514 3 2540 -Reset D 0 2540 0 1 -Reset D 0 2540 1 1 +Reset M 2514 3 2540 -1 -1 -1 100 +Reset M 2514 3 2540 -1 -1 -1 100 +Reset M 2514 3 2540 -1 -1 -1 100 +Reset D 2540 0 1 100 -2 +Reset D 2540 1 1 100 -2 #ENDROOM #ROOM -Vnum 2541 -Name The End of the Corridor~ -Sector inside~ -Flags indoors~ -Desc The corridor ends before two wooden doors, which lead to chambers of +Vnum 2541 +Name The End of the Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The corridor ends before two wooden doors, which lead to chambers of importance in the keep- the pantry and the dungeon. The function of each is proclaimed by a brass plaque affixed to the wooden surface. This area appears to be deserted; no gnoll sentries have been posted @@ -4308,16 +4265,17 @@ Desc The corridor runs south towards the center of this level. ~ #ENDEXIT -Reset D 0 2541 0 1 -Reset D 0 2541 1 2 +Reset D 2541 0 1 100 -2 +Reset D 2541 1 2 100 -2 #ENDROOM #ROOM -Vnum 2542 -Name A Makeshift Gaol~ -Sector inside~ -Flags dark indoors nosummon~ -Desc Bloodstained piles of straw cover the cold stone floor of this depressing +Vnum 2542 +Name A Makeshift Gaol~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc Bloodstained piles of straw cover the cold stone floor of this depressing chamber; once a storeroom, it has been hastily converted into a gaol, to house what few humans from the original garrison remain alive. Gnolls have little use for prisoners that do not guarantee handsome ransoms, @@ -4332,18 +4290,19 @@ Desc An exit to freedom! Flags isdoor closed locked~ #ENDEXIT -Reset M 0 2515 3 2542 -Reset M 0 2515 3 2542 -Reset M 0 2515 3 2542 -Reset D 0 2542 3 2 +Reset M 2515 3 2542 -1 -1 -1 100 +Reset M 2515 3 2542 -1 -1 -1 100 +Reset M 2515 3 2542 -1 -1 -1 100 +Reset D 2542 3 2 100 -2 #ENDROOM #ROOM -Vnum 2543 -Name The Pantry~ -Sector inside~ -Flags dark indoors~ -Desc Rotting foodstuffs and moldering sacks of grain fill the creaking wooden +Vnum 2543 +Name The Pantry~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Rotting foodstuffs and moldering sacks of grain fill the creaking wooden shelves that line the walls of this room. Undesirable to gnoll appetites, the food here has simply been abandonded; in fact, scarcely anyone has bothered coming here since the occupation, due partly to the unwholesome @@ -4358,15 +4317,16 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset D 0 2543 2 1 +Reset D 2543 2 1 100 -2 #ENDROOM #ROOM -Vnum 2544 -Name An Empty Guard Room~ -Sector inside~ -Flags dark indoors~ -Desc One of many guard posts in the keep, this one has been stripped of +Vnum 2544 +Name An Empty Guard Room~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc One of many guard posts in the keep, this one has been stripped of furnishings and abandoned for unknown reasons, though it would be fair to assume that it wouldn't be a rational one; gnollish minds are too chaotic for cohesive planning. Then again, the very chaotic nature of @@ -4390,8 +4350,8 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset D 0 2544 2 1 -Reset D 0 2544 3 1 +Reset D 2544 2 1 100 -2 +Reset D 2544 3 1 100 -2 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4407,11 +4367,12 @@ endif #ENDROOM #ROOM -Vnum 2545 -Name A Guard Room~ -Sector inside~ -Flags indoors nosummon~ -Desc This chamber lies on the northwest corner of the keep, and affords an +Vnum 2545 +Name A Guard Room~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This chamber lies on the northwest corner of the keep, and affords an excellent view, through the crossletted arrowslits, of the path approaching the upper gate. Once again the futility of an assault from this direction is apparent; the archers here could easily pick the attackers off long @@ -4425,39 +4386,40 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset M 0 2516 4 2545 - Reset E 1 2505 1 16 - Reset E 1 2518 1 9 - Reset E 1 2519 1 12 - Reset E 1 2520 1 10 - Reset G 1 2521 1 -Reset M 0 2516 4 2545 - Reset E 1 2505 1 16 - Reset E 1 2518 1 9 - Reset E 1 2519 1 12 - Reset E 1 2520 1 10 - Reset G 1 2521 1 -Reset M 0 2516 4 2545 - Reset E 1 2505 1 16 - Reset E 1 2518 1 9 - Reset E 1 2519 1 12 - Reset E 1 2520 1 10 - Reset G 1 2521 1 -Reset M 0 2516 4 2545 - Reset E 1 2505 1 16 - Reset E 1 2518 1 9 - Reset E 1 2519 1 12 - Reset E 1 2520 1 10 - Reset G 1 2521 1 -Reset D 0 2545 1 1 +Reset M 2516 4 2545 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2518 1 9 100 + Reset E 2519 1 12 100 + Reset E 2520 1 10 100 + Reset G 2521 1 100 +Reset M 2516 4 2545 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2518 1 9 100 + Reset E 2519 1 12 100 + Reset E 2520 1 10 100 + Reset G 2521 1 100 +Reset M 2516 4 2545 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2518 1 9 100 + Reset E 2519 1 12 100 + Reset E 2520 1 10 100 + Reset G 2521 1 100 +Reset M 2516 4 2545 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2518 1 9 100 + Reset E 2519 1 12 100 + Reset E 2520 1 10 100 + Reset G 2521 1 100 +Reset D 2545 1 1 100 -2 #ENDROOM #ROOM -Vnum 2546 -Name The Death Room~ -Sector inside~ -Flags dark indoors nosummon~ -Desc The stairs enter a room directly below the murder holes in the defense +Vnum 2546 +Name The Death Room~ +Sector indoors~ +Flags dark indoors nosummon~ +Stats 0 0 0 0 0 +Desc The stairs enter a room directly below the murder holes in the defense room. Boiling oil could be poured on any who ascended to the battlements to the south and attempted to enter the keep this way. The floor bears no stains; apparently no enemy has yet been powerful, brave or stupid @@ -4474,8 +4436,8 @@ Direction up~ ToRoom 2536 #ENDEXIT -Reset O 0 2528 1 2546 -Reset D 0 2546 2 1 +Reset O 2528 1 2546 -1 -1 -1 100 +Reset D 2546 2 1 100 -2 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4492,11 +4454,12 @@ endif #ENDROOM #ROOM -Vnum 2547 -Name A Sentry Hall~ -Sector inside~ -Flags indoors nosummon~ -Desc A guard chamber where offduty guards from the battlements may rest +Vnum 2547 +Name A Sentry Hall~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc A guard chamber where offduty guards from the battlements may rest between shifts, this chamber contains a series of beds arranged around a large wooden table. The furniture here is in surprisingly good condition; this room has escaped the attention of the bulk of the gnoll @@ -4519,31 +4482,32 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset M 0 2517 3 2547 - Reset E 1 2513 1 5 - Reset E 1 2514 1 11 - Reset E 1 2507 1 6 - Reset E 1 2505 1 16 -Reset M 0 2517 3 2547 - Reset E 1 2507 1 6 - Reset E 1 2514 1 11 - Reset E 1 2513 1 5 - Reset E 1 2505 1 16 -Reset M 0 2517 3 2547 - Reset E 1 2505 1 16 - Reset E 1 2507 1 6 - Reset E 1 2514 1 11 - Reset E 1 2513 1 5 -Reset D 0 2547 0 1 -Reset D 0 2547 2 1 +Reset M 2517 3 2547 -1 -1 -1 100 + Reset E 2513 1 5 100 + Reset E 2514 1 11 100 + Reset E 2507 1 6 100 + Reset E 2505 1 16 100 +Reset M 2517 3 2547 -1 -1 -1 100 + Reset E 2507 1 6 100 + Reset E 2514 1 11 100 + Reset E 2513 1 5 100 + Reset E 2505 1 16 100 +Reset M 2517 3 2547 -1 -1 -1 100 + Reset E 2505 1 16 100 + Reset E 2507 1 6 100 + Reset E 2514 1 11 100 + Reset E 2513 1 5 100 +Reset D 2547 0 1 100 -2 +Reset D 2547 2 1 100 -2 #ENDROOM #ROOM -Vnum 2548 -Name Patrolling the Battlements~ -Sector city~ -Flags nosummon~ -Desc These battlements circle the keep at the second level, affording an +Vnum 2548 +Name Patrolling the Battlements~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc These battlements circle the keep at the second level, affording an excellent view of the southern and western aspects of the lands surrounding the keep. A stiff breeze assaults those who patrol here, carrying a chill from the southern lands. There are bound to be several @@ -4564,19 +4528,21 @@ Desc The battlements circle this level of the keep. ~ #ENDEXIT -Reset M 0 2518 2 2548 - Reset E 1 2506 1 14 - Reset E 1 2509 1 7 - Reset E 1 2513 1 5 - Reset G 1 2521 1 -Reset D 0 2548 0 1 +Reset M 2518 2 2548 -1 -1 -1 100 + Reset E 2506 1 14 100 + Reset E 2509 1 7 100 + Reset E 2513 1 5 100 + Reset G 2521 1 100 +Reset D 2548 0 1 100 -2 #ENDROOM #ROOM -Vnum 2549 -Name Patrolling the Battlements~ -Sector city~ -Desc The walls of the keep tower to the northeast; as the battlements wind +Vnum 2549 +Name Patrolling the Battlements~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The walls of the keep tower to the northeast; as the battlements wind around the southwestern corner it is impossible to even see the highest level. Arrowslits, crossletted to allow a variety of missile weapons, overlook the crenelated battlements, bastioned by supports of stone, @@ -4599,18 +4565,20 @@ Desc The battlements circle this level of the keep. ~ #ENDEXIT -Reset M 0 2518 2 2549 - Reset E 1 2513 1 5 - Reset E 1 2506 1 14 - Reset E 1 2509 1 7 - Reset G 1 2521 1 +Reset M 2518 2 2549 -1 -1 -1 100 + Reset E 2513 1 5 100 + Reset E 2506 1 14 100 + Reset E 2509 1 7 100 + Reset G 2521 1 100 #ENDROOM #ROOM -Vnum 2550 -Name Patrolling the Battlements~ -Sector city~ -Desc The battlements end here, where the keep merges into the mountainside. +Vnum 2550 +Name Patrolling the Battlements~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The battlements end here, where the keep merges into the mountainside. Progress further north is blocked by the mountain itself; solid, impenetrable granite, a superb natural defense. It also leaves a blind spot, where those on these battlements cannot view the upper road that @@ -4627,11 +4595,12 @@ Desc The battlements circle this level of the keep. #ENDROOM #ROOM -Vnum 2551 -Name The Eastern Turret~ -Sector inside~ -Flags indoors~ -Desc Narrow windows line the walls of this circular turret, allowing a +Vnum 2551 +Name The Eastern Turret~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Narrow windows line the walls of this circular turret, allowing a 360 degree view of the surrounding terrain. No sentry has been posted here; the range is too great for even a longbow to hit approaching enemies with any accuracy, and the guard rooms on the lower levels @@ -4652,15 +4621,16 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset D 0 2551 5 1 +Reset D 2551 5 1 100 -2 #ENDROOM #ROOM -Vnum 2552 -Name The Upper Levels of the Keep of Alderweg~ -Sector inside~ -Flags indoors~ -Desc Guttering torchlight dimly illuminates this chamber, which contains +Vnum 2552 +Name The Upper Levels of the Keep of Alderweg~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Guttering torchlight dimly illuminates this chamber, which contains two doors, leading into the quarters of the most important residents of the keep. No doubt the heart of the evil that has taken over this former bastion of law resides nearby, and no doubt it is aware of any @@ -4682,16 +4652,17 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset D 0 2552 1 1 -Reset D 0 2552 3 1 +Reset D 2552 1 1 100 -2 +Reset D 2552 3 1 100 -2 #ENDROOM #ROOM -Vnum 2553 -Name A Reception Area~ -Sector inside~ -Flags indoors~ -Desc Once a chamber where the Castellan would carry out various day-to-day +Vnum 2553 +Name A Reception Area~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Once a chamber where the Castellan would carry out various day-to-day administrative tasks, this chamber has been turned upside down in searches for booty, and in its current demolished state serves as quarters for one of the keep's new guardians. A narrow set of stairs @@ -4724,19 +4695,20 @@ Keywords trapdoor~ Flags isdoor closed locked~ #ENDEXIT -Reset M 0 2519 1 2553 - Reset E 1 2522 1 3 -Reset D 0 2553 1 1 -Reset D 0 2553 2 1 -Reset D 0 2553 4 2 +Reset M 2519 1 2553 -1 -1 -1 100 + Reset E 2522 1 3 100 +Reset D 2553 1 1 100 -2 +Reset D 2553 2 1 100 -2 +Reset D 2553 4 2 100 -2 #ENDROOM #ROOM -Vnum 2554 -Name The Lieutenant's Quarters~ -Sector inside~ -Flags dark indoors~ -Desc Before the occupation, the lieutenant of the keep resided here, in +Vnum 2554 +Name The Lieutenant's Quarters~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc Before the occupation, the lieutenant of the keep resided here, in a simple bed, which now lies smashed to flinders next to his desk, which is in a similar state. The lieutenant met his end defending the Keep on the lower levels, and did not live to see the ignomious end @@ -4750,8 +4722,8 @@ Desc A door opens onto unknown perils. Flags isdoor closed~ #ENDEXIT -Reset O 0 2537 1 2554 -Reset D 0 2554 3 1 +Reset O 2537 1 2554 -1 -1 -1 100 +Reset D 2554 3 1 100 -2 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4768,11 +4740,12 @@ endif #ENDROOM #ROOM -Vnum 2555 -Name Chambers of the Castellan~ -Sector inside~ -Flags indoors nosummon noastral~ -Desc The chambers of the Castellan are but a former shade of their once- +Vnum 2555 +Name Chambers of the Castellan~ +Sector indoors~ +Flags indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc The chambers of the Castellan are but a former shade of their once- impressive condition. Fine tapestries depicting Alderweg have been torn to ribbons, and lie piled on the floor. Antique furniture lies smashed to smithereens, near pools of dried blood. Torn cloth and broken weapons @@ -4797,20 +4770,22 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset M 0 2520 1 2555 - Reset E 1 2525 1 9 - Reset E 1 2526 1 12 - Reset G 1 2527 1 -Reset O 0 2524 1 2555 -Reset D 0 2555 0 1 -Reset D 0 2555 4 1 +Reset M 2520 1 2555 -1 -1 -1 100 + Reset E 2525 1 9 100 + Reset E 2526 1 12 100 + Reset G 2527 1 100 +Reset O 2524 1 2555 -1 -1 -1 100 +Reset D 2555 0 1 100 -2 +Reset D 2555 4 1 100 -2 #ENDROOM #ROOM -Vnum 2556 -Name The Northern Turret~ -Sector city~ -Desc The windows of this turret have been boarded up for some unknown reason, +Vnum 2556 +Name The Northern Turret~ +Sector city~ +Flags ~ +Stats 0 0 0 0 0 +Desc The windows of this turret have been boarded up for some unknown reason, thus eliminating the majestic view. Weapons and armor of all sorts, mostly far inferior to your own, have been stockpiled here, including recently added longbows of gnollish manufacture; crude, but powerful weapons. A @@ -4827,14 +4802,14 @@ Keywords trapdoor~ Flags isdoor closed locked~ #ENDEXIT -Reset M 0 2535 1 2556 - Reset E 1 2545 1 19 -Reset O 0 2521 1 2556 -Reset O 0 2541 1 2556 -Reset O 0 2542 1 2556 -Reset O 0 2544 1 2556 -Reset O 0 2531 1 2556 -Reset D 0 2556 5 2 +Reset M 2535 1 2556 -1 -1 -1 100 + Reset E 2545 1 19 100 +Reset O 2521 1 2556 -1 -1 -1 100 +Reset O 2541 1 2556 -1 -1 -1 100 +Reset O 2542 1 2556 -1 -1 -1 100 +Reset O 2544 1 2556 -1 -1 -1 100 +Reset O 2531 1 2556 -1 -1 -1 100 +Reset D 2556 5 2 100 -2 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4851,11 +4826,12 @@ endif #ENDROOM #ROOM -Vnum 2557 -Name The Western Turret~ -Sector inside~ -Flags indoors~ -Desc Of all the turrets of the keep, this one affords the best view; from +Vnum 2557 +Name The Western Turret~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Of all the turrets of the keep, this one affords the best view; from here, one can peer far over the surrounding countryside with little restrictions. The remains of Gannaway are visible far to the northwest, while beyond that the Lewyn flows from Lake Spendlowe, upon which rests @@ -4872,8 +4848,8 @@ Keywords trapdoor~ Flags isdoor closed~ #ENDEXIT -Reset O 0 2530 1 2557 -Reset D 0 2557 5 1 +Reset O 2530 1 2557 -1 -1 -1 100 +Reset D 2557 5 1 100 -2 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4890,51 +4866,56 @@ endif #ENDROOM #ROOM -Vnum 2560 -Name Cell #1~ -Sector city~ -Flags nomob norecall nosummon noastral~ +Vnum 2560 +Name Cell #1~ +Sector city~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 2561 -Name Cell #2~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Reset M 0 2533 1 2561 - Reset E 1 2546 1 3 +Vnum 2561 +Name Cell #2~ +Sector city~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Reset M 2533 1 2561 -1 -1 -1 100 + Reset E 2546 1 3 100 #ENDROOM #ROOM -Vnum 2562 -Name Cell #3~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Reset M 0 2534 1 2562 +Vnum 2562 +Name Cell #3~ +Sector city~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Reset M 2534 1 2562 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2563 -Name Cell #4~ -Sector city~ -Flags nomob norecall nosummon noastral~ -Reset M 0 2521 1 2563 +Vnum 2563 +Name Cell #4~ +Sector city~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 +Reset M 2521 1 2563 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2564 -Name Cell #5~ -Sector city~ -Flags nomob norecall nosummon noastral~ +Vnum 2564 +Name Cell #5~ +Sector city~ +Flags nomob nosummon norecall noastral~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 2565 -Name A Cramped Tunnel~ -Sector city~ -Flags dark indoors nosummon~ -Stats 0 0 3 -Desc The hole opens onto a narrow tunnel, created by some burrowing creature +Vnum 2565 +Name A Cramped Tunnel~ +Sector city~ +Flags dark indoors nosummon~ +Stats 0 0 3 0 0 +Desc The hole opens onto a narrow tunnel, created by some burrowing creature with powerful appendages. It runs beneath the walls of the Keep, heading presumably to the lowlands beyond the hills. The air here is stale, and stifling; it is also uncomfortably hot. Various dead animals, mostly @@ -4956,7 +4937,7 @@ Desc Up lies a broad stone chamber. Flags climb~ #ENDEXIT -Reset O 0 2529 1 2565 +Reset O 2529 1 2565 -1 -1 -1 100 #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -4973,12 +4954,12 @@ endif #ENDROOM #ROOM -Vnum 2566 -Name A Cramped Tunnel~ -Sector city~ -Flags dark indoors~ -Stats 0 0 1 -Desc Progress is difficult through this earthen passage, hampered by both +Vnum 2566 +Name A Cramped Tunnel~ +Sector city~ +Flags dark indoors~ +Stats 0 0 1 0 0 +Desc Progress is difficult through this earthen passage, hampered by both the cramped conditions and the uncomfortable temperature. Fresh air filters in only barely from the entrance, and is barely sufficient for the needs of any creature unused to such an environment. The walls are @@ -5002,12 +4983,12 @@ Desc It is too dark to see very far... #ENDROOM #ROOM -Vnum 2567 -Name A Cramped Tunnel~ -Sector city~ -Flags dark indoors~ -Stats 0 0 1 -Desc The tunnel is beginning to slope slightly, heading upwards as it heads +Vnum 2567 +Name A Cramped Tunnel~ +Sector city~ +Flags dark indoors~ +Stats 0 0 1 0 0 +Desc The tunnel is beginning to slope slightly, heading upwards as it heads east, and downwards to the west, where it disappears in the darkness with no hint of an escape. Surely whatever creature constructed this earthen edit must be well used to cramped, humid and claustrophobic conditions; @@ -5030,12 +5011,12 @@ Desc It is too dark to see very far... #ENDROOM #ROOM -Vnum 2568 -Name A Cramped Tunnel~ -Sector city~ -Flags dark indoors~ -Stats 0 0 1 -Desc At last there is a noticeable change in the tunnel's direction, and some +Vnum 2568 +Name A Cramped Tunnel~ +Sector city~ +Flags dark indoors~ +Stats 0 0 1 0 0 +Desc At last there is a noticeable change in the tunnel's direction, and some hope of escape from this tomblike passage. Light filters in from somewhere to the north, indicating a possible exit from the tunnel, though it also means a possible encounter with this tunnel's engineers... @@ -5057,12 +5038,12 @@ Desc It is too dark to see very far... #ENDROOM #ROOM -Vnum 2569 -Name A Cramped Tunnel~ -Sector city~ -Flags dark indoors~ -Stats 0 0 3 -Desc The tunnel ends here, at a gaping hole that presumably marks where the +Vnum 2569 +Name A Cramped Tunnel~ +Sector city~ +Flags dark indoors~ +Stats 0 0 3 0 0 +Desc The tunnel ends here, at a gaping hole that presumably marks where the creatures that construced this passage began their work. The tunnel itself is an admirable feat, despite the considerable discomfort it causes non- insectoid travellers; to be able to accurately gauge the distance and @@ -5097,11 +5078,12 @@ endif #ENDROOM #ROOM -Vnum 2570 -Name The Lowlands~ -Sector field~ -Flags nosummon~ -Desc The tunnel opens onto rolling plains, which lie a fair distance- 500 +Vnum 2570 +Name The Lowlands~ +Sector field~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The tunnel opens onto rolling plains, which lie a fair distance- 500 yards at least- from the walls of the keep, which tower to the east. The grass here has been gouged and churned by the mandibles of the giant ants that burrowed into the keep. This, however, isn't as gripping @@ -5121,15 +5103,16 @@ Keywords hole~ Flags hidden can_enter~ #ENDEXIT -Reset O 0 2538 1 2570 +Reset O 2538 1 2570 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2571 -Name Approaching a Camp~ -Sector field~ -Flags nomob nosummon~ -Desc A dirt path has been worn into the earth here by the passing of countless +Vnum 2571 +Name Approaching a Camp~ +Sector field~ +Flags nomob nosummon~ +Stats 0 0 0 0 0 +Desc A dirt path has been worn into the earth here by the passing of countless pairs of booted feet, recently too. Dozens of tents have been pitched to the west, centered around a roaring blaze. Shouts and cries echo from the camp; voices raised in the guttural goblin tongue can be heard in the @@ -5161,11 +5144,12 @@ worth, they have been impaled on blackened spears around the camp. #ENDROOM #ROOM -Vnum 2572 -Name The Mercenary Camp~ -Sector city~ -Flags nosummon~ -Desc Starting here is a row of tents, of varying sizes and hues, housing +Vnum 2572 +Name The Mercenary Camp~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc Starting here is a row of tents, of varying sizes and hues, housing what appears to be a mercenary army of considerable size, doubtless amassed with the intention of taking the Keep of Alderweg. Large crimson banners flutter from stakes placed before the tents, evidently the @@ -5201,9 +5185,9 @@ Desc West leads further into this dark camp. ~ #ENDEXIT -Reset M 0 2528 1 2572 - Reset E 1 2534 1 16 - Reset E 1 2535 1 5 +Reset M 2528 1 2572 -1 -1 -1 100 + Reset E 2534 1 16 100 + Reset E 2535 1 5 100 #EXDESC ExDescKey banner banners~ ExDesc The banner bears a motif of a clenched red fist on a green field. @@ -5213,11 +5197,12 @@ ExDesc The banner bears a motif of a clenched red fist on a green field. #ENDROOM #ROOM -Vnum 2573 -Name A Barracks Tent~ -Sector inside~ -Flags indoors nosummon~ -Desc The interior of this tent is filled with simple bunks, on which the +Vnum 2573 +Name A Barracks Tent~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc The interior of this tent is filled with simple bunks, on which the hobgoblins sleep when they are not on duty or fighting for their employer. There is little else of interest in here; hobgoblins are vicious and cruel, but quite orderly in their domestic environment. @@ -5232,11 +5217,12 @@ Desc The camp bustles with activity. #ENDROOM #ROOM -Vnum 2574 -Name A Barracks Tent~ -Sector inside~ -Flags indoors nosummon~ -Desc The interior of this tent is filled with simple bunks, on which the +Vnum 2574 +Name A Barracks Tent~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc The interior of this tent is filled with simple bunks, on which the hobgoblins sleep when they are not on duty or fighting for their employer. There is little else of interest in here; hobgoblins are vicious and cruel, but quite orderly in their domestic environment. @@ -5248,15 +5234,16 @@ Desc The camp bustles with activity. ~ #ENDEXIT -Reset M 0 2526 2 2574 +Reset M 2526 2 2574 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2575 -Name A Large Campfire~ -Sector city~ -Flags nosummon~ -Desc Scores of hobgoblin mercenaries lie resting or eating around the fire, +Vnum 2575 +Name A Large Campfire~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc Scores of hobgoblin mercenaries lie resting or eating around the fire, obviously eager for battle. They ignore any new arrivals; being a mercenary army, they are well-used to strange individuals wandering into camp. It would be a mistake to start a fight here; anyone who challenged @@ -5277,28 +5264,29 @@ Desc West leads further into this dark camp. ~ #ENDEXIT -Reset M 0 2531 6 2575 -Reset M 0 2531 6 2575 -Reset M 0 2531 6 2575 -Reset M 0 2531 6 2575 -Reset M 0 2531 6 2575 -Reset M 0 2531 6 2575 -Reset M 0 2527 4 2575 - Reset E 1 2534 1 16 - Reset E 1 2535 1 5 -Reset M 0 2527 4 2575 - Reset E 1 2534 1 16 - Reset E 1 2535 1 5 -Reset M 0 2526 2 2575 -Reset O 0 2536 1 2575 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2531 6 2575 -1 -1 -1 100 +Reset M 2527 4 2575 -1 -1 -1 100 + Reset E 2534 1 16 100 + Reset E 2535 1 5 100 +Reset M 2527 4 2575 -1 -1 -1 100 + Reset E 2534 1 16 100 + Reset E 2535 1 5 100 +Reset M 2526 2 2575 -1 -1 -1 100 +Reset O 2536 1 2575 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2576 -Name The Chieftain's Pavilion~ -Sector city~ -Flags nosummon~ -Desc The end of the camp is dominated by three large tents, each the color +Vnum 2576 +Name The Chieftain's Pavilion~ +Sector city~ +Flags nosummon~ +Stats 0 0 0 0 0 +Desc The end of the camp is dominated by three large tents, each the color of a blazing fire. The air here is uncomfortably warm, heated by numerous iron braziers, within which piles of charcoal smolder. Numerous mercenaries saunter past, glancing only occasionally at new visitors to @@ -5333,17 +5321,18 @@ Desc West lies the chieftain of this army. ~ #ENDEXIT -Reset M 0 2530 1 2576 - Reset E 1 2535 1 5 - Reset E 1 2534 1 16 +Reset M 2530 1 2576 -1 -1 -1 100 + Reset E 2535 1 5 100 + Reset E 2534 1 16 100 #ENDROOM #ROOM -Vnum 2577 -Name The Chieftain's Tent~ -Sector inside~ -Flags indoors nosummon~ -Desc This tent could house a score of hobgoblins, but instead houses but +Vnum 2577 +Name The Chieftain's Tent~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This tent could house a score of hobgoblins, but instead houses but one man- the fire giant that leads this organized fighting force. He rests in a bunk the size of a drawbridge, next to which sits the chair in which he sits while holding meetings with his officers; the chair @@ -5357,23 +5346,24 @@ Desc The camp bustles with activity. ~ #ENDEXIT -Reset M 0 2525 1 2577 - Reset E 1 2532 1 5 - Reset E 1 2533 1 16 -Reset M 0 2527 4 2577 - Reset E 1 2534 1 16 - Reset E 1 2535 1 5 -Reset M 0 2527 4 2577 - Reset E 1 2534 1 16 - Reset E 1 2535 1 5 +Reset M 2525 1 2577 -1 -1 -1 100 + Reset E 2532 1 5 100 + Reset E 2533 1 16 100 +Reset M 2527 4 2577 -1 -1 -1 100 + Reset E 2534 1 16 100 + Reset E 2535 1 5 100 +Reset M 2527 4 2577 -1 -1 -1 100 + Reset E 2534 1 16 100 + Reset E 2535 1 5 100 #ENDROOM #ROOM -Vnum 2578 -Name The Hound Pen~ -Sector inside~ -Flags indoors~ -Desc Within this tent lie several beds of a strange cloth, soaked in +Vnum 2578 +Name The Hound Pen~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Within this tent lie several beds of a strange cloth, soaked in chemicals that prevent it from being incinerated by the forms of those that rest upon them. The air in here is even hotter than outside, warmed to an almost unbearable temperature by several blazing fires, and the @@ -5389,11 +5379,12 @@ Desc The camp bustles with activity. #ENDROOM #ROOM -Vnum 2579 -Name A Small Tent~ -Sector inside~ -Flags indoors nosummon~ -Desc This tent is empty, devoid of any furniture or even traces of habitation. +Vnum 2579 +Name A Small Tent~ +Sector indoors~ +Flags indoors nosummon~ +Stats 0 0 0 0 0 +Desc This tent is empty, devoid of any furniture or even traces of habitation. All that can be seen is a small pile of bones, evidently the remains of a meal recently devoured by the creatures that live here. The air stinks of fire and brimstone, mingled with the odor of spilled blood... @@ -5405,15 +5396,16 @@ Desc The camp bustles with activity. ~ #ENDEXIT -Reset M 0 2532 2 2579 -Reset M 0 2532 2 2579 +Reset M 2532 2 2579 -1 -1 -1 100 +Reset M 2532 2 2579 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 2599 -Name Final Room~ -Sector city~ -Flags nomob nosummon~ +Vnum 2599 +Name Final Room~ +Sector city~ +Flags nomob nosummon~ +Stats 0 0 0 0 0 #ENDROOM #ENDAREA diff --git a/data/realm/gilligan.are b/data/realm/gilligan.are new file mode 100644 index 0000000..e597eca --- /dev/null +++ b/data/realm/gilligan.are @@ -0,0 +1,2276 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Gilligan's Island~ +Author Lenny~ +Vnums 32101 32156 +Continent one~ +Coordinates 0 0 +Dates 1403837156 1403837156 +Ranges 20 80 0 115 +ResetFreq 15 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 32101 +Keywords Gilligan~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Gilligan~ +Long Gilligan stands here +~ +Desc Gilligan looks exactly like you remember from the TV show. He is wearing +a red shirt and a white hat. +~ +Nattacks 0.000000 +Stats1 800 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger wimpy~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 32102 +Keywords Skipper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Skipper~ +Long The Skipper stands here holding his hat. +~ +Desc The Skipper is a portly fellow wearing the same costume as from the show. +You can see the stress in his brow whenever you mention Gilligans name. +~ +Nattacks 0.000000 +Stats1 200 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32103 +Keywords Professor~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Professor~ +Long The Professor stands here working away. +~ +Desc The professor is working away hard at a new way to get off the Island, +if they could have just got a ride from the camera crew! +~ +Nattacks 0.000000 +Stats1 300 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 32104 +Keywords Howell~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Mr.Howell~ +Long Mr.Howell lies here waiting to tee off. +~ +Desc As you get near him, you can smell money. Perhaps he shredded some just +for cologne? Never can tell with these eccentrics. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 32105 +Keywords Howell~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mrs.Howell~ +Long Mrs.Howell walks around aimlessly. +~ +Desc Mrs.Howell wouldnt know a hard days work if she were hit by it. She is +clad in an evening gown, even though she is trapped on this island. +~ +Nattacks 0.000000 +Stats1 -100 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_evil~ +#ENDMOBILE + +#MOBILE +Vnum 32106 +Keywords Mary Anne~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mary Anne~ +Long Mary Anne stands here doing laundry. +~ +Desc Mary Anne definitely knew how to live on the farm to keep this body. If +Ginger wasn't so easy, she would have the professor all to herself. +~ +Nattacks 0.000000 +Stats1 500 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_evil~ +#ENDMOBILE + +#MOBILE +Vnum 32107 +Keywords Ginger~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ginger~ +Long Ginger stands here in her sequined evening gown. +~ +Desc This movie star has it where it belongs. It is unfortunate for this boat +wreck, for Ginger's porn movies were just starting to reach the top of the +charts. +~ +Nattacks 0.000000 +Stats1 -100 0 0 0 0 0 +Stats2 16 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32108 +Keywords Camera man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A camera man~ +Long A camera man stands here checking the light. +~ +Desc This camera man looks like a fat old man with a beard. Must not take much +personal grooming to be a camera man. You wonder why he never takes the +castaways home with him? +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected detect_evil~ +#ENDMOBILE + +#MOBILE +Vnum 32109 +Keywords Director~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Director~ +Long A director stands here yelling 'Cut!' +~ +Desc The director is an angry older man, who has a glass eye monacle and a +bullhorn. He is mean enough to leave the castaways here, when he leaves after +shooting each episode, says it builds character. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32110 +Keywords Lion~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A lion~ +Long A lion sleeps here. +~ +Desc A HUGE lion sleeps here in the jungle. Makes you start thinking about that +song. You sing 'In the jungle, the mighty jungle, the lion sleeps tonight.' +Well, you get the point. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected sleep~ +#ENDMOBILE + +#MOBILE +Vnum 32111 +Keywords Headhunter~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A headhunter~ +Long A headhunter stands here looking for heads. +~ +Desc The headhunter is an island native with a tooth necklace, and a grass +skirt. He is a larger man, so he must eat well. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 13 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32112 +Keywords Headhunter king~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Headhunter King~ +Long The Headhunter King awaits here for his meal. +~ +Desc The king is very stocky and well built. He is a humungous man that weighs +about 300 pounds and has jagged teeth. He wears a large head dress upon his +head. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32113 +Keywords Referee~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Referee~ +Long A Referee stands here making bad calls. +~ +Desc This referee has a white cane and glasses, because he obviously can't see. +Many people think its a front so that he can be bought off easier. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected blind sanctuary protect~ +#ENDMOBILE + +#MOBILE +Vnum 32114 +Keywords Russian Astronaut~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Russian Astronaut~ +Long A Russian Astronaut stands here mumbling something in russian. +~ +Desc He is 6'4, and very well built. You hope he stays on your good side. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32115 +Keywords Totem pole~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Totem Pole~ +Long A Totem Pole stands here. +~ +Desc A totem pole towers above you. It is at leaset ten feet high, with +engravings and carvings of some of the past kings of the tribe. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32116 +Keywords Surfer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a Surfer~ +Long A Surfer stands here. +~ +Desc This blonde hair blue eyed surfer has a great tan and stands here +holding his surf +board. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc scavenger~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 32117 +Keywords Robot~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a Robot~ +Long A Robot stands here ready to play basketball. +~ +Desc This robot is a really boxey robot. You wonder how it move, nonetheless +play basketball? +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger~ +Affected detect_evil~ +#ENDMOBILE + +#MOBILE +Vnum 32118 +Keywords Robinson Crusoe~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Robinson Crusoe~ +Long Robinson Crusoe stands here. +~ +Desc Robinson is very old and scraggly from the many years on this island, +without his girl Friday, he would probably look a bit younger. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32119 +Keywords Friday~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Friday~ +Long Friday stands here awaiting to help his master. +~ +Desc Friday, although believed by Lenny to be a beautiful native girl +with an excellent figure, Friday, in Defoe's 'Robinson Crusoe', was +actually a man rescued from cannibals by Crusoe. -RM :) + +--------------------------------------------------------- +Excerpted from Compton’s Interactive Encyclopedia +Copyright © 1994, 1995 Compton’s NewMedia, Inc. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32120 +Keywords Land Shark~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Land Shark~ +Long A Land Shark stands here waiting for his next meal. +~ +Desc The Landshark is about 10 feet long and likes to go door to door posing +as an avon representative. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc scavenger aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 32121 +Keywords Chicken Person~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A Chicken Person~ +Long A Chicken Person stands here. +~ +Desc This creature looks like a person, but is covered in blue, red, and +yellow flowers. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 32122 +Keywords Monkey~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Monkey~ +Long A monkey sits here playing with coconuts. +~ +Desc A really mean looking monkey, holding some coconuts. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary protect~ +#ENDMOBILE + +#MOBILE +Vnum 32123 +Keywords Hurricane Andrew~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Hurricane Andrew~ +Long Hurricane Andrew blows away violently here. +~ +Desc Hurricane Andrew looks like a very handsome hurricane. Rapid winds +and violent storms make him very respected by all. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 18 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger aggressive deadly~ +Affected invisible detect_evil sanctuary protect flying~ +#ENDMOBILE + +#MOBILE +Vnum 32124 +Keywords Sumo~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Sumo~ +Long A Sumo waits here for his next opponent. +~ +Desc The Sumo is a HUGE man, wearing only a diaper. I am not gonna be the one +to laugh. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 10 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_evil detect_invis detect_magic protect~ +#ENDMOBILE + +#MOBILE +Vnum 32125 +Keywords Butterfly Catcher~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Butterfly Catcher~ +Long A Butterfly Catcher stands here looking for butterfliers. +~ +Desc An older frail gentleman. He has a mustache, and speaks with an +accent. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 14 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 32126 +Keywords Meadowlark Lemon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Meadowlark Lemon~ +Long Meadowlark Lemon stands here ready to play ball. +~ +Desc Meadowlark is a really tall Globetrotter. He really has a great presence +on the courts. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 15 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#OBJECT +Vnum 32100 +Keywords First mates cap~ +Type armor~ +Short a first mate's cap~ +Long A white cap that is weathered and beaten.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32101 +Keywords Red Shirt~ +Type armor~ +Short a red shirt~ +Long A red shirt rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32102 +Keywords Skipper's hat~ +Type weapon~ +Short a skipper's hat~ +Long A skippers hat lies here.~ +WFlags take~ +Values 0 0 0 6 0 0 0 0 0 0 0 +Stats 7 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32103 +Keywords Glasses~ +Type armor~ +Short a pair of glasses~ +Long A pair of glasses sit here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData wisdom 1 -1 -1 0 +AffData sex -1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32104 +Keywords Short shorts~ +Type armor~ +Short short shorts~ +Long A pair of really short shorts.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32105 +Keywords Sequinned dress~ +Type armor~ +Short a sequinned dress~ +Long A sequinned dress sparkles here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData sex 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32106 +Keywords nine iron 9~ +Type weapon~ +Short a nine iron~ +Long A nine iron sits here waiting to be used.~ +Flags bless~ +WFlags take~ +Values 0 0 0 1 0 0 0 0 0 0 0 +Stats 12 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32107 +Keywords Mai tai cocktail~ +Type drinkcon~ +Short a Mai Tai cocktail~ +Long A mai tai waits to be drunk here.~ +WFlags take~ +Values 1 1 1 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32108 +Keywords Pearl necklace~ +Type armor~ +Short a pearl necklace~ +Long A pearl necklace sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData intelligence 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32109 +Keywords White cane~ +Type staff~ +Short a white cane~ +Long A white cane rests here.~ +WFlags take~ +Values 12 20 20 -1 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +Spells 'blindness' +#ENDOBJECT + +#OBJECT +Vnum 32110 +Keywords Whistle~ +Type armor~ +Short a whistle~ +Long A whistle sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData intelligence -1 -1 -1 0 +AffData armor -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32111 +Keywords lions mane~ +Type armor~ +Short a lion's mane~ +Long A lions mane sits here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32112 +Keywords Coconut~ +Type potion~ +Short a coconut~ +Long A coconut lies here.~ +Flags glow~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'cure light' 'cure light' 'cure light' +#ENDOBJECT + +#OBJECT +Vnum 32113 +Keywords Chicken Feather~ +Type staff~ +Short a chicken feather~ +Long A feather seems to hover here.~ +WFlags take~ +Values 0 20 20 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData move 20 -1 -1 0 +Spells 'fly' +#ENDOBJECT + +#OBJECT +Vnum 32114 +Keywords Grass skirt~ +Type armor~ +Short a grass skirt~ +Long A grass skirt lies here.~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32115 +Keywords headhunter spear~ +Type weapon~ +Short a headhunter's spear~ +Long A spear lies here waiting to be used.~ +Flags glow inventory~ +WFlags take~ +Values 0 5 20 1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData hitroll 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32116 +Keywords King headdress~ +Type armor~ +Short the headdress of the king~ +Long The headdress of the king lies here.~ +Flags bless~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData armor -15 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData sex 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32117 +Keywords Raunchy teeth~ +Type weapon~ +Short raunchy teeth~ +Long A set of raunchy teeth lie here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32118 +Keywords Teeth Necklace~ +Type armor~ +Short a necklace made of teeth~ +Long A necklace made of teeth rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData armor -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32119 +Keywords bracelet palm~ +Type armor~ +Short a bracelet made of palm~ +Long A bracelet made of palm is beautifully woven.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32120 +Keywords Palm belt~ +Type armor~ +Short a belt made from palm~ +Long A belt made from palm lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32121 +Keywords Groucho glasses~ +Type armor~ +Short groucho glasses~ +Long A pair of glasses with a fake nose and mustache attached rests here.~ +Flags magic~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 1 -1 -1 0 +AffData sex -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32122 +Keywords moon boots~ +Type armor~ +Short moon boots~ +Long A pair of moon boots rest here.~ +Flags glow~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData move 15 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32123 +Keywords Surfboard~ +Type trash~ +Short a surfboard~ +Long A surfboard lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32124 +Keywords Calculator~ +Type armor~ +Short a calculator~ +Long A calculator computes here.~ +Flags hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32125 +Keywords Globetrotter jersey~ +Type armor~ +Short a Globetrotter jersey~ +Long A jersey rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32126 +Keywords Voodoo mask~ +Type armor~ +Short a voodoo mask~ +Long A mask made from palm bark rests here.~ +Flags nodrop~ +WFlags take~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData sex -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32127 +Keywords Sumo pants~ +Type armor~ +Short sumo pants~ +Long A pair of pants that look like a huge diaper rest here.~ +Flags bless~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32128 +Keywords Butterfly Net~ +Type weapon~ +Short a butterfly net~ +Long A butterfly net lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32129 +Keywords Safari hat~ +Type armor~ +Short a safari hat~ +Long A safari hat has been left here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32130 +Keywords bullhorn~ +Type wand~ +Short a bullhorn~ +Long A bullhorn lies here to be used to get attention.~ +WFlags take~ +Values 10 10 10 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData intelligence -1 -1 -1 0 +Spells 'charm person' +#ENDOBJECT + +#OBJECT +Vnum 32131 +Keywords Directors scarf~ +Type armor~ +Short a director's scarf~ +Long A long white scarf lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32132 +Keywords Hurricane staff~ +Type staff~ +Short the hurricane staff~ +Long The hurricane staff sizzles here.~ +Flags glow hum~ +WFlags take~ +Values 20 10 10 -1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +Spells 'earthquake' +#ENDOBJECT + +#OBJECT +Vnum 32133 +Keywords camera~ +Type armor~ +Short a 35 millimeter camera~ +Long A camera sits here waiting to be used.~ +Flags glow~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 4 0 -2 9999 0 None None None +AffData constitution 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32134 +Keywords key~ +Type key~ +Short a key shaped like an "L"~ +Long A funny shaped key lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 32100 +Name The Beach~ +Sector desert~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You have landed upon the beach, on an island which looks semi-familiar. +There are palm trees all over and to the north the beach continues. +~ +#EXIT +Direction north~ +ToRoom 32101 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 30088 +Desc All you can see west is ocean, maybe you're lost....... +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32101 +Name The Beach~ +Sector desert~ +Flags ~ +Stats 0 0 0 0 0 +Desc As you proceed up the beach, you see a marooned boat to your west. There +is a big hole in the side, and the sign on it says 'Minnow'. You knew this +beach looked familiar! This is Gilligans Island. Wow, you thought this was +only a television show. You can board the Minnow, or proceed north. +~ +#EXIT +Direction north~ +ToRoom 32103 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32100 +Keywords You see the landing to the South. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32102 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32102 +Name Aboard the Minnow~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This boat is exactly like it looked in television. Destroyed beyond +repair, it has sitten here for years. Almost all of the parts have been taken +out to be used by the professor to make useful things around the island. +~ +#EXIT +Direction east~ +ToRoom 32101 +#ENDEXIT + +Reset M 32102 1 32102 -1 -1 -1 100 + Reset E 32102 1 16 100 +#ENDROOM + +#ROOM +Vnum 32103 +Name End of the Beach~ +Sector desert~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached the end of the beach, you can see a trail leading off +into the jungle to the east, or you can return to the south. +~ +#EXIT +Direction east~ +ToRoom 32104 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32101 +#ENDEXIT + +Reset M 32108 1 32103 -1 -1 -1 100 + Reset E 32133 1 3 100 +Reset M 32109 1 32103 -1 -1 -1 100 + Reset E 32130 1 16 100 + Reset E 32131 1 4 100 +#ENDROOM + +#ROOM +Vnum 32104 +Name The Jungle~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered into the jungle. The sounds of wild animals and lack of +light, provide for a rather spooky effect. You can continue to the east, or +return to the beach to the west. +~ +#EXIT +Direction east~ +ToRoom 32105 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32103 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32105 +Name The Jungle~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached a branch in the path. From here you can head northward +toward a light, or southward towards the sound of drums. +~ +#EXIT +Direction north~ +ToRoom 32155 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32106 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32104 +#ENDEXIT + +Reset M 32111 3 32105 -1 -1 -1 100 + Reset E 32114 1 7 100 + Reset E 32115 1 16 100 +#ENDROOM + +#ROOM +Vnum 32106 +Name Deep in the Jungle~ +Sector forest~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are getting deeper in the jungle and your senses are really peaked. +All around you are sounds of the jungle. In the distance you can hear some +drums play a monotonous beat. You can proceed to the south, or head back to +safety in the north. +~ +#EXIT +Direction north~ +ToRoom 32105 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32107 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32107 +Name Deeper in the Jungle~ +Sector forest~ +Flags dark~ +Stats 0 0 0 0 0 +Desc As you proceed down this trail, the drums are getting louder. You start +to wonder if there are cannibal tribes on this island. There are some totem +poles here, with masks carved into them. You see some sort of shrine to the +south, and to the west you see a clearing, of course, you can always head back +to the north. +~ +#EXIT +Direction north~ +ToRoom 32106 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32109 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32108 +#ENDEXIT + +Reset M 32115 4 32107 -1 -1 -1 100 + Reset E 32126 1 6 100 +#ENDROOM + +#ROOM +Vnum 32108 +Name The Shrine~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have walked into the sacrificial room for some tribe. There are +bones scattered everywhere. There is a large block here used for the +ceremonies. The only exit appears to be back to the north. +~ +#EXIT +Direction north~ +ToRoom 32107 +#ENDEXIT + +Reset M 32112 1 32108 -1 -1 -1 100 + Reset E 32116 1 6 100 + Reset E 32117 1 16 100 + Reset E 32118 1 3 100 +#ENDROOM + +#ROOM +Vnum 32109 +Name Deeper Yet in the Jungle~ +Sector forest~ +Flags dark~ +Stats 0 0 0 0 0 +Desc As you look further down the path you see a large clearing. You also +notice that it appears to lighten up ahead. You can return to the east, or +continue to the west. +~ +#EXIT +Direction east~ +ToRoom 32110 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32107 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32110 +Name A Clearing in the Jungle~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered a large clearing in the jungle. You feel much safer +as you notice you can see the sky and that the path here looks much more +used. You can here a strange noise to the south, but can continue in any +direction. +~ +#EXIT +Direction north~ +ToRoom 32115 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32114 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32111 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32109 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32111 +Name A Wide Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a wide path in the jungle. You can hear a whistling noise +further down the path, and you think you hear some taunting. You can continue +to the south, or return to the north. +~ +#EXIT +Direction north~ +ToRoom 32110 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32112 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32112 +Name The Basketball Court~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have walked on to a basketball court. There is a bench here for +one team, but the other team doesnt have one. You can return to the north +or go check out the southern end of the court. +~ +#EXIT +Direction north~ +ToRoom 32111 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32113 +#ENDEXIT + +Reset M 32113 1 32112 -1 -1 -1 100 + Reset E 32109 1 17 100 + Reset E 32110 1 4 100 +#ENDROOM + +#ROOM +Vnum 32113 +Name Southern End of the Courts~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the southern end of the basketball court. The scoreboard here +reads Islanders 100, Robots 99. Hard to believe it was such a close game. +The only exit appears to be to the north. +~ +#EXIT +Direction north~ +ToRoom 32112 +#ENDEXIT + +Reset M 32117 1 32113 -1 -1 -1 100 + Reset E 32124 1 17 100 +Reset M 32126 1 32113 -1 -1 -1 100 + Reset E 32125 1 5 100 +#ENDROOM + +#ROOM +Vnum 32114 +Name Dead-end in the Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached a dead end in the path. Looks like the were saving this +in case they needed to expand through. The only exit here is to the west. +~ +#EXIT +Direction west~ +ToRoom 32110 +#ENDEXIT + +Reset M 32116 1 32114 -1 -1 -1 100 + Reset E 32123 1 17 100 +#ENDROOM + +#ROOM +Vnum 32115 +Name Broader Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path continues to widen here as you head north. Way up in the +distance you see a small table. You can continue to the north, or return +to the south. +~ +#EXIT +Direction north~ +ToRoom 32116 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32110 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32116 +Name Opening by the Beach~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand on a wide path that looks well traveled. The sounds of the +jungle are fading away, yet are still very prevalent. To your east you hear +some cackling, and to the north you see a table. +~ +#EXIT +Direction north~ +ToRoom 32125 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32117 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32115 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32117 +Name To the Lagoon~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a path to the lagoon. It is frequently used and rather large. +There is a hut to the north, and the water is to the east. You can hear a +strange cackling noise even louder now. +~ +#EXIT +Direction north~ +ToRoom 32124 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32119 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32116 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32118 +Name The Landmine~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc This is the end of the clearing by the lagoon. You see nothing unusual +about the end of the clearing except a rather large mine. You here a faint +ticking sound. Hmmm.... +~ +#EXIT +Direction north~ +ToRoom 32119 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32119 +Name The Clearing~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand on the edge of the lagoon. The clearing goes on to the north +and south, but you can also see something out in the water. The cackling +noise is really loud now. +~ +#EXIT +Direction north~ +ToRoom 32123 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32120 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32118 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32117 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32120 +Name On the Lagoon~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the lagoon. The water beneath you is extremely clear, and you +see some humungous fish on the bottom. No wonder Gilligan always used to +fish here. The lagoon continues to the east, or you can return to the +clearing to the west. +~ +#EXIT +Direction east~ +ToRoom 32121 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32119 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32121 +Name Further on the Lagoon~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are way out above the water now, you can finally see the object that +floats here good enough to recognize that it is a satellite. There is a hatch +that is closed. You can enter the satellite, or return to the clearing. +~ +#EXIT +Direction east~ +ToRoom 32122 +Keywords hatch +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32120 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32122 +Name The Satellite~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a satellite. There are controls and dials everywhere in +here. All the writing is in russian, and you can here some russian coming +through the radio. The only exit is to the west. +~ +#EXIT +Direction west~ +ToRoom 32121 +Key 1 +Flags isdoor~ +#ENDEXIT + +Reset M 32114 2 32122 -1 -1 -1 100 + Reset E 32122 1 8 100 +#ENDROOM + +#ROOM +Vnum 32123 +Name Northern Clearing~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand at the northern edge of the clearing by the lagoon. You can see +the entrance to the hut here. There is also glue everywhere. You can see an +exploded pot of glue lying on the roof of the hut. +~ +#EXIT +Direction south~ +ToRoom 32119 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32124 +#ENDEXIT + +Reset M 32121 4 32123 -1 -1 -1 100 + Reset E 32113 1 17 100 +#ENDROOM + +#ROOM +Vnum 32124 +Name A Hut~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand in a small hut that was used mostly for storage of miscellaneous +objects. There is a door to the east and to the south. There are feathers +lying everywhere. +~ +#EXIT +Direction east~ +ToRoom 32123 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32117 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32125 +Name Beginning of a Trail~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand at a large entryway here. To the north is a picnic table made +of bamboo and some huts, to the south the trail gets narrower. +~ +#EXIT +Direction north~ +ToRoom 32126 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32116 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32126 +Name Picnic Table~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand at a picnic table made of bamboo, in the center of a small +village. There are some huts to the east and some to the west. You can +also head down the trail to the south. +~ +#EXIT +Direction east~ +ToRoom 32128 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32125 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32139 +#ENDEXIT + +Reset M 32107 1 32126 -1 -1 -1 100 + Reset E 32105 1 5 100 +Reset M 32123 1 32126 -1 -1 -1 100 + Reset E 32132 1 17 100 +#ENDROOM + +#ROOM +Vnum 32127 +Name Professors Lab~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a hut with many beakers and vials made from bamboo. +There is a bunsen burner brewing something on the table. There is a small +cot in the corner, and not too much else for decorations. The professor is +too busy to spend time decorating. +~ +#EXIT +Direction north~ +ToRoom 32128 +Flags isdoor~ +#ENDEXIT + +Reset M 32103 1 32127 -1 -1 -1 100 + Reset E 32103 1 6 100 +#ENDROOM + +#ROOM +Vnum 32128 +Name Open Area~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand in the large clearing by the huts. To your south you see a +very plain hut, and to your east you see a nicely decorated hut. The table +is to the west and there is also a path leading to the north. +~ +#EXIT +Direction north~ +ToRoom 32130 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32129 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32127 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32126 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32129 +Name Gingers Hut~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand in Mary Anne and Gingers hut. They did a great job of decorating +this hut. There are pink curtains, and freshly picked flowers everywhere. This +hut is located close to the professors lab so that he can slip over late at +night. You wondered why the professor never got them off the island? +~ +#EXIT +Direction west~ +ToRoom 32128 +Flags isdoor~ +#ENDEXIT + +Reset M 32106 1 32129 -1 -1 -1 100 + Reset E 32104 1 7 100 +#ENDROOM + +#ROOM +Vnum 32130 +Name Another Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along a path leading through the tropical jungle. There +are palm and bamboo trees everywhere. The sounds of the wild jungle surround +you and you wonder if this is a good idea. +~ +#EXIT +Direction north~ +ToRoom 32131 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32128 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32131 +Name A Branch in the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc The sounds of the jungle get louder as you proceed down this path. There +is a lion sleeping here, and all you can do is think about that song 'In the +jungle, the mighty jungle, the lion sleeps tonight.' There are exits to +the north and west. +~ +#EXIT +Direction north~ +ToRoom 32132 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32130 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32135 +#ENDEXIT + +Reset M 32110 1 32131 -1 -1 -1 100 + Reset E 32111 1 4 100 +#ENDROOM + +#ROOM +Vnum 32132 +Name More Jungle~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are descending towards a small alcove on the island. This trail does +not look as widely used as the rest of the trails on the island. In fact, +this trail looks like it is not used. Well, you can always turn back. +~ +#EXIT +Direction north~ +ToRoom 32133 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32131 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32133 +Name The End of the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand at the end of the path. There is nothing special here at all. +The path is blocked by an enormous tree.To your north, you think you can see a +break in the tree, but you are not sure. +~ +#EXIT +Direction north~ +ToRoom 32134 +Keywords Tree +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32132 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32134 +Name Crusoe's Hut~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a humungous tree hut. The walls are intricately carved +depicting a voyage of a ship. There is no other exit but the one you came in. +Robinson Crusoe and his man Friday spend much of their time here. +~ +#EXIT +Direction south~ +ToRoom 32133 +Keywords tree +~ +Flags isdoor~ +#ENDEXIT + +Reset M 32118 1 32134 -1 -1 -1 100 + Reset E 32120 1 13 100 +Reset M 32119 1 32134 -1 -1 -1 100 + Reset E 32119 1 14 100 +#ENDROOM + +#ROOM +Vnum 32135 +Name Continuing Up~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc The path starts to thin again here as you head toward the bluffs. You see +a tremendous tree up ahead, and you can see a clearing at the top of the bluffs. +~ +#EXIT +Direction east~ +ToRoom 32131 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32136 +#ENDEXIT + +Reset M 32124 1 32135 -1 -1 -1 100 + Reset E 32127 1 7 100 +#ENDROOM + +#ROOM +Vnum 32136 +Name BIG Tree~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have walked up to a big tree. As you look up, you can see some +coconuts growing up there, should you climb up and get them? You can either +climb the tree, or continue down the path. +~ +#EXIT +Direction east~ +ToRoom 32135 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32137 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32153 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32137 +Name Large Clearing~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand atop the bluffs. You can see for miles in every direction. +All around you is water, nothing else. You can see almost the entire island +from here, including a cave to your west. +~ +#EXIT +Direction east~ +ToRoom 32136 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32138 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32138 +Name The Cave~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This cave is fairly large, but it can only hold probably six people. +It is too dark to see anything really even with your light. +~ +#EXIT +Direction east~ +ToRoom 32137 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 713 +Key 32134 +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 32101 1 32138 -1 -1 -1 100 + Reset E 32100 1 6 100 + Reset E 32101 1 5 100 + Reset G 32134 0 100 +Reset D 32138 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 32139 +Name Castaway Village~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand approximately at the center of Castaway Village, or at least +that is what they call it. It is actually four huts around a picnic table. +Well, to each there own. You can see a ships wheel on the hut to the north, +or you can continue on east or west. +~ +#EXIT +Direction north~ +ToRoom 32140 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32126 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32156 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32140 +Name Gilligans Hut~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This hut is about the size of a dorm room. There are no modern accesories, +and there are two hammocks hanging in the middle. There is also a window +looking out to the picnic table. +~ +#EXIT +Direction south~ +ToRoom 32139 +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32141 +Name Howells Hut~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This hut is extremely nice. It is loaded to the hilt hut-wise. There +are two single beds in here, and two big closets. This is where the Howells +spend there evenings. They paid Gilligan almost nothing to make their hut so +nice. No wonder they are rich. +~ +#EXIT +Direction south~ +ToRoom 32156 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32142 +Flags isdoor~ +#ENDEXIT + +Reset M 32105 1 32141 -1 -1 -1 100 + Reset E 32108 1 3 100 + Reset E 32107 1 17 100 +#ENDROOM + +#ROOM +Vnum 32142 +Name 19th Hole~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have entered the 19th hole. This lies at the end of Mr.Howells 3 hole +golf course. Mr.Howell comes here to drink mai tai's after he finishes his +game. There is a lawn chair made of bamboo resting here. You can go to the +Howells hut, or hit the course. +~ +#EXIT +Direction east~ +ToRoom 32141 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32143 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32152 +#ENDEXIT + +Reset M 32104 1 32142 -1 -1 -1 100 + Reset E 32106 1 6 100 + Reset E 32107 1 17 100 +#ENDROOM + +#ROOM +Vnum 32143 +Name First Tee~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand at the tee off point for the first hole of Mr. Howells golf +course. The island is too small for a real course, but he has a 3 hole pitch +and putt course to pass his time. +~ +#EXIT +Direction north~ +ToRoom 32142 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32155 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32144 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32144 +Name Second Tee~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the green (so called) of the first hole. The tee for the second +hole is right here too. The second hole looks like it is about 90 yards long. +Good thing you only have a nine iron. +~ +#EXIT +Direction east~ +ToRoom 32143 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32145 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32145 +Name Third Tee~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached the third tee, and you are shooting well above par. This +course is tougher than it looks. To the north is the tee for the third and +final hole. +~ +#EXIT +Direction north~ +ToRoom 32152 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32144 +#ENDEXIT + +Reset M 32120 1 32145 -1 -1 -1 100 + Reset E 32121 1 6 100 +#ENDROOM + +#ROOM +Vnum 32152 +Name Last Hole~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc THis hole is a good 100 yards, and ends up at the 19th hole. After this +long day, I bet you could use a drink. To your west is a STEEP decline, about +200 feet down, to the ocean. You can go back to the second hole and take a +mulligan, or head east to the 19th hole. +~ +#EXIT +Direction east~ +ToRoom 32142 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32145 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32153 +Name Up the Tree~ +Sector mountain~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are approximately half way up this large palm tree. Those better be +good coconuts. As you look around, you can see almost the whole island from +here. +~ +#EXIT +Direction up~ +ToRoom 32154 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32136 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32154 +Name The Top of the Tree~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You have reached the top of the tree. From here you can see for miles! +The whole island is pretty small, probably only 1 mile square. You can see +the huts to your south and the top of the bluffs to the west. +~ +#EXIT +Direction down~ +ToRoom 32153 +#ENDEXIT + +Reset M 32122 1 32154 -1 -1 -1 100 + Reset E 32112 2 17 100 +#ENDROOM + +#ROOM +Vnum 32155 +Name Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a seldom used path through the jungle. To the north you see +a large golf ball? You are surrounded by palm and bamboo trees and hope that +you don't run into any more natives. +~ +#EXIT +Direction north~ +ToRoom 32143 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32105 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32156 +Name West Side~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the west side of the clearing for the huts. You can smell +money, and notice the Howells hut to the north. The rest of the so called +town lies to the east. The west and south is blocked by heavy vegetation. +~ +#EXIT +Direction north~ +ToRoom 32141 +Keywords Door +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32139 +#ENDEXIT + +Reset M 32125 1 32156 -1 -1 -1 100 + Reset E 32128 1 16 100 + Reset E 32129 1 6 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/goblins.are b/data/realm/goblins.are new file mode 100644 index 0000000..dd7f42a --- /dev/null +++ b/data/realm/goblins.are @@ -0,0 +1,1313 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Goblin Caves~ +Author Manx~ +Vnums 20000 20031 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 10 26 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 20000 +Keywords sentry~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Sentry to the Goblin Caves~ +Long The Sentry to the Goblin Caves stands at attention here. +~ +Desc He looks like a powerful man that could easily defeat an opponent. +The Sentry to the Goblin Caves tells you, 'Abandon all hope ye who enter here' +~ +Nattacks 0.000000 +Stats1 500 1000 0 0 0 0 +Stats2 19 21 0 100 10 10 100 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 20001 +Keywords wizard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short An Ancient Wizard~ +Long An Ancient Wizard stands here as to prevent you from entering the caves. +~ +Desc You realize as you look upon this wizened Wizard, that you must defeat him in +combat before you can enter the caves. Why waste the effort, you should really +take the easy way out and leave.. +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 0 50 10 9 70 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20002 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20003 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20004 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20005 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20006 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20007 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20008 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 10 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20009 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 12 21 20 5 3 17 9 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20010 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 12 21 20 5 3 17 9 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20011 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 13 21 20 5 3 17 9 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20012 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 13 21 20 5 3 17 9 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20013 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 13 21 0 11 6 9 15 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20014 +Keywords goblin~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A Goblin Soldier~ +Long A Loyal soldier to the Goblin King stands at attention here. +~ +Desc You have never in your life seen anything so ugly!!! +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 13 21 0 11 6 9 15 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20015 +Keywords goblin king~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Goblin King~ +Long The Goblin King is here ordering you to kneel. +~ +Desc As you bow toward this king you end up falling over in a fit of laughter. +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 23 21 40 11 9 17 15 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20016 +Keywords goblin captain~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Captain of the Goblin Soldiers~ +Long The Captain of the Goblin Soldiers stands here. +~ +Desc The Captain of the Goblin Guard appears to be drunk... +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 17 21 40 1 2 7 5 +Speaking common~ +Actflags npc aggressive~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 20017 +Keywords captive creature~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Captive of the Goblins~ +Long A poor defenseless creature is here, urging you to look at it. +~ +Desc The Creature tells you, 'Please kill me, my life is over and i can't take the +torture anymore. In return i shall give you the key to a secret doorway that +leads to the king. This door is .....'. The poor creature faints. +~ +Nattacks 0.000000 +Stats1 0 1000 0 0 0 0 +Stats2 1 21 40 1 2 7 5 +Speaking common~ +Actflags npc sentinel~ +Affected protect~ +#ENDMOBILE + +#OBJECT +Vnum 20000 +Keywords key granite~ +Type key~ +Short a granite key~ +Long The key to the Goblin Caves lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 20001 +Keywords key stone~ +Type key~ +Short a stone key~ +Long A strange stone key is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 20002 +Keywords key~ +Type key~ +Short a Jailor's key~ +Long The key to some horrible place of torture is here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 20003 +Keywords key dust~ +Type key~ +Short a secret looking key~ +Long There is some dust on the ground here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 20004 +Keywords sword goblin~ +Type weapon~ +Short a Goblin Sword~ +Long A plain but affective Goblin Sword lies here.~ +Flags antigood~ +WFlags take~ +Values 0 10 25 3 0 0 0 0 0 0 0 +Stats 20 100 -2 9999 0 None None None +AffData damroll 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 20005 +Keywords plate~ +Type armor~ +Short a Goblin Breast Plate~ +Long Some plain looking armor lies here.~ +Flags antigood~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 100 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 20006 +Keywords sword~ +Type weapon~ +Short a Goblin Sentry's Sword~ +Long A deadly looking Goblin Sentry'sword~ +Flags antievil~ +WFlags take~ +Values 0 10 25 3 0 0 0 0 0 0 0 +Stats 20 100 -2 9999 0 None None None +AffData damroll 3 -1 -1 0 +#ENDOBJECT + +#ROOM +Vnum 20000 +Name Base of the Mountain~ +Sector hills~ +Flags safe~ +Stats 0 0 0 0 0 +Desc You are standing at the base of the Imfamous Goblin Caves. +~ +#EXIT +Direction south~ +ToRoom 5278 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 20001 +#ENDEXIT + +Reset M 20000 1 20000 -1 -1 -1 100 + Reset E 20006 0 16 100 +#ENDROOM + +#ROOM +Vnum 20001 +Name On the Mountain Path~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along an old and dusty path. +~ +#EXIT +Direction up~ +ToRoom 20002 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20000 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20002 +Name On the Mountain Path~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along an old and dusty path. +~ +#EXIT +Direction up~ +ToRoom 20003 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20001 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20003 +Name On the Mountain Path~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are walking along an old and dusty path. +~ +#EXIT +Direction up~ +ToRoom 20004 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20002 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20004 +Name Path to the Caves~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc After your long climb you notice that there appears to be a door to North +~ +#EXIT +Direction north~ +ToRoom 20005 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20003 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20005 +Name Atop the mountain and before the caves~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc You appear to be halfway to the Cave entrance. +~ +#EXIT +Direction east~ +ToRoom 20006 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20004 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20006 +Name At the entrance~ +Sector indoors~ +Flags ~ +Stats 0 0 0 0 0 +Desc Before you stands the entrance to the Imfamous Goblin Caves. Legend has it +that many a brave adventurer has set foot within, but few have ever returned. +However, you think to yourself "Yeah as if!!"... +~ +#EXIT +Direction west~ +ToRoom 20005 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20007 +Key 20000 +Desc A huge granite door is here daring you to enter. +~ +Keywords door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 20001 1 20006 -1 -1 -1 100 + Reset G 20000 100 100 +Reset D 20006 5 2 100 -2 +#EXDESC +ExDescKey door~ +ExDesc A huge granite door is here daring you to enter. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 20007 +Name Within the Entrance~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand inside the entrance to some very dank, dark and smelly caves. +~ +#EXIT +Direction north~ +ToRoom 20008 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 20006 +Key 20000 +Desc A huge granite door is here daring you to enter. +~ +Keywords Door~ +Flags isdoor closed locked pickproof~ +#ENDEXIT + +Reset M 20002 1 20007 -1 -1 -1 100 + Reset E 20004 0 16 100 + Reset G 20001 100 100 +Reset M 20003 1 20007 -1 -1 -1 100 + Reset E 20004 0 16 100 +Reset D 20007 4 2 100 -2 +#EXDESC +ExDescKey door~ +ExDesc A huge granite door is here providing your only escape out, until you finish +off the Goblin King. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 20008 +Name Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You stand in one of the many hallways that traverse the caves. +~ +#EXIT +Direction north~ +ToRoom 20012 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20009 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20007 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20009 +Name Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You come to a turn in the hall, it goes in a southward direction to what +appears to be a door. +In the distance you hear a mumbling that sounds very much like voices...... +~ +#EXIT +Direction south~ +ToRoom 20010 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20008 +#ENDEXIT + +Reset M 20004 1 20009 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20010 +Name End of the Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have finally reached the end of the hallway. And although it appears to +be a dead end, there seems to be something very odd about the east wall... +Also there are sounds coming from that direction as well. +~ +#EXIT +Direction north~ +ToRoom 20009 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20011 +Key 20001 +Desc A strange looking wall. +~ +Keywords wall~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 20010 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20011 +Name Armory~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc I don't know how you did it, but you have reached the armory of the Goblins, +there are several useful (albeit basic) pieces of armor on the floor. Against +the east wall there is a huge fire burning steadily, obviously for the +ironworking. +~ +#EXIT +Direction west~ +ToRoom 20010 +Key 20001 +Desc A strange looking wall. +~ +Keywords wall~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset O 20005 0 20011 -1 -1 -1 100 +Reset O 20004 0 20011 -1 -1 -1 100 +Reset M 20005 1 20011 -1 -1 -1 100 + Reset E 20004 0 16 100 +Reset D 20011 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20012 +Name Intersection~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached an intersection in the hallway. To the west, you can just +make out a door at the end of the hallway. To the north, you can hear moans +and voices talking. You also hear the footsteps of several creatures walking +about, grunting to each other. +~ +#EXIT +Direction north~ +ToRoom 20017 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20008 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20013 +#ENDEXIT + +Reset M 20006 1 20012 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20013 +Name Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are walking down a narrow hallway made of stone. Slime coats the walls, +as well as blood stains. Some of the blood on the walls is very fresh! As +if someone had been through here today! To the west you see a cell door, and +to the east, you can see an intersection. +~ +#EXIT +Direction east~ +ToRoom 20012 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20014 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20014 +Name End of the Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached the end of the hallway. Rooms lie to the north, and to the +west, the room to the west is barred by a door. Very faintly, you can hear +grunts, and mumbling from all around, as if the walls were alive! +~ +#EXIT +Direction north~ +ToRoom 20015 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20013 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20016 +Key 20002 +Desc A dark, metal cell door lies upon the west wall. +~ +Keywords cell door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 20008 1 20014 -1 -1 -1 100 + Reset E 20004 0 16 100 +Reset D 20014 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20015 +Name Guard Room~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a guard room. Its furnishings are crude, and unimpressive. +In general, there are a few tables, a couple chairs but nothing much else that +seems important. There is a large pile of dung in the corner of the room, +which smells particularly bad. Rusted swords lay about, and it seems that a +strange game involving sticks had been played upon the table. +~ +#EXIT +Direction south~ +ToRoom 20014 +#ENDEXIT + +Reset M 20016 1 20015 -1 -1 -1 100 + Reset E 20004 0 16 100 + Reset E 20005 0 5 100 + Reset G 20002 100 100 +#ENDROOM + +#ROOM +Vnum 20016 +Name Dark Cell~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are standing in a dark, and dank cell. There is barely any light coming +from the hallway. Slime covers everything in sight, and there is a small and +rotted bench on the far wall. Rats scurry back and forth, and almost attack +you as you walk through the sludge. A hallway leads east from this cell. +~ +#EXIT +Direction east~ +ToRoom 20014 +Key 20002 +Desc A dark, metal cell door lies upon the west wall. +~ +Keywords cell door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset M 20017 1 20016 -1 -1 -1 100 + Reset G 20003 100 100 +Reset D 20016 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20017 +Name Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have come to another intersection in the dungeon. Hallways lead off to +the east, and to the south. Mumbling and footsteps can be heard in the far +distance, as well as the very faint sound of water rushing. You cannot tell +exactly where it is coming from, but it is a definite sound. +~ +#EXIT +Direction east~ +ToRoom 20018 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20012 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20018 +Name Alcove~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached a small alcove in the dungeon. There is nothing interesting +to be said here. It's a small, oddly-carved niche in the wall, which has been +smoothed out, and used as storage. There is a small bench against the north +wall, and a few strange rocks, but other than that, there is nothing strange. +~ +#EXIT +Direction east~ +ToRoom 20019 +Key 20003 +Desc Secret Doorway +~ +Keywords secret~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20017 +#ENDEXIT + +Reset M 20007 1 20018 -1 -1 -1 100 + Reset E 20004 0 16 100 +Reset D 20018 1 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20019 +Name Stairway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a newer part of the dungeon, made only recently! A dark, and +twisting stairway leads downwards into darkness. From below, you can hear the +sounds of voices, and rushing water. A passage leads back to the west. +~ +#EXIT +Direction west~ +ToRoom 20018 +Key 20003 +Desc Secret Doorway +~ +Keywords secret~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20020 +#ENDEXIT + +Reset D 20019 3 2 100 -2 +#ENDROOM + +#ROOM +Vnum 20020 +Name Lower caves~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached the bottom of the stairway. The walls here are made of very +smooth stone, almost as if it had been eroded away by large amounts of quickly +moving water. In the distance, you can hear footsteps, but they are almost +covered by the incessant roar of a waterfall nearby! +~ +#EXIT +Direction south~ +ToRoom 20021 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 20019 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20021 +Name Eroded Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached a very smooth hallway, which is also caused by erosion, or at +you believe this to be so. To the east, there is a narrow passage, and to the +south you can make out a cave-like entrance. The sound of the waterfall is +quite loud here, and seems to be coming from all around. +~ +#EXIT +Direction north~ +ToRoom 20020 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20026 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20022 +#ENDEXIT + +Reset M 20009 1 20021 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20022 +Name Cavern Entrance~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have come to the entrance of a very large cavern. Inside, you can hear +the sound of water rushing quickly. The walls of the cavern are extrordinarily +smooth, due to the effects of erosion. This cavern sends a chill through your +spine, and you can feel evil within it. A passage leads south into the dark +cavern, and north to a hallway. +~ +#EXIT +Direction north~ +ToRoom 20021 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 20023 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20023 +Name Dark Tunnel~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are walking through a dark tunnel running north, and east. Pools of water +lie at your feet, and a heavy dampness lies in the air. The cool spray of +water seems to be coming from the far east, as does the roaring sound of the +waterfall. To the north, lies the entrance to this cavern underground. +~ +#EXIT +Direction north~ +ToRoom 20022 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20024 +#ENDEXIT + +Reset M 20010 1 20023 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20024 +Name Cavern Opening~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are crawling along a dark tunnel, and to the east you see an immense +cavern, and the sounds of the waterfall are deafening. Vapor and dampness +cover the walls, and the rocks are slippery. To the west, there is another +dark tunnel, which looks considerably drier. +~ +#EXIT +Direction east~ +ToRoom 20025 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20023 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20025 +Name Great Waterfall~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are standing on a large rock, which looks over the cliff. Gallons of water +flow over the edge, falling hundreds of feet to the bottom of the cavern below. +The sound of the waterfall is deafening, and you clench your ears to cut the +noise down. You notice a series of rocks, following the cliff downwards. +To the north, the river continues. +~ +#EXIT +Direction north~ +ToRoom 20028 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20024 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 20029 +#ENDEXIT + +Reset M 20011 1 20025 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20026 +Name Underground River~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have come to a very large, underground river. The water is quite deep in +places, and is moving rather quickly to the south. From the south, a fresh +cloud of water vapor covers your body in a cool dampness. The river is at a +dangerously wild state. A passage leads back to the west. +~ +#EXIT +Direction south~ +ToRoom 20027 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20021 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20027 +Name Underground Pool~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are standing on a small ledge of rock, which follows it's way along these +cavern walls. Before you lies the largest pool of water you have ever seen. +It seems to span the entire cavern, and the waters splash back and forth, as +a mighty river from the north pours into the room. As you look east, you see +that a larger river seems to be flowing eastwards, very quickly. +~ +#EXIT +Direction north~ +ToRoom 20026 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20028 +#ENDEXIT + +Reset M 20012 1 20027 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20028 +Name Underground River~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have come to a large river, spanning the cavern. To the south, the river +seems to soar off of the cliff, forming a large waterfall, over a drop of at +least a hundred feet. The swirling river waters are extremely swift, and deep +even near the edge. To the west you see a large pool, from which this river +seems to originate. +~ +#EXIT +Direction south~ +ToRoom 20025 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20027 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 20029 +Name Below Waterfall~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have arrived on the cavern floor, just near the waterfall. From here, you +notice that there is a small path, leading into a large cavern to the south, +just behind the waterfall. You can hear the strange noises of grunts, and +screaming coming from within the cave. A set of rocks lies against the wall +of the cliffside here. +~ +#EXIT +Direction south~ +ToRoom 20030 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 20025 +#ENDEXIT + +Reset M 20013 1 20029 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20030 +Name Large Cave~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have reached a large, smooth cave, behind the waterfall. A small fire +burns in the center of the room. The walls are very smooth, and there is no +water to be found. Bones litter the floor, and there are several tables set +up in the room. Against the northern wall, there is a large, stone throne, +and against the western wall, you see a rather large chest. Also, you notice +a smaller cave to the east. +~ +#EXIT +Direction north~ +ToRoom 20029 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 20031 +#ENDEXIT + +Reset M 20015 1 20030 -1 -1 -1 100 + Reset E 20004 0 16 100 +#ENDROOM + +#ROOM +Vnum 20031 +Name Storage Cave~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You have entered a large, storage cave of some kind. Rocks, rusted weaponry, +and all other kinds of junk litter the floor. There is really nothing of great +value here. This cave is completely dry, and it almost feels warm. A larger +cave opens up to the west. +~ +#EXIT +Direction south~ +ToRoom 20000 +Desc A large, glowing portal lies against the south wall. +~ +Keywords portal~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 20030 +#ENDEXIT + +Reset M 20014 1 20031 -1 -1 -1 100 + Reset E 20004 0 16 100 + Reset E 20005 0 5 100 +Reset D 20031 2 1 100 -2 +#ENDROOM + +#ENDAREA diff --git a/data/realm/gods.are b/data/realm/gods.are index 5017322..f2ceb0b 100644 --- a/data/realm/gods.are +++ b/data/realm/gods.are @@ -1,64 +1,67 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Gods~ -Author ROD~ -WeatherX 0 -WeatherY 0 -Ranges 0 60 0 60 -Economy 0 45000000 -ResetMsg A low humming noise can be heard.~ +Version 1 +Name Gods~ +Author ROD~ +Vnums 1200 1201 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 0 60 0 60 +ResetMsg A low humming noise can be heard.~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 1200 -Keywords mobile~ -Short a mobile~ -Long A mobile is here. +Vnum 1200 +Keywords mobile~ +Race halfling~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a mobile~ +Long A mobile is here. ~ -Race halfling~ -Class mage~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc prototype~ -Stats1 0 1 50 0 100 4000 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 0 -Speaks common halfling~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 1 21 0 0 0 0 0 +Speaks common halfling~ +Speaking common~ +Actflags npc proto~ #ENDMOBILE #OBJECT -Vnum 1200 -Keywords immortal board~ -Type furniture~ -Short the immortal board~ -Long Mystical sparkling colors converge here to form arcane runes...~ -Values 0 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 1200 +Keywords immortal board~ +Type furniture~ +Short the immortal board~ +Long Mystical sparkling colors converge here to form arcane runes...~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #ROOM -Vnum 1200 -Name The Parlour of the Immortals~ -Sector inside~ -Flags nomob indoors nosummon noastral~ -Desc You are lounging in a quiet cosy parlour, warmed by a gentle magical fire +Vnum 1200 +Name The Parlour of the Immortals~ +Sector indoors~ +Flags nomob indoors nosummon noastral~ +Stats 0 0 0 0 0 +Desc You are lounging in a quiet cosy parlour, warmed by a gentle magical fire which twinkles happily in a warm fireplace. ~ +Reset O 1200 1 1200 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 1201 -Name Thoric's Den~ -Sector inside~ -Flags nomob indoors private nosummon noastral~ -Desc You find yourself in a cozy little room. +Vnum 1201 +Name Thoric's Den~ +Sector indoors~ +Flags nomob indoors nosummon private noastral~ +Stats 0 0 0 0 0 +Desc You find yourself in a cozy little room. This is the place where Thoric comes to relax, and get inspired! Looking around yourself, you find this to be quite a comfortable, medieval room, which seems to be inside some sort of log cabin. There's a very nice diff --git a/data/realm/grave.are b/data/realm/grave.are index 0592daa..7c3af82 100644 --- a/data/realm/grave.are +++ b/data/realm/grave.are @@ -1,204 +1,189 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Graveyard~ -Author Alfa~ -WeatherX 0 -WeatherY 0 -Ranges 5 10 0 60 -Economy 0 9999180 +Version 1 +Name Graveyard~ +Author Alfa~ +Vnums 3600 3651 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 5 10 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 3600 -Keywords henry gardener~ -Short Henry the Gardener~ -Long Henry the Gardener is sitting here, looking drunk. -~ -Desc He is a tall but bulky man in his late fifties. His features are worn with +Vnum 3600 +Keywords henry gardener~ +Race human~ +Class Warrior~ +Gender male~ +Position sitting~ +DefPos sitting~ +Short Henry the Gardener~ +Long Henry the Gardener is sitting here, looking drunk. +~ +Desc He is a tall but bulky man in his late fifties. His features are worn with decades of hard work and his somewhat crouched expression is one of deep sorrow and depression. He is haunted by a memory of a lost paradise. ~ -Race human~ -Class warrior~ -Position aggressive~ -DefPos aggressive~ -Gender male~ -Actflags npc stayarea~ -Stats1 350 4 15 8 10 800 -Stats2 1 12 48 -Stats3 1 6 1 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks punch~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 350 -1 0 0 0 0 +Stats2 4 21 8 48 1 6 1 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks punch~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3601 -Keywords zombie~ -Short the rotting zombie~ -Long A rotting zombie is staggering towards you with outstretched hands. -~ -Desc Maggots crawl all over its decaying body. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -750 4 16 5 0 800 -Stats2 2 6 60 -Stats3 1 8 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks punch~ -Defenses dodge~ +Vnum 3601 +Keywords zombie~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the rotting zombie~ +Long A rotting zombie is staggering towards you with outstretched hands. +~ +Desc Maggots crawl all over its decaying body. +~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 4 21 5 60 1 8 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks punch~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3602 -Keywords ghoul~ -Short the ghastly ghoul~ -Long A ghastly ghoul is here. -~ -Desc It is a walking corpse with long fangs and long, sharp nails that most of +Vnum 3602 +Keywords ghoul~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the ghastly ghoul~ +Long A ghastly ghoul is here. +~ +Desc It is a walking corpse with long fangs and long, sharp nails that most of resemble claws. Its eyes are a dark yellow colour and glare hungrily at you. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive~ -Affected infrared~ -Stats1 -750 6 15 4 20 1500 -Stats2 2 6 72 -Stats3 1 10 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head heart guts hands feet ear eye~ -Attacks drain~ -Defenses dodge disarm~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 6 21 4 72 1 10 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive~ +Affected infrared~ +Bodyparts head heart guts hands feet ear eye~ +Attacks drain~ +Defenses dodge disarm~ #ENDMOBILE #MOBILE -Vnum 3603 -Keywords skeleton~ -Short a dusty skeleton~ -Long A dusty skeleton lies here. -~ -Desc The dusty bones are almost brown. It must have been buried for a very long +Vnum 3603 +Keywords skeleton~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short a dusty skeleton~ +Long A dusty skeleton lies here. +~ +Desc The dusty bones are almost brown. It must have been buried for a very long time. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc sentinel aggressive prototype~ -Affected infrared~ -Stats1 -750 3 17 7 10 600 -Stats2 1 12 36 -Stats3 1 6 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs fingers~ -Resist pierce slash~ -Suscept blunt~ -Attacks punch~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 3 21 7 36 1 6 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel aggressive proto~ +Affected infrared~ +Bodyparts head arms legs fingers~ +Resist blunt pierce~ +Suscept energy~ +Attacks punch~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3604 -Keywords skeleton~ -Short a dusty skeleton~ -Long A dusty skeleton lies here. -~ -Desc The dusty bones are almost brown. It must have been buried for a very long +Vnum 3604 +Keywords skeleton~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short a dusty skeleton~ +Long A dusty skeleton lies here. +~ +Desc The dusty bones are almost brown. It must have been buried for a very long time. ~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc aggressive stayarea~ -Affected infrared~ -Stats1 -750 3 17 7 10 600 -Stats2 1 12 36 -Stats3 1 6 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common insectoid dragon magical god ancient clan~ -Speaking common insectoid dragon magical god ancient clan~ -Bodyparts head arms legs hands~ -Resist pierce slash~ -Suscept blunt~ -Attacks punch~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 3 21 7 36 1 6 2 +Speaks common insectoid dragon magical god ancient clan~ +Speaking clan~ +Actflags npc aggressive stayarea~ +Affected infrared~ +Bodyparts head arms legs hands~ +Resist blunt pierce~ +Suscept energy~ +Attacks punch~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 3605 -Keywords zombie~ -Short the rotting zombie~ -Long A rotting zombie is staggering towards you with outstretched hands. -~ -Desc Maggots crawl all over its decaying body. -~ -Race undead~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_undead~ -Gender male~ -Actflags npc aggressive prototype~ -Affected infrared~ -Stats1 -750 4 16 5 100 800 -Stats2 2 6 60 -Stats3 1 8 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common insectoid dragon magical god ancient clan~ -Speaking common insectoid dragon magical god ancient clan~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Attacks punch~ -Defenses dodge~ +Vnum 3605 +Keywords zombie~ +Race undead~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short the rotting zombie~ +Long A rotting zombie is staggering towards you with outstretched hands. +~ +Desc Maggots crawl all over its decaying body. +~ +Nattacks 1.000000 +Stats1 -750 0 0 0 0 0 +Stats2 4 21 5 60 1 8 2 +Speaks common insectoid dragon magical god ancient clan~ +Speaking clan~ +Actflags npc aggressive proto~ +Affected infrared~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Attacks punch~ +Defenses dodge~ #ENDMOBILE #OBJECT -Vnum 3600 -Keywords candlestick~ -Type light~ -Short a candlestick~ -Long A pewter candlestick is standing here.~ -WFlags take hold~ -Values 0 0 24 0 0 0 -Stats 5 150 15 0 0 +Vnum 3600 +Keywords candlestick~ +Type light~ +Short a candlestick~ +Long A pewter candlestick is standing here.~ +WFlags take hold~ +Values 0 0 24 0 0 0 0 0 0 0 0 +Stats 5 150 -2 9999 0 None None None #EXDESC ExDescKey candlestick~ ExDesc It is a rather old-looking three-armed candlestick made from pewter. Its @@ -209,14 +194,14 @@ candles are a yellowish white colour. #ENDOBJECT #OBJECT -Vnum 3601 -Keywords brandy bottle~ -Type drinkcon~ -Short a brandy bottle~ -Long A brandy bottle is lying here.~ -WFlags take~ -Values 10 10 5 0 0 0 -Stats 2 50 5 0 0 +Vnum 3601 +Keywords brandy bottle~ +Type drinkcon~ +Short a brandy bottle~ +Long A brandy bottle is lying here.~ +WFlags take~ +Values 10 10 5 0 0 0 0 0 0 0 0 +Stats 2 50 -2 9999 0 None None None #EXDESC ExDescKey brandy bottle~ ExDesc The bottle is a special 'Dragon Blood' brandy bottle. Its neck is shaped @@ -228,14 +213,14 @@ amount money, even when empty. #ENDOBJECT #OBJECT -Vnum 3602 -Keywords brandy bottle~ -Type drinkcon~ -Short a brandy bottle~ -Long A brandy bottle is lying here.~ -WFlags take~ -Values 10 0 5 0 0 0 -Stats 2 50 5 0 0 +Vnum 3602 +Keywords brandy bottle~ +Type drinkcon~ +Short a brandy bottle~ +Long A brandy bottle is lying here.~ +WFlags take~ +Values 10 0 5 0 0 0 0 0 0 0 0 +Stats 2 50 -2 9999 0 None None None #EXDESC ExDescKey brandy bottle~ ExDesc The bottle is a special 'Dragon Blood' brandy bottle. Its neck is shaped @@ -247,14 +232,14 @@ even when empty. #ENDOBJECT #OBJECT -Vnum 3603 -Keywords wheelbarrow~ -Type boat~ -Short a wheelbarrow~ -Long A green-painted wheelbarrow is standing here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 100 100 10 0 0 +Vnum 3603 +Keywords wheelbarrow~ +Type boat~ +Short a wheelbarrow~ +Long A green-painted wheelbarrow is standing here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 100 100 -2 9999 0 None None None #EXDESC ExDescKey wheelbarrow~ ExDesc It is a heavy wheelbarrow made from solid oaken planks that have been painted @@ -265,14 +250,14 @@ a dark, green colour. #ENDOBJECT #OBJECT -Vnum 3604 -Keywords shovel~ -Type shovel~ -Short a shovel~ -Long A shovel is lying here.~ -WFlags take wield~ -Values 0 1 5 7 0 0 -Stats 8 30 3 0 0 +Vnum 3604 +Keywords shovel~ +Type shovel~ +Short a shovel~ +Long A shovel is lying here.~ +WFlags take wield~ +Values 0 1 5 7 0 0 0 0 0 0 0 +Stats 8 30 -2 9999 0 None None None #EXDESC ExDescKey shovel~ ExDesc It is a large metal shovel with a solid wooden handle. @@ -282,14 +267,14 @@ ExDesc It is a large metal shovel with a solid wooden handle. #ENDOBJECT #OBJECT -Vnum 3605 -Keywords rake~ -Type weapon~ -Short a rake~ -Long A rake is lying here.~ -WFlags take wield~ -Values 0 1 4 5 0 0 -Stats 8 30 3 0 0 +Vnum 3605 +Keywords rake~ +Type weapon~ +Short a rake~ +Long A rake is lying here.~ +WFlags take wield~ +Values 0 1 4 5 0 0 0 0 0 0 0 +Stats 8 30 -2 9999 0 None None None #EXDESC ExDescKey rake~ ExDesc It is a large metal rake with a solid wooden handle. @@ -299,26 +284,26 @@ ExDesc It is a large metal rake with a solid wooden handle. #ENDOBJECT #OBJECT -Vnum 3606 -Keywords maggot edible~ -Type pill~ -Short an edible maggot~ -Long An ugly little maggot crawls along here.~ -WFlags take hold~ -Values 6 -1 -1 -1 0 0 -Stats 1 250 25 0 0 -Spells 'cure critical' 'NONE' 'NONE' +Vnum 3606 +Keywords maggot edible~ +Type pill~ +Short an edible maggot~ +Long An ugly little maggot crawls along here.~ +WFlags take hold~ +Values 6 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 250 -2 1 0 None None None +Spells 'cure critical' 'NONE' 'NONE' #ENDOBJECT #OBJECT -Vnum 3610 -Keywords skeleton~ -Type furniture~ -Short a dusty skeleton~ -Long A dusty skeleton lies here.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 15 0 0 0 0 +Vnum 3610 +Keywords skeleton~ +Type furniture~ +Short a dusty skeleton~ +Long A dusty skeleton lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 15 0 -2 9999 0 None None None #EXDESC ExDescKey skeleton~ ExDesc The dusty bones are almost brown. It must have been buried for a very long @@ -330,14 +315,14 @@ A dusty skeleton is in an excellent condition. #ENDOBJECT #OBJECT -Vnum 3611 -Keywords amethyst gem~ -Type treasure~ -Short a amethyst~ -Long A large, beautifully polished amethyst has been left here.~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 3000 300 0 0 +Vnum 3611 +Keywords amethyst gem~ +Type treasure~ +Short a amethyst~ +Long A large, beautifully polished amethyst has been left here.~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 3000 -2 1 0 None None None #EXDESC ExDescKey amethyst~ ExDesc It has a very deep purple colour. @@ -347,14 +332,14 @@ ExDesc It has a very deep purple colour. #ENDOBJECT #OBJECT -Vnum 3612 -Keywords pendant silver~ -Type armor~ -Short a silver pendant~ -Long A silver pendant has been left here.~ -WFlags take neck~ -Values 4 0 0 0 0 0 -Stats 1 400 40 0 0 +Vnum 3612 +Keywords pendant silver~ +Type armor~ +Short a silver pendant~ +Long A silver pendant has been left here.~ +WFlags take neck~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 1 400 -2 1 0 None None None #EXDESC ExDescKey pendant silver~ ExDesc It resembles Thor's hammer and appears to be made of solid silver. @@ -364,16 +349,16 @@ ExDesc It resembles Thor's hammer and appears to be made of solid silver. #ENDOBJECT #OBJECT -Vnum 3613 -Keywords dagger silver~ -Type weapon~ -Short a silver dagger~ -Long A long silver dagger is lying here.~ -Action pierce~ -WFlags take wield~ -Values 0 2 4 11 0 0 -Stats 1 100 10 0 0 -Affect -1 -1 1 19 0 +Vnum 3613 +Keywords dagger silver~ +Type weapon~ +Short a silver dagger~ +Long A long silver dagger is lying here.~ +Action pierce~ +WFlags take wield~ +Values 0 2 4 11 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +AffData damroll 1 -1 -1 0 #EXDESC ExDescKey dagger silver~ ExDesc It has a long, sharp blade that is made entirely from silver. A small rune @@ -384,10 +369,12 @@ has been engraved on the blade next to the hilt. #ENDOBJECT #ROOM -Vnum 3600 -Name A Gravel Road on the Graveyard~ -Sector field~ -Desc You are on a well-kept gravel road that leads north-south through the +Vnum 3600 +Name A Gravel Road on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron gate stands to the north and narrow gravel paths lead east and west. ~ @@ -424,10 +411,12 @@ Desc The gravel path leads westwards between the dark evergreen trees. #ENDROOM #ROOM -Vnum 3601 -Name A Gravel Road on the Graveyard~ -Sector field~ -Desc You are on a well-kept gravel road that leads north-south through the +Vnum 3601 +Name A Gravel Road on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ #EXIT @@ -447,10 +436,12 @@ Desc The gravel road continues southwards. #ENDROOM #ROOM -Vnum 3602 -Name A Gravel Road on the Graveyard~ -Sector field~ -Desc You are on a well-kept gravel road that leads north-south through the +Vnum 3602 +Name A Gravel Road on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ #EXIT @@ -470,10 +461,12 @@ Desc The gravel road continues southwards. #ENDROOM #ROOM -Vnum 3603 -Name A Gravel Road on the Graveyard~ -Sector field~ -Desc You are on a well-kept gravel road that leads north-south through the +Vnum 3603 +Name A Gravel Road on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ #EXIT @@ -494,10 +487,12 @@ building. #ENDROOM #ROOM -Vnum 3604 -Name In front of the Chapel~ -Sector field~ -Desc You are on an open space before a small chapel. A gravel road leads north +Vnum 3604 +Name In front of the Chapel~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on an open space before a small chapel. A gravel road leads north through the graveyard and the chapel entrance is to the south. ~ #EXIT @@ -521,14 +516,16 @@ Desc The gravel path leads westwards between the dark evergreen trees. ~ #ENDEXIT -Reset M 0 3604 4 3604 +Reset M 3604 4 3604 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3606 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3606 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. An old tomb is here. ~ #EXIT @@ -552,8 +549,8 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3606 5 1 -Reset M 0 3604 4 3606 +Reset D 3606 5 1 100 -2 +Reset M 3604 4 3606 -1 -1 -1 100 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -564,11 +561,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3607 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3607 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -578,15 +576,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3607 4 1 -Reset O 0 3610 13 3607 +Reset D 3607 4 1 100 -2 +Reset O 3610 13 3607 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3608 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3608 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ #EXIT @@ -610,7 +610,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3608 5 1 +Reset D 3608 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -621,11 +621,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3609 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3609 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -635,15 +636,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3609 4 1 -Reset M 0 3603 5 3609 +Reset D 3609 4 1 100 -2 +Reset M 3603 5 3609 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3610 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3610 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads east and south. An old tomb is here. ~ #EXIT @@ -667,7 +670,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3610 5 1 +Reset D 3610 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -678,11 +681,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3611 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3611 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -692,16 +696,18 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3611 4 1 -Reset M 0 3603 5 3611 -Reset O 0 3613 10 3611 +Reset D 3611 4 1 100 -2 +Reset M 3603 5 3611 -1 -1 -1 100 +Reset O 3613 10 3611 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3612 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3612 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. A small shed is to the west. ~ #EXIT @@ -727,16 +733,17 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3612 3 1 -Reset M 0 3604 4 3612 +Reset D 3612 3 1 100 -2 +Reset M 3604 4 3612 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3613 -Name In a shed on the Graveyard~ -Sector city~ -Flags indoors~ -Desc You are in a small shed that looks as if it is used to store all sorts of +Vnum 3613 +Name In a shed on the Graveyard~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a small shed that looks as if it is used to store all sorts of gardening equipment. The only exit appears to be through a door to the east. ~ #EXIT @@ -746,20 +753,22 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3613 1 1 -Reset M 0 3600 1 3613 - Reset G 1 3601 1000 -Reset O 0 3602 1000 3613 -Reset O 0 3603 1 3613 -Reset O 0 3604 1000 3613 -Reset O 0 3605 1000 3613 +Reset D 3613 1 1 100 -2 +Reset M 3600 1 3613 -1 -1 -1 100 + Reset G 3601 1000 100 +Reset O 3602 1000 3613 -1 -1 -1 100 +Reset O 3603 1 3613 -1 -1 -1 100 +Reset O 3604 1000 3613 -1 -1 -1 100 +Reset O 3605 1000 3613 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3614 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3614 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ #EXIT @@ -783,7 +792,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3614 5 1 +Reset D 3614 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -794,11 +803,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3615 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3615 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -808,15 +818,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3615 4 1 -Reset O 0 3610 13 3615 +Reset D 3615 4 1 100 -2 +Reset O 3610 13 3615 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3616 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3616 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and south. An old tomb is here. ~ #EXIT @@ -840,7 +852,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3616 5 1 +Reset D 3616 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -851,11 +863,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3617 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3617 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -865,16 +878,18 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3617 4 1 -Reset M 0 3602 1 3617 - Reset G 1 3612 1000 +Reset D 3617 4 1 100 -2 +Reset M 3602 1 3617 -1 -1 -1 100 + Reset G 3612 1000 100 #ENDROOM #ROOM -Vnum 3618 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3618 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. An old tomb is here. ~ #EXIT @@ -898,7 +913,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3618 5 1 +Reset D 3618 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -909,11 +924,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3619 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3619 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -923,15 +939,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3619 4 1 -Reset O 0 3610 13 3619 +Reset D 3619 4 1 100 -2 +Reset O 3610 13 3619 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3638 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3638 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ #EXIT @@ -955,9 +973,9 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3638 5 1 -Reset M 0 3605 3 3638 - Reset G 1 3606 1 +Reset D 3638 5 1 100 -2 +Reset M 3605 3 3638 -1 -1 -1 100 + Reset G 3606 1 100 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -968,11 +986,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3639 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3639 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -982,15 +1001,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3639 4 1 -Reset M 0 3603 5 3639 +Reset D 3639 4 1 100 -2 +Reset M 3603 5 3639 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3640 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3640 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and south. An old tomb is here. ~ #EXIT @@ -1014,8 +1035,8 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3640 5 1 -Reset M 0 3604 4 3640 +Reset D 3640 5 1 100 -2 +Reset M 3604 4 3640 -1 -1 -1 100 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1026,11 +1047,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3641 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3641 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1040,15 +1062,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3641 4 1 -Reset O 0 3610 13 3641 +Reset D 3641 4 1 100 -2 +Reset O 3610 13 3641 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3642 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3642 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads east and south. An old tomb is here. ~ #EXIT @@ -1072,7 +1096,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3642 5 1 +Reset D 3642 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1083,11 +1107,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3643 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3643 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1097,15 +1122,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3643 4 1 -Reset O 0 3603 5 3643 +Reset D 3643 4 1 100 -2 +Reset O 3603 5 3643 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3644 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3644 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ #EXIT @@ -1129,9 +1156,9 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3644 5 1 -Reset M 0 3605 3 3644 - Reset G 1 3606 1 +Reset D 3644 5 1 100 -2 +Reset M 3605 3 3644 -1 -1 -1 100 + Reset G 3606 1 100 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1142,11 +1169,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3645 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3645 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1156,17 +1184,19 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3645 4 1 -Reset M 0 3601 1 3645 - Reset G 1 3606 1 - Reset G 1 3611 1000 +Reset D 3645 4 1 100 -2 +Reset M 3601 1 3645 -1 -1 -1 100 + Reset G 3606 1 100 + Reset G 3611 1000 100 #ENDROOM #ROOM -Vnum 3646 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3646 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ #EXIT @@ -1190,7 +1220,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3646 5 1 +Reset D 3646 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1201,11 +1231,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3647 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3647 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1215,15 +1246,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3647 4 1 -Reset O 0 3610 13 3647 +Reset D 3647 4 1 100 -2 +Reset O 3610 13 3647 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3648 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3648 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. An old tomb is here. ~ #EXIT @@ -1247,7 +1280,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3648 5 1 +Reset D 3648 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1258,11 +1291,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3649 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3649 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1272,15 +1306,17 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3649 4 1 -Reset M 0 3603 5 3649 +Reset D 3649 4 1 100 -2 +Reset M 3603 5 3649 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 3650 -Name A Gravel Path on the Graveyard~ -Sector field~ -Desc You are on a gravel path winding its way between dark evergreen trees on +Vnum 3650 +Name A Gravel Path on the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ #EXIT @@ -1304,7 +1340,7 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3650 5 1 +Reset D 3650 5 1 100 -2 #EXDESC ExDescKey tomb stone~ ExDesc It is a large rectangular slab of dark grey stone that has been placed face @@ -1315,11 +1351,12 @@ up in the ground. The name has been erased by the ravages of time. #ENDROOM #ROOM -Vnum 3651 -Name In a dusty Tomb~ -Sector city~ -Flags dark indoors~ -Desc You are in a dark burial chamber beneath a large tomb stone. +Vnum 3651 +Name In a dusty Tomb~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ #EXIT @@ -1329,9 +1366,9 @@ Keywords tomb stone~ Flags isdoor closed~ #ENDEXIT -Reset D 0 3651 4 1 -Reset M 0 3605 3 3651 - Reset G 1 3606 1 +Reset D 3651 4 1 100 -2 +Reset M 3605 3 3651 -1 -1 -1 100 + Reset G 3606 1 100 #ENDROOM #ENDAREA diff --git a/data/realm/grove.are b/data/realm/grove.are index caa4824..30605a9 100644 --- a/data/realm/grove.are +++ b/data/realm/grove.are @@ -1,306 +1,272 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Holy Grove~ -Author Alfa~ -WeatherX 0 -WeatherY 0 -Ranges 5 20 0 60 -Economy 0 2452038 +Version 1 +Name Holy Grove~ +Author Alfa~ +Vnums 8900 8999 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 5 20 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 8900 -Keywords hierophant~ -Short The Hierophant~ -Long The old Hierophant of the holy grove is here, gathering hollies. -~ -Desc He is a very old man, dressed in an old robe; but from the glint in his +Vnum 8900 +Keywords hierophant~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short The Hierophant~ +Long The old Hierophant of the holy grove is here, gathering hollies. +~ +Desc He is a very old man, dressed in an old robe; but from the glint in his clear blue eyes you can see that He is aware of the world, and wise to its traps and pitfalls. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis sanctuary protect~ -Stats1 1000 20 0 -5 50 60000 -Stats2 20 20 180 -Stats3 1 8 12 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 20 21 -5 180 1 8 12 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis sanctuary protect~ #ENDMOBILE #MOBILE -Vnum 8901 -Keywords hierophant~ -Short The Hierophant~ -Long The old Hierophant of the holy grove is here, gathering ivy. -~ -Desc She is a very old woman, dressed in an old gown; but from the glint in her +Vnum 8901 +Keywords hierophant~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short The Hierophant~ +Long The old Hierophant of the holy grove is here, gathering ivy. +~ +Desc She is a very old woman, dressed in an old gown; but from the glint in her clear blue eyes you can see that She is aware of the world, and wise to its traps and pitfalls. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender female~ -Actflags npc stayarea wimpy~ -Affected detect_invis sanctuary protect~ -Stats1 1000 20 0 -5 50 60000 -Stats2 20 20 180 -Stats3 1 8 12 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 20 21 -5 180 1 8 12 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis sanctuary protect~ #ENDMOBILE #MOBILE -Vnum 8902 -Keywords elder druid~ -Short an elder druid~ -Long An elder druid stands here, watching the local flora and wildlife. -~ -Desc He looks ageless, as do all druids. His grey beard contrasts strongly with +Vnum 8902 +Keywords elder druid~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short an elder druid~ +Long An elder druid stands here, watching the local flora and wildlife. +~ +Desc He looks ageless, as do all druids. His grey beard contrasts strongly with his lack of wrinkles. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected protect~ -Stats1 1000 13 7 0 50 15000 -Stats2 13 13 130 -Stats3 1 4 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 13 21 0 130 1 4 7 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected protect~ #ENDMOBILE #MOBILE -Vnum 8903 -Keywords elder druidess~ -Short an elder druidess~ -Long An elder druidess stands here, watching the local fauna and feeding rabbits. -~ -Desc She looks ageless, as do all druids. She smiles a beautiful smile at you. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender female~ -Actflags npc stayarea wimpy~ -Affected protect~ -Stats1 1000 13 7 0 50 15000 -Stats2 13 13 130 -Stats3 1 4 7 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8903 +Keywords elder druidess~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short an elder druidess~ +Long An elder druidess stands here, watching the local fauna and feeding rabbits. +~ +Desc She looks ageless, as do all druids. She smiles a beautiful smile at you. +~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 13 21 0 130 1 4 7 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected protect~ #ENDMOBILE #MOBILE -Vnum 8904 -Keywords doe~ -Short a doe~ -Long A doe is here, munching on grass. -~ -Desc This peaceful creature looks at you with big dark eyes. Her nose twitches as +Vnum 8904 +Keywords doe~ +Race mammal~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a doe~ +Long A doe is here, munching on grass. +~ +Desc This peaceful creature looks at you with big dark eyes. Her nose twitches as she sniffs at you, but she goes back to chewing some grass. ~ -Race mammal~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc stayarea wimpy~ -Stats1 0 5 15 5 2 600 -Stats2 5 5 55 -Stats3 1 4 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 5 21 5 55 1 4 3 +Speaks common insectoid mammal spiritual magical goblin clan gith~ +Speaking gith~ +Actflags npc stayarea wimpy~ +Bodyparts guts~ #ENDMOBILE #MOBILE -Vnum 8905 -Keywords deer~ -Short a deer~ -Long A deer is here, staring back at you. -~ -Desc The deer looks angered at your intrusion. He butts his head against you, +Vnum 8905 +Keywords deer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a deer~ +Long A deer is here, staring back at you. +~ +Desc The deer looks angered at your intrusion. He butts his head against you, albeit ineffectively. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea wimpy~ -Stats1 0 6 14 4 2 800 -Stats2 6 6 66 -Stats3 1 4 4 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 0 2 0 0 0 0 +Stats2 6 21 4 66 1 4 4 +Speaking common~ +Actflags npc stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 8906 -Keywords stag deer large~ -Short a stag~ -Long A large deer stag is here, protecting his territory. -~ -Desc He eyes you with contained anger. You'd better leave him alone! -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc aggressive stayarea wimpy~ -Stats1 0 8 12 2 2 2000 -Stats2 8 8 88 -Stats3 1 4 9 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8906 +Keywords stag deer large~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a stag~ +Long A large deer stag is here, protecting his territory. +~ +Desc He eyes you with contained anger. You'd better leave him alone! +~ +Nattacks 0.000000 +Stats1 0 2 0 0 0 0 +Stats2 8 21 2 88 1 4 9 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 8907 -Keywords bunny rabbit~ -Short a small bunny~ -Long A small bunny is here, poking from bush to bush. -~ -Desc This bunny looks so adorable, you wished you had one just like this! -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea wimpy~ -Stats1 0 5 18 8 2 100 -Stats2 1 1 30 -Stats3 1 4 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8907 +Keywords bunny rabbit~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a small bunny~ +Long A small bunny is here, poking from bush to bush. +~ +Desc This bunny looks so adorable, you wished you had one just like this! +~ +Nattacks 0.000000 +Stats1 0 2 0 0 0 0 +Stats2 5 21 8 30 1 4 1 +Speaking common~ +Actflags npc stayarea wimpy~ #ENDMOBILE #MOBILE -Vnum 8908 -Keywords snake~ -Short a harmless snake~ -Long A small snake slithers between the grass. -~ -Desc Upon careful inspection, you are sure it is NOT a cobra! -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_poison~ -Gender neuter~ -Actflags npc aggressive stayarea wimpy~ -Affected sneak~ -Stats1 0 5 16 4 2 500 -Stats2 4 4 44 -Stats3 1 3 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8908 +Keywords snake~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_poison~ +Short a harmless snake~ +Long A small snake slithers between the grass. +~ +Desc Upon careful inspection, you are sure it is NOT a cobra! +~ +Nattacks 0.000000 +Stats1 0 2 0 0 0 0 +Stats2 5 21 4 44 1 3 3 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ +Affected sneak~ #ENDMOBILE #MOBILE -Vnum 8909 -Keywords druid~ -Short a druid~ -Long A druid is here in meditation. -~ -Desc He doesn't like you bothering him, but is too polite to ask you to leave. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc stayarea wimpy~ -Affected detect_invis protect~ -Stats1 1000 10 10 0 50 5000 -Stats2 10 10 100 -Stats3 1 4 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8909 +Keywords druid~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a druid~ +Long A druid is here in meditation. +~ +Desc He doesn't like you bothering him, but is too polite to ask you to leave. +~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 10 21 0 100 1 4 6 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis protect~ #ENDMOBILE #MOBILE -Vnum 8910 -Keywords druidess~ -Short a druidess~ -Long A druidess is here, peering at you. -~ -Desc She wonders why you are staring at her, and how you got in here. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender female~ -Actflags npc stayarea wimpy~ -Affected detect_invis protect~ -Stats1 1000 10 10 0 50 5000 -Stats2 10 10 100 -Stats3 1 4 6 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Vnum 8910 +Keywords druidess~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short a druidess~ +Long A druidess is here, peering at you. +~ +Desc She wonders why you are staring at her, and how you got in here. +~ +Nattacks 0.000000 +Stats1 1000 50 0 0 0 0 +Stats2 10 21 0 100 1 4 6 +Speaking common~ +Actflags npc stayarea wimpy~ +Affected detect_invis protect~ #ENDMOBILE #MOBILE -Vnum 8911 -Keywords dragon ~ -Short Dragon~ -Long A large being, half-man and half-dragon stands here. -~ -Desc Before you stands the master of this home...Dragon! He gets his name +Vnum 8911 +Keywords dragon ~ +Race magical~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Dragon~ +Long A large being, half-man and half-dragon stands here. +~ +Desc Before you stands the master of this home...Dragon! He gets his name from his heritage, part dragon and part human. His blazing red eyes, his slender tail, as well as the smooth scaly skin which covers his body are all part of his draconic heritage. His long black hair, his @@ -308,52 +274,45 @@ charming smile, and his humanoid build are vestiges of his human parentage. This is definitely a man who can defeat most opponents who would challenge him. ~ -Race magical~ -Class mage~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea nowander~ -Affected detect_invis detect_hidden sanctuary~ -Stats1 -1 21 0 -25 0 0 -Stats2 1 1 350 -Stats3 3 4 22 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 0 -Saves 0 0 0 0 85 -Speaks common halfling~ -Speaking halfling~ -Immune fire cold sleep charm~ -Suscept electricity~ -Attacks claws tail~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 -1 0 0 0 0 0 +Stats2 21 21 -25 350 3 4 22 +Speaks common halfling~ +Speaking halfling~ +Actflags npc stayarea nowander~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts guts~ +Immune NONE fire drain sleep~ +Suscept cold~ +Attacks claws tail~ +Defenses dodge~ #ENDMOBILE #OBJECT -Vnum 8900 -Keywords gloves dragon ~ -Type armor~ -Short dragon's gloves~ -Long A pair of gloves, made of cast off dragonscales lay here.~ -Flags glow hum antievil~ -WFlags take hands~ -Values 8 8 0 0 0 0 -Stats 4 1500 150 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 1 4 0 -Affect -1 -1 2 1 0 -Affect -1 -1 1 18 0 -Affect -1 -1 2 19 0 +Vnum 8900 +Keywords gloves dragon ~ +Type armor~ +Short dragon's gloves~ +Long A pair of gloves, made of cast off dragonscales lay here.~ +Flags glow hum antievil~ +WFlags take hands~ +Values 8 8 0 0 0 0 0 0 0 0 0 +Stats 4 1500 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData strength 2 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData damroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 8901 -Keywords closet~ -Type container~ -Short a closet~ -Long There is a wooden closet tucked into a corner.~ -Values 100 1 -1 0 0 0 -Stats 500 0 0 0 0 +Vnum 8901 +Keywords closet~ +Type container~ +Short a closet~ +Long There is a wooden closet tucked into a corner.~ +Values 100 1 -1 0 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None #EXDESC ExDescKey closet~ ExDesc It is large, yet gracefully made, obviously of Scandinavian design. @@ -363,25 +322,25 @@ ExDesc It is large, yet gracefully made, obviously of Scandinavian design. #ENDOBJECT #OBJECT -Vnum 8902 -Keywords jar~ -Type container~ -Short a spice jar~ -Long A small unlabeled spice jar is standing here.~ -WFlags take~ -Values 5 5 -1 0 0 0 -Stats 1 10 1 0 0 +Vnum 8902 +Keywords jar~ +Type container~ +Short a spice jar~ +Long A small unlabeled spice jar is standing here.~ +WFlags take~ +Values 5 5 -1 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 8903 -Keywords powder black~ -Type food~ -Short some black powder~ -Long Some strong-smelling black powder has been carelessly scattered here.~ -WFlags take~ -Values -2 0 0 0 0 0 -Stats 1 300 30 0 0 +Vnum 8903 +Keywords powder black~ +Type food~ +Short some black powder~ +Long Some strong-smelling black powder has been carelessly scattered here.~ +WFlags take~ +Values -2 0 0 0 0 0 0 0 0 0 0 +Stats 1 300 -2 1 0 None None None #EXDESC ExDescKey powder~ ExDesc * * * @@ -395,14 +354,14 @@ ExDesc * * * #ENDOBJECT #OBJECT -Vnum 8904 -Keywords kernel kernels~ -Type food~ -Short some small yellow kernels~ -Long Some small yellow kernels have been accidentally left here.~ -WFlags take hold~ -Values 1 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 8904 +Keywords kernel kernels~ +Type food~ +Short some small yellow kernels~ +Long Some small yellow kernels have been accidentally left here.~ +WFlags take hold~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #EXDESC ExDescKey kernel kernels~ ExDesc Look fairly dull... @@ -412,60 +371,60 @@ ExDesc Look fairly dull... #ENDOBJECT #OBJECT -Vnum 8905 -Keywords helm dragon ~ -Type armor~ -Short dragon's helm~ -Long This helm was forged by Dragon's father, Vorgulremik.~ -Flags glow hum antievil metal~ -WFlags take head~ -Values 9 9 0 0 0 0 -Stats 8 2500 250 0 0 -Affect -1 -1 2 4 0 -Affect -1 -1 15 13 0 +Vnum 8905 +Keywords helm dragon ~ +Type armor~ +Short dragon's helm~ +Long This helm was forged by Dragon's father, Vorgulremik.~ +Flags glow hum metal antievil~ +WFlags take head~ +Values 9 9 0 0 0 0 0 0 0 0 0 +Stats 8 2500 -2 1 0 None None None +AffData dexterity 2 -1 -1 0 +AffData hit 15 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 8906 -Keywords dragon axe~ -Type weapon~ -Short dragon's axe~ -Long An axe forged in dragon fire lies here.~ -Flags glow hum antievil metal~ -WFlags take wield~ -Values 0 0 0 3 0 0 -Stats 10 3000 300 0 0 -Affect -1 -1 1 2 0 -Affect -1 -1 1 4 0 -Affect -1 -1 1 5 0 -Affect -1 -1 2 19 0 +Vnum 8906 +Keywords dragon axe~ +Type weapon~ +Short dragon's axe~ +Long An axe forged in dragon fire lies here.~ +Flags glow hum metal antievil~ +WFlags take wield~ +Values 0 0 0 3 0 0 0 0 0 0 0 +Stats 10 3000 -2 1 0 None None None +AffData intelligence 1 -1 -1 0 +AffData dexterity 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData damroll 2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 8907 -Keywords dragon rod~ -Type armor~ -Short dragon's rod~ -Long A powerful item of magic which was crafted for Dragon by his mother.~ -Flags glow hum magic antievil~ -WFlags take hold~ -Values 5 5 0 0 0 0 -Stats 5 2000 200 0 0 -Affect -1 -1 1 5 0 -Affect -1 -1 10 13 0 -Affect -1 -1 10 12 0 +Vnum 8907 +Keywords dragon rod~ +Type armor~ +Short dragon's rod~ +Long A powerful item of magic which was crafted for Dragon by his mother.~ +Flags glow hum magic antievil~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 5 2000 -2 1 0 None None None +AffData constitution 1 -1 -1 0 +AffData hit 10 -1 -1 0 +AffData mana 10 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 8910 -Keywords staff wooden~ -Type weapon~ -Short a wooden staff~ -Long You see a wooden staff on the floor.~ -Flags antievil~ -WFlags take wield~ -Values 0 3 3 7 0 0 -Stats 5 50 5 0 0 +Vnum 8910 +Keywords staff wooden~ +Type weapon~ +Short a wooden staff~ +Long You see a wooden staff on the floor.~ +Flags antievil~ +WFlags take wield~ +Values 0 3 3 7 0 0 0 0 0 0 0 +Stats 5 50 -2 9999 0 None None None #EXDESC ExDescKey staff wooden~ ExDesc This oaken staff is very hefty but balanced. @@ -475,16 +434,16 @@ ExDesc This oaken staff is very hefty but balanced. #ENDOBJECT #OBJECT -Vnum 8911 -Keywords robe brown cloth~ -Type armor~ -Short a brown robe~ -Long Some brown cloth is on the floor.~ -Flags antievil~ -WFlags take body~ -Values 6 0 0 0 0 0 -Stats 5 60 6 0 0 -Affect -1 -1 10 12 0 +Vnum 8911 +Keywords robe brown cloth~ +Type armor~ +Short a brown robe~ +Long Some brown cloth is on the floor.~ +Flags antievil~ +WFlags take body~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 5 60 -2 9999 0 None None None +AffData mana 10 -1 -1 0 #EXDESC ExDescKey robe brown cloth~ ExDesc This robe is rough, but appears quite durable. @@ -494,94 +453,96 @@ ExDesc This robe is rough, but appears quite durable. #ENDOBJECT #OBJECT -Vnum 8913 -Keywords herbs~ -Type pill~ -Short some bluish herbs~ -Long Some bluish herbs are scattered here.~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'NONE' 'bless' +Vnum 8913 +Keywords herbs~ +Type pill~ +Short some bluish herbs~ +Long Some bluish herbs are scattered here.~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'bless' #ENDOBJECT #OBJECT -Vnum 8914 -Keywords herbs~ -Type pill~ -Short some purplish herbs~ -Long Some purplish herbs are scattered here.~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'NONE' 'change sex' +Vnum 8914 +Keywords herbs~ +Type pill~ +Short some purplish herbs~ +Long Some purplish herbs are scattered here.~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'change sex' #ENDOBJECT #OBJECT -Vnum 8915 -Keywords herbs~ -Type pill~ -Short some blackish herbs~ -Long Some blackish herbs are scattered here.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'NONE' 'blindness' +Vnum 8915 +Keywords herbs~ +Type pill~ +Short some blackish herbs~ +Long Some blackish herbs are scattered here.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'blindness' #ENDOBJECT #OBJECT -Vnum 8916 -Keywords herbs~ -Type pill~ -Short some grayish herbs~ -Long Some grayish herbs are scattered here.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'kindred strength' 'poison' +Vnum 8916 +Keywords herbs~ +Type pill~ +Short some grayish herbs~ +Long Some grayish herbs are scattered here.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'poison' #ENDOBJECT #OBJECT -Vnum 8917 -Keywords herbs~ -Type pill~ -Short some reddish herbs~ -Long Some reddish herbs are scattered here.~ -WFlags take~ -Values 15 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'NONE' 'detect magic' +Vnum 8917 +Keywords herbs~ +Type pill~ +Short some reddish herbs~ +Long Some reddish herbs are scattered here.~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'detect magic' #ENDOBJECT #OBJECT -Vnum 8918 -Keywords herbs~ -Type pill~ -Short some orangish herbs~ -Long Some orangish herbs are scattered here.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'NONE' 'cure light' +Vnum 8918 +Keywords herbs~ +Type pill~ +Short some orangish herbs~ +Long Some orangish herbs are scattered here.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'NONE' 'cure light' #ENDOBJECT #OBJECT -Vnum 8919 -Keywords herbs~ -Type pill~ -Short some pinkish herbs~ -Long Some pinkish herbs are scattered here.~ -WFlags take~ -Values 5 -1 -1 -1 0 0 -Stats 1 1 0 0 0 -Spells 'NONE' 'cure poison' 'poison' +Vnum 8919 +Keywords herbs~ +Type pill~ +Short some pinkish herbs~ +Long Some pinkish herbs are scattered here.~ +WFlags take~ +Values 5 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 1 -2 9999 0 None None None +Spells 'NONE' 'cure poison' 'poison' #ENDOBJECT #ROOM -Vnum 8901 -Name The holy grove~ -Sector forest~ -Desc You are standing amidst the ancient oaks and poplars in the holy grove. You +Vnum 8901 +Name The holy grove~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of contentedness and relief seeping through You, as if great burdens have been lifted from Your shoulders. From here, friendly- looking paths lead east and south. @@ -600,18 +561,20 @@ Desc The path wind its way through the tall trees, disappearing out of sigh ~ #ENDEXIT -Reset M 0 8901 1 8901 - Reset E 1 8910 99 5 - Reset E 1 8911 99 16 - Reset G 1 8913 99 - Reset G 1 8915 99 +Reset M 8901 1 8901 -1 -1 -1 100 + Reset E 8910 99 5 100 + Reset E 8911 99 16 100 + Reset G 8913 99 100 + Reset G 8915 99 100 #ENDROOM #ROOM -Vnum 8902 -Name The holy grove~ -Sector forest~ -Desc You are standing amidst the ancient oaks and poplars in the holy grove. You +Vnum 8902 +Name The holy grove~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing amidst the ancient oaks and poplars in the holy grove. You feel unusually happy here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, west and south. ~ @@ -637,18 +600,19 @@ Desc The path wind its way through the tall trees, disappearing out of sigh ~ #ENDEXIT -Reset M 0 8902 1 8902 - Reset E 1 8910 99 5 - Reset G 1 8914 99 - Reset G 1 8916 99 +Reset M 8902 1 8902 -1 -1 -1 100 + Reset E 8910 99 5 100 + Reset G 8914 99 100 + Reset G 8916 99 100 #ENDROOM #ROOM -Vnum 8903 -Name A clearing in the woods~ -Sector forest~ -Flags nomob~ -Desc You are standing in a clearing in the light woods. Somehow, this place +Vnum 8903 +Name A clearing in the woods~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are standing in a clearing in the light woods. Somehow, this place seems powerfully DIFFERENT from the rest of the forest, as if something is severely strained in the fabric of reality here. There is a small tablet on one of the trees. @@ -668,8 +632,8 @@ Desc There is a friendly-looking path leading west through the tall trees. ~ #ENDEXIT -Reset M 0 8907 4 8903 -Reset M 0 8907 4 8903 +Reset M 8907 4 8903 -1 -1 -1 100 +Reset M 8907 4 8903 -1 -1 -1 100 #EXDESC ExDescKey tablet~ ExDesc This zone has been populated by Merc. 1993 @@ -679,11 +643,12 @@ ExDesc This zone has been populated by Merc. 1993 #ENDROOM #ROOM -Vnum 8904 -Name The holy grove~ -Sector forest~ -Flags nomob~ -Desc You are standing amidst the ancient oaks and poplars in the holy grove. You +Vnum 8904 +Name The holy grove~ +Sector forest~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are standing amidst the ancient oaks and poplars in the holy grove. You feel calm and relaxed here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, north and south. To the west, through the trees, You can see the road to Darkhaven. @@ -717,17 +682,19 @@ barely glimpse the tall walls and the chimney-smokes of the city itself. ~ #ENDEXIT -Reset M 0 8903 1 8904 - Reset E 1 8910 99 5 - Reset G 1 8919 99 - Reset G 1 8917 99 +Reset M 8903 1 8904 -1 -1 -1 100 + Reset E 8910 99 5 100 + Reset G 8919 99 100 + Reset G 8917 99 100 #ENDROOM #ROOM -Vnum 8905 -Name The sacred glade~ -Sector forest~ -Desc You are standing in the middle of the sacred glades, where the citizens of +Vnum 8905 +Name The sacred glade~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of the sacred glades, where the citizens of Darkhaven come to celebrate the spring, where farmers give thanks for bountiful harvest in the fall, and where lovers stroll in summer. You feel seasons of remembered happiness and joy taking Your sorrows and worries away @@ -764,20 +731,22 @@ Desc The path wind its way west between stately poplars and oaks. ~ #ENDEXIT -Reset M 0 8900 1 8905 - Reset E 1 8910 99 5 - Reset E 1 8911 99 16 - Reset G 1 8919 99 - Reset G 1 8918 99 -Reset M 0 8904 2 8905 -Reset M 0 8906 1 8905 +Reset M 8900 1 8905 -1 -1 -1 100 + Reset E 8910 99 5 100 + Reset E 8911 99 16 100 + Reset G 8919 99 100 + Reset G 8918 99 100 +Reset M 8904 2 8905 -1 -1 -1 100 +Reset M 8906 1 8905 -1 -1 -1 100 #ENDROOM #ROOM -Vnum 8906 -Name The holy grove~ -Sector forest~ -Desc You are standing amidst the ancient oaks and poplars in the holy grove. You +Vnum 8906 +Name The holy grove~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of joy and calm seeping through You, as if great burdens have been lifted from Your shoulders. To the south, You glimpse an open area through the trees, while paths lead away north and west. @@ -804,8 +773,8 @@ Desc The path wind its way through the tall trees, disappearing out of sigh ~ #ENDEXIT -Reset M 0 8905 2 8906 -Reset M 0 8908 9 8906 +Reset M 8905 2 8906 -1 -1 -1 100 +Reset M 8908 9 8906 -1 -1 -1 100 #EXDESC ExDescKey mansion~ ExDesc The mansion is a sprawling, two-story affair with three wings, where the top @@ -818,10 +787,12 @@ large windows all over the house. #ENDROOM #ROOM -Vnum 8907 -Name The holy grove~ -Sector forest~ -Desc You are standing amidst the tall, majestic trees in the southern end of the +Vnum 8907 +Name The holy grove~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are standing amidst the tall, majestic trees in the southern end of the holy grove. Paths lead north and east. To the east, You can see a wide, open field, sloping gently down towards a bright, glittering lake. Somehow, here you feel an inexplicable happiness, as if the world's troubles no longer @@ -856,11 +827,12 @@ large windows all over the house. #ENDROOM #ROOM -Vnum 8908 -Name The sunny field~ -Sector field~ -Flags indoors~ -Desc You are standing in the middle of a wide, summery, sunlit field. There +Vnum 8908 +Name The sunny field~ +Sector field~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of a wide, summery, sunlit field. There is a fragrance of spring in the air, a sound of summer and a feeling of eternal Saturday afternoon. To the south is a clear, sparkling lake, and to the north and west is the holy grove. In the wood's edge, to @@ -904,11 +876,12 @@ next to the low wing, which is almost completely windows. #ENDROOM #ROOM -Vnum 8909 -Name The croquet lawn~ -Sector field~ -Flags nomob~ -Desc You are standing on a immaculately manicured green lawn, the kind you only +Vnum 8909 +Name The croquet lawn~ +Sector field~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are standing on a immaculately manicured green lawn, the kind you only get after 200 years of meticulous work. There is a winding stone path leading from the wood's edge to the north, to the softly shimmering, rainbow-colored mansion to the south. This place enjoys a perpetual cool, sunny summers after- @@ -930,7 +903,7 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 8909 2 1 +Reset D 8909 2 1 100 -2 #EXDESC ExDescKey mansion~ ExDesc The mansion is a sprawling, two-story affair with three wings, where the top @@ -943,11 +916,12 @@ large windows all over the house. #ENDROOM #ROOM -Vnum 8910 -Name The foyer~ -Sector inside~ -Flags nomob indoors~ -Desc You are standing in the foyer of Dragon's mansion. The wide double door to +Vnum 8910 +Name The foyer~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the foyer of Dragon's mansion. The wide double door to the croquet lawn is to the north, flanked by large windows. The walls are panelled in oak and hung with strange paintings. There is door in the south wall. @@ -969,8 +943,8 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 8910 2 1 -Reset D 0 8910 0 1 +Reset D 8910 2 1 100 -2 +Reset D 8910 0 1 100 -2 #EXDESC ExDescKey painting paintings~ ExDesc They are strange indeed, works of breathtaking precision depicting obviously @@ -984,11 +958,12 @@ sky with a dove-shaped hole of bright day sky in the middle. #ENDROOM #ROOM -Vnum 8911 -Name The hallway~ -Sector inside~ -Flags indoors~ -Desc You are in the north end of a connecting hallway, tastefully decorated with +Vnum 8911 +Name The hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the north end of a connecting hallway, tastefully decorated with oak paneling and the coat-of-arms of various famous nobles hung on the walls. The hallway leads south, and there is a door in the eastern wall. ~ @@ -1011,18 +986,19 @@ Direction south~ ToRoom 8913 #ENDEXIT -Reset M 0 8909 1 8911 - Reset G 1 8913 99 -Reset D 0 8911 1 1 -Reset D 0 8911 0 1 +Reset M 8909 1 8911 -1 -1 -1 100 + Reset G 8913 99 100 +Reset D 8911 1 1 100 -2 +Reset D 8911 0 1 100 -2 #ENDROOM #ROOM -Vnum 8912 -Name The blue room~ -Sector inside~ -Flags indoors private~ -Desc You are in the blue room, one of the guest rooms in Dragon's mansion. The +Vnum 8912 +Name The blue room~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc You are in the blue room, one of the guest rooms in Dragon's mansion. The walls are (surprise!) blue, and the rest of the room is decorated in similar shades, producing a very nice, cool effect. There is a large bed and a matching set of sofas, easy-chairs and a coffee table. Through the venetian @@ -1035,16 +1011,17 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset O 0 8901 2 8912 -Reset D 0 8912 3 1 +Reset O 8901 2 8912 -1 -1 -1 100 +Reset D 8912 3 1 100 -2 #ENDROOM #ROOM -Vnum 8913 -Name The hallway~ -Sector inside~ -Flags indoors~ -Desc You are standing in the south end of the hallway. There are doors in the +Vnum 8913 +Name The hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the south end of the hallway. There are doors in the elegant oak-panelled walls to the south, east and west. Many different coat-of-arms adorn the walls here. ~ @@ -1074,17 +1051,18 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset D 0 8913 1 1 -Reset D 0 8913 2 1 -Reset D 0 8913 3 1 +Reset D 8913 1 1 100 -2 +Reset D 8913 2 1 100 -2 +Reset D 8913 3 1 100 -2 #ENDROOM #ROOM -Vnum 8914 -Name The red room~ -Sector inside~ -Flags indoors private~ -Desc You are in the red room, one of the guest rooms in Dragon's mansion. The +Vnum 8914 +Name The red room~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc You are in the red room, one of the guest rooms in Dragon's mansion. The walls are wallpapered a deep warm red, and dark mahogany panelling nicely com- plements them. There is a large, warm waterbed and a sofa group in dark wood with leather upholstery, including a coffee table. Heavy brown curtains are @@ -1097,18 +1075,19 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset M 0 8910 1 8914 - Reset G 1 8914 99 -Reset O 0 8901 2 8914 -Reset D 0 8914 3 1 +Reset M 8910 1 8914 -1 -1 -1 100 + Reset G 8914 99 100 +Reset O 8901 2 8914 -1 -1 -1 100 +Reset D 8914 3 1 100 -2 #ENDROOM #ROOM -Vnum 8915 -Name The kitchen~ -Sector inside~ -Flags indoors~ -Desc You are standing in the middle of Dragon's kitchen. Contrary to popular +Vnum 8915 +Name The kitchen~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of Dragon's kitchen. Contrary to popular belief, He *doesn't* eat virgins, which is amply demonstrated by the large variety of foodstuffs found here on the shelves. There are numerous cans of tomatoes, peas, corn etc., vines of garlic, a *Huge* array of small spice jars @@ -1130,20 +1109,21 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset O 0 8902 2 8915 - Reset P 0 8903 1 8902 -Reset O 0 8902 2 8915 - Reset P 0 8904 1 8902 -Reset D 0 8915 0 1 -Reset D 0 8915 3 1 +Reset O 8902 2 8915 -1 -1 -1 100 + Reset P 1 8903 1 8902 100 +Reset O 8902 2 8915 -1 -1 -1 100 + Reset P 1 8904 1 8902 100 +Reset D 8915 0 1 100 -2 +Reset D 8915 3 1 100 -2 #ENDROOM #ROOM -Vnum 8916 -Name The ballroom~ -Sector inside~ -Flags indoors~ -Desc You are standing in the middle of a vast palisander floor. This is where +Vnum 8916 +Name The ballroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of a vast palisander floor. This is where Dragon entertains large number of guests, but the cloth-covered chairs standing forlornly in a corner suggests that this does not happen often. There are doors in the south and east walls, while to the west there is a @@ -1168,16 +1148,17 @@ Direction west~ ToRoom 8917 #ENDEXIT -Reset D 0 8916 1 1 -Reset D 0 8916 2 1 +Reset D 8916 1 1 100 -2 +Reset D 8916 2 1 100 -2 #ENDROOM #ROOM -Vnum 8917 -Name The greenhouse~ -Sector inside~ -Flags indoors private~ -Desc This is Dragons' greenhouse. Green light filters in slantwise through the +Vnum 8917 +Name The greenhouse~ +Sector indoors~ +Flags indoors private~ +Stats 0 0 0 0 0 +Desc This is Dragons' greenhouse. Green light filters in slantwise through the plants, giving the room a subtropical ambience. It is not really hot in here, though, rather a pleasantly warm temperature. The walls are all windows, except the eastern one joining the greenhouse to the main building, but it is hard to @@ -1197,17 +1178,18 @@ Keywords door~ Flags isdoor closed~ #ENDEXIT -Reset M 0 8910 2 8917 - Reset G 1 8918 99 -Reset D 0 8917 2 1 +Reset M 8910 2 8917 -1 -1 -1 100 + Reset G 8918 99 100 +Reset D 8917 2 1 100 -2 #ENDROOM #ROOM -Vnum 8918 -Name The dining hall~ -Sector inside~ -Flags indoors~ -Desc This is Dragons' dining hall. There is a large long solid oak table, +Vnum 8918 +Name The dining hall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is Dragons' dining hall. There is a large long solid oak table, seating at least 24, with heavy, wooden chairs to match. The oak panel walls are filled with paintings. There are doors to the north and east, and to the west there is a wide double door opening out onto the sunlit terrace. @@ -1233,16 +1215,16 @@ Keywords wide door~ Flags isdoor closed~ #ENDEXIT -Reset M 0 8909 2 8918 - Reset G 1 8916 99 -Reset D 0 8918 0 1 -Reset D 0 8918 1 1 -Reset D 0 8918 3 1 -Reset M 0 8911 1 8918 - Reset E 1 8907 1 17 - Reset E 1 8906 1 16 - Reset E 1 8900 1 9 - Reset E 1 8905 1 6 +Reset M 8909 2 8918 -1 -1 -1 100 + Reset G 8916 99 100 +Reset D 8918 0 1 100 -2 +Reset D 8918 1 1 100 -2 +Reset D 8918 3 1 100 -2 +Reset M 8911 1 8918 -1 -1 -1 100 + Reset E 8907 1 17 100 + Reset E 8906 1 16 100 + Reset E 8900 1 9 100 + Reset E 8905 1 6 100 #EXDESC ExDescKey painting paintings~ ExDesc There are many, many beautiful paintings of famous dragons of history and @@ -1262,11 +1244,12 @@ portrait of a silver Dragon, sparkling with blue lightening, looking amused. #ENDROOM #ROOM -Vnum 8919 -Name The terrace~ -Sector inside~ -Flags nomob indoors~ -Desc You are standing on a sunlit terrace in front of Dragon's mansion. To the +Vnum 8919 +Name The terrace~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You are standing on a sunlit terrace in front of Dragon's mansion. To the west, there is a splendid view over the field down over the lake. To the north is the greenhouse, its large windowpanes shimmering with weird and wonderful colors, while a double door leads into the house proper to the east. It is @@ -1292,93 +1275,105 @@ Direction west~ ToRoom 8908 #ENDEXIT -Reset D 0 8919 1 1 -Reset D 0 8919 0 1 +Reset D 8919 1 1 100 -2 +Reset D 8919 0 1 100 -2 #ENDROOM #ROOM -Vnum 8988 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8988 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8989 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8989 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8990 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8990 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8991 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8991 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8992 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8992 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8993 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8993 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8994 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8994 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8995 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8995 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8996 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8996 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8997 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8997 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8998 -Name Floating in a void~ -Sector city~ -Flags nomob~ +Vnum 8998 +Name Floating in a void~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 8999 -Name The fog~ -Sector inside~ -Flags nomob~ -Desc You are in a grey fog, falling, screaming in pain as you realize +Vnum 8999 +Name The fog~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are in a grey fog, falling, screaming in pain as you realize that you are being torn to nothing, atom by atom, falling and falling and falling ... ... diff --git a/data/realm/gtown.are b/data/realm/gtown.are new file mode 100644 index 0000000..46c3b15 --- /dev/null +++ b/data/realm/gtown.are @@ -0,0 +1,3851 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Ghost Town~ +Author Yaegar~ +Vnums 8100 8199 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 45 65 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 8100 +Keywords spectre~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a spectre~ +Long A Spectre screams at you and attacks! +~ +Desc The spirit of some former minion of this place, this foul Undead creature +will do its best you meet the same fate as all previous intruders in this +fell domain- DEATH. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ +#ENDMOBILE + +#MOBILE +Vnum 8101 +Keywords wraith~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a wraith~ +Long A Wraith strides silently toward you, death in its glowing red eyes. +~ +Desc The spirit of some former minion of this place, this foul Undead creature +will do its best you meet the same fate as all previous intruders in this +fell domain- DEATH. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 47 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 8102 +Keywords wight~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a wight~ +Long A ghastly wight, still clad in the armor it wore in life, strikes at you. +~ +Desc The spirit of some former minion of this place, this foul Undead creature +will do its best you meet the same fate as all previous intruders in this +fell domain- DEATH. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 8103 +Keywords ghost~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a ghost~ +Long The ghost of some long-dead adventurer howls maniacally at you. +~ +Desc The spirit of some former minion of this place, this foul Undead creature +will do its best you meet the same fate as all previous intruders in this +fell domain- DEATH. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ +#ENDMOBILE + +#MOBILE +Vnum 8104 +Keywords vampire~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a vampire~ +Long An evil vampire rises from the sarcophagus, bares its fangs and attacks! +~ +Desc The Evil Baron and his two brothers were vampires imprisoned here by Xanan +centuries ago, who had not the power to slay them utterly, and now thanks +to your disturbance they have risen again! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 54 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea deadly~ +Affected detect_invis detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8105 +Keywords lich~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a lich~ +Long An insane Lich cackles hideously and unleashes a volley of spells. +~ +Desc This powerful Undead is actually Xantharus' former master, whom he betrayed +and slew. But he underestimated his master's power, and now he as returned +as a Lich, seeking revenge! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea deadly~ +Affected detect_invis detect_hidden sanctuary flying~ +#ENDMOBILE + +#MOBILE +Vnum 8106 +Keywords demon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a lesser demon~ +Long A Lesser Demon slobbers, drools and cackles insanely! +~ +Desc This grotesque is a minion of the lower planes drawn here by the intense +concentration of negative material energy. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 52 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea wimpy~ +Affected detect_invis detect_hidden sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 8107 +Keywords spirit revenant~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a revenant~ +Long The spirit of a mortal horribly wronged has returned as a Revenant. +~ +Desc This poor soul was once a powerful, good priest of Soleil who was betrayed +by agents of the evil Gomez and tortured and slain by them. His spirit has +returned here, seeking out the long-dead fellows who slew him. He will +ignore all else in his quest, but will not hesitate to attack you if you +interfere. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 57 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea deadly~ +Affected detect_invis detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8108 +Keywords spirit haunt~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a haunt~ +Long The spirit of an adventurer slain here long ago is now bound here as a Haunt. +~ +Desc This spirit was once a powerful warrior who, on a wager, entered Ghost Town. +He was quickly slain by the inhabitants, but such was his distress at his +death, his spirit remained behind to haunt the area where he met his end. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary flying~ +#ENDMOBILE + +#MOBILE +Vnum 8109 +Keywords crypt thing~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a crypt thing~ +Long A Crypt Thing cackles evilly and taunts you. +~ +Desc This fell creature will not attack you, despite its evil- it will merely +taunt you, though it will not hesitate to defend itself. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 55 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea deadly~ +Affected detect_invis detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8110 +Keywords greater demon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a greater demon~ +Long A Greater demon spews forth fire and gas! +~ +Desc This grotesque is a minion of the lower planes drawn here by the intense +concentration of negative material energy. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared protect flying~ +#ENDMOBILE + +#MOBILE +Vnum 8111 +Keywords undead dragon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an undead dragon~ +Long An Undead Dragon belches forth poisonous fumes! +~ +Desc This foul Dracolich is the undead spirit of a dragon that served Xantharus +so well in life that he animated it to continue serving him after its +death. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 62 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 8112 +Keywords undead monster~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an undead monster~ +Long An undead monster shambles forth and attacks! +~ +Desc The spirit of some former minion of this place, this foul Undead creature +will do its best you meet the same fate as all previous intruders in this +fell domain- DEATH. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 8113 +Keywords giant rat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant rat~ +Long A GIANT Rat savagely charges you! +~ +Desc When I say GIANT, I am talking ten feet high... +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaking common~ +Actflags npc scavenger aggressive stayarea wimpy~ +Affected detect_invis detect_hidden hide~ +#ENDMOBILE + +#MOBILE +Vnum 8114 +Keywords giant spider~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant spider~ +Long A GIANT Spider drops down on you! +~ +Desc When I say GIANT, I am talking ten feet high... +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc scavenger aggressive stayarea wimpy~ +Affected detect_invis detect_hidden hide~ +#ENDMOBILE + +#MOBILE +Vnum 8115 +Keywords lurker above~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a lurker above~ +Long A Lurker Above seeks to enfold and suffocate you! +~ +Desc This foul abberration feeds on any and all that enter its lair- even the +corporeal undead avoid it... +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea wimpy~ +Affected infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 8116 +Keywords succubus~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a succubus~ +Long A beautiful female smiles charmingly at you, revealing sharp fangs... +~ +Desc OUCH! Its a Succubus. She will charm you, then waste you. FIGHT! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_invis detect_hidden sanctuary infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 8117 +Keywords necromancer xantharus~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Xantharus~ +Long A timid-looking Necromancer begs to be freed. +~ +Desc This pathetic wretch is none other than Xantharus, the evil mage that brought +the Undead to this town, destroying it, before losing control of them. He +has fled here, in the hopes that they won't find him before he finds a way +to escape his terrible mistake. +~ +Nattacks 0.000000 +Stats1 -400 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy deadly~ +Affected curse~ +#ENDMOBILE + +#MOBILE +Vnum 8118 +Keywords rotting corpse~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a rotting corpse~ +Long A Rotting Corpse staggers clumsily toward you. +~ +Desc This thing and its fellows are what remains of the citizens of this once- +fine town, reduced to a horrid state of undeath. Slaying them would be the +best thing you could do for them... +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 8119 +Keywords master~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the master~ +Long The Master surveys his domain and laughs evilly. +~ +Desc Little is known of this mysterious stranger who came here and took control +after the weak Xantharus lost control of his creations. He is a powerful, +diabolically evil mage, and will not hesitate to destroy you. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 60 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea wimpy deadly~ +Affected detect_evil detect_invis detect_magic detect_hidden sanctuary protect~ +#ENDMOBILE + +#MOBILE +Vnum 8120 +Keywords shambling mound~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a shambling mound~ +Long A Shambling Mound... well... shambles toward you. +~ +Desc RUN! A twelve-foot high pile of garbage is attacking you! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 8121 +Keywords kampflut~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a kampflut~ +Long A Kampflut attacks! +~ +Desc This hideous, animated tree resembles an ancient oak with tentacle-like +branches and a huge toothed maw. Despite its nasty demeanour, it is not +evil- it is simply hungry. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 8122 +Keywords black pudding~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a black pudding~ +Long A Black Pudding slowly rolls toward you. +~ +Desc This huge black blob will dissolve weapons and armor it gets the chance, +then it will devour you! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 52 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected protect~ +#ENDMOBILE + +#MOBILE +Vnum 8123 +Keywords green slime~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short green slime~ +Long A patch of Green Slime drips on you, burning your skin! +~ +Desc Green Slime can dissolve even metal, so imagine what it would do to your +skin... +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 40 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 8124 +Keywords gray ooze~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a gray ooze~ +Long A pile of gray liquid oozes toward you. +~ +Desc "Oh," I hear you say. "How threatening". Well, just you wait! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +Affected sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8125 +Keywords animated tree~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short an animated tree~ +Long An Animated Tree bashes you with its branches. +~ +Desc This tree is bad and evil- it is an anti-treant :) +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc aggressive stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 8126 +Keywords tree spirit~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short a tree spirit~ +Long A Tree Spirit offers you shelter in this place of evil. +~ +Desc This spirit is the only good creature in this place. She can guard you +while you rest, and perhaps heal your wounds if you pay her enough... +~ +Nattacks 0.000000 +Stats1 400 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea immortal~ +Affected invisible detect_evil detect_invis detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8127 +Keywords death knight~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a death knight~ +Long A Death Knight salutes you then attacks! +~ +Desc This is the spirit of a Paladin corrupted by the evil of the Master, doomed +to an eternity as an undead servant. Clad in ornate, ancient armor and +wielding a shiny silver sword, he would look as he did in life save for his +rotting face... +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 60 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 8128 +Keywords nightmare~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a nightmare~ +Long A Nightmare, loyal steed of the denizens of the Lower Planes, rests here. +~ +Desc This black, winged equine hell-steed waits patiently for its master to finish +its business here before bearing it to its next destination. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 45 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea~ +Affected detect_hidden infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 8129 +Keywords retriever~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a retriever~ +Long A retriever rears on four of its legs and strikes. +~ +Desc This demonic steed resembles a huge spider with razor sharp blades for legs +and glowing gems for eyes. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 58 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 8130 +Keywords cambion scout~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a cambion scout~ +Long A Cambion Scout eyes you cautiously. +~ +Desc This half-man, half-demon creature is a scout for Orcus, Prince of the +Undead. He is here on a covert mission, and thus will avoid trouble if at +all possible. He is attempting to ascertain the degree of power of the +master, and inform his master if the strange man poses a significant threat +to his domination of all things Undead. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected detect_invis detect_magic detect_hidden sanctuary infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 8131 +Keywords orcus~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Orcus~ +Long Orcus, Prince of the Undead, glowers menacingly at you. +~ +Desc Whoa. You are standing before Orcus. He resembles a bloated man twenty +feet tall with a bull's nose and eyes, and goat's horns and hooves. He +grips a rod with a goat's head in one hoof, and glares suspiciously at you. +He is not really meant to be here, and thus will avoid attracting attention +of the powers of the Prime Material Plane by avoiding combat. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 65 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +Affected invisible detect_evil detect_invis detect_magic detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 8132 +Keywords water weird~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a water weird~ +Long A Water Weird lunges at you! +~ +Desc This watery snake resides in the well, which it will fight to defend. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected sanctuary protect~ +#ENDMOBILE + +#MOBILE +Vnum 8133 +Keywords giant spider~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a giant spider~ +Long A GIANT Spider drops down on you! +~ +Desc When I say GIANT, I am talking ten feet high... +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 48 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel scavenger aggressive stayarea wimpy~ +Affected detect_invis detect_hidden hide~ +#ENDMOBILE + +#MOBILE +Vnum 8134 +Keywords baron vampire~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a baron vampire~ +Long The Baron vampire rises from the sarcophagus, bares its fangs and attacks! +~ +Desc The Evil Baron and his two brothers were vampires imprisoned here by Xanan +centuries ago, who had not the power to slay them utterly, and now thanks +to your disturbance they have risen again! +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 60 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea deadly~ +Affected detect_invis detect_hidden sanctuary infrared protect~ +#ENDMOBILE + +#OBJECT +Vnum 8100 +Keywords rod orcus~ +Type staff~ +Short the Rod of Orcus~ +Long The Rod of Orcus glows evilly here. +~ +Flags hum~ +Values 60 100 100 -1 0 0 0 0 0 0 0 +Stats 500 0 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +AffData intelligence 2 -1 -1 0 +AffData wisdom 2 -1 -1 0 +AffData dexterity 2 -1 -1 0 +AffData constitution 2 -1 -1 0 +AffData mana 250 -1 -1 0 +AffData armor -50 -1 -1 0 +AffData hitroll 25 -1 -1 0 +AffData damroll 25 -1 -1 0 +AffData save_breath -10 -1 -1 0 +AffData save_spell -10 -1 -1 0 +Spells 'invisibility' +#ENDOBJECT + +#OBJECT +Vnum 8101 +Keywords hand vecna~ +Type armor~ +Short the Hand of Vecna~ +Long The Hand of Vecna lies here. +~ +Flags evil~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData intelligence 3 -1 -1 0 +AffData wisdom 3 -1 -1 0 +AffData mana 100 -1 -1 0 +AffData hitroll 3 -1 -1 0 +AffData damroll 3 -1 -1 0 +AffData save_spell -3 -1 -1 0 +AffData sex -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8102 +Keywords eye vecna~ +Type armor~ +Short the Eye of Vecna~ +Long The Eye of Vecna glows evilly here. +~ +Flags glow~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData wisdom 3 -1 -1 0 +AffData dexterity 3 -1 -1 0 +AffData mana 50 -1 -1 0 +AffData sex -5 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8103 +Keywords sword kas~ +Type weapon~ +Short the Sword of Kas~ +Long The Sword of Kas beckons to you! +~ +Flags hum~ +Values 0 0 0 11 0 0 0 0 0 0 0 +Stats 20 0 -2 9999 0 None None None +AffData armor 20 -1 -1 0 +AffData hitroll 25 -1 -1 0 +AffData damroll 25 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8104 +Keywords circlet~ +Type armor~ +Short a circlet~ +Long A Circlet lies here, gathering dust. +~ +Flags magic~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData wisdom -3 -1 -1 0 +AffData dexterity -3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8105 +Keywords hoard~ +Type treasure~ +Short a treasure hoard~ +Long A treasure hoard is scattered here. +~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 150 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8106 +Keywords chest~ +Type container~ +Short a chest~ +Long A chest sits here. +~ +WFlags take~ +Values 150 8 8120 0 0 0 0 0 0 0 0 +Stats 100 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8107 +Keywords robes flesh~ +Type armor~ +Short robes of Flesh~ +Long Robes made of human flesh are piled here. +~ +Flags evil~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData mana 150 -1 -1 0 +AffData hit 25 -1 -1 0 +AffData save_spell -3 -1 -1 0 +AffData sex -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8108 +Keywords rod bone~ +Type weapon~ +Short a Rod of Bone~ +Long A Rod fashioned from a human femur lies here. +~ +Flags evil~ +Values 0 0 0 8 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData mana 15 -1 -1 0 +AffData armor -10 -1 -1 0 +AffData hitroll 4 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8109 +Keywords bones~ +Type trash~ +Short a pile of bones~ +Long A pile of bones lies here. +~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 50 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8110 +Keywords gem~ +Type staff~ +Short a Power Gem~ +Long A Mana Power Gem pulses strongly here. +~ +Flags glow~ +Values 50 20 20 -1 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData mana 50 -1 -1 0 +Spells 'sanctuary' +#ENDOBJECT + +#OBJECT +Vnum 8111 +Keywords cloak~ +Type armor~ +Short a black cloak~ +Long A black cloak is piled here. +~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8112 +Keywords sword~ +Type weapon~ +Short (Diabolical) a Dark Sword~ +Long A Dark Sword hums evilly here. +~ +Flags hum~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 35 0 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData armor -20 -1 -1 0 +AffData hitroll 2 -1 -1 0 +AffData damroll 4 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8113 +Keywords armor~ +Type armor~ +Short a Suit of Dark Armor~ +Long A Suit of Dark Armor lies here. +~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 25 0 -2 9999 0 None None None +AffData armor -10 -1 -1 0 +AffData hitroll 6 -1 -1 0 +AffData damroll 6 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8114 +Keywords helm~ +Type armor~ +Short a Dark Helm~ +Long A Dark Helm seeks to possess you! +~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 75 0 -2 9999 0 None None None +AffData wisdom -3 -1 -1 0 +AffData dexterity -3 -1 -1 0 +AffData sex -3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8115 +Keywords jar~ +Type container~ +Short a jar~ +Long A glass jar sits here. +~ +WFlags take~ +Values 25 1 0 0 0 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8116 +Keywords poison~ +Type food~ +Short some poison~ +Long Some poison lies here. +~ +WFlags take~ +Values 1 0 0 1 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8117 +Keywords unholy symbol~ +Type light~ +Short an Unholy Symbol~ +Long The Unholy Symbol of some priest devoted to evil lies here. +~ +Flags evil~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData intelligence 3 -1 -1 0 +AffData sex -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8118 +Keywords holy symbol~ +Type light~ +Short a holy Symbol~ +Long The Holy Symbol of some priest devoted to good lies here. +~ +Flags glow~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData constitution 3 -1 -1 0 +AffData sex -2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 8119 +Keywords corpse~ +Type trash~ +Short a corpse~ +Long The corpse of some unfortunate adventurer is lying here. +~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 75 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8120 +Keywords key~ +Type key~ +Short a key~ +Long A black key is here. +~ +Flags hum~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 8121 +Keywords jar blood~ +Type potion~ +Short a jar of human blood~ +Long A jar of human blood sits here. +~ +Flags hum~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +Spells 'poison' 'weaken' 'curse' +#ENDOBJECT + +#OBJECT +Vnum 8122 +Keywords portal~ +Type incense~ +Short a shimmering portal~ +Long A shimmering portal rests here.~ +Flags glow~ +Values 10412 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 8100 +Name A Dusty Trail~ +Sector field~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You are heading along a dusty trail that runs toward the town ahead. There +is a horrid stench detectable even here. You see a sign up ahead. +~ +#EXIT +Direction north~ +ToRoom 8101 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 9584 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8101 +Name The Town~ +Sector city~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You have reached the Ghost Town, a place rumored to be inhabited by the +most ghastly of undead, as well as their fell minions. Should you proceed, +you may find yourself unable to return home by conventional means, and +instead have to travel through until you find another means of escape. Your +choice. +~ +#EXIT +Direction north~ +ToRoom 8102 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8100 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8102 +Name The Main Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc Stepping onto this street, you immediately feel a wave of fear and dread +wash over you. Shaking, you collect yourself and prepare to advance into +this literally god-forsaken area. Houses line the street to the left and +right. Up ahead lies a small town square. +~ +#EXIT +Direction north~ +ToRoom 8106 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8104 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8103 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8102 1 1 100 -2 +Reset D 8102 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8103 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction east~ +ToRoom 8102 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8103 -1 -1 -1 100 +Reset D 8103 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8104 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction west~ +ToRoom 8102 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8104 -1 -1 -1 100 +Reset M 8102 1 8104 -1 -1 -1 100 +Reset D 8104 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8105 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8108 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8106 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8106 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8109 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8107 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8102 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8105 +#ENDEXIT + +Reset M 8118 8 8106 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8107 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8110 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8106 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8108 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8111 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8109 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8105 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8114 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8109 +Name The Well in the Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are standing in the middle of the town square, at the well. Paths stretch +past houses and shops in every direction. There must still be some water in +the well, as a small amount of grass has managed to grow around it. +~ +#EXIT +Direction north~ +ToRoom 8112 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8110 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8106 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8108 +#ENDEXIT + +Reset M 8132 1 8109 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8110 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8113 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8124 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8107 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8109 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8111 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction east~ +ToRoom 8112 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8108 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8112 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction north~ +ToRoom 8134 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8113 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8109 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8111 +#ENDEXIT + +Reset M 8112 8 8112 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8113 +Name The Town Square~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have come to the Town Square. You can proceed in several directions from +here across the square, which is now nothing more than a flat square of +scorched earth and decimated vegetation, or down one of the side streets. +There is a well in the middle of the square. +~ +#EXIT +Direction south~ +ToRoom 8110 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8112 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8114 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are advancing along a side street that runs west away from the Town +Square. Houses lie to the north and south. +~ +#EXIT +Direction north~ +ToRoom 8115 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8108 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8116 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8117 +#ENDEXIT + +Reset D 8114 0 1 100 -2 +Reset D 8114 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8115 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8114 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8115 -1 -1 -1 100 +Reset M 8114 3 8115 -1 -1 -1 100 +Reset D 8115 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8116 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8114 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8116 -1 -1 -1 100 +Reset M 8113 3 8116 -1 -1 -1 100 +Reset D 8116 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8117 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are advancing along a side street that runs west away from the Town +Square. Houses lie to the north and south. +~ +#EXIT +Direction north~ +ToRoom 8118 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8114 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8119 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8120 +#ENDEXIT + +Reset D 8117 0 1 100 -2 +Reset D 8117 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8118 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8117 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8118 -1 -1 -1 100 +Reset M 8113 3 8118 -1 -1 -1 100 +Reset D 8118 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8119 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8117 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8119 -1 -1 -1 100 +Reset M 8102 1 8119 -1 -1 -1 100 +Reset D 8119 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8120 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have reached the end of a side street that runs west away from the Town +Square. Houses lie to the north, west and south. +~ +#EXIT +Direction north~ +ToRoom 8121 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8117 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8122 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8123 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8120 0 1 100 -2 +Reset D 8120 2 1 100 -2 +Reset D 8120 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8121 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8120 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8121 -1 -1 -1 100 +Reset M 8102 1 8121 -1 -1 -1 100 +Reset D 8121 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8122 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8120 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8122 -1 -1 -1 100 +Reset M 8114 3 8122 -1 -1 -1 100 +Reset D 8122 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8123 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction east~ +ToRoom 8120 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8123 -1 -1 -1 100 +Reset M 8106 2 8123 -1 -1 -1 100 +Reset D 8123 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8124 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are advancing along a side street that runs east away from the Town +Square. Houses lie to the north and south. +~ +#EXIT +Direction north~ +ToRoom 8125 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8127 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8126 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8110 +#ENDEXIT + +Reset D 8124 0 1 100 -2 +Reset D 8124 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8125 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8124 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8125 -1 -1 -1 100 +Reset M 8113 3 8125 -1 -1 -1 100 +Reset D 8125 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8126 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8124 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8126 -1 -1 -1 100 +Reset M 8101 2 8126 -1 -1 -1 100 +Reset D 8126 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8127 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are advancing along a side street that runs east away from the Town +Square. Houses lie to the north and south. +~ +#EXIT +Direction north~ +ToRoom 8128 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8130 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8129 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8124 +#ENDEXIT + +Reset D 8127 0 1 100 -2 +Reset D 8127 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8128 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8127 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8128 -1 -1 -1 100 +Reset M 8101 2 8128 -1 -1 -1 100 +Reset D 8128 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8129 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8127 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8129 -1 -1 -1 100 +Reset M 8114 3 8129 -1 -1 -1 100 +Reset D 8129 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8130 +Name A Side Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have reached the end of a side street that runs east away from the Town +Square. Houses lie to the north, east and south. +~ +#EXIT +Direction north~ +ToRoom 8131 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8133 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8132 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8127 +#ENDEXIT + +Reset D 8130 0 1 100 -2 +Reset D 8130 2 1 100 -2 +Reset D 8130 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8131 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction south~ +ToRoom 8130 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8131 -1 -1 -1 100 +Reset M 8108 1 8131 -1 -1 -1 100 +Reset O 8119 0 8131 -1 -1 -1 100 +Reset D 8131 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8132 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction north~ +ToRoom 8130 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8132 -1 -1 -1 100 +Reset M 8101 2 8132 -1 -1 -1 100 +Reset D 8132 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8133 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction west~ +ToRoom 8130 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8109 0 8133 -1 -1 -1 100 +Reset M 8106 2 8133 -1 -1 -1 100 +Reset D 8133 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8134 +Name Main Street~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are heading along Main Street, which heads south to the Town Square and +North toward an intersection. Houses line the street. +~ +#EXIT +Direction north~ +ToRoom 8137 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8136 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8112 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8135 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8103 1 8134 -1 -1 -1 100 +Reset D 8134 1 1 100 -2 +Reset D 8134 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8135 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction east~ +ToRoom 8134 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8100 1 8135 -1 -1 -1 100 +Reset D 8135 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8136 +Name A Ruined House~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The interior of this house reeks of death. The dried blood smeared on the +walls and the piles of bones on the floor bespeak of the fate of the former +inhabitants of this residence. The current inhabitants may not be so easy +to kill... +~ +#EXIT +Direction west~ +ToRoom 8134 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8100 1 8136 -1 -1 -1 100 +Reset D 8136 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8137 +Name An Intersection~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You are standing at an intersection devoid of houses. A park looms to the +northwest of here, while the former residences of the Mayor lie directly +west. You aren't sure where the northern path goes, as that area is +enshrouded in dark fog... +~ +#EXIT +Direction north~ +ToRoom 8155 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8134 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8138 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8138 +Name The Road to the Mayor's House~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc This road was at one time spacious and beautiful, but is now cluttered with +debris and overgrown with tough, gray weeds that have sprouted through the +carefully-laid cobblestones. There are junctions to the east and west of +here. +~ +#EXIT +Direction east~ +ToRoom 8137 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8139 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8139 +Name A Junction~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc At this point, a dirt track runs north toward a dismal-looking garden that +once flourished with the most beautiful flora on the continent, but is now +home to the same sickly-gray weeds that sprout through the footpath, as well +as some very tall, sinister-looking trees. +~ +#EXIT +Direction north~ +ToRoom 8171 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8138 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8140 +#ENDEXIT + +Reset M 8130 1 8139 -1 -1 -1 100 + Reset E 8103 0 16 100 + Reset E 8117 0 17 100 +#ENDROOM + +#ROOM +Vnum 8140 +Name Outside the Mayor's House~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc The path ends at a decrepit manse that once served as home for the Mayor +of this town. Since the incursion of the undead, it has fallen into +disrepair, though not to the state that the other dwellings have, leading +you to suspect that perhaps someone (or thing) important now resides here... +~ +#EXIT +Direction east~ +ToRoom 8139 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8141 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8140 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8141 +Name The Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are advancing along a dimly-lit hall lined with garish paintings depicting +rather macabre-looking members of some decadent family. To the west lies +a crooked stairway that leads up to the next level. Doors lie to the north and +south of here. +~ +#EXIT +Direction north~ +ToRoom 8143 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8140 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8142 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8144 +#ENDEXIT + +Reset D 8141 0 1 100 -2 +Reset D 8141 1 1 100 -2 +Reset D 8141 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8142 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction north~ +ToRoom 8141 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8128 1 8142 -1 -1 -1 100 +Reset D 8142 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8143 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction south~ +ToRoom 8141 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8129 1 8143 -1 -1 -1 100 +Reset D 8143 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8144 +Name The Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are advancing along a dimly-lit hall lined with garish paintings depicting +rather macabre-looking members of some decadent family. To the west lies +a crooked stairway that leads up to the next level. Doors lie to the north and +south of here. +~ +#EXIT +Direction north~ +ToRoom 8146 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8141 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8145 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8147 +#ENDEXIT + +Reset D 8144 0 1 100 -2 +Reset D 8144 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8145 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction north~ +ToRoom 8144 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8127 1 8145 -1 -1 -1 100 + Reset E 8112 0 16 100 + Reset E 8113 0 5 100 + Reset E 8114 0 6 100 +Reset D 8145 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8146 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction south~ +ToRoom 8144 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8115 1 8146 -1 -1 -1 100 +Reset D 8146 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8147 +Name The Stairway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This crooked staircase looks very unstable, and this, coupled with the +dreadful stench emanating from upstairs, makes you reluctant to proceed... +~ +#EXIT +Direction east~ +ToRoom 8144 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8148 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8148 +Name The Stairway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc At the top of the stairs you pause to catch your breath, and are immediately +sorry as horrid-smelling air fills your lungs. Coughing, you fight to +breathe, and steel yourself to continue. +~ +#EXIT +Direction east~ +ToRoom 8149 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8147 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8149 +Name The Hallway~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are advancing along a dimly-lit hall lined with garish paintings depicting +rather macabre-looking members of some decadent family. Doors lie to the north +and south of here. The hall ends at an impressive portal to the east. +~ +#EXIT +Direction north~ +ToRoom 8150 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8152 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8151 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8148 +#ENDEXIT + +Reset D 8149 0 1 100 -2 +Reset D 8149 1 1 100 -2 +Reset D 8149 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8150 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction south~ +ToRoom 8149 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8109 1 8150 -1 -1 -1 100 + Reset E 8104 0 6 100 +Reset D 8150 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8151 +Name A Room in the Mayor's Manse~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This room reeks of decay, perhaps mainly due to the decaying corpses lying +about. Blood has been smeared all over the walls, and a sickly-looking vine +has crawled in through the broken panes of the windows. You gag and try +not to vomit. +~ +#EXIT +Direction north~ +ToRoom 8149 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8110 1 8151 -1 -1 -1 100 +Reset D 8151 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8152 +Name The Mayor's Study~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc As you enter this room, you are amazed to notice a complete absence of the +stench you detected earlier. In addition, you are further amazed to notice +the surprisingly good condition of this study, a comfortable den lined with +shelves full of ancient texts. A large oak desk dominates the room, and +behind this sits a plush leather chair. Wonder whose domain this is...? +~ +#EXIT +Direction north~ +ToRoom 8153 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8154 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8149 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8119 1 8152 -1 -1 -1 100 + Reset E 8107 0 12 100 + Reset E 8108 0 16 100 + Reset E 8110 0 17 100 + Reset G 8120 0 100 +Reset D 8152 0 1 100 -2 +Reset D 8152 2 1 100 -2 +Reset D 8152 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8153 +Name A Bedroom~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc In this room lies an ornately-carved four poster bed with satin sheets. +Opposite it lies a comfortable divan, upon which the maidens of the master +of this domain usually recline. A painting on one wall catches your eye. +~ +#EXIT +Direction south~ +ToRoom 8152 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8116 1 8153 -1 -1 -1 100 +Reset O 8115 0 8153 -1 -1 -1 100 + Reset P 1 8116 0 8115 100 +Reset O 8106 0 8153 -1 -1 -1 100 + Reset P 1 8105 0 8106 100 +Reset D 8153 2 1 100 -2 +#EXDESC +ExDescKey painting~ +ExDesc It is a painting of one Count Philippe Gaspar duGascoigne, a handsome but +evil-looking gentleman of middle years. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 8154 +Name A Bedroom~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This bedroom is as ruinous as its northern counterpart was lavish, as +decayed and despoiled as it was well-presented and comfortable. The furniture, +while obviously once fine, is now ruined beyond repair. Blood stains coat +the walls, and a corpse hangs by a rope from the chandelier in the center +of the room. Whoever lives here must have a disagreeable personality to say +the very least... +~ +#EXIT +Direction north~ +ToRoom 8152 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8105 1 8154 -1 -1 -1 100 + Reset E 8101 0 9 100 + Reset E 8102 0 6 100 +Reset D 8154 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8155 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. +~ +#EXIT +Direction east~ +ToRoom 8156 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8137 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8156 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. +~ +#EXIT +Direction north~ +ToRoom 8159 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8157 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8155 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8157 +Name A Small House~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc The mist clears suddenly, and you find yourself standing outside a rather +creepy little stone dwelling, with no windows, but a stout oak door +directly to the east. +~ +#EXIT +Direction north~ +ToRoom 8156 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8158 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8157 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8158 +Name Temporary Residence of a Demon~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc OH NO! + +You have inadvertently stumbled upon the temporary Prime Material Plane lair +of ORCUS! If he isn't here, leave quickly. If he is... + +There is a shimmering portal to his home dimension to the east. +~ +#EXIT +Direction west~ +ToRoom 8157 +Flags isdoor closed~ +#ENDEXIT + +Reset O 8122 1 8158 -1 -1 -1 100 +Reset M 8131 1 8158 -1 -1 -1 100 + Reset E 8100 0 17 100 +Reset D 8158 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8159 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. +~ +#EXIT +Direction north~ +ToRoom 8163 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8160 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8156 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8160 +Name A Clearing~ +Sector city~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc You have reached an area devoid of mist, the front yard of a ruined cottage +whose door lies to the east. Peering through the windows, you imagine you +can see shapes moving about. +~ +#EXIT +Direction east~ +ToRoom 8161 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8159 +#ENDEXIT + +Reset D 8160 1 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8161 +Name The Interior of the Cottage~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This cottage is, as all the other residences of this place, a ruined mess. +Broken furniture and decaying corpses litter the floor. To the east, you +can see a staircase leading down. +~ +#EXIT +Direction east~ +ToRoom 8162 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8160 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8161 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8162 +Name A Staircase~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc This staircase is an ancient stone structure that looks far older than the +other structures in the village. You peer down in an attempt to ascertain +what may below, but can see only darkness. +~ +#EXIT +Direction west~ +ToRoom 8161 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom -1 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8163 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. +~ +#EXIT +Direction north~ +ToRoom 8164 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8159 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8164 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. You think you can make out a small stone building +to the east. +~ +#EXIT +Direction north~ +ToRoom 8195 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8165 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8163 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8165 +Name Outside The Crypt~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc The small stone building is actually a crypt, which is in good condition, +not surprising considering the nature of the current inhabitants of this +ghoulish town. A large iron door looms to the east, and you notice runes +inscribed into its surface in silver. +~ +#EXIT +Direction east~ +ToRoom 8166 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8164 +#ENDEXIT + +Reset M 8123 2 8165 -1 -1 -1 100 +Reset D 8165 1 1 100 -2 +#EXDESC +ExDescKey runes door~ +ExDesc The runes on the door read- + + "Here is the final resting place of the Evil Baron Shereck, former + tyrant of the Barony of Palem, and his two foul brothers. Imprisoned + here by the powerful magic of Xanad, the ArchMage of Anon, their + rest may not be disturbed by their undead allies. Pray, whoever reads + this, do not breach this portal, for you will once again unleash their + undead madness upon the world." +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 8166 +Name Inside The Crypt~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc The interior of the crypt is dark, damp and cramped. It looks as though +no-one has been here in centuries. A layer of dust ankle-deep makes progress +difficult, as do the hanging cobwebs, with strands as thick as your wrist. +You hope you don't run into the spinner of these webs. +~ +#EXIT +Direction west~ +ToRoom 8165 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8167 +#ENDEXIT + +Reset M 8133 2 8166 -1 -1 -1 100 +Reset D 8166 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8167 +Name The Crypt Proper~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Three doors and a staircase allow escape from this area, and that is a +prominent urge you have right now as you glance about the hellish murals +on the walls, and the rotting corpses hanging in metal frames from the +arched ceiling. +~ +#EXIT +Direction north~ +ToRoom 8168 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8170 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8169 +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 8166 +#ENDEXIT + +Reset M 8123 2 8167 -1 -1 -1 100 +Reset D 8167 0 1 100 -2 +Reset D 8167 1 1 100 -2 +Reset D 8167 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8168 +Name A Room In the Crypt~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc These three resting places that lead off the Crypt's main chamber are all +identical- a raised stone sarcophagus with a bas-relief of the image of its +occupant in life embossed on the lid. Other than that, the place is bare. Or +is it...? +~ +#EXIT +Direction south~ +ToRoom 8167 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8104 2 8168 -1 -1 -1 100 + Reset E 8111 0 12 100 + Reset G 8121 0 100 +Reset M 8104 2 8168 -1 -1 -1 100 + Reset E 8111 0 12 100 + Reset G 8121 0 100 +Reset D 8168 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8169 +Name A Room In the Crypt~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc These three resting places that lead off the Crypt's main chamber are all +identical- a raised stone sarcophagus with a bas-relief of the image of its +occupant in life embossed on the lid. Other than that, the place is bare. Or +is it...? +~ +#EXIT +Direction north~ +ToRoom 8167 +Flags isdoor closed~ +#ENDEXIT + +Reset D 8169 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8170 +Name A Room In the Crypt~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc These three resting places that lead off the Crypt's main chamber are all +identical- a raised stone sarcophagus with a bas-relief of the image of its +occupant in life embossed on the lid. Other than that, the place is bare. Or +is it...? +~ +#EXIT +Direction west~ +ToRoom 8167 +Flags isdoor closed~ +#ENDEXIT + +Reset M 8134 1 8170 -1 -1 -1 100 + Reset E 8111 0 12 100 + Reset G 8121 0 100 +Reset D 8170 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 8171 +Name The Path To The Garden~ +Sector forest~ +Flags norecall~ +Stats 0 0 0 0 0 +Desc This path runs past some very ugly, dead plants that look like they've had +the life drained from them by some disturbingly healthy looking plants with +thorns that look like teeth... +~ +#EXIT +Direction north~ +ToRoom 8172 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8139 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8172 +Name The Path To The Garden~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This path runs past some very ugly, dead plants that look like they've had +the life drained from them by some disturbingly healthy looking plants with +thorns that look like teeth. You suddenly curse as you nearly fall into a +small hole in the center of the path which was partially covered by a nest +of branches. +~ +#EXIT +Direction north~ +ToRoom 8173 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8171 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8174 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8173 +Name The Path To The Garden~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc This path runs past some very ugly, dead plants that look like they've had +the life drained from them by some disturbingly healthy looking plants with +thorns that look like teeth. The garden gates are directly ahead... Peering +through, you become reluctant to enter. It looks like a virtual maze... +~ +#EXIT +Direction north~ +ToRoom 8177 +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8172 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8174 +Name A Bolthole~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Here the cowardly necromancer Xantharus lurks, terrified of the evil he +brought to his village. He would do anything to escape, but is currently +too petrified to leave his hole. +~ +#EXIT +Direction up~ +ToRoom 8172 +#ENDEXIT + +Reset M 8117 1 8174 -1 -1 -1 100 + Reset G 8118 0 100 +#ENDROOM + +#ROOM +Vnum 8175 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8180 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8176 +#ENDEXIT + +Reset M 8120 4 8175 -1 -1 -1 100 +Reset R 8175 4 100 +#ENDROOM + +#ROOM +Vnum 8176 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction west~ +ToRoom 8181 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8177 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8175 +#ENDEXIT + +Reset R 8176 4 100 +#ENDROOM + +#ROOM +Vnum 8177 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8182 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8178 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8176 +#ENDEXIT + +Reset R 8177 4 100 +#ENDROOM + +#ROOM +Vnum 8178 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction west~ +ToRoom 8183 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8179 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8177 +#ENDEXIT + +Reset M 8121 4 8178 -1 -1 -1 100 +Reset R 8178 4 100 +#ENDROOM + +#ROOM +Vnum 8179 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8184 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8178 +#ENDEXIT + +Reset R 8179 4 100 +#ENDROOM + +#ROOM +Vnum 8180 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction south~ +ToRoom 8185 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8181 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8175 +#ENDEXIT + +Reset R 8180 4 100 +#ENDROOM + +#ROOM +Vnum 8181 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8186 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8182 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8176 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8180 +#ENDEXIT + +Reset M 8122 2 8181 -1 -1 -1 100 +Reset R 8181 4 100 +#ENDROOM + +#ROOM +Vnum 8182 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction east~ +ToRoom 8187 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8183 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8177 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8181 +#ENDEXIT + +Reset R 8182 4 100 +#ENDROOM + +#ROOM +Vnum 8183 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction west~ +ToRoom 8188 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8184 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8178 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8182 +#ENDEXIT + +Reset R 8183 4 100 +#ENDROOM + +#ROOM +Vnum 8184 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction west~ +ToRoom 8189 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8179 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8183 +#ENDEXIT + +Reset M 8124 2 8184 -1 -1 -1 100 +Reset R 8184 4 100 +#ENDROOM + +#ROOM +Vnum 8185 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction south~ +ToRoom 8190 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8186 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8180 +#ENDEXIT + +Reset R 8185 4 100 +#ENDROOM + +#ROOM +Vnum 8186 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8191 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8187 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8181 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8185 +#ENDEXIT + +Reset R 8186 4 100 +#ENDROOM + +#ROOM +Vnum 8187 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction south~ +ToRoom 8192 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8188 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8182 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 8186 +#ENDEXIT + +Reset M 8125 8 8187 -1 -1 -1 100 +Reset R 8187 4 100 +#ENDROOM + +#ROOM +Vnum 8188 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8193 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8189 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 8183 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8187 +#ENDEXIT + +Reset R 8188 4 100 +#ENDROOM + +#ROOM +Vnum 8189 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction north~ +ToRoom 8194 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8184 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8188 +#ENDEXIT + +Reset R 8189 4 100 +#ENDROOM + +#ROOM +Vnum 8190 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction east~ +ToRoom 8191 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8185 +#ENDEXIT + +Reset M 8107 1 8190 -1 -1 -1 100 +Reset R 8190 4 100 +#ENDROOM + +#ROOM +Vnum 8191 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction east~ +ToRoom 8192 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8186 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8190 +#ENDEXIT + +Reset R 8191 4 100 +#ENDROOM + +#ROOM +Vnum 8192 +Name The Garden~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You suddenly enter a brightly-lit glade full of towering oaks and fresh, +green grass. Here the powers of good have managed to create a foothold in +this realm of darkness, to aid those stranded or trapped here. You may rest +in peace (if you'll pardon the inappropriate euphemism) for as long as you +wish here. +~ +#EXIT +Direction east~ +ToRoom 8193 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8187 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8191 +#ENDEXIT + +Reset M 8126 1 8192 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8193 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction east~ +ToRoom 8194 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8188 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8192 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8194 +Name The Garden~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You find yourself lost in a tangled maze of thorny bushes and rotted trees +that all seem to move as if with a life of their own. Howls and screams of +pain and delight occasionally rent the still air- otherwise you are engulfed +by a silent dimness that only exaggerates the already-eerie quality of +your surroundings. +~ +#EXIT +Direction south~ +ToRoom 8189 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 8193 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8195 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. You think you can make out a small stone building +to the east. A gaping hole looms out of the fog in the ground to the right. +~ +#EXIT +Direction north~ +ToRoom 8197 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8164 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 8196 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8196 +Name The Dragon's Lair~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Dragons of all types, alive or undead, keep certain habits, and one of them +is how they decorate their lair. So when you enter and see treasure splashed +everywhere, along with a generous helping of blood and fried corpses, you are +at least 90% sure you have entered the lair of one... +~ +#EXIT +Direction up~ +ToRoom 8195 +#ENDEXIT + +Reset M 8111 1 8196 -1 -1 -1 100 +Reset O 8105 0 8196 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 8197 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. You think you can make out a small stone building +to the east. +~ +#EXIT +Direction north~ +ToRoom 8198 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8195 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8198 +Name A Murky Mist~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are plowing through a thick mist that has suddenly enshrouded the trail. +You can still make it out beneath your feet, but only barely. Howls, screams +and shouts of anger and terror ring out on all sides, and you feel fear +clutching at your heart. You think you can make out a small stone building +to the east. You aren't sure, but you think you can see a dark tunnel up +ahead. +~ +#EXIT +Direction north~ +ToRoom 8199 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8197 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 8199 +Name A Dark Tunnel~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc Can it be? YES! An escape route! From this tunnel emanates the sweet smell +of green grass and fresh air. You can clamber through and escape, though +the tunnel is so narrow you doubt you'd be able to return through it. +~ +#EXIT +Direction north~ +ToRoom 8812 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 8198 +#ENDEXIT + +#ENDROOM + +#ENDAREA diff --git a/data/realm/gwyn.are b/data/realm/gwyn.are new file mode 100644 index 0000000..175a193 --- /dev/null +++ b/data/realm/gwyn.are @@ -0,0 +1,9334 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Gwyn al'Fer~ +Author Raine/Karangi~ +Vnums 2850 2949 +Continent one~ +Coordinates 911 932 +Dates 0 0 +Ranges 0 10 0 115 +ResetMsg Glittering sparkles of divine favour shower over everyone...~ +ResetFreq 5 +Flags noastral noportal nosummon noscry noteleport~ +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 2850 +Keywords faeia quenath keeper abecedarium~ +Race high-elf~ +Class Cleric~ +Gender female~ +Position standing~ +DefPos standing~ +Short Faeia Quenath~ +Long Faeia Quenath, High Priestess of Meia and Keeper of the Abecedarium stands here. +~ +Desc A silver-haired high elf, she is old even by the standards of her kind. +Yet, she stands tall, regal features showing only the faintest of lines +in her weathered face. Having devoted herself to Meia in her youth, she +looks kindly upon all young adventurers. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype act_prog~ +Arglist p arrives from below.~ +Comlist if level($n) == 1 +mpechoat 0.$n Yet another brave soul has entered the portal, I see. +mpechoat 0.$n Welcome to the world $n! +mpechoat 0.$n For your courage in entering the portal, you are now level 2! +mpadvance 0.$n 2 +mpoload 2902 +give ring 0.$n +give 500 coin 0.$n +say These are small gifts for you. Type LOOK RING to find out more about it. +say As for the gold, I am sure that you will spend it wisely. +say Please exit west if you wish to take the Abecedarium tour. +say The tour will provide valuable information for first time players. +say Please type 'LOOK NEWBIE' for additional information. +say Once you have reached level 5, return here for the final challenge. +say If you are a veteran player, or already familiar with the game, +say feel free to exit via the portal to the city. +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p flies in from below.~ +Comlist if level($n) == 1 +mpechoat 0.$n Yet another brave soul has entered the portal, I see. +mpechoat 0.$n Welcome to the world $n! +mpechoat 0.$n For your courage in entering the portal, you are now level 2! +mpadvance 0.$n 2 +mpoload 2902 +give ring 0.$n +give 500 coin 0.$n +say These are small gifts for you. Type LOOK RING to find out more about it. +say As for the gold, I am sure that you will spend it wisely. +say Please exit west if you wish to take the Abecedarium tour. +say The tour will provide valuable information for first time players. +say Please type 'LOOK NEWBIE' for additional information. +say Once you have reached level 5, return here for the final challenge. +say If you are a veteran player, or already familiar with the game, +say feel free to exit via the portal to the city. +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p from somewhere.~ +Comlist if level($n) > 10 +say Welcome to the Abecedarium. How goes your journey? +say You may meet with young adventurers in here and the adjacent porch. +say However, you may not enter into the inner confines or the village. +else +say Welcome back $n. How was your trip to the city? +say You may visit the village at any time between now and level 10. +say You may also take the challenge anytime after level 5. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist challenge~ +Comlist say Within the Abecedarium challenge, you will have to face an adversary. +say The Guardian of Meia will test your mettle in combat. +say If you are proven worthy, then you are ready for the world outside. +say If you succeed in the challenge before level 10, you may still return +say to Gwyn al'Fer till you have reached level 11. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist if hasqbit($n) == 4 +say You have already attempted the challenge. +mptrlook $n 7035 +else +if level($n) < 5 +say You are not yet ready to attempt the challenge. +say Come back when you have attained level 5. +else +if level($n) >= 5 +if level($n) <= 10 +say Brave indeed! May Meia's blessings go with you. +c bless $n +if ismounted($n) +say Please dismount before you enter the challenge room. +mpforce $n dismount +endif +else +if level($n) > 10 +say What a joke! You are far too experienced for this. +endif +endif +endif +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist no~ +Comlist if level($n) >= 5 +if level($n) <= 10 +say Return when you are ready, my young one. +smile +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if level($n) >= 5 +if level($n) <= 10 +if hasqbit($n) == 4 +else +say Are you ready for the challenge? +say Say 'yes' if you are, and 'no' if you are not. +endif +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say Please look at the RING I have given you to determine it's function, +say or look at the NEWBIE guide for help. Or, you can ask me about the +say CHALLENGE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2851 +Keywords nynae languages abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Lady Nynae~ +Long Lady Nynae smiles gently and rises from her rest. +~ +Desc A priestess of Meia, you detect an impish twinkle in her sapphirine +eyes as she greets you. Her raven hair is held neatly in a twinkling +barrette made of twisted silver and set with tiny crystals. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal scholar pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +else +if level($n) > 10 +mea $n &YThe voice of Faeia Quenath whispers magically in your ears.&D +mea $n &YFaeia Quenath says, "You may not enter into the inner confines."&D +mptrlook $n 2850 +endif +endif +say I will teach you the LANGUAGES of the land. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p languages~ +Comlist say Languages are learned differently from spells and skills. +say You must be an adept at a language before you may use it. +say you may ask me about LEARNING and USING languages. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p learning~ +Comlist say To see a list of the languages you may learn, type PRACTICE. +say To learn a language, type LANGUAGE LEARN . +say You may learn languages with scholars through the Lands. +say In fact, there is another at the City Museum if you are interested. +say For further help, type HELP LANGUAGES. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p using~ +Comlist say To speak a certain language, type SPEAK . +say For further help, type HELP SPEAK or HELP TONGUE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask about any of these from me. +say LANGUAGES, and the LEARNING and USING of them. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2852 +Keywords raemon channels abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lord Raemon~ +Long Lord Raemon stands beside the board, with a slender pointer in his hand. +~ +Desc Once a minor prince in a distant duchy, he found fulfilment in serving +the Goddess of Knowledge. Now older and less able to travel, he finds +enjoyment in bringing learning to youthful voyagers, that they may +walk the Lands in safety. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say I shall teach you about CHANNELS. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p channels~ +Comlist say Channels are the basic modes of communication here. +say You may get a full list of channels available by typing CHAN. +say It is possible to TOGGLE a channel on or off. +say Reducing the number of channels received can cut down screen scroll. +say You may ask me about SILENT rooms. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist p toggle~ +Comlist say To turn on a channel, type CHAN + +say To turn off a channel, type CHAN - +say You may also turn off all channels by typing CHAN -ALL. +say And similarly, you may turn on all channels by typing CHAN +ALL. +say For more aid, type HELP CHANNEL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist silent~ +Comlist say Silent rooms are places in which you are unable to use most channels. +say In a silent room, you may only use SOCIALS, EMOTES and GROUPTELL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist socials~ +Comlist say Socials are any of a number of preset commands which allow more +say player expression. For example, typing GRIN will make your character grin. +say For a list of all social commands available, type SOCIALS. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist grouptell~ +Comlist say This command allows you to speak privately to all characters in your group. +say It will work no matter the distance, even if they are sleeping or stunned. +say The symbol ";" is synonymous with the command. +say To grouptell, type GTELL . +say For further aid, type HELP GTELL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist emotes~ +Comlist say Emotes are customised expressions or actions. +say For example, type EMOTE smiles and nods at everyone. +say The resulting display will be seen by everyone in the room. +say FOr more help, type HELP EMOTE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say CHANNELS, how to TOGGLE, SILENT rooms, SOCIALS, GROUPTELL and EMOTES. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2853 +Keywords vaelyn rules abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mistress Vaelyn~ +Long Mistress Vaelyn is stands beside the plaque with a stern expression. +~ +Desc Once a beauty admired far and wide, she sought comfort in Meia when her +looks began to fail. Although she is kind at heart, Vaelyn Dlanrene +has no qualms about disciplining a wayward student if her lessons are +not followed. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say In wandering the Lands, you will need to adhere to some RULES. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist RULES~ +Comlist say We do not have many rules. But what we have, we enforce strictly. +say Basically they involve SPAM, MULTIPLAYING, BUGS, and character SHARING, +say As well as aggressive SUMMONING, GROUPING and COURTESY. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist spam~ +Comlist say Please do not spam anyone. It is highly unwelcome to all. +say For more information, type HELP SPAM. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist multiplaying~ +Comlist say Multiplaying is not allowed here. +say It is defined as having 2 or more characters on at the same time. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist bugs~ +Comlist say If you find a bug, you are obligated to report it immediately. +say You may do this by telling an online immortal. +say Optionally you could choose to post it on the nearest public board. +say Once you have done so, you may NOT exploit the bug for any reason. +say For more information on bugs, type HELP BUG EXPLOITATION. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist summoning~ +Comlist say No summoning of aggressive monsters into the city is allowed at any point. +say This also applies to all newbie areas, including the Zoo and Abecedarium. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist grouping~ +Comlist say This should only be done with characters within eight levels of your own. +say For more information, type HELP GROUP. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist courtesy~ +Comlist say To enhance playing enjoyment, we would ask that courtesy be shown. +say No harassment or usage of swear words are allowed. +say Should you wish to pick up equipment lying on the ground, +say do ask about its ownership first. +say Power-levelling is discouraged, as is hoarding. +say For more information on the rules, type HELP RULES. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say RULES, SPAM, MULTIPLAYING, BUGS, CHARACTER SHARING, SUMMONING, +say GROUPING and COURTESY. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist sharing~ +Comlist say No sharing of characters is allowed in the Lands. +say Your passwords should be kept private and strictly confidential. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2854 +Keywords azartas configuration abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lord Azartas~ +Long Lord Azartas looks up from his paperwork to regard you solemnly. +~ +Desc A wanderer at heart, Lord Azartas was a follower of Meia from his +youngest days, having been brought up in a family which regarded +learning highly. For now, however, he is content to carry out the +request of his deity to stay here as a tutor. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype speech_prog~ +Arglist PAGER~ +Comlist say This toggles page pausing on long scrolls. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist gag~ +Comlist say This allows you to choose how you see battle details, in full or briefly. +say Typing CONFIG +GAG will make you see battles in brief. +say Typing CONFIG -GAG will make you see battles in full. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist combine~ +Comlist say This lets you see object lists in combined format. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist blank~ +Comlist say This allows you to have a blank line before your prompt. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist prompt~ +Comlist say This allows to you have a prompt. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist ANSI~ +Comlist say This lets you receive ANSI color sequences. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist RIP~ +Comlist say This involves your ability to see RIP graphics. +say If you type CONFIG +RIP, you will not see them. +say If you type CONFIG -RIP, you will be able to see them. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist autosac~ +Comlist say This sets you to sacrific corpses automatically as soon as you kill a mob. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist autogold~ +Comlist say If there is more than one person in your group, typing CONFIG +AUTOGOLD +say will let you share the gold looted from mobs killed together with them. +say It will be done in equal portions. +say Should you be alone, it will not affect your gameplay. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist autoloot~ +Comlist say This allows you to loot equipment from corpses you kill. +say Bear in mind that this does not apply to PK'ed corpses or gold in general. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist autoexit~ +Comlist say Setting your configuration to +AUTOEXIT will allow you to see exits +say automatically, scrolling onto the screen as you move. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SMARTSAC~ +Comlist say This is a safeguard, overriding the AUTOSAC item in the configuration. +say It keeps you from automatically sacrificing a corpse with items in it. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist norecall~ +Comlist say If you lose your link in combat, this allows you to recall automatically. +say Typing CONFIG +NORECALL will keep the automatic recall from occurring. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist nosummon~ +Comlist say Setting +NOSUMMON will keep other player characters from summoning you. +say Remember that summoning someone without asking is an offence. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist nobeep~ +Comlist say Setting +NOBEEP will prevent other players from beeping you. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist DRAG~ +Comlist say This allows other players to drag you if you are incapacitated. +say If you set CONFIG -DRAG, they will not be able to do so. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist nice~ +Comlist say This determines your response to another player's attack. +say If it is set at +NICE, you will not retaliate. +say You will also be kept from attacking another player, regardless of intent. +say It is advised to maintain +NICE until you are ready to turn PK. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist telnetga~ +Comlist say Setting this at +TELNETGA would allow you to receive a Telnet GA sequence. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist groupwho~ +Comlist say This toggles an announcement of your willingness to group. +say If you set it at +GROUPWHO, then a message will be sent out to all players. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist nointro~ +Comlist say This toggles whether or not you see the graphic screen at login. +say If you type CONFIG -NOINTRO, then you will not see it. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist pager length~ +Comlist say This is not set in the standard CONFIG syntax. +say It determines the length of your page pausing. +say To adjust it, simply type PAGE +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist WIMPY~ +Comlist say This is not set in the standard CONFIG syntax. +say You will be taught more about it later in the combat section. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any item on your CONFIG menu. +say To get a list of the menu, type CONFIG. +~ +#ENDPROG + +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say I will teach you about CONFIGURATION. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist configuration~ +Comlist say Players are gifted with a menu of items they may configure to their tastes. +say The items will be controlled automatically by the game, once set. +say To get a list of this menu, type CONFIG. +say You may ask me about any item on the menu by saying it. +say It is advised, unless you wish to be a deadly (PK), +say That you should type CONFIG +NICE. It will safeguard you. +say If you need further information, please type HELP CONFIG. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2855 +Keywords aringarde personal commands abecedarium~ +Race human~ +Class Paladin~ +Gender male~ +Position standing~ +DefPos standing~ +Short Sir Aringarde~ +Long Sir Aringarde smiles benevolently at you as he stands here. +~ +Desc Snowy curls sit atop his balding head, and a huge well-groomed moustache +twitches occasionally as he smiles at you. He speaks in resonant tones, +enunciating each word clearly and slowly. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say I will teach you useful PERSONAL commands you will need in your journeys. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist personal~ +Comlist say In the course of your travelling, you will need to refer to these. +say The most important are SCORE, EQUIPMENT, INVENTORY, LEVEL and PRACTICE. +say Also useful are REPORT, EXIT and COMPARE. +say You may ask me about any of these. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SCORE~ +Comlist say Typing SCORE will allow you to see your character statistics. +say Only you will see the display listed. +say If you wish to let others see your character's health, you can type REPORT. +say For more information, you may type HELP SCORE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist equipment~ +Comlist say To use this, simply type EQUIPMENT. +say This command displays a list of equipment you are wearing at the moment. +say Only you will see the display listed. +say To see what another character is wearing, simply type LOOK . +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist inventory~ +Comlist say To use this, type INVENTORY. +say This will display a list of items you have in your inventory. +say It refers to all items you have on you which you are not wearing. +say Only you will see the display listed. +say Other players may not look at your inventory unless they are playing +say a class which teaches them a skill or spell allowing them to do so. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist level~ +Comlist say Your character advances in power by gaining experience points. +say The command LEVEL shows you how many points you need to advance further. +say Typing in LEVEL will show a display only you will see. +say For further information, type HELP LEVEL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say Merely typing PRACTICE will call up a display showing your current ability +say level in all the skills and spells available to you. +say Only you will see the display, and you may do this at any point. +say Typing PRACTICE will enable you to use practices to gain +say proficiency in the skill or spell. +say Practicing skills and spells may only be done at a guild master. +say For further information, type HELP PRACTICE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist report~ +Comlist say To report, type REPORT. +say This command announces your current statistics to everyone in the room. +say For more information, type HELP REPORT. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist exit~ +Comlist say To use this command, type EXITS. +say This will tell you the visible exits of the room you are in. +say Not all exits are readily visible. +say For more information, type HELP EXITS. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist COMPARE~ +Comlist say This allows you to compare two objects in your inventory. +say To do this, type COMPARE . +say It will help you distinguish the better of the two. +say Typing COMPARE will compare the object to what you are presently +say wearing of the same type. +say For further information, type HELP COMPARE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say PERSONAL commands, SCORE, EQUIPMENT, INVENTORY, LEVEL and PRACTICE. +say Also REPORT, EXIT and COMPARE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2856 +Keywords t'aesa taesa offensive abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Lady T'aesa~ +Long Lady T'aesa appraises you as she flips her staff about idly. +~ +Desc Born and raised among nomadic horsemen, T'aesa Eh'oran is possibly the +leanest female you have ever laid your eyes on. She seems to be made of +nothing but skin and sinew, with her slender form accented by her +musculature. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist emote bows formally. +say I will teach you the art of offensive COMBAT. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist COMBAT~ +Comlist say You will need to kill mobs to gain experience points during your journey. +say You may choose fights using commands to gauge your opponents. +say These commands are LOOK, CONSIDER and IDENTIFY. +say Not all mobs will await your move. Some will attack you on sight. +say You may start a fight by using the commands KILL or MURDER. +say OTHER means of starting fights are also possible. +say When you are ready, you may TEST yourself downstairs. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist LOOK~ +Comlist say By typing LOOK you can see its equipment and description. +say It may help to gauge how hard a fight will be. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist CONSIDER~ +Comlist say Typing CONSIDER will compare the mob's level and hitpoints to yours. +say However, this is only a rough estimate. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist identify~ +Comlist say This is rightly a spell, not a command. +say If you have it, you may CAST 'IDENTIFY' to gain information. +say For more information, type HELP IDENTIFY. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist kill~ +Comlist say Typing KILL will start a fight. +say If you have not overreached your abilities, then you will kill the mob. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist murder~ +Comlist say This command is used by typing MURDER . +say It may only be used by level 5 players and above. +say It will start a fight, but the mobile will yell out if you MURDER it. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist other~ +Comlist say There are also other ways to start a fight. +say You may use a skill such as backstab or kick. +say Offensive spells like 'magic missile' are also popular. +say Wands and scrolls may also be used to start a fight. +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p gives you The kargynt's chains.~ +Comlist say Well done! Here, take this. You have earned it. +mpoload 2873 +give collar $n +mpforce $n save +mpjunk chains +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say COMBAT, LOOK, CONSIDER, IDENTIFY, KILL, MURDER and OTHER ways of fighting. +say You can also ask about the TEST. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist test~ +Comlist say You may test yourself by fighting the creature downstairs. +say When you have killed it, bring me his chains as proof. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2857 +Keywords kyr defensive abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Master Kyr~ +Long Master Kyr sits crosslegged on the mat in apparent meditation. +~ +Desc An impish rogue in his youth, Kyr Lighthand seems to have settled down +upon reaching middle-aged status, devoting himself completely to the +service of Meia. As you look at him, however, he winks one grass-green +eye and you realise that the end of his tricks are some way off yet. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist grin +say I will teach you the art of self DEFENSE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist defense~ +Comlist say There are a number of defensive tactics available. +say They are useful when you want to get out of a fight fast. +say Mainly you may use WIMPY, FLEE and RECALL. +say You may ask me about any of them. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist WIMPY~ +Comlist say Wimpy is an automatic withdrawal from a fight. +say It happens when your hitpoints reach a preset minimum number. +say To set your wimpy, type WIMPY . +say The number is the number of hitpoints at which the withdrawal is triggered. +say To toggle WIMPY on or off, simply type WIMPY. +say You will lose experience points each time you wimpy out of a fight. +say For more information, type HELP WIMPY. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist flee~ +Comlist say This is a manual withdrawal from a fight. +say To use this, simply type FLEE during a fight. +say You may FLEE regardless of the number of hitpoints you have. +say You will lose experience points each time you flee from a fight. +say A skill-based version of FLEE is RETREAT. +say You may ask me about RETREAT if you wish. +say For more information, type HELP FLEE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist recall~ +Comlist say This will bring you back to the recall point, wherever you are. +say You may do this with the spell "WORD OF RECALL". +say Potions and scrolls of recall are also available for your use. +say It is not possible for you to recall during a fight. +say However, you may do it at any other time you are not engaged in combat. +say If you are using this method, use FLEE first, then RECALL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist retreat~ +Comlist say This is a skill-based version of FLEE. +say It allows you to withdraw from a fight with no loss of experience. +say For more information you may type HELP RETREAT. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say DEFENSE, WIMPY, FLEE, RECALL and RETREAT. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2858 +Keywords janos pk abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lord Janos~ +Long Lord Janos stands in a relaxed pose before you, arms folded across his chest. +~ +Desc Janos Jo-Janekk is a huge man, and you wonder if he has some ogre or +troll blood in him somewhere. Fixing you with an icy gaze, he smiles. +Even that seems somehow sinister, and you find yourself afraid of +this person, although you are not certain why. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist emote bows formally. +say I will tell you about player killing, otherwise known as PK. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PK~ +Comlist say Player killing exists here, as it does on many other worlds. +say Being a pkiller means you have access to new facets of the game. +say However, there are certain GUIDELINES you must observe. +say All players start the game as peaceful players. +say You may ask me how to become DEADLY, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist guidelines~ +Comlist say The rules of conduct still apply to you, as they do all players. +say However, you are obviously exempt from one rule in particular. +say There are no rules governing contact between pkillers. +say Therefore, you may engage in combat with other pkillers if you so wish. +say Nonetheless, you must adhere to all other rules governing play. +say Also, there are rules concerning contact with PEACEFUL players. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PEACEFUL~ +Comlist say All players start as PEACEFUL players. +say A deadly may not harm a peaceful, be it intentional or otherwise. +say Also, it is forbidden for a peaceful to get involved in deadly combat. +say This applies even if you are just helping one deadly fight another. +say You may, however, choose to group peaceful with deadly to tackle mobs. +say Players caught violating these rules will be severely dealt with. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist DEADLY~ +Comlist say All players start as PEACEFUL players. +say To become a deadly player, type DEADLY YES. +say Remember, ONCE DEADLY ALWAYS DEADLY. This decision is irreversible! +say You may also accidentally become deadly through unintentional combat. +say To prevent this, type CONFIG +NICE. +say Again, becoming deadly is irreversible, regardless of intent. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say PK, GUIDELINES, PEACEFUL, and DEADLY. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2859 +Keywords khirelle personal information abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mistress Khirelle~ +Long Mistress Khirelle is seated on the carpet here, enjoying the warmth. +~ +Desc A strikingly beautiful woman, even at her age, Khirelle Forestchild +is only human ever to be brought up by wild elves. Her hair, once +platinum blonde, is mixed with streaks of pure white, giving her an +ageless look. Looking at you with friendly emerald eyes, she beckons +you to sit down by the fire. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say In the course of your travels, you will experience HUNGER and THIRST. +say You will also need to SIT, REST or SLEEP at times. +say You may ask me about any of these subjects. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hunger~ +Comlist say This is important to the state of your well-being. +say If you let yourself starve, your mental state will be affected. +say You may experience problems performing even the simplest of tasks. +say Typing SCORE will give you an indication of your current mental state. +say To stave off the hunger pangs, naturally, you will need to EAT. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist thirst~ +Comlist say This is important to the state of your well-being. +say If you let yourself dehydrate, your mental state will be affected. +say You may experience problems performing even the simplest of tasks. +say Typing SCORE will give you an indication of your current mental state. +say To quench your thirst, the natural recourse would be to DRINK. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist eat~ +Comlist say Eating will enable you to ingest an item of food or a magical pill. +say Pills will not absolve your hunger pangs, but food will. +say You may eat something by typing EAT . +say Food is freely available in several shops throughout the Lands. +say You may buy food and carry it about with you. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist drink~ +Comlist say Drinking will allow you to drink from a fountain or drink container. +say Drink containers are widely available in a variety of forms. +say You may drink from something by typing DRINK . +say You may carry liquid about with you in drink containers. +say It is also possible to FILL a container at a water source. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist FILL~ +Comlist say This will allow you to fill up a drink container with liquid. +say To fill something, type FILL . +say For example, if you are trying to fill a wineskin at a fountain, +say you would type FILL WINESKIN FOUNTAIN. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SIT~ +Comlist say As the command suggests, it allows you to sit down on the ground. +say This will not affect the regeneration of hitpoints, mana or movement. +say Simply type SIT to sit down. +say To get up again, type STAND. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist rest~ +Comlist say Typing REST allows you to sprawl out and take a rest on the ground. +say You will regenerate hitpoints, mana and movement faster than usual. +say However, you are more vulnerable to attack in that position. +say To get up again, simply STAND. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist sleep~ +Comlist say Sleeping allows you to regenerate faster than you would standing or resting +say However, you are more vulnerable to attack. +say Also, you will not hear anything on private channels when you sleep. +say To sleep, simply type SLEEP. +say To get up and continue your journey, simply WAKE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist stand~ +Comlist say This command allows you to recover from your position on the ground. +say To stand, just type STAND. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist wake~ +Comlist say You will need to WAKE up after you sleep. +say When you are prepared to journey onward, type WAKE to get up. +say It is also possible to wake a sleeping person by typing WAKE . +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say They are HUNGER, THIRST, EAT, DRINK, and FILL, +say As well as SIT, REST, SLEEP, STAND and WAKE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2860 +Keywords henathe dt abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Lady Henathe~ +Long Lady Henathe stands beside the onyx circle here. +~ +Desc Hazel ringlets fall to her shoulders, framing her plump features. Smiling +widely, she looks at you with dark almond eyes. Meeting her gaze, you +feel almost unprepared to go out and explore the Lands, recognising that +she has travelled in her youth and seen countless horrors along with the +beauty to be found. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say I will tell you all you need to know about DYING and DEATHTRAPS. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hints~ +Comlist say Clues which might alert you include room descriptions. +say Also, typing EXIT or LOOK may help you detect a deathtrap. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist deathtraps~ +Comlist say As you wander the Lands, you will encounter certain dangers. +say One of these is the DEATHTRAP, more commonly known as a DT. +say If you wish, you may ask me what a DEATHTRAP is and HOW to detect it. +say You may also ask WHAT to do in the event of one. +say In addition, you may go downward to gain a better idea about DTs. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist DEATHTRAP~ +Comlist say It is a room that causes death upon entry. +say Unlike a regular death, you do not leave a corpse behind. +say All items you wear or carry at the time of entry is destroyed. +say It is not possible to get items back if you enter a deathtrap. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist DT~ +Comlist say It is a room that causes death upon entry. +say Unlike a regular death, you do not leave a corpse behind. +say All items you wear or carry at the time of entry is destroyed. +say It is not possible to get items back if you enter a deathtrap. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist how~ +Comlist say Usually, there are obvious HINTS to the location of DTs. +say For example, a room might mention that there is a sheer drop eastward. +say Therefore, if there is an eastward exit, it would lead to a fall. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist what~ +Comlist say There is no corpse remaining when you enter a DT. +say Everything you have on your person is destroyed. +say Thus, your loss cannot be redeemed. +say The only thing to do would therefore be to gather up equipment again. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist dying~ +Comlist say When your character dies, you are reincarnated at the healer nearest to +say your current location. For new players, you will find yourself at the +say healer in Gwyn al'Fer. Your corpse will be automatically transported to +say you so you do not need to fear having to look for your corpse. All your +say belongings will be in the corpse. However, once you have reached level +say 11+, you will no longer have this priviledge. Your corpse will be left +say behind where you were killed and you either have to retrieve it or +say SUPPLICATE the corpse if you have chosen a deity and have enough favour +say points to do so. There are also certain EFFECTS of death to take note of. +say Corpses will decay after a time and your equipment will spill out on the +say ground and be free for the taking by other players or mobs. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist effects~ +Comlist say Any spells which were affecting you are canceled by death. +say Also, you will lose experience points. +say Following and groups are not affected by death. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist decay~ +Comlist say In the event of a corpse decaying, the objects on it will decay as well. +say When a corpse decomposes completely, all objects on it will be lost. +say Player corpses last roughly 20 minutes of real time. +say Only the player who died or someone in their group can retrieve objects +say from the player's corpse. +say Deadly characters are exempt from this. +say Deadlies can loot each others' corpses at will. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SUPPLICATE~ +Comlist say If you have chosen a deity, you would have a favor point score. +say To see this, type SCORE. If you have enough favour, you may supplicate. +say This is a prayer for the god to bring your corpse to you. +say To supplicate, merely type SUPPLICATE CORPSE. +say For more information, type HELP SUPPLICATE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say DYING, DEATHTRAPS, HOW to detect the latter and WHAT to do. +say Also HINTS about it, EFFECTS of death, DECAY and SUPPLICATE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2861 +Keywords sienaya healer abecedarium~ +Race human~ +Class Cleric~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_adept~ +Short Sienaya Annwn~ +Long Sienaya Annwn turns and smiles at you, preparing to cast her healing spells. +~ +Desc Sienaya Annwn is closely related to the healing faeries, but having had +a human ancestor, she is not a true Annwn, though she has adopted their +name. However, the lady is blessed with their ravishing looks and gift +for the healing arts, using the latter for the good of all. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Come and sit by me, young one. +say I will heal your wounds as you rest. +say Feel free to come by anytime. I would be happy to heal you. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2862 +Keywords dwynian miscellaneous abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Master Dwynian~ +Long Master Dwynian lounges on the cushion, flashing you a lazy smile. +~ +Desc The son of a peasant, Dwynian Brooshwinter dedicated himself to Meia +as a lark, only to find that he was unable to change his devotions +until he had rendered her sincere service. With time, however, he +came to accept her honestly and has served her faithfully since. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist emote gestures airily for you to sit, swishing his silk hankerchief in the air. +say Salutations, young one. I shall tell you of MISCELLANEOUS information. +say Might be helpful in your journeys, after all. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist miscellaneous~ +Comlist say In your travels, you might like to devote to a DEITY some time. +say It helps sometimes. Also, you could think about GUILDING or TITLES. +say Ask me about any of these whenever you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist deity~ +Comlist say Several deities watch over our world. +say You may DEVOTE at any time after you reach level 10. +say Once you devote, you will have to earn FAVOR. +say For a list, type DEITIES. To find out more about a particular deity, +say you should type DEITIES . +say If you want more aid, type HELP DEITY. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist DEVOTE~ +Comlist say This command allows you to DEVOTE yourself to a deity. +say To devote, simpy type DEVOTE . +say Make sure you think carefully before devoting. +say If you leave your deity there will be PENALTIES incurred. +say To stop devoting to a deity, type DEVOTE NONE. +say If you wish to devote to a new deity you must first type DEVOTE NONE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist penalties~ +Comlist say If you stop devoting to a deity, you incur holy wrath. +say Thus, your favor falls to -2500 and you are blinded for a period. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist guilding~ +Comlist say There are several guilds and clans in the world. +say To join them, simply apply to the respective Leaders. +say For a list of guilds, type GUILDS. +say For a list of clans, type CLANS. +say Guilds are for peaceful players, and Clans are for deadly players. +say If you wish further information on a specific guild or clan, +say simply type GUILDS or CLANS . +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist titles~ +Comlist say You may set your own titles when you reach level 10. +say They are subject to the same rules for use of language as channels. +say Each time you advance a level, the game will set you a new title. +say To set your title, simply type TITLE . +say For example, to call yourself "The Great Hoohah" +say type TITLE The Great Hoohah. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist FAVOR~ +Comlist say This is a reflection of how much your deity favors you. +say It will increase if you follow the principles of your deity. +say Likewise, it will decrease if you go against them. +say High favor gives you better chance rolls and weapon bonuses. +say Favor points may be used to SUPPLICATE to your deity. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SUPPLICATE~ +Comlist say This allows you to beg your deity for aid, provided you are devoted to one. +say You may supplicate for your corpse, an avatar, an object or a recall. +say Supplicating for your corpse successfully would bring your corpse to you. +say Successful supplication for an avatar would summon the deity's avatar. +say Object supplication, if successful, summons an object of the deity. +say A successful recall supplication would send a player to his recall point. +say This form of holy recall bypasses the norecall flags. +say For more help, type HELP SUPPLICATE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say DEITY, DEVOTE, FAVOR, PENALTIES and SUPPLICATE, +say Also, GUILDING and TITLES. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2863 +Keywords librarian veteran abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Librarian~ +Long The Librarian stands here, watching over his books. +~ +Desc Known only as The Librarian, he has been a dedicated devotee of Meia +since he discovered the joys of reading. It is said that he has been +granted eternal life in exchange for his services as her personal +librarian through the changing ages. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype speech_prog~ +Arglist EXITTYPES~ +Comlist say There are many different exits you will have to pass through. +say Having walked through the Abecedarium, you would have experienced +say the usual open exits you will come to be familiar with. +say However, you will also need to go through DOORS and PORTALS. +say Also, you need to know about LOCKS and HIDDEN exits. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist doors~ +Comlist say As the name suggests, some exits have doors. +say Simply type OPEN or OPEN to open them. +say This will enable you to walk through the exit. +say If you wish, you may also type CLOSE or CLOSE . +say This will close the door and block the exit. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist portals~ +Comlist say In some places, there will be exits which are not apparent. +say They may appear as shimmering rifts in the ether. +say If you type EXITS, it is listed as being in the "somewhere" direction. +say These exits are known as portals. +say The ivy archway to the north of here is a good example. +say To enter a portal, simply type ENTER or ENTER PORTAL. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist catacombs~ +Comlist say Oh, that. It's a maze of tunnels west of the village, really. +say It's a good place for young adventurers to start their journey. +say Also, the mobs in there are not very difficult. +say As you level, you will need to seek increasingly tougher places. +say I recommend typing AREAS. It will call up a list of areas for you. +say This will enable you to ask other players about places more easily. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist AREAS~ +Comlist say Typing AREAS will call up a list of the areas in the Lands. +say If you look at the third column, you will see a recommended range. +say It shows you what level at which it would be suitable to go there. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist locks~ +Comlist say Some doors and sometimes containers will be locked. +say Obviously you will need to find a key to open them. +say To use the key, simply hold the key and type UNLOCK . +say For example, to unlock a door, you might type UNLOCK DOOR. +say Or if you are unlocking a chest, you would type UNLOCK CHEST. +say If you have the skill "pick lock" or the spell "knock", +say You may use them to undo the locks instead. +say For more help on them, type HELP PICK LOCK or HELP KNOCK. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hidden~ +Comlist say Some exits are hidden. As a result, you will either need to +say use the skill "search" to find them, or use the BUMP technique. +say For more help on the skill, type HELP SEARCH. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist bump~ +Comlist say This is a technique in which you simply walk in a particular direction. +say Although you may not see the exit, you can sometimes walk into a door +say or into another room, revealing a hidden door. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say EXITTYPES, DOORS, PORTALS, LOCKS, HIDDEN, BUMP, CATACOMBS and AREAS. +~ +#ENDPROG + +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Feel free to get any book to read. +say Examine the cabinet to see the list of books. +say You may also ask me about EXITTYPES in the world. +say Or, if you wish, about the CATACOMBS. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2864 +Keywords marissa apothecarist abecedarium~ +Race half-elf~ +Class Mage~ +Gender female~ +Position standing~ +DefPos standing~ +Short Marissa~ +Long Marissa the apothecarist is merrily brewing a herbal tea here. +~ +Desc A cheerful half-elf, Marissa decided to open a shop in this village +offering her home-made remedies and potions to young adventurers. She +seldom talks about her past, preferring to dwell instead on the present. +Perhaps she has a past that she rather not remember. +~ +Nattacks 0.000000 +Stats1 0 250000 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +ShopData 3 4 10 0 0 130 80 0 27 +RepairData 3 4 0 30 2 0 27 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome to my humble shop! May you find what you seek here. +say I have a variety of potions which you might find useful. +say You may wish to type LIST to see what I have brewed. +emote gives you a friendly smile. +say If you need to recharge wands or staves, I could also help you. +say Just type REPAIR , and I'll restore the charges for you. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2865 +Keywords kargynt abecedarium~ +Race magical~ +Class Mage~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short The kargynt~ +Long The kargynt cackles chillingly and looks warily at you. +~ +Desc It seems like a particularly filthy specimen of a goblin crossbred with +some other bestial creature. Although its movements and features are +humanoid, it stares at you with bright golden eyes and its mouth is +filled with jagged teeth jutting out, some looking more like wild boar +tusks or snake fangs than anything else. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 2 21 100 0 1 1 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Bodyparts head heart~ +Immune charm~ +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist emote giggles and slobbers... +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist emote taunts you about your inability to fight him... +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist say Another miserable young one, eh? I won't let you take my chains! +~ +#ENDPROG + +#MUDPROG +Progtype rand_prog~ +Arglist 10~ +Comlist emote growls threateningly, holding his chains protectively... +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2866 +Keywords khirana public information abecedarium~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mistress Khirana~ +Long Mistress Khirana sits upon the marble block and looks at you inquiringly. +~ +Desc Her hair cascades in light coppery waves around her shoulders, framing an +impish face and grass-green eyes somehow reminiscient of Master Kyr and +Mistress Khirelle. She seems to be in her early twenties. Running her +slender fingers through her hair, she flashes you a confident smile. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist emote smiles fetchingly. +say In your journeys, you will need to do some SHOPPING for supplies. +say It is also very important to take note of the RENTING and CAMPING process. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist shopping~ +Comlist say Shops are set up all over the Lands. +say As long as you have gold to spend, they will freely dispense service. +say In a shop, you may BUY, SELL or REPAIR items, even RECHARGE wands. +say Usually you can request a LIST of their services. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist buy~ +Comlist say You may purchase items from a shop by typing BUY . +say This may only be done within the shop itself. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist sell~ +Comlist say Sometimes, you may interest a shopkeeper into buying something from you. +say Not all items will appeal to them. +say They would normally buy something they are able to sell again. +say For example, a jeweller might not buy a breastplate from you. +say Instead, he may purchase a ring or crystal gem. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist REPAIR~ +Comlist say You may repair damaged armour and weapons at repair shops. +say These take the form of forges and the like all over the Lands. +say To get something repaired, make sure you are not wearing it. +say Then type REPAIR . +say This command will only work if you are in the shop. +say You may also type REPAIR ALL. +say This command will repair everything in your inventory. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist recharge~ +Comlist say Some wands may be recharged if they have run out of charges. +say To recharge a wand, simply go to a shop which markets the service. +say Then type REPAIR WAND. +say This will bring the number of charges in the wand to maximum again. +say Also, the spell RECHARGE may be used. +say To find out more about the spell, type HELP RECHARGE. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist list~ +Comlist say This allows you to see what a shop sells. +say To use this command, simply stand within the shop and type LIST. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist renting~ +Comlist say To end each session in this game, you are required to rent in an inn. +say This is VERY IMPORTANT. Do not simply QUIT. +say If you do not rent, your character will be subject to autorent after +say a certain period of time. +say If you fail autorent, you may lose your items. +say To rent, simply go to the receptionist of an inn and type RENT. +say To find out more, type HELP RENT. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist camping~ +Comlist say This is an alternative to renting in an inn. +say You may wish to CAMP to avoid paying rent. Camping is free of charge. +say However, it carries the risk of having rare goods stolen by bandits. +say In some cases, even other players might raid your camp. +say Camping requires three items before it is possible. +say You will need a bedroll, some camping gear and a piece of steel flint. +say All these are available at cities throughout the Lands. +say A STRONGBOX will be made available upon making camp. +say You may camp in most open areas which are free of aggressive creatures. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist QUIT~ +Comlist say This allows you to exit from the game. +say It will cause you to lose everything you are wearing and carrying. +say The items will be dropped where you quit the game. +say People will then be free to take them if they so wish. +say However, if you truly wish to quit, then you will be able to do so. +say It can be done by typing QUIT YES. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist strongbox~ +Comlist say Your items will be stored in this when you are offline. +say However, it is at risk from theft. +say Strongboxes save past reboots. +say Upon your return, you will be given a key to open your box. +say This key will be consumed upon opening the box. +say Be sure to remove your goods quickly once you log back on. +say The box will degenerate with time as soon as you return to the game. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist repeat~ +Comlist say You may ask me about any of these topics. +say SHOPPING, RENTING, and CAMPING, QUIT. +say Also, about how to BUY, SELL, REPAIR or RECHARGE and get a LIST. +say You can also ask about the STRONGBOX. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2867 +Keywords perina receptionist abecedarium red dragon~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Perina~ +Long A plump halfling girl bustles about here with a duster. +~ +Desc One of the many halflings populating the city, Perina belongs +to the same family owning the famed Green Dragon Inn. With her sister, +she negotiated a contract to open branches within the Abecedarium, +provided they cater specifically to students and aid their learning. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel innkeeper immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype act_prog~ +Arglist p entered the game.~ +Comlist say Welcome back to the world! I hope you had a good rest in my inn. +say Go on now and explore the areas around Gwyn al'Fer. +say Do remember to return here to RENT when you need to leave. +emote smiles warmly and waves. +~ +#ENDPROG + +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome to my humble inn! Perhaps you would like to type OFFER? +say I will then tell you how much it would cost you to RENT here. +say Objects with a rent value of less than 25000 will not be charged. +smile +say I'm sure I can offer you a comfortable room for you to rest in. +say So if you are ready to leave the lands, you can type RENT. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2868 +Keywords guardian meia challenge abecedarium~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A guardian of Meia~ +Long A guardian of Meia stands stationary here waiting for you. +~ +Desc The guardian of Meia stands ready to test your mettle in the Abecedarium +Challenge. Looking closer at the guardian's face, you are shocked to see +your own face. Only by defeating the guardian will you be able to leave +the island of Reonn and venture into the city and beyond. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 10 16 0 20 2 4 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mpecho A blinding flash of light fills the room. +mpecho A voice speaks to you, "Well done! You have passed the test." +mpqset $n 4 +mpecho Speak the words, "&RI am ready&D", and you will be allowed to leave. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2869 +Keywords dalgren human racemaster abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Dalgren~ +Long Dalgren the Human stands here awaiting pupils. +~ +Desc A mane of raven curls falls loosely around his shoulders. Even in the +shapeless robes of the Abecedarium, you can tell that he has the build +of a warrior born. Striking green eyes assess you calmly even as you +look at him. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race($r) == human +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HUMANS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist humans~ +Comlist say Well now, you're still young at the moment. +say But as you gain experience you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He resides in the town on the coast of the Misty Sea. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2870 +Keywords silcorne hi-elf elf racemaster abecedarium~ +Race high-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Silcorne~ +Long Silcorne the High Elf awaits his pupils here. +~ +Desc With his fey, delicate features and ears sweeping upward into unmistakeably +pointed tips, it is difficult not to recognise this person as a member of +the elvish race. Moving with an uncanny grace natural to his long-lived +race, Silcorne walks across the room and offers you a goblet of wine. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common elvish~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == high-elf +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HIGH-ELVES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist high-elves~ +Comlist say You are still youthful and have much to learn. +say As you gain in experience, you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders the citadel of our forefathers. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2871 +Keywords atheia pixie racemaster abecedarium~ +Race pixie~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Atheia~ +Long Atheia the Pixie flits about here and awaits her pupils. +~ +Desc A member of one of the tinest races in the Lands, Atheia stands at a +mere three feet tall. Like her elven cousins, her ears are pointed, and +her eyes shine with an otherworldly light. However, delicate veins in +a woven tracery on an iridescent surface spreading from her back mark +the unique gift of her race - flight. Her mothwings are a boon to her +race, granting them the agility and speed they depend on to survive. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common pixie~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == pixie +say I am one of your Racemasters. +say If you wish, I may teach you things concerning PIXIES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist pixies~ +Comlist emote laughs merrily. +say You are still young. As you gain experience, you will gain more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He is within a magical grove at the heart of the pixie kingdom. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2872 +Keywords hedrocel wild-elf elf racemaster abecedarium~ +Race wild-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Hedrocel~ +Long Hedrocel the Wild-Elf is seated upon a shrub, waiting for students. +~ +Desc The first thing you notice about this person is the intricate tattoos +covering his arms. Done in an elegant weave of black, browns and greens, +it is far more detailed and complicated that the designs usually found. +These tattoos, along with the smooth grace and sharp pointed ears, +identify him as a member of the elusive elven breed known as the wild-elves. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common elvish~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == wild-elf +say I am one of your Racemasters. +say If you wish, I may teach you things concerning WILD-ELVES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist wild-elves~ +Comlist say Well now, you're still young at the moment. +say But as you gain experience you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He resides upon the mystic tree rising above a marbled head. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2873 +Keywords krelfaere drow racemaster abecedarium~ +Race drow~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Krelfaere~ +Long Krelfaere the Drow stands here, awaiting his students. +~ +Desc A shimmering cascade of silvery platinum frames an ebon-skinned face. +He is characteristic of his kind, with a slender build and pointed +ears. However, his eyes are a peculiar shade of bright blue seldom +found among the dark elven kin. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common elvish~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == drow +say I am one of your Racemasters. +say If you wish, I may teach you things concerning the DROW. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist drow~ +Comlist say You are still very young. +say However, as you gain experience points, you will learn more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders northward from Thingal's city, spying upon our deadliest foes. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2874 +Keywords khaz dwarf racemaster abecedarium~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Khaz~ +Long Khaz the Dwarf stands here awaiting his pupils. +~ +Desc Short and stocky, he seems a perfect embodiment of everything you have +ever heard about these hardy folk. Wiry hair grows freely upon his +grizzled face, and it seems that he is made of naught but tough leathery +skin and battle-hardened muscles. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common dwarven~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist mpedit racemaster add allgreet 100 +say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == dwarf +say I am one of your Racemasters. +say If you wish, I may teach you things concerning DWARVES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist dwarves~ +Comlist emote chuckles. +say You are still too young to learn your natural skills. +say You will gain experience soon enough, though, never fear. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He walks the ancient fortress of our bloodkin. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2875 +Keywords andak duergar racemaster abecedarium~ +Race duergar~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Andak~ +Long Andak the Duergar stands here, ready to receive his students. +~ +Desc His diminished height and powerful build attest to years of hard living +in caves and other subterranean places. Paler of skin than his dwarven +cousins, the duergar is no less formidable in appearance. His eyes +glitter with the chill red of flawless rubies as he looks at you. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common dwarven~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == duergar +say I am one of your Racemasters. +say If you wish, I may teach you things concerning the DUERGAR. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist duergar~ +Comlist say You are yet too young to learn aught of the skills you own naturally. +say However, as you gain experience points, you will learn more. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He walks among the subterranean shadows not far from the halfling home. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2876 +Keywords epahn gnome racemaster abecedarium~ +Race gnome~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Epahn~ +Long Epahn the Gnome sits by the table awaiting his pupils. +~ +Desc Although he has the height of a dwarf, he is not as stocky as you would +expect a dwarf to be. A pensive look crosses his face as he contemplates +you, and as you look more closely, you realise that he is a member of +the dwarven cousins' race - the gnomes. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common gnomish~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == gnome +say I am one of your Racemasters. +say If you wish, I may teach you things concerning the GNOMES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist gnomes~ +Comlist say You are still young. As you gain experience, you will gain more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He quests for pupils in our craggy homeland. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2877 +Keywords aeredian half-elf racemaster abecedarium~ +Race half-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Aeredian ~ +Long Aeredian the Half-Elf is about to eat while waiting for his pupils. +~ +Desc Looking at him, you wonder at first how a pointy-eared elf could grow +a beard, for a neatly trimmed growth covers the lower half of his face. +Then you realise that he is a halfbreed, one of the results of a mixed +parentage. More muscular than his elven kin, he still owns the sharp +ears of a person with elf-blood in his veins. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == half-elf +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HALF-ELVES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist half-elves~ +Comlist say Well now, you're still young at the moment. +say But as you gain experience you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders in the city at the foot of Mount Olympus. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2878 +Keywords racemaster abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short racemaster~ +Long A racemaster +~ +Desc The son of a peasant, Dwynian Brooshwinter dedicated himself to Meia +as a lark, only to find that he was unable to change his devotions +until he had rendered her sincere service. With time, however, he +came to accept her honestly and has served her faithfully since. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#ENDMOBILE + +#MOBILE +Vnum 2879 +Keywords alienne halfling racemaster abecedarium~ +Race halfling~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Alienne~ +Long Alienne the Halfling paces about here, waiting for pupils. +~ +Desc Short and plump, Alienne is a member of the Halfling race which populates +the city. Dark brown ringlets fall to her shoulders, and she +examines you with bright almond eyes. A smile splits her freckled face, +and she invites you to take a seat. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common halfling~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == halfling +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HALFLINGS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist halflings~ +Comlist say You are still very youthful at the moment. +say However, as you gain experience points, you will learn more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He resides in the halfling city, and may be found walking about there. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2880 +Keywords niestin half-orc racemaster abecedarium~ +Race half-orc~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Niestin~ +Long Niestin the Half-Orc stands here, awaiting his students. +~ +Desc Large and broad-shouldered, Niestin exhibits certain qualities which +identify him quite easily as a halfbreed of the Orcish race. While he +has a snub piglike snout and fanglike incisors, he seems otherwise +completely human. Snorting loudly, he waves for you to take a seat. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 25 21 0 5000 10 10 1000 +Speaks common orcish~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == half-orc +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HALF-ORCS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist half-orcs~ +Comlist say You are yet too young to learn aught of the skills you own naturally. +say However, as you gain experience points, you will learn more. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders nearest to the city raised by our orcish kin. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2881 +Keywords fre half-troll racemaster abecedarium~ +Race half-troll~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Fre~ +Long Fre the Half-Troll sits here reading while he waits for pupils. +~ +Desc The monstrous creature before you appears to be a Troll at first, before +you realise that it is smaller. With his bluish-green scaly skin, Fre +could easily be mistaken for his Trollish kin instead of being recognised +as the halfbreed he is. The pair of spectacles he wears seems incongruous +with his rough appearance, but he simply smiles as he waves for you to sit. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common trollese~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == half-troll +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HALF-TROLLS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist half-trolls~ +Comlist say Well now, you're still young at the moment. +say But as you gain experience you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders near our trollish kin within cavernous routes. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2882 +Keywords geirjjir half-ogre racemaster abecedarium~ +Race half-ogre~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Geirjjir~ +Long Geirjjir the Half-Ogre sits upon the stool, waiting for students. +~ +Desc The muscular giant standing before you seems almost disproportionate, +with limbs seemingly too large for his torso. Standing in a stooping +position, he waves a hairy orange-green arm at you, gesturing you +to be seated. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common ogre~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == half-ogre +say I am one of your Racemasters. +say If you wish, I may teach you things concerning HALF-OGRES. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist half-ogres~ +Comlist say You are still very youthful. +say However, as you gain experience points, you will learn more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He wanders between the forts of our orcish kin and our kindred foes. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2883 +Keywords kisimbwachi insectoid racemaster abecedarium~ +Race insectoid~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Kisimbwachi~ +Long Kisimbwachi the Insectoid stands here, awaiting new pupils. +~ +Desc This person seems to be a humanoid insect. Covered in a reddish-brown +chitin armour, he stares at you with multifaceted eyes, twitching long +feelers about. Standing at about seven feet tall, he is more than a +match for you. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common insectoid~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == insectoid +say I am one of your Racemasters. +say If you wish, I may teach you things concerning INSECTOIDS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist insectoids~ +Comlist say You are yet too young to learn aught of the skills you own naturally. +say However, as you gain experience points, you will learn more. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He walks within the city across the ocean from the Graecian Empire. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2884 +Keywords clea centaur racemaster abecedarium~ +Race centaur~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short Clea~ +Long Clea the Centaur stands here with a book in hand, awaiting pupils. +~ +Desc A perfectly formed female torso extends waist downward to an equine +body. Her long golden hair falls loosely upon her chestnut flanks, +and she looks at you with inquisitive eyes of gold-flecked sapphire. +Folding her long, slender legs under her body, she invites you to +sit by her. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common centaur~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == centaur +say I am one of your Racemasters. +say If you wish, I may teach you things concerning the CENTAUR. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist centaur~ +Comlist say You are still very youthful. +say However, as you gain experience points, you will learn more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He travels near the nest of the silver hawk. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2885 +Keywords ochitaru gith racemaster abecedarium~ +Race gith~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Ochitaru~ +Long Ochitaru the Gith stands here, waiting for his students. +~ +Desc With sunken, haunted eyes and yellowed skin, he looks as if he has +not seen the light of day for several years. Yet, he peers at you +with a stare which seems to see right through you, into your heart. +Gesturing with an arm which seems too long for a person his height, +he waves for you to be seated. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 35 21 0 5000 10 10 1000 +Speaks common gith~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == gith +say I am one of your Racemasters. +say If you wish, I may teach you things concerning the GITH. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist gith~ +Comlist say Well now, you're still young at the moment. +say But as you gain experience you will learn skills natural to you. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He roves within the ruins just past Fort Perioeci. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2886 +Keywords bandrek minotaur racemaster abecedarium~ +Race minotaur~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Bandrek~ +Long Bandrek the Minotaur paces over the deck, waiting for his students. +~ +Desc With the powerful build of his human body and solemn dignity in his +bovine eyes, there is no mistaking the bull-headed seafarer for any +save a member of the proud race of Minotaurs. Wearing only a furry +hide about his waist, he moves about with the sureness of a seasoned +sailor. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common minotaur~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == minotaur +say I am one of your Racemasters. +say If you wish, I may teach you things concerning MINOTAURS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist minotaurs~ +Comlist say You are yet too young to learn aught of the skills you own naturally. +say However, as you gain experience points, you will learn more. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He may be found within the mazy trap of Telamon's palace. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2887 +Keywords hrissthzak iguanadon racemaster abecedarium~ +Race iguanadon~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Hrissthzak~ +Long Hrissthzak the Iguanadon wades through the swamp, awaiting pupils. +~ +Desc Lashing his powerful tail on the ground, this person looks like a lizard, +save for his upright posture. With six-inch claws protruding out of each +fingertip and large pointed teeth glinting in the dim light, he is easily +recognisable as a member of the unique race known as the Iguanadons. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common reptile~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == iguanadon +say I am one of your Racemasters. +say If you wish, I may teach you things concerning IGUANADONS. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist iguanadons~ +Comlist say You are still very youthful. +say However, as you gain experience points, you will learn more skills. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He walks among displacer beasts and swarming insects. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2888 +Keywords ceira monk guildmistress abecedarium~ +Race human~ +Class Monk~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ceira~ +Long Ceira, the Monk Guildmistress stands here. +~ +Desc Having spent several years in solitude and meditation, she has only +recently rejoined civilisation due to a holy summons from her deity +to teach young monks the knowledge that she has gained during her +hermitage. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == monk +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2889 +Keywords karnghaten warrior guildmaster abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Karnghaten~ +Long Karnghaten, the Warrior Guildmaster stands here. +~ +Desc With his rippling muscles built up from long years of experience as +a wandering warrior, Karnghaten finally forswore bloodshed in favour +of the worship of Meia. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == warrior +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2890 +Keywords isomis rogue guildmaster abecedarium~ +Race human~ +Class Rogue~ +Gender male~ +Position standing~ +DefPos standing~ +Short Isomis~ +Long Isomis, the Rogue Guildmaster stands here +~ +Desc Lithe and slender, Isomis is famed through the Lands as one of the +most cunning rogues ever to roam the world. Now dedicated to Meia's +service, he devotes his time to tutoring young rogues in their craft. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == rogue +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2891 +Keywords olianos cleric guildmaster abecedarium~ +Race human~ +Class Cleric~ +Gender male~ +Position standing~ +DefPos standing~ +Short Olianos~ +Long Olianos, the Cleric Guildmaster stands here +~ +Desc A middle-aged portly man, Olianos used to be a cleric of Mithgilran +until he received a holy summons one day to serve his daughter. +Now, he is dedicated to aiding young clerics in their learning. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == cleric +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2892 +Keywords ilara bard guildmistress abecedarium~ +Race human~ +Class Bard~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ilara~ +Long Ilara, the Bard Guildmistress stands here +~ +Desc A lady of humble origins, Ilara possesses one of the finest soprano +voices to be found in the Lands. Having devoted herself to Meia at +an early age, she now dedicates her life to teaching the bardic arts +to those who would learn them. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == bard +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2893 +Keywords miekkin ranger guildmistress abecedarium~ +Race human~ +Class Ranger~ +Gender female~ +Position standing~ +DefPos standing~ +Short Miekkin~ +Long Miekkin, the Ranger Guildmistress stands here +~ +Desc Her sun-kissed complexion is framed by flowing platinum blonde locks. +Having followed Meia since her youth, she has decided to teach for +a term at the Abecedarium. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == ranger +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2894 +Keywords ursleia druid guildmistress abecedarium~ +Race human~ +Class Druid~ +Gender female~ +Position standing~ +DefPos standing~ +Short Ursleia~ +Long Ursleia, the Druid Guildmistress stands here +~ +Desc A lady of advanced years, she appears amazingly spry for her age. Grey +locks are neatly bunned up and held with a jewelled comb, and she is +dressed simply in the robes of the Abecedarium tutors. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == druid +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2895 +Keywords sekbisde mage guildmaster abecedarium~ +Race human~ +Class Mage~ +Gender male~ +Position standing~ +DefPos standing~ +Short Sekbisde~ +Long Sekbisde, the Mage Guildmaster stands here +~ +Desc A firm devotee of Meia, he was first given to her service by his parents +when he was born. Later, he became one of the finest mages in the Lands +under the tutelage of an ancient master. Inspired, he has dedicated his +life to teaching magecraft to those who would follow the Way of Magic. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == mage +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the spells listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2896 +Keywords ziantos necromancer guildmaster abecedarium~ +Race human~ +Class Necromancer~ +Gender male~ +Position standing~ +DefPos standing~ +Short Ziantos~ +Long Ziantos, the Necromancer Guildmaster stands here +~ +Desc A wizened man, Ziantos has been committed to his undead craft all +his life. Only recently did he turn to Meia and repent his sins. To +atone for the lives he wrongfully took, he now teaches his craft +to the young wayfarers who would practice it. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == necromancer +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the spells listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2897 +Keywords tharenn paladin guildmaster abecedarium~ +Race human~ +Class Paladin~ +Gender male~ +Position standing~ +DefPos standing~ +Short Tharenn~ +Long Tharenn, the Paladin Guildmaster stands here +~ +Desc Though in his twilight years, you cannot help but admire the aged +paladin. He stands with a dignified posture, neither hunched nor sunken. +His eyes shine with health and the strength of his faith in his deity. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == paladin +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2898 +Keywords chiuris antipaladin guildmistress abecedarium~ +Race human~ +Class Antipaladin~ +Gender female~ +Position standing~ +DefPos standing~ +Short Chiuris~ +Long Chiuris, the Antipaladin Guildmistress stands here +~ +Desc Her once-black hair is streaked with silver, and even though her face +is lined by the ravages of time, you can tell that once upon a time, +she must have been very beautiful. Now, her wandering days are over, +and she has dedicated herself to a quiet life teaching young pupils +in the arts she knows best. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel practice immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young adventurer. You may stay here for as long as you wish. +if class($r) == antipaladin +say I am your Guildmaster. As you gain experience, so too will you gain skills. +say When you gain a new skill, you must go to a Guildmaster to practice it. +say Type HELP SLIST for help in a list of skills. +say For now, however, I will teach you if you wish. +say Please type slist 1 . You may PRACTICE the skills listed. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist PRACTICE~ +Comlist say To practice a skill, simply type PRACTICE . +say You may practice only at your own guildmasters. +say And even then, only if you have practice sessions left. +say To see the skills you have, type PRACTICE. +say For more information, type HELP PRACTICE. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2899 +Keywords Slurigak sahuagin racemaster abecedarium~ +Race sahuagin~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Slurigak~ +Long Slurigak the Sahuagin swims about, waiting for his students. +~ +Desc Slurigak is a typical member of his race, the Sahuagin. His body is +a bluish-green sleek humanoid form with clawed and webbed hands and +feet, and a fin running down his back. His head is faintly shark- +shaped, with a large mouth with hundreds of needle-sharp teeth and +large bulbous eyes. The look he projects is that of barely restrained +hunger. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common sahuagin~ +Speaking common~ +Actflags npc sentinel immortal pacifist teacher~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome, young wayfarer. You may stay here as long as you wish. +if race ($r) == sahuagin +say I am one of your Racemasters. +say If you wish, I may teach you things concerning SAHUAGIN. +endif +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist sahuagin~ +Comlist say You are yet too young to learn aught of the skills you own naturally. +say However, as you gain experience points, you will learn more. +say You will need to find a teacher for your racial abilities, however. +say I may give you a HINT to your tutor's location, if you wish. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist hint~ +Comlist say He may be found near the island of the iron birds. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2901 +Keywords racemaster sentinel abecedarium~ +Race half-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Sentinel of the Enclave~ +Long The Sentinel of the Enclave stands here, guarding the entranceway. +~ +Desc He stands here with solemn dignity, dressed in full warrior regalia, with +a huge two-handed sword held before him. A long velvet cape cloaks him +from shoulder to toe, but it emphasises, rather than hides, the huge +muscular form within. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype act_prog~ +Arglist p from above.~ +Comlist say Halt! Who goes there, FRIEND or FOE? +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist friend~ +Comlist say You are welcome, young wayfarer. Find the Racemaster of your own race. +say He will teach you some things only those of your kind should know. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist foe~ +Comlist say Then get thee gone. We need none of thy like around here. +emote pushes you unceremoniously out of the Enclave. +mpforce $n u +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2902 +Keywords guildmaster sentinel abecedarium~ +Race half-elf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short The Sentinel of the Guildhall~ +Long The Sentinel of the Guildhall stands here, guarding the entranceway. +~ +Desc He stands here with solemn dignity, dressed in full warrior regalia, with +a huge two-handed sword held before him. A long velvet cape cloaks him +from shoulder to toe, but it emphasises, rather than hides, the huge +muscular form within. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 30 21 0 5000 10 10 1000 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head heart~ +#MUDPROG +Progtype speech_prog~ +Arglist friend~ +Comlist say Then you are very welcome to the Guildhall. +say Locate your guildmaster. He will help you to practice your skills. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist foe~ +Comlist say We have no need of your ilk around here! +emote throws you unceremoniously out of the Guildhall. +mpforce $n u +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p from above.~ +Comlist say Halt! Who goes there, FRIEND or FOE? +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2904 +Keywords eidwydd shopkeeper abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Eidwydd~ +Long The shopkeeper stands behind the counter, arranging his goods. +~ +Desc Eidwydd the shopkeeper is a snowy haired man of about fifty years of age. +His lined face attest to his journey of time, yet the twinkle in his +icy blue eyes tell you that he will live for many more years in good +health. +~ +Nattacks 0.000000 +Stats1 0 250000 0 0 150 100 +Stats2 30 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +ShopData 2 8 0 0 0 130 80 0 27 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome to my Shoppe! Feel free to browse around my items. +say I suggest typing LIST first. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2905 +Keywords zepharn movement mounts abecedarium~ +Race wild-elf~ +Class Ranger~ +Gender male~ +Position standing~ +DefPos standing~ +Short Master Zepharn~ +Long Master Zepharn smiles cheerfully as you arrive. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 2700 2700 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +else +if level($n) > 10 +mea $n &YThe voice of Faeia Quenath whispers magically in your ears.&D +mea $n &YFaeia Quenath says, "You may not enter into the inner confines."&D +mptrlook $n 2850 +endif +endif +say Welcome young one. I am Master Zepharn, ranger of the woods. +say I am here to teach you about MOVEMENT and MOUNTS. +say You may ask me about either of these subjects. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist movement~ +Comlist say When moving about in areas in the world, you use the basic +say directions: north, east, south, west, northwest, northeast, southeast, +say southwest, up, and down. You will need to watch your movement +say points though because when you run out, you will need to rest and wait +say for them to regenerate. This is especially important to remember +say when travelling on the OVERLAND. The use of MOUNTS will allow you to +say move greater distances before needing to stop and rest. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist mounts~ +Comlist say There are many types of mounts available in the world, the most common +say being horses. Mounts are especially useful when it comes to travelling +say on the OVERLAND as they have more movement points. Mounts can be bought +say from stables and pet shops in most of the major cities. To be able to +say use a mount, you will need to have learned the skill 'mount'. For more +say information on this skill, type 'HELP MOUNT'. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist overland~ +Comlist say For more information on this subject, seek out my sister ranger, Gaelin. +say She stands at the gate of this village, guiding all who pass through. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2906 +Keywords hevolas survey overland abecedarium~ +Race wild-elf~ +Class Ranger~ +Gender male~ +Position standing~ +DefPos standing~ +Short Master Hevolas~ +Long Master Hevolas rises from his rest as you approach. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Hail young one. I am Master Hevolas, ranger of the plains. +say I am here to teach you how to SURVEY your surroundings while on the overland. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist SURVEY~ +Comlist say The survey command tells you about your surroundings. If any major landmarks +say are within range, you will be told approximately how far away it is, and +say in what general direction to travel to reach it. Landmarks can be anything +say from old ruins to cities to major landforms in the world. Go ahead and type +say survey now. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2907 +Keywords beglan overland abecedarium~ +Race wild-elf~ +Class Ranger~ +Gender male~ +Position standing~ +DefPos standing~ +Short Master Beglan~ +Long Master Beglan beams a smile as you arrive. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Greetings adventurer! I am Master Beglan. I hope your journey across the +say overland is fairing well? I dropped my glasses in that forest at the end +say of this trail here. Something else is in there and I'm not going back to +say get them now. If you find them, feel free to keep them. They will grant +say you a wizardeye spell for as long as you wear them. Wizardeye enlarges +say your viewing radius while on the overland, making it easier to navigate. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2908 +Keywords gaelin overland abecedarium~ +Race wild-elf~ +Class Ranger~ +Gender female~ +Position standing~ +DefPos standing~ +Short Mistress Gaelin~ +Long Mistress Gaelin stands here guarding the entrance to Gywn al'Fer. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal pacifist~ +Affected detect_invis detect_hidden sanctuary truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome young one. I am Mistress Gaelin, ranger of the wilds. +say I am here to teach you about the OVERLAND and RUNNING. +say You may ask me about this subject. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist overland~ +Comlist say The overland is a vast outdoor area that connects all of the other +say interesting locations in the world. It is presented in +say the form of a series of symbols that tell you what type of terrain +say you are travelling on. It works best if your ANSI is turned on, as +say some terrain types use the same symbols with different colors to +say tell them apart. If you would like to experience the overland, +say feel free to make use of the exit to the west. It will take you +say to Reonn, a protected reserve in the Storm Sea set aside for the +say benefit of newcomers to the world. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist ANSI~ +Comlist say ANSI will allow you to see the world in color. Alot of things look +say better when viewed in color, but especially the OVERLAND. Without +say color, terrain symbols would look the same to you. If your connection +say supports ANSI, you should turn it on to experience the world as it +say was meant to be seen. +~ +#ENDPROG + +#MUDPROG +Progtype speech_prog~ +Arglist running~ +Comlist say On the OVERLAND, one of the quickest way to move around is to use +say the command, RUN. This way you can cover more ground with a single +say command. To use, simply type RUN where +say direction is any of the direction of movement possible and distance +say is an integer value indicating the number of squares you want to +say move on the OVERLAND. If distance is not given, then you will run +say in the given direction till you run out of movement points (not a +say wise thing to do really). It is possible to run while mounted. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2909 +Keywords lundgren stablemaster abecedarium~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lundgren~ +Long The stablemaster is busy grooming and feeding the horses. +~ +Desc Lundgren the stablemaster is a stocky man with bow legs. He is in his +early forties and is of a hearty constitution. He likes to show off +his toothy grin even though the missing tooth he has does make him +rather comical to look at when he flashes his grin. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 30 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say Welcome! Would you like to acquire a fine pony or horse? +say They would be most useful in travelling overland. +say Type LIST to get the prices of the steeds available here. +emote grins toothily. +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2910 +Keywords pony abecedarium~ +Race horse~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A pony~ +Long A shaggy haired pony stands here. +~ +Desc The pony is a small sized mount suitable for shorter characters. It +is a stockier version of a horse and has shaggy hair that gives it +a rather cute appearance. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 350 100 +Stats2 5 20 70 30 1 6 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel pet mountable~ +Bodyparts head legs heart brains guts ear eye tail hooves~ +#ENDMOBILE + +#MOBILE +Vnum 2911 +Keywords riding horse abecedarium~ +Race horse~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A riding horse~ +Long A riding horse grazes on some grass here. +~ +Desc One of the many horses sold at the Gwyn al'Fer stables. It appears +strong enough for a good travelling distance. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 450 100 +Stats2 10 20 70 75 1 4 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel wimpy pet mountable noassist~ +Bodyparts head legs heart brains guts ear eye tail hooves~ +#ENDMOBILE + +#MOBILE +Vnum 2912 +Keywords rastur smith abecedarium~ +Race dwarf~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Rastur~ +Long The smith is at the forge working on a new piece of armour. +~ +Desc Rastur is a stout dwarf with powerfully built arms that are well suited +to the task of swinging his heavy mallet in forging metal into pieces +of armour and weapons. He seems unaffected by the strong heat coming +from the forge and hardly a perspiration can be seen on his brow. +~ +Nattacks 0.000000 +Stats1 0 -1 0 0 150 100 +Stats2 30 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal~ +Affected detect_invis detect_hidden sanctuary~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +RepairData 9 5 0 30 1 0 27 +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist say What do you want? You better make it quick! +say If you need to find out how much it'll cost to repair an item, +say type APPRAISE while the item is in your inventory. +say If you want to repair a piece of armour or weapon, +say type REPAIR while the item is in your inventory. +say Typing REPAIR ALL will repair all your equipped items that are +say damaged but it will cost you 10% more. +emote pauses for a while and eyeballs you before giving a huff. +say If you want to recharge wands or staves, go look for Marissa. +say Now what do you want? +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2913 +Keywords statue meia carving abecedarium~ +Race golem~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short A statue of Meia~ +Long An elegant statue of Meia stands watch over you. +~ +Desc This is a white marble statue of Lady Meia, the Goddess of Knowledge and +Learning. She sppears as a beautiful young maiden with eyes full of depth +and intelligence. In her delicate hands is a large tome. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal noassist~ +Affected truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype speech_prog~ +Arglist p I am ready~ +Comlist if mobinroom(2868) == 1 +mpecho The statue of Meia glows with a blue aura and animates. +say You are not yet ready to receive your reward and leave. +say Defeat the Guardian first. +mpecho The aura around the statue disappears and it is still again. +else +if class($r) == mage +mpoload 2909 1 +endif +if class($r) == necromancer +mpoload 2909 1 +endif +if class($r) == cleric +mpoload 2908 1 +endif +if class($r) == druid +mpoload 2910 1 +endif +if class($r) == warrior +mpoload 2906 1 +endif +if class($r) == ranger +mpoload 2906 1 +endif +if class($r) == antipaladin +mpoload 2906 1 +endif +if class($r) == paladin +mpoload 2906 1 +endif +if class($r) == bard +mpoload 2906 1 +endif +if class($r) == rogue +mpoload 2907 1 +endif +if class($r) == monk +mpoload 2882 1 +endif +mpecho The statue of Meia glows with a blue aura and animates. +say You are now ready to leave the safety of Gwyn al'Fer. +say Fare thee well in your adventures in the world. +give runed $n +say Take this as a reward and may it serve you well. +mpecho The aura around the statue disappears and it is still again. +mpecho You are drawn through a magical portal which opens before you. +mpopenpassage 2926 7035 4 +mpforce $n up +mpclosepassage 2926 4 +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2914 +Keywords sentinel meia~ +Race golem~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Sentinel of Meia~ +Long A sentinel of Meia stands guard here. +~ +Desc This is a white marble statue of Lady Meia, the Goddess of Knowledge and +Learning. She sppears as a beautiful young maiden with eyes full of depth +and intelligence. In her delicate hands is a large tome. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 105 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel immortal mobinvis noassist~ +Affected truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#MUDPROG +Progtype all_greet_prog~ +Arglist 100~ +Comlist if isimmort($n) +else +if level($n) > 10 +mea $n &YThe voice of Faeia Quenath whispers magically in your ears.&D +mea $n &YFaeia Quenath says, "You may not enter into the inner confines."&D +mptrlook $n 2850 +endif +endif +~ +#ENDPROG + +#ENDMOBILE + +#MOBILE +Vnum 2915 +Keywords banker kedaoa abecedarium 'Kedaoa'~ +Race gnome~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Kedaoa~ +Long Kedaoa, a grumpy gnome banker stares at you. +~ +Desc Kedaoa originally moved to Gwyn al`Fer when he became sick of the hustle +and bustle of Mount Nevermore. As he glares grumpily around him, you +realise that his only love is money, so maybe you should deposit some to +make him happy. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 100 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc sentinel banker immortal pacifist~ +Affected truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 2947 +Keywords hvak1 advancer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short Hungrily, a hollow voice~ +Long Hvak1 Advancer is here (should always be in 2949) +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 2948 +Keywords hvak2 advancer~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short A rasping voice~ +Long Hvak2 Advancer is here (should always be in 2949) +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 50 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc proto~ +Affected detect_invis detect_hidden truesight~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#MOBILE +Vnum 2949 +Keywords Last mob~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a newly created last mob~ +Long Some god abandoned a newly created last mob here. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 150 100 +Stats2 1 21 0 0 0 0 0 +Speaks common~ +Speaking common~ +Actflags npc~ +Bodyparts head arms legs heart brains guts hands feet fingers ear eye~ +#ENDMOBILE + +#OBJECT +Vnum 2850 +Keywords cabinet abecedarium~ +Type container~ +Short An oak cabinet~ +Long An elegant oak cabinet sits in an unassuming corner of the library.~ +Values 50000 3 0 0 0 0 0 0 0 0 0 +Stats 10000 10000 -2 9999 0 None None None +#EXDESC +ExDescKey cabinet abecedarium~ +ExDesc It is made in the elegant style of Elven woodcraft. Beautiful carvings +of trees cover the surface, and a large owl stands within each door, +seeming to guard the knowledge within. +Type EXAMINE CABINET to look inside it. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2851 +Keywords salted meat abecedarium~ +Type food~ +Short A piece of salted meat~ +Long A piece of meat covered in twinkling crystals lies here.~ +WFlags take~ +Values 24 0 0 0 0 0 0 0 0 0 0 +Stats 1 50 -2 9999 0 None None None +#EXDESC +ExDescKey salted meat abecedarium~ +ExDesc The meat is salted to preserve it, and seems quite tough. It has been +dried for some time, and is useful to have in case you get hungry +while travelling. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2852 +Keywords water cup abecedarium~ +Type drinkcon~ +Short A cup of water~ +Long A cup stands on the ground here with water in it.~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +#EXDESC +ExDescKey water cup abecedarium~ +ExDesc This is a small cup of water. While it does not hold much, it +can help to quench your thirst for a time. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2853 +Keywords scroll silver recall abecedarium~ +Type scroll~ +Short A silver-ribboned scroll of recall~ +Long A scroll with a silver ribbon lies here on the ground.~ +Flags organic~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'recall' 'NONE' 'NONE' +#EXDESC +ExDescKey silver scroll~ +ExDesc This is a regular scroll similar to others found throughout the Lands. +Most scrolls are not labelled for the spells they hold. However, for +Abecedarium purposes, the ribbon on this scroll is scribed "RECALL". +To use this scroll, simply type RECITE SCROLL. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2854 +Keywords firewood abecedarium~ +Type tinder~ +Short A pile of firewood~ +Long A pile of firewood lies here, with tinder and flint beside it.~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 1 20 -2 9999 0 None None None +#EXDESC +ExDescKey tinder flint firewood~ +ExDesc The firewood is neatly bundled together with a small length of rope. Dangling +from the rope is a small tinder and flint with which you can light the +firewood. There is also a small piece of paper with some instructions on it. +~ +#ENDEXDESC + +#EXDESC +ExDescKey instructions~ +ExDesc To build a fire, follow the steps below: +1) Drop the firewood onto the ground where you want to build the fire. +2) Say "strike flint" to strike the tinder with the small flint provided. +3) Enjoy the warmth and light of your newly built fire. + +-- The Blue Frog Shoppe +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist p strike flint~ +Comlist mpechoat 0.$n You strike the tinder with the flint and sparks fly... +mpechoat 0.$n The firewood catches fire and soon, you have a fire cackling. +mpechoat 0.$n The tinder and flint is consumed in building the fire. +mpoload 11002 +mposet fire timer 15 +mppurge firewood-abecedarium +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 2855 +Keywords raft abecedarium~ +Type boat~ +Short A wooden raft~ +Long A battered wooden raft lies here.~ +Flags organic~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 20 100 -2 9999 0 None None None +#EXDESC +ExDescKey raft abecedarium~ +ExDesc Made from lightweight wood spliced together with sturdy hemp, the +raft looks slightly battered but usable. A small bracket holds a +paddle which can be used to move the raft about on water. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2856 +Keywords campgear gear abecedarium~ +Type campgear~ +Short A pile of camping gear~ +Long A jumble of items useful for camping lies here.~ +WFlags take~ +Values 2 0 0 0 0 0 0 0 0 0 0 +Stats 3 100 -2 9999 0 None None None +#EXDESC +ExDescKey campgear gear abecedarium~ +ExDesc This is a jumbled pile of camp gear, including a dented pot and ladle +for making food. Equipment used to make a tent is also included. This +will be needed if you are planning to camp outdoors. To use this, just +have it in your inventory when you camp. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2857 +Keywords scroll gold identify abecedarium~ +Type scroll~ +Short A gold-ribboned scroll of identify~ +Long A scroll with a gold ribbon lies here on the ground.~ +Flags organic~ +WFlags take~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'identify' 'NONE' 'NONE' +#EXDESC +ExDescKey gold scroll~ +ExDesc This is a regular scroll similar to others found throughout the Lands. +Most scrolls are not labelled for the spells they hold. However, for +Abecedarium purposes, the ribbon on this scroll is scribed "IDENTIFY". +To use this scroll, simply type RECITE SCROLL. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2858 +Keywords dark grey recall potion abecedarium~ +Type potion~ +Short A dark grey recall potion~ +Long A flask lies here, filled with a dark grey liquid.~ +WFlags take hold~ +Values 50 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'recall' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2859 +Keywords maroon healing potion abecedarium~ +Type potion~ +Short A maroon healing potion~ +Long A flask lies here, filled with a maroon liquid.~ +Flags inventory~ +WFlags take hold~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'cure light' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2860 +Keywords yellow detect invisible potion abecedarium~ +Type potion~ +Short A yellow detect invisible potion~ +Long A flask lies here, filled with a yellow liquid.~ +WFlags take hold~ +Values 25 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'detect invis' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2861 +Keywords green cure poison potion abecedarium~ +Type potion~ +Short A green cure poison potion~ +Long A flask lies here, filled with an aloe colored liquid~ +WFlags take hold~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'cure poison' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2862 +Keywords blue armor potion abecedarium~ +Type potion~ +Short A blue armor potion~ +Long A flask lies here, filled with a smokey colored liquid.~ +WFlags take hold~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'armor' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2863 +Keywords violet refresh potion abecedarium~ +Type potion~ +Short A violet refresh potion~ +Long A flask lies here, filled with a smokey colored liquid.~ +WFlags take hold~ +Values 20 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +Spells 'refresh' 'NONE' 'NONE' +#ENDOBJECT + +#OBJECT +Vnum 2867 +Keywords bedroll abecedarium~ +Type campgear~ +Short A soft bedroll~ +Long A soft bedroll suitable for camping is rolled up here.~ +WFlags take~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 3 100 -2 9999 0 None None None +#EXDESC +ExDescKey bedroll abecedarium~ +ExDesc This is a downy bedroll, quilted with an expert hand. It will be +needed if you are planning to camp outdoors. Simply have this in +your inventory when you camp. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2868 +Keywords torch abecedarium~ +Type light~ +Short A torch~ +Long A piece of wood, partly wrapped in cloth is here.~ +WFlags take hold~ +Values 0 0 24 0 0 0 0 0 0 0 0 +Stats 1 20 -2 9999 0 None None None +#EXDESC +ExDescKey torch abecedarium~ +ExDesc This is a torch, and can be used to light your way in dark places. +To use it, simply type HOLD TORCH. However, be warned that it may +only burn for a certain amount of time, and will not light once +fuel has run out. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2869 +Keywords cloth bag abecedarium~ +Type container~ +Short A cloth bag~ +Long A pile of scruffy cloth with rough stitches lies here.~ +WFlags take~ +Values 30 0 0 0 0 0 0 0 0 0 0 +Stats 1 20 -2 9999 0 None None None +#EXDESC +ExDescKey cloth bag abecedarium~ +ExDesc This is a bag, in which you can put things and enable yourself to +carry more than you otherwise could. To put anything in a bag, simply +type PUT . In the same fashion, to get something out of +a bag, type GET . +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2870 +Keywords book tome rules abecedarium~ +Type trash~ +Short Rules of Conduct~ +Long A leather tome entitled "rules of conduct" lies here.~ +Flags donated~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +#EXDESC +ExDescKey book rules abecedarium~ +ExDesc This book is entitled "Rules of Conduct" +in clear silvery script on weathered and cracked leather. + +To read any of the sections listed below, type LOOK
. + +1. Spam +2. Multiplaying +3. Bugs +4. Sharing Characters +5. Aggro Summoning +6. Grouping +7. Player Courtesy +8. Common Sense +~ +#ENDEXDESC + +#EXDESC +ExDescKey spam~ +ExDesc Please, no spamming, we all hate it. If you don't get a response +right away on a public channel, try again later on. This includes +requests for equipment supplies and anything of that sort. +For a clearer definition of spam, type 'help spam'. +~ +#ENDEXDESC + +#EXDESC +ExDescKey multiplaying~ +ExDesc No Multiplaying at all! Multiplaying is defined as having 2 or more +characters on from the same site at once. This includes multiplaying +for the purpose of transferring equipment! +~ +#ENDEXDESC + +#EXDESC +ExDescKey bugs~ +ExDesc If you find a bug, you are obligated to report it to either an +online immortal, or to post it on the nearest available public board. +Once you have done so, you may NOT exploit the bug for any reason. +Anyone caught doing so will be punished accordingly. +For more information on bugs, type 'help bug exploitation'. +~ +#ENDEXDESC + +#EXDESC +ExDescKey sharing characters~ +ExDesc No players should be in the game using someone else's character. +If you need help from another character, get that person to load it +for you. Your passwords should also be kept strictly confidential, +and not be revealed to allow someone else to access your character. +~ +#ENDEXDESC + +#EXDESC +ExDescKey aggro summoning~ +ExDesc No summoning of aggressive monsters into the city, or any of the +newbie areas nearby, including the Zoo and the Academy. +~ +#ENDEXDESC + +#EXDESC +ExDescKey grouping~ +ExDesc This should only be done with characters within eight levels of your +own. Type 'help group' for further information. +~ +#ENDEXDESC + +#EXDESC +ExDescKey player courtesy~ +ExDesc &CPlease type 'help topic' for further clarification on any of these.&Y +Topic +------------------------------------------------------------------- +Concerning Harassment | harassment +Concerning Usage of Swear Words | swearing +Concerning Equipment Pickup | pickup +Concerning Power Levelling | powerlevelling +Concerning Hoarding of Equipment | hoarding&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey common sense~ +ExDesc Simple enough: if it seems wrong, don't do it. Ask first. You'll live +longer :P +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2871 +Keywords book tome history abecedarium~ +Type trash~ +Short A History Of Alsherok~ +Long A thick tome with a blue leather cover lies here.~ +Flags donated~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +#EXDESC +ExDescKey book tome history abecedarium~ +ExDesc The cover is dyed blue leather, with red lettering. It says: + + &RA History of Alsherok + &RAs written by Brasidas of Graecia + &RCompiled from various sources of information + &GSecond Edition&D + +Type LOOK to read the sections. +To a list of sections, type LOOK SECTIONS. +~ +#ENDEXDESC + +#EXDESC +ExDescKey sections~ +ExDesc 1. The Age of Exploration +2. The Age of Omens +3. The Age of Life +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1~ +ExDesc The history of Alsherok begins in the village of Graecia, a place whose +origins are shrouded with uncertainty. Lacking any historical records, +a common tale that travels many hearths is the one that states Graecia +as being founded by nomadic tribes that sought the peace and stability +of a fixed home. Once established, it rapidly became a focus point for +all trade in the region, a place for congregation even amongst the +nomads. However, many also settled, bringing about the rapid growth and +an urge for exploration that years of settled life had not driven out of +their blood. The then Council of Elders argued against ideas of +exploration, preferring the semi-isolated state they had currently, but +the majority favored exploration. Subsequently, the explorers left +under the leadership of Panteleimon. +(To read further, type LOOK 1a) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1a~ +ExDesc Almost immediately, the group ran into trouble, encountering a race of +Frost Giants to the north that goaded the aggressive mind of +Panteleimon. Attempts at negotiations failed, due to inability to +communicate, but primarily because neither side was willing to set aside +the differences. It is said that the war between the Graecians and the +Frost Giants erupted at the conference table itself, resulting in +Panteleimons death. The troops retreated rapidly, overwhelmed by sheer +numbers, but with reinforcements, the Frost Giants were kept in the +north while Fort Deme was established. A watchpost against the Giants, +it stands to this day overlooking the Arctic Wastes. This unfortunate +excursion and the resulting war served to curb any remaining urge for +exploration, and Graecia remained isolated for a while longer. +(To read further, type LOOK 1b) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1b~ +ExDesc Over the years, simple excursions were made, and Graecia grew to greater +proportions, developing a steady economy that was largely trade-based. +The Guilds and trade associations were first founded here, formed on the +basis of mutual interests. One such group that arose from these Guilds +was the group that referred to themselves as the Wako. They were drawn +to the criminal side of society, attracted by the endless possibilities +that the city offered in terms of wealth. They soon overran the city, +almost turning into a plague that fed upon the citizens. Out of fear of +the repercussions on the economy, the King gathered an army against the +Wako, and after a brief sortie with them, expelled them into the south. +Rumors say that they have vanished in the general direction of the +ocean. +(To read further type LOOK 1c) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1c~ +ExDesc Not long after the expulsion of the Wako, the King sent out scouts to +establish the precise location of the Wako. Headed southwards, the +scouts failed to encounter any Wako, but instead discovered a massive +palace atop the ancient Black Mountains. While tales had always +abounded about the evil nature of the Black Mountains, the palace that +had suddenly appeared took everyone by surprise. Spies were +immediately sent out to determine the exact nature of the inhabitants of +the Black Mountains, and only a scant five returned with news of the +evil Lord that had taken control of the area. While the news of an evil +Lord from another dimension filled the King with dread, the scouts also +brought welcome news that the Lord was trapped within the palace by a +strange magical barrier that defied the imaginations of the human mages. +(To read further type LOOK 1d) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1d~ +ExDesc The success of the scouting mission soon renewed interest in +exploration, and prompted by the formation of Guilds and associations +within Graecia, the Guild of Cartographers was formed. At its helm was +a well-traveled and wise adventurer called Aristeides, who despite his +youth, gathered many of his fellow wanderers and began the extensive +exploration of the immediate areas. Travelling further south from the +Black Mountain, they soon discovered the existence of a large river, +headed west towards the ocean. A short distance from the river, the +Guild also found, much to their horror, a land route that traced its +path up to the dreaded Lord Arthmoors Palace. Previously undiscovered +by the scouts, the Guild immediately reported back to the new King with +the news, and anxiously waited for his commands. Advised with caution +from his advisors and from his fathers words, the new King commissioned +the construction of her second fortress, Fort Balasi. Thus it is, to +this day, that the walls of Fort Balasi stands on silent watch over the +southern border from the eventual day of conflict between Lord Arthmoor +and Graecia. +(To read further type LOOK 1e) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1e~ +ExDesc Although the minimal explorations before the discovery of the land route +had discovered traces of other races within the lands, all exploration +came to a standstill while Fort Balasi was constructed. Now, with the +border secure, the Cartographers Guild had the leisure to explore even +further. It turned out that a small settlement of Dwarves had made +their home just south of the Black Mountains, mining out what little +resources they could find. Rather cursory by nature, they bluntly +informed the Cartographers Guild, and through them, the King of +Graecia, that they would welcome whatever trade could be spared, but it +really wasnt necessary. Of course, trade relations were begun almost +instantaneously, but the only real thing garnered from these relations +were the skills of mining and smithing, with which Graecia propelled +itself into further growth. Once things were running smoothly in the +Dwarven settlements, the restless Cartographers Guild left to explore +the river that flowed just past the settlements. +(To read further type LOOK 1f) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1f~ +ExDesc The River Branduin, named for the leader of scouts who had returned from +Lord Arthmoors, proved too wide to cross easily, thus when explorations +continued, Aristeides led his party along the eastern banks into a +massive forest now known collectively as the Great Haon Dor Forest. +Attention was quickly drawn to the largest tree that the adventurers had +ever seen. For as long as they had lived tales of this giant tree had +circulated amongst the known world, and they were eager to explore this +new find. However, the Elves that had made residence in the tree were +insistent that they leave, and not wishing to press the issue, +Aristeides led his party further east, into the Haon Dor Forest. Almost +by chance, they came upon a community of incredibly swift creatures whom +they dubbed as Quicklings. Their leader, Tephanis, grew incensed at +this apparent violation of his borders and immediately ordered an all +out attack. The battle did not last long, and the Quicklings returned +to their tree homes, ever watchful of newcomers to the forest. +(To read further type LOOK 1g) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1g~ +ExDesc After their departure, Aristeides continued exploration along a more +cautious vein. Their exploration was rewarded when they discovered a +much more friendly race of elves that valued knowledge. They were eager +to establish relations on a more permanent basis, and trade routes were +soon established. Their scholars were also glad to share whatever +information they had on the forest and the immediate area. In +particular, they revealed that there was a village of Halflings nearby. +Before they left in search of the Halflings, Queen Calandra of the +Elves, in a token of appreciation to the Cartographers Guild, +commissioned the construction of a Guildhall for Aristeides and his +fellow travelers to serve as a base camp for any future explorations +that they might undertake. +(To read further type LOOK 1h) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1h~ +ExDesc Pressing on further after several weeks of rest, Aristeides and his +Guild members soon found the Halfling Shire, and once again friendly +relations were established. The Mayor of the Halfling Shire, with +little persuasion, signed a defense and trade pact with the group on +behalf of the King of Graecia. Upon the news of a friendly Halfling +town, the current King of Graecia, Callimachus gladly ratified the +treaty and formed the Graecian Confederation. The Dwarven settlements, +approached with the same offer, refused it as politely as they could. +However, Queen Calandra was quick to agree, and a tri-party treaty was +signed. Soon, a small trading post was constructed along a forest trail +outside the Shire, called Perioeci. As time passed, the Confederation +settled down to a period of much growth, development, and peace. Along +with the new alliance, the Halflings founded a mine in the mountains +north of the city and vast amounts of gold began to trickle into the +Confederation, benefiting the both the Shire and Confederation. +(To read further type LOOK 1i) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 1i~ +ExDesc With a new era dawning in relationships between the various races, a +band of nine legendary heroes, famed for their exploits against the evil +forces, traveled to the southern part of the world. There they rallied +the goodly races of the land, especially the Humans and the Half-Elven +kind, to build a city of immense beauty. Because the world had just +entered an age of peace, this new city stood as a bastion of hope and +friendship for all goodly races in the land. From all around the world, +the peoples of the land came to help the nine heroes build the city. +Elves from their citadel, Dwarves from their mountain, Halflings from +their towns, Gnomes from their underground caverns and even other Humans +from far away cities all came together to forge a new friendship. In +just under two years, the city was complete! From then on, city was +known as Palainth, the city of Magic. It is said that the Goddess of +Magic herself, Laeral Dayspring was one of the nine who founded the +city. She traveled with them in the guise of her Half-Elven avatar. +Thus, the citizens of Palainth regard her as their patron goddess and +have built a garden within Palainth as a tribute to her. She also +became an unofficial member of the Graecian Confederation, contributing +to the great trade that traced its way across the Alsherok continent. +(Here, the chapter ends.) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2~ +ExDesc As the years passed and the Graecian Confederation settled down to a +period of prosperity, news soon reached the ears of new, undiscovered +lands to the east. Under commission by the King, Elutherios, the new +head of the Cartographers Guild, led his band of adventurers into the +east to seek out these new lands. Much to their delight, they +discovered a small village of humans called Midgaard. Entranced by the +possibility of bring another nation into the Graecian Confederation, +they eagerly issued the proposal on behalf of the King. After much +deliberation, Midgaard refused to sign the treaty that would bring it +into the Graecian Confederation, but made it clear that it would welcome +trade. Despite being disappointed by the lack of interest on Midgaards +part, the Graecian King agreed to allow trade relations to continue, but +remained wary of his eastern neighbors, as the Guild brought back news +of the recklessness of those in Midgaard. +(To read further, type LOOK 2a) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2a~ +ExDesc As the trade between the Graecian Confederation and Midgaard grew, the +wealth and resources that flowed into Midgaard transformed the village +into large city, surpassing even Graecia itself. It soon gained a +reputation as a vibrant and prosperous city, and was commonly referred +to as the Jewel of the East. Eventually, to help facilitate trade and +to encourage still more trade, the King of Midgaard sent out a noble +called Lord Argalath to establish a trading base within the Graecian +Confederation itself. The long trek from Midgaard to Graecia was thus +made easier, and trade soared during those early years. But the peace +and prosperity that followed was not to last, for evil omens were +apparent everywhere one looked +bad times were upon their cherished +land. +(To read further, type LOOK 2b) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2b~ +ExDesc Trade, what little that continued into the south, came to an abrupt +standstill as the Dwarven settlements had all been deserted. There had +been no explanation given, just a complete disappearance on the part of +the Dwarves. In the last effective excursion by the Cartographers +Guild, it was roughly determined that they had packed up, and fled east +in a rush, not bothering to cover what little tracks they laid. The +Guild tried to catch up, mounting the best horses offered by Fort +Balasi, but the trail was lost within the thick forests and falling +snow. Returning to the settlements, a more through examination +revealing nothing of their purpose in leaving east, and in much +frustration, returned to their Guild Hall, worried over the illness +their Guild leader had caught while embroiled in this scouting attempt. +(To read further type LOOK 2c) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2c~ +ExDesc Troubles first began in the mines, where a band of Jermlaine drove the +bewildered Halflings out of their mines, claiming it as their own. +Before the Halflings could even begin to regroup, the Jermlaine set +traps within the mines, entrapping anyone who dared venture into their +newfound territory. Helpless against such a wily and ruthless foe, the +Halflings abandoned the mines to deal with more pressing problems in the +east. A band of Orcs had grown restless further east of Midgaard, and +the King thought it an opportune moment to quell any chances of +expansion by the Orcs, thus striking first without warning. However, +that proved to be a mistake, as both sides suffered heavy losses. +Conflict tapered down as the heavy winter chill set in, and an uneasy +peace settled upon the lands. +(To read further, type LOOK 2d) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2d~ +ExDesc Deep into mid winter, it became apparent that communication was not +forthcoming from Lord Argalath and similarly, all Midgaard merchants +that frequented the Keep went missing. Any attempts by the Graecian +Confederation or Midgaard to establish contact failed as their scouting +parties followed the footsteps of the merchants and vanished. The +Cartographers Guild also failed to act decisively during this period as +the death of Elutherios threw the entire Guild into disarray. With the +passing of their leader, their once proud Guild faded into the annals of +history, as did the Guildhall, which was slowly reclaimed by nature. +(To read further, type LOOK 2e) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2e~ +ExDesc Following these events came a decision that confirmed the suspected +reckless nature of Midgaard Kings. Midgaard declared an all out war +upon the Orcs, urged on by a particularly aggressive Council and +immature King. The losses reached new heights, virtually robbing +Midgaard of all their able-bodied warriors. The Orcs seemed to flow +like an inexhaustible tide to overrun the lands, and soon, Midgaard +resorted to fighting a defensive war. Slowly but steadily, they lost +more and more lands, and they themselves began to realize the folly of +their decision. Graecia, at first only mildly concerned, soon found +themselves stepping up military patrols along the eastern border, hoping +that the warfront would not advance, but not holding out much hope for +it. Palainth, seeing the desperate situation Midgaard was in, sent +forces to aid against the Orcish hordes, hoping to prevent what could +erupt into a war of immense proportions, but as it turned out, it was +unable to do anything worthwhile. +(To read further, type LOOK 2f) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2f~ +ExDesc Finally, out of sheer desperation and fatalism, a small detachment of +Midgaards finest warriors were sent into the mountains north of the +city in an attempt to gather aid for their falling city. Tales had +abounded about fierce Dragons that dwelt in those mountains, and it was +hoped that with the aid of magiks, these Dragons could be turned into a +force that would challenge the might of the Orcs. Unfortunately, once +the Dragons were brought into the skies of Midgaard, they broke the +inadequate binding magiks worked upon them, and promptly laid waste to +the area as a symbol of their anger. The skies that day were red with +the unnatural heat of stone burning, and none of all those that lived +within the city and in its immediate surroundings were left alive. +Then, just as swiftly as it had begun, the Dragons vanished into the +sky, never to be seen again. +(To read further, type LOOK 2g) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2g~ +ExDesc The survivors, few as they were, fled east into the hills, regardless of +the Orcs that lurked in waiting. Anything was better than facing the +Dragons wrath again. +With determination, the survivors set about rebuilding their lives, +starting with the building of a new city, Maldoth. Although cut off +from the rest of the world by the extensive destruction the Orcs +wrought, the citizens knew that the lands to the east still lay open to +them, and life would still go on. +(To read further, type LOOK 2h) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2h~ +ExDesc On the other hand, the Orcs, seeing a prime opportunity, advanced upon +the borders of Graecia. Despite all their precautions, the troops were +swarmed under by the vast number of Orcs. Shire was the first to fall. +Reinforcements that arrived were too late to save the Halfling town, but +they were able to make a stand at the edge of River Branduin, managing +to save the Elven City from imminent destruction, though it cost more +lives than the King cared to count. Subsequently, the Graecian King +also ordered Perioeci upgraded into a fully defensive fortress, hoping +that this would serve to stem the tide of Orcs that flowed across the +lands. +(To read further, type LOOK 2i) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2i~ +ExDesc While this was enough to prevent extensive incursions into the northern +regions, this was not so for the City of Palainth. In the south, they +were open to attacks from the Orcs, who had no qualms about doing so. +Ever since Palainths interference in Midgaards war with the Orcs, the +Orcs have regarded them as an enemy to be vanquished and tried all means +and ways to eradicate her and her inhabitants. Her greatest battle +against the might of evil is recorded as the battle between the citizens +and attacking hordes of Demons. A rift in the void allowed the Demons +to escape from their dwelling place, but it is still unknown as whether +the Orcs had caused the rift to appear. Nevertheless, with their adept +balance in using both the sword and sorcery to defend their city, they +withstood the onslaught for three days, while their mages worked +furiously to find means and ways to return the demons to their +dimension. At last, they succeeded, and the weary citizens of Palainth +banished the demons from the world. But the threat still lingers, as +Demons have eternal life and they but wait the chance to return and +destroy the city. +(To read further, type LOOK 2j) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2j~ +ExDesc The following years after Palainths battle, while not exactly peaceful, +were predictable, and the lives of the peasants carried on. However, +with the death of his father, King Agamemnon ascended the throne of +Graecia. A ruthless imperialist, he bent all his resources towards +world conquest. To facilitate his desire, he ordered the building of a +massive brick road between Graecia and Bywater, the newly rebuilt +Halfling city. The military was tripled in size, and intense training +marked the Graecian forces that were slowly mounting up against the +Orcs. Full-time garrisons were soon stationed in all three forts, and +reserves were mustered up to serve as additional border guards. Each +garrison soon became the dominion of the armys finest warriors, and +with their help, Agamemnon tightened his grip over the Confederation and +rechristened it as The Graecian Empire. In addition to the boosting of +existing forces, Agamemnon decided that a new fort would be needed in +the continuing fight against the Orcs. Thus it came to be that he +ordered the construction of Fort Palaestras at the base of the mountain +pass that led upwards to Bywater. This was a fortunate move, as +scouting missions were to prove. The first scout mission returned +shortly after they left, bearing with them the news that Orcs had +constructed their own fort on the opposite end of the pass. The news +greatly angered Agamemnon, and he immediately called up all the reserves +he could muster and doubled the garrison at Fort Palaestras. The +Halflings, leery of further threat to their newly rebuilt city, +volunteered an auxiliary group of their best Slingers to aid in manning +the garrison, the first time a fortress within the empire was staffed by +more than just humans. Further scouting missions undertaken revealed +that the Orcs called their fort Gulghack, but they were unable to +acertain any further information of use. +(To read further, type LOOK 2k) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2k~ +ExDesc With the possibility of a new threat on the border, Agamemnon urged +Palainth to enter the Graecian Empire to strengthen it further. +Palainth, however, refused to join this time, as she held on to her +ideals of peace and trust +rather, she stood alone, isolated in the +south, against those few Orcish hordes that still ventured against them, +offering protection and help to those who needed it. Agamemnon, while +far from happy at this, agreed to let them go, as they had never +officially signed a treaty to join the Confederation. +(To read further, type LOOK 2l) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2l~ +ExDesc With the formation of The Graecian Empire, Agamemnon gathered greater +wealth than before, and channeled it into the building of a navy that +would transverse the oceans that formed the western border. Their +efforts at navigation were soon rewarded with the discovery of a small +island, and it was decided that a colony should be established as a last +resort, and the Ventorium Colony was born. Not long after the +establishment of the colony, further explorations upon the islands led +them to a town populated by Balericans. Several overtures were made +towards the town, but it remained largely isolated, and the Graecians +abandoned their attempts at communication. Soon, more and more citizens +of Graecia traveled over to their new colony to flee the encroaching +forces of the Orcs. +(To read further, type READ 2m) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2m~ +ExDesc Without warning, the highest peak of the Black Mountains, Mount Doria, +exploded into a boiling tumult of fiery ash and pouring lava. This +momentous natural disaster, coupled with the close proximity of Dark +Magic, set up a whole chain of other deadly calamities. Earthquakes +stalked the once quiet lands, and the waves rose one after another, +drowning lands to recreate new seas, whilst existing oceans dried up and +died under the blazing sun. The vast forest that stretched across the +Graecian Empire was also altered beyond recognition, and more +importantly, the city of Graecia lay in ruins. +(To read further, type LOOK 2n) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2n~ +ExDesc This did not deter Agamemnon in the least. Calling upon the last +reserves of his empire, he ordered the painstaking labor of rebuilding +the city to begin. Within years, what had seemed an impossible task was +completed, and New Graecia was born upon the ruins of the old. However, +that first earthquake was but a hint of what lay in store, for as the +years passed, earthquakes still ravaged the lands, and the forest was +scarred beyond repair. What people that dared venture out into new +territories reported vast caverns that had been opened up beneath the +mighty forest, and as yet, little is known of what they contain. It was +also during this time that all communication with Palainth was lost, as +the disasters opened up the Bloodmire Swamp on the trading routes that +had marked the way to the City of Righteousness. +(To read further, type LOOK 2o) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 2o~ +ExDesc Life has returned to the lands, with new beginnings in many ways. Chaos +still reigns in the lands, but the Light glows yet within the Dark, and +there is fresh hope. +(Here, the chapter ends.) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3~ +ExDesc Even as Maldoth was completed, new contacts were made with other races. +From deep within the Broken Hills in which Maldoth lay, adventurers +trekked north only to discover the Dwarven stronghold, named Kelgarn. +The Dwarves explained that they had premonitions of the trouble that +would settle upon the land, and had fled the destruction. +Unfortunately, they had also become embroiled with the war with the +Orcs, despite having founded a new stronghold. While trade relations +were again set up between Kelgarn and Maldoth, the explorers continued +scouting the land. Further travels saw the naming of the Misty Sea, +this time in the south, and the revelation that a small trading town +existed on its far southern coast. +(To read further, type LOOK 3a) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3a~ +ExDesc The worshippers of the old Midgaardish god of knowledge and life, +Mithgilran, were determined to eke out a new life for themselves outside +of Maldoth. Largely consisting of craftsmen and traders, this group of +survivors were delivered from the ruins of Midgaard by Mithgilran, and +led to the shores of the Misty Sea. Fertile coastal plains lay open +before them, and the fair town of Greyhaven was born. Because of their +brush with war and their immense respect for knowledge, they have no +King, but instead follow the teachings of their current scribe, Lorthan. +It was on his advice, that they decided to hold no allegiance to any +empire or city, hard pressed as they are in a world of troubles, and it +has benefited them immensely. +(To read further, type LOOK 3b) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3b~ +ExDesc The skilled craftsmen of Greyhaven soon made many sea-worthy vessels and +numbering paramount amongst those were huge trading ships. With these +ships, exploration was soon under way, and thus it came to pass that the +people of the continent of Alsherok established contact with the people of +the ancient and mystical continent of Eletar. There they encountered, +for the first time, the culture that was named Eletari. +(To read further, type LOOK 3c) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3c~ +ExDesc The Eletari were friendly people, although possessed of dark features +and yellow skin that had not been seen in Alsherok before. They too, had +their own intensely different culture, but they welcomed the explorers +into their home with equality, and led them to the village of Dragon +Gate as their point of disembarkation. The village, nestled within the +verdant valleys north of the Dragonhead Bay, proved to be an excellent +choice, as it soon blossomed into a major stopping point along the trade +route between both continents. Adventurers also ventured further and +further beyond the gates of Dragon Gate, journeying into the far north +to the Imperial City of Chang-An where the Emperor of the Nine Dragon +Pearls, holds court over Eletar. +(To read further, type LOOK 3d) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3d~ +ExDesc Even as these new explorations and ventures took place, a clear path was +found linking Palainth back to the rest of the cities of Alsherok. Trade +relations were soon resumed, and due to its strategic location, it +blossomed into the largest city in the southern parts of the main +continent. Renowned for their acceptance of all that come in search of +knowledge, regardless of race, this majestic city is frequently visited +by all peoples of the land. They are a city founded and structured on +the tenets of individuality and fairness, where peoples of all races can +find welcome if they come in goodwill. A city of endless splendors, +unrivaled in aesthetic beauty, Palainth exists in open defiance of the +conquerors and tyrants of the world, a place where no one holds claim +over another. People of all good races walk freely here and without +fear, down every road and alleyway on the darkest of nights. Protection +for all those within its walls comes from the Knights of Palainth, who +are the direct descendents of the citys founders. +(To read further, type LOOK 3e) +~ +#ENDEXDESC + +#EXDESC +ExDescKey 3e~ +ExDesc With the increasing activities of the Orcs and other evil forces in the +world, Alsherok is now in a delicate balance as new horizons +(Here the book ends and you see a small note pasted to the back.) +(To read the note, type LOOK NOTE) +your own... +~ +#ENDEXDESC + +#EXDESC +ExDescKey note~ +ExDesc The 3rd edition is forthcoming soon. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2872 +Keywords book tome beginner's wayfaring guide abecedarium~ +Type armor~ +Short The Beginner's Guide to Wayfaring~ +Long A small tattered book lies here.~ +Flags organic magic donated~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +AffData intelligence 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData wisdom 1 -1 -1 0 +#EXDESC +ExDescKey book tome beginner's wayfaring guide abecedarium~ +ExDesc Some helpful files for those new to the Lands: + +SPAM - Will explain what spam is, and why you should not do it. +CONFIG - Will teach you about our configuration menu. +SCORE - Will tell you about your characters personal score sheet. +MOVEMENT - Will teach you various commands for moving about the game. +OBJECTS - Will teach you various commands to use your equipment. +CONTAINER - Will teach you about using containers to hold belongings. +CHANNELS - Will teach you about communication with other players. +GROUP - Will help you with grouping with other adventurers. +COMBAT - Will teach you how to choose, start and stop a fight. +DEATH - Will tell you about the death experience in the game. +PRACTICE - Will teach you about training spells, skills, and weapons. +INFORMATION - Will cover ways to find certain types of information. + +To use these help files, type HELP from the topics listed in +capital letters above. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2873 +Keywords graduation collar abecedarium~ +Type armor~ +Short A graduation collar~ +Long A graduation collar lies here, glowing faintly.~ +Flags magic donated~ +WFlags take neck~ +Values 3 3 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData wisdom 1 -1 -1 0 +AffData intelligence 1 -1 -1 0 +#EXDESC +ExDescKey graduation collar abecedarium~ +ExDesc Congratulations! You have successfully passed the combat test of the +Abecedarium and have earned the right to wear this collar! Type +WEAR COLLAR to use. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2874 +Keywords plate armour abecedarium~ +Type armor~ +Short Abecedarium plate armour~ +Long A piece of plate armor with the abecedarium symbol engraved into it lies here.~ +Flags donated~ +WFlags take body~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey plate armour abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2875 +Keywords armbands silver abecedarium~ +Type armor~ +Short A pair of silver armbands~ +Long A pair of silver armbands has been laid here.~ +Flags donated~ +WFlags take arms~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +AffData strength 1 -1 -1 0 +#EXDESC +ExDescKey armbands~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2876 +Keywords magic hat abecedarium~ +Type armor~ +Short A magic hat~ +Long A pointed hat with a wide floppy brim lies here. ~ +Flags magic antirogue antiwarrior donated antibard antidruid antimonk antiranger antipaladin antiapal~ +WFlags take head~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 3 10 -2 9999 0 None None None +#EXDESC +ExDescKey magic hat abecedarium~ +ExDesc Specially created for young spellcasters, the hat is of the traditional +sorcerer's variety, with a tall conical shape and a wide brim. A tiny +symbol of two crossed lightning bolts encircled by a laurel wreath is +sewn into the underside of the brim. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2877 +Keywords lantern wisdom light abecedarium~ +Type light~ +Short A lantern of wisdom~ +Long A lantern stands here, waiting to guide wayfarers in their journeys.~ +Flags glow magic donated~ +WFlags take hold~ +Values 0 0 -1 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData save_spell -1 -1 -1 0 +#EXDESC +ExDescKey lantern wisdom light abecedarium~ +ExDesc This is one of the various types of lightsources available in the Lands. +It comes in handy especially at night or in dark places. As you journey +onward you will find better equipment, but this will serve you for now. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2878 +Keywords staff abecedarium ~ +Type weapon~ +Short An Abecedarium staff~ +Long A sturdy staff with the abecedarium symbol engraved on its tip lies here.~ +Flags magic donated~ +WFlags take wield~ +Values 12 1 6 4 11 0 0 0 0 0 0 +Stats 6 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey staff abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2879 +Keywords axe abecedarium ~ +Type weapon~ +Short An Abecedarium axe~ +Long A small axe with the abecedarium symbol engraved on its haft lies here.~ +Flags magic anticleric antimage antirogue antibard antidruid antimonk antinecro~ +WFlags take wield~ +Values 12 2 6 3 9 0 0 0 0 0 0 +Stats 10 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey sword~ +ExDesc Made of decent quality, this sword should serve you well in your battles +to come. +~ +#ENDEXDESC + +#EXDESC +ExDescKey axe abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2880 +Keywords calabash abecedarium~ +Type drinkcon~ +Short A calabash~ +Long A calabash filled with water has been set here.~ +WFlags take~ +Values 15 15 0 0 0 0 0 0 0 0 0 +Stats 1 100 -2 9999 0 None None None +#EXDESC +ExDescKey calabash abecedarium~ +ExDesc This is one of the many water containers to be found through the Lands. +It allows you to carry water about with you and will be useful in dry +places. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2881 +Keywords spear abecedarium~ +Type weapon~ +Short An Abecedarium spear~ +Long A spear with the abecedarium symbol engraved on its shaft lies here.~ +Flags magic anticleric antimage donated antinecro~ +WFlags take wield~ +Values 12 3 3 7 10 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey mace~ +ExDesc Made of decent quality this weapon shall serve you well in the battles +to come. +~ +#ENDEXDESC + +#EXDESC +ExDescKey spear abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2882 +Keywords runed gloves reward abecedarium~ +Type armor~ +Short &PRuned Gloves&D~ +Long A pair of gloves engraved with glowing runes lies here.~ +Flags glow magic donated onlymonk~ +WFlags take hands~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey gloves abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2883 +Keywords chains kargynt abecedarium~ +Type armor~ +Short The kargynt's chains~ +Long A heap of loose chains lies here.~ +Flags evil donated~ +WFlags take neck~ +Values 0 3 0 0 0 0 0 0 0 0 0 +Stats 2 1 -2 9999 0 None None None +AffData armor -3 -1 -1 0 +#EXDESC +ExDescKey prize kargynt abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2884 +Keywords leather breastplate breast plate abecedarium~ +Type armor~ +Short A leather Abecedarium breastplate~ +Long A leather breastplate branded with the abecedarium symbol has been laid here.~ +Flags organic antimage donated antimonk antinecro~ +WFlags take body~ +Values 2 2 0 2 2 0 0 0 0 0 0 +Stats 3 500 -2 9999 0 None None None +#EXDESC +ExDescKey leather breastplate breast plate abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2885 +Keywords leather leggings abecedarium~ +Type armor~ +Short A pair of Abecedarium leggings~ +Long A pair of leggings engraved with the abecedarium symbol lies here.~ +Flags organic antimage donated antimonk antinecro~ +WFlags take legs~ +Values 2 2 0 2 2 0 0 0 0 0 0 +Stats 3 500 -2 9999 0 None None None +#EXDESC +ExDescKey leather leggings abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2886 +Keywords leather sleeves abecedarium~ +Type armor~ +Short A pair of Abecedarium sleeves~ +Long A pair of sleeves engraved with the abecedarium symbol lies here.~ +Flags organic antimage donated antimonk antinecro~ +WFlags take arms~ +Values 2 2 0 2 2 0 0 0 0 0 0 +Stats 3 500 -2 9999 0 None None None +#EXDESC +ExDescKey leather sleeves abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2887 +Keywords leather helmet abecedarium~ +Type armor~ +Short An Abecedarium helmet~ +Long A leather helmet engraved with the abecedarium symbol lies here.~ +Flags organic antimage donated antinecro~ +WFlags take head~ +Values 2 2 0 2 2 0 0 0 0 0 0 +Stats 3 500 -2 9999 0 None None None +#EXDESC +ExDescKey leather helmet abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2888 +Keywords leather boots abecedarium~ +Type armor~ +Short A pair of Abecedarium boots~ +Long A pair of boots engraved with the abecedarium symbol lies here.~ +Flags organic antimage donated antimonk antinecro~ +WFlags take feet~ +Values 2 2 0 2 2 0 0 0 0 0 0 +Stats 3 500 -2 9999 0 None None None +#EXDESC +ExDescKey leather boots abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2889 +Keywords chainmail chain mail hauberk abecedarium~ +Type armor~ +Short An Abecedarium chainmail hauberk~ +Long A chainmail hauberk engraved with the abecedarium symbol lies here.~ +Flags metal antimage donated antidruid antimonk antinecro~ +WFlags take body~ +Values 5 5 0 5 1 0 0 0 0 0 0 +Stats 10 674 -2 9999 0 None None None +#EXDESC +ExDescKey chainmail chain mail hauberk abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2890 +Keywords chainmail chain mail coif abecedarium~ +Type armor~ +Short An Abecedarium chainmail coif~ +Long A chainmail coif engraved with the abecedarium symbol lies here.~ +Flags metal antimage donated antidruid antimonk antinecro~ +WFlags take head~ +Values 5 5 0 5 1 0 0 0 0 0 0 +Stats 10 674 -2 9999 0 None None None +#EXDESC +ExDescKey chainmail chain mail coif abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2891 +Keywords chainmail chain mail leggings abecedarium~ +Type armor~ +Short A pair of Abecedarium chainmail leggings~ +Long A pair of chainmail leggings engraved with the abecedarium symbol lies here.~ +Flags metal antimage donated antidruid antimonk antinecro~ +WFlags take legs~ +Values 5 5 0 5 1 0 0 0 0 0 0 +Stats 10 674 -2 9999 0 None None None +#EXDESC +ExDescKey chainmail chain mail leggings abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2892 +Keywords chainmail chain mail sleeves abecedarium~ +Type armor~ +Short A pair of Abecedarium chainmail sleeves~ +Long A pair of chainmail sleeves engraved with the abecedarium symbol lies here.~ +Flags metal antimage donated antidruid antimonk antinecro~ +WFlags take arms~ +Values 5 5 0 5 1 0 0 0 0 0 0 +Stats 10 674 -2 9999 0 None None None +#EXDESC +ExDescKey chainmail chain mail sleeves abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2893 +Keywords wooden shield abecedarium~ +Type armor~ +Short A wooden Abecedarium shield~ +Long A wooden shield engraved with the abecedarium symbol lies here.~ +Flags donated~ +WFlags take shield~ +Values 7 7 0 14 1 0 0 0 0 0 0 +Stats 6 449 -2 9999 0 None None None +#EXDESC +ExDescKey wooden shield abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2894 +Keywords long sword longsword abecedarium~ +Type weapon~ +Short An Abecedarium longsword~ +Long A longsword engraved with the abecedarium symbol lies here.~ +Flags magic anticleric antimage donated antidruid antimonk antinecro~ +WFlags take wield~ +Values 10 2 5 1 1 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey long sword longsword abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2895 +Keywords shortsword short sword abecedarium~ +Type weapon~ +Short An Abecedarium shortsword~ +Long A shortsword engraved with the abecedarium symbol lies here.~ +Flags metal magic anticleric antimage donated antidruid antimonk antinecro~ +WFlags take wield~ +Values 10 2 4 6 1 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey short sword shortsword abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2896 +Keywords mace abecedarium~ +Type weapon~ +Short An Abecedarium mace~ +Long A mace engraved with the abecedarium symbol lies here.~ +Flags magic antimage antirogue donated~ +WFlags take wield~ +Values 10 2 5 4 5 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey mace abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2897 +Keywords quarterstaff staff abecedarium~ +Type weapon~ +Short An Abecedarium quarterstaff~ +Long A quarterstaff engraved with the abecedarium symbol lies here.~ +Flags magic donated~ +WFlags take wield~ +Values 10 2 4 4 11 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +#EXDESC +ExDescKey quarterstaff staff abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2898 +Keywords sickle abecedarium~ +Type weapon~ +Short An Abecedarium sickle~ +Long A sickle engraved with the abecedarium symbol on its shaft lies here.~ +Flags magic anticleric antimage antirogue donated antimonk~ +WFlags take wield~ +Values 10 2 5 1 11 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#EXDESC +ExDescKey sickle abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2900 +Keywords wand abecedarium~ +Type wand~ +Short An Abecedarium wand~ +Long A wand engraved with the abecedarium symbol on its shaft lies here.~ +Flags magic anticleric antirogue antiwarrior antibard antidruid antimonk~ +WFlags take hold~ +Values 5 5 5 -1 0 0 0 0 0 0 0 +Stats 3 100 -2 0 0 None None None +Spells 'magic missile' +#EXDESC +ExDescKey wand abecedarium~ +ExDesc This is one of the many wands available in the Lands. To use it, +simply hold it and type ZAP . Wands do not necessarily +advertise the spells they hold, but this one is labelled in +neat script, "Magic missile". +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2901 +Keywords robe abecedarium~ +Type armor~ +Short An Abecedarium robe~ +Long A thick robe with the abecedarium symbol sewn onto its sleeves lies here.~ +WFlags take body~ +Values 2 2 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 0 0 None None None +#EXDESC +ExDescKey robe abecedarium~ +ExDesc This is one of the various pieces of armour available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium armour will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2902 +Keywords ring retreat abecedarium~ +Type trash~ +Short Ring of Retreat~ +Long A tiny ring made of lapis lazuli lies here, glittering from the ground.~ +Flags metal donated~ +WFlags take finger~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None +#EXDESC +ExDescKey ring retreat abecedarium~ +ExDesc Looking at the ring, you see that it is a simple band carved from lapis +lazuli, with no distinguishing marks other than the Abecedarium symbol +etched upon it. As you look at it however, a voice speaks to you out of +nowhere. + +It says, "&CTake care of this, young wayfarer, for it is a gift bestowed +to you by Meia Quickquill. If you are ever lost, or have need to return +quickly to the Abecedarium, simply type &YWEAR RETREAT&C and it will bring +you to Faeia safely. &RMark that the ring will only work if you are standing +and will not help you to escape from a fight!&C Also, once you are past +level 5, the ring will be reclaimed after one final use.&D +~ +#ENDEXDESC + +#MUDPROG +Progtype wear_prog~ +Arglist 100~ +Comlist if level($n) > 5 +mea 0.$n You hear a voice speaking to you, "You are now experienced enough." +mea 0.$n The voice continues, "You have no further need for this ring." +mea 0.$n The ring glows softly and suddenly dematerialises into thin air. +mpstrew 0.$n 2902 +else +if position($n) < 12 +mea 0.$n The ring glows briefly with a pale blue light but nothing happens. +else +mea 0.$n The ring flares with a bright blue light which momentarily blinds you. +mea 0.$n You find yourself back in the Abecedarium standing in front of Faeia. +mptrlook 0.$n 2850 +endif +endif +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 2903 +Keywords interracial enclave portal gem two~ +Type button~ +Short A gem~ +Long A gem glows faintly within the portal as you approach.~ +Values 805371904 7108 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#EXDESC +ExDescKey gem~ +ExDesc The gem is perfectly symmetrical and glows with an inner light. It is suspended +in mid-air, held by magical forces. It can be pushed or pulled away from its +position but cannot be removed from its place. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p pushes A gem.~ +Comlist mpecho The gem glows brighter until its light fills the entire room! +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p pulls A gem.~ +Comlist mpecho The gem glows brighter until its light fills the entire room! +~ +#ENDPROG + +#ENDOBJECT + +#OBJECT +Vnum 2904 +Keywords glasses wizardeye abecedarium~ +Type treasure~ +Short A pair of sapphire-rimmed glasses~ +Long A pair of glasses with sapphires inset around its rim lies here.~ +WFlags take eyes~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -2 9999 0 None None None +AffData affected 'wizardeye' -1 -1 0 +#EXDESC +ExDescKey sapphire glasses~ +ExDesc A strange looking device with two pieces of glasses placed into a silver frame +inset with sapphires. The frame has two thin gold wires sticking to the back +and curving at the ends. Apparently, the device is to be worn over the eyes +with the aid of the two wires sitting on the ears. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2905 +Keywords stone fountain abecedarium~ +Type fountain~ +Short A Carved Fountain~ +Long A beautiful stone fountain occupies the centre of the plaza.~ +Values 0 1 0 0 0 0 0 0 0 0 0 +Stats 1000 1 1 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2906 +Keywords runed long sword longsword reward abecedarium~ +Type weapon~ +Short &RA Runed Longsword&D~ +Long A longsword engraved with glowing runes lies here.~ +Flags glow magic anticleric antimage donated antidruid antimonk antinecro~ +WFlags take wield~ +Values 12 2 5 1 1 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey long sword longsword abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2907 +Keywords runed short sword shortsword reward abecedarium~ +Type weapon~ +Short &BA Runed Shortsword&D~ +Long A shortsword engraved with glowing runes lies here.~ +Flags glow metal magic anticleric antimage donated antidruid antimonk antinecro~ +WFlags take wield~ +Values 12 2 4 6 1 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey short sword shortsword abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2908 +Keywords runed mace reward abecedarium~ +Type weapon~ +Short &YA Runed Mace&D~ +Long A mace engraved with glowing runes lies here.~ +Flags glow magic antimage antirogue donated~ +WFlags take wield~ +Values 12 2 5 4 5 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey mace abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2909 +Keywords runed quarterstaff staff reward abecedarium~ +Type weapon~ +Short &OA Runed Quarterstaff&D~ +Long A quarterstaff engraved with glowing runes lies here.~ +Flags glow magic donated~ +WFlags take wield~ +Values 12 2 4 4 11 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey quarterstaff staff abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2910 +Keywords runed sickle reward abecedarium~ +Type weapon~ +Short &GA Runed Sickle&D~ +Long A sickle engraved with glowing runes on its shaft lies here.~ +Flags glow magic anticleric antimage antirogue donated antimonk~ +WFlags take wield~ +Values 12 2 5 1 11 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData hitroll 1 -1 -1 0 +AffData damroll 1 -1 -1 0 +#EXDESC +ExDescKey sickle abecedarium~ +ExDesc This is one of the various pieces of weaponry available in the Lands. As +you journey onward, you will find better equipment, but for now the +Abecedarium weapon will have to do. +~ +#ENDEXDESC + +#ENDOBJECT + +#OBJECT +Vnum 2911 +Keywords unholy idol abecedarium~ +Type armor~ +Short An unholy idol~ +Long Evil waves radiate from the idol laying here.~ +WFlags take hold~ +Values 5 5 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 2949 +Keywords Last obj~ +Type trash~ +Short a newly created last obj~ +Long Some god dropped a newly created last obj here.~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 0 9999 0 None None None +#ENDOBJECT + +#ROOM +Vnum 2850 +Name The Abecedarium Foyer~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 100000 +Desc Here in this spacious marbled hall, the air feels cool and dry. You stand +in the foyer of the Abecedarium. Within these holy walls, you will be +taught everything a young adventurer might require to step out into the +Lands. Tutors are spread throughout to grant their gifts of knowledge, +but it will be necessary to communicate with them in order to hear +everything they may have to say. To talk to any mobile, just type +&YSAY &D. Although these keywords are not always obvious, they +will be highlighted throughout the Abecedarium in capital letters. If +you want them to repeat anything they say, merely say the keyword again. +Also, you can type &YSAY REPEAT&D for them to tell you the topics again. +&BA shimmering portal fills an elaborate frame standing in a corner.&D +~ +#EXIT +Direction north~ +ToRoom 2866 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2917 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2927 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2851 +#ENDEXIT + +Reset M 2850 1 2850 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[&R#&C]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND. +&GIf you cannot read the map and need help, please type LOOK HELP.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey newbie~ +ExDesc A silver plaque is mounted on the wall here with words on it. It says: + +You stand in the Abecedarium, dedicated to Meia, goddess of learning. +Within these holy walls, you will be taught everything a young +adventurer might need to venture forth into the world. + +Simply walk from room to room by typing the direction in which you wish +to go. + +To learn, you will have to talk to the tutors. Just &YSAY&D the words +and they will tell you what you wish to know. Although keywords are not +always obvious, they will be highlighted through the Abecedarium in +capital letters. + +During your lessons, you may sometimes forget what has been said. If you +wish a repeat, merely say the keywords again. Also, you may type &YSAY REPEAT&D +for them to tell you what topics they teach. + +In every room, there will be a map on the wall. It will show your position. +To look at the map, type &YLOOK MAP&D. + + &RNOTE + &R------&D + +The Abecedarium is located on the island of Reonn which is a safe enclave +for new adventurers in the world. Until level 10, you will benefit from +having your corpse being transported to you when you die so you do not +need to do a corpse retrieval. Also, you will have access to newbie +areas located on Reonn where you can gain experience to level. + +Once you have reached level 5, you can attempt the Abecedarium challenge +where you will be rewarded with a weapon on successful completion and be +transported into the city where more adventures await in the lands. At +level 10, you MUST attempt the challenge as you may no longer access the +Abecedarium and the newbie areas. +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey HELP~ +ExDesc &YEach bracket [ ] represents a single chamber. +Each - or | represents a link between rooms. +For example, [A]-[B] would represent 2 rooms, A and B. +Room A would have an exit leading east to B +And Room B would have an exit leading west to A. +If two chambers are seen presented as follows, [ ] [ ] +It means that they are not connected to each other. +~ +#ENDEXDESC + +#MUDPROG +Progtype speech_prog~ +Arglist yes~ +Comlist if hasqbit($n) == 4 +else +if level($n) >= 5 +if level($n) <= 10 +if mortcount(2926) == 0 +mpechoat 0.$n &y A magical portal opens before you. +mpopenpassage 2850 2926 4 +mer 0.$n &y A magical portal opens before $n. +mpechoat 0.$n &y A magical force pulls you through the portal. +mer 0.$n &y $n is pulled by a magical force through the portal. +mpforce 0.$n up +mpecho &y The magical portal winks shut. +mpclosepassage 2850 4 +else +mea $n A voice whispers, "There is someone attempting the challenge now." +mea $n A voice whispers, "You must wait your turn. Be patient." +endif +endif +endif +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2851 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You walk into a small chamber decorated with silken draperies hanging +over the bare marble walls. On one wall, a map is displayed clearly, +showing your precise position. A lady is seated in a plush armchair, +upholstered in velvet, before you. +~ +#EXIT +Direction east~ +ToRoom 2850 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2852 +#ENDEXIT + +Reset M 2851 1 2851 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[&R#&C]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2852 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Ornate tapestries adorn the walls of this chamber, and you notice a +map displayed clearly on one wall, showing your present location. To +one side, the tapestries have been drawn aside to reveal a slate board +set into the marbled wall. +~ +#EXIT +Direction north~ +ToRoom 2854 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2851 +#ENDEXIT + +Reset M 2852 1 2852 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [&R#&C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2853 +Name An Abecedarium Classroom ~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The bare marble walls are draped with silken hangings, and a map is +framed clearly on the southern wall. To the north, a stand has been +set up to display a large golden plaque, engraved in flowing script. +Beside the stand is a high wooden stool which is presently unoccupied. +~ +#EXIT +Direction north~ +ToRoom 2858 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2863 +#ENDEXIT + +Reset M 2853 1 2853 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [&R#&C] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey plaque~ +ExDesc In large letters, the words "Rules of Conduct" +are engraved on it. +For more information on the rules, type HELP RULES. +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2854 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Walking into this room, you find that it is decorated with ornate +tapestries. To one side, a map is displayed behind a glass panel. +A large oak table sits in the middle of the room, with several +papers arrayed upon it. +~ +#EXIT +Direction north~ +ToRoom 2855 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2852 +#ENDEXIT + +Reset M 2854 1 2854 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [&R#&C] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2855 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The room is devoid of adornments, with only a large chair in the corner +and a suit of gleaming armour displayed proudly within a crystal cabinet. +On one side, you notice once more the map which marks your position as +you walk through the Abecedarium. +~ +#EXIT +Direction north~ +ToRoom 2859 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2854 +#ENDEXIT + +Reset M 2855 1 2855 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [&R#&C] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2856 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Countless rows of weapons line the room, arrayed in several racks. You +see at least one of each weapon type here, and many varieties of each. +Framed on one side is a parchment map of the Abecedarium grounds, with +an indicator to show your position. A small stairwell has been sunk in +the corner of the room, leading off somewhere, while a padded mat has +been laid on the ground here. +~ +#EXIT +Direction east~ +ToRoom 2861 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2857 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2911 +#ENDEXIT + +Reset M 2856 1 2856 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[&R#&C]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2857 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Elegant scrolls of calligraphy hang from the walls of this chamber. Among +the brushstrokes, you notice one faded parchment inked clearly in straight +lines, showing a map of where you are now. A padded mat has been placed +on the ground here. +~ +#EXIT +Direction east~ +ToRoom 2856 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2860 +#ENDEXIT + +Reset M 2857 1 2857 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[&R#&C]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2858 +Name An Abecedarium Classroom ~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber is conspicuously spartan, with only a display of crossed +daggers in a crystal case to one side and a familiar map framed on the +southern wall. All else is smooth, bare tiles of cool marble laid in +a concentric pattern on the ground of the circular chamber. +~ +#EXIT +Direction north~ +ToRoom 2861 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2853 +#ENDEXIT + +Reset M 2858 1 2858 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [&R#&C] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2859 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Walking in, you discover a fire crackling warmly within an alcove in +one wall, behind a steel grill. A carpet has been laid out just before +it, with plump cushions scattered over the elegant weave. A map is +displayed clearly on one of the walls, indicating your present position. +~ +#EXIT +Direction east~ +ToRoom 2860 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2855 +#ENDEXIT + +Reset M 2859 1 2859 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [&R#&C]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2860 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Here you stand in a room leading off to four chambers in all the +cardinal directions. Damask drapes adorn the marbled walls, and a +map indicating your position is hung from a pillar. To the north and +south, you see more of the Abecedarium. Westward, you see a reception +area tucked in a small room. A jumble of items can be seen to the east, +arrayed all over in a sales display. In the center of the room, a +block of marble has been placed. +~ +#EXIT +Direction east~ +ToRoom 2857 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2859 +#ENDEXIT + +Reset M 2866 1 2860 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[&R#&C]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2861 +Name An Abecedarium Classroom ~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Black velvet curtains are hung tastefully on the walls of this room, +and a thick carpet has been laid upon the floor. In the middle, you +see a circle of onyx stones set around a hole, which you realise is +actually a stairwell leading downwards. The steps seem quite slippery. +A map is pinned on the wall, showing your exact position. +~ +#EXIT +Direction south~ +ToRoom 2858 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2856 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2913 +#ENDEXIT + +Reset M 2860 1 2861 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[&R#&C] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2862 +Name The Healing Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The chamber has a domed ceiling that twinkles with magical lights that +create everchanging intricate patterns. White satin meets your eye in +this peaceful feeling room. A raised dais has been set in the centre, +and a figure is seated upon it. A pearlescent radiance fills the room. +~ +#EXIT +Direction west~ +ToRoom 2934 +#ENDEXIT + +Reset M 2861 1 2862 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2863 +Name An Abecedarium Classroom ~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc An eclectic collection of items clutter up this chamber. Yet, a space +on one side has been cleared so you have a clear view of the map pinned +to the wall there, and a large cushion rests atop a messy heap in the +center of the room. +~ +#EXIT +Direction north~ +ToRoom 2853 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2917 +#ENDEXIT + +Reset M 2862 1 2863 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[N]-[&R#&C] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2864 +Name Entrance to the Interracial Enclave~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You walk into a chamber panelled in solemn oak. Upon the burnished +panels, you see drawings of the various races of the world. Along the +walls, a plush bench stretches from end to end, leaving plenty of +space for anyone to sit. An ornate stairway leads downwards in the +centre, with a sign beside it. +~ +#EXIT +Direction south~ +ToRoom 2934 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2868 +#ENDEXIT + +#EXDESC +ExDescKey sign~ +ExDesc &YTHE INTERRACIAL ENCLAVE&D + +Within the enclave, you will find the Racemasters who have been +brought together under one roof by Meia. They will teach you your +racial skills and guide you in finding their kind when you leave +the safety of Reonn. +~ +#ENDEXDESC + +#MUDPROG +Progtype act_prog~ +Arglist p from below.~ +Comlist if level($n) > 10 +mea $n A voice from nowhere speaks to you gently. +mea $n "You are experienced enough and have no need of this place." +mea $n "Take your leave and may Meia bless you." +mpforce $n down +endif +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2865 +Name Entrance to the Hall of Guilds~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Beautiful birch carvings panel the walls of this room. The carvings +are of the various classes who adventure in the world, uncovering its +many mysteries. A glass stairway spirals downwards into the depths of +an amethyst-ringed pit, and a sign stands beside the delicate railing. +Magical globes of light hanging from the ceiling illuminate the hall. +~ +#EXIT +Direction north~ +ToRoom 2934 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 2894 +#ENDEXIT + +#EXDESC +ExDescKey sign~ +ExDesc &YTHE HALL OF GUILDS&D + +Within the hall, you will find the Guildmasters who have been +brought together under one roof by Meia. They will teach you your +class skills which will serve you in good stead in your adventures. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2866 +Name The Abecedarium Porch~ +Sector indoors~ +Flags nomob indoors~ +Stats 0 0 0 0 100000 +Desc You come to a circular chamber, with an archway leading back south into +the main foyer. Comfortable velvet cushions are scattered about on soft +multicoloured carpets, creating an inviting and cosy environment for +young adventurers to meet and trade stories and information. A map of the +Abecedarium is loosely pinned on the wall next to the message board. +~ +#EXIT +Direction south~ +ToRoom 2850 +#ENDEXIT + +Reset O 11008 1 2866 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [&R#&C] [L] + | | | + [C]-[B]-[A]-[N]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2867 +Name The Yellow Turtle Apothecary~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This shop is filled with a myriad of scents, from spicy to sweet to musky +to floral. It is a cosy shop, and a circle of chairs is arrayed about a +fire blazing merrily in the hearth. Some kind of herbal tea is boiling +in a kettle hanging over the fire, giving off a pleasant aroma. Shelves +containing a variety of coloured potions line the walls. On one of the +wall hangs a drawing of a yellow turtle. +~ +#EXIT +Direction north~ +ToRoom 2933 +#ENDEXIT + +Reset M 2864 1 2867 -1 -1 -1 100 + Reset G 2862 1 100 + Reset G 2858 1 100 + Reset G 2861 1 100 + Reset G 2859 1 100 + Reset G 2863 1 100 + Reset G 2860 1 100 +#ENDROOM + +#ROOM +Vnum 2868 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You stand at the end of an ornate hallway made of coralite, which is +the crystallised form of coral. Reaching out a hand, you find that it +has a grainy texture which sparkles with refracted light. A stairway +leads upward, while three doors made of quartz stand before you. The +north door is carved with the word "High Elf". To the west, you see +the engraving "Human", while the southern door is scribed with "Pixie". +To the east, the hallway stretches onward. +~ +#EXIT +Direction north~ +ToRoom 2870 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2872 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2871 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2869 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2864 +#ENDEXIT + +Reset M 2901 1 2868 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2869 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Stepping into the room, the first thing you notice is the welcoming +warmth. Red-hot coals glow in a brazier on a small table to one side, +and beside the table is a chair. In a corner, a bed has been neatly +made, and a rug lies alongside. +~ +#EXIT +Direction east~ +ToRoom 2868 +#ENDEXIT + +Reset M 2869 1 2869 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2870 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The walls are covered in a layer of frosted crystal, and a great silver +chandelier hangs from the center of the domed ceiling. The ground is +covered under a fantastic weave of intricate shapes, and you notice a +rich purple cloth spread over a rosewood table on one side. A crystal +flask holding a burgundy liquid stands beside two goblets upon the cloth. +~ +#EXIT +Direction south~ +ToRoom 2868 +#ENDEXIT + +Reset M 2870 1 2870 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2871 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc At first, you think that you have been transported out of the Abecedarium +altogether. This chamber resembles the crown of an ancient oak, and you +stand on a branch spreading out from the massive bole. Specks of gold +swirl weightlessly in the air, and you can feel the raw magic surging +through the tree. +~ +#EXIT +Direction north~ +ToRoom 2868 +#ENDEXIT + +Reset M 2871 1 2871 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2872 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Following the shimmering red walls, you come to two emerald doors on +either side of you. To the north, the word "Wild Elf" is carved neatly +in clear letters, while the door to the south reads "Drow". The passage +continues east and west. +~ +#EXIT +Direction north~ +ToRoom 2873 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2891 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2874 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2868 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2873 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Sweeping aside a leafy curtain which falls back over the doorway behind +you, you step into a grassy clearing surrounded by ash trees. Stray +beams of sunlight filter through the thick canopy over your head, +speckling the ground in gold and green. An exquisite table seems to +grow from the ground before you, with two shrubs for chairs. +~ +#EXIT +Direction south~ +ToRoom 2872 +#ENDEXIT + +Reset M 2872 1 2873 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2874 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Intricate velvet tapestries cover the walls within this chamber. Looking +at them, you cannot help but admire them even as you are disgusted by the +sheer horrors they depict. One captures the moment of a sacrifice to +Zeslavin, the spider deity. Yet another shows a furious battle between +the elfkin and a dwarf troop. Cringing inside, you tear your eyes away +from the terrible beauty of the artwork. +~ +#EXIT +Direction north~ +ToRoom 2872 +#ENDEXIT + +Reset M 2873 1 2874 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2875 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc At this point, the coralite passage brings you to twin emerald doors, +set into the walls on both sides. The northern door is a little smaller +than the one to the south, and the word "Gnome" is carved into its +sparkling surface. The other door is inscribed "Half-Elf". +~ +#EXIT +Direction north~ +ToRoom 2876 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2878 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2877 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2891 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2876 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber has been cut out of the bedrock beneath the city. +Various contraptions are scattered about the floor, some seemingly broken +and others in a state of semi-completion. A small bed is tucked in one +corner, and a cluttered granite table stands in the centre of the room. +~ +#EXIT +Direction south~ +ToRoom 2875 +#ENDEXIT + +Reset M 2876 1 2876 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2877 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc As you enter, the first things to catch your eye are the many hunting +trophies hung on the walls. In fact, you stand on a thick bearskin rug. +On one side, a sizeable teak closet stands against the wall, with a +neatly made bed beside it. A table is placed nearby, and a meal has +been laid out on it. +~ +#EXIT +Direction north~ +ToRoom 2875 +#ENDEXIT + +Reset M 2877 1 2877 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2878 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The beautiful hallway continues eastward and westward. Here, you stand +before two amethyst doors. Glimmering in the light of the passageway, +the inscription on the northern door reads "Halfling". Another carving +can be seen on the door to the south, which says "Half-Orc". +~ +#EXIT +Direction north~ +ToRoom 2879 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2881 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2880 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2875 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2879 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber is small and quite cramped for anyone standing above +five feet. All the furnishing is done on a proportionate scale, which +means that most people would not fit on the tiny stools around the +small table. A bed is tucked away in one corner, and you notice a +stove built into an alcove in the wall, with a chimney pipe leading +off somewhere above. +~ +#EXIT +Direction south~ +ToRoom 2878 +#ENDEXIT + +Reset M 2879 1 2879 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2880 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A mess meets your eyes as you step into this room. Rumpled clothes are +scattered around, and it seems as if no one has cleaned up for some +time. A jumble of dirty wooden plates lie untouched on a badly stained +table, and looking at the crumpled bedsheets nearby, you see scraps of +past meals stuck to the grimy linen. +~ +#EXIT +Direction north~ +ToRoom 2878 +#ENDEXIT + +Reset M 2880 1 2880 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2881 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Here, you stand between two doors crafted of sapphire standing on each +side. The door to the north has a carving which says "Half-Troll" while +the southern door is inscribed with the words "Half-Ogre". Peering down +the length of the hallway, you find that it stretches onward east and +west. +~ +#EXIT +Direction north~ +ToRoom 2882 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2884 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2883 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2878 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2882 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Carved out of granite, this chamber seems rather inhospitable at first. +Slowly, you make out the great smooth slab which is used as a bed in +one corner, and the simple table and chairs crafted from the speckled +grey rock at one side. Beside the table stands a stone bookcase filled +with all kinds of books. +~ +#EXIT +Direction south~ +ToRoom 2881 +#ENDEXIT + +Reset M 2881 1 2882 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2883 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A ragged furry skin is laid on the floor here as a doormat. Besides +that, the room is sparsely furnished. Built of sandy-grey stone, it +is large, rising overhead in a huge dome. A giant bed lies to one +side, while a bone table occupies the remaining space on the other +side of the room with a stone stool. +~ +#EXIT +Direction north~ +ToRoom 2881 +#ENDEXIT + +Reset M 2882 1 2883 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2884 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The rough coralite is embedded with a pair of aquamarine doors at this +point. In the dimly lighted hallway, you notice a word, "Insectoid" +carved onto the surface of the northern door, while "Centaur" is scribed +on the door to the south. Towards the east and west, the hallway continues. +~ +#EXIT +Direction north~ +ToRoom 2885 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2887 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2886 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2881 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2885 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc As you enter the room, you notice that the air within is noticeably +drier. It seems to have been built with sandstone walls, and fine +sand covers the floor in a thick layer. In one corner, you see a +nest of some sort made of dried mud. The rest of the chamber holds +nothing of particular interest. +~ +#EXIT +Direction south~ +ToRoom 2884 +#ENDEXIT + +Reset M 2883 1 2885 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2886 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You walk into an enchanted grove within this chamber. Sunlight falls +from somewhere above to dance on rich green grass. Willow trees grow +around you within the chamber, clustering thickly on a small mound +at one corner. A small net woven of leaves and slender boughs forms +a bookshelf which blends in almost perfectly with your surroundings +if not for the bright colours of the books within. +~ +#EXIT +Direction north~ +ToRoom 2884 +#ENDEXIT + +Reset M 2884 1 2886 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2887 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The sparkling red hallway comes to an end here, stretching back towards +the west in a straight length. Three doors carved from spinel shards +stand before you, each with a single word engraved in clear, flowing +script. To the north, you read "Gith", while the southern door says +"Minotaur", the eastern door bears the word "Iguanadon", and the +northeast door is labeled "Sahuagin". Standing in the center of the +hallway here is a small raised dais with a portal on it. +~ +#EXIT +Direction north~ +ToRoom 2888 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2890 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2889 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2884 +#ENDEXIT + +#EXIT +Direction northeast~ +ToRoom 2938 +#ENDEXIT + +Reset O 2903 1 2887 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2888 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The chamber is a swirling mass of colours and mist, and even the floor +feel unsteady beneath your feet. Looking around, you find yourself +disorientated and getting dizzier by the moment. In fact, most races +find it impossible to walk into a Gith abode and leave without feeling +some trace of nausea. The mental energy in this room is very strong, +and you find yourself struggling to keep from being overwhelmed. +~ +#EXIT +Direction south~ +ToRoom 2887 +#ENDEXIT + +Reset M 2885 1 2888 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2889 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Stepping into the room, you find yourself aboard a ship of some kind, +riding the waves on a gentle sea. Seeing the stone walls and ceiling +of the chamber, however, arouses your curiosity and you peer over the +railing. Apparently, you stand on a replica of a ship's deck which +floats like a raft in a large pool of lapping water. +~ +#EXIT +Direction north~ +ToRoom 2887 +#ENDEXIT + +Reset M 2886 1 2889 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2890 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A damp mist wreathes much of the chamber, and you find yourself stepping +into shallow pools of water interspersed with hardy, twisted plants, much +as if this were a swamp. Small clouds of mud puff through the water as +you walk, obscuring your path entirely. A nest has been built of reeds +and grasses on an island you glimpse nearby. +~ +#EXIT +Direction west~ +ToRoom 2887 +#ENDEXIT + +Reset M 2887 1 2890 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2891 +Name Along the Enclave Hallway~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The glittering passage leads you to two exquisite doors crafted from +flawlessly cut diamonds, set into low arches in the walls on both +sides. An elegant carving on the arch to the north reads "Dwarf", +whilst another on the southern arch says "Duergar". +~ +#EXIT +Direction north~ +ToRoom 2892 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2875 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2893 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2872 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2892 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Glittering limestone stalactites cover the entire ceiling, poised above +you like serrated teeth. A small piece of glowing amber is affixed to +the point of each, lighting the chamber. Near the walls, you see the +stalagmite formations rising upward, but the rest of the room has been +ground down so that you stand on a shimmering level floor. +~ +#EXIT +Direction south~ +ToRoom 2891 +#ENDEXIT + +Reset M 2874 1 2892 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2893 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber is encrusted with obsidian shards, some large enough to +form crude outcroppings along the walls. In fact, a particularly +flawless boulder has been sheared in half to make a table which is +placed in the centre of the room, surrounded by smaller chunks used +as stools. +~ +#EXIT +Direction north~ +ToRoom 2891 +#ENDEXIT + +Reset M 2875 1 2893 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2894 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You stand in a hallway of grey stone, within the Hall of Guilds. Here, +a group of guildmasters have been gathered at Meia's behest to lead +young wayfarers on their first steps in their chosen profession. To +the east, the hallway continues while a glass stairway leads up. +~ +#EXIT +Direction east~ +ToRoom 2895 +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 2865 +#ENDEXIT + +Reset M 2902 1 2894 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2895 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The hallway stretches to the east and west. To the north and south, +you see two doors, each carved from huge blocks of pale greenish jade. +Both doors have a single word carved on them, "Warrior" northward and +"Rogue" southward. +~ +#EXIT +Direction north~ +ToRoom 2896 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2898 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2897 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2894 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2896 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You come to a small room decorated with assorted weaponry, and a simple +straw mat laid on the ground. A suit of armour hangs from its rack on +one side, and various books written about warfare are arrayed in a +wooden bookcase beside the armour. +~ +#EXIT +Direction south~ +ToRoom 2895 +#ENDEXIT + +Reset M 2889 1 2896 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2897 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A variety of daggers are displayed from hooked racks along the walls. +To one side stands a small cupboard, and you glimpse a set of gleaming +lockpicks within. A suit of solemn black leather is draped informally +over the cupboard, and a neatly coiled rope attached to a grapnel has +been placed on the leather. +~ +#EXIT +Direction north~ +ToRoom 2895 +#ENDEXIT + +Reset M 2890 1 2897 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2898 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The grey hallway continues eastward and westward. Two doors stand to +the north and south of you, cut from sandstone slabs. Each door has +a word cut into it, "Cleric" for the north and "Bard" for the south, +in beautiful cursive lettering. +~ +#EXIT +Direction north~ +ToRoom 2899 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2901 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2900 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2895 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2899 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The first thing to catch your eye in this chamber is a clothes rack +against the wall. A number of garments are hung there, all pristinely +white. Altars to the various deities in the Lands are set in alcoves +dug out of the walls, with Meia's taking the place of honour in the +center. +~ +#EXIT +Direction south~ +ToRoom 2898 +#ENDEXIT + +Reset M 2891 1 2899 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2900 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Various instrument parts are scattered around the ground. To one side, +you see a silver display case, where an engraved platinum lute is on +display. Other instruments are also kept in clear cases beside the +lute. +~ +#EXIT +Direction north~ +ToRoom 2898 +#ENDEXIT + +Reset M 2892 1 2900 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2901 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You stand in the middle of a hallway built of grey stone, sanded down +and polished to a smooth finish. A giant pearl seems to have been sliced +apart for the creation of twin doors, gleaming softly in the dim light. +To the north is inscribed "Ranger" on the door, while southward you see +the word "Druid". +~ +#EXIT +Direction north~ +ToRoom 2902 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2904 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2903 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2898 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2902 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Entering the chamber, you find that it is furnished simply with a single +sturdy table with two chairs beside it and a bed obscured by a tapestry +curtain on one side. A half-open closet near the table reveals a suit +of ragged clothes in forest green, as well as a longbow and a full quiver +of green-fletched arrows stored within. +~ +#EXIT +Direction south~ +ToRoom 2901 +#ENDEXIT + +Reset M 2893 1 2902 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2903 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Plants cover almost every surface in this room, climbing up the walls +and twining above your head in a leafy canopy which obscured the grey +walls. A bed of various flowers grows in the centre like a lush carpet, +complimenting the thick grass. +~ +#EXIT +Direction north~ +ToRoom 2901 +#ENDEXIT + +Reset M 2894 1 2903 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2904 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The grey stone used in the construction of the hallway is smooth and +unmarked, suggesting that it is a new addition to the Abecedarium's +grounds. Giant shards of jet have been cut and set into two doorways +on each wall alongside the passage. The carved word on the northern +door says "Mage", while the one on the southern door says "Necromancer". +~ +#EXIT +Direction north~ +ToRoom 2905 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2907 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2906 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2901 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2905 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A variety of flasks and wands line the walls of the room from various +hooks and display racks. In the corner of a room, a large cauldron +bubbles softly over a firepit, scenting the room with a strange +fragrance which leaves you feeling tingly all over. +~ +#EXIT +Direction south~ +ToRoom 2904 +#ENDEXIT + +Reset M 2895 1 2905 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2906 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc An ominous feeling seems to emanate from the very walls of this chamber. +Assorted flasks sit upon wooden shelves lining the room, and a large +stone pot sits over a fireplace inset within an alcove. A cluttered +table stands to one side, with a skull on it which seems to peer at +you unblinkingly with malevolent eyes. +~ +#EXIT +Direction north~ +ToRoom 2904 +#ENDEXIT + +Reset M 2896 1 2906 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2907 +Name Along the Guildhall Corridor~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You stand at the end of the grey hallway. Large chunks of blackrock have +been sculpted and polished to form the three doors you see before you. To +the north, the gleaming ebon has been scribed with "Paladin". Southward, +a carving on the door states. "Antipaladin". Yet another carving upon the +eastern door reads "Monk". +~ +#EXIT +Direction north~ +ToRoom 2908 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2910 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2909 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2904 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2908 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc As you step into the room, you catch sight of an impressive suit of +armour burnished in white, with a flowing cape in the same spotless +condition draped from golden shoulder-clasps. It stands beside an +altar dedicated to Meia, and behind the suit, a great sword and shield +made of flawless crystal is hung on the walls. +~ +#EXIT +Direction south~ +ToRoom 2907 +#ENDEXIT + +Reset M 2897 1 2908 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2909 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The light in this room is even darker than the hallway's dimness. On +one side, you see a suit of armour in deepest black, with a velvet +cloak cascading in soft folds from a silver neck clasp. Behind the +armour, a great two-handed sword forged of glossy ebon adamantite +hangs in its scabbard of etched mithril. An altar to Meia has been +set up in an alcove on the opposite wall. +~ +#EXIT +Direction north~ +ToRoom 2907 +#ENDEXIT + +Reset M 2898 1 2909 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2910 +Name Within the Guildhall~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber seems to be an extension of the hallway, panelled as it +is, in grey stone as it is there. Few items catch your interest in +the spartan furnishing. A simple bed lies in one corner, with a +rosewood bookshelf beside it filled with various books concerning the +clergy and theological concepts. In a small wall alcove, there is an +altar dedicated to Meia Quickquill. +~ +#EXIT +Direction west~ +ToRoom 2907 +#ENDEXIT + +Reset M 2888 1 2910 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2911 +Name An Abecedarium Training Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc Descending the stairwell, you find yourself in a small chamber with +bare marble walls. A dish of water, as well as a platter of food, sits +untouched where they have been placed at the foot of the stairs. +Looking about, you notice something moving at the far corner... +~ +#EXIT +Direction up~ +ToRoom 2856 +#ENDEXIT + +Reset M 2865 1 2911 -1 -1 -1 100 + Reset E 2883 1 3 100 +#ENDROOM + +#ROOM +Vnum 2912 +Name The Abecedarium Library~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You step into the cool interior of the stately building that is the +repository of books on every known subject from every part of the known +and unknown world. White marble columns rise up to the high ceiling that +is painted with a stunning montage of the deities of the lands. The room +is tastefully done up in burnished cedar, giving a nice contrast to the +cool white marble. Chairs are spread about around small tables. People +are sitting about reading, but take no notice of your sudden appearance. +~ +#EXIT +Direction north~ +ToRoom 2927 +#ENDEXIT + +Reset M 2863 1 2912 -1 -1 -1 100 +Reset O 2850 1 2912 -1 -1 -1 100 + Reset P 0 2872 1 2850 100 + Reset P 0 2871 1 2850 100 + Reset P 0 2870 1 2850 100 +#ENDROOM + +#ROOM +Vnum 2913 +Name Oops!~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc As you walk down the stairs, you accidentally slip on the smooth glassy +steps. Bumping roughly down, you try to recover your balance, but cannot +get a grip on the smooth bannisters. In a matter of moments, you hurtle +downward awkwardly, slamming onto the ground at the bottom. Unfortunately, +you seem to have landed badly. The last thing you know is the sensation +of your neck snapping and the ugly sound of cracking bones. +~ +#EXIT +Direction up~ +ToRoom 2861 +#ENDEXIT + +#MUDPROG +Progtype entry_prog~ +Arglist 100~ +Comlist mpechoat 0.$n &y &CA voice calls from above and says, +mpechoat 0.$n &y &C"This is what a DT will look like from the inside. +mpechoat 0.$n &y &CBy the time you see this, it will be too late to escape. +mpechoat 0.$n &y &CRemember to take hints from the other room descriptions. +mpechoat 0.$n &y &CIn case you are worrying, not every place has DTs. +mpechoat 0.$n &y There are none in Gywn al'Fer and the island of Reonn. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2914 +Name The Red Dragon Inn~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You enter into a cosy little inn. There is a small table at the south +end of the main hall. Beside the table, you notice a corridor leading +off somewhere, partly obscured by a beaded curtain. You surmise that +that corridor must lead to the inn rooms. To the north, the main door +leads out onto the village street. A book is laid open upon the table, +and you can see words and numbers written in a small, but precise hand. +~ +#EXIT +Direction north~ +ToRoom 2928 +#ENDEXIT + +Reset M 2867 1 2914 -1 -1 -1 100 +#EXDESC +ExDescKey book~ +ExDesc It seems to be a book of accounts about the customers of the Inn and +their particulars. Before you can read anything specific, however, +Perina swiftly snatches up the book and inquires kindly after you. +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2915 +Name The Blue Frog Shoppe~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc A wide variety of items are displayed on racks and shelves in here. You +see several cabinets containing camping equipment, bookcases filled with +scrolls and salted meat hung on hooks just behind the counter on one side. +Jars of sweets stand on the counter, beside boxes of tidbits. +~ +#EXIT +Direction north~ +ToRoom 2929 +#ENDEXIT + +Reset M 2904 1 2915 -1 -1 -1 100 + Reset G 2857 1 100 + Reset G 2854 1 100 + Reset G 2853 1 100 + Reset G 2868 1 100 + Reset G 2855 1 100 + Reset G 2880 1 100 + Reset G 2869 1 100 + Reset G 2852 1 100 + Reset G 2851 1 100 + Reset G 2856 1 100 + Reset G 2867 1 100 +#ENDROOM + +#ROOM +Vnum 2916 +Name On the Eastern Edge of Reonn~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc You stand before a great archway which shimmers with magical energy. +Outside to the west is Reonn, the protected reserve for newcomers to +the world. While travelling on the overland, you will see a sampling of +many of the terrain types you will experience while playing. Ordinarily +while on the overland you will encounter random monsters, some of which +may be aggressive. This will not happen on the island, it is protected +by powerful magic to keep you safe on your journey. There will be two +ranger guides on the island to assist you in your travels. There is also +a valuable prize to be had while on the island - keep an eye out for it. +~ +#EXIT +Direction east~ +ToRoom 2930 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 50000 +ToCoords 924 931 +Flags overland nomob~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2917 +Name An Abecedarium Classroom~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This room is much larger than the previous rooms, and in its center +is a magical globe which glows with an odd greenish light. Instead of +carpeting this room sustains a miniature outdoor environment. The floor +is covered in lush grasses and underbrush. As usual, the map on the +wall indicates your position in the Abecedarium. +~ +#EXIT +Direction east~ +ToRoom 2863 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2850 +#ENDEXIT + +Reset M 2905 1 2917 -1 -1 -1 100 +#EXDESC +ExDescKey MAP~ +ExDesc &CDrawn in glimmering silver on a black parchment, the map reads as follows: + + [F]-[G]-[H]-[I]-[J] + | | + [E] [K] + | | + [D] [O] [L] + | | | + [C]-[B]-[A]-[&R#&C]-[M] + +&CYour present position in the Abecedarium is denoted by the &R#&D. +&CTo get a legend for the map, type LOOK LEGEND.&D +~ +#ENDEXDESC + +#EXDESC +ExDescKey legend~ +ExDesc &PA. Abecedarium Foyer +B. Languages +C. Channels +D. Configuration +E. Personal Commands +F. Hunger, Thirst and Resting +G. Shopping and Renting +H. Self Defense +I. Combat +J. Death and DTs +K. Player Killing +L. Rules of Conduct +M. Miscellaneous Information +N. Movement and Overland Map +O. Abecedarium Porch&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2918 +Name The Western Edge of Reonn~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc Congratulations newcomer! Hopefully your journey was a success. +As you can see, the overland is vast. In your travels it would be +advised to invest in alternative means of travelling. Horses and +other things are available throughout the world. To return to the +village, exit to the west. +~ +#EXIT +Direction west~ +ToRoom 2930 +#ENDEXIT + +#MUDPROG +Progtype leave_prog~ +Arglist 100~ +Comlist mea $n You step through an archway shimmering with magical energy. +mea $n You find yourself transported to the village. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2920 +Name A Thick Forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 100000 +Desc A thick carpet of leaves and dried needles covers the ground in this +odd forest. Birds and other animals can be heard scurrying about nearby, +but none dare to come close enough to be touched. The only thing different +about this patch of the forest is a large stump where one of the great +pines once stood. It appears to be used as a chair for someone, or something. +~ +#EXIT +Direction east~ +ToRoom 2921 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2922 +#ENDEXIT + +Reset O 2904 1 2920 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2921 +Name A Thick Forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 100000 +Desc A thick carpet of leaves and dried needles covers the ground in this +odd forest. Birds and other animals can be heard scurrying about nearby, +but none dare to come close enough to be touched. +~ +#EXIT +Direction south~ +ToRoom 2923 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2920 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2922 +Name A Thick Forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 100000 +Desc A thick carpet of leaves and dried needles covers the ground in this +odd forest. Birds and other animals can be heard scurrying about nearby, +but none dare to come close enough to be touched. +~ +#EXIT +Direction north~ +ToRoom 2920 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2923 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2923 +Name A Thick Forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 100000 +Desc The trail ends here at a small clearing in the thick forest. It looks +as though it has been deliberately cleared out here for someone or +something to make camp nearby. Birds and other animals can be heard +scurrying about high up in the trees, but none dare to come close +enough to be touched. +~ +#EXIT +Direction north~ +ToRoom 2921 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2924 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2922 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2924 +Name A Tree Covered Trail~ +Sector trail~ +Flags ~ +Stats 0 0 0 0 100000 +Desc The trail makes a large bend to the north into some sort of +small clearing in the otherwise thick forest. The branches +prevent movement in any other direction except for the way +you came in. +~ +#EXIT +Direction north~ +ToRoom 2923 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2925 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2925 +Name A Tree Covered Trail~ +Sector trail~ +Flags ~ +Stats 0 0 0 0 100000 +Desc The unbroken thickness of the forest is pierced by a narrow +trail leading deep into the woods. It is barely wide enough +for you to walk down, but appears to be regulary travelled +by someone or something. The birds and other small animals +that inhabit the woods scatter at your approach. +~ +#EXIT +Direction east~ +ToRoom 50000 +ToCoords 903 930 +Flags overland nomob~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2924 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2926 +Name The Abecedarium Challenge Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc You are transported into a non-descript room with smooth marbled walls, +floor and ceiling. You can see your own reflection in the polished +surfaces. Glowing motes of light illuminate the room with a pleasant +bluish white light. The air here is cool and dry. There is no furniture +or furnishings in this bare room. +~ +Reset M 2913 1 2926 -1 -1 -1 100 +#MUDPROG +Progtype entry_prog~ +Arglist 100~ +Comlist if mobinroom(2868) == 1 +mppurge guardian +endif +mpmload 2868 +mpecho A guardian of Meia materialises in front of you. +~ +#ENDPROG + +#MUDPROG +Progtype death_prog~ +Arglist 100~ +Comlist mppurge guardian +mpecho The guardian of Meia disappears in a flash of light. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2927 +Name The Abecedarium Plaza~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This is a grand plaza with a beautifully sculpted stone fountain as its +centrepiece. Playful figurines of cherubic looking angels flirt about +vines and flowers as water flows down miniature waterfalls into the +basin of the fountain. Trees line the perimeter of the plaza offering +shade from the sun. To the north stands a large white marble building with +the sign, "&WThe Abecedarium&D", displayed prominently above the entrance. +To the south is a stately looking building with white marble columns. A +sign next to the entrance reads, "&WThe Abecedarium Library&D". +~ +#EXIT +Direction north~ +ToRoom 2850 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2931 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2912 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2928 +#ENDEXIT + +Reset M 2914 1 2927 -1 -1 -1 100 +Reset O 2905 1 2927 -1 -1 -1 100 +#MUDPROG +Progtype act_prog~ +Arglist p from the north.~ +Comlist if isimmort($n) +else +if level($n) > 10 +mea $n The voice of Faeia Quenath whispers magically in your ears. +mea $n Faeia Quenath says, "You may not enter into the village." +mptrlook $n 2850 +endif +endif +~ +#ENDPROG + +#MUDPROG +Progtype act_prog~ +Arglist p from the south.~ +Comlist mpechoat 0.$n &y The Librarian walks in from the south. +mpechoat 0.$n &y The Librarian smiles and says, +mpechoat 0.$n &y "Feel free to come back anytime." +if carryingvnum($n) == 2875 +mpechoat 0.$n &y &C"Fare thee well in your travels."&D +else +mpechoat 0.$n &y &C"Here is a little something to help you on your travels."&D +mpoload 2875 1 +mpechoat 0.$n &y The Librarian gives you a pair of silver armbands. +give silver-armbands $n +mpforce $n save +endif +mpechoat 0.$n &y &C"Don't forget to type SAVE frequently!"&D +mpechoat 0.$n &y The Librarian waves kindly and leaves south. +~ +#ENDPROG + +#ENDROOM + +#ROOM +Vnum 2928 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This street is paved with smooth cobblestones and is lined with trees +offering shade from the heat of the sun. It runs straight east and +west through the village and is the only major street here. The north +of the street is dominated by the Abecedarium while to the south of +the street is a cluster of smaller white marble buildings built in a +block-like style. The buildings house shops and other services that are +useful to the young adventurer. A sign on the building just south of +here reads, "&RThe Red Dragon Inn&D". +~ +#EXIT +Direction east~ +ToRoom 2927 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2914 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2929 +#ENDEXIT + +Reset M 2914 2 2928 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2929 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This street is paved with smooth cobblestones and is lined with trees +offering shade from the heat of the sun. It runs straight east and +west through the village and is the only major street here. The north +of the street is dominated by the Abecedarium while to the south of +the street is a cluster of smaller white marble buildings built in a +block-like style. The buildings house shops and other services that are +useful to the young adventurer. A sign on the building just south of +here reads, "&BThe Blue Frog Shoppe&D". +~ +#EXIT +Direction east~ +ToRoom 2928 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2915 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2930 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2930 +Name Entrance to Gwyn al'Fer~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc You are standing at the entrance to the fair village of Gwyn al'Fer, +wherein lies the famed Abecedarium where young adventurers in the world +receive their initiation into the world of adventuring in these lands. +Gwyn al'Fer is dedicated to the goddess Meia and is protected by strong +magic. Its streets are clean and its buildings are all constructed of +white marble in a block-like style. To the west of here is the great +magical archway which leads from Gwyn al'Fer into the overland area of +the island of Reonn. +&BA signboard with the village map pinned on it is standing here.&D +~ +#EXIT +Direction east~ +ToRoom 2929 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2916 +#ENDEXIT + +Reset M 2908 1 2930 -1 -1 -1 100 +#EXDESC +ExDescKey map signboard~ +ExDesc &C [A] [8] + | | + To Reonn-[&R#&C]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[9] + | | | | | | | + [1] [2] [3] [4] [5] [6] [7]&D + +&R#&D &C- You are here. + +&PLEGEND + +A. The Abecedarium +1. The Blue Frog Shoppe +2. The Red Dragon Inn +3. The Abecedarium Library +4. The Gwyn al'Fer Stables +5. The Gwyn al'Fer Smithy +6. The Yellow Turtle Apothecary +7. The Hall of Guilds +8. The Interracial Enclave +9. The Healing Chamber&D +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 2931 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This street is paved with smooth cobblestones and is lined with trees +offering shade from the heat of the sun. It runs straight east and +west through the village and is the only major street here. The north +of the street is dominated by the Abecedarium while to the south of +the street is a cluster of smaller white marble buildings built in a +block-like style. The buildings house shops and other services that are +useful to the young adventurer. A sign on the building just south of +here reads, ">he Gwyn al'Fer Stables&D". +~ +#EXIT +Direction east~ +ToRoom 2932 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2935 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2927 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2932 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This street is paved with smooth cobblestones and is lined with trees +offering shade from the heat of the sun. It runs straight east and +west through the village and is the only major street here. The north +of the street is dominated by the Abecedarium while to the south of +the street is a cluster of smaller white marble buildings built in a +block-like style. The buildings house shops and other services that are +useful to the young adventurer. A sign on the building just south of +here reads, "&OThe Gwyn al'Fer Smithy&D". +~ +#EXIT +Direction east~ +ToRoom 2933 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2937 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2931 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2933 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc This street is paved with smooth cobblestones and is lined with trees +offering shade from the heat of the sun. It runs straight east and +west through the village and is the only major street here. The north +of the street is dominated by the Abecedarium while to the south of +the street is a cluster of smaller white marble buildings built in a +block-like style. The buildings house shops and other services that are +useful to the young adventurer. A sign on the building just south of +here reads, "&YThe Yellow Turtle Apothecary&D". +~ +#EXIT +Direction north~ +ToRoom 2939 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2934 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2867 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2932 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2934 +Name Meia's Way~ +Sector city~ +Flags ~ +Stats 0 0 0 0 100000 +Desc Three medium sized white marble buildings occupy the eastern end of +this cobblestoned street. There is a kind of small square here and +it seems to be a pretty busy place with people moving in and out of +the three buildings frequently. A sign above the entrance to the +building to the north reads, "&PThe Interracial Enclave&D", while a +sign above the entrance to the almost identical building to the south +reads, "&PThe Hall of Guilds&D". The domed building to the east has a +sign that reads, "&PThe Healing Chamber&D". +~ +#EXIT +Direction north~ +ToRoom 2864 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 2862 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 2865 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 2933 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 2935 +Name The Gwyn al'Fer Stables~ +Sector indoors~ +Flags indoors petshop~ +Stats 0 0 0 0 100000 +Desc The neighing of horses and ponies fill the air of the stables. You see +many stalls housing a wide variety of horses and ponies of different +breeds, sizes and shades. There seems to be a horse or pony for every +character of whatever size. Fresh stacks of hay are pushed into one +corner while troughs containing drinking water are in another corner. +~ +#EXIT +Direction north~ +ToRoom 2931 +#ENDEXIT + +Reset M 2909 1 2935 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2936 +Name The Gywn al'Fer Stable Stalls~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This place is to store pets for the Gwyn al'Fer Stables. +~ +Reset M 2910 1 2936 -1 -1 -1 100 +Reset M 2911 1 2936 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2937 +Name The Gwyn al'Fer Smithy~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This room is rather hot and stuffy as a large forge is belching out fire +in the centre of the room. A marble chimney set above the forge channels +smoke out of the smithy. Surprisingly, the white marble walls seem quite +pristine despite the soot and smoke that must be produced in such a place. +Perhaps some protective magic helps to keep the smithy looking so clean. +~ +#EXIT +Direction north~ +ToRoom 2932 +#ENDEXIT + +Reset M 2912 1 2937 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2938 +Name An Enclave Chamber~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc This chamber is a large pool of water, rimmed with coral. The entire +chamber, in fact, is decorated with various types of coral, creating +an eerily beautiful scene, made slightly murky by the water. A small +coral walkway extends out into the pool. +~ +#EXIT +Direction southwest~ +ToRoom 2887 +#ENDEXIT + +Reset M 2899 1 2938 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2939 +Name Bank of Gwyn~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 100000 +Desc The Bank of Gwyn is quite a small building, forcing you to stand +unpleasantly close to the owner of the bank, a grouchy gnome known as +Kedaoa. Embedded in the far wall is a steel vault door that only a very +small person could climb through. Obviously, the meagre wealth of the bank +is locked away, far from your reach. The remainder of the room is taken +up by accounting ledgers, and a small desk, with a massive feather pen +sitting next to an ink jar. The sheer size of the feather astounds you, as +you begin to wonder what manner of bird it came from. +~ +#EXIT +Direction south~ +ToRoom 2933 +#ENDEXIT + +Reset M 2915 1 2939 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 2949 +Name Chamber of the Watch~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 100000 +Desc Here reside the watchers of the gateway between the Lands and the +outside world, and from here all new adventurers are observed and +noted by the inhabitants herein. + +** This room should *not* be used for any activities of any kind +other than those of the two mobs residing here. Do not ever move +or purge either of these mobiles if the pre-auth system is used. ** +~ +Reset M 2947 1 2949 -1 -1 -1 100 +Reset M 2948 1 2949 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/gyard.are b/data/realm/gyard.are new file mode 100644 index 0000000..2eedb06 --- /dev/null +++ b/data/realm/gyard.are @@ -0,0 +1,3762 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Setting Sons~ +Author Rainman~ +Vnums 32301 32384 +Continent one~ +Coordinates 0 0 +Dates 1403837156 1403837156 +Ranges 30 62 0 115 +ResetFreq 15 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 32301 +Keywords lunatic raving man~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a raving lunatic~ +Long A raving lunatic is here spouting his madness. +~ +Desc The man tells you 'Don't go in there, my friend'. + +You notice spittle dripping from his chin as he grins wide to display a mouth +totally devoid of teeth, less one green rotting canine. + +The man throws back his head and cackles insanely. + +'You'll die in there', he says to you. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 30 21 4 55 2 4 1 +Speaking common~ +Actflags npc sentinel stayarea wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 32302 +Keywords graveyard guardian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a graveyard guardian~ +Long A graveyard guardian keeps a watchful eye for intruders. +~ +Desc A graveyard guardian stands nearly as tall as you. His militant stance is +indicative of his well formed discipline. He traverses the area in search of +would-be evil doers and thieves. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 0 80 1 4 6 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected sanctuary infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32303 +Keywords graveyard guardian~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a graveyard guardian~ +Long A graveyard guardian keeps a watchful eye for intruders. +~ +Desc A graveyard guardian stands nearly as tall as you. His militant stance is +indicative of his well formed discipline. He traverses the area in search of +would-be evil doers and thieves. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 0 80 1 4 6 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected sanctuary infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32304 +Keywords sentry graveyard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a graveyard sentry~ +Long A graveyard sentry stands here waitng for somehing to happen. +~ +Desc A graveyard sentry stands nearly as tall as you. His militant stance is +indicative of his well formed discipline. He is posted here to keep an eye +out for trouble. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 1 70 1 4 5 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 32305 +Keywords sentry graveyard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_guard~ +Short a graveyard sentry~ +Long A graveyard sentry stands here waiting for something to happen. +~ +Desc A graveyard sentry stands nearly as tall as you. His militant stance is +indicative of his well formed discipline. He is posted here to keep an eye +out for trouble. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 1 70 1 4 5 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary infrared~ +#ENDMOBILE + +#MOBILE +Vnum 32306 +Keywords digger grave~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a grave digger~ +Long A graveyard digger is returning from a long nights' work. +~ +Desc This man looks extremely tired from a long evening of digging new gravesites +by hand. He is covered by dirt from head to toe, and looks though he could +really use a long, hot bath. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 2 60 1 4 4 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32307 +Keywords grave digger~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a grave digger~ +Long A grave digger wonders what you're doing here. +~ +Desc This man looks extremely tired from a long evening of digging new gravesites +by hand. He is covered by dirt from head to toe, and looks though he could +really use a long, hot bath. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 2 60 1 4 4 +Speaking common~ +Actflags npc scavenger stayarea wimpy~ +Affected infrared~ +#ENDMOBILE + +#MOBILE +Vnum 32308 +Keywords grave robber~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a grave robber~ +Long A grave robber is here looting corpses. +~ +Desc The grave robber shows no sign of embarrassment at being caught. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 -7 150 1 4 9 +Speaking common~ +Actflags npc scavenger aggressive stayarea wimpy~ +Affected infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32309 +Keywords keeper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the keeper~ +Long The keeper stands here. +~ +Desc The keeper of the graveyard looks old and a little tired. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 30 21 -10 150 1 4 9 +Speaking common~ +Actflags npc scavenger~ +#ENDMOBILE + +#MOBILE +Vnum 32310 +Keywords lady old~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short an old lady~ +Long An old lady is here. +~ +Desc The old lady is here sobbing. She mutters something about 'joining that stupid +club' and turns away from you. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 25 21 -5 200 1 20 12 +Speaking common~ +Actflags npc~ +#ENDMOBILE + +#MOBILE +Vnum 32311 +Keywords man old~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an old man~ +Long An old man stands here, talking to himself. +~ +Desc The man is trembling and reciting a prayer. +~ +Nattacks 0.000000 +Stats1 0 10 0 0 0 0 +Stats2 25 21 7 33 1 4 2 +Speaking common~ +Actflags npc wimpy~ +#ENDMOBILE + +#MOBILE +Vnum 32312 +Keywords demon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a demon~ +Long A graveyard demon beckons you to leave this place. +~ +Desc The demon hovers over you, and appears to be aflame. +~ +Nattacks 0.000000 +Stats1 -1000 1000 0 0 0 0 +Stats2 35 21 -10 250 1 4 10 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 32313 +Keywords demon~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a demon~ +Long A graveyard demon hovers about. +~ +Desc The demon hovers over you, and appears to be aflame. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 35 21 -10 250 2 4 20 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden infrared flying~ +#ENDMOBILE + +#MOBILE +Vnum 32314 +Keywords bat~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a bat~ +Long A black bat is here. +~ +Desc The bat dives at you! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 25 21 6 40 1 4 3 +Speaking common~ +Actflags npc aggressive wimpy~ +Affected faerie_fire flying~ +#ENDMOBILE + +#MOBILE +Vnum 32315 +Keywords gargoyle stone~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_cast_undead~ +Short a stone gargoyle~ +Long A stone gargoyle is here, mounted on a pedestal. +~ +Desc The gargoyle seems to be here to instill some fear in your bones. +~ +Nattacks 0.000000 +Stats1 -300 0 0 0 0 0 +Stats2 25 21 4 66 1 4 5 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis detect_hidden infrared protect~ +#ENDMOBILE + +#MOBILE +Vnum 32316 +Keywords Presley~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Elvis~ +Long Elvis has left the building. +~ +Desc Elvis curls his lip, snarls, and begins to sing. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32317 +Keywords Joplin~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the ghost of Janis~ +Long Janis is here screaming at you. +~ +Desc Janis continues screaming. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32318 +Keywords Hendrix~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Jimi~ +Long Jimi is standing here playing a guitar lick with his teeth. +~ +Desc Jimi continues writhing with his guitar, as if they were one. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32319 +Keywords Moon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Keith~ +Long Keith is here destoying a drum kit. +~ +Desc Keith pounds away at his kit in a frenzy. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32320 +Keywords Cobain~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Kurt~ +Long Kurt is here leering at his shoes. +~ +Desc Kurt continues to stare at the ground, ignoring you. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32321 +Keywords Lennon~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of John~ +Long John stands here, seemingly out of place. +~ +Desc John was taken from us before his time. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32322 +Keywords Holly~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Buddy~ +Long Buddy stands here singing a ballad. +~ +Desc Buddy croons a ballad to you. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32323 +Keywords Valens~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Ritchie~ +Long Richie is here singing in spanish. +~ +Desc Richie smiles and continue to sing. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32324 +Keywords Zappa~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Frank~ +Long Frank is here inventing something weird. +~ +Desc Frank just loos at you and cracks a knowing smile. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32325 +Keywords Morrison~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Jim~ +Long Jim wants you to light him on fire. +~ +Desc Jim closes his eyes and reaches out to you. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32326 +Keywords lycanthrope~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the lycanthrope~ +Long A lycanthrope lunges at you and goes for the jugular. +~ +Desc OUCH! +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32327 +Keywords lucifer~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Lucifer~ +Long Lucifer is here to give you directions. +~ +Desc Or maybe this is Lucifer's friend. In any event, he is not of this world. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32328 +Keywords reaper~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the reaper~ +Long The Grime Reaper is ready for your soul. Do not be afraid. +~ +Desc The GRIME Reaper? Hrm... +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis detect_hidden infrared sneak~ +#ENDMOBILE + +#MOBILE +Vnum 32329 +Keywords angel~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an angel of hope~ +Long A nice angel floats above you. +~ +Desc The angel is immersed in white and glowing. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 50 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +Affected flying~ +#ENDMOBILE + +#MOBILE +Vnum 32330 +Keywords manic depression~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short manic depression~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared protect sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 32331 +Keywords suicidal tendencies~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short suicidal tendencies~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32332 +Keywords reckless lifestyle~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short a reckless lifestyle~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32333 +Keywords stress~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short stress~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared sneak hide~ +#ENDMOBILE + +#MOBILE +Vnum 32334 +Keywords apathy~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short apathy~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32335 +Keywords hopelessness feeling ~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short an overwhelming feeling of hopelessness~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32336 +Keywords insecurity feelings~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short feelings of insecurity~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32337 +Keywords sex drugs rock -n- roll~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short a life of sex, drugs and rock -n- roll~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 75 21 0 0 0 0 0 +Speaking common~ +Actflags npc sentinel aggressive stayarea~ +Affected invisible detect_invis detect_hidden infrared hide~ +#ENDMOBILE + +#MOBILE +Vnum 32338 +Keywords Garcia~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Jerry~ +Long Jerry is here, trippin' you out. +~ +Desc Jerry ... cool. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32339 +Keywords Vicious~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Sid~ +Long Sid is here, snarling at himself. +~ +Desc Sid Vicious is lookin pretty bad. As long as he doesn't try to sing, everything will be alright. +~ +Nattacks 0.000000 +Stats1 -1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32340 +Keywords Orbison~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Roy~ +Long Roy walks up and kind of startles you. +~ +Desc Roy mutters something about a pretty woman and looks away. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32341 +Keywords Marley~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of Bob~ +Long Bob is here, proclaiming his innocence. +~ +Desc Bob probably did the deputy in as well. +~ +Nattacks 0.000000 +Stats1 1000 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#MOBILE +Vnum 32342 +Keywords Bonham~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the ghost of John~ +Long John is here, looking for a stairway. +~ +Desc John smiles and takes another drink. +~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 35 21 0 0 0 0 0 +Speaking common~ +Actflags npc stayarea~ +#ENDMOBILE + +#OBJECT +Vnum 32301 +Keywords coat old smelly~ +Type armor~ +Short a smelly old coat~ +Long A smelly old coat stinks from years of neglect.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 50 -2 9999 0 None None None +AffData dexterity 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32302 +Keywords cane~ +Type staff~ +Short a cane~ +Long An old and intricately carved wooden cane.~ +WFlags take~ +Values 30 8 8 -1 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +Spells 'energy drain' +#ENDOBJECT + +#OBJECT +Vnum 32303 +Keywords club~ +Type weapon~ +Short a club of bone~ +Long A club made of bone was dropped here.~ +Flags antigood~ +WFlags take~ +Values 0 1 6 7 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32304 +Keywords shovel~ +Type weapon~ +Short a dented shovel~ +Long A rusted and dented shovel is laying here.~ +WFlags take~ +Values 0 1 6 8 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32305 +Keywords key~ +Type key~ +Short a skeleton key~ +Long The key to everything rests here.~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32306 +Keywords bible~ +Type scroll~ +Short a dusty old bible~ +Long A very important book was dropped here.~ +Flags magic antievil~ +WFlags take~ +Values 0 -1 -1 -1 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData dexterity 1 -1 -1 0 +Spells 'bless' 'NONE' 'protection from evil' +#ENDOBJECT + +#OBJECT +Vnum 32307 +Keywords chain~ +Type armor~ +Short a chain of beads~ +Long A beaded chain lays in a heap here.~ +Flags antievil~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData mana 10 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32308 +Keywords sword~ +Type weapon~ +Short a sword~ +Long A sword rests here.~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32309 +Keywords jumpsuit~ +Type armor~ +Short a leather jumpsuit~ +Long A white leather jumpsuit with groovy bellbottoms has been left here.~ +Flags noremove~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData mana 20 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32310 +Keywords cape~ +Type armor~ +Short a groovy cape~ +Long A really groovy cape lays here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 3 0 -2 9999 0 None None None +AffData strength 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32311 +Keywords crown~ +Type armor~ +Short a golden crown~ +Long An ornate crown of gold and jewels lies here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData dexterity 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32312 +Keywords bangles~ +Type weapon~ +Short a plethora of bangles~ +Long A bunch of hoops have been fitted together and dropped here.~ +Flags glow~ +WFlags take~ +Values 0 15 30 5 0 0 0 0 0 0 0 +Stats 2 0 -2 9999 0 None None None +AffData hitroll 2 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32313 +Keywords t-shirt shirt dyed tie~ +Type armor~ +Short a tie-dyed t-shirt~ +Long A cool looking t-shirt has been dropped here.~ +Flags glow~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData age 30 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32314 +Keywords stratocaster strat fender guitar flaming~ +Type weapon~ +Short a flaming guitar~ +Long A left-handed white fender stratocaster is ablaze here.~ +Flags hum~ +WFlags take~ +Values 0 12 20 3 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData hitroll 5 -1 -1 0 +AffData damroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32315 +Keywords bandana~ +Type armor~ +Short a silk bandana~ +Long A long piece of sheer silk rests here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None +AffData wisdom 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32316 +Keywords drumstick~ +Type weapon~ +Short a drumstick~ +Long A broken drumstick has been forgotton here.~ +WFlags take~ +Values 0 15 25 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData constitution 1 -1 -1 0 +AffData strength 1 -1 -1 0 +AffData hit 50 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32317 +Keywords absolute vodka~ +Type drinkcon~ +Short a bottle of absolute~ +Long A large bottle of clear liquid has been set here.~ +WFlags take~ +Values 5 5 22 1 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +#ENDOBJECT + +#OBJECT +Vnum 32318 +Keywords hat cap~ +Type armor~ +Short a hat with flaps~ +Long A cap with flaps has been dropped here.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData save_breath 1 -1 -1 0 +AffData save_spell 7 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32319 +Keywords shirt flannel plaid~ +Type armor~ +Short a plaid flannel shirt~ +Long A large and comfortably torn looking shirt has been left in a heap.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData armor -20 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32320 +Keywords grip~ +Type armor~ +Short a grip~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData wisdom 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32321 +Keywords peace~ +Type armor~ +Short peace~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData dexterity 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32322 +Keywords love~ +Type armor~ +Short love~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData strength 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32323 +Keywords understanding~ +Type armor~ +Short understanding~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData constitution 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 32324 +Keywords harmony perfect~ +Type armor~ +Short perfect harmony~ +WFlags take~ +Values 0 1 6 11 0 0 0 0 0 0 0 +Stats 5 0 -2 9999 0 None None None +AffData intelligence 3 -1 -1 0 +#ENDOBJECT + +#ROOM +Vnum 32301 +Name A Path Through the Woods~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You notice a dusty path that leads north through the trees to a small hill. +An unseasonably cold gust of wind causes a chill to run down your spine. Or +was it the sound of wolves howling in the distance that caused it? +~ +#EXIT +Direction north~ +ToRoom 32302 +Desc The path continues north. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1035 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32302 +Name On a Dark Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand where a path through the woods intersects with a smaller path that +runs east and west. To the north you see a small hill. +~ +#EXIT +Direction north~ +ToRoom 32305 +Desc You see the overlook. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32304 +Desc You see a smaller path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32301 +Desc You see the path back toward Ofcol. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32303 +Desc You see a smaller path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32303 +Name A Smaller Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This smaller path leads north and east. +~ +#EXIT +Direction north~ +ToRoom 32368 +Desc The path continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32302 +Desc The dark path is to the east. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32304 +Name A Smaller Path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc This smaller path leads north and west through the woods. +~ +#EXIT +Direction north~ +ToRoom 32350 +Desc The path continues north. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32302 +Desc The dark path is to the west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32305 +Name A Grassy Knoll~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You stand atop a grassy knoll which overlooks a cemetary. You see hoofprints +in the dirt. The path leads down to the entrance. +~ +#EXIT +Direction south~ +ToRoom 32302 +Desc You see the path back which leads back the way you came. +~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32306 +Desc You see the entrance to the graveyard. +~ +#ENDEXIT + +Reset M 32329 1 32305 -1 -1 -1 100 +#EXDESC +ExDescKey hoofprints dirt~ +ExDesc These tracks were made by a large animal.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 32306 +Name The Entrance to the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the entrance to the Graveyard of the Setting Sons. +~ +#EXIT +Direction north~ +ToRoom 32311 +Desc The graveyard is to the north, beyond the gate. +~ +Keywords gate~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32308 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32307 +Desc The graveyard continues west. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32305 +Desc The overlook is above you. +~ +#ENDEXIT + +Reset M 32301 1 32306 -1 -1 -1 100 + Reset E 32301 100 12 100 + Reset E 32302 100 17 100 +Reset D 32306 0 1 100 -2 +#EXDESC +ExDescKey note~ +ExDesc The note reads: + + ************************* + * PLEASE DON'T JOIN * + * THAT STUPID CLUB! * + * * + * - MOM - * + ************************* +~ +#ENDEXDESC + +#EXDESC +ExDescKey plaque~ +ExDesc The plaque reads: + + --------------------- + | | + | SETTING SONS | + | MEMORIAL | + | | + ---------------------~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 32307 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, you +see a small path circling the entire graveyard. The graveyard continues +north and east. +~ +#EXIT +Direction north~ +ToRoom 32310 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32306 +Desc The entrance to the graveyard is to the east. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32308 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, +you see a small path circling the entire graveyard. The graveyard continues +north and west. +~ +#EXIT +Direction north~ +ToRoom 32312 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32306 +Desc The entrance to the graveyard is to the west. +~ +#ENDEXIT + +Reset M 32303 1 32308 -1 -1 -1 100 + Reset E 32303 100 16 100 +#ENDROOM + +#ROOM +Vnum 32309 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, +you see a small path circling the entire graveyard. The graveyard continues +north and east. +~ +#EXIT +Direction north~ +ToRoom 32314 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32310 +Desc The graveyard continues east. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32310 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32315 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32311 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32307 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32309 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32302 1 32310 -1 -1 -1 100 + Reset E 32303 100 16 100 +#ENDROOM + +#ROOM +Vnum 32311 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +The entrance to the graveyard is towards the south. +~ +#EXIT +Direction north~ +ToRoom 32316 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32312 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32306 +Desc You see the entrance to the graveyard. +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32310 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32323 1 32311 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32312 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32317 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32313 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32308 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32311 +Desc The graveyard continues west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32313 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the graveyard of the Setting Sons. High above you, +you see a small path circling the entire graveyard. The graveyard continues +north and west. +~ +#EXIT +Direction north~ +ToRoom 32318 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32312 +Desc The graveyard continues west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32314 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. A steep path leads +up toward the deer path circling the graveyard. The graveyard continues north, +south, and east. +~ +#EXIT +Direction north~ +ToRoom 32319 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32315 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32309 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32364 +Desc The steep path leads up. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32315 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32320 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32316 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32310 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32314 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32304 1 32315 -1 -1 -1 100 + Reset E 32303 100 16 100 +#ENDROOM + +#ROOM +Vnum 32316 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32321 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32317 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32311 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32315 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32324 1 32316 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32317 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32322 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32318 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32312 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32316 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32305 1 32317 -1 -1 -1 100 + Reset E 32303 100 16 100 +#ENDROOM + +#ROOM +Vnum 32318 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. A steep path leads +up toward the deer path circling the graveyard. The graveyard continues +north, south, and west. +~ +#EXIT +Direction north~ +ToRoom 32323 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32313 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32317 +Desc The graveyard continues west. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32354 +Desc The steep path leads up. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32319 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, you +see a small path circling the entire graveyard. The graveyard continues south +and east. +~ +#EXIT +Direction east~ +ToRoom 32320 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32314 +Desc The graveyard continues south. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32320 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32324 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32321 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32315 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32319 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32306 1 32320 -1 -1 -1 100 + Reset E 32304 100 16 100 +#ENDROOM + +#ROOM +Vnum 32321 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32325 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32322 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32316 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32320 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32308 1 32321 -1 -1 -1 100 + Reset E 32304 100 16 100 +#ENDROOM + +#ROOM +Vnum 32322 +Name The Graveyard of the Setting Sons~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +~ +#EXIT +Direction north~ +ToRoom 32326 +Desc The graveyard continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32323 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32317 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32321 +Desc The graveyard continues west. +~ +#ENDEXIT + +Reset M 32307 1 32322 -1 -1 -1 100 + Reset E 32304 100 16 100 +#ENDROOM + +#ROOM +Vnum 32323 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, you +see a small path circling the entire graveyard. The graveyard continues +south and west. +~ +#EXIT +Direction south~ +ToRoom 32318 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32322 +Desc The graveyard continues west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32324 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, you +see a small path circling the entire graveyard. The graveyard continues south +and east. +~ +#EXIT +Direction east~ +ToRoom 32325 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32320 +Desc The graveyard continues south +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32325 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the Graveyard of the Setting Sons. The graveyard continues in all +directions. +To the north, a small, narrow path leads away from the graveyard. +~ +#EXIT +Direction north~ +ToRoom 32327 +Desc A small path leads away from the graveyard. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32326 +Desc The graveyard continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32321 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32324 +Desc The graveyard continues west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32326 +Name The Edge of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are at the edge of the Graveyard of the Setting Sons. High above you, you +see a small path circling the entire graveyard. The graveyard continues south +and west. +~ +#EXIT +Direction south~ +ToRoom 32322 +Desc The graveyard continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32325 +Desc The graveyard continues west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32327 +Name A Path Leading Away From the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading away from the Graveyard of the Setting Sons. +This path leads north and south. A rope ladder leads up to a bridge. +~ +#EXIT +Direction north~ +ToRoom 32328 +Desc The path continues north. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32325 +Desc The path leads back to the graveyard. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32359 +Desc You see the rope bridge above you. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32328 +Name Along the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path away from the graveyard of the Setting Sons. The hills +around you keep this path narrow. The path continues east, south, and west. +~ +#EXIT +Direction east~ +ToRoom 32329 +Desc The path continues east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32327 +Desc The path continues south back toward the graveyard. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32369 +Desc The path continues west. +~ +#ENDEXIT + +Reset M 32310 1 32328 -1 -1 -1 100 + Reset E 32307 100 3 100 + Reset E 32306 100 17 100 +#ENDROOM + +#ROOM +Vnum 32329 +Name A Bend in the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path away from the graveyard of the Setting Sons. The hills +around you keep this path narrow. The path continues north and back west. +~ +#EXIT +Direction north~ +ToRoom 32330 +Desc You see a small graveyard north. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32328 +Desc The path goes back to the west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32330 +Name A Smaller Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in another graveyard within these hills. To the north, you can see a +building, and to the south you see the path away from this graveyard. The +west and east paths surround this building. +~ +#EXIT +Direction north~ +ToRoom 32335 +Desc You see the building. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32332 +Desc You see the path around the building. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32329 +Desc You see the path leading away from this graveyard. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32331 +Desc You see the path around the building. +~ +#ENDEXIT + +Reset D 32330 0 1 100 -2 +Reset M 32325 1 32330 -1 -1 -1 100 + Reset E 32313 100 5 100 +#ENDROOM + +#ROOM +Vnum 32331 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and east. To the north-east is a building. +~ +#EXIT +Direction north~ +ToRoom 32333 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32330 +Desc You see the path. +~ +#ENDEXIT + +Reset M 32311 1 32331 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32332 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +west and east. To the north is a building. +~ +#EXIT +Direction east~ +ToRoom 32334 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32330 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32333 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and south. To the east is a building. +~ +#EXIT +Direction north~ +ToRoom 32338 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32331 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32334 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and west. To the north-west is a building. +~ +#EXIT +Direction north~ +ToRoom 32337 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32332 +Desc You see the path. +~ +#ENDEXIT + +Reset M 32338 1 32334 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32335 +Name A Crypt~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the home of the Graveyard Setting Sons. The building continues to +the north and the east, and the exit is to the south. +~ +#EXIT +Direction north~ +ToRoom 32339 +Desc The building continues to the north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32336 +Desc The building continues to the east. +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32330 +Desc The exit is to the south. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32335 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32336 +Name Within the Crypt~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are deep within a forgotten crypt in the graveyard. +~ +#EXIT +Direction north~ +ToRoom 32340 +Desc The building continues to the north. +~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32335 +Desc The building continues to the west. +~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32336 0 1 100 -2 +Reset D 32336 3 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32337 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and south. To the west is a building. +~ +#EXIT +Direction north~ +ToRoom 32341 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32334 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32338 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and south. To the east is a building. +~ +#EXIT +Direction north~ +ToRoom 32342 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32333 +Desc You see the path. +~ +#ENDEXIT + +Reset M 32339 1 32338 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32339 +Name Within the Crypt~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are within a crypt in the graveyard. It is dark an eery. +~ +#EXIT +Direction east~ +ToRoom 32340 +Desc The building continues to the east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32335 +Desc The entrance is to the south. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32340 +Name Deep Within the Crypt~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are deeper with in a crypt in the graveyard. Exits are west and up. +~ +#EXIT +Direction south~ +ToRoom 32336 +Desc The building continues to the south. +~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32339 +Desc The building continues to the west. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32349 +Desc You see the second floor. +~ +#ENDEXIT + +Reset M 32327 1 32340 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32341 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +north and south. To the west is a building. +~ +#EXIT +Direction north~ +ToRoom 32345 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32337 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32342 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +south and east. To the south-east is a building. +~ +#EXIT +Direction east~ +ToRoom 32343 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32338 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32343 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +west and east. To the south is a building. +~ +#EXIT +Direction east~ +ToRoom 32344 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32342 +Desc You see the path. +~ +#ENDEXIT + +Reset M 32340 1 32343 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32344 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +east and west. To the south is a building. +~ +#EXIT +Direction east~ +ToRoom 32345 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32343 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32345 +Name A Path in the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on the path in the Graveyard of the Setting Sons. This path leads +south and west. To the south-west is a building. +~ +#EXIT +Direction south~ +ToRoom 32341 +Desc You see the path. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32344 +Desc You see the path. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32346 +Name The Keepers' Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the room of the graveyard guardian. +~ +#EXIT +Direction north~ +ToRoom 32348 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32347 +Key 32004 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 32346 1 2 100 -2 +Reset D 32346 0 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32347 +Name A Storage Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in a storage room. +~ +#EXIT +Direction north~ +ToRoom 32349 +Key 32004 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32346 +Key 32004 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 32347 3 2 100 -2 +Reset D 32347 0 2 100 -2 +#ENDROOM + +#ROOM +Vnum 32348 +Name The Break Room~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the break room of the graveyard keepers. Cots line the floor, +with two windows showing a view of the graveyard. +~ +#EXIT +Direction east~ +ToRoom 32349 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32346 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32348 1 1 100 -2 +Reset D 32348 2 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32349 +Name The Keeper's Office~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are in the graveyard keepers office. +~ +#EXIT +Direction south~ +ToRoom 32347 +Key 32004 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32348 +Desc You see another room. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32340 +Desc You see the first floor. +~ +#ENDEXIT + +Reset D 32349 2 2 100 -2 +Reset D 32349 3 1 100 -2 +Reset M 32309 1 32349 -1 -1 -1 100 + Reset G 32305 100 100 +#ENDROOM + +#ROOM +Vnum 32350 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32351 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32304 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32351 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32352 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32350 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32352 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32353 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32351 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32353 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32354 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32352 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32354 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +A safe path leads down into the graveyard. +~ +#EXIT +Direction north~ +ToRoom 32355 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32353 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32318 +Desc The path down looks safe. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32355 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction south~ +ToRoom 32354 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32356 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32356 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32357 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32355 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32357 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction south~ +ToRoom 32356 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32358 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32358 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32357 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32359 +Desc You see a bridge~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32359 +Name On the Bridge~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a bridge. From here, you can see the whole graveyard of the +Setting Sons. To the south, you see the main graveyard. To the north-east, +you see a smaller graveyard with a building in the center of it. To the +north-west, you can see a very small graveyard with a shack in its center. +A ladder leads down into a path. +~ +#EXIT +Direction east~ +ToRoom 32358 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32360 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32327 +Desc You see the path. +~ +#ENDEXIT + +Reset M 32328 1 32359 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32360 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32359 +Desc You see a rope bridge. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32361 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32361 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32360 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32362 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +Reset M 32326 1 32361 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32362 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32361 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32363 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32363 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction east~ +ToRoom 32362 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32364 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32364 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector hills~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +A safe path leads down into the graveyard. +~ +#EXIT +Direction north~ +ToRoom 32363 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32365 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32314 +Desc The path down looks safe. +~ +#ENDEXIT + +Reset M 32341 1 32364 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32365 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32364 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32366 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32366 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction south~ +ToRoom 32367 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32365 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32367 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction north~ +ToRoom 32366 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32368 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +Reset M 32342 1 32367 -1 -1 -1 100 + Reset E 32316 100 16 100 + Reset E 32317 100 17 100 +#ENDROOM + +#ROOM +Vnum 32368 +Name Along a Spooky Path on the Confines of the Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow path on the confines of the Graveyard of the Setting +Sons. Below you, you can see the graveyard, filled with wild flowers and +tall, green grasses. +~ +#EXIT +Direction south~ +ToRoom 32303 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32367 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32384 +Desc The path down doesn't look safe to travel on at all. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32369 +Name A Bend in the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a bend in the path leading from the main graveyard. The hills +around you make this path quite narrow. +~ +#EXIT +Direction north~ +ToRoom 32370 +Desc The path continues north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32328 +Desc The path continues east. +~ +#ENDEXIT + +Reset M 32314 1 32369 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32370 +Name A Bend in the Path~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a bend in the path leading from the main graveyard. The hills +around you make this path quite narrow. To the west, you can see an even +smaller graveyard, with looks like a small shack in the center of it. +~ +#EXIT +Direction south~ +ToRoom 32369 +Desc The path continues south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32371 +Desc The entrance to the small graveyard is to the west. +~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 32371 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. The exit from this graveyard is to +the east, and the entrance to the shack is to the west. +~ +#EXIT +Direction north~ +ToRoom 32372 +Desc The graveyard continues to the north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32370 +Desc The exit from this small graveyard is to the east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32373 +Desc The graveyard continues to the south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32379 +Desc You see the small shack. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32371 3 1 100 -2 +Reset M 32315 1 32371 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32372 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the south-west is a small shack. +~ +#EXIT +Direction south~ +ToRoom 32371 +Desc The graveyard continues to the south. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32374 +Desc The graveyard continues to the west. +~ +#ENDEXIT + +Reset M 32316 1 32372 -1 -1 -1 100 + Reset E 32309 100 5 100 + Reset E 32311 100 6 100 + Reset E 32310 100 12 100 +#ENDROOM + +#ROOM +Vnum 32373 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the north-west is a small shack. +~ +#EXIT +Direction north~ +ToRoom 32371 +Desc The graveyard continues to the north. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32378 +Desc The graveyard continues to the west. +~ +#ENDEXIT + +Reset M 32317 1 32373 -1 -1 -1 100 + Reset E 32312 100 15 100 +#ENDROOM + +#ROOM +Vnum 32374 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the south is a small shack. +~ +#EXIT +Direction east~ +ToRoom 32372 +Desc The graveyard continues to the east. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32375 +Desc The graveyard continues to the west. +~ +#ENDEXIT + +Reset M 32318 1 32374 -1 -1 -1 100 + Reset E 32315 100 6 100 + Reset E 32314 100 16 100 +#ENDROOM + +#ROOM +Vnum 32375 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the south-east is a small shack. +~ +#EXIT +Direction east~ +ToRoom 32374 +Desc The graveyard continues to the east. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32376 +Desc The graveyard continues to the south. +~ +#ENDEXIT + +Reset M 32319 1 32375 -1 -1 -1 100 + Reset E 32316 100 16 100 + Reset E 32317 100 17 100 +#ENDROOM + +#ROOM +Vnum 32376 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the east is a small shack. +~ +#EXIT +Direction north~ +ToRoom 32375 +Desc The graveyard continues to the north. +~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 32377 +Desc The graveyard continues to the south. +~ +#ENDEXIT + +Reset M 32320 1 32376 -1 -1 -1 100 + Reset E 32318 100 6 100 + Reset E 32319 100 12 100 +#ENDROOM + +#ROOM +Vnum 32377 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the north-east is a small shack. +~ +#EXIT +Direction north~ +ToRoom 32376 +Desc The graveyard continues to the north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32378 +Desc The graveyard continues to the east. +~ +#ENDEXIT + +Reset M 32321 1 32377 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32378 +Name The Small Graveyard~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in the small graveyard. Strangely, tall trees grow here, almost as if +some magic was used to help them grow. To the north is a small shack. +~ +#EXIT +Direction east~ +ToRoom 32373 +Desc The graveyard continues to the east. +~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32377 +Desc The graveyard continues to the west. +~ +#ENDEXIT + +Reset M 32322 1 32378 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32379 +Name A Crematorium~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside the small crematorium. A hearth is on the side, with something +burning in it. +~ +#EXIT +Direction east~ +ToRoom 32371 +Desc You see the graveyard outside. +~ +Keywords door~ +Flags isdoor closed~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 32380 +Desc You see a trap door! +~ +Keywords trap door~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32379 1 1 100 -2 +Reset D 32379 5 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32380 +Name A Catacomb~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are beneath the crematorium, in a tunnel that leads south. It feels +quite cold down here. +~ +#EXIT +Direction south~ +ToRoom 32381 +Desc A cold breeze billows from there. +~ +#ENDEXIT + +#EXIT +Direction up~ +ToRoom 32379 +Desc Back to known territory! +~ +Keywords trap door~ +Flags isdoor closed~ +#ENDEXIT + +Reset D 32380 4 1 100 -2 +#ENDROOM + +#ROOM +Vnum 32381 +Name The Lair of the Demon~ +Sector indoors~ +Flags dark~ +Stats 0 0 0 0 0 +Desc You are in the lair of the demon. The walls are cold and damp, and there is a +stench beyond your wildest imagination. Doors lead east and west. But you have +to ask yourself...do I really want to know what's on the other side of the +doors?? +~ +#EXIT +Direction north~ +ToRoom 32380 +Desc You see the relative safety to the north. +~ +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 32383 +Key 32005 +Desc You see breaks in the charred rock to the east. +~ +Keywords secret~ +Flags isdoor closed locked~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 32382 +Key 32005 +Desc You see a door to the west. +~ +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 32381 1 2 100 -2 +Reset D 32381 3 2 100 -2 +Reset M 32312 1 32381 -1 -1 -1 100 +Reset M 32313 1 32381 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32382 +Name A Closet of Skeletons~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Now you've done it. +~ +#EXIT +Direction east~ +ToRoom 32381 +Key 32305 +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 32382 1 2 100 -2 +Reset M 32330 1 32382 -1 -1 -1 100 + Reset G 32320 100 100 +Reset M 32331 1 32382 -1 -1 -1 100 + Reset G 32321 100 100 +Reset M 32332 1 32382 -1 -1 -1 100 + Reset G 32322 100 100 +Reset M 32337 1 32382 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 32383 +Name A Closet of Skeletons~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Now you've done it. +~ +#EXIT +Direction west~ +ToRoom 32381 +Key 32305 +Keywords door~ +Flags isdoor closed locked~ +#ENDEXIT + +Reset D 32383 3 2 100 -2 +Reset M 32333 1 32383 -1 -1 -1 100 + Reset G 32322 100 100 +Reset M 32334 1 32383 -1 -1 -1 100 + Reset G 32323 100 100 +Reset M 32335 1 32383 -1 -1 -1 100 + Reset G 32324 100 100 +Reset M 32336 1 32383 -1 -1 -1 100 + Reset G 32320 100 100 +#ENDROOM + +#ROOM +Vnum 32384 +Name An Open Grave~ +Sector indoors~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc You have fallen into a freshly-dug grave. + +*BONK* *OUCH* *DOH!* +~ +Reset M 32308 1 32384 -1 -1 -1 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/haon.are b/data/realm/haon.are index ef330b0..1755d7c 100644 --- a/data/realm/haon.are +++ b/data/realm/haon.are @@ -1,41 +1,41 @@ #XSMAUGAREA #AREADATA -Version 1 -Name Haon Dor~ -Author Diku~ -WeatherX 0 -WeatherY 0 -Ranges 5 10 0 60 -Economy 0 3643376 +Version 1 +Name Haon Dor~ +Author Diku~ +Vnums 6000 6156 +Continent one~ +Coordinates 0 0 +Dates 1403834970 1403834970 +Ranges 5 10 0 60 +Climate 2 2 2 +Treasure 20 74 85 93 20 50 60 75 #ENDAREADATA #MOBILE -Vnum 6000 -Keywords john lumberjack~ -Short John the Lumberjack~ -Long John the Lumberjack is here, looking for some trees to chop down. -~ -Desc He is six feet tall and looks quite strong, muscles bulging under his heavy, +Vnum 6000 +Keywords john lumberjack~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short John the Lumberjack~ +Long John the Lumberjack is here, looking for some trees to chop down. +~ +Desc He is six feet tall and looks quite strong, muscles bulging under his heavy, chequered shirt. His features are worn with hard work and his expression is one of a peaceful man leading a simple life. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc stayarea~ -Affected detect_hidden infrared~ -Stats1 350 7 15 7 50 600 -Stats2 5 5 50 -Stats3 1 8 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Immune sleep charm~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 350 -1 0 0 0 0 +Stats2 7 21 7 50 1 8 2 +Speaks common~ +Speaking common~ +Actflags npc stayarea~ +Affected detect_hidden infrared~ +Immune drain sleep~ +Defenses dodge~ #MUDPROG Progtype entry_prog~ Arglist 100~ @@ -67,189 +67,167 @@ mpasound The sound of an axe blade plunging into soft wood can be heard. #ENDMOBILE #MOBILE -Vnum 6002 -Keywords bear~ -Short the brown bear~ -Long A big, brown, angry-looking bear is here. -~ -Desc The bear is a big, brown, furry animal with very large claws and very sharp +Vnum 6002 +Keywords bear~ +Race mammal~ +Class Warrior~ +Gender neuter~ +Position sleeping~ +DefPos standing~ +Short the brown bear~ +Long A big, brown, angry-looking bear is here. +~ +Desc The bear is a big, brown, furry animal with very large claws and very sharp teeth. It doesn't resemble those cute little thingies from toy shops at all. ~ -Race mammal~ -Class warrior~ -Position sleeping~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -50 8 13 3 0 2000 -Stats2 8 8 80 -Stats3 2 6 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common mammal~ -Speaking mammal~ -Bodyparts head legs heart guts feet ear eye claws~ -Attacks claws~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 -50 0 0 0 0 0 +Stats2 8 21 3 80 2 6 2 +Speaks common mammal~ +Speaking mammal~ +Actflags npc aggressive stayarea~ +Bodyparts head legs heart guts feet ear eye claws~ +Attacks claws~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 6003 -Keywords rabbit~ -Short the ferocious rabbit~ -Long A ferocious rabbit is here, glaring hungrily at you. -~ -Desc This small, furry creature with long ears and big feet has been attacked by +Vnum 6003 +Keywords rabbit~ +Race human~ +Class Warrior~ +Gender neuter~ +Position sleeping~ +DefPos standing~ +Short the ferocious rabbit~ +Long A ferocious rabbit is here, glaring hungrily at you. +~ +Desc This small, furry creature with long ears and big feet has been attacked by the dreaded rabbit rabies, a horrible disease that turns helpless and innocent rabbits into ferocious and bloodthirsty monsters. ~ -Race human~ -Class warrior~ -Position sleeping~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -150 3 17 6 0 350 -Stats2 1 4 26 -Stats3 1 8 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ +Nattacks 0.000000 +Stats1 -150 0 0 0 0 0 +Stats2 3 21 6 26 1 8 0 +Speaking common~ +Actflags npc aggressive stayarea~ #ENDMOBILE #MOBILE -Vnum 6004 -Keywords deer~ -Short the fallow deer~ -Long A fallow deer is grazing peacefully here. -~ -Desc She is a graceful creature on long, slender legs, and with large, brown eyes +Vnum 6004 +Keywords deer~ +Race mammal~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the fallow deer~ +Long A fallow deer is grazing peacefully here. +~ +Desc She is a graceful creature on long, slender legs, and with large, brown eyes looking back at you with an air of watchful interest. ~ -Race mammal~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender female~ -Actflags npc sentinel r2 stayarea prototype~ -Affected detect_invis~ -Stats1 350 2 19 2 0 200 -Stats2 2 8 2 -Stats3 1 6 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart guts ear eye~ -Attacks kick~ +Nattacks 1.000000 +Stats1 350 0 0 0 0 0 +Stats2 2 21 2 2 1 6 0 +Speaks mammal~ +Speaking mammal~ +Actflags npc sentinel stayarea proto~ +Affected detect_invis~ +Bodyparts head legs heart guts ear eye~ +Attacks kick~ #ENDMOBILE #MOBILE -Vnum 6005 -Keywords fox~ -Short the brown fox~ -Long A brown fox is here, looking for some rabbits to chew up. -~ -Desc It is a large fox with beautiful, red-brown fur and a long, thick brush. -~ -Race mammal~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc stayarea~ -Stats1 -50 2 18 6 0 200 -Stats2 1 4 18 -Stats3 1 6 0 -Stats4 0 0 1 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart guts ear eye tail~ -Attacks bite~ -Defenses dodge~ +Vnum 6005 +Keywords fox~ +Race mammal~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the brown fox~ +Long A brown fox is here, looking for some rabbits to chew up. +~ +Desc It is a large fox with beautiful, red-brown fur and a long, thick brush. +~ +Nattacks 1.000000 +Stats1 -50 0 0 0 0 0 +Stats2 2 21 6 18 1 6 0 +Speaks mammal~ +Speaking mammal~ +Actflags npc stayarea~ +Bodyparts head legs heart guts ear eye tail~ +Attacks bite~ +Defenses dodge~ #ENDMOBILE #MOBILE -Vnum 6100 -Keywords warg vicious~ -Short the vicious warg~ -Long A vicious warg is here, snarling angrily at you. -~ -Desc It is an exceptionally large wolf with thick, black fur. Saliva is dripping +Vnum 6100 +Keywords warg vicious~ +Race wolf~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the vicious warg~ +Long A vicious warg is here, snarling angrily at you. +~ +Desc It is an exceptionally large wolf with thick, black fur. Saliva is dripping quickly from its long, white fangs. It looks quite dangerous and very angry. ~ -Race wolf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -350 5 16 5 0 800 -Stats2 1 1 60 -Stats3 1 6 1 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart guts ear eye tail claws~ +Nattacks 0.000000 +Stats1 -350 0 0 0 0 0 +Stats2 5 21 5 60 1 6 1 +Speaks mammal~ +Speaking mammal~ +Actflags npc aggressive stayarea~ +Bodyparts head legs heart guts ear eye tail claws~ #ENDMOBILE #MOBILE -Vnum 6101 -Keywords warg ferocious~ -Short the ferocious warg~ -Long A ferocious warg is here, snarling angrily at you. -~ -Desc It is an exceptionally large wolf with thick, black fur. Saliva is dripping +Vnum 6101 +Keywords warg ferocious~ +Race wolf~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the ferocious warg~ +Long A ferocious warg is here, snarling angrily at you. +~ +Desc It is an exceptionally large wolf with thick, black fur. Saliva is dripping quickly from its long, white fangs. It looks quite dangerous and very angry. ~ -Race wolf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -350 5 16 5 0 800 -Stats2 1 1 60 -Stats3 2 4 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs hands ear eye~ +Nattacks 0.000000 +Stats1 -350 0 0 0 0 0 +Stats2 5 21 5 60 2 4 0 +Speaks mammal~ +Speaking mammal~ +Actflags npc aggressive stayarea~ +Bodyparts head legs hands ear eye~ #ENDMOBILE #MOBILE -Vnum 6102 -Keywords wolf grey~ -Short the large, grey wolf~ -Long A large, grey wolf is here, glaring hungrily at you. -~ -Desc The large, grey wolf eyes you with interest while licking its lips. -~ -Race wolf~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -150 4 18 7 0 450 -Stats2 1 12 35 -Stats3 1 7 0 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common mammal~ -Speaking mammal~ -Bodyparts heart guts feet ear eye~ +Vnum 6102 +Keywords wolf grey~ +Race wolf~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the large, grey wolf~ +Long A large, grey wolf is here, glaring hungrily at you. +~ +Desc The large, grey wolf eyes you with interest while licking its lips. +~ +Nattacks 0.000000 +Stats1 -150 0 0 0 0 0 +Stats2 4 21 7 35 1 7 0 +Speaks common mammal~ +Speaking mammal~ +Actflags npc aggressive stayarea~ +Bodyparts heart guts feet ear eye~ #MUDPROG Progtype rand_prog~ Arglist 8~ @@ -260,28 +238,25 @@ Comlist mpasound The forlorn howling of a nearby wolf can be heard... #ENDMOBILE #MOBILE -Vnum 6103 -Keywords wolf black~ -Short the large, black wolf~ -Long A large, black wolf is here, glaring hungrily at you. -~ -Desc The large, black wolf eyes you with interest while licking its lips. -~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc aggressive stayarea~ -Stats1 -150 4 18 7 0 450 -Stats2 1 12 35 -Stats3 1 1 3 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks mammal~ -Speaking mammal~ -Bodyparts head legs heart guts ear eye~ +Vnum 6103 +Keywords wolf black~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the large, black wolf~ +Long A large, black wolf is here, glaring hungrily at you. +~ +Desc The large, black wolf eyes you with interest while licking its lips. +~ +Nattacks 0.000000 +Stats1 -150 -1 0 0 0 0 +Stats2 4 21 7 35 1 1 3 +Speaks mammal~ +Speaking mammal~ +Actflags npc aggressive stayarea~ +Bodyparts head legs heart guts ear eye~ #MUDPROG Progtype rand_prog~ Arglist 8~ @@ -292,63 +267,57 @@ Comlist mpasound The forlorn howling of a nearby wolf can be heard... #ENDMOBILE #MOBILE -Vnum 6112 -Keywords dragon green~ -Short the huge, green dragon~ -Long A huge green dragon is here, its narrow yellow eyes glowing with rage. -~ -Desc This enormous winged serpent has dark green scales covering most of its +Vnum 6112 +Keywords dragon green~ +Race human~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Specfun spec_breath_gas~ +Short the huge, green dragon~ +Long A huge green dragon is here, its narrow yellow eyes glowing with rage. +~ +Desc This enormous winged serpent has dark green scales covering most of its colossal body. Numerous holes in its heavy wings tell of many fights as does the nicks in the horns on its head. It smells as disgusting as only dragons do. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_breath_gas~ -Gender neuter~ -Actflags npc sentinel aggressive stayarea~ -Affected detect_invis~ -Stats1 -1000 25 -5 -7 5000 200000 -Stats2 25 25 250 -Stats3 2 6 18 -Stats4 0 0 3 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks dragon~ -Speaking dragon~ -Bodyparts head legs heart feet ear eye tail claws horns~ -Attacks bite claws tail~ -Defenses parry dodge disarm~ +Nattacks 3.000000 +Stats1 -1000 -1 0 0 0 0 +Stats2 25 21 -7 250 2 6 18 +Speaks dragon~ +Speaking dragon~ +Actflags npc sentinel aggressive stayarea~ +Affected detect_invis~ +Bodyparts head legs heart feet ear eye tail claws horns~ +Attacks bite claws tail~ +Defenses parry dodge disarm~ #ENDMOBILE #MOBILE -Vnum 6115 -Keywords shargugh brownie~ -Short Shargugh~ -Long Shargugh the Forest Brownie is here, grinning broadly at you. -~ -Desc This little fellow is only three foot tall with wild matted brown hair and long +Vnum 6115 +Keywords shargugh brownie~ +Race pixie~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short Shargugh~ +Long Shargugh the Forest Brownie is here, grinning broadly at you. +~ +Desc This little fellow is only three foot tall with wild matted brown hair and long tangled brown beard. He wears ragged brown and green clothing and looks as if he is having great fun. ~ -Race pixie~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender male~ -Actflags npc scavenger r2 wimpy~ -Affected invisible detect_invis sneak~ -Stats1 1000 11 1 -10 500 3000 -Stats2 10 10 100 -Stats3 1 8 2 -Stats4 0 0 1 0 0 -Attribs 13 13 13 16 13 13 13 -Saves 0 0 0 0 0 -Speaks pixie~ -Speaking common pixie~ -Defenses dodge~ +Nattacks 1.000000 +Stats1 1000 -1 0 0 0 0 +Stats2 11 21 -10 100 1 8 2 +Speaks pixie~ +Speaking pixie~ +Actflags npc scavenger wimpy~ +Affected invisible detect_invis sneak~ +Defenses dodge~ #MUDPROG Progtype rand_prog~ Arglist 16~ @@ -366,41 +335,43 @@ Comlist poke $r #ENDMOBILE #MOBILE -Vnum 6116 -Keywords elder druid~ -Short the elder druid~ -Long The elder druid is here ... he looks very upset at your presence in his home. -~ -Desc The druid looks quite old. You would think him venerable, but you know +Vnum 6116 +Keywords elder druid~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_cleric~ +Short the elder druid~ +Long The elder druid is here ... he looks very upset at your presence in his home. +~ +Desc The druid looks quite old. You would think him venerable, but you know he would be a tough foe. ~ -Race human~ -Class warrior~ -Position standing~ -DefPos standing~ -Specfun spec_cast_cleric~ -Gender male~ -Actflags npc sentinel scavenger~ -Affected detect_invis~ -Stats1 0 13 4 -7 0 20000 -Stats2 1 1 130 -Stats3 2 8 2 -Stats4 0 0 0 0 0 -Attribs 13 13 13 13 13 13 13 -Saves 0 0 0 0 0 -Speaks common~ -Speaking common~ -Bodyparts head arms legs heart guts hands feet ear eye~ -Defenses dodge disarm~ +Nattacks 0.000000 +Stats1 0 -1 0 0 0 0 +Stats2 13 21 -7 130 2 8 2 +Speaks common~ +Speaking common~ +Actflags npc sentinel scavenger~ +Affected detect_invis~ +Bodyparts head arms legs heart guts hands feet ear eye~ +Defenses dodge disarm~ #ENDMOBILE #MOBILE -Vnum 6117 -Keywords froghemoth~ -Short the froghemoth~ -Long A gargantuan, toad-like creature blinks slowly at nothing in particular. -~ -Desc Its head rising a good eight feet off the ground, this is without a doubt +Vnum 6117 +Keywords froghemoth~ +Race amphibian~ +Class Warrior~ +Gender neuter~ +Position standing~ +DefPos standing~ +Short the froghemoth~ +Long A gargantuan, toad-like creature blinks slowly at nothing in particular. +~ +Desc Its head rising a good eight feet off the ground, this is without a doubt the most incredible amphibian you have ever laid eyes upon ... it doesn't seem to think too much of you, though. Thick strands of mucous, thick as rope, drip from its nostrils while large eyes gleam impassively down upon @@ -411,25 +382,17 @@ are rumoured to enjoy gobbling lots of things down - fish, birds, wargs, trees, boulders, people, anything it finds to be particularly interesting. Thank god you're boring as hell. ~ -Race amphibian~ -Class warrior~ -Position standing~ -DefPos standing~ -Gender neuter~ -Actflags npc~ -Affected detect_invis detect_hidden infrared truesight~ -Stats1 0 25 0 -300 0 0 -Stats2 0 0 0 -Stats3 0 0 0 -Stats4 0 0 0 0 0 -Attribs 18 15 15 13 13 5 13 -Saves 0 0 0 0 0 -Speaks common dwarven orcish trollese rodent mammal reptile dragon magical goblin ancient clan~ -Speaking common dwarven orcish trollese rodent mammal reptile dragon magical goblin ancient clan~ -Bodyparts head legs heart brains guts feet eye long_tongue claws~ -Immune charm~ -Attacks claws poison~ -Defenses dodge~ +Nattacks 0.000000 +Stats1 0 0 0 0 0 0 +Stats2 25 21 -300 0 0 0 0 +Speaks common dwarven orcish trollese rodent mammal reptile dragon magical goblin ancient clan~ +Speaking clan~ +Actflags npc~ +Affected detect_invis detect_hidden infrared truesight~ +Bodyparts head legs heart brains guts feet eye long_tongue claws~ +Immune sleep~ +Attacks claws poison~ +Defenses dodge~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ @@ -497,17 +460,17 @@ Comlist mpe With a grotesque gurgle, $I burps forth a glob of white goo. #ENDMOBILE #OBJECT -Vnum 6000 -Keywords axe lumber~ -Type weapon~ -Short a lumber axe~ -Long A heavy lumber axe lies here.~ -WFlags take wield~ -Values 0 2 6 1 0 0 -Stats 10 50 5 0 0 -Affect -1 -1 10 13 0 -Affect -1 -1 1 18 0 -Affect -1 -1 2 19 0 +Vnum 6000 +Keywords axe lumber~ +Type weapon~ +Short a lumber axe~ +Long A heavy lumber axe lies here.~ +WFlags take wield~ +Values 0 2 6 1 0 0 0 0 0 0 0 +Stats 10 50 -2 9999 0 None None None +AffData hit 10 -1 -1 0 +AffData hitroll 1 -1 -1 0 +AffData damroll 2 -1 -1 0 #EXDESC ExDescKey axe lumber~ ExDesc It is a heavy axe of the kind lumberjacks use to chop down trees. @@ -524,16 +487,16 @@ Comlist mpecho $n's eyes shine brightly as $e searches for the nearest hapless #ENDOBJECT #OBJECT -Vnum 6001 -Keywords chequered shirt~ -Type armor~ -Short a chequered shirt~ -Long A chequered shirt lies here.~ -WFlags take body~ -Values 3 0 0 0 0 0 -Stats 2 20 2 0 0 -Affect -1 -1 -5 17 0 -Affect -1 -1 5 13 0 +Vnum 6001 +Keywords chequered shirt~ +Type armor~ +Short a chequered shirt~ +Long A chequered shirt lies here.~ +WFlags take body~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 2 20 -2 9999 0 None None None +AffData armor -5 -1 -1 0 +AffData hit 5 -1 -1 0 #EXDESC ExDescKey shirt~ ExDesc It is an extra large, chequered shirt made from heavy cloth. @@ -543,15 +506,15 @@ ExDesc It is an extra large, chequered shirt made from heavy cloth. #ENDOBJECT #OBJECT -Vnum 6002 -Keywords boots~ -Type armor~ -Short a pair of leather boots~ -Long A pair of leather boots lies here.~ -WFlags take feet~ -Values 3 0 0 0 0 0 -Stats 4 60 6 0 0 -Affect -1 -1 25 14 0 +Vnum 6002 +Keywords boots~ +Type armor~ +Short a pair of leather boots~ +Long A pair of leather boots lies here.~ +WFlags take feet~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 4 60 -2 9999 0 None None None +AffData move 25 -1 -1 0 #EXDESC ExDescKey boots~ ExDesc They are fashioned from rough leather that has been oiled frequently to make @@ -562,13 +525,13 @@ it stay waterproof. They look worn but quite functional. #ENDOBJECT #OBJECT -Vnum 6003 -Keywords fireplace~ -Type container~ -Short a fireplace~ -Long A fireplace made from stone is set against the east wall.~ -Values 200 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6003 +Keywords fireplace~ +Type container~ +Short a fireplace~ +Long A fireplace made from stone is set against the east wall.~ +Values 200 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey fireplace~ ExDesc It is fashioned from stones of various sizes that have been stacked on top of @@ -580,14 +543,14 @@ leads the smoke out through the low cabin ceiling. #ENDOBJECT #OBJECT -Vnum 6005 -Keywords chest~ -Type container~ -Short a wooden chest~ -Long A wooden chest stands in the corner.~ -WFlags take~ -Values 100 13 6006 0 0 0 -Stats 40 100 10 0 0 +Vnum 6005 +Keywords chest~ +Type container~ +Short a wooden chest~ +Long A wooden chest stands in the corner.~ +WFlags take~ +Values 100 13 6006 0 0 0 0 0 0 0 0 +Stats 40 100 -2 9999 0 None None None #EXDESC ExDescKey chest~ ExDesc It is a robust chest made from short, heavy planks that have been fastened @@ -598,14 +561,14 @@ together with tenons. It is equipped with a simple brass lock. #ENDOBJECT #OBJECT -Vnum 6006 -Keywords key~ -Type key~ -Short a small brass key~ -Long A small brass key lies here.~ -WFlags take~ -Values 6005 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 6006 +Keywords key~ +Type key~ +Short a small brass key~ +Long A small brass key lies here.~ +WFlags take~ +Values 6005 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #EXDESC ExDescKey key~ ExDesc It is a small, simple brass key with no inscriptions or marks of any kind. @@ -615,14 +578,14 @@ ExDesc It is a small, simple brass key with no inscriptions or marks of an #ENDOBJECT #OBJECT -Vnum 6007 -Keywords coins gold~ -Type money~ -Short a heap of gold coins~ -Long Some gold coins lie piled up in a heap on the floor.~ -WFlags take~ -Values 5000 0 0 0 0 0 -Stats 1 5000 500 0 0 +Vnum 6007 +Keywords coins gold~ +Type money~ +Short a heap of gold coins~ +Long Some gold coins lie piled up in a heap on the floor.~ +WFlags take~ +Values 5000 0 0 0 0 0 0 0 0 0 0 +Stats 1 5000 -2 1 0 None None None #EXDESC ExDescKey coins~ ExDesc The coins seem to be gold. They are obviously valuable. @@ -632,14 +595,14 @@ ExDesc The coins seem to be gold. They are obviously valuable. #ENDOBJECT #OBJECT -Vnum 6010 -Keywords blackberries~ -Type food~ -Short some blackberries~ -Long Some blackberries grow on a bush nearby.~ -WFlags take~ -Values 3 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 6010 +Keywords blackberries~ +Type food~ +Short some blackberries~ +Long Some blackberries grow on a bush nearby.~ +WFlags take~ +Values 3 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #EXDESC ExDescKey blackberries~ ExDesc They look very tasty indeed. @@ -649,14 +612,14 @@ ExDesc They look very tasty indeed. #ENDOBJECT #OBJECT -Vnum 6011 -Keywords mushroom~ -Type food~ -Short a mushroom~ -Long A small mushroom grows nearby.~ -WFlags take~ -Values 6 0 0 0 0 0 -Stats 1 10 1 0 0 +Vnum 6011 +Keywords mushroom~ +Type food~ +Short a mushroom~ +Long A small mushroom grows nearby.~ +WFlags take~ +Values 6 0 0 0 0 0 0 0 0 0 0 +Stats 1 10 -2 9999 0 None None None #EXDESC ExDescKey mushroom~ ExDesc It is a tasty little thing. @@ -666,25 +629,25 @@ ExDesc It is a tasty little thing. #ENDOBJECT #OBJECT -Vnum 6013 -Keywords water barrel~ -Type drinkcon~ -Short the barrel~ -Long A water barrel has been left here.~ -WFlags take~ -Values 50 50 0 0 0 0 -Stats 65 60 6 0 0 +Vnum 6013 +Keywords water barrel~ +Type drinkcon~ +Short the barrel~ +Long A water barrel has been left here.~ +WFlags take~ +Values 50 50 0 0 0 0 0 0 0 0 0 +Stats 65 60 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6102 -Keywords ancient colossal tree opening~ -Type container~ -Short the colossal tree~ -Long An ancient, colossal tree serves to block the westward path.~ -Flags dark organic~ -Values 1000 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6102 +Keywords ancient colossal tree opening~ +Type container~ +Short the colossal tree~ +Long An ancient, colossal tree serves to block the westward path.~ +Flags organic~ +Values 1000 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey opening~ ExDesc The opening is far too narrow for you to squeeze through but it looks as if the @@ -703,49 +666,49 @@ west side is a small opening just above ground level. #ENDOBJECT #OBJECT -Vnum 6103 -Keywords branch~ -Type light~ -Short a long, grey branch~ -Long A long, grey branch rests heavily on the ground.~ -WFlags take hold~ -Values 0 0 25 0 0 0 -Stats 20 1 0 0 0 +Vnum 6103 +Keywords branch~ +Type light~ +Short a long, grey branch~ +Long A long, grey branch rests heavily on the ground.~ +WFlags take hold~ +Values 0 0 25 0 0 0 0 0 0 0 0 +Stats 20 1 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6104 -Keywords branch~ -Type weapon~ -Short a long, grey branch~ -Long A long, grey branch rests heavily on the ground.~ -Action pound~ -WFlags take wield~ -Values 0 2 5 7 0 0 -Stats 30 60 6 0 0 -Affect -1 -1 -2 18 0 +Vnum 6104 +Keywords branch~ +Type weapon~ +Short a long, grey branch~ +Long A long, grey branch rests heavily on the ground.~ +Action pound~ +WFlags take wield~ +Values 0 2 5 7 0 0 0 0 0 0 0 +Stats 30 60 -2 9999 0 None None None +AffData hitroll -2 -1 -1 0 #ENDOBJECT #OBJECT -Vnum 6105 -Keywords branch~ -Type trash~ -Short a long, grey branch~ -Long A long, grey branch rests heavily on the ground.~ -WFlags take~ -Values 0 0 0 0 0 0 -Stats 40 0 0 0 0 +Vnum 6105 +Keywords branch~ +Type trash~ +Short a long, grey branch~ +Long A long, grey branch rests heavily on the ground.~ +WFlags take~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 40 0 -2 9999 0 None None None #ENDOBJECT #OBJECT -Vnum 6106 -Keywords toadstool~ -Type food~ -Short a toadstool~ -Long A large toadstool grows nearby.~ -WFlags take~ -Values 12 0 0 0 0 0 -Stats 5 20 2 0 0 +Vnum 6106 +Keywords toadstool~ +Type food~ +Short a toadstool~ +Long A large toadstool grows nearby.~ +WFlags take~ +Values 12 0 0 0 0 0 0 0 0 0 0 +Stats 5 20 -2 9999 0 None None None #EXDESC ExDescKey toadstool~ ExDesc It is a large, brown boletus that must weigh nearly five pounds. The top @@ -757,14 +720,14 @@ musty smell. Not the most delicious thing you have seen. #ENDOBJECT #OBJECT -Vnum 6107 -Keywords toadstool~ -Type food~ -Short a toadstool~ -Long A large toadstool grows nearby.~ -WFlags take~ -Values 12 0 0 1 0 0 -Stats 5 20 2 0 0 +Vnum 6107 +Keywords toadstool~ +Type food~ +Short a toadstool~ +Long A large toadstool grows nearby.~ +WFlags take~ +Values 12 0 0 1 0 0 0 0 0 0 0 +Stats 5 20 -2 9999 0 None None None #EXDESC ExDescKey toadstool~ ExDesc It is a large, brown boletus that must weigh nearly five pounds. It has small @@ -776,16 +739,16 @@ that emits a weak, musty smell. Not the most delicious thing you have seen. #ENDOBJECT #OBJECT -Vnum 6110 -Keywords humming yellow potion~ -Type potion~ -Short a humming yellow potion~ -Long A humming yellow potion lies here.~ -Flags hum magic~ -WFlags take~ -Values 30 -1 -1 -1 0 0 -Stats 2 1000 100 0 0 -Spells 'kindred strength' 'stone skin' 'armor' +Vnum 6110 +Keywords humming yellow potion~ +Type potion~ +Short a humming yellow potion~ +Long A humming yellow potion lies here.~ +Flags hum magic~ +WFlags take~ +Values 30 -1 -1 -1 0 0 0 0 0 0 0 +Stats 2 1000 -2 1 0 None None None +Spells 'NONE' 'stone skin' 'armor' #EXDESC ExDescKey potion yellow~ ExDesc It has a deep yellow colour and and a strong spicy smell. @@ -795,17 +758,17 @@ ExDesc It has a deep yellow colour and and a strong spicy smell. #ENDOBJECT #OBJECT -Vnum 6111 -Keywords shield large wooden round~ -Type armor~ -Short a large, round wooden shield~ -Long A large, round wooden shield has been dropped here.~ -WFlags take shield~ -Values 5 0 0 0 0 0 -Stats 15 300 30 0 0 -Affect -1 -1 -4 17 0 -Affect -1 -1 -3 23 0 -Affect -1 -1 1 5 0 +Vnum 6111 +Keywords shield large wooden round~ +Type armor~ +Short a large, round wooden shield~ +Long A large, round wooden shield has been dropped here.~ +WFlags take shield~ +Values 5 0 0 0 0 0 0 0 0 0 0 +Stats 15 300 -2 1 0 None None None +AffData armor -4 -1 -1 0 +AffData save_breath -3 -1 -1 0 +AffData constitution 1 -1 -1 0 #EXDESC ExDescKey shield large~ ExDesc It is made from hard wood that has been reinforced with heavy iron bands. @@ -815,18 +778,18 @@ ExDesc It is made from hard wood that has been reinforced with heavy iron #ENDOBJECT #OBJECT -Vnum 6112 -Keywords crown iron~ -Type armor~ -Short an iron crown~ -Long An iron crown rests on the ground.~ -Flags magic~ -WFlags take head~ -Values 4 0 0 0 0 0 -Stats 10 5000 500 0 0 -Affect -1 -1 -2 17 0 -Affect -1 -1 -2 23 0 -Affect -1 -1 10 12 0 +Vnum 6112 +Keywords crown iron~ +Type armor~ +Short an iron crown~ +Long An iron crown rests on the ground.~ +Flags magic~ +WFlags take head~ +Values 4 0 0 0 0 0 0 0 0 0 0 +Stats 10 5000 -2 1 0 None None None +AffData armor -2 -1 -1 0 +AffData save_breath -2 -1 -1 0 +AffData mana 10 -1 -1 0 #EXDESC ExDescKey crown iron~ ExDesc It is a heavy human-sized crown made from solid iron. @@ -836,17 +799,17 @@ ExDesc It is a heavy human-sized crown made from solid iron. #ENDOBJECT #OBJECT -Vnum 6114 -Keywords ring iron~ -Type armor~ -Short a heavy ring of iron~ -Long A heavy ring of iron has been lost here.~ -Flags magic~ -WFlags take finger~ -Values 1 0 0 0 0 0 -Stats 4 5000 500 0 0 -Affect -1 -1 -5 17 0 -Affect -1 -1 1 5 0 +Vnum 6114 +Keywords ring iron~ +Type armor~ +Short a heavy ring of iron~ +Long A heavy ring of iron has been lost here.~ +Flags magic~ +WFlags take finger~ +Values 1 0 0 0 0 0 0 0 0 0 0 +Stats 4 5000 -2 1 0 None None None +AffData armor -5 -1 -1 0 +AffData constitution 1 -1 -1 0 #EXDESC ExDescKey ring iron~ ExDesc It is a quite heavy human-sized ring made from solid iron. It lacks @@ -857,15 +820,15 @@ decorations of any kind. #ENDOBJECT #OBJECT -Vnum 6120 -Keywords book guide~ -Type trash~ -Short A guide to "safe" programming~ -Long An old tome made of patchwork parchment lies in the dust here.~ -Flags bless metal prototype~ -WFlags take hold~ -Values 0 0 0 0 0 0 -Stats 1 0 0 0 0 +Vnum 6120 +Keywords book guide~ +Type trash~ +Short A guide to "safe" programming~ +Long An old tome made of patchwork parchment lies in the dust here.~ +Flags metal bless proto~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 0 -2 9999 0 None None None #EXDESC ExDescKey book~ ExDesc Dusty and patchworked, this ancient tome has seen much use over the years. @@ -1218,23 +1181,24 @@ trigger will fit all situations. #ENDOBJECT #OBJECT -Vnum 6155 -Keywords morning-star star morning~ -Type weapon~ -Short the morning star~ -Long The morning star is here collecting dust while it lies on the ground.~ -Flags magic~ -WFlags take wield~ -Values 0 2 8 8 0 0 -Stats 10 15000 1500 0 0 +Vnum 6155 +Keywords morning-star star morning~ +Type weapon~ +Short the morning star~ +Long The morning star is here collecting dust while it lies on the ground.~ +Flags magic~ +WFlags take wield~ +Values 0 2 8 8 0 0 0 0 0 0 0 +Stats 10 15000 -2 1 0 None None None #ENDOBJECT #ROOM -Vnum 6000 -Name Edge of the forest~ -Sector field~ -Flags nomob~ -Desc Here at the eastern edge of the forest of Haon Dor, the thick tangle of +Vnum 6000 +Name Edge of the forest~ +Sector field~ +Flags nomob~ +Stats 0 0 0 0 0 +Desc Here at the eastern edge of the forest of Haon Dor, the thick tangle of trees stretching to the west forms an eerie darkness, seeming to quell whatever light dares to make its presence known. The mighty western gate of Darkhaven, beckons to you just a few minute's walk to the east, and a @@ -1289,10 +1253,12 @@ endif #ENDROOM #ROOM -Vnum 6001 -Name A trail through the light forest~ -Sector forest~ -Desc You are on a trail leading through the forest. To the east is the forest's +Vnum 6001 +Name A trail through the light forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a trail leading through the forest. To the east is the forest's edge, and to the west the trail leads further into the forest. Through the trees to the north you spot a narrow trail leading toward a lighter section of the forest. @@ -1333,10 +1299,12 @@ ExDesc Very cute little creatures, they seem to enjoy life. #ENDROOM #ROOM -Vnum 6002 -Name A trail through the light forest~ -Sector forest~ -Desc You are on a narrow trail leading east and west through the forest. To +Vnum 6002 +Name A trail through the light forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a narrow trail leading east and west through the forest. To the west, the forest gradually becomes more dense. A small forest path leads south. ~ @@ -1383,10 +1351,12 @@ lightly in the wind. #ENDROOM #ROOM -Vnum 6003 -Name A trail through the dense forest~ -Sector forest~ -Desc You are on a trail leading east and west through the dense forest. To the +Vnum 6003 +Name A trail through the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a trail leading east and west through the dense forest. To the east, the forest gradually seems to become lighter. ~ #EXIT @@ -1426,10 +1396,12 @@ Comlist mpecho You think you hear a twig snap somewhere nearby. #ENDROOM #ROOM -Vnum 6004 -Name A trail through the dense forest~ -Sector forest~ -Desc You are on a trail leading east and west through the dense forest. To the +Vnum 6004 +Name A trail through the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a trail leading east and west through the dense forest. To the west, the trees are so huge and their crowns so dense that forest remains in total darkness. A small path leads south through the trees. ~ @@ -1482,10 +1454,12 @@ Comlist mpecho You think you hear a twig snap somewhere nearby. #ENDROOM #ROOM -Vnum 6005 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6005 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ @@ -1518,10 +1492,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6006 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6006 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. ~ @@ -1539,7 +1515,7 @@ Desc The small path leads east through the trees. ~ #ENDEXIT -Reset O 0 6011 3 6006 +Reset O 6011 3 6006 -1 -1 -1 100 #EXDESC ExDescKey path paths~ ExDesc The narrow path is probably used by the animals living in the forest. @@ -1555,10 +1531,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6007 -Name An intersection in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6007 +Name An intersection in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The forest gradually lightens to the east. Paths lead east, west and south. ~ @@ -1598,10 +1576,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6008 -Name The forest clearing~ -Sector forest~ -Desc You are in a clearing in the forest. Lots of fresh stumps of varying sizes +Vnum 6008 +Name The forest clearing~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. ~ @@ -1661,10 +1641,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6009 -Name Outside a small cabin in the forest~ -Sector forest~ -Desc You are outside a small cabin built entirely from heavy logs. There is a +Vnum 6009 +Name Outside a small cabin in the forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are outside a small cabin built entirely from heavy logs. There is a wooden door to the north and small paths lead west and south through the trees. ~ #EXIT @@ -1690,11 +1672,11 @@ Desc The small path leads west through the light forest. ~ #ENDEXIT -Reset M 0 6000 1 6009 - Reset E 1 6000 10 16 - Reset E 1 6001 10 5 - Reset E 1 6002 10 8 -Reset D 0 6009 0 1 +Reset M 6000 1 6009 -1 -1 -1 100 + Reset E 6000 10 16 100 + Reset E 6001 10 5 100 + Reset E 6002 10 8 100 +Reset D 6009 0 1 100 -2 #EXDESC ExDescKey cabin logs~ ExDesc It looks simple but comfortable and the slender trees make the whole place seem @@ -1717,11 +1699,12 @@ ExDesc The trees are fairly young, not much more than a hundred years or s #ENDROOM #ROOM -Vnum 6010 -Name Inside the cabin~ -Sector inside~ -Flags indoors~ -Desc You are inside a small one-room cabin made entirely from heavy logs. It is +Vnum 6010 +Name Inside the cabin~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ @@ -1734,11 +1717,11 @@ Keywords door wooden~ Flags isdoor~ #ENDEXIT -Reset O 0 6003 1 6010 - Reset P 0 6006 1 6003 -Reset O 0 6005 1 6010 - Reset P 0 6007 1 6005 -Reset O 0 6013 3 6010 +Reset O 6003 1 6010 -1 -1 -1 100 +Reset O 6005 1 6010 -1 -1 -1 100 + Reset P 1 6007 1 6005 100 + Reset P 1 6006 1 6003 100 +Reset O 6013 3 6010 -1 -1 -1 100 #EXDESC ExDescKey bed~ ExDesc It is definitely not the most comfortable bed you have seen in your life. @@ -1760,10 +1743,12 @@ ExDesc A heavy table that doesn't even appear to rock. #ENDROOM #ROOM -Vnum 6011 -Name A small path through the light forest~ -Sector forest~ -Desc You are on a small path leading through the forest. The trees are tall and +Vnum 6011 +Name A small path through the light forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the forest. The trees are tall and slender. Paths lead north and south. ~ #EXIT @@ -1795,10 +1780,12 @@ ExDesc The trees are fairly young, not much more than a hundred years or s #ENDROOM #ROOM -Vnum 6012 -Name An intersection in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6012 +Name An intersection in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twilight illumination. Paths lead north, east and south. ~ @@ -1838,10 +1825,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6013 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6013 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. ~ @@ -1859,7 +1848,7 @@ Desc The small path leads west through the trees. ~ #ENDEXIT -Reset O 0 6011 3 6013 +Reset O 6011 3 6013 -1 -1 -1 100 #EXDESC ExDescKey path paths~ ExDesc The narrow path is probably used by the animals living in the forest. @@ -1875,10 +1864,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6014 -Name An intersection in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The forest gradually +Vnum 6014 +Name An intersection in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The forest gradually lightens to the north. Paths lead north, east and west. ~ #EXIT @@ -1902,7 +1893,7 @@ Desc The small path leads west through the trees. ~ #ENDEXIT -Reset M 0 6005 2 6014 +Reset M 6005 2 6014 -1 -1 -1 100 #EXDESC ExDescKey path paths~ ExDesc The narrow path is probably used by the animals living in the forest. @@ -1919,10 +1910,12 @@ illumination. #ENDROOM #ROOM -Vnum 6015 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6015 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ @@ -1955,10 +1948,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6016 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6016 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ @@ -1976,7 +1971,7 @@ Desc The small path leads south through the trees. ~ #ENDEXIT -Reset O 0 6011 3 6016 +Reset O 6011 3 6016 -1 -1 -1 100 #EXDESC ExDescKey path paths~ ExDesc The narrow path is probably used by the animals living in the forest. @@ -1992,10 +1987,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6017 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The forest seems to +Vnum 6017 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The forest seems to become lighter to the west. The path continues north and west. ~ #EXIT @@ -2028,10 +2025,12 @@ illumination. #ENDROOM #ROOM -Vnum 6018 -Name An intersection in the light forest~ -Sector forest~ -Desc You are on a small path leading through the forest. A path leads north to a +Vnum 6018 +Name An intersection in the light forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the forest. A path leads north to a small field and other paths lead east and west into the dense forest. ~ #EXIT @@ -2070,10 +2069,12 @@ ExDesc The tall trees are young and slender, not much more than a hundred #ENDROOM #ROOM -Vnum 6019 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The forest seems to +Vnum 6019 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The forest seems to become lighter to the east. The path continues north and east. ~ #EXIT @@ -2106,10 +2107,12 @@ illumination. #ENDROOM #ROOM -Vnum 6020 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. The crowns of the +Vnum 6020 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ @@ -2142,10 +2145,12 @@ ExDesc The trees are mostly old beeches and oaks. #ENDROOM #ROOM -Vnum 6021 -Name A small path in the dense forest~ -Sector forest~ -Desc You are on a small path leading through the dense forest. To the west there is +Vnum 6021 +Name A small path in the dense forest~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are on a small path leading through the dense forest. To the west there is a cave entrance. The path continues north and east. ~ #EXIT @@ -2192,11 +2197,12 @@ emanates from within. #ENDROOM #ROOM -Vnum 6022 -Name Inside the cave~ -Sector inside~ -Flags dark indoors~ -Desc You are in a natural cave. Various sorts of debris cover the stone floor, +Vnum 6022 +Name Inside the cave~ +Sector indoors~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are in a natural cave. Various sorts of debris cover the stone floor, emitting a rather unpleasant smell that makes the air thick and hard to breathe. The only obvious exit is east. ~ @@ -2207,7 +2213,7 @@ Desc The cave opening is to the east. ~ #ENDEXIT -Reset M 0 6002 1 6022 +Reset M 6002 1 6022 -1 -1 -1 100 #EXDESC ExDescKey debris~ ExDesc It consists mostly of gnawed bones mixed with small pieces of torn fur. @@ -2229,10 +2235,12 @@ ExDesc Kind of transparent, but quite noticeable nevertheless. #ENDROOM #ROOM -Vnum 6023 -Name On a small, grassy field~ -Sector field~ -Desc You are in a small, grassy field somewhere in the forest. The tall grass +Vnum 6023 +Name On a small, grassy field~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You are in a small, grassy field somewhere in the forest. The tall grass nearly reaches your waist, and the surrounding oaks and beeches form an almost wall-like thicket on all sides of the field. A small path leads south through the trees. @@ -2244,8 +2252,8 @@ Desc The small path leads south in between the trees. ~ #ENDEXIT -Reset M 0 6004 1 6023 -Reset O 0 6010 2 6023 +Reset M 6004 1 6023 -1 -1 -1 100 +Reset O 6010 2 6023 -1 -1 -1 100 #EXDESC ExDescKey grass~ ExDesc The tall grass makes a nice hiding place for animals. @@ -2267,25 +2275,28 @@ ExDesc The trees form a close thicket. #ENDROOM #ROOM -Vnum 6030 -Name DELETE THIS ROOM~ -Sector city~ -Flags nomob~ +Vnum 6030 +Name DELETE THIS ROOM~ +Sector city~ +Flags nomob proto~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6040 -Name The Healing Place~ -Sector inside~ -Flags nomob indoors solitary nosummon noastral~ +Vnum 6040 +Name The Healing Place~ +Sector indoors~ +Flags nomob indoors nosummon noastral solitary~ +Stats 0 0 0 0 0 #ENDROOM #ROOM -Vnum 6100 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow trail winding its way between the enormous, grey trunks. +Vnum 6100 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow trail winding its way between the enormous, grey trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. The trail leads east and west. ~ @@ -2303,8 +2314,8 @@ Desc The narrow, dusty trail leads west through the forest. ~ #ENDEXIT -Reset M 0 6115 1 6100 - Reset E 1 6114 3 1 +Reset M 6115 1 6100 -1 -1 -1 100 + Reset E 6114 3 1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -2329,11 +2340,12 @@ Comlist mpecho You think you hear a twig snap somewhere nearby. #ENDROOM #ROOM -Vnum 6101 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way east-west between huge, ancient +Vnum 6101 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way east-west between huge, ancient trees whose grey trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. ~ @@ -2389,11 +2401,12 @@ Comlist mpecho You think you hear a twig snap somewhere nearby. #ENDROOM #ROOM -Vnum 6102 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way east-west between huge, ancient +Vnum 6102 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way east-west between huge, ancient trees which stand close on all sides. Not a sound is to be heard -- everything is ominously quiet. ~ @@ -2442,11 +2455,12 @@ Comlist mpecho You think you hear a twig snap somewhere nearby. #ENDROOM #ROOM -Vnum 6103 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are where the dusty trail bends, as to avoid conflict with a colossal +Vnum 6103 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are where the dusty trail bends, as to avoid conflict with a colossal trunk to the west. Not a sound is to be heard -- everything is ominously quiet. A perfectly enormous tree conspires here with its brethren to block the westward path, leaving you with travel options in the remaining @@ -2473,7 +2487,7 @@ Desc The narrow, dusty trail leads south through the forest. ~ #ENDEXIT -Reset O 0 6102 1 6103 +Reset O 6102 1 6103 -1 -1 -1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -2491,11 +2505,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6104 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. You feel as if +Vnum 6104 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and south. ~ @@ -2513,9 +2528,9 @@ Desc The narrow path winds its way through the trees to the south. ~ #ENDEXIT -Reset M 0 6102 4 6104 -Reset M 0 6102 4 6104 -Reset O 0 6106 4 6104 +Reset M 6102 4 6104 -1 -1 -1 100 +Reset M 6102 4 6104 -1 -1 -1 100 +Reset O 6106 4 6104 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -2532,11 +2547,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6105 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient grey +Vnum 6105 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and west. ~ #EXIT @@ -2553,7 +2569,7 @@ Desc The narrow path winds its way through the trees to the west. ~ #ENDEXIT -Reset O 0 6105 1 6105 +Reset O 6105 1 6105 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -2570,11 +2586,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6106 -Name A junction in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are by a junction where three paths meet. Ancient grey trees tower above +Vnum 6106 +Name A junction in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead east, south and west. ~ #EXIT @@ -2614,11 +2631,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6107 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient grey +Vnum 6107 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and east. ~ #EXIT @@ -2651,11 +2669,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6108 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way between huge, ancient trees +Vnum 6108 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the south, a frail path leads away from the trail. ~ @@ -2680,8 +2699,8 @@ Desc The narrow, dusty trail leads west through the forest. ~ #ENDEXIT -Reset M 0 6102 4 6108 -Reset M 0 6102 4 6108 +Reset M 6102 4 6108 -1 -1 -1 100 +Reset M 6102 4 6108 -1 -1 -1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -2706,11 +2725,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6109 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way east-west between huge, ancient trees +Vnum 6109 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ @@ -2745,11 +2765,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6110 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way between huge, ancient trees that stand +Vnum 6110 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way between huge, ancient trees that stand close on all sides. The trail leads east and south. To the north, a narrow path leads away from the trail. ~ @@ -2798,11 +2819,12 @@ substance. It looks like small threads woven carefully together. #ENDROOM #ROOM -Vnum 6111 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way north-south between huge, ancient +Vnum 6111 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way north-south between huge, ancient trees that loom ominously above you. ~ #EXIT @@ -2819,7 +2841,7 @@ Desc The narrow, dusty trail leads south through the forest. ~ #ENDEXIT -Reset O 0 6106 4 6111 +Reset O 6106 4 6111 -1 -1 -1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -2837,11 +2859,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6112 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way between huge, ancient trees +Vnum 6112 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the east, a frail path leads away from the trail. ~ @@ -2866,8 +2889,8 @@ Desc The narrow, dusty trail leads west through the forest. ~ #ENDEXIT -Reset M 0 6103 4 6112 -Reset M 0 6103 4 6112 +Reset M 6103 4 6112 -1 -1 -1 100 +Reset M 6103 4 6112 -1 -1 -1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -2892,11 +2915,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6113 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient grey +Vnum 6113 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom in all directions. The path continues south and west. ~ #EXIT @@ -2913,7 +2937,7 @@ Desc The narrow path winds its way through the trees to the west. ~ #ENDEXIT -Reset O 0 6103 1 6113 +Reset O 6103 1 6113 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -2930,11 +2954,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6114 -Name A junction in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are by a junction where three paths meet. Ancient grey trees tower above +Vnum 6114 +Name A junction in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. ~ #EXIT @@ -2974,11 +2999,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6115 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. You feel as +Vnum 6115 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. ~ @@ -3012,11 +3038,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6116 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Giant, grey +Vnum 6116 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously on all sides. The path continues east and south. ~ #EXIT @@ -3033,8 +3060,8 @@ Desc The narrow path winds its way through the trees to the south. ~ #ENDEXIT -Reset M 0 6100 2 6116 -Reset M 0 6100 2 6116 +Reset M 6100 2 6116 -1 -1 -1 100 +Reset M 6100 2 6116 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -3051,11 +3078,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6117 -Name A junction in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are by a junction where three paths meet. Ancient, grey trees seem to +Vnum 6117 +Name A junction in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all sides. Paths lead north, east and west. ~ #EXIT @@ -3095,11 +3123,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6118 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient, +Vnum 6118 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The path continues south and west. ~ #EXIT @@ -3116,8 +3145,8 @@ Desc The narrow path winds its way through the trees to the west. ~ #ENDEXIT -Reset M 0 6103 4 6118 -Reset M 0 6103 4 6118 +Reset M 6103 4 6118 -1 -1 -1 100 +Reset M 6103 4 6118 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -3134,11 +3163,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6119 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Huge, ancient +Vnum 6119 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Huge, ancient trees are on all sides. The path continues north and south. ~ #EXIT @@ -3155,7 +3185,7 @@ Desc The narrow path winds its way through the trees to the south. ~ #ENDEXIT -Reset O 0 6107 4 6119 +Reset O 6107 4 6119 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc You feel as if they are watching you. @@ -3172,11 +3202,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6120 -Name On the river bank in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. To the south a +Vnum 6120 +Name On the river bank in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. To the south a fast river is flowing westwards through the forest. Ancient grey trees loom on both banks. The path continues north and west. ~ @@ -3217,11 +3248,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6121 -Name A dead end path on the river bank in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. The ancient +Vnum 6121 +Name A dead end path on the river bank in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be east. ~ @@ -3232,7 +3264,7 @@ Desc The narrow path winds its way through the trees to the east. ~ #ENDEXIT -Reset M 0 6117 1 6121 +Reset M 6117 1 6121 -1 -1 -1 100 #EXDESC ExDescKey river~ ExDesc The river flows fast and strong. It is black or looks so in the gloom. @@ -3256,11 +3288,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6122 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Giant, grey +Vnum 6122 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. ~ #EXIT @@ -3277,7 +3310,7 @@ Desc The narrow path winds its way through the trees to the south. ~ #ENDEXIT -Reset O 0 6106 4 6122 +Reset O 6106 4 6122 -1 -1 -1 100 #EXDESC ExDescKey tree trees trunk trunks~ ExDesc The ancient grey giants seem to observe you silently. @@ -3294,11 +3327,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6123 -Name A junction on the river bank in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are by a junction where three paths meet. Ancient, grey trees seem to +Vnum 6123 +Name A junction on the river bank in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. ~ @@ -3346,11 +3380,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6124 -Name A dead end path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. The ancient +Vnum 6124 +Name A dead end path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be west, or you could take your chances crossing the river. @@ -3385,11 +3420,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6125 -Name A small path on the river bank in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient grey +Vnum 6125 +Name A small path on the river bank in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south you smell marsh gas. The path continues north and east. ~ @@ -3407,7 +3443,7 @@ Desc The narrow path winds its way through the trees to the east. ~ #ENDEXIT -Reset O 0 6104 1 6125 +Reset O 6104 1 6125 -1 -1 -1 100 #EXDESC ExDescKey river~ ExDesc The river flows fast and strong. It is black or looks so in the gloom. @@ -3431,11 +3467,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6126 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way between huge, ancient trees standing +Vnum 6126 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. ~ @@ -3484,11 +3521,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6127 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way between huge, ancient trees +Vnum 6127 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads east and south. ~ #EXIT @@ -3505,8 +3543,8 @@ Desc The narrow, dusty trail leads south through the forest. ~ #ENDEXIT -Reset M 0 6101 2 6127 -Reset M 0 6101 2 6127 +Reset M 6101 2 6127 -1 -1 -1 100 +Reset M 6101 2 6127 -1 -1 -1 100 #EXDESC ExDescKey trail~ ExDesc The dark and dusty trail seems fragile compared to the massive trunks, and in @@ -3524,11 +3562,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6128 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way east-west between huge, ancient trees +Vnum 6128 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way east-west between huge, ancient trees shrouded in mist that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ @@ -3563,11 +3602,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6129 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way east-west between huge, ancient trees +Vnum 6129 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way east-west between huge, ancient trees shrouded in mist that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ @@ -3602,11 +3642,12 @@ to catch even a glimpse of anything above the lowest branches. #ENDROOM #ROOM -Vnum 6130 -Name A narrow trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail winding its way westwards just below huge sticky +Vnum 6130 +Name A narrow trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail winding its way westwards just below huge sticky wires suspended like ropes between the trees. To the west the path seems to be completely covered in a giant web made from huge threads covered with glue. This place gives you the creeps. @@ -3649,11 +3690,12 @@ trunks. #ENDROOM #ROOM -Vnum 6131 -Name The spider web~ -Sector forest~ -Flags nomob indoors~ -Desc You are walking along the narrow path, ducking under the sticky ropes as +Vnum 6131 +Name The spider web~ +Sector forest~ +Flags nomob indoors~ +Stats 0 0 0 0 0 +Desc You are walking along the narrow path, ducking under the sticky ropes as you advance... ~ #MUDPROG @@ -3674,11 +3716,12 @@ mpechoat $n You've fallen, and you can't get up!!!!! #ENDROOM #ROOM -Vnum 6132 -Name Up in the tree~ -Sector forest~ -Flags dark nomob indoors~ -Desc You are hanging on the outside of a huge tree trunk covered in a sticky +Vnum 6132 +Name Up in the tree~ +Sector forest~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc You are hanging on the outside of a huge tree trunk covered in a sticky substance. Directly to the west is an immense spider web suspended between numerous of the giant trees including the one you are hanging on. ~ @@ -3706,11 +3749,12 @@ walk on it. #ENDROOM #ROOM -Vnum 6133 -Name On the spider web~ -Sector city~ -Flags dark indoors~ -Desc You are balancing carefully on the giant sticky threads that holds the giant +Vnum 6133 +Name On the spider web~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are balancing carefully on the giant sticky threads that holds the giant web in place. To the east is a giant tree trunk and to the west is an entrance to a cave-like structure made from many layers of spider web. ~ @@ -3744,11 +3788,12 @@ about 20 feet and is nearly 10 feet tall. It looks very old. #ENDROOM #ROOM -Vnum 6134 -Name The Den of the Queen Spider~ -Sector city~ -Flags dark indoors~ -Desc You are inside a cave-like structure that seems to be made entirely from +Vnum 6134 +Name The Den of the Queen Spider~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are inside a cave-like structure that seems to be made entirely from countless layers of spider web. Temperature and humidity is very high making it hard to breathe the foul air that lingers here. The walls are covered with open cocoons. @@ -3776,11 +3821,12 @@ They are at the size of a human head. #ENDROOM #ROOM -Vnum 6135 -Name A dusty trail in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail leading through the deep, dark forest. Ancient grey +Vnum 6135 +Name A dusty trail in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The trail continues north and east. ~ #EXIT @@ -3806,11 +3852,12 @@ ExDesc The ancient grey giants seem to observe you silently. #ENDROOM #ROOM -Vnum 6136 -Name A dusty trail in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail leading through the deep, dark forest. Ancient, +Vnum 6136 +Name A dusty trail in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail leading through the deep, dark forest. Ancient, grey trees loom everywhere. The trail continues south and west. A broad irregular path leads eastwards away from the trail. ~ @@ -3858,11 +3905,12 @@ some places, giant grey roots have broken up through its surface. #ENDROOM #ROOM -Vnum 6137 -Name At the end of the trail through the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a dusty trail leading through the deep, dark forest. Ancient grey +Vnum 6137 +Name At the end of the trail through the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. You see a dark grove north of you. The only other exit is east. ~ @@ -3882,11 +3930,12 @@ ExDesc The ancient grey giants seem to observe you silently. #ENDROOM #ROOM -Vnum 6142 -Name Outside a cave in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are at the end of a broad, irregular path. To the north is a very large +Vnum 6142 +Name Outside a cave in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are at the end of a broad, irregular path. To the north is a very large ominous-looking cave opening. The trees here have many marks as if something with huge claws has been tearing at them in rage. ~ @@ -3920,11 +3969,12 @@ ExDesc The disgusting smell of a large reptile emanates from the cave open #ENDROOM #ROOM -Vnum 6143 -Name The cave of the Green Dragon~ -Sector forest~ -Flags dark nomob indoors~ -Desc You are in a big natural cave. The floor is littered with bones of all sorts +Vnum 6143 +Name The cave of the Green Dragon~ +Sector forest~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc You are in a big natural cave. The floor is littered with bones of all sorts and the stench is so massive that you could cut it with a knife. The only exit is to the south. ~ @@ -3935,10 +3985,10 @@ Desc The exit leads out into the forest. ~ #ENDEXIT -Reset M 0 6112 1 6143 - Reset G 1 6110 10 - Reset G 1 6112 10 - Reset G 1 6111 10 +Reset M 6112 1 6143 -1 -1 -1 100 + Reset G 6110 10 100 + Reset G 6112 10 100 + Reset G 6111 10 100 #EXDESC ExDescKey bone bones floor~ ExDesc Most of the bones on the floor appear to be of human origin. @@ -3948,11 +3998,12 @@ ExDesc Most of the bones on the floor appear to be of human origin. #ENDROOM #ROOM -Vnum 6144 -Name A small path in the deep, dark forest~ -Sector forest~ -Flags dark indoors~ -Desc You are on a narrow path leading through the deep, dark forest. Ancient, +Vnum 6144 +Name A small path in the deep, dark forest~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The tree trunks here seem to be covered in some sticky substance. The path continues south and west. ~ @@ -3993,11 +4044,12 @@ in a single blow. #ENDROOM #ROOM -Vnum 6150 -Name A dark, narrow trail~ -Sector forest~ -Flags dark indoors~ -Desc This trail looks much more foreboding than similar trails in these woods. +Vnum 6150 +Name A dark, narrow trail~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This trail looks much more foreboding than similar trails in these woods. The usual animal claw marks and bites on the trees have grown few and far between. The trail continues both north and south. ~ @@ -4018,11 +4070,12 @@ Desc the trail intersects the main forest path. #ENDROOM #ROOM -Vnum 6151 -Name A dark, narrow trail~ -Sector forest~ -Flags dark nomob indoors~ -Desc This area of the trail is also very peculiar. You can see no signs of animal +Vnum 6151 +Name A dark, narrow trail~ +Sector forest~ +Flags dark nomob indoors~ +Stats 0 0 0 0 0 +Desc This area of the trail is also very peculiar. You can see no signs of animal life what so ever, and the structure of the surrounding trees forces the path to make a sharp turn to the east. ~ @@ -4043,11 +4096,12 @@ Desc The narrow trail continues. #ENDROOM #ROOM -Vnum 6152 -Name A circle of trees~ -Sector forest~ -Flags dark indoors~ -Desc The smaller trees here seem to form a circle around a gargantuan tree which +Vnum 6152 +Name A circle of trees~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc The smaller trees here seem to form a circle around a gargantuan tree which rises from the center, and you notice a wooden door has been set into the trunk of this enormity. It is at the foot of this door that the trail you followed to enter this circle comes to an end. @@ -4068,15 +4122,16 @@ Desc The bend on the trail... ~ #ENDEXIT -Reset D 1 6152 1 1 +Reset D 6152 1 1 100 -2 #ENDROOM #ROOM -Vnum 6153 -Name Inside the great tree.~ -Sector forest~ -Flags dark indoors~ -Desc You have stepped inside of this hollowed tree. From here steps lead down into +Vnum 6153 +Name Inside the great tree.~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc You have stepped inside of this hollowed tree. From here steps lead down into darkness or you can exit the tree by going west. ~ #EXIT @@ -4095,15 +4150,16 @@ Desc The steps look appear like they will hold your weight. ~ #ENDEXIT -Reset D 1 6153 3 1 +Reset D 6153 3 1 100 -2 #ENDROOM #ROOM -Vnum 6154 -Name The underground hallway.~ -Sector forest~ -Flags dark indoors~ -Desc This hallway is apparently one of the roots of the tree hollowed out. The hall +Vnum 6154 +Name The underground hallway.~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This hallway is apparently one of the roots of the tree hollowed out. The hall leads south to a room where you hear strange noises or you can go up the steps. ~ #EXIT @@ -4125,11 +4181,12 @@ Flags isdoor~ #ENDROOM #ROOM -Vnum 6155 -Name The cultist temple.~ -Sector forest~ -Flags dark indoors~ -Desc This temple is built to some god that you don't worship. It is a nice place +Vnum 6155 +Name The cultist temple.~ +Sector forest~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This temple is built to some god that you don't worship. It is a nice place to visit but you feel very uncomfortable about spending much time here. The wooden altar seems almost to glow as you enter the room. The only exit is the way you came in. @@ -4142,15 +4199,17 @@ Desc the hallway looks quite grand. Flags isdoor~ #ENDEXIT -Reset M 0 6116 1 6155 - Reset E 1 6155 1 16 +Reset M 6116 1 6155 -1 -1 -1 100 + Reset E 6155 1 16 100 #ENDROOM #ROOM -Vnum 6156 -Name A smaller path~ -Sector forest~ -Desc You make your way down a lighter but more narrow path. To the southeast, +Vnum 6156 +Name A smaller path~ +Sector forest~ +Flags ~ +Stats 0 0 0 0 0 +Desc You make your way down a lighter but more narrow path. To the southeast, the path ends in a darker section of forest. To the northwest, the path ends suddenly at a large outcropping of rock. ~ diff --git a/data/realm/haven.are b/data/realm/haven.are new file mode 100644 index 0000000..66ee3b6 --- /dev/null +++ b/data/realm/haven.are @@ -0,0 +1,1237 @@ +#XSMAUGAREA +#AREADATA +Version 1 +Name Little Haven/Glass Fortress~ +Author Mahatma~ +Vnums 1801 1833 +Continent one~ +Coordinates 0 0 +Dates 1403856829 1403856829 +Ranges 10 30 0 65 +Climate 0 0 0 +Treasure 20 74 85 93 20 50 60 75 +#ENDAREADATA + +#MOBILE +Vnum 1801 +Keywords gnome busy~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the busy gnome~ +Long The busy gome shuffles past you. +~ +Desc The weather does not phase him in the least. She is ready +to defend himself to the death. There is a glazed look +about her eyes. +~ +Nattacks 0.000000 +Stats1 100 3000 0 0 0 0 +Stats2 16 21 8 260 3 6 1 +Speaking common~ +Actflags npc scavenger stayarea~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 1802 +Keywords gnome guard~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the gnome guard~ +Long The gnome guard stands at attention. +~ +Desc There is a glazed look about her eyes. +~ +Nattacks 0.000000 +Stats1 100 5000 0 0 0 0 +Stats2 20 21 0 440 4 4 2 +Speaking common~ +Actflags npc sentinel~ +Affected sneak~ +#ENDMOBILE + +#MOBILE +Vnum 1803 +Keywords bear giant polar~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the giant polar bear~ +Long The giant polar bear doesn't like you disturbing her sleep. +~ +Desc She blends with the snow. +~ +Nattacks 0.000000 +Stats1 0 10000 0 0 0 0 +Stats2 24 21 3 400 20 2 1 +Speaking common~ +Actflags npc sentinel aggressive~ +Affected detect_invis hide~ +#ENDMOBILE + +#MOBILE +Vnum 1804 +Keywords dragon white~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the white dragon~ +Long The white dragon glares at you. +~ +Desc He is an enormous, mature dragon, ready to freeze you. +~ +Nattacks 0.000000 +Stats1 -1000 50000 0 0 0 0 +Stats2 25 21 -100 550 5 4 5 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 1805 +Keywords dragon blue~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the blue dragon~ +Long The blue dragon dislikes being here. +~ +Desc She is an enormous, mature dragon, with an attitude +to match her electric blue scales. +~ +Nattacks 0.000000 +Stats1 -1000 75000 0 0 0 0 +Stats2 26 21 -100 600 4 10 10 +Speaking common~ +Actflags npc aggressive~ +Affected detect_invis sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 1806 +Keywords queen snow~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Specfun spec_cast_mage~ +Short the Snow Queen~ +Long The Queen of Snows did not invite you to be here. +~ +Desc Dressed in all white, she almost charms you with her placidness. +~ +Nattacks 0.000000 +Stats1 0 50000 0 0 0 0 +Stats2 32 21 -100 2000 15 3 15 +Speaking common~ +Actflags npc sentinel~ +Affected sanctuary~ +#ENDMOBILE + +#MOBILE +Vnum 1807 +Keywords giant frost guard~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the cold frost giant~ +Long The frost giant guard is ready for intruders. +~ +Desc He's blue, and he doesn't really like gnomes +but they keep him fed. +~ +Nattacks 0.000000 +Stats1 0 3000 0 0 0 0 +Stats2 20 21 -65 370 3 8 1 +Speaking common~ +Actflags npc scavenger~ +Affected detect_invis~ +#ENDMOBILE + +#MOBILE +Vnum 1808 +Keywords mistress white~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the white mistress~ +Long The white mistress leaps and shouts "Intruder!" +~ +Desc She is a fanatical servant to the Snow Queen. +~ +Nattacks 0.000000 +Stats1 -500 14000 0 0 0 0 +Stats2 20 21 -66 50 5 4 10 +Speaking common~ +Actflags npc sentinel scavenger aggressive~ +Affected detect_invis detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 1809 +Keywords master herbal~ +Race human~ +Class Warrior~ +Gender female~ +Position standing~ +DefPos standing~ +Short the master herbal~ +Long The master herbal is playing with her mints. +~ +Desc She is too busy to consider you. +~ +Nattacks 0.000000 +Stats1 0 10000 0 0 0 0 +Stats2 20 21 -66 75 3 6 3 +Speaking common~ +Actflags npc sentinel~ +Affected detect_hidden~ +#ENDMOBILE + +#MOBILE +Vnum 1810 +Keywords thief~ +Race human~ +Class Warrior~ +Gender male~ +Position standing~ +DefPos standing~ +Short the thief~ +Long A thief is here, sneaking between the shadows. +~ +Desc He REALLY likes your money! +~ +Nattacks 0.000000 +Stats1 -500 10 0 0 0 0 +Stats2 7 21 3 77 2 3 3 +Speaking common~ +Actflags npc wimpy~ +Affected sneak~ +#ENDMOBILE + +#OBJECT +Vnum 1801 +Keywords staff ice~ +Type staff~ +Short an ice staff~ +Long A frozen branch lies on the ground.~ +Flags glow~ +WFlags take hold~ +Values 21 3 3 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'frost breath' +#ENDOBJECT + +#OBJECT +Vnum 1802 +Keywords wand fire~ +Type wand~ +Short a wand of fire~ +Long A glowing ember of wood melts the snow beneath it.~ +Flags glow~ +WFlags take hold~ +Values 15 3 3 -1 0 0 0 0 0 0 0 +Stats 7 1900 -2 1 0 None None None +Spells 'fireball' +#ENDOBJECT + +#OBJECT +Vnum 1803 +Keywords flaming axe~ +Type weapon~ +Short a flaming axe~ +Long An axe of blue flame boils the water beneath it.~ +Flags glow~ +WFlags take wield~ +Values 0 2 15 3 0 0 0 0 0 0 0 +Stats 14 5000 -2 1 0 None None None +AffData hit 2 -1 -1 0 +AffData hitroll 2 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1804 +Keywords shield southwind~ +Type armor~ +Short the Shield of the South Wind~ +Long A beautiful shield lies at your feet.~ +Flags glow~ +WFlags take shield~ +Values 10 0 0 0 0 0 0 0 0 0 0 +Stats 8 1000000 -2 1 0 None None None +AffData strength 1 -1 -1 0 +AffData constitution 1 -1 -1 0 +AffData intelligence 3 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1805 +Keywords mint sprig~ +Type light~ +Short a sprig of mints~ +Long A sprig of mint sprouts at your feet.~ +Flags glow magic~ +WFlags take hold~ +Values 0 0 0 0 0 0 0 0 0 0 0 +Stats 1 20 -2 9999 0 None None None +AffData move 100 -1 -1 0 +AffData hit 1 -1 -1 0 +#ENDOBJECT + +#OBJECT +Vnum 1806 +Keywords fuchsia potion~ +Type potion~ +Short a fuchsia potion~ +Long A pinkish purple potion is on the floor.~ +WFlags take~ +Values 15 -1 -1 -1 0 0 0 0 0 0 0 +Stats 1 100 -2 1 0 None None None +Spells 'shield' 'remove curse' 'NONE' +#ENDOBJECT + +#ROOM +Vnum 1801 +Name The Big, Blue Ocean~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc WHOOSH! A whirlpool sucks you down and spits you out! +You see the city to the east, with Redferne's castle above, +teeming with all sorts of life. The ocean is alive! +You wonder about the creatures below. +~ +#EXIT +Direction east~ +ToRoom 3200 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1802 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1802 +Name The Big, Blue Ocean~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The currents are strong here, guiding you south. They whisk +you off in a most magical nature. +~ +#EXIT +Direction south~ +ToRoom 1803 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1803 +Name The Big, Blue Ocean~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc The currents are even stronger, as if your boat +has a mind of its own. The fish bob there heads +up at you, mouthing words half-intelligible. It seems +you cannot go back but must follow the current. +~ +#EXIT +Direction south~ +ToRoom 1804 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1804 +Name The Icy Waters~ +Sector water_noswim~ +Flags ~ +Stats 0 0 0 0 0 +Desc Brrr! It's cold. You see floes of white ice +masses moving slowly across the see. The one +up ahead looks like you could get a footing +on it and not slip off. +~ +#EXIT +Direction south~ +ToRoom 1805 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1805 +Name The Hardpack~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You don't see any footprints in the snow. The wind +bites through your magical armor like teeth on bare skin. +Off in the distance you see a high mountain +and the seemings of a castle turret. +~ +#EXIT +Direction north~ +ToRoom 1804 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1806 +#ENDEXIT + +Reset M 1803 4 1805 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1806 +Name The Snow-filled Land~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You could get lost in the snow, you know. +The snow is cold, white, and deep. +It seems you have miles to go... +~ +#EXIT +Direction north~ +ToRoom 1805 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1831 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1832 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1831 +#ENDEXIT + +Reset R 1806 4 100 +#ENDROOM + +#ROOM +Vnum 1807 +Name The Gnome Outpost~ +Sector indoors~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You see a well-built outpost made of snow +that actually seems cozy with a small fire +in the middle keeping the place warm. The walls while +undecorated are clean and well-kempt, though you think +to yourself "Who'd want to live out here?" +The only exist you see is to the north. +~ +#EXIT +Direction north~ +ToRoom 1833 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1808 +Desc You see a poorly-camouflaged door.~ +Keywords secret-door~ +Flags isdoor pickproof~ +#ENDEXIT + +Reset M 1802 4 1807 -1 -1 -1 100 +Reset M 1802 4 1807 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1808 +Name The Tight Passage~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This is place is very cozy for someone under four feet, +but not for you. You find that the passage goes +down further, with bits of droppings forming +snug places for you to hang on too. Yuck! +~ +#EXIT +Direction up~ +ToRoom 1807 +Desc You see a poorly-camouflaged door.~ +Keywords secret-door~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1809 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1809 +Name The Even Tighter Passage~ +Sector city~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc It's a bit of a squeeze here and you think that +last pot pie you ate a while back is getting +revenge on you now. The walls are smooth, +with finger holes for you to hang on to. +Down there seems to be flooring to stand on to, +with the passage to return to the surface. +~ +#EXIT +Direction up~ +ToRoom 1808 +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1810 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1810 +Name The Center Chamber~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Before you is the gnome city called Little Haven. +It's bustling, with cheery little folk who seem +dwarven in ancestry and yet look upon you with +a little suspicion. The tunnels are vast, and from this +vantage point you can see the huge fortress way +in the distance. You have a long way to go. +~ +#EXIT +Direction east~ +ToRoom 1811 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1813 +#ENDEXIT + +Reset M 1801 10 1810 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1811 +Name A Passageway~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Gnomes left, gnomes right, all busy and unminding +of you. Their faces seem too happy, their manners +predictable. The passage is human-sized, not gnome, +with unidentifiable inscriptions on the walls. +~ +#EXIT +Direction east~ +ToRoom 1812 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1810 +#ENDEXIT + +Reset M 1801 10 1811 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1812 +Name The Cold Passageway~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You are reminded of the biting winds outside, +as the tunnel suddenly drops in temperature. +You feel chilling breezes from the north. +~ +#EXIT +Direction north~ +ToRoom 1821 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1811 +#ENDEXIT + +Reset M 1801 10 1812 -1 -1 -1 100 +Reset M 1810 10 1812 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1813 +Name The Warm Passageway~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc It's even warmer in here than you could imagine. +The walls are glowing, not from magic, but +from the heat of some furnace on the other +side of the wall. To the west you hear chanting. +~ +#EXIT +Direction east~ +ToRoom 1810 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1816 +#ENDEXIT + +Reset M 1801 10 1813 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1814 +Name The Little Temple~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You wonder how these gnomes could pray in this +temple with all the screaming outside, +but they do. It is very immaculate with +bits of fruit and food offered here, +precious commodities in a barren place. +~ +#EXIT +Direction north~ +ToRoom 1817 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1815 +#ENDEXIT + +Reset M 1801 10 1814 -1 -1 -1 100 +Reset M 1807 5 1814 -1 -1 -1 100 + Reset G 1806 10 100 +#ENDROOM + +#ROOM +Vnum 1815 +Name The Vestibule~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The door above you shuts and vanishes. +Lots of herbs and spices are here, though with +the climate outside you wonder how they could +exisit in such abundance. There's a hint of mint +here. There are exits to the south and north. +~ +#EXIT +Direction north~ +ToRoom 1814 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1818 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1816 +Name The Chanting Room~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Icons of a blue deity abound in this room, +with seats outlining a large circle in the +middle. The herbal scent is stronger here +than anywhere else, with torches at each +column giving the room an air of dancing. +You hear the hideous songs of "la LA la ..." +~ +#EXIT +Direction north~ +ToRoom 1818 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1813 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1817 +Name The Furnace~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The air is dusty, with the stench of burnt +carcasses of various animals and meager bits +of wood. The heat here is almost unbearable. +~ +#EXIT +Direction north~ +ToRoom 1827 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1814 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1818 +Name The Arboretum~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc This is where the gnomes seem to grow their plants. +There is a room to the east, while the well paved +path you walk on goes north. To the south, there +is a small room where you can hear chanting. +There is a sign here. +~ +#EXIT +Direction north~ +ToRoom 1815 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1820 +Desc The door reads "KEEP OUT!" +~ +Keywords door east~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1816 +Desc You see the Chanting Room south of here. +~ +#ENDEXIT + +Reset M 1807 5 1818 -1 -1 -1 100 + Reset G 1806 10 100 +#EXDESC +ExDescKey sign~ +ExDesc The sign reads "Woe to the unwelcomed of +this place!"~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 1819 +Name The Snow Queen's Chamber~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Tall, white, with columns that blend with the walls +like water in water. There is a quiet, almost solemn, +almost saddening calm that envelops you, as if +some great loss had taken place here. +There is no physical escape from here. +~ +Reset M 1806 1 1819 -1 -1 -1 100 + Reset E 1804 1 11 100 + Reset E 1804 4 17 100 +#ENDROOM + +#ROOM +Vnum 1820 +Name The Master Herbal's Room~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Maps of Midgaard and Asgard abound in this room +with each forest marked for its herbal plant +growing seasons. The scent of parsley, sage, +rosemary and thyme permeate the air. +~ +#EXIT +Direction west~ +ToRoom 1818 +Keywords door west~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction down~ +ToRoom 1815 +Keywords secret-door down~ +Flags isdoor pickproof~ +#ENDEXIT + +Reset M 1809 1 1820 -1 -1 -1 100 + Reset G 1805 10 100 +#ENDROOM + +#ROOM +Vnum 1821 +Name The Guard's Dining Hall~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Statues of Odin and Thor decorate this +lavish hall complete with benches and dining +tables for a thousand warriors. You hear +sounds of song and cheer and begin to understand +how the alliance of Frost Giants and gnomes came +about. There are exits to the south and north and a +room to the east. +~ +#EXIT +Direction north~ +ToRoom 1823 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1822 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1812 +#ENDEXIT + +Reset M 1807 5 1821 -1 -1 -1 100 + Reset G 1806 10 100 +#ENDROOM + +#ROOM +Vnum 1822 +Name The Vat Room~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc MMMmmmmmmmmmm. Smells real good in here. +You see a big vat in the middle of the room. +~ +#EXIT +Direction west~ +ToRoom 1821 +#ENDEXIT + +#EXDESC +ExDescKey vat~ +ExDesc You see a black vat, melted into the ground.~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 1823 +Name The Frost Giant Guard Quarters~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc The beds are unmade, unkempt, with typical +male noises of drunkeness coming from behind +the door to the east. You smell brewed hops +and remnants of mead soaking through your +belongings. Bits of chewed bones lie about. +The only visible exit is to the south. +~ +#EXIT +Direction north~ +ToRoom 1826 +Desc The wall surface looks uneven here.~ +Keywords sliding-door north~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1821 +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1824 +Name The White Dragon's Lair~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc Dark and cold, and very dreary, with stalactites +hanging from the ceiling like teeth. The Snow Queen +has furnished her pet with corpses of lost +adventurers. Perhaps yours is next! +You see a door to the south. +~ +#EXIT +Direction north~ +ToRoom 1825 +Desc The nothern wall seems to give way.~ +Keywords secret-door north~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1826 +Desc They must keep it locked for a reason.~ +Keywords door south~ +Flags isdoor pickproof~ +#ENDEXIT + +Reset M 1804 1 1824 -1 -1 -1 100 + Reset E 1802 2 17 100 +#ENDROOM + +#ROOM +Vnum 1825 +Name The Blue Dragon's Lair~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc What's this? Another dragon's lair? Just how powerful +is this Snow Queen you wonder? The air in here +is cold, dry, desert evening-like with a few +eggs cracked open, as if a hatching just occured. +The only exit is the crawlway down. +~ +#EXIT +Direction down~ +ToRoom 1822 +#ENDEXIT + +Reset M 1805 1 1825 -1 -1 -1 100 + Reset E 1803 2 16 100 +#ENDROOM + +#ROOM +Vnum 1826 +Name The connecting tunnel~ +Sector field~ +Flags dark indoors~ +Stats 0 0 0 0 0 +Desc This tunnel is very wide, as if any huge beast +could trample through it in a second. Great +howling abounds from behind the great door +to the north. +~ +#EXIT +Direction north~ +ToRoom 1824 +Desc They must keep it locked for a reason. +~ +Keywords door north~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1823 +Desc The wall surface looks uneven here. +~ +Keywords sliding-door south~ +Flags isdoor~ +#ENDEXIT + +#ENDROOM + +#ROOM +Vnum 1827 +Name The Great Door~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc You see before you a huge oaken door with adamantite +trim that reads "LITTLE HAVEN." The rest of this place +seems to be made of glass, giving it an almost mirror-like +quality. The gnomish runes are inscribed as well +as a few you understand: that of the Snow Queen. +There is a giant key hole here, but it looks well +worn by the snow and wind. You feel the heat +of the furnace room to the south. +~ +#EXIT +Direction north~ +ToRoom 1828 +Desc It must be locked to keep you out. +~ +Keywords door north~ +Flags isdoor~ +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1817 +#ENDEXIT + +Reset M 1807 5 1827 -1 -1 -1 100 + Reset G 1806 10 100 +Reset M 1807 5 1827 -1 -1 -1 100 +#ENDROOM + +#ROOM +Vnum 1828 +Name The Snow Queen's Entry Hall~ +Sector city~ +Flags indoors~ +Stats 0 0 0 0 0 +Desc A veritable hall of mirrors, all twisty +and confusing. You're not sure what is real +and what isn't. The ceiling and the floor +seem far away and you get dizzy from the +reflections. + +The white mistress leaps and shouts "Intruder!" +~ +#EXIT +Direction south~ +ToRoom 1829 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 1829 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1827 +Keywords door south~ +Flags isdoor pickproof~ +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1829 +#ENDEXIT + +Reset M 1808 4 1828 -1 -1 -1 100 +Reset M 1808 4 1828 -1 -1 -1 100 + Reset E 1803 2 16 100 +Reset R 1828 4 100 +#ENDROOM + +#ROOM +Vnum 1829 +Name Another Mirrored Room~ +Sector city~ +Flags indoors safe~ +Stats 0 0 0 0 0 +Desc Walls of mirrors adorn this room. You see many +rooms leading into many directions, making +you completely dizzy! There is +a big plaque on the wall. + +The white mistress leaps and shouts "Intruder!" +~ +#EXIT +Direction west~ +ToRoom 1830 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 1828 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1828 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1828 +#ENDEXIT + +Reset R 1829 4 100 +#EXDESC +ExDescKey plaque~ +ExDesc The plaque reads, "Created by Mahatma 5/24/90 +with thanks to Alander, Hatchet, & Little. +Thanks to Savaki & Drustan for starting me on +this junk. & the sprig of mints are for Andersen." +~ +#ENDEXDESC + +#ENDROOM + +#ROOM +Vnum 1830 +Name Another Mirrored Room~ +Sector city~ +Flags indoors safe~ +Stats 0 0 0 0 0 +Desc Yet another mirrored room, same as before. + +The white mistress leaps and shouts "Intruder!" +~ +#EXIT +Direction north~ +ToRoom 1819 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1830 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1829 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1830 +#ENDEXIT + +Reset M 1808 4 1830 -1 -1 -1 100 + Reset E 1802 2 17 100 +Reset R 1830 4 100 +#ENDROOM + +#ROOM +Vnum 1831 +Name The Snow-filled Land~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You could get lost in the snow, you know. +The snow is cold, white, and deep. +It seems you have miles to go before you sleep. +~ +#EXIT +Direction east~ +ToRoom 1832 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1806 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1833 +#ENDEXIT + +#EXIT +Direction north~ +ToRoom 1806 +#ENDEXIT + +Reset M 1803 4 1831 -1 -1 -1 100 +Reset R 1831 4 100 +#ENDROOM + +#ROOM +Vnum 1832 +Name The Snow-filled Land~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You could get lost in the snow, you know. +The snow is cold, white, and deep. +It seems you have miles to go before you sleep. +~ +#EXIT +Direction north~ +ToRoom 1806 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1833 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1831 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1833 +#ENDEXIT + +Reset M 1803 4 1832 -1 -1 -1 100 +Reset R 1832 4 100 +#ENDROOM + +#ROOM +Vnum 1833 +Name The Snow-filled Land~ +Sector field~ +Flags ~ +Stats 0 0 0 0 0 +Desc You could get lost in the snow, you know. +The snow is cold, white, and deep. +It seems you have miles to go before you sleep, +...miles to go before you sleep. +You see an outpost to the south. +~ +#EXIT +Direction north~ +ToRoom 1831 +#ENDEXIT + +#EXIT +Direction east~ +ToRoom 1832 +#ENDEXIT + +#EXIT +Direction west~ +ToRoom 1807 +#ENDEXIT + +#EXIT +Direction south~ +ToRoom 1832 +#ENDEXIT + +Reset M 1803 4 1833 -1 -1 -1 100 +Reset R 1833 4 100 +#ENDROOM + +#ENDAREA diff --git a/data/realm/help.are b/data/realm/help.are deleted file mode 100644 index c1f1c56..0000000 --- a/data/realm/help.are +++ /dev/null @@ -1,15908 +0,0 @@ -#HELPS - -0 !~ -Syntax: ! - -! repeats the last command you typed. -~ - -0 "REMOVE INVIS"~ -Syntax: cast 'remove invis' - -This spell will make an invisible object in the character's inventory -visible. -This is an AGGRESSIVE spell when used on others. I.e, it will attack -another player if you attempt to use it on them. -~ - -1 "SOUL PETRIFICATION" SOUL PETRIFICATION~ -&YSyntax&W: cast 'soul petrification' self - -This increases the users' fortitude making him/her a tougher opponent -in battle. -~ - -56 FOR~ -Syntax: for (argument) (command) -Syntax: for (argument) (command) (target) - -For allows an immortal to perform a command at or even on a large -number of targets. The arguments include: all, mobs, gods. - -Example: for gods gl, you will 'glance' in the room of every god -who is online (include link-dead) - -You can also perform an action on the argument target. -Example: for mobs poke #, you will perform the 'poke' social on -every mob in the game. - -'For' does not override private flags. -~ - -51 BOARDS~ -Syntax: boards - -This command displays statistics on all boards in the game. Example: - -imm.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 50 Posts: 1 Type: 0 - -The first column lists the board's filename (imm.brd) -Vnum - object vnum to which the board is attached (object vnum must - be present to read the board, allowing a board to be placed in - one or many places by simply placing that object where needed) -Read - minimum level required to read that board -Post - minumum level required to post to that board -Remove - minumum level required to remove notes not addressed to 'All' -Max - maximum number of posts the board is set to hold -Posts - the current number of posts on the board -Type - 0 = note board 1 = mail board - - -See Also: BSTAT BSET MAKEBOARD -~ - -56 BSET~ -Syntax: bset (board filename) (command) (argument) -Example: bset immortal.brd vnum 1200 - -BSET is used to set fields governing an individual board's operation. - -Filename - filename to store the board's information (set first) -Vnum - object vnum assigned to the board (see 'help boards') -Read - the mininum level required to read the board -Post - the minimum level required to post to the board -Remove - the minumum level required to remove notes from the board - NOTE: notes addressed to 'all' can be removed by anyone -Maxpost - maximum number of posts the board can hold -Filename - filename to store the board's information -Type - 0 = note board 1 = mail board - -Board groups: (example: bset druid.brd read_group guild of druids) -read_group - group that may read that board, regardless of level -post_group - group that may post to that board, regardless of level -extra_readers - char. who may read the board regardless of their level -extra_removers- char. who may remove notes from this board regardless - of their level or membership in a reader_group - -See Also: BOARDS MAKEBOARD BSET -~ - -56 BSTAT~ -Syntax: bstat (board filename) - -BSTAT is used to display the fields of an individual board. - -(see 'help bset' for an explanation of each field) - -See Also: BSET BOARDS MAKEBOARD -~ - -56 MAKEBOARD~ -Syntax: makeboard (board filename) -Example: makeboard newboard.brd - -Used to create a board file, which can then be defined using 'bset'. - -See Also: BSET BSTAT BOARDS -~ - -56 ''IMM AUTH' 'IMM AUTHORIZE'~ -Associated help files: authorize - -Authorize name -- This is the command used to allow a player to - continue in the Spectral Gate pre-auth area, but will make them choose - a new name prior to entering the Academy. Use this command if the name - is questionable, modern, or rude. If the name is acceptible, but in all - caps, accept the name, but send them a tell requesting they not use all - caps for their name in the future. - -Authorize yes -- This is used to accept a players name. Once this - command is used, the player requires no further Immortal commands to enter - the Realms. - -Authorize no -- This command is exclusively used to deny players - with extremely rude or profane names and banned sites. Use this command - sparingly. - -Levels 51-54 have primary responsibility for character authorization. All -Immortals should periodically type 'authorize' to assure their are not any -players waiting for authorization. The new system allows the Immortals a -bit of time to decide if an name is appropriate before accepting or denying -it. If you are in doubts to a names acceptibilty, but it is not profane or -extremely modern, you should probably accept it. -~ - -51 2COMMAND~ -.&w^b - &z __====-_ _-====___ - &z_--^^^. &p#####&z // \\ &p#####&z.^^^--_ - &z-.&p##########&z //&g( ) &z\\ &p##########&z.-_ - &z-&p############ &z//&g |\^^/| &z\\ &p############&z- - &z/&p###########&z // (&R^B@::@ &z^b) \\ &p##########&z\_ - /&p#############&z (( &g \\// &z )) &p#############&z\ - -&p###############&z \\ &g (oo) &z // &p###############&z- - -&p#################&z \\&g/&w VV&g \&z// &p################- - &O|-/ 1.&w Thou shalt not kill they fellow adventurer. &O \-| - |-| &w (see help deadly for exceptions.) &O |-| - |-| 2.&w Thou shalt not stake. (See laws stake) &O |-| - |-| 3.&w Thou shalt not steal from Darkhaven shopkeepers &O |-| - |-| 4.&w Thou shalt not harass players or immortals &O |-| - |-| 5.&w Thou shalt not cause spam or use profanity. &O |-| - |-| 6.&w Thou shalt not multiplay over 5 chars ever, nor &O |-| - |-| &w multiplay at all during quests or while playing pkill&O |-| - |-| 7.&w Thou shall report any bugs to an immortal immediately.&O|-| - |-| 8.&w Thou shalt not advertise other muds here. &O |-| - |-| 9.&w Thou shalt not steal anothers kill.(help killsteall)&O |-| - |-| 10.&w Thou shalt respect immortals and their laws. &O |-| - ) ( &r Violation of any commandment subjects you to death, &O ) ( - \ | &rbanishment,torture, hell, demotion, or worse. &O | / - (%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%) - &z-&p###################&g \\/ \//&p###################&z- - _#/|&p##########/\######&g( /\ )&p######/ \##########|\#&z_ - |/&p|#/\#/\#/\/\#/\##&g\ | | /&p##/\#/ \/\#/\#/\#|&z \| - ` |/ V V ` V\#&g\| | | |/&z#/ V ' V V \| '&g - ` ` ` `&g / | | | | \ ' ' ' ' - &g ( | | | | ) - &g __\ | | | | /__ - &0 (vvv(VVV)(VVV)vvv) &w^x - - - - -~ - -62 AASIGN~ -~ - -53 AASSIGN~ -Syntax: aassign .are Example: aassign edo.are - -AASSIGN temporarily assigns all rooms, objects, and mobiles in the area -range to your pfile. This allows you to use rlist, olist, mlist, and -reset list. This also means that typing savearea, reset area, or -instazone will affect this area. - -To save changes permenantly, type "aassign none" and foldarea. - -&rWarning&w!! Do not have an area aassigned to yourself when getting personal -vnums assigned to you. The personal vnums will overwrite the area file. - -In order to assign a proto area to yourself, you must either have that -area bestowed to you by a Greater God or higher. - -In order to assign a nonproto area to yourself, you must either have -that area bestowed to you by an Exalted+. Even if you have the area bestowed -only Lesser+ can aassign themselves nonproto areas. -~ - -1 'ABATTOIR ASYLUM'~ -Recommended level range: 35 - 50 - -Once a monument to health and sanity, the Abbot Hill Asylum has been -corrupted over the years and now lies in a state of irrepairable decay. -Located on a large isle in the Blood Sea, the insane and dying were once -brought there to be healed and cared for. Unfortunately, it seems that the -priests in care of these decrepit souls were infected by the same lack of -sanity they were attempting to cure. What was once a place of peace and -salvation has become a haven of the damned, ruled by chaos unbridled. -~ - -1 'ACETUM PRIMUS'~ -'Acetum Primus,' is the third and most powerful of the known acid -disciplines at the Mage's disposal. This incantation pulls forth the -strongest caustic agents in the casting Mage's neighboring planes, -and propels them in a tight cyclone-like blast towards the Mage's -chosen victim. The cross-dimensional disturbance, the physical -violence, and the bonescouring potency of the conjured compound all -work together to effect an estimable estrapade. -~ - -1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' - - 'MAGIC MISSILE' 'SHOCKING GRASP'~ -These are all attack spells and should not be used against another player -unless both you and the other player are listed under 'who deadly' and are -within the legal pkill level range. - -1) Syntax: cast fireball -2) Syntax: cast 'acid blast' -4) Syntax: cast 'colour spray' -5) Syntax: cast 'shocking grasp' -6) Syntax: cast 'burning hands' -7) Syntax: cast 'magic missile' - -Each of these spells inflict variable damage on the victim. The higher the -caster's level, the more damage inflicted. The spells are listed by their -inherent power from strongest to weakest, though differences in strength -are in many cases minimal. -~ - -0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ -Syntax: cast 'acid breath' -Syntax: cast 'fire breath' -Syntax: cast 'frost breath' -Syntax: cast 'gas breath' -Syntax: cast 'lightning breath' - -These spells are for the use of dragons. Acid, fire, frost, and lightning -damage one victim, whereas gas damages every PC in the room. Fire and -frost can break objects, and acid can damage armor. - -High level mages may learn and cast these spells as well. - -Be aware that area attacks are aggressive to all mobs in the room, -including pets, mounts and charmed creatures. -Gas breath is an area attack, the other breath spells are not. -~ - -53 ACTFLAGS MOBFLAGS~ -&GMOBFLAG &W|&GDESCRIPTION&W -&Y--------------&W|&Y--------------------------------------------------------&W -sentinel Mobile always stays at its post. -scavenger Mobile picks up items of value. -aggressive Mobile attacks players. -stayarea Mobile does not leave its home area. -wimpy Mobile flees when low in hits. -practice Players can "practice" at this mobile. -immortal Mobile is immortal (not implemented). -deadly Mobile has a deadly poison (not implemented). -meta_aggr Mobile is VERY aggressive (not implemented). -nowander Mobile doesn't wander unless attacked. -mountable Mobile can be mounted. -prototype Mobile is under construction. -running Mobile is running (moves twice as fast) -noassist Mobile won't assist other mobs in a fight. -pacifist Mobile cannot be attacked. -scholar Mobile can teach languages. -secretive Mobile will not echo acts. MOBs actions are invisible. -mobinvis Mobile is invisible to both pc's and non pc's. -noattack Mobile won't use any physical attacks. -autonomous Mobile won't switch tanks if hit by someone with higher style. -pet Mobile can be used in creating a petshop. -&Y--------------&W|&Y--------------------------------------------------------&W -~ - --1 AD ADS ADVERTISING~ -. -It is against the rules of this mud to advertise another mud either on -public channels (say, chat, ask, answer, shout, yell, music, quest, avatar, -newbiechat, any guild, order, clan or council channel, wartalk or racetalk), -through your title, description, or biography or via leaving a note on any -public, guild, order, clan or council board in the Realms. If you are -asked to desist and do not do so immediately, your priveleges on this mud -may be restricted or terminated. - -~ - -60 ADVANCE~ -Syntax: advance - -ADVANCE sets a character's level to the specified value. It is the -only way to create new immortal characters within the game. ADVANCE -may also be used to demote characters. -~ - -52 ADVANCEDEXITS~ -SMAUG supports having more than one exit in the same direction, as well as -the special direction 'somewhere', represented by a '?'. - -If you already have an exit leading north, and would like another one, use -a plus sign '+' in front of the direction: - redit exit +n 3001 - Adds another exit north to room 3001 - -To modify an extra exit like this, or to remove it, you'll have to refer to -it by number: - redit exit #2 3002 - Change the second exit to go to room 3002 - (to know what number an exit is, do an "rstat") - -For someone to be able to use the second north exit, you have to set one of -the extra flags (see EXFLAGS) like CAN_CLIMB. It's also usually a good idea -to set the HIDDEN flag for any special exit so that it looks nicer to those -with autoexits on. - -The AUTO flag makes it possible to go in a direction by simply typing the -keyword for that exit: - redit exit ? 3001 - Create a 'somewhere' exit to 3001 - redit exflags ? auto hidden - Set the proper flags - redit exname ? swim - Set the keyword "swim" - ... here, if a player types 'swim' in the room they will move to room 3001 - -~ - --1 ADVENTURE~ -. - In our efforts to give credit to everyone who deserves it, we almost - forgot to give credit to one of the "grandfathers" of computer adventure - games... David Platt, the author of the original "Adventure" (c)1979. - - Also credit to Ken Wellsch for porting the original Fortran-77 version - to UNIX-C (over a period of about 3 years) (c)1984. -~ - -1 AFFECTED 'AFFECTED BY'~ -Syntax: affected (abbrevation: af) -Syntax: affected by (abbreviation: af by) - -'Affected' is a spells-at-a-glance function, which displays only the spells -(and skill affects) your character is currently under. Each affect will be -listed by name only for the sake of brevity (if you want to know what each -is doing, use help or 'score'). - -Characters level 20 or above and deadly characters will also see the number -of rounds remaining for each affect. Affects with a remaining lifespan of -less than 25 rounds are displayed in white, and those in immediate danger -of wearing off will flash. - -'Affected by' displays a character's affects separate from its spell/skill -affect list. This is useful for ensuring that affects given from equipment -are actually functioning. For example, if you are wearing a visor with -detect_invis but 'affected by' does not show you as having that affect, you -are not detecting invisibility. - -'Affected by' also displays your current susceptibilities, resistances and -immunities if your character is level 20 or higher. -~ - -51 AFFECTEDBY AFFECTED_BY~ -The following are affect flags that can be used when osetting an item -(with oset affect affected ). These flags can also -be used when msetting a mobile (mset affected ). -They may additionally be used to mset players if your level allows it. - -Blind Invisible Detect_evil Detect_invis Detect_magic -Detect_hidden **Hold** Sanctuary Faerie_fire Infrared -Curse **Flaming** Poison Protect Paralysis -Sneak Hide Sleep Charm Flying -Pass_door Floating Truesight Detect_traps Scrying -Fireshield Shockshield Iceshield Aqua_breath Possess - -Note - Hold and Flaming are current not in use. - -See also: OSET AFFECTTYPES -~ - -51 AFFECTTYPES APPLYTYPES~ -none strength dexterity intelligence wisdom constitution -sex level age height weight mana -hit move gold experience armor hitroll -damroll save_para save_rod save_poison save_breath save_spell -charisma resistant immune susceptible affected luck -backstab pick track steal sneak hide -detrap dodge peek scan gouge search -mount disarm kick parry bash stun -punch climb grip scribe brew - -Additionally: -weaponspell Will cast a spell on victim with every blow of a weapon -wearspell Will cast a spell on wearer when object is worn -removespell Will cast a spell on wearer when object is removed - Will modifify a player's ability in a skill - -See AFFECTEDBY -~ - -0 AFK~ -Syntax: afk (abbreviation for "away from keyboard") - -The 'afk' command will place an [AFK] flag beside your name on the who -list when activated, as well as informing those who send tells that you -you are afk. It can be toggled on or off by typing afk, and will also -go off automatically when you enter any command. - -~ - -1 AGGRESSIVE~ -Syntax: style aggressive - -This style of combat allows a fighter to strike more effectively, but -leaves many holes in his defenses as well. Fighters who know this tactic -can strike enemies for more damage, but their enemies' weapons will slip -through their defenses for slightly more damage as well. - -See Also: style, evasive, defensive, standard, aggressive, berserk -~ - -0 AID~ -Syntax: aid - -This skill allows you to bring a stunned person back into consciousness. -~ - -1 ALERTNESS~ -Syntax: c alertness - -Alertness renders the target resistant to the sleep spell. -~ - -52 ALIGNMENT ALIGN ZAPPING~ -Your alignment can range from +1000 to -1000. When you are +1000 this -means that you are good aligned, when you are -1000 this means you are -evil aligned, and when you are 0 aligned this means you are neutral. -You can change your alignment by killing good or evil aligned mobs. -This will raise or lower your alignment. - -The different alignments will allow you to wear different pieces of -equipment. If you are good aligned and try to wear a piece of equipment -which is antigood, you will be zapped, which means the piece of eq will -fall to the ground. The same occurs when you are evil and you try to -wear an antievil piece of eq, or if you are neutral and try to wear -an antineutral piece of eq. You can also be zapped during battle if you -are fighting a mob opposite of your align. - -You can find out what your alignment is by typing SCORE. -~ - -58 ALLOW BAN~ -ALLOW BAN WARN -Syntax: allow site/race/class
-Syntax: ban site/race/class
-Syntax: ban show -Syntax: warn - -BAN site will ban a site from playing the game. -BAN race bans anyone with that race from playing the game. -BAN class bans anyone with that class from playing the game. -BAN site/race/class without any other arguemts will give you a list of -currently banned sites/races/classes. -Type can either be a level or one of the following keywords: all,newbie,mortal, -warn. If you set it to a level everyone equal to that level and below will not -be allowed on. Warn, sends a warning to the Warn: channel that someone if -logging in from the site, with a certaing class or race. If you add the -duration, the ban will expire in that many days. Sites can be banned with the * -wildcard as well. Be carefull however as *.edu would ban everysite from .edu, -or *foo* would ban anysite that had the string foo in it. -BAN show, will print out the reason why that particular site/race or class was -banned and by who. Number can be a class or race name, a site address or -you can use # followed by the ban number. -WARN will toggle the warn flag on a CURRENTLY banned site/class or race. - -ALLOW site/race/class
removes a site, class or race from -the ban list. This also can be allowed by using # syntax. - -~ - -59 AMOT~ -~ - --1 AMOTD~ -.&R \-,_ _,-/ - , \ `-, &gThe SMAUG Avatar MOTD &R,-` / , - _)\ | `\ &gUPDATED: &w7/6/98 &R/' | /(_ - /, \_,/ \ `\ /' / \,_/ .\ - `-, ,\ | \ / | /, ,-' - |G,/ / ,-, | | &gAs the Gods rip the Realms &R| | ,-, \ \_3| - _\_,/_ \ \|-, | &gasunder, a slew of changes &R| ,-|/ / ,_\,_/_ -(_ ,__` | `\ | &grain down on you - the victims.&R| /' | __, _) - `--._`-;' \| |/ `;-`_.--` - __/ / | &gSome of these changes &R..... \ \__ - ''&B,-,&R' `&B,-,&R`` - &B((|)) &R<&w*&R> &wNew ways to kick some arse have been added. &B((|)) - ||| &R<&w*&R> &wShort of practices? Suffer: &GHelp AvPrac &B||| - ||| &R<&w*&R> &wPets are more pet-like again: &GHelp PetSave &B||| - ||| &R<&w*&R> &wEvil this way comes: &GNephandi &whas spawned. &B||| - ||| &R<&w*&R> &wRangers can now raise some cane: &GHelp Missile &B||| - ||| &R<&w*&R> &wFlint has been added: &GHelp Fletch &B||| - //|\\ &R<&w*&R> &wIdirect is throwing a party! &GHelp Picnic &B//|\\ - |||||||&R<&w*&R> &wMagic from afar! &GHelp Magic_Missile &B||||||| - |||||||&R<&w*&R> &wNew commands added, worship a Coder today! &B||||||| - |||||||&R<&w*&R> &wSee help: &Gfindnote, 'note date', 'who leader' &B||||||| - -~ - -1 'ANIMATE DEAD~ -Syntax: cast 'animate dead' - -After a mobile has been killed, the magic user has the ability to animate -the corpse of the recently deceased mob. The mob will be animated with full -hitpoints and will be under the caster's control for a short period of time. -The undead can only exist in the living realm for a short period of time before -returning to the underworld. -~ - -57 'ANIMATE DEAD'~ -Syntax: cast 'animate dead' - -After a mobile has been killed, the magic user has the ability to animate -the corpse of the recently deceased mob. The mob will be animated with -full hitpoints and will be under the caster's control for a short period -of time. The undead can only exist in the living realm for short period of -time before returning to the underworld. -~ - -0 ANSI~ -Syntax: ansi - -The ansi command will either enable or disable ansi colour. Ansi colour -will work provided your terminal has a compatible mode. -~ - -1 ANSWERS1~ -Comment: the auc code needs to be modified to allow the auccing - of poisoned weapons (current message says it's decaying) -Answer: poisoned weapons are decaying - -Comment: ok ok peeps.. one more time: me avatar. me starving - but cannot see it. me recharge verrrrrrrry slowwwwwly - [this person subsequently threatened to leave the mud and take - people with him because we wouldn't fix such "bugs"] -Answer: you could try typing 'score' to see your hunger and - thirst. Avatars used to see their thirst and hunger messages, - but then nobody liked that and everyone wanted them removed. - The idea of a config +/- hunger_and_thirst_messages seems - ridiculous to me. Not many people have a problem keeping - track by using score, they just pay attention. - -Comment: this area bites, we need areas with mobs in them not - pretty descs -Answer: what "we need" varies. I'd be an idiot to refuse any - area that fit any of our needs, be they killing fields or - social zones or transition areas or what-have-you. Work on - one has nothing to do with work on another. - -Comment: after 4 years youd think you could stop us crashing - so much -Answer: after 4 years you'd think someone would know there are - a number of things affecting any mud's stability, some of them - being beyond our control. It's not like we enjoy it when the - system crashes, and don't take steps as quickly as we can to - correct the problem. - -Comment: i find the description of the tourist as a small round - japanese man offensive -Answer: I am ashamed I have offended you. - -Comment: I'm getting worried that you guys don't get my ideas and that - I do this for naught -Answer: they're read, sometimes once a week, usually always once a - month, and in extremely rare cases (like this one) once every two. - -Question: why are manyaggro mobs either good or neutral? -Answer: the evil ones are more tucked away, but I agree that it's - odd to have a good-aligned aggro mob unless it's defending its - territory or something like that. - -Comment: who should let you see the player. -Answer: try 'whois ' -~ - -1 ANSWERS2~ -Comment: How about removing Ret for now, instead of this wisinvis - stuff. -Answer: because "wizinvis" is how it is now. Besides, if you go - visit it'll be happy to reveal itself when it finds you. - -Comment: Sup? -Answer: yo - -Comment: It would be nice if the time of day could be included in - prompts, for vampires who want to know when to mist. Thanks-[signed] -Answer: the general time of day (which will indicate mistwalk times - for vamps) can be included in prompts with the %T token. - -Comment: [18 requests for a social called abash. 0 offers of what - the social might read like] -Answer: I see lots of good social ideas given, but no one ever - offers to just write it. If you have a social idea, write it up - and mudmail it or something and we'll see if it's acceptable. - -Comment: these new dam messages for spells SUCK. try asking -people who PLAY not sit and imm what they think! -Answer: "sit and imm" ... I love it. - -Comment: have who sort by level, I can't scroll that far back and cant - find low-level ppl -Answer: the 'who' command supports level arguments: 'who 1 10' will - display all characters between level 1 and 10, 'who 20' will display - all characters from level 20 on up, etc. - -Comment: you should make a proffesional insulter that people pay to - go insult the person they said to .... so you have a system where - ppl won't curse eachother out. -Answer: we had Darius who did professional-quality work, but he did - it for free, and it never kept anyone from cursing anyway. - Especially Darius. - -Comment: there should be a way to turn off linkdead recall, it sux -Answer: config + or - norecall will fix you up - -Comment: sell poison for weapons OUTSIDE of the thieves guild for non - guilded thieves -Answer: it is, in a place that sold it ages before the guild of thieves - ever got hold of it. - -Comment: Deities for guilds like orders and clans have -Answer: never -~ - -1 ANTARCTICA~ -Recommended level range: 10 - 30 - -The frozen wastes of Antarctica lie far to the south of Darkhaven, -separated from the main continent by a vast ocean. Hidden in this -land of ice is the town of Little Haven. Two great heroines of Light rule -over the gnomes of this town: the Shieldmaiden Brunhilde and the Snow -Queen. The gnomes have created deadly frost giants to aid in the -protection of the town and have also enlisted the aid of a fearsome blue -dragon. It is a comforting thought that very little threat arises from -Antarctica, for the Realms are already dark enough... -~ - -0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~ -This spell makes you more resistant to all types (including beneficial -types) of magic. -~ - -0 APPRAISE~ -Syntax: appraise - appraise all - -Appraise, when at a repairshop type mob, will tell you the condition of -your equipment in question. The mob will tell you if it needs repair or -not, and if so, how much it will cost. - -~ - -1 'AQUA BREATH' 'AQUA'~ -Syntax: cast 'aqua breath' - -This spell allows you to breath in water areas and underwater. Certain -water sectors will require the use of aqua breath to prevent damage from -drowning. If you are in an area and your movement suddenly begins to -drop and/or you begin losing hps , you should either cast -aqua breath immediately or leave the area. - -~ - -1 ARACHNOS~ -Recommended level range: 5 - 20 - -A large amount of Haon Dor's treetops is covered in a sticky film: -the webs of a thousand spiders. The realm of Arachnos, as it is called -by Darkhaven's adventurers, is a series of twisting, intricate webs -populated by arachnids and spiders. Some say that this fear-filled place -is named Arachnos after the name of its hideous ruler. The stories tell -of a dragon housed deep within the area, answering to the name of Yevaud. -~ - -1 ARCANES~ -. - * * * As One, We Are Strong * * * - -That is our motto, and for it we fight. The Ancient Order of Arcanes is -an elite group of practitioners of the Magicks with a long and honorable -history dating far back into the days of the old clans, when the Arcanes, -one of the earliest of the peaceful clans, stood apart from the fray and -strove to hold the beacon of light and knowledge proudly aloft in a -darkening world. We have lived on in the heart of the Realms through -many centuries of peace and war. - -Arcanes try to master the knowledge of the ever-changing world about them. -With knowledge comes power, and with power responsibility. Our magicks -are strong, and rarely do we taste defeat. But we use our strength and -power to help one another; and where we can do no good in the world abroad, -we at least strive to do no harm. Members live by, and live up to, a -demanding Code of Conduct which requires teamwork and cooperation among -members, and honor and fair dealing in the outside world. The Arcanes -reside in a castle created out of the fabric of magic itself, which stands -as a testimony to Arcanes' power and strength. - -Order members' solidarity and coordination are unrivalled. Almost every -day, and frequently more than once in a day, the Order conducts some -activity to which all members are invited -- whether simple exploring/ -mobkilling, practicing pk, questing among ourselves, or participating as -a team in mudwide quests -- for mutual benefit and enjoyment. To the -extent possible, these events are held at different times of the day, to -permit the widest possible participation. - -Those who distinguish themselves in such activities are regularly rewarded -from the Order Treasury. The Order also continually seeks to reward those -who seek out knowledge and put it to the use of the Order. - -For information on applying to Arcanes, type 'Help Arcanes Inductions' -~ - -2 'ARCANES INDUCTIONS'~ -&YTo be considered for admission, the applicant character:&W --- must be of a manausing class, level 25+; not currently a member of any - guild or Order, and at least 100 years old --- must submit a "resume," mudsigned (posted and taken) including: - (i) player's total time on the mud, (ii) prior guild/Order affiliations - (iii) reasons for interest and how they think they can contribute, - (iv) any outcast from or rejection by the Order of any character controlled - by the same player, and (v) contacts' names and how they know them --- must submit notes from 3 or more contacts, which must be (i) mortals and - (ii) neither current Arcanes, Arcanes-Recruits or -Initiates, nor alts - thereof. The contacts' notes must be mudsigned, and state how, and how long - the contact knows the applicant, and ideally include information on the - contacts' alts and typical hours on to facilitate further contacts. A - A backup contact or two beyond the three minimum is also helpful. - -Applicants with notes ready should contact a Scout, who will verify -that the applicant qualifies and decide whether or not to process the -application. The Scout may decline or defer acceptance of an application, -in which case the applicant may contact another scout. If any character -owned by the same player was rejected or outcast for disciplinary reasons (not -inactivity), the applicant must first seek permission to apply from the -LeadScout or a Leader. Such requests are ordinarily not considered -until at least 3 months have passed. - -Alts of current Arcanes are simply inducted by any leader if they are of -the appropriate class and level (the age minimum does not apply). -Special procedures may apply to imm alts. Interested Immortals should -contact a leader or the Deity before submitting an application. - -&CFor further information about the inductions process and the Order -generally, as well as a list of members, please stop by the Order -webpage, which is linked to the RoD webpage. -~ - -1 AREAS~ -Syntax: areas -Syntax: areas old -Syntax: areas - -The 'areas' command displays an alphabetically sorted list of all areas -within the game, together with the author and suggested level range of -each area. - -The 'areas old' command displays an unsorted list of all areas (the old -style), as well as the author and suggested level range of each area. - -You can specify a level range to see a list of all areas with suggested -ranges which encompass the argument. This can be a little awkward as -each area has a low and a high suggested range. Suffice to say that if -an area's level range matches even one level of the range you request, -it will be displayed. - -Special thanks to Fireblade for design and coding of this restyled function. -The Realms of Despair will provide a copy of areas built by individuals -to that individual and no one else. To receive a copy of an area for use -on other muds, you must contact that individual. - -~ - -66 DUMP~ -Syntax: dump - -This command makes mobs and objects dumps to files. -~ - -0 ARMOR~ -Syntax: cast armor - -This spell decreases (improves) the armor class of the target character -by 20 points. -~ - -52 ARMORCLASS~ -. -&gThere are two values used with armor class for object type Armor: - -&GValue0: Variable amount based on level of item at repop. -Value1: Maximum repairable armor setting for the object. - -&gSetting Value0 has no effect. It will re-adjust itself on repop based on -the repop level of the item. Setting Value1 below the expected repop value -for Value0 will result in an item that cannot be repaired until Value0 drops -below Value1's setting. The listing below gives you a rough approximation of -the values returned for Value0 based on level: - -&GLevel Invoked Value0 Level Invoked Value0 Level Invoked Value0 -------------- ------ ------------- ------ ------------- ------ - 1 1-3 10 3-5 20 6-8 - 30 8-10 40 11-13 50 13-15 - -&gThe amount that Value0 is set to determines the amount the player's A.C. will -be adjusted. Different wear locations have a different multiplying affect: - -&G0 X Value0: Wield, Ears. -1 X Value0: Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist, Hold, Eyes. -2 X Value0: Head, Legs, About. -3 X Value0: Body. - -&gSee also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, -WEAPONTYPES, VARIABLES, and OMENU. -~ - -59 ASET~ -Syntax: aset - -Aset is used to set the following fields for an individual area: -author - The name of the area's author -name - The full "name" of an area... ie: {10 20} Somegod Some Area -filename - The filename (ie: somearea.are) -lo_room - The lowest room vnum -hi_room - The highest room vnum -lo_obj - The lowest obj vnum -hi_obj - The highest obj vnum -lo_mob - The lowest mob vnum -hi_mob - The highest mob vnum -low_economy - minumum amount of gold the area will start with at reboot -max_economy - maximum amount of gold the area _can_ start with at reboot -resetmsg - Message displayed throughout the area at reset -resetfrq - Number of minutes between area resets -flags - Area-wide flags: nopkill - -The area must be folded to make these changes permanent. - -See ASTAT, ECONOMY, FOLDAREA -~ - -59 ASTAT~ -Syntax: astat (area stats for the area you are in) -Syntax: astat (area stats for specified area) - -Astat displays the vital stats of an area, including the following: -Name: title of the area -Filename: filename of the area -Prototype: If the area is prototype or under construction, will be 'yes' -Max_players: max # of players in the area as of last reboot -IllegalPks: number of illegal pkills in the area since last reboot -Gold looted: total amount of gold looted from the area since last reboot -Area Economy: current pool of gold for the area (not including player gold) -Mdeaths: number of players mobs killed in the area since last reboot -Mkills: number of mobs killed in the area since last reboot -Pdeaths/Pkills: number of players killed by players in area since reboot -Author: name of the area's author -Number Players: current number of players in the area -Area flags: area-wide flags (such as nopkill) -Low/hi_room: first/last room vnum of the area -Low/hi_obj first/last object vnum of the area -Low/hi_mob first/last mob vnum of the area -Soft range: level range recommended for the area -Hard range: level range enforced for area (outside range cannot enter) -Resetmsg: current reset message for the area at repop -Reset frequency: frequency with which the area resets - -See ASET -~ - -1 'ASTRAL WALK' 'FARSIGHT' 'PORTAL' 'HELICAL FLOW'~ -Syntax: cast 'astral walk' Syntax: cast 'farsight' -Syntax: cast 'portal' Syntax: cast 'helical flow' - -These spells allow the very shape of space and time to be warped at the -caster's bidding: - -'Astral walk' instantaneously moves the caster to the victim's location. - -'Farsight' allows you to see the room in which the victim stands. - -'Portal' forms a temporary tunnel through space to the victim. A portal -will not succeed if a portal already exists in either the caster's or -the victim's location. Type 'enter' or 'enter portal' to pass through. - -'Helical Flow' morphs an Augurer into a coil of colour which instantly -travels to the victim's location. - -These spells may fail if either the victim or the caster is in a location -which blocks their use, such as no-recall areas, no-summon areas, etc. - -See also TRANSPORT -~ - -51 AT~ -Syntax: at - -AT executes the given command (which may have arguments) at the given -location. The location may be specified as a vnum, as the name of -a mobile or player. - -AT works by temporarily moving you to that location, executing the -command, and then moving you back (if the command didn't change your -location). -~ - -65 ATOBJ~ -Syntax: atobj - -ATOBJ executes the given command (which may have arguments) at the given -object. - -ATOBJ works by temporarily moving you to that location, executing the -command, and then moving you back (if the command didn't change your -location). -~ - -2 ATTACKER ATTACKERFLAG ATTACKERFLAGS~ -&PAttacker &Wflags are automatically given by the mud code to players -who engage in illegal attacks upon other players. These attacks can -initiated by using MURDER, casting an attack spell, or ordering -followers to attack a player. Deadlies attacking Deadlies do not -receive Attacker Flags. These flags are only given out in situations -that involve Peaceful players, i.e. Deadlies attacking Peacefuls, -(or vice versa), or Peacefuls attacking Peacefuls. You will be -tagged with an &PAttacker &Wflag if: - - 1. You attempt to MURDER another player, or they attempt to - MURDER you. (See &CHelp Murder &Wand &GLaws Pkill &Wfor more info - on attacking other players). - - 2. You order charmed mobiles or pets to attack a player, or you - are attacked by another players mobiles. (See &CHelp Charm &Wor - &CHelp Pets &Wfor more info)> - - 3. You are a &RDeadly &Wplayer and attacked a fellow Clanmember. - -&WDarkhaven Guards, shopkeepers and special function mobs now respond -differently to illegal flags. You may find yourself barred from making -purchases, placed before Judge Kendra for a hearing, or sentenced to -jail. Should you acquire an &PAttacker &Wor any other illegal activity -flag, see Judge Kendra in Townhall. Her Honour is located one west of -the Main Lobby (See &CHelp Townhall &Wfor info). -~ - -53 ATTACKS~ -bite claws tail sting punch kick -trip bash stun gouge backstab feed -drain firebreath frostbreath acidbreath lightnbreath gasbreath -poison nastypoison gaze blindness causeserious earthquake -causecritical curse flamestrike harm fireball colorspray -weaken - -See MSET and DEFENSES (Some are not implemented). -~ - -1 AUC AUCTION~ -.Syntax: auction (abbreviations: a , auc) -Syntax: auction -Syntax: auction bid - -The auction command is used for performing auctions. Simply typing auction -will display the current item being auctioned, if there is one. - -If nothing is being auctioned, auction will -begin an auction. If no starting value is specified, it begins at 0 gold. - -Auction bid will place a bet for the item. - -Special thanks to Erwin Andreasen for writing this function. -(Ported to SMAUG from a publicly available source.) - -At the present, if the mud crashes in mid auction, you will lose both -your bidded money and the item. This will at some point be fixed. - -You are able to see auction almost from the point of character creation, -however, you cannot USE auction unless you're level FIVE or higher. To remove -the auction channel from your screen, type CHANNEL -AUCTION. -SEE also "help AUCTION2" for more on auction commands -&Y* Auctions will not be stopped for overbidding or misbidding*&w -~ - -1 AUCTION2~ -Auction will also work with the following arguments: - -au bid 20k - bids 20000 coins -au bid 20k500 - bids 20500 coins (20,000 + 500) -au bid 20k5003 - bids 20500 coins, too (only checks first 3 chars after "k") -au bid 1m - bids 1 million coins - -On an existing bid of 10000: -au bid +10 - adds 10%, making the bet 11000. -au bid + - adds 25% (the default if no number given), bet is 12500. -au bid x - multiplies by 2, making the bet 20000. -au bid x5 - multiplies by 5, making the bet 50000. - -It is illegal to auction clan, order, or guild items. -Exception: Old clan equipment that was converted to be worn by both peaceful - and deadly players. - -Also see: 'HELP AUCTION' for more information. -~ - -51 AUCTIONSTOP~ -Syntax - -&WAuctionstop is to be used to halt the auctioning of illegal items, ie: -deadly equipment, order/clan/guild items. Auctions are NOT to be -stopped for overbidding, misbidding, or misauctioning. - Other items the auction can be stopped for are balls of light and -recall scrolls if sold alone. If they are inside a container with other -items, they may be auctioned. -&W -~ - -0 AUGURER AUGURERS~ -The Augurer is very strong-minded in its nature, both physically and -magically. It is very confident of its actions in combat, and this -confidence shows in its physical appearance. The Augurer is of a -medium height, with a defined bone structure which shows both -intelligence and assurance. Its appearance is wizened, but at times -the Augurer may look frail due to exhaustion. Though it is of a -medium size, its physical strength is not. The Augurer relies on -both brain and brawn to overcome its challengers. When it is -confronted, its wisdom decides what course of action it should take, -and wisdom is its prime stat. - -While in combat, the Augurer is capable of utilizing both spells and -skills to their greatest potential. However, because of the Augurer's -size, it tires of magic easily. To overcome this mental exhaustion, -the Augurer is a strong believer in the use of mana for rejuvination -of its magical powers, and uses a lot of it. In its spare time, the -Augurer enjoys the local lore, both the teaching and learning of it, -as well as musical and theatrical pursuits. The Augurer is a very -independent person, and spends much of its spare time in meditation, -reflecting upon the days activities. - -~ - -63 AUTOMAPPER~ -a hut -b tent -c hovel -d campsite -e shack -f cabin -g homestead -h keep -i fortress -j castle -k guard house -l altar -m inside a store -n graveyard -o monastary -p stable -q tavern -r basement -s bedroom -t banquet room -u corridor -v attic -w vault -x sitting room -y study -z passageway -A tower -B crypt -C work room -D laboratory -E hallway -F turret -G Storage room -H kitchen -I Larder -J stairs -K rooftop -L closet -M office -N treasury -O landing -P balcony -Q Foyer -R drawing room -S den -T a ladder -U catwalk -V entrance -~ - -63 AUTOMAPPER2~ -W arboretum -X library -Y vent -Z shaft -???? gate -1 audience room -2 conservatory -3 dumbwaiter -4 chimney -5 porch -6 classroom -7 limbo -8 lawn -9 limbo -???? lake -@ forest -# swamp -$ well -% street -^ on the river -& canyon floor -* beach -( mine -) road -???? on the stream -_ forest clearing -+ snake pit -= tunnel -| path -` sandstorm -{ rope -[ cliff -] jungle -???? underground river -" rope bridge -' bridge -? natural bridge -> ignored -, cave -???? underground lake -~ - -51 AVTALK~ -Syntax: avtalk - -This allows you to use the avtalk (level 50+) channel. -~ - -1 BAALI_APPS~ -. &Y __&r*&Y__ __&r*&Y__ - &Y( ___ )&r-----------------------------------------------&Y( ___ ) - | / | | \ | - | / |>his is what you will need to gain the attention &Y| \ | - | / |&Gof the Baali. Be warned: Gaining their attention &Y| \ | - | / |&Gmay very well be one of the most difficult tasks &Y| \ | - | / |&Gto accomplish. Rest assured, once one has gained &Y| \ | - | / |&Gthe depravity of their attention, there will be &Y| \ | - | / |&Gno mistaking it. &Y| \ | - | / | | \ | - | / |>o gain the attention of the Baali, one must: &Y| \ | - | / | &Y| \ | - | / |&W- &GBe an evil aligned avatar. &Y| \ | - | / |&W- &GMail Iliana with their intent and reasons. &Y| \ | - | / |&W- &GBring two letters of reference when summoned. &Y| \ | - | / |&W- &GDemonstrate their worthiness when summoned. &Y| \ | - | / | | \ | - | / |>he Baali accept but one new corrupter a week &Y| \ | - | / |&Ginto their fold. It would be wise to demonstrate &Y| \ | - | / |&Gones patience when seeking them out, as well. &Y| \ | - |___| &Y|___| - (_____)&r-----------------------------------------------&Y(_____) - &r* *&w -~ - -1 BACKFIRE~ -Magical items (pills, potions, staffs, wands) which cast offensive spells -have a chance of backfiring if the character using them is much lower in -level than the spell level on the item. - -For example, a level 15 character trying to invoke a wand with level 50 -fireball may injure themselves when the spell backfires. - -~ - -1 BACKSTAB BS~ -Syntax: backstab -Syntax: bs - -A backstab is a method of attack, used primarily by thieves but able -to be utilized by others in some circumstances, and which inflicts a -tremendous degree of damage on unsuspecting victims if successful. - -An appropriate weapon type is required to backstab, and if your victim -is wounded or suspicious it may not be possible to surprise them. The -most important factor in anyone's ability to backstab is to catch the -victim when they are unaware of your presence. - -~ - -1 BALZHUR~ -. , \, '-,-`,'-.' | ._ - /| \ , |\ } )/ / `-,', - [ , |\ /| | | / \| |/` ,` - | | ,.` `,` `, | | _,...( ( _', - \ \ __ ,-` ` , , `/ |,' Y ( \_L\ - \ \_\,``, ` , , / | ) _,/ - \ ' ` ,_ _`_,-,<._.< / / - ', `>.,` ` ` ,., |_ | / - \/` `, ` ,` | /__,.-` _, `\ - -,-..\ _ \ ` / , / `._) _,-\` \ - Balzhur- \_,,.) /\ ` / / ) (-,, `` , | - the pet demon,` ) | \_\ '-` | `( \ - / /```( , --, ,' \ |`<` , | - / /_,--`\ <\ V /> ,` )<_/) | \ _____) - ,-, ,` ` (_,\ \ | /) / __/ / `----` - (-, \ ) \ ('_.-._)/ /,` / - | / ` `/ \\ V V, /` / - ,--\( , <_/`\\ || / - ( ,``- \/| \-A.A-`| / - ,>,_ )_,..( )\ -,,_-` _--` - (_ \|` _,/_ / \_ ,--` - \( ` <.,../` `-.._ _,-` - ` ``` -~ - -51 BAMFIN BAMFOUT~ -Syntax: bamfin -Syntax: bamfout - -The standard messages for GOTO are 'arrives in a swirling mist' and -'leaves in a swirling mist'. You can replace these messages with messages of -your own choosing using the BAMFIN and BAMFOUT commands. -~ - -51 'BAN 50'~ -Seeking to ban a site above level 1 should be an extremely rare situation. One -in which the actions of one or more key persons from a site are deemed to be -a detriment to the enjoyment of a large portion of the players in the game. -Such person(s) are generally deemed to be beyond rehabilitation at this time. - -When seeking to ban a site, make use of the Grub command to both see the impact -of the ban, and to get a list of all character names from the site. You can use -this list to keep an eye out for these characters coming in from other sites, -as it's obvious these days that a site ban may not always cure the situation. - -All site bans above level one should be set at level 50 or higher. It should be -a rare instance in which a site is banned at some in between level. Only in the -direst of instances would a site be banned above level 50, as this will affect -immortal level players as well. - -See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN DURATION' -~ - -51 'BAN DURATION'~ -The standard set for ban durations are as follows: - -Newbie Ban: 1) One week on first instance. - 2) Two weeks for the second. - 3) One month at newbie, or level 50 for third. - 4) Permanent at newbie, or level 50 for 4th offense. - -Bans for level 2-50: 1) One month for first instance. - 2) Two months, or permanent for 2nd. - 3) Permanent for 3rd offense. - -All bans above level 50 should be permanent by their very nature. - -&WReminder - Without documenting each time we ban a site, we will have no - source of history on sites. Always remember to post a note - detailing the reasons for the ban.&w - -See also: 'BAN ALLOW' 'BAN NEWBIE' 'BAN 50' -~ - -51 'BAN NEWBIE'~ -Banning a site is a form of last resort, as it not only affects the offending -player or players, but will also affect every other player from that site. -Before seeking to ban a site, even for a temporary level 1 banning, make -sure you have exhausted all other options first. - -In the case of newbie bans, most such instances arise through the actions of -one or more abusive players who log in a newbie and begin swearing, spamming, -threatening, etc.. Many times this has developed from an immature player's -frustrations over getting a name authed. If you find a player going through a -series of silly names trying to auth them, make every effort to try and talk -with them first. If this fails, use Fquit to discourage them. If you have -Disconnect, use this instead, as it is less provoking than fquit (makes it -appear as if they simply lost their conneection). If they continue their -efforts, send them warnings to get their attention. Use freeze if you have it -(or if someone else is on who can use it) to get their attention and make sure -received the message. Then, and only then, once you've exhausted all avenues -at being civil, you can use ban in good conscience. You've given the player(s) -every chance to cease their actions and given them fair warning over the fact -that if they continue they risk getting banned. - -See also: 'BAN ALLOW' 'BAN 50' 'BAN DURATION' -~ - -58 BARENUM BARESIZE~ -Syntax: mset barenum -mset baresize - -These mob fields control the mobs ability to fight without weapons. -Barenum is the low end of the damage done and baresize is the multiplier. -For example: barenum 10 and baresize 5 would have the effect of allowing -the mob to hit barehanded for 10-50 damage. - -* This field also affects experience gained. -Experience is calculated as follows: -^level 3*5 + max_hit +barenum *baresize +damroll * 50 -+hitroll *ch -> level *10 -~ - -1 BARRIKS KEEP~ -Recommended Level Range: 25 - 50 - -Atop a great mountain, sits a small run down village. It is surrounded -by mountains and large trees that have been in existence for untold -centuries. The village is guarded by a few loyal citizens who remain -due to loyalty. The townspeople hide a secret passage that leads to the -keep. A large forest enshrouds the area and prevents it's notice to -the outside world. -~ - -0 BASH~ -Syntax: bash - -Bash can only be used once a fight has started. It will inflict damage and -temporarily daze both yourself and your opponent for approximately two rounds -during which you cannot heal, flee or perform other extraneous combat actions -(i.e. you will be able to dodge/parry/attack but nothing else). These same -consequences are inflicted on your opponent if it is a player character, -otherwise the skill only inflicts damage. - -Note that bash has a drastically reduced chance of hitting if the basher is -not one of the primary combatants (i.e. is not tanking). -~ - -1 'BENEDICTION'~ -Syntax: cast benediction - -The spell BENEDICTION lays upon the members of the casters group -a strong, but short-lived Protection of The High Gods. -~ - -1 'BENEFIC AURA'~ -Syntax: c 'benefic aura' - -The Paladin may infuse itself with a general protection from evil with -this ancient cantrip. As with most of the major Paladin spells, it -requires the utilization of the Paladin symbol. - -~ - -63 BERSERK~ -Syntax: berserk - -Going berserk sends your warrior into a frenzied state, increasing its -attacks per round to a maximum of six and your strength by one. While -you are berserking you cannot flee. -~ - -1 BERSERK~ -Syntax: style berserk - -This tactic is truly powerful, for it causes the fighter to allow pure -rage to flow through him, at the cost of his own judgement and care for -his or her well-being. While the berserked fighter will strike deeper -into an enemies' flesh, his foes will be able to take advantage and bury -their weapons deeper into the berserker. - -See Also: style, evasive, defensive, standard, aggressive, berserk. -~ - -60 BESTOW BESTOWMENTS~ -Syntax: bestow command [command] [command] etc -bestow list -bestow none - -Bestow is used to give a command to a player that the player would not normally -have. Bestow victim command will give the command to the person, bestow victim -list will show all commands corrently bestowed on the person, and bestow victim -none will remove all bestowments. -~ - -55 BESTOWAREA~ -Syntax: bestowarea .are - -This command allows members of the Area Council to bestow area names -to immortals so that they can engage in group building. - -Once an AC member bestows a proto area on a player, that player can -use the aassign command to assign themselves that proto area in order -to help the owner of the proto area. - -Examples: - -bestowarea joe bob.are allows joe to work on bob's proto area -bestowarea joe lists all of joe's bestowed areas -bestowarea joe list ditto -bestowarea joe none removes all of joe's bestowed areas - -~ - -56 BESTOWEDAREAS~ -Jade - demora.are phaeton.are -Demora - Jade.are -Phaeton - jade.are, mokshonian.are -Grishnakh - moonbeam.are, demora.are - -Looks like all imms will be bestowed demora.are so they can make their -rooms in the museum - Gorog. - -~ - -1 'BETHSAIDEAN TOUCH' BETHSAIDEAN TOUCH~ -Syntax: c 'bethsaidean touch' - -With the use of a the Paladin's holy symbol, one may endeavor to lift -the blindness of the afflicted. - -~ - -1 BITE~ -Syntax: bite - -Bite is a vampire skill which can only be used once combat has begun. -It inflicts damage on the victim relative to the vampire's own level -if it lands successfully. - -~ - -1 'BLACK FIST'~ -The spell 'Black Fist' calls from the Ethereal Plane a disembodied clenched -fist to pummel the calling Mage's opponents in combat. The fist may -be called once per combat round. -~ - -62 BLACK HAND~ -The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand -to pummel the calling Mage's opponents in combat. The hand may be called -once per combat round. -~ - -1 'BLACK HAND'~ -The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand -to pummel the calling Mage's opponents in combat. The hand may be called -once per combat round. -~ - -1 'BLACK LIGHTNING'~ -The spell 'Black Lightning' calls from the Ethereal Plane a highly -organized spike of the Ethereal analogue to electricity. This spike -orients itself on the calling Mage's main opponent in combat, onto -whom it unleashes its awesome destructive power. The Black Lightning -may be called once per combat round. -~ - -0 BLAZEBANE~ -Syntax: cast 'blazebane' -Syntax: cast 'blazebane' - -This spell makes the victim more susceptible to fire and heat. It -should only be cast on mobs. Casting this spell on a player will be -considered an attack. -~ - -0 BLAZEWARD~ -This spell makes you more resistant to fire and heat. It can only be -cast upon yourself. -~ - -0 BLESS~ -Syntax: cast bless - -This spell improves the to-hit roll and saving throw versus spell of the -target character by +1 each. -~ - -1 BLIND BLINDNESS~ -syntax: cast blindness - -This spell renders the target character blind. - -See also BLINDED, GOUGE -~ - -1 BLINDED~ -Certain spells and attacks can render a player blind for anywhere from a -few rounds (gouge) to several hundred rounds (the blind spell). If you -are blinded, you will see only your name on the 'who' list, and will be -unable to see either your inventory or your location. - -You may either wait out the effect of the blindness, request assistance -over channels, or make your way to a healer such as Sonoria in Darkhaven, -who will eventually remove your blindness. - -See also GOUGE, BLIND -~ - -1 BLITZ~ -Syntax: blitz - -Blitz is a skill which can only be used once a fight has started, and -can only be used against your primary opponent. If it successfully -lands, it inflicts damage on your opponent. -~ - -1 BLOODLET~ -Syntax: bloodlet - -A vampire which is itself sated on blood may open his own veins to drain -a small amount of the vitae for the consumption of a more needy comrade -through the use of bloodlet. The pool spilled last only a very brief -time, however, as already-consumed blood loses its value quickly once -exposed again to air. -~ - -1 BOARD BOARDS ARCHIVES ARCHIVE~ -Note boards are available throughout the Realms for you to post notes to -that deal with various topics like guild, order, council or clan -communication, announcements from the immortals, and questions for -the immortals or other people on the mud. -The Archives of Darkhaven are located in the Darkhaven Town Hall, east, -south, up and 2 south of Darkhaven Square. The Archives contain: - - - The main board of Darkhaven, for general notes and information - - The Book of Deeds and Lore, for role-playing posts - - The Oracle, where mortals may write private concerns, complaints, - requests and suggestions to the high gods - - Individual boards for different councils and organizations. - -Use 'note list' to view the note posted on each board. Type 'help note' -for detailed information on using the Realms note system. -The post office is located off western Market Street in Darkhaven, two -south, one west and one south of the city square. Type 'help mail' for -detailed information on using the post office system. - -~ - -58 BOARDDELETE~ -1202 - level56.brd - Removed by Jade -1204 - questideas.brd - To be replaced with a floating board, don't -remove until then -1206 - building.brd - ac board - delete -1207 - changes.brd - board of new knowledge - i see no need - delete -1216 - heroes.brd - questsuggestions - never used once - delete -1210 - book.brd - no clue what it is, unless i'm missing something -del -31985 - good.brd - ret board -delete -32706 - evil.brd- forsaken board -delete -0 - delib.br - ??? - delete -11400 - britt.brd - already done by Jade - delete -0 - member.brd 2134 - supposed to be 21341, i think, unfixed typo - delete -21341 - member.brd - ?? - delete -1226 - law.brd - ??? - delete -1231 - ban.brd - ban board - change to floating and delete -0 - arcaneind.brd - screwup? delete -15532 - extravote.brd - useless - delete -21229 - voting4.brd - do we need 4 vote boards? -8402 - treehouse.brd - herne's board -delete -21515 - orleader.brd -empty, and we have an order leader board - delete - - -These next 3 are being deleted from Ringbearers. Please wait -one week from Wednesday to delete them so that Ynnug can copy -the notes. -1278, 1280 and 1282 - all ringbearers boards - delete in a week - -Myra will be cutting the guilds down to 2 boards each and -getting rid of 1 other uselesss guild board. -That should put us in the range of 70 boards -~ - -51 BODYBAG~ -Syntax: &Wbodybag - bodybag will show the status of the corpse. -&w -BODYBAG gets all of corpses and puts them in your inventory -to do with as you wish. - -If you find yourself getting the wrong corpse, post a bug report immediately! -See also TIMER -~ - -1 BOT BOTS BOTTING~ -Bots, the running of a character using triggers while there is no one -attending it, is not illegal in itself. However, bots are held to the -same rules as playing characters. See Laws regarding "staking" and -other applicable laws. The character is accountable for any act the -bot commits. -~ - -1 'BP'~ -This is an abbreviation for blood points. Vampires begin with 10 bp -at creation and gain 1/1 bp for each subsequent level. -~ - -0 BRANDISH QUAFF RECITE ZAP~ -Syntax: brandish (to invoke a staff) -Syntax: quaff (to quaff potions) - quaff (quaff directly from container) -Syntax: recite (to recite a scroll) -Syntax: zap (to use a wand on a target) - -BRANDISH invokes a magical staff. - -QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids). - -RECITE recites a magical scroll; the is optional, depending on the -nature of the scroll. - -ZAP fires a magical wand at a target. If the target is not specified, and -you are fighting someone, then that character is used for a target. - -You must be holding a wand or a staff before using BRANDISH or ZAP. - -All of these commands use up their objects: Potions and scrolls have a -single charge. Wands and staves (staffs) have multiple charges. When a -magical object has no more charges, it will be consumed. Use the spell -'identify' to see the remaining charges. - -See EAT, BACKFIRE, RECHARGE -~ - -1 BROACH~ -Syntax: broach - -This skill causes the vampire to attempt to bypass a locked or barred -door or other obstruction. - -~ - -58 BSET BSTAT~ -Syntax: Bset -Syntax: Bstat (same room as board needs no args) - -BSTAT will show the current setting for the statted board. - -BSET will set new values for a given board. -Correct FIELD values for Bset are: - ovnum, read, post, remove, maxpost, filename, and type - read_group, post_group, extra_readers, and extra_removers - All boards will be type 1, except Nerif's mail board (type 2). -Action FIELD values include: - oremove, otake, olist, oread, ocopy, opost, and postmessg - These should be followed by the message to be sent to those - who are at the board, but not performing the action (similar - to mpechoaround). Postmessg is the only message that will be - seen by the actor of a Bset action value. -~ - -0 BUY LIST SELL VALUE~ -Syntax: buy -Syntax: buy <# of object> -Syntax: list -Syntax: list -Syntax: sell -Syntax: value - -BUY buys an object from a shop keeper. -BUY <# of object> will allow you to buy up to twenty of a normal -store item at once. - -LIST lists the objects the shop keeper will sell you. LIST lists -just the objects with that name. - -SELL sells an object to a shop keeper. - -VALUE asks the shop keeper how much he, she, or it will buy the item for. - -~ - -0 'CALL LIGHTNING'~ -Syntax: cast 'call lightning' - -This spell works only out of doors, and only when the weather is bad. -It calls down lightning bolts from God. - -Be aware that area attacks are aggressive to all mobs in the room, -including pets, mounts and charmed creatures. -~ - -0 CAST~ -Syntax: cast - -Before you can cast a spell, you have to practice it. The more you practice, -the higher chance you have of success when casting. Casting spells costs mana. -The mana cost decreases as your level increases. - -The is optional. Many spells which need targets will use an -appropriate default target, especially during combat. - -If the spell name is more than one word, then you must quote the spell name. -Example: cast 'cure critic' frag. Quoting is optional for single-word spells. -You can abbreviate the spell name. - -When you cast an offensive spell, the victim usually gets a saving throw. -The effect of the spell is reduced or eliminated if the victim makes the -saving throw successfully. - -See also the help sections for individual spells. -~ - -1 'CASTLE ZHAKRIN'~ -Recommended level range: 0 - 60 - -Castle Zhakrin is the stronghold of the Forsaken, the home of those -who still cling to the Lost God of Evil Zhakrin. These devout followers -follow an ancient prophecy that their God will return when his name has -been sufficiently honored. To further his cause, the Forsaken bring forth -sacrifices to their God and do all in their power to further the cause -of Darkness. Castle Zhakrin's location remains shrouded in mystery, as -well as its contents and secrets. -~ - -0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ -Syntax: cast 'cause light' -Syntax: cast 'cause serious' -Syntax: cast 'cause critical' -Syntax: cast harm - -These spells inflict damage on the victim. The higher-level spells do -more damage. -~ - -1 'CAUSTIC FOUNT'~ -The second discipline of acid mastery, 'Caustic Fount' causes a -fountain of acid to levitate about the casting Mage's victim, bathing -him in a malodorous and painful concoction. The combination of magical -and physical attack gives this spell appreciable effect in combat versus -a wide variety of physical types. -~ - -61 CEDIT~ -Syntax: cedit save -Syntax: cedit create [code] -Syntax: cedit delete -Syntax: cedit show -Syntax: cedit [field] - -Field being one of: - level position log code - -Cedit create is used to create the entry and name for a new command. -Cedit delete is used to delete a command. -Cedit code is used to assign a defined section of code to a command. -Cedit show displays current statistics on a command. -Cedit level sets the minimum level for usage of a command. -Cedit position sets the min_pos for execution of the command. -Cedit log determines the manner in which the command will be logged. - -Use 'cedit save' to save changes permanently. - -See RESTRICT -~ - -1 CHA CHARISMA~ -Charisma (CHA in your 'score') represents your characters physical beauty -and charm. It primarily affects: - - - a character's practice rate with a language scholar - - - prices charged to a character by shopkeepers - -No class receives charisma as a prime attribute. - -~ - -1 'CHAMBER OF THE ANCIENT'~ -Far off in the higher planes of the multiverse is the place known as the -Chamber of the Ancient. Accessible only to the most powerful of deities, -this is where the dark Vl'arescht holds his throne. May Thoric bless any -unfortunate enough to be summoned here, for a fate worse than death -invariably awaits.... - -~ - -1 'CHANGE SEX'~ -Syntax: cast 'change sex' - -This spell changes the sex of the victim (temporarily). -~ - --1 CHANGES~ -&WA brief summary of some of the significant older code changes:&w - *> The experience system has changed significantly. You now receive exp - with every hit based on the damage you inflict. (includes spells) - *> You will only be able to practice your skills and spells so much, the - rest must be learned through use of the spell or skill. - *> Warning: depending on your dexterity, drinking potions and eating in - combat may be difficult. Potions also count as a drink. - *> Corpses are saved across crashes and reboots, eliminating the need - for most reimbursements for lost corpses. -- see 'help reimbursement' - *> Type 'help mail' and 'help note' for information on these functions. - *> Config +gag coded by Swordbearer, gags out all extraneous combat info - between primary combatants (misses, dodges, parries) - *> Lots of new socials are now in place! (Special thanks to KaVir for - sending them our way) (thanks to Scryn for adding them to the file) - *> New commands: who guild/order/clan and remove all - coded by Swordbearer - *> Extreme changes to the way the code handles objects has drastically - reduced load on the machine all the way around - *> The ruins of old Darkhaven are now home to deadly characters - *> Minor healing items in New Darkhaven are now more powerful and cheaper - *> Bash has changed, see the helpfile. - *> Equipment no longer scraps in the Arena, or for deadly characters - *> Retaliatory shields no longer send any message to anyone unless they - actually strike - *> Healer mobs won't heal you if you're fighting - *> Shopkeepers refuse customers in combat - -&W Type 'news' for more recent changes and additions... -~ - -1 CHANNELS~ -Syntax: channels -Syntax: channels + -Syntax: channels - - -With no options, CHANNELS show you your current channels. With a plus or -minus sign and an option, CHANNELS turns that channel on or off. Using the -'all' option, CHANNELS will turn on/off all normal channels. - -Public channels are those that can be seen by everyone, regardless of their -affiliation with clans, guilds, orders or councils. Private channels are -channels available to those with affiliations of some sort, and also tells. - -The first channels you will have as a new player are SAY, TELL, and NEWBIE. - - - to use say, the person you want to talk to must be in the same room, - just type SAY . - - to use tell, the target person may be anywhere within the Realms, just - type TELL [message]. - - newbiechat is seen and used only by level 1 characters, members of the - Newbie Council, and Immortals. - -For a more complete explanation of each channel's use and who can -use it, read section 3 of your Adventurer's Guide book. -~ - -1 'CHAPEL CATACOMBS'~ -Recommended level range: 15 - 25 - -Beneath Darkhaven's cursed graveyard lies an ancient crypt afflicted -by the same curse. The undead run rampant in this horrible place, -rending the flesh of remaining corpses and any living who enter. Any -attempts to rid this place of evil have similarily failed. Rumors of -a more powerful undead, perhaps even a vampire, have been circulating -of late. -~ - -1 'CHARGED BEACON'~ -Syntax: c 'charged beacon' - -Charged beacon renders the victim susceptible to electricity attacks. -~ - -1 'CHARM' 'CHARM PERSON'~ -The charm spell, if successful, will place the victim (only mobs, attempts -to charm other player-characters may incur the wrath of the gods) under -your control for the duration of the spell. While under your control -the creature is your servant, and may assist you in combat and other -more minor duties. Use the 'order' command to give them orders. - -Be warned, you are responsible for the actions of your charmed beast. If -it should go awry and take the life of another player-character, you will -be charged as a murderer and will be hunted by several creatures around -the Realms. - -Aggressive mobs will lose their aggressiveness while charmed, but will -immediately return to their violent ways when the spell wears off. For -this reason, charmed aggressive mobs should not be taken into any area -lower from the one from which they came, and should *never* be taken -into Darkhaven or the Academy. Those found doing so will pay dearly. - -As a matter of etiquette, charmed mobs should not be attacked. You can -tell a mob is charmed if it is wandering "in a dazed, zombie-like state." -Be aware when taking your charmed mobs around other characters that any -area attack such as call lightning, gas breath or earthquake will hit -your creature and cause it to engage in combat. - SEE ALSO: Help dismiss -~ - -0 CHAT . MUSIC ASK ANSWER SHOUT YELL~ -Syntax: chat -Syntax: music -Syntax: ask -Syntax: answer -Syntax: shout -Syntax: yell - -These commands send messages through communication channels to other players. - -SHOUT sends a message to all awake players in the world. To curb excessive -shouting, SHOUT imposes a three-second delay on the shouter. - -CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested -players. '.' is a synonym for CHAT. The ASK and ANSWER commands -both use the same 'question' channel - -YELL sends a message to all awake players within your area. - -You can use the CHANNELS command to hear, or not hear, any of these channels. -~ - -58 CHECKVNUM CHECKVNUMS~ -Syntax: checkvnums - -Checkvnums will allow you to view if any areas conflict with a set -of vnums that you need. -Correct FIELD values include Mob, Object, Room, or All (all three fields). -Starting and ending vnums should not be more than 5k from each other -as you might spam yourself out :) - -See Also: AASSIGN, MAASSIGN, OASSIGN, FREEVNUMS, FREEVNUMS2 -~ - -0 'CHILL TOUCH'~ -Syntax: c 'chill touch' - -This spell inflicts damage on the victim, and reduces their strength -by one point for a short period of time. - -~ - -1 CIRCE~ -. , , - /( )` - \ \__ / | - /- _ `-/ ' - (/\/ \ \ /\ - / / | ` \ - O O ) | - `-^--'`< ' - (_.) _ ) / - `.___/` / - `-----' / -<----. __ / __ \ -<----|====O)))==) \) /============= -<----' `--' `.__,' \ - | | - \ / - ____( (_ / \______ - ,' ,----' | \ - `--{__________) \/ -~ - -1 'CIRCLE'~ -Syntax: circle - -A skill unique to thieves, and which can only be used while in combat. -It inflicts damage comparable to backstab, and requires the thief to -be wielding a piercing weapon. To sucessfully circle you must be the -first to attack in the battle, or be grouped with whoever was. - -~ - -60 CLAN~ -~ - -0 CLANS~ -Syntax: clans - or: clans - -The 'clans' displays a list of all current clans, the clan deity and its -leader, as well as the clan pkills (victories) and pdeaths (losses). - -You can also use 'clans ' to view information on the specified -Clan. - -To see more information on the roles of clans type HELP DEADLYCLANS. - -See also GUILDS, ORDERS - -~ - -0 CLANTALK~ -Syntax: clantalk - -Provided that you are in a clan, clantalk will send the message to all -current members, as well as the deity. -~ - -1 CLASS CLASSES~ -CLASS CLASSES -The current classes within the Realms available to you are: -0) Mage -1) Cleric -2) Thief -3) Warrior -4) Vampire -5) Druid -6) Ranger -7) Augurer -8) Paladin -10) Not in use at this time -To get more information on each class, type "help ". - -~ - -0 CLEAR~ -Syntax: clear - -This command clears the screen. - -See PAGELENGTH. -~ - -0 CLERIC CLERICS~ -A cleric is a mighty healer and protector of the weak. Led with a mission -to heal and teach, Clerics have many varied and sundry healing spells at their -command. While clerics possess some combat spells and magic to affect one's -chances in battle, their main goal is self preservation. They accelerate in -wisdom and knowledge as they gain in level and experience. -The wisdom of the cleric in the ways of magic and the art of healing, make -them a desirable asset for any group. - -~ - -51 CLERICSPELLS~ -. alertness 68% animate dead[m<1hp 30048m 736mv> <#21530> -Astrix% m 85% antimagic shell 61% - aqua breath 95% armor 95% benediction 95% - bless 95% blindness 95% call lightning 40% - cause critical 95% cause light 95% cause serious 95% - charged beacon 45% <1hp 30048m 736mv> <#21530> -Astrix% continual light 95% control weather 26% - create food 95% create symbol 95% create water 95% - cure blindness 95% cure critical 95% cure light 95% - cure poison 90% cure serious 95% curse 80% - detect evil[m<1hp 30048m 736mv> <#21530> -Astrix% 1;36m 44% detect hidden 75% detect invis 95% - detect magic 76% detect poison 95% detect traps 52% - dispel evil 21% dispel magic 94% divinity 56% - dream 19% earthquake 95% ethereal funnel 30% - faerie fire 95% faerie fog 95% fatigue - 92% - feebleness 56% fireshield 95% flamestrike 52% - float 95% fly 95% fortify 95% - grounding 60% harm 95% heal 95% - holy sanctity 83% identify 95% ill fortune 87% - indignation 95% infravision 80% knock 56% - know alignment 95% lethargy 69% locate object 95% - major invocation 72% mass invis 95% midas touch 93% - minor invocation 95% necromantic touch 95% poison 95% - protection 70% recharge 19% refresh 95% - remove curse 95% remove trap 19% resilience 95% - restoration 20% sanctuary 95% scry 79% - shockshield 95% solar flight 50% spiritual wrath 19% - summon 95% transport 26% true sight 95% - unravel defense 95% uplift 95% word of recall 95% - -~ - -51 CLIMATE~ -Syntax climate - -This command allows you to view or modify the climate -settings for an area. There are settings for temperature, -precipitation, and wind. In addition, you may specify -neighboring areas who will affect changes in the current -areas weather. Therefore there are four fields to choose -from. Each field has a different range of values available. - -Field name: Values: -temp cold, cool, normal, warm, hot -precip arid, dry, normal, damp, wet -wind still, calm, normal, breezy, windy -neighbor - -Specifying an area name with neighbor which is already on -the list will remove it. Using climate without any arguments -will display the area's current setting. Note that this -command always refers to the area which you are currently in. -~ - -1 'CLIMB'~ -Syntax: climb - -This skill enables you to climb into and out of rooms that require it. -~ - -57 CMDTABLE~ -Syntax: cmdtable - -Lists all of the commands in the game, and how many times they have been used -since the last startup. -~ - -1 'CODE COUNCIL'~ -The Code Council is solely responsible for development and implementation -of all new coding. -~ - --1 COE 'COUNCIL OF ELDERS' ELDERS~ -The Council of Elders is formed of some the highest gods experienced -in both creation and administration, and is entrusted with complete -and final executive power over the mud. No single immortal holds -sole executive power. - -The council is headed by Blodkai, and is otherwise comprised of Thoric, -Haus, Gorog and Jade. -~ - -61 COEVOTES~ -1 april ..action specifics passed with one yes. Vote up for 6 weeks. -1 april .. scan 0 or 100.. approved 2 to 1 -re newbie room change. 2 yes 2 abstain -more info in report ..passed 1 yes, 1 abstain -adding adrenalin to peacefuls ..unanimous -note list proj approved..one yes..1 abstain -xan order approved 2 1 and 1 -skill forage approved 2 0 1 -~ - -55 COINDUCT COOUTCAST COIN COOUT~ -COINDUCT COOUTCAST COIN COOUT - -Syntax: coinduct - cooutcast - -Coinduct inducts an player into a council. Cooutcast removes a player -from a council. -This command should only be used if it is your council unless authorized. -~ - -51 COLOR COLOUR~ -. -The following 16 colors are supported in the commands echo, recho, -mpecho, mpechoat and mpechoaround. - -_whi White -_yel Yellow -_blu Blue -_dbl Dark Blue -_lbl Light Blue -_cya Cyan (sort of turquoise) -_gre Green -_dgr Dark Green -_cha Charcoal (grey) -_dch Dark Charcoal (dark grey) -_pur Purple -_red Red -_ora Orange -_bro Brown -_pin Pink -_bla Black - -Note that the indicator is the first three letters of the color itself -so that it is easy to remember. - -If the indicator is preceded by an asterisk, the message will blink. -You only need to enter as much of the color indicator as needed to -uniquely identify it. - -recho _red This is an example of recho in red. -recho *red This is an example of recho in blinking red. -mpe _yel This is an example of mpecho in yellow. -mpechoat $n _blu This is an example of mpechoat in blue. -mea $n _blu This is an example of mpechoat in blue. -mpechoaround $n _bro This is an example of mpechoaround in brown. -mer $n _bro This is an example of mpechoaround in brown. -mpe _r This is an example of mpecho in red. - -~ - -65 COLORIZE~ -Syntax: colorize -Syntax: colorize [ ] - -LOCATION: Without any arguments will list your current -settings. Otherwise specify the location you want to change. - -COLOR: This can be the name of the color you want or default -which will set it to the current color in the mud scheme for that -location. - -~ - -51 COLORS~ -The ability to color Help and other files is very useful. We ask -that you try to stick to these guidelines for color usage so that -we can have some consistency in their use: - -Here are some outlines for using color on a white text file: - &CHelp (Filename) &Wcolored cyan. - &GLaws (Law) &WColored green. - &PAttacker/Killer/Thief &Wcolored pink. - &GOrder/Guild (Order/Guild) &Wcolored green. - &RClans (Clan) &Wcolored red. - &YSyntax &Wfor sytax references, colored yellow. - &CDeities (Deity) &Wcolored cyan. - &RDeadly/Dealies &Wcolored red. - &YConfig (+/- option) &Wcolored yellow. - -If you wish to add other colors to your file, please use good -taste, make sure it is readable and don't get too whacky. If -you follow the above guidelines and stick to using white for -all other text, it will keep the text solid and legible. Should -you choose not to use any colors at all, that is also okay, the -above guidlines are merely for proper use of color, white is -always acceptable. - -In addition, please keep in mind that the following topics should -not be colored except by their defaults: - - Help (area name) - - Help (skill) - - Help (spell) - - Help (class) -~ - -1 COMBAT~ -You may choose a fight by finding a mob, and using LOOK, CONSIDER, and -IDENTIFY to gauge the difficulty of the opponent. You can LOOK -to get a look at its equipment and description, this will often help -indicate how hard a fight might be. You can CONSIDER for a one -on one comparison of the mobs hitpoints and level to your own. You may -also CAST IDENTIFY to get more detailed information about the mob. - -You may start a fight by using KILL, MURDER, or many spells and skills -available to players. The easiest way to start a fight is to KILL . -Currently, you may also MURDER , but this causes the mob to yell out. - -You may find yourself in trouble during a fight, and wish to leave, this -can be done by using FLEE or RECALL. You can flee a fight by typing FLEE. -You may recall from a fight with the spell 'word of recall' or by reciting -a recall scroll. You may also set it up to flee automatically once you go -below a certain number of hitpoints by using WIMPY. To use your wimpy, type -WIMPY or WIMPY . Leaving a fight with wimpy, flee, and -recall WILL cost you a loss of experience, with recall causing the greatest -loss. - -For more information on combat, read section 12 of your Adventurer's Guide. -~ - -1 COMMANDS SOCIALS~ -Syntax: commands -Syntax: socials - -COMMANDS shows you all the (non-social) commands available to you. If you -include a string you see all available commands that begin with that string. - -SOCIALS shows you all the social commands available to you. -(Special thanks to KaVir for mailing us lots of extra socials) - -See also EMOTE -~ - -51 COMMENT~ -Syntax: comment write -Syntax: comment subject -Syntax: comment post -Syntax: comment list -Syntax: comment read # - -Comment write puts you into a buffer, and the commands work just like writing -a note. You may only read and post comments on players currently online. - -Comments should be used for all disciplinary actions and warnings, on anyone -who makes frequent demands of or troubles for immortals in general even if -the player is not doing something specifically illegal, repeated problems, -after _all_ reimbursements, and any other information you feel would be -important to another Immortal when dealing with the player in the future. - -If you have a disciplinary action and the player quits before you are able to -post a comment, please place a copy of the comment on the board located in -hell, room vnum 6. - -~ - -51 COMMENT1~ -A Neanderthal brain in a Cro-Magnon body. -An experiment in Artificial Stupidity. -Been napping in front of the ion shield again. -Can be outwitted by a jar of Marshmallow Fluff. -Can't find his ass with two hands and a periscope/ -Doesn't have the sense God gave an animal cracker. -Fired from McDonald's for having a short attention span. -Guillotining him would make only an aesthetic difference. -Has a full six-pack but lacks the plastic thing to hold them together. -Has all the brains God gave a duck's ass. -Has an IQ of 2, and it takes 3 to grunt. -He seems to be a bit wispy of the grey matter. -He's not stupid; he's possessed by a retarded ghost. -If he had half a brain, his ass would be lopsided. -IQ = dx / (1 + dx), where x = age. -Living proof that nature does not abhor a vacuum. -Not enough brains cells for the Prozac to be effective. -One of the early failures of electroshock therapy. -Proof that evolution *can* go in reverse. -So stupid, mind readers charge her half price. -ome drink from the fountain of knowledge, but he just gargled. -Suffers from Clue Deficit Disorder. -The wheel's spinning but the hamster's dead. -Wasn't abused as a child, but should have been. -~ - -0 COMPARE~ -Syntax: compare -Syntax: compare - -COMPARE compares two objects in your inventory. If both objects are weapons, -it will report the one with the better average damage. If both objects are -armor, it will report the one with the better armor class. - -COMPARE with one argument compares an object in your inventory to the object -you are currently wearing or wielding of the same type. - -COMPARE doesn't consider any special modifiers of the objects. -~ - --1 COMPLAINT COMPLAINTS~ -Concerns and complaints may be emailed to Blodkai (blodkai@game.org). -Details are important, and logs (when not unduly log) are always best. - -~ - -1 CON CONSTITUTION~ -Constitution (CON in your 'score') represents your character's physical -stamina. Among other things, it affects: - - - the number of hitpoints a character receives each time it levels - - - the number of hitpoints recovered or regenerated at each tick if - resting or sleeping - - - the number of additional moves a character receives at level - - - improvement or worsening of a character's mental state, thus - affecting general endurance - -No class receives constitution as a prime attribute. - -~ - -0 CONFIG~ -Syntax: config + or -